{"meta": {"game": "Dungeon Settlers", "build": "DS_B.0.3.44", "steam_buildid": "24389032", "extracted": "2026-07-26", "source": "table_assets_all_72bd607408bc1fcd07cc320bec65f6e8.bundle", "docs": "/AGENTS.md"}, "tables": {"AffecterTable": [{"Key": "AFFECTER_Human", "DevComment1": "인간", "DevComment2": "경험치 획득 +15%,\n최대 경험치 도달시 무드 -2", "DevComment3": "", "AdjustStatsData": ["LoggingCapabilityPerModifier_20", "ConstructionCapabilityPerModifier_20", "CookingCapabilityPerModifier_30", "SwordSkillAptitude_1", "GreatSwordSkillAptitude_1", "FireMagicSkillAptitude_1", "ExpGainedBonus_15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["Human"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LizardMan", "DevComment1": "리자드맨", "DevComment2": "채식 음식 섭취 시 무드 패널티 발생,\n육식 음식 섭취 시 무드 패널티 무시,\n마법 스킬 트리 사용 불가.\n\nPS : 음식의 채식/육식은 SubType을 통해 정해짐.\n음식으로 인한 '무드 패널티' 효과는 Categories가 'FoodPenalty' 인 경우를 의미함.\n\nItemSubType (유저에게 정보 제공을 위한 목적)\n- 없음 (ETC)\n- 육식 (Carnivore)\n- 채식 (Vegeterian)\n\nAffecter_Categories\n- FoodIntake\n- FoodPenalty\n\n전제\n- 싫어하는 음식군은 Intake 효과를 받지 않는다.\n(EX : 리자드맨 -> 순무 샐러드 섭취 효과를 얻지 않음.\n엘프 -> 고기 구이 섭취 효과를 얻지 않음)", "DevComment3": "", "AdjustStatsData": ["MiningCapabilityPerModifier_20", "TamingCapabilityPerModifier_20", "ResearchCapabilityPerModifier_-20", "CookingCapabilityPerModifier_-20", "GreatSwordSkillAptitude_2", "ShieldSkillAptitude_1", "BluntSkillAptitude_1", "FireMagicSkillAptitude_-2", "NatureMagicSkillAptitude_-2", "WaterMagicSkillAptitude_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["LizardMan"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Elf", "DevComment1": "엘프", "DevComment2": "리자드맨과 정반대", "DevComment3": "", "AdjustStatsData": ["ResearchCapabilityPerModifier_30", "FarmingCapabilityPerModifier_30", "LoggingCapabilityPerModifier_-20", "BowSkillAptitude_2", "NatureMagicSkillAptitude_2", "WaterMagicSkillAptitude_1", "GreatSwordSkillAptitude_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["Elf"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Lycan", "DevComment1": "라이칸", "DevComment2": "늑대\n낮에는 모든 주스탯 -10%\n밤에는 모든 주스탯 +15%", "DevComment3": "", "AdjustStatsData": ["TamingCapabilityPerModifier_30", "CookingCapabilityPerModifier_20", "CraftingCapabilityPerModifier_20", "BowSkillAptitude_1", "NatureMagicSkillAptitude_1", "WaterMagicSkillAptitude_1", "GreatSwordSkillAptitude_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["Lycan"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Dwarf", "DevComment1": "드워프", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_WhiteDemon", "DevComment1": "백귀", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Tal", "DevComment1": "탈", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CityGuard", "DevComment1": "도시 경비병", "DevComment2": "메인 시나리오 초기 3인방 전용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["GuardChance_10", "GatheringCapabilityPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Poacher", "DevComment1": "밀렵꾼", "DevComment2": "메인 시나리오 초기 3인방 전용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["DodgeChance_10", "MaxWeightPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ExiledWarrior", "DevComment1": "추방된 전사", "DevComment2": "메인 시나리오 초기 3인방 전용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["MaxHealthTotalPerModifier_10", "CriticalChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Slave", "DevComment1": "노예(-맷,-의)", "DevComment2": "(모집 비용 50%)\n공용", "DevComment3": "초기 능력치 보정합(-2)", "AdjustStatsData": ["PhysicalResistance_10", "MaxEnergyPerModifier_-25"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Begger", "DevComment1": "거지(-힘,-지)", "DevComment2": "(음식 섭취로 인한 무드 패널티 무시)\n공용", "DevComment3": "초기 능력치 보정합(-2)", "AdjustStatsData": ["VisionRange_2", "HungerRegeneration_-0.02"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["Begger"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Miner", "DevComment1": "광부(+힘, +맷) ", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["MiningCapabilityPerModifier_20", "ResearchCapabilityPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Messenger", "DevComment1": "전령(+민, +의)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["MovementSpeed_10", "MaxWeightPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Undertaker", "DevComment1": "장의사 (+의, +지)", "DevComment2": "(죽음 관련 디버프 무시)\n공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["MagicResistance_10", "PhysicalResistance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["Undertaker"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Deserter", "DevComment1": "탈영병(+힘, +의)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["CriticalChance_10", "CriticalDamageBonus_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Blacksmith", "DevComment1": "대장장이 (+힘, +지)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["CraftingCapabilityPerModifier_20", "CookingCapabilityPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Carpenter", "DevComment1": "목수(+지, +의)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["LoggingCapabilityPerModifier_20", "MiningCapabilityPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Mage", "DevComment1": "마법사(+지, ++의)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(3)", "AdjustStatsData": ["MagicDamageDealtBonus_10", "PhysicalDamageDealtBonus_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ForestKeeper", "DevComment1": "숲지기(+힘,+인)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["LoggingCapabilityPerModifier_10", "NatureMagicSkillAptitude_1", "MagicResistance_-15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Hunter", "DevComment1": "사냥꾼(+민,+인)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["BowSkillAptitude_1", "PhysicalResistance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Porter", "DevComment1": "짐꾼(+맷,+의)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["MaxWeightPerModifier_20", "CooldownReduction_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Peddler", "DevComment1": "행상인(+인,+의)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["MovementSpeed_10", "GuardDamageReduction_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Wanderer", "DevComment1": "떠돌이(-맷,++의,+인)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["VisionRange_2", "EnergyRegeneration_-0.02"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Hooligan", "DevComment1": "불한당(-의,++맷,+인)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_10", "DodgeChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Thief", "DevComment1": "도둑(-맷,++민,+인)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["DodgeChance_10", "GreatSwordSkillAptitude_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Butcher", "DevComment1": "백정(-지,++힘,+맷)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["CriticalDamageBonus_10", "DodgeChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Conscript", "DevComment1": "징집병(+맷,+민)", "DevComment2": "인간, 엘프", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["BluntSkillAptitude_1", "MagicAttackPowerPerModifier_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SnakeCatcher", "DevComment1": "뱀잡이(++민)", "DevComment2": "리자드맨,", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["AttackSpeedPerModifier_10", "GuardChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Gambler", "DevComment1": "도박사(++인)", "DevComment2": "인간, 엘프", "DevComment3": "초기 능력치 보정합(2)", "AdjustStatsData": ["CriticalChance_10", "HitChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Philosopher", "DevComment1": "철학자(-힘,+++지,+의)", "DevComment2": "인간, 엘프", "DevComment3": "초기 능력치 보정합(3)\n알파1 이후에는 특정 클랜 랭크에 도달해야 등장하도록 수치 변경 필요.", "AdjustStatsData": ["ResearchCapabilityPerModifier_20", "PhysicalAttackPowerPerModifier_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Squire", "DevComment1": "종자(+힘,+지,+의)", "DevComment2": "인간, 엘프", "DevComment3": "초기 능력치 보정합(3)\n알파1 이후에는 특정 클랜 랭크에 도달해야 등장하도록 수치 변경 필요.", "AdjustStatsData": ["SwordSkillAptitude_1", "CriticalChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Mercenary", "DevComment1": "용병(+힘,+인,+민)", "DevComment2": "공용", "DevComment3": "초기 능력치 보정합(3)\n알파1 이후에는 특정 클랜 랭크에 도달해야 등장하도록 수치 변경 필요.", "AdjustStatsData": ["CriticalChance_10", "StressIncreaseBonus_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SwampKeeper", "DevComment1": "늪지기(-힘,++인,++민)", "DevComment2": "리자드맨,", "DevComment3": "초기 능력치 보정합(3)\n알파1 이후에는 특정 클랜 랭크에 도달해야 등장하도록 수치 변경 필요.", "AdjustStatsData": ["MaxEnergyPerModifier_10", "MagicAttackPowerPerModifier_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ChiefBodyguard", "DevComment1": "족장 호위병(-민,++힘,++맷)", "DevComment2": "리자드맨,", "DevComment3": "초기 능력치 보정합(3)\n알파1 이후에는 특정 클랜 랭크에 도달해야 등장하도록 수치 변경 필요.", "AdjustStatsData": ["MaxHealthTotalPerModifier_10", "DodgeChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ScaleCraftsman", "DevComment1": "비늘 공예가 (++지,+민)", "DevComment2": "리자드맨,", "DevComment3": "초기 능력치 보정합(3)\n알파1 이후에는 특정 클랜 랭크에 도달해야 등장하도록 수치 변경 필요.", "AdjustStatsData": ["CraftingCapabilityPerModifier_20", "BluntSkillAptitude_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Scout", "DevComment1": "정찰병(+힘,++민,+의,-맷)", "DevComment2": "엘프,", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["BowSkillAptitude_1", "BluntSkillAptitude_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Gardener", "DevComment1": "정원사(++지,++의,-맷)", "DevComment2": "엘프,", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["MagicResistance_15", "ExpGainedBonus_-50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Druid", "DevComment1": "드루이드(자연 사제) (+힘,+인,+의)", "DevComment2": "엘프,", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["NatureMagicSkillAptitude_1", "FireMagicSkillAptitude_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Occultist", "DevComment1": "신비학자 (+인,+지)", "DevComment2": "엘프(페리온 전용)", "DevComment3": "초기 능력치 보정합(2)\n", "AdjustStatsData": ["MagicResistance_-15", "MagicAttackPowerPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BeastHunter", "DevComment1": "야수 사냥꾼 (+힘,+의)", "DevComment2": "인간(엔도르시 전용) - 야수에게 {0}% 추가 피해", "DevComment3": "초기 능력치 보정합(2)\n", "AdjustStatsData": ["CriticalChance_10", "DodgeChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Carter", "DevComment1": "마차꾼(+힘, +의)", "DevComment2": "라이칸", "DevComment3": "초기 능력치 보정합(2)\n", "AdjustStatsData": ["MaxWeightPerModifier_20", "CraftingCapabilityPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_NightWatch", "DevComment1": "야경꾼(+인, +의, +맷)", "DevComment2": "라이칸 (야간에 시야 디버프 무시)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["CriticalDamageBonus_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ExiledLord", "DevComment1": "추방된 군주(+민 +힘 ++맷 -지)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["GreatSwordSkillAptitude_1", "PhysicalResistance_10", "DodgeChance_-10", "HungerRegeneration_-0.01"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_NobleAdventurer", "DevComment1": "귀족 탐험가(+힘 ++민 +지 -의)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["HitChance_10", "DodgeChance_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Prodigy", "DevComment1": "신동(++지 ++의 -맷)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["MaxHealthTotalPerModifier_-15", "FireMagicSkillAptitude_2", "NatureMagicSkillAptitude_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CursedChild", "DevComment1": "저주받은 아이(+++지 +의 -맷)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["MagicResistance_-10", "MagicAttackPowerPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_TavernRunner", "DevComment1": "선술집지기(++민 -의 -지)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStatsData": ["MaxEnergyPerModifier_10", "ResearchCapabilityPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_TestTestTest", "DevComment1": "테스트용", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["Mood_-100", "DespairOvercomeChance_100", "HungerRegeneration_-0.5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_TestSuperman", "DevComment1": "테스트용 최강 빌드", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["EnergyRegeneration_1", "HungerRegeneration_1", "ExpGainedBonus_30", "Strength_100", "Constitution_100", "WillPower_100", "Intelligence_100", "Agility_100", "Perception_100"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PioneeringSpirit", "DevComment1": "개척 정신", "DevComment2": "던전 {0}층 이상에서 무드+2", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GreatestWarrior", "DevComment1": "최고의 전사", "DevComment2": "부단장의 힘+{0}% 맷집+{1}%", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_{0}", "ConstitutionPerModifier_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0, 30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessOfWorldTree", "DevComment1": "세계수의 가호", "DevComment2": "모든 유닛의 긍정적인 효과 지속 시간 +{0}%", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SurvivalInstinct", "DevComment1": "생존 본능", "DevComment2": "생명력이 {0}% 이하일 때, 회피율이 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [40.0, 15.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LeadershipHuman", "DevComment1": "부단장 - 인간", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여\n신규 단원들이 [AFFECTER_PioneeringSpirit]을 습득합니다.", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LeadershipLizard", "DevComment1": "부단장 - 리자드맨", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LeadershipElf", "DevComment1": "부단장 - 엘프", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여\n신규 단원들이 [AFFECTER_BlessOfWorldTree]를 습득합니다.", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LeadershipLycan", "DevComment1": "부단장 - 라이칸", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여\n신규 단원들이 [AFFECTER_SurvivalInstinct]를 습득합니다.", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CunningGetaway", "DevComment1": "교활한 도주", "DevComment2": "절뚝거림을 무시합니다. ", "DevComment3": "", "AdjustStatsData": ["DamageTakenBonus_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["CunningGetaway"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SlowLearner", "DevComment1": "느린 학습가", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["ExpGainedBonus_-30", "Strength_3", "Constitution_3", "WillPower_3", "Intelligence_3", "Agility_3", "Perception_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_UnhappyGenius", "DevComment1": "불행한 천재", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HappyFool", "DevComment1": "행복한 바보", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["Mood_3", "ExpGainedBonus_-50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Curious", "DevComment1": "호기심 많은", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["EnergyRegeneration_-0.02", "ExpGainedBonus_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BellyBeggar", "DevComment1": "뱃속의 거지", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["HungerRegeneration_-0.02", "MaxHealthTotalPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Eat"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Psychopath", "DevComment1": "싸이코패스", "DevComment2": "같은 맵에 유닛이 죽으면 무드 버프", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DullTongue", "DevComment1": "둔감한 혀", "DevComment2": "음식 섭취 시 맛으로 인한 무드 감소\n음식 섭취 시 맛으로 인한 무드 증가", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Adventurous", "DevComment1": "모험가 체질", "DevComment2": "정착지에 있을 때 기분이 감소합니다.\n던전에 있을 때 기분이 증가합니다.", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Prefer"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SettlementPrefer", "DevComment1": "정착지 선호", "DevComment2": "정착지에 있을 때 기분이 증가합니다.\n던전에 있을 때 기분이 감소합니다.", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Prefer"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Pacifist", "DevComment1": "평화주의자", "DevComment2": "전투 중 무드 감소 / 비전투 시 무드 증가", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RapidRecoverd", "DevComment1": "빠른 회복력", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["MaxHealthTotalPerModifier_-10", "HealthPercentageRegeneration_0.2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Townsfolk", "DevComment1": "도시태생", "DevComment2": "채집 -80% / 요리 +20%", "DevComment3": "", "AdjustStatsData": ["GatheringCapabilityPerModifier_-80", "CookingCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Claustrophobic", "DevComment1": "폐소공포증", "DevComment2": "채광 -80% / 벌목+20%", "DevComment3": "", "AdjustStatsData": ["MiningCapabilityPerModifier_-80", "LoggingCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_NatureLover", "DevComment1": "자연 애호가", "DevComment2": "벌목 -80% / 채집 +20%", "DevComment3": "", "AdjustStatsData": ["LoggingCapabilityPerModifier_-80", "GatheringCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Butterfingers", "DevComment1": "곰손(덜렁이)", "DevComment2": "건축 -80% / 농사 +20%", "DevComment3": "", "AdjustStatsData": ["ConstructionCapabilityPerModifier_-80", "FarmingCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SimpleMinded", "DevComment1": "단순한 성향", "DevComment2": "연구 -80% / 제작 +20%", "DevComment3": "", "AdjustStatsData": ["ResearchCapabilityPerModifier_-80", "CraftingCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Perfectionist", "DevComment1": "완벽주의자", "DevComment2": "제작 -80% / 연구 +20%", "DevComment3": "", "AdjustStatsData": ["CraftingCapabilityPerModifier_-80", "ResearchCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_IndoorPerson", "DevComment1": "실내파", "DevComment2": "농사 -80% / 연구 + 20%", "DevComment3": "", "AdjustStatsData": ["FarmingCapabilityPerModifier_-80", "ResearchCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Impatient", "DevComment1": "성급함", "DevComment2": "요리 -80% / 채광 + 20%", "DevComment3": "", "AdjustStatsData": ["CookingCapabilityPerModifier_-80", "MiningCapabilityPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HateHuman", "DevComment1": "인간 혐오", "DevComment2": "파티에 혐오하는 종족이 있으면 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HateElf", "DevComment1": "엘프 혐오", "DevComment2": "파티에 혐오하는 종족이 있으면 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HateLizard", "DevComment1": "도마뱀 혐오", "DevComment2": "파티에 혐오하는 종족이 있으면 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HateLycan", "DevComment1": "라이칸 혐오", "DevComment2": "파티에 혐오하는 종족이 있으면 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HeavySnorer", "DevComment1": "코골이", "DevComment2": "수면 시 주변 아군 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Shooter", "DevComment1": "난사광", "DevComment2": "공격 속도 +20% 명중률 -15%", "DevComment3": "각인으로보면 좋은 어팩터지만 실제 작동 상 안좋은 어팩터임", "AdjustStatsData": ["AttackSpeedPerModifier_20", "HitChance_-15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Blessed", "DevComment1": "축복받음", "DevComment2": "레벨업 자원 소모량 -10%", "DevComment3": "", "AdjustStatsData": ["PrayNeedsBonus_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LightEater", "DevComment1": "소식가", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["Constitution_-3", "HungerRegeneration_0.02"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Eat"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Optimistic", "DevComment1": "낙관적인", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["Mood_2", "IntelligencePerModifier_-15", "PerceptionPerModifier_-15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Personality"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Pessimistic", "DevComment1": "비관적인", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["Mood_-2", "IntelligencePerModifier_15", "PerceptionPerModifier_15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Personality"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ExplosiveCorpse", "DevComment1": "폭발성 시체", "DevComment2": "사망 시, 시체가 폭발하여 근처의 모든 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Corrosion]을 부여합니다.", "DevComment3": "사망 이후 처리이기 때문에, 사용자를 참조하는 연산은 불가능하다\n즉, 명중률 계산 X (필중) / 마법 공격력 계산 X (피해량 고정)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0, 3.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SporeExplosive", "DevComment1": "포자 폭발", "DevComment2": "사망 시, 시체가 폭발하여 근처의 모든 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Vulnerable]을 부여합니다.", "DevComment3": "사망 이후 처리이기 때문에, 사용자를 참조하는 연산은 불가능하다\n즉, 명중률 계산 X (필중) / 마법 공격력 계산 X (피해량 고정)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [300.0, 10.0, 1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SwallowCorpse", "DevComment1": "시체 삼키기", "DevComment2": "물리 공격력이 스택*{0}% 증가합니다. 최대 스택이 되면 탈피하여 ‘콥드레이크’로 진화합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Rodent", "DevComment1": "설치류", "DevComment2": "[AFFECTER_Corrosion]를 보유한 적에게 {0}%의 추가 피해를 입힙니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RedMane", "DevComment1": "붉은 갈기", "DevComment2": "생명력이 최초로 {0}% 이하에 도달하면, 공격 속도가 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [40.0, 30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfFury", "DevComment1": "분노의 술식", "DevComment2": "피해를 입을 때 마다 공격 속도가 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfDefense", "DevComment1": "방어의 술식", "DevComment2": "피해를 받을 때 마다 물리 저항력과 마법 저항력이 10 증가합니다.\n최대 15 중첩됩니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfRush", "DevComment1": "돌진의 술식", "DevComment2": "피해를 {0}회 입으면 적에게 돌진공격을 합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfThrow", "DevComment1": "투척의 술식", "DevComment2": "피해를 {0}회 입으면 적에게 투척 공격을 합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SpinyCarapace", "DevComment1": "가시등껍질", "DevComment2": "[AFFECTER_ReflectMelee]를 보유합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CrystalCarapace", "DevComment1": "수정등껍질", "DevComment2": "[AFFECTER_ReflectMagic]를 보유합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SummonedCreature", "DevComment1": "소환수", "DevComment2": "소환자와 {0}칸 이상 떨어질 경우 강제로 소환자의 위치로 이동합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BubbleSplash", "DevComment1": "버블스플레쉬", "DevComment2": "폭발하며 근처의 적에게 마법 공격력의 {0}%의 마법 피해를 입히고, \n{2}초 동안 근처의 아군에게 마법 공격력의 {1}%의 보호막을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0, 150.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LiquidMonster", "DevComment1": "액체 괴물", "DevComment2": "슬라임 공통 특성 / 출혈 중독 무시 체력 재생량 증가", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_InfectiousSpores", "DevComment1": "전염성 포자", "DevComment2": "자신에게 근접 피해를 입힌 대상에게 {0}초 동안 [AFFECTER_Vulnerable]을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Muddy", "DevComment1": "진흙 투성이", "DevComment2": "기본 공격 시 상대에게 {0}초 동안 [AFFECTER_Slow]을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GlothSwarm", "DevComment1": "글로트 무리", "DevComment2": "전투 중인 같은 개체가 2마리 이하가되면 무리에게 도움을 요청한다 ", "DevComment3": "글로트 종류마다 다른 스택의 하울링 affecter를 붙인다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DocileGloth", "DevComment1": "유순한 글로트", "DevComment2": "암컷 글로트 외의 아군이 없다면 전투를 포기합니다.", "DevComment3": "표기용", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Ferocity", "DevComment1": "흉폭함", "DevComment2": "잃은 체력의 {0}% 만큼 물리 공격력이 증가합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Goblin", "DevComment1": "고블린", "DevComment2": "낮은 지적 수준을 갖췄지만, 인간들이 사용하는 물건들을 아주 기초적인 수준으로 사용할 수 있습니다.", "DevComment3": "표기용", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinChiefShaman", "DevComment1": "고블린 제사장", "DevComment2": "체력 {0}%이하일 때 마법 공격력이 {1}% 증가하고, 받는 피해량이 {2}% 증가합니다.", "DevComment3": "효과는 따로처리", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0, 30.0, 20.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Coward", "DevComment1": "겁쟁이", "DevComment2": "생명력이 20%이하라면 도망칩니다.", "DevComment3": "표기용", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Meanness", "DevComment1": "비열함", "DevComment2": "현재 생명력이 가장 낮은 대상을 우선적으로 공격합니다.", "DevComment3": "표기용", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Fortitude", "DevComment1": "강인함", "DevComment2": "기절, 넉백을 무시합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BleedImmuneTrait", "DevComment1": "출혈 무시 Trait", "DevComment2": "출혈을 무시합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PoisonImmuneTrait", "DevComment1": "중독 무시 Trait", "DevComment2": "중독을 무시합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BurnImmuneTrait", "DevComment1": "연소 무시 Trait", "DevComment2": "연소를 무시합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EnsnaringChains", "DevComment1": "옭아매는 사슬", "DevComment2": "{0}초 이상 인접한 적이 없다면 가장 멀리있는 적에게 사슬을 던져 자신의 근처로 당겨옵니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MaintainOrder", "DevComment1": "질서 유지", "DevComment2": "인접하지 않은 적이 {0}초 이상 없거나, 체인 그랩을 사용한 뒤에는 강력한 공격을 가합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SoulChain", "DevComment1": "영혼 사슬", "DevComment2": "생명력이 {0}% 이하일 때, 스킬 사용시 대상에게 {1}초의 [AFFECTER_Fracture]을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [35.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SymbioticInsect", "DevComment1": "공생 벌레", "DevComment2": "생명력이 {0}%이하일 때, 몸에 기생시킨 [AFFECTER_SymbioticInsectEffect]를 통해 스스로 회복합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BlueGoblin", "DevComment1": "청고블린", "DevComment2": "원시적인 본능을 가졌으며,\n고통과 죽음을 두려워하지 않습니다", "DevComment3": "표기용", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Hyperopia", "DevComment1": "원시", "DevComment2": "가장 멀리있는 적을 우선적으로 공격합니다. {0}% * 대상과의 거리 만큼 피해량이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Congestion", "DevComment1": "충혈", "DevComment2": "생명력이 {0}% 이하가 되면 공격 속도가 {1}%, 생명력 흡수가 {2}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [40.0, 30.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BlueBlood", "DevComment1": "푸른 피", "DevComment2": "잃은 생명력에 비례하여 치명타율이 최대 {0}%까지 상승합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CarrierInscription", "DevComment1": "짐꾼의 각인", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["MaxWeightPerModifier_50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MagicSmiteInscription", "DevComment1": "마격의 각인", "DevComment2": "기본 공격 명중 시, 물리 공격력의 {0}%에 해당하는 마법 피해를 추가로 입힙니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HeavyPlumbInscription", "DevComment1": "천근추의 각인", "DevComment2": "근거리 물리 공격 시, 무게의 {0}%만큼 피해량이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SproutingShellInscription", "DevComment1": "돋아나는 껍질의 각인", "DevComment2": "기력을 {0} 회복할 때마다, {1}의 [AFFECTER_Shell]을 얻습니다. 최대 {2} 스택까지 획득할 수 있습니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [60.0, 1.0, 20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 200, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ReflectionInscription", "DevComment1": "반사의 각인", "DevComment2": "피해를 받을 시, 받은 피해량의 {0}%만큼 대상에게 피해를 입힙니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ShockWaveInscription", "DevComment1": "충격파의 각인", "DevComment2": "기본 공격 명중 시, 대상 주변 {0}타일의 대상 외 적에게 입힌 피해량의 {1}%만큼 물리 피해를 추가로 입힙니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0, 30.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GloomInscription", "DevComment1": "우울의 각인", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_20", "ConstitutionPerModifier_20", "WillPowerPerModifier_20", "IntelligencePerModifier_20", "AgilityPerModifier_20", "PerceptionPerModifier_20", "Mood_-3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ExcessiveBleedingInscription", "DevComment1": "과출혈의 각인", "DevComment2": "기본 공격을 {0}번 가할 때 마다 {1}초 동안 {2}의 출혈을 부여합니다.", "DevComment3": "기본 공격 횟수 바꾸면 코드랑 stack도 바꿔야한다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0, 6.0, 2.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 4, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EmberInscription", "DevComment1": "불씨의 각인", "DevComment2": "기본 공격을 {0}회  가할 때 마다 대상에게 {1}초 동안 {2}의 [AFFECTER_Burning]을 부여합니다.", "DevComment3": "기본 공격 횟수 바꾸면 코드랑 stack도 바꿔야한다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0, 6.0, 2.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 4, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ChallengeInscription", "DevComment1": "도전의 각인", "DevComment2": "정예 혹은 보스 몬스터에게 주는 피해량이 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DeathThroesInscription", "DevComment1": "발악의 각인", "DevComment2": "현재 잃은 생명력에 비례하여 주는 피해량이 최대 {0}%까지 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ProtectionInscription", "DevComment1": "보호의 각인", "DevComment2": "전투 시작시 {0}초 동안 잃은 생명력의 {1}%에 해당하는 보호막을 얻습니다. 이 효과는 마지막 발동 후 {2}초이 경과해야 다시 발동할 수 있습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0, 200.0, 60.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RecoveryInscription", "DevComment1": "회복의 각인", "DevComment2": "새로운 계층 진입 시 모든 아군 유닛이 기력의 {0}%를 회복합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GiantInscription", "DevComment1": "거한의 각인", "DevComment2": "공격 시 최대 생명력의 {0}% 만큼 물리 공격력이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DivineInscription", "DevComment1": "신력의 각인", "DevComment2": "공격 시 최대 생명력의 {0}% 만큼 마법 공격력이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SmashInscription", "DevComment1": "격파의 각인", "DevComment2": "기절류 효과를 부여할 시, 동일 시간 만큼 [AFFECTER_Vulnerable]을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GoldmineInscription", "DevComment1": "금광의 각인", "DevComment2": "치명타 피해를 줄 때 마다 {0}의 소지금을 얻습니다. 최대 {1}의 금화를 얻을 수 있습니다. 최대 중첩에 도달하면 소지금을 더 이상 얻을 수 없는 대신 치명타 확률을 {2}% 증가시킵니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0, 2000.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_FlintInscription", "DevComment1": "부싯돌의 각인", "DevComment2": "치명타 발생시 {1}초 동안 {0}의 연소를 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BloodshotInscription", "DevComment1": "혈격의 각인", "DevComment2": "치명타 발생시 {1}초 동안 {0}의 출혈을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CrumbleInscription", "DevComment1": "바스라짐의 각인", "DevComment2": "기본 공격시 주는 피해가 {0}% 증가하며, 기본 공격 시 주무기 내구도가 2배 빠르게 감소합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [25.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ElasticityInscription", "DevComment1": "탄성의 각인", "DevComment2": "가드시 잃은 생명력의 {0}% 만큼 회복하고, 스스로 {1}초 동안 철벽을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_JesterInscription", "DevComment1": "광대의 각인", "DevComment2": "회피 발동시 공격을 가한 상대에게 {0}초 동안 무작위 약화류 효과를 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SinkInscription", "DevComment1": "침몰의 각인", "DevComment2": "기본 공격을 3번 가할 때 마다 대상이 잃은 체력에 비례해 최대 {0}%까지 피해량이 증가합니다.", "DevComment3": "기본 공격 횟수 바꾸면 코드랑 stack도 바꿔야한다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [120.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 4, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_StormInscription", "DevComment1": "폭풍의 각인", "DevComment2": "기본 공격으로 인한 치명타 발생 시 대상 및 주위 {0}칸 이내의 적 유닛에게 {1}% 만큼 피해를 줍니다.\n이때 해당 피해의 속성은 기본 공격의 속성을 따릅니다. 공격은 최대 {2}명까지 진행됩니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0, 30.0, 5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_CapitalInscription", "DevComment1": "사형의 각인", "DevComment2": "생명력이 {0}% 이하인 적에게 피해를 입힐 경우 확정적으로 대상을 처치합니다.\n보스 몬스터에게는 적용되지 않습니다.", "DevComment3": "Capital Punishment", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PerfectionInscription", "DevComment1": "완벽의 각인", "DevComment2": "모든 재능이 한 단계 증가합니다. 재능은 최대 천재를 초과할 수 없습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeMaxHealthTotalInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["MaxHealthTotalPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeMaxHealthTotalInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["MaxHealthTotalPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeMaxHealthTotalInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["MaxHealthTotalPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradePhysicalAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradePhysicalAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradePhysicalAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeAttackSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["AttackSpeedPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeAttackSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["AttackSpeedPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeAttackSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["AttackSpeedPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeCriticalChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["CriticalChance_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeCriticalChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["CriticalChance_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeCriticalChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["CriticalChance_15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeCriticalDamageBonusInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["CriticalDamageBonus_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeCriticalDamageBonusInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["CriticalDamageBonus_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeCriticalDamageBonusInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["CriticalDamageBonus_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeMagicAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["MagicAttackPowerPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeMagicAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["MagicAttackPowerPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeMagicAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["MagicAttackPowerPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeCooldownReductionInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStatsData": ["CooldownReduction_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeCooldownReductionInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStatsData": ["CooldownReduction_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeCooldownReductionInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStatsData": ["CooldownReduction_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeHitChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["HitChance_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeHitChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["HitChance_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeHitChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["HitChance_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeDodgeChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["DodgeChance_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeDodgeChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["DodgeChance_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeDodgeChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["DodgeChance_15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeGuardChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["GuardChance_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeGuardChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["GuardChance_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeGuardChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["GuardChance_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeGuardDamageReductionInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["GuardDamageReduction_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeGuardDamageReductionInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["GuardDamageReduction_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeGuardDamageReductionInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["GuardDamageReduction_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeLifeStealInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["LifeSteal_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeLifeStealInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["LifeSteal_7"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeLifeStealInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["LifeSteal_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradePhysicalResistanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["PhysicalResistance_8"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradePhysicalResistanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["PhysicalResistance_16"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradePhysicalResistanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["PhysicalResistance_25"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeMagicResistanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["MagicResistance_8"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeMagicResistanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["MagicResistance_16"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeMagicResistanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["MagicResistance_25"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeMaxEnergyInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["MaxEnergyPerModifier_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeMaxEnergyInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["MaxEnergyPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeMaxEnergyInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["MaxEnergyPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeMaxWeightInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["MaxWeightPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeMaxWeightInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["MaxWeightPerModifier_40"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeMaxWeightInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["MaxWeightPerModifier_60"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeMovementSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStatsData": ["MovementSpeed_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeMovementSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStatsData": ["MovementSpeed_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeMovementSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStatsData": ["MovementSpeed_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LowGradeHealthPercentageRegenerationInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_0.1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MidGradeHealthPercentageRegenerationInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_0.2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HighGradeHealthPercentageRegenerationInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_0.3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SwordInscription", "DevComment1": "검 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_SwordInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GreatswordInscription", "DevComment1": "대검 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_GreatswordInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ShieldInscription", "DevComment1": "방패 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_ShieldInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BluntInscription", "DevComment1": "둔기 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_BluntInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SpearInscription", "DevComment1": "창 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_SpearInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BowInscription", "DevComment1": "활 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_BowInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_FireInscription", "DevComment1": "화염 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_FireInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_WaterInscription", "DevComment1": "물 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_WaterInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_NatureInscription", "DevComment1": "자연 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_NatureInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_WarriorInscription", "DevComment1": "투사의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_WarriorInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GuardianInscription", "DevComment1": "수호자의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_GuardianInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_FortressInscription", "DevComment1": "요새의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_FortressInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BurstInscription", "DevComment1": "작렬의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_BurstInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BlitzInscription", "DevComment1": "급습의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_BlitzInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ExecutionInscription", "DevComment1": "처형의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_ExecutionInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_TideInscription", "DevComment1": "파도의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_TideInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HarmonyInscription", "DevComment1": "조화의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_HarmonyInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_StakeInscription", "DevComment1": "말뚝의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_StakeInscription", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RedMonsterRatSoul", "DevComment1": "붉은 괴물쥐 영혼", "DevComment2": "스킬 [블러디 스크래치]를 습득합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.\n(이미 보유한 경우 덮어씌운다. 팝업으로 덮어씌워진다고 확인을 거친다.)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_AlphaAcidSlogelSoul", "DevComment1": "알파 산성 슬로겔 영혼", "DevComment2": "생명력이 {0}%이하가 되면 {1}의 껍질을 얻습니다. 이 효과는 한 층에 한번만 발동합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.\n(이미 보유한 경우 덮어씌운다. 팝업으로 덮어씌워진다고 확인을 거친다.)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0, 10.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GiantStoneGolemSoul", "DevComment1": "거대 스톤 골렘 영혼", "DevComment2": "피해를 입을 때 마다 주는 피해량이 {0}% 증가하고, 받는 피해량이 {0}% 감소합니다. 전투가 종료되면 중첩이 초기화됩니다.\n\nDEV : 전투의 술식 -> 최대 스택 {1}, 연출상 최대 스택이 되면 아우라?", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.\n(이미 보유한 경우 덮어씌운다. 팝업으로 덮어씌워진다고 확인을 거친다.)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0, 10.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinChiefShamanSoul", "DevComment1": "고블린 제사장 영혼", "DevComment2": "생명력이 {0}%이하일 때 마법 공격력이 {1}% 증가하고, 받는 피해량이 {2}% 증가합니다.(affecter처리)", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0, 20.0, 30.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ElderGlothSoul", "DevComment1": "장로 글로트 영혼", "DevComment2": "물리 공격 시, 무게의 {0}%만큼 피해량이 증가합니다.\n\nDEV : 근접 물리 공격시에만 적용되는 천근추와 다르게, 원거리 유닛도 활용 가능한 특성이다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EyeBallSoul", "DevComment1": "눈알 영혼", "DevComment2": "피해를 입힐 시 {0}% * 대상과의 거리 만큼 피해량이 증가합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ChainKnightSentinelSoul", "DevComment1": "체인 나이트 센티넬 영혼", "DevComment2": "생명력이 {0}% 이하일 때, 기본 공격을 하거나 스킬을 사용할 때 대상에게 {1}초의 [AFFECTER_Fracture]을 부여합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [35.0, 5.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Bloodlust", "DevComment1": "피갈망", "DevComment2": "흡혈 10% , 최대 기력 -20%", "DevComment3": "", "AdjustStatsData": ["LifeSteal_10", "MaxEnergyPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SelfRepair", "DevComment1": "자가수복 허수아비 전용", "DevComment2": "초 당 내구도 {0} 회복 / 200", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [200.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_Offensive", "DevComment1": "공세", "DevComment2": "주는 피해량이 30% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Weakened", "DevComment1": "쇠약", "DevComment2": "주는 피해량이 20% 감소합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["DamageDealtBonus_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_IronWall", "DevComment1": "철벽", "DevComment2": "받는 피해량이 30% 감소합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["DamageTakenBonus_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Vulnerable", "DevComment1": "취약", "DevComment2": "받는 피해량이 20% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["DamageTakenBonus_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Invincible", "DevComment1": "무적", "DevComment2": "피해를 받지 않습니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Fortification", "DevComment1": "요새화", "DevComment2": "가드율이 35% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["GuardChance_35"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Slow", "DevComment1": "둔화", "DevComment2": "이동 속도 -30%", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["MovementSpeedPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Limping", "DevComment1": "절뚝거림", "DevComment2": "이동 속도가 40% 감소합니다. (=aka.피격 둔화)", "DevComment3": "연출 : 느려짐 트레일 (논의 필요)", "AdjustStatsData": ["MovementSpeedPerModifier_-40"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Haste", "DevComment1": "신속", "DevComment2": "이동 속도가 40% 상승합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["MovementSpeedPerModifier_40"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Rush", "DevComment1": "맹공", "DevComment2": "물리 공격력이 20% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MagicAmplification", "DevComment1": "마력 증폭", "DevComment2": "마법 공격력이 30% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["MagicAttackPowerPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Sharpness", "DevComment1": "예리함", "DevComment2": "치명타 확률이 15% 증가합니다. (일반 합산)", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["CriticalChance_15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CriticalWeakness", "DevComment1": "약점 노출", "DevComment2": "받는 치명타 피해량이 50% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Acceleration", "DevComment1": "가속", "DevComment2": "공격 속도가 30% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["AttackSpeedPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Deceleration", "DevComment1": "감속", "DevComment2": "공격 속도가 30% 감소합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Precision", "DevComment1": "정밀", "DevComment2": "근거리/원거리 적중률이 25% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Disturbance", "DevComment1": "방해", "DevComment2": "근거리/원거리 적중률 -25%", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["HitChance_-25"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CooldownReduction", "DevComment1": "순환", "DevComment2": "스킬 재사용 대기 시간 감소가 30 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["CooldownReduction_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ReflexiveEvasion", "DevComment1": "날쎈 움직임", "DevComment2": "회피율이 30% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Stiffness", "DevComment1": "경직", "DevComment2": "회피율 -50%\n\nNOTE : 평균적으로 대부분의 몬스터가 20% 수준의 회피율을 보유하기 때문에, 50% 감소는 의미가 없는 경우가 많다.\n되려, 대검 같이 아군의 적중률이 형편 없는 경우 도움이 된다에 가깝다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["DodgeChance_-50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BloodDrain", "DevComment1": "흡혈", "DevComment2": "생명력 흡수율이 20% 증가합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Reinforced", "DevComment1": "보강", "DevComment2": "물리 저항력 +50\n(33.3% 수준)", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["PhysicalResistance_50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Break", "DevComment1": "파손", "DevComment2": "물리 저항력 -50\n(33.3% 수준)", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["PhysicalResistance_-50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Ward", "DevComment1": "결계", "DevComment2": "마법 저항력 +50\n(33.3% 수준)", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["MagicResistance_50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Fracture", "DevComment1": "균열", "DevComment2": "마법 저항력 -50\n(33.3% 수준)", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["MagicResistance_-50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Debuff"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Burning", "DevComment1": "연소", "DevComment2": "초 당 중첩*{0}의 보호막 무시 마법 피해를 입습니다.", "DevComment3": "연출 : 연소 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 50, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Frozen", "DevComment1": "빙결", "DevComment2": "중첩*{0}% 만큼 받는 피해량이 증가합니다", "DevComment3": "연출 : 얼어붙음 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["DamageTakenBonusPerModifier_5"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 50, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Rooting", "DevComment1": "이동 불가", "DevComment2": "현재 위치에서 이동 불가합니다.", "DevComment3": "연출 : 발 부분에 사슬 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bondage"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Taunt", "DevComment1": "도발", "DevComment2": "자신에게 도발을 부여한 대상을 우선적으로 공격합니다.\n(250415 : 적 유닛은 도발을 사용하지 않는다. 이것은 기획적 제약으로서 하드하게 지켜져야 한다. 기술적으로 동작이 곤란하기 때문임)", "DevComment3": "연출 : 머리 위로 ~ 3개가 수직으로 뜨는 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Immortal", "DevComment1": "불사", "DevComment2": "생명력이 1미만으로 감소하지 않습니다.", "DevComment3": "연출 : 불사 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ReflectPhysical", "DevComment1": "반사:물리", "DevComment2": "받은 물리 피해의 50%를 상대에게 반사하여 물리 피해를 입힙니다.", "DevComment3": "연출 : 원형 스파이크 이펙트 (물리 색상)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ReflectMagic", "DevComment1": "반사:마법", "DevComment2": "받은 마법 피해의 {0}%(현재 : 50)를 상대에게 반사하여 무속성 피해를 입힙니다.(무한 루프 방지)", "DevComment3": "연출 : 원형 스파이크 이펙트 (마법 색상)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ReflectMelee", "DevComment1": "반사:근접", "DevComment2": "받은 근접 피해의 {0}%(현재 : 50)를 상대에게 반사하여 무속성 피해를 입힙니다.(무한 루프 방지)", "DevComment3": "연출 : 원형 스파이크 이펙트 (물리 색상)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ReflectRange", "DevComment1": "반사:원거리", "DevComment2": "받은 원거리 피해의 50%를 상대에게 반사하여 물리 피해를 입힙니다.", "DevComment3": "연출 : 원형 스파이크 이펙트 (물리 색상)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Corrosion", "DevComment1": "부식", "DevComment2": "장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*{0} 만큼 감소합니다.", "DevComment3": "연출 : 검은색 끈적이는 액체가 머리와 몸에서 떨어지는 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [0.2], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 100, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Poison", "DevComment1": "중독", "DevComment2": "10초 당 최대 생명력의 {0}%의  무속성 피해를 받습니다. 이 효과는 중첩 불가합니다.", "DevComment3": "연출 : 초록색 독방울이 위로 올라가는 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 100, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Stealth", "DevComment1": "은신", "DevComment2": "적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 제거됩니다.", "DevComment3": "연출 : 투명 세이더 써야할 듯", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Shell", "DevComment1": "껍질", "DevComment2": "피해를 받을 시 중첩을 1 소모하여 받는 피해량을 99% 감소시킵니다. 이 효과는 가드 보다 우선적으로 발동합니다.", "DevComment3": "연출 : 논의 필요(임시로 일반 스탯 변경 처리)", "AdjustStatsData": ["DamageTakenBonus_-99"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DefenseMelee", "DevComment1": "방어:근접", "DevComment2": "근접공격을 받을 시 가드가 확정 발동합니다.", "DevComment3": "연출 : 논의 필요 \n(중첩이 있는 경우 머리 위에 방패 아이콘???)", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ExposedFlaw", "DevComment1": "빈틈", "DevComment2": "남은 횟수 만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HealthBoost", "DevComment1": "생명력 촉진", "DevComment2": "초 당 중첩*10의 생명력을 회복합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EnergyBoost", "DevComment1": "기력 촉진", "DevComment2": "초 당 중첩*10의 기력을 회복합니다.", "DevComment3": "연출 : 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Bleeding", "DevComment1": "출혈", "DevComment2": "초 당 중첩*{0}의 보호막 무시 물리 피해를 입힙니다.", "DevComment3": "연출 : 출혈 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Stun", "DevComment1": "기절", "DevComment2": "잠시 동안 행동 할 수 없습니다.", "DevComment3": "연출 : 별이 뺑글뺑글", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Stun"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Dizziness", "DevComment1": "어지러움", "DevComment2": "3 중첩이 누적되면 5초 간 기절을 부여합니다. (PS : 기절 부여하면서 스택이 초기화됨)", "DevComment3": "연출 : 빙글빙글 이펙트 \n(기절보다는 하급 효과로서 연출되어야 함)\n", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0, 1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 5, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Barrier", "DevComment1": "보호막", "DevComment2": "머리/몸통 피해를 막아줍니다. 막은 피해량 만큼 중첩이 소모됩니다.", "DevComment3": "연출 : 롤 방어막인데 흰색 계열로 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Barrier"], "MaxStack": 999999, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_KnockbackImmune", "DevComment1": "넉백 면역", "DevComment2": "넉백 시 이동하지 않습니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["KnockbackImmune"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_StunImmune", "DevComment1": "기절 면역", "DevComment2": "기절하지 않습니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["StunImmune"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BleedImmune", "DevComment1": "출혈 면역", "DevComment2": "출혈 데미지을 무시합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["BleedingImmune"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PoisonImmune", "DevComment1": "중독 면역", "DevComment2": "중독 데미지을 무시합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["PoisonImmune"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BurnImmune", "DevComment1": "연소 면역", "DevComment2": "연소 데미지를 무시합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["BurnImmune"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Invincibility", "DevComment1": "데미지 면역", "DevComment2": "모든 데미지를 무시합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_LesserGuardianAura", "DevComment1": "하급 수호 비석", "DevComment2": "2지역 이하의 던전 패널티를 무시합니다(카테고리화 필요)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DungeonStayD1", "DevComment1": "던전 체류 (D1)", "DevComment2": "무드 패널티\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DungeonStay"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DungeonStayD2", "DevComment1": "던전 체류 (D2)", "DevComment2": "무드 패널티\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DungeonStay"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DungeonStayD3", "DevComment1": "던전 체류 (D3)", "DevComment2": "무드 패널티\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DungeonStay"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DungeonStayD4", "DevComment1": "던전 체류 (D4)", "DevComment2": "무드 패널티\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DungeonStay"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DungeonStayAftermath", "DevComment1": "던전 체류 후유증", "DevComment2": "무드 패널티 {0}\"초\"간 적용됩니다.", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [60.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_NewRecruit", "DevComment1": "탐사단 합류", "DevComment2": "무드 보너스", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2880.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreatmentExpectationLv1", "DevComment1": "대우 기대치 (Lv1)", "DevComment2": "무드 보너스\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreatmentExpectationLv2", "DevComment1": "대우 기대치 (Lv2)", "DevComment2": "무드 보너스\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreatmentExpectationLv3", "DevComment1": "대우 기대치 (Lv3)", "DevComment2": "무드 보너스\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreatmentExpectationLv4", "DevComment1": "대우 기대치 (Lv4)", "DevComment2": "무드 보너스\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreatmentExpectationLv5", "DevComment1": "대우 기대치 (Lv5)", "DevComment2": "무드 보너스\n<경고> 예외적으로 게임 시스템 시트에서 무드 값을 넣으므로 여기서는 무드 변동을 NULL로 둘 것!!", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptOnGround", "DevComment1": "바닥에서 잤음", "DevComment2": "무드 -3", "DevComment3": "조건 : 10초 이상 바닥에서 자고 일어나는 시점부터 8시간 동안 이 효과를 얻음.\n어떤 종류건 침낭을 인벤토리에 가지고 있었다면 이 효과를 무시하게 된다.", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptOnBed", "DevComment1": "침대에서 잤음", "DevComment2": "무드 +3", "DevComment3": "조건 : 1시간 이상 침대에서 자고 일어나는 시점부터 8시간 동안 이 효과를 얻음.", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CompanionDead", "DevComment1": "동료의 죽음", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1200.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DeathRelated"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Inspiring", "DevComment1": "고무적인", "DevComment2": "무드 보너스", "DevComment3": "", "AdjustStatsData": ["Mood_4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_WitnessDead", "DevComment1": "타인의 죽음을 봄", "DevComment2": "무드 보너스", "DevComment3": "사이코패스용", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [60.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DeathRelated"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DullTonguePos", "DevComment1": "둔감한 혀 (긍정)", "DevComment2": "무드 보너스", "DevComment3": "둔감한 혀", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DullTongueNeg", "DevComment1": "둔감한 혀 (부정)", "DevComment2": "무드 패널티", "DevComment3": "둔감한 혀", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_JoyOfAdventure", "DevComment1": "모험의 즐거움", "DevComment2": "무드 보너스", "DevComment3": "모험가 체질", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Boredom", "DevComment1": "따분함", "DevComment2": "무드 패널티", "DevComment3": "모험가 체질", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Comfort", "DevComment1": "안락함", "DevComment2": "무드 보너스", "DevComment3": "정착지 선호", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Awe", "DevComment1": "두려움", "DevComment2": "무드 패널티", "DevComment3": "정착지 선호", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Relief", "DevComment1": "안도감", "DevComment2": "무드 보너스", "DevComment3": "평화주의자", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CombatStress", "DevComment1": "전투스트레스", "DevComment2": "무드 패널티", "DevComment3": "평화주의자", "AdjustStatsData": ["Mood_-3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CalmLeadership", "DevComment1": "침착한 통솔", "DevComment2": "기력 재생량이 증가합니다", "DevComment3": "뛰어난 통솔력", "AdjustStatsData": ["EnergyRegeneration_0.01"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [0.01], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_RacialHatred", "DevComment1": "종족 혐오", "DevComment2": "무드 패널티", "DevComment3": "종족 혐오", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SelfHatred", "DevComment1": "자기 혐오", "DevComment2": "무드 패널티", "DevComment3": "자신이 종족 혐오에 해당함", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_NightVision", "DevComment1": "야간 투시", "DevComment2": "시야 + 3 (특성 효과)", "DevComment3": "야경꾼", "AdjustStatsData": ["VisionRange_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DisturbedSleep", "DevComment1": "잠을 설침", "DevComment2": "무드 패널티", "DevComment3": "코골이", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AbandonCompanion", "DevComment1": "동료를 버림(포탈 유기)", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1200.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["DeathRelated"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HoldingFuneral", "DevComment1": "장례를 치룸", "DevComment2": "무드 버프", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1000.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GraveDisgraced", "DevComment1": "무덤이 파헤쳐짐", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1000.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Disgraced", "DevComment1": "모욕 당함", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_WitnessUnpaidRetire", "DevComment1": "퇴직금을 받지 못한채 내쫓기는 사람을 봄", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1200.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_NocturnalDayTime", "DevComment1": "야행성_낮", "DevComment2": "능력치 패널티", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_-10", "ConstitutionPerModifier_-10", "WillPowerPerModifier_-10", "IntelligencePerModifier_-10", "AgilityPerModifier_-10", "PerceptionPerModifier_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_NocturnalNightTime", "DevComment1": "야행성_밤", "DevComment2": "능력치 버프", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_15", "ConstitutionPerModifier_15", "WillPowerPerModifier_15", "IntelligencePerModifier_15", "AgilityPerModifier_15", "PerceptionPerModifier_15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ExploreAspiration", "DevComment1": "탐사의 열망", "DevComment2": "무드 + 최대 기력 +20%", "DevComment3": "", "AdjustStatsData": ["MaxEnergyPerModifier_20", "Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Complain", "DevComment1": "결정에 대한 불만", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DarkThornCorruption", "DevComment1": "암흑가시 오염", "DevComment2": "무드 -2 최대 기력 -20%", "DevComment3": "", "AdjustStatsData": ["MaxEnergyPerModifier_-20", "Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MaybeTrumpet", "DevComment1": "아마도 나팔연주", "DevComment2": "공속+20%", "DevComment3": "", "AdjustStatsData": ["AttackSpeedPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MaybeHarp", "DevComment1": "아마도 하프연주", "DevComment2": "쿨감 +20", "DevComment3": "", "AdjustStatsData": ["CooldownReduction_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MaybeSong", "DevComment1": "아마도 여인의 노래", "DevComment2": "회피율 +20", "DevComment3": "", "AdjustStatsData": ["DodgeChance_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BizarrePain", "DevComment1": "기이한 고통", "DevComment2": "주는 피해 +30% 받는피해+20%", "DevComment3": "", "AdjustStatsData": ["DamageTakenBonus_20", "DamageDealtBonus_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BizarrePleasure", "DevComment1": "기이한 쾌락", "DevComment2": "무드 +3", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MajorSatisfaction", "DevComment1": "매우 만족스러움", "DevComment2": "무드 보너스", "DevComment3": "", "AdjustStatsData": ["Mood_4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Satisfied", "DevComment1": "만족스러움", "DevComment2": "무드 보너스", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MinorSatisfied", "DevComment1": "약간 만족스러움", "DevComment2": "무드 보너스", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MajorDissatisfaction", "DevComment1": "매우 불만족스러움", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Dissatisfaction", "DevComment1": "불만족스러움", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MinorDissatisfaction", "DevComment1": "약간 불만족스러움", "DevComment2": "무드 패널티", "DevComment3": "", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FullMoonWolf", "DevComment1": "만월의 늑대", "DevComment2": "힘+20% 의지+20%", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_20", "WillPowerPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AbundantRation", "DevComment1": "풍족한 배급", "DevComment2": "허기 재생량 -0.02", "DevComment3": "", "AdjustStatsData": ["HungerRegeneration_-0.02"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EnvelopingTide", "DevComment1": "감싸는 파도", "DevComment2": "전투 시작 시 {0}초 동안 {1}의 보호막을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [15.0, 300.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DiffusiveFlame", "DevComment1": "확산성 불꽃", "DevComment2": "적 처치시 대상에게 인접한 모든 적 유닛에게 {0}초 동안 {1}의 [AFFECTER_Burning]를 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0, 1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BloomingNature", "DevComment1": "피어나는 자연", "DevComment2": "생명력 재생량+0.3", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_0.3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinHuntingMethod", "DevComment1": "고블린식 사냥법", "DevComment2": "야수에게 {0}% 추가 피해", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FrenziedBall", "DevComment1": "광란의 무도회", "DevComment2": "최대 기력 -30% 무드 +3", "DevComment3": "", "AdjustStatsData": ["MaxEnergyPerModifier_-30", "Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_InjectedTruth", "DevComment1": "주입된 진실", "DevComment2": "인지+100% 무드-3", "DevComment3": "", "AdjustStatsData": ["PerceptionPerModifier_100", "Mood_-3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CurseOfDead", "DevComment1": "망자의 저주", "DevComment2": "명중률 -20%,회피율 -10%", "DevComment3": "", "AdjustStatsData": ["DodgeChance_-10", "HitChance_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PortalHeal", "DevComment1": "포탈에 의한 체력회복", "DevComment2": "체력 리젠율이 증가 합니다", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_PortalHealAura", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CampfireWarmth", "DevComment1": "모닥불의 온기", "DevComment2": "무드 +8\n{0}의 범위(원형)으로 {1}초간 적용됩니다.", "DevComment3": "비고 : 모닥불 범위에서 벗어나도 60초간 유지됨", "AdjustStatsData": ["Mood_4", "EnergyRegeneration_0.03"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 60.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FireplaceWarmth", "DevComment1": "벽난로의 온기\n따스한 온기\nNOTE : 화톳불, 벽난로 -> 동일하게 이 어펙터를 부여함.", "DevComment2": "{0}의 범위(원형)으로 {1}초간 적용됩니다.", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 60.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreeOfLifeHeal", "DevComment1": "생명의 나무에 의한 체력회복", "DevComment2": "체력 리젠율이 증가 합니다", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_TreeOfLifeAura", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FlowerScent", "DevComment1": "꽃향기", "DevComment2": "무드  +3\n{0}의 범위(원형)으로 {1}초간 적용됩니다.", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0, 10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MandrakeScream", "DevComment1": "맨드레이크 비명을 들음", "DevComment2": "무드  -20", "DevComment3": "", "AdjustStatsData": ["Mood_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ChairSit", "DevComment1": "의자에 앉음", "DevComment2": "무드 +1", "DevComment3": "앉아있으니 좀 편하군요", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SearchDirtyCorpses", "DevComment1": "시체 더미를 뒤짐", "DevComment2": "{0}초 동안 플레이어 유닛들에게 랜덤한 디버프 부여", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [600.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_HideHelmetSoft", "DevComment1": "생가죽의 부드러움 (투구)", "DevComment2": "무드 +1", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HideArmorSoft", "DevComment1": "생가죽의 부드러움 (갑옷)", "DevComment2": "무드 +2", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EchoFlowerRing", "DevComment1": "메아리 꽃 반지", "DevComment2": "무드 +2 / 생명력 자연 회복량 + 0.02", "DevComment3": "", "AdjustStatsData": ["Mood_2", "HealthPercentageRegeneration_0.1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FlowerNecklace", "DevComment1": "꽃 목걸이", "DevComment2": "무드 +2", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Torch", "DevComment1": "횃불", "DevComment2": "주변 무드 +1", "DevComment3": "{0}초 주기로 {1} 범위 내의 아군 유닛에게 [AFFECTER_TorchLight]를 {2}초만큼 부여", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0, 3.0, 10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TorchLight", "DevComment1": "횃불의 불빛", "DevComment2": "무드 +1", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "0", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Brick", "DevComment1": "벽돌", "DevComment2": "둔기 스킬 사용 가능해짐", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DevrickPendant", "DevComment1": "데브릭 팬던트", "DevComment2": " 잃은 생명력 비례해서 공격 시 최대 {0}% 만큼 생명력을 흡수합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ForgottenIdol", "DevComment1": "잊혀진 우상", "DevComment2": "현재 무드 *{0}% 만큼 주는 피해 증가", "DevComment3": "아이템에 붙어있음", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-8.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_StickyBedstraw", "DevComment1": "끈끈이 덩굴", "DevComment2": "치명타 피해를 입힐시 대상에게 {0}초 동안 둔화를 부여합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GrassPorridge", "DevComment1": "풀 죽 섭취", "DevComment2": "음식", "DevComment3": "무드가 음수인 섭취 효과는 절대로 FoodIntake를 붙이면 안 됨\n(정확히는 음식 섭취 효과로 간주하지 않음)", "AdjustStatsData": ["Mood_-4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodPenalty", "Vegeterian"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ImprovedGrassPorridge", "DevComment1": "개량된 풀 죽 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ToughRawMeat", "DevComment1": "질긴 생고기 섭취", "DevComment2": "음식", "DevComment3": "무드가 음수인 섭취 효과는 절대로 FoodIntake를 붙이면 안 됨\n(정확히는 음식 섭취 효과로 간주하지 않음)", "AdjustStatsData": ["Mood_-3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodPenalty", "Carnivore"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DisgustingMonsterMeat", "DevComment1": "역겨운 괴물 고기 섭취", "DevComment2": "음식", "DevComment3": "무드가 음수인 섭취 효과는 절대로 FoodIntake를 붙이면 안 됨\n(정확히는 음식 섭취 효과로 간주하지 않음)", "AdjustStatsData": ["Mood_-5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodPenalty", "Carnivore"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_LumaFruit", "DevComment1": "루마 열매 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlueBerry", "DevComment1": "블루 베리 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Turnip", "DevComment1": "순무 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GrilledMeat", "DevComment1": "고기 구이 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_6"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Carnivore"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MonsterBarbecue", "DevComment1": "괴물 통구이 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_7", "EnergyRegeneration_0.08"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Carnivore"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GrilledTurnip", "DevComment1": "순무 구이 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TurnipSalad", "DevComment1": "순무 샐러드 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MeatPorridge", "DevComment1": "고기 죽 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Carnivore"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TurnipPorridge", "DevComment1": "순무 죽 섭취", "DevComment2": "음식", "DevComment3": "무드가 음수인 섭취 효과는 절대로 FoodIntake를 붙이면 안 됨\n(정확히는 음식 섭취 효과로 간주하지 않음)", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodPenalty", "Vegeterian"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SlimePudding", "DevComment1": "슬라임 푸딩 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_8"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Jerky", "DevComment1": "육포 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Carnivore"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FineRawMeat", "DevComment1": "양호한 생고기 섭취", "DevComment2": "음식", "DevComment3": "무드가 음수인 섭취 효과는 절대로 FoodIntake를 붙이면 안 됨\n(정확히는 음식 섭취 효과로 간주하지 않음)", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodPenalty", "Carnivore"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MeatSkewer", "DevComment1": "고기 꼬치 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_9"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Carnivore"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MeatStew", "DevComment1": "고기 스튜 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Carnivore"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MushroomSkewer", "DevComment1": "버섯 꼬치 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_7"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MushroomStew", "DevComment1": "버섯 스튜 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GlothEggOmelet", "DevComment1": "글로트 에그 오믈렛 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_9", "EnergyRegeneration_0.1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DustBulb", "DevComment1": "먼지 구근 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Mushroom", "DevComment1": "버섯 섭취", "DevComment2": "음식", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodIntake", "Vegeterian"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_OatPorridge", "DevComment1": "귀리죽 섭취", "DevComment2": "음식", "DevComment3": "무드가 음수인 섭취 효과는 절대로 FoodIntake를 붙이면 안 됨\n(정확히는 음식 섭취 효과로 간주하지 않음)", "AdjustStatsData": ["Mood_-1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["FoodPenalty", "Vegeterian"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_QuickRecovery", "DevComment1": "빠른 회복", "DevComment2": "초 당 25% 만큼 체력을 회복합니다. ", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Unawared", "DevComment1": "무방비", "DevComment2": "인지 전 단계", "DevComment3": "이미 되어있음", "AdjustStatsData": ["DamageTakenBonus_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Surprised", "DevComment1": "어리둥절", "DevComment2": "전투 상태가 되기 직전 인지 단계", "DevComment3": "이미 되어있음", "AdjustStatsData": ["DamageTakenBonus_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Awared", "DevComment1": "인지함", "DevComment2": "전투 상태가 된 직후 인지 단계", "DevComment3": "이미 되어있음", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Deadly", "DevComment1": "죽음 임박", "DevComment2": "분 당 에너지 -2,\n\n의식불명이 됨\n(1) 의식 불명 대상은 조작 불가함\n(2) 의식 불명은 먹여주기의 대상이 됨\n(3) 의식 불명은 업기 대상이 됨\n\n지속 시간 만료 시, 사망,\n원인에 따라 제거 조건이 다름,\n파기 시, DeadlyAfterEffect 부여\n\n(250510) 한번 더 죽음 임박을 얻으면 즉시 사망", "DevComment3": "연출 : 캐릭터 누움 + 해골 이펙트", "AdjustStatsData": ["DamageTakenBonus_-90"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Unconscious"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DeadlyAfterEffect", "DevComment1": "죽음 임박 후유증", "DevComment2": "무드 -5\n\n(250510) 한번 더 죽음 임박을 얻으면 즉시 사망", "DevComment3": "", "AdjustStatsData": ["Mood_-5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Hungry", "DevComment1": "배고픔", "DevComment2": "유저에게 표시용 + 밥 먹기 조건", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_VeryHungry", "DevComment1": "심한 배고픔", "DevComment2": "무드 -3,\n모든 주요 능력치 -20%", "DevComment3": "", "AdjustStatsData": ["Mood_-3", "StrengthPerModifier_-20", "ConstitutionPerModifier_-20", "WillPowerPerModifier_-20", "IntelligencePerModifier_-20", "AgilityPerModifier_-20", "PerceptionPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SevereHungry", "DevComment1": "극심한 배고픔", "DevComment2": "무드 -5,\n모든 주요 능력치 -50%,\n\n죽음 임박을 유발함.", "DevComment3": "", "AdjustStatsData": ["Mood_-5", "StrengthPerModifier_-50", "ConstitutionPerModifier_-50", "WillPowerPerModifier_-50", "IntelligencePerModifier_-50", "AgilityPerModifier_-50", "PerceptionPerModifier_-50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Vigorous", "DevComment1": "활기참", "DevComment2": "나중에 좋은 효과 붙음", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Exhausted", "DevComment1": "탈진", "DevComment2": "유저에게 표시용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_VeryExhausted", "DevComment1": "심한 탈진", "DevComment2": "무드 -3,\n모든 주요 능력치 -20%", "DevComment3": "", "AdjustStatsData": ["Mood_-3", "StrengthPerModifier_-20", "ConstitutionPerModifier_-20", "WillPowerPerModifier_-20", "IntelligencePerModifier_-20", "AgilityPerModifier_-20", "PerceptionPerModifier_-20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SevereExhausted", "DevComment1": "극심한 탈진", "DevComment2": "무드 -5,\n모든 주요 능력치 -50%,\n초 당 에너지 증가\n\n의식불명이 됨\n(1) 의식 불명 대상은 조작 불가함\n(2) 의식 불명은 피딩 태스크 대상이 됨\n(3) 의식 불명은 업기 대상이 됨", "DevComment3": "연출 : 캐릭터 누움 + 깊은 잠 이펙트", "AdjustStatsData": ["Mood_-5", "StrengthPerModifier_-50", "ConstitutionPerModifier_-50", "WillPowerPerModifier_-50", "IntelligencePerModifier_-50", "AgilityPerModifier_-50", "PerceptionPerModifier_-50", "EnergyRegeneration_0.4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Unconscious"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SevereDamage", "DevComment1": "극심한 피해", "DevComment2": "무드-5\n\n죽음 임박을 유발함.\n구조 상호작용 대상이 됨", "DevComment3": "", "AdjustStatsData": ["Mood_-5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_LowStressed", "DevComment1": "낮은 스트레스", "DevComment2": "기력 증가량 +20%,\n경험치 증가량 + 30%", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HighStressed", "DevComment1": "높은 스트레스", "DevComment2": "기력 감소량 +20%", "DevComment3": "연출 : 짜증 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SevereStressed", "DevComment1": "심각한 스트레스", "DevComment2": "기력 감소량 +50%\n\n지속 시간 만료 시, 사망 (알파 이후 : 정신 붕괴로 대체)", "DevComment3": "연출 : 강한 짜증 이펙트", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Sleep", "DevComment1": "수면", "DevComment2": "초 당 에너지 증가", "DevComment3": "연출 : 캐릭터 누움 + 잠 이펙트", "AdjustStatsData": ["EnergyRegeneration_0.4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Sleeping"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleepingBagSleep", "DevComment1": "수면(침낭)", "DevComment2": "초 당 에너지 증가", "DevComment3": "연출 : 캐릭터 누움 + 잠 이펙트", "AdjustStatsData": ["EnergyRegeneration_0.8"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Sleeping"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BedSleep", "DevComment1": "수면(침대)", "DevComment2": "초 당 에너지 증가", "DevComment3": "연출 : 캐릭터 누움 + 잠 이펙트", "AdjustStatsData": ["EnergyRegeneration_1.2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Sleeping"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Overloaded", "DevComment1": "과적", "DevComment2": "이동 속도 -70%,\n기력 재생량 -0.02", "DevComment3": "연출 : 무거워하는 이펙트 지속", "AdjustStatsData": ["MovementSpeedPerModifier_-70", "EnergyRegeneration_-0.2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SevereOverloaded", "DevComment1": "심각한 과적", "DevComment2": "이동 속도 -90%\n기력 재생량 -0.03", "DevComment3": "연출 : 좀더 심하게 무거워하는 이펙트  지속", "AdjustStatsData": ["MovementSpeedPerModifier_-90", "EnergyRegeneration_-0.3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Heroic", "DevComment1": "영웅심", "DevComment2": "주기적으로 긍정적 대사를 말하여 주변 아군의 기분을 증가시킵니다.", "DevComment3": "{0}초 주기로 {1}% 확률로 {2} 범위 내의 아군 유닛에게 [AFFECTER_Inspiring]를 {3}초만큼 부여", "AdjustStatsData": ["Mood_4", "StrengthPerModifier_30", "ConstitutionPerModifier_30", "WillPowerPerModifier_30", "IntelligencePerModifier_30", "AgilityPerModifier_30", "PerceptionPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0, 50.0, 15.0, 30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MentalBreak", "DevComment1": "정신 붕괴", "DevComment2": "스트레스가 최대치에 이르면 즉시 사망합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Panic", "DevComment1": "정신 붕괴:공황", "DevComment2": "기본 공격 외 스킬 및 아이템의 사용이 불가능합니다.\n주기적으로 부정적 대사를 말하여 주변 아군의 기분을 감소시킵니다.", "DevComment3": "{0}초 주기로 {1}% 확률로 {2} 범위 내의 아군 유닛에게 [AFFECTER_Disgraced]를 {3}초만큼 부여\n\n+ 내부 침묵을 얻는다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0, 50.0, 15.0, 30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["MentalBreak"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GrowthFatigue", "DevComment1": "성장 정체", "DevComment2": "경험치가 최대치가되면 무드 -2 (인간전용)", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PlantRage", "DevComment1": "채식 분노", "DevComment2": "채식하면 무드 -2 (리자드맨 전용)", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CarnalGuilt", "DevComment1": "육식 죄책감", "DevComment2": "육식하면 무드 -2 (엘프 전용)", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Carry", "DevComment1": "아군 업기", "DevComment2": "무게가 50 증가합니다", "DevComment3": "", "AdjustStatsData": ["Weight_50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Operate", "DevComment1": "수술 받는 중", "DevComment2": "수술 받으면 무드 -5", "DevComment3": "", "AdjustStatsData": ["Mood_-5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PioneeringSpiritEffect", "DevComment1": "개척 정신 효과", "DevComment2": "던전 3층 이상에서 무드+2 (개척 정신 효과)", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Ointment", "DevComment1": "연고", "DevComment2": "{0}초 동안, 생명력을 {1} 회복합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_Ointment", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_WildHerb", "DevComment1": "야생 약초", "DevComment2": "{0}초 동안, 생명력을 {1} 회복합니다.\n무드 일정량 감소.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["Mood_-10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_WildHerb", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AshOfSolace", "DevComment1": "안식의 재", "DevComment2": "{0}초 동안 무드를 올립니다. \r\n추후 복잡한 효과로 바뀝니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["Mood_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_AshOfSolace", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Mandrake", "DevComment1": "맨드레이크 섭취", "DevComment2": "즉시 {0}의 힘과 {1}의 맷집을 획득합니다.\r\n{2}초 동안, 생명력을 {3} 회복합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_Mandrake", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_RoyalJelly", "DevComment1": "로열 젤리 섭취", "DevComment2": "{0}초 동안 무드 +3 기력 재생량 +0.2", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["Mood_3", "EnergyRegeneration_0.2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_RoyalJelly", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_WeightPotion", "DevComment1": "무게 물약 섭취", "DevComment2": "{0}초 동안 최대 무게가 {1}%의 증가합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["MaxWeightPerModifier_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_WeightPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SwiftPotion", "DevComment1": "신속 물약 섭취", "DevComment2": "{0}초 동안 이동 속도가 {1}% 증가합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["MovementSpeedPerModifier_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_SwiftPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_VampirePotion", "DevComment1": "흡혈 물약 섭취", "DevComment2": "{0}초 동안 생명력 흡수가 {1}% 증가합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["LifeSteal_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_VampirePotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AttackSpeedPotion", "DevComment1": "공격 속도 물약 섭취", "DevComment2": "{0}초 동안 공격 속도가 {1}% 증가합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["AttackSpeedPerModifier_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_AttackSpeedPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PhysicalAttackPotion", "DevComment1": "물리 공격 물약 섭취", "DevComment2": "{0}초 동안 물리 공격력이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["PhysicalAttackPower_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_PhysicalAttackPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MagicalAttackPotion", "DevComment1": "마법 공격 물약 섭취", "DevComment2": "{0}초 동안 마법 공격력이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["MagicAttackPower_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_MagicalAttackPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AccuracyPotion", "DevComment1": "명중 물약 섭취", "DevComment2": "{0}초 동안 적중률이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["HitChance_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_AccuracyPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DodgePotion", "DevComment1": "회피 물약 섭취", "DevComment2": "{0}초 동안 회피율이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["DodgeChance_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_DodgePotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CriticalPotion", "DevComment1": "치명타 물약 섭취", "DevComment2": "{0}초 동안 치명타율이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["CriticalChance_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_CriticalPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GuardPotion", "DevComment1": "방어 물약 섭취", "DevComment2": "{0}초 동안 가드율이 {1}%, \n가드 대미지 감소율이 {2}% 증가합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["GuardChance_{1}", "GuardDamageReduction_{2}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_GuardPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ShellPotionDuration", "DevComment1": "껍질 물약 지속시간", "DevComment2": "껍질 물약으로 부여된 껍질 중첩을 추적하고, 지속시간 만료 시 남은 껍질을 제거합니다.", "DevComment3": "플레이어 비노출 내부 관리용 어펙터", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SkillCooldownPotion", "DevComment1": "스킬 재사용 물약 섭취", "DevComment2": "{0}초 동안 스킬 재사용 대기 시간 감소가 {1}% 증가합니다.", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["CooldownReduction_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_SkillCooldownPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MagicResistancePotion", "DevComment1": "마법 저항 물약 섭취", "DevComment2": "{0}초 동안 마법 저항력이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["MagicResistance_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_MagicResistancePotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_MetalSkinPotion", "DevComment1": "철갑 피부 물약 섭취", "DevComment2": "{0}초 동안 물리 저항력이 {1}% 증가합니다", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["PhysicalResistance_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_MetalSkinPotion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SerumEnfeeblement", "DevComment1": "혈청 : 무력 → 힘 -30%", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SerumFrailty", "DevComment1": "혈청 : 왜소 → 맷집 -30%", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["ConstitutionPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SerumHallucination", "DevComment1": "혈청 : 환청 → 인지 -30%", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["WillPowerPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SerumNumbness", "DevComment1": "혈청 : 둔감 → 민첩 -30%", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["IntelligencePerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SerumVoid", "DevComment1": "혈청 : 공허 → 의지 -30%", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["AgilityPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SerumOblivion", "DevComment1": "혈청 : 망각 → 지능 -30%", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["PerceptionPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HellLeech", "DevComment1": "지옥 거머리", "DevComment2": "-", "DevComment3": "실제 효과 적용 시점은 아이템 스킬 시트 정보로 동작함.", "AdjustStatsData": ["Mood_-2", "MagicAttackPowerPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_HellLeech", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ChangeTwinThrust", "DevComment1": "트윈 스러스트", "DevComment2": "기본 공격이 대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_TwinThrust", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_RecklessAssault", "DevComment1": "레클리스 어설트", "DevComment2": "주는 피해가 {1}% 증가하고, 받는 피해가 {2}% 감소합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["DamageDealtBonus_{1}", "DamageTakenBonus_-{2}"], "FloatValues": [-1.0], "BindingValue": "SKILL_RecklessAssault", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Initiative", "DevComment1": "이니셔티브", "DevComment2": "공격 속도가 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["AttackSpeedPerModifier_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_Initiative", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BraceStance", "DevComment1": "브레이스 스탠스", "DevComment2": "공격 속도가 {1}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["AttackSpeedPerModifier_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_BraceStance", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 15, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SwordCounter", "DevComment1": "소드 카운터", "DevComment2": "근접 피해 가드 시 적에게 물리 공격력의 {1}%의 피해를 입힙니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_SwordCounter", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Bastion", "DevComment1": "바스티온", "DevComment2": "중첩*{0}% 만큼 가드율이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["GuardChance_{0}"], "FloatValues": [-1.0], "BindingValue": "SKILL_Bastion", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GreenShade", "DevComment1": "그린 셰이드", "DevComment2": "중첩*{0}% 만큼 받는 피해가 감소합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["DamageTakenBonus_-{0}"], "FloatValues": [-1.0], "BindingValue": "SKILL_GreenShade", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ChangeRapidFire", "DevComment1": "래피드 파이어", "DevComment2": "기본 공격이 대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_RapidFire", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HeadAim", "DevComment1": "헤드 에임", "DevComment2": "적에게 가하는 원거리 물리 공격이 적중 시 머리 생명력에 피해를 줍니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_HeadAim", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FireMissile", "DevComment1": "파이어미사일", "DevComment2": "기본 공격이 대상에게 마법 공격력의 {0}%에 해당하는 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Burning]을 부여하는 것으로 변경됩니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_FireMissile", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BecomeFire", "DevComment1": "비컴 파이어", "DevComment2": "현재 연소 중첩*{3}% 만큼 마법 공격력이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["MagicAttackPowerPerModifier_{3}"], "FloatValues": [-1.0], "BindingValue": "SKILL_BecomeFire", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_LastCinder", "DevComment1": "라스트 신더", "DevComment2": "기본 공격 시 상대에게 {1}의 [AFFECTER_Burning]을 {2}초 동안 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_LastCinder", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_FireCloak", "DevComment1": "파이어 클록", "DevComment2": "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_FireCloak", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SharpShooter", "DevComment1": "샤프 슈터", "DevComment2": "중첩이 {0}/{1}/{2}/{3}/{4}/{5} 달성 될 때마다 치명타 확률이 {6}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_SharpShooter", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 9999, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ShieldUp", "DevComment1": "실드 업", "DevComment2": "가드 대미지 감소율이 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["GuardDamageReduction_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_ShieldUp", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BladeGrinding", "DevComment1": "블레이드 그라인딩", "DevComment2": "다음 근접 물리 스킬의 피해량이 {0}% 증가하고 적중률이 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BladeGrinding", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Executioner", "DevComment1": "익세큐셔너", "DevComment2": "적 처치시 {0}초 동안 치명타 확률이 {1}% 증가합니다. 최대 {2}% 까지 증가할 수 있습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["CriticalChance_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_Executioner", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 3, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ColdFury", "DevComment1": "콜드 퓨리", "DevComment2": "적 처치시 {0}초 동안 주는 피해량이 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["DamageDealtBonus_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_ColdFury", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Maelstrom", "DevComment1": "마엘스트롬", "DevComment2": "중첩 * {0}% 만큼 물리 공격력이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["PhysicalAttackPowerPerModifier_{0}"], "FloatValues": [-1.0], "BindingValue": "SKILL_Maelstrom", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Goldmine", "DevComment1": "금광의 각인 스택", "DevComment2": "금화 획득을 표기합니다 최대 스택을 쌓으면 치명타 확률이 10% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_GoldmineInscription", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 2000, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SharpEdge", "DevComment1": "샤프 에지", "DevComment2": "스킬 사용시 {0}초 동안 물리 공격력이 {1}% 증가합니다.  최대 6회 중첩될 수 있습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["PhysicalAttackPowerPerModifier_{0}"], "FloatValues": [-1.0], "BindingValue": "SKILL_SharpEdge", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 6, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TidalMark", "DevComment1": "파도의 표식", "DevComment2": "물마법으로 소환된 소환수의 우선 타격대상이 됩니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DeepWater", "DevComment1": "딥 워터", "DevComment2": "중첩이 {0}/{1}/{2}/{3}/{4}/{5} 달성 될 때마다 최대 기력이 {6}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_DeepWater", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 9999, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Withstand", "DevComment1": "위드스탠드", "DevComment2": "가드율이 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["GuardChance_{0}"], "FloatValues": [-1.0], "BindingValue": "SKILL_Withstand", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_FirstAssault", "DevComment1": "퍼스트 어설트", "DevComment2": "물리 공격력이 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["PhysicalAttackPowerPerModifier_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_FirstAssault", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CombatMomentum", "DevComment1": "컴뱃 모멘텀", "DevComment2": "공격 속도가 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["AttackSpeedPerModifier_{1}"], "FloatValues": [-1.0], "BindingValue": "SKILL_CombatMomentum", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 3, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Execution", "DevComment1": "처형", "DevComment2": "대상을 처형합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GuildGuard", "DevComment1": "길드 가드용", "DevComment2": "NPC가 공격받으면 적대로 전환 및 공격한 유닛을 공격합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RedManeAction", "DevComment1": "붉은 갈기", "DevComment2": "공격 속도가 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["AttackSpeedPerModifier_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_RedMane", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SwallowCorpseStack", "DevComment1": "시체 삼키기 스택", "DevComment2": "공격력이 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["PhysicalAttackPowerPerModifier_{0}"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_SwallowCorpse", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 3, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfFuryStack", "DevComment1": "분노의 술식", "DevComment2": "피해를 입을 때 마다 공격 속도가 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["AttackSpeedPerModifier_{0}"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_ArtOfFury", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 7, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfFuryAura", "DevComment1": "분노의 술식 아우라", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfDefenseStack", "DevComment1": "방어의 술식", "DevComment2": "피해를 받을 때 마다 물리 저항력과 마법 저항력이 10 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["PhysicalResistance_10", "MagicResistance_10"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_ArtOfDefense", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 15, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfDefenseAura", "DevComment1": "방어의 술식 아우라", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfRushStack", "DevComment1": "돌진의 술식", "DevComment2": "피해를 {0}회 받으면 돌진 공격을 사용합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "AFFECTER_ArtOfRush", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 5, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfRushAura", "DevComment1": "돌진의 술식 아우라", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfThrowStack", "DevComment1": "투척의 술식", "DevComment2": "피해를 {0}회 받으면 투척 공격을 사용합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "AFFECTER_ArtOfThrow", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 10, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ArtOfThrowAura", "DevComment1": "투척의 술식 아우라", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SpellPreheat", "DevComment1": "마력 예열", "DevComment2": "특정 시간 동안 마법 스킬을 사용할 수 없다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 5, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SpellPreheat10", "DevComment1": "마력 예열", "DevComment2": "특정 시간 동안 스킬을 사용할 수 없다 (10초)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 5, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_AcidSpread", "DevComment1": "산성 범위 공격 범위", "DevComment2": "알파 산성 슬러그 공격 범위 표시 여부", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Ambivalence", "DevComment1": "idle여러개인 몬스터용", "DevComment2": "전투 시작 시 idle 애니메이션이 바뀌는 몬스터용 어팩터\n(몇몇 몬스터는 Idle이 여러개인 경우가 있다. 그럴 때 사용되는 어펙터 EX : 알파산성슬러그)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EliteMonster", "DevComment1": "정예 몬스터", "DevComment2": "추후 공통 특성 적용 가능 / 지금은 기능 없음", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BossMonster", "DevComment1": "보스 몬스터", "DevComment2": "추후 공통 특성 적용 가능 / 지금은 기능 없음", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_StoneGolemSoulCount", "DevComment1": "거대골렘 영혼 스택", "DevComment2": "피해를 입을 때 마다 주는 피해량이 {0}% 증가하고, 받는 피해량이 {0}% 감소합니다.(표기용)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 10, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinChiefShamanSoulStack", "DevComment1": "고블린 주술사 스택", "DevComment2": "마법 공격력이 {0}% 증가하고, 받는 피해량이 {1}% 증가합니다.(표기용)", "DevComment3": "", "AdjustStatsData": ["MagicAttackPowerPerModifier_{0}", "DamageTakenBonus_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0, 30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GlothHowling", "DevComment1": "글로트 하울링", "DevComment2": "자신의 스택에 따른 몬스터를 소환", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 7, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinOintment", "DevComment1": "고블린 연고", "DevComment2": "{0}초 동안, 생명력을 {1} 회복합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_UseOintment", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinHerb", "DevComment1": "고블린 야생 약초", "DevComment2": "{0}초 동안, 생명력을 {1} 회복합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_EatHerb", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GlothLash", "DevComment1": "글로트 래쉬", "DevComment2": "이동 속도가 {0}초 동안 {1}%증가합니다.", "DevComment3": "", "AdjustStatsData": ["MovementSpeedPerModifier_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_GlothLash", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinChiefShamanAura", "DevComment1": "고블린 제사장 아우라 - 연출 붙어있음", "DevComment2": "마법 공격력이 {0}% 증가하고, 받는 피해량이 {1}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["MagicAttackPowerPerModifier_{0}", "DamageTakenBonus_{1}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0, 30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SentinelWarning", "DevComment1": "센티넬 워닝", "DevComment2": "{0}초 동안, 전투 상태에 있으면 AFFECTER_SentinelWarningActive가 해제됩니다. 비전투 상태가되면 다시 활성화합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [8.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SymbioticInsectEffect", "DevComment1": "공생 벌레 효과", "DevComment2": "생명력 비율 재생량 +{0}%", "DevComment3": "", "AdjustStatsData": ["HealthPercentageRegeneration_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GodMode", "DevComment1": "무적 치트", "DevComment2": "무적 치트", "DevComment3": "", "AdjustStatsData": ["DamageTakenBonus_-99", "AttackSpeedPerModifier_50", "MovementSpeedPerModifier_15", "LifeSteal_100", "PhysicalAttackPower_999", "MagicAttackPower_999"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_HappyMode", "DevComment1": "행복 치트", "DevComment2": "행복 치트", "DevComment3": "", "AdjustStatsData": ["Mood_100"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_InvincibleMode", "DevComment1": "무적 치트", "DevComment2": "무적 치트 (근데 방어만됨)", "DevComment3": "", "AdjustStatsData": ["DamageTakenBonus_-99", "LifeSteal_100"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TaskGodMode", "DevComment1": "작업능력치트", "DevComment2": "작업 능력치트", "DevComment3": "", "AdjustStatsData": ["CraftingCapabilityPerModifier_1000", "ConstructionCapabilityPerModifier_1000", "CookingCapabilityPerModifier_1000", "ResearchCapabilityPerModifier_1000", "FarmingCapabilityPerModifier_1000", "LoggingCapabilityPerModifier_1000", "MiningCapabilityPerModifier_1000"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AllSkillUnlockMode", "DevComment1": "모든 스킬 해금", "DevComment2": "모든 스킬을 언락합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Buff"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Sunny", "DevComment1": "맑음", "DevComment2": "날씨 표기용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SunnyWet", "DevComment1": "맑음", "DevComment2": "적 날씨 어팩터 제거용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Rain", "DevComment1": "비", "DevComment2": "일반 비 스택", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 10, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_RainWet", "DevComment1": "비(젖음)", "DevComment2": "비를 10스택 쌓이면 붙음\n연소 피해량 -20%, 우비 소지 시 젖음 면역, 건물에 붙으면 초당 -10% 내구도 감소\n밭에 붙었을 경우 해당 밭에서 자라는 작물의 성장치 {0}배", "DevComment3": "", "AdjustStatsData": ["MovementSpeedPerModifier_-10", "Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_HeavyRain", "DevComment1": "폭우", "DevComment2": "폭우 스택", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 10, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_HeavyRainWet", "DevComment1": "비(젖음)", "DevComment2": "비를 10스택 쌓이면 붙음\n연소 피해량 -20%, 우비 소지 시 젖음 면역, 건물에 붙으면 초당 -10% 내구도 감소\n밭에 붙었을 경우 해당 밭에서 자라는 작물의 성장치 {0}배", "DevComment3": "", "AdjustStatsData": ["MovementSpeedPerModifier_-20", "Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [0.8], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_MonsterDifficultyEasy", "DevComment1": "쉬움 난이도 몬스터", "DevComment2": "난이도에 맞춰 스탯 조정", "DevComment3": "", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_-85", "MagicAttackPowerPerModifier_-85"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MonsterDifficultyNormal", "DevComment1": "보통 난이도 몬스터", "DevComment2": "난이도에 맞춰 스탯 조정", "DevComment3": "", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_-60", "MagicAttackPowerPerModifier_-60"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MonsterDifficultyVeryHard", "DevComment1": "매우 어려움 난이도 몬스터", "DevComment2": "난이도에 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"BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayerManagementDifficultyNormal", "DevComment1": "보통 운영", "DevComment2": "폐기된 기획_코드는 살아있음_지우면 코드도 지워야함", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayerManagementDifficultyEasy", "DevComment1": "쉬움 운영", "DevComment2": "폐기된 기획_코드는 살아있음", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayerManagementDifficultyVeryHard", "DevComment1": "매우 어려움 운영", "DevComment2": "폐기된 기획_코드는 살아있음", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayerManagementDifficultyHard", "DevComment1": "어려움 운영", "DevComment2": "폐기된 기획_코드는 살아있음", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayerDifficultyVeryHard", "DevComment1": "매우 어려움 플레이어", "DevComment2": "난이도에 맞춰 스탯 조정", "DevComment3": "", "AdjustStatsData": ["CriticalChance_10", "DodgeChance_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayerDifficultyDownfall", "DevComment1": "파멸 난이도 플레이어", "DevComment2": "난이도에 맞춰 스탯 조정", "DevComment3": "", "AdjustStatsData": ["CriticalChance_10", "DodgeChance_10", "CriticalDamageBonus_50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BlazingEchoBounce", "DevComment1": "블레이징 에코 타격 횟수", "DevComment2": "타격 횟수 기록용 어팩터", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_BlazingEcho", "DevComment1": "블레이징 에코", "DevComment2": "누적 피격 대상 기록용 어팩터", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EmbracingWaveBounce", "DevComment1": "임브레이싱 웨이브 타격 횟수", "DevComment2": "타격 횟수 기록용 어팩터", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EmbracingWave", "DevComment1": "임브레이싱 웨이브", "DevComment2": "누적 피격 대상 기록용 어팩터", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 99, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_WaitForAppearFX", "DevComment1": "등장 연출을 위한 대기", "DevComment2": "연출을 위한 대기", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Stun"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DeadlyUntargetable", "DevComment1": "데들리로 인한 타겟 불가", "DevComment2": "데들리로 인한 타겟 불가 (매우 짧은 시간, 적대 대상만)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Unattackable"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_InnerSilence", "DevComment1": "내부 침묵", "DevComment2": "표시되지 않는 침묵", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Silence"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RedMonsterRatPhase2", "DevComment1": "붉은 괴물쥐 페이즈 2", "DevComment2": "페이즈 구분용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_RedMonsterRatPhase3", "DevComment1": "붉은 괴물쥐 페이즈 3", "DevComment2": "페이즈 구분용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_GiantStoneGolemPhase2", "DevComment1": "붉은 스톤 골렘 페이즈 2", "DevComment2": "페이즈 구분용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SentinelWarningActive", "DevComment1": "센티넬 워닝(발동)", "DevComment2": "(발동 확인용)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_EnsnaringChainActive", "DevComment1": "옭아매는 사슬(발동)", "DevComment2": "(발동 확인용)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MaintainOrderActive", "DevComment1": "질서 유지(발동)", "DevComment2": "(발동 확인용)", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_SummonLadybugCount", "DevComment1": "무당벌레 소환 횟수", "DevComment2": "횟수 기록용", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_DayTime", "DevComment1": "낮", "DevComment2": "낮 표기용 ", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_NightTime", "DevComment1": "밤", "DevComment2": "밤 표기용", "DevComment3": "", "AdjustStatsData": ["VisionRange_-3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GoddessGuidance", "DevComment1": "여신의 인도", "DevComment2": "계층 포탈 위치가 밝혀진 채로 탐사를 시작합니다.\nDEV : 마커로 포탈 위치를 표시", "DevComment3": "연출적 논의 필요", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EliteHuntOrder", "DevComment1": "정예 토벌령", "DevComment2": "길드에서 정예 몬스터 토벌에 현상금을 내걸었습니다.\n정예 몬스터 처치시 금화를 얻습니다.\nDEV : OnDeathEXP * {1} 만큼 금화를 얻도록 동작한다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_RichManaStone", "DevComment1": "풍부한 마석", "DevComment2": "마석  드랍량이 {100%} 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_StrengthFortify", "DevComment1": "힘 강화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ToughnessFortify", "DevComment1": "맷집 강화", "DevComment2": "-", "DevComment3": "HP 후처리 필요", "AdjustStatsData": ["ConstitutionPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_WillpowerFortify", "DevComment1": "의지 강화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["WillPowerPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_IntelligenceFortify", "DevComment1": "지능 강화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["IntelligencePerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AgilityFortify", "DevComment1": "민첩 강화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["AgilityPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PerceptionFortify", "DevComment1": "인지 강화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["PerceptionPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BloodyCrescent", "DevComment1": "붉은 초승달", "DevComment2": "밤이 되면 적 유닛의 물리/마법 공격력이 {50}% 상승합니다.\n몬스터가 드랍하는 아이템 수량이 {50}% 증가합니다.", "DevComment3": "화면 스크린 연출 필요할듯?", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_50", "MagicAttackPowerPerModifier_50"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ManaOversaturation", "DevComment1": "마력 과포화", "DevComment2": "마력이 뭉쳐 멀미를 유발합니다. 모든 유닛이 [마력 과포화]를 얻습니다.", "DevComment3": "", "AdjustStatsData": ["Mood_-2", "MagicAttackPowerPerModifier_20"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DistortedSenses", "DevComment1": "왜곡된 감각", "DevComment2": "던전의 마력이 감각을 어지럽힙니다. 모든 유닛이 [AFFECTER_DistortedSenses]을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["HitChance_-15"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_StrengthWeaken", "DevComment1": "힘 약화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["StrengthPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ToughnessWeaken", "DevComment1": "맷집 약화", "DevComment2": "-", "DevComment3": "HP 후처리 필요", "AdjustStatsData": ["ConstitutionPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_WillpowerWeaken", "DevComment1": "의지 약화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["WillPowerPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_IntelligenceWeaken", "DevComment1": "지능 약화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["IntelligencePerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AgilityWeaken", "DevComment1": "민첩 약화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["AgilityPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PerceptionWeaken", "DevComment1": "인지 약화", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["PerceptionPerModifier_-30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DepletedDungeon", "DevComment1": "고갈된 던전", "DevComment2": "모든 아이템의 드랍률이 50% 감소합니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SilentSerenity", "DevComment1": "침묵의 평온", "DevComment2": "이 조용한 장소는 심신의 회복을 돕습니다. 모든 유닛이 [침묵의 평온]을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AbundantWood", "DevComment1": "풍부한 목재", "DevComment2": "통나무 드랍량이 {100}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_JewelBeetle", "DevComment1": "보석 풍뎅이", "DevComment2": "긴풀 채집시 {3}%의 확률로 보석 풍뎅이 아이템을 드랍합니다.\n[보석 풍뎅이] : 사용시 100 금화 획득 (이후에는 걍 거래로 파는 금화템) > 이거 리소스 없음", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ForestTeaching", "DevComment1": "숲의 가르침", "DevComment2": "맑은 숲의 기운이 성장에 도움을 줍니다. 모든 유닛이 [숲의 가르침]을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["ExpGainedBonus_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ElvenHomeland", "DevComment1": "엘프의 고향", "DevComment2": "엘프들에게 이 숲은 고향을 떠오르게 합니다. 모든 엘프 유닛에게 효과가 적용 됩니다.", "DevComment3": "", "AdjustStatsData": ["EnergyRegeneration_0.1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DarkWhisper", "DevComment1": "어둠의 속삭임", "DevComment2": "무드 값 감소", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DarkWhisperEnv", "DevComment1": "어둠의 속삭임<환경효과>", "DevComment2": "밤이 되면 고요함 속에서 알 수 없는 목소리가 들려옵니다. 밤에 모든 유닛이 [AFFECTER_DarkWhisper]을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EndlessNight", "DevComment1": "끝없는 밤", "DevComment2": "시간과 무관하게 밤이 지속됩니다.", "DevComment3": "연출적 논의 필요 / 코스트 문제로 보류", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_NutrientAbsorption", "DevComment1": "영양 흡수", "DevComment2": "숲을 거닐다보면 알 수 없는 이유로 배가 계속 고파집니다.", "DevComment3": "", "AdjustStatsData": ["HungerRegeneration_-0.02"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SwarmingFlea", "DevComment1": "들끓는 벼룩", "DevComment2": "무드 값 감소", "DevComment3": "", "AdjustStatsData": ["Mood_-2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [300.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SwarmingFleaEnv", "DevComment1": "들끓는 벼룩<환경효과>", "DevComment2": "벼룩이 창궐하였습니다. 수면시 {0}초 동안 [AFFECTER_SwarmingFlea]을 얻습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [300.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BeastForest", "DevComment1": "야수의 숲 ", "DevComment2": "야수 팩션의 몬스터의 생명력이 {0}% 상승하고, 주는 경험치가 {1}% 상승합니다", "DevComment3": "경험치는 코드로 처리", "AdjustStatsData": ["MaxHealthTotalPerModifier_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [20.0, 50.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BeastForestEnv", "DevComment1": "야수의 숲 <환경효과>", "DevComment2": "야수 팩션의 몬스터에게 [AFFECTER_BeastForest]을 부여합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_UndergroundExplorer", "DevComment1": "지하 탐험가", "DevComment2": "상자의 보상이 (0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AbundantStone", "DevComment1": "풍부한 석재", "DevComment2": "석재 드랍량이 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_ManaStoneBurrow", "DevComment1": "마석 땅굴", "DevComment2": "석재 채광 시 {0}% 확률로 중급 마석이 드랍됩니다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_DarkBurrow", "DevComment1": "어두운 땅굴", "DevComment2": "시야가 {0} 감소합니다", "DevComment3": "", "AdjustStatsData": ["VisionRange_-{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GoblinVictory", "DevComment1": "고블린 승리", "DevComment2": "고블린과 글로트의 전투에서 고블린이 승리했습니다 고블린들의 이동속도가 {0} 증가합니다", "DevComment3": "", "AdjustStatsData": ["MovementSpeed_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GlothVictory", "DevComment1": "글로트 승리", "DevComment2": "고블린과 글로트의 전투에서 글로트가 승리했습니다 글로트 최대체력이 {0}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["MaxHealthTotalPerModifier_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Environment"], "MaxStack": -1, "IsPositive": 2, "IsPositiveName": "Negative", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessSwift", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 이동 속도가 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["MovementSpeedPerModifier_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessVampire", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 생명력 흡수가 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["LifeSteal_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessAttackSpeed", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 공격 속도가 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["AttackSpeedPerModifier_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessPhysicalAttack", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 물리 공격력이 {0}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["PhysicalAttackPowerPerModifier_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessMagicalAttack", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 마법 공격력이 {0}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["MagicAttackPowerPerModifier_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessAccuracy", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 적중률이 {0}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["HitChance_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessDodge", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 회피율이 {0}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["DodgeChance_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessCritical", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 치명타율이 {0}% 증가합니다", "DevComment3": "", "AdjustStatsData": ["CriticalChance_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessGuard", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 가드율이 {0}% 증가합니다.", "DevComment3": "", "AdjustStatsData": ["GuardChance_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessSkillCooldown", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 스킬 재사용 대기 시간 감소가 {0} 증가합니다.", "DevComment3": "", "AdjustStatsData": ["CooldownReduction_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessMagicResistance", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 마법 저항력이 {0} 증가합니다", "DevComment3": "", "AdjustStatsData": ["MagicResistance_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BlessMetalSkin", "DevComment1": "여신의 축복", "DevComment2": "이번 탐사 동안 물리 저항력이 {0} 증가합니다", "DevComment3": "", "AdjustStatsData": ["PhysicalResistance_{0}"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Bless"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_GuildTrade", "DevComment1": "길드 거래 상인용 정보", "DevComment2": "{0}분 마다 바뀐다.", "DevComment3": "TRADEPOOL_GuildMerchant{앞으로 길드 거래레벨에 따라서} \n연결됨", "AdjustStatsData": ["MaxWeight_1000"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_VeilSilenceMerchant", "DevComment1": "던전 상인", "DevComment2": "{0}분 마다 바뀐다.", "DevComment3": "", "AdjustStatsData": ["MaxWeight_1000"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_FesteringBurrowMerchant", "DevComment1": "던전 상인", "DevComment2": "{0}분 마다 바뀐다.", "DevComment3": "", "AdjustStatsData": ["MaxWeight_1000"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_Endrossi", "DevComment1": "던전 상인", "DevComment2": "{0}분 마다 바뀐다.", "DevComment3": "", "AdjustStatsData": ["MaxWeight_1000"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_MagicSaturation", "DevComment1": "마력 포화", "DevComment2": "시간이 지남에 따라 몬스터가 점점 강해진다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0, 100.0, 5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["Difficulty"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_AbyssRebound", "DevComment1": "어비스 ~10층", "DevComment2": "생명력이 {0}% 이하가 되면, 잃은 생명력의 {1}%에 해당하는 보호막을 {2}초 동안 얻습니다.", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [50.0, 100.0, 5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_AbyssRebound2", "DevComment1": "어비스 ~20층", "DevComment2": "-", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_Chatted", "DevComment1": "잡담을 나눔", "DevComment2": "무드 +1", "DevComment3": "대화 후 기분이 조금 좋아집니다.", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BoredDice", "DevComment1": "주사위놀이에 질림", "DevComment2": "지루함 효과. {0}분 동안 지속 됩니다.", "DevComment3": "이 효과가 있는 동안 다시 자동으로 놀이 안함", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3000.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BoredCard", "DevComment1": "카드 놀이에 질림", "DevComment2": "지루함 효과. {0}분 동안 지속 됩니다.", "DevComment3": "이 효과가 있는 동안 다시 자동으로 놀이 안함", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3000.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_BoredDart", "DevComment1": "다트 놀이에 질림", "DevComment2": "지루함 효과. {0}분 동안 지속 됩니다.", "DevComment3": "이 효과가 있는 동안 다시 자동으로 놀이 안함", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3000.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayedDice", "DevComment1": "주사위 놀이로 신남", "DevComment2": "놀이 버프효과. {0} 분 동안 지속 됩니다.", "DevComment3": "", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3600.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayedCard", "DevComment1": "카드 놀이로 신남", "DevComment2": "놀이 버프효과. {0} 분 동안 지속 됩니다.", "DevComment3": "", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3600.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_PlayedDart", "DevComment1": "다트 놀이로 신남", "DevComment2": "놀이 버프효과. {0} 분 동안 지속 됩니다.", "DevComment3": "", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3600.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CurseOfFate", "DevComment1": "운명의 저주", "DevComment2": "테스트용 무드 -999 극복확률 -999", "DevComment3": "", "AdjustStatsData": ["Mood_-100", "DespairOvercomeChance_-100"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": 1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_TreeOfLifeAuraTrait", "DevComment1": "생명의 나무 표기용 트레잇", "DevComment2": "효과는 생명나무용 그대로라고 표기만 해줌", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_GatherStarted", "DevComment1": "채집이 시작되었을때 부여되는 트레잇", "DevComment2": "자체로는 하는일이 없지만 다른 어펙터들중에서 해당한 어펙터가 적용된 순간 ", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_PortalHealAura", "DevComment1": "포탈 근처 체력회복", "DevComment2": "{0} 범위 내의 유닛이 {1}의 생명력 재생력을 얻습니다.", "DevComment3": "대신 던전 브레이크일때는 작동하지않습니다.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 20.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_CampfireAura", "DevComment1": "캠프파이어 무드증가", "DevComment2": "캠프파이어 근처에 있는경우 무드가 올라갑니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_CampfireWarmth", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_FireplaceAura", "DevComment1": "벽난로 무드 증가", "DevComment2": "벽난로 주변에 있는 경우 무드가 올라갑니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "AFFECTER_FireplaceWarmth", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_IndestructibleBuilding", "DevComment1": "파괴 불가 건물", "DevComment2": "파괴될시 게임하는데 지장이 생기는 오브젝트들의 경우 붙는 특수 어펙터입니다\n내구도의 감소만 담당합니다", "DevComment3": "나중에 내구도 감소와 관련된 스탯의 \n기획과 구현이 완료 되었을때 해당 부분에서 \n내구도 무적 스텟의 수치를 적용하는 부분으로 작업 할 예정입니다.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_FlowerAura", "DevComment1": "꽃 근처 무드 추가", "DevComment2": "{0} 범위 내의 유닛이 [AFFECTER_FlowerScent]을 얻습니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 5.0], "BindingValue": "AFFECTER_FlowerScent", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_TreeOfLifeAura", "DevComment1": "생명의 나무 체력회복", "DevComment2": "{0} 범위 내의 유닛이 {1}의 생명력 재생력을 얻습니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [5.0, 5.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_MandrakeAwake", "DevComment1": "만드레이크 깨어남", "DevComment2": "채집이 진행 되는경우 {0} 범위 내의 유닛들에게 {1}초간 효과 [AFFECTER_MandrakeScream]를  {2} 초마다 부여합니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0, 30.0, 2.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_BloodTree", "DevComment1": "혈목 나무 시체 흡수", "DevComment2": "{0} 범위 내의 유닛이 사망한 경우 해당 피를 흡수하며 {1}만큼 섭취하면 피를 머금은 혈목이라는 별도 건물로 변합니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [6.0, 3.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_LesserGuardianStone", "DevComment1": "하급 수호 비석", "DevComment2": "{0} 거리 미만에 있는 플레이어 유닛에게 {1}초 동안 [AFFECTER_LesserGuardianAura]를 부여합니다", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [7.0, 10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_CreepClear", "DevComment1": "암흑 가시덩쿨 크립 제거", "DevComment2": "{0}영역만큼  크립 제거 명령을 내립니다. 만약 해당 그리드 주위에 다른 크립의 영향이 있는 경우 크립은 제거되지않습니다. ", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_Fertile", "DevComment1": "비옥함", "DevComment2": "이 어팩터가 붙어있다면, Farm에서 부여하는 성장치 x {0}", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [2.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_FarmGrowth", "DevComment1": "밭의 성장치 부여", "DevComment2": "{0} 초 마다, 밭에 자라는 작물에게 {1}만큼 성장치를 추가 합니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0, 2.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_BeeHive", "DevComment1": "벌집", "DevComment2": "{0} 초 에 한번씩 2마리씩 {1}마리까지 생성(의도 => 계속 캘때는 6마리나오게 만약 한번 도망칠 경우에는 10마리 전부)", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [8.0, 10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_Task", "DevComment1": "task 중 애니메이션 재생", "DevComment2": "해당 Entity에 task애니메이션을 재생하도록 한다", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_DevrikStatue", "DevComment1": "데브릭 석상 0불", "DevComment2": "상호작용 시 1불 석상 스폰 및 몬스터 스폰", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_DevrikStatue2", "DevComment1": "데브릭 석상 1불", "DevComment2": "상호작용 시 2불 석상 스폰 및 몬스터 스폰", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_DevrikStatue3", "DevComment1": "데브릭 석상 2불", "DevComment2": "상호작용 시 3불 석상 스폰 및 몬스터 스폰", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_DevrikStatue4", "DevComment1": "데브릭 석상 3불", "DevComment2": "상호작용 시 3불 석상 스폰 + 영혼", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_Codex", "DevComment1": "코덱스 상호작용", "DevComment2": "상호작용 시 1지역은 1,2열 2지역은 3,4열 중 연구 가능한 연구 해금 / 불가능하면 지정 드랍", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_EchoFlower", "DevComment1": "메아리 꽃", "DevComment2": "추가될 때 랜덤하게 순서를 가진다", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_EchoFlowerRamnant", "DevComment1": "메아리 꽃 활성화", "DevComment2": "메아리 꽃 활성화 후 애니메이션 처리용", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_DungeonGodnessStatue", "DevComment1": "던전 여신상", "DevComment2": "플레이어 유닛들에게 랜덤한 버프 부여 - 수치는 해당 어팩터값에 따름", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SlotMachine", "DevComment1": "슬롯 머신 상호작용", "DevComment2": "100원 지불 후 애니메이션 및 결과값 나오기", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_XenonCat", "DevComment1": "제논 고양이 ", "DevComment2": "제논 죽음 체크용", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnGreyRat", "DevComment1": "회색쥐 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnMawmurk", "DevComment1": "머모크 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnGreyMonsterRat", "DevComment1": "회색 괴물 쥐 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnMetalScarab", "DevComment1": "철갑충 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnAcidInsect", "DevComment1": "산성충 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnMaleGloth", "DevComment1": "수컷 글로트 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnGlothPup", "DevComment1": "새끼 글로트 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnEyeball", "DevComment1": "눈알 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SpawnBlueGoblin", "DevComment1": "청고블린 소환", "DevComment2": "", "DevComment3": "", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_StrangeSeedAura", "DevComment1": "이상한 씨앗 체력회복", "DevComment2": "{0} 범위 내의 유닛이 소환자의 마법 공격력의 {1}%의 생명력 재생력을 얻습니다.  {2}초가 지나면 바스러져 자연으로 돌아갑니다.", "DevComment3": "중첩 안됩니다\n\n250721 : 기획 의도상에는 여러개의 씨앗의 '교집합 영역'에서는 여러개의 씨앗으로 부터 회복될거라고 기대하고 있었음. 추후 정현이 검토 요함.", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [1.0, 15.0, 20.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_SolarBloom", "DevComment1": "솔라 블룸 공격", "DevComment2": "{0} 범위 안에 있는 대상에게 마법 공격력의 {1}%의 마법 피해를 입힙니다.\n치명타 발생시 {2}초 동안 {3}의 어지러움을 부여합니다.\n{4}초가 지나면 바스러져 자연으로 돌아갑니다.\n{5}초에 한 번 공격합니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [6.0, 120.0, 5.0, 1.0, 40.0, 1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_MucusSprayer", "DevComment1": "무커스 스프레이어 공격", "DevComment2": "{0} 범위 안에 있는 모든 적 대상에게 마법 공격력의 {1}%의 마법 피해를 입히고, \n{2}초 동안 {3}의 둔화와 방해를 부여합니다.\n{4}초가 지나면 바스러져 자연으로 돌아갑니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [6.0, 80.0, 5.0, 1.0, 40.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_PulsatingRock", "DevComment1": "맥동하는 바위", "DevComment2": "{0}초 후 바위가 파괴되며 노란 스톤 골렘이 소환됩니다", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_Glacier", "DevComment1": "빙하 소환 스킬 빙하", "DevComment2": "1초마다 인접한 적 유닛에게 {0}초 동안 [AFFECTER_Disturbance]를 부여합니다.  {1}초 후 사라집니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [3.0, 40.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_SunHeartBloom", "DevComment1": "솔라 블룸 공격", "DevComment2": "근처의 모든 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 [AFFECTER_CriticalWeakness]을 부여합니다.\n치명타 발생시 {2}의 [AFFECTER_Dizziness]을 부여합니다.\n{3}초가 지나면 바스러져 자연으로 돌아갑니다.", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [140.0, 3.0, 1.0, 20.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_BaseCampsiteCampFire", "DevComment1": "하급 야영지에서 캠프파이어 배치 관련 정보", "DevComment2": "", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BaseCampsiteCampFire", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_BaseCampsiteBedrolls", "DevComment1": "하급 야영지에서 침낭 배치 관련 정보", "DevComment2": "", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BaseCampsiteBedrolls", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_BaseCampsiteRepairstand", "DevComment1": "하급 야영지에서 수리대 배치 관련 정보", "DevComment2": "", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BaseCampsiteRepairstand", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_BaseCampsiteLesserGuardianStone", "DevComment1": "하급 야영지에서 수리대 배치 관련 정보", "DevComment2": "", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BaseCampsiteLesserGuardianStone", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_BaseCampsiteDeco1", "DevComment1": "하급 야영지에서 텐트 배치 관련 정보", "DevComment2": "", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BaseCampsiteDeco1", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_BaseCampsiteDeco2", "DevComment1": "하급 야영지에서 기타 자원 배치 관련 정보", "DevComment2": "", "DevComment3": "중첩 안됩니다", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "SKILL_BaseCampsiteDeco2", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_TestTrade", "DevComment1": "거래 풀 관련해서 연동된 정보", "DevComment2": "시작시에 딱 한번만 거래에 적용하는 것", "DevComment3": "TRADEPOOL_GuildMerchant1 과 현재 연결 되어있음", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true}, {"Key": "AFFECTER_Preservation", "DevComment1": "보존 1단계", "DevComment2": "아이템 내구도/유통기한 감소 속도가 {85}%가 됩니다", "DevComment3": "-", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [85.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_Preservation2", "DevComment1": "보존 2단계", "DevComment2": "아이템 내구도/유통기한 감소 속도가 {70}%가 됩니다", "DevComment3": "-", "AdjustStatsData": ["NULL"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [70.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": true}, {"Key": "AFFECTER_SleptPoorPrivateRoom", "DevComment1": "허름한 개인실의 침대에서 잤음", "DevComment2": "무드 +3", "DevComment3": "-", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptMediocrePrivateRoom", "DevComment1": "그저 그런 개인실의 침대에서 잤음", "DevComment2": "무드 +4", "DevComment3": "-", "AdjustStatsData": ["Mood_4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptNormalPrivateRoom", "DevComment1": "일반 개인실의 침대에서 잤음", "DevComment2": "무드 +5", "DevComment3": "-", "AdjustStatsData": ["Mood_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptDecentPrivateRoom", "DevComment1": "괜찮은 개인실의 침대에서 잤음", "DevComment2": "무드 +6", "DevComment3": "-", "AdjustStatsData": ["Mood_6"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptImpressivePrivateRoom", "DevComment1": "근사한 개인실의 침대에서 잤음", "DevComment2": "무드 +7", "DevComment3": "-", "AdjustStatsData": ["Mood_7"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptLuxuriousPrivateRoom", "DevComment1": "호화로운 개인실의 침대에서 잤음", "DevComment2": "무드 +8", "DevComment3": "-", "AdjustStatsData": ["Mood_8"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptFantasticPrivateRoom", "DevComment1": "환상적인 개인실의 침대에서 잤음", "DevComment2": "무드 +10", "DevComment3": "-", "AdjustStatsData": ["Mood_10"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptPoorSharedRoom", "DevComment1": "허름한 공용실의 침대에서 잤음", "DevComment2": "무드 +1", "DevComment3": "-", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptMediocreSharedRoom", "DevComment1": "그저 그런 공용실의 침대에서 잤음", "DevComment2": "무드 +2", "DevComment3": "-", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptNormalSharedRoom", "DevComment1": "일반 공용실의 침대에서 잤음", "DevComment2": "무드 +2", "DevComment3": "-", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptDecentSharedRoom", "DevComment1": "괜찮은 공용실의 침대에서 잤음", "DevComment2": "무드 +3", "DevComment3": "-", "AdjustStatsData": ["Mood_4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptImpressiveSharedRoom", "DevComment1": "근사한 공용실의 침대에서 잤음", "DevComment2": "무드 +4", "DevComment3": "-", "AdjustStatsData": ["Mood_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptLuxuriousSharedRoom", "DevComment1": "호화로운 공용실의 침대에서 잤음", "DevComment2": "무드 +5", "DevComment3": "-", "AdjustStatsData": ["Mood_6"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_SleptFantasticSharedRoom", "DevComment1": "환상적인 공용실의 침대에서 잤음", "DevComment2": "무드 +6", "DevComment3": "-", "AdjustStatsData": ["Mood_7"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["SleepCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInPoorDiningRoom", "DevComment1": "허름한 식당에서 먹음", "DevComment2": "무드 +1", "DevComment3": "-", "AdjustStatsData": ["Mood_1"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInMediocreDiningRoom", "DevComment1": "그저 그런 식당에서 먹음", "DevComment2": "무드 +2", "DevComment3": "-", "AdjustStatsData": ["Mood_2"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInNormalDiningRoom", "DevComment1": "일반 식당에서 먹음", "DevComment2": "무드 +3", "DevComment3": "-", "AdjustStatsData": ["Mood_3"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInDecentDiningRoom", "DevComment1": "괜찮은 식당에서 먹음", "DevComment2": "무드 +4", "DevComment3": "-", "AdjustStatsData": ["Mood_4"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInImpressiveDiningRoom", "DevComment1": "근사한 식당에서 먹음", "DevComment2": "무드 +5", "DevComment3": "-", "AdjustStatsData": ["Mood_5"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInLuxuriousDiningRoom", "DevComment1": "호화로운 식당에서 먹음", "DevComment2": "무드 +6", "DevComment3": "-", "AdjustStatsData": ["Mood_6"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_EatInFantasticDiningRoom", "DevComment1": "환상적인 식당에서 먹음", "DevComment2": "무드 +8", "DevComment3": "-", "AdjustStatsData": ["Mood_8"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["EatCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": true, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CookInPoorDiningRoom", "DevComment1": "허름한 식당에서 요리함", "DevComment2": "요리 속도 +30%", "DevComment3": "-", "AdjustStatsData": ["CookingCapabilityPerModifier_30"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["CraftingCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CookInMediocreDiningRoom", "DevComment1": "그저 그런 식당에서 요리함", "DevComment2": "요리 속도 +60%", "DevComment3": "-", "AdjustStatsData": ["CookingCapabilityPerModifier_60"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["CraftingCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CookInNormalDiningRoom", "DevComment1": "일반 식당에서 요리함", "DevComment2": "요리 속도 +90%", "DevComment3": "-", "AdjustStatsData": ["CookingCapabilityPerModifier_90"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["CraftingCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CookInDecentDiningRoom", "DevComment1": "괜찮은 식당에서 요리함", "DevComment2": "요리 속도 +120%", "DevComment3": "-", "AdjustStatsData": ["CookingCapabilityPerModifier_120"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["CraftingCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CookInImpressiveDiningRoom", "DevComment1": "근사한 식당에서 요리함", "DevComment2": "요리 속도 +150%", "DevComment3": "-", "AdjustStatsData": ["CookingCapabilityPerModifier_150"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["CraftingCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": true, "BuildingAttachable": false}, {"Key": "AFFECTER_CookInLuxuriousDiningRoom", "DevComment1": "호화로운 식당에서 요리함", "DevComment2": "요리 속도 +180%", "DevComment3": "-", "AdjustStatsData": ["CookingCapabilityPerModifier_180"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["CraftingCondition"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", 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"None", "Categories": ["TemplePray"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PrayInLuxuriousTemple", "DevComment1": "호화로운 신전에서 기도함", "DevComment2": "마석 할인 60%", "DevComment3": "-", "AdjustStatsData": ["PrayNeedsBonus_-60"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["TemplePray"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}, {"Key": "AFFECTER_PrayInFantasticTemple", "DevComment1": "환상적인 신전에서 기도함", "DevComment2": "마석 할인 70%", "DevComment3": "-", "AdjustStatsData": ["PrayNeedsBonus_-70"], "AdjustStatsPerStackData": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 0, "TypeName": "None", "Categories": ["TemplePray"], "MaxStack": -1, "IsPositive": 1, "IsPositiveName": "Positive", "HasDuration": false, "IsAbsolute": false, "IsExposedToPlayer": false, "BuildingAttachable": false}], "AlertTable": [{"Key": "ALERT_Heavy", "Dev_Title": "무게 무거움", "Type": 1, "TypeName": "Caution", "Condition": "HasAffecter_Overloaded", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_VeryHeavy", "Dev_Title": "무게 매우 무거움", "Type": 1, "TypeName": "Caution", "Condition": "HasAffecter_SevereOverloaded", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_LowHp", "Dev_Title": "낮은 생명력", "Type": 1, "TypeName": "Caution", "Condition": "StatRatioAbove_HealthTotal_20\n&& StatRatioUnder_HealthTotal_40", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_LowHeadHp", "Dev_Title": "낮은 머리 생명력", "Type": 1, "TypeName": "Caution", "Condition": "StatRatioAbove_HealthHead_20\n&& StatRatioUnder_HealthHead_40", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_Hungry", "Dev_Title": "낮은 허기", "Type": 1, "TypeName": "Caution", "Condition": "HasAffecter_Hungry", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_Exhausted", "Dev_Title": "낮은 기력", "Type": 1, "TypeName": "Caution", "Condition": "HasAffecter_Exhausted", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_Stressed", "Dev_Title": "스트레스 높음", "Type": 1, "TypeName": "Caution", "Condition": "StatRatioAbove_Stress_40\n&& StatRatioUnder_Stress_60", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_LowMood", "Dev_Title": "불만족스러운 유닛", "Type": 1, "TypeName": "Caution", "Condition": "StatAbove_Mood_-10\n&& StatUnder_Mood_-5", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_LowFood", "Dev_Title": "음식 비축량 낮음", "Type": 1, "TypeName": "Caution", "Condition": "LowFood", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "None", "Scope": 0, "ScopeName": "Scene", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_LowDurability", "Dev_Title": "장비 중인 아이템 내구도 낮음", "Type": 1, "TypeName": "Caution", "Condition": "EquipDurabilityRatioUnder_Primary_20\n|| EquipDurabilityRatioUnder_Secondary_20\n|| EquipDurabilityRatioUnder_Head_20\n|| EquipDurabilityRatioUnder_Body_20\n|| EquipDurabilityRatioUnder_Accessory1_20\n|| EquipDurabilityRatioUnder_Accessory2_20", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_NoHeadEquip", "Dev_Title": "머리 장비 미착용", "Type": 1, "TypeName": "Caution", "Condition": "CurrentMap_Dungeon\n&& EmptyEquipment_Head", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_NoBodyEquip", "Dev_Title": "몸통 장비 미착용", "Type": 1, "TypeName": "Caution", "Condition": "CurrentMap_Dungeon\n&& EmptyEquipment_Body", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_NoWeaponEquip", "Dev_Title": "무기 장비 미착용", "Type": 1, "TypeName": "Caution", "Condition": "CurrentMap_Dungeon\n&& EmptyEquipment_Primary", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_BuildingInteractablePositionBlocked", "Dev_Title": "빌딩 상호작용 영역이 막힘", "Type": 1, "TypeName": "Caution", "Condition": "UnavailableToInteract", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_LowAmmo", "Dev_Title": "보유 화살 및 탄약 부족", "Type": 1, "TypeName": "Caution", "Condition": "LowAmmo", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_SevereHp", "Dev_Title": "심각하게 낮은 생명력", "Type": 2, "TypeName": "Warning", "Condition": "StatRatioAbove_HealthTotal_0\n&& StatRatioUnder_HealthTotal_20", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_SevereHeadHp", "Dev_Title": "심각하게 낮은 머리 생명력", "Type": 2, "TypeName": "Warning", "Condition": "StatRatioAbove_HealthHead_0\n&& StatRatioUnder_HealthHead_20", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_VeryHungry", "Dev_Title": "심각하게 낮은 허기", "Type": 2, "TypeName": "Warning", "Condition": "StatRatioAbove_Hunger_0\n&& StatRatioUnder_Hunger_20", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_VeryExhausted", "Dev_Title": "심각하게 낮은 기력", "Type": 2, "TypeName": "Warning", "Condition": "StatRatioAbove_Energy_0\n&& StatRatioBelow_Energy_20", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_VeryStressed", "Dev_Title": "스트레스 매우 높음", "Type": 2, "TypeName": "Warning", "Condition": "StatRatioAbove_Stress_60\n&& StatRatioUnder_Stress_100", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_VeryLowMood", "Dev_Title": "매우 불만족스러운 유닛", "Type": 2, "TypeName": "Warning", "Condition": "StatAbove_Mood_-99\n&& StatUnder_Mood_-10", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_DeadlyHungry", "Dev_Title": "허기에 의한 죽음 임박", "Type": 2, "TypeName": "Warning", "Condition": "HasAffecter_SevereHungry", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 2, "ScopeName": "All", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_DeadlyDamage", "Dev_Title": "피해에 의한 죽음 임박", "Type": 2, "TypeName": "Warning", "Condition": "HasAffecter_SevereDamage", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 2, "ScopeName": "All", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_NoFood", "Dev_Title": "먹을 수 있는 음식 없음\n(음식 검색 실패)", "Type": 2, "TypeName": "Warning", "Condition": "(HasAffecter_Hungry||HasAffecter_VeryHungry)\n&&FailFindFood", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_NoAmmo", "Dev_Title": "보유 화살 및 탄약 없음", "Type": 2, "TypeName": "Warning", "Condition": "NeedAmmoWeapon\n && EmptyAmmo", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_ResearchComplete", "Dev_Title": "연구완료", "Type": 0, "TypeName": "Research", "Condition": "OnResearchCompleted", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowUI_Research, HideAlert", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_EventOccur", "Dev_Title": "Alert에 띄워주는 이벤트 발생", "Type": 3, "TypeName": "Event", "Condition": "OnEventOccur", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowEvent, \nHideAlert", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Idle", "Dev_Title": "할 일이 없는 유닛", "Type": 5, "TypeName": "MAX", "Condition": "CurrentMap_Base\n&&IsIdling", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "MoveCameraAlert", "Scope": 0, "ScopeName": "Scene", "Target": 0, "TargetName": "Entity"}, {"Key": "ALERT_NoResearch", "Dev_Title": "진행중인 연구 없음", "Type": 5, "TypeName": "MAX", "Condition": "CurrentMap_Base\n&&HasBuildingAbove_ResearchStation_1\n&&NotResearching\n&&HasRemainResearch", "HideCondition": 0, "HideConditionName": "Inverse", "OnClickAction": "None", "Scope": 0, "ScopeName": "Scene", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_GameObjective", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "EventFinished_Tutorial0", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_CameraMove", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "EventFinished_Tutorial0", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_CameraZoom", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto1", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_InventoryManagement", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto6", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_Health", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto4 \n|| FirstStatRatioUnder_HealthTotal_89", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_InventoryItemInteraction", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstUI_EntityInventory", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_Tooltip", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstUI_EntityInventory", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_SkillsAbility", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstUI_EntitySkill", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_UnitBehaviorOptions", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Main4", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_GameSpeed", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto10", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_ItemWeight", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstAffecter_Overloaded", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_MultiSelect", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto11", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_Inspect", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto12", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_DungeonPortal", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Tuto14", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_Storage", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Main5", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_Hunger", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstAffecter_Hungry", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_EnergyStatus", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstAffecter_Exhausted", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_Research", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Main6", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_LevelUp", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Main6", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_MoodStatus", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "LevelAbove_2_1", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_StressStatus", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstAffecter_HightStressed", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_ConsumptionPolicy", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstAffecter_PlantRage", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_RoomType", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "LevelAbove_2_1", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_UnitFire", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Main2", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_SkillReset", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstUI_EntitySkill", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_GoddessTears", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstItem_GoddessTears", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_DeadUnitTreatment", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "FirstSettlementCorpse", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}, {"Key": "ALERT_Tutorial_TaskPriority", "Dev_Title": "튜토", "Type": 4, "TypeName": "Tutorial", "Condition": "QuestFinish_Main6", "HideCondition": 2, "HideConditionName": "OnCheck", "OnClickAction": "ShowGuide", "Scope": 2, "ScopeName": "All", "Target": 1, "TargetName": "Campaign"}], "BaseAreaTable": [{"Key": "BASEAREAROOM_Default_Central_1", "Name": "기본 중앙룸", "PreMapSettingType": 0, "PreMapSettingTypeName": "Default", "AreaType": 0, "AreaTypeName": "Central", "RoomDecoStyle": 0, "RoomDecoStyleName": "Basement", "Weight": 100, "SpawnBuildingList_1": ["BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_LargeTwistedTree", "BUILDING_TwistedBush", "BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_LargeTwistedTree", "BUILDING_TwistedBush", "BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_LargeTwistedTree", "BUILDING_TwistedBush", "BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_LargeTwistedTree", "BUILDING_TwistedBush", "BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_LargeTwistedTree", "BUILDING_TwistedBush", "BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "BASEAREAROOM_Default_Central_2", "Name": "기본 중앙룸", "PreMapSettingType": 0, "PreMapSettingTypeName": "Default", "AreaType": 0, "AreaTypeName": "Central", "RoomDecoStyle": 0, "RoomDecoStyleName": "Basement", "Weight": 100, "SpawnBuildingList_1": ["BUILDING_LargeTwistedTree", "BUILDING_SmallTwistedTree", "BUILDING_LargeTwistedTree", "BUILDING_TwistedBush", "BUILDING_LargeTwistedTree", 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"Type": 9, "TypeName": "Furniture", "SubType": 33, "SubTypeName": "Table", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": false, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_2"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_WoodLargeTable", "DevComment1": "나무 대형 탁자", "Type": 9, "TypeName": "Furniture", "SubType": 33, "SubTypeName": "Table", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": false, "IsHousing": 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2, "FactionName": "Ally", "Quality": 3}, {"Key": "BUILDING_WoodLongChair", "DevComment1": "나무 긴 의자", "Type": 9, "TypeName": "Furniture", "SubType": 34, "SubTypeName": "Chair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_2"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 4}, {"Key": "BUILDING_StoneBed", "DevComment1": "석재 침대", "Type": 9, "TypeName": "Furniture", "SubType": 36, "SubTypeName": "Sleep", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_4", "ITEM_RawHide_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_4", "ITEM_RawHide_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 3000.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_StoneTable", "DevComment1": "석재 탁자", "Type": 9, "TypeName": "Furniture", "SubType": 33, "SubTypeName": "Table", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": 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"BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_StoneLargeTable", "DevComment1": "석재 대형 탁자", "Type": 9, "TypeName": "Furniture", "SubType": 33, "SubTypeName": "Table", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": false, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 30}, {"Key": "BUILDING_StoneChair", "DevComment1": "석재 의자", "Type": 9, "TypeName": "Furniture", "SubType": 34, "SubTypeName": "Chair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_2"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 2400.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 7}, {"Key": "BUILDING_StoneDiningChair", "DevComment1": "석재 등받이 의자", "Type": 9, "TypeName": "Furniture", "SubType": 34, "SubTypeName": "Chair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_4"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_StoneChair", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_StoneLongChair", "DevComment1": "석재 긴 의자", "Type": 9, "TypeName": "Furniture", "SubType": 34, "SubTypeName": "Chair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_4"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, 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"StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_LogFloor", "DevComment1": "통나무 바닥", "Type": 7, "TypeName": "Housing", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_LumaLog_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_LumaLog_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_WoodFloor", "DevComment1": "판자 바닥", "Type": 7, "TypeName": "Housing", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_WoodFloor2", "DevComment1": "판자 바닥 2", "Type": 7, "TypeName": "Housing", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_WoodFloor", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_WoodFloor3", "DevComment1": "판자 바닥 3", "Type": 7, "TypeName": "Housing", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_WoodFloor", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_StoneFloor", "DevComment1": "석재 바닥", "Type": 7, "TypeName": "Housing", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 400.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_StoneFloor2", "DevComment1": "석재 바닥 2", "Type": 7, "TypeName": "Housing", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_StoneFloor", "ConstructionWorkloadRequired": 400.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_WoodFence", "DevComment1": "나무 울타리", "Type": 9, "TypeName": "Furniture", "SubType": 39, "SubTypeName": "Fence", "RuleTileType": 3, "RuleTileTypeName": "Fence", "ConstructionCategory": 8, "ConstructionCategoryName": "Farming", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_LumaLog_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_LumaLog_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_FlowerBed1", "DevComment1": "화단1 (노란색)", "Type": 9, "TypeName": "Furniture", "SubType": 39, "SubTypeName": "Fence", "RuleTileType": 4, "RuleTileTypeName": "FlowerBed", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_FlowerAura"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_3", "ITEM_Petal_4"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_3", "ITEM_Petal_4"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 25}, {"Key": "BUILDING_FlowerBed2", "DevComment1": "화단2 (분홍색)", "Type": 9, "TypeName": "Furniture", "SubType": 39, "SubTypeName": "Fence", "RuleTileType": 4, "RuleTileTypeName": "FlowerBed", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_FlowerAura"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_3", "ITEM_Petal_4"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_3", "ITEM_Petal_4"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_FlowerBed1", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 25}, {"Key": "BUILDING_WoodenCratePile", "DevComment1": "나무 상자 더미", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_4", "ITEM_ThickTextile_3"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_4", "ITEM_ThickTextile_3"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 700.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_OperatingTable", "DevComment1": "수술대", "Type": 9, "TypeName": "Furniture", "SubType": 47, "SubTypeName": "OperationTable", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 6, "ConstructionCategoryName": "Special", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_4", "ITEM_Textile_8"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_4", "ITEM_Textile_8"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1500.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_TorchStand", "DevComment1": "횃불 거치대", "Type": 9, "TypeName": "Furniture", "SubType": 41, 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"VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_CastingWorkbench", "DevComment1": "주조 작업대", "Type": 5, "TypeName": "Crafting", "SubType": 42, "SubTypeName": "CraftingWorkshop", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 1, "ConstructionCategoryName": "Workbench", "Rotatable": true, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Stone_12", "ITEM_Clay_20"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Stone_12", "ITEM_Clay_20"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 4000.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 8.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_ClothBedroll", "DevComment1": "천 침낭", "Type": 9, "TypeName": "Furniture", "SubType": 36, "SubTypeName": "Sleep", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Textile_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Textile_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 500.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_Repairstand", "DevComment1": "수리대", "Type": 5, "TypeName": "Crafting", "SubType": 46, "SubTypeName": "Repair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 1, "ConstructionCategoryName": "Workbench", "Rotatable": true, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_LumaLog_8", "ITEM_Stone_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_LumaLog_8", "ITEM_Stone_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1500.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 8.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_DungeonRepairstand", "DevComment1": "던전수리대", "Type": 5, "TypeName": "Crafting", "SubType": 46, "SubTypeName": "Repair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_LumaLog_8", "ITEM_Stone_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_LumaLog_8", "ITEM_Stone_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1500.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 8.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 5}, {"Key": "BUILDING_ClothRug", "DevComment1": "천 양탄자", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_ThickTextile_4"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_ThickTextile_4"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_RedCarpetA", "DevComment1": "붉은 카페트A", "Type": 9, "TypeName": "Furniture", "SubType": 1000, "SubTypeName": "FloorDeco", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_ThickTextile_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_ThickTextile_2"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 400.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 2}, {"Key": "BUILDING_BlackCarpet", "DevComment1": "검은 카페트", "Type": 9, "TypeName": "Furniture", "SubType": 1000, "SubTypeName": "FloorDeco", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_ThickTextile_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_ThickTextile_2"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_RedCarpetA", "ConstructionWorkloadRequired": 400.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 2}, {"Key": "BUILDING_BlueCarpet", "DevComment1": "파란 카페트", "Type": 9, "TypeName": "Furniture", "SubType": 1000, "SubTypeName": "FloorDeco", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 2, "ConstructionCategoryName": "Housing", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], 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"RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Ceramics_1", "ITEM_WildLongGrass_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Ceramics_1", "ITEM_WildLongGrass_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_Banner", "DevComment1": "빨간 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], 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["NULL"], "BuildingVariantID": "BUILDING_Banner", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_BlueBanner", "DevComment1": "파란 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Textile_16"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Textile_16"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_Banner", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_WhiteBanner", "DevComment1": "하얀 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Textile_16"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Textile_16"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_Banner", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_YellowBanner", "DevComment1": "노란 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Textile_16"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Textile_16"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_Banner", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_BannerStand", "DevComment1": "빨간 스탠드 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Textile_16"], "OnGatherItemsAndDrops": 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"BUILDING_WhiteBannerStand", "DevComment1": "하얀 스탠드 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Textile_16"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Textile_16"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "BUILDING_BannerStand", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_YellowBannerStand", "DevComment1": "노란 스탠드 배너", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", 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"ITEM_WoodPlank_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Ceramics_2", "ITEM_WoodPlank_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1800.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_WoodenLargeCabinet", "DevComment1": "큰 나무 찬장", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Ceramics_4", "ITEM_WoodPlank_10"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Ceramics_4", "ITEM_WoodPlank_10"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1800.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 20}, {"Key": "BUILDING_WoodWallShelf", "DevComment1": "벽걸이 선반", "Type": 9, "TypeName": "Furniture", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 9, "ConstructionCategoryName": "Decoration", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Ceramics_2", "ITEM_WoodPlank_6"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Ceramics_2", "ITEM_WoodPlank_6"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1800.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 15}, {"Key": "BUILDING_WoodenRoundChair", "DevComment1": "나무 원형 의자", "Type": 9, "TypeName": "Furniture", "SubType": 34, "SubTypeName": "Chair", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 3, "ConstructionCategoryName": "Furniture", "Rotatable": true, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_WoodPlank_1"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1200.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 2}, {"Key": "BUILDING_BasicCampsite", "DevComment1": "하급 야영지\n>> 전부 합치면(=캠핑키트 아이템 제작용 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"BUILDING_LesserGuardianStone", "DevComment1": "하급 수호 비석", "Type": 15, "TypeName": "SubBuilding", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 250.0, "DefaultTraits": ["AFFECTER_LesserGuardianStone"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Stone_1", "ITEM_ManaStonePowder_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 800.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_BasicCampsiteDeco1", "DevComment1": "야영지 장식1", "Type": 15, "TypeName": "SubBuilding", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": false, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_LumaLog_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 300.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_BasicCampsiteDeco2", "DevComment1": "야영지 장식2", "Type": 15, "TypeName": "SubBuilding", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": false, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_LumaLog_1"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 300.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 5}, {"Key": "BUILDING_Grave", "DevComment1": "무덤", "Type": 9, "TypeName": "Furniture", "SubType": 48, "SubTypeName": "Grave", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 6, "ConstructionCategoryName": "Special", "Rotatable": true, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Stone_2", "ITEM_WoodPlank_2"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["ITEM_Stone_2", "ITEM_WoodPlank_2"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1800.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_GraveUsed", "DevComment1": "무덤 사용 완료", "Type": 12, "TypeName": "Remnant", "SubType": 38, "SubTypeName": "Decorative", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": true, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_Bone_8"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Bone_8"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1800.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_CardPlayTable", "DevComment1": "카드 놀이대", "Type": 8, "TypeName": "Recreation", "SubType": 0, 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"OnDeconstructReturnedItems": ["ITEM_WoodPlank_8"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_WoodPlank_8"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 2500.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 0.0, "Faction": 2, "FactionName": "Ally", "Quality": 10}, {"Key": "BUILDING_DicePlayTable", "DevComment1": "주사위 놀이대", "Type": 8, "TypeName": "Recreation", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 4, "ConstructionCategoryName": "Recreation", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["ITEM_StoneBrick_8"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": true, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_StoneBrick_8"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 4000.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 20}, {"Key": "BUILDING_Farm", "DevComment1": "밭", "Type": 14, "TypeName": "Farm", "SubType": 999, "SubTypeName": "Floor", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 8, "ConstructionCategoryName": "Farming", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_FarmGrowth"], "OnDeconstructReturnedItems": ["ITEM_Clay_5"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["ITEM_Clay_5"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 1500.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 4.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_OatsGrowth0", "DevComment1": "귀리 <0단계>", "Type": 0, "TypeName": "None", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_OatsGrowth1", "DevComment1": "귀리 <1단계>", "Type": 0, "TypeName": "None", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_OatsGrowth2", "DevComment1": "귀리 <2단계>\n>> 조기 수확 가능함", "Type": 2, "TypeName": "Gatherable", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_OatsGrowth2Random"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_Oats", "DevComment1": "귀리 <3단계>", "Type": 2, "TypeName": "Gatherable", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_OatsRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 640.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_DustRootGrowth0", "DevComment1": "먼지뿌리 <0단계>", "Type": 0, "TypeName": "None", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_DustRootGrowth1", "DevComment1": "먼지뿌리 <1단계>", "Type": 0, "TypeName": "None", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_DustRootGrowth2", "DevComment1": "먼지뿌리 <2단계>\n>> 조기 수확 가능함", "Type": 2, "TypeName": "Gatherable", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_DustRootGrowth2Fixed", "DROP_DustRootGrowth2Random"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_DustRoot", "DevComment1": "먼지뿌리 <3단계>", "Type": 2, "TypeName": "Gatherable", "SubType": 23, "SubTypeName": "Harvesting", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_DustRootFixed", "DROP_DustRootRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 640.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_StrangeSeed", "DevComment1": "이상한 씨앗", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 150.0, "DefaultTraits": ["AFFECTER_StrangeSeedAura"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_SolarBloom", "DevComment1": "솔라 블룸", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 200.0, "DefaultTraits": ["AFFECTER_SolarBloom"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_SunHeartBloom", "DevComment1": "선하트 블룸", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 200.0, "DefaultTraits": ["AFFECTER_SunHeartBloom"], "OnDeconstructReturnedItems": ["NULL"], 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"GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_PulsatingRock", "DevComment1": "맥동하는 바위", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 800.0, "DefaultTraits": ["AFFECTER_PulsatingRock"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 3, "FactionName": "Enemy", "Quality": 0}, {"Key": "BUILDING_Glacier", "DevComment1": "빙하", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 800.0, "DefaultTraits": ["AFFECTER_Glacier"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_GlacierRight", "DevComment1": "빙하_오른쪽", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 800.0, "DefaultTraits": ["AFFECTER_Glacier"], "OnDeconstructReturnedItems": ["NULL"], 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"RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 800.0, "DefaultTraits": ["AFFECTER_Glacier"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 2, "FactionName": "Ally", "Quality": 0}, {"Key": "BUILDING_RockWall", "DevComment1": "돌 벽", "Type": 2, "TypeName": "Gatherable", "SubType": 21, "SubTypeName": "Mining", "RuleTileType": 1, "RuleTileTypeName": "Wall", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": true, "Durability": 100.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_RockWallFixed"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 200.0, "GatheringWorkloadRequired": 2800.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_DarkThornVine", "DevComment1": "암흑 가시 덩굴", "Type": 3, "TypeName": "System", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 10000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding", "AFFECTER_CreepClear"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_SmallDarkThornVine", "DevComment1": "소형 암흑 가시 덩굴", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 10000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding", "AFFECTER_CreepClear"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_BigDarkThornVine", "DevComment1": "대형 암흑 가시 덩굴", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 90000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding", "AFFECTER_CreepClear"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_DungeonSpikeTrap", "DevComment1": "던전 가시 함정", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["NULL"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_R2ModestTreasureChest", "DevComment1": "수수한 보물 상자 (2지역)", "Type": 4, "TypeName": "Special", "SubType": 10, "SubTypeName": "LootingStorage", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_R2ModestTreasureChestRandom", "DROP_R2ModestTreasureChestRandom2"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_R2SturdyTreasureChest", "DevComment1": "견고한 보물 상자 (2지역)", "Type": 4, "TypeName": "Special", "SubType": 10, "SubTypeName": "LootingStorage", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_R2SturdyTreasureChestRandom", "DROP_R2SturdyTreasureChestRandom2"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_R2LuxuriousTreasureChest", "DevComment1": "호화로운 보물 상자 (2지역)", "Type": 4, "TypeName": "Special", "SubType": 10, "SubTypeName": "LootingStorage", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_R2LuxuriousTreasureChestRandom", "DROP_R2LuxuriousTreasureChestRandom2"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_R2WoodenCrate", "DevComment1": "루팅용 나무 상자 (2지역)", "Type": 4, "TypeName": "Special", "SubType": 10, "SubTypeName": "LootingStorage", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_R2WoodenCrateRandom", "DROP_R2WoodenCrateRandom2"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_LargeTwistedTree", "DevComment1": "큰 비틀어진 나무", "Type": 2, "TypeName": "Gatherable", "SubType": 22, "SubTypeName": "Logging", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 500.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_LargeTwistedTreeFixed"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 1600.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_SmallTwistedTree", "DevComment1": "작은 비틀어진 나무 ", "Type": 2, "TypeName": "Gatherable", "SubType": 22, "SubTypeName": "Logging", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 500.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_SmallTwistedTreeFixed"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 1200.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_TwistedBush", "DevComment1": "비틀어진 덤불", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 300.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_TwistedBushFixed"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 800.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_LumaTree", "DevComment1": "루마 나무", "Type": 2, "TypeName": "Gatherable", "SubType": 22, "SubTypeName": "Logging", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 600.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_LumaTreeFixed", "DROP_LumaTreeRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 280.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_ForestBush", "DevComment1": "수풀", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 300.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_ForestBushRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 150.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_BlueberryBush", "DevComment1": "블루베리 덤불", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_BlueBerryRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_Turnip", "DevComment1": "순무", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_TurnipRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_WildHerb", "DevComment1": "야생 약초", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_WildHerbRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 200.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_WildOats", "DevComment1": "야생 귀리", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_WildOatsRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 320.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_Mushroom", "DevComment1": "버섯", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_MushroomRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 300.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_Mushroom2", "DevComment1": "버섯2", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_MushroomRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 300.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_Mushroom3", "DevComment1": "버섯3", "Type": 2, "TypeName": "Gatherable", "SubType": 20, "SubTypeName": "Gathering", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_MushroomRandom"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": false, 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"DROP_R2AbyssTreasureLowChestRandom2"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 0.0, "GatheringWorkloadRequired": 0.0, "StorageCapacity": 0.0, "VisionRange": 8.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_R2AbyssEliteTreasureChest", "DevComment1": "심연 엘리트 보물상자", "Type": 4, "TypeName": "Special", "SubType": 10, "SubTypeName": "LootingStorage", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 1000.0, "DefaultTraits": ["AFFECTER_IndestructibleBuilding"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_R2AbyssTreasureEliteChestRandom1", "DROP_R2AbyssTreasureEliteChestRandom2"], "IsInDoorOnly": false, "Selectable": true, "HasRemnant": true, "ConstructionRequiredItems": 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0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_BasementTree", "DevComment1": "정착지 나무", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", "ConstructionCategory": 0, "ConstructionCategoryName": "None", "Rotatable": false, "IsHousing": false, "Durability": 500.0, "DefaultTraits": ["NULL"], "OnDeconstructReturnedItems": ["NULL"], "OnGatherItemsAndDrops": ["DROP_BasementTreeFixed"], "IsInDoorOnly": false, "Selectable": false, "HasRemnant": false, "ConstructionRequiredItems": ["NULL"], "UnlockRequiredItems": ["NULL"], "BuildingVariantID": "NULL", "ConstructionWorkloadRequired": 500.0, "GatheringWorkloadRequired": 300.0, "StorageCapacity": 0.0, "VisionRange": 0.0, "Faction": 0, "FactionName": "Neutral", "Quality": 0}, {"Key": "BUILDING_SuspiciousScarecrow", "DevComment1": "수상한 허수아비", "Type": 0, "TypeName": "None", "SubType": 0, "SubTypeName": "None", "RuleTileType": 0, "RuleTileTypeName": "None", 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"ITEM_BlueCrystalWoodStaff_4", "ITEM_BlueCrystalBloodWoodStaff_4", "ITEM_BlueCrystalBoneStaff_4", "ITEM_BlueCrystalIronStaff_4", "ITEM_GreenCrystalWoodStaff_4", "ITEM_GreenCrystalBloodWoodStaff_4", "ITEM_GreenCrystalBoneStaff_4", "ITEM_GreenCrystalIronStaff_4", "ITEM_WoodClub_4", "ITEM_BloodWoodClub_4", "ITEM_BoneClub_4", "ITEM_IronClub_4", "ITEM_WoodAxe_4", "ITEM_BloodWoodAxe_4", "ITEM_BoneAxe_4", "ITEM_IronAxe_4", "ITEM_WoodSpear_4", "ITEM_BloodWoodSpear_4", "ITEM_BoneSpear_4", "ITEM_IronSpear_4", "ITEM_WoodBow_4", "ITEM_BloodWoodBow_4", "ITEM_IronBow_4", "ITEM_ClothCoif_4", "ITEM_ThickClothCoif_4", "ITEM_WoodHelmet_4", "ITEM_BloodWoodHelmet_4", "ITEM_HideHelmet_4", "ITEM_BoneHelmet_4", "ITEM_FortifiedBoneHelmet_4", "ITEM_CarapaceHelmet_4", "ITEM_IronHelmet_4", "ITEM_ClothArmor_4", "ITEM_ThickClothArmor_4", "ITEM_WoodArmor_4", "ITEM_BloodWoodArmor_4", "ITEM_HideArmor_4", "ITEM_BoneArmor_4", "ITEM_FortifiedBoneArmor_4", "ITEM_CarapaceArmor_4", "ITEM_IronArmor_4", "ITEM_WoodShield_4", 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"ITEM_BloodWoodDagger_4", "ITEM_BoneDagger_4", "ITEM_IronDagger_4", "ITEM_FireWoodStaff_4", "ITEM_FireBloodWoodStaff_4", "ITEM_FireBoneStaff_4", "ITEM_FireIronStaff_4", "ITEM_WaterWoodStaff_4", "ITEM_WaterBloodWoodStaff_4", "ITEM_WaterBoneStaff_4", "ITEM_WaterIronStaff_4", "ITEM_NatureWoodStaff_4", "ITEM_NatureBloodWoodStaff_4", "ITEM_NatureBoneStaff_4", "ITEM_NatureIronStaff_4", "ITEM_RedCrystalWoodStaff_4", "ITEM_RedCrystalBloodWoodStaff_4", "ITEM_RedCrystalBoneStaff_4", "ITEM_RedCrystalIronStaff_4", "ITEM_BlueCrystalWoodStaff_4", "ITEM_BlueCrystalBloodWoodStaff_4", "ITEM_BlueCrystalBoneStaff_4", "ITEM_BlueCrystalIronStaff_4", "ITEM_GreenCrystalWoodStaff_4", "ITEM_GreenCrystalBloodWoodStaff_4", "ITEM_GreenCrystalBoneStaff_4", "ITEM_GreenCrystalIronStaff_4", "ITEM_WoodClub_4", "ITEM_BloodWoodClub_4", "ITEM_BoneClub_4", "ITEM_IronClub_4", "ITEM_WoodAxe_4", "ITEM_BloodWoodAxe_4", "ITEM_BoneAxe_4", "ITEM_IronAxe_4", "ITEM_WoodSpear_4", "ITEM_BloodWoodSpear_4", "ITEM_BoneSpear_4", "ITEM_IronSpear_4", "ITEM_WoodBow_4", "ITEM_BloodWoodBow_4", "ITEM_IronBow_4", "ITEM_ClothCoif_4", "ITEM_ThickClothCoif_4", "ITEM_WoodHelmet_4", "ITEM_BloodWoodHelmet_4", "ITEM_HideHelmet_4", "ITEM_BoneHelmet_4", "ITEM_FortifiedBoneHelmet_4", "ITEM_CarapaceHelmet_4", "ITEM_IronHelmet_4", "ITEM_ClothArmor_4", "ITEM_ThickClothArmor_4", "ITEM_WoodArmor_4", "ITEM_BloodWoodArmor_4", "ITEM_HideArmor_4", "ITEM_BoneArmor_4", "ITEM_FortifiedBoneArmor_4", "ITEM_CarapaceArmor_4", "ITEM_IronArmor_4", "ITEM_WoodShield_4", "ITEM_BloodWoodShield_4", "ITEM_BoneShield_4", "ITEM_FortifiedBoneShield_4", "ITEM_CarapaceShield_4", "ITEM_IronShield_4"], "StartingItemsSpawnPos": ["(-10/-10)", "(0/3)", "(1/3)", "(2/3)", "(3/3)", "(4/3)", "(5/3)", "(6/3)", "(7/3)", "(8/3)", "(0/4)", "(1/4)", "(2/4)", "(3/4)", "(4/4)", "(5/4)", "(6/4)", "(7/4)", "(8/4)", "(0/5)", "(1/5)", "(2/5)", "(3/5)", "(4/5)", "(5/5)", "(6/5)", "(7/5)", "(8/5)", "(0/6)", "(1/6)", "(2/6)", "(3/6)", "(4/6)", "(5/6)", "(6/6)", "(7/6)", 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"BUILDING_SmallTwistedTree", "BUILDING_TwistedBush", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush", "BUILDING_SmallTwistedTree", "BUILDING_TwistedBush"], "StartingBuildingsSpawnPos": ["(5/4)", "(-7/5)", "(4/-7)", "(8/8)", "(10/-2)", "(-11/4)", "(13/-3)", "(2/14)", "(-9/-10)", "(12/-7)", "(-1/-10)", "(-10/0)", "(7/11)", "(-3/9)", "(1/-13)", "(-10/11)", "(-5/10)", "(-13/7)", "(9/-9)", "(0/-15)", "(15/-7)", "(-2/-4)", "(4/-14)", "(12/0)", "(8/-12)", "(-10/-6)", "(-10/-3)", "(10/7)", "(3/-12)"]}, {"Key": "CAMPAIGNSTARTING_BuildRenewEasy", "DevComment1": "MainFlow의 TestMode가 None인 경우 \n+ 운영 난이도가 Easy인경우 세팅으로 시작", "ScenarioType": 997, "ScenarioTypeName": "BuildRenew", "ManagementDifficultyType": 0, "ManagementDifficultyTypeName": "Easy", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonEasy"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_BuildRenewNormal", "DevComment1": "MainFlow의 TestMode가 None인 경우 \n+ 운영 난이도가 Normal인경우 세팅으로 시작", "ScenarioType": 997, "ScenarioTypeName": "BuildRenew", "ManagementDifficultyType": 1, "ManagementDifficultyTypeName": "Normal", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonNormal"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_BuildRenewHard", "DevComment1": "MainFlow의 TestMode가 None인 경우 \n+ 운영 난이도가 Hard인경우 세팅으로 시작", "ScenarioType": 997, "ScenarioTypeName": "BuildRenew", "ManagementDifficultyType": 2, "ManagementDifficultyTypeName": "Hard", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonHard"], "StartingBuildingsSpawnPos": ["(5/5)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomEasy", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Easy인경우 세팅으로 시작", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 0, "ManagementDifficultyTypeName": "Easy", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_BuildArcherTutoSkip"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonEasy"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomNormal", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Normal인경우 세팅으로 시작", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 1, "ManagementDifficultyTypeName": "Normal", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_BuildArcherTutoSkip"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonNormal"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomHard", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Hard인경우 세팅으로 시작", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 2, "ManagementDifficultyTypeName": "Hard", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_BuildArcherTutoSkip"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonHard"], "StartingBuildingsSpawnPos": ["(5/5)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomVeryHard", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 VeryHard인경우 세팅으로 시작", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 3, "ManagementDifficultyTypeName": "VeryHard", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_BuildArcherTutoSkip"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonVeryHard"], "StartingBuildingsSpawnPos": ["(5/5)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomDownfall", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Downfall인경우 세팅으로 시작", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 4, "ManagementDifficultyTypeName": "Downfall", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_BuildArcherTutoSkip"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonDownfall"], "StartingBuildingsSpawnPos": ["(5/5)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomEasyTuto", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Easy인경우 세팅으로 시작 튜토리얼", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 0, "ManagementDifficultyTypeName": "Easy", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonEasy"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomNormalTuto", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Normal인경우 세팅으로 시작 튜토리얼", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 1, "ManagementDifficultyTypeName": "Normal", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonNormal"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomHardTuto", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Hard인경우 세팅으로 시작 튜토리얼", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 2, "ManagementDifficultyTypeName": "Hard", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonHard"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 VeryHard인경우 세팅으로 시작 튜토리얼", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 3, "ManagementDifficultyTypeName": "VeryHard", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonVeryHard"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto", "DevComment1": "TestMode가 None인 경우 + 캠페인 선택 시\n+ 운영 난이도가 Downfall인경우 세팅으로 시작 튜토리얼", "ScenarioType": 0, "ScenarioTypeName": "CrawlingDoom", "ManagementDifficultyType": 4, "ManagementDifficultyTypeName": "Downfall", "StartingPlayerUnits": ["CADIDATEPRESET_BuildWarrior"], "StartingPlayerUnitsSpawnPos": ["(0/-4)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonDownfall"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_EstablishEasy", "DevComment1": "TestMode가 None인 경우 + Establish 캠페인 선택 시\n+ 운영 난이도가 Easy인경우 세팅으로 시작", "ScenarioType": 9999, "ScenarioTypeName": "Sandbox", "ManagementDifficultyType": 0, "ManagementDifficultyTypeName": "Easy", "StartingPlayerUnits": ["NULL"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)", "(0/-3)", "(1/-3)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonEasy"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_EstablishNormal", "DevComment1": "TestMode가 None인 경우 + Establish 캠페인 선택 시\n+ 운영 난이도가 Normal인경우 세팅으로 시작", "ScenarioType": 9999, "ScenarioTypeName": "Sandbox", "ManagementDifficultyType": 1, "ManagementDifficultyTypeName": "Normal", "StartingPlayerUnits": ["NULL"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)", "(0/-3)", "(1/-3)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonNormal"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_EstablishHard", "DevComment1": "TestMode가 None인 경우 + Establish 캠페인 선택 시\n+ 운영 난이도가 Hard인경우 세팅으로 시작", "ScenarioType": 9999, "ScenarioTypeName": "Sandbox", "ManagementDifficultyType": 2, "ManagementDifficultyTypeName": "Hard", "StartingPlayerUnits": ["NULL"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)", "(0/-3)", "(1/-3)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonHard"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_EstablishVeryHard", "DevComment1": "TestMode가 None인 경우 + Establish 캠페인 선택 시\n+ 운영 난이도가 VeryHard인경우 세팅으로 시작", "ScenarioType": 9999, "ScenarioTypeName": "Sandbox", "ManagementDifficultyType": 3, "ManagementDifficultyTypeName": "VeryHard", "StartingPlayerUnits": ["NULL"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)", "(0/-3)", "(1/-3)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonVeryHard"], "StartingBuildingsSpawnPos": ["(5/3)"]}, {"Key": "CAMPAIGNSTARTING_EstablishDownfall", "DevComment1": "TestMode가 None인 경우 + Establish 캠페인 선택 시\n+ 운영 난이도가 Downfall인경우 세팅으로 시작", "ScenarioType": 9999, "ScenarioTypeName": "Sandbox", "ManagementDifficultyType": 4, "ManagementDifficultyTypeName": "Downfall", "StartingPlayerUnits": ["NULL"], "StartingPlayerUnitsSpawnPos": ["(0/-4)", "(1/-4)", "(0/-3)", "(1/-3)"], "StartingNeutralUnits": ["NULL"], "StartingNeutralUnitsSpawnPos": ["NULL"], "StartingItems": ["NULL"], "StartingItemsSpawnPos": ["(0/-6)"], "StartingBuildings": ["BUILDING_SupportWagonDownfall"], "StartingBuildingsSpawnPos": ["(5/3)"]}], "CandidatePresetTable": [{"Key": "CADIDATEPRESET_TestWarrior", "DevComment1": "테스트용 전사", "Level": 2, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_4", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_HeavyPlumbInscription"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 0, "PerceptionTalentName": "Moderate", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_WoodShield_1", "ITEM_BloodWoodShield_1", "ITEM_WoodStick_1", "ITEM_ThickTextile_1", "ITEM_ThickClothCoif_1", "ITEM_ThickClothArmor_1", "ITEM_RawhideSleepingBag_1", "ITEM_CarapaceHelmet_1", "ITEM_CarapaceArmor_1", "ITEM_CarapaceShield_1", "ITEM_MeatPorridge_1", "ITEM_TurnipPorridge_1", "ITEM_GrassPorridge_1", "ITEM_MonsterBarbecue_1", "ITEM_BoneSword_1", "ITEM_BoneClub_1", "ITEM_BoneHelmet_1", "ITEM_BoneArmor_1", "ITEM_BoneShield_1", "ITEM_FortifiedBoneHelmet_1", "ITEM_FortifiedBoneArmor_1", "ITEM_FortifiedBoneShield_1", "ITEM_BoneStick_1", "ITEM_FireBoneStaff_1", "ITEM_RedCrystalBoneStaff_1", "ITEM_ImprovedGrassPorridge_1"]}, {"Key": "CADIDATEPRESET_TestArcher", "DevComment1": "테스트용 궁수", "Level": 2, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardFemale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Female_1", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_Wanderer"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 0, "PerceptionTalentName": "Moderate", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_5", "ITEM_WoodArrow_30", "ITEM_NatureWoodStaff_1"]}, {"Key": "CADIDATEPRESET_TestTank", "DevComment1": "테스트용 탱커", "Level": 2, "RaceType": 1, "RaceTypeName": "LizardMan", "UnitProfileKey": "UNITVISUAL_LizardMan_5", "NameTextKey": "TEXTKEY_PLAYERNAME_LizardMan_Male_9", "BackgroundTrait": "AFFECTER_Slave", "IndividualTraits": ["AFFECTER_UnhappyGenius"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 0, "PerceptionTalentName": "Moderate", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_5", "ITEM_RawhideSleepingBag_1"]}, {"Key": "CADIDATEPRESET_TestCrafting", "DevComment1": "제작 테스트용 리자드맨", "Level": 2, "RaceType": 1, "RaceTypeName": "LizardMan", "UnitProfileKey": "UNITVISUAL_LizardMan_3", "NameTextKey": "TEXTKEY_PLAYERNAME_LizardMan_Male_4", "BackgroundTrait": "AFFECTER_Peddler", "IndividualTraits": ["AFFECTER_TestTestTest"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 1, "StrengthTalentName": "Outstanding", "ConstitutionTalent": 1, "ConstitutionTalentName": "Outstanding", "WillPowerTalent": 1, "WillPowerTalentName": "Outstanding", "IntelligenceTalent": 1, "IntelligenceTalentName": "Outstanding", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_5", "ITEM_BlueCrystalBloodWoodStaff_1", "ITEM_BlueCrystalBoneStaff_1", "ITEM_BlueCrystalWoodStaff_1", "ITEM_FireBloodWoodStaff_1", "ITEM_FireBoneStaff_1", "ITEM_FireWoodStaff_1", "ITEM_GreenCrystalBloodWoodStaff_1", "ITEM_GreenCrystalBoneStaff_1", "ITEM_GreenCrystalWoodStaff_1", "ITEM_NatureBloodWoodStaff_1", "ITEM_NatureBoneStaff_1", "ITEM_NatureWoodStaff_1", "ITEM_RedCrystalBoneStaff_1", "ITEM_RedCrystalWoodStaff_1", "ITEM_WaterBloodWoodStaff_1", "ITEM_WaterBoneStaff_1", "ITEM_WaterWoodStaff_1"]}, {"Key": "CADIDATEPRESET_BRankSwordLv1", "DevComment1": "표준 B급 유망주 검 Lv1", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_1", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodSword_1", "ITEM_WoodShield_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBluntLv1", "DevComment1": "표준 B급 유망주 둔기 Lv1", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_2", "BackgroundTrait": "AFFECTER_Hooligan", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodClub_1", "ITEM_WoodShield_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBowLv1", "DevComment1": "표준 B급 유망주 활 Lv1", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_3", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_3", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 3, "AgilityTalentName": "Genius", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodBow_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_WoodArrow_100", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankSwordLv2", "DevComment1": "표준 B급 유망주 검 Lv2", "Level": 2, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_4", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_MagicSmiteInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodSword_1", "ITEM_WoodShield_1", "ITEM_WoodArmor_1", "ITEM_WoodHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBluntLv2", "DevComment1": "표준 B급 유망주 둔기 Lv2", "Level": 2, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_5", "BackgroundTrait": "AFFECTER_Hooligan", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradeMaxHealthTotalInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodClub_1", "ITEM_WoodShield_1", "ITEM_WoodArmor_1", "ITEM_WoodHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBowLv2", "DevComment1": "표준 B급 유망주 활 Lv2", "Level": 2, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_3", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_6", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradePhysicalAttackPowerInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 3, "AgilityTalentName": "Genius", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodBow_1", "ITEM_WoodArmor_1", "ITEM_WoodHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_WoodArrow_100", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankSwordLv3", "DevComment1": "표준 B급 유망주 검 Lv3", "Level": 3, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_4", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_MagicSmiteInscription", "AFFECTER_LowGradeCooldownReductionInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_BoneSword_1", "ITEM_BoneShield_1", "ITEM_BoneArmor_1", "ITEM_BoneHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankGreatSwordLv3", "DevComment1": "표준 B급 유망주 대검 Lv3", "Level": 3, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_4", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_9", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_MagicSmiteInscription", "AFFECTER_LowGradeCooldownReductionInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_BoneGreatSword_1", "ITEM_BoneShield_1", "ITEM_BoneArmor_1", "ITEM_BoneHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBluntLv3", "DevComment1": "표준 B급 유망주 둔기 Lv3", "Level": 3, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_5", "BackgroundTrait": "AFFECTER_Hooligan", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradeMaxHealthTotalInscription", "AFFECTER_LowGradeGuardChanceInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_BoneClub_1", "ITEM_BoneShield_1", "ITEM_BoneArmor_1", "ITEM_BoneHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBowLv3", "DevComment1": "표준 B급 유망주 활 Lv3", "Level": 3, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_3", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_6", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradePhysicalAttackPowerInscription", "AFFECTER_LowGradeCriticalChanceInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 3, "AgilityTalentName": "Genius", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_WoodBow_1", "ITEM_BoneArmor_1", "ITEM_BoneHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_WoodArrow_100", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankSwordLv4", "DevComment1": "표준 B급 유망주 검 Lv4", "Level": 4, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_4", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_MagicSmiteInscription", "AFFECTER_LowGradeCooldownReductionInscription", "AFFECTER_LowGradeMaxEnergyInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CarapaceSword_1", "ITEM_CarapaceShield_1", "ITEM_CarapaceArmor_1", "ITEM_CarapaceHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBluntLv4", "DevComment1": "표준 B급 유망주 둔기 Lv4", "Level": 4, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_5", "BackgroundTrait": "AFFECTER_Hooligan", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradeMaxHealthTotalInscription", "AFFECTER_LowGradeGuardChanceInscription", "AFFECTER_LowGradeMaxEnergyInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CarapaceClub_1", "ITEM_CarapaceShield_1", "ITEM_CarapaceArmor_1", "ITEM_CarapaceHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBowLv4", "DevComment1": "표준 B급 유망주 활 Lv4", "Level": 4, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_3", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_6", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradePhysicalAttackPowerInscription", "AFFECTER_LowGradeCriticalChanceInscription", "AFFECTER_LowGradeMaxEnergyInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 3, "AgilityTalentName": "Genius", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CarapaceBow_1", "ITEM_CarapaceArmor_1", "ITEM_CarapaceHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_CarapaceArrow_100", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankSwordLv5", "DevComment1": "표준 B급 유망주 검 Lv5", "Level": 5, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_4", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_MagicSmiteInscription", "AFFECTER_LowGradeCooldownReductionInscription", "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_ShockWaveInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CopperSword_1", "ITEM_CopperShield_1", "ITEM_CopperArmor_1", "ITEM_CopperHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankGreatSwordLv5", "DevComment1": "표준 B급 유망주 대검 Lv5", "Level": 5, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_4", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_9", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_MagicSmiteInscription", "AFFECTER_LowGradeCooldownReductionInscription", "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_ShockWaveInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CopperGreatSword_1", "ITEM_CopperShield_1", "ITEM_CopperArmor_1", "ITEM_CopperHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBluntLv5", "DevComment1": "표준 B급 유망주 둔기 Lv5", "Level": 5, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_5", "BackgroundTrait": "AFFECTER_Hooligan", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradeMaxHealthTotalInscription", "AFFECTER_LowGradeGuardChanceInscription", "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_ProtectionInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CopperMace_1", "ITEM_CopperShield_1", "ITEM_CopperArmor_1", "ITEM_CopperHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankBowLv5", "DevComment1": "표준 B급 유망주 활 Lv5", "Level": 5, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_3", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_6", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradePhysicalAttackPowerInscription", "AFFECTER_LowGradeCriticalChanceInscription", "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_BloodshotInscription"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 3, "AgilityTalentName": "Genius", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_CopperBow_1", "ITEM_CopperArmor_1", "ITEM_CopperHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_CopperArrow_100", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BRankFireLv5", "DevComment1": "표준 B급 유망주 화법 Lv5", "Level": 5, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_4", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_7", "BackgroundTrait": "AFFECTER_Gambler", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["AFFECTER_LowGradeMagicAttackPowerInscription", "AFFECTER_LowGradeCriticalChanceInscription", "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_LowGradeCooldownReductionInscription"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": 3, "IntelligenceTalentName": "Genius", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 2, "PerceptionTalentName": "Exceptional", "AdditionalEquipments": ["ITEM_FireCopperStaff", "ITEM_CopperArmor_1", "ITEM_CopperHelmet_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_2", "ITEM_AidKit_1"]}, {"Key": "CADIDATEPRESET_BuildWarrior", "DevComment1": "기본 전사\n(로웰)", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_0", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_0", "BackgroundTrait": "AFFECTER_CityGuard", "IndividualTraits": ["AFFECTER_LightEater"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 1, "StrengthTalentName": "Outstanding", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": -1, "IntelligenceTalentName": "Poor", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3"]}, {"Key": "CADIDATEPRESET_BuildArcher", "DevComment1": "기본 궁수\n(리아나)", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardFemale_0", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Female_0", "BackgroundTrait": "AFFECTER_Poacher", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": -1, "ConstitutionTalentName": "Poor", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 3, "IntelligenceTalentName": "Genius", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_12", "ITEM_AidKit_3", "ITEM_WoodArrow_20"]}, {"Key": "CADIDATEPRESET_BuildArcherTutoSkip", "DevComment1": "기본 궁수 - 튜토 스킵 (초기 자원 보유)\n(리아나)", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardFemale_0", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Female_0", "BackgroundTrait": "AFFECTER_Poacher", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": -1, "ConstitutionTalentName": "Poor", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 3, "IntelligenceTalentName": "Genius", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_15", "ITEM_AidKit_3", "ITEM_WoodArrow_20", "ITEM_LumaLog_32", "ITEM_WildLongGrass_47", "ITEM_BlueBerry_6"]}, {"Key": "CADIDATEPRESET_BuildLizardman", "DevComment1": "기본 리저드맨 전사\n(크라가스)", "Level": 1, "RaceType": 1, "RaceTypeName": "LizardMan", "UnitProfileKey": "UNITVISUAL_LizardMan_0", "NameTextKey": "TEXTKEY_PLAYERNAME_LizardMan_Male_0", "BackgroundTrait": "AFFECTER_ExiledWarrior", "IndividualTraits": ["AFFECTER_BellyBeggar"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": -1, "PerceptionTalentName": "Poor", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_12", "ITEM_AidKit_3", "ITEM_LumaFruit_2", "ITEM_SlimePudding_2", "ITEM_ToughRawMeat_2"]}, {"Key": "CADIDATEPRESET_Elf1", "DevComment1": "엘프테스트1", "Level": 1, "RaceType": 2, "RaceTypeName": "Elf", "UnitProfileKey": "UNITVISUAL_ElfStandardMale_0", "NameTextKey": "TEXTKEY_PLAYERNAME_Elf_Male_3", "BackgroundTrait": "AFFECTER_CityGuard", "IndividualTraits": ["AFFECTER_Pessimistic"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 1, "StrengthTalentName": "Outstanding", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": -1, "IntelligenceTalentName": "Poor", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3"]}, {"Key": "CADIDATEPRESET_Elf2", "DevComment1": "엘프테스트2", "Level": 1, "RaceType": 2, "RaceTypeName": "Elf", "UnitProfileKey": "UNITVISUAL_ElfStandardFemale_1", "NameTextKey": "TEXTKEY_PLAYERNAME_Elf_Female_7", "BackgroundTrait": "AFFECTER_Poacher", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": -1, "ConstitutionTalentName": "Poor", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 3, "IntelligenceTalentName": "Genius", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_12", "ITEM_AidKit_3", "ITEM_WoodArrow_20"]}, {"Key": "CADIDATEPRESET_Elf3", "DevComment1": "엘프테스트3", "Level": 1, "RaceType": 2, "RaceTypeName": "Elf", "UnitProfileKey": "UNITVISUAL_ElfStandardMale_2", "NameTextKey": "TEXTKEY_PLAYERNAME_Elf_Male_1", "BackgroundTrait": "AFFECTER_Poacher", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": -1, "ConstitutionTalentName": "Poor", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 3, "IntelligenceTalentName": "Genius", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_15", "ITEM_AidKit_3", "ITEM_WoodArrow_20", "ITEM_LumaLog_32", "ITEM_WildLongGrass_47", "ITEM_BlueBerry_6"]}, {"Key": "CADIDATEPRESET_Elf4", "DevComment1": "엘프테스트4", "Level": 1, "RaceType": 2, "RaceTypeName": "Elf", "UnitProfileKey": "UNITVISUAL_ElfStandardFemale_3", "NameTextKey": "TEXTKEY_PLAYERNAME_Elf_Female_2", "BackgroundTrait": "AFFECTER_ExiledWarrior", "IndividualTraits": ["AFFECTER_BellyBeggar"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 2, "ConstitutionTalentName": "Exceptional", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 1, "AgilityTalentName": "Outstanding", "PerceptionTalent": -1, "PerceptionTalentName": "Poor", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_3", "ITEM_Ointment_12", "ITEM_AidKit_3"]}, {"Key": "CADIDATEPRESET_BasicWarrior", "DevComment1": "기본 전사", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardMale_0", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Male_0", "BackgroundTrait": "AFFECTER_Porter", "IndividualTraits": ["AFFECTER_Curious"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 3, "StrengthTalentName": "Genius", "ConstitutionTalent": 1, "ConstitutionTalentName": "Outstanding", "WillPowerTalent": -1, "WillPowerTalentName": "Poor", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": -1, "AgilityTalentName": "Poor", "PerceptionTalent": 0, "PerceptionTalentName": "Moderate", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_LumaFruit_2", "ITEM_Ointment_5"]}, {"Key": "CADIDATEPRESET_BasicArcher", "DevComment1": "기본 궁수", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardFemale_0", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Female_1", "BackgroundTrait": "AFFECTER_ForestKeeper", "IndividualTraits": ["AFFECTER_BellyBeggar"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 1, "ConstitutionTalentName": "Outstanding", "WillPowerTalent": 0, "WillPowerTalentName": "Moderate", "IntelligenceTalent": -1, "IntelligenceTalentName": "Poor", "AgilityTalent": 2, "AgilityTalentName": "Exceptional", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_5"]}, {"Key": "CADIDATEPRESET_BasicLizardmanWarrior", "DevComment1": "기본 리저드맨 전사", "Level": 1, "RaceType": 1, "RaceTypeName": "LizardMan", "UnitProfileKey": "UNITVISUAL_LizardMan_0", "NameTextKey": "TEXTKEY_PLAYERNAME_LizardMan_Male_4", "BackgroundTrait": "AFFECTER_SnakeCatcher", "IndividualTraits": ["AFFECTER_HappyFool"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 1, "ConstitutionTalentName": "Outstanding", "WillPowerTalent": 2, "WillPowerTalentName": "Exceptional", "IntelligenceTalent": -1, "IntelligenceTalentName": "Poor", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 1, "PerceptionTalentName": "Outstanding", "AdditionalEquipments": ["NULL"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_5"]}, {"Key": "CADIDATEPRESET_Perion", "DevComment1": "페리온", "Level": 1, "RaceType": 2, "RaceTypeName": "Elf", "UnitProfileKey": "UNITVISUAL_ElfStandardMale_12", "NameTextKey": "TEXTKEY_PLAYERNAME_Elf_Male_66", "BackgroundTrait": "AFFECTER_Occultist", "IndividualTraits": ["AFFECTER_Perfectionist"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 0, "StrengthTalentName": "Moderate", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 1, "WillPowerTalentName": "Outstanding", "IntelligenceTalent": 2, "IntelligenceTalentName": "Exceptional", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 0, "PerceptionTalentName": "Moderate", "AdditionalEquipments": ["ITEM_HideArmor_1", "ITEM_NatureWoodStaff_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_5"]}, {"Key": "CADIDATEPRESET_Endrossi", "DevComment1": "엔드로시", "Level": 1, "RaceType": 0, "RaceTypeName": "Human", "UnitProfileKey": "UNITVISUAL_HumanStandardFemale_21", "NameTextKey": "TEXTKEY_PLAYERNAME_Human_Female_67", "BackgroundTrait": "AFFECTER_BeastHunter", "IndividualTraits": ["AFFECTER_Adventurous"], "InscriptionsTraits": ["NULL"], "StrengthTalent": 2, "StrengthTalentName": "Exceptional", "ConstitutionTalent": 0, "ConstitutionTalentName": "Moderate", "WillPowerTalent": 1, "WillPowerTalentName": "Outstanding", "IntelligenceTalent": 0, "IntelligenceTalentName": "Moderate", "AgilityTalent": 0, "AgilityTalentName": "Moderate", "PerceptionTalent": 0, "PerceptionTalentName": "Moderate", "AdditionalEquipments": ["ITEM_HideArmor_1", "ITEM_WoodBow_1"], "AdditionalInventoryItems": ["ITEM_Hardtack_8", "ITEM_Ointment_5", "ITEM_WoodArrow_100"]}], "ClanRankTable": [{"Key": "CLANRANK_1", "DevComment1": "레벨 : 1~2\n자원 : 목재, 천\n방 : 허름한\n연구 : 1열", "MaxPopulationIncrease": 0, "RankUpRequiredCP": 100, "RecruitCandidateCountMin": 6, "RecruitCandidateCountMax": 7, "Level1Weight": 100, "Level2Weight": 30, "Level3Weight": 0, "Level4Weight": 0, "Level5Weight": 0, "Level6Weight": 0, "Level7Weight": 0, "Level8Weight": 0, "Level9Weight": 0, "Level10Weight": 0, "Level11Weight": 0, "Level12Weight": 0, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 0, "ElfWeight": 0, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}, {"Key": "CLANRANK_2", "DevComment1": "레벨 : 2~3\n자원 : 뼈, 판자\n방 : 그저 그런\n연구 : 2~3열", "MaxPopulationIncrease": 1, "RankUpRequiredCP": 200, "RecruitCandidateCountMin": 6, "RecruitCandidateCountMax": 7, "Level1Weight": 100, "Level2Weight": 100, "Level3Weight": 30, "Level4Weight": 0, "Level5Weight": 0, "Level6Weight": 0, "Level7Weight": 0, "Level8Weight": 0, "Level9Weight": 0, "Level10Weight": 0, "Level11Weight": 0, "Level12Weight": 0, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 0, "ElfWeight": 25, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}, {"Key": "CLANRANK_3", "DevComment1": "레벨 : 4~5\n자원 : 도자기, 석재\n방 : 일반\n연구 : 4~5열", "MaxPopulationIncrease": 1, "RankUpRequiredCP": 300, "RecruitCandidateCountMin": 6, "RecruitCandidateCountMax": 8, "Level1Weight": 100, "Level2Weight": 100, "Level3Weight": 100, "Level4Weight": 100, "Level5Weight": 30, "Level6Weight": 0, "Level7Weight": 0, "Level8Weight": 0, "Level9Weight": 0, "Level10Weight": 0, "Level11Weight": 0, "Level12Weight": 0, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 25, "ElfWeight": 25, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}, {"Key": "CLANRANK_4", "DevComment1": "레벨 : 6~7\n방 : 괜찮은\n연구 : 6~7열", "MaxPopulationIncrease": 1, "RankUpRequiredCP": 400, "RecruitCandidateCountMin": 6, "RecruitCandidateCountMax": 8, "Level1Weight": 100, "Level2Weight": 100, "Level3Weight": 100, "Level4Weight": 100, "Level5Weight": 100, "Level6Weight": 100, "Level7Weight": 30, "Level8Weight": 0, "Level9Weight": 0, "Level10Weight": 0, "Level11Weight": 0, "Level12Weight": 0, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 25, "ElfWeight": 25, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}, {"Key": "CLANRANK_5", "DevComment1": "레벨 : 8~9\n방 : 근사한\n연구 : 8~9열", "MaxPopulationIncrease": 1, "RankUpRequiredCP": 500, "RecruitCandidateCountMin": 7, "RecruitCandidateCountMax": 9, "Level1Weight": 100, "Level2Weight": 100, "Level3Weight": 100, "Level4Weight": 100, "Level5Weight": 100, "Level6Weight": 100, "Level7Weight": 100, "Level8Weight": 100, "Level9Weight": 30, "Level10Weight": 0, "Level11Weight": 0, "Level12Weight": 0, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 25, "ElfWeight": 25, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}, {"Key": "CLANRANK_6", "DevComment1": "레벨 : 10~11\n방 : 호화로운\n연구 : 10~11열", "MaxPopulationIncrease": 1, "RankUpRequiredCP": 600, "RecruitCandidateCountMin": 7, "RecruitCandidateCountMax": 9, "Level1Weight": 100, "Level2Weight": 100, "Level3Weight": 100, "Level4Weight": 100, "Level5Weight": 100, "Level6Weight": 100, "Level7Weight": 100, "Level8Weight": 100, "Level9Weight": 100, "Level10Weight": 100, "Level11Weight": 30, "Level12Weight": 0, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 25, "ElfWeight": 25, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}, {"Key": "CLANRANK_7", "DevComment1": "레벨 : 11~12\n방 : 환상적인\n연구 : 12~13열", "MaxPopulationIncrease": 1, "RankUpRequiredCP": 700, "RecruitCandidateCountMin": 8, "RecruitCandidateCountMax": 10, "Level1Weight": 100, "Level2Weight": 100, "Level3Weight": 100, "Level4Weight": 100, "Level5Weight": 100, "Level6Weight": 100, "Level7Weight": 100, "Level8Weight": 100, "Level9Weight": 100, "Level10Weight": 100, "Level11Weight": 100, "Level12Weight": 30, "HumanWeight": 100, "LizardmanWeight": 35, "LycanWeight": 25, "ElfWeight": 25, "DwarfWeight": 0, "WhiteDemonWeight": 0, "TalWeight": 0}], "DecisionCategoryTable": [{"Category": 1, "CategoryName": "Resource", "Weight": 100}, {"Category": 2, "CategoryName": "Food", "Weight": 100}, {"Category": 3, "CategoryName": "Level", "Weight": 100}, {"Category": 4, "CategoryName": "RoomType", "Weight": 100}, {"Category": 5, "CategoryName": "Research", "Weight": 100}, {"Category": 6, "CategoryName": "Elite", "Weight": 20}, {"Category": 0, "CategoryName": "Mood", "Weight": 100}], "DecisionTable": [{"Key": "CommonMood", "DevComment": "평균 기분이 -2 미만", "Condition": "UnitMoodAverageUnder_-2", "Category": 0, "CategoryName": "Mood", "ClanRank": [1, 2, 3], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nSpawnItemMap_SlimePudding_2_150/150"}, {"Key": "Rank1Resource1", "DevComment": "목재 30개 미만 보유", "Condition": "HasItemUnder_LumaLog_30", "Category": 1, "CategoryName": "Resource", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Resource2", "DevComment": "천 15개 미만 보유", "Condition": "HasItemUnder_Textile_15", "Category": 1, "CategoryName": "Resource", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Food", "DevComment": "무드 1이상의 음식 비축분 2일 미만", "Condition": "FoodByMoodUnder_1_2", "Category": 2, "CategoryName": "Food", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Level", "DevComment": "2레벨 이상 2명 미만", "Condition": "LevelUnder_2_2", "Category": 3, "CategoryName": "Level", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType1", "DevComment": "허름한 이상의 개인실 2개 미만", "Condition": "HasRoomTypeAmountUnder_PoorPrivateRoom_2", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType2", "DevComment": "허름한 이상의 개인실 2개 이상&&3개 미만", "Condition": "HasRoomTypeAmountUnder_PoorPrivateRoom_3 \n&& HasRoomTypeAmountAbove_PoorPrivateRoom_2", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType3", "DevComment": "허름한 이상의 신전 1개 미만", "Condition": "HasRoomTypeAmountUnder_PoorTemple_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType4", "DevComment": "허름한 이상의 식당 1개 미만", "Condition": "HasRoomTypeAmountUnder_PoorDiningRoom_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType5", "DevComment": "허름한 이상의 연구실 1개 미만", "Condition": "HasRoomTypeAmountUnder_PoorResearchLab_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType6", "DevComment": "허름한 이상의 작업장 1개 미만", "Condition": "HasRoomTypeAmountUnder_PoorWorkshop_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1RoomType7", "DevComment": "허름한 이상의 마도구 공방 1개 미만", "Condition": "HasRoomTypeAmountUnder_PoorMagicWorkshop_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Research1", "DevComment": "목재 가공2 미완료", "Condition": "!CompleteResearch_WoodProcessing2", "Category": 5, "CategoryName": "Research", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Research2", "DevComment": "목재 하우징 미완료", "Condition": "!CompleteResearch_WoodHousing", "Category": 5, "CategoryName": "Research", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Research3", "DevComment": "수렵 가공 미완료", "Condition": "!CompleteResearch_HuntProcessing", "Category": 5, "CategoryName": "Research", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Research4", "DevComment": "기초 연금술 미완료", "Condition": "!CompleteResearch_BasicAlchemy", "Category": 5, "CategoryName": "Research", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Research5", "DevComment": "직조 가공 미완료", "Condition": "!CompleteResearch_WeaveProcessing", "Category": 5, "CategoryName": "Research", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank1Research6", "DevComment": "기초 요리 미완료", "Condition": "!CompleteResearch_BasicCuisine", "Category": 5, "CategoryName": "Research", "ClanRank": [1], "Weight": 100, "Reward": "ModifyContributionPoint_10,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Resource1", "DevComment": "뼈 20개 미만 보유", "Condition": "HasItemUnder_Bone_20", "Category": 1, "CategoryName": "Resource", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Resource2", "DevComment": "판자 15개 미만 보유", "Condition": "HasItemUnder_WoodPlank_15", "Category": 1, "CategoryName": "Resource", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Food", "DevComment": "무드 2이상의 음식 비축분 2일 미만", "Condition": "FoodByMoodUnder_2_2", "Category": 2, "CategoryName": "Food", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Level", "DevComment": "3레벨 이상 2명 미만", "Condition": "LevelUnder_3_2", "Category": 3, "CategoryName": "Level", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType1", "DevComment": "그저 그런 이상의 개인실 2개 미만", "Condition": "HasRoomTypeAmountUnder_MediocrePrivateRoom_2", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType2", "DevComment": "그저 그런 이상의 개인실 2개 이상&&3개 미만", "Condition": "HasRoomTypeAmountAbove_MediocrePrivateRoom_2\n&& HasRoomTypeAmountUnder_MediocrePrivateRoom_3", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType3", "DevComment": "그저 그런 이상의 신전 1개 미만", "Condition": "HasRoomTypeAmountUnder_MediocreTemple_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType4", "DevComment": "그저 그런 이상의 식당 1개 미만", "Condition": "HasRoomTypeAmountUnder_MediocreDiningRoom_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType5", "DevComment": "그저 그런 이상의 연구실 1개 미만", "Condition": "HasRoomTypeAmountUnder_MediocreResearchLab_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType6", "DevComment": "그저 그런 이상의 작업장 1개 미만", "Condition": "HasRoomTypeAmountUnder_MediocreWorkshop_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2RoomType7", "DevComment": "그저 그런 이상의 마도구 공방 1개 미만", "Condition": "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Elite", "DevComment": "알파 산성슬로겔을 처치한적 없음", "Condition": "!KillRecord_AlphaAcidSlogel", "Category": 6, "CategoryName": "Elite", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research1", "DevComment": "화톳불 미완료", "Condition": "!CompleteResearch_Bonfire", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research2", "DevComment": "야영지 미완료", "Condition": "!CompleteResearch_Campsite", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research3", "DevComment": "뼈 가공1 미완료", "Condition": "!CompleteResearch_BoneProcessing1", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research4", "DevComment": "갑각 가공 미완료", "Condition": "!CompleteResearch_CarapaceProcessing1", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research5", "DevComment": "지팡이 제작 미완료", "Condition": "!CompleteResearch_StaffCrafting", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research6", "DevComment": "구호 식량 미완료", "Condition": "!CompleteResearch_RelifFood", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research7", "DevComment": "기초 농업 미완료", "Condition": "!CompleteResearch_BasicFarming", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research8", "DevComment": "초급 몬스터 요리 미완료", "Condition": "!CompleteResearch_BasicMonsterCusine", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research9", "DevComment": "금속 가공1 미완료", "Condition": "!CompleteResearch_MetalProcessing1", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research10", "DevComment": "고급 목재 하우징 미완료", "Condition": "!CompleteResearch_AdvancedWoodHousing", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research11", "DevComment": "뼈 가공2 미완료", "Condition": "!CompleteResearch_BoneProcessing2", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research12", "DevComment": "갑각 가공2 미완료", "Condition": "!CompleteResearch_CarapaceProcessing2", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research13", "DevComment": "가시 정화 미완료", "Condition": "!CompleteResearch_ThornPurification", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research14", "DevComment": "아크론 가공 미완료", "Condition": "!CompleteResearch_ArcronProcessing", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research15", "DevComment": "개량된 풀죽 미완료", "Condition": "!CompleteResearch_ImprovedGrassPorridge", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank2Research16", "DevComment": "건조 미완료", "Condition": "!CompleteResearch_Drying", "Category": 5, "CategoryName": "Research", "ClanRank": [2], "Weight": 100, "Reward": "ModifyContributionPoint_20,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Resource1", "DevComment": "석재 20개 미만 보유", "Condition": "HasItemUnder_Stone_20", "Category": 1, "CategoryName": "Resource", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Resource2", "DevComment": "도자기 15개 미만 보유", "Condition": "HasItemUnder_Ceramics_15", "Category": 1, "CategoryName": "Resource", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Food", "DevComment": "무드 3이상의 음식 비축분 2일 미만", "Condition": "FoodByMoodUnder_1_2", "Category": 2, "CategoryName": "Food", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Level", "DevComment": "5레벨 이상 2명 미만", "Condition": "LevelUnder_5_2", "Category": 3, "CategoryName": "Level", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType1", "DevComment": "일반 이상의 개인실 2개 미만", "Condition": "HasRoomTypeAmountUnder_NormalPrivateRoom_2", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType2", "DevComment": "일반 이상의 개인실 2개 이상&&3개 미만", "Condition": "HasRoomTypeAmountAbove_NormalPrivateRoom_2\n&&HasRoomTypeAmountUnder_NormalPrivateRoom_3", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType3", "DevComment": "일반 이상의 신전 1개 미만", "Condition": "HasRoomTypeAmountUnder_NormalTemple_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType4", "DevComment": "일반 이상의 식당 1개 미만", "Condition": "HasRoomTypeAmountUnder_NormalDiningRoom_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType5", "DevComment": "일반 이상의 연구실 1개 미만", "Condition": "HasRoomTypeAmountUnder_NormalResearchLab_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType6", "DevComment": "일반 이상의 작업장 1개 미만", "Condition": "HasRoomTypeAmountUnder_NormalWorkshop_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3RoomType7", "DevComment": "일반 이상의 마도구 공방 1개 미만", "Condition": "HasRoomTypeAmountUnder_NormalMagicWorkshop_1", "Category": 4, "CategoryName": "RoomType", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Elite", "DevComment": "장로 글로트을 처치한적 없음", "Condition": "!KillRecord_ElderGloth", "Category": 6, "CategoryName": "Elite", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research1", "DevComment": "기초 공예 미완료", "Condition": "!CompleteResearch_BasicCrafts", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research2", "DevComment": "석재 하우징 미완료", "Condition": "!CompleteResearch_StoneHousing", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research3", "DevComment": "가죽 가공1 미완료", "Condition": "!CompleteResearch_LeatherProcessing1", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research4", "DevComment": "중급 보관 미완료", "Condition": "!CompleteResearch_AdvancedStorage", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research5", "DevComment": "중급 요리 미완료", "Condition": "!CompleteResearch_AdvancedCusine", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research6", "DevComment": "땅굴 몬스터 요리 미완료", "Condition": "!CompleteResearch_BurrowMonsterCusine", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}, {"Key": "Rank3Research7", "DevComment": "고급 석재 하우징 미완료", "Condition": "!CompleteResearch_AdvancedStoneHousing", "Category": 5, "CategoryName": "Research", "ClanRank": [3], "Weight": 100, "Reward": "ModifyContributionPoint_30,\nAddAffecterAll_Satisfied_1440,"}], "DropTable": [{"Key": "DROP_BasicTemplate", "DevComment1": "복붙용 기본 템플릿", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Textile", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_RagsAndWastesFixed", "DevComment1": "채집_버려진 쓰레기들 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Textile", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_RagsAndWastesRandom", "DevComment1": "채집_버려진 쓰레기들 랜덤", "DropItemOne_Percentage": "13.04%", "DropItemTwo_Percentage": "86.96%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_HideHelmet", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 30.0, "DropItemTwo_ItemKey": "ITEM_Ointment", "DropItemTwo_Amount": 5, "DropItemTwo_ProbabilityWeight": 200.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallTwistedTreeFixed", "DevComment1": "채집_기지 말라비틀어진 나무 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LargeTwistedTreeFixed", "DevComment1": "채집_기지 말라비틀어진 나무 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_TwistedBushFixed", "DevComment1": "채집_비틀어진 덤불 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_RockWallFixed", "DevComment1": "채집_암석벽 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Stone", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LumaTreeFixed", "DevComment1": "채집_루마 나무 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LumaTreeRandom", "DevComment1": "채집_루마 나무 랜덤", "DropItemOne_Percentage": "23.53%", "DropItemTwo_Percentage": "17.65%", "DropItemThree_Percentage": "58.82%", "DropItemOne_ItemKey": "ITEM_LumaFruit", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "ITEM_LumaLog", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 150.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 500.0}, {"Key": "DROP_ForestBushRandom", "DevComment1": "채집_긴풀 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildLongGrass", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_WildLongGrass", "DropItemTwo_Amount": 6, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_WagonFixed", "DevComment1": "채집_마차 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_WildHerbRandom", "DevComment1": "채집_야생 약초 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildHerb", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_WildHerb", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_BlueBerryRandom", "DevComment1": "채집_블루베리 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueBerry", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_BlueBerry", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_TurnipRandom", "DevComment1": "채집_순무 랜덤", "DropItemOne_Percentage": "76.92%", "DropItemTwo_Percentage": "23.08%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Turnip", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Turnip", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 30.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_FlowerRandom", "DevComment1": "채집_꽃 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Petal", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Petal", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_WildOatsRandom", "DevComment1": "채집_야생 귀리 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Oats", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Oats", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_OatsRandom", "DevComment1": "채집_귀리 랜덤 (밭 농사)", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Oats", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Oats", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_OatsGrowth2Random", "DevComment1": "채집_귀리 랜덤 (밭 농사 - 조기 수확)", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Oats", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "ITEM_Oats", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DustRootFixed", "DevComment1": "채집_먼지구근", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DustRootGrowth2Fixed", "DevComment1": "채집_먼지구근 조기 수확 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DustRootRandom", "DevComment1": "채집_먼지구근 랜덤 (밭 농사)", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_DustBulb", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_DustBulb", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DustRootGrowth2Random", "DevComment1": "채집_먼지구근 조기 수확 랜덤 (밭 농사)", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_DustBulb", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_DustBulb", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallDustRootFixed", "DevComment1": "채집_먼지 뿌리  고정<소>", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LargeDustRootFixed", "DevComment1": "채집_먼지 뿌리 고정<대>", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallDustRootRandom", "DevComment1": "채집_먼지 뿌리  랜덤<소>", "DropItemOne_Percentage": "22.22%", "DropItemTwo_Percentage": "11.11%", "DropItemThree_Percentage": "66.67%", "DropItemOne_ItemKey": "ITEM_DustBulb", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_DustBulb", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 300.0}, {"Key": "DROP_LargeDustRootRandom", "DevComment1": "채집_먼지 뿌리 랜덤<대>", "DropItemOne_Percentage": "22.22%", "DropItemTwo_Percentage": "11.11%", "DropItemThree_Percentage": "66.67%", "DropItemOne_ItemKey": "ITEM_DustBulb", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_DustBulb", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 300.0}, {"Key": "DROP_SmallDirtRockFixed", "DevComment1": "채집_흙바위 고정<소>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Clay", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Clay", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumDirtRockFixed", "DevComment1": "채집_흙바위 고정<중>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Clay", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Clay", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LargeDirtRockFixed", "DevComment1": "채집_흙바위 고정<대>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Clay", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Clay", "DropItemTwo_Amount": 8, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallDirtRockRandom", "DevComment1": "채집_흙바위 랜덤<소>", "DropItemOne_Percentage": "23.08%", "DropItemTwo_Percentage": "76.92%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Stone", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 30.0, "DropItemTwo_ItemKey": "NULL", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumDirtRockRandom", "DevComment1": "채집_흙바위 랜덤<중>", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Stone", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NULL", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LargeDirtRockRandom", "DevComment1": "채집_흙바위 랜덤<대>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Stone", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "NULL", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallCopperNodeRandom", "DevComment1": "채집_구리 광맥 랜덤<소>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CopperOre", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_CopperOre", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumCopperNodeRandom", "DevComment1": "채집_구리 광맥 랜덤<중>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CopperOre", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_CopperOre", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_LargeCopperNodeRandom", "DevComment1": "채집_구리 광맥 랜덤<대>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CopperOre", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_CopperOre", "DropItemTwo_Amount": 8, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MushroomRandom", "DevComment1": "채집_버섯 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Mushroom", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Mushroom", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_IronVeinFixed", "DevComment1": "채집_철 광맥 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_IronOre", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumSilverVeinRandom", "DevComment1": "채집_은광맥 랜덤<중>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_SilverOre", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SilverOre", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallSilverVeinRandom", "DevComment1": "채집_은광맥 랜덤<소>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_SilverOre", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SilverOre", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumRedCrystalRandom", "DevComment1": "채집_적수정 랜덤<중>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_RedCrystalOre", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_RedCrystalOre", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallRedCrystalRandom", "DevComment1": "채집_적수정 랜덤<소>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_RedCrystalOre", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_RedCrystalOre", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumBlueCrystalRandom", "DevComment1": "채집_적수정 랜덤<중>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueCrystalOre", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_BlueCrystalOre", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallBlueCrystalRandom", "DevComment1": "채집_적수정 랜덤<소>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueCrystalOre", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_BlueCrystalOre", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MediumGreenCrystalRandom", "DevComment1": "채집_적수정 랜덤<중>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_GreenCrystalOre", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_GreenCrystalOre", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_SmallGreenCrystalRandom", "DevComment1": "채집_적수정 랜덤<소>", "DropItemOne_Percentage": "66.67%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_GreenCrystalOre", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_GreenCrystalOre", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_TutorialChestOintmentFixed", "DevComment1": "튜토리얼 확정 연고", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_TutorialChestAidKitFixed", "DevComment1": "튜토리얼 확정 구조키트", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_AidKit", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EasySupportWagonWoodFixed", "DevComment1": "쉬움 난이도 나무지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 40, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EasySupportWagonGrassFixed", "DevComment1": "쉬움 난이도 풀지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildLongGrass", "DropItemOne_Amount": 50, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EasySupportWagonBerryFixed", "DevComment1": "쉬움 난이도 베리지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueBerry", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EasySupportWagonOintmentFixed", "DevComment1": "쉬움 난이도 연고지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 18, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EasySupportWagonTechBookFixed", "DevComment1": "쉬움 난이도 기술책지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EasySupportWagonHardtackFixed", "DevComment1": "쉬움 난이도 건빵지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Hardtack", "DropItemOne_Amount": 24, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_NormalSupportWagonWoodFixed", "DevComment1": "보통 난이도 나무지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_NormalSupportWagonGrassFixed", "DevComment1": "보통 난이도 풀지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildLongGrass", "DropItemOne_Amount": 16, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_NormalSupportWagonBerryFixed", "DevComment1": "보통 난이도 베리지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueBerry", "DropItemOne_Amount": 12, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_NormalSupportWagonOintmentFixed", "DevComment1": "보통 난이도 연고지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_NormalSupportWagonTechBookFixed", "DevComment1": "보통 난이도 기술책지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 7, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_NormalSupportWagonHardtackFixed", "DevComment1": "보통 난이도 건빵지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Hardtack", "DropItemOne_Amount": 18, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_HardSupportWagonWoodFixed", "DevComment1": "어려움 난이도 나무지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_HardSupportWagonGrassFixed", "DevComment1": "어려움 난이도 풀지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildLongGrass", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_HardSupportWagonBerryFixed", "DevComment1": "어려움 난이도 베리지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueBerry", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_HardSupportWagonOintmentFixed", "DevComment1": "어려움 난이도 연고지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_HardSupportWagonTechBookFixed", "DevComment1": "어려움 난이도 기술책지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 5, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_HardSupportWagonHardtackFixed", "DevComment1": "어려움 난이도 건빵지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Hardtack", "DropItemOne_Amount": 12, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_VeryHardSupportWagonWoodFixed", "DevComment1": "매우 어려움 난이도 나무지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_VeryHardSupportWagonGrassFixed", "DevComment1": "매우 어려움 난이도 풀지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildLongGrass", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_VeryHardSupportWagonBerryFixed", "DevComment1": "매우 어려움 난이도 베리지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueBerry", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_VeryHardSupportWagonOintmentFixed", "DevComment1": "매우 어려움 난이도 연고지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_VeryHardSupportWagonTechBookFixed", "DevComment1": "매우 어려움 난이도 기술책지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_VeryHardSupportWagonHardtackFixed", "DevComment1": "매우 어려움 난이도 건빵지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Hardtack", "DropItemOne_Amount": 5, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonWoodFixed", "DevComment1": "파멸 난이도 나무지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonGrassFixed", "DevComment1": "파멸 난이도 풀지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_WildLongGrass", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonBerryFixed", "DevComment1": "파멸 난이도 베리지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BlueBerry", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonOintmentFixed", "DevComment1": "파멸 난이도 연고지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonTechBookFixed", "DevComment1": "파멸 난이도 기술책지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonHardtackFixed", "DevComment1": "파멸 난이도 건빵지원", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Hardtack", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DownfallSupportWagonAdditionalCogWeelFixed", "DevComment1": "마차 톱니바퀴 (파멸 추가 지원)", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CogWheel", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_WagonCogWheel", "DevComment1": "마차 톱니바퀴", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CogWheel", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EventSupplyBoxFixed1", "DevComment1": "전멸지원상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EventSupplyBoxFixed2", "DevComment1": "전멸지원상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_AidKit", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EventSupplyBoxFixed3", "DevComment1": "전멸지원상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 30, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EventSupplyBoxFixed4", "DevComment1": "전멸지원상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Hardtack", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_EventSupplyBoxFixed5", "DevComment1": "전멸지원상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CogWheel", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DeveloperBoxFixed", "DevComment1": "데모용 개발자 편지 상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_DeveloperLetter", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DeveloperBoxRandom", "DevComment1": "데모용 개발자 상자 보너스", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "25.00%", "DropItemThree_Percentage": "25.00%", "DropItemOne_ItemKey": "ITEM_Clay", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Stone", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_Clay", "DropItemThree_Amount": 2, "DropItemThree_ProbabilityWeight": 50.0}, {"Key": "DROP_R1NewbieTreasureChestRandom", "DevComment1": "1지역 초보자 보물 상자", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1ModestTreasureChestRandom", "DevComment1": "1지역 수수한 보물 상자", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_AidKit", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 50.0}, {"Key": "DROP_R1SturdyTreasureChestRandom", "DevComment1": "1지역 견고한 보물 상자", "DropItemOne_Percentage": "38.46%", "DropItemTwo_Percentage": "38.46%", "DropItemThree_Percentage": "23.08%", "DropItemOne_ItemKey": "ITEM_BloodWoodArrow", "DropItemOne_Amount": 150, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_SilverRing", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 30.0}, {"Key": "DROP_R1LuxuriousTreasureChestRandom", "DevComment1": "1지역 호화로운 보물 상자", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "30.00%", "DropItemThree_Percentage": "20.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_SilverNecklace", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 30.0, "DropItemThree_ItemKey": "ITEM_BloodWood", "DropItemThree_Amount": 16, "DropItemThree_ProbabilityWeight": 20.0}, {"Key": "DROP_R1WoodenCrateRandom", "DevComment1": "1지역 나무 상자", "DropItemOne_Percentage": "65.22%", "DropItemTwo_Percentage": "21.74%", "DropItemThree_Percentage": "13.04%", "DropItemOne_ItemKey": "ITEM_RawHide", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 150.0, "DropItemTwo_ItemKey": "ITEM_WoodShield", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_AidKit", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 30.0}, {"Key": "DROP_R1NewbieTreasureChestRandom2", "DevComment1": "1지역 초보자 보물 상자", "DropItemOne_Percentage": "55.56%", "DropItemTwo_Percentage": "27.78%", "DropItemThree_Percentage": "16.67%", "DropItemOne_ItemKey": "ITEM_AshOfSolace", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_WoodShield", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_ReturnScroll", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 30.0}, {"Key": "DROP_R1ModestTreasureChestRandom2", "DevComment1": "1지역 수수한 보물 상자", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_VampirePotion", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_RawHide", "DropItemTwo_Amount": 10, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_MetalSkinPotion", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_R1SturdyTreasureChestRandom2", "DevComment1": "1지역 견고한 보물 상자", "DropItemOne_Percentage": "40.00%", "DropItemTwo_Percentage": "40.00%", "DropItemThree_Percentage": "20.00%", "DropItemOne_ItemKey": "ITEM_PhysicalAttackPotion", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_MagicalAttackPotion", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_SkillResetElixir", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 50.0}, {"Key": "DROP_R1LuxuriousTreasureChestRandom2", "DevComment1": "1지역 호화로운 보물 상자", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_StrengthElixir", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_IntelligenceElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_GrandCrown", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_R1WoodenCrateRandom2", "DevComment1": "1지역 나무 상자", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_LumaLog", "DropItemOne_Amount": 15, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Hardtack", "DropItemTwo_Amount": 5, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R2ModestTreasureChestRandom", "DevComment1": "2지역 수수한 보물 상자", "DropItemOne_Percentage": "62.50%", "DropItemTwo_Percentage": "18.75%", "DropItemThree_Percentage": "18.75%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 30.0, "DropItemThree_ItemKey": "ITEM_AidKit", "DropItemThree_Amount": 2, "DropItemThree_ProbabilityWeight": 30.0}, {"Key": "DROP_R2SturdyTreasureChestRandom", "DevComment1": "2지역 견고한 보물 상자", "DropItemOne_Percentage": "38.46%", "DropItemTwo_Percentage": "38.46%", "DropItemThree_Percentage": "23.08%", "DropItemOne_ItemKey": "ITEM_ArcronArrow", "DropItemOne_Amount": 150, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_RedCrystalRing", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 30.0}, {"Key": "DROP_R2LuxuriousTreasureChestRandom", "DevComment1": "2지역 호화로운 보물 상자", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "30.00%", "DropItemThree_Percentage": "20.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_RedCrystalNecklace", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 30.0, "DropItemThree_ItemKey": "ITEM_Arcron", "DropItemThree_Amount": 16, "DropItemThree_ProbabilityWeight": 20.0}, {"Key": "DROP_R2WoodenCrateRandom", "DevComment1": "2지역 나무 상자", "DropItemOne_Percentage": "38.46%", "DropItemTwo_Percentage": "38.46%", "DropItemThree_Percentage": "23.08%", "DropItemOne_ItemKey": "ITEM_MidGradeManaStone", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_ManaStonePowder", "DropItemTwo_Amount": 20, "DropItemTwo_ProbabilityWeight": 50.0, "DropItemThree_ItemKey": "ITEM_AidKit", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 30.0}, {"Key": "DROP_R2ModestTreasureChestRandom2", "DevComment1": "2지역 수수한 보물 상자", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_VampirePotion", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_AccuracyPotion", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_MetalSkinPotion", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_R2SturdyTreasureChestRandom2", "DevComment1": "2지역 견고한 보물 상자", "DropItemOne_Percentage": "40.00%", "DropItemTwo_Percentage": "40.00%", "DropItemThree_Percentage": "20.00%", "DropItemOne_ItemKey": "ITEM_PhysicalAttackPotion", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_MagicalAttackPotion", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_SkillResetElixir", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 50.0}, {"Key": "DROP_R2LuxuriousTreasureChestRandom2", "DevComment1": "2지역 호화로운 보물 상자", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_StrengthElixir", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_IntelligenceElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_GrandCrown", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_R2WoodenCrateRandom2", "DevComment1": "2지역 나무 상자", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_HardShell", "DropItemOne_Amount": 12, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MandrakeFixed", "DevComment1": "만드레이크 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Mandrake", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_BloodTreeRandom", "DevComment1": "채집_혈목 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BloodWood", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_BloodWood", "DropItemTwo_Amount": 24, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_BloodTreeWithFruitRandom", "DevComment1": "채집_열매 달린 혈목 랜덤", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BloodWood", "DropItemOne_Amount": 20, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_BloodWood", "DropItemTwo_Amount": 24, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_BloodTreeWithFruitFixed", "DevComment1": "채집_열매 달린 혈목 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_BloodSoakedFruit", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_TreeOfLifeFixed", "DevComment1": "채집_생명의 나무 랜덤", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_NatureEssence", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_AncientForestBookshelfRandom", "DevComment1": "채집_고대 숲 책장 랜덤", "DropItemOne_Percentage": "90.91%", "DropItemTwo_Percentage": "9.09%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_AbandonedHutChest1", "DevComment1": "버려진 오두막 상자1", "DropItemOne_Percentage": "37.04%", "DropItemTwo_Percentage": "55.56%", "DropItemThree_Percentage": "7.41%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_AidKit", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 150.0, "DropItemThree_ItemKey": "ITEM_WaterWoodStaff", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 20.0}, {"Key": "DROP_EchoFlowerFixed", "DevComment1": "메아리 꽃 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_EchoFlowerRing", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_BeeHiveTree1", "DevComment1": "벌집나무 드롭", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_RoyalJelly", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_CrowFixed", "DevComment1": "허수아비 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CogWheel", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_CrowFixed2", "DevComment1": "허수아비 뽑기 선택지 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ScareCrow", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MeatGrub", "DevComment1": "고기벌레군락 스폰", "DropItemOne_Percentage": "62.50%", "DropItemTwo_Percentage": "37.50%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ToughRawMeat", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_ToughRawMeat", "DropItemTwo_Amount": 8, "DropItemTwo_ProbabilityWeight": 30.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_MeatGrub2", "DevComment1": "고기벌레군락 스폰", "DropItemOne_Percentage": "62.50%", "DropItemTwo_Percentage": "37.50%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ToughRawMeat", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_ToughRawMeat", "DropItemTwo_Amount": 12, "DropItemTwo_ProbabilityWeight": 30.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_JunkHeap1", "DevComment1": "잡동사니 쓰레기 더미 스폰 1", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_Ointment", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap2", "DevComment1": "잡동사니 쓰레기 더미 스폰 2", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_AshOfSolace", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_ReturnScroll", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap3", "DevComment1": "잡동사니 쓰레기 더미 스폰 3", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_FireEssence", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_RefinedBlueCrystal", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap4", "DevComment1": "잡동사니 쓰레기 더미 스폰 4", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_NatureEssence", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_BloodWoodArmor", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap5", "DevComment1": "잡동사니 쓰레기 더미 스폰 5", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_WaterEssence", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_SilverNecklace", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap6", "DevComment1": "잡동사니 쓰레기 더미 스폰 6", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_SlimeJelly", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap7", "DevComment1": "잡동사니 쓰레기 더미 스폰 7", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_RawHide", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_ReturnScroll", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap8", "DevComment1": "잡동사니 쓰레기 더미 스폰 8", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_Bone", "DropItemOne_Amount": 6, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_RefinedBlueCrystal", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap9", "DevComment1": "잡동사니 쓰레기 더미 스폰 9", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_HardShell", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap10", "DevComment1": "잡동사니 쓰레기 더미 스폰 10", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_Straw", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_SilverNecklace", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap11", "DevComment1": "잡동사니 쓰레기 더미 스폰 11", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 5, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap12", "DevComment1": "잡동사니 쓰레기 더미 스폰 12", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_Ceramics", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_ReturnScroll", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap13", "DevComment1": "잡동사니 쓰레기 더미 스폰 13", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_FortifiedBoneShield", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_RefinedBlueCrystal", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap14", "DevComment1": "잡동사니 쓰레기 더미 스폰 14", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_FlowerNecklace", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap15", "DevComment1": "잡동사니 쓰레기 더미 스폰 15", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_CopperArrow", "DropItemOne_Amount": 40, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_SilverNecklace", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap16", "DevComment1": "잡동사니 쓰레기 더미 스폰 16", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_CarapaceHelmet", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap17", "DevComment1": "잡동사니 쓰레기 더미 스폰 17", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_SilverOre", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_ReturnScroll", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap18", "DevComment1": "잡동사니 쓰레기 더미 스폰 18", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_CopperIngot", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_RefinedBlueCrystal", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap19", "DevComment1": "잡동사니 쓰레기 더미 스폰 19", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_HideArmor", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_TechBook", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_JunkHeap20", "DevComment1": "잡동사니 쓰레기 더미 스폰 20", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_SilverNecklace", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_UsefulMagicScrapPileRandom1", "DevComment1": "유용한 마법 쓰레기 더미", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Arcron", "DropItemOne_Amount": 12, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Arcron", "DropItemTwo_Amount": 16, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_UsefulMagicScrapPileRandom2", "DevComment1": "유용한 마법 쓰레기 더미", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_RefinedRedCrystal", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_RefinedBlueCrystal", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_RefinedGreenCrystal", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_MagicScrapPile1", "DevComment1": "마법 쓰레기 더미 스폰 1", "DropItemOne_Percentage": "90.91%", "DropItemTwo_Percentage": "4.55%", "DropItemThree_Percentage": "4.55%", "DropItemOne_ItemKey": "ITEM_Arcron", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "ITEM_StrengthElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "ITEM_IntelligenceElixir", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 10.0}, {"Key": "DROP_MagicScrapPile2", "DevComment1": "마법 쓰레기 더미 스폰 2", "DropItemOne_Percentage": "90.91%", "DropItemTwo_Percentage": "4.55%", "DropItemThree_Percentage": "4.55%", "DropItemOne_ItemKey": "ITEM_Arcron", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "ITEM_ConstitutionElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "ITEM_AgilityElixir", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 10.0}, {"Key": "DROP_MagicScrapPile3", "DevComment1": "마법 쓰레기 더미 스폰 3", "DropItemOne_Percentage": "90.91%", "DropItemTwo_Percentage": "4.55%", "DropItemThree_Percentage": "4.55%", "DropItemOne_ItemKey": "ITEM_Arcron", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 200.0, "DropItemTwo_ItemKey": "ITEM_WillPowerElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "ITEM_PerceptionElixir", "DropItemThree_Amount": 1, "DropItemThree_ProbabilityWeight": 10.0}, {"Key": "DROP_DirtWallFixed", "DevComment1": "채집_흙 벽 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Clay", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_ShabbySkullTotem", "DevComment1": "채집_해골 토템", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Bone", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Bone", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_GoblinTent1", "DevComment1": "채집_고블린 텐트1", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_RawHide", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_RawHide", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_GoblinTent2", "DevComment1": "채집_고블린 텐트2", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_RawHide", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_RawHide", "DropItemTwo_Amount": 6, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_BonePile", "DevComment1": "채집_뼈 더미", "DropItemOne_Percentage": "50.00%", "DropItemTwo_Percentage": "50.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Bone", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_Bone", "DropItemTwo_Amount": 6, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_Devrik", "DevComment1": "데브릭 석상 보상", "DropItemOne_Percentage": "95.00%", "DropItemTwo_Percentage": "5.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_DevrickTalisman", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 19.0, "DropItemTwo_ItemKey": "ITEM_DevrickPendant", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 1.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DirtyCorpses", "DevComment1": "더러운 시체 더미", "DropItemOne_Percentage": "80.00%", "DropItemTwo_Percentage": "20.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Leather", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 80.0, "DropItemTwo_ItemKey": "ITEM_MidGradeManaStone", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_DirtyCorpses2", "DevComment1": "더러운 시체 더미2", "DropItemOne_Percentage": "80.00%", "DropItemTwo_Percentage": "20.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_Bone", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 80.0, "DropItemTwo_ItemKey": "ITEM_MidGradeManaStone", "DropItemTwo_Amount": 3, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1DungeonCoreFixed", "DevComment1": "코어 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CogWheel", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1DungeonCoreFixed2", "DevComment1": "코어 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1DungeonCoreRandom1", "DevComment1": "코어 고정", "DropItemOne_Percentage": "33.33%", "DropItemTwo_Percentage": "33.33%", "DropItemThree_Percentage": "33.33%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 12, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 18, "DropItemTwo_ProbabilityWeight": 100.0, "DropItemThree_ItemKey": "ITEM_LowGradeManaStone", "DropItemThree_Amount": 24, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_R2DungeonCoreFixed", "DevComment1": "코어 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_CogWheel", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R2DungeonCoreFixed2", "DevComment1": "코어 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", 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"DropItemTwo_Percentage": "16.67%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SkillResetElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1AbyssTreasureEliteChestRandom2", "DevComment1": "심연 1단계 엘리트 보물 상자", "DropItemOne_Percentage": "83.33%", "DropItemTwo_Percentage": "16.67%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SkillResetElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1AbyssTreasureBossChestRandom2", "DevComment1": "심연 1단계 후기 보물 상자", 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100.0}, {"Key": "DROP_R2AbyssTreasureLowChestRandom2", "DevComment1": "심연 2단계 초기 보물 상자", "DropItemOne_Percentage": "83.33%", "DropItemTwo_Percentage": "16.67%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SkillResetElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R2AbyssTreasureEliteChestRandom2", "DevComment1": "심연 2단계 엘리트 보물 상자", "DropItemOne_Percentage": "83.33%", "DropItemTwo_Percentage": "16.67%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SkillResetElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R2AbyssTreasureBossChestRandom2", "DevComment1": "심연 2단계 후기 보물 상자", "DropItemOne_Percentage": "83.33%", "DropItemTwo_Percentage": "16.67%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_ImperialCoin", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "ITEM_SkillResetElixir", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 20.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R2AbyssTreasureHighChestRandom2", "DevComment1": "심연 2단계 보스 보물 상자", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_GrandCrown", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_R1CodexFixed", "DevComment1": "코덱스 이벤트 고정", "DropItemOne_Percentage": "100.00%", "DropItemTwo_Percentage": "0.00%", "DropItemThree_Percentage": "0.00%", "DropItemOne_ItemKey": "ITEM_TechBook", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 100.0, "DropItemTwo_ItemKey": "NOT_USED", "DropItemTwo_Amount": 0, "DropItemTwo_ProbabilityWeight": 0.0, "DropItemThree_ItemKey": "NOT_USED", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 0.0}, {"Key": "DROP_Common_Power1", "DevComment1": "공용 (~전투력1)\nUNIT_GreyRat\nUNIT_SmallSlime", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 2, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power2", "DevComment1": "공용 (~전투력2)\nUNIT_AcidInsect\nUNIT_RedRat\nUNIT_AcidSlogel\nUNIT_SmallSporeSlime", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 2, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 4, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power3", "DevComment1": "공용 (~전투력3)\nUNIT_RedStoneGolem\nUNIT_MediumSlime\nUNIT_Mawmurk\nUNIT_MetalScarab\nUNIT_SporeInsect\n녹고블린 일꾼", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 3, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 6, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power4", "DevComment1": "공용 (~전투력4)\nUNIT_GreyMonsterRat", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 4, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 8, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power5", "DevComment1": "공용 (~전투력5)\nUNIT_BlueStoneGolem\nUNIT_YellowStoneGolem\nUNIT_MediumSporeSlime", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": 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"DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 7, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 14, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power8", "DevComment1": "공용 (~전투력8)\n녹고블린 주술사", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 8, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 16, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power9", "DevComment1": "공용 (~전투력9)\n수컷 글로트", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 9, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 18, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power10", "DevComment1": "공용 (~전투력10)\n화이트 머모크\n녹고블린 싸움꾼\n암컷 글로트", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 10, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 20, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power11", "DevComment1": "공용 (~전투력11)\n도전자 수컷 글로트", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 11, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 22, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power13", "DevComment1": "공용 (~전투력13)\n녹고블린 라이더", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 13, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 26, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_Common_Power15", "DevComment1": "공용 (~전투력15)\n크리스탈 터틀", "DropItemOne_Percentage": "32.26%", "DropItemTwo_Percentage": "3.23%", "DropItemThree_Percentage": "64.52%", "DropItemOne_ItemKey": "ITEM_LowGradeManaStone", "DropItemOne_Amount": 15, "DropItemOne_ProbabilityWeight": 50.0, "DropItemTwo_ItemKey": "ITEM_LowGradeManaStone", "DropItemTwo_Amount": 30, "DropItemTwo_ProbabilityWeight": 5.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": "DROP_GreyRatRandom", "DevComment1": "-", "DropItemOne_Percentage": "15.38%", "DropItemTwo_Percentage": "7.69%", "DropItemThree_Percentage": "76.92%", "DropItemOne_ItemKey": "ITEM_ToughRawMeat", "DropItemOne_Amount": 1, "DropItemOne_ProbabilityWeight": 20.0, "DropItemTwo_ItemKey": "ITEM_RawHide", "DropItemTwo_Amount": 1, "DropItemTwo_ProbabilityWeight": 10.0, "DropItemThree_ItemKey": "NULL", "DropItemThree_Amount": 0, "DropItemThree_ProbabilityWeight": 100.0}, {"Key": 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"SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Portal", "DevComment": "공통 포탈", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20], "RoomType": 1, "RoomTypeName": "Portal", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_BossPortal", "DevComment": "보스 포탈", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [10, 20], "RoomType": 1, "RoomTypeName": "Portal", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1", "DevComment": "공통 수평 복도 1_ 7칸", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [1, 2, 3, 4, 6, 7, 8, 9, 11, 12, 13, 14, 16, 17, 18, 19], "RoomType": 99, "RoomTypeName": "Corridor", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2", "DevComment": "공통 수평 복도 2 / 보스용_11칸", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [5, 10, 15, 20], "RoomType": 99, "RoomTypeName": "Corridor", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3", "DevComment": "공통 수평 복도 3_2칸", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [1, 2, 3, 4, 6, 7, 8, 9, 11, 12, 13, 14, 16, 17, 18, 19, 5, 10, 15, 20], "RoomType": 99, "RoomTypeName": "Corridor", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock", "DevComment": "공통 수평 복도 막힘", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20], "RoomType": 6, "RoomTypeName": "Event", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["BUILDING_TransparentWall90", "BUILDING_TransparentWall90", "BUILDING_TransparentWall90", "BUILDING_TransparentWall90", "BUILDING_TransparentWall90", "BUILDING_TransparentWall90", "BUILDING_TransparentWall90", "BUILDING_TransparentWall90"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor1", "DevComment": "표준 삼각시너지 전투.\n진화를 피하려면 올챙이를 먼저 컷하는게 전술적으로 유리하다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [1], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssMawmurk", "UNIT_AbyssMawmurk", "UNIT_AbyssTadpole", "UNIT_AbyssTadpole", "UNIT_AbyssAcidInsect", "UNIT_AbyssAcidInsect"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor2", "DevComment": "전원 원거리의 더러운 전투. 둔화까지 걸리므로 생각없이 들이밀면 집중 포화를 맞기 쉽기 때문에 전술적 딜분산이 필요하다", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [2], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssAcidInsect", "UNIT_AbyssAcidInsect", "UNIT_AbyssMudSlogel", "UNIT_AbyssMudSlogel", "UNIT_AbyssMudSlogel"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor3", "DevComment": "슬라임이 분열해서 올챙이의 먹이가 되어주는 전투.\n또한 올챙이를 먼저 처리하면 화이트 머모크의 아케인 에코를 맞고, 반대라면 올챙이가 시체를 먹는 딜레마를 주는 전투.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [3], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssMediumSlime", "UNIT_AbyssMediumSlime", "UNIT_AbyssTadpole", "UNIT_AbyssTadpole", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor4", "DevComment": "핀볼 타임\n\nPS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [4], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab", "UNIT_AbyssYellowStoneGolem", "UNIT_AbyssYellowStoneGolem", "UNIT_AbyssSporeInsect"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor5", "DevComment": "불괴쥐 재매치 인데 2마리 ver.\n일정 이상의 탱킹력과 지속딜링 능력이 필요하다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [5], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssRedMonsterRat", "UNIT_AbyssRedMonsterRat"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor6", "DevComment": "일꾼을 먼저 처리하는게 수월하나. 피가 낮아지면 약초 먹으러 도망친다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [6], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssRedStoneGolem", "UNIT_AbyssRedStoneGolem", "UNIT_AbyssGoblinWorker", "UNIT_AbyssGoblinWorker", "UNIT_AbyssGoblinWorker", "UNIT_AbyssGoblinThrower"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor7", "DevComment": "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [7], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler", "UNIT_AbyssTadpole", "UNIT_AbyssTadpole", "UNIT_AbyssSporeInsect", "UNIT_AbyssSporeInsect"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor8", "DevComment": "4마리라 얕보기 쉬운데, 화이트 머모크는 지역내 후반몹이라 스펙이 높다.\n\n일반 지역의 전투와 다르게 화이트머모크를 먼저 자른다는 개념이 성립하기 어렵다. 아케인 에코를 어떻게 전술적으로 탱커가 잘 맞을지의 포지셔닝이 중요한 전투.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [8], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssTadpole"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor9", "DevComment": "슬로겔은 도망치고 투척꾼은 그물을 던지므로 전투가 꽤 장기화 될 수 있고, 이 때문에 심연 기믹의 출혈이 쌓이는게 위협적이다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [9], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssAcidSlogel", "UNIT_AbyssAcidSlogel", "UNIT_AbyssAcidSlogel", "UNIT_AbyssAcidSlogel", "UNIT_AbyssGoblinThrower", "UNIT_AbyssGoblinThrower"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor10", "DevComment": "강해져서 돌아온 거스골. 조합 말고, 스탯 변주로 다른 경험이 되도록 세팅 필요.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [10], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssGiantStoneGolem"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor11", "DevComment": "올챙이를 죽이면 올챙이가 먹는 개억까 전투. 이론상 올챙이의 스택까지 고려해서 서로 먹게 만들면 진화를 막을 수 있긴 하다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [11], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssTadpole", "UNIT_AbyssTadpole", "UNIT_AbyssTadpole", "UNIT_AbyssTadpole", "UNIT_AbyssSporeInsect", "UNIT_AbyssSporeInsect"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor12", "DevComment": "투척꾼이 발을 묶고 철갑충이 돌진하는 악의적인 콤보가 의도된 전투.\n\nPS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [12], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab", "UNIT_AbyssGoblinThrower", "UNIT_AbyssGoblinThrower", "UNIT_AbyssMudSlogel"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor13", "DevComment": "방치하면 곤란한 메이지들이 다수 존재하는 전투.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [13], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssGlothPup", "UNIT_AbyssGlothPup", "UNIT_AbyssMaleGloth", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssGoblinShaman"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor14", "DevComment": "개활지에 맞이하는 딜러 물기 조합.\n이 전투는 특히 미리 벽이나 바리케이드를 건설해두는게 필요할 수 있다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [14], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinRider"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor15", "DevComment": "일반 전투에서는 일꾼과 출현하지만, 심연에서는 투척꾼, 브롤러와 함께 등장한다.\n제사장을 먼저 죽이려고 해도 그물에 걸리거나, 브롤러를 먼저 죽여도 부활시키는 조합적으로 매우 까다로운 전투.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [15], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssGoblinChiefShaman", "UNIT_AbyssGoblinThrower", "UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor16", "DevComment": "공방 밸런스 무난하지만 회괴쥐와 흰머모크로 인한 스펙적 도전이 있는 전투. 포자충이라도 빨리 자르는게 좋다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [16], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssGreyMonsterRat", "UNIT_AbyssGreyMonsterRat", "UNIT_AbyssGreyMonsterRat", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssSporeInsect"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor17", "DevComment": "심연이기 때문에 존재하는 원래라면 없을 대규모 전투. 다수의 암컷 글로트의 힐을 이겨내고 수컷들을 단숨에 처리할 누킹력이 필요하다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [17], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssMaleGloth", "UNIT_AbyssMaleGloth", "UNIT_AbyssMaleGloth", "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor18", "DevComment": "물리/마법 반사를 전술적으로 신경써서 싸워야 하는 전투. 반사를 제외하고도 스펙적으로 꽤나 강력도록 설정한다.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [18], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssSpikeTurtle", "UNIT_AbyssSpikeTurtle", "UNIT_AbyssCrystalTurtle", "UNIT_AbyssCrystalTurtle", "UNIT_AbyssGoblinShaman"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor19", "DevComment": "앞을 물어서 싫은놈 + 뒤를 물어서 싫은놈", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [19], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssChallengerGloth", "UNIT_AbyssChallengerGloth", "UNIT_AbyssChallengerGloth", "UNIT_AbyssGoblinRider", "UNIT_AbyssGoblinRider", "UNIT_AbyssGoblinRider"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Combat_Floor20", "DevComment": "강해져서 돌아온 체인나이트. 조합 말고, 스탯 변주로 다른 경험이 되도록 세팅 필요.", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [20], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["UNIT_AbyssChainKnightSentinel"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low", "DevComment": "Floor1_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [1, 2, 3, 4], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R1AbyssLowTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_Floor5", "DevComment": "Floor5_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [5], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R1AbyssEliteTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight", "DevComment": "Floor6_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [6, 7, 8, 9], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R1AbyssHighTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_Floor10", "DevComment": "Floor10_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [10], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R1AbyssBossTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low", "DevComment": "Floor11_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [11, 12, 13, 14], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2AbyssLowTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_Floor15", "DevComment": "Floor15_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [15], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2AbyssEliteTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight", "DevComment": "Floor10_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [16, 17, 18, 19], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2AbyssHighTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_Abyss_Common_Treasure_Floor20", "DevComment": "Floor10_Treasure", "Region": 6, "RegionName": "Abyss", "AvailablePhases": [20], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 100, "RoomDecoStyleName": "Abyss_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": 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"SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom", "DevComment": "Region2 공통\n자원_버섯방", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [4], "RoomType": 5, "RoomTypeName": "Resource", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 2000, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot"], "SpawnBuildingList_2": ["BUILDING_Mushroom2", "BUILDING_Mushroom", "BUILDING_Mushroom3", "BUILDING_Mushroom2", "BUILDING_Mushroom", "BUILDING_Mushroom3"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1", "DevComment": "Phase2\n중형 크기 엘리트 방", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [2], "RoomType": 96, "RoomTypeName": "Elite", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 100, "SpawnMonster": ["UNIT_GoblinChiefShaman", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker"], "SpawnBuildingList_1": ["BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot"], "SpawnBuildingList_2": ["BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot"], "SpawnBuildingList_3": ["BUILDING_MediumDirtRock"], "SpawnBuildingList_4": ["BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1", "DevComment": "장로 글로트", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [4], "RoomType": 96, "RoomTypeName": "Elite", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 100, "SpawnMonster": ["UNIT_ElderGloth", "UNIT_FemaleGloth", "UNIT_FemaleGloth", "UNIT_FemaleGloth"], "SpawnBuildingList_1": ["BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot"], "SpawnBuildingList_2": ["BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel", "DevComment": "보스방", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [5], "RoomType": 4, "RoomTypeName": "Boss", "RoomDecoStyle": 21, "RoomDecoStyleName": "Cavern_Mine", "Weight": 100, "SpawnMonster": ["UNIT_ChainKnightSentinel"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1", "DevComment": "소형 크기 일반 전투 방\n(사실상 반쯤 통로에 가까운 '거져먹는 전투'방. 다채로운 구성에 도움을 주지만, 자주 나오면 밸런스에 문제가 생길 수 있으므로 비율이 과하지 않도록 유의할 것)", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 100, "SpawnMonster": ["UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2", "DevComment": "소형 크기 일반 전투 방\n(사실상 반쯤 통로에 가까운 '거져먹는 전투'방. 다채로운 구성에 도움을 주지만, 자주 나오면 밸런스에 문제가 생길 수 있으므로 비율이 과하지 않도록 유의할 것)", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 50, "SpawnMonster": ["UNIT_MudMediumSlime", "UNIT_MudMediumSlime"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3", "DevComment": "소형 크기 일반 전투 방\n(사실상 반쯤 통로에 가까운 '거져먹는 전투'방. 다채로운 구성에 도움을 주지만, 자주 나오면 밸런스에 문제가 생길 수 있으므로 비율이 과하지 않도록 유의할 것)", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [3, 4], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 30, "SpawnMonster": ["UNIT_GoblinThrower", "UNIT_GoblinWorker", "UNIT_GoblinWorker"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4", "DevComment": "소형 크기 일반 전투 방\n(사실상 반쯤 통로에 가까운 '거져먹는 전투'방. 다채로운 구성에 도움을 주지만, 자주 나오면 밸런스에 문제가 생길 수 있으므로 비율이 과하지 않도록 유의할 것)", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [3, 4], "RoomType": 2, "RoomTypeName": "Combat", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 30, "SpawnMonster": ["UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup"], "SpawnBuildingList_1": ["BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot"], "SpawnBuildingList_2": ["BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1", "DevComment": "Region2 공용\n수수한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2ModestTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1", "DevComment": "Region2 공용\n견고한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 30, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2SturdyTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2", "DevComment": "Region2 공용\n견고한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 30, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2SturdyTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1", "DevComment": "Region2 공용\n화려한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 7, "RoomTypeName": "Treasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 10, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2LuxuriousTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1", "DevComment": "Region2 공용\n수수한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 8, "RoomTypeName": "EliteTreasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2ModestTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1", "DevComment": "Region2 공용\n견고한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 8, "RoomTypeName": "EliteTreasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 90, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2SturdyTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2", "DevComment": "Region2 공용\n견고한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 8, "RoomTypeName": "EliteTreasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 90, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2SturdyTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1", "DevComment": "Region2 공용\n화려한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 8, "RoomTypeName": "EliteTreasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 30, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2LuxuriousTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2", "DevComment": "Region2 공용\n화려한 보물상자", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4], "RoomType": 8, "RoomTypeName": "EliteTreasure", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 30, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["BUILDING_R2LuxuriousTreasureChest"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1", "DevComment": "Common 이벤트 고기 벌레 방 1", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4, 5], "RoomType": 6, "RoomTypeName": "Event", "RoomDecoStyle": 23, "RoomDecoStyleName": "Cavern_LittleFlesh", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["BUILDING_MeatGrub1", "BUILDING_MeatGrub1"], "SpawnBuildingList_2": ["BUILDING_MeatGrub2"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2", "DevComment": "Common 이벤트 고기 벌레 방 2", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4, 5], "RoomType": 6, "RoomTypeName": "Event", "RoomDecoStyle": 23, "RoomDecoStyleName": "Cavern_LittleFlesh", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["BUILDING_MeatGrub1", "BUILDING_MeatGrub1"], "SpawnBuildingList_2": ["BUILDING_MeatGrub2"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1", "DevComment": "Common 이벤트 잡동사니 쓰레기 더미 1", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [1, 2, 3, 4, 5], "RoomType": 6, "RoomTypeName": "Event", "RoomDecoStyle": 20, "RoomDecoStyleName": "Cavern_Standard", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["BUILDING_JunkHeap1", "BUILDING_JunkHeap1", "BUILDING_JunkHeap1"], "SpawnBuildingList_2": ["BUILDING_JunkHeap2", "BUILDING_JunkHeap2"], "SpawnBuildingList_3": ["BUILDING_JunkHeap3"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2", "DevComment": "Common 이벤트 잡동사니 쓰레기 더미 2", "Region": 1, "RegionName": 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"DUNGEONROOM_FesteringBurrow_SafeFloor_Portal", "DevComment": "보스 포탈", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [0], "RoomType": 1, "RoomTypeName": "Portal", "RoomDecoStyle": 13, "RoomDecoStyleName": "Forest_Golem", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem", "DevComment": "보스방", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhases": [0], "RoomType": 70, "RoomTypeName": "SafeFloor", "RoomDecoStyle": 13, "RoomDecoStyleName": "Forest_Golem", "Weight": 100, "SpawnMonster": ["UNIT_GuardSpearman", "UNIT_GuardSpearman", "UNIT_GuardArcher", "UNIT_GuardCaptain"], "SpawnBuildingList_1": ["BUILDING_GreatGuardianStone"], "SpawnBuildingList_2": 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"RoomTypeName": "Corridor", "RoomDecoStyle": 13, "RoomDecoStyleName": "Forest_Golem", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry", "DevComment": "보스 시작", "Region": 2, "RegionName": "AbandonedMine", "AvailablePhases": [0], "RoomType": 0, "RoomTypeName": "Entry", "RoomDecoStyle": 21, "RoomDecoStyleName": "Cavern_Mine", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal", "DevComment": "보스 포탈", "Region": 2, "RegionName": "AbandonedMine", "AvailablePhases": [0], "RoomType": 1, "RoomTypeName": "Portal", "RoomDecoStyle": 21, "RoomDecoStyleName": "Cavern_Mine", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel", "DevComment": "보스방", "Region": 2, "RegionName": "AbandonedMine", "AvailablePhases": [0], "RoomType": 70, "RoomTypeName": "SafeFloor", "RoomDecoStyle": 21, "RoomDecoStyleName": "Cavern_Mine", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}, {"Key": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1", "DevComment": "수직 복도 1", "Region": 2, "RegionName": "AbandonedMine", "AvailablePhases": [0], "RoomType": 99, "RoomTypeName": "Corridor", "RoomDecoStyle": 21, "RoomDecoStyleName": "Cavern_Mine", "Weight": 100, "SpawnMonster": ["NULL"], "SpawnBuildingList_1": ["NULL"], "SpawnBuildingList_2": ["NULL"], "SpawnBuildingList_3": ["NULL"], "SpawnBuildingList_4": ["NULL"], "SpawnBuildingList_5": ["NULL"], "SpawnBuildingList_6": ["NULL"], "SpawnItemCategory_1": "NULL", "SpawnItemCategory_2": "NULL"}], "EmotionBubbleTable": [{"Key": "EMOTIONBUBBLE_AFFECTER_VeryHungry", "DevComment": "매우 배고픔 (주의, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_VeryHungry", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": 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"Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 550, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_HighStressed", "DevComment": "높은 스트레스 (주의, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_HighStressed", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_HighStressed", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 500, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_Overloaded", "DevComment": "과적 상태 (주의, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_Overloaded", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_Overloaded", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 450, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_SevereOverloaded", "DevComment": "심각한 과적 (주의, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_SevereOverloaded", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_SevereOverloaded", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 550, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_SevereHungry", "DevComment": "극심한 배고픔 (경고, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_SevereHungry", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 1, "BubbleTypeName": "Warning", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_SevereHungry", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 850, "CombatPolicy": 0, "CombatPolicyName": "Always", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_SevereExhausted", "DevComment": "극심한 탈진 (수면 말풍선 지속)", "TriggerType": 1, "TriggerTypeName": "AffecterPresent", "TriggerKey": "AFFECTER_SevereExhausted", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 6, "BubbleTypeName": "Exhausted", "Icon1Source": 0, "Icon1SourceName": "None", "Icon1Key": "Blank", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": true, "DurationSec": 0.0, "ClearPolicy": 1, "ClearPolicyName": "WhileTriggerPresent", "Priority": 200, "CombatPolicy": 0, "CombatPolicyName": "Always", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 0.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_SevereStressed", "DevComment": "심각한 스트레스 (경고, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_SevereStressed", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 1, "BubbleTypeName": "Warning", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_SevereStressed", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 850, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_SevereDamage", "DevComment": "심각한 부상 (경고, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_SevereDamage", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 1, "BubbleTypeName": "Warning", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_SevereDamage", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 900, "CombatPolicy": 0, "CombatPolicyName": "Always", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_Sleep", "DevComment": "수면 (말풍선 지속)", "TriggerType": 1, "TriggerTypeName": "AffecterPresent", "TriggerKey": "AFFECTER_Sleep", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 2, "BubbleTypeName": "Sleep", "Icon1Source": 0, "Icon1SourceName": "None", "Icon1Key": "Blank", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": true, "DurationSec": 0.0, "ClearPolicy": 1, "ClearPolicyName": "WhileTriggerPresent", "Priority": 100, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 0.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep", "DevComment": "침낭 취침 (말풍선 지속)", "TriggerType": 1, "TriggerTypeName": "AffecterPresent", "TriggerKey": "AFFECTER_SleepingBagSleep", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 2, "BubbleTypeName": "Sleep", "Icon1Source": 0, "Icon1SourceName": "None", "Icon1Key": "Blank", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": true, "DurationSec": 0.0, "ClearPolicy": 1, "ClearPolicyName": "WhileTriggerPresent", "Priority": 100, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 0.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_BedSleep", "DevComment": "침대 취침 (말풍선 지속)", "TriggerType": 1, "TriggerTypeName": "AffecterPresent", "TriggerKey": "AFFECTER_BedSleep", "TriggerSource": 1, "TriggerSourceName": "NaturalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 2, "BubbleTypeName": "Sleep", "Icon1Source": 0, "Icon1SourceName": "None", "Icon1Key": "Blank", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": true, "DurationSec": 0.0, "ClearPolicy": 1, "ClearPolicyName": "WhileTriggerPresent", "Priority": 100, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 0.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_Panic", "DevComment": "공황 상태 (디버프, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_Panic", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 3, "BubbleTypeName": "Debuff", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_Panic", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 800, "CombatPolicy": 0, "CombatPolicyName": "Always", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_Heroic", "DevComment": "영웅적 상태 (전투 중 버프 표시)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_Heroic", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 4, "BubbleTypeName": "Buff", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_Heroic", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 6.6, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 700, "CombatPolicy": 0, "CombatPolicyName": "Always", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 6.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_PlantRage", "DevComment": "식물먹기 분노 (디버프, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_PlantRage", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 1, "BubbleTypeName": "Warning", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_PlantRage", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 700, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_CarnalGuilt", "DevComment": "고기먹기 분노 (디버프, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_CarnalGuilt", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 1, "BubbleTypeName": "Warning", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_CarnalGuilt", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 700, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_Operate", "DevComment": "수술 중 (경고, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_Operate", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 1, "BubbleTypeName": "Warning", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_Operate", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 750, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_MandrakeScream", "DevComment": "맨드레이크의 비명을 들음 (주의, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_MandrakeScream", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_MandrakeScream", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 550, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_AFFECTER_WitnessDead", "DevComment": "죽음을 목격함 (주의, 1회 출력)", "TriggerType": 0, "TriggerTypeName": "AffecterAdded", "TriggerKey": "AFFECTER_WitnessDead", "TriggerSource": 0, "TriggerSourceName": "Any", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 1, "Icon1SourceName": "AffecterIcon", "Icon1Key": "AFFECTER_WitnessDead", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 550, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 4, "InterruptPolicyName": "ReplacePersistentBubble", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_TikiTakaTopic", "DevComment": "잡담 주제", "TriggerType": 2, "TriggerTypeName": "InteractionTopic", "TriggerKey": "EMOTIONTRIGGER_TikiTakaTopic", "TriggerSource": 3, "TriggerSourceName": "TikiTakaOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 5, "BubbleTypeName": "Dialogue", "Icon1Source": 2, "Icon1SourceName": "TopicIcon", "Icon1Key": "", "Icon2Source": 3, "Icon2SourceName": "FixedIcon", "Icon2Key": "Icon/EmotionBubble/Question", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 320, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 1, "QueuePolicyName": "QueueSingle", "DuplicateCooldownSec": 0.0}, {"Key": "EMOTIONBUBBLE_TikiTakaReaction", "DevComment": "잡담 반응", "TriggerType": 3, "TriggerTypeName": "InteractionReaction", "TriggerKey": "EMOTIONTRIGGER_TikiTakaReaction", "TriggerSource": 3, "TriggerSourceName": "TikiTakaOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 5, "BubbleTypeName": "Dialogue", "Icon1Source": 2, "Icon1SourceName": "TopicIcon", "Icon1Key": "", "Icon2Source": 4, "Icon2SourceName": "RandomReactionGroup", "Icon2Key": "", "Icon2GroupKey": "EMOTIONGROUP_TikiTakaReaction", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 320, "CombatPolicy": 1, "CombatPolicyName": "NonCombatOnly", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 1, "QueuePolicyName": "QueueSingle", "DuplicateCooldownSec": 0.0}, {"Key": "EMOTIONBUBBLE_ALERT_NoAmmo", "DevComment": "탄약 없음 말풍선", "TriggerType": 4, "TriggerTypeName": "CustomEvent", "TriggerKey": "EMOTIONTRIGGER_NoAmmo", "TriggerSource": 4, "TriggerSourceName": "ExternalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 3, "Icon1SourceName": "FixedIcon", "Icon1Key": "Icon/EmotionBubble/NoAmmo", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 850, "CombatPolicy": 2, "CombatPolicyName": "CriticalOnlyInCombat", "InterruptPolicy": 1, "InterruptPolicyName": "ReplaceEqualOrLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}, {"Key": "EMOTIONBUBBLE_ALERT_LowAmmo", "DevComment": "탄약 부족 말풍선", "TriggerType": 4, "TriggerTypeName": "CustomEvent", "TriggerKey": "EMOTIONTRIGGER_LowAmmo", "TriggerSource": 4, "TriggerSourceName": "ExternalOnly", "OwnerPolicy": 0, "OwnerPolicyName": "TriggerOwner", "FactionFilter": 3, "FactionFilterName": "PlayerAndAlly", "BubbleType": 0, "BubbleTypeName": "Caution", "Icon1Source": 3, "Icon1SourceName": "FixedIcon", "Icon1Key": "Icon/EmotionBubble/LowAmmo", "Icon2Source": 0, "Icon2SourceName": "None", "Icon2Key": "", "Icon2GroupKey": "", "Persistent": false, "DurationSec": 2.2, "ClearPolicy": 0, "ClearPolicyName": "Timeout", "Priority": 650, "CombatPolicy": 2, "CombatPolicyName": "CriticalOnlyInCombat", "InterruptPolicy": 0, "InterruptPolicyName": "ReplaceLowerPriority", "QueuePolicy": 2, "QueuePolicyName": "KeepHighestOnly", "DuplicateCooldownSec": 8.0}], "EventChoiceTable": [{"Key": "ChoiceD0000", "DevComment": "ExpeditionQuest타입의 노드는, Choice를 시스템에서 입력 해준다.", "LinkedNodeID": "NodeD000", "ActiveCondition": "None", "OnSelectAction": "SelectDecision,\nShowNextNode_NodeD010_100", "TooltipAction": "ShowChoiceAction_ChoiceD0100"}, {"Key": "ChoiceD0100", "DevComment": "ExpeditionQuest타입의 노드는, Choice를 시스템에서 입력 해준다.", "LinkedNodeID": "NodeD010", "ActiveCondition": "None", "OnSelectAction": "StartQuest_DECISION", "TooltipAction": "ShowDecisionReward"}, {"Key": "ChoiceDR0000", "DevComment": "새 선택지", "LinkedNodeID": "NodeDR000", "ActiveCondition": "None", "OnSelectAction": "REWARD,\nRecordDecisionComplete", "TooltipAction": "ShowAction"}, {"Key": "ChoiceE0000", "DevComment": "로드맵 확인하기", "LinkedNodeID": "NodeE000", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_143,\nShowNextNode_NodeE010_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceE0001", "DevComment": "떠나기", "LinkedNodeID": "NodeE000", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_143", "TooltipAction": "ShowAction"}, {"Key": "ChoiceE0100", "DevComment": "정식 출시에 대하여", "LinkedNodeID": "NodeE010", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_143,\nShowNextNode_NodeE020_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceE0102", "DevComment": "떠나기", "LinkedNodeID": "NodeE010", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_143", "TooltipAction": "ShowAction"}, {"Key": "ChoiceE0200", "DevComment": "플레이 해주셔서 감사합니다.", "LinkedNodeID": "NodeE020", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_143", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF0000", "DevComment": "크라가스 스폰", "LinkedNodeID": "NodeF000", "ActiveCondition": "None", "OnSelectAction": "BlockInteraction_true,\nSpawnUnitPreset_BuildLizardman_151/148,\nShowNextNode_NodeF010_100,\nBlockInteraction_false", "TooltipAction": "None"}, {"Key": "ChoiceF0100", "DevComment": "한명으로는 턱없이 부족하오. 잠깐, 통신이 끊겼잖아?", "LinkedNodeID": "NodeF010", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Main0,\nUnitSpeechTarget_LizardMan0_LizGreeting,\nUnitSpeechTarget_HumanStandardFemale0_Liana", "TooltipAction": "None"}, {"Key": "ChoiceF1000", "DevComment": "튜토 + 선택지", "LinkedNodeID": "NodeF100", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_BaseBuildingBasics,\nStartQuest_Main1", "TooltipAction": "None"}, {"Key": "ChoiceF2000", "DevComment": "튜토 + 선택지", "LinkedNodeID": "NodeF200", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_Crafting,\nStartQuest_Main2", "TooltipAction": "None"}, {"Key": "ChoiceF3000", "DevComment": "그걸 말하려 했는데 감독관이... 아니오 됐소.", "LinkedNodeID": "NodeF300", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_Recruitment,\nModifyClanGold_ 500,\nStartQuest_Main3", "TooltipAction": "None"}, {"Key": "ChoiceF4000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF400", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_DungeonExpeditionBasics,\nStartQuest_Main4", "TooltipAction": "None"}, {"Key": "ChoiceF5000", "DevComment": "근데진짜 퀘만줌", "LinkedNodeID": "NodeF500", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Main5", "TooltipAction": "None"}, {"Key": "ChoiceF6000", "DevComment": "퀘 + 가이드", "LinkedNodeID": "NodeF600", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Main6,\nUI_Tutorial_IndoorStructures", "TooltipAction": "None"}, {"Key": "ChoiceF7000", "DevComment": "퀘만줌 진짜 퀘만줌", "LinkedNodeID": "NodeF700", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Main8", "TooltipAction": "None"}, {"Key": "ChoiceF8000", "DevComment": "알겠소 감독관.", "LinkedNodeID": "NodeF800", "ActiveCondition": "None", "OnSelectAction": "ModifyContributionPoint_80,\nSpendMinute_1,\nModifyClanGold_300", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF9000", "DevComment": "우리에겐 새로운 목표가 필요해.", "LinkedNodeID": "NodeF900", "ActiveCondition": "None", "OnSelectAction": "ActivateDecision_true", "TooltipAction": "None"}, {"Key": "ChoiceF9001", "DevComment": "알아서 잘, 딱! 하란 말이야.", "LinkedNodeID": "NodeF900", "ActiveCondition": "None", "OnSelectAction": "ActivateDecision_false,\nShowNextNode_NodeF911_100", "TooltipAction": "None"}, {"Key": "ChoiceF9110", "DevComment": "귀찮은건 질색이라고.", "LinkedNodeID": "NodeF911", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF10000", "DevComment": "튜토리얼실패", "LinkedNodeID": "NodeF1000", "ActiveCondition": "None", "OnSelectAction": "GameOver", "TooltipAction": "None"}, {"Key": "ChoiceF11000", "DevComment": "새로운 단원이 필요해.", "LinkedNodeID": "NodeF1100", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_1000,\nSpawnBuilding_EventSupplyBox_150/147,\nUI_Recruit", "TooltipAction": "None"}, {"Key": "ChoiceF12000", "DevComment": "다음엔 반드시 성공하겠소.", "LinkedNodeID": "NodeF1200", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF13000", "DevComment": "찝찝하니까 괜히 그런 생각 하지 말자고!", "LinkedNodeID": "NodeF1300", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF14000", "DevComment": "저 가짜 괴물 녀석을 포탈로 밀어 넣어라!", "LinkedNodeID": "NodeF1400", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF1410_100", "TooltipAction": "None"}, {"Key": "ChoiceF14001", "DevComment": "다시 돌아온걸 환영하네. ...자네를 믿어 보겠어. 일단은 말이야!", "LinkedNodeID": "NodeF1400", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF1411_100", "TooltipAction": "None"}, {"Key": "ChoiceF14100", "DevComment": "새 선택지", "LinkedNodeID": "NodeF1410", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF14110", "DevComment": "새 선택지", "LinkedNodeID": "NodeF1411", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF15000", "DevComment": "역시 처음부터 수상했어! {1}을 믿는다!", "LinkedNodeID": "NodeF1500", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF1510_100", "TooltipAction": "None"}, {"Key": "ChoiceF15001", "DevComment": "도둑질은 나쁘지. {0}을 믿는다!", "LinkedNodeID": "NodeF1500", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF1511_100", "TooltipAction": "None"}, {"Key": "ChoiceF15100", "DevComment": "저 녀석을 포탈로 밀어 넣어버려라!", "LinkedNodeID": "NodeF1510", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF15101", "DevComment": "지켜보고 있어 자네. 봐 주는것도 한계가 있어.", "LinkedNodeID": "NodeF1510", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF15110", "DevComment": "잘들하라고.", "LinkedNodeID": "NodeF1511", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF16000", "DevComment": "허수아비를 뽑아서 가져간다", "LinkedNodeID": "NodeF1600", "ActiveCondition": "None", "OnSelectAction": "DungeonCrow", "TooltipAction": "None"}, {"Key": "ChoiceF16001", "DevComment": "무시한다", "LinkedNodeID": "NodeF1600", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF17000", "DevComment": "그런 용도였군.", "LinkedNodeID": "NodeF1700", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF18000", "DevComment": "앞으로 잘 부탁하지.", "LinkedNodeID": "NodeF1800", "ActiveCondition": "None", "OnSelectAction": "SpawnNPC_GuildMerchant_151/148", "TooltipAction": "None"}, {"Key": "ChoiceF19000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF1900", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractXenon", "TooltipAction": "None"}, {"Key": "ChoiceF20000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2000", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractXenon2", "TooltipAction": "None"}, {"Key": "ChoiceF21000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2100", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractXenon3", "TooltipAction": "None"}, {"Key": "ChoiceF22000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2200", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractXenon4", "TooltipAction": "None"}, {"Key": "ChoiceF23000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2300", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractPerion", "TooltipAction": "None"}, {"Key": "ChoiceF24000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2400", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractEndrossi", "TooltipAction": "None"}, {"Key": "ChoiceF25000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2500", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractEndrossi3", "TooltipAction": "None"}, {"Key": "ChoiceF26000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2600", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractEndrossi2", "TooltipAction": "None"}, {"Key": "ChoiceF27000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF2700", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractEndrossi4", "TooltipAction": "None"}, {"Key": "ChoiceF28000", "DevComment": "작동시킨다", "LinkedNodeID": "NodeF2800", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF2810_100", "TooltipAction": "ShowChoiceAction_ChoiceF28100"}, {"Key": "ChoiceF28001", "DevComment": "해체한다", "LinkedNodeID": "NodeF2800", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF2811_100", "TooltipAction": "ShowChoiceAction_ChoiceF28110"}, {"Key": "ChoiceF28100", "DevComment": "으악!", "LinkedNodeID": "NodeF2810", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_Poison_0_3_1200 && AddStatus_Intelligence_0_2 && AddStatus_Perception_0_2", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF28110", "DevComment": "훌륭하군.", "LinkedNodeID": "NodeF2811", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_LowGradeManaStone_DiscardedMagicPowerDeviceRemnant_24 && SpawnItem_CogWheel_DiscardedMagicPowerDeviceRemnant_1", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF29000", "DevComment": "주기적으로 목표를 정하도록 하겠네.", "LinkedNodeID": "NodeF2900", "ActiveCondition": "None", "OnSelectAction": "ActivateDecision_true", "TooltipAction": "None"}, {"Key": "ChoiceF29001", "DevComment": "목표 같은건 필요하지 않아보이네.", "LinkedNodeID": "NodeF2900", "ActiveCondition": "None", "OnSelectAction": "ActivateDecision_false", "TooltipAction": "None"}, {"Key": "ChoiceF30000", "DevComment": "조금 더 기다려보게.", "LinkedNodeID": "NodeF3000", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF3010_100", "TooltipAction": "None"}, {"Key": "ChoiceF30001", "DevComment": "포기할 수 밖에 없어.", "LinkedNodeID": "NodeF3000", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF3011_100", "TooltipAction": "ShowChoiceAction_ChoiceF30110"}, {"Key": "ChoiceF30100", "DevComment": "시간이 더 필요할 뿐이야.", "LinkedNodeID": "NodeF3010", "ActiveCondition": "None", "OnSelectAction": "RecordDecisionDismiss", "TooltipAction": "None"}, {"Key": "ChoiceF30110", "DevComment": "다음에는 이런 일 없을걸세.", "LinkedNodeID": "NodeF3011", "ActiveCondition": "None", "OnSelectAction": "GiveUpDecision,\nAddAffecterAll_MinorDissatisfaction_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF31000", "DevComment": "거 사람 까탈스럽긴.", "LinkedNodeID": "NodeF3100", "ActiveCondition": "None", "OnSelectAction": "SpawnItemMap_GoddessTears_2_150/150,\nSpawnItemMap_Oats_2_150/150,\nSpawnItemMap_Clay_5_150/150,\nSpawnItemMap_SkillResetElixir_1_150/150", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF32000", "DevComment": "잊지 마시오, 목숨을 거는건 우리라는걸!", "LinkedNodeID": "NodeF3200", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_1000,\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF33000", "DevComment": "아주 든든하군!", "LinkedNodeID": "NodeF3300", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_GreatestWarrior_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF34000", "DevComment": "아주 훌륭하군!", "LinkedNodeID": "NodeF3400", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_PioneeringSpirit", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF35000", "DevComment": "아주 열정적이군!", "LinkedNodeID": "NodeF3500", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_SurvivalInstinct", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF36000", "DevComment": "새로운 부단장이 필요해.", "LinkedNodeID": "NodeF3600", "ActiveCondition": "None", "OnSelectAction": "SpawnItemMap_DeputyCaptainsInsignia_1_150/150", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF37000", "DevComment": "아주 우아하군!", "LinkedNodeID": "NodeF3700", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_BlessOfWorldTree", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF38000", "DevComment": "우리는 더 깊숙한 곳으로 나아가야 해.", "LinkedNodeID": "NodeF3800", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_ExploreAspiration_2880", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF39000", "DevComment": "모두를 위한 특별 수당을 지급하지.", "LinkedNodeID": "NodeF3900", "ActiveCondition": "HasGoldAbove_200", "OnSelectAction": "ShowNextNode_NodeF3910_100", "TooltipAction": "ShowChoiceAction_ChoiceF39100"}, {"Key": "ChoiceF39001", "DevComment": "잠시 진정하고 내 말을 먼저 들어보게.", "LinkedNodeID": "NodeF3900", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF3911_100,\nShowNextNode_NodeF3912_100", "TooltipAction": "Probability_ChoiceF39110_ChoiceF39120"}, {"Key": "ChoiceF39100", "DevComment": "역시 돈이 최고라니까.", "LinkedNodeID": "NodeF3910", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_Satisfied_1440,\nModifyClanGold_-200", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF39110", "DevComment": "언제나 진심은 통하는 법이지.", "LinkedNodeID": "NodeF3911", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_MinorSatisfied_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF39120", "DevComment": "이거 큰일이군.", "LinkedNodeID": "NodeF3912", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF40000", "DevComment": "지금부터 시작이야", "LinkedNodeID": "NodeF4000", "ActiveCondition": "None", "OnSelectAction": "ModifyContributionPoint_150,\nAddAffecterAll_Satisfied_2880", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF41000", "DevComment": "한 걸음 더 나아갔군!", "LinkedNodeID": "NodeF4100", "ActiveCondition": "None", "OnSelectAction": "ModifyContributionPoint_200,\nAddAffecterAll_Satisfied_2880", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF42000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF4200", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Main7", "TooltipAction": "None"}, {"Key": "ChoiceF43000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF4300", "ActiveCondition": "None", "OnSelectAction": "Notify_DecisionNotActivate,\nSpendMinute_1,\nModifyClanGold_300", "TooltipAction": "None"}, {"Key": "ChoiceF44000", "DevComment": "새 선택지", "LinkedNodeID": "NodeF4400", "ActiveCondition": "None", "OnSelectAction": "StartQuest_InteractPerion2", "TooltipAction": "None"}, {"Key": "ChoiceF45000", "DevComment": "작동시킨다", "LinkedNodeID": "NodeF4500", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeF4510_100,\nShowNextNode_NodeF4511_25", "TooltipAction": "Probability_ChoiceF45100"}, {"Key": "ChoiceF45001", "DevComment": "부순다", "LinkedNodeID": "NodeF4500", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_MidGradeManaStone_DiscardedSpecimenRemnant_5,\nPlayBuildingAnimation_DiscardedSpecimenRemnant_SpecialSkill3_Trigger", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF45100", "DevComment": "젠장, 모두 조심해!", "LinkedNodeID": "NodeF4510", "ActiveCondition": "None", "OnSelectAction": "AddAffecterBuilding_SpawnBlueGoblin_DiscardedSpecimenRemnant_1_1", "TooltipAction": "None"}, {"Key": "ChoiceF45110", "DevComment": "떠난다", "LinkedNodeID": "NodeF4511", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_TechBook_DiscardedSpecimenRemnant_3,\nPlayBuildingAnimation_DiscardedSpecimenRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46000", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4600", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nShowNextNode_NodeF4610_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46001", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4600", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46002", "DevComment": "떠난다", "LinkedNodeID": "NodeF4600", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46100", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4610", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nShowNextNode_NodeF4620_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46101", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4610", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46102", "DevComment": "떠난다", "LinkedNodeID": "NodeF4610", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46200", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4620", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nSpawnItem_MidGradeManaStone_StrangeNiche_3,\nShowNextNode_NodeF4630_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46201", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4620", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46202", "DevComment": "떠난다", "LinkedNodeID": "NodeF4620", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46300", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4630", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nShowNextNode_NodeF4640_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46301", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4630", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46302", "DevComment": "떠난다", "LinkedNodeID": "NodeF4630", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46400", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4640", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nShowNextNode_NodeF4650_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46401", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4640", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46402", "DevComment": "떠난다", "LinkedNodeID": "NodeF4640", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46500", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4650", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nShowNextNode_NodeF4660_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46501", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4650", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46502", "DevComment": "떠난다", "LinkedNodeID": "NodeF4650", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46600", "DevComment": "몬스터 고기를 준다", "LinkedNodeID": "NodeF4660", "ActiveCondition": "HasItem_ToughRawMeat_1", "OnSelectAction": "RemoveItem_ToughRawMeat_1,\nShowNextNode_NodeF4670_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF46601", "DevComment": "횃불을 던져 넣는다", "LinkedNodeID": "NodeF4660", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "RemoveItem_Torch_1,\nAddAffecterBuilding_SpawnEyeball_StrangeNicheRemnant_1_1,\nPlayBuildingAnimation_StrangeNicheRemnant_SpecialSkill1_Trigger", "TooltipAction": "None"}, {"Key": "ChoiceF46602", "DevComment": "떠난다", "LinkedNodeID": "NodeF4660", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceF46700", "DevComment": "떠난다", "LinkedNodeID": "NodeF4670", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_PerceptionElixir_StrangeNiche_3", "TooltipAction": "None"}, {"Key": "ChoiceF47000", "DevComment": "알겠소.", "LinkedNodeID": "NodeF4700", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Main100", "TooltipAction": "None"}, {"Key": "ChoiceF48000", "DevComment": "지금부터가 시작이야.", "LinkedNodeID": "NodeF4800", "ActiveCondition": "None", "OnSelectAction": "ModifyContributionPoint_80,\nSpendMinute_1,\nModifyClanGold_300", "TooltipAction": "ShowAction"}, {"Key": "ChoiceF49000", "DevComment": "우리에겐 새로운 목표가 필요해.", "LinkedNodeID": "NodeF4900", "ActiveCondition": "None", "OnSelectAction": "ActivateDecision_true", "TooltipAction": "None"}, {"Key": "ChoiceF49001", "DevComment": "알아서 잘, 딱! 하란 말이야.", "LinkedNodeID": "NodeF4900", "ActiveCondition": "None", "OnSelectAction": "ActivateDecision_false,\nShowNextNode_NodeF4911_100", "TooltipAction": "None"}, {"Key": "ChoiceF49110", "DevComment": "귀찮은건 질색이라고.", "LinkedNodeID": "NodeF4911", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN0000", "DevComment": "거래한다", "LinkedNodeID": "NodeN000", "ActiveCondition": "None", "OnSelectAction": "Trade_UNIT_GuildMerchant", "TooltipAction": "None"}, {"Key": "ChoiceN0001", "DevComment": "떠난다", "LinkedNodeID": "NodeN000", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN1000", "DevComment": "거래한다", "LinkedNodeID": "NodeN100", "ActiveCondition": "None", "OnSelectAction": "Trade_UNIT_VeilSilenceMerchant", "TooltipAction": "None"}, {"Key": "ChoiceN1001", "DevComment": "떠난다", "LinkedNodeID": "NodeN100", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN2000", "DevComment": "일단 알겠소.", "LinkedNodeID": "NodeN200", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN210_100", "TooltipAction": "None"}, {"Key": "ChoiceN2001", "DevComment": "관심 없소.", "LinkedNodeID": "NodeN200", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN2100", "DevComment": "떠난다", "LinkedNodeID": "NodeN210", "ActiveCondition": "None", "OnSelectAction": "StartQuest_ResearchInsect", "TooltipAction": "None"}, {"Key": "ChoiceN3000", "DevComment": "알겠소.", "LinkedNodeID": "NodeN300", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN310_100", "TooltipAction": "ShowChoiceAction_ChoiceN3100"}, {"Key": "ChoiceN3001", "DevComment": "관심 없소.", "LinkedNodeID": "NodeN300", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN3100", "DevComment": "떠난다", "LinkedNodeID": "NodeN310", "ActiveCondition": "None", "OnSelectAction": "StartQuest_ResearchInsect2", "TooltipAction": "None"}, {"Key": "ChoiceN4000", "DevComment": "알겠소.", "LinkedNodeID": "NodeN400", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN410_100", "TooltipAction": "None"}, {"Key": "ChoiceN4001", "DevComment": "관심 없소.", "LinkedNodeID": "NodeN400", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN4100", "DevComment": "떠난다", "LinkedNodeID": "NodeN410", "ActiveCondition": "None", "OnSelectAction": "StartQuest_ResearchInsect3", "TooltipAction": "None"}, {"Key": "ChoiceN5000", "DevComment": "알겠소.", "LinkedNodeID": "NodeN500", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN510_100", "TooltipAction": "None"}, {"Key": "ChoiceN5001", "DevComment": "관심 없소.", "LinkedNodeID": "NodeN500", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN5100", "DevComment": "떠난다", "LinkedNodeID": "NodeN510", "ActiveCondition": "None", "OnSelectAction": "StartQuest_ResearchInsect4", "TooltipAction": "None"}, {"Key": "ChoiceN6000", "DevComment": "떠난다", "LinkedNodeID": "NodeN600", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN7000", "DevComment": "상당히 난해하군.", "LinkedNodeID": "NodeN700", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_TechBook_Xenon_2", "TooltipAction": "ShowAction"}, {"Key": "ChoiceN8000", "DevComment": "도움이... 된 것 같군.", "LinkedNodeID": "NodeN800", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_TechBook_Xenon_2", "TooltipAction": "None"}, {"Key": "ChoiceN9000", "DevComment": "아, 그런거였군.", "LinkedNodeID": "NodeN900", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_TechBook_Xenon_4", "TooltipAction": "None"}, {"Key": "ChoiceN10000", "DevComment": "그럼 이만 가보겠네.", "LinkedNodeID": "NodeN1000", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_TechBook_Xenon_4", "TooltipAction": "None"}, {"Key": "ChoiceN11000", "DevComment": "떠난다", "LinkedNodeID": "NodeN1100", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN12000", "DevComment": "맡겨주시오.", "LinkedNodeID": "NodeN1200", "ActiveCondition": "None", "OnSelectAction": "None,\nShowNextNode_NodeN1210_100", "TooltipAction": "None"}, {"Key": "ChoiceN12001", "DevComment": "관심 없소.", "LinkedNodeID": "NodeN1200", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN12100", "DevComment": "떠난다", "LinkedNodeID": "NodeN1210", "ActiveCondition": "None", "OnSelectAction": "StartQuest_DiscardedDivice", "TooltipAction": "None"}, {"Key": "ChoiceN13000", "DevComment": "뭔가 복잡하군.", "LinkedNodeID": "NodeN1300", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_ImperialCoin_Perion_3", "TooltipAction": "None"}, {"Key": "ChoiceN14000", "DevComment": "거래하기", "LinkedNodeID": "NodeN1400", "ActiveCondition": "None", "OnSelectAction": "Trade_UNIT_Endrossi", "TooltipAction": "None"}, {"Key": "ChoiceN14001", "DevComment": "합류 요청", "LinkedNodeID": "NodeN1400", "ActiveCondition": "HasPopulation", "OnSelectAction": "ShowNextNode_NodeN1411_100", "TooltipAction": "None"}, {"Key": "ChoiceN14002", "DevComment": "떠난다", "LinkedNodeID": "NodeN1400", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN14110", "DevComment": "나한테 맡겨.", "LinkedNodeID": "NodeN1411", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN1420_100", "TooltipAction": "ShowChoiceAction_ChoiceN14200"}, {"Key": "ChoiceN14111", "DevComment": "안타깝군.", "LinkedNodeID": "NodeN1411", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN14200", "DevComment": "떠난다", "LinkedNodeID": "NodeN1420", "ActiveCondition": "None", "OnSelectAction": "StartQuest_HuntElderGloth", "TooltipAction": "None"}, {"Key": "ChoiceN15000", "DevComment": "바빠 보이는군.", "LinkedNodeID": "NodeN1500", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN16000", "DevComment": "우리 실력을 보여주겠어.", "LinkedNodeID": "NodeN1600", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN1610_100", "TooltipAction": "None"}, {"Key": "ChoiceN16001", "DevComment": "그냥 무시해.", "LinkedNodeID": "NodeN1600", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN16100", "DevComment": "떠난다", "LinkedNodeID": "NodeN1610", "ActiveCondition": "None", "OnSelectAction": "StartQuest_HuntMawmurk", "TooltipAction": "None"}, {"Key": "ChoiceN17000", "DevComment": "그놈을 잡아오도록 하지.", "LinkedNodeID": "NodeN1700", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN1710_100", "TooltipAction": "None"}, {"Key": "ChoiceN17001", "DevComment": "대꾸할 가치도 없군.", "LinkedNodeID": "NodeN1700", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN17100", "DevComment": "떠난다", "LinkedNodeID": "NodeN1710", "ActiveCondition": "None", "OnSelectAction": "StartQuest_HuntWhiteMawmurk", "TooltipAction": "None"}, {"Key": "ChoiceN18000", "DevComment": "다음 사냥감이 정해졌군.", "LinkedNodeID": "NodeN1800", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN1810_100", "TooltipAction": "None"}, {"Key": "ChoiceN18001", "DevComment": "놈과 만나면 도망쳐야겠어.", "LinkedNodeID": "NodeN1800", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN18100", "DevComment": "떠난다", "LinkedNodeID": "NodeN1810", "ActiveCondition": "None", "OnSelectAction": "StartQuest_HuntAlphaAcidSlogel", "TooltipAction": "None"}, {"Key": "ChoiceN19000", "DevComment": "목숨 값이 너무 저렴하군.", "LinkedNodeID": "NodeN1900", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_ImperialCoin_Endrossi_1", "TooltipAction": "ShowAction"}, {"Key": "ChoiceN20000", "DevComment": "그렇다면 다행이군.", "LinkedNodeID": "NodeN2000", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_RawHide_Endrossi_8", "TooltipAction": "ShowAction"}, {"Key": "ChoiceN21000", "DevComment": "훌륭하군.", "LinkedNodeID": "NodeN2100", "ActiveCondition": "None", "OnSelectAction": "SpawnItem_HardShell_Endrossi_10", "TooltipAction": "None"}, {"Key": "ChoiceN22000", "DevComment": "알겠소.", "LinkedNodeID": "NodeN2200", "ActiveCondition": "None", "OnSelectAction": "SpawnUnitPresetBase_Endrossi_151/148", "TooltipAction": "None"}, {"Key": "ChoiceN23000", "DevComment": "거래한다", "LinkedNodeID": "NodeN2300", "ActiveCondition": "None", "OnSelectAction": "Trade_UNIT_GuildMerchant", "TooltipAction": "None"}, {"Key": "ChoiceN23001", "DevComment": "떠난다", "LinkedNodeID": "NodeN2300", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN24000", "DevComment": "거래하기", "LinkedNodeID": "NodeN2400", "ActiveCondition": "None", "OnSelectAction": "Trade_UNIT_Endrossi", "TooltipAction": "None"}, {"Key": "ChoiceN24001", "DevComment": "떠난다", "LinkedNodeID": "NodeN2400", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN25000", "DevComment": "떠난다", "LinkedNodeID": "NodeN2500", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN26000", "DevComment": "거래한다", "LinkedNodeID": "NodeN2600", "ActiveCondition": "None", "OnSelectAction": "Trade_UNIT_FesteringBurrowMerchant", "TooltipAction": "None"}, {"Key": "ChoiceN26001", "DevComment": "떠난다", "LinkedNodeID": "NodeN2600", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN27000", "DevComment": "합류 요청", "LinkedNodeID": "NodeN2700", "ActiveCondition": "HasPopulation", "OnSelectAction": "ShowNextNode_NodeN2710_100", "TooltipAction": "None"}, {"Key": "ChoiceN27001", "DevComment": "떠난다", "LinkedNodeID": "NodeN2700", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN27100", "DevComment": "알겠소.", "LinkedNodeID": "NodeN2710", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeN2720_100", "TooltipAction": "None"}, {"Key": "ChoiceN27101", "DevComment": "관심 없소.", "LinkedNodeID": "NodeN2710", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceN27200", "DevComment": "떠난다", "LinkedNodeID": "NodeN2720", "ActiveCondition": "None", "OnSelectAction": "StartQuest_DiscardedSpecimen", "TooltipAction": "None"}, {"Key": "ChoiceN28000", "DevComment": "알겠소.", "LinkedNodeID": "NodeN2800", "ActiveCondition": "None", "OnSelectAction": "SpawnUnitPresetBase_Perion_151/148", "TooltipAction": "None"}, {"Key": "ChoiceR0000", "DevComment": "도플갱어 추가 액션", "LinkedNodeID": "NodeR000", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR010_100", "TooltipAction": "None"}, {"Key": "ChoiceR0100", "DevComment": "잠시 생각할 시간이 필요하네.", "LinkedNodeID": "NodeR010", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR020_100", "TooltipAction": "None"}, {"Key": "ChoiceR0200", "DevComment": "하루면 충분하겠지.", "LinkedNodeID": "NodeR020", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR1000", "DevComment": "나한테 지고 봐달라고 하지나 말라고", "LinkedNodeID": "NodeR100", "ActiveCondition": "HasGoldAbove_200", "OnSelectAction": "ShowNextNode_NodeR111_100,\nShowNextNode_NodeR110_100", "TooltipAction": "Probability_ChoiceR1100_ChoiceR1110"}, {"Key": "ChoiceR1001", "DevComment": "이렇게 기강이 해이할 수가? 전부 몰수하겠네.", "LinkedNodeID": "NodeR100", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR112_100", "TooltipAction": "ShowChoiceAction_ChoiceR1120"}, {"Key": "ChoiceR1002", "DevComment": "자네들이나 많이 하게.", "LinkedNodeID": "NodeR100", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR1100", "DevComment": "운이 아니라 실력일세.", "LinkedNodeID": "NodeR110", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_200", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR1110", "DevComment": "뭔가 속임수를 쓴것이 분명해!", "LinkedNodeID": "NodeR111", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_-200", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR1120", "DevComment": "이 돈은 이제 다 내거야!", "LinkedNodeID": "NodeR112", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_100,\nAddAffecterAll_MinorDissatisfaction_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR2000", "DevComment": "새를 팔면 우리 재정에 도움이 되겠군.", "LinkedNodeID": "NodeR200", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR210_100", "TooltipAction": "ShowChoiceAction_ChoiceR2100"}, {"Key": "ChoiceR2001", "DevComment": "좋아. 마침 배가 고파지려던 참이었어.", "LinkedNodeID": "NodeR200", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR211_100", "TooltipAction": "ShowChoiceAction_ChoiceR2110"}, {"Key": "ChoiceR2002", "DevComment": "자네들 마음대로 하게.", "LinkedNodeID": "NodeR200", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR2100", "DevComment": "만족스러운 거래였어.", "LinkedNodeID": "NodeR210", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_Dissatisfaction_1_1440,\nModifyClanGold_300", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR2110", "DevComment": "훌륭한 단백질원을 얻었군!", "LinkedNodeID": "NodeR211", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_Dissatisfaction_0_1440,\nAddItem_ToughRawMeat_10_1", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR3000", "DevComment": "마침 사람이 더 필요했는데.", "LinkedNodeID": "NodeR300", "ActiveCondition": "HasPopulation", "OnSelectAction": "ShowNextNode_NodeR310_100,\nRandomRecruit", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR3001", "DevComment": "거절하겠습니다.", "LinkedNodeID": "NodeR300", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR3100", "DevComment": "환영하네.", "LinkedNodeID": "NodeR310", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR4000", "DevComment": "저게 뭔지 알아야겠는데? 즉시 가보게!", "LinkedNodeID": "NodeR400", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR410_40,\nShowNextNode_NodeR411_40,\nShowNextNode_NodeR412_20", "TooltipAction": "None"}, {"Key": "ChoiceR4001", "DevComment": "그냥 내버려두게.", "LinkedNodeID": "NodeR400", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR4100", "DevComment": "맙소사 정말 끔찍하게 생겼군.", "LinkedNodeID": "NodeR410", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_DarkThornCorruption_0_1440,\nAddItem_DisgustingMonsterMeat_10_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR4110", "DevComment": "고생했네 정말로.", "LinkedNodeID": "NodeR411", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_DarkThornCorruption_0_1440,\nAddItem_Bone_15_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR4120", "DevComment": "심상치 않은 물건이야...", "LinkedNodeID": "NodeR412", "ActiveCondition": "None", "OnSelectAction": "AddAffecter_DarkThornCorruption_0_1440,\nAddItem_ForgottenIdol_1_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR5000", "DevComment": "그게 관습이라면 어쩔 수 없지.", "LinkedNodeID": "NodeR500", "ActiveCondition": "None", "OnSelectAction": "AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\nShowNextNode_NodeR510_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR5001", "DevComment": "시끄러우니 당장 멈추게.", "LinkedNodeID": "NodeR500", "ActiveCondition": "None", "OnSelectAction": "AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\nShowNextNode_NodeR511_100", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR5100", "DevComment": "이게 최선이야.", "LinkedNodeID": "NodeR510", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR5110", "DevComment": "이게 최선이야.", "LinkedNodeID": "NodeR511", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR6000", "DevComment": "그렇다면 배급을 늘리겠네.", "LinkedNodeID": "NodeR600", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR610_100,\nAddAffecterAll_AbundantRation_1440,\nAddAffecterAll_Satisfied_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR6001", "DevComment": "지금은 그럴 여유가 없어.", "LinkedNodeID": "NodeR600", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR611_100,\nAddAffecterAll_Dissatisfaction_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR6100", "DevComment": "떠난다", "LinkedNodeID": "NodeR610", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR6110", "DevComment": "떠나기", "LinkedNodeID": "NodeR611", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR7000", "DevComment": "이럴 때 서로 돕는거 아니겠습니까?", "LinkedNodeID": "NodeR700", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_-200,\nModifyContributionPoint_50", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR7001", "DevComment": "글쎄요, 저는 잘 모르겠습니다.", "LinkedNodeID": "NodeR700", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR8000", "DevComment": "자금 지원이 필요합니다.", "LinkedNodeID": "NodeR800", "ActiveCondition": "None", "OnSelectAction": "ModifyContributionPoint_-80,\nModifyClanGold_800", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR8001", "DevComment": "기술 지원이 필요합니다.", "LinkedNodeID": "NodeR800", "ActiveCondition": "None", "OnSelectAction": "ModifyContributionPoint_-80,\nAddItem_TechBook_8_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR8002", "DevComment": "그냥 없던 일로 하겠습니다.", "LinkedNodeID": "NodeR800", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR9000", "DevComment": "어서 건져내야 해!", "LinkedNodeID": "NodeR900", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR910_60,\nShowNextNode_NodeR911_40", "TooltipAction": "None"}, {"Key": "ChoiceR9001", "DevComment": "내가 신경쓸 일은 아니군.", "LinkedNodeID": "NodeR900", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR9100", "DevComment": "떠난다", "LinkedNodeID": "NodeR910", "ActiveCondition": "None", "OnSelectAction": "RandomRecruit,\nAddAffecterAll_DarkThornCorruption_1440", "TooltipAction": "None"}, {"Key": "ChoiceR9110", "DevComment": "떠난다", "LinkedNodeID": "NodeR911", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_DarkThornCorruption_1440,\nModifyClanGold_300", "TooltipAction": "None"}, {"Key": "ChoiceR10000", "DevComment": "네가 보살펴주는게 좋겠어", "LinkedNodeID": "NodeR1000", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1010_100", "TooltipAction": "ShowChoiceAction_ChoiceR10100"}, {"Key": "ChoiceR10001", "DevComment": "흠. 신기하군. 분해해보면 어떨까?", "LinkedNodeID": "NodeR1000", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1011_100", "TooltipAction": "ShowChoiceAction_ChoiceR10110"}, {"Key": "ChoiceR10002", "DevComment": "무시하고 그냥 가지.", "LinkedNodeID": "NodeR1000", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR10100", "DevComment": "음, 마음에 들어하는 것 같은데.", "LinkedNodeID": "NodeR1010", "ActiveCondition": "None", "OnSelectAction": "AddItem_NatureGreenSpirit_1_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR10110", "DevComment": "아주 흥미롭군.", "LinkedNodeID": "NodeR1011", "ActiveCondition": "None", "OnSelectAction": "AddItem_NatureEssence_1_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR11000", "DevComment": "나팔 부는 소리잖아 이건.", "LinkedNodeID": "NodeR1100", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_MaybeTrumpet_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR11001", "DevComment": "멋진 하프 연주군!", "LinkedNodeID": "NodeR1100", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_MaybeHarp_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR11002", "DevComment": "여인의 목소리가 황홀하군!", "LinkedNodeID": "NodeR1100", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_MaybeSong_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR12000", "DevComment": "고통", "LinkedNodeID": "NodeR1200", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1210_100", "TooltipAction": "None"}, {"Key": "ChoiceR12001", "DevComment": "쾌락", "LinkedNodeID": "NodeR1200", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1211_100", "TooltipAction": "None"}, {"Key": "ChoiceR12002", "DevComment": "욕심", "LinkedNodeID": "NodeR1200", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1212_100", "TooltipAction": "None"}, {"Key": "ChoiceR12100", "DevComment": "끄으... 빌어먹을!", "LinkedNodeID": "NodeR1210", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_BizarrePain_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR12110", "DevComment": "끝내주는군.", "LinkedNodeID": "NodeR1211", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_BizarrePleasure_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR12120", "DevComment": "더! 더 많이 필요해!", "LinkedNodeID": "NodeR1212", "ActiveCondition": "None", "OnSelectAction": "ModifyClanGold_300", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR13000", "DevComment": "안쪽을 뒤져보는게 좋겠어.", "LinkedNodeID": "NodeR1300", "ActiveCondition": "TargetHeadHealthAbove_80", "OnSelectAction": "ShowNextNode_NodeR1310_100", "TooltipAction": "ShowChoiceAction_ChoiceR13100"}, {"Key": "ChoiceR13001", "DevComment": "신경쓰지 말게. 그냥 가지.", "LinkedNodeID": "NodeR1300", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR13100", "DevComment": "새 선택지", "LinkedNodeID": "NodeR1310", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1320_70,\nShowNextNode_NodeR1321_20,\nShowNextNode_NodeR1322_10,\nModifyHpTarget_-80_0", "TooltipAction": "None"}, {"Key": "ChoiceR13200", "DevComment": "좀 더 뒤져봐!", "LinkedNodeID": "NodeR1320", "ActiveCondition": "TargetHeadHealthAbove_80", "OnSelectAction": "ShowNextNode_NodeR1310_100", "TooltipAction": "ShowChoiceAction_ChoiceR13100"}, {"Key": "ChoiceR13201", "DevComment": "흠. 미안하게 되었군. 그만 가지.", "LinkedNodeID": "NodeR1320", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR13210", "DevComment": "뭐라도 찾았군 그래.", "LinkedNodeID": "NodeR1321", "ActiveCondition": "None", "OnSelectAction": "AddItem_ImperialCoin_2_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR13220", "DevComment": "아주 유용하겠어!", "LinkedNodeID": "NodeR1322", "ActiveCondition": "None", "OnSelectAction": "AddItem_RedCrystalNecklace_1_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR14000", "DevComment": "덩굴 안에 쓸만한게 있을지도.", "LinkedNodeID": "NodeR1400", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "ShowNextNode_NodeR1413_100", "TooltipAction": "None"}, {"Key": "ChoiceR14001", "DevComment": "전부 태워버려.", "LinkedNodeID": "NodeR1400", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "ShowNextNode_NodeR1423_100", "TooltipAction": "None"}, {"Key": "ChoiceR14002", "DevComment": "떠난다", "LinkedNodeID": "NodeR1400", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR14130", "DevComment": "떠난다", "LinkedNodeID": "NodeR1413", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1420_60,\nShowNextNode_NodeR1421_30,\nShowNextNode_NodeR1422_10,\nModifyEnergyTarget_-10_0", "TooltipAction": "ShowChoiceAction_ChoiceR14200"}, {"Key": "ChoiceR14200", "DevComment": "좀 더 뒤져봐", "LinkedNodeID": "NodeR1420", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "ShowNextNode_NodeR1413_100", "TooltipAction": "None"}, {"Key": "ChoiceR14201", "DevComment": "전부 태워버려.", "LinkedNodeID": "NodeR1420", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "ShowNextNode_NodeR1430_100", "TooltipAction": "None"}, {"Key": "ChoiceR14202", "DevComment": "떠난다", "LinkedNodeID": "NodeR1420", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR14210", "DevComment": "좀 더 뒤져봐", "LinkedNodeID": "NodeR1421", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "ShowNextNode_NodeR1413_100,\nAddItem_Bone_4_0", "TooltipAction": "None"}, {"Key": "ChoiceR14211", "DevComment": "전부 태워버려.", "LinkedNodeID": "NodeR1421", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "AddItem_Bone_4_0,\nShowNextNode_NodeR1430_100", "TooltipAction": "None"}, {"Key": "ChoiceR14212", "DevComment": "떠난다", "LinkedNodeID": "NodeR1421", "ActiveCondition": "None", "OnSelectAction": "AddItem_Bone_4_0", "TooltipAction": "None"}, {"Key": "ChoiceR14220", "DevComment": "좀 더 뒤져봐", "LinkedNodeID": "NodeR1422", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "ShowNextNode_NodeR1413_100,\nAddItem_StickyBedstraw_1_0", "TooltipAction": "None"}, {"Key": "ChoiceR14221", "DevComment": "전부 태워버려.", "LinkedNodeID": "NodeR1422", "ActiveCondition": "HasItem_Torch_1", "OnSelectAction": "AddItem_StickyBedstraw_1_0,\nShowNextNode_NodeR1430_100", "TooltipAction": "None"}, {"Key": "ChoiceR14222", "DevComment": "떠난다", "LinkedNodeID": "NodeR1422", "ActiveCondition": "None", "OnSelectAction": "AddItem_StickyBedstraw_1_0", "TooltipAction": "None"}, {"Key": "ChoiceR14230", "DevComment": "떠난다", "LinkedNodeID": "NodeR1423", "ActiveCondition": "None", "OnSelectAction": "AddItem_BoneMeal_30_0", "TooltipAction": "None"}, {"Key": "ChoiceR14300", "DevComment": "떠난다", "LinkedNodeID": "NodeR1430", "ActiveCondition": "None", "OnSelectAction": "AddItem_BoneMeal_30_0", "TooltipAction": "None"}, {"Key": "ChoiceR15000", "DevComment": "안을 뒤져보자.", "LinkedNodeID": "NodeR1500", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "ShowNextNode_NodeR1510_100", "TooltipAction": "None"}, {"Key": "ChoiceR15001", "DevComment": "내버려 둬.", "LinkedNodeID": "NodeR1500", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR15100", "DevComment": "새 선택지", "LinkedNodeID": "NodeR1510", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1520_30,\nShowNextNode_NodeR1521_30,\nShowNextNode_NodeR1522_30,\nShowNextNode_NodeR1523_10,\nModifyEnergyTarget_-10_0", "TooltipAction": "None"}, {"Key": "ChoiceR15200", "DevComment": "좀 더 뒤져보자.", "LinkedNodeID": "NodeR1520", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "AddItem_ToughRawMeat_4_0,\nShowNextNode_NodeR1510_100", "TooltipAction": "None"}, {"Key": "ChoiceR15201", "DevComment": "떠난다", "LinkedNodeID": "NodeR1520", "ActiveCondition": "None", "OnSelectAction": "AddItem_ToughRawMeat_4_0", "TooltipAction": "None"}, {"Key": "ChoiceR15210", "DevComment": "좀 더 뒤져보자.", "LinkedNodeID": "NodeR1521", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "AddItem_Turnip_2_0,\nShowNextNode_NodeR1510_100", "TooltipAction": "None"}, {"Key": "ChoiceR15211", "DevComment": "떠난다", "LinkedNodeID": "NodeR1521", "ActiveCondition": "None", "OnSelectAction": "AddItem_LumaFruit_2_0", "TooltipAction": "None"}, {"Key": "ChoiceR15220", "DevComment": "좀 더 뒤져보자.", "LinkedNodeID": "NodeR1522", "ActiveCondition": "TargetEnergyOver_10", "OnSelectAction": "ShowNextNode_NodeR1510_100,\nAddItem_Clay_2_0", "TooltipAction": "None"}, {"Key": "ChoiceR15221", "DevComment": "떠난다", "LinkedNodeID": "NodeR1522", "ActiveCondition": "None", "OnSelectAction": "AddItem_Clay_2_0", "TooltipAction": "None"}, {"Key": "ChoiceR15230", "DevComment": "아, 이런!", "LinkedNodeID": "NodeR1523", "ActiveCondition": "None", "OnSelectAction": "SpawnMonster_Mawmurk_5", "TooltipAction": "None"}, {"Key": "ChoiceR16000", "DevComment": "파도", "LinkedNodeID": "NodeR1600", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1610_100", "TooltipAction": "None"}, {"Key": "ChoiceR16001", "DevComment": "불꽃", "LinkedNodeID": "NodeR1600", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1611_100", "TooltipAction": "None"}, {"Key": "ChoiceR16002", "DevComment": "자연", "LinkedNodeID": "NodeR1600", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1612_100", "TooltipAction": "None"}, {"Key": "ChoiceR16100", "DevComment": "아주 포근하군.", "LinkedNodeID": "NodeR1610", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_EnvelopingTide_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR16110", "DevComment": "전부 태워버릴 듯 하군.", "LinkedNodeID": "NodeR1611", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_DiffusiveFlame_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR16120", "DevComment": "다시 태어나는 기분이야.", "LinkedNodeID": "NodeR1612", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_BloomingNature_1440", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR17000", "DevComment": "내용 자체는 꽤나 인상적이군.", "LinkedNodeID": "NodeR1700", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1710_100", "TooltipAction": "None"}, {"Key": "ChoiceR17001", "DevComment": "기록을 남겨두면 좋겠군.", "LinkedNodeID": "NodeR1700", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1711_100", "TooltipAction": "None"}, {"Key": "ChoiceR17002", "DevComment": "내버려 둬.", "LinkedNodeID": "NodeR1700", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR17100", "DevComment": "떠난다", "LinkedNodeID": "NodeR1710", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_GoblinHuntingMethod_1440", "TooltipAction": "None"}, {"Key": "ChoiceR17110", "DevComment": "떠난다", "LinkedNodeID": "NodeR1711", "ActiveCondition": "None", "OnSelectAction": "AddItem_TechBook_4_0", "TooltipAction": "None"}, {"Key": "ChoiceR18000", "DevComment": "나도 몸이 들썩거리는군.", "LinkedNodeID": "NodeR1800", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1810_100", "TooltipAction": "None"}, {"Key": "ChoiceR18001", "DevComment": "무슨 말인지 제대로 설명해달라고.", "LinkedNodeID": "NodeR1800", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1811_100", "TooltipAction": "None"}, {"Key": "ChoiceR18002", "DevComment": "으악, 사람 살려!", "LinkedNodeID": "NodeR1800", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR18100", "DevComment": "맙소사.", "LinkedNodeID": "NodeR1810", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_FrenziedBall_1440", "TooltipAction": "None"}, {"Key": "ChoiceR18110", "DevComment": "주입된 진실", "LinkedNodeID": "NodeR1811", "ActiveCondition": "None", "OnSelectAction": "AddAffecterAll_InjectedTruth_1440", "TooltipAction": "None"}, {"Key": "ChoiceR19000", "DevComment": "의식을 완수해야 해.", "LinkedNodeID": "NodeR1900", "ActiveCondition": "TargetHeadHealthOver_50", "OnSelectAction": "ShowNextNode_NodeR1910_80,\nShowNextNode_NodeR1912_20", "TooltipAction": "None"}, {"Key": "ChoiceR19001", "DevComment": "쓸만한걸 챙겨가볼까.", "LinkedNodeID": "NodeR1900", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1930_100", "TooltipAction": "None"}, {"Key": "ChoiceR19002", "DevComment": "떠난다", "LinkedNodeID": "NodeR1900", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR19100", "DevComment": "새 선택지", "LinkedNodeID": "NodeR1910", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1920_100,\nModifyHpTarget_-50_0", "TooltipAction": "None"}, {"Key": "ChoiceR19120", "DevComment": "새 선택지", "LinkedNodeID": "NodeR1912", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1921_100,\nModifyHpTarget_-100_0", "TooltipAction": "None"}, {"Key": "ChoiceR19200", "DevComment": "의식을 완수해야 해.", "LinkedNodeID": "NodeR1920", "ActiveCondition": "TargetHeadHealthOver_50", "OnSelectAction": "ShowNextNode_NodeR1910_80,\nShowNextNode_NodeR1912_20", "TooltipAction": "None"}, {"Key": "ChoiceR19201", "DevComment": "쓸만한걸 챙겨가볼까.", "LinkedNodeID": "NodeR1920", "ActiveCondition": "None", "OnSelectAction": "ShowNextNode_NodeR1930_100", "TooltipAction": "None"}, {"Key": "ChoiceR19202", "DevComment": "떠난다", "LinkedNodeID": "NodeR1920", "ActiveCondition": "None", "OnSelectAction": "None", "TooltipAction": "None"}, {"Key": "ChoiceR19211", "DevComment": "떠난다", "LinkedNodeID": "NodeR1921", "ActiveCondition": "None", "OnSelectAction": "AddItem_BloodstoneRing_1_0", "TooltipAction": "ShowAction"}, {"Key": "ChoiceR19300", "DevComment": "썩 꺼져라, 이 망령아!", "LinkedNodeID": "NodeR1930", "ActiveCondition": "None", "OnSelectAction": "AddItem_MidGradeManaStone_3_0,\nAddAffecterAll_CurseOfDead_1440", "TooltipAction": "None"}, {"Key": "ChoiceT0000", "DevComment": "퀘스트 시작 전, 액션들. '&'는 동시에 실행, ','는 순차 실행", "LinkedNodeID": "NodeT000", "ActiveCondition": "None", "OnSelectAction": "BlockGrid_434/117_90 & BlockGrid_434/118_90 & BlockGrid_467/126_90 & BlockGrid_467/125_90 & BlockGrid_472/139 & BlockGrid_471/139 & BlockGrid_461/157_90 & BlockGrid_461/156_90 & BlockGrid_436/165 & BlockGrid_435/165 & BlockControlMode_Demolition_TRUE,\nUI_Tutorial_WipNotice,\nShowNextNode_NodeT010_100", "TooltipAction": "None"}, {"Key": "ChoiceT0100", "DevComment": "이 시궁창 같은 곳에서 탈출해야 해.", "LinkedNodeID": "NodeT010", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Tuto1,\nUnitSpeech_0_Tuto1,\nUI_Tutorial_Quest", "TooltipAction": "None"}, {"Key": "ChoiceT1000", "DevComment": "카메라 이동 튜토리얼가이드", "LinkedNodeID": "NodeT100", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Tuto1", "TooltipAction": "None"}, {"Key": "ChoiceT2000", "DevComment": "퀘시작", "LinkedNodeID": "NodeT200", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Tuto2", "TooltipAction": "None"}, {"Key": "ChoiceT3000", "DevComment": "마커 카메라 연출", "LinkedNodeID": "NodeT300", "ActiveCondition": "None", "OnSelectAction": "SpendMinute_1& UnblockGrid_434/117 & UnblockGrid_434/118,\nBlockInteraction_true,\nMoveCamera_454/121,\nSpendMinute_1,\nMarkGrid_454/121,\nSpendMinute_1,\nMoveCameraToUnit_0 & UnitSpeech_0_Tuto3,\nBlockInteraction_false,\nSpendMinute_1,\nUI_Tutorial_SelectEntity,\nUI_Tutorial_UnitMove", "TooltipAction": "None"}, {"Key": "ChoiceT3002", "DevComment": "퀘 시작", "LinkedNodeID": "NodeT300", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Tuto3", "TooltipAction": "None"}, {"Key": "ChoiceT4000", "DevComment": "마크 해제", "LinkedNodeID": "NodeT400", "ActiveCondition": "None", "OnSelectAction": "UnmarkGrid_454/121 & UnitSpeech_0_Tuto4", "TooltipAction": "None"}, {"Key": "ChoiceT4001", "DevComment": "Attack튜토", "LinkedNodeID": "NodeT400", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_Attack,\nStartQuest_Tuto4", "TooltipAction": "None"}, {"Key": "ChoiceT5000", "DevComment": "그리드 블록해제", "LinkedNodeID": "NodeT500", "ActiveCondition": "None", "OnSelectAction": "UnblockGrid_467/126 & UnblockGrid_467/125", "TooltipAction": "None"}, {"Key": "ChoiceT5001", "DevComment": "카메라 연출", "LinkedNodeID": "NodeT500", "ActiveCondition": "None", "OnSelectAction": "BlockInteraction_true,\nMoveCamera_475/128,\nSpendMinute_1,\nMarkGrid_475/128,\nSpendMinute_1,\nMoveCameraToUnit_0,\nBlockInteraction_false", "TooltipAction": "None"}, {"Key": "ChoiceT5002", "DevComment": "퀘시작", "LinkedNodeID": "NodeT500", "ActiveCondition": "None", "OnSelectAction": "StartQuest_Tuto5", "TooltipAction": "None"}, {"Key": "ChoiceT6000", "DevComment": "마커 해제, 유닛 대사, ObjectInteracion 튜토", "LinkedNodeID": "NodeT600", "ActiveCondition": "None", "OnSelectAction": "UnmarkGrid_475/128 & UnitSpeech_0_Tuto5,\nUI_Tutorial_ObjectInteraction", "TooltipAction": "None"}, {"Key": "ChoiceT6001", "DevComment": "퀘시작", "LinkedNodeID": "NodeT600", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_ObjectInteraction,\nStartQuest_Tuto6", "TooltipAction": "None"}, {"Key": "ChoiceT7000", "DevComment": "대사 +UI", "LinkedNodeID": "NodeT700", "ActiveCondition": "None", "OnSelectAction": "UnitSpeech_0_Tuto6,\nUI_Tutorial_InventoryManagement,\nStartQuest_Tuto7,\nModifyHpTarget_-100_0", "TooltipAction": "None"}, {"Key": "ChoiceT8000", "DevComment": "퀘시작 + 살아남고 말겠어 반드시 대사", "LinkedNodeID": "NodeT800", "ActiveCondition": "None", "OnSelectAction": "UnitSpeech_0_Tuto7 & StartQuest_Tuto8", "TooltipAction": "None"}, {"Key": "ChoiceT9000", "DevComment": "언블록 처리", "LinkedNodeID": "NodeT900", "ActiveCondition": "None", "OnSelectAction": "BlockInteraction_true,\nGameSpeed_1,\nUnblockGrid_472/139 & UnblockGrid_471/139,\nSpawnUnitPreset_BuildArcher_472/153,\nMoveCamera_472/153,\nSpendMinute_1,\nSetTutoDeadly_1 & UnitSpeech_1_Tuto9,\nSpendMinute_1,\nMoveCameraToUnit_0,\nBlockInteraction_false,\nShowNextNode_NodeT910_100", "TooltipAction": "None"}, {"Key": "ChoiceT9100", "DevComment": "그녀를 구해야 해. 당장!", "LinkedNodeID": "NodeT910", "ActiveCondition": "None", "OnSelectAction": "UnitSpeech_0_Tuto8,\nStartQuest_Tuto9", "TooltipAction": "None"}, {"Key": "ChoiceT10000", "DevComment": "데들리 튜토 + 퀘시작", "LinkedNodeID": "NodeT1000", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_DeadlyStatus,\nStartQuest_Tuto10", "TooltipAction": "None"}, {"Key": "ChoiceT11000", "DevComment": "그럼 서두르자", "LinkedNodeID": "NodeT1100", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_ResourcesGathering,\nStartQuest_Tuto11", "TooltipAction": "None"}, {"Key": "ChoiceT12000", "DevComment": "줍기 튜토", "LinkedNodeID": "NodeT1200", "ActiveCondition": "None", "OnSelectAction": "UI_Tutorial_PickUp,\nStartQuest_Tuto12", "TooltipAction": "None"}, {"Key": "ChoiceT13000", "DevComment": "마커 연출", "LinkedNodeID": "NodeT1300", "ActiveCondition": "None", "OnSelectAction": "UnblockGrid_461/156 & UnblockGrid_461/157,\nBlockInteraction_true,\nMoveCamera_442/157,\nSpendMinute_1,\nMarkGrid_442/157,\nSpendMinute_1,\nMoveCameraToUnit_0,\nBlockInteraction_false,\nStartQuest_Tuto13", "TooltipAction": "None"}, {"Key": "ChoiceT14000", "DevComment": "튜토보여주기", "LinkedNodeID": "NodeT1400", "ActiveCondition": "None", "OnSelectAction": "UnmarkGrid_442/157 & UnitSpeech_0_Tuto11,\nSpendMinute_1,\nUI_Tutorial_PauseInCombat_Video,\nStartQuest_Tuto14", "TooltipAction": "None"}, {"Key": "ChoiceT15000", "DevComment": "마커연출", "LinkedNodeID": "NodeT1500", "ActiveCondition": "None", "OnSelectAction": "SpendMinute_5,\nGameSpeed_1,\nUnblockGrid_436/165 & UnblockGrid_435/165& MoveCamera_433/177,\nSpendMinute_1,\nMarkGrid_433/177,\nSpendMinute_1,\nMoveCameraToUnit_0,\nStartQuest_Tuto15", "TooltipAction": "None"}, {"Key": "ChoiceT16000", "DevComment": "인터렉션 잠금 해제 + 정착지 이동 ", "LinkedNodeID": "NodeT1600", "ActiveCondition": "None", "OnSelectAction": "BlockInteraction_true,\nUnmarkGrid_433/177,\nUnitSpeech_0_Tuto12,\nStartQuest_Tuto16,\nBlockInteraction_false & BlockControlMode_Demolition_FALSE", "TooltipAction": "None"}], "EventNodeTable": [{"Key": "NodeD000", "DevComment": "DECISION~ 타입 노드의 텍스트는,\nDevComment를 따라가지 않고 따로 작성 해준다.\n\n!!이벤트 키 바꾸지 말것\n!!즉 Decision내의 이벤트 순서 바꾸지 말 것", "LinkedEventID": "Event_Decision0", "Type": 2, "TypeName": "DecisionQuest", "ChoiceIDs": ["ChoiceD0000"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeD010", "DevComment": "Decision~ 타입 노드의 텍스트는,\nDevComment를 따라가지 않고 따로 작성 해준다.", "LinkedEventID": "Event_Decision0", "Type": 3, "TypeName": "DecisionEnd", "ChoiceIDs": ["ChoiceD0100"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeDR000", "DevComment": "DECISION~ 타입 노드의 텍스트는,\nDevComment를 따라가지 않고 따로 작성 해준다.\n\n!!이벤트 키 바꾸지 말것\n!!즉 Decision내의 이벤트 순서 바꾸지 말 것", "LinkedEventID": "Event_DecisionResult0", "Type": 3, "TypeName": "DecisionEnd", "ChoiceIDs": ["ChoiceDR0000"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeE000", "DevComment": "던전 세틀러즈의 데모를 플레이해 주셔서 감사합니다.\n\n이번 데모는 던전 세틀러즈의 핵심 흐름을 먼저 경험하실 수 있도록 준비한 버전입니다.\n\n아직 많은 부분이 개발 중이며, 데모 버전에는 일부 콘텐츠와 시스템이 제한되어 있습니다.\n밸런스, 편의성, 이벤트와 후반 콘텐츠도 계속 개선해 나갈 예정입니다.\n\n여러분이 남겨주시는 피드백은 앞으로 게임을 다듬어 나가는 데 큰 도움이 됩니다.", "LinkedEventID": "Event_Event0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceE0000", "ChoiceE0001"], "IllustKey": "Illustration_WritingPaper"}, {"Key": "NodeE010", "DevComment": "<color=#a69085>얼리액세스에는 다음과 같은 내용들이 준비될 예정입니다.</color>\n\n-첫번째 지역, 침묵의 장막의 보스\n-두번째 지역, 문드러진 땅굴과 보스 \n-더 많은 랜덤 이벤트\n-더 많은 배경 및 특성들\n-보관함 수납 허용, 비허용\n-신규 액티브 스킬 창과 보조스킬 트리\n-신규 종족 라이칸\n-샌드박스 시나리오\n-스팀 클라우드 세이브\n-그 외 편의성 개선 : 더 똑똑하게 작업을 분배 받는 유닛들.\n- <color=#a69085>'로웰'</color> 의 시작 특성을 포함한 밸런스\n\n<color=#a69085>얼리 액세스 기간 중에 빠르게 업데이트 할 내용들</color>\n\n-일부 몬스터의 포획과 목축\n-건물별 우선순위 설정\n-정착지 꾸미기 개선\n\n다만 개발 상황과 플레이어 피드백에 따라 세부 일정과 우선순위는 조정될 수 있습니다.", "LinkedEventID": "Event_Event0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceE0100", "ChoiceE0102"], "IllustKey": "Illustration_WritingPaper"}, {"Key": "NodeE020", "DevComment": "<color=#a69085>정식 출시에는 다음과 같은 내용들이 준비될 예정입니다.</color>\n\n-3~6지역과 보스들\n-추가적인 연구 트리\n-업적\n-새로운 종족\n-새로운 무기 타입과 스킬들\n-훈련용 건물들\n-더 많은 NPC들과 이벤트들\n-더 많은 캠페인 시나리오\n-정착지 확장시 나타나는 공터의 다양화 \n\n얼리 액세스 이후에도 콘텐츠와 지역을 지속적으로 업데이트하며, 게임을 더 안정적이고 깊이 있게 다듬어 나가겠습니다.\n\n스팀 커뮤니티나, 디스코드에 남겨 주시는 피드백은 전부 읽어보고 있습니다. \n위시리스트와 여러분의 피드백은 저희에게 큰 힘이 됩니다.\n항상 응원해주셔서 감사합니다!\n\n<color=#a69085>-Can Opener</color>", "LinkedEventID": "Event_Event0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceE0200"], "IllustKey": "Illustration_WritingPaper"}, {"Key": "NodeF000", "DevComment": "이벤트로 초기유닛 스폰을 해주는게 좋은 방법일지는 고민이 되는 부분임.", "LinkedEventID": "Event_Fixed0", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF0000"], "IllustKey": ""}, {"Key": "NodeF010", "DevComment": "당신이 엇박자의 휘파람을 불자, 가시 덩굴 너머에서 까마귀 한 마리가 날아와 팔 위에 내려앉습니다. 눈이 푸르게 빛나는 그 새의 부리에서 걸걸한 중년 남성의 목소리가 흘러나옵니다.\n\n<color=#a69085>\"보고하시오, 탐사단장.\"</color>\n\n까마귀는 고개를 까딱거리고 눈을 몇번 깜빡이더니, 대답을 기다리듯 당신과 눈을 마주칩니다.\n\n<color=#a69085>\"...저층은 위험하지 않다더니 이건 말이 다르지 않소?\"</color>\n\n당신이 첫번째 정찰 임무에서 악명높은 <color=#a69085>'붉은 괴물쥐'</color>를 만났고, 대부분의 단원이 무참히 죽어갔다는 사실을 보고합니다.\n\n<color=#a69085>\"그렇다면 정찰은 의미가 없소. 크라가스라는 새로운 단원을 파견할테니 길드 표준 지침에 따라 거점을 구축하고, 피해가 더 커지기 전에 놈을 토벌하기 위한 준비를 하시오.\"</color>", "LinkedEventID": "Event_Fixed0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF0100"], "IllustKey": ""}, {"Key": "NodeF100", "DevComment": "메인퀘 1 시작 시키기", "LinkedEventID": "Event_Fixed1", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF1000"], "IllustKey": ""}, {"Key": "NodeF200", "DevComment": "메인퀘 2 시작 시키기", "LinkedEventID": "Event_Fixed2", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF2000"], "IllustKey": ""}, {"Key": "NodeF300", "DevComment": "안개가 자욱한 덩굴 저편에서 까마귀가 낮게 비행합니다. 곧, 당신의 팔뚝 위로 내려앉습니다.\n\n<color=#a69085>\"젠장! 그놈이 그새 탐사단 두 곳을 전멸시켰다는군. 토벌을 서둘러야 하네.\"</color>\n\n당신은 최근의 탐사단 상황에 대해서 보고합니다. 또한 붉은 괴물쥐를 토벌하기 위해서는 탐사단원이 부족하다는 점에 대해서 언급하자 감독관이 끼어들어 말을 끊습니다.\n\n<color=#a69085>\"그럼 진작 말하지 그랬나? 그 괴물을 잡는건 급한 일일세! 지원금을 줄테니 직접 단원을 모집하게나.\"</color>", "LinkedEventID": "Event_Fixed3", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF3000"], "IllustKey": ""}, {"Key": "NodeF400", "DevComment": "퀘시작 + 가이드띄워줌", "LinkedEventID": "Event_Fixed4", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF4000"], "IllustKey": ""}, {"Key": "NodeF500", "DevComment": "정착지 복귀 퀘를 줌", "LinkedEventID": "Event_Fixed5", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF5000"], "IllustKey": ""}, {"Key": "NodeF600", "DevComment": "실내조건 가이드 + 퀘", "LinkedEventID": "Event_Fixed6", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF6000"], "IllustKey": ""}, {"Key": "NodeF700", "DevComment": "붉괴쥐 처치하라는 퀘를 줌", "LinkedEventID": "Event_Fixed7", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF7000"], "IllustKey": ""}, {"Key": "NodeF800", "DevComment": "통신이 시작되고 당신이 거칠게 잘린 거대한 쥐 머리를 까마귀의 눈앞으로 들이밉니다.\n\n<color=#a69085>\"정말 놈을 해치웠군. 그다지 기대하진 않았는데...\"</color>\n\n까마귀는 부리로 붉은 괴물쥐의 잘린 머리를 부검하듯 쪼아보지만, 이제는 그저 피가 늘러붙은 지저분한 고기 덩어리에 불과합니다.\n\n<color=#a69085>\"자네는 최근 이 놈 때문에 발생한 사상자가 몇명인지 아는가? 자네가 조금만 더 빨랐다면 그중 몇 명은 살릴 수 있었겠지. 아니 뭐, 그냥 그렇다는걸세.\"</color>\n\n감독관의 퉁명스러운 태도에 당신의 표정이 굳어지지만 감독관은 아랑곳하지 않고 몇가지 푸념을 더 늘어놓습니다. \n\n<color=#a69085>\"1년도 채 지나기 전에 대륙의 절반 이상은 던전 주변으로 뻗어나가는 가시 덩굴로 침식되었네. 그래, 자네들이 있는 버려진 땅처럼 말이야. 탐사를 서두르게, 끔찍한 종말을 맞이하기 전에 던전을 정복해야 할테니.\"</color>", "LinkedEventID": "Event_Fixed8", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF8000"], "IllustKey": "Illustration_KillRedMonsterRat"}, {"Key": "NodeF900", "DevComment": "동료들의 복수는 훌륭하게 마무리 되었지만, 당신은 한편으로 씁쓸함을 느낍니다. 이미 죽은 사람은 돌아올 수 없다는 것을 알기 때문입니다.\n\n보고가 끝나자 단원들이 하나 둘 당신의 주변으로 모여듭니다. 그들은 앞으로의 방향에 대한 당신의 생각을 듣고 싶어합니다.", "LinkedEventID": "Event_Fixed9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF9000", "ChoiceF9001"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF911", "DevComment": "당신이 손사래를 치자 단원들은 머리를 긁으며 각자의 자리로 돌아갑니다.\n\n분명 탐사단장에게는 이미 좋은 계획이 있을 것이 분명합니다!\n\nTIP : [ITEM_ExpeditionHorn]을 사용하여 탐사단 결단을 재개할 수 있습니다.", "LinkedEventID": "Event_Fixed9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF9110"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF1000", "DevComment": "고냥 즉시 게임오버", "LinkedEventID": "Event_Fixed10", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF10000"], "IllustKey": ""}, {"Key": "NodeF1100", "DevComment": "살아나온 것이 기적이라고 생각한 순간 까마귀의 날개짓 소리가 다시금 들려옵니다. 당신이 간신히 정신을 붙잡고 일어서자, 까마귀가 팔 위에 내려앉아 입을 엽니다.\n\n<color=#a69085>\"첫 번째 전멸인가... 그래도 생각보단 오래 버텼군.\"</color>\n\n감독관은 고개를 절레절레 젓고는 한숨을 내쉽니다.\n\n<color=#a69085>\"애초에 준비가 부족했잖나. 포탈 근처에 거점도 없고, 단원도 얼마 없고... 그래도 다시 시작할 기회는 주지.\"</color>", "LinkedEventID": "Event_Fixed11", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF11000"], "IllustKey": ""}, {"Key": "NodeF1200", "DevComment": "까마귀가 당신을 내려다보며 부리를 비뚤게 틀더니, 어딘가 익살맞은 어조로 말합니다.\n\n<color=#a69085>\"이봐, 자네. 내가 도와주는 것도 한계가 있단 말이야. 또 전멸하면 정말 곤란해진다고.\"</color>\n\n잠시 침묵이 흐른 뒤, 감독관의 목소리가 다시 이어집니다.\n\n<color=#a69085>\"다음에 또 무너지면, 난 아무 말도 안 할 걸세.\"</color>\n\n까마귀는 한 쪽 날개를 털고는 다시 안개 속으로 날아오릅니다. 당신은 입술을 다물고, 다시 준비를 시작합니다.", "LinkedEventID": "Event_Fixed12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF12000"], "IllustKey": ""}, {"Key": "NodeF1300", "DevComment": "하루가 채 지나기도 전에, 당신은 단원들을 시켜 수상한 단원을 처리 했습니다.어떻게 이런 일이 일어났는지 알지는 못했지만, 어쨋든 단원들은 안심했습니다. 하지만 마음 한구석에는 찝찝함이 조금 남아있습니다. \n\n'혹시라도 내가 처리한 {0} 가 진짜 {0}이면 어떻게 하지? ' \n\n머리를 흔들며 괜한 생각을 떨쳐냅니다.", "LinkedEventID": "Event_Fixed13", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF13000"], "IllustKey": ""}, {"Key": "NodeF1400", "DevComment": "하루의 시간이 지나갔고, 이제는 {0} 의 처분에 대해 결정을 내려야 할 시간 입니다.", "LinkedEventID": "Event_Fixed14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF14000", "ChoiceF14001"], "IllustKey": ""}, {"Key": "NodeF1410", "DevComment": "<color=#a69085>\"안돼! 난 진짜야! 진짜라고! \"</color>\n\n{0}이 절규 하는 소리를 들으며 당신은 냉정하게 고개를 돌렸습니다. \n\n아무리 봐도 너무 수상합니다. 괜히 모험을 할 필요는 없죠.\n몇몇 단원들의 표정이 묘하게 찜찜해 보이지만 대부분은 안심한 듯 보입니다.", "LinkedEventID": "Event_Fixed14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF14100"], "IllustKey": ""}, {"Key": "NodeF1411", "DevComment": "여러모로 살펴 보았지만 당장 의심스러운 부분은 없었습니다. \n\n의심을 완전히 거두지는 못했지만, 어쨌든 살아 돌아온 것을 환영 해 주어야 겠지요.\n\n찝찝한 뒷맛과 단원들의 수근거림을 뒤로 한 채로 {0}가 돌아온 것을 축하하는 시간을 짧게 가졌습니다.", "LinkedEventID": "Event_Fixed14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF14110"], "IllustKey": ""}, {"Key": "NodeF1500", "DevComment": "당신이 정착지로 돌아오자마자, 두 단원들이 티격태격 하는 모습을 목격 했습니다.\n\n<color=#a69085>\"단장! 아무리 봐도 저녀석 수상 하다니까? 혼자서 갑자기 나타났을 때 부터 수상했어!\"</color>\n\n{1} 이 당신을 보자마자 씩씩거리면서 화를 냅니다.\n그는 자신의 상처를 내밀며 자신이 공격 받았다고 주장합니다.\n\n<color=#a69085>\"단장. 저 녀석이 탐사단의 귀중품을 몰래 손대려는 것을 붙잡았을 뿐이야. 그 과정에서 저 녀석이 혼자 미끄러지고는 내 탓을 하는 거라고!\"</color>\n\n{0}은 당신을 보고 억울한 듯 울상을 짓습니다. ", "LinkedEventID": "Event_Fixed15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF15000", "ChoiceF15001"], "IllustKey": ""}, {"Key": "NodeF1510", "DevComment": "{0}은/는 다시 돌아왔을 때 부터 수상했습니다. 역시 믿을 수 없습니다! \n\n당신은 단원들을 시켜 {0}을 붙잡게 합니다.\n\n{0} 은 발버둥 치며 당신을 간절하게 올려다 봅니다.", "LinkedEventID": "Event_Fixed15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF15100", "ChoiceF15101"], "IllustKey": ""}, {"Key": "NodeF1511", "DevComment": "{0}이 수상했지만, 어쨋든 도둑질을 하려 했던 {1} 이 더 나쁘다고 생각 했습니다.\n\n{0}은 당신의 신뢰에 감사를 표했습니다. ", "LinkedEventID": "Event_Fixed15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF15110"], "IllustKey": ""}, {"Key": "NodeF1600", "DevComment": "<color=#a69085>\"잠깐, 잠깐. 일단 진정해봐.\"</color>\n\n허수아비가 다급하게 당신을 멈춰세웁니다.\n\n<color=#a69085>\"너... 여기 있는게 얼마나 외로운지 알아? 하루 종일 나 혼자라고...\"</color>\n\n당신이 슬쩍 손을 올리자 허수아비는 다시 움찔하며 말을 이어갑니다.\n\n<color=#a69085>\"그래서 외로워서 그랬던거야. 외로워서. 이렇게라도 안하면 아무도 날 봐주지 않는걸.\"</color>\n\n당신은 허수아비의 목소리에서 어떤 간절함을 느낄 수 있습니다.\n\n<color=#a69085>\"아! 좋은 생각이 있어. 너희가 날 데려가는거야 어때?\"</color>", "LinkedEventID": "Event_Fixed16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF16000", "ChoiceF16001"], "IllustKey": "Illustration_Scarecrow"}, {"Key": "NodeF1700", "DevComment": "당신이 상인의 저울을 구매하자 그녀는 당신을 빤히 응시합니다.\n\n<color=#a69085>\"그게 뭔지는 알고 산거야?\"</color>\n\n당신이 고개를 젓자 그럴줄 알았다는 듯 설명합니다.\n\n<color=#a69085>\"그 저울을 이용해서 정식으로 상단실을 건설할 수 있어. 그러면, 길드 상단에서 누군가 그곳을 관리하기 위해서 파견될거야.\"</color>", "LinkedEventID": "Event_Fixed17", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF17000"], "IllustKey": "Illustration_GuildMerchant"}, {"Key": "NodeF1800", "DevComment": "상단실이 건설되자 곧이어 길드로부터 상인이 파견되었습니다. 그녀는 상단실에 짐을 정리하고서는 서류 더미를 들고 당신에게 찾아옵니다.\n\n<color=#a69085>\"뭐야, 여기 단장이 당신이었어? 이거 우연이군...\"</color>\n\n그녀는 뒷말을 흐리더니 목록에서 몇가지 항목들을 짚어가며 설명합니다.\n\n<color=#a69085>\"여기서 부터 여기까지가 유통하게 될 품목들이니까 잘 봐둬. 재고는 내가 주기적으로 채워둘테니 걱정하지 말고.\"</color>\n\n그녀는 당신에게 몇가지 서명을 받은 뒤 상단실로 돌아갑니다.", "LinkedEventID": "Event_Fixed18", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF18000"], "IllustKey": "Illustration_GuildMerchant"}, {"Key": "NodeF1900", "DevComment": "제논과 상호작요하기(퀘스트 갱신용)\n", "LinkedEventID": "Event_Fixed19", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF19000"], "IllustKey": ""}, {"Key": "NodeF2000", "DevComment": "제논과 상호작용하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed20", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF20000"], "IllustKey": ""}, {"Key": "NodeF2100", "DevComment": "제논과 상호작용하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed21", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF21000"], "IllustKey": ""}, {"Key": "NodeF2200", "DevComment": "제논과 상호작용하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed22", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF22000"], "IllustKey": ""}, {"Key": "NodeF2300", "DevComment": "페리온과 상호작용하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed23", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF23000"], "IllustKey": ""}, {"Key": "NodeF2400", "DevComment": "엔도르시와 상호작요하기(퀘스트 갱신용)\n", "LinkedEventID": "Event_Fixed24", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF24000"], "IllustKey": ""}, {"Key": "NodeF2500", "DevComment": "엔도르시와 상호작요하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed25", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF25000"], "IllustKey": ""}, {"Key": "NodeF2600", "DevComment": "엔도르시와 상호작요하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed26", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF26000"], "IllustKey": ""}, {"Key": "NodeF2700", "DevComment": "엔도르시와 상호작요하기(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed27", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF27000"], "IllustKey": ""}, {"Key": "NodeF2800", "DevComment": "오랫동안 방치된 것으로 보이지만, 아직 완전히 기능이 멈춘 것으로 보이지는 않습니다.\n\n배관 곳곳은 부식되어 있고, 주변에는 촉매가 새어나온 듯한 오염수가 고여 있습니다.", "LinkedEventID": "Event_Fixed28", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF28000", "ChoiceF28001"], "IllustKey": "Illustration_DiscardedMagicPowerDevice"}, {"Key": "NodeF2810", "DevComment": "{0}은 조심스럽게 장치의 작동부를 건드리자 진동음과 함께 장치가 깨어나기 시작합니다.\n\n<color=#a69085>\"우웅...\"</color>\n\n용기 안의 촉매가 요동치고, 복잡한 마력 회로가 하나둘 빛을 되찾습니다.\n\n그 짧은 순간, {0}은 마력이 흐르는 원리를 어렴풋이 이해한 듯한 강렬한 영감을 받습니다.\n\n그러나 이내 장치 전체가 거칠게 흔들리기 시작합니다.\n\n<color=#a69085>\"치직... 치지직!\"</color>\n\n다음 순간, 장치가 산산조각 나며 변질된 촉매가 사방으로 폭발합니다.", "LinkedEventID": "Event_Fixed28", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF28100"], "IllustKey": "Illustration_DiscardedMagicPowerDevice"}, {"Key": "NodeF2811", "DevComment": "{0}은 장치를 한 바퀴 둘러본 뒤 아직 멀쩡해 보이는 부품부터 하나씩 떼어냅니다.\n\n쓸만한 것들을 모두 회수하자 폐기된 마력 장치는 완전히 쓸모없는 고철 더미만 남게 되었습니다.", "LinkedEventID": "Event_Fixed28", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF28110"], "IllustKey": "Illustration_DiscardedMagicPowerDevice"}, {"Key": "NodeF2900", "DevComment": "<color=#a69085>\"부우웅-\"</color>\n\n당신이 뿔피리를 불자 단원들이 모여듭니다.\n\n<color=#a69085>\"우리가 탐사 목표를 세우고 달성하는데 새로운 방침이 필요하다네.\"</color>\n\n당신이 목을 가다듬고 이어서 말합니다.\n\n<color=#a69085>\"모두 잘 듣게, 앞으로 우리는...\"</color>", "LinkedEventID": "Event_Fixed29", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF29000", "ChoiceF29001"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeF3000", "DevComment": "<color=#a69085>\"아무래도 목표 달성이 늦어지고 있는 것 같습니다, 단장.\"</color>\n\n탐사 단원들이 최근 탐사단의 목표 달성에 대해 의심을 가지고 있습니다.\n\n<color=#a69085>\"안될 것 같은걸 계속 붙잡고 있는 것도 시간 낭비 아니겠소?\"</color>\n\n분명 금방 완수할 수 있을거라고 생각했지만, 예상 만큼 쉬운 일은 아니었습니다.\n\n당신은 고민에 빠집니다.", "LinkedEventID": "Event_Fixed30", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF30000", "ChoiceF30001"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeF3010", "DevComment": "<color=#a69085>\"흠... 그렇다면야...\"</color>\n\n당신이 곧 목표를 달성하게 될것이라고 장담하자 단원들은 마지못해 고개를 끄덕입니다.\n\n<color=#a69085>\"아무렴, 단장에게 좋은 계획이 있겠지.\"</color>", "LinkedEventID": "Event_Fixed30", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF30100"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeF3011", "DevComment": "당신은 현재의 탐사단 목표가 현실적으로 달성하기 어려운 이유를 단원들에게 설명합니다.\n\n<color=#a69085>\"아니, 이럴거면 애초에 뭐하러 이런 목표를 잡은겁니까?\"</color>\n\n몇몇 단원들이 불만을 내비치며 투덜거립니다.", "LinkedEventID": "Event_Fixed30", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF30110"], "IllustKey": "Illustration_ReturnFromExpedition"}, {"Key": "NodeF3100", "DevComment": "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다.\n\n<color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color>\n\n<color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color>\n\n<color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color>\n\n까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다.\n\n<color=#a69085>\"물론 우쭐하지는 말게나 아직 한참 멀었으니. 앞으로 잘하란 말일세, 알겠나?\"</color>\n\n말을 마친 까마귀는 거친 날갯짓과 함께 어둠 속으로 사라집니다.", "LinkedEventID": "Event_Fixed31", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF31000"], "IllustKey": ""}, {"Key": "NodeF3200", "DevComment": "<color=#a69085>“이제는 여기저기서 자네들 이야기가 들려오더군.”</color>\n\n감독관의 목소리가 까마귀의 부리를 타고 흘러나옵니다.\n\n<color=#a69085>“이제는 제법 탐사단다운 꼴을 갖춘 모양이야. 길드에서도 자네들을 꽤 괜찮은 탐사단으로 취급하기 시작했네.”</color>\n\n<color=#a69085>\"왜 아직 안죽었는지 의문이겠소?\"</color>\n\n당신이 투덜거리자 까마귀가 까악거리며 깃털을 털어냅니다.\n\n<color=#a69085>“너무 그러지 말게. 어쨌거나 앞으로 자네들에 대한 지원도 달라질 걸세. 물론 그만큼 탐사 성과를 내줘야 하겠지만. 그리고, 슬슬 부단장을 임명할 때가 된 것 같더군. 휘장을 줄테니 자네가 임명하게.”</color>\n\n말을 마친 까마귀는 검은 날개를 펼치며 하늘 너머로 사라집니다.", "LinkedEventID": "Event_Fixed32", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF32000"], "IllustKey": ""}, {"Key": "NodeF3300", "DevComment": "부단장으로 임명된 {0}이(가) 당신이 수여하는 휘장을 공손하게 양손으로 받습니다.\n곧이어 뒤돌아서서 기세등등하게 단원들을 바라보며 꼬리로 땅을 세차게 내리칩니다.\n\n<color=#a69085>\"락'토르! 족장이 나를 골랐다. 이제 나는 최고의 전사다.\"</color>\n\n주변의 리자드맨들이 낮은 울음소리를 내며 그의 말을 받아들입니다.\n\n<color=#a69085>\"최고의 전사는 앞에서 싸운다. 족장의 길을 막는 자는 내가 찢는다.\"</color>\n\n{0}이(가) 송곳니를 드러내며 씩 웃습니다.\n\n<color=#a69085>\"내 힘을 보라. 족장의 선택이 옳았음을 모두가 알게 될 것이다.\"</color>", "LinkedEventID": "Event_Fixed33", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF33000"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF3400", "DevComment": "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다.\n\n<color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color>\n\n잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다.\n\n<color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color>\n\n탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.", "LinkedEventID": "Event_Fixed34", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF34000"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF3500", "DevComment": "새롭게 부단장으로 임명된 {0}이(가) 당신이 건네는 휘장을 조용히 받아듭니다. 잠시 눈을 감고 냄새를 맡듯 숨을 들이쉰 뒤, 단원들을 천천히 둘러봅니다.\n\n<color=#a69085>\"괴물들은 언제나 가장 약해 보이는 순간을 노린다. 하지만 그때부터가 시작이지.\"</color>\n\n{0}이(가) 날카로운 송곳니를 드러내며 희미하게 웃습니다.\n\n<color=#a69085>\"피를 흘릴수록, 숨이 거칠어질수록 감각은 더욱 날카로워진다는 사실을 명심해라.\"</color>\n\n단원들의 시선이 자연스럽게 {0}에게 모입니다.\n\n<color=#a69085>\"쓰러질 것 같다고? 허튼소리하지 마라. 끝까지 살아남아, 놈들의 목을 물어뜯어라.\"</color>", "LinkedEventID": "Event_Fixed35", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF35000"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF3600", "DevComment": "당신의 팔뚝에 내려앉은 까마귀가 푸른 눈을 빛냅니다.\n이내 걸걸한 듯한 남성의 목소리가 흘러나옵니다.\n\n<color=#a69085>\"탐사단의 부단장이 공석이라는 보고를 받았네.\"</color>\n\n<color=#a69085>\"그게... 사정이 좀 있었습니다.\"</color>\n\n감독관은 답답하다는 듯 투덜거리더니 잔소리를 이어갑니다.\n\n<color=#a69085>\"탐사단이 더 깊은 곳으로 향할수록, 자네 혼자 모든 것을 감당하기는 어려워질 걸세. 알겠나? 되도록 빠르게 부단장을 다시 임명하도록 하게. \"</color>", "LinkedEventID": "Event_Fixed36", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF36000"], "IllustKey": ""}, {"Key": "NodeF3700", "DevComment": "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다.\n\n<color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color>\n\n잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다.\n\n<color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color>\n\n단원들은 굳은 표정으로 결의를 다집니다.", "LinkedEventID": "Event_Fixed37", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF37000"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF3800", "DevComment": "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다.\n\n<color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color>\n\n모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. \n\n<color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color>\n\n깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.\n", "LinkedEventID": "Event_Fixed38", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF38000"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF3900", "DevComment": "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다.\n\n<color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color>\n\n{0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다.\n\n<color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color>\n\n다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {0}을(를) 제지하자, 모두가 당신의 말을 기다립니다.", "LinkedEventID": "Event_Fixed39", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF39000", "ChoiceF39001"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeF3910", "DevComment": "당신의 말을 들은 단원들의 눈이 커집니다. 그들의 표정은 피로에서 놀라움과 기쁨으로 순식간에 바뀝니다. 대화의 분위기가 순간적으로 부드러워집니다.\n\n<color=#a69085>\"정말입니까, 단장?\"</color>\n\n방금까지 소리치며 화내던 것이 무색하게 {0}이/가 입꼬리를 올린채로 당신에게 묻습니다.\n\n<color=#a69085>\"아무렴, 자네들의 고생을 잘 알고 있네. 이 금화로 당분간의 피로를 풀고 더 힘내줬으면 좋겠군.\"</color>\n\n당신의 결정에 그들의 얼굴에는 웃음이 번지고, 이내 만족한 듯 각자의 자리로 다시 돌아갑니다.", "LinkedEventID": "Event_Fixed39", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF39100"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeF3911", "DevComment": "잠시 주변이 조용해지자 당신은 깊은 숨을 들이쉬고, 천천히 말을 이어갑니다.\n\n<color=#a69085>\"자네들이 얼마나 힘들게 싸우고 있는지, 그리고 우리가 함께 얼마나 많은 어려움을 극복해왔는지 잘 알고 있네. 지금 우리는 중요한 기로에 서 있어. 만약 우리가 이 상황을 잘 넘긴다면 더 큰 보상과 더 좋은 환경을 만들 수 있을 걸세.\"</color>\n\n당신의 말에 단원들의 얼굴에 조금씩 변화가 생기기 시작합니다. {0}의 얼굴에도 약간의 이해와 공감의 표정이 떠오릅니다.\n\n<color=#a69085>\"현재 자원은 부족하지만, 곧 해결될걸세. 그때까지 조금만 더 견디고 힘을 모아주게. 부탁하네.\"</color>\n\n<color=#a69085>\"알겠습니다, 단장. 당신의 진심이 느껴집니다. 우리가 조금 더 힘을 내지요.\"</color>\n\n{0}을/를 비롯해 다른 단원들도 고개를 끄덕이며 동의합니다. 힘겨운 상황이지만 단원들은 당신의 진정성 있는 이야기에 납득하고 다시금 결의를 다집니다.", "LinkedEventID": "Event_Fixed39", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF39110"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeF3912", "DevComment": "당신의 설득에 잠시 조용해지나 싶었지만, 단원들의 불만은 쉽게 가라앉지 않았습니다. {0}가 다시 한번 크게 외칩니다.\n\n<color=#a69085>\"더 이상 감언이설로 우리를 달래려 하지 마시오! 이미 참을 만큼 많이 참았고, 진정하고 단장의 이야기를 시간은 지났습니다!\"</color>\n\n단원들의 불만은 점점 더 커지고, 방 안의 긴장감은 더욱 고조됩니다. 안타깝게도 당신의 시도는 실패로 돌아갔고, 그들은 여전히 분노와 피로에 찬 상태로 당신을 바라봅니다. \n\n상황은 더욱 위태로워지고, 단원들의 스트레스는 당장이라도 터질 것 같습니다. 대화 끝에 아무것도 해결된 것이 없자 무거운 공기가 맴돕니다.", "LinkedEventID": "Event_Fixed39", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF39120"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeF4000", "DevComment": "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다.\n\n<color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color>\n\n당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다.\n\n<color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color>\n\n당신의 신호에 잔을 부딪힌 단원들이 단숨에 축배를 들이킵니다.", "LinkedEventID": "Event_Fixed40", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF40000"], "IllustKey": "Illustration_SuccessfulExpedition"}, {"Key": "NodeF4100", "DevComment": "이번 탐사의 성과를 축하하기 위해 단원들이 하나둘 모여듭니다. 갑옷에는 아직도 오물과 먼지가 묻어 있었지만, 누구 하나 이를 신경 쓰지 않습니다. 모두가 주목하자 당신이 외칩니다.\n\n<color=#a69085>\"우리는 저 빌어먹을 땅굴을 정복했소. 썩어가는 폐기물과 흉측한 괴물들을 모두 무너뜨렸지.\"</color>\n\n단원들은 서로의 등을 두드리며 환호성을 터뜨립니다. 웃음소리가 곳곳에 울려 퍼집니다.\n\n<color=#a69085>\"하지만 이것은 끝이 아니오. 재앙의 심장은 아직 더 깊은 곳에서 우리를 기다리고 있소. 오늘의 승리를 가슴에 새기고, 내일은 더 깊은 어둠을 향해 나아갑시다!\"</color>\n\n당신의 신호와 함께 단원들은 힘찬 함성을 내지르며 함께 승리를 기념합니다.", "LinkedEventID": "Event_Fixed41", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF41000"], "IllustKey": "Illustration_SuccessfulExpedition"}, {"Key": "NodeF4200", "DevComment": "신규추가 - 2레벨 2명만들기 퀘스트 + 여신상 건설", "LinkedEventID": "Event_Fixed42", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF42000"], "IllustKey": ""}, {"Key": "NodeF4300", "DevComment": "돈을 돌려주는 식으로 동작", "LinkedEventID": "Event_Fixed43", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF43000"], "IllustKey": ""}, {"Key": "NodeF4400", "DevComment": "(퀘스트 갱신용)", "LinkedEventID": "Event_Fixed44", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceF44000"], "IllustKey": ""}, {"Key": "NodeF4500", "DevComment": "당신은 거대한 유리관 안에 잠든 고블린들을 발견합니다. 하지만 녹색 피부의 고블린들과 달리, 피부는 푸른빛을 띠고 있으며 체격도 훨씬 건장합니다.\n\n유리관은 정체를 알 수 없는 액체로 가득 차 있고, 표본은 마치 잠든 것처럼 고요히 떠 있습니다.\n\n유리관에는 용도를 짐작하기 어려운 버튼과 레버들이 복잡하게 연결되어 있습니다.", "LinkedEventID": "Event_Fixed45", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF45000", "ChoiceF45001"], "IllustKey": ""}, {"Key": "NodeF4510", "DevComment": "유리관 속 액체가 천천히 소용돌이치고, 잠들어 있던 고블린의 손가락이 미세하게 움직입니다.\n\n잠시 후, 굳게 감겨 있던 눈이 천천히 떠집니다. 당신은 그들이 위험한 존재라는 것을 직감합니다.", "LinkedEventID": "Event_Fixed45", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF45100"], "IllustKey": ""}, {"Key": "NodeF4511", "DevComment": "버튼을 누르거나 레버를 당겨도 장치는 아무런 반응도 보이지 않습니다. 오랜 세월이 흐르며 이미 핵심 기능은 완전히 망가져 버린 모양입니다.\n\n장치를 둘러보던 중, 수납함 안에 보관되어 있던 몇 권의 낡은 서적을 발견합니다.", "LinkedEventID": "Event_Fixed45", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF45110"], "IllustKey": ""}, {"Key": "NodeF4600", "DevComment": "기이한 틈새\n", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46000", "ChoiceF46001", "ChoiceF46002"], "IllustKey": ""}, {"Key": "NodeF4610", "DevComment": "1스택\n", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46100", "ChoiceF46101", "ChoiceF46102"], "IllustKey": ""}, {"Key": "NodeF4620", "DevComment": "2스택 - 몬스터 고기에 보상 추가하기", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46200", "ChoiceF46201", "ChoiceF46202"], "IllustKey": ""}, {"Key": "NodeF4630", "DevComment": "3스택", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46300", "ChoiceF46301", "ChoiceF46302"], "IllustKey": ""}, {"Key": "NodeF4640", "DevComment": "4스택", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46400", "ChoiceF46401", "ChoiceF46402"], "IllustKey": ""}, {"Key": "NodeF4650", "DevComment": "5스택", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46500", "ChoiceF46501", "ChoiceF46502"], "IllustKey": ""}, {"Key": "NodeF4660", "DevComment": "6스택", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46600", "ChoiceF46601", "ChoiceF46602"], "IllustKey": ""}, {"Key": "NodeF4670", "DevComment": "최종 보상", "LinkedEventID": "Event_Fixed46", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF46700"], "IllustKey": ""}, {"Key": "NodeF4700", "DevComment": "가시 덩굴 너머로 까마귀가 날아와 당신의 팔에 내려앉습니다.\n눈이 푸르게 빛나고, 남성의 목소리가 흘러나옵니다. \n\n<color=#a69085>\"던전은 우리가 알던 것 보다 더 위험한 장소가 되어가고 있네. 우선 표준 길드 지침에 따라 그곳에서 살아남기 위한 기본적인 준비를 갖추도록 하게.\"</color>\n\n<color=#a69085>\"걱정 마시오 감독관. 주의사항은 모두 숙지하고 있으니.\"</color>\n\n당신의 대답에 그는 못 미덥다는 듯한 반응을 보입니다. \n\n<color=#a69085> \"꽤나 자신만만하군... 뭐, 직접 겪어보면 알걸세. 무운을 빌도록 하지 탐사단장.\"</color>", "LinkedEventID": "Event_Fixed47", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF47000"], "IllustKey": ""}, {"Key": "NodeF4800", "DevComment": "기본적인 정착지 건설이 완료되었다는 보고를 들은 감독관은 담담한 목소리로 입을 엽니다.\n\n<color=#a69085>\"그럼 이제야 탐사를 시작할 수 있겠군. 자네도 알다시피 가증스러운 가시 덩굴은 지금 이 순간에도 대륙을 집어삼키고 있네.\"</color>\n\n그는 잠시 말을 멈추더니 낮게 덧붙입니다.\n\n<color=#a69085>\"탐사단은 대륙 각지로 파견되지만 버려진 땅에서 살아남은 곳은 많지 않아. 방심하지 말게나.\"</color>\n\n할 말을 마친 까마귀가 날개를 퍼덕이며 날아오릅니다.", "LinkedEventID": "Event_Fixed48", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF48000"], "IllustKey": ""}, {"Key": "NodeF4900", "DevComment": "기본적인 거점 구축을 완료했지만 탐사단은 이제 막 구색을 갖추었을 뿐입니다.\n\n보고가 끝나자 단원들이 하나 둘 당신의 주변으로 모여듭니다. 그들은 앞으로의 방향에 대한 당신의 생각을 듣고 싶어합니다.", "LinkedEventID": "Event_Fixed49", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF49000", "ChoiceF49001"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeF4911", "DevComment": "당신이 손사래를 치자 단원들은 머리를 긁으며 각자의 자리로 돌아갑니다.\n\n분명 탐사단장에게는 이미 좋은 계획이 있을 것이 분명합니다!\n\nTIP : [ITEM_ExpeditionHorn]을 사용하여 탐사단 결단을 재개할 수 있습니다.\n탐사단 결단을 수행하여 소정의 공헌도를 획득 할 수 있습니다.", "LinkedEventID": "Event_Fixed49", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceF49110"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeN000", "DevComment": "행색을 보니 길드에서 던전으로 파견한 상인입니다.\n그녀는 물건들을 정리하며 기록을 남기다가, 당신이 다가오자 귀를 쫑긋합니다.\n\n<color=#a69085>\"저기 바위 덩어리 보이지? 지금은 움직이지 않는데 곧 길드에서 조사를 위해 사람들을 파견할거라고 하더군. \"</color>\n\n<color=#a69085>\"이럴수가... 우린 갖은 고생을 해서 여기까지 왔단 말이오.\"</color>\n\n당신의 말에 그녀는 눈썹 한쪽을 올리고 생각하더니 이내 혀를 찹니다.\n\n<color=#a69085>\"아쉽지만 던전 더 깊숙한 곳은... 들어갈 수 없게 막혀있어. 지금 네가 탐사할 수 있는 곳은 여기까지야.\"</color>", "LinkedEventID": "Event_Npc0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN0000", "ChoiceN0001"], "IllustKey": "Illustration_GuildMerchant"}, {"Key": "NodeN100", "DevComment": "남자가 큰 가방을 매고 이곳이 익숙한 듯 한가한 표정으로 쉬고 있습니다.\n\n그러다 당신과 눈을 마주치자 손짓합니다.\n\n<color=#a69085>\"이봐, 여기 좋은 물건들이 있어. 좀 보고 가는게 어때?\"</color>\n\n당신이 수상쩍은 눈빛을 보내지만 그에게서 적대감은 느껴지지 않는 것 같습니다.\n\n<color=#a69085>\"이건 전부 어디서 구한 것들이오?\"</color>\n\n<color=#a69085>\"글쎄... 그냥 여기저기 돌아다니면서 쓸만한걸 모아둔거야.\"</color>\n\n그는 껄껄 웃으며 물건들을 진열합니다.", "LinkedEventID": "Event_Npc1", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN1000", "ChoiceN1001"], "IllustKey": "Illustration_VeilSilenceMerchant"}, {"Key": "NodeN200", "DevComment": "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다.\n\n그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다.\n\n당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다.\n\n<color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color>\n\n그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다.\n\n<color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼.\"</color>", "LinkedEventID": "Event_Npc2", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN2000", "ChoiceN2001"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN210", "DevComment": "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다.\n\n그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다.\n\n<color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color>\n\n그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.", "LinkedEventID": "Event_Npc2", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN2100"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN300", "DevComment": "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다.\n\n<color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color>\n\n막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다.\n\n<color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color>\n\n그는 수첩에 정신없이 몇 줄을 적어 내려갑니다.\n\n<color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color>\n\n잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다.\n\n<color=#a69085>\"포자충을 조금 더 조사해 줘. 놈들이 뿌리는 저 포자의 정체를 알고 싶어.\"</color>", "LinkedEventID": "Event_Npc3", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN3000", "ChoiceN3001"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN310", "DevComment": "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다.\n\n<color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color>\n\n그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다.\n\n<color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color>\n\n그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.", "LinkedEventID": "Event_Npc3", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN3100"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN400", "DevComment": "당신이 다가와도 제논은 별다른 반응 없이 수첩을 넘기다가, 잠시 뒤 입을 엽니다.\n\n<color=#a69085>\"왔군.\"</color>\n\n그는 펼쳐진 기록 한쪽을 손가락으로 두드립니다. 거기에는 커다란 벌레의 스케치와 관찰 기록이 빼곡히 적혀 있습니다.\n\n<color=#a69085>\"이 녀석은 정말 이해할 수가 없어. 성체는 거대한 몸집을 가졌는데도 스스로 움직일수도 없지. 저런 생물이 어떻게 그 덩치를 유지하는 걸까?\"</color>\n\n그는 메모 한 장을 찢어 당신에게 건넵니다.\n\n<color=#a69085>\"고기 벌레를 조사해 줘. 놈의 비밀을 알고 싶군.\"</color>", "LinkedEventID": "Event_Npc4", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN4000", "ChoiceN4001"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN410", "DevComment": "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다.\n\n<color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color>\n\n그는 다시 연구에 몰두하기 시작합니다.", "LinkedEventID": "Event_Npc4", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN4100"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN500", "DevComment": "제논은 수첩을 몇 장 넘기더니 검붉은 벌레가 그려진 페이지를 펼쳐 보입니다.\n\n<color=#a69085>\"피를 빨아먹는 벌레가 하나 있는데, 이상하게도 고블린 주술사들이 그걸 애지중지하며 가지고 다닌다고 하더군.\"</color>\n\n그는 잠시 생각에 잠긴 듯 턱을 괸 채 말을 잇습니다.\n\n<color=#a69085>\"그놈들은 지적 탐구와는 거리가 멀지. 멍청하고 더럽고! 음, 무슨 이야기를 하고 있었더라.\"</color>\n\n그는 머리를 긁더니 당신에게 고개를 돌립니다.\n\n<color=#a69085>\"이번에는 살아있는걸 내 두눈으로 직접 봐야겠어.\"</color>", "LinkedEventID": "Event_Npc5", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN5000", "ChoiceN5001"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN510", "DevComment": "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다.\n\n<color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color>\n\n그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.", "LinkedEventID": "Event_Npc5", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN5100"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN600", "DevComment": "곤충 연구를 하느라 당신에게 관심이 없어보입니다.", "LinkedEventID": "Event_Npc6", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN6000"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN700", "DevComment": "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다.\n\n잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다.\n\n<color=#a69085>\"오... 흥미롭군.\"</color>\n\n그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다.\n\n<color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color>\n\n그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.", "LinkedEventID": "Event_Npc7", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN7000"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN800", "DevComment": "당신이 조사 결과를 건네자 제논은 말없이 수첩을 펼쳐 내용을 훑어봅니다.\n\n<color=#a69085>\"오... 놀라운 발견이야.\"</color>\n\n그는 고개를 위로 젓히고 양손으로 가면을 감싸안으며 포자충을 바라보며 중얼거립니다.\n\n<color=#a69085>\"이 포자는 생체 조직을 조금씩 분해하고 있었어. 독도 산도 아닌, 완전히 새로운 방식이야... 이럴수가!\"</color>\n\n그는 정신없이 수첩을 몇 줄 더 채워 넣더니, 만족스러운 듯 고개를 끄덕입니다.\n\n<color=#a69085>\"다음에도 연구를 도와주면 좋겠군.\"</color>", "LinkedEventID": "Event_Npc8", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN8000"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN900", "DevComment": "당신이 조사 자료를 건네자 제논이 빠르게 훑어봅니다. 잠시 침묵이 흐르더니 그가 양손으로 머리를 움켜잡습니다.\n\n<color=#a69085>\"아... 그래! 이거였어! 내가 이걸 왜 이제야 깨달았지?\"</color>\n\n그는 흥분한 듯 수첩을 펼쳐 정신없이 기록을 적어 내려갑니다.\n\n<color=#a69085>\"녀석은 먹이를 찾는 생물이 아니었군. 이 계층 자체를 구성하는 거대한 생명체의 살점에 기생해 영양분을 흡수하고 있었어.\"</color>\n\n그는 기쁨으로 몸을 비틀며 어쩔 줄 몰라합니다.\n\n<color=#a69085>\"하... 아주 영리한 생존 전략이야! 최고잖아!\"</color>", "LinkedEventID": "Event_Npc9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN9000"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN1000", "DevComment": "당신이 지옥 거머리를 건네자 제논이 망설임 없이 자신의 로브 안으로 그것을 집어넣습니다. 그는 이내 입꼬리를 올립니다.\n\n<color=#a69085>\"아... 그래. 그런거였군!\"</color>\n\n그는 거머리를 다시 떼어내고 잠시 몽롱한 듯 비틀거리더니 수첩을 꺼내듭니다.\n\n<color=#a69085>\"놈들은 강렬한 고통... 그리고 환각을 통해 영적인 감각을 억지로 각성시키고 있던거야.\"</color>\n\n그는 당신이 옆에 있다는걸 금방 잊어버린 듯 중얼거립니다.\n\n<color=#a69085>\"이 환각을 유발하는 원리에 대해서 좀 더 여러 가설을 세워볼 필요가 있겠어. 우선은...\"</color>", "LinkedEventID": "Event_Npc10", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN10000"], "IllustKey": "Illustration_Xenon"}, {"Key": "NodeN1100", "DevComment": "골렘 잔해를 조사하고 있다. \n그는 매우 피곤해 보입니다.", "LinkedEventID": "Event_Npc11", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN11000"], "IllustKey": "Illustration_Perion"}, {"Key": "NodeN1200", "DevComment": "바닥에 쭈그려 앉아 파괴된 골렘의 잔재를 살펴보던 그는 피곤한 듯 천천히 당신을 돌아봅니다.\n\n<color=#a69085>\"마법 제국이 몰락한 지도 오래되었소. 던전에 남겨진 많은 것들이 지금은 그 의미조차 잊혀졌지.\"</color>\n\n그는 주변에 흩어진 기록들을 천천히 정리하며 말을 잇습니다.\n\n<color=#a69085>\"하지만 제국이 사용하다 폐기한 장치들이 아직 남아 있다면... 던전을 이해하는 데 큰 도움이 될 것이오.\"</color>\n\n그는 당신에게 스케치 그려 보여줍니다.\n\n<color=#a69085>\"이렇게 생긴 마력 장치를 발견한다면 내게 알려주겠소?\"</color>", "LinkedEventID": "Event_Npc12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN12000", "ChoiceN12001"], "IllustKey": "Illustration_Perion"}, {"Key": "NodeN1210", "DevComment": "당신이 요청을 수락하자 그는 피곤한 기색으로 고개를 끄덕입니다.\n\n<color=#a69085>\"무리하지는 마시오. 약간의 조사로 충분하오.\"</color>", "LinkedEventID": "Event_Npc12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN12100"], "IllustKey": "Illustration_Perion"}, {"Key": "NodeN1300", "DevComment": "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다.\n\n<color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color>\n\n그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다.\n\n<color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color>\n\n그는 머리가 아픈 듯 한숨을 내쉽니다.", "LinkedEventID": "Event_Npc13", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN13000"], "IllustKey": ""}, {"Key": "NodeN1400", "DevComment": "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다.\n\n괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다.\n\n<color=#a69085>\"뭐야, 또 너야?\"</color>\n\n잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다.\n\n<color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color>\n\n그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.", "LinkedEventID": "Event_Npc14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN14000", "ChoiceN14001", "ChoiceN14002"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1411", "DevComment": "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다.\n\n<color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color>\n\n활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다.\n\n<color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color>\n\n당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.", "LinkedEventID": "Event_Npc14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN14110", "ChoiceN14111"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1420", "DevComment": "<color=#a69085>\"후우...\"</color>\n\n그녀는 감정을 억누르듯 숨을 내쉽니다.\n\n<color=#a69085>\"놈이 발을 구르기 시작하면 조심해. 곧 돌진한다는 신호니까.\"</color>", "LinkedEventID": "Event_Npc14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN14200"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1500", "DevComment": "그녀는 말없이 사냥감을 해체하고 있습니다.", "LinkedEventID": "Event_Npc15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN15000"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1600", "DevComment": "그녀는 사냥감을 갈무리하던 중, 당신의 기척을 느끼고 재빠르게 몸을 돌립니다.\n\n<color=#a69085>“거기서 더 다가오지 않는 게 좋을 거야.”</color>\n\n그녀의 눈빛은 매섭게 당신을 겨누고 있고, 손은 언제든 활시위를 당길 수 있도록 걸려 있습니다.\n\n당신은 천천히 두 손을 들어 보이며 한 걸음 뒤로 물러섭니다.\n\n<color=#a69085>“적대할 생각은 없소.”</color>\n\n<color=#a69085>“…길드 탐사단 놈들은 믿을 게 못 되지. 하나같이 약해빠졌고.”</color>\n\n그녀는 발치에 널브러진 거대한 짐승의 사체를 가리키며 비웃습니다.\n\n<color=#a69085>“아마 오래 못 가 머모크 밥이나 될걸?”</color>\n\n탐사 단원 몇이 그녀의 노골적인 도발에 얼굴을 굳히며 앞으로 나서려 합니다.\n\n하지만 당신이 손을 들어 그들을 제지합니다.", "LinkedEventID": "Event_Npc16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN16000", "ChoiceN16001"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1610", "DevComment": "그녀의 곁에 쌓인 사냥감 더미에서는 아직 피 냄새가 진하게 풍기고 있습니다.\n\n<color=#a69085>“놈들은 냄새를 잘 맡아. 약한 놈, 겁먹은 놈부터 먼저 뜯어먹지.”</color>\n\n그녀는 짧게 코웃음을 칩니다.\n\n<color=#a69085>\"그러니 충고하건데, 허세보다는 실력을 키우는게 좋을거야.\"</color>", "LinkedEventID": "Event_Npc16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN16100"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1700", "DevComment": "당신이 말을 걸자 그녀는 주변 바위에 걸터앉습니다.\n\n<color=#a69085>“고작 머모크를 사냥한 것 정도로 우쭐해지진 마.”</color>\n\n그녀가 품속에서 하얀 털가죽 한 조각을 꺼내 보입니다.\n\n<color=#a69085>“이 근방엔 가끔 흰 녀석이 나타나거든. 보통 놈들보다 모습을 잘 들어내진 않지만 지능이 매우 높아서 간단한 수준의 마법까지 구사할 수 있지.”</color>\n\n그녀는 털가죽을 손끝으로 쓸어내리 무시하듯 말을 덧붙입니다.\n\n<color=#a69085>\"혹시 너무 무서워서 겁에 질려버린건 아니겠지?”</color>", "LinkedEventID": "Event_Npc17", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN17000", "ChoiceN17001"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1710", "DevComment": "그녀는 당신에 대답에 피식 웃습니다.\n\n<color=#a69085>“흰 머모크는 보통 짐승이 아니야. 놈들은 사람을 보면 도망치는 대신… 사냥하지.”</color>\n\n그녀의 손끝이 활시위를 천천히 튕깁니다.\n\n<color=#a69085>“겁먹는 것도 부끄러워할 일은 아니야. 난 아니지만.”</color>\n\n잠시 후, 그녀가 당신을 흘겨보며 어깨를 으쓱합니다.\n\n<color=#a69085>“정 무섭다면 언제든 그만둬도 돼.”</color>", "LinkedEventID": "Event_Npc17", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN17100"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1800", "DevComment": "그녀는 뭔가 마음에 안드는 듯 돌멩이를 발끝으로 툭 차며 말을 잇습니다.\n\n<color=#a69085>\"너희들 생각보다 제법인데. 정말이야 이건.\"</color>\n\n하지만 곧이어 무엇인가 떠올리며 생각에 잠깁니다.\n\n<color=#a69085>“그거 알아? 이 근방의 슬로겔 무리를 이끄는 우두머리가 하나 있어. 난 그놈을 알파라고 불러. 다른 슬로겔이랑 비교하면 안 돼. 놈은 몸집부터가 다르고… 한번 날뛰기 시작하면 주변의 모든걸 녹여버리지...”</color>\n\n잠시 말끝을 흐린 그녀는 괜히 아무렇지 않은 척 활시위를 손끝으로 툭 튕깁니다.\n\n<color=#a69085>“뭐, 난 여태 굳이 그런 걸 상대할 이유가 없었을 뿐이지만.”</color>\n\n그리고는 당신을 위아래로 훑으며 피식 웃습니다.\n\n<color=#a69085>“녀석을 만난다면 도망쳐. 혹시 기고만장해져서 녀석도 어떻게 해볼 생각이라면 그만두는게 좋을거야.”</color>", "LinkedEventID": "Event_Npc18", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN18000", "ChoiceN18001"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1810", "DevComment": "당신의 말을 들은 그녀는 잠시 말을 잃었다가, 이내 미간을 찌푸리며 헛웃음을 터뜨립니다.\n\n<color=#a69085>“……뭐? 너 미쳤어?”</color>\n\n그녀는 믿기지 않는다는 듯 당신을 훑어봅니다.\n\n<color=#a69085>“놈은 보통 괴물이 아니야. 잘못 덤볐다간 형체도 안남을거라고.”</color>\n\n그리고는 곧 표정을 정리한 채 피식 웃습니다.\n\n<color=#a69085>“뭐, 그래. 그렇게 죽고 싶다면야...”</color>", "LinkedEventID": "Event_Npc18", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN18100"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN1900", "DevComment": "엔도르시는 당신이 가져온 머모크의 흔적을 확인하더니 눈썹을 살짝 치켜올립니다.\n\n<color=#a69085>“…흥.”</color>\n\n잠시 말없이 흔적을 살펴보던 그녀가 피식 웃습니다.\n\n<color=#a69085>“적어도 머모크 밥이 되진 않았군. 뭐... 단순히 운이 좋았던 거겠지만.”</color>\n\n그녀는 별거 아니라는 듯 피식 웃어보이며 당신에게 금화를 던집니다..\n\n<color=#a69085>\"자, 이건 목숨 값이야.\"</color>", "LinkedEventID": "Event_Npc19", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN19000"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN2000", "DevComment": "당신이 흰 머모크의 머리를 내려놓자, 그녀의 손이 잠시 멈춥니다. 그리고 아무 말 없이 그것을 집어 들어 천천히 살펴봅니다.\n\n<color=#a69085>\"진짜였네. 흐음... 난 네놈들이 겁먹고 도망칠 줄 알았거든.”</color>\n\n그녀는 흰 털가죽을 손끝으로 쓸어내리며 당신을 바라봅니다.\n\n<color=#a69085>“…아주 조금은 인정해줄게.”</color>", "LinkedEventID": "Event_Npc20", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN20000"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN2100", "DevComment": "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다.\n\n<color=#a69085>“놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.”</color>\n\n하지만 그러다 결국 더 이상 할 말을 찾지 못합니다.\n\n<color=#a69085>“……하.”</color>\n\n그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다.\n\n<color=#a69085>“젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...”</color>\n\n그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.", "LinkedEventID": "Event_Npc21", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN21000"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN2200", "DevComment": "당신이 사냥의 결과를 전하자 그녀는 천천히 눈을 감았다가 이내 작게 숨을 내쉽니다.\n\n<color=#a69085>\"...끝났구나.\"</color>\n\n잠시 하늘을 올려다보던 그녀가 희미하게 미소 짓습니다.\n\n<color=#a69085>\"언니도 이제는 편히 쉴 수 있겠지.\"</color>\n\n그녀는 활을 어깨에 메고 당신을 바라봅니다.\n\n<color=#a69085>\"약속은 지킬게. 먼저 정착지로 가 있을 테니까, 나중에 거기서 보자.\"</color>", "LinkedEventID": "Event_Npc22", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN22000"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN2300", "DevComment": "그녀는 재고를 관리하던 중 당신을 맞이합니다.\n\n<color=#a69085>\"길드에서는 다양한 물건들을 취급하는 편이야. 아, 물론 던전에서만 구할 수 있는 것들은 우리가 유통하기 어렵지만...\"</color>", "LinkedEventID": "Event_Npc23", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN23000", "ChoiceN23001"], "IllustKey": "Illustration_GuildMerchant"}, {"Key": "NodeN2400", "DevComment": "그녀의 주변에는 손질을 마친 가죽과 뼈가 가지런히 놓여 있습니다.\n\n<color=#a69085>\"필요한 게 있으면 가져가. 값만 제대로 치르면 돼.\"</color>", "LinkedEventID": "Event_Npc24", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN24000", "ChoiceN24001"], "IllustKey": "Illustration_Endrossi"}, {"Key": "NodeN2500", "DevComment": "그녀는 불만스러운 표정입니다.\n\n<color=#a69085>\"이봐 탐사단장, 상단실이 없으면 거래할 수 없어.\"</color>", "LinkedEventID": "Event_Npc25", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN25000"], "IllustKey": "Illustration_GuildMerchant"}, {"Key": "NodeN2600", "DevComment": "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다.\n\n당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다.\n\n<color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color>\n\n그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다.\n\n- 오늘만 특별 할인!\n\n<color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color>\n\n그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.", "LinkedEventID": "Event_Npc26", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN26000", "ChoiceN26001"], "IllustKey": "Illustration_FesteringBurrowMerchant"}, {"Key": "NodeN2700", "DevComment": "페리온은 골렘의 파편을 관찰하고 있습니다. 그는 당신이 다가와도 멈추지 않은 채 입을 엽니다.\n\n<color=#a69085>\"...덕분에 조사에 큰 진전이 있었소.\"</color>\n\n그는 마음에 들지 않는 듯 한쪽으로 머리를 쓸어 넘깁니다.\n\n<color=#a69085>\"하지만 아직 던전에 대해 모르는 것이 너무 많군. 스스로 직접 들어가서 보는게 아니니 답답할 지경이오.\"</color>", "LinkedEventID": "Event_Npc27", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN27000", "ChoiceN27001"], "IllustKey": "Illustration_Perion"}, {"Key": "NodeN2710", "DevComment": "<color=#a69085>\"탐사단이라... 던전 깊은 곳을 조사하려면 나쁘지 않은 선택이겠소.\"</color>\n\n잠시 임무 서류를 훑어본 뒤 나지막이 중얼거립니다.\n\n<color=#a69085>\"하지만 아직 제국에서 연구에 사용했던 생체 표본을 조사하라는 지시가 남아 있소. 분명 당시에도 금지되어 있었을텐데, 그들은 살아 있는 생물로도 실험을 했던 모양이오...\"</color>\n\n그는 여전히 피곤한 기색으로 당신에게 약속합니다.\n\n<color=#a69085>\"그 조사만 도와준다면, 이후에는 탐사단에 합류하겠소.\"</color>", "LinkedEventID": "Event_Npc27", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN27100", "ChoiceN27101"], "IllustKey": "Illustration_Perion"}, {"Key": "NodeN2720", "DevComment": "당신이 고개를 끄덕이자 페리온도 조용히 고개를 끄덕입니다.\n\n<color=#a69085>\"알겠소.\"</color>\n\n그는 임무 서류를 다시 정리하며 기록을 이어갑니다.\n\n<color=#a69085>\"표본을 발견하면 다시 찾아와 주시오.\"</color>", "LinkedEventID": "Event_Npc27", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN27200"], "IllustKey": "Illustration_Perion"}, {"Key": "NodeN2800", "DevComment": "페리온은 당신이 가져온 조사 기록을 한동안 말없이 훑어봅니다.\n\n<color=#a69085>\"놀랍군... 이건 단순히 살아있는 생물에 대한 마법 실험이 아니라, 그들이 고대의 존재들까지 연구 대상으로 삼고 있었다는걸 의미하오.\"</color>\n\n곧이어 잠시 고민하더니 작게 한숨을 내쉽니다.\n\n<color=#a69085>\"무엇을 이루려 했는지는... 지금으로서 알 길이 없군.\"</color>\n\n그는 곁에 놓인 서류를 차곡차곡 정리해 가방에 넣습니다.\n\n<color=#a69085>\"약속은 지키겠소. 남은 일만 마무리하고 정착지로 가겠소. 앞으로는 탐사단에 소속되어 직접 던전을 조사하도록 하지.\"</color>", "LinkedEventID": "Event_Npc28", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceN28000"], "IllustKey": ""}, {"Key": "NodeR000", "DevComment": "히든노드시작 전 해야하는 일 : 도플갱어 유닛을 추가한다.", "LinkedEventID": "Event_Random0", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceR0000"], "IllustKey": ""}, {"Key": "NodeR010", "DevComment": "<color=#a69085>\"이번 탐사도 고단했어! 당장 따뜻한 침대에서 푹 자고 싶....\"</color>\n\n큰 소리로 기지개를 펼치며 포탈 앞에서 {0}이 나타났습니다!\n몇몇 단원들의 안색이 창백하게 물들어 갑니다. \n\n{0}은 던전에서 돌아오지 못했었는데, 이렇게 돌아오다니!", "LinkedEventID": "Event_Random0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR0100"], "IllustKey": ""}, {"Key": "NodeR020", "DevComment": "아무래도 신중한 판단을 위해서 {0}을/를 자세히 살펴 봐야 할 것 같습니다.", "LinkedEventID": "Event_Random0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR0200"], "IllustKey": ""}, {"Key": "NodeR100", "DevComment": "{0}이 단원들과 노름판을 벌이고 주사위 내기를 하는 것을 당신이 빤히 바라보자, 그의 관심이 당신에게로 향합니다.\n\n<color=#a69085>\"마침 잘 오셨습니다 단장. 저랑 승부 한판 어떠십니까?\"</color>\n\n그는 간단하게 게임 규칙을 설명합니다.\n\n<color=#a69085>\"오직 운으로만 결정되니 그 무엇도 이 보다 공평할 수는 없을 겁니다.\"</color>\n\n그가 당신의 대답을 기다리며 응시합니다.", "LinkedEventID": "Event_Random1", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR1000", "ChoiceR1001", "ChoiceR1002"], "IllustKey": "Illustration_GamblingTime"}, {"Key": "NodeR110", "DevComment": "당신이 이겼습니다.\n\n{0}은 표정을 구긴채로 자리를 털고 일어납니다.\n\n<color=#a69085>\"이번에는 운이 좋았소 단장!\"</color>", "LinkedEventID": "Event_Random1", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR1100"], "IllustKey": "Illustration_GamblingTime"}, {"Key": "NodeR111", "DevComment": "당신이 졌습니다.\n\n금화를 건내는 당신의 두 손이 부들부들 떨립니다. {0}이 실실 웃으며 금화를 가져갑니다.", "LinkedEventID": "Event_Random1", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR1110"], "IllustKey": "Illustration_GamblingTime"}, {"Key": "NodeR112", "DevComment": "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다.\n\n<color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color>\n\n당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.", "LinkedEventID": "Event_Random1", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR1120"], "IllustKey": "Illustration_GamblingTime"}, {"Key": "NodeR200", "DevComment": "휘잉~ 쿵!!\n\n요란한 소리에 당신이 밖으로 나서자 형형색색의 유려한 깃털을 가진, 방금 추락한 것으로 보이는 새의 주변으로 단원들이 모여있습니다. \n\n그들이 서로 격렬하게 실랑이를 벌이던 와중, {0}이(가) 당신을 발견합니다.\n\n<color=#a69085>\"단장, 이건.. 천색조입니다 신비한 아름다움을 가져 예로부터 귀하게 여겨지던 영물이지요. 그런데 여기 이 야만인이 천색조를 잡아먹겠다고 합니다. 이건 말도 안됩니다!\"</color>\n\n{0}의 이야기에 새를 잡은 {1}이(가) 흥분한 듯 반응합니다.\n\n<color=#a69085>\"엔'토크! 란즈라이! 단장, 강한자가 먹고 약하면 먹혀야 한다. 우리는 강하니 먹어야 한다, 이 새를. 어째서 말리는 것인지 이해할 수 없다!!\"</color>\n\n두 사람이 당신의 대답을 기다리며 응시합니다.", "LinkedEventID": "Event_Random2", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR2000", "ChoiceR2001", "ChoiceR2002"], "IllustKey": "Illustration_ThousandColoredBird"}, {"Key": "NodeR210", "DevComment": "당신이 길드에 연락해 천색조를 포획한 사실을 알리자, 다행히 얼마 지나지 않아 구매자를 찾을 수 있었습니다. \n\n구매자는 크게 기뻐하며 천색조를 사들이기 위해 선뜻 거금을 지불합니다.\n\n<color=#a69085>\"인정할 수 없다, 이것은 사냥꾼의 권리를 무시하는 것!  결코 잊지 않을 것이다! 캬락'투!\"</color>\n\n화가 난 {1}이(가) 항의하지만 어쨌거나 당신의 주머니는 더욱 두둑해졌습니다.", "LinkedEventID": "Event_Random2", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR2100"], "IllustKey": "Illustration_ThousandColoredBird"}, {"Key": "NodeR211", "DevComment": "{1}이(가) 거침없는 손놀림으로 천색조의 숨통을 끊고 도축하여 고기를 얻습니다.\n\n<color=#a69085>\"복잡할 것 없다. 사냥한 것은 맛있게 먹어야 한다.\"</color>\n\n그 모습을 지켜보던 {0}의 안색이 점점 창백하게 변해갑니다.", "LinkedEventID": "Event_Random2", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR2110"], "IllustKey": "Illustration_ThousandColoredBird"}, {"Key": "NodeR300", "DevComment": "가시 덩굴 사이로 까마귀 한 마리가 조용히 날아와 당신의 팔뚝 위에 내려앉습니다. 녀석의 눈이 천천히 푸른빛으로 물듭니다.\n\n<color=#a69085>“어떻게든 자네 탐사단에 합류하고 싶다는 사람이 있네. 여긴 장난으로 올 데가 아니라고 몇 번이나 말렸지만, 도무지 들을 생각이 없더군.”</color>\n\n까마귀는 짧게 울며 당신을 올려다봅니다. \n\n<color=#a69085>“계속 고집 부리길래 자네 판단에 맡기기로 했네. 어찌하겠는가?”</color>", "LinkedEventID": "Event_Random3", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR3000", "ChoiceR3001"], "IllustKey": ""}, {"Key": "NodeR310", "DevComment": "새로운 단원이 합류 했습니다.\n\n<color=#a69085>\"여기까지 오느라 고생했네. 탐사단에 온걸 환영하네.\"</color>\n\n당신은 새로운 탐사단원을 반갑게 맞이합니다.", "LinkedEventID": "Event_Random3", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR3100"], "IllustKey": "Illustration_YearningForExploration"}, {"Key": "NodeR400", "DevComment": "가시 덩굴 근처를 관찰하던 {0}가 당신에게 다가와 손짓합니다.\n\n<color=#a69085>\"단장, 방금 저 근처에서 뭔가 꿈틀거리는게...\"</color>\n\n당신은 뒤덮인 오염의 안쪽에서 뭔가 꿈틀거리는 것을 봅니다.", "LinkedEventID": "Event_Random4", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR4000", "ChoiceR4001"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR410", "DevComment": "{0}은 한참을 오염 지대 위에서 허우적거리더니, 낑낑거리며 크고 괴상하게 생긴 물고기를 끌고 돌아옵니다.\n\n불길한 보라빛의 오염 물질이 {0}의 온몸을 끈적하게 뒤덮고 있습니다.", "LinkedEventID": "Event_Random4", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR4100"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR411", "DevComment": "{0}은 한참을 오염 지대 위에서 허우적거리더니, 곧 무언가를 잔뜩 품에 안고 다시 돌아옵니다.\n\n불길한 보라빛의 오염 물질이 {0}의 온몸을 끈적하게 덮고 있습니다.", "LinkedEventID": "Event_Random4", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR4110"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR412", "DevComment": "{0}은 한참을 오염 지대 위에서 허우적거리다가, 무엇인가를 발견한 듯 더 깊숙한 곳으로 들어갑니다.\n\n<color=#a69085>\"단장, 이런건 본적도 없습니다.\"</color>\n\n오염 지대 깊은 곳에서 돌아온 {0}는 당신에게 해골 모양의, 눈이 3개 달린 물건을 건네줍니다.\n\n불길한 보라빛의 오염 물질이 {0}의 온몸을 끈적하게 덮고 있습니다.", "LinkedEventID": "Event_Random4", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR4120"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR500", "DevComment": "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다.\n\n아우우!! 아우우!!\n\n잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다.\n\n<color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color>\n\n당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다.\n\n<color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color>\n\n{0}이(가) 다시 달을 올려다보며 미소를 짓습니다.\n\n<color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들에게 닿을 수 있다고 믿습니다. 그래서 모두 함께 울음소리로 안부를 전하는 것이 라이칸의 오래된 전통입니다.\"</color>", "LinkedEventID": "Event_Random5", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR5000", "ChoiceR5001"], "IllustKey": ""}, {"Key": "NodeR510", "DevComment": "당신은 한숨을 내쉬며 어깨를 으쓱합니다.\n\n<color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color>\n\n당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다.\n\n아우우우우!!\n\n아우우우우우!!\n\n한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다.\n\n다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.", "LinkedEventID": "Event_Random5", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR5100"], "IllustKey": ""}, {"Key": "NodeR511", "DevComment": "당신은 미간을 찌푸리며 단호하게 말합니다.\n\n<color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color>\n\n라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다.\n\n<color=#a69085>\"...알겠습니다, 단장.\"</color>\n\n이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다.\n\n반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.", "LinkedEventID": "Event_Random5", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR5110"], "IllustKey": ""}, {"Key": "NodeR600", "DevComment": "식량 배급이 한창이던 중, 자신의 몫을 받아든 단원들 사이에서 불만스러운 목소리가 흘러나옵니다.\n\n<color=#a69085>\"단장, 던전 탐사는 목숨을 거는 일입니다. 그런데 먹는 것까지 매번 이렇게 아껴야 합니까?\"</color>\n\n당신이 대답하기도 전에 주변의 단원 몇몇이 고개를 끄덕입니다.\n\n<color=#a69085>\"맞습니다. 당장 오늘 내일 죽을지도 모르는데 말이죠.\"</color>\n\n주변의 호응이 이어지자, 단원들의 목소리에는 점차 힘이 실립니다.\n\n<color=#a69085>\"더 호화로운 음식을 달라는 게 아닙니다. 그저 당분간만이라도 배를 든든히 채울 수 있게 해주십시오.\"</color>", "LinkedEventID": "Event_Random6", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR6000", "ChoiceR6001"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeR610", "DevComment": "<color=#a69085>\"감사합니다, 단장!\"</color>\n\n평소보다 넉넉해진 식사를 받아든 단원들은 한결 만족스러운 표정으로 식사를 즐깁니다.", "LinkedEventID": "Event_Random6", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR6100"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeR611", "DevComment": "<color=#a69085>\"살아남기 위해서는 싸움뿐 아니라 절제도 필요하오. 모두가 조금씩 참고 견뎌주길 바라오.\"</color>\n\n단원들은 못내 불만스러운 표정으로 평소와 같은 양의 식사를 받아 자리를 떠납니다.", "LinkedEventID": "Event_Random6", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR6110"], "IllustKey": "Illustration_VentingFrustration"}, {"Key": "NodeR700", "DevComment": "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다.  \n\n<color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color>\n\n까마귀는 고개를 갸웃거리며 당신을 바라봅니다.\n\n<color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color>  \n\n당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다.  \n\n<color=#a69085>\"</color>흠, 아닐세 뭐. 그냥 그럴수도 있다는거지.\"</color>  \n\n까마귀는 제자리에서 좀이 쑤시는 듯 날개를 퍼덕이며 당신의 대답을 기다립니다.", "LinkedEventID": "Event_Random7", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR7000", "ChoiceR7001"], "IllustKey": ""}, {"Key": "NodeR800", "DevComment": "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다.  \n\n<color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color>  \n\n당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다.\n\n <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color>  \n\n까마귀는 가볍게 날개를 털며 말을 잇습니다.  \n\n<color=#a69085>\"자네들 평판에 좋은 일은 못 될걸세. 하지만 여태까지의 성과를 생각하면 안될것도 없겠지.\"</color>", "LinkedEventID": "Event_Random8", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR8000", "ChoiceR8001", "ChoiceR8002"], "IllustKey": ""}, {"Key": "NodeR900", "DevComment": "정착지 주변을 둘러보던 당신은 오염 지대 깊숙한 곳에서 무엇인가 천천히 떠다니는 것을 발견합니다.\n\n짙은 보랏빛 오염 물질에 휩싸인 채, 조류를 따라 조금씩 더 깊은 곳으로 떠밀려가고 있습니다.\n\n곁에 있던 단원이 눈을 가늘게 뜨며 조심스레 입을 엽니다.\n\n<color=#a69085>\"단장... 저거 사람 아닙니까?\"</color>\n\n당신도 시선을 고정한 채 한동안 움직이지 못합니다.\n\n아직 살아 있는 것인지, 이미 늦은 것인지 이 거리에서는 분간할 수 없습니다.\n\n하지만 확실한 것은, 조금만 더 늦으면 저것은 영영 손이 닿지 않는 오염 지대 깊숙한 곳으로 떠내려가고 말 것이라는 사실입니다.", "LinkedEventID": "Event_Random9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR9000", "ChoiceR9001"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR910", "DevComment": "단원들은 곧바로 오염 지대로 뛰어듭니다. 오염 물질이 온몸을 휘감고, 짙은 보랏빛 액체가 갑옷과 피부를 뒤덮습니다. 누구도 자신의 몸을 신경 쓸 겨를이 없었습니다.\n\n가까스로 떠내려가던 사람을 붙잡아 끌어낸 뒤, 단원 하나가 그의 상태를 확인합니다.\n\n<color=#a69085>\"다행입니다. 아직 살아있습니다!\"</color>\n\n잠시 후 의식을 되찾은 그는 탐사단에 남기로 결정합니다.", "LinkedEventID": "Event_Random9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR9100"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR911", "DevComment": "단원들은 곧바로 오염 지대로 뛰어듭니다. 오염 물질이 온몸을 휘감고, 짙은 보랏빛 액체가 갑옷과 피부를 뒤덮습니다. 누구도 자신의 몸을 신경 쓸 겨를이 없었습니다.\n\n가까스로 떠내려가던 사람을 붙잡아 끌어낸 뒤, 단원 하나가 그의 상태를 확인합니다.\n\n<color=#a69085>\"이런... 이미 죽었습니다.\"</color>\n\n모두의 표정이 굳어집니다. 이후 망자의 시신을 수습하던 중 약간의 돈을 발견합니다.", "LinkedEventID": "Event_Random9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR9110"], "IllustKey": "Illustration_BeneathTheCorruption"}, {"Key": "NodeR1000", "DevComment": "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다.\n곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다.\n\n<color=#a69085>\"쉬이익!\"</color>\n\n잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다.\n\n<color=#a69085>\"단장, 이거 어떻게 할까요?\"</color>\n\n당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.", "LinkedEventID": "Event_Random10", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR10000", "ChoiceR10001", "ChoiceR10002"], "IllustKey": "Illustration_SmallGreenThing"}, {"Key": "NodeR1010", "DevComment": "{0}은 멋쩍어하더니, 그 신기한 존재를 자신이 데리고 다니기로 했습니다.", "LinkedEventID": "Event_Random10", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR10100"], "IllustKey": "Illustration_SmallGreenThing"}, {"Key": "NodeR1011", "DevComment": "<color=#a69085>\"-끼이이익!!\"</color>\n\n{0}가 그것의 여러 부위를 잡아 뜯자 뾰족한 비명 소리가 울려퍼집니다.\n\n전부 분해하자 그것의 중심부에서 초록빛의 작은 정수를 발견합니다. 적어도 호기심은 해결했군요.", "LinkedEventID": "Event_Random10", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR10110"], "IllustKey": "Illustration_SmallGreenThing"}, {"Key": "NodeR1100", "DevComment": "침묵 속에서 작은 소리가 들리는가 싶더니, 점점 그 소리가 선명해집니다.\n아주 감미롭지만, 동시에 어떠한 단어로 표현하기에 기이하기 그지 없습니다.\n\n한 사람은 훌륭한 나팔 소리라고 감탄하고, 다른 누군가는 우아한 하프의 선율이라고 표현합니다.\n\n당신은 눈을 감고 집중한 상태에서 이 소리의 정체가 무엇인지 고민합니다.", "LinkedEventID": "Event_Random11", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR11000", "ChoiceR11001", "ChoiceR11002"], "IllustKey": "Illustration_MysteriousSound"}, {"Key": "NodeR1200", "DevComment": "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다.\n주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다.\n\n그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다.\n그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다.\n\n<color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color>\n\n당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다.\n\n<color=#a69085>\"아니면 욕심인가?\"</color>\n\n그리고 본능적으로 질문에 대한 답을 고릅니다.", "LinkedEventID": "Event_Random12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR12000", "ChoiceR12001", "ChoiceR12002"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1210", "DevComment": "당신의 대답에 그것은 요동치더니 분노하듯 소리칩니다.\n\n<color=#a69085>\"고통이 너와 함께하리!\"</color>\n\n순간적으로 당신과 단원들에게 영혼과 육신이 뜯겨나가는 듯한 고통이 덮쳐옵니다.\n정신을 차리자 그것은 이미 자취를 감추었습니다.", "LinkedEventID": "Event_Random12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR12100"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1211", "DevComment": "당신의 대답에 그것은 기뻐하며 소리칩니다.\n\n<color=#a69085>\"아아... 쾌락으로 가득할 것이다!\"</color>\n\n그와 함께 당신과 단원들은 황홀감의 파도에 휩쓸립니다.\n정신을 차리자 그것은 이미 자취를 감추었습니다.", "LinkedEventID": "Event_Random12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR12110"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1212", "DevComment": "당신의 대답에 그것은 박수치며 소리칩니다.\n\n<color=#a69085>\"하하하! 그것은 끝이 없음에도!\"</color>\n\n하늘에서 돈이 쏟아지자 당신과 단원들은 정신없이 주워담습니다.\n정신을 차리자 그것은 이미 자취를 감추었습니다.", "LinkedEventID": "Event_Random12", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR12120"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1300", "DevComment": "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다.\n\n<color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color>\n\n당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서  무엇인가 반짝이는 것을 발견합니다.", "LinkedEventID": "Event_Random13", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR13000", "ChoiceR13001"], "IllustKey": "Illustration_ThornvineCliff"}, {"Key": "NodeR1310", "DevComment": "피는 여기서 깜.랜덤픽\n", "LinkedEventID": "Event_Random13", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceR13100"], "IllustKey": ""}, {"Key": "NodeR1320", "DevComment": "<color=#a69085>\"으앗!\"</color>\n\n{0}가 손을 빼며 고통스러워합니다. 그리고 약간의 원망을 담아 당신을 돌아봅니다.\n\n<color=#a69085>\"단장 안쪽에 아무것도 없는 것 같은데요?\"</color>", "LinkedEventID": "Event_Random13", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR13200", "ChoiceR13201"], "IllustKey": "Illustration_ThornvineCliff"}, {"Key": "NodeR1321", "DevComment": "{0}는 가시에 찔려가며 안쪽을 더듬거립니다.\n\n곧이어 암벽 틈새를 뒤진 끝에 무엇인가를 찾아냅니다.\n\n<color=#a69085>\"으음... 이건...\"</color>", "LinkedEventID": "Event_Random13", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR13210"], "IllustKey": "Illustration_ThornvineCliff"}, {"Key": "NodeR1322", "DevComment": "{0}는 가시에 찔려가며 안쪽을 더듬거립니다.\n\n곧이어 암벽 틈새를 뒤진 끝에 무엇인가를 찾아냅니다.\n\n<color=#a69085>\"으음... 이건...\"</color>", "LinkedEventID": "Event_Random13", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR13220"], "IllustKey": "Illustration_ThornvineCliff"}, {"Key": "NodeR1400", "DevComment": "우거진 수풀을 헤치며 앞장서던 {0}이(가) 갑자기 균형을 잃고 앞으로 고꾸라집니다.\n\n<color=#a69085>\"아악!\"</color>\n\n당신이 급히 달려가 보니 {0}의 다리에는 끈적하고 두꺼운 덩굴이 단단히 휘감겨 있었습니다. 힘껏 잡아당긴 끝에야 겨우 덩굴을 떼어낼 수 있었습니다.\n\n{0}이(가) 식은땀을 닦아내며 덩굴을 노려봅니다.\n\n<color=#a69085>\"만약 덩치 큰 곰이라도 이 덩굴에 발을 들였다면, 쉽게 빠져나오지는 못했을 겁니다.\"</color>\n\n당신은 문득 덩굴이 뻗어 있는 안쪽을 살펴봅니다.\n\n그곳에는 오래전에 희생된 것으로 보이는 동물과 사람의 뼈가 여기저기 흩어져 있었습니다. 이 덩굴은 우연히 자란 식물이 아니라, 오랫동안 사냥감을 기다려 온 포식자처럼 보였습니다.", "LinkedEventID": "Event_Random14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR14000", "ChoiceR14001", "ChoiceR14002"], "IllustKey": "Illustration_VineMonster"}, {"Key": "NodeR1413", "DevComment": "분기점\n", "LinkedEventID": "Event_Random14", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceR14130"], "IllustKey": ""}, {"Key": "NodeR1420", "DevComment": "{0}은(는) 끈적한 덩굴을 헤치며 안쪽까지 들어갔지만, 쓸만한 것은 아무것도 발견하지 못했습니다.", "LinkedEventID": "Event_Random14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR14200", "ChoiceR14201", "ChoiceR14202"], "IllustKey": "Illustration_VineMonster"}, {"Key": "NodeR1421", "DevComment": "{0}은(는) 끈적한 덩굴을 헤치며 안쪽까지 들어갑니다. 잠시 후, 뼈 몇 점을 품에 안은 채 힘겹게 빠져나옵니다.", "LinkedEventID": "Event_Random14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR14210", "ChoiceR14211", "ChoiceR14212"], "IllustKey": "Illustration_VineMonster"}, {"Key": "NodeR1422", "DevComment": "<color=#a69085>\"단장... 이상한 덩굴 하나를 발견했습니다.\"</color>\n\n그것은 상당히 쓸모있어 보입니다.", "LinkedEventID": "Event_Random14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR14220", "ChoiceR14221", "ChoiceR14222"], "IllustKey": "Illustration_VineMonster"}, {"Key": "NodeR1423", "DevComment": "단원들이 횃불을 던지자 끈적한 덩굴은 검은 연기를 내뿜으며 맹렬하게 타오르기 시작합니다.\n\n불길이 잦아들자 그곳에는 뼈가 타버린 가루들만 남았습니다.", "LinkedEventID": "Event_Random14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR14230"], "IllustKey": "Illustration_VineMonster"}, {"Key": "NodeR1430", "DevComment": "전부 태워서 뼈를 얻었다", "LinkedEventID": "Event_Random14", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR14300"], "IllustKey": "Illustration_VineMonster"}, {"Key": "NodeR1500", "DevComment": "근처 수풀에서 바스락거리던 {0}이(가) 당신을 부릅니다.\n\n<color=#a69085>\"단장, 여기 숨겨진 구멍이 있습니다.\"</color>\n\n나뭇가지와 잎을 걷어내자, 무너진 나무 안쪽으로 아래로 이어지는 좁은 구멍이 보입니다.", "LinkedEventID": "Event_Random15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR15000", "ChoiceR15001"], "IllustKey": "Illustration_HouseBurglary"}, {"Key": "NodeR1510", "DevComment": "랜덤 선택", "LinkedEventID": "Event_Random15", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceR15100"], "IllustKey": ""}, {"Key": "NodeR1520", "DevComment": "{0}은(는) 몸을 웅크린 채 좁은 구멍 속으로 기어 들어가더니 잠시 후 뭔가를 품에 안고 빠져나옵니다.\n\n<color=#a69085>\"이건 꽤 쓸만해보입니다.\"</color>", "LinkedEventID": "Event_Random15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR15200", "ChoiceR15201"], "IllustKey": "Illustration_HouseBurglary"}, {"Key": "NodeR1521", "DevComment": "{0}은(는) 몸을 웅크린 채 좁은 구멍 속으로 기어 들어가더니 잠시 후 뭔가를 품에 안고 빠져나옵니다.\n\n<color=#a69085>\"이건 꽤 쓸만해보입니다.\"</color>", "LinkedEventID": "Event_Random15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR15210", "ChoiceR15211"], "IllustKey": "Illustration_HouseBurglary"}, {"Key": "NodeR1522", "DevComment": "{0}은(는) 몸을 웅크린 채 좁은 구멍 속으로 기어 들어가더니 잠시 후 뭔가를 품에 안고 빠져나옵니다.\n\n<color=#a69085>\"이건 꽤 쓸만해보입니다.\"</color>", "LinkedEventID": "Event_Random15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR15220", "ChoiceR15221"], "IllustKey": "Illustration_HouseBurglary"}, {"Key": "NodeR1523", "DevComment": "{0}은(는) 몸을 웅크린 채 구멍 깊숙이 들어가 이리저리 뒤지기 시작합니다.\n\n그러던 중 근처 수풀에서 바스락거리는 소리가 들리더니, 자신들의 보금자리로 돌아온 머모크들이 잔뜩 화난채 달려들기 시작합니다.", "LinkedEventID": "Event_Random15", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR15230"], "IllustKey": "Illustration_HouseBurglary"}, {"Key": "NodeR1600", "DevComment": "당신은 불현듯 누군가 자신을 바라보고 있다는 기분을 느낍니다.\n\n주변을 둘러보지만 아무도 없습니다.\n\n문득 절벽 아래를 내려다보자, 그곳에는 기묘한 형태의 그림자가 꿈틀거리며 뭉쳐 있습니다.\n\n마치 스스로 의지를 가진 것처럼, 그것은 당신을 향해 기이한 미소를 짓습니다.\n\n<color=#a69085>\"이 세계의 근원이 되는 것은 무엇인가?\"</color>\n\n당신은 시선을 피하려 하지만, 이상하게도 그것은 허락되지 않습니다.\n\n<color=#a69085>\"물결치는 파도인가? 모든 것을 불태우는 불꽃인가? 아니면 생명을 품는 자연인가?\"</color>\n\n머릿속에 가장 먼저 떠오른 답이, 당신의 입을 통해 흘러나옵니다.", "LinkedEventID": "Event_Random16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR16000", "ChoiceR16001", "ChoiceR16002"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1610", "DevComment": "당신의 대답에 그것은 잔잔하게 일렁이더니, 마치 미소 짓는 듯 속삭입니다.\n\n<color=#a69085>\"그렇다면... 파도가 너희를 감싸리.\"</color>\n\n순간 당신과 단원들의 몸을 투명한 물결이 스쳐 지나갑니다.\n\n거센 힘은 아니었지만, 모든 것을 부드럽게 감싸 안는 듯한 온기가 몸 깊숙이 스며듭니다.\n\n정신을 차리자 그것은 이미 자취를 감추었습니다.", "LinkedEventID": "Event_Random16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR16100"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1611", "DevComment": "당신의 대답에 그것은 크게 요동치더니, 타오르는 듯한 목소리로 외칩니다.\n\n<color=#a69085>\"좋다... 모든 것을 불태워라!\"</color>\n\n순간 당신과 단원들의 몸에서 작은 불꽃이 피어오릅니다.\n\n신기하게도 그 불꽃은 몸을 태우지 않았지만, 주변으로 번져 나가려는 듯 끊임없이 일렁입니다.\n\n정신을 차리자 그것은 이미 자취를 감추었습니다.", "LinkedEventID": "Event_Random16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR16110"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1612", "DevComment": "당신의 대답에 그것은 만족스러운 듯 미소 짓습니다.\n\n<color=#a69085>\"좋다... 생명은 스스로 피어나는 법.\"</color>\n\n순간 당신과 단원들의 몸을 따스한 생명의 기운이 감쌉니다.\n\n상처 난 곳마다 은은한 온기가 스며들고, 메말랐던 기운이 조금씩 되살아나는 것이 느껴집니다.\n\n정신을 차리자 그것은 이미 자취를 감추었습니다.", "LinkedEventID": "Event_Random16", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR16120"], "IllustKey": "Illustration_TheWatchingEntity"}, {"Key": "NodeR1700", "DevComment": "주변을 살피던 {0}이(가) 무언가를 발견하고 당신을 부릅니다.\n\n<color=#a69085>\"단장, 여기 이상한 흔적이 있습니다.\"</color>\n\n가까이 다가가 살펴보니 일부는 훼손되어 있었고, 조잡하게 그려져 있어 알아보기 어려웠지만, 그것이 고블린들이 남긴 벽화라는 사실을 금세 알아차립니다.\n\n벽화에는 무리를 이룬 고블린들과, 그들에게 쫓기고 사냥당하는 동물들의 모습이 담겨 있었습니다.\n\n{0}이(가) 어깨를 으쓱하며 말합니다.\n\n<color=#a69085>\"괴물 놈들 주제에 별짓을 다하는군요.\"</color>\n\n당신은 말없이 벽화를 바라보며 잠시 생각에 잠깁니다.", "LinkedEventID": "Event_Random17", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR17000", "ChoiceR17001", "ChoiceR17002"], "IllustKey": "Illustration_GoblinMural"}, {"Key": "NodeR1710", "DevComment": "조잡한 그림이었지만, 사냥감을 몰아세우고 포위한 뒤 마무리하는 과정만큼은 놀라울 정도로 치밀하게 묘사되어 있었습니다.\n\n당신은 그 방식에서 한 가지 전술적 영감을 얻고 단원들에게 설명합니다.", "LinkedEventID": "Event_Random17", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR17100"], "IllustKey": "Illustration_GoblinMural"}, {"Key": "NodeR1711", "DevComment": "당신은 수첩을 꺼내 형태와 배치, 사냥 과정을 차근차근 옮겨 적습니다.\n\n비록 조잡하더라도, 연구 자료로서의 가치는 상당해 보입니다.", "LinkedEventID": "Event_Random17", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR17110"], "IllustKey": "Illustration_GoblinMural"}, {"Key": "NodeR1800", "DevComment": "건너편에서 시끄러운 소리가 들려오기 시작합니다.\n\n북이 울리는 소리, 흥겨운 피리 소리, 알 수 없는 언어의 중얼거림이 뒤섞인 소리는 점점 가까워지더니, 곧 불꽃처럼 밝게 빛나는 사람 형상의 존재들이 춤을 추며 모습을 드러냅니다.\n\n<color=#a69085>\"우리는 @##$@#(해독불가)가 될 겁니다! @##$@#(해독불가)꽃의 가격은 예언 그대로 천정부지로 오를 겁니다!\"</color>\n\n그들은 흥분한 채 떠들어대지만, 당신은 그들의 말을 거의 알아들을 수 없습니다.\n\n<color=#a69085>\"마침내 영원한 삶을 쟁취할 거고요! 모든 것을 해결할 수 있습니다. 우리가 우리 자신의 정신을 이해하기만 한다면!\"</color>\n\n기이한 냄새와 엇박자를 내는 북소리, 그리고 요란한 춤사위가 뒤섞인 초현실적인 광경에 당신의 정신이 점점 몽롱해집니다.", "LinkedEventID": "Event_Random18", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR18000", "ChoiceR18001", "ChoiceR18002"], "IllustKey": ""}, {"Key": "NodeR1810", "DevComment": "당신이 발을 한 번 구르자, 단원들 역시 하나둘 리듬을 타기 시작합니다.\n\n기이한 북소리와 피리 소리는 어느새 머릿속 깊이 스며들어 모두를 취하게 만들었고, 한동안 탐사단은 이유를 알 수 없는 황홀감 속에서 웃고 떠들었습니다.\n\n정신을 차리자 그것은 이미 자취를 감추었습니다. 하지만 그 광란의 여운만큼은 쉽게 가시지 않았습니다.", "LinkedEventID": "Event_Random18", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR18100"], "IllustKey": ""}, {"Key": "NodeR1811", "DevComment": "그들의 얼굴에 기묘한 미소가 번집니다.\n\n<color=#a69085>\"좋습니다. 그렇다면 @##$@하게 해드리겠습니다.\"</color>\n\n순간 수많은 목소리와 형상, 알 수 없는 지식이 당신과 단원들의 머릿속으로 한꺼번에 밀려듭니다.\n\n모든 것이 이전보다 선명하게 보이기 시작했지만, 그와 함께 차라리 몰랐으면 좋았을 진실들까지도 깨닫고 맙니다.\n\n정신을 차리자 그것들은 이미 자취를 감추었습니다. 당신은 어느 때 보다 세상을 뚜렷하게 인식하지만 동시에 설명하기 어려운 괴로움을 느낍니다.", "LinkedEventID": "Event_Random18", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR18110"], "IllustKey": ""}, {"Key": "NodeR1900", "DevComment": "{0}이(가) 당신에게 손짓합니다.\n\n벽에 가려져 있던 좁은 공간에는 해골 하나가 쓰러져 있습니다. 그것은 무언가를 향해 손을 뻗은 채 그대로 굳어버린 것처럼 남아 있습니다.\n\n그 주변 바닥에는 복잡한 문양과 해독할 수 없는 글자들이 여러 겹으로 새겨져 있었고, 원의 중심에는 오래된 향로와 피가 말라붙은 마석들이 흐트러진 채 놓여 있습니다.\n\n의식은 끝난 것처럼 보였지만, 어딘가 마지막 순간에 멈춰버린 듯한 기묘한 인상을 줍니다.\n\n{0}이(가) 잠시 주변을 살피더니 낮게 말합니다.\n\n<color=#a69085>\"누군가 의식을 치르던 자리 같습니다. 하지만... 끝까지 마치지는 못한 것 같군요.\"</color>\n\n공간 안에는 오래전에 사라졌을 비릿한 피 냄새가 아직도 희미하게 떠돌고 있습니다.\n\n<color=#a69085>\"단장... 괜히 손댔다가는 우리도 이 사람과 같은 꼴이 될지도 모릅니다.\"</color>", "LinkedEventID": "Event_Random19", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR19000", "ChoiceR19001", "ChoiceR19002"], "IllustKey": "Illustration_SealedCurse"}, {"Key": "NodeR1910", "DevComment": "체력 50 감소", "LinkedEventID": "Event_Random19", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceR19100"], "IllustKey": ""}, {"Key": "NodeR1912", "DevComment": "체력 100 감소\n", "LinkedEventID": "Event_Random19", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceR19120"], "IllustKey": ""}, {"Key": "NodeR1920", "DevComment": "{0}이(가) 의식을 시작하자 바닥에 새겨진 문양이 붉게 타오르기 시작합니다.\n\n<color=#a69085>\"으윽...!\"</color>\n\n보이지 않는 무언가가 {0}의 생명력을 강제로 앗아가는 듯, {0}은(는) 가슴을 부여잡고 고통스럽게 몸을 떨다가 간신히 버텨냅니다.\n\n하지만 아무 일도 일어나지 않습니다.", "LinkedEventID": "Event_Random19", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR19200", "ChoiceR19201", "ChoiceR19202"], "IllustKey": "Illustration_SealedCurse"}, {"Key": "NodeR1921", "DevComment": "{0}이(가) 의식을 시작하자 바닥에 새겨진 문양이 붉게 타오르기 시작합니다.\n\n<color=#a69085>\"크아악!!\"</color>\n\n보이지 않는 힘이 {0}의 피를 강제로 짜내듯 생명력을 앗아갑니다.\n\n바닥으로 흘러내린 선혈은 의식진 한가운데로 모여들어 마석을 적시고 섬뜩한 붉은 기운을 머금습니다.", "LinkedEventID": "Event_Random19", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR19211"], "IllustKey": "Illustration_SealedCurse"}, {"Key": "NodeR1930", "DevComment": "{0}은(는) 의식진 주변을 뒤져 아직 쓸 만한 물건들을 조심스럽게 회수합니다. 그 후 장소를 떠나려는 순간, 차가운 시선이 등을 훑고 지나갑니다.\n\n이내 모두의 머릿속으로 정체를 알 수 없는 중얼거림이 흘러들어오기 시작합니다. 애써 무시하려 하지만, 그 속삭임은 매 순간 등골이 서늘해질 만큼 소름끼칩니다.", "LinkedEventID": "Event_Random19", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceR19300"], "IllustKey": "Illustration_SealedCurse"}, {"Key": "NodeT000", "DevComment": "튜토리얼 퀘스트 세팅히든 노드는 표시 되지 않고 액션만 수행한다.Choice의 여러동작은 한 묶음으로 수행한다.동시 수행이 필요한 경우 ' &'으로 구분하고 순차적으로 실행 해야한다면 <color=#a69085>\",\"</color> 으로 구분 한다. Ex) UI_Tutorial퀘스트의 시작은 StartQuest_퀘스트키에서 <color=#a69085>\"QUEST_ \"</color> 를 뗀 나머지로 Choice에 넣으면 수행한다.ex)StartQuest_Tuto0이벤트의 DevComment는, 이벤트 UI의 타이틀로 쓰이므로, 퀘스트 중간에 이벤트가 뜨는 경우에는코멘트를 넣지 않도록 한다.", "LinkedEventID": "Event_Tutorial0", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT0000"], "IllustKey": ""}, {"Key": "NodeT010", "DevComment": "당신은 누군가 세차게 어깨를 흔드는 것에 정신을 차립니다.\n\n<color=#a69085>\"이런 젠장!! 단장님!\"</color>\n\n당신은 온몸에 식은땀이 비 오듯 흐르는 것을 느끼고, 우선 스스로 살아있는 것에 안도합니다.\n\n불행하게도 당신이 이끄는 첫 탐사 임무에서 악명 높은 <color=#a69085>붉은 괴물쥐</color>와 마주쳤고, 얼마 지나지 않아 당신과 단원들은 필사적으로 녀석에게서 도망치는 것 밖에 할 수 없었습니다. \n\n<color=#a69085>\"아무래도 살아남은건 저희 뿐인 것 같습니다.\"</color>\n\n당신을 깨운 로웰이 참담한 듯 고개를 떨굽니다. 이곳으로 파견되기 이전 던전에 대한 여러 흉흉한 소문에 당신은 과장된 이야기라며 코웃음 쳤지만, 이제는 그 의미를 누구보다 정확하게 깨닫게 되었습니다.", "LinkedEventID": "Event_Tutorial0", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceT0100"], "IllustKey": "Illustration_RedMonsterRat"}, {"Key": "NodeT100", "DevComment": "카메라  이동 조작 10 이상", "LinkedEventID": "Event_Tutorial1", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT1000"], "IllustKey": ""}, {"Key": "NodeT200", "DevComment": "카메라 휠 조작 2 이상", "LinkedEventID": "Event_Tutorial2", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT2000"], "IllustKey": ""}, {"Key": "NodeT300", "DevComment": "마커연출\n튜토리얼 SelectEntity / UnitMove\nTuto3퀘 시작", "LinkedEventID": "Event_Tutorial3", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT3000", "ChoiceT3002"], "IllustKey": ""}, {"Key": "NodeT400", "DevComment": "카메라 휠 조작 2 이상", "LinkedEventID": "Event_Tutorial4", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT4000", "ChoiceT4001"], "IllustKey": ""}, {"Key": "NodeT500", "DevComment": "Start Point", "LinkedEventID": "Event_Tutorial5", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT5000", "ChoiceT5001", "ChoiceT5002"], "IllustKey": ""}, {"Key": "NodeT600", "DevComment": "Start Point", "LinkedEventID": "Event_Tutorial6", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT6000", "ChoiceT6001"], "IllustKey": ""}, {"Key": "NodeT700", "DevComment": "", "LinkedEventID": "Event_Tutorial7", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT7000"], "IllustKey": ""}, {"Key": "NodeT800", "DevComment": "액티브 스킬 습득퀘", "LinkedEventID": "Event_Tutorial8", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT8000"], "IllustKey": ""}, {"Key": "NodeT900", "DevComment": "튜토 9_ 유닛 구조", "LinkedEventID": "Event_Tutorial9", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT9000"], "IllustKey": ""}, {"Key": "NodeT910", "DevComment": "<color=#a69085>\"아악!\"</color>\n\n당신은 근처에서 비명소리를 듣습니다, 그리고 즉시 그 목소리의 주인이 당신의 동료 리아나의 것임을 알아차립니다. \n\n그녀는 한 무리의 쥐들에게 둘러쌓여 있고, 곧이어 쓰러지고 맙니다.", "LinkedEventID": "Event_Tutorial9", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceT9100"], "IllustKey": "Illustration_Survivor"}, {"Key": "NodeT1000", "DevComment": "Start Point", "LinkedEventID": "Event_Tutorial10", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT10000"], "IllustKey": ""}, {"Key": "NodeT1100", "DevComment": "<color=#a69085>\"후우...\"</color>\n\n부축을 받아 겨우 몸을 일으킨 그녀가 힘겨운 듯 숨을 고릅니다.\n\n<color=#a69085>\"같이 있었던 잭이랑 아이반은?\"</color>\n\n당신의 물음에 말없이 그녀의 표정이 어두워집니다. 예상했던 반응에 당신은 잠시 고민한 뒤, 곧이어 두 사람에게 지시를 내립니다.\n\n<color=#a69085>\"그럼 망설일 것 없이 빨리 여기서 나가는게 좋겠어. 이 계층 어딘가의 포탈을 찾아야 해.\"</color>\n\n<color=#a69085>\"단장, 제가 포탈이 어디있는지 알고 있어요. 하지만 던전에서 벗어나도 '버려진 땅'에는 쓸모없는 가시 덩굴과 말라 비틀어진 나무들 뿐이죠. 그러니 미리 여기서 자원을 구해서 돌아가는게 좋겠어요.\"</color>\n\n그녀의 의견에 당신이 고개를 끄덕여 동의합니다.", "LinkedEventID": "Event_Tutorial11", "Type": 0, "TypeName": "Normal", "ChoiceIDs": ["ChoiceT11000"], "IllustKey": "Illustration_Portal"}, {"Key": "NodeT1200", "DevComment": "아이템 줍기 퀘", "LinkedEventID": "Event_Tutorial12", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT12000"], "IllustKey": ""}, {"Key": "NodeT1300", "DevComment": "마커로 이동하기", "LinkedEventID": "Event_Tutorial13", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT13000"], "IllustKey": ""}, {"Key": "NodeT1400", "DevComment": "산성충 처치 퀘스트", "LinkedEventID": "Event_Tutorial14", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT14000"], "IllustKey": ""}, {"Key": "NodeT1500", "DevComment": "마커로 이동", "LinkedEventID": "Event_Tutorial15", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT15000"], "IllustKey": ""}, {"Key": "NodeT1600", "DevComment": "정착지 이동 퀘", "LinkedEventID": "Event_Tutorial16", "Type": 1, "TypeName": "Hidden", "ChoiceIDs": ["ChoiceT16000"], "IllustKey": ""}], "EventNpcMappingTable": [{"NpcKey": "UNIT_Endrossi", "LinkedEventKeys": ["Event_Npc14", "Event_Npc15", "Event_Npc16", "Event_Npc17", "Event_Npc18", "Event_Npc19", "Event_Npc20", "Event_Npc21", "Event_Npc22", "Event_Npc24"], "DefaultEventKey": "Event_Npc15"}, {"NpcKey": "UNIT_FesteringBurrowMerchant", "LinkedEventKeys": ["Event_Npc26"], "DefaultEventKey": "Event_Npc26"}, {"NpcKey": "UNIT_GuildMerchant", "LinkedEventKeys": ["Event_Npc0", "Event_Npc23", "Event_Npc25"], "DefaultEventKey": "Event_Npc23"}, {"NpcKey": "UNIT_Perion", "LinkedEventKeys": ["Event_Npc11", "Event_Npc12", "Event_Npc13", "Event_Npc27", "Event_Npc28"], "DefaultEventKey": "Event_Npc11"}, {"NpcKey": "UNIT_VeilSilenceMerchant", "LinkedEventKeys": ["Event_Npc1"], "DefaultEventKey": "Event_Npc1"}, {"NpcKey": "UNIT_Xenon", "LinkedEventKeys": ["Event_Npc2", "Event_Npc3", "Event_Npc4", "Event_Npc5", "Event_Npc6", "Event_Npc7", "Event_Npc8", "Event_Npc9", "Event_Npc10"], "DefaultEventKey": "Event_Npc6"}], "EventRandomMappingTable": [{"Key": "Event_Random0", "Weight": 3, "IsAlertShow": false}, {"Key": "Event_Random1", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random2", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random3", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random4", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random5", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random6", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random7", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random8", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random9", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random10", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random11", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random12", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random13", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random14", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random15", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random16", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random17", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random18", "Weight": 100, "IsAlertShow": true}, {"Key": "Event_Random19", "Weight": 100, "IsAlertShow": true}], "EventTable": [{"Key": "Event_Decision0", "KeyWord": "Decision", "DevComment": "탐사단 결단", "DevComment2": "", "StartNodeID": "NodeD000", "StartCondition": "CurrentMap_Base && Cooldown_Decision0_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 3, "EventTypeName": "Decision", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_DecisionResult0", "KeyWord": "DecisionResult", "DevComment": "탐사단 결단 완료", "DevComment2": "", "StartNodeID": "NodeDR000", "StartCondition": "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 10, "EventTypeName": "DecisionResult", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Event0", "KeyWord": "EventDeveloperLetter", "DevComment": "개발자의 편지", "DevComment2": "", "StartNodeID": "NodeE000", "StartCondition": "UseItem_DeveloperLetter_1", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 100, "EventTypeName": "Event", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed0", "KeyWord": "Main0", "DevComment": "틀어진 계획", "DevComment2": "3인방 메인퀘0", "StartNodeID": "NodeF000", "StartCondition": "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed1", "KeyWord": "Main1", "DevComment": "메인퀘1-제작대 건설", "DevComment2": "3인방 메인퀘1", "StartNodeID": "NodeF100", "StartCondition": "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed2", "KeyWord": "Main2", "DevComment": "메인퀘2-제작", "DevComment2": "3인방 메인퀘2", "StartNodeID": "NodeF200", "StartCondition": "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed3", "KeyWord": "Main3", "DevComment": "불길한 소식", "DevComment2": "3인방 메인퀘3", "StartNodeID": "NodeF300", "StartCondition": "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed4", "KeyWord": "Main4", "DevComment": "메인퀘4 - 던전 이동", "DevComment2": "3인방 메인퀘4", "StartNodeID": "NodeF400", "StartCondition": "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed5", "KeyWord": "Main5", "DevComment": "메인퀘 5 - 정착지 복귀", "DevComment2": "3인방 메인퀘5", "StartNodeID": "NodeF500", "StartCondition": "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed6", "KeyWord": "Main6", "DevComment": "메인퀘6 - 연구대 건설", "DevComment2": "3인방 메인퀘6", "StartNodeID": "NodeF600", "StartCondition": "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed7", "KeyWord": "Main7", "DevComment": "메인퀘8-붉괴쥐 처치", "DevComment2": "3인방 메인퀘8", "StartNodeID": "NodeF700", "StartCondition": "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed8", "KeyWord": "EndMainQuest", "DevComment": "성과 보고", "DevComment2": "3인방 메인퀘 -완-", "StartNodeID": "NodeF800", "StartCondition": "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed9", "KeyWord": "DecisionStart", "DevComment": "탐사 방침", "DevComment2": "탐사단 결단 시작여부", "StartNodeID": "NodeF900", "StartCondition": "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed10", "KeyWord": "TutorialGameOver", "DevComment": "튜토리얼 실패", "DevComment2": "", "StartNodeID": "NodeF1000", "StartCondition": "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed11", "KeyWord": "FirstAnnihilation", "DevComment": "첫번째 전멸", "DevComment2": "", "StartNodeID": "NodeF1100", "StartCondition": "Annihilation_1 && CurrentMap_Base", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed12", "KeyWord": "AnnihilationCover", "DevComment": "곤란한 상황", "DevComment2": "", "StartNodeID": "NodeF1200", "StartCondition": "EventFinished_Fixed11 && UnitAmountAbove_3", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed13", "KeyWord": "DopKilled", "DevComment": "도플갱어 - 안심한 단원들", "DevComment2": "", "StartNodeID": "NodeF1300", "StartCondition": "EventFinished_Random0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed14", "KeyWord": "DopJudge", "DevComment": "도플갱어 - 결정의 시간", "DevComment2": "", "StartNodeID": "NodeF1400", "StartCondition": "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440", "TargetUnitCondition": ["!HasTrait_Suspicious"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed15", "KeyWord": "DopSuspicious1", "DevComment": "도플갱어-습격", "DevComment2": "", "StartNodeID": "NodeF1500", "StartCondition": "EventFinished_Random0", "TargetUnitCondition": ["HasTrait_Suspicious"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed16", "KeyWord": "ScareCrow", "DevComment": "수상한 허수아비", "DevComment2": "", "StartNodeID": "NodeF1600", "StartCondition": "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed17", "KeyWord": "GuildMerchantRoomQuest", "DevComment": "상단실 만들기", "DevComment2": "", "StartNodeID": "NodeF1700", "StartCondition": "HasItem_MerchantScales_1", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed18", "KeyWord": "GuildMerchantMadeRoom", "DevComment": "상단실 완성", "DevComment2": "", "StartNodeID": "NodeF1800", "StartCondition": "HasRoom_MerchantRoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed19", "KeyWord": "ZenonQuestEnd1", "DevComment": "제논 퀘스트 완료 - 1", "DevComment2": "", "StartNodeID": "NodeF1900", "StartCondition": "QuestFinish_ResearchInsect", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed20", "KeyWord": "ZenonQuestEnd2", "DevComment": "제논 퀘스트 완료 - 2", "DevComment2": "", "StartNodeID": "NodeF2000", "StartCondition": "QuestFinish_ResearchInsect2", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed21", "KeyWord": "ZenonQuestEnd3", "DevComment": "제논 퀘스트 완료 - 3", "DevComment2": "", "StartNodeID": "NodeF2100", "StartCondition": "QuestFinish_ResearchInsect3", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed22", "KeyWord": "ZenonQuestEnd4", "DevComment": "제논 퀘스트 완료 - 4", "DevComment2": "", "StartNodeID": "NodeF2200", "StartCondition": "QuestFinish_ResearchInsect4", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed23", "KeyWord": "PerionQuestEnd1", "DevComment": "페리온 퀘스트 완료 - 1", "DevComment2": "", "StartNodeID": "NodeF2300", "StartCondition": "QuestFinish_DiscardedDivice", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed24", "KeyWord": "EndrossiQuestEnd1", "DevComment": "엔도르시 퀘스트 완료 - 1", "DevComment2": "", "StartNodeID": "NodeF2400", "StartCondition": "QuestFinish_HuntMawmurk", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed25", "KeyWord": "EndrossiQuestEnd3", "DevComment": "엔도르시 퀘스트 완료 - 3", "DevComment2": "", "StartNodeID": "NodeF2500", "StartCondition": "QuestFinish_HuntAlphaAcidSlogel", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed26", "KeyWord": "EndrossiQuestEnd2", "DevComment": "엔도르시 퀘스트 완료 - 2", "DevComment2": "", "StartNodeID": "NodeF2600", "StartCondition": "QuestFinish_HuntWhiteMawmurk", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed27", "KeyWord": "EndrossiQuestEnd4", "DevComment": "엔도르시 퀘스트 완료 - 4", "DevComment2": "", "StartNodeID": "NodeF2700", "StartCondition": "QuestFinish_HuntElderGloth", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed28", "KeyWord": "DiscaredMagicPowerDevice", "DevComment": "폐기된 마력장치", "DevComment2": "", "StartNodeID": "NodeF2800", "StartCondition": "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0", "TargetUnitCondition": ["InteractUnit_DiscardedMagicPowerDevice"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed29", "KeyWord": "ExpeditionHorn", "DevComment": "탐사 방침", "DevComment2": "뿔피리 아이템 사용", "StartNodeID": "NodeF2900", "StartCondition": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed30", "KeyWord": "DecisionDismiss", "DevComment": "탐사단 결단", "DevComment2": "", "StartNodeID": "NodeF3000", "StartCondition": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 1440}, {"Key": "Event_Fixed31", "KeyWord": "RankUp1to2", "DevComment": "탐사단 등급 상승", "DevComment2": "", "StartNodeID": "NodeF3100", "StartCondition": "ClanRank_Insignificant", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed32", "KeyWord": "RankUp2to3", "DevComment": "탐사단 등급 상승", "DevComment2": "", "StartNodeID": "NodeF3200", "StartCondition": "ClanRank_Common", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed33", "KeyWord": "DeputyCaptainLizard", "DevComment": "부단장의 포부 - 리자드맨", "DevComment2": "", "StartNodeID": "NodeF3300", "StartCondition": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0", "TargetUnitCondition": ["HasTrait_LeadershipLizard"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed34", "KeyWord": "DeputyCaptainHuamn", "DevComment": "부단장의 포부 - 인간", "DevComment2": "", "StartNodeID": "NodeF3400", "StartCondition": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0", "TargetUnitCondition": ["HasTrait_LeadershipHuman"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed35", "KeyWord": "DeputyCaptainLycan", "DevComment": "부단장의 포부 - 라이칸", "DevComment2": "", "StartNodeID": "NodeF3500", "StartCondition": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0", "TargetUnitCondition": ["HasTrait_LeadershipLycan"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed36", "KeyWord": "DeputyCaptainMia", "DevComment": "부단장 부재", "DevComment2": "", "StartNodeID": "NodeF3600", "StartCondition": "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed37", "KeyWord": "DeputyCaptainElf", "DevComment": "부단장의 포부 - 엘프", "DevComment2": "", "StartNodeID": "NodeF3700", "StartCondition": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0", "TargetUnitCondition": ["HasTrait_LeadershipElf"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed38", "KeyWord": "Stalling", "DevComment": "더 깊은 곳으로", "DevComment2": "", "StartNodeID": "NodeF3800", "StartCondition": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Fixed39", "KeyWord": "MoodUnder-3", "DevComment": "터져나오는 불만", "DevComment2": "", "StartNodeID": "NodeF3900", "StartCondition": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 1440}, {"Key": "Event_Fixed40", "KeyWord": "ClearDungeon1", "DevComment": "성공적인 탐사", "DevComment2": "", "StartNodeID": "NodeF4000", "StartCondition": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed41", "KeyWord": "ClearDungeon2", "DevComment": "성공적인 탐사2", "DevComment2": "", "StartNodeID": "NodeF4100", "StartCondition": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed42", "KeyWord": "3인방 메인퀘7", "DevComment": "메인퀘 7", "DevComment2": "3인방 메인퀘7", "StartNodeID": "NodeF4200", "StartCondition": "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed43", "KeyWord": "ExpeditionHornNotActive", "DevComment": "뿔피리_결단 활성화 안됨", "DevComment2": "뿔피리가 사용 불가함", "StartNodeID": "NodeF4300", "StartCondition": "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed44", "KeyWord": "PerionQuestEnd2", "DevComment": "페리온 퀘스트 완료 - 2", "DevComment2": "", "StartNodeID": "NodeF4400", "StartCondition": "QuestFinish_DiscardedSpecimen", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed45", "KeyWord": "Event_Fixed39", "DevComment": "폐기된 표본", "DevComment2": "", "StartNodeID": "NodeF4500", "StartCondition": "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed46", "KeyWord": "Event_Fixed40", "DevComment": "기이한 틈새\n", "DevComment2": "", "StartNodeID": "NodeF4600", "StartCondition": "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Fixed47", "KeyWord": "Main100", "DevComment": "신규 파견", "DevComment2": "탐사단 창설 메인퀘1", "StartNodeID": "NodeF4700", "StartCondition": "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed48", "KeyWord": "Main101", "DevComment": "본격적인 탐사", "DevComment2": "탐사단 창설 메인퀘2", "StartNodeID": "NodeF4800", "StartCondition": "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Fixed49", "KeyWord": "DecisionStart2", "DevComment": "탐사 방침", "DevComment2": "탐사단 창설 - 결단 시작퀘", "StartNodeID": "NodeF4900", "StartCondition": "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 0, "EventTypeName": "Fixed", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc0", "KeyWord": "GuildMerchantSafeDefault", "DevComment": "길드 상인", "DevComment2": "데모빌드 전용 길드상인", "StartNodeID": "NodeN000", "StartCondition": "CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc1", "KeyWord": "DungeonMerchantDefault", "DevComment": "던전 상인", "DevComment2": "1지역 던전 상인", "StartNodeID": "NodeN100", "StartCondition": "Cooldown_Npc1_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc2", "KeyWord": "ZenonQuest1", "DevComment": "제논 - 산성충 조사", "DevComment2": "", "StartNodeID": "NodeN200", "StartCondition": "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc3", "KeyWord": "ZenonQuest2", "DevComment": "제논 - 포자충 조사", "DevComment2": "", "StartNodeID": "NodeN300", "StartCondition": "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc4", "KeyWord": "ZenonQuest3", "DevComment": "제논 - 고기벌레 조사", "DevComment2": "", "StartNodeID": "NodeN400", "StartCondition": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc5", "KeyWord": "ZenonQuest4", "DevComment": "제논 - 지옥 거머리 수집", "DevComment2": "", "StartNodeID": "NodeN500", "StartCondition": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc6", "KeyWord": "ZenonDefault", "DevComment": "제논 관찰하기", "DevComment2": "", "StartNodeID": "NodeN600", "StartCondition": "RunningQuest_ResearchInsect4||\nRunningQuest_ResearchInsect3||\nRunningQuest_ResearchInsect2||\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc7", "KeyWord": "ZenonQuest1Reward", "DevComment": "산성충 조사 완료", "DevComment2": "", "StartNodeID": "NodeN700", "StartCondition": "QuestFinish_ResearchInsect", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc8", "KeyWord": "ZenonQuest2Reward", "DevComment": "포자충 조사 완료", "DevComment2": "", "StartNodeID": "NodeN800", "StartCondition": "QuestFinish_ResearchInsect2", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc9", "KeyWord": "ZenonQuest3Reward", "DevComment": "고기벌레 조사 완료", "DevComment2": "", "StartNodeID": "NodeN900", "StartCondition": "QuestFinish_ResearchInsect3", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc10", "KeyWord": "ZenonQuest4Reward", "DevComment": "지옥 거머리 습득 완료", "DevComment2": "", "StartNodeID": "NodeN1000", "StartCondition": "QuestFinish_ResearchInsect4", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc11", "KeyWord": "PerionDefault", "DevComment": "페리온 관찰하기", "DevComment2": "", "StartNodeID": "NodeN1100", "StartCondition": "RunningQuest_DiscardedDivice && Cooldown_Npc11_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc12", "KeyWord": "PerionQuest1", "DevComment": "페리온 - 마력장치 조사", "DevComment2": "", "StartNodeID": "NodeN1200", "StartCondition": "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc13", "KeyWord": "PerionQuest1Reward", "DevComment": "마력장치 조사완료", "DevComment2": "", "StartNodeID": "NodeN1300", "StartCondition": "QuestFinish_DiscardedDivice", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc14", "KeyWord": "EndrossiQuest4", "DevComment": "엔도르시", "DevComment2": "안전 계층에서 거래/합류", "StartNodeID": "NodeN1400", "StartCondition": "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc15", "KeyWord": "EndrossiDefault", "DevComment": "엔도르시 관찰하기", "DevComment2": "", "StartNodeID": "NodeN1500", "StartCondition": "RunningQuest_HuntMawmurk||\nRunningQuest_HuntWhiteMawmurk||\nRunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc16", "KeyWord": "EndrossiQuest1", "DevComment": "머모크 사냥", "DevComment2": "", "StartNodeID": "NodeN1600", "StartCondition": "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc17", "KeyWord": "EndrossiQuest2", "DevComment": "흰머모크 사냥", "DevComment2": "", "StartNodeID": "NodeN1700", "StartCondition": "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc18", "KeyWord": "EndrossiQuest3", "DevComment": "알파산성슬로겔 사냥", "DevComment2": "", "StartNodeID": "NodeN1800", "StartCondition": "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc19", "KeyWord": "EndrossiQuest1Reward", "DevComment": "머모크 사냥 완료", "DevComment2": "", "StartNodeID": "NodeN1900", "StartCondition": "QuestFinish_HuntMawmurk", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc20", "KeyWord": "EndrossiQuest2Reward", "DevComment": "흰 머모크 사냥 완료", "DevComment2": "", "StartNodeID": "NodeN2000", "StartCondition": "QuestFinish_HuntWhiteMawmurk", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc21", "KeyWord": "EndrossiQuest3Reward", "DevComment": "알파 산성 슬로겔 사냥 완료", "DevComment2": "", "StartNodeID": "NodeN2100", "StartCondition": "QuestFinish_HuntAlphaAcidSlogel", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc22", "KeyWord": "EndrossiQuest4Reward", "DevComment": "장로 글로트 사냥 완료", "DevComment2": "", "StartNodeID": "NodeN2200", "StartCondition": "QuestFinish_HuntElderGloth", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Npc23", "KeyWord": "GuildMerchantBase", "DevComment": "길드 상인", "DevComment2": "일반적인 길드 상인 거래", "StartNodeID": "NodeN2300", "StartCondition": "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc24", "KeyWord": "Event_Npc24", "DevComment": "엔도르시", "DevComment2": "알산슬 완료 후 1지역 인카운터", "StartNodeID": "NodeN2400", "StartCondition": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc25", "KeyWord": "GuildMerchantBase2", "DevComment": "길드 상인", "DevComment2": "상단실 없음", "StartNodeID": "NodeN2500", "StartCondition": "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc26", "KeyWord": "DungeonMerchant2Default", "DevComment": "던전 상인", "DevComment2": "2지역 던전 상인", "StartNodeID": "NodeN2600", "StartCondition": "Cooldown_Npc26_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc27", "KeyWord": "PerionQuest2", "DevComment": "페리온 합류 요청", "DevComment2": "", "StartNodeID": "NodeN2700", "StartCondition": "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": true, "Cooldown": 0}, {"Key": "Event_Npc28", "KeyWord": "PerionQuest2End", "DevComment": "폐기된 표본 조사 완료", "DevComment2": "", "StartNodeID": "NodeN2800", "StartCondition": "QuestFinish_InteractPerion2", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 1, "EventTypeName": "Npc", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Random0", "KeyWord": "DopStart", "DevComment": "도플갱어?", "DevComment2": "", "StartNodeID": "NodeR000", "StartCondition": "CurrentMap_Base && HasDeadUnit", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Random1", "KeyWord": "BaseRandomGambler", "DevComment": "도박꾼", "DevComment2": "", "StartNodeID": "NodeR100", "StartCondition": "CurrentMap_Base && Cooldown_Random1_4320", "TargetUnitCondition": ["HasTrait_Gambler"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random2", "KeyWord": "BaseRandomBird", "DevComment": "천색조", "DevComment2": "", "StartNodeID": "NodeR200", "StartCondition": "CurrentMap_Base && Cooldown_Random2_4320", "TargetUnitCondition": ["!HasTrait_LizardMan", "HasTrait_LizardMan"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random3", "KeyWord": "BaseRandomRecruit", "DevComment": "합류 요청", "DevComment2": "", "StartNodeID": "NodeR300", "StartCondition": "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random4", "KeyWord": "BaseRandomCorruption", "DevComment": "오염 아래", "DevComment2": "", "StartNodeID": "NodeR400", "StartCondition": "CurrentMap_Base && Cooldown_Random4_4320", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random5", "KeyWord": "BaseRandomGazeMoon", "DevComment": "달을 바라보며", "DevComment2": "", "StartNodeID": "NodeR500", "StartCondition": "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320", "TargetUnitCondition": ["HasTrait_Lycan_2", "HasTrait_Lycan_2"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random6", "KeyWord": "BaseRandomFoodRation", "DevComment": "식량 배급", "DevComment2": "", "StartNodeID": "NodeR600", "StartCondition": "CurrentMap_Base && Cooldown_Random6_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random7", "KeyWord": "Bribe", "DevComment": "뇌물", "DevComment2": "", "StartNodeID": "NodeR700", "StartCondition": "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random8", "KeyWord": "ExpeditionTeamSupport3", "DevComment": "탐사단 지원(3)", "DevComment2": "", "StartNodeID": "NodeR800", "StartCondition": "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320", "TargetUnitCondition": ["HasTrait_LeadershipLycan||HasTrait_LeadershipElf||HasTrait_LeadershipHuman||HasTrait_LeadershipLizard"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random9", "KeyWord": "Event_Random13", "DevComment": "표류하는 것", "DevComment2": "", "StartNodeID": "NodeR900", "StartCondition": "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random10", "KeyWord": "Dungeon1RandomGreen", "DevComment": "작고 푸른 것", "DevComment2": "", "StartNodeID": "NodeR1000", "StartCondition": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random11", "KeyWord": "Dungeon1RandomMusic", "DevComment": "신비한 소리", "DevComment2": "", "StartNodeID": "NodeR1100", "StartCondition": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random12", "KeyWord": "Dungeon1RandomWatcher", "DevComment": "바라보는 존재", "DevComment2": "", "StartNodeID": "NodeR1200", "StartCondition": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random13", "KeyWord": "Dungeon1RandomCliff", "DevComment": "가시 암벽", "DevComment2": "", "StartNodeID": "NodeR1300", "StartCondition": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random14", "KeyWord": "Dungeon1RandomVineHell", "DevComment": "덩쿨지옥", "DevComment2": "", "StartNodeID": "NodeR1400", "StartCondition": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320", "TargetUnitCondition": ["HighestEnergyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random15", "KeyWord": "Dungeon1RandomBurglary", "DevComment": "빈집털이", "DevComment2": "", "StartNodeID": "NodeR1500", "StartCondition": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320", "TargetUnitCondition": ["HighestEnergyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random16", "KeyWord": "Dungeon2RandomWatcher", "DevComment": "바라보는 존재 2", "DevComment2": "", "StartNodeID": "NodeR1600", "StartCondition": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random17", "KeyWord": "Dungeon2RandomGoblinPaint", "DevComment": "고블린 벽화", "DevComment2": "", "StartNodeID": "NodeR1700", "StartCondition": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random18", "KeyWord": "Dungeon2RandomFrenziedBall", "DevComment": "광란의 무도회", "DevComment2": "", "StartNodeID": "NodeR1800", "StartCondition": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Random19", "KeyWord": "Dungeon2RandomSealedCurse", "DevComment": "봉인된 저주", "DevComment2": "", "StartNodeID": "NodeR1900", "StartCondition": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320", "TargetUnitCondition": ["AnyNonDeadlyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 2, "EventTypeName": "Random", "IsRepeatable": true, "Cooldown": 4320}, {"Key": "Event_Tutorial0", "KeyWord": "CrawlingDoomTuto0", "DevComment": "붉은 공포", "DevComment2": "", "StartNodeID": "NodeT000", "StartCondition": "Tutorial && ScenarioType_CrawlingDoom", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial1", "KeyWord": "CrawlingDoomTuto1", "DevComment": "튜토1_카메라조작", "DevComment2": "", "StartNodeID": "NodeT100", "StartCondition": "Tutorial && QuestFinish_Tuto0", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial2", "KeyWord": "CrawlingDoomTuto2", "DevComment": "튜토2_카메라휠", "DevComment2": "", "StartNodeID": "NodeT200", "StartCondition": "Tutorial && QuestFinish_Tuto1", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial3", "KeyWord": "CrawlingDoomTuto3", "DevComment": "튜토3_마커 근처로 이동", "DevComment2": "", "StartNodeID": "NodeT300", "StartCondition": "Tutorial && QuestFinish_Tuto2", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial4", "KeyWord": "CrawlingDoomTuto4", "DevComment": "튜토4_허약한 회색쥐 처치", "DevComment2": "", "StartNodeID": "NodeT400", "StartCondition": "Tutorial && QuestFinish_Tuto3", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial5", "KeyWord": "CrawlingDoomTuto5", "DevComment": "튜토5_마커 근처로 이동2", "DevComment2": "", "StartNodeID": "NodeT500", "StartCondition": "Tutorial && QuestFinish_Tuto4", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial6", "KeyWord": "CrawlingDoomTuto6", "DevComment": "튜토6_나무상자와 상호작용", "DevComment2": "", "StartNodeID": "NodeT600", "StartCondition": "Tutorial && QuestFinish_Tuto5", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial7", "KeyWord": "CrawlingDoomTuto7", "DevComment": "튜토7_연고 사용하기", "DevComment2": "", "StartNodeID": "NodeT700", "StartCondition": "Tutorial && QuestFinish_Tuto6", "TargetUnitCondition": ["AnyUnit"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial8", "KeyWord": "CrawlingDoomTuto8", "DevComment": "튜토8_액티브 스킬 습득", "DevComment2": "", "StartNodeID": "NodeT800", "StartCondition": "Tutorial && QuestFinish_Tuto7", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial9", "KeyWord": "CrawlingDoomTuto9", "DevComment": "생존자", "DevComment2": "", "StartNodeID": "NodeT900", "StartCondition": "Tutorial && QuestFinish_Tuto8", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial10", "KeyWord": "CrawlingDoomTuto10", "DevComment": "튜토10_유닛 구조하기", "DevComment2": "", "StartNodeID": "NodeT1000", "StartCondition": "Tutorial && QuestFinish_Tuto9", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial11", "KeyWord": "CrawlingDoomTuto11", "DevComment": "탈출", "DevComment2": "", "StartNodeID": "NodeT1100", "StartCondition": "Tutorial && QuestFinish_Tuto10", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial12", "KeyWord": "CrawlingDoomTuto12", "DevComment": "튜토12_아이템 줍기", "DevComment2": "", "StartNodeID": "NodeT1200", "StartCondition": "Tutorial && QuestFinish_Tuto11", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial13", "KeyWord": "CrawlingDoomTuto13", "DevComment": "튜토13_마커로 이동", "DevComment2": "", "StartNodeID": "NodeT1300", "StartCondition": "Tutorial && QuestFinish_Tuto12", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial14", "KeyWord": "CrawlingDoomTuto14", "DevComment": "튜토14_산성충 처치", "DevComment2": "", "StartNodeID": "NodeT1400", "StartCondition": "Tutorial && QuestFinish_Tuto13", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial15", "KeyWord": "CrawlingDoomTuto15", "DevComment": "튜토 15_마커로 이동", "DevComment2": "", "StartNodeID": "NodeT1500", "StartCondition": "Tutorial && QuestFinish_Tuto14", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}, {"Key": "Event_Tutorial16", "KeyWord": "CrawlingDoomTuto16", "DevComment": "튜토16_정착지로 이동", "DevComment2": "", "StartNodeID": "NodeT1600", "StartCondition": "Tutorial && QuestFinish_Tuto15", "TargetUnitCondition": ["None"], "EventScope": 0, "EventScopeName": "Scene", "EventType": 4, "EventTypeName": "Tutorial", "IsRepeatable": false, "Cooldown": 0}], "FarmingTable": [{"Key": "FARMING_Oats", "Dev_Comment": "-", "SeedItem": "ITEM_Oats", "Rank1Growth": 200, "Rank2Growth": 600, "Rank3Growth": 1000, "SeedingWorkload": 300.0, "AvailableFarm": "BUILDING_Farm", "LinkedCrops": ["BUILDING_OatsGrowth0", "BUILDING_OatsGrowth1", "BUILDING_OatsGrowth2", "BUILDING_Oats"]}, {"Key": "FARMING_DustRoot", "Dev_Comment": "-", "SeedItem": "ITEM_DustBulb", "Rank1Growth": 400, "Rank2Growth": 800, "Rank3Growth": 2000, "SeedingWorkload": 300.0, "AvailableFarm": "BUILDING_Farm", "LinkedCrops": ["BUILDING_DustRootGrowth0", "BUILDING_DustRootGrowth1", "BUILDING_DustRootGrowth2", "BUILDING_DustRoot"]}], "GameSystemTable": [{"Key": "GAMESYSTEM_Campaign_TickInterval", "DevComment1": "[0]: 틱 단위 - 1/60", "FloatValues": [0.016699999570846558], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_LogicalRefreshInterval", "DevComment1": "[0]: 최소 갱신 틱 (ex) 출혈) - 60/60", "FloatValues": [60.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_CampaignStartHour", "DevComment1": "[0]: 시작시간 8시일 경우 캠페인 시작은 8시에 시작함.", "FloatValues": [8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_TickPerMin", "DevComment1": "[0]: 분 당 틱 - 45/60\nNOTE : 이 값이 45일 때 하루는 64,800틱 -> 실제 시간 1,082초 이므로 1배속 현실 시간으로 게임의 하루는 약 18분이다.", "FloatValues": [45.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_MinPerHour", "DevComment1": "[0]: 시간 당 분 - 2700/60", "FloatValues": [60.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_HourPerDay", "DevComment1": "[0]: 일 당 시간", "FloatValues": [24.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_DayTimes", "DevComment1": "[0] ~[1]: 하루에서 시간 아침이 차지하는 시간 시작 부터 끝까지", "FloatValues": [6.0, 20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_MapSizeMax", "DevComment1": "[0]: 맵 최대 X 크기\n[1]: 맵 최대 Y 크기", "FloatValues": [300.0, 300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_PlayerPartyMax", "DevComment1": "[0]: 플레이어 유닛 파티 최대 크기", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_GameSpeed", "DevComment1": "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]] ", "FloatValues": [0.0, 1.0, 3.5, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_DefaultGold", "DevComment1": "캠페인 신규 생성시 기본 소지금", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_DefaultMaxPopulation", "DevComment1": "캠페인 신규 생성시 기본 최대 인구", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_UnitSpeedModifier", "DevComment1": "[0]: 속도 보정치", "FloatValues": [0.03999999910593033], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_BaseAreaMaxRadius", "DevComment1": "[0]: 초기 크립이 없는 정착지 최대 반경", "FloatValues": [25.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_HousingRoomMaxSize", "DevComment1": "[0]: 방의 최대 크기", "FloatValues": [300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_DayNightVisionDiffrence", "DevComment1": "[0]: 밤낮의 시야 차이", "FloatValues": [3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_WeatherHourMinMax", "DevComment1": "날씨가 지속되는 분 간격 범위", "FloatValues": [360.0, 720.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Campaign_DepletionTerm", "DevComment1": "고갈도 회복 주기 (분 간격)", "FloatValues": [4320.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_InventorySizeMax", "DevComment1": "[0]: 인벤토리 최대 크기", "FloatValues": [36.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_EquipmentSizeMax", "DevComment1": "[0]: 장비 최대 크기", "FloatValues": [7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_HeavyWeightCondition", "DevComment1": "{0} ~ 무거움 ~ {1} ~ 매우 무거움 ~ {2} ~ 들 수 없음", "FloatValues": [1.0, 1.25, 1.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_EnergyEffectCondition", "DevComment1": "기력 퍼센트가\n0~{0}미만이면 기력_매우 지침\n{0}~{1}미만이면 기력_지침\n{1}~{2}미만이면 기력_효과 없음\n{2}~100이하이면 기력_활기참", "FloatValues": [20.0, 40.0, 80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_HungerEffectCondition", "DevComment1": "허기 퍼센트가\n0~{0}미만이면 허기_매우 배고픔\n{0}~{1}미만이면 허기_배고픔\n{1}~100이하이면 허기_만족 <- 이거 없는듯", "FloatValues": [20.0, 40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_StressEffectCondition", "DevComment1": "스트레스 퍼센트가\n0~{0} 미만이면 효과_스트레스_행복함\n{0}~{1}미만이면 관련 효과 없음\n{1}~(2)이하이면 효과_스트레스_높음\n{2}~100이면 효과_스트레스_심각한", "FloatValues": [20.0, 40.0, 80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_EnergyRecoveryCondition", "DevComment1": "데들리, 기력 최종 패널티 등 기력과 연관된 이유로 '의식 없음' 상태일 때 이 상태에서 기력이 몇이 되어야 의식을 되찾는지의 퍼센트 수치", "FloatValues": [40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_HungerRecoveryCondition", "DevComment1": "배고픔 등 허기와 연관된 이유로 '의식 없음' 상태일 때 이 상태에서 허기가 몇이 되어야 의식을 되찾는지의 퍼센트 수치", "FloatValues": [40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_DefaultTick", "DevComment1": "한 단위의 수면시 소요되는 틱의 기본값 {0}.\n수면 중 깨기 위한 (EX : 기력이 일정 이상이거나, 매우 배고픔) 조건을 예외 처리를 위해 존재하는 변수임.", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_UnconsciousTick", "DevComment1": "한 단위의 의식불명 수면시 소요되는 틱의 기본값 {0}.", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_WakeUp", "DevComment1": "충분히 잤다고 판단하는 조건 퍼센트. 한번 잠들면 이 수치까지는 기력을 회복하고 나서야 깨어난다. 중간에 다른 공동 태스크가 있더라도 깨어나지 않으니 주의 (강제로 컨트롤 모드로 바꾸는 식으로 깨울수는 있다)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_WakeUpControlSleep", "DevComment1": "수면 우선 모드일 때는 언제까지 자는지를 정하는 퍼센트 수치", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_WakeUpSevereExhausted", "DevComment1": "심각한 탈진으로 깊은 잠을 잘 때 이 퍼센트 이상이 되면 깨어남", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_AffecterTick", "DevComment1": "잠잘 때 관련 어펙터 효과(바닥에서 수면, 침대에서 수면) 을 발동 하는데까지 걸리는 틱수", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_GroundMoodCooltime", "DevComment1": "바닥에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초\nPS : 인게임 1시간은 1배속 기준 현실 시간 45초임.", "FloatValues": [135.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_BedMoodCooltime", "DevComment1": "침대에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초", "FloatValues": [1080.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Sleep_RoomMoodCooltime", "DevComment1": "방에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초", "FloatValues": [2160.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Eat_DefaultTick", "DevComment1": "음식 섭취시 소요되는 틱의 기본값 {0}", "FloatValues": [300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Eat_WakeUp", "DevComment1": "배고픔 등 허기와 연관된 이유로 '의식 없음' 상태일 때 이 상태에서 허기가 몇이 되어야 의식을 되찾는지의 퍼센트 수치", "FloatValues": [40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Eat_RoomMoodCooltime", "DevComment1": "방에서 음식을 먹었을 때 해당하는 무드가 지속되는 {0}초", "FloatValues": [2160.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Temple_AffecterTick", "DevComment1": "신전에서 품질에 따라서 해당하는 효과가 지속되는 {0}틱", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Recreation_DefaultTick", "DevComment1": "놀이시 소요되는 틱의 기본값 {0}", "FloatValues": [1800.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Idle_Start_Tick", "DevComment1": "Idle상태 시작시 대기 틱. {0} ~ {1} 사이 랜덤한 값을 골라서 행동.\nPS : 다른걸 하다가 Idle BT로 들어와 시작할 때 이 틱 만큼 대기한다는 뜻임. 이전 태스크가 뭔지는 알수 없는거고.", "FloatValues": [20.0, 30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_Idle_Tick", "DevComment1": "Idle상태에서 대기 틱 시간. {0} ~ {1} 사이 랜덤한 값을 골라서 행동.\nPS : 즉, Idle 을 '반복'할 때 적용되는 틱 주기임", "FloatValues": [300.0, 600.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_InputBuffer", "DevComment1": "선입력 틱 (기존 12)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_MentalBreakStressInitializer", "DevComment1": "정신 붕괴 시, 스트레스 초기화", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_MentalBreakDuration", "DevComment1": "정신 붕괴 시, 효과 부여 시간", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_MentalBreakAfterEffectDuration", "DevComment1": "정신 붕괴 시, 후유증 부여 시간", "FloatValues": [12.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_BaseAutoSaveTimeIntervalHour", "DevComment1": "베이스에서 시간에 따른 자동저장이 작동하는 시간 간격 범위", "FloatValues": [12.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_BigDarkThornRadius", "DevComment1": "큰 가시덩쿨이 크립을 커버하는 영역 {0}", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_SmallDarkThornRadius", "DevComment1": "작은 가시덩쿨이 크립을 커버하는 영역 {0}", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_BigDarkThornRatio", "DevComment1": "큰 가시덩쿨과 작은 가시 덩쿨의 생성 확률 {0}", "FloatValues": [0.07999999821186066], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_BaseImplementRange", "DevComment1": "베이스에서 크립으로부터 {0} 만큼 떨어진 크립 영역 까지 구현한다", "FloatValues": [9.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_FuelDurationPerDurability", "DevComment1": "내구도 단위 연료 지속 시간.\n내구도 1당, 인게임 시간으로 몇 분이나 연료가 지속되는지 의미함.", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Settlement_MaxFuelAmount", "DevComment1": "건물의 연료 아이템 최대 수량", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_UnitForClearRegion", "DevComment1": "지역클리어를 위해 처리해야하는 적 순서에 따라서 1스테,2스테,,, 그리고 NULL 인경우 보스가 존재하지않기에 클리어해도 해금안 됨.", "FloatValues": [0.0], "StringValues": ["UNIT_GiantStoneGolem", "UNIT_ChainKnightSentinel", "NULL", "NULL", "NULL", "NULL", "NULL", "NULL"]}, {"Key": "GAMESYSTEM_Dungeon_PhaseUnit", "DevComment1": "페이즈 단위\n[n]: n층의 페이즈", "FloatValues": [0.0, 1.0, 2.0, 3.0, 4.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_LastAbyessFloor", "DevComment1": "현재 심연 마지막 층", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_StayPenaltyTerm", "DevComment1": "던전체류 기간 패널티 (분 간격)\n[n]: n분 간격 \n\n주의!!! 3값만 넣어야 함. 초과해서 넣으면 D5 같은걸 부여하려나 오류남.", "FloatValues": [1440.0, 1440.0, 1440.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_UnitRespawnTermByDifficulty", "DevComment1": "전투 난이도별 던전 유닛 리스폰 주기(분). \nCombatDifficulty enum 순서: Easy, Normal, Hard, VeryHard, Downfall. \n기존 600분 기준 Easy +100%, Normal +50%, Hard 이상 +0%.", "FloatValues": [1200.0, 900.0, 600.0, 600.0, 600.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_UnitPatrolTerm", "DevComment1": "던전 몬스터 패트롤 간격 (분 간격)", "FloatValues": [480.0, 960.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_TutorialSeed", "DevComment1": "[0]: 튜토리얼 시드", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_MaxFloor", "DevComment1": "메인 던전 맥스 Floor - 탐사열망 (더 깊은 곳으로)이벤트 체크용", "FloatValues": [5.0, 5.0, 5.0, 5.0, 5.0, 5.0], "StringValues": []}, {"Key": "GAMESYSTEM_Dungeon_BuildMaxRegion", "DevComment1": "이벤트용 변수 현재 빌드의 맥스 지역 체크용.\n해당 지역의 마지막 층 까지 도달 하면 탐사열망 (더 깊은 곳으로) 이벤트 안뜸", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier", "DevComment1": "퀘스트 완료했을때 해당하는 층이라면 가중치를 {0}배(일단 기본 10) 만큼 증가시킴", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_DropRateFactorByDifficulty", "DevComment1": "드랍률", "FloatValues": [1.0, 1.0, 1.0, 0.6700000166893005, 0.3400000035762787], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty", "DevComment1": "제작 재료 요구량 배율 (소수점은 반올림 처리, 1미만으로 감소시 1로 보정)", "FloatValues": [0.3400000035762787, 0.6700000166893005, 1.0, 1.0, 1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty", "DevComment1": "건설 재료 요구량 배율 (소수점은 반올림 처리, 1미만으로 감소시 1로 보정)", "FloatValues": [0.3400000035762787, 0.6700000166893005, 1.0, 1.0, 1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_ResearchRequiredWorkloadFactorByDifficulty", "DevComment1": "연구 요구량 배율 ", "FloatValues": [0.3400000035762787, 0.6700000166893005, 1.0, 1.3300000429153442, 1.659999966621399], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_TreatmentExpectationMoodEasyDifficulty", "DevComment1": "운영 난이도 쉬움. \n유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "FloatValues": [10.0, 7.0, 4.0, 1.0, -2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_TreatmentExpectationMoodNormalDifficulty", "DevComment1": "운영 난이도 보통. \n유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "FloatValues": [8.0, 5.0, 2.0, -1.0, -4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_TreatmentExpectationMoodHardDifficulty", "DevComment1": "운영 난이도 어려움. \n유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "FloatValues": [5.0, 2.0, -1.0, -4.0, -7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_TreatmentExpectationMoodVeryHardDifficulty", "DevComment1": "운영 난이도 매우 어려움. \n유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "FloatValues": [4.0, 1.0, 0.0, -3.0, -8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_TreatmentExpectationMoodDownfallDifficulty", "DevComment1": "운영 난이도 파멸. \n유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "FloatValues": [3.0, 0.0, -1.0, -4.0, -9.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_DungeonStayMoodPenaltyEasyDifficulty", "DevComment1": "운영 난이도 쉬움. \n던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "FloatValues": [-1.0, -4.0, -7.0, -10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_DungeonStayMoodPenaltyNormalDifficulty", "DevComment1": "운영 난이도 보통. \n던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "FloatValues": [-3.0, -6.0, -9.0, -12.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_DungeonStayMoodPenaltyHardDifficulty", "DevComment1": "운영 난이도 어려움. \n던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "FloatValues": [-4.0, -10.0, -16.0, -22.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_DungeonStayMoodPenaltyVeryHardDifficulty", "DevComment1": "운영 난이도 매우 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "FloatValues": [-5.0, -11.0, -17.0, -23.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Management_DungeonStayMoodPenaltyDownfallDifficulty", "DevComment1": "운영 난이도 파멸. \n던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "FloatValues": [-6.0, -12.0, -18.0, -24.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_DeadlyDuration", "DevComment1": "[0]: 죽음 임박 지속 시간", "FloatValues": [600.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_DeadlyAfterEffectDuration", "DevComment1": "[0]: 죽음 임박 후유증 지속 시간", "FloatValues": [600.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_DeadlyRecovery", "DevComment1": "[0]: 죽음 임박 시 회복되는 머리 생명력의 비율", "FloatValues": [80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_SurpisedDuration", "DevComment1": "[0]: 어리둥절 지속 시간 (초 단위)", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_LimpingDuration", "DevComment1": "[0]: 절뚝거림 지속 시간 (초 단위)", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_CombatRange", "DevComment1": "[0]: 개체 전투 범위 (일괄) <- 나가면 해제됨 (의도 상 시야값을 따라가야한다)", "FloatValues": [7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_EquipDurabilityModifier", "DevComment1": "[0]: 장비 내구도 차감 배율", "FloatValues": [0.10000000149011612], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_DamagePartsRatio", "DevComment1": "[0]: 머리 피해 확률, [1]: 몸통 피해 확률", "FloatValues": [0.30000001192092896, 0.699999988079071], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_GlobalCoolDown", "DevComment1": "[0]: 스킬 글로벌 쿨타임", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_ChangeEquipCoolDown", "DevComment1": "[0]: 전투 중 장비 변경 시 글로벌 쿨타임", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_ResearchCycleTick", "DevComment1": "한 단위의 '연구 수행'의 분절에 소요되는 시간 기간 틱", "FloatValues": [300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_ConstructionCycleTick", "DevComment1": "한 단위의 '건축 수행'의 분절에 소요되는 시간 기간 틱", "FloatValues": [300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_WorkloadScale", "DevComment1": "작업도 증가에 적용되는 수치 스케일용 계수", "FloatValues": [0.009999999776482582], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_WorkloadDefaultTick", "DevComment1": "{0}틱마다 작업도 증가. 채집류, 제작류 공통", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_ResearchWorkloadTick", "DevComment1": "{0}틱마다 작업도 증가. 연구 전용", "FloatValues": [150.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_FeedingWorkload", "DevComment1": "먹여주기 태스크에서 필요로 하는 Workload", "FloatValues": [600.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_RescueWorkload", "DevComment1": "구조/수술 태스크에서 필요로 하는 Workload", "FloatValues": [1000.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_CraftMaxTask", "DevComment1": "한 제작대에서 작업 가능한 최대 갯수 \n알파1용으로 임시로 6개까지해둠. 스크롤 작업 후 리미터 해제", "FloatValues": [6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_TaskTalentScores", "DevComment1": "생활 능력치에 따른 슬롯 배경 표시 구간을 의미한다.\n\n{0} 미만 : Bad\n{1} 미만 : Normal\n{2} 미만 : Good\n{3} 미만 : Great\n그 외(즉 {3} 이상인 경우)에는 Perfect", "FloatValues": [1.0, 1.2999999523162842, 1.7999999523162842, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Task_DemolitionWorkloadParam", "DevComment1": "건축 workload * {0} = 파괴 태스크 수행 Workload", "FloatValues": [0.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Trade_TradeRefreshInterval", "DevComment1": "{0} : 거래가 갱신되는 분 단위 시간 구간", "FloatValues": [4800.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Trade_PlayerSellDiscount", "DevComment1": "{0} : 플레이어가 팔때 붙는 할인 퍼센트 ( 50 이면 120원짜리 자원이 60원에 팔수있다;)", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_CandidateRefreshInterval", "DevComment1": "{0} : 모집의 후보가 갱신되는 분 단위 시간 구간\nNOTE : 당분간은 테스트 편의를 위해 50으로 해둡니다. 나중에 수정 필요.", "FloatValues": [480.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_IndividualTraitMinCount", "DevComment1": "{0} : 모집 후보 생성 과정에서 유닛에게 붙는 최소 인물 특성의 개수", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_AdditionalIndividualTraitGrantChance", "DevComment1": "{0} : 모집 후보 생성 과정에서 인물 특성을 한번 더 부여할 확률 (이론상 무한 반복될 수 있음)", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_SubSkillTreeMinCount", "DevComment1": "{0} : 모집 후보 생성 과정에서 유닛에게 붙는 최소 보조 트리의 개수", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_AdditionalSubSkillTreeGrantChance", "DevComment1": "{0} : 모집 후보 생성 과정에서 보조 스킬 트리를 한번 더 부여할 확률 (이론상 무한 반복될 수 있음)", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_InscriptionRarityWeights", "DevComment1": "{0}~{3} : 등장하는 각인 특성의 확률 가중치 일반~전설.\n실제 동작상 필수적이진 않지만 확률 파악 편의를 위해 총합 1000이 되도록 맞춰서 기입 바람(int값이어야한다).", "FloatValues": [807.0, 170.0, 20.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_TalentSumRange", "DevComment1": "{0}~{1} : 재능을 전부 합산했을 때 나올 수 있는 총합치의 범위(최소값~최대값)", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity", "DevComment1": "{0}~{3} : 모집 유닛에게 부여되는 일반~전설 각인 특성의 기준 취급 가격", "FloatValues": [50.0, 100.0, 300.0, 500.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_AdditionalPricesByLevel", "DevComment1": "{0}~{11} : 모집 유닛의 1~12까지 레벨의 기준 취급 가격\n\nNOTE : 공식\n\nCost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7\n\n의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개\n12렙 때는 맨몸 유닛 == 미스릴 갑옷 3개\n\n게임 초반에는 유닛의 상대 가치가 낮음 (왜냐면, 죽으면 다시 뽑아서 쓸 수 있도록 해야하므로)\n게임 후반에는 유닛의 상대 가치가 다시 점점 높아짐", "FloatValues": [120.0, 189.0, 344.0, 568.0, 850.0, 1187.0, 1575.0, 2012.0, 2494.0, 3020.0, 3589.0, 4200.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_PriceRamdomPerModifierRange", "DevComment1": "{0}~{1} : 최종적으로 무작위로 가격에 영향을 주는 변동 퍼센트 범위 (최소값~최대값)", "FloatValues": [-30.0, 30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Recruitment_UniqueExistingNames", "DevComment1": "유니크한 이름들은 모집에서 등장하지 않는다.", "FloatValues": [-1.0], "StringValues": ["TEXTKEY_PLAYERNAME_Human_Male_0", "TEXTKEY_PLAYERNAME_Human_Female_0", "TEXTKEY_PLAYERNAME_LizardMan_Male_0", "TEXTKEY_PLAYERNAME_Human_Female_67", "TEXTKEY_PLAYERNAME_Elf_Male_66"]}, {"Key": "GAMESYSTEM_Recruitment_UniqueExistingProfiles", "DevComment1": "유니크한 프로필(초상화)들은 모집에서 등장하지 않는다.", "FloatValues": [-1.0], "StringValues": ["UNITVISUAL_HumanStandardMale_0", "UNITVISUAL_HumanStandardFemale_0", "UNITVISUAL_LizardMan_0", "UNITVISUAL_ElfStandardMale_12", "UNITVISUAL_HumanStandardFemale_21"]}, {"Key": "GAMESYSTEM_Recruitment_RefreshCost", "DevComment1": "모집 초기화시에 드는 비용", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_MaxLevel", "DevComment1": "{0} : 유닛이 도달할 수 있는 최대 레벨", "FloatValues": [12.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_BuildMaxLevel", "DevComment1": "{0} : 현재 빌드에서 유닛이 도달할 수 있는 최대 레벨", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_MaxExpPerLevel", "DevComment1": "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 최대 경험치 량\n\nPS : 다항식 증가형 -> 경험치=a×(Level^b)+c 방식을 따르도록 설정.\n\n현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528\n\n(260212 UPDATE) 첫 탐사 끝내고 오면 2렙 갈 수 있도록 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.", "FloatValues": [30.0, 250.0, 567.0, 1017.0, 1600.0, 2315.0, 3167.0, 4153.0, 5273.0, 6531.0, 7926.0, 9457.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_InscriptionGrantLevels", "DevComment1": "{0}~{3} : 각 레벨이 되었을 때 각인을 새로 1개 습득함\n\n>> OUTDATE : 이제는 매 레벨 얻는걸로 기획이 변경되었음.", "FloatValues": [2.0, 5.0, 8.0, 11.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_LevelUpRequiredItem", "DevComment1": "\n{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 아이템의 수량(FloatValues), 아이템의 종류(StringValues)\n\nHW 250905 : 원래 3->4렙 가는게 LowGrade 로 되는데, 알파 데모에서는 막아둠.\n이후에는 다시 LowGrade가 되도록 수정 필요.", "FloatValues": [4.0, 24.0, 72.0, 4.0, 24.0, 72.0, 4.0, 24.0, 72.0, 4.0, 24.0], "StringValues": ["ITEM_LowGradeManaStone", "ITEM_LowGradeManaStone", "ITEM_LowGradeManaStone", "ITEM_MidGradeManaStone", "ITEM_HighGradeManaStone", "ITEM_HighGradeManaStone", "ITEM_HighGradeManaStone", "ITEM_HighGradeManaStone", "ITEM_HighGradeManaStone", "ITEM_SupremeGradeManaStone", "ITEM_SupremeGradeManaStone"]}, {"Key": "GAMESYSTEM_LevelUp_ItemAmountFactorByOffering", "DevComment1": "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율\n{1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율\n{2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율\n\nPS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율성은 낮아지도록 의도함.\n\n(241129 노트)\nLeast\n능력치 상승 배율: 1\n소모 수량 배율: 0.5\n트레이드오프 비율(효율성): 2\nOrdinary\n능력치 상승 배율: 1.2\n소모 수량 배율: 1\n트레이드오프 비율(효율성): 1.2\n\nPlentiful\n능력치 상승 배율: 1.5\n소모 수량 배율: 2\n트레이드오프 비율(효율성): 0.75", "FloatValues": [0.5, 1.0, 2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_StatIncreaseFactorByOffering", "DevComment1": "{0} : least일 때 능력치 상승 배율\n{1} : ordinary일 때 능력치 상승 배율\n{2} : plentiful일 때 능력치 상승 배율", "FloatValues": [1.0, 1.2000000476837158, 1.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_ProposedInscriptionCount", "DevComment1": "{0} : 레벨업시 무작위로 제시되는 각인의 개수", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_DefaultMainSkillPoint", "DevComment1": "{0} : 레벨1 기준 시작 주요 스킬 포인트 (Status 시트에서 스킬포인트는  참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_DefaultSubSkillPoint", "DevComment1": "{0} : 레벨1 기준 시작 보조 스킬 포인트 (Status 시트에서 스킬포인트는  참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)", "FloatValues": [6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_MainSkillPointIncrease", "DevComment1": "레벨업 시 주요 스킬 포인트 습득량", "FloatValues": [6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_SubSkillPointIncrease", "DevComment1": "레벨업 시 보조 스킬 포인트 습득량", "FloatValues": [6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentStrengthPoor", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentStrengthModerate", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentStrengthOutstanding", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentStrengthExceptional", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentStrengthGenius", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentConstitutionPoor", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentConstitutionModerate", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentConstitutionOutstanding", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentConstitutionExceptional", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentConstitutionGenius", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentWillPowerPoor", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentWillPowerModerate", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentWillPowerOutstanding", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, 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"DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentIntelligenceExceptional", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentIntelligenceGenius", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentAgilityPoor", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentAgilityModerate", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentAgilityOutstanding", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentAgilityExceptional", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentAgilityGenius", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentPerceptionPoor", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentPerceptionModerate", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentPerceptionOutstanding", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentPerceptionExceptional", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_TalentPerceptionGenius", "DevComment1": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!!\n{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_DefaultSkillPointIncrease", "DevComment1": "기본 스킬 포인트 상승치", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_LevelUp_BonusSkillPointIncrease", "DevComment1": "추가 스킬 포인트 상승치\n(3,5,7,9,11 레벨로 넘어갈 때 이 수치 만큼 추가로 부여됨)", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Player_ChangeDeltaThreshold", "DevComment1": "변화량 / 최대 값'이 이 퍼센트 수치보다 높은 경우 '매우 증가/감소'로 간주, 낮은 경우 '증가,감소'로 간주.\n실제 기능상 용도는 아니며, 상태창 등에서 수치들이 변경하는 속도를 표기해주기 위한 기준 수치이다.", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_UI_MoodMax", "DevComment1": "[0]: UI 상 기분 최대치", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_UI_FadeTime", "DevComment1": "[0]: UI 페이드 인아웃 시간", "FloatValues": [0.75], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_CameraMoveSpeed", "DevComment1": "[0]:  방향키를 통한 카메라 이동 속도", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_MinZoomSpeedFactor", "DevComment1": "[0]:  최소 줌인 일때의 속도 배율", "FloatValues": [0.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_MaxZoomSpeedFactor", "DevComment1": "[0]:  최대 줌인 일때의 속도 배율", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_CameraZoomInOutSpeed", "DevComment1": "[0]: UI 줌인 아웃  속도", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_CameraMinZoomSize", "DevComment1": "[0]: 카메라  줌인 최소값", "FloatValues": [6.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_CameraMaxZoomSize", "DevComment1": "[0]: 카메라  줌아웃 최대값", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_BGMShiftTime", "DevComment1": "[0]: 배경음악 변화 시간", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_ETC_AlphaCameraRegionRestrict", "DevComment1": "[0]x [0] :알파 버전 카메라 제한 구역 크기 ", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Event_RandomInterval", "DevComment1": "랜덤 이벤트가 발생 하는 텀 : 게임 내 분 단위", "FloatValues": [4320.0, 7200.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Event_RandomDismiss", "DevComment1": "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)", "FloatValues": [240.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Event_DecisionInterval", "DevComment1": "탐사단 결단 이벤트가 발생하는 텀 : 게임 내 분단위(10080 = 7일)", "FloatValues": [1440.0, 2880.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Event_DecisionDismiss", "DevComment1": "탐사단 결단 퀘스트 활성화 후, 포기 이벤트가 뜰 때 까지 필요한 인게임 시간", "FloatValues": [4320.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Alert_HungerComsume", "DevComment1": "유닛의 허기 소모량", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Alert_FoodHolding", "DevComment1": "Alert용, 적정 식량 보유일 수 ", "FloatValues": [3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Alert_FoodWarningDays", "DevComment1": "던전 알림 창에서 사용할 음식량 부족 관련 표기용 일수", "FloatValues": [3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Alert_LowAmmoCount", "DevComment1": "던전 알림 창에서 사용할 유닛당 필요한 화살의 최소량이 없음", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Alert_LowEquipDurabilityPercent", "DevComment1": "던전 알림 창에서 사용할 내구도가 {0}이하인 장착 중인 장비가 하나 이상 있음 ", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Move_PlayerMaxCap", "DevComment1": "유저의 유닛이 이동 할 수 있다고 판정하는 맥시멈 거리", "FloatValues": [300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Move_PlayerCombatMaxCap", "DevComment1": "유저의 유닛이 전투 중 이동 할 수 있다고 판정하는 맥시멈 거리", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Move_EnemyMaxCap", "DevComment1": "적 유닛이 공격 등 여러가지 상황에서 이동이 가능하다고 판정하는 맥시멈 거리", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_CountEasy", "DevComment1": "전투 난이도 별 환경효과 개수 긍정 / 부정", "FloatValues": [2.0, 0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_CountNormal", "DevComment1": "전투 난이도 별 환경효과 개수 긍정 / 부정", "FloatValues": [1.0, 0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_CountHard", "DevComment1": "전투 난이도 별 환경효과 개수 긍정 / 부정", "FloatValues": [1.0, 1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_CountVeryHard", "DevComment1": "전투 난이도 별 환경효과 개수 긍정 / 부정", "FloatValues": [1.0, 2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_CountDownfall", "DevComment1": "전투 난이도 별 환경효과 개수 긍정 / 부정", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_DepletionStack", "DevComment1": "초기 고갈도 스택", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Environment_WeatherWeightSunny", "DevComment1": "날씨\n[0] : 정착지\n[1~6] : 지역1~6\n[7] : 어비스", "FloatValues": [200.0, 200.0, 200.0, 200.0, 200.0, 200.0, 200.0, 200.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_WeatherWeightRain", "DevComment1": "날씨\n[0] : 정착지\n[1~6] : 지역1~6\n[7] : 어비스", "FloatValues": [15.0, 15.0, 15.0, 15.0, 15.0, 15.0, 15.0, 15.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_WeatherWeightHeavyRain", "DevComment1": "날씨\n[0] : 정착지\n[1~6] : 지역1~6\n[7] : 어비스", "FloatValues": [5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_StrengthFortify", "DevComment1": "힘 강화 : 긍정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_ToughnessFortify", "DevComment1": "맷집 강화 : 긍정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_WillpowerFortify", "DevComment1": "의지 강화 : 긍정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_IntelligenceFortify", "DevComment1": "지능 강화 : 긍정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_AgilityFortify", "DevComment1": "민첩 강화 : 긍정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_PerceptionFortify", "DevComment1": "인지 강화 : 긍정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_EliteHuntOrder", "DevComment1": "현상수배 : 엘리트 몬스터\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_RichManaStone", "DevComment1": "풍부한 마석\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_SilentSerenity", "DevComment1": "침묵의 평온\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_AbundantWood", "DevComment1": "풍부한 목재\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_JewelBeetle", "DevComment1": "보석 풍뎅이\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_ForestTeaching", "DevComment1": "숲의 가르침\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_ElvenHomeland", "DevComment1": "엘프의 고향\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_StrengthWeaken", "DevComment1": "힘 약화 : 부정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_ToughnessWeaken", "DevComment1": "맷집 약화 : 부정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_WillpowerWeaken", "DevComment1": "의지 약화 : 부정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_IntelligenceWeaken", "DevComment1": "지능 약화 : 부정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_AgilityWeaken", "DevComment1": "민첩 약화 : 부정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_PerceptionWeaken", "DevComment1": "인지 약화 : 부정\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0, 10.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_ManaOversaturation", "DevComment1": "마력 과포화\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_DistortedSenses", "DevComment1": "왜곡된 감각\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_NutrientAbsorption", "DevComment1": "영양 흡수\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_DarkWhisperEnv", "DevComment1": "어둠의 속삭임\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_SwarmingFleaEnv", "DevComment1": "들끓는 벼룩\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_BeastForestEnv", "DevComment1": "야수의 숲\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_UndergroundExplorer", "DevComment1": "지하탐험가\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_AbundantStone", "DevComment1": "풍부한 석재\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_ManaStoneBurrow", "DevComment1": "마석 땅굴\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_DarkBurrow", "DevComment1": "어두운 땅굴\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_GoblinVictory", "DevComment1": "고블린 승리\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_Environment_GlothVictory", "DevComment1": "글로트 승리\nGAMESYSTEM_Environment_{affecterName}", "FloatValues": [0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.0], "StringValues": ["None", "VeilSilence", "FesteringBurrow", "AbandonedMine", "ForgottenAbyss", "DeadSwamp", "TowerApocalypse", "Abyss"]}, {"Key": "GAMESYSTEM_EstablishRecruitment_RaceWeights", "DevComment1": "모집 유닛의 가중치\n// (0306) \n인간, \n리자드맨, \n엘프, \n드워프, \n백귀, \n탈,\n라이칸", "FloatValues": [100.0, 30.0, 15.0, 0.0, 0.0, 0.0, 15.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount", "DevComment1": "{0} : 모집 후보 생성 과정에서 유닛에게 붙는 최소 인물 특성의 개수", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance", "DevComment1": "{0} : 모집 후보 생성 과정에서 인물 특성을 한번 더 부여할 확률 (이론상 무한 반복될 수 있음)", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank", "DevComment1": "배경 트레잇 에 붙을 풀 제한 레벨", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_EstablishRecruitment_TalentSumRange", "DevComment1": "{0}~{1} : 재능을 전부 합산했을 때 나올 수 있는 총합치의 범위(최소값~최대값)", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_CheckIntervalSec", "DevComment1": "[0]: 유닛 티키타카 체크 주기(초)", "FloatValues": [3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_Range", "DevComment1": "[0]: 유닛 티키타카 탐색 반경(타일)", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_TriggerChance", "DevComment1": "[0]: 유닛 티키타카 발생 확률(%)", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_TopicRecordChance", "DevComment1": "[0]: 티키타카 주제 기록 확률(%)", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_RecentTopicMaxCount", "DevComment1": "[0]: 유닛이 보관하는 최근 티키타카 주제 최대 개수", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_StartupMuteSec", "DevComment1": "[0]: 맵 진입 후 티키타카 시작 유예 시간(초)", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_InitialEquipTopicIgnoreSec", "DevComment1": "[0]: 맵 진입 후 초기 장착 티키타카 주제 기록 무시 시간(초)", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_MaxConversationPerRefresh", "DevComment1": "[0]: 로직 리프레시 1회당 최대 티키타카 대화 횟수", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_RecentPartnerBlockCount", "DevComment1": "[0]: 직전 티키타카 대화 상대 차단 개수", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_RecentTopicBlockCount", "DevComment1": "[0]: 직전 티키타카 사용 주제 차단 개수", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_TikiTaka_ChattedDurationMin", "DevComment1": "[0]: 잡담을 나눔 효과 지속 시간(분)", "FloatValues": [360.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_PlayLoop_TimeCycle_TickAmountPerHour", "DevComment1": "시간별 tick 수를 의미한다. 이것에 24를 곱하면 하루의 틱 수치를 산출해낼 수 있음.", "FloatValues": [1800.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_PlayLoop_TimeCycle_HourInMinutes", "DevComment1": "시간이; 몇분으로 나뉘어지는지 물어보는것 (분의 틱 = 시간 틱 /해당 수치 )", "FloatValues": [60.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_PlayLoop_TimeCycle_DayInHour", "DevComment1": "하루가 몇시간으로 나뉘어지는지 물어보는것 (하루의 틱 = 해당 수치 * 시간 틱 )", "FloatValues": [24.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition", "DevComment1": "캠페인 누적 경과 시간 기준으로, 몇 '시간' 경과시 던전 브레이크가 발생하는지 나타내는 값.\n(기획 노트 : 현재로서 '정착지 시간의 누적 경과/실제 현실 플탐' 이 어느 정도일지 알기 어려우므로 한 캠페인당 게임 클리어까지 몇번이나 브레이크가 있을지 알기 어렵습니다. 따라서 초기 던전브레이크의 발생 시간만 넣어둡니다. 이후 밸런스를 보면서 수정할 예정입니다)", "FloatValues": [24.0, 48.0, 72.0, 96.0, 120.0, 144.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Portal_SettlementPortal_DefaultDurabilityChangePerHour", "DevComment1": "시간별 기본 정착지 포탈의 내구도 감소량을 의미함", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Inventory_MaxCapacity", "DevComment1": "인벤토리 칸 수", "FloatValues": [36.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Inventory_Basic_HeavyWeightApplyCondition", "DevComment1": "현재 무게/최대 무게 > {0}%이상 일 때 무거움 효과를 얻는다 (무게 게이지 붉은 부분)", "FloatValues": [0.699999988079071], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Inventory_Basic_VeryHeavyWeightApplyCondition", "DevComment1": "현재 무게/최대 무게 > {0}%이상 일 때 매우 무거움 효과를 얻는다 (무게 게이지 검은 부분)\n\n>> 240613 HW : 앞으로 매우 무거움을 없앤다.", "FloatValues": [0.8999999761581421], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Inventory_Basic_HardLimitWeightApplyCondition", "DevComment1": "현재 무게/최대 무게 > {0}%이상의 무게는 더 이상 소유할 수 없다.", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_BodyPartInjury_GetWoundPercentage", "DevComment1": "최종 피해 적용시 최종 피해의 {0}%만큼 부상치를 얻는다.", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_BodyPartInjury_NaturalWoundDecreasePercentage", "DevComment1": "매초 최대 체력의 {0}% 비율 만큼 모든 신체 부위의 부상치가 감소한다", "FloatValues": [0.10000000149011612], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_BodyPartInjury_RestWoundDecreasePercentage", "DevComment1": "수면 or 휴식중이라면 매초 {0}%'비율 만큼 모든 신체 부위에서 추가로 부상치가 감소한다", "FloatValues": [0.10000000149011612], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_BodyPartInjury_RestWoundDecreaseStructureQualityFactor", "DevComment1": "UnitStatusSystem_RestWoundDecreasePercentage를 통한 부상치 감소량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_BodyPartHealth_NaturalHealthPointRestorePercentage", "DevComment1": "모든 신체 부위에서 매초 최대 체력의 {0}% 비율 만큼 부상치를 제외한 생명력을 회복한다", "FloatValues": [0.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_BodyPartHealth_NaturalHealthPointRestoreStructureQualityFactor", "DevComment1": "UnitStatusSystem_NaturalHealthPointRestorePercentage를 통한 생명력 회복량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Energy_EnergyRestore_Rest", "DevComment1": "매틱마다 {0}씩 기력 회복 (현재 쓰이는 곳 없음. 아예 나중에도 안쓸지도?)", "FloatValues": [0.03500000014901161], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Energy_EnergyRestore_Sleep", "DevComment1": "매틱마다 {0}씩 기력 회복", "FloatValues": [0.05000000074505806], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Energy_EnergyRestore_UnconsciousSleep", "DevComment1": "매틱마다 {0}씩 기력 회복", "FloatValues": [0.03500000014901161], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Energy_EenrgyEffectApplyCondition", "DevComment1": "기력 퍼센트가\n0~{0}미만이면 기력_매우 지침\n{0}~{1}미만이면 기력_지침\n{1}~{2}미만이면 기력_효과 없음\n{2}~100이하이면 기력_활기참", "FloatValues": [20.0, 40.0, 80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Energy_DefaultEnoughSleepCondition", "DevComment1": "충분히 잤다고 판단하는 조건 퍼센트. 한번 잠들면 이 수치까지는 기력을 회복하고 나서야 깨어난다. 중간에 다른 공동 태스크가 있더라도 깨어나지 않으니 주의 (강제로 컨트롤 모드로 바꾸는 식으로 깨울수는 있다)", "FloatValues": [70.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Energy_ForceRestEnoughSleepCondition", "DevComment1": "강제 휴식 모드일 때는 언제까지 자는지를 정하는 퍼센트 수치", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_ConsciousnessRecoveryCondition_EnergyNeeded", "DevComment1": "데들리, 기력 최종 패널티 등 기력과 연관된 이유로 '의식 없음' 상태일 때 이 상태에서 기력이 몇이 되어야 의식을 되찾는지의 퍼센트 수치", "FloatValues": [40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_ConsciousnessRecoveryCondition_HungerNeeded", "DevComment1": "배고픔 등 허기와 연관된 이유로 '의식 없음' 상태일 때 이 상태에서 허기가 몇이 되어야 의식을 되찾는지의 퍼센트 수치", "FloatValues": [40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Recreaction_RecreationEffectApplyCondition", "DevComment1": "오락 퍼센트가\n0~{0}미만이면 오락_매우 지루함\n{0}~{1}미만이면 오락_지루함\n{1}~{2}미만이면 오락_효과 없음\n{2}~100이하이면 오락_신남", "FloatValues": [20.0, 40.0, 80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Hunger_HungerEffectApplyCondition", "DevComment1": "허기 퍼센트가\n0~{0}미만이면 허기_매우 배고픔\n{0}~{1}미만이면 허기_배고픔\n{1}~100이하이면 허기_만족", "FloatValues": [20.0, 40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Needs_Stress_StressEffectApplyCondition", "DevComment1": "스트레스 퍼센트가\n0~{0} 미만이면 효과_스트레스_행복함\n{0}~{1}미만이면 관련 효과 없음\n{1}~(2)이하이면 효과_스트레스_높음\n{2}~100이면 효과_스트레스_심각한", "FloatValues": [20.0, 40.0, 80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Mood_MaxMood", "DevComment1": "무드 최대치를 의미한다. 실제 변동되며 쓰이는 값은 아니고, 주로 UI에서 게이지바 등을 표시하기 위한 최대치 기준으로 사용된다.\n(실제 수치는 최대값이 없음)", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Mood_MoodToStressFactor", "DevComment1": "분 마다 모든 유닛에게 현재 무드에 이 값을 곱한 만큼 증감시킨다.\n무드가 0보다 크면 스트레스는 감소해야 하므로. 이 값은 특성상 음수여야 한다.", "FloatValues": [-0.029999999329447746], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Status_Mood_MoodApplyCondition", "DevComment1": "~{0}: 매우 불행\r\n{0}~{1}: 불행\n{1}~{2}: 보통\n{2}~(3): 행복\n{3}~: 매우 행복", "FloatValues": [-4.0, -1.0, 2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Strategy_Deadly_EnergyBecomeThisOnDeadlyByDamage", "DevComment1": "피해로 인한 데들리 상태에 빠질 때 기력이 최대의 몇 %로 세팅되는지의 값", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Strategy_Deadly_HeadHealthPointBecomeThisOnDeadlyByDamage", "DevComment1": "피해로 인한 데들리 상태에 빠질 때 머리 생명력이 최대의 몇 %로 세팅되는지의 값", "FloatValues": [30.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Task_Gathering_DefaultGatherWorkloadIncrease", "DevComment1": "매틱마다 {0}씩 채집도 증가", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Task_Crafting_DefaultCraftingWorkloadIncrease", "DevComment1": "매틱마다 {0}씩 제작 작업량 증가", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Task_Eating_DefaultRequiredEatingTimeTick", "DevComment1": "음식 섭취시 소요되는 틱의 기본값 {0}", "FloatValues": [300.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Task_Sleeping_DefaultRequiredSleepingTimeTick", "DevComment1": "한 단위의 수면시 소요되는 틱의 기본값 {0}.\n실제 내내 잔다고 하면, 이걸 여러 단위 수행하게 된다.\n단위가 하나 지날 때 마다 기력 회복이 되는 모습으로 보여지게 됨.", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Task_Sleeping_DefaultRequiredUnconsciousSleepingTimeTick", "DevComment1": "한 단위의 의식불명 수면시 소요되는 틱의 기본값 {0}.", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_BasicStats", "DevComment1": "플레이스홀더 (사용하지 않음)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_VisionRange", "DevComment1": "주변 시야 범위. 이 값을 기준으로 Fog of war를 업데이트한다.\n프로토타입에는 이 값에 대한 '최종 능력치'는 존재하지 않는 상태이다.\n\n이후로는 각 유닛이 vision 최종 능력치를 가지도록 처리할 필요가 있음.\n예컨데 휏불 사용 여부에 따라 시야에 따라 맵이 밝혀지는 정도가 다르다던가.", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxHealth_Total", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [120.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_HeadArmorRatio", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_BodyArmorRatio", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxEnergy", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxHunger", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxRecreation", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxStress", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_EnergyRegeneration", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)\n분 당 회복량 (기본적으로는 감소)", "FloatValues": [-0.009999999776482582], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_HungerRegeneration", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)\n분 당 회복량 (기본적으로는 감소)", "FloatValues": [-0.009999999776482582], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_RecreationRegeneration", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)\n분 당 회복량 (기본적으로는 감소)", "FloatValues": [-0.009999999776482582], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_EnergyRestoreBonus", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_EnergyConsumptionPanelty", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxWeight", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [90.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MaxMorale", "DevComment1": "최종능력치 시스템 기본값\n(표기F0)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MovementSpeed", "DevComment1": "최종능력치 시스템 기본값\n(표기F0, 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalAttackPower", "DevComment1": "최종능력치 시스템 기본값\n(표기F1)", "FloatValues": [8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalAttackSpeed", "DevComment1": "최종능력치 시스템 기본값\n(표기F2)\n1배속일 때 현실 시간 1초에 때리는 횟수", "FloatValues": [0.6000000238418579], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalEfficiencyAgainstArmor", "DevComment1": "최종능력치 시스템 기본값\n(표기 F1 퍼센트)", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalCriticalChance", "DevComment1": "최종능력치 시스템 기본값\n(표기 F1 퍼센트)", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalCriticalMultiplier", "DevComment1": "최종능력치 시스템 기본값\n(표기 F1 퍼센트)", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MeleeHitChance", "DevComment1": "최종능력치 시스템 기본값\n(표기 F1 퍼센트)", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_RangedHitChance", "DevComment1": "최종능력치 시스템 기본값\n(표기 F1 퍼센트)", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicAttackPower", "DevComment1": "최종능력치 시스템 기본값\n(표기F1)", "FloatValues": [20.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_DodgeChancePercentage", "DevComment1": "최종능력치 시스템 기본값\n(표기 F1 퍼센트)", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalResistance_Slash", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalResistance_Blunt", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_PhysicalResistance_Pierce", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Arcane", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Fire", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Ice", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)\nNOTE : Water로 변경 필요", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Lightning", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)\nNOTE : Nature로 변경 필요", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Holy", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_MagicResistance_Dark", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Bleeding", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DefaultValue_StatusResistance_Poison", "DevComment1": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": 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[0.019999999552965164], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_CraftingCapability", "DevComment1": "주요 능력치가 최종 능력치로 변환되는 비율 계수값", "FloatValues": [0.019999999552965164], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_FarmingCapability", "DevComment1": "주요 능력치가 최종 능력치로 변환되는 비율 계수값", "FloatValues": [0.019999999552965164], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_MajorStatToFinalStatFactor_CookingCapability", "DevComment1": "주요 능력치가 최종 능력치로 변환되는 비율 계수값", "FloatValues": [0.019999999552965164], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_FinalStats_DevValueConvertRatio_MovementSpeed", "DevComment1": "이동 속도를 그대로 코드 내에서 반영하면 너무 빨라서 순간이동 함. \n그러나 유저에게 실제 개발에 쓰이는 0.05 같은 이동 속도 값은 유저의 성장을 숫자로 반영해주기 적절하지 않음. \n따라서 이 변환 수치를 유저에게 보이는 이동속도에 곱하여 실제 게임 로직 코드에서 유니티 환경에 맞게 변환된 값으로 적용함.", "FloatValues": [0.05000000074505806], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MaxLevel", "DevComment1": "최대 레벨", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MapExpForEachLevel", "DevComment1": "요구하는 경험치량이다 {1}은 1레벨 때 최대 경험치량을 의미함.\n\n(0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.", "FloatValues": [-999.0, 100.0, 200.0, 400.0, 800.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_RequiredItemForLevelUp", "DevComment1": "Dev_NotUsed", "FloatValues": [-999.0], "StringValues": ["lv1->2{1}", "lv2->3{2}....즉", "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다."]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_RequiredItemAmountForLevelUp", "DevComment1": "lv1->2 {1}, lv2->3 {2} ....\n즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 '수량' 키값을 의미함.\n(0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.", "FloatValues": [-999.0, 5.0, 5.0, 5.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_RequiredItemAmountFactorForLevelUpByOfferingType", "DevComment1": "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율\n{1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율\n{2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율\nPS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율은 낮아지도록 밸런싱에 의도함.", "FloatValues": [1.0, 1.7999999523162842, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncreaseFactorForLevelUpByOfferingType", "DevComment1": "{0} : least일 때 능력치 상승 배율\n{1} : ordinary일 때 능력치 상승 배율\n{2} : plentiful일 때 능력치 상승 배율", "FloatValues": [1.0, 1.2000000476837158, 1.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Poor", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Moderate", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Outstanding", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Exceptional", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Strength_Genius", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Poor", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Moderate", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Outstanding", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Exceptional", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Constitution_Genius", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Poor", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Moderate", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Outstanding", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Exceptional", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_WillPower_Genius", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Poor", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Moderate", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Outstanding", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Exceptional", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Intelligence_Genius", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Poor", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Moderate", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Outstanding", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Exceptional", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Agility_Genius", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Poor", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [1.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Moderate", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Outstanding", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [2.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Exceptional", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_MajorStatIncrease_Perception_Genius", "DevComment1": "{0} : 최소 상승치\n{1} : 최대 상승치", "FloatValues": [3.0, 7.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Growth_Level_SkillPointIncreaseOnLevelUp", "DevComment1": "상승치", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_DefaultHitRate", "DevComment1": "시스템 기본 명중 확률", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_CriticalDamageModifier", "DevComment1": "치명타 데미지 증폭 계수", "FloatValues": [1.5], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_HeadHitRatioModifier", "DevComment1": "시스템에서 기본적으로 머리에 공격이 들어가는 확률을 조정하는 변수 (다이스 값을 비율로 조정시킴)\n이 값이 -1 이면 무조건 머리에 명중됨,\n이 값이 0이면 조정 없음,\n이 값이 1이면 머리에 맞을 확률이 절반이 된다.\n\n조정시키는 의도는 순수하게 머리/전체 최대 생명력으로만 확률을 판정하는 경우 머리에 맞으면 치명적인 것에 비해서 확률이 너무 높게 잡혀버리기 때문. 그렇다고 확률을 줄이기 위해 머리 생명력을 줄이면, 한번 터지는 머리 명중이 너무 강력해져버린다. 반대로 머리 생명력을 늘리면 같이 머리에 맞을 확률도 증가해버리는 딜레마가 있다.", "FloatValues": [0.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_SkillMaxRangeCorrection", "DevComment1": "선 딜레이 중 거리가 멀어졌을 때 스킬이 취소되어야 하는 거리 보정값", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_AggroRange", "DevComment1": "위협 범위", "FloatValues": [8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_AwarenessOnMin", "DevComment1": "시야 범위에 플레이어 유닛이 있을 때 분 당 쌓이는 인지 수치 (적에게만 해당)", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_AwarenessToCombat", "DevComment1": "전투 돌입까지 필요한 인지 수치", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_AggroCorrection", "DevComment1": "공격 타입 별 어그로 증가 보정치\n{0} : 근거리 보정치\n{1} : 원거리 보정치", "FloatValues": [1.2999999523162842, 1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_Basic_GuardReduction", "DevComment1": "가드 성공 시 피해량 감소량", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRate", "DevComment1": "둘러쌓인 한명당 {0}%의 적중률 보너스가 적용됩니다.", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRate", "DevComment1": "둘러쌓인 한명당 {0}%의 치명타율 보너스가 적용됩니다.", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Inventory_Basic_DefaultCarryingNeededItemThreshold", "DevComment1": "구조물이 '운반 요구' 아이템에 대해서 최대 보유 수량의 몇퍼센트 이하로 내려가면 운반 태스크를 발행하는지에 대한 기준 비율 (0~1) 기본값.\nEX : 마력발전기가 연료로 마석 100개까지 보관 가능하면 -> 이 값이 0.2면 20개까지 내려갔을 때 운반 태스크를 발행함.", "FloatValues": [0.30000001192092896], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Inventory_Basic_DefaultStrucutreMaxWeight", "DevComment1": "구조물 인벤토리 최대 무게의 기본값.", "FloatValues": [500.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Faction_Player_GuildContact", "DevComment1": "길드 연락의 틱 주기.", "FloatValues": [48000.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Faction_Player_DefaultFactionCoin", "DevComment1": "초기 소지 주화", "FloatValues": [500.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Faction_Player_NaturalIncrease_FactionCoin", "DevComment1": "소지금 증가 속도 per tick\n(PS : 길드 거래가 구현되기 전까지는 주화를 얻을 방법이 없으므로, 자연 증가시킨다.)", "FloatValues": [0.0010000000474974513], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Faction_Player_DefaultMaxMemberCount", "DevComment1": "플레이어가 보유할 수 있는 최대 인원수의 기본값.\n탐사단 명성 단계 등에 따라서 최대 인원수는 상승할 수도 있다.", "FloatValues": [6.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Sleep_AffecterTriggeringTickCount", "DevComment1": "잠잘 때 관련 어펙터 효과(바닥에서 수면, 침대에서 수면) 을 발동 하는데까지 걸리는 틱수", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv1", "DevComment1": "디폴트 고용 비용", "FloatValues": [40.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv2", "DevComment1": "디폴트 고용 비용", "FloatValues": [80.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv3", "DevComment1": "디폴트 고용 비용", "FloatValues": [160.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultRecruitmentPrice_Lv4", "DevComment1": "디폴트 고용 비용", "FloatValues": [320.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv1", "DevComment1": "디폴트 유지 비용", "FloatValues": [8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv2", "DevComment1": "디폴트 유지 비용", "FloatValues": [16.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv3", "DevComment1": "디폴트 유지 비용", "FloatValues": [32.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultUpkeepPrice_Lv4", "DevComment1": "디폴트 유지 비용", "FloatValues": [64.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultInspectPrice_Lv1", "DevComment1": "디폴트 조사 비용", "FloatValues": [4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultInspectPrice_Lv2", "DevComment1": "디폴트 조사 비용", "FloatValues": [8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultInspectPrice_Lv3", "DevComment1": "디폴트 조사 비용", "FloatValues": [16.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultInspectPrice_Lv4", "DevComment1": "디폴트 조사 비용", "FloatValues": [32.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultCandidateAmount", "DevComment1": "디폴트 보여주는 유닛 수", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_TotalTalent", "DevComment1": "재능 합계치", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_DefaultMajorStatRandomChangeRatio", "DevComment1": "이 비율 만큼 초기 주요 능력치를 변동시킨다 (= 초기 능력치).\n임시로 일괄적용하지만, 이후 배경 등에 따라 분화시켜야할 수 있다.", "FloatValues": [0.30000001192092896], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_RecruitmentInspectRevealTalentAmount", "DevComment1": "조사하기(Inspect) 사용시 소질을 몇개나 공개시키는지에 대한 값", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Basic_NaturalHealthRestoreAmount", "DevComment1": "유닛_기본_자연 생명력 회복\n{0}분마다 {1} 만큼 회복되게 만듬.(알단 확장성을 준다.)", "FloatValues": [1.0, 0.20000000298023224], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Basic_NoManaDamagePerTick", "DevComment1": "매틱 마나 부족시 기본적으로 {0} 만큼 소모한다", "FloatValues": [0.009999999776482582], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Basic_ManaStoneReduceHour", "DevComment1": "발전기에 연료로 마석을 넣었을 때, 게임시간으로 마석이 1개 줄어들 때 소요되는 시간\n(프로토타입 이후에는 구조물 시트를 통해 구조물별로 별도로 연료 소모 속도를 조절할 필요가 있다)", "FloatValues": [1.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_Basic_NeededFoodQualityPerLevel", "DevComment1": "레벨에 따른음식 퀄리티 요구치", "FloatValues": [100.0, 110.0, 120.0, 130.0, 150.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Floor_Phase_Division", "DevComment1": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트\n기본 : 2, 4 (1페이즈의 마지막 층은 2층임, 2페이즈의 마지막 층은 4층임. 마지막이 4이므로, 4층은 이 Region의 마지막 층으로 취급됨)", "FloatValues": [2.0, 4.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Theme1_RandomWeight_Combat", "DevComment1": "던전 1테마 랜덤에서 전투가 나올 비율", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Theme1_RandomWeight_Resource", "DevComment1": "던전 1테마 랜덤에서 자원이 나올 비율", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Theme1_RandomWeight_Shop", "DevComment1": "던전 1테마 랜덤에서 상점이 나올 비율", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Theme2_RandomWeight_Combat", "DevComment1": "던전 1테마 랜덤에서 전투가 나올 비율", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Theme2_RandomWeight_Resource", "DevComment1": "던전 1테마 랜덤에서 자원이 나올 비율", "FloatValues": [50.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Theme2_RandomWeight_Shop", "DevComment1": "던전 1테마 랜덤에서 상점이 나올 비율", "FloatValues": [100.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Basic_SpreadingFireWarmth_Radius", "DevComment1": "모닥불 등의 따뜻한 효과가 적용되는 범위 ", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_Storage_InitialItemStoring_Limit", "DevComment1": "처음 보관함에서 아이템을 저장하는 한도", "FloatValues": [1000.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_MoveRule_NonPlayerFactionUnitPathfindableDistance", "DevComment1": "플레이어 팩션이 아닌 유닛이 자신 근처 거리(맨하튼) 몇개까지를 길찾기 가능한 타일로 취급하는지의 거리 값.\n멀리 빙 돌아서 우회하는 경우를 막기 위함이므로 이 세부 수치 자체가 중요하지는 않다. 수치를 이것 저것 넣어보면서 우회를 너무 길게 하지도, 우회를 너무 안하지도 않게 조정하면 됩니다.", "FloatValues": [8.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Unit_MoveRule_PlayerFactionUnitPathfindableDistance", "DevComment1": "플레이어 팩션 유닛이 자신 근처 거리(맨하튼) 몇개까지를 길찾기 가능한 타일로 취급하는지의 거리 값.\n멀리 빙 돌아서 우회하는 경우를 막기 위함이므로 이 세부 수치 자체가 중요하지는 않다. 수치를 이것 저것 넣어보면서 우회를 너무 길게 하지도, 우회를 너무 안하지도 않게 조정하면 됩니다.", "FloatValues": [12.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_FineResult", "DevComment1": "100%가 최대일 때 '수작'이 나올 기본 확률.", "FloatValues": [10.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_MasterpieceResult", "DevComment1": "100%가 최대일 때 '명작'이 나올 기본 확률.", "FloatValues": [5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Item_EquipmentCrafting_ModifierPerCurrentAndRequiredCraftingGap", "DevComment1": "만약 현재 제작 스킬이 요구 제작 스킬보다 높은 경우, 높은 정도 만큼 '수작' 결과물이 나올 확률 보정치\n(PS : 반대의 경우는 존재할 수 없음. 왜냐하면, 현재 제작 스킬보다 요구 제작 스킬이 높으면 제작 자체가 불가하기 때문)", "FloatValues": [2.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Forest_Standard", "DevComment1": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트\nGAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 \nForest_Standard에서의 페이즈 구분이다 (4페이즈 구분)", "FloatValues": [1.0, 2.0, 4.0, 5.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Forest_Dark", "DevComment1": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트\nGAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 \nForest_Dark 에서의 페이즈 구분이다(3페이즈 구분)", "FloatValues": [1.0, 2.0, 3.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Structure_RoomType_AffectCondition_RoomStayMin", "DevComment1": "방에서 얼마나 머물러야 해당 방의 방 타입으로 인한 효과가 유닛에게 적용되는지를 나타내는 분단위 시간", "FloatValues": [120.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence", "DevComment1": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트\nGAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 \nForest_Standard에서의 페이즈 구분이다 (4페이즈 구분)\n명칭 변경됨\nHY : 층에 따른 페이즈. 1층 - 1페이즈 / 4층 3페이즈 이런식으로.", "FloatValues": [1.0, 2.0, 3.0, 3.0, 4.0], "StringValues": ["Dev_NotUsed"]}, {"Key": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Shadow_Forest", "DevComment1": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트\nGAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 \nForest_Dark 에서의 페이즈 구분이다(3페이즈 구분)\n명칭 변경됨", "FloatValues": [1.0, 2.0, 3.0], "StringValues": ["Dev_NotUsed"]}], "HousingRoomTable": [{"Key": "ROOM_Default", "DevComment": "빈 방", "RoomPriority": 0, "HousingType": 100, "HousingTypeName": "None", "RoomMinSize": 1, "RequireBuildings": ["NULL"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_PoorPrivateRoom", "DevComment": "허름한 개인실", "RoomPriority": 101, "HousingType": 2, "HousingTypeName": "PrivateRoom", "RoomMinSize": 9, "RequireBuildings": ["ROOMSUBTYPE_Sleep_1_5"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocrePrivateRoom", "DevComment": "그저 그런 개인실", "RoomPriority": 102, "HousingType": 2, "HousingTypeName": "PrivateRoom", "RoomMinSize": 16, "RequireBuildings": ["ROOMSUBTYPE_Sleep_1_10"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 30}, {"Key": "ROOM_NormalPrivateRoom", "DevComment": "일반 개인실", "RoomPriority": 103, "HousingType": 2, "HousingTypeName": "PrivateRoom", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_Sleep_1_10"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 60}, {"Key": "ROOM_DecentPrivateRoom", "DevComment": "괜찮은 개인실", "RoomPriority": 104, "HousingType": 2, "HousingTypeName": "PrivateRoom", "RoomMinSize": 32, "RequireBuildings": ["ROOMSUBTYPE_Sleep_1_15"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 120}, {"Key": "ROOM_PoorSharedRoom", "DevComment": "허름한 공용실", "RoomPriority": 201, "HousingType": 1, "HousingTypeName": "SharedRoom", "RoomMinSize": 9, "RequireBuildings": ["ROOMSUBTYPE_Sleep_2_5"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreSharedRoom", "DevComment": "그저 그런 공용실", "RoomPriority": 202, "HousingType": 1, "HousingTypeName": "SharedRoom", "RoomMinSize": 16, "RequireBuildings": ["ROOMSUBTYPE_Sleep_2_10"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 65}, {"Key": "ROOM_NormalSharedRoom", "DevComment": "일반 공용실", "RoomPriority": 203, "HousingType": 1, "HousingTypeName": "SharedRoom", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_Sleep_2_10"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 130}, {"Key": "ROOM_DecentSharedRoom", "DevComment": "괜찮은 공용실", "RoomPriority": 204, "HousingType": 1, "HousingTypeName": "SharedRoom", "RoomMinSize": 32, "RequireBuildings": ["ROOMSUBTYPE_Sleep_2_15"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 260}, {"Key": "ROOM_PoorTemple", "DevComment": "허름한 신전", "RoomPriority": 50, "HousingType": 3, "HousingTypeName": "Temple", "RoomMinSize": 14, "RequireBuildings": ["ROOMSUBTYPE_LevelUp_1_5", "ROOMSUBTYPE_Light_2_3"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreTemple", "DevComment": "그저 그런 신전", "RoomPriority": 51, "HousingType": 3, "HousingTypeName": "Temple", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_LevelUp_1_5", "ROOMSUBTYPE_Light_4_3"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 65}, {"Key": "ROOM_NormalTemple", "DevComment": "일반 신전", "RoomPriority": 52, "HousingType": 3, "HousingTypeName": "Temple", "RoomMinSize": 36, "RequireBuildings": ["ROOMSUBTYPE_LevelUp_1_5", "ROOMSUBTYPE_Light_4_3"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 130}, {"Key": "ROOM_DecentTemple", "DevComment": "괜찮은 신전", "RoomPriority": 53, "HousingType": 3, "HousingTypeName": "Temple", "RoomMinSize": 48, "RequireBuildings": ["ROOMSUBTYPE_LevelUp_1_5", "ROOMSUBTYPE_Light_6_3"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 260}, {"Key": "ROOM_PoorDiningRoom", "DevComment": "허름한 식당", "RoomPriority": 50, "HousingType": 5, "HousingTypeName": "DiningRoom", "RoomMinSize": 14, "RequireBuildings": ["ROOMSUBTYPE_CraftingCookery_1_0"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreDiningRoom", "DevComment": "그저 그런 식당", "RoomPriority": 51, "HousingType": 5, "HousingTypeName": "DiningRoom", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_CraftingCookery_1_0", "ROOMSUBTYPE_Table_1_5"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 65}, {"Key": "ROOM_NormalDiningRoom", "DevComment": "일반 식당", "RoomPriority": 52, "HousingType": 5, "HousingTypeName": "DiningRoom", "RoomMinSize": 36, "RequireBuildings": ["ROOMSUBTYPE_CraftingCookery_1_0", "ROOMSUBTYPE_Table_1_10"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 130}, {"Key": "ROOM_DecentDiningRoom", "DevComment": "괜찮은 식당", "RoomPriority": 53, "HousingType": 5, "HousingTypeName": "DiningRoom", "RoomMinSize": 48, "RequireBuildings": ["ROOMSUBTYPE_CraftingCookery_1_20", "ROOMSUBTYPE_Table_1_15"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 260}, {"Key": "ROOM_PoorResearchLab", "DevComment": "허름한 연구실", "RoomPriority": 50, "HousingType": 7, "HousingTypeName": "ResearchLab", "RoomMinSize": 9, "RequireBuildings": ["ROOMSUBTYPE_Research_1_0"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreResearchLab", "DevComment": "그저 그런 연구실", "RoomPriority": 51, "HousingType": 7, "HousingTypeName": "ResearchLab", "RoomMinSize": 16, "RequireBuildings": ["ROOMSUBTYPE_Research_1_0"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 30}, {"Key": "ROOM_NormalResearchLab", "DevComment": "일반 연구실", "RoomPriority": 52, "HousingType": 7, "HousingTypeName": "ResearchLab", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_Research_1_0"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 60}, {"Key": "ROOM_DecentResearchLab", "DevComment": "괜찮은 연구실", "RoomPriority": 53, "HousingType": 7, "HousingTypeName": "ResearchLab", "RoomMinSize": 32, "RequireBuildings": ["ROOMSUBTYPE_Research_1_0"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 120}, {"Key": "ROOM_PoorWorkshop", "DevComment": "허름한 작업장", "RoomPriority": 50, "HousingType": 4, "HousingTypeName": "Workshop", "RoomMinSize": 9, "RequireBuildings": ["ROOMSUBTYPE_CraftingWorkshop_1_0"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreWorkshop", "DevComment": "그저 그런 작업장", "RoomPriority": 51, "HousingType": 4, "HousingTypeName": "Workshop", "RoomMinSize": 16, "RequireBuildings": ["ROOMSUBTYPE_CraftingWorkshop_1_0"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 30}, {"Key": "ROOM_NormalWorkshop", "DevComment": "일반 작업장", "RoomPriority": 52, "HousingType": 4, "HousingTypeName": "Workshop", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_CraftingWorkshop_1_10"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 60}, {"Key": "ROOM_DecentWorkshop", "DevComment": "괜찮은 작업장", "RoomPriority": 53, "HousingType": 4, "HousingTypeName": "Workshop", "RoomMinSize": 32, "RequireBuildings": ["ROOMSUBTYPE_CraftingWorkshop_1_15"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 120}, {"Key": "ROOM_PoorMagicWorkshop", "DevComment": "허름한 마도구 공방", "RoomPriority": 50, "HousingType": 6, "HousingTypeName": "MagicWorkshop", "RoomMinSize": 9, "RequireBuildings": ["ROOMSUBTYPE_CraftingMagic_1_0"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreMagicWorkshop", "DevComment": "그저 그런 마도구 공방", "RoomPriority": 51, "HousingType": 6, "HousingTypeName": "MagicWorkshop", "RoomMinSize": 16, "RequireBuildings": ["ROOMSUBTYPE_CraftingMagic_1_0"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 30}, {"Key": "ROOM_NormalMagicWorkshop", "DevComment": "일반 마도구 공방", "RoomPriority": 52, "HousingType": 6, "HousingTypeName": "MagicWorkshop", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_CraftingMagic_1_10"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 60}, {"Key": "ROOM_DecentMagicWorkshop", "DevComment": "괜찮은 마도구 공방", "RoomPriority": 53, "HousingType": 6, "HousingTypeName": "MagicWorkshop", "RoomMinSize": 32, "RequireBuildings": ["ROOMSUBTYPE_CraftingMagic_1_10"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 120}, {"Key": "ROOM_PoorRecreationRoom", "DevComment": "허름한 놀이실", "RoomPriority": 50, "HousingType": 8, "HousingTypeName": "RecreationRoom", "RoomMinSize": 14, "RequireBuildings": ["ROOMTYPE_Recreation_1_0"], "RequiredWallFloorAverageQuality": 0.0, "RequireDecoTotalQuality": 0}, {"Key": "ROOM_MediocreRecreationRoom", "DevComment": "그저 그런 놀이실", "RoomPriority": 51, "HousingType": 8, "HousingTypeName": "RecreationRoom", "RoomMinSize": 24, "RequireBuildings": ["ROOMTYPE_Recreation_1_0"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 65}, {"Key": "ROOM_NormalRecreationRoom", "DevComment": "일반 놀이실", "RoomPriority": 52, "HousingType": 8, "HousingTypeName": "RecreationRoom", "RoomMinSize": 36, "RequireBuildings": ["ROOMTYPE_Recreation_1_10"], "RequiredWallFloorAverageQuality": 10.0, "RequireDecoTotalQuality": 130}, {"Key": "ROOM_DecentRecreationRoom", "DevComment": "괜찮은 놀이실", "RoomPriority": 53, "HousingType": 8, "HousingTypeName": "RecreationRoom", "RoomMinSize": 48, "RequireBuildings": ["ROOMTYPE_Recreation_1_10"], "RequiredWallFloorAverageQuality": 15.0, "RequireDecoTotalQuality": 260}, {"Key": "ROOM_MerchantRoom", "DevComment": "상단실", "RoomPriority": 57, "HousingType": 9, "HousingTypeName": "MerchantRoom", "RoomMinSize": 24, "RequireBuildings": ["ROOMSUBTYPE_Merchant_1_0"], "RequiredWallFloorAverageQuality": 5.0, "RequireDecoTotalQuality": 65}], "ItemTable": [{"Key": "ITEM_Firewood", "DevComment1": "땔감", "DevComment2": "NULL", "DevIndex": 1, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.5, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Textile", "DevComment1": "천", "DevComment2": "NULL", "DevIndex": 2, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 6, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ThickTextile", "DevComment1": "두꺼운 천", "DevComment2": "천을 여러겹 덧대어 만드는 더 단단한 천.", "DevIndex": 3, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 14, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WoodPlank", "DevComment1": "나무 판자", "DevComment2": "NULL", "DevIndex": 4, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 22, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_StoneBrick", "DevComment1": "벽돌", "DevComment2": "NULL", "DevIndex": 5, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 43, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 15.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_Brick"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Stone_3"]}, {"Key": "ITEM_StoneBid", "DevComment1": "돌 구슬", "DevComment2": "돌 구슬 놀이대의 재료이면서, 1회용 투척 아이템이기도 하다.", "DevIndex": 6, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CogWheel", "DevComment1": "톱니바퀴", "DevComment2": "NULL", "DevIndex": 7, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 500, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AncientCogWheel", "DevComment1": "고대 톱니바퀴", "DevComment2": "NULL", "DevIndex": 8, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WoodStick", "DevComment1": "나무 막대기", "DevComment2": "NULL", "DevIndex": 9, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 72, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BloodWoodStick", "DevComment1": "혈목 막대기", "DevComment2": "NULL", "DevIndex": 10, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 216, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BoneStick", "DevComment1": "뼈 막대기", "DevComment2": "NULL", "DevIndex": 11, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 98, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CarapaceStick", "DevComment1": "갑각 막대기", "DevComment2": "NULL", "DevIndex": 12, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 123, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CopperStick", "DevComment1": "구리 막대기", "DevComment2": "NULL", "DevIndex": 13, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 245, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ArcronStick", "DevComment1": "아크론 막대기", "DevComment2": "NULL", "DevIndex": 14, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 369, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_IronStick", "DevComment1": "연철 막대기", "DevComment2": "NULL", "DevIndex": 15, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 475, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 10.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RawHide", "DevComment1": "생가죽", "DevComment2": "NULL", "DevIndex": 16, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 22, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Leather", "DevComment1": "가죽", "DevComment2": "NULL", "DevIndex": 17, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 73, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LowGradeManaStone", "DevComment1": "하급 마석", "DevComment2": "1->2(소량)\n2->3(중량) \n키 값 바꾸면 코드 바꿔야함", "DevIndex": 18, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 30, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeManaStone", "DevComment1": "중급 마석", "DevComment2": "3->4(중량)키 값 바꾸면 코드 바꿔야함", "DevIndex": 19, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 72, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_HighGradeManaStone", "DevComment1": "상급 마석", "DevComment2": "5->6(중량)키 값 바꾸면 코드 바꿔야함", "DevIndex": 20, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 161, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_VeryHighGradeManaStone", "DevComment1": "최상급 마석", "DevComment2": "7->8(중량)키 값 바꾸면 코드 바꿔야함", "DevIndex": 21, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 387, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ManaStonePowder", "DevComment1": "마석 가루", "DevComment2": "마석 종류별 레시피가 존재(4종)\n소량,중량,대량,초대량", "DevIndex": 22, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 18, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.1, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BoneMeal", "DevComment1": "뼛가루", "DevComment2": "NULL", "DevIndex": 23, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 5, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.1, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LumaLog", "DevComment1": "루마 통나무", "DevComment2": "NULL", "DevIndex": 24, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 6, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.5, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BloodWood", "DevComment1": "혈목 통나무", "DevComment2": "NULL", "DevIndex": 25, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 18, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WildLongGrass", "DevComment1": "야생 긴풀", "DevComment2": "NULL", "DevIndex": 26, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 1, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Straw", "DevComment1": "짚", "DevComment2": "NULL", "DevIndex": 27, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 3, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.1, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Clay", "DevComment1": "점토", "DevComment2": "NULL", "DevIndex": 28, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 10, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Ceramics", "DevComment1": "도자기", "DevComment2": "NULL", "DevIndex": 29, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 38, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 15.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Stone", "DevComment1": "석재", "DevComment2": "NULL", "DevIndex": 30, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 9, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CopperOre", "DevComment1": "구리 광석", "DevComment2": "NULL", "DevIndex": 31, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 15, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 10.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CopperIngot", "DevComment1": "구리 주괴", "DevComment2": "NULL", "DevIndex": 32, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 38, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 10.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_IronOre", "DevComment1": "철 광석", "DevComment2": "NULL", "DevIndex": 33, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 30, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 10.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_IronIngot", "DevComment1": "연철 주괴", "DevComment2": "NULL", "DevIndex": 34, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 73, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 10.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SilverOre", "DevComment1": "은 광석", "DevComment2": "NULL", "DevIndex": 35, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 24, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SilverIngot", "DevComment1": "은 주괴", "DevComment2": "제작을 위해서는 태그가 아니라 은광석 아이템을 바로 요구한다", "DevIndex": 36, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 84, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_StaghareAntler", "DevComment1": "녹용", "DevComment2": "NULL", "DevIndex": 37, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicSwordAttack", "SKILL_SweepingCleave"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Bone", "DevComment1": "뼈", "DevComment2": "NULL", "DevIndex": 38, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 8, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RedMonsterRatFang", "DevComment1": "붉은 괴물쥐 송곳니", "DevComment2": "리저드맨 전용 장신구이다. 내구도는 꽤 빨리 소모되는 편이라 계속 쌓이기만 하진 않는다.\n\n물리 공격력+10\n\n(후순위 구현) 출혈을 보유한 적에게 피해를 주면 5분 동안 예리함을 얻습니다.", "DevIndex": 39, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_HardShell", "DevComment1": "단단한 껍질", "DevComment2": "갑각 장비를 위한 재료. 아이템 자체를 '갑각'이라고 칭하지는 않는데, 갑각이 범용적 개념에 가깝기 때문에 아이템 명칭으로 사용되기 부적절하기 때문.", "DevIndex": 40, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 10, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Arcron", "DevComment1": "아크론", "DevComment2": "NULL", "DevIndex": 41, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 30, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SlimeJelly", "DevComment1": "슬라임 젤리", "DevComment2": "세계관 상으로, 슬라임은 굉장히 강한 세포 분열 능력을 가지고 있으므로 이것이 약재로서도 적합하다는 네러티브 설정.", "DevIndex": 42, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 14, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GlothEggOmelet", "DevComment1": "글로트 에그 오믈렛", "DevComment2": "음식 만족도 [+10]\n글로트 에그 + 먼지 구근 = 글로트 에그 오믈렛", "DevIndex": 114, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 140, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 4.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_GlothEggOmelet", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MushbiterTeeth", "DevComment1": "머쉬바이터 이빨", "DevComment2": "머쉬바이터를 잡아서 얻을 수 있는 단검 아이템.\n\n(후순위 구현) 출혈을 가진 대상에게 주는 피해량이 30% 증가합니다.", "DevIndex": 44, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Petal", "DevComment1": "꽃잎", "DevComment2": "NULL", "DevIndex": 45, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 10, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.5, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_FireEssence", "DevComment1": "화염의 정수", "DevComment2": "정령석 제작, 여신의 눈물 제작, 각종 포션 제작 등에 사용되는 연금술 재료이다.", "DevIndex": 46, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 40, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WaterEssence", "DevComment1": "물의 정수", "DevComment2": "태그가 없는 이유는, 이걸로 제작되는 아이템들이 재료로 태그가 아니라 이 아이템 그 자체를 요구하기 때문임.", "DevIndex": 47, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 40, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_NatureEssence", "DevComment1": "자연의 정수", "DevComment2": "태그가 없는 이유는, 이걸로 제작되는 아이템들이 재료로 태그가 아니라 이 아이템 그 자체를 요구하기 때문임.", "DevIndex": 48, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 40, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LowGradeFireElementalStone", "DevComment1": "하급 화염의 정령석", "DevComment2": "NULL", "DevIndex": 49, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 150, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LowGradeWaterElementalStone", "DevComment1": "하급 물의 정령석", "DevComment2": "NULL", "DevIndex": 50, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 150, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LowGradeNatureElementalStone", "DevComment1": "하급 자연의 정령석", "DevComment2": "NULL", "DevIndex": 51, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 150, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeFireEssence", "DevComment1": "중급 화염의 정수", "DevComment2": "NULL", "DevIndex": 52, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 120, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeWaterEssence", "DevComment1": "중급 물의 정수", "DevComment2": "NULL", "DevIndex": 53, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 120, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeNatureEssence", "DevComment1": "중급 자연의 정수", "DevComment2": "NULL", "DevIndex": 54, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 120, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeFireElementalStone", "DevComment1": "중급 화염의 정령석", "DevComment2": "NULL", "DevIndex": 55, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 440, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeWaterElementalStone", "DevComment1": "중급 물의 정령석", "DevComment2": "NULL", "DevIndex": 56, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 440, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MidGradeNatureElementalStone", "DevComment1": "중급 자연의 정령석", "DevComment2": "NULL", "DevIndex": 57, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 440, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RedCrystalOre", "DevComment1": "적수정 원석", "DevComment2": "NULL", "DevIndex": 58, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 50, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RefinedRedCrystal", "DevComment1": "세공된 적수정", "DevComment2": "제작을 위해서는 태그가 아니라 '~ 원석' 아이템을 바로 요구한다", "DevIndex": 59, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 120, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlueCrystalOre", "DevComment1": "청수정 원석", "DevComment2": "NULL", "DevIndex": 60, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 50, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RefinedBlueCrystal", "DevComment1": "세공된 청수정", "DevComment2": "제작을 위해서는 태그가 아니라 '~ 원석' 아이템을 바로 요구한다", "DevIndex": 61, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 120, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GreenCrystalOre", "DevComment1": "녹수정 원석", "DevComment2": "NULL", "DevIndex": 62, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 50, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RefinedGreenCrystal", "DevComment1": "세공된 녹수정", "DevComment2": "제작을 위해서는 태그가 아니라 '~ 원석' 아이템을 바로 요구한다", "DevIndex": 63, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 120, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GarnetOre", "DevComment1": "가넷 원석", "DevComment2": "NULL", "DevIndex": 64, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 150, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RefinedGarnet", "DevComment1": "세공된 가넷", "DevComment2": "제작을 위해서는 태그가 아니라 '~ 원석' 아이템을 바로 요구한다", "DevIndex": 65, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 357, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_OpalOre", "DevComment1": "오팔 원석", "DevComment2": "NULL", "DevIndex": 66, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 150, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RefinedOpal", "DevComment1": "세공된 오팔", "DevComment2": "제작을 위해서는 태그가 아니라 '~ 원석' 아이템을 바로 요구한다", "DevIndex": 67, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 357, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_PeridotOre", "DevComment1": "페리도트 원석", "DevComment2": "NULL", "DevIndex": 68, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 150, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RefinedPeridot", "DevComment1": "세공된 페리도트", "DevComment2": "제작을 위해서는 태그가 아니라 '~ 원석' 아이템을 바로 요구한다", "DevIndex": 69, "Rarity": 2, "RarityName": "Rare", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 357, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GrandCrown", "DevComment1": "거대한 왕관", "DevComment2": "료열 슬라임을 잡으면 나오는 트로피 겸 환금성 아이템", "DevIndex": 70, "Rarity": 3, "RarityName": "Legendary", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 2000, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetHugeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_PotteryShard", "DevComment1": "도자기 파편", "DevComment2": "1품\n(원래 거래로 판매하는 환금 아이템이지만 알파에서는 아이템 사용시 소지금을 획득한다)", "DevIndex": 71, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ImperialCoin", "DevComment1": "제국 동전", "DevComment2": "1품\n(원래 거래로 판매하는 환금 아이템이지만 알파에서는 아이템 사용시 소지금을 획득한다)", "DevIndex": 72, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RustedCandelabrum", "DevComment1": "녹슨 촛대", "DevComment2": "1품\n(원래 거래로 판매하는 환금 아이템이지만 알파에서는 아이템 사용시 소지금을 획득한다)", "DevIndex": 73, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AncientMuralFragment", "DevComment1": "고대 벽화 조각", "DevComment2": "1품\n(원래 거래로 판매하는 환금 아이템이지만 알파에서는 아이템 사용시 소지금을 획득한다)", "DevIndex": 74, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SmallWolfStatue", "DevComment1": "작은 늑대 조각상", "DevComment2": "1품\n(원래 거래로 판매하는 환금 아이템이지만 알파에서는 아이템 사용시 소지금을 획득한다)", "DevIndex": 75, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CrackedHourglass", "DevComment1": "금이 간 모래시계", "DevComment2": "1품\n(원래 거래로 판매하는 환금 아이템이지만 알파에서는 아이템 사용시 소지금을 획득한다)", "DevIndex": 76, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ScareCrow", "DevComment1": "허수아비", "DevComment2": "허수아비 이벤트룸에서 채집 가능한 아이템.", "DevIndex": 77, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RitualBell", "DevComment1": "의식용 종", "DevComment2": "2품", "DevIndex": 79, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BanquetGoblet", "DevComment1": "연회용 술잔", "DevComment2": "2품", "DevIndex": 80, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SilverPlate", "DevComment1": "은제 접시", "DevComment2": "2품", "DevIndex": 81, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_StuffedDeerHead", "DevComment1": "사슴토 머리 박제", "DevComment2": "2품", "DevIndex": 82, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DecoratedPipe", "DevComment1": "장식된 담뱃대", "DevComment2": "2품", "DevIndex": 83, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_OldJewelryBox", "DevComment1": "오래된 예물함", "DevComment2": "3품", "DevIndex": 84, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_OrnateTeacup", "DevComment1": "화려한 찻잔", "DevComment2": "3품", "DevIndex": 85, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ReligiousArtifact", "DevComment1": "종교적 미술품", "DevComment2": "3품", "DevIndex": 86, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_FadedCrystalBall", "DevComment1": "빛바랜 수정구", "DevComment2": "4품", "DevIndex": 87, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_TrollHorn", "DevComment1": "트롤 뿔피리", "DevComment2": "4품", "DevIndex": 88, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RitualCenser", "DevComment1": "의식용 향로", "DevComment2": "5품", "DevIndex": 89, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_JewelEncrustedBeetle", "DevComment1": "보석 장식 풍뎅이", "DevComment2": "5품", "DevIndex": 90, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GetSomeMoney", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RadiantBanner", "DevComment1": "찬란한 휘장", "DevComment2": "6품", "DevIndex": 91, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RoyalSeal", "DevComment1": "황실의 도장", "DevComment2": "6품", "DevIndex": 92, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MerchantScales", "DevComment1": "상인의 천칭", "DevComment2": "교역실 제작 아이템", "DevIndex": 92, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 500, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_TechBook", "DevComment1": "기술 서적", "DevComment2": "연구 노드 해금에 소모되는 아이템", "DevIndex": 93, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_TechBook2", "DevComment1": "마법 서적", "DevComment2": "연구 노드 해금에 소모되는 아이템", "DevIndex": 94, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BaronBloodTear", "DevComment1": "남작의 피눈물", "DevComment2": "루팅으로만 얻을 수 있는 전설 주요 장신구\n\n생명력이 50% 이하일 때 생명력 흡수가 20% 증가합니다.\n기타 : 대학살을 벌였던 엘로스 제국의 흡혈귀 남작이 피눈물을 흘려서 굳어졌다는 비화를 가진 아이템.", "DevIndex": 95, "Rarity": 3, "RarityName": "Legendary", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_FrostyHandshake", "DevComment1": "얼어붙은 악수", "DevComment2": "루팅으로만 얻을 수 있는 전설 보조 장신구\n\n피해를 받을 때 마다 적에게 5분간 빙결을 부여합니다.", "DevIndex": 96, "Rarity": 3, "RarityName": "Legendary", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RedDragonBreath", "DevComment1": "화룡의 숨결", "DevComment2": "NULL", "DevIndex": 97, "Rarity": 3, "RarityName": "Legendary", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SwirlingTide", "DevComment1": "몰아치는 파도", "DevComment2": "NULL", "DevIndex": 98, "Rarity": 3, "RarityName": "Legendary", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MeatSkewer", "DevComment1": "고기 꼬치", "DevComment2": "음식 만족도 [+9]\n양호한 생고기 -> 고기 꼬치", "DevIndex": 107, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 97, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 30, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MeatSkewer", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MeatStew", "DevComment1": "고기 스튜", "DevComment2": "음식 만족도 [+5]\n양호한 생고기 -> 고기 스튜", "DevIndex": 108, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 97, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MeatStew", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MushroomSkewer", "DevComment1": "버섯 꼬치", "DevComment2": "음식 만족도 [+7]\n버섯 -> 버섯 꼬치", "DevIndex": 109, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 66, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 30, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MushroomSkewer", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MushroomStew", "DevComment1": "버섯 스튜", "DevComment2": "음식 만족도 [+3]\n버섯 -> 버섯 스튜", "DevIndex": 110, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 66, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MushroomStew", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MonsterBarbecue", "DevComment1": "괴물 통구이", "DevComment2": "음식 만족도 [+7]\n역겨운 괴물 고기 + 블루 베리 = 괴물 바베큐\n(NOTE : 고기 구이와 동급의 맛인데 양도 많이 채워줌)", "DevIndex": 113, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 64, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 4.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MonsterBarbecue", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SlimePudding", "DevComment1": "슬라임 푸딩", "DevComment2": "음식 만족도 [+8]\n슬라임 젤리 -> 슬라임 푸딩\n(NOTE : 블루베리나 고기보다 재료 수급이 쉬운 편이지만, 제작에 들어가는 요리 노동량이 높은 요리)", "DevIndex": 43, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 3, "ItemSubTypeName": "Food_Omnivore", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_SlimePudding", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Jerky", "DevComment1": "육포", "DevComment2": "음식 만족도 [+2]", "DevIndex": 112, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 54000, "Weight": 0.5, "HungerRestore": 50, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_Jerky", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_FineRawMeat", "DevComment1": "양호한 생고기", "DevComment2": "음식 만족도 [-3]\n(NOTE : 리저드맨은 무드 패널티 효과를 받지 않음)", "DevIndex": 119, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 2.0, "HungerRestore": 15, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_FineRawMeat", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GrilledMeat", "DevComment1": "고기 구이", "DevComment2": "음식 만족도 [+7]\n질긴 생고기 -> 고기 구이", "DevIndex": 99, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 32, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 30, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_GrilledMeat", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MeatPorridge", "DevComment1": "고기죽", "DevComment2": "음식 만족도 [+1]\n질긴 생고기 -> 고기 죽", "DevIndex": 102, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 32, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MeatPorridge", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ImprovedGrassPorridge", "DevComment1": "개량된 풀 죽", "DevComment2": "음식 만족도 [-1]\n긴풀+마석가루 -> 풀죽\n\n순무죽보다 비싼데. 유통기한이 더 길기 때문.\n(마석 가루가 들어가니 가격이 더 비싸질 필요가 있어서 메리트를 더 주게 된 것. 어쩌다보니 컨셉상 마석이 방부제 역할을 해버리게 된 셈... 참고로 가격은 재료를 감안하면 일부러 약간 저렴하게 잡아두었다.)", "DevIndex": 105, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 26, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 24000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_ImprovedGrassPorridge", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Mushroom", "DevComment1": "버섯", "DevComment2": "음식 만족도 [+3]\n(PS : 재배는 불가함)", "DevIndex": 124, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 24, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 2.0, "HungerRestore": 15, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_Mushroom", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GrilledTurnip", "DevComment1": "순무 구이", "DevComment2": "음식 만족도 [+5]\n순무 -> 순무 구이", "DevIndex": 100, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 23, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 30, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_GrilledTurnip", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_TurnipSalad", "DevComment1": "순무 샐러드", "DevComment2": "음식 만족도 [+3]\n순무 -> 순무 샐러드", "DevIndex": 101, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 23, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 40, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_TurnipSalad", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_TurnipPorridge", "DevComment1": "순무죽", "DevComment2": "음식 만족도 [-1]\n순무 -> 순무 죽", "DevIndex": 103, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 23, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_TurnipPorridge", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_OatPorridge", "DevComment1": "귀리죽", "DevComment2": "음식 만족도 [-2]\n귀리 -> 귀리죽", "DevIndex": 106, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 17, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_OatPorridge", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Hardtack", "DevComment1": "건빵", "DevComment2": "음식 만족도 [+0]", "DevIndex": 111, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 3, "ItemSubTypeName": "Food_Omnivore", "StandardPrice": 15, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 72000, "Weight": 0.5, "HungerRestore": 50, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_Eat", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DustBulb", "DevComment1": "먼지 구근", "DevComment2": "음식 만족도 [+3]", "DevIndex": 117, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 15, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 1.0, "HungerRestore": 25, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_DustBulb", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlueBerry", "DevComment1": "블루 베리", "DevComment2": "음식 만족도 [+3]", "DevIndex": 116, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 12, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 1.0, "HungerRestore": 10, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_BlueBerry", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ToughRawMeat", "DevComment1": "질긴 생고기", "DevComment2": "음식 만족도 [-3]\n(NOTE : 리저드맨은 무드 패널티 효과를 받지 않음)", "DevIndex": 118, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 12, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 2.0, "HungerRestore": 15, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_ToughRawMeat", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GrassPorridge", "DevComment1": "풀 죽", "DevComment2": "음식 만족도 [-4]\n긴풀 -> 풀죽", "DevIndex": 104, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 10, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 12000, "Weight": 2.0, "HungerRestore": 60, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_GrassPorridge", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LumaFruit", "DevComment1": "루마 열매", "DevComment2": "음식 만족도 [+2]\n(PS : 순무보다 허기 회복량 높음)", "DevIndex": 115, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 10, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 2.0, "HungerRestore": 25, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_LumaFruit", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GlothEgg", "DevComment1": "글로트 알", "DevComment2": "생식은 불가하다.", "DevIndex": 121, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DisgustingMonsterMeat", "DevComment1": "역겨운 괴물 고기", "DevComment2": "음식 만족도 [-5]\n(NOTE : 리저드맨은 무드 패널티 효과를 받지 않음)\n\n", "DevIndex": 120, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 1, "ItemSubTypeName": "Food_Carnivore", "StandardPrice": 8, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 2.0, "HungerRestore": 15, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_DisgustingMonsterMeat", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Turnip", "DevComment1": "순무", "DevComment2": "음식 만족도 [+1]\n(PS : 재배는 불가함)", "DevIndex": 123, "Rarity": 0, "RarityName": "Common", "ItemType": 3, "ItemTypeName": "Food", "ItemSubType": 2, "ItemSubTypeName": "Food_Vegeterian", "StandardPrice": 8, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 9000, "Weight": 2.0, "HungerRestore": 15, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_Turnip", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Oats", "DevComment1": "귀리", "DevComment2": "생식은 불가하다.", "DevIndex": 125, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 5, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WoodClub", "DevComment1": "나무 곤봉", "DevComment2": "NULL", "DevIndex": 126, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 35, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 23.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_LumaLog_2"]}, {"Key": "ITEM_BloodWoodClub", "DevComment1": "혈목 곤봉", "DevComment2": "NULL", "DevIndex": 127, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 122, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1800, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 42.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BloodWood_2"]}, {"Key": "ITEM_BoneClub", "DevComment1": "뼈 곤봉", "DevComment2": "NULL", "DevIndex": 128, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 47, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 30.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_2"]}, {"Key": "ITEM_CarapaceClub", "DevComment1": "갑각 곤봉", "DevComment2": "NULL", "DevIndex": 129, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 59, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 36.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_HardShell_2"]}, {"Key": "ITEM_ArcronMace", "DevComment1": "아크론 곤봉", "DevComment2": "NULL", "DevIndex": 130, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 173, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 57.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Arcron_2"]}, {"Key": "ITEM_CopperMace", "DevComment1": "구리 곤봉", "DevComment2": "NULL", "DevIndex": 131, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 118, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 45.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_CopperIngot_2"]}, {"Key": "ITEM_TinMace", "DevComment1": "주석 곤봉", "DevComment2": "NULL", "DevIndex": 132, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 135, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 53.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_TinIngot_5"]}, {"Key": "ITEM_BronzeMace", "DevComment1": "청동 곤봉", "DevComment2": "NULL", "DevIndex": 133, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 182, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 60.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_5"]}, {"Key": "ITEM_IronClub", "DevComment1": "연철 곤봉", "DevComment2": "NULL", "DevIndex": 134, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 104, "ItemSubTypeName": "Equipment_Blunt", "StandardPrice": 229, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicClubAttack", "SKILL_StunCharge"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 68.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_IronIngot_1"]}, {"Key": "ITEM_WoodDagger", "DevComment1": "나무 단검", "DevComment2": "NULL", "DevIndex": 135, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 103, "ItemSubTypeName": "Equipment_Dagger", "StandardPrice": 35, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, 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"Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 108, "ItemSubTypeName": "Equipment_FireStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_FireMissile"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 90.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_5"]}, {"Key": "ITEM_RedCrystalIronStaff", "DevComment1": "적수정 연철 스태프", "DevComment2": "NULL", "DevIndex": 224, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 108, "ItemSubTypeName": 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0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_SummonBubbling"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 63.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BloodWood_5"]}, {"Key": "ITEM_BlueCrystalBoneStaff", "DevComment1": "청수정 뼈 스태프", "DevComment2": "NULL", "DevIndex": 227, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 109, "ItemSubTypeName": "Equipment_WaterStaff", "StandardPrice": 452, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": 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"Equipment_MagicAttackPower": 68.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_CopperIngot_5"]}, {"Key": "ITEM_OpalTinStaff", "DevComment1": "오팔 주석 스태프", "DevComment2": "NULL", "DevIndex": 231, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 109, "ItemSubTypeName": "Equipment_WaterStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_SummonBubbling"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 80.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_TinIngot_5"]}, {"Key": "ITEM_OpalBronzeStaff", "DevComment1": "오팔 청동 스태프", "DevComment2": "NULL", "DevIndex": 232, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 109, "ItemSubTypeName": "Equipment_WaterStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_SummonBubbling"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 90.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_5"]}, {"Key": "ITEM_BlueCrystalIronStaff", "DevComment1": "청수정 연철 스태프", "DevComment2": "NULL", "DevIndex": 233, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 109, "ItemSubTypeName": "Equipment_WaterStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 101.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_IronIngot_5"]}, {"Key": "ITEM_GreenCrystalWoodStaff", "DevComment1": "녹수정 나무 스태프", "DevComment2": "NULL", "DevIndex": 234, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 419, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1350, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 36.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_LumaLog_5"]}, {"Key": "ITEM_GreenCrystalBloodWoodStaff", "DevComment1": "녹수정 혈목 스태프", "DevComment2": "NULL", "DevIndex": 235, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 606, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2700, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 63.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BloodWood_5"]}, {"Key": "ITEM_GreenCrystalBoneStaff", "DevComment1": "녹수정 뼈 스태프", "DevComment2": "NULL", "DevIndex": 236, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 452, "RandomTags": ["NULL"], 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"HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 57.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_HardShell_5"]}, {"Key": "ITEM_PeridotArcronStaff", "DevComment1": "페리도트 아크론 스태프", "DevComment2": "NULL", "DevIndex": 238, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 1408, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 86.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Arcron_5"]}, {"Key": "ITEM_PeridotCopperStaff", "DevComment1": "페리도트 구리 스태프", "DevComment2": "NULL", "DevIndex": 239, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 1247, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 68.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_CopperIngot_5"]}, {"Key": "ITEM_PeridotTinStaff", "DevComment1": "페리도트 주석 스태프", "DevComment2": "NULL", "DevIndex": 240, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 80.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_TinIngot_5"]}, {"Key": "ITEM_PeridotBronzeStaff", "DevComment1": "페리도트 청동 스태프", "DevComment2": "NULL", "DevIndex": 241, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 2250, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile", "SKILL_StrangeSeed"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 90.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_5"]}, {"Key": "ITEM_GreenCrystalIronStaff", "DevComment1": "녹수정 연철 스태프", "DevComment2": "재료로 세공된 녹수정 요구,\n자연 기본 스킬 부여,", "DevIndex": 242, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 110, "ItemSubTypeName": "Equipment_NatureStaff", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 0, "EquipmentTypeName": "Primary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["SKILL_BasicMagicMissile"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 101.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_IronIngot_5"]}, {"Key": "ITEM_ClothCoif", "DevComment1": "천 두건", "DevComment2": "NULL", "DevIndex": 243, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 18, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 23.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["DodgeChance_2"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Textile_2"]}, {"Key": "ITEM_ThickClothCoif", "DevComment1": "두꺼운 천 두건", "DevComment2": "NULL", "DevIndex": 244, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 750, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 38.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["DodgeChance_2"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_ThickTextile_2"]}, {"Key": "ITEM_WoodHelmet", "DevComment1": "나무 투구", "DevComment2": "NULL", "DevIndex": 245, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", 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false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_HideHelmetSoft"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 30.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MaxEnergyPerModifier_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_RawHide_2"]}, {"Key": "ITEM_BoneHelmet", "DevComment1": "뼈 투구", "DevComment2": "NULL", "DevIndex": 248, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 58, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 56.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_3"]}, {"Key": "ITEM_FortifiedBoneHelmet", "DevComment1": "보강된 뼈 투구", "DevComment2": "NULL", "DevIndex": 249, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 66, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1050, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 60.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_6"]}, {"Key": "ITEM_CarapaceHelmet", "DevComment1": "갑각 투구", "DevComment2": "NULL", "DevIndex": 250, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 74, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1100, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 68.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_HardShell_3"]}, {"Key": "ITEM_LeatherHelmet", "DevComment1": "가죽 투구", "DevComment2": "NULL", "DevIndex": 251, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 227, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_HideHelmetSoft"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 60.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MaxEnergyPerModifier_10", "MagicResistance_5"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Leather_2"]}, {"Key": "ITEM_ArcronHelmet", "DevComment1": "아크론 투구", "DevComment2": "NULL", "DevIndex": 252, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 302, "ItemSubTypeName": "Equipment_Hood", "StandardPrice": 216, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 95.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MagicResistance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Arcron_3"]}, {"Key": "ITEM_CopperHelmet", "DevComment1": "구리 투구", "DevComment2": "NULL", "DevIndex": 253, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", 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"Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 102.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_3"]}, {"Key": "ITEM_IronHelmet", "DevComment1": "연철 투구", "DevComment2": "NULL", "DevIndex": 256, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 301, "ItemSubTypeName": "Equipment_Helmet", "StandardPrice": 285, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1850, "ExpireDuration": 0, "Weight": 10.0, "HungerRestore": 0, "EquipmentType": 2, "EquipmentTypeName": "Head", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 113.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_IronIngot_3"]}, {"Key": "ITEM_ClothArmor", "DevComment1": "천 갑옷", "DevComment2": "NULL", "DevIndex": 257, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 45.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["DodgeChance_3"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Textile_4"]}, {"Key": "ITEM_ThickClothArmor", "DevComment1": "두꺼운 천 갑옷", "DevComment2": "NULL", "DevIndex": 258, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 56, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 750, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 75.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["DodgeChance_3"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_ThickTextile_4"]}, {"Key": "ITEM_WoodArmor", "DevComment1": "나무 갑옷", "DevComment2": "NULL", "DevIndex": 259, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 73, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 750, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 90.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_LumaLog_5"]}, {"Key": "ITEM_BloodWoodArmor", "DevComment1": "혈목 갑옷", "DevComment2": "NULL", "DevIndex": 260, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", 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"Weight": 5.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_HideArmorSoft"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 60.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MaxEnergyPerModifier_20"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_RawHide_3"]}, {"Key": "ITEM_BoneArmor", "DevComment1": "뼈 갑옷", "DevComment2": "NULL", "DevIndex": 262, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 96, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 110.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_5"]}, {"Key": "ITEM_FortifiedBoneArmor", "DevComment1": "보강된 뼈 갑옷", "DevComment2": "NULL", "DevIndex": 263, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 110, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1050, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 120.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_10"]}, {"Key": "ITEM_CarapaceArmor", "DevComment1": "갑각 갑옷", "DevComment2": "NULL", "DevIndex": 264, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 123, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1100, "ExpireDuration": 0, "Weight": 12.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 135.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_HardShell_5"]}, {"Key": "ITEM_LeatherArmor", "DevComment1": "가죽 갑옷", "DevComment2": "NULL", "DevIndex": 265, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 378, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_HideArmorSoft"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 120.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MaxEnergyPerModifier_20", "MagicResistance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Leather_3"]}, {"Key": "ITEM_ArcronArmor", "DevComment1": "아크론 갑옷", "DevComment2": "NULL", "DevIndex": 266, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 360, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1600, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 191.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MagicResistance_20"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Arcron_5"]}, {"Key": "ITEM_CopperArmor", "DevComment1": "구리 갑옷", "DevComment2": "NULL", "DevIndex": 267, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 245, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1300, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 158.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_CopperIngot_5"]}, {"Key": "ITEM_TinArmor", "DevComment1": "주석 갑옷", "DevComment2": "NULL", "DevIndex": 268, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 280, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1500, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 180.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_TinIngot_5"]}, {"Key": "ITEM_BronzeArmor", "DevComment1": "청동 갑옷", "DevComment2": "NULL", "DevIndex": 269, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 378, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1650, "ExpireDuration": 0, "Weight": 8.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 203.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_5"]}, {"Key": "ITEM_IronArmor", "DevComment1": "연철 갑옷", "DevComment2": "NULL", "DevIndex": 270, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 303, "ItemSubTypeName": "Equipment_BodyArmor", "StandardPrice": 475, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1850, "ExpireDuration": 0, "Weight": 15.0, "HungerRestore": 0, "EquipmentType": 3, "EquipmentTypeName": "Body", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 225.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_IronIngot_5"]}, {"Key": "ITEM_Torch", "DevComment1": "횃불 ", "DevComment2": "(1) 들고 있으면 자신의 시야 증가\n(2) {0}초 주기로 {1} 범위 내의 아군 유닛에게 [AFFECTER_TorchLight]를 {2}초만큼 부여", "DevIndex": 271, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 401, "ItemSubTypeName": "Equipment_Torch", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": true, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_Torch"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["VisionRange_3", "HitChance_15"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_LumaLog_1"]}, {"Key": "ITEM_WoodShield", "DevComment1": "나무 방패", "DevComment2": "NULL", "DevIndex": 272, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 44, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 900, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 45.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_LumaLog_3"]}, {"Key": "ITEM_BloodWoodShield", "DevComment1": "혈목 방패", "DevComment2": "NULL", "DevIndex": 273, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 132, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1800, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 74.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BloodWood_3"]}, {"Key": "ITEM_BoneShield", "DevComment1": "뼈 방패", "DevComment2": "NULL", "DevIndex": 274, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 58, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1200, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 56.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_3"]}, {"Key": "ITEM_FortifiedBoneShield", "DevComment1": "보강된 뼈 방패", "DevComment2": "NULL", "DevIndex": 275, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 66, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1350, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 60.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Bone_6"]}, {"Key": "ITEM_CarapaceShield", "DevComment1": "갑각 방패", "DevComment2": "NULL", "DevIndex": 276, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 74, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1350, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 68.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_HardShell_3"]}, {"Key": "ITEM_ArcronShield", "DevComment1": "아크론 방패", "DevComment2": "NULL", "DevIndex": 277, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 216, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1200, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 95.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_Arcron_3"]}, {"Key": "ITEM_CopperShield", "DevComment1": "구리 방패", "DevComment2": "NULL", "DevIndex": 278, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 147, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1200, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 80.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_CopperIngot_3"]}, {"Key": "ITEM_TinShield", "DevComment1": "주석 방패", "DevComment2": "NULL", "DevIndex": 279, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 168, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1200, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 90.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_TinIngot_3"]}, {"Key": "ITEM_BronzeShield", "DevComment1": "청동 방패", "DevComment2": "NULL", "DevIndex": 280, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 227, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 1200, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 102.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_BronzeIngot_3"]}, {"Key": "ITEM_IronShield", "DevComment1": "연철 방패", "DevComment2": "NULL", "DevIndex": 281, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 304, "ItemSubTypeName": "Equipment_Shield", "StandardPrice": 285, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": 1, "EquipmentTypeName": "Secondary", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 113.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_-30", "AttackSpeedPerModifier_-30", "PhysicalResistance_8", "GuardChance_10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["ITEM_IronIngot_3"]}, {"Key": "ITEM_EchoFlowerRing", "DevComment1": "메아리 꽃 반지", "DevComment2": "NULL", "DevIndex": 282, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 480, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_EchoFlowerRing"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_FlowerNecklace", "DevComment1": "꽃 목걸이", "DevComment2": "무드를 상승시켜준다. 장착시 시간이 지날수록 내구도가 자연 감소한다.", "DevIndex": 283, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 64, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 13500, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_FlowerNecklace"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SilverNecklace", "DevComment1": "은 목걸이", "DevComment2": "NULL", "DevIndex": 284, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 445, "RandomTags": ["PhysicalAttackPowerPerModifier_10/15", "MagicAttackPowerPerModifier_10/15", "AttackSpeedPerModifier_10/15", "CriticalChance_5/8", "CriticalDamageBonus_10/15", "HitChance_10/15", "MaxHealthTotalPerModifier_10/15", "DodgeChance_10/15", "GuardChance_10/15", "GuardDamageReduction_10/15", "PhysicalResistance_5/8", "MagicResistance_5/8", "CooldownReduction_10/15", "MaxEnergyPerModifier_10/15", "MovementSpeed_10/15", "HealthPercentageRegeneration_0.1/0.15", "MaxWeightPerModifier_20/30"], "RandomTagAmount": 1, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SilverRing", "DevComment1": "은 반지", "DevComment2": "NULL", "DevIndex": 285, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 220, "RandomTags": ["PhysicalAttackPowerPerModifier_5/10", "MagicAttackPowerPerModifier_5/10", "AttackSpeedPerModifier_5/10", "CriticalChance_3/5", "CriticalDamageBonus_5/10", "HitChance_5/10", "MaxHealthTotalPerModifier_5/10", "DodgeChance_5/10", "GuardChance_5/10", "GuardDamageReduction_5/10", "PhysicalResistance_3/5", "MagicResistance_3/5", "CooldownReduction_5/10", "MaxEnergyPerModifier_5/10", "MovementSpeed_5/10", "HealthPercentageRegeneration_0.05/0.1", "MaxWeightPerModifier_10/20"], "RandomTagAmount": 1, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RedCrystalNecklace", "DevComment1": "적수정 목걸이", "DevComment2": "NULL", "DevIndex": 286, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 630, "RandomTags": ["PhysicalAttackPowerPerModifier_10/15", "MagicAttackPowerPerModifier_10/15", "AttackSpeedPerModifier_10/15", "CriticalChance_5/8", "CriticalDamageBonus_10/15", "HitChance_10/15"], "RandomTagAmount": 2, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlueCrystalNecklace", "DevComment1": "청수정 목걸이", "DevComment2": "NULL", "DevIndex": 287, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 630, "RandomTags": ["MaxHealthTotalPerModifier_10/15", "DodgeChance_10/15", "GuardChance_10/15", "GuardDamageReduction_10/15", "PhysicalResistance_5/8", "MagicResistance_5/8"], "RandomTagAmount": 2, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GreenCrystalNecklace", "DevComment1": "녹수정 목걸이", "DevComment2": "NULL", "DevIndex": 288, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 630, "RandomTags": ["CooldownReduction_10/15", "MaxEnergyPerModifier_10/15", "MovementSpeed_10/15", "HealthPercentageRegeneration_0.1/0.15", "MaxWeightPerModifier_20/30"], "RandomTagAmount": 2, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RedCrystalRing", "DevComment1": "적수정 반지", "DevComment2": "NULL", "DevIndex": 289, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 315, "RandomTags": ["PhysicalAttackPowerPerModifier_5/10", "MagicAttackPowerPerModifier_5/10", "AttackSpeedPerModifier_5/10", "CriticalChance_3/5", "CriticalDamageBonus_5/10", "HitChance_5/10"], "RandomTagAmount": 2, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlueCrystalRing", "DevComment1": "청수정 반지", "DevComment2": "NULL", "DevIndex": 290, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 315, "RandomTags": ["MaxHealthTotalPerModifier_5/10", "DodgeChance_5/10", "GuardChance_5/10", "GuardDamageReduction_5/10", "PhysicalResistance_3/5", "MagicResistance_3/5"], "RandomTagAmount": 2, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GreenCrystalRing", "DevComment1": "녹수정 반지", "DevComment2": "NULL", "DevIndex": 291, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 315, "RandomTags": ["CooldownReduction_5/10", "MaxEnergyPerModifier_5/10", "MovementSpeed_5/10", "HealthPercentageRegeneration_0.05/0.1", "MaxWeightPerModifier_10/20"], "RandomTagAmount": 2, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DevrickTalisman", "DevComment1": "데브릭 탈리스만", "DevComment2": "NULL", "DevIndex": 292, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 630, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["LifeSteal_5"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DevrickPendant", "DevComment1": "데브릭 펜던트", "DevComment2": "NULL", "DevIndex": 293, "Rarity": 3, "RarityName": "Legendary", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 1200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_DevrickPendant"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlueGoblinNecklace", "DevComment1": "청고블린 목걸이", "DevComment2": "NULL", "DevIndex": 292, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 800, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_BlueBlood"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlueGoblinBracelet", "DevComment1": "청고블린 팔찌", "DevComment2": "NULL", "DevIndex": 293, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 680, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["CriticalDamageBonus_15"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DeputyCaptainsInsignia", "DevComment1": "부단장의 휘장", "DevComment2": "3랭크 이벤트 획득", "DevIndex": 354, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_DeputyCaptainsInsignia", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_NatureGreenSpirit", "DevComment1": "신록의 정령", "DevComment2": "이벤트획득", "DevIndex": 294, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["HealthPercentageRegeneration_0.2"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ForgottenIdol", "DevComment1": "잊혀진 우상", "DevComment2": "이벤트 획득 ", "DevIndex": 295, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_ForgottenIdol"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_StickyBedstraw", "DevComment1": "끈끈이 덩굴", "DevComment2": "이벤트 획득 ", "DevIndex": 295, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["AFFECTER_StickyBedstraw"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BloodstoneRing", "DevComment1": "혈석 반지", "DevComment2": "이벤트 획득 ", "DevIndex": 295, "Rarity": 2, "RarityName": "Rare", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 900, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["LifeSteal_7"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RawhideSleepingBag", "DevComment1": "생가죽 침낭", "DevComment2": "장착시 바닥에서 잠 효과를 무시하게 해준다.\n(나중에는 시각 연출상으로도 침낭을 사용하도록 구현 필요)", "DevIndex": 296, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BasicCampingKit", "DevComment1": "하급 야영 키트", "DevComment2": "NULL", "DevIndex": 297, "Rarity": 0, "RarityName": "Common", "ItemType": 0, "ItemTypeName": "Miscellaneous", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 378, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 30.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LeatherSleepingBag", "DevComment1": "가죽 침낭", "DevComment2": "생가죽 침낭의 상위 아이템", "DevIndex": 298, "Rarity": 0, "RarityName": "Common", "ItemType": 1, "ItemTypeName": "Resource", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ClothBag", "DevComment1": "천 가방", "DevComment2": "장착시 최대 무게 +N", "DevIndex": 299, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 24, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MaxWeight_50"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_LeatherBag", "DevComment1": "가죽 가방", "DevComment2": "장착시 최대 무게 +N", "DevIndex": 300, "Rarity": 0, "RarityName": "Common", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MaxWeight_80"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GoldNecklace", "DevComment1": "금 목걸이", "DevComment2": "제작 재료로 태그가 아니라 금 주괴를 바로 요구함", "DevIndex": 301, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GoldRing", "DevComment1": "금 반지", "DevComment2": "제작 재료로 태그가 아니라 금 주괴를 바로 요구함", "DevIndex": 302, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GarnetNecklace", "DevComment1": "가넷 목걸이", "DevComment2": "NULL", "DevIndex": 303, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_OpalNecklace", "DevComment1": "오팔 목걸이", "DevComment2": "NULL", "DevIndex": 304, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_PeridotNecklace", "DevComment1": "페리도트 목걸이", "DevComment2": "NULL", "DevIndex": 305, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 402, "ItemSubTypeName": "Equipment_MainAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 4, "EquipmentTypeName": "Accessory1", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GarnetRing", "DevComment1": "가넷 반지", "DevComment2": "NULL", "DevIndex": 306, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_OpalRing", "DevComment1": "오팔 반지", "DevComment2": "NULL", "DevIndex": 307, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_PeridotRing", "DevComment1": "페리도트 반지", "DevComment2": "NULL", "DevIndex": 308, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 2, "ItemTypeName": "Equipment", "ItemSubType": 403, "ItemSubTypeName": "Equipment_SubAccessory", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 2.0, "HungerRestore": 0, "EquipmentType": 5, "EquipmentTypeName": "Accessory2", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["MovementSpeedPerModifier_+10"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Antidote", "DevComment1": "해독제", "DevComment2": "중독을 제거한다.", "DevIndex": 310, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AidKit", "DevComment1": "응급 처치 도구", "DevComment2": "데들리 유닛을 '구조' 하는데 소모되는 아이템.", "DevIndex": 311, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_AidKit", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BlackSerum", "DevComment1": "검은 혈청", "DevComment2": "데들리 유닛을 '구조' 하는데 소모되는 아이템.", "DevIndex": 312, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 112, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_BlackSerum", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WildHerb", "DevComment1": "야생 약초", "DevComment2": "음식 만족도 [-5]\n먹을 수 있다. 먹으면 연고처럼 생명력을 회복하지만, 무드가 상당 감소한다.", "DevIndex": 313, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 4, "ItemSubTypeName": "Consumable_HpRegen", "StandardPrice": 9, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_WildHerb", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MysticWildHerb", "DevComment1": "신비한 야생 약초", "DevComment2": "즉시 생명력을 전부 회복합니다.\n(A2.0에서는 출현하지 않는다)", "DevIndex": 314, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_MysticWildHerb", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Mandrake", "DevComment1": "만드레이크", "DevComment2": "매우 드물게 발견되는 '만드레이크' 구조물을 채집하여 얻을 수 있다. 사용시 힘과 맷집을 3만큼 영구히 상승시켜준다.", "DevIndex": 315, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 600, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_Mandrake", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_RoyalJelly", "DevComment1": "로열 젤리", "DevComment2": "\"벌집 나무\" 채집할시 나오는 아이템 \n{0}초 동안 무드 +3 기력 재생량 +0.02", "DevIndex": 315, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 60, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_RoyalJelly", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BloodSoakedFruit", "DevComment1": "피를 머금은 열매", "DevComment2": "사용시 영구적으로 '피갈망' 특성을 얻게된다.\n피갈망 특성 -> 흡혈+10%, 최대 기력 -20%", "DevIndex": 316, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_BloodSoakedFruit", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_HellLeech", "DevComment1": "지옥 거머리", "DevComment2": "사용시 12시간 무드 {-5}와 마법 공격력 {+30}%의 버프를 얻는다.", "DevIndex": 317, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 55, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 5, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": true, "IsUsable": false, "IsWeapon": false, "UseSkill": "SKILL_HellLeech", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_Ointment", "DevComment1": "연고", "DevComment2": "생명력을 천천히 회복시키는 효과를 부여한다.\n(즉시 회복은 밸류가 더 높은 포션으로만 제공된다. 우리 게임에서는 전투 후 시간을 들여 정비하는게 의도되기 때문에 생명력 회복용 일반 아이템 포지션의 연고는 천천히 회복을 시킨다)", "DevIndex": 318, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 4, "ItemSubTypeName": "Consumable_HpRegen", "StandardPrice": 36, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_Ointment", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ReturnScroll", "DevComment1": "귀환 스크롤", "DevComment2": "즉시 파티의 모든 맴버를 베이스로 이동시킨다\n(전투중에는 사용할 수 없다)", "DevIndex": 319, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 250, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_ReturnScroll", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AshOfSolace", "DevComment1": "안식의 재", "DevComment2": "일시적으로 무드를 올립니다. \n추후 복잡한 효과로 바뀝니다.", "DevIndex": 320, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 54, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 1.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_AshOfSolace", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AntlerTonic", "DevComment1": "녹용 탕약", "DevComment2": "사용시 30분 동안 순환과 2의 기력 촉진을 얻습니다.\n(A2.0에서는 출현하지 않는다)", "DevIndex": 321, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WeightPotion", "DevComment1": "무게 물약", "DevComment2": "{180}초 동안 최대 무게가 {100}% 증가합니다.", "DevIndex": 322, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_WeightPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SwiftPotion", "DevComment1": "신속 물약", "DevComment2": "{180}초 동안 이동 속도가 {70}% 증가합니다.", "DevIndex": 323, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_SwiftPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_VampirePotion", "DevComment1": "흡혈 물약", "DevComment2": "{180}초 동안 생명력 흡수가 {35}% 증가합니다.", "DevIndex": 324, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_VampirePotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ReflectPotion", "DevComment1": "반사 물약", "DevComment2": "{180}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.", "DevIndex": 325, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_ReflectPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AttackSpeedPotion", "DevComment1": "공격 속도 물약", "DevComment2": "{180}초 동안 공격 속도가 {50}% 증가합니다.", "DevIndex": 326, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_AttackSpeedPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_PhysicalAttackPotion", "DevComment1": "물리 공격력 물약", "DevComment2": "{180}초 동안 물리 공격력이 {70}% 증가합니다", "DevIndex": 327, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_PhysicalAttackPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MagicalAttackPotion", "DevComment1": "마법 공격력 물약", "DevComment2": "{180}초 동안 마법 공격력이 {70}% 증가합니다", "DevIndex": 328, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_MagicalAttackPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AccuracyPotion", "DevComment1": "명중 물약", "DevComment2": "{180}초 동안 적중률이 {50}% 증가합니다", "DevIndex": 329, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_AccuracyPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DodgePotion", "DevComment1": "회피 물약", "DevComment2": "{180}초 동안 회피율이 {50}% 증가합니다", "DevIndex": 330, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_DodgePotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CriticalPotion", "DevComment1": "치명 물약", "DevComment2": "{180}초 동안 치명타율이 {50}% 증가합니다", "DevIndex": 331, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_CriticalPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GuardPotion", "DevComment1": "방어 물약", "DevComment2": "{180}초 동안 가드율이 {40}%, 가드 대미지 감소율이 {30}% 증가합니다.", "DevIndex": 332, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_GuardPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SkillCooldownPotion", "DevComment1": "스킬 재사용 물약", "DevComment2": "{180}초 동안 스킬 재사용 대기 시간 감소가 {30}% 증가합니다.", "DevIndex": 333, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_SkillCooldownPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ShellPotion", "DevComment1": "껍질 물약", "DevComment2": "{180}초 동안 {10}의 [AFFECTER_Shell]을 얻습니다.", "DevIndex": 334, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_ShellPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_StealthPotion", "DevComment1": "은신 물약", "DevComment2": "{180}초 동안 [AFFECTER_Stealth]을 얻습니다.", "DevIndex": 335, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_StealthPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MagicResistancePotion", "DevComment1": "마법 저항 물약", "DevComment2": "{180}초 동안 마법 저항력이 {50}% 증가합니다", "DevIndex": 336, "Rarity": 0, "RarityName": "Common", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_MagicResistancePotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MetalSkinPotion", "DevComment1": "철갑 피부 물약", "DevComment2": "{180}초 동안 물리 저항력이 {50}% 증가합니다", "DevIndex": 337, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 100, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 13500, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_MetalSkinPotion", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_StrengthElixir", "DevComment1": "힘의 영약", "DevComment2": "영구적으로 힘이 {3} 증가합니다.", "DevIndex": 338, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_StrengthElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ConstitutionElixir", "DevComment1": "맷집의 영약", "DevComment2": "영구적으로 맷집이 {3} 증가합니다.", "DevIndex": 339, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_ConstitutionElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_WillPowerElixir", "DevComment1": "의지의 영약", "DevComment2": "영구적으로 의지가 {3} 증가합니다.", "DevIndex": 340, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_WillPowerElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_IntelligenceElixir", "DevComment1": "지능의 영약", "DevComment2": "영구적으로 지능이 {3} 증가합니다.", "DevIndex": 341, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_IntelligenceElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AgilityElixir", "DevComment1": "민첩의 영약", "DevComment2": "영구적으로 민첩이 {3} 증가합니다.", "DevIndex": 342, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_AgilityElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_PerceptionElixir", "DevComment1": "인지의 영약", "DevComment2": "영구적으로 인지가 {3} 증가합니다.", "DevIndex": 343, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_PerceptionElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SkillElixir", "DevComment1": "스킬의 영약\n\nPS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.", "DevComment2": "{5}SP를 습득합니다.", "DevIndex": 344, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_SkillElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_SkillResetElixir", "DevComment1": "초기화의 영약", "DevComment2": "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.", "DevIndex": 345, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 20, "Durability": 600, "ExpireDuration": 0, "Weight": 3.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_SkillResetElixir", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ExpeditionHorn", "DevComment1": "탐사단장의 나팔", "DevComment2": "탐사단 결단을 활성 또는 비활성 시킵니다.", "DevIndex": 346, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 300, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_ExpeditionHorn", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_DeveloperLetter", "DevComment1": "개발자의 편지", "DevComment2": "데모용 임시 아이템", "DevIndex": 346, "Rarity": 3, "RarityName": "Legendary", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 286, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_DevelopersLetter", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_GreyRatSoulStone", "DevComment1": "회색쥐 영혼석", "DevComment2": "NULL", "DevIndex": 347, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": 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"RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ElderGlothSoulStone", "DevComment1": "장로 글로트 영혼석", "DevComment2": "NULL", "DevIndex": 354, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 1200, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "SKILL_ElderGlothSoul", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_EyeBallSoulStone", "DevComment1": "눈알 영혼석", 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"Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BloodSlimeSoulStone", "DevComment1": "블러드 슬라임 영혼석", "DevComment2": "NULL", "DevIndex": 360, "Rarity": 2, "RarityName": "Rare", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_MushBiterSoulStone", "DevComment1": "이빨 버섯 영혼석", "DevComment2": "NULL", "DevIndex": 361, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, "ItemTypeName": "Consumable", "ItemSubType": 0, "ItemSubTypeName": "Etc", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 1, "Durability": 600, "ExpireDuration": 0, "Weight": 5.0, "HungerRestore": 0, "EquipmentType": -1, "EquipmentTypeName": "None", "IsEdible": false, "IsUsable": true, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 0.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_AcidInsectSoulStone", "DevComment1": "산성충 영혼석", "DevComment2": "NULL", "DevIndex": 362, "Rarity": 1, "RarityName": "Uncommon", "ItemType": 4, 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"UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 11.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BloodWoodArrow", "DevComment1": "혈목 화살", "DevComment2": "NULL", "DevIndex": 365, "Rarity": 2, "RarityName": "Rare", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 20.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BoneArrow", "DevComment1": "뼈 화살", "DevComment2": "NULL", "DevIndex": 366, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 15.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CarapaceArrow", "DevComment1": "갑각 화살", "DevComment2": "NULL", "DevIndex": 367, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 17.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_ArcronArrow", "DevComment1": "아크론 화살", "DevComment2": "NULL", "DevIndex": 368, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 1, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 27.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_CopperArrow", "DevComment1": "구리 화살", "DevComment2": "NULL", "DevIndex": 369, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 21.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_TinArrow", "DevComment1": "주석 화살", "DevComment2": "NULL", "DevIndex": 370, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 26.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_BronzeArrow", "DevComment1": "청동 화살", "DevComment2": "NULL", "DevIndex": 370, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 27.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}, {"Key": "ITEM_IronArrow", "DevComment1": "연철 화살", "DevComment2": "NULL", "DevIndex": 370, "Rarity": 0, "RarityName": "Common", "ItemType": 5, "ItemTypeName": "Ammo", "ItemSubType": 201, "ItemSubTypeName": "Ammo_Arrow", "StandardPrice": 0, "RandomTags": ["NULL"], "RandomTagAmount": 0, "MaxStack": 100, "Durability": 600, "ExpireDuration": 0, "Weight": 0.2, "HungerRestore": 0, "EquipmentType": 6, "EquipmentTypeName": "Ammo", "IsEdible": false, "IsUsable": false, "IsWeapon": false, "UseSkill": "NULL", "Equipment_OnEquipAffecters": ["NULL"], "Equipment_ItemDefaultSkills": ["NULL"], "Equipment_MaxHealthTotal": 0.0, "Equipment_PhysicalAttackPower": 32.0, "Equipment_MagicAttackPower": 0.0, "Equipment_AdditionalStatuses": ["NULL"], "RequiredAmmoType": -1, "RequiredAmmoTypeName": "NULL", "RequiredItemsRepair": ["NULL"]}], "NPCSpawnConditionTable": [{"Key": "NPCSC_VeilSilenceMerchant", "TargetUnitKey": "UNIT_VeilSilenceMerchant", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_VeilSilenceMerchant"], "SpawnDungeonRoomKey": "DUNGEONROOM_VeilSilence_Common_Event_Merchant", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": false}, {"Key": "NPCSC_GuildMerchant", "TargetUnitKey": "UNIT_GuildMerchant", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_GuildMerchant"], "SpawnDungeonRoomKey": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": false}, {"Key": "NPCSC_Perion", "TargetUnitKey": "UNIT_Perion", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_Perion", "QuestFinish_InteractPerion2"], "SpawnDungeonRoomKey": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem", "SpawnedCategory": 12, "SpawnedCategoryName": "NPCSpawn2", "BindingRoom": false}, {"Key": "NPCSC_Xenon", "TargetUnitKey": "UNIT_Xenon", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_Xenon"], "SpawnDungeonRoomKey": "DUNGEONROOM_VeilSilence_Common_Event_Xenon", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": false}, {"Key": "NPCSC_EndrossiDungeon", "TargetUnitKey": "UNIT_Endrossi", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_Endrossi", "KillCount_GiantStoneGolem_1", "QuestFinish_InteractEndrossi4"], "SpawnDungeonRoomKey": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": true}, {"Key": "NPCSC_EndrossiSafe", "TargetUnitKey": "UNIT_Endrossi", "RequiredScenarios": ["ALL"], "RequiredRecords": ["KillCount_GiantStoneGolem_1", "QuestFinish_HuntAlphaAcidSlogel"], "ProhibitedRecords": ["NpcDead_Endrossi", "QuestFinish_InteractEndrossi4"], "SpawnDungeonRoomKey": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem", "SpawnedCategory": 13, "SpawnedCategoryName": "NPCSpawn3", "BindingRoom": false}, {"Key": "NPCSC_GuildMerchantDemo", "TargetUnitKey": "UNIT_GuildMerchant", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_GuildMerchant"], "SpawnDungeonRoomKey": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": false}, {"Key": "NPCSC_Xenon2", "TargetUnitKey": "UNIT_Xenon", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_Xenon"], "SpawnDungeonRoomKey": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": false}, {"Key": "NPCSC_FesteringBurrowMerchant", "TargetUnitKey": "UNIT_FesteringBurrowMerchant", "RequiredScenarios": ["ALL"], "RequiredRecords": ["NULL"], "ProhibitedRecords": ["NpcDead_FesteringBurrowMerchant"], "SpawnDungeonRoomKey": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant", "SpawnedCategory": 11, "SpawnedCategoryName": "NPCSpawn1", "BindingRoom": false}], "OperationTable": [{"Key": "OPERATION_PlayableUntil_v0.3", "DevComment1": "이 버전의 빌드가 플레이 가능한 기한 일자. 이 일자 '까지' 가능하고 그 다음 일자부터는 불가하다.\n시간대는 UTC+0을 기준으로 한다.(테스트용)", "StringValues": ["2024/07/01"]}, {"Key": "OPERATION_PlayableUntil_v0.4", "DevComment1": "이 버전의 빌드가 플레이 가능한 기한 일자. 이 일자 '까지' 가능하고 그 다음 일자부터는 불가하다.\n시간대는 UTC+0을 기준으로 한다.(테스트용)", "StringValues": ["2024/09/17"]}, {"Key": "OPERATION_PlayableUntil_v0.5", "DevComment1": "이 버전의 빌드가 플레이 가능한 기한 일자. 이 일자 '까지' 가능하고 그 다음 일자부터는 불가하다.\n시간대는 UTC+0을 기준으로 한다.(테스트용)", "StringValues": ["2024/08/19"]}], "QuestTable": [{"Key": "QUEST_Tuto0", "Dev_Description": "게임 가이드 열기", "CompleteCondition": "Input_GameGuide_1 \n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto1", "Dev_Description": "카메라  이동 조작 10 이상", "CompleteCondition": "Input_MoveCamera_10 \n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto2", "Dev_Description": "카메라 휠 조작 2 이상", "CompleteCondition": "Input_ZoomInOut_5 \n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto3", "Dev_Description": "마커 근처로 이동", "CompleteCondition": "MoveToGrid_454/121 \n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto4", "Dev_Description": "허약한 회색 쥐 1마리 처치", "CompleteCondition": "KillCount_WeakGreyRat_1\n|| HasCorpseInMap_WeakGreyRat_1 \n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto5", "Dev_Description": "마커 근처로 이동", "CompleteCondition": "MoveToGrid_475/128 \n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto6", "Dev_Description": "나무 상자와 상호작용", "CompleteCondition": "(InteractBuilding_Tutorial1Chest\n|| HasRemnantInMap_Tutorial1Chest_1)\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto7", "Dev_Description": "연고 사용하기", "CompleteCondition": "UseItem_Ointment_1\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto8", "Dev_Description": "엑티브 스킬 습득\n패시브 스킬 습득", "CompleteCondition": "(LearnSkill_Active/1_1\n&&\nLearnSkill_Passive/1_1)\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto9", "Dev_Description": "허약한 회색 쥐 2마리 처치", "CompleteCondition": "KillCount_WeakGreyRat_2\n|| HasCorpseInMap_WeakGreyRat_3\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto10", "Dev_Description": "유닛 구조", "CompleteCondition": "Rescue_1 || UnitAlive_2\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto11", "Dev_Description": "루마 나무 9개 채집 완료 && 수풀 채집 완료 10개", "CompleteCondition": "(Input_ControlModeGather_1&&\n(TutorialGathering_LumaTree_3 \n&& TutorialGathering_ForestBush_5))\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto12", "Dev_Description": "루마 나무 12개 보유 완료 && 긴 풀 12개 보유 완료", "CompleteCondition": "(Input_ControlModePickUp_1\n&&HasItem_LumaLog_12\n&&HasItem_WildLongGrass_10)\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto13", "Dev_Description": "마커 근처로 이동", "CompleteCondition": "(Input_SelectUnitAll_1\n&&MoveToGrid_442/157)\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto14", "Dev_Description": "산성충을 처치하세요 (0/1)", "CompleteCondition": "(KillCount_WeakAcidInsect_1\n|| HasCorpseInMap_WeakAcidInsect_1)\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto15", "Dev_Description": "마커 근처로 이동", "CompleteCondition": "MoveToGrid_433/177\n|| OutTutorial", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Tuto16", "Dev_Description": "정착지로 이동", "CompleteCondition": "CurrentMap_Base", "Type": 2, "TypeName": "Tutorial"}, {"Key": "QUEST_Main0", "Dev_Description": "마차와 상호작용", "CompleteCondition": "InteractWagon ||\nHasRemnantInMap_SupportWagonEasy_1 ||\nHasRemnantInMap_SupportWagonNormal_1 ||\nHasRemnantInMap_SupportWagonHard_1 ||\nHasRemnantInMap_SupportWagonVeryHard_1 ||\nHasRemnantInMap_SupportWagonDownfall_1", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main1", "Dev_Description": "<건설> 제작대", "CompleteCondition": "HasBuilding_BasicWorkstation_1", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main2", "Dev_Description": "천 4개 생산\n천 갑옷 1개 생산\n나무 화살 생산", "CompleteCondition": "Crafting_Textile_6\n&&\nCrafting_ClothArmor_1\n&&\nCrafting_WoodArrow_2", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main3", "Dev_Description": "<모집> 4인 확보", "CompleteCondition": "UnitAmountAbove_4", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main4", "Dev_Description": "던전으로 이동", "CompleteCondition": "CurrentMap_Dungeon", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main5", "Dev_Description": "정착지로 이동", "CompleteCondition": "CurrentMap_Base", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main6", "Dev_Description": "<건설> 연구대", "CompleteCondition": "HasBuilding_ResearchStation_1", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main7", "Dev_Description": "여신상 건설 && 2레벨 2명 이상", "CompleteCondition": "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main8", "Dev_Description": "붉은 괴물 쥐 1마리 처치.", "CompleteCondition": "KillCount_RedMonsterRat_1", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_Main100", "Dev_Description": "거점 구축", "CompleteCondition": "HasRoomTypeAmount_PoorDiningRoom_1\n&& HasRoomTypeAmount_PoorTemple_1", "Type": 0, "TypeName": "Main"}, {"Key": "QUEST_ResearchInsect", "Dev_Description": "산성충 조사", "CompleteCondition": "InspectEntity_AcidInsect", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_ResearchInsect2", "Dev_Description": "포자충 조사", "CompleteCondition": "InspectEntity_SporeInsect", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_ResearchInsect3", "Dev_Description": "고기벌레 조사", "CompleteCondition": "InspectBuilding_MeatGrub1||\nInspectBuilding_MeatGrub2", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_ResearchInsect4", "Dev_Description": "지옥 거머리 수집", "CompleteCondition": "HasItem_HellLeech_1", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_DiscardedDivice", "Dev_Description": "폐기된 마력 장치 조사", "CompleteCondition": "InspectBuilding_DiscardedMagicPowerDevice", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_DiscardedSpecimen", "Dev_Description": "폐기된 표본 조사", "CompleteCondition": "InspectBuilding_DiscardedSpecimen", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractXenon", "Dev_Description": "산성충 조사 - 제논과 상호작용", "CompleteCondition": "InteractNPC_Xenon", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractXenon2", "Dev_Description": "포자충 조사 - 제논과 상호작용", "CompleteCondition": "InteractNPC_Xenon", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractXenon3", "Dev_Description": "고기벌레 조사 - 제논과 상호작용", "CompleteCondition": "InteractNPC_Xenon", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractXenon4", "Dev_Description": "지옥 거머리 수집 - 제논과 상호작용", "CompleteCondition": "InteractNPC_Xenon", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractPerion", "Dev_Description": "페리온과 상호작용", "CompleteCondition": "InteractNPC_Perion", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractPerion2", "Dev_Description": "페리온과 상호작용", "CompleteCondition": "InteractNPC_Perion", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_HuntMawmurk", "Dev_Description": "머모크 사냥", "CompleteCondition": "KillCount_Mawmurk_5", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_HuntWhiteMawmurk", "Dev_Description": "흰 머모크 사냥", "CompleteCondition": "KillCount_WhiteMawmurk_1", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_HuntAlphaAcidSlogel", "Dev_Description": "알파 산성 슬로갤 사냥", "CompleteCondition": "KillCount_AlphaAcidSlogel_1", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_HuntElderGloth", "Dev_Description": "장로 글로트 사냥", "CompleteCondition": "KillCount_ElderGloth_1", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractEndrossi", "Dev_Description": "엔도르시와 상호작용", "CompleteCondition": "InteractNPC_Endrossi", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractEndrossi2", "Dev_Description": "엔도르시와 상호작용", "CompleteCondition": "InteractNPC_Endrossi", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractEndrossi3", "Dev_Description": "엔도르시와 상호작용", "CompleteCondition": "InteractNPC_Endrossi", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractEndrossi4", "Dev_Description": "엔도르시와 상호작용", "CompleteCondition": "InteractNPC_Endrossi", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_InteractEndrossi5", "Dev_Description": "엔도르시 모집하기", "CompleteCondition": "InteractNPC_Endrossi", "Type": 1, "TypeName": "Sub"}, {"Key": "QUEST_CommonMood", "Dev_Description": "평균 기분 5 이상으로 12시간 유지", "CompleteCondition": "TimeMoodAverage_Above/5_720", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Resource1", "Dev_Description": "목재 60개 이상 보유", "CompleteCondition": "HasItem_LumaLog_60", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Resource2", "Dev_Description": "천 30개 이상 보유", "CompleteCondition": "HasItem_Textile_30", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Food", "Dev_Description": "무드 1이상의 음식 비축분 2일 이상", "CompleteCondition": "FoodByMoodAbove_1_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Level", "Dev_Description": "2레벨 이상 2명 이상", "CompleteCondition": "LevelAbove_2_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType1", "Dev_Description": "허름한 이상의 개인실 2개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorPrivateRoom_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType2", "Dev_Description": "허름한 이상의 개인실 3개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorPrivateRoom_3", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType3", "Dev_Description": "허름한 이상의 신전 1개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorTemple_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType4", "Dev_Description": "허름한 이상의 식당 1개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorDiningRoom_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType5", "Dev_Description": "허름한 이상의 연구실 1개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorResearchLab_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType6", "Dev_Description": "허름한 이상의 작업장 1개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorWorkshop_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1RoomType7", "Dev_Description": "허름한 이상의 마도구 공방 1개 보유", "CompleteCondition": "HasRoomTypeAmount_PoorMagicWorkshop_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Research1", "Dev_Description": "목재 가공2 완료", "CompleteCondition": "CompleteResearch_WoodProcessing2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Research2", "Dev_Description": "목재 하우징 완료", "CompleteCondition": "CompleteResearch_WoodHousing", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Research3", "Dev_Description": "수렵 가공 완료", "CompleteCondition": "CompleteResearch_HuntProcessing", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Research4", "Dev_Description": "기초 연금술 완료", "CompleteCondition": "CompleteResearch_BasicAlchemy", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Research5", "Dev_Description": "직조 가공 완료", "CompleteCondition": "CompleteResearch_WeaveProcessing", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank1Research6", "Dev_Description": "기초 요리 완료", "CompleteCondition": "CompleteResearch_BasicCuisine", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Resource1", "Dev_Description": "뼈 40개 이상 보유", "CompleteCondition": "HasItem_Bone_40", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Resource2", "Dev_Description": "판자 30개 이상 보유", "CompleteCondition": "HasItem_WoodPlank_30", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Food", "Dev_Description": "무드 2이상의 음식 비축분 2일 이상", "CompleteCondition": "FoodByMoodAbove_2_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Level", "Dev_Description": "3레벨 이상 2명 이상", "CompleteCondition": "LevelAbove_3_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType1", "Dev_Description": "그저 그런 이상의 개인실 2개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocrePrivateRoom_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType2", "Dev_Description": "그저 그런 이상의 개인실 3개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocrePrivateRoom_3", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType3", "Dev_Description": "그저 그런 이상의 신전 1개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocreTemple_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType4", "Dev_Description": "그저 그런 이상의 식당 1개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocreDiningRoom_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType5", "Dev_Description": "그저 그런 이상의 연구실 1개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocreResearchLab_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType6", "Dev_Description": "그저 그런 이상의 작업장 1개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocreWorkshop_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2RoomType7", "Dev_Description": "그저 그런 이상의 마도구 공방 1개 보유", "CompleteCondition": "HasRoomTypeAmount_MediocreMagicWorkshop_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Elite", "Dev_Description": "알파 산성 슬로겔 처치", "CompleteCondition": "KillCount_AlphaAcidSlogel_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research1", "Dev_Description": "화톳불 완료", "CompleteCondition": "CompleteResearch_Bonfire", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research2", "Dev_Description": "야영지 완료", "CompleteCondition": "CompleteResearch_Campsite", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research3", "Dev_Description": "뼈 가공1 완료", "CompleteCondition": "CompleteResearch_BoneProcessing1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research4", "Dev_Description": "갑각 가공 완료", "CompleteCondition": "CompleteResearch_CarapaceProcessing1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research5", "Dev_Description": "지팡이 제작 완료", "CompleteCondition": "CompleteResearch_StaffCrafting", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research6", "Dev_Description": "구호 식량 완료", "CompleteCondition": "CompleteResearch_RelifFood", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research7", "Dev_Description": "기초 농업 완료", "CompleteCondition": "CompleteResearch_BasicFarming", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research8", "Dev_Description": "초급 몬스터 요리 완료", "CompleteCondition": "CompleteResearch_BasicMonsterCusine", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research9", "Dev_Description": "금속 가공1 완료", "CompleteCondition": "CompleteResearch_MetalProcessing1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research10", "Dev_Description": "고급 목재 하우징 완료", "CompleteCondition": "CompleteResearch_AdvancedWoodHousing", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research11", "Dev_Description": "뼈 가공2 완료", "CompleteCondition": "CompleteResearch_BoneProcessing2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research12", "Dev_Description": "갑각 가공2 완료", "CompleteCondition": "CompleteResearch_CarapaceProcessing2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research13", "Dev_Description": "가시 정화 완료", "CompleteCondition": "CompleteResearch_ThornPurification", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research14", "Dev_Description": "아크론 가공 완료", "CompleteCondition": "CompleteResearch_ArcronProcessing", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research15", "Dev_Description": "개량된 풀죽 완료", "CompleteCondition": "CompleteResearch_ImprovedGrassPorridge", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank2Research16", "Dev_Description": "건조 완료", "CompleteCondition": "CompleteResearch_Drying", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Resource1", "Dev_Description": "석재 40개 이상 보유", "CompleteCondition": "HasItem_Stone_40", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Resource2", "Dev_Description": "도자기 30개 이상 보유", "CompleteCondition": "HasItem_Ceramics_30", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Food", "Dev_Description": "무드 3이상의 음식 비축분 2일 이상", "CompleteCondition": "FoodByMoodAbove_3_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Level", "Dev_Description": "5레벨 이상 2명 이상", "CompleteCondition": "LevelAbove_5_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType1", "Dev_Description": "일반 이상의 개인실 2개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalPrivateRoom_2", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType2", "Dev_Description": "일반 이상의 개인실 3개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalPrivateRoom_3", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType3", "Dev_Description": "일반 이상의 신전 1개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalTemple_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType4", "Dev_Description": "일반 이상의 식당 1개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalDiningRoom_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType5", "Dev_Description": "일반 이상의 연구실 1개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalResearchLab_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType6", "Dev_Description": "일반 이상의 작업장 1개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalWorkshop_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3RoomType7", "Dev_Description": "일반 이상의 마도구 공방 1개 보유", "CompleteCondition": "HasRoomTypeAmount_NormalMagicWorkshop_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Elite", "Dev_Description": "장로 글로트 처치", "CompleteCondition": "KillCount_ElderGloth_1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research1", "Dev_Description": "기초 공예 완료", "CompleteCondition": "CompleteResearch_BasicCrafts", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research2", "Dev_Description": "석재 하우징 완료", "CompleteCondition": "CompleteResearch_StoneHousing", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research3", "Dev_Description": "가죽 가공1 완료", "CompleteCondition": "CompleteResearch_LeatherProcessing1", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research4", "Dev_Description": "중급 보관 완료", "CompleteCondition": "CompleteResearch_AdvancedStorage", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research5", "Dev_Description": "중급 요리 완료", "CompleteCondition": "CompleteResearch_AdvancedCusine", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research6", "Dev_Description": "땅굴 몬스터 요리 완료", "CompleteCondition": "CompleteResearch_BurrowMonsterCusine", "Type": 3, "TypeName": "Decision"}, {"Key": "QUEST_Rank3Research7", "Dev_Description": "고급 석재 하우징 완료", "CompleteCondition": "CompleteResearch_AdvancedStoneHousing", "Type": 3, "TypeName": "Decision"}], "RecipeTable": [{"Key": "RECIPE_GrilledMeat", "DevComment1": "고기 구이", "OutputItem": "ITEM_GrilledMeat", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CampFire", "BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_ToughRawMeat"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MonsterBarbecue", "DevComment1": "괴물 통구이", "OutputItem": "ITEM_MonsterBarbecue", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CampFire", "BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_DisgustingMonsterMeat"], "IngredientAmounts": [3]}, {"Key": "RECIPE_GrilledTurnip", "DevComment1": "순무 구이", "OutputItem": "ITEM_GrilledTurnip", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Turnip"], "IngredientAmounts": [2]}, {"Key": "RECIPE_TurnipSalad", "DevComment1": "순무 샐러드", "OutputItem": "ITEM_TurnipSalad", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Turnip"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MeatPorridge", "DevComment1": "고기 죽", "OutputItem": "ITEM_MeatPorridge", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_ToughRawMeat"], "IngredientAmounts": [1]}, {"Key": "RECIPE_TurnipPorridge", "DevComment1": "순무 죽", "OutputItem": "ITEM_TurnipPorridge", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Turnip"], "IngredientAmounts": [1]}, {"Key": "RECIPE_GrassPorridge", "DevComment1": "풀 죽", "OutputItem": "ITEM_GrassPorridge", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_WildLongGrass"], "IngredientAmounts": [5]}, {"Key": "RECIPE_ImprovedGrassPorridge", "DevComment1": "개량된 풀 죽", "OutputItem": "ITEM_ImprovedGrassPorridge", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_WildLongGrass", "ITEM_ManaStonePowder"], "IngredientAmounts": [5, 4]}, {"Key": "RECIPE_SlimePudding", "DevComment1": "슬라임 푸딩", "OutputItem": "ITEM_SlimePudding", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_SlimeJelly"], "IngredientAmounts": [4]}, {"Key": "RECIPE_WoodPlank", "DevComment1": "판자 ", "OutputItem": "ITEM_WoodPlank", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [3]}, {"Key": "RECIPE_StoneBrick", "DevComment1": "벽돌 ", "OutputItem": "ITEM_StoneBrick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_MasonWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_Stone"], "IngredientAmounts": [3]}, {"Key": "RECIPE_Ointment", "DevComment1": "소모품_연고 ", "OutputItem": "ITEM_Ointment", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 500.0, "IngredientKeys": ["ITEM_WildHerb", "ITEM_BoneMeal"], "IngredientAmounts": [2, 3]}, {"Key": "RECIPE_SilverIngot", "DevComment1": "은 주괴 ", "OutputItem": "ITEM_SilverIngot", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_Kiln"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_SilverOre"], "IngredientAmounts": [2]}, {"Key": "RECIPE_WoodStick", "DevComment1": "나무 막대기 ", "OutputItem": "ITEM_WoodStick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [10]}, {"Key": "RECIPE_BloodWoodStick", "DevComment1": "혈목 막대기 ", "OutputItem": "ITEM_BloodWoodStick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [10]}, {"Key": "RECIPE_BoneStick", "DevComment1": "뼈 막대기", "OutputItem": "ITEM_BoneStick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [10]}, {"Key": "RECIPE_CarapaceStick", "DevComment1": "갑각 막대기", "OutputItem": "ITEM_CarapaceStick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [10]}, {"Key": "RECIPE_Textile", "DevComment1": "천 ", "OutputItem": "ITEM_Textile", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 300.0, "IngredientKeys": ["ITEM_WildLongGrass"], "IngredientAmounts": [3]}, {"Key": "RECIPE_Straw", "DevComment1": "짚", "OutputItem": "ITEM_Straw", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 200.0, "IngredientKeys": ["ITEM_WildLongGrass"], "IngredientAmounts": [3]}, {"Key": "RECIPE_ThickTextile", "DevComment1": "두꺼운 천 ", "OutputItem": "ITEM_ThickTextile", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Textile"], "IngredientAmounts": [2]}, {"Key": "RECIPE_LowGradeFireElementalStone", "DevComment1": "하급 화염의 정령석 ", "OutputItem": "ITEM_LowGradeFireElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_FireEssence", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 10]}, {"Key": "RECIPE_LowGradeFireElementalStoneByExchange", "DevComment1": "하급 화염의 정령석 (물 2개로 교환)", "OutputItem": "ITEM_LowGradeFireElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_LowGradeWaterElementalStone"], "IngredientAmounts": [2]}, {"Key": "RECIPE_LowGradeWaterElementalStone", "DevComment1": "하급 물의 정령석 ", "OutputItem": "ITEM_LowGradeWaterElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_WaterEssence", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 10]}, {"Key": "RECIPE_LowGradeWaterElementalStoneByExchange", "DevComment1": "하급 물의 정령석 (자연 2개로  교환)", "OutputItem": "ITEM_LowGradeWaterElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_LowGradeNatureElementalStone"], "IngredientAmounts": [2]}, {"Key": "RECIPE_LowGradeNatureElementalStone", "DevComment1": "하급 자연의 정령석 ", "OutputItem": "ITEM_LowGradeNatureElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_NatureEssence", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 10]}, {"Key": "RECIPE_LowGradeNatureElementalStoneByExchange", "DevComment1": "하급 자연의 정령석 (화염 2개로  교환)", "OutputItem": "ITEM_LowGradeNatureElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_LowGradeFireElementalStone"], "IngredientAmounts": [2]}, {"Key": "RECIPE_RefinedRedCrystal", "DevComment1": "세공된 적수정", "OutputItem": "ITEM_RefinedRedCrystal", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_RedCrystalOre"], "IngredientAmounts": [2]}, {"Key": "RECIPE_RefinedBlueCrystal", "DevComment1": "세공된 청수정", "OutputItem": "ITEM_RefinedBlueCrystal", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_BlueCrystalOre"], "IngredientAmounts": [2]}, {"Key": "RECIPE_RefinedGreenCrystal", "DevComment1": "세공된 녹수정", "OutputItem": "ITEM_RefinedGreenCrystal", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_GreenCrystalOre"], "IngredientAmounts": [2]}, {"Key": "RECIPE_WoodSword", "DevComment1": "나무 검", "OutputItem": "ITEM_WoodSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation", "BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1300.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [6]}, {"Key": "RECIPE_BloodWoodSword", "DevComment1": "혈목 검", "OutputItem": "ITEM_BloodWoodSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [6]}, {"Key": "RECIPE_BoneSword", "DevComment1": "뼈 검", "OutputItem": "ITEM_BoneSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [6]}, {"Key": "RECIPE_CarapaceSword", "DevComment1": "갑각 검", "OutputItem": "ITEM_CarapaceSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1900.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [6]}, {"Key": "RECIPE_WoodGreatSword", "DevComment1": "나무 대검", "OutputItem": "ITEM_WoodGreatSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BloodWoodGreatSword", "DevComment1": "혈목 대검", "OutputItem": "ITEM_BloodWoodGreatSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BoneGreatSword", "DevComment1": "뼈 대검", "OutputItem": "ITEM_BoneGreatSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_CarapaceGreatSword", "DevComment1": "갑각 대검", "OutputItem": "ITEM_CarapaceGreatSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_FireWoodStaff", "DevComment1": "화염 정령 나무 스태프", "OutputItem": "ITEM_FireWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick", "ITEM_LowGradeFireElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_FireBloodWoodStaff", "DevComment1": "화염 정령 혈목 스태프", "OutputItem": "ITEM_FireBloodWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick", "ITEM_LowGradeFireElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_FireBoneStaff", "DevComment1": "화염 정령 뼈 스태프", "OutputItem": "ITEM_FireBoneStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick", "ITEM_LowGradeFireElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_FireCarapaceStaff", "DevComment1": "화염 정령 갑각 스태프", "OutputItem": "ITEM_FireCarapaceStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick", "ITEM_LowGradeFireElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_WaterWoodStaff", "DevComment1": "물 정령 나무 스태프", "OutputItem": "ITEM_WaterWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick", "ITEM_LowGradeWaterElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_WaterBloodWoodStaff", "DevComment1": "물 정령 혈목 스태프", "OutputItem": "ITEM_WaterBloodWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick", "ITEM_LowGradeWaterElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_WaterBoneStaff", "DevComment1": "물 정령 뼈 스태프", "OutputItem": "ITEM_WaterBoneStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick", "ITEM_LowGradeWaterElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_WaterCarapaceStaff", "DevComment1": "물 정령 갑각 스태프", "OutputItem": "ITEM_WaterCarapaceStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick", "ITEM_LowGradeWaterElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_NatureWoodStaff", "DevComment1": "자연 정령 나무 스태프", "OutputItem": "ITEM_NatureWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick", "ITEM_LowGradeNatureElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_NatureBloodWoodStaff", "DevComment1": "자연 정령 혈목 스태프", "OutputItem": "ITEM_NatureBloodWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick", "ITEM_LowGradeNatureElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_NatureBoneStaff", "DevComment1": "자연 정령 뼈 스태프", "OutputItem": "ITEM_NatureBoneStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick", "ITEM_LowGradeNatureElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_NatureCarapaceStaff", "DevComment1": "자연 정령 갑각 스태프", "OutputItem": "ITEM_NatureCarapaceStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick", "ITEM_LowGradeNatureElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_RedCrystalWoodStaff", "DevComment1": "적수정 나무 스태프", "OutputItem": "ITEM_RedCrystalWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick", "ITEM_RefinedRedCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_RedCrystalBloodWoodStaff", "DevComment1": "적수정 혈목 스태프", "OutputItem": "ITEM_RedCrystalBloodWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick", "ITEM_RefinedRedCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_RedCrystalBoneStaff", "DevComment1": "적수정 뼈 스태프", "OutputItem": "ITEM_RedCrystalBoneStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick", "ITEM_RefinedRedCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_RedCrystalCarapaceStaff", "DevComment1": "적수정 갑각 스태프", "OutputItem": "ITEM_RedCrystalCarapaceStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick", "ITEM_RefinedRedCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_BlueCrystalWoodStaff", "DevComment1": "청수정 나무 스태프", "OutputItem": "ITEM_BlueCrystalWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick", "ITEM_RefinedBlueCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_BlueCrystalBloodWoodStaff", "DevComment1": "청수정 혈목 스태프", "OutputItem": "ITEM_BlueCrystalBloodWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick", "ITEM_RefinedBlueCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_BlueCrystalBoneStaff", "DevComment1": "청수정 뼈 스태프", "OutputItem": "ITEM_BlueCrystalBoneStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick", "ITEM_RefinedBlueCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_BlueCrystalCarapaceStaff", "DevComment1": "청수정 갑각 스태프", "OutputItem": "ITEM_BlueCrystalCarapaceStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick", "ITEM_RefinedBlueCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_GreenCrystalWoodStaff", "DevComment1": "녹수정 나무 스태프", "OutputItem": "ITEM_GreenCrystalWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick", "ITEM_RefinedGreenCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_GreenCrystalBloodWoodStaff", "DevComment1": "녹수정 혈목 스태프", "OutputItem": "ITEM_GreenCrystalBloodWoodStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick", "ITEM_RefinedGreenCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_GreenCrystalBoneStaff", "DevComment1": "녹수정 뼈 스태프", "OutputItem": "ITEM_GreenCrystalBoneStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick", "ITEM_RefinedGreenCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_GreenCrystalCarapaceStaff", "DevComment1": "녹수정 갑각 스태프", "OutputItem": "ITEM_GreenCrystalCarapaceStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick", "ITEM_RefinedGreenCrystal"], "IngredientAmounts": [1, 2]}, {"Key": "RECIPE_WoodClub", "DevComment1": "나무 곤봉", "OutputItem": "ITEM_WoodClub", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation", "BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1300.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [4]}, {"Key": "RECIPE_BloodWoodClub", "DevComment1": "혈목 곤봉", "OutputItem": "ITEM_BloodWoodClub", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [4]}, {"Key": "RECIPE_BoneClub", "DevComment1": "뼈 곤봉", "OutputItem": "ITEM_BoneClub", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [4]}, {"Key": "RECIPE_CarapaceClub", "DevComment1": "갑각 곤봉", "OutputItem": "ITEM_CarapaceClub", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1900.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [4]}, {"Key": "RECIPE_WoodSpear", "DevComment1": "나무 창", "OutputItem": "ITEM_WoodSpear", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_WoodStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BloodWoodSpear", "DevComment1": "혈목 창", "OutputItem": "ITEM_BloodWoodSpear", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BloodWoodStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BoneSpear", "DevComment1": "뼈 창", "OutputItem": "ITEM_BoneSpear", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 2400.0, "IngredientKeys": ["ITEM_BoneStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_CarapaceSpear", "DevComment1": "갑각 창", "OutputItem": "ITEM_CarapaceSpear", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_CarapaceStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_WoodBow", "DevComment1": "나무 활", "OutputItem": "ITEM_WoodBow", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation", "BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1300.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [6]}, {"Key": "RECIPE_BloodWoodBow", "DevComment1": "혈목 활", "OutputItem": "ITEM_BloodWoodBow", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [6]}, {"Key": "RECIPE_CarapaceBow", "DevComment1": "갑각 활", "OutputItem": "ITEM_CarapaceBow", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1900.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [6]}, {"Key": "RECIPE_WoodArrow", "DevComment1": "나무 화살", "OutputItem": "ITEM_WoodArrow", "OutputItemAmount": 30, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation", "BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 650.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BloodWoodArrow", "DevComment1": "혈목 화살", "OutputItem": "ITEM_BloodWoodArrow", "OutputItemAmount": 30, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 700.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [1]}, {"Key": "RECIPE_CarapaceArrow", "DevComment1": "갑각 화살", "OutputItem": "ITEM_CarapaceArrow", "OutputItemAmount": 30, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 950.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [1]}, {"Key": "RECIPE_ClothCoif", "DevComment1": "천 두건", "OutputItem": "ITEM_ClothCoif", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Textile"], "IngredientAmounts": [3]}, {"Key": "RECIPE_ThickClothCoif", "DevComment1": "두꺼운 천 두건", "OutputItem": "ITEM_ThickClothCoif", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 900.0, "IngredientKeys": ["ITEM_ThickTextile"], "IngredientAmounts": [3]}, {"Key": "RECIPE_WoodHelmet", "DevComment1": "나무 투구", "OutputItem": "ITEM_WoodHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [6]}, {"Key": "RECIPE_BloodWoodHelmet", "DevComment1": "혈목 투구", "OutputItem": "ITEM_BloodWoodHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [6]}, {"Key": "RECIPE_HideHelmet", "DevComment1": "생가죽 투구", "OutputItem": "ITEM_HideHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_RawHide"], "IngredientAmounts": [3]}, {"Key": "RECIPE_BoneHelmet", "DevComment1": "뼈 투구", "OutputItem": "ITEM_BoneHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [6]}, {"Key": "RECIPE_FortifiedBoneHelmet", "DevComment1": "보강된 뼈 투구", "OutputItem": "ITEM_FortifiedBoneHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [12]}, {"Key": "RECIPE_CarapaceHelmet", "DevComment1": "갑각 투구", "OutputItem": "ITEM_CarapaceHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1300.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [6]}, {"Key": "RECIPE_ClothArmor", "DevComment1": "천 갑옷", "OutputItem": "ITEM_ClothArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 1100.0, "IngredientKeys": ["ITEM_Textile"], "IngredientAmounts": [5]}, {"Key": "RECIPE_ThickClothArmor", "DevComment1": "두꺼운 천 갑옷", "OutputItem": "ITEM_ThickClothArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_ThickTextile"], "IngredientAmounts": [5]}, {"Key": "RECIPE_WoodArmor", "DevComment1": "나무 갑옷", "OutputItem": "ITEM_WoodArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [10]}, {"Key": "RECIPE_BloodWoodArmor", "DevComment1": "혈목 갑옷", "OutputItem": "ITEM_BloodWoodArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1700.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [10]}, {"Key": "RECIPE_HideArmor", "DevComment1": "생가죽 갑옷", "OutputItem": "ITEM_HideArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_RawHide"], "IngredientAmounts": [5]}, {"Key": "RECIPE_BoneArmor", "DevComment1": "뼈 갑옷", "OutputItem": "ITEM_BoneArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1700.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [10]}, {"Key": "RECIPE_FortifiedBoneArmor", "DevComment1": "보강된 뼈 갑옷", "OutputItem": "ITEM_FortifiedBoneArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 2550.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [20]}, {"Key": "RECIPE_CarapaceArmor", "DevComment1": "갑각 갑옷", "OutputItem": "ITEM_CarapaceArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 2300.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [10]}, {"Key": "RECIPE_Torch", "DevComment1": "횃불", "OutputItem": "ITEM_Torch", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_LumaLog", "ITEM_Textile"], "IngredientAmounts": [2, 2]}, {"Key": "RECIPE_WoodShield", "DevComment1": "나무 방패", "OutputItem": "ITEM_WoodShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingWood", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1300.0, "IngredientKeys": ["ITEM_LumaLog"], "IngredientAmounts": [6]}, {"Key": "RECIPE_BloodWoodShield", "DevComment1": "혈목 방패", "OutputItem": "ITEM_BloodWoodShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CarpenterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_BloodWood"], "IngredientAmounts": [6]}, {"Key": "RECIPE_BoneShield", "DevComment1": "뼈 방패", "OutputItem": "ITEM_BoneShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [6]}, {"Key": "RECIPE_FortifiedBoneShield", "DevComment1": "보강된 뼈 방패", "OutputItem": "ITEM_FortifiedBoneShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [12]}, {"Key": "RECIPE_CarapaceShield", "DevComment1": "갑각 방패", "OutputItem": "ITEM_CarapaceShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_HunterWorkstation"], "CraftingWorkloadRequired": 1900.0, "IngredientKeys": ["ITEM_HardShell"], "IngredientAmounts": [6]}, {"Key": "RECIPE_FlowerNecklace", "DevComment1": "꽃 목걸이", "OutputItem": "ITEM_FlowerNecklace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Petal"], "IngredientAmounts": [5]}, {"Key": "RECIPE_SilverNecklace", "DevComment1": "은 목걸이", "OutputItem": "ITEM_SilverNecklace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_SilverIngot"], "IngredientAmounts": [4]}, {"Key": "RECIPE_SilverRing", "DevComment1": "은 반지", "OutputItem": "ITEM_SilverRing", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 900.0, "IngredientKeys": ["ITEM_SilverIngot"], "IngredientAmounts": [2]}, {"Key": "RECIPE_RedCrystalNecklace", "DevComment1": "적수정 목걸이", "OutputItem": "ITEM_RedCrystalNecklace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 3000.0, "IngredientKeys": ["ITEM_RefinedRedCrystal"], "IngredientAmounts": [4]}, {"Key": "RECIPE_BlueCrystalNecklace", "DevComment1": "청수정 목걸이", "OutputItem": "ITEM_BlueCrystalNecklace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 3000.0, "IngredientKeys": ["ITEM_RefinedBlueCrystal"], "IngredientAmounts": [4]}, {"Key": "RECIPE_GreenCrystalNecklace", "DevComment1": "녹수정 목걸이", "OutputItem": "ITEM_GreenCrystalNecklace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 3000.0, "IngredientKeys": ["ITEM_RefinedGreenCrystal"], "IngredientAmounts": [4]}, {"Key": "RECIPE_RedCrystalRing", "DevComment1": "적수정 반지", "OutputItem": "ITEM_RedCrystalRing", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_RefinedRedCrystal"], "IngredientAmounts": [2]}, {"Key": "RECIPE_BlueCrystalRing", "DevComment1": "청수정 반지", "OutputItem": "ITEM_BlueCrystalRing", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_RefinedBlueCrystal"], "IngredientAmounts": [2]}, {"Key": "RECIPE_GreenCrystalRing", "DevComment1": "녹수정 반지", "OutputItem": "ITEM_GreenCrystalRing", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AccessoriesWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_RefinedGreenCrystal"], "IngredientAmounts": [2]}, {"Key": "RECIPE_ClothBag", "DevComment1": "천 가방", "OutputItem": "ITEM_ClothBag", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Textile"], "IngredientAmounts": [3]}, {"Key": "RECIPE_BlackSerum", "DevComment1": "검은 혈청", "OutputItem": "ITEM_BlackSerum", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_ManaStonePowder"], "IngredientAmounts": [5]}, {"Key": "RECIPE_AshOfSolace", "DevComment1": "안식의 재", "OutputItem": "ITEM_AshOfSolace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_ManaStonePowder"], "IngredientAmounts": [3]}, {"Key": "RECIPE_ReturnScroll", "DevComment1": "귀환 스크롤", "OutputItem": "ITEM_ReturnScroll", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_Textile", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 10]}, {"Key": "RECIPE_ManaStonePowderByLow", "DevComment1": "마석 가루 (소량)", "OutputItem": "ITEM_ManaStonePowder", "OutputItemAmount": 2, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_LowGradeManaStone"], "IngredientAmounts": [1]}, {"Key": "RECIPE_ManaStonePowderByMid", "DevComment1": "마석 가루 (중량)", "OutputItem": "ITEM_ManaStonePowder", "OutputItemAmount": 5, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1200.0, "IngredientKeys": ["ITEM_MidGradeManaStone"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BoneMeal", "DevComment1": "뼛가루", "OutputItem": "ITEM_BoneMeal", "OutputItemAmount": 2, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_Bone"], "IngredientAmounts": [1]}, {"Key": "RECIPE_BasicCampingKit", "DevComment1": "기초 야영 키트", "OutputItem": "ITEM_BasicCampingKit", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_BasicWorkstation"], "CraftingWorkloadRequired": 1800.0, "IngredientKeys": ["ITEM_Textile", "ITEM_LumaLog", "ITEM_Stone", "ITEM_ManaStonePowder"], "IngredientAmounts": [24, 12, 6, 4]}, {"Key": "RECIPE_ArcronStick", "DevComment1": "아크론 막대기", "OutputItem": "ITEM_ArcronStick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 900.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [10]}, {"Key": "RECIPE_ArcronSword", "DevComment1": "아크론 검", "OutputItem": "ITEM_ArcronSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [6]}, {"Key": "RECIPE_ArcronGreatSword", "DevComment1": "아크론 대검", "OutputItem": "ITEM_ArcronGreatSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_ArcronStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_FireArcronStaff", "DevComment1": "화염 정령 아크론 스태프", "OutputItem": "ITEM_FireArcronStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_ArcronStick", "ITEM_MidGradeFireElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_WaterArcronStaff", "DevComment1": "물 정령 아크론 스태프", "OutputItem": "ITEM_WaterArcronStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_ArcronStick", "ITEM_MidGradeWaterElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_NatureArcronStaff", "DevComment1": "자연 정령 아크론 스태프", "OutputItem": "ITEM_NatureArcronStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_ArcronStick", "ITEM_MidGradeNatureElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_ArcronMace", "DevComment1": "아크론 곤봉", "OutputItem": "ITEM_ArcronMace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [4]}, {"Key": "RECIPE_ArcronSpear", "DevComment1": "아크론 창", "OutputItem": "ITEM_ArcronSpear", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 3200.0, "IngredientKeys": ["ITEM_ArcronStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_ArcronBow", "DevComment1": "아크론 활", "OutputItem": "ITEM_ArcronBow", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [6]}, {"Key": "RECIPE_ArcronArrow", "DevComment1": "아크론 화살", "OutputItem": "ITEM_ArcronArrow", "OutputItemAmount": 20, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 1050.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [1]}, {"Key": "RECIPE_ArcronHelmet", "DevComment1": "아크론 투구", "OutputItem": "ITEM_ArcronHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [6]}, {"Key": "RECIPE_ArcronArmor", "DevComment1": "아크론 갑옷", "OutputItem": "ITEM_ArcronArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2500.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [10]}, {"Key": "RECIPE_ArcronShield", "DevComment1": "아크론 방패", "OutputItem": "ITEM_ArcronShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_Arcron"], "IngredientAmounts": [6]}, {"Key": "RECIPE_Ceramics", "DevComment1": "도자기", "OutputItem": "ITEM_Ceramics", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_Kiln"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_Clay"], "IngredientAmounts": [5]}, {"Key": "RECIPE_CopperIngot", "DevComment1": "구리 주괴", "OutputItem": "ITEM_CopperIngot", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_Kiln"], "CraftingWorkloadRequired": 600.0, "IngredientKeys": ["ITEM_CopperOre"], "IngredientAmounts": [2]}, {"Key": "RECIPE_CopperStick", "DevComment1": "구리 막대기", "OutputItem": "ITEM_CopperStick", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [5]}, {"Key": "RECIPE_CopperSword", "DevComment1": "구리 검", "OutputItem": "ITEM_CopperSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [3]}, {"Key": "RECIPE_CopperGreatSword", "DevComment1": "구리 대검", "OutputItem": "ITEM_CopperGreatSword", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_CopperStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_FireCopperStaff", "DevComment1": "화염 정령 구리 스태프", "OutputItem": "ITEM_FireCopperStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_CopperStick", "ITEM_MidGradeFireElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_WaterCopperStaff", "DevComment1": "물 정령 구리 스태프", "OutputItem": "ITEM_WaterCopperStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_CopperStick", "ITEM_MidGradeWaterElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_NatureCopperStaff", "DevComment1": "자연 정령 구리 스태프", "OutputItem": "ITEM_NatureCopperStaff", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_StaffWorkstation"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_CopperStick", "ITEM_MidGradeNatureElementalStone"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_CopperMace", "DevComment1": "구리 곤봉", "OutputItem": "ITEM_CopperMace", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [2]}, {"Key": "RECIPE_CopperSpear", "DevComment1": "구리 창", "OutputItem": "ITEM_CopperSpear", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 3500.0, "IngredientKeys": ["ITEM_CopperStick"], "IngredientAmounts": [1]}, {"Key": "RECIPE_CopperBow", "DevComment1": "구리 활", "OutputItem": "ITEM_CopperBow", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [3]}, {"Key": "RECIPE_CopperArrow", "DevComment1": "구리 화살", "OutputItem": "ITEM_CopperArrow", "OutputItemAmount": 20, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 1050.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [1]}, {"Key": "RECIPE_CopperHelmet", "DevComment1": "구리 투구", "OutputItem": "ITEM_CopperHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [3]}, {"Key": "RECIPE_CopperArmor", "DevComment1": "구리 갑옷", "OutputItem": "ITEM_CopperArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2500.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [5]}, {"Key": "RECIPE_CopperShield", "DevComment1": "구리 방패", "OutputItem": "ITEM_CopperShield", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingMetal", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_CastingWorkbench"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_CopperIngot"], "IngredientAmounts": [3]}, {"Key": "RECIPE_OatPorridge", "DevComment1": "귀리죽", "OutputItem": "ITEM_OatPorridge", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_CookingWorkstation"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_Oats"], "IngredientAmounts": [2]}, {"Key": "RECIPE_Leather", "DevComment1": "가죽", "OutputItem": "ITEM_Leather", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_LeatherWorkstation"], "CraftingWorkloadRequired": 1000.0, "IngredientKeys": ["ITEM_RawHide"], "IngredientAmounts": [3]}, {"Key": "RECIPE_LeatherHelmet", "DevComment1": "가죽 투구", "OutputItem": "ITEM_LeatherHelmet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_LeatherWorkstation"], "CraftingWorkloadRequired": 1500.0, "IngredientKeys": ["ITEM_Leather"], "IngredientAmounts": [3]}, {"Key": "RECIPE_LeatherArmor", "DevComment1": "가죽 갑옷", "OutputItem": "ITEM_LeatherArmor", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFabric", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_LeatherWorkstation"], "CraftingWorkloadRequired": 2100.0, "IngredientKeys": ["ITEM_Leather"], "IngredientAmounts": [5]}, {"Key": "RECIPE_GoddessTears", "DevComment1": "여신의 눈물", "OutputItem": "ITEM_GoddessTears", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 2500.0, "IngredientKeys": ["ITEM_Ceramics", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 15]}, {"Key": "RECIPE_Jerky", "DevComment1": "육포", "OutputItem": "ITEM_Jerky", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_DryingRack"], "CraftingWorkloadRequired": 800.0, "IngredientKeys": ["ITEM_ToughRawMeat"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MeatSkewer", "DevComment1": "고기 꼬치", "OutputItem": "ITEM_MeatSkewer", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_AdvancedCookingWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_FineRawMeat"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MeatStew", "DevComment1": "고기 스튜", "OutputItem": "ITEM_MeatStew", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_AdvancedCookingWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_FineRawMeat"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MushroomSkewer", "DevComment1": "버섯 꼬치", "OutputItem": "ITEM_MushroomSkewer", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_AdvancedCookingWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_Mushroom"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MushroomStew", "DevComment1": "버섯 스튜", "OutputItem": "ITEM_MushroomStew", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_AdvancedCookingWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_Mushroom"], "IngredientAmounts": [2]}, {"Key": "RECIPE_GlothEggOmelet", "DevComment1": "글로트 에그 오믈렛", "OutputItem": "ITEM_GlothEggOmelet", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingFood", "WorkType": "Cooking", "RecipeAvailableBuildings": ["BUILDING_AdvancedCookingWorkstation"], "CraftingWorkloadRequired": 1700.0, "IngredientKeys": ["ITEM_GlothEgg", "ITEM_DustBulb"], "IngredientAmounts": [1, 1]}, {"Key": "RECIPE_MidGradeFireElementalStone", "DevComment1": "중급 화염의 정령석 ", "OutputItem": "ITEM_MidGradeFireElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_MidGradeFireEssence", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 30]}, {"Key": "RECIPE_MidGradeFireElementalStoneByExchange", "DevComment1": "중급 화염의 정령석 (물 2개로 교환)", "OutputItem": "ITEM_MidGradeFireElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_MidGradeWaterElementalStone"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MidGradeWaterElementalStone", "DevComment1": "중급 물의 정령석 ", "OutputItem": "ITEM_MidGradeWaterElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_MidGradeWaterEssence", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 30]}, {"Key": "RECIPE_MidGradeWaterElementalStoneByExchange", "DevComment1": "중급 물의 정령석 (자연 2개로  교환)", "OutputItem": "ITEM_MidGradeWaterElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_MidGradeNatureElementalStone"], "IngredientAmounts": [2]}, {"Key": "RECIPE_MidGradeNatureElementalStone", "DevComment1": "중급 자연의 정령석 ", "OutputItem": "ITEM_MidGradeNatureElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_MidGradeNatureEssence", "ITEM_ManaStonePowder"], "IngredientAmounts": [3, 30]}, {"Key": "RECIPE_MidGradeNatureElementalStoneByExchange", "DevComment1": "중급 자연의 정령석 (화염 2개로  교환)", "OutputItem": "ITEM_MidGradeNatureElementalStone", "OutputItemAmount": 1, "RecipeSFX": "SFX_CraftingDefault", "WorkType": "Crafting", "RecipeAvailableBuildings": ["BUILDING_AlchemistWorkstation"], "CraftingWorkloadRequired": 1400.0, "IngredientKeys": ["ITEM_MidGradeFireElementalStone"], "IngredientAmounts": [2]}], "RecreationTable": [{"BuildingKey": "BUILDING_DicePlayTable", "DevComment": "주사위 놀이대", "MinCapacity": 1, "MaxCapacity": 4, "BoredAffecter": "AFFECTER_BoredDice", "BuffAffecter": "AFFECTER_PlayedDice", "Workload": 5000}, {"BuildingKey": "BUILDING_CardPlayTable", "DevComment": "돌구슬 놀이대", "MinCapacity": 1, "MaxCapacity": 2, "BoredAffecter": "AFFECTER_BoredCard", "BuffAffecter": "AFFECTER_PlayedCard", "Workload": 4000}, {"BuildingKey": "BUILDING_DartPlayBoard", "DevComment": "다트 놀이판", "MinCapacity": 1, "MaxCapacity": 1, "BoredAffecter": "AFFECTER_BoredDart", "BuffAffecter": "AFFECTER_PlayedDart", "Workload": 3000}], "ResearchTable": [{"Key": "RESEARCH_WoodProcessing1", "DevComment1": "목재 가공1", "GridX": 0, "GridY": 6, "Prerequisites": ["NULL"], "RequiredWorkload": 10, "UnlockRequiredItem": ["NULL"], "ResearchResult": ["BUILDING_WoodGodnessStatue", "ITEM_WoodPlank", "ITEM_WoodArmor", "ITEM_WoodHelmet"]}, {"Key": "RESEARCH_BasicStorage", "DevComment1": "기초 보관", "GridX": 0, "GridY": 11, "Prerequisites": ["NULL"], "RequiredWorkload": 20, "UnlockRequiredItem": ["NULL"], "ResearchResult": ["BUILDING_EquipmentStorage", "ITEM_ClothBag"]}, {"Key": "RESEARCH_WoodProcessing2", "DevComment1": "목재 가공2", "GridX": 1, "GridY": 4, "Prerequisites": ["RESEARCH_WoodProcessing1"], "RequiredWorkload": 100, "UnlockRequiredItem": ["ITEM_TechBook_1"], "ResearchResult": ["ITEM_WoodGreatSword", "ITEM_WoodSpear", "ITEM_WoodShield", "ITEM_BloodWoodGreatSword", "ITEM_BloodWoodSpear", "ITEM_BloodWoodShield"]}, {"Key": "RESEARCH_WoodHousing", "DevComment1": "목재 하우징", "GridX": 1, "GridY": 6, "Prerequisites": ["RESEARCH_WoodProcessing1"], "RequiredWorkload": 100, "UnlockRequiredItem": ["ITEM_TechBook_1"], "ResearchResult": ["BUILDING_LogFloor", "BUILDING_WoodBed", "BUILDING_WoodTable", "BUILDING_WoodenRoundTable", "BUILDING_WoodChair", "BUILDING_WoodenRoundChair", "BUILDING_WoodSideTable", "BUILDING_WoodCloset", "BUILDING_WoodBarrel", "BUILDING_WoodenCratePile"]}, {"Key": "RESEARCH_HuntProcessing", "DevComment1": "수렵 가공", "GridX": 1, "GridY": 8, "Prerequisites": ["RESEARCH_WoodProcessing1"], "RequiredWorkload": 100, "UnlockRequiredItem": ["ITEM_TechBook_1"], "ResearchResult": ["BUILDING_HunterWorkstation", "BUILDING_Repairstand", "BUILDING_HideRug"]}, {"Key": "RESEARCH_BasicAlchemy", "DevComment1": "기초 연금술", "GridX": 1, "GridY": 11, "Prerequisites": ["RESEARCH_BasicStorage"], "RequiredWorkload": 100, "UnlockRequiredItem": ["ITEM_TechBook_1"], "ResearchResult": ["BUILDING_AlchemistWorkstation", "BUILDING_WoodBookShelf1", "BUILDING_WoodBookShelf2", "BUILDING_CelestialSphere"]}, {"Key": "RESEARCH_WeaveProcessing", "DevComment1": "직조 가공", "GridX": 1, "GridY": 17, "Prerequisites": ["RESEARCH_BasicStorage"], "RequiredWorkload": 100, "UnlockRequiredItem": ["ITEM_TechBook_1"], "ResearchResult": ["BUILDING_ClothRug", "BUILDING_Banner", "BUILDING_BannerStand", "ITEM_ThickTextile", "ITEM_ThickClothCoif", "ITEM_ThickClothArmor"]}, {"Key": "RESEARCH_BasicCuisine", "DevComment1": "기초 요리", "GridX": 1, "GridY": 14, "Prerequisites": ["RESEARCH_BasicStorage"], "RequiredWorkload": 100, "UnlockRequiredItem": ["ITEM_TechBook_1"], "ResearchResult": ["BUILDING_CookingWorkstation"]}, {"Key": "RESEARCH_Bonfire", "DevComment1": "화톳불", "GridX": 2, "GridY": 6, "Prerequisites": ["RESEARCH_WoodHousing"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["BUILDING_Bonfire", "BUILDING_CardPlayTable"]}, {"Key": "RESEARCH_Campsite", "DevComment1": "야영지", "GridX": 2, "GridY": 7, "Prerequisites": ["RESEARCH_HuntProcessing"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["BUILDING_BasicCampsite", "ITEM_BasicCampingKit"]}, {"Key": "RESEARCH_BoneProcessing1", "DevComment1": "뼈 가공1", "GridX": 2, "GridY": 8, "Prerequisites": ["RESEARCH_HuntProcessing"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["ITEM_BoneStick", "ITEM_BoneGreatSword", "ITEM_BoneSpear", "ITEM_FireBoneStaff", "ITEM_RedCrystalBoneStaff", "ITEM_WaterBoneStaff", "ITEM_BlueCrystalBoneStaff", "ITEM_NatureBoneStaff", "ITEM_GreenCrystalBoneStaff"]}, {"Key": "RESEARCH_CarapaceProcessing1", "DevComment1": "갑각 가공", "GridX": 2, "GridY": 9, "Prerequisites": ["RESEARCH_HuntProcessing"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["ITEM_CarapaceHelmet", "ITEM_CarapaceArmor", "ITEM_CarapaceSword", "ITEM_CarapaceClub", "ITEM_CarapaceBow", "ITEM_CarapaceArrow"]}, {"Key": "RESEARCH_StaffCrafting", "DevComment1": "지팡이 제작", "GridX": 2, "GridY": 11, "Prerequisites": ["RESEARCH_BasicAlchemy"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["BUILDING_StaffWorkstation", "ITEM_LowGradeFireElementalStone", "ITEM_LowGradeWaterElementalStone", "ITEM_LowGradeNatureElementalStone"]}, {"Key": "RESEARCH_RelifFood", "DevComment1": "구호 식량", "GridX": 2, "GridY": 13, "Prerequisites": ["RESEARCH_BasicCuisine"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["ITEM_MeatPorridge", "ITEM_TurnipPorridge"]}, {"Key": "RESEARCH_BasicFarming", "DevComment1": "기초 농업", "GridX": 2, "GridY": 16, "Prerequisites": ["RESEARCH_BasicCuisine"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["BUILDING_Farm", "BUILDING_WoodFence"]}, {"Key": "RESEARCH_BasicMonsterCusine", "DevComment1": "초급 몬스터 요리", "GridX": 2, "GridY": 19, "Prerequisites": ["RESEARCH_BasicCuisine"], "RequiredWorkload": 400, "UnlockRequiredItem": ["ITEM_TechBook_2"], "ResearchResult": ["ITEM_MonsterBarbecue", "ITEM_SlimePudding"]}, {"Key": "RESEARCH_MetalProcessing1", "DevComment1": "금속 가공1", "GridX": 3, "GridY": 4, "Prerequisites": ["RESEARCH_WoodProcessing2", "RESEARCH_Bonfire"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["BUILDING_Kiln", "BUILDING_CastingWorkbench", "BUILDING_PotPile", "BUILDING_WoodenCabinet", "BUILDING_WoodenLargeCabinet", "BUILDING_WoodWallShelf", "BUILDING_PottedPlant"]}, {"Key": "RESEARCH_AdvancedWoodHousing", "DevComment1": "고급 목재 하우징", "GridX": 3, "GridY": 6, "Prerequisites": ["RESEARCH_Bonfire"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["BUILDING_LumberWall", "BUILDING_LumberDoor", "BUILDING_WoodFloor", "BUILDING_WoodFloor2", "BUILDING_WoodFloor3", "BUILDING_WoodLargeTable", "BUILDING_WoodDiningChair", "BUILDING_WoodLongChair", "BUILDING_DartPlayBoard", "BUILDING_WoodPillar"]}, {"Key": "RESEARCH_BoneProcessing2", "DevComment1": "뼈 가공2", "GridX": 3, "GridY": 8, "Prerequisites": ["RESEARCH_BoneProcessing1"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["ITEM_FortifiedBoneHelmet", "ITEM_FortifiedBoneArmor", "ITEM_FortifiedBoneShield"]}, {"Key": "RESEARCH_CarapaceProcessing2", "DevComment1": "갑각 가공2", "GridX": 3, "GridY": 9, "Prerequisites": ["RESEARCH_CarapaceProcessing1"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["ITEM_CarapaceShield", "ITEM_CarapaceStick", "ITEM_CarapaceGreatSword", "ITEM_CarapaceSpear", "ITEM_FireCarapaceStaff", "ITEM_RedCrystalCarapaceStaff", "ITEM_WaterCarapaceStaff", "ITEM_BlueCrystalCarapaceStaff", "ITEM_NatureCarapaceStaff", "ITEM_GreenCrystalCarapaceStaff"]}, {"Key": "RESEARCH_ThornPurification", "DevComment1": "가시 정화", "GridX": 3, "GridY": 11, "Prerequisites": ["RESEARCH_StaffCrafting"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["ITEM_GoddessTears"]}, {"Key": "RESEARCH_ArcronProcessing", "DevComment1": "아크론 가공", "GridX": 3, "GridY": 12, "Prerequisites": ["RESEARCH_StaffCrafting"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["ITEM_ArcronStick", "ITEM_ArcronSword", "ITEM_ArcronGreatSword", "ITEM_ArcronSpear", "ITEM_FireArcronStaff", "ITEM_WaterArcronStaff", "ITEM_NatureArcronStaff", "ITEM_ArcronMace", "ITEM_ArcronBow", "ITEM_ArcronArrow", "ITEM_ArcronHelmet", "ITEM_ArcronArmor", "ITEM_ArcronShield"]}, {"Key": "RESEARCH_ImprovedGrassPorridge", "DevComment1": "개량된 풀죽", "GridX": 3, "GridY": 13, "Prerequisites": ["RESEARCH_StaffCrafting", "RESEARCH_RelifFood"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["ITEM_ImprovedGrassPorridge"]}, {"Key": "RESEARCH_Drying", "DevComment1": "건조", "GridX": 3, "GridY": 14, "Prerequisites": ["RESEARCH_BasicCuisine"], "RequiredWorkload": 1000, "UnlockRequiredItem": ["ITEM_TechBook_3"], "ResearchResult": ["BUILDING_DryingRack", "ITEM_Jerky"]}, {"Key": "RESEARCH_BasicCrafts", "DevComment1": "기초 공예", "GridX": 4, "GridY": 5, "Prerequisites": ["RESEARCH_MetalProcessing1"], "RequiredWorkload": 2500, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["BUILDING_AccessoriesWorkstation"]}, {"Key": "RESEARCH_StoneHousing", "DevComment1": "석재 하우징", "GridX": 4, "GridY": 6, "Prerequisites": ["RESEARCH_AdvancedWoodHousing"], "RequiredWorkload": 2500, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["BUILDING_MasonWorkstation", "BUILDING_StoneWall", "BUILDING_StoneDoor", "BUILDING_StoneFloor", "BUILDING_StoneFloor2", "BUILDING_StoneBed", "BUILDING_StoneTable", "BUILDING_StoneRoundTable", "BUILDING_StoneChair", "BUILDING_StoneSideTable", "BUILDING_StoneCloset"]}, {"Key": "RESEARCH_LeatherProcessing1", "DevComment1": "가죽 가공1", "GridX": 4, "GridY": 7, "Prerequisites": ["RESEARCH_Campsite"], "RequiredWorkload": 2500, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["BUILDING_LeatherWorkstation"]}, {"Key": "RESEARCH_AdvancedStorage", "DevComment1": "중급 보관", "GridX": 4, "GridY": 11, "Prerequisites": ["RESEARCH_ThornPurification"], "RequiredWorkload": 2500, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["BUILDING_StoneConsumableStorage", "BUILDING_StoneResourceStorage", "BUILDING_StoneEquipmentStorage", "BUILDING_PotteryFoodStorage", "BUILDING_StoneProjectileStorage"]}, {"Key": "RESEARCH_AdvancedCusine", "DevComment1": "중급 요리", "GridX": 4, "GridY": 14, "Prerequisites": ["RESEARCH_Drying"], "RequiredWorkload": 3300, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["BUILDING_AdvancedCookingWorkstation"]}, {"Key": "RESEARCH_BurrowMonsterCusine", "DevComment1": "땅굴 몬스터 요리", "GridX": 4, "GridY": 19, "Prerequisites": ["RESEARCH_BasicMonsterCusine"], "RequiredWorkload": 2500, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["ITEM_GlothEggOmelet"]}, {"Key": "RESEARCH_AdvancedStoneHousing", "DevComment1": "고급 석재 하우징", "GridX": 5, "GridY": 6, "Prerequisites": ["RESEARCH_StoneHousing"], "RequiredWorkload": 4000, "UnlockRequiredItem": ["ITEM_TechBook_4"], "ResearchResult": ["BUILDING_RedCarpetA", "BUILDING_StoneFireplace", "BUILDING_StoneLargeTable", "BUILDING_StoneDiningChair", "BUILDING_StoneLongChair", "BUILDING_DicePlayTable", "BUILDING_CandleStand", "BUILDING_LanternStand", "BUILDING_StonePillar", "BUILDING_FlowerBed1", "BUILDING_FlowerBed2"]}], "SkillTable": [{"Key": "SKILL_BasicAttack", "DevComment_SkillName": "기본 공격 (다수 유닛 선택 시 더미)", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicPunchAttack", "DevComment_SkillName": "공격:주먹", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.4, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BubbleTackle", "DevComment_SkillName": "버블 태클", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_TongueThrust", "DevComment_SkillName": "텅 스러스트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Weakened]을 부여합니다. \n대상과 동일하거나 뒤쪽 타일에 위치한 적이 있다면 동일한 피해와 효과를 부여합니다.", "FloatValues": [100.0, 5.0, 1.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 1, "AreaType": 7, "AreaTypeName": "Direction", "AreaRadius": 2, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SummonLadybug", "DevComment_SkillName": "무당벌레 소환", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "비어있는 {0}타일 이내 범위의 무작위 위치에 {1}마리의 무당벌레를 소환합니다.", "FloatValues": [3.0, 3.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 30.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_EmergencyEscape", "DevComment_SkillName": "긴급 탈출", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "긴급 탈출 근처 3칸으로 돌진", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": true, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_PlayerBloodyScratch", "DevComment_SkillName": "블러디 스크래치", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 확정적으로 물리 공격력의 {0}%의 물리 피해를 2회 입히고, {1}초 동안 [AFFECTER_Slow]와 {2}의 [AFFECTER_Bleeding]을 부여합니다.", "FloatValues": [80.0, 6.0, 3.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 16.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicSwordAttack", "DevComment_SkillName": "공격:검", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SweepingCleave", "DevComment_SkillName": "스위핑 클리브", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전방으로 검을 휘둘러 범위 내의 모든 유닛에게 물리 공격력의 {1}%에 해당하는 물리 피해를 {0}회 입힙니다.", "FloatValues": [2.0, 80.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 1, "AreaType": 2, "AreaTypeName": "ConeExceptMe", "AreaRadius": 1, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 2, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_VerticalSlash", "DevComment_SkillName": "버티컬 슬래시", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "검을 대상에게 강하게 내려 찍어 물리 공격력의 {0}%에 해당하는 물리 피해를 입힙니다.", "FloatValues": [300.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ChargeAttack", "DevComment_SkillName": "차지 어택", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 돌진 후 검으로 베어 물리 공격력의 {0}%에 해당하는 물리 피해를 입힙니다. 물리 공격력의 {1}% * 돌진한 거리 만큼 피해량이 증가합니다.", "FloatValues": [180.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_SwordCounter", "DevComment_SkillName": "소드 카운터", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 [AFFECTER_Fortification]을 얻고, 근접 피해 가드 시 적에게 물리 공격력의 {1}%의 피해를 입힙니다.", "FloatValues": [12.0, 200.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 30.0, "Duration": 12.0, "EnergyCost": 7, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ChainSlash", "DevComment_SkillName": "체인 슬래시", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 {1}회 입힙니다.", "FloatValues": [100.0, 4.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_VerticalSlash", "SKILL_ChargeAttack"], "Categories": ["NULL"]}, {"Key": "SKILL_PommelStrike", "DevComment_SkillName": "폼멜 스트라이크", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 폼멜을 휘둘러 물리 공격력의 {0}%에 해당하는 물리 피해를 입히고, {1}초 동안 [AFFECTER_Stun]을 부여합니다.", "FloatValues": [120.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 6.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ChargeAttack", "SKILL_SwordCounter"], "Categories": ["NULL"]}, {"Key": "SKILL_SwordFlow", "DevComment_SkillName": "소드 플로우", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "정신을 가 다듬어 {0}초 동안 [AFFECTER_Rush]과 [AFFECTER_Fortification]을 얻습니다.", "FloatValues": [15.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 15.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 12, "RequiredLevel": 7, "PrerequisiteSkills": ["SKILL_ChargeAttack"], "Categories": ["NULL"]}, {"Key": "SKILL_SaberGale", "DevComment_SkillName": "세이버 게일", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전방으로 3갈래의 검기를 날려 일직선 경로 내의 모든 대상들에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [200.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 40.0, "Duration": 0.0, "EnergyCost": 10, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 14, "RequiredLevel": 10, "PrerequisiteSkills": ["SKILL_ChainSlash", "SKILL_SwordFlow"], "Categories": ["NULL"]}, {"Key": "SKILL_DualRequest", "DevComment_SkillName": "듀얼 리퀘스트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 {0}초 동안 [AFFECTER_Taunt]을 부여합니다. 결투 대상에게 입히는 피해량이 {1}% 증가하며, 스스로 다른 대상으로부터 받는 피해가 {2}% 감소합니다.", "FloatValues": [30.0, 50.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 30.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 14, "RequiredLevel": 10, "PrerequisiteSkills": ["SKILL_SwordFlow"], "Categories": ["NULL"]}, {"Key": "SKILL_SentinelCry", "DevComment_SkillName": "센티넬 크라이", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "TBD", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Sword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 14, "RequiredLevel": 10, "PrerequisiteSkills": ["SKILL_SwordFlow", "SKILL_PommelStrike"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicGreatswordAttack", "DevComment_SkillName": "공격:대검", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 피해를 입히고, 대상의 양옆에 위치한 모든 유닛에게는 물리 공격력의 {1}%의 물리 피해를 입힙니다.", "FloatValues": [100.0, 50.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_WhirlwindSlash", "DevComment_SkillName": "휠윈드 슬래시", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대검을 크게 휘둘러 자신을 둘러싼 모든 유닛에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [250.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 0, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 1, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 30.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Greatsword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DestructiveSplit", "DevComment_SkillName": "디스트럭티브 스플릿", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.", "FloatValues": [400.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 1, "AreaType": 7, "AreaTypeName": "Direction", "AreaRadius": 2, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Greatsword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Slay", "DevComment_SkillName": "슬레이", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "단일 적 대상에게 물리 공격력의 {0}%의 피해를 입히고 스스로 {1}초 동안 {2}의 [AFFECTER_ExposedFlaw]을 얻습니다. 이 공격으로 적을 처치하면 이 스킬의 재사용 대기시간이 70% 감소합니다.", "FloatValues": [500.0, 3.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Greatsword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DeadlyFear", "DevComment_SkillName": "데들리 피어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "강렬한 살기를 발산하여 적 유닛에게 물리 공격력의 {0}%의 피해를 입히고  {1}초 동안 {2}의 [AFFECTER_ExposedFlaw]과 [AFFECTER_Slow]를 부여합니다.", "FloatValues": [30.0, 5.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Greatsword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_Slay"], "Categories": ["NULL"]}, {"Key": "SKILL_ChargingWhirlwind", "DevComment_SkillName": "차징 휠윈드", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "지정한 타일로 돌진하며 경로 및 인접 타일의 모든 유닛에게 물리 공격력의 {0}%의 피해를 입힙니다. 이 공격은 여러번 적중할 수 있습니다.", "FloatValues": [120.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 5, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 1, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Greatsword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_DestructiveSplit"], "Categories": ["Dash"]}, {"Key": "SKILL_BladeGrinding", "DevComment_SkillName": "블레이드 그라인딩", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "다음 근접 물리 스킬의 피해량이 {0}% 증가하고 적중률이 {1}% 증가합니다.", "FloatValues": [100.0, 30.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 2, "DurabilityCost": 5, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Greatsword", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_Slay", "SKILL_DestructiveSplit"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicClubAttack", "DevComment_SkillName": "공격:둔기", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다. 치명타 발생 시 {1}초 동안 {2}의 어지러움을 부여합니다.", "FloatValues": [100.0, 10.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StunCharge", "DevComment_SkillName": "스턴 차지", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 빠르게 돌진하여 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.", "FloatValues": [200.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 3, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Blunt", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_IronClad", "DevComment_SkillName": "아이언 클래드", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 자신의 잃은 생명력의 {1}% 만큼 보호막을 얻습니다.", "FloatValues": [12.0, 120.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 18.0, "Duration": 12.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Blunt", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BattleStomp", "DevComment_SkillName": "배틀 스텀프", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "강하게 발을 굴러 근처 모든 적 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초간 [AFFECTER_Disturbance]와 {2}의 [AFFECTER_Dizziness]을 부여합니다.", "FloatValues": [30.0, 15.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 0, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 1, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 30.0, "Duration": 0.0, "EnergyCost": 6, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Blunt", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Hammering", "DevComment_SkillName": "해머링", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초간 {2}의 [AFFECTER_Stiffness]와  {3}의 [AFFECTER_Dizziness]을 부여합니다.", "FloatValues": [280.0, 8.0, 1.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 2, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Blunt", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_VileInsult", "DevComment_SkillName": "바일 인설트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "상대를 모욕하여 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초간 [AFFECTER_Taunt]과 [AFFECTER_Vulnerable]을 부여합니다.", "FloatValues": [100.0, 10.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 2, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Blunt", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_IronClad", "SKILL_BattleStomp"], "Categories": ["NULL"]}, {"Key": "SKILL_WildFlurry", "DevComment_SkillName": "와일드 플러리", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적중률이 {0}% 감소한 상태로 대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입힙니다.", "FloatValues": [30.0, 80.0, 4.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 2, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Blunt", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_IronClad", "SKILL_Hammering"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicBowAttack", "DevComment_SkillName": "공격 : 활", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다. {1} 타일 내의 대상을 공격하는 경우 입히는 피해량이 {2}% 감소합니다.", "FloatValues": [100.0, 1.0, 50.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "Ammo_Arrow", "AmmoAmount": 1, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_RapidFire", "DevComment_SkillName": "레피드 파이어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 기본 공격이 대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다.", "FloatValues": [8.0, 60.0, 3.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 12.0, "Duration": 8.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_RapidFireAttack", "DevComment_SkillName": "공격 : 래피드 파이어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입힙니다. {3} 타일 내의 대상을 공격하는 경우 입히는 피해량이 {4}% 감소합니다.", "FloatValues": [10.0, 80.0, 3.0, 1.0, 50.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "Ammo_Arrow", "AmmoAmount": 3, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ArrowRain", "DevComment_SkillName": "애로우 레인", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "범위 내 모든 적 유닛에게 물리 공격력의 {0}%의 피해를 입히는 화살비가 내리는 지역을 형성합니다. 화살비는 {1}회 동안 지속됩니다.", "FloatValues": [40.0, 6.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 7, "AreaType": 3, "AreaTypeName": "Manhattan", "AreaRadius": 2, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "Ammo_Arrow", "AmmoAmount": 5, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AnkleBreak", "DevComment_SkillName": "앵클 브레이크", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입히고, {1} 타일 뒤로 밀칩니다. 대상은 [AFFECTER_Slow]를 {2}초 동안 얻고, [AFFECTER_Break]를 {3}초 동안 얻습니다.", "FloatValues": [120.0, 3.0, 5.0, 5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SnipingShot", "DevComment_SkillName": "스나이핑 샷", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "화살을 쏘아 물리 공격력의 {0}%에 해당하는 물리 피해를 입힙니다. 물리 공격력의 {1}% * 대상과의 거리 만큼 피해량이 증가합니다.", "FloatValues": [180.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 8, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "Ammo_Arrow", "AmmoAmount": 1, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_HeadAim", "DevComment_SkillName": "헤드 에임", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "사용 시 {0}초 동안 적에게 가하는 원거리 물리 공격이 적중 시 머리 생명력에 피해를 줍니다.", "FloatValues": [15.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 8.0, "Duration": 10.0, "EnergyCost": 2, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_SnipingShot"], "Categories": ["NULL"]}, {"Key": "SKILL_QuickDash", "DevComment_SkillName": "퀵 대쉬", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "지정한 타일로 빠르게 돌진한 뒤, 스스로 {0}초 동안 [AFFECTER_Acceleration]을 얻습니다. ", "FloatValues": [15.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 4, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": true, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 2, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Bow", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_AnkleBreak"], "Categories": ["Dash"]}, {"Key": "SKILL_BasicMagicMissile", "DevComment_SkillName": "공격 : 매직 미사일", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 1.2, "EndDelay": 0.3, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FireMissile", "DevComment_SkillName": "파이어 미사일", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 기본 공격이 대상에게 마법 공격력의 {1}%에 해당하는 마법 피해를 입히고, {2}초 동안 {3}의 [AFFECTER_Burning]을 부여하는 것으로 변경됩니다.", "FloatValues": [20.0, 100.0, 10.0, 2.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 20.0, "Duration": 5.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FireMissileAttack", "DevComment_SkillName": "공격 : 파이어 미사일", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%에 해당하는 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Burning]을 부여합니다.", "FloatValues": [100.0, 10.0, 2.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 1.2, "EndDelay": 0.3, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FireCloak", "DevComment_SkillName": "파이어클록", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.", "FloatValues": [10.0, 150.0, 30.0, 1.0, 2.0, 3.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 10.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Incinerate", "DevComment_SkillName": "인시너레이트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "순간적으로 대상을 불태워 마법 공격력의 {0}%의 마법 피해를 입히고, 대상이 가진 [AFFECTER_Burning] * 마법 공격력의 {1}% 만큼의 피해를 입힌 뒤 연소 중첩을 초기화 시킵니다.", "FloatValues": [300.0, 30.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BlazingEcho", "DevComment_SkillName": "블레이징 에코", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Burning]를 부여합니다. \n{3}타일 인접한 주변의 적 대상에게 최대 {4}회 튕기며 동일한 피해를 입힙니다. \n누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다.", "FloatValues": [40.0, 5.0, 2.0, 3.0, 8.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BecomeFire", "DevComment_SkillName": "비컴 파이어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스스로를 불꽃으로 만들어 즉시 {0}초 동안 {1}의 [AFFECTER_Burning]을 얻고 {2}초 동안 현재 연소 중첩*{3}% 만큼 마법 공격력이 증가합니다.", "FloatValues": [30.0, 1.0, 30.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 10.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_FireCloak"], "Categories": ["NULL"]}, {"Key": "SKILL_Explosion", "DevComment_SkillName": "익스플로전", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "정신을 집중하여 범위 내의 모든 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히는 불꽃 투사체를 날립니다.\n대상이 보유중인 [AFFECTER_Burning] * {1}만큼 피해량이 증가합니다.", "FloatValues": [400.0, 10.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 4, "AffectTargetName": "MultipleAny", "Range": 6, "AreaType": 3, "AreaTypeName": "Manhattan", "AreaRadius": 2, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.2, "Cooldown": 30.0, "Duration": 0.0, "EnergyCost": 7, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_FireStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_BlazingEcho", "SKILL_Incinerate"], "Categories": ["NULL"]}, {"Key": "SKILL_SummonBubbling", "DevComment_SkillName": "서먼 버블링", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "지정한 위치에 {0}마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망시 폭발하며 근처의 적에게 마법 공격력의 {1}%의 마법 피해를 입히고, 근처의 아군에게 {5}초 동안 마법 공격력의 {2}%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 {3}마리 까지 동시에 소환될 수 있으며, 한 맵에는 최대 {4}마리 까지 존재할 수 있습니다.\n\nDEV(JH) : 소환자의 스탯에 따른 버블링의 마공/생명력 증가는 코드로만 동작하고 있다. 유저에게 나오는 설명은 없어서 직접 소환해봐야 알 수 있다.\n버블스플래시의 데미지는 '소환자' 마공을 따른다.\n버블태클의 데미지는 '버블링'의 마공을 따른다.", "FloatValues": [1.0, 100.0, 250.0, 2.0, 4.0, 30.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 4, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_WaterStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_EmbracingWave", "DevComment_SkillName": "임브레이싱 웨이브", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가장 가까운 버블링 {0}마리를 소모하여 대상 아군 유닛에게 {1}초 동안 마법 공격력의 {2}%에 해당하는 [AFFECTER_Barrier]를 부여합니다. {3}타일 인접한 주변의 아군 대상에게 최대 {4}회 튕기며 동일한 [AFFECTER_Barrier]를 부여합니다.  누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다.", "FloatValues": [1.0, 30.0, 300.0, 3.0, 4.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 1, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_WaterStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "UNIT_Bubbleling", "CreatureAmount": 1, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GlacierDrop", "DevComment_SkillName": "글레이셔 드랍", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가장 가까운 버블링 {0}마리를 소모하여  대상 타일로 빙하를 낙하시킵니다. 해당 위치의 유닛을 {1}타일 넉백시키며 적 유닛인 경우 마법 공격력의 {2}%의 피해를 입힙니다. 얼어붙은 기둥은 1초마다 인접한 적 유닛에게 {3}초 동안 [AFFECTER_Disturbance]를 부여합니다.", "FloatValues": [1.0, 1.0, 150.0, 2.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 4, "AffectTargetName": "MultipleAny", "Range": 5, "AreaType": 3, "AreaTypeName": "Manhattan", "AreaRadius": 1, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 1, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_WaterStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "UNIT_Bubbleling", "CreatureAmount": 1, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["BuildingSpawn"]}, {"Key": "SKILL_TidalMark", "DevComment_SkillName": "타이달 마크", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "바닥에서 파도가 솟아나와 대상 타일에 위치한 적 유닛에게 마법 공격력의 {0}%에 해당하는 마법 피해를 입히고 {1}초 동안 [AFFECTER_WavesMark]과 [AFFECTER_Disturbance]를 부여합니다. 소환수들은 대상 타일로 이동하며, [AFFECTER_WavesMark]을 가진 적 유닛을 우선적으로 공격합니다.", "FloatValues": [200.0, 10.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 1, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_WaterStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SummonBubbleToad", "DevComment_SkillName": "서먼 버블토드", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가장 가까운 버블링 {0}마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환한 버블토드가 {1}마리가 넘을 경우, 가장 체력이 낮은 버블토드를 제거합니다.", "FloatValues": [2.0, 1.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 4, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 1, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_WaterStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "UNIT_Bubbleling", "CreatureAmount": 2, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_TidalMark"], "Categories": ["NULL"]}, {"Key": "SKILL_WaterDive", "DevComment_SkillName": "워터 다이브", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "모든 버블링에게 명령하여 지정한 타일로 즉시 돌진하여 마법 공격력의 {0}%의 마법 피해를 입히고 즉시 터지도록 합니다.", "FloatValues": [100.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 4, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 1, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_WaterStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "UNIT_Bubbleling", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_EmbracingWave", "SKILL_GlacierDrop"], "Categories": ["NULL"]}, {"Key": "SKILL_HealingTouchAttack", "DevComment_SkillName": "공격 : 힐링 터치", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "아군 유닛의 생명력을 마법 공격력의 {0}% 만큼 회복시킵니다.", "FloatValues": [50.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StrangeSeed", "DevComment_SkillName": "스트레인지 시드", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상 타일로 기묘한 씨앗이 솟아나와 해당 위치의 유닛을 {0}타일 넉백시키며 적 유닛인 경우 마법 공격력의 {1}%의 피해를 입힙니다. 기묘한 씨앗은 1초마다 인접한 아군 유닛의 생명력을 마법 공격력의 {2}% 만큼 회복시킵니다.(건물 어팩터도 같이 수정해야한다)", "FloatValues": [1.0, 150.0, 15.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 18.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["BuildingSpawn"]}, {"Key": "SKILL_SolarBloom", "DevComment_SkillName": "솔라 블룸", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상으로 선택한 기묘한 씨앗을 태양화(Solar Bloom)로 발아시킵니다. ", "FloatValues": [0.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["SpecificTarget"]}, {"Key": "SKILL_SeedBurst", "DevComment_SkillName": "시트 버스트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상으로 선택한 기묘한 씨앗을 터트립니다. 주변 모든 방향으로 씨앗 파편이 발사되어 처음으로 적중한 적 유닛에게 마법 공격력의 {0}%의 피해를 입히고, {1}초 동안 취약을 부여합니다.", "FloatValues": [240.0, 10.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["SpecificTarget"]}, {"Key": "SKILL_MucusSprayer", "DevComment_SkillName": "무커스 스프레이어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상으로 선택한 기묘한 씨앗을 점액분사초(Mucus Sprayer)로 발아시킵니다.", "FloatValues": [0.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["SpecificTarget"]}, {"Key": "SKILL_ClingingVines", "DevComment_SkillName": "클링 바인즈", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상 방향으로 6타일의 바닥에서 덩굴을 불러일으켜 적 유닛에게 마법 공격력의 {0}%의 피해를 주고, {1}초 동안 [AFFECTER_Rooting]와 [AFFECTER_Stiffness]을 부여합니다.", "FloatValues": [150.0, 3.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 7, "AreaType": 7, "AreaTypeName": "Direction", "AreaRadius": 7, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 5, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SunHeartBloom", "DevComment_SkillName": "선하트 블룸", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상으로 선택한 태양화를 태양심화로 발아시킵니다. ", "FloatValues": [0.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 3, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ClingingVines", "SKILL_SolarBloom"], "Categories": ["SpecificTarget"]}, {"Key": "SKILL_SnatchingPrey", "DevComment_SkillName": "스내칭 프레이", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상으로 지정된 무커스 스프레이가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 [AFFECTER_Rooting]를 부여합니다.", "FloatValues": [100.0, 3.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 8.0, "Duration": 0.0, "EnergyCost": 1, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_NatureStaff", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ClingingVines", "SKILL_MucusSprayer"], "Categories": ["SpecificTarget"]}, {"Key": "SKILL_ShieldUp", "DevComment_SkillName": "실드 업", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 [AFFECTER_Fortification]와 [AFFECTER_Slow]를 얻습니다. 이 스킬이 지속되는 동안 가드 대미지 감소율이 {1}% 증가합니다.", "FloatValues": [25.0, 35.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 30.0, "Duration": 10.0, "EnergyCost": 5, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Shield", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GuardiansTaunt", "DevComment_SkillName": "가디언즈 타운트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "방패를 세게 두들겨 주변 5타일 내 적 유닛들에게 {0}초 동안 도발을 부여합니다.", "FloatValues": [4.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 0, "AreaType": 3, "AreaTypeName": "Manhattan", "AreaRadius": 5, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 30.0, "Duration": 10.0, "EnergyCost": 5, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Shield", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ShieldUp"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicSpearAttack", "DevComment_SkillName": "공격 : 창", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다. 공격 방향의 직선상에 위치한 적들에게 동일한 피해를 입힙니다.\n", "FloatValues": [65.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_PiercingThrust", "DevComment_SkillName": "피어싱 스러스트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상 방향으로 창을 찔러 모든 적 유닛에게 물리 공격력의 {0}%의 피해를 주고, 스스로 {1}초 동안 [AFFECTER_Acceleration]을 얻습니다.", "FloatValues": [120.0, 8.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 3, "AreaType": 7, "AreaTypeName": "Direction", "AreaRadius": 3, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_TwinThrust", "DevComment_SkillName": "트윈 스러스트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 기본 공격이 대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다.", "FloatValues": [10.0, 40.0, 2.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_TwinThrustAttack", "DevComment_SkillName": "트윈 스러스트 어택", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 {1}회 입힙니다. 공격 방향의 직선상에 위치한 적들에게 동일한 피해를 입힙니다.\n", "FloatValues": [40.0, 2.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Anchor", "DevComment_SkillName": "앵커", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스스로 {0}초 동안 [AFFECTER_Rush]과 [AFFECTER_Rooting]를 얻습니다.", "FloatValues": [14.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 14.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_OpeningStrike", "DevComment_SkillName": "오프닝 스트라이크", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입히고, {1}초 동안 [AFFECTER_Vulnerable]을 부여합니다.", "FloatValues": [200.0, 8.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 12.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 8, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_QuickRetreat", "DevComment_SkillName": "퀵 리트릿", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자신에게 부여된 [AFFECTER_Rooting]와 [AFFECTER_Slow]를 제거하고, 스스로 {0}초 동안 [AFFECTER_Haste]을 얻습니다.", "FloatValues": [5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_TwinThrust", "SKILL_Anchor"], "Categories": ["NULL"]}, {"Key": "SKILL_SpearBash", "DevComment_SkillName": "스피어 베쉬", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입히고, {1}타일 뒤로 밀칩니다. 대상은 [AFFECTER_Slow]를 {2}초 동안 얻습니다.", "FloatValues": [250.0, 3.0, 5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 4, "DurabilityCost": 2, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "Equipment_Spear", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 10, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_OpeningStrike", "SKILL_Anchor"], "Categories": ["NULL"]}, {"Key": "SKILL_TwoHandGrip", "DevComment_SkillName": "투 핸드 그립", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "보조 장비를 장착하지 않은 상태에서 적에게 물리 피해를 입힐 때 물리 공격력이 {0}% 증가한 채로 피해를 입힙니다.", "FloatValues": [35.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SwordmansResolve", "DevComment_SkillName": "소드맨스 리졸브", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스킬 재사용 대기 시간 감소가 {0} 증가합니다.", "FloatValues": [12.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SharpEdge", "DevComment_SkillName": "샤프 엣지", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스킬 사용시 {0}초 동안 물리 공격력이 {1}% 증가합니다.  최대 6회 중첩될 수 있습니다.", "FloatValues": [8.0, 6.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_SwordmansResolve"], "Categories": ["NULL"]}, {"Key": "SKILL_BladeSpirit", "DevComment_SkillName": "블레이드 스프릿", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적에게 근접 물리 치명타 피해를 입힐 시 {0}의 기력을 회복합니다.", "FloatValues": [1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_SwordmansResolve"], "Categories": ["NULL"]}, {"Key": "SKILL_FlowSeeker", "DevComment_SkillName": "플로 시커", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "단일 적 대상 근접 스킬 사용시 대상에게 {0}초 동안 1의 [AFFECTER_ExposedFlaw]을 부여합니다.\n", "FloatValues": [5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_TwoHandGrip"], "Categories": ["NULL"]}, {"Key": "SKILL_WeaponDeflect", "DevComment_SkillName": "웨폰 디플렉트", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가드율이 {0}% 증가합니다.", "FloatValues": [12.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SwordmanTaunt", "DevComment_SkillName": "소드맨 타운트", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "단일 적 대상 근접 스킬 사용시 대상에게 {0}초간 [AFFECTER_Taunt]을 부여합니다.", "FloatValues": [10.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Executioner", "DevComment_SkillName": "익세큐셔너", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적 처치시 {0}초 동안 치명타 확률이 {1}% 증가합니다. 최대 {2}% 까지 증가할 수 있습니다.", "FloatValues": [10.0, 10.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ColdFury"], "Categories": ["NULL"]}, {"Key": "SKILL_ColdFury", "DevComment_SkillName": "콜드 퓨리", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적 처치시 {0}초 동안 주는 피해량이 {1}% 증가합니다.", "FloatValues": [5.0, 20.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_InevitableBlow", "DevComment_SkillName": "인에비터블 블로우", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "[AFFECTER_Stun] 상태의 유닛을 대상으로 근접 피해를 가할 때 확정적으로 공격이 명중합니다.", "FloatValues": [-1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_CrimsonRecoil", "DevComment_SkillName": "크림슨 리코일", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적 처치시 {0}초 동안 잃은 생명력의 {1}%에 해당하는 [AFFECTER_Barrier]을 얻습니다.", "FloatValues": [6.0, 15.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FatalVerdict", "DevComment_SkillName": "페이탈 버딕트", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적에게 근접 물리 피해를 입힐 시, 상대의 잃은 생명력에 비례하여 최대 {0}%까지 피해량이 증가합니다.", "FloatValues": [30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_CrimsonRecoil", "SKILL_InevitableBlow"], "Categories": ["NULL"]}, {"Key": "SKILL_SavageBarrier", "DevComment_SkillName": "세비지 베리어", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "현재 생명력이 {0}% 이하로 감소하면 {1}초 동안 최대 생명력의 {2}% 만큼의 보호막을 얻습니다. 이 효과는 한 전투에서 최대 1회 발동합니다.", "FloatValues": [25.0, 5.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Maelstrom", "DevComment_SkillName": "마엘 스트롬", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "1타일 이내 위치한 유닛의 수 * {0}% 만큼 물리 공격력이 증가합니다.", "FloatValues": [3.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GuardBarrier", "DevComment_SkillName": "가드 베리어", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적 유닛에게 부정적 효과 부여시 {0}초 동안 최대 생명력의 {1}%에 해당하는 보호막을 얻습니다.", "FloatValues": [5.0, 5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Fortified", "DevComment_SkillName": "포티파이드", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "보호막 습득 시 추가로 {0}%의 중첩을 얻습니다.", "FloatValues": [20.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FinesseEdge", "DevComment_SkillName": "피니스 엣지", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "부정적 효과를 가진 대상으로부터 받는 피해량이 {0}% 감소합니다.", "FloatValues": [12.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_GuardBarrier"], "Categories": ["NULL"]}, {"Key": "SKILL_BarrierResurge", "DevComment_SkillName": "배리어 리서지", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "지속 시간이 만료된 보호막의 {0}% 만큼 생명력을 회복합니다.", "FloatValues": [20.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MockingGrin", "DevComment_SkillName": "모킹 그린", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자신에게 도발 당한 대상으로부터 피해를 받을 때 마다 {1}초 동안 받은 피해의 {0}%에 해당하는 보호막을 얻습니다.", "FloatValues": [20.0, 10.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_Fortified", "SKILL_BarrierResurge"], "Categories": ["NULL"]}, {"Key": "SKILL_FastHand", "DevComment_SkillName": "패스트 핸드", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "공격 속도가 {0}% 증가합니다.", "FloatValues": [12.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BulkShot", "DevComment_SkillName": "벌크 샷", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "탄약을 소모하는 기본 공격 시 대상의 십자 1타일 이내 위치한 적 유닛 {0}명에게 {1}%의 물리피해를 입히는 대신 기본 공격 3회마다 탄약을 1 추가로 소모합니다.", "FloatValues": [1.0, 40.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SharpShooter", "DevComment_SkillName": "샤프 슈터", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "기본 공격으로 처치한 적의 수가 {0}/{1}/{2}/{3}/{4}/{5} 달성 될 때마다 치명타 확률이 {6}% 증가합니다.", "FloatValues": [10.0, 25.0, 100.0, 250.0, 1000.0, 2500.0, 7.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FirstAssault", "DevComment_SkillName": "퍼스트 어설트", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전투 시작시 {0}초 동안 물리 공격력이 {1}% 증가합니다.", "FloatValues": [15.0, 35.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_FastHand"], "Categories": ["NULL"]}, {"Key": "SKILL_CombatMomentum", "DevComment_SkillName": "컴뱃 모멘텀", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적 처치시 {0}초 동안 공격 속도가 {1}% 증가합니다. 최대 3회까지 증가할 수 있습니다.", "FloatValues": [5.0, 8.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_SharpShooter"], "Categories": ["NULL"]}, {"Key": "SKILL_FireProof", "DevComment_SkillName": "파이어 프루프", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "얻는 [AFFECTER_Burning] 중첩량을 추가로 {0}% 얻습니다. [AFFECTER_Burning]으로 인한 피해를 {1}% 무시합니다.", "FloatValues": [100.0, 70.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_Ignition"], "Categories": ["NULL"]}, {"Key": "SKILL_FireBattleMage", "DevComment_SkillName": "파이어 배틀 메이지", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "화염 스태프를 장착하지 않고 화염 스킬 트리의 액티브 스킬을 사용할 수 있습니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_Ignition"], "Categories": ["NULL"]}, {"Key": "SKILL_LastCinder", "DevComment_SkillName": "라스트 신더", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "생명력이 {0}% 이하일 때, 기본 공격 시 상대에게 {1}의 [AFFECTER_Burning]을 {2}초 동안 부여합니다.", "FloatValues": [50.0, 1.0, 5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Ignition", "DevComment_SkillName": "이그니션", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "[AFFECTER_Burning]를 보유한 적 대상에게 피해를 줄 때, 가하는 피해량이 [AFFECTER_Burning] * {0}% 만큼 증가합니다.", "FloatValues": [3.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FlameOfLife", "DevComment_SkillName": "플레임 오브 라이프", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "적 유닛에게 [AFFECTER_Burning] 부여시 현재 잃은 생명력의 {0}%를 회복합니다.", "FloatValues": [4.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_LastCinder"], "Categories": ["NULL"]}, {"Key": "SKILL_ExtraBubble", "DevComment_SkillName": "엑스트라 버블", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스킬 사용시 {0}%의 확률로 {1}개의 버블링이 추가 소환됩니다.", "FloatValues": [4.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_WaveCicle", "DevComment_SkillName": "웨이브 사이클", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "보호막 습득 시 모든 스킬의 재사용 대기 시간이 {0}% 감소합니다.", "FloatValues": [10.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_EbbAndFlow"], "Categories": ["NULL"]}, {"Key": "SKILL_EbbAndFlow", "DevComment_SkillName": "앱 엔 플로우", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자신이 소환한 유닛 혹은 구조물이 파괴되면 {0}초 동안 [AFFECTER_CooldownReduction]을 얻습니다.", "FloatValues": [10.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DeepWater", "DevComment_SkillName": "딥 워터", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자신이 소환한 유닛 혹은 구조물의 수가 {0}/{1}/{2}/{3}/{4}/{5} 달성 될 때 마다 최대 기력이 {6}% 증가합니다.", "FloatValues": [10.0, 25.0, 100.0, 250.0, 1000.0, 2500.0, 7.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ExtraBubble"], "Categories": ["NULL"]}, {"Key": "SKILL_ShieldHandling", "DevComment_SkillName": "실드 핸들링", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가드율이 {0}% 증가합니다. 방패 장착 시 공격 속도가 {1}% 증가하며, 장착한 방패의 무게가 0이 됩니다.", "FloatValues": [10.0, 20.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ElasticGuard", "DevComment_SkillName": "엘라스틱 가드", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가드시 {0}초 동안 가드에 의해 감소된 피해량의 {1}% 만큼의 보호막을 얻습니다.", "FloatValues": [3.0, 25.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_Bastion"], "Categories": ["NULL"]}, {"Key": "SKILL_Bastion", "DevComment_SkillName": "바스티온", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "1타일 이내 적의 수 * {0}% 만큼 가드율이 증가합니다.", "FloatValues": [4.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Withstand", "DevComment_SkillName": "위드스탠드", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "생명력이 50% 이하일 때, 가드율이 {0}% 증가합니다.", "FloatValues": [25.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_ShieldHandling"], "Categories": ["NULL"]}, {"Key": "SKILL_GreenShade", "DevComment_SkillName": "그린 셰이드", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "1타일 이내 위치한 아군 식물 구조물의 수 * {0}% 만큼 받는 피해가 감소합니다. (최대 {1}%까지 적용 가능합니다)", "FloatValues": [8.0, 40.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_HealingTouch", "SKILL_LifeBurst"], "Categories": ["NULL"]}, {"Key": "SKILL_InnerGrove", "DevComment_SkillName": "이너 그루브", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자신이 받는 모든 생명력 회복 효과가 {0}% 증가합니다.", "FloatValues": [25.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_NatureSpirit", "DevComment_SkillName": "네이쳐 스피릿", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자연 스태프를 장착하지 않고 자연 스킬 트리의 엑티브 스킬을 사용할 수 있습니다.", "FloatValues": [0.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_LifeBurst", "DevComment_SkillName": "라이프 버스트", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "기묘한 씨앗이 파괴될 때 폭발하며 인접한 모든 아군 유닛에게 마법 공격력의 {0}%의 생명력을 회복시키고, {1}초 동안 [AFFECTER_CooldownReduction]을 부여합니다.", "FloatValues": [200.0, 10.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_LifeCycle", "DevComment_SkillName": "라이프 사이클", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전투 중 적 유닛 사망시 모든 아군 유닛에게 {0}초 동안 마법 공격력의 {1}%에 해당하는 [AFFECTER_HealthBoost]을 부여합니다.", "FloatValues": [2.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_InnerGrove", "SKILL_LifeBurst"], "Categories": ["NULL"]}, {"Key": "SKILL_HealingTouch", "DevComment_SkillName": "힐링 터치", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "자연 스태프 장착 시 기본 공격이 [SKILL_HealingTouchAttack] 으로 변경됩니다.", "FloatValues": [30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_RecklessAssault", "DevComment_SkillName": "레클리스 어썰트", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전투 중 {0}초 동안 위치를 이동하지 않으면 주는 피해가 {1}% 증가하고, 받는 피해가 {2}% 감소합니다. 이 효과는 위치가 변동되면 초기화됩니다.", "FloatValues": [10.0, 25.0, 15.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Initiative", "DevComment_SkillName": "이니셔티브", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전투 시작 시 {0}초 동안 공격 속도가 {1}% 증가합니다.", "FloatValues": [15.0, 25.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BattleCadence", "DevComment_SkillName": "배틀케이던스", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "기본 공격을 {0}회 가할 때 마다 대상에게 물리 공격력의 {1}%에 해당하는 물리 피해를 추가로 입힙니다.", "FloatValues": [3.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_RecklessAssault"], "Categories": ["NULL"]}, {"Key": "SKILL_BraceStance", "DevComment_SkillName": "브레이스 스탠스(최대치 스택으로 처리)", "SkillType": 1, "SkillTypeName": "Passive", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "근거리 기본 공격으로 적에게 피해를 입힐 때 마다 {0}초 동안 공격 속도가 {1}% 증가합니다. 최대 {2}% 까지 증가할 수 있습니다. 이 효과는 위치가 변동되면 초기화됩니다.", "FloatValues": [5.0, 2.0, 30.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 0, "TargetTypeName": "None", "AffectTarget": 0, "AffectTargetName": "None", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": 0, "ProperDurabilityEquipName": "Primary", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 6, "RequiredLevel": 4, "PrerequisiteSkills": ["SKILL_RecklessAssault", "SKILL_Initiative"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicMonsterSlash", "DevComment_SkillName": "공격", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicMonsterBlunt", "DevComment_SkillName": "공격", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicMonsterPierce", "DevComment_SkillName": "공격", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Run", "DevComment_SkillName": "도주", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가장 가까운 적대 대상으로부터 도주합니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 1.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_MetalCharge", "DevComment_SkillName": "메탈 차지", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "목표 대상 방향으로 일직선 돌진합니다. 돌진하며 부딪힌 모든 대상을 {0}타일 뒤로 밀쳐내며 물리 공격력의 {1}%의 물리 피해를 입히고, {2}초 동안 기절시킵니다. 막다른 벽에 부딪히면 스킬이 중단되며 {3}초 동안 기절합니다.", "FloatValues": [2.0, 300.0, 2.0, 2.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 12, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 1.0, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_Spit", "DevComment_SkillName": "스핏", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Corrosion]을 부여합니다", "FloatValues": [100.0, 2.0, 5.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SporeSpit", "DevComment_SkillName": "스포어 스핏", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Vulnerable]을 부여합니다.", "FloatValues": [100.0, 3.0, 1.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BasicRedMonsterRatAttack", "DevComment_SkillName": "공격", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BloodyScratch", "DevComment_SkillName": "블러디 스크래치", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 확정적으로 물리 공격력의 {0}%의 물리 피해를 2회 입히고, {1}초 동안 [AFFECTER_Slow]와 {2}의 [AFFECTER_Bleeding]을 부여합니다.", "FloatValues": [60.0, 6.0, 3.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 1.0, "EndDelay": 0.2, "Cooldown": 16.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_RatSwarm", "DevComment_SkillName": "랫 스웜", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "주변 {1} 타일에 {0}의 [UNIT_RedRat]를 소환합니다. 두 번째 사용 시 공격 속도가 증가합니다.", "FloatValues": [2.0, 5.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Swallow", "DevComment_SkillName": "삼키기", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "시체를 삼켜 전체 생명력의 {0}% 만큼 회복하고, 1의 [AFFECTER_SwallowCorpseStack]를 얻습니다.", "FloatValues": [30.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.8, "Cooldown": 1.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Evolve", "DevComment_SkillName": "진화하기", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "더 강한 개체로 진화합니다", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_TadpoleStomp", "DevComment_SkillName": "스텀프", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "발을 굴러 근처 모든 적 유닛에게 물리 공격력의 {0}%의 물리 피해를 입힙니다", "FloatValues": [200.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 1, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 1, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AcidSpit", "DevComment_SkillName": "에시드 스핏", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Corrosion]과 [AFFECTER_Slow]을 부여합니다.", "FloatValues": [100.0, 2.0, 3.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MudSpit", "DevComment_SkillName": "머드 스핏", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AcidSpread", "DevComment_SkillName": "에시드 스프레드", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "범위 내의 모든 적들에게 산성을 뿜어 적 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 [AFFECTER_Slow]와 [AFFECTER_Corrosion]을 부여합니다.", "FloatValues": [100.0, 10.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 6, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 7, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ShellHardening", "DevComment_SkillName": "쉘 하드닝", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.", "FloatValues": [10.0, 20.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 20.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Split", "DevComment_SkillName": "분할", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "소형 슬라임으로 분열합니다. 인접한 상하좌우의 비어있는 타일을 향해서만 분열할 수 있습니다.", "FloatValues": [100.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DoubleScratch", "DevComment_SkillName": "더블 스크래치", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 확정적으로 물리 공격력의 {0}%의 물리 피해를 2회 입히고, {1}초 동안 [AFFECTER_Slow]을 부여합니다.", "FloatValues": [80.0, 5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 1.0, "EndDelay": 0.2, "Cooldown": 16.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ArcaneEco", "DevComment_SkillName": "아케인 에코", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}타일 인접한 주변의 적 대상에게 최대 {2}회 튕기며 동일한 피해를 입힙니다.  누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다.", "FloatValues": [100.0, 3.0, 4.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MagicMissile", "DevComment_SkillName": "공격 : 매직 미사일", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 1.2, "EndDelay": 0.3, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_LadyBugCharge", "DevComment_SkillName": "무당벌레 돌진", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "돌진하여 대상을 물리 공격력의 {0}%의 물리 피해를 입히고\n{1}초 동안 {2}의 [AFFECTER_Dizziness]을 부여합니다.", "FloatValues": [100.0, 5.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 3, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StoneCharge", "DevComment_SkillName": "스톤 차지", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "목표 대상 방향으로 일직선 돌진합니다. 돌진하며 부딪힌 모든 대상을 {0}타일 뒤로 밀쳐내며 물리 공격력의 {1}%의 물리 피해를 입히고, {2}초 동안 기절시킵니다. 막다른 벽에 부딪히면 스킬이 중단되며 {3}초 동안 기절합니다.", "FloatValues": [2.0, 500.0, 2.0, 2.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 12, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 1.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StoneThrow", "DevComment_SkillName": "돌 던지기", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "지면에서 돌을 응집시킨 후 대상 타일로 투척하여 범위 내의 모든 적에게 물리 공격력의 {0}%의 피해를 입히고, 해당 위치로 '맥동하는 바위'건물을 배치합니다. 충전을 초기화 시킵니다.", "FloatValues": [200.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 7, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 2, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.0, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StoneStomp", "DevComment_SkillName": "스톤 스톰프", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "발을 강하게 굴러 대상과 자신과 인접한 근처 모든 적에게 물리 공격력의 {0}%의 피해를 입히고, {1}초 동안 {2}의  [AFFECTER_Dizziness]을 부여합니다.", "FloatValues": [100.0, 5.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 1, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 1, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 1.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StoneRaise", "DevComment_SkillName": "스톤 레이즈", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스스로 {0}초 동안 [AFFECTER_Haste]과 [AFFECTER_Acceleration] 을 얻고 모든 노란 스톤 골렘에게 [AFFECTER_ArtOfRushStack]을 최대로 부여합니다.", "FloatValues": [30.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_EarthCrash", "DevComment_SkillName": "대지 분쇄", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "바닥을 강하게 내려찍어 지면을 흔듭니다. 주변의 모든 유닛을 {0}타일 넉백 시키며 물리 공격력의 {1}의 피해를 입히고, {2}초 동안 [AFFECTER_Slow]를 부여합니다.", "FloatValues": [3.0, 200.0, 2.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 1, "AreaType": 3, "AreaTypeName": "Manhattan", "AreaRadius": 3, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.0, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GoblinAttack", "DevComment_SkillName": "고블린용 빠른 공격", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.8, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GoblinThrowerRangedAttack", "DevComment_SkillName": "고블린 투척", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GoblinRun", "DevComment_SkillName": "고블린 도주", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "가장 가까운 적대 대상으로부터 도주합니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_EatHerb", "DevComment_SkillName": "약초 먹기", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "약초를 먹고 {0}초 간 체력을 {1} 회복합니다", "FloatValues": [10.0, 400.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 2.5, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_UseOintment", "DevComment_SkillName": "연고 사용", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "연고를 사용해 {0}초 간 체력을 {1} 회복합니다", "FloatValues": [10.0, 800.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 2.5, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ThrowNet", "DevComment_SkillName": "그물 던지기", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "단일 적 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 [AFFECTER_Rooting]를 부여합니다.", "FloatValues": [100.0, 5.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GoblinCurse", "DevComment_SkillName": "고블린 저주", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 [AFFECTER_Stiffness]과 [AFFECTER_Vulnerable]을 부여합니다.", "FloatValues": [50.0, 10.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ResurrectionGoblin", "DevComment_SkillName": "고블린 리저렉션", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상을 생명력 {0}% 상태로 되살립니다.", "FloatValues": [50.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BlazingEchoGoblin", "DevComment_SkillName": "고블린 블레이징 에코", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Burning]를 부여합니다. \n{3}타일 인접한 주변의 적 대상에게 최대 {4}회 튕기며 동일한 피해를 입힙니다. \n누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다.", "FloatValues": [40.0, 5.0, 1.0, 3.0, 8.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 1.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DistractingBlow", "DevComment_SkillName": "디스트랙팅 블로우", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입히고, {1}초 동안 [AFFECTER_Disturbance]를 부여합니다.", "FloatValues": [150.0, 5.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 10.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GlothLash", "DevComment_SkillName": "글로트 래쉬", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "이동 속도가 {0}초 동안 {1}%증가합니다.", "FloatValues": [15.0, 25.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 60.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_CallGloth", "DevComment_SkillName": "글로트 소환", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "무리 도움을 요청해 글로트를 소환합니다", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 8.0, "EndDelay": 0.2, "Cooldown": 60.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_CallFemaleGloth", "DevComment_SkillName": "암컷 글로트 소환", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "암컷 글로트를 {0}마리 소환합니다", "FloatValues": [2.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 4.0, "EndDelay": 0.2, "Cooldown": 30.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GlothCharge", "DevComment_SkillName": "글로트 돌진", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "돌진하여 대상을 물리 공격력의 {0}%의 물리 피해를 입히고\n{1}초 동안 기절 시키고 {2}초 동안 {3}의 [AFFECTER_Bleeding]을 부여합니다.", "FloatValues": [100.0, 2.0, 10.0, 2.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 3, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["Dash"]}, {"Key": "SKILL_GlothSpit", "DevComment_SkillName": "글로트 스핏", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_CheeringHowl", "DevComment_SkillName": "치어링 하울", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상의 생명력을 마법 공격력의{0}% 만큼 회복시키고 {1}초 동안 무작위 강화 효과를 부여합니다.", "FloatValues": [100.0, 10.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 0, "HitTypeName": "None", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_NoneAttack", "DevComment_SkillName": "전투 이탈", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전투에서 이탈합니다", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ElderGlothCharge", "DevComment_SkillName": "엘더 글로트 차지", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "목표 대상 방향으로 일직선 돌진합니다. 돌진하며 부딪힌 모든 대상을 {0}타일 뒤로 밀쳐내며 물리 공격력의 {1}%의 물리 피해를 입히고, {2}초 동안 기절시킵니다. 구조물과 충돌하는 경우 구조물을 즉시 파괴합니다. 막다른 벽에 부딪히면 스킬이 중단되며 {3}초 동안 기절합니다.", "FloatValues": [2.0, 300.0, 1.5, 1.5], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 5, "AffectTargetName": "MultipleAnyExceptMe", "Range": 12, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 1, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 1.0, "Cooldown": 30.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SentinelWarning", "DevComment_SkillName": "센티넬 워닝", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 후 자신의 [AFFECTER_SentinelWarningActive]를 제거합니다.", "FloatValues": [8.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 2.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ChainHit", "DevComment_SkillName": "체인 히트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "물리 공격력의 {0}%의 물리 피해와 마법 공격력의 {0}%의 마법 피해를 입힙니다. {1}칸 넉백합니다.", "FloatValues": [100.0, 1.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 2, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.0, "EndDelay": 1.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ChainGrap", "DevComment_SkillName": "체인 그랩", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "대상에게 사슬을 던져 물리 공격력의 {0}%의 피해를 입히고, 자신의 인접한 위치로 끌어당깁니다. 스스로 스킬의 대상에게 {1}초 동안 도발 당합니다.\n{2}초 동안 대상에게 [AFFECTER_Rooting], {3}초 동안 [AFFECTER_Slow]를 부여합니다", "FloatValues": [100.0, 2.0, 1.0, 3.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 10, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": true, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 2.5, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SentinelSmite", "DevComment_SkillName": "센티널 스마이트", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "강력한 마력의 파동으로 내려찍어 대상 및 대상과 인접한 적에게 마법 공격력의 {0}%의 피해를 입힙니다.", "FloatValues": [200.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 1, "HitTypeName": "Melee", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.2, "EndDelay": 1.0, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_PhantomChain", "DevComment_SkillName": "팬텀 체인", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "근처의 모든 적에게 영혼의 사슬을 쏟아내 사슬과 연결된 대상에게 {0}초 동안 매 초 마법의 벼락을 내려쳐 마법 공격력의 {1}%의 피해를 입힙니다. 스킬이 종료될 때 까지 사슬에서 벗어나지 못한 적에게 마법 공격력의 {2}%의 피해를 추가로 입히고 {3}초 동안 [AFFECTER_Rooting]을 부여합니다.", "FloatValues": [3.0, 100.0, 180.0, 4.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 1, "AreaType": 5, "AreaTypeName": "Circle", "AreaRadius": 5, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.2, "Cooldown": 15.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AutoRepair", "DevComment_SkillName": "오토 리페어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "스스로 {0}초 동안 {1}의 [AFFECTER_HealthBoost]을 얻습니다.", "FloatValues": [10.0, 30.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 0, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 120.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 5, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BloodTear", "DevComment_SkillName": "블러드 티어", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의  [AFFECTER_Bleeding]을 부여합니다.", "FloatValues": [100.0, 5.0, 3.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 8, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": false, "AllowOvercomeWall": true, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BloodRain", "DevComment_SkillName": "블러드 레인", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.", "FloatValues": [80.0, 5.0, 1.0, 5.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 3, "AffectTargetName": "MultipleHostile", "Range": 0, "AreaType": 6, "AreaTypeName": "Square", "AreaRadius": 2, "AllowTargetOutside": false, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.2, "EndDelay": 0.2, "Cooldown": 16.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_NPCBasicBowAttack", "DevComment_SkillName": "공격 : 활 (화살 소모 없음)", "SkillType": 0, "SkillTypeName": "Active", "IsBasicAttackSkill": true, "DevComment_SkillFloatValues": "대상에게 물리 공격력의 {0}%의 물리 피해를 입힙니다.", "FloatValues": [100.0], "DamageType": 1, "DamageTypeName": "Physical", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 1, "AffectTargetName": "SingleHostile", "Range": 5, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": true, "StartDelay": 0.8, "EndDelay": 0.2, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 1, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": 0, "CreatureKey": "NULL", "CreatureAmount": 0, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Eat", "DevComment_SkillName": "먹기 (추후 개별 구현 필요)", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, 무드를 획득합니다.", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ToughRawMeat", "DevComment_SkillName": "먹기 : 질긴 생고기", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득(감소)합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DisgustingMonsterMeat", "DevComment_SkillName": "먹기 : 역겨운 괴물 고기", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득(감소)합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_LumaFruit", "DevComment_SkillName": "먹기 :루마 열매", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, 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"RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ImprovedGrassPorridge", "DevComment_SkillName": "먹기 : 개량된 풀 죽", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득(감소)합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GrilledMeat", "DevComment_SkillName": "먹기 : 고기 구이", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MonsterBarbecue", "DevComment_SkillName": "먹기 : 괴물 통구이", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GrilledTurnip", "DevComment_SkillName": "먹기 : 순무 구이", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_TurnipSalad", "DevComment_SkillName": "먹기 : 순무 샐러드", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MeatPorridge", "DevComment_SkillName": "먹기 : 고기 죽", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_TurnipPorridge", "DevComment_SkillName": "먹기 : 순무 죽", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득(감소)합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SlimePudding", "DevComment_SkillName": "먹기 : 슬라임 푸딩", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Jerky", "DevComment_SkillName": "먹기 : 육포", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_FineRawMeat", "DevComment_SkillName": "먹기 : 양호한 생고기", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득(감소)합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MeatSkewer", "DevComment_SkillName": "먹기 : 고기 꼬치", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MeatStew", "DevComment_SkillName": "먹기 : 고기 스튜", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MushroomSkewer", "DevComment_SkillName": "먹기 : 버섯 꼬치", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 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[300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GlothEggOmelet", "DevComment_SkillName": "먹기 : 글로트 에그 오믈렛", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DustBulb", "DevComment_SkillName": "먹기 : 먼지 구근", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Mushroom", "DevComment_SkillName": "먹기 : 버섯", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_OatPorridge", "DevComment_SkillName": "먹기 : 귀리죽", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, {0}초 동안 무드를 획득(감소)합니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_WildHerb", "DevComment_SkillName": "사용:야생 약초", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "허기를 채우고, 무드를 획득하며(감소), {0}초 동안, 생명력을 {1} 회복합니다.", "FloatValues": [10.0, 100.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Ointment", "DevComment_SkillName": "사용:연고", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안, 생명력을 {1} 회복합니다.", "FloatValues": [10.0, 300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_MysticWildHerb", "DevComment_SkillName": "사용:신비한 약초", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "즉시 생명력을 전부 회복합니다.", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_Mandrake", "DevComment_SkillName": "사용:맨드레이크", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "즉시 {0}의 힘과 {1}의 맷집을 획득합니다.\n{2}초 동안, 생명력을 {3} 회복합니다. ", "FloatValues": [3.0, 3.0, 10.0, 100.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BloodSoakedFruit", "DevComment_SkillName": "사용:피를 머금은 열매", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "즉시 [AFFECTER_Bloodlust] 트레잇을 획득합니다", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_RoyalJelly", "DevComment_SkillName": "사용:로열 젤리", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안  [AFFECTER_RoyalJelly] 를 부여합니다", "FloatValues": [600.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GetSomeMoney", "DevComment_SkillName": "사용:돈 획득 (임시 효과)", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}원을 획득합니다", "FloatValues": [100.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GetHugeMoney", "DevComment_SkillName": "사용:돈 많이 획득 (임시 효과)", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}원을 획득합니다", "FloatValues": [800.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AidKit", "DevComment_SkillName": "사용:응급처치도구", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 치료 후, [AFFECTER_SevereDamage]를 제거합니다.", "FloatValues": [7.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 7.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BlackSerum", "DevComment_SkillName": "사용: 검은 혈청", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 치료 후, [AFFECTER_SevereDamage]를 제거합니다.\n무작위 혈청 부작용이 생깁니다. \n부상이 3개 이상 중첩된 상황에서 데들리 상태에 빠질경우 죽습니다.", "FloatValues": [7.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 1, "TargetTypeName": "EntityTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 7.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ReturnScroll", "DevComment_SkillName": "사용: 귀환스크롤", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "전투중이지 않다면 동료들과 함께 귀환합니다", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AshOfSolace", "DevComment_SkillName": "사용: 안식의 재", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 무드를 올립니다. \n추후 복잡한 효과로 바뀝니다.", "FloatValues": [300.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 7.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_StrengthElixir", "DevComment_SkillName": "먹기 : 힘의 영약", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "즉시 {0}의 힘을 획득합니다.", "FloatValues": [3.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ConstitutionElixir", "DevComment_SkillName": "먹기 : 맷집의 영약", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "즉시 {0}의 맷집을 획득합니다.", "FloatValues": [3.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_WillPowerElixir", "DevComment_SkillName": "먹기 : 의지의 영약", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "즉시 {0}의 의지를 획득합니다.", "FloatValues": [3.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, 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"IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 물리 저항력이 {1}% 증가합니다", "FloatValues": [180.0, 50.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_SkillResetElixir", "DevComment_SkillName": "먹기 : 스킬 초기화 물약", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_RedMonsterRatSoul", "DevComment_SkillName": "사용 : 붉은괴물쥐 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "[SKILL_PlayerBloodyScratch]을 습득합니다.", "FloatValues": [-1.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_AlphaAcidSlogelSoul", "DevComment_SkillName": "사용 : 알파산성슬로갤 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "생명력이 {0}%이하가 되면 {1}의 [AFFECTER_Shell]을 얻습니다. 이 효과는 한 층에 한번만 발동합니다.", "FloatValues": [30.0, 10.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GiantStoneGolemSoul", "DevComment_SkillName": "사용 : 거대스톤골렘 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "피해를 입을 때 마다 주는 피해량이 {0}% 증가하고, 받는 피해량이 {1}% 감소합니다. (최대 {2}중첩)전투가 종료되면 중첩이 초기화됩니다.", "FloatValues": [2.0, 2.0, 10.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GoblinChiefShamanSoul", "DevComment_SkillName": "사용 : 고블린 제사장 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "생명력이 {0}%이하일 때 마법 공격력이 {1}% 증가하고, 받는 피해량이 {2}% 증가합니다.", "FloatValues": [50.0, 20.0, 30.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ElderGlothSoul", "DevComment_SkillName": "사용 : 장로 글로트 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "무게의 {0}% 만큼 물리 공격력이 증가합니다.", "FloatValues": [5.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_EyeBallSoul", "DevComment_SkillName": "사용 : 눈알 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "피해를 입힐 시 {0}% * 대상과의 거리 만큼 피해량이 증가합니다.", "FloatValues": [3.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ChainKnightSentinelSoul", "DevComment_SkillName": "사용 : 체인나이트센티넬 영혼석", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "생명력이 {0}% 이하일 때, 기본 공격을 하거나 스킬을 사용할 때 대상에게 {1}초의 균열을 부여합니다.", "FloatValues": [35.0, 5.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_GoddessTears", "DevComment_SkillName": "사용 : 여신의 눈물", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "5타일에 안에 있는 특정 건물에 200의 고정 피해를 입힙니다.", "FloatValues": [-1.0], "DamageType": 2, "DamageTypeName": "Magic", "HitType": 2, "HitTypeName": "Ranged", "TargetType": 2, "TargetTypeName": "GridTarget", "AffectTarget": 4, "AffectTargetName": "MultipleAny", "Range": 5, "AreaType": 5, "AreaTypeName": "Circle", "AreaRadius": 3, "AllowTargetOutside": true, "AllowOvercomeWall": true, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 1.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_HellLeech", "DevComment_SkillName": "사용 : 지옥 거머리", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "{0}초 동안 [AFFECTER_HellLeech]를 받습니다", "FloatValues": [720.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 3.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_ExpeditionHorn", "DevComment_SkillName": "사용 : 탐사단장의 뿔피리", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "탐사단 결단 활성/비활성 여부를 조정합니다.", "FloatValues": [0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 1.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DevelopersLetter", "DevComment_SkillName": "사용 : 개발자의 편지", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "개발자의 편지 이벤트를 활성화 합니다.", "FloatValues": [0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 1.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_DeputyCaptainsInsignia", "DevComment_SkillName": "사용 : 부단장의 휘장", "SkillType": 2, "SkillTypeName": "Item", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다", "FloatValues": [0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 6, "AffectTargetName": "Self", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 1.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "NULL", "CreatureAmount": -1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BaseCampsiteCampFire", "DevComment_SkillName": "야영지 캠프파이어 배치 ", "SkillType": 3, "SkillTypeName": "Building", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "야영지 내에서 배치할 위치 정보 + 회전 정보", "FloatValues": [1.0, 3.0, 0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "BUILDING_CampFire", "CreatureAmount": 1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BaseCampsiteBedrolls", "DevComment_SkillName": "야영지 침낭 배치 ", "SkillType": 3, "SkillTypeName": "Building", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "야영지 내에서 배치할 위치 정보 + 회전 정보", "FloatValues": [-2.0, 2.0, 180.0, 4.0, 3.0, 0.0, 0.0, 5.0, 90.0, 1.0, 1.0, 270.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "BUILDING_ClothBedroll", "CreatureAmount": 4, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BaseCampsiteRepairstand", "DevComment_SkillName": "야영지 수리소 배치 ", "SkillType": 3, "SkillTypeName": "Building", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "야영지 내에서 배치할 위치 정보 + 회전 정보", "FloatValues": [0.0, 7.0, 0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "BUILDING_DungeonRepairstand", "CreatureAmount": 1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BaseCampsiteLesserGuardianStone", "DevComment_SkillName": "야영지 보호석 배치 ", "SkillType": 3, "SkillTypeName": "Building", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "야영지 내에서 배치할 위치 정보 + 회전 정보", "FloatValues": [-1.0, 0.0, 0.0, 5.0, 2.0, 0.0, 3.0, 6.0, 0.0, -4.0, 4.0, 0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "BUILDING_LesserGuardianStone", "CreatureAmount": 4, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BaseCampsiteDeco1", "DevComment_SkillName": "야영지 데코1 배치 ", "SkillType": 3, "SkillTypeName": "Building", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "야영지 내에서 배치할 위치 정보 + 회전 정보", "FloatValues": [-3.0, 5.0, 0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "BUILDING_BasicCampsiteDeco1", "CreatureAmount": 1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}, {"Key": "SKILL_BaseCampsiteDeco2", "DevComment_SkillName": "야영지 데코2 배치 ", "SkillType": 3, "SkillTypeName": "Building", "IsBasicAttackSkill": false, "DevComment_SkillFloatValues": "야영지 내에서 배치할 위치 정보 + 회전 정보", "FloatValues": [4.0, 0.0, 0.0], "DamageType": 0, "DamageTypeName": "None", "HitType": 0, "HitTypeName": "None", "TargetType": 3, "TargetTypeName": "SelfTarget", "AffectTarget": 7, "AffectTargetName": "SingleAlly", "Range": 1, "AreaType": 0, "AreaTypeName": "Default", "AreaRadius": 0, "AllowTargetOutside": true, "AllowOvercomeWall": false, "IsDelayAdjustedByAttackSpeed": false, "StartDelay": 0.0, "EndDelay": 0.0, "Cooldown": 0.0, "Duration": 0.0, "EnergyCost": 0, "DurabilityCost": 0, "ProperDurabilityEquip": -1, "ProperDurabilityEquipName": "None", "RequiredEquipment": "NULL", "AmmoType": "NULL", "AmmoAmount": -1, "CreatureKey": "BUILDING_BasicCampsiteDeco2", "CreatureAmount": 1, "RequiredSkillPoint": 0, "RequiredLevel": 0, "PrerequisiteSkills": ["NULL"], "Categories": ["NULL"]}], "SkillTreeTable": [{"Key": "SKILLTREE_Sword_0", "DevComment1": "검 스킬 트리", "SkillKey_Column1": "SKILL_VerticalSlash", "SkillKey_Column2": "SKILL_ChargeAttack", "SkillKey_Column3": "SKILL_SwordCounter"}, {"Key": "SKILLTREE_Sword_1", "DevComment1": "검 스킬 트리", "SkillKey_Column1": "SKILL_ChainSlash", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_PommelStrike"}, {"Key": "SKILLTREE_Sword_2", "DevComment1": "검 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "SKILL_SwordFlow", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Sword_3", "DevComment1": "검 스킬 트리", "SkillKey_Column1": "SKILL_SaberGale", "SkillKey_Column2": "SKILL_DualRequest", "SkillKey_Column3": "SKILL_SentinelCry"}, {"Key": "SKILLTREE_Greatsword_0", "DevComment1": "대검 스킬 트리", "SkillKey_Column1": "SKILL_Slay", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_DestructiveSplit"}, {"Key": "SKILLTREE_Greatsword_1", "DevComment1": "대검 스킬 트리", "SkillKey_Column1": "SKILL_DeadlyFear", "SkillKey_Column2": "SKILL_BladeGrinding", "SkillKey_Column3": "SKILL_ChargingWhirlwind"}, {"Key": "SKILLTREE_Greatsword_2", "DevComment1": "대검 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Greatsword_3", "DevComment1": "대검 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Blunt_0", "DevComment1": "둔기 스킬 트리", "SkillKey_Column1": "SKILL_BattleStomp", "SkillKey_Column2": "SKILL_IronClad", "SkillKey_Column3": "SKILL_Hammering"}, {"Key": "SKILLTREE_Blunt_1", "DevComment1": "둔기 스킬 트리", "SkillKey_Column1": "SKILL_VileInsult", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_WildFlurry"}, {"Key": "SKILLTREE_Blunt_2", "DevComment1": "둔기 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Blunt_3", "DevComment1": "둔기 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Bow_0", "DevComment1": "활 스킬 트리", "SkillKey_Column1": "SKILL_SnipingShot", "SkillKey_Column2": "SKILL_ArrowRain", "SkillKey_Column3": "SKILL_AnkleBreak"}, {"Key": "SKILLTREE_Bow_1", "DevComment1": "활 스킬 트리", "SkillKey_Column1": "SKILL_HeadAim", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_QuickDash"}, {"Key": "SKILLTREE_Bow_2", "DevComment1": "활 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Bow_3", "DevComment1": "활 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_FireMagic_0", "DevComment1": "화염 마법 스킬 트리", "SkillKey_Column1": "SKILL_FireCloak", "SkillKey_Column2": "SKILL_Incinerate", "SkillKey_Column3": "SKILL_BlazingEcho"}, {"Key": "SKILLTREE_FireMagic_1", "DevComment1": "화염 마법 스킬 트리", "SkillKey_Column1": "SKILL_BecomeFire", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_Explosion"}, {"Key": "SKILLTREE_FireMagic_2", "DevComment1": "화염 마법 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_FireMagic_3", "DevComment1": "화염 마법 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_WaterMagic_0", "DevComment1": "물 마법 스킬 트리", "SkillKey_Column1": "SKILL_TidalMark", "SkillKey_Column2": "SKILL_EmbracingWave", "SkillKey_Column3": "SKILL_GlacierDrop"}, {"Key": "SKILLTREE_WaterMagic_1", "DevComment1": "물 마법 스킬 트리", "SkillKey_Column1": "SKILL_SummonBubbleToad", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_WaterDive"}, {"Key": "SKILLTREE_WaterMagic_2", "DevComment1": "물 마법 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_WaterMagic_3", "DevComment1": "물 마법 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_NatureMagic_0", "DevComment1": "자연 마법 스킬 트리", "SkillKey_Column1": "SKILL_MucusSprayer", "SkillKey_Column2": "SKILL_ClingingVines", "SkillKey_Column3": "SKILL_SolarBloom"}, {"Key": "SKILLTREE_NatureMagic_1", "DevComment1": "자연 마법 스킬 트리", "SkillKey_Column1": "SKILL_SnatchingPrey", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_SunHeartBloom"}, {"Key": "SKILLTREE_NatureMagic_2", "DevComment1": "자연 마법 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_NatureMagic_3", "DevComment1": "자연 마법 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Shield_0", "DevComment1": "방패 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "SKILL_ShieldUp", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Shield_1", "DevComment1": "방패 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "SKILL_GuardiansTaunt", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Shield_2", "DevComment1": "방패 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Shield_3", "DevComment1": "방패 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Spear_0", "DevComment1": "창 스킬 트리", "SkillKey_Column1": "SKILL_TwinThrust", "SkillKey_Column2": "SKILL_Anchor", "SkillKey_Column3": "SKILL_OpeningStrike"}, {"Key": "SKILLTREE_Spear_1", "DevComment1": "창 스킬 트리", "SkillKey_Column1": "SKILL_QuickRetreat", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_SpearBash"}, {"Key": "SKILLTREE_Spear_2", "DevComment1": "창 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Spear_3", "DevComment1": "창 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Warrior_0", "DevComment1": "검_투사 스킬 트리", "SkillKey_Column1": "SKILL_TwoHandGrip", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_SwordmansResolve"}, {"Key": "SKILLTREE_Warrior_1", "DevComment1": "검_투사 스킬 트리", "SkillKey_Column1": "SKILL_FlowSeeker", "SkillKey_Column2": "SKILL_BladeSpirit", "SkillKey_Column3": "SKILL_SharpEdge"}, {"Key": "SKILLTREE_Warrior_2", "DevComment1": "검_투사 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Warrior_3", "DevComment1": "검_투사 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Guardian_0", "DevComment1": "방패_수호자 스킬 트리", "SkillKey_Column1": "SKILL_ShieldHandling", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_Bastion"}, {"Key": "SKILLTREE_Guardian_1", "DevComment1": "방패_수호자 스킬 트리", "SkillKey_Column1": "SKILL_Withstand", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_ElasticGuard"}, {"Key": "SKILLTREE_Guardian_2", "DevComment1": "방패_수호자 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Guardian_3", "DevComment1": "방패_수호자 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Fortress_0", "DevComment1": "둔기_요새 스킬 트리", "SkillKey_Column1": "SKILL_GuardBarrier", "SkillKey_Column2": "SKILL_Fortified", "SkillKey_Column3": "SKILL_BarrierResurge"}, {"Key": "SKILLTREE_Fortress_1", "DevComment1": "둔기_요새 스킬 트리", "SkillKey_Column1": "SKILL_FinesseEdge", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_MockingGrin"}, {"Key": "SKILLTREE_Fortress_2", "DevComment1": "둔기_요새 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Fortress_3", "DevComment1": "둔기_요새 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Burst_0", "DevComment1": "화염_작렬 스킬 트리", "SkillKey_Column1": "SKILL_Ignition", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_LastCinder"}, {"Key": "SKILLTREE_Burst_1", "DevComment1": "화염_작렬 스킬 트리", "SkillKey_Column1": "SKILL_FireProof", "SkillKey_Column2": "SKILL_FireBattleMage", "SkillKey_Column3": "SKILL_FlameOfLife"}, {"Key": "SKILLTREE_Burst_2", "DevComment1": "화염_작렬 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Burst_3", "DevComment1": "화염_작렬 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Blitz_0", "DevComment1": "활_급습 스킬 트리", "SkillKey_Column1": "SKILL_FastHand", "SkillKey_Column2": "SKILL_BulkShot", "SkillKey_Column3": "SKILL_SharpShooter"}, {"Key": "SKILLTREE_Blitz_1", "DevComment1": "활_급습 스킬 트리", "SkillKey_Column1": "SKILL_FirstAssault", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_CombatMomentum"}, {"Key": "SKILLTREE_Blitz_2", "DevComment1": "활_급습 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Blitz_3", "DevComment1": "활_급습 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Execution_0", "DevComment1": "대검_처형 스킬 트리", "SkillKey_Column1": "SKILL_InevitableBlow", "SkillKey_Column2": "SKILL_CrimsonRecoil", "SkillKey_Column3": "SKILL_ColdFury"}, {"Key": "SKILLTREE_Execution_1", "DevComment1": "대검_처형 스킬 트리", "SkillKey_Column1": "SKILL_FatalVerdict", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_Executioner"}, {"Key": "SKILLTREE_Execution_2", "DevComment1": "대검_처형 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Execution_3", "DevComment1": "대검_처형 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Berserker_0", "DevComment1": "대검_광란 스킬 트리", "SkillKey_Column1": "SKILL_SavageBarrier", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_Maelstrom"}, {"Key": "SKILLTREE_Berserker_1", "DevComment1": "대검_광란 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Berserker_2", "DevComment1": "대검_광란 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Berserker_3", "DevComment1": "대검_광란 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Tide_0", "DevComment1": "물_파도 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "SKILL_ExtraBubble", "SkillKey_Column3": "SKILL_EbbAndFlow"}, {"Key": "SKILLTREE_Tide_1", "DevComment1": "물_파도 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "SKILL_DeepWater", "SkillKey_Column3": "SKILL_WaveCicle"}, {"Key": "SKILLTREE_Tide_2", "DevComment1": "물_파도 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Tide_3", "DevComment1": "물_파도 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Harmony_0", "DevComment1": "자연_조화 스킬 트리", "SkillKey_Column1": "SKILL_InnerGrove", "SkillKey_Column2": "SKILL_LifeBurst", "SkillKey_Column3": "SKILL_HealingTouch"}, {"Key": "SKILLTREE_Harmony_1", "DevComment1": "자연_조화 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "SKILL_LifeCycle", "SkillKey_Column3": "SKILL_GreenShade"}, {"Key": "SKILLTREE_Harmony_2", "DevComment1": "자연_조화 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Harmony_3", "DevComment1": "자연_조화 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Stake_0", "DevComment1": "창_말뚝 스킬 트리", "SkillKey_Column1": "SKILL_RecklessAssault", "SkillKey_Column2": "NULL", "SkillKey_Column3": "SKILL_Initiative"}, {"Key": "SKILLTREE_Stake_1", "DevComment1": "창_말뚝 스킬 트리", "SkillKey_Column1": "SKILL_BattleCadence", "SkillKey_Column2": "SKILL_BraceStance", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Stake_2", "DevComment1": "창_말뚝 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Stake_3", "DevComment1": "창_말뚝 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Logging_0", "DevComment1": "벌목 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Logging_1", "DevComment1": "벌목 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Logging_2", "DevComment1": "벌목 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Logging_3", "DevComment1": "벌목 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Mining_0", "DevComment1": "채광 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Mining_1", "DevComment1": "채광 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Mining_2", "DevComment1": "채광 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Mining_3", "DevComment1": "채광 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Cooking_0", "DevComment1": "요리 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Cooking_1", "DevComment1": "요리 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Cooking_2", "DevComment1": "요리 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Cooking_3", "DevComment1": "요리 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Crafting_0", "DevComment1": "제작 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Crafting_1", "DevComment1": "제작 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Crafting_2", "DevComment1": "제작 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Crafting_3", "DevComment1": "제작 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Construction_0", "DevComment1": "건설 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Construction_1", "DevComment1": "건설 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Construction_2", "DevComment1": "건설 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Construction_3", "DevComment1": "건설 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Research_0", "DevComment1": "연구 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Research_1", "DevComment1": "연구 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Research_2", "DevComment1": "연구 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}, {"Key": "SKILLTREE_Research_3", "DevComment1": "연구 스킬 트리", "SkillKey_Column1": "NULL", "SkillKey_Column2": "NULL", "SkillKey_Column3": "NULL"}], "SpawnGroupTable": [{"Key": "SPAWN_VeilSilence_Phase1_Combat1", "DevComment1": "침묵의 장막_페이즈 1_일반 전투 1", "DevComment2": "회색쥐 3, 붉스골 1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GreyRat", "UNIT_GreyRat", "UNIT_GreyRat", "UNIT_RedStoneGolem"]}, {"Key": "SPAWN_VeilSilence_Phase1_Combat2", "DevComment1": "침묵의 장막_페이즈 1_일반 전투 2", "DevComment2": "회색쥐 3, 산성충 2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GreyRat", "UNIT_GreyRat", "UNIT_GreyRat", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase1_Combat3", "DevComment1": "침묵의 장막_페이즈 1_일반 전투 3", "DevComment2": "올챙이 1, 산성충 2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 50, "SpawnPool": ["UNIT_Tadpole", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase1_Combat4", "DevComment1": "침묵의 장막_페이즈 1_일반 전투 4", "DevComment2": "올챙이 1, 회색쥐 2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 50, "SpawnPool": ["UNIT_Tadpole", "UNIT_GreyRat", "UNIT_GreyRat"]}, {"Key": "SPAWN_VeilSilence_Phase2_Combat1", "DevComment1": "침묵의 장막_페이즈 2_일반 전투 1", "DevComment2": "모머크4", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 50, "SpawnPool": ["UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase2_Combat2", "DevComment1": "침묵의 장막_페이즈 2_일반 전투 2", "DevComment2": "철갑충1+모머크3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MetalScarab", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase2_Combat3", "DevComment1": "침묵의 장막_페이즈 2_일반 전투 3", "DevComment2": "슬라임2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MediumSlime", "UNIT_MediumSlime"]}, {"Key": "SPAWN_VeilSilence_Phase2_Combat4", "DevComment1": "침묵의 장막_페이즈 2_일반 전투 4", "DevComment2": "모머크2 + 산성충2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase3_Combat1", "DevComment1": "침묵의 장막_페이즈 3_일반 전투 1", "DevComment2": "산성 슬로겔4+푸스골1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_BlueStoneGolem"]}, {"Key": "SPAWN_VeilSilence_Phase3_Combat2", "DevComment1": "침묵의 장막_페이즈 3_일반 전투 2", "DevComment2": "산성 슬로겔4 + 철갑충2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_MetalScarab", "UNIT_MetalScarab"]}, {"Key": "SPAWN_VeilSilence_Phase3_Combat3", "DevComment1": "침묵의 장막_페이즈 3_일반 전투 3", "DevComment2": "포자 슬라임3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MediumSporeSlime", "UNIT_MediumSporeSlime", "UNIT_MediumSporeSlime"]}, {"Key": "SPAWN_VeilSilence_Phase3_Combat4", "DevComment1": "침묵의 장막_페이즈 3_일반 전투 4", "DevComment2": "머모크6", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 50, "SpawnPool": ["UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase3_Combat5", "DevComment1": "침묵의 장막_페이즈 3_일반 전투 5", "DevComment2": "올챙이1 + 머모크4", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase3_Combat6", "DevComment1": "침묵의 장막_페이즈 3_일반 전투 6", "DevComment2": "올챙이3 + 슬로겔3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_Tadpole", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase4_Combat1", "DevComment1": "침묵의 장막_페이즈 4_일반 전투 1", "DevComment2": "회색괴물쥐3 + 푸스골1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_BlueStoneGolem"]}, {"Key": "SPAWN_VeilSilence_Phase4_Combat2", "DevComment1": "침묵의 장막_페이즈 4_일반 전투 2", "DevComment2": "회색괴물쥐3 + 올챙이1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase4_Combat3", "DevComment1": "침묵의 장막_페이즈 4_일반 전투 3", "DevComment2": "회색괴물쥐2 + 포자충3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 50, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_SporeInsect", "UNIT_SporeInsect", "UNIT_SporeInsect"]}, {"Key": "SPAWN_VeilSilence_Phase4_Combat4", "DevComment1": "침묵의 장막_페이즈 4_일반 전투 4", "DevComment2": "산성 슬로겔3+화이트 머모크1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_WhiteMawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase1_HardCombat1", "DevComment1": "침묵의 장막_페이즈 1_하드 전투 1", "DevComment2": "붉스골 3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_RedStoneGolem", "UNIT_RedStoneGolem", "UNIT_RedStoneGolem"]}, {"Key": "SPAWN_VeilSilence_Phase1_HardCombat2", "DevComment1": "침묵의 장막_페이즈 1_하드 전투 2", "DevComment2": "붉스골 2, 산성충 2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_RedStoneGolem", "UNIT_RedStoneGolem", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase1_HardCombat3", "DevComment1": "침묵의 장막_페이즈 1_하드 전투 3", "DevComment2": "슬라임 3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_MediumSlime", "UNIT_MediumSlime", "UNIT_MediumSlime"]}, {"Key": "SPAWN_VeilSilence_Phase2_HardCombat1", "DevComment1": "침묵의 장막_페이즈 2_하드 전투 1", "DevComment2": "모머크4+붉스골2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_RedStoneGolem", "UNIT_RedStoneGolem"]}, {"Key": "SPAWN_VeilSilence_Phase2_HardCombat2", "DevComment1": "침묵의 장막_페이즈 2_하드 전투 2", "DevComment2": "철갑충2+산성충4", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_MetalScarab", "UNIT_MetalScarab", "UNIT_AcidInsect", "UNIT_AcidInsect", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase2_HardCombat3", "DevComment1": "침묵의 장막_페이즈 2_하드 전투 3", "DevComment2": "회색쥐3 + 산성충2 + 올챙이1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GreyRat", "UNIT_GreyRat", "UNIT_GreyRat", "UNIT_AcidInsect", "UNIT_AcidInsect", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase2_HardCombat4", "DevComment1": "침묵의 장막_페이즈 2_하드 전투 4", "DevComment2": "철갑충1 + 회색쥐3 + 올챙이1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GreyRat", "UNIT_GreyRat", "UNIT_GreyRat", "UNIT_MetalScarab", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase3_HardCombat1", "DevComment1": "침묵의 장막_페이즈 3_하드 전투 1", "DevComment2": "푸스골2 + 화이트 머모크1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_BlueStoneGolem", "UNIT_BlueStoneGolem", "UNIT_WhiteMawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase3_HardCombat2", "DevComment1": "침묵의 장막_페이즈 3_하드 전투 2", "DevComment2": "푸스골2+산성 슬로겔5", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_BlueStoneGolem", "UNIT_BlueStoneGolem", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel"]}, {"Key": "SPAWN_VeilSilence_Phase3_HardCombat3", "DevComment1": "침묵의 장막_페이즈 3_하드 전투 3", "DevComment2": "모머크2 + 슬로겔4 + 올챙이1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 50, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_Tadpole", "UNIT_Mawmurk", "UNIT_Mawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase3_HardCombat4", "DevComment1": "침묵의 장막_페이즈 3_하드 전투 4", "DevComment2": "모머크2 + 슬로겔2 + 올챙이2", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 50, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_Tadpole", "UNIT_Tadpole", "UNIT_Mawmurk", "UNIT_Mawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase3_HardCombat5", "DevComment1": "침묵의 장막_페이즈 3_하드 전투 5", "DevComment2": "모머크4 + 슬로겔2 + 올챙이1", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 50, "SpawnPool": ["UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_Tadpole", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk", "UNIT_Mawmurk"]}, {"Key": "SPAWN_VeilSilence_Phase4_HardCombat1", "DevComment1": "침묵의 장막_페이즈 4_하드 전투 1", "DevComment2": "스파이크 터틀2+포자충3", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 50, "SpawnPool": ["UNIT_SpikeTurtle", "UNIT_SpikeTurtle", "UNIT_SporeInsect", "UNIT_SporeInsect", "UNIT_SporeInsect"]}, {"Key": "SPAWN_VeilSilence_Phase4_HardCombat2", "DevComment1": "침묵의 장막_페이즈 4_하드 전투 2", "DevComment2": "회색 괴물쥐6", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 50, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat"]}, {"Key": "SPAWN_VeilSilence_Phase4_HardCombat3", "DevComment1": "침묵의 장막_페이즈 4_하드 전투 3", "DevComment2": "회색 괴물쥐2 + 슬로겔2 + 올챙이2(슬로겔 먼저 잡고 올챙이가 먹는거 보면서 잡아 먹은 올챙이 잡기)", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_Tadpole", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase4_HardCombat4", "DevComment1": "침묵의 장막_페이즈 4_하드 전투 4", "DevComment2": "회색 괴물쥐3 + 슬로겔2 + 올챙이1(슬로겔 > 올챙이 > 괴물쥐 잡기)", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_GreyMonsterRat", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase4_HardCombat5", "DevComment1": "침묵의 장막_페이즈 4_하드 전투 5", "DevComment2": "회색 괴물쥐1 + 슬로겔3 + 올챙이2(기믹을 알고 할 경우 가장 쉽게 클리어 할 수 있는 하드 전투 \n괴물쥐 잡은 후 올챙이가 먹는거 보면서 잡아 먹은 올챙이 잡기 하지만 실수하면 사고남)", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GreyMonsterRat", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_AcidSlogel", "UNIT_Tadpole", "UNIT_Tadpole"]}, {"Key": "SPAWN_VeilSilence_Phase1_PatrolInsect1", "DevComment1": "곤충 단일 팩션 패트롤", "DevComment2": "곤충 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase1_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GreyRat", "UNIT_GreyRat"]}, {"Key": "SPAWN_VeilSilence_Phase1_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [1], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MediumSlime"]}, {"Key": "SPAWN_VeilSilence_Phase2_PatrolInsect1", "DevComment1": "곤충 단일 팩션 패트롤", "DevComment2": "곤충 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MetalScarab"]}, {"Key": "SPAWN_VeilSilence_Phase2_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GreyRat", "UNIT_GreyRat", "UNIT_GreyRat"]}, {"Key": "SPAWN_VeilSilence_Phase2_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [2], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MediumSlime", "UNIT_MediumSlime"]}, {"Key": "SPAWN_VeilSilence_Phase3_PatrolInsect1", "DevComment1": "곤충 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MetalScarab", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_VeilSilence_Phase3_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_RedRat", "UNIT_RedRat", "UNIT_RedRat"]}, {"Key": "SPAWN_VeilSilence_Phase3_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "곤충 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MediumSporeSlime"]}, {"Key": "SPAWN_VeilSilence_Phase4_PatrolInsect1", "DevComment1": "곤충 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_SporeInsect", "UNIT_SporeInsect", "UNIT_SporeInsect"]}, {"Key": "SPAWN_VeilSilence_Phase4_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_RedRat", "UNIT_RedRat", "UNIT_RedRat", "UNIT_RedRat"]}, {"Key": "SPAWN_VeilSilence_Phase4_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "코어 방 스폰 그룹", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [4], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MediumSporeSlime", "UNIT_MediumSporeSlime"]}, {"Key": "SPAWN_VeilSilence_Phase3_Core", "DevComment1": "코어 방 스폰 그룹", "DevComment2": "", "Region": 0, "RegionName": "VeilSilence", "AvailablePhase": [3], "RoomType": 97, "RoomTypeName": "Core", "Weight": 100, "SpawnPool": ["UNIT_MetalScarab", "UNIT_RedRat", "UNIT_RedRat", "UNIT_RedRat", "UNIT_RedRat", "UNIT_RedRat", "UNIT_AcidInsect", "UNIT_AcidInsect", "UNIT_AcidInsect"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_Combat1", "DevComment1": "문드러진 땅굴_페이즈 1_일반 전투 1", "DevComment2": "일꾼3+싸움꾼1 = 17", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinBrawler"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_Combat2", "DevComment1": "문드러진 땅굴_페이즈 1_일반 전투 2", "DevComment2": "일꾼2 + 머드 슬라임2 = 19", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_MudMediumSlime", "UNIT_MudMediumSlime"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_Combat3", "DevComment1": "문드러진 땅굴_페이즈 1_일반 전투 3", "DevComment2": "일꾼6 = 18", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_Combat1", "DevComment1": "문드러진 땅굴_페이즈 2_일반 전투 1", "DevComment2": "일꾼4+투척꾼2 = 21", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinThrower", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_Combat2", "DevComment1": "문드러진 땅굴_페이즈 2_일반 전투 2", "DevComment2": "투척꾼2+머드 슬라임2 = 22", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_MudMediumSlime", "UNIT_MudMediumSlime"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_Combat3", "DevComment1": "문드러진 땅굴_페이즈 2_일반 전투 3", "DevComment2": "싸움꾼1+일꾼1+투척꾼2 = 20", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinBrawler", "UNIT_GoblinWorker", "UNIT_GoblinThrower", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_Combat4", "DevComment1": "문드러진 땅굴_페이즈 2_일반 전투 4", "DevComment2": "새끼 글로트4 = 22", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_Combat5", "DevComment1": "문드러진 땅굴_페이즈 2_일반 전투 5", "DevComment2": "새끼 글로트3 + 머드슬로겔1 = 20.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Combat1", "DevComment1": "문드러진 땅굴_페이즈 3_일반 전투 1", "DevComment2": "수컷 글로트4 = 26", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MaleGloth"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Combat2", "DevComment1": "문드러진 땅굴_페이즈 3_일반 전투 2", "DevComment2": "수컷 글로트3+머드슬로겔2 = 27.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Combat3", "DevComment1": "문드러진 땅굴_페이즈 3_일반 전투 3", "DevComment2": "새끼 글로트3+머드 슬로겔3 = 28.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Combat4", "DevComment1": "문드러진 땅굴_페이즈 3_일반 전투 4", "DevComment2": "머드 슬라임1 + 투척꾼4 = 24.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MudMediumSlime", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Combat5", "DevComment1": "문드러진 땅굴_페이즈 3_일반 전투 5", "DevComment2": "싸움꾼2 + 일꾼2 = 24", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinWorker", "UNIT_GoblinWorker"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Combat6", "DevComment1": "문드러진 땅굴_페이즈 3_일반 전투 6", "DevComment2": "머드 슬로겔6 = 24", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_Combat1", "DevComment1": "문드러진 땅굴_페이즈 4_일반 전투 1", "DevComment2": "도전자 글로트4 = 32", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 150, "SpawnPool": ["UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_Combat2", "DevComment1": "문드러진 땅굴_페이즈 4_일반 전투 2", "DevComment2": "도전자 글로트3+머드슬로겔2 = 32", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 150, "SpawnPool": ["UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_Combat3", "DevComment1": "문드러진 땅굴_페이즈 4_일반 전투 3", "DevComment2": "크리스탈 터틀2 + 머드 슬로겔2 = 32", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 150, "SpawnPool": ["UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_CrystalTurtle", "UNIT_CrystalTurtle"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_Combat4", "DevComment1": "문드러진 땅굴_페이즈 4_일반 전투 4", "DevComment2": "고블린 라이더2+투척꾼3 = 33.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_Combat5", "DevComment1": "문드러진 땅굴_페이즈 4_일반 전투 5", "DevComment2": "싸움꾼2 + 투척꾼3 + 주술사1 = 35.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 2, "RoomTypeName": "Combat", "Weight": 100, "SpawnPool": ["UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinShaman"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_HardCombat1", "DevComment1": "문드러진 땅굴_페이즈 1_하드 전투 1", "DevComment2": "일꾼4+싸움꾼2 = 28", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinBrawler", "UNIT_GoblinBrawler"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_HardCombat2", "DevComment1": "문드러진 땅굴_페이즈 1_하드 전투 2", "DevComment2": "싸움꾼3+투척꾼1 = 28.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_HardCombat3", "DevComment1": "문드러진 땅굴_페이즈 1_하드 전투 3", "DevComment2": "새끼 글로트5 = 27.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 200, "SpawnPool": ["UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_HardCombat1", "DevComment1": "문드러진 땅굴_페이즈 2_하드 전투 1", "DevComment2": "투척꾼4+싸움꾼2 = 34", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinBrawler", "UNIT_GoblinBrawler"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_HardCombat2", "DevComment1": "문드러진 땅굴_페이즈 2_하드 전투 2", "DevComment2": "싸움꾼2+슬라임3 = 35.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_MudMediumSlime", "UNIT_MudMediumSlime", "UNIT_MudMediumSlime"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_HardCombat3", "DevComment1": "문드러진 땅굴_페이즈 2_하드 전투 3", "DevComment2": "싸움꾼2+투척꾼2+일꾼3 = 34", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_HardCombat4", "DevComment1": "문드러진 땅굴_페이즈 2_하드 전투 4", "DevComment2": "새끼 글로트4+머드 슬로겔3 = 34", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 200, "SpawnPool": ["UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_GlothPup", "UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_HardCombat1", "DevComment1": "문드러진 땅굴_페이즈 3_하드 전투 1", "DevComment2": "수컷 글로트4+암컷 글로트2 = 42", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_FemaleGloth", "UNIT_FemaleGloth"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_HardCombat2", "DevComment1": "문드러진 땅굴_페이즈 3_하드 전투 2", "DevComment2": "수컷 글로트3+암컷 글로트2+머드슬로겔1 = 40.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_MaleGloth", "UNIT_FemaleGloth", "UNIT_FemaleGloth", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_HardCombat3", "DevComment1": "문드러진 땅굴_페이즈 3_하드 전투 3", "DevComment2": "라이더2 + 주술사1 + 투척꾼3 = 39.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinThrower", "UNIT_GoblinShaman", "UNIT_GoblinRider", "UNIT_GoblinRider"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_HardCombat1", "DevComment1": "문드러진 땅굴_페이즈 4_하드 전투 1", "DevComment2": "도전자 글로트4+암컷 글로트2 = 48", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 300, "SpawnPool": ["UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_FemaleGloth", "UNIT_FemaleGloth"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_HardCombat2", "DevComment1": "문드러진 땅굴_페이즈 4_하드 전투 2", "DevComment2": "도전자 글로트4+암컷 글로트1+머드슬로겔2 = 48", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 300, "SpawnPool": ["UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_ChallengerGloth", "UNIT_FemaleGloth", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_HardCombat3", "DevComment1": "문드러진 땅굴_페이즈 4_하드 전투 3", "DevComment2": "라이더4+ 투척꾼2 = 49", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinThrower", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_HardCombat4", "DevComment1": "문드러진 땅굴_페이즈 4_하드 전투 4", "DevComment2": "라이더3+주술사2+투척꾼1 = 50.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinShaman", "UNIT_GoblinShaman", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_HardCombat5", "DevComment1": "문드러진 땅굴_페이즈 4_하드 전투 5", "DevComment2": "라이더2+브롤러3+투척꾼1 = 48.5", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 3, "RoomTypeName": "HardCombat", "Weight": 100, "SpawnPool": ["UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinBrawler", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GlothPup"]}, {"Key": "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [1], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GoblinWorker", "UNIT_GoblinWorker"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MudSlogel", "UNIT_MudSlogel", "UNIT_MudSlogel"]}, {"Key": "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [2], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GoblinThrower", "UNIT_GoblinWorker", "UNIT_GoblinWorker"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GlothPup", "UNIT_GlothPup"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GoblinRider", "UNIT_GoblinThrower"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_PatrolBeast1", "DevComment1": "야수 단일 팩션 패트롤", "DevComment2": "야수 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_MaleGloth", "UNIT_MaleGloth"]}, {"Key": "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1", "DevComment1": "괴이 단일 팩션 패트롤", "DevComment2": "괴이 단일 팩션 패트롤", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [4], "RoomType": 98, "RoomTypeName": "Patrol", "Weight": 100, "SpawnPool": ["UNIT_GoblinRider", "UNIT_GoblinRider", "UNIT_GoblinShaman"]}, {"Key": "SPAWN_FesteringBurrow_Phase3_Core", "DevComment1": "코어 방 스폰 그룹", "DevComment2": "코어 방 스폰 그룹", "Region": 1, "RegionName": "FesteringBurrow", "AvailablePhase": [3], "RoomType": 97, "RoomTypeName": "Core", "Weight": 100, "SpawnPool": ["UNIT_GoblinThrower", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinWorker", "UNIT_GoblinBrawler", "UNIT_GoblinBrawler"]}], "SpecificStorageTable": [{"Key": "BUILDING_StrawPile", "Items": ["ITEM_WildLongGrass", "ITEM_Straw"], "StorageType": 11}, {"Key": "BUILDING_WoodPile", "Items": ["ITEM_LumaLog", "ITEM_BloodWood", "ITEM_WoodPlank"], "StorageType": 11}, {"Key": "BUILDING_StonePile", "Items": ["ITEM_Stone", "ITEM_StoneBrick"], "StorageType": 11}], "StatusTable": [{"Key": "STATUS_Strength", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Constitution", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_WillPower", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Intelligence", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Agility", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Perception", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxHealthTotal", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_PhysicalAttackPower", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": true, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_AttackSpeed", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_CriticalChance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_CriticalDamageBonus", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MagicAttackPower", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": true, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_CooldownReduction", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_HitChance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_DodgeChance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_GuardChance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_GuardDamageReduction", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_LifeSteal", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_DamageDealtBonus", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_DamageTakenBonus", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_PhysicalDamageDealtBonus", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MagicDamageDealtBonus", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_PhysicalResistance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MagicResistance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_Mood", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MaxEnergy", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MaxHunger", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MaxStress", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MaxWeight", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_DespairOvercomeChance", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MovementSpeed", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_VisionRange", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_HealthPercentageRegeneration", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": true, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_EnergyRegeneration", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_HungerRegeneration", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_GatheringCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_MiningCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_LoggingCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_ConstructionCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_TamingCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_ResearchCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_CraftingCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_FarmingCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_CookingCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_RecreationCapability", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_ExpGainedBonus", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_StressModifier", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_FinalDamageMultiplier", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": true, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_PrayNeedsBonus", "DevComment": "기도시에 필요 자원 요구치의 변동 비율 (-10% => 예시 15 에서 14.5)", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TalentStrength", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TalentConstitution", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TalentWillPower", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TalentIntelligence", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TalentAgility", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TalentPerception", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxHealthHead", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxHealthBody", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_HealthTotal", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Barrier", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxExp", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Weight", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_HealthHead", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_HealthBody", "DevComment": "-", "PlayerUnit": true, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Energy", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_Hunger", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_Stress", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_Level", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Exp", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 1, "DecimalTypeName": "First"}, {"Key": "STATUS_MainSkillPoint", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_SubSkillPoint", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_Durability", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": true, "ExpirableItem": true, "DefaultBuilding": true, "StorageBuilding": true, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxDurability", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": true, "ExpirableItem": true, "DefaultBuilding": true, "StorageBuilding": true, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_StorageCapacity", "DevComment": "-", "PlayerUnit": false, "OtherUnit": true, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": true, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_ExpireSpeed", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": true, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 2, "DecimalTypeName": "Second"}, {"Key": "STATUS_StrengthPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_ConstitutionPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_WillPowerPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_IntelligencePerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_AgilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_PerceptionPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxHealthTotalPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_PhysicalAttackPowerPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_AttackSpeedPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MagicAttackPowerPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_CooldownReductionPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_DamageTakenBonusPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_PhysicalResistancePerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MagicResistancePerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxEnergyPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxHungerPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxStressPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxWeightPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MovementSpeedPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_EnergyRegenerationPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_HungerRegenerationPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_GatheringCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MiningCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_LoggingCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_ConstructionCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_TamingCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_ResearchCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_CraftingCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_FarmingCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_CookingCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_RecreationCapabilityPerModifier", "DevComment": "-", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_SwordSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_GreatSwordSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_DaggerSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_ShieldSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_BluntSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_AxeSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_SpearSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_SurvivalSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_BowSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_CrossbowSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_FireMagicSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_WaterMagicSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_NatureMagicSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_HolyMagicSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_DarkMagicSkillAptitude", "DevComment": "-", "PlayerUnit": true, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": false, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MaxHealthTotalFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_PhysicalAttackPowerFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_AttackSpeedFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_CriticalChanceFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_CriticalMultipierFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MagicAttackPowerFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_MovementSpeedFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_EnergyRegenerationFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_StressRegenerationFinalMultiflier", "DevComment": "가능한 사용하지 말 것", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_StressIncreaseBonus", "DevComment": "스트레스 증가 시에만 적용되는 배율", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}, {"Key": "STATUS_StressDecreaseBonus", "DevComment": "스트레스 감소 시에만 적용되는 배율", "PlayerUnit": false, "OtherUnit": false, "DefaultItem": false, "ExpirableItem": false, "DefaultBuilding": false, "StorageBuilding": false, "IsPercentStat": true, "DecimalType": 0, "DecimalTypeName": "None"}], "StatusValueTable": [{"Key": "STATUS_Strength", "DevComment1": "힘", "DevComment2": "NULL", "DevIndex": 2, "DevAlignOrder": -1, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Constitution", "DevComment1": "맷집", "DevComment2": "NULL", "DevIndex": 3, "DevAlignOrder": -1, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_WillPower", "DevComment1": "의지", "DevComment2": "NULL", "DevIndex": 4, "DevAlignOrder": -1, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Intelligence", "DevComment1": "지능", "DevComment2": "NULL", "DevIndex": 5, "DevAlignOrder": -1, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Agility", "DevComment1": "민첩", "DevComment2": "NULL", "DevIndex": 6, "DevAlignOrder": -1, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Perception", "DevComment1": "인지", "DevComment2": "NULL", "DevIndex": 7, "DevAlignOrder": -1, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MaxHealthTotal", "DevComment1": "최대 생명력", "DevComment2": "NULL", "DevIndex": 9, "DevAlignOrder": -1, "PlayerDefaultValue": 205.0, "Strength": 0.0, "Constitution": 9.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_PhysicalAttackPower", "DevComment1": "물리 공격력", "DevComment2": "NULL", "DevIndex": 10, "DevAlignOrder": 1, "PlayerDefaultValue": 13.5, "Strength": 1.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.5, "Perception": 0.5, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_AttackSpeed", "DevComment1": "공격 속도", "DevComment2": "NULL", "DevIndex": 11, "DevAlignOrder": 2, "PlayerDefaultValue": 0.4, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.01, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_CriticalChance", "DevComment1": "치명타 확률", "DevComment2": "0~100 사이의 값", "DevIndex": 12, "DevAlignOrder": 3, "PlayerDefaultValue": 8.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.3, "IsPercentModifier": true, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_CriticalDamageBonus", "DevComment1": "치명타 피해 보너스", "DevComment2": "퍼센트 (ex) 50 => 치명타 시 150%)", "DevIndex": 13, "DevAlignOrder": 4, "PlayerDefaultValue": 50.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 50.0}, {"Key": "STATUS_MagicAttackPower", "DevComment1": "마법 공격력", "DevComment2": "NULL", "DevIndex": 14, "DevAlignOrder": 5, "PlayerDefaultValue": 13.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.4, "Intelligence": 1.2, "Agility": 0.0, "Perception": 0.4, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_CooldownReduction", "DevComment1": "스킬 재사용 대기 시간 감소", "DevComment2": "롤 스킬 가속과 동일\n=> 1f - Value / (100f + Value)\n단, 실제로는 쿨타임 감소 배율로써 동작하므로 실제 적용되는 공식은 다음과 같음\n=> 1f / (1f - Value / (100f + Value))\n1-(100f / (100f + Value))", "DevIndex": 15, "DevAlignOrder": 6, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.3, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Weight", "DevComment1": "현재 무게", "DevComment2": "인벤토리 내 전체 아이템 무게 합", "DevIndex": 16, "DevAlignOrder": 36, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_HitChance", "DevComment1": "근거리 명중률", "DevComment2": "0~100 사이의 퍼센트 값", "DevIndex": 17, "DevAlignOrder": 7, "PlayerDefaultValue": 100.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 100.0}, {"Key": "STATUS_DodgeChance", "DevComment1": "회피율", "DevComment2": "0~100 사이의 퍼센트 값", "DevIndex": 19, "DevAlignOrder": 9, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 10.0}, {"Key": "STATUS_GuardChance", "DevComment1": "가드율", "DevComment2": "0~100 사이의 퍼센트 값", "DevIndex": 20, "DevAlignOrder": 10, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_GuardDamageReduction", "DevComment1": "가드 대미지 감소율", "DevComment2": "0~100 사이의 퍼센트 값 기본 값 50", "DevIndex": 21, "DevAlignOrder": 6, "PlayerDefaultValue": 50.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 50.0}, {"Key": "STATUS_LifeSteal", "DevComment1": "생명력 흡수", "DevComment2": "0~100 사이의 값", "DevIndex": 22, "DevAlignOrder": 12, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_DamageDealtBonus", "DevComment1": "주는 피해량 증가", "DevComment2": "퍼센트 (ex) 10 => 10% 추가 증가)", "DevIndex": 23, "DevAlignOrder": 27, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_DamageTakenBonus", "DevComment1": "받는 피해량 증가", "DevComment2": "퍼센트 (ex) 10 => 10% 추가 증가)", "DevIndex": 24, "DevAlignOrder": 30, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_PhysicalDamageDealtBonus", "DevComment1": "주는 물리 피해량 증가", "DevComment2": "퍼센트 (ex) 10 => 10% 추가 증가)", "DevIndex": 25, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MagicDamageDealtBonus", "DevComment1": "주는 마법 피해량 증가", "DevComment2": "퍼센트 (ex) 10 => 10% 추가 증가)", "DevIndex": 26, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_PhysicalResistance", "DevComment1": "물리 저항력", "DevComment2": "롤 방어력 / 마법 저항력과 동일\n=> 100f / (100f + Value)\n\n그러므로 받는 데미지가 감소하는 양은 아래 퍼센트를 따름\n1-(100f / (100f + Value))", "DevIndex": 27, "DevAlignOrder": 27, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.3, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_MagicResistance", "DevComment1": "마법 저항력", "DevComment2": "롤 방어력 / 마법 저항력과 동일\n=> 100f / (100f + Value)", "DevIndex": 28, "DevAlignOrder": 30, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.3, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_Mood", "DevComment1": "기분", "DevComment2": "Dev용", "DevIndex": 29, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MaxEnergy", "DevComment1": "최대 기력", "DevComment2": "NULL", "DevIndex": 30, "DevAlignOrder": 22, "PlayerDefaultValue": 60.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 2.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MaxHunger", "DevComment1": "최대 배고픔", "DevComment2": "NULL", "DevIndex": 31, "DevAlignOrder": 42, "PlayerDefaultValue": 100.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MaxStress", "DevComment1": "최대 스트레스", "DevComment2": "NULL", "DevIndex": 33, "DevAlignOrder": 39, "PlayerDefaultValue": 100.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MaxWeight", "DevComment1": "최대 무게", "DevComment2": "NULL", "DevIndex": 34, "DevAlignOrder": 37, "PlayerDefaultValue": 100.0, "Strength": 4.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_DespairOvercomeChance", "DevComment1": "절망 극복 확률", "DevComment2": "0~100 사이의 퍼센트 값", "DevIndex": 35, "DevAlignOrder": 40, "PlayerDefaultValue": 10.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MovementSpeed", "DevComment1": "이동 속도", "DevComment2": "NULL", "DevIndex": 36, "DevAlignOrder": 25, "PlayerDefaultValue": 80.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.2, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_VisionRange", "DevComment1": "시야 범위", "DevComment2": "NULL", "DevIndex": 37, "DevAlignOrder": 26, "PlayerDefaultValue": 7.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_HealthPercentageRegeneration", "DevComment1": "생명력 비율 재생량", "DevComment2": "퍼센트 증가", "DevIndex": 38, "DevAlignOrder": 23, "PlayerDefaultValue": 0.2, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.2}, {"Key": "STATUS_EnergyRegeneration", "DevComment1": "기력 재생량", "DevComment2": "고정값 감소 (이미 합의된 사안임),\n깨어있을 때 자연감소하므로, 기본값은 마이너스임\n\n(250402) - 적용 완료되었음\n퍼센트 증감하도록 재논의 되었음. 기존에는 최대 기력 증가시 감소가 고정이여야 유저에게 더 메리트를 주는 방향이라 그랬던 것인데. 수면 주기의 어긋남을 최근 재검토하면서 퍼센트 증감일 필요성이 생겼음.\n\n250402 기록이 거짓말이었음. 다시 260627에 코드 확인해보니 고정 값으로 동작하고 있었음.\n얼엑 전에 급하게 바꾸면 제대로 밸런싱하기 어려워서 우선 고정값으로 유지하겠음.", "DevIndex": 39, "DevAlignOrder": 24, "PlayerDefaultValue": -0.05, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_HungerRegeneration", "DevComment1": "배고픔 재생량", "DevComment2": "고정값 감소", "DevIndex": 40, "DevAlignOrder": 43, "PlayerDefaultValue": -0.05, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_GatheringCapability", "DevComment1": "채집 능력치 (기본형 채집)", "DevComment2": "NULL", "DevIndex": 42, "DevAlignOrder": 47, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.05, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MiningCapability", "DevComment1": "채광 능력치", "DevComment2": "NULL", "DevIndex": 43, "DevAlignOrder": 47, "PlayerDefaultValue": 0.5, "Strength": 0.05, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_LoggingCapability", "DevComment1": "벌목 능력치", "DevComment2": "NULL", "DevIndex": 44, "DevAlignOrder": 48, "PlayerDefaultValue": 0.5, "Strength": 0.05, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_ConstructionCapability", "DevComment1": "건축 능력치", "DevComment2": "NULL", "DevIndex": 45, "DevAlignOrder": 49, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.05, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_TamingCapability", "DevComment1": "조련 능력치 (얼리엑세스 미포함)", "DevComment2": "NULL", "DevIndex": 46, "DevAlignOrder": 50, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.05, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_ResearchCapability", "DevComment1": "연구 능력치", "DevComment2": "NULL", "DevIndex": 47, "DevAlignOrder": 51, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.05, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_CraftingCapability", "DevComment1": "제작 능력치", "DevComment2": "NULL", "DevIndex": 48, "DevAlignOrder": 52, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.05, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_FarmingCapability", "DevComment1": "농사 능력치", "DevComment2": "NULL", "DevIndex": 49, "DevAlignOrder": 53, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.05, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_CookingCapability", "DevComment1": "요리 능력치", "DevComment2": "NULL", "DevIndex": 50, "DevAlignOrder": 54, "PlayerDefaultValue": 0.5, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.05, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_RecreationCapability", "DevComment1": "여가 능력치", "DevComment2": "NULL", "DevIndex": 50, "DevAlignOrder": 54, "PlayerDefaultValue": 1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_SwordSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 51, "DevAlignOrder": 55, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_GreatSwordSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 52, "DevAlignOrder": 56, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_DaggerSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 53, "DevAlignOrder": 57, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_ShieldSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 54, "DevAlignOrder": 58, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_BluntSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 55, "DevAlignOrder": 59, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_AxeSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 56, "DevAlignOrder": 60, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_SpearSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 57, "DevAlignOrder": 61, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_SurvivalSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 58, "DevAlignOrder": 62, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_BowSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 59, "DevAlignOrder": 63, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_CrossbowSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 60, "DevAlignOrder": 64, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_FireMagicSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 61, "DevAlignOrder": 65, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_WaterMagicSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 62, "DevAlignOrder": 66, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_NatureMagicSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 63, "DevAlignOrder": 67, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_HolyMagicSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 64, "DevAlignOrder": 68, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_DarkMagicSkillAptitude", "DevComment1": "", "DevComment2": "", "DevIndex": 65, "DevAlignOrder": 69, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_ExpGainedBonus", "DevComment1": "경험치 획득 배율", "DevComment2": "퍼센트 (ex) 10 => 10% 추가 증가)", "DevIndex": 66, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_StressModifier", "DevComment1": "스트레스 보정치", "DevComment2": "실제 초 당 스트레스 증가/감소량\n=> Mood * Value * (증가 or 감소 배율)", "DevIndex": 67, "DevAlignOrder": -1, "PlayerDefaultValue": 0.025, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_FinalDamageMultiplier", "DevComment1": "최종 데미지", "DevComment2": "모든 데미지 계산 후 마지막에 곱해짐\n\n(250425) 텍키상 '최종 데미지 최종 배율' 으로 표기하였음.", "DevIndex": 68, "DevAlignOrder": -1, "PlayerDefaultValue": 1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 1.0}, {"Key": "STATUS_TalentStrength", "DevComment1": "힘 재능", "DevComment2": "시트 값을 사용하지 않음", "DevIndex": 70, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_TalentConstitution", "DevComment1": "맷집 재능", "DevComment2": "시트 값을 사용하지 않음", "DevIndex": 71, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_TalentWillPower", "DevComment1": "의지 재능", "DevComment2": "시트 값을 사용하지 않음", "DevIndex": 73, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_TalentIntelligence", "DevComment1": "지능 재능", "DevComment2": "시트 값을 사용하지 않음", "DevIndex": 74, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_TalentAgility", "DevComment1": "민첩 재능", "DevComment2": "시트 값을 사용하지 않음", "DevIndex": 75, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_TalentPerception", "DevComment1": "인지 재능", "DevComment2": "시트 값을 사용하지 않음", "DevIndex": 76, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MaxHealthHead", "DevComment1": "머리 최대 생명력", "DevComment2": "최대 생명력 * 유닛 별 부위 비율", "DevIndex": 78, "DevAlignOrder": 14, "PlayerDefaultValue": -1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_MaxHealthBody", "DevComment1": "몸통 최대 생명력", "DevComment2": "최대 생명력 * 유닛 별 부위 비율", "DevIndex": 79, "DevAlignOrder": 16, "PlayerDefaultValue": -1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_HealthTotal", "DevComment1": "현재 생명력", "DevComment2": "머리 생명력 + 몸통 생명력", "DevIndex": 80, "DevAlignOrder": -1, "PlayerDefaultValue": -1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_Barrier", "DevComment1": "보호막", "DevComment2": "효과 스택 총합", "DevIndex": 81, "DevAlignOrder": 16, "PlayerDefaultValue": -1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_MaxExp", "DevComment1": "최대 경험치", "DevComment2": "레벨 비례 시스템 시트 값", "DevIndex": 82, "DevAlignOrder": -1, "PlayerDefaultValue": -1.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": -1.0}, {"Key": "STATUS_HealthHead", "DevComment1": "머리 생명력", "DevComment2": "최대 값: MaxHealthHead", "DevIndex": 84, "DevAlignOrder": 13, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_HealthBody", "DevComment1": "몸통 생명력", "DevComment2": "최대 값: MaxHealthTorso", "DevIndex": 85, "DevAlignOrder": 15, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Energy", "DevComment1": "기력", "DevComment2": "최대 값: MaxEnergy", "DevIndex": 86, "DevAlignOrder": 21, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Hunger", "DevComment1": "배고픔", "DevComment2": "최대 값: MaxHunger", "DevIndex": 87, "DevAlignOrder": 41, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Stress", "DevComment1": "스트레스", "DevComment2": "최대 값: MaxStress", "DevIndex": 88, "DevAlignOrder": 38, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Level", "DevComment1": "레벨", "DevComment2": "최대 값: 시스템 시트 값", "DevIndex": 89, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_Exp", "DevComment1": "경험치", "DevComment2": "최대 값: MaxExp", "DevIndex": 90, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_MainSkillPoint", "DevComment1": "주요 스킬 포인트", "DevComment2": "최대 값: 9999", "DevIndex": 91, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_SubSkillPoint", "DevComment1": "보조 스킬 포인트", "DevComment2": "최대 값: 9999", "DevIndex": 92, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": false, "NonPlayerDefaultValue": 0.0}, {"Key": "STATUS_PrayNeedsBonus", "DevComment1": "기도시의 필요량 보너스", "DevComment2": "Dev용", "DevIndex": 93, "DevAlignOrder": -1, "PlayerDefaultValue": 0.0, "Strength": 0.0, "Constitution": 0.0, "WillPower": 0.0, "Intelligence": 0.0, "Agility": 0.0, "Perception": 0.0, "IsPercentModifier": true, "NonPlayerDefaultValue": 0.0}], "TextKeyTable_languages": ["Korean", "English", "Spanish", "SpanishLatin", "French", "German", "Italian", "Russian", "ChineseSimplified", "ChineseTraditional", "Japanese", "Arabic", "Bulgarian", "Czech", "Danish", "Dutch", "Finnish", "Greek", "Hungarian", "Indonesian", "Norwegian", "Polish", "Portuguese", "PortugueseBrazil", "Romanian", "Swedish", "Thai", "Turkish", "Ukrainian", "Vietnamese"], "TradePoolTable": [{"Key": "TRADEPOOL_GuildMerchant1", "DevComment1": "길드 상인 1단계", "TraderGold": 1000, "AvailableItems": ["ITEM_LumaLog", "ITEM_Textile", "ITEM_Torch", "ITEM_ExpeditionHorn"], "AppearChancePers": [100.0, 100.0, 100.0, 100.0], "MinAmounts": [30, 20, 3, 1], "MaxAmounts": [45, 30, 4, 1], "MinDiscountPers": [-25.0, -25.0, -25.0, 0.0], "MaxDiscountPers": [25.0, 25.0, 25.0, 0.0]}, {"Key": "TRADEPOOL_GuildMerchant2", "DevComment1": "길드 상인 2단계", "TraderGold": 2000, "AvailableItems": ["ITEM_LumaLog", "ITEM_WoodPlank", "ITEM_Textile", "ITEM_WildHerb", "ITEM_AshOfSolace", "ITEM_Torch", "ITEM_TechBook", "ITEM_AidKit", "ITEM_MerchantScales", "ITEM_ExpeditionHorn"], "AppearChancePers": [100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0, 100.0], "MinAmounts": [30, 20, 20, 20, 4, 3, 2, 2, 1, 1], "MaxAmounts": [45, 30, 30, 30, 6, 4, 3, 3, 1, 1], "MinDiscountPers": [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0, 0.0], "MaxDiscountPers": [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0, 0.0]}, {"Key": "TRADEPOOL_GuildMerchant3", "DevComment1": "길드 상인 3단계", "TraderGold": 2000, "AvailableItems": ["ITEM_LumaLog", "ITEM_WoodPlank", "ITEM_Textile", "ITEM_Clay", "ITEM_Ointment", "ITEM_Bone", "ITEM_HardShell", "ITEM_AshOfSolace", "ITEM_Torch", "ITEM_TechBook", "ITEM_AidKit", "ITEM_MerchantScales", "ITEM_ExpeditionHorn"], "AppearChancePers": [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 100.0, 100.0, 100.0], "MinAmounts": [30, 20, 20, 20, 10, 20, 20, 4, 3, 4, 2, 1, 1], "MaxAmounts": [45, 30, 30, 30, 20, 30, 30, 6, 4, 6, 3, 1, 1], "MinDiscountPers": [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -100.0, -25.0, 0.0, 0.0], "MaxDiscountPers": [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, -50.0, 25.0, 0.0, 0.0]}, {"Key": "TRADEPOOL_Endrossi", "DevComment1": "엔도르시", "TraderGold": 500, "AvailableItems": ["ITEM_Bone", "ITEM_ToughRawMeat", "ITEM_Jerky", "ITEM_RawHide", "ITEM_WildHerb", "ITEM_WoodArrow", "ITEM_FireEssence", "ITEM_WaterEssence", "ITEM_NatureEssence"], "AppearChancePers": [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 30.0, 30.0, 30.0], "MinAmounts": [10, 8, 8, 8, 16, 80, 1, 1, 1], "MaxAmounts": [20, 12, 12, 12, 24, 120, 2, 2, 2], "MinDiscountPers": [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 0.0, 0.0, 0.0], "MaxDiscountPers": [50.0, 50.0, 50.0, 50.0, 50.0, 50.0, 25.0, 25.0, 25.0]}, {"Key": "TRADEPOOL_VeilSilenceMerchant", "DevComment1": "1지역 던전 상인", "TraderGold": 1000, "AvailableItems": ["ITEM_LumaLog", "ITEM_WoodPlank", "ITEM_Textile", "ITEM_Stone", "ITEM_Bone", "ITEM_WildHerb", "ITEM_AshOfSolace", "ITEM_MeatPorridge", "ITEM_TurnipPorridge", "ITEM_Torch", "ITEM_WoodSword", "ITEM_WoodGreatSword", "ITEM_WoodClub", "ITEM_WoodSpear", "ITEM_WoodBow", "ITEM_WoodShield", "ITEM_TechBook", "ITEM_ReturnScroll", "ITEM_AidKit", "ITEM_Mandrake"], "AppearChancePers": [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0, 5.0], "MinAmounts": [30, 20, 20, 10, 10, 10, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1], "MaxAmounts": [45, 30, 30, 15, 20, 20, 6, 6, 6, 4, 2, 2, 2, 2, 2, 2, 3, 2, 3, 1], "MinDiscountPers": [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0], "MaxDiscountPers": [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0]}, {"Key": "TRADEPOOL_FesteringBurrowMerchant", "DevComment1": "2지역 던전 상인", "TraderGold": 1000, "AvailableItems": ["ITEM_Clay", "ITEM_HardShell", "ITEM_Ointment", "ITEM_AshOfSolace", "ITEM_MeatPorridge", "ITEM_TurnipPorridge", "ITEM_Torch", "ITEM_CarapaceSword", "ITEM_CarapaceGreatSword", "ITEM_CarapaceClub", "ITEM_CarapaceSpear", "ITEM_CarapaceBow", "ITEM_CarapaceShield", "ITEM_TechBook", "ITEM_ReturnScroll", "ITEM_AidKit"], "AppearChancePers": [100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 100.0, 50.0, 50.0, 50.0], "MinAmounts": [30, 10, 10, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 2, 1, 2], "MaxAmounts": [20, 20, 20, 6, 6, 6, 4, 2, 2, 2, 2, 2, 2, 3, 2, 3], "MinDiscountPers": [-25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0, -25.0], "MaxDiscountPers": [25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0, 25.0]}], "TraitTable": [{"Key": "AFFECTER_Human", "DevComment1": "인간", "DevComment2": "경험치 획득 +15%,\n최대 경험치 도달시 무드 -2", "DevComment3": "", "AdjustStats": ["LoggingCapabilityPerModifier_20", "ConstructionCapabilityPerModifier_20", "CookingCapabilityPerModifier_30", "SwordSkillAptitude_1", "GreatSwordSkillAptitude_1", "FireMagicSkillAptitude_1", "ExpGainedBonus_15"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["Human"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Slave", "AFFECTER_Begger", "AFFECTER_ForestKeeper", "AFFECTER_Hunter", "AFFECTER_Porter", "AFFECTER_Peddler", "AFFECTER_Wanderer", "AFFECTER_Hooligan", "AFFECTER_Thief", "AFFECTER_Butcher", "AFFECTER_Mercenary", "AFFECTER_Conscript", "AFFECTER_Gambler", "AFFECTER_Philosopher", "AFFECTER_Squire", "AFFECTER_Miner", "AFFECTER_Messenger", "AFFECTER_Undertaker", "AFFECTER_Deserter", "AFFECTER_Blacksmith", "AFFECTER_Carpenter", "AFFECTER_Mage", "AFFECTER_ExiledLord", "AFFECTER_NobleAdventurer", "AFFECTER_Prodigy", "AFFECTER_CursedChild", "AFFECTER_TavernRunner"], "BackgroundTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_HappyFool", "AFFECTER_Curious", "AFFECTER_BellyBeggar", "AFFECTER_LightEater", "AFFECTER_Optimistic", "AFFECTER_Pessimistic", "AFFECTER_CunningGetaway", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_CunningGetaway", "AFFECTER_SlowLearner", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_SettlementPrefer", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_Townsfolk", "AFFECTER_Claustrophobic", "AFFECTER_NatureLover", "AFFECTER_Butterfingers", "AFFECTER_SimpleMinded", "AFFECTER_Perfectionist", "AFFECTER_IndoorPerson", "AFFECTER_Impatient", "AFFECTER_HateHuman", "AFFECTER_HateElf", "AFFECTER_HateLizard", "AFFECTER_HateLycan", "AFFECTER_HeavySnorer", "AFFECTER_Shooter", "AFFECTER_Blessed"], "IndividualTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 10.0, "WillPowerPerModifierMax": 30.0, "IntelligencePerModifierMin": 10.0, "IntelligencePerModifierMax": 30.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 10.0, "PerceptionPerModifierMax": 30.0}, {"Key": "AFFECTER_LizardMan", "DevComment1": "리자드맨", "DevComment2": "채식 음식 섭취 시 무드 패널티 발생,\n육식 음식 섭취 시 무드 패널티 무시,\n마법 스킬 트리 사용 불가.\n\nPS : 음식의 채식/육식은 SubType을 통해 정해짐.\n음식으로 인한 '무드 패널티' 효과는 Categories가 'FoodPenalty' 인 경우를 의미함.\n\nItemSubType (유저에게 정보 제공을 위한 목적)\n- 없음 (ETC)\n- 육식 (Carnivore)\n- 채식 (Vegeterian)\n\nAffecter_Categories\n- FoodIntake\n- FoodPenalty\n\n전제\n- 싫어하는 음식군은 Intake 효과를 받지 않는다.\n(EX : 리자드맨 -> 순무 샐러드 섭취 효과를 얻지 않음.\n엘프 -> 고기 구이 섭취 효과를 얻지 않음)", "DevComment3": "", "AdjustStats": ["MiningCapabilityPerModifier_20", "TamingCapabilityPerModifier_20", "ResearchCapabilityPerModifier_-20", "CookingCapabilityPerModifier_-20", "GreatSwordSkillAptitude_2", "ShieldSkillAptitude_1", "BluntSkillAptitude_1", "FireMagicSkillAptitude_-2", "NatureMagicSkillAptitude_-2", "WaterMagicSkillAptitude_-2"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["LizardMan"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Slave", "AFFECTER_Begger", "AFFECTER_ForestKeeper", "AFFECTER_Hunter", "AFFECTER_Porter", "AFFECTER_Peddler", "AFFECTER_Wanderer", "AFFECTER_Hooligan", "AFFECTER_Thief", "AFFECTER_Butcher", "AFFECTER_Mercenary", "AFFECTER_SnakeCatcher", "AFFECTER_SwampKeeper", "AFFECTER_ChiefBodyguard", "AFFECTER_ScaleCraftsman", "AFFECTER_Miner", "AFFECTER_Messenger", "AFFECTER_Undertaker", "AFFECTER_Deserter", "AFFECTER_Blacksmith", "AFFECTER_Carpenter", "AFFECTER_Mage", "AFFECTER_ExiledLord", "AFFECTER_NobleAdventurer", "AFFECTER_Prodigy", "AFFECTER_CursedChild", "AFFECTER_TavernRunner"], "BackgroundTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_HappyFool", "AFFECTER_Curious", "AFFECTER_BellyBeggar", "AFFECTER_LightEater", "AFFECTER_Optimistic", "AFFECTER_Pessimistic", "AFFECTER_CunningGetaway", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_CunningGetaway", "AFFECTER_SlowLearner", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_SettlementPrefer", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_Townsfolk", "AFFECTER_Claustrophobic", "AFFECTER_NatureLover", "AFFECTER_Butterfingers", "AFFECTER_SimpleMinded", "AFFECTER_Perfectionist", "AFFECTER_IndoorPerson", "AFFECTER_Impatient", "AFFECTER_HateHuman", "AFFECTER_HateElf", "AFFECTER_HateLizard", "AFFECTER_HateLycan", "AFFECTER_HeavySnorer", "AFFECTER_Shooter", "AFFECTER_Blessed"], "IndividualTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 30.0, "StrengthPerModifierMax": 50.0, "ConstitutionPerModifierMin": 10.0, "ConstitutionPerModifierMax": 30.0, "WillPowerPerModifierMin": 30.0, "WillPowerPerModifierMax": 50.0, "IntelligencePerModifierMin": -30.0, "IntelligencePerModifierMax": -10.0, "AgilityPerModifierMin": 10.0, "AgilityPerModifierMax": 30.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Elf", "DevComment1": "엘프", "DevComment2": "리자드맨과 정반대", "DevComment3": "", "AdjustStats": ["ResearchCapabilityPerModifier_30", "FarmingCapabilityPerModifier_30", "LoggingCapabilityPerModifier_-20", "BowSkillAptitude_2", "NatureMagicSkillAptitude_2", "WaterMagicSkillAptitude_1", "GreatSwordSkillAptitude_-1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["Elf"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Slave", "AFFECTER_Begger", "AFFECTER_ForestKeeper", "AFFECTER_Hunter", "AFFECTER_Porter", "AFFECTER_Peddler", "AFFECTER_Wanderer", "AFFECTER_Hooligan", "AFFECTER_Thief", "AFFECTER_Mercenary", "AFFECTER_Conscript", "AFFECTER_Gambler", "AFFECTER_Philosopher", "AFFECTER_Squire", "AFFECTER_Miner", "AFFECTER_Messenger", "AFFECTER_Undertaker", "AFFECTER_Deserter", "AFFECTER_Blacksmith", "AFFECTER_Carpenter", "AFFECTER_Mage", "AFFECTER_Scout", "AFFECTER_Gardener", "AFFECTER_Druid", "AFFECTER_ExiledLord", "AFFECTER_NobleAdventurer", "AFFECTER_Prodigy", "AFFECTER_CursedChild", "AFFECTER_TavernRunner"], "BackgroundTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_HappyFool", "AFFECTER_Curious", "AFFECTER_BellyBeggar", "AFFECTER_LightEater", "AFFECTER_Optimistic", "AFFECTER_Pessimistic", "AFFECTER_CunningGetaway", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_CunningGetaway", "AFFECTER_SlowLearner", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_SettlementPrefer", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_Townsfolk", "AFFECTER_Claustrophobic", "AFFECTER_NatureLover", "AFFECTER_Butterfingers", "AFFECTER_SimpleMinded", "AFFECTER_Perfectionist", "AFFECTER_IndoorPerson", "AFFECTER_Impatient", "AFFECTER_HateHuman", "AFFECTER_HateElf", "AFFECTER_HateLizard", "AFFECTER_HateLycan", "AFFECTER_HeavySnorer", "AFFECTER_Shooter", "AFFECTER_Blessed"], "IndividualTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": -30.0, "StrengthPerModifierMax": -10.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 30.0, "IntelligencePerModifierMax": 50.0, "AgilityPerModifierMin": 10.0, "AgilityPerModifierMax": 30.0, "PerceptionPerModifierMin": 10.0, "PerceptionPerModifierMax": 30.0}, {"Key": "AFFECTER_Lycan", "DevComment1": "라이칸", "DevComment2": "늑대\n낮에는 모든 주스탯 -10%\n밤에는 모든 주스탯 +15%", "DevComment3": "", "AdjustStats": ["TamingCapabilityPerModifier_30", "CookingCapabilityPerModifier_20", "CraftingCapabilityPerModifier_20", "BowSkillAptitude_1", "NatureMagicSkillAptitude_1", "WaterMagicSkillAptitude_1", "GreatSwordSkillAptitude_-1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["Lycan"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Slave", "AFFECTER_Begger", "AFFECTER_ForestKeeper", "AFFECTER_Hunter", "AFFECTER_Porter", "AFFECTER_Peddler", "AFFECTER_Wanderer", "AFFECTER_Hooligan", "AFFECTER_Thief", "AFFECTER_Mercenary", "AFFECTER_Conscript", "AFFECTER_Gambler", "AFFECTER_Philosopher", "AFFECTER_Squire", "AFFECTER_Miner", "AFFECTER_Messenger", "AFFECTER_Undertaker", "AFFECTER_Carter", "AFFECTER_NightWatch", "AFFECTER_ExiledLord", "AFFECTER_NobleAdventurer", "AFFECTER_Prodigy", "AFFECTER_CursedChild", "AFFECTER_TavernRunner"], "BackgroundTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_HappyFool", "AFFECTER_Curious", "AFFECTER_BellyBeggar", "AFFECTER_LightEater", "AFFECTER_Optimistic", "AFFECTER_Pessimistic", "AFFECTER_CunningGetaway", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_CunningGetaway", "AFFECTER_SlowLearner", "AFFECTER_Psychopath", "AFFECTER_DullTongue", "AFFECTER_Adventurous", "AFFECTER_SettlementPrefer", "AFFECTER_Pacifist", "AFFECTER_RapidRecoverd", "AFFECTER_Townsfolk", "AFFECTER_Claustrophobic", "AFFECTER_NatureLover", "AFFECTER_Butterfingers", "AFFECTER_SimpleMinded", "AFFECTER_Perfectionist", "AFFECTER_IndoorPerson", "AFFECTER_Impatient", "AFFECTER_HateHuman", "AFFECTER_HateElf", "AFFECTER_HateLizard", "AFFECTER_HateLycan", "AFFECTER_HeavySnorer", "AFFECTER_Shooter", "AFFECTER_Blessed"], "IndividualTraitWeights": [100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": -30.0, "WillPowerPerModifierMax": -10.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 10.0, "AgilityPerModifierMax": 30.0, "PerceptionPerModifierMin": 30.0, "PerceptionPerModifierMax": 50.0}, {"Key": "AFFECTER_Dwarf", "DevComment1": "드워프", "DevComment2": "", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Miner", "AFFECTER_Lumberjack", "AFFECTER_Hunter"], "BackgroundTraitWeights": [100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_UnhappyGenius", "AFFECTER_HappyFool", "AFFECTER_Curious"], "IndividualTraitWeights": [100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 30.0, "ConstitutionPerModifierMax": 50.0, "WillPowerPerModifierMin": 10.0, "WillPowerPerModifierMax": 30.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": -30.0, "AgilityPerModifierMax": -10.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_WhiteDemon", "DevComment1": "백귀", "DevComment2": "", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Miner", "AFFECTER_Lumberjack", "AFFECTER_Hunter"], "BackgroundTraitWeights": [100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_UnhappyGenius", "AFFECTER_HappyFool", "AFFECTER_Curious"], "IndividualTraitWeights": [100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": -30.0, "ConstitutionPerModifierMax": -10.0, "WillPowerPerModifierMin": -30.0, "WillPowerPerModifierMax": -10.0, "IntelligencePerModifierMin": 10.0, "IntelligencePerModifierMax": 30.0, "AgilityPerModifierMin": 30.0, "AgilityPerModifierMax": 50.0, "PerceptionPerModifierMin": 10.0, "PerceptionPerModifierMax": 30.0}, {"Key": "AFFECTER_Tal", "DevComment1": "탈", "DevComment2": "", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 1, "TypeName": "Race", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["AFFECTER_Miner", "AFFECTER_Lumberjack", "AFFECTER_Hunter"], "BackgroundTraitWeights": [100, 100, 100], "AvailableIndividualTraits": ["AFFECTER_UnhappyGenius", "AFFECTER_HappyFool", "AFFECTER_Curious"], "IndividualTraitWeights": [100, 100, 100], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 30.0, "WillPowerPerModifierMax": 50.0, "IntelligencePerModifierMin": 10.0, "IntelligencePerModifierMax": 30.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": -30.0, "PerceptionPerModifierMax": -10.0}, {"Key": "AFFECTER_CityGuard", "DevComment1": "도시 경비병", "DevComment2": "메인 시나리오 초기 3인방 전용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStats": ["GuardChance_10", "GatheringCapabilityPerModifier_-20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["ITEM_WoodSword_1", "ITEM_ClothArmor_1"], "DefaultItems": ["ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["Sword", "Shield", "Spear"], "AvaliableSubSkillTreeTypes": ["Warrior", "Guardian", "Stake"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 10.0, "WillPowerPerModifierMax": 30.0, "IntelligencePerModifierMin": -30.0, "IntelligencePerModifierMax": -10.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 10.0, "PerceptionPerModifierMax": 30.0}, {"Key": "AFFECTER_Poacher", "DevComment1": "밀렵꾼", "DevComment2": "메인 시나리오 초기 3인방 전용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStats": ["DodgeChance_10", "MaxWeightPerModifier_-20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["ITEM_WoodBow_1", "ITEM_ClothArmor_1"], "DefaultItems": ["ITEM_WoodArrow_100", "ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["Bow", "Sword", "FireMagic"], "AvaliableSubSkillTreeTypes": ["Blitz", "Warrior", "Burst"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": -30.0, "ConstitutionPerModifierMax": -10.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 30.0, "IntelligencePerModifierMax": 50.0, "AgilityPerModifierMin": 10.0, "AgilityPerModifierMax": 30.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ExiledWarrior", "DevComment1": "추방된 전사", "DevComment2": "메인 시나리오 초기 3인방 전용", "DevComment3": "초기 능력치 보정합(2)", "AdjustStats": ["MaxHealthTotalPerModifier_10", "CriticalChance_-10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["ITEM_WoodClub_1"], "DefaultItems": ["ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["Blunt", "Shield", "Greatsword"], "AvaliableSubSkillTreeTypes": ["Fortress", "Guardian", "Execution"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 30.0, "ConstitutionPerModifierMax": 50.0, "WillPowerPerModifierMin": -30.0, "WillPowerPerModifierMax": -10.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 10.0, "AgilityPerModifierMax": 30.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Slave", "DevComment1": "노예(-맷,-의)", "DevComment2": "(모집 비용 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"AdjustStats": ["CriticalChance_10", "DodgeChance_-10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": 1, "DefaultEquipments": ["ITEM_WoodBow_1"], "DefaultItems": ["ITEM_WoodArrow_100", "ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["Bow", "Spear", "Sword"], "AvaliableSubSkillTreeTypes": ["Blitz", "Stake", "Warrior"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 10.0, 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"AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["Sword", "Bow", "Greatsword"], "AvaliableSubSkillTreeTypes": ["Warrior", "Blitz", "Execution"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 10.0, "WillPowerPerModifierMax": 30.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_NightWatch", "DevComment1": "야경꾼(+인, +의, +맷)", "DevComment2": "라이칸 (야간에 시야 디버프 무시)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStats": ["CriticalDamageBonus_-20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": 2, "DefaultEquipments": ["ITEM_WoodClub_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "DefaultItems": ["ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["Shield", "Spear", "Blunt"], "AvaliableSubSkillTreeTypes": ["Guardian", "Stake", "Fortress"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 10.0, "ConstitutionPerModifierMax": 30.0, "WillPowerPerModifierMin": 10.0, "WillPowerPerModifierMax": 30.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 10.0, 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"AvaliableSubSkillTreeTypes": ["Guardian", "Warrior", "Execution"], "SubSkillTreeWeights": [100, 100, 100], "StrengthPerModifierMin": 10.0, "StrengthPerModifierMax": 30.0, "ConstitutionPerModifierMin": 30.0, "ConstitutionPerModifierMax": 50.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": -30.0, "IntelligencePerModifierMax": -10.0, "AgilityPerModifierMin": 10.0, "AgilityPerModifierMax": 30.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_NobleAdventurer", "DevComment1": "귀족 탐험가(+힘 ++민 +지 -의)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStats": ["HitChance_10", "DodgeChance_-10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": 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"공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStats": ["MaxHealthTotalPerModifier_-15", "FireMagicSkillAptitude_2", "NatureMagicSkillAptitude_2"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": 2, "DefaultEquipments": ["ITEM_FireWoodStaff_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "DefaultItems": ["ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["FireMagic", "NatureMagic", "Bow"], "AvaliableSubSkillTreeTypes": ["Burst", "Harmony", "Blitz"], "SubSkillTreeWeights": [100, 100, 100, 100], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": -30.0, "ConstitutionPerModifierMax": -10.0, "WillPowerPerModifierMin": 30.0, "WillPowerPerModifierMax": 50.0, "IntelligencePerModifierMin": 30.0, "IntelligencePerModifierMax": 50.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_CursedChild", "DevComment1": "저주받은 아이(+++지 +의 -맷)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStats": ["MagicResistance_-10", "MagicAttackPowerPerModifier_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": 2, "DefaultEquipments": ["ITEM_WaterWoodStaff_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "DefaultItems": ["ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["FireMagic", "WaterMagic", "NatureMagic"], "AvaliableSubSkillTreeTypes": ["Burst", "Tide", "Harmony"], "SubSkillTreeWeights": [100, 100, 100, 100], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": -30.0, "ConstitutionPerModifierMax": -10.0, "WillPowerPerModifierMin": 10.0, "WillPowerPerModifierMax": 30.0, "IntelligencePerModifierMin": 50.0, "IntelligencePerModifierMax": 70.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_TavernRunner", "DevComment1": "선술집지기(++민 -의 -지)", "DevComment2": "공용(유저 보상 특성)", "DevComment3": "초기 능력치 보정합(3)\n", "AdjustStats": ["MaxEnergyPerModifier_10", "ResearchCapabilityPerModifier_-20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 2, "TypeName": "Background", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": 2, "DefaultEquipments": ["ITEM_WoodClub_1", "ITEM_ClothArmor_1", "ITEM_ClothCoif_1"], "DefaultItems": ["ITEM_Hardtack_2"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["FireMagic", "Blunt", "Spear"], "AvaliableSubSkillTreeTypes": ["Burst", "Fortress", "Stake"], "SubSkillTreeWeights": [100, 100, 100, 100], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": -30.0, "WillPowerPerModifierMax": -10.0, "IntelligencePerModifierMin": -30.0, "IntelligencePerModifierMax": -10.0, "AgilityPerModifierMin": 50.0, "AgilityPerModifierMax": 70.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_TestTestTest", "DevComment1": "테스트용", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["Mood_-100", "DespairOvercomeChance_100", "HungerRegeneration_-0.5"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_TestSuperman", "DevComment1": "테스트용 최강 빌드", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["EnergyRegeneration_1", "HungerRegeneration_1", "ExpGainedBonus_30", "Strength_100", "Constitution_100", "WillPower_100", "Intelligence_100", "Agility_100", "Perception_100"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_PioneeringSpirit", "DevComment1": "개척 정신", "DevComment2": "던전 {0}층 이상에서 무드+2", "DevComment3": "어팩터로 처리", 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"AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GreatestWarrior", "DevComment1": "최고의 전사", "DevComment2": "부단장의 힘+{0}% 맷집+{1}%", "DevComment3": "", "AdjustStats": ["StrengthPerModifier_{0}", "ConstitutionPerModifier_{1}"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [30.0, 30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BlessOfWorldTree", "DevComment1": "세계수의 가호", "DevComment2": "모든 유닛의 긍정적인 효과 지속 시간 +{0}%", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SurvivalInstinct", "DevComment1": "생존 본능", "DevComment2": "생명력이 {0}% 이하일 때, 회피율이 {1}% 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [40.0, 15.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LeadershipHuman", "DevComment1": "부단장 - 인간", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여\n신규 단원들이 [AFFECTER_PioneeringSpirit]을 습득합니다.", "DevComment3": "", "AdjustStats": ["Mood_1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LeadershipLizard", "DevComment1": "부단장 - 리자드맨", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여", "DevComment3": "", "AdjustStats": ["Mood_1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LeadershipElf", "DevComment1": "부단장 - 엘프", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여\n신규 단원들이 [AFFECTER_BlessOfWorldTree]를 습득합니다.", "DevComment3": "", "AdjustStats": ["Mood_1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LeadershipLycan", "DevComment1": "부단장 - 라이칸", "DevComment2": "인접 7칸 내에 자신 외의 아군 유닛이 있다면, \n범위 내 모든 아군 유닛에게 [AFFECTER_CalmLeadership]부여\n신규 단원들이 [AFFECTER_SurvivalInstinct]를 습득합니다.", "DevComment3": "", "AdjustStats": ["Mood_1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Leadership"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_CunningGetaway", "DevComment1": "교활한 도주", "DevComment2": "절뚝거림을 무시합니다. ", "DevComment3": "", "AdjustStats": ["DamageTakenBonus_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["CunningGetaway"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SlowLearner", "DevComment1": "느린 학습가", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["ExpGainedBonus_-30", "Strength_3", "Constitution_3", "WillPower_3", "Intelligence_3", "Agility_3", "Perception_3"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_UnhappyGenius", "DevComment1": "불행한 천재", "DevComment2": "", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HappyFool", "DevComment1": "행복한 바보", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["Mood_3", "ExpGainedBonus_-50"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Curious", "DevComment1": "호기심 많은", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["EnergyRegeneration_-0.02", "ExpGainedBonus_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BellyBeggar", "DevComment1": "뱃속의 거지", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["HungerRegeneration_-0.02", "MaxHealthTotalPerModifier_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Eat"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Psychopath", "DevComment1": "싸이코패스", "DevComment2": "같은 맵에 유닛이 죽으면 무드 버프", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_DullTongue", "DevComment1": "둔감한 혀", "DevComment2": "음식 섭취 시 맛으로 인한 무드 감소\n음식 섭취 시 맛으로 인한 무드 증가", "DevComment3": "어팩터로 처리", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Adventurous", "DevComment1": "모험가 체질", "DevComment2": "정착지에 있을 때 기분이 감소합니다.\n던전에 있을 때 기분이 증가합니다.", "DevComment3": "어팩터로 처리", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Prefer"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SettlementPrefer", "DevComment1": "정착지 선호", "DevComment2": "정착지에 있을 때 기분이 증가합니다.\n던전에 있을 때 기분이 감소합니다.", "DevComment3": "어팩터로 처리", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Prefer"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, 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"AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_RapidRecoverd", "DevComment1": "빠른 회복력", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["MaxHealthTotalPerModifier_-10", "HealthPercentageRegeneration_0.2"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Townsfolk", "DevComment1": "도시태생", "DevComment2": "채집 -80% / 요리 +20%", "DevComment3": "", "AdjustStats": ["GatheringCapabilityPerModifier_-80", 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["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Butterfingers", "DevComment1": "곰손(덜렁이)", "DevComment2": "건축 -80% / 농사 +20%", "DevComment3": "", "AdjustStats": ["ConstructionCapabilityPerModifier_-80", "FarmingCapabilityPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SimpleMinded", "DevComment1": "단순한 성향", "DevComment2": "연구 -80% / 제작 +20%", "DevComment3": "", "AdjustStats": ["ResearchCapabilityPerModifier_-80", "CraftingCapabilityPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Perfectionist", "DevComment1": "완벽주의자", "DevComment2": "제작 -80% / 연구 +20%", "DevComment3": "", "AdjustStats": ["CraftingCapabilityPerModifier_-80", "ResearchCapabilityPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_IndoorPerson", "DevComment1": "실내파", "DevComment2": "농사 -80% / 연구 + 20%", "DevComment3": "", "AdjustStats": ["FarmingCapabilityPerModifier_-80", "ResearchCapabilityPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Impatient", "DevComment1": "성급함", "DevComment2": "요리 -80% / 채광 + 20%", "DevComment3": "", "AdjustStats": ["CookingCapabilityPerModifier_-80", 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[0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HateLizard", "DevComment1": "도마뱀 혐오", "DevComment2": "파티에 혐오하는 종족이 있으면 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": 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"PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HeavySnorer", "DevComment1": "코골이", "DevComment2": "수면 시 주변 아군 무드 -1", "DevComment3": "어팩터로 처리", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Shooter", "DevComment1": "난사광", "DevComment2": "공격 속도 +20% 명중률 -15%", "DevComment3": "각인으로보면 좋은 어팩터지만 실제 작동 상 안좋은 어팩터임", "AdjustStats": ["AttackSpeedPerModifier_20", "HitChance_-15"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Blessed", "DevComment1": "축복받음", "DevComment2": "레벨업 자원 소모량 -10%", "DevComment3": "", "AdjustStats": ["PrayNeedsBonus_-10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["InDependent"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LightEater", "DevComment1": "소식가", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["Constitution_-3", "HungerRegeneration_0.02"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Eat"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Optimistic", "DevComment1": "낙관적인", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["Mood_2", "IntelligencePerModifier_-15", "PerceptionPerModifier_-15"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Personality"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Pessimistic", "DevComment1": "비관적인", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["Mood_-2", "IntelligencePerModifier_15", "PerceptionPerModifier_15"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["Personality"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ExplosiveCorpse", "DevComment1": "폭발성 시체", "DevComment2": "사망 시, 시체가 폭발하여 근처의 모든 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Corrosion]을 부여합니다.", "DevComment3": "사망 이후 처리이기 때문에, 사용자를 참조하는 연산은 불가능하다\n즉, 명중률 계산 X (필중) / 마법 공격력 계산 X (피해량 고정)", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [100.0, 3.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SporeExplosive", "DevComment1": "포자 폭발", "DevComment2": "사망 시, 시체가 폭발하여 근처의 모든 대상에게 마법 공격력의 {0}%의 마법 피해를 입히고, {1}초 동안 {2}의 [AFFECTER_Vulnerable]을 부여합니다.", "DevComment3": "사망 이후 처리이기 때문에, 사용자를 참조하는 연산은 불가능하다\n즉, 명중률 계산 X (필중) / 마법 공격력 계산 X (피해량 고정)", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [300.0, 10.0, 1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SwallowCorpse", "DevComment1": "시체 삼키기", "DevComment2": "물리 공격력이 스택*{0}% 증가합니다. 최대 스택이 되면 탈피하여 ‘콥드레이크’로 진화합니다", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Rodent", "DevComment1": "설치류", "DevComment2": "[AFFECTER_Corrosion]를 보유한 적에게 {0}%의 추가 피해를 입힙니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_RedMane", "DevComment1": "붉은 갈기", "DevComment2": "생명력이 최초로 {0}% 이하에 도달하면, 공격 속도가 {1}% 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [40.0, 30.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ArtOfFury", "DevComment1": "분노의 술식", "DevComment2": "피해를 입을 때 마다 공격 속도가 {0}% 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ArtOfDefense", "DevComment1": "방어의 술식", "DevComment2": "피해를 받을 때 마다 물리 저항력과 마법 저항력이 10 증가합니다.\n최대 15 중첩됩니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ArtOfRush", "DevComment1": "돌진의 술식", "DevComment2": "피해를 {0}회 입으면 적에게 돌진공격을 합니다", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ArtOfThrow", "DevComment1": "투척의 술식", "DevComment2": "피해를 {0}회 입으면 적에게 투척 공격을 합니다", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SpinyCarapace", "DevComment1": "가시등껍질", "DevComment2": "[AFFECTER_ReflectMelee]를 보유합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_CrystalCarapace", "DevComment1": "수정등껍질", "DevComment2": "[AFFECTER_ReflectMagic]를 보유합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SummonedCreature", "DevComment1": "소환수", "DevComment2": "소환자와 {0}칸 이상 떨어질 경우 강제로 소환자의 위치로 이동합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BubbleSplash", "DevComment1": "버블스플레쉬", "DevComment2": "폭발하며 근처의 적에게 마법 공격력의 {0}%의 마법 피해를 입히고, \n{2}초 동안 근처의 아군에게 마법 공격력의 {1}%의 보호막을 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [100.0, 150.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LiquidMonster", "DevComment1": "액체 괴물", "DevComment2": "슬라임 공통 특성 / 출혈 중독 무시 체력 재생량 증가", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_InfectiousSpores", "DevComment1": "전염성 포자", "DevComment2": "자신에게 근접 피해를 입힌 대상에게 {0}초 동안 [AFFECTER_Vulnerable]을 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Muddy", "DevComment1": "진흙 투성이", "DevComment2": "기본 공격 시 상대에게 {0}초 동안 [AFFECTER_Slow]을 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GlothSwarm", "DevComment1": "글로트 무리", "DevComment2": "전투 중인 같은 개체가 2마리 이하가되면 무리에게 도움을 요청한다 ", "DevComment3": "글로트 종류마다 다른 스택의 하울링 affecter를 붙인다", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_DocileGloth", "DevComment1": "유순한 글로트", "DevComment2": "암컷 글로트 외의 아군이 없다면 전투를 포기합니다.", "DevComment3": "표기용", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Ferocity", "DevComment1": "흉폭함", "DevComment2": "잃은 체력의 {0}% 만큼 물리 공격력이 증가합니다", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Goblin", "DevComment1": "고블린", "DevComment2": "낮은 지적 수준을 갖췄지만, 인간들이 사용하는 물건들을 아주 기초적인 수준으로 사용할 수 있습니다.", "DevComment3": "표기용", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GoblinChiefShaman", "DevComment1": "고블린 제사장", "DevComment2": "체력 {0}%이하일 때 마법 공격력이 {1}% 증가하고, 받는 피해량이 {2}% 증가합니다.", "DevComment3": "효과는 따로처리", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [50.0, 30.0, 20.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Coward", "DevComment1": "겁쟁이", "DevComment2": "생명력이 20%이하라면 도망칩니다.", "DevComment3": "표기용", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Meanness", "DevComment1": "비열함", "DevComment2": "현재 생명력이 가장 낮은 대상을 우선적으로 공격합니다.", "DevComment3": "표기용", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Fortitude", "DevComment1": "강인함", "DevComment2": "기절, 넉백을 무시합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BleedImmuneTrait", "DevComment1": "출혈 무시 Trait", "DevComment2": "출혈을 무시합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_PoisonImmuneTrait", "DevComment1": "중독 무시 Trait", "DevComment2": "중독을 무시합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BurnImmuneTrait", "DevComment1": "연소 무시 Trait", "DevComment2": "연소를 무시합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_EnsnaringChains", "DevComment1": "옭아매는 사슬", "DevComment2": "{0}초 이상 인접한 적이 없다면 가장 멀리있는 적에게 사슬을 던져 자신의 근처로 당겨옵니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [2.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MaintainOrder", "DevComment1": "질서 유지", "DevComment2": "인접하지 않은 적이 {0}초 이상 없거나, 체인 그랩을 사용한 뒤에는 강력한 공격을 가합니다", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SoulChain", "DevComment1": "영혼 사슬", "DevComment2": "생명력이 {0}% 이하일 때, 스킬 사용시 대상에게 {1}초의 [AFFECTER_Fracture]을 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [35.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SymbioticInsect", "DevComment1": "공생 벌레", "DevComment2": "생명력이 {0}%이하일 때, 몸에 기생시킨 [AFFECTER_SymbioticInsectEffect]를 통해 스스로 회복합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [50.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BlueGoblin", "DevComment1": "청고블린", "DevComment2": "원시적인 본능을 가졌으며,\n고통과 죽음을 두려워하지 않습니다", "DevComment3": "표기용", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Hyperopia", "DevComment1": "원시", "DevComment2": "가장 멀리있는 적을 우선적으로 공격합니다. {0}% * 대상과의 거리 만큼 피해량이 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Congestion", "DevComment1": "충혈", "DevComment2": "생명력이 {0}% 이하가 되면 공격 속도가 {1}%, 생명력 흡수가 {2}% 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [40.0, 30.0, 10.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BlueBlood", "DevComment1": "푸른 피", "DevComment2": "잃은 생명력에 비례하여 치명타율이 최대 {0}%까지 상승합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_CarrierInscription", "DevComment1": "짐꾼의 각인", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["MaxWeightPerModifier_50"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MagicSmiteInscription", "DevComment1": "마격의 각인", "DevComment2": "기본 공격 명중 시, 물리 공격력의 {0}%에 해당하는 마법 피해를 추가로 입힙니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HeavyPlumbInscription", "DevComment1": "천근추의 각인", "DevComment2": "근거리 물리 공격 시, 무게의 {0}%만큼 피해량이 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [15.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SproutingShellInscription", "DevComment1": "돋아나는 껍질의 각인", "DevComment2": "기력을 {0} 회복할 때마다, {1}의 [AFFECTER_Shell]을 얻습니다. 최대 {2} 스택까지 획득할 수 있습니다", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [60.0, 1.0, 20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 200, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ReflectionInscription", "DevComment1": "반사의 각인", "DevComment2": "피해를 받을 시, 받은 피해량의 {0}%만큼 대상에게 피해를 입힙니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [100.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ShockWaveInscription", "DevComment1": "충격파의 각인", "DevComment2": "기본 공격 명중 시, 대상 주변 {0}타일의 대상 외 적에게 입힌 피해량의 {1}%만큼 물리 피해를 추가로 입힙니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [1.0, 30.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GloomInscription", "DevComment1": "우울의 각인", "DevComment2": "-", "DevComment3": "", "AdjustStats": ["StrengthPerModifier_20", "ConstitutionPerModifier_20", "WillPowerPerModifier_20", "IntelligencePerModifier_20", "AgilityPerModifier_20", "PerceptionPerModifier_20", "Mood_-3"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ExcessiveBleedingInscription", "DevComment1": "과출혈의 각인", "DevComment2": "기본 공격을 {0}번 가할 때 마다 {1}초 동안 {2}의 출혈을 부여합니다.", "DevComment3": "기본 공격 횟수 바꾸면 코드랑 stack도 바꿔야한다", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [3.0, 6.0, 2.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 4, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_EmberInscription", "DevComment1": "불씨의 각인", "DevComment2": "기본 공격을 {0}회  가할 때 마다 대상에게 {1}초 동안 {2}의 [AFFECTER_Burning]을 부여합니다.", "DevComment3": "기본 공격 횟수 바꾸면 코드랑 stack도 바꿔야한다", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [3.0, 6.0, 2.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 4, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ChallengeInscription", "DevComment1": "도전의 각인", "DevComment2": "정예 혹은 보스 몬스터에게 주는 피해량이 {0}% 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_DeathThroesInscription", "DevComment1": "발악의 각인", "DevComment2": "현재 잃은 생명력에 비례하여 주는 피해량이 최대 {0}%까지 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ProtectionInscription", "DevComment1": "보호의 각인", "DevComment2": "전투 시작시 {0}초 동안 잃은 생명력의 {1}%에 해당하는 보호막을 얻습니다. 이 효과는 마지막 발동 후 {2}초이 경과해야 다시 발동할 수 있습니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [20.0, 200.0, 60.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_RecoveryInscription", "DevComment1": "회복의 각인", "DevComment2": "새로운 계층 진입 시 모든 아군 유닛이 기력의 {0}%를 회복합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [30.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GiantInscription", "DevComment1": "거한의 각인", "DevComment2": "공격 시 최대 생명력의 {0}% 만큼 물리 공격력이 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_DivineInscription", "DevComment1": "신력의 각인", "DevComment2": "공격 시 최대 생명력의 {0}% 만큼 마법 공격력이 증가합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SmashInscription", "DevComment1": "격파의 각인", "DevComment2": "기절류 효과를 부여할 시, 동일 시간 만큼 [AFFECTER_Vulnerable]을 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GoldmineInscription", "DevComment1": "금광의 각인", "DevComment2": "치명타 피해를 줄 때 마다 {0}의 소지금을 얻습니다. 최대 {1}의 금화를 얻을 수 있습니다. 최대 중첩에 도달하면 소지금을 더 이상 얻을 수 없는 대신 치명타 확률을 {2}% 증가시킵니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0, 2000.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_FlintInscription", "DevComment1": "부싯돌의 각인", "DevComment2": "치명타 발생시 {1}초 동안 {0}의 연소를 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BloodshotInscription", "DevComment1": "혈격의 각인", "DevComment2": "치명타 발생시 {1}초 동안 {0}의 출혈을 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_CrumbleInscription", "DevComment1": "바스라짐의 각인", "DevComment2": "기본 공격시 주는 피해가 {0}% 증가하며, 기본 공격 시 주무기 내구도가 2배 빠르게 감소합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [25.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ElasticityInscription", "DevComment1": "탄성의 각인", "DevComment2": "가드시 잃은 생명력의 {0}% 만큼 회복하고, 스스로 {1}초 동안 철벽을 얻습니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0, 10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_JesterInscription", "DevComment1": "광대의 각인", "DevComment2": "회피 발동시 공격을 가한 상대에게 {0}초 동안 무작위 약화류 효과를 부여합니다.", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [10.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SinkInscription", "DevComment1": "침몰의 각인", "DevComment2": "기본 공격을 3번 가할 때 마다 대상이 잃은 체력에 비례해 최대 {0}%까지 피해량이 증가합니다.", "DevComment3": "기본 공격 횟수 바꾸면 코드랑 stack도 바꿔야한다", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [120.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": 4, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, 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"AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_CapitalInscription", "DevComment1": "사형의 각인", "DevComment2": "생명력이 {0}% 이하인 적에게 피해를 입힐 경우 확정적으로 대상을 처치합니다.\n보스 몬스터에게는 적용되지 않습니다.", "DevComment3": "Capital Punishment", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [20.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 3, "RarityName": 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4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 3, "RarityName": "Legendary", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LowGradeMaxHealthTotalInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStats": ["MaxHealthTotalPerModifier_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradeMaxHealthTotalInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStats": ["MaxHealthTotalPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HighGradeMaxHealthTotalInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStats": ["MaxHealthTotalPerModifier_30"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LowGradePhysicalAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStats": ["PhysicalAttackPowerPerModifier_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradePhysicalAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStats": ["PhysicalAttackPowerPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HighGradePhysicalAttackPowerInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStats": ["PhysicalAttackPowerPerModifier_30"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LowGradeAttackSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStats": ["AttackSpeedPerModifier_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradeAttackSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStats": ["AttackSpeedPerModifier_20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HighGradeAttackSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStats": ["AttackSpeedPerModifier_30"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LowGradeCriticalChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStats": ["CriticalChance_5"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradeCriticalChanceInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStats": ["CriticalChance_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, 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"AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradeMaxWeightInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStats": ["MaxWeightPerModifier_40"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HighGradeMaxWeightInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStats": ["MaxWeightPerModifier_60"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LowGradeMovementSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStats": ["MovementSpeed_10"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradeMovementSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "Modifier를 일반값으로 바꾸면 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"AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HighGradeMovementSpeedInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "Modifier를 일반값으로 바꾸면 textkey값도 같이 바꿔야함", "AdjustStats": ["MovementSpeed_30"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_LowGradeHealthPercentageRegenerationInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "소", "DevComment3": "", "AdjustStats": ["HealthPercentageRegeneration_0.1"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_MidGradeHealthPercentageRegenerationInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "중", "DevComment3": "", "AdjustStats": ["HealthPercentageRegeneration_0.2"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HighGradeHealthPercentageRegenerationInscription", "DevComment1": "최종 능력치 각인", "DevComment2": "대", "DevComment3": "", "AdjustStats": ["HealthPercentageRegeneration_0.3"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SwordInscription", "DevComment1": "검 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_SwordInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GreatswordInscription", "DevComment1": "대검 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_GreatswordInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ShieldInscription", "DevComment1": "방패 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_ShieldInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BluntInscription", "DevComment1": "둔기 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_BluntInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SpearInscription", "DevComment1": "창 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_SpearInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BowInscription", "DevComment1": "활 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_BowInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_FireInscription", "DevComment1": "화염 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_FireInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_WaterInscription", "DevComment1": "물 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_WaterInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_NatureInscription", "DevComment1": "자연 수련의 각인", "DevComment2": "주요 트리 습득", "DevComment3": "AFFECTER_NatureInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_WarriorInscription", "DevComment1": "투사의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_WarriorInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GuardianInscription", "DevComment1": "수호자의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_GuardianInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_FortressInscription", "DevComment1": "요새의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_FortressInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BurstInscription", "DevComment1": "작렬의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_BurstInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_BlitzInscription", "DevComment1": "급습의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_BlitzInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ExecutionInscription", "DevComment1": "처형의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_ExecutionInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_TideInscription", "DevComment1": "파도의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_TideInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_HarmonyInscription", "DevComment1": "조화의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_HarmonyInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_StakeInscription", "DevComment1": "말뚝의 각인", "DevComment2": "보조 트리 습득", "DevComment3": "AFFECTER_StakeInscription", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 4, "TypeName": "Inscription", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_RedMonsterRatSoul", "DevComment1": "붉은 괴물쥐 영혼", "DevComment2": "스킬 [블러디 스크래치]를 습득합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.\n(이미 보유한 경우 덮어씌운다. 팝업으로 덮어씌워진다고 확인을 거친다.)", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_AlphaAcidSlogelSoul", "DevComment1": "알파 산성 슬로겔 영혼", "DevComment2": "생명력이 {0}%이하가 되면 {1}의 껍질을 얻습니다. 이 효과는 한 층에 한번만 발동합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.\n(이미 보유한 경우 덮어씌운다. 팝업으로 덮어씌워진다고 확인을 거친다.)", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [30.0, 10.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GiantStoneGolemSoul", "DevComment1": "거대 스톤 골렘 영혼", "DevComment2": "피해를 입을 때 마다 주는 피해량이 {0}% 증가하고, 받는 피해량이 {0}% 감소합니다. 전투가 종료되면 중첩이 초기화됩니다.\n\nDEV : 전투의 술식 -> 최대 스택 {1}, 연출상 최대 스택이 되면 아우라?", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.\n(이미 보유한 경우 덮어씌운다. 팝업으로 덮어씌워진다고 확인을 거친다.)", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [2.0, 10.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_GoblinChiefShamanSoul", "DevComment1": "고블린 제사장 영혼", "DevComment2": "생명력이 {0}%이하일 때 마법 공격력이 {1}% 증가하고, 받는 피해량이 {2}% 증가합니다.(affecter처리)", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [50.0, 20.0, 30.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ElderGlothSoul", "DevComment1": "장로 글로트 영혼", "DevComment2": "물리 공격 시, 무게의 {0}%만큼 피해량이 증가합니다.\n\nDEV : 근접 물리 공격시에만 적용되는 천근추와 다르게, 원거리 유닛도 활용 가능한 특성이다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [5.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_EyeBallSoul", "DevComment1": "눈알 영혼", "DevComment2": "피해를 입힐 시 {0}% * 대상과의 거리 만큼 피해량이 증가합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [3.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 1, "RarityName": "Uncommon", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_ChainKnightSentinelSoul", "DevComment1": "체인 나이트 센티넬 영혼", "DevComment2": "생명력이 {0}% 이하일 때, 기본 공격을 하거나 스킬을 사용할 때 대상에게 {1}초의 [AFFECTER_Fracture]을 부여합니다.", "DevComment3": "영혼 특성은 인물당 최대 1개 습득 가능하다.", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [35.0, 5.0], "BindingValue": "NULL", "Type": 6, "TypeName": "Soul", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 2, "RarityName": "Rare", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_Bloodlust", "DevComment1": "피갈망", "DevComment2": "흡혈 10% , 최대 기력 -20%", "DevComment3": "", "AdjustStats": ["LifeSteal_10", "MaxEnergyPerModifier_-20"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [-1.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": false, "BuildingAttachable": false, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}, {"Key": "AFFECTER_SelfRepair", "DevComment1": "자가수복 허수아비 전용", "DevComment2": "초 당 내구도 {0} 회복 / 200", "DevComment3": "", "AdjustStats": ["NULL"], "AdjustStatsPerStack": ["NULL"], "FloatValues": [200.0], "BindingValue": "NULL", "Type": 3, "TypeName": "Individual", "Categories": ["NULL"], "MaxStack": -1, "IsPositive": 0, "IsPositiveName": "None", "HasDuration": false, "IsAbsolute": true, "IsExposedToPlayer": true, "BuildingAttachable": true, "Rarity": 0, "RarityName": "Common", "RecruitAppearClanRank": -1, "DefaultEquipments": ["NULL"], "DefaultItems": ["NULL"], "AvailableBackgroundTraits": ["NULL"], "BackgroundTraitWeights": [0], "AvailableIndividualTraits": ["NULL"], "IndividualTraitWeights": [0], "AvaliableMainSkillTreeTypes": ["NULL"], "AvaliableSubSkillTreeTypes": ["NULL"], "SubSkillTreeWeights": [0], "StrengthPerModifierMin": 0.0, "StrengthPerModifierMax": 0.0, "ConstitutionPerModifierMin": 0.0, "ConstitutionPerModifierMax": 0.0, "WillPowerPerModifierMin": 0.0, "WillPowerPerModifierMax": 0.0, "IntelligencePerModifierMin": 0.0, "IntelligencePerModifierMax": 0.0, "AgilityPerModifierMin": 0.0, "AgilityPerModifierMax": 0.0, "PerceptionPerModifierMin": 0.0, "PerceptionPerModifierMax": 0.0}], "UnitProfileTable": [{"Key": "UNITVISUAL_HumanStandardMale_Preset", "DevComment1": "남성 인간 비주얼", "AppearWeight": 0, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_008", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 71, "HairTypeName": "Short_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardFemale_Preset", "DevComment1": "여성 인간 비주얼", "AppearWeight": 0, "GenderType": 1, "GenderTypeName": "Female", "Portrait": "HumanStandardFemale_001", "PersonalityType": 4, "PersonalityTypeName": "Female_Aggressive", "SkinColor": 0, "SkinColorName": "White", "HairType": 21, "HairTypeName": "Long_Red", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 2, "BodyTypeName": "StandardFemale"}, {"Key": "UNITVISUAL_LizardMan_Preset", "DevComment1": "리자드맨 비주얼", "AppearWeight": 0, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_2", "PersonalityType": 11, "PersonalityTypeName": "Male_Vile", "SkinColor": 5, "SkinColorName": "Blue", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_HumanStandardMale_0", "DevComment1": "유니크", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_000", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 55, "HairTypeName": "Short07_Brown", "FacialDecoType": 3, "FacialDecoTypeName": "Mustache_Brown", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_1", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_001", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 75, "HairTypeName": "Short_Red", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_2", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_002", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 0, "SkinColorName": "White", "HairType": 71, "HairTypeName": "Short_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_3", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_003", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 0, "SkinColorName": "White", "HairType": 75, "HairTypeName": "Short_Red", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_4", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_004", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 70, "HairTypeName": "Short09_White", "FacialDecoType": 6, "FacialDecoTypeName": "Mustache_White", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_5", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_005", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 55, "HairTypeName": "Short07_Brown", "FacialDecoType": 3, "FacialDecoTypeName": "Mustache_Brown", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_6", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_006", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 0, "SkinColorName": "White", "HairType": 76, "HairTypeName": "Short_White", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_7", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_007", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 71, "HairTypeName": "Short_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_8", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_008", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 53, "HairTypeName": "Short07_Black", "FacialDecoType": 1, "FacialDecoTypeName": "Mustache_Black", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_9", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_009", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 0, "SkinColorName": "White", "HairType": 61, "HairTypeName": "Short08_Brown", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_10", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_010", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 76, "HairTypeName": "Short_White", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_11", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_011", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 76, "HairTypeName": "Short_White", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_12", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_012", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 71, "HairTypeName": "Short_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_13", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_013", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 0, "SkinColorName": "White", "HairType": 23, "HairTypeName": "Short02_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_14", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_014", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 49, "HairTypeName": "Short06_Brown", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_15", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_015", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 17, "HairTypeName": "Long_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_16", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_016", "PersonalityType": 1, "PersonalityTypeName": "Male_Aggressive", "SkinColor": 0, "SkinColorName": "White", "HairType": 0, "HairTypeName": "Long02_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_17", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_017", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 18, "HairTypeName": "Long_Blonde", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_18", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_018", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 76, "HairTypeName": "Short_White", "FacialDecoType": 6, "FacialDecoTypeName": "Mustache_White", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_19", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_019", "PersonalityType": 2, "PersonalityTypeName": "Male_Kind", "SkinColor": 0, "SkinColorName": "White", "HairType": 49, "HairTypeName": "Short06_Brown", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_20", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_020", "PersonalityType": 0, "PersonalityTypeName": "Male_Cool", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 0, "HairTypeName": "Long02_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_21", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_021", "PersonalityType": 3, "PersonalityTypeName": "Female_Cool", "SkinColor": 2, "SkinColorName": "Brown", "HairType": 23, "HairTypeName": "Short02_Black", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_HumanStandardMale_22", "DevComment1": "남성 인간 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "HumanStandardMale_022", "PersonalityType": 4, "PersonalityTypeName": "Female_Aggressive", "SkinColor": 0, "SkinColorName": "White", "HairType": 22, "HairTypeName": "Long_White", 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"DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_004", "PersonalityType": 11, "PersonalityTypeName": "Male_Vile", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_5", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_005", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_6", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_006", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_7", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_007", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_8", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_008", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_9", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_009", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_10", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_010", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 3, "SkinColorName": "Black", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_11", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_011", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 3, "SkinColorName": "Black", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_12", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_012", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 6, "SkinColorName": "Yellow", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_13", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_013", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 6, "SkinColorName": "Yellow", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_14", "DevComment1": "리자드맨 비주얼", "AppearWeight": 5, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_014", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 7, "SkinColorName": "UR", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 7, "EyesTypeName": "UR", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_15", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_015", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 3, "SkinColorName": "Black", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_16", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_016", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 6, "SkinColorName": "Yellow", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_17", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_017", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 4, "SkinColorName": "DarkGreen", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_LizardMan_18", "DevComment1": "리자드맨 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "LizardMan_018", "PersonalityType": 10, "PersonalityTypeName": "Male_Barbaric", "SkinColor": 5, "SkinColorName": "Blue", "HairType": 999, "HairTypeName": "Bald", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 2, "HeadTypeName": "LizardMan", "BodyType": 7, "BodyTypeName": "LizardManOnly"}, {"Key": "UNITVISUAL_ElfStandardMale_0", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_000", "PersonalityType": 9, "PersonalityTypeName": "Male_leisurely", "SkinColor": 0, "SkinColorName": "White", "HairType": 82, "HairTypeName": "Elf02_Blue", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_1", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_001", "PersonalityType": 6, "PersonalityTypeName": "Male_Cautious", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 81, "HairTypeName": "Elf01_Yellow", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_2", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_002", "PersonalityType": 6, "PersonalityTypeName": "Male_Cautious", "SkinColor": 0, "SkinColorName": "White", "HairType": 93, "HairTypeName": "Elf04_Green", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 0, "EyesTypeName": "Black", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_3", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_003", "PersonalityType": 9, "PersonalityTypeName": "Male_leisurely", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 113, "HairTypeName": "Elf08_Green", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_4", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_004", "PersonalityType": 9, "PersonalityTypeName": "Male_leisurely", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 78, "HairTypeName": "Elf01_Green", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_5", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_005", "PersonalityType": 9, "PersonalityTypeName": "Male_leisurely", "SkinColor": 0, "SkinColorName": "White", "HairType": 89, "HairTypeName": "Elf03_Red", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 5, "EyesTypeName": "Red", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_6", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_006", "PersonalityType": 6, "PersonalityTypeName": "Male_Cautious", "SkinColor": 0, "SkinColorName": "White", "HairType": 105, "HairTypeName": "Elf06_White", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_7", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_007", "PersonalityType": 6, "PersonalityTypeName": "Male_Cautious", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 104, "HairTypeName": "Elf06_Red", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_8", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_008", "PersonalityType": 9, "PersonalityTypeName": "Male_leisurely", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 86, "HairTypeName": "Elf02_Yellow", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 2, "EyesTypeName": "Brown", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_9", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_009", "PersonalityType": 9, "PersonalityTypeName": "Male_leisurely", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 83, "HairTypeName": "Elf02_Green", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 5, "EyesTypeName": "Red", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_10", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_010", "PersonalityType": 6, "PersonalityTypeName": "Male_Cautious", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 80, "HairTypeName": "Elf01_White", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 5, "EyesTypeName": "Red", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardMale_11", "DevComment1": "남성 엘프 비주얼", "AppearWeight": 100, "GenderType": 0, "GenderTypeName": "Male", "Portrait": "ElfStandardMale_011", "PersonalityType": 6, "PersonalityTypeName": "Male_Cautious", "SkinColor": 0, "SkinColorName": "White", "HairType": 92, "HairTypeName": "Elf04_Blue", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 3, "EyesTypeName": "Blue", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 1, "BodyTypeName": "StandardMale"}, {"Key": "UNITVISUAL_ElfStandardFemale_0", "DevComment1": "여성 엘프 비주얼", "AppearWeight": 100, "GenderType": 1, "GenderTypeName": "Female", "Portrait": "ElfStandardFemale_000", "PersonalityType": 8, "PersonalityTypeName": "Female_leisurely", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 124, "HairTypeName": "Elf10_Red", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 4, "EyesTypeName": "Green", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 2, "BodyTypeName": "StandardFemale"}, {"Key": "UNITVISUAL_ElfStandardFemale_1", "DevComment1": "여성 엘프 비주얼", "AppearWeight": 100, "GenderType": 1, "GenderTypeName": "Female", "Portrait": "ElfStandardFemale_001", "PersonalityType": 7, "PersonalityTypeName": "Female_Cautious", "SkinColor": 0, "SkinColorName": "White", "HairType": 77, "HairTypeName": "Elf01_Blue", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 1, "EyesTypeName": "Yellow", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 2, "BodyTypeName": "StandardFemale"}, {"Key": "UNITVISUAL_ElfStandardFemale_2", "DevComment1": "여성 엘프 비주얼", "AppearWeight": 100, "GenderType": 1, "GenderTypeName": "Female", "Portrait": "ElfStandardFemale_002", "PersonalityType": 8, "PersonalityTypeName": "Female_leisurely", "SkinColor": 0, "SkinColorName": "White", "HairType": 91, "HairTypeName": "Elf03_Yellow", "FacialDecoType": 0, "FacialDecoTypeName": "None", "EyesType": 4, "EyesTypeName": "Green", "HeadType": 1, "HeadTypeName": "Elf", "BodyType": 2, "BodyTypeName": "StandardFemale"}, {"Key": "UNITVISUAL_ElfStandardFemale_3", "DevComment1": "여성 엘프 비주얼", "AppearWeight": 100, "GenderType": 1, "GenderTypeName": "Female", "Portrait": "ElfStandardFemale_003", 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"GenderTypeName": "Female", "Portrait": "NPC_001", "PersonalityType": 3, "PersonalityTypeName": "Female_Cool", "SkinColor": 1, "SkinColorName": "Peach", "HairType": 61, "HairTypeName": "Short08_Brown", "FacialDecoType": 14, "FacialDecoTypeName": "FaceScar01_Peach", "EyesType": 5, "EyesTypeName": "Red", "HeadType": 0, "HeadTypeName": "Human", "BodyType": 2, "BodyTypeName": "StandardFemale"}], "UnitTable": [{"Key": "UNIT_None", "DevComment1": "디폴트 유닛 키 (지정하지 않으면 다 이것으로 취급)", "Dev_Art": "Not needed", "Dev_CopseArt": "Not needed", "Faction": 1, "FactionName": "Player", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["NULL"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 0, "BehaviourTypeName": "None", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, 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"BehaviourType": 6, "BehaviourTypeName": "GuildGuard", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 4000.0, "PhysicalAttackPower": 120.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 90.0, "VisionRange": 8.0}, {"Key": "UNIT_GuardCaptain", "DevComment1": "1지역 안전계층 대장", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 0, "FactionName": "Neutral", "SubFaction": 2, "SubFactionName": "NPC", "DefaultTraits": ["AFFECTER_GuildGuard"], "DefaultSkills": ["SKILL_BasicSwordAttack"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 6, "BehaviourTypeName": "GuildGuard", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.5, 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"PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 90.0, "VisionRange": 8.0}, {"Key": "UNIT_GreyRat", "DevComment1": "회색쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power1", "DROP_GreyRatRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 8.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 500.0, "PhysicalAttackPower": 30.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_WeakGreyRat", "DevComment1": "허약한 회색쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 300.0, "PhysicalAttackPower": 12.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_RedStoneGolem", "DevComment1": "붉은 스톤 골렘", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 7, "SubFactionName": "Artifact", "DefaultTraits": ["AFFECTER_ArtOfFury", "AFFECTER_BleedImmune", "AFFECTER_BurnImmune"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_RedStoneGolemRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 24.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1200.0, "PhysicalAttackPower": 76.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_Tadpole", "DevComment1": "숲 올챙이", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_SwallowCorpse"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Swallow", "SKILL_Evolve"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_TadpoleRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "Tadpole", "OnDeathExp": 24.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1400.0, "PhysicalAttackPower": 76.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_TadpoleEvolve", "DevComment1": "올챙이 진화체", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_SwallowCorpse"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_TadpoleStomp"], "OnDeathItemsAndDrops": ["DROP_Common_Power4", "DROP_TadpoleEvolveRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "TadpoleEvolve", "OnDeathExp": 24.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3000.0, "PhysicalAttackPower": 99.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AcidInsect", "DevComment1": "산성충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["AFFECTER_ExplosiveCorpse"], "DefaultSkills": ["SKILL_Spit"], "OnDeathItemsAndDrops": ["DROP_Common_Power2", "DROP_AcidInsectRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 12.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 450.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 60.0, "AttackSpeed": 0.3, "CriticalChance": 4.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_WeakAcidInsect", "DevComment1": "허약한 산성충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["AFFECTER_ExplosiveCorpse"], "DefaultSkills": ["SKILL_Spit"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 450.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 18.0, "AttackSpeed": 0.3, "CriticalChance": 4.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_SmallSlime", "DevComment1": "소형 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power1", "DROP_SmallSlimeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 4.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 450.0, "PhysicalAttackPower": 45.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_MediumSlime", "DevComment1": "중형 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Split"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_MediumSlimeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SlimeCombat", "OnDeathExp": 8.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 780.0, "PhysicalAttackPower": 90.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_Mawmurk", "DevComment1": "머모크", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_MawmurkRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 20.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1080.0, "PhysicalAttackPower": 44.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 15.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_MetalScarab", "DevComment1": "철갑충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_MetalCharge"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_MetalScarabRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SimpleCombat", "OnDeathExp": 20.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1500.0, "PhysicalAttackPower": 54.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.2, "CriticalChance": 2.0, "PhysicalResistance": 40.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_RedMonsterRat", "DevComment1": "붉은괴물쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_RedMane", "AFFECTER_Rodent", "AFFECTER_EliteMonster"], "DefaultSkills": ["SKILL_BasicRedMonsterRatAttack", "SKILL_BloodyScratch", "SKILL_RatSwarm"], "OnDeathItemsAndDrops": ["DROP_RedMonsterRatRandom", "DROP_RedMonsterRatFixed"], "FirstKillItemsAndDrops": ["ITEM_RedMonsterRatSoulStone"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "RedMonsterRat", "OnDeathExp": 90.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 4500.0, "PhysicalAttackPower": 144.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 20.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_RedRat", "DevComment1": "붉은쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power2", "DROP_RedRatRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 12.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 800.0, "PhysicalAttackPower": 63.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_AcidSlogel", "DevComment1": "산성 슬로겔", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_AcidSpit", "SKILL_Run"], "OnDeathItemsAndDrops": ["DROP_Common_Power2", "DROP_AcidSlogelRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "AcidSlogel", "OnDeathExp": 16.0, "BloodType": 5, "BloodTypeName": "Blue_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 540.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 40.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_BlueStoneGolem", "DevComment1": "푸른 스톤 골렘", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 7, "SubFactionName": "Artifact", "DefaultTraits": ["AFFECTER_ArtOfDefense", "AFFECTER_BleedImmune", "AFFECTER_BurnImmune"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power5", "DROP_BlueStoneGolemRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 36.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2000.0, "PhysicalAttackPower": 126.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_WhiteMawmurk", "DevComment1": "흰 머모크", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_SpellPreheat", "AFFECTER_Rodent"], "DefaultSkills": ["SKILL_MagicMissile", "SKILL_ArcaneEco"], "OnDeathItemsAndDrops": ["DROP_Common_Power10", "DROP_WhiteMawmurkRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "WhiteMawmurk", "OnDeathExp": 80.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1800.0, "PhysicalAttackPower": 20.0, "MagicAttackPower": 108.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 25.0, "MagicResistance": 0.0, "MovementSpeed": 30.0, "VisionRange": 8.0}, {"Key": "UNIT_SmallSporeSlime", "DevComment1": "소형 포자 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_InfectiousSpores", "AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power2", "DROP_SmallSporeSlimeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 18.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 900.0, "PhysicalAttackPower": 81.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_MediumSporeSlime", "DevComment1": "중형 포자 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_InfectiousSpores", "AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Split"], "OnDeathItemsAndDrops": ["DROP_Common_Power5", "DROP_MediumSporeSlimeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SporeSlimeCombat", "OnDeathExp": 36.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1040.0, "PhysicalAttackPower": 142.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_GreyMonsterRat", "DevComment1": "회색괴물쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicRedMonsterRatAttack", "SKILL_DoubleScratch"], "OnDeathItemsAndDrops": ["DROP_Common_Power4", "DROP_GreyMonsterRatRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GreyMonsterRat", "OnDeathExp": 32.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1500.0, "PhysicalAttackPower": 121.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_SporeInsect", "DevComment1": "포자충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["AFFECTER_SporeExplosive"], "DefaultSkills": ["SKILL_SporeSpit"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_SporeInsectRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 24.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 900.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 63.0, "AttackSpeed": 0.3, "CriticalChance": 4.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_SpikeTurtle", "DevComment1": "가시 거북", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_SpinyCarapace"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power7", "DROP_SpikeTurtleRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 56.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3000.0, "PhysicalAttackPower": 126.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 60.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AlphaAcidSlogel", "DevComment1": "알파 산성 슬로겔", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Ambivalence", "AFFECTER_EliteMonster", "AFFECTER_Fortitude"], "DefaultSkills": ["SKILL_AcidSpread", "SKILL_ShellHardening"], "OnDeathItemsAndDrops": ["DROP_AlphaAcidSlogelRandom", "DROP_AlphaAcidSlogelFixed"], "FirstKillItemsAndDrops": ["ITEM_AlphaAcidSlogelSoulStone"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "AlphaAcidSlogel", "OnDeathExp": 141.0, "BloodType": 5, "BloodTypeName": "Blue_Small", "Size": [3, 2], "SpriteHeight": 2.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 6000.0, "PhysicalAttackPower": 10.0, 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"PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_GiantStoneGolem", "DevComment1": "거대 스톤 골렘", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 7, "SubFactionName": "Artifact", "DefaultTraits": ["AFFECTER_ArtOfThrow", "AFFECTER_Fortitude", "AFFECTER_BleedImmune", "AFFECTER_BurnImmune", "AFFECTER_BossMonster"], "DefaultSkills": ["SKILL_StoneStomp", "SKILL_StoneThrow", "SKILL_StoneRaise", "SKILL_EarthCrash"], "OnDeathItemsAndDrops": ["DROP_GiantStoneGolemRandom", "DROP_GiantStoneGolemFixed", "DROP_GiantStoneGolemFixed2"], "FirstKillItemsAndDrops": ["ITEM_GiantStoneGolemSoulStone"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GiantStoneGolem", "OnDeathExp": 196.0, "BloodType": 0, "BloodTypeName": "None", "Size": [3, 2], "SpriteHeight": 3.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 18000.0, "PhysicalAttackPower": 121.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 30.0, "VisionRange": 8.0}, {"Key": "UNIT_Bee", "DevComment1": "벌", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power1", "DROP_BeeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 8.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 500.0, "PhysicalAttackPower": 42.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_Ladybug", "DevComment1": "무당벌레", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 2, "SubFactionName": "NPC", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_LadyBugCharge"], "OnDeathItemsAndDrops": ["DROP_Common_Power1", "DROP_BeeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "Ladybug", "OnDeathExp": 8.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2000.0, "PhysicalAttackPower": 144.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_GoblinWorker", "DevComment1": "고블린 일꾼", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Goblin", "AFFECTER_Coward"], "DefaultSkills": ["SKILL_GoblinAttack", "SKILL_GoblinRun", "SKILL_EatHerb"], "OnDeathItemsAndDrops": ["DROP_Common_Power3", "DROP_GoblinWorkerRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GoblinWorker", "OnDeathExp": 24.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.3, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1800.0, "PhysicalAttackPower": 55.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_GoblinBrawler", "DevComment1": "고블린 싸움꾼", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Goblin", "AFFECTER_Coward", "AFFECTER_Meanness"], "DefaultSkills": ["SKILL_GoblinAttack", "SKILL_GoblinRun", "SKILL_UseOintment"], "OnDeathItemsAndDrops": ["DROP_Common_Power10", "DROP_GoblinBrawlerRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GoblinBrawler", "OnDeathExp": 80.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.3, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3060.0, "PhysicalAttackPower": 102.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 15.0, "MagicResistance": 0.0, "MovementSpeed": 140.0, "VisionRange": 8.0}, {"Key": "UNIT_GoblinThrower", "DevComment1": "고블린 투척꾼", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Goblin"], "DefaultSkills": ["SKILL_GoblinThrowerRangedAttack", "SKILL_ThrowNet", "SKILL_GoblinRun"], "OnDeathItemsAndDrops": ["DROP_Common_Power7", "DROP_GoblinThrowerRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "LowHealthFirstAvoidMelee", "OnDeathExp": 56.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.3, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2400.0, "PhysicalAttackPower": 90.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.7, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_GoblinShaman", "DevComment1": "고블린 주술사", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Goblin"], "DefaultSkills": ["SKILL_MagicMissile", "SKILL_GoblinRun", "SKILL_GoblinCurse"], "OnDeathItemsAndDrops": ["DROP_Common_Power8", "DROP_GoblinShamanRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GoblinShaman", "OnDeathExp": 60.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.3, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2800.0, "PhysicalAttackPower": 16.0, "MagicAttackPower": 135.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 30.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_GoblinChiefShaman", "DevComment1": "고블린 치프 주술사", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Goblin", "AFFECTER_EliteMonster", "AFFECTER_GoblinChiefShaman"], "DefaultSkills": ["SKILL_BlazingEchoGoblin", "SKILL_GoblinRun", "SKILL_ResurrectionGoblin"], "OnDeathItemsAndDrops": ["DROP_GoblinChiefShamanRandom", "DROP_GoblinChiefShamanFixed"], "FirstKillItemsAndDrops": ["ITEM_GoblinChiefShamanSoulStone"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GoblinChiefShaman", "OnDeathExp": 120.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.3, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 8000.0, "PhysicalAttackPower": 16.0, "MagicAttackPower": 135.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 10.0, "MagicResistance": 30.0, "MovementSpeed": 90.0, "VisionRange": 8.0}, {"Key": "UNIT_GoblinRider", "DevComment1": "고블린 라이더", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Goblin", "AFFECTER_Coward", "AFFECTER_Meanness"], "DefaultSkills": ["SKILL_GoblinAttack", "SKILL_DistractingBlow", "SKILL_GlothLash", "SKILL_GoblinRun", "SKILL_UseOintment"], "OnDeathItemsAndDrops": ["DROP_Common_Power13", "DROP_GoblinRiderRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GoblinRider", "OnDeathExp": 104.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3300.0, "PhysicalAttackPower": 115.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 140.0, "VisionRange": 8.0}, {"Key": "UNIT_MudSlogel", "DevComment1": "진흙 슬로겔", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_Muddy"], "DefaultSkills": ["SKILL_MudSpit", "SKILL_Run"], "OnDeathItemsAndDrops": ["DROP_Common_Power6", "DROP_MudSlogelRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "AcidSlogel", "OnDeathExp": 48.0, "BloodType": 5, "BloodTypeName": "Blue_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3000.0, "PhysicalAttackPower": 8.0, "MagicAttackPower": 117.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 10.0, "MagicResistance": 10.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_MudSmallSlime", "DevComment1": "소형 진흙 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_LiquidMonster", "AFFECTER_Muddy"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power6", "DROP_MudSmallSlimeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 24.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1700.0, "PhysicalAttackPower": 72.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_MudMediumSlime", "DevComment1": "중형 진흙 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_LiquidMonster", "AFFECTER_Muddy"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Split"], "OnDeathItemsAndDrops": ["DROP_Common_Power6", "DROP_MudMediumSlimeRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SlimeCombat", "OnDeathExp": 48.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2600.0, "PhysicalAttackPower": 130.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_CrystalTurtle", "DevComment1": "수정 거북", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_CrystalCarapace"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_Common_Power15", "DROP_CrystalTurtleRandom1", "DROP_CrystalTurtleRandom2"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 120.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 6750.0, "PhysicalAttackPower": 151.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 60.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_GlothPup", "DevComment1": "새끼 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_GlothSwarm"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_CallGloth"], "OnDeathItemsAndDrops": ["DROP_Common_Power6", "DROP_GlothPupRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "GlothPup", "OnDeathExp": 44.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2400.0, "PhysicalAttackPower": 90.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 10.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 4.0}, {"Key": "UNIT_MaleGloth", "DevComment1": "수컷 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_GlothSwarm"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_GlothCharge", "SKILL_CallGloth"], "OnDeathItemsAndDrops": ["DROP_Common_Power9", "DROP_MaleGlothRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "MaleGloth", "OnDeathExp": 68.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3400.0, "PhysicalAttackPower": 117.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 15.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_FemaleGloth", "DevComment1": "암컷 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_DocileGloth"], "DefaultSkills": ["SKILL_GlothSpit", "SKILL_Run", "SKILL_CheeringHowl", "SKILL_NoneAttack"], "OnDeathItemsAndDrops": ["DROP_Common_Power10", "DROP_FemaleGlothRandom1", "DROP_FemaleGlothRandom2"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "FemaleGloth", "OnDeathExp": 80.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3200.0, "PhysicalAttackPower": 16.0, "MagicAttackPower": 58.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 10.0, "MagicResistance": 0.0, "MovementSpeed": 60.0, "VisionRange": 8.0}, {"Key": "UNIT_ChallengerGloth", "DevComment1": "도전자 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_GlothSwarm", "AFFECTER_Ferocity"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_GlothCharge", "SKILL_CallGloth"], "OnDeathItemsAndDrops": ["DROP_Common_Power11", "DROP_ChallengerGlothRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "MaleGloth", "OnDeathExp": 88.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 4400.0, "PhysicalAttackPower": 130.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 20.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_ElderGloth", "DevComment1": "장로 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["AFFECTER_GlothSwarm", "AFFECTER_EliteMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_ElderGlothCharge", "SKILL_CallFemaleGloth"], "OnDeathItemsAndDrops": ["DROP_ElderGlothRandom", "DROP_ElderGlothFixed"], "FirstKillItemsAndDrops": ["ITEM_ElderGlothSoulStone"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "ElderGloth", "OnDeathExp": 171.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [2, 2], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 10000.0, "PhysicalAttackPower": 170.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 30.0, "MagicResistance": 0.0, "MovementSpeed": 60.0, "VisionRange": 8.0}, {"Key": "UNIT_EyeBall", "DevComment1": "눈알", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_Hyperopia", "AFFECTER_Congestion"], "DefaultSkills": ["SKILL_BloodTear", "SKILL_BloodRain"], "OnDeathItemsAndDrops": ["DROP_EyeBallFixed", "DROP_EyeBallRandom"], "FirstKillItemsAndDrops": ["ITEM_EyeBallSoulStone"], "BehaviourType": 7, "BehaviourTypeName": "BuildingEnemy", "CombatPattern": "EyeBall", "OnDeathExp": 171.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [3, 2], "SpriteHeight": 3.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 10000.0, "PhysicalAttackPower": 16.0, "MagicAttackPower": 120.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 30.0, "MagicResistance": 0.0, "MovementSpeed": 0.0, "VisionRange": 16.0}, {"Key": "UNIT_BlueGoblin", "DevComment1": "청고블린", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_BlueGoblin", "AFFECTER_BlueBlood"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["DROP_BlueGoblinFixed", "DROP_BlueGoblinRandom"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 24.0, "BloodType": 5, "BloodTypeName": "Blue_Small", "Size": [1, 1], "SpriteHeight": 1.3, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 6800.0, "PhysicalAttackPower": 99.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_ChainKnightSentinel", "DevComment1": "체인 나이트 센티넬", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 6, "SubFactionName": "Anomaly", "DefaultTraits": ["AFFECTER_BossMonster", "AFFECTER_Fortitude", "AFFECTER_BleedImmune", "AFFECTER_SentinelWarning", "AFFECTER_EnsnaringChains", "AFFECTER_SoulChain", "AFFECTER_MaintainOrder"], "DefaultSkills": ["SKILL_SentinelWarning", "SKILL_ChainHit", "SKILL_ChainGrap", "SKILL_SentinelSmite", "SKILL_PhantomChain", "SKILL_AutoRepair"], "OnDeathItemsAndDrops": ["DROP_ChainKnightSentinelRandom", "DROP_ChainKnightSentinelFixed"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "ChainKnight", "OnDeathExp": 388.0, "BloodType": 0, "BloodTypeName": "None", "Size": [2, 2], "SpriteHeight": 2.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 34000.0, "PhysicalAttackPower": 140.0, "MagicAttackPower": 180.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 50.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_MushBiter", "DevComment1": "이빨 버섯", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterPierce"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 52.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_HedgeHog", "DevComment1": "고슴도치", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_WeirdScarecrow", "DevComment1": "기묘한 허수아비", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_Heosuabi", "DevComment1": "허수아비", "Dev_Art": "Not needed", "Dev_CopseArt": "Not needed", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["NULL"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 0, "BehaviourTypeName": "None", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_OldDragonClawWarrior", "DevComment1": "낡은 용조병", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_FireDragonClawWarrior", "DevComment1": "화염 용조병", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_NeedleSpider", "DevComment1": "바늘 거미", "Dev_Art": "O", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterPierce", "SKILL_PiercingThrust"], "OnDeathItemsAndDrops": ["DROP_Common_R1P1_Power1"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 156.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 5.0}, {"Key": "UNIT_Staghare", "DevComment1": "사슴토", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 40.0, "VisionRange": 8.0}, {"Key": "UNIT_WildDog", "DevComment1": "들개", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 4, "SubFactionName": "Beast", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_LargeSlime", "DevComment1": "대형 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 0, "SubFactionName": "None", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 1, "BloodTypeName": "Red_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 40.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_Cordyceps", "DevComment1": "동충하초", "Dev_Art": "X", "Dev_CopseArt": "X", "Faction": 3, "FactionName": "Enemy", "SubFaction": 5, "SubFactionName": "Insect", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 13.0, "BloodType": 4, "BloodTypeName": "Green_Small", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 250.0, "PhysicalAttackPower": 41.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.2, "CriticalChance": 5.0, "PhysicalResistance": 40.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssGreyRat", "DevComment1": "회색쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 750.0, "PhysicalAttackPower": 34.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssWeakGreyRat", "DevComment1": "허약한 회색쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 450.0, "PhysicalAttackPower": 12.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssRedStoneGolem", "DevComment1": "붉은 스톤 골렘", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_ArtOfFury", "AFFECTER_BurnImmune"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1800.0, "PhysicalAttackPower": 84.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssTadpole", "DevComment1": "숲 올챙이", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_SwallowCorpse"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Swallow", "SKILL_Evolve"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "Tadpole", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2100.0, "PhysicalAttackPower": 84.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssTadpoleEvolve", "DevComment1": "올챙이 진화체", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_SwallowCorpse"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_TadpoleStomp"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "TadpoleEvolve", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 4000.0, "PhysicalAttackPower": 110.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssAcidInsect", "DevComment1": "산성충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_ExplosiveCorpse"], "DefaultSkills": ["SKILL_Spit"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 700.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 45.0, "AttackSpeed": 0.3, "CriticalChance": 4.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssWeakAcidInsect", "DevComment1": "허약한 산성충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_ExplosiveCorpse"], "DefaultSkills": ["SKILL_Spit"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 700.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 18.0, "AttackSpeed": 0.3, "CriticalChance": 4.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssSmallSlime", "DevComment1": "소형 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 700.0, "PhysicalAttackPower": 72.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssMediumSlime", "DevComment1": "중형 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Split"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SlimeCombat", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1180.0, "PhysicalAttackPower": 96.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssMawmurk", "DevComment1": "머모크", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1600.0, "PhysicalAttackPower": 48.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 15.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssMetalScarab", "DevComment1": "철갑충", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_MetalCharge"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SimpleCombat", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2250.0, "PhysicalAttackPower": 60.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.2, "CriticalChance": 2.0, "PhysicalResistance": 40.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssRedMonsterRat", "DevComment1": "붉은괴물쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_RedMane", "AFFECTER_Rodent", "AFFECTER_EliteMonster"], "DefaultSkills": ["SKILL_BasicRedMonsterRatAttack", "SKILL_BloodyScratch", "SKILL_RatSwarm"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "RedMonsterRat", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 10500.0, "PhysicalAttackPower": 124.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 20.0, "MagicResistance": 0.0, "MovementSpeed": 110.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssRedRat", "DevComment1": "붉은쥐", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_Rodent"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1580.0, "PhysicalAttackPower": 70.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.4, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssAcidSlogel", "DevComment1": "산성 슬로겔", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["NULL"], "DefaultSkills": ["SKILL_AcidSpit", "SKILL_Run"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "AcidSlogel", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 900.0, "PhysicalAttackPower": 10.0, "MagicAttackPower": 45.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 130.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssBlueStoneGolem", "DevComment1": "푸른 스톤 골렘", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_ArtOfDefense", "AFFECTER_BurnImmune"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 3000.0, "PhysicalAttackPower": 100.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 5.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 50.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssWhiteMawmurk", "DevComment1": "흰 머모크", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_SpellPreheat", "AFFECTER_Rodent"], "DefaultSkills": ["SKILL_MagicMissile", "SKILL_ArcaneEco"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "WhiteMawmurk", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2700.0, "PhysicalAttackPower": 20.0, "MagicAttackPower": 120.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 30.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssSmallSporeSlime", "DevComment1": "소형 포자 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_InfectiousSpores", "AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "OnlyBasicAttack", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1350.0, "PhysicalAttackPower": 90.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssMediumSporeSlime", "DevComment1": "중형 포자 슬라임", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_InfectiousSpores", "AFFECTER_LiquidMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_Split"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "SporeSlimeCombat", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1560.0, "PhysicalAttackPower": 96.0, "MagicAttackPower": 20.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssGreyMonsterRat", "DevComment1": "회색괴물쥐", "Dev_Art": "O", "Dev_CopseArt": "O", 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"Abyss", "DefaultTraits": ["AFFECTER_DocileGloth"], "DefaultSkills": ["SKILL_GlothSpit", "SKILL_Run", "SKILL_CheeringHowl", "SKILL_NoneAttack"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "FemaleGloth", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 1890.0, "PhysicalAttackPower": 16.0, "MagicAttackPower": 44.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 60.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssChallengerGloth", "DevComment1": "도전자 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_GlothSwarm", "AFFECTER_Ferocity"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_GlothCharge", "SKILL_CallGloth"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "MaleGloth", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [1, 1], "SpriteHeight": 1.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 2940.0, "PhysicalAttackPower": 85.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.3, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 80.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssElderGloth", "DevComment1": "장로 글로트", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_GlothSwarm", "AFFECTER_EliteMonster"], "DefaultSkills": ["SKILL_BasicMonsterBlunt", "SKILL_ElderGlothCharge", "SKILL_CallFemaleGloth"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "ElderGloth", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [2, 2], "SpriteHeight": 1.5, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 6300.0, "PhysicalAttackPower": 85.0, "MagicAttackPower": 16.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 0.0, "MagicResistance": 0.0, "MovementSpeed": 60.0, "VisionRange": 8.0}, {"Key": "UNIT_AbyssChainKnightSentinel", "DevComment1": "체인 나이트 센티넬", "Dev_Art": "O", "Dev_CopseArt": "O", "Faction": 3, "FactionName": "Enemy", "SubFaction": 8, "SubFactionName": "Abyss", "DefaultTraits": ["AFFECTER_BossMonster", "AFFECTER_Fortitude", "AFFECTER_BleedImmune", "AFFECTER_SentinelWarning", "AFFECTER_EnsnaringChains", "AFFECTER_SoulChain", "AFFECTER_MaintainOrder"], "DefaultSkills": ["SKILL_SentinelWarning", "SKILL_ChainHit", "SKILL_ChainGrap", "SKILL_SentinelSmite", "SKILL_PhantomChain", "SKILL_AutoRepair"], "OnDeathItemsAndDrops": ["NULL"], "FirstKillItemsAndDrops": ["NULL"], "BehaviourType": 2, "BehaviourTypeName": "DefaultEnemy", "CombatPattern": "ChainKnight", "OnDeathExp": 0.0, "BloodType": 0, "BloodTypeName": "None", "Size": [2, 2], "SpriteHeight": 2.0, "BodyHealthRatio_Head": 0.5, "BodyHealthRatio_Body": 0.5, "MaxHealthTotal": 20000.0, "PhysicalAttackPower": 110.0, "MagicAttackPower": 170.0, "AttackSpeed": 0.4, "CriticalChance": 8.0, "PhysicalResistance": 50.0, "MagicResistance": 50.0, "MovementSpeed": 110.0, "VisionRange": 8.0}]}, "textkeys_en": {"TEXTKEY_Key_NAME": "FOR DEV", "TEXTKEY_Key_SUBNAME": "FOR DEV", "TEXTKEY_Key_DESC": "FOR DEV", "TEXTKEY_Key_FLAVOR": "FOR DEV", "TEXTKEY_TEXTFIT_Key_DESC": "FOR DEV", "TEXTKEY_Language_LanguageSelectUITitle": "Language", "TEXTKEY_Language_SelectNotice": "Are you sure you want to select English?", "TEXTKEY_Language_LocalizedLanguage": "English", "TEXTKEY_Language_English": "English", "TEXTKEY_Language_Korean": "한국어", "TEXTKEY_Language_French": "Français", "TEXTKEY_Language_German": "Deutsch", "TEXTKEY_Language_Russian": "Русский", "TEXTKEY_Language_PortugueseBrazil": "Português (Brasil)", "TEXTKEY_Language_Japanese": "日本語", "TEXTKEY_Language_ChineseSimplified": "简体中文", "TEXTKEY_Language_ChineseTraditional": "繁體中文", "TEXTKEY_Language_Spanish": "Español", "TEXTKEY_IntroNotice_Title": "Notice", "TEXTKEY_IntroNotice_Notice": "Welcome to <color=#ccbeb8>Dungeon Settlers</color>!\nBy clicking <color=#ccbeb8>'Confirm'</color>, you agree to the <color=#ccbeb8>Terms of Service</color> and <color=#ccbeb8>Privacy Policy</color>, and can proceed with the game.\n\nThis game is still in the beta development stage, so there are many bugs.\n<color=#ccbeb8>If a critical bug occurs, please 'completely exit' the game and restart it.</color>\n\nGame data is collected anonymously and used solely for improving the game. You can also disable this at any time in the settings.", "TEXTKEY_IntroNotice_TermsOfService": "Terms of Service", "TEXTKEY_IntroNotice_PrivacyPolicy": "Privacy Policy", "TEXTKEY_IntroNotice_CollectData": "Allow log collection to help improve the game.", "TEXTKEY_Screen_SelectNotice": "Do you really want to change the screen?", "TEXTKEY_AutoSave_OnGoing": "Autosave in progress...", "TEXTKEY_AutoSave_Completed": "Autosave Completed!", "TEXTKEY_TEXTFIT_SpeedPause_DESC": "Pause (Space)", "TEXTKEY_TEXTFIT_SpeedNormal_DESC": "Speed : Normal (F1)", "TEXTKEY_TEXTFIT_SpeedFast_DESC": "Speed : Fast (F2)", "TEXTKEY_TEXTFIT_SpeedVeryFast_DESC": "Speed : Very Fast (F3)", "TEXTKEY_TEXTFIT_GatherMode_DESC": "Gather Mode", "TEXTKEY_TEXTFIT_CancelMode_DESC": "Cancel Mode", "TEXTKEY_TEXTFIT_PickUpMode_DESC": "Pick Up Mode", "TEXTKEY_TEXTFIT_DeconstructMode_DESC": "Deconstruct Mode", "TEXTKEY_TEXTFIT_Inspection_DESC": "Inspection (Q)", "TEXTKEY_TEXTFIT_TutorialBanned_DESC": "Unavailable during the tutorial.", "TEXTKEY_ControlGuide_Gathering": "LMB Drag : Select Gathering", "TEXTKEY_ControlGuide_Cancel": "LMB Drag : Select Cancel", "TEXTKEY_ControlGuide_PickUp": "LMB Drag : Select Pick Up", "TEXTKEY_ControlGuide_Demolition": "LMB Drag : Select Demolition", "TEXTKEY_ControlGuide_UseSkill": "LMB : Select Skill Target", "TEXTKEY_ConstructionPanel_Warning_NotEnoughItem": "Not enough items to build.", "TEXTKEY_ConstructionPanel_Warning_ButEnoughIncludeEquip": "Equipped items are not included in construction.", "TEXTKEY_ConstructionPanel_RotationAvailable": "Q / E : Rotate building", "TEXTKEY_ConstructionPanel_IndoorOnly": "The building can only be constructed indoors.", "TEXTKEY_TEXTFIT_GameGuide_DESC": "Game Guide", "TEXTKEY_TEXTFIT_SystemMenu_DESC": "System Menu", "TEXTKEY_ConstructionPanel_NAME": "Construction UI", "TEXTKEY_ConstructionPanel_DESC": "This UI lets you choose which buildings to construct. You’ll need resources to build, and some buildings also require specific research.", "TEXTKEY_ConstructionCategory_Workbench": "Workstations", "TEXTKEY_ConstructionCategory_Housing": "Housing", "TEXTKEY_ConstructionCategory_Furniture": "Furniture", "TEXTKEY_ConstructionCategory_Storage": "Storage", "TEXTKEY_ConstructionCategory_Special": "Special", "TEXTKEY_ConstructionCategory_Defence": "Defence", "TEXTKEY_ConstructionCategory_Recreation": "Recreation", "TEXTKEY_ConstructionCategory_Training": "Training", "TEXTKEY_ConstructionCategory_Farming": "Farming", "TEXTKEY_ConstructionCategory_Decoration": "Decoration", "TEXTKEY_ConstructionCategory_Mana": "Mana", "TEXTKEY_TEXTFIT_ConstructionShowUnlocked_DESC": "Show unlocked buildings", "TEXTKEY_TEXTFIT_ConstructionWorkBench_DESC": "Produce equipment and food necessary for expeditions.", "TEXTKEY_TEXTFIT_ConstructionHousing_DESC": "Build walls and doors for indoor construction.", "TEXTKEY_TEXTFIT_ConstructionFurniture_DESC": "Install furniture such as beds and tables to manage mood.", "TEXTKEY_TEXTFIT_ConstructionStorage_DESC": "Build storage to organize and store items.", "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC": "Build structures for various special purposes, such as level up.", "TEXTKEY_TEXTFIT_ConstructionDefence_DESC": "Construct defensive structures to prepare for attacks.", "TEXTKEY_TEXTFIT_ConstructionTraining_DESC": "Train members up to a certain level to gain EXP.", "TEXTKEY_TEXTFIT_ConstructionFarming_DESC": "Build structures for farming.", "TEXTKEY_TEXTFIT_ConstructionDecoration_DESC": "Build decorative structures.", "TEXTKEY_TEXTFIT_ConstructionMana_DESC": "Build structures for utilizing mana.", "TEXTKEY_LOCKEDBUILDING_Reason": "Research : {0} is required.", "TEXTKEY_LOCKEDBUILDING_ItemReason": "Item: {0} is required.", "TEXTKEY_InteractionOption_EquipItem": "Equip", "TEXTKEY_InteractionOption_UnequipItem": "Unequip", "TEXTKEY_InteractionOption_TransferItem": "Transfer To {0}", "TEXTKEY_InteractionOption_DropInventory": "Drop All", "TEXTKEY_InteractionOption_DropEquipment": "Drop", "TEXTKEY_InteractionOption_SplitDropInventory": "Drop", "TEXTKEY_InteractionOption_EatItem": "Eat", "TEXTKEY_InteractionOption_UseItem": "Use", "TEXTKEY_InteractionOption_SetQuickSlot1": "Set Quick Slot [1]", "TEXTKEY_InteractionOption_SetQuickSlot2": "Set Quick Slot [2]", "TEXTKEY_InteractionOption_SetQuickSlot3": "Set Quick Slot [3]", "TEXTKEY_InteractionOption_SetQuickSlot4": "Set Quick Slot [4]", "TEXTKEY_InteractionOption_UnsetQuickSlot1": "Remove from Quick Slot", "TEXTKEY_InteractionOption_UnsetQuickSlot2": "Remove from Quick Slot", "TEXTKEY_InteractionOption_UnsetQuickSlot3": "Remove from Quick Slot", "TEXTKEY_InteractionOption_UnsetQuickSlot4": "Remove from Quick Slot", "TEXTKEY_InteractionOption_UnsetAutoSkill1": "Disable Auto Skill", "TEXTKEY_InteractionOption_UnsetAutoSkill2": "Disable Auto Skill", "TEXTKEY_InteractionOption_UnsetAutoSkill3": "Disable Auto Skill", "TEXTKEY_InteractionOption_UnsetAutoSkill4": "Disable Auto Skill", "TEXTKEY_InteractionOption_SetAutoSkill1": "Enable Auto Skill", "TEXTKEY_InteractionOption_SetAutoSkill2": "Enable Auto Skill", "TEXTKEY_InteractionOption_SetAutoSkill3": "Enable Auto Skill", "TEXTKEY_InteractionOption_SetAutoSkill4": "Enable Auto Skill", "TEXTKEY_InteractionOption_RightClick": "RMB :", "TEXTKEY_InteractionOption_AltRightClick": "Alt + RMB : Show all interactions", "TEXTKEY_InteractionOption_Attack": "Attack {0}", "TEXTKEY_InteractionOption_ForceAttack": "Attack {0}", "TEXTKEY_InteractionOption_Heal": "Heal", "TEXTKEY_InteractionOption_Move": "Move", "TEXTKEY_InteractionOption_SetQuickSlot": "Set Quick Slot", "TEXTKEY_InteractionOption_UnsetQuickSlot": "Unset Quick Slot", "TEXTKEY_InteractionOption_Feeding": "Feed {0}", "TEXTKEY_InteractionOption_FirstAid": "First Aid {0} :", "TEXTKEY_InteractionOption_Gathering": "{0} Gathering :", "TEXTKEY_InteractionOption_Portal": "Enter Portal", "TEXTKEY_InteractionOption_DungeonPortal": "Enter Portal", "TEXTKEY_InteractionOption_LevelUp": "Level Up", "TEXTKEY_InteractionOption_OpenChest": "Retrieve", "TEXTKEY_InteractionOption_Crafting": "{0} Crafting :", "TEXTKEY_InteractionOption_Cooking": "{0} Cooking :", "TEXTKEY_InteractionOption_Research": "Researching :", "TEXTKEY_InteractionOption_Construction": "{0} Construction :", "TEXTKEY_InteractionOption_Demolition": "{0} Demolition:", "TEXTKEY_InteractionOption_Demolition_NoTarget": "Demolition:", "TEXTKEY_InteractionOption_PickUpItem": "{0} Pick Up :", "TEXTKEY_InteractionOption_InventoryInteraction": "Inventory Interaction", "TEXTKEY_InteractionOption_RepairAllItems": "Full Complete Repair", "TEXTKEY_InteractionOption_RepairItem": "Full Repair {0} (", "TEXTKEY_InteractionOption_CarryUnit": "Piggyback", "TEXTKEY_InteractionOption_ClearDeadUnit": "Put in", "TEXTKEY_InteractionOption_AllowAutoFixEquipment": "Allow Auto Repair", "TEXTKEY_InteractionOption_BanAutoFixEquipment": "Ban Auto Repair", "TEXTKEY_InteractionOption_AllowAutoFix": "Allow Auto Repair", "TEXTKEY_InteractionOption_BanAutoFix": "Ban Auto Repair", "TEXTKEY_InteractionOption_Trade": "Trade", "TEXTKEY_InteractionOption_DisposeItem": "Dispose", "TEXTKEY_InteractionOption_OperateUnit": "Operate", "TEXTKEY_InteractionOption_ItemSendAll": "Move all {0} to {1}", "TEXTKEY_InteractionOption_ItemSendHalf": "Move half of {0} to {1}", "TEXTKEY_InteractionOption_ItemSend": "Move {0} to {1}", "TEXTKEY_InteractionOption_SetItemQuickSlot": "Assign to Quick Slot", "TEXTKEY_InteractionOption_UnsetItemQuickSlot": "Remove from Quick Slot", "TEXTKEY_InteractionOption_NPCInteraction": "Talk", "TEXTKEY_InteractionOption_Interaction": "Interact with {0}", "TEXTKEY_InteractionOption_Recreation": "Enjoy Recreation", "TEXTKEY_InteractionOption_AssignBedOwner": "Set Owner : {0}", "TEXTKEY_InteractionOption_ClearBedOwner": "Clear Owner : {0}", "TEXTKEY_InteractionInvalid_Trade": "Trade :", "TEXTKEY_InteractionInvalid_ItemUnavailable": "Not enough item {0}", "TEXTKEY_InteractionInvalid_InvalidTarget": "Disabled: Invalid Target", "TEXTKEY_InteractionInvalid_InvalidItem": "Disabled: Invalid Item", "TEXTKEY_InteractionInvalid_NotOperable": "Disabled: Incapacitated", "TEXTKEY_InteractionInvalid_AlreadyCarry": "Disabled: Not in a condition", "TEXTKEY_InteractionInvalid_Operating": "Disabled: In surgery", "TEXTKEY_InteractionInvalid_InBattle": "Disabled: In Combat", "TEXTKEY_InteractionInvalid_NoAid": "Disabled: no first aid kit or black serum", "TEXTKEY_InteractionInvalid_NotEnoughSpace": "Disabled: Inventory space is insufficient.", "TEXTKEY_InteractionInvalid_NoResources": "No Resources", "TEXTKEY_InteractionInvalid_NoFixableItems": "No Fixable Items", "TEXTKEY_InteractionInvalid_Research": "Research :", "TEXTKEY_InteractionInvalid_Construction": "Construction :", "TEXTKEY_InteractionInvalid_UserPaused": "Disabled: Task is paused", "TEXTKEY_InteractionInvalid_SplitedItem": "Disabled: Cannot access {0}", "TEXTKEY_InteractionInvalid_RecreationFail": "Unavailable: No recreation slots available", "TEXTKEY_InteractionInvalid_FeedingFail": "Unavailable: No food allowed for the target", "TEXTKEY_InteractionInvalid_DropFail": "Unavailable: No place to drop the item.", "TEXTKEY_InteractionInvalid_IndoorDisabled": "Unavailable: Indoor conditions not met", "TEXTKEY_InteractionInvalid_WorkUnavailable": "Unavailable: Not enabled", "TEXTKEY_TitleMenu_NewGame": "New Game", "TEXTKEY_TitleMenu_LoadCampaign": "Load Campaign", "TEXTKEY_TitleMenu_Setting": "Settings", "TEXTKEY_TitleMenu_Credits": "Credits", "TEXTKEY_TitleMenu_BugReport": "Bug Report", "TEXTKEY_TitleMenu_Quit": "Quit", "TEXTKEY_TitleMenu_Roadmap": "Roadmap", "TEXTKEY_TitleMenu_Discord": "Discord", "TEXTKEY_TitleMenu_Wishlist": "Wishlist", "TEXTKEY_DemoClearWishlist_Title": "Thank you for playing the demo.", "TEXTKEY_DemoClearWishlist_Description": "There is still more to enjoy in this demo, and you can continue playing. If you're enjoying the game, please add it to your <color=#ccbeb8>wishlist</color> and share it with your friends!\n\nYou're also welcome to join our Discord anytime to share feedback or chat with us about the game.", "TEXTKEY_DemoClearWishlist_Button": "Add to Wishlist", "TEXTKEY_CreateCampaign_BlockDownFall_NAME": "Locked Content", "TEXTKEY_CreateCampaign_BlockDownFall_DESC": "To play at a higher difficulty level, you must reach the Abyss floors of the previous difficulty level.", "TEXTKEY_CreateCampaign_NAME": "Creating Campaign UI", "TEXTKEY_CreateCampaign_DESC": "You can configure settings for the campaign in that window.", "TEXTKEY_CreateCampaign_Title": "New Game Settings", "TEXTKEY_CreateCampaign_SelectScenarioTitle": "Select Scenario", "TEXTKEY_CreateCampaign_ExpeditionName": "Expedition Team Name", "TEXTKEY_CreateCampaign_CombatDifficulty": "Combat Difficulty", "TEXTKEY_CreateCampaign_ManagementDifficulty": "Management Difficulty", "TEXTKEY_CreateCampaign_EasyDifficulty": "Easy", "TEXTKEY_CreateCampaign_EasyCombatDifficulty_DESC": "Enemies are <color=#ccbeb8>weak</color>.\nYou can easily win battles.\nRecommended for <color=#ccbeb8>players who haven’t played many strategy games</color> before.", "TEXTKEY_CreateCampaign_EasyManagementDifficulty_DESC": "Everything is <color=#ccbeb8>generous</color> and abundant.", "TEXTKEY_CreateCampaign_NormalDifficulty": "Normal", "TEXTKEY_CreateCampaign_NormalCombatDifficulty_DESC": "It requires some strategy, but a little cleverness is enough to handle it.\n<color=#ccbeb8>Recommended for players familiar with strategy games but new to this one.</color>", "TEXTKEY_CreateCampaign_NormalManagementDifficulty_DESC": "Balanced resource flow that requires a <color=#ccbeb8>moderate level of management strategy</color>.", "TEXTKEY_CreateCampaign_HardDifficulty": "<color=#f16071>Hard</color>", "TEXTKEY_CreateCampaign_HardCombatDifficulty_DESC": "Enemies are tough, dungeons unforgiving. For <color=#ccbeb8>experienced strategy players</color>.", "TEXTKEY_CreateCampaign_HardManagementDifficulty_DESC": "Resources are extremely scarce and goods are expensive.\n<color=#ccbeb8>Your long term planning and delicate management skills</color> will be put to the test.", "TEXTKEY_CreateCampaign_VeryHardDifficulty": "<color=#f16071>Very Hard</color>", "TEXTKEY_CreateCampaign_VeryHardCombatDifficulty_DESC": "Enemies are formidable! For players familiar with the game seeking a <color=#ccbeb8>merciless challenge</color>. \nForcibly disables free saves.", "TEXTKEY_CreateCampaign_VeryHardManagementDifficulty_DESC": "Management conditions are extremely harsh.\nResources and time are very limited, requiring <color=#ccbeb8>precise long term planning and loss control</color>.", "TEXTKEY_CreateCampaign_DownfallDifficulty": "<color=#f16071>Devastation</color>", "TEXTKEY_CreateCampaign_DownfallCombatDifficulty_DESC": "Do not play this difficulty, we warned you. Enemies are <color=#f16071>unreasonably strong</color>.\nForcibly disables free saves.", "TEXTKEY_CreateCampaign_DownfallManagementDifficulty_DESC": "Management begins on the brink of collapse.\nEvery choice has a cost, and <color=#f16071>even small waste can lead to downfall</color>.", "TEXTKEY_CreateCampaign_FreeSaveMode": "Free Save Mode", "TEXTKEY_CreateCampaign_FreeSaveModeOn_DESC": "You'll be able to <color=#ccbeb8>save freely</color> at the settlement.", "TEXTKEY_CreateCampaign_FreeSaveModeOff_DESC": "The game <color=#ccbeb8>auto saves to a single slot</color> on exit.\nRecommended for intended gameplay experience.", "TEXTKEY_CreateCampaign_MagicSaturationMode": "Magic Saturation", "TEXTKEY_CreateCampaign_MagicSaturationModeOn_DESC": "Abyss enemies in dungeons gain <color=#ccbeb8>Magic Saturation</color>, growing stronger as days pass.", "TEXTKEY_CreateCampaign_MagicSaturationModeOff_DESC": "Abyss enemies in dungeons do not gain <color=#ccbeb8>Magic Saturation</color>.", "TEXTKEY_CreateCampaign_Seed": "Seed", "TEXTKEY_CreateCampaign_Seed_DESC": "A <color=#ccbeb8>random string value</color> for generating a settlement map.", "TEXTKEY_CreateCampaign_EstablishTitle": "Recruit Expedition Members", "TEXTKEY_CreateCampaign_Refresh": "Recruit Again", "TEXTKEY_CreateCampaign_DifficultyTooltip_CraftingIngredient": "Crafting Ingredient Requirement", "TEXTKEY_CreateCampaign_DifficultyTooltip_ConstructionMaterial": "Construction Material Requirement", "TEXTKEY_CreateCampaign_DifficultyTooltip_ResearchWorkload": "Research Workload", "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonDrop": "Dungeon Drop Amount", "TEXTKEY_CreateCampaign_DifficultyTooltip_TreatmentExpectationMood": "Treatment Expectation Mood", "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonStayMoodPenalty": "Dungeon Stay Penalty", "TEXTKEY_CreateCampaign_DifficultyTooltip_NoChange": "No changes", "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonUnitRespawnTerm": "Dungeon unit respawn interval", "TEXTKEY_CreateCampaign_DifficultyTooltip_EnvironmentCount": "Regional environment effects", "TEXTKEY_CreateCampaign_DifficultyTooltip_MonsterDifficulty": "Monster modifiers", "TEXTKEY_CreateCampaign_DifficultyTooltip_PlayerDifficulty": "Ally combat modifiers", "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermShort": "Short", "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermMedium": "Medium", "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermLong": "Long", "TEXTKEY_CreateCampaign_DifficultyTooltip_Invalid": "Cannot display difficulty information.", "TEXTKEY_CreateCampaign_DifficultyTooltip_ResourceSection": "Resource Requirements", "TEXTKEY_CreateCampaign_GenderMale": "Male", "TEXTKEY_CreateCampaign_GenderFemale": "Female", "TEXTKEY_SystemMenu_ReturnToGame": "Return to Game", "TEXTKEY_SystemMenu_SaveCampaign": "Save Campaign", "TEXTKEY_TEXTFIT_SaveOnlyFreeSetting_DESC": "The current campaign settings prohibit free saves.", "TEXTKEY_TEXTFIT_SaveOnlyBase_DESC": "You can only save the campaign at the base.", "TEXTKEY_SystemMenu_LoadCampaign": "Load Campaign", "TEXTKEY_SystemMenu_Option": "Option", "TEXTKEY_SystemMenu_ReportBug": "Report Bug", "TEXTKEY_SystemMenu_Quit": "Quit", "TEXTKEY_SystemMenu_QuitNotice": "Do you really want to quit to the title screen?\nProgress will be saved if you are in the settlement.\n<color=#f16071>If you are in a dungeon, all unsaved progress will be lost.</color>", "TEXTKEY_SaveLoadUI_NAME": "Save/Load UI", "TEXTKEY_SaveLoadUI_DESC": "This window allows you to create and load save files. Keep in mind, manual saves are not possible in modes where free saving is disabled.", "TEXTKEY_SaveLoad_Cancel": "Cancel", "TEXTKEY_SaveLoad_Save": "Save", "TEXTKEY_SaveLoad_OverwriteSaveNotice": "A file with the same name already exists. Saving will delete that file. Continue?", "TEXTKEY_SaveLoad_NewCampaign": "Save New Game", "TEXTKEY_SaveLoad_Remove": "Remove File", "TEXTKEY_SaveLoad_RemoveSaveNotice": "Are you sure you want to delete this save? All progress will be deleted!", "TEXTKEY_SaveLoad_DifferentVersionLoadNotice": "Caution: Your current version ({0}) of the game is different from the version({1}) of your save file! They may not be compatible!", "TEXTKEY_SaveLoad_CampaignLoadFailed": "Load Failed : Campaign save data is not compatible with the current version!", "TEXTKEY_SaveLoad_CampaignLoadNotice": "You're currently running a campaign. If you load the game, all unsaved progress will be lost.", "TEXTKEY_SaveLoad_BlockedFesteringBurrowSaveLoad": "Cannot load save files from Area 2 in the current version.", "TEXTKEY_SaveLoad_Load": "Load", "TEXTKEY_SaveLoad_Date": "Day{0}", "TEXTKEY_SaveLoad_IronmanMode": "IronmanMode ({0})", "TEXTKEY_SaveLoad_SavePlace": "Saved Place : ({0})", "TEXTKEY_SaveLoad_CombatDifficulty": "Combat", "TEXTKEY_SaveLoad_ManagementDifficulty": "Management", "TEXTKEY_SaveLoad_FreeSaveMode": "Free Save", "TEXTKEY_SaveLoad_SaveFileName": "Save File Name", "TEXTKEY_ForcedReturnBase_ExpeditionFailed": "Expedition Failed", "TEXTKEY_ForcedReturnBase_OpenDungeonResult": "To the Dungeon Result", "TEXTKEY_ConsumePolicyUI_Title": "Consume Policy", "TEXTKEY_ConsumePolicyUI_ResetSetting": "Reset Setting", "TEXTKEY_ConsumePolicyUI_Search": "Search...", "TEXTKEY_ConsumePolicyUI_ResetAllConfirm": "Are you sure you want to reset all?", "TEXTKEY_ConsumePolicyUI_SetAllAllow": "Allow All", "TEXTKEY_ConsumePolicyUI_SetAllBan": "Ban All", "TEXTKEY_ConsumePolicyUI_NAME": "Consume Policy", "TEXTKEY_ConsumePolicyUI_DESC": "You can set rules for item consumption by units.\nUnits can automatically consume only the items that are allowed.", "TEXTKEY_TEXTFIT_PolicyAllowBan_DESC": "Allow/Ban", "TEXTKEY_TEXTFIT_ShowUnownedItems_DESC": "Show/Hide Unowned Items", "TEXTKEY_TEXTFIT_AutoSkillAllow_DESC": "Enable Auto Skill Use", "TEXTKEY_TEXTFIT_AutoSkillBan_DESC": "Disable Auto Skill Use", "TEXTKEY_GameGuide_WindowTitle": "Game Guide", "TEXTKEY_GameOptionUI_NAME": "Game Option Panel", "TEXTKEY_GameOptionUI_DESC": "You can adjust in game settings like language and sound settings in this window.", "TEXTKEY_GameOption_ResetToDefault": "Reset to default", "TEXTKEY_GameOption_General": "General", "TEXTKEY_GameOption_Graphic": "Graphic", "TEXTKEY_GameOption_Sound": "Sound", "TEXTKEY_GameOption_KeySetting": "Key Settings", "TEXTKEY_GameOption_KeySettingAwaitPress": "Press a new key (Current: {0})", "TEXTKEY_GameOption_KeySettingAwaitConflict": "Warning! Key {0} is already assigned to {1}. Press the key again to confirm assignment.", "TEXTKEY_TEXTFIT_LanguageChangeUnable_DESC": "You can't change the language while the campaign is running.", "TEXTKEY_GameOption_LanguageTitle": "Language", "TEXTKEY_GameOption_Language": "Language", "TEXTKEY_GameOption_AutoSaveIntervalTitle": "Auto Save Interval", "TEXTKEY_GameOption_AutoSaveIntervalContent": "Auto Save Interval (Settlement)", "TEXTKEY_AutoSaveInterval_Disable": "Disabled", "TEXTKEY_AutoSaveInterval_Hour6": "Every 6 Hours", "TEXTKEY_AutoSaveInterval_Hour12": "Every 12 Hours", "TEXTKEY_AutoSaveInterval_Hour24": "Every 24 Hours", "TEXTKEY_AutoSaveInterval_Hour48": "Every 48 Hours", "TEXTKEY_GameOption_ToggleItemType": "Categorize Owned Items", "TEXTKEY_GameOption_ToggleCollectingLog": "Collect Logs to Improve the Game", "TEXTKEY_GameOption_ToggleEdgeScreen": "Edge Screen Scrolling", "TEXTKEY_GameOption_ToggleRunInBackground": "Run in Background", "TEXTKEY_GameOption_CameraMovementSpeedScale": "Camera Movement Speed Scale", "TEXTKEY_GameOption_UIScale": "UI Scale :", "TEXTKEY_GameOption_UIScaleOverRecommendedWarning": "UI scale above 1.20 is not recommended.", "TEXTKEY_GameOption_TooltipScale": "Tooltip Scale :", "TEXTKEY_GameOption_ToggleMute": "Mute", "TEXTKEY_GameOption_VolumeTitle": "Volume", "TEXTKEY_GameOption_MasterVolume": "Master Volume :", "TEXTKEY_GameOption_BGMVolume": "BGM Volume :", "TEXTKEY_GameOption_AmbienceBGMVolume": "Ambience Volume :", "TEXTKEY_GameOption_SFXVolume": "SFX Volume :", "TEXTKEY_GameOption_UISFXVolume": "UI Volume :", "TEXTKEY_GameOption_WIP": "With in progress", "TEXTKEY_GameOption_DisplayModeTitle": "Display Mode", "TEXTKEY_GameOption_DisplayMode": "Display Mode:", "TEXTKEY_GameOption_ResolutionTitle": "Resolution", "TEXTKEY_GameOption_Resolution": "Resolution:", "TEXTKEY_GameOption_BorderlessWindow": "Borderless Window", "TEXTKEY_TEXTFIT_ResolutionChangeUnable_DESC": "Resolution cannot be changed in Borderless Window mode. The current monitor resolution will be used.", "TEXTKEY_GameOption_FullScreen": "FullScreen", "TEXTKEY_GameOption_Windowed": "Windowed", "TEXTKEY_GameOption_LightingModeTitle": "Lighting Mode", "TEXTKEY_GameOption_LightingMode": "Lighting Mode:", "TEXTKEY_TEXTFIT_KeySettingChangeUnable_DESC": "You cannot change key settings while a campaign is running.", "TEXTKEY_GameOption_MovementKey": "Movement", "TEXTKEY_GameOption_GameSpeedInput": "Game Speed", "TEXTKEY_GameOption_UnitSelection": "Units", "TEXTKEY_GameOption_UnitRelated": "Units", "TEXTKEY_GameOption_ControlMode": "Control Mode", "TEXTKEY_GameOption_ECTKeySetting": "Misc. Settings", "TEXTKEY_GameOver_Title": "Game Over", "TEXTKEY_GameOver_Exit": "Exit", "TEXTKEY_EntityAbilityUI_Level": "LV.", "TEXTKEY_EntityAbilityUI_Exp": "EXP", "TEXTKEY_EntityAbilityUI_Traits": "Traits", "TEXTKEY_EntityAbilityUI_Stats": "Stats", "TEXTKEY_EntityInventoryUI_Max": "Max", "TEXTKEY_EntityInventoryUI_Current": "Current", "TEXTKEY_TEXTFIT_ItemAlign_DESC": "Align", "TEXTKEY_TEXTFIT_AutoEquip_DESC": "Auto Equip", "TEXTKEY_TEXTFIT_InventoryUXInfo_DESC": "<Ctrl + Drag> Move Half\n<Shift + Drag> Split", "TEXTKEY_EntitySkillUI_MainSkillPoint": "Main Skill Point :", "TEXTKEY_EntitySkillUI_SubSkillPoint": "Sub Skill Point :", "TEXTKEY_EntitySkillUI_UsedSkillPoint": "Used Skill Point :", "TEXTKEY_EntitySkillUI_UsedSkillPoint_DESC": "Total amount of skill points used in this skill tree.", "TEXTKEY_EntitySkillUI_MainSkill": "Main Skill", "TEXTKEY_EntitySkillUI_SubSkill": "Sub Skill", "TEXTKEY_EntitySkillUI_Sword": "Sword", "TEXTKEY_EntitySkillUI_Greatsword": "Greatsword", "TEXTKEY_EntitySkillUI_Dagger": "Dagger", "TEXTKEY_EntitySkillUI_Shield": "Shield", "TEXTKEY_EntitySkillUI_Blunt": "Blunt", "TEXTKEY_EntitySkillUI_Axe": "Axe", "TEXTKEY_EntitySkillUI_Spear": "Spear", "TEXTKEY_EntitySkillUI_Bow": "Bow", "TEXTKEY_EntitySkillUI_Crossbow": "Crossbow", "TEXTKEY_EntitySkillUI_FireMagic": "Fire", "TEXTKEY_EntitySkillUI_WaterMagic": "Water", "TEXTKEY_EntitySkillUI_NatureMagic": "Nature", "TEXTKEY_EntitySkillUI_Warrior": "Warrior", "TEXTKEY_EntitySkillUI_Guardian": "Guardian", "TEXTKEY_EntitySkillUI_Blitz": "Blitz", "TEXTKEY_EntitySkillUI_Fortress": "Fortress", "TEXTKEY_EntitySkillUI_Burst": "Burst", "TEXTKEY_EntitySkillUI_Tide": "Tide", "TEXTKEY_EntitySkillUI_Harmony": "Harmony", "TEXTKEY_EntitySkillUI_Execution": "Execution", "TEXTKEY_EntitySkillUI_Berserker": "Berserker", "TEXTKEY_EntitySkillUI_Stake": "Stake", "TEXTKEY_EntitySkillUI_Logging": "Logging", "TEXTKEY_EntitySkillUI_Mining": "Mining", "TEXTKEY_EntitySkillUI_Cooking": "Cooking", "TEXTKEY_EntitySkillUI_Crafting": "Crafting", "TEXTKEY_EntitySkillUI_Construction": "Construction", "TEXTKEY_EntitySkillUI_Research": "Research", "TEXTKEY_EntitySkillUI_Other": "Other", "TEXTKEY_EntitySkillUI_LearnConfirmNotice": "Learn skill: \"{0}\"?", "TEXTKEY_EntitySkillUI_LockedInAlpha": "Not yet implemented in the Alpha version.", "TEXTKEY_EntitySkillUI_LearnMissingEquipmentNotice": "To learn \"{0}\", you need {1}.\nIt is not in the unit's equipment or inventory.\nContinue anyway?", "TEXTKEY_EntitySummaryUI_Energy": "Energy", "TEXTKEY_EntitySummaryUI_Hunger": "Hunger", "TEXTKEY_EntitySummaryUI_Recreation": "Recreation", "TEXTKEY_EntitySummaryUI_Stress": "Stress", "TEXTKEY_EntitySummaryUI_ToggleEntityAbilityUI": "Ability", "TEXTKEY_EntitySummaryUI_Traits": "Traits", "TEXTKEY_EntitySummaryUI_Mood": "Mood", "TEXTKEY_EntitySummaryUI_Blueprint": "Blueprint of {0}", "TEXTKEY_EntitySummaryUI_ToggleEntityStatusUI": "Status", "TEXTKEY_EntitySummaryUI_ToggleEntitySkillUI": "Skill", "TEXTKEY_EntitySummaryUI_ToggleEntityInventoryUI": "Inventory", "TEXTKEY_EntitySummaryUI_ToggleEntityStorageUI": "Storage", "TEXTKEY_EntitySummaryUI_ToggleEntityWorkPlanUI": "Task Planner", "TEXTKEY_EntitySummaryUI_ToggleEntityResearchUI": "Research", "TEXTKEY_EntitySummaryUI_ToggleEntityInspectUI": "Inspect", "TEXTKEY_EntitySummaryUI_ToggleFarmingUI": "Farming Planner", "TEXTKEY_EntitySummaryUI_ToggleBedOwnerUI": "Set Owner", "TEXTKEY_EntitySummaryUI_ItemDescription_Interaction": "Items interactable by units", "TEXTKEY_EntitySummaryUI_BuildingDescription_Interaction": "Structures interactable by units", "TEXTKEY_EntitySummaryUI_BuildingDescription_Gathering": "Required gathering work: {0}/{1}", "TEXTKEY_EntitySummaryUI_BuildingDescription_Logging": "Required chopping work: {0}/{1}", "TEXTKEY_EntitySummaryUI_BuildingDescription_Mining": "Required mining work: {0}/{1}", "TEXTKEY_EntitySummaryUI_BuildingDescription_ResourceStorage": "Storable: Resource items", "TEXTKEY_EntitySummaryUI_BuildingDescription_EquipmentStorage": "Storable: Equipment items", "TEXTKEY_EntitySummaryUI_BuildingDescription_FoodStorage": "Storable: Food items", "TEXTKEY_EntitySummaryUI_BuildingDescription_ConsumableStorage": "Storable: Consumable items", "TEXTKEY_EntitySummaryUI_BuildingDescription_SpecificStorage": "Storable: Specified Items", "TEXTKEY_EntitySummaryUI_BuildingDescription_AmmoStorage": "Storable: Ammo items", "TEXTKEY_EntitySummaryUI_BuildingDescription_Blueprint": "Construction work progress : {0}%", "TEXTKEY_EntitySummaryUI_BuildingDescription_MaterialReady": "{0} is Ready", "TEXTKEY_EntitySummaryUI_BuildingDescription_MaterialNotReady": "{0} x{1} missing", "TEXTKEY_EntitySummaryUI_BuildingDescription_CropGrowth": "Growth : {0}", "TEXTKEY_EntitySummaryUI_BuildingDescription_MaxGrowth": "Fully Grown", "TEXTKEY_EntitySummaryUI_BuildingDescription_GrowthComplete": "Time remaining until fully grown: {0}", "TEXTKEY_EntitySummaryUI_BuildingDescription_BedOwner": "Current Owner: {0}", "TEXTKEY_EntitySummaryUI_FarmingPlanned": "{0} farming planned", "TEXTKEY_EntitySummaryUI_FarmingNotPlanned": "No farming plan available", "TEXTKEY_EntitySummaryUI_BuildingDescription_Fuel": "Fuel", "TEXTKEY_EntitySummaryUI_BuildingDescription_Sleep": "Bed owner: {0}", "TEXTKEY_TEXTFIT_ToggleEntityAbility_DESC": "Ability (J)", "TEXTKEY_TEXTFIT_ToggleEntityStatus_DESC": "Status (U)", "TEXTKEY_TEXTFIT_ToggleEntitySkill_DESC": "Skill (K)", "TEXTKEY_TEXTFIT_ToggleEntityInventory_DESC": "Inventory (I)", "TEXTKEY_TEXTFIT_ToggleEntityStorage_DESC": "Storage (I)", "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC": "Task Planner", "TEXTKEY_TEXTFIT_ToggleEntityResearch_DESC": "Research", "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC": "Inspect", "TEXTKEY_TEXTFIT_ToggleFarming_DESC": "Farming Planner", "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC": "Set Owner", "TEXTKEY_EntitySummaryUI_UnitTask_None": "Idling...", "TEXTKEY_EntitySummaryUI_UnitTask_Idle": "Idling...", "TEXTKEY_EntitySummaryUI_UnitTask_Move": "Moving...", "TEXTKEY_EntitySummaryUI_UnitTask_Eating": "Eating...", "TEXTKEY_EntitySummaryUI_UnitTask_UseItem": "Using Item...", "TEXTKEY_EntitySummaryUI_UnitTask_Sleeping": "Sleeping...", "TEXTKEY_EntitySummaryUI_UnitTask_Gathering": "Gathering {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Harvesting": "Harvesting {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Mining": "Mining {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Logging": "Logging {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Crafting": "Crafting {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Cooking": "Cooking {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_PickUp": "Head to pick up {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Store": "Carrying {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Feeding": "Feeding to {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Rescue": "Treating {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Interaction": "Approaching {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Farming": "Sowing the seeds of {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Construct": "Constructing {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_ConstructionPrepare": "Transporting materials for {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Repair": "Repairing Equipment...", "TEXTKEY_EntitySummaryUI_UnitTask_ClearDeadBody": "Carrying Dead Body...", "TEXTKEY_EntitySummaryUI_UnitTask_Carry": "On the way to Carry...", "TEXTKEY_EntitySummaryUI_UnitTask_Operate": "In Surgery...", "TEXTKEY_EntitySummaryUI_UnitTask_Unconscious": "Unconscious...", "TEXTKEY_EntitySummaryUI_UnitTask_Research": "Researching...", "TEXTKEY_EntitySummaryUI_UnitTask_CombatBehaviour": "In Battle...", "TEXTKEY_EntitySummaryUI_UnitTask_Demolition": "Demolishing {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_Trade": "Trading...", "TEXTKEY_EntitySummaryUI_UnitTask_NPCInteraction": "On my way to talk...", "TEXTKEY_EntitySummaryUI_UnitTask_Recreation": "Playing at {0}...", "TEXTKEY_EntitySummaryUI_UnitTask_CarryEnd": "On the way to set down...", "TEXTKEY_EntitySummaryUI_MultipleUnitPrefix": "{0} and {1} units", "TEXTKEY_EntitySummaryUI_MultipleItemPrefix": "Item stacks X{0}", "TEXTKEY_EntitySummary_BuildingPriority": "Priority", "TEXTKEY_SummaryOptionUI_AutoAttack_NAME": "Auto Skill", "TEXTKEY_SummaryOptionUI_AutoAttack_DESC": "Automatically uses skills on enemies when [STATUS_Energy] is above a certain threshold.\n\nRight click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used automatically when Auto Skill is enabled.", "TEXTKEY_SummaryOptionUI_WaitForOrder_NAME": "Hold Position", "TEXTKEY_SummaryOptionUI_WaitForOrder_DESC": "Holds position and waits for orders. Outside combat, idle without moving.", "TEXTKEY_SummaryOptionUI_RestFirst_NAME": "Prioritize Sleep", "TEXTKEY_SummaryOptionUI_RestFirst_DESC": "Prioritizes sleep when making behavior decisions.\nRestores [STATUS_Energy] while sleeping.", "TEXTKEY_SummaryOptionUI_PickUp_NAME": "Pick Up", "TEXTKEY_SummaryOptionUI_PickUp_DESC": "Pick up the items.", "TEXTKEY_SummaryOptionUI_Gathering_NAME": "Gathering", "TEXTKEY_SummaryOptionUI_Gathering_DESC": "Gathering the items.", "TEXTKEY_SummaryOptionUI_Activate_NAME": "Enabled", "TEXTKEY_SummaryOptionUI_Activate_DESC": "Set whether this building is enabled.", "TEXTKEY_SummaryOptionUI_Disabled_DESC": "Automatically disabled because the indoor conditions are not met.", "TEXTKEY_TEXTFIT_MoodInactiveReason_LowerPrioritySameGroup_DESC": "A stronger mood effect is active.", "TEXTKEY_TEXTFIT_MoodInactiveReason_BlockedByGuardianAura_DESC": "Disabled by the effect of {0}.", "TEXTKEY_TEXTFIT_MoodInactiveReason_IgnoredByTrait_DESC": "Disabled by the {0} trait.", "TEXTKEY_TEXTFIT_MoodInactiveReason_RejectedByDietTrait_DESC": "Disabled by {0}'s diet trait.", "TEXTKEY_EntityStatusUI_StressRatePerMinuteText": "Stress Changes : {0}/m", "TEXTKEY_EntityStatusUI_MainTrait": "Main Trait", "TEXTKEY_EntityStatusUI_SubTrait": "Sub Trait", "TEXTKEY_EntityStatusUI_NoTraitYet": "There are no trait yet", "TEXTKEY_EntityStatusUI_CombatStat": "Combat Stat", "TEXTKEY_EntityStatusUI_SurvivalStat": "Survival Stat", "TEXTKEY_EntityStatusUI_PerStat": "Per Stat", "TEXTKEY_RetireUI_RetireConfirm": "Are you sure you want to retire this member?", "TEXTKEY_RetireUI_RetirePayConfirm": "Pay {0} Gold as retirement pay.", "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC": "If retirement pay is not paid, other members will receive a mood penalty.", "TEXTKEY_ControlMode_AutoPickUp": "Auto Pickup in Dungeon", "TEXTKEY_ControlMode_AutoPickUpCommon": "Common", "TEXTKEY_ControlMode_AutoPickUpUncommon": "Uncommon", "TEXTKEY_ControlMode_AutoPickUpRare": "Rare", "TEXTKEY_ControlMode_AutoPickUpLegendary": "Legendary", "TEXTKEY_RenameUI_Title": "Rename", "TEXTKEY_RenameUI_BlankText": "New Name", "TEXTKEY_EntityInspection_Journal": "Journal", "TEXTKEY_EntityInspection_Skill": "Skill", "TEXTKEY_EntityInspection_BuildingStat": "Building Stat", "TEXTKEY_ExpeditionPlanUI_Abyss_NAME": "Abyss", "TEXTKEY_ExpeditionPlanUI_Abyss_DESC": "A mysterious place hidden deep at the very origin of the dungeon, where all laws are distorted. Life and matter themselves are endlessly reshaped by magic, while familiar forms become strange and unrecognizable. In this place, it is impossible to tell truth from falsehood.", "TEXTKEY_ExpeditionPlanUI_VeilSilence_NAME": "The Veil of Silence", "TEXTKEY_ExpeditionPlanUI_VeilSilence_DESC": "The forest known as the Veil of Silence. Dense trees rise like walls, and an eerie quiet hangs over everything. Not a sound of wind or birdsong stirs the stillness.", "TEXTKEY_ExpeditionPlanUI_ShadowForest_NAME": "The Shadow Forest", "TEXTKEY_ExpeditionPlanUI_ShadowForest_DESC": "Beyond the Veil of Silence lies the Shadow Forest. Darkness deepens as towering trees block out the light, and shadows stretch across the forest floor.", "TEXTKEY_ExpeditionPlanUI_FesteringBurrow_NAME": "Festering Burrow", "TEXTKEY_ExpeditionPlanUI_FesteringBurrow_DESC": "A burrow where the stench of rank rot lingers. Ancient debris of unknown purpose lies tangled on the floor, decaying like refuse. In the darkness, packs of Goblins and Gloths roam, letting out eerie cries at intruders. It is impossible to guess what this place was once built for.", "TEXTKEY_ExpeditionPlanUI_AbandonedMine_NAME": "The Abandoned Mine", "TEXTKEY_ExpeditionPlanUI_AbandonedMine_DESC": "A long abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.", "TEXTKEY_ExpeditionPlanUI_ForgottenAbyss_NAME": "The Forgotten Abyss", "TEXTKEY_ExpeditionPlanUI_ForgottenAbyss_DESC": "In the depths of the abandoned mine lies the Forgotten Abyss. Darkness stretches endlessly, concealing unknown dangers. A narrow, treacherous path winds under faint light, leading deeper into the void.", "TEXTKEY_ExpeditionPlanUI_DeadSwamp_NAME": "The Swamp of Death", "TEXTKEY_ExpeditionPlanUI_DeadSwamp_DESC": "The Swamp of Death, heavy with a lifeless haze. Toxic vapors fill the air, while the squelching ground and murky waters conceal hidden dangers.", "TEXTKEY_ExpeditionPlanUI_TowerApocalypse_NAME": "Tower of Apocalypse", "TEXTKEY_ExpeditionPlanUI_TowerApocalypse_DESC": "The Tower of Apocalypse rises like a shadow over the land, filled with darkness and despair. The colossal tower pierces the sky, surrounded by ruined buildings. Its interior paths wind deep into the structure.", "TEXTKEY_ExpeditionPlanUI_Info_NAME": "Expedition Plan", "TEXTKEY_ExpeditionPlanUI_Info_DESC": "You can select the dungeon area to explore and the members for the expedition.\nIt is recommended to check in advance whether the members have the necessary items for the expedition.", "TEXTKEY_ExpeditionPlanUI_ExpeditionMember": "Expedition Member", "TEXTKEY_ExpeditionPlanUI_Expedition": "Expedition Plan", "TEXTKEY_ExpeditionPlanUI_EnvironmentalEffect": "Environmental effects provided by the region", "TEXTKEY_ExpeditionPlanUI_ObtainableResources": "Obtainable Resources", "TEXTKEY_ExpeditionPlanUI_Goal": "Goals", "TEXTKEY_ExpeditionPlanUI_SelectRegion": "Select Region", "TEXTKEY_ExpeditionPlanUI_CheckInventory": "Check Inventory", "TEXTKEY_ExpeditionPlanUI_Dumping": "Dumping", "TEXTKEY_ExpeditionPlanUI_EnterDungeon": "Enter Dungeon", "TEXTKEY_TEXTFIT_ExpeditionPlanEnvironmentEffect_DESC": "Environmental effects which currently affect the expedition region.", "TEXTKEY_TEXTFIT_ExpeditionPlanGoal_DESC": "Objectives that can be carried out in the region.", "TEXTKEY_TEXTFIT_ExpeditionPlanResource_DESC": "Types of resources commonly gathered in the region.", "TEXTKEY_TEXTFIT_ExpeditionPlanSelectRegion_DESC": "Step to select the target region for expedition.", "TEXTKEY_TEXTFIT_ExpeditionPlanCheckInventory_DESC": "Step to prepare items needed for expedition.", "TEXTKEY_TEXTFIT_ExpeditionPlanSelectMember_DESC": "Select to add or remove expedition member.", "TEXTKEY_TEXTFIT_ExpeditionLockedRegion_DESC": "This area is locked.\nIt can be accessed after clearing the previous area.", "TEXTKEY_ExpeditionPlanUI_Silence_NAME": "Silence", "TEXTKEY_ExpeditionPlanUI_Silence_DESC": "It is deathly quiet.\nThis forest is dangerous, yet a treasure trove of resources.\n\nMain obtainable resources\n- [ITEM_LumaLog]\n- [ITEM_WildLongGrass]\n- [ITEM_Bone]\n- [ITEM_Turnip]", "TEXTKEY_ExpeditionPlanUI_Depletion": "Depletion", "TEXTKEY_ExpeditionPlanUI_DepletionRemain": "until next depletion recovery", "TEXTKEY_ExpeditionPlanUI_DungeonRegion": "Dungeon Surface", "TEXTKEY_ExpeditionPlanUI_AbyssRegion": "Abyss", "TEXTKEY_TEXTFIT_Depletion_DESC": "When the depletion level is completely depleted, the amount of item drops decreases", "TEXTKEY_ExpeditionPlanUI_UnitInventoryNotSelected": "Not Selected", "TEXTKEY_ExpeditionPlanUI_SkipSafeFloor": "Skip Safe Floors", "TEXTKEY_ExpeditionPlan_Summary_Title": "Expedition Summary", "TEXTKEY_ExpeditionPlan_Summary_WarningHeader": "<!> Warning", "TEXTKEY_ExpeditionPlan_Summary_Row_SelectedUnitCount": "Selected Units", "TEXTKEY_ExpeditionPlan_Summary_Row_PartyHealCount": "Party Recovery Items", "TEXTKEY_ExpeditionPlan_Summary_Row_PartyFoodDepletion": "Party Food", "TEXTKEY_ExpeditionPlan_Summary_Row_PartyArrowCount": "Party Projectiles", "TEXTKEY_ExpeditionPlan_Summary_Row_SettlementFoodDepletion": "Settlement Food", "TEXTKEY_ExpeditionPlan_Risk_NoWeapon": "{0}: No Weapon", "TEXTKEY_ExpeditionPlan_Risk_LowArrowPerArcher": "{0}: Low Arrows (Req: {1} / Cur: {2})", "TEXTKEY_ExpeditionPlan_Risk_NoHeadArmor": "{0}: No Head Armor", "TEXTKEY_ExpeditionPlan_Risk_NoBodyArmor": "{0}: No Body Armor", "TEXTKEY_ExpeditionPlan_Risk_LowHealth": "{0}: Low Health", "TEXTKEY_ExpeditionPlan_Risk_LowEnergy": "{0}: Low Energy", "TEXTKEY_ExpeditionPlan_Risk_HighStress": "{0}: High Stress", "TEXTKEY_ExpeditionPlan_Risk_DungeonStay": "{0}: In Dungeon", "TEXTKEY_ExpeditionPlan_Risk_Deadly": "{0}: Near Death", "TEXTKEY_ExpeditionPlan_Risk_LowPartyFood": "Insufficient Party Food", "TEXTKEY_ExpeditionPlan_Risk_LowSettlementFood": "Insufficient Settlement Food", "TEXTKEY_ExpeditionPlan_Risk_LowPartyArrow": "Insufficient Party Arrows", "TEXTKEY_ExpeditionPlan_Risk_DungeonStayAftermath": "{0}: Dungeon Stay Penalty", "TEXTKEY_ExpeditionPlan_Risk_LowSelectedUnitCount": "Insufficient units selected (Current {0} / Recommended {1})", "TEXTKEY_ExpeditionPlan_Risk_LowEquipDurability": "{0}: Low durability on equipped gear (below {1}%)", "TEXTKEY_ExpeditionPlan_Risk_DeadlyAfterEffect": "{0}: Has Near Death Aftereffect", "TEXTKEY_ExpeditionPlan_Food_NoConsumption": "No Consumption", "TEXTKEY_ExpeditionPlan_Food_ImmediateDepletion": "Immediate Depletion", "TEXTKEY_ExpeditionPlan_Food_DepletionInDays": "Depleted in {0} day(s)", "TEXTKEY_ExpeditionPlan_Food_Infinite": "Infinite", "TEXTKEY_ExpeditionPlan_CriticalConfirm": "There are <color=#f16071>unresolved warnings</color>.\nStart the expedition anyway?", "TEXTKEY_EntityWorkPlan_NAME": "Work Plan Panel", "TEXTKEY_EntityWorkPlan_DESC": "This tab allows you to manage the list of tasks to assign at the workbench. You can check information on items to craft, the number of times to craft them, repetition methods, and required materials.", "TEXTKEY_EntityWorkPlan_AddWorkPlan": "Add Task", "TEXTKEY_EntityWorkPlan_OpenPanel": "Open Panel", "TEXTKEY_EntityWorkPlan_Hide": "Hide", "TEXTKEY_EntityWorkPlan_AvailableItems": "Available Items", "TEXTKEY_EntityWorkPlan_Materials": "Materials", "TEXTKEY_EntityWorkPlan_Option_Unlimited": "Do Forever", "TEXTKEY_EntityWorkPlan_Option_UntilLimit": "Do untill you have X", "TEXTKEY_EntityWorkPlan_Option_FixedCount": "Do X times", "TEXTKEY_EntityWorkPlan_Workload": "Require {0} Workforce : {1}", "TEXTKEY_EntitiyWorkPlan_Nothing": "Add the items to be produced from the right panel.", "TEXTKEY_DungeonResultUI_NAME": "Portal Panel", "TEXTKEY_DungeonResultUI_DESC": "You can use this window to check your current exploration results, unit status, and whether units are returning. Please note that missng units cannot be recovered.", "TEXTKEY_DungeonResultUI_Portal": "Portal", "TEXTKEY_DungeonResultUI_GoDown": "Go Down", "TEXTKEY_DungeonResultUI_ReturnToBase": "Return to Settlement", "TEXTKEY_DungeonResultUI_SureReturnToBase": "Are you sure you want to return to the settlement?", "TEXTKEY_DungeonResultUI_SureReturnToBase_MissingUnit": "<color=#f16071>Caution : Some expedition members are located outside the portal area!</color>\nAre you sure you want to return to the settlement?", "TEXTKEY_DungeonResultUI_SureGoDown": "Are you sure you want to go down to the next floor?", "TEXTKEY_DungeonResultUI_SureGoDown_MissingUnit": "<color=#f16071>Caution: Some expedition members are outside the portal area!</color>\nAre you sure you want to go down to the next floor?", "TEXTKEY_DungeonResultUI_ExpeditionMember": "Member", "TEXTKEY_DungeonResultUI_Dead": "Dead", "TEXTKEY_DungeonResultUI_Missing": "Missing", "TEXTKEY_DungeonResultUI_TEMTALERT": "This content is currently under development.", "TEXTKEY_TEXTFIT_DungeonResultDead_DESC": "This expedition member died during the expedition.", "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC": "This expedition member went missing during the expedition.\nTIP: Expedition members outside the portal room are considered missing.", "TEXTKEY_TEXTFIT_DungeonIsNotCleared_DESC": "The current region has not been cleared as the boss has not been defeated.", "TEXTKEY_RecruitUI_WindowTitle": "Recruitment", "TEXTKEY_RecruitUI_Cost": "Cost", "TEXTKEY_RecruitUI_RerollTimer_NAME": "Recruitment Reset Timer", "TEXTKEY_RecruitUI_RerollTimer_DESC": "Time remaining until reset. The current recruit list will change after this time.", "TEXTKEY_RecruitUI_SelectedCandidateSkillTree": "Skill tree", "TEXTKEY_RecruitUI_Recruit": "Recruit", "TEXTKEY_RecruitUI_RefreshConfirmNotice": "Spend {0} gold to refresh recruitment candidates?", "TEXTKEY_RecruitUIGuideInfo_NAME": "Recruit Member", "TEXTKEY_RecruitUIGuideInfo_DESC": "You can recruit new members. The list of available candidates refreshes every 8 hours.\n\nAs clan rank increases, you can recruit members of more diverse races and higher levels", "TEXTKEY_TEXTFIT_RecruitUICost_DESC": "Recruitment Cost", "TEXTKEY_TEXTFIT_RecruitUIConfirm_DESC": "Recruit the currently selected member by paying the cost.", "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC": "Spend gold to immediately refresh recruitment candidates.", "TEXTKEY_LevelUpUI_WindowTitle": "Consecration", "TEXTKEY_LevelUpUI_LevelUpResults": "Level Up Results", "TEXTKEY_LevelUpUI_LeastOffering": "Minimal", "TEXTKEY_LevelUpUI_OrdinaryOffering": "Normal", "TEXTKEY_LevelUpUI_PlentifulOffering": "Plentiful", "TEXTKEY_LevelUpUI_RequiredItemNotice": "Item Required for pray", "TEXTKEY_LevelUpUI_StatGainBonus": "Stats increase bonus", "TEXTKEY_LevelUpUI_MainSkillPointGain": "Main Skill Point", "TEXTKEY_LevelUpUI_SubSkillPointGain": "Sub Skill Point", "TEXTKEY_LevelUpUI_GoddessReaction": "The goddess is counting on your devotion.", "TEXTKEY_LevelUpUI_Pray": "Pray", "TEXTKEY_LevelUpUI_Retry": "Retry", "TEXTKEY_LevelUpUI_Accept": "Accept", "TEXTKEY_LevelUpUI_WarnBeforeClose": "You have already spent resources to pray. If you leave now, those resources will be lost and the prayer result will not be saved. Are you sure you want to exit?", "TEXTKEY_LevelUpAcceptDisabledBeforePray_NAME": "Accept", "TEXTKEY_LevelUpAcceptDisabledBeforePray_DESC": "You first need to 'Pray' to the goddess to get a proposal for major stats and traits.", "TEXTKEY_LevelUpAcceptDisabledBeforeTraitChoose_NAME": "Accept", "TEXTKEY_LevelUpAcceptDisabledBeforeTraitChoose_DESC": "You need to choose one of the proposed inscription traits.", "TEXTKEY_LevelUpAcceptAfterTraitChoose_NAME": "Accept", "TEXTKEY_LevelUpAcceptAfterTraitChoose_DESC": "Confirm the [Shared_LevelUp]. \nIf you want, you can 'Retry' to renew stats and trait proposal by making offerings again.", "TEXTKEY_LevelUpGuideInfo_NAME": "Consecration", "TEXTKEY_LevelUpGuideInfo_DESC": "You can make offerings along with prayers to the goddess to [Shared_LevelUp]. Bonuses to stat increases depend on the quality of the offering you choose.", "TEXTKEY_TEXTFIT_LevelUpLeastOffering_DESC": "Least Offering", "TEXTKEY_TEXTFIT_LevelUpOrdinaryOffering_DESC": "Ordinary Offering", "TEXTKEY_TEXTFIT_LevelUpPlentifulOffering_DESC": "Plentiful Offering", "TEXTKEY_TEXTFIT_LevelUpRequiredItem_DESC": "Items required for [Shared_Consecration] during prayer.", "TEXTKEY_TEXTFIT_LevelUpResult_DESC": "This is the result of the [Shared_LevelUp]. \nYou can pray again if desired.\nAccepting will finalize the result.", "TEXTKEY_TEXTFIT_LevelUpPrayInAdvance_DESC": "You must first pray to [Shared_Consecration].", "TEXTKEY_TEXTFIT_LevelUpPray_DESC": "Offer a prayer to the Goddess for [Shared_Consecration]. \nItems will be consumed.", "TEXTKEY_TEXTFIT_LevelUpAccept_DESC": "Accept the [Shared_LevelUp] result as final.\nYou need to pray before accept.", "TEXTKEY_Tooltip_Hold": "{0}: Pin", "TEXTKEY_Tooltip_NotObtained": "Not discovered yet.", "TEXTKEY_Tooltip_Tile": "Tile", "TEXTKEY_Tooltip_RequiredAmmo": "Required Ammo", "TEXTKEY_Tooltip_RequiredAmmoAmmo_Arrow": "Arrow", "TEXTKEY_Tooltip_AreaOfEffect": "Area of Effect", "TEXTKEY_Tooltip_AreaType_Square": "Square", "TEXTKEY_Tooltip_AreaType_Cone": "Cone", "TEXTKEY_Tooltip_AreaType_ConeExceptMe": "Cone", "TEXTKEY_Tooltip_AreaType_Manhattan": "Adjacent", "TEXTKEY_Tooltip_AreaType_QuardVertex": "Quad Vertex", "TEXTKEY_Tooltip_AreaType_Circle": "Circle", "TEXTKEY_Tooltip_AreaType_Direction": "Direction", "TEXTKEY_Tooltip_TargetType": "Target Type", "TEXTKEY_Tooltip_TargetType_SingleEnemy": "Single", "TEXTKEY_Tooltip_TargetType_GridTile": "Tile", "TEXTKEY_Tooltip_TargetType_GridTarget": "Target on Tile", "TEXTKEY_Tooltip_TargetType_SelfTarget": "Self", "TEXTKEY_Tooltip_TargetType_EntityTarget": "Target", "TEXTKEY_Tooltip_TargetType_None": "None", "TEXTKEY_Tooltip_Range": "Range", "TEXTKEY_Tooltip_ActiveSkill": "Active Skill", "TEXTKEY_Tooltip_PassiveSkill": "Passive Skill", "TEXTKEY_Tooltip_RequiredLevel": "Required Level", "TEXTKEY_Tooltip_RequiredSkillPoint": "Required Skill Point", "TEXTKEY_Tooltip_AlertTarget": "Target:", "TEXTKEY_Tooltip_AlertTargetMultiple": "{0} and {1} others", "TEXTKEY_Tooltip_RequirementNotFulfilled": "[!] No {0} in possession", "TEXTKEY_TEXTFIT_Cooldown_DESC": "Skill Cooldown", "TEXTKEY_TEXTFIT_EnergyCost_DESC": "Energy Cost", "TEXTKEY_TEXTFIT_MaxStack_DESC": "Max Stack", "TEXTKEY_Tooltip_HungerRestore": "Hunger Restoration", "TEXTKEY_Tooltip_ExpireDuration": "Expire Duration", "TEXTKEY_Tooltip_EquipSkill": "Equipment Skill", "TEXTKEY_Tooltip_EquipAffecter": "Equipment Effect", "TEXTKEY_Tooltip_UseSkill": "Effect on use", "TEXTKEY_Tooltip_ProductionBuilding": "Production Building", "TEXTKEY_Tooltip_ItemWeight": "Item Weight", "TEXTKEY_Tooltip_AttackRandomTags_NAME": "Accessory Attack Stats", "TEXTKEY_Tooltip_AttackRandomTags_DESC": "[STATUS_PhysicalAttackPowerPerModifier] \n[STATUS_MagicAttackPowerPerModifier] \n[STATUS_AttackSpeedPerModifier] \n[STATUS_CriticalChance] \n[STATUS_CriticalDamageBonus] \n[STATUS_HitChance]", "TEXTKEY_Tooltip_DefenseRandomTags_NAME": "Accessory Defense Stats", "TEXTKEY_Tooltip_DefenseRandomTags_DESC": "[STATUS_MaxHealthTotalPerModifier] \n[STATUS_DodgeChance] \n[STATUS_GuardChance] \n[STATUS_GuardDamageReduction] \n[STATUS_PhysicalResistance] \n[STATUS_MagicResistance]", "TEXTKEY_Tooltip_UtilityRandomTags_NAME": "Accessory Utility Stats", "TEXTKEY_Tooltip_UtilityRandomTags_DESC": "[STATUS_CooldownReduction] \n[STATUS_MaxEnergyPerModifier] \n[STATUS_MovementSpeed] \n[STATUS_HealthPercentageRegeneration] \n[STATUS_MaxWeightPerModifier]", "TEXTKEY_Tooltip_CraftingRequiredItems": "Crafting Materials", "TEXTKEY_Tooltip_NoExpireDuration": "None", "TEXTKEY_Tooltip_StorageCapacity": "Storage Capacity", "TEXTKEY_Tooltip_ConstructionRequiredItems": "Construction Materials", "TEXTKEY_Tooltip_ProducibleItems": "Producible Items", "TEXTKEY_Tooltip_InDoorOnly": "Indoor Only", "TEXTKEY_Tooltip_Quality": "Quality", "TEXTKEY_Tooltip_Quality_NAME": "Quality", "TEXTKEY_Tooltip_Quality_DESC": "Quality", "TEXTKEY_Tooltip_RoomRequirement": "Room Requirement", "TEXTKEY_Tooltip_RoomBuildingCountQuality": "{2}x {1} of [Shared_Quality] {0} or higher", "TEXTKEY_Tooltip_RoomWallFloorAverageQuality": "Average wall/floor [Shared_Quality] of the room must be {0} or higher", "TEXTKEY_Tooltip_RoomDecoTotalQuality": "Total decoration [Shared_Quality] in the room must be {0} or higher", "TEXTKEY_Tooltip_RoomMinSize": "Minimum room size of {0} or greater", "TEXTKEY_Tooltip_ChoiceResult": "The following will occur:", "TEXTKEY_Tooltip_ChoiceDisabled": "Cannot select:", "TEXTKEY_Tooltip_StatusBreakdown_Final": "Current", "TEXTKEY_Tooltip_StatusBreakdown_Base": "Base", "TEXTKEY_Tooltip_StatusBreakdown_Modifier": "Modifier", "TEXTKEY_Tooltip_StatusBreakdown_Source": "Source", "TEXTKEY_Tooltip_RandomStats": "Available Stats", "TEXTKEY_ResearchUI_ResearchTitle": "Research", "TEXTKEY_ResearchUI_ResearchCompleteNotice": "Research: {0} has been completed.", "TEXTKEY_ResearchUI_ResearchProgress": "Ongoing research: {0}", "TEXTKEY_ResearchUI_ResearchReserved": "Next scheduled research: {0}", "TEXTKEY_ResearchUI_ResearchNotReserved": "No next scheduled research", "TEXTKEY_ResearchUI_ResearchComplete": "Research completed", "TEXTKEY_ResearchUI_ResearchAvailable": "Research available", "TEXTKEY_ResearchUI_ResearchLocked": "Next scheduled research : None", "TEXTKEY_ResearchUI_ResearchNotSelected": "Selected research : None", "TEXTKEY_ResearchUI_NAME": "Research", "TEXTKEY_ResearchUI_DESC": "You can craft new items or construct buildings through the research table. Items are required to unlock certain research.", "TEXTKEY_TradeUI_TradeTitle": "Trade", "TEXTKEY_UI_Trade_TemporaryContainer": "Items to Sell", "TEXTKEY_TradeUIGuideInfo_NAME": "Item Trade", "TEXTKEY_TradeUIGuideInfo_DESC": "Trade items using Gold. Each merchant sells different goods, and some merchants restock their items over time. Sold items cannot be bought back.", "TEXTKEY_TradeUI_RerollTimer_NAME": "Trade List Reset Timer", "TEXTKEY_TradeUI_RerollTimer_DESC": "Time remaining until reset. The current trade list will change after this time.", "TEXTKEY_TradeUI_DescribeTranferText": "How many would you like to transfer?", "TEXTKEY_TradeUI_DistanceIsTooFar": "(Out of Range)", "TEXTKEY_StartTutorialUI_Title": "Would you like to proceed with the tutorial?", "TEXTKEY_GridHover_RoomSize": "Room Size:", "TEXTKEY_GridHover_RoomWallFloorAverageQuality": "Wall/Floor Avg:", "TEXTKEY_GridHover_RoomDecoTotalQuality": "Total Quality:", "TEXTKEY_TutorialUI_Previous": "Previous", "TEXTKEY_TutorialUI_Next": "Next", "TEXTKEY_TutorialUI_NAME": "Tutorial", "TEXTKEY_TutorialUI_DESC": "Provides essential information for gameplay. You can review it in the game guide.", "TEXTKEY_EventNodeUI_NAME": "Event", "TEXTKEY_EventNodeUI_DESC": "These are in game events that occurred during gameplay, providing explanations for various situations that arose.", "TEXTKEY_ItemDropUI_Confirm": "Confirm", "TEXTKEY_ItemDropUI_Cancel": "Cancel", "TEXTKEY_ItemDropUI_DescriteText": "How many would you like to drop?", "TEXTKEY_ItemDropUI_DescriteSendText": "How many would you like to send?", "TEXTKEY_EventClearText": "Congratulations on clearing Alpha Demo! \n(Make sure to take a screenshot for the event!)\n{0}'s ID: {1}\nManagement Difficulty: {2}\nCombat Difficulty: {3}", "TEXTKEY_TaskPriorityUI_Title": "Task Priority", "TEXTKEY_TaskPriorityUI_SetAll": "Set All to {0}", "TEXTKEY_TaskPriorityUI_SuperLow": "VeryLow", "TEXTKEY_TaskPriorityUI_Low": "Low", "TEXTKEY_TaskPriorityUI_Medium": "Medium", "TEXTKEY_TaskPriorityUI_High": "High", "TEXTKEY_TaskPriorityUI_SuperHigh": "VeryHigh", "TEXTKEY_TaskPriorityUI_Banned": "Disabled", "TEXTKEY_TaskPriorityUI_CurrentPriority": "Current Priority", "TEXTKEY_TaskTalentUI_Bad": "Bad", "TEXTKEY_TaskTalentUI_Normal": "Normal", "TEXTKEY_TaskTalentUI_Good": "Good", "TEXTKEY_TaskTalentUI_Great": "Great", "TEXTKEY_TaskTalentUI_Perfect": "Perfect", "TEXTKEY_FarmingUI_Title": "Number of assignable farm plots", "TEXTKEY_FarmingUI_Slot": "{0} in stock: {1}", "TEXTKEY_AllowBan_Standard": "Storage Rules", "TEXTKEY_AllowBan_AllowAll": "Allow All", "TEXTKEY_AllowBan_BanAll": "Ban All", "TEXTKEY_AllowBan_StoragePolicy": "Storage Policy", "TEXTKEY_AllowBan_Copy": "Copy Storage Policy", "TEXTKEY_AllowBan_Paste": "Paste Storage Policy", "TEXTKEY_Shared_Level_NAME": "Level", "TEXTKEY_Shared_Level_DESC": "Indicates the unit's rank.\nHigher levels require better [STATUS_Mood].\nUnits can reach level 12 through [Shared_LevelUp].", "TEXTKEY_Shared_Level_FLAVOR": "NULL", "TEXTKEY_Shared_EXP_NAME": "Experience", "TEXTKEY_Shared_EXP_DESC": "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can [Shared_LevelUp] at the Goddess Statue.", "TEXTKEY_Shared_EXP_FLAVOR": "NULL", "TEXTKEY_Shared_Trait_NAME": "Trait", "TEXTKEY_Shared_Trait_DESC": "Represents the characteristics possessed by the character. Provides various effects.", "TEXTKEY_Shared_Trait_FLAVOR": "NULL", "TEXTKEY_Shared_MainSkillPoint_NAME": "Main Skill Point", "TEXTKEY_Shared_MainSkillPoint_DESC": "Used to learn active skills.\nEarned through [Shared_LevelUp].", "TEXTKEY_Shared_MainSkillPoint_FLAVOR": "NULL", "TEXTKEY_Shared_SubSkillPoint_NAME": "Sub Skill Point", "TEXTKEY_Shared_SubSkillPoint_DESC": "Used to learn passive skills.\nEarned through [Shared_LevelUp].", "TEXTKEY_Shared_SubSkillPoint_FLAVOR": "NULL", "TEXTKEY_Shared_MajorStat_NAME": "Major Stat", "TEXTKEY_Shared_MajorStat_DESC": "Represents the character’s core abilities. For example, high Strength increases physical attack power, and each Major Stat determines its related [Shared_FinalStat]. Major Stat can be increased through [Shared_LevelUp].", "TEXTKEY_Shared_FinalStat_NAME": "Final Stat", "TEXTKEY_Shared_FinalStat_DESC": "Detail ability which is finally calculated by reflecting [Shared_MajorStat], equipment, traits, etc.", "TEXTKEY_Shared_StatBonus_NAME": "Stat Increase Bonus", "TEXTKEY_Shared_StatBonus_DESC": "The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of consecretionn.", "TEXTKEY_Shared_Aptitude_NAME": "Aptitude", "TEXTKEY_Shared_Aptitude_DESC": "Reduces the [Shared_MainSkillPoint] required to learn skills in the corresponding main skill tree. If negative, the cost increases by this amount.", "TEXTKEY_GuildContact_NAME": "Recruit", "TEXTKEY_GuildContact_DESC": "Allows recruit needed for dungeon exploration.", "TEXTKEY_GuildContactLocked_NAME": "Guild Contact (Locked)", "TEXTKEY_GuildContactLocked_DESC": "Guild contact is not avaliable during expedition.", "TEXTKEY_Research_NAME": "Research", "TEXTKEY_Research_DESC": "Research unlocks new buildings and crafting recipes.", "TEXTKEY_ResearchLocked_NAME": "Research (Locked)", "TEXTKEY_ResearchLocked_DESC": "You need to construct research table first in order to research.\nResearch unlocks new buildings and crafting recipes.", "TEXTKEY_TaskPriority_NAME": "Task Priority", "TEXTKEY_TaskPriority_DESC": "You can set task priorities to divide labor according to each unit's specialized abilities.", "TEXTKEY_ScheduleManagement_NAME": "Schedule Management", "TEXTKEY_ScheduleManagement_DESC": "Specifies when each unit works or rests.\nIt is [Shared_NotImplFeature].", "TEXTKEY_HandlingPolicy_NAME": "Consumption Policy", "TEXTKEY_HandlingPolicy_DESC": "Determines whether each unit can carry or use specific types of items.", "TEXTKEY_StorageManagement_NAME": "Storage Management", "TEXTKEY_StorageManagement_DESC": "This is currently [Shared_NotImplFeature].", "TEXTKEY_Shared_Quality_NAME": "Quality", "TEXTKEY_Shared_Quality_DESC": "Indicates the overall level of a building.", "TEXTKEY_Shared_LevelUp_NAME": "Level Up", "TEXTKEY_Shared_LevelUp_DESC": "Units that have reached maximum EXP can perform [Shared_Consecration] at the Goddess Statue to level up.\n\nDuring [Shared_Consecration], increases to each [Shared_MajorStat] are presented at random based on the unit's [Shared_Talent].\n\nLeveling up also grants [Shared_MainSkillPoint] and [Shared_SubSkillPoint].", "TEXTKEY_Shared_Consecration_NAME": "Consecration", "TEXTKEY_Shared_Consecration_DESC": "Offer Mana Stones to the Goddess as a consecration to request a [Shared_LevelUp].  \nYou can retry or cancel multiple times, but consumed resources cannot be recovered.  \n\nThe amount of Mana Stones offered determines the bonus to stat increases.  \n\n[Shared_LevelUpLeastOffering]  \n[Shared_LevelUpOrdinaryOffering]  \n[Shared_LevelUpPlentifulOffering]", "TEXTKEY_Shared_LevelUpLeastOffering_NAME": "Least Offering", "TEXTKEY_Shared_LevelUpLeastOffering_DESC": "The minimum offering required for [Shared_LevelUp].  \nStats increase slightly when leveling up.", "TEXTKEY_Shared_LevelUpOrdinaryOffering_NAME": "Ordinary Offering", "TEXTKEY_Shared_LevelUpOrdinaryOffering_DESC": "A standard offering for [Shared_LevelUp].  \nStats increase normally when leveling up.", "TEXTKEY_Shared_LevelUpPlentifulOffering_NAME": "Plentiful Offering", "TEXTKEY_Shared_LevelUpPlentifulOffering_DESC": "A generous offering for [Shared_LevelUp].  \nStats increase significantly when leveling up.", "TEXTKEY_Shared_Gold_NAME": "Gold", "TEXTKEY_Shared_Gold_DESC": "The basic currency of the continent.\nGained by consuming valuables from dungeon.\nUsed for recruitment and trade.", "TEXTKEY_Shared_Population_NAME": "Population", "TEXTKEY_Shared_Population_DESC": "Represents the number of expedition members.\nAs [Shared_ClanRank] rises, it can accommodate a larger population.", "TEXTKEY_Shared_WeatherSunny_NAME": "Weather:Clear", "TEXTKEY_Shared_WeatherSunny_DESC": "Represents ordinary weather with no notable changes.  \nIt has no effect on expedition activities.", "TEXTKEY_Shared_WeatherRain_NAME": "Weather: Rain", "TEXTKEY_Shared_WeatherRain_DESC": "Being exposed to rain for a certain amount of time decreases Mood and Movement Speed.", "TEXTKEY_Shared_WeatherHeavyRain_NAME": "Weather: Heavy Rain", "TEXTKEY_Shared_WeatherHeavyRain_DESC": "Being exposed to rain for a certain amount of time decreases Mood and Movement Speed.", "TEXTKEY_Shared_Time_NAME": "Time", "TEXTKEY_Shared_Time_DESC": "Each day consists of 24 hours, and vision range is affected by whether it is day or night.", "TEXTKEY_Shared_NotImplFeature_NAME": "Not Implemented Feature", "TEXTKEY_Shared_NotImplFeature_DESC": "The following features are currently not implemented.\nThey are planned for future development.\n\n- [Shared_CaptureGloth]\n- [Shared_MoreTraits]\n- [Shared_AlcoholicDrinks]\n- [Shared_StorageAllowBan]", "TEXTKEY_Shared_UnitTaskPriority_NAME": "Expedition Member Task Priority", "TEXTKEY_Shared_UnitTaskPriority_DESC": "Allows setting task priority for expedition members.", "TEXTKEY_Shared_BlueprintAndConstruction_NAME": "Blueprint and Construction", "TEXTKEY_Shared_BlueprintAndConstruction_DESC": "Instead of the building being completed instantly, a building blueprint is placed.\nExpedition members construct the building over time.", "TEXTKEY_Shared_TradeWithGuild_NAME": "Trade with Guild", "TEXTKEY_Shared_TradeWithGuild_DESC": "Enables trading various items with the guild.", "TEXTKEY_Shared_CarryUnit_NAME": "Carry Expedition Member", "TEXTKEY_Shared_CarryUnit_DESC": "You can carry injured expedition members back to your settlement for rescue.\nSpecial structures, such as operating tables, will be added.", "TEXTKEY_Shared_PutDown_NAME": "Set Down", "TEXTKEY_Shared_PutDown_DESC": "Sets the carried expedition member down on the ground.", "TEXTKEY_Shared_VariousRandomEvents_NAME": "Various Random Events", "TEXTKEY_Shared_VariousRandomEvents_DESC": "Various interesting random events occur during gameplay, tailored to the expedition’s situation and the traits of its members.", "TEXTKEY_Shared_RegionBoss1_NAME": "1st Region Boss", "TEXTKEY_Shared_RegionBoss1_DESC": "Fight a powerful boss monster in the first region.", "TEXTKEY_Shared_CampingKit_NAME": "Camping Kit and Campfire Site", "TEXTKEY_Shared_CampingKit_DESC": "Allows setting up camping equipment and resting during expeditions.", "TEXTKEY_Shared_RemoveSettlementThorns_NAME": "Removing Settlement Thorns", "TEXTKEY_Shared_RemoveSettlementThorns_DESC": "Remove obstacles around your settlement to expand.", "TEXTKEY_Shared_FarmingContent_NAME": "Farming Content", "TEXTKEY_Shared_FarmingContent_DESC": "Allows planting and harvesting crops.", "TEXTKEY_Shared_BuildingForRecreation_NAME": "Building for Recreation", "TEXTKEY_Shared_BuildingForRecreation_DESC": "Build structures for unit satisfaction and recreation.", "TEXTKEY_Shared_DungeonRandomEnv_NAME": "Dungeon Random Environment Effect", "TEXTKEY_Shared_DungeonRandomEnv_DESC": "Random environmental effects occur in dungeons.", "TEXTKEY_Shared_ExpeditionReputation_NAME": "Expedition Reputation Rank", "TEXTKEY_Shared_ExpeditionReputation_DESC": "Guild recognition changes based on your expedition's reputation.", "TEXTKEY_Shared_SideQuests_NAME": "Side Quests from Guild", "TEXTKEY_Shared_SideQuests_DESC": "Complete various side quests provided by the guild.", "TEXTKEY_Shared_SecondLineSkills_NAME": "2nd Line Skills", "TEXTKEY_Shared_SecondLineSkills_DESC": "Second-tier skills units can acquire.", "TEXTKEY_Shared_SecondDungeonRegion_NAME": "2nd Dungeon Region", "TEXTKEY_Shared_SecondDungeonRegion_DESC": "Explore the second dungeon region.", "TEXTKEY_Shared_NPCs_NAME": "NPCs", "TEXTKEY_Shared_NPCs_DESC": "Interact with various NPCs in the game.", "TEXTKEY_Shared_CaptureGloth_NAME": "Capture and Domesticate Gloth", "TEXTKEY_Shared_CaptureGloth_DESC": "Capture and domesticate Gloth, a 2nd Region monster. Female Gloths lay eggs.", "TEXTKEY_Shared_EnhancedInteractions_NAME": "Enhanced Interactions Between Members", "TEXTKEY_Shared_EnhancedInteractions_DESC": "Currently, units barely interact with each other. More interactions will be added in future updates.", "TEXTKEY_Shared_MoreTraits_NAME": "More Traits Overall", "TEXTKEY_Shared_MoreTraits_DESC": "Adds more traits, including background, inscription, and individual traits.", "TEXTKEY_Shared_InfiniteAbyss_NAME": "Infinite Abyss", "TEXTKEY_Shared_InfiniteAbyss_DESC": "End content where players descend as deep as possible.", "TEXTKEY_Shared_AlcoholicDrinks_NAME": "Alcoholic Drinks", "TEXTKEY_Shared_AlcoholicDrinks_DESC": "Units can craft and consume various alcoholic drinks.", "TEXTKEY_Shared_ImproveHUD_NAME": "Improve HUD + QoL features", "TEXTKEY_Shared_ImproveHUD_DESC": "Improves HUD and quality-of-life features to enhance gameplay.", "TEXTKEY_Shared_MoreMonsterRecipes_NAME": "More monster recipes", "TEXTKEY_Shared_MoreMonsterRecipes_DESC": "Adds more monster cooking recipes.", "TEXTKEY_Shared_StorageAllowBan_NAME": "Storage Allow/Ban", "TEXTKEY_Shared_StorageAllowBan_DESC": "Specify which item types can or cannot be stored in a storage.", "TEXTKEY_Shared_BuffAffecter_NAME": "Buffs", "TEXTKEY_Shared_BuffAffecter_DESC": "Effects that improve a player's stats.\n - [AFFECTER_Offensive]\n - [AFFECTER_IronWall]\n - [AFFECTER_Fortification]\n - [AFFECTER_Haste]\n - [AFFECTER_Rush]\n - [AFFECTER_MagicAmplification]\n - [AFFECTER_Sharpness]\n - [AFFECTER_Acceleration]\n - [AFFECTER_Precision]\n - [AFFECTER_CooldownReduction]\n - [AFFECTER_ReflexiveEvasion]\n - [AFFECTER_BloodDrain]\n - [AFFECTER_Reinforced]\n - [AFFECTER_Ward]", "TEXTKEY_Shared_DebuffAffecter_NAME": "Debuffs", "TEXTKEY_Shared_DebuffAffecter_DESC": "Effects that weaken a player's stats.\n - [AFFECTER_Weakened]\n - [AFFECTER_Vulnerable]\n - [AFFECTER_Slow]\n - [AFFECTER_Limping]\n - [AFFECTER_CriticalWeakness]\n - [AFFECTER_Deceleration]\n - [AFFECTER_Disturbance]\n - [AFFECTER_Stiffness]\n - [AFFECTER_Break]\n - [AFFECTER_Fracture]", "TEXTKEY_SKILLTREE_Sword_NAME": "Sword Skill Tree", "TEXTKEY_SKILLTREE_Sword_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Sword_DESC": "Sword has good balance for attack and defense compared to other weapons.", "TEXTKEY_SKILLTREE_Greatsword_NAME": "Greatsword Skill Tree", "TEXTKEY_SKILLTREE_Greatsword_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Greatsword_DESC": "The greatsword excels in powerful strikes, but hit chance is low.", "TEXTKEY_SKILLTREE_Dagger_NAME": "Dagger Skill Tree", "TEXTKEY_SKILLTREE_Dagger_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Dagger_DESC": "Daggers specialize in fast, lethal consecutive attacks.", "TEXTKEY_SKILLTREE_Shield_NAME": "Shield Skill Tree", "TEXTKEY_SKILLTREE_Shield_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Shield_DESC": "Shields provide high defense and survivability.", "TEXTKEY_SKILLTREE_Blunt_NAME": "Blunt Skill Tree", "TEXTKEY_SKILLTREE_Blunt_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Blunt_DESC": "Blunt weapons specialize in enduring attacks and disrupting opponents.", "TEXTKEY_SKILLTREE_Axe_NAME": "Axe Skill Tree", "TEXTKEY_SKILLTREE_Axe_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Axe_DESC": "Axes have powerful attacks that break enemy defenses.", "TEXTKEY_SKILLTREE_Spear_NAME": "Spear Skill Tree", "TEXTKEY_SKILLTREE_Spear_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Spear_DESC": "Spears have the advantage of longer reach and can attack multiple targets at once.", "TEXTKEY_SKILLTREE_Bow_NAME": "Bow Skill Tree", "TEXTKEY_SKILLTREE_Bow_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Bow_DESC": "Bows allow for safe long range attacks on enemies.", "TEXTKEY_SKILLTREE_Crossbow_NAME": "Crossbow Skill Tree", "TEXTKEY_SKILLTREE_Crossbow_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_Crossbow_DESC": "Crossbows offer quick, precise ranged attacks.", "TEXTKEY_SKILLTREE_FireMagic_NAME": "Fire Magic Skill Tree", "TEXTKEY_SKILLTREE_FireMagic_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_FireMagic_DESC": "Fire magic incinerates enemies with high damage.", "TEXTKEY_SKILLTREE_WaterMagic_NAME": "Water Magic Skill Tree", "TEXTKEY_SKILLTREE_WaterMagic_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_WaterMagic_DESC": "Water magic excels in summoning and granting Barriers.", "TEXTKEY_SKILLTREE_NatureMagic_NAME": "Nature Magic Skill Tree", "TEXTKEY_SKILLTREE_NatureMagic_SUBNAME": "Main Skill Tree", "TEXTKEY_SKILLTREE_NatureMagic_DESC": "Nature magic specializes in healing and makes use of plants in various ways.", "TEXTKEY_SKILLTREE_Warrior_NAME": "Warrior Skill Tree", "TEXTKEY_SKILLTREE_Warrior_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Warrior_DESC": "Enhances sword-based combat styles.", "TEXTKEY_SKILLTREE_Guardian_NAME": "Guardian Skill Tree", "TEXTKEY_SKILLTREE_Guardian_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Guardian_DESC": "Focuses on improving defensive capabilities using a shield.", "TEXTKEY_SKILLTREE_Fortress_NAME": "Fortress Skill Tree", "TEXTKEY_SKILLTREE_Fortress_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Fortress_DESC": "Specialized in blunt weapon based defense.", "TEXTKEY_SKILLTREE_Burst_NAME": "Burst Skill Tree", "TEXTKEY_SKILLTREE_Burst_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Burst_DESC": "Enhances the explosive damage of fire magic.", "TEXTKEY_SKILLTREE_Blitz_NAME": "Blitz Skill Tree", "TEXTKEY_SKILLTREE_Blitz_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Blitz_DESC": "Enhances bow based attacks.", "TEXTKEY_SKILLTREE_Execution_NAME": "Execution Skill Tree", "TEXTKEY_SKILLTREE_Execution_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Execution_DESC": "Focuses on improving the attack capabilities of the greatsword.", "TEXTKEY_SKILLTREE_Berserker_NAME": "Berserker Skill Tree", "TEXTKEY_SKILLTREE_Berserker_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Berserker_DESC": "Specialized in aggressive combat.", "TEXTKEY_SKILLTREE_Tide_NAME": "Tide Skill Tree", "TEXTKEY_SKILLTREE_Tide_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Tide_DESC": "Enhances water magic abilities.", "TEXTKEY_SKILLTREE_Harmony_NAME": "Harmony Skill Tree", "TEXTKEY_SKILLTREE_Harmony_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Harmony_DESC": "Enhances the supporting ability of nature magic.", "TEXTKEY_SKILLTREE_Stake_NAME": "Stake Skill Tree", "TEXTKEY_SKILLTREE_Stake_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Stake_DESC": "Enhances the supporting ability of spear.", "TEXTKEY_SKILLTREE_Logging_NAME": "Logging Skill Tree", "TEXTKEY_SKILLTREE_Logging_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Logging_DESC": "Logging skills help gather resources more efficiently.", "TEXTKEY_SKILLTREE_Mining_NAME": "Mining Skill Tree", "TEXTKEY_SKILLTREE_Mining_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Mining_DESC": "Mining skills allow for faster extraction of valuable minerals.", "TEXTKEY_SKILLTREE_Cooking_NAME": "Cooking Skill Tree", "TEXTKEY_SKILLTREE_Cooking_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Cooking_DESC": "Cooking skills enable crafting food with beneficial effects.", "TEXTKEY_SKILLTREE_Crafting_NAME": "Crafting Skill Tree", "TEXTKEY_SKILLTREE_Crafting_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Crafting_DESC": "Crafting skills enhance efficiency in making equipment and items.", "TEXTKEY_SKILLTREE_Construction_NAME": "Construction Skill Tree", "TEXTKEY_SKILLTREE_Construction_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Construction_DESC": "Construction skills are advantageous for quickly building structures and bases.", "TEXTKEY_SKILLTREE_Research_NAME": "Research Skill Tree", "TEXTKEY_SKILLTREE_Research_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Research_DESC": "Research skills accelerate the development of new technologies and upgrades.", "TEXTKEY_SKILLTREE_Other_NAME": "Other Skill Tree", "TEXTKEY_SKILLTREE_Other_SUBNAME": "Sub Skill Tree", "TEXTKEY_SKILLTREE_Other_DESC": "Skills which are available by equipment and traits.", "TEXTKEY_Shared_Arcteon_NAME": "Dungeon Core Arcteon", "TEXTKEY_Shared_Arcteon_DESC": "The Dungeon Core is a device that maintains the [Shared_Dungeon], an interdimensional space created for the magical experiments of the [Shared_ElrosEmpire]. \nWhen massive amounts of magic stones were supplied to research infinite power, [Shared_Arcteon] awakened, gained consciousness, and took the name Arcteon.\n\nAfter seizing control of the [Shared_Dungeon], Arcteon created [Shared_DungeonPortal]s across the continent to bring ruin to the world. \nThe ultimate goal of the expedition team is to reach the deepest part of the [Shared_Dungeon] and destroy this malevolent being.", "TEXTKEY_Shared_Arcteon_FLAVOR": "Tragically, there existed but a single way for it to accomplish its purpose.", "TEXTKEY_Shared_Dungeon_NAME": "Dungeon", "TEXTKEY_Shared_Dungeon_DESC": "The unknown interdimensional space controlled by the infamous [Shared_Arcteon], which destroyed the Elros Empire. \nExposure to the dungeon's twisted magic gradually erodes sanity over time.", "TEXTKEY_Shared_Dungeon_FLAVOR": "One more step and reality feels like a dream – expedition log", "TEXTKEY_Shared_ElrosEmpire_NAME": "Elros Empire", "TEXTKEY_Shared_ElrosEmpire_DESC": "The ancient magical empire destroyed by [Shared_Arcteon]. \nThey created the isolated interdimensional [Shared_Dungeon] and conducted advanced magical research. \nTheir vast knowledge and techniques have become a forgotten legacy.", "TEXTKEY_Shared_ElrosEmpire_FLAVOR": "The empire's glory has vanished, but traces of its magic remain. ", "TEXTKEY_Shared_DungeonPortal_NAME": "Dungeon Portal", "TEXTKEY_Shared_DungeonPortal_DESC": "The gateway to the dungeon created by [Shared_Arcteon] to bring ruin to the continent. \nThe surrounding lands have been drained of energy and turned into [Shared_BarrenLand].", "TEXTKEY_Shared_DungeonPortal_FLAVOR": "As if being pulled somewhere.", "TEXTKEY_Shared_BarrenLand_NAME": "Barren Land", "TEXTKEY_Shared_BarrenLand_DESC": "The lands devastated by the [Shared_DungeonPortal]s that drain energy from their surroundings. \nMost areas are overrun by dark thorned vines, the soil is barren, and few creatures survive. \nThe expedition must develop this place as a base for rest and supplies on their way to the depths of the [Shared_Dungeon].", "TEXTKEY_Shared_BarrenLand_FLAVOR": "A place strewn only with remnants of death.", "TEXTKEY_Shared_DungeonGuild_NAME": "Dungeon Guild", "TEXTKEY_Shared_DungeonGuild_DESC": "The Dungeon Guild is an organization established with the support of multiple nations to prevent the crises brought to the world by [Shared_Arcteon]. \nThrough contact with the guild, you can recruit new members, accept missions, or trade resources.", "TEXTKEY_Shared_DungeonGuild_FLAVOR": "Communication with the Dungeon Guild determines the expedition team's survival and success.", "TEXTKEY_Shared_DungeonStayEffect_NAME": "Dungeon Stay Effects", "TEXTKEY_Shared_DungeonStayEffect_DESC": "The longer you stay in the dungeon, the more you experience mental distortion and suffering due to the high concentration of magical energy.\n\n[AFFECTER_DungeonStayD1],\n[AFFECTER_DungeonStayD2],\n[AFFECTER_DungeonStayD3],\n[AFFECTER_DungeonStayD4]", "TEXTKEY_Shared_DungeonStayEffect_FLAVOR": "Like sinking into an invisible swamp, something slowly, sticky, and unpleasantly seeps into you.", "TEXTKEY_MajorStat_Poor_NAME": "Poor", "TEXTKEY_MajorStat_Poor_DESC": "Shows little to no [Shared_Talent].\nGrowth potential is very limited.\n\n[Shared_LevelUp] stat gain :  1~3", "TEXTKEY_MajorStat_Moderate_NAME": "Moderate", "TEXTKEY_MajorStat_Moderate_DESC": "Possesses an ordinary level of [Shared_Talent].\nNothing stands out.\n\n[Shared_LevelUp] stat gain :  2~4", "TEXTKEY_MajorStat_Outstanding_NAME": "Outstanding", "TEXTKEY_MajorStat_Outstanding_DESC": "Clearly has [Shared_Talent].\nCapable of steady growth and reliable results.\n\n[Shared_LevelUp] stat gain :  2~5", "TEXTKEY_MajorStat_Exceptional_NAME": "Exceptional", "TEXTKEY_MajorStat_Exceptional_DESC": "Displays remarkable [Shared_Talent] and grows faster than most.\n\n[Shared_LevelUp] stat gain :  3~6", "TEXTKEY_MajorStat_Genius_NAME": "Genius", "TEXTKEY_MajorStat_Genius_DESC": "Born with rare innate [Shared_Talent].\nHolds nearly limitless potential.\n\n[Shared_LevelUp] stat gain :  3~7", "TEXTKEY_MajorStat_Unknown_NAME": "Unknown", "TEXTKEY_MajorStat_Unknown_DESC": "The [Shared_Talent] is unknown.", "TEXTKEY_Shared_Talent_NAME": "Talent", "TEXTKEY_Shared_Talent_DESC": "Talent represents a character's growth potential in a [Shared_MajorStat].\nThe higher the talent, the more that [Shared_MajorStat] can increase during [Shared_LevelUp].\n\n- [MajorStat_Poor]\n- [MajorStat_Moderate]\n- [MajorStat_Outstanding]\n- [MajorStat_Exceptional]\n- [MajorStat_Genius]", "TEXTKEY_Shared_ContributionPoint_NAME": "Contribution Point", "TEXTKEY_Shared_ContributionPoint_DESC": "Represents how much your expedition has contributed to dungeon exploration.\nWhen Contribution reaches its maximum, your [Shared_ClanRank] increases.\n\nIt can be earned by completing certain quests or fulfilling Expedition Resolutions.", "TEXTKEY_Shared_ClanRank_NAME": "Expedition Rank", "TEXTKEY_Shared_ClanRank_DESC": "Represents the reputation and standing of the Dungeon expedition. Higher ranks allow broader use of the Guild.\nYou can raise the rank by accumulating [Shared_ContributionPoint].\n\n[Shared_ExpeditionRank1]\n[Shared_ExpeditionRank2]\n[Shared_ExpeditionRank3]\n\n<[Shared_NotImplFeature]>\n[Shared_ExpeditionRank4]\n[Shared_ExpeditionRank5]\n[Shared_ExpeditionRank6]\n[Shared_ExpeditionRank7]", "TEXTKEY_Shared_ExpeditionRank1_NAME": "Trivial Expedition", "TEXTKEY_Shared_ExpeditionRank1_DESC": "A type of [Shared_ClanRank].\nHardly anyone even knows this expedition exists.\n\n- Maximum expedition members: 4\n- Humans and Lizardmen can be recruited", "TEXTKEY_Shared_ExpeditionRank2_NAME": "Insignificant Expedition", "TEXTKEY_Shared_ExpeditionRank2_DESC": "A type of [Shared_ClanRank].\nFor now, it is still a small and unremarkable expedition.\n\n- Maximum expedition members: 5\n- Elves can be recruited\n- More items available from the Guild Merchant", "TEXTKEY_Shared_ExpeditionRank3_NAME": "Established Expedition", "TEXTKEY_Shared_ExpeditionRank3_DESC": "A type of [Shared_ClanRank].\nAn expedition that has begun to make its presence known.\n\n- Maximum expedition members: 6\n- Lycans can be recruited\nThis is currently the highest rank attainable in the game.", "TEXTKEY_Shared_ExpeditionRank4_NAME": "Notable Expedition", "TEXTKEY_Shared_ExpeditionRank4_DESC": "A type of [Shared_ClanRank].\nThe guild has high expectations for this expedition.\n\n- Maximum expedition members: 7", "TEXTKEY_Shared_ExpeditionRank5_NAME": "Reputable Expedition", "TEXTKEY_Shared_ExpeditionRank5_DESC": "A type of [Shared_ClanRank].\nAn expedition recognized for its skill and accomplishments.\n\n- Maximum expedition members: 8", "TEXTKEY_Shared_ExpeditionRank6_NAME": "Renowned Expedition", "TEXTKEY_Shared_ExpeditionRank6_DESC": "A type of [Shared_ClanRank].\nA famous expedition known by many.\n\n- Maximum expedition members: 9", "TEXTKEY_Shared_ExpeditionRank7_NAME": "Legendary Expedition", "TEXTKEY_Shared_ExpeditionRank7_DESC": "A type of [Shared_ClanRank].\nThey are recognized as the very best without question.\n\n- Maximum expedition members: 10", "TEXTKEY_Shared_On": "On", "TEXTKEY_Shared_Off": "Off", "TEXTKEY_Shared_Back": "Back", "TEXTKEY_Shared_Next": "Next", "TEXTKEY_Shared_SuperLow": "VeryLow", "TEXTKEY_Shared_Low": "Low", "TEXTKEY_Shared_Medium": "Medium", "TEXTKEY_Shared_High": "High", "TEXTKEY_Shared_SuperHigh": "VeryHigh", "TEXTKEY_TEXTFIT_Close_DESC": "Close", "TEXTKEY_TEXTFIT_First_DESC": "First", "TEXTKEY_TEXTFIT_Previous_DESC": "Previous", "TEXTKEY_TEXTFIT_Next_DESC": "Next", "TEXTKEY_TEXTFIT_Last_DESC": "Last", "TEXTKEY_TEXTFIT_Input_DESC": "Input", "TEXTKEY_TEXTFIT_WIP_DESC": "This is currently [Shared_NotImplFeature].", "TEXTKEY_MAPTYPE_Base": "Settlement", "TEXTKEY_MAPTYPE_Dungeon": "Dungeon", "TEXTKEY_Shared_Accept": "Accept", "TEXTKEY_Shared_Confirm": "Confirm", "TEXTKEY_Shared_DecisionReward": "Quest reward : ", "TEXTKEY_CommonPopUp_Confirm": "Confirm", "TEXTKEY_CommonPopUp_Cancel": "Cancel", "TEXTKEY_CommonPopUp_Yes": "Yes", "TEXTKEY_CommonPopUp_No": "No", "TEXTKEY_TASK_Eating": "Eating", "TEXTKEY_TASK_Sleeping": "Sleeping", "TEXTKEY_TASK_PickUp": "PickUp", "TEXTKEY_TASK_Feeding": "Feeding", "TEXTKEY_TASK_Mining": "Mining", "TEXTKEY_TASK_Logging": "Logging", "TEXTKEY_TASK_Gathering": "Gathering", "TEXTKEY_TASK_Harvesting": "Harvesting", "TEXTKEY_TASK_Construct": "Constructing", "TEXTKEY_TASK_ConstructionPrepare": "Transporting materials", "TEXTKEY_TASK_Taming": "Taming", "TEXTKEY_TASK_Research": "Researching", "TEXTKEY_TASK_Crafting": "Crafting", "TEXTKEY_TASK_Cooking": "Cooking", "TEXTKEY_TASK_Farming": "Farming", "TEXTKEY_TASK_Store": "Store", "TEXTKEY_TASK_Repair": "Repair", "TEXTKEY_TASK_Demolition": "Demolish", "TEXTKEY_ItemType_All": "All", "TEXTKEY_ItemType_Resource": "Resource", "TEXTKEY_ItemType_Equipment": "Equipment", "TEXTKEY_ItemType_Food": "Food", "TEXTKEY_ItemType_Consumable": "Consumable", "TEXTKEY_ItemType_Ammo": "Ammo", "TEXTKEY_ItemType_Miscellaneous": "Misc", "TEXTKEY_TEXTFIT_ItemTypeAll_DESC": "All", "TEXTKEY_TEXTFIT_ItemTypeResource_DESC": "Resource", "TEXTKEY_TEXTFIT_ItemTypeEquipment_DESC": "Equipment", "TEXTKEY_TEXTFIT_ItemTypeFood_DESC": "Food", "TEXTKEY_TEXTFIT_ItemTypeConsumable_DESC": "Consumable", "TEXTKEY_TEXTFIT_ItemTypeAmmo_DESC": "Ammo", "TEXTKEY_TEXTFIT_ItemTypeMiscellaneous_DESC": "Misc", "TEXTKEY_ItemSubType_Food_Carnivore": "Carnivore", "TEXTKEY_ItemSubType_Food_Vegeterian": "Vegeterian", "TEXTKEY_ItemSubType_Food_Omnivore": "Omnivore", "TEXTKEY_EquipmentType_Primary": "Primary Equipment", "TEXTKEY_EquipmentType_Secondary": "Secondary Equipment", "TEXTKEY_EquipmentType_Head": "Head Armor", "TEXTKEY_EquipmentType_Body": "Torso Armor", "TEXTKEY_EquipmentType_Accessory1": "Main Accessory", "TEXTKEY_EquipmentType_Accessory2": "Sub Accessory", "TEXTKEY_EquipmentType_Ammo": "Ammo", "TEXTKEY_TEXTFIT_EquipTypePrimary": "Primary Equipment", "TEXTKEY_TEXTFIT_EquipTypeSecondary": "Secondary Equipment", "TEXTKEY_TEXTFIT_EquipTypeHead": "Head Armor", "TEXTKEY_TEXTFIT_EquipTypeBody": "Torso Armor", "TEXTKEY_TEXTFIT_EquipTypeMainAccessory": "Main Accessory", "TEXTKEY_TEXTFIT_EquipTypeSubAccessory": "Sub Accessory", "TEXTKEY_Equipment_Sword_NAME": "Sword", "TEXTKEY_Equipment_Greatsword_NAME": "Greatsword", "TEXTKEY_Equipment_Spear_NAME": "Spear", "TEXTKEY_Equipment_Blunt_NAME": "Blunt", "TEXTKEY_Equipment_Bow_NAME": "Bow", "TEXTKEY_Equipment_FireStaff_NAME": "Fire Magic Staff", "TEXTKEY_Equipment_WaterStaff_NAME": "Water Magic Staff", "TEXTKEY_Equipment_NatureStaff_NAME": "Nature Magic Staff", "TEXTKEY_Equipment_Shield_NAME": "Shield", "TEXTKEY_Equipment_Dagger_NAME": "Dagger", "TEXTKEY_BuildingType_System": "System", "TEXTKEY_BuildingType_Special": "Special", "TEXTKEY_BuildingType_Crafting": "Crafting", "TEXTKEY_BuildingType_Research": "Research", "TEXTKEY_BuildingType_Recreation": "Recreation", "TEXTKEY_BuildingType_Housing": "Housing", "TEXTKEY_BuildingType_Furniture": "Furniture", "TEXTKEY_BuildingType_Trap": "Trap", "TEXTKEY_BuildingType_Storage": "Storage", "TEXTKEY_BuildingType_Gatherable": "Gatherable", "TEXTKEY_BuildingType_SubBuilding": "Annex", "TEXTKEY_BuildingType_Blueprint": "Blueprint", "TEXTKEY_BuildingType_Farm": "Farmland", "TEXTKEY_BuildingType_Trade": "Trade", "TEXTKEY_BuildingType_Remnant": "Remnant", "TEXTKEY_BuildingSubType_BasePortal": "Settlement Portal", "TEXTKEY_BuildingSubType_DungeonPortal": "Dungeon Portal", "TEXTKEY_BuildingSubType_LevelUp": "Level Up", "TEXTKEY_BuildingSubType_FuelConsumer": "Fuel Consumer", "TEXTKEY_BuildingSubType_Wall": "Wall", "TEXTKEY_BuildingSubType_Door": "Door", "TEXTKEY_BuildingSubType_Table": "Table", "TEXTKEY_BuildingSubType_Chair": "Chair", "TEXTKEY_BuildingSubType_ResourceStorage": "Resource Storage", "TEXTKEY_BuildingSubType_EquipmentStorage": "Equipment Storage", "TEXTKEY_BuildingSubType_FoodStorage": "Food Storage", "TEXTKEY_BuildingSubType_ConsumableStorage": "Consumerable Storage", "TEXTKEY_BuildingSubType_AmmoStorage": "Ammo Storage", "TEXTKEY_BuildingSubType_SpecificStorage": "Specific Storage", "TEXTKEY_BuildingSubType_Save": "Save", "TEXTKEY_BuildingSubType_LootingStorage": "Looting Storage", "TEXTKEY_BuildingSubType_Logging": "Logging", "TEXTKEY_BuildingSubType_Mining": "Mining", "TEXTKEY_BuildingSubType_Gathering": "Gathering", "TEXTKEY_BuildingSubType_Sleep": "Sleep", "TEXTKEY_BuildingSubType_Campfire": "CampFire", "TEXTKEY_BuildingSubType_Floor": "Floor", "TEXTKEY_BuildingSubType_FloorDeco": "Floor Decoration", "TEXTKEY_BuildingSubType_Light": "Light", "TEXTKEY_BuildingSubType_CraftingWorkshop": "Crafting Workshop", "TEXTKEY_BuildingSubType_CraftingCookery": "Cookery Workshop", "TEXTKEY_BuildingSubType_CraftingMagic": "Magic Workshop", "TEXTKEY_BuildingSubType_Research": "Research Workshop", "TEXTKEY_BuildingSubType_Decorative": "Decorative Furniture", "TEXTKEY_BuildingSubType_Repair": "Repair Workshop", "TEXTKEY_BuildingSubType_Harvesting": "Crop", "TEXTKEY_BuildingSubType_MultipleBuilding": "Multiple Buildling", "TEXTKEY_BuildingSubType_OperationTable": "Operation Table", "TEXTKEY_BuildingSubType_Interaction": "Interaction", "TEXTKEY_BuildingSubType_Fence": "Fence", "TEXTKEY_BuildingSubType_Merchant": "Merchant’s Table", "TEXTKEY_BuildingSubType_Trade": "Trade", "TEXTKEY_BuildingSubType_Barricade": "Barricade", "TEXTKEY_BuildingSubType_Blueprint": "Blueprint", "TEXTKEY_BuildingSubType_Grave": "Grave", "TEXTKEY_BuildingETC_Fertile": "Fertile", "TEXTKEY_BuildingETC_Normal": "Normal", "TEXTKEY_RoomType_None": "Other", "TEXTKEY_RoomType_PrivateRoom": "Private Room", "TEXTKEY_RoomType_SharedRoom": "Shared Room", "TEXTKEY_RoomType_Temple": "Temple", "TEXTKEY_RoomType_Workshop": "Workshop", "TEXTKEY_RoomType_DiningRoom": "Dining Room", "TEXTKEY_RoomType_MagicWorkshop": "Magic Workshop", "TEXTKEY_RoomType_ResearchLab": "Research Lab", "TEXTKEY_RoomType_MerchantRoom": "Merchant Chamber", "TEXTKEY_RoomType_RecreationRoom": "Recreation Room", "TEXTKEY_PositiveType_None": "Effect", "TEXTKEY_PositiveType_Positive": "Positive Effect", "TEXTKEY_PositiveType_Negative": "Negative Effect", "TEXTKEY_TraitType_Race": "Race Trait", "TEXTKEY_TraitType_Background": "Background Trait", "TEXTKEY_TraitType_Individual": "Individual Trait", "TEXTKEY_TraitType_Inscription": "Inscription Trait", "TEXTKEY_TraitType_Physical": "Physical Trait", "TEXTKEY_TraitType_Soul": "Soul Trait", "TEXTKEY_RarityType_Rarity": "Rarity", "TEXTKEY_RarityType_Common": "Common", "TEXTKEY_RarityType_Uncommon": "Uncommon", "TEXTKEY_RarityType_Rare": "Rare", "TEXTKEY_RarityType_Legendary": "Legendary", "TEXTKEY_StatusType_MajorStat": "Major Ability", "TEXTKEY_MoodType_VeryUnhappy_NAME": "Very Unhappy", "TEXTKEY_MoodType_VeryUnhappy_DESC": "Very bad [STATUS_Mood].\nThe unbearable distress is breaking their mind.\n([STATUS_Stress] is increasing rapidly)", "TEXTKEY_MoodType_Unhappy_NAME": "Unhappy", "TEXTKEY_MoodType_Unhappy_DESC": "Bad [STATUS_Mood].\nA lingering discomfort is troubling their mind.\n([STATUS_Stress] is increasing)", "TEXTKEY_MoodType_Normal_NAME": "Normal", "TEXTKEY_MoodType_Normal_DESC": "Normal [STATUS_Mood].\nTheir emotions are stable and not strongly affected.", "TEXTKEY_MoodType_Happy_NAME": "Happy", "TEXTKEY_MoodType_Happy_DESC": "Good [STATUS_Mood].\nTheir mind is calm, and tension is slowly easing.\n([STATUS_Stress] is decreasing)", "TEXTKEY_MoodType_VeryHappy_NAME": "Very Happy", "TEXTKEY_MoodType_VeryHappy_DESC": "Very good [STATUS_Mood].\nThey feel excellent, and their mental burden is quickly lifting.\n([STATUS_Stress] is decreasing rapidly)", "TEXTKEY_Common_Increase": "Increase", "TEXTKEY_Common_Decrease": "Decrease", "TEXTKEY_Common_DayTime": "d", "TEXTKEY_Common_Hour": "h", "TEXTKEY_Common_Minute": "m", "TEXTKEY_Common_Energy": "Energy", "TEXTKEY_Common_Hunger": "Hunger", "TEXTKEY_Common_Recreation": "Recreation", "TEXTKEY_Common_Stress": "Stress", "TEXTKEY_Common_Mood": "Mood", "TEXTKEY_Common_Close": "Close", "TEXTKEY_Common_Apply": "Apply", "TEXTKEY_Common_Save": "Save", "TEXTKEY_Common_Start": "Start", "TEXTKEY_Common_Back": "Back", "TEXTKEY_Common_GamePause": "Game Paused", "TEXTKEY_Common_Day": "Day", "TEXTKEY_Common_Stack": "Stack", "TEXTKEY_Common_Dead": "Dead", "TEXTKEY_VFXExecution_Critical": "Crit", "TEXTKEY_VFXExecution_Guard": "Guard", "TEXTKEY_VFXExecution_Miss": "Miss", "TEXTKEY_VFXExecution_Immune": "Immune", "TEXTKEY_VFXExecution_Exp": "EXP", "TEXTKEY_KeyInputType_MoveCamera_Up": "Move Camera Up", "TEXTKEY_KeyInputType_MoveCamera_Down": "Move Camera Down", "TEXTKEY_KeyInputType_MoveCamera_Left": "Move Camera Left", "TEXTKEY_KeyInputType_MoveCamera_Right": "Move Camera Right", "TEXTKEY_KeyInputType_SelectUnit_All": "Select All Units", "TEXTKEY_KeyInputType_GameSpeed_StopOrNormal": "Pause / Normal Speed", "TEXTKEY_KeyInputType_GameSpeed_Normal": "Game Speed: Normal", "TEXTKEY_KeyInputType_GameSpeed_Fast": "Game Speed: Fast", "TEXTKEY_KeyInputType_GameSpeed_Increase": "Increase Game Speed", "TEXTKEY_KeyInputType_GameSpeed_Decrease": "Decrease Game Speed", "TEXTKEY_KeyInputType_UseSkill_0": "Use Skill", "TEXTKEY_KeyInputType_UseSkill_1": "Use Skill 1", "TEXTKEY_KeyInputType_UseSkill_2": "Use Skill 2", "TEXTKEY_KeyInputType_UseSkill_3": "Use Skill 3", "TEXTKEY_KeyInputType_UseSkill_4": "Use Skill 4", "TEXTKEY_KeyInputType_Summary_Skill": "Skill Summary", "TEXTKEY_KeyInputType_Summary_Status": "Status Summary", "TEXTKEY_KeyInputType_Summary_Inventory": "Inventory", "TEXTKEY_KeyInputType_Summary_WorkPlan": "Work Plan", "TEXTKEY_KeyInputType_AssignControlMode_GatherResource": "Gather Resources Mode", "TEXTKEY_KeyInputType_AssignControlMode_CancelAssign": "Cancel Assignment", "TEXTKEY_KeyInputType_AssignControlMode_Construction": "Construction Mode", "TEXTKEY_KeyInputType_AssignControlMode_Demolition": "Demolition Mode", "TEXTKEY_KeyInputType_AssignControlMode_MultiplePickUpMode": "Multiple Pickup Mode", "TEXTKEY_KeyInputType_BehaviourOption_AutoAttack": "Toggle Auto Attack", "TEXTKEY_KeyInputType_BehaviourOption_WaitForOrder": "Toggle Wait for Order", "TEXTKEY_KeyInputType_BehaviourOption_RestFirst": "Toggle Rest First", "TEXTKEY_KeyInputType_GameGuide": "Game Guide", "TEXTKEY_KeyInputType_Construction_RotateLeft": "Rotate Building Left", "TEXTKEY_KeyInputType_Construction_RotateRight": "Rotate Building Right", "TEXTKEY_KeyInputType_TooltipHold": "Lock Tooltip", "TEXTKEY_KeyInputType_SelectUnit_1": "Select Unit 1", "TEXTKEY_KeyInputType_SelectUnit_2": "Select Unit 2", "TEXTKEY_KeyInputType_SelectUnit_3": "Select Unit 3", "TEXTKEY_KeyInputType_SelectUnit_4": "Select Unit 4", "TEXTKEY_KeyInputType_SelectUnit_5": "Select Unit 5", "TEXTKEY_KeyInputType_SelectUnit_6": "Select Unit 6", "TEXTKEY_KeyInputType_SelectUnit_7": "Select Unit 7", "TEXTKEY_KeyInputType_SelectUnit_8": "Select Unit 8", "TEXTKEY_KeyInputType_SelectUnit_9": "Select Unit 9", "TEXTKEY_KeyInputType_SelectUnit_10": "Select Unit 10", "TEXTKEY_KeyInputType_LeftShift": "Left Shift", "TEXTKEY_KeyInputType_LeftAlt": "Left Alt", "TEXTKEY_KeyInputType_LeftCtrl": "Left Ctrl", "TEXTKEY_KeyInputType_UseItemQuickSlot_1": "Use Item Quick Slot 1", "TEXTKEY_ClanRank_1": "Trival", "TEXTKEY_ClanRank_2": "Insignificant", "TEXTKEY_ClanRank_3": "Common", "TEXTKEY_ClanRank_4": "Slightly Known", "TEXTKEY_ClanRank_5": "Reputable", "TEXTKEY_ClanRank_6": "Wellknown", "TEXTKEY_ClanRank_7": "Legendary", "TEXTKEY_NarrativeIntroNotice_1": "Long ago… the Dungeon opened a portal in the land\nand began to drain the vitality of the world.", "TEXTKEY_NarrativeIntroNotice_2": "Amid the disaster created by its own creation,\nthe once-brilliant magical empire ultimately collapsed.", "TEXTKEY_NarrativeIntroNotice_3": "Through the sacrifice of four legendary heroes,\npeace returned once more, but", "TEXTKEY_NarrativeIntroNotice_4": "After regaining its strength over a long age,\nthe Dungeon began the calamity of corruption once more.", "TEXTKEY_NarrativeIntroNotice_5": "To stop the catastrophic disaster,\nthe Guild dispatched expedition teams to dungeons across the world.", "TEXTKEY_NarrativeIntroNotice_6": "And you are\nthe expedition leader\nwho commands one of them.", "TEXTKEY_NarrativeIntro_HoldSpaceSkipGuide": "Hold Space or the left mouse button to skip the intro.", "TEXTKEY_ForThirdPlaytesterUI_Description": "Welcome, everyone participating in the third playtest!\n\n\n<color=#f16071>This is a confidential playtest. Please do\nnot stream, share, or publicly disclose\nany gameplay or unreleased content.</color>\n\n\nA variety of content is still in development, and not all content in Region 2 is available yet.\nIf you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know.\n\nYou can access the third playtest supporters-only channel as follows:\n- Go to Dungeon Settlers => third-supporter-access-portal.\n- Copy and paste the code below in that channel to enter the third playtest supporters-only channel!", "TEXTKEY_HelpNotice_RecruitFailNotEnoughGold": "You don't have enough gold to recruit.", "TEXTKEY_HelpNotice_RecuitFailOverMaxPopulation": "You can't recruit beyond the maximum expedition size.", "TEXTKEY_HelpNotice_RecuitSuccess": "{0} has joined the expedition clan.", "TEXTKEY_HelpNotice_LevelUpNotEnoughItem": "{0} doesn't have enough {1} in their inventory.", "TEXTKEY_HelpNotice_LevelUpNotEnoughExp": "Before praying to level up, {0} must reach maximum EXP.", "TEXTKEY_HelpNotice_BuildingNotEnoughResource": "You don't have enough {0} to construct the building.", "TEXTKEY_HelpNotice_BuildingNotEnoughResourceExceptEquipped": "You don't have enough items {0} to construct a building. Equipped items are not reflected in construction.", "TEXTKEY_HelpNotice_BuildingPositionNotAvailable": "The location is unsuitable for construction.", "TEXTKEY_HelpNotice_BlueprintPositionNotAvailable": "This location is unsuitable for installing blueprints.", "TEXTKEY_HelpNotice_LearnSkillPrerequisiteRequired": "Prerequisite Skills need to be learned first.", "TEXTKEY_HelpNotice_LearnSkillAlreadyLearned": "Skill is already learned.", "TEXTKEY_HelpNotice_LearnSkillNotEnoughMainSkillPoint": "The unit doesn't have enough main skill points.", "TEXTKEY_HelpNotice_LearnSkillNotEnoughSubSkillPoint": "The unit doesn't have enough sub skill points.", "TEXTKEY_HelpNotice_LearnSkillNotEnoughUsedMainSkillPoint": "You need to allocate more skill points to the main skill tree first.", "TEXTKEY_HelpNotice_LearnSkillNotEnoughUsedSubSkillPoint": "You need to allocate more skill points to the sub skill tree first.", "TEXTKEY_HelpNotice_CraftingTaskNotGeneratable": "You cannot add tasks exceeding the maximum number of tasks allowed at a single workstation.", "TEXTKEY_HelpNotice_ResearchFailNotEnoughItem": "Research materials are insufficient.", "TEXTKEY_HelpNotice_ResearchUnlock": "Are you sure you want to unlock research: {0}?", "TEXTKEY_HelpNotice_CantUseItemInMap": "This item is currently unavailable on the map.", "TEXTKEY_HelpNotice_CantUseItemInCombat": "This item cannot be used during combat.", "TEXTKEY_HelpNotice_UnvalidUser": "User is currently unable to use skills.", "TEXTKEY_HelpNotice_UnvalidTarget": "Invalid target selected.", "TEXTKEY_HelpNotice_NotEnoughEnergy": "Not enough energy to use this skill.", "TEXTKEY_HelpNotice_CoolTimeNotMet": "This skill is on cooldown.", "TEXTKEY_HelpNotice_NotHasSkill": "This skill can not be used now.", "TEXTKEY_HelpNotice_NotEnoughItem": "Not enough required items(EX : Arrow) to use this skill.", "TEXTKEY_HelpNotice_NotEquipped": "This skill can not be used without appropriate equipment.", "TEXTKEY_HelpNotice_NotImplemented": "This content is currently not implemented.", "TEXTKEY_HelpNotice_NotEnoughCreature": "Not enough creatures to use this skill.", "TEXTKEY_HelpNotice_BuildingPositionNotInRoom": "The building can only be constructed indoors.", "TEXTKEY_HelpNotice_InCombatPortalDisable": "Portals are not available during combat.", "TEXTKEY_HelpNotice_InventoryIsFull": "Storage's inventory full. Cannot acquire more", "TEXTKEY_HelpNotice_UnitInventoryIsFull": "The unit's inventory is full. Cannot acquire more.", "TEXTKEY_HelpNotice_InventoryWeightLimit": "Unit weight limit exceeded.", "TEXTKEY_HelpNotice_TooFarUnitDistane": "The distance between units is too far.", "TEXTKEY_HelpNotice_NotReachableTarget": "Target is unreachable.", "TEXTKEY_HelpNotice_NotEnoughLevel": "Your level is lower than the minimum required level for the skill.", "TEXTKEY_HelpNotice_BuildingInteractionBlocked": "Building's interaction area is blocked.", "TEXTKEY_HelpNotice_CantEquipInCombat": "You cannot equip during combat.", "TEXTKEY_HelpNotice_CantEquipInAttack": "You cannot equip during attack.", "TEXTKEY_HelpNotice_ResearchPrerequisitesLocked": "You must unlock the prerequisite research first.", "TEXTKEY_HelpNotice_BlockedGridTarget": "Cannot use skills on blocked tiles.", "TEXTKEY_HelpNotice_RetireFailNotIdle": "Cannot retire members who are currently working.", "TEXTKEY_HelpNotice_RetireFailLastMember": "At least one expedition member is required to keep the expedition going.", "TEXTKEY_HelpNotice_RetireFailCarryingUnit": "Cannot dismiss while carrying an expedition member.", "TEXTKEY_HelpNotice_RetireFailDeadUnit": "Dead expedition members cannot be dismissed.", "TEXTKEY_HelpNotice_EventFailByUnit": "This event is no longer available.", "TEXTKEY_HelpNotice_ItemDropPositionNotAvailable": "Cannot drop item here.", "TEXTKEY_HelpNotice_ItemActionDeadUnit": "You can only drop items from a dead unit.", "TEXTKEY_HelpNotice_ItemActionTargetMissing": "No valid target found.", "TEXTKEY_HelpNotice_InCombatEventDisable": "Events cannot be viewed during combat.", "TEXTKEY_HelpNotice_LearnSkillMissingEquipment": "Skill learning requirements not met.\n{0} is not in the unit's equipment or inventory.", "TEXTKEY_HelpNotice_RetireFailDungeon": "Cannot retire while in a dungeon.", "TEXTKEY_HelpNotice_ObtainGold": "Gained {0} Gold.", "TEXTKEY_HelpNotice_ObtainCP": "Gained {0} Contribution.", "TEXTKEY_HelpNotice_LoseGold": "Lost {0} Gold.", "TEXTKEY_HelpNotice_DecisionNotActivate": "Expedition Resolution has not been activated yet.", "TEXTKEY_HelpNotice_DungeonGodnessStatueBless": "Received the Goddess' Blessing: {0}", "TEXTKEY_HelpNotice_DungeonGodnessStatueBlessFull": "You already have all Goddess' Blessings.", "TEXTKEY_HelpNotice_ResearchFailCarryingItem": "Items being carried cannot be used.", "TEXTKEY_HelpNotice_TradeFromToTargetInvalid": "There are no valid Trade Target", "TEXTKEY_HelpNotice_TradeNotEnoughMoneyPlayer": "We do not have sufficient gold.", "TEXTKEY_HelpNotice_TradeNotEnoughMoneyOpponent": "The opponent does not have sufficient gold.", "TEXTKEY_HelpNotice_TradeTargetInventoryFull": "Cannot complete the trade. The target inventory is full.", "TEXTKEY_HelpNotice_TradeTargetWeightLimit": "Cannot complete the trade. The target unit would exceed its weight limit.", "TEXTKEY_HelpNotice_TradeItemDeliveryFailed": "The trade was canceled because the trade item could not be delivered.", "TEXTKEY_HelpNotice_CannotPasteStoragePolicy": "You cannot paste between different types of storage.", "TEXTKEY_HelpNotice_NoDropArea": "No space to put down the item.", "TEXTKEY_HelpNotice_TraitAcquired": "{0} has acquired {1}.", "TEXTKEY_STATUS_Strength_NAME": "Strength", "TEXTKEY_STATUS_Constitution_NAME": "Constitution", "TEXTKEY_STATUS_WillPower_NAME": "Willpower", "TEXTKEY_STATUS_Intelligence_NAME": "Intelligence", "TEXTKEY_STATUS_Agility_NAME": "Agility", "TEXTKEY_STATUS_Perception_NAME": "Perception", "TEXTKEY_STATUS_MaxHealthHead_NAME": "Max Health (Head)", "TEXTKEY_STATUS_MaxHealthBody_NAME": "Max Health (Torso)", "TEXTKEY_STATUS_MaxArmorTotal_NAME": "Max Armor (Total)", "TEXTKEY_STATUS_MaxArmorHead_NAME": "Max Armor (Head)", "TEXTKEY_STATUS_MaxArmorBody_NAME": "Max Armor (Torso)", "TEXTKEY_STATUS_ArmorHead_NAME": "Armor (Head)", "TEXTKEY_STATUS_ArmorBody_NAME": "Armor (Torso)", "TEXTKEY_STATUS_MaxExp_NAME": "MaxExp", "TEXTKEY_STATUS_Weight_NAME": "Weight", "TEXTKEY_STATUS_HealthHead_NAME": "Head Health", "TEXTKEY_STATUS_HealthBody_NAME": "Torso Health", "TEXTKEY_STATUS_HealthTotal_NAME": "Current Health", "TEXTKEY_STATUS_Barrier_NAME": "Barrier", "TEXTKEY_STATUS_Energy_NAME": "Energy", "TEXTKEY_STATUS_Hunger_NAME": "Hunger", "TEXTKEY_STATUS_Recreation_NAME": "Recreation", "TEXTKEY_STATUS_Stress_NAME": "Stress", "TEXTKEY_STATUS_Level_NAME": "Level", "TEXTKEY_STATUS_Exp_NAME": "EXP", "TEXTKEY_STATUS_MainSkillPoint_NAME": "Main SkillPoint", "TEXTKEY_STATUS_SubSkillPoint_NAME": "Sub SkillPoint", "TEXTKEY_STATUS_MaxHealthTotal_NAME": "Max Health Total", "TEXTKEY_STATUS_PhysicalAttackPower_NAME": "Physical Attack Power", "TEXTKEY_STATUS_AttackSpeed_NAME": "Attack Speed", "TEXTKEY_STATUS_CriticalChance_NAME": "Critical Chance", "TEXTKEY_STATUS_CriticalDamageBonus_NAME": "Critical Damage Bonus", "TEXTKEY_STATUS_MagicAttackPower_NAME": "Magic Attack Power", "TEXTKEY_STATUS_CooldownReduction_NAME": "Cooldown Reduction", "TEXTKEY_STATUS_HitChance_NAME": "Hit Chance", "TEXTKEY_STATUS_DodgeChance_NAME": "Dodge Chance", "TEXTKEY_STATUS_GuardChance_NAME": "Guard Chance", "TEXTKEY_STATUS_GuardDamageReduction_NAME": "Guard Damage Reduction", "TEXTKEY_STATUS_DamageReflection_NAME": "Damage Reflection", "TEXTKEY_STATUS_LifeSteal_NAME": "Life Steal", "TEXTKEY_STATUS_DamageDealtBonus_NAME": "Damage Dealt", "TEXTKEY_STATUS_DamageTakenBonus_NAME": "Damage Taken", "TEXTKEY_STATUS_PhysicalDamageDealtBonus_NAME": "Physical Damage Dealt", "TEXTKEY_STATUS_MagicDamageDealtBonus_NAME": "Magic Damage Dealt", "TEXTKEY_STATUS_PhysicalResistance_NAME": "Physical Resistance", "TEXTKEY_STATUS_MagicResistance_NAME": "Magic Resistance", "TEXTKEY_STATUS_Mood_NAME": "Mood", "TEXTKEY_STATUS_MaxEnergy_NAME": "Max Energy", "TEXTKEY_STATUS_MaxHunger_NAME": "Max Hunger", "TEXTKEY_STATUS_MaxRecreation_NAME": "Max Recreation", "TEXTKEY_STATUS_MaxStress_NAME": "Max Stress", "TEXTKEY_STATUS_MaxWeight_NAME": "Max Weight", "TEXTKEY_STATUS_DespairOvercomeChance_NAME": "Despair Overcome Chance", "TEXTKEY_STATUS_MovementSpeed_NAME": "Movement Speed", "TEXTKEY_STATUS_VisionRange_NAME": "Vision Range", "TEXTKEY_STATUS_HealthPercentageRegeneration_NAME": "Health Regeneration", "TEXTKEY_STATUS_EnergyRegeneration_NAME": "Energy Regeneration", "TEXTKEY_STATUS_HungerRegeneration_NAME": "Hunger Regeneration", "TEXTKEY_STATUS_RecreationRegeneration_NAME": "Recreation Regeneration", "TEXTKEY_STATUS_ExpGainedBonus_NAME": "EXP Gain Bonus", "TEXTKEY_STATUS_StressModifier_NAME": "Stress Modifier", "TEXTKEY_STATUS_FinalDamageMultiplier_NAME": "Final Damage Final Multiplier", "TEXTKEY_STATUS_GatheringCapability_NAME": "Gathering Capability", "TEXTKEY_STATUS_MiningCapability_NAME": "Mining Capability", "TEXTKEY_STATUS_LoggingCapability_NAME": "Logging Capability", "TEXTKEY_STATUS_ConstructionCapability_NAME": "Construction Capability", "TEXTKEY_STATUS_TamingCapability_NAME": "Taming Capability", "TEXTKEY_STATUS_ResearchCapability_NAME": "Research Capability", "TEXTKEY_STATUS_MedicineCapability_NAME": "Medicine Capability", "TEXTKEY_STATUS_CraftingCapability_NAME": "Crafting Capability", "TEXTKEY_STATUS_FarmingCapability_NAME": "Farming Capability", "TEXTKEY_STATUS_CookingCapability_NAME": "Cooking Capability", "TEXTKEY_STATUS_RecreationCapability_NAME": "Recreation Capability", "TEXTKEY_STATUS_TalentStrength_NAME": "Talent Strength", "TEXTKEY_STATUS_TalentConstitution_NAME": "Talent Constitution", "TEXTKEY_STATUS_TalentWillPower_NAME": "Talent Willpower", "TEXTKEY_STATUS_TalentIntelligence_NAME": "Talent Intelligence", "TEXTKEY_STATUS_TalentAgility_NAME": "Talent Agility", "TEXTKEY_STATUS_TalentPerception_NAME": "Talent Perception", "TEXTKEY_STATUS_Durability_NAME": "Durability", "TEXTKEY_STATUS_MaxDurability_NAME": "Max Durability", "TEXTKEY_STATUS_StorageCapacity_NAME": "StorageCapacity", "TEXTKEY_STATUS_ExpireSpeed_NAME": "ExpireSpeed", "TEXTKEY_STATUS_StrengthPerModifier_NAME": "Strength", "TEXTKEY_STATUS_ConstitutionPerModifier_NAME": "Constitution", "TEXTKEY_STATUS_WillPowerPerModifier_NAME": "Willpower", "TEXTKEY_STATUS_IntelligencePerModifier_NAME": "Intelligence", "TEXTKEY_STATUS_AgilityPerModifier_NAME": "Agility", "TEXTKEY_STATUS_PerceptionPerModifier_NAME": "Perception", "TEXTKEY_STATUS_MaxHealthTotalPerModifier_NAME": "Max Health Total", "TEXTKEY_STATUS_PhysicalAttackPowerPerModifier_NAME": "Physical Attack Power", "TEXTKEY_STATUS_AttackSpeedPerModifier_NAME": "Attack Speed", "TEXTKEY_STATUS_CriticalChancePerModifier_NAME": "Critical Chance", "TEXTKEY_STATUS_CriticalMultipierPerModifier_NAME": "Critical Multiplier", "TEXTKEY_STATUS_MagicAttackPowerPerModifier_NAME": "Magic Attack Power", "TEXTKEY_STATUS_CooldownReductionPerModifier_NAME": "Cooldown Reduction", "TEXTKEY_STATUS_DamageTakenBonusPerModifier_NAME": "Damage Taken", "TEXTKEY_STATUS_PhysicalResistancePerModifier_NAME": "Physical Resistance", "TEXTKEY_STATUS_MagicResistancePerModifier_NAME": "Magic Resistance", "TEXTKEY_STATUS_MoodPerModifier_NAME": "Mood", "TEXTKEY_STATUS_MaxEnergyPerModifier_NAME": "Max Energy", "TEXTKEY_STATUS_MaxHungerPerModifier_NAME": "Max Hunger", "TEXTKEY_STATUS_MaxRecreationPerModifier_NAME": "Max Recreation", "TEXTKEY_STATUS_MaxStressPerModifier_NAME": "Max Stress", "TEXTKEY_STATUS_MaxWeightPerModifier_NAME": "Max Weight", "TEXTKEY_STATUS_MovementSpeedPerModifier_NAME": "Movement Speed", "TEXTKEY_STATUS_HealthPercentageRegenerationPerModifier_NAME": "Health Regeneration", "TEXTKEY_STATUS_EnergyRegenerationPerModifier_NAME": "Energy Regeneration", "TEXTKEY_STATUS_HungerRegenerationPerModifier_NAME": "Hunger Regeneration", "TEXTKEY_STATUS_GatheringCapabilityPerModifier_NAME": "Gathering Capability", "TEXTKEY_STATUS_MiningCapabilityPerModifier_NAME": "Mining Capability", "TEXTKEY_STATUS_LoggingCapabilityPerModifier_NAME": "Logging Capability", "TEXTKEY_STATUS_ConstructionCapabilityPerModifier_NAME": "Construction Capability", "TEXTKEY_STATUS_TamingCapabilityPerModifier_NAME": "Taming Capability", "TEXTKEY_STATUS_ResearchCapabilityPerModifier_NAME": "Research Capability", "TEXTKEY_STATUS_CraftingCapabilityPerModifier_NAME": "Crafting Capability", "TEXTKEY_STATUS_FarmingCapabilityPerModifier_NAME": "Farming Capability", "TEXTKEY_STATUS_CookingCapabilityPerModifier_NAME": "Cooking Capability", "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME": "Recreation Capability", "TEXTKEY_STATUS_SwordSkillAptitude_NAME": "Sword Skill [Shared_Aptitude]", "TEXTKEY_STATUS_GreatSwordSkillAptitude_NAME": "Great Sword Skill [Shared_Aptitude]", "TEXTKEY_STATUS_DaggerSkillAptitude_NAME": "Dagger Skill [Shared_Aptitude]", "TEXTKEY_STATUS_ShieldSkillAptitude_NAME": "Shield Skill [Shared_Aptitude]", "TEXTKEY_STATUS_BluntSkillAptitude_NAME": "Blunt Skill [Shared_Aptitude]", "TEXTKEY_STATUS_AxeSkillAptitude_NAME": "Axe Skill [Shared_Aptitude]", "TEXTKEY_STATUS_SpearSkillAptitude_NAME": "Spear Skill [Shared_Aptitude]", "TEXTKEY_STATUS_SurvivalSkillAptitude_NAME": "Survival Skill [Shared_Aptitude]", "TEXTKEY_STATUS_BowSkillAptitude_NAME": "Bow Skill [Shared_Aptitude]", "TEXTKEY_STATUS_CrossbowSkillAptitude_NAME": "Crossbow Skill [Shared_Aptitude]", "TEXTKEY_STATUS_FireMagicSkillAptitude_NAME": "Fire Magic Skill [Shared_Aptitude]", "TEXTKEY_STATUS_WaterMagicSkillAptitude_NAME": "Water Magic Skill [Shared_Aptitude]", "TEXTKEY_STATUS_NatureMagicSkillAptitude_NAME": "Nature Magic Skill [Shared_Aptitude]", "TEXTKEY_STATUS_HolyMagicSkillAptitude_NAME": "Holy Magic Skill [Shared_Aptitude]", "TEXTKEY_STATUS_DarkMagicSkillAptitude_NAME": "Dark Magic Skill [Shared_Aptitude]", "TEXTKEY_STATUS_MaxHealthTotalFinalMultiflier_NAME": "Max Health Total Final Multiplier", "TEXTKEY_STATUS_PhysicalAttackPowerFinalMultiflier_NAME": "Physical Attack Power Final Multiplier", "TEXTKEY_STATUS_AttackSpeedFinalMultiflier_NAME": "Attack Speed Final Multiplier", "TEXTKEY_STATUS_CriticalChanceFinalMultiflier_NAME": "Critical Chance Final Multiplier", "TEXTKEY_STATUS_CriticalMultipierFinalMultiflier_NAME": "Critical Multiplier Final Multiplier", "TEXTKEY_STATUS_MagicAttackPowerFinalMultiflier_NAME": "Magic Attack Power Final Multiplier", "TEXTKEY_STATUS_MovementSpeedFinalMultiflier_NAME": "Movement Speed Final Multiplier", "TEXTKEY_STATUS_EnergyRegenerationFinalMultiflier_NAME": "Energy Regeneration Final Multiplier", "TEXTKEY_STATUS_StressRegenerationFinalMultiflier_NAME": "Stress Regeneration Final Multiplier", "TEXTKEY_STATUS_StressIncreaseBonus_NAME": "Stress Increase Bonus", "TEXTKEY_STATUS_StressDecreaseBonus_NAME": "Stress Decrease Bonus", "TEXTKEY_STATUS_PrayNeedsBonus_NAME": "Pray Needs Resource Modifier", "TEXTKEY_STATUS_Strength_DESC": "Higher values improve Physical Attack Power, Max Weight, Mining Capability, and Logging Capability.", "TEXTKEY_STATUS_Constitution_DESC": "Higher values improve Max Health Total, Physical Resistance, and Construction Capability.", "TEXTKEY_STATUS_WillPower_DESC": "Higher values improve Max Energy, Magic Attack Power, Cooldown Reduction, Taming Capability, and Farming Capability.", "TEXTKEY_STATUS_Intelligence_DESC": "Higher values improve Magic Attack Power, Magic Resistance, and Research Capability.", "TEXTKEY_STATUS_Agility_DESC": "Higher values improve Physical Attack Power, Attack Speed, Movement Speed, Gathering Capability, and Crafting Capability.", "TEXTKEY_STATUS_Perception_DESC": "Higher values improve Physical Attack Power, Magic Attack Power, Critical Chance, and Cooking Capability.", "TEXTKEY_STATUS_MaxHealthHead_DESC": "The maximum health the head can withstand. Determines the maximum value of [STATUS_HealthHead].", "TEXTKEY_STATUS_MaxHealthBody_DESC": "The maximum health the torso can withstand. Determines the maximum value of [STATUS_HealthBody].", "TEXTKEY_STATUS_MaxExp_DESC": "The EXP required to reach the next level. Determines the maximum value of [STATUS_Exp].", "TEXTKEY_STATUS_Weight_DESC": "All items have weight, and there is a <color=#ccbeb8>limit to the total weight a unit can carry</color>.\n\nExceeding the maximum weight will trigger [AFFECTER_Overloaded] or [AFFECTER_SevereOverloaded], causing <color=#ccbeb8>reduced movement speed and other negative penalties</color>.", "TEXTKEY_STATUS_HealthHead_DESC": "If it drops to 0, you will enter a <color=#ccbeb8>[AFFECTER_Deadly] state or die</color> even if [STATUS_HealthBody] remains.", "TEXTKEY_STATUS_HealthBody_DESC": "If it drops to 0, the <color=#ccbeb8>remaining damage transfers to [STATUS_HealthHead]</color>.", "TEXTKEY_STATUS_HealthTotal_DESC": "Total health including [STATUS_HealthHead] and [STATUS_HealthBody]", "TEXTKEY_STATUS_Barrier_DESC": "Barrier", "TEXTKEY_STATUS_Energy_DESC": "Energy indicates how energized a unit is. \n<color=#ccbeb8>When tired, units fall asleep automatically</color>, and if energy is fully depleted, \nthe unit becomes [AFFECTER_SevereExhausted], falling <color=#ccbeb8>unconscious and unresponsive</color>.\n\nEnergy <color=#ccbeb8>depletes slowly while awake</color> and is <color=#ccbeb8>consumed when using skills</color>.\n\nLet the unit sleep, lie in bed, or rest near a campfire to recover energy.", "TEXTKEY_STATUS_Hunger_DESC": "This value shows <color=#ccbeb8>how full a unit is</color>. \nWhen hunger drops below a certain level, the unit will <color=#ccbeb8>automatically seek out and consume food</color>, and <color=#ccbeb8>being hungry negatively affects [STATUS_Mood]</color>. \n\nIf hunger reaches <color=#ccbeb8>0, the unit becomes [AFFECTER_SevereHungry] and [AFFECTER_Deadly]</color>, \nfalling <color=#ccbeb8>unconscious and unresponsive</color>. \nIn this state, the unit must be <color=#ccbeb8>fed by another ally until hunger is restored above a certain threshold</color> to recover. \n\nIf the unit fails to regain consciousness before [AFFECTER_Deadly] expires, it will <color=#ccbeb8>die permanently</color>.", "TEXTKEY_STATUS_Stress_DESC": "<color=#ccbeb8>Indicates the level of mental strain a unit is under</color>. If [STATUS_Mood] is below 0, Stress increases proportionally. If [STATUS_Mood] is above 0, Stress decreases proportionally.  \n\n<color=#ccbeb8>When stress reaches its maximum, the unit enters a [AFFECTER_MentalBreak] state</color>, <color=#ccbeb8>and stress is reset to 0</color>. <color=#ccbeb8>If stress hits the maximum again during [AFFECTER_MentalBreak], the unit dies instantly</color>.", "TEXTKEY_STATUS_Level_DESC": "Represents a unit’s growth and experience.\nWhen experience reaches its maximum, the unit can [Shared_LevelUp].\n\nThe higher an expedition member’s level, the greater their [STATUS_Mood] expectations become.", "TEXTKEY_STATUS_Exp_DESC": "When it reaches the maximum, the unit can [Shared_LevelUp].", "TEXTKEY_STATUS_MainSkillPoint_DESC": "You can spend skill points in the main skill tree to acquire new skills.", "TEXTKEY_STATUS_SubSkillPoint_DESC": "You can spend skill points in the sub skill tree to acquire new skills.", "TEXTKEY_STATUS_MaxHealthTotal_DESC": "The unit's total maximum health. This value is used as the basis for [STATUS_MaxHealthHead] and [STATUS_MaxHealthBody].", "TEXTKEY_STATUS_PhysicalAttackPower_DESC": "Attack power used to calculate physical damage.", "TEXTKEY_STATUS_AttackSpeed_DESC": "Increases the speed of skills affected by attack speed. Higher values make attacks faster.", "TEXTKEY_STATUS_CriticalChance_DESC": "The chance for a landed attack to become a critical hit.", "TEXTKEY_STATUS_CriticalDamageBonus_DESC": "The bonus damage ratio applied when a critical hit occurs.", "TEXTKEY_STATUS_MagicAttackPower_DESC": "Attack power used to calculate the power of magic-based skills.", "TEXTKEY_STATUS_CooldownReduction_DESC": "Increases the rate at which skill cooldowns count down. Higher values make cooldowns recover faster.", "TEXTKEY_STATUS_HitChance_DESC": "The base chance for attacks to hit. It is compared against the target's [STATUS_DodgeChance].", "TEXTKEY_STATUS_DodgeChance_DESC": "The chance to dodge attacks. It is subtracted from the attacker's [STATUS_HitChance] and is capped at 80%.", "TEXTKEY_STATUS_GuardChance_DESC": "The chance to guard against physical damage. It is capped at 80%.", "TEXTKEY_STATUS_GuardDamageReduction_DESC": "The damage reduction ratio applied when a guard succeeds. It is capped at 80%.", "TEXTKEY_STATUS_LifeSteal_DESC": "Restores health based on a portion of the damage dealt by the unit.", "TEXTKEY_STATUS_DamageDealtBonus_DESC": "A percentage modifier applied to all damage dealt by the attacker. Higher values increase damage, including both physical and magical damage.", "TEXTKEY_STATUS_DamageTakenBonus_DESC": "A percentage modifier applied to all damage taken by the target. Positive values increase incoming damage, while negative values reduce it.", "TEXTKEY_STATUS_PhysicalDamageDealtBonus_DESC": "A percentage modifier applied to physical damage dealt by the attacker. Higher values increase damage from physical attacks and physical skills.", "TEXTKEY_STATUS_MagicDamageDealtBonus_DESC": "A percentage modifier applied to magical damage dealt by the attacker. Higher values increase damage from magical attacks and magical skills.", "TEXTKEY_STATUS_PhysicalResistance_DESC": "Resistance that reduces physical damage. The damage multiplier is calculated as 100 / (100 + resistance).", "TEXTKEY_STATUS_MagicResistance_DESC": "Resistance that reduces magic damage. The damage multiplier is calculated as 100 / (100 + resistance).", "TEXTKEY_STATUS_Mood_DESC": "<color=#ccbeb8>Represents the current emotional state of a unit</color>. <color=#ccbeb8>You can check mood influencing factors via the 'Mood' tab in the 'Status' panel</color>.  \n\nIf Mood is below 0, [STATUS_Stress] increases proportionally.  \nIf Mood is above 0, [STATUS_Stress] decreases proportionally.  \n\n<color=#ccbeb8>Mood decreases due to negative conditions like hunger or extended dungeon stays</color>, and <color=#ccbeb8>increases through positive experiences like resting or eating good food</color>.", "TEXTKEY_STATUS_MaxEnergy_DESC": "The maximum energy the unit can have. Determines the maximum value of [STATUS_Energy].", "TEXTKEY_STATUS_MaxHunger_DESC": "The maximum value of the unit's hunger meter. Determines the maximum value of [STATUS_Hunger], so higher values take longer to reach 0.", "TEXTKEY_STATUS_MaxStress_DESC": "The maximum stress the unit can withstand. Determines the maximum value of [STATUS_Stress]; reaching this value triggers [AFFECTER_MentalBreak].", "TEXTKEY_STATUS_MaxWeight_DESC": "The maximum weight the unit can carry without penalty. If [STATUS_Weight] exceeds this value, overload effects are applied.", "TEXTKEY_STATUS_DespairOvercomeChance_DESC": "The chance to overcome [AFFECTER_MentalBreak] when [STATUS_Stress] reaches its maximum.", "TEXTKEY_STATUS_MovementSpeed_DESC": "The unit's movement speed. Used to calculate movement during movement-based skills and combat.", "TEXTKEY_STATUS_VisionRange_DESC": "The range in which the unit reveals nearby areas and can spot enemies.", "TEXTKEY_STATUS_HealthPercentageRegeneration_DESC": "Periodically restores health by a percentage of [STATUS_MaxHealthTotal]. The recovery is split between damaged [STATUS_HealthHead] and [STATUS_HealthBody].", "TEXTKEY_STATUS_EnergyRegeneration_DESC": "A value periodically added to [STATUS_Energy]. Negative values reduce energy, while positive values restore it.", "TEXTKEY_STATUS_HungerRegeneration_DESC": "A value periodically added to [STATUS_Hunger]. Negative values reduce hunger, while positive values restore it.", "TEXTKEY_STATUS_ExpGainedBonus_DESC": "A percentage bonus added to gained experience. Higher values increase the [STATUS_Exp] received.", "TEXTKEY_STATUS_StressModifier_DESC": "A modifier that determines how much [STATUS_Stress] periodically increases or decreases based on [STATUS_Mood].", "TEXTKEY_STATUS_GatheringCapability_DESC": "A capability used to calculate progress for gathering tasks. Higher values make gathering tasks progress faster.", "TEXTKEY_STATUS_MiningCapability_DESC": "A capability used to calculate progress for mining tasks. Higher values make mining tasks progress faster.", "TEXTKEY_STATUS_LoggingCapability_DESC": "A capability used to calculate progress for logging tasks. Higher values make logging tasks progress faster.", "TEXTKEY_STATUS_ConstructionCapability_DESC": "A capability used to calculate progress for construction and demolition tasks. Higher values make those tasks progress faster.", "TEXTKEY_STATUS_TamingCapability_DESC": "A capability reserved for future taming tasks. [Shared_NotImplFeature]", "TEXTKEY_STATUS_ResearchCapability_DESC": "A capability used to calculate progress for research tasks. Higher values make research progress faster.", "TEXTKEY_STATUS_MedicineCapability_DESC": "A capability reserved for future medicine and treatment tasks. [Shared_NotImplFeature]", "TEXTKEY_STATUS_CraftingCapability_DESC": "A capability used to calculate progress for crafting, repair, and operation tasks. Higher values make those tasks progress faster.", "TEXTKEY_STATUS_FarmingCapability_DESC": "A capability used to calculate progress for farming and harvesting tasks. Higher values make those tasks progress faster.", "TEXTKEY_STATUS_CookingCapability_DESC": "A capability used to calculate progress for cooking tasks. Higher values make cooking tasks progress faster.", "TEXTKEY_STATUS_RecreationCapability_DESC": "A capability used to calculate progress for recreation tasks. Higher values make recreation tasks progress faster.", "TEXTKEY_STATUS_TalentStrength_DESC": "A talent that affects how much [STATUS_Strength] increases when leveling up. Higher grades increase the growth range.", "TEXTKEY_STATUS_TalentConstitution_DESC": "A talent that affects how much [STATUS_Constitution] increases when leveling up. Higher grades increase the growth range.", "TEXTKEY_STATUS_TalentWillPower_DESC": "A talent that affects how much [STATUS_WillPower] increases when leveling up. Higher grades increase the growth range.", "TEXTKEY_STATUS_TalentIntelligence_DESC": "A talent that affects how much [STATUS_Intelligence] increases when leveling up. Higher grades increase the growth range.", "TEXTKEY_STATUS_TalentAgility_DESC": "A talent that affects how much [STATUS_Agility] increases when leveling up. Higher grades increase the growth range.", "TEXTKEY_STATUS_TalentPerception_DESC": "A talent that affects how much [STATUS_Perception] increases when leveling up. Higher grades increase the growth range.", "TEXTKEY_STATUS_Durability_DESC": "The current durability that an item, piece of equipment, or building can withstand. When it reaches 0, it is destroyed or removed.", "TEXTKEY_STATUS_MaxDurability_DESC": "The maximum durability. [STATUS_Durability] is limited so it cannot exceed this value.", "TEXTKEY_STATUS_StorageCapacity_DESC": "The number of item slots a storage container can hold. Higher values allow more items to be stored.", "TEXTKEY_STATUS_ExpireSpeed_DESC": "A value subtracted from [STATUS_Durability] over time. Higher values make the item expire faster.", "TEXTKEY_STATUS_StrengthPerModifier_DESC": "A percentage modifier applied to [STATUS_Strength]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_ConstitutionPerModifier_DESC": "A percentage modifier applied to [STATUS_Constitution]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_WillPowerPerModifier_DESC": "A percentage modifier applied to [STATUS_WillPower]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_IntelligencePerModifier_DESC": "A percentage modifier applied to [STATUS_Intelligence]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_AgilityPerModifier_DESC": "A percentage modifier applied to [STATUS_Agility]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_PerceptionPerModifier_DESC": "A percentage modifier applied to [STATUS_Perception]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MaxHealthTotalPerModifier_DESC": "A percentage modifier applied to [STATUS_MaxHealthTotal]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_PhysicalAttackPowerPerModifier_DESC": "A percentage modifier applied to [STATUS_PhysicalAttackPower]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_AttackSpeedPerModifier_DESC": "A percentage modifier applied to [STATUS_AttackSpeed]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MagicAttackPowerPerModifier_DESC": "A percentage modifier applied to [STATUS_MagicAttackPower]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_CooldownReductionPerModifier_DESC": "A percentage modifier applied to [STATUS_CooldownReduction]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_DamageTakenBonusPerModifier_DESC": "A percentage modifier applied to [STATUS_DamageTakenBonus]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_PhysicalResistancePerModifier_DESC": "A percentage modifier applied to [STATUS_PhysicalResistance]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MagicResistancePerModifier_DESC": "A percentage modifier applied to [STATUS_MagicResistance]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MaxEnergyPerModifier_DESC": "A percentage modifier applied to [STATUS_MaxEnergy]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MaxHungerPerModifier_DESC": "A percentage modifier applied to [STATUS_MaxHunger]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MaxStressPerModifier_DESC": "A percentage modifier applied to [STATUS_MaxStress]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MaxWeightPerModifier_DESC": "A percentage modifier applied to [STATUS_MaxWeight]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MovementSpeedPerModifier_DESC": "A percentage modifier applied to [STATUS_MovementSpeed]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_EnergyRegenerationPerModifier_DESC": "A percentage modifier applied to [STATUS_EnergyRegeneration]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_HungerRegenerationPerModifier_DESC": "A percentage modifier applied to [STATUS_HungerRegeneration]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_FinalDamageMultiplier_DESC": "The final multiplier applied at the end of damage calculation. Values above 1 increase damage, while values below 1 decrease it.", "TEXTKEY_STATUS_GatheringCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_GatheringCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_MiningCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_MiningCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_LoggingCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_LoggingCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_ConstructionCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_ConstructionCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_TamingCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_TamingCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_ResearchCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_ResearchCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_CraftingCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_CraftingCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_FarmingCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_FarmingCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_CookingCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_CookingCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC": "A percentage modifier applied to [STATUS_RecreationCapability]. Positive values increase it, while negative values decrease it.", "TEXTKEY_STATUS_SwordSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main sword skills by this value.", "TEXTKEY_STATUS_GreatSwordSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main great sword skills by this value.", "TEXTKEY_STATUS_DaggerSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main dagger skills by this value.", "TEXTKEY_STATUS_ShieldSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main shield skills by this value.", "TEXTKEY_STATUS_BluntSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main blunt weapon skills by this value.", "TEXTKEY_STATUS_AxeSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main axe skills by this value.", "TEXTKEY_STATUS_SpearSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main spear skills by this value.", "TEXTKEY_STATUS_SurvivalSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main survival skills by this value.", "TEXTKEY_STATUS_BowSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main bow skills by this value.", "TEXTKEY_STATUS_CrossbowSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main crossbow skills by this value.", "TEXTKEY_STATUS_FireMagicSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main fire magic skills by this value.", "TEXTKEY_STATUS_WaterMagicSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main water magic skills by this value.", "TEXTKEY_STATUS_NatureMagicSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main nature magic skills by this value.", "TEXTKEY_STATUS_HolyMagicSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main holy magic skills by this value.", "TEXTKEY_STATUS_DarkMagicSkillAptitude_DESC": "Reduces the [STATUS_MainSkillPoint] required to learn main dark magic skills by this value.", "TEXTKEY_STATUS_MaxHealthTotalFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_MaxHealthTotal]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_PhysicalAttackPowerFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_PhysicalAttackPower]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_AttackSpeedFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_AttackSpeed]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_CriticalChanceFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_CriticalChance]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_CriticalMultipierFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_CriticalDamageBonus]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_MagicAttackPowerFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_MagicAttackPower]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_MovementSpeedFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_MovementSpeed]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_EnergyRegenerationFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_EnergyRegeneration]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_StressRegenerationFinalMultiflier_DESC": "(Work needed) A final multiplier intended to apply to [STATUS_StressModifier]. It is not currently connected to actual calculations.", "TEXTKEY_STATUS_StressIncreaseBonus_DESC": "A percentage bonus applied when [STATUS_Stress] increases. Higher values make stress increase more.", "TEXTKEY_STATUS_StressDecreaseBonus_DESC": "A percentage bonus applied when [STATUS_Stress] decreases. Higher values make stress decrease more.", "TEXTKEY_UNIT_GreyRat_NAME": "Grey Rat", "TEXTKEY_UNIT_GreyRat_DESC": "A Grey Rat that lives in the forest. Small, but not to be ignored.", "TEXTKEY_UNIT_WeakGreyRat_NAME": "Weak Grey Rat", "TEXTKEY_UNIT_WeakGreyRat_DESC": "A Grey Rat that lives in the forest.\nSmall and fragile.", "TEXTKEY_UNIT_RedRat_NAME": "Red Rat", "TEXTKEY_UNIT_RedRat_DESC": "A Red Rat that lives in the forest.", "TEXTKEY_UNIT_MetalScarab_NAME": "Metal Scarab", "TEXTKEY_UNIT_MetalScarab_DESC": "A Metal Scarab that lives in the forest.\nIt has a fairly hard shell.", "TEXTKEY_UNIT_Mawmurk_NAME": "Mawmurk", "TEXTKEY_UNIT_Mawmurk_DESC": "It is a type of giant rodent that inhabits the forest.", "TEXTKEY_UNIT_WhiteMawmurk_NAME": "White Mawmurk", "TEXTKEY_UNIT_WhiteMawmurk_DESC": "It is a type of giant rodent that dwells in the forest.\nFor some reason, it has awakened to magic.", "TEXTKEY_UNIT_RedMonsterRat_NAME": "Red Monster Rat", "TEXTKEY_UNIT_RedMonsterRat_DESC": "The infamous Red Monster Rat that lives in the forest. It is incredibly powerful.", "TEXTKEY_UNIT_GreyMonsterRat_NAME": "Grey Monster Rat", "TEXTKEY_UNIT_GreyMonsterRat_DESC": "A Grey Monster Rat that lives in the forest. It is incredibly powerful.", "TEXTKEY_UNIT_WildDog_NAME": "Wild Dog", "TEXTKEY_UNIT_WildDog_DESC": "A Creature that lives in the forest.", "TEXTKEY_UNIT_SpikeTurtle_NAME": "Spike Turtle", "TEXTKEY_UNIT_SpikeTurtle_DESC": "A creature that inhabits the forest, covered in hard and sharp spikes.", "TEXTKEY_UNIT_Staghare_NAME": "Staghare", "TEXTKEY_UNIT_Staghare_DESC": "A creature that lives in the forest.", "TEXTKEY_UNIT_HedgeHog_NAME": "HedgeHog", "TEXTKEY_UNIT_HedgeHog_DESC": "A Creature that lives in the forest.", "TEXTKEY_UNIT_AcidSlogel_NAME": "Acid Slogel", "TEXTKEY_UNIT_AcidSlogel_DESC": "A creature that drifts gracefully through the forest, spraying acidic spit at any who come close.", "TEXTKEY_UNIT_MudSlogel_NAME": "MudSlogel", "TEXTKEY_UNIT_MudSlogel_DESC": "A creature that drifts gracefully through the cave, spraying acidic spit at any who come close.", "TEXTKEY_UNIT_Tadpole_NAME": "Forest Tadpole", "TEXTKEY_UNIT_Tadpole_DESC": "It breathes with lungs and can move even without water.", "TEXTKEY_UNIT_TadpoleEvolve_NAME": "Predatory Frog", "TEXTKEY_UNIT_TadpoleEvolve_DESC": "A tadpole transformed after devouring nearby corpses. It is incomparably stronger than before.", "TEXTKEY_UNIT_Bee_NAME": "Bee", "TEXTKEY_UNIT_Bee_DESC": "They are the forest's farmers, merciless before thieves.", "TEXTKEY_UNIT_AlphaAcidSlogel_NAME": "Alpha Acid Slogel", "TEXTKEY_UNIT_AlphaAcidSlogel_DESC": "A creature that leads the Slogel pack, encased in an exceptionally tough shell and radiating menace to all around.", "TEXTKEY_UNIT_SmallSlime_NAME": "Small Slime", "TEXTKEY_UNIT_SmallSlime_DESC": "A small mass of quivering slime. Though it appears insignificant, it should never be taken lightly.", "TEXTKEY_UNIT_MediumSlime_NAME": "Medium Slime", "TEXTKEY_UNIT_MediumSlime_DESC": "A greedy mass of slime that, when weakened, tears itself apart to spawn more of its kind.", "TEXTKEY_UNIT_LargeSlime_NAME": "Large Slime", "TEXTKEY_UNIT_LargeSlime_DESC": "A towering slime, vast as a mound of flesh, harboring a dreadful vitality that endlessly divides and multiplies.", "TEXTKEY_UNIT_MediumSporeSlime_NAME": "Medium Spore Slime", "TEXTKEY_UNIT_MediumSporeSlime_DESC": "A grotesque slime brimming with spores, spreading a sense of impending dread to all who draw near.", "TEXTKEY_UNIT_CrystalTurtle_NAME": "Crystal Turtle", "TEXTKEY_UNIT_CrystalTurtle_DESC": "A mysterious turtle with a shell made of hard crystal.", "TEXTKEY_UNIT_SmallSporeSlime_NAME": "Small Spore Slime", "TEXTKEY_UNIT_SmallSporeSlime_DESC": "A small slime that scatters ominous spores. It is better to stay away.", "TEXTKEY_UNIT_MudSmallSlime_NAME": "Small Mud Slime", "TEXTKEY_UNIT_MudSmallSlime_DESC": "A Creature that lives in the cave.", "TEXTKEY_UNIT_MudMediumSlime_NAME": "Medium Mud Slime", "TEXTKEY_UNIT_MudMediumSlime_DESC": "A Creature that lives in the cave.", "TEXTKEY_UNIT_BlueStoneGolem_NAME": "Blue Stone Golem", "TEXTKEY_UNIT_BlueStoneGolem_DESC": "A golem left over from the forest. Long since abandoned, it still functions.", "TEXTKEY_UNIT_RedStoneGolem_NAME": "Red Stone Golem", "TEXTKEY_UNIT_RedStoneGolem_DESC": "A golem left over from the forest. Long since abandoned, it still functions.", "TEXTKEY_UNIT_YellowStoneGolem_NAME": "Yellow Stone Golem", "TEXTKEY_UNIT_YellowStoneGolem_DESC": "A golem left over from the forest. Long since abandoned, it still functions.", "TEXTKEY_UNIT_Ladybug_NAME": "Ladybug", "TEXTKEY_UNIT_Ladybug_DESC": "This is a ladybug raised by Xenon. Its carapace is as hard as a stone.", "TEXTKEY_UNIT_NeedleSpider_NAME": "Needle Spider", "TEXTKEY_UNIT_NeedleSpider_DESC": "A giant spider with sharp needle-like legs.", "TEXTKEY_UNIT_GiantStoneGolem_NAME": "Giant Stone Golem", "TEXTKEY_UNIT_GiantStoneGolem_DESC": "A golem left over from the forest. Long since abandoned, it still functions.", "TEXTKEY_UNIT_MushBiter_NAME": "MushBiter", "TEXTKEY_UNIT_MushBiter_DESC": "A creature that lives in the forest.", "TEXTKEY_UNIT_Cordyceps_NAME": "Cordyceps", "TEXTKEY_UNIT_Cordyceps_DESC": "A parasitic creature that encroaches upon and controls its host.", "TEXTKEY_UNIT_WeakAcidInsect_NAME": "Weak Acid Insect", "TEXTKEY_UNIT_WeakAcidInsect_DESC": "A small and fragile creature, volatile and ready to burst at the slightest touch.", "TEXTKEY_UNIT_AcidInsect_NAME": "Acid Insect", "TEXTKEY_UNIT_AcidInsect_DESC": "An insect filled with corrosive liquid. Best not to get too close.", "TEXTKEY_UNIT_SporeInsect_NAME": "Spore Insect", "TEXTKEY_UNIT_SporeInsect_DESC": "An insect harboring toxic spores. Best not to get too close.", "TEXTKEY_UNIT_OldDragonClawWarrior_NAME": "OldDragonClawWarrior", "TEXTKEY_UNIT_OldDragonClawWarrior_DESC": "A Creature that lives in the forest.", "TEXTKEY_UNIT_FireDragonClawWarrior_NAME": "FireDragonClawWarrior", "TEXTKEY_UNIT_FireDragonClawWarrior_DESC": "A Creature that lives in the forest.", "TEXTKEY_UNIT_WeirdScarecrow_NAME": "Weird Scarecrow", "TEXTKEY_UNIT_WeirdScarecrow_DESC": "A Creature that lives in the forest.", "TEXTKEY_UNIT_Heosuabi_NAME": "Heosuabi", "TEXTKEY_UNIT_Heosuabi_DESC": "A Creature that lives in the forest.", "TEXTKEY_UNIT_GoblinBrawler_NAME": "Goblin Brawler", "TEXTKEY_UNIT_GoblinBrawler_DESC": "These individuals excel at hand-to-hand combat, possessing sturdier bodies and more seasoned combat judgment than weaker individuals.", "TEXTKEY_UNIT_GoblinWorker_NAME": "Goblin Worker", "TEXTKEY_UNIT_GoblinWorker_DESC": "These individuals specialize in work rather than combat and have inferior combat abilities compared to other goblins.", "TEXTKEY_UNIT_GoblinThrower_NAME": "Goblin Thrower", "TEXTKEY_UNIT_GoblinThrower_DESC": "These individuals are skilled at throwing and have superior ranged attack abilities compared to other goblins.", "TEXTKEY_UNIT_GoblinChiefShaman_NAME": "Goblin Chief Shaman", "TEXTKEY_UNIT_GoblinChiefShaman_DESC": "Revered by many goblins, the Goblin Chief Shaman wields various forms of dark magic by harnessing the seething energy received from the being they worship.", "TEXTKEY_UNIT_GoblinShaman_NAME": "Goblin Shaman", "TEXTKEY_UNIT_GoblinShaman_DESC": "Even goblins born with only weak magical power have made their crude shamanism and cunning shine through countless hunts.", "TEXTKEY_UNIT_GoblinRider_NAME": "Goblin Rider", "TEXTKEY_UNIT_GoblinRider_DESC": "Taming unruly Male Gloths is no ordinary task. Goblins riding these beasts display both mobility and cruelty.", "TEXTKEY_UNIT_GlothPup_NAME": "Gloth Pup", "TEXTKEY_UNIT_GlothPup_DESC": "A young cave beast whose mouth covers its eyes, making it difficult to see ahead. Despite being a pup, it seems hostile toward unfamiliar smells.", "TEXTKEY_UNIT_MaleGloth_NAME": "Male Gloth", "TEXTKEY_UNIT_MaleGloth_DESC": "It bites at enemies that enter its territory to protect its pack. When it senses danger, it lets out a roar to call its companions.", "TEXTKEY_UNIT_FemaleGloth_NAME": "Female Gloth", "TEXTKEY_UNIT_FemaleGloth_DESC": "It is relatively docile and timid, but when other males are present, it helps them spit at intruders. It is often captured and used as livestock.", "TEXTKEY_UNIT_ChallengerGloth_NAME": "Challenger Gloth", "TEXTKEY_UNIT_ChallengerGloth_DESC": "A beast that lives in caves. It is hardier than other males, and the more blood it loses, the more fiercely its eyes burn red.", "TEXTKEY_UNIT_ElderGloth_NAME": "Elder Gloth", "TEXTKEY_UNIT_ElderGloth_DESC": "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts a maw vast enough to crush rocks with ease and swallow several goblins at once.", "TEXTKEY_UNIT_EyeBall_NAME": "EyeBall", "TEXTKEY_UNIT_EyeBall_DESC": "TODO", "TEXTKEY_UNIT_ChainKnightSentinel_NAME": "Chain Knight Sentinel", "TEXTKEY_UNIT_ChainKnightSentinel_DESC": "An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing unique judgment and combat behavior.", "TEXTKEY_UNIT_Bubbleling_NAME": "Bubbleling", "TEXTKEY_UNIT_Bubbleling_DESC": "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves as a basic material for various spells.", "TEXTKEY_UNIT_BubbleToad_NAME": "Bubble Toad", "TEXTKEY_UNIT_BubbleToad_DESC": "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members in battle with more dazzling attacks.", "TEXTKEY_UNIT_PlayerUnit_NAME": "Expedition Member", "TEXTKEY_UNIT_GuildMerchant_NAME": "Guild Merchant", "TEXTKEY_UNIT_GuildMerchant_DESC": "Dispatched by the guild to supply goods needed for expeditions. When asked for a name, only silence answered.", "TEXTKEY_UNIT_VeilSilenceMerchant_NAME": "Aric", "TEXTKEY_UNIT_VeilSilenceMerchant_DESC": "A mysterious merchant who claims to be an elf. His appearance is far too unsightly for his race's reputation.", "TEXTKEY_UNIT_FesteringBurrowMerchant_NAME": "Cedric", "TEXTKEY_UNIT_FesteringBurrowMerchant_DESC": "A mysterious merchant who claims to be an elf. His appearance is far too unsightly for his race's reputation.", "TEXTKEY_UNIT_Endrossi_NAME": "Endrossi", "TEXTKEY_UNIT_Endrossi_DESC": "A hunter who looks upset. Best not to bother her for no reason.", "TEXTKEY_UNIT_Perion_NAME": "Perion", "TEXTKEY_UNIT_Perion_DESC": "A scholar who mutters strange words as if possessed by something. The dark circles under his eyes are visible even from afar.", "TEXTKEY_UNIT_Xenon_NAME": "Xenon", "TEXTKEY_UNIT_Xenon_DESC": "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his face.", "TEXTKEY_UNIT_GuardArcher_NAME": "Guild Archer", "TEXTKEY_UNIT_GuardArcher_DESC": "A guild archer who has learned basic archery techniques. Dispatched here on the guild's orders.", "TEXTKEY_UNIT_GuardCaptain_NAME": "Guild Officer", "TEXTKEY_UNIT_GuardCaptain_DESC": "Guild officers must learn the basics of dragon handling, strategy, and martial arts, and are required to faithfully follow the manuals written by the guild.", "TEXTKEY_UNIT_GuardSpearman_NAME": "Guild Soldier", "TEXTKEY_UNIT_GuardSpearman_DESC": "The spearmen dispatched by the guild guard this place under the officer's orders.", "TEXTKEY_UNIT_AbyssGreyRat_NAME": "Abyss Grey Rat", "TEXTKEY_UNIT_AbyssGreyRat_DESC": "An entity of the Abyss in the form of a gray rat.", "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME": "Abyss Weak Grey Rat", "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC": "An entity of the Abyss in the form of a weak gray rat.", "TEXTKEY_UNIT_AbyssRedRat_NAME": "Abyss Red Rat", "TEXTKEY_UNIT_AbyssRedRat_DESC": "An entity of the Abyss in the form of a red rat.", "TEXTKEY_UNIT_AbyssMetalScarab_NAME": "Abyss Metal Scarab", "TEXTKEY_UNIT_AbyssMetalScarab_DESC": "An entity of the Abyss in the form of a metal scarab.", "TEXTKEY_UNIT_AbyssMawmurk_NAME": "Abyss Mawmurk", "TEXTKEY_UNIT_AbyssMawmurk_DESC": "An entity of the Abyss in the form of a Mawmurk.", "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME": "Abyss White Mawmurk", "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC": "An entity of the Abyss in the form of a white Mawmurk.", "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME": "Abyss Red Monster Rat", "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC": "An entity of the Abyss in the form of a red monster rat.", "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME": "Abyss Grey Monster Rat", "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC": "An entity of the Abyss in the form of a gray monster rat.", "TEXTKEY_UNIT_AbyssWildDog_NAME": "Abyss Rabid Dog", "TEXTKEY_UNIT_AbyssWildDog_DESC": "An entity of the Abyss in the form of a rabid dog.", "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME": "Abyss Spike Turtle", "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC": "An entity of the Abyss in the form of a spike turtle.", "TEXTKEY_UNIT_AbyssAcidSlogel_NAME": "Abyss Acid Slogel", "TEXTKEY_UNIT_AbyssAcidSlogel_DESC": "An entity of the Abyss in the form of an Acid Slogel.", "TEXTKEY_UNIT_AbyssMudSlogel_NAME": "Abyss Mud Slogel", "TEXTKEY_UNIT_AbyssMudSlogel_DESC": "An entity of the Abyss in the form of a Mud Slogel.", "TEXTKEY_UNIT_AbyssTadpole_NAME": "Abyss Forest Tadpole", "TEXTKEY_UNIT_AbyssTadpole_DESC": "An entity of the Abyss in the form of a forest tadpole.", "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME": "Abyss Predatory Frog", "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC": "An entity of the Abyss in the form of a predatory frog.", "TEXTKEY_UNIT_AbyssBee_NAME": "Abyss Bee", "TEXTKEY_UNIT_AbyssBee_DESC": "An entity of the Abyss in the form of a bee.", "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME": "Abyss Alpha Acid Slogel", "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC": "An entity of the Abyss in the form of an Alpha Acid Slogel.", "TEXTKEY_UNIT_AbyssSmallSlime_NAME": "Abyss Small Slime", "TEXTKEY_UNIT_AbyssSmallSlime_DESC": "An entity of the Abyss in the form of a small slime.", "TEXTKEY_UNIT_AbyssMediumSlime_NAME": "Abyss Medium Slime", "TEXTKEY_UNIT_AbyssMediumSlime_DESC": "An entity of the Abyss in the form of a medium slime.", "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME": "Abyss Medium Spore Slime", "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC": "An entity of the Abyss in the form of a Medium Spore Slime.", "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME": "Abyss Crystal Turtle", "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC": "An entity of the Abyss in the form of a Crystal Turtle.", "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME": "Abyss Small Spore Slime", "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC": "An entity of the Abyss in the form of a Small Spore Slime.", "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME": "Abyss Small Mud Slime", "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC": "An entity of the Abyss in the form of a Small Mud Slime.", "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME": "Abyss Medium Mud Slime", "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC": "An entity of the Abyss in the form of a Medium Mud Slime.", "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME": "Abyss Blue Stone Golem", "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC": "An entity of the Abyss in the form of a Blue Stone Golem.", "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME": "Abyss Red Stone Golem", "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC": "An entity of the Abyss in the form of a Red Stone Golem.", "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME": "Abyss Yellow Stone Golem", "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC": "An entity of the Abyss in the form of a Yellow Stone Golem.", "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME": "Abyss Giant Stone Golem", "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC": "An entity of the Abyss in the form of a Giant Stone Golem.", "TEXTKEY_UNIT_AbyssAcidInsect_NAME": "Abyss Acid Insect", "TEXTKEY_UNIT_AbyssAcidInsect_DESC": "An entity of the Abyss in the form of an Acid Insect.", "TEXTKEY_UNIT_AbyssSporeInsect_NAME": "Abyss Spore Insect", "TEXTKEY_UNIT_AbyssSporeInsect_DESC": "An entity of the Abyss in the form of a Spore Insect.", "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME": "Abyss Goblin Brawler", "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC": "An entity of the Abyss in the form of a Goblin Brawler.", "TEXTKEY_UNIT_AbyssGoblinWorker_NAME": "Abyss Goblin Worker", "TEXTKEY_UNIT_AbyssGoblinWorker_DESC": "An entity of the Abyss in the form of a Goblin Worker.", "TEXTKEY_UNIT_AbyssGoblinThrower_NAME": "Abyss Goblin Thrower", "TEXTKEY_UNIT_AbyssGoblinThrower_DESC": "An entity of the Abyss in the form of a Goblin Thrower.", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME": "Abyss Goblin Priest", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC": "An entity of the Abyss in the form of a Goblin Priest.", "TEXTKEY_UNIT_AbyssGoblinShaman_NAME": "Abyss Goblin Shaman", "TEXTKEY_UNIT_AbyssGoblinShaman_DESC": "An entity of the Abyss in the form of a Goblin Shaman.", "TEXTKEY_UNIT_AbyssGoblinRider_NAME": "Abyss Goblin Rider", "TEXTKEY_UNIT_AbyssGoblinRider_DESC": "An entity of the Abyss in the form of a Goblin Rider.", "TEXTKEY_UNIT_AbyssGlothPup_NAME": "Abyss Gloth Pup", "TEXTKEY_UNIT_AbyssGlothPup_DESC": "An entity of the Abyss in the form of a Gloth Pup.", "TEXTKEY_UNIT_AbyssMaleGloth_NAME": "Abyss Male Gloth", "TEXTKEY_UNIT_AbyssMaleGloth_DESC": "An entity of the Abyss in the form of a Male Gloth.", "TEXTKEY_UNIT_AbyssFemaleGloth_NAME": "Abyss Female Gloth", "TEXTKEY_UNIT_AbyssFemaleGloth_DESC": "An entity of the Abyss in the form of a Female Gloth.", "TEXTKEY_UNIT_AbyssChallengerGloth_NAME": "Abyss Challenger Gloth", "TEXTKEY_UNIT_AbyssChallengerGloth_DESC": "An entity of the Abyss in the form of a Challenger Gloth.", "TEXTKEY_UNIT_AbyssElderGloth_NAME": "Abyss Elder Gloth", "TEXTKEY_UNIT_AbyssElderGloth_DESC": "An entity of the Abyss in the form of an Elder Gloth.", "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME": "Abyss Chain Knight Sentinel", "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC": "An entity of the Abyss in the form of a Chain Knight Sentinel.", "TEXTKEY_ITEM_LumaLog_NAME": "Log", "TEXTKEY_ITEM_LumaLog_DESC": "A sturdy yet lightweight type of wood.", "TEXTKEY_ITEM_LumaLog_FLAVOR": "A well-known material suited to many uses.", "TEXTKEY_ITEM_BloodWood_NAME": "Bloodwood Log", "TEXTKEY_ITEM_BloodWood_DESC": "A rare type of wood with a reddish hue.", "TEXTKEY_ITEM_BloodWood_FLAVOR": "Its deep crimson surface resembles soaked blood.", "TEXTKEY_ITEM_Firewood_NAME": "Firewood", "TEXTKEY_ITEM_Firewood_DESC": "Wood pieces that burn easily.", "TEXTKEY_ITEM_Firewood_FLAVOR": "Dry wood that catches fire easily.", "TEXTKEY_ITEM_Textile_NAME": "Textile", "TEXTKEY_ITEM_Textile_DESC": "A soft and lightweight fabric.", "TEXTKEY_ITEM_Textile_FLAVOR": "A finely woven fabric.", "TEXTKEY_ITEM_ThickTextile_NAME": "Thick Textile", "TEXTKEY_ITEM_ThickTextile_DESC": "A stronger and heavier fabric.", "TEXTKEY_ITEM_ThickTextile_FLAVOR": "Stronger and tougher than normal fabric, making it ideal for armor or sturdy equipment.", "TEXTKEY_ITEM_Leather_NAME": "Leather", "TEXTKEY_ITEM_Leather_DESC": "Material made by tanning animal hides. Essential for crafting armor or bags.", "TEXTKEY_ITEM_Leather_FLAVOR": "A material loved for a long time due to its characteristic toughness.", "TEXTKEY_ITEM_Clay_NAME": "Clay", "TEXTKEY_ITEM_Clay_DESC": "Sticky soil containing moisture. Used for sculpting and firing or as a building material.", "TEXTKEY_ITEM_Clay_FLAVOR": "You can feel it slipping through your fingers.", "TEXTKEY_ITEM_Ceramics_NAME": "Ceramics", "TEXTKEY_ITEM_Ceramics_DESC": "A hard material made by firing clay at high temperatures. Resistant to heat and corrosion.", "TEXTKEY_ITEM_Ceramics_FLAVOR": "Fragile, but creates sharp shards when broken.", "TEXTKEY_ITEM_WoodPlank_NAME": "Wood Plank", "TEXTKEY_ITEM_WoodPlank_DESC": "A processed wooden board.", "TEXTKEY_ITEM_WoodPlank_FLAVOR": "A crafted wooden plank essential for construction and furniture making.", "TEXTKEY_ITEM_StoneBrick_NAME": "Stone Brick", "TEXTKEY_ITEM_StoneBrick_DESC": "A refined and sturdy stone.", "TEXTKEY_ITEM_StoneBrick_FLAVOR": "A finely shaped stone essential for structured and sturdy construction.", "TEXTKEY_ITEM_StoneBid_NAME": "Stone Bid", "TEXTKEY_ITEM_StoneBid_DESC": "A bid for playing.", "TEXTKEY_ITEM_StoneBid_FLAVOR": "A small, hard sphere about the size of an eyeball.", "TEXTKEY_ITEM_CogWheel_NAME": "Cogwheel", "TEXTKEY_ITEM_CogWheel_DESC": "A core part of machinery.", "TEXTKEY_ITEM_CogWheel_FLAVOR": "A sturdy gear made of metal, transmitting power within various mechanical devices.", "TEXTKEY_ITEM_AncientCogWheel_NAME": "Ancient Cogwheel", "TEXTKEY_ITEM_AncientCogWheel_DESC": "A cogwheel left behind by an ancient civilization.", "TEXTKEY_ITEM_AncientCogWheel_FLAVOR": "An old cogwheel engraved with intricate patterns, no longer in produce but hinting at a once-advanced technology.", "TEXTKEY_ITEM_WoodStick_NAME": "Wood Stick", "TEXTKEY_ITEM_WoodStick_DESC": "A long stick as crafting material.", "TEXTKEY_ITEM_WoodStick_FLAVOR": "It's very long.", "TEXTKEY_ITEM_BloodWoodStick_NAME": "Bloodwood Stick", "TEXTKEY_ITEM_BloodWoodStick_DESC": "A long stick as crafting material.", "TEXTKEY_ITEM_BloodWoodStick_FLAVOR": "It's very long.", "TEXTKEY_ITEM_BoneStick_NAME": "Bone Stick", "TEXTKEY_ITEM_BoneStick_DESC": "A long stick as crafting material.", "TEXTKEY_ITEM_BoneStick_FLAVOR": "It's very long.", "TEXTKEY_ITEM_RawHide_NAME": "Raw Hide", "TEXTKEY_ITEM_RawHide_DESC": "An unrefined piece of leather.", "TEXTKEY_ITEM_RawHide_FLAVOR": "Freshly skinned hide with a rough and tough texture. Needs processing before proper use.", "TEXTKEY_ITEM_ManaStonePowder_NAME": "Mana Stone Powder", "TEXTKEY_ITEM_ManaStonePowder_DESC": "Powder made by grinding mana stones.", "TEXTKEY_ITEM_ManaStonePowder_FLAVOR": "Is there any other substance as versatile as this?", "TEXTKEY_ITEM_LowGradeManaStone_NAME": "Lesser Mana Stone", "TEXTKEY_ITEM_LowGradeManaStone_DESC": "A mana stone containing weak magical power.", "TEXTKEY_ITEM_LowGradeManaStone_FLAVOR": "A stone imbued with weak magical energy.", "TEXTKEY_ITEM_MidGradeManaStone_NAME": "Intermediate Mana Stone", "TEXTKEY_ITEM_MidGradeManaStone_DESC": "A mana stone with moderate magical energy.", "TEXTKEY_ITEM_MidGradeManaStone_FLAVOR": "A mana stone containing stable magical energy.", "TEXTKEY_ITEM_HighGradeManaStone_NAME": "Greater Mana Stone", "TEXTKEY_ITEM_HighGradeManaStone_DESC": "A mana stone containing strong magical power.", "TEXTKEY_ITEM_HighGradeManaStone_FLAVOR": "A stone highly condensed with strong mana.", "TEXTKEY_ITEM_VeryHighGradeManaStone_NAME": "Superior Mana Stone", "TEXTKEY_ITEM_VeryHighGradeManaStone_DESC": "A rare mana stone with immense magical power.", "TEXTKEY_ITEM_VeryHighGradeManaStone_FLAVOR": "A key material for crafting the most powerful magical tools.", "TEXTKEY_ITEM_WildLongGrass_NAME": "Wild Long Grass", "TEXTKEY_ITEM_WildLongGrass_DESC": "A tough grass that thrives in harsh environments.", "TEXTKEY_ITEM_WildLongGrass_FLAVOR": "Easily found in dungeons in large quantities.", "TEXTKEY_ITEM_Straw_NAME": "Straw", "TEXTKEY_ITEM_Straw_DESC": "Materials made from processed grass", "TEXTKEY_ITEM_Straw_FLAVOR": "Can be used to build walls", "TEXTKEY_ITEM_Stone_NAME": "Stone", "TEXTKEY_ITEM_Stone_DESC": "Construction material by processing stone.", "TEXTKEY_ITEM_Stone_FLAVOR": "It is heavy and robust.", "TEXTKEY_ITEM_SilverOre_NAME": "Silver Ore", "TEXTKEY_ITEM_SilverOre_DESC": "A natural ore containing silver.", "TEXTKEY_ITEM_SilverOre_FLAVOR": "A silver containing ore that can be refined into ingots.", "TEXTKEY_ITEM_SilverIngot_NAME": "Silver Ingot", "TEXTKEY_ITEM_SilverIngot_DESC": "A refined chunk of pure silver.", "TEXTKEY_ITEM_SilverIngot_FLAVOR": "A refined silver ingot used for making jewelry and accessories.", "TEXTKEY_ITEM_InsectAntennae_NAME": "Insect Antennae", "TEXTKEY_ITEM_InsectAntennae_DESC": "A sensory organ from a specific insect.", "TEXTKEY_ITEM_InsectAntennae_FLAVOR": "A dark-colored insect antenna, slightly twitching even after detachment.", "TEXTKEY_ITEM_MucusPouch_NAME": "Mucus Pouch", "TEXTKEY_ITEM_MucusPouch_DESC": "An organ filled with sticky mucus.", "TEXTKEY_ITEM_MucusPouch_FLAVOR": "A digestive organ of an insect, packed with viscous mucus.", "TEXTKEY_ITEM_StaghareAntler_NAME": "Staghare Antler", "TEXTKEY_ITEM_StaghareAntler_DESC": "A peculiar antler that grows from the staghare's head.", "TEXTKEY_ITEM_StaghareAntler_FLAVOR": "A growth from the staghare's head, radiating an eerie aura.", "TEXTKEY_ITEM_Bone_NAME": "Bone", "TEXTKEY_ITEM_Bone_SUBNAME": "NULL", "TEXTKEY_ITEM_Bone_DESC": "A common animal bone.", "TEXTKEY_ITEM_Bone_FLAVOR": "NULL", "TEXTKEY_ITEM_RedMonsterRatFang_NAME": "Red Monster Rat Fang", "TEXTKEY_ITEM_RedMonsterRatFang_DESC": "A sharp fang with a menacing red glow.", "TEXTKEY_ITEM_RedMonsterRatFang_FLAVOR": "A chillingly sharp fang from a monster rat, capable of piercing tough materials.", "TEXTKEY_ITEM_MonsterFluid_NAME": "Monster Fluid", "TEXTKEY_ITEM_MonsterFluid_DESC": "A liquid with an eerie viscosity.", "TEXTKEY_ITEM_MonsterFluid_FLAVOR": "A creepy fluid from a monster that occasionally bubbles as if alive.", "TEXTKEY_ITEM_RedMosterRatBlood_NAME": "Red Monster Rat Blood", "TEXTKEY_ITEM_RedMosterRatBlood_DESC": "Dark crimson blood from a Red Monster Rat.", "TEXTKEY_ITEM_RedMosterRatBlood_FLAVOR": "A valuable alchemical reagent sought after by potion makers.", "TEXTKEY_ITEM_RabidBlood_NAME": "Rabid Blood", "TEXTKEY_ITEM_RabidBlood_DESC": "A sticky, dark crimson blood that radiates danger.", "TEXTKEY_ITEM_RabidBlood_FLAVOR": "The scalding blood of a rabid beast. Best not to let it touch your skin.", "TEXTKEY_ITEM_HardShell_NAME": "Hard Shell", "TEXTKEY_ITEM_HardShell_DESC": "A thick and sturdy fragment of a shell.", "TEXTKEY_ITEM_HardShell_FLAVOR": "A shell useful for armor crafting. Extremely tough and resistant to impact.", "TEXTKEY_ITEM_MetalScarabShell_NAME": "Metal Scarab Shell", "TEXTKEY_ITEM_MetalScarabShell_DESC": "A hard shell with a metallic texture.", "TEXTKEY_ITEM_MetalScarabShell_FLAVOR": "A highly durable exoskeleton from a metal scarab, perfect for sturdy armor.", "TEXTKEY_ITEM_SlogelShell_NAME": "Slogel Shell", "TEXTKEY_ITEM_SlogelShell_DESC": "A remarkably tough shell.", "TEXTKEY_ITEM_SlogelShell_FLAVOR": "A tough shell from a slogel, an excellent material for crafting durable armor.", "TEXTKEY_ITEM_SlimeJelly_NAME": "Slime Jelly", "TEXTKEY_ITEM_SlimeJelly_DESC": "A semi-solid jelly with a peculiar consistency.", "TEXTKEY_ITEM_SlimeJelly_FLAVOR": "A bizarre substance that exists between solid and liquid, forming the body of a slime.", "TEXTKEY_ITEM_SlimePudding_NAME": "Slime Pudding", "TEXTKEY_ITEM_SlimePudding_DESC": "A soft pudding with a strangely sweet aroma.", "TEXTKEY_ITEM_SlimePudding_FLAVOR": "A dessert made by condensing slime jelly. Its tangy and sticky texture is surprisingly delightful.", "TEXTKEY_ITEM_MushbiterTeeth_NAME": "Mushbiter Teeth", "TEXTKEY_ITEM_MushbiterTeeth_DESC": "Serrated teeth with a tough structure.", "TEXTKEY_ITEM_MushbiterTeeth_FLAVOR": "A monster’s tooth shaped like a saw, capable of tearing through flesh with ease.", "TEXTKEY_ITEM_MushbiterSpore_NAME": "Mushbiter Spore", "TEXTKEY_ITEM_MushbiterSpore_DESC": "A spore that floats in the air and emits an irritating odor.", "TEXTKEY_ITEM_MushbiterSpore_FLAVOR": "A spore released by the Mushbiter that causes uncontrollable sneezing.", "TEXTKEY_ITEM_BloodyLeaf_NAME": "Bloody Leaf", "TEXTKEY_ITEM_BloodyLeaf_DESC": "A dark red leaf stained like blood drops.", "TEXTKEY_ITEM_BloodyLeaf_FLAVOR": "It feels very ominous.", "TEXTKEY_ITEM_Petal_NAME": "Petal", "TEXTKEY_ITEM_Petal_SUBNAME": "NULL", "TEXTKEY_ITEM_Petal_DESC": "A soft and fragrant petal.", "TEXTKEY_ITEM_Petal_FLAVOR": "NULL", "TEXTKEY_ITEM_FireEssence_NAME": "Fire Essence", "TEXTKEY_ITEM_FireEssence_DESC": "A crystal that constantly emits faint flames.", "TEXTKEY_ITEM_FireEssence_FLAVOR": "A pure essence of fire, an essential material in alchemy.", "TEXTKEY_ITEM_WaterEssence_NAME": "Water Essence", "TEXTKEY_ITEM_WaterEssence_DESC": "A crystal condensed from clear, pristine water.", "TEXTKEY_ITEM_WaterEssence_FLAVOR": "A pure essence of water, an essential material in alchemy.", "TEXTKEY_ITEM_NatureEssence_NAME": "Nature Essence", "TEXTKEY_ITEM_NatureEssence_DESC": "A green crystal pulsating with the energy of life.", "TEXTKEY_ITEM_NatureEssence_FLAVOR": "A pure essence of nature, an essential material in alchemy.", "TEXTKEY_ITEM_LowGradeFireElementalStone_NAME": "Lesser Fire Elemental Stone", "TEXTKEY_ITEM_LowGradeFireElementalStone_DESC": "A stone that feels slightly warm when held.", "TEXTKEY_ITEM_LowGradeFireElementalStone_FLAVOR": "A glowing red stone infused with the fiery spirit of flames.", "TEXTKEY_ITEM_LowGradeWaterElementalStone_NAME": "Lesser Water Elemental Stone", "TEXTKEY_ITEM_LowGradeWaterElementalStone_DESC": "A moist stone that seems to be perpetually covered in water droplets.", "TEXTKEY_ITEM_LowGradeWaterElementalStone_FLAVOR": "A shimmering blue stone imbued with the refreshing energy of water.", "TEXTKEY_ITEM_LowGradeNatureElementalStone_NAME": "Lesser Nature Elemental Stone", "TEXTKEY_ITEM_LowGradeNatureElementalStone_DESC": "A life infused stone that carries the scent of fresh leaves.", "TEXTKEY_ITEM_LowGradeNatureElementalStone_FLAVOR": "A radiant green stone brimming with the boundless energy of nature.", "TEXTKEY_ITEM_GrandCrown_NAME": "Grand Crown", "TEXTKEY_ITEM_GrandCrown_DESC": "A lavishly adorned crown of gold and gemstones.", "TEXTKEY_ITEM_GrandCrown_FLAVOR": "A grand and opulent crown. Its former owner melted away into slime under a dreadful curse.", "TEXTKEY_ITEM_PotteryShard_NAME": "Pottery Shard", "TEXTKEY_ITEM_PotteryShard_DESC": "A fragment of an ancient artifact-like pottery piece.", "TEXTKEY_ITEM_PotteryShard_FLAVOR": "A shard of an old pottery piece. Some collectors may find it valuable.", "TEXTKEY_ITEM_ImperialCoin_NAME": "Imperial Coin", "TEXTKEY_ITEM_ImperialCoin_DESC": "A metal coin once used in an ancient empire.", "TEXTKEY_ITEM_ImperialCoin_FLAVOR": "A coin bearing the face of the emperor. It was once the most widely circulated currency across the continent.", "TEXTKEY_ITEM_RustedCandelabrum_NAME": "Rusted Candelabrum", "TEXTKEY_ITEM_RustedCandelabrum_DESC": "A candelabrum aged with rust.", "TEXTKEY_ITEM_RustedCandelabrum_FLAVOR": "An old yet elegant candelabrum, its surface still clinging to remnants of melted wax.", "TEXTKEY_ITEM_AncientMuralFragment_NAME": "Ancient Mural Fragment", "TEXTKEY_ITEM_AncientMuralFragment_DESC": "A faded remnant of an ancient empire, enduring the passage of time.", "TEXTKEY_ITEM_AncientMuralFragment_FLAVOR": "A mural fragment adorned with elaborate yet restrained imperial patterns.", "TEXTKEY_ITEM_SmallWolfStatue_NAME": "Small Wolf Statue", "TEXTKEY_ITEM_SmallWolfStatue_DESC": "A finely crafted sculpture showcasing an artisan’s skill.", "TEXTKEY_ITEM_SmallWolfStatue_FLAVOR": "A small wolf statue so lifelike it almost seems ready to move.", "TEXTKEY_ITEM_CrackedHourglass_NAME": "Cracked Hourglass", "TEXTKEY_ITEM_CrackedHourglass_DESC": "An old relic with sand slowly leaking through the cracks.", "TEXTKEY_ITEM_CrackedHourglass_FLAVOR": "A once finely crafted hourglass, now reduced to an obsolete relic.", "TEXTKEY_ITEM_ScareCrow_NAME": "Scarecrow", "TEXTKEY_ITEM_ScareCrow_SUBNAME": "NULL", "TEXTKEY_ITEM_ScareCrow_DESC": "A scarecrow that looks highly durable.", "TEXTKEY_ITEM_ScareCrow_FLAVOR": "It keeps grumbling even inside the pouch.", "TEXTKEY_ITEM_RitualBell_NAME": "Ritual Bell", "TEXTKEY_ITEM_RitualBell_DESC": "A bell crafted for sacred rituals.", "TEXTKEY_ITEM_RitualBell_FLAVOR": "A metal bell engraved with intricate carvings, used in divine ceremonies.", "TEXTKEY_ITEM_BanquetGoblet_NAME": "Banquet Goblet", "TEXTKEY_ITEM_BanquetGoblet_DESC": "A silver goblet once used in lavish banquets.", "TEXTKEY_ITEM_BanquetGoblet_FLAVOR": "A luxurious goblet favored by nobles during extravagant feasts.", "TEXTKEY_ITEM_SilverPlate_NAME": "Silver Plate", "TEXTKEY_ITEM_SilverPlate_DESC": "A gleaming plate adorned with intricate patterns.", "TEXTKEY_ITEM_SilverPlate_FLAVOR": "A plate far too exquisite for common meals.", "TEXTKEY_ITEM_StuffedDeerHead_NAME": "Stuffed Deer Head", "TEXTKEY_ITEM_StuffedDeerHead_DESC": "A taxidermied trophy, prized by hunters.", "TEXTKEY_ITEM_StuffedDeerHead_FLAVOR": "A remarkably lifelike stuffed head of a staghare.", "TEXTKEY_ITEM_DecoratedPipe_NAME": "Decorated Pipe", "TEXTKEY_ITEM_DecoratedPipe_DESC": "A refined smoking pipe once cherished by nobles.", "TEXTKEY_ITEM_DecoratedPipe_FLAVOR": "A lavish pipe, likely owned by an influential figure.", "TEXTKEY_ITEM_OldJewelryBox_NAME": "Old Jewelry Box", "TEXTKEY_ITEM_OldJewelryBox_DESC": "A vintage box carrying the marks of time.", "TEXTKEY_ITEM_OldJewelryBox_FLAVOR": "An elegant, antique box once used to store precious jewels.", "TEXTKEY_ITEM_OrnateTeacup_NAME": "Ornate Teacup", "TEXTKEY_ITEM_OrnateTeacup_DESC": "A teacup featuring refined design and intricate carvings.", "TEXTKEY_ITEM_OrnateTeacup_FLAVOR": "A dazzling teacup decorated with delicate floral patterns.", "TEXTKEY_ITEM_ReligiousArtifact_NAME": "Religious Artifact", "TEXTKEY_ITEM_ReligiousArtifact_DESC": "A sacred artwork created in devotion.", "TEXTKEY_ITEM_ReligiousArtifact_FLAVOR": "A piece of art capturing the benevolent smile of the goddess.", "TEXTKEY_ITEM_FadedCrystalBall_NAME": "Faded Crystal Ball", "TEXTKEY_ITEM_FadedCrystalBall_DESC": "An old magical tool that emits a faint glow.", "TEXTKEY_ITEM_FadedCrystalBall_FLAVOR": "Once used for magic, this crystal ball has lost its brilliance over time.", "TEXTKEY_ITEM_TrollHorn_NAME": "Troll Horn", "TEXTKEY_ITEM_TrollHorn_DESC": "A massive horn used by trolls for signaling.", "TEXTKEY_ITEM_TrollHorn_FLAVOR": "A horn once blown by trolls, far too large for human use.", "TEXTKEY_ITEM_RitualCenser_NAME": "Ritual Censer", "TEXTKEY_ITEM_RitualCenser_DESC": "A censer designed to burn sacred incense.", "TEXTKEY_ITEM_RitualCenser_FLAVOR": "A ritual censer that releases a steady stream of fragrant smoke.", "TEXTKEY_ITEM_JewelEncrustedBeetle_NAME": "Jewel Encrusted Beetle", "TEXTKEY_ITEM_JewelEncrustedBeetle_DESC": "A meticulously crafted beetle adorned with precious gems.", "TEXTKEY_ITEM_JewelEncrustedBeetle_FLAVOR": "A decorative beetle embellished with radiant gemstones.", "TEXTKEY_ITEM_RadiantBanner_NAME": "Radiant Banner", "TEXTKEY_ITEM_RadiantBanner_DESC": "A shining banner symbolizing the kingdom’s authority.", "TEXTKEY_ITEM_RadiantBanner_FLAVOR": "A banner crafted from a rare metal, radiating the grandeur of the empire.", "TEXTKEY_ITEM_RoyalSeal_NAME": "Royal Seal", "TEXTKEY_ITEM_RoyalSeal_DESC": "A royal insignia that once wielded immense power.", "TEXTKEY_ITEM_RoyalSeal_FLAVOR": "Now reduced to ashes, a remnant of authority that once shone brilliantly.", "TEXTKEY_ITEM_TechBook_NAME": "Tech Book", "TEXTKEY_ITEM_TechBook_DESC": "A research book compiling complex theories and formulas.\nConsumed to unlock new research.", "TEXTKEY_ITEM_TechBook_FLAVOR": "A book filled with various theories, formulas, and diagrams.", "TEXTKEY_ITEM_BaronBloodTear_NAME": "Baron Blood Tear", "TEXTKEY_ITEM_BaronBloodTear_DESC": "A jewel-like crimson relic hardened from the baron’s final despair.", "TEXTKEY_ITEM_BaronBloodTear_FLAVOR": "A hardened tear from the vampire baron of the Elros Empire, shed in his final moment after his reign of slaughter.", "TEXTKEY_ITEM_FrostyHandshake_NAME": "Frosty Handshake", "TEXTKEY_ITEM_FrostyHandshake_DESC": "An ice crystal that sends chills through your hand upon touch.", "TEXTKEY_ITEM_FrostyHandshake_FLAVOR": "A blue glowing object so cold it sends shivers down the spine just by looking at it.", "TEXTKEY_ITEM_DryadSeed_NAME": "Dryad Seed", "TEXTKEY_ITEM_DryadSeed_DESC": "A mysterious seed imbued with powerful life energy.", "TEXTKEY_ITEM_DryadSeed_FLAVOR": "A sacred relic embodying both the beginning and end of nature’s spirit.", "TEXTKEY_ITEM_RedDragonBreath_NAME": "Red Dragon Breath", "TEXTKEY_ITEM_RedDragonBreath_DESC": "A rare crystal condensed from the essence of flames.", "TEXTKEY_ITEM_RedDragonBreath_FLAVOR": "A gem holding the remnants of the ancient fire dragon’s breath.", "TEXTKEY_ITEM_SwirlingTide_NAME": "Swirling Tide", "TEXTKEY_ITEM_SwirlingTide_DESC": "A mystical water crystal that swirls endlessly.", "TEXTKEY_ITEM_SwirlingTide_FLAVOR": "A magical crystal condensed with the fury of the ocean.", "TEXTKEY_ITEM_BreathOfEarth_NAME": "Breath Of Earth", "TEXTKEY_ITEM_BreathOfEarth_DESC": "A primal stone imbued with the pure energy of the earth.", "TEXTKEY_ITEM_BreathOfEarth_FLAVOR": "An ancient fragment of life, resonating with the breath of the earth.", "TEXTKEY_ITEM_RedCrystalOre_NAME": "Red Crystal Ore", "TEXTKEY_ITEM_RedCrystalOre_DESC": "A crimson ore infused with the essence of fire.", "TEXTKEY_ITEM_RedCrystalOre_FLAVOR": "A raw red crystal that emits a calm yet powerful glow.", "TEXTKEY_ITEM_RefinedRedCrystal_NAME": "Refined Red Crystal", "TEXTKEY_ITEM_RefinedRedCrystal_DESC": "A refined red crystal with enhanced magical properties.", "TEXTKEY_ITEM_RefinedRedCrystal_FLAVOR": "A finely cut red crystal imbued with the essence of fire.", "TEXTKEY_ITEM_BlueCrystalOre_NAME": "Blue Crystal Ore", "TEXTKEY_ITEM_BlueCrystalOre_DESC": "A blue ore infused with the essence of water.", "TEXTKEY_ITEM_BlueCrystalOre_FLAVOR": "A raw blue crystal that emits a tranquil glow.", "TEXTKEY_ITEM_RefinedBlueCrystal_NAME": "Refined Blue Crystal", "TEXTKEY_ITEM_RefinedBlueCrystal_DESC": "A refined blue crystal with enhanced magical properties.", "TEXTKEY_ITEM_RefinedBlueCrystal_FLAVOR": "A finely cut blue crystal imbued with the essence of water.", "TEXTKEY_ITEM_GreenCrystalOre_NAME": "Green Crystal Ore", "TEXTKEY_ITEM_GreenCrystalOre_DESC": "A green ore infused with nature’s vitality.", "TEXTKEY_ITEM_GreenCrystalOre_FLAVOR": "A raw green crystal that emits a gentle glow of nature.", "TEXTKEY_ITEM_RefinedGreenCrystal_NAME": "Refined Green Crystal", "TEXTKEY_ITEM_RefinedGreenCrystal_DESC": "A refined green crystal with enhanced magical properties.", "TEXTKEY_ITEM_RefinedGreenCrystal_FLAVOR": "A finely cut green crystal imbued with the essence of nature.", "TEXTKEY_ITEM_CopperStick_NAME": "Copper Rod", "TEXTKEY_ITEM_CopperStick_DESC": "A thin rod made of processed copper. Used as a tool handle or component.", "TEXTKEY_ITEM_CopperStick_FLAVOR": "It is soft and bends easily, but has good conductivity.", "TEXTKEY_ITEM_ArcronStick_NAME": "Arcron Rod", "TEXTKEY_ITEM_ArcronStick_DESC": "A rod made of the ancient material Arcron. Stronger than copper, but softer than steel.", "TEXTKEY_ITEM_ArcronStick_FLAVOR": "A strange object possessing both the hardness of metal and the flexibility of fiber.", "TEXTKEY_ITEM_IronStick_NAME": "Iron Stick", "TEXTKEY_ITEM_IronStick_DESC": "A solid and heavy iron rod.", "TEXTKEY_ITEM_IronStick_FLAVOR": "A sturdy iron rod used in crafting weapons and tools.", "TEXTKEY_ITEM_GoblinLeather_NAME": "Goblin Leather", "TEXTKEY_ITEM_GoblinLeather_DESC": "A tough-textured, greenish hide.", "TEXTKEY_ITEM_GoblinLeather_FLAVOR": "A hide harvested from goblins, commonly used in armor crafting.", "TEXTKEY_ITEM_IronOre_NAME": "Iron Ore", "TEXTKEY_ITEM_IronOre_DESC": "An ore containing iron that can be refined into metal.", "TEXTKEY_ITEM_IronOre_FLAVOR": "An iron containing ore that can be processed into metal.", "TEXTKEY_ITEM_IronIngot_NAME": "Iron Ingot", "TEXTKEY_ITEM_IronIngot_DESC": "A solid metal ingot refined from iron.", "TEXTKEY_ITEM_IronIngot_FLAVOR": "A refined iron ingot used for crafting weapons and armor.", "TEXTKEY_ITEM_CopperOre_NAME": "Copper Ore", "TEXTKEY_ITEM_CopperOre_DESC": "Raw ore containing copper. Can be smelted to obtain pure copper.", "TEXTKEY_ITEM_CopperOre_FLAVOR": "Red veins are visible within the rock crevices.", "TEXTKEY_ITEM_CopperIngot_NAME": "Copper Ingot", "TEXTKEY_ITEM_CopperIngot_DESC": "A standard block of metal made by melting copper ore.", "TEXTKEY_ITEM_CopperIngot_FLAVOR": "An important resource that forms the basis of industry.", "TEXTKEY_ITEM_Arcron_NAME": "Arcron", "TEXTKEY_ITEM_Arcron_DESC": "A rare synthetic fiber and metal made by the ancients. It has unique properties, being stronger than copper but weaker than steel.", "TEXTKEY_ITEM_Arcron_FLAVOR": "An unknown material that cannot be reproduced with modern technology.", "TEXTKEY_ITEM_MidGradeFireElementalStone_NAME": "Intermediate Fire Elemental Stone", "TEXTKEY_ITEM_MidGradeFireElementalStone_DESC": "A fiery red crystal that burns like flames.", "TEXTKEY_ITEM_MidGradeFireElementalStone_FLAVOR": "A brilliant red stone infused with intense fire energy.", "TEXTKEY_ITEM_MidGradeWaterElementalStone_NAME": "Intermediate Water Elemental Stone", "TEXTKEY_ITEM_MidGradeWaterElementalStone_DESC": "A Intermediate elemental stone infused with powerful water energy.", "TEXTKEY_ITEM_MidGradeWaterElementalStone_FLAVOR": "Emits a clear energy like ocean waves, making fingertips feel cool.", "TEXTKEY_ITEM_MidGradeNatureElementalStone_NAME": "Intermediate Nature Elemental Stone", "TEXTKEY_ITEM_MidGradeNatureElementalStone_DESC": "A Intermediate elemental stone containing the essence of life.", "TEXTKEY_ITEM_MidGradeNatureElementalStone_FLAVOR": "Exudes the scent of a lush forest, radiating warmth to the touch.", "TEXTKEY_ITEM_MonsterBarbecue_NAME": "Monster Barbecue", "TEXTKEY_ITEM_MonsterBarbecue_DESC": "A dish made by roasting an entire chunk of monster meat.", "TEXTKEY_ITEM_MonsterBarbecue_FLAVOR": "A roasted monster meat dish.", "TEXTKEY_ITEM_GrilledMeat_NAME": "Grilled Meat", "TEXTKEY_ITEM_GrilledMeat_DESC": "A meat dish with a crispy exterior and a juicy interior.", "TEXTKEY_ITEM_GrilledMeat_FLAVOR": "Grilled meat. It has a delicious aroma.", "TEXTKEY_ITEM_GrilledTurnip_NAME": "Grilled Turnip", "TEXTKEY_ITEM_GrilledTurnip_DESC": "A turnip dish softened by roasting over fire.", "TEXTKEY_ITEM_GrilledTurnip_FLAVOR": "A turnip roasted over a fire. It gives off a sweet aroma.", "TEXTKEY_ITEM_TurnipSalad_NAME": "Turnip Salad", "TEXTKEY_ITEM_TurnipSalad_DESC": "A dish of finely chopped turnips mixed with fresh vegetables.", "TEXTKEY_ITEM_TurnipSalad_FLAVOR": "This salad is made with fresh turnips.", "TEXTKEY_ITEM_MeatPorridge_NAME": "Meat Porridge", "TEXTKEY_ITEM_MeatPorridge_DESC": "A thick, slow-cooked meat porridge.", "TEXTKEY_ITEM_MeatPorridge_FLAVOR": "It's not very tasty, but it's very filling.", "TEXTKEY_ITEM_TurnipPorridge_NAME": "Turnip Porridge", "TEXTKEY_ITEM_TurnipPorridge_DESC": "A nutritious dish made with tender turnips and grains.", "TEXTKEY_ITEM_TurnipPorridge_FLAVOR": "It's not very tasty, but it's very filling.", "TEXTKEY_ITEM_GrassPorridge_NAME": "Grass Porridge", "TEXTKEY_ITEM_GrassPorridge_DESC": "A last-resort emergency food.", "TEXTKEY_ITEM_GrassPorridge_FLAVOR": "A porridge made from grass. It tastes terrible, but it will satisfy your immediate hunger.", "TEXTKEY_ITEM_ImprovedGrassPorridge_NAME": "Improved Grass Porridge", "TEXTKEY_ITEM_ImprovedGrassPorridge_DESC": "A dish that somewhat improves the nauseating taste of grass porridge.", "TEXTKEY_ITEM_ImprovedGrassPorridge_FLAVOR": "A porridge made from grass. It tastes terrible, but it will satisfy your immediate hunger.", "TEXTKEY_ITEM_BlueBerry_NAME": "Blueberry", "TEXTKEY_ITEM_BlueBerry_DESC": "A small fruit with a perfect balance of sweetness and tartness.", "TEXTKEY_ITEM_BlueBerry_FLAVOR": "A small and sweet fruit, perfect as a snack.", "TEXTKEY_ITEM_ToughRawMeat_NAME": "Tough Raw Meat", "TEXTKEY_ITEM_ToughRawMeat_DESC": "Extremely tough raw meat that is hard to chew.", "TEXTKEY_ITEM_ToughRawMeat_FLAVOR": "Tough and hard-to-chew raw meat.", "TEXTKEY_ITEM_DisgustingMonsterMeat_NAME": "Disgusting Monster Meat", "TEXTKEY_ITEM_DisgustingMonsterMeat_DESC": "A foul smelling and grotesque lump of meat.", "TEXTKEY_ITEM_DisgustingMonsterMeat_FLAVOR": "Meat obtained from a monster. It has a gamy stench, a wriggling texture, and a bitter taste that makes you want to vomit.", "TEXTKEY_ITEM_BlueDrunkardMushroom_NAME": "Blue Drunkard Mushroom", "TEXTKEY_ITEM_BlueDrunkardMushroom_DESC": "A dangerous mushroom that causes dizziness when eaten.", "TEXTKEY_ITEM_BlueDrunkardMushroom_FLAVOR": "A blue glowing mushroom that can cause hallucinations when consumed.", "TEXTKEY_ITEM_Turnip_NAME": "Turnip", "TEXTKEY_ITEM_Turnip_DESC": "A versatile root vegetable used in various dishes.", "TEXTKEY_ITEM_Turnip_FLAVOR": "A root vegetable with a crisp and refreshing texture.", "TEXTKEY_ITEM_WitchMixedStew_NAME": "Witch Mixed Stew", "TEXTKEY_ITEM_WitchMixedStew_DESC": "A bizarre stew brewed from unknown ingredients.", "TEXTKEY_ITEM_WitchMixedStew_FLAVOR": "It’s best not to question the ingredients.", "TEXTKEY_ITEM_LumaFruit_NAME": "Luma Fruit", "TEXTKEY_ITEM_LumaFruit_DESC": "A red fruit with a gentle fragrance.", "TEXTKEY_ITEM_LumaFruit_FLAVOR": "A red glowing fruit occasionally found on Luma trees.", "TEXTKEY_ITEM_Hardtack_NAME": "Hardtack", "TEXTKEY_ITEM_Hardtack_DESC": "A tough but long lasting dried biscuit.", "TEXTKEY_ITEM_Hardtack_FLAVOR": "A hard biscuit that can be stored for a long time, useful for traveling.", "TEXTKEY_ITEM_Mushroom_NAME": "Mushroom", "TEXTKEY_ITEM_Mushroom_DESC": "A common edible mushroom used in various dishes.", "TEXTKEY_ITEM_Mushroom_FLAVOR": "A mushroom that can be used in many dishes.", "TEXTKEY_ITEM_RedMushroom_NAME": "Red Mushroom", "TEXTKEY_ITEM_RedMushroom_DESC": "A uniquely red-colored mushroom that grows in the forest.", "TEXTKEY_ITEM_RedMushroom_FLAVOR": "Often mistaken for a poisonous mushroom due to its vivid color.", "TEXTKEY_ITEM_GoblinMeat_NAME": "Goblin Meat", "TEXTKEY_ITEM_GoblinMeat_DESC": "Tough-textured meat obtained from goblins.", "TEXTKEY_ITEM_GoblinMeat_FLAVOR": "Has a strong stench, making it hard to eat, but cooking improves it slightly.", "TEXTKEY_ITEM_OatPorridge_NAME": "Oat Porridge", "TEXTKEY_ITEM_OatPorridge_DESC": "Soft porridge made by boiling oats in water. It's not delicious", "TEXTKEY_ITEM_OatPorridge_FLAVOR": "A rustic but warm meal.", "TEXTKEY_ITEM_MeatSkewer_NAME": "Meat Skewer", "TEXTKEY_ITEM_MeatSkewer_DESC": "Meat chunks skewered and grilled over a fire. Easy to eat on the go.", "TEXTKEY_ITEM_MeatSkewer_FLAVOR": "Juices burst out, delivering the taste of the wild.", "TEXTKEY_ITEM_MeatStew_NAME": "Meat Stew", "TEXTKEY_ITEM_MeatStew_DESC": "A dish made by simmering meat and various ingredients. Great for recovering stamina.", "TEXTKEY_ITEM_MeatStew_FLAVOR": "A sip of the broth makes your whole body melt.", "TEXTKEY_ITEM_MushroomSkewer_NAME": "Mushroom Skewer", "TEXTKEY_ITEM_MushroomSkewer_DESC": "Skewered mushrooms, grilled to perfection. The chewy texture is excellent.", "TEXTKEY_ITEM_MushroomSkewer_FLAVOR": "The subtle scent of earth and the smoky flavor harmonize well.", "TEXTKEY_ITEM_MushroomStew_NAME": "Mushroom Stew", "TEXTKEY_ITEM_MushroomStew_DESC": "A stew that brings out the deep flavor of mushrooms. Comforts the stomach.", "TEXTKEY_ITEM_MushroomStew_FLAVOR": "Captures the essence of the forest in a single bowl.", "TEXTKEY_ITEM_Jerky_NAME": "Jerky", "TEXTKEY_ITEM_Jerky_DESC": "Emergency food made by drying meat to improve preservation. Can be kept and eaten for a long time.", "TEXTKEY_ITEM_Jerky_FLAVOR": "The more you chew, the more savory it becomes.", "TEXTKEY_ITEM_GlothEggOmelet_NAME": "Gloth Egg Omelet", "TEXTKEY_ITEM_GlothEggOmelet_DESC": "An omelet made with a giant Gloth egg. Large portion and very fluffy.", "TEXTKEY_ITEM_GlothEggOmelet_FLAVOR": "It has a much richer and savory flavor than regular eggs.", "TEXTKEY_ITEM_DustBulb_NAME": "Dust Bulb", "TEXTKEY_ITEM_DustBulb_DESC": "Edible plant root found in arid regions. Can be eaten after peeling.", "TEXTKEY_ITEM_DustBulb_FLAVOR": "Tastes stuffy like its name, but is a valuable source of moisture.", "TEXTKEY_ITEM_FineRawMeat_NAME": "Fine Raw Meat", "TEXTKEY_ITEM_FineRawMeat_DESC": "Top-quality meat with a good balance of fat and lean meat. Tastes great when cooked.", "TEXTKEY_ITEM_FineRawMeat_FLAVOR": "It has a bright red color that makes your mouth water just by looking at it.", "TEXTKEY_ITEM_GlothEgg_NAME": "Gloth Egg", "TEXTKEY_ITEM_GlothEgg_DESC": "A giant egg laid by a Gloth. Extremely nutritious.", "TEXTKEY_ITEM_GlothEgg_FLAVOR": "The shell is thick and hard, so it doesn't break easily.", "TEXTKEY_ITEM_WoodSword_NAME": "Wooden Sword", "TEXTKEY_ITEM_WoodSword_DESC": "A basic sword made of lightweight yet sturdy wood.", "TEXTKEY_ITEM_WoodSword_FLAVOR": "Not suitable for real combat, but useful for training.", "TEXTKEY_ITEM_BloodWoodSword_NAME": "Bloodwood Sword", "TEXTKEY_ITEM_BloodWoodSword_DESC": "A sword crafted from the strong and durable Bloodwood.", "TEXTKEY_ITEM_BloodWoodSword_FLAVOR": "Has a crimson hue and emits a mysterious aura.", "TEXTKEY_ITEM_BoneSword_NAME": "Bone Sword", "TEXTKEY_ITEM_BoneSword_DESC": "A sword crafted from the bones of a mighty beast.", "TEXTKEY_ITEM_BoneSword_FLAVOR": "Sharpened and refined into a formidable weapon.", "TEXTKEY_ITEM_IronSword_NAME": "Iron Sword", "TEXTKEY_ITEM_IronSword_DESC": "A standard sword made of solid iron.", "TEXTKEY_ITEM_IronSword_FLAVOR": "A reliable weapon with balanced performance in combat.", "TEXTKEY_ITEM_WoodGreatSword_NAME": "Wooden Great Sword", "TEXTKEY_ITEM_WoodGreatSword_DESC": "A massive wooden greatsword, heavy and blunt.", "TEXTKEY_ITEM_WoodGreatSword_FLAVOR": "It has great destructive power, but wears down easily.", "TEXTKEY_ITEM_BloodWoodGreatSword_NAME": "Bloodwood Great Sword", "TEXTKEY_ITEM_BloodWoodGreatSword_DESC": "A greatsword forged from bloodwood, offering great strength.", "TEXTKEY_ITEM_BloodWoodGreatSword_FLAVOR": "The red grain of the wood remains visible, giving it a striking appearance.", "TEXTKEY_ITEM_BoneGreatSword_NAME": "Bone Great Sword", "TEXTKEY_ITEM_BoneGreatSword_DESC": "A massive greatsword made from the bones of a powerful beast.", "TEXTKEY_ITEM_BoneGreatSword_FLAVOR": "The rough texture of the bone adds to its menacing look.", "TEXTKEY_ITEM_IronGreatSword_NAME": "Iron Great Sword", "TEXTKEY_ITEM_IronGreatSword_DESC": "A standard greatsword made of heavy iron.", "TEXTKEY_ITEM_IronGreatSword_FLAVOR": "A durable and sturdy weapon that can be relied upon in battle.", "TEXTKEY_ITEM_WoodDagger_NAME": "Wooden Dagger", "TEXTKEY_ITEM_WoodDagger_DESC": "A lightweight wooden dagger designed for quick strikes.", "TEXTKEY_ITEM_WoodDagger_FLAVOR": "Lacks power but allows for rapid consecutive strikes.", "TEXTKEY_ITEM_BloodWoodDagger_NAME": "Bloodwood Dagger", "TEXTKEY_ITEM_BloodWoodDagger_DESC": "A sharp dagger made from bloodwood.", "TEXTKEY_ITEM_BloodWoodDagger_FLAVOR": "Glows faintly red, as if imbued with an eerie power.", "TEXTKEY_ITEM_BoneDagger_NAME": "Bone Dagger", "TEXTKEY_ITEM_BoneDagger_DESC": "A dagger crafted by grinding bone into a sharp edge.", "TEXTKEY_ITEM_BoneDagger_FLAVOR": "Feels oddly natural when slicing through flesh.", "TEXTKEY_ITEM_IronDagger_NAME": "Iron Dagger", "TEXTKEY_ITEM_IronDagger_DESC": "A standard iron dagger, easy to carry.", "TEXTKEY_ITEM_IronDagger_FLAVOR": "A sturdy and practical weapon, perfect for ambushes.", "TEXTKEY_ITEM_FireWoodStaff_NAME": "Fire Wooden Staff", "TEXTKEY_ITEM_FireWoodStaff_DESC": "A wooden staff infused with the power of fire.", "TEXTKEY_ITEM_FireWoodStaff_FLAVOR": "Feels like flames dance around it when swung.", "TEXTKEY_ITEM_FireBloodWoodStaff_NAME": "Fire Bloodwood Staff", "TEXTKEY_ITEM_FireBloodWoodStaff_DESC": "A powerful fire magic staff made from bloodwood.", "TEXTKEY_ITEM_FireBloodWoodStaff_FLAVOR": "Emits a faint warmth when held.", "TEXTKEY_ITEM_FireBoneStaff_NAME": "Fire Bone Staff", "TEXTKEY_ITEM_FireBoneStaff_DESC": "A fire magic staff carved from beast bones.", "TEXTKEY_ITEM_FireBoneStaff_FLAVOR": "Occasionally appears to release wisps of smoke from its tip.", "TEXTKEY_ITEM_FireIronStaff_NAME": "Fire Iron Staff", "TEXTKEY_ITEM_FireIronStaff_DESC": "NULL", "TEXTKEY_ITEM_FireIronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WaterWoodStaff_NAME": "Water Wooden Staff", "TEXTKEY_ITEM_WaterWoodStaff_DESC": "A wooden staff imbued with the power of water.", "TEXTKEY_ITEM_WaterWoodStaff_FLAVOR": "Has a moist aura with a flowing blue glow.", "TEXTKEY_ITEM_WaterBloodWoodStaff_NAME": "Water Bloodwood Staff", "TEXTKEY_ITEM_WaterBloodWoodStaff_DESC": "A water-aligned magic staff crafted from Bloodwood.", "TEXTKEY_ITEM_WaterBloodWoodStaff_FLAVOR": "Emits a cool energy, radiating a soft blue glow.", "TEXTKEY_ITEM_WaterBoneStaff_NAME": "Water Bone Staff", "TEXTKEY_ITEM_WaterBoneStaff_DESC": "A water-imbued magic staff made from hardened bone.", "TEXTKEY_ITEM_WaterBoneStaff_FLAVOR": "Gives the illusion of tiny floating water droplets.", "TEXTKEY_ITEM_WaterIronStaff_NAME": "Water Iron Staff", "TEXTKEY_ITEM_WaterIronStaff_DESC": "A heavy water-aligned staff made of refined iron.", "TEXTKEY_ITEM_WaterIronStaff_FLAVOR": "The cold touch of metal seeps into your fingers.", "TEXTKEY_ITEM_NatureWoodStaff_NAME": "Nature Wooden Staff", "TEXTKEY_ITEM_NatureWoodStaff_DESC": "A wooden staff infused with the essence of nature.", "TEXTKEY_ITEM_NatureWoodStaff_FLAVOR": "You feel a faint tremor as if it is alive in your hands.", "TEXTKEY_ITEM_NatureBloodWoodStaff_NAME": "Nature Bloodwood Staff", "TEXTKEY_ITEM_NatureBloodWoodStaff_DESC": "A nature infused staff crafted from Bloodwood.", "TEXTKEY_ITEM_NatureBloodWoodStaff_FLAVOR": "Seems to release a subtle scent of leaves when swung.", "TEXTKEY_ITEM_NatureBoneStaff_NAME": "Nature Bone Staff", "TEXTKEY_ITEM_NatureBoneStaff_DESC": "A staff harnessing nature’s power from beast bones.", "TEXTKEY_ITEM_NatureBoneStaff_FLAVOR": "Carrying it makes you feel the surrounding life force.", "TEXTKEY_ITEM_NatureIronStaff_NAME": "Nature Iron Staff", "TEXTKEY_ITEM_NatureIronStaff_DESC": "A sturdy nature-aligned iron staff.", "TEXTKEY_ITEM_NatureIronStaff_FLAVOR": "Heavy but exudes a steady energy.", "TEXTKEY_ITEM_RedCrystalWoodStaff_NAME": "Red Crystal Wood Staff", "TEXTKEY_ITEM_RedCrystalWoodStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalWoodStaff_DESC": "A wooden staff embedded with red crystal.", "TEXTKEY_ITEM_RedCrystalWoodStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_RedCrystalBloodWoodStaff_NAME": "Red Crystal Bloodwood Staff", "TEXTKEY_ITEM_RedCrystalBloodWoodStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalBloodWoodStaff_DESC": "A staff made of blood-soaked wood and red crystal.", "TEXTKEY_ITEM_RedCrystalBloodWoodStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_RedCrystalBoneStaff_NAME": "Red Crystal Bone Staff", "TEXTKEY_ITEM_RedCrystalBoneStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalBoneStaff_DESC": "A staff made of red crystal and bone.", "TEXTKEY_ITEM_RedCrystalBoneStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_RedCrystalIronStaff_NAME": "Red Crystal Iron Staff", "TEXTKEY_ITEM_RedCrystalIronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalIronStaff_DESC": "A staff made of red crystal and iron.", "TEXTKEY_ITEM_RedCrystalIronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalWoodStaff_NAME": "Blue Crystal Wood Staff", "TEXTKEY_ITEM_BlueCrystalWoodStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalWoodStaff_DESC": "A wooden staff embedded with blue crystal.", "TEXTKEY_ITEM_BlueCrystalWoodStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalBloodWoodStaff_NAME": "Blue Crystal Bloodwood Staff", "TEXTKEY_ITEM_BlueCrystalBloodWoodStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalBloodWoodStaff_DESC": "A staff made of blood-soaked wood and blue crystal.", "TEXTKEY_ITEM_BlueCrystalBloodWoodStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalBoneStaff_NAME": "Blue Crystal Bone Staff", "TEXTKEY_ITEM_BlueCrystalBoneStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalBoneStaff_DESC": "A staff made of blue crystal and bone.", "TEXTKEY_ITEM_BlueCrystalBoneStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalIronStaff_NAME": "Blue Crystal Iron Staff", "TEXTKEY_ITEM_BlueCrystalIronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalIronStaff_DESC": "A staff made of blue crystal and iron.", "TEXTKEY_ITEM_BlueCrystalIronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalWoodStaff_NAME": "Green Crystal Wood Staff", "TEXTKEY_ITEM_GreenCrystalWoodStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalWoodStaff_DESC": "A wooden staff embedded with green crystal.", "TEXTKEY_ITEM_GreenCrystalWoodStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalBloodWoodStaff_NAME": "Green Crystal Bloodwood Staff", "TEXTKEY_ITEM_GreenCrystalBloodWoodStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalBloodWoodStaff_DESC": "A staff made of blood-soaked wood and green crystal.", "TEXTKEY_ITEM_GreenCrystalBloodWoodStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalBoneStaff_NAME": "Green Crystal Bone Staff", "TEXTKEY_ITEM_GreenCrystalBoneStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalBoneStaff_DESC": "A staff made of green crystal and bone.", "TEXTKEY_ITEM_GreenCrystalBoneStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalIronStaff_NAME": "Green Crystal Iron Staff", "TEXTKEY_ITEM_GreenCrystalIronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalIronStaff_DESC": "A staff made of green crystal and iron.", "TEXTKEY_ITEM_GreenCrystalIronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WoodClub_NAME": "Wooden Club", "TEXTKEY_ITEM_WoodClub_DESC": "A simple yet sturdy wooden club.", "TEXTKEY_ITEM_WoodClub_FLAVOR": "Primitive but effective in close combat.", "TEXTKEY_ITEM_BloodWoodClub_NAME": "Bloodwood Club", "TEXTKEY_ITEM_BloodWoodClub_DESC": "A durable club crafted from Bloodwood.", "TEXTKEY_ITEM_BloodWoodClub_FLAVOR": "A heavy club that delivers powerful blows.", "TEXTKEY_ITEM_BoneClub_NAME": "Bone Club", "TEXTKEY_ITEM_BoneClub_DESC": "A heavy and sturdy club made from beast bones.", "TEXTKEY_ITEM_BoneClub_FLAVOR": "Extremely solid, unlikely to break.", "TEXTKEY_ITEM_IronClub_NAME": "Iron Club", "TEXTKEY_ITEM_IronClub_DESC": "A heavy iron club designed for crushing blows.", "TEXTKEY_ITEM_IronClub_FLAVOR": "Simple in design but devastating in impact.", "TEXTKEY_ITEM_WoodAxe_NAME": "Wooden Axe", "TEXTKEY_ITEM_WoodAxe_DESC": "A basic axe made of wood.", "TEXTKEY_ITEM_WoodAxe_FLAVOR": "Low durability, likely to wear out quickly.", "TEXTKEY_ITEM_BloodWoodAxe_NAME": "Bloodwood Axe", "TEXTKEY_ITEM_BloodWoodAxe_DESC": "A sturdy axe made from Bloodwood.", "TEXTKEY_ITEM_BloodWoodAxe_FLAVOR": "The wood grain remains visible and offers excellent cutting power.", "TEXTKEY_ITEM_BoneAxe_NAME": "Bone Axe", "TEXTKEY_ITEM_BoneAxe_DESC": "An axe made from hardened beast bones.", "TEXTKEY_ITEM_BoneAxe_FLAVOR": "Sharpened bone withstands heavy impacts.", "TEXTKEY_ITEM_IronAxe_NAME": "Iron Axe", "TEXTKEY_ITEM_IronAxe_DESC": "A sturdy axe made of refined iron.", "TEXTKEY_ITEM_IronAxe_FLAVOR": "Well-balanced and easy to handle.", "TEXTKEY_ITEM_WoodSpear_NAME": "Wooden Spear", "TEXTKEY_ITEM_WoodSpear_DESC": "A basic spear crafted from lightweight wood.", "TEXTKEY_ITEM_WoodSpear_FLAVOR": "Not very sturdy, but easy to handle.", "TEXTKEY_ITEM_BloodWoodSpear_NAME": "Bloodwood Spear", "TEXTKEY_ITEM_BloodWoodSpear_DESC": "A sharp spear crafted from Bloodwood.", "TEXTKEY_ITEM_BloodWoodSpear_FLAVOR": "The red grain enhances its sharpness and agility.", "TEXTKEY_ITEM_BoneSpear_NAME": "Bone Spear", "TEXTKEY_ITEM_BoneSpear_DESC": "A spear carved from the bones of a beast.", "TEXTKEY_ITEM_BoneSpear_FLAVOR": "Rough in texture, but possesses high piercing power.", "TEXTKEY_ITEM_IronSpear_NAME": "Iron Spear", "TEXTKEY_ITEM_IronSpear_DESC": "A solid spear made of iron.", "TEXTKEY_ITEM_IronSpear_FLAVOR": "Heavy, but delivers powerful strikes.", "TEXTKEY_ITEM_WoodBow_NAME": "Wooden Bow", "TEXTKEY_ITEM_WoodBow_DESC": "A simple but practical wooden bow.", "TEXTKEY_ITEM_WoodBow_FLAVOR": "Low draw strength, but suitable for beginners.", "TEXTKEY_ITEM_BloodWoodBow_NAME": "Bloodwood Bow", "TEXTKEY_ITEM_BloodWoodBow_DESC": "A sturdy bow crafted from Bloodwood.", "TEXTKEY_ITEM_BloodWoodBow_FLAVOR": "Retains a red wood grain and boasts high draw strength.", "TEXTKEY_ITEM_BoneBow_NAME": "Bone Bow", "TEXTKEY_ITEM_BoneBow_DESC": "A bow crafted from the bones of beasts.", "TEXTKEY_ITEM_BoneBow_FLAVOR": "Flesh rots away, but the bone still remembers the hunt.", "TEXTKEY_ITEM_IronBow_NAME": "Iron Bow", "TEXTKEY_ITEM_IronBow_DESC": "A durable bow combining iron and wood.", "TEXTKEY_ITEM_IronBow_FLAVOR": "Slightly heavy but offers great range.", "TEXTKEY_ITEM_ClothCoif_NAME": "Cloth Coif", "TEXTKEY_ITEM_ClothCoif_DESC": "A lightweight headgear made of cloth.", "TEXTKEY_ITEM_ClothCoif_FLAVOR": "Provides basic protection.", "TEXTKEY_ITEM_ThickClothCoif_NAME": "Thick Cloth Coif", "TEXTKEY_ITEM_ThickClothCoif_DESC": "A coif made of thick cloth for enhanced protection.", "TEXTKEY_ITEM_ThickClothCoif_FLAVOR": "Woven more tightly for added durability.", "TEXTKEY_ITEM_WoodHelmet_NAME": "Wooden Helmet", "TEXTKEY_ITEM_WoodHelmet_DESC": "A helmet crafted from sturdy wood.", "TEXTKEY_ITEM_WoodHelmet_FLAVOR": "Provides basic protection but is quite heavy.", "TEXTKEY_ITEM_BloodWoodHelmet_NAME": "Bloodwood Helmet", "TEXTKEY_ITEM_BloodWoodHelmet_DESC": "A solid helmet made from Bloodwood.", "TEXTKEY_ITEM_BloodWoodHelmet_FLAVOR": "Has a reddish hue and excellent durability.", "TEXTKEY_ITEM_HideHelmet_NAME": "Hide Helmet", "TEXTKEY_ITEM_HideHelmet_DESC": "A helmet made from tough, processed hide.", "TEXTKEY_ITEM_HideHelmet_FLAVOR": "Flexible and lightweight, suitable for long term wear.", "TEXTKEY_ITEM_BoneHelmet_NAME": "Bone Helmet", "TEXTKEY_ITEM_BoneHelmet_DESC": "A helmet crafted from the bones of a strong beast.", "TEXTKEY_ITEM_BoneHelmet_FLAVOR": "Rugged in appearance but offers great protection.", "TEXTKEY_ITEM_FortifiedBoneHelmet_NAME": "Fortified Bone Helmet", "TEXTKEY_ITEM_FortifiedBoneHelmet_DESC": "A helmet crafted from the fortified bones of a strong beast.", "TEXTKEY_ITEM_FortifiedBoneHelmet_FLAVOR": "It has been made by fortified bones.", "TEXTKEY_ITEM_CarapaceHelmet_NAME": "Carapace Helmet", "TEXTKEY_ITEM_CarapaceHelmet_DESC": "A helmet reinforced with thick carapace.", "TEXTKEY_ITEM_CarapaceHelmet_FLAVOR": "Made from insect shells, lightweight yet sturdy.", "TEXTKEY_ITEM_IronHelmet_NAME": "Iron Helmet", "TEXTKEY_ITEM_IronHelmet_DESC": "A standard protective helmet made of iron.", "TEXTKEY_ITEM_IronHelmet_FLAVOR": "A tough and reliable piece of armor.", "TEXTKEY_ITEM_ClothArmor_NAME": "Cloth Armor", "TEXTKEY_ITEM_ClothArmor_DESC": "An armor made of light, flexible cloth.", "TEXTKEY_ITEM_ClothArmor_FLAVOR": "Provides minimal protection, but easy to wear.", "TEXTKEY_ITEM_ThickClothArmor_NAME": "Thick Cloth Armor", "TEXTKEY_ITEM_ThickClothArmor_DESC": "Armor made with a more durable weaving technique.", "TEXTKEY_ITEM_ThickClothArmor_FLAVOR": "Improved defense but slightly heavier.", "TEXTKEY_ITEM_WoodArmor_NAME": "Wooden Armor", "TEXTKEY_ITEM_WoodArmor_DESC": "An armor crafted from reinforced wood.", "TEXTKEY_ITEM_WoodArmor_FLAVOR": "Sturdy but vulnerable to fire.", "TEXTKEY_ITEM_BloodWoodArmor_NAME": "Bloodwood Armor", "TEXTKEY_ITEM_BloodWoodArmor_DESC": "A powerful armor crafted from processed Bloodwood.", "TEXTKEY_ITEM_BloodWoodArmor_FLAVOR": "Special wood grain provides high durability.", "TEXTKEY_ITEM_HideArmor_NAME": "Hide Armor", "TEXTKEY_ITEM_HideArmor_DESC": "Armor made from toughened hide layers.", "TEXTKEY_ITEM_HideArmor_FLAVOR": "Lightweight yet absorbs impact efficiently.", "TEXTKEY_ITEM_BoneArmor_NAME": "Bone Armor", "TEXTKEY_ITEM_BoneArmor_DESC": "A sturdy armor assembled from beast bones.", "TEXTKEY_ITEM_BoneArmor_FLAVOR": "The rough texture of bone gives it an intimidating look.", "TEXTKEY_ITEM_FortifiedBoneArmor_NAME": "Fortified Bone Armor", "TEXTKEY_ITEM_FortifiedBoneArmor_DESC": "A sturdy armor assembled from beast fortified bones.", "TEXTKEY_ITEM_FortifiedBoneArmor_FLAVOR": "It is very sturdy.", "TEXTKEY_ITEM_CarapaceArmor_NAME": "Carapace Armor", "TEXTKEY_ITEM_CarapaceArmor_DESC": "An armor made from the thick carapace of insects.", "TEXTKEY_ITEM_CarapaceArmor_FLAVOR": "Lightweight but offers excellent protection.", "TEXTKEY_ITEM_IronArmor_NAME": "Iron Armor", "TEXTKEY_ITEM_IronArmor_DESC": "A solid iron armor providing strong protection.", "TEXTKEY_ITEM_IronArmor_FLAVOR": "A reliable piece of armor on the battlefield.", "TEXTKEY_ITEM_Torch_NAME": "Torch", "TEXTKEY_ITEM_Torch_DESC": "Increases Vision Range.", "TEXTKEY_ITEM_Torch_FLAVOR": "It provides a flame that illuminates dark spaces that are difficult to see.", "TEXTKEY_ITEM_WoodShield_NAME": "Wooden Shield", "TEXTKEY_ITEM_WoodShield_DESC": "A shield made of lightweight wood.", "TEXTKEY_ITEM_WoodShield_FLAVOR": "Can block some attacks but has low durability.", "TEXTKEY_ITEM_BloodWoodShield_NAME": "Bloodwood Shield", "TEXTKEY_ITEM_BloodWoodShield_DESC": "A sturdy shield crafted from Bloodwood.", "TEXTKEY_ITEM_BloodWoodShield_FLAVOR": "The deep red grain enhances its durability and strength.", "TEXTKEY_ITEM_BoneShield_NAME": "Bone Shield", "TEXTKEY_ITEM_BoneShield_DESC": "A shield made from reinforced bone.", "TEXTKEY_ITEM_BoneShield_FLAVOR": "Rugged in appearance but provides strong defense.", "TEXTKEY_ITEM_FortifiedBoneShield_NAME": "Fortified Bone Shield", "TEXTKEY_ITEM_FortifiedBoneShield_DESC": "A shield made from reinforced fortified bonee.", "TEXTKEY_ITEM_FortifiedBoneShield_FLAVOR": "Reliable protection gear made with fortified bones.", "TEXTKEY_ITEM_CarapaceShield_NAME": "Carapace Shield", "TEXTKEY_ITEM_CarapaceShield_DESC": "A shield made from the tough carapace of an insect.", "TEXTKEY_ITEM_CarapaceShield_FLAVOR": "Unusually light but offers excellent protection.", "TEXTKEY_ITEM_IronShield_NAME": "Iron Shield", "TEXTKEY_ITEM_IronShield_DESC": "A solid shield crafted from iron.", "TEXTKEY_ITEM_IronShield_FLAVOR": "Capable of withstanding strong impacts.", "TEXTKEY_ITEM_FlowerNecklace_NAME": "Flower Necklace", "TEXTKEY_ITEM_FlowerNecklace_DESC": "A necklace woven from beautiful flowers.", "TEXTKEY_ITEM_FlowerNecklace_FLAVOR": "Exudes a delicate fragrance that uplifts the mood when worn.", "TEXTKEY_ITEM_SilverNecklace_NAME": "Silver Necklace", "TEXTKEY_ITEM_SilverNecklace_DESC": "A finely crafted silver necklace.\nYou can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].", "TEXTKEY_ITEM_SilverNecklace_FLAVOR": "Reflects light and emits a soft shimmer.", "TEXTKEY_ITEM_SilverRing_NAME": "Silver Ring", "TEXTKEY_ITEM_SilverRing_DESC": "A simple yet elegant silver ring.\nYou can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].", "TEXTKEY_ITEM_SilverRing_FLAVOR": "A timeless piece of jewelry with classic beauty.", "TEXTKEY_ITEM_RedCrystalNecklace_NAME": "Red Crystal Necklace", "TEXTKEY_ITEM_RedCrystalNecklace_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalNecklace_DESC": "A necklace embedded with red crystal.\nYou can gain random stats from [Tooltip_AttackRandomTags].", "TEXTKEY_ITEM_RedCrystalNecklace_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalNecklace_NAME": "Blue Crystal Necklace", "TEXTKEY_ITEM_BlueCrystalNecklace_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalNecklace_DESC": "A necklace embedded with blue crystal.\nYou can gain random stats from [Tooltip_DefenseRandomTags].", "TEXTKEY_ITEM_BlueCrystalNecklace_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalNecklace_NAME": "Green Crystal Necklace", "TEXTKEY_ITEM_GreenCrystalNecklace_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalNecklace_DESC": "A necklace embedded with green crystal.\nYou can gain random stats from [Tooltip_UtilityRandomTags].", "TEXTKEY_ITEM_GreenCrystalNecklace_FLAVOR": "NULL", "TEXTKEY_ITEM_RedCrystalRing_NAME": "Red Crystal Ring", "TEXTKEY_ITEM_RedCrystalRing_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalRing_DESC": "A ring embedded with red crystal.\nYou can gain random stats from [Tooltip_AttackRandomTags].", "TEXTKEY_ITEM_RedCrystalRing_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalRing_NAME": "Blue Crystal Ring", "TEXTKEY_ITEM_BlueCrystalRing_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalRing_DESC": "A ring embedded with blue crystal.\nYou can gain random stats from [Tooltip_DefenseRandomTags].", "TEXTKEY_ITEM_BlueCrystalRing_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalRing_NAME": "Green Crystal Ring", "TEXTKEY_ITEM_GreenCrystalRing_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalRing_DESC": "A ring embedded with green crystal.\nYou can gain random stats from [Tooltip_UtilityRandomTags].", "TEXTKEY_ITEM_GreenCrystalRing_FLAVOR": "NULL", "TEXTKEY_ITEM_GarnetNecklace_NAME": "Garnet Necklace", "TEXTKEY_ITEM_GarnetNecklace_SUBNAME": "NULL", "TEXTKEY_ITEM_GarnetNecklace_DESC": "A necklace adorned with garnet gems.\nYou can gain random stats from [Tooltip_AttackRandomTags].", "TEXTKEY_ITEM_GarnetNecklace_FLAVOR": "NULL", "TEXTKEY_ITEM_OpalNecklace_NAME": "Opal Necklace", "TEXTKEY_ITEM_OpalNecklace_SUBNAME": "NULL", "TEXTKEY_ITEM_OpalNecklace_DESC": "A necklace adorned with opal gems.\nYou can gain random stats from [Tooltip_DefenseRandomTags].", "TEXTKEY_ITEM_OpalNecklace_FLAVOR": "NULL", "TEXTKEY_ITEM_PeridotNecklace_NAME": "Peridot Necklace", "TEXTKEY_ITEM_PeridotNecklace_SUBNAME": "NULL", "TEXTKEY_ITEM_PeridotNecklace_DESC": "A necklace adorned with peridot gems.\nYou can gain random stats from [Tooltip_UtilityRandomTags].", "TEXTKEY_ITEM_PeridotNecklace_FLAVOR": "NULL", "TEXTKEY_ITEM_GarnetRing_NAME": "Garnet Ring", "TEXTKEY_ITEM_GarnetRing_SUBNAME": "NULL", "TEXTKEY_ITEM_GarnetRing_DESC": "A ring adorned with garnet gems.\nYou can gain random stats from [Tooltip_AttackRandomTags].", "TEXTKEY_ITEM_GarnetRing_FLAVOR": "NULL", "TEXTKEY_ITEM_OpalRing_NAME": "Opal Ring", "TEXTKEY_ITEM_OpalRing_SUBNAME": "NULL", "TEXTKEY_ITEM_OpalRing_DESC": "A ring adorned with opal gems.\nYou can gain random stats from [Tooltip_DefenseRandomTags].", "TEXTKEY_ITEM_OpalRing_FLAVOR": "NULL", "TEXTKEY_ITEM_PeridotRing_NAME": "Peridot Ring", "TEXTKEY_ITEM_PeridotRing_SUBNAME": "NULL", "TEXTKEY_ITEM_PeridotRing_DESC": "A ring adorned with peridot gems.\nYou can gain random stats from [Tooltip_UtilityRandomTags].", "TEXTKEY_ITEM_PeridotRing_FLAVOR": "NULL", "TEXTKEY_ITEM_DevrickTalisman_NAME": "Devrick Talisman", "TEXTKEY_ITEM_DevrickTalisman_SUBNAME": "NULL", "TEXTKEY_ITEM_DevrickTalisman_DESC": "Devrick's Talisman", "TEXTKEY_ITEM_DevrickPendant_NAME": "Devrick Pendant", "TEXTKEY_ITEM_DevrickPendant_SUBNAME": "NULL", "TEXTKEY_ITEM_DevrickPendant_DESC": "Devrick's Pendant", "TEXTKEY_ITEM_EchoFlowerRing_NAME": "Echo Flower Ring", "TEXTKEY_ITEM_EchoFlowerRing_SUBNAME": "NULL", "TEXTKEY_ITEM_EchoFlowerRing_DESC": "Ring found in the echo flower", "TEXTKEY_ITEM_EchoFlowerRing_FLAVOR": "A soft chime tickles the finger, as if a fairy were gently embracing it.", "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME": "Deputy Commander Insignia", "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME": "NULL", "TEXTKEY_ITEM_DeputyCaptainsInsignia_DESC": "An insignia awarded to the Deputy Commander of a Guild expedition of sufficient size.", "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR": "NULL", "TEXTKEY_ITEM_NatureGreenSpirit_NAME": "Verdant Spirit", "TEXTKEY_ITEM_NatureGreenSpirit_SUBNAME": "NULL", "TEXTKEY_ITEM_NatureGreenSpirit_DESC": "It is a spirit that seems to be made of leaves.", "TEXTKEY_ITEM_NatureGreenSpirit_FLAVOR": "Holding it somehow makes you feel like your vitality is welling up.", "TEXTKEY_ITEM_ForgottenIdol_NAME": "Forgotten Idol", "TEXTKEY_ITEM_ForgottenIdol_SUBNAME": "NULL", "TEXTKEY_ITEM_ForgottenIdol_DESC": "A carved skull bearing three eye sockets, emanating a deeply ominous aura.", "TEXTKEY_ITEM_ForgottenIdol_FLAVOR": "Within endless despair!", "TEXTKEY_ITEM_StickyBedstraw_NAME": "Sticky Bedstraw", "TEXTKEY_ITEM_StickyBedstraw_SUBNAME": "NULL", "TEXTKEY_ITEM_StickyBedstraw_DESC": "It hinders the movement of the target with obstructive mucus.", "TEXTKEY_ITEM_StickyBedstraw_FLAVOR": "NULL", "TEXTKEY_ITEM_BloodstoneRing_NAME": "Bloodstone Ring", "TEXTKEY_ITEM_BloodstoneRing_SUBNAME": "NULL", "TEXTKEY_ITEM_BloodstoneRing_DESC": "It is a ring made of a bloodstone that absorbs the blood of enemies.", "TEXTKEY_ITEM_BloodstoneRing_FLAVOR": "NULL", "TEXTKEY_ITEM_LowGradeRedGemNecklace_NAME": "Lesser Red Gem Necklace", "TEXTKEY_ITEM_LowGradeRedGemNecklace_DESC": "A necklace embedded with a small red gem.", "TEXTKEY_ITEM_LowGradeRedGemNecklace_FLAVOR": "The gem glows faintly, holding a trace of warmth.", "TEXTKEY_ITEM_LowGradeBlueGemNecklace_NAME": "Lesser Blue Gem Necklace", "TEXTKEY_ITEM_LowGradeBlueGemNecklace_DESC": "A necklace adorned with a small blue gem.", "TEXTKEY_ITEM_LowGradeBlueGemNecklace_FLAVOR": "The gem embedded in it emanates a cool aura.", "TEXTKEY_ITEM_LowGradeGreenGemNecklace_NAME": "Lesser Green Gem Necklace", "TEXTKEY_ITEM_LowGradeGreenGemNecklace_DESC": "A necklace decorated with a small green gem.", "TEXTKEY_ITEM_LowGradeGreenGemNecklace_FLAVOR": "Feels as though it holds the essence of nature.", "TEXTKEY_ITEM_LowGradeRedGemRing_NAME": "Lesser Red Gem Ring", "TEXTKEY_ITEM_LowGradeRedGemRing_DESC": "A small ring with a red gem embedded in it.", "TEXTKEY_ITEM_LowGradeRedGemRing_FLAVOR": "Small but radiates an intense red glow.", "TEXTKEY_ITEM_LowGradeBlueGemRing_NAME": "Lesser Blue Gem Ring", "TEXTKEY_ITEM_LowGradeBlueGemRing_DESC": "A ring adorned with a blue gemstone.", "TEXTKEY_ITEM_LowGradeBlueGemRing_FLAVOR": "Shines with a clear and cool blue light.", "TEXTKEY_ITEM_LowGradeGreenGemRing_NAME": "Lesser Green Gem Ring", "TEXTKEY_ITEM_LowGradeGreenGemRing_DESC": "A basic ring embedded with a green gemstone.", "TEXTKEY_ITEM_LowGradeGreenGemRing_FLAVOR": "Soft green glow reminiscent of morning dew in a forest.", "TEXTKEY_ITEM_RawhideSleepingBag_NAME": "Rawhide Sleeping Bag", "TEXTKEY_ITEM_RawhideSleepingBag_DESC": "A practical sleeping bag made of rawhide.", "TEXTKEY_ITEM_RawhideSleepingBag_FLAVOR": "Better than floor, but it is a bit stinky.", "TEXTKEY_ITEM_LeatherSleepingBag_NAME": "Leather Sleeping Bag", "TEXTKEY_ITEM_LeatherSleepingBag_DESC": "A practical sleeping bag made of tough leather.", "TEXTKEY_ITEM_LeatherSleepingBag_FLAVOR": "Provides warmth and protection in any environment.", "TEXTKEY_ITEM_ClothBag_NAME": "Cloth Bag", "TEXTKEY_ITEM_ClothBag_DESC": "A simple bag made of durable cloth.", "TEXTKEY_ITEM_ClothBag_FLAVOR": "You can carry more.", "TEXTKEY_ITEM_LeatherBag_NAME": "Leather Bag", "TEXTKEY_ITEM_LeatherBag_DESC": "A bag made of leather.", "TEXTKEY_ITEM_LeatherBag_FLAVOR": "You can carry more.", "TEXTKEY_ITEM_GoldNecklace_NAME": "Gold Necklace", "TEXTKEY_ITEM_GoldNecklace_DESC": "A luxurious necklace made of pure gold.", "TEXTKEY_ITEM_GoldNecklace_FLAVOR": "Reflects light, radiating a dazzling glow.", "TEXTKEY_ITEM_MidGradeRedGemNecklace_NAME": "Intermediate Red Gem Necklace", "TEXTKEY_ITEM_MidGradeRedGemNecklace_DESC": "A necklace embedded with a larger red gem.", "TEXTKEY_ITEM_MidGradeRedGemNecklace_FLAVOR": "The gemstone exudes a comforting warmth.", "TEXTKEY_ITEM_MidGradeBlueGemNecklace_NAME": "Intermediate Blue Gem Necklace", "TEXTKEY_ITEM_MidGradeBlueGemNecklace_DESC": "A necklace adorned with a clear blue gemstone.", "TEXTKEY_ITEM_MidGradeBlueGemNecklace_FLAVOR": "A refined accessory with a calming blue glow.", "TEXTKEY_ITEM_MidGradeGreenGemNecklace_NAME": "Intermediate Green Gem Necklace", "TEXTKEY_ITEM_MidGradeGreenGemNecklace_DESC": "A necklace featuring a bright green gemstone.", "TEXTKEY_ITEM_MidGradeGreenGemNecklace_FLAVOR": "Appears to hold the essence of nature with its warm green hue.", "TEXTKEY_ITEM_GoldRing_NAME": "Gold Ring", "TEXTKEY_ITEM_GoldRing_DESC": "A ring made of pure gold.", "TEXTKEY_ITEM_GoldRing_FLAVOR": "A sleek design that shines even brighter under light.", "TEXTKEY_ITEM_MidGradeRedGemRing_NAME": "Intermediate Red Gem Ring", "TEXTKEY_ITEM_MidGradeRedGemRing_DESC": "A ring set with a vibrant red gemstone.", "TEXTKEY_ITEM_MidGradeRedGemRing_FLAVOR": "Feels a subtle warmth when worn.", "TEXTKEY_ITEM_MidGradeBlueGemRing_NAME": "Intermediate Blue Gem Ring", "TEXTKEY_ITEM_MidGradeBlueGemRing_DESC": "A stylish ring embedded with a deep blue gem.", "TEXTKEY_ITEM_MidGradeBlueGemRing_FLAVOR": "Holds a tranquil glow, like a still lake.", "TEXTKEY_ITEM_MidGradeGreenGemRing_NAME": "Intermediate Green Gem Ring", "TEXTKEY_ITEM_MidGradeGreenGemRing_DESC": "A sturdy ring adorned with a green gemstone.", "TEXTKEY_ITEM_MidGradeGreenGemRing_FLAVOR": "A mystical shimmer reminiscent of a forest’s vitality.", "TEXTKEY_ITEM_DeveloperLetter_NAME": "Developer's Letter", "TEXTKEY_ITEM_DeveloperLetter_DESC": "It doesn’t look like anything special, but you can hear the clinking sound of gold coins inside the envelope.\nThis item can only be obtained once.", "TEXTKEY_ITEM_DeveloperLetter_FLAVOR": "Honestly, if it feels like a hassle, you can just sell it.", "TEXTKEY_ITEM_Bandage_NAME": "Bandage", "TEXTKEY_ITEM_Bandage_DESC": "A strip of cloth used to stop bleeding by wrapping wounds.", "TEXTKEY_ITEM_Bandage_FLAVOR": "A simple but essential tool for first aid.", "TEXTKEY_ITEM_Antidote_NAME": "Antidote", "TEXTKEY_ITEM_Antidote_DESC": "A medicine that neutralizes poison.", "TEXTKEY_ITEM_Antidote_FLAVOR": "Most effective when used immediately.", "TEXTKEY_ITEM_AidKit_NAME": "Aid Kit", "TEXTKEY_ITEM_AidKit_DESC": "A basic first aid kit containing essential medical supplies.", "TEXTKEY_ITEM_AidKit_FLAVOR": "Useful for treating injuries during battle.", "TEXTKEY_ITEM_BlackSerum_NAME": "Dark Serum", "TEXTKEY_ITEM_BlackSerum_DESC": "A serum that grants the power to instantly restore a fainted being.", "TEXTKEY_ITEM_BlackSerum_FLAVOR": "Useful for treating injuries during battle.", "TEXTKEY_ITEM_WildHerb_NAME": "Wild Herb", "TEXTKEY_ITEM_WildHerb_DESC": "A naturally growing herb with healing properties.", "TEXTKEY_ITEM_WildHerb_FLAVOR": "Can be used raw, but its effect is minimal.", "TEXTKEY_ITEM_MysticWildHerb_NAME": "Mystic Wild Herb", "TEXTKEY_ITEM_MysticWildHerb_DESC": "A rare herb with potent healing effects.", "TEXTKEY_ITEM_MysticWildHerb_FLAVOR": "Legends speak of its miraculous healing power.", "TEXTKEY_ITEM_Mandrake_NAME": "Mandrake", "TEXTKEY_ITEM_Mandrake_DESC": "NULL", "TEXTKEY_ITEM_Mandrake_FLAVOR": "It always shows weird facial expression.", "TEXTKEY_ITEM_RoyalJelly_NAME": "Royal Jelly", "TEXTKEY_ITEM_RoyalJelly_DESC": "NULL", "TEXTKEY_ITEM_RoyalJelly_FLAVOR": "Taking a bite makes you feel like your whole body is energized.", "TEXTKEY_ITEM_BloodSoakedFruit_NAME": "Blood-Soaked Fruit", "TEXTKEY_ITEM_BloodSoakedFruit_DESC": "NULL", "TEXTKEY_ITEM_BloodSoakedFruit_FLAVOR": "It looks eerie, as if soaked in blood.", "TEXTKEY_ITEM_HellLeech_NAME": "Hell Leech", "TEXTKEY_ITEM_HellLeech_DESC": "NULL", "TEXTKEY_ITEM_HellLeech_FLAVOR": "It looks eerie, as if soaked in blood.", "TEXTKEY_ITEM_Ointment_NAME": "Ointment", "TEXTKEY_ITEM_Ointment_DESC": "A medicinal paste that accelerates wound healing.", "TEXTKEY_ITEM_Ointment_FLAVOR": "Absorbs quickly when applied to the skin.", "TEXTKEY_ITEM_AshOfSolace_NAME": "Ash of Solace", "TEXTKEY_ITEM_AshOfSolace_DESC": "Grants the [AFFECTER_AshOfSolace] effect.", "TEXTKEY_ITEM_AshOfSolace_FLAVOR": "Though taboo among some strict ascetics, Ash of Solace is generally socially accepted. - Elos Encyclopedia", "TEXTKEY_ITEM_ReturnScroll_NAME": "Return Scroll", "TEXTKEY_ITEM_ReturnScroll_DESC": "A scroll inscribed with magic that instantly teleports the user to the settlement when used.", "TEXTKEY_ITEM_ReturnScroll_FLAVOR": "I... will survive...", "TEXTKEY_ITEM_AntlerTonic_NAME": "Antler Tonic", "TEXTKEY_ITEM_AntlerTonic_DESC": "A health restoring tonic brewed from antlers.", "TEXTKEY_ITEM_AntlerTonic_FLAVOR": "Excellent for restoring energy.", "TEXTKEY_ITEM_EnergyPotion_NAME": "Energy Potion", "TEXTKEY_ITEM_EnergyPotion_DESC": "Restores a small amount of energy when used.", "TEXTKEY_ITEM_EnergyPotion_FLAVOR": "Useful for quickly replenishing energy during battle.", "TEXTKEY_ITEM_WeightPotion_NAME": "Weight Potion", "TEXTKEY_ITEM_WeightPotion_DESC": "Temporarily increases carrying capacity.", "TEXTKEY_ITEM_WeightPotion_FLAVOR": "A helpful potion when carrying a heavy load.", "TEXTKEY_ITEM_SwiftPotion_NAME": "Swift Potion", "TEXTKEY_ITEM_SwiftPotion_DESC": "Temporarily increases movement speed.", "TEXTKEY_ITEM_SwiftPotion_FLAVOR": "Makes the body feel lighter for a brief moment.", "TEXTKEY_ITEM_VampirePotion_NAME": "Vampire Potion", "TEXTKEY_ITEM_VampirePotion_DESC": "Allows the user to absorb a portion of damage dealt as health.", "TEXTKEY_ITEM_VampirePotion_FLAVOR": "A strange potion with a pulsating red liquid.", "TEXTKEY_ITEM_ReflectPotion_NAME": "Reflect Potion", "TEXTKEY_ITEM_ReflectPotion_DESC": "Temporarily reflects a portion of incoming damage.", "TEXTKEY_ITEM_ReflectPotion_FLAVOR": "Contains a liquid that shimmers like a mirror.", "TEXTKEY_ITEM_AttackSpeedPotion_NAME": "Attack Speed Potion", "TEXTKEY_ITEM_AttackSpeedPotion_DESC": "Temporarily increases attack speed.", "TEXTKEY_ITEM_AttackSpeedPotion_FLAVOR": "Makes movements feel lighter and faster.", "TEXTKEY_ITEM_PhysicalAttackPotion_NAME": "Physical Attack Potion", "TEXTKEY_ITEM_PhysicalAttackPotion_DESC": "Temporarily boosts physical attack power.", "TEXTKEY_ITEM_PhysicalAttackPotion_FLAVOR": "Gives a sensation of muscles growing stronger.", "TEXTKEY_ITEM_MagicalAttackPotion_NAME": "Magical Attack Potion", "TEXTKEY_ITEM_MagicalAttackPotion_DESC": "Temporarily enhances magical attack power.", "TEXTKEY_ITEM_MagicalAttackPotion_FLAVOR": "Feels like mana is gathering at the fingertips.", "TEXTKEY_ITEM_AccuracyPotion_NAME": "Accuracy Potion", "TEXTKEY_ITEM_AccuracyPotion_DESC": "Temporarily increases accuracy.", "TEXTKEY_ITEM_AccuracyPotion_FLAVOR": "Improves vision and enhances focus.", "TEXTKEY_ITEM_MagicResistancePotion_NAME": "Magic Resistance Potion", "TEXTKEY_ITEM_MagicResistancePotion_DESC": "Temporarily boosts resistance against magic.", "TEXTKEY_ITEM_MagicResistancePotion_FLAVOR": "Feels like being enveloped by a protective barrier.", "TEXTKEY_ITEM_MetalSkinPotion_NAME": "Metal Skin Potion", "TEXTKEY_ITEM_MetalSkinPotion_DESC": "Temporarily increases defense.", "TEXTKEY_ITEM_MetalSkinPotion_FLAVOR": "Makes the skin feel as tough as metal.", "TEXTKEY_ITEM_DodgePotion_NAME": "Dodge Potion", "TEXTKEY_ITEM_DodgePotion_DESC": "Temporarily boosts dodge chance.", "TEXTKEY_ITEM_DodgePotion_FLAVOR": "The trajectories of incoming attacks are more distinct, making them easier to evade.", "TEXTKEY_ITEM_CriticalPotion_NAME": "Critical Potion", "TEXTKEY_ITEM_CriticalPotion_DESC": "Temporarliy Increases critical hit chance.", "TEXTKEY_ITEM_CriticalPotion_FLAVOR": "You can sense enemy weak points more clearly.", "TEXTKEY_ITEM_GuardPotion_NAME": "Guard Potion", "TEXTKEY_ITEM_GuardPotion_DESC": "Temporarily increases guard chance.", "TEXTKEY_ITEM_GuardPotion_FLAVOR": "Blocking enemy attacks has become easier.", "TEXTKEY_ITEM_SkillCooldownPotion_NAME": "Skill Cooldown Potion", "TEXTKEY_ITEM_SkillCooldownPotion_DESC": "Temporarily increases skill cooldown reduction.", "TEXTKEY_ITEM_SkillCooldownPotion_FLAVOR": "Your instincts begin to move more mechanically.", "TEXTKEY_ITEM_ShellPotion_NAME": "Shell Portion", "TEXTKEY_ITEM_ShellPotion_DESC": "Temporarily gain a small amount of Shell.", "TEXTKEY_ITEM_ShellPotion_FLAVOR": "Defensive barriers that can block a single impact envelop the skin.", "TEXTKEY_ITEM_StealthPotion_NAME": "Stealth Potion", "TEXTKEY_ITEM_StealthPotion_DESC": "Temporarily gain stealth.", "TEXTKEY_ITEM_StealthPotion_FLAVOR": "Your entire body, even your armor, blurs and melts into the background.", "TEXTKEY_ITEM_StrengthElixir_NAME": "Strength Elixir", "TEXTKEY_ITEM_StrengthElixir_DESC": "A potion that permanently increases strength.", "TEXTKEY_ITEM_StrengthElixir_FLAVOR": "Makes muscles feel firmer and power surge within.", "TEXTKEY_ITEM_ConstitutionElixir_NAME": "Constitution Elixir", "TEXTKEY_ITEM_ConstitutionElixir_DESC": "A potion that permanently boosts endurance.", "TEXTKEY_ITEM_ConstitutionElixir_FLAVOR": "Feels heavier, yet sturdier.", "TEXTKEY_ITEM_WillPowerElixir_NAME": "Will Power Elixir", "TEXTKEY_ITEM_WillPowerElixir_DESC": "A potion that permanently strengthens willpower.", "TEXTKEY_ITEM_WillPowerElixir_FLAVOR": "Makes the mind resilient, ready to endure any hardship.", "TEXTKEY_ITEM_IntelligenceElixir_NAME": "Intelligence Elixir", "TEXTKEY_ITEM_IntelligenceElixir_DESC": "A potion that permanently enhances intelligence.", "TEXTKEY_ITEM_IntelligenceElixir_FLAVOR": "Thoughts become clearer and thinking speeds up.", "TEXTKEY_ITEM_AgilityElixir_NAME": "Agility Elixir", "TEXTKEY_ITEM_AgilityElixir_DESC": "A potion that permanently boosts agility.", "TEXTKEY_ITEM_AgilityElixir_FLAVOR": "Body feels lighter and reaction speed improves.", "TEXTKEY_ITEM_PerceptionElixir_NAME": "Perception Elixir", "TEXTKEY_ITEM_PerceptionElixir_DESC": "A potion that permanently sharpens senses.", "TEXTKEY_ITEM_PerceptionElixir_FLAVOR": "Eyes and ears become more sensitive, making the world appear clearer.", "TEXTKEY_ITEM_SkillElixir_NAME": "Skill Elixir", "TEXTKEY_ITEM_SkillElixir_DESC": "A potion that grants a certain amount of skill points.", "TEXTKEY_ITEM_SkillElixir_FLAVOR": "You can learn more skills.", "TEXTKEY_ITEM_SkillResetElixir_NAME": "Skill Reset Elixir", "TEXTKEY_ITEM_SkillResetElixir_DESC": "Resets all skills and returns skill points.", "TEXTKEY_ITEM_SkillResetElixir_FLAVOR": "You can undo past choices.", "TEXTKEY_ITEM_GreyRatSoulStone_NAME": "Grey Rat Soul Stone", "TEXTKEY_ITEM_GreyRatSoulStone_DESC": "A small stone containing the soul of a grey rat.", "TEXTKEY_ITEM_GreyRatSoulStone_FLAVOR": "Emits a faint yet persistent life force.", "TEXTKEY_ITEM_GiantStoneGolemSoulStone_NAME": "Giant Stone Golem Soul Stone", "TEXTKEY_ITEM_GiantStoneGolemSoulStone_DESC": "A small stone containing the soul of a giant stone golem.", "TEXTKEY_ITEM_GiantStoneGolemSoulStone_FLAVOR": "Emits an overwhelming sense of weight and life force.", "TEXTKEY_ITEM_MetalScarabSoulStone_NAME": "Metal Scarab Soul Stone", "TEXTKEY_ITEM_MetalScarabSoulStone_DESC": "A mysterious stone infused with the soul of a metal scarab.", "TEXTKEY_ITEM_MetalScarabSoulStone_FLAVOR": "Contains the memory of an impenetrable exoskeleton.", "TEXTKEY_ITEM_StaghareSoulStone_NAME": "Staghare Soul Stone", "TEXTKEY_ITEM_StaghareSoulStone_DESC": "A stone housing the soul of a staghare.", "TEXTKEY_ITEM_StaghareSoulStone_FLAVOR": "Exudes a sense of serenity and quiet strength.", "TEXTKEY_ITEM_MonsterRatSoulStone_NAME": "Monster Rat Soul Stone", "TEXTKEY_ITEM_MonsterRatSoulStone_DESC": "A stone containing the sealed soul of a Monster Rat.", "TEXTKEY_ITEM_MonsterRatSoulStone_FLAVOR": "Has a lingering, eerie scent.", "TEXTKEY_ITEM_AcidSlogelSoulStone_NAME": "Acid Slogel Soul Stone", "TEXTKEY_ITEM_AcidSlogelSoulStone_DESC": "A stone holding the soul of an acid slogel.", "TEXTKEY_ITEM_AcidSlogelSoulStone_FLAVOR": "Even through gloves, it feels damp and slippery. Touch it any longer, and the gloves might melt away.", "TEXTKEY_ITEM_HedgeHogSoulStone_NAME": "Hedge Hog Soul Stone", "TEXTKEY_ITEM_HedgeHogSoulStone_DESC": "A stone containing the soul of a hedgehog.", "TEXTKEY_ITEM_HedgeHogSoulStone_FLAVOR": "Has a faint prickle at the fingertips.", "TEXTKEY_ITEM_BoneSpiderSoulStone_NAME": "Bone Spider Soul Stone", "TEXTKEY_ITEM_BoneSpiderSoulStone_DESC": "A stone infused with the soul of a bone spider.", "TEXTKEY_ITEM_BoneSpiderSoulStone_FLAVOR": "Feels eerily cold when held.", "TEXTKEY_ITEM_RedMonsterRatSoulStone_NAME": "Red Monster Rat Soul Stone", "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC": "A stone containing the sealed soul of a Red Monster Rat.", "TEXTKEY_ITEM_RedMonsterRatSoulStone_FLAVOR": "Exudes a tenacious and ferocious aura.", "TEXTKEY_ITEM_AlphaAcidSlogelSoulStone_NAME": "Alpha Acid Slogel Soul Stone", "TEXTKEY_ITEM_AlphaAcidSlogelSoulStone_DESC": "A stone infused with the soul of a powerful acid slogel.", "TEXTKEY_ITEM_AlphaAcidSlogelSoulStone_FLAVOR": "Feels slimy and slightly acidic to the touch.", "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_NAME": "Goblin Chief Shaman Soul Stone", "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_DESC": "A stone imbued with the soul of a powerful GoblinChiefShaman.", "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_FLAVOR": "NULL", "TEXTKEY_ITEM_ElderGlothSoulStone_NAME": "Elder Gloth Soul Stone", "TEXTKEY_ITEM_ElderGlothSoulStone_DESC": "A stone imbued with the soul of a powerful ElderGlothSoul.", "TEXTKEY_ITEM_ElderGlothSoulStone_FLAVOR": "NULL", "TEXTKEY_ITEM_EyeBallSoulStone_NAME": "Eye Ball Soul Stone", "TEXTKEY_ITEM_EyeBallSoulStone_DESC": "A stone imbued with the soul of a powerful EyeBall.", "TEXTKEY_ITEM_EyeBallSoulStone_FLAVOR": "NULL", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_NAME": "Chain Knigh tSentinel Soul Stone", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_DESC": "A stone imbued with the soul of a powerful Chain Knigh tSentinel.", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_FLAVOR": "NULL", "TEXTKEY_ITEM_RabidDogSoulStone_NAME": "Rabid Dog Soul Stone", "TEXTKEY_ITEM_RabidDogSoulStone_DESC": "A soul stone imbued with the rage of a rabid dog.", "TEXTKEY_ITEM_RabidDogSoulStone_FLAVOR": "A wild and frenzied energy pulses through your fingertips.", "TEXTKEY_ITEM_SlimeSoulStone_NAME": "Slime Soul Stone", "TEXTKEY_ITEM_SlimeSoulStone_DESC": "A stone sealed with the soul of a slime.", "TEXTKEY_ITEM_SlimeSoulStone_FLAVOR": "Feels moist and oddly soft to the touch.", "TEXTKEY_ITEM_RoyalSlimeSoulStone_NAME": "Royal Slime Soul Stone", "TEXTKEY_ITEM_RoyalSlimeSoulStone_DESC": "A soul stone containing the essence of a regal slime.", "TEXTKEY_ITEM_RoyalSlimeSoulStone_FLAVOR": "Emits a faint vibration with an imposing presence.", "TEXTKEY_ITEM_BloodSlimeSoulStone_NAME": "Blood Slime Soul Stone", "TEXTKEY_ITEM_BloodSlimeSoulStone_DESC": "A stone containing the soul of a blood infused slime.", "TEXTKEY_ITEM_BloodSlimeSoulStone_FLAVOR": "Has a strange texture as if blood is coursing through it.", "TEXTKEY_ITEM_MushBiterSoulStone_NAME": "Mush Biter Soul Stone", "TEXTKEY_ITEM_MushBiterSoulStone_DESC": "A mystical stone containing the soul of a Mush Biter.", "TEXTKEY_ITEM_MushBiterSoulStone_FLAVOR": "Feels as if it's twitching slightly when held.", "TEXTKEY_ITEM_AcidInsectSoulStone_NAME": "Acid Insect Soul Stone", "TEXTKEY_ITEM_AcidInsectSoulStone_DESC": "A soul stone infused with the instincts of an acid insect.", "TEXTKEY_ITEM_AcidInsectSoulStone_FLAVOR": "Has a faint acidic scent and a tingling sensation.", "TEXTKEY_ITEM_ExpeditionHorn_NAME": "Expedition Horn", "TEXTKEY_ITEM_ExpeditionHorn_DESC": "Allows you to start or stop Expedition Resolution.", "TEXTKEY_ITEM_ExpeditionHorn_FLAVOR": "Emits a majestic sound, rallying all expedition members. It can be used after completing everything assigned by the Guild.", "TEXTKEY_ITEM_WoodArrow_NAME": "Wooden Arrow", "TEXTKEY_ITEM_WoodArrow_DESC": "A simple, basic wooden arrow.", "TEXTKEY_ITEM_WoodArrow_FLAVOR": "Easy to handle due to its light weight, but lacks power.", "TEXTKEY_ITEM_BloodWoodArrow_NAME": "Bloodwood Arrow", "TEXTKEY_ITEM_BloodWoodArrow_SUBNAME": "NULL", "TEXTKEY_ITEM_BloodWoodArrow_DESC": "An arrow made from blood-soaked wood.", "TEXTKEY_ITEM_BloodWoodArrow_FLAVOR": "NULL", "TEXTKEY_ITEM_BoneArrow_NAME": "Bone Arrow", "TEXTKEY_ITEM_BoneArrow_DESC": "Arrows carved from beast bones. Light yet piercing.", "TEXTKEY_ITEM_BoneArrow_FLAVOR": "Flesh tears away, but shards of bone remain.", "TEXTKEY_ITEM_IronArrow_NAME": "Iron Arrow", "TEXTKEY_ITEM_IronArrow_DESC": "A sturdy arrow reinforced with iron.", "TEXTKEY_ITEM_IronArrow_FLAVOR": "Heavier but offers superior piercing power.", "TEXTKEY_ITEM_MidGradeFireEssence_NAME": "Mid-Grade Fire Essence", "TEXTKEY_ITEM_MidGradeFireEssence_SUBNAME": "NULL", "TEXTKEY_ITEM_MidGradeFireEssence_DESC": "A condensed essence containing mid-grade fire elemental energy.", "TEXTKEY_ITEM_MidGradeFireEssence_FLAVOR": "NULL", "TEXTKEY_ITEM_MidGradeWaterEssence_NAME": "Mid-Grade Water Essence", "TEXTKEY_ITEM_MidGradeWaterEssence_SUBNAME": "NULL", "TEXTKEY_ITEM_MidGradeWaterEssence_DESC": "A condensed essence containing mid-grade water elemental energy.", "TEXTKEY_ITEM_MidGradeWaterEssence_FLAVOR": "NULL", "TEXTKEY_ITEM_MidGradeNatureEssence_NAME": "Mid-Grade Nature Essence", "TEXTKEY_ITEM_MidGradeNatureEssence_SUBNAME": "NULL", "TEXTKEY_ITEM_MidGradeNatureEssence_DESC": "A condensed essence containing mid-grade nature elemental energy.", "TEXTKEY_ITEM_MidGradeNatureEssence_FLAVOR": "NULL", "TEXTKEY_ITEM_MerchantScales_NAME": "Merchant's scales", "TEXTKEY_ITEM_MerchantScales_SUBNAME": "NULL", "TEXTKEY_ITEM_MerchantScales_DESC": "Use this item to construct a [ROOM_MerchantRoom] in your settlement.\nOnce the [ROOM_MerchantRoom] is built, a Guild Merchant will be dispatched.", "TEXTKEY_ITEM_MerchantScales_FLAVOR": "NULL", "TEXTKEY_ITEM_TechBook2_NAME": "Magic Book", "TEXTKEY_ITEM_TechBook2_SUBNAME": "NULL", "TEXTKEY_ITEM_TechBook2_DESC": "A book containing magic knowledge.\nConsumed to unlock new research.", "TEXTKEY_ITEM_TechBook2_FLAVOR": "NULL", "TEXTKEY_ITEM_Oats_NAME": "Oats", "TEXTKEY_ITEM_Oats_SUBNAME": "NULL", "TEXTKEY_ITEM_Oats_DESC": "A basic grain resource used for cooking.", "TEXTKEY_ITEM_Oats_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperSword_NAME": "Copper Sword", "TEXTKEY_ITEM_CopperSword_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperSword_DESC": "A basic one-handed sword made of copper.", "TEXTKEY_ITEM_CopperSword_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronSword_NAME": "Arcron Sword", "TEXTKEY_ITEM_ArcronSword_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronSword_DESC": "A sturdy one-handed sword made of Arcron.", "TEXTKEY_ITEM_ArcronSword_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperGreatSword_NAME": "Copper Greatsword", "TEXTKEY_ITEM_CopperGreatSword_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperGreatSword_DESC": "A two-handed greatsword made of copper.", "TEXTKEY_ITEM_CopperGreatSword_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronGreatSword_NAME": "Arcron Greatsword", "TEXTKEY_ITEM_ArcronGreatSword_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronGreatSword_DESC": "A powerful two-handed greatsword made of Arcron.", "TEXTKEY_ITEM_ArcronGreatSword_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronDagger_NAME": "Arcron Dagger", "TEXTKEY_ITEM_ArcronDagger_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronDagger_DESC": "A nimble dagger made of Arcron.", "TEXTKEY_ITEM_ArcronDagger_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperDagger_NAME": "Copper Dagger", "TEXTKEY_ITEM_CopperDagger_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperDagger_DESC": "A basic dagger made of copper.", "TEXTKEY_ITEM_CopperDagger_FLAVOR": "NULL", "TEXTKEY_ITEM_FireArcronStaff_NAME": "Fire Arcron Staff", "TEXTKEY_ITEM_FireArcronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_FireArcronStaff_DESC": "An Arcron staff imbued with the power of fire spirits.", "TEXTKEY_ITEM_FireArcronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_FireCopperStaff_NAME": "Fire Copper Staff", "TEXTKEY_ITEM_FireCopperStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_FireCopperStaff_DESC": "A copper staff imbued with the power of fire spirits.", "TEXTKEY_ITEM_FireCopperStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_FireTinStaff_NAME": "Fire Tin Staff", "TEXTKEY_ITEM_FireTinStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_FireTinStaff_DESC": "A tin staff imbued with the power of fire spirits.", "TEXTKEY_ITEM_FireTinStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_FireBronzeStaff_NAME": "Fire Bronze Staff", "TEXTKEY_ITEM_FireBronzeStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_FireBronzeStaff_DESC": "A bronze staff imbued with the power of fire spirits.", "TEXTKEY_ITEM_FireBronzeStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WaterArcronStaff_NAME": "Water Arcron Staff", "TEXTKEY_ITEM_WaterArcronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_WaterArcronStaff_DESC": "An Arcron staff imbued with the power of water spirits.", "TEXTKEY_ITEM_WaterArcronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WaterCopperStaff_NAME": "Water Copper Staff", "TEXTKEY_ITEM_WaterCopperStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_WaterCopperStaff_DESC": "A copper staff imbued with the power of water spirits.", "TEXTKEY_ITEM_WaterCopperStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WaterTinStaff_NAME": "Water Tin Staff", "TEXTKEY_ITEM_WaterTinStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_WaterTinStaff_DESC": "A tin staff imbued with the power of water spirits.", "TEXTKEY_ITEM_WaterTinStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WaterBronzeStaff_NAME": "Water Bronze Staff", "TEXTKEY_ITEM_WaterBronzeStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_WaterBronzeStaff_DESC": "A bronze staff imbued with the power of water spirits.", "TEXTKEY_ITEM_WaterBronzeStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GoddessTears_NAME": "Goddess’s Tears", "TEXTKEY_ITEM_GoddessTears_SUBNAME": "NULL", "TEXTKEY_ITEM_GoddessTears_DESC": "Condensed holy energy. Throw this item to remove the dark thorny vines blocking the path in your settlement.", "TEXTKEY_ITEM_GoddessTears_FLAVOR": "The settlement expands by the amount of land cleansed of corruption.", "TEXTKEY_ITEM_NatureArcronStaff_NAME": "Nature Arcron Staff", "TEXTKEY_ITEM_NatureArcronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_NatureArcronStaff_DESC": "An Arcron staff imbued with the power of nature spirits.", "TEXTKEY_ITEM_NatureArcronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_NatureCopperStaff_NAME": "Nature Copper Staff", "TEXTKEY_ITEM_NatureCopperStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_NatureCopperStaff_DESC": "A copper staff imbued with the power of nature spirits.", "TEXTKEY_ITEM_NatureCopperStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_NatureTinStaff_NAME": "Nature Tin Staff", "TEXTKEY_ITEM_NatureTinStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_NatureTinStaff_DESC": "A tin staff imbued with the power of nature spirits.", "TEXTKEY_ITEM_NatureTinStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_NatureBronzeStaff_NAME": "Nature Bronze Staff", "TEXTKEY_ITEM_NatureBronzeStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_NatureBronzeStaff_DESC": "A bronze staff imbued with the power of nature spirits.", "TEXTKEY_ITEM_NatureBronzeStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GarnetArcronStaff_NAME": "Garnet Arcron Staff", "TEXTKEY_ITEM_GarnetArcronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GarnetArcronStaff_DESC": "An Arcron staff fitted with a garnet.", "TEXTKEY_ITEM_GarnetArcronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GarnetCopperStaff_NAME": "Garnet Copper Staff", "TEXTKEY_ITEM_GarnetCopperStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GarnetCopperStaff_DESC": "A copper staff fitted with a garnet.", "TEXTKEY_ITEM_GarnetCopperStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GarnetTinStaff_NAME": "Garnet Tin Staff", "TEXTKEY_ITEM_GarnetTinStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GarnetTinStaff_DESC": "A tin staff fitted with a garnet.", "TEXTKEY_ITEM_GarnetTinStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GarnetBronzeStaff_NAME": "Garnet Bronze Staff", "TEXTKEY_ITEM_GarnetBronzeStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GarnetBronzeStaff_DESC": "A bronze staff fitted with a garnet.", "TEXTKEY_ITEM_GarnetBronzeStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_OpalArcronStaff_NAME": "Opal Arcron Staff", "TEXTKEY_ITEM_OpalArcronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_OpalArcronStaff_DESC": "An Arcron staff fitted with an opal.", "TEXTKEY_ITEM_OpalArcronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_OpalCopperStaff_NAME": "Opal Copper Staff", "TEXTKEY_ITEM_OpalCopperStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_OpalCopperStaff_DESC": "A copper staff fitted with an opal.", "TEXTKEY_ITEM_OpalCopperStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_OpalTinStaff_NAME": "Opal Tin Staff", "TEXTKEY_ITEM_OpalTinStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_OpalTinStaff_DESC": "A tin staff fitted with an opal.", "TEXTKEY_ITEM_OpalTinStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_OpalBronzeStaff_NAME": "Opal Bronze Staff", "TEXTKEY_ITEM_OpalBronzeStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_OpalBronzeStaff_DESC": "A bronze staff fitted with an opal.", "TEXTKEY_ITEM_OpalBronzeStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_PeridotArcronStaff_NAME": "Peridot Arcron Staff", "TEXTKEY_ITEM_PeridotArcronStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_PeridotArcronStaff_DESC": "An Arcron staff fitted with a peridot.", "TEXTKEY_ITEM_PeridotArcronStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_PeridotCopperStaff_NAME": "Peridot Copper Staff", "TEXTKEY_ITEM_PeridotCopperStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_PeridotCopperStaff_DESC": "A copper staff fitted with a peridot.", "TEXTKEY_ITEM_PeridotCopperStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_PeridotTinStaff_NAME": "Peridot Tin Staff", "TEXTKEY_ITEM_PeridotTinStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_PeridotTinStaff_DESC": "A tin staff fitted with a peridot.", "TEXTKEY_ITEM_PeridotTinStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_PeridotBronzeStaff_NAME": "Peridot Bronze Staff", "TEXTKEY_ITEM_PeridotBronzeStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_PeridotBronzeStaff_DESC": "A bronze staff fitted with a peridot.", "TEXTKEY_ITEM_PeridotBronzeStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronMace_NAME": "Arcron Mace", "TEXTKEY_ITEM_ArcronMace_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronMace_DESC": "A heavy mace made of Arcron.", "TEXTKEY_ITEM_ArcronMace_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperMace_NAME": "Copper Mace", "TEXTKEY_ITEM_CopperMace_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperMace_DESC": "A basic mace made of copper.", "TEXTKEY_ITEM_CopperMace_FLAVOR": "NULL", "TEXTKEY_ITEM_TinMace_NAME": "Tin Mace", "TEXTKEY_ITEM_TinMace_SUBNAME": "NULL", "TEXTKEY_ITEM_TinMace_DESC": "A mace made of tin.", "TEXTKEY_ITEM_TinMace_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeMace_NAME": "Bronze Mace", "TEXTKEY_ITEM_BronzeMace_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeMace_DESC": "A mace made of bronze.", "TEXTKEY_ITEM_BronzeMace_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronAxe_NAME": "Arcron Axe", "TEXTKEY_ITEM_ArcronAxe_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronAxe_DESC": "A combat axe made of Arcron.", "TEXTKEY_ITEM_ArcronAxe_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperAxe_NAME": "Copper Axe", "TEXTKEY_ITEM_CopperAxe_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperAxe_DESC": "A basic axe made of copper.", "TEXTKEY_ITEM_CopperAxe_FLAVOR": "NULL", "TEXTKEY_ITEM_TinAxe_NAME": "Tin Axe", "TEXTKEY_ITEM_TinAxe_SUBNAME": "NULL", "TEXTKEY_ITEM_TinAxe_DESC": "An axe made of tin.", "TEXTKEY_ITEM_TinAxe_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeAxe_NAME": "Bronze Axe", "TEXTKEY_ITEM_BronzeAxe_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeAxe_DESC": "An axe made of bronze.", "TEXTKEY_ITEM_BronzeAxe_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronSpear_NAME": "Arcron Spear", "TEXTKEY_ITEM_ArcronSpear_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronSpear_DESC": "A thrusting spear made of Arcron.", "TEXTKEY_ITEM_ArcronSpear_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperSpear_NAME": "Copper Spear", "TEXTKEY_ITEM_CopperSpear_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperSpear_DESC": "A basic spear made of copper.", "TEXTKEY_ITEM_CopperSpear_FLAVOR": "NULL", "TEXTKEY_ITEM_TinSpear_NAME": "Tin Spear", "TEXTKEY_ITEM_TinSpear_SUBNAME": "NULL", "TEXTKEY_ITEM_TinSpear_DESC": "A spear made of tin.", "TEXTKEY_ITEM_TinSpear_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeSpear_NAME": "Bronze Spear", "TEXTKEY_ITEM_BronzeSpear_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeSpear_DESC": "A spear made of bronze.", "TEXTKEY_ITEM_BronzeSpear_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronBow_NAME": "Arcron Bow", "TEXTKEY_ITEM_ArcronBow_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronBow_DESC": "A sturdy bow made of Arcron.", "TEXTKEY_ITEM_ArcronBow_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperBow_NAME": "Copper Bow", "TEXTKEY_ITEM_CopperBow_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperBow_DESC": "A bow reinforced with copper fittings.", "TEXTKEY_ITEM_CopperBow_FLAVOR": "NULL", "TEXTKEY_ITEM_TinBow_NAME": "Tin Bow", "TEXTKEY_ITEM_TinBow_SUBNAME": "NULL", "TEXTKEY_ITEM_TinBow_DESC": "A bow reinforced with tin fittings.", "TEXTKEY_ITEM_TinBow_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeBow_NAME": "Bronze Bow", "TEXTKEY_ITEM_BronzeBow_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeBow_DESC": "A bow reinforced with bronze fittings.", "TEXTKEY_ITEM_BronzeBow_FLAVOR": "NULL", "TEXTKEY_ITEM_LeatherHelmet_NAME": "Leather Helmet", "TEXTKEY_ITEM_LeatherHelmet_SUBNAME": "NULL", "TEXTKEY_ITEM_LeatherHelmet_DESC": "A lightweight helmet made of leather.", "TEXTKEY_ITEM_LeatherHelmet_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronHelmet_NAME": "Arcron Helmet", "TEXTKEY_ITEM_ArcronHelmet_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronHelmet_DESC": "A sturdy helmet made of Arcron.", "TEXTKEY_ITEM_ArcronHelmet_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperHelmet_NAME": "Copper Helmet", "TEXTKEY_ITEM_CopperHelmet_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperHelmet_DESC": "A helmet made of copper.", "TEXTKEY_ITEM_CopperHelmet_FLAVOR": "NULL", "TEXTKEY_ITEM_TinHelmet_NAME": "Tin Helmet", "TEXTKEY_ITEM_TinHelmet_SUBNAME": "NULL", "TEXTKEY_ITEM_TinHelmet_DESC": "A helmet made of tin.", "TEXTKEY_ITEM_TinHelmet_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeHelmet_NAME": "Bronze Helmet", "TEXTKEY_ITEM_BronzeHelmet_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeHelmet_DESC": "A helmet made of bronze.", "TEXTKEY_ITEM_BronzeHelmet_FLAVOR": "NULL", "TEXTKEY_ITEM_LeatherArmor_NAME": "Leather Armor", "TEXTKEY_ITEM_LeatherArmor_SUBNAME": "NULL", "TEXTKEY_ITEM_LeatherArmor_DESC": "A basic piece of armor made of leather.", "TEXTKEY_ITEM_LeatherArmor_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronArmor_NAME": "Arcron Armor", "TEXTKEY_ITEM_ArcronArmor_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronArmor_DESC": "A sturdy suit of armor made of Arcron.", "TEXTKEY_ITEM_ArcronArmor_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperArmor_NAME": "Copper Armor", "TEXTKEY_ITEM_CopperArmor_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperArmor_DESC": "Armor made of copper.", "TEXTKEY_ITEM_CopperArmor_FLAVOR": "NULL", "TEXTKEY_ITEM_TinArmor_NAME": "Tin Armor", "TEXTKEY_ITEM_TinArmor_SUBNAME": "NULL", "TEXTKEY_ITEM_TinArmor_DESC": "Armor made of tin.", "TEXTKEY_ITEM_TinArmor_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeArmor_NAME": "Bronze Armor", "TEXTKEY_ITEM_BronzeArmor_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeArmor_DESC": "Armor made of bronze.", "TEXTKEY_ITEM_BronzeArmor_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronShield_NAME": "Arcron Shield", "TEXTKEY_ITEM_ArcronShield_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronShield_DESC": "A sturdy shield made of Arcron.", "TEXTKEY_ITEM_ArcronShield_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperShield_NAME": "Copper Shield", "TEXTKEY_ITEM_CopperShield_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperShield_DESC": "A shield made of copper.", "TEXTKEY_ITEM_CopperShield_FLAVOR": "NULL", "TEXTKEY_ITEM_TinShield_NAME": "Tin Shield", "TEXTKEY_ITEM_TinShield_SUBNAME": "NULL", "TEXTKEY_ITEM_TinShield_DESC": "A shield made of tin.", "TEXTKEY_ITEM_TinShield_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeShield_NAME": "Bronze Shield", "TEXTKEY_ITEM_BronzeShield_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeShield_DESC": "A shield made of bronze.", "TEXTKEY_ITEM_BronzeShield_FLAVOR": "NULL", "TEXTKEY_ITEM_BasicCampingKit_NAME": "Basic Camping Kit", "TEXTKEY_ITEM_BasicCampingKit_SUBNAME": "NULL", "TEXTKEY_ITEM_BasicCampingKit_DESC": "A basic set of equipment for making a simple camp in the dungeon. The Guardian Stone offsets the effects of staying in the dungeon.", "TEXTKEY_ITEM_BasicCampingKit_FLAVOR": "NULL", "TEXTKEY_ITEM_ArcronArrow_NAME": "Arcron Arrow", "TEXTKEY_ITEM_ArcronArrow_SUBNAME": "NULL", "TEXTKEY_ITEM_ArcronArrow_DESC": "An arrow made of Arcron.", "TEXTKEY_ITEM_ArcronArrow_FLAVOR": "NULL", "TEXTKEY_ITEM_CopperArrow_NAME": "Copper Arrow", "TEXTKEY_ITEM_CopperArrow_SUBNAME": "NULL", "TEXTKEY_ITEM_CopperArrow_DESC": "An arrow made of copper.", "TEXTKEY_ITEM_CopperArrow_FLAVOR": "NULL", "TEXTKEY_ITEM_TinArrow_NAME": "Tin Arrow", "TEXTKEY_ITEM_TinArrow_SUBNAME": "NULL", "TEXTKEY_ITEM_TinArrow_DESC": "An arrow made of tin.", "TEXTKEY_ITEM_TinArrow_FLAVOR": "NULL", "TEXTKEY_ITEM_BronzeArrow_NAME": "Bronze Arrow", "TEXTKEY_ITEM_BronzeArrow_SUBNAME": "NULL", "TEXTKEY_ITEM_BronzeArrow_DESC": "An arrow made of bronze.", "TEXTKEY_ITEM_BronzeArrow_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceSword_NAME": "Carapace Sword", "TEXTKEY_ITEM_CarapaceSword_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceSword_DESC": "A sword crafted from hardened carapace.", "TEXTKEY_ITEM_CarapaceSword_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceGreatSword_NAME": "Carapace Greatsword", "TEXTKEY_ITEM_CarapaceGreatSword_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceGreatSword_DESC": "A greatsword crafted from hardened carapace.", "TEXTKEY_ITEM_CarapaceGreatSword_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceDagger_NAME": "Carapace Dagger", "TEXTKEY_ITEM_CarapaceDagger_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceDagger_DESC": "A dagger made from sharpened carapace.", "TEXTKEY_ITEM_CarapaceDagger_FLAVOR": "NULL", "TEXTKEY_ITEM_FireCarapaceStaff_NAME": "Fire Carapace Staff", "TEXTKEY_ITEM_FireCarapaceStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_FireCarapaceStaff_DESC": "A carapace staff imbued with fire energy.", "TEXTKEY_ITEM_FireCarapaceStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_WaterCarapaceStaff_NAME": "Water Carapace Staff", "TEXTKEY_ITEM_WaterCarapaceStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_WaterCarapaceStaff_DESC": "A carapace staff imbued with water energy.", "TEXTKEY_ITEM_WaterCarapaceStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_NatureCarapaceStaff_NAME": "Nature Carapace Staff", "TEXTKEY_ITEM_NatureCarapaceStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_NatureCarapaceStaff_DESC": "A carapace staff imbued with nature energy.", "TEXTKEY_ITEM_NatureCarapaceStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_RedCrystalCarapaceStaff_NAME": "Red Crystal Carapace Staff", "TEXTKEY_ITEM_RedCrystalCarapaceStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_RedCrystalCarapaceStaff_DESC": "A staff made of red crystal and carapace.", "TEXTKEY_ITEM_RedCrystalCarapaceStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_BlueCrystalCarapaceStaff_NAME": "Blue Crystal Carapace Staff", "TEXTKEY_ITEM_BlueCrystalCarapaceStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_BlueCrystalCarapaceStaff_DESC": "A staff made of blue crystal and carapace.", "TEXTKEY_ITEM_BlueCrystalCarapaceStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_GreenCrystalCarapaceStaff_NAME": "Green Crystal Carapace Staff", "TEXTKEY_ITEM_GreenCrystalCarapaceStaff_SUBNAME": "NULL", "TEXTKEY_ITEM_GreenCrystalCarapaceStaff_DESC": "A staff made of green crystal and carapace.", "TEXTKEY_ITEM_GreenCrystalCarapaceStaff_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceClub_NAME": "Carapace Club", "TEXTKEY_ITEM_CarapaceClub_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceClub_DESC": "A club made of carapace.", "TEXTKEY_ITEM_CarapaceClub_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceAxe_NAME": "Carapace Axe", "TEXTKEY_ITEM_CarapaceAxe_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceAxe_DESC": "An axe made of carapace.", "TEXTKEY_ITEM_CarapaceAxe_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceSpear_NAME": "Carapace Spear", "TEXTKEY_ITEM_CarapaceSpear_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceSpear_DESC": "A spear made of carapace.", "TEXTKEY_ITEM_CarapaceSpear_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceBow_NAME": "Carapace Bow", "TEXTKEY_ITEM_CarapaceBow_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceBow_DESC": "A bow made of carapace.", "TEXTKEY_ITEM_CarapaceBow_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceArrow_NAME": "Carapace Arrow", "TEXTKEY_ITEM_CarapaceArrow_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceArrow_DESC": "Arrows made of carapace.", "TEXTKEY_ITEM_CarapaceArrow_FLAVOR": "NULL", "TEXTKEY_ITEM_BoneMeal_NAME": "Bone Meal", "TEXTKEY_ITEM_BoneMeal_SUBNAME": "NULL", "TEXTKEY_ITEM_BoneMeal_DESC": "A finely ground bone powder.", "TEXTKEY_ITEM_BoneMeal_FLAVOR": "NULL", "TEXTKEY_ITEM_CarapaceStick_NAME": "Carapace Stick", "TEXTKEY_ITEM_CarapaceStick_SUBNAME": "NULL", "TEXTKEY_ITEM_CarapaceStick_DESC": "A rod made from processed carapace.", "TEXTKEY_ITEM_CarapaceStick_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicAttack_NAME": "Basic Attack", "TEXTKEY_SKILL_BasicAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicAttack_DESC": "Basic Attack", "TEXTKEY_SKILL_BasicAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_NoneAttack_NAME": "Basic Attack", "TEXTKEY_SKILL_NoneAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_NoneAttack_DESC": "Basic Attack", "TEXTKEY_SKILL_NoneAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicPunchAttack_NAME": "Basic Punch Attack", "TEXTKEY_SKILL_BasicPunchAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicPunchAttack_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target.", "TEXTKEY_SKILL_BasicPunchAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_EmergencyEscape_NAME": "Emergency Escape", "TEXTKEY_SKILL_EmergencyEscape_SUBNAME": "NULL", "TEXTKEY_SKILL_EmergencyEscape_DESC": "Emergency Escape", "TEXTKEY_SKILL_EmergencyEscape_FLAVOR": "NULL", "TEXTKEY_SKILL_PlayerBloodyScratch_NAME": "Bloody Scratch", "TEXTKEY_SKILL_PlayerBloodyScratch_SUBNAME": "NULL", "TEXTKEY_SKILL_PlayerBloodyScratch_DESC": "Inflicts physical damage equal to {0}% of [STATUS_PhysicalAttackPower] twice on the target, and applies [AFFECTER_Slow] for {1} seconds and {2} [AFFECTER_Bleeding].", "TEXTKEY_SKILL_PlayerBloodyScratch_FLAVOR": "NULL", "TEXTKEY_SKILL_ToughRawMeat_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_DisgustingMonsterMeat_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_LumaFruit_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_SlimePudding_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_BlueBerry_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_Turnip_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_GrassPorridge_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_ImprovedGrassPorridge_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_GrilledMeat_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_MonsterBarbecue_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_GrilledTurnip_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_TurnipSalad_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_MeatPorridge_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_TurnipPorridge_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_Jerky_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_FineRawMeat_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_MeatSkewer_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_MeatStew_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_MushroomSkewer_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_MushroomStew_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_GlothEggOmelet_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_DustBulb_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_Mushroom_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_OatPorridge_DESC": "Satisfies [STATUS_Hunger] and changes [STATUS_Mood] by {1} for {0} seconds.", "TEXTKEY_SKILL_WildHerb_DESC": "Satisfies [STATUS_Hunger] and grants [AFFECTER_WildHerb].\nRestores {1} [STATUS_HealthTotal] over {0} seconds.", "TEXTKEY_SKILL_Ointment_DESC": "Restores {1} [STATUS_HealthTotal] for {0} seconds.", "TEXTKEY_SKILL_AidKit_DESC": "Heals for {0} seconds, then removes [AFFECTER_SevereDamage].", "TEXTKEY_SKILL_BlackSerum_DESC": "Heals for {0} seconds, then removes [AFFECTER_SevereDamage].\nGrants a random serum side effect. If the unit gets [AFFECTER_Deadly] while suffering from 3 side effects, unit dies instantly.", "TEXTKEY_SKILL_MysticWildHerb_DESC": "Instantly restores all [STATUS_HealthTotal].", "TEXTKEY_SKILL_Mandrake_DESC": "Instantly gain {0} [STATUS_Strength] and {1} [STATUS_Constitution].\nRestore {3} [STATUS_HealthTotal] over {2} seconds.", "TEXTKEY_SKILL_BloodSoakedFruit_DESC": "Instantly grants the [AFFECTER_Bloodlust] trait.", "TEXTKEY_SKILL_RoyalJelly_DESC": "Grants the [AFFECTER_RoyalJelly] effect for {0} seconds.", "TEXTKEY_SKILL_GetSomeMoney_DESC": "You gain {0} gold coins.", "TEXTKEY_SKILL_GetHugeMoney_DESC": "You gain {0} gold coins.", "TEXTKEY_SKILL_RedMonsterRatSoul_DESC": "Acquires [SKILL_PlayerBloodyScratch].", "TEXTKEY_SKILL_AlphaAcidSlogelSoul_DESC": "When your health drops to {0}% or less, you gain {1} [AFFECTER_Shell]. This effect triggers only once per floor.", "TEXTKEY_SKILL_GiantStoneGolemSoul_DESC": "Whenever you take damage, [STATUS_DamageDealtBonus] increases by {0}% and [STATUS_DamageTakenBonus] decreases by {1}%. Stacks up to {2} times. Stacks are reset when combat ends.", "TEXTKEY_SKILL_HellLeech_DESC": "Receive [AFFECTER_HellLeech] for {0} seconds", "TEXTKEY_SKILL_BasicMonsterSlash_NAME": "Basic Monster Slash", "TEXTKEY_SKILL_BasicMonsterSlash_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicMonsterSlash_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target.", "TEXTKEY_SKILL_BasicMonsterSlash_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicMonsterBlunt_NAME": "Basic Monster Blunt", "TEXTKEY_SKILL_BasicMonsterBlunt_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicMonsterBlunt_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target.", "TEXTKEY_SKILL_BasicMonsterBlunt_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicMonsterPierce_NAME": "Basic Monster Pierce", "TEXTKEY_SKILL_BasicMonsterPierce_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicMonsterPierce_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target.", "TEXTKEY_SKILL_BasicMonsterPierce_FLAVOR": "NULL", "TEXTKEY_SKILL_MetalCharge_NAME": "Metal Charge", "TEXTKEY_SKILL_MetalCharge_SUBNAME": "NULL", "TEXTKEY_SKILL_MetalCharge_DESC": "Charges in a straight line toward the target, knocking back all enemies hit by {0} tiles, dealing {1}% of [STATUS_PhysicalAttackPower] as physical damage, and applying them [AFFECTER_Stun] for {2} seconds. If colliding with a wall, the skill is interrupted and the user gets [AFFECTER_Stun] for {3} seconds.\n", "TEXTKEY_SKILL_MetalCharge_FLAVOR": "NULL", "TEXTKEY_SKILL_Spit_NAME": "Spit", "TEXTKEY_SKILL_Spit_SUBNAME": "NULL", "TEXTKEY_SKILL_Spit_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target and applies {2} [AFFECTER_Corrosion] for {1} seconds.", "TEXTKEY_SKILL_Spit_FLAVOR": "NULL", "TEXTKEY_SKILL_SporeSpit_NAME": "Spore Spit", "TEXTKEY_SKILL_SporeSpit_SUBNAME": "NULL", "TEXTKEY_SKILL_SporeSpit_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target and applies {2} [AFFECTER_Vulnerable] for {1} seconds.", "TEXTKEY_SKILL_SporeSpit_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicRedMonsterRatAttack_NAME": "Attack", "TEXTKEY_SKILL_BasicRedMonsterRatAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicRedMonsterRatAttack_DESC": "Deals {0}% of [STATUS_PhysicalAttackPower] as physical damage to the target.", "TEXTKEY_SKILL_BasicRedMonsterRatAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_BloodyScratch_NAME": "Bloody Scratch", "TEXTKEY_SKILL_BloodyScratch_SUBNAME": "NULL", "TEXTKEY_SKILL_BloodyScratch_DESC": "Inflicts {0}% of [STATUS_PhysicalAttackPower] as physical damage twice on the target, and applies [AFFECTER_Slow] for {1} seconds and [AFFECTER_Bleeding] of {2}.", "TEXTKEY_SKILL_BloodyScratch_FLAVOR": "NULL", "TEXTKEY_SKILL_RatSwarm_NAME": "Rat Swarm", "TEXTKEY_SKILL_RatSwarm_SUBNAME": "NULL", "TEXTKEY_SKILL_RatSwarm_DESC": "Summons {0} <color=#ccbeb8>Red Rat</color> within {1} tiles. On the second use, [STATUS_AttackSpeed] increases.", "TEXTKEY_SKILL_RatSwarm_FLAVOR": "NULL", "TEXTKEY_SKILL_AcidSpit_NAME": "Acid Spit", "TEXTKEY_SKILL_AcidSpit_SUBNAME": "NULL", "TEXTKEY_SKILL_AcidSpit_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target and applies {2} [AFFECTER_Corrosion] and [AFFECTER_Slow] for {1} seconds.", "TEXTKEY_SKILL_AcidSpit_FLAVOR": "NULL", "TEXTKEY_SKILL_MudSpit_NAME": "Mud Spit", "TEXTKEY_SKILL_MudSpit_SUBNAME": "NULL", "TEXTKEY_SKILL_MudSpit_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target.", "TEXTKEY_SKILL_MudSpit_FLAVOR": "NULL", "TEXTKEY_SKILL_AcidSpread_NAME": "Acid Spread", "TEXTKEY_SKILL_AcidSpread_SUBNAME": "NULL", "TEXTKEY_SKILL_AcidSpread_DESC": "Spews acid on all enemies within range. Deals magic damage equal to {0}% of [STATUS_MagicAttackPower] and inflicting [AFFECTER_Slow] and [AFFECTER_Corrosion] for {1} seconds", "TEXTKEY_SKILL_AcidSpread_FLAVOR": "NULL", "TEXTKEY_SKILL_ShellHardening_NAME": "Shell Hardening", "TEXTKEY_SKILL_ShellHardening_SUBNAME": "NULL", "TEXTKEY_SKILL_ShellHardening_DESC": "Gain [AFFECTER_Shell] for {1} for {0} seconds.", "TEXTKEY_SKILL_ShellHardening_FLAVOR": "NULL", "TEXTKEY_SKILL_Split_NAME": "Split", "TEXTKEY_SKILL_Split_SUBNAME": "NULL", "TEXTKEY_SKILL_Split_DESC": "Splits into small slimes. Can only split towards adjacent empty tiles to the left, right, or up.", "TEXTKEY_SKILL_Split_FLAVOR": "NULL", "TEXTKEY_SKILL_SporeSplit_NAME": "Spore Split", "TEXTKEY_SKILL_SporeSplit_SUBNAME": "NULL", "TEXTKEY_SKILL_SporeSplit_DESC": "Splits into small spore slimes. Can only split towards adjacent empty tiles to the left, right, or up.", "TEXTKEY_SKILL_SporeSplit_FLAVOR": "NULL", "TEXTKEY_SKILL_Swallow_NAME": "Swallow", "TEXTKEY_SKILL_Swallow_SUBNAME": "NULL", "TEXTKEY_SKILL_Swallow_DESC": "Swallow a corpse to recover {0}% of [STATUS_MaxHealthTotal] and gain 1 [AFFECTER_SwallowCorpseStack].", "TEXTKEY_SKILL_Swallow_FLAVOR": "NULL", "TEXTKEY_SKILL_Evolve_NAME": "Evolve", "TEXTKEY_SKILL_Evolve_SUBNAME": "NULL", "TEXTKEY_SKILL_Evolve_DESC": "It evolves into a stronger individual.", "TEXTKEY_SKILL_Evolve_FLAVOR": "NULL", "TEXTKEY_SKILL_TadpoleStomp_NAME": "Stomp", "TEXTKEY_SKILL_TadpoleStomp_SUBNAME": "NULL", "TEXTKEY_SKILL_TadpoleStomp_DESC": "Stomps its foot, dealing {0}% of [STATUS_PhysicalAttackPower] as physical damage to all nearby enemy units.", "TEXTKEY_SKILL_TadpoleStomp_FLAVOR": "NULL", "TEXTKEY_SKILL_ArcaneEco_NAME": "Arcane Eco", "TEXTKEY_SKILL_ArcaneEco_SUBNAME": "NULL", "TEXTKEY_SKILL_ArcaneEco_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target unit. It then bounces to up to {2} nearby enemy targets within {1} tiles, dealing the same damage. Prioritizes targets with fewer accumulated hits for bouncing.", "TEXTKEY_SKILL_ArcaneEco_FLAVOR": "NULL", "TEXTKEY_SKILL_MagicMissile_NAME": "Attack : Magic Misslie", "TEXTKEY_SKILL_MagicMissile_SUBNAME": "NULL", "TEXTKEY_SKILL_MagicMissile_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage.", "TEXTKEY_SKILL_MagicMissile_FLAVOR": "NULL", "TEXTKEY_SKILL_DoubleScratch_NAME": "Double Scratch", "TEXTKEY_SKILL_DoubleScratch_SUBNAME": "NULL", "TEXTKEY_SKILL_DoubleScratch_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target twice, and applies [AFFECTER_Slow] for {1} seconds", "TEXTKEY_SKILL_DoubleScratch_FLAVOR": "NULL", "TEXTKEY_SKILL_StoneCharge_NAME": "Stone Charge", "TEXTKEY_SKILL_StoneCharge_SUBNAME": "NULL", "TEXTKEY_SKILL_StoneCharge_DESC": "Charges in a straight line toward the target, knocking back all enemies hit by {0} tiles, dealing {1}% of [STATUS_PhysicalAttackPower] as physical damage, and applying [AFFECTER_Stun] for {2} seconds. If colliding with a wall, the skill is interrupted and the user gets [AFFECTER_Stun] for {3} seconds.", "TEXTKEY_SKILL_StoneCharge_FLAVOR": "NULL", "TEXTKEY_SKILL_SummonLadybug_NAME": "Summon Ladybug", "TEXTKEY_SKILL_SummonLadybug_SUBNAME": "NULL", "TEXTKEY_SKILL_SummonLadybug_DESC": "Summons {1} ladybugs at random locations within an empty {0} tile range.", "TEXTKEY_SKILL_SummonLadybug_FLAVOR": "NULL", "TEXTKEY_SKILL_LadyBugCharge_NAME": "LadyBug Charge", "TEXTKEY_SKILL_LadyBugCharge_SUBNAME": "NULL", "TEXTKEY_SKILL_LadyBugCharge_DESC": "Charge at a target 1 tile or more away, dealing {0}% of your physical damage and apply {2} [AFFECTER_Dizziness] for {1} seconds.", "TEXTKEY_SKILL_LadyBugCharge_FLAVOR": "NULL", "TEXTKEY_SKILL_StoneThrow_NAME": "Stone Throw", "TEXTKEY_SKILL_StoneThrow_SUBNAME": "NULL", "TEXTKEY_SKILL_StoneThrow_DESC": "Condense rocks from the ground and hurl them at the target tile, dealing {0}% of [STATUS_PhysicalAttackPower] as damage to all enemies in the area. A 'Pulsating Rock' building is then placed at that location. Resets the charge.", "TEXTKEY_SKILL_StoneThrow_FLAVOR": "NULL", "TEXTKEY_SKILL_StoneStomp_NAME": "Stone Stomp", "TEXTKEY_SKILL_StoneStomp_SUBNAME": "NULL", "TEXTKEY_SKILL_StoneStomp_DESC": "Stomp forcefully, dealing {0}% of [STATUS_PhysicalAttackPower] as damage to the target and all nearby enemies adjacent to you. Inflicts {2} [AFFECTER_Dizziness] for {1} seconds.", "TEXTKEY_SKILL_StoneStomp_FLAVOR": "NULL", "TEXTKEY_SKILL_StoneRaise_NAME": "Stone Raise", "TEXTKEY_SKILL_StoneRaise_SUBNAME": "NULL", "TEXTKEY_SKILL_StoneRaise_DESC": "Gain [AFFECTER_Haste] and [AFFECTER_Acceleration] for {0} seconds, and all Yellow Stone Golems gain maximum [AFFECTER_ArtOfRushStack].", "TEXTKEY_SKILL_StoneRaise_FLAVOR": "NULL", "TEXTKEY_SKILL_EarthCrash_NAME": "Earth Crash", "TEXTKEY_SKILL_EarthCrash_SUBNAME": "NULL", "TEXTKEY_SKILL_EarthCrash_DESC": "Slam the ground forcefully, shaking it. Knocks back all surrounding units by {0} tiles, deals {1} of [STATUS_PhysicalAttackPower] as damage, and inflicts [AFFECTER_Slow] for {2} seconds.", "TEXTKEY_SKILL_EarthCrash_FLAVOR": "NULL", "TEXTKEY_SKILL_Run_NAME": "Run", "TEXTKEY_SKILL_Run_SUBNAME": "NULL", "TEXTKEY_SKILL_Run_DESC": "Attempts to flee from near enemy.", "TEXTKEY_SKILL_Run_FLAVOR": "NULL", "TEXTKEY_SKILL_GoblinThrowerRangedAttack_NAME": "Goblin Throw", "TEXTKEY_SKILL_GoblinThrowerRangedAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_GoblinThrowerRangedAttack_DESC": "Attack by throwing stones.", "TEXTKEY_SKILL_GoblinThrowerRangedAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_GoblinCurse_NAME": "Goblin Curse", "TEXTKEY_SKILL_GoblinCurse_SUBNAME": "NULL", "TEXTKEY_SKILL_GoblinCurse_DESC": "Deals magic damage through curses.", "TEXTKEY_SKILL_GoblinCurse_FLAVOR": "NULL", "TEXTKEY_SKILL_BlazingEchoGoblin_NAME": "BlazingEcho", "TEXTKEY_SKILL_BlazingEchoGoblin_SUBNAME": "NULL", "TEXTKEY_SKILL_BlazingEchoGoblin_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target unit and applies {2} [AFFECTER_Burning] for {1} seconds. \nBounces up to {4} times to nearby enemy targets within {3} tiles, dealing the same damage. \nBounces prioritize targets with the lowest cumulative hits.", "TEXTKEY_SKILL_BlazingEchoGoblin_FLAVOR": "NULL", "TEXTKEY_SKILL_ThrowNet_NAME": "Net Throwing", "TEXTKEY_SKILL_ThrowNet_SUBNAME": "NULL", "TEXTKEY_SKILL_ThrowNet_DESC": "Deals magic damage equal to {0}% of [STATUS_MagicAttackPower] to a single enemy target and applies [AFFECTER_Rooting] for {1} seconds.", "TEXTKEY_SKILL_ThrowNet_FLAVOR": "NULL", "TEXTKEY_SKILL_UseOintment_NAME": "Use Ointment", "TEXTKEY_SKILL_UseOintment_SUBNAME": "NULL", "TEXTKEY_SKILL_UseOintment_DESC": "Use ointment to restore {1} [STATUS_HealthTotal] over {0} seconds.", "TEXTKEY_SKILL_UseOintment_FLAVOR": "NULL", "TEXTKEY_SKILL_GoblinRun_NAME": "Goblin Flee", "TEXTKEY_SKILL_GoblinRun_SUBNAME": "NULL", "TEXTKEY_SKILL_GoblinRun_DESC": "Flees from the nearest hostile target.", "TEXTKEY_SKILL_GoblinRun_FLAVOR": "NULL", "TEXTKEY_SKILL_GoblinAttack_NAME": "Goblin Attack", "TEXTKEY_SKILL_GoblinAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_GoblinAttack_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target.\nThis attack activates quickly.", "TEXTKEY_SKILL_GoblinAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_GlothSpit_NAME": "Gloth Spit", "TEXTKEY_SKILL_GlothSpit_SUBNAME": "NULL", "TEXTKEY_SKILL_GlothSpit_DESC": "Deals damage equal to {0}% of [STATUS_MagicAttackPower] to the target.", "TEXTKEY_SKILL_GlothSpit_FLAVOR": "NULL", "TEXTKEY_SKILL_CheeringHowl_NAME": "Cheering Howl", "TEXTKEY_SKILL_CheeringHowl_SUBNAME": "NULL", "TEXTKEY_SKILL_CheeringHowl_DESC": "Restores the target's [STATUS_HealthTotal] by {0}% of [STATUS_MagicAttackPower] and grants a random buff for {1} seconds.", "TEXTKEY_SKILL_CheeringHowl_FLAVOR": "NULL", "TEXTKEY_SKILL_ElderGlothCharge_NAME": "Elder Gloth Charge", "TEXTKEY_SKILL_ElderGlothCharge_SUBNAME": "NULL", "TEXTKEY_SKILL_ElderGlothCharge_DESC": "Charges in a straight line toward the target direction, pushing all hit targets back by {0} tiles, dealing physical damage equal to {1}% of [STATUS_PhysicalAttackPower], and applying [AFFECTER_Stun] for {2} seconds.\nInstantly destroys structures on collision. If it hits a dead end, the skill is interrupted and the caster is afflicted with [AFFECTER_Stun] for {3} seconds.", "TEXTKEY_SKILL_ElderGlothCharge_FLAVOR": "NULL", "TEXTKEY_SKILL_DistractingBlow_NAME": "Distracting Blow", "TEXTKEY_SKILL_DistractingBlow_SUBNAME": "NULL", "TEXTKEY_SKILL_DistractingBlow_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target and applies [AFFECTER_Disturbance] for {1} seconds.", "TEXTKEY_SKILL_DistractingBlow_FLAVOR": "NULL", "TEXTKEY_SKILL_GlothLash_NAME": "Gloth Lash", "TEXTKEY_SKILL_GlothLash_SUBNAME": "NULL", "TEXTKEY_SKILL_GlothLash_DESC": "Increases [STATUS_MovementSpeed] by {1}% for {0} seconds.", "TEXTKEY_SKILL_GlothLash_FLAVOR": "NULL", "TEXTKEY_SKILL_EatHerb_NAME": "Eat Herbs", "TEXTKEY_SKILL_EatHerb_SUBNAME": "NULL", "TEXTKEY_SKILL_EatHerb_DESC": "Eat herbs to restore {1} [STATUS_HealthTotal] over {0} seconds.", "TEXTKEY_SKILL_EatHerb_FLAVOR": "NULL", "TEXTKEY_SKILL_ResurrectionGoblin_NAME": "Resurrection", "TEXTKEY_SKILL_ResurrectionGoblin_SUBNAME": "NULL", "TEXTKEY_SKILL_ResurrectionGoblin_DESC": "Resurrects a dead goblin.", "TEXTKEY_SKILL_ResurrectionGoblin_FLAVOR": "NULL", "TEXTKEY_SKILL_CallGloth_NAME": "Squeal!", "TEXTKEY_SKILL_CallGloth_SUBNAME": "NULL", "TEXTKEY_SKILL_CallGloth_DESC": "Gloth calls out to his companions.", "TEXTKEY_SKILL_CallGloth_FLAVOR": "NULL", "TEXTKEY_SKILL_CallFemaleGloth_NAME": "Call Female Gloth", "TEXTKEY_SKILL_CallFemaleGloth_SUBNAME": "NULL", "TEXTKEY_SKILL_CallFemaleGloth_DESC": "Summons {0} female Gloths.", "TEXTKEY_SKILL_CallFemaleGloth_FLAVOR": "NULL", "TEXTKEY_SKILL_GlothCharge_NAME": "Gloth Charge", "TEXTKEY_SKILL_GlothCharge_SUBNAME": "NULL", "TEXTKEY_SKILL_GlothCharge_DESC": "Charges, dealing physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target,\napplying [AFFECTER_Stun] for {1} seconds, and applying {3} [AFFECTER_Bleeding] for {2} seconds.", "TEXTKEY_SKILL_GlothCharge_FLAVOR": "NULL", "TEXTKEY_SKILL_SentinelWarning_NAME": "Sentinel Warning", "TEXTKEY_SKILL_SentinelWarning_SUBNAME": "NULL", "TEXTKEY_SKILL_SentinelWarning_DESC": "Warns intruders for a set period of time", "TEXTKEY_SKILL_SentinelWarning_FLAVOR": "NULL", "TEXTKEY_SKILL_ChainHit_NAME": "Chain Hit", "TEXTKEY_SKILL_ChainHit_SUBNAME": "NULL", "TEXTKEY_SKILL_ChainHit_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] and magic damage equal to {0}% of [STATUS_MagicAttackPower].", "TEXTKEY_SKILL_ChainHit_FLAVOR": "NULL", "TEXTKEY_SKILL_ChainGrap_NAME": "Chain Grab", "TEXTKEY_SKILL_ChainGrap_SUBNAME": "NULL", "TEXTKEY_SKILL_ChainGrap_DESC": "Throws a chain at the target, dealing physical damage equal to {0}% of [STATUS_PhysicalAttackPower] and pulling the target to an adjacent position.\nThe caster is affected by the target's [AFFECTER_Taunt] for {1} seconds.\nApplies [AFFECTER_Rooting] for {2} seconds and [AFFECTER_Slow] for {3} seconds to the target.", "TEXTKEY_SKILL_ChainGrap_FLAVOR": "NULL", "TEXTKEY_SKILL_SentinelSmite_NAME": "Sentinel Smite", "TEXTKEY_SKILL_SentinelSmite_SUBNAME": "NULL", "TEXTKEY_SKILL_SentinelSmite_DESC": "Slams down with a powerful surge of magic, dealing damage equal to {0}% of [STATUS_MagicAttackPower] to the target and enemies adjacent to it.", "TEXTKEY_SKILL_SentinelSmite_FLAVOR": "NULL", "TEXTKEY_SKILL_PhantomChain_NAME": "Phantom Chain", "TEXTKEY_SKILL_PhantomChain_SUBNAME": "NULL", "TEXTKEY_SKILL_PhantomChain_DESC": "Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for {0} seconds, dealing damage equal to {1}% of [STATUS_MagicAttackPower]. Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to {2}% of [STATUS_MagicAttackPower] and are affected by [AFFECTER_Rooting] for {3} seconds.", "TEXTKEY_SKILL_PhantomChain_FLAVOR": "NULL", "TEXTKEY_SKILL_AutoRepair_NAME": "Auto Repair", "TEXTKEY_SKILL_AutoRepair_SUBNAME": "NULL", "TEXTKEY_SKILL_AutoRepair_DESC": "The Sentinel gains {1} [AFFECTER_HealthBoost] for {0} seconds.", "TEXTKEY_SKILL_AutoRepair_FLAVOR": "NULL", "TEXTKEY_SKILL_BubbleTackle_NAME": "Bubble Tackle", "TEXTKEY_SKILL_BubbleTackle_SUBNAME": "NULL", "TEXTKEY_SKILL_BubbleTackle_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target.", "TEXTKEY_SKILL_BubbleTackle_FLAVOR": "NULL", "TEXTKEY_SKILL_TongueThrust_NAME": "Tongue Thrust", "TEXTKEY_SKILL_TongueThrust_SUBNAME": "NULL", "TEXTKEY_SKILL_TongueThrust_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target and applies {2} [AFFECTER_Weakened] for {1} seconds. If an enemy is positioned in the same or a rear tile as the target, they also receive the same damage and effect.", "TEXTKEY_SKILL_TongueThrust_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicSwordAttack_NAME": "Basic Sword Attack", "TEXTKEY_SKILL_BasicSwordAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicSwordAttack_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target.", "TEXTKEY_SKILL_BasicSwordAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_SweepingCleave_NAME": "Sweeping Cleave", "TEXTKEY_SKILL_SweepingCleave_SUBNAME": "NULL", "TEXTKEY_SKILL_SweepingCleave_DESC": "Swings the sword forward, dealing {0} instances of physical damage equal to {1}% of [STATUS_PhysicalAttackPower] to all units in the area.", "TEXTKEY_SKILL_SweepingCleave_FLAVOR": "NULL", "TEXTKEY_SKILL_VerticalSlash_NAME": "Vertical Slash", "TEXTKEY_SKILL_VerticalSlash_SUBNAME": "NULL", "TEXTKEY_SKILL_VerticalSlash_DESC": "Powerfully slashes the target, dealing physical damage equal to {0}% of [STATUS_PhysicalAttackPower].", "TEXTKEY_SKILL_VerticalSlash_FLAVOR": "NULL", "TEXTKEY_SKILL_ChargeAttack_NAME": "Charge Attack", "TEXTKEY_SKILL_ChargeAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_ChargeAttack_DESC": "Charges toward the target and slashes with a sword, dealing physical damage equal to {0}% of [STATUS_PhysicalAttackPower].\nThe damage increases by {1}% of [STATUS_PhysicalAttackPower] for each unit of distance charged.", "TEXTKEY_SKILL_ChargeAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_SwordCounter_NAME": "Sword Counter", "TEXTKEY_SKILL_SwordCounter_SUBNAME": "NULL", "TEXTKEY_SKILL_SwordCounter_DESC": "Gains [AFFECTER_Fortification] for {0} seconds and deals damage equal to {1}% of [STATUS_PhysicalAttackPower] to the attacker upon blocking a melee attack.", "TEXTKEY_SKILL_SwordCounter_FLAVOR": "NULL", "TEXTKEY_SKILL_ChainSlash_NAME": "Chain Slash", "TEXTKEY_SKILL_ChainSlash_SUBNAME": "NULL", "TEXTKEY_SKILL_ChainSlash_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to the target {1} times.", "TEXTKEY_SKILL_ChainSlash_FLAVOR": "NULL", "TEXTKEY_SKILL_PommelStrike_NAME": "Pommel Strike", "TEXTKEY_SKILL_PommelStrike_SUBNAME": "NULL", "TEXTKEY_SKILL_PommelStrike_DESC": "Strikes the target with the pommel of the sword, dealing physical damage equal to {0}% of [STATUS_PhysicalAttackPower] and applying [AFFECTER_Stun] for {1} seconds.", "TEXTKEY_SKILL_PommelStrike_FLAVOR": "NULL", "TEXTKEY_SKILL_BladeCrash_NAME": "Blade Crash", "TEXTKEY_SKILL_BladeCrash_SUBNAME": "NULL", "TEXTKEY_SKILL_BladeCrash_DESC": "Swings the blade powerfully at the target, dealing {0}% of [STATUS_PhysicalAttackPower] as physical damage and applying [AFFECTER_Stun] for {1} seconds.", "TEXTKEY_SKILL_BladeCrash_FLAVOR": "NULL", "TEXTKEY_SKILL_SwordFlow_NAME": "Sword Flow", "TEXTKEY_SKILL_SwordFlow_SUBNAME": "NULL", "TEXTKEY_SKILL_SwordFlow_DESC": "Focuses the mind, gaining [AFFECTER_Rush] and [AFFECTER_Fortification] for {0} seconds.", "TEXTKEY_SKILL_SwordFlow_FLAVOR": "NULL", "TEXTKEY_SKILL_SaberGale_NAME": "Saber Gale", "TEXTKEY_SKILL_SaberGale_SUBNAME": "NULL", "TEXTKEY_SKILL_SaberGale_DESC": "Unleashes three sword waves forward, dealing {0}% of [STATUS_PhysicalAttackPower] as physical damage to all targets in a straight path.", "TEXTKEY_SKILL_SaberGale_FLAVOR": "NULL", "TEXTKEY_SKILL_DualRequest_NAME": "Duel Request", "TEXTKEY_SKILL_DualRequest_SUBNAME": "NULL", "TEXTKEY_SKILL_DualRequest_DESC": "Applies [AFFECTER_Taunt] to the target for {0} seconds. [STATUS_DamageDealtBonus] against the taunted target increases by {1}%, and [STATUS_DamageTakenBonus] from other sources decreases by {2}%.", "TEXTKEY_SKILL_DualRequest_FLAVOR": "NULL", "TEXTKEY_SKILL_SentinelCry_NAME": "Sword Barrier", "TEXTKEY_SKILL_SentinelCry_SUBNAME": "NULL", "TEXTKEY_SKILL_SentinelCry_DESC": "TBD", "TEXTKEY_SKILL_SentinelCry_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicGreatswordAttack_NAME": "Basic Greatsword Attack", "TEXTKEY_SKILL_BasicGreatswordAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicGreatswordAttack_DESC": "Deals {0}% of [STATUS_PhysicalAttackPower] as damage to the target and {1}% of [STATUS_PhysicalAttackPower] as physical damage to units adjacent to the target.", "TEXTKEY_SKILL_BasicGreatswordAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_WhirlwindSlash_NAME": "Whirlwind Slash", "TEXTKEY_SKILL_WhirlwindSlash_SUBNAME": "NULL", "TEXTKEY_SKILL_WhirlwindSlash_DESC": "Swings the greatsword widely, dealing {0}% of [STATUS_PhysicalAttackPower] as physical damage to all units around the user.\n\n<color=#f16071>This attack can also damage allies.</color>", "TEXTKEY_SKILL_WhirlwindSlash_FLAVOR": "NULL", "TEXTKEY_SKILL_BladeGrinding_NAME": "Blade Grinding", "TEXTKEY_SKILL_BladeGrinding_SUBNAME": "NULL", "TEXTKEY_SKILL_BladeGrinding_DESC": "Increases [STATUS_DamageDealtBonus] of the next melee physical skill by {0}% and its [STATUS_HitChance] by {1}%.", "TEXTKEY_SKILL_BladeGrinding_FLAVOR": "NULL", "TEXTKEY_SKILL_DestructiveSplit_NAME": "Destructive Split", "TEXTKEY_SKILL_DestructiveSplit_SUBNAME": "NULL", "TEXTKEY_SKILL_DestructiveSplit_DESC": "Powerfully slashes vertically with the greatsword, dealing {0}% of [STATUS_PhysicalAttackPower] to the target and units behind it, applying [AFFECTER_Stun] for {1} seconds.\n\n<color=#f16071>This attack can also damage allies.</color>", "TEXTKEY_SKILL_DestructiveSplit_FLAVOR": "NULL", "TEXTKEY_SKILL_Slay_NAME": "Slay", "TEXTKEY_SKILL_Slay_SUBNAME": "NULL", "TEXTKEY_SKILL_Slay_DESC": "Deals {0}% of [STATUS_PhysicalAttackPower] as damage to a single enemy and grants you {2} [AFFECTER_ExposedFlaw] for {1} seconds. Killing an enemy with this attack reduces the cooldown of this skill by 70%.", "TEXTKEY_SKILL_Slay_FLAVOR": "NULL", "TEXTKEY_SKILL_DeadlyFear_NAME": "Deadly Fear", "TEXTKEY_SKILL_DeadlyFear_SUBNAME": "NULL", "TEXTKEY_SKILL_DeadlyFear_DESC": "Unleashes an intense killing aura, dealing {0}% of [STATUS_PhysicalAttackPower] as damage to the enemy unit and granting {2} [AFFECTER_ExposedFlaw] and [AFFECTER_Slow] for {1} seconds.", "TEXTKEY_SKILL_DeadlyFear_FLAVOR": "NULL", "TEXTKEY_SKILL_ChargingWhirlwind_NAME": "Charging Whirlwind", "TEXTKEY_SKILL_ChargingWhirlwind_SUBNAME": "NULL", "TEXTKEY_SKILL_ChargingWhirlwind_DESC": "Charges to the designated tile, dealing {0}% of [STATUS_PhysicalAttackPower] as damage to all units in the path and adjacent tiles. This attack can hit multiple times.\n\n<color=#f16071>This attack can also damage allies.</color>", "TEXTKEY_SKILL_ChargingWhirlwind_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicClubAttack_NAME": "Basic Club Attack", "TEXTKEY_SKILL_BasicClubAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicClubAttack_DESC": "Deals {0}% of [STATUS_PhysicalAttackPower] as physical damage to the target. Upon a critical hit, applies {2} [AFFECTER_Dizziness] for {1} seconds.", "TEXTKEY_SKILL_BasicClubAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_StunCharge_NAME": "Stun Charge", "TEXTKEY_SKILL_StunCharge_SUBNAME": "NULL", "TEXTKEY_SKILL_StunCharge_DESC": "Quickly charges at the target, dealing {0}% of [STATUS_PhysicalAttackPower] as physical damage and applying [AFFECTER_Stun] for {1} seconds.", "TEXTKEY_SKILL_StunCharge_FLAVOR": "NULL", "TEXTKEY_SKILL_IronClad_NAME": "Iron Clad", "TEXTKEY_SKILL_IronClad_SUBNAME": "NULL", "TEXTKEY_SKILL_IronClad_DESC": "Grants [AFFECTER_Barrier] equal to {1}% of lost [STATUS_HealthTotal] for {0} seconds.", "TEXTKEY_SKILL_IronClad_FLAVOR": "NULL", "TEXTKEY_SKILL_BattleStomp_NAME": "Battle Stomp", "TEXTKEY_SKILL_BattleStomp_SUBNAME": "NULL", "TEXTKEY_SKILL_BattleStomp_DESC": "Stomps out forcefully, dealing {0}% of [STATUS_PhysicalAttackPower] as physical damage to all nearby enemies and applying [AFFECTER_Disturbance] for {1} seconds and [AFFECTER_Dizziness] of {2}.", "TEXTKEY_SKILL_BattleStomp_FLAVOR": "NULL", "TEXTKEY_SKILL_Hammering_NAME": "Hammering", "TEXTKEY_SKILL_Hammering_SUBNAME": "NULL", "TEXTKEY_SKILL_Hammering_DESC": "Deals {0}% of [STATUS_PhysicalAttackPower] as physical damage to the target and grants {2} [AFFECTER_Stiffness] and {3} [AFFECTER_Dizziness] for {1} seconds.", "TEXTKEY_SKILL_Hammering_FLAVOR": "NULL", "TEXTKEY_SKILL_VileInsult_NAME": "Vile Insult", "TEXTKEY_SKILL_VileInsult_SUBNAME": "NULL", "TEXTKEY_SKILL_VileInsult_DESC": "Insults the opponent, dealing {0}% of [STATUS_MagicAttackPower] as magic damage and granting [AFFECTER_Taunt] and [AFFECTER_Vulnerable] for {1} seconds.", "TEXTKEY_SKILL_VileInsult_FLAVOR": "NULL", "TEXTKEY_SKILL_WildFlurry_NAME": "Wild Flurry", "TEXTKEY_SKILL_WildFlurry_SUBNAME": "NULL", "TEXTKEY_SKILL_WildFlurry_DESC": "Deals {1}% of [STATUS_PhysicalAttackPower] as physical damage to the target {2} times with {0}% reduced [STATUS_HitChance].", "TEXTKEY_SKILL_WildFlurry_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicBowAttack_NAME": "Basic Bow Attack", "TEXTKEY_SKILL_BasicBowAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicBowAttack_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower].\nIf the target is within {1} tile, the damage dealt is reduced by {2}%.", "TEXTKEY_SKILL_BasicBowAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_RapidFire_NAME": "Rapid Fire", "TEXTKEY_SKILL_RapidFire_SUBNAME": "NULL", "TEXTKEY_SKILL_RapidFire_DESC": "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of [STATUS_PhysicalAttackPower] as physical damage to the target.\n\n<color=#f16071>While this skill is active, each basic attack consumes {2} arrows.</color>", "TEXTKEY_SKILL_RapidFire_FLAVOR": "NULL", "TEXTKEY_SKILL_RapidFireAttack_NAME": "Rapid Fire", "TEXTKEY_SKILL_RapidFireAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_RapidFireAttack_DESC": "Deals {2} instances of {1}% of [STATUS_PhysicalAttackPower] as physical damage to the target.\n\n<color=#f16071>While this skill is active, each basic attack consumes {2} arrows.</color>", "TEXTKEY_SKILL_RapidFireAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_ArrowRain_NAME": "Arrow Rain", "TEXTKEY_SKILL_ArrowRain_SUBNAME": "NULL", "TEXTKEY_SKILL_ArrowRain_DESC": "Creates a rain of arrows that deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] to all enemy units within the area. The rain of arrows drops for {1} times.", "TEXTKEY_SKILL_ArrowRain_FLAVOR": "NULL", "TEXTKEY_SKILL_HeadAim_NAME": "Headshot", "TEXTKEY_SKILL_HeadAim_SUBNAME": "NULL", "TEXTKEY_SKILL_HeadAim_DESC": "For {0} seconds, ranged physical attacks against enemies damage [STATUS_HealthHead] on hit.", "TEXTKEY_SKILL_HeadAim_FLAVOR": "NULL", "TEXTKEY_SKILL_AnkleBreak_NAME": "Ankle Break", "TEXTKEY_SKILL_AnkleBreak_SUBNAME": "NULL", "TEXTKEY_SKILL_AnkleBreak_DESC": "Deals physical damage equal to {0}% of [STATUS_PhysicalAttackPower] and knocks the target back by {1} tile.\nApplies [AFFECTER_Slow] to the target for {2} seconds and [AFFECTER_Break] for {3} seconds.", "TEXTKEY_SKILL_AnkleBreak_FLAVOR": "NULL", "TEXTKEY_SKILL_QuickDash_NAME": "Quick Dash", "TEXTKEY_SKILL_QuickDash_SUBNAME": "NULL", "TEXTKEY_SKILL_QuickDash_DESC": "Quickly dash to the designated tile, then gain [AFFECTER_Acceleration] for {0} seconds.", "TEXTKEY_SKILL_QuickDash_FLAVOR": "NULL", "TEXTKEY_SKILL_SnipingShot_NAME": "Sniping Shot", "TEXTKEY_SKILL_SnipingShot_SUBNAME": "NULL", "TEXTKEY_SKILL_SnipingShot_DESC": "Fires an arrow, dealing physical damage equal to {0}% of [STATUS_PhysicalAttackPower]. Damage increases by {1}% of [STATUS_PhysicalAttackPower] * distance from the target.", "TEXTKEY_SKILL_SnipingShot_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicMagicMissile_NAME": "Basic Magic Missile", "TEXTKEY_SKILL_BasicMagicMissile_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicMagicMissile_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target.", "TEXTKEY_SKILL_BasicMagicMissile_FLAVOR": "NULL", "TEXTKEY_SKILL_FireMissile_NAME": "Fire Missile", "TEXTKEY_SKILL_FireMissile_SUBNAME": "NULL", "TEXTKEY_SKILL_FireMissile_DESC": "For {0} seconds, changes the basic attack to deal {1}% of [STATUS_MagicAttackPower] as magic damage to the target and applies {3}[AFFECTER_Burning] for {2} seconds.", "TEXTKEY_SKILL_FireMissile_FLAVOR": "NULL", "TEXTKEY_SKILL_FireMissileAttack_NAME": "Fire Missile", "TEXTKEY_SKILL_FireMissileAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_FireMissileAttack_DESC": "Deal {0}% of [STATUS_MagicAttackPower] as magic damage to the target and applies {2}[AFFECTER_Burning] for {1} seconds.", "TEXTKEY_SKILL_FireMissileAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_BecomeFire_NAME": "Become Fire", "TEXTKEY_SKILL_BecomeFire_SUBNAME": "NULL", "TEXTKEY_SKILL_BecomeFire_DESC": "Ignite yourself, immediately gaining {1} stacks of [AFFECTER_Burning] for {0} seconds. For {2} seconds, [STATUS_MagicAttackPower] increases by current [AFFECTER_Burning] stacks * {3}%.", "TEXTKEY_SKILL_BecomeFire_FLAVOR": "NULL", "TEXTKEY_SKILL_Incinerate_NAME": "Incinerate", "TEXTKEY_SKILL_Incinerate_SUBNAME": "NULL", "TEXTKEY_SKILL_Incinerate_DESC": "Instantly burns the target, dealing {0}% of [STATUS_MagicAttackPower] as magic damage and additional damage equal to [AFFECTER_Burning] stacks * {1}% of [STATUS_MagicAttackPower], then resets the [AFFECTER_Burning] stacks.", "TEXTKEY_SKILL_Incinerate_FLAVOR": "NULL", "TEXTKEY_SKILL_BlazingEcho_NAME": "BlazingEcho", "TEXTKEY_SKILL_BlazingEcho_SUBNAME": "NULL", "TEXTKEY_SKILL_BlazingEcho_DESC": "Deals {0}% of [STATUS_MagicAttackPower] as magic damage to the target unit and applies {2} [AFFECTER_Burning] for {1} seconds. \nBounces up to {4} times to nearby enemy targets within {3} tiles, dealing the same damage. \nBounces prioritize targets with the lowest cumulative hits.", "TEXTKEY_SKILL_BlazingEcho_FLAVOR": "NULL", "TEXTKEY_SKILL_Explosion_NAME": "Explosion", "TEXTKEY_SKILL_Explosion_SUBNAME": "NULL", "TEXTKEY_SKILL_Explosion_DESC": "Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of [STATUS_MagicAttackPower] to all units within range.\nDamage increases by [AFFECTER_Burning] stacks on the target * {1}.\n\n<color=#f16071>This attack can also damage allies.</color>", "TEXTKEY_SKILL_Explosion_FLAVOR": "NULL", "TEXTKEY_SKILL_FireCloak_NAME": "Fire Cloak", "TEXTKEY_SKILL_FireCloak_SUBNAME": "NULL", "TEXTKEY_SKILL_FireCloak_DESC": "Surround yourself with a cloak of flame, granting yourself a [AFFECTER_Barrier] equal to {1}% of [STATUS_MagicAttackPower] for {0} seconds, dealing {2}% of [STATUS_MagicAttackPower] as magic damage per every {5} seconds to adjacent enemy units, and granting {3} [AFFECTER_Burning] for {4} seconds.", "TEXTKEY_SKILL_FireCloak_FLAVOR": "NULL", "TEXTKEY_SKILL_WaterDive_NAME": "Water Dive", "TEXTKEY_SKILL_WaterDive_SUBNAME": "NULL", "TEXTKEY_SKILL_WaterDive_DESC": "Command all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's [STATUS_MagicAttackPower] as magic damage and bursting immediately.", "TEXTKEY_SKILL_WaterDive_FLAVOR": "NULL", "TEXTKEY_SKILL_EmbracingWave_NAME": "Embracing Wave", "TEXTKEY_SKILL_EmbracingWave_SUBNAME": "NULL", "TEXTKEY_SKILL_EmbracingWave_DESC": "Consumes the nearest Bubbling {0} to grant [AFFECTER_Barrier] equal to {2}% of [STATUS_MagicAttackPower] for {1} seconds to a target friendly unit. Bounces up to {4} times to nearby friendly targets within {3} tiles, granting the same [AFFECTER_Barrier]. Priority is given to targets with a lower cumulative hit count.", "TEXTKEY_SKILL_EmbracingWave_FLAVOR": "NULL", "TEXTKEY_SKILL_SummonBubbling_NAME": "Summon : Bubbling", "TEXTKEY_SKILL_SummonBubbling_SUBNAME": "NULL", "TEXTKEY_SKILL_SummonBubbling_DESC": "Summons {0} 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to {1}% of [STATUS_MagicAttackPower] to nearby enemies and granting nearby allies [AFFECTER_Barrier] equal to {2}% of [STATUS_MagicAttackPower] for {5} seconds. Up to {3} Bubblings can be summoned at once by a single unit, and up to {4} Bubblings can exist on one map.", "TEXTKEY_SKILL_SummonBubbling_FLAVOR": "NULL", "TEXTKEY_SKILL_SummonBubbleToad_NAME": "Summon : BubbleToad", "TEXTKEY_SKILL_SummonBubbleToad_SUBNAME": "NULL", "TEXTKEY_SKILL_SummonBubbleToad_DESC": "Consumes the nearest {0} Bubblelings to summon a Bubbletoad at the designated location. If the number of summoned Bubbletoads exceeds {1}, the Bubbletoad with the lowest health will be removed.", "TEXTKEY_SKILL_SummonBubbleToad_FLAVOR": "NULL", "TEXTKEY_SKILL_GlacierDrop_NAME": "Glacier Drop", "TEXTKEY_SKILL_GlacierDrop_SUBNAME": "NULL", "TEXTKEY_SKILL_GlacierDrop_DESC": "Consumes the nearest Bubbling {0} to cause a glacier to fall on the target tile, knocking back units at that location {1} tiles and dealing {2}% of magic damage to enemy units. The frozen pillar grants [AFFECTER_Disturbance] to adjacent enemy units for {3} seconds every second.", "TEXTKEY_SKILL_GlacierDrop_FLAVOR": "NULL", "TEXTKEY_SKILL_TidalMark_NAME": "Tidal Mark", "TEXTKEY_SKILL_TidalMark_SUBNAME": "NULL", "TEXTKEY_SKILL_TidalMark_DESC": "A wave erupts from the ground, dealing magic damage equal to {0}% of magic attack power to enemy units on the target tile and granting them [AFFECTER_TidalMark] and [AFFECTER_Disturbance] for {1} seconds. Summons move to the target tile, prioritizing enemy units with [AFFECTER_TidalMark].", "TEXTKEY_SKILL_TidalMark_FLAVOR": "NULL", "TEXTKEY_SKILL_StrangeSeed_NAME": "Strange Seed", "TEXTKEY_SKILL_StrangeSeed_SUBNAME": "NULL", "TEXTKEY_SKILL_StrangeSeed_DESC": "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of [STATUS_MagicAttackPower] as damage to enemy units. The strange seed heals adjacent friendly units' [STATUS_HealthTotal] for {2}% of [STATUS_MagicAttackPower] every second.", "TEXTKEY_SKILL_StrangeSeed_FLAVOR": "NULL", "TEXTKEY_SKILL_SolarBloom_NAME": "Solar Bloom", "TEXTKEY_SKILL_SolarBloom_SUBNAME": "NULL", "TEXTKEY_SKILL_SolarBloom_DESC": "Germinates the target strange seed into a [AFFECTER_SolarBloom].", "TEXTKEY_SKILL_SolarBloom_FLAVOR": "NULL", "TEXTKEY_SKILL_SeedBurst_NAME": "Seed Burst", "TEXTKEY_SKILL_SeedBurst_SUBNAME": "NULL", "TEXTKEY_SKILL_SeedBurst_DESC": "Detonates the target's strange seed, launching seed shards in all directions, dealing {0}% of magic attack power as damage and inflicting [AFFECTER_Vulnerable] for {1} seconds to the first enemy unit hit.", "TEXTKEY_SKILL_SeedBurst_FLAVOR": "NULL", "TEXTKEY_SKILL_MucusSprayer_NAME": "Mucus Sprayer", "TEXTKEY_SKILL_MucusSprayer_SUBNAME": "NULL", "TEXTKEY_SKILL_MucusSprayer_DESC": "Germinates the target strange seed into a [AFFECTER_MucusSprayer].", "TEXTKEY_SKILL_MucusSprayer_FLAVOR": "NULL", "TEXTKEY_SKILL_SnatchingPrey_NAME": "Snatching Prey", "TEXTKEY_SKILL_SnatchingPrey_SUBNAME": "NULL", "TEXTKEY_SKILL_SnatchingPrey_DESC": "The targeted [AFFECTER_MucusSprayer] throws a hooked vine in all directions, dealing {0}% of the vine's magic attack power as magic damage to enemy units caught in the vine and granting [AFFECTER_Rooting] for {1} seconds.", "TEXTKEY_SKILL_SnatchingPrey_FLAVOR": "NULL", "TEXTKEY_SKILL_SunHeartBloom_NAME": "Sunheart Bloom", "TEXTKEY_SKILL_SunHeartBloom_SUBNAME": "NULL", "TEXTKEY_SKILL_SunHeartBloom_DESC": "Germinates the target [AFFECTER_SolarBloom] into a [AFFECTER_SunHeartBloom].", "TEXTKEY_SKILL_SunHeartBloom_FLAVOR": "NULL", "TEXTKEY_SKILL_ClingingVines_NAME": "Clinging Vines", "TEXTKEY_SKILL_ClingingVines_SUBNAME": "NULL", "TEXTKEY_SKILL_ClingingVines_DESC": "Summons vines from the ground 7 tiles in the target direction, dealing {0}% of magic attack power as damage to enemy units and inflicting [AFFECTER_Rooting] and [AFFECTER_Stiffness] for {1} seconds.", "TEXTKEY_SKILL_ClingingVines_FLAVOR": "NULL", "TEXTKEY_SKILL_ShieldUp_NAME": "Shield Up", "TEXTKEY_SKILL_ShieldUp_SUBNAME": "NULL", "TEXTKEY_SKILL_ShieldUp_DESC": "Grants [AFFECTER_Fortification] and [AFFECTER_Slow] for {0} seconds. While this skill lasts, [STATUS_GuardDamageReduction] increases by {1}%.", "TEXTKEY_SKILL_ShieldUp_FLAVOR": "NULL", "TEXTKEY_SKILL_GuardiansTaunt_NAME": "Guardian's Taunt", "TEXTKEY_SKILL_GuardiansTaunt_SUBNAME": "NULL", "TEXTKEY_SKILL_GuardiansTaunt_DESC": "Strikes hard with the shield, applying [AFFECTER_Taunt] to enemies within 5 tiles for {0} seconds.", "TEXTKEY_SKILL_GuardiansTaunt_FLAVOR": "NULL", "TEXTKEY_SKILL_BasicSpearAttack_NAME": "Basic Spear Attack", "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_BasicSpearAttack_DESC": "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.", "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_PiercingThrust_NAME": "Piercing Thrust", "TEXTKEY_SKILL_PiercingThrust_SUBNAME": "NULL", "TEXTKEY_SKILL_PiercingThrust_DESC": "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain [AFFECTER_Acceleration] for {1} seconds.", "TEXTKEY_SKILL_PiercingThrust_FLAVOR": "NULL", "TEXTKEY_SKILL_TwinThrust_NAME": "Twin Thrust", "TEXTKEY_SKILL_TwinThrust_SUBNAME": "NULL", "TEXTKEY_SKILL_TwinThrust_DESC": "For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target {2} times.", "TEXTKEY_SKILL_TwinThrust_FLAVOR": "NULL", "TEXTKEY_SKILL_TwinThrustAttack_NAME": "Twin Thrust", "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_TwinThrustAttack_DESC": "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located in a straight line along the direction of the attack.", "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_Anchor_NAME": "Anchor", "TEXTKEY_SKILL_Anchor_SUBNAME": "NULL", "TEXTKEY_SKILL_Anchor_DESC": "Gain [AFFECTER_Rush] and [AFFECTER_Rooting] for {0} seconds.", "TEXTKEY_SKILL_Anchor_FLAVOR": "NULL", "TEXTKEY_SKILL_OpeningStrike_NAME": "Opening Strike", "TEXTKEY_SKILL_OpeningStrike_SUBNAME": "NULL", "TEXTKEY_SKILL_OpeningStrike_DESC": "Deals physical damage equal to {0}% of Physical Attack to the target and applies [AFFECTER_Vulnerable] for {1} seconds.", "TEXTKEY_SKILL_OpeningStrike_FLAVOR": "NULL", "TEXTKEY_SKILL_QuickRetreat_NAME": "Quick Retreat", "TEXTKEY_SKILL_QuickRetreat_SUBNAME": "NULL", "TEXTKEY_SKILL_QuickRetreat_DESC": "Removes [AFFECTER_Rooting], [AFFECTER_Slow] and grants [AFFECTER_Haste] for {0} seconds.", "TEXTKEY_SKILL_QuickRetreat_FLAVOR": "NULL", "TEXTKEY_SKILL_SpearBash_NAME": "Spear Bash", "TEXTKEY_SKILL_SpearBash_SUBNAME": "NULL", "TEXTKEY_SKILL_SpearBash_DESC": "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with [AFFECTER_Slow] for {2} seconds.", "TEXTKEY_SKILL_SpearBash_FLAVOR": "NULL", "TEXTKEY_SKILL_TwoHandGrip_NAME": "Two-Hand Grip", "TEXTKEY_SKILL_TwoHandGrip_SUBNAME": "NULL", "TEXTKEY_SKILL_TwoHandGrip_DESC": "Increases [STATUS_PhysicalAttackPower] by {0}% when dealing damage to enemies without equipping a secondary weapon.", "TEXTKEY_SKILL_TwoHandGrip_FLAVOR": "NULL", "TEXTKEY_SKILL_SwordmansResolve_NAME": "Swordsman's Resolve", "TEXTKEY_SKILL_SwordmansResolve_SUBNAME": "NULL", "TEXTKEY_SKILL_SwordmansResolve_DESC": "Increases [STATUS_CooldownReduction] by {0}.", "TEXTKEY_SKILL_SwordmansResolve_FLAVOR": "NULL", "TEXTKEY_SKILL_SharpEdge_NAME": "Sharp Edge", "TEXTKEY_SKILL_SharpEdge_SUBNAME": "NULL", "TEXTKEY_SKILL_SharpEdge_DESC": "When using a skill, [STATUS_PhysicalAttackPower] increases by {1}% for {0} seconds. Can be stacked up to 6 times.", "TEXTKEY_SKILL_SharpEdge_FLAVOR": "NULL", "TEXTKEY_SKILL_BladeSpirit_NAME": "Blade Spirit", "TEXTKEY_SKILL_BladeSpirit_SUBNAME": "NULL", "TEXTKEY_SKILL_BladeSpirit_DESC": "When you deal melee physical critical damage to an enemy, you restore {0} [STATUS_Energy].", "TEXTKEY_SKILL_BladeSpirit_FLAVOR": "NULL", "TEXTKEY_SKILL_FlowSeeker_NAME": "Flow Seeker", "TEXTKEY_SKILL_FlowSeeker_SUBNAME": "NULL", "TEXTKEY_SKILL_FlowSeeker_DESC": "When using a single enemy target melee skill, inflict 1 [AFFECTER_ExposedFlaw] on the target for {0} seconds.", "TEXTKEY_SKILL_FlowSeeker_FLAVOR": "NULL", "TEXTKEY_SKILL_WeaponDeflect_NAME": "Weapon Deflect", "TEXTKEY_SKILL_WeaponDeflect_SUBNAME": "NULL", "TEXTKEY_SKILL_WeaponDeflect_DESC": "Increases [STATUS_GuardChance] by {0}%.", "TEXTKEY_SKILL_WeaponDeflect_FLAVOR": "NULL", "TEXTKEY_SKILL_SwordmanTaunt_NAME": "Swordsman's Taunt", "TEXTKEY_SKILL_SwordmanTaunt_SUBNAME": "NULL", "TEXTKEY_SKILL_SwordmanTaunt_DESC": "Applies [AFFECTER_Taunt] to the target for {0} seconds when using single target melee skills.", "TEXTKEY_SKILL_SwordmanTaunt_FLAVOR": "NULL", "TEXTKEY_SKILL_Executioner_NAME": "Executioner", "TEXTKEY_SKILL_Executioner_SUBNAME": "NULL", "TEXTKEY_SKILL_Executioner_DESC": "Increases [STATUS_CriticalChance] by {1}% for {0} seconds upon defeating an enemy, up to a maximum of {2}%.", "TEXTKEY_SKILL_Executioner_FLAVOR": "NULL", "TEXTKEY_SKILL_ColdFury_NAME": "Cold Fury", "TEXTKEY_SKILL_ColdFury_SUBNAME": "NULL", "TEXTKEY_SKILL_ColdFury_DESC": "Increases [STATUS_DamageDealtBonus] by {1}% for {0} seconds upon defeating an enemy.", "TEXTKEY_SKILL_ColdFury_FLAVOR": "NULL", "TEXTKEY_SKILL_InevitableBlow_NAME": "Inevitable Blow", "TEXTKEY_SKILL_InevitableBlow_SUBNAME": "NULL", "TEXTKEY_SKILL_InevitableBlow_DESC": "When dealing melee damage to a unit with the [AFFECTER_Stun] status, the attack will definitely hit.", "TEXTKEY_SKILL_InevitableBlow_FLAVOR": "NULL", "TEXTKEY_SKILL_CrimsonRecoil_NAME": "Crimson Recoil", "TEXTKEY_SKILL_CrimsonRecoil_SUBNAME": "NULL", "TEXTKEY_SKILL_CrimsonRecoil_DESC": "When you kill an enemy, you gain [AFFECTER_Barrier] equal to {1}% of your missing health for {0} seconds.", "TEXTKEY_SKILL_CrimsonRecoil_FLAVOR": "NULL", "TEXTKEY_SKILL_FatalVerdict_NAME": "Fatal Verdict", "TEXTKEY_SKILL_FatalVerdict_SUBNAME": "NULL", "TEXTKEY_SKILL_FatalVerdict_DESC": "When dealing melee physical damage to an enemy, the damage increases by up to {0}% based on the target's missing health.", "TEXTKEY_SKILL_FatalVerdict_FLAVOR": "NULL", "TEXTKEY_SKILL_SavageBarrier_NAME": "Savage Barrier", "TEXTKEY_SKILL_SavageBarrier_SUBNAME": "NULL", "TEXTKEY_SKILL_SavageBarrier_DESC": "Grants [AFFECTER_Barrier] equal to {2}% of [STATUS_MaxHealthTotal] for {1} seconds when current [STATUS_HealthTotal] falls below {0}%. This effect activates only once per battle.", "TEXTKEY_SKILL_SavageBarrier_FLAVOR": "NULL", "TEXTKEY_SKILL_Maelstrom_NAME": "Maelstrom", "TEXTKEY_SKILL_Maelstrom_SUBNAME": "NULL", "TEXTKEY_SKILL_Maelstrom_DESC": "Increases [STATUS_PhysicalAttackPower] by {0}% for each unit within 1 tile.", "TEXTKEY_SKILL_Maelstrom_FLAVOR": "NULL", "TEXTKEY_SKILL_GuardBarrier_NAME": "Guard Barrier", "TEXTKEY_SKILL_GuardBarrier_SUBNAME": "NULL", "TEXTKEY_SKILL_GuardBarrier_DESC": "Grants [AFFECTER_Barrier] equal to {1}% of [STATUS_MaxHealthTotal] for {0} seconds upon inflicting negative effects on enemy units.", "TEXTKEY_SKILL_GuardBarrier_FLAVOR": "NULL", "TEXTKEY_SKILL_Fortified_NAME": "Fortified", "TEXTKEY_SKILL_Fortified_SUBNAME": "NULL", "TEXTKEY_SKILL_Fortified_DESC": "Increases [AFFECTER_Barrier] gain by {0}%.", "TEXTKEY_SKILL_Fortified_FLAVOR": "NULL", "TEXTKEY_SKILL_FinesseEdge_NAME": "Finesse Edge", "TEXTKEY_SKILL_FinesseEdge_SUBNAME": "NULL", "TEXTKEY_SKILL_FinesseEdge_DESC": "[STATUS_DamageTakenBonus] from targets with negative effects decreases by {0}%.", "TEXTKEY_SKILL_FinesseEdge_FLAVOR": "NULL", "TEXTKEY_SKILL_BarrierResurge_NAME": "Barrier Resurge", "TEXTKEY_SKILL_BarrierResurge_SUBNAME": "NULL", "TEXTKEY_SKILL_BarrierResurge_DESC": "Restores health equal to {0}% of the [AFFECTER_Barrier] when its duration expires.", "TEXTKEY_SKILL_BarrierResurge_FLAVOR": "NULL", "TEXTKEY_SKILL_MockingGrin_NAME": "Mocking Grin", "TEXTKEY_SKILL_MockingGrin_SUBNAME": "NULL", "TEXTKEY_SKILL_MockingGrin_DESC": "Whenever you take damage from a target affected by your [AFFECTER_Taunt], gain [AFFECTER_Barrier] equal to {0}% of the damage taken for {1} seconds.", "TEXTKEY_SKILL_MockingGrin_FLAVOR": "NULL", "TEXTKEY_SKILL_FastHand_NAME": "Fast Hand", "TEXTKEY_SKILL_FastHand_SUBNAME": "NULL", "TEXTKEY_SKILL_FastHand_DESC": "Increases [STATUS_AttackSpeed] by {0}%.", "TEXTKEY_SKILL_FastHand_FLAVOR": "NULL", "TEXTKEY_SKILL_BulkShot_NAME": "Bulk Shot", "TEXTKEY_SKILL_BulkShot_SUBNAME": "NULL", "TEXTKEY_SKILL_BulkShot_DESC": "When using basic attacks that consume ammo, deal physical damage equal to {1}% of [STATUS_PhysicalAttackPower] to {0} enemy units within 1 tile of the target's cross, but consume 1 additional ammo every 3 basic attacks.", "TEXTKEY_SKILL_BulkShot_FLAVOR": "NULL", "TEXTKEY_SKILL_SharpShooter_NAME": "Sharp Shooter", "TEXTKEY_SKILL_SharpShooter_SUBNAME": "NULL", "TEXTKEY_SKILL_SharpShooter_DESC": "Increases [STATUS_CriticalChance] by {6}% each time the number of enemies defeated with basic attacks reaches {0}/{1}/{2}/{3}/{4}/{5}.", "TEXTKEY_SKILL_SharpShooter_FLAVOR": "NULL", "TEXTKEY_SKILL_FirstAssault_NAME": "First Assault", "TEXTKEY_SKILL_FirstAssault_SUBNAME": "NULL", "TEXTKEY_SKILL_FirstAssault_DESC": "At the start of combat, [STATUS_PhysicalAttackPower] increases by {1}% for {0} seconds.", "TEXTKEY_SKILL_FirstAssault_FLAVOR": "NULL", "TEXTKEY_SKILL_CombatMomentum_NAME": "Combat Momentum", "TEXTKEY_SKILL_CombatMomentum_SUBNAME": "NULL", "TEXTKEY_SKILL_CombatMomentum_DESC": "Killing an enemy increases your [STATUS_AttackSpeed] by {1}% for {0} seconds. This increase can occur up to 3 times.", "TEXTKEY_SKILL_CombatMomentum_FLAVOR": "NULL", "TEXTKEY_SKILL_FireProof_NAME": "Fireproof", "TEXTKEY_SKILL_FireProof_SUBNAME": "NULL", "TEXTKEY_SKILL_FireProof_DESC": "Increases the amount of [AFFECTER_Burning] stacks gained by {0}% and ignores {1}% of damage from [AFFECTER_Burning].", "TEXTKEY_SKILL_FireProof_FLAVOR": "NULL", "TEXTKEY_SKILL_FireBattleMage_NAME": "Fire Battle Mage", "TEXTKEY_SKILL_FireBattleMage_SUBNAME": "NULL", "TEXTKEY_SKILL_FireBattleMage_DESC": "Allows the use of active skills from the fire skill tree without equipping a fire staff.", "TEXTKEY_SKILL_FireBattleMage_FLAVOR": "NULL", "TEXTKEY_SKILL_LastCinder_NAME": "Last Cinder", "TEXTKEY_SKILL_LastCinder_SUBNAME": "NULL", "TEXTKEY_SKILL_LastCinder_DESC": "Applies {1} stacks of [AFFECTER_Burning] for {2} seconds to target when performing a basic attack while HP is below {0}%.", "TEXTKEY_SKILL_LastCinder_FLAVOR": "NULL", "TEXTKEY_SKILL_Ignition_NAME": "Ignition", "TEXTKEY_SKILL_Ignition_SUBNAME": "NULL", "TEXTKEY_SKILL_Ignition_DESC": "When dealing damage to an enemy target with [AFFECTER_Burning], the damage dealt increases by [AFFECTER_Burning] * {0}%.", "TEXTKEY_SKILL_Ignition_FLAVOR": "NULL", "TEXTKEY_SKILL_FlameOfLife_NAME": "Flame Of Life", "TEXTKEY_SKILL_FlameOfLife_SUBNAME": "NULL", "TEXTKEY_SKILL_FlameOfLife_DESC": "When applying [AFFECTER_Burning] to an enemy unit, the user recovers {0}% of their current missing health.", "TEXTKEY_SKILL_FlameOfLife_FLAVOR": "NULL", "TEXTKEY_SKILL_ExtraBubble_NAME": "Extra Bubble", "TEXTKEY_SKILL_ExtraBubble_SUBNAME": "NULL", "TEXTKEY_SKILL_ExtraBubble_DESC": "When using a skill, there is a {0}% chance that {1} additional bubbling will be summoned.", "TEXTKEY_SKILL_ExtraBubble_FLAVOR": "NULL", "TEXTKEY_SKILL_WaveCicle_NAME": "Wave Cycle", "TEXTKEY_SKILL_WaveCicle_SUBNAME": "NULL", "TEXTKEY_SKILL_WaveCicle_DESC": "When you gain [AFFECTER_Barrier], [STATUS_CooldownReduction] for all skills increases by {0}%.", "TEXTKEY_SKILL_WaveCicle_FLAVOR": "NULL", "TEXTKEY_SKILL_DeepWater_NAME": "Deep Water", "TEXTKEY_SKILL_DeepWater_SUBNAME": "NULL", "TEXTKEY_SKILL_DeepWater_DESC": "Each time the number of units or structures you summon reaches {0}/{1}/{2}/{3}/{4}/{5}, [STATUS_MaxEnergy] increases by {6}%.", "TEXTKEY_SKILL_DeepWater_FLAVOR": "NULL", "TEXTKEY_SKILL_EbbAndFlow_NAME": "Ebb And Flow", "TEXTKEY_SKILL_EbbAndFlow_SUBNAME": "NULL", "TEXTKEY_SKILL_EbbAndFlow_DESC": "When a unit or structure you summoned is destroyed, gain [AFFECTER_CooldownReduction] for {0} seconds.", "TEXTKEY_SKILL_EbbAndFlow_FLAVOR": "NULL", "TEXTKEY_SKILL_ShieldHandling_NAME": "Shield Handling", "TEXTKEY_SKILL_ShieldHandling_SUBNAME": "NULL", "TEXTKEY_SKILL_ShieldHandling_DESC": "Increases [STATUS_GuardChance] by {0}%. When equipped with a shield, [STATUS_AttackSpeed] increases by {1}%, and the weight of the equipped shield becomes 0.", "TEXTKEY_SKILL_ShieldHandling_FLAVOR": "NULL", "TEXTKEY_SKILL_ElasticGuard_NAME": "Elastic Guard", "TEXTKEY_SKILL_ElasticGuard_SUBNAME": "NULL", "TEXTKEY_SKILL_ElasticGuard_DESC": "Grants [AFFECTER_Barrier] equal to {1}% of damage reduced by guard for {0} seconds when guarding.", "TEXTKEY_SKILL_ElasticGuard_FLAVOR": "NULL", "TEXTKEY_SKILL_Bastion_NAME": "Bastion", "TEXTKEY_SKILL_Bastion_SUBNAME": "NULL", "TEXTKEY_SKILL_Bastion_DESC": "Increases [STATUS_GuardChance] by {0}% for each adjacent enemy.", "TEXTKEY_SKILL_Bastion_FLAVOR": "NULL", "TEXTKEY_SKILL_Withstand_NAME": "Withstand", "TEXTKEY_SKILL_Withstand_SUBNAME": "NULL", "TEXTKEY_SKILL_Withstand_DESC": "When [STATUS_HealthTotal] is below 50%, [STATUS_GuardChance] increases by {0}%.", "TEXTKEY_SKILL_Withstand_FLAVOR": "NULL", "TEXTKEY_SKILL_GreenShade_NAME": "Green Shade", "TEXTKEY_SKILL_GreenShade_SUBNAME": "NULL", "TEXTKEY_SKILL_GreenShade_DESC": "[STATUS_DamageTakenBonus] decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)", "TEXTKEY_SKILL_GreenShade_FLAVOR": "NULL", "TEXTKEY_SKILL_InnerGrove_NAME": "Inner Grove", "TEXTKEY_SKILL_InnerGrove_SUBNAME": "NULL", "TEXTKEY_SKILL_InnerGrove_DESC": "All health recovery effects you receive are increased by {0}%.", "TEXTKEY_SKILL_InnerGrove_FLAVOR": "NULL", "TEXTKEY_SKILL_NatureSpirit_NAME": "Nature Spirit", "TEXTKEY_SKILL_NatureSpirit_SUBNAME": "NULL", "TEXTKEY_SKILL_NatureSpirit_DESC": "You can use active skills from the Nature skill tree without equipping a Nature staff.", "TEXTKEY_SKILL_NatureSpirit_FLAVOR": "NULL", "TEXTKEY_SKILL_LifeBurst_NAME": "Life Burst", "TEXTKEY_SKILL_LifeBurst_SUBNAME": "NULL", "TEXTKEY_SKILL_LifeBurst_DESC": "When the Strange Seed is destroyed, it explodes, restoring [STATUS_HealthTotal] equal to {0}% of [STATUS_MagicAttackPower] to all adjacent allied units and granting [AFFECTER_CooldownReduction] for {1} seconds.", "TEXTKEY_SKILL_LifeBurst_FLAVOR": "NULL", "TEXTKEY_SKILL_LifeCycle_NAME": "Life Cycle", "TEXTKEY_SKILL_LifeCycle_SUBNAME": "NULL", "TEXTKEY_SKILL_LifeCycle_DESC": "When an enemy unit dies during combat, grants [AFFECTER_HealthBoost] equal to {1}% of [STATUS_MagicAttackPower] to all friendly units for {0} seconds.", "TEXTKEY_SKILL_LifeCycle_FLAVOR": "NULL", "TEXTKEY_SKILL_HealingTouch_NAME": "Healing Touch", "TEXTKEY_SKILL_HealingTouch_SUBNAME": "NULL", "TEXTKEY_SKILL_HealingTouch_DESC": "When equipped with a nature staff, the basic attack changes to [SKILL_HealingTouchAttack].", "TEXTKEY_SKILL_HealingTouch_FLAVOR": "NULL", "TEXTKEY_SKILL_HealingTouchAttack_NAME": "Healing Touch", "TEXTKEY_SKILL_HealingTouchAttack_SUBNAME": "NULL", "TEXTKEY_SKILL_HealingTouchAttack_DESC": "Restores an ally unit's [STATUS_HealthTotal] by {0}% of [STATUS_MagicAttackPower].", "TEXTKEY_SKILL_HealingTouchAttack_FLAVOR": "NULL", "TEXTKEY_SKILL_RecklessAssault_NAME": "Reckless Assault", "TEXTKEY_SKILL_RecklessAssault_SUBNAME": "NULL", "TEXTKEY_SKILL_RecklessAssault_DESC": "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreases by {2}%. This effect resets if position changes.", "TEXTKEY_SKILL_RecklessAssault_FLAVOR": "NULL", "TEXTKEY_SKILL_Initiative_NAME": "Initiative", "TEXTKEY_SKILL_Initiative_SUBNAME": "NULL", "TEXTKEY_SKILL_Initiative_DESC": "At the start of combat, attack speed increases by {1}% for {0} seconds.", "TEXTKEY_SKILL_Initiative_FLAVOR": "NULL", "TEXTKEY_SKILL_BattleCadence_NAME": "Battle Cadence", "TEXTKEY_SKILL_BattleCadence_SUBNAME": "NULL", "TEXTKEY_SKILL_BattleCadence_DESC": "Every {0} basic attacks, deal additional physical damage to the target equal to {1}% of physical attack power.", "TEXTKEY_SKILL_BattleCadence_FLAVOR": "NULL", "TEXTKEY_SKILL_BraceStance_NAME": "Brace Stance", "TEXTKEY_SKILL_BraceStance_SUBNAME": "NULL", "TEXTKEY_SKILL_BraceStance_DESC": "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect can stack up to {2}%. The effect resets if position changes.", "TEXTKEY_SKILL_BraceStance_FLAVOR": "NULL", "TEXTKEY_SKILL_LoggingTechnique_NAME": "Logging Technique", "TEXTKEY_SKILL_LoggingTechnique_DESC": "NULL", "TEXTKEY_SKILL_LoggingTechnique_FLAVOR": "NULL", "TEXTKEY_SKILL_LoggingMuscle_NAME": "Logging Muscle", "TEXTKEY_SKILL_LoggingMuscle_DESC": "NULL", "TEXTKEY_SKILL_LoggingMuscle_FLAVOR": "NULL", "TEXTKEY_SKILL_WoodCarrier_NAME": "Wood Carrier", "TEXTKEY_SKILL_WoodCarrier_DESC": "NULL", "TEXTKEY_SKILL_WoodCarrier_FLAVOR": "NULL", "TEXTKEY_SKILL_SweetSap_NAME": "Sweet Sap", "TEXTKEY_SKILL_SweetSap_DESC": "NULL", "TEXTKEY_SKILL_SweetSap_FLAVOR": "NULL", "TEXTKEY_SKILL_MinerPower_NAME": "Miner Power", "TEXTKEY_SKILL_MinerPower_DESC": "NULL", "TEXTKEY_SKILL_MinerPower_FLAVOR": "NULL", "TEXTKEY_SKILL_DigGround_NAME": "Dig Ground", "TEXTKEY_SKILL_DigGround_DESC": "NULL", "TEXTKEY_SKILL_DigGround_FLAVOR": "NULL", "TEXTKEY_SKILL_MetalDebris_NAME": "Metal Debris", "TEXTKEY_SKILL_MetalDebris_DESC": "NULL", "TEXTKEY_SKILL_MetalDebris_FLAVOR": "NULL", "TEXTKEY_SKILL_WastelessMining_NAME": "Wasteless Mining", "TEXTKEY_SKILL_WastelessMining_DESC": "NULL", "TEXTKEY_SKILL_WastelessMining_FLAVOR": "NULL", "TEXTKEY_SKILL_PickaxeEnhancement_NAME": "Pickaxe Enhancement", "TEXTKEY_SKILL_PickaxeEnhancement_DESC": "NULL", "TEXTKEY_SKILL_PickaxeEnhancement_FLAVOR": "NULL", "TEXTKEY_SKILL_HeartyServing_NAME": "Hearty Serving", "TEXTKEY_SKILL_HeartyServing_DESC": "NULL", "TEXTKEY_SKILL_HeartyServing_FLAVOR": "NULL", "TEXTKEY_SKILL_FastCooking_NAME": "Fast Cooking", "TEXTKEY_SKILL_FastCooking_DESC": "NULL", "TEXTKEY_SKILL_FastCooking_FLAVOR": "NULL", "TEXTKEY_SKILL_BuffDish_NAME": "Buff Dish", "TEXTKEY_SKILL_BuffDish_DESC": "NULL", "TEXTKEY_SKILL_BuffDish_FLAVOR": "NULL", "TEXTKEY_SKILL_DeliciousInDungeon_NAME": "Delicious in Dungeon", "TEXTKEY_SKILL_DeliciousInDungeon_DESC": "NULL", "TEXTKEY_SKILL_DeliciousInDungeon_FLAVOR": "NULL", "TEXTKEY_SKILL_TapeMeasure_NAME": "Tape Measure", "TEXTKEY_SKILL_TapeMeasure_DESC": "NULL", "TEXTKEY_SKILL_TapeMeasure_FLAVOR": "NULL", "TEXTKEY_SKILL_JoyOfCreation_NAME": "Joy of Creation", "TEXTKEY_SKILL_JoyOfCreation_DESC": "NULL", "TEXTKEY_SKILL_JoyOfCreation_FLAVOR": "NULL", "TEXTKEY_SKILL_DoubleOutput_NAME": "Double Output", "TEXTKEY_SKILL_DoubleOutput_DESC": "NULL", "TEXTKEY_SKILL_DoubleOutput_FLAVOR": "NULL", "TEXTKEY_SKILL_FieldRepair_NAME": "Field Repair", "TEXTKEY_SKILL_FieldRepair_DESC": "NULL", "TEXTKEY_SKILL_FieldRepair_FLAVOR": "NULL", "TEXTKEY_SKILL_FabricFloor_NAME": "Fabric Floor", "TEXTKEY_SKILL_FabricFloor_DESC": "NULL", "TEXTKEY_SKILL_FabricFloor_FLAVOR": "NULL", "TEXTKEY_SKILL_Builder_NAME": "Builder", "TEXTKEY_SKILL_Builder_DESC": "NULL", "TEXTKEY_SKILL_Builder_FLAVOR": "NULL", "TEXTKEY_SKILL_HeavyLabor_NAME": "Heavy Labor", "TEXTKEY_SKILL_HeavyLabor_DESC": "NULL", "TEXTKEY_SKILL_HeavyLabor_FLAVOR": "NULL", "TEXTKEY_SKILL_Barricade_NAME": "Barricade", "TEXTKEY_SKILL_Barricade_DESC": "NULL", "TEXTKEY_SKILL_Barricade_FLAVOR": "NULL", "TEXTKEY_SKILL_NewDiscovery_NAME": "New Discovery", "TEXTKEY_SKILL_NewDiscovery_DESC": "NULL", "TEXTKEY_SKILL_NewDiscovery_FLAVOR": "NULL", "TEXTKEY_SKILL_ResearchJournal_NAME": "Research Journal", "TEXTKEY_SKILL_ResearchJournal_DESC": "NULL", "TEXTKEY_SKILL_ResearchJournal_FLAVOR": "NULL", "TEXTKEY_SKILL_StudentDiscount_NAME": "Student Discount", "TEXTKEY_SKILL_StudentDiscount_DESC": "NULL", "TEXTKEY_SKILL_StudentDiscount_FLAVOR": "NULL", "TEXTKEY_SKILL_PathOfScholar_NAME": "Path of the Scholar", "TEXTKEY_SKILL_PathOfScholar_DESC": "NULL", "TEXTKEY_SKILL_PathOfScholar_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GodMode_NAME": "God Mode", "TEXTKEY_AFFECTER_GodMode_DESC": "This description is for testing.", "TEXTKEY_AFFECTER_GodMode_FLAVOR": "Our Father in heaven, hallowed be your name.", "TEXTKEY_AFFECTER_InvincibleMode_NAME": "Sturdy", "TEXTKEY_AFFECTER_InvincibleMode_DESC": "Sturdy", "TEXTKEY_AFFECTER_InvincibleMode_FLAVOR": "Sturdy", "TEXTKEY_AFFECTER_TaskGodMode_NAME": "Dokkaebi Club", "TEXTKEY_AFFECTER_TaskGodMode_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TaskGodMode_DESC": "The worker becomes a factory!!", "TEXTKEY_AFFECTER_TaskGodMode_FLAVOR": "What will come out if you strike the club? Gold, come forth! Silver, come forth!", "TEXTKEY_AFFECTER_HappyMode_NAME": "One Who Finds Joy", "TEXTKEY_AFFECTER_HappyMode_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HappyMode_DESC": "Happy.", "TEXTKEY_AFFECTER_HappyMode_FLAVOR": "Is it not a joy to learn and practice from time to time?", "TEXTKEY_AFFECTER_Frenzy_NAME": "Frenzy", "TEXTKEY_AFFECTER_Frenzy_DESC": "Very angry. But this is for test.", "TEXTKEY_AFFECTER_Frenzy_FLAVOR": "Forest dragon cried Quaaaa.", "TEXTKEY_AFFECTER_Offensive_NAME": "Offensive", "TEXTKEY_AFFECTER_Offensive_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Offensive_DESC": "NULL", "TEXTKEY_AFFECTER_Offensive_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Weakened_NAME": "Weakened", "TEXTKEY_AFFECTER_Weakened_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Weakened_DESC": "NULL", "TEXTKEY_AFFECTER_Weakened_FLAVOR": "NULL", "TEXTKEY_AFFECTER_IronWall_NAME": "Iron Wall", "TEXTKEY_AFFECTER_IronWall_SUBNAME": "NULL", "TEXTKEY_AFFECTER_IronWall_DESC": "NULL", "TEXTKEY_AFFECTER_IronWall_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Vulnerable_NAME": "Vulnerable", "TEXTKEY_AFFECTER_Vulnerable_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Vulnerable_DESC": "NULL", "TEXTKEY_AFFECTER_Vulnerable_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Invincible_NAME": "Invincible", "TEXTKEY_AFFECTER_Invincible_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Invincible_DESC": "Immune to all damage.", "TEXTKEY_AFFECTER_Invincible_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Fortification_NAME": "Fortification", "TEXTKEY_AFFECTER_Fortification_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Fortification_DESC": "NULL", "TEXTKEY_AFFECTER_Fortification_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Slow_NAME": "Slow", "TEXTKEY_AFFECTER_Slow_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Slow_DESC": "NULL", "TEXTKEY_AFFECTER_Slow_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Frozen_NAME": "Frozen", "TEXTKEY_AFFECTER_Frozen_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Frozen_DESC": "[STATUS_DamageTakenBonus] increases based on the number of stacks.", "TEXTKEY_AFFECTER_Frozen_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Limping_NAME": "Limping", "TEXTKEY_AFFECTER_Limping_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Limping_DESC": "[STATUS_MovementSpeed] decreases.", "TEXTKEY_AFFECTER_Limping_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Haste_NAME": "Haste", "TEXTKEY_AFFECTER_Haste_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Haste_DESC": "NULL", "TEXTKEY_AFFECTER_Haste_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Rush_NAME": "Rush", "TEXTKEY_AFFECTER_Rush_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Rush_DESC": "NULL", "TEXTKEY_AFFECTER_Rush_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MagicAmplification_NAME": "Magic Amplification", "TEXTKEY_AFFECTER_MagicAmplification_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MagicAmplification_DESC": "NULL", "TEXTKEY_AFFECTER_MagicAmplification_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Sharpness_NAME": "Sharpness", "TEXTKEY_AFFECTER_Sharpness_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Sharpness_DESC": "NULL", "TEXTKEY_AFFECTER_Sharpness_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CriticalWeakness_NAME": "Critical Weakness", "TEXTKEY_AFFECTER_CriticalWeakness_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CriticalWeakness_DESC": "[STATUS_CriticalDamageBonus] taken from critical hits increases.", "TEXTKEY_AFFECTER_CriticalWeakness_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Acceleration_NAME": "Acceleration", "TEXTKEY_AFFECTER_Acceleration_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Acceleration_DESC": "NULL", "TEXTKEY_AFFECTER_Acceleration_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Deceleration_NAME": "Deceleration", "TEXTKEY_AFFECTER_Deceleration_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Deceleration_DESC": "NULL", "TEXTKEY_AFFECTER_Deceleration_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Precision_NAME": "Precision", "TEXTKEY_AFFECTER_Precision_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Precision_DESC": "NULL", "TEXTKEY_AFFECTER_Precision_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Disturbance_NAME": "Disturbance", "TEXTKEY_AFFECTER_Disturbance_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Disturbance_DESC": "NULL", "TEXTKEY_AFFECTER_Disturbance_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CooldownReduction_NAME": "Cooldown Reduction", "TEXTKEY_AFFECTER_CooldownReduction_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CooldownReduction_DESC": "NULL", "TEXTKEY_AFFECTER_CooldownReduction_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ReflexiveEvasion_NAME": "Reflexive Evasion", "TEXTKEY_AFFECTER_ReflexiveEvasion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ReflexiveEvasion_DESC": "NULL", "TEXTKEY_AFFECTER_ReflexiveEvasion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Stiffness_NAME": "Stiffness", "TEXTKEY_AFFECTER_Stiffness_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Stiffness_DESC": "NULL", "TEXTKEY_AFFECTER_Stiffness_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BloodDrain_NAME": "Blood Drain", "TEXTKEY_AFFECTER_BloodDrain_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BloodDrain_DESC": "NULL", "TEXTKEY_AFFECTER_BloodDrain_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Reinforced_NAME": "Reinforced", "TEXTKEY_AFFECTER_Reinforced_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Reinforced_DESC": "NULL", "TEXTKEY_AFFECTER_Reinforced_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Break_NAME": "Break", "TEXTKEY_AFFECTER_Break_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Break_DESC": "NULL", "TEXTKEY_AFFECTER_Break_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Ward_NAME": "Ward", "TEXTKEY_AFFECTER_Ward_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Ward_DESC": "NULL", "TEXTKEY_AFFECTER_Ward_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Fracture_NAME": "Fracture", "TEXTKEY_AFFECTER_Fracture_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Fracture_DESC": "NULL", "TEXTKEY_AFFECTER_Fracture_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Burning_NAME": "Burning", "TEXTKEY_AFFECTER_Burning_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Burning_DESC": "Take defense ignoring magic damage of stack * {0} per second.", "TEXTKEY_AFFECTER_Burning_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Freezing_NAME": "Freezing", "TEXTKEY_AFFECTER_Freezing_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Freezing_DESC": "[STATUS_DamageTakenBonus] increases by {0}% per stack.", "TEXTKEY_AFFECTER_Freezing_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Rooting_NAME": "Rooting", "TEXTKEY_AFFECTER_Rooting_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Rooting_DESC": "Unable to move from the current position.", "TEXTKEY_AFFECTER_Rooting_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Taunt_NAME": "Taunt", "TEXTKEY_AFFECTER_Taunt_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Taunt_DESC": "Attack the target that taunted you first.", "TEXTKEY_AFFECTER_Taunt_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Immortal_NAME": "Immortal", "TEXTKEY_AFFECTER_Immortal_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Immortal_DESC": "Health does not drop below 1.", "TEXTKEY_AFFECTER_Immortal_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ReflectPhysical_NAME": "Reflect: Physical", "TEXTKEY_AFFECTER_ReflectPhysical_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ReflectPhysical_DESC": "Reflect {0}% of the physical damage taken back to the attacker as physical damage.", "TEXTKEY_AFFECTER_ReflectPhysical_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ReflectMagic_NAME": "Reflect: Magic", "TEXTKEY_AFFECTER_ReflectMagic_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ReflectMagic_DESC": "Reflect {0}% of the magic damage taken back to the attacker as magic damage.", "TEXTKEY_AFFECTER_ReflectMagic_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ReflectMelee_NAME": "Reflect: Melee", "TEXTKEY_AFFECTER_ReflectMelee_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ReflectMelee_DESC": "Reflect {0}% of the melee physical damage taken back to the attacker as physical damage.", "TEXTKEY_AFFECTER_ReflectMelee_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ReflectRange_NAME": "Reflect: Range", "TEXTKEY_AFFECTER_ReflectRange_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ReflectRange_DESC": "Reflect {0}% of the range physical damage taken back to the attacker as physical damage.", "TEXTKEY_AFFECTER_ReflectRange_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Corrosion_NAME": "Corrosion", "TEXTKEY_AFFECTER_Corrosion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Corrosion_DESC": "Head, body armor and shield durability decreases by stack * {0} per second.", "TEXTKEY_AFFECTER_Corrosion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Poison_NAME": "Poison", "TEXTKEY_AFFECTER_Poison_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Poison_DESC": "Take defense ignoring magic damage equal to {0}% of [STATUS_MaxHealthTotal] per second. This effect cannot stack.", "TEXTKEY_AFFECTER_Poison_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Stealth_NAME": "Stealth", "TEXTKEY_AFFECTER_Stealth_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Stealth_DESC": "Remain undetected and untargetable. This effect ends immediately if you deal damage to an enemy.", "TEXTKEY_AFFECTER_Stealth_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Shell_NAME": "Shell", "TEXTKEY_AFFECTER_Shell_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Shell_DESC": "Consumes 1 stack to reduce damage taken to 1. This effect takes precedence over guard.", "TEXTKEY_AFFECTER_Shell_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfRushStack_NAME": "Art Of Rush", "TEXTKEY_AFFECTER_ArtOfRushStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfRushStack_DESC": "Use a charge attack, When it take damage {0} times", "TEXTKEY_AFFECTER_ArtOfRushStack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfRushAura_NAME": "Art Of Rush Aura", "TEXTKEY_AFFECTER_ArtOfRushAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfRushAura_DESC": "Use a charge attack, When it take damage {0} times", "TEXTKEY_AFFECTER_ArtOfRushAura_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfThrowStack_NAME": "Art Of Throw", "TEXTKEY_AFFECTER_ArtOfThrowStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfThrowStack_DESC": "Use a throw attack, When it take damage {0} times", "TEXTKEY_AFFECTER_ArtOfThrowStack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfThrowAura_NAME": "Art Of Throw Aura", "TEXTKEY_AFFECTER_ArtOfThrowAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfThrowAura_DESC": "Use a throw attack, When it take damage {0} times", "TEXTKEY_AFFECTER_ArtOfThrowAura_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SpellPreheat_NAME": "Spell Preheating", "TEXTKEY_AFFECTER_SpellPreheat_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SpellPreheat_DESC": "Magic skills are unavailable for a certain amount of time", "TEXTKEY_AFFECTER_SpellPreheat_FLAVOR": "Even the golems know the virtues of rest", "TEXTKEY_AFFECTER_AcidSpread_NAME": "Acid Spread", "TEXTKEY_AFFECTER_AcidSpread_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AcidSpread_DESC": "Code for whether to display alpha acid slug attack range", "TEXTKEY_AFFECTER_AcidSpread_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Ambivalence_NAME": "Dummy Affector for monsters has multiple idle animation", "TEXTKEY_AFFECTER_Ambivalence_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Ambivalence_DESC": "An Affector for monsters that changes the IDLE animation at the start of combat\n(Some monsters may have multiple Idles, in which case the following Affector is used: Alpha Acid Slug)", "TEXTKEY_AFFECTER_Ambivalence_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DefenseMelee_NAME": "Defense: Melee", "TEXTKEY_AFFECTER_DefenseMelee_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DefenseMelee_DESC": "Guaranteed guard activation when hit by a melee attack.", "TEXTKEY_AFFECTER_DefenseMelee_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ExposedFlaw_NAME": "Exposed Flaw", "TEXTKEY_AFFECTER_ExposedFlaw_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ExposedFlaw_DESC": "Cannot dodge attacks and critical hits are guaranteed for the remaining hits.", "TEXTKEY_AFFECTER_ExposedFlaw_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HealthBoost_NAME": "Health Boost", "TEXTKEY_AFFECTER_HealthBoost_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HealthBoost_DESC": "Restores {0} [STATUS_HealthTotal] per stack every second.", "TEXTKEY_AFFECTER_HealthBoost_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EnergyBoost_NAME": "Energy Boost", "TEXTKEY_AFFECTER_EnergyBoost_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EnergyBoost_DESC": "Restores {0} [STATUS_Energy] per stack every second.", "TEXTKEY_AFFECTER_EnergyBoost_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Bleeding_NAME": "Bleeding", "TEXTKEY_AFFECTER_Bleeding_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Bleeding_DESC": "Take stack * {0} defense ignoring physical damage per second.", "TEXTKEY_AFFECTER_Bleeding_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Stun_NAME": "Stun", "TEXTKEY_AFFECTER_Stun_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Stun_DESC": "Unable to act for a brief period.", "TEXTKEY_AFFECTER_Stun_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Dizziness_NAME": "Dizziness", "TEXTKEY_AFFECTER_Dizziness_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Dizziness_DESC": "Applies [AFFECTER_Stun] for {1} seconds when {0} stacks accumulate. Stacks reset when [AFFECTER_Stun] is applied.", "TEXTKEY_AFFECTER_Dizziness_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Barrier_NAME": "Barrier", "TEXTKEY_AFFECTER_Barrier_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Barrier_DESC": "Blocks damage to the head/body, consuming stacks equal to the damage blocked.", "TEXTKEY_AFFECTER_Barrier_FLAVOR": "NULL", "TEXTKEY_AFFECTER_KnockbackImmune_NAME": "Knockback Immunity", "TEXTKEY_AFFECTER_KnockbackImmune_SUBNAME": "NULL", "TEXTKEY_AFFECTER_KnockbackImmune_DESC": "Immune to knockback effects.", "TEXTKEY_AFFECTER_KnockbackImmune_FLAVOR": "NULL", "TEXTKEY_AFFECTER_StunImmune_NAME": "Stun Immunity", "TEXTKEY_AFFECTER_StunImmune_SUBNAME": "NULL", "TEXTKEY_AFFECTER_StunImmune_DESC": "Immune to [AFFECTER_Stun] effects.", "TEXTKEY_AFFECTER_StunImmune_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DungeonStayD1_NAME": "Dungeon Stay (D1)", "TEXTKEY_AFFECTER_DungeonStayD1_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DungeonStayD1_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DungeonStayD1_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DungeonStayD2_NAME": "Dungeon Stay (D2)", "TEXTKEY_AFFECTER_DungeonStayD2_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DungeonStayD2_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DungeonStayD2_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DungeonStayD3_NAME": "Dungeon Stay (D3)", "TEXTKEY_AFFECTER_DungeonStayD3_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DungeonStayD3_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DungeonStayD3_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DungeonStayD4_NAME": "Dungeon Stay (D4)", "TEXTKEY_AFFECTER_DungeonStayD4_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DungeonStayD4_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DungeonStayD4_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DungeonStayAftermath_NAME": "Dungeon Stay Aftermath", "TEXTKEY_AFFECTER_DungeonStayAftermath_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DungeonStayAftermath_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DungeonStayAftermath_FLAVOR": "NULL", "TEXTKEY_AFFECTER_NewRecruit_NAME": "New Recruit", "TEXTKEY_AFFECTER_NewRecruit_SUBNAME": "NULL", "TEXTKEY_AFFECTER_NewRecruit_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_NewRecruit_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv1_NAME": "Treatment Expectation (Lv1)", "TEXTKEY_AFFECTER_TreatmentExpectationLv1_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv1_DESC": "As a newcomer, they expect little more than survival.", "TEXTKEY_AFFECTER_TreatmentExpectationLv1_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv2_NAME": "Treatment Expectation (Lv2)", "TEXTKEY_AFFECTER_TreatmentExpectationLv2_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv2_DESC": "Considers harsh treatment and poor conditions a natural part of the role.", "TEXTKEY_AFFECTER_TreatmentExpectationLv2_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv3_NAME": "Treatment Expectation (Lv3)", "TEXTKEY_AFFECTER_TreatmentExpectationLv3_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv3_DESC": "Expects no special treatment, but does not accept unfair treatment.", "TEXTKEY_AFFECTER_TreatmentExpectationLv3_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv4_NAME": "Treatment Expectation (Lv4)", "TEXTKEY_AFFECTER_TreatmentExpectationLv4_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv4_DESC": "Expects their basic living conditions to be met.", "TEXTKEY_AFFECTER_TreatmentExpectationLv4_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv5_NAME": "Treatment Expectation (Lv5)", "TEXTKEY_AFFECTER_TreatmentExpectationLv5_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreatmentExpectationLv5_DESC": "Believes they deserve treatment befitting their role.", "TEXTKEY_AFFECTER_TreatmentExpectationLv5_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SleptOnGround_NAME": "Slept on Ground", "TEXTKEY_AFFECTER_SleptOnGround_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptOnGround_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_SleptOnGround_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SleptOnBed_NAME": "Slept on Bed", "TEXTKEY_AFFECTER_SleptOnBed_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptOnBed_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptOnBed_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CompanionDead_NAME": "Companion Dead", "TEXTKEY_AFFECTER_CompanionDead_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CompanionDead_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_CompanionDead_FLAVOR": "Companion...", "TEXTKEY_AFFECTER_Inspiring_NAME": "Inspiring", "TEXTKEY_AFFECTER_Inspiring_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Inspiring_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Inspiring_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WitnessDead_NAME": "Witnessed Another's Death", "TEXTKEY_AFFECTER_WitnessDead_SUBNAME": "NULL", "TEXTKEY_AFFECTER_WitnessDead_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_WitnessDead_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DullTonguePos_NAME": "Dull Palate", "TEXTKEY_AFFECTER_DullTonguePos_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DullTonguePos_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_DullTonguePos_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DullTongueNeg_NAME": "Dull Palate", "TEXTKEY_AFFECTER_DullTongueNeg_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DullTongueNeg_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DullTongueNeg_FLAVOR": "NULL", "TEXTKEY_AFFECTER_JoyOfAdventure_NAME": "Joy of Adventure", "TEXTKEY_AFFECTER_JoyOfAdventure_SUBNAME": "NULL", "TEXTKEY_AFFECTER_JoyOfAdventure_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_JoyOfAdventure_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Boredom_NAME": "Boredom", "TEXTKEY_AFFECTER_Boredom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Boredom_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_Boredom_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Comfort_NAME": "Comfort", "TEXTKEY_AFFECTER_Comfort_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Comfort_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Comfort_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Awe_NAME": "Awe", "TEXTKEY_AFFECTER_Awe_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Awe_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_Awe_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Relief_NAME": "Relief", "TEXTKEY_AFFECTER_Relief_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Relief_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Relief_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CombatStress_NAME": "Combat Stress", "TEXTKEY_AFFECTER_CombatStress_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CombatStress_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_CombatStress_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CalmLeadership_NAME": "Calm Leadership", "TEXTKEY_AFFECTER_CalmLeadership_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CalmLeadership_DESC": "[STATUS_EnergyRegeneration] increases.", "TEXTKEY_AFFECTER_CalmLeadership_FLAVOR": "NULL", "TEXTKEY_AFFECTER_RacialHatred_NAME": "Racial Hatred", "TEXTKEY_AFFECTER_RacialHatred_SUBNAME": "NULL", "TEXTKEY_AFFECTER_RacialHatred_DESC": "In the same space as the species it hates.", "TEXTKEY_AFFECTER_RacialHatred_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SelfHatred_NAME": "Self Hatred", "TEXTKEY_AFFECTER_SelfHatred_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SelfHatred_DESC": "Dislikes its own kind.", "TEXTKEY_AFFECTER_SelfHatred_FLAVOR": "NULL", "TEXTKEY_AFFECTER_NightVision_NAME": "Night Vision", "TEXTKEY_AFFECTER_NightVision_SUBNAME": "NULL", "TEXTKEY_AFFECTER_NightVision_DESC": "Overcome the darkness, and the controller increases by 3 at night.", "TEXTKEY_AFFECTER_NightVision_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DisturbedSleep_NAME": "Disturbed Sleep", "TEXTKEY_AFFECTER_DisturbedSleep_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DisturbedSleep_DESC": "Sleep was disturbed.", "TEXTKEY_AFFECTER_DisturbedSleep_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AbandonCompanion_NAME": "Abandoned Companion", "TEXTKEY_AFFECTER_AbandonCompanion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AbandonCompanion_DESC": "Abandoned dead comrade in the portal.", "TEXTKEY_AFFECTER_AbandonCompanion_FLAVOR": "Even in death, they were denied respect.", "TEXTKEY_AFFECTER_HoldingFuneral_NAME": "Holding Funeral", "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HoldingFuneral_DESC": "Held a funeral for a deceased colleague.", "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR": "We will all remember.", "TEXTKEY_AFFECTER_GraveDisgraced_NAME": "Holding Funeral", "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GraveDisgraced_DESC": "Held a funeral for a deceased colleague.", "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR": "We will all remember.", "TEXTKEY_AFFECTER_Disgraced_NAME": "Disgraced", "TEXTKEY_AFFECTER_Disgraced_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Disgraced_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_Disgraced_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WitnessUnpaidRetire_NAME": "Unpaid Retirement Pay", "TEXTKEY_AFFECTER_WitnessUnpaidRetire_SUBNAME": "NULL", "TEXTKEY_AFFECTER_WitnessUnpaidRetire_DESC": "A comrade who served with us was cast out without the retirement pay they had been promised.", "TEXTKEY_AFFECTER_WitnessUnpaidRetire_FLAVOR": "Distrust regarding expeditions is growing within the settlement.", "TEXTKEY_AFFECTER_NocturnalDayTime_NAME": "Nocturnal - Daytime", "TEXTKEY_AFFECTER_NocturnalDayTime_SUBNAME": "NULL", "TEXTKEY_AFFECTER_NocturnalDayTime_DESC": "This is the time of day when members tend to feel drowsy.", "TEXTKEY_AFFECTER_NocturnalDayTime_FLAVOR": "NULL", "TEXTKEY_AFFECTER_NocturnalNightTime_NAME": "Nocturnal - Nighttime", "TEXTKEY_AFFECTER_NocturnalNightTime_SUBNAME": "NULL", "TEXTKEY_AFFECTER_NocturnalNightTime_DESC": "This is the time period when the expedition member becomes active.", "TEXTKEY_AFFECTER_NocturnalNightTime_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PlayerManagementDifficultyNormal_NAME": "Full Stomach", "TEXTKEY_AFFECTER_PlayerManagementDifficultyNormal_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayerManagementDifficultyNormal_DESC": "NULL", "TEXTKEY_AFFECTER_PlayerManagementDifficultyNormal_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PlayerManagementDifficultyVeryHard_NAME": "Growing Hunger", "TEXTKEY_AFFECTER_PlayerManagementDifficultyVeryHard_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayerManagementDifficultyVeryHard_DESC": "NULL", "TEXTKEY_AFFECTER_PlayerManagementDifficultyVeryHard_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PortalHealAura_NAME": "Portal aura", "TEXTKEY_AFFECTER_PortalHealAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PortalHealAura_DESC": "The portal is absorbing the surrounding energy, and some of it is leaking out to heal the wounds of those nearby.", "TEXTKEY_AFFECTER_PortalHealAura_FLAVOR": "Shhhhh", "TEXTKEY_AFFECTER_PortalHeal_NAME": "Portal Vitality", "TEXTKEY_AFFECTER_PortalHeal_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PortalHeal_DESC": "[STATUS_HealthPercentageRegeneration] increases.", "TEXTKEY_AFFECTER_PortalHeal_FLAVOR": "We were just quenching our thirst with a drop of water from a cracked bucket.", "TEXTKEY_AFFECTER_CampfireWarmth_NAME": "Warmth of Campfire", "TEXTKEY_AFFECTER_CampfireWarmth_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CampfireWarmth_DESC": "[STATUS_Mood] increases.\n[STATUS_EnergyRegeneration] increases.", "TEXTKEY_AFFECTER_CampfireWarmth_FLAVOR": "It's warm...", "TEXTKEY_AFFECTER_FireplaceWarmth_NAME": "Gentle Warmth", "TEXTKEY_AFFECTER_FireplaceWarmth_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FireplaceWarmth_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_FireplaceWarmth_FLAVOR": "It's warm...", "TEXTKEY_AFFECTER_TreeOfLifeAura_NAME": "Tree of Life aura", "TEXTKEY_AFFECTER_TreeOfLifeAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreeOfLifeAura_DESC": "The Tree of Life is a powerful concentration of magical power, while at the same time granting indescribable resilience to those in its vicinity.", "TEXTKEY_AFFECTER_TreeOfLifeAura_FLAVOR": "Shhhhh", "TEXTKEY_AFFECTER_TreeOfLifeHeal_NAME": "Tree of Life Vitality", "TEXTKEY_AFFECTER_TreeOfLifeHeal_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreeOfLifeHeal_DESC": "Health Regeneration increases.", "TEXTKEY_AFFECTER_TreeOfLifeHeal_FLAVOR": "This tree is bizarrely friendly. It's a the giving tree, to say the least.", "TEXTKEY_AFFECTER_MandrakeAwake_NAME": "Mandrake Awakened", "TEXTKEY_AFFECTER_MandrakeAwake_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MandrakeAwake_DESC": "While gathering, applies [AFFECTER_MandrakeScream] to units within {0} range for {1}s every {2}s.", "TEXTKEY_AFFECTER_MandrakeAwake_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MandrakeScream_NAME": "Heard a Mandrake Scream", "TEXTKEY_AFFECTER_MandrakeScream_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MandrakeScream_DESC": "NULL", "TEXTKEY_AFFECTER_MandrakeScream_FLAVOR": "That scream seems to tear through one's head.", "TEXTKEY_AFFECTER_ChairSit_NAME": "Sitting on a Chair", "TEXTKEY_AFFECTER_ChairSit_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ChairSit_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_ChairSit_FLAVOR": "Sitting down is somewhat comfortable.", "TEXTKEY_AFFECTER_FlowerAura_NAME": "Flower Scent", "TEXTKEY_AFFECTER_FlowerAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FlowerAura_DESC": "The scent of the flower that grows so large in the dungeon is far more enchanting and soothing than other flowers outside.", "TEXTKEY_AFFECTER_FlowerAura_FLAVOR": "The dance of youth, that which is raised from the earth, before it descends to the earth once more - Tagor, Lizardman Bard ", "TEXTKEY_AFFECTER_FlowerScent_NAME": "Flower Scent", "TEXTKEY_AFFECTER_FlowerScent_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FlowerScent_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_FlowerScent_FLAVOR": "This is a scent I've smelled before, and it's not bad.", "TEXTKEY_AFFECTER_CampfireAura_NAME": "Campfire", "TEXTKEY_AFFECTER_CampfireAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CampfireAura_DESC": "The warmth increases the [STATUS_Mood].", "TEXTKEY_AFFECTER_CampfireAura_FLAVOR": "Warm...", "TEXTKEY_AFFECTER_FireplaceAura_NAME": "Fireplace", "TEXTKEY_AFFECTER_FireplaceAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FireplaceAura_DESC": "The warmth increases the [STATUS_Mood].", "TEXTKEY_AFFECTER_FireplaceAura_FLAVOR": "Warm...", "TEXTKEY_AFFECTER_StrangeSeedAura_NAME": "Strange seed aura", "TEXTKEY_AFFECTER_StrangeSeedAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_StrangeSeedAura_DESC": "Units within {0} range gain health regeneration equal to {1}% of the summoner's magic attack power. After {2} seconds, it crumbles and returns to nature.", "TEXTKEY_AFFECTER_StrangeSeedAura_FLAVOR": "Potential that has not yet bloomed holds value in itself.", "TEXTKEY_AFFECTER_SolarBloom_NAME": "Solar Bloom", "TEXTKEY_AFFECTER_SolarBloom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SolarBloom_DESC": "Deals {1}% of your magic attack power as magic damage to targets within {0} range. On a critical hit, inflicts [AFFECTER_Dizziness] for {2} seconds. After {4} seconds, it crumbles and returns to nature. Attacks once every {5} seconds.", "TEXTKEY_AFFECTER_SolarBloom_FLAVOR": "Leaves that have drunk the sun are ready to burn their enemies.", "TEXTKEY_AFFECTER_MucusSprayer_NAME": "Mucus Sprayer", "TEXTKEY_AFFECTER_MucusSprayer_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MucusSprayer_DESC": "Deals {1}% of magic attack power as magic damage to all enemy targets within {0} range, and applies {3} [AFFECTER_Slow] and [AFFECTER_Disturbance] for {2} seconds. After {4} seconds, it crumbles and returns to nature.", "TEXTKEY_AFFECTER_MucusSprayer_FLAVOR": "An unpleasantly tangled mucus stifles the pulse of life, dragging all movement into a swamp.", "TEXTKEY_AFFECTER_PulsatingRock_NAME": "Pulsating Rock", "TEXTKEY_AFFECTER_PulsatingRock_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PulsatingRock_DESC": "After {0} seconds, the rock breaks apart and summons a Yellow Stone Golem.", "TEXTKEY_AFFECTER_PulsatingRock_FLAVOR": "An ominous pulse echoes through the cracks in the rock. Something is awakening within.", "TEXTKEY_AFFECTER_SunHeartBloom_NAME": "Sunheart Bloom", "TEXTKEY_AFFECTER_SunHeartBloom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SunHeartBloom_DESC": "Deals {0}% of magic attack power as magic damage to all nearby enemies and applies [AFFECTER_CriticalWeakness] for {1} seconds. Applies {2} of [AFFECTER_Dizziness] on a critical hit. After {3} seconds, it crumbles and returns to nature.", "TEXTKEY_AFFECTER_SunHeartBloom_FLAVOR": "The heart of the blazing sun blooms as a flower, burning all impurities into ashes.", "TEXTKEY_AFFECTER_Preservation_NAME": "Preservation", "TEXTKEY_AFFECTER_Preservation_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Preservation_DESC": "The rate of item durability/shelf life depletion becomes {0}%.", "TEXTKEY_AFFECTER_Preservation_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Preservation2_NAME": "Preservation", "TEXTKEY_AFFECTER_Preservation2_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Preservation2_DESC": "The rate of item durability/shelf life depletion becomes {0}%.", "TEXTKEY_AFFECTER_Preservation2_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Glacier_NAME": "Glacier", "TEXTKEY_AFFECTER_Glacier_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Glacier_DESC": "Grants [AFFECTER_Disturbance] for {0} seconds to adjacent enemy units every second. Disappears after {1} seconds.", "TEXTKEY_AFFECTER_Glacier_FLAVOR": "A chill that seems capable of freezing everything numbs even the soul.", "TEXTKEY_AFFECTER_CreepClear_NAME": "Dark Thorn Creep", "TEXTKEY_AFFECTER_CreepClear_SUBNAME": "Does Not Stack", "TEXTKEY_AFFECTER_CreepClear_DESC": "When removed, it removes surrounding creeps. If there are other creeps affecting the grid around it, the creep will not be removed.", "TEXTKEY_AFFECTER_CreepClear_FLAVOR": "Reclaims lost ground by liberating the oppressed earth.", "TEXTKEY_AFFECTER_LesserGuardianStone_NAME": "Lesser Guardian Stone", "TEXTKEY_AFFECTER_LesserGuardianStone_SUBNAME": "Does Not Stack", "TEXTKEY_AFFECTER_LesserGuardianStone_DESC": "Grants [AFFECTER_LesserGuardianAura] to player units within {0} distance for {1} seconds.", "TEXTKEY_AFFECTER_LesserGuardianStone_FLAVOR": "A small sacrifice offered to the hungry darkness sobs in our stead.", "TEXTKEY_AFFECTER_BloodTree_NAME": "Blood Tree Blood Absorption", "TEXTKEY_AFFECTER_BloodTree_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BloodTree_DESC": "When a unit within {0} range dies, its blood is absorbed. After absorbing {1} blood, it transforms into a separate building called a Blood-Soaked Blood Tree.", "TEXTKEY_AFFECTER_BloodTree_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Fertile_NAME": "Fertility", "TEXTKEY_AFFECTER_Fertile_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Fertile_DESC": "Grow {0}x faster.", "TEXTKEY_AFFECTER_Fertile_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FarmGrowth_NAME": "Farmland", "TEXTKEY_AFFECTER_FarmGrowth_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FarmGrowth_DESC": "Continuously increases the growth of crops planted in the field.", "TEXTKEY_AFFECTER_FarmGrowth_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PlayedDice_NAME": "Enjoyed Dice Games", "TEXTKEY_AFFECTER_PlayedDice_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayedDice_DESC": "[STATUS_Mood] increases after enjoying a game of dice.", "TEXTKEY_AFFECTER_PlayedDice_FLAVOR": "Luck is everything.", "TEXTKEY_AFFECTER_PlayedCard_NAME": "Enjoyed Card Games", "TEXTKEY_AFFECTER_PlayedCard_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayedCard_DESC": "[STATUS_Mood] increases after enjoying a game of cards.", "TEXTKEY_AFFECTER_PlayedCard_FLAVOR": "Show off your nimble hands.", "TEXTKEY_AFFECTER_PlayedDart_NAME": "Enjoyed Dart Games", "TEXTKEY_AFFECTER_PlayedDart_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayedDart_DESC": "[STATUS_Mood] increases after enjoying a game of darts.", "TEXTKEY_AFFECTER_PlayedDart_FLAVOR": "Posture, strength, and focus all matter.", "TEXTKEY_AFFECTER_BoredDice_NAME": "Grown Tired of Dice Games", "TEXTKEY_AFFECTER_BoredDice_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BoredDice_DESC": "Grown tired of dice games.\nDoesn't feel like playing again for a while.", "TEXTKEY_AFFECTER_BoredDice_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BoredCard_NAME": "Grown Tired of Card Games", "TEXTKEY_AFFECTER_BoredCard_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BoredCard_DESC": "Grown tired of card games.\nDoesn't feel like playing again for a while.", "TEXTKEY_AFFECTER_BoredCard_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BoredDart_NAME": "Grown Tired of Dart Games", "TEXTKEY_AFFECTER_BoredDart_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BoredDart_DESC": "Grown tired of dart games.\nDoesn't feel like playing again for a while.", "TEXTKEY_AFFECTER_BoredDart_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GrassPorridge_NAME": "Ate Grass Porridge", "TEXTKEY_AFFECTER_GrassPorridge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GrassPorridge_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_GrassPorridge_FLAVOR": "While the dungeon's energised grass has some excellent nutritional properties, it tastes downright disgusting: the strangely tough fibres get stuck in your teeth, even when soaked, and the bitter taste doesn't just stay in your mouth, it stabs your entire stomach before it leaves your system, and the pain is enough to tell you how far it's gone.", "TEXTKEY_AFFECTER_ImprovedGrassPorridge_NAME": "Ate Improved Grass Porridge", "TEXTKEY_AFFECTER_ImprovedGrassPorridge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ImprovedGrassPorridge_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_ImprovedGrassPorridge_FLAVOR": "The taste is still awful, but it is endurable .", "TEXTKEY_AFFECTER_LumaFruit_NAME": "Ate Luma Fruit", "TEXTKEY_AFFECTER_LumaFruit_SUBNAME": "NULL", "TEXTKEY_AFFECTER_LumaFruit_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_LumaFruit_FLAVOR": "I took a bite and it wasn't really bad.", "TEXTKEY_AFFECTER_BlueBerry_NAME": "Ate Blueberry", "TEXTKEY_AFFECTER_BlueBerry_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlueBerry_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_BlueBerry_FLAVOR": "Delicious", "TEXTKEY_AFFECTER_Turnip_NAME": "Ate Turnip", "TEXTKEY_AFFECTER_Turnip_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Turnip_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Turnip_FLAVOR": "Is it a fruit from the ground?", "TEXTKEY_AFFECTER_ToughRawMeat_NAME": "Ate Tough Raw Meat", "TEXTKEY_AFFECTER_ToughRawMeat_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ToughRawMeat_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_ToughRawMeat_FLAVOR": "Is this the rare food or something?", "TEXTKEY_AFFECTER_DisgustingMonsterMeat_NAME": "Ate Disgusting Monster Meat", "TEXTKEY_AFFECTER_DisgustingMonsterMeat_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DisgustingMonsterMeat_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_DisgustingMonsterMeat_FLAVOR": "It's like eating meat that's been dipped in the sewer and left to rot for a day or two.", "TEXTKEY_AFFECTER_GrilledMeat_NAME": "Ate Grilled Meat", "TEXTKEY_AFFECTER_GrilledMeat_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GrilledMeat_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_GrilledMeat_FLAVOR": "With its great taste and aroma, one bite makes all your fatigue simply melt away.", "TEXTKEY_AFFECTER_MonsterBarbecue_NAME": "Ate Grilled Meat", "TEXTKEY_AFFECTER_MonsterBarbecue_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MonsterBarbecue_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MonsterBarbecue_FLAVOR": "It's delicious! But don't ask what it's made of.", "TEXTKEY_AFFECTER_GrilledTurnip_NAME": "Ate Grilled Turnip", "TEXTKEY_AFFECTER_GrilledTurnip_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GrilledTurnip_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_GrilledTurnip_FLAVOR": "Grilling the Turnip really brought out their sweetness and enhanced their aroma!", "TEXTKEY_AFFECTER_TurnipSalad_NAME": "Ate Turnip Salad", "TEXTKEY_AFFECTER_TurnipSalad_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TurnipSalad_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_TurnipSalad_FLAVOR": "It's crunchy and tastes even better!", "TEXTKEY_AFFECTER_SlimePudding_NAME": "Ate Slime Pudding", "TEXTKEY_AFFECTER_SlimePudding_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SlimePudding_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SlimePudding_FLAVOR": "Sweet and sour!", "TEXTKEY_AFFECTER_MeatPorridge_NAME": "Ate Meat Porridge", "TEXTKEY_AFFECTER_MeatPorridge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MeatPorridge_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MeatPorridge_FLAVOR": "The meat could use a little more flavor, but it's still pretty good.", "TEXTKEY_AFFECTER_TurnipPorridge_NAME": "Turnip Porridge", "TEXTKEY_AFFECTER_TurnipPorridge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TurnipPorridge_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_TurnipPorridge_FLAVOR": "The usual crunch is gone; all that remains is mush.", "TEXTKEY_AFFECTER_Jerky_NAME": "Ate Jerky", "TEXTKEY_AFFECTER_Jerky_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Jerky_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Jerky_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FineRawMeat_NAME": "Ate Fine Raw Meat", "TEXTKEY_AFFECTER_FineRawMeat_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FineRawMeat_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_FineRawMeat_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MeatSkewer_NAME": "Ate Meat Skewer", "TEXTKEY_AFFECTER_MeatSkewer_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MeatSkewer_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MeatSkewer_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MeatStew_NAME": "Ate Meat Stew", "TEXTKEY_AFFECTER_MeatStew_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MeatStew_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MeatStew_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MushroomSkewer_NAME": "Ate Mushroom Skewer", "TEXTKEY_AFFECTER_MushroomSkewer_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MushroomSkewer_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MushroomSkewer_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MushroomStew_NAME": "Ate Mushroom Stew", "TEXTKEY_AFFECTER_MushroomStew_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MushroomStew_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MushroomStew_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GlothEggOmelet_NAME": "Ate Gloth Egg Omelet", "TEXTKEY_AFFECTER_GlothEggOmelet_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GlothEggOmelet_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_GlothEggOmelet_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DustBulb_NAME": "Ate Dust Bulb", "TEXTKEY_AFFECTER_DustBulb_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DustBulb_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_DustBulb_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Mushroom_NAME": "Ate Mushroom", "TEXTKEY_AFFECTER_Mushroom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Mushroom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Mushroom_FLAVOR": "NULL", "TEXTKEY_AFFECTER_OatPorridge_NAME": "Ate Oat Porridge", "TEXTKEY_AFFECTER_OatPorridge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_OatPorridge_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_OatPorridge_FLAVOR": "I've barely swallowed it, but I'm hardly in a position to complain.", "TEXTKEY_AFFECTER_HideHelmetSoft_NAME": "Softness of Rawhide (Helmet)", "TEXTKEY_AFFECTER_HideHelmetSoft_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HideHelmetSoft_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_HideHelmetSoft_FLAVOR": "With a little polish, I think you could sell it for a pretty penny.", "TEXTKEY_AFFECTER_HideArmorSoft_NAME": "Softness of Rawhide (Armor)", "TEXTKEY_AFFECTER_HideArmorSoft_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HideArmorSoft_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_HideArmorSoft_FLAVOR": "Would you believe it if I told you that one of the secrets of an empire's ability to take over half the world was that it had a monopoly on fur? - Imperial History", "TEXTKEY_AFFECTER_FlowerNecklace_NAME": "Flower Necklace", "TEXTKEY_AFFECTER_FlowerNecklace_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FlowerNecklace_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_FlowerNecklace_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Torch_NAME": "Torch", "TEXTKEY_AFFECTER_Torch_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Torch_DESC": "Grants [AFFECTER_TorchLight] to allied units within {1} range for {2} seconds every {0} seconds.", "TEXTKEY_AFFECTER_Torch_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TorchLight_NAME": "Torch's Light", "TEXTKEY_AFFECTER_TorchLight_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TorchLight_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_TorchLight_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EchoFlowerRing_NAME": "Echo Flower Ring", "TEXTKEY_AFFECTER_EchoFlowerRing_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EchoFlowerRing_DESC": "A ring that occasionally gives off an unusual resonance.", "TEXTKEY_AFFECTER_EchoFlowerRing_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ForgottenIdol_NAME": "Forgotten Idol", "TEXTKEY_AFFECTER_ForgottenIdol_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ForgottenIdol_DESC": "The damage dealt bonus changes by current [STATUS_Mood] × {0}%.\nThe lower [STATUS_Mood] is, the more damage is dealt.", "TEXTKEY_AFFECTER_ForgottenIdol_FLAVOR": "NULL", "TEXTKEY_AFFECTER_StickyBedstraw_NAME": "Sticky Bedstraw", "TEXTKEY_AFFECTER_StickyBedstraw_DESC": "Dealing critical damage apply [AFFECTER_Slow] the target for {0} seconds.", "TEXTKEY_AFFECTER_QuickRecovery_NAME": "Quick Recovery", "TEXTKEY_AFFECTER_QuickRecovery_SUBNAME": "NULL", "TEXTKEY_AFFECTER_QuickRecovery_DESC": "Restores {1}% health over {0} seconds.", "TEXTKEY_AFFECTER_QuickRecovery_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Unawared_NAME": "Unaware", "TEXTKEY_AFFECTER_Unawared_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Unawared_DESC": "Pre-detection stage.", "TEXTKEY_AFFECTER_Unawared_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Surprised_NAME": "Surprised", "TEXTKEY_AFFECTER_Surprised_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Surprised_DESC": "Stage just before entering combat.", "TEXTKEY_AFFECTER_Surprised_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Awared_NAME": "Aware", "TEXTKEY_AFFECTER_Awared_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Awared_DESC": "Stage just after entering combat.", "TEXTKEY_AFFECTER_Awared_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Deadly_NAME": "Near Death", "TEXTKEY_AFFECTER_Deadly_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Deadly_DESC": "On the brink of death, you will die when the duration expires.\nA unit can recover from this state if rescued from [AFFECTER_SevereDamage], or if another unit feeds them to remove [AFFECTER_SevereHungry].\n\nWhile in the Near Death state the unit falls unconscious and cannot be controlled.", "TEXTKEY_AFFECTER_Deadly_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DeadlyAfterEffect_NAME": "Near Death Aftereffect", "TEXTKEY_AFFECTER_DeadlyAfterEffect_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DeadlyAfterEffect_DESC": "You survived the brink of death, your body remains fragile.\n\nWhile in this state, you can no longer enter the [AFFECTER_Deadly] state.\nIf [STATUS_HealthHead] or [STATUS_Hunger] drops to 0, it will result in instant death instead.", "TEXTKEY_AFFECTER_DeadlyAfterEffect_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Hungry_NAME": "Hungry", "TEXTKEY_AFFECTER_Hungry_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Hungry_DESC": "You are hungry and wish to eat.", "TEXTKEY_AFFECTER_Hungry_FLAVOR": "NULL", "TEXTKEY_AFFECTER_VeryHungry_NAME": "Very Hungry", "TEXTKEY_AFFECTER_VeryHungry_SUBNAME": "NULL", "TEXTKEY_AFFECTER_VeryHungry_DESC": "You are extremely hungry and wish to eat.\n[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_VeryHungry_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SevereHungry_NAME": "Severely Hungry", "TEXTKEY_AFFECTER_SevereHungry_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SevereHungry_DESC": "You are severely hungry and wish to eat.\nTriggers the [AFFECTER_Deadly] state.\n\nRecovering [STATUS_Hunger] to a certain level can restore you from the [AFFECTER_Deadly] state.", "TEXTKEY_AFFECTER_SevereHungry_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Vigorous_NAME": "Vigorous", "TEXTKEY_AFFECTER_Vigorous_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Vigorous_DESC": "NULL", "TEXTKEY_AFFECTER_Vigorous_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Exhausted_NAME": "Exhausted", "TEXTKEY_AFFECTER_Exhausted_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Exhausted_DESC": "You are low on [STATUS_Energy] and wish to rest.", "TEXTKEY_AFFECTER_Exhausted_FLAVOR": "NULL", "TEXTKEY_AFFECTER_VeryExhausted_NAME": "Very Exhausted", "TEXTKEY_AFFECTER_VeryExhausted_SUBNAME": "NULL", "TEXTKEY_AFFECTER_VeryExhausted_DESC": "You are very low on [STATUS_Energy] and wish to rest.\n\n[STATUS_Mood] decreases.\nAll [Shared_MajorStat] decrease.", "TEXTKEY_AFFECTER_VeryExhausted_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SevereExhausted_NAME": "Severely Exhausted", "TEXTKEY_AFFECTER_SevereExhausted_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SevereExhausted_DESC": "You are critically low on [STATUS_Energy] and fall unconscious.\n[STATUS_Mood] decreases.\nAll [Shared_MajorStat] decrease.", "TEXTKEY_AFFECTER_SevereExhausted_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SevereDamage_NAME": "Severely Damaged", "TEXTKEY_AFFECTER_SevereDamage_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SevereDamage_DESC": "Triggers the [AFFECTER_Deadly] state.\nOther unit can restore you from the [AFFECTER_Deadly] state via rescue interactions.\n\nTIP : Use surgery table to recovery without comsuming item.", "TEXTKEY_AFFECTER_SevereDamage_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowStressed_NAME": "Low Stressed", "TEXTKEY_AFFECTER_LowStressed_SUBNAME": "NULL", "TEXTKEY_AFFECTER_LowStressed_DESC": "NULL", "TEXTKEY_AFFECTER_LowStressed_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighStressed_NAME": "High Stressed", "TEXTKEY_AFFECTER_HighStressed_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HighStressed_DESC": "NULL", "TEXTKEY_AFFECTER_HighStressed_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SevereStressed_NAME": "Severely Stressed", "TEXTKEY_AFFECTER_SevereStressed_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SevereStressed_DESC": "NULL", "TEXTKEY_AFFECTER_SevereStressed_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Sleep_NAME": "Sleep", "TEXTKEY_AFFECTER_Sleep_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Sleep_DESC": "Recovers fatigue through sleep.", "TEXTKEY_AFFECTER_Sleep_FLAVOR": "Let's go, let's go, to the nostalgic home. To that place where this rolling stone can settle and rest for a hundred years.", "TEXTKEY_AFFECTER_SleepingBagSleep_NAME": "Sleep (Sleeping Bag)", "TEXTKEY_AFFECTER_SleepingBagSleep_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleepingBagSleep_DESC": "Recovers fatigue through sleep.", "TEXTKEY_AFFECTER_SleepingBagSleep_FLAVOR": "Along the breath clinging to snow that failed to become rain, a flood of faint memories pours out like priming water.", "TEXTKEY_AFFECTER_BedSleep_NAME": "Sleep (Bed)", "TEXTKEY_AFFECTER_BedSleep_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BedSleep_DESC": "Recovers fatigue through sleep.", "TEXTKEY_AFFECTER_BedSleep_FLAVOR": "Oh clock, dozing off beyond that threshold. Oh world, nodding as you reveal yourself and shrink away.", "TEXTKEY_AFFECTER_Overloaded_NAME": "Overloaded", "TEXTKEY_AFFECTER_Overloaded_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Overloaded_DESC": "NULL", "TEXTKEY_AFFECTER_Overloaded_FLAVOR": "Too heavy...", "TEXTKEY_AFFECTER_SevereOverloaded_NAME": "Severely Overloaded", "TEXTKEY_AFFECTER_SevereOverloaded_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SevereOverloaded_DESC": "NULL", "TEXTKEY_AFFECTER_SevereOverloaded_FLAVOR": "My legs... feel like they're going to break!!", "TEXTKEY_AFFECTER_Heroic_NAME": "Heroic Spirit", "TEXTKEY_AFFECTER_Heroic_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Heroic_DESC": "Unleashing one's potential in the face of crisis.\nPeriodically boosts the [STATUS_Mood] of nearby units.", "TEXTKEY_AFFECTER_Heroic_FLAVOR": "Even when everything has fallen apart, I will press on.", "TEXTKEY_AFFECTER_MentalBreak_NAME": "Mental Collapse", "TEXTKEY_AFFECTER_MentalBreak_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MentalBreak_DESC": "Instantly dies when [STATUS_Stress] reaches its maximum.", "TEXTKEY_AFFECTER_MentalBreak_FLAVOR": "Th-this can't be happening...", "TEXTKEY_AFFECTER_Panic_NAME": "Mental Collapse: Panic", "TEXTKEY_AFFECTER_Panic_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Panic_DESC": "Unable to use skills other than basic attacks.  \nPeriodically lowers the [STATUS_Mood] of nearby units.", "TEXTKEY_AFFECTER_Panic_FLAVOR": "My body... won't listen...", "TEXTKEY_AFFECTER_GrowthFatigue_NAME": "Growth Fatigue", "TEXTKEY_AFFECTER_GrowthFatigue_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GrowthFatigue_DESC": "Reaching the maximum experience and feeling growth has stalled causes [STATUS_Mood] to decrease.", "TEXTKEY_AFFECTER_GrowthFatigue_FLAVOR": "I could still go further...", "TEXTKEY_AFFECTER_PlantRage_NAME": "Plant Rage", "TEXTKEY_AFFECTER_PlantRage_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlantRage_DESC": "Having eaten only plants, rage wells up within you.", "TEXTKEY_AFFECTER_PlantRage_FLAVOR": "Do you expect me to plant a garden in my stomach? Insulting.", "TEXTKEY_AFFECTER_CarnalGuilt_NAME": "Carnal Guilt", "TEXTKEY_AFFECTER_CarnalGuilt_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CarnalGuilt_DESC": "Guilt from eating meat weighs heavily on your mind.", "TEXTKEY_AFFECTER_CarnalGuilt_FLAVOR": "It's no different from tearing into a corpse...", "TEXTKEY_AFFECTER_Carry_NAME": "Carrying a Companion", "TEXTKEY_AFFECTER_Carry_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Carry_DESC": "Weight increases by 50.", "TEXTKEY_AFFECTER_Carry_FLAVOR": "You're kind of heavy, you know?", "TEXTKEY_AFFECTER_Operate_NAME": "Undergoing Surgery", "TEXTKEY_AFFECTER_Operate_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Operate_DESC": "Pain reduces [STATUS_Mood]", "TEXTKEY_AFFECTER_Operate_FLAVOR": "Aaaaaaagh!!! Help me!!!", "TEXTKEY_AFFECTER_SleptPoorPrivateRoom_NAME": "Slept in a poor private room.", "TEXTKEY_AFFECTER_SleptPoorPrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptPoorPrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptPoorPrivateRoom_FLAVOR": "Poor, but having it to yourself helps.", "TEXTKEY_AFFECTER_SleptMediocrePrivateRoom_NAME": "Slept in a mediocre private room.", "TEXTKEY_AFFECTER_SleptMediocrePrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptMediocrePrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptMediocrePrivateRoom_FLAVOR": "Not perfect, but the private room made it comfortable.", "TEXTKEY_AFFECTER_SleptNormalPrivateRoom_NAME": "Slept in a normal private room.", "TEXTKEY_AFFECTER_SleptNormalPrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptNormalPrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptNormalPrivateRoom_FLAVOR": "Plain, but good for resting quietly alone.", "TEXTKEY_AFFECTER_SleptDecentPrivateRoom_NAME": "Slept in a decent private room.", "TEXTKEY_AFFECTER_SleptDecentPrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptDecentPrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptDecentPrivateRoom_FLAVOR": "A comfortably decent private rest.", "TEXTKEY_AFFECTER_SleptImpressivePrivateRoom_NAME": "Slept in an impressive private room.", "TEXTKEY_AFFECTER_SleptImpressivePrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptImpressivePrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptImpressivePrivateRoom_FLAVOR": "A private space satisfying enough to enjoy alone.", "TEXTKEY_AFFECTER_SleptLuxuriousPrivateRoom_NAME": "Slept in a luxurious private room.", "TEXTKEY_AFFECTER_SleptLuxuriousPrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptLuxuriousPrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptLuxuriousPrivateRoom_FLAVOR": "Fully enjoyed the comfort of a luxurious private room.", "TEXTKEY_AFFECTER_SleptFantasticPrivateRoom_NAME": "Slept in a fantastic private room.", "TEXTKEY_AFFECTER_SleptFantasticPrivateRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptFantasticPrivateRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptFantasticPrivateRoom_FLAVOR": "It is hard to imagine a more satisfying private room.", "TEXTKEY_AFFECTER_SleptPoorSharedRoom_NAME": "Slept in a poor shared room.", "TEXTKEY_AFFECTER_SleptPoorSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptPoorSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptPoorSharedRoom_FLAVOR": "Better than the floor, but the shared room was uncomfortable.", "TEXTKEY_AFFECTER_SleptMediocreSharedRoom_NAME": "Slept in a mediocre shared room.", "TEXTKEY_AFFECTER_SleptMediocreSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptMediocreSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptMediocreSharedRoom_FLAVOR": "Slept enough, but the shared room felt distracting.", "TEXTKEY_AFFECTER_SleptNormalSharedRoom_NAME": "Slept in a normal shared room.", "TEXTKEY_AFFECTER_SleptNormalSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptNormalSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptNormalSharedRoom_FLAVOR": "Fine overall, though not resting alone was a drawback.", "TEXTKEY_AFFECTER_SleptDecentSharedRoom_NAME": "Slept in a decent shared room.", "TEXTKEY_AFFECTER_SleptDecentSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptDecentSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptDecentSharedRoom_FLAVOR": "Decent, but the usual shared-room discomfort remained.", "TEXTKEY_AFFECTER_SleptImpressiveSharedRoom_NAME": "Slept in an impressive shared room.", "TEXTKEY_AFFECTER_SleptImpressiveSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptImpressiveSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptImpressiveSharedRoom_FLAVOR": "The room was impressive, but sharing it was a little bothersome.", "TEXTKEY_AFFECTER_SleptLuxuriousSharedRoom_NAME": "Slept in a luxurious shared room.", "TEXTKEY_AFFECTER_SleptLuxuriousSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptLuxuriousSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptLuxuriousSharedRoom_FLAVOR": "Luxurious, but not as relaxing as a private room.", "TEXTKEY_AFFECTER_SleptFantasticSharedRoom_NAME": "Slept in a fantastic shared room.", "TEXTKEY_AFFECTER_SleptFantasticSharedRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SleptFantasticSharedRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_SleptFantasticSharedRoom_FLAVOR": "A fantastic shared room, though it would have been better alone.", "TEXTKEY_AFFECTER_EatInPoorDiningRoom_NAME": "Ate in a poor dining room.", "TEXTKEY_AFFECTER_EatInPoorDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInPoorDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInPoorDiningRoom_FLAVOR": "Poor, but at least there was a place to sit and eat.", "TEXTKEY_AFFECTER_EatInMediocreDiningRoom_NAME": "Ate in a mediocre dining room.", "TEXTKEY_AFFECTER_EatInMediocreDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInMediocreDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInMediocreDiningRoom_FLAVOR": "Not great, but good enough for a meal.", "TEXTKEY_AFFECTER_EatInNormalDiningRoom_NAME": "Ate in a normal dining room.", "TEXTKEY_AFFECTER_EatInNormalDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInNormalDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInNormalDiningRoom_FLAVOR": "Plain, but steady enough for a meal.", "TEXTKEY_AFFECTER_EatInDecentDiningRoom_NAME": "Ate in a decent dining room.", "TEXTKEY_AFFECTER_EatInDecentDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInDecentDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInDecentDiningRoom_FLAVOR": "A meal in a fairly pleasant atmosphere.", "TEXTKEY_AFFECTER_EatInImpressiveDiningRoom_NAME": "Ate in an impressive dining room.", "TEXTKEY_AFFECTER_EatInImpressiveDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInImpressiveDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInImpressiveDiningRoom_FLAVOR": "The impressive dining room made the meal more satisfying.", "TEXTKEY_AFFECTER_EatInLuxuriousDiningRoom_NAME": "Ate in a luxurious dining room.", "TEXTKEY_AFFECTER_EatInLuxuriousDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInLuxuriousDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInLuxuriousDiningRoom_FLAVOR": "Enjoyed a relaxed meal in a luxurious dining room.", "TEXTKEY_AFFECTER_EatInFantasticDiningRoom_NAME": "Ate in a fantastic dining room.", "TEXTKEY_AFFECTER_EatInFantasticDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EatInFantasticDiningRoom_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_EatInFantasticDiningRoom_FLAVOR": "The meal felt like a special experience.", "TEXTKEY_AFFECTER_CookInPoorDiningRoom_NAME": "Cooking in a poor dining room.", "TEXTKEY_AFFECTER_CookInPoorDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInPoorDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInPoorDiningRoom_FLAVOR": "Poor, but having a prep surface made cooking a little faster.", "TEXTKEY_AFFECTER_CookInMediocreDiningRoom_NAME": "Cooking in a mediocre dining room.", "TEXTKEY_AFFECTER_CookInMediocreDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInMediocreDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInMediocreDiningRoom_FLAVOR": "The setup was lacking, but the cooking flow improved a little.", "TEXTKEY_AFFECTER_CookInNormalDiningRoom_NAME": "Cooking in a normal dining room.", "TEXTKEY_AFFECTER_CookInNormalDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInNormalDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInNormalDiningRoom_FLAVOR": "A normal dining room kept the cooking steady.", "TEXTKEY_AFFECTER_CookInDecentDiningRoom_NAME": "Cooking in a decent dining room.", "TEXTKEY_AFFECTER_CookInDecentDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInDecentDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInDecentDiningRoom_FLAVOR": "Decent facilities made the work go faster.", "TEXTKEY_AFFECTER_CookInImpressiveDiningRoom_NAME": "Cooking in an impressive dining room.", "TEXTKEY_AFFECTER_CookInImpressiveDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInImpressiveDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInImpressiveDiningRoom_FLAVOR": "The impressive cooking space raised the pace.", "TEXTKEY_AFFECTER_CookInLuxuriousDiningRoom_NAME": "Cooking in a luxurious dining room.", "TEXTKEY_AFFECTER_CookInLuxuriousDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInLuxuriousDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInLuxuriousDiningRoom_FLAVOR": "Luxurious facilities made cooking much easier.", "TEXTKEY_AFFECTER_CookInFantasticDiningRoom_NAME": "Cooking in a fantastic dining room.", "TEXTKEY_AFFECTER_CookInFantasticDiningRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CookInFantasticDiningRoom_DESC": "Cooking efficiency increases.", "TEXTKEY_AFFECTER_CookInFantasticDiningRoom_FLAVOR": "The fantastic cooking space made the work flow perfectly.", "TEXTKEY_AFFECTER_CraftInPoorWorkshop_NAME": "Crafting in a poor workshop.", "TEXTKEY_AFFECTER_CraftInPoorWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInPoorWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInPoorWorkshop_FLAVOR": "Poor, but having a workbench made crafting a little easier.", "TEXTKEY_AFFECTER_CraftInMediocreWorkshop_NAME": "Crafting in a mediocre workshop.", "TEXTKEY_AFFECTER_CraftInMediocreWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInMediocreWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInMediocreWorkshop_FLAVOR": "The setup was lacking, but the crafting flow improved a little.", "TEXTKEY_AFFECTER_CraftInNormalWorkshop_NAME": "Crafting in a normal workshop.", "TEXTKEY_AFFECTER_CraftInNormalWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInNormalWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInNormalWorkshop_FLAVOR": "A normal workshop kept the crafting steady.", "TEXTKEY_AFFECTER_CraftInDecentWorkshop_NAME": "Crafting in a decent workshop.", "TEXTKEY_AFFECTER_CraftInDecentWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInDecentWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInDecentWorkshop_FLAVOR": "Decent tools made the work go faster.", "TEXTKEY_AFFECTER_CraftInImpressiveWorkshop_NAME": "Crafting in an impressive workshop.", "TEXTKEY_AFFECTER_CraftInImpressiveWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInImpressiveWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInImpressiveWorkshop_FLAVOR": "The impressive workshop raised the pace of crafting.", "TEXTKEY_AFFECTER_CraftInLuxuriousWorkshop_NAME": "Crafting in a luxurious workshop.", "TEXTKEY_AFFECTER_CraftInLuxuriousWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInLuxuriousWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInLuxuriousWorkshop_FLAVOR": "Luxurious facilities made crafting much easier.", "TEXTKEY_AFFECTER_CraftInFantasticWorkshop_NAME": "Crafting in a fantastic workshop.", "TEXTKEY_AFFECTER_CraftInFantasticWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInFantasticWorkshop_DESC": "Crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInFantasticWorkshop_FLAVOR": "The fantastic workshop made the crafting flow perfectly.", "TEXTKEY_AFFECTER_CraftInPoorMagicWorkshop_NAME": "Crafting in a poor arcane workshop.", "TEXTKEY_AFFECTER_CraftInPoorMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInPoorMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInPoorMagicWorkshop_FLAVOR": "Poor, but having room for arcane tools made crafting a little easier.", "TEXTKEY_AFFECTER_CraftInMediocreMagicWorkshop_NAME": "Crafting in a mediocre arcane workshop.", "TEXTKEY_AFFECTER_CraftInMediocreMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInMediocreMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInMediocreMagicWorkshop_FLAVOR": "The workshop was lacking, but it helped guide the arcane flow.", "TEXTKEY_AFFECTER_CraftInNormalMagicWorkshop_NAME": "Crafting in a normal arcane workshop.", "TEXTKEY_AFFECTER_CraftInNormalMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInNormalMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInNormalMagicWorkshop_FLAVOR": "A normal arcane workshop kept the crafting steady.", "TEXTKEY_AFFECTER_CraftInDecentMagicWorkshop_NAME": "Crafting in a decent arcane workshop.", "TEXTKEY_AFFECTER_CraftInDecentMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInDecentMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInDecentMagicWorkshop_FLAVOR": "Decent arcane equipment made the work go faster.", "TEXTKEY_AFFECTER_CraftInImpressiveMagicWorkshop_NAME": "Crafting in an impressive arcane workshop.", "TEXTKEY_AFFECTER_CraftInImpressiveMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInImpressiveMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInImpressiveMagicWorkshop_FLAVOR": "The impressive arcane setup raised the pace of crafting.", "TEXTKEY_AFFECTER_CraftInLuxuriousMagicWorkshop_NAME": "Crafting in a luxurious arcane workshop.", "TEXTKEY_AFFECTER_CraftInLuxuriousMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInLuxuriousMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInLuxuriousMagicWorkshop_FLAVOR": "Luxurious arcane facilities made crafting much easier.", "TEXTKEY_AFFECTER_CraftInFantasticMagicWorkshop_NAME": "Crafting in a fantastic arcane workshop.", "TEXTKEY_AFFECTER_CraftInFantasticMagicWorkshop_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CraftInFantasticMagicWorkshop_DESC": "Arcane crafting efficiency increases.", "TEXTKEY_AFFECTER_CraftInFantasticMagicWorkshop_FLAVOR": "The fantastic arcane workshop made the crafting flow perfectly.", "TEXTKEY_AFFECTER_ResearchInPoorResearchLab_NAME": "Researching in a poor research lab.", "TEXTKEY_AFFECTER_ResearchInPoorResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInPoorResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInPoorResearchLab_FLAVOR": "Poor, but having room for notes made research a little easier.", "TEXTKEY_AFFECTER_ResearchInMediocreResearchLab_NAME": "Researching in a mediocre research lab.", "TEXTKEY_AFFECTER_ResearchInMediocreResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInMediocreResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInMediocreResearchLab_FLAVOR": "The lab was lacking, but it helped organize ideas a little.", "TEXTKEY_AFFECTER_ResearchInNormalResearchLab_NAME": "Researching in a normal research lab.", "TEXTKEY_AFFECTER_ResearchInNormalResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInNormalResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInNormalResearchLab_FLAVOR": "A normal lab kept the research steady.", "TEXTKEY_AFFECTER_ResearchInDecentResearchLab_NAME": "Researching in a decent research lab.", "TEXTKEY_AFFECTER_ResearchInDecentResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInDecentResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInDecentResearchLab_FLAVOR": "Decent equipment made the research go faster.", "TEXTKEY_AFFECTER_ResearchInImpressiveResearchLab_NAME": "Researching in an impressive research lab.", "TEXTKEY_AFFECTER_ResearchInImpressiveResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInImpressiveResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInImpressiveResearchLab_FLAVOR": "The impressive research space improved the flow of thought.", "TEXTKEY_AFFECTER_ResearchInLuxuriousResearchLab_NAME": "Researching in a luxurious research lab.", "TEXTKEY_AFFECTER_ResearchInLuxuriousResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInLuxuriousResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInLuxuriousResearchLab_FLAVOR": "Luxurious equipment made research much easier.", "TEXTKEY_AFFECTER_ResearchInFantasticResearchLab_NAME": "Researching in a fantastic research lab.", "TEXTKEY_AFFECTER_ResearchInFantasticResearchLab_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ResearchInFantasticResearchLab_DESC": "Research efficiency increases.", "TEXTKEY_AFFECTER_ResearchInFantasticResearchLab_FLAVOR": "The fantastic lab carried the research smoothly toward a conclusion.", "TEXTKEY_AFFECTER_PlayInPoorRecreationRoom_NAME": "Using a poor recreation room.", "TEXTKEY_AFFECTER_PlayInPoorRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInPoorRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInPoorRecreationRoom_FLAVOR": "It is shabby, but enough to catch one's breath.", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_NAME": "Using a mediocre recreation room.", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_FLAVOR": "It is nothing special, but enough to clear one's head.", "TEXTKEY_AFFECTER_PlayInNormalRecreationRoom_NAME": "Using a normal recreation room.", "TEXTKEY_AFFECTER_PlayInNormalRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInNormalRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInNormalRecreationRoom_FLAVOR": "It is an ordinary rest, but it eases a tired mind a little.", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_NAME": "Using a decent recreation room.", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_FLAVOR": "Thanks to the tidy recreation room, resting here is fairly comfortable.", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_NAME": "Using an impressive recreation room.", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_FLAVOR": "In the impressive atmosphere, the fatigue of the day gently fades.", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_NAME": "Using a luxurious recreation room.", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_FLAVOR": "The luxurious recreation room generously restores both body and mind.", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_NAME": "Using a fantastic recreation room.", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_DESC": "Recreation work speed increases.", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_FLAVOR": "The fantastic rest leaves a pleasant afterglow that lasts for a long time.", "TEXTKEY_AFFECTER_PrayInPoorTemple_NAME": "Praying in a poor temple.", "TEXTKEY_AFFECTER_PrayInMediocreTemple_NAME": "Praying in a mediocre temple.", "TEXTKEY_AFFECTER_PrayInNormalTemple_NAME": "Praying in a normal temple.", "TEXTKEY_AFFECTER_PrayInDecentTemple_NAME": "Praying in a decent temple.", "TEXTKEY_AFFECTER_PrayInImpressiveTemple_NAME": "Praying in an impressive temple.", "TEXTKEY_AFFECTER_PrayInLuxuriousTemple_NAME": "Praying in a luxurious temple.", "TEXTKEY_AFFECTER_PrayInFantasticTemple_NAME": "Praying in a fantastic temple.", "TEXTKEY_AFFECTER_AshOfSolace_NAME": "Ash of Solace", "TEXTKEY_AFFECTER_AshOfSolace_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AshOfSolace_DESC": "Provides brief calm when inhaled and increases [STATUS_Mood].", "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR": "The warmth fades quickly, leaving only silence behind.", "TEXTKEY_AFFECTER_Ointment_NAME": "Ointment", "TEXTKEY_AFFECTER_Ointment_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Ointment_DESC": "Restore health gradually.", "TEXTKEY_AFFECTER_Ointment_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WildHerb_NAME": "Wild Herb", "TEXTKEY_AFFECTER_WildHerb_SUBNAME": "NULL", "TEXTKEY_AFFECTER_WildHerb_DESC": "Restore health gradually.", "TEXTKEY_AFFECTER_WildHerb_FLAVOR": "Ugh... That’s disgustingly bitter!", "TEXTKEY_AFFECTER_Mandrake_NAME": "Mandrake", "TEXTKEY_AFFECTER_Mandrake_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Mandrake_DESC": "Permanent increase in strength and constitution.", "TEXTKEY_AFFECTER_Mandrake_FLAVOR": "A bizarre plant root shaped like a human.", "TEXTKEY_AFFECTER_RoyalJelly_NAME": "Royal Jelly Consumption", "TEXTKEY_AFFECTER_RoyalJelly_SUBNAME": "NULL", "TEXTKEY_AFFECTER_RoyalJelly_DESC": "A state of overflowing vitality and heightened [STATUS_Mood] after consuming Royal Jelly.", "TEXTKEY_AFFECTER_RoyalJelly_FLAVOR": "The sweet and thick energy of the forest spreads through the body.", "TEXTKEY_AFFECTER_WeightPotion_NAME": "Taking Weight Potion", "TEXTKEY_AFFECTER_WeightPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_WeightPotion_DESC": "Increases [STATUS_MaxWeight] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_WeightPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SwiftPotion_NAME": "Taking Swift Potion", "TEXTKEY_AFFECTER_SwiftPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SwiftPotion_DESC": "Increases [STATUS_MovementSpeed] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_SwiftPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_VampirePotion_NAME": "Taking Vampire Potion", "TEXTKEY_AFFECTER_VampirePotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_VampirePotion_DESC": "Increases [STATUS_LifeSteal] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_VampirePotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AttackSpeedPotion_NAME": "Taking Attack Speed Potion", "TEXTKEY_AFFECTER_AttackSpeedPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AttackSpeedPotion_DESC": "Increases [STATUS_AttackSpeed] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_AttackSpeedPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PhysicalAttackPotion_NAME": "Taking Physical Attack Potion", "TEXTKEY_AFFECTER_PhysicalAttackPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PhysicalAttackPotion_DESC": "Increases [STATUS_PhysicalAttackPower] by {1} for {0} seconds.", "TEXTKEY_AFFECTER_PhysicalAttackPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MagicalAttackPotion_NAME": "Taking Magical Attack Potion", "TEXTKEY_AFFECTER_MagicalAttackPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MagicalAttackPotion_DESC": "Increases [STATUS_MagicAttackPower] by {1} for {0} seconds.", "TEXTKEY_AFFECTER_MagicalAttackPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AccuracyPotion_NAME": "Taking Accuracy Potion", "TEXTKEY_AFFECTER_AccuracyPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AccuracyPotion_DESC": "Increases [STATUS_HitChance] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_AccuracyPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DodgePotion_NAME": "Taking Dodge Potion", "TEXTKEY_AFFECTER_DodgePotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DodgePotion_DESC": "Increases [STATUS_DodgeChance] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_DodgePotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CriticalPotion_NAME": "Taking Critical Potion", "TEXTKEY_AFFECTER_CriticalPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CriticalPotion_DESC": "Increases [STATUS_CriticalChance] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_CriticalPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GuardPotion_NAME": "Taking Guard Potion", "TEXTKEY_AFFECTER_GuardPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GuardPotion_DESC": "Increases [STATUS_GuardChance] by {1}% and [STATUS_GuardDamageReduction] by {2}% for {0} seconds.", "TEXTKEY_AFFECTER_GuardPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SkillCooldownPotion_NAME": "Taking Skill Cooldown Potion", "TEXTKEY_AFFECTER_SkillCooldownPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SkillCooldownPotion_DESC": "Increases [STATUS_CooldownReduction] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_SkillCooldownPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MagicResistancePotion_NAME": "Taking Magic Resistance Potion", "TEXTKEY_AFFECTER_MagicResistancePotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MagicResistancePotion_DESC": "Increases [STATUS_MagicResistance] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_MagicResistancePotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MetalSkinPotion_NAME": "Taking Metal Skin Potion", "TEXTKEY_AFFECTER_MetalSkinPotion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MetalSkinPotion_DESC": "Increases [STATUS_PhysicalResistance] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_MetalSkinPotion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HellLeech_NAME": "Hell Leech", "TEXTKEY_AFFECTER_HellLeech_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HellLeech_DESC": "Temporarily enhances magical abilities.", "TEXTKEY_AFFECTER_HellLeech_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Brick_NAME": "Brick", "TEXTKEY_AFFECTER_Brick_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Brick_DESC": "Can be used as a weapon", "TEXTKEY_AFFECTER_Brick_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DevrickPendant_NAME": "Devrick Pendant", "TEXTKEY_AFFECTER_DevrickPendant_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DevrickPendant_DESC": "When attacking, absorbs up to {0}% of damage dealt as health based on missing health.", "TEXTKEY_AFFECTER_DevrickPendant_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME": "Twin Thrust", "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC": "Basic attacks are changed to deal physical damage equal to {1}% of Physical Attack to the target {2} times.", "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR": "NULL", "TEXTKEY_AFFECTER_RecklessAssault_NAME": "Reckless Assault", "TEXTKEY_AFFECTER_RecklessAssault_SUBNAME": "NULL", "TEXTKEY_AFFECTER_RecklessAssault_DESC": "Damage dealt increases by {1}%, and damage taken decreases by {2}%.", "TEXTKEY_AFFECTER_RecklessAssault_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Initiative_NAME": "Initiative", "TEXTKEY_AFFECTER_Initiative_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Initiative_DESC": "Attack Speed increases by {1}%.", "TEXTKEY_AFFECTER_Initiative_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BraceStance_NAME": "Brace Stance", "TEXTKEY_AFFECTER_BraceStance_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BraceStance_DESC": "Attack Speed increases by {1}%.", "TEXTKEY_AFFECTER_BraceStance_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SwordCounter_NAME": "Sword Counter", "TEXTKEY_AFFECTER_SwordCounter_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SwordCounter_DESC": "Counters immediately when hit by a melee attack.", "TEXTKEY_AFFECTER_SwordCounter_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Bastion_NAME": "Bastion", "TEXTKEY_AFFECTER_Bastion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Bastion_DESC": "[STATUS_GuardChance] increases by {0}% per stack.", "TEXTKEY_AFFECTER_Bastion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GreenShade_NAME": "Green Shade", "TEXTKEY_AFFECTER_GreenShade_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GreenShade_DESC": "Reduces damage taken by {0}% per stack.", "TEXTKEY_AFFECTER_GreenShade_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ChangeRapidFire_NAME": "Rapid Fire", "TEXTKEY_AFFECTER_ChangeRapidFire_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ChangeRapidFire_DESC": "Changes the basic attack to deal {2} instances of physical damage equal to {1}% of [STATUS_PhysicalAttackPower] to the target.", "TEXTKEY_AFFECTER_ChangeRapidFire_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HeadAim_NAME": "Head Aim", "TEXTKEY_AFFECTER_HeadAim_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HeadAim_DESC": "Ranged physical attacks deal damage directly to [STATUS_HealthHead] on hit.", "TEXTKEY_AFFECTER_HeadAim_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FireMissile_NAME": "Fire Missile", "TEXTKEY_AFFECTER_FireMissile_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FireMissile_DESC": "Changes the basic attack to deal magic damage equal to {1}% of [STATUS_MagicAttackPower] to the target and applies {3} [AFFECTER_Burning] for {2} seconds.", "TEXTKEY_AFFECTER_FireMissile_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BecomeFire_NAME": "Become Fire", "TEXTKEY_AFFECTER_BecomeFire_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BecomeFire_DESC": "Increases [STATUS_MagicAttackPower] by {3}% per [AFFECTER_Burning] stack.", "TEXTKEY_AFFECTER_BecomeFire_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LastCinder_NAME": "Last Cinder", "TEXTKEY_AFFECTER_LastCinder_SUBNAME": "NULL", "TEXTKEY_AFFECTER_LastCinder_DESC": "Basic attacks apply {1} [AFFECTER_Burning] to the target for {2} seconds.", "TEXTKEY_AFFECTER_LastCinder_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SharpShooter_NAME": "Sharpshooter", "TEXTKEY_AFFECTER_SharpShooter_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SharpShooter_DESC": "[STATUS_CriticalChance] increases by {6}% each time stacks reach {0}/{1}/{2}/{3}/{4}/{5}.", "TEXTKEY_AFFECTER_SharpShooter_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ShieldUp_NAME": "Shield Up", "TEXTKEY_AFFECTER_ShieldUp_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ShieldUp_DESC": "[STATUS_GuardDamageReduction] increases by {1}%.", "TEXTKEY_AFFECTER_ShieldUp_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BladeGrinding_NAME": "Blade Grinding", "TEXTKEY_AFFECTER_BladeGrinding_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BladeGrinding_DESC": "The damage of the next melee physical skill increases by {0}%, and [STATUS_HitChance] increases by {1}%.", "TEXTKEY_AFFECTER_BladeGrinding_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Executioner_NAME": "Executioner", "TEXTKEY_AFFECTER_Executioner_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Executioner_DESC": "Defeating an enemy increases [STATUS_CriticalChance] by {1}% for {0} seconds. This effect can increase [STATUS_CriticalChance] by up to {2}%.", "TEXTKEY_AFFECTER_Executioner_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ColdFury_NAME": "Cold Fury", "TEXTKEY_AFFECTER_ColdFury_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ColdFury_DESC": "Defeating an enemy increases [STATUS_DamageDealtBonus] by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_ColdFury_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Maelstrom_NAME": "Maelstrom", "TEXTKEY_AFFECTER_Maelstrom_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Maelstrom_DESC": "[STATUS_PhysicalAttackPower] increases by {0}% per stack.", "TEXTKEY_AFFECTER_Maelstrom_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Goldmine_NAME": "Goldmine Inscription", "TEXTKEY_AFFECTER_Goldmine_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Goldmine_DESC": "Upon reaching the maximum stack, [STATUS_CriticalChance] increases by {2}%.", "TEXTKEY_AFFECTER_Goldmine_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SharpEdge_NAME": "Sharp Edge", "TEXTKEY_AFFECTER_SharpEdge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SharpEdge_DESC": "When using a skill, [STATUS_PhysicalAttackPower] increases by {1}% for {0} seconds. Can be stacked up to 6 times.", "TEXTKEY_AFFECTER_SharpEdge_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TidalMark_NAME": "Tidal Mark", "TEXTKEY_AFFECTER_TidalMark_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TidalMark_DESC": "It becomes the priority target of summoned creatures summoned by water magic.", "TEXTKEY_AFFECTER_TidalMark_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DeepWater_NAME": "Deep Water", "TEXTKEY_AFFECTER_DeepWater_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DeepWater_DESC": "Each time you reach {0}/{1}/{2}/{3}/{4}/{5} stacks, [STATUS_MaxEnergy] increases by {6}%.", "TEXTKEY_AFFECTER_DeepWater_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Withstand_NAME": "Withstand", "TEXTKEY_AFFECTER_Withstand_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Withstand_DESC": "[STATUS_GuardChance] increases.", "TEXTKEY_AFFECTER_Withstand_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FirstAssault_NAME": "First Assault", "TEXTKEY_AFFECTER_FirstAssault_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FirstAssault_DESC": "[STATUS_PhysicalAttackPower] increases by {1}%.", "TEXTKEY_AFFECTER_FirstAssault_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CombatMomentum_NAME": "Combat Momentum", "TEXTKEY_AFFECTER_CombatMomentum_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CombatMomentum_DESC": "[STATUS_AttackSpeed] increases by {1}%.", "TEXTKEY_AFFECTER_CombatMomentum_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfFuryStack_NAME": "Art of Fury", "TEXTKEY_AFFECTER_ArtOfFuryStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfFuryStack_DESC": "[STATUS_AttackSpeed] increases by {0}% whenever damage is taken.", "TEXTKEY_AFFECTER_ArtOfFuryStack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfFuryAura_NAME": "Art of Fury Aura", "TEXTKEY_AFFECTER_ArtOfFuryAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfFuryAura_DESC": "NULL", "TEXTKEY_AFFECTER_ArtOfFuryAura_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfDefenseStack_NAME": "Art of Defence", "TEXTKEY_AFFECTER_ArtOfDefenseStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfDefenseStack_DESC": "Whenever you take damage, [STATUS_PhysicalResistance] and [STATUS_MagicResistance] increase by {0}.", "TEXTKEY_AFFECTER_ArtOfDefenseStack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfDefenseAura_NAME": "Art of Defence Aura", "TEXTKEY_AFFECTER_ArtOfDefenseAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfDefenseAura_DESC": "NULL", "TEXTKEY_AFFECTER_ArtOfDefenseAura_FLAVOR": "NULL", "TEXTKEY_AFFECTER_RedManeAction_NAME": "Red Mane", "TEXTKEY_AFFECTER_RedManeAction_SUBNAME": "NULL", "TEXTKEY_AFFECTER_RedManeAction_DESC": "[STATUS_AttackSpeed] increases by {1}%.", "TEXTKEY_AFFECTER_RedManeAction_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SwallowCorpseStack_NAME": "Swallow Corpse", "TEXTKEY_AFFECTER_SwallowCorpseStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SwallowCorpseStack_DESC": "[STATUS_PhysicalAttackPower] increases by {0}% for each stack.", "TEXTKEY_AFFECTER_SwallowCorpseStack_FLAVOR": "The flesh that moved only moments ago now becomes its own flesh and strength.", "TEXTKEY_AFFECTER_BloodyClawStack_NAME": "Bloody Claw", "TEXTKEY_AFFECTER_BloodyClawStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BloodyClawStack_DESC": "[STATUS_AttackSpeed] increases by {0}% each time damage is taken.", "TEXTKEY_AFFECTER_BloodyClawStack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EliteMonster_NAME": "Elite Monster", "TEXTKEY_AFFECTER_EliteMonster_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EliteMonster_DESC": "This is an elite-grade monster.", "TEXTKEY_AFFECTER_EliteMonster_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BossMonster_NAME": "Boss Monster", "TEXTKEY_AFFECTER_BossMonster_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BossMonster_DESC": "This is a boss-grade monster.", "TEXTKEY_AFFECTER_BossMonster_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TreeOfLifeAuraTrait_NAME": "Tree of Life aura", "TEXTKEY_AFFECTER_TreeOfLifeAuraTrait_SUBNAME": "NULL", "TEXTKEY_AFFECTER_TreeOfLifeAuraTrait_DESC": "The Tree of Life is a powerful concentration of magical power, while at the same time granting indescribable resilience to those in its vicinity. However, if you extract the core of the tree at its center, its vitality will vanish.", "TEXTKEY_AFFECTER_TreeOfLifeAuraTrait_FLAVOR": "Shhhhh", "TEXTKEY_AFFECTER_BeeHive_NAME": "Beehive", "TEXTKEY_AFFECTER_BeeHive_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BeeHive_DESC": "Spawns 2 every {0} seconds, up to a maximum of {1}.", "TEXTKEY_AFFECTER_BeeHive_FLAVOR": "Bzzzzzz", "TEXTKEY_AFFECTER_BlazingEchoBounce_NAME": "Blazing Echo Bounce", "TEXTKEY_AFFECTER_BlazingEcho_NAME": "Blazing Echo", "TEXTKEY_AFFECTER_EmbracingWaveBounce_NAME": "Embracing Wave Bounce", "TEXTKEY_AFFECTER_EmbracingWave_NAME": "NULL", "TEXTKEY_AFFECTER_SleepTimer_NAME": "Sleep Timer", "TEXTKEY_AFFECTER_WaitForAppearFX_NAME": "NULL", "TEXTKEY_AFFECTER_DeadlyUntargetable_NAME": "Deadly Untargetable", "TEXTKEY_AFFECTER_InnerSilence_NAME": "NULL", "TEXTKEY_AFFECTER_RedMonsterRatPhase2_NAME": "Red Monster Rat Phase 2", "TEXTKEY_AFFECTER_RedMonsterRatPhase3_NAME": "Red Monster Rat Phase 3", "TEXTKEY_AFFECTER_Sunny_NAME": "Sunny", "TEXTKEY_AFFECTER_Sunny_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Sunny_DESC": "It's clear. It has no effect.", "TEXTKEY_AFFECTER_Sunny_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Rain_NAME": "Rain", "TEXTKEY_AFFECTER_Rain_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Rain_DESC": "When a unit is exposed to rain for a certain period of time, [AFFECTER_RainWet] is granted.", "TEXTKEY_AFFECTER_Rain_FLAVOR": "NULL", "TEXTKEY_AFFECTER_RainWet_NAME": "Rain", "TEXTKEY_AFFECTER_RainWet_SUBNAME": "NULL", "TEXTKEY_AFFECTER_RainWet_DESC": "Wet from the rain.\nGentle rain falls, and crops grow {0}x faster.", "TEXTKEY_AFFECTER_RainWet_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HeavyRain_NAME": "Heavy Rain", "TEXTKEY_AFFECTER_HeavyRain_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HeavyRain_DESC": "When a unit is exposed to rain for a certain period of time, [AFFECTER_HeavyRainWet] is granted.", "TEXTKEY_AFFECTER_HeavyRain_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HeavyRainWet_NAME": "Heavy Rain", "TEXTKEY_AFFECTER_HeavyRainWet_SUBNAME": "NULL", "TEXTKEY_AFFECTER_HeavyRainWet_DESC": "Wet from the rain.\nThe field is flooded, reducing the growth rate to {0}x", "TEXTKEY_AFFECTER_HeavyRainWet_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PlayerDifficultyVeryHard_NAME": "Difficulty Very Hard", "TEXTKEY_AFFECTER_PlayerDifficultyDownfall_NAME": "Difficulty Downfall", "TEXTKEY_AFFECTER_DepletedDungeon_NAME": "Depleted Dungeon", "TEXTKEY_AFFECTER_DepletedDungeon_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DepletedDungeon_DESC": "All item drop rates are reduced by 50%", "TEXTKEY_AFFECTER_DayTime_NAME": "Day Time", "TEXTKEY_AFFECTER_DayTime_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DayTime_DESC": "(06:00 - 20:00) It's daytime.", "TEXTKEY_AFFECTER_DayTime_FLAVOR": "NULL", "TEXTKEY_AFFECTER_NightTime_NAME": "Night Time", "TEXTKEY_AFFECTER_NightTime_SUBNAME": "NULL", "TEXTKEY_AFFECTER_NightTime_DESC": "(20:00 - 06:00) It's night. Visibility is reduced by [GAMESYSTEM_Campaign_DayNightVisionDiffrence].", "TEXTKEY_AFFECTER_NightTime_FLAVOR": "NULL", "TEXTKEY_AFFECTER_StrengthFortify_NAME": "Strength Fortify", "TEXTKEY_AFFECTER_StrengthFortify_SUBNAME": "NULL", "TEXTKEY_AFFECTER_StrengthFortify_DESC": "The [STATUS_Strength] of all units is increased.", "TEXTKEY_AFFECTER_StrengthFortify_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ToughnessFortify_NAME": "Constitution Fortify", "TEXTKEY_AFFECTER_ToughnessFortify_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ToughnessFortify_DESC": "The [STATUS_Constitution] of all units is increased.", "TEXTKEY_AFFECTER_ToughnessFortify_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WillpowerFortify_NAME": "Willpower Fortify", "TEXTKEY_AFFECTER_WillpowerFortify_SUBNAME": "NULL", "TEXTKEY_AFFECTER_WillpowerFortify_DESC": "The [STATUS_WillPower] of all units is increased.", "TEXTKEY_AFFECTER_WillpowerFortify_FLAVOR": "NULL", "TEXTKEY_AFFECTER_IntelligenceFortify_NAME": "Intelligence Fortify", "TEXTKEY_AFFECTER_IntelligenceFortify_SUBNAME": "NULL", "TEXTKEY_AFFECTER_IntelligenceFortify_DESC": "The [STATUS_Intelligence] of all units is increased.", "TEXTKEY_AFFECTER_IntelligenceFortify_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AgilityFortify_NAME": "Agility Fortify", "TEXTKEY_AFFECTER_AgilityFortify_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AgilityFortify_DESC": "The [STATUS_Agility] of all units is increased.", "TEXTKEY_AFFECTER_AgilityFortify_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PerceptionFortify_NAME": "Perception Fortify", "TEXTKEY_AFFECTER_PerceptionFortify_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PerceptionFortify_DESC": "The [STATUS_Perception] of all units is increased.", "TEXTKEY_AFFECTER_PerceptionFortify_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EliteHuntOrder_NAME": "Elite Hunt Order", "TEXTKEY_AFFECTER_EliteHuntOrder_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EliteHuntOrder_DESC": "The guild has offered a bounty for elite monsters. Defeating elite monsters will earn you gold.", "TEXTKEY_AFFECTER_EliteHuntOrder_FLAVOR": "NULL", "TEXTKEY_AFFECTER_RichManaStone_NAME": "Rich ManaStone", "TEXTKEY_AFFECTER_RichManaStone_SUBNAME": "NULL", "TEXTKEY_AFFECTER_RichManaStone_DESC": "ManaStone drop amount increases by {0}%.", "TEXTKEY_AFFECTER_RichManaStone_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SilentSerenity_NAME": "Silent Serenity", "TEXTKEY_AFFECTER_SilentSerenity_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SilentSerenity_DESC": "This quiet place helps restore body and mind. All expedition members gain the displayed effects.", "TEXTKEY_AFFECTER_SilentSerenity_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AbundantWood_NAME": "Abundant Wood", "TEXTKEY_AFFECTER_AbundantWood_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AbundantWood_DESC": "Logs drop rate increases by {0}%.", "TEXTKEY_AFFECTER_AbundantWood_FLAVOR": "NULL", "TEXTKEY_AFFECTER_JewelBeetle_NAME": "Jewel Beetle", "TEXTKEY_AFFECTER_JewelBeetle_SUBNAME": "NULL", "TEXTKEY_AFFECTER_JewelBeetle_DESC": "When gathering long grass, there is a {0}% chance that it will drop a Jewel Encrusted Beetle.", "TEXTKEY_AFFECTER_JewelBeetle_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ForestTeaching_NAME": "Forest Teaching", "TEXTKEY_AFFECTER_ForestTeaching_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ForestTeaching_DESC": "The clear forest air aids growth. All units receive an EXP gain bonus.", "TEXTKEY_AFFECTER_ForestTeaching_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ElvenHomeland_NAME": "Elven Homeland", "TEXTKEY_AFFECTER_ElvenHomeland_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ElvenHomeland_DESC": "This forest reminds the elves of home. The effect applies to all elf units.", "TEXTKEY_AFFECTER_ElvenHomeland_FLAVOR": "NULL", "TEXTKEY_AFFECTER_StrengthWeaken_NAME": "Strength Weaken", "TEXTKEY_AFFECTER_StrengthWeaken_SUBNAME": "NULL", "TEXTKEY_AFFECTER_StrengthWeaken_DESC": "The [STATUS_Strength] of all units is decreased.", "TEXTKEY_AFFECTER_StrengthWeaken_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ToughnessWeaken_NAME": "Constitution Weaken", "TEXTKEY_AFFECTER_ToughnessWeaken_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ToughnessWeaken_DESC": "The [STATUS_Constitution] of all units is decreased.", "TEXTKEY_AFFECTER_ToughnessWeaken_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WillpowerWeaken_NAME": "Willpower Weaken", "TEXTKEY_AFFECTER_WillpowerWeaken_SUBNAME": "NULL", "TEXTKEY_AFFECTER_WillpowerWeaken_DESC": "The [STATUS_WillPower] of all units is decreased.", "TEXTKEY_AFFECTER_WillpowerWeaken_FLAVOR": "NULL", "TEXTKEY_AFFECTER_IntelligenceWeaken_NAME": "Intelligence Weaken", "TEXTKEY_AFFECTER_IntelligenceWeaken_SUBNAME": "NULL", "TEXTKEY_AFFECTER_IntelligenceWeaken_DESC": "The [STATUS_Intelligence] of all units is decreased.", "TEXTKEY_AFFECTER_IntelligenceWeaken_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AgilityWeaken_NAME": "Agility Weaken", "TEXTKEY_AFFECTER_AgilityWeaken_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AgilityWeaken_DESC": "The [STATUS_Agility] of all units is decreased.", "TEXTKEY_AFFECTER_AgilityWeaken_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PerceptionWeaken_NAME": "Perception Weaken", "TEXTKEY_AFFECTER_PerceptionWeaken_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PerceptionWeaken_DESC": "The [STATUS_Perception] of all units is decreased.", "TEXTKEY_AFFECTER_PerceptionWeaken_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ManaOversaturation_NAME": "Mana Oversaturation", "TEXTKEY_AFFECTER_ManaOversaturation_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ManaOversaturation_DESC": "Concentrated mana causes nausea. All units gain this effect.", "TEXTKEY_AFFECTER_ManaOversaturation_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DistortedSenses_NAME": "Distorted Senses", "TEXTKEY_AFFECTER_DistortedSenses_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DistortedSenses_DESC": "The magic of the dungeon distorts the senses. All units receive this debuff.", "TEXTKEY_AFFECTER_DistortedSenses_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DarkWhisper_NAME": "Dark Whisper", "TEXTKEY_AFFECTER_DarkWhisper_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DarkWhisper_DESC": "At night, in the silence, an unknown voice is heard.", "TEXTKEY_AFFECTER_DarkWhisper_FLAVOR": "Wha... what was that just now?", "TEXTKEY_AFFECTER_DarkWhisperEnv_NAME": "Dark Whisper", "TEXTKEY_AFFECTER_DarkWhisperEnv_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DarkWhisperEnv_DESC": "At night, an unknown voice is heard in the silence. At night, all units gain [AFFECTER_DarkWhisper].", "TEXTKEY_AFFECTER_DarkWhisperEnv_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EndlessNight_NAME": "Dark Whisper", "TEXTKEY_AFFECTER_EndlessNight_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EndlessNight_DESC": "At night, an unknown voice is heard in the silence. At night, all units gain [AFFECTER_DarkWhisper].", "TEXTKEY_AFFECTER_EndlessNight_FLAVOR": "NULL", "TEXTKEY_AFFECTER_NutrientAbsorption_NAME": "Nutrient Absorption", "TEXTKEY_AFFECTER_NutrientAbsorption_SUBNAME": "NULL", "TEXTKEY_AFFECTER_NutrientAbsorption_DESC": "As I walk through the forest, I keep getting hungry for some unknown reason.", "TEXTKEY_AFFECTER_NutrientAbsorption_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SwarmingFlea_NAME": "Swarming Flea", "TEXTKEY_AFFECTER_SwarmingFlea_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SwarmingFlea_DESC": "NULL", "TEXTKEY_AFFECTER_SwarmingFlea_FLAVOR": "You damned things! Damn it! It itches!!", "TEXTKEY_AFFECTER_SwarmingFleaEnv_NAME": "Swarming Flea", "TEXTKEY_AFFECTER_SwarmingFleaEnv_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SwarmingFleaEnv_DESC": "Fleas are infested. When sleeping, gain [AFFECTER_SwarmingFlea] for {0} seconds.", "TEXTKEY_AFFECTER_SwarmingFleaEnv_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BeastForest_NAME": "Beast Forest", "TEXTKEY_AFFECTER_BeastForest_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BeastForest_DESC": "Beast Faction monsters have {0}% more health and grant {1}% more EXP.", "TEXTKEY_AFFECTER_BeastForest_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BeastForestEnv_NAME": "Beast Forest", "TEXTKEY_AFFECTER_BeastForestEnv_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BeastForestEnv_DESC": "Grants [AFFECTER_BeastForest] to beast monsters.", "TEXTKEY_AFFECTER_BeastForestEnv_FLAVOR": "NULL", "TEXTKEY_AFFECTER_UndergroundExplorer_NAME": "Underground Explorer", "TEXTKEY_AFFECTER_UndergroundExplorer_SUBNAME": "NULL", "TEXTKEY_AFFECTER_UndergroundExplorer_DESC": "The reward from the chest increases by {0}%.", "TEXTKEY_AFFECTER_UndergroundExplorer_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AbundantStone_NAME": "Abundant Stone", "TEXTKEY_AFFECTER_AbundantStone_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AbundantStone_DESC": "Stone drop amount increases by {0}%.", "TEXTKEY_AFFECTER_AbundantStone_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ManaStoneBurrow_NAME": "Mana Stone Burrow", "TEXTKEY_AFFECTER_ManaStoneBurrow_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ManaStoneBurrow_DESC": "MidGradeManaStones drop with a {0}% probability when mining stone.", "TEXTKEY_AFFECTER_ManaStoneBurrow_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DarkBurrow_NAME": "Dark Burrow", "TEXTKEY_AFFECTER_DarkBurrow_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DarkBurrow_DESC": "The vision range decreases by {0}.", "TEXTKEY_AFFECTER_DarkBurrow_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoblinVictory_NAME": "Goblin Victory", "TEXTKEY_AFFECTER_GoblinVictory_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GoblinVictory_DESC": "The Goblins won the battle against Gloth. The Goblins' movement speed increases by {0}.", "TEXTKEY_AFFECTER_GoblinVictory_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GlothVictory_NAME": "Gloth Victory", "TEXTKEY_AFFECTER_GlothVictory_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GlothVictory_DESC": "Gloth won the battle against the Goblin. Gloth's maximum health increases by {0}%.", "TEXTKEY_AFFECTER_GlothVictory_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BleedImmune_NAME": "Bleed Immunity", "TEXTKEY_AFFECTER_BleedImmune_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BleedImmune_DESC": "Grants immunity to [AFFECTER_Bleeding].", "TEXTKEY_AFFECTER_BleedImmune_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PoisonImmune_NAME": "Poison Immunity", "TEXTKEY_AFFECTER_PoisonImmune_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PoisonImmune_DESC": "Grants immunity to [AFFECTER_Poison].", "TEXTKEY_AFFECTER_PoisonImmune_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BurnImmune_NAME": "Burn Immunity", "TEXTKEY_AFFECTER_BurnImmune_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BurnImmune_DESC": "Grants immunity to [AFFECTER_Burning].", "TEXTKEY_AFFECTER_BurnImmune_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LesserGuardianAura_NAME": "Lesser Guardian Ward", "TEXTKEY_AFFECTER_LesserGuardianAura_SUBNAME": "NULL", "TEXTKEY_AFFECTER_LesserGuardianAura_DESC": "Ignores dungeon stay effects in region2 and below.", "TEXTKEY_AFFECTER_LesserGuardianAura_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FireCloak_NAME": "Fire Cloak", "TEXTKEY_AFFECTER_FireCloak_SUBNAME": "NULL", "TEXTKEY_AFFECTER_FireCloak_DESC": "Deals magic damage equal to {2}% of [STATUS_MagicAttackPower] per second to adjacent enemy units and applies {3} stacks of [AFFECTER_Burning] for {4} seconds.", "TEXTKEY_AFFECTER_FireCloak_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GlothHowling_NAME": "Gloth Howling", "TEXTKEY_AFFECTER_GlothHowling_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GlothHowling_DESC": "Calls for aid from nearby packs.\nAs stacks increase, increasingly stronger units are summoned.", "TEXTKEY_AFFECTER_GlothHowling_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoblinOintment_NAME": "Goblin Ointment", "TEXTKEY_AFFECTER_GoblinOintment_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GoblinOintment_DESC": "Restores health.", "TEXTKEY_AFFECTER_GoblinOintment_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoblinHerb_NAME": "Goblin Herb", "TEXTKEY_AFFECTER_GoblinHerb_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GoblinHerb_DESC": "Restores health.", "TEXTKEY_AFFECTER_GoblinHerb_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GlothLash_NAME": "Gloth Lash", "TEXTKEY_AFFECTER_GlothLash_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GlothLash_DESC": "[STATUS_MovementSpeed] increases by {1}% for {0} seconds.", "TEXTKEY_AFFECTER_GlothLash_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SentinelWarning_NAME": "Sentinel's Warning", "TEXTKEY_AFFECTER_SentinelWarning_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SentinelWarning_DESC": "A warning issued before countermeasures are initiated.", "TEXTKEY_AFFECTER_SymbioticInsectEffect_NAME": "Symbiotic Insect", "TEXTKEY_AFFECTER_SymbioticInsectEffect_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SymbioticInsectEffect_DESC": "Health percentage regeneration increases.", "TEXTKEY_AFFECTER_SymbioticInsectEffect_FLAVOR": "NULL", "TEXTKEY_AFFECTER_StoneGolemSoulCount_NAME": "Giant Stone Golem Soul", "TEXTKEY_AFFECTER_StoneGolemSoulCount_SUBNAME": "NULL", "TEXTKEY_AFFECTER_StoneGolemSoulCount_DESC": "Each time you take damage, [STATUS_DamageDealtBonus] increases by 2% and [STATUS_DamageTakenBonus] decreases by 2%. Stacks reset after combat ends.", "TEXTKEY_AFFECTER_StoneGolemSoulCount_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoblinChiefShamanSoulStack_NAME": "Goblin Shaman Stack", "TEXTKEY_AFFECTER_GoblinChiefShamanSoulStack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GoblinChiefShamanSoulStack_DESC": "Magic Attack Power increases by {0}% and damage taken increases by {1}%.", "TEXTKEY_AFFECTER_GoblinChiefShamanSoulStack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessSwift_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessSwift_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessSwift_DESC": "[STATUS_MovementSpeed] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessSwift_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessVampire_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessVampire_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessVampire_DESC": "[STATUS_LifeSteal] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessVampire_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessAttackSpeed_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessAttackSpeed_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessAttackSpeed_DESC": "[STATUS_AttackSpeed] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessAttackSpeed_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessPhysicalAttack_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessPhysicalAttack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessPhysicalAttack_DESC": "[STATUS_PhysicalAttackPower] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessPhysicalAttack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessMagicalAttack_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessMagicalAttack_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessMagicalAttack_DESC": "[STATUS_MagicAttackPower] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessMagicalAttack_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessAccuracy_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessAccuracy_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessAccuracy_DESC": "[STATUS_HitChance] increases by {0}% during this expedition.", "TEXTKEY_AFFECTER_BlessAccuracy_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessDodge_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessDodge_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessDodge_DESC": "[STATUS_DodgeChance] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessDodge_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessCritical_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessCritical_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessCritical_DESC": "[STATUS_CriticalChance] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessCritical_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessGuard_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessGuard_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessGuard_DESC": "[STATUS_GuardChance] increases by {0}% during this exploration.", "TEXTKEY_AFFECTER_BlessGuard_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessSkillCooldown_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessSkillCooldown_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessSkillCooldown_DESC": "[STATUS_CooldownReduction] increases by {0} during this exploration.", "TEXTKEY_AFFECTER_BlessSkillCooldown_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessMagicResistance_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessMagicResistance_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessMagicResistance_DESC": "[STATUS_MagicResistance] increases by {0} during this exploration.", "TEXTKEY_AFFECTER_BlessMagicResistance_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessMetalSkin_NAME": "Goddess' Blessing", "TEXTKEY_AFFECTER_BlessMetalSkin_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlessMetalSkin_DESC": "[STATUS_PhysicalResistance] increases by {0} during this exploration.", "TEXTKEY_AFFECTER_BlessMetalSkin_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AbyssRebound_NAME": "Abyss Rebound", "TEXTKEY_AFFECTER_AbyssRebound_SUBNAME": "NULL", "TEXTKEY_AFFECTER_AbyssRebound_DESC": "When your health drops to {0}% or less, you gain [AFFECTER_Barrier] equal to {1}% of your lost health for {2} seconds.", "TEXTKEY_AFFECTER_AbyssRebound_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Chatted_NAME": "Chatted", "TEXTKEY_AFFECTER_Chatted_SUBNAME": "Light Conversation", "TEXTKEY_AFFECTER_Chatted_DESC": "[STATUS_Mood] increases after chatting with another companion.", "TEXTKEY_AFFECTER_Chatted_FLAVOR": "A short conversation, but a refreshing change of pace.", "TEXTKEY_AFFECTER_Complain_NAME": "Discontent with the Decision", "TEXTKEY_AFFECTER_Complain_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Complain_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_Complain_FLAVOR": "Eyes full of discontent pierce into you.", "TEXTKEY_AFFECTER_ExploreAspiration_NAME": "Aspiration for Exploration", "TEXTKEY_AFFECTER_ExploreAspiration_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ExploreAspiration_DESC": "Has not ventured deeper for quite some time.\nEager to push further into the dungeon and achieve greater expedition results.", "TEXTKEY_AFFECTER_ExploreAspiration_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DarkThornCorruption_NAME": "Dark Thorn Corruption", "TEXTKEY_AFFECTER_DarkThornCorruption_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DarkThornCorruption_DESC": "NULL", "TEXTKEY_AFFECTER_DarkThornCorruption_FLAVOR": "A sticky, unsettling substance refuses to leave the body.", "TEXTKEY_AFFECTER_MaybeTrumpet_NAME": "Perhaps a Trumpet", "TEXTKEY_AFFECTER_MaybeTrumpet_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MaybeTrumpet_DESC": "NULL", "TEXTKEY_AFFECTER_MaybeTrumpet_FLAVOR": "It was surely the sound of a magnificent trumpet.", "TEXTKEY_AFFECTER_MaybeHarp_NAME": "Perhaps a Harp", "TEXTKEY_AFFECTER_MaybeHarp_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MaybeHarp_DESC": "NULL", "TEXTKEY_AFFECTER_MaybeHarp_FLAVOR": "It was a clear and beautiful melody.", "TEXTKEY_AFFECTER_MaybeSong_NAME": "Perhaps a Woman's Song", "TEXTKEY_AFFECTER_MaybeSong_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MaybeSong_DESC": "NULL", "TEXTKEY_AFFECTER_MaybeSong_FLAVOR": "It was a delicate and beautiful voice.", "TEXTKEY_AFFECTER_BizarrePain_NAME": "Bizarre Pain", "TEXTKEY_AFFECTER_BizarrePain_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BizarrePain_DESC": "NULL", "TEXTKEY_AFFECTER_BizarrePain_FLAVOR": "It feels as though your entire body is being torn apart.", "TEXTKEY_AFFECTER_BizarrePleasure_NAME": "Bizarre Pleasure", "TEXTKEY_AFFECTER_BizarrePleasure_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BizarrePleasure_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_BizarrePleasure_FLAVOR": "A strange ecstasy leaves no room for any other thoughts.", "TEXTKEY_AFFECTER_MajorSatisfaction_NAME": "Highly Satisfied", "TEXTKEY_AFFECTER_MajorSatisfaction_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MajorSatisfaction_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MajorSatisfaction_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Satisfied_NAME": "Satisfied", "TEXTKEY_AFFECTER_Satisfied_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Satisfied_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_Satisfied_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MinorSatisfied_NAME": "Slightly Satisfied", "TEXTKEY_AFFECTER_MinorSatisfied_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MinorSatisfied_DESC": "[STATUS_Mood] increases.", "TEXTKEY_AFFECTER_MinorSatisfied_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MajorDissatisfaction_NAME": "Highly Dissatisfied", "TEXTKEY_AFFECTER_MajorDissatisfaction_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MajorDissatisfaction_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_MajorDissatisfaction_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Dissatisfaction_NAME": "Dissatisfied", "TEXTKEY_AFFECTER_Dissatisfaction_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Dissatisfaction_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_Dissatisfaction_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MinorDissatisfaction_NAME": "Slightly Dissatisfied", "TEXTKEY_AFFECTER_MinorDissatisfaction_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MinorDissatisfaction_DESC": "[STATUS_Mood] decreases.", "TEXTKEY_AFFECTER_MinorDissatisfaction_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FullMoonWolf_NAME": "Full Moon Wolf", "TEXTKEY_AFFECTER_FullMoonWolf_DESC": "Morale increases, raising [STATUS_Strength] and [STATUS_WillPower].", "TEXTKEY_AFFECTER_AbundantRation_NAME": "Abundant Rations", "TEXTKEY_AFFECTER_AbundantRation_DESC": "Demands more food due to the abundant rations.", "TEXTKEY_AFFECTER_EnvelopingTide_NAME": "Enveloping Tide", "TEXTKEY_AFFECTER_EnvelopingTide_DESC": "Gain a shield of {1} for {0} seconds at the start of combat.", "TEXTKEY_AFFECTER_DiffusiveFlame_NAME": "Diffusive Flame", "TEXTKEY_AFFECTER_DiffusiveFlame_DESC": "Upon killing an enemy, apply {1} [AFFECTER_Burning] for {0} seconds to all enemy units adjacent to the target.", "TEXTKEY_AFFECTER_BloomingNature_NAME": "Diffusive Flame", "TEXTKEY_AFFECTER_BloomingNature_DESC": "Health regeneration is increased.", "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME": "Goblin Hunting Method", "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC": "Damage dealt to beasts is increased by {0}%.", "TEXTKEY_AFFECTER_FrenziedBall_NAME": "Frenzied Ball", "TEXTKEY_AFFECTER_FrenziedBall_DESC": "Enjoying the frenzied ball reduces maximum Energy but improves mood.", "TEXTKEY_AFFECTER_InjectedTruth_NAME": "Injected Truth", "TEXTKEY_AFFECTER_InjectedTruth_DESC": "Realizing an unacceptable truth increases perception but worsens mood.", "TEXTKEY_AFFECTER_CurseOfDead_NAME": "Curse of the Dead", "TEXTKEY_AFFECTER_CurseOfDead_DESC": "Hit chance and evasion are reduced by the curse of the dead.", "TEXTKEY_AFFECTER_Human_NAME": "Human", "TEXTKEY_AFFECTER_Human_DESC": "Despite their unremarkable physique and mental fortitude, humans have become one of the continent's most prosperous races through constant cooperation and competition.\n\nThey gain [AFFECTER_GrowthFatigue] when [STATUS_Exp] reaches [STATUS_MaxExp].", "TEXTKEY_AFFECTER_Human_FLAVOR": "Beings who desire endlessly...", "TEXTKEY_AFFECTER_LizardMan_NAME": "Lizardman", "TEXTKEY_AFFECTER_LizardMan_DESC": "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.\n\nGain [AFFECTER_PlantRage] when eating vegetarian food.\nIgnore [STATUS_Mood] penalty when eating carnivore food.", "TEXTKEY_AFFECTER_LizardMan_FLAVOR": "True descendants of the dragons never shy away from battle! En'kaktu!", "TEXTKEY_AFFECTER_Elf_NAME": "Elf", "TEXTKEY_AFFECTER_Elf_DESC": "Elves possess a deep understanding of magic and nature, renowned for their sharp senses and wisdom.\n\nGain [AFFECTER_CarnalGuilt] when eating carnivore food.\nIgnore [STATUS_Mood] penalty when eating vegetarian food.", "TEXTKEY_AFFECTER_Elf_FLAVOR": "In the thousand-year forest we dwelt, drinking tears older than the Myriad. Yet we had to leave. We could do nothing but leave.", "TEXTKEY_AFFECTER_Lycan_NAME": "Lycan", "TEXTKEY_AFFECTER_Lycan_DESC": "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.\n\nGain [AFFECTER_NocturnalNightTime] at night.\nGain the [AFFECTER_NocturnalDayTime] penalty during the day.", "TEXTKEY_AFFECTER_Lycan_FLAVOR": "We walked through that place, where the ground glittered with moonlit sand.", "TEXTKEY_AFFECTER_Dwarf_NAME": "Dwarf", "TEXTKEY_AFFECTER_Dwarf_DESC": "Dwarves are known for their great stamina and master craftsmanship, thriving deep within the mountains.", "TEXTKEY_AFFECTER_Dwarf_FLAVOR": "The mountains are both our home and our fortress. We've no need to envy others.", "TEXTKEY_AFFECTER_WhiteDemon_NAME": "White Demon", "TEXTKEY_AFFECTER_WhiteDemon_DESC": "Known as heretics who betrayed their fellow demons to side with humans, at least that’s how the tales go.", "TEXTKEY_AFFECTER_WhiteDemon_FLAVOR": "I’ve come to understand what it means to kill with a mere gaze. It was truly a spine chilling experience.", "TEXTKEY_AFFECTER_Tal_NAME": "Tal", "TEXTKEY_AFFECTER_Tal_DESC": "Little is known about this mysterious race, other than their distinct, individual personalities. Their origins remain uncertain.", "TEXTKEY_AFFECTER_Tal_FLAVOR": "Have you ever seen the face behind the mask? What a peculiar question.", "TEXTKEY_AFFECTER_CityGuard_NAME": "City Guard", "TEXTKEY_AFFECTER_CityGuard_DESC": "City Guards act on orders to preserve peace in the city.", "TEXTKEY_AFFECTER_CityGuard_FLAVOR": "He now responds to orders from above with silence.", "TEXTKEY_AFFECTER_Poacher_NAME": "Poacher", "TEXTKEY_AFFECTER_Poacher_DESC": "They trespass into forbidden zones, hunting under the law’s blind spot.", "TEXTKEY_AFFECTER_Poacher_FLAVOR": "The idea that the forest is owned by someone doesn’t mean much to them.", "TEXTKEY_AFFECTER_ExiledWarrior_NAME": "Exiled Warrior", "TEXTKEY_AFFECTER_ExiledWarrior_DESC": "The exiled warrior left his home in defeat, fighting on as a wanderer.", "TEXTKEY_AFFECTER_ExiledWarrior_FLAVOR": "His blade is still heavy and sharp.", "TEXTKEY_AFFECTER_Slave_NAME": "Slave", "TEXTKEY_AFFECTER_Slave_DESC": "Slaves endure a wretched existence, learning obedience and patience.", "TEXTKEY_AFFECTER_Slave_FLAVOR": "Their wrists may be free of chains, but their hearts remain bound in captivity.", "TEXTKEY_AFFECTER_Begger_NAME": "Beggar", "TEXTKEY_AFFECTER_Begger_DESC": "Beggars do whatever it takes to survive in extreme poverty.\nBeggars do not suffer negative mood effects from food.", "TEXTKEY_AFFECTER_Begger_FLAVOR": "Kneeling to beg for a coin, there is still a faint glimmer of hope in their eyes.", "TEXTKEY_AFFECTER_Miner_NAME": "Miner", "TEXTKEY_AFFECTER_Miner_DESC": "Miners delve deep beneath the earth, extracting resources while building remarkable endurance.", "TEXTKEY_AFFECTER_Miner_FLAVOR": "Monsters are softer than stone.", "TEXTKEY_AFFECTER_Messenger_NAME": "Messenger", "TEXTKEY_AFFECTER_Messenger_DESC": "Messengers are entrusted with delivering important news and orders with speed and reliability.", "TEXTKEY_AFFECTER_Messenger_FLAVOR": "Even when breath fails, they do not stop.", "TEXTKEY_AFFECTER_Undertaker_NAME": "Undertaker", "TEXTKEY_AFFECTER_Undertaker_DESC": "Undertakers prepare the dead for their final rest and see to their last rites.", "TEXTKEY_AFFECTER_Undertaker_FLAVOR": "With every shovelful of earth, another story is laid to rest.", "TEXTKEY_AFFECTER_Deserter_NAME": "Deserter", "TEXTKEY_AFFECTER_Deserter_DESC": "A fugitive from the battlefield, still haunted by the fear of war.", "TEXTKEY_AFFECTER_Deserter_FLAVOR": "He still looks over his shoulder, even when no one is chasing him.", "TEXTKEY_AFFECTER_Blacksmith_NAME": "Blacksmith", "TEXTKEY_AFFECTER_Blacksmith_DESC": "Blacksmiths forge and repair equipment through mastery of fire and hammer.", "TEXTKEY_AFFECTER_Blacksmith_FLAVOR": "The ring of steel on steel marks the rhythm of his endless days.", "TEXTKEY_AFFECTER_Carpenter_NAME": "Carpenter", "TEXTKEY_AFFECTER_Carpenter_DESC": "Carpenters shape wood into structures, tools, and works of craftsmanship.", "TEXTKEY_AFFECTER_Carpenter_FLAVOR": "Within the rough grain, he already sees the finished form.", "TEXTKEY_AFFECTER_Mage_NAME": "Mage", "TEXTKEY_AFFECTER_Mage_DESC": "Mages wield the powers of the elements through knowledge and disciplined study.", "TEXTKEY_AFFECTER_Mage_FLAVOR": "Only those who can read the unseen currents may command them.", "TEXTKEY_AFFECTER_ForestKeeper_NAME": "Forest Keeper", "TEXTKEY_AFFECTER_ForestKeeper_DESC": "Forest Keepers protect and nurture nature, their wisdom running deep.", "TEXTKEY_AFFECTER_ForestKeeper_FLAVOR": "They remember each tree by name, embracing the forest as their true home.", "TEXTKEY_AFFECTER_Hunter_NAME": "Hunter", "TEXTKEY_AFFECTER_Hunter_DESC": "Hunters track their prey with agility and swift actions.", "TEXTKEY_AFFECTER_Hunter_FLAVOR": "Entering the forest at dawn’s first light, the hunter emerges quietly at dusk.", "TEXTKEY_AFFECTER_Porter_NAME": "Porter", "TEXTKEY_AFFECTER_Porter_DESC": "Porters carry heavy loads, boasting great physical strength.", "TEXTKEY_AFFECTER_Porter_FLAVOR": "The heavy burden on his bent back was proof that he was still alive.", "TEXTKEY_AFFECTER_Peddler_NAME": "Peddler", "TEXTKEY_AFFECTER_Peddler_DESC": "Peddlers trade various goods, constantly traveling the roads.", "TEXTKEY_AFFECTER_Peddler_FLAVOR": "Traveling between cities and towns, they are the first to hear all the rumors and tales.", "TEXTKEY_AFFECTER_Wanderer_NAME": "Wanderer", "TEXTKEY_AFFECTER_Wanderer_DESC": "Wanderers live a life of freedom, settling nowhere.", "TEXTKEY_AFFECTER_Wanderer_FLAVOR": "They belong nowhere in this world; their path always leads to the unknown.", "TEXTKEY_AFFECTER_Hooligan_NAME": "Hooligan", "TEXTKEY_AFFECTER_Hooligan_DESC": "Hooligans thrive on lawlessness and chaos.", "TEXTKEY_AFFECTER_Hooligan_FLAVOR": "In the dead of night, laughter in the darkness signals that the hooligans have taken over the streets once again.", "TEXTKEY_AFFECTER_Thief_NAME": "Thief", "TEXTKEY_AFFECTER_Thief_DESC": "Thieves use their nimble hands to steal from others.", "TEXTKEY_AFFECTER_Thief_FLAVOR": "Holding their breath in the shadows, their hands move faster than light.", "TEXTKEY_AFFECTER_Butcher_NAME": "Butcher", "TEXTKEY_AFFECTER_Butcher_DESC": "Butchers slaughter beasts with ruthless precision.", "TEXTKEY_AFFECTER_Butcher_FLAVOR": "Blood and flesh.", "TEXTKEY_AFFECTER_Conscript_NAME": "Conscript", "TEXTKEY_AFFECTER_Conscript_DESC": "Conscripts are fated to be forcibly sent to the battlefield.", "TEXTKEY_AFFECTER_Conscript_FLAVOR": "They only know basics of combat.", "TEXTKEY_AFFECTER_SnakeCatcher_NAME": "Snake Catcher", "TEXTKEY_AFFECTER_SnakeCatcher_DESC": "Snake catchers hunt venomous serpents, risking their lives.", "TEXTKEY_AFFECTER_SnakeCatcher_FLAVOR": "More terrifying than sharp fangs is the snake catcher's obsession to capture them.", "TEXTKEY_AFFECTER_Gambler_NAME": "Gambler", "TEXTKEY_AFFECTER_Gambler_DESC": "Gamblers enjoy risking it all for the sake of fate.", "TEXTKEY_AFFECTER_Gambler_FLAVOR": "The moment the dice are cast, his heart races the fastest.", "TEXTKEY_AFFECTER_Philosopher_NAME": "Philosopher", "TEXTKEY_AFFECTER_Philosopher_DESC": "Philosophers seek truth through profound contemplation.", "TEXTKEY_AFFECTER_Philosopher_FLAVOR": "He only gained true wisdom when he realized he could never know all the answers.", "TEXTKEY_AFFECTER_Squire_NAME": "Squire", "TEXTKEY_AFFECTER_Squire_DESC": "Squires assist their masters with loyalty and hone their combat skills.", "TEXTKEY_AFFECTER_Squire_FLAVOR": "A shield in his hand, loyalty in his heart.", "TEXTKEY_AFFECTER_Mercenary_NAME": "Mercenary", "TEXTKEY_AFFECTER_Mercenary_DESC": "Mercenaries are specialized warriors who fight for profit.", "TEXTKEY_AFFECTER_Mercenary_FLAVOR": "On the battlefield, his sword is his most trusted friend.", "TEXTKEY_AFFECTER_SwampKeeper_NAME": "Swamp Keeper", "TEXTKEY_AFFECTER_SwampKeeper_DESC": "Swamp Keepers are experts in surviving and managing swamp environments.", "TEXTKEY_AFFECTER_SwampKeeper_FLAVOR": "Even in the swamp, his steps leave no trace.", "TEXTKEY_AFFECTER_ChiefBodyguard_NAME": "Chief Bodyguard", "TEXTKEY_AFFECTER_ChiefBodyguard_DESC": "Chief Bodyguards are warriors who risk their lives to protect the chief.", "TEXTKEY_AFFECTER_ChiefBodyguard_FLAVOR": "Only the strongest Lizardmen are granted this role.", "TEXTKEY_AFFECTER_ScaleCraftsman_NAME": "Scale Craftsman", "TEXTKEY_AFFECTER_ScaleCraftsman_DESC": "Scale Craftsmen are skilled artisans who craft intricate works from scales.", "TEXTKEY_AFFECTER_ScaleCraftsman_FLAVOR": "In his hands, a simple scale is reborn as art.", "TEXTKEY_AFFECTER_Scout_NAME": "Scout", "TEXTKEY_AFFECTER_Scout_DESC": "Scouts move ahead of others, surveying the surroundings and detecting danger before it strikes.", "TEXTKEY_AFFECTER_Scout_FLAVOR": "No footprints remain. None can tell they were ever there.", "TEXTKEY_AFFECTER_Gardener_NAME": "Gardener", "TEXTKEY_AFFECTER_Gardener_DESC": "Gardeners nurture and care for the forest, preserving the balance of nature.", "TEXTKEY_AFFECTER_Gardener_FLAVOR": "Not a branch nor a blade of grass grows by accident.", "TEXTKEY_AFFECTER_Druid_NAME": "Druid", "TEXTKEY_AFFECTER_Druid_DESC": "Druids share a deep bond with nature and draw upon its power.", "TEXTKEY_AFFECTER_Druid_FLAVOR": "When the wind falls silent and the trees pause to breathe, they already understand its meaning.", "TEXTKEY_AFFECTER_Occultist_NAME": "Occultist", "TEXTKEY_AFFECTER_Occultist_DESC": "Occultists study ancient texts and forbidden knowledge in search of hidden truths.", "TEXTKEY_AFFECTER_Occultist_FLAVOR": "Every secret demands a price. He knows this better than anyone.", "TEXTKEY_AFFECTER_BeastHunter_NAME": "Beast Hunter", "TEXTKEY_AFFECTER_BeastHunter_DESC": "Beast Hunters make their living tracking dangerous monsters and massive beasts.", "TEXTKEY_AFFECTER_BeastHunter_FLAVOR": "Every beast leaves a trail, and he never misses one.", "TEXTKEY_AFFECTER_Carter_NAME": "Carter", "TEXTKEY_AFFECTER_Carter_DESC": "Carters travel treacherous roads, transporting people and goods to their destinations.", "TEXTKEY_AFFECTER_Carter_FLAVOR": "As long as the wheels keep turning, so does his journey.", "TEXTKEY_AFFECTER_NightWatch_NAME": "Night Watchman", "TEXTKEY_AFFECTER_NightWatch_DESC": "Night Watchmen patrol the streets while others sleep, keeping watch for danger.", "TEXTKEY_AFFECTER_NightWatch_FLAVOR": "His night does not end until dawn arrives.", "TEXTKEY_AFFECTER_ExiledLord_NAME": "Exiled Lord", "TEXTKEY_AFFECTER_ExiledLord_DESC": "Though stripped of title and land, the Exiled Lord still carries the bearing of a ruler.", "TEXTKEY_AFFECTER_ExiledLord_FLAVOR": "The crown is gone, but the commanding voice remains.", "TEXTKEY_AFFECTER_NobleAdventurer_NAME": "Noble Adventurer", "TEXTKEY_AFFECTER_NobleAdventurer_DESC": "Noble Adventurers use their wealth and status to explore unknown lands and pursue discovery.", "TEXTKEY_AFFECTER_NobleAdventurer_FLAVOR": "Untamed lands beyond the map thrilled him more than any luxurious estate.", "TEXTKEY_AFFECTER_Prodigy_NAME": "Prodigy", "TEXTKEY_AFFECTER_Prodigy_DESC": "A prodigy blessed with extraordinary talent from a young age, burdened by the expectations of others.", "TEXTKEY_AFFECTER_Prodigy_FLAVOR": "What others spend a lifetime achieving came naturally to him.", "TEXTKEY_AFFECTER_CursedChild_NAME": "Cursed Child", "TEXTKEY_AFFECTER_CursedChild_DESC": "Born beneath an ill omen, the Cursed Child grew up surrounded by fear and superstition.", "TEXTKEY_AFFECTER_CursedChild_FLAVOR": "On the night the child was born, the village dogs howled until morning.", "TEXTKEY_AFFECTER_TavernRunner_NAME": "Tavern Runner", "TEXTKEY_AFFECTER_TavernRunner_DESC": "The tavern runner always treated people with a lively demeanor.", "TEXTKEY_AFFECTER_TavernRunner_FLAVOR": "What should I serve today?", "TEXTKEY_AFFECTER_TestTrait_NAME": "Test Dragon", "TEXTKEY_AFFECTER_TestTrait_DESC": "It's a test dragon.", "TEXTKEY_AFFECTER_TestTrait_FLAVOR": "It's a test flavor.", "TEXTKEY_AFFECTER_PioneeringSpirit_NAME": "Leadership", "TEXTKEY_AFFECTER_PioneeringSpirit_DESC": "The mood increases starting from dungeon floor {0}.", "TEXTKEY_AFFECTER_PioneeringSpirit_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GreatestWarrior_NAME": "Greatest Warrior", "TEXTKEY_AFFECTER_GreatestWarrior_DESC": "Recognized as the greatest warrior, stats increase.", "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME": "Blessing Of The World Tree", "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC": "The duration of positive effects on all units is increased by {0}% due to the World Tree's blessing.", "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SurvivalInstinct_NAME": "Survival Instinct", "TEXTKEY_AFFECTER_SurvivalInstinct_DESC": "Driven by a tenacious survival instinct, evasion rate increases by {1}% when health drops to {0}% or below.", "TEXTKEY_AFFECTER_SurvivalInstinct_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LeadershipLizard_NAME": "Leadership", "TEXTKEY_AFFECTER_LeadershipLizard_DESC": "Grants nearby allies [AFFECTER_CalmLeadership] through exceptional leadership.", "TEXTKEY_AFFECTER_LeadershipLizard_FLAVOR": "Precise commands reduce unnecessary losses.", "TEXTKEY_AFFECTER_LeadershipHuman_NAME": "Leadership", "TEXTKEY_AFFECTER_LeadershipHuman_DESC": "Grants nearby allies [AFFECTER_CalmLeadership] through exceptional leadership.\nNew allies acquire [AFFECTER_PioneeringSpirit].", "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR": "Precise commands reduce unnecessary losses.", "TEXTKEY_AFFECTER_LeadershipElf_NAME": "Leadership", "TEXTKEY_AFFECTER_LeadershipElf_DESC": "Grants nearby allies [AFFECTER_CalmLeadership] through exceptional leadership.\nNew allies acquire [AFFECTER_BlessOfWorldTree].", "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR": "Precise commands reduce unnecessary losses.", "TEXTKEY_AFFECTER_LeadershipLycan_NAME": "Leadership", "TEXTKEY_AFFECTER_LeadershipLycan_DESC": "Grants nearby allies [AFFECTER_CalmLeadership] through exceptional leadership.\nNew allies acquire [AFFECTER_SurvivalInstinct].", "TEXTKEY_AFFECTER_LeadershipLycan_FLAVOR": "Precise commands reduce unnecessary losses.", "TEXTKEY_AFFECTER_CunningGetaway_NAME": "Cunning Getaway", "TEXTKEY_AFFECTER_CunningGetaway_DESC": "Skilled at escaping dangerous situations. Immune to [AFFECTER_Limping].", "TEXTKEY_AFFECTER_CunningGetaway_FLAVOR": "Surviving is what matters. Doesn't matter how.", "TEXTKEY_AFFECTER_SlowLearner_NAME": "Slow Learner", "TEXTKEY_AFFECTER_SlowLearner_DESC": "Learns at a slower pace than others.", "TEXTKEY_AFFECTER_SlowLearner_FLAVOR": "The ending will be magnificent.", "TEXTKEY_AFFECTER_UnhappyGenius_NAME": "Unhappy Genius", "TEXTKEY_AFFECTER_UnhappyGenius_DESC": "Possessing extraordinary talent, yet living in perpetual suffering.", "TEXTKEY_AFFECTER_UnhappyGenius_FLAVOR": "Being a genius might be more of a curse than a blessing.", "TEXTKEY_AFFECTER_HappyFool_NAME": "Happy Fool", "TEXTKEY_AFFECTER_HappyFool_DESC": "A carefree soul, always smiling, unbothered by the world’s complexities.", "TEXTKEY_AFFECTER_HappyFool_FLAVOR": "You call me a fool? I'm just enjoying life.", "TEXTKEY_AFFECTER_Curious_NAME": "Curious", "TEXTKEY_AFFECTER_Curious_DESC": "Driven by unending curiosity, constantly exploring new things.", "TEXTKEY_AFFECTER_Curious_FLAVOR": "Why? Because I can't sleep if I don't find out!", "TEXTKEY_AFFECTER_BellyBeggar_NAME": "Belly Beggar", "TEXTKEY_AFFECTER_BellyBeggar_DESC": "Always tormented by hunger, endlessly searching for food.", "TEXTKEY_AFFECTER_BellyBeggar_FLAVOR": "When you're hungry, the whole world looks like an enemy.", "TEXTKEY_AFFECTER_Sleepyhead_NAME": "Sleepyhead", "TEXTKEY_AFFECTER_Sleepyhead_DESC": "Easily falls asleep in any situation.", "TEXTKEY_AFFECTER_Sleepyhead_FLAVOR": "In my dreams, everything is perfect.", "TEXTKEY_AFFECTER_Psychopath_NAME": "Psychopath", "TEXTKEY_AFFECTER_Psychopath_DESC": "Lacks emotions and feels indifferent to the suffering of others. Gains [AFFECTER_WitnessDead] when someone dies.", "TEXTKEY_AFFECTER_Psychopath_FLAVOR": "Pain is just an interesting phenomenon, nothing more.", "TEXTKEY_AFFECTER_DullTongue_NAME": "Dull Tongue", "TEXTKEY_AFFECTER_DullTongue_DESC": "Insensitive to taste and eats anything without hesitation. Gains [AFFECTER_DullTonguePos] when receiving a negative food effect, and gains [AFFECTER_DullTongueNeg] when receiving a positive food effect.", "TEXTKEY_AFFECTER_DullTongue_FLAVOR": "What does it taste like? You just eat it, that's all.", "TEXTKEY_AFFECTER_Adventurous_NAME": "Adventurous", "TEXTKEY_AFFECTER_Adventurous_DESC": "Willing to risk it all for new adventures. Gains [AFFECTER_JoyOfAdventure] in dungeons and [AFFECTER_Boredom] in settlements.", "TEXTKEY_AFFECTER_Adventurous_FLAVOR": "There's always a thrill in finding a new path.", "TEXTKEY_AFFECTER_SettlementPrefer_NAME": "Settlement-Oriented", "TEXTKEY_AFFECTER_SettlementPrefer_DESC": "Prefers stable surroundings and feels more comfortable in settlements. Gains [AFFECTER_Comfort] in settlements and [AFFECTER_Awe] in dungeons.", "TEXTKEY_AFFECTER_SettlementPrefer_FLAVOR": "A place with walls and a roof is where people belong.", "TEXTKEY_AFFECTER_Pacifist_NAME": "Pacifist", "TEXTKEY_AFFECTER_Pacifist_DESC": "Dislikes conflict and combat, feeling more at ease in peaceful situations. Gains [AFFECTER_CombatStress] during combat and [AFFECTER_Relief] outside of combat.", "TEXTKEY_AFFECTER_Pacifist_FLAVOR": "If there's a path that avoids fighting, that's the better choice.", "TEXTKEY_AFFECTER_RapidRecoverd_NAME": "Rapid Recovery", "TEXTKEY_AFFECTER_RapidRecoverd_DESC": "Recovers from injuries quickly and bounces back soon after battle.", "TEXTKEY_AFFECTER_RapidRecoverd_FLAVOR": "It's nothing. I'll be fine soon enough.", "TEXTKEY_AFFECTER_Townsfolk_NAME": "Townsfolk", "TEXTKEY_AFFECTER_Townsfolk_DESC": "Raised among crowded streets and bustling people. Feels more comfortable in settlements and uneasy in the wilderness.", "TEXTKEY_AFFECTER_Townsfolk_FLAVOR": "The forest is too quiet. Like something is wrong.", "TEXTKEY_AFFECTER_Claustrophobic_NAME": "Claustrophobic", "TEXTKEY_AFFECTER_Claustrophobic_DESC": "Finds it difficult to endure cramped and enclosed spaces.", "TEXTKEY_AFFECTER_Claustrophobic_FLAVOR": "The closer the walls feel, the harder it is to breathe.", "TEXTKEY_AFFECTER_NatureLover_NAME": "Nature Lover", "TEXTKEY_AFFECTER_NatureLover_DESC": "Finds peace in nature and prefers life outdoors.", "TEXTKEY_AFFECTER_NatureLover_FLAVOR": "Nothing calms the mind like the sound of wind and birdsong.", "TEXTKEY_AFFECTER_Butterfingers_NAME": "Butterfingers", "TEXTKEY_AFFECTER_Butterfingers_DESC": "Prone to mistakes and often drops things.", "TEXTKEY_AFFECTER_Butterfingers_FLAVOR": "I swear I was just holding it.", "TEXTKEY_AFFECTER_SimpleMinded_NAME": "Simple Minded", "TEXTKEY_AFFECTER_SimpleMinded_DESC": "Doesn't dwell on complicated matters and is easily satisfied.", "TEXTKEY_AFFECTER_SimpleMinded_FLAVOR": "Complicated stuff can wait. I'm alive today, and that's enough.", "TEXTKEY_AFFECTER_Perfectionist_NAME": "Perfectionist", "TEXTKEY_AFFECTER_Perfectionist_DESC": "Strives to do everything flawlessly and struggles to overlook even small mistakes.", "TEXTKEY_AFFECTER_Perfectionist_FLAVOR": "Almost perfect still means imperfect.", "TEXTKEY_AFFECTER_IndoorPerson_NAME": "Indoor Person", "TEXTKEY_AFFECTER_IndoorPerson_DESC": "Prefers spending time indoors rather than outside.", "TEXTKEY_AFFECTER_IndoorPerson_FLAVOR": "The outdoors is too vast and uncomfortable.", "TEXTKEY_AFFECTER_Impatient_NAME": "Impatient", "TEXTKEY_AFFECTER_Impatient_DESC": "Dislikes waiting and tries to rush through everything.", "TEXTKEY_AFFECTER_Impatient_FLAVOR": "Later? Why not now?", "TEXTKEY_AFFECTER_HateHuman_NAME": "Human Hater", "TEXTKEY_AFFECTER_HateHuman_DESC": "Distrusts humans and feels uncomfortable around them.", "TEXTKEY_AFFECTER_HateHuman_FLAVOR": "Humans are harder to predict than monsters.", "TEXTKEY_AFFECTER_HateElf_NAME": "Elf Hater", "TEXTKEY_AFFECTER_HateElf_DESC": "Harbors a strong dislike toward elves.", "TEXTKEY_AFFECTER_HateElf_FLAVOR": "There's always another meaning behind their smiles.", "TEXTKEY_AFFECTER_HateLizard_NAME": "Lizard Hater", "TEXTKEY_AFFECTER_HateLizard_DESC": "Distrusts lizardfolk and avoids getting close to them.", "TEXTKEY_AFFECTER_HateLizard_FLAVOR": "Cold scales never feel familiar.", "TEXTKEY_AFFECTER_HateLycan_NAME": "Lycan Hater", "TEXTKEY_AFFECTER_HateLycan_DESC": "Views lycans as dangerous and treats them with suspicion.", "TEXTKEY_AFFECTER_HateLycan_FLAVOR": "How am I supposed to trust creatures that only come out at night?", "TEXTKEY_AFFECTER_HeavySnorer_NAME": "Heavy Snorer", "TEXTKEY_AFFECTER_HeavySnorer_DESC": "Snores loudly while sleeping.", "TEXTKEY_AFFECTER_HeavySnorer_FLAVOR": "When he falls asleep, everyone else stays awake.", "TEXTKEY_AFFECTER_Shooter_NAME": "Shooter", "TEXTKEY_AFFECTER_Shooter_DESC": "Prefers overwhelming enemies with a hail of attacks rather than careful aim.", "TEXTKEY_AFFECTER_Shooter_FLAVOR": "One of them has to hit!", "TEXTKEY_AFFECTER_Blessed_NAME": "Blessed", "TEXTKEY_AFFECTER_Blessed_DESC": "Lives under a mysterious blessing, with fortune often on their side.", "TEXTKEY_AFFECTER_Blessed_FLAVOR": "I've always been lucky.", "TEXTKEY_AFFECTER_LightEater_NAME": "Light Eater", "TEXTKEY_AFFECTER_LightEater_DESC": "Satisfied with only a small amount of food.", "TEXTKEY_AFFECTER_LightEater_FLAVOR": "A little is enough for me. It keeps me feeling light.", "TEXTKEY_AFFECTER_Optimistic_NAME": "Optimistic", "TEXTKEY_AFFECTER_Optimistic_DESC": "Remains positive no matter the situation.", "TEXTKEY_AFFECTER_Optimistic_FLAVOR": "This too shall pass. A brighter day will come.", "TEXTKEY_AFFECTER_Pessimistic_NAME": "Pessimistic", "TEXTKEY_AFFECTER_Pessimistic_DESC": "Always expects the worst in every situation.", "TEXTKEY_AFFECTER_Pessimistic_FLAVOR": "Good things happening? Not a chance.", "TEXTKEY_AFFECTER_RedMane_NAME": "Red Mane", "TEXTKEY_AFFECTER_RedMane_DESC": "A crimson mane that looks as if soaked in blood.", "TEXTKEY_AFFECTER_RedMane_FLAVOR": "It's only natural to flinch at that fierce gaze.", "TEXTKEY_AFFECTER_BloodyClaw_NAME": "Bloody Claw", "TEXTKEY_AFFECTER_BloodyClaw_DESC": "[STATUS_AttackSpeed] increases by {0}% each time damage is taken.", "TEXTKEY_AFFECTER_BloodyClaw_FLAVOR": "Pain only makes it become more angry.", "TEXTKEY_AFFECTER_CarrierInscription_NAME": "Inscription of the Carrier", "TEXTKEY_AFFECTER_CarrierInscription_DESC": "Increases [STATUS_MaxWeight].", "TEXTKEY_AFFECTER_CarrierInscription_FLAVOR": "Even a mountain of burdens feels like a gentle breeze.", "TEXTKEY_AFFECTER_MagicSmiteInscription_NAME": "Inscription of Magic Smite", "TEXTKEY_AFFECTER_MagicSmiteInscription_DESC": "Deals additional magic damage equal to {0}% of physical attack power on basic attack hits.", "TEXTKEY_AFFECTER_MagicSmiteInscription_FLAVOR": "The line between physical and magical blurs.", "TEXTKEY_AFFECTER_HeavyPlumbInscription_NAME": "Inscription of the Heavy Plumb", "TEXTKEY_AFFECTER_HeavyPlumbInscription_DESC": "Increases damage by {0}% of your current weight when performing melee physical attacks.", "TEXTKEY_AFFECTER_HeavyPlumbInscription_FLAVOR": "A heavy blow shakes the ground, crushing foes.", "TEXTKEY_AFFECTER_SproutingShellInscription_NAME": "Inscription of the Sprouting Shell", "TEXTKEY_AFFECTER_SproutingShellInscription_DESC": "Gain {1} [AFFECTER_Shell] for every {0} [STATUS_Energy] recovered,\nup to a maximum of {2} stacks.", "TEXTKEY_AFFECTER_SproutingShellInscription_FLAVOR": "A protective shell sprouts like fresh buds.", "TEXTKEY_AFFECTER_StormInscription_NAME": "Inscription of the Storm", "TEXTKEY_AFFECTER_StormInscription_DESC": "When a critical hit occurs with a basic attack, it deals {1}% damage to the target and enemy units within {0} squares around it. The type of damage depends on the type of the basic attack. The attack can hit up to {2} enemies.", "TEXTKEY_AFFECTER_StormInscription_FLAVOR": "A fierce storm engulfs the enemy.", "TEXTKEY_AFFECTER_CapitalInscription_NAME": "Capital Punishment Inscription", "TEXTKEY_AFFECTER_CapitalInscription_DESC": "Enemies with {0}% HP or less are instantly executed upon taking damage.\nDoes not apply to Boss Monsters.", "TEXTKEY_AFFECTER_CapitalInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ReflectionInscription_NAME": "Inscription of Reflection", "TEXTKEY_AFFECTER_ReflectionInscription_DESC": "Reflects {0}% of all types of damage taken back to the attacker.", "TEXTKEY_AFFECTER_ReflectionInscription_FLAVOR": "Reflects assaults as if from a mirror.", "TEXTKEY_AFFECTER_ShockWaveInscription_NAME": "Inscription of the Shockwave", "TEXTKEY_AFFECTER_ShockWaveInscription_DESC": "Deals additional physical damage to adjacent {0} tiles for {1}% of the damage dealt on basic attack.", "TEXTKEY_AFFECTER_ShockWaveInscription_FLAVOR": "A single strike sends waves rippling outward.", "TEXTKEY_AFFECTER_GloomInscription_NAME": "Inscription of Gloom", "TEXTKEY_AFFECTER_GloomInscription_DESC": "Increases all [Shared_MajorStat], but also gains a [STATUS_Mood] penalty.", "TEXTKEY_AFFECTER_GloomInscription_FLAVOR": "A deep darkness seeps into the soul.", "TEXTKEY_AFFECTER_ExcessiveBleedingInscription_NAME": "Inscription of Excessive Bleeding", "TEXTKEY_AFFECTER_ExcessiveBleedingInscription_DESC": "Inflicts {2} [AFFECTER_Bleeding] for {1} seconds on every {0} basic attacks.", "TEXTKEY_AFFECTER_ExcessiveBleedingInscription_FLAVOR": "Blood flows endlessly.", "TEXTKEY_AFFECTER_EmberInscription_NAME": "Inscription of Embers", "TEXTKEY_AFFECTER_EmberInscription_DESC": "Inflicts {2} [AFFECTER_Burning] for {1} seconds on every {0} basic attacks.", "TEXTKEY_AFFECTER_EmberInscription_FLAVOR": "Embers ignite, setting everything ablaze.", "TEXTKEY_AFFECTER_ProtectionInscription_NAME": "Inscription of Protection", "TEXTKEY_AFFECTER_ProtectionInscription_DESC": "At the start of combat, gain a [AFFECTER_Barrier] equal to {1}% of lost [STATUS_HealthTotal] for {0} seconds. This effect can only trigger again after {2} seconds have passed since its last activation.", "TEXTKEY_AFFECTER_ProtectionInscription_FLAVOR": "A barrier surges like a tidal wave.", "TEXTKEY_AFFECTER_RecoveryInscription_NAME": "Inscription of Recovery", "TEXTKEY_AFFECTER_RecoveryInscription_DESC": "Restores {0}% of [STATUS_Energy] to all allies upon entering a new floor.", "TEXTKEY_AFFECTER_RecoveryInscription_FLAVOR": "Waves of recovery breathe life anew.", "TEXTKEY_AFFECTER_GiantInscription_NAME": "Giant’s Inscription", "TEXTKEY_AFFECTER_GiantInscription_DESC": "When attacking, [STATUS_PhysicalAttackPower] increases by {0}% of [STATUS_MaxHealthTotal].", "TEXTKEY_AFFECTER_GiantInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DivineInscription_NAME": "Divine Inscription", "TEXTKEY_AFFECTER_DivineInscription_DESC": "When attacking, [STATUS_MagicAttackPower] increases by {0}% of [STATUS_MaxHealthTotal].", "TEXTKEY_AFFECTER_DivineInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SmashInscription_NAME": "Smash Inscription", "TEXTKEY_AFFECTER_SmashInscription_DESC": "When you inflict a [AFFECTER_Stun]-category effect, you also inflict [AFFECTER_Vulnerable] for the same duration.", "TEXTKEY_AFFECTER_SmashInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoldmineInscription_NAME": "Inscription of the Gold Mine", "TEXTKEY_AFFECTER_GoldmineInscription_DESC": "Gain {0} gold each time you deal Critical Damage. You can gain up to {1} gold. Once the maximum is reached, you can no longer gain gold, but [STATUS_CriticalChance] increases by {2}%.", "TEXTKEY_AFFECTER_GoldmineInscription_FLAVOR": "Each critical strike reveals a vein of gold.", "TEXTKEY_AFFECTER_FlintInscription_NAME": "Inscription of the Flint", "TEXTKEY_AFFECTER_FlintInscription_DESC": "When a Critical Hit occurs, inflict {0} [AFFECTER_Burning] for {1} seconds.", "TEXTKEY_AFFECTER_FlintInscription_FLAVOR": "Sparks from flint ignite your foes.", "TEXTKEY_AFFECTER_BloodshotInscription_NAME": "Bloodshot Inscription", "TEXTKEY_AFFECTER_BloodshotInscription_DESC": "When a critical hit occurs, applies {0} [AFFECTER_Bleeding] for {1} seconds.", "TEXTKEY_AFFECTER_BloodshotInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_CrumbleInscription_NAME": "Inscription of Crumble", "TEXTKEY_AFFECTER_CrumbleInscription_DESC": "Increases damage dealt by {0}% on basic attacks, but major equipment durability decreases twice as fast.", "TEXTKEY_AFFECTER_CrumbleInscription_FLAVOR": "One strike reduces everything to rubble.", "TEXTKEY_AFFECTER_ElasticityInscription_NAME": "Inscription of Elasticity", "TEXTKEY_AFFECTER_ElasticityInscription_DESC": "When guarding, recover {0}% of lost Health and gain [AFFECTER_IronWall] for {1} seconds.", "TEXTKEY_AFFECTER_ElasticityInscription_FLAVOR": "Each guard replenishes your ironclad strength.", "TEXTKEY_AFFECTER_JesterInscription_NAME": "Inscription of the Jester", "TEXTKEY_AFFECTER_JesterInscription_DESC": "When a Dodge is triggered, inflict a random [Shared_DebuffAffecter] on the attacker for {0} seconds.", "TEXTKEY_AFFECTER_JesterInscription_FLAVOR": "A jester’s laugh spreads curses far and wide.", "TEXTKEY_AFFECTER_SinkInscription_NAME": "Sinking Inscription", "TEXTKEY_AFFECTER_SinkInscription_DESC": "Every 3rd Basic Attack deals up to {0}% increased damage based on the target’s missing HP.", "TEXTKEY_AFFECTER_SinkInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ChallengeInscription_NAME": "Inscription of Challenge", "TEXTKEY_AFFECTER_ChallengeInscription_DESC": "[STATUS_DamageDealtBonus] against Elite and Boss monsters increases by {0}%.", "TEXTKEY_AFFECTER_ChallengeInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DeathThroesInscription_NAME": "Inscription of Death Throes", "TEXTKEY_AFFECTER_DeathThroesInscription_DESC": "[STATUS_DamageDealtBonus] increases proportionally to lost [STATUS_HealthTotal], up to a maximum of {0}%.", "TEXTKEY_AFFECTER_DeathThroesInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PerfectionInscription_NAME": "Inscription of Perfection", "TEXTKEY_AFFECTER_PerfectionInscription_DESC": "All [Shared_Talent] increase by one level. [Shared_Talent] cannot exceed the maximum level, Genius.", "TEXTKEY_AFFECTER_PerfectionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SwordInscription_NAME": "Inscription of Sword", "TEXTKEY_AFFECTER_SwordInscription_DESC": "Acquire the sword skill tree. Gain {0} [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_SwordInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GreatswordInscription_NAME": "Inscription of Greatsword", "TEXTKEY_AFFECTER_GreatswordInscription_DESC": "Acquire the greatsword skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_GreatswordInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ShieldInscription_NAME": "Inscription of Shield", "TEXTKEY_AFFECTER_ShieldInscription_DESC": "Acquire the shield skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_ShieldInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BluntInscription_NAME": "Inscription of Blunt", "TEXTKEY_AFFECTER_BluntInscription_DESC": "Acquire the blunt skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_BluntInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SpearInscription_NAME": "Inscription of Spear", "TEXTKEY_AFFECTER_SpearInscription_DESC": "Acquire the spear skill tree. Gain {0} [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_SpearInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BowInscription_NAME": "Inscription of Bow", "TEXTKEY_AFFECTER_BowInscription_DESC": "Acquire the bow skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_BowInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FireInscription_NAME": "Inscription of Fire magic", "TEXTKEY_AFFECTER_FireInscription_DESC": "Acquire the fire magic skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_FireInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WaterInscription_NAME": "Inscription of Water magic", "TEXTKEY_AFFECTER_WaterInscription_DESC": "Acquire the water magic skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_WaterInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_NatureInscription_NAME": "Inscription of Nature magic", "TEXTKEY_AFFECTER_NatureInscription_DESC": "Acquire the nature magic skill tree. Gain {0}  [Shared_MainSkillPoint]s.", "TEXTKEY_AFFECTER_NatureInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_WarriorInscription_NAME": "Inscription of Warrior", "TEXTKEY_AFFECTER_WarriorInscription_DESC": "Acquire the warrior skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_WarriorInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GuardianInscription_NAME": "Inscription of Guardian", "TEXTKEY_AFFECTER_GuardianInscription_DESC": "Acquire the guardian skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_GuardianInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_FortressInscription_NAME": "Inscription of Fortress", "TEXTKEY_AFFECTER_FortressInscription_DESC": "Acquire the fortress skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_FortressInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BurstInscription_NAME": "Inscription of Burst", "TEXTKEY_AFFECTER_BurstInscription_DESC": "Acquire the burst skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_BurstInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlitzInscription_NAME": "Inscription of Blitz", "TEXTKEY_AFFECTER_BlitzInscription_DESC": "Acquire the blitz skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_BlitzInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ExecutionInscription_NAME": "Inscription of Execution", "TEXTKEY_AFFECTER_ExecutionInscription_DESC": "Acquire the execution skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_ExecutionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_TideInscription_NAME": "Inscription of Tide", "TEXTKEY_AFFECTER_TideInscription_DESC": "Acquire the tide skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_TideInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HarmonyInscription_NAME": "Inscription of Harmony", "TEXTKEY_AFFECTER_HarmonyInscription_DESC": "Acquire the harmony skill tree. Gain {0} [Shared_SubSkillPoint]s.", "TEXTKEY_AFFECTER_HarmonyInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_StakeInscription_NAME": "Inscription of Stake", "TEXTKEY_AFFECTER_StakeInscription_DESC": "Acquire the Stake support skill tree. Gain {0} [Shared_SubSkillPoint].", "TEXTKEY_AFFECTER_StakeInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeMaxHealthTotalInscription_NAME": "Low-grade Max Health Inscription", "TEXTKEY_AFFECTER_LowGradeMaxHealthTotalInscription_DESC": "Slightly increases [STATUS_MaxHealthTotal].", "TEXTKEY_AFFECTER_LowGradeMaxHealthTotalInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeMaxHealthTotalInscription_NAME": "Mid-grade Max Health Inscription", "TEXTKEY_AFFECTER_MidGradeMaxHealthTotalInscription_DESC": "Increases [STATUS_MaxHealthTotal].", "TEXTKEY_AFFECTER_MidGradeMaxHealthTotalInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeMaxHealthTotalInscription_NAME": "High-grade Max Health Inscription", "TEXTKEY_AFFECTER_HighGradeMaxHealthTotalInscription_DESC": "Greatly increases [STATUS_MaxHealthTotal].", "TEXTKEY_AFFECTER_HighGradeMaxHealthTotalInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradePhysicalAttackPowerInscription_NAME": "Low-grade Physical Attack Inscription", "TEXTKEY_AFFECTER_LowGradePhysicalAttackPowerInscription_DESC": "Slightly increases [STATUS_PhysicalAttackPower].", "TEXTKEY_AFFECTER_LowGradePhysicalAttackPowerInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradePhysicalAttackPowerInscription_NAME": "Mid-grade Physical Attack Inscription", "TEXTKEY_AFFECTER_MidGradePhysicalAttackPowerInscription_DESC": "Increases [STATUS_PhysicalAttackPower].", "TEXTKEY_AFFECTER_MidGradePhysicalAttackPowerInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradePhysicalAttackPowerInscription_NAME": "High-grade Physical Attack Inscription", "TEXTKEY_AFFECTER_HighGradePhysicalAttackPowerInscription_DESC": "Greatly increases [STATUS_PhysicalAttackPower].", "TEXTKEY_AFFECTER_HighGradePhysicalAttackPowerInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeAttackSpeedInscription_NAME": "Low-grade Attack Speed Inscription", "TEXTKEY_AFFECTER_LowGradeAttackSpeedInscription_DESC": "Slightly increases [STATUS_AttackSpeed].", "TEXTKEY_AFFECTER_LowGradeAttackSpeedInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeAttackSpeedInscription_NAME": "Mid-grade Attack Speed Inscription", "TEXTKEY_AFFECTER_MidGradeAttackSpeedInscription_DESC": "Increases [STATUS_AttackSpeed].", "TEXTKEY_AFFECTER_MidGradeAttackSpeedInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeAttackSpeedInscription_NAME": "High-grade Attack Speed Inscription", "TEXTKEY_AFFECTER_HighGradeAttackSpeedInscription_DESC": "Greatly increases [STATUS_AttackSpeed].", "TEXTKEY_AFFECTER_HighGradeAttackSpeedInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeCriticalChanceInscription_NAME": "Low-grade Critical Chance Inscription", "TEXTKEY_AFFECTER_LowGradeCriticalChanceInscription_DESC": "Slightly increases [STATUS_CriticalChance].", "TEXTKEY_AFFECTER_LowGradeCriticalChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeCriticalChanceInscription_NAME": "Mid-grade Critical Chance Inscription", "TEXTKEY_AFFECTER_MidGradeCriticalChanceInscription_DESC": "Increases [STATUS_CriticalChance].", "TEXTKEY_AFFECTER_MidGradeCriticalChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeCriticalChanceInscription_NAME": "High-grade Critical Chance Inscription", "TEXTKEY_AFFECTER_HighGradeCriticalChanceInscription_DESC": "Greatly increases [STATUS_CriticalChance].", "TEXTKEY_AFFECTER_HighGradeCriticalChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeCriticalDamageBonusInscription_NAME": "Low-grade Critical Damage Inscription", "TEXTKEY_AFFECTER_LowGradeCriticalDamageBonusInscription_DESC": "Slightly increases [STATUS_CriticalDamageBonus].", "TEXTKEY_AFFECTER_LowGradeCriticalDamageBonusInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeCriticalDamageBonusInscription_NAME": "Mid-grade Critical Damage Inscription", "TEXTKEY_AFFECTER_MidGradeCriticalDamageBonusInscription_DESC": "Increases [STATUS_CriticalDamageBonus].", "TEXTKEY_AFFECTER_MidGradeCriticalDamageBonusInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeCriticalDamageBonusInscription_NAME": "High-grade Critical Damage Inscription", "TEXTKEY_AFFECTER_HighGradeCriticalDamageBonusInscription_DESC": "Greatly increases [STATUS_CriticalDamageBonus].", "TEXTKEY_AFFECTER_HighGradeCriticalDamageBonusInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeMagicAttackPowerInscription_NAME": "Low-grade Magic Attack Inscription", "TEXTKEY_AFFECTER_LowGradeMagicAttackPowerInscription_DESC": "Slightly increases [STATUS_MagicAttackPower].", "TEXTKEY_AFFECTER_LowGradeMagicAttackPowerInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeMagicAttackPowerInscription_NAME": "Mid-grade Magic Attack Inscription", "TEXTKEY_AFFECTER_MidGradeMagicAttackPowerInscription_DESC": "Increases [STATUS_MagicAttackPower].", "TEXTKEY_AFFECTER_MidGradeMagicAttackPowerInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeMagicAttackPowerInscription_NAME": "High-grade Magic Attack Inscription", "TEXTKEY_AFFECTER_HighGradeMagicAttackPowerInscription_DESC": "Greatly increases [STATUS_MagicAttackPower].", "TEXTKEY_AFFECTER_HighGradeMagicAttackPowerInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeCooldownReductionInscription_NAME": "Low-grade Cooldown Reduction Inscription", "TEXTKEY_AFFECTER_LowGradeCooldownReductionInscription_DESC": "Slightly increases [STATUS_CooldownReduction].", "TEXTKEY_AFFECTER_LowGradeCooldownReductionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeCooldownReductionInscription_NAME": "Mid-grade Cooldown Reduction Inscription", "TEXTKEY_AFFECTER_MidGradeCooldownReductionInscription_DESC": "Increases [STATUS_CooldownReduction].", "TEXTKEY_AFFECTER_MidGradeCooldownReductionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeCooldownReductionInscription_NAME": "High-grade Cooldown Reduction Inscription", "TEXTKEY_AFFECTER_HighGradeCooldownReductionInscription_DESC": "Greatly increases [STATUS_CooldownReduction].", "TEXTKEY_AFFECTER_HighGradeCooldownReductionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeHitChanceInscription_NAME": "Low-grade Hit Chance Inscription", "TEXTKEY_AFFECTER_LowGradeHitChanceInscription_DESC": "Slightly increases [STATUS_HitChance].", "TEXTKEY_AFFECTER_LowGradeHitChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeHitChanceInscription_NAME": "Mid-grade Hit Chance Inscription", "TEXTKEY_AFFECTER_MidGradeHitChanceInscription_DESC": "Increases [STATUS_HitChance].", "TEXTKEY_AFFECTER_MidGradeHitChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeHitChanceInscription_NAME": "High-grade Hit Chance Inscription", "TEXTKEY_AFFECTER_HighGradeHitChanceInscription_DESC": "Greatly increases [STATUS_HitChance].", "TEXTKEY_AFFECTER_HighGradeHitChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeDodgeChanceInscription_NAME": "Low-grade Dodge Chance Inscription", "TEXTKEY_AFFECTER_LowGradeDodgeChanceInscription_DESC": "Slightly increases [STATUS_DodgeChance].", "TEXTKEY_AFFECTER_LowGradeDodgeChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeDodgeChanceInscription_NAME": "Mid-grade Dodge Chance Inscription", "TEXTKEY_AFFECTER_MidGradeDodgeChanceInscription_DESC": "Increases [STATUS_DodgeChance].", "TEXTKEY_AFFECTER_MidGradeDodgeChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeDodgeChanceInscription_NAME": "High-grade Dodge Chance Inscription", "TEXTKEY_AFFECTER_HighGradeDodgeChanceInscription_DESC": "Greatly increases [STATUS_DodgeChance].", "TEXTKEY_AFFECTER_HighGradeDodgeChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeGuardChanceInscription_NAME": "Low-grade Guard Chance Inscription", "TEXTKEY_AFFECTER_LowGradeGuardChanceInscription_DESC": "Slightly increases [STATUS_GuardChance].", "TEXTKEY_AFFECTER_LowGradeGuardChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeGuardChanceInscription_NAME": "Mid-grade Guard Chance Inscription", "TEXTKEY_AFFECTER_MidGradeGuardChanceInscription_DESC": "Increases [STATUS_GuardChance].", "TEXTKEY_AFFECTER_MidGradeGuardChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeGuardChanceInscription_NAME": "High-grade Guard Chance Inscription", "TEXTKEY_AFFECTER_HighGradeGuardChanceInscription_DESC": "Greatly increases [STATUS_GuardChance].", "TEXTKEY_AFFECTER_HighGradeGuardChanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeGuardDamageReductionInscription_NAME": "Low-grade Guard Damage Reduction Inscription", "TEXTKEY_AFFECTER_LowGradeGuardDamageReductionInscription_DESC": "Slightly increases [STATUS_GuardDamageReduction].", "TEXTKEY_AFFECTER_LowGradeGuardDamageReductionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeGuardDamageReductionInscription_NAME": "Mid-grade Guard Damage Reduction Inscription", "TEXTKEY_AFFECTER_MidGradeGuardDamageReductionInscription_DESC": "Increases [STATUS_GuardDamageReduction].", "TEXTKEY_AFFECTER_MidGradeGuardDamageReductionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeGuardDamageReductionInscription_NAME": "High-grade Guard Damage Reduction Inscription", "TEXTKEY_AFFECTER_HighGradeGuardDamageReductionInscription_DESC": "Greatly increases [STATUS_GuardDamageReduction].", "TEXTKEY_AFFECTER_HighGradeGuardDamageReductionInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeLifeStealInscription_NAME": "Low-grade Life Steal Inscription", "TEXTKEY_AFFECTER_LowGradeLifeStealInscription_DESC": "Slightly increases [STATUS_LifeSteal].", "TEXTKEY_AFFECTER_LowGradeLifeStealInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeLifeStealInscription_NAME": "Mid-grade Life Steal Inscription", "TEXTKEY_AFFECTER_MidGradeLifeStealInscription_DESC": "Increases [STATUS_LifeSteal].", "TEXTKEY_AFFECTER_MidGradeLifeStealInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeLifeStealInscription_NAME": "High-grade Life Steal Inscription", "TEXTKEY_AFFECTER_HighGradeLifeStealInscription_DESC": "Greatly increases [STATUS_LifeSteal].", "TEXTKEY_AFFECTER_HighGradeLifeStealInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradePhysicalResistanceInscription_NAME": "Low-grade Physical Resistance Inscription", "TEXTKEY_AFFECTER_LowGradePhysicalResistanceInscription_DESC": "Slightly increases [STATUS_PhysicalResistance].", "TEXTKEY_AFFECTER_LowGradePhysicalResistanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradePhysicalResistanceInscription_NAME": "Mid-grade Physical Resistance Inscription", "TEXTKEY_AFFECTER_MidGradePhysicalResistanceInscription_DESC": "Increases [STATUS_PhysicalResistance].", "TEXTKEY_AFFECTER_MidGradePhysicalResistanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradePhysicalResistanceInscription_NAME": "High-grade Physical Resistance Inscription", "TEXTKEY_AFFECTER_HighGradePhysicalResistanceInscription_DESC": "Greatly increases [STATUS_PhysicalResistance].", "TEXTKEY_AFFECTER_HighGradePhysicalResistanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeMagicResistanceInscription_NAME": "Low-grade Magic Resistance Inscription", "TEXTKEY_AFFECTER_LowGradeMagicResistanceInscription_DESC": "Slightly increases [STATUS_MagicResistance].", "TEXTKEY_AFFECTER_LowGradeMagicResistanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeMagicResistanceInscription_NAME": "Mid-grade Magic Resistance Inscription", "TEXTKEY_AFFECTER_MidGradeMagicResistanceInscription_DESC": "Increases [STATUS_MagicResistance].", "TEXTKEY_AFFECTER_MidGradeMagicResistanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeMagicResistanceInscription_NAME": "High-grade Magic Resistance Inscription", "TEXTKEY_AFFECTER_HighGradeMagicResistanceInscription_DESC": "Greatly increases [STATUS_MagicResistance].", "TEXTKEY_AFFECTER_HighGradeMagicResistanceInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeMaxEnergyInscription_NAME": "Low-grade Max Energy Inscription", "TEXTKEY_AFFECTER_LowGradeMaxEnergyInscription_DESC": "Slightly increases [STATUS_MaxEnergy].", "TEXTKEY_AFFECTER_LowGradeMaxEnergyInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeMaxEnergyInscription_NAME": "Mid-grade Max Energy Inscription", "TEXTKEY_AFFECTER_MidGradeMaxEnergyInscription_DESC": "Increases [STATUS_MaxEnergy].", "TEXTKEY_AFFECTER_MidGradeMaxEnergyInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeMaxEnergyInscription_NAME": "High-grade Max Energy Inscription", "TEXTKEY_AFFECTER_HighGradeMaxEnergyInscription_DESC": "Greatly increases [STATUS_MaxEnergy].", "TEXTKEY_AFFECTER_HighGradeMaxEnergyInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeMaxWeightInscription_NAME": "Low-grade Max Weight Inscription", "TEXTKEY_AFFECTER_LowGradeMaxWeightInscription_DESC": "Slightly increases [STATUS_MaxWeight].", "TEXTKEY_AFFECTER_LowGradeMaxWeightInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeMaxWeightInscription_NAME": "Mid-grade Max Weight Inscription", "TEXTKEY_AFFECTER_MidGradeMaxWeightInscription_DESC": "Increases [STATUS_MaxWeight].", "TEXTKEY_AFFECTER_MidGradeMaxWeightInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeMaxWeightInscription_NAME": "High-grade Max Weight Inscription", "TEXTKEY_AFFECTER_HighGradeMaxWeightInscription_DESC": "Greatly increases [STATUS_MaxWeight].", "TEXTKEY_AFFECTER_HighGradeMaxWeightInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeMovementSpeedInscription_NAME": "Low-grade Movement Speed Inscription", "TEXTKEY_AFFECTER_LowGradeMovementSpeedInscription_DESC": "Slightly increases [STATUS_MovementSpeed].", "TEXTKEY_AFFECTER_LowGradeMovementSpeedInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeMovementSpeedInscription_NAME": "Mid-grade Movement Speed Inscription", "TEXTKEY_AFFECTER_MidGradeMovementSpeedInscription_DESC": "Increases [STATUS_MovementSpeed].", "TEXTKEY_AFFECTER_MidGradeMovementSpeedInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeMovementSpeedInscription_NAME": "High-grade Movement Speed Inscription", "TEXTKEY_AFFECTER_HighGradeMovementSpeedInscription_DESC": "Greatly increases [STATUS_MovementSpeed].", "TEXTKEY_AFFECTER_HighGradeMovementSpeedInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LowGradeHealthPercentageRegenerationInscription_NAME": "Low-grade Health Regeneration Inscription", "TEXTKEY_AFFECTER_LowGradeHealthPercentageRegenerationInscription_DESC": "Slightly increases [STATUS_HealthPercentageRegeneration].", "TEXTKEY_AFFECTER_LowGradeHealthPercentageRegenerationInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MidGradeHealthPercentageRegenerationInscription_NAME": "Mid-grade Health Regeneration Inscription", "TEXTKEY_AFFECTER_MidGradeHealthPercentageRegenerationInscription_DESC": "Increases [STATUS_HealthPercentageRegeneration].", "TEXTKEY_AFFECTER_MidGradeHealthPercentageRegenerationInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_HighGradeHealthPercentageRegenerationInscription_NAME": "High-grade Health Regeneration Inscription", "TEXTKEY_AFFECTER_HighGradeHealthPercentageRegenerationInscription_DESC": "Greatly increases [STATUS_HealthPercentageRegeneration].", "TEXTKEY_AFFECTER_HighGradeHealthPercentageRegenerationInscription_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ExplosiveCorpse_NAME": "Explosive Corpse", "TEXTKEY_AFFECTER_ExplosiveCorpse_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ExplosiveCorpse_DESC": "When killed, the corpse explodes, dealing magic damage equal to {0}% of [STATUS_MagicAttackPower] to all nearby targets and applying {2} stacks of [AFFECTER_Corrosion] for {1} seconds.", "TEXTKEY_AFFECTER_ExplosiveCorpse_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfFury_NAME": "Art of Fury", "TEXTKEY_AFFECTER_ArtOfFury_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfFury_DESC": "[STATUS_AttackSpeed] increases by {0}% whenever damage is taken.", "TEXTKEY_AFFECTER_ArtOfFury_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfDefense_NAME": "Art of Defence", "TEXTKEY_AFFECTER_ArtOfDefense_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfDefense_DESC": "Whenever damage is taken, [STATUS_PhysicalResistance] and [STATUS_MagicResistance] increase by 10.\nThis effect stacks up to {0} times.", "TEXTKEY_AFFECTER_ArtOfDefense_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfRush_NAME": "Art of Rush", "TEXTKEY_AFFECTER_ArtOfRush_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfRush_DESC": "When it takes damage {0} times, it uses a charge attack against the enemy.", "TEXTKEY_AFFECTER_ArtOfRush_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ArtOfThrow_NAME": "Art of Throw", "TEXTKEY_AFFECTER_ArtOfThrow_SUBNAME": "NULL", "TEXTKEY_AFFECTER_ArtOfThrow_DESC": "When it takes damage {0} times, it uses a thrown attack against the enemy.", "TEXTKEY_AFFECTER_ArtOfThrow_FLAVOR": "NULL", "TEXTKEY_AFFECTER_RedMonsterRatSoul_NAME": "Red Monster Rat Soul", "TEXTKEY_AFFECTER_RedMonsterRatSoul_DESC": "Learns the skill [SKILL_BloodyScratch].\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_RedMonsterRatSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_AlphaAcidSlogelSoul_NAME": "Alpha Acid Slogel Soul", "TEXTKEY_AFFECTER_AlphaAcidSlogelSoul_DESC": "Gain {1} [AFFECTER_Shell] when HP falls below {0}%. This effect triggers only once per floor.\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_AlphaAcidSlogelSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GiantStoneGolemSoul_NAME": "Giant Stone Golem Soul", "TEXTKEY_AFFECTER_GiantStoneGolemSoul_DESC": "Each time you take damage, stacks increase.\nFor each stack, [STATUS_DamageDealtBonus] increases by {0}% and [STATUS_DamageTakenBonus] decreases by {0}%.\nStacks reset after combat ends.\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_GiantStoneGolemSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME": "Goblin Chief Shaman Soul", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC": "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ElderGlothSoul_NAME": "Elder Gloth Soul", "TEXTKEY_AFFECTER_ElderGlothSoul_DESC": "When performing a physical attack, damage increases by an amount equal to {0}% of Weight.\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EyeBallSoul_NAME": "Eyeball Soul", "TEXTKEY_AFFECTER_EyeBallSoul_DESC": "When dealing damage, damage increases by {0}% × the distance to the target.\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME": "Chain Knight Sentinel Soul", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC": "When HP is {0}% or lower, performing a basic attack or using a skill applies [AFFECTER_Fracture] to the target for {1} seconds.\n\nEach character can equip only 1 Soul Trait.\nIf already owned, it will be overwritten.", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SpinyCarapace_NAME": "Spiny Carapace", "TEXTKEY_AFFECTER_SpinyCarapace_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SpinyCarapace_DESC": "It possess [AFFECTER_ReflectMelee].", "TEXTKEY_AFFECTER_SpinyCarapace_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SummonedCreature_NAME": "Summoned Creature", "TEXTKEY_AFFECTER_SummonedCreature_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SummonedCreature_DESC": "If you are more than {0} squares away from the summoner, you will be forcibly moved to the summoner's location.", "TEXTKEY_AFFECTER_SummonedCreature_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BubbleSplash_NAME": "Summoned Creature", "TEXTKEY_AFFECTER_BubbleSplash_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BubbleSplash_DESC": "Explodes, dealing {0}% of your magic attack power as magic damage to nearby enemies, and granting [AFFECTER_Barrier] equal to {1}% of your magic attack power to nearby allies for {2} seconds.", "TEXTKEY_AFFECTER_BubbleSplash_FLAVOR": "NULL", "TEXTKEY_AFFECTER_LiquidMonster_NAME": "Liquid Monster", "TEXTKEY_AFFECTER_LiquidMonster_SUBNAME": "NULL", "TEXTKEY_AFFECTER_LiquidMonster_DESC": "Ignores [AFFECTER_Bleeding] and increases health regeneration by {0}", "TEXTKEY_AFFECTER_LiquidMonster_FLAVOR": "NULL", "TEXTKEY_AFFECTER_InfectiousSpores_NAME": "Infectious Spores", "TEXTKEY_AFFECTER_InfectiousSpores_SUBNAME": "NULL", "TEXTKEY_AFFECTER_InfectiousSpores_DESC": "Applies [AFFECTER_Vulnerable] for {0} seconds to targets that deal melee damage to you.", "TEXTKEY_AFFECTER_InfectiousSpores_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Muddy_NAME": "Muddy", "TEXTKEY_AFFECTER_Muddy_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Muddy_DESC": "When basic attacking, inflict [AFFECTER_Slow] to the opponent for {0} seconds.", "TEXTKEY_AFFECTER_Muddy_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GlothSwarm_NAME": "Gloth Swarm", "TEXTKEY_AFFECTER_GlothSwarm_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GlothSwarm_DESC": "When the number of fighting Glots becomes low, they call upon the herd for help.", "TEXTKEY_AFFECTER_GlothSwarm_FLAVOR": "NULL", "TEXTKEY_AFFECTER_DocileGloth_NAME": "Docile Gloth", "TEXTKEY_AFFECTER_DocileGloth_SUBNAME": "NULL", "TEXTKEY_AFFECTER_DocileGloth_DESC": "If there are no allies other than the female Gloth, she gives up the battle.", "TEXTKEY_AFFECTER_DocileGloth_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Ferocity_NAME": "Ferocity", "TEXTKEY_AFFECTER_Ferocity_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Ferocity_DESC": "Physical attack power increases by {0}% of lost health.", "TEXTKEY_AFFECTER_Ferocity_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SporeExplosive_NAME": "Infectious Spores", "TEXTKEY_AFFECTER_SporeExplosive_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SporeExplosive_DESC": "Upon death, its corpse explodes, dealing {0}% of its magic attack power as magic damage to all nearby targets and applying {2} stacks of [AFFECTER_Vulnerable] for {1} seconds.", "TEXTKEY_AFFECTER_SporeExplosive_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SwallowCorpse_NAME": "Swallow Corpse", "TEXTKEY_AFFECTER_SwallowCorpse_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SwallowCorpse_DESC": "Physical attack power increases by {0}% for each stack.", "TEXTKEY_AFFECTER_SwallowCorpse_FLAVOR": "Devour and consume, chew and move forward; it is instinct, a command from cells that crave the past.", "TEXTKEY_AFFECTER_Rodent_NAME": "Rodent", "TEXTKEY_AFFECTER_Rodent_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Rodent_DESC": "Deals {0}% additional damage to enemies with [AFFECTER_Corrosion].", "TEXTKEY_AFFECTER_Rodent_FLAVOR": "Rats have an uncanny knack for gnawing at places with strange scents.", "TEXTKEY_AFFECTER_SerumEnfeeblement_NAME": "Serum: Enfeeblement", "TEXTKEY_AFFECTER_SerumEnfeeblement_DESC": "This serum drastically weakens the subject’s physical strength.", "TEXTKEY_AFFECTER_SerumEnfeeblement_FLAVOR": "Even lifting an arm feels like hoisting a chain of iron.", "TEXTKEY_AFFECTER_SerumFrailty_NAME": "Serum: Frailty", "TEXTKEY_AFFECTER_SerumFrailty_DESC": "This serum collapses bodily resistance, making the subject highly vulnerable.", "TEXTKEY_AFFECTER_SerumFrailty_FLAVOR": "An uneasy sensation creeps beneath the skin, as if bones push to the surface.", "TEXTKEY_AFFECTER_SerumHallucination_NAME": "Serum: Hallucination", "TEXTKEY_AFFECTER_SerumHallucination_DESC": "It clouds the mind and conjures voices that were never there.", "TEXTKEY_AFFECTER_SerumHallucination_FLAVOR": "The whispers by the ear never truly leave.", "TEXTKEY_AFFECTER_SerumNumbness_NAME": "Serum: Numbness", "TEXTKEY_AFFECTER_SerumNumbness_DESC": "It numbs the nerves, dulling reflexes and slowing the body.", "TEXTKEY_AFFECTER_SerumNumbness_FLAVOR": "Sensations feel distant, and the body lags behind the will.", "TEXTKEY_AFFECTER_SerumVoid_NAME": "Serum: Void", "TEXTKEY_AFFECTER_SerumVoid_DESC": "It deadens emotion and erodes purpose, leaving behind a hollow shell.", "TEXTKEY_AFFECTER_SerumVoid_FLAVOR": "Even the memory of wanting fades.", "TEXTKEY_AFFECTER_SerumOblivion_NAME": "Serum: Oblivion", "TEXTKEY_AFFECTER_SerumOblivion_DESC": "It disrupts memory and judgment, leading to severe mental vulnerability.", "TEXTKEY_AFFECTER_SerumOblivion_FLAVOR": "Something drifts in circles, only to vanish.", "TEXTKEY_AFFECTER_CrystalCarapace_NAME": "Crystal Shell", "TEXTKEY_AFFECTER_CrystalCarapace_SUBNAME": "NULL", "TEXTKEY_AFFECTER_CrystalCarapace_DESC": "It possess [AFFECTER_ReflectMagic].", "TEXTKEY_AFFECTER_CrystalCarapace_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Goblin_NAME": "Goblin", "TEXTKEY_AFFECTER_Goblin_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Goblin_DESC": "Has limited intelligence, but can use human-made tools at a very basic level.", "TEXTKEY_AFFECTER_Goblin_FLAVOR": "NULL", "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME": "Goblin Chief Shaman", "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME": "NULL", "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC": "When Health is at or below {0}%, Magic Attack Power increases by {1}% and damage taken increases by {2}%.", "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Coward_NAME": "Coward", "TEXTKEY_AFFECTER_Coward_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Coward_DESC": "Flees when it senses a threat to its life.", "TEXTKEY_AFFECTER_Coward_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Meanness_NAME": "Meanness", "TEXTKEY_AFFECTER_Meanness_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Meanness_DESC": "Prioritizes attacking the target with the lowest [STATUS_HealthTotal].", "TEXTKEY_AFFECTER_Meanness_FLAVOR": "Nature does not forgive those who are both weak and naive.", "TEXTKEY_AFFECTER_Fortitude_NAME": "Fortitude", "TEXTKEY_AFFECTER_Fortitude_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Fortitude_DESC": "Ignores [AFFECTER_Stun] and knockback effects.", "TEXTKEY_AFFECTER_Fortitude_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BleedImmuneTrait_NAME": "Bleed Immunity", "TEXTKEY_AFFECTER_BleedImmuneTrait_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BleedImmuneTrait_DESC": "Is immune to [AFFECTER_BleedImmune].", "TEXTKEY_AFFECTER_BleedImmuneTrait_FLAVOR": "NULL", "TEXTKEY_AFFECTER_PoisonImmuneTrait_NAME": "Poison Immunity", "TEXTKEY_AFFECTER_PoisonImmuneTrait_SUBNAME": "NULL", "TEXTKEY_AFFECTER_PoisonImmuneTrait_DESC": "Is immune to [AFFECTER_PoisonImmune].", "TEXTKEY_AFFECTER_PoisonImmuneTrait_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BurnImmuneTrait_NAME": "Burn Immunity", "TEXTKEY_AFFECTER_BurnImmuneTrait_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BurnImmuneTrait_DESC": "Is immune to [AFFECTER_BurnImmune].", "TEXTKEY_AFFECTER_BurnImmuneTrait_FLAVOR": "NULL", "TEXTKEY_AFFECTER_EnsnaringChains_NAME": "Ensnaring Chains", "TEXTKEY_AFFECTER_EnsnaringChains_SUBNAME": "NULL", "TEXTKEY_AFFECTER_EnsnaringChains_DESC": "If no adjacent enemy is present for {0} seconds, throws chains at the farthest enemy and pulls them closer.", "TEXTKEY_AFFECTER_EnsnaringChains_FLAVOR": "NULL", "TEXTKEY_AFFECTER_MaintainOrder_NAME": "Maintain Order", "TEXTKEY_AFFECTER_MaintainOrder_SUBNAME": "NULL", "TEXTKEY_AFFECTER_MaintainOrder_DESC": "If there are no adjacent enemies for {0} seconds or longer, or after using Chain Grab, it uses [SKILL_SentinelSmite].", "TEXTKEY_AFFECTER_MaintainOrder_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SoulChain_NAME": "Soul Chain", "TEXTKEY_AFFECTER_SoulChain_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SoulChain_DESC": "When health falls below {0}%, using a skill applies [AFFECTER_Fracture] to the target for {1} seconds.", "TEXTKEY_AFFECTER_SoulChain_FLAVOR": "NULL", "TEXTKEY_AFFECTER_SymbioticInsect_NAME": "Symbiotic Insect", "TEXTKEY_AFFECTER_SymbioticInsect_SUBNAME": "NULL", "TEXTKEY_AFFECTER_SymbioticInsect_DESC": "When vitality is {0}% or less, it recovers on its own through the [AFFECTER_SymbioticInsectEffect] parasitizing its body.", "TEXTKEY_AFFECTER_SymbioticInsect_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlueGoblin_NAME": "Blue Goblin", "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlueGoblin_DESC": "Possessing primal instincts,\nthey fear neither pain nor death.", "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Hyperopia_NAME": "Hyperopia", "TEXTKEY_AFFECTER_Hyperopia_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Hyperopia_DESC": "Prioritizes attacking the farthest enemy. Damage increases by {0}% of the distance to the target.", "TEXTKEY_AFFECTER_Hyperopia_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Congestion_NAME": "Congestion", "TEXTKEY_AFFECTER_Congestion_SUBNAME": "NULL", "TEXTKEY_AFFECTER_Congestion_DESC": "When Health drops to {0}% or below, Attack Speed ​​increases by {1}% and Life Steal increases by {2}%.", "TEXTKEY_AFFECTER_Congestion_FLAVOR": "NULL", "TEXTKEY_AFFECTER_BlueBlood_NAME": "Blue Blood", "TEXTKEY_AFFECTER_BlueBlood_SUBNAME": "NULL", "TEXTKEY_AFFECTER_BlueBlood_DESC": "Critical Chance increases by up to {0}% in proportion to lost health.", "TEXTKEY_AFFECTER_BlueBlood_FLAVOR": "NULL", "TEXTKEY_AFFECTER_Bloodlust_NAME": "Bloodlust", "TEXTKEY_AFFECTER_Bloodlust_DESC": "NULL", "TEXTKEY_AFFECTER_Bloodlust_FLAVOR": "He..he..", "TEXTKEY_AFFECTER_SelfRepair_NAME": "SelfRepair", "TEXTKEY_AFFECTER_SelfRepair_DESC": "Recovers {0} durability per second", "TEXTKEY_AFFECTER_SelfRepair_FLAVOR": "Preservation magic? how extravagant", "TEXTKEY_BUILDING_PortalLevel1_NAME": "Settlement Portal", "TEXTKEY_BUILDING_PortalLevel1_DESC": "A portal that rose from the corrupted land one day.\n\nIt serves as a stepping stone between the settlement and the dungeon where [Shared_Arcteon] is found, and expedition members can explore it.\n\nThe magic flowing from the dungeon grants increased health recovery in the surrounding area.\n\nBuildings cannot be constructed nearby.", "TEXTKEY_BUILDING_PortalLevel1_FLAVOR": "Countless adventurers throw themselves into this place for greed and survival.", "TEXTKEY_BUILDING_DungeonFloorPortal_NAME": "Dungeon Floor Portal", "TEXTKEY_BUILDING_DungeonFloorPortal_DESC": "A portal used for inter floor movement in dungeons.", "TEXTKEY_BUILDING_DungeonFloorPortal_FLAVOR": "Full of footprints telling hidden tales of adventurers.", "TEXTKEY_BUILDING_DungeonFloorPortal2_NAME": "Dungeon Floor Portal", "TEXTKEY_BUILDING_DungeonFloorPortal2_DESC": "A portal used for inter floor movement in dungeons.", "TEXTKEY_BUILDING_DungeonFloorPortal2_FLAVOR": "Full of footprints telling hidden tales of adventurers.", "TEXTKEY_BUILDING_DungeonFloorPortalAbyss_NAME": "Dungeon Floor Portal", "TEXTKEY_BUILDING_DungeonFloorPortalAbyss_DESC": "A portal used for inter floor movement in dungeons.", "TEXTKEY_BUILDING_DungeonFloorPortalAbyss_FLAVOR": "Full of footprints telling hidden tales of adventurers.", "TEXTKEY_BUILDING_WoodGodnessStatue_NAME": "Wood Goddess Statue", "TEXTKEY_BUILDING_WoodGodnessStatue_DESC": "A wooden statue of a goddess where you can offer prayers.", "TEXTKEY_BUILDING_WoodGodnessStatue_FLAVOR": "The goddess’s grace is with you.", "TEXTKEY_BUILDING_DungeonCore_NAME": "Dungeon Core <Replica>", "TEXTKEY_BUILDING_DungeonCore_DESC": "The core device that sustains the dungeon, serving as a powerful energy source.", "TEXTKEY_BUILDING_DungeonCore_FLAVOR": "Within the darkness, it pulses with grim light.", "TEXTKEY_BUILDING_DungeonCore2_NAME": "Dungeon Core <Replica>", "TEXTKEY_BUILDING_DungeonCore2_DESC": "The core device that sustains the dungeon, serving as a powerful energy source.", "TEXTKEY_BUILDING_DungeonCore2_FLAVOR": "Within the darkness, it pulses with grim light.", "TEXTKEY_BUILDING_BasicWorkstation_NAME": "Basic Workstation", "TEXTKEY_BUILDING_BasicWorkstation_DESC": "A workstation for crafting basic tools.", "TEXTKEY_BUILDING_BasicWorkstation_FLAVOR": "You can make simple things here.", "TEXTKEY_BUILDING_CarpenterWorkstation_NAME": "Carpenter Workstation", "TEXTKEY_BUILDING_CarpenterWorkstation_DESC": "A workstation for processing wood and crafting various tools.", "TEXTKEY_BUILDING_CarpenterWorkstation_FLAVOR": "A sturdy workstation marked by the hands of carpenters.", "TEXTKEY_BUILDING_StaffWorkstation_NAME": "Staff Workstation", "TEXTKEY_BUILDING_StaffWorkstation_DESC": "You can make staffs.", "TEXTKEY_BUILDING_StaffWorkstation_FLAVOR": "Stick for magic.", "TEXTKEY_BUILDING_CookingWorkstation_NAME": "Cooking Workstation", "TEXTKEY_BUILDING_CookingWorkstation_DESC": "A basic workstation for cooking and preparing food.", "TEXTKEY_BUILDING_CookingWorkstation_FLAVOR": "The aroma from the workstation tempts hungry souls.", "TEXTKEY_BUILDING_ResearchStation_NAME": "Research Station", "TEXTKEY_BUILDING_ResearchStation_DESC": "A workstation for researching and developing new technologies.", "TEXTKEY_BUILDING_ResearchStation_FLAVOR": "A hub of discovery for the curious minds.", "TEXTKEY_BUILDING_MasonWorkstation_NAME": "Mason Workstation", "TEXTKEY_BUILDING_MasonWorkstation_DESC": "A workstation for processing stone into construction materials.", "TEXTKEY_BUILDING_MasonWorkstation_FLAVOR": "Even the roughest stones become valuable here.", "TEXTKEY_BUILDING_HunterWorkstation_NAME": "Hunter Workstation", "TEXTKEY_BUILDING_HunterWorkstation_DESC": "A workstation for processing materials gathered from the wild.", "TEXTKEY_BUILDING_HunterWorkstation_FLAVOR": "True gifts of nature.", "TEXTKEY_BUILDING_AlchemistWorkstation_NAME": "Alchemist Workstation", "TEXTKEY_BUILDING_AlchemistWorkstation_DESC": "A workstation for alchemical experiments and potion crafting.", "TEXTKEY_BUILDING_AlchemistWorkstation_FLAVOR": "Oops… that exploded! ", "TEXTKEY_BUILDING_FurnaceWorkstation_NAME": "Furnace Workstation", "TEXTKEY_BUILDING_FurnaceWorkstation_DESC": "A workstation used to smelt and process metals and minerals.", "TEXTKEY_BUILDING_FurnaceWorkstation_FLAVOR": "Born in the blazing fire, new possibilities arise.", "TEXTKEY_BUILDING_Repairstand_NAME": "Repair Stand", "TEXTKEY_BUILDING_Repairstand_DESC": "A workstation for repairing equipment.", "TEXTKEY_BUILDING_Repairstand_FLAVOR": "Equipment repair is a combatant's virtue.", "TEXTKEY_BUILDING_BlacksmithWorkstation_NAME": "Blacksmith Workstation", "TEXTKEY_BUILDING_BlacksmithWorkstation_DESC": "A workstation for crafting weapons and armor.", "TEXTKEY_BUILDING_BlacksmithWorkstation_FLAVOR": "The blacksmith's hammer echoes through the world.", "TEXTKEY_BUILDING_AccessoriesWorkstation_NAME": "Accessories Workstation", "TEXTKEY_BUILDING_AccessoriesWorkstation_DESC": "A workstation for crafting and decorating accessories.", "TEXTKEY_BUILDING_AccessoriesWorkstation_FLAVOR": "A delicate touch creates beautiful accessories.", "TEXTKEY_BUILDING_Grave_NAME": "Empty Tomb", "TEXTKEY_BUILDING_Grave_DESC": "The grave before the body is placed inside.", "TEXTKEY_BUILDING_Grave_FLAVOR": "Hope I never have to use it.", "TEXTKEY_BUILDING_GraveUsed_NAME": "Tomb", "TEXTKEY_BUILDING_GraveUsed_DESC": "A tomb containing a corpse.", "TEXTKEY_BUILDING_GraveUsed_FLAVOR": "I'll remember", "TEXTKEY_BUILDING_DicePlayTable_NAME": "Dice Play Table", "TEXTKEY_BUILDING_DicePlayTable_DESC": "A play table for dice-based games.", "TEXTKEY_BUILDING_DicePlayTable_FLAVOR": "A time for games where luck meets strategy.", "TEXTKEY_BUILDING_CardPlayTable_NAME": "Card Play Table", "TEXTKEY_BUILDING_CardPlayTable_DESC": "A table suited for card games.", "TEXTKEY_BUILDING_CardPlayTable_FLAVOR": "Even a brief match can lift the mood.", "TEXTKEY_BUILDING_DartPlayBoard_NAME": "Dart Play Board", "TEXTKEY_BUILDING_DartPlayBoard_DESC": "A board for enjoying dart games.", "TEXTKEY_BUILDING_DartPlayBoard_FLAVOR": "Precision aiming brings victory.", "TEXTKEY_BUILDING_StoneBidPlayTable_NAME": "Stone Bid Play Table", "TEXTKEY_BUILDING_StoneBidPlayTable_DESC": "A traditional play table for stone bid games.", "TEXTKEY_BUILDING_StoneBidPlayTable_FLAVOR": "A game where victory is decided by the skill of your hands.", "TEXTKEY_BUILDING_ClothBedroll_NAME": "Cloth Bedroll", "TEXTKEY_BUILDING_ClothBedroll_DESC": "A temporary bedroll made of cloth.", "TEXTKEY_BUILDING_ClothBedroll_FLAVOR": "It is a bit less uncomfortable than the cold floor.", "TEXTKEY_BUILDING_ClothRug_NAME": "Cloth Rug", "TEXTKEY_BUILDING_ClothRug_DESC": "A cloth rug placed on the floor.", "TEXTKEY_BUILDING_ClothRug_FLAVOR": "It makes even a cold floor feel a bit more lived in.", "TEXTKEY_BUILDING_PotPile_NAME": "Pot Pile", "TEXTKEY_BUILDING_PotPile_DESC": "A pile of stacked pottery.", "TEXTKEY_BUILDING_PotPile_FLAVOR": "They look fragile, but last longer than expected.", "TEXTKEY_BUILDING_PottedPlant_NAME": "Potted Plant", "TEXTKEY_BUILDING_PottedPlant_DESC": "A plant grown in a pot.", "TEXTKEY_BUILDING_PottedPlant_FLAVOR": "Even in places like this, plants still grow.", "TEXTKEY_BUILDING_WoodenCabinet_NAME": "Wooden Cabinet", "TEXTKEY_BUILDING_WoodenCabinet_DESC": "A wooden cabinet used as decoration.", "TEXTKEY_BUILDING_WoodenCabinet_FLAVOR": "It creates a warm and cozy atmosphere.", "TEXTKEY_BUILDING_WoodenLargeCabinet_NAME": "Large Wooden Cabinet", "TEXTKEY_BUILDING_WoodenLargeCabinet_DESC": "A large wooden cabinet used as decoration.", "TEXTKEY_BUILDING_WoodenLargeCabinet_FLAVOR": "It creates a cozy and grand atmosphere.", "TEXTKEY_BUILDING_CargoBundle1_NAME": "Cargo Bundle 1", "TEXTKEY_BUILDING_CargoBundle1_DESC": "A bundle of cargo with various goods piled up.", "TEXTKEY_BUILDING_CargoBundle1_FLAVOR": "It shows the busy daily life of the settlement.", "TEXTKEY_BUILDING_CargoBundle2_NAME": "Cargo Bundle 2", "TEXTKEY_BUILDING_CargoBundle2_DESC": "A tightly bound bundle of cargo.", "TEXTKEY_BUILDING_CargoBundle2_FLAVOR": "It looks ready to be transported at any moment.", "TEXTKEY_BUILDING_WoodenRoundChair_NAME": "Round Wooden Chair", "TEXTKEY_BUILDING_WoodenRoundChair_DESC": "A wooden chair with a round shape.", "TEXTKEY_BUILDING_WoodenRoundChair_FLAVOR": "Sometimes a rounded life is more comfortable than a rigid one.", "TEXTKEY_BUILDING_Farm_NAME": "Farm", "TEXTKEY_BUILDING_Farm_DESC": "A fertile farm where crops can be grown.", "TEXTKEY_BUILDING_Farm_FLAVOR": "Land cultivated with sweat and sincerity.", "TEXTKEY_BUILDING_OatsGrowth0_NAME": "Oats <Stage 0>", "TEXTKEY_BUILDING_OatsGrowth0_DESC": "Freshly planted oat seeds.", "TEXTKEY_BUILDING_OatsGrowth0_FLAVOR": "It hasn't sprouted yet.", "TEXTKEY_BUILDING_OatsGrowth1_NAME": "Oats <Stage 1>", "TEXTKEY_BUILDING_OatsGrowth1_DESC": "Oat sprouts are growing.", "TEXTKEY_BUILDING_OatsGrowth1_FLAVOR": "It is growing rapidly.", "TEXTKEY_BUILDING_OatsGrowth2_NAME": "Oats <Stage 2>", "TEXTKEY_BUILDING_OatsGrowth2_DESC": "Oats have grown quite a bit. Early harvest is possible.", "TEXTKEY_BUILDING_OatsGrowth2_FLAVOR": "It's not fully ripe yet, but can be harvested.", "TEXTKEY_BUILDING_Oats_NAME": "Oats <Stage 3>", "TEXTKEY_BUILDING_Oats_DESC": "Well-ripened oats. Ready for harvest.", "TEXTKEY_BUILDING_Oats_FLAVOR": "Healthy oats turned golden.", "TEXTKEY_BUILDING_DustRootGrowth0_NAME": "Dustroot <Stage 0>", "TEXTKEY_BUILDING_DustRootGrowth0_DESC": "A freshly sprouted Dustroot.", "TEXTKEY_BUILDING_DustRootGrowth0_FLAVOR": "It has not sprouted yet.", "TEXTKEY_BUILDING_DustRootGrowth1_NAME": "Dustroot <Stage 1>", "TEXTKEY_BUILDING_DustRootGrowth1_DESC": "It is beginning to sprout.", "TEXTKEY_BUILDING_DustRootGrowth1_FLAVOR": "It is growing steadily.", "TEXTKEY_BUILDING_DustRootGrowth2_NAME": "Dustroot <Stage 2>", "TEXTKEY_BUILDING_DustRootGrowth2_DESC": "It has grown quite a bit. Early harvest is possible.", "TEXTKEY_BUILDING_DustRootGrowth2_FLAVOR": "Not fully ripe, but can be harvested.", "TEXTKEY_BUILDING_DustRoot_NAME": "Dustroot <Stage 3>", "TEXTKEY_BUILDING_DustRoot_DESC": "A fully grown Dustroot. Ready for harvest.", "TEXTKEY_BUILDING_DustRoot_FLAVOR": "Roots upon roots.", "TEXTKEY_BUILDING_BasicCampsite_NAME": "Basic Campsite", "TEXTKEY_BUILDING_BasicCampsite_DESC": "An area created with a dungeon camping kit containing only very basic elements.", "TEXTKEY_BUILDING_BasicCampsite_FLAVOR": "Dmitri Campsite Standards Act: A campsite refers to a facility including bedrolls for 4 or more, a repair station, a campfire, and shelter.", "TEXTKEY_BUILDING_LesserGuardianStone_NAME": "Lesser Guardian Stone", "TEXTKEY_BUILDING_LesserGuardianStone_DESC": "Slightly reduces the mood penalty for staying in the dungeon.", "TEXTKEY_BUILDING_LesserGuardianStone_FLAVOR": "They say they made this to give this hungry space something to eat instead of our souls.", "TEXTKEY_BUILDING_StrawWall_NAME": "Straw Wall", "TEXTKEY_BUILDING_StrawWall_DESC": "A straw wall that can be built quickly.", "TEXTKEY_BUILDING_StrawWall_FLAVOR": "A little leaky, but better than nothing.", "TEXTKEY_BUILDING_StrawDoor_NAME": "Straw Door", "TEXTKEY_BUILDING_StrawDoor_DESC": "A straw door that can be built quickly.", "TEXTKEY_BUILDING_StrawDoor_FLAVOR": "Little dubious about its durability, but it works.", "TEXTKEY_BUILDING_LogWall_NAME": "Log Wall", "TEXTKEY_BUILDING_LogWall_DESC": "A log wall for basic defense and decoration.", "TEXTKEY_BUILDING_LogWall_FLAVOR": "The simple log walls are somewhat acceptable.", "TEXTKEY_BUILDING_LogDoor_NAME": "Log Door", "TEXTKEY_BUILDING_LogDoor_DESC": "A basic wooden door for entry and exit.", "TEXTKEY_BUILDING_LogDoor_FLAVOR": "The rusticity of the wood is palpable.", "TEXTKEY_BUILDING_LumberWall_NAME": "Lumber Wall", "TEXTKEY_BUILDING_LumberWall_DESC": "A Lumber wall for basic defense and decoration.", "TEXTKEY_BUILDING_LumberWall_FLAVOR": "A sturdy lumber wall ensures safety.", "TEXTKEY_BUILDING_LumberDoor_NAME": "Lumber Door", "TEXTKEY_BUILDING_LumberDoor_DESC": "A lumber door for entry and exit.", "TEXTKEY_BUILDING_LumberDoor_FLAVOR": "The creaking of the wood brings back memories.", "TEXTKEY_BUILDING_StoneWall_NAME": "Stone Wall", "TEXTKEY_BUILDING_StoneWall_DESC": "A sturdy wall made of stone.", "TEXTKEY_BUILDING_StoneWall_FLAVOR": "Half jokingly, it almost feels like an old fortress wall.", "TEXTKEY_BUILDING_StoneDoor_NAME": "Stone Door", "TEXTKEY_BUILDING_StoneDoor_DESC": "A door with additional stone for greater stability.", "TEXTKEY_BUILDING_StoneDoor_FLAVOR": "You don’t need to worry about the door breaking.", "TEXTKEY_BUILDING_OperatingTable_NAME": "Operating Table", "TEXTKEY_BUILDING_OperatingTable_DESC": "You can save your allies.", "TEXTKEY_BUILDING_OperatingTable_FLAVOR": "Only the countless marks embroidered across the cloth will remember the lives it saved and the pain it created.", "TEXTKEY_BUILDING_WoodBed_NAME": "Wood Bed", "TEXTKEY_BUILDING_WoodBed_DESC": "A wooden bed for simple rest.", "TEXTKEY_BUILDING_WoodBed_FLAVOR": "A comforting sleep surrounded by the scent of wood.", "TEXTKEY_BUILDING_WoodTable_NAME": "Wood Table", "TEXTKEY_BUILDING_WoodTable_DESC": "A wooden table for basic tasks and dining.", "TEXTKEY_BUILDING_WoodTable_FLAVOR": "A sturdy table showcasing the natural grain of wood.", "TEXTKEY_BUILDING_WoodenRoundTable_NAME": "Wooden Round Table", "TEXTKEY_BUILDING_WoodenRoundTable_DESC": "A small round table made of wood.", "TEXTKEY_BUILDING_WoodenRoundTable_FLAVOR": "Just enough for a modest meal or quiet conversation.", "TEXTKEY_BUILDING_WoodLargeTable_NAME": "Large Wooden Table", "TEXTKEY_BUILDING_WoodLargeTable_DESC": "A large wooden table, perfect for dining or working.", "TEXTKEY_BUILDING_WoodLargeTable_FLAVOR": "Gather around, and conversations come naturally.", "TEXTKEY_BUILDING_WoodDiningChair_NAME": "Wood Chair", "TEXTKEY_BUILDING_WoodDiningChair_DESC": "A wooden chair for comfortable seating.", "TEXTKEY_BUILDING_WoodDiningChair_FLAVOR": "A simple yet practical chair design.", "TEXTKEY_BUILDING_WoodChair_NAME": "Wood Chair", "TEXTKEY_BUILDING_WoodChair_DESC": "A wooden chair for comfortable seating.", "TEXTKEY_BUILDING_WoodChair_FLAVOR": "A simple yet practical chair design.", "TEXTKEY_BUILDING_WoodLongChair_NAME": "Wooden Bench", "TEXTKEY_BUILDING_WoodLongChair_DESC": "A long wooden bench that can seat multiple people.", "TEXTKEY_BUILDING_WoodLongChair_FLAVOR": "Sitting close together makes the cold easier to bear.", "TEXTKEY_BUILDING_StoneBed_NAME": "Stone Bed", "TEXTKEY_BUILDING_StoneBed_DESC": "A sturdy bed reinforced with stone.", "TEXTKEY_BUILDING_StoneBed_FLAVOR": "No need to worry about bedbugs, though softness is another matter.", "TEXTKEY_BUILDING_StoneTable_NAME": "Stone Table", "TEXTKEY_BUILDING_StoneTable_DESC": "A stone table for work and dining.", "TEXTKEY_BUILDING_StoneTable_FLAVOR": "You won't get splinters no matter how much you touch it.", "TEXTKEY_BUILDING_StoneRoundTable_NAME": "Stone Round Table", "TEXTKEY_BUILDING_StoneRoundTable_DESC": "A round table made of solid stone.", "TEXTKEY_BUILDING_StoneRoundTable_FLAVOR": "Cold to the touch, but enduring in form.", "TEXTKEY_BUILDING_StoneLargeTable_NAME": "Large Stone Table", "TEXTKEY_BUILDING_StoneLargeTable_DESC": "A large, heavy, and sturdy stone table.", "TEXTKEY_BUILDING_StoneLargeTable_FLAVOR": "Once placed, it rarely ever moves again.", "TEXTKEY_BUILDING_StoneChair_NAME": "Stone Chair", "TEXTKEY_BUILDING_StoneChair_DESC": "A sturdy chair made of stone.", "TEXTKEY_BUILDING_StoneChair_FLAVOR": "A trustworthy seat that won’t give in, no matter how long you sit.", "TEXTKEY_BUILDING_StoneDiningChair_NAME": "Stone Chair", "TEXTKEY_BUILDING_StoneDiningChair_DESC": "A sturdy chair made of stone.", "TEXTKEY_BUILDING_StoneDiningChair_FLAVOR": "A trustworthy seat that won’t give in, no matter how long you sit.", "TEXTKEY_BUILDING_StoneLongChair_NAME": "Stone Bench", "TEXTKEY_BUILDING_StoneLongChair_DESC": "A long stone bench that can seat multiple people.", "TEXTKEY_BUILDING_StoneLongChair_FLAVOR": "Even on cold stone, people gather in time.", "TEXTKEY_BUILDING_StoneSideTable_NAME": "Stone Side Table", "TEXTKEY_BUILDING_StoneSideTable_DESC": "A stone side table for placing small items.", "TEXTKEY_BUILDING_StoneSideTable_FLAVOR": "Small, but keeps what matters within reach.", "TEXTKEY_BUILDING_WoodTrap_NAME": "Wood Trap", "TEXTKEY_BUILDING_WoodTrap_DESC": "A wooden trap to outwit enemies.", "TEXTKEY_BUILDING_WoodTrap_FLAVOR": "A hidden and dangerous device.", "TEXTKEY_BUILDING_WoodBarricade_NAME": "Wood Barricade", "TEXTKEY_BUILDING_WoodBarricade_DESC": "A wooden barricade for basic defense.", "TEXTKEY_BUILDING_WoodBarricade_FLAVOR": "A sturdy wooden barricade to block intruders.", "TEXTKEY_BUILDING_TorchStand_NAME": "Torch Stand", "TEXTKEY_BUILDING_TorchStand_DESC": "A Stand with a torch on it.", "TEXTKEY_BUILDING_TorchStand_FLAVOR": "It hold the torch for us, but It can't walk.", "TEXTKEY_BUILDING_CampFire_NAME": "Camp Fire", "TEXTKEY_BUILDING_CampFire_DESC": "A campfire for resting or cooking. Its durability decreases over time.", "TEXTKEY_BUILDING_CampFire_FLAVOR": "A warm fire to soothe a weary body.", "TEXTKEY_BUILDING_WoodenCratePile_NAME": "Wooden Crate Pile", "TEXTKEY_BUILDING_WoodenCratePile_DESC": "A pile of stacked wooden crates.", "TEXTKEY_BUILDING_WoodenCratePile_FLAVOR": "Unorganized, yet somehow useful.", "TEXTKEY_BUILDING_XenonCat_NAME": "Xenon's Cat", "TEXTKEY_BUILDING_XenonCat_DESC": "Xenon's beloved cat is always sleeping as if indifferent.", "TEXTKEY_BUILDING_Well_NAME": "Well", "TEXTKEY_BUILDING_Well_DESC": "A well used for drawing water.", "TEXTKEY_BUILDING_Well_FLAVOR": "The deeper it goes, the colder the water.", "TEXTKEY_BUILDING_CandleStand_NAME": "Candle Stand", "TEXTKEY_BUILDING_CandleStand_DESC": "A stand for holding a candle.", "TEXTKEY_BUILDING_CandleStand_FLAVOR": "The light quietly pushes back the darkness.", "TEXTKEY_BUILDING_LanternStand_NAME": "Lantern Stand", "TEXTKEY_BUILDING_LanternStand_DESC": "A stand for hanging a lantern.", "TEXTKEY_BUILDING_LanternStand_FLAVOR": "The higher it hangs, the farther it shines.", "TEXTKEY_BUILDING_WoodBookShelf1_NAME": "Small Wooden Bookshelf", "TEXTKEY_BUILDING_WoodBookShelf1_DESC": "A small wooden bookshelf for storing books.", "TEXTKEY_BUILDING_WoodBookShelf1_FLAVOR": "Few in number, but rich in knowledge.", "TEXTKEY_BUILDING_WoodBookShelf2_NAME": "Large Wooden Bookshelf", "TEXTKEY_BUILDING_WoodBookShelf2_DESC": "A large wooden bookshelf for storing many books.", "TEXTKEY_BUILDING_WoodBookShelf2_FLAVOR": "The more knowledge it holds, the heavier it becomes.", "TEXTKEY_BUILDING_WoodPillar_NAME": "Wooden Pillar", "TEXTKEY_BUILDING_WoodPillar_DESC": "A wooden pillar that supports a building.", "TEXTKEY_BUILDING_WoodPillar_FLAVOR": "It bears far more than it seems.", "TEXTKEY_BUILDING_StonePillar_NAME": "Stone Pillar", "TEXTKEY_BUILDING_StonePillar_DESC": "A sturdy stone pillar that supports a building.", "TEXTKEY_BUILDING_StonePillar_FLAVOR": "It stands firm, unmoved by time.", "TEXTKEY_BUILDING_WoodCloset_NAME": "Wooden Wardrobe", "TEXTKEY_BUILDING_WoodCloset_DESC": "A wooden wardrobe for storing clothes.", "TEXTKEY_BUILDING_WoodCloset_FLAVOR": "Extra clothes make the night more bearable.", "TEXTKEY_BUILDING_StoneCloset_NAME": "Stone Wardrobe", "TEXTKEY_BUILDING_StoneCloset_DESC": "A stone wardrobe for storing clothes.", "TEXTKEY_BUILDING_StoneCloset_FLAVOR": "Heavy, but keeps its contents safe.", "TEXTKEY_BUILDING_CelestialSphere_NAME": "Celestial Sphere", "TEXTKEY_BUILDING_CelestialSphere_DESC": "A celestial sphere for observing the movement of stars.", "TEXTKEY_BUILDING_CelestialSphere_FLAVOR": "A human attempt to grasp the order of the skies.", "TEXTKEY_BUILDING_EchoBell_NAME": "Echo Bell", "TEXTKEY_BUILDING_EchoBell_DESC": "A bell whose sound echoes.", "TEXTKEY_BUILDING_EchoBell_FLAVOR": "The sound fades, but its trace lingers.", "TEXTKEY_BUILDING_DungeonRepairstand_NAME": "Dungeon Repair Stand", "TEXTKEY_BUILDING_DungeonRepairstand_DESC": "A repair stand for mending equipment.", "TEXTKEY_BUILDING_DungeonRepairstand_FLAVOR": "Broken gear finds its way back to battle.", "TEXTKEY_BUILDING_ScareCrow_NAME": "Scarecrow", "TEXTKEY_BUILDING_ScareCrow_DESC": "A scarecrow set up to drive away birds or intruders.", "TEXTKEY_BUILDING_ScareCrow_FLAVOR": "It may scare off more than just birds.", "TEXTKEY_BUILDING_RedCarpetA_NAME": "Carpet", "TEXTKEY_BUILDING_RedCarpetA_DESC": "A dyed carpet.", "TEXTKEY_BUILDING_RedCarpetA_FLAVOR": "It adds a touch of color to the space.", "TEXTKEY_BUILDING_BlueCarpet_NAME": "Carpet", "TEXTKEY_BUILDING_BlueCarpet_DESC": "A dyed carpet.", "TEXTKEY_BUILDING_BlueCarpet_FLAVOR": "It adds a touch of color to the space.", "TEXTKEY_BUILDING_WhiteCarpet_NAME": "Carpet", "TEXTKEY_BUILDING_WhiteCarpet_DESC": "A dyed carpet.", "TEXTKEY_BUILDING_WhiteCarpet_FLAVOR": "It adds a touch of color to the space.", "TEXTKEY_BUILDING_BlackCarpet_NAME": "Carpet", "TEXTKEY_BUILDING_BlackCarpet_DESC": "A dyed carpet.", "TEXTKEY_BUILDING_BlackCarpet_FLAVOR": "It adds a touch of color to the space.", "TEXTKEY_BUILDING_YellowCarpet_NAME": "Carpet", "TEXTKEY_BUILDING_YellowCarpet_DESC": "A dyed carpet.", "TEXTKEY_BUILDING_YellowCarpet_FLAVOR": "It adds a touch of color to the space.", "TEXTKEY_BUILDING_Banner_NAME": "Banner", "TEXTKEY_BUILDING_Banner_DESC": "A banner that can be hung on the wall.", "TEXTKEY_BUILDING_Banner_FLAVOR": "It shows where they belong.", "TEXTKEY_BUILDING_BlackBanner_NAME": "Banner", "TEXTKEY_BUILDING_BlackBanner_DESC": "A banner that can be hung on the wall.", "TEXTKEY_BUILDING_BlackBanner_FLAVOR": "It shows where they belong.", "TEXTKEY_BUILDING_BlueBanner_NAME": "Banner", "TEXTKEY_BUILDING_BlueBanner_DESC": "A banner that can be hung on the wall.", "TEXTKEY_BUILDING_BlueBanner_FLAVOR": "It shows where they belong.", "TEXTKEY_BUILDING_WhiteBanner_NAME": "Banner", "TEXTKEY_BUILDING_WhiteBanner_DESC": "A banner that can be hung on the wall.", "TEXTKEY_BUILDING_WhiteBanner_FLAVOR": "It shows where they belong.", "TEXTKEY_BUILDING_YellowBanner_NAME": "Banner", "TEXTKEY_BUILDING_YellowBanner_DESC": "A banner that can be hung on the wall.", "TEXTKEY_BUILDING_YellowBanner_FLAVOR": "It shows where they belong.", "TEXTKEY_BUILDING_BannerStand_NAME": "Banner Stand", "TEXTKEY_BUILDING_BannerStand_DESC": "A stand for displaying a banner.", "TEXTKEY_BUILDING_BannerStand_FLAVOR": "It stands proud, even without the wind.", "TEXTKEY_BUILDING_BlackBannerStand_NAME": "Banner Stand", "TEXTKEY_BUILDING_BlackBannerStand_DESC": "A stand for displaying a banner.", "TEXTKEY_BUILDING_BlackBannerStand_FLAVOR": "It stands proud, even without the wind.", "TEXTKEY_BUILDING_BlueBannerStand_NAME": "Banner Stand", "TEXTKEY_BUILDING_BlueBannerStand_DESC": "A stand for displaying a banner.", "TEXTKEY_BUILDING_BlueBannerStand_FLAVOR": "It stands proud, even without the wind.", "TEXTKEY_BUILDING_WhiteBannerStand_NAME": "Banner Stand", "TEXTKEY_BUILDING_WhiteBannerStand_DESC": "A stand for displaying a banner.", "TEXTKEY_BUILDING_WhiteBannerStand_FLAVOR": "It stands proud, even without the wind.", "TEXTKEY_BUILDING_YellowBannerStand_NAME": "Banner Stand", "TEXTKEY_BUILDING_YellowBannerStand_DESC": "A stand for displaying a banner.", "TEXTKEY_BUILDING_YellowBannerStand_FLAVOR": "It stands proud, even without the wind.", "TEXTKEY_BUILDING_WoodCabinetLarge_NAME": "Large Wooden Cabinet", "TEXTKEY_BUILDING_WoodCabinetLarge_DESC": "A large wooden cabinet that gives the room a sense of order.", "TEXTKEY_BUILDING_WoodCabinetLarge_FLAVOR": "What could possibly be inside?", "TEXTKEY_BUILDING_WoodWallShelf_NAME": "Wooden Wall Shelf", "TEXTKEY_BUILDING_WoodWallShelf_DESC": "A wooden shelf installed on the wall.", "TEXTKEY_BUILDING_WoodWallShelf_FLAVOR": "Using the walls makes the space feel larger.", "TEXTKEY_BUILDING_ResourceStorage_NAME": "Resource Storage", "TEXTKEY_BUILDING_ResourceStorage_DESC": "A basic storage for collected resources.", "TEXTKEY_BUILDING_ResourceStorage_FLAVOR": "A secure space for storing resources.", "TEXTKEY_BUILDING_EquipmentStorage_NAME": "Equipment Storage", "TEXTKEY_BUILDING_EquipmentStorage_DESC": "A storage box for weapons and armor.", "TEXTKEY_BUILDING_EquipmentStorage_FLAVOR": "Keeps expedition members' essential equipment safe.", "TEXTKEY_BUILDING_FoodStorage_NAME": "Food Storage", "TEXTKEY_BUILDING_FoodStorage_DESC": "A basic storage for keeping food.", "TEXTKEY_BUILDING_FoodStorage_FLAVOR": "A space to keep food fresh.", "TEXTKEY_BUILDING_ConsumableStorage_NAME": "Consumable Storage", "TEXTKEY_BUILDING_ConsumableStorage_DESC": "A basic storage for keeping consumable items.", "TEXTKEY_BUILDING_ConsumableStorage_FLAVOR": "A place to keep items that may come in handy.", "TEXTKEY_BUILDING_ProjectilesStorage_NAME": "Projectile Storage", "TEXTKEY_BUILDING_ProjectilesStorage_DESC": "A basic storage for arrows and other projectiles used in combat.", "TEXTKEY_BUILDING_ProjectilesStorage_FLAVOR": "A place to store arrows and other projectiles.", "TEXTKEY_BUILDING_StoneConsumableStorage_NAME": "Stone Consumable Storage", "TEXTKEY_BUILDING_StoneConsumableStorage_DESC": "A stone storage for consumable items.", "TEXTKEY_BUILDING_StoneConsumableStorage_FLAVOR": "Holds more items with greater capacity.", "TEXTKEY_BUILDING_StoneResourceStorage_NAME": "Stone Resource Storage", "TEXTKEY_BUILDING_StoneResourceStorage_DESC": "A stone storage for resources.", "TEXTKEY_BUILDING_StoneResourceStorage_FLAVOR": "Stores resources in larger quantities.", "TEXTKEY_BUILDING_StoneEquipmentStorage_NAME": "Stone Equipment Storage", "TEXTKEY_BUILDING_StoneEquipmentStorage_DESC": "A stone storage for equipment.", "TEXTKEY_BUILDING_StoneEquipmentStorage_FLAVOR": "Holds more equipment at once.", "TEXTKEY_BUILDING_PotteryFoodStorage_NAME": "Pottery Food Storage", "TEXTKEY_BUILDING_PotteryFoodStorage_DESC": "A pottery storage for food.", "TEXTKEY_BUILDING_PotteryFoodStorage_FLAVOR": "Good for maintaining airflow and temperature.", "TEXTKEY_BUILDING_StoneProjectileStorage_NAME": "Stone Projectile Storage", "TEXTKEY_BUILDING_StoneProjectileStorage_DESC": "A stone storage for projectiles.", "TEXTKEY_BUILDING_StoneProjectileStorage_FLAVOR": "Stores a greater number of projectiles together.", "TEXTKEY_BUILDING_StrawPile_NAME": "Straw Pile", "TEXTKEY_BUILDING_StrawPile_DESC": "A pile of stacked straw.", "TEXTKEY_BUILDING_StrawPile_FLAVOR": "A faint, distinctive scent of dried grass lingers in the air.", "TEXTKEY_BUILDING_WoodPile_NAME": "Wood Pile", "TEXTKEY_BUILDING_WoodPile_DESC": "A pile of stacked wood.", "TEXTKEY_BUILDING_WoodPile_FLAVOR": "Logs waiting for their time to be used.", "TEXTKEY_BUILDING_StonePile_NAME": "Stone Pile", "TEXTKEY_BUILDING_StonePile_DESC": "A pile of stacked stones.", "TEXTKEY_BUILDING_StonePile_FLAVOR": "Unused for now, but waiting to take shape.", "TEXTKEY_BUILDING_RockWall_NAME": "RockWall", "TEXTKEY_BUILDING_RockWall_DESC": "A naturally formed rock. It is hard.", "TEXTKEY_BUILDING_RockWall_FLAVOR": "Rock n Roll", "TEXTKEY_BUILDING_ScribeObelisk_NAME": "Scribe Obelisk", "TEXTKEY_BUILDING_ScribeObelisk_DESC": "An obelisk to record progress in dungeons.", "TEXTKEY_BUILDING_ScribeObelisk_FLAVOR": "Engraved records guide adventurers on their journey.", "TEXTKEY_BUILDING_DarkThornVine_NAME": "Dark Thorn Vine", "TEXTKEY_BUILDING_DarkThornVine_DESC": "A harmful plant that grows in [Shared_BarrenLand] due to the corrupt magic flowing from [Shared_DungeonPortal].\nNearby land becomes Corrupted Ground and cannot be traversed.\n\nYou can use [ITEM_GoddessTears] to remove thorn vines and expand your settlement area.", "TEXTKEY_BUILDING_DarkThornVine_FLAVOR": "Darkness seeps across the land.", "TEXTKEY_BUILDING_SmallDarkThornVine_NAME": "Small Dark Thorn Vine", "TEXTKEY_BUILDING_SmallDarkThornVine_DESC": "A harmful plant grown in the [Shared_BarrenLand] due to corrupted magic leaking from the [Shared_DungeonPortal]. These vines cause mental disturbance through gloomy magic, and adjacent lands turn into contaminated ground.", "TEXTKEY_BUILDING_SmallDarkThornVine_FLAVOR": "The darkness crawling silently beneath the earth chokes the very breath of the living.", "TEXTKEY_BUILDING_BigDarkThornVine_NAME": "Big Dark Thorn Vine", "TEXTKEY_BUILDING_BigDarkThornVine_DESC": "A harmful plant that grew in the [Shared_BarrenLand] due to corrupted magic leaking from the [Shared_DungeonPortal]. Its thorny vines cause mental disturbance with gloomy magic, and adjacent land turns into contaminated ground.", "TEXTKEY_BUILDING_BigDarkThornVine_FLAVOR": "The heart of the corrupted earth has pierced the surface, becoming a massive curse that devours all life.", "TEXTKEY_BUILDING_DungeonSpikeTrap_NAME": "Dungeon Spike Trap", "TEXTKEY_BUILDING_DungeonSpikeTrap_DESC": "A trap that deals deadly damage to enemies.", "TEXTKEY_BUILDING_DungeonSpikeTrap_FLAVOR": "Watch your step, or you'll be pierced by spikes.", "TEXTKEY_BUILDING_Tutorial1Chest_NAME": "Old Treasure Chest", "TEXTKEY_BUILDING_Tutorial1Chest_DESC": "A small chest containing a trivial treasure.", "TEXTKEY_BUILDING_Tutorial1Chest_FLAVOR": "It might be something someone needs.", "TEXTKEY_BUILDING_SupportWagonEasy_NAME": "Generous support wagon", "TEXTKEY_BUILDING_SupportWagonEasy_DESC": "It comes with a generous support kit.", "TEXTKEY_BUILDING_SupportWagonEasy_FLAVOR": "That's quite a lot.", "TEXTKEY_BUILDING_SupportWagonNormal_NAME": "Support wagon", "TEXTKEY_BUILDING_SupportWagonNormal_DESC": "It comes with a support kit.", "TEXTKEY_BUILDING_SupportWagonNormal_FLAVOR": "It has some.", "TEXTKEY_BUILDING_SupportWagonHard_NAME": "Poor support wagons", "TEXTKEY_BUILDING_SupportWagonHard_DESC": "It comes with a little support kit.", "TEXTKEY_BUILDING_SupportWagonHard_FLAVOR": "Better than nothing", "TEXTKEY_BUILDING_SupportWagonVeryHard_NAME": "Minimal Support Wagon", "TEXTKEY_BUILDING_SupportWagonVeryHard_DESC": "Contains a very small amount of supplies.", "TEXTKEY_BUILDING_SupportWagonVeryHard_FLAVOR": "Better than nothing, right?", "TEXTKEY_BUILDING_SupportWagonDownfall_NAME": "Empty Support Wagon", "TEXTKEY_BUILDING_SupportWagonDownfall_DESC": "Contains almost no supplies.", "TEXTKEY_BUILDING_SupportWagonDownfall_FLAVOR": "Practically nothing.", "TEXTKEY_BUILDING_SupportWagonEasyRemnant_NAME": "Empty Wagon", "TEXTKEY_BUILDING_SupportWagonEasyRemnant_DESC": "This is an empty wagon", "TEXTKEY_BUILDING_SupportWagonEasyRemnant_FLAVOR": "If you disassemble it, you might find something useful.", "TEXTKEY_BUILDING_SupportWagonNormalRemnant_NAME": "Empty Wagon", "TEXTKEY_BUILDING_SupportWagonNormalRemnant_DESC": "This is an empty wagon", "TEXTKEY_BUILDING_SupportWagonNormalRemnant_FLAVOR": "If you disassemble it, you might find something useful.", "TEXTKEY_BUILDING_SupportWagonHardRemnant_NAME": "Empty Wagon", "TEXTKEY_BUILDING_SupportWagonHardRemnant_DESC": "This is an empty wagon", "TEXTKEY_BUILDING_SupportWagonHardRemnant_FLAVOR": "If you disassemble it, you might find something useful.", "TEXTKEY_BUILDING_SupportWagonVeryHardRemnant_NAME": "Empty Wagon", "TEXTKEY_BUILDING_SupportWagonVeryHardRemnant_DESC": "This is an empty wagon", "TEXTKEY_BUILDING_SupportWagonVeryHardRemnant_FLAVOR": "If you disassemble it, you might find something useful.", "TEXTKEY_BUILDING_SupportWagonDownfallRemnant_NAME": "Empty Wagon", "TEXTKEY_BUILDING_SupportWagonDownfallRemnant_DESC": "This is an empty wagon", "TEXTKEY_BUILDING_SupportWagonDownfallRemnant_FLAVOR": "If you disassemble it, you might find something useful.", "TEXTKEY_BUILDING_NewbieTreasureChest_NAME": "Modest Treasure Chest", "TEXTKEY_BUILDING_NewbieTreasureChest_DESC": "A small chest containing modest treasures.", "TEXTKEY_BUILDING_NewbieTreasureChest_FLAVOR": "Small but filled with valuable treasures.", "TEXTKEY_BUILDING_ModestTreasureChest_NAME": "Modest Treasure Chest", "TEXTKEY_BUILDING_ModestTreasureChest_DESC": "A small chest containing modest treasures.", "TEXTKEY_BUILDING_ModestTreasureChest_FLAVOR": "Small but filled with valuable treasures.", "TEXTKEY_BUILDING_SturdyTreasureChest_NAME": "Sturdy Treasure Chest", "TEXTKEY_BUILDING_SturdyTreasureChest_DESC": "A treasure chest built to be sturdy.", "TEXTKEY_BUILDING_SturdyTreasureChest_FLAVOR": "A tightly locked chest that won't open easily.", "TEXTKEY_BUILDING_LuxuriousTreasureChest_NAME": "Luxurious Treasure Chest", "TEXTKEY_BUILDING_LuxuriousTreasureChest_DESC": "A luxurious chest containing rare treasures.", "TEXTKEY_BUILDING_LuxuriousTreasureChest_FLAVOR": "Its lavish decoration catches the eye.", "TEXTKEY_BUILDING_ModestTreasureChestOpened_NAME": "Modest Treasure Chest (Opened)", "TEXTKEY_BUILDING_ModestTreasureChestOpened_DESC": "A small chest containing modest treasures.", "TEXTKEY_BUILDING_ModestTreasureChestOpened_FLAVOR": "Small but filled with valuable treasures.", "TEXTKEY_BUILDING_SturdyTreasureChestOpened_NAME": "Sturdy Treasure Chest (Opened)", "TEXTKEY_BUILDING_SturdyTreasureChestOpened_DESC": "A treasure chest built to be sturdy.", "TEXTKEY_BUILDING_SturdyTreasureChestOpened_FLAVOR": "A tightly locked chest that won't open easily.", "TEXTKEY_BUILDING_LuxuriousTreasureChestOpened_NAME": "Luxurious Treasure Chest (Opened)", "TEXTKEY_BUILDING_LuxuriousTreasureChestOpened_DESC": "A luxurious chest containing rare treasures.", "TEXTKEY_BUILDING_LuxuriousTreasureChestOpened_FLAVOR": "Its lavish decoration catches the eye.", "TEXTKEY_BUILDING_EventSupplyBox_NAME": "SupplyBox", "TEXTKEY_BUILDING_EventSupplyBox_DESC": "A chest filled with the guild’s provisions.", "TEXTKEY_BUILDING_EventSupplyBox_FLAVOR": "It seems there will be no next opportunity", "TEXTKEY_BUILDING_WoodenCrate_NAME": "Wooden Crate", "TEXTKEY_BUILDING_WoodenCrate_DESC": "A wooden crate used to store basic supplies.", "TEXTKEY_BUILDING_WoodenCrate_FLAVOR": "It can hold more than it appears.", "TEXTKEY_BUILDING_R2ModestTreasureChest_NAME": "Modest Treasure Chest", "TEXTKEY_BUILDING_R2ModestTreasureChest_DESC": "A small chest containing modest treasures.", "TEXTKEY_BUILDING_R2ModestTreasureChest_FLAVOR": "Small but filled with valuable treasures.", "TEXTKEY_BUILDING_R2SturdyTreasureChest_NAME": "Sturdy Treasure Chest", "TEXTKEY_BUILDING_R2SturdyTreasureChest_DESC": "A treasure chest built to be sturdy.", "TEXTKEY_BUILDING_R2SturdyTreasureChest_FLAVOR": "A tightly locked chest that won't open easily.", "TEXTKEY_BUILDING_R2LuxuriousTreasureChest_NAME": "Luxurious Treasure Chest", "TEXTKEY_BUILDING_R2LuxuriousTreasureChest_DESC": "A luxurious chest containing rare treasures.", "TEXTKEY_BUILDING_R2LuxuriousTreasureChest_FLAVOR": "Its lavish decoration catches the eye.", "TEXTKEY_BUILDING_R2WoodenCrate_NAME": "Wooden Crate", "TEXTKEY_BUILDING_R2WoodenCrate_DESC": "A wooden crate used to store basic supplies.", "TEXTKEY_BUILDING_R2WoodenCrate_FLAVOR": "It can hold more than it appears.", "TEXTKEY_BUILDING_R1AbyssLowTreasureChest_NAME": "Abyss Low Level Treasure Chest", "TEXTKEY_BUILDING_R1AbyssLowTreasureChest_DESC": "A treasure chest found in the lower levels of the Abyss.", "TEXTKEY_BUILDING_R1AbyssLowTreasureChest_FLAVOR": "Though worn, it still holds useful supplies.", "TEXTKEY_BUILDING_R1AbyssEliteTreasureChest_NAME": "Abyss Elite Treasure Chest", "TEXTKEY_BUILDING_R1AbyssEliteTreasureChest_DESC": "A treasure chest guarded by powerful enemies of the Abyss.", "TEXTKEY_BUILDING_R1AbyssEliteTreasureChest_FLAVOR": "Rewards not easily claimed lie within.", "TEXTKEY_BUILDING_R1AbyssHighTreasureChest_NAME": "Abyss High Level Treasure Chest", "TEXTKEY_BUILDING_R1AbyssHighTreasureChest_DESC": "A valuable treasure chest found in the higher levels of the Abyss.", "TEXTKEY_BUILDING_R1AbyssHighTreasureChest_FLAVOR": "Spoils granted to those who survive deep into the Abyss.", "TEXTKEY_BUILDING_R1AbyssBossTreasureChest_NAME": "Abyss Boss Treasure Chest", "TEXTKEY_BUILDING_R1AbyssBossTreasureChest_DESC": "A treasure chest obtained after defeating the boss of the Abyss.", "TEXTKEY_BUILDING_R1AbyssBossTreasureChest_FLAVOR": "Proof of overcoming the Abyss's trial lies within.", "TEXTKEY_BUILDING_LumaTree_NAME": "Luma Tree", "TEXTKEY_BUILDING_LumaTree_DESC": "A tree that grows naturally in dungeons.", "TEXTKEY_BUILDING_LumaTree_FLAVOR": "The log is thick and strudy.", "TEXTKEY_BUILDING_ForestBush_NAME": "Forest Bush", "TEXTKEY_BUILDING_ForestBush_DESC": "A common bush growing in the forest.", "TEXTKEY_BUILDING_ForestBush_FLAVOR": "A small bush symbolizing the forest's nature.", "TEXTKEY_BUILDING_BlueberryBush_NAME": "Blueberry Bush", "TEXTKEY_BUILDING_BlueberryBush_DESC": "A bush from which blueberries can be harvested.", "TEXTKEY_BUILDING_BlueberryBush_FLAVOR": "Sweet blueberries add a touch of forest fragrance.", "TEXTKEY_BUILDING_WildHerb_NAME": "Wild Herb", "TEXTKEY_BUILDING_WildHerb_DESC": "Wild herbs useful for healing or cooking.", "TEXTKEY_BUILDING_WildHerb_FLAVOR": "Precious herbs imbued with nature's power.", "TEXTKEY_BUILDING_WildOats_NAME": "Wild Oats", "TEXTKEY_BUILDING_WildOats_DESC": "Wild oats grown in nature.", "TEXTKEY_BUILDING_WildOats_FLAVOR": "It grows well even in rough environments.", "TEXTKEY_BUILDING_Mushroom_NAME": "Mushroom", "TEXTKEY_BUILDING_Mushroom_DESC": "It is an edible mushroom.", "TEXTKEY_BUILDING_Mushroom_FLAVOR": "good smell", "TEXTKEY_BUILDING_Mushroom2_NAME": "Mushroom", "TEXTKEY_BUILDING_Mushroom2_DESC": "It is an edible mushroom.", "TEXTKEY_BUILDING_Mushroom2_FLAVOR": "good smell", "TEXTKEY_BUILDING_Mandrake_NAME": "Mandrake", "TEXTKEY_BUILDING_Mandrake_DESC": "Rare Mandrake used for medicinal purposes.", "TEXTKEY_BUILDING_Mandrake_FLAVOR": "It always shows weird facial expression.", "TEXTKEY_BUILDING_RedMushroom_NAME": "Red Mushroom", "TEXTKEY_BUILDING_RedMushroom_DESC": "A red mushroom that must be handled with care.", "TEXTKEY_BUILDING_RedMushroom_FLAVOR": "Its vivid color is striking, but it could be dangerous.", "TEXTKEY_BUILDING_BlueDrunkardMushroom_NAME": "Blue Drunkard Mushroom", "TEXTKEY_BUILDING_BlueDrunkardMushroom_DESC": "A blue mushroom that can cause hallucinations.", "TEXTKEY_BUILDING_BlueDrunkardMushroom_FLAVOR": "An enigmatic aroma wafts from the blue mushroom.", "TEXTKEY_BUILDING_Flower_NAME": "Flower", "TEXTKEY_BUILDING_Flower_DESC": "A beautiful flower of nature.", "TEXTKEY_BUILDING_Flower_FLAVOR": "A flower full of nature's colors and scents.", "TEXTKEY_BUILDING_BigRock_NAME": "Big Rock", "TEXTKEY_BUILDING_BigRock_DESC": "A large rock that can be mined for resources.", "TEXTKEY_BUILDING_BigRock_FLAVOR": "A rock with a heavy and imposing presence.", "TEXTKEY_BUILDING_Rock_NAME": "Rock", "TEXTKEY_BUILDING_Rock_DESC": "A rock that can be mined for resources.", "TEXTKEY_BUILDING_Rock_FLAVOR": "One of the common rocks found in nature.", "TEXTKEY_BUILDING_SmallSilverVein_NAME": "Small Silver Vein", "TEXTKEY_BUILDING_SmallSilverVein_DESC": "A small vein from which a modest amount of silver can be mined.", "TEXTKEY_BUILDING_SmallSilverVein_FLAVOR": "A small vein that glimmers with silver.", "TEXTKEY_BUILDING_LargeSilverVein_NAME": "Large Silver Vein", "TEXTKEY_BUILDING_LargeSilverVein_DESC": "A large vein yielding a substantial amount of silver.", "TEXTKEY_BUILDING_LargeSilverVein_FLAVOR": "A vein rich with abundant silver resources.", "TEXTKEY_BUILDING_SmallRedCrystal_NAME": "Small Red Crystal", "TEXTKEY_BUILDING_SmallRedCrystal_DESC": "A small, glowing red crystal.", "TEXTKEY_BUILDING_SmallRedCrystal_FLAVOR": "Mysterious energy emanates from the red crystal.", "TEXTKEY_BUILDING_LargeRedCrystal_NAME": "Large Red Crystal", "TEXTKEY_BUILDING_LargeRedCrystal_DESC": "A large, intensely glowing red crystal.", "TEXTKEY_BUILDING_LargeRedCrystal_FLAVOR": "A giant red crystal radiates powerful energy.", "TEXTKEY_BUILDING_SmallBlueCrystal_NAME": "Small Blue Crystal", "TEXTKEY_BUILDING_SmallBlueCrystal_DESC": "A small, glowing blue crystal.", "TEXTKEY_BUILDING_SmallBlueCrystal_FLAVOR": "Calm energy flows from the blue crystal.", "TEXTKEY_BUILDING_LargeBlueCrystal_NAME": "Large Blue Crystal", "TEXTKEY_BUILDING_LargeBlueCrystal_DESC": "A large, brightly glowing blue crystal.", "TEXTKEY_BUILDING_LargeBlueCrystal_FLAVOR": "A large blue crystal fills the space with serene power.", "TEXTKEY_BUILDING_SmallGreenCrystal_NAME": "Small Green Crystal", "TEXTKEY_BUILDING_SmallGreenCrystal_DESC": "A small crystal with a greenish glow.", "TEXTKEY_BUILDING_SmallGreenCrystal_FLAVOR": "Natural energy seeps from the green crystal.", "TEXTKEY_BUILDING_LargeGreenCrystal_NAME": "Large Green Crystal", "TEXTKEY_BUILDING_LargeGreenCrystal_DESC": "A large crystal radiating a deep green glow.", "TEXTKEY_BUILDING_LargeGreenCrystal_FLAVOR": "The green crystal emits the energy of life.", "TEXTKEY_BUILDING_TreeOfLife_NAME": "Tree Of Life", "TEXTKEY_BUILDING_TreeOfLife_DESC": "A mystical tree symbolizing vitality.", "TEXTKEY_BUILDING_TreeOfLife_FLAVOR": "The Tree of Life holds the power of the earth.", "TEXTKEY_BUILDING_AncientForestBookshelf_NAME": "Ancient Forest Bookshelf", "TEXTKEY_BUILDING_AncientForestBookshelf_DESC": "A bookshelf containing the knowledge of the ancient forest.", "TEXTKEY_BUILDING_AncientForestBookshelf_FLAVOR": "Wisdom from the ancients flows from the bookshelf.", "TEXTKEY_BUILDING_BrokenAncientForestBookshelf_NAME": "Broken Ancient Forest Bookshelf", "TEXTKEY_BUILDING_BrokenAncientForestBookshelf_DESC": "A bookshelf containing the knowledge of the ancient forest.", "TEXTKEY_BUILDING_BrokenAncientForestBookshelf_FLAVOR": "Wisdom from the ancients flows from the bookshelf.", "TEXTKEY_BUILDING_BeeHiveTree_NAME": "Bee Hive Tree", "TEXTKEY_BUILDING_BeeHiveTree_DESC": "A tree with beehives full of honey.", "TEXTKEY_BUILDING_BeeHiveTree_FLAVOR": "The sweet scent of honey spreads throughout the forest.", "TEXTKEY_BUILDING_WoodenCageGreyRat_NAME": "Grey Rat Cage", "TEXTKEY_BUILDING_WoodenCageGreyRat_DESC": "A cage holding a Grey Rat.", "TEXTKEY_BUILDING_WoodenCageGreyRat_FLAVOR": "A constant scratching echoes from within.", "TEXTKEY_BUILDING_WoodenCageMurmok_NAME": "Mawmurk Cage", "TEXTKEY_BUILDING_WoodenCageMurmok_DESC": "A cage holding a Mawmurk.", "TEXTKEY_BUILDING_WoodenCageMurmok_FLAVOR": "Its presence alone feels imposing.", "TEXTKEY_BUILDING_WoodenCageGreyMonsterRat_NAME": "Grey Monster Rat Cage", "TEXTKEY_BUILDING_WoodenCageGreyMonsterRat_DESC": "A cage holding a Grey Monster Rat.", "TEXTKEY_BUILDING_WoodenCageGreyMonsterRat_FLAVOR": "Its gaze is nothing like that of a normal rat.", "TEXTKEY_BUILDING_WoodenCageIroncarapaceBug_NAME": "Metal Scarab Cage", "TEXTKEY_BUILDING_WoodenCageIroncarapaceBug_DESC": "A cage holding a Metal Scarab.", "TEXTKEY_BUILDING_WoodenCageIroncarapaceBug_FLAVOR": "Its hardened shell clinks with every movement.", "TEXTKEY_BUILDING_WoodenCageAcidBug_NAME": "Acid Insect Cage", "TEXTKEY_BUILDING_WoodenCageAcidBug_DESC": "A cage holding an Acid Insect.", "TEXTKEY_BUILDING_WoodenCageAcidBug_FLAVOR": "A sharp, acrid scent lingers nearby.", "TEXTKEY_BUILDING_WoodenCageGlothHatchling_NAME": "Gloth Pup Cage", "TEXTKEY_BUILDING_WoodenCageGlothHatchling_DESC": "A cage holding a Gloth Pup.", "TEXTKEY_BUILDING_WoodenCageGlothHatchling_FLAVOR": "It looks at you with small, innocent eyes.", "TEXTKEY_BUILDING_WoodenCageMaleGloth_NAME": "Male Gloth Cage", "TEXTKEY_BUILDING_WoodenCageMaleGloth_DESC": "A cage holding a Male Gloth.", "TEXTKEY_BUILDING_WoodenCageMaleGloth_FLAVOR": "Even in silence, it feels tense.", "TEXTKEY_BUILDING_CodexLevel1_NAME": "Apprentice Mage's Codex", "TEXTKEY_BUILDING_CodexLevel1_DESC": "A codex used by an apprentice mage of the ancient empire.", "TEXTKEY_BUILDING_CodexLevel1_FLAVOR": "Basic knowledge, where all journeys begin.", "TEXTKEY_BUILDING_CodexLevel2_NAME": "Mage's Codex", "TEXTKEY_BUILDING_CodexLevel2_DESC": "A codex used by a full-fledged mage of the ancient empire.", "TEXTKEY_BUILDING_CodexLevel2_FLAVOR": "The more you understand, the deeper the world becomes.", "TEXTKEY_BUILDING_EchoFlower_NAME": "Echo Flower", "TEXTKEY_BUILDING_EchoFlower_DESC": "A carved stone flower that reacts to resonance.", "TEXTKEY_BUILDING_EchoFlower_FLAVOR": "It remains dormant, waiting for the resonance that will make it bloom.", "TEXTKEY_BUILDING_EchoFlowerBell_NAME": "Echo Flower Bell", "TEXTKEY_BUILDING_EchoFlowerBell_DESC": "A bell made from an Echo Flower.", "TEXTKEY_BUILDING_EchoFlowerBell_FLAVOR": "A mysterious resonance fills the air.", "TEXTKEY_BUILDING_EchoFlowerBell2_NAME": "Echo Flower Bell", "TEXTKEY_BUILDING_EchoFlowerBell2_DESC": "A bell made from an Echo Flower.", "TEXTKEY_BUILDING_EchoFlowerBell2_FLAVOR": "A mysterious resonance fills the air.", "TEXTKEY_BUILDING_EchoFlowerBell3_NAME": "Echo Flower Bell", "TEXTKEY_BUILDING_EchoFlowerBell3_DESC": "A bell made from an Echo Flower.", "TEXTKEY_BUILDING_EchoFlowerBell3_FLAVOR": "A mysterious resonance fills the air.", "TEXTKEY_BUILDING_EchoFlowerBell4_NAME": "Echo Flower Bell", "TEXTKEY_BUILDING_EchoFlowerBell4_DESC": "A bell made from an Echo Flower.", "TEXTKEY_BUILDING_EchoFlowerBell4_FLAVOR": "A mysterious resonance fills the air.", "TEXTKEY_BUILDING_EchoFlowerRemnant_NAME": "Blooming Echo Flower", "TEXTKEY_BUILDING_EchoFlowerRemnant_DESC": "A carved stone flower that bloomed in response to resonance.", "TEXTKEY_BUILDING_EchoFlowerRemnant_FLAVOR": "The awakened flower waits for the hand that ended its sleep.", "TEXTKEY_BUILDING_DevrikStatue_NAME": "Devrik Statue", "TEXTKEY_BUILDING_DevrikStatue_DESC": "A stone statue shaped like a Devrik.", "TEXTKEY_BUILDING_DevrikStatue_FLAVOR": "It seems to be watching with quiet amusement.", "TEXTKEY_BUILDING_DevrikStatue2_NAME": "Devrik Statue", "TEXTKEY_BUILDING_DevrikStatue2_DESC": "A stone statue shaped like a Devrik.", "TEXTKEY_BUILDING_DevrikStatue2_FLAVOR": "It seems to be watching with quiet amusement.", "TEXTKEY_BUILDING_DevrikStatue3_NAME": "Devrik Statue", "TEXTKEY_BUILDING_DevrikStatue3_DESC": "A stone statue shaped like a Devrik.", "TEXTKEY_BUILDING_DevrikStatue3_FLAVOR": "It seems to be watching with quiet amusement.", "TEXTKEY_BUILDING_DevrikStatue4_NAME": "Devrik Statue", "TEXTKEY_BUILDING_DevrikStatue4_DESC": "A stone statue shaped like a Devrik.", "TEXTKEY_BUILDING_DevrikStatue4_FLAVOR": "It seems to be watching with quiet amusement.", "TEXTKEY_BUILDING_DungeonScareCrow_NAME": "Suspicious Scarecrow", "TEXTKEY_BUILDING_DungeonScareCrow_DESC": "A scarecrow wearing a ridiculous jester hat.", "TEXTKEY_BUILDING_DungeonScareCrow_FLAVOR": "Oh... it just made eye contact with you.", "TEXTKEY_BUILDING_GuildMerchantDesk_NAME": "Guild Merchant's Desk", "TEXTKEY_BUILDING_GuildMerchantDesk_DESC": "A desk issued to merchants affiliated with the guild.", "TEXTKEY_BUILDING_GuildMerchantDesk_FLAVOR": "It may lack pride, but not money.", "TEXTKEY_BUILDING_SlotMachine_NAME": "Slot Machine", "TEXTKEY_BUILDING_SlotMachine_DESC": "A working slot machine.", "TEXTKEY_BUILDING_SlotMachine_FLAVOR": "Whose side will luck be on?", "TEXTKEY_BUILDING_DiscardedMagicPowerDevice_NAME": "Discarded Mana Device", "TEXTKEY_BUILDING_DiscardedMagicPowerDevice_DESC": "A device once used and discarded by imperial mages.", "TEXTKEY_BUILDING_DiscardedMagicPowerDevice_FLAVOR": "This thing still seems to work.", "TEXTKEY_BUILDING_DiscardedSpecimen_NAME": "Discarded Specimen", "TEXTKEY_BUILDING_DiscardedSpecimen_DESC": "A specimen once used and discarded by imperial mages.", "TEXTKEY_BUILDING_DiscardedSpecimen_FLAVOR": "NULL", "TEXTKEY_BUILDING_StrangeNiche_NAME": "Strange Niche", "TEXTKEY_BUILDING_StrangeNiche_DESC": "It is a niche that gives off a strange feeling.", "TEXTKEY_BUILDING_StrangeNiche_FLAVOR": "NULL", "TEXTKEY_BUILDING_Blueprint_NAME": "Blueprint", "TEXTKEY_BUILDING_Blueprint_DESC": "A blueprint for planning and designing construction.", "TEXTKEY_BUILDING_Blueprint_FLAVOR": "A blueprint that inspires visions of future structures.", "TEXTKEY_BUILDING_TestBUILDING_NAME": "Test BUILDING", "TEXTKEY_BUILDING_TestBUILDING_DESC": "A temporary structure created for testing purposes.", "TEXTKEY_BUILDING_TestBUILDING_FLAVOR": "A structure necessary for setting up a test environment.", "TEXTKEY_BUILDING_ManaGeneratorInfiniteSmall_NAME": "Infinite Small Mana Generator", "TEXTKEY_BUILDING_ManaGeneratorInfiniteSmall_DESC": "A small generator that produces infinite mana.", "TEXTKEY_BUILDING_ManaGeneratorInfiniteSmall_FLAVOR": "A small device providing an endless flow of mana.", "TEXTKEY_BUILDING_ManaGeneratorSmall_NAME": "Small Mana Generator", "TEXTKEY_BUILDING_ManaGeneratorSmall_DESC": "A generator that reliably produces a small amount of mana.", "TEXTKEY_BUILDING_ManaGeneratorSmall_FLAVOR": "A small but useful mana generating device.", "TEXTKEY_BUILDING_Storage_NAME": "Storage", "TEXTKEY_BUILDING_Storage_DESC": "A basic storage box for keeping resources.", "TEXTKEY_BUILDING_Storage_FLAVOR": "A simple yet efficient storage space for resources.", "TEXTKEY_BUILDING_AllStorage_NAME": "All Storage", "TEXTKEY_BUILDING_AllStorage_DESC": "A storage box capable of holding all types of items.", "TEXTKEY_BUILDING_AllStorage_FLAVOR": "An ideal space for storing a variety of items.", "TEXTKEY_BUILDING_DungeonWeaponChest_NAME": "Dungeon Weapon Chest", "TEXTKEY_BUILDING_DungeonWeaponChest_DESC": "A chest for storing weapons and equipment found in dungeons.", "TEXTKEY_BUILDING_DungeonWeaponChest_FLAVOR": "A chest full of treasures symbolizes the rewards of adventure.", "TEXTKEY_BUILDING_BasementStartPack_NAME": "Settlement Start Pack", "TEXTKEY_BUILDING_BasementStartPack_DESC": "A pack containing essential resources for building a settlement.", "TEXTKEY_BUILDING_BasementStartPack_FLAVOR": "A perfect starting point for constructing a new settlement.", "TEXTKEY_BUILDING_RagsAndWastes_NAME": "Rags And Wastes", "TEXTKEY_BUILDING_RagsAndWastes_DESC": "Old rags and scraps of trash are gathered here.", "TEXTKEY_BUILDING_RagsAndWastes_FLAVOR": "You can sometimes find treasures even in the trash.", "TEXTKEY_BUILDING_IronVein_NAME": "Iron Vein", "TEXTKEY_BUILDING_IronVein_DESC": "A vein from which iron can be mined.", "TEXTKEY_BUILDING_IronVein_FLAVOR": "An essential vein providing sturdy iron resources.", "TEXTKEY_BUILDING_Wall_NAME": "Wall", "TEXTKEY_BUILDING_Wall_DESC": "A wooden wall for basic defense and decoration.", "TEXTKEY_BUILDING_Wall_FLAVOR": "A sturdy wooden wall ensures safety.", "TEXTKEY_BUILDING_Door_NAME": "Door", "TEXTKEY_BUILDING_Door_DESC": "A basic wooden door for entry and exit.", "TEXTKEY_BUILDING_Door_FLAVOR": "A creaky wooden door evokes memories.", "TEXTKEY_BUILDING_Bed_NAME": "Bed", "TEXTKEY_BUILDING_Bed_DESC": "A wooden bed for simple rest.", "TEXTKEY_BUILDING_Bed_FLAVOR": "A comforting sleep surrounded by the scent of wood.", "TEXTKEY_BUILDING_Table_NAME": "Table", "TEXTKEY_BUILDING_Table_DESC": "A wooden table for basic tasks and dining.", "TEXTKEY_BUILDING_Table_FLAVOR": "A sturdy table showcasing the natural grain of wood.", "TEXTKEY_BUILDING_Chair_NAME": "Chair", "TEXTKEY_BUILDING_Chair_DESC": "A wooden chair for comfortable seating.", "TEXTKEY_BUILDING_Chair_FLAVOR": "A simple yet practical chair design.", "TEXTKEY_BUILDING_GodnessStatue_NAME": "Godness Statue", "TEXTKEY_BUILDING_GodnessStatue_DESC": "A sacred statue for worship and prayer.", "TEXTKEY_BUILDING_GodnessStatue_FLAVOR": "A mystical statue receiving the goddess's blessings.", "TEXTKEY_BUILDING_GodnessStatue2_NAME": "Godness Statue", "TEXTKEY_BUILDING_GodnessStatue2_DESC": "A sacred statue for worship and prayer.", "TEXTKEY_BUILDING_GodnessStatue2_FLAVOR": "A mystical statue receiving the goddess's blessings.", "TEXTKEY_BUILDING_GodnessStatueRemnant_NAME": "Goddess Statue with Faded Grace", "TEXTKEY_BUILDING_GodnessStatueRemnant_DESC": "A goddess statue whose sacred presence has faded after granting its blessing.", "TEXTKEY_BUILDING_GodnessStatueRemnant_FLAVOR": "Only the trace of prayer remains faintly upon the cold stone.", "TEXTKEY_BUILDING_GodnessStatue2Remnant_NAME": "Goddess Statue with Faded Grace", "TEXTKEY_BUILDING_GodnessStatue2Remnant_DESC": "A goddess statue whose sacred presence has faded after granting its blessing.", "TEXTKEY_BUILDING_GodnessStatue2Remnant_FLAVOR": "Only the trace of prayer remains faintly upon the cold stone.", "TEXTKEY_BUILDING_BasementTree_NAME": "Basement Tree", "TEXTKEY_BUILDING_BasementTree_DESC": "A central tree symbolizing the settlement.", "TEXTKEY_BUILDING_BasementTree_FLAVOR": "A tree that empowers the heart of the settlement.", "TEXTKEY_BUILDING_SuspiciousScarecrow_NAME": "Suspicious Scarecrow", "TEXTKEY_BUILDING_SuspiciousScarecrow_DESC": "A scarecrow exuding an ominous aura.", "TEXTKEY_BUILDING_SuspiciousScarecrow_FLAVOR": "You feel like the scarecrow's eyes are following you.", "TEXTKEY_BUILDING_NamelessGraveNormal_NAME": "Nameless Normal Grave", "TEXTKEY_BUILDING_NamelessGraveNormal_DESC": "A common grave erected without a name.", "TEXTKEY_BUILDING_NamelessGraveNormal_FLAVOR": "A lonely spot with no indication of whose grave it is.", "TEXTKEY_BUILDING_NamelessGraveDugUp_NAME": "Dug Up Nameless Grave", "TEXTKEY_BUILDING_NamelessGraveDugUp_DESC": "A grave desecrated and left in ruins.", "TEXTKEY_BUILDING_NamelessGraveDugUp_FLAVOR": "A dug up grave exudes a foreboding presence.", "TEXTKEY_BUILDING_EquipmentSwordStorage_NAME": "Equipment Sword Storage", "TEXTKEY_BUILDING_EquipmentSwordStorage_DESC": "A storage box for keeping swords and weapons.", "TEXTKEY_BUILDING_EquipmentSwordStorage_FLAVOR": "Stored swords are always ready for use.", "TEXTKEY_BUILDING_LargeTwistedTree_NAME": "Large Twisted Tree", "TEXTKEY_BUILDING_LargeTwistedTree_DESC": "A large tree twisted into a grotesque shape.", "TEXTKEY_BUILDING_LargeTwistedTree_FLAVOR": "A massive tree stands, contorted in strange forms.", "TEXTKEY_BUILDING_SmallTwistedTree_NAME": "Small Twisted Tree", "TEXTKEY_BUILDING_SmallTwistedTree_DESC": "A small tree twisted in a peculiar way.", "TEXTKEY_BUILDING_SmallTwistedTree_FLAVOR": "Small but emanating an ominous presence.", "TEXTKEY_BUILDING_TwistedTree_NAME": "Twisted Tree", "TEXTKEY_BUILDING_TwistedTree_DESC": "A tree twisted into a grotesque shape.", "TEXTKEY_BUILDING_TwistedTree_FLAVOR": "Twisted branches beckon from the shadows.", "TEXTKEY_BUILDING_TwistedBush_NAME": "Twisted Bush", "TEXTKEY_BUILDING_TwistedBush_DESC": "A bush grown in strange forms.", "TEXTKEY_BUILDING_TwistedBush_FLAVOR": "A bush exuding an eerie aura.", "TEXTKEY_BUILDING_Turnip_NAME": "Turnip", "TEXTKEY_BUILDING_Turnip_DESC": "A simple root vegetable that can be cultivated.", "TEXTKEY_BUILDING_Turnip_FLAVOR": "A humble vegetable grown from the earth.", "TEXTKEY_BUILDING_BigRockA_NAME": "Big Rock", "TEXTKEY_BUILDING_BigRockA_DESC": "A large rock that can be mined for resources.", "TEXTKEY_BUILDING_BigRockA_FLAVOR": "A rock with a heavy and imposing presence.", "TEXTKEY_BUILDING_BigRockB_NAME": "Big Rock", "TEXTKEY_BUILDING_BigRockB_DESC": "A large rock that can be mined for resources.", "TEXTKEY_BUILDING_BigRockB_FLAVOR": "A rock with a heavy and imposing presence.", "TEXTKEY_BUILDING_RockA_NAME": "Rock", "TEXTKEY_BUILDING_RockA_DESC": "A rock that can be mined for resources.", "TEXTKEY_BUILDING_RockA_FLAVOR": "One of the common rocks found in nature.", "TEXTKEY_BUILDING_RockB_NAME": "Rock", "TEXTKEY_BUILDING_RockB_DESC": "A rock that can be mined for resources.", "TEXTKEY_BUILDING_RockB_FLAVOR": "One of the common rocks found in nature.", "TEXTKEY_BUILDING_SmallDustRoot_NAME": "Small Dust Root", "TEXTKEY_BUILDING_SmallDustRoot_DESC": "A small root grown in dry land. Can be gathered for materials.", "TEXTKEY_BUILDING_SmallDustRoot_FLAVOR": "A plant that survived persistently even in a barren environment.", "TEXTKEY_BUILDING_LargeDustRoot_NAME": "Large Dust Root", "TEXTKEY_BUILDING_LargeDustRoot_DESC": "A massive root cluster buried deep in the ground.", "TEXTKEY_BUILDING_LargeDustRoot_FLAVOR": "It has grown while absorbing dust for a long time.", "TEXTKEY_BUILDING_SmallDirtRock_NAME": "Small Dirt Rock", "TEXTKEY_BUILDING_SmallDirtRock_DESC": "A small rock covered in dirt. Can be mined to get stone.", "TEXTKEY_BUILDING_SmallDirtRock_FLAVOR": "One of the most common rocks you can find.", "TEXTKEY_BUILDING_MediumDirtRock_NAME": "Medium Dirt Rock", "TEXTKEY_BUILDING_MediumDirtRock_DESC": "A medium-sized dirt rock.", "TEXTKEY_BUILDING_MediumDirtRock_FLAVOR": "It looks hard, but can be broken with a pickaxe.", "TEXTKEY_BUILDING_LargeDirtRock_NAME": "Large Dirt Rock", "TEXTKEY_BUILDING_LargeDirtRock_DESC": "A large rock yielding a large amount of stone.", "TEXTKEY_BUILDING_LargeDirtRock_FLAVOR": "Rock hardened with dirt over a long period.", "TEXTKEY_BUILDING_SmallCopperNode_NAME": "Small Copper Node", "TEXTKEY_BUILDING_SmallCopperNode_DESC": "A small node containing copper ore.", "TEXTKEY_BUILDING_SmallCopperNode_FLAVOR": "Red metallic luster is visible on the surface.", "TEXTKEY_BUILDING_MediumCopperNode_NAME": "Medium Copper Node", "TEXTKEY_BUILDING_MediumCopperNode_DESC": "A medium copper node, good for mining.", "TEXTKEY_BUILDING_MediumCopperNode_FLAVOR": "It will be a useful resource if smelted.", "TEXTKEY_BUILDING_LargeCopperNode_NAME": "Large Copper Node", "TEXTKEY_BUILDING_LargeCopperNode_DESC": "A large node where abundant copper ore can be mined.", "TEXTKEY_BUILDING_LargeCopperNode_FLAVOR": "It seems to symbolize the richness of the earth.", "TEXTKEY_BUILDING_BrokenWagon_NAME": "Broken Wagon", "TEXTKEY_BUILDING_BrokenWagon_DESC": "A wagon broken beyond use.", "TEXTKEY_BUILDING_BrokenWagon_FLAVOR": "There might be usable resources left.", "TEXTKEY_BUILDING_MeatGrub1_NAME": "Meat Grub", "TEXTKEY_BUILDING_MeatGrub1_DESC": "A plump wild grub. Can be used as a cooking ingredient.", "TEXTKEY_BUILDING_MeatGrub1_FLAVOR": "Looks gross, but is an excellent source of protein.", "TEXTKEY_BUILDING_MeatGrub2_NAME": "Giant Meat Grub", "TEXTKEY_BUILDING_MeatGrub2_DESC": "A writhing giant meat grub that indiscriminately devours any organic matter nearby. It appears to have almost no combat ability.", "TEXTKEY_BUILDING_MeatGrub2_FLAVOR": "You might need a little courage to eat it.", "TEXTKEY_BUILDING_JunkHeap1_NAME": "Junk Heap", "TEXTKEY_BUILDING_JunkHeap1_DESC": "A pile of discarded items. You can get scrap metal.", "TEXTKEY_BUILDING_JunkHeap1_FLAVOR": "Trash to some, resources to others.", "TEXTKEY_BUILDING_JunkHeap2_NAME": "Junk Heap", "TEXTKEY_BUILDING_JunkHeap2_DESC": "Mixed with rusty parts and junk.", "TEXTKEY_BUILDING_JunkHeap2_FLAVOR": "If you rummage well, you might find something useful.", "TEXTKEY_BUILDING_JunkHeap3_NAME": "Junk Heap", "TEXTKEY_BUILDING_JunkHeap3_DESC": "A pile of old scrap metal left neglected.", "TEXTKEY_BUILDING_JunkHeap3_FLAVOR": "Waste that bears the traces of time.", "TEXTKEY_BUILDING_UsefulMagicScrapPile_NAME": "Useful Magic Scrap Pile", "TEXTKEY_BUILDING_UsefulMagicScrapPile_DESC": "A pile of scrap imbued with magic. Useful resources can be recovered.", "TEXTKEY_BUILDING_UsefulMagicScrapPile_FLAVOR": "To a skilled magitech engineer, this is nothing short of a treasure trove.", "TEXTKEY_BUILDING_MagicScrapPile1_NAME": "Magic Scrap Pile 1", "TEXTKEY_BUILDING_MagicScrapPile1_DESC": "A scrap pile with traces of magic residue.", "TEXTKEY_BUILDING_MagicScrapPile1_FLAVOR": "Looks like a byproduct of a failed experiment.", "TEXTKEY_BUILDING_MagicScrapPile2_NAME": "Magic Scrap Pile 2", "TEXTKEY_BUILDING_MagicScrapPile2_DESC": "A pile of bizarrely twisted metals.", "TEXTKEY_BUILDING_MagicScrapPile2_FLAVOR": "Unstable magic has deformed the metal.", "TEXTKEY_BUILDING_MagicScrapPile3_NAME": "Magic Scrap Pile 3", "TEXTKEY_BUILDING_MagicScrapPile3_DESC": "Discarded parts of old magical devices.", "TEXTKEY_BUILDING_MagicScrapPile3_FLAVOR": "It no longer works, but still makes a humming sound.", "TEXTKEY_BUILDING_DirtWall_NAME": "Dirt Wall", "TEXTKEY_BUILDING_DirtWall_DESC": "A wall formed naturally from compacted earth.", "TEXTKEY_BUILDING_DirtWall_FLAVOR": "It bears the marks of collapse and erosion over time.", "TEXTKEY_BUILDING_ShabbySkullTotem1_NAME": "Shabby Skull Totem", "TEXTKEY_BUILDING_ShabbySkullTotem1_DESC": "A simple totem crafted from bones.", "TEXTKEY_BUILDING_ShabbySkullTotem1_FLAVOR": "It feels more like a threat than a ritual.", "TEXTKEY_BUILDING_ShabbySkullTotem2_NAME": "Shabby Skull Totem", "TEXTKEY_BUILDING_ShabbySkullTotem2_DESC": "A crude totem made of roughly tied skulls.", "TEXTKEY_BUILDING_ShabbySkullTotem2_FLAVOR": "Just looking at it leaves an unpleasant feeling.", "TEXTKEY_BUILDING_ShabbySkullTotem3_NAME": "Shabby Skull Totem", "TEXTKEY_BUILDING_ShabbySkullTotem3_DESC": "A totem built by stacking multiple skulls.", "TEXTKEY_BUILDING_ShabbySkullTotem3_FLAVOR": "To some, it is faith; to others, a warning.", "TEXTKEY_BUILDING_GoblinTent1_NAME": "Goblin Tent", "TEXTKEY_BUILDING_GoblinTent1_DESC": "A simple tent used by goblins.", "TEXTKEY_BUILDING_GoblinTent1_FLAVOR": "What's in there?", "TEXTKEY_BUILDING_GoblinTent1side_NAME": "Goblin Tent", "TEXTKEY_BUILDING_GoblinTent1side_DESC": "A simple tent used by goblins.", "TEXTKEY_BUILDING_GoblinTent1side_FLAVOR": "What's in there?", "TEXTKEY_BUILDING_GoblinTent2_NAME": "Large Goblin Tent", "TEXTKEY_BUILDING_GoblinTent2_DESC": "A slightly larger goblin tent.", "TEXTKEY_BUILDING_GoblinTent2_FLAVOR": "It looks quite... good considering their intelligence", "TEXTKEY_BUILDING_GoblinTent2side_NAME": "Large Goblin Tent", "TEXTKEY_BUILDING_GoblinTent2side_DESC": "A slightly larger goblin tent.", "TEXTKEY_BUILDING_GoblinTent2side_FLAVOR": "It looks quite... good considering their intelligence", "TEXTKEY_BUILDING_GoblinCampfire1_NAME": "Goblin Campfire", "TEXTKEY_BUILDING_GoblinCampfire1_DESC": "A small campfire used by goblins.", "TEXTKEY_BUILDING_GoblinCampfire1_FLAVOR": "The smell of smoke is anything but ordinary.", "TEXTKEY_BUILDING_GoblinCampfire2_NAME": "Goblin Campfire", "TEXTKEY_BUILDING_GoblinCampfire2_DESC": "A campfire showing signs of frequent use.", "TEXTKEY_BUILDING_GoblinCampfire2_FLAVOR": "What kind of meat was cooked here is best left to imagination.", "TEXTKEY_BUILDING_GoblinTorchStand_NAME": "Goblin Torch Stand", "TEXTKEY_BUILDING_GoblinTorchStand_DESC": "A stand used to hold torches.", "TEXTKEY_BUILDING_GoblinTorchStand_FLAVOR": "Surprisingly, they know how to use fire.", "TEXTKEY_BUILDING_AnimalBoneRemains_NAME": "Animal Bone Remains", "TEXTKEY_BUILDING_AnimalBoneRemains_DESC": "Scattered remains of animal bones.", "TEXTKEY_BUILDING_AnimalBoneRemains_FLAVOR": "It’s not hard to guess what happened here.", "TEXTKEY_BUILDING_BonePile1_NAME": "Bone Pile", "TEXTKEY_BUILDING_BonePile1_DESC": "A pile of assorted bones.", "TEXTKEY_BUILDING_BonePile1_FLAVOR": "Mourning the countless victims.", "TEXTKEY_BUILDING_BonePile2_NAME": "Bone Pile", "TEXTKEY_BUILDING_BonePile2_DESC": "A pile of assorted bones.", "TEXTKEY_BUILDING_BonePile2_FLAVOR": "Mourning the countless victims.", "TEXTKEY_BUILDING_MediumSilverVein_NAME": "Medium Silver Vein", "TEXTKEY_BUILDING_MediumSilverVein_DESC": "A medium-sized vein for steady silver extraction.", "TEXTKEY_BUILDING_MediumSilverVein_FLAVOR": "A silver vein glimmers beneath the earth.", "TEXTKEY_BUILDING_MediumRedCrystal_NAME": "Medium Red Crystal", "TEXTKEY_BUILDING_MediumRedCrystal_DESC": "A medium-sized red crystal imbued with intense energy.", "TEXTKEY_BUILDING_MediumRedCrystal_FLAVOR": "The red crystal's intense glow illuminates its surroundings.", "TEXTKEY_BUILDING_MediumBlueCrystal_NAME": "Medium Blue Crystal", "TEXTKEY_BUILDING_MediumBlueCrystal_DESC": "A medium-sized blue crystal with a calm energy.", "TEXTKEY_BUILDING_MediumBlueCrystal_FLAVOR": "The soft glow of the blue crystal brings tranquility.", "TEXTKEY_BUILDING_MediumGreenCrystal_NAME": "Medium Green Crystal", "TEXTKEY_BUILDING_MediumGreenCrystal_DESC": "A medium-sized green crystal radiating life energy.", "TEXTKEY_BUILDING_MediumGreenCrystal_FLAVOR": "The energy of the green crystal invigorates the land.", "TEXTKEY_BUILDING_BloodTree_NAME": "Blood Tree", "TEXTKEY_BUILDING_BloodTree_DESC": "A mystical tree that glows with a deep, blood-red aura, exuding a dark and ominous presence.", "TEXTKEY_BUILDING_BloodTree_FLAVOR": "The tree writhes unsettlingly from root to branch, seeming to yearn for something.", "TEXTKEY_BUILDING_BloodTreeWithFruit_NAME": "Blood-Soaked Blood Tree", "TEXTKEY_BUILDING_BloodTreeWithFruit_DESC": "The blood tree has soaked up blood.", "TEXTKEY_BUILDING_BloodTreeWithFruit_FLAVOR": "It seems satisfied now.", "TEXTKEY_BUILDING_DirtyCorpses1_NAME": "Tainted Corpse", "TEXTKEY_BUILDING_DirtyCorpses1_DESC": "A tainted and decaying corpse.", "TEXTKEY_BUILDING_DirtyCorpses1_FLAVOR": "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? Is it not only the scent of a shameful past, and of the days spent suffering because of it? - Philosopher Sallustius", "TEXTKEY_BUILDING_DirtyCorpses2_NAME": "Tainted Corpse", "TEXTKEY_BUILDING_DirtyCorpses2_DESC": "A tainted and decaying corpse.", "TEXTKEY_BUILDING_DirtyCorpses2_FLAVOR": "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? Is it not only the scent of a shameful past, and of the days spent suffering because of it? - Philosopher Sallustius", "TEXTKEY_BUILDING_AncientForestBookshelfSide_NAME": "Ancient Forest Bookshelf (Side)", "TEXTKEY_BUILDING_AncientForestBookshelfSide_DESC": "A bookshelf containing the knowledge of the ancient forest.", "TEXTKEY_BUILDING_AncientForestBookshelfSide_FLAVOR": "Wisdom from the ancients flows from the bookshelf.", "TEXTKEY_BUILDING_BrokenAncientForestBookshelfSide_NAME": "Broken Ancient Forest Bookshelf (Side)", "TEXTKEY_BUILDING_BrokenAncientForestBookshelfSide_DESC": "A bookshelf containing the knowledge of the ancient forest.", "TEXTKEY_BUILDING_BrokenAncientForestBookshelfSide_FLAVOR": "Wisdom from the ancients flows from the bookshelf.", "TEXTKEY_BUILDING_FlowerPot_NAME": "Flower Pot", "TEXTKEY_BUILDING_FlowerPot_DESC": "It is Flower pot", "TEXTKEY_BUILDING_FlowerPot_FLAVOR": "It is nice decoration.", "TEXTKEY_BUILDING_WoodSideTable_NAME": "Wood Side Table", "TEXTKEY_BUILDING_WoodSideTable_DESC": "It is Wood side table", "TEXTKEY_BUILDING_WoodSideTable_FLAVOR": "It's rough, but more than good enough.", "TEXTKEY_BUILDING_WoodBarrel_NAME": "Wood Barrel", "TEXTKEY_BUILDING_WoodBarrel_DESC": "It is Wood barrel.", "TEXTKEY_BUILDING_WoodBarrel_FLAVOR": "Water storage for mercenaries.", "TEXTKEY_BUILDING_HideRug_NAME": "Hide Rug", "TEXTKEY_BUILDING_HideRug_DESC": "It is Hide rug.", "TEXTKEY_BUILDING_HideRug_FLAVOR": "It is nice decoration.", "TEXTKEY_BUILDING_Bonfire_NAME": "Bonfire", "TEXTKEY_BUILDING_Bonfire_DESC": "A small fire that lights up the dark night and keeps you warm.", "TEXTKEY_BUILDING_Bonfire_FLAVOR": "Watching the crackling flames calms your mind.", "TEXTKEY_BUILDING_StoneFireplace_NAME": "Stone Fireplace", "TEXTKEY_BUILDING_StoneFireplace_DESC": "A sturdy fireplace made of stone. It can warm the interior.", "TEXTKEY_BUILDING_StoneFireplace_FLAVOR": "A reliable facility responsible for the warmth of the home.", "TEXTKEY_BUILDING_LogFloor_NAME": "Log Floor", "TEXTKEY_BUILDING_LogFloor_DESC": "It is a floor made from arranged logs.", "TEXTKEY_BUILDING_LogFloor_FLAVOR": "Rough, but perfectly serviceable.", "TEXTKEY_BUILDING_WoodFloor_NAME": "Wood Floor", "TEXTKEY_BUILDING_WoodFloor_DESC": "It is a wooden floor made from processed planks.", "TEXTKEY_BUILDING_WoodFloor_FLAVOR": "It brings a sense of order to the settlement.", "TEXTKEY_BUILDING_WoodFloor2_NAME": "Wood Floor", "TEXTKEY_BUILDING_WoodFloor2_DESC": "It is a wooden floor made from processed planks.", "TEXTKEY_BUILDING_WoodFloor2_FLAVOR": "It brings a sense of order to the settlement.", "TEXTKEY_BUILDING_WoodFloor3_NAME": "Wood Floor", "TEXTKEY_BUILDING_WoodFloor3_DESC": "It is a wooden floor made from processed planks.", "TEXTKEY_BUILDING_WoodFloor3_FLAVOR": "It brings a sense of order to the settlement.", "TEXTKEY_BUILDING_StoneFloor_NAME": "Stone Floor", "TEXTKEY_BUILDING_StoneFloor_DESC": "It is a sturdy floor made from shaped stone.", "TEXTKEY_BUILDING_StoneFloor_FLAVOR": "Cold, but built to endure.", "TEXTKEY_BUILDING_StoneFloor2_NAME": "Stone Floor", "TEXTKEY_BUILDING_StoneFloor2_DESC": "It is a sturdy floor made from shaped stone.", "TEXTKEY_BUILDING_StoneFloor2_FLAVOR": "Cold, but built to endure.", "TEXTKEY_BUILDING_WoodFence_NAME": "Wood Fence", "TEXTKEY_BUILDING_WoodFence_DESC": "It is a wooden fence.", "TEXTKEY_BUILDING_WoodFence_FLAVOR": "It can obstruct the path to a reasonable degree.", "TEXTKEY_BUILDING_FlowerBed1_NAME": "Flowerbed", "TEXTKEY_BUILDING_FlowerBed1_DESC": "A flowerbed decorated with flowers.", "TEXTKEY_BUILDING_FlowerBed1_FLAVOR": "The flowers have bloomed.", "TEXTKEY_BUILDING_FlowerBed2_NAME": "Flowerbed", "TEXTKEY_BUILDING_FlowerBed2_DESC": "A flowerbed decorated with flowers.", "TEXTKEY_BUILDING_FlowerBed2_FLAVOR": "The flowers have bloomed.", "TEXTKEY_BUILDING_RemoveFloor_NAME": "Remove Floor", "TEXTKEY_BUILDING_RemoveFloor_DESC": "A tool used to remove floors. Consumed resources will not be returned.", "TEXTKEY_BUILDING_RemoveFloor_FLAVOR": "The floor has been exposed.", "TEXTKEY_BUILDING_LeatherWorkstation_NAME": "Leather Workstation", "TEXTKEY_BUILDING_LeatherWorkstation_DESC": "A workstation where you can tan and process leather. Used to craft various leather products.", "TEXTKEY_BUILDING_LeatherWorkstation_FLAVOR": "A faint smell of leather and chemicals lingers here.", "TEXTKEY_BUILDING_DryingRack_NAME": "Drying Rack", "TEXTKEY_BUILDING_DryingRack_DESC": "A structure for hanging and drying leather or food. Removes moisture to improve preservation.", "TEXTKEY_BUILDING_DryingRack_FLAVOR": "The wind and sun do the work for you.", "TEXTKEY_BUILDING_AdvancedCookingWorkstation_NAME": "Kitchen Cooking Station", "TEXTKEY_BUILDING_AdvancedCookingWorkstation_DESC": "A professional cooking station equipped with various tools. You can make complex and delicious dishes.", "TEXTKEY_BUILDING_AdvancedCookingWorkstation_FLAVOR": "Great cooking starts with great tools.", "TEXTKEY_BUILDING_Kiln_NAME": "Kiln", "TEXTKEY_BUILDING_Kiln_DESC": "A facility that can fire clay or ore at high temperatures. Used to make bricks or charcoal.", "TEXTKEY_BUILDING_Kiln_FLAVOR": "Intense heat radiates from it.", "TEXTKEY_BUILDING_CastingWorkbench_NAME": "Casting Workbench", "TEXTKEY_BUILDING_CastingWorkbench_DESC": "A workbench for pouring molten metal into molds. Essential for crafting metal parts.", "TEXTKEY_BUILDING_CastingWorkbench_FLAVOR": "A place for precise metalworking.", "TEXTKEY_BUILDING_StrangeSeed_NAME": "Strange Seed", "TEXTKEY_BUILDING_StrangeSeed_DESC": "It's one big seed.", "TEXTKEY_BUILDING_StrangeSeed_FLAVOR": "What will it grow into?", "TEXTKEY_BUILDING_SolarBloom_NAME": "Solar Bloom", "TEXTKEY_BUILDING_SolarBloom_DESC": "A flower infused with the energy of the sun.", "TEXTKEY_BUILDING_SolarBloom_FLAVOR": "Glorify the Sun!", "TEXTKEY_BUILDING_MucusSprayer_NAME": "Mucus Sprayer", "TEXTKEY_BUILDING_MucusSprayer_DESC": "It is a strange plant that sprays mucus.", "TEXTKEY_BUILDING_MucusSprayer_FLAVOR": "I'm only saying this because it can't understand me... It's really ugly.", "TEXTKEY_BUILDING_SunHeartBloom_NAME": "Sunheart Bloom", "TEXTKEY_BUILDING_SunHeartBloom_DESC": "A mysterious flower blooming with the heart of the sun.", "TEXTKEY_BUILDING_SunHeartBloom_FLAVOR": "Behind the blinding brilliance hides a heat so intense it could burn all things.", "TEXTKEY_BUILDING_PulsatingRock_NAME": "Pulsating Rock", "TEXTKEY_BUILDING_PulsatingRock_DESC": "A stone that writhes periodically.", "TEXTKEY_BUILDING_PulsatingRock_FLAVOR": "Despite the stone, there is a heart beating inside.", "TEXTKEY_BUILDING_Glacier_NAME": "Glacier", "TEXTKEY_BUILDING_Glacier_DESC": "A massive block of ice that freezes everything around it.", "TEXTKEY_BUILDING_Glacier_FLAVOR": "A cold chill, as if even time itself had stopped, covers the land.", "TEXTKEY_BUILDING_GlacierRight_NAME": "Glacier", "TEXTKEY_BUILDING_GlacierRight_DESC": "A massive block of ice that freezes everything around it.", "TEXTKEY_BUILDING_GlacierRight_FLAVOR": "A cold chill, as if even time itself had stopped, covers the land.", "TEXTKEY_BUILDING_GlacierLeft_NAME": "Glacier", "TEXTKEY_BUILDING_GlacierLeft_DESC": "A massive block of ice that freezes everything around it.", "TEXTKEY_BUILDING_GlacierLeft_FLAVOR": "A cold chill, as if even time itself had stopped, covers the land.", "TEXTKEY_BUILDING_GlacierUp_NAME": "Glacier", "TEXTKEY_BUILDING_GlacierUp_DESC": "A massive block of ice that freezes everything around it.", "TEXTKEY_BUILDING_GlacierUp_FLAVOR": "A cold chill, as if even time itself had stopped, covers the land.", "TEXTKEY_BUILDING_GlacierDown_NAME": "Glacier", "TEXTKEY_BUILDING_GlacierDown_DESC": "A massive block of ice that freezes everything around it.", "TEXTKEY_BUILDING_GlacierDown_FLAVOR": "A cold chill, as if even time itself had stopped, covers the land.", "TEXTKEY_BUILDING_DecorativeMouseHead_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeWallBush_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeSmallGrass_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeGrass_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBrokenAncientForestBookshelfSideA_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBrokenAncientForestBookshelfSideB_NAME": "Decorative", "TEXTKEY_BUILDING_TransparentWall_NAME": "Decorative", "TEXTKEY_BUILDING_LogOnStoneHorizontal_NAME": "Decorative", "TEXTKEY_BUILDING_LogOnStoneVertical_NAME": "Decorative", "TEXTKEY_BUILDING_FallenTreeVertical_NAME": "Decorative", "TEXTKEY_BUILDING_FallenTreeHorizontal_NAME": "Decorative", "TEXTKEY_BUILDING_BlockingVine_NAME": "Decorative", "TEXTKEY_BUILDING_BrokenTreeTrunk_NAME": "Decorative", "TEXTKEY_BUILDING_ForestBottomCrack_NAME": "Decorative", "TEXTKEY_BUILDING_ForestRoundHill_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeSmallBush_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBush_NAME": "Decorative", "TEXTKEY_BUILDING_InstrumentPanel_NAME": "Decorative", "TEXTKEY_BUILDING_ManaController_NAME": "Decorative", "TEXTKEY_BUILDING_ManaReceiver_NAME": "Decorative", "TEXTKEY_BUILDING_ManaTransister_NAME": "Decorative", "TEXTKEY_BUILDING_BasicCampsiteDeco1_NAME": "Decorative", "TEXTKEY_BUILDING_BasicCampsiteDeco2_NAME": "Decorative", "TEXTKEY_BUILDING_BasicCampsiteDeco3_NAME": "Decorative", "TEXTKEY_BUILDING_BasicCampsiteDeco4_NAME": "Decorative", "TEXTKEY_BUILDING_BottomStemFlower_NAME": "Decorative", "TEXTKEY_BUILDING_BottomCircleFlower_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeAncientBrokentileA_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeAncientBrokentileB_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeWood'sBlood_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBlood_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeLargeBlood_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeFlowingBlood_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeWallBloodA_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeWallBloodB_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBone_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBloodyWallBushUp_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBloodyWallBushLeft_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBloodyWallBushRight_NAME": "Decorative", "TEXTKEY_BUILDING_DecorativeBloodyWallBushDown_NAME": "Decorative", "TEXTKEY_BUILDING_ManaPipeHorizontal_NAME": "Decorative", "TEXTKEY_BUILDING_ManaPipeVertical_NAME": "Decorative", "TEXTKEY_BUILDING_Screen_NAME": "Decorative", "TEXTKEY_BUILDING_BrokenChest_NAME": "Decorative", "TEXTKEY_BUILDING_WaterDecoShared_NAME": "Decorative", "TEXTKEY_BUILDING_WaterDecoForest_NAME": "Decorative", "TEXTKEY_BUILDING_ForestWeed_NAME": "Decorative", "TEXTKEY_BUILDING_BottomRockSmall_NAME": "Decorative", "TEXTKEY_BUILDING_BottomRockMiddle_NAME": "Decorative", "TEXTKEY_BUILDING_SlimePoop_NAME": "Decorative", "TEXTKEY_BUILDING_AlphaNearPortalBlock_NAME": "Decorative", "TEXTKEY_BUILDING_GiantStoneGolemDead_NAME": "Remains of a giant stone golem", "TEXTKEY_BUILDING_GiantStoneGolemDead_DESC": "It's remains of a giant stone golem.", "TEXTKEY_BUILDING_EventDeveloperBox_NAME": "Unnamed Box", "TEXTKEY_BUILDING_EventDeveloperBox_DESC": "A mysterious box whose owner, or purpose, is unknown.", "TEXTKEY_ROOM_RoomSize_NAME": "Room size: ", "TEXTKEY_ROOM_Default_NAME": "Empty Room", "TEXTKEY_ROOM_Default_DESC": "It has no effect.", "TEXTKEY_ROOM_Default_FLAVOR": "An empty room with no designated purpose.", "TEXTKEY_ROOM_PoorPrivateRoom_NAME": "Poor Private Room", "TEXTKEY_ROOM_PoorPrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorPrivateRoom_FLAVOR": "A private space with straw walls and only a simple bed.", "TEXTKEY_ROOM_MediocrePrivateRoom_NAME": "Mediocre Private Room", "TEXTKEY_ROOM_MediocrePrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocrePrivateRoom_FLAVOR": "A private space with log walls and only a simple bed.", "TEXTKEY_ROOM_NormalPrivateRoom_NAME": "Normal Private Room", "TEXTKEY_ROOM_NormalPrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalPrivateRoom_FLAVOR": "A cozy private space with sturdy wooden walls and floors.", "TEXTKEY_ROOM_DecentPrivateRoom_NAME": "Decent Private Room", "TEXTKEY_ROOM_DecentPrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentPrivateRoom_FLAVOR": "A private room with ample space and a well-kept bed.", "TEXTKEY_ROOM_ImpressivePrivateRoom_NAME": "Impressive Private Room", "TEXTKEY_ROOM_ImpressivePrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressivePrivateRoom_FLAVOR": "A refined private space with both comfort and dignity.", "TEXTKEY_ROOM_LuxuriousPrivateRoom_NAME": "Luxurious Private Room", "TEXTKEY_ROOM_LuxuriousPrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousPrivateRoom_FLAVOR": "A luxurious private room adorned with fine materials and decorations.", "TEXTKEY_ROOM_FantasticPrivateRoom_NAME": "Fantastic Private Room", "TEXTKEY_ROOM_FantasticPrivateRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticPrivateRoom_FLAVOR": "A near-perfect private space that makes one forget reality.", "TEXTKEY_ROOM_PoorSharedRoom_NAME": "Poor Shared Room", "TEXTKEY_ROOM_PoorSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorSharedRoom_FLAVOR": "A shabby, cramped room shared by several people.", "TEXTKEY_ROOM_MediocreSharedRoom_NAME": "Mediocre Shared Room", "TEXTKEY_ROOM_MediocreSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreSharedRoom_FLAVOR": "A mediocre room shared by several people.", "TEXTKEY_ROOM_NormalSharedRoom_NAME": "Normal Shared Room", "TEXTKEY_ROOM_NormalSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalSharedRoom_FLAVOR": "A shared room with basic amenities for communal living.", "TEXTKEY_ROOM_DecentSharedRoom_NAME": "Decent Shared Room", "TEXTKEY_ROOM_DecentSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentSharedRoom_FLAVOR": "A shared space comfortable enough for several people to live together.", "TEXTKEY_ROOM_ImpressiveSharedRoom_NAME": "Impressive Shared Room", "TEXTKEY_ROOM_ImpressiveSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveSharedRoom_FLAVOR": "A shared room so well-kept that it hardly feels inconvenient.", "TEXTKEY_ROOM_LuxuriousSharedRoom_NAME": "Luxurious Shared Room", "TEXTKEY_ROOM_LuxuriousSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousSharedRoom_FLAVOR": "A shared room offering comfort comparable to a private room.", "TEXTKEY_ROOM_FantasticSharedRoom_NAME": "Fantastic Shared Room", "TEXTKEY_ROOM_FantasticSharedRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticSharedRoom_FLAVOR": "It makes one forget that the space is shared at all.", "TEXTKEY_ROOM_PoorTemple_NAME": "Poor Temple", "TEXTKEY_ROOM_PoorTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorTemple_FLAVOR": "A small temple with a simple structure and shabby decorations.", "TEXTKEY_ROOM_MediocreTemple_NAME": "Mediocre Temple", "TEXTKEY_ROOM_MediocreTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreTemple_FLAVOR": "A small, mediocre temple.", "TEXTKEY_ROOM_NormalTemple_NAME": "Normal Temple", "TEXTKEY_ROOM_NormalTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalTemple_FLAVOR": "A temple with a neat structure and symbolic decorations.", "TEXTKEY_ROOM_DecentTemple_NAME": "Decent Temple", "TEXTKEY_ROOM_DecentTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentTemple_FLAVOR": "A temple with a tidy structure and decorations that convey devotion.", "TEXTKEY_ROOM_ImpressiveTemple_NAME": "Impressive Temple", "TEXTKEY_ROOM_ImpressiveTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveTemple_FLAVOR": "A sacred space more than suitable for devoted prayer.", "TEXTKEY_ROOM_LuxuriousTemple_NAME": "Luxurious Temple", "TEXTKEY_ROOM_LuxuriousTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousTemple_FLAVOR": "A temple filled with splendid decorations that reveal divine majesty.", "TEXTKEY_ROOM_FantasticTemple_NAME": "Fantastic Temple", "TEXTKEY_ROOM_FantasticTemple_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticTemple_FLAVOR": "It would not be strange to believe a god dwells here.", "TEXTKEY_ROOM_PoorWorkshop_NAME": "Poor Workshop", "TEXTKEY_ROOM_PoorWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorWorkshop_FLAVOR": "A work area equipped only with old and inadequate tools.", "TEXTKEY_ROOM_MediocreWorkshop_NAME": "Mediocre Workshop", "TEXTKEY_ROOM_MediocreWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreWorkshop_FLAVOR": "A work area with basic tools, though not very well organized.", "TEXTKEY_ROOM_NormalWorkshop_NAME": "Normal Workshop", "TEXTKEY_ROOM_NormalWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalWorkshop_FLAVOR": "A workshop with basic facilities for various tasks.", "TEXTKEY_ROOM_DecentWorkshop_NAME": "Decent Workshop", "TEXTKEY_ROOM_DecentWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentWorkshop_FLAVOR": "A workshop with reasonably well-prepared tools and workspace.", "TEXTKEY_ROOM_ImpressiveWorkshop_NAME": "Impressive Workshop", "TEXTKEY_ROOM_ImpressiveWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveWorkshop_FLAVOR": "A workshop with an environment suited to skilled workers.", "TEXTKEY_ROOM_LuxuriousWorkshop_NAME": "Luxurious Workshop", "TEXTKEY_ROOM_LuxuriousWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousWorkshop_FLAVOR": "A workshop furnished with top-tier equipment for precise work.", "TEXTKEY_ROOM_FantasticWorkshop_NAME": "Fantastic Workshop", "TEXTKEY_ROOM_FantasticWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticWorkshop_FLAVOR": "It would not be an exaggeration to call this the birthplace of masterpieces.", "TEXTKEY_ROOM_PoorDiningRoom_NAME": "Poor Dining Room", "TEXTKEY_ROOM_PoorDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorDiningRoom_FLAVOR": "A shabby dining room with only tables and chairs.", "TEXTKEY_ROOM_MediocreDiningRoom_NAME": "Mediocre Dining Room", "TEXTKEY_ROOM_MediocreDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreDiningRoom_FLAVOR": "A mediocre dining room furnished with basic tables and chairs.", "TEXTKEY_ROOM_NormalDiningRoom_NAME": "Normal Dining Room", "TEXTKEY_ROOM_NormalDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalDiningRoom_FLAVOR": "A place to share the day over a warm meal.", "TEXTKEY_ROOM_DecentDiningRoom_NAME": "Decent Dining Room", "TEXTKEY_ROOM_DecentDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentDiningRoom_FLAVOR": "A dining room with a comfortable setting for enjoying meals.", "TEXTKEY_ROOM_ImpressiveDiningRoom_NAME": "Impressive Dining Room", "TEXTKEY_ROOM_ImpressiveDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveDiningRoom_FLAVOR": "A dining room that lifts the spirits just by being there.", "TEXTKEY_ROOM_LuxuriousDiningRoom_NAME": "Luxurious Dining Room", "TEXTKEY_ROOM_LuxuriousDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousDiningRoom_FLAVOR": "Each meal becomes a feast in itself.", "TEXTKEY_ROOM_FantasticDiningRoom_NAME": "Fantastic Dining Room", "TEXTKEY_ROOM_FantasticDiningRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticDiningRoom_FLAVOR": "A meal here will be remembered for a lifetime.", "TEXTKEY_ROOM_PoorMagicWorkshop_NAME": "Poor Arcane Workshop", "TEXTKEY_ROOM_PoorMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorMagicWorkshop_FLAVOR": "A workshop with only the bare minimum facilities for crafting magical tools.", "TEXTKEY_ROOM_MediocreMagicWorkshop_NAME": "Mediocre Arcane Workshop", "TEXTKEY_ROOM_MediocreMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreMagicWorkshop_FLAVOR": "A workshop with basic but limited facilities for crafting magical tools.", "TEXTKEY_ROOM_NormalMagicWorkshop_NAME": "Normal Arcane Workshop", "TEXTKEY_ROOM_NormalMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalMagicWorkshop_FLAVOR": "A workshop with standard facilities for crafting magical tools.", "TEXTKEY_ROOM_DecentMagicWorkshop_NAME": "Decent Arcane Workshop", "TEXTKEY_ROOM_DecentMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentMagicWorkshop_FLAVOR": "A workshop reliably equipped for crafting magical tools.", "TEXTKEY_ROOM_ImpressiveMagicWorkshop_NAME": "Impressive Arcane Workshop", "TEXTKEY_ROOM_ImpressiveMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveMagicWorkshop_FLAVOR": "An arcane workshop capable of precise magical tool crafting.", "TEXTKEY_ROOM_LuxuriousMagicWorkshop_NAME": "Luxurious Arcane Workshop", "TEXTKEY_ROOM_LuxuriousMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousMagicWorkshop_FLAVOR": "It provides a top-tier environment for crafting high-grade magical tools.", "TEXTKEY_ROOM_FantasticMagicWorkshop_NAME": "Fantastic Arcane Workshop", "TEXTKEY_ROOM_FantasticMagicWorkshop_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticMagicWorkshop_FLAVOR": "It would not be strange for legendary magical tools to be born here.", "TEXTKEY_ROOM_PoorResearchLab_NAME": "Poor Research Lab", "TEXTKEY_ROOM_PoorResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorResearchLab_FLAVOR": "A space with only the bare minimum of materials and tools for research.", "TEXTKEY_ROOM_MediocreResearchLab_NAME": "Mediocre Research Lab", "TEXTKEY_ROOM_MediocreResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreResearchLab_FLAVOR": "A mediocre research lab with some materials and tools needed for research.", "TEXTKEY_ROOM_NormalResearchLab_NAME": "Normal Research Lab", "TEXTKEY_ROOM_NormalResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalResearchLab_FLAVOR": "A research lab equipped with basic facilities and materials.", "TEXTKEY_ROOM_DecentResearchLab_NAME": "Decent Research Lab", "TEXTKEY_ROOM_DecentResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentResearchLab_FLAVOR": "A research lab with an organized environment suited for focused study.", "TEXTKEY_ROOM_ImpressiveResearchLab_NAME": "Impressive Research Lab", "TEXTKEY_ROOM_ImpressiveResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR": "A space fully suitable for conducting in depth research.", "TEXTKEY_ROOM_LuxuriousResearchLab_NAME": "Luxurious Research Lab", "TEXTKEY_ROOM_LuxuriousResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousResearchLab_FLAVOR": "A center of research where the latest knowledge and ideas converge.", "TEXTKEY_ROOM_FantasticResearchLab_NAME": "Fantastic Research Lab", "TEXTKEY_ROOM_FantasticResearchLab_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticResearchLab_FLAVOR": "Discoveries that could change history may be born here.", "TEXTKEY_ROOM_PoorRecreationRoom_NAME": "Poor Recreation Room", "TEXTKEY_ROOM_PoorRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR": "A recreation room with only the bare minimum of space for a short rest.", "TEXTKEY_ROOM_MediocreRecreationRoom_NAME": "Mediocre Recreation Room", "TEXTKEY_ROOM_MediocreRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR": "A mediocre recreation room with a few items for relaxation.", "TEXTKEY_ROOM_NormalRecreationRoom_NAME": "Normal Recreation Room", "TEXTKEY_ROOM_NormalRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR": "A recreation room equipped with basic facilities for relaxation.", "TEXTKEY_ROOM_DecentRecreationRoom_NAME": "Decent Recreation Room", "TEXTKEY_ROOM_DecentRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR": "A recreation room kept in order so members can rest comfortably.", "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME": "Impressive Recreation Room", "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR": "A space fully suitable for relieving the fatigue of a long day.", "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME": "Luxurious Recreation Room", "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR": "A luxurious space where rest and ease come naturally.", "TEXTKEY_ROOM_FantasticRecreationRoom_NAME": "Fantastic Recreation Room", "TEXTKEY_ROOM_FantasticRecreationRoom_DESC": "DEV: Processed automatically by code.", "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR": "Rest spent here will be remembered for a long time.", "TEXTKEY_ROOM_MerchantRoom_NAME": "Merchant Chamber", "TEXTKEY_ROOM_MerchantRoom_DESC": "After construction is complete, a guild merchant moves in.", "TEXTKEY_ROOM_MerchantRoom_FLAVOR": "The flow of supplies is essential to managing an expedition.", "TEXTKEY_ROOM_CraftingHousingRoomEffect": "When working on {0}, {1} is granted", "TEXTKEY_ROOM_SleepHousingRoomEffect": "When sleeping in the room, {0} is granted", "TEXTKEY_ROOM_EatingHousingRoomEffect": "When Eating in the room, {0} is granted", "TEXTKEY_ROOM_InteractionHousingRoomEffect": "When Interacting in the room, {0} is granted", "TEXTKEY_ROOM_ResearchHousingRoomEffect": "When Researching in the room, {0} is granted", "TEXTKEY_ROOM_RecreationHousingRoomEffect": "When playing in the room, {0} is granted", "TEXTKEY_PLAYERNAME_Human_Male_0": "Lowell", "TEXTKEY_PLAYERNAME_Human_Male_1": "Maxwell", "TEXTKEY_PLAYERNAME_Human_Male_2": "Tirus", "TEXTKEY_PLAYERNAME_Human_Male_3": "Edorrick", "TEXTKEY_PLAYERNAME_Human_Male_4": "Leo", "TEXTKEY_PLAYERNAME_Human_Male_5": "Kane", "TEXTKEY_PLAYERNAME_Human_Male_6": "Thomas", "TEXTKEY_PLAYERNAME_Human_Male_7": "Rohan", "TEXTKEY_PLAYERNAME_Human_Male_8": "Lucas", "TEXTKEY_PLAYERNAME_Human_Male_9": "Kasper", "TEXTKEY_PLAYERNAME_Human_Male_10": "Jayden", "TEXTKEY_PLAYERNAME_Human_Male_11": "Leon", "TEXTKEY_PLAYERNAME_Human_Male_12": "Raymond", "TEXTKEY_PLAYERNAME_Human_Male_13": "Karev", "TEXTKEY_PLAYERNAME_Human_Male_14": "Derion", "TEXTKEY_PLAYERNAME_Human_Male_15": "Allegro", "TEXTKEY_PLAYERNAME_Human_Male_16": "Christopher", "TEXTKEY_PLAYERNAME_Human_Male_17": "Leonis", "TEXTKEY_PLAYERNAME_Human_Male_18": "Benedict", "TEXTKEY_PLAYERNAME_Human_Male_19": "Alexius", "TEXTKEY_PLAYERNAME_Human_Male_20": "Darren", "TEXTKEY_PLAYERNAME_Human_Male_21": "Andreas", "TEXTKEY_PLAYERNAME_Human_Male_22": "Nicholas", "TEXTKEY_PLAYERNAME_Human_Male_23": "Jeremy", "TEXTKEY_PLAYERNAME_Human_Male_24": "Brendon", "TEXTKEY_PLAYERNAME_Human_Male_25": "Theodor", "TEXTKEY_PLAYERNAME_Human_Male_26": "Glen", "TEXTKEY_PLAYERNAME_Human_Male_27": "Gregory", "TEXTKEY_PLAYERNAME_Human_Male_28": "Petro", "TEXTKEY_PLAYERNAME_Human_Male_29": "Galax", "TEXTKEY_PLAYERNAME_Human_Male_30": "John", "TEXTKEY_PLAYERNAME_Human_Male_31": "Darian", "TEXTKEY_PLAYERNAME_Human_Male_32": "Marcus", "TEXTKEY_PLAYERNAME_Human_Male_33": "Aldrin", "TEXTKEY_PLAYERNAME_Human_Male_34": "Cedric", "TEXTKEY_PLAYERNAME_Human_Male_35": "Derrick", "TEXTKEY_PLAYERNAME_Human_Male_36": "Evander", "TEXTKEY_PLAYERNAME_Human_Male_37": "Harris", "TEXTKEY_PLAYERNAME_Human_Male_38": "Isaac", "TEXTKEY_PLAYERNAME_Human_Male_39": "Joshua", "TEXTKEY_PLAYERNAME_Human_Male_40": "Raiel", "TEXTKEY_PLAYERNAME_Human_Male_41": "Mallick", "TEXTKEY_PLAYERNAME_Human_Male_42": "Nathan", "TEXTKEY_PLAYERNAME_Human_Male_43": "Aldric", "TEXTKEY_PLAYERNAME_Human_Male_44": "Percival", "TEXTKEY_PLAYERNAME_Human_Male_45": "Quentin", "TEXTKEY_PLAYERNAME_Human_Male_46": "Llewellyn", "TEXTKEY_PLAYERNAME_Human_Male_47": "Theoren", "TEXTKEY_PLAYERNAME_Human_Male_48": "Taren", "TEXTKEY_PLAYERNAME_Human_Male_49": "Ulric", "TEXTKEY_PLAYERNAME_Human_Male_50": "Valentin", "TEXTKEY_PLAYERNAME_Human_Male_51": "William", "TEXTKEY_PLAYERNAME_Human_Male_52": "Xebian", "TEXTKEY_PLAYERNAME_Human_Male_53": "Johan", "TEXTKEY_PLAYERNAME_Human_Male_54": "Jacob", "TEXTKEY_PLAYERNAME_Human_Male_55": "Dominic", "TEXTKEY_PLAYERNAME_Human_Male_56": "Alric", "TEXTKEY_PLAYERNAME_Human_Male_57": "Brandon", "TEXTKEY_PLAYERNAME_Human_Male_58": "Corin", "TEXTKEY_PLAYERNAME_Human_Male_59": "Darius", "TEXTKEY_PLAYERNAME_Human_Male_60": "Edwin", "TEXTKEY_PLAYERNAME_Human_Male_61": "Felix", "TEXTKEY_PLAYERNAME_Human_Male_62": "Gabriel", "TEXTKEY_PLAYERNAME_Human_Male_63": "Hector", "TEXTKEY_PLAYERNAME_Human_Male_64": "Ivan", "TEXTKEY_PLAYERNAME_Human_Male_65": "Julian", "TEXTKEY_PLAYERNAME_Human_Female_0": "Liana", "TEXTKEY_PLAYERNAME_Human_Female_1": "Ameris", "TEXTKEY_PLAYERNAME_Human_Female_2": "Fiona", "TEXTKEY_PLAYERNAME_Human_Female_3": "Isolde", "TEXTKEY_PLAYERNAME_Human_Female_4": "Meriel", "TEXTKEY_PLAYERNAME_Human_Female_5": "Aria", "TEXTKEY_PLAYERNAME_Human_Female_6": "Annabel", "TEXTKEY_PLAYERNAME_Human_Female_7": "Serena", "TEXTKEY_PLAYERNAME_Human_Female_8": "Lyrian", "TEXTKEY_PLAYERNAME_Human_Female_9": "Sherry", "TEXTKEY_PLAYERNAME_Human_Female_10": "Pionela", "TEXTKEY_PLAYERNAME_Human_Female_11": "Eris", "TEXTKEY_PLAYERNAME_Human_Female_12": "Sophia", "TEXTKEY_PLAYERNAME_Human_Female_13": "Mariela", "TEXTKEY_PLAYERNAME_Human_Female_14": "Alice", "TEXTKEY_PLAYERNAME_Human_Female_15": "Pamela", "TEXTKEY_PLAYERNAME_Human_Female_16": "Cassiel", "TEXTKEY_PLAYERNAME_Human_Female_17": "Adera", "TEXTKEY_PLAYERNAME_Human_Female_18": "Lyra", "TEXTKEY_PLAYERNAME_Human_Female_19": "Reina", "TEXTKEY_PLAYERNAME_Human_Female_20": "Merisa", "TEXTKEY_PLAYERNAME_Human_Female_21": "Serina", "TEXTKEY_PLAYERNAME_Human_Female_22": "Tiana", "TEXTKEY_PLAYERNAME_Human_Female_23": "Veranica", "TEXTKEY_PLAYERNAME_Human_Female_24": "Aicial", "TEXTKEY_PLAYERNAME_Human_Female_25": "Emilia", "TEXTKEY_PLAYERNAME_Human_Female_26": "Lena", "TEXTKEY_PLAYERNAME_Human_Female_27": "Ayla", "TEXTKEY_PLAYERNAME_Human_Female_28": "Camilla", "TEXTKEY_PLAYERNAME_Human_Female_29": "Elysia", "TEXTKEY_PLAYERNAME_Human_Female_30": "Rebecca", "TEXTKEY_PLAYERNAME_Human_Female_31": "Elara", "TEXTKEY_PLAYERNAME_Human_Female_32": "Davina", "TEXTKEY_PLAYERNAME_Human_Female_33": "Selena", "TEXTKEY_PLAYERNAME_Human_Female_34": "Roselyn", "TEXTKEY_PLAYERNAME_Human_Female_35": "Amalie", "TEXTKEY_PLAYERNAME_Human_Female_36": "Bianca", "TEXTKEY_PLAYERNAME_Human_Female_37": "Kalina", "TEXTKEY_PLAYERNAME_Human_Female_38": "Deiana", "TEXTKEY_PLAYERNAME_Human_Female_39": "Lubella", "TEXTKEY_PLAYERNAME_Human_Female_40": "Josephine", "TEXTKEY_PLAYERNAME_Human_Female_41": "Seraphina", "TEXTKEY_PLAYERNAME_Human_Female_42": "Cordelia", "TEXTKEY_PLAYERNAME_Human_Female_43": "Iliana", "TEXTKEY_PLAYERNAME_Human_Female_44": "Natalie", "TEXTKEY_PLAYERNAME_Human_Female_45": "Viola", "TEXTKEY_PLAYERNAME_Human_Female_46": "Evelyn", "TEXTKEY_PLAYERNAME_Human_Female_47": "Daria", "TEXTKEY_PLAYERNAME_Human_Female_48": "Leticia", "TEXTKEY_PLAYERNAME_Human_Female_49": "Marcella", "TEXTKEY_PLAYERNAME_Human_Female_50": "Adeline", "TEXTKEY_PLAYERNAME_Human_Female_51": "Priscilla", "TEXTKEY_PLAYERNAME_Human_Female_52": "Loretta", "TEXTKEY_PLAYERNAME_Human_Female_53": "Evalyn", "TEXTKEY_PLAYERNAME_Human_Female_54": "Luciana", "TEXTKEY_PLAYERNAME_Human_Female_55": "Teresa", "TEXTKEY_PLAYERNAME_Human_Female_56": "Helena", "TEXTKEY_PLAYERNAME_Human_Female_57": "Estella", "TEXTKEY_PLAYERNAME_Human_Female_58": "Clarice", "TEXTKEY_PLAYERNAME_Human_Female_59": "Ariella", "TEXTKEY_PLAYERNAME_Human_Female_60": "Brielle", "TEXTKEY_PLAYERNAME_Human_Female_61": "Celeste", "TEXTKEY_PLAYERNAME_Human_Female_62": "Monica", "TEXTKEY_PLAYERNAME_Human_Female_63": "Katrina", "TEXTKEY_PLAYERNAME_Human_Female_64": "Eliana", "TEXTKEY_PLAYERNAME_Human_Female_65": "Rosalind", "TEXTKEY_PLAYERNAME_Human_Female_66": "Lyra", "TEXTKEY_PLAYERNAME_Human_Female_67": "Endrossi", "TEXTKEY_PLAYERNAME_LizardMan_Male_0": "Kragas", "TEXTKEY_PLAYERNAME_LizardMan_Male_1": "Grolak", "TEXTKEY_PLAYERNAME_LizardMan_Male_2": "Tarkan", "TEXTKEY_PLAYERNAME_LizardMan_Male_3": "Verkan", "TEXTKEY_PLAYERNAME_LizardMan_Male_4": "Allachie", "TEXTKEY_PLAYERNAME_LizardMan_Male_5": "Maltar", "TEXTKEY_PLAYERNAME_LizardMan_Male_6": "Zarbos", "TEXTKEY_PLAYERNAME_LizardMan_Male_7": "Lektar", "TEXTKEY_PLAYERNAME_LizardMan_Male_8": "For'dak", "TEXTKEY_PLAYERNAME_LizardMan_Male_9": "Dronach", "TEXTKEY_PLAYERNAME_LizardMan_Male_10": "Sark", "TEXTKEY_PLAYERNAME_LizardMan_Male_11": "Grashk", "TEXTKEY_PLAYERNAME_LizardMan_Male_12": "Zorak", "TEXTKEY_PLAYERNAME_LizardMan_Male_13": "Kardok", "TEXTKEY_PLAYERNAME_LizardMan_Male_14": "Tragon", "TEXTKEY_PLAYERNAME_LizardMan_Male_15": "Ul'zak", "TEXTKEY_PLAYERNAME_LizardMan_Male_16": "Rakdos", "TEXTKEY_PLAYERNAME_LizardMan_Male_17": "Brokan", "TEXTKEY_PLAYERNAME_LizardMan_Male_18": "Sharg", "TEXTKEY_PLAYERNAME_LizardMan_Male_19": "Drakson", "TEXTKEY_PLAYERNAME_LizardMan_Male_20": "Korgas", "TEXTKEY_PLAYERNAME_LizardMan_Male_21": "Kragno", "TEXTKEY_PLAYERNAME_LizardMan_Male_22": "Mol'grash", "TEXTKEY_PLAYERNAME_LizardMan_Male_23": "Ternak", "TEXTKEY_PLAYERNAME_LizardMan_Male_24": "Sargon", "TEXTKEY_PLAYERNAME_LizardMan_Male_25": "Zakrol", "TEXTKEY_PLAYERNAME_LizardMan_Male_26": "Razork", "TEXTKEY_PLAYERNAME_LizardMan_Male_27": "Grator", "TEXTKEY_PLAYERNAME_LizardMan_Male_28": "Prax", "TEXTKEY_PLAYERNAME_LizardMan_Male_29": "Kornak", "TEXTKEY_PLAYERNAME_LizardMan_Male_30": "Targ", "TEXTKEY_PLAYERNAME_LizardMan_Male_31": "Brakor", "TEXTKEY_PLAYERNAME_LizardMan_Male_32": "Zul'lak", "TEXTKEY_PLAYERNAME_LizardMan_Male_33": "Sragon", "TEXTKEY_PLAYERNAME_LizardMan_Male_34": "Golak", "TEXTKEY_PLAYERNAME_LizardMan_Male_35": "Krentak", "TEXTKEY_PLAYERNAME_LizardMan_Male_36": "Vardok", "TEXTKEY_PLAYERNAME_LizardMan_Male_37": "Dor'zak", "TEXTKEY_PLAYERNAME_LizardMan_Male_38": "Karax", "TEXTKEY_PLAYERNAME_LizardMan_Male_39": "Urtok", "TEXTKEY_PLAYERNAME_LizardMan_Male_40": "Zargon", "TEXTKEY_PLAYERNAME_LizardMan_Male_41": "Brashk", "TEXTKEY_PLAYERNAME_LizardMan_Male_42": "Khrog", "TEXTKEY_PLAYERNAME_LizardMan_Male_43": "Trak", "TEXTKEY_PLAYERNAME_LizardMan_Male_44": "Skallak", "TEXTKEY_PLAYERNAME_LizardMan_Male_45": "R'kand", "TEXTKEY_PLAYERNAME_LizardMan_Male_46": "Drokan", "TEXTKEY_PLAYERNAME_LizardMan_Male_47": "Malako", "TEXTKEY_PLAYERNAME_LizardMan_Male_48": "Prashk", "TEXTKEY_PLAYERNAME_LizardMan_Male_49": "Kro'zak", "TEXTKEY_PLAYERNAME_LizardMan_Male_50": "Sharnak", "TEXTKEY_PLAYERNAME_LizardMan_Male_51": "Torg", "TEXTKEY_PLAYERNAME_LizardMan_Male_52": "Rakos", "TEXTKEY_PLAYERNAME_LizardMan_Male_53": "Grokan", "TEXTKEY_PLAYERNAME_LizardMan_Male_54": "Braz'rak", "TEXTKEY_PLAYERNAME_LizardMan_Male_55": "Kartak", "TEXTKEY_PLAYERNAME_LizardMan_Male_56": "Sarok", "TEXTKEY_PLAYERNAME_LizardMan_Male_57": "Drakan", "TEXTKEY_PLAYERNAME_LizardMan_Male_58": "Ullok", "TEXTKEY_PLAYERNAME_LizardMan_Male_59": "Z'rak", "TEXTKEY_PLAYERNAME_LizardMan_Male_60": "Kalos", "TEXTKEY_PLAYERNAME_LizardMan_Male_61": "Bro'kand", "TEXTKEY_PLAYERNAME_LizardMan_Male_62": "Pragon", "TEXTKEY_PLAYERNAME_LizardMan_Male_63": "Krashk", "TEXTKEY_PLAYERNAME_LizardMan_Male_64": "Tarbor", "TEXTKEY_PLAYERNAME_LizardMan_Male_65": "Groval", "TEXTKEY_PLAYERNAME_LizardMan_Male_66": "Rokand", "TEXTKEY_PLAYERNAME_LizardMan_Male_67": "Srakor", "TEXTKEY_PLAYERNAME_LizardMan_Male_68": "Por'kan", "TEXTKEY_PLAYERNAME_LizardMan_Male_69": "Draksond", "TEXTKEY_PLAYERNAME_LizardMan_Male_70": "Vakros", "TEXTKEY_PLAYERNAME_LizardMan_Male_71": "Zakor", "TEXTKEY_PLAYERNAME_LizardMan_Male_72": "Kraddon", "TEXTKEY_PLAYERNAME_LizardMan_Male_73": "Sharok", "TEXTKEY_PLAYERNAME_LizardMan_Male_74": "Grakor", "TEXTKEY_PLAYERNAME_LizardMan_Male_75": "R'dor", "TEXTKEY_PLAYERNAME_LizardMan_Male_76": "Karvos", "TEXTKEY_PLAYERNAME_LizardMan_Male_77": "Praxon", "TEXTKEY_PLAYERNAME_LizardMan_Male_78": "Dorkan", "TEXTKEY_PLAYERNAME_LizardMan_Male_79": "Zrakson", "TEXTKEY_PLAYERNAME_LizardMan_Male_80": "Kor'vak", "TEXTKEY_PLAYERNAME_LizardMan_Male_81": "Srakson", "TEXTKEY_PLAYERNAME_LizardMan_Male_82": "Barok", "TEXTKEY_PLAYERNAME_LizardMan_Male_83": "Grozan", "TEXTKEY_PLAYERNAME_LizardMan_Male_84": "Trakor", "TEXTKEY_PLAYERNAME_LizardMan_Male_85": "Zarg", "TEXTKEY_PLAYERNAME_LizardMan_Male_86": "Prollak", "TEXTKEY_PLAYERNAME_LizardMan_Male_87": "Ullak", "TEXTKEY_PLAYERNAME_LizardMan_Male_88": "Kazrak", "TEXTKEY_PLAYERNAME_LizardMan_Male_89": "R'kald", "TEXTKEY_PLAYERNAME_LizardMan_Male_90": "Moldrak", "TEXTKEY_PLAYERNAME_LizardMan_Male_91": "Srag", "TEXTKEY_PLAYERNAME_LizardMan_Male_92": "Krodan", "TEXTKEY_PLAYERNAME_LizardMan_Male_93": "Torgrak", "TEXTKEY_PLAYERNAME_LizardMan_Male_94": "Varkand", "TEXTKEY_PLAYERNAME_LizardMan_Male_95": "Zrokan", "TEXTKEY_PLAYERNAME_LizardMan_Male_96": "Prakos", "TEXTKEY_PLAYERNAME_LizardMan_Male_97": "Karnil", "TEXTKEY_PLAYERNAME_LizardMan_Male_98": "Droval", "TEXTKEY_PLAYERNAME_LizardMan_Male_99": "Shargond", "TEXTKEY_PLAYERNAME_LizardMan_Male_100": "Gravor", "TEXTKEY_PLAYERNAME_Elf_Male_0": "Nuvian", "TEXTKEY_PLAYERNAME_Elf_Male_1": "Kuskyn", "TEXTKEY_PLAYERNAME_Elf_Male_2": "Aire", "TEXTKEY_PLAYERNAME_Elf_Male_3": "Aldein", "TEXTKEY_PLAYERNAME_Elf_Male_4": "Vesstan", "TEXTKEY_PLAYERNAME_Elf_Male_5": "Airdan", "TEXTKEY_PLAYERNAME_Elf_Male_6": "Merellien", "TEXTKEY_PLAYERNAME_Elf_Male_7": "Elnaril", "TEXTKEY_PLAYERNAME_Elf_Male_8": "Beluar", "TEXTKEY_PLAYERNAME_Elf_Male_9": "Rothilion", "TEXTKEY_PLAYERNAME_Elf_Male_10": "Caillen", "TEXTKEY_PLAYERNAME_Elf_Male_11": "Draemorr", "TEXTKEY_PLAYERNAME_Elf_Male_12": "Elbanor", "TEXTKEY_PLAYERNAME_Elf_Male_13": "Silvarion", "TEXTKEY_PLAYERNAME_Elf_Male_14": "Taelyn", "TEXTKEY_PLAYERNAME_Elf_Male_15": "Iserion", "TEXTKEY_PLAYERNAME_Elf_Male_16": "Kaldrion", "TEXTKEY_PLAYERNAME_Elf_Male_17": "Serevas", "TEXTKEY_PLAYERNAME_Elf_Male_18": "Eldurin", "TEXTKEY_PLAYERNAME_Elf_Male_19": "Laedon", "TEXTKEY_PLAYERNAME_Elf_Male_20": "Varien", "TEXTKEY_PLAYERNAME_Elf_Male_21": "Irian", "TEXTKEY_PLAYERNAME_Elf_Male_22": "Torvan", "TEXTKEY_PLAYERNAME_Elf_Male_23": "Phailos", "TEXTKEY_PLAYERNAME_Elf_Male_24": "Nordren", "TEXTKEY_PLAYERNAME_Elf_Male_25": "Alvarion", "TEXTKEY_PLAYERNAME_Elf_Male_26": "Dreivar", "TEXTKEY_PLAYERNAME_Elf_Male_27": "Sylenor", "TEXTKEY_PLAYERNAME_Elf_Male_28": "Orindar", "TEXTKEY_PLAYERNAME_Elf_Male_29": "Kaelus", "TEXTKEY_PLAYERNAME_Elf_Male_30": "Reinhar", "TEXTKEY_PLAYERNAME_Elf_Male_31": "Velian", "TEXTKEY_PLAYERNAME_Elf_Male_32": "Rodarion", "TEXTKEY_PLAYERNAME_Elf_Male_33": "Tyreon", "TEXTKEY_PLAYERNAME_Elf_Male_34": "Elbran", "TEXTKEY_PLAYERNAME_Elf_Male_35": "Calion", "TEXTKEY_PLAYERNAME_Elf_Male_36": "Serios", "TEXTKEY_PLAYERNAME_Elf_Male_37": "Darylos", "TEXTKEY_PLAYERNAME_Elf_Male_38": "Myran", "TEXTKEY_PLAYERNAME_Elf_Male_39": "Ardelion", "TEXTKEY_PLAYERNAME_Elf_Male_40": "Varendir", "TEXTKEY_PLAYERNAME_Elf_Male_41": "Silvanor", "TEXTKEY_PLAYERNAME_Elf_Male_42": "Kaeldrin", "TEXTKEY_PLAYERNAME_Elf_Male_43": "Eltarion", "TEXTKEY_PLAYERNAME_Elf_Male_44": "Osrien", "TEXTKEY_PLAYERNAME_Elf_Male_45": "Ryianden", "TEXTKEY_PLAYERNAME_Elf_Male_46": "Rae", "TEXTKEY_PLAYERNAME_Elf_Male_47": "Kail", "TEXTKEY_PLAYERNAME_Elf_Male_48": "Elon", "TEXTKEY_PLAYERNAME_Elf_Male_49": "Rian", "TEXTKEY_PLAYERNAME_Elf_Male_50": "Durin", "TEXTKEY_PLAYERNAME_Elf_Male_51": "Bell", "TEXTKEY_PLAYERNAME_Elf_Male_52": "Tian", "TEXTKEY_PLAYERNAME_Elf_Male_53": "Sorin", "TEXTKEY_PLAYERNAME_Elf_Male_54": "Zeil", "TEXTKEY_PLAYERNAME_Elf_Male_55": "Roan", "TEXTKEY_PLAYERNAME_Elf_Male_56": "Arion", "TEXTKEY_PLAYERNAME_Elf_Male_57": "Kaled", "TEXTKEY_PLAYERNAME_Elf_Male_58": "Elas", "TEXTKEY_PLAYERNAME_Elf_Male_59": "Riand", "TEXTKEY_PLAYERNAME_Elf_Male_60": "Durael", "TEXTKEY_PLAYERNAME_Elf_Male_61": "Velion", "TEXTKEY_PLAYERNAME_Elf_Male_62": "Tyreon", "TEXTKEY_PLAYERNAME_Elf_Male_63": "Sovar", "TEXTKEY_PLAYERNAME_Elf_Male_64": "Zeran", "TEXTKEY_PLAYERNAME_Elf_Male_65": "Rodean", "TEXTKEY_PLAYERNAME_Elf_Male_66": "Perion", "TEXTKEY_PLAYERNAME_Elf_Female_0": "Faylen", "TEXTKEY_PLAYERNAME_Elf_Female_1": "Rubarae", "TEXTKEY_PLAYERNAME_Elf_Female_2": "Elyon", "TEXTKEY_PLAYERNAME_Elf_Female_3": "Imizael", "TEXTKEY_PLAYERNAME_Elf_Female_4": "Ashera", "TEXTKEY_PLAYERNAME_Elf_Female_5": "Phelorna", "TEXTKEY_PLAYERNAME_Elf_Female_6": "Zilyana", "TEXTKEY_PLAYERNAME_Elf_Female_7": "Vianola", "TEXTKEY_PLAYERNAME_Elf_Female_8": "Alyndra", "TEXTKEY_PLAYERNAME_Elf_Female_9": "Serhael", "TEXTKEY_PLAYERNAME_Elf_Female_10": "Lisariel", "TEXTKEY_PLAYERNAME_Elf_Female_11": "Taelwis", "TEXTKEY_PLAYERNAME_Elf_Female_12": "Elysael", "TEXTKEY_PLAYERNAME_Elf_Female_13": "Myrwen", "TEXTKEY_PLAYERNAME_Elf_Female_14": "Calienna", "TEXTKEY_PLAYERNAME_Elf_Female_15": "Oriella", "TEXTKEY_PLAYERNAME_Elf_Female_16": "Ellarien", "TEXTKEY_PLAYERNAME_Elf_Female_17": "Kaerisa", "TEXTKEY_PLAYERNAME_Elf_Female_18": "Liandra", "TEXTKEY_PLAYERNAME_Elf_Female_19": "Sereilia", "TEXTKEY_PLAYERNAME_Elf_Female_20": "Orphia", "TEXTKEY_PLAYERNAME_Elf_Female_21": "Velinea", "TEXTKEY_PLAYERNAME_Elf_Female_22": "Arisael", "TEXTKEY_PLAYERNAME_Elf_Female_23": "Calienna", "TEXTKEY_PLAYERNAME_Elf_Female_24": "Sylarena", "TEXTKEY_PLAYERNAME_Elf_Female_25": "Iola", "TEXTKEY_PLAYERNAME_Elf_Female_26": "Ellawien", "TEXTKEY_PLAYERNAME_Elf_Female_27": "Tyriel", "TEXTKEY_PLAYERNAME_Elf_Female_28": "Myrseira", "TEXTKEY_PLAYERNAME_Elf_Female_29": "Rovellian", "TEXTKEY_PLAYERNAME_Elf_Female_30": "Adriel", "TEXTKEY_PLAYERNAME_Elf_Female_31": "Serianna", "TEXTKEY_PLAYERNAME_Elf_Female_32": "Calisera", "TEXTKEY_PLAYERNAME_Elf_Female_33": "Ellphia", "TEXTKEY_PLAYERNAME_Elf_Female_34": "Naerolin", "TEXTKEY_PLAYERNAME_Elf_Female_35": "Bielisa", "TEXTKEY_PLAYERNAME_Elf_Female_36": "Ariella", "TEXTKEY_PLAYERNAME_Elf_Female_37": "Letisia", "TEXTKEY_PLAYERNAME_Elf_Female_38": "Siluena", "TEXTKEY_PLAYERNAME_Elf_Female_39": "Perianna", "TEXTKEY_PLAYERNAME_Elf_Female_40": "Iseria", "TEXTKEY_PLAYERNAME_Elf_Female_41": "Oraphilia", "TEXTKEY_PLAYERNAME_Elf_Female_42": "Elenora", "TEXTKEY_PLAYERNAME_Elf_Female_43": "Sailena", "TEXTKEY_PLAYERNAME_Elf_Female_44": "Lubiena", "TEXTKEY_PLAYERNAME_Elf_Female_45": "Abelisa", "TEXTKEY_PLAYERNAME_Elf_Female_46": "Ari", "TEXTKEY_PLAYERNAME_Elf_Female_47": "Ira", "TEXTKEY_PLAYERNAME_Elf_Female_48": "Luna", "TEXTKEY_PLAYERNAME_Elf_Female_49": "Niel", "TEXTKEY_PLAYERNAME_Elf_Female_50": "Sael", "TEXTKEY_PLAYERNAME_Elf_Female_51": "Ella", "TEXTKEY_PLAYERNAME_Elf_Female_52": "Lani", "TEXTKEY_PLAYERNAME_Elf_Female_53": "Mira", "TEXTKEY_PLAYERNAME_Elf_Female_54": "Risa", "TEXTKEY_PLAYERNAME_Elf_Female_55": "Nora", "TEXTKEY_PLAYERNAME_Elf_Female_56": "Adela", "TEXTKEY_PLAYERNAME_Elf_Female_57": "Calian", "TEXTKEY_PLAYERNAME_Elf_Female_58": "Elisa", "TEXTKEY_PLAYERNAME_Elf_Female_59": "Rianna", "TEXTKEY_PLAYERNAME_Elf_Female_60": "Durie", "TEXTKEY_PLAYERNAME_Elf_Female_61": "Velia", "TEXTKEY_PLAYERNAME_Elf_Female_62": "Tirael", "TEXTKEY_PLAYERNAME_Elf_Female_63": "Sophira", "TEXTKEY_PLAYERNAME_Elf_Female_64": "Zenia", "TEXTKEY_PLAYERNAME_Elf_Female_65": "Rosera", "TEXTKEY_PLAYERNAME_Lycan_Male_0": "Thut", "TEXTKEY_PLAYERNAME_Lycan_Male_1": "Amenhotep", "TEXTKEY_PLAYERNAME_Lycan_Male_2": "Khafra", "TEXTKEY_PLAYERNAME_Lycan_Male_3": "Menkaura", "TEXTKEY_PLAYERNAME_Lycan_Male_4": "Userkaf", "TEXTKEY_PLAYERNAME_Lycan_Male_5": "Sobekhotep", "TEXTKEY_PLAYERNAME_Lycan_Male_6": "Horemheb", "TEXTKEY_PLAYERNAME_Lycan_Male_7": "Akhenaten", "TEXTKEY_PLAYERNAME_Lycan_Male_8": "Ramesses", "TEXTKEY_PLAYERNAME_Lycan_Male_9": "Thutmose", "TEXTKEY_PLAYERNAME_Lycan_Male_10": "Neferka", "TEXTKEY_PLAYERNAME_Lycan_Female_0": "Ma'atkara", "TEXTKEY_PLAYERNAME_Lycan_Female_1": "Nefertari", "TEXTKEY_PLAYERNAME_Lycan_Female_2": "Nefertiti", "TEXTKEY_PLAYERNAME_Lycan_Female_3": "Hatshepsut", "TEXTKEY_PLAYERNAME_Lycan_Female_4": "Meritamun", "TEXTKEY_PLAYERNAME_Lycan_Female_5": "Ankhesenamun", "TEXTKEY_PLAYERNAME_Lycan_Female_6": "Tiye", "TEXTKEY_PLAYERNAME_Lycan_Female_7": "Sobekneferu", "TEXTKEY_PLAYERNAME_Lycan_Female_8": "Ahmose Nefertari", "TEXTKEY_PLAYERNAME_Lycan_Female_9": "Cleopatra", "TEXTKEY_PLAYERNAME_Lycan_Female_10": "Arsinoe", "TEXTKEY_BackgroundBiography_NAME": "Background", "TEXTKEY_BACKGROUNDBIO_CityGuard_0": "<color=#ccbeb8>{0}</color> grew up admiring a father who had served many years as a captain of the city guard, and so chose the same path. At first, the duty seemed noble—maintaining order, keeping the streets safe. Yet as the years passed, the truth became harder to ignore. The role was less about justice and more about serving the powerful, running errands for nobles, and holding one’s tongue before unjust commands. Each compromise pressed heavier upon the heart, until pride gave way to quiet torment.", "TEXTKEY_BACKGROUNDBIO_Poacher_0": "As a child abandoned to the streets, <color=#ccbeb8>{0}</color> survived by stealing scraps and catching small animals to stave off hunger. By chance and persistence, the ways of hunters were imitated from afar, and those makeshift methods soon turned into poaching. But it was not long before the truth was exposed, and the hunted life began. Sadly, in the end, there were few places left to hide.", "TEXTKEY_BACKGROUNDBIO_ExiledWarrior_0": "Once celebrated as the tribe’s most promising warrior, <color=#ccbeb8>{0}</color> could not escape the slow weight of time. In the ritual duel that determined the tribe’s First Fang, defeat came swiftly, leaving a wound that would not heal. Tradition showed no mercy: exile awaited those who faltered. Cast out from kin and home, the warrior wandered wherever the wind carried, haunted by honor lost. Yet destiny had not forgotten—before long, the road led once more to a place where valor would be tested anew.", "TEXTKEY_BACKGROUNDBIO_Slave_0": "From birth, <color=#ccbeb8>{0}</color> never knew what freedom was, sold to a merchant without even knowing if parents existed, and forced into endless labor. From dawn to night, loads were carried at the master’s command, life bent beneath the whip. Yet deep inside lingered a faint hope of one day escaping the suffering, a hope that sustained a spirit flinching at the mere sound of footsteps.", "TEXTKEY_BACKGROUNDBIO_Slave_1": "From childhood, <color=#ccbeb8>{0}</color> was broken into obedience, bound by rope and worked day and night, never daring to dream of escape. Yet every night the torment of flying free like a bird haunted each dream. No matter how harsh life was, there remained belief in soaring one day, and with that resolve to live no longer as a slave, training began little by little toward escape.", "TEXTKEY_BACKGROUNDBIO_Slave_2": "<color=#ccbeb8>{0}</color> endured years of humiliation, and on the day of an attempted escape was caught and beaten until an ankle shattered. Yet even then, the longing for freedom never disappeared. The vow to one day gain strength enough to break the chains with their own hands burned on, and even in the dungeon where tears fell alone, the dream of rising again endured.", "TEXTKEY_BACKGROUNDBIO_Begger_0": "The cobblestones of the street were home to <color=#ccbeb8>{0}</color>. Orphaned in childhood and left to wander alone, rainy nights meant curling up in the cracks of abandoned buildings, and cold winters meant sleep among heaps of refuse still holding warmth. People passed without a glance, yet even in hunger there was no surrender, clinging to the dream of one day sleeping peacefully in a warm home.", "TEXTKEY_BACKGROUNDBIO_Begger_1": "<color=#ccbeb8>{0}</color> barely survived by begging, wandering the streets in torn clothes and a dirty face, often driven away by children throwing stones. Each time, teeth clenched and tears swallowed. One day, an abandoned church yielded a book found by chance, and in its pages, hope appeared unbidden. That book gave the courage to rise again.", "TEXTKEY_BACKGROUNDBIO_Begger_2": "Suffering from hunger and cold, <color=#ccbeb8>{0}</color> struggled each day to survive the streets. Weary with hunger, discarded food from the roadside was eaten while memories of once living humanely flickered, but reality was merciless. A resolve to one day escape this harsh street was born, and that vow only strengthened the will and instinct to survive.", "TEXTKEY_BACKGROUNDBIO_Miner_0": "From childhood, <color=#ccbeb8>{0}</color> grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.", "TEXTKEY_BACKGROUNDBIO_Miner_1": "Having lived beneath the earth, <color=#ccbeb8>{0}</color> learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.", "TEXTKEY_BACKGROUNDBIO_Miner_2": "To <color=#ccbeb8>{0}</color>, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.", "TEXTKEY_BACKGROUNDBIO_Messenger_0": "Traveling between villages and strongholds, <color=#ccbeb8>{0}</color> always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people’s words, they were awkward when it came to speaking their own heart.", "TEXTKEY_BACKGROUNDBIO_Messenger_1": "After carrying messages across battlefields and through guarded gates, <color=#ccbeb8>{0}</color> knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.", "TEXTKEY_BACKGROUNDBIO_Messenger_2": "<color=#ccbeb8>{0}</color> knew well that a single letter could change someone’s fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.", "TEXTKEY_BACKGROUNDBIO_Undertaker_0": "At the edge of the village, <color=#ccbeb8>{0}</color> helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.", "TEXTKEY_BACKGROUNDBIO_Undertaker_1": "<color=#ccbeb8>{0}</color> often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.", "TEXTKEY_BACKGROUNDBIO_Undertaker_2": "Having lived as an undertaker, <color=#ccbeb8>{0}</color> never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.", "TEXTKEY_BACKGROUNDBIO_Deserter_0": "After surviving the roar of battle, <color=#ccbeb8>{0}</color> slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.", "TEXTKEY_BACKGROUNDBIO_Deserter_1": "<color=#ccbeb8>{0}</color> never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.", "TEXTKEY_BACKGROUNDBIO_Deserter_2": "Even after taking off the uniform, <color=#ccbeb8>{0}</color> never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.", "TEXTKEY_BACKGROUNDBIO_Blacksmith_0": "Having lived before blazing furnaces, <color=#ccbeb8>{0}</color> could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.", "TEXTKEY_BACKGROUNDBIO_Blacksmith_1": "<color=#ccbeb8>{0}</color> began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.", "TEXTKEY_BACKGROUNDBIO_Blacksmith_2": "As a blacksmith, <color=#ccbeb8>{0}</color> repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.", "TEXTKEY_BACKGROUNDBIO_Carpenter_0": "After years of shaping rough timber, <color=#ccbeb8>{0}</color> remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.", "TEXTKEY_BACKGROUNDBIO_Carpenter_1": "<color=#ccbeb8>{0}</color> could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.", "TEXTKEY_BACKGROUNDBIO_Carpenter_2": "As a carpenter, <color=#ccbeb8>{0}</color> saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.", "TEXTKEY_BACKGROUNDBIO_Mage_0": "After long hours watching candle flames waver and ripples spread across cups of water, <color=#ccbeb8>{0}</color> came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.", "TEXTKEY_BACKGROUNDBIO_Mage_1": "<color=#ccbeb8>{0}</color> spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.", "TEXTKEY_BACKGROUNDBIO_Mage_2": "Having learned the power of the elements, <color=#ccbeb8>{0}</color> reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.", "TEXTKEY_BACKGROUNDBIO_Scout_0": "Used to walking ahead of others, <color=#ccbeb8>{0}</color> never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.", "TEXTKEY_BACKGROUNDBIO_Scout_1": "When <color=#ccbeb8>{0}</color> stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.", "TEXTKEY_BACKGROUNDBIO_Scout_2": "As a scout, <color=#ccbeb8>{0}</color> learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.", "TEXTKEY_BACKGROUNDBIO_Gardener_0": "While tending gardens and the edges of the forest, <color=#ccbeb8>{0}</color> pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.", "TEXTKEY_BACKGROUNDBIO_Gardener_1": "<color=#ccbeb8>{0}</color> never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.", "TEXTKEY_BACKGROUNDBIO_Gardener_2": "As a gardener, <color=#ccbeb8>{0}</color> knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.", "TEXTKEY_BACKGROUNDBIO_Druid_0": "While dwelling in an ancient forest, <color=#ccbeb8>{0}</color> listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.", "TEXTKEY_BACKGROUNDBIO_Druid_1": "Before calling on nature, <color=#ccbeb8>{0}</color> first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.", "TEXTKEY_BACKGROUNDBIO_Druid_2": "As a druid, <color=#ccbeb8>{0}</color> lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.", "TEXTKEY_BACKGROUNDBIO_Occultist_0": "While searching through old texts and erased records, <color=#ccbeb8>{0}</color> was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passages and added their own interpretations beside symbols they could not understand. But after looking into too many secrets, they began searching for meaning even in ordinary silence.", "TEXTKEY_BACKGROUNDBIO_Occultist_1": "<color=#ccbeb8>{0}</color> found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, they did not stop their research. As the years passed, they became more familiar with dangerous questions than with safe answers.", "TEXTKEY_BACKGROUNDBIO_Occultist_2": "As an occultist, <color=#ccbeb8>{0}</color> knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps toward hidden truths did not easily stop. Because of that, they often suspected even kindness of hiding some deeper intent.", "TEXTKEY_BACKGROUNDBIO_BeastHunter_0": "Every hunt left behind broken traps and deeply gouged tracks. <color=#ccbeb8>{0}</color> studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing used to long pursuits, they often looked first for places where an ambush might wait, even on peaceful roads.", "TEXTKEY_BACKGROUNDBIO_BeastHunter_1": "<color=#ccbeb8>{0}</color>'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the monster faded into the distance. As those days of survival piled up, they became more used to holding their ground than stepping back.", "TEXTKEY_BACKGROUNDBIO_BeastHunter_2": "When facing a giant beast, <color=#ccbeb8>{0}</color> did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest suddenly fell quiet. But after chasing threats for so long, they kept the habit of judging where danger might come from first, even among people.", "TEXTKEY_BACKGROUNDBIO_Carter_0": "Each dawn, <color=#ccbeb8>{0}</color> tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.", "TEXTKEY_BACKGROUNDBIO_Carter_1": "Whenever <color=#ccbeb8>{0}</color> entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.", "TEXTKEY_BACKGROUNDBIO_Carter_2": "As a carter, <color=#ccbeb8>{0}</color> spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.", "TEXTKEY_BACKGROUNDBIO_NightWatch_0": "Only after everyone had gone to sleep did <color=#ccbeb8>{0}</color>'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.", "TEXTKEY_BACKGROUNDBIO_NightWatch_1": "<color=#ccbeb8>{0}</color> walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.", "TEXTKEY_BACKGROUNDBIO_NightWatch_2": "As a night watchman, <color=#ccbeb8>{0}</color> never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.", "TEXTKEY_BACKGROUNDBIO_ExiledLord_0": "After losing their lands and becoming a wanderer, <color=#ccbeb8>{0}</color> still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.", "TEXTKEY_BACKGROUNDBIO_ExiledLord_1": "<color=#ccbeb8>{0}</color> remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.", "TEXTKEY_BACKGROUNDBIO_ExiledLord_2": "Even after being exiled, <color=#ccbeb8>{0}</color> did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.", "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_0": "Leaving behind a comfortable estate, <color=#ccbeb8>{0}</color> took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.", "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_1": "<color=#ccbeb8>{0}</color> spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.", "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_2": "As a noble adventurer, <color=#ccbeb8>{0}</color> knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.", "TEXTKEY_BACKGROUNDBIO_Prodigy_0": "Noticeable from a young age, <color=#ccbeb8>{0}</color> could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.", "TEXTKEY_BACKGROUNDBIO_Prodigy_1": "<color=#ccbeb8>{0}</color> often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.", "TEXTKEY_BACKGROUNDBIO_Prodigy_2": "Called a prodigy, <color=#ccbeb8>{0}</color> always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.", "TEXTKEY_BACKGROUNDBIO_CursedChild_0": "They say that on the night <color=#ccbeb8>{0}</color> was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.", "TEXTKEY_BACKGROUNDBIO_CursedChild_1": "As a child, <color=#ccbeb8>{0}</color> was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratching at windows each night were always blamed on them, and frightened eyes turned away before words could be spoken. As the years passed, they could no longer easily trust even kindness offered to them.", "TEXTKEY_BACKGROUNDBIO_CursedChild_2": "Strange things that were hard to explain often happened around <color=#ccbeb8>{0}</color>, who was called a cursed child. Even on clear days, shadows stretched long, and the wind would often turn cold the moment a stranger asked their name. But the curse that lasted longest was not some eerie power, but the memory of the people who feared them.", "TEXTKEY_BACKGROUNDBIO_TavernRunner_0": "While working in a tavern, <color=#ccbeb8>{0}</color> found an empty seat before a guest even opened the door. Most of their day was spent catching overflowing mugs, warming cold stew, and laughing along with the jokes of drunks. Because of that, even in serious moments, they often tried to ease the mood with a light word first.", "TEXTKEY_BACKGROUNDBIO_TavernRunner_1": "<color=#ccbeb8>{0}</color> easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking cups, and before a quarrel could break out, they turned attention aside with a single joke. As the years passed, they came to feel more at ease in a noisy hall than in a quiet room.", "TEXTKEY_BACKGROUNDBIO_TavernRunner_2": "What will it be today? was almost a greeting for <color=#ccbeb8>{0}</color>. They wiped up spilled ale, brushed off the complaints of late guests, and arranged the remaining chairs until dawn, yet their expression rarely slipped. But after spending so long tending to other people's moods, they often noticed their own exhaustion too late.", "TEXTKEY_BACKGROUNDBIO_ForestKeeper_0": "From childhood, <color=#ccbeb8>{0}</color> worked the trees of the forest and grew strong. Even in storms the axe never stopped, and no shadowed thicket blocked the way. But life beyond the forest was strange, and before the unknown there was hesitation.", "TEXTKEY_BACKGROUNDBIO_ForestKeeper_1": "For <color=#ccbeb8>{0}</color>, cutting trees and finding paths in the woods was natural. At misty dawn timber fell beneath the axe, and under moonlight the way was known by shadows alone. As the years passed, the forest became life itself.", "TEXTKEY_BACKGROUNDBIO_ForestKeeper_2": "<color=#ccbeb8>{0}</color> lived by the breath of the forest. The grain of wood and the crack of branches told every change around. Having known only nature, the ways of the world were clumsy, and the unfamiliar was met with a plain, guileless heart.", "TEXTKEY_BACKGROUNDBIO_Hunter_0": "From childhood, <color=#ccbeb8>{0}</color> roamed the woods with a bow in hand. Tracks and scents were told apart at a glance, and when prey stirred, arrows flew with swift precision. A keen eye and quick body soon became their way of survival.", "TEXTKEY_BACKGROUNDBIO_Hunter_1": "Living in the forest, <color=#ccbeb8>{0}</color> overlooked nothing. A scent on the wind or a bent blade of grass was enough to reveal a beast’s trail. Time spent alone was long, but sharpened the senses of a hunter all the more.", "TEXTKEY_BACKGROUNDBIO_Hunter_2": "<color=#ccbeb8>{0}</color> knew no hesitation in the hunt. A sign before them was pursued at once, whether it meant long hours of waiting or days of tracking. Sharp observation and relentless pursuit made their bow ever more precise.", "TEXTKEY_BACKGROUNDBIO_Porter_0": "From an early age, <color=#ccbeb8>{0}</color> built strength carrying loads, hardening the body while climbing mountains with burdens on the shoulders. Earning a living by delivering goods kept life going, yet relentless labor ruled each day. Still, a goal remained: to be freed from the weight one day and live a life of freedom.", "TEXTKEY_BACKGROUNDBIO_Porter_1": "While carrying loads, <color=#ccbeb8>{0}</color> spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and planted the dream of one day leaving the porter's life behind to set out on an adventure of their own.", "TEXTKEY_BACKGROUNDBIO_Porter_2": "Living as a porter, <color=#ccbeb8>{0}</color> built endurance and patience, never stopping despite harsh weather or blocked paths. Each climb with heavy loads over rugged trails felt like surpassing one’s limits. Yet a constant question lingered: what truly awaited at the end of endless labor?", "TEXTKEY_BACKGROUNDBIO_Peddler_0": "Pulling a worn cart from village to village, <color=#ccbeb8>{0}</color> sold trinkets that carried passion despite their low worth. Dealings with people taught many lessons, including incredible trades and bitter betrayals. Even so, the journey never ceased, always seeking new paths.", "TEXTKEY_BACKGROUNDBIO_Peddler_1": "As a wandering peddler, <color=#ccbeb8>{0}</color> belonged nowhere, sleeping by the roadside each night and setting off again with the dawn. Stories and scraps of knowledge gathered from others became a personal map, the only true possession.", "TEXTKEY_BACKGROUNDBIO_Peddler_2": "Trading with strangers, <color=#ccbeb8>{0}</color> braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they were not merely selling goods, but carrying hope and dreams to others.", "TEXTKEY_BACKGROUNDBIO_Wanderer_0": "Unable to settle anywhere, <color=#ccbeb8>{0}</color> once had a family, but after losing them, no place was ever home again. Life on the road carried endless solitude, yet within that silence there was a search for the self.", "TEXTKEY_BACKGROUNDBIO_Wanderer_1": "Passing through countless villages, <color=#ccbeb8>{0}</color> formed many connections but never stayed long. Belonging nowhere, always ready to leave, new stories bloomed with each step—yet departure always followed.", "TEXTKEY_BACKGROUNDBIO_Wanderer_2": "Living as a wanderer, <color=#ccbeb8>{0}</color> endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though where it would lead no one could know.", "TEXTKEY_BACKGROUNDBIO_Hooligan_0": "Growing up among gangs, <color=#ccbeb8>{0}</color> turned to crime early, guarding position with fists and tormenting the weak. Yet at night, staring into the dark sky, there were questions of what was truly desired, and within lay only endless conflict and regret.", "TEXTKEY_BACKGROUNDBIO_Hooligan_1": "As a hooligan, <color=#ccbeb8>{0}</color> gained infamy, recognized as unmatched in the lawless streets. Yet deep inside lingered a sorrow unspoken, and though violence ensured survival, it left behind nightmares that gnawed at the soul.", "TEXTKEY_BACKGROUNDBIO_Hooligan_2": "Earning notoriety on the streets, <color=#ccbeb8>{0}</color> was seen as second to none in the lawless zone. But within dwelled a sorrow never spoken aloud, and a violent life that granted survival also devoured the soul piece by piece.", "TEXTKEY_BACKGROUNDBIO_Thief_0": "In the dark of night, <color=#ccbeb8>{0}</color> moved silently where no gaze could reach, stealing since childhood as the only means of survival. Vanishing like a shadow without a trace, yet the fear of being caught one day was a constant torment.", "TEXTKEY_BACKGROUNDBIO_Thief_1": "With countless locks opened, <color=#ccbeb8>{0}</color> crept into homes to steal treasures, scraping by on what was taken. Life was ever unstable, and the desire was not for mere survival but true freedom. Yet the hands were already too deeply stained with sin.", "TEXTKEY_BACKGROUNDBIO_Thief_2": "Living as a thief, <color=#ccbeb8>{0}</color> betrayed trust, stealing whatever was needed only for oneself. Yet in the stillness of midnight, doubts about the chosen path crept in. Gold and jewels filled the hands, but within lingered an emptiness that could never be erased.", "TEXTKEY_BACKGROUNDBIO_Butcher_0": "Working as a butcher, <color=#ccbeb8>{0}</color> grew used to handling beasts, sweating each day with heavy tools in hand. The smell of blood was part of the workshop, and the harsh labor built a stronger body.", "TEXTKEY_BACKGROUNDBIO_Butcher_1": "From childhood, <color=#ccbeb8>{0}</color> followed parents into the slaughterhouse, learning to handle knives and dress meat. The daily motions grew ever more skilled, and others came to value the practiced craft.", "TEXTKEY_BACKGROUNDBIO_Butcher_2": "Living as a butcher, <color=#ccbeb8>{0}</color> saw it as duty to bring meat to family table and village market. The work was rough and tiring, and though some looked down on it, somehow the work still felt right.", "TEXTKEY_BACKGROUNDBIO_Conscript_0": "Dragged into service as a conscript, <color=#ccbeb8>{0}</color> left a peaceful village and was forced overnight to cut men down. Reluctance yielded to routine, and the life of the field became habit. Thoughts of home surfaced at times, but little could be done about them.", "TEXTKEY_BACKGROUNDBIO_Conscript_1": "Conscripted and pushed into war, <color=#ccbeb8>{0}</color> took up arms to survive, and fighting soon felt like another task to finish. Skill improved, but glory stayed distant; concern shifted to the next ration and a place to sleep rather than any grand purpose.", "TEXTKEY_BACKGROUNDBIO_Conscript_2": "Forced into conscription, <color=#ccbeb8>{0}</color> endured on the front. Seeing comrades drop one by one offered no time for weakness, so feeling was set aside and survival techniques were learned. Talk of comradeship and cause existed in words, but in practice each day was simply endured.", "TEXTKEY_BACKGROUNDBIO_SnakeCatcher_0": "Bitten by a venomous serpent in youth, <color=#ccbeb8>{0}</color> trained the body to overcome fear. With each passing year the movements grew swifter, until a snake could be caught before it rose to strike. This skill made survival possible in the marsh.", "TEXTKEY_BACKGROUNDBIO_SnakeCatcher_1": "<color=#ccbeb8>{0}</color> hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides back to the tribe, and hardship soon became part of everyday life.", "TEXTKEY_BACKGROUNDBIO_SnakeCatcher_2": "As a snake catcher, <color=#ccbeb8>{0}</color> sensed serpents with sharpened instinct, pinning the neck in a single motion. Venom served for medicine and weapons, and the life never strayed from the swamp.", "TEXTKEY_BACKGROUNDBIO_Gambler_0": "Growing up in gambling dens, <color=#ccbeb8>{0}</color> learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and each victory led to greater risks until uncontrollable greed finally swallowed them.", "TEXTKEY_BACKGROUNDBIO_Gambler_1": "Unafraid to stake everything, <color=#ccbeb8>{0}</color> lived as though life itself were a gamble, a single wager able to overturn it all. Yet each thrill of victory was shadowed by emptiness. Risk followed risk in search of the decisive move to change everything, but the truth of what was truly desired remained unknown.", "TEXTKEY_BACKGROUNDBIO_Gambler_2": "Losing much through gambling made <color=#ccbeb8>{0}</color> harder. Loved ones were betrayed, friends deceived, and wealth amassed, yet loneliness always lingered at success’s end. New challenges were sought to prove worth, but only emptiness awaited.", "TEXTKEY_BACKGROUNDBIO_Philosopher_0": "Dedicating life to solitary study, <color=#ccbeb8>{0}</color> was mocked as an eccentric. Yet countless ancient texts were devoured and contemplation filled day and night. Still, under the world’s cold regard, loneliness deepened until even the very truth once sought began to fade.", "TEXTKEY_BACKGROUNDBIO_Philosopher_1": "Pursuing truth in seclusion, <color=#ccbeb8>{0}</color> withdrew into the mountains and into thought. No matter the depth of reflection, the essence remained hidden, and at times all efforts seemed in vain. Yet surrender never came, for the heart ever burned with a yearning for truth.", "TEXTKEY_BACKGROUNDBIO_Philosopher_2": "Through endless questions, <color=#ccbeb8>{0}</color> explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solitude slowly closed in. They believed they would one day find an answer of their own, even while knowing how difficult the path would be.", "TEXTKEY_BACKGROUNDBIO_Squire_0": "Raised as a knight’s squire from childhood, <color=#ccbeb8>{0}</color> spent each day assisting in training and preparing for battle. The body was covered in scars, yet surrender never came. The dream of standing as a knight in an honorable battle remained distant, even as tireless training continued.", "TEXTKEY_BACKGROUNDBIO_Squire_1": "As a squire sworn to a liege, <color=#ccbeb8>{0}</color> followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain a squire forever?", "TEXTKEY_BACKGROUNDBIO_Squire_2": "Following the knight’s path as a squire from youth, <color=#ccbeb8>{0}</color> devoted body and strength to a liege yet remained in the shadows. The dream of being praised in their own name endured, though reality tested without end. Even now, each step still reaches toward that dream.", "TEXTKEY_BACKGROUNDBIO_Mercenary_0": "Growing up on battlefields, <color=#ccbeb8>{0}</color> joined a mercenary band after losing parents and learned the ruthless laws of survival. Seen as a warrior who would guard anyone for coin, there remained within a longing for home and family lost. When the fighting ended and solitude returned, there was reflection on what had truly been worth protecting.", "TEXTKEY_BACKGROUNDBIO_Mercenary_1": "Drifting from battlefield to battlefield, <color=#ccbeb8>{0}</color> stained the blade with countless foes’ blood and watched comrades fall one by one. Survival always came first as a mercenary, yet sometimes familiar faces returned in dreams. Each time, discipline hardened again and emotions were pressed down.", "TEXTKEY_BACKGROUNDBIO_Mercenary_2": "Ready to fight anyone for coin, <color=#ccbeb8>{0}</color> turned even their name into a tool of survival rather than honor. Yet when wars were over, emptiness remained. There was hope that the sword would no longer serve only survival, but instead reclaim honor once lost.", "TEXTKEY_BACKGROUNDBIO_SwampKeeper_0": "<color=#ccbeb8>{0}</color> lived in the deep, dark swamp, drawing stubborn vitality from its murky air. Yet the swamp’s twisted essence hindered the grasp of subtle powers. Instead, <color=#ccbeb8>{0}</color> roamed the mire tirelessly, so none dared trespass with ease.", "TEXTKEY_BACKGROUNDBIO_SwampKeeper_1": "From childhood, <color=#ccbeb8>{0}</color> communed with the swamp’s raw vitality, gaining remarkable endurance. Yet its warped essence dulled finer senses, stifling subtle force. People regarded this strange imbalance with awe and fear, while guarding the swamp became <color=#ccbeb8>{0}</color>’s solemn duty.", "TEXTKEY_BACKGROUNDBIO_SwampKeeper_2": "Swamp Keeper <color=#ccbeb8>{0}</color> trained endurance through poison and mire, yet finer strengths waned, blurred and weakened. With unyielding body and persistence, trespassers were pursued without rest, though the warped balance often drew the path deeper into lonely darkness.", "TEXTKEY_BACKGROUNDBIO_ChiefBodyguard_0": "<color=#ccbeb8>{0}</color> devoted life to guarding the chief’s side. Armed with strength and loyalty, there was readiness to lay down life and countless foes were faced. Yet the true aim was always to earn trust and safeguard the tribe.", "TEXTKEY_BACKGROUNDBIO_ChiefBodyguard_1": "As the chief’s guard, <color=#ccbeb8>{0}</color> endured battle after battle, blocking enemy blades to shield the leader. Scars covered the body as payment, yet retreat never came. Loyalty became a shield the whole tribe could trust.", "TEXTKEY_BACKGROUNDBIO_ChiefBodyguard_2": "Serving as the chief’s guard, <color=#ccbeb8>{0}</color> held unyielding vigil against threats to the tribe. Obedience to every command ensured the leader’s safety, though deep inside lay a yearning to be more than a mere protector.", "TEXTKEY_BACKGROUNDBIO_ScaleCraftsman_0": "<color=#ccbeb8>{0}</color> is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tribe's honor, though it demanded lonely patience and focus. To them, craftsmanship was not merely a trade, but life itself.", "TEXTKEY_BACKGROUNDBIO_ScaleCraftsman_1": "Growing up learning scale craftsmanship, <color=#ccbeb8>{0}</color> refined the skills inherited from parents over the years. Countless nights were spent shaping scales into the tribe’s finest armor, though such labor was often taken for granted. At times, doubts arose over the true meaning of the art.", "TEXTKEY_BACKGROUNDBIO_ScaleCraftsman_2": "As a scale craftsman, <color=#ccbeb8>{0}</color> shaped works of beauty with delicate hands. The creations became powerful armor for warriors and earned respect within the tribe. Yet seeing the art reduced to tools of war, reflection grew on whether the work still followed the right path.", "TEXTKEY_GAMEGUIDE_UI_Close": "Close", "TEXTKEY_GAMEGUIDE_UI_Search": "Search", "TEXTKEY_GAMEGUIDE_WipNotice_NAME": "WIP Notice", "TEXTKEY_GAMEGUIDE_WipNotice_DESC": "Hello! <color=#ccbeb8>Dungeon Settlers</color> is currently in the beta development stage. There are many [Shared_NotImplFeature], and various bugs may occur.\n ##\n If a critical bug occurs that seriously disrupts gameplay, please <color=#ccbeb8>close the game completely and restart it</color>.\n ##\n TIP: Dungeon Settlers is designed to be a challenging game. <color=#ccbeb8>Clearing it in a single attempt is very difficult.</color> If the situation turns too unfavorable or you are defeated, don’t hesitate to quit and <color=#ccbeb8>start a new campaign to try again multiple times!</color>", "TEXTKEY_GAMEGUIDE_GameObjective_NAME": "Impending Doom", "TEXTKEY_GAMEGUIDE_GameObjective_DESC": "<color=#ccbeb8>A catastrophe has struck.</color> The wicked [Shared_Arcteon] is rapidly turning the entire continent into [Shared_BarrenLand].\n##\nAs the expedition leader dispatched by the [Shared_DungeonGuild], you must build an expedition base and destroy [Shared_Arcteon] located in the deepest part of the [Shared_Dungeon].\n##\nTIP: You can revisit the game controls and all guide content by pressing the <color=#ccbeb8>Help menu at the top right of the screen or the CapsLock key</color>.", "TEXTKEY_GAMEGUIDE_Quest_NAME": "Quest", "TEXTKEY_GAMEGUIDE_Quest_DESC": "You can check your <color=#ccbeb8>current quest objectives</color> in the top right corner of the screen.\n##\nTIP: In the tutorial, <color=#ccbeb8>some paths may remain blocked until you complete the quest.</color>\nIf a path is blocked, check your quest and complete it.", "TEXTKEY_GAMEGUIDE_CameraMove_NAME": "Camera Movement", "TEXTKEY_GAMEGUIDE_CameraMove_DESC": "Drag while holding the middle mouse button, or use the <color=#ccbeb8>W/A/S/D</color> keys to <color=#ccbeb8>move the camera</color>.", "TEXTKEY_GAMEGUIDE_CameraZoom_NAME": "Camera Zoom", "TEXTKEY_GAMEGUIDE_CameraZoom_DESC": "<color=#ccbeb8>Scroll the mouse wheel up to zoom in and down to zoom out.</color>\nZooming in allows you to see units and surroundings in detail, while zooming out gives a broader view of the area.", "TEXTKEY_GAMEGUIDE_ResourcesGathering_NAME": "Resources and Gathering", "TEXTKEY_GAMEGUIDE_ResourcesGathering_DESC": "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from <color=#ccbeb8>gatherable structures</color> found on the map.\n##\nClick the <color=#ccbeb8>'Gather'</color> button at the bottom right or press the <color=#ccbeb8>Z</color> key to activate <color=#ccbeb8>Gather Mode</color>. While Gather Mode is active, <color=#ccbeb8>left click or drag the targets you want to gather from</color> to assign them.\n##\nUnless there is a special reason not to, <color=#ccbeb8>expedition members will automatically carry out the orders you give</color>.\n##\nIf you want to cancel assigned orders, click the <color=#ccbeb8>'Cancel'</color> button at the bottom right or press the <color=#ccbeb8>X</color> key to activate <color=#ccbeb8>Cancel Mode</color>.", "TEXTKEY_GAMEGUIDE_GameSpeed_NAME": "Game Speed", "TEXTKEY_GAMEGUIDE_GameSpeed_DESC": "Control game speed using the <color=#ccbeb8>'Speed Control'</color> buttons at the top left of the screen.\n\n<color=#ccbeb8><Shortcuts></color>\n- Pause/Resume <color=#ccbeb8>(Space)</color>\n- Normal~Fast <color=#ccbeb8>(F1~F2)</color>\n##\nTIP: You can <color=#ccbeb8>pause time even during combat to plan</color> your next move or assign actions before resuming.", "TEXTKEY_GAMEGUIDE_PickUp_NAME": "Picking Up Items", "TEXTKEY_GAMEGUIDE_PickUp_DESC": "Activate pick up mode by clicking the <color=#ccbeb8>'Pick Up'</color> button at the bottom right or pressing the <color=#ccbeb8>C</color> key.\n\nPicked up items are stored in the unit’s <color=#ccbeb8>'Inventory'</color>.\n##\nTIP: Gathering and picking up items are actions you'll repeat often.\n<color=#ccbeb8>Remember that you can perform them more easily by using 'Drag' control.</color>", "TEXTKEY_GAMEGUIDE_SelectEntity_NAME": "Selection and Summary", "TEXTKEY_GAMEGUIDE_SelectEntity_DESC": "You can <color=#ccbeb8>select entities by left clicking or dragging</color>.\nWhen an entity is selected, the <color=#ccbeb8>entity summary panel appears at the bottom left</color>, where you can check various effects currently applied to the unit.\n##\nYou can also access <color=#ccbeb8>'Inventory', 'Skills', and 'Status'</color> through the entity summary panel.\n##\n<color=#ccbeb8><Hotkeys></color>\n- Inventory <color=#ccbeb8>(I)</color>\n- Skills <color=#ccbeb8>(K)</color>\n- Status <color=#ccbeb8>(U)</color>\n##\nAllied units can be <color=#ccbeb8>quickly selected with hotkeys</color>. <color=#ccbeb8>Holding Shift while selecting adds to the current selection</color>.\n##\n<color=#ccbeb8><Hotkeys></color>\n- Select all units <color=#ccbeb8>(Tab)</color>\n- Select individual units <color=#ccbeb8>(1~9)</color>\n##\nYou can use tabs such as <color=#ccbeb8>'Inventory'</color> even while <color=#ccbeb8>multiple units are selected</color>. Use the <color=#ccbeb8>'Tab' key to select all units</color> and compare their information.\n##\n<color=#ccbeb8>Left clicking empty space clears the current selection.</color>\n\nTIP: While an entity is selected, the <color=#ccbeb8>'Construction Menu'</color> is hidden. Clear the selection first to begin construction.", "TEXTKEY_GAMEGUIDE_MultiSelect_NAME": "Multi-Selection", "TEXTKEY_GAMEGUIDE_MultiSelect_DESC": "You can <color=#ccbeb8>click and drag</color> with the left mouse button to select multiple units at once. Or press the <color=#ccbeb8>Tab key</color> to <color=#ccbeb8>select all units</color>.\n##\nEven in this state, you can use the unit summary panel’s <color=#ccbeb8>'Inventory'</color>, <color=#ccbeb8>'Skills'</color>, and <color=#ccbeb8>'Status'</color> tabs to quickly check relevant information.\n##\nFor certain structures or items, <color=#ccbeb8>double clicking</color> will select all identical objects visible on screen.", "TEXTKEY_GAMEGUIDE_InventoryManagement_NAME": "Inventory", "TEXTKEY_GAMEGUIDE_InventoryManagement_DESC": "You can check the items an entity is carrying in the <color=#ccbeb8>'Inventory'</color> tab of the entity summary panel.\n\n<color=#ccbeb8>Note</color>: Only items held in the inventory of <color=#ccbeb8>allied units or buildings</color> are considered part of your expedition's resources.\n##\nYou can view the total amount of all <color=#ccbeb8>resources</color> owned by the expedition on the <color=#ccbeb8>left side</color> of the screen.", "TEXTKEY_GAMEGUIDE_Tooltip_NAME": "Tooltip", "TEXTKEY_GAMEGUIDE_Tooltip_DESC": "<color=#ccbeb8>Tooltips</color> appear when you <color=#ccbeb8>hover the mouse</color> over <color=#ccbeb8>items</color>, <color=#ccbeb8>skills</color>, <color=#ccbeb8>traits</color>, <color=#ccbeb8>stats</color>, and other elements you want to check.\n##\nWhen a tooltip is displayed, pressing <color=#ccbeb8>CapsLock (default)</color> will <color=#ccbeb8>'Pin'</color> it. While pinned, you can view additional tooltips for linked elements.\n##\nFor example, [Tuto_TooltipEx1]", "TEXTKEY_Tuto_TooltipEx1_NAME": "Hover your mouse here.", "TEXTKEY_Tuto_TooltipEx1_DESC": "You can check tooltip information by hovering.\nPress the CapsLock button to Hold this tooltip, and then you can view [Tuto_TooltipEx2].", "TEXTKEY_Tuto_TooltipEx2_NAME": "Tooltip within a tooltip", "TEXTKEY_Tuto_TooltipEx2_DESC": "Great! Tooltips let you conveniently check various infomation.\nCheck out various infomation such [Shared_NotImplFeature].", "TEXTKEY_GAMEGUIDE_BaseBuildingBasics_NAME": "Base Building Basics", "TEXTKEY_GAMEGUIDE_BaseBuildingBasics_DESC": "<color=#ccbeb8>When no entity is selected,</color> you can open the <color=#ccbeb8>'Construction Menu'</color> at the bottom left of the screen, left click a building to construct, and then left click on a placement area to build it. Construction consumes resources.\n##\nYou can demolish buildings through the <color=#ccbeb8>'Demolition Mode'</color> at the bottom right of the screen.\nWhen demolishing, a portion of the resources used will be refunded.", "TEXTKEY_GAMEGUIDE_Crafting_NAME": "Crafting", "TEXTKEY_GAMEGUIDE_Crafting_DESC": "When selecting a crafting structure, open <color=#ccbeb8>'Task Planner'</color> in the entity summary, choose an item and quantity, then press <color=#ccbeb8>'Add Task'</color> to add it to the crafting queue.\n##\nIn the crafting queue, tasks can be repeated a set number of times, until a target quantity is reached, or indefinitely depending on the selected option.\nUnits prioritize available tasks from the top of the queue.\n##\nUnits only recognize items in their own inventory, storage, or on the ground as valid materials. Items carried by other units cannot be used.", "TEXTKEY_GAMEGUIDE_ObjectInteraction_NAME": "Object Interaction", "TEXTKEY_GAMEGUIDE_ObjectInteraction_DESC": "<color=#ccbeb8>With a unit selected, right click an interactable object</color> to initiate interaction.\n##\nTry interacting with various objects like <color=#ccbeb8>portals</color> and <color=#ccbeb8>treasure chests</color>.", "TEXTKEY_GAMEGUIDE_DungeonExpeditionBasics_NAME": "Dungeon Expedition", "TEXTKEY_GAMEGUIDE_DungeonExpeditionBasics_DESC": "Select a unit and interact with the <color=#ccbeb8>settlement portal</color> to plan an expedition. Choose the destination, participants, and items.\n<color=#ccbeb8>Up to four members can join expedition.</color>\n##\nUnits gain the [Shared_DungeonStayEffect] based on how long they remain in the [Shared_Dungeon]. This effect corrupts their mind and lowers their [STATUS_Mood].\n##\nAlso, <color=#ccbeb8>monsters may respawn or patrol</color> the area over time, so avoid staying in the [Shared_Dungeon] for too long.\n##\nThe settlement contains no resources other than twisted trees. <color=#ccbeb8>To gather resources, you must explore the dungeons.</color>\n\n<color=#ccbeb8>Caution</color>: If this is your first expedition, the <color=#ccbeb8>second floor</color> is extremely difficult. It’s strongly recommended to follow the <color=#ccbeb8>main objectives</color> first.", "TEXTKEY_GAMEGUIDE_UnitMove_NAME": "Movement", "TEXTKEY_GAMEGUIDE_UnitMove_DESC": "<color=#ccbeb8>With a unit selected, right click a location</color> to move the unit.", "TEXTKEY_GAMEGUIDE_Attack_NAME": "Attack", "TEXTKEY_GAMEGUIDE_Attack_DESC": "<color=#ccbeb8>With a unit selected, right click an enemy</color> to perform a <color=#ccbeb8>basic attack</color>.\n##\nTIP: <color=#ccbeb8>Some ranged attacks consume ammo</color>, such as arrows. <color=#ccbeb8>Be careful not to run out</color>.", "TEXTKEY_GAMEGUIDE_UnitBehaviorOptions_NAME": "Unit Behavior Options", "TEXTKEY_GAMEGUIDE_UnitBehaviorOptions_DESC": "Use <color=#ccbeb8>'Behavior Options'</color> in the entity summary panel to control unit behavior.\n##\n<color=#ccbeb8><Hotkeys></color>\n- Auto Skill <color=#ccbeb8>(F)</color>: Automatically uses skills on enemies when [STATUS_Energy] is above a certain amount.\n- Wait for Orders <color=#ccbeb8>(G)</color>: Holds position during combat and waits for orders. <color=#ccbeb8>Outside combat, waits in place if there is nothing to do</color>.\n- Prioritize Sleep <color=#ccbeb8>(H)</color>: Prioritizes sleep when acting.\n##\nTIP: Use <color=#ccbeb8>'Wait for Orders'</color> when you need to maintain formation during combat.", "TEXTKEY_GAMEGUIDE_SkillsAbility_NAME": "Skills", "TEXTKEY_GAMEGUIDE_SkillsAbility_DESC": "Manage skills via the <color=#ccbeb8>'Skill'</color> tab in the entity summary panel. <color=#ccbeb8>Units have main and sub skill points</color>, which can be used to <color=#ccbeb8>learn skills</color>.\n##\nEach <color=#ccbeb8>skill point</color> is earned by [Shared_LevelUp].\n##\n<color=#ccbeb8>Main skill trees</color> are displayed at the top of the skill window, while <color=#ccbeb8>Sub skill trees</color> are listed below the divider.\n##\n<color=#ccbeb8>Main skills require the correct type of equipment</color> to be equipped.\n##\nLearned skills can be added to quick slots by right clicking in the <color=#ccbeb8>'Skill'</color> window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the <color=#ccbeb8>'Command Panel'</color> or use hotkeys to activate them.\n##\n<color=#ccbeb8><HotKeys></color>\n- Skill 1 <color=#ccbeb8>(Q)</color>\n- Skill 2 <color=#ccbeb8>(E)</color>\n- Skill 3 <color=#ccbeb8>(R)</color>\n- Skill 4 <color=#ccbeb8>(T)</color>\n##\nTIP : A level 1 unit has <color=#ccbeb8>enough SP to learn one active and one passive skill</color>. Skills are essential, make sure to learn and use them effectively!", "TEXTKEY_GAMEGUIDE_EnergyStatus_NAME": "Energy", "TEXTKEY_GAMEGUIDE_EnergyStatus_DESC": "Energy indicates how energized a unit is. \n<color=#ccbeb8>When tired, units fall asleep automatically</color>, and if energy is fully depleted, \nthe unit becomes [AFFECTER_SevereExhausted], falling <color=#ccbeb8>unconscious and unresponsive</color>.\n##\nEnergy <color=#ccbeb8>depletes slowly while awake</color> and is <color=#ccbeb8>consumed when using skills</color>.\n##\nLet the unit sleep, lie in bed, or rest near a campfire to recover energy.\n##\nTIP: Use the <color=#ccbeb8>'Prioritize Sleep' behavior option</color> to <color=#ccbeb8>help restore energy efficiently</color>.", "TEXTKEY_GAMEGUIDE_Inspect_NAME": "Inspect", "TEXTKEY_GAMEGUIDE_Inspect_DESC": "After selecting an entity, click <color=#ccbeb8>'Inspect'</color> to view <color=#ccbeb8>detailed information about enemies and other objects</color>.\nYou can also inspect the <color=#ccbeb8>corpse</color> of a dead target.\n##\nTIP: <color=#ccbeb8>Understanding enemy stats and traits is critical in battle</color>. Inspect new enemy types actively.", "TEXTKEY_GAMEGUIDE_Health_NAME": "Health", "TEXTKEY_GAMEGUIDE_Health_DESC": "Health consists of [STATUS_HealthHead] and [STATUS_HealthBody]. When a unit takes damage, one of these values is reduced.\n##\n<[STATUS_HealthHead]>\nIf it falls to 0 or below, the unit <color=#ccbeb8>enters [AFFECTER_Deadly] or dies even if [STATUS_HealthBody] remains</color>.\n<[STATUS_HealthBody]>\nIf it falls to 0 or below, <color=#ccbeb8>remaining damage transfers to [STATUS_HealthHead]</color>.", "TEXTKEY_GAMEGUIDE_Hunger_NAME": "Hunger", "TEXTKEY_GAMEGUIDE_Hunger_DESC": "This value shows <color=#ccbeb8>how full a unit is</color>. When [STATUS_Hunger] drops below a certain level, the unit will <color=#ccbeb8>automatically seek out and eat food</color>, and <color=#ccbeb8>hunger negatively affects [STATUS_Mood]</color>.\n##\nWhen <color=#ccbeb8>[STATUS_Hunger] reaches 0, the unit enters [AFFECTER_SevereHungry] and [AFFECTER_Deadly]</color>, becoming <color=#ccbeb8>unconscious and impossible to control</color>.\nAt that point, another unit must feed them until <color=#ccbeb8>[STATUS_Hunger] is restored above a certain level for them to recover</color>.\n##\nIf the unit does not regain consciousness before [AFFECTER_Deadly] expires, they will <color=#ccbeb8>die permanently</color>.\n##\nTIP: <color=#ccbeb8>Bad tasting food can reduce an expedition member's [STATUS_Mood]</color>, so be careful.", "TEXTKEY_GAMEGUIDE_DeadlyStatus_NAME": "Near Death", "TEXTKEY_GAMEGUIDE_DeadlyStatus_DESC": "[AFFECTER_Deadly] is an effect indicating that a <color=#ccbeb8>unit is in imminent danger of death</color>. <color=#ccbeb8>If the unit does not regain consciousness before [AFFECTER_Deadly] expires, it will die permanently</color>.\n##\nA unit in the [AFFECTER_Deadly] state can be rescued by an allied unit using [ITEM_AidKit]. Alternatively, you can <color=#ccbeb8>carry the unit on another unit's back</color>, bring them back to the settlement, and rescue them through surgery at the [BUILDING_OperatingTable].\n##\nA rescued unit retains [AFFECTER_DeadlyAfterEffect] for a certain time. If the unit enters [AFFECTER_Deadly] again while under this effect, it will <color=#ccbeb8>die instantly</color>.", "TEXTKEY_GAMEGUIDE_InventoryItemInteraction_NAME": "Item Interaction", "TEXTKEY_GAMEGUIDE_InventoryItemInteraction_DESC": "<color=#ccbeb8>Right click an item in the 'Inventory'</color> to open the <color=#ccbeb8>interaction menu</color>.\nFrom there, you can <color=#ccbeb8>equip</color>. or <color=#ccbeb8>consume</color> items.\n##\nTIP: <color=#ccbeb8>Use ointment to recover health</color> when unit's health is low.", "TEXTKEY_GAMEGUIDE_ItemWeight_NAME": "Item Weight", "TEXTKEY_GAMEGUIDE_ItemWeight_DESC": "All items have weight, and there is a <color=#ccbeb8>limit to the total weight a unit can carry</color>.\n##\nExceeding the maximum weight will trigger [AFFECTER_Overloaded] or [AFFECTER_SevereOverloaded], causing <color=#ccbeb8>reduced movement speed and other negative penalties</color>.", "TEXTKEY_GAMEGUIDE_DungeonPortal_NAME": "Dungeon Portal", "TEXTKEY_GAMEGUIDE_DungeonPortal_DESC": "Each floor contains a [Shared_DungeonPortal]. <color=#ccbeb8>You must find the path that leads to it</color>.\n##\nThrough the [Shared_DungeonPortal], you can <color=#ccbeb8>descend to deeper floors</color> or <color=#ccbeb8>return to your settlement.</color>\nThe deeper the floor, the greater the danger.\n##\nWhen interacting with the portal, <color=#ccbeb8>any units outside the portal room will be marked missing and counted as dead</color>.\n<color=#ccbeb8>You cannot interact with portals during combat</color>, so please be careful.\n##\nTIP: <color=#ccbeb8>The game auto saves whenever the map changes</color>.  \nIf free saving is disabled, a single save slot will be overwritten.  \nBy default, <color=#ccbeb8>the free save option is turned off when starting a new game, so pay close attention to your save timing</color>.", "TEXTKEY_GAMEGUIDE_Storage_NAME": "Storage and Carrying Items", "TEXTKEY_GAMEGUIDE_Storage_DESC": "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground.\n<color=#ccbeb8>Storage</color> buildings are used to store specific types of items, and units will <color=#ccbeb8>automatically transport items left on the ground into storage</color>.\n##\nTIP: There is no function to manually place items carried by a unit into storage.\nIf you want items to be stored, simply drop them on the ground.", "TEXTKEY_GAMEGUIDE_Research_NAME": "Research", "TEXTKEY_GAMEGUIDE_Research_DESC": "Through research, you can develop <color=#ccbeb8>new technologies</color>, unlocking <color=#ccbeb8>new recipes and buildings</color> upon completion.\n##\nAccess the research window by selecting a <color=#ccbeb8>research building</color> and <color=#ccbeb8>clicking 'Research'</color>, or by pressing the <color=#ccbeb8>'Research'</color> button in the top right corner of the screen.  \n<color=#ccbeb8>Left click a node</color> to set it as your <color=#ccbeb8>research target</color>.", "TEXTKEY_GAMEGUIDE_Recruitment_NAME": "Recruitment", "TEXTKEY_GAMEGUIDE_Recruitment_DESC": "You can recruit new units through <color=#ccbeb8>'Recruit'</color> in the top right corner of the screen.\n##\nEach unit has <color=#ccbeb8>traits, stats, and skill trees</color>, and the <color=#ccbeb8>recruitment list is refreshed periodically as time passes</color>.\n##\nPay close attention to a unit’s [Shared_MajorStat] and [Shared_Talent].\nThe higher the [Shared_Talent], the more that stat will grow upon [Shared_LevelUp].\n##\nTIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.", "TEXTKEY_GAMEGUIDE_LevelUp_NAME": "Level Up", "TEXTKEY_GAMEGUIDE_LevelUp_DESC": "You can construct a <color=#ccbeb8>Goddess Statue</color> through the construction menu. <color=#ccbeb8>Units with max experience</color> can [Shared_LevelUp] by interacting with the statue.\n##\nTo [Shared_LevelUp], you may choose one of three offerings for [Shared_Consecration].\n<color=#ccbeb8>The greater the offering, the greater the bonus to your stat increase.</color>\n##\nThe resulting stats and inscription are not applied immediately. <color=#ccbeb8>You must choose one inscription and press Confirm to finalize the [Shared_LevelUp]</color>.\nIf you’re not satisfied, you can <color=#ccbeb8>retry</color>.\n##\nHowever, previous <color=#ccbeb8>offerings are not returned</color>, and each [Shared_LevelUp] can <color=#ccbeb8>only be done once</color>, so make your decision carefully.\n##\nTIP: High level units expect better [STATUS_Mood] fulfillment.\nIf you’re not ready to meet their needs, consider delaying the [Shared_LevelUp].", "TEXTKEY_GAMEGUIDE_RoomType_NAME": "Room Type", "TEXTKEY_GAMEGUIDE_RoomType_DESC": "Rooms that meet <color=#ccbeb8>certain conditions</color>—such as size, the number and quality of placed structures, and the quality of walls and floors—will be classified as specific room types like [ROOM_NormalPrivateRoom].  \n##\nThe better the room, the higher the required quality of its walls and furnishings.  \nAs your settlement expands, try creating various rooms such as workshops, dining halls, and temples.  \n##\nAt any time, you can check all available room types in the <color=#ccbeb8>'Room List'</color> section of the Game Guide.  \n##\nTIP: To qualify as an <color=#ccbeb8>indoor</color> space, the area must be fully enclosed by walls and doors, including corners.  \nAdditionally, wall quality requirements include corners, while floor quality requirements are determined based on the tiles inside the enclosed walls.  ", "TEXTKEY_GAMEGUIDE_RoomTypeList_NAME": "Room Type List", "TEXTKEY_GAMEGUIDE_RoomTypeList_DESC": "[ROOM_PoorPrivateRoom],\n[ROOM_MediocrePrivateRoom]\n[ROOM_NormalPrivateRoom]\n[ROOM_DecentPrivateRoom]\n\n[ROOM_PoorSharedRoom]\n[ROOM_MediocreSharedRoom]\n[ROOM_NormalSharedRoom]\n[ROOM_DecentSharedRoom]\n\n[ROOM_PoorTemple],\n[ROOM_MediocreTemple],\n[ROOM_NormalTemple],\n[ROOM_DecentTemple],\n\n[ROOM_PoorWorkshop],\n[ROOM_MediocreWorkshop],\n[ROOM_NormalWorkshop],\n[ROOM_DecentWorkshop],\n\n[ROOM_PoorDiningRoom],\n[ROOM_MediocreDiningRoom],\n[ROOM_NormalDiningRoom],\n[ROOM_DecentDiningRoom],\n\n[ROOM_PoorMagicWorkshop],\n[ROOM_MediocreMagicWorkshop],\n[ROOM_NormalMagicWorkshop],\n[ROOM_DecentMagicWorkshop],\n\n[ROOM_PoorResearchLab],\n[ROOM_MediocreResearchLab],\n[ROOM_NormalResearchLab],\n[ROOM_DecentResearchLab],\n\n[ROOM_PoorRecreationRoom],\n[ROOM_MediocreRecreationRoom],\n[ROOM_NormalRecreationRoom],\n[ROOM_DecentRecreationRoom],\n\n\n[ROOM_MerchantRoom]", "TEXTKEY_GAMEGUIDE_SleepingRoom_NAME": "Room Type: Bedroom", "TEXTKEY_GAMEGUIDE_SleepingRoom_DESC": "<color=#ccbeb8>\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\"</color>\n<color=#ccbeb8>- Girim, Guild Scribe</color>\n\nBedrooms where expedition members can stay and sleep are essential to their recovery.\n\n<color=#ccbeb8>Private Room</color>\n\nSharing a bedroom with others can make expedition members feel that their personal space is being invaded.\nTo provide the highest-quality sleep, it is best not to place two or more beds in the same room.\n\n[ROOM_PoorPrivateRoom]\n[ROOM_MediocrePrivateRoom]\n[ROOM_NormalPrivateRoom]\n[ROOM_DecentPrivateRoom]\n\n<color=#ccbeb8>Shared Room</color>\n\nWhen resources or space are limited, expedition members may have to sleep together in one place.\nIt may not provide a large mood increase, but it can still be strategically necessary.\n\n[ROOM_PoorSharedRoom]\n[ROOM_MediocreSharedRoom]\n[ROOM_NormalSharedRoom]\n[ROOM_DecentSharedRoom]\n", "TEXTKEY_GAMEGUIDE_Workshop_NAME": "Room Type: Workshop", "TEXTKEY_GAMEGUIDE_Workshop_DESC": "<color=#a69085>\"Muscles strike iron, iron strikes wood, and wood holds fast to magic stones.\nEverything in the workshop is entwined like grapevines. Human sweat and fruit mingle and ferment, crafting the sweetest thing the world will ever taste.\"\n- Brecht, Dwarven Jeweler</color>\n\nA workshop requires many different tools, but the morale of expedition members working in a good environment is also an important resource.\n\n<color=#ccbeb8>Workshop</color>\n\nFilled with noise, sawdust, and ceaseless hammering, workshops supply countless things that keep a settlement alive.\nCrafting tools by hand and judging the quality of what has been made are human responsibilities. Places that denied this have now vanished into history.\n\n[ROOM_PoorWorkshop]\n[ROOM_MediocreWorkshop]\n[ROOM_NormalWorkshop]\n[ROOM_DecentWorkshop]\n\n<color=#ccbeb8>Magic Workshop</color>\n\nCrafting magical tools is separate from ordinary work. Handling minute traces of magic and overcoming the challenges of crafting itself require a different set of delicate tools.\n\n[ROOM_PoorMagicWorkshop]\n[ROOM_MediocreMagicWorkshop]\n[ROOM_NormalMagicWorkshop]\n[ROOM_DecentMagicWorkshop]", "TEXTKEY_GAMEGUIDE_Lab_NAME": "Room Type: Laboratory", "TEXTKEY_GAMEGUIDE_Lab_DESC": "<color=#a69085>\"This place... was prepared for me...\nA place where I can pour everything into uncovering and discovering,\nmy dim, immaculate, and somehow melancholy...\"\n- Svyatogor, Commander of the Vostok Research Order</color>\n\n<color=#ccbeb8>Laboratory</color>\n\nA craftsman completes a tool, but a scholar asks what that tool still cannot do and ceaselessly scratches a pen across paper in search of the answer.\n\n[ROOM_PoorResearchLab]\n[ROOM_MediocreResearchLab]\n[ROOM_NormalResearchLab]\n[ROOM_DecentResearchLab]\n", "TEXTKEY_GAMEGUIDE_Temple_NAME": "Room Type: Temple", "TEXTKEY_GAMEGUIDE_Temple_DESC": "<color=#a69085>\"Humanity's longing for the sacred stood steadfast even amid the splendor of the Elos Empire, which acted as though no gods existed.\"\n- Miguel, City Hall Secretary</color>\n\n<color=#ccbeb8>Temple</color>\n\nFaith in the Goddess, spread widely across the continent, became one of the foundations that sustained the hearts and lives of countless people after the Catastrophe.\nThe instinctive human sense of the sacred resonates with statues of the Goddess through magic stones, dramatically enhancing an individual's abilities. This phenomenon is known as Consecration.\nThe taller and more majestic the facility appears, the greater the spiritual and physical growth it can produce with fewer magic stones. This makes decorating the temple especially important.\n\n[ROOM_PoorTemple]\n[ROOM_MediocreTemple]\n[ROOM_NormalTemple]\n[ROOM_DecentTemple]\n", "TEXTKEY_GAMEGUIDE_MerchantRoom_NAME": "Room Type: Merchant Room", "TEXTKEY_GAMEGUIDE_MerchantRoom_DESC": "<color=#a69085>\"So, how much were you looking to spend?\"\n- Jake, Lycan Marketplace Merchant</color>\n\n<color=#ccbeb8>Merchant Room</color>\n\nMerchants bring more than goods. They also bring news and possibilities from beyond the settlement. The merchant room serves as a lifeline where unnecessary items can be sold and needed goods purchased.\n\n[ROOM_MerchantRoom]", "TEXTKEY_GAMEGUIDE_DiningRoom_NAME": "Room Type: Dining Hall", "TEXTKEY_GAMEGUIDE_DiningRoom_DESC": "\n<color=#a69085>\"On the battlefield, eating well means you have already accomplished eighty percent of the mission.\"\n- Battle Cook Yoshiteru</color>\n\n<color=#ccbeb8>Dining Hall</color>\n\nFood relieves hunger, but the dining hall relieves the day's lingering weariness among people.\n\n[ROOM_PoorDiningRoom]\n[ROOM_MediocreDiningRoom]\n[ROOM_NormalDiningRoom]\n[ROOM_DecentDiningRoom]\n\n", "TEXTKEY_GAMEGUIDE_RecreationRoom_NAME": "Room Type: Recreation Room", "TEXTKEY_GAMEGUIDE_RecreationRoom_DESC": "<color=#a69085>\"Look at those colors revealed as luck and skill are cast upon the floor. Do they not remind you of the Vermilion Bird scattering its own feathers with every beat of its wings?\"\n- Wang Wei, Arena Announcer</color>\n\n<color=#ccbeb8>Recreation Room</color>\n\nPeople need a place to play just as much as they need a place to rest. It increases their efficiency while they enjoy themselves.\n\n[ROOM_PoorRecreationRoom]\n[ROOM_MediocreRecreationRoom]\n[ROOM_NormalRecreationRoom]\n[ROOM_DecentRecreationRoom]\n", "TEXTKEY_GAMEGUIDE_StressStatus_NAME": "Stress", "TEXTKEY_GAMEGUIDE_StressStatus_DESC": "Indicates the level of mental strain a unit is under.\n When [STATUS_Stress] reaches its maximum, the unit enters a [AFFECTER_MentalBreak] state, and [STATUS_Stress] is reset to 0.\n ##\n If [STATUS_Stress] hits the maximum again during [AFFECTER_MentalBreak] state, the unit <color=#ccbeb8>dies instantly</color>.\n ##\n [STATUS_Stress] decreases when [STATUS_Mood] is positive and increases when [STATUS_Mood] is negative, with both changes scaling proportionally to [STATUS_Mood] level.", "TEXTKEY_GAMEGUIDE_MoodStatus_NAME": "Mood", "TEXTKEY_GAMEGUIDE_MoodStatus_DESC": "Represents the current emotional state of a unit.\nYou can check mood influencing factors via the <color=#ccbeb8>'Mood' section in the 'Status' tab</color>.\n##\n[STATUS_Mood] <color=#ccbeb8>decreases due to negative conditions</color> like low [STATUS_Hunger] or extended dungeon stays, and <color=#ccbeb8>increases through positive conditions</color> like resting or eating good food.\n##\nTIP : <color=#ccbeb8>Higher level units expect better treatment</color>, so manage food, equipment, and facilities carefully to avoid discontent.", "TEXTKEY_GAMEGUIDE_PauseInCombat_NAME": "Pause in Combat", "TEXTKEY_GAMEGUIDE_PauseInCombat_DESC": "<color=#ccbeb8>Even during combat</color>, you can <color=#ccbeb8>freely pause</color> combat by pressing the <color=#ccbeb8>'Space'</color>.\n##\nWhile paused, you can <color=#ccbeb8>queue actions</color> such as <color=#ccbeb8>skills</color>, <color=#ccbeb8>movement</color>, or <color=#ccbeb8>item usage</color>.\n##\n<color=#ccbeb8>Strategic use of pause</color> is essential for achieving <color=#ccbeb8>victory</color>.\n##\nTIP: When an Acid Bug is <color=#ccbeb8>about to explode, pause the game</color> and issue a move command to dodge the blast.", "TEXTKEY_GAMEGUIDE_ConsumptionPolicy_NAME": "Consumption Policy", "TEXTKEY_GAMEGUIDE_ConsumptionPolicy_DESC": "You can open the <color=#ccbeb8>Consumption Policy</color> window from the button at the top right of the screen.  \n##\nUse it to decide which of the <color=#ccbeb8>automatically used consumables</color> to <color=#ccbeb8>allow</color> or <color=#ccbeb8>ban</color> for your units.  \n##\nFor example, you can <color=#ccbeb8>ban</color> units from eating high-quality food so they only consume <color=#ccbeb8>allowed food</color>, or restrict them to specific types of healing items.  \n##\nTIP: Lizardmen dislike vegetarian food. By <color=#ccbeb8>banning</color> vegetarian meals, you can prevent them from eating it and maintain their <color=#ccbeb8>[STATUS_Mood]</color>.  ", "TEXTKEY_GAMEGUIDE_DungeonCorruption_NAME": "Dungeon Corruption", "TEXTKEY_GAMEGUIDE_DungeonCorruption_DESC": "[Shared_DungeonPortal]s created by [Shared_Arcteon] drain energy from their surroundings, slowly turning parts of the continent into [Shared_BarrenLand].\n As the corruption spreads, the [Shared_Dungeon]'s influence grows, and the threats within become more dangerous.\n ##\n Destroying a hidden <color=#ccbeb8>'Dungeon Core'</color> can reduce the corruption level.\n But be careful. The moment you touch a core, the [Shared_Dungeon] will sense the threat and call countless enemies to you.\n ##\n TIP : Dungeon corruption level is currently [Shared_NotImplFeature].", "TEXTKEY_GAMEGUIDE_ControlGuide_NAME": "Control Guide", "TEXTKEY_GAMEGUIDE_ControlGuide_DESC": "<Basic Controls>\n\nCamera Movement: <color=#ccbeb8>WASD</color>\n\nSelect Individual Unit: <color=#ccbeb8>1~9</color>  \nSelect All Units: <color=#ccbeb8>Tab</color>\n\nPause/Resume Game: <color=#ccbeb8>Space</color>  \nAdjust Game Speed: <color=#ccbeb8>F1~F2</color>\n##\nSelect Object: <color=#ccbeb8>Left Click</color>  \nCancel Selection Mode: <color=#ccbeb8>Right Click</color>  \n\nGather Mode: <color=#ccbeb8>Z</color>  \nCancel Mode: <color=#ccbeb8>X</color>  \nPickup Mode: <color=#ccbeb8>C</color>  \nDemolition Mode: <color=#ccbeb8>V</color>  \n##\n<Controls While a Unit is Selected>\n\nMove & Basic Attack: <color=#ccbeb8>Right Click</color>  \nInteract: <color=#ccbeb8>Right Click</color>  \n\nStatus Tab : <color=#ccbeb8>U</color>  \nInventory Tab : <color=#ccbeb8>I</color>  \nSkill Tab : <color=#ccbeb8>K</color>  \n##\nSkill Use1: <color=#ccbeb8>Q</color>  \nSkill Use2: <color=#ccbeb8>E</color>  \nSkill Use3: <color=#ccbeb8>R</color>  \nSkill Use4: <color=#ccbeb8>T</color>", "TEXTKEY_GAMEGUIDE_MajorStat_NAME": "Unit Ability: Major Stat", "TEXTKEY_GAMEGUIDE_MajorStat_DESC": "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities:\n\n[STATUS_Strength]\nThis major stat proportionally increases maximum weight, physical attack power, mining proficiency, and logging proficiency.\n\n[STATUS_Constitution]\nThis major stat proportionally increases maximum health and physical resistance (slashing/blunt/piercing).\n##\n[STATUS_Will]\nThis major stat proportionally increases maximum energy, status effect resistance (bleeding/poison/stun/root/disarm), and taming proficiency.\n\n[STATUS_Intelligence]\nThis major stat proportionally increases magic attack power, magic resistance (fire/water/nature), research proficiency, and medical proficiency.\n##\n[STATUS_Agility]\nThis major stat proportionally increases movement speed, evasion chance, and crafting proficiency.\n\n[STATUS_Perception]\nThis major stat proportionally increases physical critical chance, melee hit chance, ranged hit chance, farming proficiency, and cooking proficiency.", "TEXTKEY_GAMEGUIDE_Talent_NAME": "Unit Ability: Talent", "TEXTKEY_GAMEGUIDE_Talent_DESC": "Each main attribute is associated with a talent. The higher the talent, the wider the range of potential increase in attributes when leveling up.", "TEXTKEY_GAMEGUIDE_Trait_NAME": "Unit Ability: Traits", "TEXTKEY_GAMEGUIDE_Trait_DESC": "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in various ways, and each trait affects stats, behavior, status, combat performance, and more in different ways depending on its content.\n\n<color=#ccbeb8><Racial Trait></color>\nTraits that represent the inherent characteristics of a unit's race. They are granted by default according to race and reflect that race's nature or physical differences.\n\n<color=#ccbeb8><Origin Trait></color>\nTraits that represent the background a unit has lived through. Past environment, occupation, and experiences are reflected in these traits and affect the unit's abilities or disposition.\n\n<color=#ccbeb8><Personal Trait></color>\nTraits that represent an individual unit's personality, habits, talents, weaknesses, and similar qualities. Even units of the same race or origin can have different individuality depending on their personal traits.\n\n<color=#ccbeb8><Inscription Trait></color>\nTraits gained by choosing one of the inscriptions randomly offered when leveling up. They determine the unit's growth direction, and the chosen inscription can change combat or daily-life capabilities.\n\n<color=#ccbeb8><Soul Trait></color>\nTraits obtained by using soul stones. A unit can have only one soul trait and cannot possess multiple soul traits at the same time.", "TEXTKEY_GAMEGUIDE_IndoorStructures_NAME": "Indoor Structures", "TEXTKEY_GAMEGUIDE_IndoorStructures_DESC": "Some structures, such as beds or Research Stations, can only be constructed indoors.\nTo qualify as an <color=#ccbeb8>indoor</color> space, the area must be fully enclosed by walls and doors, including corners.\n##\nAdditionally, wall quality requirements include room corners, while floor quality requirements are determined based on the floor tiles located inside the walls.", "TEXTKEY_GAMEGUIDE_SkillReset_NAME": "Skill Reset", "TEXTKEY_GAMEGUIDE_SkillReset_DESC": "If you drink a [ITEM_SkillResetElixir], you can reset your skills.\n\nSkill Reset Elixirs have a chance to be found in treasure chests in the dungeon.\nYou can also obtain one guaranteed Skill Reset Elixir when your expedition rank reaches [Shared_ExpeditionRank2].", "TEXTKEY_GAMEGUIDE_UnitFire_NAME": "Dismissing Units", "TEXTKEY_GAMEGUIDE_UnitFire_DESC": "You can dismiss a unit by pressing the button below the unit’s portrait in the status window.\nUnits can only be dismissed while in the settlement.", "TEXTKEY_GAMEGUIDE_GoddessTears_NAME": "Settlement Expansion", "TEXTKEY_GAMEGUIDE_GoddessTears_DESC": "[ITEM_GoddessTears] can be used to remove Dark Thorn Vines.\n\nThe corruption created by the thorn vines will also be removed.\n##\nOccasionally, a wide clearing may be found beyond the corruption.", "TEXTKEY_GAMEGUIDE_TaskPriority_NAME": "Task Priority", "TEXTKEY_GAMEGUIDE_TaskPriority_DESC": "You can set the Task Priority for each unit.\nA unit’s task efficiency varies depending on its race and stats.\nRaising the priority of tasks a unit is good at helps your settlement run more efficiently.", "TEXTKEY_GAMEGUIDE_DeadUnitTreatment_NAME": "Expedition Member Death and Bodies", "TEXTKEY_GAMEGUIDE_DeadUnitTreatment_DESC": "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population.\nThere are two ways to handle burial.\n\n## \n<Grave Funeral>\nIf you build an empty grave, another expedition member can bury the body. This is the most common funeral method and one expedition members can accept.\n\n## \n<Corpse Disposal>\nWhile carrying the body, right-click the Settlement Portal to interact with it and dispose of the body. This is considered an insulting act by expedition members.", "TEXTKEY_RESEARCH_WoodProcessing1_NAME": "Wood Processing", "TEXTKEY_RESEARCH_WoodProcessing2_NAME": "Wood Processing II", "TEXTKEY_RESEARCH_BasicStorage_NAME": "Basic Storage", "TEXTKEY_RESEARCH_HuntProcessing_NAME": "Hunting Processing", "TEXTKEY_RESEARCH_WeaveProcessing_NAME": "Textile Processing", "TEXTKEY_RESEARCH_BasicAlchemy_NAME": "Basic Alchemy", "TEXTKEY_RESEARCH_BasicCuisine_NAME": "Basic Cuisine", "TEXTKEY_RESEARCH_Grave_NAME": "Grave", "TEXTKEY_RESEARCH_WoodHousing_NAME": "Wooden Housing", "TEXTKEY_RESEARCH_RawhideSleepingBag_NAME": "Rawhide Sleeping Bag", "TEXTKEY_RESEARCH_CarapaceProcessing_NAME": "Carapace Processing", "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME": "Carapace Processing II", "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME": "Carapace Processing III", "TEXTKEY_RESEARCH_StaffCrafting_NAME": "Staff Crafting", "TEXTKEY_RESEARCH_RelifFood_NAME": "Relief Rations", "TEXTKEY_RESEARCH_BasicMonsterCusine_NAME": "Basic Monster Cuisine", "TEXTKEY_RESEARCH_MasonProcessing_NAME": "Basic Masonry", "TEXTKEY_RESEARCH_BoneProcessing1_NAME": "Bone Processing", "TEXTKEY_RESEARCH_BoneProcessing2_NAME": "Bone Processing II", "TEXTKEY_RESEARCH_BasicCrafts_NAME": "Basic Crafting", "TEXTKEY_RESEARCH_AdvancedWoodHousing_NAME": "Advanced Wooden Housing", "TEXTKEY_RESEARCH_ImprovedGrassPorridge_NAME": "Improved Grass Porridge", "TEXTKEY_RESEARCH_Drying_NAME": "Drying", "TEXTKEY_RESEARCH_MetalProcessing1_NAME": "Metal Processing", "TEXTKEY_RESEARCH_Bonfire_NAME": "Bonfire", "TEXTKEY_RESEARCH_Campsite_NAME": "Campsite Setup", "TEXTKEY_RESEARCH_StrawProcessing_NAME": "Straw Processing", "TEXTKEY_RESEARCH_AdvancedCusine_NAME": "Improved Cuisine", "TEXTKEY_RESEARCH_BurrowMonsterCusine_NAME": "Underground Monster Cuisine", "TEXTKEY_RESEARCH_ArcronProcessing_NAME": "Arcron Processing", "TEXTKEY_RESEARCH_ThornPurification_NAME": "Dark Thorn Vine Purification", "TEXTKEY_RESEARCH_StoneHousing_NAME": "Stone Housing", "TEXTKEY_RESEARCH_AdvancedStoneHousing_NAME": "Advanced Stone Housing", "TEXTKEY_RESEARCH_LeatherProcessing1_NAME": "Leather Processing", "TEXTKEY_RESEARCH_AdvancedStorage_NAME": "Intermediate Storage", "TEXTKEY_RESEARCH_BasicFarming_NAME": "Basic Farming", "TEXTKEY_RESEARCH_OperatingTable_NAME": "Operating Table", "TEXTKEY_QUEST_Main0_NAME": "Main Quest", "TEXTKEY_QUEST_Main1_NAME": "Main Quest", "TEXTKEY_QUEST_Main2_NAME": "Main Quest", "TEXTKEY_QUEST_Main3_NAME": "Main Quest", "TEXTKEY_QUEST_Main4_NAME": "Main Quest", "TEXTKEY_QUEST_Main5_NAME": "Main Quest", "TEXTKEY_QUEST_Main6_NAME": "Main Quest", "TEXTKEY_QUEST_Main7_NAME": "Main Quest", "TEXTKEY_QUEST_Main8_NAME": "Main Quest", "TEXTKEY_QUEST_Main100_NAME": "Establish a Base", "TEXTKEY_QUEST_Tuto0_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto1_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto2_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto3_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto4_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto5_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto6_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto7_NAME": "Tutorial (Open Inventory : I)", "TEXTKEY_QUEST_Tuto8_NAME": "Tutorial (Open Skill : K)", "TEXTKEY_QUEST_Tuto9_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto10_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto11_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto12_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto13_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto14_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto15_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto16_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto17_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto18_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto19_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto20_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto21_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto22_NAME": "Tutorial", "TEXTKEY_QUEST_Tuto23_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto24_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto25_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto26_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto27_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto28_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto29_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto30_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto31_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto32_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto33_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto34_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto35_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto36_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto37_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto38_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto39_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto40_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto41_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto42_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto43_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto44_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto45_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto46_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto47_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto48_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto49_NAME": "Main Quest", "TEXTKEY_QUEST_Tuto50_NAME": "Main Quest", "TEXTKEY_QUEST_CommonMood_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Resource1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Resource2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Food_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Level_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType3_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType4_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType5_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType6_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1RoomType7_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research3_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research4_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research5_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research6_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank1Research7_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Resource1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Resource2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Food_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Level_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType3_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType4_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType5_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType6_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2RoomType7_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Elite_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research3_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research4_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research5_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research6_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research7_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research8_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research9_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research10_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research11_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research12_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research13_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research14_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research15_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research16_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank2Research17_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Resource1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Resource2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Food_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Level_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType3_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType4_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType5_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType6_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3RoomType7_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Elite_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research1_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research2_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research3_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research4_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research5_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research6_NAME": "Expedition Resolution", "TEXTKEY_QUEST_Rank3Research7_NAME": "Expedition Resolution", "TEXTKEY_QUEST_HuntMawmurk_NAME": "Hunt Mawmurk", "TEXTKEY_QUEST_HuntWhiteMawmurk_NAME": "Hunt White Mawmurk", "TEXTKEY_QUEST_HuntAlphaAcidSlogel_NAME": "Hunt AlphaAcidSlogel", "TEXTKEY_QUEST_HuntElderGloth_NAME": "Hunt Elder Gloth", "TEXTKEY_QUEST_DiscardedDivice_NAME": "Investigation of discarded device", "TEXTKEY_QUEST_DiscardedSpecimen_NAME": "Investigation of discarded specimen", "TEXTKEY_QUEST_ResearchInsect_NAME": "Research Insect", "TEXTKEY_QUEST_ResearchInsect2_NAME": "Research Insect 2", "TEXTKEY_QUEST_ResearchInsect3_NAME": "Research Insect 3", "TEXTKEY_QUEST_ResearchInsect4_NAME": "Research Insect 4", "TEXTKEY_QUEST_InteractXenon_NAME": "Talk to Xenon", "TEXTKEY_QUEST_InteractXenon2_NAME": "Talk to Xenon", "TEXTKEY_QUEST_InteractXenon3_NAME": "Talk to Xenon", "TEXTKEY_QUEST_InteractXenon4_NAME": "Talk to Xenon", "TEXTKEY_QUEST_InteractEndrossi_NAME": "Talk to Endrossi", "TEXTKEY_QUEST_InteractEndrossi2_NAME": "Talk to Endrossi", "TEXTKEY_QUEST_InteractEndrossi3_NAME": "Talk to Endrossi", "TEXTKEY_QUEST_InteractEndrossi4_NAME": "Talk to Endrossi", "TEXTKEY_QUEST_InteractEndrossi5_NAME": "Talk to Endrossi", "TEXTKEY_QUEST_InteractPerion_NAME": "Talk to Perion", "TEXTKEY_QUEST_InteractPerion2_NAME": "Talk to Perion", "TEXTKEY_QUEST_OrCondition": "or", "TEXTKEY_QUEST_ProgressBoolean_True": "Completed", "TEXTKEY_QUEST_ProgressBoolean_False": "Incompleted", "TEXTKEY_QUEST_KillCount": "Defeat {0}", "TEXTKEY_QUEST_HasBuilding": "Construct {0}", "TEXTKEY_QUEST_Crafting": "Craft {0}", "TEXTKEY_QUEST_Equipment": "Equip {0}", "TEXTKEY_QUEST_CompleteResearch": "Complete Research {0}", "TEXTKEY_QUEST_UnitAmountAbove": "Explorer Count", "TEXTKEY_QUEST_LevelAbove": "Units of Level {0} or higher ", "TEXTKEY_QUEST_CurrentMap": "Move to {0}", "TEXTKEY_QUEST_GatheringMulti": "Gather {0} ", "TEXTKEY_QUEST_HasItem": "Have {0}", "TEXTKEY_QUEST_VisitMap": "Move to {0}", "TEXTKEY_QUEST_Input": "Input {0}", "TEXTKEY_QUEST_Input_MoveCamera": "Move Camera Keys\n({0}, {1}, {2}, {3})", "TEXTKEY_QUEST_Input_ZoomInOut": "Zoom In Out\n(MouseScroll)", "TEXTKEY_QUEST_Input_GameGuide": "Game Guide ({0})", "TEXTKEY_QUEST_Input_GameSpeedFast": "Set Game Speed Fast\n({0} or screen upper left)", "TEXTKEY_QUEST_Input_ControlModeGather": "Gather Mode\n({0} or screen bottom right)", "TEXTKEY_QUEST_Input_ControlModePickUp": "Pick Up Mode\n({0} or screen bottom right)", "TEXTKEY_QUEST_Input_SelectUnitAll": "Select All Units ({0})", "TEXTKEY_QUEST_MoveToGrid": "Move to the grid displayed on the screen", "TEXTKEY_QUEST_BehaviorOption": "Set {0} Option", "TEXTKEY_QUEST_BehaviorOptionOff": "Off {0} Option", "TEXTKEY_QUEST_InspectEntity": "Inspect {0}", "TEXTKEY_QUEST_InspectBuilding": "Inspect {0}", "TEXTKEY_QUEST_Rescue": "Rescue Ally", "TEXTKEY_QUEST_SpendMinute": "Spend {0} Minutes", "TEXTKEY_QUEST_UseItem": "Use {0}", "TEXTKEY_QUEST_LearnSkill": "Learn {0} Skill", "TEXTKEY_QUEST_SkillType_Active": "Main", "TEXTKEY_QUEST_SkillType_Passive": "Sub", "TEXTKEY_QUEST_InteractBuilding": "Interact with {0}", "TEXTKEY_QUEST_InteractWagon": "Interact with Wagon", "TEXTKEY_QUEST_HasRemnantInMap": "Already Interacted", "TEXTKEY_QUEST_TutorialGathering": "Gather {0} ", "TEXTKEY_QUEST_InteractNPC": "Talk to {0}", "TEXTKEY_QUEST_HasRoomTypeAmount": "Set Up {0}", "TEXTKEY_QUEST_TimeMoodAverage": "Maintain Mood at {0} or higher", "TEXTKEY_QUEST_FoodByMoodAbove": "Stockpile food with Mood {0} or higher", "TEXTKEY_SPEECH_Inspire1": "I can't give up now.", "TEXTKEY_SPEECH_Inspire2": "We must fight to the end!", "TEXTKEY_SPEECH_Inspire3": "Still breathing!", "TEXTKEY_SPEECH_Inspire4": "I’ll hold the line!", "TEXTKEY_SPEECH_Inspire5": "Hope will not fade.", "TEXTKEY_SPEECH_Inspire6": "There is a way!", "TEXTKEY_SPEECH_Inspire7": "Do not lose courage!", "TEXTKEY_SPEECH_Inspire8": "Together, we can win!", "TEXTKEY_SPEECH_Inspire9": "This is not the end.", "TEXTKEY_SPEECH_Inspire10": "Fear is fleeting!", "TEXTKEY_SPEECH_Inspire11": "The light is still with us!", "TEXTKEY_SPEECH_Inspire12": "I will not fall!", "TEXTKEY_SPEECH_Inspire13": "I carve my own fate!", "TEXTKEY_SPEECH_Inspire14": "One more step forward!", "TEXTKEY_SPEECH_Inspire15": "My heart still beats!", "TEXTKEY_SPEECH_Inspire16": "Do not drop the blade!", "TEXTKEY_SPEECH_Inspire17": "Let’s pierce this darkness!", "TEXTKEY_SPEECH_Inspire18": "There is still hope!", "TEXTKEY_SPEECH_Inspire19": "I will protect you!", "TEXTKEY_SPEECH_Inspire20": "Victory is not giving up!", "TEXTKEY_SPEECH_Disgrace1": "We're... finished...", "TEXTKEY_SPEECH_Disgrace2": "All... for nothing...", "TEXTKEY_SPEECH_Disgrace3": "The path... is lost...", "TEXTKEY_SPEECH_Disgrace4": "The light has died...", "TEXTKEY_SPEECH_Disgrace5": "There is no escape...", "TEXTKEY_SPEECH_Disgrace6": "It’s all over...", "TEXTKEY_SPEECH_Disgrace7": "Even the gods abandon us...", "TEXTKEY_SPEECH_Disgrace8": "I... can’t go on...", "TEXTKEY_SPEECH_Disgrace9": "We are already defeated...", "TEXTKEY_SPEECH_Disgrace10": "No one will survive...", "TEXTKEY_SPEECH_Disgrace11": "So cold... too cold...", "TEXTKEY_SPEECH_Disgrace12": "Only despair remains...", "TEXTKEY_SPEECH_Disgrace13": "Accept... the end...", "TEXTKEY_SPEECH_Disgrace14": "The grave awaits us...", "TEXTKEY_SPEECH_Disgrace15": "My strength is gone...", "TEXTKEY_SPEECH_Disgrace16": "This darkness... cannot be beaten...", "TEXTKEY_SPEECH_Disgrace17": "I can't take another step...", "TEXTKEY_SPEECH_Disgrace18": "Death is close...", "TEXTKEY_SPEECH_Disgrace19": "I’m... fading...", "TEXTKEY_SPEECH_Disgrace20": "Nothing but endless pain...", "TEXTKEY_SPEECH_TestTest": "Lizardmen are the cutest!", "TEXTKEY_SPEECH_Tuto1": "Oh god... I'm still alive.", "TEXTKEY_SPEECH_Tuto2": "Where should I go?", "TEXTKEY_SPEECH_Tuto3": "Alright, that way.", "TEXTKEY_SPEECH_Tuto4": "Damn rats...", "TEXTKEY_SPEECH_Tuto5": "Someone stayed... All dead.", "TEXTKEY_SPEECH_Tuto6": "This might come in handy.", "TEXTKEY_SPEECH_Tuto7": "I will survive, no matter what.", "TEXTKEY_SPEECH_Tuto8": "Need to help her now!", "TEXTKEY_SPEECH_Tuto9": "Ugh...", "TEXTKEY_SPEECH_Tuto10": "I’ve rested enough.", "TEXTKEY_SPEECH_Tuto11": "Careful. That one looks dangerous.", "TEXTKEY_SPEECH_Tuto12": "A portal! We're saved!", "TEXTKEY_SPEECH_LizGreeting": "Greetings, Human warriors!", "TEXTKEY_SPEECH_Liana": "Tch, a Lizard!", "TEXTKEY_SPEECH_SentinelWarning1": "Halt. Turn back, or I shall strike.", "TEXTKEY_SPEECH_SentinelWarning2": "3... 2... 1...", "TEXTKEY_SPEECH_SentinelWarning3": "NULL", "TEXTKEY_SPEECH_ScareCrow": "You heartless, cold-blooded monster!", "TEXTKEY_SPEECH_ScareCrow2": "You pathetic scum… go rot in hell!", "TEXTKEY_SPEECH_ScareCrow3": "What are you looking at?", "TEXTKEY_SPEECH_ScareCrow4": "Ha! That doesn’t even tickle.", "TEXTKEY_SPEECH_ScareCrow5": "Oh, back again. I expect nothing.", "TEXTKEY_SPEECH_ScareCrow6": "That barely scratches me.", "TEXTKEY_SPEECH_ScareCrow7": "That’s it. Short.", "TEXTKEY_SPEECH_ScareCrow8": "Looks good. Empty inside.", "TEXTKEY_SPEECH_ScareCrow9": "Keep going. I’ve got time.", "TEXTKEY_SPEECH_ScareCrow10": "You’ll break me with that. Cute.", "TEXTKEY_SPEECH_ScareCrow11": "I can do this all day.", "TEXTKEY_SPEECH_ScareCrow12": "Hey, DO BETTER.", "TEXTKEY_SPEECH_ScareCrow13": "I wonder what’s happening in there.", "TEXTKEY_SPEECH_ScareCrow14": "The dungeon is insane. So are the ones who made it.", "TEXTKEY_SPEECH_ScareCrow15": "I saw a giant rat fighting a slime.", "TEXTKEY_SPEECH_ScareCrow16": "There’s a red tree with strange fruit.", "TEXTKEY_SPEECH_ScareCrow17": "Think this place will thrive?", "TEXTKEY_SPEECH_ScareCrow18": "You should eat on time.", "TEXTKEY_SPEECH_ScareCrow19": "Some went mad staying in the dungeon.", "TEXTKEY_SPEECH_ScareCrow20": "Hey, stop slacking and get to work.", "TEXTKEY_SPEECH_ScareCrow21": "Better here. Still don’t like it.", "TEXTKEY_SPEECH_ScareCrow22": "Quick, quick. Chop chop.", "TEXTKEY_SPEECH_ScareCrow23": "It’s noisy. Less boring.", "TEXTKEY_SPEECH_ScareCrow24": "Too quiet over there. Makes you think.", "TEXTKEY_SPEECH_ScareCrow25": "Everyone’s busy. Same end.", "TEXTKEY_SPEECH_ScareCrow26": "I last. You won’t.", "TEXTKEY_SPEECH_ScareCrow27": "I’m so bored I could die. Yawn…", "TEXTKEY_SPEECH_ScareCrow28": "I like this spot. Don’t move me.", "TEXTKEY_SPEECH_ScareCrow29": "You’ll go back in. They all do.", "TEXTKEY_SPEECH_ScareCrow30": "Don’t get greedy in the dungeon.", "TEXTKEY_SPEECH_ScareCrow31": "(Whistling a tune)", "TEXTKEY_SPEECH_ScareCrow32": "Time flies.", "TEXTKEY_SPEECH_ScareCrow33": "Wait!! Calm down...", "TEXTKEY_ALERT_Heavy_NAME": "Heavy", "TEXTKEY_ALERT_VeryHeavy_NAME": "Very Heavy", "TEXTKEY_ALERT_LowHp_NAME": "Low HP", "TEXTKEY_ALERT_LowHeadHp_NAME": "Low Head HP", "TEXTKEY_ALERT_Hungry_NAME": "Low Hunger", "TEXTKEY_ALERT_Exhausted_NAME": "Low Energy", "TEXTKEY_ALERT_Stressed_NAME": "High Stress", "TEXTKEY_ALERT_LowMood_NAME": "Low Mood", "TEXTKEY_ALERT_LowFood_NAME": "Low Food Stock", "TEXTKEY_ALERT_LowDurability_NAME": "Low Durability", "TEXTKEY_ALERT_Idle_NAME": "Idle Unit", "TEXTKEY_ALERT_NoResearch_NAME": "No Research Selected", "TEXTKEY_ALERT_NoHeadEquip_NAME": "No Head Equipment", "TEXTKEY_ALERT_NoBodyEquip_NAME": "No Body Equipment", "TEXTKEY_ALERT_NoWeaponEquip_NAME": "No Weapon Equipment", "TEXTKEY_ALERT_BuildingInteractablePositionBlocked_NAME": "No Interactable Area", "TEXTKEY_ALERT_SevereHp_NAME": "Severely Low HP", "TEXTKEY_ALERT_SevereHeadHp_NAME": "Severely Low Head HP", "TEXTKEY_ALERT_VeryHungry_NAME": "Very Low Hunger", "TEXTKEY_ALERT_VeryExhausted_NAME": "Very Low Energy", "TEXTKEY_ALERT_VeryStressed_NAME": "Very High Stress", "TEXTKEY_ALERT_VeryLowMood_NAME": "Very Low Mood", "TEXTKEY_ALERT_DeadlyHungry_NAME": "Dying by Hunger", "TEXTKEY_ALERT_DeadlyDamage_NAME": "Dying by Damage", "TEXTKEY_ALERT_NoFood_NAME": "No Edible food", "TEXTKEY_ALERT_LowAmmo_NAME": "Low Ammo", "TEXTKEY_ALERT_NoAmmo_NAME": "No Ammo", "TEXTKEY_ALERT_ResearchComplete_NAME": "{0} Complete", "TEXTKEY_ALERT_EventOccur_NAME": "Someone awaits your decision.", "TEXTKEY_ALERT_Tutorial_NAME": "Tutorial", "TEXTKEY_ALERT_Heavy_DESC1": "Inventory is [AFFECTER_Overloaded].", "TEXTKEY_ALERT_Heavy_DESC2": "Movement speed is reduced.", "TEXTKEY_ALERT_VeryHeavy_DESC1": "Inventory is [AFFECTER_SevereOverloaded]", "TEXTKEY_ALERT_VeryHeavy_DESC2": "Movement speed is reduced a lot.", "TEXTKEY_ALERT_LowHp_DESC1": "Health is low.", "TEXTKEY_ALERT_LowHp_DESC2": "Use healing items to restore health.", "TEXTKEY_ALERT_LowHeadHp_DESC1": "[STATUS_HealthHead] is low.", "TEXTKEY_ALERT_LowHeadHp_DESC2": "If damage reduces health to 0 or below, the character will enter [AFFECTER_Deadly] even if [STATUS_HealthBody] remains, or die instantly if they have [AFFECTER_DeadlyAfterEffect].", "TEXTKEY_ALERT_Hungry_DESC1": "[STATUS_Hunger] is low.\nNeed to eat something.", "TEXTKEY_ALERT_Hungry_DESC2": "When the unit’s [STATUS_Hunger] reaches 0, they will fall unconscious and become uncontrollable. \n<color=#ccbeb8>Prolonged starvation will lead to death.</color>", "TEXTKEY_ALERT_Exhausted_DESC1": "The unit is exhausted.\nNeed some rest.", "TEXTKEY_ALERT_Exhausted_DESC2": "When the unit’s [STATUS_Energy] reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.  \n\nTIP: During expedition, units will not automatically sleep even if [STATUS_Energy] is low. Use the 'Rest Priority' action option if needed.", "TEXTKEY_ALERT_Stressed_DESC1": "[STATUS_Stress] is high.\nTake care of [STATUS_Mood].", "TEXTKEY_ALERT_Stressed_DESC2": "When [STATUS_Stress] reaches its maximum, the unit enters a [AFFECTER_MentalBreak] state, causing negative effects, and [STATUS_Stress] is reset to 0.  \nIf [STATUS_Stress] reaches the maximum again while in [AFFECTER_MentalBreak] state, the unit will die instantly.  \n[STATUS_Stress] decreases when the unit’s [STATUS_Mood] is above 0.  \n\nTIP: The longer the unit stays in a dungeon, the stronger the negative effects on [STATUS_Mood]. If [STATUS_Mood] is difficult to manage during expedition, it’s better to return to the settlement.", "TEXTKEY_ALERT_LowMood_DESC1": "The unit’s [STATUS_Mood] is low.", "TEXTKEY_ALERT_LowMood_DESC2": "When [STATUS_Mood] is below 0, [STATUS_Stress] increases in proportion to it.  \n\nTIP: In the [STATUS_Mood] tab of the status you can check why the unit’s [STATUS_Mood] is low.", "TEXTKEY_ALERT_LowFood_DESC1": "Food supplies in the settlement are low.", "TEXTKEY_ALERT_LowFood_DESC2": "Food will soon run out. Consider securing more.", "TEXTKEY_ALERT_LowDurability_DESC1": "Equipment durability is low.", "TEXTKEY_ALERT_LowDurability_DESC2": "It may soon break, so be cautious.", "TEXTKEY_ALERT_Idle_DESC1": "Unit has nothing to do.", "TEXTKEY_ALERT_Idle_DESC2": "NULL", "TEXTKEY_ALERT_NoResearch_DESC1": "No research is currently in progress.", "TEXTKEY_ALERT_NoResearch_DESC2": "Please select the next research topic.", "TEXTKEY_ALERT_NoHeadEquip_DESC1": "No head equipment is equipped.", "TEXTKEY_ALERT_NoHeadEquip_DESC2": "NULL", "TEXTKEY_ALERT_NoBodyEquip_DESC1": "No body equipment is equipped.", "TEXTKEY_ALERT_NoBodyEquip_DESC2": "NULL", "TEXTKEY_ALERT_NoWeaponEquip_DESC1": "No weapon is equipped.", "TEXTKEY_ALERT_NoWeaponEquip_DESC2": "NULL", "TEXTKEY_ALERT_BuildingInteractablePositionBlocked_DESC1": "The building currently has no interactable area. Tasks applied to this building cannot be performed.", "TEXTKEY_ALERT_BuildingInteractablePositionBlocked_DESC2": "NULL", "TEXTKEY_ALERT_SevereHp_DESC1": "Health is critically low.", "TEXTKEY_ALERT_SevereHp_DESC2": "Use healing items to restore health.", "TEXTKEY_ALERT_SevereHeadHp_DESC1": "[STATUS_HealthHead] is critically low.", "TEXTKEY_ALERT_SevereHeadHp_DESC2": "If [STATUS_HealthHead] drops to 0 or below, the unit will enter [AFFECTER_Deadly] state or die, even if [STATUS_HealthBody] remains.", "TEXTKEY_ALERT_VeryHungry_DESC1": "[STATUS_Hunger] is very low.\nNeed to eat something.", "TEXTKEY_ALERT_VeryHungry_DESC2": "When the unit’s [STATUS_Hunger] reaches 0, they will fall unconscious and become uncontrollable. \n<color=#ccbeb8>Prolonged starvation will lead to death.</color>", "TEXTKEY_ALERT_VeryExhausted_DESC1": "The unit is very exhausted.\nNeed some rest.", "TEXTKEY_ALERT_VeryExhausted_DESC2": "When the unit’s [STATUS_Energy] reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.\n\nTIP: During expedition, units do not automatically sleep even if [STATUS_Energy] is low. Use the 'Rest Priority' action option if needed.", "TEXTKEY_ALERT_VeryStressed_DESC1": "[STATUS_Stress] is very high.", "TEXTKEY_ALERT_VeryStressed_DESC2": "When [STATUS_Stress] reaches its maximum, the unit enters a [AFFECTER_MentalBreak] state, causing negative effects, and [STATUS_Stress] is reset to 0.  \nIf [STATUS_Stress] reaches the maximum again while in [AFFECTER_MentalBreak] state, the unit will die instantly.  \n[STATUS_Stress] decreases when the unit’s [STATUS_Mood] is above 0.  \n\nTIP: The longer the unit stays in a dungeon, the stronger the negative effects on [STATUS_Mood]. If [STATUS_Mood] is difficult to manage during exploration, it’s better to return to the settlement.", "TEXTKEY_ALERT_VeryLowMood_DESC1": "The unit’s [STATUS_Mood] is very low.", "TEXTKEY_ALERT_VeryLowMood_DESC2": "When [STATUS_Mood] is below 0, [STATUS_Stress] increases proportionally.  \n\nTIP: Check the [STATUS_Mood] tab in the status window to see why the unit’s [STATUS_Mood] is low.", "TEXTKEY_ALERT_DeadlyHungry_DESC1": "[STATUS_Hunger] is severely low.\nNeed to eat something.", "TEXTKEY_ALERT_DeadlyHungry_DESC2": "When the unit’s [STATUS_Hunger] reaches zero, they will fall unconscious and become uncontrollable.  \nProlonged starvation will lead to death.  \n\n<color=#ccbeb8>If no action is taken, death will occur soon!!</color>\n\nTIP: The unit cannot feed itself. If another unit has food, you can feed it to this unit.", "TEXTKEY_ALERT_DeadlyDamage_DESC1": "The unit has taken severe damage and is in a [AFFECTER_Deadly] state.", "TEXTKEY_ALERT_DeadlyDamage_DESC2": "<color=#ccbeb8>If no action is taken, death will occur soon!!</color>\n\nAnother unit can rescue them using surgical tools or Black Serum.", "TEXTKEY_ALERT_NoFood_DESC1": "No edible food exists for this unit.", "TEXTKEY_ALERT_NoFood_DESC2": "There is no food. Secure more supplies.  \n\nTIP: Different cooking methods affect [STATUS_Mood] and [STATUS_Hunger] recovery. If food is scarce, use recipes that restore more [STATUS_Hunger] even with the same ingredients.", "TEXTKEY_ALERT_NoAmmo_DESC1": "Equipped ammunition is low.", "TEXTKEY_ALERT_NoAmmo_DESC2": "Without ammunition, attacks cannot be performed.", "TEXTKEY_ALERT_LowAmmo_DESC1": "Ammunition is running low.", "TEXTKEY_ALERT_LowAmmo_DESC2": "Refill ammunition before it runs out.", "TEXTKEY_ALERT_ResearchComplete_DESC1": "Research has been completed.", "TEXTKEY_ALERT_ResearchComplete_DESC2": "NULL", "TEXTKEY_ALERT_MoveCameraAlert": "(Click to move to the unit)", "TEXTKEY_ALERT_ShowUI_Research": "(Click to open the research UI)", "TEXTKEY_ALERT_ShowGuide": "Click to view.\nRight click to dismiss.", "TEXTKEY_ALERT_ShowEvent": "Click to view.\nRight click to dismiss.", "TEXTKEY_ALERT_HideAlert": "Clear Alert", "TEXTKEY_RANDOMTIP_0": "You can pause the game by pressing the <color=#ccbeb8>Space key</color> even during combat. \nUse the pause function strategically.", "TEXTKEY_RANDOMTIP_1": "You can pause the game by pressing the <color=#ccbeb8>Space key</color> even during combat. \nUse the pause function strategically.", "TEXTKEY_RANDOMTIP_2": "You can pause the game by pressing the <color=#ccbeb8>Space key</color> even during combat. \nUse the pause function strategically.", "TEXTKEY_RANDOMTIP_3": "You can pause the game by pressing the <color=#ccbeb8>Space key</color> even during combat. \nUse the pause function strategically.", "TEXTKEY_RANDOMTIP_4": "<color=#ccbeb8>Beast-type monsters and Anomaly-type monsters are hostile to each other</color>.\nUse their relationships strategically to your advantage.", "TEXTKEY_RANDOMTIP_5": "You can pause the game by pressing the <color=#ccbeb8>Space key</color> even during combat. \nUse the pause function strategically.", "TEXTKEY_RANDOMTIP_6": "Units that have reached maximum <color=#ccbeb8>EXP</color> can level up by interacting with the <color=#ccbeb8>Goddess Statue</color>.", "TEXTKEY_RANDOMTIP_7": "In the <color=#ccbeb8>Consume Policy</color> menu, you can allow or prohibit units from using <color=#ccbeb8>items</color>.", "TEXTKEY_RANDOMTIP_8": "You can rescue units in the '<color=#ccbeb8>Near Death</color>' state using an <color=#ccbeb8>Aid Kit</color>.", "TEXTKEY_RANDOMTIP_9": "There are no <color=#ccbeb8>Resources</color> on <color=#ccbeb8>Barren Land</color> except for <color=#ccbeb8>Twisted Tree</color>.", "TEXTKEY_RANDOMTIP_10": "You can restore a unit's <color=#ccbeb8>Energy</color> by using the <color=#ccbeb8>Prioritize Sleep</color> action option.", "TEXTKEY_RANDOMTIP_11": "Units in a bad <color=#ccbeb8>Mood</color> gain <color=#ccbeb8>Stress</color>. If <color=#ccbeb8>Stress</color> reaches <color=#ccbeb8>maximum</color>, they enter a <color=#ccbeb8>Mental Collapse</color> state.", "TEXTKEY_RANDOMTIP_12": "After a <color=#ccbeb8>Mental Collapse</color>, if <color=#ccbeb8>Stress</color> reaches maximum again, the unit dies instantly.", "TEXTKEY_RANDOMTIP_13": "Higher level units require greater <color=#ccbeb8>Mood</color> satisfaction to stay content.", "TEXTKEY_RANDOMTIP_14": "If you are unsatisfied with <color=#ccbeb8>Major Stats</color> or <color=#ccbeb8>Inscription</color> granted by praying, you can pray again. Resources are not refunded.", "TEXTKEY_RANDOMTIP_15": "Delicious food improves a unit's <color=#ccbeb8>Mood</color>.", "TEXTKEY_RANDOMTIP_16": "<color=#ccbeb8>Energy</color> depletion will cause the unit to <color=#ccbeb8>Severely Exhausted</color> temporarily. Units cannot be controlled in this state.", "TEXTKEY_RANDOMTIP_17": "Deeper dungeons contain richer and rarer <color=#ccbeb8>resources</color>.", "TEXTKEY_RANDOMTIP_18": "Running low on <color=#ccbeb8>Gold</color>? Treasure chests in dungeons contain <color=#ccbeb8>Gold</color>.", "TEXTKEY_RANDOMTIP_19": "The <color=#ccbeb8>Recruitment List</color> is updated periodically.", "TEXTKEY_RANDOMTIP_20": "The higher the <color=#ccbeb8>Talent</color>, the more <color=#ccbeb8>Major Stats</color> increase when leveling up.", "TEXTKEY_RANDOMTIP_21": "You cannot manually <color=#ccbeb8>save the game</color> while in a dungeon.", "TEXTKEY_RANDOMTIP_22": "Fulfill different <color=#ccbeb8>room types</color> such as private rooms to gain bonuses. This is especially useful for managing <color=#ccbeb8>mood</color>.", "TEXTKEY_RANDOMTIP_23": "<color=#ccbeb8>Grilled food</color> greatly boosts <color=#ccbeb8>mood</color> but does not fill the <color=#ccbeb8>stomach</color> much.", "TEXTKEY_RANDOMTIP_24": "The <color=#ccbeb8>investigation</color> function lets you preview <color=#ccbeb8>monsters' Traits</color> and <color=#ccbeb8>Skills</color> in advance.", "TEXTKEY_RANDOMTIP_25": "Press the <color=#ccbeb8>Tab key</color> to select all units at once.", "TEXTKEY_RANDOMTIP_26": "Hold <color=#ccbeb8>Shift</color> and left click other units to add them to the selection.", "TEXTKEY_RANDOMTIP_27": "Only a portion of <color=#ccbeb8>Resources</color> used in construction is refunded when demolished.", "TEXTKEY_RANDOMTIP_28": "The efficiency of <color=#ccbeb8>Crafting</color>, <color=#ccbeb8>Research</color>, and other tasks depends on a unit's <color=#ccbeb8>Survival Stat</color>.", "TEXTKEY_RANDOMTIP_29": "The longer a unit stays in a dungeon, the more the dungeon's <color=#ccbeb8>magic</color> gradually lowers its <color=#ccbeb8>Mood</color>.", "TEXTKEY_RANDOMTIP_30": "At night, units' <color=#ccbeb8>Vision Range</color> decreases.", "TEXTKEY_RANDOMTIP_31": "You cannot use <color=#ccbeb8>Portal</color>s during combat.", "TEXTKEY_RANDOMTIP_32": "Units not positioned inside the <color=#ccbeb8>Portal Room</color> will disappear when using a portal.", "TEXTKEY_RANDOMTIP_33": "While in <color=#ccbeb8>Gather Mode (Z)</color>, drag with <color=#ccbeb8>left click</color> to assign multiple <color=#ccbeb8>structures</color> for collection at once.", "TEXTKEY_RANDOMTIP_34": "Use the <color=#ccbeb8>Hold Position</color> action option if you want a unit to stay in place.", "TEXTKEY_RANDOMTIP_35": "You can check <color=#ccbeb8>Inventory</color>, <color=#ccbeb8>Skill</color>s, and <color=#ccbeb8>Status</color> of multiple selected units at once.", "TEXTKEY_RANDOMTIP_36": "Drag <color=#ccbeb8>unit portraits</color> at the top of the screen to change their hotkey order.", "TEXTKEY_RANDOMTIP_37": "In the Inventory, you can drag items to <color=#ccbeb8>nearby units</color> to transfer them conveniently.", "TEXTKEY_RANDOMTIP_38": "<color=#ccbeb8>Storage Buildings</color> can hold items depending on the types they are designed to store.", "TEXTKEY_RANDOMTIP_39": "Liana has paid more in <color=#ccbeb8>Fines</color> than she has earned from <color=#ccbeb8>Poaching.</color>", "TEXTKEY_RANDOMTIP_40": "Among the Lizardmen, there is a legend that they are <color=#ccbeb8>Descendants of Dragons</color> from long ago.\nKragas is one of those who believe in this legend.", "TEXTKEY_RANDOMTIP_41": "When Lowell worked as a guard, <color=#ccbeb8>he would often run up tabs at taverns.</color> The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps forever.", "TEXTKEY_Event_Decision0_Title": "Expedition Resolution", "TEXTKEY_Event_DecisionResult0_Title": "Expedition Resolution Complete", "TEXTKEY_Event_Event0_Title": "Developer’s Letter", "TEXTKEY_Event_Fixed0_Title": "A Plan Gone Awry", "TEXTKEY_Event_Fixed3_Title": "Ominous News", "TEXTKEY_Event_Fixed8_Title": "Report of Achievement", "TEXTKEY_Event_Fixed9_Title": "Expedition Policy", "TEXTKEY_Event_Fixed11_Title": "First Annihilation", "TEXTKEY_Event_Fixed12_Title": "A Difficult Situation", "TEXTKEY_Event_Fixed13_Title": "Doppelganger - Relieved Expedition Members", "TEXTKEY_Event_Fixed14_Title": "Doppelganger - Time to Decide", "TEXTKEY_Event_Fixed15_Title": "Doppelganger - Assault", "TEXTKEY_Event_Fixed16_Title": "A Suspicious Scarecrow", "TEXTKEY_Event_Fixed17_Title": "Building Merchant Chamber", "TEXTKEY_Event_Fixed18_Title": "Merchant Chamber Completed", "TEXTKEY_Event_Fixed28_Title": "Discarded Arcane Device", "TEXTKEY_Event_Fixed29_Title": "Expedition Policy", "TEXTKEY_Event_Fixed30_Title": "Expedition Resolution", "TEXTKEY_Event_Fixed31_Title": "Expedition Rank Increased", "TEXTKEY_Event_Fixed32_Title": "Expedition Rank Increased", "TEXTKEY_Event_Fixed33_Title": "Deputy Commander's Ambition - Lizardman", "TEXTKEY_Event_Fixed34_Title": "Deputy Commander's Ambition - Human", "TEXTKEY_Event_Fixed35_Title": "Deputy Commander's Ambition - Lycan", "TEXTKEY_Event_Fixed36_Title": "Deputy Commander Absent", "TEXTKEY_Event_Fixed37_Title": "Deputy Commander's Ambition - Elf", "TEXTKEY_Event_Fixed38_Title": "Into the Deeper Depths", "TEXTKEY_Event_Fixed39_Title": "Growing Discontent", "TEXTKEY_Event_Fixed40_Title": "A Successful Expedition", "TEXTKEY_Event_Fixed41_Title": "Successful Expedition 2", "TEXTKEY_Event_Fixed45_Title": "Discarded Specimen", "TEXTKEY_Event_Fixed46_Title": "Strange Crevice", "TEXTKEY_Event_Fixed47_Title": "New Dispatch", "TEXTKEY_Event_Fixed48_Title": "Expedition Begins in Earnest", "TEXTKEY_Event_Fixed49_Title": "Expedition Policy", "TEXTKEY_Event_Npc0_Title": "Guild Merchant", "TEXTKEY_Event_Npc1_Title": "Dungeon Merchant", "TEXTKEY_Event_Npc2_Title": "Xenon - Acid Insect Investigation", "TEXTKEY_Event_Npc3_Title": "Xenon - Spore Insect Investigation", "TEXTKEY_Event_Npc4_Title": "Xenon - Meat Grub Investigation", "TEXTKEY_Event_Npc5_Title": "Xenon - Hell Leech Collection", "TEXTKEY_Event_Npc6_Title": "Observe Xenon", "TEXTKEY_Event_Npc7_Title": "Acid Insect Investigation Complete", "TEXTKEY_Event_Npc8_Title": "Spore Insect Investigation Complete", "TEXTKEY_Event_Npc9_Title": "Meat Grub Investigation Complete", "TEXTKEY_Event_Npc10_Title": "Hell Leech Acquisition Complete", "TEXTKEY_Event_Npc11_Title": "Observe Perion", "TEXTKEY_Event_Npc12_Title": "Perion - Magic Device Investigation", "TEXTKEY_Event_Npc13_Title": "Magic Device Investigation Complete", "TEXTKEY_Event_Npc14_Title": "Endrossi", "TEXTKEY_Event_Npc15_Title": "Observe Endrossi", "TEXTKEY_Event_Npc16_Title": "Hunt Mawmurk", "TEXTKEY_Event_Npc17_Title": "White Mawmurk Hunt", "TEXTKEY_Event_Npc18_Title": "Alpha Acid Slogel Hunt", "TEXTKEY_Event_Npc19_Title": "Mawmurk Hunt Complete", "TEXTKEY_Event_Npc20_Title": "White Mawmurk Hunt Complete", "TEXTKEY_Event_Npc21_Title": "TODO", "TEXTKEY_Event_Npc22_Title": "Elder Gloth Hunt Complete", "TEXTKEY_Event_Npc23_Title": "Guild Merchant", "TEXTKEY_Event_Npc24_Title": "Endrossi", "TEXTKEY_Event_Npc25_Title": "Guild Merchant", "TEXTKEY_Event_Npc26_Title": "Dungeon Merchant", "TEXTKEY_Event_Npc27_Title": "Request to Join Perion", "TEXTKEY_Event_Npc28_Title": "Discarded Specimen Investigation Complete", "TEXTKEY_Event_Random0_Title": "Doppelganger?", "TEXTKEY_Event_Random1_Title": "The Gambler", "TEXTKEY_Event_Random2_Title": "The Thousand-Colored Bird", "TEXTKEY_Event_Random3_Title": "Request to Join", "TEXTKEY_Event_Random4_Title": "Beneath the Corruption", "TEXTKEY_Event_Random5_Title": "Looking at the Moon", "TEXTKEY_Event_Random6_Title": "Food Rations", "TEXTKEY_Event_Random7_Title": "Bribery", "TEXTKEY_Event_Random8_Title": "Expedition Support (3)", "TEXTKEY_Event_Random9_Title": "Drifting", "TEXTKEY_Event_Random10_Title": "The Little Green One", "TEXTKEY_Event_Random11_Title": "A Mysterious Sound", "TEXTKEY_Event_Random12_Title": "The Watching Presence", "TEXTKEY_Event_Random13_Title": "Thorned Cliffside", "TEXTKEY_Event_Random14_Title": "Vine Hell", "TEXTKEY_Event_Random15_Title": "Burglary", "TEXTKEY_Event_Random16_Title": "The Watching One 2", "TEXTKEY_Event_Random17_Title": "Goblin Mural", "TEXTKEY_Event_Random18_Title": "Frenzied Ball", "TEXTKEY_Event_Random19_Title": "Sealed Curse", "TEXTKEY_Event_Tutorial0_Title": "The Red Terror", "TEXTKEY_Event_Tutorial9_Title": "Survivor", "TEXTKEY_Event_Tutorial11_Title": "Escape", "TEXTKEY_NodeE000_DESC": "Thank you for playing the Dungeon Settlers demo.\n\nThis demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.\n\nMany parts of the game are still in development, and some content and systems are limited in the demo version.\nWe will continue improving the balance, quality of-life features, events, and late game content.\n\nThe feedback you share with us will be a great help as we continue refining the game.", "TEXTKEY_NodeE010_DESC": "<color=#a69085>The following content is planned for Early Access.</color>\n\n- The boss of the first region, the Veil of Silence\n- The second region, the Festering Burrow, and its boss\n- More random events\n- More inscriptions, backgrounds, and traits\n- Allowing or disallowing storage in containers\n- Sandbox scenarios\n- Steam Cloud saves\n- Other quality-of-life improvements: units that distribute tasks more intelligently\n- Balance adjustments, including the starting traits of <color=#a69085>'Lowell'</color>\n\n<color=#a69085>Content we plan to update quickly during Early Access</color>\n\n- Capturing and ranching certain monsters\n- Priority settings for each building\n- Improvements to settlement decoration\n\nHowever, the detailed schedule and priorities may be adjusted depending on development progress and player feedback.", "TEXTKEY_NodeE020_DESC": "<color=#a69085>The following content is planned for the full release.</color>\n\n- Regions 3 through 6 and their bosses\n- Additional research trees\n- New races\n- New weapon types and skills\n- Training buildings\n- More NPCs and events\n- More campaign scenarios\n- More variety in the open lots that appear when expanding the settlement\n\nEven after Early Access, we will continue updating the game with new content and regions, while making it more stable and deeper.\n\nWe read all the feedback you leave on the Steam Community and Discord.\nYour wishlists and feedback are a great source of support for us.\nThank you, as always, for your support!\n\n<color=#a69085>- Canopener</color>", "TEXTKEY_NodeF010_DESC": "As you whistle off-beat, a crow slips from the thorn vines and perches on your arm. Its eyes glow blue, a gravelly voice breaking forth.\n\n<color=#a69085>\"Report, Expedition Commander.\"</color>\n\nThe crow tilts its head, unblinking.\n\n<color=#a69085>\"…You claimed the lower levels were safe. Clearly, they are not.\"</color>\n\nYou explain that your first scouting mission ended in a deadly encounter with the infamous <color=#a69085>'Red Monster Rat'</color>, leaving most of your party slain.\n\n<color=#a69085>\"Then scouting is meaningless. I’ll send you a new recruit, Kragas. Establish an outpost according to guild protocol, and prepare to strike the beast before it spreads further ruin.\"</color>", "TEXTKEY_NodeF300_DESC": "Through the mist-shrouded vines, a crow flies low before settling on your forearm.\n\n<color=#a69085>\"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hurry and take it down.\"</color>\n\nYou report the recent situation of the expedition teams. When you mention that you do not have enough members to take down the Red Monster Rat, the inspector cuts you off.\n\n<color=#a69085>\"Why didn't you say so sooner? Taking down that monster is urgent! I will provide the funds, so recruit the members yourself.\"</color>", "TEXTKEY_NodeF800_DESC": "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes.\n\n<color=#a69085>\"So you really did kill it. I can't say I expected much...\"</color>\n\nThe raven pecks at the severed head of the Red Monster Rat as if performing an autopsy, but it is now little more than a filthy lump of blood-soaked flesh.\n\n<color=#a69085>\"Do you know how many lives that thing has claimed recently? If you had been a little faster, some of them might still be alive. Well, just an observation.\"</color>\n\nYour expression hardens at the inspector's blunt tone, but he pays no mind and continues grumbling.\n\n<color=#a69085>\"In less than a year, more than half the continent has been swallowed by thorned vines spreading from the dungeons. Yes, much like the forsaken land where you now live. Hurry your expedition along. We must conquer the dungeons before we meet a dreadful end.\"</color>", "TEXTKEY_NodeF900_DESC": "Though your comrades’ vengeance has been fulfilled, a bitter feeling lingers within you. The dead cannot be brought back.\n\nOnce the report concludes, the expedition members gradually gather around you. They wish to hear your thoughts on the path ahead.", "TEXTKEY_NodeF911_DESC": "As you wave them off, the expedition members scratch their heads and return to their duties.\n\nSurely the Expedition Leader already has a solid plan in mind!\n\nTIP : You can use the [ITEM_ExpeditionHorn] to resume Expedition Resolutions.", "TEXTKEY_NodeF1100_DESC": "The moment you think surviving was a miracle, you hear the crow’s wings flapping again. You cling to consciousness and haul yourself upright. The crow lands on your arm and opens its beak.\n\n<color=#a69085>\"First annihilation, huh… You lasted longer than I expected.\"</color>\n\nThe inspector shakes his head and sighs.\n\n<color=#a69085>\"Preparation was lacking from the start. No base near the portal, lack of expedition members… Still, I’ll give you another chance.\"</color>", "TEXTKEY_NodeF1200_DESC": "The crow looks down at you, tilts its beak, and says with an oddly playful tone,\n\n<color=#a69085>\"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in trouble.\"</color>\n\nAfter a brief silence, the inspector's voice continues.\n\n<color=#a69085>\"If you fall apart again, I will not say another word.\"</color>\n\nThe crow shakes one wing and flies back into the mist. You press your lips together and begin preparing once more.", "TEXTKEY_NodeF1300_DESC": "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved for now. Still, a faint unease lingered in the corner of your mind. \n\n'What if the {0} I dealt with was the real {0}?' \n\nYou shake your head and push the needless thought away.", "TEXTKEY_NodeF1400_DESC": "A day has passed, and now it is time to decide what to do with {0}.", "TEXTKEY_NodeF1410_DESC": "<color=#a69085>\"No! I'm real! I'm the real one!\"</color>\n\nYou hear {0} scream and coldly turn your head away. \n\nNo matter how you look at it, this is far too suspicious. There is no need to take an unnecessary risk.\nA few members look strangely uneasy, but most seem relieved.", "TEXTKEY_NodeF1411_DESC": "You examined the situation from several angles, but found nothing immediately suspicious. \n\nYou have not completely set aside your doubts, but you should welcome them back alive all the same.\n\nWith an unpleasant aftertaste and the members' murmuring behind you, you held a brief moment to celebrate {0}'s return.", "TEXTKEY_NodeF1500_DESC": "As soon as you return to the settlement, you witness two members bickering.\n\n<color=#a69085>\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They were suspicious from the moment they suddenly showed up alone!\"</color>\n\n{1} fumes in anger the moment they see you.\nThey show you their wounds and claim they were attacked.\n\n<color=#a69085>\"Leader. All I did was catch that one trying to secretly lay hands on the expedition's valuables. Then that one slipped on their own and blamed me for it!\"</color>\n\n{0} looks at you with an expression of wounded injustice. ", "TEXTKEY_NodeF1510_DESC": "{0} has been suspicious ever since they returned. You still cannot trust them! \n\nYou order the members to seize {0}.\n\n{0} struggles and looks up at you desperately.", "TEXTKEY_NodeF1511_DESC": "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.\n\n{0} thanks you for your trust.", "TEXTKEY_NodeF1600_DESC": "<color=#a69085>\"Wait, wait. Just calm down for a second.\"</color>\n\nThe scarecrow urgently stops you.\n\n<color=#a69085>\"Do you... have any idea how lonely it is here? I'm all alone, all day long...\"</color>\n\nAs you casually raise your hand, the scarecrow flinches again and continues.\n\n<color=#a69085>\"That's why I did it. Because I was lonely. If I don't do something like this, no one ever looks at me.\"</color>\n\nYou can hear a certain desperation in the scarecrow's voice.\n\n<color=#a69085>\"Ah! I've got a good idea. Why don't you take me with you?\"</color>", "TEXTKEY_NodeF1700_DESC": "As you purchase the merchant's scale, she stares at you intently.\n\n<color=#a69085>\"Do you even know what you just bought?\"</color>\n\nWhen you shake your head, she explains as though she expected that answer.\n\n<color=#a69085>\"With that scale, you can officially establish a Merchant Chamber. Once it's built, a merchant from the guild will be sent to manage it.\"</color>", "TEXTKEY_NodeF1800_DESC": "Not long after the Merchant Chamber is completed, a merchant is dispatched from the guild. After settling her belongings into the chamber, she approaches you carrying a stack of documents.\n\n<color=#a69085>\"Well, would you look at that. You're the commander here? What a coincidence...\"</color>\n\nShe trails off, then points through several entries on the list as she explains.\n\n<color=#a69085>\"These here are the goods that'll be traded through this place, so take a good look. I'll keep the stock replenished regularly, so don't worry about that.\"</color>\n\nAfter getting a few signatures from you, she returns to the Merchant Chamber.", "TEXTKEY_NodeF2800_DESC": "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely.\n\nThe pipes are corroded in places, and pools of contaminated water—apparently leaked catalyst—have collected nearby.", "TEXTKEY_NodeF2810_DESC": "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.\n\n<color=#a69085>\"Hummm...\"</color>\n\nThe catalyst inside the vessel churns, and the intricate mana circuits flicker back to life one by one.\n\nFor a brief moment, {0} is struck by a powerful flash of insight, as though they have grasped the principles governing the flow of mana.\n\nBut then the entire device begins to shake violently.\n\n<color=#a69085>\"Bzzzt... Bzzt!\"</color>\n\nThe next instant, the device shatters, spraying corrupted catalyst in every direction.", "TEXTKEY_NodeF2811_DESC": "{0} circles the device, carefully removing each part that still appears intact.\n\nOnce everything useful has been salvaged, nothing remains of the discarded mana device but a worthless heap of scrap metal.", "TEXTKEY_NodeF2900_DESC": "<color=#a69085>\"Bwoooong-\"</color>\n\nAs you sound the expedition horn, the expedition members gather around.\n\n<color=#a69085>\"It seems we need a new approach when it comes to setting and achieving our expedition goals.\"</color>\n\nYou clear your throat before continuing.\n\n<color=#a69085>\"Listen well, everyone. From this point onward, we shall...\"</color>", "TEXTKEY_NodeF3000_DESC": "<color=#a69085>\"It seems our progress toward the objective has slowed, commander.\"</color>\n\nThe expedition members have begun to doubt the expedition's recent ability to achieve its goals.\n\n<color=#a69085>\"Isn’t it a waste of time to keep chasing something that clearly isn’t working?\"</color>\n\nYou had thought the objective would be completed quickly, but it has proven far less simple than expected.\n\nYou fall into deep thought.", "TEXTKEY_NodeF3010_DESC": "<color=#a69085>\"Hmm... if you say so...\"</color>\n\nWhen you assure them that the objective will soon be accomplished, the expedition members reluctantly nod.\n\n<color=#a69085>\"Well then, surely the commander has a proper plan.\"</color>", "TEXTKEY_NodeF3011_DESC": "You explain to the expedition members why the current expedition objective is realistically difficult to achieve.\n\n<color=#a69085>\"Then why did we even set such a goal in the first place?\"</color>\n\nA few expedition members grumble and voice their dissatisfaction.", "TEXTKEY_NodeF3100_DESC": "A raven flies in from afar and lands upon your forearm.\n\n<color=#a69085>\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Forsaken Land is no easy feat in itself.\"</color>\n\n<color=#a69085>\"Perhaps we might have achieved even greater results had the guild offered more support, inspector.\"</color>\n\n<color=#a69085>\"Yes, yes, I hear you. I’ll send a few supplies your way, so make good use of them. And it seems a handful of people have shown interest in joining your expedition as well.\"</color>\n\nThe raven tilts its head slightly before bluntly pecking at your chest with its beak.\n\n<color=#a69085>\"But don’t let it go to your head. You still have a long road ahead. Just keep up the good work, understood?\"</color>\n\nWith those words, the raven disappears into the darkness with a rough beat of its wings.", "TEXTKEY_NodeF3200_DESC": "<color=#a69085>“I've been hearing stories about your group everywhere lately.”</color>\n\nThe Inspector's voice flows from the raven's beak.\n\n<color=#a69085>“It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.”</color>\n\n<color=#a69085>\"Wondering how we're still alive, are you?\"</color>\n\nAt your grumbling, the raven caws and ruffles its feathers.\n\n<color=#a69085>“Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy commander. I'll send you an insignia; the appointment is yours to make.”</color>\n\nWith that, the raven spreads its black wings and vanishes beyond the sky.", "TEXTKEY_NodeF3300_DESC": "{0}, newly appointed as deputy commander, respectfully accepts the insignia you present with both hands.\nThey then turn to face the expedition members with a triumphant air, lashing their tail hard against the ground.\n\n<color=#a69085>\"Rak'tor! The chieftain chose me. Now I am the greatest warrior.\"</color>\n\nThe surrounding lizardmen answer with low growls of approval.\n\n<color=#a69085>\"The greatest warrior fights at the front. Anyone who blocks the chieftain's path, I will tear apart.\"</color>\n\n{0} bares their fangs in a broad grin.\n\n<color=#a69085>\"Behold my strength. All will know the chieftain chose well.\"</color>", "TEXTKEY_NodeF3400_DESC": "The newly appointed deputy commander, {0}, summons the expedition members to the campfire.\n\n<color=#a69085>\"The Dungeon will not welcome us. It will test us without end and, in the end, try to swallow us whole.\"</color>\n\nAfter a brief silence, {0} slowly looks over the assembled members.\n\n<color=#a69085>\"But what will fear alone accomplish? If this apocalypse is to end, someone must take the first step. Come with me, all of you, into the deepest darkness.\"</color>\n\nThe expedition members erupt in cheers at {0}'s speech, firm resolve swelling in every heart.", "TEXTKEY_NodeF3500_DESC": "The newly appointed deputy commander, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition members.\n\n<color=#a69085>\"Monsters always strike when you look weakest. But that is precisely when the real fight begins.\"</color>\n\n{0} bares sharp fangs in a faint smile.\n\n<color=#a69085>\"Remember this: the more blood you lose and the harsher your breathing becomes, the sharper your senses will grow.\"</color>\n\nThe expedition members' eyes naturally turn toward {0}.\n\n<color=#a69085>\"Think you're about to fall? Nonsense. Survive to the very end—and tear out their throats.\"</color>", "TEXTKEY_NodeF3600_DESC": "The raven perched on your forearm glows blue in the eyes.\nA gruff male voice soon issues from its beak.\n\n<color=#a69085>\"I've received a report that the position of deputy commander in your expedition is vacant.\"</color>\n\n<color=#a69085>\"Well... there were circumstances.\"</color>\n\nThe Inspector grumbles in exasperation, then continues his lecture.\n\n<color=#a69085>\"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy commander as soon as you can. \"</color>", "TEXTKEY_NodeF3700_DESC": "The newly appointed deputy commander, {0}, calmly surveys the expedition members.\n\n<color=#a69085>\"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers—and eventually even the World Tree—will wither away.\"</color>\n\nAfter a brief silence, {0} continues in a resolute voice.\n\n<color=#a69085>\"Remember this: the blessing of the sacred World Tree will be with us on our journey.\"</color>\n\nThe expedition members steel themselves, their expressions firm with resolve.", "TEXTKEY_NodeF3800_DESC": "The expedition’s ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless.\n\n<color=#a69085>\"Commander, what if we go deeper on the next expedition?\"</color>\n\nSomeone makes the suggestion loudly in front of all the gathered members.\n\n<color=#a69085>\"If we stop here, everyone will think we’re cowards.\"</color>\n\nAfter deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.", "TEXTKEY_NodeF3900_DESC": "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind.\n\n<color=#a69085>\"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\"</color>\n\n{0} shouts in an agitated voice. A mixture of exhaustion and anger is written across their face.\n\n<color=#a69085>\"That's right! We can't take this anymore!\"</color>\n\nThe other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon, {0}'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop {0}, everyone waits for your response.", "TEXTKEY_NodeF3910_DESC": "The expedition members’ eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and delight. The mood of the conversation softens immediately.\n\n<color=#a69085>\"Truly, commander?\"</color>\n\nMoments ago {0} had been shouting in anger, yet now they ask with the corners of their lips raised.\n\n<color=#a69085>\"Of course. I know well how hard you have all been working. Use these coins to ease your burdens for a while and return with renewed strength.\"</color>\n\nAt your decision, smiles begin to spread across their faces, and before long they return to their places, seemingly satisfied.", "TEXTKEY_NodeF3911_DESC": "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak.\n\n<color=#a69085>\"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\"</color>\n\nAt your words, the expressions of the expedition members begin to change. Even {0} starts to show hints of understanding and sympathy.\n\n<color=#a69085>\"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\"</color>\n\n<color=#a69085>\"Understood, commander. I can see your sincerity. We’ll hold on a little longer.\"</color>\n\nAlongside {0}, the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.", "TEXTKEY_NodeF3912_DESC": "For a brief moment, it seems your persuasion has calmed the room, but the expedition members’ dissatisfaction does not fade so easily. {0} raises their voice once again.\n\n<color=#a69085>\"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\"</color>\n\nThe complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes.\n\nThe situation grows ever more precarious, and the expedition members’ stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.", "TEXTKEY_NodeF4000_DESC": "Once preparations for your speech regarding the expedition’s success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak.\n\n<color=#a69085>\"We have done it! We conquered the Veil of Silence—that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\"</color>\n\nAt your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces.\n\n<color=#a69085>\"No matter what hardships lie ahead, we shall trust one another and move forward together!\"</color>\n\nAt your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.", "TEXTKEY_NodeF4100_DESC": "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice.\n\n<color=#a69085>\"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\"</color>\n\nThe expedition members slap one another on the back and burst into cheers. Laughter rings out all around.\n\n<color=#a69085>\"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts—and tomorrow, let us march into even deeper darkness!\"</color>\n\nAt your signal, the expedition members let out a mighty roar and celebrate their victory together.", "TEXTKEY_NodeF4500_DESC": "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specimens have bluish skin and far more powerful builds.\n\nThe tanks are filled with an unidentified liquid, and the specimens float motionless within as though asleep.\n\nAn intricate array of buttons and levers—whose purpose is impossible to discern—is connected to each tank.", "TEXTKEY_NodeF4510_DESC": "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightly.\n\nA moment later, their tightly shut eyes slowly open. Instinct tells you at once that they are dangerous.", "TEXTKEY_NodeF4511_DESC": "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its core functions beyond repair.\n\nWhile examining the device, you discover several old books stored inside a compartment.", "TEXTKEY_NodeF4600_DESC": "Strange Crevice", "TEXTKEY_NodeF4610_DESC": "1 Stack", "TEXTKEY_NodeF4620_DESC": "2 Stacks - Add a reward to monster meat", "TEXTKEY_NodeF4630_DESC": "3 Stacks", "TEXTKEY_NodeF4640_DESC": "4 Stacks", "TEXTKEY_NodeF4650_DESC": "5 Stacks", "TEXTKEY_NodeF4660_DESC": "6 Stacks", "TEXTKEY_NodeF4670_DESC": "Final Reward", "TEXTKEY_NodeF4700_DESC": "A raven flies over the thorny vines and settles on your arm.\nIts eyes glow blue, and a man's voice issues from its beak. \n\n<color=#a69085>\"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\"</color>\n\n<color=#a69085>\"Don't worry, Inspector. I know every precaution by heart.\"</color>\n\nYour answer does little to reassure him. \n\n<color=#a69085> \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Commander.\"</color>", "TEXTKEY_NodeF4800_DESC": "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice.\n\n<color=#a69085>\"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\"</color>\n\nHe pauses, then adds in a low voice.\n\n<color=#a69085>\"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\"</color>\n\nHaving said his piece, the raven beats its wings and takes flight.", "TEXTKEY_NodeF4900_DESC": "You have established a basic base of operations, but the expedition has only just begun to take shape.\n\nOnce the report is finished, the expedition members gather around you one by one. They want to hear how you intend to proceed.", "TEXTKEY_NodeF4911_DESC": "When you wave the matter aside, the expedition members scratch their heads and return to their posts.\n\nSurely the Expedition Commander already has an excellent plan!\n\nTIP : Use [ITEM_ExpeditionHorn] to resume the Expedition Decision.\nComplete Expedition Decisions to earn a small amount of Contribution.", "TEXTKEY_NodeN000_DESC": "Judging from her appearance, she is a merchant sent by the guild into the dungeon.\nShe is organizing goods and writing in a ledger when her ears perk up as you approach.\n\n<color=#a69085>\"See that pile of rocks over there? It is not moving right now, but I hear the guild will send people to investigate it soon.\"</color>\n\n<color=#a69085>\"This cannot be... We went through all that just to get here.\"</color>\n\nAt your words, she raises an eyebrow, thinks for a moment, then clicks her tongue.\n\n<color=#a69085>\"Sorry, but the deeper parts of the dungeon are blocked off... No one can get through. This is as far as you can explore for now.\"</color>", "TEXTKEY_NodeN100_DESC": "A man carrying a large pack rests nearby with the relaxed expression of someone familiar with this place.\n\nWhen he notices your gaze, he gestures for you to come closer.\n\n<color=#a69085>\"Hey, I’ve got some fine goods here. Care to take a look?\"</color>\n\nThough you eye him suspiciously, he does not seem hostile.\n\n<color=#a69085>\"And where exactly did you get all of this?\"</color>\n\n<color=#a69085>\"Who knows... I just wander around and pick up whatever seems useful.\"</color>\n\nHe lets out a hearty laugh as he lays out his wares.", "TEXTKEY_NodeN200_DESC": "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down.\n\nBeside him, a cat merely glances in your direction, showing little interest.\n\nYou make your presence known as you approach, but the man seems far more interested in the insects than in you. Without even turning around, he points toward the Acid Insects.\n\n<color=#a69085>\"They spit acid, yet their own bodies don't dissolve. Fascinating, isn't it? If I could observe a few more living specimens, I think I might discover how it works...\"</color>\n\nHe casually tears a page from his notebook and hands it to you.\n\n<color=#a69085>\"Find some Acid Insects and investigate them for me. I only need the results.\"</color>", "TEXTKEY_NodeN210_DESC": "When you nod, he turns back to the Acid Insects without any visible excitement.\n\nWatching one of them move, he murmurs to himself.\n\n<color=#a69085>\"What process produces that acid...?\"</color>\n\nHe resumes taking notes and appears to lose all interest in you.", "TEXTKEY_NodeN300_DESC": "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.\n\n<color=#a69085>\"At first, I thought it might be related to the Acid Insect.\"</color>\n\nWhen he prods the Spore Insect with a stick, it releases a cloud of spores.\n\n<color=#a69085>\"Creatures coated in those spores are injured far more easily than normal. Yet they aren't poison or acid.\"</color>\n\nHe hurriedly scribbles several lines in his notebook.\n\n<color=#a69085>\"The same type of insect, yet it hunts by an entirely different method... Beautiful.\"</color>\n\nA moment later, he tears out a note and hands it to you.\n\n<color=#a69085>\"Investigate the Spore Insects further. I want to know exactly what those spores are.\"</color>", "TEXTKEY_NodeN310_DESC": "When you accept the note, he nods with satisfaction.\n\n<color=#a69085>\"Good. This should be enough to test my hypothesis.\"</color>\n\nHe turns back to the Spore Insect and murmurs to himself.\n\n<color=#a69085>\"How can such tiny spores weaken a living creature so severely...?\"</color>\n\nAlready seeming to have forgotten your presence, he immerses himself in observation once more.", "TEXTKEY_NodeN400_DESC": "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.\n\n<color=#a69085>\"You're here.\"</color>\n\nHe taps one of the open pages. It is packed with a sketch of an enormous insect and detailed observation notes.\n\n<color=#a69085>\"I simply cannot understand this creature. The adult grows to an enormous size, yet it cannot even move on its own. How does a creature like that sustain such a massive body?\"</color>\n\nHe tears out a note and hands it to you.\n\n<color=#a69085>\"Investigate the Meat Grub for me. I want to uncover its secret.\"</color>", "TEXTKEY_NodeN410_DESC": "Resting his chin on one hand, he murmurs to himself.\n\n<color=#a69085>\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\"</color>\n\nHe turns his attention back to his research.", "TEXTKEY_NodeN500_DESC": "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.\n\n<color=#a69085>\"There's a bloodsucking insect that goblin shamans apparently carry around and cherish for some reason.\"</color>\n\nHe props up his chin, lost in thought, and continues.\n\n<color=#a69085>\"Those creatures have nothing in common with intellectual inquiry. They're stupid and filthy! Hmm... What was I talking about again?\"</color>\n\nHe scratches his head, then turns toward you.\n\n<color=#a69085>\"This time, I need to see a living specimen with my own eyes.\"</color>", "TEXTKEY_NodeN510_DESC": "He looks back at the sketch of the insect and murmurs to himself.\n\n<color=#a69085>\"Do goblins... enjoy having insects drink their blood? How strange...\"</color>\n\nHe strokes the gray-furred cat as he sinks into thought.", "TEXTKEY_NodeN600_DESC": "He appears too absorbed in his insect research to pay any attention to you.", "TEXTKEY_NodeN700_DESC": "When you hand him the investigation results, he silently opens his notebook and reads through them.\n\nAfter a brief silence, his pen begins racing across the page.\n\n<color=#a69085>\"Oh... Fascinating.\"</color>\n\nHe studies the Acid Insect for a long moment, then slowly nods.\n\n<color=#a69085>\"Its bodily fluids are highly acidic, yet its outer shell shows no corrosion whatsoever. This goes beyond simple resistance to acid. There must be some other mechanism at work... Magnificent!\"</color>\n\nUtterly oblivious to your presence, he gazes at the Acid Insect and sighs in admiration.", "TEXTKEY_NodeN800_DESC": "When you hand over the investigation results, Xenon silently opens his notebook and reads through them.\n\n<color=#a69085>\"Oh... What an extraordinary discovery.\"</color>\n\nHe tilts his head back, clutches his mask with both hands, and stares at the Spore Insect as he mutters.\n\n<color=#a69085>\"These spores were gradually breaking down living tissue. It isn't poison or acid, but an entirely new process... Incredible!\"</color>\n\nHe frantically fills several more lines in his notebook, then nods in satisfaction.\n\n<color=#a69085>\"I hope you'll assist with my research again.\"</color>", "TEXTKEY_NodeN900_DESC": "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.\n\n<color=#a69085>\"Ah... Of course! That's it! Why did it take me so long to realize?\"</color>\n\nThrilled, he opens his notebook and begins writing at a frantic pace.\n\n<color=#a69085>\"The creature wasn't searching for food at all. It was parasitizing the flesh of the colossal organism that forms this entire layer and absorbing nutrients directly from it.\"</color>\n\nHe writhes with delight, barely able to contain himself.\n\n<color=#a69085>\"Ha... What a brilliant survival strategy! It's perfect!\"</color>", "TEXTKEY_NodeN1000_DESC": "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips.\n\n<color=#a69085>\"Ah... Yes. So that's how it works!\"</color>\n\nHe removes the leech again, sways in a brief daze, then pulls out his notebook.\n\n<color=#a69085>\"They were forcibly awakening their spiritual senses through intense pain... and hallucinations.\"</color>\n\nAs though he has already forgotten you are standing beside him, he mutters to himself.\n\n<color=#a69085>\"I'll need to develop several more hypotheses about the mechanism behind these hallucinations. First...\"</color>", "TEXTKEY_NodeN1100_DESC": "TODO", "TEXTKEY_NodeN1200_DESC": "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.\n\n<color=#a69085>\"It has been many years since the Magic Empire fell. Much of what remains in the Dungeon has now been forgotten—even its original purpose.\"</color>\n\nHe slowly organizes the records scattered around him as he continues.\n\n<color=#a69085>\"But if any devices discarded by the Empire still remain... they could prove invaluable in understanding the Dungeon.\"</color>\n\nHe shows you a sketch.\n\n<color=#a69085>\"If you find a mana device that looks like this, would you let me know?\"</color>", "TEXTKEY_NodeN1210_DESC": "When you accept the request, he gives a weary nod.\n\n<color=#a69085>\"Don't push yourself. A brief investigation will be enough.\"</color>", "TEXTKEY_NodeN1300_DESC": "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.\n\n<color=#a69085>\"Hmm... As expected, it appears to use Imperial magical technology. And just as the records suggest, it seems extremely dangerous.\"</color>\n\nAfter adding several notes to the report, he thanks you.\n\n<color=#a69085>\"The Dungeon draws vitality from the outside, processes it, and converts it into powerful magical energy. We may never understand the process completely, but...\"</color>\n\nHe sighs as though the thought alone is giving him a headache.", "TEXTKEY_NodeN1400_DESC": "Endrossi brightens when she notices you, but quickly looks away.\n\nPretending nothing is amiss, she rummages needlessly through her quiver before speaking.\n\n<color=#a69085>\"What? You again?\"</color>\n\nAfter a brief silence, she glances beyond the forest.\n\n<color=#a69085>\"The forest seems a little calmer lately. Tracking prey has become easier than it used to be.\"</color>\n\nFreshly dressed hides, bones, and other spoils of the hunt are arranged neatly around her.", "TEXTKEY_NodeN1411_DESC": "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest.\n\n<color=#a69085>\"A gigantic monster lives beyond these woods—one that ordinary arrows can't even scratch. Even the finest hunter could lose their life to it in an instant.\"</color>\n\nThe arm holding her bow begins to tremble.\n\n<color=#a69085>\"I won't know a moment's peace until I've killed that beast and avenged my sister.\"</color>\n\nYou hear tightly restrained grief and fury in her voice.", "TEXTKEY_NodeN1420_DESC": "<color=#a69085>\"Hoo...\"</color>\n\nShe exhales slowly, struggling to contain her emotions.\n\n<color=#a69085>\"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"</color>", "TEXTKEY_NodeN1500_DESC": "She silently dresses her prey.", "TEXTKEY_NodeN1600_DESC": "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.\n\n<color=#a69085>“Best not come any closer.”</color>\n\nHer sharp gaze settles upon you, one hand already poised near the bowstring, ready to loose an arrow at a moment’s notice.\n\nYou slowly raise both hands and take a careful step back.\n\n<color=#a69085>“We seek no quarrel.”</color>\n\n<color=#a69085>“...Guild expedition folk are hardly worth trusting. Weak, every last one of them.”</color>\n\nWith a mocking sneer, she gestures toward the carcass of a massive beast lying at her feet.\n\n<color=#a69085>“Wouldn’t surprise me if the Mawmurk ends up feeding on you soon enough.”</color>\n\nSeveral expedition members stiffen at the open provocation and begin to step forward.\n\nBut with a raised hand, you bid them stand down.", "TEXTKEY_NodeN1610_DESC": "The pile of game beside her still reeks of fresh blood.\n\n<color=#a69085>\"They have sharp noses. They tear into the weak and frightened first.\"</color>\n\nShe lets out a short scoff.\n\n<color=#a69085>\"So take my advice. Build skill, not bravado.\"</color>", "TEXTKEY_NodeN1700_DESC": "As you speak to her, she sits upon a nearby rock.\n\n<color=#a69085>“Don’t get cocky just because you managed to hunt a mere Mawmurk.”</color>\n\nShe pulls out a piece of white fur from inside her coat and shows it to you.\n\n<color=#a69085>“Around here, a white one appears every now and then. It rarely shows itself like the others, but it’s highly intelligent—clever enough to use even simple magic.”</color>\n\nShe brushes her fingers across the fur and adds mockingly,\n\n<color=#a69085>\"Don’t tell me you’re already trembling in fear?”</color>", "TEXTKEY_NodeN1710_DESC": "She lets out a faint chuckle at your reply.\n\n<color=#a69085>“A White Mawmurk is no common beast. When they catch sight of a person… they do not flee. They hunt.”</color>\n\nHer fingertips idly pluck at the bowstring.\n\n<color=#a69085>“No shame in fear, mind you. Though I’ve little use for it myself.”</color>\n\nAfter a brief pause, she casts you a sidelong glance and gives a small shrug.\n\n<color=#a69085>“If terror takes hold of you, there’s no shame in walking away.”</color>", "TEXTKEY_NodeN1800_DESC": "She nudges a pebble with the tip of her boot, as though something about the situation displeases her.\n\n<color=#a69085>\"You lot are better than I expected. Truly.\"</color>\n\nBut soon, something seems to cross her mind, and she falls briefly into thought.\n\n<color=#a69085>“You know, there’s an alpha that leads the Slogel pack around here. That’s what I call it, anyway. Don’t go comparing it to the others. The thing’s bigger for starters… and once it starts rampaging, it melts everything around it...”</color>\n\nTrailing off for a moment, she casually flicks her bowstring with her fingertips, feigning indifference.\n\n<color=#a69085>“Not that I’ve ever had a reason to deal with something like that myself.”</color>\n\nThen she gives you a once-over and lets out an amused scoff.\n\n<color=#a69085>“If you run into it, run. And if you’re feeling bold enough to think you can take it on, I’d suggest thinking twice.”</color>", "TEXTKEY_NodeN1810_DESC": "At your words, she falls briefly speechless before narrowing her eyes and letting out a disbelieving laugh.\n\n<color=#a69085>“...What? Are you insane?”</color>\n\nShe looks you up and down as though she can hardly believe what she’s hearing.\n\n<color=#a69085>“That thing’s no ordinary monster. Pick a fight with it carelessly and there won’t be enough left of you to bury.”</color>\n\nThen, after composing herself, she lets out a quiet scoff.\n\n<color=#a69085>“Well... fine. If dying horribly’s what you’re after...”</color>", "TEXTKEY_NodeN1900_DESC": "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.\n\n<color=#a69085>“...Hmph.”</color>\n\nShe studies the evidence in silence for a moment before letting out a faint scoff.\n\n<color=#a69085>“Well, at least you didn’t end up as Mawmurk feed. Though... I’d wager luck had more to do with it than skill.”</color>\n\nActing as though it’s no great matter, she tosses a few coins your way with a smirk.\n\n<color=#a69085>\"Here. Consider it the price of your life.\"</color>", "TEXTKEY_NodeN2000_DESC": "When you place the White Mawmurk’s head before her, her hand pauses for a moment. Without a word, she picks it up and inspects it slowly.\n\n<color=#a69085>\"So it was true. Hm... I honestly thought you lot would lose your nerve and run.”</color>\n\nRunning her fingertips across the white fur, she turns her gaze toward you.\n\n<color=#a69085>“…I’ll admit it. Just a little.”</color>", "TEXTKEY_NodeN2100_DESC": "When you show her proof of the hunt, her expression hardens.\n\n<color=#a69085>“That monster couldn't have died so easily. Don't lie just to make yourself look impressive.”</color>\n\nBut eventually, she can find nothing more to say.\n\n<color=#a69085>“...Hah.”</color>\n\nShe rubs a hand over her face and gives a bitter smile.\n\n<color=#a69085>“Damn it. You're strong enough—more than strong enough. I hate to admit it, but it's true. Tch...”</color>\n\nThen, suddenly self-conscious, she turns away with a haughty air to hide her embarrassment.", "TEXTKEY_NodeN2200_DESC": "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.\n\n<color=#a69085>\"...It's over.\"</color>\n\nShe gazes up at the sky for a moment, then smiles faintly.\n\n<color=#a69085>\"My sister can finally rest in peace.\"</color>\n\nShe slings her bow over her shoulder and looks at you.\n\n<color=#a69085>\"I'll keep my promise. I'll head to the settlement first, so meet me there later.\"</color>", "TEXTKEY_NodeN2300_DESC": "She greets you while organizing the inventory.\n\n<color=#a69085>\"The guild handles a wide variety of goods. Ah, though things that can only be obtained in dungeons are a bit difficult for us to distribute...\"</color>", "TEXTKEY_NodeN2400_DESC": "Neatly dressed hides and bones are arranged around her.\n\n<color=#a69085>\"Take whatever you need. Just make sure you pay a fair price.\"</color>", "TEXTKEY_NodeN2500_DESC": "She looks displeased.\n\n<color=#a69085>\"Hey Expedition Leader, we can't trade without a Trading Post.\"</color>", "TEXTKEY_NodeN2600_DESC": "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.\n\nWhen he notices you, his mouth twists into a sly grin.\n\n<color=#a69085>\"Ah, a customer. You've come at just the right time.\"</color>\n\nHe props up a large sign and taps it with one hand.\n\n- Special discount today only!\n\n<color=#a69085>\"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\"</color>\n\nHe picks up one of his wares, makes a show of polishing it, then places it back on display.", "TEXTKEY_NodeN2700_DESC": "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.\n\n<color=#a69085>\"...Thanks to you, my research has made considerable progress.\"</color>\n\nHe brushes his hair to one side, clearly dissatisfied.\n\n<color=#a69085>\"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"</color>", "TEXTKEY_NodeN2710_DESC": "<color=#a69085>\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"</color>\n\nAfter briefly reviewing the mission documents, he murmurs under his breath.\n\n<color=#a69085>\"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\"</color>\n\nStill looking weary, he makes you a promise.\n\n<color=#a69085>\"Help me complete that investigation, and afterward I will join the expedition.\"</color>", "TEXTKEY_NodeN2720_DESC": "When you nod, Perion quietly nods in return.\n\n<color=#a69085>\"Understood.\"</color>\n\nHe reorganizes the mission documents and resumes his notes.\n\n<color=#a69085>\"Come back when you find the specimen.\"</color>", "TEXTKEY_NodeN2800_DESC": "Perion silently reads through the investigation records you brought.\n\n<color=#a69085>\"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\"</color>\n\nAfter a moment's thought, he lets out a quiet sigh.\n\n<color=#a69085>\"As for what they hoped to accomplish... there is no way to know now.\"</color>\n\nHe neatly stacks the documents beside him and places them in his bag.\n\n<color=#a69085>\"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"</color>", "TEXTKEY_NodeR010_DESC": "<color=#a69085>\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"</color>\n\nWith a loud stretch, {0} appears in front of the portal!\nSeveral members' faces turn pale. \n\n{0} never returned from the dungeon, so how could they have come back like this?", "TEXTKEY_NodeR020_DESC": "It seems you should examine {0} closely before making a careful judgment.", "TEXTKEY_NodeR100_DESC": "As you stare at {0} gambling with the expedition members over a game of dice, his attention turns toward you.\n\n<color=#a69085>\"Commander, just the person I wanted to see. Care for a round against me?\"</color>\n\nHe briefly explains the rules of the game.\n\n<color=#a69085>\"It’s decided purely by luck, so nothing could possibly be fairer than this.\"</color>\n\nHe watches you closely, waiting for your answer.", "TEXTKEY_NodeR110_DESC": "You won.\n\n{0} rises from his seat with a bitter expression.\n\n<color=#a69085>\"Luck was on your side this time, Commander!\"</color>", "TEXTKEY_NodeR111_DESC": "You lost.\n\nYour hands tremble slightly as you hand over the gold coins. {0} grins smugly as he takes them.", "TEXTKEY_NodeR112_DESC": "When you invoke expedition regulations and confiscate the entire pot, {0} looks utterly devastated.\n\n<color=#a69085>\"Commander, you can’t do this! This is tyranny!\"</color>\n\nYou simply shrug and gesture for {0} and the expedition members to disperse.", "TEXTKEY_NodeR200_DESC": "Whoooosh— THUD!!\n\nDrawn by the loud commotion, you step outside to find expedition members gathered around a bird that appears to have just fallen from the sky, its elegant feathers shimmering in brilliant colors.\n\nAs they argue heatedly amongst themselves, {0} notices your arrival.\n\n<color=#a69085>\"Commander, this is... a Thousand-Colored Bird. A sacred creature treasured since ancient times for its mystical beauty. Yet this barbarian here insists on eating it. It’s absurd!\"</color>\n\nAt {0}’s explanation, {1}, the one who caught the bird, reacts with visible agitation.\n\n<color=#a69085>\"En'tok! Lanzrai! Commander, the strong eat while the weak are eaten. We are strong, so we eat this bird. I do not understand why this should be stopped!!\"</color>\n\nBoth of them stare at you, awaiting your decision.", "TEXTKEY_NodeR210_DESC": "After informing the guild that a Thousand-Colored Bird had been captured, a buyer was fortunately found before long.\n\nThe buyer is overjoyed and willingly pays a hefty sum to acquire the creature.\n\n<color=#a69085>\"Unacceptable! This dishonors the rights of the hunter! I will never forget this! Kyarak'tu!\"</color>\n\nThough {1} protests furiously, your pockets grow noticeably heavier all the same.", "TEXTKEY_NodeR211_DESC": "With swift and unhesitating movements, {1} slaughters the Thousand-Colored Bird and harvests its meat.\n\n<color=#a69085>\"No need to complicate things. What is hunted should be eaten well.\"</color>\n\nWatching the scene unfold, {0} gradually turns pale.", "TEXTKEY_NodeR300_DESC": "A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light.\n\n<color=#a69085>“There is someone who insists on joining your expedition, no matter what. I warned them several times that this is no place for foolish games, but they simply refused to listen.”</color>\n\nThe raven lets out a short caw and looks up at you. \n\n<color=#a69085>“Since they remain stubborn, I have decided to leave the matter to your judgment. What will you do, Commander?”</color>", "TEXTKEY_NodeR310_DESC": "A new expedition member has joined.\n\n<color=#a69085>\"You’ve come a long way to get here. Welcome to the expedition.\"</color>\n\nYou warmly welcome the newest member of the expedition.", "TEXTKEY_NodeR400_DESC": "While observing the thorned vines nearby, {0} approaches you and gestures urgently.\n\n<color=#a69085>\"Commander, I just saw something writhing over there...\"</color>\n\nYou notice something moving beneath the thick layer of corruption.", "TEXTKEY_NodeR410_DESC": "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish.\n\nA sinister purple corruption clings thickly to {0}'s entire body.", "TEXTKEY_NodeR411_DESC": "After stumbling about in the corrupted zone for quite some time, {0} eventually returns carrying an armful of strange items.\n\nA sinister purple corruption sticks heavily to {0}'s entire body.", "TEXTKEY_NodeR412_DESC": "After struggling through the corrupted zone for some time, {0} seems to discover something and ventures even deeper inside.\n\n<color=#a69085>\"Commander, I’ve never seen anything like this before.\"</color>\n\nReturning from the depths of the corruption, {0} hands you a skull-shaped object with three eyes.\n\nA sinister purple corruption clings thickly to {0}'s entire body.", "TEXTKEY_NodeR500_DESC": "Late at night, while everyone is asleep, a long howl echoes from outside the settlement.\n\nAwoooo!! Awoooo!!\n\nAwakened by the sound, you step outside to find {0}, {1}, and the other Lycan expedition members raising their voices toward the enormous full moon.\n\n<color=#a69085>\"What in the world are you doing at this hour?\"</color>\n\nWhen you ask in bewilderment, {0} turns to answer.\n\n<color=#a69085>\"We are taught that the spirits of our ancestors dwell upon the moon. Even now, they run across endless fields and watch over their descendants.\"</color>\n\n{0} looks back up at the moon and smiles.\n\n<color=#a69085>\"On nights when the moon is this large and bright, we believe our voices can reach our ancestors. It is an ancient Lycan tradition for us to howl together and let them know that we are well.\"</color>", "TEXTKEY_NodeR510_DESC": "You sigh and shrug your shoulders.\n\n<color=#a69085>\"If that is your custom, then so be it. Just don't take it too far.\"</color>\n\nThe moment you give permission, the Lycan expedition members throw back their heads toward the moon as though they have been waiting all night.\n\nAwoooooo!!\n\nAwoooooooo!!\n\nThunderous howls echo throughout the settlement until the dead of night.\n\nThe next morning, the Lycan members begin their day looking strangely refreshed. The other expedition members, kept awake all night, can only glare at the Lycan members with hollow eyes between one yawn and the next.", "TEXTKEY_NodeR511_DESC": "You furrow your brow and speak firmly.\n\n<color=#a69085>\"The others need their rest. That's enough for tonight.\"</color>\n\nThe Lycan expedition members exchange disappointed looks, then slowly lower their heads.\n\n<color=#a69085>\"...Understood, Commander.\"</color>\n\nQuiet soon returns to the settlement. The other expedition members sigh in relief and, satisfied with your decision, return to their beds.\n\nThe Lycan members linger beneath the brilliant moon with regretful eyes, but eventually disperse in silence.", "TEXTKEY_NodeR600_DESC": "While food rations are being distributed, dissatisfied voices begin to rise among the expedition members receiving their shares.\n\n<color=#a69085>\"Commander, exploring the Dungeon means putting our lives on the line. Must we skimp even on food every single time?\"</color>\n\nBefore you can answer, several nearby expedition members nod in agreement.\n\n<color=#a69085>\"Exactly. We could die today or tomorrow.\"</color>\n\nAs more voices join in, the expedition members speak with growing conviction.\n\n<color=#a69085>\"We are not asking for more luxurious food. Just let us eat our fill, even if only for a while.\"</color>", "TEXTKEY_NodeR610_DESC": "<color=#a69085>\"Thank you, Commander!\"</color>\n\nThe expedition members receive meals more generous than usual and eat with visibly greater satisfaction.", "TEXTKEY_NodeR611_DESC": "<color=#a69085>\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"</color>\n\nStill plainly dissatisfied, the expedition members take their usual portions and leave.", "TEXTKEY_NodeR700_DESC": "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak.  \n\n<color=#a69085>\"Expedition Commander, I'm preparing an evaluation of your recent expedition management.\"</color><color=#a69085>\"</color>\n\nThe raven tilts its head and looks at you.\n\n<color=#a69085>\"</color>But in the end, these matters all come down to people. If you were to show me a little... appreciation, I might feel more motivated when conducting my evaluation.<color=#a69085>\"</color>  \n\nYou quickly recognize the Inspector's unscrupulous intent and find yourself unable to answer readily.  \n\n<color=#a69085>\"</color>Hmm? No, no, it's nothing. I'm only saying that such things can happen.\"</color>  \n\nThe raven fidgets in place, fluttering its wings as it waits for your answer.", "TEXTKEY_NodeR800_DESC": "While discussing the expedition's operation with you, {0} cautiously speaks up.  \n\n<color=#a69085>\"Commander, why don't we request expedition support from the Guild? Given our present circumstances, they may be willing to help.\"</color>  \n\nWhen you nod, {0} gives a short, off-beat signal whistle. Before long, a raven flies down and lands before you, opening a line of communication. You explain the expedition's situation and ask the Guild for support, but the Inspector sounds reluctant.\n\n <color=#a69085>\"Guild support must be prioritized. To send aid to you, I would have to divert resources meant for another expedition...\"</color>  \n\nThe raven lightly ruffles its wings before continuing.  \n\n<color=#a69085>\"It won't do your reputation any favors. Still, considering your achievements thus far, it may not be impossible.\"</color>", "TEXTKEY_NodeR900_DESC": "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone.\n\nWrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current.\n\nAn expedition member beside you narrows their eyes and speaks cautiously.\n\n<color=#a69085>\"Commander... Is that a person?\"</color>\n\nYou stare at it, unable to move for a long moment.\n\nAt this distance, you cannot tell whether the person is still alive—or whether it is already too late.\n\nOne thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.", "TEXTKEY_NodeR910_DESC": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety.\n\nAfter barely managing to seize the drifting figure and drag them out, one member checks their condition.\n\n<color=#a69085>\"Thank goodness. They're still alive!\"</color>\n\nThe survivor regains consciousness a short while later and decides to remain with the expedition.", "TEXTKEY_NodeR911_DESC": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety.\n\nAfter barely managing to seize the drifting figure and drag them out, one member checks their condition.\n\n<color=#a69085>\"No... They're already dead.\"</color>\n\nEvery expression hardens. While recovering the body, the expedition members discover a small amount of money.", "TEXTKEY_NodeR1000_DESC": "{0} hears something moving swiftly through the nearby bushes.\nAfter rummaging around for a while, they eventually catch something suspicious and bring it to you.\n\n<color=#a69085>\"Sshhhhk!\"</color>\n\nThe strange creature, resembling a bundle of leaves, wriggles helplessly in {0}’s grasp before finally giving up.\n\n<color=#a69085>\"Commander, what should we do with this?\"</color>\n\nFrom what you can tell, the tiny creature does not seem particularly dangerous.", "TEXTKEY_NodeR1010_DESC": "{0} awkwardly scratches their head before deciding to keep the curious little creature as a companion.", "TEXTKEY_NodeR1011_DESC": "<color=#a69085>\"—Screeeeech!!\"</color>\n\nAs {0} tears apart several pieces of the creature, a sharp cry echoes through the air.\n\nOnce it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.", "TEXTKEY_NodeR1100_DESC": "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.\nIt is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.\n\nOne person marvels that it sounds like the call of a magnificent horn, while another insists it resembles the elegant melody of a harp.\n\nClosing your eyes, you focus deeply and contemplate the true nature of the sound.", "TEXTKEY_NodeR1200_DESC": "All of a sudden, you realize that something is watching you.\nAfter finding nothing around you, you slowly lift your head and look toward the sky.\n\nAbove, the clouds gather into a strange and meaningful shape.\nIt seems almost alive, wearing a peculiar smile as though it possesses intent.\n\n<color=#a69085>\"Is this world filled with suffering... or pleasure?\"</color>\n\nOverwhelmed by its presence, you find yourself unable to move.\n\n<color=#a69085>\"Or perhaps... greed?\"</color>\n\nInstinctively, you choose your answer.", "TEXTKEY_NodeR1210_DESC": "At your answer, the thing writhes violently before roaring in fury.\n\n<color=#a69085>\"Then suffering shall be your companion!\"</color>\n\nIn an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart.\nBy the time you regain your senses, it has already vanished.", "TEXTKEY_NodeR1211_DESC": "At your answer, the thing cries out in delight.\n\n<color=#a69085>\"Ahhh... then you shall be filled with pleasure!\"</color>\n\nAt once, you and the expedition members are swept away by a wave of overwhelming ecstasy.\nBy the time you regain your senses, it has already disappeared.", "TEXTKEY_NodeR1212_DESC": "At your answer, the thing claps with delight and cries out.\n\n<color=#a69085>\"Hahaha! Though greed itself knows no end!\"</color>\n\nCoins begin raining from the sky, and you and the expedition members scramble frantically to gather them.\nBy the time you regain your senses, it has already vanished.", "TEXTKEY_NodeR1300_DESC": "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.\n\n<color=#a69085>\"Looks like it’d hurt if you got poked by this.\"</color>\n\nAs you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.", "TEXTKEY_NodeR1320_DESC": "<color=#a69085>\"Agh!\"</color>\n\n{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.\n\n<color=#a69085>\"Commander, I don’t think there’s actually anything in there...\"</color>", "TEXTKEY_NodeR1321_DESC": "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.\n\nBefore long, after searching through the narrow crevice, they manage to find something.\n\n<color=#a69085>\"Hmm... this is...\"</color>", "TEXTKEY_NodeR1322_DESC": "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.\n\nBefore long, after searching through the narrow crevice, they manage to find something.\n\n<color=#a69085>\"Hmm... this is...\"</color>", "TEXTKEY_NodeR1400_DESC": "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.\n\n<color=#a69085>\"Aagh!\"</color>\n\nYou hurry over and find a thick, sticky vine wound tightly around {0}'s leg. Only after pulling with all your strength do you manage to tear it free.\n\n{0} wipes away a cold sweat and glares at the vine.\n\n<color=#a69085>\"Even a massive bear would have trouble escaping once it set foot in these vines.\"</color>\n\nYou suddenly look deeper into the thicket where the vines extend.\n\nAnimal and human bones—apparently the remains of victims claimed long ago—lie scattered within. These vines do not seem to be plants that happened to grow here, but predators that have waited patiently for prey.", "TEXTKEY_NodeR1420_DESC": "{0} pushes through the sticky vines and searches deep inside, but finds nothing useful.", "TEXTKEY_NodeR1421_DESC": "{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several bones clutched in their arms.", "TEXTKEY_NodeR1422_DESC": "<color=#a69085>\"Commander... I found a strange vine.\"</color>\n\nIt looks like it could be quite useful.", "TEXTKEY_NodeR1423_DESC": "When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.\n\nOnce the flames die down, nothing remains but the powdery ashes of the bones.", "TEXTKEY_NodeR1430_DESC": "You burned everything and recovered the bones.", "TEXTKEY_NodeR1500_DESC": "Rustling through the nearby undergrowth, {0} calls out to you.\n\n<color=#a69085>\"Commander, there's a hidden opening here.\"</color>\n\nWhen you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.", "TEXTKEY_NodeR1520_DESC": "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.\n\n<color=#a69085>\"This looks fairly useful.\"</color>", "TEXTKEY_NodeR1521_DESC": "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.\n\n<color=#a69085>\"This looks fairly useful.\"</color>", "TEXTKEY_NodeR1522_DESC": "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.\n\n<color=#a69085>\"This looks fairly useful.\"</color>", "TEXTKEY_NodeR1523_DESC": "{0} crouches down, crawls deep into the hole, and begins searching every corner.\n\nThen a rustling comes from the nearby undergrowth. A pack of Mawmurks, returning to their nest, rushes in with furious cries.", "TEXTKEY_NodeR1600_DESC": "Without warning, you feel as though someone is watching you.\n\nYou look around, but no one is there.\n\nThen you glance down the cliff and see a mass of strangely shaped shadows writhing below.\n\nAs though possessed of a will of its own, the mass curls into an uncanny smile directed at you.\n\n<color=#a69085>\"What lies at the foundation of this world?\"</color>\n\nYou try to look away, but some inexplicable force refuses to let you.\n\n<color=#a69085>\"Is it the surging wave? The flame that burns all things? Or nature, the cradle of life?\"</color>\n\nThe first answer that enters your mind spills unbidden from your lips.", "TEXTKEY_NodeR1610_DESC": "At your answer, the entity ripples gently and whispers as though smiling.\n\n<color=#a69085>\"Then... may the wave enfold you.\"</color>\n\nIn that instant, a transparent current washes over you and the expedition members.\n\nIt is not a violent force, but a warmth like a gentle embrace sinks deep into your bodies.\n\nWhen you come to your senses, the entity has already vanished.", "TEXTKEY_NodeR1611_DESC": "At your answer, the entity surges violently and cries out in a voice like roaring flame.\n\n<color=#a69085>\"Good... Burn everything!\"</color>\n\nIn that instant, small flames spring to life across your body and those of the expedition members.\n\nStrangely, the fire does not burn your flesh, yet it flickers ceaselessly as though eager to spread to everything nearby.\n\nWhen you come to your senses, the entity has already vanished.", "TEXTKEY_NodeR1612_DESC": "At your answer, the entity seems to smile with satisfaction.\n\n<color=#a69085>\"Good... Life must bloom by its own power.\"</color>\n\nIn that instant, warm life energy envelops you and the expedition members.\n\nGentle warmth seeps into every wound, and you feel your withered vitality slowly returning.\n\nWhen you come to your senses, the entity has already vanished.", "TEXTKEY_NodeR1700_DESC": "While surveying the area, {0} discovers something and calls you over.\n\n<color=#a69085>\"Commander, there are some strange markings here.\"</color>\n\nUp close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins.\n\nIt depicts goblins hunting in groups, pursuing and bringing down wild animals.\n\n{0} shrugs.\n\n<color=#a69085>\"Those monsters get up to all sorts of things, don't they?\"</color>\n\nYou say nothing, gazing at the mural as you sink into thought.", "TEXTKEY_NodeR1710_DESC": "The artwork is crude, but the sequence—driving the prey onward, surrounding it, and delivering the final blow—is depicted with astonishing precision.\n\nThe method gives you an idea for a new tactic, which you explain to the expedition members.", "TEXTKEY_NodeR1711_DESC": "You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.\n\nCrude though the mural may be, it appears to hold considerable value as research material.", "TEXTKEY_NodeR1800_DESC": "A clamor begins to rise from across the way.\n\nThe pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures—bright as flame—dance into view.\n\n<color=#a69085>\"We will become @##$@#(indecipherable)! Just as foretold, the price of @##$@#(indecipherable) flowers will soar beyond imagination!\"</color>\n\nThey chatter in a fever of excitement, but you can understand almost none of what they say.\n\n<color=#a69085>\"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!\"</color>\n\nThe otherworldly spectacle—the strange scent, off-beat drums, and wild dancing—leaves your thoughts increasingly hazy.", "TEXTKEY_NodeR1810_DESC": "You stamp one foot, and the expedition members begin to catch the rhythm one by one.\n\nBefore long, the uncanny drums and pipes seep deep into your minds, intoxicating everyone. For a time, the expedition laughs and revels in an ecstasy none of you can explain.\n\nWhen you come to your senses, the beings have already vanished. Yet the lingering thrill of that frenzy is slow to fade.", "TEXTKEY_NodeR1811_DESC": "Strange smiles spread across their faces.\n\n<color=#a69085>\"Very well. Then we shall make you @##$@.\"</color>\n\nIn an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members.\n\nEverything comes into sharper focus than before—but with that clarity, you also grasp truths you would rather never have known.\n\nWhen you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.", "TEXTKEY_NodeR1900_DESC": "{0} beckons you over.\n\nIn a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach.\n\nThe surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood.\n\nThe ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment.\n\nAfter examining the area, {0} speaks in a low voice.\n\n<color=#a69085>\"It looks like someone performed a ritual here. But... I don't think they ever completed it.\"</color>\n\nThe faint metallic scent of blood—blood that should have vanished long ago—still hangs in the air.\n\n<color=#a69085>\"Commander... If we interfere carelessly, we may end up just like this person.\"</color>", "TEXTKEY_NodeR1920_DESC": "As {0} begins the ritual, the patterns carved into the floor flare crimson.\n\n<color=#a69085>\"Ngh...!\"</color>\n\nAs though something unseen is forcibly draining {0}'s life force, {0} clutches their chest and trembles in agony, barely managing to endure.\n\nBut nothing happens.", "TEXTKEY_NodeR1921_DESC": "As {0} begins the ritual, the patterns carved into the floor flare crimson.\n\n<color=#a69085>\"Graaagh!!\"</color>\n\nAn unseen force drains {0}'s life as though wringing the blood from their body.\n\nThe fresh blood spilling across the floor gathers at the center of the ritual circle, soaking the mana stones and filling them with an ominous crimson energy.", "TEXTKEY_NodeR1930_DESC": "{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn to leave, the sensation of a cold gaze crawls across their back.\n\nSoon, unintelligible murmurs begin seeping into everyone's minds. You try to ignore them, but every whisper sends an icy shiver down your spine.", "TEXTKEY_NodeT010_DESC": "You snap back to your senses as someone shakes your shoulders violently.\n\n<color=#a69085>\"Damn it!! Commander!\"</color>\n\nCold sweat pours down your body like rain, and your first feeling is relief—you’re still alive.\n\nUnfortunately, your first expedition ended in disaster after encountering the infamous <color=#a69085>Red Monster Rat.</color> Not long after, all you and your team could do was flee for your lives.\n\n<color=#a69085>\"It seems… we're the only ones who made it.\"</color>\n\nLowell, the one who woke you, lowers his head in despair.\nYou had scoffed at the grim rumors about this dungeon before being dispatched here, thinking them exaggerated.\nNow, you understand their meaning better than anyone.", "TEXTKEY_NodeT910_DESC": "<color=#a69085>\"Aaaah!\"</color>\n\nYou hear a scream nearby—and instantly recognize the voice as Liana's, one of your companions.\n\nShe's surrounded by a swarm of rats and soon collapses under their attack.", "TEXTKEY_NodeT1100_DESC": "<color=#a69085>\"Haa...\"</color>\n\nWith help, she barely manages to lift herself up and catches her breath with difficulty.\n\n<color=#a69085>\"What about Jack and Ivan, who were with you?\"</color>\n\nAt your question, her expression darkens in silence. Seeing the reaction you expected, you think for a moment, then give instructions to the two of them.\n\n<color=#a69085>\"Then we shouldn't hesitate. We need to get out of here quickly. We have to find the portal somewhere on this floor.\"</color>\n\n<color=#a69085>\"Commander, I know where the portal is. But even if we leave the dungeon, the 'Abandoned Land' has nothing but useless thorny vines and dried up trees. So we should gather resources here before we go back.\"</color>\n\nYou nod in agreement with her suggestion.", "TEXTKEY_ChoiceE0000_DESC": "View Roadmap", "TEXTKEY_ChoiceE0001_DESC": "Leave", "TEXTKEY_ChoiceE0100_DESC": "About the Full Release", "TEXTKEY_ChoiceE0102_DESC": "Leave", "TEXTKEY_ChoiceE0200_DESC": "Thank you for playing.", "TEXTKEY_ChoiceF0100_DESC": "One is nowhere near enough. Wait, the link is down?", "TEXTKEY_ChoiceF3000_DESC": "I was about to say that, but you... No, never mind.", "TEXTKEY_ChoiceF8000_DESC": "Understood, inspector.", "TEXTKEY_ChoiceF9000_DESC": "We need a new objective.", "TEXTKEY_ChoiceF9001_DESC": "Do as you please, figure it out well.", "TEXTKEY_ChoiceF9110_DESC": "I can't stand troublesome things.", "TEXTKEY_ChoiceF11000_DESC": "A new recruit is needed.", "TEXTKEY_ChoiceF12000_DESC": "We shall succeed next time.", "TEXTKEY_ChoiceF13000_DESC": "It feels wrong, so let's not think about it.", "TEXTKEY_ChoiceF14000_DESC": "Push that fake monster into the portal!", "TEXTKEY_ChoiceF14001_DESC": "Welcome back. ...I'll trust you, for now.", "TEXTKEY_ChoiceF14100_DESC": "New Choice", "TEXTKEY_ChoiceF14110_DESC": "New Choice", "TEXTKEY_ChoiceF15000_DESC": "You were suspicious from the start! I trust {1}!", "TEXTKEY_ChoiceF15001_DESC": "Stealing is wrong. I trust {0}!", "TEXTKEY_ChoiceF15100_DESC": "Push that one into the portal!", "TEXTKEY_ChoiceF15101_DESC": "I'm watching you. My patience has limits.", "TEXTKEY_ChoiceF15110_DESC": "Do your best.", "TEXTKEY_ChoiceF16000_DESC": "Pull out the scarecrow and take it.", "TEXTKEY_ChoiceF16001_DESC": "Ignore it.", "TEXTKEY_ChoiceF17000_DESC": "So that is what it is for.", "TEXTKEY_ChoiceF18000_DESC": "I look forward to working with you.", "TEXTKEY_ChoiceF28000_DESC": "Activate it.", "TEXTKEY_ChoiceF28001_DESC": "Dismantle it", "TEXTKEY_ChoiceF28100_DESC": "Aah!", "TEXTKEY_ChoiceF28110_DESC": "Excellent.", "TEXTKEY_ChoiceF29000_DESC": "We shall set objectives regularly.", "TEXTKEY_ChoiceF29001_DESC": "I don't think we need objectives.", "TEXTKEY_ChoiceF30000_DESC": "Give it a little more time.", "TEXTKEY_ChoiceF30001_DESC": "We have no choice but to give up.", "TEXTKEY_ChoiceF30100_DESC": "We simply need more time.", "TEXTKEY_ChoiceF30110_DESC": "This won’t happen again.", "TEXTKEY_ChoiceF31000_DESC": "Hah… a demanding one, aren’t you.", "TEXTKEY_ChoiceF32000_DESC": "Do not forget, our lives are on the line!", "TEXTKEY_ChoiceF33000_DESC": "Very reassuring!", "TEXTKEY_ChoiceF34000_DESC": "Excellent!", "TEXTKEY_ChoiceF35000_DESC": "Very passionate!", "TEXTKEY_ChoiceF36000_DESC": "We need a new deputy commander.", "TEXTKEY_ChoiceF37000_DESC": "Very elegant!", "TEXTKEY_ChoiceF38000_DESC": "We must venture deeper.", "TEXTKEY_ChoiceF39000_DESC": "I’ll pay out a special bonus for everyone.", "TEXTKEY_ChoiceF39001_DESC": "Calm yourselves for a moment and hear me out first.", "TEXTKEY_ChoiceF39100_DESC": "Money really does solve everything.", "TEXTKEY_ChoiceF39110_DESC": "Sincerity always finds its way through.", "TEXTKEY_ChoiceF39120_DESC": "This is troubling.", "TEXTKEY_ChoiceF40000_DESC": "This is only the beginning.", "TEXTKEY_ChoiceF41000_DESC": "We have taken another step forward!", "TEXTKEY_ChoiceF45000_DESC": "Activate it.", "TEXTKEY_ChoiceF45001_DESC": "Smash it", "TEXTKEY_ChoiceF45100_DESC": "Damn it, everyone be careful!", "TEXTKEY_ChoiceF45110_DESC": "Leave", "TEXTKEY_ChoiceF46000_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46001_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46002_DESC": "Leave", "TEXTKEY_ChoiceF46100_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46101_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46102_DESC": "Leave", "TEXTKEY_ChoiceF46200_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46201_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46202_DESC": "Leave", "TEXTKEY_ChoiceF46300_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46301_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46302_DESC": "Leave", "TEXTKEY_ChoiceF46400_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46401_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46402_DESC": "Leave", "TEXTKEY_ChoiceF46500_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46501_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46502_DESC": "Leave", "TEXTKEY_ChoiceF46600_DESC": "Give it monster meat", "TEXTKEY_ChoiceF46601_DESC": "Throw in a torch", "TEXTKEY_ChoiceF46602_DESC": "Leave", "TEXTKEY_ChoiceF46700_DESC": "Leave", "TEXTKEY_ChoiceF47000_DESC": "Understood.", "TEXTKEY_ChoiceF48000_DESC": "This is only the beginning.", "TEXTKEY_ChoiceF49000_DESC": "We need a new objective.", "TEXTKEY_ChoiceF49001_DESC": "Do as you please, figure it out well.", "TEXTKEY_ChoiceF49110_DESC": "I can't stand troublesome things.", "TEXTKEY_ChoiceN0000_DESC": "Trade", "TEXTKEY_ChoiceN0001_DESC": "Leave", "TEXTKEY_ChoiceN1000_DESC": "Trade", "TEXTKEY_ChoiceN1001_DESC": "Leave", "TEXTKEY_ChoiceN2000_DESC": "Very well.", "TEXTKEY_ChoiceN2001_DESC": "Not interested.", "TEXTKEY_ChoiceN2100_DESC": "Leave", "TEXTKEY_ChoiceN3000_DESC": "Understood.", "TEXTKEY_ChoiceN3001_DESC": "Not interested.", "TEXTKEY_ChoiceN3100_DESC": "Leave", "TEXTKEY_ChoiceN4000_DESC": "Understood.", "TEXTKEY_ChoiceN4001_DESC": "Not interested.", "TEXTKEY_ChoiceN4100_DESC": "Leave", "TEXTKEY_ChoiceN5000_DESC": "Understood.", "TEXTKEY_ChoiceN5001_DESC": "Not interested.", "TEXTKEY_ChoiceN5100_DESC": "Leave", "TEXTKEY_ChoiceN6000_DESC": "Leave", "TEXTKEY_ChoiceN7000_DESC": "That is quite perplexing.", "TEXTKEY_ChoiceN8000_DESC": "I think that helped...", "TEXTKEY_ChoiceN9000_DESC": "Ah, I see.", "TEXTKEY_ChoiceN10000_DESC": "Then I'll be on my way.", "TEXTKEY_ChoiceN11000_DESC": "Leave", "TEXTKEY_ChoiceN12000_DESC": "Leave it to me.", "TEXTKEY_ChoiceN12001_DESC": "Not interested.", "TEXTKEY_ChoiceN12100_DESC": "Leave", "TEXTKEY_ChoiceN13000_DESC": "This is rather complicated.", "TEXTKEY_ChoiceN14000_DESC": "Trade", "TEXTKEY_ChoiceN14001_DESC": "Request to Join", "TEXTKEY_ChoiceN14002_DESC": "Leave", "TEXTKEY_ChoiceN14110_DESC": "Leave it to me.", "TEXTKEY_ChoiceN14111_DESC": "That’s unfortunate.", "TEXTKEY_ChoiceN14200_DESC": "Leave", "TEXTKEY_ChoiceN15000_DESC": "You seem busy.", "TEXTKEY_ChoiceN16000_DESC": "We’ll show you what we can do.", "TEXTKEY_ChoiceN16001_DESC": "Just ignore her.", "TEXTKEY_ChoiceN16100_DESC": "Leave", "TEXTKEY_ChoiceN17000_DESC": "We’ll bring that thing down.", "TEXTKEY_ChoiceN17001_DESC": "Not even worth responding to.", "TEXTKEY_ChoiceN17100_DESC": "Leave", "TEXTKEY_ChoiceN18000_DESC": "The next prey has been decided.", "TEXTKEY_ChoiceN18001_DESC": "If I run into that thing, I should run.", "TEXTKEY_ChoiceN18100_DESC": "Leave", "TEXTKEY_ChoiceN19000_DESC": "That’s rather cheap for the price of a life.", "TEXTKEY_ChoiceN20000_DESC": "Then that is a relief.", "TEXTKEY_ChoiceN21000_DESC": "Excellent.", "TEXTKEY_ChoiceN22000_DESC": "Understood.", "TEXTKEY_ChoiceN23000_DESC": "Trade", "TEXTKEY_ChoiceN23001_DESC": "Leave", "TEXTKEY_ChoiceN24000_DESC": "Trade", "TEXTKEY_ChoiceN24001_DESC": "Leave", "TEXTKEY_ChoiceN25000_DESC": "Leave", "TEXTKEY_ChoiceN26000_DESC": "Trade", "TEXTKEY_ChoiceN26001_DESC": "Leave", "TEXTKEY_ChoiceN27000_DESC": "Request to Join", "TEXTKEY_ChoiceN27001_DESC": "Leave", "TEXTKEY_ChoiceN27100_DESC": "Understood.", "TEXTKEY_ChoiceN27101_DESC": "Not interested.", "TEXTKEY_ChoiceN27200_DESC": "Leave", "TEXTKEY_ChoiceN28000_DESC": "Understood.", "TEXTKEY_ChoiceR0100_DESC": "I need some time to think.", "TEXTKEY_ChoiceR0200_DESC": "A day should be enough.", "TEXTKEY_ChoiceR1000_DESC": "Just don’t come begging for mercy after losing to me.", "TEXTKEY_ChoiceR1001_DESC": "Such poor discipline. I will confiscate all of it.", "TEXTKEY_ChoiceR1002_DESC": "You lot enjoy yourselves.", "TEXTKEY_ChoiceR1100_DESC": "That was skill, not luck.", "TEXTKEY_ChoiceR1110_DESC": "You must have cheated somehow!", "TEXTKEY_ChoiceR1120_DESC": "This money belongs to me now!", "TEXTKEY_ChoiceR2000_DESC": "Selling the bird would help our finances.", "TEXTKEY_ChoiceR2001_DESC": "Good. I was just starting to get hungry.", "TEXTKEY_ChoiceR2002_DESC": "Do as you please.", "TEXTKEY_ChoiceR2100_DESC": "A satisfying deal.", "TEXTKEY_ChoiceR2110_DESC": "What an excellent source of protein!", "TEXTKEY_ChoiceR3000_DESC": "We were in need of more hands anyway.", "TEXTKEY_ChoiceR3001_DESC": "I must decline.", "TEXTKEY_ChoiceR3100_DESC": "Welcome aboard.", "TEXTKEY_ChoiceR4000_DESC": "We need to know what that is. Go at once!", "TEXTKEY_ChoiceR4001_DESC": "Just leave it alone.", "TEXTKEY_ChoiceR4100_DESC": "Good heavens, that thing is truly horrifying.", "TEXTKEY_ChoiceR4110_DESC": "You’ve truly done well.", "TEXTKEY_ChoiceR4120_DESC": "This is no ordinary object...", "TEXTKEY_ChoiceR5000_DESC": "If it is a custom, it cannot be helped.", "TEXTKEY_ChoiceR5001_DESC": "It is too noisy; make them stop at once.", "TEXTKEY_ChoiceR5100_DESC": "This is the best we can do.", "TEXTKEY_ChoiceR5110_DESC": "This is the best we can do.", "TEXTKEY_ChoiceR6000_DESC": "Then we will increase the rations.", "TEXTKEY_ChoiceR6001_DESC": "We cannot afford that right now.", "TEXTKEY_ChoiceR6100_DESC": "Leave", "TEXTKEY_ChoiceR6110_DESC": "Leave", "TEXTKEY_ChoiceR7000_DESC": "Isn't this when we help each other?", "TEXTKEY_ChoiceR7001_DESC": "Well, I am not sure.", "TEXTKEY_ChoiceR8000_DESC": "We need financial support.", "TEXTKEY_ChoiceR8001_DESC": "We need technical support.", "TEXTKEY_ChoiceR8002_DESC": "Let us pretend this never happened.", "TEXTKEY_ChoiceR9000_DESC": "We have to pull them out quickly!", "TEXTKEY_ChoiceR9001_DESC": "That is none of my concern.", "TEXTKEY_ChoiceR9100_DESC": "Leave", "TEXTKEY_ChoiceR9110_DESC": "Leave", "TEXTKEY_ChoiceR10000_DESC": "It might be better in your care.", "TEXTKEY_ChoiceR10001_DESC": "Hmm. Curious little thing. What if we took it apart?", "TEXTKEY_ChoiceR10002_DESC": "Ignore it and move on.", "TEXTKEY_ChoiceR10100_DESC": "Hm, it seems to like you.", "TEXTKEY_ChoiceR10110_DESC": "Quite fascinating.", "TEXTKEY_ChoiceR11000_DESC": "That’s clearly the sound of a horn.", "TEXTKEY_ChoiceR11001_DESC": "What a splendid harp melody!", "TEXTKEY_ChoiceR11002_DESC": "A woman's voice... how enchanting!", "TEXTKEY_ChoiceR12000_DESC": "Suffering", "TEXTKEY_ChoiceR12001_DESC": "Pleasure", "TEXTKEY_ChoiceR12002_DESC": "Greed", "TEXTKEY_ChoiceR12100_DESC": "Ghh... damn it!", "TEXTKEY_ChoiceR12110_DESC": "That felt incredible.", "TEXTKEY_ChoiceR12120_DESC": "More! I need more!", "TEXTKEY_ChoiceR13000_DESC": "We should search deeper inside.", "TEXTKEY_ChoiceR13001_DESC": "Don’t bother with it. Let’s move on.", "TEXTKEY_ChoiceR13200_DESC": "Keep searching!", "TEXTKEY_ChoiceR13201_DESC": "Hmm. My apologies. Let’s move on.", "TEXTKEY_ChoiceR13210_DESC": "Well, at least you found something.", "TEXTKEY_ChoiceR13220_DESC": "This should prove very useful!", "TEXTKEY_ChoiceR14000_DESC": "There may be something useful in the vines.", "TEXTKEY_ChoiceR14001_DESC": "Burn it all.", "TEXTKEY_ChoiceR14002_DESC": "Leave", "TEXTKEY_ChoiceR14200_DESC": "Search more thoroughly.", "TEXTKEY_ChoiceR14201_DESC": "Burn it all.", "TEXTKEY_ChoiceR14202_DESC": "Leave", "TEXTKEY_ChoiceR14210_DESC": "Search more thoroughly.", "TEXTKEY_ChoiceR14211_DESC": "Burn it all.", "TEXTKEY_ChoiceR14212_DESC": "Leave", "TEXTKEY_ChoiceR14220_DESC": "Search more thoroughly.", "TEXTKEY_ChoiceR14221_DESC": "Burn it all.", "TEXTKEY_ChoiceR14222_DESC": "Leave", "TEXTKEY_ChoiceR14230_DESC": "Leave", "TEXTKEY_ChoiceR14300_DESC": "Leave", "TEXTKEY_ChoiceR15000_DESC": "Let us search inside.", "TEXTKEY_ChoiceR15001_DESC": "Leave it alone.", "TEXTKEY_ChoiceR15200_DESC": "Let us search a little more.", "TEXTKEY_ChoiceR15201_DESC": "Leave", "TEXTKEY_ChoiceR15210_DESC": "Let us search a little more.", "TEXTKEY_ChoiceR15211_DESC": "Leave", "TEXTKEY_ChoiceR15220_DESC": "Let us search a little more.", "TEXTKEY_ChoiceR15221_DESC": "Leave", "TEXTKEY_ChoiceR15230_DESC": "Oh, no!", "TEXTKEY_ChoiceR16000_DESC": "Wave", "TEXTKEY_ChoiceR16001_DESC": "Flame", "TEXTKEY_ChoiceR16002_DESC": "Nature", "TEXTKEY_ChoiceR16100_DESC": "How comforting.", "TEXTKEY_ChoiceR16110_DESC": "It looks like it will burn everything.", "TEXTKEY_ChoiceR16120_DESC": "I feel reborn.", "TEXTKEY_ChoiceR17000_DESC": "The content itself is quite impressive.", "TEXTKEY_ChoiceR17001_DESC": "We should keep a record.", "TEXTKEY_ChoiceR17002_DESC": "Leave it alone.", "TEXTKEY_ChoiceR17100_DESC": "Leave", "TEXTKEY_ChoiceR17110_DESC": "Leave", "TEXTKEY_ChoiceR18000_DESC": "I feel like dancing too.", "TEXTKEY_ChoiceR18001_DESC": "Explain clearly what you mean.", "TEXTKEY_ChoiceR18002_DESC": "Aah, save me!", "TEXTKEY_ChoiceR18100_DESC": "Good heavens.", "TEXTKEY_ChoiceR18110_DESC": "Injected Truth", "TEXTKEY_ChoiceR19000_DESC": "We must complete the ritual.", "TEXTKEY_ChoiceR19001_DESC": "Shall we take anything useful?", "TEXTKEY_ChoiceR19002_DESC": "Leave", "TEXTKEY_ChoiceR19200_DESC": "We must complete the ritual.", "TEXTKEY_ChoiceR19201_DESC": "Shall we take anything useful?", "TEXTKEY_ChoiceR19202_DESC": "Leave", "TEXTKEY_ChoiceR19211_DESC": "Leave", "TEXTKEY_ChoiceR19300_DESC": "Get lost, you wraith!", "TEXTKEY_ChoiceT0100_DESC": "We have to get out of here.", "TEXTKEY_ChoiceT9100_DESC": "We need to save her, quickly!", "TEXTKEY_ChoiceT11000_DESC": "Then let’s hurry.", "TEXTKEY_Condition_HasGoldAbove_DISABLED": "You need at least {0} gold.", "TEXTKEY_Condition_HasItem_DISABLED": "TODO", "TEXTKEY_Condition_HasPopulation_DISABLED": "Cannot recruit units.", "TEXTKEY_Condition_TargetEnergyOver_DISABLED": "The unit's Energy must be over {0}.", "TEXTKEY_Condition_TargetHeadHealthAbove_DISABLED": "The unit's head HP must be over {0}.", "TEXTKEY_Condition_TargetHeadHealthOver_DISABLED": "The unit's head HP must be over {0}.", "TEXTKEY_Action_AddAffecter": "Apply [{0}] to {1} for {2}.", "TEXTKEY_Action_AddAffecterAll": "Apply [{0}]to all party members for {1}.", "TEXTKEY_Action_AddAffecterBuilding": "Add an effect to a building.", "TEXTKEY_Action_AddAffecterByRace": "Apply [{1}] to [{0}] for {2}, and assign [{3}] to the remaining members for {4}.", "TEXTKEY_Action_AddItem": "{2} gains {1} [{0}].", "TEXTKEY_Action_AddStatus": "TODO", "TEXTKEY_Action_GiveUpDecision": "Abandon Expedition Resolution.", "TEXTKEY_Action_ModifyClanGold": "Gold {1}s by {0}", "TEXTKEY_Action_ModifyContributionPoint": "Grant {0} contribution points.", "TEXTKEY_Action_ModifyHpTarget": "{0}'s Health {2} by {1}.", "TEXTKEY_Action_None": "Nothing happens...", "TEXTKEY_Action_PlayBuildingAnimation": "TODO", "TEXTKEY_Action_REWARD": "NULL", "TEXTKEY_Action_RandomRecruit": "An expedition member will be added.", "TEXTKEY_Action_RecordDecisionComplete": "NULL", "TEXTKEY_Action_RemoveItem": "Remove an item.", "TEXTKEY_Action_SpawnItem": "Grant {1} [{0}].", "TEXTKEY_Action_SpawnItemMap": "Grant {1} [{0}].", "TEXTKEY_Action_SpendMinute": "NULL", "TEXTKEY_Action_StartQuest": "Starts the following quest: {0}", "TEXTKEY_NodeD000_DESC": "You gather the members in one place and begin speaking about the expedition’s goals.\n\n<color=#a69085>\"Of course, you’re all doing well even now. But if we want to achieve results in future expeditions, we’ll need to take a more proactive approach. In particular, having a clear goal should help.\"</color>\n\nThe members each share their opinions, but in the end, all eyes turn to you.\n\n<color=#a69085>\"...So what should we do now, Commander?\"</color>", "TEXTKEY_ChoiceD0100_DESC": "Then our course is set.", "TEXTKEY_ChoiceDR0000_DESC": "This is what we achieved together.", "TEXTKEY_NodeD010_DESC": "{0}\n\nThe expedition members nodded at your instructions.", "TEXTKEY_NodeD010_CommonMood": "You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent.\n\n<color=#a69085>\"We need to create a place where everyone can catch their breath, even a little.\"</color>", "TEXTKEY_NodeD010_Rank1Resource1": "The resource the expedition has lacked most recently is wood.\nWood is an important resource used in many areas, including equipment crafting and construction.\n\n<color=#a69085>\"As you all know, we need more wood.\"</color>", "TEXTKEY_NodeD010_Rank1Resource2": "The expedition has recently been running short on cloth.\nCloth is an essential resource used widely in various forms of crafting and construction.\n\n<color=#a69085>\"We need to secure more cloth before we run critically low.\"</color>", "TEXTKEY_NodeD010_Rank1Food": "You realize that the food reserves are running out faster than expected.\nFor expedition members who risk their lives in the field, proper meals matter more than anything.\n\n<color=#a69085>\"We won’t last long on empty stomachs. We need to hurry and secure more food.\"</color>", "TEXTKEY_NodeD010_Rank1Level": "As you watch the expedition members move, you realize many of them still lack experience.\nTo advance into more dangerous regions, you will need more seasoned people.\n\n<color=#a69085>\"If we are to survive, we need to become stronger than we are now.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType1": "After looking around the settlement, you realize that the expedition members have no proper places of their own to rest.\nAn environment where they cannot even rest properly will eventually harm future expeditions.\n\n<color=#a69085>\"Even if it is small, everyone needs a space of their own.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType2": "The expedition still seems to lack proper private rooms for its size.\nSome members are still resting in uncomfortable conditions.\n\n<color=#a69085>\"Let us prepare more rooms so everyone can rest comfortably.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType3": "Unfortunately, the settlement does not yet even have a proper temple.\nFor people of the continent, having no proper place to pray to the Goddess is something to be ashamed of.\n\n<color=#a69085>\"Even here in these barren lands, the Goddess's mercy should be able to reach us.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType4": "The expedition members were eating separately, scattered here and there.\nIt is unfortunate that they do not even have a proper dining room.\n\n<color=#a69085>\"If we build a dining room, everyone will be able to eat more comfortably.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType5": "It is difficult to uncover new knowledge without a proper research space.\n\n<color=#a69085>\"If we are to survive, we will need more knowledge.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType6": "The working conditions for crafting expedition equipment are extremely poor.\nWithout a proper workshop, it will be difficult to prepare for expeditions efficiently.\n\n<color=#a69085>\"If we want to make anything properly, we will need a workshop.\"</color>", "TEXTKEY_NodeD010_Rank1RoomType7": "It was difficult to handle proper magical tools in such an unstable environment.\n\n<color=#a69085>\"We will need a place to craft magical tools.\"</color>", "TEXTKEY_NodeD010_Rank1Research1": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank1Research2": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank1Research3": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank1Research4": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank1Research5": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank1Research6": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Resource1": "Recent expeditions have been using more and more bone as a resource.\nProcessed bone can be useful for weapons, tools, and various forms of crafting.\n\n<color=#a69085>\"Considering what lies ahead, we should keep enough bone in reserve as well.\"</color>", "TEXTKEY_NodeD010_Rank2Resource2": "It seems increasingly difficult to meet our growing needs with roughly worked wood alone.\nProperly processed planks are essential for construction and crafting.\n\n<color=#a69085>\"The time has come to secure more properly processed planks.\"</color>", "TEXTKEY_NodeD010_Rank2Food": "You realize that the food reserves are running out faster than expected.\nFor expedition members who risk their lives in the field, proper meals matter more than anything.\n\n<color=#a69085>\"We won’t last long on empty stomachs. We need to hurry and secure more food.\"</color>", "TEXTKEY_NodeD010_Rank2Level": "As the expedition faces increasingly dangerous enemies, the members' lack of skill is becoming clear.\nFuture expeditions will require more experienced people.\n\n<color=#a69085>\"With our current skills alone, it will be difficult to move forward.\"</color>", "TEXTKEY_NodeD010_Rank2RoomType1": "A slightly better resting environment will help ease the expedition members' fatigue.\n\n<color=#a69085>\"Still, this place should at least feel somewhat livable, should it not?\"</color>", "TEXTKEY_NodeD010_Rank2RoomType2": "Some members were still trying to sleep in unsatisfactory conditions.\nFor the good of the whole expedition, more private rooms seem necessary.\n\n<color=#a69085>\"Everyone needs proper rest if we are to endure the next expedition.\"</color>", "TEXTKEY_NodeD010_Rank2RoomType3": "A temple has been built, but it remains rather humble.\nA more proper space seems necessary if the members are to find peace.\n\n<color=#a69085>\"Since this is a place to offer prayers to the Goddess, let us put more care into it.\"</color>", "TEXTKEY_NodeD010_Rank2RoomType4": "A space for the members to eat together has been prepared, but it still seems cramped and uncomfortable.\nA better dining room would also improve the mood of the expedition.\n\n<color=#a69085>\"At least during meals, everyone should be able to rest comfortably, should they not?\"</color>", "TEXTKEY_NodeD010_Rank2RoomType5": "The current research room seems unable to keep up with the growing amount of research and records.\nThe time has come to prepare a better research environment.\n\n<color=#a69085>\"If we are to build our knowledge, we should start by improving the research environment.\"</color>", "TEXTKEY_NodeD010_Rank2RoomType6": "A workshop exists, but it still has many shortcomings when it comes to complex crafting.\nA more efficient working environment seems necessary.\n\n<color=#a69085>\"Facilities like these have their limits. Let us equip this place properly.\"</color>", "TEXTKEY_NodeD010_Rank2RoomType7": "Magical tool crafting is gradually taking shape, but it is still hard to call it stable.\nWith an improved workshop, the work could be done far more efficiently.\n\n<color=#a69085>\"Magic can become dangerous with even the smallest mistake. We need a better workshop.\"</color>", "TEXTKEY_NodeD010_Rank2Elite": "Among the many beasts encountered during expeditions, the Alpha Acid Slogel is especially infamous among expedition members.\nIf we can bring this beast down, the Guild is sure to recognize our achievement.\n\n<color=#a69085>\"Prepare thoroughly, everyone. It is time to show what we are capable of.\"</color>", "TEXTKEY_NodeD010_Rank2Research1": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research2": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research3": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research4": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research5": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research6": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research7": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research8": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research9": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research10": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research11": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research12": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research13": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research14": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research15": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research16": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank2Research17": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Resource1": "With stone, we can build better facilities than we could with wood.\n\n<color=#a69085>\"We should secure a sufficient supply of stone.\"</color>", "TEXTKEY_NodeD010_Rank3Resource2": "Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous.\n\n<color=#a69085>\"We should make some more ceramics and keep them in reserve.\"</color>", "TEXTKEY_NodeD010_Rank3Food": "You realize that the food reserves are running out faster than expected.\nFor expedition members who risk their lives in the field, proper meals matter more than anything.\n\n<color=#a69085>\"We won’t last long on empty stomachs. We need to hurry and secure more food.\"</color>", "TEXTKEY_NodeD010_Rank3Level": "As we face increasingly dangerous enemies, the expedition members’ lack of ability has begun to show.\nMore seasoned personnel will be needed for future expeditions.\n\n<color=#a69085>\"With our current abilities alone, it will be difficult to move forward.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType1": "Capable expedition members deserve proper treatment. We should at least provide them with Normal Private Rooms so they can rest comfortably after returning from dangerous expeditions.\n\n<color=#a69085>\"Even so, it should at least feel like a place fit for people to live in.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType2": "Some expedition members were still sleeping in unsatisfactory conditions.\nIt seemed necessary to add more Private Rooms so that those returning from grueling expeditions could get enough rest.\n\n<color=#a69085>\"Everyone needs proper rest if they are to endure the next expedition.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType3": "The Temple had been built, but it was still in a shabby state.\nA more fitting space seemed necessary for the expedition members to find peace of mind.\n\n<color=#a69085>\"Since this is where we offer our prayers to the Goddess, let us devote greater care to it.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType4": "Things had improved, but the expedition members still wanted to dine in a better environment.\nProviding a Normal Dining Room would also have a positive effect on the expedition’s morale.\n\n<color=#a69085>\"Everyone should at least be able to relax during mealtimes.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType5": "The current laboratory alone seems unable to handle the growing volume of research and records.\nThe time was approaching when a better research environment would be needed.\n\n<color=#a69085>\"If we are to build our knowledge, we must first put the research environment in order.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType6": "A workshop exists, but it still has many shortcomings when it comes to complex crafting.\nA more efficient working environment seems necessary.\n\n<color=#a69085>\"Equipment of this level has its limits. Let us furnish the workshop properly.\"</color>", "TEXTKEY_NodeD010_Rank3RoomType7": "The crafting of magical tools was gradually taking shape, but it was still difficult to call the process stable.\nWith an improved magic workshop, the work could be carried out far more efficiently.\n\n<color=#a69085>\"Magic can become dangerous with even the slightest mistake. We need a better magic workshop.\"</color>", "TEXTKEY_NodeD010_Rank3Elite": "News arrives that a creature believed to be the leader of the Gloths found in the Festering Burrow has annihilated many expeditions.\nIf we can defeat the Elder Gloth, the Guild is certain to recognize our achievement.\n\n<color=#a69085>\"Everyone, prepare thoroughly. It is time to show them what we can do.\"</color>", "TEXTKEY_NodeD010_Rank3Research1": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Research2": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Research3": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Research4": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Research5": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Research6": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_NodeD010_Rank3Research7": "Uncovering new knowledge is sure to be a great help in future expeditions.\n\n<color=#a69085>\"I think we should spend enough time researching this.\"</color>", "TEXTKEY_ChoiceD0000_CommonMood_DESC": "The expedition members need to be in better spirits.", "TEXTKEY_ChoiceD0000_Rank1Resource1_DESC": "We need more wood.", "TEXTKEY_ChoiceD0000_Rank1Resource2_DESC": "We need more cloth.", "TEXTKEY_ChoiceD0000_Rank1Food_DESC": "We need more food.", "TEXTKEY_ChoiceD0000_Rank1Level_DESC": "The expedition members need to grow stronger.", "TEXTKEY_ChoiceD0000_Rank1RoomType1_DESC": "We need a poor private room.", "TEXTKEY_ChoiceD0000_Rank1RoomType2_DESC": "We need more poor private rooms.", "TEXTKEY_ChoiceD0000_Rank1RoomType3_DESC": "We need a poor temple.", "TEXTKEY_ChoiceD0000_Rank1RoomType4_DESC": "We need a poor dining room.", "TEXTKEY_ChoiceD0000_Rank1RoomType5_DESC": "We need a poor research lab.", "TEXTKEY_ChoiceD0000_Rank1RoomType6_DESC": "We need a poor workshop.", "TEXTKEY_ChoiceD0000_Rank1RoomType7_DESC": "We need a poor arcane workshop.", "TEXTKEY_ChoiceD0000_Rank1Research1_DESC": "We need to research Hunting Processing.", "TEXTKEY_ChoiceD0000_Rank1Research2_DESC": "We need to research Wood Processing 2.", "TEXTKEY_ChoiceD0000_Rank1Research3_DESC": "We need to research Basic Alchemy.", "TEXTKEY_ChoiceD0000_Rank1Research4_DESC": "We need to research Basic Cuisine.", "TEXTKEY_ChoiceD0000_Rank1Research5_DESC": "We need to research Wooden Housing.", "TEXTKEY_ChoiceD0000_Rank1Research6_DESC": "We need to research Textile Processing.", "TEXTKEY_ChoiceD0000_Rank2Resource1_DESC": "We need more bone.", "TEXTKEY_ChoiceD0000_Rank2Resource2_DESC": "We need more planks.", "TEXTKEY_ChoiceD0000_Rank2Food_DESC": "We need more food.", "TEXTKEY_ChoiceD0000_Rank2Level_DESC": "The expedition members need to grow stronger.", "TEXTKEY_ChoiceD0000_Rank2RoomType1_DESC": "We need a mediocre private room.", "TEXTKEY_ChoiceD0000_Rank2RoomType2_DESC": "We need more mediocre private rooms.", "TEXTKEY_ChoiceD0000_Rank2RoomType3_DESC": "We need a mediocre temple.", "TEXTKEY_ChoiceD0000_Rank2RoomType4_DESC": "We need a mediocre dining room.", "TEXTKEY_ChoiceD0000_Rank2RoomType5_DESC": "We need a mediocre research lab.", "TEXTKEY_ChoiceD0000_Rank2RoomType6_DESC": "We need a mediocre workshop.", "TEXTKEY_ChoiceD0000_Rank2RoomType7_DESC": "We need a mediocre arcane workshop.", "TEXTKEY_ChoiceD0000_Rank2Elite_DESC": "We need to hunt the Alpha Acid Slogel.", "TEXTKEY_ChoiceD0000_Rank2Research1_DESC": "We need to research Bonfire.", "TEXTKEY_ChoiceD0000_Rank2Research2_DESC": "We need to research Campsite Setup.", "TEXTKEY_ChoiceD0000_Rank2Research3_DESC": "We need to research Carapace Processing.", "TEXTKEY_ChoiceD0000_Rank2Research4_DESC": "We need to research Staff Crafting.", "TEXTKEY_ChoiceD0000_Rank2Research5_DESC": "We need to research Relief Rations.", "TEXTKEY_ChoiceD0000_Rank2Research6_DESC": "We need to research Basic Farming.", "TEXTKEY_ChoiceD0000_Rank2Research7_DESC": "We need to research Basic Monster Cuisine.", "TEXTKEY_ChoiceD0000_Rank2Research8_DESC": "We need to research Bone Processing.", "TEXTKEY_ChoiceD0000_Rank2Research9_DESC": "We need to research Metal Processing.", "TEXTKEY_ChoiceD0000_Rank2Research10_DESC": "We need to research Advanced Wood Housing.", "TEXTKEY_ChoiceD0000_Rank2Research11_DESC": "We need to research Carapace Processing 2.", "TEXTKEY_ChoiceD0000_Rank2Research12_DESC": "We need to research Bone Processing 2.", "TEXTKEY_ChoiceD0000_Rank2Research13_DESC": "We need to research Dark Thorn Vine Purification.", "TEXTKEY_ChoiceD0000_Rank2Research14_DESC": "We need to research Arcron Processing.", "TEXTKEY_ChoiceD0000_Rank2Research15_DESC": "We need to research Improved Grass Porridge.", "TEXTKEY_ChoiceD0000_Rank2Research16_DESC": "We need to research Drying.", "TEXTKEY_ChoiceD0000_Rank3Resource1_DESC": "We need more Stone.", "TEXTKEY_ChoiceD0000_Rank3Resource2_DESC": "We need to make more Ceramics.", "TEXTKEY_ChoiceD0000_Rank3Food_DESC": "We need better food.", "TEXTKEY_ChoiceD0000_Rank3Level_DESC": "Our expedition members need to grow stronger.", "TEXTKEY_ChoiceD0000_Rank3RoomType1_DESC": "We need a Normal Private Room.", "TEXTKEY_ChoiceD0000_Rank3RoomType2_DESC": "We need more Normal Private Rooms.", "TEXTKEY_ChoiceD0000_Rank3RoomType3_DESC": "We need a Normal Temple.", "TEXTKEY_ChoiceD0000_Rank3RoomType4_DESC": "We need a Normal Dining Hall.", "TEXTKEY_ChoiceD0000_Rank3RoomType5_DESC": "We need a Normal Research Lab.", "TEXTKEY_ChoiceD0000_Rank3RoomType6_DESC": "We need a Normal Workshop.", "TEXTKEY_ChoiceD0000_Rank3RoomType7_DESC": "We need a Normal Magic Workshop.", "TEXTKEY_ChoiceD0000_Rank3Elite_DESC": "We need to hunt the Elder Gloth.", "TEXTKEY_ChoiceD0000_Rank3Research1_DESC": "We need to research Basic Crafts.", "TEXTKEY_ChoiceD0000_Rank3Research2_DESC": "We need to research Stone Housing.", "TEXTKEY_ChoiceD0000_Rank3Research3_DESC": "We need to research Leather Processing 1.", "TEXTKEY_ChoiceD0000_Rank3Research4_DESC": "We need to research Advanced Storage.", "TEXTKEY_ChoiceD0000_Rank3Research5_DESC": "We need to research Advanced Cooking.", "TEXTKEY_ChoiceD0000_Rank3Research6_DESC": "We need to research Burrow Monster Cooking.", "TEXTKEY_ChoiceD0000_Rank3Research7_DESC": "We need to research Advanced Stone Housing.", "TEXTKEY_NodeDR000_DESC": "{0}\n\nThe expedition members take heart in what the expedition has achieved.", "TEXTKEY_NodeDR000_CommonMood": "The mood in the settlement has grown much brighter than before.\nLittle by little, a sense of ease has begun to return to the expedition members' faces.\n\n<color=#a69085>\"Yes, this is at least a place we can live in.\"</color>", "TEXTKEY_NodeDR000_Rank1Resource1": "With enough wood secured, managing the settlement has begun to feel less strained.\n\n<color=#a69085>\"With this much, we can worry less about wood for a while.\"</color>", "TEXTKEY_NodeDR000_Rank1Resource2": "With cloth secured more reliably, both crafting and daily life have gradually improved.\n\n<color=#a69085>\"Now we do not have to use every piece of cloth so sparingly.\"</color>", "TEXTKEY_NodeDR000_Rank1Food": "Once enough food had been stored, fewer expedition members had to go hungry.\n\n<color=#a69085>\"If we are heading out on an expedition, it would be best to eat well first.\"</color>", "TEXTKEY_NodeDR000_Rank1Level": "The expedition members are now gradually gaining experience.\nThey have clearly improved in many ways compared to before.\n\n<color=#a69085>\"They feel quite reliable now.\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType1": "Even if they are crude, having private rooms now allows the expedition members to rest more steadily than before.\n\n<color=#a69085>\"If nothing else, a place to lie down should be comfortable if we are to live like people.\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType2": "Most expedition members can now rest in spaces of their own.\n\n<color=#a69085>\"Now this truly feels like a place people can live.\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType3": "Once a temple is built in the settlement, relief begins to show on the expedition members' faces.\n\n<color=#a69085>\"Goddess, please watch over us.\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType4": "The expedition members have now begun gathering in one place to share their meals.\n\n<color=#a69085>\"Now we can eat in comfort, right?\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType5": "With a space prepared for research, the expedition members can now focus on their studies more fully.\n\n<color=#a69085>\"Good. Now we can conduct our research properly.\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType6": "With a workshop built, the environment for crafting supplies needed for expeditions has greatly improved.\n\n<color=#a69085>\"Good. Now we can make something properly.\"</color>", "TEXTKEY_NodeDR000_Rank1RoomType7": "With a dedicated space for crafting magical tools, maintaining and making them feels far easier.\n\n<color=#a69085>\"Here, we can focus only on the work that needs doing.\"</color>", "TEXTKEY_NodeDR000_Rank1Research1": "With the new technique researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This brings us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank1Research2": "With the new technique researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This brings us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank1Research3": "With the new technique researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This brings us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank1Research4": "With the new technique researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This brings us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank1Research5": "With the new technique researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This brings us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank1Research6": "With the new technique researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This brings us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Resource1": "With enough bone secured, there is now more breathing room for crafting and processing.\n\n<color=#a69085>\"With this much, we should not have to worry about running short on materials for a while.\"</color>", "TEXTKEY_NodeDR000_Rank2Resource2": "With well-processed planks steadily secured, the settlement's construction quality has improved noticeably.\n\n<color=#a69085>\"If we put these to good use, we can make this place much better.\"</color>", "TEXTKEY_NodeDR000_Rank2Food": "The expedition members can now enjoy their meals in a much more satisfying environment than before.\n\n<color=#a69085>\"Somehow, food tastes better when we eat here.\"</color>", "TEXTKEY_NodeDR000_Rank2Level": "Through hardship, the expedition members have moved beyond their days as novices and can now respond calmly even in dangerous situations.\n\n<color=#a69085>\"Good. Everyone has become quite seasoned now.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType1": "With the private rooms improved from their previous state, rest has become much more effective.\n\n<color=#a69085>\"Now they are finally worthy of being called private rooms.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType2": "More expedition members can now rest in stable private spaces.\n\n<color=#a69085>\"Now no one should have to wander around looking for a place to rest.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType3": "The inside of the temple now has a much more orderly atmosphere than before.\n\n<color=#a69085>\"Even the Goddess may look upon this place with some satisfaction.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType4": "With the dining room improved, the expedition members enjoy their meals far more comfortably than before.\n\n<color=#a69085>\"Now we have a place where everyone can eat without worry.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType5": "With the research facilities expanded, the speed and efficiency of research have improved greatly.\n\n<color=#a69085>\"Good. Now we can conduct research worthy of the name.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType6": "Inside the improved workshop, crafting is now carried out far more systematically than before.\n\n<color=#a69085>\"With this, work efficiency should rise quite a bit.\"</color>", "TEXTKEY_NodeDR000_Rank2RoomType7": "In the improved arcane workshop, magical tool materials can now be handled more stably.\n\n<color=#a69085>\"Now this space looks rather proper.\"</color>", "TEXTKEY_NodeDR000_Rank2Elite": "The successful hunt of the Alpha Acidic Slogel has given the expedition members confidence.\nIt will also give the Guild reason to recognize the expedition's capabilities.\n\n<color=#a69085>\"Disgusting thing, but less formidable than I expected.\"</color>", "TEXTKEY_NodeDR000_Rank2Research1": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research2": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research3": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research4": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research5": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research6": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research7": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research8": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research9": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research10": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research11": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research12": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research13": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research14": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research15": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research16": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank2Research17": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Resource1": "Have fewer than 20 Stone", "TEXTKEY_NodeDR000_Rank3Resource2": "Have fewer than 15 Ceramics", "TEXTKEY_NodeDR000_Rank3Food": "Have less than 2 days of food stockpiles with Mood 3 or higher", "TEXTKEY_NodeDR000_Rank3Level": "Have fewer than 2 members at level 5 or higher", "TEXTKEY_NodeDR000_Rank3RoomType1": "Have fewer than 2 Private Rooms of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3RoomType2": "Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3RoomType3": "Have fewer than 1 Temple of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3RoomType4": "Have fewer than 1 Dining Room of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3RoomType5": "Have fewer than 1 Research Lab of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3RoomType6": "Have fewer than 1 Workshop of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3RoomType7": "Have fewer than 1 Magic Workshop of Normal quality or higher", "TEXTKEY_NodeDR000_Rank3Elite": "Have never defeated Elder Gloth", "TEXTKEY_NodeDR000_Rank3Research1": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Research2": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Research3": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Research4": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Research5": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Research6": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_NodeDR000_Rank3Research7": "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.\n\n<color=#a69085>\"This takes us one step further. Excellent work.\"</color>", "TEXTKEY_CLANNAME_First_1": "Srebrna", "TEXTKEY_CLANNAME_First_2": "Tenevoy", "TEXTKEY_CLANNAME_First_3": "Ash Hunter", "TEXTKEY_CLANNAME_First_4": "Shadow Wolves", "TEXTKEY_CLANNAME_First_5": "Stone Claw", "TEXTKEY_CLANNAME_First_6": "Moonlight Brigade", "TEXTKEY_CLANNAME_First_7": "Silverstream", "TEXTKEY_CLANNAME_First_8": "Caradon", "TEXTKEY_CLANNAME_First_9": "Antares", "TEXTKEY_CLANNAME_First_10": "Weizenberg", "TEXTKEY_CLANNAME_Last_1": "Expedition", "TEXTKEY_CLANNAME_Last_2": "Mercenary", "TEXTKEY_CLANNAME_Last_3": "Adventure", "TEXTKEY_CLANNAME_Last_4": "Clan", "TEXTKEY_CLANNAME_Last_5": "Brotherhood", "TEXTKEY_ScenarioType_BuildRenew": "Crawling Doom", "TEXTKEY_ScenarioType_BuildRenew_NAME": "Crawling Doom", "TEXTKEY_ScenarioType_CrawlingDoom_NAME": "Crawling Doom", "TEXTKEY_ScenarioType_CrawlingDoom_DESC": "<color=#807b79>As the leader of the expedition dispatched by the guild, your objective is to stop the slowly awakening dungeon core.\n\nHaving lost most of your expedition members to overwhelming enemies, you must continue the expedition relying on the supplies provided by the guild.</color>", "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR": "- This is the most basic starting point.\n- A tutorial is available.", "TEXTKEY_ScenarioType_BalanceTestLv1_NAME": "Balance Test 1", "TEXTKEY_ScenarioType_BalanceTestLv1_DESC": "(TemptText)In the dark night, only bullets whistle across the prairie,\nOn the battlefield, only the wind weeps,\nAnd the stars flicker faintly.\nThis dark night, ah, I know you have not fallen asleep.\nAnd by the child's cradle, you quietly wipe away your tears.\nHow deeply I love you, your tender, loving eyes; how I long to kiss you now.\nThis dark night separates us, my love, this restless black prairie divides us.", "TEXTKEY_ScenarioType_BalanceTestLv1_FLAVOR": "This is for testing purposes. It is the most basic starting point.", "TEXTKEY_ScenarioType_Establish_NAME": "Explorers Wanted", "TEXTKEY_ScenarioType_Establish_DESC": "<color=#807b79>For hazardous expedition. Small wages, barren land, long darkness, constant danger, safe return doubtful. Honour and recognition from the Guild in case of success.</color>", "TEXTKEY_ScenarioType_Establish_FLAVOR": "- Choose 4 expedition members to take with you."}, "curated": {"code_truths": {"_README": "Binary-derived facts that no game table carries. One entry per stable fact id; every entry MUST have build (the steam buildid the RVAs were read from), source (<symbol>@<RVA>), values and note. Pages read this lane like any other curated data - NUMBERS that exist in the tables stay table-derived, only code-derived RULES and citations come from here. Re-derive on each game update (~/ds_skill_truth resolves symbols by name via script.json) and bump build. verify_site.py checks the shape.", "dungeon_stay_ladder": {"build": "24354931", "source": "DungeonBehaviorSimulator.CheckDungeonPenalty@0xB5619C", "values": {"stage_affecter_offset": 1, "term_intervals": 3, "term_stages": 4, "citations": [{"symbol": "DungeonBehaviorSimulator.CheckDungeonPenalty", "rva": "0xB5619C", "rule": "Runs every tick against the in-game minutes elapsed since the penalty clock was last reset. While the level is below the number of intervals it compares that time to the current interval; on reaching it the level goes up by one and every unit swaps the stage it carries for the next one, so a unit only ever carries the stage matching its level.", "detail": "Tick @0xB54B80 supplies 'passed' = current minutes minus the simulator's baseline field. On a step it applies AffecterApplyData(AFFECTER_DungeonStayD{level+1}, stack -999) then (AFFECTER_DungeonStayD{level+2}, stack +1), so the carried affecter is always D(level + 1)."}, {"symbol": "DungeonBehaviorSimulator.OnEnterSafeFloor", "rva": "0xB56C04", "rule": "Resets the level to 0, restarts the clock and sets the 'stop checking' flag, so the ladder is frozen while the squad stands on a safe floor."}, {"symbol": "DungeonBehaviorSimulator.OnEnterNonSafeFloor", "rva": "0xB56C40", "rule": "Resets the level to 0 and restarts the clock, so stepping off a safe floor starts the ladder again from the bottom."}]}, "note": "Tables carry the stage magnitudes and the interval lengths; the ladder's shape (when a stage lands, what resets it, which affecter a unit carries) is code-only. Level 0 = stage 1, confirmed on 0.3.44 saves parked on floors 4 and 9 (all four units carry AFFECTER_DungeonStayD1). GAMESYSTEM_Dungeon_StayPenaltyTerm holds 3 intervals for 4 stages, and its DevComment warns a 4th value would make the game reach for a D5 that does not exist."}, "turret_intervals": {"build": "24354931", "source": "AFFECTER_SolarBloom.Passive_SolarBloomAttack.<AttackRoutine>d__8$$MoveNext@0x97865c", "values": {"tick_seconds": 1, "turrets": [{"affecter": "AFFECTER_SolarBloom", "symbol": "AFFECTER_SolarBloom.Passive_SolarBloomAttack.<AttackRoutine>d__8$$MoveNext", "rva": "0x97865c", "interval_sec": 1, "interval_source": "(int)FloatValues[5]", "init_counter": 1, "rule": "Counter reset reads the affecter's own FloatValues[5] = 1, and the tooltip says 'attacks once every 1 seconds' - the calibration proving counter value N = N seconds."}, {"affecter": "AFFECTER_MucusSprayer", "symbol": "AFFECTER_MucusSprayer.Passive_MucusSprayerAttack.<AttackRoutine>d__8$$MoveNext", "rva": "0x976fc4", "interval_sec": 4, "interval_source": "hardcoded mov w8,#4", "init_counter": 2, "rule": "Reset is hardcoded to 4, initial counter 2 (const @0x55ca470), so the first spray lands about 2s after germination and every 4s after that."}, {"affecter": "AFFECTER_SunHeartBloom", "symbol": "AFFECTER_SunHeartBloom.Passive_SunHeartBloomAttack.<AttackRoutine>d__9$$MoveNext", "rva": "0x975844", "interval_sec": 4, "interval_source": "hardcoded mov w8,#4", "init_counter": 2, "rule": "Reset is hardcoded to 4, initial counter 2, so the first hit lands about 2s after germination and every 4s after that."}]}, "note": "All three nature turrets run a 1-second tick: lifetime counter +1, attack counter -1, fire when it runs out, then reset. Only Solar Bloom's interval exists in the tables. Recorded here only; not surfaced on any page yet (separate content task). Source: INTEGRATION_PLAN_2026-07-26.md A.1 and HANDOFF.md paragraph 9."}, "insc_heavy_plumb": {"build": "24354931", "source": "AFFECTER_HeavyPlumbInscription.Passive_HeavyPlumb.HeavyPlumbAddStatus@0x933A2C", "values": {"hook": "Before the hit is calculated, in the phase where effects adjust the attacker's stats.", "formula": "Bonus = carried Weight x 15 x 0.01, which is 0.15 percentage points of Damage Dealt Bonus per point of Weight.", "pipeline": "The bonus is written into the Damage Dealt Bonus of that one hit. A hit is (fixed + self coefficient + target coefficient) x (1 + multiplier + Damage Dealt Bonus / 100 + typed damage bonus / 100 + target damage taken / 100) x hit result x 100 / (100 + resistance) x final multiplier. Heavy Plumb lands inside the additive bonus bracket, and that whole bracket is then multiplied by the critical multiplier, before defense is applied.", "summary": "Adds 0.15 percent damage per point of carried Weight to melee physical hits.", "rule_of_thumb": "Every 10 points of carried Weight is +1.5 percent damage.", "scope": "The gate is the skill row's hit type and damage type, not the words basic attack. 96 of the 252 skills in the table are melee physical and every one of them gets the bonus. Ranged physical (9 skills), ranged magic (35) and melee magic (3) get nothing.", "table": {"variable_label": "Carried weight", "points": [0, 25, 50, 100, 150, 200], "baseline": "150 physical attack power, a 100 percent coefficient basic attack, target at 0 resistance, critical damage bonus at the default 50 percent.", "columns": [{"label": "Damage bonus", "add_per_unit": 0.15, "suffix": "%"}, {"label": "Normal hit", "base": 150.0, "pct_per_unit": 0.15}, {"label": "Critical hit", "base": 150.0, "pct_per_unit": 0.15, "mult": 1.5}]}, "caveats": ["Weight is the summed table weight of everything the unit carries, equipped gear included. A naked unit with an empty bag has Weight 0 and the inscription does nothing.", "It reads current Weight, not the carrying limit. The limit (100 + 4 x Strength) only caps how far this can go: at 200 carried weight the bonus is +30 percent, and the code applies no cap of its own.", "The bonus is additive with every other damage dealt bonus in the same bracket, so each extra source is worth less than the first one."], "interactions": ["It shares the additive damage dealt bracket with Challenge, Death Throes, Crumble and Sinking, so none of those multiply each other."], "citations": [{"symbol": "AFFECTER_HeavyPlumbInscription.Passive_HeavyPlumb.HeavyPlumbAddStatus", "rva": "0x933A2C", "rule": "Checks the skill's hit type is melee and its damage type is physical, reads the wearer's Weight, multiplies it by the inscription's value and by 0.01, and adds the result to the Damage Dealt Bonus of that hit."}, {"symbol": "Refactor.Component.StatusComponent.ApplyInventoryWeight", "rva": "0xD563A0", "rule": "Weight is the sum of every carried item's table weight times its amount, over the inventory slots and the equipment slots both."}, {"symbol": "Refactor.Combat.DamageSimulator.CalculateValue", "rva": "0x8FC248", "rule": "The order damage is built in, and the bracket the Damage Dealt Bonus sits in."}], "affecter": "AFFECTER_HeavyPlumbInscription"}, "note": "Single row, no grade family: the value has been 15.0 in every local build (b0321, 23739108, 24354931, 24389032). Build 24389032 shows the identical class and call graph with shifted addresses, but no arm64 slice for that build exists locally, so only 24354931 is byte-verified."}, "insc_magic_smite": {"build": "24354931", "source": "AFFECTER_MagicSmiteInscription.Passive_MagicSmite.MagicSmite@0x9333CC", "values": {"hook": "After the basic attack has landed and its damage is known.", "formula": "Extra = the damage the basic attack actually dealt x 10 x 0.01, published as a separate magic hit with a fixed value.", "pipeline": "The extra hit is its own execution. Having a fixed value it carries no attack power term, but it still runs the whole damage pipeline: the attacker's damage dealt bonus and magic damage dealt bonus scale it, it rolls its own critical and guard, and the target's magic resistance mitigates it.", "summary": "Basic attacks add a second magic hit worth 10 percent of the damage they dealt.", "rule_of_thumb": "Every 100 damage a basic attack lands adds 10 magic damage.", "scope": "Basic attacks only, and only when the hit was actually applied (not a miss, not an immune result).", "table": {"variable_label": "Damage the basic attack dealt", "points": [50, 100, 150, 225, 300, 387], "baseline": "The extra hit before the target's magic resistance and its own critical roll.", "columns": [{"label": "Extra magic hit", "add_per_unit": 0.1}, {"label": "If the extra hit crits", "add_per_unit": 0.1, "mult": 1.5}]}, "caveats": ["Because it is read off the damage that landed, anything that raised that damage raises this too."], "interactions": [], "tooltip_conflicts": [{"says": "additional magic damage equal to 10 percent of physical attack power", "does": "10 percent of the damage the basic attack just dealt. Physical attack power is never read anywhere in the routine."}], "citations": [{"symbol": "AFFECTER_MagicSmiteInscription.Passive_MagicSmite.MagicSmite", "rva": "0x9333CC", "rule": "Gates on the wearer being the attacker, the hit having been applied, and the skill being a basic attack."}, {"symbol": "AFFECTER_MagicSmiteInscription.Passive_MagicSmite.<MagicSmiteRoutine>d__3.MoveNext", "rva": "0x933638", "rule": "Reads the total damage off the hit's log, multiplies by the inscription's value and 0.01, and publishes it as a fixed-value magic hit."}], "affecter": "AFFECTER_MagicSmiteInscription"}, "note": "The in-game text is wrong, not merely vague: it names a stat the code never touches. The wiki shows the code truth with a notice."}, "insc_shockwave": {"build": "24354931", "source": "AFFECTER_ShockWaveInscription.Passive_ShockWave.ShockWave@0x932658", "values": {"hook": "After the basic attack has landed and its damage is known.", "formula": "Splash = the damage the basic attack dealt x 30 x 0.01, dealt to every hostile in the square of half width 1 around the target. The target's own tile is skipped, which leaves up to 8 neighbours.", "pipeline": "Each splash is its own execution with a fixed value, so it re-enters the damage pipeline from scratch: it rolls its own critical and guard and is mitigated by the victim's physical resistance.", "summary": "Basic attacks splash 30 percent of the damage dealt onto up to 8 tiles around the target.", "rule_of_thumb": "Every 100 damage on the main target is 30 damage to each neighbour.", "scope": "Basic attacks only. It fires on normal, critical and guarded hits alike: the gate is that the hit was applied, which excludes only misses and immune results.", "table": {"variable_label": "Damage the basic attack dealt", "points": [50, 100, 150, 225, 300, 387], "baseline": "Splash before each victim's own resistance and critical roll.", "columns": [{"label": "Per neighbour", "add_per_unit": 0.3}, {"label": "Full ring of 8", "add_per_unit": 0.3, "mult": 8}]}, "caveats": ["The splash is always physical, whatever the damage type of the basic attack that triggered it.", "The primary target is explicitly skipped, so it is never hit twice.", "The area is a square of half width 1 around the target, read from the inscription's first value. It is not a ring of exactly 8: fewer neighbours means fewer hits."], "interactions": ["Sinking compounds into it. Sinking's bonus is already inside the damage the basic attack dealt, so the splash carries it: a 72 point Sinking proc turns a 67.5 splash into 116.1, exactly 1.72 times.", "A permanent damage dealt bonus double dips here, once in the base hit and again on each splash's own bracket. Sinking only single dips, because its bonus is scoped to the one execution that produced the base hit.", "Splash hits cannot re-trigger Shockwave, Storm or Sinking. What publishes them is the inscription, not a skill, and all three of those gate on a basic-attack skill."], "citations": [{"symbol": "AFFECTER_ShockWaveInscription.Passive_ShockWave.ShockWave", "rva": "0x932658", "rule": "Gates on the wearer being the attacker, the hit having been applied, and the skill being a basic attack."}, {"symbol": "AFFECTER_ShockWaveInscription.Passive_ShockWave.<ShockwaveRoutine>d__3.MoveNext", "rva": "0x9329E4", "rule": "Walks the square from minus the radius to plus the radius on both axes, skips the tile the primary target stands on, and publishes a fixed-value physical hit worth 30 percent of the logged total damage to every hostile left."}, {"symbol": "Refactor.Combat.IExecutionLog.get_IsApplied", "rva": "0x879228", "rule": "Applied means the result was not a miss and not an immune, so guarded hits still splash."}], "affecter": "AFFECTER_ShockWaveInscription"}, "note": "The tooltip states neither the shape of the area nor the damage type of the splash. Both are settled here."}, "insc_storm": {"build": "24354931", "source": "AFFECTER_StormInscription.Passive_StormInscription.OnDamage@0x928748", "values": {"hook": "After the basic attack has landed, and only when it was a critical hit.", "formula": "Every hostile in a circle of radius 2 around the target takes a hit of 30 percent of the wearer's physical attack power.", "pipeline": "Each proc is its own execution built from a self coefficient on physical attack power. Its attack type resolves to none, so the hit check short-circuits and the proc always lands, but it still rolls its own critical and can be guarded.", "summary": "Critical basic attacks hit everything within 2 tiles for 30 percent of physical attack power.", "rule_of_thumb": "Every 10 physical attack power is 3 damage to each victim in the circle.", "scope": "Basic attacks only, and only on a critical result.", "table": {"variable_label": "Physical attack power", "points": [50, 100, 150, 200, 300], "baseline": "Per victim, before that victim's own resistance.", "columns": [{"label": "Per victim", "add_per_unit": 0.3}, {"label": "If the proc crits", "add_per_unit": 0.3, "mult": 1.5}, {"label": "5 victims", "add_per_unit": 0.3, "mult": 5}]}, "caveats": ["The coefficient stat is hardcoded to physical attack power. A magic basic attack still procs Storm off physical attack power, and only the damage type is inherited, so the resistance the victim uses follows the attack while the scaling does not.", "The victim cap could not be settled from the binary. The loop's own predicate publishes up to 7 hits while the table value and the design note both say 5. The wiki reports the predicate and flags the reading as unconfirmed in game.", "Whether the primary target itself eats a Storm hit was not proven from the binary. The design note says it does."], "interactions": ["Sinking does nothing for Storm. The proc is a fresh execution scaled off physical attack power, and Sinking's bonus is scoped to the execution that produced the base hit."], "tooltip_conflicts": [{"says": "the type of damage depends on the type of the basic attack", "does": "only the damage type is inherited. The number itself always scales off physical attack power."}, {"says": "up to 5 enemies", "does": "the loop's counter allows 7 published hits. Which of the two the designer meant is not settled, so treat 5 as the intended figure and 7 as the code's ceiling."}], "citations": [{"symbol": "AFFECTER_StormInscription.Passive_StormInscription.OnDamage", "rva": "0x928748", "rule": "Gates on the wearer being the attacker, the skill being a basic attack, and the logged result being a critical hit, then builds a circle of the inscription's radius around the target."}, {"symbol": "AFFECTER_StormInscription.Passive_StormInscription.<Attack>d__3.MoveNext", "rva": "0x928BAC", "rule": "Builds each proc from a self coefficient of 30 percent on physical attack power, with the damage type copied from the triggering hit."}], "affecter": "AFFECTER_StormInscription"}, "note": "Three of the tooltip's claims are misleading. The hardcoded scaling stat and the loop's real ceiling are both stated on the page."}, "insc_sink": {"build": "24354931", "source": "AFFECTER_SinkInscription.Passive_SinkInscription.SinkInscription@0x924FE8", "values": {"hook": "Before the hit is calculated, in the phase where effects adjust the attacker's stats.", "formula": "On the proc, bonus = (target's missing HP / target's max HP) x 120, added as percentage points of Damage Dealt Bonus. The scaling is perfectly linear in the missing fraction, and there is no extra hundredth here: the result is already percentage points.", "pipeline": "The bonus lands in the additive damage dealt bracket of that one hit, and that bracket is then multiplied by the critical multiplier. It is applied before defense.", "summary": "Every 3rd basic attack adds up to 120 percent damage, scaled by the target's missing HP.", "rule_of_thumb": "Every 10 percent of the target's missing HP is +12 percentage points of damage on the proc.", "scope": "Basic attacks only. There is no melee check, no damage type check and no touch tag: any skill flagged as a basic attack qualifies.", "table": {"variable_label": "Target missing HP (%)", "points": [0, 25, 50, 60, 75, 90, 99], "baseline": "150 physical attack power, a 100 percent coefficient basic attack, target at 0 resistance, critical damage bonus at the default 50 percent.", "columns": [{"label": "Damage bonus", "add_per_unit": 1.2, "suffix": "%"}, {"label": "Normal hit", "base": 150.0, "pct_per_unit": 1.2}, {"label": "Critical hit", "base": 150.0, "pct_per_unit": 1.2, "mult": 1.5}]}, "caveats": ["The counter runs 1, 2, 3, 4 and then subtracts 3 to land back on 1, so the first proc comes on the 4th qualifying basic attack and every 3rd one after that.", "The counter is hidden. The effect is not exposed to the player, so there is no way to see how charged it is.", "The max stack of 4 on the table row is that counter, not a 4-attack cycle.", "Multi-target basic attacks give each enemy its own hit, so the counter advances once per enemy struck. Derived from the data shape, not bench tested.", "The bonus is scoped to one hit and is additive with the other damage dealt bonuses, so it does not multiply them."], "interactions": ["Shockwave compounds. The splash is a share of the damage that landed, so a Sinking proc multiplies it by the same factor: at a 72 point proc the splash goes from 67.5 to 116.1.", "Storm gains nothing. Its proc scales off physical attack power on a fresh execution, which never sees Sinking's bonus.", "Storm and Shockwave procs do not charge the counter either. Their publisher is an inscription rather than a skill, so they fail the basic-attack gate.", "Healing Touch kills it outright. With a nature staff equipped and Healing Touch learned, the basic attack becomes Healing Touch, which publishes a heal and not damage. Sinking only listens to damage, so on that unit it never charges and never procs."], "tooltip_conflicts": [{"says": "every 3rd basic attack", "does": "the first proc lands on the 4th qualifying attack, then every 3rd after that."}], "citations": [{"symbol": "AFFECTER_SinkInscription.Passive_SinkInscription.SinkInscription", "rva": "0x924FE8", "rule": "Gates on the wearer being the attacker and the skill being a basic attack, requires the counter to have reached 3, then reads the target's max and current HP and writes the missing fraction times 120 into the hit's Damage Dealt Bonus."}, {"symbol": "AFFECTER_SinkInscription.Passive_SinkInscription.<SinkRoutine>d__5.MoveNext", "rva": "0x9255EC", "rule": "Adds one stack of the hidden counter to the attacker on every qualifying basic attack, whether or not the bonus fired."}, {"symbol": "AFFECTER_SinkInscription.Passive_SinkInscription.<ExcessiveBleedingRefreshRoutine>d__6.MoveNext", "rva": "0x9254C8", "rule": "Subtracts 3 stacks once the counter reaches 4, which is what makes the cycle repeat from 1."}, {"symbol": "SKILL_HealingTouchAttack.<SkillRoutine>d__0.MoveNext", "rva": "0x8D048C", "rule": "Healing Touch's attack yields a heal and no damage at all, which is why Sinking can never see it."}], "affecter": "AFFECTER_SinkInscription"}, "note": "The counter lives in code, not in the table: the design note on the row says so outright. Whether the counter is seeded at 0 or 1 on equip was not traced, so the first-proc index is stated as derived."}, "insc_death_throes": {"build": "24354931", "source": "AFFECTER_DeathThroesInscription.Passive_DeathThroesInscription.OnDamage@0x932374", "values": {"hook": "Before the hit is calculated, in the phase where effects adjust the attacker's stats.", "formula": "Bonus = (your missing HP / your max HP) x 20, added as percentage points of Damage Dealt Bonus. Strictly linear, and the ratio itself bounds it at 20.", "pipeline": "It lands in the additive damage dealt bracket of the hit, which is then multiplied by the critical multiplier.", "summary": "Adds up to +20 percent damage as the wearer's own HP drops.", "rule_of_thumb": "Every 10 percent of your own missing HP is +2 percentage points of damage.", "scope": "Every damage execution the wearer originates. There is no melee, physical or basic-attack gate at all.", "table": {"variable_label": "Your missing HP (%)", "points": [0, 25, 50, 75, 90, 99], "baseline": "150 physical attack power, a 100 percent coefficient basic attack, target at 0 resistance, critical damage bonus at the default 50 percent.", "columns": [{"label": "Damage bonus", "add_per_unit": 0.2, "suffix": "%"}, {"label": "Normal hit", "base": 150.0, "pct_per_unit": 0.2}, {"label": "Critical hit", "base": 150.0, "pct_per_unit": 0.2, "mult": 1.5}]}, "caveats": ["It reads your own HP, not the target's.", "It is additive with the other damage dealt bonuses, so stacking several of them gives less than each one promises on its own."], "interactions": ["It pools with Heavy Plumb, Challenge, Crumble and Sinking in the same additive bracket."], "citations": [{"symbol": "AFFECTER_DeathThroesInscription.Passive_DeathThroesInscription.OnDamage", "rva": "0x932374", "rule": "Reads the wearer's own max and current HP and writes the missing fraction times 20 into the hit's Damage Dealt Bonus, on every damage execution the wearer originates."}], "affecter": "AFFECTER_DeathThroesInscription"}, "note": "The word proportionally in the tooltip is exactly linear here, and the HP measured is the wearer's own."}, "insc_giant": {"build": "24354931", "source": "AFFECTER_GiantInscription.Passive_GiantInscription.OnDamage@0x92923C", "values": {"hook": "Before the hit is calculated, in the phase where effects adjust the attacker's stats.", "formula": "Value = your max HP x 10 x 0.01, added as flat Physical Attack Power for that one execution.", "pipeline": "This is an absolute addition of Physical Attack Power points inside the execution, applied before the skill's coefficient is read. Because it feeds the attack power term rather than the additive bonus bracket, the skill's coefficient multiplies it.", "summary": "Adds 10 percent of your max HP as Physical Attack Power on every hit.", "rule_of_thumb": "Every 100 max HP is +10 Physical Attack Power.", "scope": "Every damage execution the wearer originates. No gate on damage type, hit type or basic attacks.", "table": {"variable_label": "Your max HP", "points": [200, 300, 400, 600, 800], "baseline": "Damage added is the attack power gain run through the skill's coefficient, before the target's resistance.", "columns": [{"label": "Physical Attack Power added", "add_per_unit": 0.1}, {"label": "Damage added, 100% coefficient skill", "add_per_unit": 0.1}, {"label": "Damage added, 250% coefficient skill", "add_per_unit": 0.1, "mult": 2.5}]}, "caveats": ["Because it multiplies against the skill coefficient, it is worth far more on a high-coefficient skill than on a plain basic attack.", "It is not a percentage bonus: the number added is attack power points, so it is diluted by nothing but it also gains nothing from your existing attack power."], "interactions": ["It does not compete with the additive damage dealt bracket at all, which makes it the better companion to inscriptions that already crowd that bracket."], "citations": [{"symbol": "AFFECTER_GiantInscription.Passive_GiantInscription.OnDamage", "rva": "0x92923C", "rule": "Reads the wearer's max HP, multiplies by the inscription's value and 0.01, and adds the result to Physical Attack Power for that execution."}], "affecter": "AFFECTER_GiantInscription"}, "note": "Identical routine to its twin, one register apart. The tooltip does not say the result is a flat stat addition applied per execution, which is the part that matters for skill scaling."}, "insc_divine": {"build": "24354931", "source": "AFFECTER_DivineInscription.Passive_DivineInscription.OnDamage@0x928F38", "values": {"hook": "Before the hit is calculated, in the phase where effects adjust the attacker's stats.", "formula": "Value = your max HP x 10 x 0.01, added as flat Magic Attack Power for that one execution.", "pipeline": "This is an absolute addition of Magic Attack Power points inside the execution, applied before the skill's coefficient is read. Because it feeds the attack power term rather than the additive bonus bracket, the skill's coefficient multiplies it.", "summary": "Adds 10 percent of your max HP as Magic Attack Power on every hit.", "rule_of_thumb": "Every 100 max HP is +10 Magic Attack Power.", "scope": "Every damage execution the wearer originates. No gate on damage type, hit type or basic attacks.", "table": {"variable_label": "Your max HP", "points": [200, 300, 400, 600, 800], "baseline": "Damage added is the attack power gain run through the skill's coefficient, before the target's resistance.", "columns": [{"label": "Magic Attack Power added", "add_per_unit": 0.1}, {"label": "Damage added, 100% coefficient skill", "add_per_unit": 0.1}, {"label": "Damage added, 250% coefficient skill", "add_per_unit": 0.1, "mult": 2.5}]}, "caveats": ["Because it multiplies against the skill coefficient, it is worth far more on a high-coefficient skill than on a plain basic attack.", "It is not a percentage bonus: the number added is attack power points, so it is diluted by nothing but it also gains nothing from your existing attack power."], "interactions": ["It does not compete with the additive damage dealt bracket at all, which makes it the better companion to inscriptions that already crowd that bracket."], "citations": [{"symbol": "AFFECTER_DivineInscription.Passive_DivineInscription.OnDamage", "rva": "0x928F38", "rule": "Reads the wearer's max HP, multiplies by the inscription's value and 0.01, and adds the result to Magic Attack Power for that execution."}], "affecter": "AFFECTER_DivineInscription"}, "note": "Identical routine to its twin, one register apart. The tooltip does not say the result is a flat stat addition applied per execution, which is the part that matters for skill scaling."}, "insc_challenge": {"build": "24354931", "source": "AFFECTER_ChallengeInscription.Passive_ChallengeInscription.OnDamage@0x931FE8", "values": {"hook": "Before the hit is calculated, in the phase where effects adjust the attacker's stats.", "formula": "If the target carries the elite monster or the boss monster tag, a flat 20 percentage points are added to the hit's Damage Dealt Bonus.", "pipeline": "It lands in the same additive damage dealt bracket as Heavy Plumb, Death Throes, Crumble and Sinking, and that bracket is then multiplied by the critical multiplier.", "summary": "Adds a flat +20 percent damage against elite and boss monsters.", "rule_of_thumb": "Against an elite or a boss, multiply the hit by 1.20 before any other bonus dilutes it.", "scope": "Every damage execution the wearer originates, not just basic attacks.", "table": {"variable_label": "Hit damage without the inscription", "points": [50, 100, 150, 225, 300], "baseline": "Against a target carrying the elite or boss tag.", "columns": [{"label": "Against an elite or boss", "base_from_variable": true, "pct_flat": 20.0}, {"label": "Damage added", "add_per_unit": 0.2}]}, "caveats": ["Elite and boss status is a tag the monster carries, not a stat or a table column.", "Additive with the rest of the bracket, so the more damage dealt bonus you already have, the smaller the share this 20 represents."], "interactions": ["It pools with Heavy Plumb, Death Throes, Crumble and Sinking."], "citations": [{"symbol": "AFFECTER_ChallengeInscription.Passive_ChallengeInscription.OnDamage", "rva": "0x931FE8", "rule": "Tests the target for the elite monster tag or the boss monster tag and, on a match, adds the inscription's raw value to the hit's Damage Dealt Bonus."}], "affecter": "AFFECTER_ChallengeInscription"}, "note": "The condition is a tag on the target, which is why no table column can answer what counts as an elite."}, "insc_crumble": {"build": "24354931", "source": "AFFECTER_CrumbleInscription.Passive_CrumbleInscription.AddDamage@0x9266BC", "values": {"hook": "Before the hit is calculated for the damage half, and after it lands for the durability drain.", "formula": "On a basic attack, a flat 25 percentage points are added to the hit's Damage Dealt Bonus. A second handler reads the skill's durability cost and its proper equipment and publishes the extra wear against that slot.", "pipeline": "The 25 is additive inside the damage dealt bracket, which is then multiplied by the critical multiplier.", "summary": "Adds a flat +25 percent damage to basic attacks and wears the weapon out faster.", "rule_of_thumb": "On a basic attack, multiply the hit by 1.25 before other bonuses dilute it.", "scope": "Basic attacks only.", "table": {"variable_label": "Basic attack damage without the inscription", "points": [50, 100, 150, 225, 300], "baseline": "Before the target's resistance.", "columns": [{"label": "With the inscription", "base_from_variable": true, "pct_flat": 25.0}, {"label": "Damage added", "add_per_unit": 0.25}]}, "caveats": ["Additive, not multiplicative. It shares the bracket with every other damage dealt bonus.", "The durability arithmetic itself was not disassembled. What is settled is that the extra wear is driven by the skill's durability cost and lands on the skill's proper equipment."], "interactions": ["It pools with Heavy Plumb, Death Throes, Challenge and Sinking."], "citations": [{"symbol": "AFFECTER_CrumbleInscription.Passive_CrumbleInscription.AddDamage", "rva": "0x9266BC", "rule": "Gates on the wearer being the attacker and the skill being a basic attack, then adds the inscription's raw value to the hit's Damage Dealt Bonus."}, {"symbol": "AFFECTER_CrumbleInscription.Passive_CrumbleInscription.OnDamage", "rva": "0x9267C8", "rule": "Reads the skill's durability cost and proper equipment and publishes the extra durability drain against that slot."}], "affecter": "AFFECTER_CrumbleInscription"}, "note": "The tooltip leaves both halves ambiguous: the bonus is additive, and the equipment it wears is the skill's own proper equipment slot."}, "insc_reflection": {"build": "24354931", "source": "AFFECTER_ReflectionInscription.Passive_Reflection.Reflection@0x933DC0", "values": {"hook": "After a hit lands on the wearer.", "formula": "Reflected = the incoming hit's total damage x 100 x 0.01, sent back at the attacker as a fixed-value hit with no damage type.", "pipeline": "Having no damage type, the reflected hit takes neither physical nor magic resistance and no typed damage bonus. It is still subject to the reflector's own damage dealt bonus and the attacker's damage taken bonus, and it rolls its own hit and critical.", "summary": "Sends 100 percent of every hit you take back at the attacker as typeless damage.", "rule_of_thumb": "Whatever number appears over your head, the attacker takes the same number.", "scope": "Any hit that is applied to the wearer, from any source.", "table": {"variable_label": "Damage the incoming hit dealt", "points": [50, 100, 200, 300, 500], "baseline": "Reflected before the reflector's own damage bonuses and critical roll.", "columns": [{"label": "Reflected back", "add_per_unit": 1.0}]}, "caveats": ["The figure read is the hit's total damage, which is the pre-shield number, not the health you actually lost. A barrier that ate the hit does not shrink the reflection.", "Whether a reflected hit can itself trigger a second reflection on the attacker was not verified."], "interactions": ["Because the reflected hit is typeless, resistance-stacking enemies take it in full."], "citations": [{"symbol": "AFFECTER_ReflectionInscription.Passive_Reflection.Reflection", "rva": "0x933DC0", "rule": "Gates on the wearer being the victim and the hit having been applied, then finds the attacker on the incoming data."}, {"symbol": "AFFECTER_ReflectionInscription.Passive_Reflection.<ReflectionRoutine>d__3.MoveNext", "rva": "0x933FFC", "rule": "Publishes a fixed-value hit at the attacker worth the full logged damage, with the damage type left at none."}], "affecter": "AFFECTER_ReflectionInscription"}, "note": "The 100 percent on the page is real, and the base it applies to is the full incoming hit."}, "insc_protection": {"build": "24354931", "source": "AFFECTER_ProtectionInscription.Passive_ProtectionInscription.OnCombat@0x929680", "values": {"hook": "Combat start.", "formula": "Barrier = (your max HP - your current HP) x 200 x 0.01, truncated toward zero, so twice your missing HP. Nothing happens unless that is at least 1.", "pipeline": "The barrier magnitude is carried as stacks of the Barrier effect for 20 seconds. That is why the Barrier row's own values cannot resolve it: the number is bound at runtime.", "summary": "At combat start, a barrier worth twice your missing HP for 20 seconds.", "rule_of_thumb": "Every 10 HP you are missing is 20 points of barrier.", "scope": "Once per combat start, and no more than once per 60 ticks of the internal cooldown.", "table": {"variable_label": "Your missing HP at combat start", "points": [0, 25, 50, 100, 200, 300], "baseline": "Barrier points granted for 20 seconds.", "columns": [{"label": "Barrier granted", "add_per_unit": 2.0, "floor": true}]}, "caveats": ["A unit at full HP gets nothing at all.", "The 20 second duration and the 60 tick cooldown both come from the inscription's own values."], "interactions": ["It rewards entering a fight wounded, which runs against every other reason to heal up first."], "citations": [{"symbol": "AFFECTER_ProtectionInscription.Passive_ProtectionInscription.OnCombat", "rva": "0x929680", "rule": "Fires on combat start and writes the cooldown value into the passive's own counter."}, {"symbol": "AFFECTER_ProtectionInscription.Passive_ProtectionInscription.<InCombat>d__4.MoveNext", "rva": "0x92982C", "rule": "Computes twice the missing HP, truncates it, and grants that many stacks of the Barrier effect for the inscription's duration value."}], "affecter": "AFFECTER_ProtectionInscription"}, "note": "The 200 percent is 200 percent of missing HP, and the barrier's size travels as effect stacks."}, "insc_elasticity": {"build": "24354931", "source": "AFFECTER_ElasticityInscription.Passive_ElasticityInscription.OnDamage@0x925F84", "values": {"hook": "After the wearer guards a hit.", "formula": "Heal = (your max HP - your current HP) x 5 x 0.01, which is 5 percent of your current missing health. Iron Wall is then applied for 10 seconds.", "pipeline": "The heal is published as its own execution on the wearer.", "summary": "Guarding heals 5 percent of your missing HP and grants Iron Wall for 10 seconds.", "rule_of_thumb": "Every 100 HP you are missing gives 5 HP back per guard.", "scope": "Only on a guarded result, and only when the wearer is the victim.", "table": {"variable_label": "Your missing HP", "points": [0, 50, 100, 200, 400], "baseline": "Health restored by one guard.", "columns": [{"label": "Healed per guard", "add_per_unit": 0.05}]}, "caveats": ["It is 5 percent of missing health, not 5 percent of max health, and it has nothing to do with the size of the hit you guarded.", "It is exactly zero at full HP and strongest when nearly dead."], "interactions": ["Guard chance is what turns this on, so it is worth nothing on a unit that rarely guards."], "citations": [{"symbol": "AFFECTER_ElasticityInscription.Passive_ElasticityInscription.OnDamage", "rva": "0x925F84", "rule": "Gates on the logged result being a guard and the wearer being the victim."}, {"symbol": "AFFECTER_ElasticityInscription.Passive_ElasticityInscription.<Heal>d__3.MoveNext", "rva": "0x9261FC", "rule": "Heals 5 percent of the wearer's current missing health and applies Iron Wall for the inscription's second value in seconds."}], "affecter": "AFFECTER_ElasticityInscription"}, "note": "The tooltip's lost Health is current missing health, which is the reading that makes the effect worthless at full HP."}, "insc_capital": {"build": "24354931", "source": "AFFECTER_CapitalInscription.Passive_CapitalInscription.OnDamage@0x92455C", "values": {"hook": "After the hit has landed and its damage is known.", "formula": "If the target's current HP divided by its max HP is at or below 20 percent, and the target does not carry the boss tag, the Execution effect is applied to it for 1 second.", "pipeline": "The inscription deals no lethal damage of its own. It applies a status, and that status does the killing.", "summary": "Enemies at or below 20 percent HP are finished off after they take a hit.", "rule_of_thumb": "Read the threshold straight off the enemy's max HP: a fifth of it is the execute line.", "scope": "Any hit the wearer lands on a target that is not already dead.", "table": {"variable_label": "Enemy max HP", "points": [100, 200, 400, 800, 1500], "baseline": "The HP at or below which the enemy is executed.", "columns": [{"label": "Executed at or below", "add_per_unit": 0.2}]}, "caveats": ["The pool read is the combined head and body health, not one of the two.", "The only exclusion is the boss tag. Elite monsters are executable, which the tooltip does not say."], "interactions": ["Anything that pushes a target under a fifth of its health, including Sinking's own missing-HP burst, sets this up."], "citations": [{"symbol": "AFFECTER_CapitalInscription.Passive_CapitalInscription.OnDamage", "rva": "0x92455C", "rule": "Compares the target's current health against a fifth of its max health and checks the target for the boss tag."}, {"symbol": "AFFECTER_CapitalInscription.Passive_CapitalInscription.<DamageRoutine>d__3.MoveNext", "rva": "0x924824", "rule": "Applies one stack of the Execution effect to the target for one second."}], "affecter": "AFFECTER_CapitalInscription"}, "note": "Instantly executed is a status application, not a direct kill, and elites are not excluded."}, "insc_goldmine": {"build": "24354931", "source": "AFFECTER_GoldmineInscription.Passive_GoldmineInscription.OnDamage@0x9278F4", "values": {"hook": "After a critical hit lands.", "formula": "Each critical hit pays 10 gold and takes 10 off a remaining budget. Once the budget is spent, the inscription grants critical chance once instead.", "pipeline": "The gold is a money change, and a visible counter effect is stacked on the wearer alongside it so the running total is readable.", "summary": "Critical hits pay 10 gold each up to 2000 gold, then grant +10 critical chance.", "rule_of_thumb": "10 critical hits is 100 gold. 200 of them exhausts the budget.", "scope": "Any critical hit the wearer lands.", "table": {"variable_label": "Critical hits landed", "points": [1, 10, 50, 100, 200, 300], "baseline": "Gold paid out, against the 2000 gold budget.", "columns": [{"label": "Gold earned", "add_per_unit": 10.0, "cap": 2000.0}]}, "caveats": ["The critical chance granted at the end reads the inscription's FIRST value, not its third. The third value exists only to fill the tooltip's placeholder, so editing it changes the text and nothing else. Both happen to be 10, which is what hides the bug.", "The 2000 budget is inferred: the decrement and the remaining-budget test were read, but the line that seeds the budget from the second value was not located."], "interactions": ["Critical chance is what drives the whole thing, so it pairs with anything that raises it."], "tooltip_conflicts": [{"says": "then Critical Chance increases by the third value", "does": "the routine loads the first value instead. The bonus is +10 critical chance because the first value is 10, not because the third one is."}], "citations": [{"symbol": "AFFECTER_GoldmineInscription.Passive_GoldmineInscription.OnDamage", "rva": "0x9278F4", "rule": "On a critical result, pays out while the budget is at least 1, otherwise sets the maxed flag and grants the critical chance once."}, {"symbol": "AFFECTER_GoldmineInscription.Passive_GoldmineInscription.<AddMoeny>d__5.MoveNext", "rva": "0x927D20", "rule": "Pays the inscription's first value in gold, subtracts the same figure from the budget, and stacks the visible counter effect."}, {"symbol": "AFFECTER_GoldmineInscription.Passive_GoldmineInscription.<AddCritical>d__6.MoveNext", "rva": "0x927C24", "rule": "Grants critical chance from the inscription's FIRST value. The third value is never read."}], "affecter": "AFFECTER_GoldmineInscription"}, "note": "A dead placeholder: the tooltip's third number is decorative. Recorded explicitly so nobody tunes it expecting an effect."}, "insc_sprouting_shell": {"build": "24354931", "source": "AFFECTER_SproutingShellInscription.Passive_SproutingShell.SproutingShell@0x935C60", "values": {"hook": "Whenever the wearer's Energy goes up, then again when the hidden counter is applied.", "formula": "Energy recovered is banked into a float accumulator. Every whole point becomes 1 stack of the hidden counter. When the counter reaches 60 the wearer gains 1 Shell, unless it already holds 20 Shell.", "pipeline": "One counter stack is exactly 1 Energy, which is why the counter's max stack is 200.", "summary": "Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell.", "rule_of_thumb": "60 Energy is 1 Shell.", "scope": "Any positive energy change on the wearer.", "table": {"variable_label": "Energy recovered", "points": [60, 120, 300, 600, 1200, 1500], "baseline": "Shell held, assuming none was lost in between.", "columns": [{"label": "Shell gained", "add_per_unit": 0.016666666666666666, "floor": true, "cap": 20.0}]}, "caveats": ["Fractional energy regeneration is banked rather than dropped, so nothing is lost to rounding.", "The 20 is the ceiling on Shell stacks, not a cap on how many times the inscription may trigger.", "On each grant the counter resets to 1, not to 0."], "interactions": ["Anything that raises energy regeneration raises the Shell rate in direct proportion."], "citations": [{"symbol": "AFFECTER_SproutingShellInscription.Passive_SproutingShell.SproutingShell", "rva": "0x935C60", "rule": "Accumulates positive energy changes and converts each whole point into one stack of the hidden counter."}, {"symbol": "AFFECTER_SproutingShellInscription.Passive_SproutingShell.<SproutingShellAddRoutine>d__7.MoveNext", "rva": "0x936030", "rule": "Grants one Shell when the counter reaches the first value, unless the wearer already holds the third value in Shell, then trims the counter back to 1."}], "affecter": "AFFECTER_SproutingShellInscription"}, "note": "The three numbers on the tooltip are a threshold, a grant size and a Shell ceiling, in that order. The max stack of 200 on the row belongs to the hidden energy counter."}, "insc_excessive_bleeding": {"build": "24354931", "source": "AFFECTER_ExcessiveBleedingInscription.Passive_ExcessiveBleeding.ExcessiveBleeding@0x934560", "values": {"hook": "Before the hit is calculated for the counter, and when the counter effect is applied for the payout.", "formula": "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Bleeding for 6 seconds.", "pipeline": "The Bleeding stacks are applied to the target of the attack that completed the cycle.", "summary": "Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds.", "rule_of_thumb": "3 basic attacks is one payout of 2 Bleeding stacks.", "scope": "Basic attacks only.", "table": {"variable_label": "Basic attacks landed", "points": [3, 6, 9, 12, 30], "baseline": "Payouts and Bleeding stacks applied over a run of basic attacks.", "columns": [{"label": "Payouts", "add_per_unit": 0.3333333333333333, "floor": true}, {"label": "Bleeding stacks applied", "add_per_unit": 0.3333333333333333, "floor": true, "mult": 2}]}, "caveats": ["The counter effect's max stack of 4 is the 1, 2, 3, 4 then reset pattern, not a 4-attack cadence.", "The counter is invisible in game."], "interactions": ["Stacks refresh onto the same target, so the Bleeding damage compounds against a single enemy you keep hitting."], "citations": [{"symbol": "AFFECTER_ExcessiveBleedingInscription.Passive_ExcessiveBleeding.ExcessiveBleeding", "rva": "0x934560", "rule": "Publishes the counter routine on every basic attack, and drives the counter from the effect apply hook."}, {"symbol": "AFFECTER_ExcessiveBleedingInscription.Passive_ExcessiveBleeding.<ExcessiveBleedingRoutine>d__5.MoveNext", "rva": "0x934B0C", "rule": "Adds one counter stack, and on reaching the first value applies the third value in Bleeding stacks to the target for the second value in seconds."}], "affecter": "AFFECTER_ExcessiveBleedingInscription"}, "note": "Byte-for-byte the same routine shape as its twin, with Bleeding substituted. The table's max stack of 4 against a 3-attack cadence is the reset pattern, not a contradiction."}, "insc_ember": {"build": "24354931", "source": "AFFECTER_EmberInscription.Passive_Ember.Amber@0x9350DC", "values": {"hook": "Before the hit is calculated for the counter, and when the counter effect is applied for the payout.", "formula": "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Burning for 6 seconds.", "pipeline": "The Burning stacks are applied to the target of the attack that completed the cycle.", "summary": "Every 3rd basic attack applies 2 stacks of Burning for 6 seconds.", "rule_of_thumb": "3 basic attacks is one payout of 2 Burning stacks.", "scope": "Basic attacks only.", "table": {"variable_label": "Basic attacks landed", "points": [3, 6, 9, 12, 30], "baseline": "Payouts and Burning stacks applied over a run of basic attacks.", "columns": [{"label": "Payouts", "add_per_unit": 0.3333333333333333, "floor": true}, {"label": "Burning stacks applied", "add_per_unit": 0.3333333333333333, "floor": true, "mult": 2}]}, "caveats": ["The counter effect's max stack of 4 is the 1, 2, 3, 4 then reset pattern, not a 4-attack cadence.", "The counter is invisible in game."], "interactions": ["Stacks refresh onto the same target, so the Burning damage compounds against a single enemy you keep hitting."], "citations": [{"symbol": "AFFECTER_EmberInscription.Passive_Ember.Amber", "rva": "0x9350DC", "rule": "Publishes the counter routine on every basic attack, and drives the counter from the effect apply hook."}, {"symbol": "AFFECTER_EmberInscription.Passive_Ember.<AmberRoutine>d__5.MoveNext", "rva": "0x935688", "rule": "Adds one counter stack, and on reaching the first value applies the third value in Burning stacks to the target for the second value in seconds."}], "affecter": "AFFECTER_EmberInscription"}, "note": "Byte-for-byte the same routine shape as its twin, with Burning substituted. The table's max stack of 4 against a 3-attack cadence is the reset pattern, not a contradiction."}, "insc_flint": {"build": "24354931", "source": "AFFECTER_FlintInscription.Passive_FlintInscription.OnDamage@0x92730C", "values": {"hook": "After a critical hit lands.", "formula": "A critical basic attack applies 5 stacks of Burning to the target for 10 seconds.", "pipeline": "The Burning stacks land on the target of the critical hit.", "summary": "Critical basic attacks apply 5 stacks of Burning for 10 seconds.", "rule_of_thumb": "Each critical basic attack is 5 Burning stacks.", "scope": "Basic attacks only, and only on a critical result.", "table": {"variable_label": "Critical basic attacks", "points": [1, 2, 3, 5, 10], "baseline": "Burning stacks applied, before the target's stack ceiling.", "columns": [{"label": "Burning stacks applied", "add_per_unit": 5.0}]}, "caveats": ["The trigger is the resolved result on the hit's log, which means a critical that was actually processed, not merely a critical roll.", "Behaviour against a target that took 0 damage from an immune result was not verified."], "interactions": ["Critical chance drives the whole effect, so it scales with anything that raises it."], "citations": [{"symbol": "AFFECTER_FlintInscription.Passive_FlintInscription.OnDamage", "rva": "0x92730C", "rule": "Gates on the wearer being the attacker, the skill being a basic attack, and the logged result being a critical hit."}, {"symbol": "AFFECTER_FlintInscription.Passive_FlintInscription.<Attack>d__3.MoveNext", "rva": "0x92753C", "rule": "Applies the first value in Burning stacks to the target for the second value in seconds."}], "affecter": "AFFECTER_FlintInscription"}, "note": "The tooltip is nearly complete. The one thing it does not say is that the trigger is a critical that landed, not the critical roll itself."}, "insc_bloodshot": {"build": "24354931", "source": "AFFECTER_BloodshotInscription.Passive_BloodshotInscription.OnDamage@0x926D60", "values": {"hook": "After a critical hit lands.", "formula": "A critical basic attack applies 5 stacks of Bleeding to the target for 10 seconds.", "pipeline": "The Bleeding stacks land on the target of the critical hit.", "summary": "Critical basic attacks apply 5 stacks of Bleeding for 10 seconds.", "rule_of_thumb": "Each critical basic attack is 5 Bleeding stacks.", "scope": "Basic attacks only, and only on a critical result.", "table": {"variable_label": "Critical basic attacks", "points": [1, 2, 3, 5, 10], "baseline": "Bleeding stacks applied, before the target's stack ceiling.", "columns": [{"label": "Bleeding stacks applied", "add_per_unit": 5.0}]}, "caveats": ["The trigger is the resolved result on the hit's log, which means a critical that was actually processed, not merely a critical roll.", "Behaviour against a target that took 0 damage from an immune result was not verified."], "interactions": ["Critical chance drives the whole effect, so it scales with anything that raises it."], "citations": [{"symbol": "AFFECTER_BloodshotInscription.Passive_BloodshotInscription.OnDamage", "rva": "0x926D60", "rule": "Gates on the wearer being the attacker, the skill being a basic attack, and the logged result being a critical hit."}, {"symbol": "AFFECTER_BloodshotInscription.Passive_BloodshotInscription.<Attack>d__3.MoveNext", "rva": "0x926F90", "rule": "Applies the first value in Bleeding stacks to the target for the second value in seconds."}], "affecter": "AFFECTER_BloodshotInscription"}, "note": "The tooltip is nearly complete. The one thing it does not say is that the trigger is a critical that landed, not the critical roll itself."}, "inscription_execution_pipeline": {"build": "24354931", "source": "Refactor.Combat.ExecutionSystem.ProcessNode@0xA69080", "values": {"order": ["The calc-status phase runs first: this is where an inscription writes a bonus into the hit that is about to be calculated.", "The before-process phase runs next.", "The hit is simulated, and the resulting total damage is stored on the execution.", "The after-process phase runs last: this is where an inscription reads the damage that landed and publishes a follow-up hit."], "scoping": "Stat bonuses written by a calc-status hook are stored against the one execution object they were written for, so a follow-up hit published later never inherits them.", "publisher": "A passive keyed as an effect publishes its hits with the effect as their publisher, not a skill. Every basic-attack gate in the inscription passives tests the publisher for being a skill first, so effect-published hits can never re-trigger those inscriptions.", "double_dip": "A permanent damage dealt bonus counts twice into a damage-derived splash, once inside the hit that produced the figure and again on the splash's own bracket. A per-execution bonus such as Sinking counts once.", "citations": [{"symbol": "Refactor.Combat.ExecutionSystem.ProcessNode", "rva": "0xA69080", "rule": "The phase order, and the point at which the log carrying the total damage is attached to the execution."}, {"symbol": "Refactor.Combat.ExecutionStatusModifier.GetUserModifierGetter", "rva": "0x877580", "rule": "Bonuses are keyed by the execution object, so a fresh execution reads none of them."}, {"symbol": "Refactor.PassiveAction.Enable", "rva": "0x985FD4", "rule": "The publisher an effect's passive uses is chosen from the key prefix, which is why effect-published hits fail every basic-attack gate."}]}, "note": "The three structural facts every inscription interaction on this wiki reduces to. Build 24389032 shows the same class shape with shifted addresses; only 24354931 is byte-verified."}}, "effect_fv_overrides": {"_note": "FloatValues for affecters that ship the [-1.0] runtime sentinel AND have no SKILL_ twin and no BindingValue, but state their value verbatim in the Korean dev comment. Each entry must cite that evidence. Never guess: an affecter whose dev comment disagrees with its English description is left unresolved instead.", "AFFECTER_ReflectPhysical": {"values": [50.0], "evidence": "DevComment2 '받은 물리 피해의 50%를 상대에게 반사하여 물리 피해를 입힙니다.' (reflects 50% of physical damage taken). Corroborated by the sibling affecters AFFECTER_ReflectMelee and AFFECTER_ReflectMagic, which both carry FloatValues [50.0] for the same sentence shape."}, "_unresolved": {"AFFECTER_QuickRecovery": "DELIBERATELY LEFT UNRESOLVED. The English description is 'Restores {1}% health over {0} seconds' (two parameters, a heal-over-time), but DevComment2 reads '초 당 25% 만큼 체력을 회복합니다' (restores 25% per second, one value, a per-second rate). The two disagree about the MECHANIC, not just the number, so no filling is safe. Resolve by disassembling the affecter's implementation, not by picking one of the two."}}, "en_supplement": {"TEXTKEY_AFFECTER_GoblinChiefShaman_DESC": "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.", "TEXTKEY_AFFECTER_PioneeringSpirit_NAME": "Pioneering Spirit", "TEXTKEY_AFFECTER_PioneeringSpirit_DESC": "Mood +2 while on dungeon floor {0} or deeper.", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_NAME": "Chain Knight Sentinel Soul Stone", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_DESC": "A stone imbued with the soul of a powerful Chain Knight Sentinel.", "TEXTKEY_UNIT_MudSlogel_NAME": "Mud Slogel"}, "gated_content": {"intro_md": "This page collects content that exists in the game's data for build DS_B.0.3.26 but is **not obtainable or playable yet** — future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.", "categories": [{"title": "Unreleased Metal Tiers (Tin / Bronze / Iron)", "body_md": "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).", "items": ["Iron (full gear set + Iron Ore/Ingot/Stick)", "Bronze (partial gear set)", "Tin (partial gear set)", "Gold jewelry tier"]}, {"title": "Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)", "body_md": "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and — critically — **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (Savage Barrier, Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.", "items": ["Dagger (items, aptitude, no tree)", "Axe (items, aptitude, no tree)", "Spear (items, aptitude, no tree)", "Crossbow (aptitude + tree name only, no items)", "Berserker sub-tree (2 orphan nodes)", "Unbreakable sub-tree (empty)"]}, {"title": "Gem Lines (Crystal upgrades + Gold)", "body_md": "Released casters use three crystal families that also route a staff's element: **Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature)**, used in both staves and random-affix jewelry. Each has a **higher-tier gem upgrade that is gated**: **Garnet** (upgrades Red/Fire), **Opal** (upgrades Blue/Water) and **Peridot** (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated **Gold** jewelry line sits above Silver.", "items": ["Garnet (Fire gem upgrade)", "Opal (Water gem upgrade)", "Peridot (Nature gem upgrade)", "Gold necklaces & rings"]}, {"title": "Legendary Relic Accessories & the Elros Empire Bosses (spoiler)", "body_md": "(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the **Elros Empire** — the setting's hidden prime mover, revealed in an asset line: *\"The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.\"*\n\n- **Baron Blood Tear** — 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.\n- **Red Dragon Breath** — 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.\n- **Frosty Handshake** and **Swirling Tide** — an ice-boss and an ocean/water-boss relic.\n\nOther future bosses in the data: a **three-phase Red Monster Rat** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the **Devrick Pendant** (with its Devrick Talisman).", "items": ["Baron Blood Tear (vampire baron boss)", "Red Dragon Breath (ancient fire dragon)", "Frosty Handshake (ice boss)", "Swirling Tide (water boss)", "Red Monster Rat 3-phase boss", "Royal Slime (+ Grand Crown, Royal Slime Soul Stone)"]}, {"title": "Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)", "body_md": "Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): **Dwarf** (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), **White Demon** (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and **Tal** ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added **Lycan** trait/affecter groundwork and two placeholder names — scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.", "items": ["Dwarf", "White Demon", "Tal", "Lycan (groundwork only)"]}, {"title": "Unreleased Magic Schools (Holy / Dark / Survival)", "body_md": "Three disciplines exist only as aptitude stats with no skill trees and no acquire path. **Holy Magic** and **Dark Magic** hint at a future light/dark axis, and **Survival** looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees — they don't even appear as main-skill-tree enum values.", "items": ["Holy Magic", "Dark Magic", "Survival"]}, {"title": "Soul-Stone Taming", "body_md": "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha Acid Slogel** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.", "items": ["Red Monster Rat Soul Stone (works)", "Alpha Acid Slogel Soul Stone (works)", "Giant Stone Golem Soul Stone (works)", "13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)"]}, {"title": "Future Regions", "body_md": "Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** and **Tower of Apocalypse**. Datamined text also hints at a future **Elf-themed region/recruitment expansion** (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.", "items": ["Abandoned Mine", "Forgotten Abyss", "Dead Swamp", "Tower of Apocalypse", "Elven Homeland (hinted)"]}]}, "glossary": {"Affecter": "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.", "Inscription": "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.", "Aptitude": "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).", "Major stat": "One of the six core attributes — Strength, Constitution, Willpower, Intelligence, Agility, Perception — that feed derived combat stats. How fast each grows on level-up is set by its talent tier.", "Talent": "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.", "Derived (final) stat": "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.", "Offering": "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.", "Mana Stone": "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.", "Safe floor": "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.", "Depletion": "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.", "Contribution": "Points your clan earns from expeditions and objectives, spent to advance your clan rank.", "Clan rank": "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.", "Expedition": "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.", "Dungeon Break": "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.", "Region": "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.", "Dungeon Core": "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.", "Soul Stone": "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.", "Barrier": "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.", "Guard": "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.", "Mood": "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.", "Upkeep": "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.", "Background / Trait": "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.", "Environment": "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.", "Elite / Boss": "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.", "Remnant": "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).", "Capability": "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.", "Annihilation": "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).", "Arcron": "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.", "Contribution Point (CP)": "See Contribution — the specific value spent to rank up the clan.", "Depletion Term": "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.", "Encirclement": "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.", "Pool Tier": "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools."}, "i18n_de": {"!Complete Research": "!Forschung abschließen", "!Complete Research Wood": "!Forschung Holz abgeschlossen", "\" - this is not a Dungeon Settlers save.": "\" - das ist kein Dungeon-Settlers-Spielstand.", "\" completed": "\" abgeschlossen", "\" completed; never after": "\" abgeschlossen; niemals danach", "\" completes": "\" abschließt", "\" completes)": "\" abschließt)", "\" starts automatically; report back to her - she then moves to your base as a recruit candidate. This final hunt is offered in the same talk that opens her trade stock.": "\" startet automatisch; melde dich bei ihr zurück - danach zieht sie als Rekrutierungskandidatin in deine Basis. Diese letzte Jagd wird im selben Gespräch angeboten, das ihr Handelssortiment freischaltet.", "\" starts automatically; report back to her for 10×": "\" startet automatisch; melde dich bei ihr zurück für 10×", "\" starts automatically; report back to her for 1×": "\" startet automatisch; melde dich bei ihr zurück für 1×", "\" starts automatically; report back to her for 8×": "\" startet automatisch; melde dich bei ihr zurück für 8×", "\"-Screeeeech!!\"": "\"-Kreeeeisch!!\"", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discove": "\"-Kreiiiisch!!\" Als {0} mehrere Teile der Kreatur auseinanderreißt, hallt ein schriller Schrei durch die Luft. Nachdem sie vollständig zerlegt ist, wird in ihrem Kern eine winzige grüne Essenz entde", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.": "\"-Kreiiiisch!!\" Als {0} mehrere Teile der Kreatur auseinanderreißt, hallt ein schriller Schrei durch die Luft. Nachdem sie vollständig zerlegt ist, wird in ihrem Kern eine winzige grüne Essenz entdeckt. Zumindest ist deine Neugier gestillt.", "\". There is": "\". Es gibt", "\"...Hmph.\"": "\"...Hmpf.\"", "\"...It's over.\"": "\"...Es ist vorbei.\"", "\"...Thanks to you, my research h...": "\"...Dank dir ist meine Forschung...", "\"...What": "\"...Was", "\"Aaaah!\" You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses under the": "\"Aaaah!\" Du hörst in der Nähe einen Schrei - und erkennst sofort Lianas Stimme, eine deiner Begleiterinnen. Sie ist von einem Schwarm Ratten umgeben und bricht schon bald unter dem", "\"Agh!\"": "\"Argh!\"", "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"": "\"Autsch!\" {0} zieht schmerzerfüllt rasch die Hand zurück und dreht sich mit leicht vorwurfsvollem Blick zu dir um. \"Kommandant, ich glaube, da drin ist gar nichts...\"", "\"Ah, a customer....": "\"Ah, ein Kunde ....", "\"Ah... Of course! That's it! Why did it ta...": "\"Ah... Natürlich! Das ist es! Warum hat es so lan...", "\"Ah... Yes. So that's how it...": "\"Ah... Ja. So also ist...", "\"Ahhh... then you shall be filled with pleasure!\"": "\"Ahhh... dann sollst du von Lust erfüllt werden!\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"": "\"Eine Expedition... Keine schlechte Wahl, wenn ich die tiefsten Bereiche des Dungeons erforschen will.\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"": "\"Eine Expedition... Keine schlechte Wahl, wenn ich die tiefsten Bereiche des Dungeons erforschen will.\" Nachdem er die Missionsunterlagen kurz überflogen hat, murmelt er vor sich hin. \"Aber ich habe noch immer den Auftrag, die lebenden Versuchsobjekte zu untersuchen, die das Imperium für seine Forschung verwendet hat. Solche Arbeiten müssen schon damals verboten gewesen sein, und doch haben sie offenbar trotzdem an lebenden Wesen experimentiert...\" Noch immer müde wirkend gibt er dir ein Versprechen. \"Hilf mir, diese Untersuchung abzuschließen, und danach schließe ich mich der Expedition an.\"", "\"At fir...": "\"Zuers...", "\"Be": "\"Sei", "\"Best not come any closer.\"": "\"Komm besser nicht näher.\"", "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to settin...": "\"Bwoooong-\" Als du das Expeditionshorn ertönen lässt, versammeln sich die Expeditionsmitglieder. \"Beim Setzen unserer Ziele brauchen wir wohl einen neu...", "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to setting and achiev": "\"Bwoooong-\" Als du das Expeditionshorn bläst, versammeln sich die Expeditionsmitglieder. \"Wir brauchen offenbar einen neuen Ansatz, wenn es um das Setzen und Erreich", "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to setting and achieving our...": "\"Bwoooong-\" Als du das Expeditionshorn ertönen lässt, versammeln sich die Expeditionsmitglieder. \"Beim Setzen und Erreichen unserer Ziele brauchen wir wohl einen neuen Ans...", "\"Captain,": "\"Hauptmann,", "\"Captain, there are some strange markings here.\"": "\"Hauptmann, hier sind seltsame Markierungen.\"", "\"Captain, there's a hidden opening here.\"": "\"Hauptmann, hier ist eine verborgene Öffnung.\"", "\"Captain... I found a strange vine.\"": "\"Hauptmann ... ich habe eine seltsame Ranke gefunden.\"", "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "\"Hauptmann... ich habe eine seltsame Ranke gefunden.\" Sie sieht recht nützlich aus.", "\"Comman...": "\"Komman...", "\"Commander,": "\"Kommandant,", "\"Commander, I d...": "\"Kommandant, ich ...", "\"Damn! That": "\"Verdammt! Das", "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "\"Genießen es Goblins ... wenn Insekten ihr Blut trinken? Wie seltsam ...\"", "\"Don't push yourself. A brief investigation will be enough.\"": "\"Überanstreng dich nicht. Eine kurze Untersuchung genügt.\"", "\"Good.": "\"Gut.", "\"Good. This should be enough to test my hypothesis.\"": "\"Gut. Das dürfte reichen, um meine Hypothese zu prüfen.\"", "\"Good... Burn everything!\"": "\"Gut ... Verbrennt alles!\"", "\"Good... Life must bloom by its own power.\"": "\"Gut... Leben muss aus eigener Kraft erblühen.\"", "\"Haa...\" With help, she barely manages to lift herself up and catches her breath with difficulty. \"What about Jack and Ivan, who were with you?\"</color": "\"Haa...\" Mit Hilfe schafft sie es mit Mühe, sich aufzurichten, und ringt schwer nach Luft. \"Was ist mit Jack und Ivan, die bei dir waren?\"</color", "\"Hahaha! Though greed itself knows no end!\"": "\"Hahaha! Doch die Gier selbst kennt kein Ende!\"", "\"Hey Expedition Leader, we can't trade without a Trading Post.\"": "\"Hey Expeditionsleiter, ohne Handelsposten können wir nicht handeln.\"", "\"Hmm... As expected, it appears to use Imperi...": "\"Hmm... Wie erwartet, es scheint imperi...", "\"Hmm... if you say so...\"": "\"Hmm... wenn du das sagst...\"", "\"Hmm... if you say so...\" When you assure them that the objective will soon be accomplished, the expedition members reluctantly nod. \"Well then, surely the commander has a proper plan.\"": "\"Hmm... wenn du das sagst...\" Als du ihnen versicherst, dass das Ziel bald erreicht sein wird, nicken die Expeditionsmitglieder widerwillig. \"Nun gut, der Kommandant wird schon einen richtigen Plan haben.\"", "\"Hoo...\" She exhales slowly, struggling to contain her emotions. \"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "\"Hoo...\" Sie atmet langsam aus und kämpft darum, ihre Gefühle im Zaum zu halten. \"Sei vorsichtig, wenn es anfängt, auf den Boden zu stampfen. Das ist das Zeichen, dass es gleich losstürmt.\"", "\"Hoo...\" She exhales slowly, struggling to contain her emotions. \"Be careful when it starts stamping the ground. That's the sign it's about...": "\"Huu...\" Sie atmet langsam aus und ringt um Fassung. \"Pass auf, wenn es anfängt, auf den Boden zu stampfen. Das ist das Zeichen, dass es gleich...", "\"I know well how hard you have ...": "\"Ich weiß gut, wie hart ihr ...", "\"I'll": "\"Ich", "\"I've been hearing stories about your group everywhere lately.\"": "\"In letzter Zeit höre ich überall Geschichten über eure Gruppe.\"", "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.\" \"Wondering how we're still alive, are you?\" At your grumbling, the raven caws and ruffles its feathers. \"Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy captain. I'll send you an insignia; the appointment is yours to make.\" With that, the raven spreads its black wings and vanishes beyond the sky.": "\"In letzter Zeit höre ich überall Geschichten über eure Gruppe.\" Die Stimme des Inspektors dringt aus dem Schnabel des Raben. \"Anscheinend seht ihr endlich nach einer richtigen Expedition aus. Sogar die Gilde behandelt euch inzwischen als einigermaßen fähigen Haufen.\" \"Du fragst dich wohl, wieso wir noch am Leben sind?\" Auf dein Grummeln hin krächzt der Rabe und plustert sein Gefieder auf. \"Na, na. Wie dem auch sei, die Unterstützung, die ihr erhaltet, wird von nun an besser. Natürlich erwarten wir entsprechende Ergebnisse. Und offenbar ist die Zeit gekommen, dass du einen stellvertretenden Hauptmann ernennst. Ich schicke dir ein Abzeichen; die Ernennung liegt bei dir.\" Damit breitet der Rabe seine schwarzen Schwingen aus und verschwindet am Himmel.", "\"I've received ...": "\"Ich habe ...", "\"If": "\"Wenn", "\"It": "\"Es", "\"It has been many years since the Magic Empi...": "\"Es ist viele Jahre her, seit das Magische Imperi...", "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "\"Es sieht aus wie ein Insekt, das längst ausgestorben sein müsste... Welcher Mechanismus hält es bloß a...", "\"It seems": "\"Anscheinend", "\"It seems I've been hearing stories about your group from all over lately.\" The inspector's voice flows from the raven's beak. \"Looks like you finally rese": "\"Anscheinend höre ich in letzter Zeit von überall Geschichten über eure Gruppe.\" Die Stimme des Inspektors dringt aus dem Schnabel des Raben. \"Sieht aus, als würdet ihr endlich", "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent abili...": "\"Unser Fortschritt in Richtung Ziel scheint ins Stocken geraten zu sein, Kommandant.\" Die Expeditionsmitglieder zweifeln inzwischen daran, ob die Expedition ihre Ziele in letzter Zei...", "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent ability to achieve its goals. <co": "\"Unser Fortschritt in Richtung des Ziels scheint sich verlangsamt zu haben, Kommandant.\" Die Expeditionsmitglieder beginnen daran zu zweifeln, dass die Expedition ihre Ziele derzeit noch erreichen kann. <co", "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent ability to achieve its goals. <color=#a...": "\"Unser Fortschritt in Richtung Ziel scheint ins Stocken geraten zu sein, Kommandant.\" Die Expeditionsmitglieder zweifeln inzwischen daran, ob die Expedition ihre Ziele in letzter Zeit noch erreichen kann. <color=#a...", "\"It...": "\"Es...", "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "\"Anführer! Ich sag's dir, der da ist verdächtig, wie man es auch dreht! Die...", "\"Listen,": "\"Hör zu,", "\"Looks": "\"Sieht", "\"No! I'm real! I'm the real one!\"": "\"Nein! Ich bin echt! Ich bin der Echte!\"", "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicio...": "\"Nein! Ich bin echt! Ich bin der Echte!\" Du hörst {0} schreien und wendest kalt den Kopf ab. Wie man es auch dreht, das ist viel zu verdächt...", "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no need to tak": "\"Nein! Ich bin echt! Ich bin der Echte!\" Du hörst {0} schreien und wendest kalt den Kopf ab. Wie man es auch dreht, das ist viel zu verdächtig. Es besteht kein Grund, ein", "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no need to take an u...": "\"Nein! Ich bin echt! Ich bin der Echte!\" Du hörst {0} schreien und wendest kalt den Kopf ab. Wie man es auch dreht, das ist viel zu verdächtig. Es besteht kein Grund, ein u...", "\"Now I hear tales of you lot from here and there.\" The supervisor's voice flows through the raven's beak. \"It seems yo...": "\"Inzwischen höre ich von überall Geschichten über euch.\" Die Stimme des Aufsehers dringt aus dem Schnabel des Raben. \"Anscheinend ha...", "\"Oh... What an extraordinary discovery.\"": "\"Oh ... Was für eine außergewöhnliche Entdeckung.\"", "\"Per-room odds\" is this node's template share whenever a matching room slot generates on those floors; a floor holds several slots, so the practical hit rate is higher. Click a node for its full breakdown.": "\"Chance pro Raum\" ist der Vorlagenanteil dieses Knotens, sobald auf diesen Etagen ein passender Raumplatz erzeugt wird; eine Etage hat mehrere Plätze, die praktische Trefferrate ist also höher. Klicke einen Knoten an, um die vollständige Aufschlüsselung zu sehen.", "\"Phew...\"": "\"Puh...\"", "\"Phew...\" She struggles to catch her breath. \"What about Jack and Ivan?\" At your question, her face darkens without a word. You pause for a": "\"Puh...\" Sie ringt mühsam nach Atem. \"Was ist mit Jack und Ivan?\" Auf deine Frage hin verfinstert sich ihr Gesicht wortlos. Du hältst kurz", "\"Remarkable... This was no ordinary magical experi...": "\"Bemerkenswert... Das war kein gewöhnliches magisches Experi...", "\"So": "\"Also", "\"So,": "\"Also,", "\"Stürmt in einer geraden Linie in Zielrichtung und stößt alle getroffenen Ziele um 2 Felder zurück, verursacht dabei physischen Schaden in Höhe von 300% der Physische Angriffskraft und wendet Betäubung für 1.5 Sekunden an. Zerstört bei der Kollision sofort Strukturen. Trifft die Skill auf eine Sackgasse, wird sie unterbrochen und der Anwender mit Betäubung für 1.5 Sekunden belegt.\" 30s cooldown Effects: • Betäubung (on units in the area): Für kurze Zeit handlungsunfähig.": "\"Stürmt in einer geraden Linie in Zielrichtung und stößt alle getroffenen Ziele um 2 Felder zurück, verursacht dabei physischen Schaden in Höhe von 300% der Physische Angriffskraft und wendet Betäubung für 1.5 Sekunden an. Zerstört bei der Kollision sofort Strukturen. Trifft die Skill auf eine Sackgasse, wird sie unterbrochen und der Anwender mit Betäubung für 1.5 Sekunden belegt.\" 30s Abklingzeit Effekte: • Betäubung (bei Einheiten im Wirkungsbereich): Für kurze Zeit handlungsunfähig.", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"": "\"Überleben verlangt Zurückhaltung ebenso wie Stärke im Kampf. Ich bitte jeden von euch, noch etwas länger durchzuhalten.\"", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.": "\"Überleben verlangt Zurückhaltung ebenso wie Stärke im Kampf. Ich bitte jeden von euch, noch etwas länger durchzuhalten.\" Sichtlich unzufrieden nehmen die Expeditionsmitglieder ihre üblichen Portionen und gehen.", "\"Take whatever you need. Just make sure you pay a fair price.\"": "\"Nimm dir, was du brauchst. Zahl nur einen fairen Preis dafür.\"", "\"Thank you, Captain!\"": "\"Danke, Hauptmann!\"", "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Danke, Hauptmann!\" Die Expeditionsmitglieder erhalten großzügigere Mahlzeiten als sonst und essen sichtlich zufriedener.", "\"That": "\"Das", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "\"Diese Expedition war auch wieder anstrengend! Ich will sofort in einem warmen Bett schlaf...\"", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Sev...": "\"Diese Expedition war auch wieder anstrengend! Ich will sofort in einem warmen Bett schlaf...\" Mit einem lauten Strecken erscheint {0} vor dem Portal! Mehr...", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Several members' faces turn pale.": "\"Diese Expedition war auch wieder anstrengend! Ich will sofort in einem warmen Bett schlaf...\" Mit einem lauten Strecken erscheint {0} vor dem Portal! Mehreren Mitgliedern weicht die Farbe aus dem Gesicht.", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Several members' faces turn pale. {0...": "\"Diese Expedition war auch wieder anstrengend! Ich will sofort in einem warmen Bett schlaf...\" Mit einem lauten Strecken erscheint {0} vor dem Portal! Mehreren Mitgliedern weicht die Farbe aus dem Gesicht. {0...", "\"The": "\"Der", "\"The Dungeon is consuming the continent...": "\"Der Dungeon verschlingt den Kontinent...", "\"The others need their rest. That's enough for tonight.\"": "\"Die anderen brauchen ihre Ruhe. Für heute Nacht ist Schluss.\"", "\"Then suffering shall be your companion!\"": "\"Dann sei das Leid dein Begleiter!\"", "\"Then...": "\"Dann...", "\"Then... may the wave enfold you.\"": "\"Dann... möge dich die Welle umhüllen.\"", "\"There's": "\"Da ist", "\"There's a bloodsucking insect that goblin shamans appa...": "\"Es gibt ein blutsaugendes Insekt, das Goblin-Schamanen offenb...", "\"They": "\"Sie", "\"They've": "\"Sie haben", "\"This": "\"Dies", "\"To": "\"Um", "\"Understood.\"": "\"Verstanden.\"", "\"Very well. Then we shall make you @##$@.\"": "\"Nun gut. Dann machen wir dich @##$@.\"", "\"We": "\"Wir", "\"Wha...": "\"Was...", "\"What about Jack and": "\"Was ist mit Jack und", "\"What about Jack and Ivan, who were with you?\"</color": "\"Was ist mit Jack und Ivan, die bei dir waren?\"</color", "\"What process produces that ...": "\"Welcher Vorgang bringt das nur hervor ...", "\"You're here.\"": "\"Du bist da.\"", "#1 damage": "#1 Schaden", "% CDR)": "% Abklingzeitreduktion)", "% crit dmg)": "% Krit-Schaden)", "% crit, +": "% Krit, +", "% dmg, +": "% Schaden, +", "% hit, consumed on use)": "% Trefferchance, wird bei Benutzung verbraucht)", "% less dmg)": "% weniger Schaden)", "% missing HP": "% fehlende HP", "% of HP": "% der HP", "% of Max HP per tick": "% der max. HP pro Tick", "% of its HP": "% seiner HP", "% of its Magic Atk)": "% seines Magischen Angriffswerts)", "% of your HP": "% deiner HP", "% to": "% bis", "% total HP or below kills it instantly. Bosses are exempt.": "% Gesamt-HP oder weniger tötet es sofort. Bosse sind ausgenommen.", "%. There is no per-hit ceiling on the reflected number.": "%. Für den reflektierten Wert gibt es keine Obergrenze pro Treffer.", "&& Current Map Base && Scenario Type Crawling Doom": "&& Aktuelle Karte Basis && Szenariotyp Kriechendes Verhängnis", "&& Scenario Type Crawling Doom": "&& Szenariotyp Kriechendes Verhängnis", "&& Scenario Type Crawling Doom) && Current Map Base": "&& Szenariotyp Kriechendes Verhängnis) && Aktuelle Karte Basis", "&& Stat Under Mood": "&& Stimmung unter", "&& Stat Under Mood -10": "&& Stimmung unter -10", "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "'Sichere Etage überspringen' umgeht sie bei wiederholten Besuchen (sofern erlaubt)", "'s Cat": "s Katze", "'s beloved cat is always sleeping as if indifferent.": "s geliebte Katze schläft ständig, als wäre ihr alles gleichgültig.", "(+wisdom,": "(+Weisheit,", "(-2) is also applied.": "(-2) wird ebenfalls angewendet.", "(10 burning stacks)": "(10 Brennen-Stapel)", "(10% ×2) - from": "(10% ×2) - von", "(10.34%) - from": "(10.34%) - von", "(10.71% ×2) - from": "(10.71% ×2) - von", "(100% attack power, magic, range 5).": "(100% Angriffskraft, magisch, Reichweite 5).", "(100% attack power, physical, range 1).": "(100% Angriffskraft, physisch, Reichweite 1).", "(100% attack power, physical, range 3).": "(100% Angriffskraft, physisch, Reichweite 3).", "(100% when harvesting Staubwurzel <Stufe 2>)": "(100% beim Ernten von Staubwurzel <Stufe 2>)", "(100% when harvesting Staubwurzel <Stufe 3>)": "(100% beim Ernten von Staubwurzel <Stufe 3>)", "(100% ×10) - from": "(100% ×10) - von", "(100% ×12) - from": "(100% ×12) - von", "(100% ×16) - from": "(100% ×16) - von", "(100% ×18) - from": "(100% ×18) - von", "(100% ×2) - from": "(100% ×2) - von", "(100% ×20) - from": "(100% ×20) - von", "(100% ×24) - from": "(100% ×24) - von", "(100% ×3) - from": "(100% ×3) - von", "(100% ×30) - from": "(100% ×30) - von", "(100% ×32) - from": "(100% ×32) - von", "(100% ×4) - from": "(100% ×4) - von", "(100% ×40) - from": "(100% ×40) - von", "(100% ×48) - from": "(100% ×48) - von", "(100% ×5) - from": "(100% ×5) - von", "(100% ×50) - from": "(100% ×50) - von", "(100% ×6) - from": "(100% ×6) - von", "(100% ×7) - from": "(100% ×7) - von", "(100% ×8) - from": "(100% ×8) - von", "(100%) - from": "(100%) - von", "(11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.": "(11 Chancen über eine volle Laufbahn hinweg). Die ältere Angabe, dass Inschriften nur auf den Stufen 2, 5, 8 und 11 erscheinen, ist überholt.", "(11.11%) - from": "(11.11%) - von", "(12.5%) - from": "(12.5%) - von", "(13.0% dmg reduction)": "(13.0% Schadensreduktion)", "(13.04%) - from": "(13.04%) - von", "(13.33% ×10) - from": "(13.33% ×10) - von", "(13.33% ×15) - from": "(13.33% ×15) - von", "(13.33% ×3) - from": "(13.33% ×3) - von", "(13.33% ×6) - from": "(13.33% ×6) - von", "(13.79%) - from": "(13.79%) - von", "(15.38% ×10) - from": "(15.38% ×10) - von", "(15.38% ×2) - from": "(15.38% ×2) - von", "(15.38% ×3) - from": "(15.38% ×3) - von", "(15.38% ×4) - from": "(15.38% ×4) - von", "(15.38% ×40) - from": "(15.38% ×40) - von", "(15.38% ×5) - from": "(15.38% ×5) - von", "(15.38% ×6) - from": "(15.38% ×6) - von", "(15.38% ×8) - from": "(15.38% ×8) - von", "(15.38%) - from": "(15.38%) - von", "(15.79% ×2) - from": "(15.79% ×2) - von", "(16.67% ×2) - from": "(16.67% ×2) - von", "(16.67% ×6) - from": "(16.67% ×6) - von", "(16.67%) - from": "(16.67%) - von", "(16.7% dmg reduction)": "(16.7% Schadensreduktion)", "(17.65% ×2) - from": "(17.65% ×2) - von", "(18.37%) - from": "(18.37%) - von", "(18.75% ×2) - from": "(18.75% ×2) - von", "(20% ×10) - from": "(20% ×10) - von", "(20% ×16) - from": "(20% ×16) - von", "(20% ×3) - from": "(20% ×3) - von", "(20% ×5) - from": "(20% ×5) - von", "(20% ×6) - from": "(20% ×6) - von", "(20%) - from": "(20%) - von", "(20.0% dmg reduction)": "(20.0% Schadensreduktion)", "(20.69% ×12) - from": "(20.69% ×12) - von", "(21.43% ×4) - from": "(21.43% ×4) - von", "(21.74%) - from": "(21.74%) - von", "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - von", "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - von", "(23.08%) - from": "(23.08%) - von", "(23.1% dmg reduction)": "(23.1% Schadensreduktion)", "(23.53%) - from": "(23.53%) - von", "(25% ×2) - from": "(25% ×2) - von", "(25% ×4) - from": "(25% ×4) - von", "(25% ×9) - from": "(25% ×9) - von", "(25.81% ×20) - from": "(25.81% ×20) - von", "(25.81%) - from": "(25.81%) - von", "(27.78%) - from": "(27.78%) - von", "(28.57% ×2) - from": "(28.57% ×2) - von", "(28.57% ×5) - from": "(28.57% ×5) - von", "(28.6% dmg reduction)": "(28.6% Schadensreduktion)", "(3/stack/s x 1 stacks) for 2 s =": "(3/Stapel/s x 1 Stapel) für 2 s =", "(3/stack/s x 1 stacks) for 5 s =": "(3/Stapel/s x 1 Stapel) für 5 s =", "(3/stack/s x 2 stacks) for 10 s =": "(3/Stapel/s x 2 Stapel) für 10 s =", "(3/stack/s x 2 stacks) for 5 s =": "(3/Stapel/s x 2 Stapel) für 5 s =", "(30%) - from": "(30%) - von", "(31.58% ×3) - from": "(31.58% ×3) - von", "(32.26% ×10, 3.23% ×20) - from": "(32.26% ×10, 3.23% ×20) - von", "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - von", "(32.26% ×13, 3.23% ×26) - from": "(32.26% ×13, 3.23% ×26) - von", "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - von", "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - von", "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - von", "(32.26% ×4, 3.23% ×8) - from": "(32.26% ×4, 3.23% ×8) - von", "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - von", "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - von", "(32.26% ×7, 3.23% ×14) - from": "(32.26% ×7, 3.23% ×14) - von", "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - von", "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - von", "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - von", "(33% dmg reduction)": "(33% Schadensreduktion)", "(33.3% dmg reduction)": "(33.3% Schadensreduktion)", "(33.33% when harvesting Hafer <Stufe 2>)": "(33.33% beim Ernten von Hafer <Stufe 2>)", "(33.33% when harvesting Staubwurzel <Stufe 2>)": "(33.33% beim Ernten von Staubwurzel <Stufe 2>)", "(33.33% when harvesting Staubwurzel <Stufe 3>)": "(33.33% beim Ernten von Staubwurzel <Stufe 3>)", "(33.33% ×10) - from": "(33.33% ×10) - von", "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - von", "(33.33% ×16) - from": "(33.33% ×16) - von", "(33.33% ×18) - from": "(33.33% ×18) - von", "(33.33% ×2) - from": "(33.33% ×2) - von", "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - von", "(33.33% ×4) - from": "(33.33% ×4) - von", "(33.33% ×6) - from": "(33.33% ×6) - von", "(33.33% ×8) - from": "(33.33% ×8) - von", "(33.33%) - from": "(33.33%) - von", "(34.29%) - from": "(34.29%) - von", "(37.04% ×2) - from": "(37.04% ×2) - von", "(37.5% dmg reduction)": "(37.5% Schadensreduktion)", "(38.46% ×150) - from": "(38.46% ×150) - von", "(38.46% ×2) - from": "(38.46% ×2) - von", "(38.46% ×20) - from": "(38.46% ×20) - von", "(38.46% ×3) - from": "(38.46% ×3) - von", "(4.55%) - from": "(4.55%) - von", "(40% ×10) - from": "(40% ×10) - von", "(40% ×4) - from": "(40% ×4) - von", "(40% ×8) - from": "(40% ×8) - von", "(40%) - from": "(40%) - von", "(45.45% ×2) - from": "(45.45% ×2) - von", "(5%) - from": "(5%) - von", "(5/stack/s x 3 stacks) for 6 s =": "(5/Stapel/s x 3 Stapel) für 6 s =", "(50% of price -": "(50% des Preises -", "(50% when harvesting Hafer <Stufe 3>)": "(50% beim Ernten von Hafer <Stufe 3>)", "(50% ×12) - from": "(50% ×12) - von", "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - von", "(50% ×15) - from": "(50% ×15) - von", "(50% ×2) - from": "(50% ×2) - von", "(50% ×2, 50% ×3) - from": "(50% ×2, 50% ×3) - von", "(50% ×2, 50% ×4) - from": "(50% ×2, 50% ×4) - von", "(50% ×20) - from": "(50% ×20) - von", "(50% ×20, 50% ×24) - from": "(50% ×20, 50% ×24) - von", "(50% ×4) - from": "(50% ×4) - von", "(50% ×4, 50% ×6) - from": "(50% ×4, 50% ×6) - von", "(50% ×5) - from": "(50% ×5) - von", "(50% ×6) - from": "(50% ×6) - von", "(50% ×9) - from": "(50% ×9) - von", "(50%) - from": "(50%) - von", "(50%, 25% ×2) - from": "(50%, 25% ×2) - von", "(50%, 50% ×2) - from": "(50%, 50% ×2) - von", "(53.57% ×6) - from": "(53.57% ×6) - von", "(55.56% ×2) - from": "(55.56% ×2) - von", "(60% ×10) - from": "(60% ×10) - von", "(61.22% ×4) - from": "(61.22% ×4) - von", "(62.5% ×10, 37.5% ×12) - from": "(62.5% ×10, 37.5% ×12) - von", "(62.5% ×4) - from": "(62.5% ×4) - von", "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - von", "(65.22% ×6) - from": "(65.22% ×6) - von", "(66.67% when harvesting Hafer <Stufe 2>)": "(66.67% beim Ernten von Hafer <Stufe 2>)", "(66.67% when harvesting Staubwurzel <Stufe 2>)": "(66.67% beim Ernten von Staubwurzel <Stufe 2>)", "(66.67% when harvesting Staubwurzel <Stufe 3>)": "(66.67% beim Ernten von Staubwurzel <Stufe 3>)", "(66.67% ×12) - from": "(66.67% ×12) - von", "(66.67% ×2) - from": "(66.67% ×2) - von", "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2, 33.33% ×4) - von", "(66.67% ×20, 33.33% ×24) - from": "(66.67% ×20, 33.33% ×24) - von", "(66.67% ×4, 33.33% ×8) - from": "(66.67% ×4, 33.33% ×8) - von", "(66.67%, 33.33% ×2) - from": "(66.67%, 33.33% ×2) - von", "(68.97% ×2) - from": "(68.97% ×2) - von", "(7.14%) - from": "(7.14%) - von", "(7.41%) - from": "(7.41%) - von", "(7.69%) - from": "(7.69%) - von", "(75%) - from": "(75%) - von", "(76.92%, 23.08% ×2) - from": "(76.92%, 23.08% ×2) - von", "(8.57%) - from": "(8.57%) - von", "(80% ×8) - from": "(80% ×8) - von", "(83.33% ×2) - from": "(83.33% ×2) - von", "(83.33% ×3) - from": "(83.33% ×3) - von", "(83.33%) - from": "(83.33%) - von", "(86.96% ×5) - from": "(86.96% ×5) - von", "(9.09%) - from": "(9.09%) - von", "(9.1% dmg reduction)": "(9.1% Schadensreduktion)", "(9.68%) - from": "(9.68%) - von", "(90.91% ×2) - from": "(90.91% ×2) - von", "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - von", "(95%) - from": "(95%) - von", "(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder - the live model is the flat per-point one.)": "(In den Daten existiert parallel ein internes \"x0.02\"-Wachstumsmodell, es ist aber ein ungenutzter Platzhalter - im Spiel gilt das flache Modell pro Punkt.)", "(Applies": "(Gilt", "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "(Crystal Shell) reflektiert Magieschaden. Der reflektierte Anteil liegt bei", "(Current": "(Aktuell", "(Easy x0.15 ... Hard x1 ... Devastation x2). Filter by": "(Einfach x0.15 ... Schwer x1 ... Verheerung x2). Filtern nach", "(For save editors: because the unlock is re-derived on every load, editing a region's": "(Für Save-Editoren: da die Freischaltung bei jedem Laden neu abgeleitet wird, bringt das Bearbeiten von", "(Glothwelpe des Abyss) up to": "(Glothwelpe des Abyss) bis zu", "(Hidden)": "(Versteckt)", "(If you edit an inscription directly instead, changing the affecter key alone is": "(Wenn du stattdessen eine Inschrift direkt bearbeitest: allein den Affecter-Key zu ändern ist", "(Lv1 Human)": "(Lv1 Mensch)", "(Lv2 Human)": "(Stufe 2 Mensch)", "(Lv3 Human)": "(Lv3 Mensch)", "(Lv4 Human)": "(Stufe 4 Mensch)", "(Lv5 Human)": "(Lv5 Mensch)", "(Main0) - it holds your starting kit.": "(Main0) - dort liegt deine Startausrüstung.", "(Main1), then": "(Main1), dann", "(Main3) - see the recruiting advice below before you spend.": "(Main3) - lies die Rekrutierungstipps weiter unten, bevor du etwas ausgibst.", "(Main4) and": "(Main4) und", "(Main5). Gather wood, grass and easy kills; don't push deep on day 1.": "(Main5). Sammle Holz und Gras und erledige leichte Gegner; dring an Tag 1 nicht zu tief vor.", "(Main6) and start research immediately; idle research is wasted time.": "(Main6) und starte sofort die Forschung; untätige Forschung ist verlorene Zeit.", "(Make sure to take a screenshot for the event!)": "(Mach unbedingt einen Screenshot für das Event!)", "(Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.": "(Stimmung -2), wenn sie Fleischnahrung essen, und ignorieren den üblichen Stimmungsmalus bei rein vegetarischer Kost.", "(Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "(Stimmung -2), wenn sie vegetarische Nahrung essen, und ignorieren den Malus bei reiner Fleischkost.", "(Mood -2) whenever their XP bar is sitting at max, so level them up promptly.": "(Stimmung -2), solange ihre Erfahrungsleiste am Maximum steht, also stufe sie zügig auf.", "(NPCSpawn1 - binds to room)": "(NPCSpawn1 - an den Raum gebunden)", "(No item reward.)": "(Keine Item-Belohnung.)", "(Only": "(Nur", "(Quest": "(Aufgabe", "(Settlement)": "(Siedlung)", "(Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).": "(Silber ist die Schmuckstufe; der rote/blaue/grüne Kristallschmuck und die Kristallstäbe stehen daneben, und Arcron ist das besondere Dungeon-Metall an der Spitze). Höhere Metallstufen (Eisen, Bronze, Zinn) und Edelstein-Schmucklinien existieren in den Daten, sind aber noch nicht erhältlich (siehe die Seite Gesperrte Inhalte).", "(Spiny Carapace) reflects melee physical damage and the": "(Spiny Carapace) reflektiert physischen Nahkampfschaden und", "(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the **Elros Empire** - the setting's hidden prime mover, revealed in an asset line: *\"The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.\"*": "(Spoiler) Vier legendäre Reliquien-Accessoires existieren nur als Daten und Flavortext, jedes an einen unveröffentlichten Boss gebunden und meist mit dem **Elros-Imperium** verknüpft - dem verborgenen Drahtzieher des Settings, offengelegt in einer Asset-Zeile: *\"Der Dungeon-Kern ist ein Gerät, das den Dungeon erhält, einen interdimensionalen Raum, der für die magischen Experimente des Elros-Imperiums geschaffen wurde.\"*", "(Stress resets to 0); if Stress maxes out": "(Stress wird auf 0 zurückgesetzt); wenn Stress das Maximum erreicht", "(Warning,": "(Warnung,", "(While equipped)": "(Solange ausgerüstet)", "(a 33% cut); R = 100 lets through": "(ein Abzug von 33%); R = 100 lässt durch", "(a decompile shows no combat code reads the": "(ein Decompile zeigt: kein Kampfcode liest den", "(after -": "(nach -", "(agent instructions), and": "(Agentenanweisungen), und", "(already agreed": "(bereits zugestimmt", "(always on)": "(immer aktiv)", "(an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of": "(ein Eingang, Portale, Korridore sowie zehn Kampf- und zehn Schatz-Etagenlayouts) und bietet ein Aufgebot von", "(and": "(und", "(applied as PerModifier %).": "(wird als PerModifier % angewendet).", "(at 150/150)": "(bei 150/150)", "(at 151/148)": "(bei 151/148)", "(at DiscardedMagicPowerDeviceRemnant)": "(bei DiscardedMagicPowerDeviceRemnant)", "(at DiscardedSpecimenRemnant)": "(bei DiscardedSpecimenRemnant)", "(at Endrossi)": "(bei Endrossi)", "(at Perion)": "(bei Perion)", "(at StrangeNiche)": "(bei StrangeNiche)", "(at Xenon)": "(bei Xenon)", "(base": "(Basis", "(base N)": "(Basis N)", "(baseline)": "(Ausgangswert)", "(below the cap).": "(unterhalb der Obergrenze).", "(blind discovery) and": "(blinde Entdeckung) und", "(bored debuff,": "(Gelangweilt-Debuff,", "(by the weapon's damage type), adjusted by these, before the target's resistance:": "(nach dem Schadenstyp der Waffe), angepasst durch diese, vor der Resistenz des Ziels:", "(cached header metadata for the load menu),": "(zwischengespeicherte Header-Metadaten für das Lademenü),", "(campaign counter) and": "(Kampagnenzähler) und", "(choice": "(Wahl", "(construction)": "(Bau)", "(cooking)": "(kocht)", "(costs {#})": "(kostet {#})", "(crafting)": "(beim Herstellen)", "(crit, guard, resistance, DoT math) -": "(Krit, Block, Resistenz, DoT-Berechnung) -", "(currently:": "(aktuell:", "(damage per energy) is that Skill Damage divided by the skill's energy cost: it measures how efficiently a spell turns your shared energy pool into damage. Free basic attacks cost no energy, so they have no DPE.": "(Schaden pro Energie) ist dieser Skill-Schaden geteilt durch die Energiekosten der Skill: er misst, wie effizient ein Zauber deinen gemeinsamen Energiepool in Schaden umwandelt. Kostenlose normale Angriffe verbrauchen keine Energie und haben daher kein DPE.", "(default event)": "(Standardereignis)", "(eating)": "(isst)", "(empty)": "(leer)", "(equipped)": "(ausgerüstet)", "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1.": "(Faktor x1.0, der Design-Standard des Spiels); das Spiel multipliziert sie mit dem Faktor unten und rundet, fällt dabei aber nie unter 1.", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time); nothing multiplies the drop tables themselves.": "(schnellere Respawns und mehr Umgebungseffekte mit Sammelbonus bei leichteren Einstellungen bedeuten über die Zeit mehr Drops insgesamt); die Beutetabellen selbst werden nicht multipliziert.", "(first kill)": "(erster Kill)", "(for 10s)": "(für 10s)", "(for 300s)": "(für 300s)", "(for 600s)": "(für 600s)", "(for 720s)": "(für 720s)", "(for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "(für und gegen dich, da die Kampfberechnung fraktionsunabhängig ist) ab der ersten umstehenden Einheit.", "(for example by setting them to": "(zum Beispiel indem du sie setzt auf", "(from": "(von", "(from the dump's": "(aus dem", "(graphics, sound and keybindings).": "(Grafik, Ton und Tastenbelegung).", "(half health):": "(halbe Gesundheit):", "(her later talks open a trade stock). Her chain is a series of hunt quests -": "(ihre späteren Gespräche öffnen ein Handelssortiment). Ihre Kette ist eine Reihe von Jagdaufgaben -", "(hostile, on the map)": "(feindlich, auf der Karte)", "(how damage, resistance and guard are computed) -": "(wie Schaden, Resistenz und Block berechnet werden) -", "(ingredient amounts shown at Normal) -": "(Zutatenmengen auf Normal angezeigt) -", "(kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.": "(töte 1 Elder Gloth), hängt an ihrem Gebiet und dient zugleich als Elite-Ziel für den Gildenrang.", "(levels 2–12) a unit is offered": "(Stufen 2–12) wird einer Einheit angeboten", "(magic)": "(magisch)", "(magic): both bypass shields/barriers, the applying skill sets the stack count, and the per-second damage is fixed and never scales with attack.": "(magisch): beide umgehen Schilde und Barrieren, die anwendende Skill legt die Stapelzahl fest, und der Schaden pro Sekunde ist fix und skaliert nie mit dem Angriff.", "(main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "(Hauptwaffe, Nebenhand/Schild oder Munition, Helm, Körperrüstung, zwei Accessoires und so weiter). Waffen steuern einen festen Angriffswert zusätzlich zum attributsbasierten Angriff des Trägers bei, und Ausrüstung kann", "(max": "(max.", "(max 2 per unit, 4 per map). Embracing Wave, Glacier Drop and Summon: Bubble Toad": "(max. 2 pro Einheit, 4 pro Karte). Embracing Wave, Glacier Drop und Summon: Bubble Toad", "(max range)": "(max. Reichweite)", "(min range)": "(min. Reichweite)", "(mood buffs) -": "(Stimmungs-Buffs) -", "(needs 1)": "(benötigt 1)", "(needs 10)": "(benötigt 10)", "(needs 2)": "(benötigt 2)", "(needs 3)": "(benötigt 3)", "(needs 4)": "(benötigt 4)", "(needs 5)": "(benötigt 5)", "(needs 6)": "(benötigt 6)", "(never after": "(nie nach", "(no attack)": "(kein Angriff)", "(no choice text - auto/system choice)": "(kein Auswahltext - automatische/System-Auswahl)", "(no combat code reads it), so it shows what it would do if the developers activate it.": "(kein Kampfcode liest ihn aus), es zeigt also, was es täte, wenn die Entwickler es aktivieren.", "(no dialog text - scripted sequence)": "(kein Dialogtext - geskriptete Sequenz)", "(no notable spawns)": "(keine nennenswerten Spawns)", "(no saved units)": "(keine gespeicherten Einheiten)", "(number": "(Nummer", "(on": "(bei", "(on allies)": "(bei Verbündeten)", "(on condition)": "(bedingt)", "(on enemy)": "(beim Gegner)", "(on the caster)": "(beim Anwender)", "(on units in the area)": "(auf Einheiten im Bereich)", "(on units)": "(auf Einheiten)", "(on user)": "(beim Anwender)", "(once per cast)": "(einmal pro Wirken)", "(override)": "(Überschreibung)", "(params 0)": "(Parameter 0)", "(params 0, 3)": "(Params 0, 3)", "(params 1)": "(Params 1)", "(per hit taken)": "(pro erlittenem Treffer)", "(per hit)": "(pro Treffer)", "(per skill use)": "(pro Skill-Einsatz)", "(per tick)": "(pro Tick)", "(physical)": "(physisch)", "(physical) and": "(physisch) und", "(play buff,": "(Spiel-Buff,", "(praying)": "(betet)", "(quality ≥ {#})": "(Qualität ≥ {#})", "(range 1)": "(Reichweite 1)", "(range 1, Direction radius 2 area up to 2 targets)": "(Reichweite 1, Bereich Direction Radius 2, bis zu 2 Ziele)", "(raw table values) -": "(Rohwerte der Tabelle) -", "(raw table values).": "(Rohwerte der Tabelle).", "(reflect never reduces it)": "(Reflexion verringert ihn nie)", "(region 2's gate is clearing region 1). See": "(das Tor zu Region 2 ist das Abschließen von Region 1). Siehe", "(removes)": "(entfernt)", "(requires": "(erfordert", "(researching)": "(forscht)", "(reworked)": "(überarbeitet)", "(scholar)": "(Gelehrter)", "(scholar, Festering Burrow)": "(Gelehrter, Festering Burrow)", "(set in the menu bar)": "(in der Menüleiste eingestellt)", "(site map for LLMs),": "(Sitemap für LLMs),", "(sleeping)": "(beim Schlafen)", "(source unconfirmed)": "(Quelle unbestätigt)", "(spawn pool)": "(Spawn-Pool)", "(spoilers).": "(Spoiler).", "(talent growth, generation rolls, gear affixes) use your chosen roll quality. The game rolls each level-up separately, so real characters scatter around these averages.": "(Talentwachstum, Erzeugungswürfe, Ausrüstungsaffixe) nutzen die von dir gewählte Wurfqualität. Das Spiel würfelt jeden Stufenaufstieg einzeln, echte Charaktere streuen also um diese Durchschnittswerte.", "(the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence (": "(das Golem-Gedenklager - dieser Spawn setzt den Tötungsnachweis für den Giant Stone Golem voraus), im unveränderten Build sind ihre drei Jagdangebots-Ereignisse (Event_Npc16/17/18) aber zusätzlich daran gebunden, dass du dich gerade in Veil of Silence befindest, deshalb bietet ihre Kopie auf der Sicheren Etage keine Jagden an. Nimm ihre Aufgaben in Veil of Silence an (", "(the interaction spawns this statue and monsters).": "(die Interaktion beschwört diese Statue und Monster).", "(the scenario's finale boss).": "(der Finalboss des Szenarios).", "(they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.": "(bei Rang 1 sind sie unmöglich zu würfeln), während Menschen und Echsenmenschen von Anfang an verfügbar sind.", "(timed)": "(zeitlich begrenzt)", "(to": "(auf", "(unit name)": "(Einheitenname)", "(unlock)": "(freischalten)", "(unset)": "(nicht gesetzt)", "(unset) has been renamed to": "(nicht gesetzt) wurde umbenannt in", "(up to": "(bis zu", "(with 10 Burning)": "(mit 10 Burning)", "(workload 1000)": "(Arbeitsaufwand 1000)", "(workload 1050)": "(Arbeitsaufwand 1050)", "(workload 1100)": "(Arbeitsaufwand 1100)", "(workload 1200)": "(Arbeitsaufwand 1200)", "(workload 1300)": "(Arbeitsaufwand 1300)", "(workload 1400)": "(Arbeitsaufwand 1400)", "(workload 1500)": "(Arbeitsaufwand 1500)", "(workload 1700)": "(Arbeitslast 1700)", "(workload 1800)": "(Arbeitsaufwand 1800)", "(workload 1900)": "(Arbeitsaufwand 1900)", "(workload 200)": "(Arbeitsaufwand 200)", "(workload 2100)": "(Arbeitsaufwand 2100)", "(workload 2300)": "(Arbeitsaufwand 2300)", "(workload 2400)": "(Arbeitsaufwand 2400)", "(workload 2500)": "(Arbeitslast 2500)", "(workload 2550)": "(Arbeitsaufwand 2550)", "(workload 300)": "(Arbeitsaufwand 300)", "(workload 3000)": "(Arbeitslast 3000)", "(workload 3200)": "(Arbeitsaufwand 3200)", "(workload 3500)": "(Arbeitsaufwand 3500)", "(workload 500)": "(Arbeitsaufwand 500)", "(workload 600)": "(Arbeitsaufwand 600)", "(workload 650)": "(Arbeitsaufwand 650)", "(workload 700)": "(Arbeitsaufwand 700)", "(workload 800)": "(Arbeitsaufwand 800)", "(workload 900)": "(Arbeitslast 900)", "(workload 950)": "(Arbeitsaufwand 950)", "({#} hits of {#})": "({#} Treffer von {#})", "({#}% of price - {#})": "({#}% des Preises - {#})", "({#}/energy)": "({#}/Energie)", "({#}/stack/s x {#} stacks) for {#} s =": "({#}/Stapel/s x {#} Stapel) für {#} s =", "({0} or screen": "({0} oder Bildschirm", "(~Floor": "(~Etage", "(±30%) and the +3 Perception Elixir are": "(±30%) und das +3-Wahrnehmung-Elixier sind", ") - a per-attack-type multiplier on the aggro/threat a unit generates:": ") - ein Multiplikator pro Angriffstyp auf die Aggro/Bedrohung, die eine Einheit erzeugt:", ") - about": ") - etwa", ") - inspect the device remnant in the dungeon. Reward:": ") - untersuche den Geräte-Überrest im Dungeon. Belohnung:", ") - intro; opens the first bounty.": ") - Intro; öffnet das erste Kopfgeld.", ") - she": ") - sie", ") - she moves to your base as a recruit candidate. Recruit her there via": ") - sie zieht als Rekrutierungskandidatin in deine Basis. Rekrutiere sie dort über", ") - story beats.": ") - Story-Abschnitte.", ") - the threat radius a monster engages within. Because it equals the standard 8-tile sight, most monsters spot and commit to you at the same distance.": ") - der Bedrohungsradius, innerhalb dessen ein Monster angreift. Da er der Standardsicht von 8 Feldern entspricht, entdecken dich die meisten Monster aus derselben Entfernung, aus der sie sich auch auf dich stürzen.", ") - unlocks the Alpha Acid Slogel bounty.": ") - schaltet das Kopfgeld auf den Alpha Acid Slogel frei.", ") and offers her hunt quests only while you are inside that region.": ") und bietet ihre Jagdaufgaben nur an, solange du dich in dieser Region aufhältst.", ") and only offers new hunts while you are inside Schleier des Schweigens. Once the": ") und bietet neue Jagden nur an, solange du dich in Schleier des Schweigens aufhältst. Sobald", ") and protects weapon durability.": ") und schont die Haltbarkeit der Waffe.", ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": ") koppelt Wahrnehmung zwar mit 0.02 pro Punkt an die Sicht, mit dem Live-Koeffizienten auf 0 wirkt sie aber inaktiv. Also", ") instead indexes FloatValue[0] = 8, which would make it +8% per stack (+48% at cap) - a likely placeholder-index bug in the data. The true per-stack value (6% vs 8%) could not be confirmed without an in-game test; the stack cap of 6 is certain either way.": ") indexiert stattdessen FloatValue[0] = 8, was +8% pro Stapel ergäbe (+48% am Maximum) - wahrscheinlich ein Platzhalter-Index-Fehler in den Daten. Der echte Wert pro Stapel (6% oder 8%) ließ sich ohne Test im Spiel nicht bestätigen; die Stapelobergrenze von 6 steht so oder so fest.", ") is authored as a constant, but a decompile of DS_B.0.3.40 shows": ") ist als Konstante hinterlegt, aber ein Decompile von DS_B.0.3.40 zeigt", ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant,": ") ist die originale, vollständige Bossarena des Giant Stone Golem, umgestaltet als Friedhofslager - der tote Golem, ein Gedenkstein und Ringe aus Holzzäunen - ein kanonischer Verweis darauf, dass der Boss von Region 0 besiegt wurde. NPCs lagern zwischen den Requisiten: der Gildenhändler,", ") only generates on": ") entsteht nur auf", ") reaches phase 5 on the last floor - but Veil of Silence carries its own override,": ") auf der letzten Etage Phase 5 erreicht - Veil of Silence hat aber eine eigene Überschreibung,", ") read the same grid vision and aggro data - not 3D cone-of-vision raycasts. Whether Awareness decays when you break line of sight is not spelled out in the data (inferred to reset or fall off, not confirmed).": ") lesen dieselben Raster-Sicht- und Aggrodaten - keine 3D-Sichtkegel-Raycasts. Ob die Aufmerksamkeit abklingt, wenn du die Sichtlinie brichst, steht so nicht in den Daten (vermutlich Zurücksetzen oder Abfallen, nicht bestätigt).", ") reads \"": ") lautet \"", ") runs": ") läuft", "), and he is the companion who wakes you in the intro. What is": "), und er ist der Begleiter, der dich im Intro weckt. Was", "), exactly cancelling the night penalty. Defined in the data but not currently granted by any obtainable item or skill.": "), was den Nachtmalus exakt aufhebt. In den Daten definiert, wird aktuell aber von keinem erhältlichen Item und keiner Skill verliehen.", "), her dungeon spawn is blocked and she instead appears on the Festering Burrow safe floor (": "), ist ihr Dungeon-Spawn blockiert und sie erscheint stattdessen auf der Sicheren Etage von Festering Burrow (", "), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first two are fully built in this demo build; the rest are named slots or internal generator themes.": "), eigene Monster, einen eigenen Beutepool und, bei fertigen Regionen, einen Abschlussboss. Nur die ersten beiden sind in diesem Demo-Build vollständig ausgebaut; der Rest sind benannte Platzhalter oder interne Generator-Themen.", "), not in the shipped data tables.": "), nicht in den ausgelieferten Datentabellen.", "), quoted verbatim - including the member cap each rank advertises.": "), wörtlich zitiert - einschließlich der Mitgliederobergrenze, die jeder Rang angibt.", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.40 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "), die Endorsi auf der Sicheren Etage wickelt also nur Belohnungs-, Handels- und Rekrutierungsdialoge ab - neue Jagden nimmst du in der Region selbst an. Im unveränderten DS_B.0.3.40 kann der Golemkampf nicht ausgelöst werden (sein Bossraum braucht Etagenphase 5; die Phasentabelle der Region endet bei 4), die Variante auf der Sicheren Etage ist dort also normalerweise unerreichbar - siehe", "), stacking on top of the flat tier scaling.": "), zusätzlich zur flachen Stufenskalierung.", "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "), wodurch ein neuer Rekrut genau wie bei einem normalen Kandidatenwurf erzeugt wird - Rasse, Hintergrund und Traits alle zufällig.", "), worst to best.": "), schlechteste bis beste.", "). A basic swing costs": "). Ein einfacher Schlag kostet", "). A mixed-race roster wants a mixed pantry.": "). Ein gemischtrassiger Kader braucht eine gemischte Vorratskammer.", "). A standard 8-tile monster effectively sees only": "). Ein Standardmonster mit 8 Feldern sieht effektiv nur", "). Breaking line of sight around a corner hides you even at point-blank range.": "). Die Sichtlinie um eine Ecke zu brechen versteckt dich selbst auf kürzeste Distanz.", "). Clearing region N is the one and only thing that opens region N+1:": "). Region N abzuschließen ist das eine und einzige, was Region N+1 öffnet:", "). Combat and management difficulty are picked independently; the top tier is": "). Kampf- und Verwaltungsschwierigkeit werden unabhängig gewählt; die höchste Stufe ist", "). Crit chance starts at 8% and gains +0.3% per Perception.": "). Die Kritische Trefferchance beginnt bei 8% und steigt um +0.3% pro Wahrnehmung.", "). Filter by region or creature type, or search by name or by an item they drop. Click a monster for its full stats, skills, spawn rooms and drop tables. A creature's": "). Filtere nach Region oder Kreaturtyp, oder suche nach Namen oder nach einem Item, das sie fallen lassen. Klicke ein Monster an für seine vollen Werte, Skills, Spawn-Räume und Beutetabellen.", "). Frame timing is approximate.": "). Das Frame-Timing ist ungefähr.", "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": "). Nahkampf zieht 30% mehr Aggro, das steuert also, auf welche deiner Einheiten sich ein Monster einschießt - ein Tank-Hebel, keine Frage des ersten Entdeckens.", "). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.": "). Die Nacht (20:00-06:00) senkt die Sicht; lange Expeditionen stapeln Tag für Tag wachsende Stimmungsmali für den Aufenthalt im Dungeon. Rein, Ziel erledigen, heim.", "). Pick the": "). Wähle", "). Quoted blocks are verbatim in-game text from DS_B.0.3.40.": "). Zitierte Blöcke sind wörtlicher Spieltext aus DS_B.0.3.40.", "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": "). Ein Treffer mit 100 Schaden nimmt also jedem Rüstungsteil 10 ab; ein Treffer mit 300 Schaden nimmt 30 ab.", "). The Vampire Potion adds a large temporary": "). Der Vampirtrank gibt einen großen temporären", "). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": "). Das Spiel behandelt ein leeres Dict als \"es gibt Daten zum Wiederherstellen\", findet nichts und hängt in einer", "). The guild merchant is the one level-based trader: on each restock the game appends your current": "). Der Gildenhändler ist der einzige stufenbasierte Händler: bei jedem Auffüllen hängt das Spiel deine aktuelle", "). The headline answers:": "). Die wichtigsten Antworten:", "). The three Mawmurk/Slogel hunt offers are hard-gated to Schleier des Schweigens (": "). Die drei Jagdangebote für Mawmurk/Slogel sind fest an Schleier des Schweigens gebunden (", "). This shortens a monster's reach, but it clips your own scouts' sight too.": "). Das verkürzt die Reichweite eines Monsters, beschneidet aber auch die Sicht deiner eigenen Späher.", "). Units track head and body HP separately; emptying either bar downs the unit.": "). Einheiten führen HP für Kopf und Körper getrennt; wird eine der beiden Leisten geleert, geht die Einheit zu Boden.", "): from": "): von", "); outside that window it is night.": "); außerhalb dieses Zeitfensters ist Nacht.", "); pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.": "); Pausieren hält die Uhr komplett an. In der schnellsten Einstellung vergeht ein Spieltag in etwa 2.6 echten Minuten.", "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": "); beim PerModifier % greifen Affecter, Inschriften und Schwierigkeit (z. B.", "); the growth system's fallback base is": "); die Rückfallbasis des Wachstumssystems ist", "* Poison rate: what the data actually supports.": "* Giftrate: was die Daten tatsächlich hergeben.", "+ 11 more...": "+ 11 weitere...", "+ 129 more changed...": "+ 129 weitere geändert...", "+ 13 more changed...": "+ 13 weitere geändert...", "+ 15 more...": "+ 15 weitere...", "+ 16 more changed...": "+ 16 weitere geändert...", "+ 2 more changed...": "+ 2 weitere geändert...", "+ 32 more...": "+ 32 weitere...", "+ 493 more changed...": "+ 493 weitere geändert...", "+ 659 more...": "+ 659 weitere...", "+ 84 more...": "+ 84 weitere...", "+ 86 more changed...": "+ 86 weitere geändert...", "+ Female": "+ Weiblich", "+ New character": "+ Neuer Charakter", "+ Wishlist on Steam!": "+ Auf Steam auf die Wunschliste!", "+ shield": "+ Schild", "+ talent growth per level + flat bonuses, then": "+ Talentwachstum pro Stufe + flache Boni, dann", "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ (Primärattribut x sein Koeffizient) + flache Boni, dann", "++virtue)": "++Tugend)", "+1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.": "+1 pro Spielsitzung (etwa 40 Spielminuten); wer dasselbe Spiel überstrapaziert, bekommt stattdessen den Debuff Gelangweilt.", "+1 population cap per rank from rank 2 (up to +6 at rank 7)": "+1 Bevölkerungsobergrenze pro Rang ab Rang 2 (bis zu +6 bei Rang 7)", "+1 to your population cap": "+1 auf deine Bevölkerungsobergrenze", "+1.0 Physical Attack Power and +4.0 Max Weight per point": "+1.0 Physische Angriffskraft und +4.0 max. Gewicht pro Punkt", "+10 Phys & Magic Resist on hit": "+10 Phys. & Magieresistenz bei Treffer", "+10 Phys & Magic Resist per hit": "+10 phys. & mag. Resistenz pro Treffer", "+10% Crit on kill (10s)": "+10% Krit bei Tötung (10s)", "+10% Crit per kill": "+10% Krit pro Tötung", "+10% Critical Chance": "+10% Kritische Trefferchance", "+10% Lebensraub, -20% Max. Energie Granted by 1 item": "+10% Lebensraub, -20% Max. Energie Verliehen von 1 Item", "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)": "+10% Trefferchance und +5% Krit pro umstehender Einheit - in den Daten DEFINIERT, in diesem Build aber nicht aktiv (kein Code liest ihn aus)", "+10% hit chance": "+10% Trefferchance", "+10% hit-chance bonus": "+10% Bonus auf Trefferchance", "+120% damage at 0 HP": "+120% Schaden bei 0 HP", "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - für Spieler sichtbar", "+15% experience gained": "+15% erhaltene Erfahrungspunkte", "+150 each": "+150 je", "+2 and the": "+2 und", "+2 more...": "+2 weitere...", "+2,000 gold": "+2,000 Gold", "+20% Damage Dealt at 0 HP": "+20% verursachter Schaden bei 0 HP", "+20% Erlittener Schaden Granted by 1 inscription and 3 skills": "+20% Erlittener Schaden Verliehen von 1 Inschrift und 3 Skills", "+20% Erlittener Schaden Granted by 1 inscription and 5 skills": "+20% Erlittener Schaden Verliehen von 1 Inschrift und 5 Skills", "+20% Physische Angriffskraft Granted by 2 skills": "+20% Physische Angriffskraft Verliehen von 2 Skills", "+20% all six major stats, permanent Mood -3": "+20% auf alle sechs Primärattribute, permanent Stimmung -3", "+20% to all six major stats": "+20% auf alle sechs Primärattribute", "+200 gold": "+200 Gold", "+3 more...": "+3 weitere...", "+30 Abklingzeitreduktion Granted by 2 skills": "+30 Abklingzeitreduktion Verliehen von 2 Skills", "+30% Angriffsgeschwindigkeit Granted by 3 skills": "+30% Angriffsgeschwindigkeit Verliehen von 3 Skills", "+30% Crit": "+30% Krit", "+30% Crit (3 stacks)": "+30% Krit (3 Stapel)", "+30% Critical Chance": "+30% Kritische Trefferchance", "+30% damage dealt but +20% damage taken.": "+30% verursachter Schaden, aber +20% erlittener Schaden.", "+35% Blockchance Granted by 3 skills": "+35% Blockchance Verliehen von 3 Skills", "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - für Spieler sichtbar", "+4 more...": "+4 weitere...", "+40% Bewegungsgeschwindigkeit Granted by 2 skills": "+40% Bewegungsgeschwindigkeit Verliehen von 2 Skills", "+400 gold": "+400 Gold", "+41 more spawn rows not shown.": "+41 weitere Spawn-Zeilen nicht gezeigt.", "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - für Spieler sichtbar", "+5 more...": "+5 weitere...", "+5% critical chance": "+5% Kritische Trefferchance", "+5% critical-chance bonus": "+5% Bonus auf kritische Trefferchance", "+6 more...": "+6 weitere...", "+6% Phys Atk on skill use (8s)": "+6% Phys. Angriff bei Skill-Einsatz (8s)", "+800 gold": "+800 Gold", "+Pop": "+Bev.", "+percent": "+Prozent", "+{#} Main, +{#} Sub": "+{#} Haupt, +{#} Neben", "+{#} more": "+{#} weitere", "+{#}% Crit forever": "+{#}% Krit dauerhaft", "+{#}% hit, +{#}% crit": "+{#}% Treffer, +{#}% Krit", ", ...) means. Values shown as extracted.": ", ...) bedeutet. Werte werden so gezeigt, wie sie extrahiert wurden.", ", 10 items) or": ", 10 Items) oder", ", 13 items),": ", 13 Items),", ", 2 items), plus a few misc edibles. The class is what the racial diet rules read:": ", 2 Items), dazu ein paar sonstige Essbare. Die Klasse ist das, was die Ernährungsregeln der Rassen auslesen:", ", FloatValue 100). It does not reduce the hit you take - you eat the full damage and the attacker eats an equal copy.": ", FloatValue 100). Der Treffer, den du einsteckst, wird dadurch nicht verringert - du kassierst den vollen Schaden und der Angreifer kassiert eine gleich große Kopie.", ", FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.": ", FloatValue 20). Es wird kein Schadenswurf verglichen - den Schwellenwert zu unterschreiten und dann berührt zu werden, ist ein garantierter Tod.", ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": ", FloatValues [10, 2000, 10]). Sobald du die Obergrenze erreichst, versiegt das Gold, und die Inschrift wandelt sich dauerhaft um in", ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": ", FloatValues [60, 1, 20]). Jede Shell wird von einem eingehenden Treffer verbraucht, um", ", High-grade": ", Hohe Güte", ", Mid-grade": ", Mittlere Güte", ", added - click to remove": ", hinzugefügt - zum Entfernen klicken", ", and a Barrier only matters on a unit that gets hit, shield loops are tagged by role - a shield combo on a backline caster is not busted. Each card spells out exactly which effect is applied, to whom, and how often. 11 synergies: 2 busted, 8 strong, 1 situational.": ", und eine Barriere nur auf einer Einheit zählt, die auch getroffen wird, sind Schild-Loops nach Rolle markiert - eine Schildkombo auf einem Zauberer in der hinteren Reihe ist nicht kaputt. Jede Karte sagt genau, welcher Effekt angewendet wird, auf wen und wie oft. 11 Synergien: 2 kaputt, 8 stark, 1 situativ.", ", and an Endorsi spawn that is gated on the": ", und ein Endorsi-Spawn, der abhängig ist von", ", and each has a hard stack cap. The damage ignores defense and shields and does": ", und jeder hat eine feste Stapelobergrenze. Der Schaden ignoriert Verteidigung und Schilde und wirkt", ", and inline": ", und inline", ", and settlement buildings cap at": ", und Siedlungsgebäude sind gedeckelt bei", ", and take": ", und erleiden", ", and takes": ", und dauert", ", and the amount depends on the target's Max Health, not on the caster's attack power. How long it lasts is set by the skill that applies it.": ", und die Menge hängt von der maximalen Gesundheit des Ziels ab, nicht von der Angriffskraft des Anwenders. Wie lange es anhält, legt die Skill fest, die es anwendet.", ", and the amount is set by your campaign's": ", und die Menge richtet sich nach der", ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": ", und der Tooltip des Werts nennt nur Physischen Angriff, Magieangriff, Kritische Trefferchance und Kochen. Eine schlafende Wachstumskonstante (", ", and there are no rare gathering nodes - you farm it through the": ", und es gibt keine seltenen Sammelvorkommen - du farmst sie über", ", and various bugs may occur.": ", und es können verschiedene Fehler auftreten.", ", backed by Bloody Scratch and a Rat Swarm call.": ", unterstützt durch Bloody Scratch und einen Rat-Swarm-Ruf.", ", both picked at campaign start and both running the same five tiers (": ", beide werden beim Kampagnenstart gewählt und beide nutzen dieselben fünf Stufen (", ", but the base game caps the highest": ", das Basisspiel begrenzt jedoch die höchste", ", chosen - click to remove": ", gewählt - zum Entfernen klicken", ", coef 1.0)": ", Koeff. 1.0)", ", each sealing the end of its region. Every stat, attack and drop below is joined from the game's own tables (a boss is any unit carrying the": ", jeder bildet den Abschluss seiner Region. Jeder Wert, Angriff und Drop unten stammt aus den Tabellen des Spiels selbst (ein Boss ist jede Einheit mit dem", ", enabling a deliberate misery build.": ", was einen bewusst auf Elend ausgelegten Build ermöglicht.", ", enemies only) and enters combat once it reaches": ", nur Gegner) und tritt in den Kampf ein, sobald sie erreicht", ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": ", also Kopfleiste und Körperleiste zusammengerechnet, nicht die eine oder die andere allein. Barriere zählt nicht mit.", ", ignoring defense and shields. The amount is fixed: it": ", ignoriert Verteidigung und Schilde. Der Wert ist fest: er", ", ignoring defense. It": ", unter Umgehung der Verteidigung. Es", ", it drops nothing directly (the Abyss rewards you through its treasure chests).": ", lässt es direkt nichts fallen (der Abyss belohnt dich über seine Schatzkisten).", ", monster": ", Monster", ", monster damage x": ", Monsterschaden x", ", not per room. Each floor of a region draws ONE authored layout, so \"per floor\" is the right granularity - only one layout is rolled per floor. Below, for every region and floor, is the chance that a special room type (Event, Treasure, Goddess statue, Elite, Dungeon Core...) appears, plus the per-floor odds of the rare gathering nodes (Blood Tree and friends). See a floor drawn out in the": ", nicht pro Raum. Jede Etage einer Region zieht EIN vorgefertigtes Layout, \"pro Etage\" ist also die richtige Granularität - pro Etage wird nur ein Layout ausgewürfelt. Unten steht für jede Region und Etage die Chance, dass ein Spezialraumtyp (Ereignis, Schatz, Göttinnenstatue, Elite, Dungeonkern...) auftaucht, dazu die Chancen pro Etage für die seltenen Sammelvorkommen (Blutbaum und Konsorten). Eine gezeichnete Etage siehst du im", ", not whether you are first noticed.": ", nicht darüber, ob du überhaupt zuerst bemerkt wirst.", ", or what each node yields on": ", oder was jedes Vorkommen einbringt auf", ", quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.": ", Aufgaben Main0-8) dient zugleich als Tutorial-Leitfaden - sie schreitet automatisch voran, wenn du die richtigen Dinge tust, nutze sie also als deine To-do-Liste.", ", range {#}": ", Reichweite {#}", ", ranged x": ", Fernkampf x", ", respawn every": ", Respawn alle", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–3 exist in the data, matching the demo's clan-rank cap of 3.": ", jeder nummerierte Pool unten ist also das Sortiment auf diesem Clan-Rang - höherer Rang = größerer, besserer Pool. In den Daten existieren nur die Stufen 1–3, passend zur Clan-Rang-Obergrenze von 3 in der Demo.", ", so the bonus would count from the very first flanker (no \"free\" first unit): three attackers around one enemy would give +30% hit, +15% crit. Because the combat path is faction-agnostic, it would also apply": ", der Bonus würde also ab dem allerersten Flankierer zählen (keine \"freie\" erste Einheit): drei Angreifer um einen Gegner ergäben +30% Trefferchance, +15% Krit. Da der Kampfpfad fraktionsunabhängig ist, würde er auch gelten", ", so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is": ", der allererste Tag ist also nur 16 Stunden lang, während jeder spätere Tag volle 24 hat. Tag und Nacht sind eine eigene Optik- und Sichtebene: es ist", ", so they always agree.": ", sodass sie immer übereinstimmen.", ", straight through armor. Poison is the odd one out: it is": ", direkt durch die Rüstung hindurch. Gift ist die Ausnahme: es ist", ", the": ",", ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": ", zerbricht das Item: Ausrüstung wird abgelegt und muss repariert werden, bevor sie wieder funktioniert. Zwei getrennte Dinge nutzen deine Ausrüstung ab -", ", up to a lifetime cap of": ", bis zu einer Gesamtobergrenze von", ", via": ", über", ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": ", wobei R deine Resistenz gegen diesen Schadenstyp ist (Kurve mit abnehmendem Ertrag, von der Community bestätigt). Bei R = 50 kommen also 100/150 =", ", which": ", was", ", which advances automatically as you play rather than being handed out by an NPC.": ", die automatisch voranschreitet, während du spielst, statt von einem NPC vergeben zu werden.", ", which consumes": ", was verbraucht", ", while a Glothwelpe des Abyss is nearsighted at": ", während ein Glothwelpe des Abyss kurzsichtig ist mit", ", while the": ", während", ", you can descend to deeper floors<": ", kannst du in tiefere Etagen hinabsteigen<", ", you can reset your skills.": ", kannst du deine Skills zurücksetzen.", ", you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better": ", bekommst du pro Aktualisierung mehr Rekrutierungskandidaten (6-7 bei niedrigen Rängen, bis zu 8-10 beim höchsten), und die angebotenen Kandidaten haben eine höhere Stufe. Höhere Ränge schalten außerdem bessere", ", {#} total if every cell is hit": ", {#} insgesamt, wenn jede Zelle getroffen wird", "- **Baron Blood Tear** - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.": "- **Baron Blood Tear** - 'eine erhärtete Träne des Vampirbarons des Elros-Imperiums', was auf einen künftigen Vampirboss bzw. eine Vampirregion hindeutet.", "- **Frosty Handshake** and **Swirling Tide** - an ice-boss and an ocean/water-boss relic.": "- **Frosty Handshake** und **Swirling Tide** - ein Eisboss- und ein Ozean-/Wasserboss-Relikt.", "- **Red Dragon Breath** - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.": "- **Red Dragon Breath** - 'Überreste des Atems des uralten Feuerdrachen', verbunden mit den Drachenklauen-Kriegern und dem Echsenmenschen-Mythos der 'Nachfahren der Drachen'.", "- +1 energy per melee physical critical hit": "- +1 Energie pro physischem kritischem Nahkampftreffer", "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- +1 Stapel pro Wirken (x2 mit Fireproof); +30% Magischer Angriffswert pro Stapel für 30s", "- +10% cooldown reduction each time you gain a Barrier": "- +10% Abklingzeitreduktion, jedes Mal wenn du eine Barriere erhältst", "- +20% to all Barrier you gain": "- +20% auf jede Barriere, die du erhältst", "- +8% damage per Burning stack on the target you hit": "- +8% Schaden pro Burning-Stapel auf dem Ziel, das du triffst", "- 2 stacks on the target, then bounces up to 8 more times to nearby enemies": "- 2 Stapel auf das Ziel, danach springt es bis zu 8 weitere Male auf Gegner in der Nähe über", "- 2026-06-14 - updated from DS_B.0.3.21 - unlabeled interim build between B.0.3.21 and B.0.3.26": "- 2026-06-14 - aktualisiert von DS_B.0.3.21 - unbenannter Zwischenbuild zwischen B.0.3.21 und B.0.3.26", "- 2026-06-15 - updated from Build 23725069 - Steam buildid 23739108 - current build": "- 2026-06-15 - aktualisiert von Build 23725069 - Steam buildid 23739108 - aktueller Build", "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931": "- 2026-07-23 - aktualisiert von DS_B.0.3.26 - Steam buildid 24354931", "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 300% Magischer Angriffswert + Stapel x30%, danach werden die Stapel zurückgesetzt", "- 4% chance per skill use to summon an extra Bubbling": "- 4% Chance pro Skill-Einsatz, ein zusätzliches Bubbling zu beschwören", "- 8 Tech Books across the chain:": "- 8 Technikbücher über die gesamte Kette:", "- A tutorial is available.": "- Ein Tutorial ist verfügbar.", "- Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel - across": "- Abgrund-Varianten fast jeder Kreatur im Spiel, von Ratten, Schleimen und Slogeln bis hin zu den Steingolems und dem Chain Knight Sentinel - über", "- Barrier = 20% of each hit you take from an enemy you taunted": "- Barriere = 20% jedes Treffers, den du von einem verspotteten Gegner einsteckst", "- Bored:": "- Gelangweilt:", "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- Chain Slash ist eine Nahkampf-Skill mit Einzelziel, ihr Einsatz wendet also Exposed Flaw an", "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- die 4 Treffer von Chain Slash sind unter Exposed Flaw alle kritisch, also +4 Energie", "- Corridor": "- Korridor", "- Crit": "- Krit", "- From:": "- Von:", "- Hit": "- Treffer", "- Main SP": "- Haupt-SP", "- Mood +2 plus +0.1% health regeneration.": "- Stimmung +2 plus +0.1% Gesundheitsregeneration.", "- Mood +2 while worn.": "- Stimmung +2, solange getragen.", "- Not needed if using Battlemage without a fire staff.": "- Nicht nötig, wenn du Battlemage ohne Feuerstab spielst.", "- PAtk": "- Phys. Angr.", "- Requires a Bow.": "- Erfordert einen Bogen.", "- Requires a Club.": "- Erfordert eine Keule.", "- Requires a Greatsword.": "- Erfordert ein Großschwert.", "- Requires a Nature Staff.": "- Erfordert einen Naturstab.", "- Requires a Sword.": "- Erfordert ein Schwert.", "- Requires a Water Staff.": "- Erfordert einen Wasserstab.", "- Source not recorded in the game data": "- Quelle in den Spieldaten nicht erfasst", "- Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate": "- Stärke, Konstitution, Willenskraft, Intelligenz, Beweglichkeit und Wahrnehmung - und ein separater", "- Sub SP": "- Neben-SP", "- This is the most basic starting point.": "- Das ist der grundlegendste Ausgangspunkt.", "- Tier 1, column 1": "- Rang 1, Spalte 1", "- Tier 1, column 2": "- Stufe 1, Spalte 2", "- Tier 1, column 3": "- Rang 1, Spalte 3", "- Tier 2, column 1": "- Stufe 2, Spalte 1", "- Tier 2, column 2": "- Stufe 2, Spalte 2", "- Tier 2, column 3": "- Rang 2, Spalte 3", "- Tier 3, column 2": "- Stufe 3, Spalte 2", "- Tier 4, column 1": "- Stufe 4, Spalte 1", "- Tier 4, column 2": "- Stufe 4, Spalte 2", "- Tier 4, column 3": "- Stufe 4, Spalte 3", "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- Xenon beschwört 3 Marienkäfer innerhalb von 3 Feldern (SKILL_SummonLadybug).", "- a Tadpole that has swallowed 3 corpses evolves.": "- eine Kaulquappe, die 3 Leichen verschlungen hat, entwickelt sich weiter.", "- a quick-sim unit (armour, Constitution, level, optional bonuses) or one of your saved roster units - re-mitigated by that target's resistances, shown with the": "- eine Schnellsimulations-Einheit (Rüstung, Konstitution, Stufe, optionale Boni) oder eine deiner gespeicherten Kader-Einheiten - erneut abgemildert durch die Resistenzen dieses Ziels, angezeigt mit", "- a scholar \"who mutters strange words as if possessed\". Reward:": "- ein Gelehrter, \"der seltsame Worte murmelt, als wäre er besessen\". Belohnung:", "- a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.": "- ein kleiner Sammelbereich mit Eingang, Korridor und Portal, aber ohne Gegner - hier sammelst du dich, bevor es in den echten Dungeon hinabgeht. Intern ist es Etagenindex -1, vor Etage 1 gesetzt, und jede Region hat ihre eigenen Vorlagen für die Sichere Etage.", "- a weakened Medium Slime splits into small slimes.": "- ein geschwächter Medium Slime spaltet sich in kleine Slimes auf.", "- advanced overrides on": "- erweiterte Überschreibungen unter", "- after swallowing 3 corpses.": "- nach dem Verschlingen von 3 Leichen.", "- an elite monster, not the region's clear boss.": "- ein Elite-Monster, nicht der Abschlussboss der Region.", "- an elite rat with about": "- eine Eliteratte mit etwa", "- and every other slot is NULL.": "- und jeder andere Slot ist NULL.", "- and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where": "- und in der unveränderten Demo-Binary ist selbst das für Festering Burrow blockiert. Ältere Builds um B.0.2.x speicherten stattdessen die Freischaltung, wobei", "- and this takes precedence over guard.": "- und das hat Vorrang vor Block.", "- applied region-wide while the region's floors are depleted": "- gilt regionsweit, solange die Etagen der Region erschöpft sind", "- applied to monsters by the chosen difficulty setting": "- wird Monstern durch die gewählte Schwierigkeitseinstellung zugewiesen", "- awareness has hit the threshold; it locks on and engages.": "- die Aufmerksamkeit hat den Schwellenwert erreicht; es fixiert dich und greift an.", "- base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.": "- Basis-HP 0, Basis-Magieangriff 0. Eine Einheit, die sich vollständig vom Beschwörer ableitet: ein Magier mit 80 Magischem Angriffswert beschwört einen Bubbleling mit 80 HP / 40 Magieangriff.", "- base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).": "- Basis-HP 300, Basis-Magieangriff 16.9. Derselbe Magier mit 80 Magieangriff beschwört eine Bubbletoad mit 380 HP / 56.9 Magieangriff (nicht glatte 300 HP).", "- but in the current build it is a dormant constant: the row is tagged": "- im aktuellen Build ist es aber eine schlafende Konstante: die Zeile trägt das Tag", "- carried by": "- getragen von", "- combat difficulty": "- Kampfschwierigkeit", "- commands it": "- befiehlt es", "- consumes 2 of them": "- verbraucht 2 davon", "- each followed by a report-back talk with item rewards. Reporting the final hunt (": "- auf jede folgt ein Rückmeldegespräch mit Item-Belohnungen. Die Meldung der letzten Jagd (", "- each uses one inscription": "- jede verbraucht eine Inschrift", "- enemies surrounding one of your units would get the same benefit against it.": "- Gegner, die eine deiner Einheiten umzingeln, bekämen denselben Vorteil gegen sie.", "- every campaign start the game can roll: scenario type × management difficulty, with starting units, items and map buildings. Test/balance rows are dev-only presets.": "- jeder Kampagnenstart, den das Spiel auswürfeln kann: Szenariotyp × Verwaltungsschwierigkeit, mit Starteinheiten, Items und Gebäuden auf der Karte. Test-/Balance-Zeilen sind reine Entwickler-Presets.", "- every table as JSON plus a manifest.": "- jede Tabelle als JSON plus ein Manifest.", "- every time you use a single-target melee skill": "- jedes Mal, wenn du eine Nahkampf-Skill mit Einzelziel einsetzt", "- extra skill tree:": "- zusätzlicher Skillbaum:", "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- kämpft im Bossraum an der Seite des Giant Stone Golem; Stone Raise verleiht ihm während des Kampfes die maximalen Art of Rush-Stapel (SKILL_StoneRaise).", "- from {#}": "- von {#}", "- future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.": "- künftige Ausrüstungsstufen, Waffenklassen, Edelsteinreihen, Reliktaccessoires, Rassen, Magieschulen, Systeme und Regionen. Mit (Spoiler) markierte Einträge verraten Story-Details, die das Spiel im Spielverlauf noch nicht gezeigt hat.", "- got": "- erhalten", "- granted by:": "- verliehen von:", "- grants the": "- verleiht", "- guarantees crits against that enemy": "- garantiert Krits gegen diesen Gegner", "- guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and": "- Gildenaufgaben verlangen wörtlich, \"Nahrung mit Stimmung 1+/2+/3+\" zu horten - und", "- idle or patrolling; it has not seen you.": "- untätig oder auf Patrouille; es hat dich nicht gesehen.", "- inspection reveals hidden": "- Untersuchung enthüllt verborgene", "- instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "- richtet jeden Nicht-Boss-Gegner sofort hin, der Schaden nimmt, während er bei 20% kombinierter HP (Kopf + Körper) oder weniger steht.", "- is shown as a section inside its own entry, not as a separate boss.": "- wird als Abschnitt im eigenen Eintrag gezeigt, nicht als separater Boss.", "- kill 1 Alpha Acid Slogel. Reward:": "- 1 Alpha Acid Slogel töten. Belohnung:", "- kill 1 White Mawmurk. Reward:": "- 1 White Mawmurk töten. Belohnung:", "- kill 1×": "- 1× töten", "- kill 5 Mawmurk. Reward:": "- 5 Mawmurk töten. Belohnung:", "- kill 5×": "- töte 5×", "- kill it and the region flips to cleared, which immediately unlocks the next region on load.": "- töte es und die Region gilt als abgeschlossen, was beim Laden sofort die nächste Region freischaltet.", "- lines show unlock requirements - top-right corner = energy cost per cast (skill-point cost shows on hover)": "- Linien zeigen die Freischaltbedingungen - obere rechte Ecke = Energiekosten pro Anwendung (die Skillpunkt-Kosten erscheinen beim Überfahren)", "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- legt beim Beschwören HP = dein Magischer Angriffswert + 300 und Magieangriff = 0.5 x dein Magischer Angriffswert + 16.9 fest", "- lv": "- Stufe", "- needs Bubblings already on the field (spawn them with Summon Bubbling).": "- benötigt Bubblings, die bereits auf dem Feld sind (beschwöre sie mit Summon Bubbling).", "- never after": "- niemals danach", "- no room layout ships in this build, so it is never placed": "- in diesem Build wird kein Raumlayout ausgeliefert, deshalb wird er nie platziert", "- not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.": "- nicht gebaut, nicht gekauft und kein Beutedrop. Das Spiel platziert ihn beim Generieren einer Etage in die oben aufgeführten Raum-/Bereichslayouts; du schickst eine Einheit hin, die ihn vor Ort abbaut.", "- not present in DropTable (unresolved)": "- nicht in DropTable vorhanden (ungeklärt)", "- one of the best early mana-stone injections in the game (": "- eine der besten frühen Manastein-Spritzen im Spiel (", "- one of your units has entered its sight; awareness is building.": "- eine deiner Einheiten ist in seine Sichtweite geraten; die Aufmerksamkeit steigt.", "- one trigger per Exposed Flaw application": "- ein Auslöser pro Anwendung von Exposed Flaw", "- one trigger per debuff per enemy hit by the stomp": "- ein Auslöser pro Debuff pro Gegner, der vom Stampfer getroffen wird", "- optional: heals 4% of missing health per Burning application": "- optional: heilt 4% der fehlenden Gesundheit pro Burning-Anwendung", "- paste it wherever the site owner listens.": "- poste es dort, wo der Seitenbetreiber zuhört.", "- personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more. The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from": "- Persönlichkeit, Bedürfnisse, Nahrung, Schlaf, Raumqualität, Wetter, Umgebung, Kampf, Behandlung und mehr. Die Anzeige im UI endet bei 30, der echte Wert hat aber keine feste Obergrenze. Jede Quelle unten stammt direkt aus", "- physical / magic hit": "- physischer / magischer Treffer", "- pick members (up to": "- wähle Mitglieder (bis zu", "- plus Slow; 15s cooldown": "- plus Verlangsamung; 15s Abklingzeit", "- raises every one of the unit's six talents by one tier, capped at Genius.": "- hebt alle sechs Talente der Einheit um eine Stufe an, maximal bis Genie.", "- ranks 3 through 7 are defined in the data but locked in the current build.": "- die Ränge 3 bis 7 sind in den Daten definiert, im aktuellen Build aber gesperrt.", "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- wird jedes Mal neu scharfgeschaltet, wenn das Burning von Fire Cloak trifft, also ~einmal pro Sekunde, solange Gegner angrenzen", "- recruit her at the base to finish the chain; Endorsi joins your clan.": "- rekrutiere sie in der Basis, um die Kette abzuschließen; Endorsi tritt deinem Clan bei.", "- recruits roll a sum in [": "- Rekruten würfeln eine Summe in [", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.40 game tables.": "- Reflexion, die Goldmine, Capital Punishment, die Inschriften für fehlende HP, Schaden über Zeit, Shell-Blocks und die temporären Buffs - und nennt die exakte Formel, ein Rechenbeispiel und den Höchstwert, den jede Obergrenze zulässt. Jede Zahl wird live aus den Spieltabellen von DS_B.0.3.40 gelesen.", "- requires": "- erfordert", "- see the description for the exact behavior.": "- genaues Verhalten siehe Beschreibung.", "- see the note at the top of this page.": "- siehe den Hinweis oben auf dieser Seite.", "- single target, 30s; also +50% damage to it and -30% damage from others": "- Einzelziel, 30s; zusätzlich +50% Schaden an ihm und -30% Schaden von anderen", "- so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.": "- wenn also auch nur eine Etage auf null fällt, gilt der -50%-Malus für jede Etage dieser Region, bis sie sich erholt, selbst für Etagen, die noch voll sind.", "- so you can answer \"what can I gather here\" at a glance; the detailed node, monster and chest tables sit below it. Type an item name in the filter to jump straight to where it comes from. For the per-floor spawn odds of each room type and rare node, see": "- damit du auf einen Blick beantworten kannst, \"was kann ich hier sammeln\"; die ausführlichen Tabellen zu Vorkommen, Monstern und Truhen stehen darunter. Tippe einen Item-Namen in den Filter, um direkt zur Quelle zu springen. Die Spawn-Chancen pro Etage für jeden Raumtyp und jedes seltene Vorkommen findest du unter", "- spawns at": "- erscheint bei", "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- wird eingesetzt, um diese Skill zu speisen (Bubblings mit Summon Bubbling beschwören).", "- stock chance 100%, qty 1, fixed price": "- Verfügbarkeitschance 100%, Menge 1, Festpreis", "- stock chance 100%, qty 10–15, price -25%...+25%": "- Bestandschance 100%, Anz. 10–15, Preis -25%...+25%", "- stock chance 100%, qty 10–20, price -25%...+25%": "- Verfügbarkeitschance 100%, Menge 10–20, Preis -25%...+25%", "- stock chance 100%, qty 10–20, price 25%...+50%": "- Bestandschance 100%, Anz. 10–20, Preis 25%...+50%", "- stock chance 100%, qty 16–24, price 25%...+50%": "- Bestandschance 100%, Anz. 16–24, Preis 25%...+50%", "- stock chance 100%, qty 1–2, price -25%...+25%": "- Vorratschance 100%, Anz. 1–2, Preis -25%...+25%", "- stock chance 100%, qty 20–30, price -25%...+25%": "- Vorratschance 100%, Menge 20–30, Preis -25%...+25%", "- stock chance 100%, qty 2–3, price -25%...+25%": "- Vorrat-Chance 100%, Menge 2–3, Preis -25%...+25%", "- stock chance 100%, qty 30–20, price -25%...+25%": "- Bestandschance 100%, Anz. 30–20, Preis -25%...+25%", "- stock chance 100%, qty 30–45, price -25%...+25%": "- Verfügbarkeitschance 100%, Menge 30–45, Preis -25%...+25%", "- stock chance 100%, qty 3–4, price -25%...+25%": "- Vorratschance 100%, Menge 3–4, Preis -25%...+25%", "- stock chance 100%, qty 4–6, price -25%...+25%": "- Verfügbarkeitschance 100%, Menge 4–6, Preis -25%...+25%", "- stock chance 100%, qty 80–120, price 25%...+50%": "- Bestandschance 100%, Anz. 80–120, Preis 25%...+50%", "- stock chance 100%, qty 8–12, price 25%...+50%": "- Vorratschance 100%, Menge 8–12, Preis 25%...+50%", "- stock chance 30%, qty 1–2, price 0%...+25%": "- Vorratschance 30%, Menge 1–2, Preis 0%...+25%", "- stock chance 5%, qty 1, price -25%...+25%": "- Bestandschance 5%, Anz. 1, Preis -25%...+25%", "- stock chance 50%, qty 1–2, price -25%...+25%": "- Vorrat-Chance 50%, Menge 1–2, Preis -25%...+25%", "- stock chance 50%, qty 2–3, price -100%...-50%": "- Bestandschance 50%, Anz. 2–3, Preis -100%...-50%", "- stock chance 50%, qty 2–3, price -25%...+25%": "- Verfügbarkeitschance 50%, Menge 2–3, Preis -25%...+25%", "- stock chance 50%, qty 3–4, price -25%...+25%": "- Vorrat-Chance 50%, Menge 3–4, Preis -25%...+25%", "- stock chance 50%, qty 4–6, price -100%...-50%": "- Bestandschance 50%, Anz. 4–6, Preis -100%...-50%", "- stock chance 50%, qty 4–6, price -25%...+25%": "- Vorrat-Chance 50%, Menge 4–6, Preis -25%...+25%", "- targets it": "- es ins Visier nimmt", "- that is Common 80.7%, Uncommon 17%, Rare 2%, and": "- das sind Gewöhnlich 80.7%, Ungewöhnlich 17%, Selten 2% und", "- that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.": "- so kann ein Zauberer zum Beispiel Wassermagie erlernen. Einen Baum zu trainieren ist aber etwas anderes als das, was eine Einheit gleichzeitig führen kann; eine Inschrift erlaubt es einer Einheit nicht, einen Zweihandstab und einen Schild zugleich zu tragen.", "- the average damage of one cast on a single target, crit folded in.": "- der Durchschnittsschaden eines Wirkens auf ein Einzelziel, Krits eingerechnet.", "- the baseline: no bonus, no malus": "- der Ausgangswert: kein Bonus, kein Malus", "- the bundle id still says \"Alpha\" even on current builds.": "- die Bundle-ID sagt selbst in aktuellen Builds noch \"Alpha\".", "- the corrupted form fought in the endless": "- die verderbte Form aus dem endlosen", "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "- die Treffer- und Kritberechnung enthält keinen Term für Position oder umstehende Einheiten, und die Konstante wird nie geladen. Aktuell hat sie also", "- the opposite bet: damage dealt": "- die gegenteilige Wette: verursachter Schaden", "- the taunt itself is a debuff, so it also fires Guard Barrier": "- der Spott selbst ist ein Debuff, löst also auch Guard Barrier aus", "- the working monster Soul Stones. The dev roadmap flags monster capturing/ranching as a fast-follow Early-Access feature, and these soul traits are the visible groundwork toward": "- die funktionierenden Monster-Seelensteine. Die Entwickler-Roadmap führt das Fangen und Züchten von Monstern als zeitnahes Early-Access-Feature, und diese Seelen-Traits sind die sichtbare Vorarbeit für", "- they are identical on every": "- sie sind identisch auf jeder", "- they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.": "- sie werden nicht im Spielstand gespeichert. Neben dem eingebauten Wiederholen-Knopf würfelt Speichern vor einem Gebet und anschließendes Neuladen die fünf Auswahlmöglichkeiten neu aus.", "- this background appears to have been released; treat the note below as historical.": "- dieser Hintergrund scheint inzwischen veröffentlicht zu sein; behandle den Hinweis unten als historisch.", "- to all nearby enemies": "- an alle Gegner in der Nähe", "- to all nearby enemies (30s cooldown)": "- an alle Gegner in der Nähe (30s Abklingzeit)", "- to every adjacent enemy, once a second for the 10s aura": "- an jeden angrenzenden Gegner, einmal pro Sekunde während der 10s-Aura", "- use": "- nutze", "- when a Barrier expires, heal 20% of its remaining value": "- wenn eine Barriere ausläuft, heilt sie 20% ihres Restwerts", "- when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.": "- wenn ein normaler Angriff kritisch trifft, verursacht er zusätzlich Flächenschaden (im Schadenstyp des Angriffs) an Gegnern in der Nähe.", "- when a unit or structure you summoned is destroyed": "- wenn eine von dir beschworene Einheit oder Struktur zerstört wird", "- when weakened / at low HP, onto adjacent empty tiles.": "- bei Schwächung / niedriger Gesundheit, auf benachbarte leere Felder.", "- whole nearby pack": "- ganzes Rudel in der Nähe", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1 Very Hard, x1 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 Einfach, x0.67 Normal, x1 Schwer, x1 Sehr schwer, x1 Verheerung (gerundet, niemals unter 1). Fahre über eine Menge, um ihre Kosten auf jedem Schwierigkeitsgrad zu sehen.", "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": "- du verteidigst dich, statt zuzuschlagen. Bessere Waffen haben außerdem mehr Haltbarkeit, treffen also härter und halten länger.", "- your melee crits on the marked enemy refund energy": "- deine Nahkampfkrits am markierten Gegner geben Energie zurück", "- {#} per energy": "- {#} pro Energie", "-1 to 2": "-1 bis 2", "-10% Max Energy": "-10% max. Energie", "-100% to -50%": "-100% bis -50%", "-25% Hit Chance.": "-25% Trefferchance.", "-25% Trefferchance Granted by 4 skills": "-25% Trefferchance Verliehen von 4 Skills", "-25% to +25%": "-25% bis +25%", "-25%, -25%, -25%, 0% to -25%, -25%, -25%, 0%.": "-25%, -25%, -25%, 0% zu -25%, -25%, -25%, 0%.", "-25%, 0%, 0% to -25%, -25%, -25%, -25%, -25%, -25%,": "-25%, 0%, 0% zu -25%, -25%, -25%, -25%, -25%, -25%,", "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)": "-3 / -6 / -9 / -12 Stimmung bei D1-D4 (Einfach -1..-10, Verheerung -6..-24)", "-30% Bewegungsgeschwindigkeit Granted by 11 skills": "-30% Bewegungsgeschwindigkeit Verliehen von 11 Skills", "-30% Bewegungsgeschwindigkeit Granted by 12 skills": "-30% Bewegungsgeschwindigkeit Verliehen von 12 Skills", "-30% Erlittener Schaden Granted by 1 inscription": "-30% Erlittener Schaden Verliehen von 1 Inschrift", "-30% Movement Speed.": "-30% Bewegungsgeschwindigkeit.", "-4 to -1": "-4 bis -1", "-50 Magieresistenz Granted by 1 item": "-50 Magieresistenz Verliehen von 1 Item", "-50 Physische Resistenz Granted by 1 skill": "-50 Physische Resistenz Verliehen von 1 Skill", "-50% Ausweichchance Granted by 2 skills": "-50% Ausweichchance Verliehen von 2 Skills", "-> report ->": "-> Bericht ->", "-> report to": "-> melde dich bei", "-adjusted": "-angepasst", ". 2. Inspect the": ". 2. Untersuche", ". 3. Inspect the": ". 3. Untersuche", ". 4. Collect a": ". 4. Sammle ein", ". A floor ground all the way down to 0 therefore needs 5 stacks x 3 days =": ". Eine bis auf 0 heruntergewirtschaftete Etage braucht also 5 Stapel x 3 Tage =", ". A melee attacker draws about 30% more aggro than a ranged one, so front-liners naturally pull the monster's attention off your casters. This steers": ". Ein Nahkämpfer zieht rund 30% mehr Aggro als ein Fernkämpfer, deshalb lenken deine Frontkämpfer die Aufmerksamkeit der Monster ganz von selbst von deinen Zauberern weg. Das steuert", ". All four give the same aura; the race decides which trait NEW expedition members learn.": ". Alle vier geben dieselbe Aura; die Rasse entscheidet, welchen Trait NEUE Expeditionsmitglieder lernen.", ". Also hits allies in the area": ". Trifft auch Verbündete im Gebiet", ". Attacks with {#} ({#}% {#}{#}{#})": ". Greift mit {#} an ({#}% {#}{#}{#})", ". Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).": ". Da es nur drei Legendäre gibt, ist es sehr selten, eine bestimmte zu sehen (etwa 1 zu 200 pro Stufenaufstiegs-Bildschirm).", ". Bigger radius = it spots you from farther off.": ". Größerer Radius = es entdeckt dich aus größerer Entfernung.", ". Click to change, or the cross to remove.": ". Klicke zum Ändern, oder auf das Kreuz zum Entfernen.", ". Combat difficulty only changes loot": ". Die Kampfschwierigkeit verändert die Beute nur", ". Consumes {#} {#}": ". Verbraucht {#} {#}", ". Descriptions contain": ". Beschreibungen enthalten", ". Each attacks with": ". Jeder greift mit", ". Every time a campaign loads, the game resets every region to locked, then walks the regions whose": ". Bei jedem Laden einer Kampagne setzt das Spiel jede Region auf gesperrt zurück und geht dann die Regionen durch, deren", ". Every unit - your settlers and every monster alike - carries a": ". Jede Einheit - deine Siedler wie jedes Monster - trägt einen", ". Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and": ". Etage 5 wird als Phase-4-Etage erzeugt, der nur in Phase 5 mögliche Bossraum kommt nie infrage, und der Golem spawnt nie - Veil of Silence lässt sich also nie durch Kampf abschließen und", ". Hover a card for its full description.": ". Fahre über eine Karte für die vollständige Beschreibung.", ". How many roll scales with combat difficulty (Easy 2 positive, Normal 1 positive, Hard 1 positive + 1 negative, up to Devastation 1 positive + 3 negative).": ". Wie viele gewürfelt werden, skaliert mit der Kampfschwierigkeit (Einfach 2 positive, Normal 1 positiver, Schwer 1 positiver + 1 negativer, bis zu Verheerung 1 positiver + 3 negative).", ". If the developers activate it, it would apply": ". Wenn die Entwickler es aktivieren, würde es Folgendes anwenden:", ". In the current demo data only slot 0 is filled - Veil of Silence's clear boss is the": ". In den aktuellen Demo-Daten ist nur Slot 0 gefüllt - der Abschluss-Boss von Veil of Silence ist der", ". It stacks up to": ". Es stapelt sich bis zu", ". It uses:": ". Verwendet:", ". Keep mood high and stress stays low. Which band a unit sits in:": ". Halte die Stimmung hoch und der Stress bleibt niedrig. In welchem Bereich eine Einheit liegt:", ". Let the game discard stale dungeon data itself.": ". Lass das Spiel veraltete Dungeon-Daten selbst verwerfen.", ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": ". Siedler mit niedriger Stufe sind leicht zufriedenzustellen (positive Stimmung); die mit hoher Stufe erwarten mehr und driften ins Negative, bei härteren Verwaltungseinstellungen noch stärker.", ". Most units see": ". Die meisten Einheiten sehen", ". Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the": ". Beachte eine Eigenheit, die man einplanen sollte: Die Erschöpfung wird pro Etage gezählt, die Beute-Strafe wirkt aber auf der", ". On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above (": ". Bei einer Einheit, deren Bedürfnisse du gedeckt halten kannst, ist es einer der besten Wertelieferanten im Spiel; bei einer vernachlässigten füttert es die oben beschriebene Stress-Spirale (", ". On completion \"": ". Bei Abschluss \"", ". Player-side units default to": ". Einheiten auf Spielerseite haben standardmäßig", ". Positive values increase it, while negative values decre...": ". Positive Werte erhöhen ihn, negative Werte verrin...", ". Priority is given to targets with a lower cumulative hit count.": ". Ziele mit einer geringeren Gesamtzahl an Treffern werden bevorzugt.", ". Real room graph & doors, connected door-to-door.": ". Echter Raumgraph & Türen, Tür an Tür verbunden.", ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": ". Resistenz erreicht nie volle Immunität, und jeder Punkt ist etwas weniger wert als der vorherige.", ". Same convention in construction costs, starting items, deconstruct returns and event grants.": ". Gleiche Konvention bei Baukosten, Startitems, Abrissrückgaben und Ereignisgaben.", ". See the": ". Siehe", ". Set a mood and the chart shows where stress is headed - \"if the mood stays like this\" (real settlers' moods drift as buffs wear off and needs change).": ". Stell eine Stimmung ein und das Diagramm zeigt, wohin der Stress läuft - \"wenn die Stimmung so bleibt\" (die Stimmung echter Siedler driftet, wenn Buffs auslaufen und sich Bedürfnisse ändern).", ". Sorted by hardest hit. Same caveats as above: no positioning, no statuses.": ". Sortiert nach härtestem Treffer. Gleiche Vorbehalte wie oben: keine Positionierung, keine Status.", ". Step off the safe floor and the count starts again from the bottom, with a fresh 1440 in-game minutes before the next step.": ". Verlässt du die sichere Etage, beginnt die Zählung wieder von unten, mit frischen 1440 Spielminuten bis zum nächsten Schritt.", ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": ". Das Talentwachstum pro Stufe ergibt sich aus der Talentstufe des Werts (Schwach bis Genial) mal dem Opfergaben-Multiplikator beim Stufenaufstieg - siehe", ". Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.": ". Talentstufen bestimmen das Wertewachstum über die gesamte Laufbahn einer Einheit, und ein frischer Kandidat hat insgesamt nur ~2-5 Stufen über sechs Werte verteilt, ein Außergewöhnlich oder Genial ist also ein echter Fund.", ". The campaign begins at": ". Die Kampagne beginnt um", ". The coefficients are the table below (": ". Die Koeffizienten sind die Tabelle unten (", ". The loss on each piece is": ". Der Verlust an jedem Teil beträgt", ". The rank table defines": ". Die Rangtabelle definiert", ". The two disagree, so the exact monster reflect percentage (50% vs 100%) cannot be pinned from the tables alone - the player-facing Inscription of Reflection (100%) is unambiguous.": ". Die beiden widersprechen sich, der genaue Reflexionsprozentsatz bei Monstern (50% gegenüber 100%) lässt sich also nicht allein aus den Tabellen festmachen - die für Spieler sichtbare Inschrift der Reflexion (100%) ist eindeutig.", ". This matches the": ". Das entspricht der", ". Under CrossOver/Wine on a Mac that resolves to": ". Unter CrossOver/Wine auf einem Mac führt das zu", ". Up to {#} on the field": ". Bis zu {#} auf dem Feld", ". While a player unit stays in a monster's sight, the monster builds": ". Solange eine Spielereinheit in Sicht eines Monsters bleibt, baut das Monster", ". You can change the flow with the speed control (pause, 1x, 2x and 3x settings); pausing stops the clock entirely.": ". Du kannst den Ablauf mit der Geschwindigkeitssteuerung ändern (Pause, 1x, 2x und 3x); Pausieren hält die Uhr vollständig an.", ". You can change the flow with the speed control (pause, 1x, 3.5x and 7x settings, per": ". Du kannst den Ablauf mit der Geschwindigkeitssteuerung ändern (Pause, 1x, 3,5x und 7x, je", ". You must find the path that leads to it.": ". Du musst den Weg finden, der dorthin führt.", "/ second": "/ Sekunde", "/s, magic-resisted). This runs ALONGSIDE the hits above - add it to the sustained DPS.": "/s, magieresistiert). Das läuft ZUSÄTZLICH zu den Treffern oben - rechne es zum anhaltenden DPS dazu.", "/tick": "/Tick", "0 (broken)": "0 (defekt)", "0 (empty) to 5 (full) per floor": "0 (leer) bis 5 (voll) pro Etage", "0 HP / 0 Magic Attack (fully summoner-derived)": "0 LP / 0 Magischer Angriffswert (vollständig vom Beschwörer abgeleitet)", "0 tiles": "0 Felder", "0 with no Burning on the target, up to 1,441 at the 50-stack cap (each stack adds about 29). Does not consume the stacks.": "0 ohne Verbrennung auf dem Ziel, bis zu 1,441 bei der Obergrenze von 50 Stapeln (jeder Stapel bringt etwa 29 dazu). Verbraucht die Stapel nicht.", "0 with no Burning on the target, up to 1,617 at the 50-stack cap (each stack adds about 32). Does not consume the stacks.": "0 ohne Verbrennung auf dem Ziel, bis zu 1,617 bei der Obergrenze von 50 Stapeln (jeder Stapel bringt etwa 32 dazu). Verbraucht die Stapel nicht.", "0% to +25%": "0% bis +25%", "0.1 x the damage of the hit": "0,1 x der Schaden des Treffers", "0.2x the median physical active per cast": "0.2x des medianen physischen Aktivwerts pro Anwendung", "0.4x the median magic active per cast": "0.4x des magischen Aktiv-Medians pro Wirken", "0.5 gold": "0.5 Gold", "0.5x mana-stone cost, 1.0x stat gain": "0.5x Manastein-Kosten, 1.0x Werte-Zuwachs", "0.6x the median physical active per cast": "0.6x des medianen physischen Aktivskills pro Wirken", "0.8x the median physical active per cast": "0.8x des medianen physischen Aktivwerts pro Anwendung", "06:00 to 20:00": "06:00 bis 20:00", "06:00 to 20:00 (night otherwise; night lowers vision)": "06:00 bis 20:00 (sonst Nacht; Nacht senkt die Sichtweite)", "08:00 (first day is only 16 hours)": "08:00 (der erste Tag dauert nur 16 Stunden)", "0x the median magic active per cast": "0x des magischen Aktiv-Medians pro Wirken", "1 (None)": "1 (Keine)", "1 (Primary)": "1 (Primär)", "1 (no stack)": "1 (nicht stapelbar)", "1 Constitution = +9 Max HP": "1 Konstitution = +9 max. LP", "1 Intelligence = +1.2 Magic Attack": "1 Intelligenz = +1.2 Magischer Angriffswert", "1 Shell per 60 Energy recovered": "1 Shell pro 60 wiederhergestellter Energie", "1 Strength = +1 Physical Attack": "1 Stärke = +1 Physische Angriffskraft", "1 combo": "1 Combo", "1 decimal": "1 Dezimalstelle", "1 energy to cast": "1 Energie zum Anwenden", "1 energy to cast - 15s cooldown": "1 Energie zum Wirken - 15s Abklingzeit", "1 energy to cast - 20s cooldown": "1 Energie zum Wirken - 20s Abklingzeit", "1 energy to cast - 8s cooldown": "1 Energie zum Wirken - 8s Abklingzeit", "1 entries": "1 Einträge", "1 gold": "1 Gold", "1 in-game day": "1 Spieltag", "1 instance only": "nur 1 Instanz", "1 magic": "1 magisch", "1 on the field": "1 auf dem Feld", "1 other template(s) competing for this slot": "1 weitere Vorlage(n) konkurrieren um diesen Slot", "1 per in-game minute": "1 pro Spielminute", "1 random affix from a broad 17-stat pool": "1 zufälliger Affix aus einem breiten Pool von 17 Werten", "1 rooms": "1 Räume", "1 second": "1 Sekunde", "1 target: 105 dmg (105.3/energy) | 3 targets: 316 dmg (316/energy)": "1 Ziel: 105 Schaden (105.3/Energie) | 3 Ziele: 316 Schaden (316/Energie)", "1 target: 106 dmg (106/energy) | 3 targets: 318 dmg (318/energy)": "1 Ziel: 106 Schaden (106/Energie) | 3 Ziele: 318 Schaden (318/Energie)", "1 target: 118 dmg (117.9/energy) | 3 targets: 354 dmg (353.8/energy)": "1 Ziel: 118 Schaden (117.9/Energie) | 3 Ziele: 354 Schaden (353.8/Energie)", "1 target: 119 dmg (119.3/energy) | 3 targets: 358 dmg (358/energy)": "1 Ziel: 119 Schaden (119.3/Energie) | 3 Ziele: 358 Schaden (358/Energie)", "1 target: 138 dmg (34.4/energy) | 3 targets: 413 dmg (103.3/energy)": "1 Ziel: 138 Schaden (34.4/Energie) | 3 Ziele: 413 Schaden (103.3/Energie)", "1 target: 146 dmg (72.9/energy) | 3 targets: 438 dmg (218.8/energy)": "1 Ziel: 146 Schaden (72.9/Energie) | 3 Ziele: 438 Schaden (218.8/Energie)", "1 target: 148 dmg (37.1/energy) | 3 targets: 445 dmg (111.3/energy)": "1 Ziel: 148 Schaden (37.1/Energie) | 3 Ziele: 445 Schaden (111.3/Energie)", "1 target: 155 dmg (77.6/energy) | 3 targets: 466 dmg (232.8/energy)": "1 Ziel: 155 Schaden (77.6/Energie) | 3 Ziele: 466 Schaden (232.8/Energie)", "1 target: 158 dmg (158/energy) | 3 targets: 474 dmg (474/energy)": "1 Ziel: 158 Schaden (158/Energie) | 3 Ziele: 474 Schaden (474/Energie)", "1 target: 159 dmg (31.8/energy) | 3 targets: 477 dmg (95.4/energy)": "1 Ziel: 159 Schaden (31.8/Energie) | 3 Ziele: 477 Schaden (95.4/Energie)", "1 target: 177 dmg (176.9/energy) | 3 targets: 531 dmg (530.7/energy)": "1 Ziel: 177 Schaden (176.9/Energie) | 3 Ziele: 531 Schaden (530.7/Energie)", "1 target: 179 dmg (35.8/energy) | 3 targets: 537 dmg (107.4/energy)": "1 Ziel: 179 Schaden (35.8/Energie) | 3 Ziele: 537 Schaden (107.4/Energie)", "1 target: 182 dmg (18.2/energy) | 3 targets: 547 dmg (54.7/energy)": "1 Ziel: 182 Schaden (18.2/Energie) | 3 Ziele: 547 Schaden (54.7/Energie)", "1 target: 182 dmg | 3 targets: 547 dmg": "1 Ziel: 182 Schaden | 3 Ziele: 547 Schaden", "1 target: 183 dmg | 3 targets: 550 dmg": "1 Ziel: 183 Sch. | 3 Ziele: 550 Sch.", "1 target: 194 dmg (19.4/energy) | 3 targets: 582 dmg (58.2/energy)": "1 Ziel: 194 Schaden (19.4/Energie) | 3 Ziele: 582 Schaden (58.2/Energie)", "1 target: 194 dmg | 3 targets: 582 dmg": "1 Ziel: 194 Schaden | 3 Ziele: 582 Schaden", "1 target: 196 dmg | 3 targets: 589 dmg": "1 Ziel: 196 Sch. | 3 Ziele: 589 Sch.", "1 target: 241 dmg (48.3/energy) | 3 targets: 724 dmg (144.9/energy)": "1 Ziel: 241 Schaden (48.3/Energie) | 3 Ziele: 724 Schaden (144.9/Energie)", "1 target: 248 dmg (49.7/energy) | 3 targets: 745 dmg (149.1/energy)": "1 Ziel: 248 Schaden (49.7/Energie) | 3 Ziele: 745 Schaden (149.1/Energie)", "1 target: 27 dmg (4.6/energy) | 3 targets: 82 dmg (13.7/energy)": "1 Ziel: 27 Schaden (4.6/Energie) | 3 Ziele: 82 Schaden (13.7/Energie)", "1 target: 274 dmg | 3 targets: 821 dmg": "1 Ziel: 274 Sch. | 3 Ziele: 821 Sch.", "1 target: 287 dmg (71.7/energy) | 3 targets: 861 dmg (215.2/energy)": "1 Ziel: 287 Schaden (71.7/Energie) | 3 Ziele: 861 Schaden (215.2/Energie)", "1 target: 29 dmg (4.8/energy) | 3 targets: 87 dmg (14.5/energy)": "1 Ziel: 29 Schaden (4.8/Energie) | 3 Ziele: 87 Schaden (14.5/Energie)", "1 target: 291 dmg | 3 targets: 873 dmg": "1 Ziel: 291 Sch. | 3 Ziele: 873 Sch.", "1 target: 309 dmg (77.3/energy) | 3 targets: 927 dmg (231.8/energy)": "1 Ziel: 309 Schaden (77.3/Energie) | 3 Ziele: 927 Schaden (231.8/Energie)", "1 target: 384 dmg (54.9/energy) | 3 targets: 1,153 dmg (164.7/energy)": "1 Ziel: 384 Schaden (54.9/Energie) | 3 Ziele: 1,153 Schaden (164.7/Energie)", "1 target: 431 dmg (61.6/energy) | 3 targets: 1,294 dmg (184.8/energy)": "1 Ziel: 431 Schaden (61.6/Energie) | 3 Ziele: 1,294 Schaden (184.8/Energie)", "1 target: 459 dmg (91.8/energy) | 2 targets: 918 dmg (183.6/energy)": "1 Ziel: 459 Schaden (91.8/Energie) | 2 Ziele: 918 Schaden (183.6/Energie)", "1 target: 494 dmg (98.9/energy) | 2 targets: 989 dmg (197.8/energy)": "1 Ziel: 494 Schaden (98.9/Energie) | 2 Ziele: 989 Schaden (197.8/Energie)", "1 target: 65 dmg | 2 targets: 131 dmg": "1 Ziel: 65 Sch. | 2 Ziele: 131 Sch.", "1 target: 65 dmg | 3 targets: 196 dmg": "1 Ziel: 65 Sch. | 3 Ziele: 196 Sch.", "1 target: 70 dmg | 2 targets: 140 dmg": "1 Ziel: 70 Sch. | 2 Ziele: 140 Sch.", "1 target: 70 dmg | 3 targets: 210 dmg": "1 Ziel: 70 Sch. | 3 Ziele: 210 Sch.", "1 target: 91 dmg | 3 targets: 274 dmg": "1 Ziel: 91 Sch. | 3 Ziele: 274 Sch.", "1 target: 97 dmg | 3 targets: 291 dmg": "1 Ziel: 97 Sch. | 3 Ziele: 291 Sch.", "1 target: {#} | {#} targets: {#}": "1 Ziel: {#} | {#} Ziele: {#}", "1 tile": "1 Feld", "1 to 30, 20, 3, 1.": "1 zu 30, 20, 3, 1.", "1 to 45, 30, 4, 1.": "1 zu 45, 30, 4, 1.", "1% Max HP / sec": "1% max. LP / Sek.", "1% of Max HP": "1% der max. HP", "1% of Max HP per second*": "1% der max. HP pro Sekunde*", "1% of Max HP per second, defense-ignoring magic, cannot stack": "1% der max. HP pro Sekunde, verteidigungsignorierende Magie, nicht stapelbar", "1% of the target's Max Health": "1% der max. Gesundheit des Ziels", "1% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is 5 damage every 10 seconds. Duration is set by the applying skill.": "1% der maximalen Gesundheit des Ziels als typlosen Schaden alle 10 Sekunden, unter Umgehung der Verteidigung. Nicht stapelbar; skaliert mit der maximalen Gesundheit des Ziels, nicht mit der Angriffskraft des Anwenders. Beispiel: bei einem Ziel mit 500 HP sind das 5 Schaden alle 10 Sekunden. Die Dauer legt die anwendende Skill fest.", "1% of the target's Max Health every second": "1% der max. Gesundheit des Ziels pro Sekunde", "1. Inspect the": "1. Untersuche", "1. Race": "1. Rasse", "1.0x mana-stone cost, 1.2x stat gain": "1.0x Manastein-Kosten, 1.2x Werte-Zuwachs", "1.2x the median physical active per cast": "1.2x des medianen physischen Aktivwerts pro Anwendung", "1.3x the median physical active per cast": "1.3x des medianen physischen Aktivschadens pro Wirkung", "1.5 gold": "1.5 Gold", "1.5x damage": "1.5x Schaden", "1.5x the median magic active per cast": "1.5x des medianen magischen Aktivwerts pro Anwendung", "1.5x the median physical active per cast": "1,5x der Median der physischen Aktivskills pro Anwendung", "1.6x the median physical active per cast": "1.6x des physischen Aktiv-Medians pro Wirken", "1.8x the median physical active per cast": "1.8x des physischen Aktiv-Medians pro Wirken", "1.9x the median physical active per cast": "1.9x des physischen Aktiv-Medians pro Wirken", "10 (floors 1-5 unique, 6-10 placeholder)": "10 (Etagen 1-5 einzigartig, 6-10 Platzhalter)", "10 descending floors": "10 absteigende Etagen", "10 energy to cast": "10 Energie zum Wirken", "10 energy to cast - 40s cooldown": "10 Energie zum Wirken - 40s Abklingzeit", "10 gold": "10 Gold", "10 gold per critical hit": "10 Gold pro kritischem Treffer", "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "10 Gold pro kritischem Treffer, begrenzt auf 2,000 Gold; bei maximalen Stapeln +10% Kritische Trefferchance.", "10 magic per second to nearby enemies for 10 s": "10 magischer Schaden pro Sekunde an Gegner in der Nähe für 10 s", "10 min": "10 Min.", "10 rooms": "10 Räume", "10 skill points to unlock": "10 Skillpunkte zum Freischalten", "10% / kill": "10% / Kill", "10, 4, 3, 1, 1, 1, 1, 1, 2, 1, 2 to 30,": "10, 4, 3, 1, 1, 1, 1, 1, 2, 1, 2 zu 30,", "10.34% / kill": "10.34% / Kill", "10.7/energy": "10.7/Energie", "10.71% / kill": "10.71% / Kill", "100 gold": "100 Gold", "100 resource rows - 21 nodes - 60 monster-drop rows - 34 chest rows": "100 Ressourcenzeilen - 21 Knoten - 60 Monster-Drop-Zeilen - 34 Truhenzeilen", "100% / kill": "100% / Kill", "100% / open": "100% / offen", "100% magic": "100% magisch", "100% magic + 180% magic": "100% magisch + 180% magisch", "100% of post-defense damage (no per-hit cap)": "100% des Schadens nach Verteidigung (keine Obergrenze pro Treffer)", "100% physical": "100% physisch", "100% physical + 100% magic": "100% physisch + 100% magisch", "100% physical + Blutung": "100% physisch + Blutung", "100% private: the file is read inside your browser and never uploaded anywhere.": "100% privat: Die Datei wird in deinem Browser gelesen und nirgendwo hochgeladen.", "100% to 100%, 100%, 100%, 100%, 50%, 50%, 50%, 100%, 100%, 100%.": "100% zu 100%, 100%, 100%, 100%, 50%, 50%, 50%, 100%, 100%, 100%.", "100%, 100%, 100%, 100% to 100%, 100%, 100%, 100%.": "100%, 100%, 100%, 100% zu 100%, 100%, 100%, 100%.", "1000 gold": "1000 Gold", "101 physical": "101 physisch", "101 physical damage / target": "101 physischer Schaden / Ziel", "102 magic": "102 magisch", "104 physical": "104 physisch", "104 physical damage / target": "104 physischer Schaden / Ziel", "105 magic": "105 magisch", "105 magic damage / target": "105 magischer Schaden / Ziel", "106 magic": "106 magisch", "1065 gold": "1065 Gold", "108 direct only, up to 168 per hit target with the full 60 burn damage from one application.": "108 nur direkt, bis zu 168 pro getroffenem Ziel mit den vollen 60 Brandschaden aus einer Anwendung.", "108 gold": "108 Gold", "108 magic": "108 magisch", "108 magic damage / target": "108 magischer Schaden / Ziel", "109 physical": "109 physisch", "109 physical damage / target": "109 physischer Schaden / Ziel", "109 physical damage / target - 36.5 per energy": "109 physischer Schaden / Ziel - 36.5 pro Energie", "10s cooldown": "10s Abklingzeit", "10×1 tiles": "10×1 Felder", "10×2 tiles": "10×2 Felder", "11 energy = 1 to cast + 10 for the Bubbling it consumes.": "11 Energie = 1 zum Wirken + 10 für das Bubbling, das sie verbraucht.", "11 entries": "11 Einträge", "11 gold": "11 Gold", "11 other template(s) competing for this slot": "11 weitere Vorlage(n) konkurrieren um diesen Slot", "11.11% / kill": "11.11% / Kill", "11.5 gold": "11.5 Gold", "110 gold": "110 Gold", "112 gold": "112 Gold", "113.5 gold": "113.5 Gold", "114.5 gold": "114.5 Gold", "115 physical": "115 physisch", "115 physical damage / target": "115 physischer Schaden / Ziel", "116 physical": "116 physisch", "116 physical damage / target": "116 physischer Schaden / Ziel", "116 physical damage / target - 38.8 per energy": "116 physischer Schaden / Ziel - 38.8 pro Energie", "118 gold": "118 Gold", "118 magic": "118 magisch", "118 magic damage / target": "118 magischer Schaden / Ziel", "119 magic": "119 magisch", "12 gold": "12 Gold", "12 in-game hours": "12 Spielstunden", "12 other template(s) competing for this slot": "12 weitere Vorlage(n) konkurrieren um diesen Slot", "12 skill points to unlock": "12 Skillpunkte zum Freischalten", "12, 12, 12, 24, 120, 2, 2, 2 to": "12, 12, 12, 24, 120, 2, 2, 2 zu", "12.5% / kill": "12.5% / Kill", "120 gold": "120 Gold", "120% physical": "120% physisch", "1200 gold": "1200 Gold", "1200 min": "1200 Min.", "12000 ticks (≈0.19 days)": "12000 Ticks (≈0.19 Tage)", "121 physical": "121 physisch", "121 physical damage / target - 40.2 per energy": "121 physischer Schaden / Ziel - 40.2 pro Energie", "122 gold": "122 Gold", "122.5 gold": "122.5 Gold", "123 gold": "123 Gold", "124 physical": "124 physisch", "124 physical damage / target": "124 physischer Schaden / Ziel", "124 physical damage / target - 41.4 per energy": "124 physischer Schaden / Ziel - 41.4 pro Energie", "1247 gold": "1247 Gold", "125 gold": "125 Gold", "12×8 tiles": "12×8 Felder", "13 cells (Manhattan radius 2): up to 13 targets, 3,139 total if every cell is hit": "13 Felder (Manhattan Radius 2): bis zu 13 Ziele, 3,139 insgesamt, wenn jedes Feld getroffen wird", "13 cells (Manhattan radius 2): up to 13 targets, 3,230 total if every cell is hit": "13 Felder (Manhattan Radius 2): bis zu 13 Ziele, 3,230 insgesamt, wenn jedes Feld getroffen wird", "13 cells (Manhattan radius 2): up to 13 targets, 4,997 total if every cell is hit. Also hits allies in the area": "13 Felder (Manhattan Radius 2): bis zu 13 Ziele, 4,997 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "13 cells (Manhattan radius 2): up to 13 targets, 5,606 total if every cell is hit. Also hits allies in the area": "13 Felder (Manhattan Radius 2): bis zu 13 Ziele, 5,606 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "13 entries": "13 Einträge", "13 gold": "13 Gold", "13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)": "13 inerte Seelensteine (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog und weitere)", "13 other template(s) competing for this slot": "13 weitere Template(s) konkurrieren um diesen Slot", "13.04% / open": "13.04% / Öffnen", "13.33% / kill": "13.33% / Tötung", "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value": "13.5 + Stärke x1.0 + Geschicklichkeit x0.5 + Wahrnehmung x0.5 + Waffenwert", "13.79% / kill": "13.79% / Kill", "130 gold": "130 Gold", "131 magic damage / target": "131 magischer Schaden / Ziel", "132 entries": "132 Einträge", "132 gold": "132 Gold", "135 entries": "135 Einträge", "135 gold": "135 Gold", "13500 ticks (≈0.21 days)": "13500 Ticks (≈0.21 Tage)", "137 physical damage / target": "137 physischer Schaden / Ziel", "138 physical": "138 physisch", "14 descriptions were updated.": "14 Beschreibungen wurden aktualisiert.", "14 entries": "14 Einträge", "14 gold": "14 Gold", "14 skill points to unlock": "14 Skillpunkte zum Freischalten", "140 gold": "140 Gold", "140 magic damage / target": "140 magischer Schaden / Ziel", "1408 gold": "1408 Gold", "142.5 gold": "142.5 Gold", "143 gold": "143 Gold", "144 physical attack": "144 Physische Angriffskraft", "1440 min": "1440 Min.", "1440 min (1 in-game day)": "1440 Min. (1 Spieltag)", "145 physical damage / target": "145 physischer Schaden / Ziel", "146 physical": "146 physisch", "146 physical damage / target": "146 physischer Schaden / Ziel", "147 gold": "147 Gold", "148 gold": "148 Gold", "148 physical": "148 physisch", "15 damage/second": "15 Schaden/Sekunde", "15 entries": "15 Einträge", "15 gold": "15 Gold", "15 in-game days": "15 Spieltage", "15 min": "15 Min.", "15 other template(s) competing for this slot": "15 andere Vorlage(n) konkurrieren um diesen Slot", "15 resource rows - 15 chest rows": "15 Ressourcenzeilen - 15 Truhenzeilen", "15 stacks = +150 each": "15 Stapel = je +150", "15 total": "15 insgesamt", "15.38% / kill": "15.38% / Kill", "15.79% / kill": "15.79% / Kill", "150 / sec": "150 / Sek.", "150 gold": "150 Gold", "150 magic damage per second": "150 magischer Schaden pro Sekunde", "150% physical": "150% physisch", "1500 gold": "1500 Gold", "152 gold": "152 Gold", "155 physical": "155 physisch", "155 physical damage / target": "155 physischer Schaden / Ziel", "157 damage / target": "157 Schaden / Ziel", "157.5 gold": "157.5 Gold", "158 magic": "158 magisch", "159 magic": "159 magisch", "159 magic damage / target - 53 per energy": "159 magischer Schaden / Ziel - 53 pro Energie", "15s cooldown": "15s Abklingzeit", "16 entries": "16 Einträge", "16 gold": "16 Gold", "16.67% / kill": "16.67% / Tötung", "16.67% / open": "16.67% / offen", "161 gold": "161 Gold", "164 resource rows - 30 nodes - 60 monster-drop rows - 43 chest rows": "164 Ressourcenzeilen - 30 Knoten - 60 Monster-Drop-Zeilen - 43 Truhenzeilen", "167 damage / target": "167 Schaden / Ziel", "167.5 gold": "167.5 Gold", "168 gold": "168 Gold", "169 gold": "169 Gold", "16s cooldown": "16s Abklingzeit", "17 descriptions were updated.": "17 Beschreibungen wurden aktualisiert.", "17 entries": "17 Einträge", "17 gold": "17 Gold", "17 other template(s) competing for this slot": "17 weitere Vorlage(n) konkurrieren um diesen Slot", "17.5 gold": "17.5 Gold", "173 gold": "173 Gold", "177 magic": "177 magisch", "178.5 gold": "178.5 Gold", "179 magic": "179 magisch", "179 magic damage / target - 59.7 per energy": "179 magischer Schaden / Ziel - 59.7 pro Energie", "18 entries": "18 Einträge", "18 gold": "18 Gold", "18 min": "18 Min.", "18.37% / kill": "18.37% / Kill", "18.75% / open": "18.75% / Öffnung", "180 gold": "180 Gold", "182 gold": "182 Gold", "182 physical": "182 physisch", "182 physical damage / target - 36.5 per energy": "182 physischer Schaden / Ziel - 36.5 pro Energie", "184 gold": "184 Gold", "184.5 gold": "184.5 Gold", "189 gold": "189 Gold", "19 descriptions were updated.": "19 Beschreibungen wurden aktualisiert.", "19 entries": "19 Einträge", "19 gold": "19 Gold", "191 physical": "191 physisch", "191 physical damage / target - 47.9 per energy": "191 physischer Schaden / Ziel - 47.9 pro Energie", "193.5 gold": "193.5 Gold", "194 physical": "194 physisch", "194 physical damage / target - 38.8 per energy": "194 physischer Schaden / Ziel - 38.8 pro Energie", "1x speed": "1x Geschwindigkeit", "1x the median magic active per cast": "1x die mediane magische Aktiv-Skill pro Anwendung", "1x the median physical active per cast": "1x die mediane physische Aktiv-Skill pro Anwendung", "1× Forschungswerkstatt (quality ≥ 0)": "1× Forschungswerkstatt (Qualität ≥ 0)", "1× Herstellungswerkstatt (quality ≥ 0)": "1× Herstellungswerkstatt (Qualität ≥ 0)", "1× Herstellungswerkstatt (quality ≥ 10)": "1× Herstellungswerkstatt (Qualität ≥ 10)", "1× Herstellungswerkstatt (quality ≥ 15)": "1× Herstellungswerkstatt (Qualität ≥ 15)", "1× Kochwerkstatt (quality ≥ 0)": "1× Kochwerkstatt (Qualität ≥ 0)", "1× Kochwerkstatt (quality ≥ 20)": "1× Kochwerkstatt (Qualität ≥ 20)", "1× Schlafen (quality ≥ 10)": "1× Schlafen (Qualität ≥ 10)", "1× Schlafen (quality ≥ 15)": "1× Schlafen (Qualität ≥ 15)", "1× Schlafen (quality ≥ 5)": "1× Schlafen (Qualität ≥ 5)", "1× Stufenaufstieg (quality ≥ 5)": "1× Stufenaufstieg (Qualität ≥ 5)", "1× Tisch (quality ≥ 10)": "1× Tisch (Qualität ≥ 10)", "1× Tisch (quality ≥ 15)": "1× Tisch (Qualität ≥ 15)", "1× Tisch (quality ≥ 5)": "1× Tisch (Qualität ≥ 5)", "1× Zauberwerkstatt (quality ≥ 0)": "1× Zauberwerkstatt (Qualität ≥ 0)", "1× Zauberwerkstatt (quality ≥ 10)": "1× Zauberwerkstatt (Qualität ≥ 10)", "1×1 tiles": "1×1 Kacheln", "1×2 tiles": "1×2 Felder", "1×3 tiles": "1×3 Felder", "2 (Primary)": "2 (Primär)", "2 affixes; Red = offense, Blue = defense, Green = utility": "2 Affixe; Rot = Offensive, Blau = Defensive, Grün = Nutzen", "2 backgrounds now train": "2 Hintergründe trainieren jetzt", "2 cells (Direction radius 2): up to 2 targets, 918 total if every cell is hit. Also hits allies in the area": "2 Felder (Direction Radius 2): bis zu 2 Ziele, 918 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "2 cells (Direction radius 2): up to 2 targets, 989 total if every cell is hit. Also hits allies in the area": "2 Felder (Direction Radius 2): bis zu 2 Ziele, 989 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "2 combos": "2 Kombos", "2 decimals": "2 Dezimalstellen", "2 descriptions were updated.": "2 Beschreibungen wurden aktualisiert.", "2 energy to cast": "2 Energie zum Wirken", "2 energy to cast - 12s cooldown": "2 Energie zum Wirken - 12s Abklingzeit", "2 energy to cast - 15s cooldown": "2 Energie zum Wirken - 15s Abklingzeit", "2 energy to cast - 8s cooldown": "2 Energie zum Wirken - 8 s Abklingzeit", "2 entries": "2 Einträge", "2 in-game days": "2 Spieltage", "2 or More Members at Level 2": "2 oder mehr Mitglieder auf Stufe 2", "2 or More Members at Level 2 or Higher": "2 oder mehr Mitglieder auf Stufe 2 oder höher", "2 or More Members at Level 3 or Higher": "2 oder mehr Mitglieder auf Stufe 3 oder höher", "2 or More Members at Level 5 or Higher": "2 oder mehr Mitglieder auf Stufe 5 oder höher", "2 other template(s) competing for this slot": "2 weitere Vorlage(n) konkurrieren um diesen Platz", "2 tiles": "2 Felder", "2 to 5": "2 bis 5", "2+ Days of Food Reserves with Mood 1 or Higher": "2+ Tage Nahrungsreserven mit Stimmung 1 oder höher", "2+ Days of Food Reserves with Mood 2 or Higher": "2+ Tage Nahrungsreserven mit Stimmung 2 oder höher", "2+ Days of Food Reserves with Mood 3 or Higher": "2+ Tage Nahrungsreserven mit Stimmung 3 oder höher", "2, 1, 1 to 30, 20, 20,": "2, 1, 1 zu 30, 20, 20,", "2. Level & Growth": "2. Stufe & Wachstum", "2.0x mana-stone cost, 1.5x stat gain": "2.0x Manastein-Kosten, 1.5x Werte-Zuwachs", "2.4x the median magic active per cast": "2,4x der Median der magischen Aktivskills pro Wirken", "2.5 gold": "2.5 Gold", "2.5x the median physical active per cast": "2.5x des medianen physischen Aktivschadens pro Wirkung", "20 Constitution": "20 Konstitution", "20 Shell stacks": "20 Shell-Stapel", "20 Shells (each blocks one hit to 1 dmg)": "20 Shells (jede blockt einen Treffer auf 1 Schaden)", "20 gold": "20 Gold", "20% / kill": "20% / Kill", "20% / open": "20% / Öffnung", "20% of Max HP per tick) - needs in-game confirmation -->": "20% der max. HP pro Tick) - benötigt Bestätigung im Spiel -->", "20% of its combined HP or below": "20% seiner kombinierten HP oder darunter", "20, 6, 4, 2, 2, 2, 2, 2, 3, 2, 3 to": "20, 6, 4, 2, 2, 2, 2, 2, 3, 2, 3 zu", "20.69% / kill": "20.69% / Tötung", "200 gold": "200 Gold", "200% magic": "200% magisch", "200% physical": "200% physisch", "2000 gold": "2000 Gold", "2000 gold, then +10% Crit": "2000 Gold, dann +10% Krit", "204 physical": "204 physisch", "204 physical damage / target - 50.9 per energy": "204 physischer Schaden / Ziel - 50.9 pro Energie", "207 entries": "207 Einträge", "209.5 gold": "209.5 Gold", "20s cooldown": "20s Abklingzeit", "21 entries": "21 Einträge", "21 other template(s) competing for this slot": "21 weitere Vorlage(n) konkurrieren um diesen Slot", "21.43% / kill": "21.43% / Tötung", "21.5 gold": "21.5 Gold", "21.74% / open": "21.74% / Öffnung", "211 magic": "211 magisch", "211 magic damage / target - 210.7 per energy": "211 magischer Schaden / Ziel - 210.7 pro Energie", "211 physical": "211 physisch", "211 physical damage / target - 70.4 per energy": "211 physischer Schaden / Ziel - 70.4 pro Energie", "216 gold": "216 Gold", "217 physical": "217 physisch", "217 physical damage / target - 72.5 per energy": "217 physischer Schaden / Ziel - 72.5 pro Energie", "22 entries": "22 Einträge", "22 gold": "22 Gold", "22 other template(s) competing for this slot": "22 weitere Vorlage(n) konkurrieren um diesen Slot", "220 gold": "220 Gold", "222.5 gold": "222.5 Gold", "226 gold": "226 Gold", "227 gold": "227 Gold", "229 gold": "229 Gold", "23 gold": "23 Gold", "23.08% / open": "23.08% / Öffnung", "23.5 gold": "23.5 Gold", "236 magic": "236 magisch", "236 magic damage / target - 235.8 per energy": "236 magischer Schaden / Ziel - 235.8 pro Energie", "237.5 gold": "237.5 Gold", "24 backgrounds": "24 Hintergründe", "24 gold": "24 Gold", "240 gold": "240 Gold", "24000 ticks (≈0.37 days)": "24000 Ticks (≈0.37 Tage)", "241 physical": "241 physisch", "241 physical damage / target": "241 physischer Schaden / Ziel", "242.5 gold": "242.5 Gold", "244 gold": "244 Gold", "245 gold": "245 Gold", "248 physical": "248 physisch", "248 physical damage / target": "248 physischer Schaden / Ziel", "25 entries": "25 Einträge", "25 gold": "25 Gold", "25% / kill": "25% / Kill", "25% to +50%": "25% bis +50%", "25%, 0%, 0% to 25%, 25%, 25%, 25%, 25%, 25%,": "25%, 0%, 0% zu 25%, 25%, 25%, 25%, 25%, 25%,", "25%, 0%, 0%, 0% to": "25%, 0%, 0%, 0% zu", "25%, 25%, 25%, 0% to 25%, 25%, 25%, 0%.": "25%, 25%, 25%, 0% zu 25%, 25%, 25%, 0%.", "25.81% / kill": "25.81% / Kill", "250 gold": "250 Gold", "254 magic": "254 Magie", "254 magic damage / target - 84.8 per energy": "254 magischer Schaden / Ziel - 84.8 pro Energie", "255 physical": "255 physisch", "255 physical damage / target - 127.6 per energy": "255 physischer Schaden / Ziel - 127.6 pro Energie", "26 entries": "26 Einträge", "26 gold": "26 Gold", "26 magic damage / target": "26 magischer Schaden / Ziel", "26 room templates": "26 Raumvorlagen", "26.3/energy": "26.3/Energie", "260 gold": "260 Gold", "27 backgrounds": "27 Hintergründe", "27 gold": "27 Gold", "27 physical": "27 physisch", "27 physical damage / target": "27 physischer Schaden / Ziel", "27.5 gold": "27.5 Gold", "27.78% / open": "27.78% / Öffnung", "272 physical": "272 physisch", "272 physical damage / target - 135.8 per energy": "272 physischer Schaden / Ziel - 135.8 pro Energie", "274 physical": "274 physisch", "274 physical damage / target": "274 physischer Schaden / Ziel", "274 physical damage / target - 91.2 per energy": "274 physischer Schaden / Ziel - 91.2 pro Energie", "28 gold": "28 Gold", "28 magic damage / target": "28 magischer Schaden / Ziel", "28.57% / kill": "28.57% / Kill", "280 gold": "280 Gold", "285 gold": "285 Gold", "286 gold": "286 Gold", "286 magic": "286 Magie", "286 magic damage / target - 95.5 per energy": "286 magischer Schaden / Ziel - 95.5 pro Energie", "287 physical": "287 physisch", "288 magic": "288 magisch", "288 magic damage / target - 72.1 per energy": "288 magischer Schaden / Ziel - 72.1 pro Energie", "288 with no Burning on the target, up to 1,730 at the 50-stack cap (each stack adds about 29). Detonating consumes the stacks.": "288 ohne Verbrennung auf dem Ziel, bis zu 1,730 bei der Obergrenze von 50 Stapeln (jeder Stapel bringt etwa 29 dazu). Die Detonation verbraucht die Stapel.", "2880 min (2 in-game days)": "2880 Min. (2 Spieltage)", "29 backgrounds": "29 Hintergründe", "29 gold": "29 Gold", "29 physical": "29 physisch", "29 physical damage / target": "29 physischer Schaden / Ziel", "29.5 gold": "29.5 Gold", "29.5/energy": "29.5/Energie", "291 physical": "291 physisch", "291 physical damage / target": "291 physischer Schaden / Ziel", "291 physical damage / target - 97 per energy": "291 physischer Schaden / Ziel - 97 pro Energie", "292 entries": "292 Einträge", "292 physical": "292 physisch", "292 physical damage / target - 145.9 per energy": "292 physischer Schaden / Ziel - 145.9 pro Energie", "292 text entries had their wording or punctuation tidied.": "Bei 292 Texteinträgen wurden Wortlaut oder Zeichensetzung bereinigt.", "294 gold": "294 Gold", "2x the median magic active per cast": "2x des magischen Aktiv-Medians pro Wirken", "2x the median physical active per cast": "2x des physischen Aktiv-Medians pro Wirken", "2× Licht (quality ≥ 3)": "2× Licht (Qualität ≥ 3)", "2× Schlafen (quality ≥ 10)": "2× Schlafen (Qualität ≥ 10)", "2× Schlafen (quality ≥ 15)": "2× Schlafen (Qualität ≥ 15)", "2× Schlafen (quality ≥ 5)": "2× Schlafen (Qualität ≥ 5)", "2×1 tiles": "2×1 Felder", "2×2 tiles": "2×2 Felder", "2×3 tiles": "2×3 Felder", "3 backgrounds": "3 Hintergründe", "3 backgrounds now train": "3 Hintergründe trainieren jetzt", "3 cells (ConeExceptMe radius 1): up to 3 targets, 438 total if every cell is hit": "3 Felder (ConeExceptMe Radius 1): bis zu 3 Ziele, 438 insgesamt, wenn jedes Feld getroffen wird", "3 cells (ConeExceptMe radius 1): up to 3 targets, 466 total if every cell is hit": "3 Felder (ConeExceptMe Radius 1): bis zu 3 Ziele, 466 insgesamt, wenn jedes Feld getroffen wird", "3 combos": "3 Kombos", "3 damage/second": "3 Schaden/Sekunde", "3 energy to cast": "3 Energie zum Wirken", "3 energy to cast - 12s cooldown": "3 Energie zum Wirken - 12 s Abklingzeit", "3 energy to cast - 15s cooldown": "3 Energie zum Wirken - 15s Abklingzeit", "3 energy to cast - 18s cooldown": "3 Energie zum Wirken - 18s Abklingzeit", "3 energy to cast - 20s cooldown": "3 Energie zum Wirken - 20s Abklingzeit", "3 energy to cast - 6s cooldown": "3 Energie zum Wirken - 6s Abklingzeit", "3 energy to cast - 8s cooldown": "3 Energie zum Wirken - 8s Abklingzeit", "3 entries": "3 Einträge", "3 gold": "3 Gold", "3 in-game days": "3 Spieltage", "3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "3 magic per stack": "3 magisch pro Stapel", "3 magic per stack / sec": "3 magisch pro Stapel / Sek.", "3 min": "3 Min.", "3 other template(s) competing for this slot": "3 weitere Vorlage(n) konkurrieren um diesen Slot", "3 picked": "3 ausgewählt", "3 tiles": "3 Felder", "3, 1, 1 to 45, 30, 30,": "3, 1, 1 zu 45, 30, 30,", "3. Background": "3. Hintergrund", "3.1x the median physical active per cast": "3.1x des physischen Aktiv-Medians pro Wirken", "3.5x speed": "3.5x Geschwindigkeit", "30 entries": "30 Einträge", "30 gold": "30 Gold", "30 total": "30 insgesamt", "30% / open": "30% / Öffnung", "30% dmg in 2 squares on crit basic": "30% Schaden in 2 Feldern bei kritischem Standardangriff", "30% head / 70% body": "30% Kopf / 70% Körper", "30% of damage": "30% des Schadens", "30% physical": "30% physisch", "300 HP / 16.9 Magic Attack": "300 LP / 16.9 Magischer Angriffswert", "300 gold": "300 Gold", "300% physical": "300% physisch", "303 gold": "303 Gold", "304 gold": "304 Gold", "309 physical": "309 physisch", "30s cooldown": "30s Abklingzeit", "31.58% / kill": "31.58% / Tötung", "310 physical": "310 physisch", "310 physical damage / target - 155.2 per energy": "310 physischer Schaden / Ziel - 155.2 pro Energie", "315 gold": "315 Gold", "32 gold": "32 Gold", "323 magic": "323 magisch", "323 magic damage / target - 80.9 per energy": "323 magischer Schaden / Ziel - 80.9 pro Energie", "323 with no Burning on the target, up to 1,941 at the 50-stack cap (each stack adds about 32). Detonating consumes the stacks.": "323 ohne Verbrennung auf dem Ziel, bis zu 1,941 bei der Obergrenze von 50 Stapeln (jeder Stapel bringt etwa 32 dazu). Die Detonation verbraucht die Stapel.", "33 gold": "33 Gold", "33.33% / kill": "33.33% / Kill", "33.33% / open": "33.33% / Öffnung", "335 gold": "335 Gold", "338 gold": "338 Gold", "34 entries": "34 Einträge", "34 physical": "34 physisch", "34 physical damage / target - 6.9 per energy": "34 physischer Schaden / Ziel - 6.9 pro Energie", "34.29% / kill": "34.29% / Tötung", "34.45% / kill": "34.45% / Tötung", "340 gold": "340 Gold", "35 entries": "35 Einträge", "35 gold": "35 Gold", "35 rooms": "35 Räume", "357 gold": "357 Gold", "36 gold": "36 Gold", "36 min": "36 Min.", "36.5 gold": "36.5 Gold", "360 gold": "360 Gold", "365 physical": "365 physisch", "365 physical damage / target - 121.6 per energy": "365 physischer Schaden / Ziel - 121.6 pro Energie", "368 gold": "368 Gold", "369 gold": "369 Gold", "37 gold": "37 Gold", "37 physical": "37 physisch", "37 physical damage / target - 7.4 per energy": "37 physischer Schaden / Ziel - 7.4 pro Energie", "378 gold": "378 Gold", "38 direct only, up to 68 per hit target with the full 30 burn damage from one application.": "38 nur direkt, bis zu 68 pro getroffenem Ziel mit den vollen 30 Brandschaden aus einer Anwendung.", "38 gold": "38 Gold", "38 magic": "38 magisch", "38 magic damage / target - 9.6 per energy": "38 magischer Schaden / Ziel - 9.6 pro Energie", "38.46% / open": "38.46% / Öffnen", "384 magic": "384 magisch", "384 with no Burning on the target, up to 865 at the 50-stack cap (each stack adds about 10). Does not consume the stacks.": "384 ohne Verbrennung auf dem Ziel, bis zu 865 bei der Obergrenze von 50 Stapeln (jeder Stapel bringt etwa 10 dazu). Verbraucht die Stapel nicht.", "385 Max HP": "385 max. HP", "387 gold": "387 Gold", "388 physical": "388 physisch", "388 physical damage / target - 129.3 per energy": "388 physischer Schaden / Ziel - 129.3 pro Energie", "3x the median magic active per cast": "3x des magischen Aktiv-Medians pro Wirken", "3×1 tiles": "3×1 Felder", "3×2 tiles": "3×2 Felder", "3×3 tiles": "3×3 Felder", "3×4 tiles": "3×4 Felder", "4 energy to cast": "4 Energie zum Wirken", "4 energy to cast - 10s cooldown": "4 Energie zum Wirken - 10s Abklingzeit", "4 energy to cast - 12s cooldown": "4 Energie zum Wirken - 12s Abklingzeit", "4 energy to cast - 14s cooldown": "4 Energie zum Wirken - 14s Abklingzeit", "4 energy to cast - 15s cooldown": "4 Energie zum Wirken - 15s Abklingzeit", "4 energy to cast - 20s cooldown": "4 Energie zum Wirken - 20s Abklingzeit", "4 energy to cast - 30s cooldown": "4 Energie zum Wirken - 30s Abklingzeit", "4 entries": "4 Einträge", "4 gold": "4 Gold", "4 other template(s) competing for this slot": "4 weitere Template(s) konkurrieren um diesen Slot", "4 rooms": "4 Räume", "4 tiles": "4 Felder", "4,320 in-game minutes - exactly 3 in-game days - per depletion stack": "4.320 Spielminuten - genau 3 Spieltage - pro Erschöpfungsstapel", "4,500 total HP": "4,500 HP gesamt", "4. Individual Traits": "4. Individuelle Traits", "4.5 gold": "4.5 Gold", "4.5 hours of real time at 1x speed": "4,5 Stunden Echtzeit bei 1x Geschwindigkeit", "40 gold": "40 Gold", "40 physical": "40 physisch", "40% / kill": "40% / Kill", "40% / open": "40% / Öffnung", "40% magic + Verbrennung": "40% magisch + Verbrennung", "400 gold": "400 Gold", "41 physical": "41 physisch", "419 gold": "419 Gold", "42 Abyss variants": "42 Abyss-Varianten", "42 entries": "42 Einträge", "42 gold": "42 Gold", "42 unique Abyss monsters": "42 einzigartige Abyss-Monster", "43 direct only, up to 73 per hit target with the full 30 burn damage from one application.": "43 nur direkt, bis zu 73 pro getroffenem Ziel mit den vollen 30 Brandschaden aus einer Anwendung.", "43 gold": "43 Gold", "43 magic": "43 magisch", "43 magic damage / target - 10.8 per energy": "43 magischer Schaden / Ziel - 10.8 pro Energie", "431 magic": "431 magisch", "431 with no Burning on the target, up to 970 at the 50-stack cap (each stack adds about 11). Does not consume the stacks.": "431 ohne Verbrennung auf dem Ziel, bis zu 970 bei der Obergrenze von 50 Stapeln (jeder Stapel bringt etwa 11 dazu). Verbraucht die Stapel nicht.", "432 gold": "432 Gold", "4320 min": "4320 Min.", "4320 min (3 in-game days)": "4320 Min. (3 Spieltage)", "44 gold": "44 Gold", "440 gold": "440 Gold", "445 gold": "445 Gold", "448 engine/game constants; dev comments document FloatValues indices.": "448 Engine-/Spielkonstanten; Dev-Kommentare dokumentieren die FloatValues-Indizes.", "45 magic": "45 magisch", "45.45% / kill": "45.45% / Tötung", "450 gold": "450 Gold", "452 gold": "452 Gold", "454 gold": "454 Gold", "456 physical damage / target": "456 physischer Schaden / Ziel", "459 physical": "459 physisch", "46 sources": "46 Quellen", "47 entries": "47 Einträge", "47 gold": "47 Gold", "475 gold": "475 Gold", "48 gold": "48 Gold", "48.5 gold": "48.5 Gold", "480 gold": "480 Gold", "485 gold": "485 Gold", "485 physical damage / target": "485 physischer Schaden / Ziel", "488 gold": "488 Gold", "49 gold": "49 Gold", "494 physical": "494 physisch", "495 / sec": "495 / Sek.", "495 physical damage per second": "495 physischer Schaden pro Sekunde", "4x the median magic active per cast": "4x des magischen Aktiv-Medians pro Wirken", "4× Licht (quality ≥ 3)": "4× Licht (Qualität ≥ 3)", "4×1 tiles": "4×1 Felder", "4×2 tiles": "4×2 Felder", "4×3 tiles": "4×3 Felder", "4×4 tiles": "4×4 Felder", "4×5 tiles": "4×5 Felder", "5 (Primary)": "5 (Primär)", "5 cells (Manhattan radius 1): up to 5 targets, 790 total if every cell is hit. Also hits allies in the area": "5 Felder (Manhattan Radius 1): bis zu 5 Ziele, 790 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "5 cells (Manhattan radius 1): up to 5 targets, 884 total if every cell is hit. Also hits allies in the area": "5 Felder (Manhattan Radius 1): bis zu 5 Ziele, 884 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "5 energy to cast": "5 Energie zum Wirken", "5 energy to cast - 10s cooldown": "5 Energie zum Wirken - 10s Abklingzeit", "5 energy to cast - 12s cooldown": "5 Energie zum Wirken - 12s Abklingzeit", "5 energy to cast - 15s cooldown": "5 Energie zum Wirken - 15s Abklingzeit", "5 energy to cast - 20s cooldown": "5 Energie zum Anwenden - 20s Abklingzeit", "5 energy to cast - 30s cooldown": "5 Energie zum Wirken - 30s Abklingzeit", "5 energy to cast - 8s cooldown": "5 Energie zum Wirken - 8s Abklingzeit", "5 entries": "5 Einträge", "5 floors": "5 Etagen", "5 floors -": "5 Etagen -", "5 gold": "5 Gold", "5 in-game minutes": "5 Spielminuten", "5 inscription choices": "5 Inschriften zur Auswahl", "5 min": "5 Min.", "5 other template(s) competing for this slot": "5 weitere Vorlage(n) konkurrieren um diesen Slot", "5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "5 physischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fester Wert, skaliert nicht mit der Angriffskraft; stapelt sich bis 99). Beispiel: 10 Stapel = 50 physischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "5 physical per stack": "5 physisch pro Stapel", "5 physical per stack / sec": "5 physisch pro Stapel / Sek.", "5 random inscriptions": "5 zufällige Inschriften", "5 skill points to unlock": "5 Skillpunkte zum Freischalten", "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5 Stapel x 3 Tage = 15 Spieltage (~4,5 echte Stunden bei 1x)", "5 tiles": "5 Felder", "5, with a Retry button that rerolls all of them": "5, mit einem Neuversuch-Button, der alle neu auswürfelt", "5. Skill Trees": "5. Skillbäume", "50 (150/s at max)": "50 (150/s bei Max)", "50 gold": "50 Gold", "50 magic": "50 magisch", "50 stacks = 150/sec": "50 Stapel = 150/Sek.", "50% / kill": "50% / Kill", "50% / open": "50% / offen", "50% missing HP": "50% fehlende HP", "50%, 25%, 25%, 25% to": "50%, 25%, 25%, 25% zu", "500 gold": "500 Gold", "500% physical": "500% physisch", "51 entries": "51 Einträge", "53.57% / kill": "53.57% / Tötung", "532.5 gold": "532.5 Gold", "54 gold": "54 Gold", "54 min": "54 Min.", "54000 ticks (≈0.83 days)": "54000 Ticks (≈0.83 Tage)", "55 gold": "55 Gold", "55.56% / open": "55.56% / Öffnung", "56 gold": "56 Gold", "572 gold": "572 Gold", "574 physical": "574 physisch", "574 physical damage / target - 114.8 per energy": "574 physischer Schaden / Ziel - 114.8 pro Energie", "58 gold": "58 Gold", "59 entries": "59 Einträge", "59 gold": "59 Gold", "5th": "5.", "5×3 tiles": "5×3 Felder", "5×4 tiles": "5×4 Felder", "6 damage/second": "6 Schaden/Sekunde", "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "6 Energie = 1 zum Wirken + 5 für das Bubbling, das sie verbraucht.", "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "6 Energie = 4 zum Wirken + 2 für das Bubbling, das sie verbraucht.", "6 energy to cast": "6 Energie zum Wirken", "6 energy to cast - 30s cooldown": "6 Energie zum Wirken - 30s Abklingzeit", "6 entries": "6 Einträge", "6 gold": "6 Gold", "6 other template(s) competing for this slot": "6 weitere Vorlage(n) konkurrieren um diesen Slot", "6 skill points to unlock": "6 Skillpunkte zum Freischalten", "6 skills - click to collapse": "6 Skills - zum Einklappen klicken", "6 stacks (see note)": "6 Stapel (siehe Hinweis)", "6 tiles": "6 Felder", "6 total": "6 insgesamt", "6-7 at low ranks, up to 8-10 at high ranks": "6-7 bei niedrigen Rängen, bis zu 8-10 bei hohen Rängen", "6. Inscriptions": "6. Inschriften", "60 Energy": "60 Energie", "60 gold": "60 Gold", "60 total": "60 gesamt", "60% physical, 2 hits + Blutung": "60% physisch, 2 Treffer + Blutung", "600 gold": "600 Gold", "600 min": "600 Min.", "606 gold": "606 Gold", "61 gold": "61 Gold", "61.22% / kill": "61.22% / Tötung", "61.5 gold": "61.5 Gold", "618 physical": "618 physisch", "618 physical damage / target - 123.6 per energy": "618 physischer Schaden / Ziel - 123.6 pro Energie", "62.5% / open": "62.5% / Öffnung", "623.5 gold": "623.5 Gold", "63 entries": "63 Einträge", "630 gold": "630 Gold", "64 descriptions were updated.": "64 Beschreibungen wurden aktualisiert.", "64 entries": "64 Einträge", "64 gold": "64 Gold", "65 magic": "65 magisch", "65 magic damage / target": "65 magischer Schaden / Ziel", "65 magic damage / target - 32.7 per energy": "65 magischer Schaden / Ziel - 32.7 pro Energie", "65.22% / open": "65.22% / Öffnung", "66 gold": "66 Gold", "67.5 gold": "67.5 Gold", "68.97% / kill": "68.97% / Tötung", "680 gold": "680 Gold", "6× Licht (quality ≥ 3)": "6× Licht (Qualität ≥ 3)", "6×3 tiles": "6×3 Felder", "6×4 tiles": "6×4 Felder", "6×5 tiles": "6×5 Felder", "7 (in the clan-rank table)": "7 (in der Clanrang-Tabelle)", "7 cells (Direction radius 7): up to 7 targets, 1,113 total if every cell is hit": "7 Felder (Direction Radius 7): bis zu 7 Ziele, 1,113 insgesamt, wenn jedes Feld getroffen wird", "7 cells (Direction radius 7): up to 7 targets, 1,253 total if every cell is hit": "7 Felder (Direction Radius 7): bis zu 7 Ziele, 1,253 insgesamt, wenn jedes Feld getroffen wird", "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "7 Energie = 5 für das Wirken + 2 für das Bubbling, das sie verbraucht.", "7 energy to cast": "7 Energie zum Wirken", "7 energy to cast - 30s cooldown": "7 Energie zum Wirken - 30s Abklingzeit", "7 entries": "7 Einträge", "7 equipment slots": "7 Ausrüstungsplätze", "7 gold": "7 Gold", "7 in-game days": "7 Spieltage", "7 other template(s) competing for this slot": "7 weitere Vorlage(n) konkurrieren um diesen Slot", "7 per unit": "7 pro Einheit", "7 ranks": "7 Ränge", "7 tiles": "7 Felder", "7. Soul Stones & Acquired Traits": "7. Seelensteine & erworbene Traits", "7.14% / kill": "7.14% / Tötung", "7.5 gold": "7.5 Gold", "7.69% / kill": "7.69% / Tötung", "70 gold": "70 Gold", "70 magic": "70 magisch", "70 magic damage / target": "70 magischer Schaden / Ziel", "70 magic damage / target - 35.1 per energy": "70 magischer Schaden / Ziel - 35.1 pro Energie", "70.37% / open": "70.37% / Öffnung", "704 gold": "704 Gold", "715 additions, 1282 changes and 127 removals across 32 data tables.": "715 Ergänzungen, 1282 Änderungen und 127 Entfernungen in 32 Datentabellen.", "72 gold": "72 Gold", "72000 ticks (≈1.1 days)": "72000 Ticks (≈1.1 Tage)", "73 gold": "73 Gold", "73.5 gold": "73.5 Gold", "74 gold": "74 Gold", "75 gold": "75 Gold", "750 gold": "750 Gold", "76 gold": "76 Gold", "77.78% / kill": "77.78% / Tötung", "79 sources": "79 Quellen", "7x speed": "7x Geschwindigkeit", "7×5 tiles": "7×5 Felder", "7×6 tiles": "7×6 Felder", "8 Luma Log + 6 Stone": "8 Luma Log + 6 Stein", "8 descriptions were updated.": "8 Beschreibungen wurden aktualisiert.", "8 entries": "8 Einträge", "8 gold": "8 Gold", "8 min": "8 Min.", "8 other template(s) competing for this slot": "8 andere Vorlage(n) konkurrieren um diesen Slot", "8 skill points to unlock": "8 Skillpunkte zum Freischalten", "8 tiles": "8 Felder", "8. Equipment": "8. Ausrüstung", "8.5 gold": "8.5 Gold", "8.57% / kill": "8.57% / Tötung", "80 entries": "80 Einträge", "80% physical, 2 hits": "80% physisch, 2 Treffer", "80.5 gold": "80.5 Gold", "800 gold": "800 Gold", "807 / 170 / 20 / 3 out of 1000": "807 / 170 / 20 / 3 von 1000", "83.33% / open": "83.33% / Öffnen", "84 gold": "84 Gold", "84.5 gold": "84.5 Gold", "86.5 gold": "86.5 Gold", "88 gold": "88 Gold", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,296 total if every cell is hit. Also hits allies in the area": "9 Felder (Square Radius 1): bis zu 8 Ziele mit dem Anwender im Zentrum, 2,296 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,472 total if every cell is hit. Also hits allies in the area": "9 Felder (Square Radius 1): bis zu 8 Ziele mit dem Anwender im Zentrum, 2,472 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "9 cells (Square radius 1): up to 8 targets centered on the caster, 219 total if every cell is hit": "9 Felder (Square Radius 1): bis zu 8 Ziele mit dem Anwender im Zentrum, 219 insgesamt, wenn jedes Feld getroffen wird", "9 cells (Square radius 1): up to 8 targets centered on the caster, 233 total if every cell is hit": "9 Felder (Square Radius 1): bis zu 8 Ziele mit dem Anwender im Zentrum, 233 insgesamt, wenn jedes Feld getroffen wird", "9 cells (Square radius 1): up to 9 targets, 1,240 total if every cell is hit. Also hits allies in the area": "9 Felder (Square Radius 1): bis zu 9 Ziele, 1,240 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "9 cells (Square radius 1): up to 9 targets, 1,335 total if every cell is hit. Also hits allies in the area": "9 Felder (Square Radius 1): bis zu 9 Ziele, 1,335 insgesamt, wenn jedes Feld getroffen wird. Trifft auch Verbündete im Bereich", "9 descriptions were updated.": "9 Beschreibungen wurden aktualisiert.", "9 entries": "9 Einträge", "9 gold": "9 Gold", "9 magic per second to nearby enemies for 10 s": "9 magischer Schaden pro Sekunde an Gegner in der Nähe für 10 s", "9 other template(s) competing for this slot": "9 weitere Vorlage(n) konkurrieren um diesen Slot", "9. Advanced - input my stats": "9. Fortgeschritten - eigene Werte eingeben", "9.09% / kill": "9.09% / Kill", "9.6/energy": "9.6/Energie", "9.68% / kill": "9.68% / Kill", "90 total": "90 gesamt", "900 gold": "900 Gold", "900 min": "900 Min.", "9000 ticks (≈0.14 days)": "9000 Ticks (≈0.14 Tage)", "904 gold": "904 Gold", "91 gold": "91 Gold", "91 physical": "91 physisch", "91 physical damage / target": "91 physischer Schaden / Ziel", "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)": "96 (Gewöhnlich 18, Ungewöhnlich 31, Selten 44, Legendär 3)", "96 direct only, up to 156 per hit target with the full 60 burn damage from one application.": "96 nur direkt, bis zu 156 pro getroffenem Ziel mit den vollen 60 Brandschaden aus einer Anwendung.", "96 gold": "96 Gold", "96 inscriptions": "96 Inschriften", "96 inscriptions with rarity odds": "96 Inschriften mit Seltenheitschancen", "96 magic": "96 magisch", "96 magic damage / target": "96 magischer Schaden / Ziel", "97 gold": "97 Gold", "97 magic": "97 magisch", "97 physical": "97 physisch", "97 physical damage / target": "97 physischer Schaden / Ziel", "98 gold": "98 Gold", "99 (495/s at max)": "99 (495/s bei Max)", "99 stacks = 495/sec": "99 Stapel = 495/Sek.", "9×8 tiles": "9×8 Felder", ": 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so": ": 45 Ticks ergeben eine Minute, 60 Minuten eine Stunde und 24 Stunden einen Tag, also", ": Apply": ": Anwenden", ": Clan gold": ": Clan-Gold", ": Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.": ": Größere und Höchste Manasteine haben im aktuellen Build keine verlässliche Quelle, der Fortschritt verlangsamt sich ab Stufe 5 also stark. Verteile Stufen über den Trupp, statt eine Einheit hochzuziehen.", ": ON": ": AN", ": a successful guard cuts the damage by": ": ein erfolgreicher Block senkt den Schaden um", ": accepting the request runs the": ": Das Annehmen der Anfrage startet die", ": after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires": ": nach dem Schritt Forschungsstation wird die Aufgabe \"2 Einheiten auf Stufe 2+\" (Main8) ausgelöst", ": at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.": ": bei Verwaltungsschwierigkeit Normal steuert eine Einheit auf Stufe 1 +8 Grundstimmung bei, bis Stufe 5 sinkt das auf -4 - Veteranen erwarten bessere Räume, Nahrung und Bezahlung.", ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": ": jede DropTable-Zeile hat drei Slots (Item-Schlüssel, Prozentsatz, Menge). Ein Slot kann auf eine weitere", ": each column is a tech tier gated behind a Tech Book and clan rank. Lines connect a research project to the projects that require it; the corner number is the workload cost to complete it. Click any node to jump to its row in the table below.": ": jede Spalte ist eine Techstufe, die hinter einem Techbuch und einem Clanrang liegt. Linien verbinden ein Forschungsprojekt mit den Projekten, die es voraussetzen; die Zahl in der Ecke ist der Arbeitsaufwand zum Abschluss. Klicke auf einen Knoten, um zu seiner Zeile in der Tabelle unten zu springen.", ": each hit rolls": ": jeder Treffer würfelt", ": each in-game day in the dungeon steps up a Dungeon Stay debuff (see": ": jeder Spieltag im Dungeon steigert einen Dungeon-Stay-Debuff (siehe", ": each in-game day spent in the dungeon steps a unit up through the mood debuffs": ": jeder im Dungeon verbrachte Spieltag schiebt eine Einheit eine Stufe weiter durch die Stimmungs-Debuffs", ": every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).": ": jeder Treffer, der landet, zehrt die Haltbarkeit der Ausrüstung proportional zum Schaden ab (Faktor von etwa 10% Haltbarkeitsverlust pro Treffer).", ": every in-game minute a settler's stress changes by mood x -0.03, so happy settlers calm down and unhappy ones build stress until a": ": jede Spielminute ändert sich der Stress eines Siedlers um Stimmung x -0,03, glückliche Siedler beruhigen sich also, unglückliche bauen Stress auf, bis ein", ": list entries like": ": Listeneinträge wie", ": look up": ": nachschlagen", ": multiplies damage by": ": multipliziert den Schaden mit", ": no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has": ": kein kompilierter Code liest diese Konstanten, und die Treffer-/Krit-Auflösung enthält keinen Positionsterm. Umzingelung hat derzeit also", ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": ": kein Gold mehr, dafür dauerhaft +10% Krit - wodurch künftige kritische Treffer (und andere Krit-Auszahlungseffekte) schneller kommen.", ": once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.": ": sobald du tief genug absteigst (ein reiner Demo-Resolver prüft deine Etagennummer und löst auf den tiefsten Etagen aus), gilt Veil of Silence als abgeschlossen und die Bildschirme \"erfolgreiche Expedition\" und Wunschliste erscheinen - ohne Boss-Kill und ohne freigeschaltete Region.", ": target": ": Ziel", ": target HP": ": Ziel-HP", ": target HP x": ": Ziel-LP x", ": the Korean": ": das koreanische", ": the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).": ": die Komfort-Stimmung vom Schlafen auf dem Boden hält nur einen Bruchteil der Zeit eines Betts, und ein echtes Schlafzimmer verdoppelt das Bett noch einmal (Effektfenster von 135 / 1.080 / 2.160 Sekunden).", ": the force check returns true only for that region, so the skip option is ignored there.": ": die Force-Prüfung liefert nur für diese Region true, daher wird die Überspringen-Option dort ignoriert.", ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": ": die aufgeführten Quellen sind ohne Ursprung (keine Einheit, kein Gebäude und kein Raum verweist darauf) - praktisch nicht erhältlich.", ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": ": thematische Expeditions-Dungeons, die du der Reihe nach freischaltest, indem du den vorherigen abschließt. Jede Region hat eine feste Anzahl an", ": this character can use the": ": dieser Charakter nutzt die", ": today each grants a single settler effect (one Soul trait per character), while the other soul stones remain inert collectibles.": ": heute gewährt jeder einen einzigen Siedler-Effekt (einen Seelen-Trait pro Charakter), während die übrigen Seelensteine inerte Sammelobjekte bleiben.", "; Humans and Lizardmen are available from the start.": "; Menschen und Echsenmenschen sind von Anfang an verfügbar.", "; R = 200 lets through": "; R = 200 lässt durch", "; Time passes: 1 min; Clan gold": "; Zeit vergeht: 1 Min.; Clan-Gold", "; a fourth kill only refreshes the timer, it does not push past the cap.": "; ein vierter Kill frischt nur den Timer auf, er geht nicht über die Obergrenze hinaus.", "; blocked after quest \"": "; blockiert nach Aufgabe \"", "; blocked once": "; gesperrt, sobald", "; click any name for its full effect.": "; klicke auf einen Namen für den vollständigen Effekt.", "; easier settings weaken monster attack, harder ones raise both HP and attack. Devastation": "; einfachere Einstellungen schwächen den Monsterangriff, schwerere erhöhen sowohl HP als auch Angriff. Verheerung", "; effects adjust this channel, and the main stat page lists them all.": "; Effekte verändern diesen Kanal, und die Hauptseite des Attributs listet sie alle auf.", "; heavier skills cost more (commonly 2, a few cost 5); many utility and magic actions cost nothing. Because the cost is per action, a weapon lasts for hundreds to thousands of swings before it needs mending.": "; schwerere Skills kosten mehr (üblicherweise 2, einige kosten 5); viele Hilfs- und Magieaktionen kosten nichts. Da die Kosten pro Aktion anfallen, hält eine Waffe hunderte bis tausende Schläge, bevor sie ausgebessert werden muss.", "; never after": "; niemals nach", "; requires quest \"": "; erfordert Aufgabe \"", "; see the": "; siehe", "; stacks up to {#}": "; stapelt sich bis {#}", "; starts the device quest.": "; startet die Geräte-Aufgabe.", "= 1,440-minute steps).": "= 1,440-Minuten-Schritte).", "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "= 10 + erwartetes Talentwachstum + flache Modifikatoren, dann x(1 + Summe der %-Modifikatoren).", "= 10) and a": "= 10) und eine", "= 115 physical": "= 115 physisch", "= 124 physical": "= 124 physisch", "= 164 physical + 27 physical": "= 164 physisch + 27 physisch", "= 175 physical + 29 physical": "= 175 physisch + 29 physisch", "= 181 physical + 30 physical": "= 181 physisch + 30 physisch", "= 186 physical + 31 physical": "= 186 physisch + 31 physisch", "= 5) per unit surrounding a target - but a decompile of this build shows it is": "= 5) pro Einheit, die ein Ziel umzingelt - ein Decompile dieses Builds zeigt jedoch, dass es", "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8). Das entspricht der üblichen Sichtweite von 8 Feldern, bei den meisten Monstern liegen Entdecken und Angreifen also auf derselben Distanz.", "= Magischer Angriffswert 109.8 x 1% x 1.086 crit": "= Magischer Angriffswert 109.8 x 1% x 1.086 Krit.", "= Magischer Angriffswert 109.8 x 100% x 1.086 crit": "= Magischer Angriffswert 109.8 x 100% x 1.086 Krit.", "= Magischer Angriffswert 109.8 x 150% x 1.086 crit": "= Magischer Angriffswert 109.8 x 150% x 1.086 Krit", "= Magischer Angriffswert 109.8 x 240% x 1.086 crit": "= Magischer Angriffswert 109.8 x 240% x 1.086 Krit", "= Magischer Angriffswert 60.7 x 100% x 1.079 crit": "= Magischer Angriffswert 60.7 x 100% x 1.079 Krit.", "= Magischer Angriffswert 64.5 x 100% x 1.086 crit": "= Magischer Angriffswert 64.5 x 100% x 1.086 Krit.", "= Magischer Angriffswert 88.5 x 100% x 1.082 crit x 1.1 dmg bonus": "= Magischer Angriffswert 88.5 x 100% x 1.082 Krit x 1.1 Schadensbonus", "= Magischer Angriffswert 88.5 x 150% x 1.082 crit x 1.1 dmg bonus": "= Magischer Angriffswert 88.5 x 150% x 1.082 Krit. x 1.1 Schadensbonus", "= Magischer Angriffswert 88.5 x 200% x 1.082 crit x 1.1 dmg bonus": "= Magischer Angriffswert 88.5 x 200% x 1.082 Krit. x 1.1 Schadensbonus", "= Magischer Angriffswert 89.3 x 100% x 1.076 crit": "= Magischer Angriffswert 89.3 x 100% x 1.076 Krit", "= Magischer Angriffswert 89.3 x 300% x 1.076 crit": "= Magischer Angriffswert 89.3 x 300% x 1.076 Krit.", "= Magischer Angriffswert 89.3 x 40% x 1.076 crit": "= Magischer Angriffswert 89.3 x 40% x 1.076 Krit.", "= Magischer Angriffswert 89.3 x 400% x 1.076 crit": "= Magischer Angriffswert 89.3 x 400% x 1.076 Krit.", "= Magischer Angriffswert 98.1 x 100% x 1.093 crit x 1.1 dmg bonus": "= Magischer Angriffswert 98.1 x 100% x 1.093 Krit x 1.1 Schadensbonus", "= Magischer Angriffswert 98.1 x 150% x 1.093 crit x 1.1 dmg bonus": "= Magischer Angriffswert 98.1 x 150% x 1.093 Krit. x 1.1 Schadensbonus", "= Magischer Angriffswert 98.1 x 200% x 1.093 crit x 1.1 dmg bonus": "= Magischer Angriffswert 98.1 x 200% x 1.093 Krit. x 1.1 Schadensbonus", "= Magischer Angriffswert 98.2 x 1% x 1.079 crit": "= Magischer Angriffswert 98.2 x 1% x 1.079 Krit.", "= Magischer Angriffswert 98.2 x 100% x 1.079 crit": "= Magischer Angriffswert 98.2 x 100% x 1.079 Krit.", "= Magischer Angriffswert 98.2 x 150% x 1.079 crit": "= Magischer Angriffswert 98.2 x 150% x 1.079 Krit", "= Magischer Angriffswert 98.2 x 240% x 1.079 crit": "= Magischer Angriffswert 98.2 x 240% x 1.079 Krit", "= Magischer Angriffswert 99.9 x 100% x 1.08 crit": "= Magischer Angriffswert 99.9 x 100% x 1.08 Krit", "= Magischer Angriffswert 99.9 x 300% x 1.08 crit": "= Magischer Angriffswert 99.9 x 300% x 1.08 Krit.", "= Magischer Angriffswert 99.9 x 40% x 1.08 crit": "= Magischer Angriffswert 99.9 x 40% x 1.08 Krit.", "= Magischer Angriffswert 99.9 x 400% x 1.08 crit": "= Magischer Angriffswert 99.9 x 400% x 1.08 Krit.", "= Physische Angriffskraft 112.2 x 120% x 1.023 crit": "= Physische Angriffskraft 112.2 x 120% x 1.023 Krit.", "= Physische Angriffskraft 112.2 x 250% x 1.023 crit": "= Physische Angriffskraft 112.2 x 250% x 1.023 Krit.", "= Physische Angriffskraft 112.2 x 30% x 1.023 crit": "= Physische Angriffskraft 112.2 x 30% x 1.023 Krit.", "= Physische Angriffskraft 112.2 x 400% x 1.023 crit": "= Physische Angriffskraft 112.2 x 400% x 1.023 Krit.", "= Physische Angriffskraft 112.2 x 500% x 1.023 crit": "= Physische Angriffskraft 112.2 x 500% x 1.023 Krit.", "= Physische Angriffskraft 120.8 x 120% x 1.023 crit": "= Physische Angriffskraft 120.8 x 120% x 1.023 Krit.", "= Physische Angriffskraft 120.8 x 250% x 1.023 crit": "= Physische Angriffskraft 120.8 x 250% x 1.023 Krit.", "= Physische Angriffskraft 120.8 x 30% x 1.023 crit": "= Physische Angriffskraft 120.8 x 30% x 1.023 Krit.", "= Physische Angriffskraft 120.8 x 400% x 1.023 crit": "= Physische Angriffskraft 120.8 x 400% x 1.023 Krit.", "= Physische Angriffskraft 120.8 x 500% x 1.023 crit": "= Physische Angriffskraft 120.8 x 500% x 1.023 Krit.", "= Physische Angriffskraft 84.5 x 100% x 1.079 crit": "= Physische Angriffskraft 84.5 x 100% x 1.079 Krit", "= Physische Angriffskraft 84.5 x 120% x 1.079 crit": "= Physische Angriffskraft 84.5 x 120% x 1.079 Krit.", "= Physische Angriffskraft 84.5 x 160% x 1.079 crit (2 hits of 73)": "= Physische Angriffskraft 84.5 x 160% x 1.079 Krit (2 Treffer mit 73)", "= Physische Angriffskraft 84.5 x 200% x 1.079 crit": "= Physische Angriffskraft 84.5 x 200% x 1.079 Krit", "= Physische Angriffskraft 84.5 x 280% x 1.079 crit": "= Physische Angriffskraft 84.5 x 280% x 1.079 Krit.", "= Physische Angriffskraft 84.5 x 30% x 1.079 crit": "= Physische Angriffskraft 84.5 x 30% x 1.079 Krit.", "= Physische Angriffskraft 84.5 x 300% x 1.079 crit": "= Physische Angriffskraft 84.5 x 300% x 1.079 Krit.", "= Physische Angriffskraft 84.5 x 320% x 1.079 crit (4 hits of 73)": "= Physische Angriffskraft 84.5 x 320% x 1.079 Krit (4 Treffer à 73)", "= Physische Angriffskraft 84.5 x 400% x 1.079 crit (4 hits of 91)": "= Physische Angriffskraft 84.5 x 400% x 1.079 Krit (4 Treffer à 91)", "= Physische Angriffskraft 89.3 x 100% x 1.086 crit": "= Physische Angriffskraft 89.3 x 100% x 1.086 Krit", "= Physische Angriffskraft 89.3 x 120% x 1.086 crit": "= Physische Angriffskraft 89.3 x 120% x 1.086 Krit.", "= Physische Angriffskraft 89.3 x 160% x 1.086 crit (2 hits of 78)": "= Physische Angriffskraft 89.3 x 160% x 1.086 Krit (2 Treffer mit 78)", "= Physische Angriffskraft 89.3 x 200% x 1.086 crit": "= Physische Angriffskraft 89.3 x 200% x 1.086 Krit", "= Physische Angriffskraft 89.3 x 280% x 1.086 crit": "= Physische Angriffskraft 89.3 x 280% x 1.086 Krit.", "= Physische Angriffskraft 89.3 x 30% x 1.086 crit": "= Physische Angriffskraft 89.3 x 30% x 1.086 Krit.", "= Physische Angriffskraft 89.3 x 300% x 1.086 crit": "= Physische Angriffskraft 89.3 x 300% x 1.086 Krit.", "= Physische Angriffskraft 89.3 x 320% x 1.086 crit (4 hits of 78)": "= Physische Angriffskraft 89.3 x 320% x 1.086 Krit (4 Treffer à 78)", "= Physische Angriffskraft 89.3 x 400% x 1.086 crit (4 hits of 97)": "= Physische Angriffskraft 89.3 x 400% x 1.086 Krit (4 Treffer à 97)", "= Physische Angriffskraft 93.5 x 100% x 1.076 crit": "= Physische Angriffskraft 93.5 x 100% x 1.076 Krit.", "= Physische Angriffskraft 93.5 x 120% x 1.076 crit": "= Physische Angriffskraft 93.5 x 120% x 1.076 Krit.", "= Physische Angriffskraft 93.5 x 240% x 1.076 crit (3 hits of 80)": "= Physische Angriffskraft 93.5 x 240% x 1.076 Krit (3 Treffer mit 80)", "= Physische Angriffskraft 93.5 x 240% x 1.076 crit (6 hits of 40)": "= Physische Angriffskraft 93.5 x 240% x 1.076 Krit (6 Treffer à 40)", "= Physische Angriffskraft 93.5 x 40% x 1.076 crit": "= Physische Angriffskraft 93.5 x 40% x 1.076 Krit.", "= Physische Angriffskraft 95.9 x 100% x 1.08 crit": "= Physische Angriffskraft 95.9 x 100% x 1.08 Krit.", "= Physische Angriffskraft 95.9 x 120% x 1.08 crit": "= Physische Angriffskraft 95.9 x 120% x 1.08 Krit.", "= Physische Angriffskraft 95.9 x 240% x 1.08 crit (3 hits of 83)": "= Physische Angriffskraft 95.9 x 240% x 1.08 Krit (3 Treffer mit 83)", "= Physische Angriffskraft 95.9 x 240% x 1.08 crit (6 hits of 41)": "= Physische Angriffskraft 95.9 x 240% x 1.08 Krit (6 Treffer à 41)", "= Physische Angriffskraft 95.9 x 40% x 1.08 crit": "= Physische Angriffskraft 95.9 x 40% x 1.08 Krit.", "= Tech Book tier required": "= erforderliche Techbuch-Stufe", "= a building ability;": "= eine Gebäudefähigkeit;", "= a player-unit skill - learnable from a skill tree (browse them on the": "= eine Skill für Spielereinheiten - erlernbar aus einem Skillbaum (durchstöbere sie auf der", "= base": "= Basis", "= clan points to reach the next rank. The base game clamps the reachable rank; higher rows exist in data.": "= Clanpunkte, um den nächsten Rang zu erreichen. Das Basisspiel begrenzt den erreichbaren Rang; höhere Zeilen existieren in den Daten.", "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "= Standard + Summe(Primärattribut x Koeffizient) + flache Modifikatoren, dann x(1 + Summe der %-Modifikatoren).", "= granted or triggered by an item;": "= wird von einem Item verliehen oder ausgelöst;", "= its": "= seine", "= more likely), and it comes pre-placed with the buildings, props and item piles listed below. Area Type is the camp slot it can fill; Deco Style is the tileset it is drawn with. This is the layout of your home base, not a dungeon floor.": "= wahrscheinlicher), und sie ist bereits mit den unten aufgeführten Gebäuden, Props und Item-Stapeln bestückt. Der Gebietstyp ist der Lagerplatz, den sie füllen kann; der Deko-Stil ist das Tileset, mit dem sie gezeichnet wird. Das ist das Layout deiner Heimatbasis, nicht einer Dungeon-Etage.", "= not currently obtainable. The": "= derzeit nicht erhältlich. Die", "= research workload -": "= Forschungsaufwand -", "= sum of the above =": "= Summe der obigen =", "= summoner Magic Attack x 0.5 + creature base attack": "= Magischer Angriffswert des Beschwörers x 0.5 + Basisangriff der Kreatur", "= summoner Magic Attack x 1 + creature base HP": "= Magischer Angriffswert des Beschwörers x 1 + Basis-LP der Kreatur", "= target HP / DPS": "= Ziel-LP / DPS", "= the status exists on Player units / Other units / Items / Buildings. Percent stats are additive percentage modifiers; talent scaling shows how each point of a major talent contributes to the stat for player units. Click a status to see everything that can impact it - items, inscriptions, traits, skills and monsters.": "= der Status existiert bei Spielereinheiten / anderen Einheiten / Items / Gebäuden. Prozentwerte sind additive Prozentmodifikatoren; die Talentskalierung zeigt, wie viel jeder Punkt eines Haupttalents für Spielereinheiten zum Wert beiträgt. Klicke auf einen Status, um alles zu sehen, was ihn beeinflussen kann - Items, Inschriften, Traits, Skills und Monster.", "= used by non-enemy units;": "= wird von nicht-gegnerischen Einheiten genutzt;", "= used only by enemy units;": "= wird nur von gegnerischen Einheiten genutzt;", "=100%), orange >=50%, green": "=100%), orange >=50%, grün", "A \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.": "Ein \"Wasser\"-Zauber verursacht schlicht magischen Schaden; Fähigkeiten mit Eis- und Frost-Flair sind Flavor der Wassermagie, kein eigener Schadenstyp.", "A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "Ein Treffer mit 200 Schaden heilt bis zu 60 HP bei nahezu 0 HP, 30 HP bei halber HP und nichts bei voller HP (30% des verursachten Schadens, multipliziert mit dem Anteil der fehlenden HP).", "A Alpha Säureslogel des Abyss (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a Glothwelpe des Abyss (4-tile sight). Most things sit at 8.": "Ein Alpha Säureslogel des Abyss (12 Kacheln Sicht) eröffnet quer durch den Raum das Feuer auf dich, während du dich einem Glothwelpe des Abyss (4 Kacheln Sicht) bis auf wenige Kacheln nähern kannst. Die meisten liegen bei 8.", "A Barrier-generating engine to amplify": "Eine Barriere-Maschine zur Verstärkung von", "A Grey Monster Rat that lives in the forest. It": "Eine Graue Monsterratte, die im Wald lebt. Sie", "A Grey Monster Rat that lives in the forest. It has Incredible power.": "Eine graue Monsterratte, die im Wald lebt. Sie besitzt unglaubliche Kraft.", "A Schleichen potion breaks contact cleanly, but the first hit you land drops it.": "Ein Schleichen-Trank bricht den Kontakt sauber ab, aber der erste Treffer, den du landest, hebt es auf.", "A barrier that absorbs one impact envelops your skin.": "Eine Barriere, die einen Aufprall absorbiert, umhüllt deine Haut.", "A basic attack deals damage equal to the attacker's": "Ein Standardangriff verursacht Schaden in Höhe der", "A battle where multiple mages exist that are problematic if left unattended.": "Ein Kampf mit mehreren Magiern, die problematisch werden, wenn man sie unbeachtet lässt.", "A battle where multiple mages exist that are problematic if left unattended. - Dungeon Settlers Wiki": "Ein Kampf, in dem mehrere Magier existieren, die problematisch sind, wenn man sie gewähren lässt. - Dungeon Settlers Wiki", "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful.": "Ein Kampf, in dem du physische/magische Reflexion taktisch einplanen musst. Abgesehen von der Reflexion sind die Werte recht stark angesetzt.", "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. - Dungeon Settlers Wiki": "Ein Kampf, in dem du physische/magische Reflexion taktisch einkalkulieren musst. Abgesehen von der Reflexion sind die Werte recht mächtig angesetzt. - Dungeon Settlers Wiki", "A beast that": "Eine Bestie, die", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts a maw vast enough to crush rocks with": "Eine Bestie, der alle Gloths beim bloßen Klang ihres knurrenden Atems gehorchen. Dieser monströse Riese mit gewaltigem Körper und passend furchterregender Zerstörungskraft besitzt einen Rachen, der weit genug ist, um Felsen zu zermalmen mit", "A beast that lives in caves. It": "Eine Bestie, die in Höhlen lebt. Sie", "A beast that lives in caves. It attacks enemies that enter its territory.": "Eine Bestie, die in Höhlen lebt. Sie greift Gegner an, die ihr Territorium betreten.", "A blue-glowing mushroom that can cause hallucinations when consumed.": "Ein blau leuchtender Pilz, der beim Verzehr Halluzinationen auslösen kann.", "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "Ein blau leuchtender Gegenstand, so kalt, dass einem allein beim Anblick ein Schauer über den Rücken läuft.", "A candidate's price is built from two parts. First a": "Der Preis eines Kandidaten setzt sich aus zwei Teilen zusammen. Zuerst ein", "A carpet dyed red.": "Ein rot gefärbter Teppich.", "A catastrophe has struck. The wicked": "Eine Katastrophe ist eingetreten. Der böse", "A catastrophe has struck. The wicked Dungeonkern Arkteon is rapidly turning the entire continent into Ödland. ## As the expedition leader dispatched by the": "Eine Katastrophe ist hereingebrochen. Der ruchlose Dungeonkern Arkteon verwandelt den gesamten Kontinent rasend schnell in Ödland. ## Als Anführer der Expedition, entsandt von der", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into Ödland. ## As the expedition leader, d": "Eine Katastrophe ist hereingebrochen. Der ruchlose Dungeonkern, der den Namen Arcteon annahm, verwandelt den gesamten Kontinent rasend schnell in Ödland. ## Als Anführer der Expedition, d", "A character can hold only": "Ein Charakter kann nur", "A clamor begins to rise from across the way.": "Von drüben erhebt sich Lärm.", "A clamor begins to rise from across the way. The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures-bright as flame-dance into view. \"We will become @##$@#(indecipherable)! Just as foretold, the price of @##$@#(indecipherable) flowers will soar beyond imagination!\" They chatter in a fever of excitement, but you can understand almost none of what they say. \"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!\" The otherworldly spectacle-the strange scent, off-beat drums, and wild dancing-leaves your thoughts increasingly hazy.": "Von drüben erhebt sich Lärm. Trommelschläge, muntere Pfeifen und Gemurmel in einer unbekannten Sprache mischen sich und kommen stetig näher. Bald tanzen leuchtende, menschenähnliche Gestalten ins Blickfeld, hell wie Flammen. \"Wir werden @##$@#(unlesbar) werden! Genau wie vorhergesagt wird der Preis der @##$@#(unlesbar)-Blüten jede Vorstellung übersteigen!\" Sie schnattern in fiebriger Erregung, aber du verstehst fast nichts davon. \"Endlich werden wir das ewige Leben erlangen! Wir können alles lösen, wenn wir nur unseren eigenen Verstand begreifen!\" Das jenseitige Schauspiel, der fremde Duft, die schrägen Trommeln und der wilde Tanz, lässt deine Gedanken immer trüber werden.", "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.": "Ein Sammelobjekt, das ein Monster fallen lässt (oder aus ihm hergestellt wird), gedacht für das noch unfertige Zähmungssystem. Nur drei gewähren derzeit einen Effekt.", "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.": "Ein Kampfwert, der aus Primärattributen und Ausrüstung berechnet wird, etwa Physische Angriffskraft, Max. Gesundheit, Angriffsgeschwindigkeit, Kritische Trefferchance oder eine Resistenz. Wird im Spiel mit einem Beitrag 'Pro Wert +X' je Primärattribut angezeigt.", "A configurable what-if caster.": "Ein konfigurierbarer Was-wäre-wenn-Zauberer.", "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves a": "Eine Kreatur, die aus den grundlegendsten Prinzipien der Wassermagie entsteht. Durch Verdichten magischer Kraft nimmt das Bubbleling die ursprünglichste Form eines zirkulierenden Geists an. Es folgt seinem Meister und dient einem", "A dark crimson blood from a monster rat.": "Dunkelrotes Blut einer Monsterratte.", "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo.": "Ein bewusst gesetzter Kampf, in dem Werfer die Füße der Gegner fesseln und Armored Insects für eine bösartige Kombo heranstürmen.", "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. - Dungeon Settlers Wiki": "Ein bewusst gestalteter Kampf, in dem Werfer die Füße der Gegner binden und Gepanzerte Insekten für eine bösartige Kombo hineinstürmen. - Dungeon Settlers Wiki", "A dining chair carved from stone.": "Ein Esszimmerstuhl aus Stein gehauen.", "A dining chair made of wood.": "Ein Esszimmerstuhl aus Holz.", "A dug-up grave exudes a foreboding presence.": "Ein ausgehobenes Grab verströmt eine unheilvolle Aura.", "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "Ein Dungeon-Gebiet auf der Expeditionskarte. Zwei sind spielbar (Veil of Silence, Festering Burrow); der Rest sind Platzhalter oder interne Biome.", "A durable frontline unit": "Eine robuste Fronteinheit", "A durable spear crafted from Bloodwood.": "Ein robuster Speer aus Blutholz.", "A dyed": "Ein gefärbtes", "A few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful": "Ein paar Kampfkonstanten, die man kennen sollte: Angriffe verteilen sich auf die Trefferzonen Kopf und Körper (etwa 30% Kopf, 70% Körper), ein erfolgreicher", "A finely crafted silver necklace.": "Eine fein gearbeitete Silberkette.", "A flowerbed": "Ein Blumenbeet", "A flowerbed adorned with bright yellow flowers.": "Ein Blumenbeet mit leuchtend gelben Blumen.", "A flowerbed adorned with pink flowers.": "Ein Blumenbeet mit rosa Blumen.", "A foul-smelling and grotesque lump of meat.": "Ein übel riechender, grotesker Fleischklumpen.", "A frontline melee build that takes hits": "Ein Nahkampf-Build für die Frontlinie, das Treffer einsteckt", "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.": "Eine Nahkampf-/Tank-Rasse für die Frontlinie mit Fokus auf Bergbau und Zähmen. Rekrutierungsgewicht etwa 35 auf jedem Clanrang. Nutzt einen rein männlichen prozeduralen Namenspool. Beschrieben als 'Nachfahren der Drachen', was sie an die noch unveröffentlichte Drachen-Lore des Spiels bindet.", "A full field of 2 deals about": "Ein volles Feld mit 2 verursacht etwa", "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "Ein vollständig ausgebauter Boss mit Ketten-Mechaniken (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. Er ist als platzierter Boss vorhanden, ist aber, anders als der Riesige Steingolem, in diesem Build nicht als Abschluss-Boss der Region registriert. Die Mini-Boss-Stufe des Gebiets umfasst den Ältesten Gloth und den Goblin-Oberschamanen.", "A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.": "Ein künftiger Regionsplatz ohne Räume und Inhalte. Nicht zu verwechseln mit dem separaten Endlos-Dungeon-Modus Unendlicher Abgrund (interne Region 'Abyss'), der ein eigenständiges System und keine Region der Expeditionskarte ist.", "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "Eine zukünftige Region, die nur als Name und Platz auf der Expeditionskarte existiert; noch keine Räume, Monster oder Beute.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "Ein hagerer Mann setzt einen riesigen Rucksack ab und legt seine Waren eine nach der anderen aus.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at jus": "Ein hagerer Mann setzt einen riesigen Rucksack ab und legt seine Waren eine nach der anderen aus. Als er dich bemerkt, verzieht sich sein Mund zu einem verschlagenen Grinsen. \"Ah, ein Kunde. Du kommst gena", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the right time.\" He props up a large sign and taps it with one hand. - Special discount today only! \"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\" He picks up one of his wares, makes a show of polishing it, then places it back on display.": "Ein hagerer Mann setzt einen riesigen Rucksack ab und legt seine Waren eine nach der anderen aus. Als er dich bemerkt, verzieht sich sein Mund zu einem verschlagenen Grinsen. \"Ah, ein Kunde. Du kommst genau zur richtigen Zeit.\" Er stellt ein großes Schild auf und tippt mit einer Hand darauf. - Sonderrabatt nur heute! \"Ich bin heute in großzügiger Stimmung. Glaub mir, eine solche Gelegenheit kommt nicht oft.\" Er nimmt eine seiner Waren, poliert sie zur Schau und stellt sie zurück in die Auslage.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the...": "Ein hagerer Mann setzt einen riesigen Rucksack ab und legt seine Waren eine nach der anderen aus. Als er dich bemerkt, verzieht sich sein Mund zu einem verschlagenen Grinsen. \"Ah, ein Kunde. Du kommst genau zur...", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin...": "Ein hagerer Mann setzt einen riesigen Rucksack ab und legt seine Waren eine nach der anderen aus. Als er dich bemerkt, verzieht sich sein Mund zu einem verschlagenen Grinsen...", "A good effect will be added later": "Ein guter Effekt wird später hinzugefügt", "A gruff male voice soon issues from its beak.": "Bald dringt eine raue Männerstimme aus seinem Schnabel.", "A harmful plant that grows in Ödland due to the corrupt magic flowing from Dungeonportal. Nearby land becomes Corrupted Ground and cannot be traversed. You can use": "Eine schädliche Pflanze, die durch die aus Dungeonportal strömende verderbte Magie in Ödland wächst. Umliegendes Land wird zu Verdorbenem Boden und kann nicht mehr betreten werden. Du kannst", "A health-restoring tonic brewed from antlers.": "Ein gesundheitsspendender Trank, gebraut aus Geweih.", "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males.": "Ein Großkampf, den es nur wegen des Abyss gibt und der normalerweise nicht vorkommen würde. Es braucht Burst-Schaden, um die Heilung mehrerer weiblicher Glowts zu überwinden und die Männchen schnell auszuschalten.", "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males. - Dungeon Settlers Wiki": "Ein großangelegter Kampf, den es nur wegen des Abgrunds gibt und der normalerweise nicht vorkäme. Erfordert Burst-Schaden, um die Heilung mehrerer weiblicher Glowts zu überwinden und die Männchen schnell auszuschalten. - Dungeon Settlers Wiki", "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "Ein Überbleibsel, das per Skript oder Ereignis in der Welt platziert wurde (zum Beispiel der Versorgungswagen, der deine Startausrüstung liefert).", "A life-infused stone that carries the scent of fresh leaves.": "Ein lebensdurchdrungener Stein, der nach frischen Blättern duftet.", "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "Eine längst verlassene Mine, schwer von Düsternis. Rostige Türen knarren im Wind und geben dunkle Stollen frei, die tiefer unter die Erde führen.", "A malevolent plant that has taken root in Ödland, spawned by the corrupt magic seeping from Dungeonportal. Its thorny tendrils radiate a sinister aura that unsettles the mind": "Eine bösartige Pflanze, die in Ödland Wurzeln geschlagen hat, hervorgebracht von der verderbten Magie, die aus Dungeonportal sickert. Ihre dornigen Ranken strahlen eine finstere Aura aus, die den Geist beunruhigt", "A man": "Ein Mann", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins wr...": "Eine maskierte Gestalt steht neben einem Holzkäfig voller Insekten. Nachdem sie die darin gefangenen Säureinsekten eine Weile beobachtet hat, beginnt sie zu schr...", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down. Beside him, a cat merely glances i": "Eine maskierte Gestalt steht neben einem Holzkäfig voller Insekten. Nachdem sie die darin gefangenen Säureinsekten eine Weile beobachtet hat, beginnt sie, etwas aufzuschreiben. Neben ihr wirft eine Katze nur einen Blic", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down. Beside him, a cat merely glances in ...": "Eine maskierte Gestalt steht neben einem Holzkäfig voller Insekten. Nachdem sie die darin gefangenen Säureinsekten eine Weile beobachtet hat, beginnt sie, etwas aufzuschreiben. Neben ihr wirft eine Katze nur einen Blick ...", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down...": "Eine maskierte Gestalt steht neben einem Holzkäfig voller Insekten. Nachdem sie die darin gefangenen Säureinsekten eine Weile beobachtet hat, beginnt sie, etwas aufzuschreiben...", "A melee weapon (sword / greatsword / blunt)": "Eine Nahkampfwaffe (Schwert / Großschwert / Stumpfwaffe)", "A melee weapon and single-target melee skills": "Eine Nahkampfwaffe und Nahkampfskills auf ein Einzelziel", "A mental breakdown resets stress to {#} and puts the unit in a Mental Collapse for {#} days, with a {#}-day aftereffect. It is not immediately lethal - only a second max-out during the break kills.": "Ein Nervenzusammenbruch setzt den Stress auf {#} zurück und versetzt die Einheit für {#} Tage in einen Mentalen Zusammenbruch, mit einer Nachwirkung von {#} Tagen. Er ist nicht sofort tödlich - erst ein zweites Erreichen des Maximums während des Zusammenbruchs tötet.", "A monster hits you for": "Ein Monster trifft dich für", "A monster runs through three combat states": "Ein Monster durchläuft drei Kampfzustände", "A nature-infused staff crafted from Bloodwood.": "Ein naturdurchdrungener Stab aus Blutholz.", "A necklace adorned with garnet gems.": "Eine Halskette, geschmückt mit Granat-Edelsteinen.", "A necklace adorned with opal gems.": "Eine Halskette, geschmückt mit Opal-Edelsteinen.", "A necklace adorned with peridot gems.": "Eine Halskette, geschmückt mit Peridot-Edelsteinen.", "A necklace embedded with blue crystal.": "Eine Halskette mit eingesetztem blauen Kristall.", "A necklace embedded with green crystal.": "Eine Halskette mit eingesetztem grünen Kristall.", "A necklace embedded with red crystal.": "Eine Halskette mit eingesetztem roten Kristall.", "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.": "Eine Arbeitsfähigkeit außerhalb des Kampfes (Bergbau, Holzfällen, Forschung, Landwirtschaft, Handwerk, Kochen, Zähmen, Medizin, Bau), die bestimmt, wie gut eine Einheit Siedlungsaufgaben erledigt; verstärkt durch Primärattribute, Rasse und Raumqualität.", "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.": "Ein 'Frische'-Zähler pro Etage von 5 (voll) bis 0 (erschöpft). Erreicht eine Etage 0, leidet die gesamte Region unter dem Effekt Erschöpfter Dungeon, der alle Beutechancen um 50% senkt, bis er sich mit der Zeit erholt.", "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.": "Eine Bewertung je Wert (Schwach, Mäßig, Hervorragend, Außergewöhnlich, Genial), die bestimmt, wie viele Punkte ein Primärattribut pro Stufenaufstieg gewinnt. Höhere Talentstufen bedeuten schnelleres Wachstum.", "A percentage modifier applied to": "Ein prozentualer Modifikator, angewendet auf", "A percentage modifier applied to Erholung. Positive values increase it, while negative values decrease it.": "Ein prozentualer Modifikator, der auf Erholung angewendet wird. Positive Werte erhöhen sie, negative Werte verringern sie.", "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.": "Ein dauerhafter, traitähnlicher Bonus, den eine Einheit beim Stufenaufstieg erhalten oder bei der Rekrutierung schon mitbringen kann. Inschriften gewähren Werteboni, ganze Skillbäume oder besondere Effekte und kommen in den Seltenheiten Gewöhnlich/Ungewöhnlich/Selten/Legendär vor. Es gibt insgesamt 96.", "A portal used for": "Ein Portal für", "A portal used for inter-floor movement in dungeons.": "Ein Portal für die Bewegung zwischen Etagen in Dungeons.", "A race's special mechanic, triggered by its condition.": "Die Spezialmechanik einer Rasse, ausgelöst durch ihre Bedingung.", "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Fors": "Ein Rabe fliegt von weit her heran und setzt sich auf deinen Unterarm. \"Ehrlich gesagt hätte ich nicht gedacht, dass ihr lange durchhaltet. Aber ich muss wohl zugeben, dass ich mich geirrt habe. Das Überleben in den Verlas", "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Forsake...": "Ein Rabe fliegt von weit her heran und landet auf deinem Unterarm. \"Ehrlich gesagt hatte ich nicht erwartet, dass deine Gruppe lange durchhält. Doch ich denke, ich muss eingestehen, dass ich mich geirrt habe. In den Verlass...", "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must...": "Ein Rabe fliegt von weit her heran und landet auf deinem Unterarm. \"Ehrlich gesagt hatte ich nicht erwartet, dass deine Gruppe lange durchhält. Doch ich denke, ich muss...", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expediti...": "Ein Rabe fliegt über die Dornenranken und landet vor dir. Seine Augen färben sich blau, und bald dringt die Stimme des Inspektors aus seinem Schnabel. \"Expediti...", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Captain, I'm preparing an evaluatio": "Ein Rabe fliegt über die Dornenranken und landet vor dir. Seine Augen färben sich blau, und bald dringt die Stimme des Inspektors aus seinem Schnabel. \"Expeditionsleiter, ich bereite eine Bewertun", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Captain, I'm preparing an evaluation o...": "Ein Rabe fliegt über die Dornenranken und landet vor dir. Seine Augen färben sich blau, und bald dringt die Stimme des Inspektors aus seinem Schnabel. \"Expeditionsleiter, ich bereite eine Bewertung ...", "A raven flies over the thorny vines and settles on your arm.": "Ein Rabe fliegt über die Dornenranken und lässt sich auf deinem Arm nieder.", "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"": "Ein Rabe fliegt über die Dornenranken und lässt sich auf deinem Arm nieder. Seine Augen leuchten blau, und aus seinem Schnabel dringt die Stimme eines Mannes. \"Der Dungeon wird weit gefährlicher, als wir es einst wussten. Triff zuerst nach dem üblichen Gildenprotokoll die grundlegenden Vorbereitungen, die du dort unten zum Überleben brauchst.\" \"Keine Sorge, Inspektor. Ich kenne jede Vorsichtsmaßnahme auswendig.\" Deine Antwort beruhigt ihn wenig. \"Ziemlich selbstsicher, was...? Nun, du wirst es verstehen, sobald du es selbst erlebst. Viel Glück, Expeditionsleiter.\"", "A raven perched on your forearm glows with blue eyes. Soon a gruff male voice flows out. \"I heard that the expedition t...": "Ein Rabe, der auf deinem Unterarm sitzt, leuchtet mit blauen Augen. Bald strömt eine raue Männerstimme heraus. \"Ich habe gehört, dass die Expedition ...", "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.": "Der Hintergrund-Trait eines Rekruten entscheidet, aus welchen Haupt- und Nebenskillbäumen er wählen kann. 41 Hintergründe tragen in diesem Build Baumaffinitäten.", "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.": "Der Ursprung eines Rekruten (Stadtwache, Wilderer, Magier usw.), der bestimmt, mit welchen Skillbäumen er startet, und der einzelne Traits tragen kann. 40 Hintergründe führen zu unterschiedlichen Waffen-/Magiebaum-Kombinationen.", "A red-glowing fruit occasionally found on Luma trees.": "Eine rot leuchtende Frucht, die gelegentlich an Luma-Bäumen zu finden ist.", "A related bounty,": "Ein zugehöriges Kopfgeld,", "A representative dungeon floor assembled from the game's own room graph: each roll draws one of the hand-authored room graphs for the chosen floor, fills every node with a weighted room template, and lays them out connected": "Eine repräsentative Dungeon-Etage, zusammengesetzt aus dem spieleigenen Raumgraphen: Jeder Wurf zieht einen der handgebauten Raumgraphen für die gewählte Etage, füllt jeden Knoten mit einer gewichteten Raumvorlage und legt sie verbunden aus", "A ring adorned with garnet gems.": "Ein Ring, geschmückt mit Granat-Edelsteinen.", "A ring adorned with opal gems.": "Ein Ring, geschmückt mit Opal-Edelsteinen.", "A ring adorned with peridot gems.": "Ein Ring, geschmückt mit Peridot-Edelsteinen.", "A ring embedded with blue crystal.": "Ein Ring mit eingesetztem blauen Kristall.", "A ring embedded with green crystal.": "Ein Ring mit eingesetztem grünen Kristall.", "A ring embedded with red crystal.": "Ein Ring mit eingesetztem roten Kristall.", "A room is recognized as the highest-priority type whose requirements it meets: required furniture (by building subtype and quality), minimum interior size (floor tiles inside the walls), wall/floor average quality and total decoration quality. Each": "Ein Raum wird als der Typ mit der höchsten Priorität erkannt, dessen Anforderungen er erfüllt: nötige Möbel (nach Gebäude-Untertyp und Qualität), Mindest-Innenfläche (Bodenfelder innerhalb der Wände), durchschnittliche Wand-/Bodenqualität und Gesamtqualität der Dekoration. Jeder", "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.": "Ein Zug in eine Dungeon-Region. Die Zeit läuft während einer Expedition auf der gemeinsamen Kampagnenuhr weiter, und zu langes Lagern löst eskalierenden Dungeon-Break-Druck aus.", "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.": "Eine Scheduler-Konstante in den Spieldaten (24/48/72/96/120/144 kumulierte Kampagnenstunden), gedacht für eskalierende Dungeon-Break-Ereignisse - im aktuellen Build inaktiv: Sie ist als Dev_NotUsed markiert, und weder Alarm noch Affecter noch Ereignis nutzt sie. Der Druck bei langen Expeditionen, den du tatsächlich spürst, ist die Stimmungsleiter Dungeon Stay (D1-D4).", "A separate": "Ein separates", "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.": "Die Moral eines Siedlers, getrieben von Bedürfnissen, Nahrungsqualität, Umgebung und Ereignissen. Niedrige Stimmung schadet der Leistung; anhaltend niedrige Durchschnittsstimmung löst Moralkrisen-Ereignisse aus.", "A silver-containing ore that can be refined into ingots.": "Ein silberhaltiges Erz, das zu Barren veredelt werden kann.", "A simple yet elegant silver ring.": "Ein einfacher, aber eleganter Silberring.", "A small but useful": "Eine kleine, aber nützliche", "A small but useful mana-generating device.": "Ein kleines, aber nützliches Gerät zur Manaerzeugung.", "A soldier belonging to the guild.": "Ein Soldat, der der Gilde angehört.", "A space fully suitable for conducting": "Ein Raum, voll und ganz geeignet für", "A space fully suitable for conducting in-depth research.": "Ein Raum, der sich voll und ganz für tiefgehende Forschung eignet.", "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "Ein besonderes seltenes Dungeon-Metall für hochwertige veröffentlichte Ausrüstung, das außerhalb der gewöhnlichen Metallleiter steht.", "A squad inside the dungeon is on a clock. From the moment it sets foot on a floor that is not a safe floor, every unit carries a Dungeon Stay debuff, and the debuff gets worse for each full in-game day the squad stays down there. There are 4 stages; the unit only ever carries the current one.": "Ein Trupp im Dungeon steht unter Zeitdruck. Ab dem Moment, in dem er eine Etage betritt, die keine sichere Etage ist, trägt jede Einheit einen Dungeon-Stay-Debuff, und der Debuff verschlimmert sich mit jedem vollen Spieltag, den der Trupp dort unten bleibt. Es gibt 4 Stufen; eine Einheit trägt immer nur die aktuelle.", "A standing mood modifier every settler carries based on its": "Ein dauerhafter Stimmungsmodifikator, den jeder Siedler trägt, basierend auf seiner", "A stone": "Ein Stein", "A stone containing the sealed soul of a": "Ein Stein, der die versiegelte Seele eines", "A stone containing the sealed soul of a red monster rat.": "Ein Stein, der die versiegelte Seele einer roten Monsterratte enthält.", "A stone containing the soul of a": "Ein Stein, der die Seele eines", "A stone containing the soul of a blood-infused slime.": "Ein Stein, der die Seele eines blutgetränkten Schleims enthält.", "A stone imbued with the soul of a powerful Chain Knight Sentinel.": "Ein Stein, in dem die Seele eines mächtigen Chain Knight Sentinel gebunden ist.", "A stone that seals the soul of a monster rat.": "Ein Stein, der die Seele einer Monsterratte versiegelt.", "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.": "Ein Story-Element, das die Dungeon-Dimension aufrechterhält; die Lore enthüllt es als Experiment des Elros-Imperiums. Erscheint außerdem als festes Beute-Interaktionsobjekt.", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "Aus dem Zielfeld sprießt ein seltsamer Keim, stößt Einheiten an dieser Stelle {0} Felder zurück und verursacht {1}% des", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of Magischer Angriffswert as damage to enemy units. The strange seed heals adjacent": "Aus dem Zielfeld sprießt ein seltsamer Keim, stößt Einheiten an dieser Stelle {0} Felder zurück und verursacht {1}% des Magischer Angriffswert als Schaden an gegnerischen Einheiten. Der seltsame Keim heilt benachbarte", "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "Ein stärkerer Zauberer macht zähere, härter zuschlagende Beschwörungen. Vollständige Zahlen je Kreatur stehen auf der", "A sturdy fireplace made of stone.": "Eine robuste Feuerstelle aus Stein.", "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "Ein stabiler Kamin aus Stein. Wärmt den Innenraum und ermöglicht das Kochen.", "A summon inherits its owner's Magic Attack: full value into HP, half into its own Magic Attack, both added to the creature's base. Some abilities (a Bubbleling's death explosion or barrier) instead read the summoner's live Magic Attack directly.": "Eine Beschwörung erbt den Magischen Angriffswert ihres Besitzers: der volle Wert geht in die Gesundheit, die Hälfte in den eigenen Magischen Angriffswert, beides wird auf den Grundwert der Kreatur addiert. Manche Fähigkeiten (die Todesexplosion oder Barriere eines Bubbleling) lesen stattdessen direkt den aktuellen Magischen Angriffswert des Beschwörers aus.", "A summon's stats are frozen from the summoner's Magic Attack Power at summon time (Bubbletoad HP = your Magic Attack Power + 300, its Magic Attack = half yours + 16.9; a Bubbling scales purely off your Magic Attack Power). Only Magic Attack matters, and Become Fire is the only stacking Magic-Attack self-buff in the game: each cast adds a Burning stack (doubled by Fireproof) worth +30% Magic Attack Power for 30s, and Fireproof also ignores 70% of the self-burn so stacking barely hurts. Pump Become Fire, then summon while inflated and the creature banks that power permanently. Honest ceiling: with a 15s cooldown and a 30s window you realistically land ~4-6 stacks (about +120% to +180% Magic Attack Power), not the 50-stack theoretical max, so the summon ends up roughly 2-3x its base - strong and permanent, but it takes real setup and three trees of investment. Fire Battle Mage lets you cast Become Fire with no fire staff, so you hold the water staff the summons need the whole time (a water staff grants Summon Bubbling for free; Bubbletoad needs the Water Magic tree).": "Die Werte einer Beschwörung werden beim Beschwören aus dem Magischen Angriffswert des Beschwörers eingefroren (Bubbletoad HP = dein Magischer Angriffswert + 300, sein Magischer Angriff = die Hälfte deines Werts + 16,9; ein Bubbling skaliert rein über deinen Magischen Angriffswert). Nur der Magische Angriff zählt, und Become Fire ist der einzige stapelbare Selbstbuff auf den Magischen Angriff im Spiel: Jeder Wirkvorgang fügt einen Brennen-Stapel hinzu (verdoppelt durch Feuerfest), der 30 Sekunden lang +30% Magischen Angriffswert wert ist, und Feuerfest ignoriert zusätzlich 70% des Selbstbrennens, sodass Stapeln kaum wehtut. Pump Become Fire hoch, beschwöre dann im aufgeblähten Zustand, und die Kreatur behält diese Kraft dauerhaft. Ehrliche Obergrenze: Mit 15 Sekunden Abklingzeit und einem Fenster von 30 Sekunden landest du realistisch ~4-6 Stapel (etwa +120% bis +180% Magischer Angriffswert), nicht das theoretische Maximum von 50 Stapeln, die Beschwörung endet also bei etwa dem 2- bis 3-Fachen ihrer Basis - stark und dauerhaft, aber es braucht echte Vorbereitung und Investition in drei Bäume. Der Feuer-Kampfmagier lässt dich Become Fire ohne Feuerstab wirken, sodass du die ganze Zeit den Wasserstab hältst, den die Beschwörungen brauchen (ein Wasserstab gewährt Summon Bubbling gratis; Bubbletoad braucht den Wassermagie-Baum).", "A summon's stats are locked in from the summoner's Magic Attack Power at summon time. Only a Magic-Attack self-buff inflates a summon, and Become Fire is the only stacking one.": "Die Werte einer Beschwörung werden beim Beschwören aus dem Magischen Angriffswert des Beschwörers festgeschrieben. Nur ein Selbstbuff auf den Magischen Angriffswert bläht eine Beschwörung auf, und Become Fire ist der einzige stapelbare.", "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant).": "Eine auf Unterstützung und Zauberei ausgerichtete Rasse. Elfen können auf Clanrang 1 nicht rekrutiert werden (Gewicht 0); ab Rang 2 erscheinen sie mit Gewicht 25 (etwa 16% Chance pro Kandidat). Ihre Forschungs- und Landwirtschaftsboni machen sie zu starken Siedlungsarbeitern. Aus den Daten ausgelesener Text deutet auf eine künftige elfenthemierte Region oder Rekrutierungserweiterung hin (eine Umgebung 'Elfenheimat' und ein Elfenhändler).", "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "Ein temporärer schadenabsorbierender Schildpool (ein Status/Affecter, nicht zu verwechseln mit einem ausgerüsteten Schild). Wassermagie ist die Hauptquelle für Barrieren bei Verbündeten.", "A test unit": "Eine Testeinheit", "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "Ein vollständiger Gruppenwipe auf einer Expedition, der eigene Ereignisse auslöst (Erste Auslöschung und Folgeereignisse).", "A tough but": "Eine zähe, aber", "A tough but long-lasting dried biscuit.": "Ein harter, aber lange haltbarer Trockenkeks.", "A two-handed weapon uses both hands, so it cannot hold a shield.": "Eine Zweihandwaffe belegt beide Hände und kann daher keinen Schild halten.", "A unit has six": "Eine Einheit hat sechs", "A unit with": "Eine Einheit mit", "A unit's innate trait.": "Der angeborene Trait einer Einheit.", "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).": "Die Eignung einer Einheit für einen bestimmten Waffentyp oder eine Magieschule (Schwert, Bogen, Feuermagie usw.), die bestimmt, wie effektiv sie damit umgeht. Rassen haben charakteristische Eignungen (z. B. Menschen bei Schwert/Großschwert/Feuer).", "A value indicating how many 'hours' of cumulative campaign elapsed time must pass before a Dungeon Break occurs. (Design note: Since it's currently hard to know how much cumulative settlement time corresponds to actual real-world playtime, it's hard to know how many breaks there will be per campaign before clearing the game. So for now, only the initial Dungeon Break trigger time is set. This will be adjusted later once we've checked the balance.)": "Ein Wert, der angibt, wie viele 'Stunden' kumulierter Kampagnenzeit vergehen müssen, bevor ein Dungeon Break eintritt. (Designnotiz: Da sich derzeit schwer sagen lässt, wie viel kumulierte Siedlungszeit tatsächlicher Echtzeit-Spielzeit entspricht, lässt sich auch schwer abschätzen, wie viele Breaks es pro Kampagne bis zum Durchspielen gibt. Vorerst ist daher nur der Auslösezeitpunkt für den ersten Dungeon Break gesetzt. Das wird später angepasst, sobald wir die Balance geprüft haben.)", "A variable that adjusts the base chance of an attack landing on the head (adjusts the dice value as a ratio). If this value is -1, the head is always hit. If this value is 0, there is no adjustment. If this value is 1, the chance of hitting the head is halved. The intent of this adjustment is that judging the chance purely by head HP / total max HP would make the probability too high given how critical a head hit is. However, if head HP is lowered to reduce that probability, a head hit becomes too powerful whenever it lands. Conversely, raising head HP also raises the chance of being hit in the head - creating a dilemma.": "Eine Variable, die die Grundchance anpasst, dass ein Angriff den Kopf trifft (passt den Würfelwert als Verhältnis an). Ist dieser Wert -1, wird immer der Kopf getroffen. Ist dieser Wert 0, gibt es keine Anpassung. Ist dieser Wert 1, halbiert sich die Chance auf einen Kopftreffer. Der Zweck dieser Anpassung: Würde man die Chance rein nach Kopf-HP / gesamter max. HP bemessen, wäre die Wahrscheinlichkeit zu hoch, weil ein Kopftreffer so entscheidend ist. Senkt man dagegen die Kopf-HP, um diese Wahrscheinlichkeit zu drücken, wird ein Kopftreffer zu mächtig, sobald er landet. Umgekehrt erhöht ein Anheben der Kopf-HP wiederum die Chance, am Kopf getroffen zu werden - ein Dilemma.", "A wriggling giant grub. Used as food.": "Eine zappelnde Riesenmade. Wird als Nahrung verwendet.", "A {0}% accuracy bonus is applied per unit surrounding the target.": "Pro Einheit, die das Ziel umgibt, wird ein Bonus von {0}% auf die Treffsicherheit angewendet.", "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "Pro Einheit, die das Ziel umgibt, wird ein Bonus von {0}% auf die Kritische Trefferchance angewendet.", "APTITUDES & CAPABILITIES": "EIGNUNGEN & FÄHIGKEITEN", "AVAILABLE BACKGROUND TRAITS (weight)": "VERFÜGBARE HINTERGRUND-TRAITS (Gewicht)", "AVAILABLE INDIVIDUAL TRAITS (weight)": "VERFÜGBARE INDIVIDUELLE TRAITS (Gewicht)", "Abandoned": "Verlassen", "Abandoned Farm": "Verlassener Bauernhof", "Abandoned Infirmary": "Verlassene Krankenstation", "Abandoned Mine": "Verlassene Mine", "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "Abandoned Mine nutzt immer seine Sichere Etage - Überspringen ist deaktiviert (ShouldForceSafeFloor)", "Abandoned Mine forces its safe floor": "Abandoned Mine erzwingt seine Sichere Etage", "Abandoned Village 1": "Verlassenes Dorf 1", "Abandoned Village 2": "Verlassenes Dorf 2", "Abandoned Village 3": "Verlassenes Dorf 3", "Abandoned Village 4": "Verlassenes Dorf 4", "Abandoned Village 5": "Verlassenes Dorf 5", "Abenteuerlustig icon": "Abenteuerlustig-Icon", "Abilities scale on": "Fähigkeiten skalieren mit", "Abklingzeitreduktion icon": "Abklingzeitreduktion-Icon", "Ablaufgeschwindigkeit icon": "Ablaufgeschwindigkeit-Symbol", "Ablegen, Merchant": "Ablegen, Händler", "Ablenkungsschlag icon": "Ablenkungsschlag-Symbol", "Ablenkungsschlag range and area on a dungeon room": "Reichweite und Bereich von Ablenkungsschlag in einem Dungeonraum", "Ablenkungsschlag range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Ablenkungsschlag, dargestellt in einem Dungeonraum", "Abnormal Beast": "Anormale Bestie", "About 100, 200, 300, 400, 500, 600, 700 per successive rank": "Etwa 100, 200, 300, 400, 500, 600, 700 pro weiterem Rang", "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing": "Etwa 120 Gold (L1) bis etwa 4,200 Gold (L12), plus eine kleine zufällige Schwankung", "About 18 minutes": "Etwa 18 Minuten", "About 18 real minutes at 1x speed": "Etwa 18 echte Minuten bei 1x Geschwindigkeit", "About 2-5 total across the six stats at generation": "Insgesamt etwa 2-5 verteilt auf die sechs Werte bei der Erzeugung", "About 30% head / 70% body": "Etwa 30% Kopf / 70% Körper", "About 5 tiles from the summoner": "Etwa 5 Felder vom Beschwörer entfernt", "Above": "Darüber", "Above,": "Oben,", "Abprall des flammenden Echos icon": "Abprall des flammenden Echos Symbol", "Absent": "Abwesend", "Absolute": "Absolut", "Absolute (can't be removed)": "Absolut (nicht entfernbar)", "Absorbiert beim Angreifen abhängig von fehlenden Lebenspunkten bis zu 30% des verursachten Schadens als Lebenspunkte. A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "Absorbiert beim Angreifen abhängig von fehlenden Lebenspunkten bis zu 30% des verursachten Schadens als Lebenspunkte. Ein Treffer mit 200 Schaden heilt nahe 0 LP bis zu 60 LP, bei halben LP 30 LP und bei vollen LP nichts (30% des verursachten Schadens, multipliziert mit dem Anteil der fehlenden LP).", "Abundant": "Reichlich", "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "Reichlich Manasteine GAMESYSTEM_Environment_{affecterName}", "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "Reichlich Stein GAMESYSTEM_Environment_{affecterName}", "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "Reichlich Holz GAMESYSTEM_Environment_{affecterName}", "Abwehrhaltung icon": "Abwehrhaltung-Symbol", "Abyss": "Abgrund", "Abyss (1)": "Abgrund (1)", "Abyss F1": "Abgrund E1", "Abyss F13": "Abgrund E13", "Abyss F15": "Abgrund E15", "Abyss F17": "Abgrund E17", "Abyss F3": "Abgrund E3", "Abyss F9": "Abgrund E9", "Abyss High-Level Treasure Chest has been renamed to": "Abyss High-Level Treasure Chest wurde umbenannt zu", "Abyss Ladybug icon": "Abyss Ladybug Symbol", "Abyss Ladybug variant": "Abyss Ladybug (Variante)", "Abyss Low-Level Treasure Chest has been renamed to": "Abyss Low-Level Treasure Chest wurde umbenannt zu", "Abyss Weak Acid Insect": "Abyss Schwaches Säureinsekt", "Abyss Weak Acid Insect icon": "Abyss Weak Acid Insect Symbol", "Abyss Weak Acid Insect variant": "Abyss Weak Acid Insect (Variante)", "Abyss form": "Abyss-Form", "Abyss variant": "Abgrund-Variante", "Abyss variants": "Abgrund-Varianten", "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "Abgrundverderbte Monster im Unendlichen Abgrund nutzen die Grafik der Grundform mit abyssaler Färbung; die Werte unterscheiden sich.", "Abyss-corrupted variant": "Vom Abyss verderbte Variante", "Abyss-variant monsters reuse their base form's sprite art, so their animations are identical to the sets above. They are listed here by name only:": "Abyss-Varianten von Monstern verwenden die Sprite-Grafik ihrer Grundform, ihre Animationen sind daher identisch mit den obigen Sätzen. Sie sind hier nur namentlich aufgeführt:", "Abzeichen des stellvertretenden Kommandanten icon": "Abzeichen des stellvertretenden Kommandanten Symbol", "Access the research window by selecting a <": "Öffne das Forschungsfenster über <", "Acid Bug investigation done, here's your reward": "Untersuchung des Acid Bug abgeschlossen, hier ist deine Belohnung", "Acid Insect has been renamed to": "Acid Insect wurde umbenannt zu", "Acid Slogel has been renamed to": "Acid Slogel wurde umbenannt zu", "Ackerland icon": "Ackerland-Symbol", "Acquire the Stake support skill tree. Gain {0}": "Erwirb den Unterstützungs-Skillbaum Pfahl. Erhalte {0}", "Acquire the Stake support skill tree. Gain {0} Sekundärer Skillpunkt.": "Erlange den Unterstützungs-Skillbaum Stake. Erhalte {0} Sekundärer Skillpunkt.", "Acquire the spear skill tree. Gain {0}": "Erwirb den Skillbaum Speer. Erhalte {0}", "Acquire the spear skill tree. Gain {0} Primärer Skillpunkts.": "Erlange den Speer-Skillbaum. Erhalte {0} Primärer Skillpunkts.", "Acquired traits": "Erworbene Traits", "Acquisition": "Erwerb", "Action": "Aktion", "Action Add Affecter By Race": "Aktion Affecter nach Rasse hinzufügen", "Activate": "Aktivieren", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <...": "Aktiviere den Aufsammelmodus, indem du unten rechts auf die Schaltfläche 'Aufsammeln' klickst oder die C-Taste drückst. Aufgesammelte Items werden im <...", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb": "Aktiviere den Aufsammelmodus, indem du unten rechts auf die Schaltfläche 'Aufsammeln' klickst oder die C-Taste drückst. Aufgesammelte Items werden im <color=#ccb", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccbeb...": "Aktiviere den Aufsammelmodus, indem du unten rechts auf die Schaltfläche 'Aufsammeln' klickst oder die C-Taste drückst. Aufgesammelte Items werden im <color=#ccbeb...", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb": "Aktiviere den Aufsammelmodus, indem du unten rechts auf die Schaltfläche 'Aufsammeln' klickst oder die C-Taste drückst. Aufgesammelte Items werden im <color=#ccb", "Activated": "Aktiviert", "Activates the Developer's Letter event.": "Aktiviert das Developer's-Letter-Event.", "Active": "Aktiv", "Active skills": "Aktive Skills", "Active team": "Aktives Team", "Active team name": "Name des aktiven Teams", "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.": "Aktives Blocken mit einem Schild, um eingehenden Schaden etwa zu halbieren. Verringert außerdem den Haltbarkeitsverlust der Ausrüstung durch einen Treffer.", "Add": "Hinzufügen", "Add Affecter": "Affecter hinzufügen", "Add a shield in the off-hand": "Ein Schild in der Nebenhand hinzufügen", "Add a soul stone": "Seelenstein hinzufügen", "Add all": "Alle hinzufügen", "Add an acquired trait": "Erworbenen Trait hinzufügen", "Add an inscription": "Inschrift hinzufügen", "Add an inscription by name, rarity or category...": "Eine Inschrift nach Name, Seltenheit oder Kategorie hinzufügen...", "Add every obtainable": "Alles Erhältliche hinzufügen", "Add just this unit to one of your teams": "Nur diese Einheit einem deiner Teams hinzufügen", "Add mood sources": "Stimmungsquellen hinzufügen", "Add more below -": "Unten weitere hinzufügen -", "Add shield": "Schild hinzufügen", "Add to": "Hinzufügen zu", "Add to my roster": "Zu meinem Aufgebot hinzufügen", "Added (1)": "Hinzugefügt (1)", "Added (11)": "Hinzugefügt (11)", "Added (13)": "Hinzugefügt (13)", "Added (132)": "Hinzugefügt (132)", "Added (16)": "Hinzugefügt (16)", "Added (18)": "Hinzugefügt (18)", "Added (2)": "Hinzugefügt (2)", "Added (21)": "Hinzugefügt (21)", "Added (22)": "Hinzugefügt (22)", "Added (25)": "Hinzugefügt (25)", "Added (3)": "Hinzugefügt (3)", "Added (35)": "Hinzugefügt (35)", "Added (38)": "Hinzugefügt (38)", "Added (4)": "Hinzugefügt (4)", "Added (5)": "Hinzugefügt (5)", "Added (59)": "Hinzugefügt (59)", "Added (6)": "Hinzugefügt (6)", "Added (707)": "Hinzugefügt (707)", "Added (8)": "Hinzugefügt (8)", "Added (80)": "Hinzugefügt (80)", "Added (9)": "Hinzugefügt (9)", "Added ({#})": "Hinzugefügt ({#})", "Added - click to remove": "Hinzugefügt - zum Entfernen klicken", "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "Zusätzlicher Anstieg der Skillpunkte (wird beim Aufstieg auf Stufe 3, 5, 7, 9, 11 als Bonus in dieser Höhe gewährt)", "Adds": "Fügt hinzu", "Adjusts": "Ändert", "Adliger Abenteurer icon": "Adliger Abenteurer Symbol", "Advanced": "Fortgeschritten", "Advanced - input my stats": "Fortgeschritten - meine Werte eingeben", "Advanced ON - my stats override the sheet": "Erweitert AN - meine Werte überschreiben das Blatt", "Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.": "Fortgeschritten, auf eigene Gefahr. Dieser Artikel beschreibt die Rohdateien auf der Festplatte. Sichere einen Spielstand immer, bevor du ihn anfasst - eine fehlerhafte Änderung kann eine Kampagne unspielbar machen.", "After": "Nachher", "After a brief silence, his pen begins racing across the pag...": "Nach kurzem Schweigen beginnt seine Feder über die Sei...", "After briefly review...": "Nach kurzer Prüfung...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...": "Nachdem {0} Botschaften über Schlachtfelder und durch bewachte Tore getragen hatte, war der Verlauf jeder Straße und jeder Abkürzung bes...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.": "Nachdem {0} Botschaften über Schlachtfelder und durch bewachte Tore getragen hatte, war der Verlauf jeder Straße und jeder Abkürzung besser bekannt als irgendwem sonst. Durch dunkle Nächte und peitschenden Regen ging es mit fest umklammerten Befehlen, und je dringender die Nachricht war, desto schneller liefen die Füße. Mit den Jahren fiel das Handeln viel leichter als das Abwarten.", "After finding nothing around you, you slowly lift your head...": "Nachdem du in deiner Umgebung nichts findest, hebst du langsam den Kopf...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...": "Nachdem {0} lange Stunden zugesehen hatte, wie Kerzenflammen flackerten und sich Wellen über Wasserbechern ausbreiteten, wuchs die Über...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.": "Nachdem {0} lange Stunden zugesehen hatte, wie Kerzenflammen flackerten und sich Wellen über Wasserbechern ausbreiteten, wuchs die Überzeugung, dass unsichtbare Strömungen durch die Welt zogen. Zauber aus alten Büchern wurden abgeschrieben und dieser Glaube geprüft, indem kleine Glut und kalte Winde an den Fingerspitzen gehalten wurden. Doch weil alles über die Vernunft begriffen werden sollte, kam das Nachdenken oft vor den Worten.", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...": "Nachdem {0} die eigenen Lande verloren hatte und zum Wanderer geworden war, blieb unter einem abgetragenen Umhang die Haltung des früheren Lebens erhalten. ...", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.": "Nachdem {0} die eigenen Lande verloren hatte und zum Wanderer geworden war, blieb unter einem abgetragenen Umhang die Haltung des früheren Lebens erhalten. Selbst in schäbigen Gasthauszimmern blieb die Körperhaltung aufrecht, und vor Fremden lag die Gewohnheit des Befehlens noch am Ende der Worte. Doch angesichts der Tatsache, dass niemand mehr verpflichtet war zu folgen, fiel die Wahl der richtigen Worte oft schwer.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.": "Nachdem er die Meldung erhalten hat, dass der Bau der Grundsiedlung abgeschlossen ist, spricht der Inspektor mit gleichmütiger Stimme. \"Dann kannst du endlich die Expedition beginnen. Wie du weißt, verschlingen diese verfluchten Dornenranken den Kontinent, während wir hier sprechen.\" Er hält inne und fügt dann mit leiser Stimme hinzu. \"Expeditionen werden über den ganzen Kontinent entsandt, doch in den verlassenen Landen überleben nur wenige. Sei nicht unachtsam.\" Nachdem er seinen Teil gesagt hat, schlägt der Rabe mit den Flügeln und erhebt sich in die Luft.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....": "Nachdem er die Meldung erhalten hat, dass der Bau der Grundsiedlung abgeschlossen ist, spricht der Inspektor mit gleichmütiger Stimme....", "After regaining its strength over a long age,": "Nachdem es über ein langes Zeitalter hinweg seine Kraft zurückgewonnen hat,", "After returning": "Nach der Rückkehr", "After rummaging around for a while, they eventually catch ...": "Nachdem sie eine Weile herumgewühlt haben, fangen sie schließlich ...", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and": "Nach einer ganzen Weile des Kämpfens in der verderbten Zone kehrt {0} schließlich zurück und schleppt grunzend etwas Großes und", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque l...": "Nach längerem Kampf in der verseuchten Zone kehrt {0} schließlich zurück und schleppt grunzend einen großen, grotesk a...", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sinister purple corruption clings thickly": "Nach längerem Kampf in der verseuchten Zone kehrt {0} schließlich zurück und schleppt grunzend einen großen, grotesk aussehenden Fisch heran. Eine unheilvolle purpurne Verderbnis haftet dick", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sinister purple corruption clings thickly t...": "Nach längerem Kampf in der verseuchten Zone kehrt {0} schließlich zurück und schleppt grunzend einen großen, grotesk aussehenden Fisch heran. Eine unheilvolle purpurne Verderbnis haftet dick a...", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish. A sinister purple corruption clings thickly": "Nach längerem Kampf in der verseuchten Zone kehrt {0} schließlich zurück und schleppt grunzend einen großen, grotesk aussehenden Fisch heran. Eine unheilvolle purpurne Verderbnis haftet dick", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...": "Nach dem Überleben im Getöse der Schlacht verließ {0} eines Nachts das Lager und ließ Waffe und Namen zurück. Die Rufe ...", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.": "Nach dem Überleben im Getöse der Schlacht verließ {0} eines Nachts das Lager und ließ Waffe und Namen zurück. Die Rufe und Schreie im Rücken blieben lange in den Ohren, und selbst auf stillen Wegen kam immer wieder ein Blick zurück. Seit jenem Tag half es, den Atem zu beruhigen, noch bevor ein Kampf begann.", "After the 2000-gold": "Nach den 2000 Gold", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...": "Nach Jahren des Behauens von rohem Holz erinnerte sich {0} an jeden Tag anhand der Splitter und Schwielen in den Handflächen. Der W...", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.": "Nach Jahren des Behauens von rohem Holz erinnerte sich {0} an jeden Tag anhand der Splitter und Schwielen in den Handflächen. Der Weg der Säge wurde zuerst mit den Augen gemessen, und bei jedem Zug des Hobels galt der Blick der Richtung, in die sich die Faser legte. Deshalb stand selbst bei Menschen oft zuerst die Form im Sinn, die langes Schnitzen und sorgfältiges Einpassen brauchen würde.", "After {#}": "Nach {#}", "Aftereffect duration granted on mental breakdown": "Dauer der Nachwirkung, die bei einem Nervenzusammenbruch gewährt wird", "Aggro & threat": "Aggro & Bedrohung", "Aggro Correction = [1.3, 1]": "Aggro-Korrektur = [1.3, 1]", "Aggro Range": "Aggro-Reichweite", "Aggro Range = 8 tiles": "Aggro-Reichweite = 8 Felder", "Aggro and threat": "Aggro und Bedrohung", "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "Korrekturwert für den Aggro-Anstieg nach Angriffsart {0} : Korrekturwert Nahkampf {1} : Korrekturwert Fernkampf", "Aggro/threat is scaled by how you hit: melee x": "Aggro/Bedrohung wird danach skaliert, wie du zuschlägst: Nahkampf x", "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Geschicklichkeit erhöht: Positiv GAMESYSTEM_Environment_{affecterName}", "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Geschicklichkeit geschwächt: Negativ GAMESYSTEM_Environment_{affecterName}", "Ah, so that's what it was.": "Ah, das war es also.", "Ahnungslos icon": "Ahnungslos-Symbol", "Aktuelle Lebenspunkte icon": "Aktuelle Lebenspunkte Symbol", "Alchemy": "Alchemie", "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57 HUD-Hinweisdefinitionen (zum Ausklappen klicken)", "Alerts": "Warnungen", "Alerts & Warnings": "Hinweise & Warnungen", "Alerts and Warnings": "Hinweise und Warnungen", "Alerts and Warnings - Dungeon Settlers Wiki": "Hinweise und Warnungen - Dungeon Settlers Wiki", "Alert에 띄워주는 이벤트 발생": "Ereignis, das als Alert angezeigt wird", "All 114 quests, grouped by type. Anchors: link any quest as": "Alle 114 Aufgaben, nach Typ gruppiert. Anker: verlinke jede Aufgabe als", "All 31 edible items in build DS_B.0.3.40 - 30 obtainable, 1 gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "Alle 31 essbaren Items in Build DS_B.0.3.40 - 30 erhältlich, 1 gesperrt/unveröffentlicht. Hunger ist der Wert, der beim Essen wiederhergestellt wird; Stimmung ist die Stimmungsänderung beim Essen und Dauer gibt an, wie lange dieser Effekt anhält. Klicke auf Spaltenköpfe zum Sortieren, auf Chips zum Filtern.", "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "Alle 372 Items: Seltenheit, Typ, Werte, Gewicht, Preis, Ausrüstungseffekte, Munition, Reparatur.", "All 381 items in build DS_B.0.3.40 - 249 obtainable, 132 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "Alle 381 Items in Build DS_B.0.3.40 - 249 erhältlich, 132 gesperrt/unveröffentlicht. Klicke auf Spaltenköpfe zum Sortieren, auf Chips zum Filtern. Nahrungsspalten: Stimmung ist die Stimmungsänderung beim Essen (aus dem Verzehreffekt des Items ermittelt), Verdirbt ist die Haltbarkeit in Spieltagen.", "All 40 unique loading-screen messages (from 42 table rows - duplicates collapsed). Most are gameplay tips; a few are pure world lore about the settlers and races of the Barren Land.": "Alle 40 einzigartigen Ladebildschirm-Nachrichten (aus 42 Tabellenzeilen - Duplikate zusammengefasst). Die meisten sind Spieltipps; einige sind reine Welt-Hintergrundgeschichte über die Siedler und Völker des Barren Land.", "All Berserker Skillbaum skills, in full": "Alle Skills im Skillbaum Berserker, vollständig", "All Bogen Skillbaum skills, in full": "Alle Skills im Skillbaum Bogen, vollständig", "All Burst Skillbaum skills, in full": "Alle Skills im Skillbaum Burst, vollständig", "All Feuermagie Skillbaum skills, in full": "Alle Skills im Skillbaum Feuermagie, vollständig", "All Genius": "Alle Genie", "All Gezeiten Skillbaum skills, in full": "Alle Skills im Skillbaum Gezeiten, vollständig", "All Harmonie Skillbaum skills, in full": "Alle Skills im Skillbaum Harmonie, vollständig", "All Hinrichtung Skillbaum skills, in full": "Alle Skills im Skillbaum Hinrichtung, vollständig", "All Krieger Skillbaum skills, in full": "Alle Skills im Skillbaum Krieger, vollständig", "All Moderate (balanced)": "Alle Mäßig (ausgeglichen)", "All Naturmagie Skillbaum skills, in full": "Alle Skills im Skillbaum Naturmagie, vollständig", "All Pfahl Skillbaum skills, in full": "Alle Skills im Skillbaum Pfahl, vollständig", "All Poor": "Alle Schlecht", "All Schild Skillbaum skills, in full": "Alle Skills im Skillbaum Schild, vollständig", "All Schwert Skillbaum skills, in full": "Alle Skills im Skillbaum Schwert, vollständig", "All Skill Unlock Mode": "Modus: Alle Skills freigeschaltet", "All Skill Unlock Mode icon": "All Skill Unlock Mode Symbol", "All Skillbaum Festung skills, in full": "Alle Skills im Skillbaum Festung, vollständig", "All Skills": "Alle Skills", "All Skills - Dungeon Settlers Wiki": "Alle Skills - Dungeon Settlers Wiki", "All Speer Skillbaum skills, in full": "Alle Skills im Skillbaum Speer, vollständig", "All Stumpfe Waffen Skillbaum skills, in full": "Alle Skills im Skillbaum Stumpfe Waffen, vollständig", "All Wassermagie Skillbaum skills, in full": "Alle Skills im Skillbaum Wassermagie, vollständig", "All bonuses": "Alle Boni", "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "Alle Buff-/Debuff-/Trait-Effekte: FloatValues, Dauern, Stapelung, Sichtbarkeit.", "All item drop rates reduced by 50%": "Alle Drop-Chancen für Items um 50% verringert", "All of a sudden, you realize that something is watching you.": "Plötzlich merkst du, dass dich etwas beobachtet.", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meani": "Plötzlich merkst du, dass dich etwas beobachtet. Nachdem du in deiner Umgebung nichts findest, hebst du langsam den Kopf und blickst zum Himmel. Über dir ziehen sich die Wolken zu einer seltsamen, bedeu", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.": "Plötzlich merkst du, dass dich etwas beobachtet. Nachdem du in deiner Umgebung nichts findest, hebst du langsam den Kopf und blickst zum Himmel. Über dir ziehen sich die Wolken zu einer seltsamen, bedeutungsvollen Form zusammen. Sie wirkt fast lebendig und trägt ein eigentümliches Lächeln, als besäße sie einen eigenen Willen. \"Ist diese Welt von Leid erfüllt... oder von Lust?\" Von ihrer Gegenwart überwältigt, kannst du dich nicht rühren. \"Oder vielleicht... von Gier?\" Instinktiv wählst du deine Antwort.", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.": "Ein unangenehmer Kampf nur mit Fernkämpfern. Da Verlangsamung angewendet wird, führt unbedachtes Vorstürmen leicht zu gebündeltem Feuer, daher ist eine taktische Schadensverteilung notwendig.", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. - Dungeon Settlers Wiki": "Ein durchweg unangenehmer Fernkampf. Da Verlangsamung angewendet wird, führt unbedachtes Vorstürmen leicht zu konzentriertem Feuer, daher ist eine taktische Schadensverteilung notwendig. - Dungeon Settlers Wiki", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. map": "Ein reiner Fernkampf, und zwar ein schmutziger. Da Verlangsamung angewendet wird, führt unbedachtes Vorstürmen leicht zu konzentriertem Feuer, weshalb eine taktische Schadensverteilung notwendig ist. Karte", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "Ein durchweg unangenehmer Fernkampf. Da Verlangsamung angewendet wird, führt unbedachtes Vorstürmen leicht zu konzentriertem Feuer, daher ist taktisch...", "All research": "Alle Forschung", "All skills with values, by weapon/magic tree": "Alle Skills mit Werten, nach Waffen-/Magiebaum", "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "Alle Skills: FloatValues, Abklingzeiten, Reichweiten, Beschwörungen (CreatureKey).", "All tables combined into one JSON object (convenience download).": "Alle Tabellen in einem JSON-Objekt zusammengefasst (Download zur Bequemlichkeit).", "All trees": "Alle Skillbäume", "All units/monsters: stats, skills, traits, drops, movement/vision.": "Alle Einheiten/Monster: Werte, Skills, Traits, Drops, Bewegung/Sicht.", "All used up (level": "Alles aufgebraucht (Stufe", "All {#} edible items in build {#} - {#} obtainable, {#} gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "Alle {#} essbaren Items in Build {#} - {#} erhältlich, {#} gesperrt/unveröffentlicht. Hunger ist der Wert, der beim Essen wiederhergestellt wird; Stimmung ist die Stimmungsänderung beim Essen und Dauer gibt an, wie lange dieser Effekt anhält. Klicke auf Spaltenköpfe zum Sortieren, auf Chips zum Filtern.", "Ally": "Verbündeter", "Alpha Acid Slogel Exclusive Room 1 map": "Alpha Acid Slogel Exclusive Room 1 Karte", "Alpha Acid Slogel has been renamed to": "Alpha Acid Slogel wurde umbenannt zu", "Alraune (resource node)": "Alraune (Ressourcenknoten)", "Alraune (resource node) - Dungeon Settlers Wiki": "Alraune (Ressourcenknoten) - Dungeon Settlers Wiki", "Alraune icon": "Alraune-Symbol", "Alraune range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Alraune, dargestellt in einem Dungeonraum", "Already at breakdown": "Bereits am Zusammenbruch", "Already calm": "Bereits ruhig", "Also applies 1 Burning for 5 s (15 flat damage per application, 3/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "Wendet außerdem 1 Brennen für 5 s an (15 fester Schaden pro Anwendung, 3/Stapel/s). Schaden über Zeit ist fest und ignoriert Resistenz und die obige Stufenskalierung.", "Also applies 2 Bleeding for 10 s (100 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "Wendet außerdem 2 Blutung für 10 s an (100 fester Schaden pro Anwendung, 5/Stapel/s). Schaden über Zeit ist fest und ignoriert Resistenz und die obige Stufenskalierung.", "Also applies 3 Bleeding for 6 s (90 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "Wendet außerdem 3 Blutung für 6 s an (90 fester Schaden pro Anwendung, 5/Stapel/s). Schaden über Zeit ist fest und ignoriert Resistenz und die obige Stufenskalierung.", "Also part of scenario starting kits:": "Ebenfalls Teil von Szenario-Startausrüstungen:", "Also triggers on use:": "Löst bei Verwendung außerdem aus:", "Also:": "Außerdem:", "Alt pins this tooltip": "Alt heftet diesen Tooltip an", "Alte Schmuckschatulle icon": "Alte Schmuckschatulle Symbol", "Alter Drachenkrallenkrieger icon": "Alter Drachenkrallenkrieger Symbol", "Always": "Immer", "Always active once learned (a permanent passive, no duration):": "Nach dem Erlernen immer aktiv (ein permanenter Passiver Skill, keine Dauer):", "Am Boden geschlafen icon": "Am Boden geschlafen Symbol", "Ambience": "Ambiente", "Ambience (12)": "Ambiente (12)", "Ambitionen des stellvertretenden Kommandanten - Echsenmensch icon": "Ambitionen des stellvertretenden Kommandanten - Echsenmensch Symbol", "Ambitionen des stellvertretenden Kommandanten - Elf icon": "Ambitionen des stellvertretenden Kommandanten - Elf Symbol", "Ambitionen des stellvertretenden Kommandanten - Lykan icon": "Ambitionen des stellvertretenden Kommandanten - Lykan Symbol", "Ambitionen des stellvertretenden Kommandanten - Mensch icon": "Ambitionen des stellvertretenden Kommandanten - Mensch Symbol", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up the...": "Unter lautem Gemurmel kommen die Expeditionsmitglieder zu dir. Einer von ihnen tritt vor, als hätte er sich ent...", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our l": "Unter lautem Gemurmel kommen die Expeditionsmitglieder zu dir. Einer von ihnen tritt vor, als hätte er sich entschieden. \"Wir halten das nicht länger aus. Wir setzen unser L", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\" {0} shouts in an agitated voice. A mixture of exhaustion and anger is written across their face. \"That's right! We can't take this anymore!\" The other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon, {0}'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop {0}, everyone waits for your response.": "Unter lautem Gemurmel kommen die Expeditionsmitglieder zu dir. Einer von ihnen tritt vor, als hätte er sich entschieden. \"Wir halten das nicht länger aus. Wir setzen unser Leben aufs Spiel, und trotzdem ist das Essen furchtbar und wir haben kaum Zeit zum Ausruhen!\" ruft {0} mit erregter Stimme. Im Gesicht steht eine Mischung aus Erschöpfung und Wut. \"Genau! Wir halten das nicht länger aus!\" Die anderen Mitglieder murren und stimmen eifrig zu. Ihre Gesichter sind von äußerster Müdigkeit und Wut erfüllt. Bald wird die Stimme von {0}, die eine Beschwerde nach der anderen hervorbringt, immer hitziger und steigert die Spannung im Raum. Alle sind erschöpft, und die Lage sieht bedenklich instabil aus. Als du schließlich die Hand hebst, um {0} zu stoppen, warten alle auf deine Antwort.", "Amid the disaster created by its own creation,": "Mitten in der Katastrophe, die seine eigene Schöpfung angerichtet hat,", "Ammo for": "Munition für", "Among": "Unter", "Amount": "Menge", "Amount suffix": "Mengen-Suffix", "Amounts shown are the Hard baseline.": "Die angezeigten Mengen sind der Basiswert für Schwer.", "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f...": "Ein Alchemist, der sich gut mit Insekten auskennt. Seine Identität ist so geheimnisvoll wie die rätselhafte Maske, die sein G...", "An archer belonging to the guild.": "Ein Bogenschütze, der der Gilde angehört.", "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "Eine vorgegebene Kampfkonstante (+10% Trefferchance und +5% Kritische Trefferchance pro Einheit, die ein Ziel umgibt), die in den Spieldaten DEFINIERT, in diesem Build aber nicht im Kampfcode verdrahtet ist und daher derzeit auf niemanden wirkt. Wenn die Entwickler sie aktivieren, würde sie ab der ersten umgebenden Einheit symmetrisch gelten (für und gegen dich, da die Kampfauflösung fraktionsunabhängig ist).", "An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').": "Eine zukünftige Region in einem frühen Stadium. Es existieren nur 4 Räume der sicheren Etage (Eingang, Portal, Korridor und ein Platz für einen Chain Knight Sentinel auf der sicheren Etage); es gibt noch keine Kampfetagen, echten Monster oder Beute. Die Geschichte verbindet sie mit dem Forgotten Abyss ('In den Tiefen der verlassenen Mine liegt der Forgotten Abyss').", "An enemy with": "Ein Gegner mit", "An enemy-free staging area (floor index -1) generated at the start of an expedition": "Ein gegnerfreier Sammelbereich (Etagenindex -1), der zu Beginn einer Expedition erzeugt wird", "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.": "Ein gegnerfreier Sammelbereich (Etagenindex -1: Eingang, Korridor, Portal), der zu Beginn einer Expedition erzeugt wird und über die Option Sichere Etage überspringen entfällt. Regeln je Region: Veil of Silence und das Tutorial erhalten nie eine, Abandoned Mine erzwingt eine (Überspringen deaktiviert), und die von Festering Burrow ist das Gedenklager des Giant Stone Golem.", "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "Eine Zutat, die mit 3 angegeben ist, kostet 1 auf Einfach, 2 auf Normal und 3 auf Schwer / Sehr schwer / Verheerung.", "An insect-research loop: inspect a creature in the field, then report back to": "Eine Reihe zur Insektenforschung: untersuche ein Wesen im Feld und berichte dann an", "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.": "Ein internes Etagen-Layout-Thema, das der Dungeon-Generator verwendet; keine von Spielern besuchte Expeditionsregion und kein RegionName in der Raumtabelle.", "An iron-containing ore that can be processed into metal.": "Ein eisenhaltiges Erz, das zu Metall verarbeitet werden kann.", "An odd quest-order note": "Eine seltsame Notiz zur Aufgabenreihenfolge", "An officer belonging to the guild.": "Ein Offizier, der der Gilde angehört.", "An unseen force drains {0}'s l...": "Eine unsichtbare Kraft entzieht {0} L...", "An upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:": "Eine verärgert wirkende Jägerin, die auch Händlerin ist - und am Ende ihrer Questreihe eine Rekrutin. Die Schritte in der Reihenfolge:", "And you are": "Und du bist", "Anfeuerndes Heulen icon": "Anfeuerndes Heulen Symbol", "Anfeuerndes Heulen range and area on a dungeon room": "Reichweite und Bereich von Anfeuerndes Heulen in einem Dungeonraum", "Anfeuerndes Heulen range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Anfeuerndes Heulen, dargestellt in einem Dungeonraum", "Angriff icon": "Angriff-Symbol", "Angriff range and area on a dungeon room": "Reichweite und Wirkungsbereich von Angriff in einem Dungeonraum", "Angriff range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Angriff, dargestellt in einem Dungeonraum", "Angriffsgeschwindigkeit icon": "Angriffsgeschwindigkeit-Icon", "Angriffsgeschwindigkeitstrank icon": "Angriffsgeschwindigkeitstrank-Icon", "Animations": "Animationen", "Animations - Dungeon Settlers Wiki": "Animationen - Dungeon Settlers Wiki", "Annihilation": "Vernichtung", "Anomaly": "Anomalie", "Ansturm icon": "Ansturm-Symbol", "Ansturm von Ältester Gloth range and area on a dungeon room": "Reichweite und Wirkungsbereich von Ansturm von Ältester Gloth in einem Dungeonraum", "Ansturm von Ältester Gloth range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Ansturm von Ältester Gloth in einem Dungeonraum", "Ansturmskunst icon": "Ansturmskunst-Icon", "Any": "Beliebig", "Appear %": "Erscheinen %", "Appears in rooms": "Erscheint in Räumen", "Appears on": "Erscheint auf", "Appears on recruits from clan rank": "Erscheint bei Rekruten ab Clanrang", "Appears when you interact with": "Erscheint, wenn du interagierst mit", "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "Erscheint, wenn du mit {#} interagierst (die Interaktion beschwört diese Statue und Monster).", "Append": "Anhängen", "Appendix: clan name pool": "Anhang: Clan-Namenspool", "Appli...": "Wend...", "Applied and maintained by the per-tick status system": "Wird vom Status-System pro Tick angewendet und aufrechterhalten", "Applied automatically by a game system.": "Wird automatisch von einem Spielsystem angewendet.", "Applied by a campaign event": "Wird durch ein Kampagnenereignis angewendet", "Applied by lethal conditions": "Wird durch tödliche Zustände angewendet", "Applied by specific campaign or dungeon events.": "Wird von bestimmten Kampagnen- oder Dungeonereignissen angewendet.", "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "Wird vom Stimmungssystem angewendet - spiegelt die Lebensbedingungen, Aufgaben und Ereignisse der Einheit wider.", "Applied effects": "Angewandte Effekte", "Applied in the expedition results summary": "Wird in der Übersicht der Expeditionsergebnisse angewendet", "Applied when a companion is lost": "Wird angewendet, wenn ein Begleiter verloren geht", "Applied when a unit is released": "Wird angewendet, wenn eine Einheit entlassen wird", "Applied while sitting on furniture": "Wird angewendet, während die Einheit auf Möbeln sitzt", "Applies": "Verleiht", "Applies 1 Burning =": "Wendet 1 Brennen an =", "Applies 2 Burning =": "Wendet 2 Brennen an =", "Applies 3 Bleeding =": "Wendet 3 Blutung an =", "Applies Provokation to the target for {0} seconds when using single target melee skills.": "Wendet Provokation für {0} Sekunden auf das Ziel an, wenn Nahkampfskills mit Einzelziel eingesetzt werden.", "Applies Provokation to the target for {0} seconds when using single-target melee skills.": "Wendet Provokation für {0} Sekunden auf das Ziel an, wenn Nahkampfskills mit Einzelziel eingesetzt werden.", "Applies [": "Verleiht [", "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "Wendet zusätzlich 'Qualität des zum Ausruhen genutzten Gebäudes' * {0}% auf die Menge der Wundenverringerung aus UnitStatusSystem_RestWoundDecreasePercentage an.", "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "Wendet zusätzlich 'Qualität des zum Ausruhen genutzten Gebäudes' * {0}% auf die Menge der Gesundheitswiederherstellung aus UnitStatusSystem_NaturalHealthPointRestorePercentage an.", "Applies to": "Gilt für", "Applies to nothing": "Gilt für nichts", "Applies {#} {#} =": "Wendet {#} {#} an =", "Apply worst-case env debuffs": "Ungünstigste Umgebungs-Debuffs anwenden", "Arcane": "Arkan", "Archer": "Bogenschütze", "Arcron (M.Atk {#})": "Arcron (Mag. Angriff {#})", "Arcron (P.Atk {#})": "Arcron (Phys. Angriff {#})", "Arcron Feuerstab icon": "Arcron Feuerstab Symbol", "Arcron Schild icon": "Arcron Schild Symbol", "Arcron icon": "Arcron-Symbol", "Arcronaxt icon": "Arcronaxt-Symbol", "Arcronbogen icon": "Arcronbogen-Symbol", "Arcrondolch icon": "Arcrondolch-Symbol", "Arcronhelm icon": "Arcronhelm-Symbol", "Arcronpfeil icon": "Arcronpfeil-Symbol", "Arcronschwert icon": "Arcronschwert-Symbol", "Arcronspeer icon": "Arcronspeer-Symbol", "Arcronstange icon": "Arcronstange-Symbol", "Arcronstreitkolben icon": "Arcronstreitkolben-Symbol", "Are": "Möchtest", "Are you sure you want to delete": "Möchtest du wirklich löschen", "Are you sure you want to delete save? All": "Möchtest du den Spielstand wirklich löschen? Dein", "Are you sure you want to delete save? All your progress will be deleted!": "Möchtest du den Spielstand wirklich löschen? Dein gesamter Fortschritt wird gelöscht!", "Are you sure you want to go down": "Wirklich hinabsteigen", "Are you sure you want to go down floor?": "Möchtest du wirklich eine Etage nach unten gehen?", "Are you sure you want to unlock": "Wirklich freischalten", "Are you sure you want to unlock Research : {0}?": "Möchtest du Forschung : {0} wirklich freischalten?", "Area": "Bereich", "Area Room": "Bereichsraum", "Area Type": "Bereichstyp", "Area {0} covered by creep from large thornvines": "Bereich {0}, der von der Ausbreitung großer Dornenranken bedeckt wird", "Area {0} covered by creep from small thornvines": "Bereich {0}, der von der Ausbreitung kleiner Dornenranken bedeckt wird", "Aric icon": "Aric-Symbol", "Arkanes Echo icon": "Arkanes Echo Symbol", "Arkanes Echo range and area on a dungeon room": "Reichweite und Bereich von Arkanes Echo in einem Dungeonraum", "Arkanes Echo range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Arkanes Echo, dargestellt in einem Dungeonraum", "Armbrust Skill Eignung icon": "Armbrust Skill Eignung Symbol", "Armor": "Rüstung", "Armor - getting hit": "Rüstung - wenn getroffen", "Armor wear": "Rüstungsverschleiß", "Armor wear = {#} x damage taken, on every worn piece. Guard halves the damage (and the wear); a dodge or miss deals no damage, so it costs nothing.": "Rüstungsabnutzung = {#} x erlittener Schaden, an jedem getragenen Teil. Block halbiert den Schaden (und die Abnutzung); ein Ausweichen oder Fehlschlag verursacht keinen Schaden und kostet daher nichts.", "Armor wear: getting hit": "Rüstungsabnutzung: Treffer erleiden", "Around her are neatly arranged tanned leather and bones. \"Take what you need. Just pay the right price.\"": "Um sie herum liegen ordentlich aufgereiht gegerbtes Leder und Knochen. \"Nimm, was du brauchst. Zahl nur den richtigen Preis.\"", "Arrow for bows:": "Pfeil für Bögen:", "Arrow x1": "Pfeil x1", "Arrow x5": "Pfeil x5", "Arrow ×1": "Pfeil ×1", "Arrow ×3": "Pfeil ×3", "Arrow ×5": "Pfeil ×5", "Artenhass icon": "Artenhass-Symbol", "Artifact": "Artefakt", "As": "Als", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.": "Als Schmied reparierte {0} unzählige zerbrochene Werkzeuge und abgenutzte Waffen. Das Falten und Ausziehen von glühendem Eisen verlangte sowohl Kraft als auch Geduld, und erst nach dutzenden Schlägen auf dieselbe Stelle trat die gewünschte Form endlich hervor. Doch vor Dingen, die sich nicht so leicht flicken ließen wie erhofft, fehlten oft die Worte.", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...": "Als Schmied reparierte {0} unzählige zerbrochene Werkzeuge und abgenutzte Waffen. Das Falten und Ausziehen von glühendem Eisen verlangte sowohl...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...": "Als Zimmermann sah {0} in der Holzfaser Formen, die noch nicht hervorgetreten waren. Selbst beim Aufrichten eines einzelnen Pfostens ach...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.": "Als Zimmermann sah {0} in der Holzfaser Formen, die noch nicht hervorgetreten waren. Selbst beim Aufrichten eines einzelnen Pfostens galt der Blick dem Weg, den das Gewicht nehmen würde, und es war gut bekannt, dass ein kleiner Spalt ein altes Haus zum Einsturz bringen kann. Doch weil alles gemessen und eingepasst werden wollte, waren die Hände oft langsam, wenn es plötzlich anders kam.", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...": "Als Fuhrmann verbrachte {0} das Leben auf den Straßen zwischen Märkten, Gasthäusern, Kontrollposten und Fähren. Wenn das Pferd müde wurde, d...", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.": "Als Fuhrmann verbrachte {0} das Leben auf den Straßen zwischen Märkten, Gasthäusern, Kontrollposten und Fähren. Wenn das Pferd müde wurde, durfte es ruhen, und wenn eine Radspeiche sich löste, wurde sie am Wegesrand geflickt, damit die Ladung so oder so ihr Ziel erreichte. Mit den Jahren kamen Ankunftszeiten und Restdistanzen zuerst in den Sinn, noch vor den Gesichtern der Menschen.", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...": "Als Kind wurde {0} überall von leisem Geflüster begleitet. Blumen, die ohne Grund verwelkten, und das Kratzen an den Fen...", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratching at windows each night were always blamed on them, and frightened eyes turned away before words could be spoken. As the years passed, they could no longer easily trust even kindness offered to them.": "Als Kind wurde {0} überall von leisem Geflüster begleitet. Blumen, die ohne Grund verwelkten, und das Kratzen an den Fenstern jede Nacht wurden immer diesem Kind angelastet, und verängstigte Blicke wandten sich ab, bevor ein Wort fallen konnte. Mit den Jahren fiel es schwer, selbst freundlichen Gesten noch zu trauen.", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...": "Als Druide lebte {0} tief im Wald und lauschte dem Klang der wechselnden Jahreszeiten. Zu spüren war das Wasser, das unter...", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.": "Als Druide lebte {0} tief im Wald und lauschte dem Klang der wechselnden Jahreszeiten. Zu spüren waren das Wasser, das unter den Wurzeln floss, und die zarte Gegenwart neuer Triebe, die durch die Nacht wuchsen; diese Kraft kam nur dann an die Fingerspitzen, wenn die Natur es zuließ. Doch nach so langer Hingabe an den Rhythmus des Waldes kamen die schnellen Worte und Versprechen der Menschen oft zu spät.", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...": "Als Gärtner wusste {0}, dass kleine Handgriffe der Pflege sich mit der Zeit summieren und die Gestalt eines Waldes verändern können. Selbst beim Schn...", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.": "Als Gärtner wusste {0}, dass kleine Handgriffe der Pflege sich mit der Zeit summieren und die Gestalt eines Waldes verändern können. Selbst beim Schneiden eines einzelnen Zweiges galt der Blick dem Schatten, der bleiben würde, und beim Richten eines Wasserlaufs wurde die umliegende Erde verdichtet, damit sie nicht nachgab. Doch weil das Formen der Dinge gewohnheitsmäßig langsam geschah, kam vor plötzlichen Veränderungen oft ein Zögern.", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...": "Als Nachtwächter übersah {0} niemals einen Schatten, der sich im Dunkeln bewegte. Verregnete Gassen und die Rückseiten von Lag...", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.": "Als Nachtwächter übersah {0} niemals einen Schatten, der sich im Dunkeln bewegte. Verregnete Gassen und die Rückseiten von Lagerhäusern wurden durchsucht, um Anzeichen zu erkennen, bevor Ärger entstand, und nicht erst danach. Doch nach so vielen langen Nächten allein auf Wache fiel es oft schwer, an Gesprächen an helleren Orten teilzunehmen.", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...": "Als adliger Abenteurer wusste {0} gut, dass Reichtum und Name Türen öffnen. Edle Pferde, solide Ausrüstung und sorgfält...", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.": "Als adliger Abenteurer wusste {0} gut, dass Reichtum und Name Türen öffnen. Edle Pferde, solide Ausrüstung und sorgfältig verfasste Empfehlungsschreiben öffneten viele Tore, doch gegen raues Wetter und zerstörte Wege half das wenig. In solchen Momenten war zum ersten Mal zu spüren, dass die eigene Kraft auf die Probe gestellt wurde.", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...": "Als Späher lernte {0}, zu gehen, ohne Spuren zu hinterlassen. Im Dunkeln wurde sogar das Geräusch des eigenen Atems ged...", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.": "Als Späher lernte {0}, zu gehen, ohne Spuren zu hinterlassen. Im Dunkeln wurde sogar das Geräusch des eigenen Atems gedämpft, und wenn feindliche Lichter auftauchten, wurde erst der Rückweg geprüft, bevor es weiterging. Das ersparte viele Gefahren, verhinderte aber auch, jemandem jemals wirklich nahe zu kommen.", "As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).": "Als zweite Sperre behandelt die Demo-Binärdatei Region 1 als Sonderfall: selbst ein abgeschlossener Veil of Silence öffnet Festering Burrow nicht (die Freischaltschleife, die Liste der verfügbaren Regionen und die Prüfung der Regionsanfrage enthalten alle fest verdrahtete Ausnahmen für Region 1).", "As a squire sworn to a liege, {0} followed": "Als Knappe, der einem Lehnsherrn verpflichtet war, folgte {0}", "As a squire sworn to a liege, {0} followed like a": "Als Knappe, der einem Lehnsherrn verpflichtet war, folgte {0} wie ein", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi": "Als Knappe, der einem Lehnsherrn verpflichtet war, folgte {0} wie ein Schatten und wurde zum Schild, der das Überleben in unzähligen Schlachten sicherte. Doch im Innern wuchs eine Frage - ob die Rolle des Knap", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a quest...": "Als Knappe, der einem Lehnsherrn verpflichtet war, folgte {0} dem Ritter wie ein Schatten und überlebte als sein Schild unzählige Schlachten. Doch im Innern wuchs eine Fra...", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain": "Als Knappe, der einem Lehnsherrn verpflichtet war, folgte {0} dem Ritter wie ein Schatten und überlebte als sein Schild unzählige Schlachten. Doch tief im Innern wuchs eine Frage: würde man ewig", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain...": "Als Knappe, der einem Lehnsherrn verpflichtet war, folgte {0} dem Ritter wie ein Schatten und überlebte als sein Schild unzählige Schlachten. Doch tief im Innern wuchs eine Frage: würde man ewig...", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore do...": "Als Okkultist wusste {0}, dass jedes Geheimnis seinen Preis hat. Mit jedem Studium namenloser Riten und alter Symbole nutzte sich der Geist ein w...", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps": "Als Okkultist wusste {0}, dass jedes Geheimnis seinen Preis hat. Mit jedem Studium namenloser Riten und alter Symbole nutzte sich der Geist ein wenig mehr ab, doch die Schritte", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps...": "Als Okkultist wusste {0}, dass jedes Geheimnis seinen Preis hat. Mit jedem Studium namenloser Riten und alter Symbole nutzte sich der Geist ein wenig mehr ab, doch die Schritte...", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...": "Als Okkultist wusste {0}, dass jedes Geheimnis seinen Preis hat. Mit jedem Studium namenloser Riten und alter Symbole nutzte sich der Geist ein wenig mehr ab,...", "As the": "Während der", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak.": "Als es für einen Moment ruhig um dich wird, atmest du tief ein und beginnst zu sprechen.", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak. \"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\" At your words, the expressions of the expedition members begin to change. Even {0} starts to show hints of understanding and sympathy. \"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\" \"Understood, commander. I can see your sincerity. We'll hold on a little longer.\" Alongside {0}, the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.": "Als es für einen Moment ruhig um dich wird, atmest du tief ein und beginnst zu sprechen. \"Ich weiß sehr wohl, wie hart ihr alle gekämpft habt und wie viele Nöte wir gemeinsam überstanden haben. Wir stehen an einem entscheidenden Punkt. Wenn wir diese Prüfung durchhalten, erwarten uns vielleicht größere Belohnungen und eine bessere Zukunft.\" Bei deinen Worten beginnen sich die Mienen der Expeditionsmitglieder zu verändern. Selbst {0} zeigt erste Anzeichen von Verständnis und Mitgefühl. \"Die Ressourcen sind derzeit knapp, doch diese Notlage geht bald vorüber. Bis dahin bitte ich euch, noch etwas länger durchzuhalten und mir eure Kraft zu leihen.\" \"Verstanden, Kommandant. Ich sehe deine Aufrichtigkeit. Wir halten noch ein wenig länger durch.\" Gemeinsam mit {0} nicken auch die anderen Expeditionsmitglieder zustimmend. Auch wenn die Lage weiterhin hart bleibt, entfachen deine aufrichtigen Worte ihre Entschlossenheit neu.", "As though something unseen is fo...": "Als würde etwas Unsichtbares ge...", "As you": "Während du", "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "Als du näher kommst, blättert Xenon ohne besondere Reaktion durch sein Notizbuch und setzt dann nach einem Moment zum Sprechen an....", "As you approach, she briefly stops maintaining her equipment and looks toward you. She no longer mocks you as openly as before, though she still does not seem fully at ease. \"You l": "Als du näher kommst, hält sie kurz mit der Pflege ihrer Ausrüstung inne und sieht zu dir. Sie spottet nicht mehr so offen wie früher, wirkt aber noch nicht ganz gelassen. \"Du s", "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "Als du die Untersuchungsunterlagen überreichst, überfliegt Xenon sie schnell. Nach einem Moment der Stille greift er sich mit...", "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents. \"Oh... what a re...": "Als du die Untersuchungsergebnisse überreichst, öffnet Xenon schweigend sein Notizbuch und überfliegt den Inhalt. \"Oh... was für ein...", "As you hand over the survey results, he silently opens his notebook and skims through the contents. After a moment of s...": "Als du die Untersuchungsergebnisse überreichst, öffnet er schweigend sein Notizbuch und überfliegt den Inhalt. Nach einem Moment der S...", "As you nod, he looks back at the acid insect without any particular interest. He mutters to himself as he watches the a...": "Als du nickst, blickt er ohne besonderes Interesse zurück zum Säureinsekt. Er murmelt vor sich hin, während er das S...", "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly. \"...it's over.\" After lookin...": "Als du die Ergebnisse der Jagd überbringst, schließt sie langsam die Augen und atmet bald leise aus. \"...es ist vorbei.\" Nachdem sie...", "As {0} begins the ritual, the patterns carved into the floor flare crimson.": "Als {0} das Ritual beginnt, leuchten die in den Boden geritzten Muster purpurrot auf.", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Graaagh!!\" An unseen force drains {0}'s life as though wringing the blood from their body. The fresh blood spilling across the floor gathers at the center of the ritual circle, soaking the mana stones and filling them with an ominous crimson energy.": "Als {0} das Ritual beginnt, leuchten die in den Boden geritzten Muster purpurrot auf. \"Graaagh!!\" Eine unsichtbare Kraft entzieht {0} das Leben, als würde sie das Blut aus dem Körper pressen. Das frische Blut, das sich über den Boden verteilt, sammelt sich in der Mitte des Ritualkreises, durchtränkt die Manasteine und erfüllt sie mit einer unheilvollen purpurroten Energie.", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Ngh...!\" As though something unseen is forcibly draining {0}'s life force, {0} clutches their chest and trembles in agony, barely managing to endure. But nothing happens.": "Als {0} das Ritual beginnt, leuchten die in den Boden geritzten Muster purpurrot auf. \"Ngh...!\" Als würde etwas Unsichtbares {0} gewaltsam die Lebenskraft entziehen, greift sich {0} an die Brust und zittert vor Schmerz, hält es aber gerade noch aus. Doch nichts geschieht.", "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "Während {0} mehrere Stücke aus der Kreatur reißt, hallt ein schriller Schrei durch die Luft.", "Asche des Trostes icon": "Asche des Trostes Symbol", "Ash Of Solace icon": "Ash Of Solace Symbol", "Asks how many hours a day is divided into (day tick = this value * hour tick)": "Legt fest, in wie viele Stunden ein Tag geteilt wird (Tages-Tick = dieser Wert * Stunden-Tick)", "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "Legt fest, in wie viele Minuten eine Stunde geteilt wird (Minuten-Tick = Stunden-Tick / dieser Wert)", "Assembled 1 of {#} authored layouts - rooms follow the authored graph positions": "1 von {#} vorgegebenen Layouts zusammengesetzt - die Räume folgen den vorgegebenen Graphpositionen", "At": "Bei", "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "Bei 120 Gesundheit oder weniger tötet der nächste Treffer, der Schaden verursacht - selbst 1 Schaden, ein Blutungs-Tick oder eine Reflexion - es sofort.", "At baseline (no bonus, no malus)": "Auf Grundniveau (kein Bonus, kein Malus)", "At cap": "Am Maximum", "At each level-up you are shown": "Bei jedem Stufenaufstieg werden dir", "At every level-up you pick an inscription from 5 choices -": "Bei jedem Stufenaufstieg wählst du eine Inschrift aus 5 Möglichkeiten -", "At midnight (00:00)": "Um Mitternacht (00:00)", "At night, vision is reduced by": "Nachts wird die Sichtweite verringert um", "At normal (1x) speed the clock advances about 60 ticks per real second, which means": "Bei normaler Geschwindigkeit (1x) läuft die Uhr etwa 60 Ticks pro echter Sekunde weiter, was bedeutet", "At once, you and the...": "Sogleich werden du und die...", "At the": "Am", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...": "Am Rand des Dorfes half {0} bei Begräbnissen und gewöhnte sich daran, den Toten das Gesicht zu wischen und abgetragene Kleidung zu ri...", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.": "Am Rand des Dorfes half {0} bei Begräbnissen und gewöhnte sich daran, den Toten das Gesicht zu wischen und abgetragene Kleidung zu richten. Selbst an Orten voller Tränen und Groll zitterten die Hände nie, und jedes Mal, wenn die Schaufel das Grab mit Erde bedeckte, wurde still den Hinterbliebenen zugehört. Vielleicht deshalb fiel das Lachen in fröhlicher Gesellschaft schwer.", "At the start of combat,": "Zu Kampfbeginn,", "At your answer, the entity ripples gently and whispers as though smiling.": "Auf deine Antwort kräuselt sich die Entität sanft und flüstert, als würde sie lächeln.", "At your answer, the entity ripples gently and whispers as though smiling. \"Then... may the wave enfold you.\" In that instant, a transparent current washes over you and the expedition members. It is not a violent force, but a warmth like a gentle embrace sinks deep into your bodies. When you come to your senses, the entity has already vanished.": "Auf deine Antwort kräuselt sich die Entität sanft und flüstert, als würde sie lächeln. \"Dann... möge die Welle dich umschließen.\" In diesem Moment überströmt eine durchsichtige Strömung dich und die Expeditionsmitglieder. Es ist keine gewaltsame Kraft, sondern eine Wärme wie eine sanfte Umarmung, die tief in eure Körper sinkt. Als du wieder zu Sinnen kommst, ist die Entität bereits verschwunden.", "At your answer, the entity seems to smile with satisfaction.": "Auf deine Antwort scheint die Entität zufrieden zu lächeln.", "At your answer, the entity seems to smile with satisfaction. \"Good... Life must bloom by its own power.\" In that instant, warm life energy envelops you and the expedition members. Gentle warmth seeps into every wound, and you feel your withered vitality slowly returning. When you come to your senses, the entity has already vanished.": "Auf deine Antwort scheint die Entität zufrieden zu lächeln. \"Gut... Leben muss aus eigener Kraft erblühen.\" In diesem Moment umhüllt warme Lebensenergie dich und die Expeditionsmitglieder. Sanfte Wärme sickert in jede Wunde, und du fühlst, wie deine verdorrte Lebenskraft langsam zurückkehrt. Als du wieder zu Sinnen kommst, ist die Entität bereits verschwunden.", "At your answer, the entity surges violently and cries out in a voice like roaring flame.": "Auf deine Antwort wogt die Entität heftig auf und ruft mit einer Stimme wie tosende Flammen.", "At your answer, the entity surges violently and cries out in a voice like roaring flame. \"Good... Burn everything!\" In that instant, small flames spring to life across your body and those of the expedition members. Strangely, the fire does not burn your flesh, yet it flickers ceaselessly as though eager to spread to everything nearby. When you come to your senses, the entity has already vanished.": "Auf deine Antwort wogt die Entität heftig auf und ruft mit einer Stimme wie tosende Flammen. \"Gut... Verbrenne alles!\" In diesem Moment entzünden sich kleine Flammen auf deinem Körper und auf denen der Expeditionsmitglieder. Seltsamerweise verbrennt das Feuer dein Fleisch nicht, doch es flackert unaufhörlich, als wolle es auf alles in der Nähe übergreifen. Als du wieder zu Sinnen kommst, ist die Entität bereits verschwunden.", "At your answer, the thing claps with delight and cries out.": "Auf deine Antwort klatscht das Wesen begeistert in die Hände und ruft aus.", "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.": "Auf deine Antwort klatscht das Wesen begeistert in die Hände und ruft aus. \"Hahaha! Doch die Gier selbst kennt kein Ende!\" Münzen beginnen vom Himmel zu regnen, und gemeinsam mit den Expeditionsmitgliedern sammelst du sie hektisch ein. Als du wieder zu Sinnen kommst, ist es bereits verschwunden.", "At your answer, the thing cries out in delight.": "Auf deine Antwort schreit das Wesen voller Entzücken auf.", "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.": "Auf deine Antwort schreit das Wesen voller Entzücken auf. \"Ahhh... dann sollst du von Lust erfüllt werden!\" Sogleich reißt eine Welle überwältigender Ekstase dich und die Expeditionsmitglieder mit. Als du wieder zu Sinnen kommst, ist es bereits verschwunden.", "At your answer, the thing writhes violently before roaring in fury.": "Auf deine Antwort windet sich das Wesen heftig und brüllt dann voller Wut.", "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.": "Auf deine Antwort windet sich das Wesen heftig und brüllt dann voller Wut. \"Dann soll das Leid dein Begleiter sein!\" Im nächsten Moment bricht unerträgliche Qual über dich und die Expeditionsmitglieder herein, als würden Körper und Seele zugleich zerrissen. Als du wieder zu Sinnen kommst, ist es bereits verschwunden.", "Atk Spd": "Angr.-Gesch.", "Atk spd": "Angr.-Gesch.", "Attack 2": "Angriff 2", "Attack Speed Per Modifier -30, Physical Resistance +8, Guard Chance +10 to Attack Speed Per Modifier -30, Physical Resistance +8, Guard Chance +10.": "Angriffsgeschwindigkeit pro Modifikator -30, Physische Resistenz +8, Blockchance +10 zu Angriffsgeschwindigkeit pro Modifikator -30, Physische Resistenz +8, Blockchance +10.", "Attack skills - hover an icon for its reach and area on a dungeon room": "Angriffsskills - fahre über ein Symbol, um Reichweite und Wirkungsbereich in einem Dungeonraum zu sehen", "Attack speed": "Angriffsgeschwindigkeit", "Attack type (melee vs ranged)": "Angriffsart (Nahkampf vs. Fernkampf)", "Attacked": "Angegriffen", "Attacked (variant)": "Angegriffen (Variante)", "Attacks": "Angriffe", "Attacks & patterns": "Angriffe & Muster", "Attacks the weakest enemy.": "Greift den schwächsten Gegner an.", "Auferstehung icon": "Auferstehung-Symbol", "Auferstehung range and area on a dungeon room": "Reichweite und Bereich von Auferstehung in einem Dungeonraum", "Auferstehung range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Auferstehung, dargestellt in einem Dungeonraum", "Aufteilung icon": "Aufteilung-Symbol", "Augapfel icon": "Augapfel-Symbol", "Augapfel-Seelenstein icon": "Augapfel-Seelenstein Symbol", "Aura des Lebensbaums icon": "Aura des Lebensbaums Symbol", "Aura des Portals icon": "Aura des Portals Symbol", "Aura des seltsamen Saatkorns icon": "Aura des seltsamen Saatkorns Symbol", "Ausbreitende Flamme icon": "Ausbreitende Flamme Symbol", "Ausweichchance icon": "Ausweichchance-Symbol", "Ausweichtrank einnehmen icon": "Ausweichtrank einnehmen Symbol", "Authored": "Verfasst", "Authored but not yet obtainable (future special recruits)": "Angelegt, aber noch nicht erhältlich (zukünftige Spezialrekruten)", "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "Vorgegebene Konstante ohne Verwendung in diesem Build - hier als mögliche Mechanik dokumentiert, nicht als aktive.", "Auto (until the event)": "Automatisch (bis zum Ereignis)", "Auto PickUp in Dungeon": "Automatisches Aufsammeln im Dungeon", "Auto Save Interval (Only in Settlement)": "Intervall für automatisches Speichern (nur in der Siedlung)", "Automatically uses skills on enemies when": "Setzt Skills automatisch gegen Gegner ein, wenn", "Automatically uses skills on enemies when Energie is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "Nutzt automatisch Skills gegen Gegner, wenn Energie über einem bestimmten Schwellenwert liegt. Rechtsklicke eine Skill im Schnellslot des 'Befehlsfelds', um für jede Skill einzeln festzulegen, ob sie auto", "Automatically uses skills on enemies when Energie is above a certain threshold. Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "Nutzt automatisch Skills gegen Gegner, wenn Energie über einem bestimmten Schwellenwert liegt. Rechtsklicke eine Skill im Schnellslot des 'Befehlsfelds', um für jede Skill einzeln festzulegen, ob sie auto", "Automatically uses skills on enemies when [": "Nutzt automatisch Skills gegen Gegner, wenn [", "Automatically uses skills on enemies when [STATUS_Energy] is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used automa...": "Nutzt automatisch Skills gegen Gegner, wenn [STATUS_Energy] über einem bestimmten Schwellenwert liegt. Rechtsklicke eine Skill im Schnellslot des 'Befehlsfelds', um für jede Skill einzeln festzulegen, ob sie automa...", "Autosave the current character and start a new one": "Aktuellen Charakter automatisch speichern und einen neuen beginnen", "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "Diesen Charakter automatisch speichern und einen neuen beginnen. Nichts geht verloren - du kannst jederzeit über die Liste unten oder die Einheitenleiste zurückwechseln.", "Autosaves as you edit (name it first)": "Speichert automatisch, während du bearbeitest (gib ihm zuerst einen Namen)", "Auxiliary skill tree": "Hilfs-Skillbaum", "Availability": "Verfügbarkeit", "Available cap in current build": "Verfügbare Obergrenze im aktuellen Build", "Available localization languages.": "Verfügbare Lokalisierungssprachen.", "Available phases": "Verfügbare Phasen", "Average": "Durchschnittlich", "Average damage one cast lands on a single target for the caster chosen in 'Cast by', with critical chance folded in. Against a chosen Target it is mitigated by that monster's resistance and shown as a % of its HP (red + skull = lethal). This is the ranking metric.": "Durchschnittlicher Schaden, den ein Wirken an einem einzelnen Ziel für den unter 'Cast by' gewählten Anwender anrichtet, kritische Trefferchance eingerechnet. Gegen ein gewähltes Ziel wird er durch die Resistenz dieses Monsters gemindert und als % seiner Gesundheit angezeigt (rot + Totenkopf = tödlich). Das ist der Wert für die Rangliste.", "Average damage one use of this attack lands on the target set in '{#}' (crit folded in, mitigated by that target's resistances) at the selected Difficulty, and the % of the target's HP it removes. Red + skull = lethal (>=100%), orange >=50%, green <10%. This is the ranking metric.": "Durchschnittlicher Schaden, den eine Anwendung dieses Angriffs am unter '{#}' gewählten Ziel anrichtet (kritische Treffer eingerechnet, durch die Resistenzen dieses Ziels gemindert), beim gewählten Schwierigkeitsgrad, sowie der Anteil der Gesundheit des Ziels in %, der dabei entfernt wird. Rot + Totenkopf = tödlich (>=100%), orange >=50%, grün <10%. Das ist der Wert für die Rangliste.", "Average mood below -3 sustained -> Growing Discontent event": "Durchschnittliche Stimmung dauerhaft unter -3 -> Ereignis Wachsende Unzufriedenheit", "Avg basic hit (magic staff)": "Durchschn. Standardtreffer (Magiestab)", "Avg basic hit (physical)": "Durchschn. Standardtreffer (physisch)", "Avg hit": "Durchschn. Treffer", "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "Aufmerksamkeitswert, der pro Minute angesammelt wird, während sich eine Spielereinheit in Sichtweite befindet (gilt nur für Gegner)", "Awareness value required before entering combat": "Aufmerksamkeitswert, der vor Kampfbeginn erreicht sein muss", "Axe (items, aptitude, no tree)": "Axt (Items, Eignung, kein Baum)", "Axes": "Äxte", "Axt Skill Eignung icon": "Axt Skill Eignung Symbol", "BUILDING_ScareCrow - hit-receive animation": "BUILDING_ScareCrow - Treffer-Empfangsanimation", "Background / Trait": "Hintergrund / Trait", "Background Music (40)": "Hintergrundmusik (40)", "Background pool": "Hintergrund-Pool", "Backgrounds": "Hintergründe", "Backgrounds (1)": "Hintergründe (1)", "Backgrounds (12)": "Hintergründe (12)", "Backgrounds (16)": "Hintergründe (16)", "Backgrounds (17)": "Hintergründe (17)", "Backgrounds (18)": "Hintergründe (18)", "Backgrounds (2)": "Hintergründe (2)", "Backgrounds (24)": "Hintergründe (24)", "Backgrounds (3)": "Hintergründe (3)", "Backgrounds (4)": "Hintergründe (4)", "Backgrounds (5)": "Hintergründe (5)", "Backgrounds (6)": "Hintergründe (6)", "Backgrounds (8)": "Hintergründe (8)", "Backgrounds ({#})": "Hintergründe ({#})", "Backgrounds - Dungeon Settlers Wiki": "Hintergründe - Dungeon Settlers Wiki", "Backgrounds decide skill-tree access.": "Hintergründe bestimmen den Zugang zu den Skillbäumen.", "Balance Test Lv1": "Balance-Test Lv1", "Balance Test Lv2": "Balance-Test Lv2", "Balance Test Lv3": "Balance-Test Lv3", "Balance Test Lv4": "Balance-Test Lv4", "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects.": "Angriff und Verteidigung sind ausgeglichen, doch Decay Rat und Pale Mammoth stellen auf Werteebene eine Herausforderung dar. Besser, die Sporeninsekten schnell auszuschalten.", "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects. - Dungeon Settlers Wiki": "Ausgewogen in Angriff und Verteidigung, aber Decay Rat und Pale Mammoth stellen eine Herausforderung für die Werte dar. Besser, die Sporeninsekten schnell auszuschalten. - Dungeon Settlers Wiki", "Ball des Wahnsinns icon": "Ball des Wahnsinns Symbol", "Bankettkelch icon": "Bankettkelch Icon", "Baron Blood Tear (vampire baron boss)": "Baron Blutträne (Vampirbaron-Boss)", "Barrier amplifiers": "Barriere-Verstärker", "Barrier does NOT protect equipment": "Barriere schützt die Ausrüstung NICHT", "Barriere icon": "Barriere Icon", "Barriereerneuerung icon": "Barriereerneuerung-Icon", "Barriers.": "Barrieren.", "Base %": "Basis %", "Base Areas": "Basisbereiche", "Base Areas - Dungeon Settlers Wiki": "Basisbereiche - Dungeon Settlers Wiki", "Base Building": "Basenbau", "Base Campsite Bedrolls icon": "Base Campsite Bedrolls Symbol", "Base Campsite Bedrolls range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Base Campsite Bedrolls, dargestellt in einem Dungeonraum", "Base Campsite Camp Fire icon": "Base Campsite Camp Fire Symbol", "Base Campsite Camp Fire range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Base Campsite Camp Fire, dargestellt in einem Dungeonraum", "Base Campsite Deco1 icon": "Base Campsite Deco1 Symbol", "Base Campsite Deco1 range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Base Campsite Deco1, dargestellt in einem Dungeonraum", "Base Campsite Deco2 icon": "Base Campsite Deco2 Symbol", "Base Campsite Deco2 range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Base Campsite Deco2, dargestellt in einem Dungeonraum", "Base Campsite Lesser Guardian Stone icon": "Base Campsite Lesser Guardian Stone Symbol", "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Base Campsite Lesser Guardian Stone, dargestellt in einem Dungeonraum", "Base Campsite Repairstand icon": "Base Campsite Repairstand Symbol", "Base Campsite Repairstand range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Base Campsite Repairstand, dargestellt in einem Dungeonraum", "Base Construction": "Basisbau", "Base critical chance": "Kritische Trefferchance (Basis)", "Base form": "Grundform", "Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.": "Basis ist der feste Startwert vor jedem Primärattribut. Leer = dieses Primärattribut beeinflusst diesen Wert nicht. Die sechs Fähigkeiten außerhalb des Kampfes (Bergbau, Forschung, Kochen...) skalieren jeweils um +0.05 pro Punkt Primärattribut und sind hier nicht aufgeführt.", "Base map": "Basiskarte", "Base probability of producing a 'Fine Work' when 100% is the max.": "Basiswahrscheinlichkeit, eine 'Gute Arbeit' herzustellen, wobei 100% das Maximum ist.", "Base probability of producing a 'Masterpiece' when 100% is the max.": "Basiswahrscheinlichkeit, ein 'Meisterwerk' herzustellen, wobei 100% das Maximum ist.", "Base recruit weight": "Basis-Rekrutierungsgewicht", "Base skill point increase": "Basiszuwachs an Skillpunkten", "Base value of {0} ticks consumed per unit of sleep. If a unit actually sleeps the whole time, this is performed multiple times. Each time one unit passes, it's shown on screen as a Stamina recovery.": "Basiswert von {0} Ticks, die pro Schlafeinheit verbraucht werden. Wenn eine Einheit tatsächlich die ganze Zeit schläft, wird dies mehrmals ausgeführt. Jedes Mal, wenn eine Einheit vergeht, wird es auf dem Bildschirm als Ausdauer-Erholung angezeigt.", "Base-camp area definitions (unlock costs, bounds).": "Definitionen der Basislager-Bereiche (Freischaltkosten, Grenzen).", "Basement": "Keller", "Basic": "Grundlegend", "Basic Alchemy Complete": "Grundlegende Alchemie abgeschlossen", "Basic Cooking Complete": "Grundlegendes Kochen abgeschlossen", "Basic Craft Complete": "Grundlegende Herstellung abgeschlossen", "Basic Dagger Attack": "Dolch-Grundangriff", "Basic Farming Complete": "Grundlegender Ackerbau abgeschlossen", "Basic Monster Cooking Complete": "Grundlegendes Monsterkochen abgeschlossen", "Basic Template": "Basisvorlage", "Basic attack": "Grundlegender Angriff", "Basic attack (": "Standardangriff (", "Basic attack (100%": "Standardangriff (100%", "Basic attack skill": "Basisangriffs-Skill", "Basic attack:": "Grundangriff:", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.4s).": "Grundangriff: keine Abklingzeit, die Wiederverwendung entspricht daher dem Angriffsintervall des Monsters (1 / Angriffsgeschwindigkeit = 1.4s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2.5s).": "Grundlegender Angriff: keine Abklingzeit der Skill, daher entspricht die Wiederverwendung dem Angriffsintervall des Monsters (1 / Angriffsgeschwindigkeit = 2.5s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2s).": "Standardangriff: keine Abklingzeit der Skill, die Wiederverwendung entspricht also dem Angriffsintervall des Monsters (1 / Angriffsgeschwindigkeit = 2s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 3.3s).": "Grundlegender Angriff: keine Abklingzeit der Skill, daher entspricht die Wiederverwendung dem Angriffsintervall des Monsters (1 / Angriffsgeschwindigkeit = 3.3s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 5s).": "Grundangriff: keine Abklingzeit, die Wiederverwendung entspricht daher dem Angriffsintervall des Monsters (1 / Angriffsgeschwindigkeit = 5s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "Standardangriff: keine Abklingzeit der Skill, daher entspricht die Wiederverwendung dem Angriffsintervall des Monsters (1 / Angriffsgeschwindigkeit = {#}s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.4s).": "Standardangriff: keine Abklingzeit der Skill, die Wiederverwendung entspricht also dem Angriffsintervall der Waffe (1 / Angriffsgeschwindigkeit = 1.4s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "Standardangriff: keine Abklingzeit der Skill, die Wiederverwendung entspricht also dem Angriffsintervall der Waffe (1 / Angriffsgeschwindigkeit = 1.5s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "Basisangriff: keine Abklingzeit der Skill, daher entspricht die Wiederverwendung dem Angriffsintervall der Waffe (1 / Angriffsgeschwindigkeit = 1.6s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "Normaler Angriff: keine Abklingzeit der Skill, die Wiederverwendung entspricht also dem Angriffsintervall der Waffe (1 / Angriffsgeschwindigkeit = {#}s).", "Basic attacks deal 100% Magic Attack as magic damage and apply 2 Burning stacks for 10 seconds. (Buff duration: the skill row says 5s, a data slot says 20s - in-game verification pending.)": "Grundangriffe verursachen 100% Magischen Angriffswert als magischen Schaden und wenden 2 Stapel Brennen für 10 Sekunden an. (Buff-Dauer: die Skill-Zeile nennt 5s, ein Datenfeld nennt 20s - die Prüfung im Spiel steht noch aus.)", "Bastion icon": "Bastion-Symbol", "Battle": "Kampf", "Battle 1": "Kampf 1", "Battle 2": "Kampf 2", "Battle Stomp hits all nearby enemies with Disturbance and Dizziness. Both are debuffs, and each application on each enemy is a Guard Barrier trigger, so stomping into a crowd banks a wall of Barrier in one cast while blunting the pack's accuracy. It is a burst, not an engine: the 30s cooldown means you cannot keep it up, so it pairs well as the opener in front of a per-tick source like Fire Cloak, or on a Blunt frontliner who just wants a big periodic shield and some crowd control.": "Battle Stomp trifft alle Gegner in der Nähe mit Disturbance und Dizziness. Beide sind Debuffs, und jede Anwendung auf jeden Gegner löst Guard Barrier aus, sodass ein Stampfen mitten in eine Gruppe mit einem einzigen Wirken eine ganze Wand aus Barriere anlegt und gleichzeitig die Treffsicherheit der Gruppe senkt. Es ist ein Burst, kein Motor: die Abklingzeit von 30s bedeutet, dass du es nicht dauerhaft halten kannst, es passt also gut als Eröffnung vor einer Quelle, die pro Tick wirkt, etwa Fire Cloak, oder auf einem Frontkämpfer mit stumpfer Waffe, der einfach nur einen großen periodischen Schild und etwas Kontrolle über die Gruppe will.", "Battlefields": "Schlachtfelder", "Battlemage exception": "Kampfmagier-Ausnahme", "Bauchbettler icon": "Bauchbettler-Icon", "Bauen icon": "Bauen Icon", "Baufen icon": "Baufen Icon", "Beast": "Bestie", "Beast Faction": "Bestien-Fraktion", "Beast Faction have {0}% more health and": "Einheiten der Bestien-Fraktion haben {0}% mehr Gesundheit und", "Because percent bonuses apply": "Da prozentuale Boni angewendet werden", "Become Fire into Summon (stat lock-in)": "Become Fire in Beschwörung (Werte werden festgeschrieben)", "Become Fire stacks Magic Attack Power on yourself; a summon copies your inflated Magic Attack Power at the instant it is cast and keeps it after the buff fades.": "Become Fire stapelt Magischen Angriffswert auf dir selbst; eine Beschwörung kopiert deinen erhöhten Magischen Angriffswert im Moment des Wirkens und behält ihn auch, nachdem der Buff ausgelaufen ist.", "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "Bienenstockbaum-Überrest - Dungeon Settlers Wiki", "Bee Hive Tree1": "Bienenstockbaum1", "Bee has been renamed to": "Biene wurde umbenannt zu", "Befestigung icon": "Befestigung Icon", "Befiehlt allen Blubberlingen, sofort zur angegebenen Kachel zu rasen, wobei sie 100% von Magischer Angriffswert des Wirkenden als magischen Schaden verursachen und sofort platzen. 1 energy - 20s cooldown Summons: • Bubbleling (300 HP) attacks with Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.": "Befiehlt allen Blubberlingen, sofort zur angegebenen Kachel zu rasen, wobei sie 100% von Magischer Angriffswert des Wirkenden als magischen Schaden verursachen und sofort platzen. 1 Energie - 20s Abklingzeit Beschwörungen: • Bubbleling (300 LP) greift an mit Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.", "Before": "Vorher", "Before a room counts as a given type, the game checks two quality gates (in-game tooltip wording; N is the per-room threshold):": "Bevor ein Raum als bestimmter Typ zählt, prüft das Spiel zwei Qualitätsstufen (Wortlaut aus dem Tooltip im Spiel; N ist der Schwellenwert pro Raum):", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.": "Bevor {0} die Natur anrief, wartete er erst auf ihren Willen. Er las unsichtbare Zeichen in dem Moment, in dem alle Vögel gemeinsam aufstiegen, und in der kurzen Stille, wenn der Wind aussetzte, und borgte sich die Kraft des Waldes nur, wenn sie gebraucht wurde. Mit den Jahren lauschte er dem Zittern der Blätter tiefer als den Worten der Menschen.", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...": "Bevor {0} die Natur anrief, wartete er erst auf ihren Willen. Er las unsichtbare Zeichen in dem Moment, in dem alle Vögel gemeinsam aufstiegen, und...", "Before long, after searching through the...": "Nach kurzer Zeit, nach dem Durchsuchen der...", "Before long, the uncanny drums and...": "Schon bald werden die unheimlichen Trommeln und...", "Begger": "Bettler", "Beginner Guide: Your First Days": "Einsteiger-Guide: Deine ersten Tage", "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "Anfänger-Guide: Deine ersten Tage - Dungeon Settlers Wiki", "Begleiter tot icon": "Begleiter tot Symbol", "Behaglichkeit icon": "Behaglichkeit Icon", "Behandlungserwartung (Stufe 1) icon": "Behandlungserwartung (Stufe 1) Symbol", "Behandlungserwartung (Stufe 2) icon": "Behandlungserwartung (Stufe 2) Symbol", "Behandlungserwartung (Stufe 3) icon": "Behandlungserwartung (Stufe 3) Symbol", "Behandlungserwartung (Stufe 4) icon": "Behandlungserwartung (Stufe 4) Symbol", "Behandlungserwartung (Stufe 5) icon": "Behandlungserwartung (Stufe 5) Symbol", "Behaviors": "Verhaltensweisen", "Behaviour": "Verhalten", "Behaviour & phase triggers": "Verhalten & Phasenauslöser", "Behaviour Options": "Verhaltensoptionen", "Beim Erreichen des maximalen Stapels erhöht sich Kritische Trefferchance um 10%. 10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "Beim Erreichen des maximalen Stapels erhöht sich Kritische Trefferchance um 10%. 10 Gold pro kritischem Treffer, begrenzt auf 2.000 Gold; bei maximalen Stapeln +10% Kritische Trefferchance.", "Beitrittsanfrage icon": "Beitrittsanfrage Icon", "Benchmark monster": "Benchmark-Monster", "Bergbau icon": "Bergbau-Icon", "Bergmann icon": "Bergmann-Icon", "Berserker Skillbaum overview": "Berserker Skillbaum Überblick", "Berserker sub-tree (2 orphan nodes)": "Berserker Unterbaum (2 verwaiste Knoten)", "Beschleunigung icon": "Beschleunigung Icon", "Beschwören : BubbleToad range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Beschwören : BubbleToad in einem Dungeonraum", "Beschwört 1 'Bubblings' am gewählten Ort. Bubblings greifen nahe Gegner an und explodieren beim Tod, wodurch sie nahen Gegnern magischen Schaden in Höhe von 100% von Magischer Angriffswert zufügen und nahen Verbündeten für 30 Sekunden Schild in Höhe von 250% von Magischer Angriffswert gewähren. Eine einzelne Einheit kann gleichzeitig bis zu 2 Bubblings beschwören, und auf einer Karte können bis zu 4 Bubblings existieren. 5 energy - 20s cooldown Effects: • Schild (on allies): Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Summons: • Bubbleling (300 HP) attacks with Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.": "Beschwört 1 'Bubblings' am gewählten Ort. Bubblings greifen nahe Gegner an und explodieren beim Tod, wodurch sie nahen Gegnern magischen Schaden in Höhe von 100% von Magischer Angriffswert zufügen und nahen Verbündeten für 30 Sekunden Schild in Höhe von 250% von Magischer Angriffswert gewähren. Eine einzelne Einheit kann gleichzeitig bis zu 2 Bubblings beschwören, und auf einer Karte können bis zu 4 Bubblings existieren. 5 Energie - 20s Abklingzeit Effekte: • Schild (bei Verbündeten): Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Beschwörungen: • Bubbleling (300 LP) greift an mit Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.", "Beschwört 2 rote Ratten innerhalb von 5 Kacheln. Bei der zweiten Verwendung erhöht sich die Angriffsgeschwindigkeit. Summons: • Rote Ratte (800 HP) attacks with Einfacher Monster Schlag: Verursacht dem Ziel physischen Schaden in Höhe von 100% der Physische Angriffskraft.": "Beschwört 2 rote Ratten innerhalb von 5 Kacheln. Bei der zweiten Verwendung erhöht sich die Angriffsgeschwindigkeit. Beschwörungen: • Rote Ratte (800 LP) greift an mit Einfacher Monster Schlag: Verursacht dem Ziel physischen Schaden in Höhe von 100% der Physische Angriffskraft.", "Beschwört 2 weibliche Gloths. 30s cooldown Summons: • Weiblicher Gloth (3200 HP) attacks with Gloth Spucke: Fügt dem Ziel Schaden in Höhe von 100% der Magischer Angriffswert zu.": "Beschwört 2 weibliche Gloths. 30s Abklingzeit Beschwörungen: • Weiblicher Gloth (3200 LP) greift an mit Gloth Spucke: Fügt dem Ziel Schaden in Höhe von 100% der Magischer Angriffswert zu.", "Beschwört 3 Marienkäfer an zufälligen Positionen innerhalb eines leeren Bereichs von 3 Feldern. 30s cooldown Summons: • Marienkäfer (2000 HP) attacks with Marienkäfer Ansturm: Stürmt auf ein Ziel zu, das mindestens 1 Feld entfernt ist, verursacht 100% deines physischen Schadens und belegt es für 5 Sekunden mit 1 Schwindel.": "Beschwört 3 Marienkäfer an zufälligen Positionen innerhalb eines leeren Bereichs von 3 Feldern. 30s Abklingzeit Beschwörungen: • Marienkäfer (2000 LP) greift an mit Marienkäfer Ansturm: Stürmt auf ein Ziel zu, das mindestens 1 Feld entfernt ist, verursacht 100% deines physischen Schadens und belegt es für 5 Sekunden mit 1 Schwindel.", "Beschwörung : Blubbern range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Beschwörung : Blubbern in einem Dungeonraum", "Best": "Beste", "Bestatter icon": "Bestatter-Icon", "Bestechung icon": "Bestechung Icon", "Bestienwald icon": "Bestienwald-Icon", "Bettler icon": "Bettler-Icon", "Betäubungsansturm range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Betäubungsansturm in einem Dungeonraum", "Beute schnappen icon": "Beute schnappen Symbol", "Beute schnappen range and area shown on a dungeon room": "Reichweite und Bereich von Beute schnappen, dargestellt in einem Dungeonraum", "Bewegungsgeschwindigkeit icon": "Bewegungsgeschwindigkeit-Icon", "Bewusst icon": "Bewusst Icon", "Beyond normal candidate rolls, a handful of characters are tied to quests and events - one is recruitable today, the rest are authored in the game files but switched off. See also": "Neben den normalen Kandidatenwürfen sind eine Handvoll Charaktere an Aufgaben und Events gebunden - einer ist heute rekrutierbar, der Rest ist in den Spieldateien angelegt, aber abgeschaltet. Siehe auch", "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).": "Neben den herstellbaren Metallen (Copper ist die höchste veröffentlichte Schmiedestufe, daneben das besondere Dungeon-Metall Arcron) existieren drei höhere Metallstufen in den Itemdaten, für die es **keinen Weg gibt, sie zu erhalten**. **Iron** ist am vollständigsten: komplette Einträge für Waffen, Rüstungen, Stäbe und Munition mit Namen und sogar Rohmaterialien (Iron Ore/Ingot/Stick), aber es gibt keine Rezepte, Drops oder Läden für die Ausrüstung. **Bronze** und **Tin** sind Teilsätze (Rüstung, Helm, Schild, Streitkolben, Axt, Speer, Bogen, Pfeil und Stäbe), die größtenteils unbenannte Platzhalter ohne Herstellungsweg sind. Die geplante künftige Leiter läuft Tin -> Bronze -> Copper -> Iron neben Silver/Crystal/Arcron. Außerdem existiert eine gesperrte Schmuckstufe **Gold** (Gold Ore/Ingot mit unbenannten Goldringen und -halsketten).", "Beyond the gated data rows, the shipped": "Neben den gesperrten Datenzeilen enthält das ausgelieferte", "Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** and **Tower of Apocalypse**. Datamined text also hints at a future **Elf-themed region/recruitment expansion** (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "Jenseits der beiden spielbaren Regionen (Veil of Silence und Festering Burrow) hält die Expeditionskarte vier Regionsplätze frei, die leere Platzhalter ohne Dungeon, Monster oder Beute sind: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** und **Tower of Apocalypse**. Aus den Daten geförderter Text deutet außerdem auf eine künftige **Region/Rekrutierungserweiterung mit Elfen-Thema** hin (eine Umgebung 'Elven Homeland' und ein Elfenhändler) sowie auf ein Relikt-Cluster in Imperiumsruinen.", "Biene des Abyss icon": "Biene des Abyss Symbol", "Biene des Abyss variant": "Biene des Abyss (Variante)", "Biene icon": "Biene Icon", "Biene variant": "Biene-Variante", "Bienenstock icon": "Bienenstock Icon", "Bienenstockbaum (resource node)": "Bienenstockbaum (Ressourcenknoten)", "Bienenstockbaum (resource node) - Dungeon Settlers Wiki": "Bienenstockbaum (Ressourcenknoten) - Dungeon Settlers Wiki", "Big": "Groß", "Big Rock Remnant - Dungeon Settlers Wiki": "Großer Fels-Überrest - Dungeon Settlers Wiki", "Biggest trap": "Größte Falle", "Binding value": "Bindungswert", "Biography": "Biografie", "Bizarrer Schmerz icon": "Bizarrer Schmerz Symbol", "Black": "Schwarz", "Black Banner": "Schwarzes Banner", "Black Banner - Dungeon Settlers Wiki": "Schwarzes Banner - Dungeon Settlers Wiki", "Black Banner Stand": "Schwarzer Bannerständer", "Black Banner Stand - Dungeon Settlers Wiki": "Schwarzer Bannerständer - Dungeon Settlers Wiki", "Black Serum - Dungeon Settlers Wiki": "Schwarzes Serum - Dungeon Settlers Wiki", "Black Serum icon": "Schwarzes Serum Symbol", "Black Serum range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Black Serum, dargestellt in einem Dungeon-Raum", "Blade Spirit is the only energy-restoring passive in the game (+1 energy per melee physical crit). Feed it guaranteed crits with Exposed Flaw and your attacks pay for themselves.": "Blade Spirit ist die einzige Passive im Spiel, die Energie zurückgibt (+1 Energie pro physischem kritischem Nahkampftreffer). Füttere sie mit garantierten kritischen Treffern über Exposed Flaw, und deine Angriffe bezahlen sich selbst.", "Blade Spirit is the single source of energy regeneration in Dungeon Settlers: +1 energy each time you land a melee physical critical hit. On its own it depends on your crit chance; paired with Flow Seeker's Exposed Flaw (which makes every remaining hit on the target a guaranteed crit) it fires on every hit. So a melee unit with both Warrior passives attacks at effectively no net energy cost while critting for 1.5x, and - since Exposed Flaw is a debuff - also re-arming Guard Barrier if it has it. Both are passive and cheap to slot, which is why this is the backbone of every strong melee build rather than a niche gimmick.": "Blade Spirit ist die einzige Quelle für Energieregeneration in Dungeon Settlers: +1 Energie jedes Mal, wenn du einen physischen kritischen Nahkampftreffer landest. Für sich allein hängt es von deiner Kritischen Trefferchance ab; zusammen mit Exposed Flaw von Flow Seeker (das jeden weiteren Treffer auf das Ziel zu einem garantierten kritischen Treffer macht) löst es bei jedem Treffer aus. Eine Nahkampfeinheit mit beiden Krieger-Passiven greift also praktisch ohne Netto-Energiekosten an, trifft dabei kritisch für 1.5x und rüstet - da Exposed Flaw ein Debuff ist - auch Guard Barrier neu auf, falls sie es hat. Beide sind passiv und günstig einzusetzen, weshalb das das Rückgrat jedes starken Nahkampf-Builds ist und keine Nischenspielerei.", "Blasenstoß range and area on a dungeon room": "Reichweite und Wirkungsbereich von Blasenstoß in einem Dungeonraum", "Blasenstoß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Blasenstoß in einem Dungeonraum", "Blaubeere gegessen icon": "Blaubeere gegessen Symbol", "Blaubeere icon": "Blaubeere Icon", "Blauer Goblin icon": "Blauer Goblin Symbol", "Blauer Steingolem des Abyss icon": "Blauer Steingolem des Abyss Symbol", "Blauer Steingolem des Abyss variant": "Blauer Steingolem des Abyss (Variante)", "Blauer Steingolem icon": "Blauer Steingolem Symbol", "Blauer Steingolem variant": "Blauer Steingolem (Variante)", "Blauer Trunkenboldpilz (resource node)": "Blauer Trunkenboldpilz (Ressourcenknoten)", "Blauer Trunkenboldpilz (resource node) - Dungeon Settlers Wiki": "Blauer Trunkenboldpilz (Ressourcenknoten) - Dungeon Settlers Wiki", "Blaues Blut icon": "Blaues Blut Symbol", "Blaues Kristallerz icon": "Blaues Kristallerz Symbol", "Blaukristall Blutholzstab icon": "Blaukristall Blutholzstab Symbol", "Blaukristall Eisenstab icon": "Blaukristall Eisenstab Symbol", "Blaukristall Halskette icon": "Blaukristall Halskette Symbol", "Blaukristall Holzstab icon": "Blaukristall Holzstab Symbol", "Blaukristall Knochenstab icon": "Blaukristall Knochenstab Symbol", "Blaukristall Panzerstab icon": "Blaukristall Panzerstab Symbol", "Blaukristall Ring icon": "Blaukristall Ring Symbol", "Blazing Echo + Ignition into Incinerate / Explosion": "Blazing Echo + Ignition in Incinerate / Explosion", "Blazing Echo seeds 2 Burning on the target and bounces up to 8 more times to nearby enemies, so one cast burns up to nine targets; Fireproof doubles every stack applied. Ignition then adds 8% damage per Burning stack to every hit you land on a burning target, so the burn you spread quietly multiplies all your damage. Finally you cash the stacks in: Incinerate deals 300% Magic Attack Power plus stacks x30% and resets them, and Explosion deals 200% Magic Attack Power to a pack plus a flat stacks x10 each (it can hit allies, so mind your own line). This is a ranged damage package - it does not want or need shields, which is why it lives on a backline mage rather than a Guard Barrier frontliner.": "Blazing Echo setzt 2 Burning auf das Ziel und springt bis zu 8 weitere Male auf Gegner in der Nähe, ein Wirken brennt also bis zu neun Ziele; Fireproof verdoppelt jeden aufgebrachten Stapel. Ignition fügt dann 8% Schaden pro Burning-Stapel zu jedem Treffer hinzu, den du bei einem brennenden Ziel landest, der verteilte Brand vervielfacht deinen gesamten Schaden also stillschweigend. Am Ende kassierst du die Stapel ein: Incinerate verursacht 300% Magischer Angriffswert plus Stapel x30% und setzt sie zurück, Explosion verursacht 200% Magischer Angriffswert an einer Gruppe plus jeweils fest Stapel x10 (es kann Verbündete treffen, achte also auf deine eigene Linie). Das ist ein Fernkampf-Schadenspaket - es will und braucht keine Schilde, weshalb es bei einem Magier in der hinteren Reihe lebt und nicht bei einem Frontkämpfer mit Guard Barrier.", "Bleeding (physical)": "Blutung (physisch)", "Bleeding (physical) and Burning (magic) are flat-per-second stacking DoTs. Poison is handled separately: it is defense-ignoring typeless damage worth 1% of Max HP every 10 seconds and cannot stack (confirmed from the game code - the Poison tick timer counts to 10 before firing). See the Combat Formulas and Capped Effects pages.": "Bleeding (physisch) und Burning (magisch) sind stapelbare DoTs mit festem Wert pro Sekunde. Poison wird separat behandelt: Es ist typloser Schaden, der die Verteidigung ignoriert, alle 10 Sekunden 1% der max. HP beträgt und nicht stapelbar ist (aus dem Spielcode bestätigt - der Poison-Tick-Timer zählt bis 10, bevor er auslöst). Siehe die Seiten Kampfformeln und Begrenzte Effekte.", "Bleeding and Burning are": "Bleeding und Burning sind", "Bleeding and Burning deal a": "Bleeding und Burning verursachen einen", "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is non-stacking with an unconfirmed tick rate, so it is documented rather than calculated.": "Bleeding und Burning pro Sekunde und insgesamt über eine Dauer - fester Wert pro Stapel, skaliert nie mit der Angriffskraft. Poison stapelt nicht und hat eine unbestätigte Tickrate, wird also dokumentiert statt berechnet.", "Bleeding at its 99-stack cap = 99 × 5 =": "Bleeding an seinem Maximum von 99 Stapeln = 99 × 5 =", "Bleeding caps at 99 stacks, Burning at 50. Poison is separate: it cannot stack at all, so it is always a single instance of 1% Max HP.": "Bleeding ist bei 99 Stapeln begrenzt, Burning bei 50. Poison ist ein Sonderfall: Es kann überhaupt nicht stapeln und ist daher immer eine einzelne Instanz von 1% der maximalen HP.", "Bleeding, Burning, Poison": "Blutung, Brennen, Gift", "Bless Magic": "Segen Magie", "Bless Magic +10%": "Segen Magie +10%", "Bless Phys": "Segen Phys", "Bless Phys +10%": "Segen Phys +10%", "Blessings": "Segnungen", "Blind discovery": "Blinde Entdeckung", "Blind discovery is on.": "Blinde Entdeckung ist an.", "Blitz Inschrift icon": "Blitz Inschrift Symbol", "Blockchance icon": "Blockchance Icon", "Blocks head and body damage, spending stacks equal to the damage blocked.": "Blockt Schaden an Kopf und Rumpf und verbraucht dabei so viele Stapel, wie Schaden geblockt wurde.", "Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Granted by 1 inscription and 11 skills": "Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Verliehen von 1 Inschrift und 11 Skills", "Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Granted by 1 inscription and 12 skills": "Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Verliehen von 1 Inschrift und 12 Skills", "Blood Rain - Dungeon Settlers Wiki": "Blutregen - Dungeon Settlers Wiki", "Blood Rain icon": "Blutregen Symbol", "Blood Rain range and area on a dungeon room": "Reichweite und Wirkungsbereich von Blood Rain in einem Dungeon-Raum", "Blood Rain range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Blood Rain, dargestellt in einem Dungeon-Raum", "Blood Soaked Fruit": "Blutgetränkte Frucht", "Blood Soaked Fruit - Dungeon Settlers Wiki": "Blutgetränkte Frucht - Dungeon Settlers Wiki", "Blood Soaked Fruit icon": "Blutgetränkte Frucht Symbol", "Blood Soaked Fruit range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Blood Soaked Fruit, dargestellt in einem Dungeon-Raum", "Blood Tear - Dungeon Settlers Wiki": "Blutträne - Dungeon Settlers Wiki", "Blood Tear icon": "Blutträne Symbol", "Blood Tear range and area on a dungeon room": "Reichweite und Wirkungsbereich von Blood Tear in einem Dungeon-Raum", "Blood Tear range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Blood Tear, dargestellt in einem Dungeon-Raum", "Blood Tree Random": "Blutbaum Zufällig", "Blood Tree Remnant": "Blutbaum (Überrest)", "Blood Tree Remnant - Dungeon Settlers Wiki": "Blutbaum-Überrest - Dungeon Settlers Wiki", "Blood type": "Blutart", "BloodWood (M.Atk {#})": "Blutholz (Mag. Angr. {#})", "BloodWood (P.Atk {#})": "Blutholz (Phys. Angr. {#})", "Bloody Crescent - Dungeon Settlers Wiki": "Blutiger Halbmond - Dungeon Settlers Wiki", "Bloody Crescent icon": "Blutiger Halbmond Symbol", "Blue": "Blau", "Blue Banner": "Blaues Banner", "Blue Banner - Dungeon Settlers Wiki": "Blaues Banner - Dungeon Settlers Wiki", "Blue Banner Stand": "Blauer Bannerständer", "Blue Banner Stand - Dungeon Settlers Wiki": "Blauer Bannerständer - Dungeon Settlers Wiki", "Blue Berry": "Blaubeere", "Blue Berry - Dungeon Settlers Wiki": "Blaubeere - Dungeon Settlers Wiki", "Blue Berry Random": "Blaubeere Zufällig", "Blue Berry icon": "Blaubeere Symbol", "Blue Berry range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Blue Berry, dargestellt in einem Dungeon-Raum", "Blue Crystal": "Blauer Kristall", "Blue Goblin Bracelet": "Blaues Goblin-Armband", "Blue Goblin Bracelet - Dungeon Settlers Wiki": "Blaugoblin Armband - Dungeon Settlers Wiki", "Blue Goblin Bracelet icon": "Blaugoblin Armband Symbol", "Blue Goblin Fixed": "Blauer Goblin Fest", "Blue Goblin Necklace": "Blaue Goblin-Halskette", "Blue Goblin Necklace - Dungeon Settlers Wiki": "Blaugoblin Halskette - Dungeon Settlers Wiki", "Blue Goblin Necklace icon": "Blaugoblin Halskette Symbol", "Blue Stone Golem has been renamed to": "Blue Stone Golem wurde umbenannt in", "Blueberry Bush Remnant": "Heidelbeerstrauch (Überrest)", "Blueberry Bush Remnant - Dungeon Settlers Wiki": "Blaubeerstrauch-Überrest - Dungeon Settlers Wiki", "Blueprint (1)": "Bauplan (1)", "Blume (resource node)": "Blume (Ressourcenknoten)", "Blume (resource node) - Dungeon Settlers Wiki": "Blume (Ressourcenknoten) - Dungeon Settlers Wiki", "Blumenduft icon": "Blumenduft Icon", "Blumenhalskette icon": "Blumenhalskette-Icon", "Blunt tree (Battle Stomp)": "Keulen-Baum (Battle Stomp)", "Blunt weapons": "Stumpfe Waffen", "Blunt weapons excel in breaking through defenses with powerful strikes.": "Wuchtwaffen sind darin stark, mit kraftvollen Schlägen Verteidigungen zu durchbrechen.", "Blutandrang icon": "Blutandrang-Icon", "Blutbaum (resource node)": "Blutbaum (Ressourcenknoten)", "Blutbaum (resource node) - Dungeon Settlers Wiki": "Blutbaum (Ressourcenknoten) - Dungeon Settlers Wiki", "Blutbaum: Blutabsorption icon": "Blutbaum: Blutabsorption Symbol", "Blutdurchzogene Inschrift icon": "Blutdurchzogene Inschrift Symbol", "Blutholz Dolch icon": "Blutholz Dolch Symbol", "Blutholz Feuerstab icon": "Blutholz Feuerstab Symbol", "Blutholzaxt icon": "Blutholzaxt Icon", "Blutholzbogen icon": "Blutholzbogen Icon", "Blutholzhelm icon": "Blutholzhelm Icon", "Blutholzkeule icon": "Blutholzkeule Icon", "Blutholzpfeil icon": "Blutholzpfeil Icon", "Blutholzschild icon": "Blutholzschild Icon", "Blutholzschwert icon": "Blutholzschwert Icon", "Blutholzspeer icon": "Blutholzspeer Icon", "Blutholzstab icon": "Blutholzstab Icon", "Blutholzstamm icon": "Blutholzstamm Icon", "Blutiger Kratzer icon": "Blutiger Kratzer Symbol", "Blutiger Kratzer range and area on a dungeon room": "Reichweite und Bereich von Blutiger Kratzer in einem Dungeonraum", "Blutiger Kratzer range and area shown on a dungeon room": "Reichweite und Bereich von Blutiger Kratzer, dargestellt in einem Dungeonraum", "Blutrausch icon": "Blutrausch-Icon", "Blutsaugen icon": "Blutsaugen Icon", "Blutschleim Seelenstein icon": "Blutschleim Seelenstein Symbol", "Blutung icon": "Blutung Icon", "Body": "Körper", "Body Armor": "Rüstung", "Body Equipment Not Worn": "Körperausrüstung nicht getragen", "Body HP": "LP (Körper)", "Bogen Skill Eignung icon": "Bogen Skill Eignung Symbol", "Bogen Skillbaum overview": "Bogen Skillbaum Überblick", "Boils": "Geschwüre", "Bondage": "Fesselung", "Bone (M.Atk {#})": "Knochen (Mag. Angr. {#})", "Bone (P.Atk {#})": "Knochen (Phys. Angr. {#})", "Bone Processing 1": "Knochenverarbeitung 1", "Bone Processing 1 Complete": "Knochenverarbeitung 1 abgeschlossen", "Bone Processing 1 has been renamed to": "Bone Processing 1 wurde umbenannt in", "Bone Processing 2": "Knochenverarbeitung 2", "Bone Processing 2 Complete": "Knochenverarbeitung 2 abgeschlossen", "Bone Processing 2 has been renamed to": "Bone Processing 2 wurde umbenannt in", "Bone Remains1 - Dungeon Settlers Wiki": "Knochenreste1 - Dungeon Settlers Wiki", "Bone Remains2 - Dungeon Settlers Wiki": "Knochenreste2 - Dungeon Settlers Wiki", "Bonfire Complete": "Lagerfeuer fertiggestellt", "Bonuses": "Boni", "Book Pile - Dungeon Settlers Wiki": "Bücherstapel - Dungeon Settlers Wiki", "Book Pile2 - Dungeon Settlers Wiki": "Bücherstapel2 - Dungeon Settlers Wiki", "Bored": "Gelangweilt", "Boss Guide": "Boss-Guide", "Boss Guide - Dungeon Settlers Wiki": "Boss-Guide - Dungeon Settlers Wiki", "Boss Room": "Bossraum", "Boss Room - Dungeon Settlers Wiki": "Bossraum - Dungeon Settlers Wiki", "Boss Room map": "Boss Room-Karte", "Boss Start - Dungeon Settlers Wiki": "Boss-Start - Dungeon Settlers Wiki", "Boss Start map": "Boss Start-Karte", "Boss Vertical Corridor 1": "Boss Vertikaler Korridor 1", "Boss Vertical Corridor 1 map": "Boss Vertical Corridor 1 Karte", "Boss monsters are exempt.": "Bossmonster sind ausgenommen.", "Boss names, art, locations, attacks and drops are hidden and shown as \"Boss 1\", \"Boss 2\" and so on. Reveal a boss's identity, or any single section, with the button on it - revealing one thing never reveals the rest.": "Bossnamen, Artworks, Orte, Angriffe und Beute sind verborgen und werden als \"Boss 1\", \"Boss 2\" und so weiter angezeigt. Enthülle die Identität eines Bosses oder einen einzelnen Abschnitt mit der Schaltfläche daran - eine Sache zu enthüllen enthüllt nie den Rest.", "Boss room": "Bossraum", "Boss room requirement": "Voraussetzung für den Bossraum", "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "Boss-Trait-Effekte und Schwellenwerte, ausgelesen aus AffecterTable / TraitTable des Spiels. Ein", "Bosses": "Bosse", "Bossmonster icon": "Bossmonster Icon", "Bote icon": "Bote-Icon", "Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.": "Beide Regionen sind im Code fest ausgeschlossen, Expeditionen dort starten also unabhängig vom Schalter immer auf Etage 1.", "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "Kopfgeld: Elite-Monster GAMESYSTEM_Environment_{affecterName}", "Bows allow for safe": "Bögen erlauben sicheres", "Bows allow for safe long-range attacks on enemies.": "Bögen erlauben sichere Angriffe auf Gegner aus großer Entfernung.", "Brawler": "Raufbold", "Brawler.": "Schläger.", "Breakdown": "Aufschlüsselung", "Brennholz icon": "Brennholz Icon", "Bribe": "Bestechen", "Brief des Entwicklers icon": "Brief des Entwicklers-Symbol", "Bring": "Bringen", "Bring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does": "Bring einen vollen Trupp aus Einheiten ab Stufe 2 mit hergestellter Ausrüstung mit (Bone- oder Carapace-Stufe ist bequem), einen Schildträger zum Blocken und Heilitems. Es zu töten beendet die Geschichte - beachte aber, dass es", "Broken Cart": "Kaputter Karren", "Broken Wagon Remnant": "Beschädigter Wagen (Überrest)", "Broken Wheel": "Zerbrochenes Rad", "Bronze (M.Atk {#})": "Bronze (Mag. Angr. {#})", "Bronze (P.Atk {#})": "Bronze (Phys. Angr. {#})", "Bronze (partial gear set)": "Bronze (unvollständiges Ausrüstungsset)", "Bronze Bogen icon": "Bronze Bogen-Symbol", "Bronze Dagger": "Bronzedolch", "Bronze Dagger icon": "Bronze Dagger-Symbol", "Bronze Feuerstab icon": "Bronze Feuerstab-Symbol", "Bronze Great Sword": "Bronze-Großschwert", "Bronze Great Sword icon": "Bronze Great Sword-Symbol", "Bronze Ingot": "Bronzebarren", "Bronze Sword": "Bronzeschwert", "Bronze Sword icon": "Bronze Sword-Symbol", "Bronzeaxt icon": "Bronzeaxt Icon", "Bronzehelm icon": "Bronzehelm Icon", "Bronzepfeil icon": "Bronzepfeil Icon", "Bronzeschild icon": "Bronzeschild Icon", "Bronzespeer icon": "Bronzespeer Icon", "Bronzestreitkolben icon": "Bronzestreitkolben Icon", "Brown": "Braun", "Browse": "Durchstöbern", "Bruch icon": "Bruch Icon", "Bubbleling base": "Bubbleling Basis", "Bubbleling icon": "Bubbleling Icon", "Bubbleling summon": "Bubbleling Beschwörung", "Bubbletoad base": "Bubbletoad Basis", "Bubbling economy:": "Brodelnde Wirtschaft:", "Bubblings die readily (they explode on death for damage plus an ally Barrier). Ebb and Flow (Tide) grants cooldown reduction whenever a unit or structure you summoned is destroyed, so a summoner who churns through Bubblings keeps their cooldowns short and can keep the board full; Extra Bubble adds a 4%-per-skill chance of a free extra Bubbling. It is tempo, not raw power - situational, and it competes with the Become Fire lock-in for your Water tree slots - but it keeps the explode-on-death Barriers flowing to your line.": "Bubblings sterben leicht (sie explodieren beim Tod für Schaden plus eine Barriere für Verbündete). Ebb and Flow (Tide) gewährt Abklingzeitreduktion, wann immer eine von dir beschworene Einheit oder Struktur zerstört wird, ein Beschwörer, der Bubblings verheizt, hält seine Abklingzeiten also kurz und kann das Feld voll halten; Extra Bubble gibt eine Chance von 4% pro Skill auf eine kostenlose zusätzliche Bubbling. Das ist Tempo, nicht rohe Kraft - situativ, und es konkurriert mit der Become-Fire-Festlegung um deine Plätze im Wasserbaum -, aber es hält die Barrieren aus explodierenden Bubblings für deine Linie im Fluss.", "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "Bubblings explodieren beim Tod, was dir Abklingzeitreduktion verschafft (Ebb and Flow), wodurch du früher neu beschwören kannst - eine sich selbst nährende Tempo-Schleife.", "Buff stack caps": "Obergrenzen für Buff-Stapel", "Buff window taken from the description, not the unreliable Duration column.": "Das Buff-Zeitfenster stammt aus der Beschreibung, nicht aus der unzuverlässigen Spalte Dauer.", "Buffs & debuffs (1)": "Buffs & Debuffs (1)", "Buffs & debuffs (10)": "Buffs & Debuffs (10)", "Buffs & debuffs (11)": "Buffs & Debuffs (11)", "Buffs & debuffs (119)": "Buffs & Debuffs (119)", "Buffs & debuffs (12)": "Buffs & Debuffs (12)", "Buffs & debuffs (13)": "Buffs & Debuffs (13)", "Buffs & debuffs (14)": "Buffs & Debuffs (14)", "Buffs & debuffs (15)": "Buffs & Debuffs (15)", "Buffs & debuffs (2)": "Buffs & Debuffs (2)", "Buffs & debuffs (3)": "Buffs & Debuffs (3)", "Buffs & debuffs (4)": "Buffs & Debuffs (4)", "Buffs & debuffs (5)": "Buffs & Debuffs (5)", "Buffs & debuffs (7)": "Buffs & Debuffs (7)", "Buffs & debuffs (8)": "Buffs & Debuffs (8)", "Buffs & debuffs (9)": "Buffs & Debuffs (9)", "Buffs & debuffs ({#})": "Buffs & Debuffs ({#})", "Bug": "Fehler", "Bug (site)": "Bug (Website)", "Build": "Bauen", "Build Renew Easy": "Bau Erneuern Einfach", "Build Renew Hard": "Bau Erneuern Schwer", "Build Renew Normal": "Bau Erneuern Normal", "Build a Basic Workstation": "Baue eine einfache Werkbank", "Build it yourself from the construction menu": "Baue es selbst über das Baumenü", "Build it yourself from the construction menu (costs": "Baue es selbst über das Baumenü (kostet", "Build it yourself from the construction menu -": "Baue es selbst über das Baumenü -", "Build structures for various special purposes, such as": "Errichte Gebäude für verschiedene besondere Zwecke, etwa", "Build structures for various special purposes, such as level-up.": "Baue Gebäude für verschiedene besondere Zwecke, etwa den Stufenaufstieg.", "Build the Trading Hall": "Baue die Trading Hall", "Building": "Gebäude", "Building attachable": "An Gebäude anbringbar", "Building max level": "Maximale Gebäudestufe", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from": "Der Ausbau deiner Basis und die Vorbereitung von Expeditionen erfordern große Mengen an Ressourcen. Ressourcen kannst du sammeln an", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map. ## Click the <c": "Deine Basis zu bauen und Expeditionen vorzubereiten erfordert eine große Menge Ressourcen. Ressourcen kannst du an 'Abbaubaren Gebäuden' auf der Karte sammeln. ## Klicke auf den <c", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "Der Ausbau deiner Basis und die Vorbereitung von Expeditionen erfordern große Mengen an Ressourcen. Ressourcen kannst du an abbaubaren Strukturen auf der Karte sammeln.", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## Click the <col": "Der Aufbau deiner Basis und die Vorbereitung von Expeditionen erfordern eine große Menge an Ressourcen. Ressourcen kannst du an sammelbaren Strukturen auf der Karte gewinnen. ## Klicke auf <col", "Buildings": "Gebäude", "Buildings & props": "Gebäude & Objekte", "Buildings (default trait):": "Gebäude (Standard-Trait):", "Buildings - Dungeon Settlers Wiki": "Gebäude - Dungeon Settlers Wiki", "Buildings / Props": "Gebäude / Objekte", "Buildings: no": "Gebäude: nein", "Buildings: yes": "Gebäude: ja", "Burn DoT:": "Brennen-DoT:", "Burn engine": "Motor verbrennen", "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "Für Burn wird ein FESTER Wert angenommen (3/Stapel/s), der von Magieresistenz reduziert wird - der genaue Methodenkörper steckt nicht im Dump.", "Burning (magic)": "Verbrennung (magisch)", "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "Brennen und Bluten verursachen festen Schaden über Zeit - sie ignorieren Resistenzen und die oben genannte Rang-Skalierung.", "Burrow": "Eingraben", "Burst Skillbaum overview": "Burst Skillbaum - Überblick", "Burst sub-tree (Fireproof + Fire Battle Mage)": "Burst-Unterbaum (Fireproof + Fire Battle Mage)", "Burst sub-tree (Flame of Life, optional)": "Burst-Unterbaum (Flame of Life, optional)", "Burst sub-tree (Ignition; Fireproof to double stacks)": "Burst-Unterbaum (Ignition; Fireproof zum Verdoppeln der Stapel)", "But": "Aber", "But...": "Aber...", "By": "Von", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "Nach Verwaltungsschwierigkeit | Einfach 1 | Normal 1 | Schwer 2 | Sehr schwer 2 | Verheerung 2", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "Nach Verwaltungsschwierigkeit | Einfach 1 | Normal 2 | Schwer 3 | Sehr schwer 3 | Verheerung 3", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "Nach Management-Schwierigkeit | Einfach 1 | Normal 3 | Schwer 4 | Sehr schwer 4 | Verheerung 4", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "Nach Verwaltungsschwierigkeit | Einfach 10 | Normal 20 | Schwer 30 | Sehr schwer 30 | Verheerung 30", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "Nach Verwaltungsschwierigkeit | Einfach 1122 | Normal 2211 | Schwer 3300 | Sehr schwer 3300 | Verheerung 3300", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "Nach Verwaltungsschwierigkeit | Einfach 136 | Normal 268 | Schwer 400 | Sehr schwer 400 | Verheerung 400", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "Nach Verwaltungsschwierigkeit | Einfach 1360 | Normal 2680 | Schwer 4000 | Sehr schwer 4000 | Verheerung 4000", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "Nach Management-Schwierigkeit | Einfach 2 | Normal 3 | Schwer 5 | Sehr schwer 5 | Verheerung 5", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "Nach Verwaltungsschwierigkeit | Einfach 2 | Normal 4 | Schwer 6 | Sehr schwer 6 | Verheerung 6", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "Nach Verwaltungsschwierigkeit | Einfach 3 | Normal 5 | Schwer 8 | Sehr schwer 8 | Verheerung 8", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "Nach Verwaltungsschwierigkeit | Einfach 3 | Normal 7 | Schwer 10 | Sehr schwer 10 | Verheerung 10", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "Nach Management-Schwierigkeit | Einfach 34 | Normal 67 | Schwer 100 | Sehr schwer 100 | Verheerung 100", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "Nach Verwaltungsschwierigkeit | Einfach 340 | Normal 670 | Schwer 1000 | Sehr schwer 1000 | Verheerung 1000", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "Nach Management-Schwierigkeit | Einfach 4 | Normal 8 | Schwer 12 | Sehr schwer 12 | Verheerung 12", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 15 | Devastation 15": "Nach Management-Schwierigkeit | Einfach 5 | Normal 10 | Schwer 15 | Sehr schwer 15 | Verheerung 15", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "Nach Verwaltungsschwierigkeit | Einfach 5 | Normal 11 | Schwer 16 | Sehr schwer 16 | Verheerung 16", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "Nach Verwaltungsschwierigkeit | Einfach 5 | Normal 9 | Schwer 14 | Sehr schwer 14 | Verheerung 14", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "Nach Management-Schwierigkeit | Einfach 7 | Normal 13 | Schwer 20 | Sehr schwer 20 | Verheerung 20", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "Nach Management-Schwierigkeit | Einfach 8 | Normal 16 | Schwer 24 | Sehr schwer 24 | Verheerung 24", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "Nach Verwaltungsschwierigkeit | Einfach 850 | Normal 1675 | Schwer 2500 | Sehr schwer 2500 | Verheerung 2500", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so": "Mit endlosen Fragen versuchte {0}, die Welt zu ergründen, zweifelte an dem, was andere für selbstverständlich hielten, und machte sich auf die Suche nach Antworten. Doch die Welt verstand das nicht, und so", "By default, {0} is consumed every tick when mana is insufficient": "Standardmäßig wird {0} pro Tick verbraucht, wenn Mana nicht ausreicht", "Cadence": "Kadenz", "Calculation order matters.": "Die Reihenfolge der Berechnung ist entscheidend.", "Calculators": "Rechner", "Calculators - Dungeon Settlers Wiki": "Rechner - Dungeon Settlers Wiki", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...": "Als Wunderkind gerühmt, stand {0} immer unter größeren Erwartungen. Kleine Erfolge wurden als selbstverständlich hingen...", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.": "Als Wunderkind gerühmt, stand {0} immer unter größeren Erwartungen. Kleine Erfolge wurden als selbstverständlich hingenommen, während ein einziges Versagen lange in Erinnerung blieb. Deshalb konnten sie die Angst, zurückzufallen, selbst dann nicht abschütteln, als sie schneller vorankamen als andere.", "Camera": "Kamera", "Camera movement input, 10 or more times": "Kamera-Bewegungseingabe, 10 Mal oder mehr", "Camera wheel input, 2 or more times": "Kamera-Radeingabe, 2 Mal oder mehr", "Campaign": "Kampagne", "Campaign floor": "Kampagnen-Etage", "Campaign options": "Kampagnenoptionen", "Campaign start time": "Startzeit der Kampagne", "Campaign starting setups": "Kampagnen-Startaufstellungen", "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "Kampagnen-Startaufstellungen pro Szenario × Schwierigkeit: Einheiten, Items, Gebäude auf der Karte.", "Campsite Complete": "Lagerplatz fertiggestellt", "Can": "Kann", "Can be used to acquire active skills. Can be obtained through Level Up.": "Kann verwendet werden, um aktive Skills zu erlernen. Kann durch Stufenaufstieg erhalten werden.", "Can be used to acquire passive skills. Can be obtained through Level Up.": "Kann verwendet werden, um passive Skills zu erlernen. Kann durch Stufenaufstieg erhalten werden.", "Can target over walls": "Kann über Wände hinweg zielen", "Can't": "Kann nicht", "Candidate refresh": "Kandidaten-Aktualisierung", "Candidate talent sum": "Talentsumme des Kandidaten", "Candidates": "Kandidaten", "Candidates already carrying": "Kandidaten, die ihn bereits haben", "Candidates per refresh": "Kandidaten pro Aktualisierung", "Cannot": "Nicht möglich", "Cannot be worn with a bow or any staff": "Kann nicht mit einem Bogen oder einem Stab getragen werden", "Cannot complete the trade. The target inventory": "Der Handel kann nicht abgeschlossen werden. Das Ziel-Inventar", "Cannot complete the trade. The target inventory does not have enough space.": "Der Handel kann nicht abgeschlossen werden. Im Zielinventar ist nicht genügend Platz.", "Cannot dismiss expedition members who are currently working.": "Expeditionsmitglieder, die gerade arbeiten, können nicht entlassen werden.", "Cannot stack": "Nicht stapelbar", "Cannot stack (single instance)": "Nicht stapelbar (Einzelinstanz)", "Cap": "Grenze", "Cap reached": "Grenze erreicht", "Capability": "Fähigkeit", "Capacity": "Kapazität", "Capital Punishment": "Todesstrafe", "Capital Punishment (execute)": "Capital Punishment (Hinrichtung)", "Capital Punishment calculator": "Rechner für Capital Punishment", "Capital Punishment executes non-boss enemies at or below 20% of their combined HP. It fires on any damage instance, so even chip damage triggers it once the target is low enough.": "Capital Punishment exekutiert Gegner, die keine Bosse sind, bei 20% oder weniger ihrer gesamten HP. Es löst bei jeder Schadensinstanz aus, selbst Kratzschaden triggert es also, sobald das Ziel niedrig genug ist.", "Capped Effects": "Begrenzte Effekte", "Capped Effects & Bonuses": "Gedeckelte Effekte & Boni", "Capped Effects & Bonuses - Dungeon Settlers Wiki": "Gedeckelte Effekte & Boni - Dungeon Settlers Wiki", "Capped at {#} stacks (you entered {#}).": "Begrenzt auf {#} Stapel (du hast {#} eingegeben).", "Captain's": "Kapitäns-", "Captain,": "Kapitän,", "Captains": "Kapitäne", "Carapace (M.Atk {#})": "Carapace (Mag. Angr. {#})", "Carapace (P.Atk {#})": "Carapace (Phys. Angr. {#})", "Carapace Processing 1": "Panzerverarbeitung 1", "Carapace Processing 1 has been renamed to": "Carapace Processing 1 wurde umbenannt in", "Carapace Processing 2": "Panzerverarbeitung 2", "Carapace Processing 2 has been renamed to": "Carapace Processing 2 wurde umbenannt in", "Cargo Bundle1 Remnant": "Frachtbündel1 (Überrest)", "Cargo Bundle2 Remnant": "Frachtbündel2 (Überrest)", "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only": "Carnal Guilt (Stimmung -2) durch Fleischnahrung; keine Strafe bei rein vegetarischer Kost", "Carnivore by nature.": "Von Natur aus Fleischfresser.", "Carnivore by nature. [Plant Rage] is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "Von Natur aus Fleischfresser. [Plant Rage] ist ein Stimmungsmalus, den Echsenmenschen vom Essen von Gemüse erhalten; den Malus für eine rein fleischliche Ernährung ignorieren sie.", "Carrier": "Träger", "Carrying": "Trägt", "Cast by": "Angewendet von", "Cat: Decoration (30)": "Kat.: Dekoration (30)", "Cat: Farming (2)": "Kat.: Landwirtschaft (2)", "Cat: Furniture (24)": "Kat.: Möbel (24)", "Cat: Housing (20)": "Kat.: Wohnen (20)", "Cat: None (418)": "Kat.: Keine (418)", "Cat: Recreation (3)": "Kat.: Erholung (3)", "Cat: Special (6)": "Kat.: Spezial (6)", "Cat: Storage (13)": "Kat.: Lager (13)", "Cat: Workbench (15)": "Kat.: Werkbank (15)", "Categories": "Kategorien", "Categories:": "Kategorien:", "Category": "Kategorie", "Cause": "Ursache", "Caution": "Achtung", "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?": "Achtung : Einige Expeditionsmitglieder befinden sich außerhalb des Portalbereichs! Willst du wirklich eine Etage tiefer gehen?", "Caution:": "Achtung:", "Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor?": "Achtung: Einige Expeditionsmitglieder befinden sich außerhalb des Portalbereichs! Willst du wirklich auf die nächste Etage hinabsteigen?", "Cave": "Höhle", "Cedric icon": "Cedric Icon", "Chain Grap": "Kettengriff", "Chain Grap 2": "Kettengriff 2", "Chain Knight": "Kettenritter", "Chain Knight Sentinel has been renamed to": "Chain Knight Sentinel wurde umbenannt in", "Chain Slash strikes a single target four times for 100% Physical Attack Power each, costing 3 energy (12s cooldown). It is itself a single-target melee skill, so it triggers Flow Seeker's Exposed Flaw, which makes all four of its hits guaranteed crits. Blade Spirit then refunds 1 energy per crit = 4 energy back for a 3-energy spend. Chain Slash is therefore energy-positive: it funds itself and your other skills, crits for the full 1.5x every time, and re-arms Guard Barrier through the Exposed Flaw. This is the canonical melee energy engine.": "Chain Slash trifft ein einzelnes Ziel viermal für jeweils 100% Physische Angriffskraft und kostet 3 Energie (12 s Abklingzeit). Es ist selbst eine Nahkampf-Skill auf ein einzelnes Ziel und löst damit Exposed Flaw von Flow Seeker aus, wodurch alle vier Treffer garantierte kritische Treffer sind. Blade Spirit erstattet dann 1 Energie pro kritischem Treffer, also 4 Energie zurück für 3 Energie Einsatz. Chain Slash ist deshalb energiepositiv: Es finanziert sich selbst und deine anderen Skills, trifft jedes Mal kritisch für die vollen 1.5x und rüstet über Exposed Flaw auch Guard Barrier neu auf. Das ist der kanonische Energiemotor für den Nahkampf.", "Chain Slash's four hits all crit under Exposed Flaw, so Blade Spirit refunds 4 energy against its 3-energy cost - a net-positive attack you can spam.": "Die vier Treffer von Chain Slash sind unter Exposed Flaw alle kritisch, Blade Spirit erstattet also 4 Energie gegen die Kosten von 3 Energie - ein netto positiver Angriff, den du spammen kannst.", "ChainKnight returns stronger. Need to set up via stat variation, not just combination.": "ChainKnight kommt stärker zurück. Man muss über die Variation der Attribute aufbauen, nicht nur über die Kombination.", "ChainKnight returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "ChainKnight kommt stärker zurück. Muss über Werteschwankung eingerichtet werden, nicht nur über Kombination. - Dungeon Settlers Wiki", "Challenger": "Herausforderer", "Challenger Gloth has been renamed to": "Challenger Gloth wurde umbenannt in", "Chance per floor": "Chance pro Etage", "Chance per slot": "Chance pro Slot", "Chance that at least one room of that type is rolled on the floor. Hover a cell where a floor can hold more than one for its average count. Sort a floor column to see what that floor most likely holds.": "Chance, dass mindestens ein Raum dieses Typs auf der Etage gewürfelt wird. Fahre über eine Zelle, in der eine Etage mehr als einen aufnehmen kann, um die Durchschnittsanzahl zu sehen. Sortiere eine Etagenspalte, um zu sehen, was diese Etage am wahrscheinlichsten enthält.", "Chance the node appears on the floor (its room is rolled and the node fills its slot). Click a node for what it yields, or see the": "Chance, dass der Knoten auf der Etage erscheint (sein Raum wird gewürfelt und der Knoten füllt seinen Platz). Klicke auf einen Knoten, um zu sehen, was er einbringt, oder sieh dir die", "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "Chance, dass die konkrete Vorlage auf dieser Etage erscheint: p = Gewicht / Typsumme, dann über die Layouts gemittelt als 1 - (1 - p)^(Räume dieses Typs).", "Change Phase": "Phasenwechsel", "Change Phase 2": "Phasenwechsel 2", "Changelog": "Änderungsprotokoll", "Changelog - Dungeon Settlers Wiki": "Änderungsprotokoll - Dungeon Settlers Wiki", "Changes": "Änderungen", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "Ändert den Grundangriff für {0} Sekunden, sodass er {2} Instanzen von {1}% von", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of Physische Angriffskraft as physical damage to the target.": "Ändert den Standardangriff für {0} Sekunden so, dass er dem Ziel {2} Mal {1}% der Physische Angriffskraft als physischen Schaden zufügt.", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of Physische Angriffskraft as physical damage to the target. While this skill is active, each basic attac": "Ändert den Standardangriff für {0} Sekunden so, dass er dem Ziel {2} Mal {1}% der Physische Angriffskraft als physischen Schaden zufügt. Während diese Skill aktiv ist, verbraucht jeder Standardangr", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of [": "Ändert den Grundangriff für {0} Sekunden, sodass er {2} Instanzen von {1}% von [", "Character": "Charakter", "Character & Team Builder": "Charakter- & Team-Builder", "Character & Team Builder - Dungeon Settlers Wiki": "Charakter- & Team-Builder - Dungeon Settlers Wiki", "Character Builder": "Charakter-Builder", "Character background/individual traits.": "Charakterhintergrund/individuelle Traits.", "Character backgrounds & individual traits": "Charakterhintergründe & individuelle Traits", "Character name": "Charaktername", "Charge End": "Aufladung Ende", "Chest": "Truhe", "Chests & containers": "Truhen & Behälter", "Chief": "Häuptling", "Chief!": "Chef!", "Chief.\"": "Chef.\"", "Choice": "Wahl", "Choices per level-up": "Auswahlmöglichkeiten pro Stufenaufstieg", "Choose a Dungeon Settlers save file": "Wähle eine Dungeon Settlers-Speicherdatei", "Chosen - click to remove.": "Ausgewählt - zum Entfernen klicken.", "Circle r5": "Kreis r5", "Circle, radius 3": "Kreis, Radius 3", "Circle, radius 5": "Kreis, Radius 5", "Claim": "Abholen", "Claim Reward": "Belohnung abholen", "Clan Rank": "Clanrang", "Clan Rank - Dungeon Settlers Wiki": "Clan-Rang - Dungeon Settlers Wiki", "Clan Ranks": "Clanränge", "Clan Ranks - Dungeon Settlers Wiki": "Clan-Ränge - Dungeon Settlers Wiki", "Clan decisions/policies with effects.": "Clan-Entscheidungen/Richtlinien mit Effekten.", "Clan gold": "Clan-Gold", "Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle": "Clanname, Gold, Bevölkerung, Rekrutierungskandidaten, Zustand der Regionskarte, Umschalter zum Überspringen sicherer Etagen", "Clan rank": "Clanrang", "Clan rank guide": "Guide zu Clan-Rängen", "Clan ranks": "Clan-Ränge", "Clan ranks: rank-up CP, population, recruit level & race weights.": "Clan-Ränge: CP für den Aufstieg, Bevölkerung, Rekrutierungsstufe & Rassengewichtungen.", "Class": "Klasse", "Clear": "Löschen", "Clear Schleier des Schweigens": "Schleier des Schweigens abschließen", "Clear condition": "Abschlussbedingung", "Clear filters": "Filter zurücksetzen", "Clear overrides / back to computed": "Überschreibungen löschen / zurück zum berechneten Wert", "Clear target": "Ziel löschen", "Clear {#}": "{#} löschen", "Clearing Rooms/map grids to {} causes an infinite load": "Das Leeren von Rooms/map grids auf {} verursacht ein endloses Laden", "Click to enlarge": "Zum Vergrößern klicken", "Click to view.": "Zum Ansehen klicken.", "Click to view. Right-click to dismiss.": "Zum Ansehen klicken. Rechtsklick zum Schließen.", "Cliff": "Klippe", "Cliffside": "Klippe", "Clip kinds": "Clip-Arten", "Codex icon": "Codex Symbol", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "Koeffizientenwert für das Verhältnis, mit dem ein Primärattribut in ein Endattribut umgewandelt wird", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "Koeffizientenwert für das Verhältnis, in dem ein Primärattribut in einen Endwert umgewandelt wird HINWEIS: Muss auf Natur geändert werden", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "Koeffizientenwert für das Verhältnis, in dem ein Primärattribut in einen Endwert umgewandelt wird HINWEIS: Muss auf Wasser geändert werden", "Coins begin ra...": "Münzen beginnen ra...", "Collect Hell Leeches": "Hell Leeches sammeln", "Collect Hell Leeches - Interact with Xenon": "Sammle Hell Leeches - Interagiere mit Xenon", "Collection": "Sammlung", "Combat Difficulty: {3}": "Kampfschwierigkeit: {3}", "Combat Estimates": "Kampfschätzungen", "Combat Formulas": "Kampfformeln", "Combat Formulas - Dungeon Settlers Wiki": "Kampfformeln - Dungeon Settlers Wiki", "Combat awareness state (spotted / unaware / surprised)": "Kampfwahrnehmungszustand (entdeckt / unbemerkt / überrascht)", "Combat axis": "Kampfachse", "Combat balance": "Kampfbalance", "Combat buffs": "Kampf-Buffs", "Combat conditions": "Kampfbedingungen", "Combat difficulty": "Kampfschwierigkeit", "Combat difficulty (whole roster)": "Kampfschwierigkeit (gesamtes Aufgebot)", "Combat difficulty for your whole roster": "Kampfschwierigkeit für dein ganzes Aufgebot", "Combat difficulty is applied to every monster as a hidden affecter (": "Die Kampfschwierigkeit wird jedem Monster als versteckter Affecter zugewiesen (", "Combat guide": "Kampf-Guide", "Combat pattern": "Kampfmuster", "Combat stats": "Kampfwerte", "Combat status system: applied while the triggering condition holds": "Kampfstatus-System: aktiv, solange die auslösende Bedingung erfüllt ist", "Combat: Elements & Weapons": "Kampf: Elemente & Waffen", "Combat: Elements & Weapons - Dungeon Settlers Wiki": "Kampf: Elemente & Waffen - Dungeon Settlers Wiki", "Combat: applied when taking damage": "Kampf: wird bei erlittenem Schaden angewendet", "Combat: elements & weapons": "Kampf: Elemente & Waffen", "Combos that look like synergies but are not, once you check the data - kept here so they do not get re-suggested.": "Kombos, die wie Synergien aussehen, es aber nicht sind, sobald man die Daten prüft - hier festgehalten, damit sie nicht erneut vorgeschlagen werden.", "Coming home": "Heimkehr", "Commands": "Befehle", "Commands your": "Befiehlt deinen", "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold": "Gewöhnlich +200, Ungewöhnlich +400, Selten +800, Legendär +2,000 Gold", "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%": "Gewöhnlich 80.7%, Ungewöhnlich 17%, Selten 2%, Legendär 0.3%", "Common 807, Uncommon 170, Rare 20, Legendary 3": "Gewöhnlich 807, Ungewöhnlich 170, Selten 20, Legendär 3", "Common Event": "Gewöhnliches Ereignis", "Common Event Abandoned Campsite": "Gemeinsames Event Verlassener Lagerplatz", "Common Event Abandoned Room 1": "Gemeinsames Event Verlassener Raum 1", "Common Event Abandoned Room 2 map": "Common Event Abandoned Room 2 Karte", "Common Event Ancient Library": "Gemeinsames Event Alte Bibliothek", "Common Event Ancient Library - Dungeon Settlers Wiki": "Gemeinsames Event Alte Bibliothek - Dungeon Settlers Wiki", "Common Event Ancient Library map": "Karte von Common Event Ancient Library", "Common Event Blood Tree Room map": "Common Event Blood Tree Room Karte", "Common Event Codex Room Stage 1 map": "Common Event Codex Room Stage 1 Karte", "Common Event Codex Room Stage 2": "Allgemeiner Ereignis-Kodexraum Stufe 2", "Common Event Codex Room Stage 2 map": "Common Event Codex Room Stage 2 Karte", "Common Event Devrik Worship Site map": "Common Event Devrik Worship Site Karte", "Common Event Discarded Magic Device map": "Common Event Discarded Magic Device Karte", "Common Event Flower map": "Common Event Flower Karte", "Common Event Goblin Settlement Stage 1 map": "Common Event Goblin Settlement Stage 1 Karte", "Common Event Goblin Settlement Stage 2 map": "Common Event Goblin Settlement Stage 2 Karte", "Common Event Hub map": "Common Event Hub Karte", "Common Event Junk Trash Pile 1 map": "Common Event Junk Trash Pile 1 Karte", "Common Event Junk Trash Pile 2 map": "Common Event Junk Trash Pile 2 Karte", "Common Event Junk Trash Pile 3 map": "Common Event Junk Trash Pile 3 Karte", "Common Event Lab Rat Breeding Pen map": "Common Event Lab Rat Breeding Pen Karte", "Common Event Mandrake": "Gemeinsames Event Alraune", "Common Event Meat Worm Room 1 map": "Common Event Meat Worm Room 1 Karte", "Common Event Meat Worm Room 2 map": "Common Event Meat Worm Room 2 Karte", "Common Event Temporary Shelter map": "Common Event Temporary Shelter Karte", "Common Event Tree of Life - Dungeon Settlers Wiki": "Gewöhnliches Event Tree of Life - Dungeon Settlers Wiki", "Common Event Tree of Life map": "Common Event Tree of Life Karte", "Common Horizontal Corridor": "Gemeinsamer horizontaler Korridor", "Common Horizontal Corridor (Dead End)": "Gemeinsamer horizontaler Korridor (Sackgasse)", "Common Horizontal Corridor (Dead End) map": "Common Horizontal Corridor (Dead End) Karte", "Common Horizontal Corridor - Dungeon Settlers Wiki": "Gemeinsamer horizontaler Korridor - Dungeon Settlers Wiki", "Common Horizontal Corridor 1": "Gewöhnlicher horizontaler Korridor 1", "Common Horizontal Corridor 2": "Gemeinsamer horizontaler Korridor 2", "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "Gemeinsamer horizontaler Korridor 2 - Dungeon Settlers Wiki", "Common Horizontal Corridor 2 map": "Karte von Common Horizontal Corridor 2", "Common Horizontal Corridor 3": "Gemeinsamer horizontaler Korridor 3", "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "Gemeinsamer horizontaler Korridor 3 - Dungeon Settlers Wiki", "Common Horizontal Corridor 3 map": "Karte von Common Horizontal Corridor 3", "Common Horizontal Corridor map": "Karte von Common Horizontal Corridor", "Common Magic Trash Pile": "Allgemeiner magischer Schrotthaufen", "Common Magic Trash Pile map": "Common Magic Trash Pile Karte", "Common Mood": "Gewöhnliche Stimmung", "Common Portal": "Normales Portal", "Common Portal - Dungeon Settlers Wiki": "Allgemeines Portal - Dungeon Settlers Wiki", "Common Portal map": "Common Portal-Karte", "Common Start": "Normaler Start", "Common Vertical Corridor": "Gemeinsamer vertikaler Korridor", "Common Vertical Corridor - Dungeon Settlers Wiki": "Allgemeiner vertikaler Korridor - Dungeon Settlers Wiki", "Common Vertical Corridor 1": "Gewöhnlicher vertikaler Korridor 1", "Common Vertical Corridor 2": "Gemeinsamer vertikaler Korridor 2", "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "Gemeinsamer vertikaler Korridor 2 - Dungeon Settlers Wiki", "Common Vertical Corridor 2 map": "Karte von Common Vertical Corridor 2", "Common Vertical Corridor 3 map": "Common Vertical Corridor 3 Karte", "Common Vertical Corridor map": "Common Vertical Corridor-Karte", "Common horizontal corridor 1_ 7 spaces map": "Common horizontal corridor 1_ 7 spaces Karte", "Common horizontal corridor 2 / for boss_11 spaces": "Gewöhnlicher horizontaler Korridor 2 / für boss_11-Flächen", "Common horizontal corridor 2 / for boss_11 spaces - Dungeon Settlers Wiki": "Gewöhnlicher horizontaler Korridor 2 / für boss_11-Flächen - Dungeon Settlers Wiki", "Common horizontal corridor 2 / for boss_11 spaces map": "Gewöhnlicher horizontaler Korridor 2 / für boss_11-Räume Karte", "Common horizontal corridor 3_2 spaces": "Gewöhnlicher horizontaler Korridor 3_2 Felder", "Common inscription:": "Gewöhnliche Inschrift:", "Common power drops": "Gewöhnliche Machtdrops", "Communication begins, and you": "Die Kommunikation beginnt, und du", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes. \"So, you really managed to kill the beast. I can't say I expected much..": "Das Gespräch beginnt, und du hältst dem Raben grob den abgetrennten Kopf der riesigen Ratte vor die Augen. \"Du hast die Bestie also wirklich getötet. Ich kann nicht sagen, dass ich viel erwart..", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I expected much...\" The raven": "Das Gespräch beginnt, und du hältst dem Raben den abgetrennten Kopf der riesigen Ratte vor die Augen. \"Du hast sie also wirklich getötet. Ich kann nicht sagen, dass ich viel erwartet...\" Der Rabe", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I expected much...\" The raven pecks...": "Das Gespräch beginnt, und du hältst dem Raben den abgetrennten Kopf der riesigen Ratte vor die Augen. \"Du hast sie also wirklich getötet. Ich kann nicht sagen, dass ich viel erwartet...\" Der Rabe hackt...", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I...": "Das Gespräch beginnt, und du hältst dem Raben den abgetrennten Kopf der riesigen Ratte vor die Augen. \"Du hast sie also wirklich getötet. Ich kann nicht sagen, dass i...", "Community definitions plus the game's official concept texts (": "Definitionen der Community plus die offiziellen Konzepttexte des Spiels (", "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "Vergleiche einen deiner Charaktere mit diesem Gegner - wähle einen aus oder behalte den Build, den du gerade bearbeitest.", "Complete": "Abgeschlossen", "Complete Research": "Forschung abschließen", "Complete condition": "Abschlussbedingung", "Completed, active and pending quests": "Abgeschlossene, aktive und ausstehende Aufgaben", "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the": "Sie abzuschließen beendet die Geschichte des Szenarios, schließt Veil of Silence aber nicht ab und schaltet Festering Burrow nicht frei. Nur der Abschluss-Boss der Region (oder der Auto-Abschluss der Demo) setzt den", "Condition": "Bedingung", "Conditions gating NPC spawns.": "Bedingungen, die NPC-Spawns steuern.", "Conditions:": "Bedingungen:", "ConeExceptMe, radius 1": "ConeExceptMe, Radius 1", "Congratulations on clearing Alpha Demo!": "Herzlichen Glückwunsch zum Abschluss der Alpha-Demo!", "Consequence": "Folge", "Constitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.": "Konstitution speist maximale Gesundheit und physische Resistenzen; Willenskraft speist maximale Energie und Statusresistenzen; Intelligenz speist Magischen Angriffswert und Magieresistenzen; Beweglichkeit speist Bewegungsgeschwindigkeit, Angriffsgeschwindigkeit und Ausweichen; Wahrnehmung speist Kritische Trefferchance und Trefferchance.", "Construction Special": "Bau-Spezial", "Construction cost": "Baukosten", "Construction costs, gathering, crafting stations, housing": "Baukosten, Sammeln, Werkbänke, Unterkünfte", "Construction material amounts": "Mengen an Baumaterial", "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "Multiplikator für den Materialbedarf beim Bauen (Dezimalstellen werden gerundet; wenn unter 1 reduziert, auf 1 korrigiert)", "Construction workload": "Bauaufwand", "Construction workload * {0} = Workload for performing the demolition task": "Bauaufwand * {0} = Aufwand für die Ausführung der Abrissaufgabe", "Consumes": "Verbraucht", "Consumes the nearest Bubbling 1 to grant": "Verbraucht das nächste Bubbling 1 und verleiht", "Consuming a summoned Bubbling costs extra energy, so the true damage per energy is lower than this face value.": "Eine beschworene Bubbling zu verbrauchen kostet zusätzliche Energie, der echte Schaden pro Energie liegt also unter diesem Nennwert.", "Contact (optional, if you want a reply)": "Kontakt (optional, falls du eine Antwort möchtest)", "Container": "Behälter", "Contains:": "Enthält:", "Contents": "Inhalt", "Continue": "Weiter", "Continue?": "Fortfahren?", "Contribution": "Beitrag", "Contribution Point (CP)": "Beitragspunkt (CP)", "Contribution to rank up": "Beitrag für den Rangaufstieg", "Control Mode Auto Pick Up": "Steuerungsmodus: Automatisch aufheben", "Control Modes": "Steuerungsmodi", "Controls": "Steuerung", "Controls - Dungeon Settlers Wiki": "Steuerung - Dungeon Settlers Wiki", "Cooked dishes also carry a": "Gekochte Gerichte haben außerdem", "Cooking Complete": "Kochen abgeschlossen", "Cooking here": "Kocht hier", "Cooking here: +120% Kochen": "Kochen hier: +120% Kochen", "Cooking here: +150% Kochen": "Kochen hier: +150% Kochen", "Cooking here: +180% Kochen": "Kochen hier: +180% Kochen", "Cooking here: +210% Kochen": "Kochen hier: +210% Kochen", "Cooking here: +30% Kochen": "Kochen hier: +30% Kochen", "Cooking here: +60% Kochen": "Kochen hier: +60% Kochen", "Cooking here: +90% Kochen": "Kochen hier: +90% Kochen", "Cooking incomplete": "Kochen unvollständig", "Cooldown": "Abklingzeit", "Cooldown time": "Abklingzeit", "Copied to clipboard.": "In die Zwischenablage kopiert.", "Copper": "Kupfer", "Copper (M.Atk {#})": "Kupfer (Mag. Angr. {#})", "Copper (P.Atk {#})": "Kupfer (Phys. Angr. {#})", "Copy as text": "Als Text kopieren", "Copy build link": "Build-Link kopieren", "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "Kopiere jede geteilte Einheit in ein neues Team in deinem Aufgebot. Das ist eine der wenigen Aktionen hier, die überhaupt etwas speichert.", "Copy path": "Pfad kopieren", "Copy team link": "Team-Link kopieren", "Cordyceps icon": "Cordyceps Symbol", "Core": "Kern", "Corners beat distance.": "Ecken schlagen Distanz.", "Corrections & myths": "Korrekturen & Mythen", "Corridor": "Korridor", "Corridors": "Korridore", "Corrupted": "Verdorben", "Cost by difficulty": "Kosten je Schwierigkeit", "Cost each": "Kosten je", "Cost to refresh recruitment": "Kosten für das Auffrischen der Rekrutierung", "Could not lay this floor out - try another seed.": "Diese Etage konnte nicht ausgelegt werden - probiere einen anderen Seed.", "Could not read that file.": "Diese Datei konnte nicht gelesen werden.", "Could not send - use \"Copy as text\" and share it manually.": "Konnte nicht gesendet werden - nutze \"Als Text kopieren\" und teile es manuell.", "Count": "Anzahl", "Count hits-until-break for a weapon or armor piece given the damage taken, guard and any loss reduction, and the durability you will need to mend back. The wear model is on the": "Zähle die Treffer bis zum Bruch einer Waffe oder eines Rüstungsteils, ausgehend vom erlittenen Schaden, dem Block und einer etwaigen Verlustreduktion, sowie die Haltbarkeit, die du zurück reparieren musst. Das Abnutzungsmodell steht auf der", "Counts toward housing rooms:": "Zählt zu den Unterkunftsräumen:", "Craft": "Herstellen", "Craft at": "Hergestellt an", "Craftable": "Herstellbar", "Crafted equipment can roll a higher quality: base chance": "Hergestellte Ausrüstung kann eine höhere Qualität auswürfeln: Grundchance", "Crafting (16)": "Herstellung (16)", "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "Arbeitsaufwand beim Herstellen und Bauen, Ausgabemengen, Verkaufspreise und Freischaltbedingungen bleiben unverändert.", "Crafting here": "Hier herstellen", "Crafting here (1 recipes)": "Herstellung hier (1 Rezept)", "Crafting here (10 recipes)": "Herstellung hier (10 Rezepte)", "Crafting here (11 recipes)": "Herstellung hier (11 Rezepte)", "Crafting here (15 recipes)": "Herstellung hier (15 Rezepte)", "Crafting here (2 recipes)": "Herstellung hier (2 Rezepte)", "Crafting here (20 recipes)": "Herstellung hier (20 Rezepte)", "Crafting here (21 recipes)": "Herstellung hier (21 Rezepte)", "Crafting here (23 recipes)": "Herstellung hier (23 Rezepte)", "Crafting here (3 recipes)": "Herstellung hier (3 Rezepte)", "Crafting here (30 recipes)": "Herstellung hier (30 Rezepte)", "Crafting here (5 recipes)": "Herstellung hier (5 Rezepte)", "Crafting here: +120% Herstellen": "Herstellung hier: +120% Herstellen", "Crafting here: +150% Herstellen": "Herstellung hier: +150% Herstellen", "Crafting here: +180% Herstellen": "Herstellung hier: +180% Herstellen", "Crafting here: +210% Herstellen": "Herstellung hier: +210% Herstellen", "Crafting here: +30% Herstellen": "Herstellung hier: +30% Herstellen", "Crafting here: +60% Herstellen": "Herstellung hier: +60% Herstellen", "Crafting here: +90% Herstellen": "Herstellung hier: +90% Herstellen", "Crafting ingredient": "Herstellungszutat", "Crafting ingredient amounts": "Mengen der Herstellungszutaten", "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "Multiplikator für den Materialbedarf beim Herstellen (Dezimalstellen werden gerundet; wenn unter 1 reduziert, auf 1 korrigiert)", "Crafting recipes by workstation": "Herstellungsrezepte nach Werkbank", "Crafting recipes: output, ingredients, workstations, workload.": "Herstellungsrezepte: Ergebnis, Zutaten, Werkbänke, Arbeitsaufwand.", "Crafting work amount increases by {0} every tick": "Die Herstellungsarbeit steigt pro Tick um {0}", "Crawling": "Kriechen", "Crawling Doom Devastation": "Kriechendes Unheil Verheerung", "Crawling Doom Easy": "Kriechendes Unheil Einfach", "Crawling Doom Easy Tuto": "Kriechendes Unheil Einfach Tuto", "Crawling Doom Hard": "Kriechendes Unheil Schwer", "Crawling Doom Normal": "Kriechendes Unheil Normal", "Crawling Doom Normal Tuto": "Kriechendes Unheil Normal Tuto", "Crawling Doom Tuto 1 icon": "Crawling Doom Tuto 1-Symbol", "Crawling Doom Tuto 10 icon": "Crawling Doom Tuto 10-Symbol", "Crawling Doom Tuto 12 icon": "Crawling Doom Tuto 12-Symbol", "Crawling Doom Tuto 13 icon": "Crawling Doom Tuto 13-Symbol", "Crawling Doom Tuto 14 icon": "Crawling Doom Tuto 14-Symbol", "Crawling Doom Tuto 15 icon": "Crawling Doom Tuto 15-Symbol", "Crawling Doom Tuto 16 icon": "Crawling Doom Tuto 16-Symbol", "Crawling Doom Tuto 2 icon": "Crawling Doom Tuto 2-Symbol", "Crawling Doom Tuto 3 icon": "Crawling Doom Tuto 3-Symbol", "Crawling Doom Tuto 4 icon": "Crawling Doom Tuto 4-Symbol", "Crawling Doom Tuto 5 icon": "Crawling Doom Tuto 5-Symbol", "Crawling Doom Tuto 6 icon": "Crawling Doom Tuto 6-Symbol", "Crawling Doom Tuto 7 icon": "Crawling Doom Tuto 7-Symbol", "Crawling Doom Tuto 8 icon": "Crawling Doom Tuto 8-Symbol", "Crawling Doom Very Hard": "Kriechendes Unheil Sehr schwer", "Crawling Doom Very Hard Tuto": "Kriechendes Unheil Sehr schwer Tuto", "Creation": "Erstellung", "Creature": "Kreatur", "Crit %": "Krit. %", "Crit Bonus": "Krit.-Bonus", "Crit Dmg": "Krit.-Schaden", "Crit basic attack splash": "Flächenschaden bei kritischem Standardangriff", "Crit rate": "Krit.-Chance", "Crit%": "Krit%", "Critical": "Kritisch", "Critical Chance, Dodge, Guard chance and Life Steal": "Kritische Trefferchance, Ausweichchance, Blockchance und Lebensraub", "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "Kritische Trefferchance, Trefferchance/Ausweichchance/Blockchance, Lebensraub, Gesundheitsregeneration", "Critical Damage": "Kritischer Schaden", "Critical chance": "Kritische Trefferchance", "Critical chance (flat)": "Kritische Trefferchance (fest)", "Critical damage amplification coefficient": "Koeffizient der kritischen Schadensverstärkung", "Critical damage bonus": "Kritischer Schadensbonus", "Critical damage bonus (flat)": "Kritischer Schadensbonus (fest)", "Critical hit": "Kritischer Treffer", "Critical hits landed": "Erzielte kritische Treffer", "Critically low head health": "Kritisch niedrige Kopfgesundheit", "Critically low health": "Kritisch niedrige Gesundheit", "Critically low hunger": "Kritisch niedriger Hunger", "Critically low stamina": "Kritisch niedrige Ausdauer", "Crits needed to cap = 2000 ÷ 10 =": "Benötigte kritische Treffer bis zum Maximum = 2000 ÷ 10 =", "Crits to reach the cap": "Kritische Treffer bis zum Maximum", "Crops are planted from seed items at a farm building, accumulate growth progress through 3 ranks, and are harvested by gathering the grown crop building. Harvesting earlier stages yields less.": "Feldfrüchte werden aus Samen-Items an einem Bauernhof-Gebäude gepflanzt, sammeln über 3 Ränge Wachstumsfortschritt an und werden durch das Abbauen des gewachsenen Pflanzen-Gebäudes geerntet. Frühere Stadien zu ernten bringt weniger.", "Crops, growth stages, yields": "Feldfrüchte, Wachstumsstufen, Erträge", "Crops: seed item, growth stage workloads, linked crop buildings.": "Feldfrüchte: Saatgut-Item, Arbeitsaufwand der Wachstumsstufen, verknüpfte Anbaugebäude.", "Crossbow (aptitude + tree name only, no items)": "Armbrust (nur Eignung + Baumname, keine Items)", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.": "Er kauert am Boden und untersucht die Überreste eines zerstörten Golems, dann wendet er sich langsam und müde zu dir um.", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years s...": "Er kauert am Boden und untersucht die Überreste eines zerstörten Golems, dann wendet er sich langsam und müde zu dir um. \"Es ist viele Jahre h...", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years since the Magic Empire fell. Much of what": "Er kauert am Boden und untersucht die Überreste eines zerstörten Golems, dann wendet er sich langsam und müde zu dir um. \"Es ist viele Jahre her, dass das Magische Imperium fiel. Viel von dem, was", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years since the Magic Empire fell. Much of what re...": "Er kauert am Boden und untersucht die Überreste eines zerstörten Golems, dann wendet er sich langsam und müde zu dir um. \"Es ist viele Jahre her, dass das Magische Imperium fiel. Viel von dem, was da...", "Crude though ...": "Grob, aber ...", "Crystal": "Kristall", "Crystal Turtle Random2": "Kristallschildkröte Zufällig2", "Crystal Turtle has been renamed to": "Crystal Turtle wurde umbenannt in", "Crystal jewelry": "Kristallschmuck", "Crystal jewelry affixes": "Affixe für Kristallschmuck", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.40).": "Kuratierte Gameplay-Guides, destilliert aus Spieldaten und Reverse-Engineering-Notizen (DS_B.0.3.40).", "Curated knowledge distilled from research notes.": "Aufbereitetes Wissen aus Forschungsnotizen.", "Current Map": "Aktuelle Karte", "Current character": "Aktueller Charakter", "Current last floor of the Abyss": "Derzeit letzte Etage des Abyss", "Current mood (-30 to +30)": "Aktuelle Stimmung (-30 bis +30)", "Currently selected": "Aktuell ausgewählt", "Curse Of Fate icon": "Symbol von Curse Of Fate", "Custom %": "Benutzerdefiniert %", "Custom base HP": "Eigene Basis-HP", "Custom base Magic Attack": "Eigener magischer Basis-Angriffswert", "Custom base stats": "Eigene Basiswerte", "Custom reflect %": "Benutzerdefinierte Reflexion %", "D1-D4 mood debuffs, one step per in-game day (1,440-min term)": "D1-D4 Stimmungs-Debuffs, eine Stufe pro Spieltag (Laufzeit 1.440 Min.)", "DIES at {#}": "STIRBT bei {#}", "DO-NOT list": "NICHT-TUN-Liste", "DPE (damage per energy)": "DPE (Schaden pro Energie)", "DPS (rotation)": "DPS (Rotation)", "DROP_BasementTreeFixed (empty)": "DROP_BasementTreeFixed (leer)", "DROP_BigRockFixed (empty)": "DROP_BigRockFixed (leer)", "DS_B.0.3.40 adds a new Speer Skillbaum weapon tree, 59 effects, 35 buildings, 25 events and 146 other entries, retunes 169 items, 47 common traits, 28 effects and 117 other entries, and re-cuts skill tree access for 26 backgrounds.": "DS_B.0.3.40 fügt einen neuen Waffenbaum Speer Skillbaum, 59 Effekte, 35 Gebäude, 25 Events und 146 weitere Einträge hinzu, justiert 169 Items, 47 gewöhnliche Traits, 28 Effekte und 117 weitere Einträge neu und schneidet den Skillbaum-Zugang für 26 Hintergründe neu.", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem benötigt Phase 5 -> wird in der unveränderten Demo nie generiert", "Dagger (items, aptitude, no tree)": "Dolch (Items, Eignung, kein Skillbaum)", "Damage": "Schaden", "Damage Dealt +20% × missing%": "Verursachter Schaden +20% × fehlende%", "Damage at cap": "Schaden am Maximum", "Damage benchmark monster": "Referenzmonster für Schaden", "Damage calc": "Schadensberechnung", "Damage dealt increases as current Stimmung gets lower.": "Der verursachte Schaden steigt, je niedriger die aktuelle Stimmung ist.", "Damage increases by": "Der Schaden erhöht sich um", "Damage over time": "Schaden über Zeit", "Damage per cast": "Schaden pro Anwendung", "Damage per energy": "Schaden pro Energie", "Damage per hit": "Schaden pro Treffer", "Damage per hit taken": "Schaden pro erlittenem Treffer", "Damage per minute": "Schaden pro Minute", "Damage per second": "Schaden pro Sekunde", "Damage per second vs benchmark": "Schaden pro Sekunde gegen Referenz", "Damage percentages are of the boss's attack power; reach and cooldown are in tiles / seconds. Each attack's reach and area are drawn on a real dungeon room below it (click to enlarge). Descriptions are the game's own skill text - hover a highlighted keyword, effect or summon for what it does.": "Die Schadensprozente beziehen sich auf die Angriffskraft des Bosses; Reichweite und Abklingzeit sind in Feldern / Sekunden angegeben. Reichweite und Bereich jedes Angriffs sind darunter in einem echten Dungeonraum eingezeichnet (zum Vergrößern klicken). Die Beschreibungen sind der Skilltext des Spiels selbst - fahre über ein hervorgehobenes Schlüsselwort, einen Effekt oder eine Beschwörung, um zu sehen, was sie bewirken.", "Damage reduction amount on a successful guard": "Höhe der Schadensreduktion bei einem erfolgreichen Block", "Damage source": "Schadensquelle", "Damage taken": "Erlittener Schaden", "Damage taken (after defense/resist)": "Erlittener Schaden (nach Verteidigung/Resistenz)", "Damage taken = raw damage x 100 / (100 + R)": "Erlittener Schaden = Rohschaden x 100 / (100 + R)", "Damage taken multiplied by about 100 / (100 + Resistance)": "Erlittener Schaden multipliziert mit etwa 100 / (100 + Resistenz)", "Damage to reach it": "Schaden, um es zu erreichen", "Damage to you": "Schaden an dir", "Damage to your units": "Schaden an deinen Einheiten", "Damage type": "Schadensart", "Damage types": "Schadensarten", "Damage value": "Schadenswert", "Damage vs": "Schaden gegen", "Damage vs Enemy": "Schaden gegen Gegner", "Damage-over-time calculator": "Schaden-über-Zeit-Rechner", "Damage-over-time stack caps": "Stapelobergrenzen für Schaden über Zeit", "Damage.": "Schaden.", "Dark": "Dunkel", "Dark Forest (internal)": "Dark Forest (intern)", "Dark Magic": "Dunkle Magie", "Dartspiel genossen icon": "Dartspiel genossen Symbol", "Dartspiele satt icon": "Dartspiele satt Symbol", "Data": "Daten", "Data error (wrong game data)": "Datenfehler (falsche Spieldaten)", "Data note - Sharp Edge.": "Datenhinweis - Sharp Edge.", "Data note.": "Datenhinweis.", "Data notes": "Datenhinweise", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.40 demo; they are left out of the roster count, table and filters above.": "Reine Daten-Platzhaltereinheiten mit dem Standard-Statblock von 40 HP und ohne Dungeon-Platzierung. Keine von ihnen wird in der unveränderten DS_B.0.3.40-Demo irgendwo bekämpft; sie bleiben in der Anzahl des Aufgebots, der Tabelle und den Filtern oben unberücksichtigt.", "Database": "Datenbank", "Date": "Datum", "Dauerhafte Erhöhung von Stärke und Konstitution. Permanently +3 Strength and +3 Constitution, and restores 100 HP over 10 seconds.": "Dauerhafte Erhöhung von Stärke und Konstitution. Dauerhaft +3 Stärke und +3 Konstitution, und stellt 100 LP über 10 Sekunden wieder her.", "Day & night": "Tag & Nacht", "Day 1 checklist": "Checkliste für Tag 1", "Day and night": "Tag und Nacht", "Day counter rolls over": "Tageszähler springt um", "Day vision": "Sichtweite bei Tag", "Day, version, difficulty, playtime, current region": "Tag, Version, Schwierigkeit, Spielzeit, aktuelle Region", "Daytime": "Tageszeit", "Daytime window": "Tageszeitfenster", "Dead Swamp": "Toter Sumpf", "Dead heat on time-to-kill (~": "Gleichstand bei der Zeit bis zum Kill (~", "Deadly Fear puts Exposed Flaw on the ENEMY, so your melee crits on it are guaranteed and Blade Spirit refunds energy - the correct greatsword Exposed-Flaw setup (Slay would only expose yourself).": "Deadly Fear legt Exposed Flaw auf den GEGNER, deine Nahkampf-Crits auf ihn sind damit garantiert und Blade Spirit erstattet Energie - das richtige Exposed-Flaw-Setup für den Zweihänder (Slay würde nur dich selbst entblößen).", "Deal": "Verursacht", "Dealer bite combination facing open terrain.": "Dealer-Biss-Kombination in offenem Gelände.", "Dealer bite combination facing open terrain. - Dungeon Settlers Wiki": "Dealer-Biss-Kombination in offenem Gelände. - Dungeon Settlers Wiki", "Dealing critical damage apply": "Kritischen Schaden verursachen gewährt", "Dealing critical damage apply Langsam the target for {0} seconds.": "Bei kritischem Schaden wird das Ziel für {0} Sekunden mit Langsam belegt.", "Deals": "Verursacht", "Deals 100% of magic attack power as magic damage to the target and applies 3": "Fügt dem Ziel 100% des magischen Angriffswerts als magischen Schaden zu und belegt es mit 3", "Deals 200 fixed damage to a specific building within": "Verursacht 200 festen Schaden an einem bestimmten Gebäude im Umkreis von", "Deals 200 fixed damage to a specific building within 5 tiles.": "Verursacht 200 festen Schaden an einem bestimmten Gebäude im Umkreis von 5 Feldern.", "Deals physical damage equal to": "Verursacht physischen Schaden in Höhe von", "Deals physical damage equal to 100% of physical attack power to the target.": "Fügt dem Ziel physischen Schaden in Höhe von 100% der physischen Angriffskraft zu.", "Deals physical damage equal to {0}% of Physical Attack to the target and applies": "Fügt dem Ziel physischen Schaden in Höhe von {0}% des Physischen Angriffs zu und belegt es mit", "Deals physical damage equal to {0}% of Physical Attack to the target and applies Anfällig for {1} seconds.": "Fügt dem Ziel physischen Schaden in Höhe von {0}% der Physische Angriffskraft zu und wendet Anfällig für {1} Sekunden an.", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is affli...": "Fügt dem Ziel physischen Schaden in Höhe von {0}% des Physischen Angriffs zu und stößt es {1} Felder zurück. Das Ziel wird...", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with Langsam for {2} seconds.": "Fügt dem Ziel physischen Schaden in Höhe von {0}% des Physischen Angriffs zu und stößt es {1} Felder zurück. Das Ziel wird für {2} Sekunden mit Langsam belegt.", "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located...": "Fügt dem Ziel {1} Mal physischen Schaden in Höhe von {0}% des Physischen Angriffs zu. Fügt denselben Schaden Gegnern zu, die...", "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies l...": "Fügt dem Ziel physischen Schaden in Höhe von {0}% der physischen Angriffskraft zu. Fügt denselben Schaden Gegnern zu, die s...", "Deals {2} instances of {1}% of": "Verursacht {2} Instanzen von {1}% von", "Deals {2} instances of {1}% of Physische Angriffskraft as physical damage to the target.": "Fügt dem Ziel {2} Mal {1}% der Physische Angriffskraft als physischen Schaden zu.", "Deals {2} instances of {1}% of Physische Angriffskraft as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "Fügt dem Ziel {2} Mal {1}% der Physische Angriffskraft als physischen Schaden zu. Während diese Skill aktiv ist, verbraucht jeder Standardangriff {2} Pfeile.", "Deals {2} instances of {1}% of [": "Verursacht {2} Instanzen von {1}% von [", "Death Throes and Devrick Pendant read how much HP YOU are missing; the Sinking Inscription reads how much the TARGET is missing. Each scales from 0 at full HP to its cap at 0 HP.": "Death Throes und Devrick Pendant lesen ab, wie viel HP DIR fehlen; die Sinking-Inschrift liest ab, wie viel dem ZIEL fehlt. Beide skalieren von 0 bei voller HP bis zu ihrem Maximum bei 0 HP.", "Death Throes: 20% × 0.5 =": "Todeskampf: 20% × 0.5 =", "Death Throes: Damage Dealt": "Death Throes: Verursachter Schaden", "Death and Bodies": "Tod und Leichen", "Death by starvation imminent": "Tod durch Verhungern steht bevor", "Death from damage imminent": "Tod durch Schaden steht bevor", "Death ×1": "Tod ×1", "Death ×1, Split ×1": "Tod ×1, Teilung ×1", "Debris": "Trümmer", "Debuff into Shield": "Debuff in Schild", "Debug console command only": "Nur per Debug-Konsolenbefehl", "Decimals": "Nachkommastellen", "Decision": "Entscheidung", "Decision (policy) categories.": "Kategorien der Entscheidungen (Richtlinien).", "Decisions": "Entscheidungen", "Deco Q": "Deko-Q", "Deco Style": "Deko-Stil", "Deco style": "Deko-Stil", "Decoration (141)": "Dekoration (141)", "Deeper": "Tiefer", "Deeper dungeons contain richer and rarer resources.": "Tiefere Dungeons enthalten reichhaltigere und seltenere Ressourcen.", "Default central room": "Standard-Zentralraum", "Default hiring cost": "Standard-Anwerbekosten", "Default inspection cost": "Standard-Inspektionskosten", "Default number of ticks {0} spent when eating food": "Standardanzahl der Ticks {0}, die beim Essen von Nahrung verbraucht werden", "Default number of ticks {0} spent while playing": "Standardanzahl der Ticks, die {0} während des Spielens verbraucht", "Default number of units displayed": "Standardanzahl der angezeigten Einheiten", "Default phase table": "Standard-Phasentabelle", "Default starting funds when creating a new campaign": "Standardmäßige Startmittel beim Erstellen einer neuen Kampagne", "Default starting max population when creating a new campaign": "Standardmäßige Höchstbevölkerung beim Erstellen einer neuen Kampagne", "Default threshold ratio (0~1) for what percentage of max stock a structure's 'transport needed' item must drop below before a transport task is issued. EX: If a Mana Generator can store up to 100 Mana Stones as fuel -> with this value at 0.2, a transport task is issued once the stock drops to 20.": "Standardmäßiges Schwellenverhältnis (0~1) dafür, unter welchen Prozentsatz des Höchstbestands ein Item mit Transportbedarf in einem Gebäude fallen muss, bevor eine Transportaufgabe erteilt wird. EX: Wenn ein Mana-Generator bis zu 100 Manasteine als Brennstoff lagern kann -> wird bei diesem Wert von 0.2 eine Transportaufgabe erteilt, sobald der Bestand auf 20 fällt.", "Default tick value spent per unit of sleep: {0}. This variable exists to handle exception conditions for waking during sleep (e.g. Stamina above a certain threshold, or Very Hungry).": "Standard-Tickwert, der pro Einheit Schlaf verbraucht wird: {0}. Diese Variable existiert, um Ausnahmefälle für das Aufwachen während des Schlafs zu behandeln (z. B. Ausdauer über einem bestimmten Schwellenwert oder Sehr hungrig).", "Default tick value spent per unit of unconscious sleep: {0}.": "Standard-Tickwert, der pro Einheit bewusstlosen Schlafs verbraucht wird: {0}.", "Default traits": "Standard-Traits", "Default upkeep cost": "Standard-Unterhaltskosten", "Default value for a structure's maximum inventory weight.": "Standardwert für das maximale Inventargewicht eines Gebäudes.", "Default value for the maximum number of members a player can hold. The max headcount may increase depending on the Expedition party's fame rank, etc.": "Standardwert für die maximale Anzahl an Mitgliedern, die ein Spieler halten kann. Die maximale Kopfzahl kann sich abhängig vom Ruhmesrang der Expeditionsgruppe usw. erhöhen.", "Default, radius 2": "Standard, Radius 2", "Defeat": "Niederlage", "Defeat 1 Red Monster Rat.": "Besiege 1 Red Monster Rat.", "Defeat 1 Weak Grey Rat": "Besiege 1 Weak Grey Rat", "Defeat 2 Weak Grey Rats": "Besiege 2 Weak Grey Rats", "Defeat the Acid Bug (0/1)": "Besiege den Acid Bug (0/1)", "Defeat the Alpha Acid Slogel": "Besiege den Alpha Acid Slogel", "Defeat the Elder Gloth": "Besiege den Elder Gloth", "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "Verteidigungsignorierender magischer Schaden in Höhe von Stapel x3 pro Sekunde (max. 50 Stapel).", "Defensive": "Defensiv", "Defensive stats": "Defensivwerte", "Defined in the data, not active in this build.": "In den Daten definiert, in diesem Build nicht aktiv.", "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "In den Spieldaten definiert, aber noch nicht mit einer Quelle im Spiel verknüpft (geplant / unveröffentlicht).", "Delay scales with attack speed": "Verzögerung skaliert mit der Angriffsgeschwindigkeit", "Delete - sure?": "Löschen - sicher?", "Delete team": "Team löschen", "Delete team \"": "Team löschen \"", "Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.": "Wenn du eine Kampagne im Spiel löschst, wird auch ihre Autosave-Datei gelöscht - lege externe Backups von allem an, was dir wichtig ist.", "Demo auto-clear": "Demo-Autoabschluss", "Demo build note: the boss room": "Hinweis zum Demo-Build: der Bossraum", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Eiternder Bau at phase 3, so the fight (and the Verlassene Mine unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "Hinweis zum Demo-Build: Dieser Bossraum benötigt Etagenphase 5; die Phasentabelle der Demo begrenzt Eiternder Bau auf Phase 3, daher kann der Kampf (und die Freischaltung von Verlassene Mine, die auf das Abschließen einer Region folgt) im unveränderten DS_B.0.3.40 nicht ausgelöst werden. Siehe", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Schleier des Schweigens at phase 4, so the fight (and the Eiternder Bau unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "Hinweis zum Demo-Build: Dieser Bossraum benötigt Etagenphase 5; die Phasentabelle der Demo begrenzt Schleier des Schweigens auf Phase 4, daher kann der Kampf (und die Freischaltung von Eiternder Bau, die auf das Abschließen einer Region folgt) im unveränderten DS_B.0.3.40 nicht ausgelöst werden. Siehe", "Demo phase table (Veil of Silence)": "Phasentabelle der Demo (Veil of Silence)", "Demo truth:": "Demo-Wahrheit:", "Depleted Dungeon effect": "Effekt bei erschöpftem Dungeon", "Depletion Term": "Begriff Erschöpfung", "Depletion guide": "Erschöpfungs-Guide", "Depletion range": "Erschöpfungsbereich", "Depletion recovery cycle (minute interval)": "Erschöpfungs-Erholungszyklus (Minutenintervall)", "Depletion rule of thumb": "Daumenregel zur Erschöpfung", "Depths": "Tiefen", "Deputy Captains Insignia": "Insignie des Vizehauptmanns", "Deputy Captains Insignia icon": "Deputy Captains Insignia Symbol", "Der Wächter erhält für 10 Sekunden 30 Lebensschub. 120s cooldown Effects: • Lebensschub (on the caster): Stellt jede Sekunde 10 Aktuelle Lebenspunkte pro Stapel wieder her.": "Der Wächter erhält für 10 Sekunden 30 Lebensschub. 120s Abklingzeit Effekte: • Lebensschub (beim Anwender): Stellt jede Sekunde 10 Aktuelle Lebenspunkte pro Stapel wieder her.", "Der durch kritische Treffer erlittene Kritischer Schadensbonus ist erhöht. Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "Der durch kritische Treffer erlittene Kritischer Schadensbonus ist erhöht. Erlittener Kritischer Schadensbonus +50% (ein kritischer Treffer, der +50% verursachen würde, verursacht +100%).", "Derived (final) stat": "Abgeleiteter (endgültiger) Wert", "Derived at the stock caster, level cap: Magischer Angriffswert = half the caster Magischer Angriffswert + 0, HP = the caster Magischer Angriffswert + 0.": "Abgeleitet beim Standard-Anwender auf Stufenobergrenze: Magischer Angriffswert = halber Magischer Angriffswert des Anwenders + 0, HP = Magischer Angriffswert des Anwenders + 0.", "Derived at the stock caster, level cap: Magischer Angriffswert = half the caster Magischer Angriffswert + 50.7, HP = the caster Magischer Angriffswert + 300.": "Abgeleitet beim Standard-Anwender auf Stufenobergrenze: Magischer Angriffswert = halber Magischer Angriffswert des Anwenders + 50.7, HP = Magischer Angriffswert des Anwenders + 300.", "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "Abgeleitet vom Standard-Anwender auf Maximalstufe: {#} = die Hälfte des {#} des Anwenders + {#}, {#} = das {#} des Anwenders + {#}.", "Derived from talents": "Aus Talenten abgeleitet", "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "Wird bei jedem Laden abgeleitet: Eine abgeschlossene Region öffnet ihre Nachbarregion (OpenAdjacentRegion); nichts anderes öffnet eine Region", "Derived stats": "Abgeleitete Werte", "Describe the bug, the wrong value (expected vs shown), or your idea...": "Beschreibe den Fehler, den falschen Wert (erwartet vs. angezeigt) oder deine Idee...", "Describe your settler": "Beschreibe deinen Siedler", "Description": "Beschreibung", "Deserteur icon": "Deserteur-Symbol", "Despite": "Trotz", "Despite the colorful spell names, damage in Dungeon Settlers is": "Trotz der bunten Zaubernamen ist Schaden in Dungeon Settlers", "Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic.": "Trotz der bunten Zaubernamen ist Schaden in Dungeon Settlers binär: Alles ist entweder physisch oder magisch.", "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "Trotz des Namens bestimmt der Wert Wahrnehmung Physischen & Magischen Angriff, Kritische Trefferchance und Kochen - sein aktueller", "Detailed sources": "Detaillierte Quellen", "Detection & Aggro": "Entdeckung & Aggro", "Detection is": "Entdeckung ist", "Detection range calculator": "Rechner für Entdeckungsreichweite", "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "Die Detonation verbraucht die Burning-Stapel und verzichtet damit auf deren restlichen Schaden über Zeit.", "Detonating consumes the stacks.": "Das Auslösen verbraucht die Stapel.", "Detonator clears the stacks after firing; set the current stack count with the slider.": "Detonator löscht die Stapel nach dem Auslösen; stelle die aktuelle Stapelzahl mit dem Schieberegler ein.", "Dev / test": "Dev / Test", "Dev Name": "Dev-Name", "Dev comment": "Entwicklerkommentar", "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "Entwicklerkommentare sind aus dem koreanischen Original übersetzt - fahre über eine Entwicklernotiz, um den echten Quelltext aus den Datentabellen des Spiels zu sehen.", "Dev title": "Dev-Titel", "Dev-internal": "Dev-intern", "Dev-internal changes": "Entwicklerinterne Änderungen", "Devastation": "Verheerung", "Developer test settlers - not part of normal recruitment.": "Test-Siedler der Entwickler - nicht Teil der normalen Rekrutierung.", "Developers Letter": "Entwicklerbrief", "Developers Letter icon": "Developers Letter Symbol", "Development leftovers": "Entwicklungsreste", "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "Devrick Pendant bei einem Treffer mit 300 Schaden: 30% × 0.5 = 15% von 300 =", "Devrick Pendant: heal": "Devrick Pendant: Heilung", "Devricks Anhänger - While equipped: Absorbiert beim Angreifen abhängig von fehlenden Lebenspunkten bis zu 30% des verursachten Schadens als Lebenspunkte. A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "Devricks Anhänger - Wenn ausgerüstet: Absorbiert beim Angreifen abhängig von fehlenden Lebenspunkten bis zu 30% des verursachten Schadens als Lebenspunkte. Ein Treffer mit 200 Schaden heilt nahe 0 LP bis zu 60 LP, bei halben LP 30 LP und bei vollen LP nichts (30% des verursachten Schadens, multipliziert mit dem Anteil der fehlenden LP).", "Devricks Talisman icon": "Devricks Talisman Symbol", "Devrik Statue icon": "Devrik Statue Symbol", "Devrik Statue2 icon": "Devrik Statue2 Symbol", "Devrik Statue3 icon": "Devrik Statue3 Symbol", "Devrik Statue4 Remnant": "Devrik-Statue4 (Überrest)", "Devrik Statue4 icon": "Devrik Statue4 Symbol", "Dialog graph - 1 node": "Dialoggraph - 1 Knoten", "Dialog graph - 2 nodes": "Dialoggraph - 2 Knoten", "Dialog graph - 3 nodes": "Dialoggraph - 3 Knoten", "Dialog graph - 4 nodes": "Dialoggraph - 4 Knoten", "Dialog graph - 5 nodes": "Dialoggraph - 5 Knoten", "Dialog graph - 6 nodes": "Dialoggraph - 6 Knoten", "Dialog graph - 7 nodes": "Dialoggraph - 7 Knoten", "Dialog graph - 8 nodes": "Dialoggraph - 8 Knoten", "Dialogue": "Dialog", "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood": "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 Stimmung", "Dicke Stoffhaube icon": "Dicke Stoffhaube Symbol", "Dicker Stoff icon": "Dicker Stoff Symbol", "Die Wärme erhöht die Stimmung. Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "Die Wärme erhöht die Stimmung. Stimmung +4 und Energieregeneration +0.03 innerhalb von 5 Kacheln; hält 60 Sekunden an. (Eine veraltete Entwicklernotiz nennt +8; die Engine wendet +4 an.)", "Dieb icon": "Dieb-Symbol", "Diet": "Ernährung", "Diet: Allesfresser": "Ernährung: Allesfresser", "Diet: Fleischfresser": "Ernährung: Fleischfresser", "Diet: Vegetarian": "Ernährung: Pflanzenfresser", "Diet: {#}": "Ernährung: {#}", "Dietary rules": "Ernährungsregeln", "Difficulty": "Schwierigkeit", "Difficulty Devastation": "Schwierigkeit Verheerung", "Difficulty Scaling": "Schwierigkeitsskalierung", "Difficulty Scaling - Dungeon Settlers Wiki": "Schwierigkeitsskalierung - Dungeon Settlers Wiki", "Difficulty scaling": "Schwierigkeitsskalierung", "Dig": "Graben", "Dining": "Essen", "Direction, radius 2": "Richtung, Radius 2", "Direction, radius 3": "Richtung, Radius 3", "Direction, radius 7": "Richtung, Radius 7", "Disabled: Carrying another unit": "Deaktiviert: Trägt eine andere Einheit", "Disarm": "Entwaffnen", "Discarded Magic Power Device Remnant": "Entsorgtes Magiekraftgerät (Überrest)", "Discarded specimen investigation": "Untersuchung des verworfenen Exemplars", "Discontent": "Unzufriedenheit", "Discord handle, etc.": "Discord-Name usw.", "Discount": "Rabatt", "Discount range": "Rabattbereich", "Discovery": "Entdeckung", "Dish": "Gericht", "Dislike the one that bites front + dislike the one that bites back": "Ungeliebt: der, der vorne beißt + ungeliebt: der, der zurückbeißt", "Dislike the one that bites front + dislike the one that bites back - Dungeon Settlers Wiki": "Mag den nicht, der vorne beißt + mag den nicht, der hinten beißt - Dungeon Settlers Wiki", "Dismantle": "Zerlegen", "Dismiss": "Entlassen", "Dispatched": "Entsandt", "Display": "Anzeige", "Display names": "Anzeigenamen", "Dissatisfaction": "Unzufriedenheit", "Dissatisfied Unit": "Unzufriedene Einheit", "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "Distanzkorrekturwert, ab dem die Skill abgebrochen werden soll, wenn sich das Ziel während der Vorverzögerung zu weit entfernt", "Distance to target": "Entfernung zum Ziel", "Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "Distanzwert, der bestimmt, wie viele Felder (Manhattan-Distanz) um sich herum eine Einheit außerhalb der Spielerfraktion als begehbare Felder behandelt. Das soll lange, weiträumige Umwege verhindern, die genaue Zahl selbst spielt daher kaum eine Rolle. Probiere verschiedene Werte aus und stelle sie so ein, dass die Einheit weder zu weit ausweicht noch gar nicht ausweicht.", "Distance value determining how many tiles (Manhattan distance) around itself a player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "Distanzwert, der bestimmt, wie viele Felder (Manhattan-Distanz) um sich herum eine Einheit der Spielerfraktion als begehbare Felder behandelt. Das soll lange, weiträumige Umwege verhindern, die genaue Zahl selbst spielt daher kaum eine Rolle. Probiere verschiedene Werte aus und stelle sie so ein, dass die Einheit weder zu weit ausweicht noch gar nicht ausweicht.", "Dmg / hit": "Sch. / Treffer", "Dmg/hit": "Sch./Treffer", "Do not forget-it is our lives on the line!": "Vergiss nicht-unser Leben steht auf dem Spiel!", "Do you really want to quit to": "Willst du wirklich zurückkehren zum", "Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved pr...": "Willst du wirklich zum Titelbildschirm zurückkehren? Der Fortschritt wird gespeichert, wenn du in der Siedlung bist. Wenn du in einem Dungeon bist, geht jeder nicht gesp...", "Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved progress will be lost.": "Willst du wirklich zum Titelbildschirm zurückkehren? Der Fortschritt wird gespeichert, wenn du dich in der Siedlung befindest. Bist du in einem Dungeon, geht jeder nicht gespeicherte Fortschritt verloren.", "Do you really want to quit to title? Progress will be saved if you are in the settlement. If you are in dungeon, all unsaved progress will be lost.": "Willst du wirklich zum Titelbildschirm zurückkehren? Der Fortschritt wird gespeichert, wenn du in der Siedlung bist. Wenn du im Dungeon bist, geht jeder nicht gespeicherte Fortschritt verloren.", "DoT stack caps": "DoT-Stapelobergrenzen", "DoT stack-cap calculator": "Rechner für DoT-Stapelobergrenzen", "DoT status": "DoT-Status", "Dodge chance": "Ausweichchance", "Dodge chance (flat)": "Ausweichchance (absolut)", "Dodging or being missed": "Ausweichen oder verfehlt werden", "Does not consume the stacks.": "Verbraucht die Stapel nicht.", "Does not stack": "Nicht stapelbar", "Dog": "Hund", "Dokkaebi Keule icon": "Dokkaebi Keule Symbol", "Dolch Skill Eignung icon": "Dolch Skill Eignung Symbol", "Don't": "Nicht", "Don't bother editing a region's": "Es bringt nichts, bei einer Region das", "Don't edit a save while the game is running - the next autosave overwrites your work.": "Bearbeite keinen Spielstand, während das Spiel läuft - der nächste Autosave überschreibt deine Arbeit.", "Don't forget, it's us who are risking our lives!": "Vergiss nicht, wir sind die, die ihr Leben riskieren!", "Don't worry about it. Let's just go.": "Mach dir nichts draus. Gehen wir einfach.", "Doppelganger - Ambush": "Doppelgänger - Hinterhalt", "Doppelganger - Relieved Party Members": "Doppelganger - Erleichterte Gruppenmitglieder", "Doppelganger - Time for a Decision": "Doppelganger - Zeit für eine Entscheidung", "Doppelkratzer icon": "Doppelkratzer Symbol", "Doppelkratzer range and area on a dungeon room": "Reichweite und Bereich von Doppelkratzer in einem Dungeonraum", "Doppelkratzer range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Doppelkratzer, dargestellt in einem Dungeon-Raum", "Doppelstoß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Doppelstoß in einem Dungeonraum", "Dornenklippe icon": "Dornenklippe Symbol", "Double": "Doppelt", "Downloads & AI": "Downloads & KI", "Downloads & AI Data": "Downloads & KI-Daten", "Downloads & AI Data - Dungeon Settlers Wiki": "Downloads & KI-Daten - Dungeon Settlers Wiki", "Draft.": "Entwurf.", "Drop / other": "Beute / anderes", "Drop amounts and rates are fixed": "Beutemengen und -raten sind fest", "Drop pool": "Drop-Pool", "Drop pool:": "Beute-Pool:", "Drop pools": "Drop-Pools", "Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.": "Beute-Pools - je bis zu 3 Plätze, Items oder verschachtelte DROP_-Verweise mit Prozentwerten.", "Drop pools expanded with percentages": "Beute-Pools mit Prozentwerten aufgeklappt", "Drop rate": "Droprate", "Drop rates are multiplied by Very Hard x0.67, Devastation x0.34, and every other tier is x1.0. Combat difficulty still does not touch loot directly, though faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time. Drop amounts and item quality are unchanged, only the rate.": "Die Beutechancen werden auf Sehr schwer mit x0.67 und auf Verheerung mit x0.34 multipliziert, jede andere Stufe mit x1.0. Die Kampfschwierigkeit greift damit weiter nicht direkt in die Beute ein, doch schnellere Respawns und mehr Umgebungseffekte mit Sammelbonus auf leichteren Einstellungen bedeuten über die Zeit mehr Beute insgesamt. Beutemengen und Itemqualität bleiben unverändert, nur die Chance ändert sich.", "Dropped by": "Erbeutet von", "Drops": "Beute", "Drops & gathering": "Beute & Sammeln", "Druide icon": "Druide-Symbol", "Drying Complete": "Trocknen abgeschlossen", "Duellaufforderung icon": "Duellaufforderung-Symbol", "Duellaufforderung range and area shown on a dungeon room": "Reichweite und Bereich von Duellaufforderung, dargestellt in einem Dungeonraum", "Dungeon Break and lingering too long": "Dungeon Break und zu langes Verweilen", "Dungeon Break constant": "Dungeon-Break-Konstante", "Dungeon Core Remnant": "Dungeonkern (Überrest)", "Dungeon Core2 Remnant": "Dungeonkern2 (Überrest)", "Dungeon Depletion": "Dungeon-Erschöpfung", "Dungeon Depletion - Dungeon Settlers Wiki": "Dungeon-Erschöpfung - Dungeon Settlers Wiki", "Dungeon Expedition": "Dungeon-Expedition", "Dungeon Expeditions": "Dungeon-Expeditionen", "Dungeon Floor Simulator": "Dungeon-Etagen-Simulator", "Dungeon Floor Simulator (WIP)": "Dungeon-Etagen-Simulator (WIP)", "Dungeon Floor Simulator (WIP) - Dungeon Settlers Wiki": "Dungeon-Etagen-Simulator (WIP) - Dungeon Settlers Wiki", "Dungeon Godness Statue icon": "Dungeon Godness Statue Symbol", "Dungeon Rooms": "Dungeon-Räume", "Dungeon Rooms - Dungeon Settlers Wiki": "Dungeon-Räume - Dungeon Settlers Wiki", "Dungeon Scare Crow Remnant": "Dungeon-Vogelscheuche (Überrest)", "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Dungeon Settlers Wiki - Items, Monster, Skills, Beute und Charakter-Builder", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.40 (Steam build 24354931). Data parsed from game tables.": "Dungeon Settlers Wiki - unoffizielle Fan-Datenbank für Dungeon Settlers DS_B.0.3.40 (Steam-Build 24354931). Daten aus den Spieltabellen ausgelesen.", "Dungeon Settlers has": "Dungeon Settlers hat", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the du...": "Dungeon Settlers ist eine Kolonie-Simulation rund um einen Dungeon-Crawler: Du baust eine Siedlung, rekrutierst einen Trupp und steigerst seine Stufen und schickst Expeditionen immer tiefer in den...", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (": "Dungeon Settlers ist eine Kolonie-Simulation rund um einen Dungeon-Crawler: Du baust eine Siedlung, rekrutierst einen Trupp und steigerst seine Stufen und schickst Expeditionen immer tiefer in den Dungeon. Die Hauptgeschichte (", "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlers ist ein Dungeon-Crawler. Spoilerfrei verbirgt", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is": "Dungeon Settlers öffnet seine Regionen in einer festen Kette, und die Freischaltung ist", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Every time a campaign loads, the game resets every region to lock...": "Dungeon Settlers öffnet seine Regionen in einer festen Kette, und die Freischaltung wird abgeleitet, nicht gespeichert. Bei jedem Laden einer Kampagne setzt das Spiel jede Region wieder auf gesperr...", "Dungeon Settlers screenshot 1": "Dungeon Settlers Screenshot 1", "Dungeon Settlers screenshot 2": "Dungeon Settlers Screenshot 2", "Dungeon Settlers screenshot 3": "Dungeon Settlers Screenshot 3", "Dungeon Settlers screenshot 4": "Dungeon Settlers Screenshot 4", "Dungeon Settlers screenshot 5": "Dungeon Settlers Screenshot 5", "Dungeon Settlers screenshot 6": "Dungeon Settlers Screenshot 6", "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "Dungeon Settlers {#} Datenbank: Werte, Effekte, Quellen und Querverweise aus den Spieldaten selbst.", "Dungeon Stay": "Dungeon-Aufenthalt", "Dungeon Stay - Dungeon Settlers Wiki": "Dungeonaufenthalt - Dungeon Settlers Wiki", "Dungeon Stay Aftereffect": "Nachwirkung des Dungeonaufenthalts", "Dungeon Stay Aftermath: Mood -2 for a while": "Nachwirkung des Dungeon-Aufenthalts: Stimmung -2 für eine Weile", "Dungeon Stay ladder": "Staffelung des Dungeon-Aufenthalts", "Dungeon Stay penalty (Normal)": "Strafe für Dungeonaufenthalt (Normal)", "Dungeon depletion": "Dungeon-Erschöpfung", "Dungeon events": "Dungeon-Ereignisse", "Dungeon events (95) - entry nodes, categories, conditions.": "Dungeon-Ereignisse (95) - Einstiegsknoten, Kategorien, Bedingungen.", "Dungeon events - nodes, choices, outcomes": "Dungeon-Ereignisse - Knoten, Auswahlmöglichkeiten, Ergebnisse", "Dungeon habits": "Dungeon-Gewohnheiten", "Dungeon monster patrol interval (minutes)": "Patrouillenintervall der Dungeon-Monster (Minuten)", "Dungeon regions - floors, environments, unlock chain": "Dungeon-Regionen - Etagen, Umgebungen, Freischaltkette", "Dungeon room layouts per region.": "Dungeon-Raumlayouts pro Region.", "Dungeon rooms": "Dungeon-Räume", "Dungeon stay": "Dungeon-Aufenthalt", "Dungeon stay (stage {#})": "Dungeonaufenthalt (Stufe {#})", "Dungeon unit respawn interval (minutes) by combat difficulty. CombatDifficulty enum order: Easy, Normal, Hard, VeryHard, Devastation. Based on the original 600 minutes: Easy +100%, Normal +50%, Hard and above +0%.": "Respawn-Intervall der Dungeon-Einheiten (Minuten) nach Kampfschwierigkeit. Reihenfolge des CombatDifficulty-Enums: Easy, Normal, Hard, VeryHard, Devastation. Basierend auf den ursprünglichen 600 Minuten: Easy +100%, Normal +50%, Hard und höher +0%.", "Dungeon-stay duration penalty (minute interval) [n]: interval of n minutes Warning!!! Only 3 values may be entered. Adding more causes an error, as it would try to assign something like D5.": "Strafe für die Aufenthaltsdauer im Dungeon (Minutenintervall) [n]: Intervall von n Minuten Warnung!!! Es dürfen nur 3 Werte eingetragen werden. Mehr Werte verursachen einen Fehler, da dann etwas wie D5 zugewiesen werden müsste.", "Dungeon-stay mood penalty": "Stimmungsstrafe für Dungeonaufenthalt", "Dungeon-stay penalty": "Strafe für Dungeonaufenthalt", "Dungeonaufenthalt (D2) icon": "Dungeonaufenthalt (D2) Symbol", "Dungeonaufenthalt (D3) icon": "Dungeonaufenthalt (D3) Symbol", "Dungeonaufenthalt (D4) icon": "Dungeonaufenthalt (D4) Symbol", "Dungeonkern <Replica> (resource node)": "Dungeonkern <Replica> (Ressourcenknoten)", "Dungeonkern <Replica> (resource node) - Dungeon Settlers Wiki": "Dungeonkern <Replica> (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Dungeonportals created by Dungeonkern Arkteon drain energy from their surroundings, slowly turning parts of the continent into Ödland. As the corruption spreads, the": "Von Dungeonkern Arkteon erschaffene Dungeonportale entziehen ihrer Umgebung Energie und verwandeln Teile des Kontinents langsam in Ödland. Während sich die Verderbnis ausbreitet,", "Dungeons and the world": "Dungeons und die Welt", "Dunkelmagie Skill Eignung icon": "Dunkelmagie Skill Eignung Symbol", "Dunkle Dornenranke icon": "Dunkle Dornenranke Symbol", "Dunkler Bau icon": "Dunkler Bau Symbol", "Dunkles Serum icon": "Dunkles Serum Symbol", "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "Dupliziere diesen Build unter einem neuen Namen und bearbeite die Kopie weiter. Alles andere speichert sich selbst.", "Duplicates": "Duplikate", "Durability after {#} attacks": "Haltbarkeit nach {#} Angriffen", "Durability after {#} hits": "Haltbarkeit nach {#} Treffern", "Durability cost": "Haltbarkeitskosten", "Durability loss": "Haltbarkeitsverlust", "Durability lost per attack": "Haltbarkeitsverlust pro Angriff", "Durability lost per hit": "Haltbarkeitsverlust pro Treffer", "Durability per attack": "Haltbarkeit pro Angriff", "Durability simulator": "Haltbarkeits-Simulator", "Duration": "Dauer", "Duration (seconds)": "Dauer (Sekunden)", "Durchdringender Stoß range and area on a dungeon room": "Reichweite und Wirkungsbereich von Durchdringender Stoß in einem Dungeonraum", "Durchdringender Stoß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Durchdringender Stoß in einem Dungeonraum", "During": "Während", "Dust Root": "Staubwurzel", "E/min": "E/Min", "ENVIRONMENT EFFECTS": "UMGEBUNGSEFFEKTE", "EP icon": "EP Symbol", "Each Shell is spent on one incoming hit to cut that hit to 1 damage - and this takes precedence over guard. At the cap you are holding": "Jede Shell wird für einen eingehenden Treffer verbraucht und senkt diesen Treffer auf 1 Schaden - und das hat Vorrang vor dem Block. Am Maximum hältst du", "Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.": "Jede aktive Skill zeigt ihre Reichweite und ihren Bereich, eingezeichnet auf einem echten Dungeonraum; die Scheibe markiert den Anwender, der Ring oder die hervorgehobenen Felder die getroffenen Kacheln. Klicke auf ein Bild, um es zu vergrößern.", "Each attack or weapon skill spends a small amount of durability from your": "Jeder Angriff und jede Waffen-Skill verbraucht ein wenig Haltbarkeit deiner", "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "Jeder Angriff verbraucht Haltbarkeit der Primärwaffe. Blocken greift nicht an und kostet daher keine Waffenhaltbarkeit.", "Each character can equip o...": "Jeder Charakter kann n...", "Each character can equip only 1 Soul Trait....": "Jeder Charakter kann nur 1 Soul Trait ausrüsten....", "Each character can equip only...": "Jeder Charakter kann nur...", "Each damage type (Slash, Blunt, Pierce, and the magic elements Arcane, Fire, Ice, Lightning, Holy, Dark) has its own resistance, starting at 0. Physical Resistance gains +0.3 per Constitution, Magic Resistance +0.3 per Intelligence (": "Jede Schadensart (Hieb, Wucht, Stich und die magischen Elemente Arkan, Feuer, Eis, Blitz, Heilig, Dunkel) hat ihre eigene Resistenz, die bei 0 beginnt. Physische Resistenz steigt um +0.3 pro Konstitution, Magieresistenz um +0.3 pro Intelligenz (", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...": "Jeden Morgen zog {0} die Seile auf der Wagenpritsche fest und beurteilte den Weg am Klang der Räder. Räder aus dem Schla...", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.": "Jeden Morgen zog {0} die Seile auf der Wagenpritsche fest und beurteilte den Weg am Klang der Räder. Räder aus dem Schlamm zu schieben, knarzende Achsen zu ölen und Menschen wie Vorräte pünktlich dorthin zu bringen, wo sie gebraucht wurden, wurde zur Gewohnheit. Nach so langer Zeit auf der Straße fühlte sich der Körper steif an, wenn sie zu lange an einem Ort blieben.", "Each floor contains a": "Jede Etage enthält ein", "Each floor contains a Dungeonportal. You must find the path that leads to it. ## Through the Dungeonportal, you can descend to deeper floors<": "Jede Etage enthält ein Dungeonportal. Du musst den Weg finden, der dorthin führt. ## Durch das Dungeonportal kannst du in tiefere Etagen absteigen<", "Each floor of the region draws from a pool of": "Jede Etage der Region zieht aus einem Pool von", "Each in-game minute, a unit's stress moves by": "Pro Spielminute verändert sich der Stress einer Einheit um", "Each is recomputed on this character, then run through the same damage model as the exchange.": "Jeder Wert wird für diesen Charakter neu berechnet und dann durch dasselbe Schadensmodell geschickt wie der Schlagabtausch.", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 4800 in-game minutes (": "Jeder Händler-Nachschub würfelt jeden Pool-Eintrag unabhängig aus: Das Item erscheint mit der angegebenen Chance, in einer zufälligen Menge zwischen Min und Max, zum Grundpreis mit einem zufälligen Rabatt aus dem angegebenen Bereich. Der Bestand wird alle 4800 Spielminuten erneuert (", "Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).": "Jede Zahl ist der erwartete Treffer gegen die gewählte Einheit (standardmäßig ein unveränderter Lowell auf Maximalstufe), nach der Resistenz dieser Einheit und dem Angriffsmultiplikator der Stufe, aber vor Trefferchance, Ausweichen und Block. Monster haben keine Energiekosten - ihre Skills sind nur durch die Abklingzeit begrenzt (Energie ist eine Ressource von Spielereinheiten).", "Each of the five choices independently rolls a rarity using shared weights of": "Jede der fünf Auswahlmöglichkeiten würfelt ihre Seltenheit unabhängig mit gemeinsamen Gewichten von", "Each rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds": "Jeder Rangaufstieg kostet mehr Beitrag (etwa 100 für Rang 1, dann 200, 300 und so weiter bis 700) und verbessert deine Siedlung auf mehrere Arten: ab Rang 2 fügt jeder Rang", "Each region names a": "Jede Region nennt einen", "Each report pays Tech Book x2": "Jeder Bericht bringt Tech Book x2", "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat": "Jeder Wert trägt ein is-percent-Flag; etwa 56 Werte sind prozentual, 73 absolut", "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect...": "Jedes Mal, wenn du einem Gegner mit einem Nahkampf-Standardangriff Schaden zufügst, erhöht sich die Angriffsgeschwindigkeit um {1}% für {0} Sekunden. Dieser Effekt...", "Each unit carries its own sight radius (": "Jede Einheit hat ihre eigene Sichtweite (", "Each unit has": "Jede Einheit hat", "Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack valu...": "Jede Einheit hat 7 Ausrüstungsplätze (Hauptwaffe, Nebenhand/Schild oder Munition, Helm, Körperrüstung, zwei Accessoires und so weiter). Waffen tragen einen festen Angriffswer...", "Each unit has traits, stats, and skill trees, and the <color=#ccb": "Jede Einheit hat Traits, Werte und Skillbäume, und die <color=#ccb", "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "Der Skillbaum, die Ausrüstung, die Werte und die Passiven jeder Einheit - genau das Bild, das ein geteilter Team-Link zeigt. Nutze oben \"Team-Link kopieren\", um ihn zu teilen.", "Earned": "Verdient", "Easy Support Wagon Hardtack Fixed": "Einfach Versorgungswagen Hartkeks Fest", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.": "Einfach und Normal machen Monster deutlich schwächer; Sehr schwer und Verheerung machen sie zäher und lassen sie härter zuschlagen. Auf Verheerung hat ein Monster x1.5 der Gesundheit und x1.5 der Angriffskraft desselben Monsters auf Schwer, und obendrein Angriffsgeschwindigkeit +20%, Bewegungsgeschwindigkeit +15%, Kritische Trefferchance +10, Kritischer Schadensbonus +50 und Ausweichchance +15.", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats.": "Mit 4 Einheiten leicht zu unterschätzen, doch White Mammoth ist ein Late-Game-Monster dieser Region mit hohen Werten.", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. - Dungeon Settlers Wiki": "Mit 4 Einheiten leicht zu unterschätzen, aber White Mammoth ist ein Late-Game-Monster dieser Region mit hohen Werten. - Dungeon Settlers Wiki", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. Unlike reg...": "Mit 4 Einheiten leicht zu unterschätzen, aber White Mammoth ist ein Late-Game-Monster dieser Region mit hohen Werten. Anders als gew...", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. map": "Mit 4 Einheiten leicht zu unterschätzen, doch White Mammoth ist ein Late-Game-Monster dieser Region mit hohen Werten. Karte", "Easy, Normal, Hard, Very Hard, Devastation": "Einfach, Normal, Schwer, Sehr schwer, Verheerung", "Easy/Normal only lower monster ATTACK, not HP - so the target's % of HP is the same as Hard. Only Very Hard (x1.5) and Devastation (x2) raise monster HP.": "Einfach/Normal senken nur den ANGRIFF der Monster, nicht ihre HP - der HP-Prozentwert des Ziels ist also derselbe wie auf Schwer. Nur Sehr schwer (x1.5) und Verheerung (x2) erhöhen die Monster-HP.", "Eating here": "Isst hier", "Eating here: +1 Stimmung": "Essen hier: +1 Stimmung", "Eating here: +2 Stimmung": "Essen hier: +2 Stimmung", "Eating here: +3 Stimmung": "Essen hier: +3 Stimmung", "Eating here: +4 Stimmung": "Essen hier: +4 Stimmung", "Eating here: +5 Stimmung": "Essen hier: +5 Stimmung", "Eating here: +6 Stimmung": "Essen hier: +6 Stimmung", "Eating here: +8 Stimmung": "Essen hier: +8 Stimmung", "Echo Flower Ramnant icon": "Echo Flower Ramnant Symbol", "Echoblume icon": "Echoblume Symbol", "Echoblumenring icon": "Echoblumenring-Symbol", "Echsenhasser icon": "Echsenhasser-Symbol", "Echsenmensch icon": "Echsenmensch-Symbol", "Edgar simulated-annealing layout - the rooms are re-placed from the graph each seed, the way the game re-rolls a fresh floor every expedition": "Edgar-Simulated-Annealing-Layout - die Räume werden bei jedem Seed neu aus dem Graphen platziert, so wie das Spiel bei jeder Expedition eine frische Etage neu auswürfelt", "Edgar simulated-annealing: a freshly-shaped layout each seed, like the game re-rolling an expedition": "Edgar Simulated Annealing: bei jedem Seed ein neu geformtes Layout, so wie das Spiel eine Expedition neu auswürfelt", "Edible": "Essbar", "Effect duration granted on mental breakdown": "Effektdauer, die bei einem Nervenzusammenbruch verliehen wird", "Effect only": "Nur Effekt", "Effective HP vs magic": "Effektive HP gegen magisch", "Effective HP vs physical": "Effektive HP gegen physisch", "Effective sight = vision range, minus {#} at night, plus {#} with Night Vision. Awareness builds at {#} per in-game minute and {#} triggers combat ({#} in-game min = ~{#} real seconds at 1x). Attacking or closing in fills it far faster.": "Effektive Sicht = Sichtweite, minus {#} bei Nacht, plus {#} mit Nachtsicht. Die Aufmerksamkeit steigt um {#} pro Spielminute und bei {#} beginnt der Kampf ({#} Spielminuten = ~{#} echte Sekunden bei 1x). Angreifen oder Herangehen füllt sie deutlich schneller.", "Effects": "Effekte", "Effects & keywords": "Effekte & Schlagwörter", "Effects - Dungeon Settlers Wiki": "Effekte - Dungeon Settlers Wiki", "Effects and traits": "Effekte und Traits", "Effects in play": "Aktive Effekte", "Effects that are NOT capped": "Effekte, die NICHT begrenzt sind", "Effects that improve a player's stats. - Offensive - Eiserne Wand - Befestigung - Eile - Ansturm - Magieverstärkung -": "Effekte, die die Werte eines Spielers verbessern. - Offensive - Eiserne Wand - Befestigung - Eile - Ansturm - Magieverstärkung -", "Effects that weaken a player's stats. - Geschwächt - Anfällig - Langsam - Hinken - Kritische Schwäche - Verlangsamung -": "Effekte, die die Werte eines Spielers schwächen. - Geschwächt - Anfällig - Langsam - Hinken - Kritische Schwäche - Verlangsamung -", "Effects:": "Effekte:", "Ehrfurcht icon": "Ehrfurcht Symbol", "Eile icon": "Eile Symbol", "Einberufener icon": "Einberufener-Symbol", "Einfacher Faustschlag icon": "Einfacher Faustschlag Symbol", "Einfacher Faustschlag range and area on a dungeon room": "Reichweite und Wirkungsbereich von Einfacher Faustschlag in einem Dungeonraum", "Einfacher Faustschlag range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Einfacher Faustschlag in einem Dungeon-Raum", "Einfacher Monster Schlag icon": "Einfacher Monster Schlag Symbol", "Einfacher Monster Schlag range and area on a dungeon room": "Reichweite und Bereich von Einfacher Monster Schlag in einem Dungeonraum", "Einfacher Monster Schlag range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Einfacher Monster Schlag in einem Dungeon-Raum", "Einfaches magisches Geschoss range and area on a dungeon room": "Reichweite und Bereich von Einfaches magisches Geschoss in einem Dungeonraum", "Einfaches magisches Geschoss range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Einfaches magisches Geschoss in einem Dungeonraum dargestellt", "Einführung 16 - Move to the Settlement": "Einführung 16 - Zur Siedlung bewegen", "Eingefroren icon": "Eingefroren Symbol", "Eisenaxt icon": "Eisenaxt Symbol", "Eisenbarren icon": "Eisenbarren Symbol", "Eisenbogen icon": "Eisenbogen Symbol", "Eisenerz icon": "Eisenerz Symbol", "Eisenhelm icon": "Eisenhelm Symbol", "Eisenkeule icon": "Eisenkeule Symbol", "Eisenpanzer icon": "Eisenpanzer-Symbol", "Eisenpfeil icon": "Eisenpfeil Symbol", "Eisenschild icon": "Eisenschild Symbol", "Eisenschwert icon": "Eisenschwert Symbol", "Eisenspeer icon": "Eisenspeer Symbol", "Eisenstab des Feuers icon": "Eisenstab des Feuers Symbol", "Eisenstab icon": "Eisenstab Symbol", "Eiserne Wand icon": "Eiserne Wand Symbol", "Eiserner Dolch icon": "Eiserner Dolch Symbol", "Elder Gloth Random": "Ältester Gloth Zufällig", "Elder Gloth has been renamed to": "Elder Gloth wurde umbenannt in", "Elder Gloth map": "Elder Gloth Karte", "Elf diet": "Elfen-Ernährung", "Elf recruits": "Elfen-Rekruten", "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "Elfenheimat GAMESYSTEM_Environment_{affecterName}", "Elfe icon": "Elfe-Symbol", "Elfenhasser icon": "Elfenhasser-Symbol", "Elfenheimat icon": "Elfenheimat Symbol", "Elite Treasure": "Elite-Schatz", "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "Elite; ~4.500 Gesundheit gesamt, 144 physischer Angriff, Blutiger Kratzer + Rattenschwarm", "Elitejagdauftrag icon": "Elitejagdauftrag Symbol", "Elitemonster icon": "Elitemonster Symbol", "Elixier des Potenzials icon": "Elixier des Potenzials Symbol", "Elixier des Vergessens icon": "Elixier des Vergessens Symbol", "Elixir": "Elixier", "Elixirs": "Elixiere", "Elven Homeland (hinted)": "Elfenheimat (angedeutet)", "Elves": "Elfen", "Elves only appear from": "Elfen erscheinen erst ab", "Elves only become available at clan rank 2": "Elfen werden erst ab Clan-Rang 2 verfügbar", "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23 Emotionsblasen für Siedler (zum Ausklappen klicken)", "Empire,": "Imperium,", "Encirclement": "Umzingelung", "Encirclement (": "Umzingelung (", "Encirclement calculator": "Einkesselungs-Rechner", "End delay": "Endverzögerung", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting out": "Endorcy untersucht die Spuren des Mawmurk, die du mitgebracht hast, und hebt leicht eine Augenbraue. \"...Hmpf.\" Sie betrachtet die Beweise einen Moment lang schweigend, bevor sie", "Endorsi (hunter, Veil of Silence)": "Endorsi (Jägerin, Veil of Silence)", "Endorsi - Recruitment card": "Endorsi - Rekrutierungskarte", "Endorsi - dungeon NPC": "Endorsi - Dungeon-NPC", "Endorsi also spawns on Festering Burrow's": "Endorsi erscheint auch in Festering Burrows", "Endorsi gating": "Endorsi-Sperre", "Endorsi has been renamed to": "Endorsi wurde umbenannt in", "Endorsi is the only dungeon NPC with a full recruitment quest chain. Steps in order:": "Endorsi ist der einzige Dungeon-NPC mit einer vollständigen Rekrutierungs-Aufgabenkette. Die Schritte in Reihenfolge:", "Endorsi map": "Endorsi-Karte", "Endorsi rewards (in order)": "Endorsi-Belohnungen (in Reihenfolge)", "Endorsi's hunt-quest line and its reward hand-ins.": "Endorsis Jagd-Aufgabenreihe und ihre Belohnungsabgaben.", "Endrossi Quest End 1 - Dungeon Settlers Wiki": "Endrossi Quest Ende 1 - Dungeon Settlers Wiki", "Endrossi Quest End 1 icon": "Endrossi Quest Ende 1 Symbol", "Endrossi Quest End 2 - Dungeon Settlers Wiki": "Endrossi Quest Ende 2 - Dungeon Settlers Wiki", "Endrossi Quest End 2 icon": "Endrossi Quest Ende 2 Symbol", "Endrossi Quest End 3 - Dungeon Settlers Wiki": "Endrossi Quest Ende 3 - Dungeon Settlers Wiki", "Endrossi Quest End 3 icon": "Endrossi Quest Ende 3 Symbol", "Endrossi Quest End 4 - Dungeon Settlers Wiki": "Endrossi Quest Ende 4 - Dungeon Settlers Wiki", "Endrossi Quest End 4 icon": "Endrossi Quest Ende 4 Symbol", "Endrossi beobachten icon": "Endrossi beobachten Symbol", "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver bef...": "Endrossi strahlt auf, als sie dich bemerkt, sieht aber schnell weg. Sie tut, als sei nichts, und wühlt unnötig in ihrem Köcher, bev...", "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. \"What? You again?\" ...": "Endrossi strahlt auf, als sie dich bemerkt, sieht aber schnell weg. Sie tut, als sei nichts, und wühlt unnötig in ihrem Köcher, bevor sie spricht. \"Was? Du schon wieder?\" ...", "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. \"What? You again?\"</co": "Endrossi strahlt auf, als sie dich bemerkt, sieht aber schnell weg. Sie tut, als sei nichts, und wühlt unnötig in ihrem Köcher, bevor sie spricht. \"Was? Du schon wieder?\"</co", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting ou": "Endrossi untersucht die Spuren des Mawmurk, die du mitgebracht hast, und hebt leicht eine Augenbraue. \"...Hmpf.\" Sie betrachtet die Beweise einen Moment lang schweigend, bevor si", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting out a ...": "Endrossi untersucht die Spuren des Mawmurk, die du mitgebracht hast, und hebt leicht eine Augenbraue. \"...Hmpf.\" Sie betrachtet die Beweise einen Moment lang schweigend, bevor sie ein ...", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence...": "Endrossi untersucht die Spuren des Mawmurk, die du mitgebracht hast, und hebt leicht eine Augenbraue. \"...Hmpf.\" Sie betrachtet die Beweise schweigend...", "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "Gegner sind hart, Dungeons unbarmherzig. Für erfahrene Strategiespieler.", "Enemy": "Gegner", "Energie Regeneration icon": "Energie Regeneration Symbol", "Energie icon": "Energie Icon", "Energieschub icon": "Energieschub Icon", "Energy Regen": "Energieregeneration", "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "Das Energiebudget wird nicht erzwungen - die Rotation nimmt an, dass jede Skill immer genug Energie zum Anwenden hat.", "Energy cost": "Energiekosten", "Energy loops": "Energie-Kreisläufe", "Energy per Shell": "Energie pro Panzer", "Energy per minute": "Energie pro Minute", "Energy recovered": "Wiederhergestellte Energie", "Energy spent to cast, from the unit's shared energy pool.": "Energie, die zum Anwenden verbraucht wird, aus dem gemeinsamen Energiepool der Einheit.", "Energy to kill": "Energie bis zum Kill", "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "Energie x Anwendungen pro Minute - wie schnell diese Skill deinen gemeinsamen Energiepool leert, wenn sie dauernd genutzt wird.", "English localization strings (TEXTKEY_... keys).": "Englische Lokalisierungstexte (TEXTKEY_...-Schlüssel).", "Enhancement": "Verbesserung", "Ensnaring Chain Active": "Fesselketten aktiv", "Ensnaring Chain Active - Dungeon Settlers Wiki": "Fesselketten aktiv - Dungeon Settlers Wiki", "Ensnaring Chain Active icon": "Fesselketten aktiv Symbol", "Entehrt icon": "Entehrt Icon", "Enter a unit's six major stats and read the resulting Max HP, Physical and Magic Attack, Attack Speed and Crit, plus what the next point in each stat buys. The full per-point coefficients are on the": "Gib die sechs Primärattribute einer Einheit ein und lies die daraus folgenden max. HP, Physische Angriffskraft und Magischer Angriffswert, Angriffsgeschwindigkeit und Kritische Trefferchance ab, plus was der nächste Punkt in jedem Attribut bringt. Die vollständigen Koeffizienten pro Punkt stehen auf der", "Entertainment": "Unterhaltung", "Entity": "Entität", "Entity Summary UI Building Description Material Not Ready": "Entitätsübersicht-UI Gebäudebeschreibung Material nicht bereit", "Entrance, corridor and a portal into the dungeon proper": "Eingang, Korridor und ein Portal in den eigentlichen Dungeon", "Entry": "Eintrag", "Entzünde dich. Du erhältst sofort 1 Stapel Verbrennung für 30 Sekunden. Für 30 Sekunden erhöht sich Magischer Angriffswert um deine aktuellen Verbrennung-Stapel * 30%. 5 energy - 15s cooldown Effects: • Verbrennung (on user): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Entzünde dich. Du erhältst sofort 1 Stapel Verbrennung für 30 Sekunden. Für 30 Sekunden erhöht sich Magischer Angriffswert um deine aktuellen Verbrennung-Stapel * 30%. 5 Energie - 15s Abklingzeit Effekte: • Verbrennung (beim Anwender): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Environment": "Umgebung", "Environment effects": "Umgebungseffekte", "Environment, room types and notes": "Umgebung, Raumtypen und Hinweise", "Environment:": "Umgebung:", "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "Rüste einen Schild in der Nebenhand aus, passend zu deiner Ausrüstungsstufe. Nur mit einhändigen Waffen.", "Equip bonuses": "Ausrüstungsboni", "Equipment & Stat Effects": "Ausrüstung & Attributseffekte", "Equipment & Stat Effects - Dungeon Settlers Wiki": "Ausrüstung & Werteffekte - Dungeon Settlers Wiki", "Equipment (accessory)": "Ausrüstung (Accessoire)", "Equipment slots": "Ausrüstungsplätze", "Equipment, consumables, materials - stats, effects, obtention & used-in": "Ausrüstung, Verbrauchsgüter, Materialien - Werte, Effekte, Beschaffung & Verwendung", "Equipped soul stone": "Ausgerüsteter Seelenstein", "Erdschlag icon": "Erdschlag Icon", "Erdschlag range and area on a dungeon room": "Reichweite und Fläche von Erdschlag in einem Dungeon-Raum", "Erdschlag range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Erdschlag in einem Dungeon-Raum", "Erdwall (resource node)": "Erdwall (Ressourcenknoten)", "Erdwall (resource node) - Dungeon Settlers Wiki": "Erdwall (Ressourcenknoten) - Dungeon Settlers Wiki", "Erfolgreiche Expedition 2 icon": "Erfolgreiche Expedition 2 Symbol", "Erfolgreiche Expedition icon": "Erfolgreiche Expedition Symbol", "Erhalte Panzer in Höhe von 20 für 10 Sekunden. 20s cooldown Effects: • Panzer (on the caster): Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block.": "Erhalte Panzer in Höhe von 20 für 10 Sekunden. 20s Abklingzeit Effekte: • Panzer (beim Anwender): Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block.", "Erholung icon": "Erholung-Symbol", "Erhält für 30 Sekunden Eile und Beschleunigung. Alle gelben Steingolems erhalten den maximalen Kunst des Ansturms. 15s cooldown Effects: • Eile (on the caster): +40% Bewegungsgeschwindigkeit • Beschleunigung (on the caster): +30% Angriffsgeschwindigkeit • Ansturmskunst (on Gelber Steingolem): Wenn es 5 Mal Schaden erleidet, führt es einen Ansturm gegen den Gegner aus.": "Erhält für 30 Sekunden Eile und Beschleunigung. Alle gelben Steingolems erhalten den maximalen Kunst des Ansturms. 15s Abklingzeit Effekte: • Eile (beim Anwender): +40% Bewegungsgeschwindigkeit • Beschleunigung (beim Anwender): +30% Angriffsgeschwindigkeit • Ansturmskunst (bei Gelber Steingolem): Wenn es 5 Mal Schaden erleidet, führt es einen Ansturm gegen den Gegner aus.", "Erhöht die Anzahl der erhaltenen Verbrennung-Stapel um 100% und ignoriert 70% des Schadens von Verbrennung. Effects: • Verbrennung: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Erhöht die Anzahl der erhaltenen Verbrennung-Stapel um 100% und ignoriert 70% des Schadens von Verbrennung. Effekte: • Verbrennung: 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Erkundungsdrang icon": "Erkundungsdrang Icon", "Erleichterung icon": "Erleichterung Icon", "Erleidet pro Sekunde Stapel * 3 magischen Schaden, der die Verteidigung ignoriert. Granted by 2 inscriptions and 10 skills": "Erleidet pro Sekunde Stapel * 3 magischen Schaden, der die Verteidigung ignoriert. Verliehen von 2 Inschriften und 10 Skills", "Erleidet pro Sekunde Stapel * 3 magischen Schaden, der die Verteidigung ignoriert. Granted by 2 inscriptions and 11 skills": "Erleidet pro Sekunde Stapel * 3 magischen Schaden, der die Verteidigung ignoriert. Verliehen von 2 Inschriften und 11 Skills", "Erleidet pro Sekunde Stapel * 5 verteidigungsignorierenden physischen Schaden Granted by 2 inscriptions and 4 skills": "Erleidet pro Sekunde Stapel * 5 verteidigungsignorierenden physischen Schaden Verliehen von 2 Inschriften und 4 Skills", "Erleidet pro Sekunde Stapel * 5 verteidigungsignorierenden physischen Schaden Granted by 2 inscriptions and 5 skills": "Erleidet pro Sekunde Stapel * 5 verteidigungsignorierenden physischen Schaden Verliehen von 2 Inschriften und 5 Skills", "Erlernt den Trait Blutrausch. Effects: • Blutrausch (on allies): +10% Lebensraub, -20% Max. Energie": "Erlernt den Trait Blutrausch. Effekte: • Blutrausch (bei Verbündeten): +10% Lebensraub, -20% Max. Energie", "Erlittener Schaden decreases by {0}% for each allied plant structure within 1 tile.": "Erlittener Schaden sinkt um {0}% für jede verbündete Pflanzenstruktur innerhalb von 1 Feld.", "Erlittener Schaden decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "Erlittener Schaden sinkt um {0}% für jede verbündete Pflanzenstruktur innerhalb von 1 Feld. (Gilt bis zu einem Maximum von {1}%)", "Erlittener Schaden icon": "Erlittener Schaden Symbol", "Erste Vernichtung icon": "Erste Vernichtung Symbol", "Erstschlag icon": "Erstschlag-Symbol", "Eröffnungsschlag range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Eröffnungsschlag in einem Dungeonraum", "Essen icon": "Essen Icon", "Essen range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Essen in einem Dungeon-Raum", "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "Schätzwert - durchschnittlicher kritischer Treffer eingerechnet, ignoriert Treffer/Ausweichen, Block und Positionierung. Resistenzformel: Schaden × 100/(100+R).", "Estimate how far a monster can see you right now. Enter its Vision Range (": "Schätze ab, wie weit ein Monster dich gerade sehen kann. Trage seine Sichtweite ein (", "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "Schätzwert: eine einzelne Skill auf Abklingzeit, keine Modellierung von Rotation/Energie/GCD (dafür siehe den rotationsbewussten Schlagabtausch oben).", "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "Nur Schätzwerte - ignoriert Skills, Buffs, Treffer/Ausweichen/Block und Positionierung.", "Etc": "Sonstiges", "Even": "Gerade", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...": "Auch nach der Verbannung senkte {0} den Kopf nicht so leicht. Die Gesten blieben selbst in abgetragenen Handschuhen g...", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.": "Auch nach der Verbannung senkte {0} den Kopf nicht so leicht. Die Gesten blieben selbst in abgetragenen Handschuhen gepflegt, und selbst beim Verbergen leerer Taschen blieb in der Sprache eine alte Autorität. Doch weil sie an die Sitten eines verlorenen Hofes gewöhnt waren, kamen sie beim Handeln und Scherzen auf rauen Straßen oft nicht mit.", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...": "Selbst nachdem die Uniform ausgezogen war, ließ {0} das Schlachtfeld nie ganz hinter sich. Die Schultern spannten si...", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.": "Selbst nachdem die Uniform ausgezogen war, ließ {0} das Schlachtfeld nie ganz hinter sich. Die Schultern spannten sich beim Geräusch einer zuschlagenden Tür, und wenn sich unbekannte Schritte näherten, suchten sie zuerst einen Ausweg. Obwohl sie wussten, dass niemand sie verfolgte, konnten sie der Stille in ihrem Rücken immer noch nicht trauen.", "Event Choices": "Ereignisoptionen", "Event Developer Box Remnant": "Ereignis-Entwicklertruhe (Überrest)", "Event Developer Box Remnant - Dungeon Settlers Wiki": "Überrest der Ereignis-Entwicklerkiste - Dungeon Settlers Wiki", "Event Merchant": "Event Händler", "Event Merchant - Dungeon Settlers Wiki": "Event-Händler - Dungeon Settlers Wiki", "Event Nodes": "Event-Knoten", "Event Scarecrow": "Ereignis-Vogelscheuche", "Event Scarecrow - Dungeon Settlers Wiki": "Ereignis-Vogelscheuche - Dungeon Settlers Wiki", "Event Scarecrow map": "Event Scarecrow Karte", "Event Supply Box Remnant": "Ereignis-Vorratstruhe (Überrest)", "Event Supply Box Remnant - Dungeon Settlers Wiki": "Überrest der Ereignis-Versorgungskiste - Dungeon Settlers Wiki", "Event choices - requirements and OnSelectAction outcome scripts.": "Event-Auswahlmöglichkeiten - Voraussetzungen und OnSelectAction-Ergebnisskripte.", "Event choices:": "Ereignisoptionen:", "Event dialogue/step nodes linking events to choices.": "Event-Dialog-/Schrittknoten, die Events mit Auswahlmöglichkeiten verbinden.", "Event that triggers an Alert popup": "Event, das ein Warnungs-Popup auslöst", "Event variable for checking the current build's max region. Once the last floor of that region is reached, the 'Yearning to Explore (Into the Depths)' event no longer appears.": "Event-Variable zur Prüfung der maximalen Region des aktuellen Builds. Sobald die letzte Etage dieser Region erreicht ist, erscheint das Event 'Yearning to Explore (Into the Depths)' nicht mehr.", "Events": "Ereignisse", "Events - Dungeon Settlers Wiki": "Ereignisse - Dungeon Settlers Wiki", "Events and quests": "Ereignisse und Aufgaben", "Every": "Alle", "Every 3rd basic: +120% × target-missing%": "Jeder 3. Standardangriff: +120% × fehlende Gesundheit des Ziels in %", "Every 480 in-game minutes": "Alle 480 Spielminuten", "Every 480 in-game minutes; inspect to reveal talents first": "Alle 480 Spielminuten; erst untersuchen, um Talente aufzudecken", "Every HUD alert the game can raise - 57 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "Jede HUD-Warnung, die das Spiel auslösen kann - 57 Definitionen aus AlertTable, verbunden mit ihrem lokalisierten Namen, ihrer Ursache und ihrer Folge. Die Auslöser-Spalte zeigt den rohen Bedingungsausdruck aus dem Spiel.", "Every bindable action in the game (45 actions from the key-input table). All bindings are configurable in-game under Settings > Controls - default keys are not listed here because they are stored per-player (": "Jede belegbare Aktion im Spiel (45 Aktionen aus der Tastatureingabe-Tabelle). Alle Belegungen sind im Spiel unter Einstellungen > Steuerung konfigurierbar - Standardtasten sind hier nicht aufgeführt, weil sie pro Spieler gespeichert werden (", "Every buff/debuff/trait effect in the game": "Jeder Buff-/Debuff-/Trait-Effekt im Spiel", "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "Jedes Gebäude: Typ, Baukosten/Arbeitsaufwand, Haltbarkeit, Lager, Sammelbeute, Traits.", "Every capped effect at a glance": "Alle begrenzten Effekte auf einen Blick", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.40); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "Jede Kampfzahl auf dieser Seite wird direkt aus den Tabellen des Spiels gelesen (DS_B.0.3.40); die Tabelle oder Konstante ist jeweils daneben genannt. Die Werte sind die Standardwerte auf Spielerseite (Monster nutzen ihre eigenen Basiswerte). Es ist dieselbe Rechnung, die", "Every damage instance you take wears": "Jeder erlittene Schaden verschleißt", "Every damaging option this character has learned, plus its weapon basic attack and any summon - same engine as the Team tab's \"Versus monster\" and the Spell Damage Ranking. Click a row to use that attack in the Weapon comparison below.": "Jede Schadensoption, die dieser Charakter gelernt hat, plus der Standardangriff seiner Waffe und jede Beschwörung - dieselbe Engine wie \"Gegen Monster\" im Team-Tab und die Zauberschaden-Rangliste. Klicke auf eine Zeile, um diesen Angriff im Waffenvergleich unten zu verwenden.", "Every damaging skill this monster has, against THIS character's resistances and HP, at": "Jede schadensverursachende Skill dieses Monsters, gegen die Resistenzen und HP DIESES Charakters, bei", "Every dungeon floor tracks a": "Jede Dungeon-Etage führt einen", "Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over ...": "Jede Dungeon-Etage führt einen Erschöpfungszähler von 5 (voll bestückt) bis hinunter zu 0 (völlig erschöpft). Dieselbe Etage wiederholt zu farmen leert ihren Zähler; über ...", "Every edible item carries a food class in its": "Jedes essbare Item trägt eine Nahrungsklasse in seinem", "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "Jede Expedition würfelt eine Reihe von Umgebungseffekten aus dem Pool der Region. Höhere Kampfschwierigkeit würfelt", "Every extracted animation set, one card per monster: idle, movement, attacks, the hit reaction and the death clip, plus any specials (charges, summons, extra attack variants). All sheets come from each unit's AnimatorController in the game data.": "Jeder extrahierte Animationssatz, eine Karte pro Monster: Idle, Bewegung, Angriffe, die Trefferreaktion und der Todes-Clip, plus alle Spezialfälle (Aufladungen, Beschwörungen, zusätzliche Angriffsvarianten). Alle Sheets stammen aus dem AnimatorController der jeweiligen Einheit in den Spieldaten.", "Every figure runs the exact same damage model as the individual": "Jede Zahl nutzt genau dasselbe Schadensmodell wie die einzelnen", "Every hostile creature you actually fight in the demo, minus the two bosses (those are on the": "Jede feindliche Kreatur, die du in der Demo wirklich bekämpfst, ohne die zwei Bosse (die stehen auf der", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing": "Jede Jagd hinterließ zerbrochene Fallen und tief eingegrabene Spuren. {0} studierte Fell, das im Schmutz hängen geblieben war, und den Geruch von Blut, um zu erraten, wohin die Bestie abgebogen war. Nachdem", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing ...": "Jede Jagd hinterließ zerbrochene Fallen und tief eingegrabene Spuren. {0} studierte Fell, das im Schmutz hängen geblieben war, und den Geruch von Blut, um zu erraten, wohin die Bestie abgebogen war. Nachdem ...", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...": "Jede Jagd hinterließ zerbrochene Fallen und tief eingegrabene Spuren. {0} studierte Fell, das im Schmutz hängen geblieben war, und den Geruch von Blut, um zu erraten, wohin die Bestie abgebogen war...", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way...": "Jede Jagd hinterließ zerbrochene Fallen und tief eingegrabene Spuren. {0} studierte Fell, das im Schmutz hängen geblieben war, und den Geruch von Blut, um zu erraten, wohin...", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.40).": "Jeder interaktive Rechner des Wikis, live auf einer Seite. Jeder ist dieselbe Komponente, die auch auf seiner eigenen Spielmechanik-Seite läuft (unter der Überschrift verlinkt), die Zahlen passen also immer zusammen. Alle Werte kommen aus den Tabellen des Spiels (DS_B.0.3.40).", "Every item drop in build DS_B.0.3.40, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "Jeder Item-Drop in Build DS_B.0.3.40, eine Zeile pro Quelle. Suche oder filtere nach Item, Quelle oder Region und klicke auf einen Spaltenkopf, um zu sortieren (Standard ist nach Item-Name).", "Every level-up, levels 2 through 12 (11 rolls per career)": "Bei jedem Stufenaufstieg, Stufe 2 bis 12 (11 Würfe pro Laufbahn)", "Every minute, all units' Stress increases or decreases by an amount equal to current Mood multiplied by this value. Since Stress must decrease when Mood is greater than 0, this value must be negative by nature.": "Jede Minute steigt oder sinkt der Stress aller Einheiten um einen Betrag, der der aktuellen Stimmung multipliziert mit diesem Wert entspricht. Da Stress sinken muss, wenn die Stimmung größer als 0 ist, muss dieser Wert von Natur aus negativ sein.", "Every number on this page is read live from": "Jede Zahl auf dieser Seite wird live gelesen aus", "Every recruited unit is generated with one background trait, and that background sets which": "Jede rekrutierte Einheit wird mit einem Hintergrund-Trait erzeugt, und dieser Hintergrund legt fest, welche", "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "Jede Ressource, die du in jedem Dungeon sammeln kannst, nach Ressource geordnet. Jede Region beginnt mit einer einzigen sortierbaren Tabelle -", "Every scripted dialog scene in the game, split by how you meet it.": "Jede geskriptete Dialogszene im Spiel, aufgeteilt danach, wie du ihr begegnest.", "Every second, Wound value on all body parts decreases by {0}% of max health.": "Jede Sekunde sinkt der Wundwert aller Körperteile um {0}% der maximalen Gesundheit.", "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "Jede Sekunde regenerieren alle Körperteile Gesundheit (ohne Wunde) in Höhe von {0}% der maximalen Gesundheit.", "Every settler has a": "Jeder Siedler hat eine", "Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 make...": "Jeder Siedler hat einen Stimmungswert (die UI-Skala endet bei 30), der unauffällig die ganze Verwaltungsebene steuert. Stimmung über 0 lässt Stress sinken; Stimmung unter 0 mach...", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.40 - the rest are in the data but gated. See also": "Jeder Siedler würfelt bei der Erzeugung eine Rasse; der Rassen-Trait legt Waffen-/Magieeignungen, Modifikatoren der Arbeitsfähigkeit, die Wurfbereiche der Talente, den Hintergrund-Pool und das Essverhalten fest. In DS_B.0.3.40 sind nur Menschen, Echsenmenschen und Elfen rekrutierbar - der Rest steckt in den Daten, ist aber gesperrt. Siehe auch", "Every skill in the game.": "Jede Skill im Spiel.", "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "Jede aus dem Spiel extrahierte Sprite-Animation, live abgespielt: das Trefferzucken der Trainingsvogelscheuche, alle", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.40, Steam build 24354931, extracted 2026-07-13). Also see": "Jede Tabelle unten ist das exakte JSON, das aus den Datendateien des Spiels geparst wurde (DS_B.0.3.40, Steam-Build 24354931, extrahiert 2026-07-13). Siehe auch", "Every table on this site is parsed byte-exact from the game's data files - items, units, skills, drop pools, events, research and more, fully cross-referenced. A colony-sim dungeon crawler by CanOpener -": "Jede Tabelle auf dieser Seite ist byte-genau aus den Datendateien des Spiels geparst - Items, Einheiten, Skills, Drop-Pools, Events, Forschung und mehr, vollständig querverlinkt. Ein Kolonie-Sim-Dungeon-Crawler von CanOpener -", "Every tree is already active on this background.": "Jeder Baum ist bei diesem Hintergrund schon aktiv.", "Every unit has a background - it sets the class trees and the starting gear.": "Jede Einheit hat einen Hintergrund - er legt die Klassenbäume und die Startausrüstung fest.", "Every unit has six": "Jede Einheit hat sechs", "Every unit has six major stats - Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate talent rating for each one. The tal...": "Jede Einheit hat sechs Primärattribute - Stärke, Konstitution, Willenskraft, Intelligenz, Beweglichkeit und Wahrnehmung - und für jedes davon eine eigene Talentbewertung. Die Tal...", "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "Jede Einheit, jedes Gebäude und jedes Item, mit Komponentendaten je Entität (Werte, Affecter, Skills)", "Every value comes straight from the game's own tables (StatusValueTable, GameSystemTable, TraitTable, ItemTable). The in-page self-test checks the maths.": "Jeder Wert kommt direkt aus den Tabellen des Spiels (StatusValueTable, GameSystemTable, TraitTable, ItemTable). Der Selbsttest auf der Seite prüft die Rechnung.", "Every weapon, piece of armor and workstation has a": "Jede Waffe, jedes Rüstungsteil und jede Werkbank hat eine", "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "Alles oben in einer Tabelle. \"Effekt\" ist aus Sicht des Monsters - wie leicht es dich entdeckt.", "Evolution icon": "Evolution Icon", "Evolves from": "Entwickelt sich aus", "Evolves into:": "Entwickelt sich zu:", "Example flat stats": "Beispiel für absolute Werte", "Example percent stats": "Beispiel für prozentuale Werte", "Example weapon": "Beispielwaffe", "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "Beispiel: Ein physischer Angriff von 47, der kritisch trifft, verursacht 47 x 1.5 =", "Examples": "Beispiele", "Exclusive": "Exklusiv", "Execute threshold": "Hinrichtungsschwelle", "Execute threshold = 20% × 600 =": "Hinrichtungsschwelle = 20% × 600 =", "Executes at ≤ 20% HP (non-boss)": "Hinrichtung bei ≤ 20% HP (kein Boss)", "Executes on the next hit": "Hinrichtung beim nächsten Treffer", "Execution tree": "Ausführungsbaum", "Execution-tree skill": "Skill aus dem Exekution-Skillbaum", "Executioner worked example.": "Rechenbeispiel zum Henker.", "Exekution icon": "Exekution-Symbol", "Exekution range and area shown on a dungeon room": "Reichweite und Bereich von Exekution, dargestellt in einem Dungeonraum", "Exp": "EP", "Exp Gained Bonus": "Bonus auf erhaltene Erfahrungspunkte", "Exp Gained Bonus has been renamed to": "Exp Gained Bonus wurde umbenannt in", "Expand all": "Alle ausklappen", "Expand all equipment stats": "Alle Ausrüstungswerte ausklappen", "Expected count": "Erwartete Anzahl", "Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.": "Erwarteter Treffer gegen einen unveränderten Lowell auf Maximalstufe, je Kampfschwierigkeitsstufe. Die in der Menüleiste gewählte Stufe ist hervorgehoben; wähle eine gespeicherte Einheit, um deren eigene Resistenzen zu verwenden.", "Expected per cast": "Erwartet pro Einsatz", "Expected rooms per floor": "Erwartete Räume pro Etage", "Expedition Decision": "Expeditionsentscheidung", "Expedition Decision Complete": "Expeditionsentscheidung abgeschlossen", "Expedition Guidelines": "Expeditionsrichtlinien", "Expedition Horn Not Active": "Expeditionshorn nicht aktiv", "Expedition Horn Not Active - Dungeon Settlers Wiki": "Expeditionshorn nicht aktiv - Dungeon Settlers Wiki", "Expedition Horn Not Active icon": "Expeditionshorn nicht aktiv Symbol", "Expedition Resolution quests": "Aufgaben zum Entschluss der Expedition", "Expedition Resolution scenes": "Szenen zum Entschluss der Expedition", "Expedition Resolution: Common Mood": "Entschluss der Expedition: Allgemein Stimmung", "Expedition Resolution: Rank 1 Food": "Entschluss der Expedition: Rang 1 Nahrung", "Expedition Resolution: Rank 1 Level": "Entschluss der Expedition: Rang 1 Stufe", "Expedition Resolution: Rank 1 Research 1": "Entschluss der Expedition: Rang 1 Forschung 1", "Expedition Resolution: Rank 1 Research 2": "Entschluss der Expedition: Rang 1 Forschung 2", "Expedition Resolution: Rank 1 Research 3": "Entschluss der Expedition: Rang 1 Forschung 3", "Expedition Resolution: Rank 1 Research 4": "Entschluss der Expedition: Rang 1 Forschung 4", "Expedition Resolution: Rank 1 Research 5": "Entschluss der Expedition: Rang 1 Forschung 5", "Expedition Resolution: Rank 1 Research 6": "Entschluss der Expedition: Rang 1 Forschung 6", "Expedition Resolution: Rank 1 Research 7": "Entschluss der Expedition: Rang 1 Forschung 7", "Expedition Resolution: Rank 1 Resource 1": "Entschluss der Expedition: Rang 1 Ressource 1", "Expedition Resolution: Rank 1 Resource 2": "Entschluss der Expedition: Rang 1 Ressource 2", "Expedition Resolution: Rank 1 Room Type 1": "Entschluss der Expedition: Rang 1 Raumtyp 1", "Expedition Resolution: Rank 1 Room Type 2": "Entschluss der Expedition: Rang 1 Raumtyp 2", "Expedition Resolution: Rank 1 Room Type 3": "Entschluss der Expedition: Rang 1 Raumtyp 3", "Expedition Resolution: Rank 1 Room Type 4": "Entschluss der Expedition: Rang 1 Raumtyp 4", "Expedition Resolution: Rank 1 Room Type 5": "Entschluss der Expedition: Rang 1 Raumtyp 5", "Expedition Resolution: Rank 1 Room Type 6": "Entschluss der Expedition: Rang 1 Raumtyp 6", "Expedition Resolution: Rank 1 Room Type 7": "Entschluss der Expedition: Rang 1 Raumtyp 7", "Expedition Resolution: Rank 2 Elite": "Entschluss der Expedition: Rang 2 Elite", "Expedition Resolution: Rank 2 Food": "Entschluss der Expedition: Rang 2 Nahrung", "Expedition Resolution: Rank 2 Level": "Entschluss der Expedition: Rang 2 Stufe", "Expedition Resolution: Rank 2 Research 1": "Entschluss der Expedition: Rang 2 Forschung 1", "Expedition Resolution: Rank 2 Research 10": "Entschluss der Expedition: Rang 2 Forschung 10", "Expedition Resolution: Rank 2 Research 11": "Entschluss der Expedition: Rang 2 Forschung 11", "Expedition Resolution: Rank 2 Research 12": "Entschluss der Expedition: Rang 2 Forschung 12", "Expedition Resolution: Rank 2 Research 13": "Entschluss der Expedition: Rang 2 Forschung 13", "Expedition Resolution: Rank 2 Research 14": "Entschluss der Expedition: Rang 2 Forschung 14", "Expedition Resolution: Rank 2 Research 15": "Entschluss der Expedition: Rang 2 Forschung 15", "Expedition Resolution: Rank 2 Research 16": "Entschluss der Expedition: Rang 2 Forschung 16", "Expedition Resolution: Rank 2 Research 2": "Entschluss der Expedition: Rang 2 Forschung 2", "Expedition Resolution: Rank 2 Research 3": "Entschluss der Expedition: Rang 2 Forschung 3", "Expedition Resolution: Rank 2 Research 4": "Entschluss der Expedition: Rang 2 Forschung 4", "Expedition Resolution: Rank 2 Research 5": "Entschluss der Expedition: Rang 2 Forschung 5", "Expedition Resolution: Rank 2 Research 6": "Entschluss der Expedition: Rang 2 Forschung 6", "Expedition Resolution: Rank 2 Research 7": "Entschluss der Expedition: Rang 2 Forschung 7", "Expedition Resolution: Rank 2 Research 8": "Entschluss der Expedition: Rang 2 Forschung 8", "Expedition Resolution: Rank 2 Research 9": "Entschluss der Expedition: Rang 2 Forschung 9", "Expedition Resolution: Rank 2 Resource 1": "Entschluss der Expedition: Rang 2 Ressource 1", "Expedition Resolution: Rank 2 Resource 2": "Entschluss der Expedition: Rang 2 Ressource 2", "Expedition Resolution: Rank 2 Room Type 1": "Entschluss der Expedition: Rang 2 Raumtyp 1", "Expedition Resolution: Rank 2 Room Type 2": "Entschluss der Expedition: Rang 2 Raumtyp 2", "Expedition Resolution: Rank 2 Room Type 3": "Entschluss der Expedition: Rang 2 Raumtyp 3", "Expedition Resolution: Rank 2 Room Type 4": "Entschluss der Expedition: Rang 2 Raumtyp 4", "Expedition Resolution: Rank 2 Room Type 5": "Entschluss der Expedition: Rang 2 Raumtyp 5", "Expedition Resolution: Rank 2 Room Type 6": "Entschluss der Expedition: Rang 2 Raumtyp 6", "Expedition Resolution: Rank 2 Room Type 7": "Entschluss der Expedition: Rang 2 Raumtyp 7", "Expedition Resolution: Rank 3 Elite": "Entschluss der Expedition: Rang 3 Elite", "Expedition Resolution: Rank 3 Food": "Entschluss der Expedition: Rang 3 Nahrung", "Expedition Resolution: Rank 3 Level": "Entschluss der Expedition: Rang 3 Stufe", "Expedition Resolution: Rank 3 Research 1": "Entschluss der Expedition: Rang 3 Forschung 1", "Expedition Resolution: Rank 3 Research 2": "Entschluss der Expedition: Rang 3 Forschung 2", "Expedition Resolution: Rank 3 Research 3": "Entschluss der Expedition: Rang 3 Forschung 3", "Expedition Resolution: Rank 3 Research 4": "Entschluss der Expedition: Rang 3 Forschung 4", "Expedition Resolution: Rank 3 Research 5": "Entschluss der Expedition: Rang 3 Forschung 5", "Expedition Resolution: Rank 3 Research 6": "Entschluss der Expedition: Rang 3 Forschung 6", "Expedition Resolution: Rank 3 Research 7": "Entschluss der Expedition: Rang 3 Forschung 7", "Expedition Resolution: Rank 3 Resource 1": "Entschluss der Expedition: Rang 3 Ressource 1", "Expedition Resolution: Rank 3 Resource 2": "Entschluss der Expedition: Rang 3 Ressource 2", "Expedition Resolution: Rank 3 Room Type 1": "Entschluss der Expedition: Rang 3 Raumtyp 1", "Expedition Resolution: Rank 3 Room Type 2": "Entschluss der Expedition: Rang 3 Raumtyp 2", "Expedition Resolution: Rank 3 Room Type 3": "Entschluss der Expedition: Rang 3 Raumtyp 3", "Expedition Resolution: Rank 3 Room Type 4": "Entschluss der Expedition: Rang 3 Raumtyp 4", "Expedition Resolution: Rank 3 Room Type 5": "Entschluss der Expedition: Rang 3 Raumtyp 5", "Expedition Resolution: Rank 3 Room Type 6": "Entschluss der Expedition: Rang 3 Raumtyp 6", "Expedition Resolution: Rank 3 Room Type 7": "Entschluss der Expedition: Rang 3 Raumtyp 7", "Expedition Resolutions": "Expeditionsbeschlüsse", "Expedition Resolutions running as quests - see the": "Expeditionsbeschlüsse, die als Aufgaben laufen - siehe", "Expedition: worsens the longer a unit stays in the dungeon": "Expedition: verschlechtert sich, je länger eine Einheit im Dungeon bleibt", "Expeditions drain mood": "Expeditionen zehren an der Stimmung", "Expeditionsentscheidung abgeschlossen icon": "Expeditionsentscheidung abgeschlossen Symbol", "Expeditionsentscheidung icon": "Expeditionsentscheidung-Symbol", "Expeditionshorn icon": "Expeditionshorn-Symbol", "Expeditionsmitglied icon": "Expeditionsmitglied Icon", "Expeditionsrichtlinie icon": "Expeditionsrichtlinie-Symbol", "Expires after": "Läuft ab nach", "Exploration": "Erkundung", "Explore": "Erkunden", "Explosion icon": "Explosion-Symbol", "Explosion range and area shown on a dungeon room": "Reichweite und Bereich von Explosion, dargestellt in einem Dungeonraum", "Explosion ×1, Spitting ×1": "Explosion ×1, Spucken ×1", "Explosiver Leichnam icon": "Explosiver Leichnam Symbol", "Exposed": "Entblößt", "Exposed to player": "Für Spieler sichtbar", "Extra Blase icon": "Extra Blase Symbol", "Extra durability-loss reduction": "Zusätzliche Reduktion des Haltbarkeitsverlusts", "Extra skill tree:": "Zusätzlicher Skillbaum:", "Extra skill trees": "Zusätzliche Skillbäume", "Extraction date": "Extraktionsdatum", "Extreme Exhaustion (Sleep speech bubble persists)": "Extreme Erschöpfung (Schlaf-Sprechblase bleibt bestehen)", "Extreme Hunger (Warning, prints once)": "Extremer Hunger (Warnung, wird einmal ausgegeben)", "Eye Ball Fixed": "Augapfel Fest", "Eye Ball Soul - Dungeon Settlers Wiki": "Augapfel-Seele - Dungeon Settlers Wiki", "Eye Ball Soul icon": "Augapfel-Seele Symbol", "Eyes": "Augen", "FIRST KILL BONUS": "BONUS FÜR ERSTE TÖTUNG", "FIRST KILL ONLY (one time)": "NUR ERSTER KILL (einmalig)", "Fabric": "Stoff", "Face": "Gesicht", "Fackel icon": "Fackel-Symbol", "Fackellicht icon": "Fackellicht Icon", "Faction": "Fraktion", "Factor": "Faktor", "Fallenl Pillar1 - Dungeon Settlers Wiki": "Umgestürzte Säule1 - Dungeon Settlers Wiki", "Farm - Dungeon Settlers Wiki": "Bauernhof - Dungeon Settlers Wiki", "Farmed": "Angebaut", "Farming one floor to 0": "Eine Etage auf 0 farmen", "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "Größte Entfernung in Feldern, die dieser Angriff erreichen kann. 1 = Nahkampf (angrenzend).", "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "Größte Entfernung in Feldern, die diese Skill erreichen kann. 1 = Nahkampf (angrenzend); 0 = selbst / auf den Anwender zentriert.", "Fast": "Schnell", "Fast learner but burns out.": "Lernt schnell, brennt aber aus.", "Fast learner but burns out. [Growth Fatigue] is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.": "Lernt schnell, brennt aber aus. [Growth Fatigue] ist der Debuff, den ein Mensch erhält, sobald er die maximalen Erfahrungspunkte erreicht, ein Ausgleich für sein schnelleres Aufsteigen.", "Feature request": "Feature-Wunsch", "Feedback & Bug Reports": "Feedback & Fehlerberichte", "Feedback & Bug Reports - Dungeon Settlers Wiki": "Feedback & Fehlerberichte - Dungeon Settlers Wiki", "Feels": "Fühlt sich", "Feels damp and slippery to the touch.": "Fühlt sich feucht und glitschig an.", "Feigling icon": "Feigling-Symbol", "Feines Rohfleisch gegessen icon": "Feines Rohfleisch gegessen Symbol", "Feines rohes Fleisch icon": "Feines rohes Fleisch Symbol", "Feines rohes Fleisch range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Feines rohes Fleisch in einem Dungeon-Raum", "Fels (resource node)": "Fels (Ressourcenvorkommen)", "Fels (resource node) - Dungeon Settlers Wiki": "Fels (Ressourcenknoten) - Dungeon Settlers Wiki", "Felswand (resource node)": "Felswand (Ressourcenknoten)", "Felswand (resource node) - Dungeon Settlers Wiki": "Felswand (Ressourcenknoten) - Dungeon Settlers Wiki", "Female Gloth has been renamed to": "Female Gloth wurde umbenannt in", "Fertile Farmland 1": "Fruchtbares Ackerland 1", "Fertile Farmland 2": "Fruchtbares Ackerland 2", "Fertile Farmland 3": "Fruchtbares Ackerland 3", "Fertile Farmland 4": "Fruchtbares Ackerland 4", "Fertile Farmland 5": "Fruchtbares Ackerland 5", "Fesselketten icon": "Fesselketten-Symbol", "Festering Burrow Common Combat Middle1": "Eiternder Bau Gewöhnlich Kampf Mittel1", "Festering Burrow Common Combat Middle2": "Eiternder Bau Gewöhnlich Kampf Mittel2", "Festering Burrow Common Event Devric Worship Site": "Eiternder Bau Gewöhnlich Ereignis Devrick-Kultstätte", "Festering Burrow Common Event Discarded Magic Power Device": "Eiternder Bau Gewöhnlich Ereignis Entsorgtes Magiekraftgerät", "Festering Burrow Common Event Junk Heap1": "Eiternder Bau Gewöhnlich Ereignis Schrotthaufen1", "Festering Burrow Common Event Junk Heap2": "Eiternder Bau Gewöhnlich Ereignis Schrotthaufen2", "Festering Burrow Common Event Junk Heap3": "Eiternder Bau Gewöhnlich Ereignis Schrotthaufen3", "Festering Burrow Common Event Strange Niche": "Eiternder Bau Gewöhnlich Ereignis Seltsame Nische", "Festering Burrow F1-F3": "Eiternder Bau E1-E3", "Festering Burrow F3-F4": "Eiternder Bau F3-F4", "Festering Burrow F4": "Eiternder Bau F4", "Festering Burrow F5": "Eiternder Bau F5", "Festering Burrow Merchant": "Festering Burrow Händler", "Festering Burrow Merchant - Dungeon Settlers Wiki": "Händler des Eiternden Baus - Dungeon Settlers Wiki", "Festering Burrow Merchant icon": "Händler des Eiternden Baus Symbol", "Festering Burrow Phase1 Hard Combat1": "Eiternder Bau Phase1 Schwer Kampf1", "Festering Burrow Phase1 Hard Combat2": "Eiternder Bau Phase1 Schwer Kampf2", "Festering Burrow Phase2 Combat1": "Eiternder Bau Phase2 Kampf1", "Festering Burrow Phase2 Hard Combat1": "Eiternder Bau Phase2 Schwer Kampf1", "Festering Burrow Phase2 Hard Combat2": "Eiternder Bau Phase2 Schwer Kampf2", "Festering Burrow Phase3 Combat1": "Eiternder Bau Phase3 Kampf1", "Festering Burrow Phase3 Combat2": "Eiternder Bau Phase3 Kampf2", "Festering Burrow Phase3 Combat3": "Eiternder Bau Phase3 Kampf3", "Festering Burrow Phase3 Hard Combat1": "Eiternder Bau Phase3 Schwer Kampf1", "Festering Burrow Phase3 Hard Combat2": "Eiternder Bau Phase3 Schwer Kampf2", "Festering Burrow Safe Floor Giant Stone Golem": "Eiternder Bau Sichere Etage Riesiger Steingolem", "Festering Burrow is unreachable in the stock demo": "Festering Burrow ist in der unveränderten Demo nicht erreichbar", "Festering Burrow never unlocks": "Eiternder Bau wird nie freigeschaltet", "Festering Burrow only opens after The Veil of Silence is cleared. In the stock demo that clear cannot happen (its boss room needs floor phase 5; the region caps at phase 4), so these routes are reachable only once the region is unlocked - see": "Festering Burrow öffnet sich erst, nachdem The Veil of Silence abgeschlossen ist. In der unveränderten Demo kann dieser Abschluss nicht stattfinden (der Bossraum braucht Etagenphase 5, die Region endet bei Phase 4), diese Routen sind also erst erreichbar, wenn die Region freigeschaltet ist - siehe", "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "Nur in Festering Burrow: Monster dort erhalten +10% max. HP. Stapelt mit Forest of Beasts (andere Region). Keine Wirkung in Veil Silence oder anderen Regionen.", "Festering Burrow template": "Vorlage des Eiternden Baus", "Festering Burrow's safe floor is the Golem memorial.": "Die Sichere Etage von Festering Burrow ist das Golem-Denkmal.", "Feuer Kampfmagier icon": "Feuer Kampfmagier Symbol", "Feuer Panzerstab icon": "Feuer Panzerstab Symbol", "Feuerdrachenklauenkrieger icon": "Feuerdrachenklauenkrieger Icon", "Feueressenz icon": "Feueressenz Icon", "Feuerfest icon": "Feuerfest-Symbol", "Feuerholzstab icon": "Feuerholzstab Icon", "Feuerknochenstab icon": "Feuerknochenstab Icon", "Feuermagie Skill Eignung icon": "Feuermagie Skill Eignung Symbol", "Feuermagie Skillbaum overview": "Feuermagie Skillbaum Überblick", "Feuermantel icon": "Feuermantel-Symbol", "Feuerrakete icon": "Feuerrakete-Symbol", "Feuerumhang icon": "Feuerumhang Icon", "Feuerwerdung icon": "Feuerwerdung Icon", "Field": "Feld", "Fighter": "Kämpfer", "File": "Datei", "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "Füller/Überlappungen sind Näherungswerte: Standardangriff und Skill-Anwendungen werden als unabhängige Ströme summiert, nicht als frame-genaue Zeitleiste.", "Fills hunger and gains mood.": "Stillt den Hunger und hebt die Stimmung.", "Filter backgrounds by the stat bonus they grant": "Hintergründe nach dem Bonus filtern, den sie gewähren", "Filter backgrounds or trees...": "Hintergründe oder Skillbäume filtern...", "Filter buildings...": "Gebäude filtern...", "Filter by bonus": "Nach Bonus filtern", "Filter by item, node or monster...": "Nach Item, Knoten oder Monster filtern...", "Filter by key or comment...": "Nach Schlüssel oder Kommentar filtern...", "Filter by name or dropped item...": "Nach Name oder erbeutetem Item filtern...", "Filter by name or trait...": "Nach Name oder Trait filtern...", "Filter events...": "Ereignisse filtern...", "Filter inscriptions by the stat bonus they grant": "Inschriften nach dem Bonus filtern, den sie gewähren", "Filter research...": "Forschung filtern...", "Filter resolutions...": "Beschlüsse filtern...", "Filter tables...": "Tabellen filtern...", "Filter the grid below by name or effect...": "Das Raster unten nach Name oder Effekt filtern...", "Filthy Corpse Pile Room - Dungeon Settlers Wiki": "Raum mit dreckigem Leichenhaufen - Dungeon Settlers Wiki", "Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills)": "Standardwert des Final-Stat-Systems (Achtung: Nach dem aktuellen Design muss der Standardwert von Life-Stats auf 0 gesetzt sein, da der Basiswert später von Skills gehandhabt wird)", "Final Stat system default value (Displayed as F0)": "Standardwert des Final-Stat-Systems (angezeigt als F0)", "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "Systemstandardwert des Endattributs (angezeigt als F0) Erholungsmenge pro Minute (nimmt standardmäßig ab)", "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "Standardwert des Endwert-Systems (angezeigt als F0; die tatsächliche Verarbeitung wendet DevValueConvertRatio_MovementSpeed an)", "Final Stat system default value (Displayed as F1 percent)": "Standardwert des Final-Stat-Systems (angezeigt als F1-Prozent)", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "Standardwert des Endwert-Systems (angezeigt als F1 Prozent) HINWEIS: Muss auf Natur geändert werden", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "Standardwert des Endwert-Systems (angezeigt als F1 Prozent) HINWEIS: Muss auf Wasser geändert werden", "Final Stat system default value (Displayed as F1)": "Standardwert des Endwert-Systems (angezeigt als F1)", "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "Standardwert des Endwert-Systems (angezeigt als F2) Anzahl der Treffer pro 1 Echtzeitsekunde bei 1x Geschwindigkeit", "Final stat": "Endwert", "Finaler Schaden Finaler Multiplikator icon": "Finaler Schaden Finaler Multiplikator Symbol", "Finally,": "Schließlich,", "Finally, I got some recognition.": "Endlich werde ich mal anerkannt.", "Find Endorsi in Schleier des Schweigens - she waits in her own event room (": "Finde Endorsi in Schleier des Schweigens - sie wartet in ihrem eigenen Event-Raum (", "Fine": "Fein", "Finesse Klinge icon": "Finesse Klinge Symbol", "Finished": "Abgeschlossen", "Finishing the main story is a separate axis from clearing regions. The": "Die Hauptgeschichte abzuschließen ist eine andere Achse als das Abschließen von Regionen. Die", "Fire Cloak + Guard Barrier": "Feuermantel + Schutzbarriere", "Fire Cloak is a self-aura: for 10s it burns every adjacent enemy each second and gives you a Barrier worth 150% of Magic Attack Power. Because Burning is a debuff applied to an enemy, each of those per-second applications also fires Guard Barrier (Barrier = 5% Max Health Total, 5s). Against a surrounding pack that is many refreshes per second, keeping a fresh shield stacked on top of Fire Cloak's own. Add Flame of Life (Burst) and every Burning application also heals you 4% of your missing health. The catch, and why this is niche rather than busted: the aura only burns ADJACENT enemies, so it needs a fire mage built to stand in melee range (Fire Battle Mage frees the weapon and you tank up front). A backline fire mage neither procs it reliably nor needs the shield.": "Fire Cloak ist eine Selbst-Aura: 10s lang verbrennt sie jede Sekunde jeden angrenzenden Gegner und gibt dir einen Barrier im Wert von 150% des Magischen Angriffswerts. Da Burning ein Debuff auf einem Gegner ist, löst jede dieser Anwendungen pro Sekunde auch Guard Barrier aus (Barrier = 5% der gesamten maximalen Gesundheit, 5s). Gegen eine umgebende Gruppe sind das viele Erneuerungen pro Sekunde, die einen frischen Schild oben auf den von Fire Cloak selbst legen. Nimm Flame of Life (Burst) dazu, und jede Burning-Anwendung heilt dich zusätzlich um 4% deiner fehlenden Gesundheit. Der Haken, und warum das eher eine Nische als kaputt ist: Die Aura verbrennt nur ANGRENZENDE Gegner, sie braucht also einen Feuermagier, der auf Nahkampfreichweite gebaut ist (Fire Battle Mage macht die Waffe frei und du tankst vorne). Ein Feuermagier in der Hinterlinie löst sie weder zuverlässig aus noch braucht er den Schild.", "Fire Cloak re-applies Burning to adjacent enemies once a second, so Guard Barrier re-arms a 5%-max-HP shield once a second (per enemy) while you stand in the pack.": "Fire Cloak bringt Burning einmal pro Sekunde erneut auf angrenzende Gegner, sodass Guard Barrier einmal pro Sekunde (pro Gegner) einen Schild von 5% der max. HP neu scharf stellt, während du mitten in der Gruppe stehst.", "Fire Magic tree (Become Fire)": "Feuermagie Skillbaum (Werde Feuer)", "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "Feuermagie Skillbaum (Flammendes Echo, Verbrennen, Explosion)", "Fire Magic tree (Fire Cloak)": "Feuermagie Skillbaum (Feuermantel)", "Fire Staff": "Feuerstab", "Fire staff, or Fire Battle Mage": "Feuerstab oder Feuer Kampfmagier", "Fireproof Rat Rematch, 2 enemies ver.": "Feuerfeste Ratte Rückkampf, Version mit 2 Gegnern", "Fireproof Rat Rematch, 2 enemies ver. - Dungeon Settlers Wiki": "Feuerfeste Ratte Rückkampf, Version mit 2 Gegnern - Dungeon Settlers Wiki", "Fireproof Rat Rematch, 2 enemies ver. Requires adequate tanking capability and sustained damage output.": "Fireproof Rat Rückkampf, Version mit 2 Gegnern. Erfordert ausreichende Tank-Fähigkeit und dauerhaften Schadensausstoß.", "Fireproof Rat Rematch, 2 enemies ver. map": "Fireproof Rat Rematch, 2 enemies ver. Karte", "First Wipe": "Erster Wipe", "First part:": "Erster Teil:", "First-time trigger. Opens the handbook topic": "Erstmaliger Auslöser. Öffnet das Handbuchthema", "Fit": "Anpassen", "Fit width": "Breite anpassen", "Five tiers compared - material costs, respawns, mood tables": "Fünf Stufen im Vergleich - Materialkosten, Respawns, Stimmungstabellen", "Fixed": "Fest", "Fixed candidate presets": "Feste Kandidatenvorlagen", "Fixed fraction of every hit": "Fester Anteil jedes Treffers", "Fixed fraction of melee / magic hits": "Fester Anteil der Nahkampf-/Magietreffer", "Fixed named settlers and the elf recruit set.": "Feste, namentlich benannte Siedler und das Elfen-Rekrutenset.", "Fixed recruit candidate presets - race, level, traits, talents.": "Feste Vorlagen für Rekrutierungskandidaten - Rasse, Stufe, Traits, Talente.", "Fixed-value": "Fester Wert", "Flammendes Echo icon": "Flammendes Echo Symbol", "Flammendes Echo range and area on a dungeon room": "Reichweite und Bereich von Flammendes Echo in einem Dungeonraum", "Flammendes Echo range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Flammendes Echo in einem Dungeon-Raum", "FlammendesEcho icon": "FlammendesEcho-Symbol", "FlammendesEcho range and area shown on a dungeon room": "Reichweite und Bereich von FlammendesEcho, dargestellt in einem Dungeonraum", "Flat": "Fest", "Flat per stack, ignores shields/barriers, and does not scale with attack power.": "Fester Wert pro Stapel, ignoriert Schilde/Barrieren und skaliert nicht mit der Angriffskraft.", "Flat stat": "Absoluter Wert", "Fleischbrei gegessen icon": "Fleischbrei gegessen Symbol", "Fleischbrei icon": "Fleischbrei-Symbol", "Fleischbrei range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Fleischbrei in einem Dungeon-Raum", "Fleischeintopf gegessen icon": "Fleischeintopf gegessen Symbol", "Fleischeintopf icon": "Fleischeintopf-Symbol", "Fleischeintopf range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Fleischeintopf in einem Dungeon-Raum", "Fleischliche Schuld icon": "Fleischliche Schuld Symbol", "Fleischmade (resource node)": "Fleischmade (Ressourcenknoten)", "Fleischmade (resource node) - Dungeon Settlers Wiki": "Fleischmade (Ressourcenknoten) - Dungeon Settlers Wiki", "Fleischspieß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Fleischspieß in einem Dungeonraum", "Flexible and lightweight, suitable for": "Flexibel und leicht, geeignet für", "Flexible and lightweight, suitable for long-term wear.": "Flexibel und leicht, für langes Tragen geeignet.", "Fliehen icon": "Fliehen Icon", "Fliehen range and area on a dungeon room": "Reichweite und Fläche von Fliehen in einem Dungeon-Raum", "Fliehen range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Fliehen in einem Dungeon-Raum", "FloatValues) - it does": "FloatValues) - er tut", "Flohschwarm icon": "Flohschwarm-Symbol", "Floor 1": "Etage 1", "Floor 10": "Etage 10", "Floor 11": "Etage 11", "Floor 12": "Etage 12", "Floor 13": "Etage 13", "Floor 14": "Etage 14", "Floor 15": "Etage 15", "Floor 16": "Etage 16", "Floor 17": "Etage 17", "Floor 18": "Etage 18", "Floor 19": "Etage 19", "Floor 2": "Etage 2", "Floor 20": "Etage 20", "Floor 3": "Etage 3", "Floor 3+ Common Horizontal Corridor 1": "Etage 3+ Gewöhnlicher horizontaler Korridor 1", "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "Etage 3+ Gewöhnlicher horizontaler Korridor 1 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 1 map": "Floor 3+ Common Horizontal Corridor 1 Karte", "Floor 3+ Common Horizontal Corridor 2": "Etage 3+ Gewöhnlicher horizontaler Korridor 2", "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "Etage 3+ Gewöhnlicher horizontaler Korridor 2 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 2 map": "Floor 3+ Common Horizontal Corridor 2 Karte", "Floor 3+ Common Horizontal Corridor 3": "Etage 3+ Gewöhnlicher horizontaler Korridor 3", "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "Etage 3+ Gewöhnlicher horizontaler Korridor 3 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 3 map": "Floor 3+ Common Horizontal Corridor 3 Karte", "Floor 3+ Common Vertical Corridor 1": "Etage 3+ Gewöhnlicher vertikaler Korridor 1", "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "Etage 3+ Gewöhnlicher vertikaler Korridor 1 - Dungeon Settlers Wiki", "Floor 3+ Common Vertical Corridor 1 map": "Floor 3+ Common Vertical Corridor 1 Karte", "Floor 3+ Common Vertical Corridor 2": "Etage 3+ Gewöhnlicher vertikaler Korridor 2", "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "Etage 3+ Gewöhnlicher vertikaler Korridor 2 - Dungeon Settlers Wiki", "Floor 3+ Common Vertical Corridor 2 map": "Floor 3+ Common Vertical Corridor 2 Karte", "Floor 4": "Etage 4", "Floor 5": "Etage 5", "Floor 6": "Etage 6", "Floor 7": "Etage 7", "Floor 8": "Etage 8", "Floor 9": "Etage 9", "Floor {#}": "Etage {#}", "Floor {#} (internal phase {#}).": "Etage {#} (interne Phase {#}).", "Floor10_Treasure map": "Floor10_Treasure Karte", "Floor5_Treasure map": "Floor5_Treasure Karte", "Floors": "Etagen", "Floors per region": "Etagen pro Region", "Flow Seeker (Warrior) inflicts Exposed Flaw on the target whenever you use a single-target melee skill. Exposed Flaw is a debuff, so each application fires Guard Barrier. A melee unit that leans on single-target skills therefore refreshes its shield constantly just by attacking. This is the same trigger that feeds Flow Seeker + Blade Spirit, so one passive pays for both your defense (shield) and your offense (guaranteed crits / energy). Both pieces are passive, so it costs no rotation effort.": "Flow Seeker (Krieger) belegt das Ziel mit Exposed Flaw, wann immer du eine Nahkampf-Skill mit Einzelziel einsetzt. Exposed Flaw ist ein Debuff, also löst jede Anwendung Guard Barrier aus. Eine Nahkampfeinheit, die sich auf Einzelziel-Skills stützt, erneuert ihren Schild damit allein durchs Angreifen ständig. Es ist derselbe Auslöser, der Flow Seeker + Blade Spirit füttert, also bezahlt eine passive Skill sowohl deine Verteidigung (Schild) als auch deine Offensive (garantierte kritische Treffer / Energie). Beide Teile sind passiv, es kostet also keinen Aufwand in der Rotation.", "Flow Seeker drops Exposed Flaw on the enemy every time you use a single-target melee skill, so Guard Barrier re-arms on every such cast - and the same Exposed Flaw powers the energy loop below.": "Flow Seeker legt Exposed Flaw jedes Mal auf den Gegner, wenn du eine Nahkampf-Skill mit Einzelziel einsetzt, sodass Guard Barrier bei jeder solchen Anwendung neu scharf gestellt wird - und dasselbe Exposed Flaw treibt auch die Energieschleife unten an.", "Flow Seeker's Exposed Flaw makes your hits guaranteed crits; Blade Spirit refunds energy on every melee crit - the only energy-restoring passive in the game. Your attacks pay for themselves.": "Exposed Flaw von Flow Seeker macht deine Treffer zu garantierten kritischen Treffern; Blade Spirit gibt bei jedem kritischen Nahkampftreffer Energie zurück - die einzige passive Skill im Spiel, die Energie zurückgibt. Deine Angriffe bezahlen sich selbst.", "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)": "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP-Regeneration, Forgotten Idol (mehr Schaden bei niedrigerer Stimmung)", "Flower Remnant": "Blumenüberrest", "Flucht icon": "Flucht Icon", "Flute": "Flöte", "Focus your mind and launch a flaming projectile that deals magic damage equal to": "Konzentriere deinen Geist und schleudere ein flammendes Projektil, das magischen Schaden in Höhe von", "Fold all": "Alle einklappen", "Fold sidebar categories": "Seitenleisten-Kategorien einklappen", "Folds the": "Klappt das", "Food & Mood": "Nahrung & Stimmung", "Food & Mood - Dungeon Settlers Wiki": "Nahrung & Stimmung - Dungeon Settlers Wiki", "Food & Mood guide": "Guide zu Nahrung & Stimmung", "Food penalty": "Nahrungsmalus", "Food quality requirement by level": "Anforderung an die Nahrungsqualität nach Stufe", "Footprint": "Grundfläche", "Footstep ×4, Death ×1": "Schritt ×4, Tod ×1", "For": "Für", "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "Für 10 Sekunden: ein Schild von 150% Magischem Angriffswert; benachbarte Gegner erleiden 30% Magischen Angriffswert pro Sekunde und 1 Stapel Brennen für 2 Sekunden.", "For 180 seconds, attack speed increases by 50%.": "180 Sekunden lang erhöht sich die Angriffsgeschwindigkeit um 50%.", "For 180 seconds, critical hit rate increases by 50%": "180 Sekunden lang erhöht sich die Kritische Trefferchance um 50%", "For 180 seconds, evasion rate increases by 50%": "180 Sekunden lang erhöht sich die Ausweichchance um 50%", "For 180 seconds, hit rate increases by 50%": "180 Sekunden lang erhöht sich die Trefferchance um 50%", "For 180 seconds, lifesteal increases by 35%.": "180 Sekunden lang erhöht sich der Lebensraub um 35%.", "For 180 seconds, magic attack power increases by 70%": "180 Sekunden lang erhöht sich der Magische Angriffswert um 70%", "For 180 seconds, magic resistance increases by 50%": "180 Sekunden lang erhöht sich die Magieresistenz um 50%", "For 180 seconds, movement speed increases by 70%.": "180 Sekunden lang erhöht sich die Bewegungsgeschwindigkeit um 70%.", "For 180 seconds, physical attack power increases by 70%": "180 Sekunden lang erhöht sich die Physische Angriffskraft um 70%", "For 180 seconds, physical resistance increases by 50%": "180 Sekunden lang erhöht sich die Physische Resistenz um 50%", "For 180 seconds, skill cooldown reduction increases by 30%.": "180 Sekunden lang erhöht sich die Abklingzeitreduktion um 30%.", "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "Für 8 Sekunden: Grundangriffe werden zu 3 Treffern mit je 60% Physischer Angriffskraft.", "For AI agents & tools": "Für KI-Agenten & Werkzeuge", "For Alert use: appropriate number of days' worth of food to keep on hand": "Für Warnungen: angemessene Anzahl an Tagen, für die Nahrung vorrätig sein sollte", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not f...": "Für einen kurzen Moment scheint deine Überzeugungskraft den Raum beruhigt zu haben, doch die Unzufriedenheit der Expedi...", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily. {0} raises their voice once again. \"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\" The complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes. The situation grows ever more precarious, and the expedition members' stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.": "Für einen kurzen Moment scheint deine Überzeugungskraft den Raum beruhigt zu haben, doch die Unzufriedenheit der Expeditionsmitglieder verfliegt nicht so leicht. {0} erhebt erneut die Stimme. \"Versuch nicht länger, uns mit süßen Worten abzuspeisen! Wir haben schon genug erduldet, und die Zeit, still Reden zu lauschen, ist längst vorbei!\" Die Beschwerden werden nur lauter, und die Spannung im Raum steigt weiter. Leider ist dein Versuch gescheitert, und sie starren dich weiter mit Wut und Erschöpfung in den Augen an. Die Lage wird immer bedenklicher, und der Stress der Expeditionsmitglieder scheint jeden Moment auszubrechen. Am Ende der Diskussion ist nichts geklärt, und es bleibt nur ein schweres Schweigen in der Luft.", "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "Im Gegensatz dazu haben einige oft vermutete \"Obergrenzen\" in den Spieldaten überhaupt kein Limit:", "For day display": "Für Tagesanzeige", "For people of the continent, having no proper place to pray to the Goddess is something to...": "Für die Menschen des Kontinents ist es etwas, keinen angemessenen Ort zu haben, um zur Göttin zu beten...", "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "Zur Verwendung im Dungeon-Warnfenster: Mindestens ein ausgerüstetes Item hat eine Haltbarkeit von {0} oder weniger", "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "Zur Verwendung im Dungeon-Warnfenster: Es gibt keine Mindestmenge an Pfeilen pro Einheit", "For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target...": "Für {0} Sekunden werden Standardangriffe so verändert, dass sie dem Ziel physischen Schaden in Höhe von {1}% der physischen Angriffskraft zufügen...", "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "Zwinge Gegner, dich anzugreifen, und wandle die erlittenen Treffer in Barrier um. Reines Tanken an der Frontlinie.", "Force enemies to hit you, then turn 20% of every hit you take into Barrier. The taunt is itself a debuff, so it fires Guard Barrier too.": "Zwinge Gegner, dich zu treffen, und wandle dann 20% jedes erlittenen Treffers in Barrier um. Der Spott ist selbst ein Debuff und löst daher ebenfalls Guard Barrier aus.", "Forced region": "Erzwungene Region", "Forces the target to attack whoever taunted it first.": "Zwingt das Ziel, denjenigen anzugreifen, der es zuerst verspottet hat.", "Forest Bush Remnant": "Waldgebüsch (Überrest)", "Forest Tadpole has been renamed to": "Forest Tadpole wurde umbenannt in", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1": "Erzeugt eine Zone, die allen gegnerischen Einheiten in Reichweite magischen Schaden in Höhe von 80% des magischen Angriffswerts zufügt und 1", "Formula": "Formel", "Forschen icon": "Forschen Icon", "Forschung icon": "Forschung Icon", "Forschung in einem beeindruckenden Forschungslabor. icon": "Forschung in einem beeindruckenden Forschungslabor. Symbol", "Forschung in einem fantastischen Forschungslabor. icon": "Forschung in einem fantastischen Forschungslabor. Symbol", "Forschung in einem normalen Forschungslabor. icon": "Forschung in einem normalen Forschungslabor. Symbol", "Forschung in einem ordentlichen Forschungslabor. icon": "Forschung in einem ordentlichen Forschungslabor. Symbol", "Fortgeschrittene Maximalenergie Inschrift icon": "Fortgeschrittene Maximalenergie Inschrift Symbol", "Fortified adds 20% to every Barrier you gain. Barrier Resurge heals you for 20% of any Barrier that expires unused - so the overflow shields a debuff engine constantly generates are no longer wasted, they become a steady drip of healing. Wave Cicle (Tide) grants 10% cooldown reduction each time you gain a Barrier, so a frequent shield source (Fire Cloak, Guard Barrier) quietly accelerates your whole kit, letting you re-apply debuffs and shields faster - a self-reinforcing loop. All three are passive. On their own they do nothing; on top of a Guard Barrier build they turn debuff-into-shield into debuff-into-shield-plus-heal-plus-haste.": "Fortified erhöht jeden Barrier, den du erhältst, um 20%. Barrier Resurge heilt dich um 20% jedes Barriers, der unbenutzt ausläuft - die überschüssigen Schilde, die ein Debuff-Motor ständig erzeugt, gehen also nicht mehr verloren, sondern werden zu einem steten Heilungsstrom. Wave Cicle (Tide) gibt dir jedes Mal 10% Abklingzeitreduktion, wenn du einen Barrier erhältst, sodass eine häufige Schildquelle (Fire Cloak, Guard Barrier) unauffällig dein ganzes Kit beschleunigt und du Debuffs und Schilde schneller erneut aufbringen kannst - eine sich selbst verstärkende Schleife. Alle drei sind passiv. Für sich allein tun sie nichts; auf einem Guard-Barrier-Build machen sie aus Debuff-zu-Schild ein Debuff-zu-Schild-plus-Heilung-plus-Tempo.", "Fortress sub-tree (Fortified, Barrier Resurge)": "Fortress-Unterbaum (Fortified, Barrier Resurge)", "Fortress sub-tree (Guard Barrier)": "Unterbaum Festung (Blockschild)", "Fortress sub-tree (Mocking Grin)": "Fortress-Unterbaum (Mocking Grin)", "Found wrong data, a broken page, or have an idea? Send it here. Reports go to the site owner through an anonymous form endpoint - no email addresses are exposed.": "Falsche Daten gefunden, eine kaputte Seite entdeckt oder eine Idee? Schick es hierher. Meldungen gehen über einen anonymen Formular-Endpunkt an den Seitenbetreiber - es werden keine E-Mail-Adressen offengelegt.", "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (Savage Barrier, Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.": "Vier Waffenklassen existieren als Ausrüstungstypen und haben sogar eigene Werte für Waffenmeisterschaft, sind aber nicht nutzbar. **Dolch, Axt und Speer** haben Item-Einträge über mehrere Metallstufen hinweg, aber kein Rezept, keinen Shop und keinen Drop, und - entscheidend - **überhaupt keine Skillbaum-Knoten**, sodass eine Einheit selbst mit einer solchen Waffe in der Hand nicht damit kämpfen lernen könnte. **Armbrust** ist am wenigsten umgesetzt: Sie hat einen Eignungswert und sogar eine benannte Beschreibung 'Armbrust-Skillbaum' ('schnelle, präzise Fernkampfangriffe'), aber **es existieren keine Waffen-Items und keine Bolzen**. Zwei Unterbäume sind ähnlich unfertig: **Berserker** hat zwei Knoten (Savage Barrier, Maelstrom), aber keinen Weg, sie zu erlernen, und **Unbreakable** ist ein leerer, reservierter Unterbaum.", "Fragment antiker Wandmalerei icon": "Fragment antiker Wandmalerei Symbol", "Free": "Kostenlos", "Free - gained by levelling up": "Kostenlos - durch Stufenaufstieg erhalten", "Free random settler": "Kostenloser zufälliger Siedler", "Free: costs 0 energy, so damage per energy is infinite": "Kostenlos: kostet 0 Energie, daher ist der Schaden pro Energie unendlich", "Fresh": "Frisch", "Freude am Abenteuer icon": "Freude am Abenteuer Symbol", "From": "Von", "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by": "Von <b>{#}:00</b> bis <b>{#}:00</b> sinkt die Sichtweite um", "From backgrounds (15)": "Aus Hintergründen (15)", "From backgrounds (15):": "Aus Hintergründen (15):", "From backgrounds (17)": "Aus Hintergründen (17)", "From backgrounds (17):": "Aus Hintergründen (17):", "From backgrounds (18)": "Aus Hintergründen (18)", "From backgrounds (18):": "Aus Hintergründen (18):", "From backgrounds (19)": "Aus Hintergründen (19)", "From backgrounds (19):": "Aus Hintergründen (19):", "From backgrounds (7)": "Aus Hintergründen (7)", "From backgrounds (7):": "Aus Hintergründen (7):", "From backgrounds (8)": "Aus Hintergründen (8)", "From backgrounds (8):": "Aus Hintergründen (8):", "From backgrounds (9)": "Aus Hintergründen (9)", "From backgrounds (9):": "Aus Hintergründen (9):", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...": "Von Kindheit an schwang {0} tief in den Minen die Spitzhacke. Selbst in erstickendem Staub und vor Steinwänden, die je...", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.": "Von Kindheit an schwang {0} tief in den Minen die Spitzhacke. Selbst in erstickendem Staub und vor Steinwänden, die jeden Moment einzustürzen drohten, hörten sie nie auf zu arbeiten, und mit jeder Erzader, die sie aufbrachen, wurde ihr Körper stärker. Doch nach so vielen Jahren im Dunkeln fanden sie sich im Lärm und in der Helligkeit der Oberfläche nur schwer ein.", "From clan rank 2 only": "Erst ab Clan-Rang 2", "From there, you can equip. or consume": "Von dort kannst du ausrüsten. oder verbrauchen", "From this character's skills": "Aus den Skills dieses Charakters", "From this character's skills:": "Aus den Skills dieses Charakters:", "From {#} surrounding unit{#}": "Von {#} umgebenden Einheit{#}", "Frontline blunt": "Frontlinien-Wuchtwaffe", "Frontline fire-mage (niche)": "Feuermagier für die Frontlinie (Nische)", "Frosty Handshake (ice boss)": "Frosty Handshake (Eis-Boss)", "Fruchtbarkeit icon": "Fruchtbarkeit Symbol", "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "Brenndauer pro Punkt Haltbarkeit. Gibt an, wie viele Spielminuten Brennstoff jeder Punkt Haltbarkeit liefert.", "Fuhrmann icon": "Fuhrmann-Symbol", "Full": "Voll", "Full recovery from 0": "Vollständige Erholung von 0", "Full soul-stone catalog and taming status:": "Vollständiger Seelenstein-Katalog und Zähmungsstatus:", "Full step-by-step walkthrough:": "Vollständige Schritt-für-Schritt-Anleitung:", "Full unit page for": "Vollständige Einheitenseite für", "Fully calm": "Völlig ruhig", "Funding": "Finanzierung", "Furniture (61)": "Möbel (61)", "Future Regions": "Zukünftige Regionen", "Fügt dem Ziel 100% von Magischer Angriffswert als magischen Schaden zu und wendet 2Verbrennung für 10 Sekunden an. Effects: • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Fügt dem Ziel 100% von Magischer Angriffswert als magischen Schaden zu und wendet 2Verbrennung für 10 Sekunden an. Effekte: • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Fügt dem Ziel zweimal physischen Schaden in Höhe von 60% der Physische Angriffskraft zu und wendet sen Effekt Langsam für 6 Sekunden sowie 3 Blutung an. 16s cooldown Effects: • Langsam (on enemy): -30% Bewegungsgeschwindigkeit • Blutung (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Fügt dem Ziel zweimal physischen Schaden in Höhe von 60% der Physische Angriffskraft zu und wendet sen Effekt Langsam für 6 Sekunden sowie 3 Blutung an. 16s Abklingzeit Effekte: • Langsam (beim Gegner): -30% Bewegungsgeschwindigkeit • Blutung (beim Gegner): 5 physischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 99). Beispiel: 10 Stapel = 50 physischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Fügt dem Ziel zweimal physischen Schaden in Höhe von 80% der Physische Angriffskraft zu und wendet sen Effekt Langsam für 6 Sekunden sowie 3 Blutung an. 16s cooldown Effects: • Langsam (on enemy): -30% Bewegungsgeschwindigkeit • Blutung (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Fügt dem Ziel zweimal physischen Schaden in Höhe von 80% der Physische Angriffskraft zu und wendet sen Effekt Langsam für 6 Sekunden sowie 3 Blutung an. 16s Abklingzeit Effekte: • Langsam (beim Gegner): -30% Bewegungsgeschwindigkeit • Blutung (beim Gegner): 5 physischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 99). Beispiel: 10 Stapel = 50 physischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Führt einen kraftvollen vertikalen Großschwerthieb aus und verursacht beim Ziel sowie bei Einheiten dahinter 400% von Physische Angriffskraft als Schaden. Belegt getroffene Einheiten für 1 Sekunden mit Betäubung. Dieser Angriff kann auch Verbündeten Schaden zufügen. 5 energy - 12s cooldown Effects: • Betäubung (on units in the area): Für kurze Zeit handlungsunfähig.": "Führt einen kraftvollen vertikalen Großschwerthieb aus und verursacht beim Ziel sowie bei Einheiten dahinter 400% von Physische Angriffskraft als Schaden. Belegt getroffene Einheiten für 1 Sekunden mit Betäubung. Dieser Angriff kann auch Verbündeten Schaden zufügen. 5 Energie - 12s Abklingzeit Effekte: • Betäubung (bei Einheiten im Wirkungsbereich): Für kurze Zeit handlungsunfähig.", "Für 20 Sekunden ändert sich der Grundangriff so, dass er dem Ziel magischen Schaden in Höhe von 100% von Magischer Angriffswert zufügt und 2Verbrennung für 10 Sekunden anwendet. 3 energy - 20s cooldown Effects: • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Für 20 Sekunden ändert sich der Grundangriff so, dass er dem Ziel magischen Schaden in Höhe von 100% von Magischer Angriffswert zufügt und 2Verbrennung für 10 Sekunden anwendet. 3 Energie - 20s Abklingzeit Effekte: • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Für kurze Zeit handlungsunfähig. Granted by 1 inscription and 7 skills": "Für kurze Zeit handlungsunfähig. Verliehen von 1 Inschrift und 7 Skills", "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack": "GAMESYSTEM_Campaign_DepletionTerm = 4,320 Spielminuten (3 Spieltage) pro Stapel", "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - endet bei Phase 4", "Gain": "Gewinn", "Gain Ansturm and Verwurzelt for {0} seconds.": "Erhält Ansturm und Verwurzelt für {0} Sekunden.", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can Level Up at the Goddess Statue.": "Erhalte EXP, indem du Monster besiegst. Sobald die EXP ihr Maximum erreichen, kannst du an der Göttinnenstatue aufsteigen.", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can Level Up via the Goddess Statue.": "Erhalte Erfahrungspunkte, indem du Monster besiegst. Sobald die Erfahrungspunkte das Maximum erreichen, kannst du an der Göttinnenstatue aufsteigen.", "Gain per level-up (base range)": "Zuwachs pro Stufenaufstieg (Basisbereich)", "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "Erhält den Effekt Heavy, wenn aktuelles Gewicht / max. Gewicht {0}% oder mehr beträgt (roter Teil der Gewichtsanzeige)", "Gain the Very Heavy effect when current weight / max weight is {0}% or higher (black portion of the weight gauge) >> 240613 HW: Very Heavy will be removed going forward.": "Erhält den Effekt Very Heavy, wenn aktuelles Gewicht / max. Gewicht {0}% oder mehr beträgt (schwarzer Teil der Gewichtsanzeige) >> 240613 HW: Very Heavy wird künftig entfernt.", "Gained": "Erhalten", "Gains": "Gewinne", "Gains 10": "Erhält 10", "Game Constants": "Spielkonstanten", "Game Constants - Dungeon Settlers Wiki": "Spielkonstanten - Dungeon Settlers Wiki", "Game Option Toggle Run In Background": "Spieloption: Im Hintergrund ausführen umschalten", "Game build": "Spiel-Build", "Game data table.": "Spieldatentabelle.", "Game rules and alerts": "Spielregeln und Hinweise", "Game speed, camera, seed, scenario type": "Spielgeschwindigkeit, Kamera, Seed, Szenariotyp", "Game speeds": "Spielgeschwindigkeiten", "Game system:": "Spielsystem:", "Gameplay changes": "Gameplay-Änderungen", "Garnet (Fire gem upgrade)": "Granat (Feuer-Edelstein-Upgrade)", "Garnet Ore": "Granat-Erz", "Garnet Ore icon": "Garnet Ore Symbol", "Gated": "Gesperrt", "Gated Content": "Gesperrte Inhalte", "Gated Content - Dungeon Settlers Wiki": "Gesperrte Inhalte - Dungeon Settlers Wiki", "Gated Content - Soul-Stone Taming": "Gesperrte Inhalte - Zähmen mit Seelensteinen", "Gated Weapon Classes": "Gesperrte Waffenklassen", "Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)": "Gesperrte Waffenklassen (Dolch / Axt / Speer / Armbrust)", "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction.": "Gesperrt und die am wenigsten entwickelte Rasse: Gewichtung 0, kein Namenspool und überhaupt keine Grafiken (nicht einmal ein Trait-Symbol). Ihre Hintergrundgeschichte ist ein Spoiler, der auf eine größere gegnerische Fraktion aus Dämonenrassen hindeutet.", "Gated content": "Gesperrte Inhalte", "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art).": "Gesperrt. Die Rekrutierungsgewichtung ist auf jedem Clan-Rang 0 und es gibt keinen prozeduralen Namenspool, also können Zwerge weder erzeugt noch rekrutiert werden. Es existiert nur ein Trait-Symbol (keine Charaktergrafik).", "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.": "Gesperrt. Gewichtung 0 und kein Namenspool, also nicht rekrutierbar. Von den drei unveröffentlichten Rassen ist sie grafisch am weitesten (reservierte Grafikslots für Kopf und Körper existieren), was darauf hindeutet, dass sie zuerst kommen könnte.", "Gather": "Sammeln", "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "Sammle 9 Ruma Wood - Abgeschlossen && Sammle 10 Bush - Abgeschlossen", "Gather Mode ({0} or screen bottom-right)": "Sammelmodus ({0} oder unten rechts am Bildschirm)", "Gather Started icon": "Gather Started Symbol", "Gather workload:": "Arbeitsaufwand beim Sammeln:", "Gather:": "Sammeln:", "Gatherable (69)": "Sammelbar (69)", "Gathered from": "Gesammelt von", "Gathering & world objects": "Sammeln & Weltobjekte", "Gathering progress increases by {0} every tick": "Der Sammelfortschritt steigt pro Tick um {0}", "Gaze": "Blick", "Gazing": "Starrend", "Gazing at the Moon": "Den Mond betrachten", "Gear also": "Ausrüstung ebenfalls", "Gebet in einem beeindruckenden Tempel. icon": "Gebet in einem beeindruckenden Tempel. Symbol", "Gebet in einem fantastischen Tempel. icon": "Gebet in einem fantastischen Tempel. Symbol", "Gebet in einem normalen Tempel. icon": "Gebet in einem normalen Tempel. Symbol", "Gebet in einem ordentlichen Tempel. icon": "Gebet in einem ordentlichen Tempel. Symbol", "Gegengift icon": "Gegengift Symbol", "Gegrillte Rübe range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Gegrillte Rübe in einem Dungeonraum", "Gegrilltes Fleisch gegessen icon": "Gegrilltes Fleisch gegessen Symbol", "Gegrilltes Fleisch icon": "Gegrilltes Fleisch Symbol", "Gegrilltes Fleisch range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Gegrilltes Fleisch in einem Dungeon-Raum", "Gelber Steingolem des Abyss icon": "Gelber Steingolem des Abyss Symbol", "Gelber Steingolem des Abyss variant": "Gelber Steingolem des Abyss Variante", "Gelber Steingolem icon": "Gelber Steingolem Symbol", "Gelber Steingolem variant": "Gelber Steingolem Variante", "Gelée Royale icon": "Gelée Royale Symbol", "Gelée Royale range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Gelée Royale in einem Dungeon-Raum", "Gem Lines": "Edelstein-Reihen", "Gem Lines (Crystal upgrades + Gold)": "Edelstein-Reihen (Kristall-Upgrades + Gold)", "Gemeinheit icon": "Gemeinheit-Symbol", "Genauigkeitstrank einnehmen icon": "Genauigkeitstrank einnehmen Symbol", "Gender": "Geschlecht", "Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under \"Dev-internal changes\". Korean dev text is shown in English - hover any translated value for the original.": "Automatisch erzeugt durch den Vergleich der Datentabellen des Spiels zwischen Steam-Builds. Einträge verlinken in die aktuelle Datenbank, sofern der Inhalt noch existiert. Für Spieler sichtbare Änderungen stehen zuerst; rein interne Änderungen (Dev-Kommentare, Editor-Felder, koreanische Lokalisierungsentwürfe) sind unter \"Dev-interne Änderungen\" eingeklappt. Koreanischer Dev-Text wird auf Englisch angezeigt - fahre über einen übersetzten Wert, um das Original zu sehen.", "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "Generierte Rekruten ziehen ihren Namen aus dieser Liste (TEXTKEY_PLAYERNAME-Schlüssel).", "Generated when the level-up screen opens (not saved) - reload rerolls them": "Wird beim Öffnen des Aufstiegsbildschirms erzeugt (nicht gespeichert) - ein Neuladen würfelt sie neu", "Generation odds by floor": "Generierungschancen je Etage", "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "Generator-Etagenthemen und Test-Tags, die in den Raumdaten auftauchen, aber keine von Spielern besuchten Expeditionsregionen sind.", "Geplaudert icon": "Geplaudert Symbol", "Geringe Angriffsgeschwindigkeitsinschrift icon": "Geringe Angriffsgeschwindigkeitsinschrift Symbol", "Geringe Bewegungsgeschwindigkeitsinschrift icon": "Geringe Bewegungsgeschwindigkeitsinschrift Symbol", "Geringe Maximalenergie Inschrift icon": "Geringe Maximalenergie Inschrift Symbol", "Geringe Trefferchance Inschrift icon": "Geringe Trefferchance Inschrift Symbol", "Geringe physische Widerstands Inschrift icon": "Geringe physische Widerstands Inschrift Symbol", "Geringer Feuerelementarstein icon": "Geringer Feuerelementarstein Symbol", "Geringer Manastein icon": "Geringer Manastein Symbol", "Geringer Naturelementarstein icon": "Geringer Naturelementarstein Symbol", "Geringer Stress icon": "Geringer Stress Symbol", "Geringer Wasserelementarstein icon": "Geringer Wasserelementarstein Symbol", "Gesegnet icon": "Gesegnet-Symbol", "Gesundheit (Kopf) icon": "Gesundheit (Kopf) Symbol", "Get": "Erhalten", "Get Huge Money icon": "Get Huge Money Symbol", "Get Some Money icon": "Get Some Money Symbol", "Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "Sorge vor der Nacht für Nahrungsvorräte und Betten - auf dem Boden zu schlafen gibt einen viel kürzeren Komfort-Buff als ein Bett oder ein richtiges Schlafzimmer.", "Getting Started": "Erste Schritte", "Gewandtheit icon": "Gewandtheit-Symbol", "Geweihtonikum icon": "Geweihtonikum Symbol", "Gewicht icon": "Gewicht Symbol", "Gewichtstrank einnehmen icon": "Gewichtstrank einnehmen Symbol", "Gezeiten Skillbaum overview": "Gezeiten Skillbaum Überblick", "Gezeitenmarke icon": "Gezeitenmarke Symbol", "Gezeitenzeichen icon": "Gezeitenzeichen-Symbol", "Gezeitenzeichen range and area shown on a dungeon room": "Reichweite und Bereich von Gezeitenzeichen, dargestellt in einem Dungeonraum", "Giant": "Riese", "Giant Stone Golem Phase2": "Riesiger Steingolem Phase2", "Giant Stone Golem Phase2 icon": "Giant Stone Golem Phase2 Symbol", "Giant Stone Golem Soul Stone (works)": "Giant Stone Golem Soul Stone (funktioniert)", "Giant Stone Golem has been renamed to": "Giant Stone Golem wurde umbenannt in", "Gildenoffizier icon": "Gildenoffizier Symbol", "Gildensoldat icon": "Gildensoldat Symbol", "Give": "Geben", "Given": "Gegeben", "Given by NPC": "Von NPC gegeben", "Glacier Drop is a weak Guard Barrier engine": "Glacier Drop ist eine schwache Quelle für Guard Barrier", "Gletscher icon": "Gletscher Symbol", "Gletschersturz icon": "Gletschersturz-Symbol", "Gletschersturz range and area shown on a dungeon room": "Reichweite und Bereich von Gletschersturz, dargestellt in einem Dungeonraum", "Glossary": "Glossar", "Glossary - Dungeon Settlers Wiki": "Glossar - Dungeon Settlers Wiki", "Gloth Ansturm icon": "Gloth Ansturm Symbol", "Gloth Ansturm range and area on a dungeon room": "Reichweite und Wirkungsbereich von Gloth Ansturm in einem Dungeonraum", "Gloth Ansturm range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Gloth Ansturm in einem Dungeon-Raum", "Gloth Pup has been renamed to": "Gloth Pup wurde umbenannt in", "Gloth Sieg icon": "Gloth Sieg Symbol", "Gloth Spucke icon": "Gloth Spucke Symbol", "Gloth Spucke range and area on a dungeon room": "Reichweite und Bereich von Gloth Spucke in einem Dungeonraum", "Gloth Spucke range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Gloth Spucke in einem Dungeon-Raum", "Gloth Victory +10%": "Gloth-Sieg +10%", "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "Gloth Sieg GAMESYSTEM_Environment_{affecterName}", "Glothei Omelett icon": "Glothei Omelett Symbol", "Glothei Omelett range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Glothei Omelett in einem Dungeon-Raum", "Glothei icon": "Glothei Symbol", "Glothpeitsche icon": "Glothpeitsche-Symbol", "Gloths Heulen icon": "Gloths Heulen Symbol", "Glothschwarm icon": "Glothschwarm-Symbol", "Glothwelpe des Abyss icon": "Glothwelpe des Abyss Symbol", "Glothwelpe des Abyss variant": "Glothwelpe des Abyss Variante", "Glothwelpe icon": "Glothwelpe Symbol", "Glothwelpe variant": "Glothwelpe-Variante", "Gloth‑Ei‑Omelett gegessen icon": "Gloth‑Ei‑Omelett gegessen Symbol", "Go": "Los", "Go to node": "Gehe zu Knoten", "Goblin Arbeiter des Abyss icon": "Goblin Arbeiter des Abyss Symbol", "Goblin Arbeiter des Abyss variant": "Goblin Arbeiter des Abyss Variante", "Goblin Arbeiter icon": "Goblin Arbeiter Symbol", "Goblin Arbeiter variant": "Goblin Arbeiter Variante", "Goblin Brawler has been renamed to": "Goblin Brawler wurde umbenannt in", "Goblin Chief Shaman Aura": "Aura des Goblin-Häuptlingsschamanen", "Goblin Chief Shaman Aura icon": "Goblin Chief Shaman Aura Symbol", "Goblin Chief Shaman Soul Stack": "Seelenstapel des Goblin-Oberschamanen", "Goblin Chief Shaman Soul Stack icon": "Goblin Chief Shaman Soul Stack Symbol", "Goblin Chief Shaman has been renamed to": "Goblin Chief Shaman wurde umbenannt in", "Goblin Hauptschamane des Abyss icon": "Goblin Hauptschamane des Abyss Symbol", "Goblin Hauptschamane des Abyss variant": "Goblin Hauptschamane des Abyss Variante", "Goblin Hauptschamane icon": "Goblin Hauptschamane Symbol", "Goblin Hauptschamane variant": "Goblin Hauptschamane Variante", "Goblin Raufbold des Abyss icon": "Goblin Raufbold des Abyss Symbol", "Goblin Raufbold des Abyss variant": "Goblin Raufbold des Abyss Variante", "Goblin Raufbold icon": "Goblin Raufbold Symbol", "Goblin Raufbold variant": "Goblin Raufbold Variante", "Goblin Reiter des Abyss icon": "Goblin Reiter des Abyss Symbol", "Goblin Reiter des Abyss variant": "Goblin Reiter des Abyss Variante", "Goblin Reiter icon": "Goblin Reiter Symbol", "Goblin Reiter variant": "Goblin Reiter Variante", "Goblin Rider has been renamed to": "Goblin Rider wurde umbenannt in", "Goblin Schamane des Abyss icon": "Goblin Schamane des Abyss Symbol", "Goblin Schamane des Abyss variant": "Goblin Schamane des Abyss Variante", "Goblin Schamane icon": "Goblin Schamane Symbol", "Goblin Schamane variant": "Goblin Schamane Variante", "Goblin Shaman has been renamed to": "Goblin Shaman wurde umbenannt in", "Goblin Sieg icon": "Goblin Sieg Symbol", "Goblin Tent1": "Goblinzelt1", "Goblin Tent2": "Goblinzelt2", "Goblin Thrower has been renamed to": "Goblin Thrower wurde umbenannt in", "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "Goblin Sieg GAMESYSTEM_Environment_{affecterName}", "Goblin Werfer des Abyss icon": "Goblin Werfer des Abyss Symbol", "Goblin Werfer des Abyss variant": "Goblin Werfer des Abyss Variante", "Goblin Werfer icon": "Goblin Werfer Symbol", "Goblin Werfer variant": "Goblin Werfer Variante", "Goblin Worker has been renamed to": "Goblin Worker wurde umbenannt in", "Goblin icon": "Goblin-Symbol", "Goblin-Hauptschamane icon": "Goblin-Hauptschamane Symbol", "Goblin-Wandbild icon": "Goblin-Wandbild Symbol", "Goblinangriff icon": "Goblinangriff Symbol", "Goblinangriff range and area on a dungeon room": "Reichweite und Fläche von Goblinangriff in einem Dungeon-Raum", "Goblinangriff range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Goblinangriff in einem Dungeon-Raum", "Goblinfluch icon": "Goblinfluch Symbol", "Goblinfluch range and area on a dungeon room": "Reichweite und Bereich von Goblinfluch in einem Dungeonraum", "Goblinfluch range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Goblinfluch in einem Dungeon-Raum", "Goblinflucht icon": "Goblinflucht Symbol", "Goblinflucht range and area on a dungeon room": "Reichweite und Fläche von Goblinflucht in einem Dungeonraum", "Goblinflucht range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Goblinflucht in einem Dungeon-Raum", "Goblinkraut icon": "Goblinkraut Symbol", "Goblinsalbe icon": "Goblinsalbe Symbol", "Goblinsteinwurf icon": "Goblinsteinwurf Symbol", "Goblinsteinwurf range and area on a dungeon room": "Reichweite und Bereich von Goblinsteinwurf in einem Dungeonraum", "Goblinsteinwurf range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Goblinsteinwurf in einem Dungeon-Raum", "Goblinzelt (resource node)": "Goblinzelt (Ressourcenknoten)", "Goblinzelt (resource node) - Dungeon Settlers Wiki": "Goblinzelt (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Goddess": "Göttin", "Goddess Guidance": "Führung der Göttin", "Goddess Guidance icon": "Goddess Guidance Symbol", "Goddess Statue": "Göttinnenstatue", "Goddess Statue - Dungeon Settlers Wiki": "Göttinnenstatue - Dungeon Settlers Wiki", "Goddess Statue Construction && Level 2 2+ units": "Göttinnenstatue bauen && 2+ Einheiten auf Stufe 2", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "Segen der Göttinnenstatue: Dein Anwender magischer Zauber erhält +10% Magischer Angriffswert. Stapelt mit Bless Phys.", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "Segen der Göttinnenstatue: Dein Anwender magischer Zauber erhält +10% Magischer Angriffswert. Stapelt mit {#}.", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "Segen der Göttinnenstatue: Dein Anwender physischer Zauber erhält +10% Physische Angriffskraft. Stapelt mit Bless Magic.", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "Segen der Göttinnenstatue: Dein Anwender physischer Zauber erhält +10% Physische Angriffskraft. Stapelt mit {#}.", "Goddess Tears icon": "Goddess Tears Symbol", "Goddess Tears range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Goddess Tears in einem Dungeon-Raum", "Goddess statue": "Göttinnenstatue", "Godness": "Göttin", "Gold Mine": "Goldmine", "Gold Mine calculator": "Goldminen-Rechner", "Gold Mine inscription": "Goldmine Inschrift", "Gold cap": "Gold-Obergrenze", "Gold from the inscription is capped per expedition. Reaching the cap converts the effect into a flat crit-chance bonus, so the crits keep helping even after the gold stops.": "Das Gold aus der Inschrift ist pro Expedition begrenzt. Wird die Obergrenze erreicht, wandelt sich der Effekt in einen festen Bonus auf die Kritische Trefferchance um, sodass die kritischen Treffer weiter nützen, auch wenn kein Gold mehr fließt.", "Gold jewelry tier": "Goldschmuck-Stufe", "Gold necklaces & rings": "Goldketten & Goldringe", "Gold per crit = 10; cap = 2000.": "Gold pro Krit = 10; Obergrenze = 2000.", "Gold per critical hit": "Gold pro kritischem Treffer", "Goldkette icon": "Goldkette Symbol", "Goldmine Inschrift icon": "Goldmine Inschrift Symbol", "Goldring icon": "Goldring Symbol", "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "Gossgoal kommt stärker zurück. Muss über Statusvariation aufgebaut werden, nicht nur über Kombination.", "Gossgoal returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "Gossgoal kommt stärker zurück. Muss über die Variation der Werte aufgebaut werden, nicht nur über die Kombination. - Dungeon Settlers Wiki", "Gossgoal returns stronger. Need to set up via stat variation, not just combination. map": "Gossgoal kehrt stärker zurück. Man muss über Statvariation aufbauen, nicht nur über die Kombination. Karte", "Gottmodus icon": "Gottmodus Symbol", "Granat Arcronstab icon": "Granat Arcronstab Symbol", "Granat Bronzestab icon": "Granat Bronzestab Symbol", "Granat Halskette icon": "Granat Halskette Symbol", "Granat Kupferstab icon": "Granat Kupferstab Symbol", "Granat Zinnstab icon": "Granat Zinnstab Symbol", "Granatring icon": "Granatring Symbol", "Grant 10×": "10× gewähren", "Grant 15×": "Verleiht 15×", "Grant 1×": "Verleiht 1×", "Grant 2×": "Verleiht 2×", "Grant 30×": "30× gewähren", "Grant 3×": "Verleiht 3×", "Grant 4×": "Verleiht 4×", "Grant 8×": "Verleiht 8×", "Grant the active Expedition Resolution's reward": "Gewährt die Belohnung des aktiven Expeditionsbeschlusses", "Granted by": "Verliehen von", "Granted by 1 item": "Verliehen von 1 Item", "Granted by a placed building": "Verliehen von einem platzierten Gebäude", "Granted by another effect:": "Verliehen von einem anderen Effekt:", "Granted by effect": "Verliehen von Effekt", "Granted by the dungeon event": "Verliehen vom Dungeon-Event", "Granted by the dungeon event {#}.": "Verliehen vom Dungeon-Event {#}.", "Granted by {#}": "Verliehen von {#}", "Grants a 134 barrier for 10 s": "Verleiht 10 s lang eine Barriere von 134", "Grants a 150 barrier for 10 s": "Verleiht 10 s lang eine Barriere von 150", "Grants a 266 barrier for 30 s": "Verleiht 30 s lang eine Barriere von 266", "Grants a 294 barrier for 30 s": "Verleiht 30 s lang eine Barriere von 294", "Grants nearby allies": "Verleiht Verbündeten in der Nähe", "Grants skill:": "Verleiht Skill:", "Grants the unit the Leadership trait matching its race:": "Verleiht der Einheit den Leadership-Trait, der zu ihrer Rasse passt:", "Grants:": "Verleiht:", "Grasbrei gegessen icon": "Grasbrei gegessen Symbol", "Grasbrei icon": "Grasbrei-Symbol", "Grasbrei range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Grasbrei in einem Dungeon-Raum", "Graue Monsterratte des Abyss icon": "Graue Monsterratte des Abyss Symbol", "Graue Monsterratte des Abyss variant": "Graue Monsterratte des Abyss Variante", "Graue Monsterratte icon": "Graue Monsterratte Symbol", "Graue Monsterratte variant": "Graue Monsterratte Variante", "Graue Ratte des Abyss icon": "Graue Ratte des Abyss Symbol", "Graue Ratte des Abyss variant": "Graue Ratte des Abyss Variante", "Graue Ratte icon": "Graue Ratte Symbol", "Graue Ratte variant": "Graue Ratte Variante", "Graueratte Seelenstein icon": "Graueratte Seelenstein Symbol", "Great Guardian Stone": "Großer Wächterstein", "Greater (High-grade) Mana Stones": "Große (hochwertige) Manasteine", "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5": "Greater- und Supreme-Manasteine sind im aktuellen Build extrem selten, was den Fortschritt ab Stufe 5 bremst", "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5": "Greater-/Supreme-Manasteine sind kaum zu bekommen - ab Stufe 5 wird es zäh", "Greatest": "Größte", "Greatsword equipped": "Großschwert ausgerüstet", "Greatsword melee": "Großschwert-Nahkampf", "Greatsword tree (Deadly Fear)": "Großschwert-Skillbaum (Deadly Fear)", "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)": "Zweihandschwert, Bogen, Feuerstab, Wasserstab, Naturstab (blockieren den Schildplatz)", "Green": "Grün", "Green Crystal": "Grüner Kristall", "Grey": "Grau", "Grey Monster Rat has been renamed to": "Grey Monster Rat wurde umbenannt in", "Grey Rat has been renamed to": "Grey Rat wurde umbenannt in", "Ground": "Boden", "Group": "Gruppe", "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "Nach Namenspräfix gruppiert - UI, Kampftreffer nach Schadensart, Handwerks- und Sammelgeräusche, Essen, Freizeitspiele und Ereignis-Stinger.", "Growing": "Wachsend", "Growing up in gambling dens, {0} learned to": "Aufgewachsen in Spielhöllen, lernte {0}", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit": "Aufgewachsen in Spielhöllen lernte {0}, die menschliche Psyche zu durchdringen und Absichten an den kleinsten Gesten zu lesen. Das Leben lag stets auf dem Spieltisch, wo Gefahr und Gelegenhei", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble bet...": "Aufgewachsen in Spielhöllen lernte {0}, Menschen zu lesen und ihre Absichten an den kleinsten Bewegungen zu erkennen. Das Leben war immer ein Spiel zwisch...", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac": "Aufgewachsen in Spielhöllen lernte {0}, Menschen zu lesen und ihre Absichten an den kleinsten Bewegungen zu erkennen. Das Leben war immer ein Spiel zwischen Gefahr und Gelegenheit, und jed", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac...": "Aufgewachsen in Spielhöllen lernte {0}, Menschen zu lesen und ihre Absichten an den kleinsten Bewegungen zu erkennen. Das Leben war immer ein Spiel zwischen Gefahr und Gelegenheit, und jed...", "Grows as a stage of the": "Wächst als Stadium der", "Grows as a stage of the {#} farm crop.": "Wächst als Stadium der Feldfrucht {#}.", "Growth Fatigue (Mood -2) while XP sits at maximum": "Growth Fatigue (Stimmung -2), solange die Erfahrungspunkte am Maximum stehen", "Growth per level-up (GameSystemTable):": "Zuwachs pro Stufenaufstieg (GameSystemTable):", "Growth stages": "Wachstumsstufen", "Growth to rank 1": "Wachstum zu Rang 1", "Growth to rank 2": "Wachstum zu Rang 2", "Growth to rank 3 (mature)": "Wachstum zu Rang 3 (ausgewachsen)", "Großschwertangriff range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Großschwertangriff in einem Dungeonraum", "Grundangriff icon": "Grundangriff-Symbol", "Grundangriff range and area shown on a dungeon room": "Reichweite und Fläche von Grundangriff, dargestellt an einem Dungeon-Raum", "Grundlegende Monsterdurchdringung icon": "Grundlegende Monsterdurchdringung Symbol", "Grundlegende Monsterdurchdringung range and area on a dungeon room": "Reichweite und Bereich von Grundlegende Monsterdurchdringung in einem Dungeonraum", "Grundlegende Monsterdurchdringung range and area shown on a dungeon room": "Reichweite und Fläche von Grundlegende Monsterdurchdringung, dargestellt an einem Dungeon-Raum", "Grundlegender Bogenangriff icon": "Grundlegender Bogenangriff Symbol", "Grundlegender Bogenangriff range and area shown on a dungeon room": "Reichweite und Bereich von Grundlegender Bogenangriff, dargestellt in einem Dungeonraum", "Grundlegender Keulenangriff icon": "Grundlegender Keulenangriff Symbol", "Grundlegender Keulenangriff range and area shown on a dungeon room": "Reichweite und Bereich von Grundlegender Keulenangriff, dargestellt in einem Dungeonraum", "Grundlegender Monsterhieb icon": "Grundlegender Monsterhieb Symbol", "Grundlegender Monsterhieb range and area shown on a dungeon room": "Reichweite und Fläche von Grundlegender Monsterhieb, dargestellt an einem Dungeon-Raum", "Grundlegender Schwertangriff icon": "Grundlegender Schwertangriff Symbol", "Grundlegender Schwertangriff range and area on a dungeon room": "Reichweite und Fläche von Grundlegender Schwertangriff an einem Dungeon-Raum", "Grundlegender Schwertangriff range and area shown on a dungeon room": "Reichweite und Bereich von Grundlegender Schwertangriff, dargestellt in einem Dungeonraum", "Grundligender Speerangriff icon": "Grundligender Speerangriff Symbol", "Grundligender Speerangriff range and area shown on a dungeon room": "Reichweite und Fläche von Grundligender Speerangriff, dargestellt an einem Dungeon-Raum", "Guard Barrier turns a debuff you land on an enemy into a Barrier. Skills that debuff repeatedly (per tick) or hit a whole pack refresh the shield most; the Barrier only pays off on a unit that gets hit, so these are frontline combos.": "Guard Barrier verwandelt einen Debuff, den du bei einem Gegner landest, in eine Barriere. Skills, die wiederholt (pro Tick) debuffen oder eine ganze Gruppe treffen, frischen das Schild am stärksten auf; die Barriere zahlt sich nur bei einer Einheit aus, die auch getroffen wird, also sind das Kombos für die Frontlinie.", "Guard Captain Tent": "Zelt des Wachhauptmanns", "Guarding": "Blockend", "Guarding (halves the hit)": "Blocken (halbiert den Treffer)", "Guarding does not cost weapon durability": "Blocken kostet keine Waffenhaltbarkeit", "Guidelines": "Richtlinien", "Guides & Reference": "Guides & Referenz", "Guild Cooking Hearth": "Kochstelle der Gilde", "Guild Guard icon": "Guild Guard Symbol", "Guild Trade icon": "Guild Trade Symbol", "Guild archer": "Gildenbogenschütze", "Guild quests": "Gildenaufgaben", "Guild rank quests": "Gildenrang-Aufgaben", "Guild soldier": "Gildensoldat", "Guild?": "Gilde?", "HP 388 - Magischer Angriffswert 95 - Physische Angriffskraft 16.9 - attack speed 0.3 - crit 5% - 1 on the field": "HP 388 - Magischer Angriffswert 95 - Physische Angriffskraft 16.9 - Angriffsgeschwindigkeit 0.3 - Krit 5% - 1 auf dem Feld", "HP 398 - Magischer Angriffswert 99.8 - Physische Angriffskraft 16.9 - attack speed 0.3 - crit 5% - 1 on the field": "HP 398 - Magischer Angriffswert 99.8 - Physische Angriffskraft 16.9 - Angriffsgeschwindigkeit 0.3 - Krit 5% - 1 auf dem Feld", "HP 88 - Magischer Angriffswert 44.2 - Physische Angriffskraft 16.9 - attack speed 0.3 - crit 5% - up to 2 on the field": "HP 88 - Magischer Angriffswert 44.2 - Physische Angriffskraft 16.9 - Angriffsgeschwindigkeit 0.3 - Krit 5% - bis zu 2 auf dem Feld", "HP 98 - Magischer Angriffswert 49 - Physische Angriffskraft 16.9 - attack speed 0.3 - crit 5% - up to 2 on the field": "HP 98 - Magischer Angriffswert 49 - Physische Angriffskraft 16.9 - Angriffsgeschwindigkeit 0.3 - Krit 5% - bis zu 2 auf dem Feld", "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "LP = Magischer Angriffswert des Beschwörers x1 + {#} Basis; Magischer Angriffswert = Magischer Angriffswert des Beschwörers x0.5 + {#} Basis.", "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "Die HP, die ein Ziel haben darf und dennoch exekutiert werden kann, betragen 20% seiner eigenen maximalen HP; größere Gegner haben ein entsprechend größeres Exekutionsfenster.", "HP bonus": "HP-Bonus", "HP boost": "HP-Erhöhung", "HP/s to allies within": "HP/s an Verbündete in", "HUD alert definitions - trigger condition, scope, click action.": "HUD-Warnungsdefinitionen - Auslösebedingung, Geltungsbereich, Klickaktion.", "Hafer <Stufe 2> (resource node)": "Hafer <Stufe 2> (Ressourcenknoten)", "Hafer <Stufe 2> (resource node) - Dungeon Settlers Wiki": "Hafer <Stufe 2> (Ressourcenknoten) - Dungeon Settlers Wiki", "Hafer <Stufe 3> (resource node)": "Hafer <Stufe 3> (Ressourcenknoten)", "Hafer <Stufe 3> (resource node) - Dungeon Settlers Wiki": "Hafer <Stufe 3> (Ressourcenknoten) - Dungeon Settlers Wiki", "Hafer icon": "Hafer Symbol", "Haferbrei gegessen icon": "Haferbrei gegessen Symbol", "Haferbrei icon": "Haferbrei-Symbol", "Haferbrei range and area shown on a dungeon room": "Reichweite und Fläche von Haferbrei, dargestellt an einem Dungeon-Raum", "Haftende Ranken icon": "Haftende Ranken Symbol", "Haftende Ranken range and area shown on a dungeon room": "Reichweite und Bereich von Haftende Ranken, dargestellt in einem Dungeonraum", "Hair": "Haare", "Haltbarkeit icon": "Haltbarkeit Symbol", "Hard": "Schwer", "Hard Combat": "Kampf Schwer", "Hard Combat Difficulty": "Schwere Kampfschwierigkeit", "Hard Management Difficulty": "Schwere Verwaltungsschwierigkeit", "Hard Support Wagon Hardtack Fixed": "Schwer Versorgungswagen Hartkeks Fest", "Hard baseline": "Basiswert Schwer", "Hard is the baseline": "Schwer ist die Referenz", "Hard is the baseline.": "Schwer ist die Referenz.", "Hard-excluded regions": "Fest ausgeschlossene Regionen", "Harmonie Skillbaum overview": "Harmonie Skillbaum Überblick", "Harp": "Harfe", "Harter Panzer icon": "Harter Panzer Symbol", "Hartkeks icon": "Hartkeks Symbol", "Harvest yields": "Ernteerträge", "Harvested from the": "Geerntet von", "Has": "Hat", "Has Trait Leadership Lycan||Has Trait Leadership Elf||Has Trait L...": "Hat Trait Leadership Lycan||Hat Trait Leadership Elf||Hat Trait L...", "Has Trait Lycan 2, Has Trait Lycan 2": "Hat Trait Lycan 2, Hat Trait Lycan 2", "Has duration": "Zeitlich begrenzt", "Hatshepsut": "Hatschepsut", "Hauptaufgabe 0 - Interact with the Wagon": "Hauptaufgabe 0 - Mit dem Wagen interagieren", "Hauptaufgabe 1 - <Build> Crafting Table": "Hauptaufgabe 1 - <Bauen> Herstellungstisch", "Hauptaufgabe 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "Hauptaufgabe 2 - Stelle 4 Stoff her; Stelle 1 Stoffrüstung her; Stelle Holzpfeile her", "Hauptaufgabe 3 - <Recruit> Secure 4 Members": "Hauptaufgabe 3 - <Rekrutieren> 4 Mitglieder sichern", "Hauptaufgabe 4 - Move to the Dungeon": "Hauptaufgabe 4 - Zum Dungeon bewegen", "Hauptaufgabe 5 - Move to the Settlement": "Hauptaufgabe 5 - Zur Siedlung bewegen", "Hauptaufgabe 6 - <Build> Research Table": "Hauptaufgabe 6 - <Bauen> Forschungstisch", "Hauptaufgabe 7 - Goddess Statue Construction && Level 2 2+ units": "Hauptaufgabe 7 - Göttinnenstatue bauen && 2+ Einheiten auf Stufe 2", "Hauptaufgabe 8 - Defeat 1 Red Monster Rat.": "Hauptaufgabe 8 - Besiege 1 Rote Monsterratte.", "Hausierer icon": "Hausierer-Symbol", "Have": "Haben", "Have 1 Arcane Workshop of Mediocre Quality or Higher": "1 arkane Werkstatt mit ordentlicher Qualität oder höher besitzen", "Have 1 Arcane Workshop of Normal Quality or Higher": "1 arkane Werkstatt mit normaler Qualität oder höher besitzen", "Have 1 Arcane Workshop of Shabby Quality or Higher": "1 arkane Werkstatt mit schäbiger Qualität oder höher besitzen", "Have 1 Dining Hall of Mediocre Quality or Higher": "1 Speisesaal mit ordentlicher Qualität oder höher besitzen", "Have 1 Dining Hall of Normal Quality or Higher": "1 Speisesaal mit normaler Qualität oder höher besitzen", "Have 1 Dining Hall of Shabby Quality or Higher": "1 Speisesaal mit schäbiger Qualität oder höher besitzen", "Have 1 Research Lab of Mediocre Quality or Higher": "1 Forschungslabor mit ordentlicher Qualität oder höher besitzen", "Have 1 Research Lab of Normal Quality or Higher": "1 Forschungslabor mit normaler Qualität oder höher besitzen", "Have 1 Research Lab of Shabby Quality or Higher": "1 Forschungslabor mit schäbiger Qualität oder höher besitzen", "Have 1 Shrine of Mediocre Quality or Higher": "1 Schrein mit ordentlicher Qualität oder höher besitzen", "Have 1 Shrine of Normal Quality or Higher": "1 Schrein mit normaler Qualität oder höher besitzen", "Have 1 Shrine of Shabby Quality or Higher": "1 Schrein mit schäbiger Qualität oder höher besitzen", "Have 1 Workshop of Mediocre Quality or Higher": "1 Werkstatt mit ordentlicher Qualität oder höher besitzen", "Have 1 Workshop of Normal Quality or Higher": "1 Werkstatt mit normaler Qualität oder höher besitzen", "Have 1 Workshop of Shabby Quality or Higher": "1 Werkstatt mit schäbiger Qualität oder höher besitzen", "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "12 Ruma Wood besitzen - Abgeschlossen && 12 Long Grass besitzen - Abgeschlossen", "Have 2 Private Rooms of Mediocre Quality or Higher": "2 Privatzimmer mit ordentlicher Qualität oder höher besitzen", "Have 2 Private Rooms of Normal Quality or Higher": "2 Privatzimmer mit normaler Qualität oder höher besitzen", "Have 2 Private Rooms of Shabby Quality or Higher": "2 Privatzimmer mit schäbiger Qualität oder höher besitzen", "Have 3 Private Rooms of Mediocre Quality or Higher": "3 Privatzimmer mit ordentlicher Qualität oder höher besitzen", "Have 3 Private Rooms of Normal Quality or Higher": "3 Privatzimmer mit normaler Qualität oder höher besitzen", "Have 3 Private Rooms of Shabby Quality or Higher": "3 Privatzimmer mit schäbiger Qualität oder höher besitzen", "Have 30 or More Cloth": "Mindestens 30 Stoff besitzen", "Have 30 or More Planks": "Mindestens 30 Bretter besitzen", "Have 30 or More Pottery": "Mindestens 30 Töpferwaren besitzen", "Have 40 or More Bone": "Mindestens 40 Knochen besitzen", "Have 40 or More Stone": "Mindestens 40 Stein besitzen", "Have 60 or More Wood": "Mindestens 60 Holz besitzen", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...": "Durch das Erlernen der Macht der Elemente reagierte {0} als Erster auf Veränderungen, die kein Geräusch machten. Der Moment, in dem die Luft ...", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.": "Durch das Erlernen der Macht der Elemente reagierte {0} als Erster auf Veränderungen, die kein Geräusch machten. Der Moment, in dem die Luft ihre Temperatur wechselte, und das feine Zeichen aufreißender trockener Erde wurden gelesen, und schon ein kleines Zittern von Magie genügte, um Gefahr zu spüren. Mit den Jahren wurde das Beobachten der Strömungen ringsum vertrauter als das Lesen von Gesichtern.", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...": "Vom Leben als Totengräber behandelte {0} selbst das Ende eines Namenlosen niemals achtlos. Vor unbekannten Gesichtern ...", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.": "Vom Leben als Totengräber behandelte {0} selbst das Ende eines Namenlosen niemals achtlos. Vor unbekannten Gesichtern falteten sich beide Hände sauber, und Leben, deren Geschichte niemand kannte, wurden sanft unter die Erde gebracht. Doch je gewohnter der Abschied wurde, desto eher wurde vor neuen Bindungen ein Schritt zurückgetreten.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.": "Vom Leben vor glühenden Schmelzöfen konnte {0} den richtigen Moment allein an der Farbe des erhitzten Eisens erkennen. Bei jedem Hammerschlag auf den Amboss stoben Funken, und stumpfe Klingen wie verbeulte Rüstungen gingen durch diese Hände und fanden ihren Zweck zurück. Im Gegenzug wuchs daraus ein Starrsinn, der glaubt, alles lasse sich richten, wenn man nur lange genug darauf hämmert.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...": "Vom Leben vor glühenden Schmelzöfen konnte {0} den richtigen Moment allein an der Farbe des erhitzten Eisens erkennen. Bei jedem Hamm...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...": "Vom Leben unter der Erde lernte {0}, die Körnung des Steins zu lesen und den Verlauf von Erzadern zu spüren. Selbst im schwac...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.": "Vom Leben unter der Erde lernte {0}, die Körnung des Steins zu lesen und den Verlauf von Erzadern zu spüren. Selbst im schwachen Schein einer Lampe fiel die Spitzhacke ohne Zögern, und mit schwerem Erz auf dem Rücken wurden lange Tunnel durchquert. Mit den Jahren wuchs daraus eine Beständigkeit wie fester Fels, kaum zu erschüttern.", "He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the \"Basic Warrior\" candidate preset named Lowell (": "Er ist kein neuer Charakter, der in den Dateien wartet - er ist der Standard-Startkrieger der Kampagne: jedes Kampagnenszenario beginnt mit der Kandidatenvorlage \"Basic Warrior\" mit dem Namen Lowell (", "He looks back at the sketch of the insect and murmurs to himself.": "Er blickt zurück auf die Skizze des Insekts und murmelt vor sich hin.", "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He strokes the gray-furred cat": "Er blickt zurück auf die Skizze des Insekts und murmelt vor sich hin. \"Genießen Goblins... es, wenn Insekten ihr Blut trinken? Wie seltsam...\" Er streicht die grau-pelzige Katze", "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He strokes the gray-furred cat as he ...": "Er blickt zurück auf die Skizze des Insekts und murmelt vor sich hin. \"Genießen Goblins... es, wenn Insekten ihr Blut trinken? Wie seltsam...\" Er streicht die grau-pelzige Katze, während er ...", "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He...": "Er blickt zurück auf die Skizze des Insekts und murmelt vor sich hin. \"Genießen Goblins... es, wenn Insekten ihr Blut trinken? Wie seltsam...\" Er...", "He reorganizes the mission documents and resumes his notes....": "Er ordnet die Auftragsunterlagen neu und setzt seine Notizen fort....", "He strokes the gray-f...": "Er streicht die grau-p...", "He taps one of the o...": "Er tippt auf eines der ...", "He tilts his ...": "Er neigt seinen ...", "He turns back to the Spore Insect and murmurs to him...": "Er wendet sich wieder dem Sporeninsekt zu und murmelt zu ih...", "Head": "Kopf", "Head Equipment Not Worn": "Kopfausrüstung nicht getragen", "Head HP": "LP (Kopf)", "Heads up: this link was made on a different data version, so a few picks may have shifted.": "Hinweis: Dieser Link wurde mit einer anderen Datenversion erstellt, daher können sich einige Auswahlen verschoben haben.", "Heal 30% of damage dealt at 0 HP": "Heilt 30% des verursachten Schadens bei 0 HP", "Heal 30% × missing% of damage dealt": "Heilt 30% × fehlende% des verursachten Schadens", "Heard a Mandrake scream (Caution, prints once)": "Alraunenschrei gehört (Warnung, wird einmal ausgegeben)", "Hearty": "Herzhaft", "Heidelbeerstrauch (resource node)": "Heidelbeerstrauch (Ressourcenknoten)", "Heidelbeerstrauch (resource node) - Dungeon Settlers Wiki": "Heidelbeerstrauch (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Heilende Berührung range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Heilende Berührung in einem Dungeonraum", "Heiligmagie Skill Eignung icon": "Heiligmagie Skill Eignung Symbol", "Heldengeist icon": "Heldengeist Symbol", "Hell": "Hölle", "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "Hallo! Dungeon Settlers befindet sich derzeit in der Beta-Entwicklungsphase. Es gibt viele", "Hello! Dungeon Settlers is currently in the beta development stage. There are many Nicht implementierte Funktion, and various bugs may occur. ## If a critical bug occurs that ser": "Hallo! Dungeon Settlers befindet sich derzeit in der Beta-Entwicklungsphase. Es gibt viele Nicht implementierte Funktion, und es können verschiedene Bugs auftreten. ## Falls ein kritischer Bug auftritt, der er", "Hello! Dungeon Settlers is currently in the beta development stage. There are many Nicht implementierte Funktion, and various bugs may occur. ## If a critical bug occurs that serio": "Hallo! Dungeon Settlers befindet sich derzeit in der Beta-Entwicklungsphase. Es gibt viele Nicht implementierte Funktion, und es können verschiedene Bugs auftreten. ## Falls ein kritischer Bug auftritt, der ernst", "Helmet": "Helm", "Henker icon": "Henker-Symbol", "Heosuabi icon": "Heosuabi Symbol", "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence": "Ihr Erscheinen auf der Sicheren Etage benötigt den Eintrag über den Golem-Kill; Jagdangebote lösen nur innerhalb von Veil of Silence aus", "Her sharp gaze settles ...": "Ihr scharfer Blick richtet sich ...", "Herausforderer Gloth des Abyss icon": "Herausforderer Gloth des Abyss Symbol", "Herausforderer Gloth des Abyss variant": "Herausforderer Gloth des Abyss Variante", "Herausforderer Gloth icon": "Herausforderer Gloth Symbol", "Herausforderer Gloth variant": "Herausforderer Gloth Variante", "Heroic State (buff shown during combat)": "Heldenhafter Zustand (Buff, der im Kampf angezeigt wird)", "Herstellen icon": "Herstellen Symbol", "Herstellen in einer beeindruckenden Werkstatt. icon": "Herstellen in einer beeindruckenden Werkstatt. Symbol", "Herstellen in einer beeindruckenden arkanen Werkstatt. icon": "Herstellen in einer beeindruckenden arkanen Werkstatt. Symbol", "Herstellen in einer fantastischen Werkstatt. icon": "Herstellen in einer fantastischen Werkstatt. Symbol", "Herstellen in einer fantastischen arkanen Werkstatt. icon": "Herstellen in einer fantastischen arkanen Werkstatt. Symbol", "Herstellen in einer normalen Werkstatt. icon": "Herstellen in einer normalen Werkstatt. Symbol", "Herstellen in einer normalen arkanen Werkstatt. icon": "Herstellen in einer normalen arkanen Werkstatt. Symbol", "Herstellen in einer ordentlichen Werkstatt. icon": "Herstellen in einer ordentlichen Werkstatt. Symbol", "Herstellen in einer ordentlichen arkanen Werkstatt. icon": "Herstellen in einer ordentlichen arkanen Werkstatt. Symbol", "Herstellung icon": "Herstellung Symbol", "Hidden": "Versteckt", "Hidden - click to reveal": "Verborgen - zum Anzeigen klicken", "Hide all site chrome for a clean shareable screenshot (Esc restores)": "Alle Seitenelemente ausblenden für einen sauberen, teilbaren Screenshot (Esc stellt wieder her)", "Hide non-fighting bonuses": "Nicht-Kampfboni ausblenden", "Hide non-fighting bonuses: ON": "Nicht-Kampf-Boni ausblenden: EIN", "Hide the sidebar (keyboard: [ )": "Seitenleiste ausblenden (Tastatur: [ )", "Hide the small explanatory hint lines (everywhere)": "Die kleinen erklärenden Hinweiszeilen ausblenden (überall)", "Hide the units bar": "Einheitenleiste ausblenden", "Hide this spoiler again": "Diesen Spoiler wieder verbergen", "Hide unreleased": "Unveröffentlichte ausblenden", "Hide unreleased content again": "Unveröffentlichte Inhalte wieder ausblenden", "Hide wishlist button": "Wunschlisten-Button ausblenden", "High Stress (Caution, displays once)": "Hoher Stress (Warnung, wird einmal angezeigt)", "High combat difficulty does not only buff monsters. Your own units get a bonus that does not exist at Hard or below (on Devastation: critical chance +10, critical damage bonus +50, dodge chance +10).": "Ein hoher Kampfschwierigkeitsgrad stärkt nicht nur Monster. Deine eigenen Einheiten erhalten einen Bonus, den es auf Schwer und darunter nicht gibt (auf Verheerung: Kritische Trefferchance +10, Kritischer Schadensbonus +50, Ausweichchance +10).", "High-Level": "Hochstufig", "Higher": "Höher", "Higher level units require greater Mood satisfaction to stay content.": "Einheiten höherer Stufe benötigen eine größere Stimmungszufriedenheit, um zufrieden zu bleiben.", "Higher levels require": "Höhere Stufen erfordern", "Higher resistance": "Höhere Resistenz", "Higher-level": "Höherstufige", "Higher-level units require greater Mood satisfaction to stay content.": "Einheiten höherer Stufe brauchen eine bessere Stimmung, um zufrieden zu bleiben.", "Higher-tier rooms": "Räume höherer Stufe", "Hinken icon": "Hinken Symbol", "Hinrichtung Skillbaum overview": "Hinrichtung Skillbaum Überblick", "Hinrichtung icon": "Hinrichtung Symbol", "Hit chance (melee / ranged)": "Trefferchance (Nahkampf / Fernkampf)", "Hit damage": "Trefferschaden", "Hit location": "Trefferzone", "Hit rate": "Trefferrate", "Hit ×2": "Treffer ×2", "Hit-location split": "Trefferzonen-Verteilung", "Hits": "Treffer", "Hits / attacks": "Treffer / Angriffe", "Hits per cast": "Treffer pro Anwendung", "Hits to down you": "Treffer, bis du fällst", "Hits to kill": "Treffer bis zum Tod", "Hits to kill you": "Treffer bis zu deinem Tod", "Hits up to 5 enemies (30% dmg, 2-sq)": "Trifft bis zu 5 Gegner (30% Schaden, 2 Felder)", "Hmm, seems like they're fond of it.": "Hmm, scheint, als mögen sie es.", "Hochstufige Ausweichchance Inschrift icon": "Hochstufige Ausweichchance Inschrift Symbol", "Hochstufige Bewegungsgeschwindigkeits Inschrift icon": "Hochstufige Bewegungsgeschwindigkeits Inschrift Symbol", "Hochstufige Blockchance Inschrift icon": "Hochstufige Blockchance Inschrift-Symbol", "Hochstufige Inschrift: Magischer Angriff icon": "Hochstufige Inschrift: Magischer Angriff-Symbol", "Hochstufige Lebensraub Inschrift icon": "Hochstufige Lebensraub Inschrift-Symbol", "Hochstufige Trefferchance Inschrift icon": "Hochstufige Trefferchance Inschrift-Symbol", "Hochstufige physische Angriffsinschrift icon": "Hochstufige physische Angriffsinschrift-Symbol", "Hochwertige Inschrift: Maximale Lebenspunkte icon": "Hochwertige Inschrift: Maximale Lebenspunkte-Symbol", "Hochwertige Magieresistenz Inschrift icon": "Hochwertige Magieresistenz Inschrift-Symbol", "Hochwertige Maximalgewichts Inschrift icon": "Hochwertige Maximalgewichts Inschrift-Symbol", "Hoher Stress icon": "Hoher Stress Symbol", "Hold": "Halten", "Hold Shift and": "Halte Shift und", "Hold Shift and left click other units to add them to the selection.": "Halte Shift und klicke mit der linken Maustaste auf weitere Einheiten, um sie zur Auswahl hinzuzufügen.", "Hold Shift and left-click other units to add them to the selection.": "Halte Shift gedrückt und klicke andere Einheiten mit der linken Maustaste an, um sie zur Auswahl hinzuzufügen.", "Holds": "Hält", "Holy": "Heilig", "Holy Magic": "Heilige Magie", "Holzaxt icon": "Holzaxt Symbol", "Holzbogen icon": "Holzbogen Symbol", "Holzdolch icon": "Holzdolch Symbol", "Holzhelm icon": "Holzhelm Symbol", "Holzkeule icon": "Holzkeule Symbol", "Holzpfeil icon": "Holzpfeil Symbol", "Holzplanke icon": "Holzplanke Symbol", "Holzschild icon": "Holzschild Symbol", "Holzschwert icon": "Holzschwert Symbol", "Holzspeer icon": "Holzspeer Symbol", "Holzstab icon": "Holzstab Symbol", "Holzstamm icon": "Holzstamm Symbol", "Home": "Startseite", "Hood": "Kapuze", "Housing (16)": "Unterkunft (16)", "Housing / Recreation": "Unterkunft / Erholung", "Housing Room": "Unterkunftsraum", "Housing Rooms": "Wohnräume", "Housing Rooms - Dungeon Settlers Wiki": "Wohnräume - Dungeon Settlers Wiki", "Housing Type": "Unterkunftstyp", "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "Stufen der Wohnräume - benötigte Möbel (Untertyp/Anzahl/Qualität) und Größen.", "Housing type": "Unterkunftstyp", "How": "Wie", "How Regions Unlock": "Wie Regionen freigeschaltet werden", "How Regions Unlock (Progression)": "Wie Regionen freigeschaltet werden (Fortschritt)", "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "Wie Regionen freigeschaltet werden (Fortschritt) - Dungeon Settlers Wiki", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.40) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "Wie bemerkt ein Monster deine Siedler, und was kannst du dagegen tun? Diese Seite ist direkt aus den Tabellen des Spiels (DS_B.0.3.40) und dem Code-Dump gelesen; jede Zahl nennt die Konstante, aus der sie stammt, und alles, was die Daten nicht bestätigen können, ist als solches markiert. Probiere den interaktiven", "How inscriptions work.": "So funktionieren Inschriften.", "How it appears": "Wie es erscheint", "How it is applied:": "Wie es angewendet wird:", "How monsters spot you - Vision Range, line of sight, aggro and threat, day/night, stealth - and every lever that changes it, cited to the tables and code.": "Wie Monster dich entdecken - Sichtweite, Sichtlinie, Aggro und Bedrohung, Tag/Nacht, Schleichen - und jeder Hebel, der daran dreht, belegt mit Tabellen und Code.", "How room quality works": "So funktioniert die Raumqualität", "How skills are organized.": "Wie die Skills geordnet sind.", "How the damage is calculated": "Wie der Schaden berechnet wird", "How the tables join": "Wie die Tabellen zusammenhängen", "How these numbers are computed": "Wie diese Zahlen berechnet werden", "How these numbers are computed.": "Wie diese Zahlen berechnet werden.", "How this is worked out": "Wie das berechnet wird", "How to obtain": "Wie zu erhalten", "How weapons and armor wear out in Dungeon Settlers, what slows it down, and where to repair - with a simulator to count hits-until-break and the durability you will need to mend back.": "Wie Waffen und Rüstung in Dungeon Settlers verschleißen, was das verlangsamt und wo man repariert - mit einem Simulator, der die Treffer bis zum Bruch und die zum Ausbessern nötige Haltbarkeit berechnet.", "How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.": "Wie Waffen durch Angriffe und Rüstung durch Treffer abnutzen, was den Verschleiß senkt und wie man repariert - mit einem Simulator für Treffer bis zum Bruch.", "Hp Regen": "HP-Regeneration", "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0": "Mensch 100, Echsenmensch ~35, Elf 25 (Rang 2+); Zwerg/Weißer Dämon/Tal 0", "Human Fat Unisex 14": "Mensch Dick Unisex 14", "Human Fat Unisex 15": "Mensch Dick Unisex 15", "Human Fat Unisex 16": "Mensch Dick Unisex 16", "Human Fat Unisex 6": "Mensch Dick Unisex 6", "Human Fat Unisex 7": "Mensch Dick Unisex 7", "Human Standard Male 18": "Mensch Standard Männlich 18", "Human Standard Male 4": "Mensch Standard Männlich 4", "Human quirk": "Menschen-Eigenheit", "Humans": "Menschen", "Hunger Regeneration icon": "Hungerregeneration Symbol", "Hunger icon": "Hunger Symbol", "Hunger restored": "Hunger wiederhergestellt", "Hungerregeneration icon": "Hungerregeneration Symbol", "Hungrig icon": "Hungrig Symbol", "Hunt": "Jagd", "Hunt White": "Jage weiße", "Hunt the Alpha Acid Slogel": "Jage den Alpha Acid Slogel", "Hunt the Elder Gloth": "Jage den Elder Gloth", "Hunt the White Mawmurk": "Jage den White Mawmurk", "Hunters Hide Rack": "Fellgestell des Jägers", "Hunters Hide Rack - Dungeon Settlers Wiki": "Jäger-Fellgestell - Dungeon Settlers Wiki", "Hunting": "Jagd", "I know the mood number": "Ich kenne den Stimmungswert", "I'll join you.": "Ich schließe mich dir an.", "I'll pay everyone a special bonus.": "Ich zahle allen einen Sonderbonus.", "I've": "Ich habe", "I've come to understand what it means to kill with a mere gaze. It was truly a": "Ich habe verstanden, was es bedeutet, mit einem bloßen Blick zu töten. Es war wahrhaftig ein", "I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience.": "Ich habe verstanden, was es bedeutet, mit einem einzigen Blick zu töten. Es war wirklich eine Erfahrung, die mir das Blut in den Adern gefrieren ließ.", "IN-GAME TIME": "SPIELZEIT", "Ice": "Eis", "Idle ×1": "Leerlauf ×1", "If": "Wenn", "If 'change amount / max value' is higher than this percentage, it's treated as 'greatly increased/decreased'; if lower, it's treated as 'increased/decreased'. Not used for actual functionality - it's a reference value for indicating how fast stats are changing in the status window, etc.": "Wenn 'Änderungsmenge / Maximalwert' höher als dieser Prozentwert ist, wird es als 'stark erhöht/verringert' behandelt; wenn niedriger, als 'erhöht/verringert'. Wird nicht für die eigentliche Funktion genutzt - es ist ein Referenzwert, um im Statusfenster usw. anzuzeigen, wie schnell sich Werte verändern.", "If Hunger % is 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied <- this one doesn't seem to exist": "Wenn Hunger % 0 bis unter {0} ist: Hunger_Very Hungry {0} bis unter {1}: Hunger_Hungry {1} bis 100 oder darunter: Hunger_Satisfied <- dieser scheint nicht zu existieren", "If Mood is below": "Wenn die Stimmung unter", "If Movement Speed were reflected as-is in the code, it would be so fast it would look like teleportation. However, a movement speed value like 0.05 as used in actual development isn't appropriate for numerically representing the player's growth. Therefore, this conversion value is multiplied by the movement speed shown to the player, and the resulting value, converted to fit the Unity environment, is applied in the actual game logic code.": "Würde die Bewegungsgeschwindigkeit unverändert aus dem Code übernommen, wäre sie so schnell, dass es wie Teleportation aussähe. Ein Bewegungsgeschwindigkeitswert wie 0.05, wie er in der eigentlichen Entwicklung verwendet wird, ist jedoch nicht geeignet, um das Wachstum des Spielers zahlenmäßig darzustellen. Daher wird dieser Umrechnungswert mit der dem Spieler angezeigten Bewegungsgeschwindigkeit multipliziert, und der daraus entstehende, an die Unity-Umgebung angepasste Wert wird in der eigentlichen Spiellogik verwendet.", "If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic": "Wenn Stamina % 0 bis unter {0} ist: Stamina_Very Exhausted {0} bis unter {1}: Stamina_Exhausted {1} bis unter {2}: Stamina_No Effect {2} bis 100 oder darunter: Stamina_Energetic", "If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe": "Wenn Stress % 0 bis unter {0} ist: Effect_Stress_Happy {0} bis unter {1}: kein zugehöriger Effekt {1} bis (2) oder darunter: Effect_Stress_High {2} bis 100: Effect_Stress_Severe", "If a critical bug": "Wenn ein kritischer Fehler", "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "Wäre es aktiv, würde das Umstellen eines Gegners die Positionierung belohnen: pro verbündeter Einheit, die am selben Ziel gebunden ist, würden Angreifer erhalten", "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreas...": "Wenn du dich im Kampf {0} Sekunden nicht von der Stelle bewegst, steigt der verursachte Schaden um {1}% und der erlittene Schaden sink...", "If not in combat, returns home together with your companions": "Kehrt außerhalb des Kampfes gemeinsam mit deinen Begleitern nach Hause zurück", "If retirement pay is not paid,": "Wenn die Abfindung nicht gezahlt wird,", "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.": "Wird die Abfindung nicht gezahlt, gibt es einen Malus auf deinen Beitrag und auf die Stimmung der anderen Mitglieder.", "If that's the custom, I can't help it.": "Wenn das so Sitte ist, kann ich nichts dagegen tun.", "If the Entertainment percentage is: 0 to under {0}: Entertainment_Very Bored {0} to under {1}: Entertainment_Bored {1} to under {2}: Entertainment_No Effect {2} to 100 or below: Entertainment_Excited": "Wenn der Unterhaltungs-Prozentwert ist: 0 bis unter {0}: Entertainment_Very Bored {0} bis unter {1}: Entertainment_Bored {1} bis unter {2}: Entertainment_No Effect {2} bis 100 oder darunter: Entertainment_Excited", "If the Hunger percentage is: 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied": "Wenn der Hunger-Prozentwert ist: 0 bis unter {0}: Hunger_Very Hungry {0} bis unter {1}: Hunger_Hungry {1} bis 100 oder darunter: Hunger_Satisfied", "If the current Crafting skill is higher than the required Crafting skill, a probability correction toward a 'Fine Work' result, scaled by how much higher it is (PS: The reverse case cannot exist, since crafting itself is impossible if the required Crafting skill is higher than the current Crafting skill)": "Wenn die aktuelle Handwerksfähigkeit höher ist als die erforderliche Handwerksfähigkeit, eine Wahrscheinlichkeitskorrektur in Richtung eines Ergebnisses 'Feine Arbeit', skaliert danach, wie viel höher sie ist (PS: Der umgekehrte Fall kann nicht existieren, da das Herstellen selbst unmöglich ist, wenn die erforderliche Handwerksfähigkeit höher ist als die aktuelle Handwerksfähigkeit)", "If you are in": "Wenn du im", "If you are in dungeon, all unsaved progress will be lost.": "Wenn du im Dungeon bist, geht aller nicht gespeicherte Fortschritt verloren.", "If you drink a": "Wenn du ein", "If you drink a Elixier des Vergessens, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "Wenn du ein Elixier des Vergessens trinkst, kannst du deine Skills zurücksetzen. Elixiere des Vergessens können in Schatzkisten im Dungeon gefunden werden. Außerdem erhältst du garantiert ein Elixier des", "If you drink a Elixier des Vergessens, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "Wenn du ein Elixier des Vergessens trinkst, kannst du deine Skills zurücksetzen. Vergessenstränke können in Schatzkisten im Dungeon gefunden werden. Außerdem erhältst du garantiert ein Elixier des", "If you drink a [": "Wenn du ein [", "If you drink a [ITEM_SkillResetElixir], you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset Eli...": "Wenn du ein [ITEM_SkillResetElixir] trinkst, kannst du deine Skills zurücksetzen. Elixiere des Vergessens können in Schatzkisten im Dungeon gefunden werden. Außerdem erhältst du garantiert ein Elixier des Verg...", "Igel Seelenstein icon": "Igel Seelenstein Symbol", "Igel icon": "Igel Symbol", "Ignore ...": "Ignorieren ...", "Immer wenn du Schaden erleidest, erhöht sich dein Verursachter Schaden um 2% und der Erlittener Schaden verringert sich um 2%. Bis zu 10 Stapel. Stapel werden zurückgesetzt, wenn der Kampf endet. Effects: • Seele des riesigen Steingolems (on the caster): Jedes Mal, wenn du Schaden erhältst, erhöhen sich die Stapel. Pro Stapel erhöht sich Verursachter Schaden um 2% und Erlittener Schaden verringert sich um 2%. Stapel werden nach Ende des Kampfes zurückgesetzt. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.": "Immer wenn du Schaden erleidest, erhöht sich dein Verursachter Schaden um 2% und der Erlittener Schaden verringert sich um 2%. Bis zu 10 Stapel. Stapel werden zurückgesetzt, wenn der Kampf endet. Effekte: • Seele des riesigen Steingolems (beim Anwender): Jedes Mal, wenn du Schaden erhältst, erhöhen sich die Stapel. Pro Stapel erhöht sich Verursachter Schaden um 2% und Erlittener Schaden verringert sich um 2%. Stapel werden nach Ende des Kampfes zurückgesetzt. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.", "Immobilization": "Bewegungsunfähigkeit", "Immune (Boss)": "Immun (Boss)", "Imperial Coin x1": "Imperiale Münze x1", "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit": "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), dann tritt Endorsi als Einheit bei", "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1": "Imperial Coin x1, dann Lesser Mana Stone x24 + Cogwheel x1", "Import a team in the Builder first, then pick your units here.": "Importiere zuerst ein Team im Builder, dann wähle hier deine Einheiten.", "Import from your save": "Aus deinem Spielstand importieren", "Import your save to load your whole team ->": "Importiere deinen Spielstand, um dein ganzes Team zu laden ->", "Imported clan": "Importierter Clan", "Imported team": "Importiertes Team", "In Combat": "Im Kampf", "In Finder press Cmd+Shift+G, paste this, press Enter.": "Drücke im Finder Cmd+Shift+G, füge dies ein und drücke Enter.", "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...": "In einem engen Raum hinter der Wand liegt ein zusammengesunkenes Skelett. Es verharrt bewegungslos an sein...", "In an in...": "Im nächs...", "In an instant, countless voices, ...": "Im nächsten Augenblick unzählige Stimmen, ...", "In data": "In den Daten", "In einem beeindruckenden Gemeinschaftsraum geschlafen. icon": "In einem beeindruckenden Gemeinschaftsraum geschlafen. Symbol", "In einem beeindruckenden Privatzimmer geschlafen. icon": "In einem beeindruckenden Privatzimmer geschlafen. Symbol", "In einem beeindruckenden Speisesaal gegessen. icon": "In einem beeindruckenden Speisesaal gegessen. Symbol", "In einem fantastischen Gemeinschaftsraum geschlafen. icon": "In einem fantastischen Gemeinschaftsraum geschlafen. Symbol", "In einem fantastischen Privatzimmer geschlafen. icon": "In einem fantastischen Privatzimmer geschlafen. Symbol", "In einem fantastischen Speisesaal gegessen. icon": "In einem fantastischen Speisesaal gegessen. Symbol", "In einem normalen Gemeinschaftsraum geschlafen. icon": "In einem normalen Gemeinschaftsraum geschlafen. Symbol", "In einem normalen Privatzimmer geschlafen. icon": "In einem normalen Privatzimmer geschlafen. Symbol", "In einem normalen Speisesaal gegessen. icon": "In einem normalen Speisesaal gegessen. Symbol", "In einem ordentlichen Gemeinschaftsraum geschlafen. icon": "In einem ordentlichen Gemeinschaftsraum geschlafen. Symbol", "In einem ordentlichen Privatzimmer geschlafen. icon": "In einem ordentlichen Privatzimmer geschlafen. Symbol", "In einem ordentlichen Speisesaal gegessen. icon": "In einem ordentlichen Speisesaal gegessen. Symbol", "In normal combat appears with workers, but in the abyss appears with throwers and brawlers.": "Erscheint im normalen Kampf zusammen mit Arbeitern, im Abyss dagegen mit Werfern und Brawlern.", "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. - Dungeon Settlers Wiki": "Erscheint im normalen Kampf mit Arbeitern, im Abyss jedoch mit Werfern und Schlägern. - Dungeon Settlers Wiki", "In that i...": "In diesem A...", "In that insta...": "In diesem Augenb...", "In the": "In der", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members i": "Im Elos-Imperium lehrte man, die Urform des Wassers gleiche den zwei Augen und dem offenen Maul einer Kröte. Die Bubble Toad, eine für den Kampf verbesserte Bubbleling, unterstützt Expeditionsmitglieder i", "In the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.": "Im aktuellen Build haben die ersten fünf Etagen eigene Begegnungen, während die Etagen 6-10 Platzhalter sind, und die Schatzkisten verwenden vorläufige, kopierte Beute statt endgültiger Belohnungen. Abyss-Monster haben noch keine eigenen Beutetabellen.", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon me...": "Mitten in der Rationsverteilung nimmt {0} den eigenen Anteil und sieht dich mit offener Unzufriedenheit an. \"Hauptmann, den Dungeon zu erku...", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon means risking our lives. Must we be so mis": "Mitten in der Rationsverteilung nimmt {0} den eigenen Anteil und sieht dich mit offener Unzufriedenheit an. \"Hauptmann, den Dungeon zu erkunden heißt, unser Leben zu riskieren. Müssen wir so ge", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon means risking our lives. Must we be so miserl...": "Mitten in der Rationsverteilung nimmt {0} den eigenen Anteil und sieht dich mit offener Unzufriedenheit an. \"Hauptmann, den Dungeon zu erkunden heißt, unser Leben zu riskieren. Müssen wir so geiz...", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.": "In der Stille glaubst du zuerst ein schwaches Geräusch zu hören, das aber allmählich klarer wird.", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer. It is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.": "In der Stille glaubst du zuerst ein schwaches Geräusch zu hören, das aber allmählich klarer wird. Es ist wunderbar beruhigend und gleichzeitig viel zu fremd, um mit einem gewöhnlichen Wort beschrieben zu werden.", "In the stock demo the Golem fight can never happen, so the chain never advances past region 0:": "In der unveränderten Demo kann der Golem-Kampf nie stattfinden, daher kommt die Kette nie über Region 0 hinaus:", "In this build Perception's": "In diesem Build ist die Wahrnehmung", "In-game Handbook": "Handbuch im Spiel", "In-game Handbook - Dungeon Settlers Wiki": "Handbuch im Spiel - Dungeon Settlers Wiki", "In-game look": "Aussehen im Spiel", "In-game look of this character with the gear equipped below": "Aussehen dieses Charakters im Spiel mit der unten ausgerüsteten Ausrüstung", "In-game look with the equipped gear": "Aussehen im Spiel mit der ausgerüsteten Ausrüstung", "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "Spielzeit von der Aktivierung einer Entscheidungsaufgabe der Expeditionsgruppe bis zum Erscheinen des Abbruchereignisses", "In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day)": "Spielzeit, die ein in einer Warnung angezeigtes Zufallsereignis nach seiner Aktivierung bis zum Verschwinden braucht (1440 = 1 Tag)", "Include in the shared link:": "In den geteilten Link aufnehmen:", "Included in scenario starting kits:": "In Szenario-Startausrüstungen enthalten:", "Included in scenario starting kits: {#}": "In Szenario-Startausrüstungen enthalten: {#}", "Includes learned passive crit at full progression:": "Enthält erlernten passiven Krit bei vollem Fortschritt:", "Increase amount": "Erhöhungsmenge", "Increased": "Erhöht", "Increases": "Erhöht", "Increases Blockchance by {0}%. When equipped with a shield, Angriffsgeschwindigkeit increases by {1}%, and the weight of the equipped shield becomes 0.": "Erhöht Blockchance um {0}%. Mit ausgerüstetem Schild erhöht sich Angriffsgeschwindigkeit um {1}%, und das Gewicht des ausgerüsteten Schilds wird 0.", "Increases Blockchance by {0}%. When equipped with a shield, Bewegungsgeschwindigkeit increases by {1}%, Angriffsgeschwindigkeit increases by {2}%, and the weight of the equipped shield becomes 0.": "Erhöht Blockchance um {0}%. Mit ausgerüstetem Schild erhöht sich Bewegungsgeschwindigkeit um {1}%, Angriffsgeschwindigkeit um {2}%, und das Gewicht des ausgerüsteten Schilds wird 0.", "Increases Guard Rate by 40% and Guard Damage Reduction by 30% for 180 seconds.": "Erhöht 180 Sekunden lang die Blockchance um 40% und die Blockschadensreduktion um 30%.", "Increases [": "Erhöht [", "Increases maximum weight by 100% for 180 seconds.": "Erhöht 180 Sekunden lang das Maximalgewicht um 100%.", "Incredible": "Beeindruckend", "Indestructible": "Unzerstörbar", "Indestructible Building": "Unzerstörbares Gebäude", "Indestructible Building - Dungeon Settlers Wiki": "Unzerstörbares Gebäude - Dungeon Settlers Wiki", "Indestructible Building icon": "Unzerstörbares Gebäude Symbol", "Indicates the": "Zeigt die", "Indicates the level of mental strain a unit is under.": "Zeigt an, wie stark eine Einheit psychisch belastet ist.", "Indicates the level of mental strain a unit is under. When Stress reaches its maximum, the unit enters a Psychischer Zusammenbruch state, and Stress is reset to 0. ## If": "Zeigt an, wie stark eine Einheit psychisch belastet ist. Erreicht Stress den Maximalwert, verfällt die Einheit in den Zustand Psychischer Zusammenbruch und Stress wird auf 0 zurückgesetzt. ## Wenn", "Indicates the unit's rank. Higher levels require better Stimmung. Units can reach level 12 through Level Up.": "Gibt den Rang der Einheit an. Höhere Stufen erfordern eine bessere Stimmung. Einheiten können durch Stufenaufstieg Stufe 12 erreichen.", "Indicates the unit's rank. Higher levels require greater Stimmung satisfaction. Units can grow up to level 12 by Level Up.": "Gibt den Rang der Einheit an. Höhere Stufen erfordern eine besser befriedigte Stimmung. Einheiten können durch Stufenaufstieg bis Stufe 12 wachsen.", "Individual": "Individuell", "Individual traits (1)": "Individuelle Traits (1)", "Individual traits (2)": "Individuelle Traits (2)", "Individual traits (3)": "Individuelle Traits (3)", "Individual traits (4)": "Individuelle Traits (4)", "Individual traits (8)": "Individuelle Traits (8)", "Individual traits ({#})": "Individuelle Traits ({#})", "Indoor only": "Nur in Innenräumen", "Infinite Abyss guide": "Guide zum Unendlichen Abyss", "Inflicts": "Verursacht", "Ingredients": "Zutaten", "Initial Depletion stack": "Anfänglicher Erschöpfungsstapel", "Initial farm room": "Anfänglicher Farmraum", "Initial mini dungeon room": "Anfänglicher Mini-Dungeon-Raum", "Initial stat modifier total": "Anfänglicher Gesamtwert der Attributmodifikatoren", "Initiative icon": "Initiative-Symbol", "Innate": "Angeboren", "Innate to units of a specific race.": "Angeboren bei Einheiten einer bestimmten Rasse.", "Innate to units with a specific background.": "Angeboren bei Einheiten mit einem bestimmten Hintergrund.", "Innate:": "Angeboren:", "Inner Silence": "Innere Stille", "Inner Silence - Dungeon Settlers Wiki": "Innere Stille - Dungeon Settlers Wiki", "Inner Silence icon": "Innere Stille Symbol", "Innerer Hain icon": "Innerer Hain-Symbol", "Inschrift des Bogens icon": "Inschrift des Bogens-Symbol", "Inschrift des Feuersteins icon": "Inschrift des Feuersteins-Symbol", "Inschrift des Hofnarren icon": "Inschrift des Hofnarren-Symbol", "Inschrift des Kriegers icon": "Inschrift des Kriegers-Symbol", "Inschrift des Pfahls icon": "Inschrift des Pfahls-Symbol", "Inschrift des Riesen icon": "Inschrift des Riesen-Symbol", "Inschrift des Schildes icon": "Inschrift des Schildes-Symbol", "Inschrift des Schutzes icon": "Inschrift des Schutzes-Symbol", "Inschrift des Schwerts icon": "Inschrift des Schwerts-Symbol", "Inschrift des Sturms icon": "Inschrift des Sturms-Symbol", "Inschrift des Versinkens icon": "Inschrift des Versinkens-Symbol", "Inschrift des magischen Schlags icon": "Inschrift des magischen Schlags-Symbol", "Inschrift des schweren Senkbleis icon": "Inschrift des schweren Senkbleis-Symbol", "Inschrift des sprossenden Panzers icon": "Inschrift des sprossenden Panzers-Symbol", "Inschrift mittlerer Blockwahrscheinlichkeit icon": "Inschrift mittlerer Blockwahrscheinlichkeit-Symbol", "Inschrift mittlerer Stufe (kritischer Schaden) icon": "Inschrift mittlerer Stufe (kritischer Schaden)-Symbol", "Inschrift: Abklingzeit Reduktion (Mittelstufe) icon": "Inschrift: Abklingzeit Reduktion (Mittelstufe)-Symbol", "Inschrift: Bewegungsgeschwindigkeit (Mittel) icon": "Inschrift: Bewegungsgeschwindigkeit (Mittel)-Symbol", "Inschrift: Geringer magischer Angriff icon": "Inschrift: Geringer magischer Angriff-Symbol", "Inschrift: Physischer Angriff (Mittelstufe) icon": "Inschrift: Physischer Angriff (Mittelstufe)-Symbol", "Inscription": "Inschrift", "Inscription (rolled on level-up)": "Inschrift (beim Stufenaufstieg ausgewürfelt)", "Inscription handling surcharge": "Bearbeitungsaufschlag für Inschriften", "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "Inschrift der Perfektion aktiv: jedes Talent +1 Stufe (maximal Genie).", "Inscription of Reflection (100%)": "Inschrift der Reflexion (100%)", "Inscription rolls": "Inschriften-Würfe", "Inscription:": "Inschrift:", "Inscriptions": "Inschriften", "Inscriptions (1)": "Inschriften (1)", "Inscriptions (3)": "Inschriften (3)", "Inscriptions (4)": "Inschriften (4)", "Inscriptions ({#})": "Inschriften ({#})", "Inscriptions - Dungeon Settlers Wiki": "Inschriften - Dungeon Settlers Wiki", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit ...": "Inschriften sind dauerhafte, traitähnliche Boni, die eine Einheit erhalten kann. Sie kommen aus zwei Quellen: Ein Rekrut kann bereits mit Inschriften eintreffen, und jeder Einheit ...", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones": "Inschriften sind dauerhafte, traitähnliche Boni, die eine Einheit erhalten kann. Sie kommen aus zwei Quellen: Ein Rekrut kann bereits mit Inschriften eintreffen, und jeder Einheit werden neue angeboten", "Inscriptions guide": "Inschriften-Guide", "Inscriptions you already own are excluded from the pool": "Inschriften, die du bereits besitzt, sind vom Pool ausgeschlossen", "Inscriptions:": "Inschriften:", "Insect": "Insekt", "Insect.": "Insekt.", "Insensitive to": "Unempfindlich gegenüber", "Insensitive to taste and eats anything without hesitation. Gains Unempfindlicher Gaumen when receiving a negative food effect, and gains Unempfindlicher Gaumen when receiving a positive food effe": "Unempfindlich gegenüber Geschmack und isst alles ohne Zögern. Erhält Unempfindlicher Gaumen bei einem negativen Nahrungseffekt und erhält Unempfindlicher Gaumen bei einem positiven Nahrungseffe", "Insensitive to taste, eats anything without hesitation.": "Unempfindlich gegenüber Geschmack, isst alles ohne Zögern.", "Inspect candidates before buying": "Kandidaten vor dem Kauf prüfen", "Inspecting a candidate reveals hidden talents before you buy": "Einen Kandidaten zu prüfen deckt verborgene Talente auf, bevor du zahlst", "Inspection": "Inspektion", "Inspector's": "Inspektors", "Inspirierend icon": "Inspirierend Symbol", "Instantly gains 3 Agility.": "Erhält sofort 3 Gewandtheit.", "Instantly gains 3 Intelligence.": "Erhält sofort 3 Intelligenz.", "Instantly gains 3 Perception.": "Erhält sofort 3 Wahrnehmung.", "Instantly gains 3 Stamina.": "Erhält sofort 3 Ausdauer.", "Instantly gains 3 Strength.": "Erhält sofort 3 Stärke.", "Instantly gains 3 Will.": "Erhält sofort 3 Willen.", "Instantly gains 5 skill points.": "Erhält sofort 5 Skillpunkte.", "Instead, the demo": "Stattdessen die Demo", "Instinct": "Instinkt", "Intelligenz icon": "Intelligenz-Symbol", "Interact": "Interagieren", "Interact with Endorsi": "Mit Endorsi interagieren", "Interact with Endorsi (for quest update)": "Mit Endorsi interagieren (für Aufgabenaktualisierung)", "Interact with Perion": "Mit Perion interagieren", "Interact with the Wagon": "Interagiere mit dem Wagen", "Interact with the Wooden Crate": "Interagiere mit der Holzkiste", "Interact with the support wagon": "Interagiere mit dem Versorgungswagen", "Interactions": "Interaktionen", "Intermediate": "Mittelstufe", "Intermediate (Mid-grade) Mana Stones": "Mittlere Manasteine (Mittlere Güte)", "Internal & tutorial": "Intern & Tutorial", "Internal developer notes changed on": "Interne Entwicklernotizen geändert bei", "Internal developer notes changed on 13 dungeon rooms.": "Interne Entwicklernotizen bei 13 Dungeon-Räumen geändert.", "Internal developer notes changed on 16 decisions.": "Interne Entwicklernotizen bei 16 Entscheidungen geändert.", "Internal developer notes changed on 18 quests.": "Interne Entwicklernotizen bei 18 Aufgaben geändert.", "Internal developer notes changed on 2 common traits.": "Interne Entwicklernotizen bei 2 allgemeinen Traits geändert.", "Internal developer notes changed on 25 spawn groups.": "Interne Entwicklernotizen bei 25 Spawn-Gruppen geändert.", "Internal developer notes changed on 3 buildings.": "Interne Entwicklernotizen bei 3 Gebäuden geändert.", "Internal developer notes changed on 34 events.": "Interne Entwicklernotizen bei 34 Ereignissen geändert.", "Internal developer notes changed on 42 event steps.": "Interne Entwicklernotizen bei 42 Ereignisschritten geändert.", "Internal developer notes changed on 51 dialogue options.": "Interne Entwicklernotizen bei 51 Dialogoptionen geändert.", "Internal developer notes changed on 8 effects.": "Interne Entwicklernotizen bei 8 Effekten geändert.", "Internal developer notes changed on 8 skills.": "Interne Entwicklernotizen bei 8 Skills geändert.", "Internal developer notes changed on {#}.": "Interne Entwicklernotizen bei {#} haben sich geändert.", "Internal key": "Interner Schlüssel", "Internal themes & tutorial": "Interne Themen & Tutorial", "Interval": "Intervall", "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "Abstand, in dem Entscheidungsereignisse der Expeditionsgruppe auftreten: in Spielminuten (10080 = 7 Tage)", "Interval between random events, in in-game minutes": "Abstand zwischen Zufallsereignissen, in Spielminuten", "Into": "In", "Investigate": "Untersuchen", "Investigate the Acid Bug": "Untersuche den Acid Bug", "Investigate the Acid Bug - Interact with Xenon": "Untersuche den Acid Bug - Interagiere mit Xenon", "Investigate the Discarded Magic Power Device": "Untersuche das weggeworfene Magiekraft-Gerät", "Investigate the Discarded Mana Device": "Untersuche das weggeworfene Mana-Gerät", "Investigate the Meat Bug": "Untersuche den Meat Bug", "Investigate the Meat Bug - Interact with Xenon": "Untersuche den Meat Bug - Interagiere mit Xenon", "Investigate the Spore Bug": "Untersuche den Spore Bug", "Investigate the Spore Bug - Interact with Xenon": "Untersuche den Spore Bug - Interagiere mit Xenon", "Investigate {0} on the 5th floor of the dungeon.": "Untersuche {0} auf der 5. Etage des Dungeons.", "Investigating the golem remains. He looks very tired.": "Er untersucht die Golem-Überreste. Er sieht sehr müde aus.", "Invincibility - Dungeon Settlers Wiki": "Unverwundbarkeit - Dungeon Settlers Wiki", "Invincibility icon": "Unverwundbarkeit Symbol", "Iron (M.Atk {#})": "Eisen (Mag. Angr. {#})", "Iron (P.Atk {#})": "Eisen (Phys. Angr. {#})", "Iron (full gear set + Iron Ore/Ingot/Stick)": "Eisen (komplettes Ausrüstungsset + Eisenerz/Eisenbarren/Eisenstab)", "Is": "Ist", "Isn't this when we should help each other?": "Sollten wir uns nicht genau jetzt gegenseitig helfen?", "It": "Es", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in plac...": "Es sieht aus, als wäre es lange verlassen gewesen, doch offenbar hat es den Betrieb nicht völlig eingestellt. Die Rohre sind stellenweise korro...", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of contaminated water - apparently leaked cata...": "Es sieht aus, als wäre es lange verlassen gewesen, doch offenbar hat es den Betrieb nicht völlig eingestellt. Die Rohre sind stellenweise korrodiert, und Pfützen verseuchten Wassers - anscheinend aus dem Kata...", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of contaminated water-apparently leaked ca": "Es sieht aus, als wäre es lange verlassen gewesen, doch offenbar hat es den Betrieb nicht völlig eingestellt. Die Rohre sind stellenweise korrodiert, und Pfützen verseuchten Wassers-anscheinend ausgetreten", "It doesn't seem like we need goals.": "Es scheint nicht, als bräuchten wir Ziele.", "It holds its place quietly through every meal.": "Es behauptet bei jeder Mahlzeit still seinen Platz.", "It is a beast that lives in caves. It is relatively docile.": "Eine Bestie, die in Höhlen lebt. Sie ist relativ friedfertig.", "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "Eine Bestie, die in Höhlen lebt. Die Jungtiere sehen schlecht, weil ihr Maul ihre Augen verdeckt.", "It is a code flag (it adjusts no stat), so it is all-or-nothing: while active you cannot be seen or targeted, regardless of Vision Range or distance. The catch is spelled out in the description - it ends the instant you deal damage, so it is a repositioning and scouting tool, not a way to fight unseen. Sources:": "Es ist ein Code-Flag (es verändert keinen Wert), also gilt alles oder nichts: Solange es aktiv ist, kannst du weder gesehen noch ins Ziel genommen werden, unabhängig von Sichtweite oder Entfernung. Der Haken steht in der Beschreibung - es endet in dem Moment, in dem du Schaden verursachst, es ist also ein Werkzeug zum Umpositionieren und Auskundschaften, kein Weg, ungesehen zu kämpfen. Quellen:", "It is built from": "Es besteht aus", "It is known to be a material that is good for various purposes.": "Es ist als Material bekannt, das für verschiedene Zwecke gut ist.", "It is natural to assume the": "Es liegt nahe anzunehmen, dass der", "It is not in the unit's equipment or inventory.": "Es befindet sich nicht in der Ausrüstung oder im Inventar der Einheit.", "It is relatively": "Es ist relativ", "It is wonderfully soothing,...": "Es ist wunderbar beruhigend,...", "It looks like it could be quite useful.": "Es sieht aus, als könnte es recht nützlich sein.", "It makes even a cold floor feel a bit more": "Selbst ein kalter Boden wirkt damit ein wenig", "It makes even a cold floor feel a bit more lived-in.": "Selbst ein kalter Boden wirkt damit ein wenig wohnlicher.", "It walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in": "Es führt dich durch das frühe Spiel - mit dem Versorgungswagen interagieren, eine einfache Werkstation bauen, Startausrüstung herstellen, vier Einheiten anwerben, einen ersten Dungeon-Lauf machen, eine Forschungsstation bauen und zwei Einheiten auf Stufe 2 bringen - und gipfelt in", "It would be per surrounding unit, from the very first flanker, and symmetric (enemies surrounding your units would benefit too).": "Es würde pro umstehende Einheit gelten, ab dem ersten Flankierer, und symmetrisch wirken (Gegner, die deine Einheiten umstellen, würden ebenfalls profitieren).", "It's": "Es ist", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "Es ist leichter, sich zuerst um die Arbeiter zu kümmern. Wenn ihre HP niedrig werden, fliehen sie, um Kräuter zu essen.", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. - Dungeon Settlers Wiki": "Es ist einfacher, sich zuerst um die Arbeiter zu kümmern. Wenn ihre HP niedrig sind, fliehen sie, um Kräuter zu essen. - Dungeon Settlers Wiki", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. map": "Es ist leichter, sich zuerst um die Arbeiter zu kümmern. Sinkt ihre HP, fliehen sie, um Kräuter zu fressen. Karte", "Item Spawns": "Item-Spawns", "Item spawns": "Item-Spawns", "Item storage limit for the starting storage": "Item-Lagergrenze für das Startlager", "Items (on equip):": "Items (beim Ausrüsten):", "Items + Buildings": "Items + Gebäude", "Items, gear and crafting": "Items, Ausrüstung und Herstellung", "Items: no": "Items: nein", "Items: yes": "Items: ja", "Its": "Sein", "Its attack:": "Sein Angriff:", "Its dmg/hit on you": "Sein Schaden/Treffer an dir", "Its eyes glow blue, and a man's voice issues from its beak....": "Seine Augen leuchten blau, und aus seinem Schnabel dringt die Stimme eines Mannes....", "Its frozen pillar text does say it applies Disturbance to adjacent enemies every second, but: the pillar is a spawned object whose lifetime is not in the skill data (the skill's own Duration is 0), each cast consumes a Bubbling, it is cast by a backline ranged water mage who rarely needs a shield, and it is unconfirmed whether the pillar's applications are credited to you for Guard Barrier's 'you inflict' check. Treat it as situational at best, not a per-second shield engine like Fire Cloak (a self-aura you stand in and clearly own).": "Sein Text zur Eissäule sagt zwar, dass sie jede Sekunde Disturbance auf angrenzende Gegner anwendet, aber: Die Säule ist ein beschworenes Objekt, dessen Lebensdauer nicht in den Skill-Daten steht (die Dauer der Skill selbst ist 0), jeder Einsatz verbraucht ein Bubbling, sie wird von einem Wassermagier aus der hinteren Reihe gewirkt, der selten einen Schild braucht, und es ist nicht bestätigt, ob die Anwendungen der Säule dir für die \"du verursachst\"-Prüfung von Guard Barrier angerechnet werden. Behandle sie im besten Fall als situativ, nicht als Schildmotor pro Sekunde wie Fire Cloak (eine Aura um dich selbst, in der du stehst und die klar dir gehört).", "Its skill": "Seine Skill", "Its template (": "Seine Vorlage (", "Jewelry": "Schmuck", "Joy": "Freude", "Judging": "Urteilend", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon. She busily organizes her goods and writes in a ledger, but perks up her ears as you approach. <colo": "Ihrem Aussehen nach scheint sie eine Händlerin zu sein, die von der Gilde in den Dungeon geschickt wurde. Emsig ordnet sie ihre Waren und schreibt in ein Kontobuch, spitzt aber die Ohren, als du näher kommst. <colo", "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that": "Ihrem Aussehen nach ist sie eine Händlerin, die von der Gilde in den Dungeon geschickt wurde. Sie ordnet Waren und schreibt in ein Kontobuch, als sich ihre Ohren aufrichten, weil du näher kommst. \"Siehst du diesen", "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that pil...": "Ihrem Aussehen nach ist sie eine Händlerin, die von der Gilde in den Dungeon geschickt wurde. Sie ordnet Waren und schreibt in ein Kontobuch, als sich ihre Ohren aufrichten, weil du näher kommst. \"Siehst du diesen Hau...", "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her...": "Ihrem Aussehen nach ist sie eine Händlerin, die von der Gilde in den Dungeon geschickt wurde. Sie ordnet Waren und schreibt in ein Kontobuch, als ihre...", "Junk Heap 1": "Schrotthaufen 1", "Junk Heap 1 has been renamed to": "Junk Heap 1 wurde umbenannt in", "Junk Heap 2": "Schrotthaufen 2", "Junk Heap 2 has been renamed to": "Junk Heap 2 wurde umbenannt in", "Junk Heap 3": "Schrotthaufen 3", "Junk Heap 3 has been renamed to": "Junk Heap 3 wurde umbenannt in", "Junk Heap1 Remnant": "Schrotthaufen1 (Überrest)", "Junk Heap2 Remnant": "Schrotthaufen2 (Überrest)", "Junk Heap3 Remnant": "Schrotthaufen3 (Überrest)", "Junk heap": "Schrotthaufen", "Junk heaps": "Schrotthaufen", "Just": "Nur", "Kalte Wut icon": "Kalte Wut Symbol", "Kamin icon": "Kamin Symbol", "Kampfdynamik icon": "Kampfdynamik-Symbol", "Kampfkadenz icon": "Kampfkadenz-Symbol", "Kampfschwung icon": "Kampfschwung Symbol", "Kampfstampfen icon": "Kampfstampfen-Symbol", "Kampfstampfen range and area shown on a dungeon room": "Reichweite und Bereich von Kampfstampfen, dargestellt in einem Dungeonraum", "Kampfstress icon": "Kampfstress Symbol", "Kartenspiel genossen icon": "Kartenspiel genossen Symbol", "Kartenspiele satt icon": "Kartenspiele satt Symbol", "Keep this bar and the Attacker panel stuck to the top while you scroll": "Diese Leiste und das Angreifer-Panel beim Scrollen oben angeheftet halten", "Keep this bar pinned to the top while you scroll": "Diese Leiste beim Scrollen oben angeheftet halten", "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "Eine Einheit zu lange auf Expedition zu lassen, stapelt eine eskalierende Stimmungsstrafe (vier Stufen), härter bei höherer Verwaltungsschwierigkeit. Bei der Rückkehr kommt ein zeitweiliger", "Keramik icon": "Keramik Icon", "Kettengriff icon": "Kettengriff Icon", "Kettengriff range and area on a dungeon room": "Reichweite und Fläche von Kettengriff in einem Dungeon-Raum", "Kettengriff range and area shown on a dungeon room": "Reichweite und Bereich von Kettengriff, dargestellt in einem Dungeon-Raum", "Kettenhieb icon": "Kettenhieb-Symbol", "Kettenhieb range and area on a dungeon room": "Reichweite und Fläche von Kettenhieb in einem Dungeon-Raum", "Kettenhieb range and area shown on a dungeon room": "Reichweite und Fläche von Kettenhieb, dargestellt in einem Dungeon-Raum", "Key": "Schlüssel", "Key Stat": "Schlüsselattribut", "Key numbers": "Wichtige Zahlen", "Key prefixes": "Schlüsselpräfixe", "Key stats": "Wichtige Werte", "Keyword": "Schlüsselwort", "Kill": "Töten", "Kill EXP:": "EXP für Tötung:", "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution.": "Tadpole töten → Kampf, in dem Tadpoles den Riesenregenwurm fressen. Theoretisch kannst du die Evolution verhindern, wenn du das Stapeln der Tadpoles berücksichtigst und sie sich gegenseitig fressen lässt.", "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution. - Dungeon Settlers Wiki": "Kaulquappe töten → Kampf gegen den Riesenregenwurm, der Kaulquappen frisst. Theoretisch kannst du die Entwicklung verhindern, wenn du das Stapeln der Kaulquappen berücksichtigst und sie einander fressen lässt. - Dungeon Settlers Wiki", "Kill the Red Monster Rat (Main7) - story end only, no region unlock": "Töte Red Monster Rat (Main7) - nur Story-Ende, keine Freischaltung einer Region", "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem; all other slots NULL)": "Töte den Boss der Region aus GAMESYSTEM_Dungeon_UnitForClearRegion (Slot 0 = Giant Stone Golem; alle anderen Slots NULL)", "Klaustrophobisch icon": "Klaustrophobisch-Symbol", "Klebriges Labkraut icon": "Klebriges Labkraut Symbol", "Kleine Kupferader (resource node)": "Kleine Kupferader (Ressourcenknoten)", "Kleine Kupferader (resource node) - Dungeon Settlers Wiki": "Kleine Kupferader (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Kleine Silberader (resource node)": "Kleine Silberader (Ressourcenknoten)", "Kleine Silberader (resource node) - Dungeon Settlers Wiki": "Kleine Silberader (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Kleine Staubwurzel (resource node)": "Kleine Staubwurzel (Ressourcenknoten)", "Kleine Staubwurzel (resource node) - Dungeon Settlers Wiki": "Kleine Staubwurzel (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Kleine Wolfstatue icon": "Kleine Wolfstatue Symbol", "Kleiner Erdfelsen (resource node)": "Kleiner Erdfelsen (Ressourcenknoten)", "Kleiner Erdfelsen (resource node) - Dungeon Settlers Wiki": "Kleiner Erdfelsen (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Kleiner Schlammschleim des Abyss icon": "Kleiner Schlammschleim des Abyss Symbol", "Kleiner Schlammschleim des Abyss variant": "Kleiner Schlammschleim des Abyss Variante", "Kleiner Schlammschleim icon": "Kleiner Schlammschleim Symbol", "Kleiner Schlammschleim variant": "Kleiner Schlammschleim Variante", "Kleiner Schleim des Abyss icon": "Kleiner Schleim des Abyss Symbol", "Kleiner Schleim des Abyss variant": "Kleiner Schleim des Abyss Variante", "Kleiner Schleim icon": "Kleiner Schleim Symbol", "Kleiner Schleim variant": "Kleiner Schleim Variante", "Kleiner Sporenschleim des Abyss icon": "Kleiner Sporenschleim des Abyss Symbol", "Kleiner Sporenschleim des Abyss variant": "Kleiner Sporenschleim des Abyss Variante", "Kleiner Sporenschleim icon": "Kleiner Sporenschleim Symbol", "Kleiner Sporenschleim variant": "Kleiner Sporenschleim Variante", "Kleiner blauer Kristall (resource node)": "Kleiner blauer Kristall (Ressourcenknoten)", "Kleiner blauer Kristall (resource node) - Dungeon Settlers Wiki": "Kleiner blauer Kristall (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Kleiner roter Kristall (resource node)": "Kleiner roter Kristall (Ressourcenknoten)", "Kleiner roter Kristall (resource node) - Dungeon Settlers Wiki": "Kleiner roter Kristall (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Kleiner verdrehter Baum (resource node)": "Kleiner verdrehter Baum (Ressourcenknoten)", "Kleiner verdrehter Baum (resource node) - Dungeon Settlers Wiki": "Kleiner verdrehter Baum (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Klingenfluss icon": "Klingenfluss-Symbol", "Klingengeist icon": "Klingengeist-Symbol", "Klingenprovokation icon": "Klingenprovokation Icon", "Klingenschleifen icon": "Klingenschleifen Icon", "Klingenwille icon": "Klingenwille-Symbol", "Knappe icon": "Knappe-Symbol", "Knaufhieb icon": "Knaufhieb-Symbol", "Knaufhieb range and area shown on a dungeon room": "Reichweite und Bereich von Knaufhieb, dargestellt in einem Dungeonraum", "Knochen icon": "Knochen Icon", "Knochenaxt icon": "Knochenaxt Icon", "Knochenbogen icon": "Knochenbogen Icon", "Knochendolch icon": "Knochendolch Icon", "Knochenhaufen (resource node)": "Knochenhaufen (Ressourcenknoten)", "Knochenhaufen (resource node) - Dungeon Settlers Wiki": "Knochenhaufen (Ressourcenknoten) - Dungeon Settlers Wiki", "Knochenhelm icon": "Knochenhelm Icon", "Knochenkeule icon": "Knochenkeule Icon", "Knochenmehl icon": "Knochenmehl Icon", "Knochenpfeil icon": "Knochenpfeil Icon", "Knochenschild icon": "Knochenschild Icon", "Knochenschwert icon": "Knochenschwert Icon", "Knochenspeer icon": "Knochenspeer Icon", "Knochenspinne Seelenstein icon": "Knochenspinne Seelenstein Symbol", "Knochenstab icon": "Knochenstab Icon", "Know exactly what protects your gear and what doesn't: an active": "Wisse genau, was deine Ausrüstung schützt und was nicht: ein aktiver", "Knöchelbrecher range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Knöchelbrecher in einem Dungeonraum", "Kochen icon": "Kochen-Symbol", "Kochen in einem beeindruckenden Speisesaal. icon": "Kochen in einem beeindruckenden Speisesaal. Symbol", "Kochen in einem fantastischen Speisesaal. icon": "Kochen in einem fantastischen Speisesaal. Symbol", "Kochen in einem normalen Speisesaal. icon": "Kochen in einem normalen Speisesaal. Symbol", "Kochen in einem ordentlichen Speisesaal. icon": "Kochen in einem ordentlichen Speisesaal. Symbol", "Konservierung icon": "Konservierung-Symbol", "Konstitution icon": "Konstitution-Symbol", "Konterparade icon": "Konterparade-Symbol", "Konzentriere deinen Geist und schleudere ein Flammengeschoss, das allen Einheiten in Reichweite magischen Schaden in Höhe von 400% von Magischer Angriffswert zufügt. Der Schaden erhöht sich um die Verbrennung-Stapel des Ziels * 10. Dieser Angriff kann auch Verbündeten Schaden zufügen. 7 energy - 30s cooldown Effects: • Verbrennung: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Konzentriere deinen Geist und schleudere ein Flammengeschoss, das allen Einheiten in Reichweite magischen Schaden in Höhe von 400% von Magischer Angriffswert zufügt. Der Schaden erhöht sich um die Verbrennung-Stapel des Ziels * 10. Dieser Angriff kann auch Verbündeten Schaden zufügen. 7 Energie - 30s Abklingzeit Effekte: • Verbrennung: 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Kopfschuss icon": "Kopfschuss-Symbol", "Kopfziel icon": "Kopfziel Icon", "Korean sources write him as 로월; the official English localization uses \"Lowell\" (sometimes romanized \"Rowell\").": "Koreanische Quellen schreiben ihn als 로월; die offizielle englische Lokalisierung verwendet \"Lowell\" (manchmal als \"Rowell\" romanisiert).", "Korrosion icon": "Korrosion Icon", "Krautessen icon": "Krautessen Icon", "Krieger Skillbaum overview": "Krieger Skillbaum Überblick", "Kriegerlegende icon": "Kriegerlegende-Symbol", "Kristallpanzer icon": "Kristallpanzer-Symbol", "Kritische Trefferchance icon": "Kritische Trefferchance Symbol", "Kritischer Schadensbonus icon": "Kritischer Schadensbonus Symbol", "Kundschafter icon": "Kundschafter-Symbol", "Kunst des Ansturms icon": "Kunst des Ansturms Symbol", "Kunst des Zorns icon": "Kunst des Zorns Symbol", "Kupfer Bogen icon": "Kupfer Bogen Symbol", "Kupfer Feuerstab icon": "Kupfer Feuerstab Symbol", "Kupferaxt icon": "Kupferaxt Icon", "Kupferbarren icon": "Kupferbarren Icon", "Kupferdolch icon": "Kupferdolch Icon", "Kupfererz icon": "Kupfererz Icon", "Kupferhelm icon": "Kupferhelm Icon", "Kupferpfeil icon": "Kupferpfeil Icon", "Kupferschild icon": "Kupferschild Icon", "Kupferschwert icon": "Kupferschwert Icon", "Kupferspeer icon": "Kupferspeer Icon", "Kupferstange icon": "Kupferstange Icon", "Kupferstreitkolben icon": "Kupferstreitkolben Icon", "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme": "L1-4 Gering, L4-7 Mittel, L7-10 Hoch, L10-12 Höchst", "LOCKEDBUILDING Reason": "LOCKEDBUILDING Grund", "Lacks emotions and feels indifferent to the suffering of others.": "Hat keine Gefühle und ist dem Leid anderer gegenüber gleichgültig.", "Lacks emotions and feels indifferent to the suffering of others. Gains Tod eines anderen gesehen when someone dies.": "Hat keine Gefühle und ist dem Leid anderer gleichgültig gegenüber. Erhält Tod eines anderen gesehen, wenn jemand stirbt.", "Lagerfeuer icon": "Lagerfeuer Icon", "Landwirtschaft icon": "Landwirtschaft-Symbol", "Langeweile icon": "Langeweile Icon", "Langsam icon": "Langsam Icon", "Langsamer Lerner icon": "Langsamer Lerner-Symbol", "Large Blue Crystal Remnant": "Großer blauer Kristall (Überrest)", "Large Copper Node Remnant": "Großes Kupfervorkommen (Überrest)", "Large Dirt Rock Remnant": "Großer Erdfelsen (Überrest)", "Large Dust Root Remnant": "Große Staubwurzel (Überrest)", "Large Green Crystal Remnant": "Großer grüner Kristall (Überrest)", "Large Red Crystal Remnant": "Großer roter Kristall (Überrest)", "Large Room 1": "Großer Raum 1", "Large Room 2": "Großer Raum 2", "Large Silver Vein Remnant": "Große Silberader (Überrest)", "Large Twisted Tree Remnant": "Großer verdrehter Baum (Überrest)", "Last Cinder icon": "Last Cinder Symbol", "Last Refuge": "Letzte Zuflucht", "Late": "Spät", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step o...": "Spät in der Nacht, während alle schlafen, hallt ein langes Heulen von außerhalb der Siedlung herüber. Awoooo!! Awoooo!! Von dem Laut geweckt, trittst du hi...", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}, {1}, and the other Lycan expediti": "Spät in der Nacht, während alle schlafen, hallt ein langes Heulen von außerhalb der Siedlung herüber. Awoooo!! Awoooo!! Von dem Laut geweckt, trittst du hinaus und findest {0}, {1} und die anderen Lycan-Expedit", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}, {1}, and the other Lycan expedition m...": "Spät in der Nacht, während alle schlafen, hallt ein langes Heulen von außerhalb der Siedlung herüber. Awoooo!! Awoooo!! Von dem Laut geweckt, trittst du hinaus und findest {0}, {1} und die anderen Lycan-Expeditio...", "Lauter Schnarcher icon": "Lauter Schnarcher-Symbol", "Layer": "Ebene", "Layout saved": "Layout gespeichert", "Layout variants": "Layout-Varianten", "Leader,": "Anführer,", "Learn": "Erlernen", "Learn Skill : \"{0}\"?": "Skill lernen : \"{0}\"?", "Learn a Passive Skill": "Erlerne eine passive Skill", "Learn an Active Skill": "Erlerne eine aktive Skill", "Leash range": "Leinenreichweite", "Least x1.0, Ordinary x1.2, Plentiful x1.5": "Wenig x1.0, Normal x1.2, Reichlich x1.5", "Leather Processing 1": "Lederverarbeitung 1", "Leather Processing 1 has been renamed to": "Leather Processing 1 wurde umbenannt in", "Leaves remnant": "Hinterlässt Überreste", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...": "{0} ließ ein bequemes Anwesen hinter sich, nahm alte Karten und teure Ausrüstung und zog in unbekannte Länder. Selbst auf langen We...", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.": "{0} ließ ein bequemes Anwesen hinter sich, nahm alte Karten und teure Ausrüstung und zog in unbekannte Länder. Selbst auf langen Wegen saß der Kragen fast immer tadellos, und vor Ruinen und Bergen, die noch niemand von ihnen gesehen hatte, leuchteten die Augen wie die eines Kindes. Lief es aber anders als vorbereitet, kam die Überraschung meist unvorbereitet.", "Leaving the dungeon drops the stage debuff, but the trip still leaves a mark:": "Beim Verlassen des Dungeons fällt der Stufen-Debuff weg, doch der Ausflug hinterlässt dennoch Spuren:", "Lebensausbruch icon": "Lebensausbruch-Symbol", "Lebensbaumaura icon": "Lebensbaumaura Icon", "Lebensflamme icon": "Lebensflamme-Symbol", "Lebenskraft des Lebensbaums icon": "Lebenskraft des Lebensbaums Symbol", "Lebensmittelrationen icon": "Lebensmittelrationen Icon", "Lebenspunkte Regeneration icon": "Lebenspunkte Regeneration Symbol", "Lebensraub icon": "Lebensraub Icon", "Lebensschub icon": "Lebensschub Icon", "Lebenszyklus icon": "Lebenszyklus-Symbol", "Leder icon": "Leder Icon", "Lederbeutel icon": "Lederbeutel Icon", "Lederhelm icon": "Lederhelm Icon", "Lederschlafsack icon": "Lederschlafsack Icon", "Leech": "Lebensraub", "Leech,": "Lebensraub,", "Leerer Raum minimum room layout": "Leerer Raum Mindest-Raumlayout", "Leerer Wagen (resource node)": "Leerer Wagen (Ressourcenknoten)", "Leerer Wagen (resource node) - Dungeon Settlers Wiki": "Leerer Wagen (Ressourcenknoten) - Dungeon Settlers Wiki", "Legendaries": "Legendäre", "Legendary Relic Accessories": "Legendäre Relikt-Accessoires", "Legendary Relic Accessories & the Elros Empire Bosses (spoiler)": "Legendäre Relikt-Accessoires & die Bosse des Elros-Imperiums (Spoiler)", "Legendary inscription:": "Legendäre Inschrift:", "Legendary just 0.3%": "Legendär nur 0.3%", "Leiche verschlingen icon": "Leiche verschlingen Symbol", "Leichenverschlingung icon": "Leichenverschlingung-Symbol", "Leicht unzufrieden icon": "Leicht unzufrieden Symbol", "Leicht zufrieden icon": "Leicht zufrieden Symbol", "Leichtesser icon": "Leichtesser-Symbol", "Leistungsbericht icon": "Leistungsbericht Icon", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have hap...": "Es war kaum ein Tag vergangen, da befahlst du den Expeditionsmitgliedern, sich um das verdächtige Mitglied zu kümmern. Du wusstest nicht, wie so etwas geschehen k...", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved fo": "Es war kaum ein Tag vergangen, da befahlst du den Expeditionsmitgliedern, sich um das verdächtige Mitglied zu kümmern. Du wusstest nicht, wie so etwas geschehen konnte, doch die Mitglieder waren erleichtert, we", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved fo...": "Es war kaum ein Tag vergangen, da befahlst du den Expeditionsmitgliedern, sich um das verdächtige Mitglied zu kümmern. Du wusstest nicht, wie so etwas geschehen konnte, doch die Mitglieder waren erleichtert, wei...", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like...": "Es war kaum ein Tag vergangen, da befahlst du den Expeditionsmitgliedern, sich um das verdächtige Mitglied zu kümmern. Du wusstest nicht, wie so etwas...", "Lesser (Low-grade) Mana Stones": "Geringe (niedrigwertige) Manasteine", "Lesser Mana Stone x24 + Cogwheel x1": "Geringer Manastein x24 + Zahnrad x1", "Let melee hold aggro.": "Lass den Nahkampf die Aggro halten.", "Let stress climb and the unit risks a": "Lässt du den Stress steigen, riskiert die Einheit einen", "Letzte Glut icon": "Letzte Glut-Symbol", "Level 1": "Stufe 1", "Level 2": "Stufe 2", "Level 3": "Stufe 3", "Level 4": "Stufe 4", "Level 5": "Stufe 5", "Level N": "Stufe N", "Level cap": "Stufenobergrenze", "Level limit for the trait pool that can attach to a Background": "Stufenlimit für den Trait-Pool, der an einen Hintergrund angehängt werden kann", "Level price": "Stufenpreis", "Level up, or remove a tree / an inscription to add one.": "Steige eine Stufe auf oder entferne einen Baum / eine Inschrift, um eine hinzuzufügen.", "Level-up inscription choices are": "Die Inschriften-Auswahl beim Stufenaufstieg ist", "Level-ups + growth": "Stufenaufstiege + Wachstum", "Leveling": "Aufstieg", "Leveling & Experience": "Aufstieg & Erfahrungspunkte", "Leveling & Experience - Dungeon Settlers Wiki": "Aufstieg & Erfahrungspunkte - Dungeon Settlers Wiki", "Leveling & XP": "Aufstieg & EP", "Leveling & XP guide": "Guide zu Stufenaufstieg & Erfahrung", "Leveling is manual: a": "Das Aufstufen erfolgt manuell: ein", "Leveling is not automatic. When a unit has enough experience you perform a": "Das Aufstufen läuft nicht automatisch. Wenn eine Einheit genug Erfahrungspunkte hat, führst du ein", "Leveling wall": "Aufstiegsbarriere", "Leveling without stalling": "Aufsteigen ohne Stillstand", "Levels 1-4 use": "Stufen 1-4 nutzen", "Levels 10-12 use": "Stufen 10-12 nutzen", "Levels 4-7 use": "Stufen 4-7 nutzen", "Levels 7-10 use": "Stufen 7-10 nutzen", "Life": "Leben", "Life Regen": "Lebensregeneration", "Life Steal and vampirism": "Lebensraub und Vampirismus", "Life was": "Das Leben war", "Lightning": "Blitz", "Line of sight (walls)": "Sichtlinie (Wände)", "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "Die Sichtlinie ist die einzige harte, immer aktive Begrenzung. Eine Wand verbirgt dich auf jede Entfernung; offenes Gelände nicht, selbst weit weg.", "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "Zeilen, die die Vogelscheuche beim Treffer oder im Leerlauf sagt - mehrere dienen gleichzeitig als Spielhinweise.", "Linked creature": "Verknüpfte Kreatur", "Listige Flucht icon": "Listige Flucht-Symbol", "Little": "Klein", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came": "Als Wanderer lebend überstand {0} zahllose Prüfungen und hielt weder in Stürmen noch unter der Wüstensonne inne. Auf dem Weg kam", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though": "Als Wanderer lebend, überstand {0} unzählige Prüfungen und hielt weder in Stürmen noch unter der Wüstensonne inne. Unterwegs kamen die Arbeit an sich selbst und die Hoffnung, einen wahren Weg zu finden, doch", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though...": "Als Wanderer lebend, überstand {0} unzählige Prüfungen und hielt weder in Stürmen noch unter der Wüstensonne inne. Unterwegs kamen die Arbeit an sich selbst und die Hoffnung, einen wahren Weg zu finden, doch...", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the...": "Als Wanderer lebend, überstand {0} unzählige Prüfungen und hielt weder in Stürmen noch unter der Wüstensonne inne. Unterwegs kamen die Arbeit an sich selbst und die...", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though": "Als Wanderer lebend, überstand {0} unzählige Prüfungen und hielt weder in Stürmen noch unter der Wüstensonne inne. Unterwegs kamen die Arbeit an sich selbst und die Hoffnung, einen wahren Weg zu finden, doch", "Lizard": "Echse", "Lizardman diet": "Echsenmenschen-Ernährung", "Lizardmen": "Echsenmenschen", "Long ago... the Dungeon opened a portal in the land": "Vor langer Zeit... öffnete der Dungeon ein Portal im Land", "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...": "Sieh, was die Toten am Ende zurückgelassen haben. Welche Hoffnungen sie einst hegten - was bleibt dort, wo sie verstreut wurden? Ich...", "Looking": "Suchend", "Looking for recruitable quest characters (Endorsi, free random settlers) and authored-but-gated future special recruits? See": "Du suchst rekrutierbare Aufgaben-Charaktere (Endorsi, kostenlose Zufallssiedler) und bereits angelegte, aber gesperrte künftige Spezialrekruten? Siehe", "Looks": "Aussehen", "Loot Tables": "Beutetabellen", "Loot Tables - Dungeon Settlers Wiki": "Beutetabellen - Dungeon Settlers Wiki", "Loot pool": "Beutepool", "Loot scales with management difficulty.": "Die Beute skaliert mit der Verwaltungsschwierigkeit.", "Loot status": "Beutestatus", "Lootable structure:": "Plünderbare Struktur:", "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear": "Niedrig / Mittel / Hoch meist 1x / 2x / 3x; einige Werte nicht linear", "Low Durability on Equipped Item": "Geringe Haltbarkeit bei ausgerüstetem Item", "Low Food Reserves": "Geringe Nahrungsvorräte", "Low Head Health": "Niedrige Kopfgesundheit", "Low Health": "Niedrige Gesundheit", "Low ammo bubble": "Sprechblase bei wenig Munition", "Low mood also trips HUD alerts, and a squad whose": "Niedrige Stimmung löst auch HUD-Warnungen aus, und eine Truppe, deren", "Low on arrows and ammo": "Wenig Pfeile und Munition", "Luma Tree Remnant": "Lumabaum (Überrest)", "Lumabaum (resource node)": "Lumabaum (Ressourcenknoten)", "Lumabaum (resource node) - Dungeon Settlers Wiki": "Lumabaum (Ressourcenknoten) - Dungeon Settlers Wiki", "Lumafrucht gegessen icon": "Lumafrucht gegessen Symbol", "Lumafrucht icon": "Lumafrucht-Symbol", "Lumafrucht range and area shown on a dungeon room": "Reichweite und Bereich von Lumafrucht, dargestellt in einem Dungeon-Raum", "Lumberjack": "Holzfäller", "Luxurious Treasure Chest Remnant": "Luxuriöse Schatztruhe (Überrest)", "Lv 10": "Stufe 10", "Lv 4": "Stufe 4", "Lv 5": "Stufe 5", "Lvl req": "Stufe erf.", "Lycan (groundwork only)": "Lycan (nur Grundlagen)", "Lycan Female 0": "Lykaner weiblich 0", "Lycan Female 1": "Lykaner weiblich 1", "Lycan Female 2": "Lykaner weiblich 2", "Lycan Female 3": "Lykaner weiblich 3", "Lycan Female 4": "Lykaner weiblich 4", "Lycan Female 5": "Lykaner weiblich 5", "Lycan Female 6": "Lykaner weiblich 6", "Lycan Female 7": "Lykaner weiblich 7", "Lycan Male 0": "Lykaner männlich 0", "Lycan Male 1": "Lykaner männlich 1", "Lycan Male 2": "Lykaner männlich 2", "Lycan Male 3": "Lykaner männlich 3", "Lycan Male 4": "Lykaner männlich 4", "Lycan Male 5": "Lykaner männlich 5", "Lycan Male 6": "Lykaner männlich 6", "Lycan Male 7": "Lykaner männlich 7", "Lycan. Gain Nachtaktiv - Nacht at night. Gain the Nachtaktiv - Tag penalty during the day.": "Lycan. Erhält nachts Nachtaktiv - Nacht. Erhält tagsüber die Strafe Nachtaktiv - Tag.", "Lycans": "Lykaner", "Lykaner icon": "Lykaner-Symbol", "Lykanerhasser icon": "Lykanerhasser-Symbol", "Lässt das anvisierte Sonnenblüte zu einem Sonnenherzblüte keimen. 3 energy - 8s cooldown Summons: • Sonnenherzblüte (200 HP) attacks with Angriff: Fügt allen nahegelegenen Gegnern magischen Schaden in Höhe von 140% der magischen Angriffskraft zu und bewirkt Kritische Schwäche für 3 Sekunden. Bei einem kritischen Treffer werden 1 von Schwindel angewendet. Nach 20 Sekunden zerfällt es und kehrt zur Natur zurück.": "Lässt das anvisierte Sonnenblüte zu einem Sonnenherzblüte keimen. 3 Energie - 8s Abklingzeit Beschwörungen: • Sonnenherzblüte (200 LP) greift an mit Angriff: Fügt allen nahegelegenen Gegnern magischen Schaden in Höhe von 140% der magischen Angriffskraft zu und bewirkt Kritische Schwäche für 3 Sekunden. Bei einem kritischen Treffer werden 1 von Schwindel angewendet. Nach 20 Sekunden zerfällt es und kehrt zur Natur zurück.", "Lässt den anvisierten merkwürdigen Samen zu einem Schleimzerstäuber keimen. 3 energy - 8s cooldown Summons: • Schleimzerstäuber (200 HP) attacks with Spray: Verursacht magischen Schaden in Höhe von 80% der magischen Angriffskraft an allen feindlichen Zielen in Reichweite 6 und fügt 1 Langsam und Störung für 5 Sekunden zu. Nach 40 Sekunden zerfällt es und kehrt zur Natur zurück.": "Lässt den anvisierten merkwürdigen Samen zu einem Schleimzerstäuber keimen. 3 Energie - 8s Abklingzeit Beschwörungen: • Schleimzerstäuber (200 LP) greift an mit Spray: Verursacht magischen Schaden in Höhe von 80% der magischen Angriffskraft an allen feindlichen Zielen in Reichweite 6 und fügt 1 Langsam und Störung für 5 Sekunden zu. Nach 40 Sekunden zerfällt es und kehrt zur Natur zurück.", "Lässt den anvisierten merkwürdigen Samen zu einem Sonnenblüte keimen. 3 energy - 8s cooldown Summons: • Sonnenblüte (200 HP) attacks with Angriff: Verursacht 120% deines magischen Angriffswerts als magischen Schaden an Zielen innerhalb von 6 Reichweite. Bei einem kritischen Treffer verursacht es Schwindel für 5 Sekunden. Nach 40 Sekunden zerfällt es und kehrt zur Natur zurück. Greift einmal alle 1 Sekunden an.": "Lässt den anvisierten merkwürdigen Samen zu einem Sonnenblüte keimen. 3 Energie - 8s Abklingzeit Beschwörungen: • Sonnenblüte (200 LP) greift an mit Angriff: Verursacht 120% deines magischen Angriffswerts als magischen Schaden an Zielen innerhalb von 6 Reichweite. Bei einem kritischen Treffer verursacht es Schwindel für 5 Sekunden. Nach 40 Sekunden zerfällt es und kehrt zur Natur zurück. Greift einmal alle 1 Sekunden an.", "M.Atk": "Mag. Angr.", "M.Atk 36": "M.Angr. 36", "M.Atk 57": "M.Angr. 57", "M.Atk 68": "M.Angr. 68", "MAIN-TREE AFFINITIES": "AFFINITÄTEN DER HAUPTBÄUME", "MAtk, not the summon's halved value.": "MAtk, nicht der halbierte Wert der Beschwörung.", "MB is far bigger than any Dungeon Settlers save.": "MB ist weit größer als jeder Dungeon-Settlers-Spielstand.", "Machine-readable data": "Maschinenlesbare Daten", "Maelstrom icon": "Maelstrom-Symbol", "Mag Res": "Mag. Res.", "Magic": "Magie", "Magic Atk": "Mag. Angr.", "Magic Attack": "Magischer Angriffswert", "Magic Attack Power Per Modifier": "Magischer Angriffswert pro Modifikator", "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "Magiesättigung (optionale Kampagnen-Einstellung) fügt bis Tag 100 bis zu +100% hinzu; als additiv zum Stufenmultiplikator angenommen, im Spiel nicht verifiziert.", "Magic Saturation is ON: monsters get progressively stronger the longer the fight runs, on top of the multipliers above. The exact ramp is not decoded, so it is flagged but not folded into the numbers below.": "Magic Saturation ist AN: Monster werden zusätzlich zu den Multiplikatoren oben immer stärker, je länger der Kampf läuft. Die genaue Steigerungskurve ist nicht entschlüsselt, sie ist daher nur vermerkt und nicht in die Zahlen unten eingerechnet.", "Magic Scrap Pile1": "Magischer Schrotthaufen1", "Magic Scrap Pile1 Remnant": "Magischer Schrotthaufen1 (Überrest)", "Magic Scrap Pile2": "Magischer Schrotthaufen2", "Magic Scrap Pile2 Remnant": "Magischer Schrotthaufen2 (Überrest)", "Magic Scrap Pile3": "Magischer Schrotthaufen3", "Magic Scrap Pile3 Remnant": "Magischer Schrotthaufen3 (Überrest)", "Magic attack": "Magischer Angriff", "Magic attack power": "Magischer Angriffswert", "Magic damage stat source": "Attributquelle für magischen Schaden", "Magic res": "Magieres.", "Magic resistance": "Magieresistenz", "Magic scrap": "Magischer Schrott", "Magic scrap piles": "Magische Schrotthaufen", "Magic spells": "Zaubersprüche", "Magic stats from": "Magiewerte aus", "Magic, ignores defense": "Magisch, ignoriert Verteidigung", "Magic, ignores defense & shields": "Magisch, ignoriert Verteidigung & Schilde", "Magic, ignores shields": "Magisch, ignoriert Schilde", "Magic.": "Magie.", "Magier icon": "Magier-Symbol", "Magieresistenz icon": "Magieresistenz-Symbol", "Magieresistenztrank einnehmen icon": "Magieresistenztrank einnehmen Symbol", "Magischen Angriffstrank einnehmen icon": "Magischen Angriffstrank einnehmen Symbol", "Magischer Angriffswert icon": "Magischer Angriffswert-Symbol", "Magischer Schrotthaufen 1 (resource node)": "Magischer Schrotthaufen 1 (Ressourcenknoten)", "Magischer Schrotthaufen 1 (resource node) - Dungeon Settlers Wiki": "Magischer Schrotthaufen 1 (Ressourcenknoten) - Dungeon Settlers Wiki", "Magischer Schrotthaufen 2 (resource node)": "Magischer Schrotthaufen 2 (Ressourcenknoten)", "Magischer Schrotthaufen 2 (resource node) - Dungeon Settlers Wiki": "Magischer Schrotthaufen 2 (Ressourcenknoten) - Dungeon Settlers Wiki", "Magischer Schrotthaufen 3 (resource node)": "Magischer Schrotthaufen 3 (Ressourcenknoten)", "Magischer Schrotthaufen 3 (resource node) - Dungeon Settlers Wiki": "Magischer Schrotthaufen 3 (Ressourcenknoten) - Dungeon Settlers Wiki", "Magisches Buch icon": "Magisches Buch Symbol", "Magisches Geschoss icon": "Magisches Geschoss Symbol", "Magisches Geschoss range and area on a dungeon room": "Reichweite und Wirkungsbereich von Magisches Geschoss in einem Dungeonraum", "Magisches Geschoss range and area shown on a dungeon room": "Reichweite und Bereich von Magisches Geschoss, dargestellt in einem Dungeon-Raum", "Main 1 icon": "Main 1 Icon", "Main 2 icon": "Main 2 Icon", "Main 4 icon": "Main 4 Icon", "Main 5 icon": "Main 5 Icon", "Main 6 icon": "Main 6 Icon", "Main 7 icon": "Main 7 Icon", "Main Quest 7": "Hauptaufgabe 7", "Main SP left": "Verbleibende Haupt-SP", "Main chain": "Hauptkette", "Main chain order:": "Reihenfolge der Hauptkette:", "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "Maximale Etage im Haupt-Dungeon - zur Prüfung des Ereignisses 'Yearning to Explore (Into the Depths)'", "Main finale": "Hauptfinale", "Main quest vs region clear": "Hauptaufgabe vs. Region abschließen", "Main quests": "Hauptaufgaben", "Main skill trees": "Primäre Skillbäume", "Main story": "Hauptgeschichte", "Main story (Crawling Doom).": "Hauptgeschichte (Crawling Doom).", "Main story chain, completed in order.": "Hauptgeschichtskette, in Reihenfolge abgeschlossen.", "Main story spine": "Roter Faden der Hauptgeschichte", "Main trees": "Hauptbäume", "Main, tutorial and NPC quest chains": "Haupt-, Tutorial- und NPC-Aufgabenketten", "Main-quest finale": "Finale der Hauptaufgabe", "Main/tutorial/NPC quest chains with objectives and rewards.": "Haupt-, Tutorial- und NPC-Aufgabenketten mit Zielen und Belohnungen.", "Main8 (2 units Lv2+) fires before Main7 (the boss kill)": "Main8 (2 Einheiten Stufe 2+) wird vor Main7 (der Boss-Kill) ausgelöst", "Maintain Order Active": "Ordnung wahren aktiv", "Maintain Order Active icon": "Maintain Order Active Symbol", "Maintain an Average Mood of 5 or Higher for 12 Hours": "Halte 12 Stunden lang eine durchschnittliche Stimmung von 5 oder höher", "Major": "Primär", "Major Stats": "Primärattribute", "Major stat": "Primärattribut", "Major stats": "Primärattribute", "Major stats then feed": "Die Primärattribute speisen dann", "Make a first, short dungeon run": "Mach einen ersten, kurzen Dungeonlauf", "Male Gloth has been renamed to": "Male Gloth wurde umbenannt in", "Male faces only - no female art for": "Nur männliche Gesichter - keine weiblichen Grafiken für", "Mana Stone": "Manastein", "Mana stones spent to reach it": "Manasteine, die dafür aufgewendet wurden", "Mana-stone base quantity per prayer": "Manastein-Grundmenge pro Gebet", "Mana-stone grade by level": "Manastein-Grad nach Stufe", "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills</co": "Verwalte Skills über den Reiter 'Skill' im Übersichtsfenster der Einheit. Einheiten haben Haupt- und Nebenskillpunkte, mit denen Skills erlernt werden können</co", "Management Difficulty: {2}": "Verwaltungsschwierigkeit: {2}", "Management conditions are extremely harsh.": "Die Managementbedingungen sind extrem hart.", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "Die Managementbedingungen sind extrem hart. Ressourcen und Zeit sind sehr begrenzt und erfordern präzise langfristige Planung und Verlustkontrolle.", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "Die Verwaltungsbedingungen sind extrem hart. Ressourcen und Zeit sind sehr knapp, was präzise Langzeitplanung und Verlustkontrolle erfordert.", "Management difficulty": "Verwaltungsschwierigkeit", "Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the": "Die Verwaltungsschwierigkeit berührt den Kampf nie. Sie skaliert, was Herstellen, Bauen und Forschen kostet (und wie fordernd deine Siedler sind). Die Material- und Arbeitswerte, die überall sonst in diesem Wiki stehen, sind die", "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Verwaltungsschwierigkeit: Verheerung. Stimmungsstrafe nach Aufenthaltsstufe im Dungeon. FloatValues: D1, D2, D3, D4.", "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Verwaltungsschwierigkeit: Verheerung. Stimmungswert für Behandlungserwartungen nach Einheitenstufe. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Verwaltungsschwierigkeit: Einfach. Stimmungsstrafe nach Aufenthaltsstufe im Dungeon. FloatValues: D1, D2, D3, D4.", "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Verwaltungsschwierigkeit: Einfach. Stimmungswert für Behandlungserwartungen nach Einheitenstufe. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Verwaltungsschwierigkeit: Schwer. Stimmungsstrafe nach Aufenthaltsstufe im Dungeon. FloatValues: D1, D2, D3, D4.", "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Verwaltungsschwierigkeit: Schwer. Stimmungswert für Behandlungserwartungen nach Einheitenstufe. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Verwaltungsschwierigkeit: Normal. Stimmungsstrafe nach Aufenthaltsstufe im Dungeon. FloatValues: D1, D2, D3, D4.", "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Verwaltungsschwierigkeit: Normal. Stimmungswert für Behandlungserwartungen nach Einheitenstufe. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Verwaltungsschwierigkeit: Sehr schwer. Stimmungsstrafe nach Aufenthaltsstufe im Dungeon. FloatValues: D1, D2, D3, D4.", "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Verwaltungsschwierigkeit: Sehr schwer. Stimmungswert für Behandlungserwartungen nach Einheitenstufe. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.", "Manasteinbau icon": "Manasteinbau Icon", "Manasteinpulver icon": "Manasteinpulver Icon", "Mandatory": "Pflicht", "Mandatory root": "Pflicht-Wurzel", "Mandrake Remnant": "Alraunenüberrest", "Mandrake erwacht icon": "Mandrake erwacht Symbol", "Manhattan, radius 1": "Manhattan, Radius 1", "Manhattan, radius 2": "Manhattan, Radius 2", "Manhattan, radius 3": "Manhattan, Radius 3", "Manhattan, radius 5": "Manhattan, Radius 5", "Manifest: build/version info plus per-table row counts and schema notes.": "Manifest: Build-/Versionsinfos plus Zeilenzahlen pro Tabelle und Schema-Hinweise.", "Many parts of...": "Viele Teile von...", "Map": "Karte", "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "Kartenraster, Siedlung und das aktuelle Dungeon-Layout (Räume, Etage, Phase)", "Map spawns": "Karten-Spawns", "Marienkäfer Ansturm range and area on a dungeon room": "Reichweite und Wirkungsbereich von Marienkäfer Ansturm in einem Dungeonraum", "Marienkäfer Ansturm range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Marienkäfer Ansturm in einem Dungeonraum", "Marked": "Markiert", "Masterpiece": "Meisterwerk", "Mature": "Erwachsen", "Mawmurk Jagd abgeschlossen icon": "Mawmurk Jagd abgeschlossen Symbol", "Mawmurk Random": "Mawmurk Zufällig", "Mawmurk des Abyss icon": "Mawmurk des Abyss Symbol", "Mawmurk des Abyss variant": "Mawmurk des Abyss Variante", "Mawmurk has been renamed to": "Mawmurk wurde umbenannt in", "Mawmurk icon": "Mawmurk Icon", "Mawmurk jagen icon": "Mawmurk jagen Symbol", "Mawmurk variant": "Mawmurk-Variante", "Max HP": "Max. LP", "Max HP bonus": "Max. HP-Bonus", "Max Level": "Max. Stufe", "Max durability": "Max. Haltbarkeit", "Max health": "Max. Gesundheit", "Max possible (": "Max. möglich (", "Max range": "Max. Reichweite", "Max stack": "Max. Stapel", "Max stacks": "Max. Stapel", "Max. EP icon": "Max. EP Symbol", "Max. Energie icon": "Max. Energie-Symbol", "Max. Gesundheit (Kopf) icon": "Max. Gesundheit (Kopf) Symbol", "Max. Gesundheit (Rumpf) icon": "Max. Gesundheit (Rumpf) Symbol", "Max. Gewicht icon": "Max. Gewicht-Symbol", "Max. Haltbarkeit icon": "Max. Haltbarkeit Symbol", "Max. Hunger icon": "Max. Hunger Symbol", "Max. Stress icon": "Max. Stress Symbol", "Maximale Gesamtgesundheit icon": "Maximale Gesamtgesundheit Symbol", "Maximale Lebenspunkte (gesamt) icon": "Maximale Lebenspunkte (gesamt) Symbol", "Maximaler Hunger icon": "Maximaler Hunger Symbol", "Maximaler Stress icon": "Maximaler Stress Symbol", "Maximalgewicht Inschrift (Mittelstufe) icon": "Maximalgewicht Inschrift (Mittelstufe)-Symbol", "Maximum (cap)": "Maximum (Obergrenze)", "Maximum distance at which a player's unit is judged able to move": "Maximale Distanz, bei der eine Einheit des Spielers als bewegungsfähig gilt", "Maximum distance at which a player's unit is judged able to move during combat": "Maximale Distanz, bei der eine Einheit des Spielers im Kampf als bewegungsfähig gilt", "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "Maximale Distanz, bei der eine feindliche Einheit in verschiedenen Situationen wie einem Angriff als bewegungsfähig gilt", "Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished.": "Maximale Anzahl an Arbeiten, die an einer Werkstation ausgeführt werden können. Für Alpha 1 vorübergehend auf 6 begrenzt. Begrenzung entfernen, sobald die Arbeiten am Scrollen abgeschlossen sind.", "Maximum quantity of fuel items a building can hold": "Maximale Menge an Brennstoff-Items, die ein Gebäude aufnehmen kann", "Maybe": "Vielleicht", "Meal classes": "Mahlzeitenklassen", "Meal classes and racial diets": "Mahlzeitenklassen und Ernährungsweisen der Völker", "Measure": "Maß", "Meat": "Fleisch", "Meat Bug investigation done, here's your reward": "Untersuchung des Meat Bug abgeschlossen, hier ist deine Belohnung", "Meat Grub 1 has been renamed to": "Meat Grub 1 wurde umbenannt in", "Meat Grub 2 has been renamed to": "Meat Grub 2 wurde umbenannt in", "Meat Grub1 Remnant": "Fleischmade1 (Überrest)", "Meat Grub2 Remnant": "Fleischmade2 (Überrest)", "Meat-Eating Rage (Debuff, prints once)": "Fleischfresser-Wut (Debuff, wird nur einmal aufgeführt)", "Mechanics": "Spielmechanik", "Mechanics - Dungeon Settlers Wiki": "Spielmechanik - Dungeon Settlers Wiki", "Medium Blue Crystal Remnant": "Mittelgroßer blauer Kristall (Überrest)", "Medium Copper Node Remnant": "Mittleres Kupfervorkommen (Überrest)", "Medium Dirt Rock Remnant": "Mittlerer Erdfelsen (Überrest)", "Medium Green Crystal Remnant": "Mittelgroßer grüner Kristall (Überrest)", "Medium Mud Slime has been renamed to": "Medium Mud Slime wurde umbenannt in", "Medium Red Crystal Remnant": "Mittelgroßer roter Kristall (Überrest)", "Medium Silver Vein Remnant": "Mittlere Silberader (Überrest)", "Medium Slime has been renamed to": "Medium Slime wurde umbenannt in", "Medium Spore Slime has been renamed to": "Medium Spore Slime wurde umbenannt in", "Medium-Sized Normal Battle Room": "Mittelgroßer normaler Kampfraum", "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "Mittelgroßer normaler Kampfraum - Dungeon Settlers Wiki", "Medium-Sized Normal Battle Room map": "Karte des mittelgroßen normalen Kampfraums", "Mehrfachschuss icon": "Mehrfachschuss-Symbol", "Melee": "Nahkampf", "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "Nahkampf erzeugt ~30% mehr Bedrohung als Fernkampf, ein Körper in der Frontlinie hält Monster also von deinen empfindlicheren Fernkämpfern und Zauberern fern.", "Melee skill-spammer": "Nahkampf-Skillspammer", "Mend worn gear at a": "Reparier abgenutzte Ausrüstung an einer", "Mensch icon": "Mensch-Symbol", "Menschenhasser icon": "Menschenhasser-Symbol", "Mental Break": "Mentaler Zusammenbruch", "Mental breakdown": "Mentaler Zusammenbruch", "Mental breakdown in {#} - survives it": "Nervenzusammenbruch in {#} - übersteht ihn", "Menu": "Menü", "Merchant": "Händler", "Merchant trade pools: items, chances, amounts, discounts.": "Händler-Handelspools: Items, Chancen, Mengen, Rabatte.", "Merchants": "Händler", "Merchants - Dungeon Settlers Wiki": "Händler - Dungeon Settlers Wiki", "Metal": "Metall", "Metal Processing 1": "Metallverarbeitung 1", "Metal Processing 1 has been renamed to": "Metal Processing 1 wurde umbenannt in", "Metal Scarab has been renamed to": "Metal Scarab wurde umbenannt in", "Metallansturm icon": "Metallansturm Icon", "Metallansturm range and area on a dungeon room": "Reichweite und Bereich von Metallansturm in einem Dungeonraum", "Metallansturm range and area shown on a dungeon room": "Reichweite und Bereich von Metallansturm, dargestellt in einem Dungeon-Raum", "Method": "Methode", "Mgmt difficulty": "Verw.-Schwierigkeit", "Min Size": "Min. Größe", "Min size": "Min. Größe", "Mind the": "Achte auf", "Mini Slime has been renamed to": "Mini Slime wurde umbenannt in", "Minimum interior floor area, in tiles inside the walls": "Minimale Innenfläche, in Feldern innerhalb der Wände", "Minimum layout meeting every requirement: {#}. Click to enlarge": "Minimales Layout, das alle Anforderungen erfüllt: {#}. Zum Vergrößern klicken", "Miscellaneous": "Verschiedenes", "Missing \"": "Fehlend \"", "Missing HP %": "Fehlende LP %", "Missing-HP scaling": "Skalierung nach fehlender Gesundheit", "Missing-HP scaling calculator": "Rechner für Skalierung nach fehlender Gesundheit", "Missing-HP scaling effects": "Effekte mit Skalierung nach fehlender Gesundheit", "Mittlere Angriffsgeschwindigkeitsinschrift icon": "Mittlere Angriffsgeschwindigkeitsinschrift-Symbol", "Mittlere Ausweichchance Inschrift icon": "Mittlere Ausweichchance Inschrift-Symbol", "Mittlere Feueressenz icon": "Mittlere Feueressenz Symbol", "Mittlere Inschrift: Maximale Energie icon": "Mittlere Inschrift: Maximale Energie-Symbol", "Mittlere Inschrift: Maximale Gesundheit icon": "Mittlere Inschrift: Maximale Gesundheit-Symbol", "Mittlere Lebensraub Inschrift icon": "Mittlere Lebensraub Inschrift-Symbol", "Mittlere Magieresistenz Inschrift icon": "Mittlere Magieresistenz Inschrift-Symbol", "Mittlere Naturessenz icon": "Mittlere Naturessenz Symbol", "Mittlere Silberader (resource node)": "Mittlere Silberader (Ressourcenknoten)", "Mittlere Silberader (resource node) - Dungeon Settlers Wiki": "Mittlere Silberader (Ressourcenknoten) - Dungeon Settlers Wiki", "Mittlere Trefferchance Inschrift icon": "Mittlere Trefferchance Inschrift-Symbol", "Mittlere Wasseressenz icon": "Mittlere Wasseressenz Symbol", "Mittlere magische Angriffsinschrift icon": "Mittlere magische Angriffsinschrift-Symbol", "Mittlere physische Resistenz Inschrift icon": "Mittlere physische Resistenz Inschrift-Symbol", "Mittlerer Erdfelsen (resource node)": "Mittlerer Erdfelsen (Ressourcenknoten)", "Mittlerer Erdfelsen (resource node) - Dungeon Settlers Wiki": "Mittlerer Erdfelsen (Ressourcenknoten) - Dungeon Settlers Wiki", "Mittlerer Feuerelementarstein icon": "Mittlerer Feuerelementarstein Symbol", "Mittlerer Manastein icon": "Mittlerer Manastein Symbol", "Mittlerer Naturelementarstein icon": "Mittlerer Naturelementarstein Symbol", "Mittlerer Schlammschleim des Abyss icon": "Mittlerer Schlammschleim des Abyss Symbol", "Mittlerer Schlammschleim des Abyss variant": "Mittlerer Schlammschleim des Abyss Variante", "Mittlerer Schlammschleim icon": "Mittlerer Schlammschleim Symbol", "Mittlerer Schlammschleim variant": "Mittlerer Schlammschleim Variante", "Mittlerer Schleim des Abyss icon": "Mittlerer Schleim des Abyss Symbol", "Mittlerer Schleim des Abyss variant": "Mittlerer Schleim des Abyss Variante", "Mittlerer Schleim icon": "Mittlerer Schleim Symbol", "Mittlerer Schleim variant": "Mittlerer Schleim Variante", "Mittlerer Sporenschleim des Abyss icon": "Mittlerer Sporenschleim des Abyss Symbol", "Mittlerer Sporenschleim des Abyss variant": "Mittlerer Sporenschleim des Abyss Variante", "Mittlerer Sporenschleim icon": "Mittlerer Sporenschleim Symbol", "Mittlerer Sporenschleim variant": "Mittlerer Sporenschleim Variante", "Mittlerer Wasserelementarstein icon": "Mittlerer Wasserelementarstein Symbol", "Mittleres Kupfervorkommen (resource node)": "Mittleres Kupfervorkommen (Ressourcenknoten)", "Mittleres Kupfervorkommen (resource node) - Dungeon Settlers Wiki": "Mittleres Kupfervorkommen (Ressourcenknoten) - Dungeon Settlers Wiki", "Mobility & Vision": "Mobilität & Sichtweite", "Modest Treasure Chest Remnant": "Schlichte Schatztruhe (Überrest)", "Modified (1)": "Geändert (1)", "Modified (10)": "Geändert (10)", "Modified (12)": "Geändert (12)", "Modified (126)": "Geändert (126)", "Modified (14)": "Geändert (14)", "Modified (169)": "Geändert (169)", "Modified (18)": "Geändert (18)", "Modified (19)": "Geändert (19)", "Modified (23)": "Geändert (23)", "Modified (26)": "Geändert (26)", "Modified (30)": "Geändert (30)", "Modified (31)": "Geändert (31)", "Modified (33)": "Geändert (33)", "Modified (4)": "Geändert (4)", "Modified (42)": "Geändert (42)", "Modified (5)": "Geändert (5)", "Modified (53)": "Geändert (53)", "Modified (533)": "Geändert (533)", "Modified (56)": "Geändert (56)", "Modified (7)": "Geändert (7)", "Modified ({#})": "Geändert ({#})", "Modified by effects": "Durch Effekte verändert", "Modified by equipment": "Durch Ausrüstung verändert", "Modified by skills": "Von Skills verändert", "Modifier Keys": "Modifikatortasten", "Modifiers": "Modifikatoren", "Modify": "Ändern", "Modify Clan Gold +1000, Spawn Item Map Deputy Captains Insignia 1 150/150": "Clan-Gold ändern +1000, Item spawnen Map Deputy Captains Insignia 1 150/150", "Modify Clan Gold -200, Modify Contribution Point +50": "Clan-Gold ändern -200, Beitragspunkte ändern +50", "Modify Contribution Point -80, Add Item Tech Book 8 0": "Beitragspunkte ändern -80, Item hinzufügen Tech Book 8 0", "Modify Contribution Point -80, Modify Clan Gold +800": "Beitragspunkte ändern -80, Clan-Gold ändern +800", "Monster Attacks Damage Ranking": "Monsterangriffsschaden-Rangliste", "Monster Detection & Aggro": "Monstererkennung & Aggro", "Monster Detection & Aggro - Dungeon Settlers Wiki": "Monster-Erkennung & Aggro - Dungeon Settlers Wiki", "Monster Difficulty Devastation": "Monster-Schwierigkeit Verheerung", "Monster Difficulty Devastation - Dungeon Settlers Wiki": "Monster-Schwierigkeit Verheerung - Dungeon Settlers Wiki", "Monster Difficulty Devastation icon": "Monster-Schwierigkeit Verheerung Symbol", "Monster Difficulty Easy": "Monster-Schwierigkeit Einfach", "Monster Difficulty Easy - Dungeon Settlers Wiki": "Monster-Schwierigkeit Einfach - Dungeon Settlers Wiki", "Monster Difficulty Easy icon": "Monster-Schwierigkeit Einfach Symbol", "Monster Difficulty Normal": "Monster-Schwierigkeit Normal", "Monster Difficulty Normal - Dungeon Settlers Wiki": "Monster-Schwierigkeit Normal - Dungeon Settlers Wiki", "Monster Difficulty Normal icon": "Monster-Schwierigkeit Normal Symbol", "Monster Difficulty Very Hard": "Monster-Schwierigkeit Sehr schwer", "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "Monster-Schwierigkeit Sehr schwer - Dungeon Settlers Wiki", "Monster Difficulty Very Hard icon": "Monster-Schwierigkeit Sehr schwer Symbol", "Monster Grillfest icon": "Monster Grillfest-Symbol", "Monster Grillfest range and area shown on a dungeon room": "Reichweite und Bereich von Monster Grillfest, dargestellt in einem Dungeon-Raum", "Monster HP": "Monster-LP", "Monster Pool": "Monster-Pool", "Monster Voice Kits": "Monster-Stimmensets", "Monster abilities": "Monsterfähigkeiten", "Monster animations": "Monster-Animationen", "Monster attack": "Monsterangriff", "Monster attacks": "Monsterangriffe", "Monster drops": "Monsterbeute", "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.": "Monsterstufen über Normal. Elite-Monster lassen bessere Beute fallen; Bosse geben garantiert einen Manastein plus besondere Drops. Einige Inschriften (z. B. Challenge) erhöhen gezielt den Schaden gegen Elite- und Bossgegner.", "Monster has Night Vision": "Monster besitzt Night Vision", "Monster respawn interval": "Monster-Respawn-Intervall", "Monster skills": "Monster-Skills", "Monster skills (1)": "Monster-Skills (1)", "Monster skills (2)": "Monster-Skills (2)", "Monster skills (7)": "Monster-Skills (7)", "Monster skills:": "Monster-Skills:", "Monster spawn groups: pool, counts, region/room bindings.": "Monster-Spawn-Gruppen: Pool, Anzahlen, Region-/Raum-Bindungen.", "Monster stat": "Monsterwert", "Monster thorns (Spike / Crystal Turtle)": "Monster-Dornen (Spike / Crystal Turtle)", "Monster thorns / carapace (50%)": "Monster-Dornen / Panzer (50%)", "Monster thorns.": "Dornen des Monsters.", "Monster trait": "Monster-Trait", "Monster vision range (tiles)": "Sichtweite des Monsters (Felder)", "Monster's Vision Range": "Sichtweite des Monsters", "Monsterratte Seelenstein icon": "Monsterratte Seelenstein Symbol", "Monsters": "Monster", "Monsters & NPCs": "Monster & NPCs", "Monsters & units": "Monster & Einheiten", "Monsters - Dungeon Settlers Wiki": "Monster - Dungeon Settlers Wiki", "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "Monster der Fraktion Bestie haben {0}% mehr Gesundheit und geben {1}% mehr Erfahrungspunkte.", "Monsters only": "Nur Monster", "Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when": "Monster erscheinen bei höherer Kampfschwierigkeit schneller wieder (alle 1200 Min. auf Einfach, 900 auf Normal, 600 ab Schwer), Etagen füllen sich also zügiger. Und wenn", "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "Monster werden mit der Zeit stärker (AFFECTER_MagicSaturation). Die Steigerungskurve ist nicht entschlüsselt - nur vermerkt, keine Zahlen eingerechnet.", "Monsters, NPCs and player units with stats, skills and drops": "Monster, NPCs und Spielereinheiten mit Werten, Skills und Beute", "Monsters, spawns and loot": "Monster, Spawns und Beute", "Mood & Stress": "Stimmung & Stress", "Mood & Stress page": "Seite Stimmung & Stress", "Mood +": "Stimmung +", "Mood +2 on dungeon floor 3 or deeper (Pioneering Spirit effect)": "Stimmung +2 auf Dungeon-Etage 3 oder tiefer (Effekt Pioneering Spirit)", "Mood +2 while on dungeon floor {0} or deeper.": "Stimmung +2 auf Dungeon-Etage {0} oder tiefer.", "Mood +2 within 5 tiles; lingers 60 seconds.": "Stimmung +2 innerhalb von 5 Feldern; hält 60 Sekunden nach.", "Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "Stimmung +4 und Energieregeneration +0.03 innerhalb von 5 Feldern; hält 60 Sekunden an. (Eine veraltete Entwicklernotiz nennt +8; die Engine wendet +4 an.)", "Mood -": "Stimmung -", "Mood -2, Max Stamina -20%": "Stimmung -2, Max. Ausdauer -20%", "Mood -20": "Stimmung -20", "Mood -3": "Stimmung -3", "Mood Simulator": "Stimmungs-Simulator", "Mood Simulator - Dungeon Settlers Wiki": "Stimmungssimulator - Dungeon Settlers Wiki", "Mood Value Decrease": "Stimmungswert-Verringerung", "Mood and Stress": "Stimmung und Stress", "Mood bonuses": "Stimmungsboni", "Mood bonuses (+)": "Stimmungsboni (+)", "Mood controls stress": "Stimmung steuert Stress", "Mood equipment": "Stimmungs-Ausrüstung", "Mood is a per-settler value equal to the": "Die Stimmung ist ein Wert pro Siedler und entspricht der", "Mood is the lever on Stress.": "Die Stimmung ist der Hebel für Stress.", "Mood items": "Stimmungs-Items", "Mood penalties": "Stimmungsmali", "Mood penalties (-)": "Stimmungsmali (-)", "Mood penalty": "Stimmungsmalus", "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "Stimmungsstrafe, die greift, je länger eine Einheit auf Expedition bleibt, in vier eskalierenden Stufen.", "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "Stimmungsstrafe nach Verwaltungsschwierigkeit: -1 (Einfach), -3 (Normal), -4 (Schwer), -5 (Sehr schwer), -6 (Verheerung).", "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "Stimmungsstrafe nach Verwaltungsschwierigkeit: -10 (Einfach), -12 (Normal), -22 (Schwer), -23 (Sehr schwer), -24 (Verheerung).", "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "Stimmungsstrafe nach Verwaltungsschwierigkeit: -4 (Einfach), -6 (Normal), -10 (Schwer), -11 (Sehr schwer), -12 (Verheerung).", "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "Stimmungsstrafe nach Verwaltungsschwierigkeit: -7 (Einfach), -9 (Normal), -16 (Schwer), -17 (Sehr schwer), -18 (Verheerung).", "Mood scale": "Stimmungsskala", "Mood status": "Stimmungsstatus", "Mood system: reflects the unit's current feelings": "Stimmungssystem: spiegelt die aktuellen Gefühle der Einheit wider", "Mood when eaten": "Stimmung beim Verzehr", "Mood, before food, sleep or traits are counted.": "Stimmung, bevor Nahrung, Schlaf oder Traits eingerechnet werden.", "Moon": "Mond", "Morale crisis": "Moralkrise", "Morale increases, raising": "Die Moral steigt und erhöht", "Morale increases, raising Stärke and Willenskraft.": "Die Moral steigt und erhöht dadurch Stärke und Willenskraft.", "More Topics": "Weitere Themen", "More info": "Mehr Infos", "More information": "Weitere Informationen", "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "Die meisten Gegner sehen 8 Felder weit; einige Späher weiter, manche träge Monster weniger. Nachts sinkt die Sichtweite aller, sofern sie nicht Night Vision besitzen.", "Move Near the Marker": "Bewege dich in die Nähe der Markierung", "Move column down": "Spalte nach unten verschieben", "Move column up": "Spalte nach oben verschieben", "Move speed (100 = normal)": "Bewegungsgeschwindigkeit (100 = normal)", "Move to the Dungeon": "Zum Dungeon bewegen", "Move to the Settlement": "Zur Siedlung bewegen", "Move ×1, Pull ×1, Smash ×1, Step ×1": "Bewegen ×1, Ziehen ×1, Zerschmettern ×1, Schritt ×1", "Movement speed": "Bewegungsgeschwindigkeit", "Movement speed (100 = normal walker)": "Bewegungsgeschwindigkeit (100 = normaler Läufer)", "Moves": "Bewegungen", "Mucus Spray": "Schleimspritzer", "Mucus Sprayer summon": "Mucus Sprayer Beschwörung", "Mud": "Schlamm", "Mud Slogel has been renamed to": "Mud Slogel wurde umbenannt in", "Muscle": "Muskel", "Mushroom Random": "Pilz Zufällig", "Mushroom Remnant": "Pilzüberrest", "Music & Sound": "Musik & Sound", "Music and Sound": "Musik und Ton", "Music and Sound - Dungeon Settlers Wiki": "Musik und Sound - Dungeon Settlers Wiki", "My roster unit": "Meine Kadereinheit", "My unit": "Meine Einheit", "My,": "Ach,", "Mysterious": "Geheimnisvoll", "Mystic Study Props": "Mystisches Studierzimmer Objekte", "Mystisches Wildkraut icon": "Mystisches Wildkraut-Symbol", "Mystisches Wildkraut range and area shown on a dungeon room": "Reichweite und Bereich von Mystisches Wildkraut, dargestellt in einem Dungeon-Raum", "N skills": "N Skills", "NET MOOD": "NETTO-STIMMUNG", "NPC Events": "NPC-Ereignisse", "NPC Spawns": "NPC-Spawns", "NPC side quests": "NPC-Nebenaufgaben", "NPC spawn": "NPC-Spawn", "NPC spawn:": "NPC-Spawn:", "NPC spawns": "NPC-Spawns", "NPC talk": "NPC-Gespräch", "NPC → event mappings.": "NPC → Ereignis-Zuordnungen.", "NPC/Unit": "NPC/Einheit", "NPCBasic Bow Attack icon": "NPCBasic Bow Attack Symbol", "NPCBasic Bow Attack range and area on a dungeon room": "Reichweite und Bereich von NPCBasic Bow Attack in einem Dungeonraum", "NPCBasic Bow Attack range and area shown on a dungeon room": "Reichweite und Bereich von NPCBasic Bow Attack, dargestellt in einem Dungeon-Raum", "Nacht icon": "Nacht-Symbol", "Nachtaktiv - Nacht icon": "Nachtaktiv - Nacht Symbol", "Nachtaktiv - Tag icon": "Nachtaktiv - Tag Symbol", "Nachtsicht (affecter)": "Nachtsicht (Affecter)", "Nachtsicht icon": "Nachtsicht-Symbol", "Nadelspinne icon": "Nadelspinne-Symbol", "Nagetier icon": "Nagetier-Symbol", "Nahtod Nachwirkung icon": "Nahtod Nachwirkung Symbol", "Naked": "Nackt", "Named & elf recruits": "Benannte & Elfen-Rekruten", "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "Benannte Kampagnenregionen, die in den Daten existieren, in diesem Build aber nicht spielbar sind (noch wenige oder keine Räume).", "Named in game text": "Im Spieltext genannt", "Named in text": "Im Text genannt", "Names-only census of the 387 AudioClip assets in build sharedassets0.assets.stock_23739108. Audio files themselves are not embedded in this wiki - listen in-game.": "Reine Namensliste der 387 AudioClip-Assets im Build sharedassets0.assets.stock_23739108. Die Audiodateien selbst sind nicht in diesem Wiki eingebettet - höre sie im Spiel.", "Natur Arcronstab icon": "Natur Arcronstab Symbol", "Natur Blutholzstab icon": "Natur Blutholzstab Symbol", "Natur Bronzestab icon": "Natur Bronzestab Symbol", "Natur Eisenstab icon": "Natur Eisenstab Symbol", "Natur Holzstab icon": "Natur Holzstab Symbol", "Natur Knochenstab icon": "Natur Knochenstab Symbol", "Natur Kupferstab icon": "Natur Kupferstab Symbol", "Natur Panzerstab icon": "Natur Panzerstab Symbol", "Natur Zinnstab icon": "Natur Zinnstab Symbol", "Natural": "Natürlich", "Natural (from your background)": "Natürlich (aus deinem Hintergrund)", "Nature Magic Skill Aptitude +2 to Max Health Total Per Modifier -15, Fire Magic Skill Aptitude +2, Nature Magic Skill Aptitude +2.": "Naturmagie-Skill-Eignung +2 auf Max. Gesundheit gesamt pro Modifikator -15, Feuermagie-Skill-Eignung +2, Naturmagie-Skill-Eignung +2.", "Nature Staff": "Naturstab", "Nature magic": "Naturmagie", "Nature magic focuses on healing and enhancing vitality.": "Naturmagie ist auf Heilung und die Stärkung der Vitalität ausgelegt.", "Naturessenz icon": "Naturessenz-Symbol", "Naturgeist icon": "Naturgeist-Symbol", "Naturliebhaber icon": "Naturliebhaber-Symbol", "Naturmagie Skill Eignung icon": "Naturmagie Skill Eignung Symbol", "Naturmagie Skillbaum overview": "Naturmagie Skillbaum Überblick", "Nearby": "In der Nähe", "Neatly dressed hides and bones are arranged around her.": "Um sie herum liegen sauber gegerbte Felle und Knochen aufgereiht.", "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "Sauber gegerbte Häute und Knochen sind um sie herum aufgereiht. \"Nimm, was du brauchst. Achte nur darauf, einen fairen Preis zu zahlen.\"", "Needs {#}.": "Benötigt {#}.", "Negative": "Negativ", "Negative effects": "Negative Effekte", "Negative mood": "Negative Stimmung", "Net mood is 0, so nothing pushes stress either way.": "Die Netto-Stimmung ist 0, also treibt nichts den Stress in eine Richtung.", "Netzwurf icon": "Netzwurf-Symbol", "Netzwurf range and area on a dungeon room": "Reichweite und Bereich von Netzwurf in einem Dungeonraum", "Netzwurf range and area shown on a dungeon room": "Reichweite und Bereich von Netzwurf, dargestellt in einem Dungeon-Raum", "Neue Entsendung icon": "Neue Entsendung Symbol", "Neuer Rekrut icon": "Neuer Rekrut Symbol", "Neugierig icon": "Neugierig-Symbol", "Never clear": "Nie abgeschlossen", "New": "Neu", "New Build": "Neuer Build", "New Character": "Neuer Charakter", "New addition - quest to create two Level 2 [characters]": "Neu hinzugefügt - Aufgabe, zwei [characters] der Stufe 2 zu erschaffen", "New allies acquire ...": "Neue Verbündete erhalten ...", "New units are hired from a pool of": "Neue Einheiten werden aus einem Pool von", "New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before commi...": "Neue Einheiten werden aus einem Bewerberpool angeworben, der sich alle 480 Spielminuten erneuert (du kannst Bewerber auch prüfen, um verborgene Talente aufzudecken, bevor du dich fest...", "New...": "Neu...", "Newbie Treasure Chest Remnant": "Anfänger-Schatztruhe (Überrest)", "Newly added:": "Neu hinzugefügt:", "Newly added: 11 random event slots.": "Neu hinzugefügt: 11 Zufallsereignis-Slots.", "Newly added: 13 loot tables.": "Neu hinzugefügt: 13 Beutetabellen.", "Newly added: 132 dialogue options.": "Neu hinzugefügt: 132 Dialogoptionen.", "Newly added: 16 character appearances.": "Neu hinzugefügt: 16 Charakter-Erscheinungsbilder.", "Newly added: 16 spawn groups.": "Neu hinzugefügt: 16 Spawn-Gruppen.", "Newly added: 18 skills.": "Neu hinzugefügt: 18 Skills.", "Newly added: 2 NPC spawns.": "Neu hinzugefügt: 2 NPC-Spawns.", "Newly added: 2 stats.": "Neu hinzugefügt: 2 Statuswerte.", "Newly added: 2 units.": "Neu hinzugefügt: 2 Einheiten.", "Newly added: 207 text entries.": "Neu hinzugefügt: 207 Texteinträge.", "Newly added: 21 dungeon rooms.": "Neu hinzugefügt: 21 Dungeonräume.", "Newly added: 22 traits.": "Neu hinzugefügt: 22 Traits.", "Newly added: 25 events.": "Neu hinzugefügt: 25 Ereignisse.", "Newly added: 35 buildings.": "Neu hinzugefügt: 35 Gebäude.", "Newly added: 4 housing rooms.": "Neu hinzugefügt: 4 Wohnräume.", "Newly added: 4 mood bubbles.": "Neu hinzugefügt: 4 Stimmungsblasen.", "Newly added: 4 quests.": "Neu hinzugefügt: 4 Aufgaben.", "Newly added: 5 scenarios.": "Neu hinzugefügt: 5 Szenarien.", "Newly added: 59 effects.": "Neu hinzugefügt: 59 Effekte.", "Newly added: 6 recipes.": "Neu hinzugefügt: 6 Rezepte.", "Newly added: 8 game constants.": "Neu hinzugefügt: 8 Spielkonstanten.", "Newly added: 8 skill trees.": "Neu hinzugefügt: 8 Skillbäume.", "Newly added: 80 event steps.": "Neu hinzugefügt: 80 Ereignisschritte.", "Newly added: 9 items.": "Neu hinzugefügt: 9 Items.", "Newly added: {#}.": "Neu hinzugefügt: {#}.", "Niederrangige Inschrift: Abklingzeitreduzierung icon": "Niederrangige Inschrift: Abklingzeitreduzierung-Symbol", "Niederrangige Lebensraub Inschrift icon": "Niederrangige Lebensraub Inschrift-Symbol", "Niedrigrang Ausweichchance Inschrift icon": "Niedrigrang Ausweichchance Inschrift-Symbol", "Niedrigrang Inschrift: Kritische Trefferchance icon": "Niedrigrang Inschrift: Kritische Trefferchance-Symbol", "Niedrigrangige Inschrift: Maximale Gesundheit icon": "Niedrigrangige Inschrift: Maximale Gesundheit-Symbol", "Niedrigstufige Blockwahrscheinlichkeit Inschrift icon": "Niedrigstufige Blockwahrscheinlichkeit Inschrift-Symbol", "Niedrigstufige Inschrift: Kritischer Schaden icon": "Niedrigstufige Inschrift: Kritischer Schaden-Symbol", "Niedrigstufige Inschrift: Physischer Angriff icon": "Niedrigstufige Inschrift: Physischer Angriff-Symbol", "Niedrigstufige Magieresistenz Inschrift icon": "Niedrigstufige Magieresistenz Inschrift-Symbol", "Niedrigwertige Maximalgewichtsinschrift icon": "Niedrigwertige Maximalgewichtsinschrift-Symbol", "Night": "Nacht", "Night is a double-edged raid.": "Nachtangriffe sind zweischneidig.", "Night vision": "Nachtsicht", "Nighttime": "Nachtzeit", "No Research in Progress": "Keine Forschung im Gange", "No action (ends the event).": "Keine Aktion (beendet das Ereignis).", "No additional placeholder region names in this build.": "Keine weiteren Platzhalter-Regionsnamen in diesem Build.", "No ammo bubble": "Keine-Munition-Blase", "No arrows or ammunition in stock": "Keine Pfeile oder Munition auf Lager", "No authored layout for this floor.": "Für diese Etage ist kein vorgegebenes Layout vorhanden.", "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "Noch keine Charaktere. Erstelle einen im Tab Charakter-Builder (er wird automatisch gespeichert, sobald er einen Namen hat), dann erscheint er hier.", "No comparison available for those two builds.": "Für diese beiden Builds ist kein Vergleich verfügbar.", "No default traits or skills.": "Keine Standard-Traits oder -Skills.", "No edible food available (food search failed)": "Keine essbare Nahrung verfügbar (Nahrungssuche fehlgeschlagen)", "No equipment": "Keine Ausrüstung", "No form endpoint is configured yet (see": "Es ist noch kein Formular-Endpunkt konfiguriert (siehe", "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "Keine freien Inschriften-Slots. Entferne eine (klicke auf eine gewählte Inschrift) oder steige eine Stufe auf, um einen weiteren zu erhalten.", "No imported roster - use Test unit, or import a team in the Builder.": "Kein importiertes Aufgebot - nutze die Testeinheit oder importiere im Builder ein Team.", "No inscription matches \"": "Keine Inschrift entspricht \"", "No inscription matches these filters.": "Keine Inschrift entspricht diesen Filtern.", "No item drops.": "Keine Item-Drops.", "No known modifiers in this build.": "Keine bekannten Modifikatoren in diesem Build.", "No known obtention route - gated/unreleased content.": "Kein bekannter Beschaffungsweg - gesperrter/unveröffentlichter Inhalt.", "No known source": "Keine bekannte Quelle", "No longer in the game:": "Nicht mehr im Spiel:", "No longer in the game: 15 event steps.": "Nicht mehr im Spiel: 15 Ereignisschritte.", "No longer in the game: 22 dialogue options.": "Nicht mehr im Spiel: 22 Dialogoptionen.", "No longer in the game: 3 buildings.": "Nicht mehr im Spiel: 3 Gebäude.", "No longer in the game: 3 effects.": "Nicht mehr im Spiel: 3 Effekte.", "No longer in the game: 3 scenarios.": "Nicht mehr im Spiel: 3 Szenarien.", "No longer in the game: 3 traits.": "Nicht mehr im Spiel: 3 Traits.", "No longer in the game: 5 game constants.": "Nicht mehr im Spiel: 5 Spielkonstanten.", "No longer in the game: 63 text entries.": "Nicht mehr im Spiel: 63 Texteinträge.", "No longer in the game: 8 dungeon rooms.": "Nicht mehr im Spiel: 8 Dungeon-Räume.", "No longer in the game: {#}.": "Nicht mehr im Spiel: {#}.", "No map for this template": "Keine Karte für diese Vorlage", "No matches for these filters.": "Keine Treffer für diese Filter.", "No matter how you look at it, this is far too suspicious. There is no n...": "Wie man es auch dreht, das ist viel zu verdächtig. Es gibt keine n...", "No monsters from": "Keine Monster aus", "No mood change": "Keine Stimmungsänderung", "No mood sources added yet.": "Noch keine Stimmungsquellen hinzugefügt.", "No player clan units are stored in this save.": "In diesem Spielstand sind keine Einheiten des Spieler-Clans gespeichert.", "No portrait": "Kein Porträt", "No portrait sprites for": "Keine Porträt-Sprites für", "No results for \"": "Keine Ergebnisse für \"", "No room map for this template": "Keine Raumkarte für diese Vorlage", "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "Kein Raum- oder Basisbereich-Layout in diesem Build platziert dieses Gebäude - wahrscheinlich unveröffentlichter Inhalt oder wird durch eine spezielle Mechanik erzeugt.", "No saved builds yet": "Noch keine gespeicherten Builds", "No saved roster unit - build a team in the Builder first.": "Keine gespeicherte Einheit im Aufgebot - stelle zuerst im Builder ein Team zusammen.", "No skills assigned to this tree in the current build.": "Diesem Baum sind im aktuellen Build keine Skills zugewiesen.", "No skills on this tree yet.": "Noch keine Skills in diesem Baum.", "No soul stones exist in this build.": "In diesem Build gibt es keine Seelensteine.", "No spawn group or room placement found - likely unreleased or event-only.": "Keine Spawn-Gruppe oder Raumplatzierung gefunden - wahrscheinlich unveröffentlicht oder nur bei Events.", "No target - raw damage before enemy resistance.": "Kein Ziel - Rohschaden vor gegnerischer Resistenz.", "No tree": "Kein Skillbaum", "No weapon": "Keine Waffe", "No weapon equipped": "Keine Waffe ausgerüstet", "No weapon skills learned yet - scoped by basic-attack damage type (": "Noch keine Waffen-Skills gelernt - eingegrenzt nach der Schadensart des Standardangriffs (", "Nocturnal": "Nachtaktiv", "Nocturnal. Lycans run on a night rhythm.": "Nachtaktiv. Lycans folgen einem Nachtrhythmus.", "Nocturnal. Lycans run on a night rhythm. [Nocturnal - Nighttime] applies after dark and raises all six major stats by 15%. [Nocturnal - Daytime] applies during the day and lowers all six by 10%. A 25-point swing on every stat depending on the clock, so a Lycan team is built around fighting at night.": "Nachtaktiv. Lycans folgen einem Nachtrhythmus. [Nocturnal - Nighttime] greift nach Sonnenuntergang und erhöht alle sechs Primärattribute um 15%. [Nocturnal - Daytime] greift tagsüber und senkt alle sechs um 10%. Je nach Uhrzeit ergibt das einen Unterschied von 25 Punkten auf jedem Attribut, ein Lycan-Team wird also auf Kämpfe bei Nacht ausgelegt.", "Node": "Knoten", "Nodes & chests": "Knoten & Truhen", "Non-boss": "Kein Boss", "Non-damaging": "Ohne Schaden", "Non-fighting abilities bonus / malus": "Bonus / Malus für Nicht-Kampf-Fähigkeiten", "Non-player base value": "Basiswert für Nicht-Spielereinheiten", "Non-player default": "Standard für Nicht-Spieler", "None": "Keine", "None (36)": "Keine (36)", "None - Dungeon Settlers Wiki": "Keine - Dungeon Settlers Wiki", "None icon": "Keine-Symbol", "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "Mechanisch nichts implementiert, aber jeder Tal ist so angelegt, dass er garantiert eine einzigartige Persönlichkeit hat ('das Gesicht hinter der Maske'; 'Tal' bedeutet 'Maske').", "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.": "Nichts implementiert. Die Lore ('berühmt für starke Konstitution und großes Handwerk; die Berge sind unser Heim und unsere Festung') deutet auf einen künftigen Rassenbonus für Handwerk/Bergbau hin.", "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.": "Nichts implementiert. Die Lore beschreibt sie als 'Ketzer, die die anderen Dämonenrassen verrieten, um sich den Menschen anzuschließen, so heißt es zumindest offiziell', mit einem Todesblick-Flair, was auf eine verborgene Fraktion der Dämonenrassen hindeutet.", "None of these make a shield; they multiply it, refund it as healing, and turn shield gain into cooldown reduction. Bolt them onto any Guard Barrier or Fire Cloak engine.": "Keiner davon erzeugt selbst einen Schild; sie vervielfachen ihn, geben ihn als Heilung zurück und verwandeln Schildgewinn in Abklingzeitreduktion. Setze sie auf jeden Guard-Barrier- oder Fire-Cloak-Aufbau obendrauf.", "Normal Support Wagon Hardtack Fixed": "Normal Versorgungswagen Hartkeks Fest", "Normale Werkstatt minimum room layout": "Normale Werkstatt minimales Raumlayout", "Normale arkanische Werkstatt minimum room layout": "Normale arkanische Werkstatt minimales Raumlayout", "Normaler Aufenthaltsraum minimum room layout": "Normaler Aufenthaltsraum minimales Raumlayout", "Normaler Gemeinschaftsraum minimum room layout": "Normaler Gemeinschaftsraum minimales Raumlayout", "Normaler Speisesaal minimum room layout": "Normaler Speisesaal minimales Raumlayout", "Normaler Tempel minimum room layout": "Normaler Tempel minimales Raumlayout", "Normales Forschungslabor minimum room layout": "Normales Forschungslabor minimales Raumlayout", "Normales Privatzimmer minimum room layout": "Normales Privatzimmer minimales Raumlayout", "Not": "Nicht", "Not a save.": "Kein Spielstand.", "Not active in this build.": "In diesem Build nicht aktiv.", "Not capped": "Nicht begrenzt", "Not constructed, unlocked, or placed by any room, event, research, or farm in this build. It is either unreleased content or spawned by a special in-game mechanic (dungeon generation or an interactive structure that transforms during play).": "Wird in diesem Build von keinem Raum, keinem Ereignis, keiner Forschung und keiner Farm gebaut, freigeschaltet oder platziert. Es sind entweder unveröffentlichte Inhalte oder etwas, das von einer speziellen Spielmechanik erzeugt wird (Dungeon-Generierung oder eine interaktive Struktur, die sich während des Spiels verwandelt).", "Not enough data to call the exchange (one side deals no damage).": "Zu wenig Daten, um den Schlagabtausch zu bewerten (eine Seite verursacht keinen Schaden).", "Not found in the data.": "Nicht in den Daten gefunden.", "Not housing": "Kein Wohnraum", "Not importable.": "Nicht importierbar.", "Not modeled in this sheet": "In diesem Blatt nicht abgebildet", "Not needed if using Battlemage without a fire staff": "Nicht nötig, wenn du Battlemage ohne Feuerstab spielst", "Not obtainable in DS_B.0.3.40:": "In DS_B.0.3.40 nicht erhältlich:", "Not on an expedition": "Nicht auf Expedition", "Not rolled": "Nicht gewürfelt", "Not scaled by any major talent.": "Wird von keinem Primärtalent skaliert.", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables.": "In DS_B.0.3.40 nicht mit einer Skill verknüpft - dies ist die Beschreibung der Entwickler zum beabsichtigten Effekt, kein aus den Tabellen gelesener Wert.", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables. (Does not appear in A2.0)": "In DS_B.0.3.40 nicht mit einer Skill verknüpft - dies ist die Beschreibung der Entwickler zum beabsichtigten Effekt, kein aus den Tabellen gelesener Wert. (Kommt in A2.0 nicht vor)", "Not written yet": "Noch nicht geschrieben", "Not-in-game: hidden": "Nicht im Spiel: ausgeblendet", "Not-in-game: shown": "Nicht im Spiel: angezeigt", "Notable drops": "Nennenswerte Beute", "Notable room odds (per floor)": "Bemerkenswerte Raumchancen (pro Etage)", "Note the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a": "Beachte die eigenartige interne Reihenfolge: Der Schritt \"Stufe 2 erreichen\" (Main8) wird vor dem Schritt mit dem Boss-Kill (Main7) ausgelöst. Beachte außerdem, dass das Finale ein", "Notes": "Notizen", "Notfallflucht 15s cooldown": "Notfallflucht 15s Abklingzeit", "Notfallflucht icon": "Notfallflucht-Symbol", "Notfallflucht range and area on a dungeon room": "Reichweite und Bereich von Notfallflucht in einem Dungeon-Raum", "Notfallflucht range and area shown on a dungeon room": "Reichweite und Bereich von Notfallflucht, dargestellt in einem Dungeon-Raum", "Nothing (flat per stack; no attack-power scaling)": "Nichts (fester Wert pro Stapel; keine Skalierung mit der Angriffskraft)", "Nothing equipped.": "Nichts ausgerüstet.", "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "Noch nichts zu vergleichen - füge oben eine Waffe (oder eine ganze Familie) hinzu. Deine ausgerüstete Waffe ist immer enthalten.", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...": "Schon in jungen Jahren fiel auf, dass {0} in wenigen Versuchen schaffte, wofür andere lange lernen mussten. Lob und Erwartungen ...", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.": "Schon in jungen Jahren fiel auf, dass {0} in wenigen Versuchen schaffte, wofür andere lange lernen mussten. Lob und Erwartungen folgten stets auf dem Fuß, und die Erwachsenen fragten sich, wie weit es noch gehen könnte. Doch nachdem der leichte Erfolg zur Gewohnheit geworden war, kam oft ein Erstarren, sobald etwas nicht nach Plan lief.", "Noticing": "Bemerken", "Now pooled by:": "Jetzt gebündelt von:", "Number of days used for indicating food shortage in the dungeon alert window": "Anzahl der Tage, ab der im Dungeon-Warnfenster Nahrungsmangel angezeigt wird", "Number of environmental effects (positive/negative) by combat difficulty": "Anzahl der Umgebungseffekte (positiv/negativ) nach Kampfschwierigkeit", "Number of inventory slots": "Anzahl der Inventarplätze", "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "Anzahl der Ticks, bis schlafbezogene Affecter-Effekte (auf dem Boden schlafen, im Bett schlafen) ausgelöst werden", "Numbers": "Zahlen", "Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.": "Die Zahlen gelten vor der Resistenz des Ziels (Schaden x 100 / (100 + R); die meisten Monster haben 0, gepanzerte bis zu 60 für eine Reduktion von 37.5%) und vor Trefferchance, Ausweichen und Block. Die Kampfschwierigkeit ändert deinen eigenen Schaden nicht.", "Numbers representing a unit's abilities. Each": "Zahlen, die die Fähigkeiten einer Einheit darstellen. Jedes", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities: [Strength] This main attribute proportionally increases maximum weight capacity, physical atta": "Zahlen, die die Fähigkeiten einer Einheit darstellen. Jedes Primärattribut entspricht den folgenden Fähigkeiten: [Strength] Dieses Primärattribut erhöht proportional die maximale Tragekapazität, die physische Ang", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: Stärke This major stat proportionally increases maximum weight, physical attack power,": "Zahlen, die die Fähigkeiten einer Einheit darstellen. Jedes Primärattribut entspricht den folgenden Fähigkeiten: Stärke Dieses Primärattribut erhöht proportional das maximale Gewicht, die physische Angriffskraft,", "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "Nährstoffaufnahme GAMESYSTEM_Environment_{affecterName}", "Oats Random": "Hafer Zufällig", "Objective": "Ziel", "Observe": "Beobachten", "Observe Endorsi": "Endorsi beobachten", "Obtain": "Erhalten", "Obtainable": "Erhältlich", "Obtained from": "Erhalten von", "Odds: {#}": "Chance: {#}", "Offene Schwachstelle icon": "Offene Schwachstelle Symbol", "Offensive icon": "Offensiv-Symbol", "Offering": "Opfergabe", "Offering (level-up stat multiplier / mana-stone cost multiplier):": "Opfergabe (Statuswert-Multiplikator beim Stufenaufstieg / Kostenmultiplikator für Manasteine):", "Offering multipliers": "Opfergaben-Multiplikatoren", "Offering tier does not change inscription rarity": "Die Opferstufe ändert die Seltenheit der Inschrift nicht", "Offering: Least": "Opfergabe: Geringste", "Offering: Ordinary": "Opfergabe: Gewöhnlich", "Offering: Plentiful": "Opfergabe: Reichlich", "Offerings vs rarity": "Opfergaben vs. Seltenheit", "Officer": "Offizier", "Official in-game text": "Offizieller Text aus dem Spiel", "Official rank descriptions": "Offizielle Rangbeschreibungen", "Official tier descriptions": "Offizielle Stufenbeschreibungen", "Okkultist icon": "Okkultist-Symbol", "On click": "Bei Klick", "On deconstruct / gather": "Beim Abbau / Einsammeln", "On deconstruct:": "Beim Abriss:", "On equip": "Beim Ausrüsten", "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "Bei Abschluss der Aufgabe wird die Gewichtung mit {0}x multipliziert, wenn es die passende Etage ist (Standard 10)", "On repeat visits the": "Bei wiederholten Besuchen", "On the scarecrow": "An der Vogelscheuche", "On top of that, stalling without clearing floors fires the": "Darüber hinaus löst Trödeln ohne geräumte Etagen den", "On use": "Bei Benutzung", "On-death EXP": "EXP bei Tod", "On: Items": "Auf: Items", "On: Items + Buildings": "An: Items + Gebäude", "On: Other units + Buildings": "Auf: Andere Einheiten + Gebäude", "On: Player units": "Bei: Spielereinheiten", "On: Player units + Other units": "Bei: Spielereinheiten + andere Einheiten", "On: Player units + Other units + Buildings": "An: Spielereinheiten + Andere Einheiten + Gebäude", "On: Player units + Other units + Items": "Auf: Spielereinheiten + Andere Einheiten + Items", "Once": "Einmal", "Once everything useful has been salvage...": "Sobald alles Brauchbare geborgen...", "Once it is comp...": "Sobald es voll...", "Once it is completely dismantled, a tiny green essence ...": "Sobald es vollständig zerlegt ist, zeigt sich eine winzige grüne Essenz ...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn bri...": "Sobald die Vorbereitungen für deine Rede zum Erfolg der Expedition abgeschlossen sind, versammeln sich alle. Ihre Augen leuchten hel...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition mem": "Sobald die Vorbereitungen für deine Rede zum Erfolg der Expedition abgeschlossen sind, versammeln sich alle. Ihre Augen leuchten heller als je zuvor, erfüllt von Hoffnung. Nachdem du die versammelten Expeditionsmitgl", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak. \"We have done it! We conquered the Veil of Silence-that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\" At your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces. \"No matter what hardships lie ahead, we shall trust one another and move forward together!\" At your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.": "Sobald die Vorbereitungen für deine Rede zum Erfolg der Expedition abgeschlossen sind, versammeln sich alle. Ihre Augen leuchten heller als je zuvor, erfüllt von Hoffnung. Nachdem du die vor dir versammelten Expeditionsmitglieder gemustert hast, beginnst du langsam zu sprechen. \"Wir haben es geschafft! Wir haben den Schleier der Stille bezwungen-diesen dunklen und gefährlichen Wald. Dieser Erfolg wurde aus dem Mut und der Entschlossenheit aller geschmiedet, die hier stehen. Kein Hindernis, keine Bedrohung konnte unseren unerschütterlichen Willen brechen.\" Bei deinen Worten brechen die Expeditionsmitglieder in Applaus und Jubel aus. Stolz steht deutlich in ihren Gesichtern. \"Ganz gleich, welche Mühen vor uns liegen: Wir werden einander vertrauen und gemeinsam vorangehen!\" Auf dein Zeichen stoßen die Expeditionsmitglieder ihre Becher zusammen und leeren ihre Festtagsgetränke in einem Zug.", "Once the report ...": "Sobald der Bericht ...", "Once...": "Sobald...", "One": "Eins", "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "Ein Schadensmodell: Treffer = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).", "One depleted floor applies the -50% penalty to the whole region": "Eine erschöpfte Etage wendet die -50%-Strafe auf die ganze Region an", "One in-game day": "Ein Spieltag", "One is nowhere near enough.": "Einer ist längst nicht genug.", "One is nowhere near enough. Wait- the link is lost?": "Eines ist längst nicht genug. Warte- die Verbindung ist weg?", "One of the six core attributes - Strength, Constitution, Willpower, Intelligence, Agility, Perception - that feed derived combat stats. How fast each grows on level-up is set by its talent tier.": "Eines der sechs Kernattribute - Stärke, Konstitution, Willenskraft, Intelligenz, Beweglichkeit, Wahrnehmung -, die die abgeleiteten Kampfwerte speisen. Wie schnell jedes beim Stufenaufstieg wächst, legt seine Talentstufe fest.", "One point of a major stat adds the amount below to each final stat (from": "Ein Punkt eines Primärattributs erhöht jeden Endwert um den unten angegebenen Betrag (aus", "One row per source.": "Eine Zeile pro Quelle.", "One step per 1440 in-game minutes (1 in-game day) spent off safe floors. One in-game day is about 18 real minutes at 1x speed (64800 ticks at 45 ticks per in-game minute).": "Eine Stufe pro 1440 Spielminuten (1 Spieltag) außerhalb sicherer Etagen. Ein Spieltag entspricht bei 1x Geschwindigkeit etwa 18 realen Minuten (64800 Ticks bei 45 Ticks pro Spielminute).", "One stomp lands two debuffs on a whole pack, so Guard Barrier fires a burst of shields at once - a strong opener, though only every 30s.": "Ein einziger Stampfer verteilt zwei Debuffs auf eine ganze Gruppe, sodass Guard Barrier auf einen Schlag einen Schwung Schilde auslöst - ein starker Auftakt, aber nur alle 30 s.", "One-handed weapons": "Einhandwaffen", "One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.": "Einhandwaffen (Schwert und Wuchtwaffe, dazu die gesperrten Dolch, Axt und Speer) lassen sich mit einem Schild kombinieren, um mit Schwert und Schild zu spielen. Das heißt auch: Ein Schild kann bei derselben Einheit niemals mit einem Bogen oder einem Stab zusammen getragen werden.", "One-shot": "Einmalig", "Only Physical and Magic (no elemental damage types)": "Nur Physisch und Magisch (keine elementaren Schadensarten)", "Only a bow uses ammo. Equip one in the Primary slot first.": "Nur ein Bogen verbraucht Munition. Rüste zuerst einen im Primär-Slot aus.", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...": "Erst wenn alle schlafen gegangen waren, begann die Patrouille von {0}. Mit einer trüben Laterne in der Hand ging es durch Gassen und an d...", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.": "Erst wenn alle schlafen gegangen waren, begann die Patrouille von {0}. Mit einer trüben Laterne in der Hand ging es durch Gassen und an den Mauern entlang, wobei die Spalten unter geschlossenen Türen und die dunklen Dächer eines nach dem anderen geprüft wurden. Dadurch wurden die leisen Schritte der Nacht vertrauter als der Lärm des Tages.", "Only critical hits count, so the inscription is strongest on a high-crit build; a low-crit unit may never reach the cap in a single run.": "Nur kritische Treffer zählen, daher ist die Inschrift auf einem Build mit hoher Kritischer Trefferchance am stärksten; eine Einheit mit niedriger Kritischer Trefferchance erreicht die Obergrenze in einem einzelnen Durchlauf womöglich nie.", "Only critical hits pay out ({#} gold each). Once you bank {#} gold you stop earning and instead gain a permanent +{#}% Critical Chance for the rest of the expedition.": "Nur kritische Treffer zahlen aus ({#} Gold pro Treffer). Sobald du {#} Gold angespart hast, verdienst du nichts mehr und erhältst stattdessen dauerhaft +{#}% Kritische Trefferchance für den Rest der Expedition.", "Only the first two regions have real content; the rest are placeholders (see the": "Nur die ersten beiden Regionen haben echte Inhalte; der Rest sind Platzhalter (siehe die", "Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "Gezeigt wird nur der Netto-Unterschied: Etwas, das sich über die dazwischenliegenden Builds mehrfach geändert hat, erscheint einmal mit Start- und Endwert, und etwas, das sich geändert und wieder zurückgeändert hat, erscheint gar nicht.", "Opal (Water gem upgrade)": "Opal (Wasser-Edelstein-Upgrade)", "Opal Arcronstab icon": "Opal Arcronstab Symbol", "Opal Bronzestab icon": "Opal Bronzestab Symbol", "Opal Halskette icon": "Opal Halskette Symbol", "Opal Kupferstab icon": "Opal Kupferstab Symbol", "Opal Ore": "Opal-Erz", "Opal Ore icon": "Opal Ore Symbol", "Opal Zinnstab icon": "Opal Zinnstab Symbol", "Opalring icon": "Opalring-Symbol", "Open Game Guide": "Spielanleitung öffnen", "Open the Saves folder, then choose your clan .json below. The exact folder can vary by build. A browser cannot open a folder for you, so copy the path and paste it as above.": "Öffne den Saves-Ordner und wähle unten deine Clan-.json. Der genaue Ordner kann je nach Build abweichen. Ein Browser kann keinen Ordner für dich öffnen, kopiere daher den Pfad und füge ihn wie oben ein.", "Open trade with": "Handel öffnen mit", "Operation icon": "Operation-Symbol", "Optimistisch icon": "Optimistisch-Symbol", "Options": "Optionen", "Or browse and filter the full list": "Oder durchstöbere und filtere die vollständige Liste", "Ordentliche Werkstatt minimum room layout": "Ordentliche Werkstatt minimales Raumlayout", "Ordentliche arkanische Werkstatt minimum room layout": "Ordentliche arkanische Werkstatt minimales Raumlayout", "Ordentlicher Aufenthaltsraum minimum room layout": "Ordentlicher Aufenthaltsraum minimales Raumlayout", "Ordentlicher Gemeinschaftsraum minimum room layout": "Ordentlicher Gemeinschaftsraum minimales Raumlayout", "Ordentlicher Speisesaal minimum room layout": "Ordentlicher Speisesaal minimales Raumlayout", "Ordentlicher Tempel minimum room layout": "Ordentlicher Tempel minimales Raumlayout", "Ordentliches Forschungslabor minimum room layout": "Ordentliches Forschungslabor minimales Raumlayout", "Ordentliches Privatzimmer minimum room layout": "Ordentliches Privatzimmer minimales Raumlayout", "Order of computation": "Reihenfolge der Berechnung", "Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock.": "Reihenfolge der Gegner, die für den Abschluss der Region besiegt werden müssen: Stage 1, Stage 2 usw. Bei NULL gibt es keinen Boss, daher löst der Abschluss keine Freischaltung aus.", "Ordnung wahren icon": "Ordnung wahren-Symbol", "Other adjustments": "Weitere Anpassungen", "Other future bosses in the data: a **three-phase Red Monster Rat** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the **Devrick Pendant** (with its Devrick Talisman).": "Weitere zukünftige Bosse in den Daten: eine **dreiphasige Bossversion der Red Monster Rat** (verschieden von der Elite-Red Monster Rat, die du in der Kampagne bekämpfst) und ein **Royal Slime** (verknüpft mit einer Grand Crown, die 'unter einem Fluch zu Schleim geschmolzen' ist, und einem Royal Slime Soul Stone). Das veröffentlichte legendäre Accessoire ist der **Devrick Pendant** (mit seinem Devrick Talisman).", "Other mood levers": "Andere Stimmungshebel", "Other pools": "Andere Pools", "Other skills": "Weitere Skills", "Other skills (1)": "Andere Skills (1)", "Other skills (4)": "Andere Skills (4)", "Other skills (5)": "Andere Skills (5)", "Other skills (monster / item-granted)": "Andere Skills (Monster / durch Items verliehen)", "Other units (NPC/monster): no": "Andere Einheiten (NPC/Monster): nein", "Other units (NPC/monster): yes": "Andere Einheiten (NPC/Monster): ja", "Other units + Buildings": "Andere Einheiten + Gebäude", "Other/Unused": "Andere/Unbenutzt", "Output": "Ausgabe", "Over": "Über", "Overloaded (Caution, displays once)": "Überladen (Achtung, wird einmal angezeigt)", "Overseer's": "des Aufsehers", "Overview": "Überblick", "P.Atk": "Phys. Angr.", "P.Atk 11": "P.Angr. 11", "P.Atk 15": "P.Angr. 15", "P.Atk 17": "P.Angr. 17", "P.Atk 20": "P.Angr. 20", "P.Atk 21": "P.Angr. 21", "P.Atk 23": "P.Angr. 23", "P.Atk 26": "P.Angr. 26", "P.Atk 30": "P.Angr. 30", "P.Atk 32": "P.Angr. 32", "P.Atk 36": "P.Angr. 36", "P.Atk 41": "P.Angr. 41", "P.Atk 42": "P.Angr. 42", "P.Atk 45": "P.Angr. 45", "P.Atk 48": "P.Angr. 48", "P.Atk 53": "P.Angr. 53", "P.Atk 53 - M.Atk 14": "P.Angr. 53 - M.Angr. 14", "P.Atk 56": "P.Angr. 56", "P.Atk 57": "P.Angr. 57", "P.Atk 60": "P.Angr. 60", "P.Atk 60 - M.Atk 14": "P.Angr. 60 - M.Angr. 14", "P.Atk 68": "P.Angr. 68", "P.Atk 68 - M.Atk 34": "P.Angr. 68 - M.Angr. 34", "P.Atk 71": "P.Angr. 71", "P.Atk 77": "P.Angr. 77", "P.Atk 80": "P.Angr. 80", "P.Atk 90": "P.Angr. 90", "PAtk": "PAngr", "PT Deva": "PT Verheerung", "Packs a powerful strike but is vulnerable to heavy impacts.": "Schlägt kraftvoll zu, ist aber anfällig für schwere Stöße.", "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "Packt die angehakten Einheiten in einen einzigen Link. Wer ihn öffnet, baut sie neu auf - kein Konto, kein Server, nichts wird gespeichert.", "Page not found": "Seite nicht gefunden", "Page not found - Dungeon Settlers Wiki": "Seite nicht gefunden - Dungeon Settlers Wiki", "Pain": "Schmerz", "Panic State (Debuff, prints once)": "Panikzustand (Debuff, wird einmal ausgegeben)", "Panzer icon": "Panzer-Symbol", "Panzeraxt icon": "Panzeraxt-Symbol", "Panzerbogen icon": "Panzerbogen-Symbol", "Panzerdolch icon": "Panzerdolch-Symbol", "Panzerhelm icon": "Panzerhelm-Symbol", "Panzerkeule icon": "Panzerkeule-Symbol", "Panzerpfeil icon": "Panzerpfeil-Symbol", "Panzerschild icon": "Panzerschild-Symbol", "Panzerschwert icon": "Panzerschwert-Symbol", "Panzerspeer icon": "Panzerspeer-Symbol", "Panzerstab icon": "Panzerstab-Symbol", "Panzerung icon": "Panzerung-Symbol", "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "Wird als \"GAMESYSTEM_LevelUp_{statType}{talentType}\" geparst und verwendet, ändere daher NICHT den Schlüsselnamen!!! {0}: Minimale Erhöhung {1}: Maximale Erhöhung", "Party per round": "Gruppe pro Runde", "Party totals": "Gruppensummen", "Passive": "Passiv", "Passive - affects self": "Passiv - wirkt auf sich selbst", "Passive skills": "Passive Skills", "Path": "Pfad", "Patrol": "Patrouille", "Pazifist icon": "Pazifist-Symbol", "Peach": "Pfirsich", "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "Pro +1 Punkt: Kon {#} HP; Str {#} / Ges {#} / Wah {#} phys. Angr.; Int {#} / Wil {#} / Wah {#} mag. Angr.", "Per cast range": "Bereich pro Anwendung", "Per room": "Pro Raum", "Per stack": "Pro Stapel", "Per stack / sec": "Pro Stapel / Sek.", "Per stack:": "Pro Stapel:", "Per-floor": "Pro Etage", "Per-floor room and node odds in {#}": "Raum- und Knotenchancen pro Etage in {#}", "Per-level gain ranges": "Zuwachsbereiche pro Stufe", "Per-point stat calculator": "Attributsrechner pro Punkt", "Per-point stat values": "Statuswerte pro Punkt", "Per-point values": "Werte pro Punkt", "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "Bedingungen pro Region (Wetter, Ressourcenreichtum, Gefahren), die während einer Expedition positive oder negative Effekte auslösen; höhere Schwierigkeiten würfeln mehr negative Umwelteffekte.", "Per-region weather/effects and depletion counters": "Wetter/Effekte pro Region und Erschöpfungszähler", "Per-room odds": "Chancen pro Raum", "Per-second damage": "Schaden pro Sekunde", "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "Die Aufschlüsselung des Schadens pro Skill ist nicht verfügbar (die Daten der Schadensrangliste wurden nicht in diese Seite eingebaut).", "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "Der Schaden pro Skill ist nicht verfügbar (die Daten der Schadensrangliste wurden nicht in diese Seite eingebaut).", "Per-skill damage uses the same engine as skills/damage-ranking: the caster's real attack stats and crit fold into each skill's recipe, mitigated by this target's resistances. Player damage does not scale with difficulty (only the target HP does), so a skill shows the same number here as on the ranking page at the matching difficulty.": "Der Schaden pro Skill nutzt dieselbe Engine wie skills/damage-ranking: Die echten Angriffswerte und der kritische Anteil des Anwenders fließen in die Rechnung jeder Skill ein und werden von den Resistenzen dieses Ziels gemindert. Spielerschaden skaliert nicht mit der Schwierigkeit (nur die Gesundheit des Ziels), daher zeigt eine Skill hier dieselbe Zahl wie auf der Ranglistenseite bei der passenden Schwierigkeit.", "Per-skill damage vs": "Schaden pro Skill gegen", "Per-slot": "Pro Platz", "Per-status value curves/scaling.": "Wertkurven/Skalierung pro Status.", "Percent": "Prozent", "Percent stat": "Prozentualer Wert", "Percent vs flat stats": "Prozentuale vs. flache Werte", "Percent?": "Prozent?", "Percentage value determining how long a unit sleeps while in forced rest mode": "Prozentwert, der bestimmt, wie lange eine Einheit im erzwungenen Ruhemodus schläft", "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Wahrnehmungsschub: Positiv GAMESYSTEM_Environment_{affecterName}", "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Wahrnehmungsschwächung: Negativ GAMESYSTEM_Environment_{affecterName}", "Perception myth": "Wahrnehmungs-Mythos", "Perfektionist icon": "Perfektionist-Symbol", "Peridot (Nature gem upgrade)": "Peridot (Natur-Edelsteinaufwertung)", "Peridot Arcronstab icon": "Peridot Arcronstab Symbol", "Peridot Bronzestab icon": "Peridot Bronzestab Symbol", "Peridot Halskette icon": "Peridot Halskette Symbol", "Peridot Kupferstab icon": "Peridot Kupferstab Symbol", "Peridot Ore": "Peridot-Erz", "Peridot Ore icon": "Peridot Ore Symbol", "Peridot Ring icon": "Peridot Ring Symbol", "Peridot Zinnstab icon": "Peridot Zinnstab Symbol", "Perion Quest End 1 icon": "Perion Quest End 1 Symbol", "Perion Quest End 2 icon": "Perion Quest End 2 Symbol", "Perion beobachten icon": "Perion beobachten Symbol", "Perion icon": "Perion-Symbol", "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"": "Perion untersucht ein Bruchstück eines Golems. Ohne innezuhalten, als du näher kommst, sagt er: \"...Dank dir hat meine Forschung erhebliche Fortschritte gemacht.\" Er streicht sich das Haar zur Seite, sichtlich unzufrieden. \"Aber es gibt noch viel zu viel, was wir über den Dungeon nicht wissen. Ihn nicht selbst betreten und sehen zu können, wird allmählich unerträglich.\"", "Perion rewards": "Perion-Belohnungen", "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"": "Perion liest schweigend die Untersuchungsunterlagen durch, die du mitgebracht hast. \"Bemerkenswert... Das waren keine gewöhnlichen magischen Experimente an Lebewesen. Es bedeutet, dass sie sogar die uralten Wesen selbst erforscht haben.\" Nach kurzem Nachdenken stößt er einen leisen Seufzer aus. \"Was sie damit erreichen wollten... das lässt sich heute nicht mehr sagen.\" Er stapelt die Dokumente ordentlich neben sich und verstaut sie in seiner Tasche. \"Ich werde mein Versprechen halten. Sobald ich die restliche Arbeit erledigt habe, komme ich zur Siedlung. Von nun an werde ich den Dungeon als Mitglied der Expedition selbst erforschen.\"", "Perion's discarded-device request line.": "Perions Bitte um das weggeworfene Gerät.", "Perions Beitrittsgesuch icon": "Perions Beitrittsgesuch Symbol", "Permanently +3 Strength and +3 Constitution, and restores 100 HP over 10 seconds.": "Dauerhaft +3 Stärke und +3 Konstitution, und stellt über 10 Sekunden 100 HP wieder her.", "Personality": "Persönlichkeit", "Pessimistisch icon": "Pessimistisch-Symbol", "Pfahl Skillbaum overview": "Pfahl Skillbaum Überblick", "Pfeilregen icon": "Pfeilregen-Symbol", "Pfeilregen range and area shown on a dungeon room": "Reichweite und Bereich von Pfeilregen, dargestellt in einem Dungeonraum", "Pflanzenwut icon": "Pflanzenwut-Symbol", "Phantomkette icon": "Phantomkette-Symbol", "Phantomkette range and area on a dungeon room": "Reichweite und Fläche von Phantomkette in einem Dungeon-Raum", "Phantomkette range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Phantomkette, dargestellt in einem Dungeonraum", "Phase 1 Unique": "Phase 1 (einzigartig)", "Phase 1 Unique map": "Phase 1 Einzigartige Karte", "Phase 2 Unique": "Phase 2 Einzigartig", "Phase 2 Unique map": "Phase 2 Unique Karte", "Phase 2 map": "Karte Phase 2", "Phase change": "Phasenwechsel", "Phase unit [n]: phase of floor n": "Phaseneinheit [n]: Phase von Etage n", "Phases": "Phasen", "Philosoph icon": "Philosoph-Symbol", "Phys Res": "Phys. Res.", "Phys res": "Phys. Res.", "Physical": "Physisch", "Physical 10 / Magic 18": "Physisch 10 / Magisch 18", "Physical 10 / Magic 40": "Physisch 10 / Magisch 40", "Physical 10 / Magic 60": "Physisch 10 / Magisch 60", "Physical 10 / Magic 63": "Physisch 10 / Magisch 63", "Physical 10 / Magic 75": "Physisch 10 / Magisch 75", "Physical 102 / Magic 16": "Physisch 102 / Magisch 16", "Physical 115 / Magic 16": "Physisch 115 / Magisch 16", "Physical 117 / Magic 16": "Physisch 117 / Magisch 16", "Physical 12 / Magic 20": "Physisch 12 / Magisch 20", "Physical 121 / Magic 20": "Physisch 121 / Magisch 20", "Physical 126 / Magic 20": "Physisch 126 / Magisch 20", "Physical 130 / Magic 16": "Physisch 130 / Magisch 16", "Physical 142 / Magic 20": "Physisch 142 / Magisch 20", "Physical 144 / Magic 20": "Physisch 144 / Magisch 20", "Physical 151 / Magic 16": "Physisch 151 / Magisch 16", "Physical 16 / Magic 135": "Physisch 16 / Magisch 135", "Physical 16 / Magic 170": "Physisch 16 / Magisch 170", "Physical 16 / Magic 58": "Physisch 16 / Magisch 58", "Physical 170 / Magic 16": "Physisch 170 / Magisch 16", "Physical 20 / Magic 108": "Physisch 20 / Magisch 108", "Physical 30 / Magic 20": "Physisch 30 / Magisch 20", "Physical 41 / Magic 20": "Physisch 41 / Magisch 20", "Physical 42 / Magic 20": "Physisch 42 / Magisch 20", "Physical 44 / Magic 20": "Physisch 44 / Magisch 20", "Physical 45 / Magic 20": "Physisch 45 / Magisch 20", "Physical 54 / Magic 20": "Physisch 54 / Magisch 20", "Physical 55 / Magic 16": "Physisch 55 / Magisch 16", "Physical 63 / Magic 20": "Physisch 63 / Magisch 20", "Physical 72 / Magic 16": "Physisch 72 / Magisch 16", "Physical 76 / Magic 20": "Physisch 76 / Magisch 20", "Physical 8 / Magic 117": "Physisch 8 / Magisch 117", "Physical 81 / Magic 20": "Physisch 81 / Magisch 20", "Physical 86 / Magic 20": "Physisch 86 / Magisch 20", "Physical 90 / Magic 16": "Physisch 90 / Magisch 16", "Physical 90 / Magic 20": "Physisch 90 / Magisch 20", "Physical 99 / Magic 16": "Physisch 99 / Magisch 16", "Physical 99 / Magic 20": "Physisch 99 / Magisch 20", "Physical Atk": "Phys. Angr.", "Physical Attack": "Physischer Angriff", "Physical Attack Power base": "Physische Angriffskraft (Basis)", "Physical Attack per skill use": "Physischer Angriff pro Skill-Einsatz", "Physical Resistance and Magic Resistance only": "Nur Physische Resistenz und Magieresistenz", "Physical attack": "Physischer Angriff", "Physical attack power": "Physische Angriffskraft", "Physical damage stat source": "Statquelle für physischen Schaden", "Physical from {#}, magic from {#}.": "Physisch von {#}, magisch von {#}.", "Physical res 0 / Magic res 0": "Physische Resistenz 0 / Magieresistenz 0", "Physical res 0 / Magic res 30": "Physische Res. 0 / Magie-Res. 30", "Physical res 0 / Magic res 60": "Physische Res. 0 / Magie-Res. 60", "Physical res 10 / Magic res 0": "Phys. Resistenz 10 / Magieresistenz 0", "Physical res 10 / Magic res 10": "Physische Res. 10 / Magie-Res. 10", "Physical res 10 / Magic res 30": "Physische Res. 10 / Magie-Res. 30", "Physical res 15 / Magic res 0": "Physische Resistenz 15 / Magieresistenz 0", "Physical res 20 / Magic res 0": "Phys. Resistenz 20 / Magieresistenz 0", "Physical res 25 / Magic res 0": "Physische Res. 25 / Magie-Res. 0", "Physical res 30 / Magic res 0": "Phys. Resistenz 30 / Magieresistenz 0", "Physical res 40 / Magic res 0": "Phys. Resistenz 40 / Magieresistenz 0", "Physical res 50 / Magic res 0": "Physische Res. 50 / Magie-Res. 0", "Physical res 60 / Magic res 0": "Physische Res. 60 / Magie-Res. 0", "Physical resistance": "Physische Resistenz", "Physical spells": "Physische Zauber", "Physical stats from": "Physische Werte von", "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "Physisch {#} ({#}) &middot; Magisch {#} ({#}). Ausgerüstete Stufe exakt, andere Stufen skaliert.", "Physical, ignores defense & shields": "Physisch, ignoriert Verteidigung & Schilde", "Physical, ignores shields": "Physisch, ignoriert Schilde", "Physische Angriffskraft icon": "Physische Angriffskraft Symbol", "Physische Resistenz icon": "Physische Resistenz Symbol", "Physischen Angriffstrank einnehmen icon": "Physischen Angriffstrank einnehmen Symbol", "Pick Up Mode ({0} or screen bottom-right)": "Aufheben-Modus ({0} oder unten rechts am Bildschirm)", "Pick a background first - it decides which trees this character has.": "Wähle zuerst einen Hintergrund - er bestimmt, welche Bäume dieser Charakter hat.", "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "Wähle ein Gesicht für diesen Rekruten - es erscheint auf der Build-Karte und wird mit dem Build und seinem Teilen-Link gespeichert.", "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "Wähle einen Waffentyp, dann einen Materialsatz - der Satz bringt diese Waffe plus die Rüstung dieser Stufe. Passe unten jeden Platz an.", "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "Wähle oben einen Gegner. Nur eine Schätzung - ignoriert Abklingzeiten von Skills, Status, Positionierung und Flächenwirkung.", "Pick any two builds to see what changed between them.": "Wähle zwei beliebige Builds, um zu sehen, was sich zwischen ihnen geändert hat.", "Pick any two builds to see what changed between them. Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "Wähle zwei beliebige Builds, um zu sehen, was sich zwischen ihnen geändert hat. Gezeigt wird nur der Netto-Unterschied: Etwas, das sich über die dazwischenliegenden Builds mehrfach geändert hat, erscheint einmal mit Start- und Endwert, und etwas, das sich geändert und wieder zurückgeändert hat, erscheint gar nicht.", "Pick level, difficulty and mood effects; the net mood is computed for you": "Wähle Stufe, Schwierigkeit und Stimmungseffekte; die Netto-Stimmung wird für dich berechnet", "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "Wähle den Angriff dieses Charakters für den Waffenvergleich unten, indem du eine Zeile in der Tabelle pro Skill anklickst.", "Pick two different builds.": "Wähle zwei verschiedene Builds.", "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "Wähle bis zu 3 (das Spiel würfelt 1 + eine Chance von 30% auf weitere).", "Pickaxe": "Spitzhacke", "Picked": "Aufgesammelt", "Picked from SpawnGroupTable by region / phase / room type": "Wird aus SpawnGroupTable nach Region / Phase / Raumtyp gewählt", "Picked-up": "Aufgesammelt", "Pickup": "Aufsammeln", "Pierce": "Durchbohren", "Pilz (resource node)": "Pilz (Ressourcenknoten)", "Pilz (resource node) - Dungeon Settlers Wiki": "Pilz (Ressourcenvorkommen) - Dungeon Settlers Wiki", "Pilz 3 (resource node)": "Pilz 3 (Ressourcenknoten)", "Pilz 3 (resource node) - Dungeon Settlers Wiki": "Pilz 3 (Ressourcenknoten) - Dungeon Settlers Wiki", "Pilz gegessen icon": "Pilz gegessen Symbol", "Pilz icon": "Pilz-Symbol", "Pilz range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Pilz, dargestellt in einem Dungeonraum", "Pilzeintopf gegessen icon": "Pilzeintopf gegessen Symbol", "Pilzeintopf icon": "Pilzeintopf-Symbol", "Pilzeintopf range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Pilzeintopf, dargestellt in einem Dungeonraum", "Pilzspieß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Pilzspieß in einem Dungeonraum", "Pin": "Anheften", "Pin this menu to the top while you scroll": "Dieses Menü beim Scrollen oben anheften", "Pinball Time PS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du...": "Pinball Time PS: Wenn die Karte zu groß ist, können gepanzerte Käfer aus dem Kampf entkommen, daher scheint eine Größenanpassung nötig zu s...", "Pinball Time map": "Pinball Time Karte", "Pink": "Rosa", "Pink Flowerbed": "Rosa Blumenbeet", "Pink Flowerbed has been renamed to": "Pink Flowerbed wurde umbenannt in", "Pioneering": "Pionierarbeit", "Pioneering Spirit": "Pioniergeist", "Pioneering Spirit Effect": "Pioneering Spirit Effekt", "Pioneering Spirit Effect icon": "Pioneering Spirit Effect Symbol", "Pioniergeist icon": "Pioniergeist-Symbol", "Place": "Ort", "Placed into dungeon floors as they generate": "Wird beim Generieren der Dungeonetagen platziert", "Placed into dungeon floors as they generate -": "Wird beim Generieren der Dungeonetagen platziert -", "Placeholder (unused)": "Platzhalter (ungenutzt)", "Placeholder chest loot; no dedicated monster drop tables yet": "Platzhalter-Truhenbeute; noch keine eigenen Monster-Beutetabellen", "Plain JSON, ~1-2 MB per campaign autosave": "Reines JSON, ~1-2 MB pro Kampagnen-Autosave", "Plan a settler - background, skills, equipment, final stats": "Plane einen Siedler - Hintergrund, Skills, Ausrüstung, finale Werte", "Planned": "Geplant", "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only": "Pflanzenwut (Stimmung -2) durch vegetarische Nahrung; kein Malus bei rein fleischlicher Kost", "Plant-Eating Rage (Debuff, prints once)": "Pflanzenwut (Debuff, wird einmal ausgegeben)", "Playable Until v0.3": "Spielbar bis v0.3", "Playable Until v0.4": "Spielbar bis v0.4", "Playable Until v0.5": "Spielbar bis v0.5", "Player": "Spieler", "Player Idle Start Tick": "Spieler Leerlauf Start-Tick", "Player Management Difficulty Easy": "Spieler-Management-Schwierigkeit Einfach", "Player Management Difficulty Easy icon": "Player Management Difficulty Easy Symbol", "Player Management Difficulty Hard": "Spieler-Management-Schwierigkeit Schwer", "Player Management Difficulty Hard icon": "Player Management Difficulty Hard Symbol", "Player default": "Spieler-Standard", "Player skills": "Spieler-Skills", "Player skills (1)": "Spieler-Skills (1)", "Player skills (2)": "Spieler-Skills (2)", "Player skills (3)": "Spieler-Skills (3)", "Player skills (5)": "Spieler-Skills (5)", "Player skills:": "Spieler-Skills:", "Player spell damage ranking": "Zauberschaden-Rangliste der Spieler", "Player spells": "Spielerzauber", "Player unit base value": "Basiswert der Spielereinheit", "Player units": "Spielereinheiten", "Player units + Other units": "Spielereinheiten + Andere Einheiten", "Player units + Other units + Buildings": "Spielereinheiten + Andere Einheiten + Gebäude", "Player units + Other units + Items": "Spielereinheiten + Andere Einheiten + Items", "Player units: no": "Spielereinheiten: nein", "Player units: yes": "Spielereinheiten: ja", "Players": "Spieler", "Playing already?": "Spielst du schon?", "Playing around it": "Damit umgehen", "Please": "Bitte", "Please describe the issue first.": "Bitte beschreibe zuerst das Problem.", "Point": "Punkt", "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "Punkte, die dein Clan aus Expeditionen und Zielen erhält und die ausgegeben werden, um deinen Clanrang zu steigern.", "Polarity": "Polarität", "Policy": "Richtlinie", "Pool Tier": "Pool-Stufe", "Pool composition": "Pool-Zusammensetzung", "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7": "Schlecht 1-3, Mäßig 2-4, Hervorragend 2-5, Außergewöhnlich 3-6, Genial 3-7", "Poor, Moderate, Outstanding, Exceptional, Genius": "Schlecht, Mäßig, Hervorragend, Außergewöhnlich, Genial", "Portrait": "Porträt", "Position and rotation information for placement within the campsite": "Positions- und Rotationsangaben für die Platzierung im Lagerplatz", "Positive": "Positiv", "Positive effects": "Positive Effekte", "Positive mood": "Positive Stimmung", "Positivity": "Positivität", "Possessing primal instincts,": "Mit urtümlichen Instinkten ausgestattet,", "Potions": "Tränke", "Power": "Kraft", "Practical tip": "Praktischer Tipp", "Practical wall": "Praktische Wand", "Praying here": "Betet hier", "Pre-built settler templates the game recruits from - grouped by role. Each card shows the settler's background, traits, inscriptions, notable talents (only the ones that differ from Moderate) and its starting gear. Filter by race or level, or search by name or trait.": "Vorgefertigte Siedlervorlagen, aus denen das Spiel rekrutiert - nach Rolle gruppiert. Jede Karte zeigt den Hintergrund, die Traits, die Inschriften, die bemerkenswerten Talente (nur die, die von Mäßig abweichen) und die Startausrüstung des Siedlers. Filtere nach Rasse oder Stufe, oder suche nach Name oder Trait.", "Pre-input ticks (previously 12)": "Vorab-Eingabe-Ticks (vorher 12)", "Predatory Frog has been renamed to": "Predatory Frog wurde umbenannt in", "Prefer": "Bevorzugt", "Preparing for the Red Monster Rat": "Vorbereitung auf Red Monster Rat", "Prerequisites": "Voraussetzungen", "Presence": "Präsenz", "Press Win+R, paste this, press Enter.": "Drücke Win+R, füge dies ein, drücke Enter.", "Pretending": "Vortäuschen", "Preview": "Vorschau", "Price": "Preis", "Priest": "Priester", "Priest.": "Priester.", "Primary skill points gained on level up": "Primäre Skillpunkte, die beim Stufenaufstieg gewonnen werden", "Primary weapon": "Primärwaffe", "Probability": "Wahrscheinlichkeit", "Processing": "Verarbeitung", "Processing 2 Complete": "Verarbeitung 2 abgeschlossen", "Processing 2 not completed": "Verarbeitung 2 nicht abgeschlossen", "Processing Complete": "Verarbeitung abgeschlossen", "Processing not completed": "Verarbeitung nicht abgeschlossen", "Prodigy (future background)": "Wunderkind (zukünftiger Hintergrund)", "Produce 1 Cloth Armor": "1 Stoffrüstung herstellen", "Produce 4 Cloth": "4 Stoff herstellen", "Produce Wooden Arrows": "Holzpfeile herstellen", "Produces": "Produziert", "Progress will be saved if you are in the settlement.": "Der Fortschritt wird gespeichert, wenn du dich in der Siedlung befindest.", "Proper meal": "Richtige Mahlzeit", "Properties": "Eigenschaften", "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "Proportional zum Schaden VOR dem Schild (~0.1 Faktor pro Treffer); Block reduziert ihn, Ausweichen/Fehlschlag kostet nichts, Schilde schützen die Ausrüstung NICHT", "Proud warriors of the swamps, Lizardmen possess powerful bodies and": "Als stolze Krieger der Sümpfe besitzen Lizardmen kraftvolle Körper und", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain Pflanzenwut when eating vegetarian food. Ignore Stimmung penalty when eating carniv": "Als stolze Krieger der Sümpfe besitzen Echsenmenschen kraftvolle Körper und blitzschnelle Reflexe. Erhalten Pflanzenwut beim Verzehr vegetarischer Nahrung. Ignorieren den Stimmung-Malus beim Verzehr karniv", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes. Gain Pflanzenwut when eating vegetarian food. Ignore Stimmung penalty when eating carniv": "Als stolze Krieger der Sümpfe besitzen Echsenmenschen kraftvolle Körper und blitzschnelle Reflexe. Erhalten Pflanzenwut beim Verzehr vegetarischer Nahrung. Ignorieren den Stimmung-Malus beim Verzehr karniv", "Provokation icon": "Provokation-Symbol", "Provozieren icon": "Provozieren-Symbol", "Provozieren range and area shown on a dungeon room": "Reichweite und Bereich von Provozieren, dargestellt in einem Dungeonraum", "Psychischer Zusammenbruch icon": "Psychischer Zusammenbruch Symbol", "Psychischer Zusammenbruch: Panik icon": "Psychischer Zusammenbruch: Panik Symbol", "Psychopath icon": "Psychopath-Symbol", "Pulsierender Fels icon": "Pulsierender Fels Symbol", "Pup.": "Welpe.", "QUEST_Main0 through Main8": "QUEST_Main0 bis Main8", "QUEST_Main0-8, the auto-advancing Crawling Doom scenario": "QUEST_Main0-8, das automatisch fortschreitende Szenario Crawling Doom", "Quest & story scenes": "Aufgaben & Story-Szenen", "Quest Finish": "Aufgabe abschließen", "Quest Units": "Aufgaben-Einheiten", "Quest Units - Dungeon Settlers Wiki": "Aufgaben-Einheiten - Dungeon Settlers Wiki", "Quest scene": "Aufgabenszene", "Quest-order quirk": "Eigenheit der Aufgabenreihenfolge", "Quest-recruitable characters (current build)": "Über Aufgaben rekrutierbare Charaktere (aktueller Build)", "Quests": "Aufgaben", "Quests - Dungeon Settlers Wiki": "Aufgaben - Dungeon Settlers Wiki", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" ma...": "Aufgaben gibt es in mehreren Ausprägungen: ein geskriptetes Tutorial, eine automatisch fortschreitende Hauptgeschichte, Nebenaufgaben von benannten NPCs und wiederholbare Gilden-\"Expeditionsresolution\"-Ma...", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.": "Aufgaben gibt es in mehreren Ausprägungen: ein geskriptetes Tutorial, eine automatisch fortschreitende Hauptgeschichte, Nebenaufgaben von benannten NPCs und wiederholbare Management-Ziele der Gilde (\"Expeditionsresolution\").", "Quick add:": "Schnell hinzufügen:", "Quick sets:": "Schnellsets:", "Quieken! icon": "Quieken!-Symbol", "Quite": "Ziemlich", "R1 Abyss Boss Treasure Chest Remnant": "R1 Abyss Boss Schatztruhe (Überrest)", "R1 Abyss Elite Treasure Chest Remnant": "R1 Abyss Elite Schatztruhe (Überrest)", "R1 Abyss High Treasure Chest Remnant": "R1 Abyss Hohe Schatztruhe (Überrest)", "R1 Abyss Low Treasure Chest Remnant": "R1 Abyss Niedrige Schatztruhe (Überrest)", "R1 Abyss Treasure Elite Chest Random1": "R1 Abyss Elite Schatztruhe Zufällig1", "R1 Abyss Treasure High Chest Random2": "R1 Abyss Hohe Schatztruhe Zufällig2", "R1 Abyss Treasure Low Chest Random1": "R1 Abyss Niedrige Schatztruhe Zufällig1", "R1 Abyss treasure chests": "R1 Abyss-Schatztruhen", "R1 Dungeon Core Fixed": "R1 Dungeonkern Fest", "R1 Dungeon Core Fixed2": "R1 Dungeonkern Fest2", "R1 Dungeon Core Random1": "R1 Dungeonkern Zufällig1", "R1 chests, crates & dungeon cores": "R1 Truhen, Kisten & Dungeon-Kerne", "R2 Abyss Boss Treasure Chest": "R2 Abyss Boss Schatztruhe", "R2 Abyss High Treasure Chest": "R2 Abyss Hohe Schatztruhe", "R2 Dungeon Core Fixed": "R2 Dungeonkern Fest", "R2 Dungeon Core Fixed2": "R2 Dungeonkern Fest2", "R2 Dungeon Core Random1": "R2 Dungeonkern Zufällig1", "R2 Luxurious Treasure Chest Remnant": "R2 Luxuriöse Schatztruhe (Überrest)", "R2 Modest Treasure Chest Remnant": "R2 Schlichte Schatztruhe (Überrest)", "R2 Sturdy Treasure Chest Remnant": "R2 Robuste Schatztruhe (Überrest)", "R2 Wooden Crate Remnant": "R2 Holzkiste (Überrest)", "R2 chests, crates & dungeon cores": "R2 Truhen, Kisten & Dungeon-Kerne", "RECRUIT PRESETS": "REKRUTIERUNGSVORLAGEN", "RECRUIT WEIGHT BY CLAN RANK": "REKRUTIERUNGSGEWICHT NACH CLANRANG", "RMB :": "Rechtsklick :", "Rabid": "Tollwütig", "Race": "Rasse", "Race details": "Rassendetails", "Race weights": "Rassengewichte", "Races": "Rassen", "Races (1)": "Rassen (1)", "Races (2)": "Rassen (2)", "Races (3)": "Rassen (3)", "Races (4)": "Rassen (4)", "Races (5)": "Rassen (5)", "Races (6)": "Rassen (6)", "Races ({#})": "Rassen ({#})", "Races - Dungeon Settlers Wiki": "Rassen - Dungeon Settlers Wiki", "Races page": "Rassen-Seite", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.40):": "Rassen mit Rekrutierungsgewichtung null auf jedem Rang (in DS_B.0.3.40 nicht veröffentlicht):", "Raises all six talents one tier, capped at Genius": "Erhöht alle sechs Talente um eine Stufe, begrenzt auf Genie", "Raises mood for 300 seconds.": "Hebt 300 Sekunden lang die Stimmung.", "Rakete abfeuern icon": "Rakete abfeuern Symbol", "Rakete abfeuern range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Rakete abfeuern, dargestellt in einem Dungeonraum", "Randalierer icon": "Randalierer-Symbol", "Random": "Zufällig", "Random Events": "Zufallsereignisse", "Random bonuses": "Zufällige Boni", "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "Zufallsereignis (Basiskarte, je StartCondition) - Auswahlgewicht 100, zeigt eine Warnung.", "Random event (base-map, per StartCondition) - selection weight 3.": "Zufallsereignis (Basiskarte, pro StartCondition) - Auswahlgewichtung 3.", "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "Zufallsereignis (Dungeon, je StartCondition) - Auswahlgewicht 100, zeigt eine Warnung.", "Random event pools per region/context.": "Zufallsereignis-Pools pro Region/Kontext.", "Range and area": "Reichweite und Bereich", "Range and area of Ablenkungsschlag": "Reichweite und Wirkungsbereich von Ablenkungsschlag", "Range and area of Alraune": "Reichweite und Wirkungsbereich von Alraune", "Range and area of Anfeuerndes Heulen": "Reichweite und Wirkungsbereich von Anfeuerndes Heulen", "Range and area of Angriff": "Reichweite und Wirkungsbereich von Angriff", "Range and area of Ansturm von Ältester Gloth": "Reichweite und Wirkungsbereich von Ansturm von Ältester Gloth", "Range and area of Arkanes Echo": "Reichweite und Wirkungsbereich von Arkanes Echo", "Range and area of Auferstehung": "Reichweite und Wirkungsbereich von Auferstehung", "Range and area of Base Campsite Bedrolls": "Reichweite und Wirkungsbereich von Base Campsite Bedrolls", "Range and area of Base Campsite Camp Fire": "Reichweite und Wirkungsbereich von Base Campsite Camp Fire", "Range and area of Base Campsite Deco1": "Reichweite und Wirkungsbereich von Base Campsite Deco1", "Range and area of Base Campsite Deco2": "Reichweite und Wirkungsbereich von Base Campsite Deco2", "Range and area of Base Campsite Lesser Guardian Stone": "Reichweite und Wirkungsbereich von Base Campsite Lesser Guardian Stone", "Range and area of Base Campsite Repairstand": "Reichweite und Wirkungsbereich von Base Campsite Repairstand", "Range and area of Beschwören : BubbleToad": "Reichweite und Wirkungsbereich von Beschwören : BubbleToad", "Range and area of Beschwörung : Blubbern": "Reichweite und Wirkungsbereich von Beschwörung : Blubbern", "Range and area of Betäubungsansturm": "Reichweite und Wirkungsbereich von Betäubungsansturm", "Range and area of Beute schnappen": "Reichweite und Wirkungsbereich von Beute schnappen", "Range and area of Black Serum": "Reichweite und Wirkungsbereich von Black Serum", "Range and area of Blasenstoß": "Reichweite und Wirkungsbereich von Blasenstoß", "Range and area of Blood Rain": "Reichweite und Wirkungsbereich von Blood Rain", "Range and area of Blood Soaked Fruit": "Reichweite und Wirkungsbereich von Blood Soaked Fruit", "Range and area of Blood Tear": "Reichweite und Wirkungsbereich von Blood Tear", "Range and area of Blue Berry": "Reichweite und Wirkungsbereich von Blue Berry", "Range and area of Blutiger Kratzer": "Reichweite und Bereich von Blutiger Kratzer", "Range and area of Doppelkratzer": "Reichweite und Wirkungsbereich von Doppelkratzer", "Range and area of Doppelstoß": "Reichweite und Wirkungsbereich von Doppelstoß", "Range and area of Duellaufforderung": "Reichweite und Wirkungsbereich von Duellaufforderung", "Range and area of Durchdringender Stoß": "Reichweite und Wirkungsbereich von Durchdringender Stoß", "Range and area of Einfacher Faustschlag": "Reichweite und Wirkungsbereich von Einfacher Faustschlag", "Range and area of Einfacher Monster Schlag": "Reichweite und Wirkungsbereich von Einfacher Monster Schlag", "Range and area of Einfaches magisches Geschoss": "Reichweite und Wirkungsbereich von Einfaches magisches Geschoss", "Range and area of Erdschlag": "Reichweite und Wirkungsbereich von Erdschlag", "Range and area of Eröffnungsschlag": "Reichweite und Wirkungsbereich von Eröffnungsschlag", "Range and area of Essen": "Reichweite und Wirkungsbereich von Essen", "Range and area of Exekution": "Reichweite und Wirkungsbereich von Exekution", "Range and area of Explosion": "Reichweite und Wirkungsbereich von Explosion", "Range and area of Feines rohes Fleisch": "Reichweite und Wirkungsbereich von Feines rohes Fleisch", "Range and area of Flammendes Echo": "Reichweite und Wirkungsbereich von Flammendes Echo", "Range and area of FlammendesEcho": "Reichweite und Wirkungsbereich von FlammendesEcho", "Range and area of Fleischbrei": "Reichweite und Wirkungsbereich von Fleischbrei", "Range and area of Fleischeintopf": "Reichweite und Wirkungsbereich von Fleischeintopf", "Range and area of Fleischspieß": "Reichweite und Wirkungsbereich von Fleischspieß", "Range and area of Fliehen": "Reichweite und Wirkungsbereich von Fliehen", "Range and area of Gegrillte Rübe": "Reichweite und Wirkungsbereich von Gegrillte Rübe", "Range and area of Gegrilltes Fleisch": "Reichweite und Wirkungsbereich von Gegrilltes Fleisch", "Range and area of Gelée Royale": "Reichweite und Wirkungsbereich von Gelée Royale", "Range and area of Gezeitenzeichen": "Reichweite und Wirkungsbereich von Gezeitenzeichen", "Range and area of Gletschersturz": "Reichweite und Wirkungsbereich von Gletschersturz", "Range and area of Gloth Ansturm": "Reichweite und Wirkungsbereich von Gloth Ansturm", "Range and area of Gloth Spucke": "Reichweite und Wirkungsbereich von Gloth Spucke", "Range and area of Glothei Omelett": "Reichweite und Wirkungsbereich von Glothei Omelett", "Range and area of Goblinangriff": "Reichweite und Wirkungsbereich von Goblinangriff", "Range and area of Goblinfluch": "Reichweite und Wirkungsbereich von Goblinfluch", "Range and area of Goblinflucht": "Reichweite und Wirkungsbereich von Goblinflucht", "Range and area of Goblinsteinwurf": "Reichweite und Wirkungsbereich von Goblinsteinwurf", "Range and area of Goddess Tears": "Reichweite und Wirkungsbereich von Goddess Tears", "Range and area of Grasbrei": "Reichweite und Wirkungsbereich von Grasbrei", "Range and area of Großschwertangriff": "Reichweite und Wirkungsbereich von Großschwertangriff", "Range and area of Grundangriff": "Reichweite und Wirkungsbereich von Grundangriff", "Range and area of Grundlegende Monsterdurchdringung": "Reichweite und Wirkungsbereich von Grundlegende Monsterdurchdringung", "Range and area of Grundlegender Bogenangriff": "Reichweite und Wirkungsbereich von Grundlegender Bogenangriff", "Range and area of Grundlegender Keulenangriff": "Reichweite und Wirkungsbereich von Grundlegender Keulenangriff", "Range and area of Grundlegender Monsterhieb": "Reichweite und Wirkungsbereich von Grundlegender Monsterhieb", "Range and area of Grundlegender Schwertangriff": "Reichweite und Wirkungsbereich von Grundlegender Schwertangriff", "Range and area of Grundligender Speerangriff": "Reichweite und Wirkungsbereich von Grundligender Speerangriff", "Range and area of Haferbrei": "Reichweite und Wirkungsbereich von Haferbrei", "Range and area of Haftende Ranken": "Reichweite und Wirkungsbereich von Haftende Ranken", "Range and area of Heilende Berührung": "Reichweite und Wirkungsbereich von Heilende Berührung", "Range and area of Kampfstampfen": "Reichweite und Wirkungsbereich von Kampfstampfen", "Range and area of Kettengriff": "Reichweite und Wirkungsbereich von Kettengriff", "Range and area of Kettenhieb": "Reichweite und Bereich von Kettenhieb", "Range and area of Knaufhieb": "Reichweite und Wirkungsbereich von Knaufhieb", "Range and area of Knöchelbrecher": "Reichweite und Wirkungsbereich von Knöchelbrecher", "Range and area of Lumafrucht": "Reichweite und Wirkungsbereich von Lumafrucht", "Range and area of Magisches Geschoss": "Reichweite und Wirkungsbereich von Magisches Geschoss", "Range and area of Marienkäfer Ansturm": "Reichweite und Wirkungsbereich von Marienkäfer Ansturm", "Range and area of Metallansturm": "Reichweite und Wirkungsbereich von Metallansturm", "Range and area of Monster Grillfest": "Reichweite und Wirkungsbereich von Monster Grillfest", "Range and area of Mystisches Wildkraut": "Reichweite und Wirkungsbereich von Mystisches Wildkraut", "Range and area of NPCBasic Bow Attack": "Reichweite und Wirkungsbereich von NPCBasic Bow Attack", "Range and area of Netzwurf": "Reichweite und Wirkungsbereich von Netzwurf", "Range and area of Notfallflucht": "Reichweite und Wirkungsbereich von Notfallflucht", "Range and area of Pfeilregen": "Reichweite und Wirkungsbereich von Pfeilregen", "Range and area of Phantomkette": "Reichweite und Wirkungsbereich von Phantomkette", "Range and area of Pilz": "Reichweite und Wirkungsbereich von Pilz", "Range and area of Pilzeintopf": "Reichweite und Wirkungsbereich von Pilzeintopf", "Range and area of Pilzspieß": "Reichweite und Wirkungsbereich von Pilzspieß", "Range and area of Provozieren": "Reichweite und Wirkungsbereich von Provozieren", "Range and area of Rakete abfeuern": "Reichweite und Wirkungsbereich von Rakete abfeuern", "Range and area of Rundumschlag": "Reichweite und Wirkungsbereich von Rundumschlag", "Range and area of Rübe": "Reichweite und Wirkungsbereich von Rübe", "Range and area of Rübenbrei": "Reichweite und Wirkungsbereich von Rübenbrei", "Range and area of Rübensalat": "Reichweite und Wirkungsbereich von Rübensalat", "Range and area of Salbe": "Reichweite und Wirkungsbereich von Salbe", "Range and area of Samenexplosion": "Reichweite und Wirkungsbereich von Samenexplosion", "Range and area of Scharfschuss": "Reichweite und Wirkungsbereich von Scharfschuss", "Range and area of Schlammspucke": "Reichweite und Wirkungsbereich von Schlammspucke", "Range and area of Schleimpudding": "Reichweite und Wirkungsbereich von Schleimpudding", "Range and area of Schleimzerstäuber": "Reichweite und Wirkungsbereich von Schleimzerstäuber", "Range and area of Schmetterschlag": "Reichweite und Wirkungsbereich von Schmetterschlag", "Range and area of Schnellfeuer": "Reichweite und Wirkungsbereich von Schnellfeuer", "Range and area of Schwertbarriere": "Reichweite und Wirkungsbereich von Schwertbarriere", "Range and area of Schwertfluss": "Reichweite und Wirkungsbereich von Schwertfluss", "Range and area of Schwertsturm": "Reichweite und Wirkungsbereich von Schwertsturm", "Range and area of Seltsamer Samen": "Reichweite und Wirkungsbereich von Seltsamer Samen", "Range and area of Sonnenblüte": "Reichweite und Wirkungsbereich von Sonnenblüte", "Range and area of Sonnenherzblüte": "Reichweite und Wirkungsbereich von Sonnenherzblüte", "Range and area of Speerstoss": "Reichweite und Wirkungsbereich von Speerstoss", "Range and area of Sporenspucke": "Reichweite und Wirkungsbereich von Sporenspucke", "Range and area of Sprint": "Reichweite und Wirkungsbereich von Sprint", "Range and area of Spucken": "Reichweite und Wirkungsbereich von Spucken", "Range and area of Stampfen": "Reichweite und Wirkungsbereich von Stampfen", "Range and area of Staubknolle": "Reichweite und Wirkungsbereich von Staubknolle", "Range and area of Steinansturm": "Reichweite und Wirkungsbereich von Steinansturm", "Range and area of Steinstampfen": "Reichweite und Wirkungsbereich von Steinstampfen", "Range and area of Steinwurf": "Reichweite und Wirkungsbereich von Steinwurf", "Range and area of Sturmangriff": "Reichweite und Wirkungsbereich von Sturmangriff", "Range and area of Sturmwirbel": "Reichweite und Wirkungsbereich von Sturmwirbel", "Range and area of Säureausbreitung": "Reichweite und Wirkungsbereich von Säureausbreitung", "Range and area of Säurespeichel": "Reichweite und Wirkungsbereich von Säurespeichel", "Range and area of Todesfurcht": "Reichweite und Wirkungsbereich von Todesfurcht", "Range and area of Trockenfleisch": "Reichweite und Wirkungsbereich von Trockenfleisch", "Range and area of Umarmende Welle": "Reichweite und Wirkungsbereich von Umarmende Welle", "Range and area of Verbandkasten": "Reichweite und Wirkungsbereich von Verbandkasten", "Range and area of Verbesserter Grasbrei": "Reichweite und Wirkungsbereich von Verbesserter Grasbrei", "Range and area of Verbrennen": "Reichweite und Wirkungsbereich von Verbrennen", "Range and area of Verschlingen": "Reichweite und Wirkungsbereich von Verschlingen", "Range and area of Vertikaler Hieb": "Reichweite und Wirkungsbereich von Vertikaler Hieb", "Range and area of Wassertauchgang": "Reichweite und Wirkungsbereich von Wassertauchgang", "Range and area of Weitreichender Hieb": "Reichweite und Wirkungsbereich von Weitreichender Hieb", "Range and area of Widerliches Monsterfleisch": "Reichweite und Wirkungsbereich von Widerliches Monsterfleisch", "Range and area of Wildkraut": "Reichweite und Wirkungsbereich von Wildkraut", "Range and area of Wuchtwirbel": "Reichweite und Wirkungsbereich von Wuchtwirbel", "Range and area of Wächters Provokation": "Reichweite und Wirkungsbereich von Wächters Provokation", "Range and area of Wächterstoß": "Reichweite und Wirkungsbereich von Wächterstoß", "Range and area of Zerstörerische Spaltung": "Reichweite und Wirkungsbereich von Zerstörerische Spaltung", "Range and area of Zungenstoß": "Reichweite und Wirkungsbereich von Zungenstoß", "Range and area of Zähes rohes Fleisch": "Reichweite und Wirkungsbereich von Zähes rohes Fleisch", "Range and area of {#}": "Reichweite und Bereich von {#}", "Range in context": "Reichweite im Kontext", "Range in which warming effects (e.g. from a campfire) are applied": "Reichweite, in der wärmende Effekte (z. B. von einem Lagerfeuer) wirken", "Range of minute intervals for how long weather lasts": "Bereich der Minutenintervalle, wie lange das Wetter anhält", "Range reaches past this room, so the target sits at the edge.": "Die Reichweite geht über diesen Raum hinaus, daher sitzt das Ziel am Rand.", "Ranged": "Fernkampf", "Ranged fire-mage": "Fernkampf-Feuermagier", "Rank": "Rang", "Rank 1 - Unbedeutende Expedition": "Rang 1 - Unbedeutende Expedition", "Rank 1 Food": "Rang 1 Nahrung", "Rank 1 Level": "Rang 1 Stufe", "Rank 1 Research 1": "Rang 1 Forschung 1", "Rank 1 Research 2": "Rang 1 Forschung 2", "Rank 1 Research 3": "Rang 1 Forschung 3", "Rank 1 Research 4": "Rang 1 Forschung 4", "Rank 1 Research 5": "Rang 1 Forschung 5", "Rank 1 Research 6": "Rang 1 Forschung 6", "Rank 1 Research 7": "Rang 1 Forschung 7", "Rank 1 Resource 1": "Rang 1 Ressource 1", "Rank 1 Resource 2": "Rang 1 Ressource 2", "Rank 1 Room Type 1": "Rang 1 Raumtyp 1", "Rank 1 Room Type 2": "Rang 1 Raumtyp 2", "Rank 1 Room Type 3": "Rang 1 Raumtyp 3", "Rank 1 Room Type 4": "Rang 1 Raumtyp 4", "Rank 1 Room Type 5": "Rang 1 Raumtyp 5", "Rank 1 Room Type 6": "Rang 1 Raumtyp 6", "Rank 1 Room Type 7": "Rang 1 Raumtyp 7", "Rank 2 (ranks 3-7 are locked)": "Rang 2 (Ränge 3-7 sind gesperrt)", "Rank 2 - Geringe Expedition": "Rang 2 - Geringe Expedition", "Rank 2 Elite": "Rang 2 Elite", "Rank 2 Food": "Rang 2 Nahrung", "Rank 2 Level": "Rang 2 Stufe", "Rank 2 Research 1": "Rang 2 Forschung 1", "Rank 2 Research 10": "Rang 2 Forschung 10", "Rank 2 Research 11": "Rang 2 Forschung 11", "Rank 2 Research 12": "Rang 2 Forschung 12", "Rank 2 Research 13": "Rang 2 Forschung 13", "Rank 2 Research 14": "Rang 2 Forschung 14", "Rank 2 Research 15": "Rang 2 Forschung 15", "Rank 2 Research 16": "Rang 2 Forschung 16", "Rank 2 Research 2": "Rang 2 Forschung 2", "Rank 2 Research 3": "Rang 2 Forschung 3", "Rank 2 Research 4": "Rang 2 Forschung 4", "Rank 2 Research 5": "Rang 2 Forschung 5", "Rank 2 Research 6": "Rang 2 Forschung 6", "Rank 2 Research 7": "Rang 2 Forschung 7", "Rank 2 Research 8": "Rang 2 Forschung 8", "Rank 2 Research 9": "Rang 2 Forschung 9", "Rank 2 Resource 1": "Rang 2 Ressource 1", "Rank 2 Resource 2": "Rang 2 Ressource 2", "Rank 2 Room Type 1": "Rang 2 Raumtyp 1", "Rank 2 Room Type 2": "Rang 2 Raumtyp 2", "Rank 2 Room Type 3": "Rang 2 Raumtyp 3", "Rank 2 Room Type 4": "Rang 2 Raumtyp 4", "Rank 2 Room Type 5": "Rang 2 Raumtyp 5", "Rank 2 Room Type 6": "Rang 2 Raumtyp 6", "Rank 2 Room Type 7": "Rang 2 Raumtyp 7", "Rank 3 - Etablierte Expedition": "Rang 3 - Etablierte Expedition", "Rank 3 Elite": "Rang 3 Elite", "Rank 3 Food": "Rang 3 Nahrung", "Rank 3 Level": "Rang 3 Stufe", "Rank 3 Research 1": "Rang 3 Forschung 1", "Rank 3 Research 2": "Rang 3 Forschung 2", "Rank 3 Research 3": "Rang 3 Forschung 3", "Rank 3 Research 4": "Rang 3 Forschung 4", "Rank 3 Research 5": "Rang 3 Forschung 5", "Rank 3 Research 6": "Rang 3 Forschung 6", "Rank 3 Research 7": "Rang 3 Forschung 7", "Rank 3 Resource 1": "Rang 3 Ressource 1", "Rank 3 Resource 2": "Rang 3 Ressource 2", "Rank 3 Room Type 1": "Rang 3 Raumtyp 1", "Rank 3 Room Type 2": "Rang 3 Raumtyp 2", "Rank 3 Room Type 3": "Rang 3 Raumtyp 3", "Rank 3 Room Type 4": "Rang 3 Raumtyp 4", "Rank 3 Room Type 5": "Rang 3 Raumtyp 5", "Rank 3 Room Type 6": "Rang 3 Raumtyp 6", "Rank 3 Room Type 7": "Rang 3 Raumtyp 7", "Rank 4 - Angesehene Expedition": "Rang 4 - Angesehene Expedition", "Rank 5 - Renommierte Expedition": "Rang 5 - Renommierte Expedition", "Rank also changes": "Der Rang ändert außerdem", "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "Rang nach Skillschaden unter den derzeit angezeigten Monstern, höchster zuerst. Die goldene Krone markiert #1.", "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "Rang nach Skillschaden unter den angezeigten Skills, höchster zuerst. Die goldene Krone markiert #1.", "Rank recruit ladder": "Rekrutierungsleiter nach Rang", "Rank-up CP": "Aufstiegs-CP", "Rank-up CP, recruit level & race weights": "Aufstiegs-CP, Rekrutenstufe & Rassengewichtungen", "Ranked by Skill Damage. Free basic attacks (0 energy) are hidden by default; passives are not active casts and are excluded.": "Sortiert nach Skillschaden. Kostenlose Grundangriffe (0 Energie) sind standardmäßig ausgeblendet; passive Skills sind keine aktiven Wirkungen und bleiben ausgeschlossen.", "Ranks defined": "Definierte Ränge", "Rare inscription:": "Seltene Inschrift:", "Rare resource nodes per floor": "Seltene Ressourcenvorkommen pro Etage", "Rarity chances": "Seltenheitschancen", "Rarity weights (per 1000)": "Seltenheitsgewichtungen (pro 1000)", "Rat": "Ratte", "Rat.": "Ratte.", "Rate at which a shop appears in a dungeon's Theme 1 random roll": "Rate, mit der ein Laden im Zufallswurf von Thema 1 eines Dungeons erscheint", "Rate at which combat appears in a dungeon's Theme 1 random roll": "Rate, mit der Kampf im Zufallswurf von Thema 1 eines Dungeons erscheint", "Rate at which resources appear in a dungeon's Theme 1 random roll": "Rate, mit der Ressourcen im Zufallswurf von Thema 1 eines Dungeons erscheinen", "Rate of increase of held coin per tick (PS: Until Guild trading is implemented there's no way to earn coin, so it increases naturally.)": "Zuwachsrate der gehaltenen Münzen pro Tick (PS: Bis der Gildenhandel eingebaut ist, gibt es keine Möglichkeit, Münzen zu verdienen, daher steigt der Wert von selbst.)", "Rations": "Rationen", "Rattenschwarm icon": "Rattenschwarm-Symbol", "Raubfrosch des Abyss icon": "Raubfrosch des Abyss Symbol", "Raubfrosch des Abyss variant": "Raubfrosch des Abyss Variante", "Raubfrosch icon": "Raubfrosch-Symbol", "Raubfrosch variant": "Raubfrosch-Variante", "Raw": "Roh", "Raw values": "Rohwerte", "Raw values:": "Rohwerte:", "Reaching a safe floor does two things: it": "Das Erreichen einer Sicheren Etage bewirkt zwei Dinge: es", "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless": "Das Erreichen der tiefsten Etagen markiert Veil of Silence als abgeschlossen (Prüfung nur in der Demo), ohne dass ein Boss fallen muss - und Region 1 bleibt trotzdem gesperrt", "Reactive": "Reaktiv", "Reading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.": "Ob ein Bonus \"+10%\" oder \"+10\" lautet, verrät dir, um welche Art es sich handelt.", "Reads": "Lesevorgänge", "Real time per day at 1x": "Echtzeit pro Tag bei 1x", "Receive": "Erhalten", "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "Erhaltener Kritischer Schadensbonus +50% (ein kritischer Treffer, der +50% verursachen würde, verursacht +100%).", "Recipe": "Rezept", "Recipe: {#}": "Rezept: {#}", "Recipes": "Rezepte", "Recipes - Dungeon Settlers Wiki": "Rezepte - Dungeon Settlers Wiki", "Recommended for intended gameplay experience.": "Empfohlen für das vorgesehene Spielerlebnis.", "Recover": "Erholen", "Recover 600 Energy over a fight: 600 ÷ 60 =": "600 Energie über einen Kampf hinweg regenerieren: 600 ÷ 60 =", "Recover stack * {0} energy per second.": "Stellt Stapel * {0} Energie pro Sekunde wieder her.", "Recover stack * {0} health per second.": "Stellt Stapel * {0} Gesundheit pro Sekunde wieder her.", "Recover {0} Stamina every tick": "Stellt pro Tick {0} Ausdauer wieder her", "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "Stellt jeden Tick {0} Ausdauer wieder her (derzeit unbenutzt. Wird vielleicht nie verwendet?)", "Recovery interval": "Regenerationsintervall", "Recovery runs on the campaign clock:": "Die Erholung läuft nach der Kampagnenuhr:", "Recreation (3)": "Erholung (3)", "Recreation buffs": "Erholungs-Buffs", "Recreation buildings": "Erholungsgebäude", "Recreation buildings - capacity, buff/bored affecters, workload.": "Freizeitgebäude - Kapazität, Buff-/Langeweile-Affecter, Arbeitslast.", "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "Freizeitgebäude, mit denen Siedler ihre Stimmung wiederherstellen. Spielen verleiht den Buff-Affecter; übermäßige Nutzung wendet den Langeweile-Affecter an. Arbeitsaufwand = Ticks pro Spielsitzung.", "Recreation now lives on the": "Erholung findet sich jetzt auf der", "Recruit Endorsi": "Endorsi rekrutieren", "Recruit Presets": "Rekrutierungsvorlagen", "Recruit Presets - Dungeon Settlers Wiki": "Rekrutierungs-Vorlagen - Dungeon Settlers Wiki", "Recruit UI Refresh Confirm Notice": "Bestätigungshinweis für Rekrutierungs-UI-Aktualisierung", "Recruit candidate": "Kandidat rekrutieren", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "Rekrutenkandidaten, die mit einer Inschrift gewürfelt werden, kosten je nach Seltenheit zusätzliches Gold: Gewöhnlich +50 - Ungewöhnlich +100 - Selten +300 - Legendär +500.", "Recruit generation": "Rekruten-Generierung", "Recruit presets:": "Rekrutierungsvorlagen:", "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "Rekruten-Wurfqualität - wo deine Attributswürfe landen (der Rekruten-RNG des Spiels, hier deterministisch gemacht). Wähle schlechteste / durchschnittliche / beste:", "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "Gewichtungen der Rekruteneinheiten // (0306) Mensch, Echsenmensch, Elf, Zwerg, Weißer Dämon, Tal, Lycan", "Recruit up to 4 units": "Bis zu 4 Einheiten rekrutieren", "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting. One-time correction to the INITIAL attribute only - it does not scale level-up growth:": "Attributswürfe der Rekrutengenerierung - der Rekruten-RNG des Spiels, hier angewendet mit der Wurfqualität, die du unten wählst (schlechteste / durchschnittliche / beste). Im Builder nicht zufällig; es folgt deiner Einstellung. Einmalige Korrektur ausschließlich am ANFANGSATTRIBUT - sie skaliert das Wachstum beim Stufenaufstieg nicht:", "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting:": "Attributswürfe der Rekrutengenerierung - der Rekruten-RNG des Spiels, hier angewendet mit der Wurfqualität, die du unten wählst (schlechteste / durchschnittliche / beste). Im Builder nicht zufällig; es folgt deiner Einstellung:", "Recruiting well": "Gut rekrutieren", "Recruitment Refresh Cost": "Rekrutierung Aktualisierungskosten", "Recruitment Unique Existing Names": "Rekrutierung Vorhandene eindeutige Namen", "Recruitment Unique Existing Profiles": "Rekrutierung Vorhandene eindeutige Profile", "Recruitment guide": "Rekrutierungs-Guide", "Recruitment pool": "Rekrutierungspool", "Recruitment rank": "Rekrutierungsrang", "Recruitment: applied to newly recruited units": "Rekrutierung: wird auf neu rekrutierte Einheiten angewendet", "Red": "Rot", "Red Carpet": "Roter Teppich", "Red Carpet B": "Roter Teppich B", "Red Carpet has been renamed to": "Red Carpet wurde umbenannt in", "Red Crystal": "Roter Kristall", "Red Dragon Breath (ancient fire dragon)": "Red Dragon Breath (uralter Feuerdrache)", "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything": "Red Monster Rat (Main7) beendet die Geschichte; sie schließt die Region NICHT ab und schaltet nichts frei", "Red Monster Rat 3-phase boss": "Red Monster Rat 3-Phasen-Boss", "Red Monster Rat Exclusive Room 1 map": "Exklusiver Raum der roten Monsterratte 1 Karte", "Red Monster Rat Exclusive Room 2 map": "Exklusiver Raum der roten Monsterratte 2 Karte", "Red Monster Rat Exclusive Room 3 map": "Exklusiver Raum der roten Monsterratte 3 Karte", "Red Monster Rat Exclusive Room 4 map": "Exklusiver Raum der roten Monsterratte 4 Karte", "Red Monster Rat Fixed": "Red Monster Rat fest", "Red Monster Rat Random": "Rote Monsterratte Zufällig", "Red Monster Rat Soul Stone (works)": "Red Monster Rat Seelenstein (funktioniert)", "Red Monster Rat has been renamed to": "Red Monster Rat wurde umbenannt in", "Red Rat has been renamed to": "Red Rat wurde umbenannt in", "Red Stone Golem Random": "Roter Steingolem Zufällig", "Red Stone Golem has been renamed to": "Red Stone Golem wurde umbenannt in", "Reduces incoming damage by about 50%": "Reduziert eingehenden Schaden um etwa 50%", "Reducing wear": "Verschleiß reduzieren", "Reference for every stat/status key in the game.": "Referenz für jeden Attribut-/Statusschlüssel im Spiel.", "Referenced by": "Referenziert von", "Refers to the base Settlement Portal's durability decrease per hour.": "Bezieht sich auf die Abnahme der Haltbarkeit des Siedlungsportals der Basis pro Stunde.", "Refers to the item 'type' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "Bezieht sich auf den 'type'-Schlüsselwert des Items, der nötig ist, um von einer Stufe zur nächsten aufzusteigen. {0} ist ein unbenutzter Platzhalter, und sein Wert ist fest auf \"None\" gesetzt.", "Refers to the max Mood value. It isn't a value that actually fluctuates in use; it's mainly used as the max reference for displaying gauge bars, etc. in the UI. (The actual value has no maximum.)": "Bezieht sich auf den maximalen Stimmungswert. Es ist kein Wert, der im Betrieb tatsächlich schwankt; er dient vor allem als Maximalreferenz für die Anzeige von Balken usw. in der UI. (Der eigentliche Wert hat kein Maximum.)", "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "Bezieht sich auf die Anzahl der Ticks pro Stunde. Multipliziert mit 24 ergibt das die Anzahl der Ticks pro Tag.", "Refers to the slot background display range based on the Life stat. Below {0}: Bad Below {1}: Normal Below {2}: Good Below {3}: Great Otherwise (i.e., {3} or higher): Perfect": "Bezieht sich auf den Anzeigebereich des Slot-Hintergrunds anhand des Lebenswerts. Unter {0}: Schlecht Unter {1}: Normal Unter {2}: Gut Unter {3}: Sehr gut Ansonsten (d. h. {3} oder höher): Perfekt", "Refined Garnet": "Veredelter Granat", "Refined Garnet icon": "Refined Garnet Symbol", "Refined Opal": "Veredelter Opal", "Refined Opal icon": "Refined Opal Symbol", "Refined Peridot": "Veredelter Peridot", "Refined Peridot icon": "Refined Peridot Symbol", "Reflect": "Reflektieren", "Reflect / Thorns": "Reflexion / Dornen", "Reflect and thorns": "Reflexion und Dornen", "Reflect damage calculator": "Rechner für reflektierten Schaden", "Reflect fraction": "Reflexionsanteil", "Reflect source": "Reflexionsquelle", "Reflected damage = 200 × 100% =": "Reflektierter Schaden = 200 × 100% =", "Reflects": "Reflektiert", "Reflexhaftes Ausweichen icon": "Reflexhaftes Ausweichen Symbol", "Reflexion: Magie icon": "Reflexion: Magie Symbol", "Reflexion: Nahkampf icon": "Reflexion: Nahkampf Symbol", "Reflexion: Physisch icon": "Reflexion: Physisch Symbol", "Reflexion: Reichweite icon": "Reflexion: Reichweite Symbol", "Regen icon": "Regen-Symbol", "Regeneration aura": "Regenerationsaura", "Region 1 Common": "Region 1 Gewöhnlich", "Region 1 Common map": "Allgemeine Karte von Region 1", "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "Begegnung in Region 1 nach Abschluss der Jagd auf den Alpha-Sandstein-Slogel", "Region 1 Shared": "Region 1 (gemeinsam)", "Region 1 Shared map": "Region 1 Gemeinsame Karte", "Region 2 Shared": "Region 2 (gemeinsam)", "Region 2 Shared map": "Region 2 Gemeinsame Karte", "Region Unlock & Progression": "Regionsfreischaltung & Fortschritt", "Region chain": "Regionskette", "Region enum": "Region-Enum", "Region id": "Region-ID", "Regional environment effect": "Regionaler Umwelteffekt", "Regions": "Regionen", "Regions - Dungeon Settlers Wiki": "Regionen - Dungeon Settlers Wiki", "Reiche Holzvorkommen icon": "Reiche Holzvorkommen Symbol", "Reicher Manastein icon": "Reicher Manastein Symbol", "Reichhaltige Ration icon": "Reichhaltige Ration Symbol", "Reichlich Stein icon": "Reichlich Stein Symbol", "Related page (optional)": "Verwandte Seite (optional)", "Related:": "Verwandt:", "Relationship to Forgotten Abyss": "Beziehung zum Vergessenen Abgrund", "Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 - Normal 1/0 - Hard 1/1 - Very Hard 1/2 - Devastation 1/3).": "Relative Wurfgewichte pro Expedition; wie viele positive/negative Effekte gewürfelt werden, hängt von der gewählten Kampfschwierigkeit ab (Einfach 2/0 - Normal 1/0 - Schwer 1/1 - Sehr schwer 1/2 - Verheerung 1/3).", "Relaxed": "Entspannt", "Relaxed (below 20)": "Entspannt (unter 20)", "Released": "Veröffentlicht", "Released casters use three crystal families that also route a staff's element: **Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature)**, used in both staves and random-affix jewelry. Each has a **higher-tier gem upgrade that is gated**: **Garnet** (upgrades Red/Fire), **Opal** (upgrades Blue/Water) and **Peridot** (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated **Gold** jewelry line sits above Silver.": "Die veröffentlichten Zauberer nutzen drei Kristallfamilien, die zugleich das Element eines Stabs bestimmen: **Roter Kristall (Feuer), Blauer Kristall (Wasser) und Grüner Kristall (Natur)**, verwendet sowohl in Stäben als auch in Schmuck mit zufälligen Affixen. Zu jeder gehört ein **höherstufiges Edelstein-Upgrade, das gesperrt ist**: **Granat** (verbessert Rot/Feuer), **Opal** (verbessert Blau/Wasser) und **Peridot** (verbessert Grün/Natur). Ihre Erze existieren, sind aber unbenannt, und ihre Stab-/Schmuckvarianten haben keine Rezepte oder leere Affix-Pools. Die gesperrte **Gold**-Schmucklinie steht über Silber.", "Released equipment tiers run": "Durchlauf der veröffentlichten Ausrüstungsstufen", "Released gear tiers": "Veröffentlichte Ausrüstungsstufen", "Released in B.0.3.40. Recruitable from clan rank 3 onward at weight 25, the same weight as Elf, so roughly a 14% chance per candidate once unlocked. Perception-focused with a Greatsword penalty, pushing them toward bows and nature/water magic. The day/night stat swing is the largest conditional modifier any race carries.": "Veröffentlicht in B.0.3.40. Ab Clanrang 3 mit Gewichtung 25 rekrutierbar, derselben Gewichtung wie Elf, also nach der Freischaltung rund 14% Chance pro Kandidat. Auf Wahrnehmung ausgerichtet, mit einem Malus auf Großschwerter, was sie zu Bögen und Natur-/Wassermagie drängt. Der Werteunterschied zwischen Tag und Nacht ist der größte bedingte Modifikator, den irgendeine Rasse besitzt.", "Relief Rations Complete": "Hilfsrationen abgeschlossen", "Remember reveals": "Enthüllungen merken", "Remove": "Entfernen", "Remove this character": "Diesen Charakter entfernen", "Remove this inscription tree - frees its inscription slot.": "Diesen Inschriftenbaum entfernen - gibt seinen Inschriftenplatz frei.", "Removed (1)": "Entfernt (1)", "Removed (15)": "Entfernt (15)", "Removed (22)": "Entfernt (22)", "Removed (3)": "Entfernt (3)", "Removed (5)": "Entfernt (5)", "Removed (63)": "Entfernt (63)", "Removed (8)": "Entfernt (8)", "Removed ({#})": "Entfernt ({#})", "Removes": "Entfernt", "Removes Verwurzelt, Langsam and grants Eile for {0} seconds.": "Entfernt Verwurzelt und Langsam und verleiht Eile für {0} Sekunden.", "Removes poisoning.": "Entfernt Vergiftung.", "Rendered from the game's real floor, wall and decoration tiles for this template. Edges without a wall are doorways where corridors connect this room to its neighbours. Monster, item and NPC spawn points are not shown.": "Gerendert aus den echten Boden-, Wand- und Dekorationskacheln des Spiels für diese Vorlage. Kanten ohne Wand sind Türöffnungen, an denen Korridore diesen Raum mit seinen Nachbarn verbinden. Spawnpunkte von Monstern, Items und NPCs werden nicht angezeigt.", "Renders the creep area at the base out to a distance of {0} from the creep": "Stellt das Creep-Gebiet in der Basis bis zu einer Entfernung von {0} vom Creep dar", "Repairs": "Repariert", "Repairs are done at a Repair Stand; the game tables define no material cost per repair, so \"mend back to full\" is the durability restored, not an item price.": "Reparaturen erfolgen an einem Reparaturstand; die Spieltabellen definieren keine Materialkosten pro Reparatur, \"vollständig instand setzen\" bezeichnet also die wiederhergestellte Haltbarkeit, nicht einen Itempreis.", "Repairs with": "Repariert mit", "Repeatable": "Wiederholbar", "Repeatable 'Expedition Resolution' goals that advance clan rank": "Wiederholbare Ziele der 'Expeditionsresolution', die den Clanrang voranbringen", "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "Nur wiederholbare Beute beim Tod. Einmalige Erstkill-Boni (Seelensteine usw.) stehen auf der Seite der jeweiligen Einheit; Bosse stehen auf der", "Report a bug / suggest a feature": "Fehler melden / Feature vorschlagen", "Represents the current emotional state of a unit.": "Stellt den aktuellen Gefühlszustand einer Einheit dar.", "Represents the current emotional state of a unit. You can check": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Du kannst", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## Stimmung decrease": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Faktoren, die die Stimmung beeinflussen, kannst du im Abschnitt 'Stimmung' im Reiter 'Status' einsehen. ## Stimmung sinkt", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## [STA...": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Faktoren, die die Stimmung beeinflussen, kannst du im Abschnitt 'Stimmung' im Reiter 'Status' einsehen. ## [STA...", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## [STATUS_Mood] decreases d...": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Faktoren, die die Stimmung beeinflussen, kannst du im Abschnitt 'Stimmung' im Reiter 'Status' einsehen. ## [STATUS_Mood] sinkt d...", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Faktoren, die die Stimmung beeinflussen, kannst du im Reiter 'Stimmung' im 'Status'-Fenster einsehen. Wenn die Stimmung unter", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## Stimmung decrease": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Faktoren, die die Stimmung beeinflussen, kannst du im Abschnitt 'Stimmung' im Reiter 'Status' einsehen. ## Stimmung sinkt", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "Stellt den aktuellen Gefühlszustand einer Einheit dar. Faktoren, die die Stimmung beeinflussen, kannst du im Reiter 'Stimmung' im 'Status'-Fenster einsehen. Wenn die Stimmung unter", "Request to Join the Expedition": "Antrag auf Beitritt zur Expedition", "Required Furniture": "Benötigte Möbel", "Required average Quality of the room's walls (corners included) and interior floor tiles": "Erforderliche durchschnittliche Qualität der Wände des Raums (Ecken eingeschlossen) und der inneren Bodenfliesen", "Required equipment": "Benötigte Ausrüstung", "Required items": "Benötigte Items", "Required level": "Erforderliche Stufe", "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "Erforderliche Gesamtqualität aller Gebäude im Raum außer Wänden, Türen und Bodenfliesen", "Requirement met": "Anforderung erfüllt", "Requires": "Erfordert", "Requires a Bow": "Benötigt einen Bogen", "Requires a Club": "Benötigt eine Keule", "Requires a Greatsword": "Benötigt ein Großschwert", "Requires a Nature Staff": "Benötigt einen Naturstab", "Requires a Sword": "Benötigt ein Schwert", "Requires a Water Staff": "Benötigt einen Wasserstab", "Requires ammo": "Benötigt Munition", "Requires:": "Erfordert:", "Research (1)": "Forschung (1)", "Research Complete": "Forschung abgeschlossen", "Research Lab bonus": "Forschungslabor-Bonus", "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)": "Forschungsfähigkeit +30% (schlechter Raum) bis etwa +150-210% (Räume höchster Qualität)", "Research complete": "Forschung abgeschlossen", "Research progress and crops": "Forschungsfortschritt und Feldfrüchte", "Research requirement multiplier": "Multiplikator für Forschungsanforderungen", "Research tree": "Forschungsbaum", "Research tree with unlocks": "Forschungsbaum mit Freischaltungen", "Research tree: grid position, workload, prerequisites, unlock results.": "Forschungsbaum: Rasterposition, Arbeitsaufwand, Voraussetzungen, Freischaltergebnisse.", "Research workload": "Forschungsaufwand", "Researching here": "Forschung hier", "Researching here: +120% Forschung": "Forschen hier: +120% Forschung", "Researching here: +150% Forschung": "Forschen hier: +150% Forschung", "Researching here: +180% Forschung": "Forschen hier: +180% Forschung", "Researching here: +210% Forschung": "Forschen hier: +210% Forschung", "Researching here: +30% Forschung": "Forschen hier: +30% Forschung", "Researching here: +60% Forschung": "Forschen hier: +60% Forschung", "Researching here: +90% Forschung": "Forschen hier: +90% Forschung", "Reset - sure?": "Zurücksetzen - sicher?", "Reset discoveries": "Entdeckungen zurücksetzen", "Reset discoveries (N)": "Entdeckungen zurücksetzen (N)", "Resets all learned skills and refunds the SP.": "Setzt alle erlernten Skills zurück und erstattet die SP.", "Resistance formula": "Resistenzformel", "Resistances": "Resistenzen", "Resolutions": "Ausgänge", "Resource node": "Ressourcenvorkommen", "Resource nodes": "Ressourcenknoten", "Resource | From | Floors | Chance": "Ressource | Von | Etagen | Chance", "Resources": "Ressourcen", "Resources & Needs": "Ressourcen & Bedürfnisse", "Resources and time are very limited, requiring precise": "Ressourcen und Zeit sind sehr begrenzt und erfordern präzise", "Resources are extremely scarce and goods are expensive.": "Ressourcen sind extrem knapp und Waren sind teuer.", "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "Ressourcen sind extrem knapp und Waren sind teuer. Deine langfristige Planung und dein feines Managementgeschick werden auf die Probe gestellt.", "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "Ressourcen sind extrem knapp und Waren sind teuer. Deine langfristige Planung und dein Fingerspitzengefühl im Management werden auf die Probe gestellt.", "Resources per Dungeon": "Ressourcen pro Dungeon", "Resources per Dungeon - Dungeon Settlers Wiki": "Ressourcen pro Dungeon - Dungeon Settlers Wiki", "Resources you can gather in {#}": "Ressourcen, die du in {#} sammeln kannst", "Resources: {#}": "Ressourcen: {#}", "Respawn interval & Magic Saturation": "Respawn-Intervall & Magische Sättigung", "Respect the clock": "Achte auf die Uhr", "Rest": "Rast", "Resting his chin on one hand, he murmurs to himself.": "Das Kinn auf eine Hand gestützt, murmelt er vor sich hin.", "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\" He": "Das Kinn auf eine Hand gestützt, murmelt er vor sich hin. \"Es sieht aus wie ein Insekt, das längst hätte aussterben müssen... Welcher Mechanismus könnte es bloß am Leben halten?\" Er", "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\" He turns...": "Das Kinn auf eine Hand gestützt, murmelt er vor sich hin. \"Es sieht aus wie ein Insekt, das längst hätte aussterben müssen... Welcher Mechanismus könnte es bloß am Leben halten?\" Er wendet sich...", "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could...": "Das Kinn auf eine Hand gestützt, murmelt er vor sich hin. \"Es sieht aus wie ein Insekt, das längst hätte aussterben müssen... Welcher Mechanismus könnte...", "Restores": "Stellt wieder her", "Restores 15 health to an ally per cast (about 0.9/s at this cadence)": "Stellt pro Anwendung 15 Gesundheit bei einem Verbündeten wieder her (etwa 0.9/s bei dieser Taktung)", "Restores 16 health to an ally per cast (about 1/s at this cadence)": "Stellt pro Anwendung 16 Gesundheit bei einem Verbündeten wieder her (etwa 1/s bei dieser Taktung)", "Restores 196 health to an ally per cast (about 125.7/s at this cadence)": "Stellt pro Anwendung 196 Gesundheit bei einem Verbündeten wieder her (etwa 125.7/s bei dieser Taktung)", "Restores 220 health to an ally per cast (about 145/s at this cadence)": "Stellt pro Anwendung 220 Gesundheit bei einem Verbündeten wieder her (etwa 145/s bei dieser Taktung)", "Restores 300 HP over 10 seconds.": "Stellt 300 LP in 10 Sekunden wieder her.", "Restores 400 HP over 10 seconds.": "Stellt 400 LP in 10 Sekunden wieder her.", "Restores 49 health to an ally per cast (about 31.4/s at this cadence)": "Stellt einem Verbündeten pro Anwendung 49 Gesundheit wieder her (etwa 31.4/s bei dieser Frequenz)", "Restores 55 health to an ally per cast (about 36.3/s at this cadence)": "Stellt einem Verbündeten pro Anwendung 55 Gesundheit wieder her (etwa 36.3/s bei dieser Frequenz)", "Restores 800 HP over 10 seconds.": "Stellt 800 LP in 10 Sekunden wieder her.", "Restores {#} health to an ally per cast": "Stellt einem Verbündeten pro Einsatz {#} Gesundheit wieder her", "Restores {0} Aktuelle Lebenspunkte per stack every second.": "Stellt pro Stapel jede Sekunde {0} Aktuelle Lebenspunkte wieder her.", "Restores {0} Energie per stack every second.": "Stellt pro Stapel jede Sekunde {0} Energie wieder her.", "Resulting crit chance": "Resultierende kritische Trefferchance", "Return": "Zurück", "Reveal identity": "Identität aufdecken", "Revered": "Verehrt", "Revive": "Wiederbeleben", "Reward": "Belohnung", "Rewards": "Belohnungen", "Rider": "Reiter", "Rider.": "Reiter.", "Riesige Fleischmade (resource node)": "Riesige Fleischmade (Ressourcenknoten)", "Riesige Fleischmade (resource node) - Dungeon Settlers Wiki": "Riesige Fleischmade (Ressourcenknoten) - Dungeon Settlers Wiki", "Riesiger Steingolem des Abyss icon": "Riesiger Steingolem des Abyss Symbol", "Riesiger Steingolem des Abyss variant": "Riesiger Steingolem des Abyss Variante", "Riesiger Steingolem icon": "Riesiger Steingolem Symbol", "Riesiger Steingolem variant": "Riesiger Steingolem Variante", "Right": "Rechts", "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Klicke mit der rechten Maustaste auf ein Item im 'Inventar', um das Interaktionsmenü zu öffnen. Von dort kannst du es ausrüsten. oder verbrauchen", "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume ...": "Klicke mit der rechten Maustaste auf ein Item im 'Inventar', um das Interaktionsmenü zu öffnen. Von dort kannst du es ausrüsten. oder verbrauchen ...", "Right-click": "Rechtsklick", "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "Ein Rechtsklick (und Alt + Rechtsklick für die vollständige Liste) öffnet das Interaktionsmenü. Das sind alle Aktionen, die es anbieten kann;", "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Klicke mit der rechten Maustaste auf ein Item im 'Inventar', um das Interaktionsmenü zu öffnen. Von dort kannst du es ausrüsten. oder verbrauchen", "Rissige Sanduhr icon": "Rissige Sanduhr Symbol", "Ritualglocke icon": "Ritualglocke-Symbol", "Roaring ×2, Slash ×2, Death ×1": "Brüllen ×2, Hieb ×2, Tod ×1", "Robust icon": "Robust-Symbol", "Rock Remnant": "Felsüberrest", "Rocky Area 1": "Felsiges Gebiet 1", "Rocky Area 2": "Felsiges Gebiet 2", "Rocky Area 3": "Felsiges Gebiet 3", "Rohhaut icon": "Rohhaut-Symbol", "Rohhauthelm icon": "Rohhauthelm-Symbol", "Role": "Rolle", "Rolls": "Würfe", "Rolls 1 random bonus from:": "Wählt 1 zufälligen Bonus aus:", "Rolls 2 random bonuses from:": "Wählt 2 zufällige Boni aus:", "Rolls as a negative regional environment effect in": "Erscheint als negativer regionaler Umgebungseffekt in", "Rolls as a positive regional environment effect in": "Erscheint als positiver regionaler Umgebungseffekt in", "Room": "Raum", "Room & Spawn Odds": "Raum- & Spawn-Chancen", "Room & Spawn Odds - Dungeon Settlers Wiki": "Raum- & Spawn-Chancen - Dungeon Settlers Wiki", "Room details": "Raumdetails", "Room layouts by region": "Raumlayouts nach Region", "Room map": "Raumkarte", "Room odds": "Raumchancen", "Room templates": "Raumvorlagen", "Room templates (curated count)": "Raumvorlagen (kuratierte Anzahl)", "Room theme": "Raumthema", "Room theme for range previews": "Raumthema für Reichweitenvorschauen", "Room tiers above Decent (Impressive, Luxurious and Fantastic) are defined in the game data with their housing bonuses, but have no size, furniture or quality requirements yet, so they cannot be built in this build. Their bonuses are listed here for reference.": "Raumstufen oberhalb von Anständig (Beeindruckend, Luxuriös und Fantastisch) sind in den Spieldaten mit ihren Wohnboni definiert, haben aber noch keine Anforderungen an Größe, Möbel oder Qualität und können in diesem Build daher nicht gebaut werden. Ihre Boni sind hier zur Referenz aufgeführt.", "Room type": "Raumtyp", "Room types": "Raumtypen", "Room-composition probability tables": "Wahrscheinlichkeitstabellen zur Raumzusammensetzung", "Room-type mix": "Mischung der Raumtypen", "Rooms": "Räume", "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "Die Räume sind die echten Ingame-Karten, Tür an Tür durch Korridore verbunden. Ziehen zum Verschieben; klicke einen Raum an, um ihn zu vergrößern.", "Rooms follow the authored graph positions (the intended layout)": "Räume folgen den vorgegebenen Graphpositionen (dem beabsichtigten Layout)", "Rooms:": "Räume:", "Root (before tier 1)": "Wurzel (vor Stufe 1)", "Rotatable": "Drehbar", "Rotate floors.": "Etagen drehen.", "Rotate floors/regions - never grind a single floor to 0": "Etagen/Regionen abwechseln - farme niemals eine einzelne Etage auf 0 herunter", "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops": "Etagen abwechseln; eine Etage mit 0 Erschöpfung verschlechtert die ganze Region um -50% Beute", "Rote Monsterratte Phase 2 icon": "Rote Monsterratte Phase 2 Symbol", "Rote Monsterratte Phase 3 icon": "Rote Monsterratte Phase 3 Symbol", "Rote Monsterratte Seelenstein icon": "Rote Monsterratte Seelenstein Symbol", "Rote Monsterratte des Abyss icon": "Rote Monsterratte des Abyss Symbol", "Rote Monsterratte des Abyss variant": "Rote Monsterratte des Abyss Variante", "Rote Monsterratte icon": "Rote Monsterratte Symbol", "Rote Monsterratte variant": "Rote Monsterratte Variante", "Rote Ratte des Abyss icon": "Rote Ratte des Abyss Symbol", "Rote Ratte des Abyss variant": "Rote Ratte des Abyss Variante", "Rote Ratte icon": "Rote Ratte Symbol", "Rote Ratte variant": "Rote Ratte Variante", "Roter Drachenatem icon": "Roter Drachenatem Symbol", "Roter Steingolem des Abyss icon": "Roter Steingolem des Abyss Symbol", "Roter Steingolem des Abyss variant": "Roter Steingolem des Abyss Variante", "Roter Steingolem icon": "Roter Steingolem Symbol", "Roter Steingolem variant": "Roter Steingolem Variante", "Roter Terror icon": "Roter Terror Symbol", "Rotes Kristallerz icon": "Rotes Kristallerz Symbol", "Rotkristall Blutholzstab icon": "Rotkristall Blutholzstab Symbol", "Rotkristall Eisenstab icon": "Rotkristall Eisenstab Symbol", "Rotkristall Halskette icon": "Rotkristall Halskette Symbol", "Rotkristall Holzstab icon": "Rotkristall Holzstab Symbol", "Rotkristall Knochenstab icon": "Rotkristall Knochenstab Symbol", "Rotkristall Panzerstab icon": "Rotkristall Panzerstab Symbol", "Rotkristall Ring icon": "Rotkristall Ring Symbol", "Rough DPS": "Ungefährer DPS", "Rows": "Zeilen", "Rumpfgesundheit icon": "Rumpfgesundheit-Symbol", "Run Away": "Weglaufen", "Rundumschlag icon": "Rundumschlag-Symbol", "Rundumschlag range and area shown on a dungeon room": "Reichweite und Bereich von Rundumschlag, dargestellt in einem Dungeonraum", "Rustling through the nearby undergrowth, {0} calls out to you.": "Ein Rascheln im nahen Unterholz, dann ruft {0} dir zu.", "Rustling through the nearby undergrowth, {0} calls out to you. \"Captain, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.": "Ein Rascheln im nahen Unterholz, dann ruft {0} dir zu. \"Captain, hier ist eine versteckte Öffnung.\" Als du Äste und Blätter beiseiteräumst, findest du ein enges Loch, das in die Höhlung eines umgestürzten Baumes hinabführt.", "Rübe range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Rübe in einem Dungeonraum", "Rübenbrei range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Rübenbrei in einem Dungeonraum", "Rübensalat range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Rübensalat in einem Dungeonraum", "SFX census (218 clips)": "SFX-Bestandsaufnahme (218 Clips)", "SKILL-TREE AFFINITIES": "SKILLBAUM-EIGNUNGEN", "SKILL_Explosion burning bonus": "SKILL_Explosion Brandbonus", "SKILL_Incinerate detonation": "SKILL_Incinerate Detonation", "SKILL_SnipingShot at 1 tile": "SKILL_SnipingShot bei 1 Feld", "SKILL_SnipingShot at 16 tiles": "SKILL_SnipingShot bei 16 Feldern", "SP req": "SP benötigt", "SPAWN CONDITIONS": "SPAWN-BEDINGUNGEN", "STARTING GEAR": "STARTAUSRÜSTUNG", "STRESS RATE": "STRESSRATE", "Safe": "Sicher", "Safe Floors": "Sichere Etagen", "Safe Floors (Expedition Staging)": "Sichere Etagen (Expeditionsvorbereitung)", "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "Sichere Etagen (Expeditionsvorbereitung) - Dungeon Settlers Wiki", "Safe floor": "Sichere Etage", "Safe floors guide": "Guide zu sicheren Etagen", "Safe floors reset it": "Sichere Etagen setzen ihn zurück", "Safe-floor variant:": "Variante mit sicherer Etage:", "Salbe benutzen icon": "Salbe benutzen Symbol", "Salbe icon": "Salbe-Symbol", "Salbe range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Salbe, dargestellt in einem Dungeonraum", "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "Gleiche Angriffe, gleiches Verhalten und gleiche Phasenauslöser wie die Grundform - nur die hervorgehobenen Werte unterscheiden sich. Wird nur bekämpft im", "Samenexplosion icon": "Samenexplosion Symbol", "Samenexplosion range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Samenexplosion, dargestellt in einem Dungeonraum", "Sammeln icon": "Sammeln-Symbol", "Sandbox Easy": "Sandbox Einfach", "Sandbox Hard": "Sandbox Schwer", "Sandbox Recruitment Additional Individual Trait Grant Chance": "Sandbox-Rekrutierung Chance auf zusätzlichen individuellen Trait", "Sandbox Recruitment Background Trait Max Clan Rank": "Sandbox-Rekrutierung Maximaler Clan-Rang für Hintergrund-Traits", "Sandbox Recruitment Individual Trait Min Count": "Sandbox-Rekrutierung Mindestanzahl individueller Traits", "Sandbox Recruitment Race Weights": "Sandbox-Rekrutierung Rassengewichtungen", "Sandbox Recruitment Talent Sum Range": "Sandbox-Rekrutierung Talentsummen-Bereich", "Sandstone": "Sandstein", "Sap": "Harz", "Satisfaction": "Zufriedenheit", "Save Files": "Spielstände", "Save Files (Advanced)": "Spielstände (Fortgeschritten)", "Save Files (Advanced) - Dungeon Settlers Wiki": "Speicherdateien (Fortgeschritten) - Dungeon Settlers Wiki", "Save as new": "Als neu speichern", "Save units in the Builder to pick a team.": "Speichere Einheiten im Builder, um ein Team auszuwählen.", "Saved - this build autosaves as you edit": "Gespeichert - dieser Build wird beim Bearbeiten automatisch gespeichert", "Saves are plain": "Speicherdateien sind reines", "Saving": "Speichern", "Scales with": "Skaliert mit", "Scaling coefficient applied to the numeric value used for Work Progress gain": "Skalierungskoeffizient, der auf den Zahlenwert für den Gewinn an Arbeitsfortschritt angewendet wird", "Scarab": "Skarabäus", "Scare Crow Remnant": "Vogelscheuche (Überrest)", "Scenario": "Szenario", "Scenarios": "Szenarien", "Scenarios - Dungeon Settlers Wiki": "Szenarien - Dungeon Settlers Wiki", "Scene": "Szene", "Scenes a player actually encounters: random-pool events and reactive scenes that fire when a game condition is met. Filter by kind, where they happen, and whether they can repeat.": "Szenen, denen ein Spieler tatsächlich begegnet: Ereignisse aus dem Zufallspool und reaktive Szenen, die auslösen, wenn eine Spielbedingung erfüllt ist. Filtere nach Art, nach Ort des Geschehens und danach, ob sie sich wiederholen können.", "Scharfe Klinge icon": "Scharfe Klinge Symbol", "Scharfschuss icon": "Scharfschuss-Symbol", "Scharfschuss range and area shown on a dungeon room": "Reichweite und Bereich von Scharfschuss, dargestellt in einem Dungeonraum", "Schiefgelaufener Plan icon": "Schiefgelaufener Plan Symbol", "Schild Skill Eignung icon": "Schild Skill Eignung Symbol", "Schild Skillbaum overview": "Schild Skillbaum Überblick", "Schild aktiv icon": "Schild aktiv Symbol", "Schild hoch icon": "Schild hoch Symbol", "Schildhandhabung icon": "Schildhandhabung-Symbol", "Schlaf (Bett) icon": "Schlaf (Bett) Symbol", "Schlaf (Schlafsack) icon": "Schlaf (Schlafsack) Symbol", "Schlafsack aus Rohhaut icon": "Schlafsack aus Rohhaut Symbol", "Schlagwaffe Skill Eignung icon": "Schlagwaffe Skill Eignung Symbol", "Schlammslogel des Abyss icon": "Schlammslogel des Abyss Symbol", "Schlammslogel des Abyss variant": "Schlammslogel des Abyss Variante", "Schlammslogel variant": "Schlammslogel-Variante", "Schlammspucke range and area on a dungeon room": "Reichweite und Bereich von Schlammspucke in einem Dungeonraum", "Schlammspucke range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Schlammspucke, dargestellt in einem Dungeonraum", "Schleichen (potion / skill)": "Schleichen (Trank / Skill)", "Schleim Seelenstein icon": "Schleim Seelenstein Symbol", "Schleimpudding icon": "Schleimpudding-Symbol", "Schleimpudding range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Schleimpudding, dargestellt in einem Dungeonraum", "Schleimzerstäuber range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Schleimzerstäuber in einem Dungeonraum", "Schmetterschlag icon": "Schmetterschlag-Symbol", "Schmetterschlag range and area shown on a dungeon room": "Reichweite und Bereich von Schmetterschlag, dargestellt in einem Dungeonraum", "Schmettert heftig auf den Boden und lässt ihn erzittern. Stößt alle umliegenden Einheiten um 3 Kacheln zurück, fügt 200% der Physische Angriffskraft als Schaden zu und verursacht für 2 Sekunden Langsam. 15s cooldown Effects: • Langsam (on units in the area): -30% Bewegungsgeschwindigkeit": "Schmettert heftig auf den Boden und lässt ihn erzittern. Stößt alle umliegenden Einheiten um 3 Kacheln zurück, fügt 200% der Physische Angriffskraft als Schaden zu und verursacht für 2 Sekunden Langsam. 15s Abklingzeit Effekte: • Langsam (bei Einheiten im Wirkungsbereich): -30% Bewegungsgeschwindigkeit", "Schmied icon": "Schmied-Symbol", "Schnelle Erholung icon": "Schnelle Erholung Symbol", "Schnelle Hand icon": "Schnelle Hand Symbol", "Schnellfeuer icon": "Schnellfeuer-Icon", "Schnellfeuer range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Schnellfeuer, dargestellt in einem Dungeonraum", "Schnelligkeitstrank einnehmen icon": "Schnelligkeitstrank einnehmen Symbol", "Scholar": "Gelehrter", "Scholar Desk": "Gelehrtenpult", "Schrotthaufen (resource node)": "Schrotthaufen (Ressourcenknoten)", "Schrotthaufen (resource node) - Dungeon Settlers Wiki": "Schrotthaufen (Ressourcenknoten) - Dungeon Settlers Wiki", "Schuppenhandwerker icon": "Schuppenhandwerker-Symbol", "Schutzbarriere icon": "Schutzbarriere-Symbol", "Schutztrank einnehmen icon": "Schutztrank einnehmen Symbol", "Schwache graue Ratte des Abyss icon": "Schwache graue Ratte des Abyss Symbol", "Schwache graue Ratte des Abyss variant": "Schwache graue Ratte des Abyss Variante", "Schwache graue Ratte icon": "Schwache graue Ratte Symbol", "Schwache graue Ratte variant": "Schwache graue Ratte Variante", "Schwert Skill Eignung icon": "Schwert Skill Eignung Symbol", "Schwert Skillbaum overview": "Schwert Skillbaum Überblick", "Schwertbarriere icon": "Schwertbarriere-Symbol", "Schwertbarriere range and area shown on a dungeon room": "Reichweite und Bereich von Schwertbarriere, dargestellt in einem Dungeonraum", "Schwertfluss icon": "Schwertfluss-Symbol", "Schwertfluss range and area shown on a dungeon room": "Reichweite und Bereich von Schwertfluss, dargestellt in einem Dungeonraum", "Schwertsturm icon": "Schwertsturm-Symbol", "Schwertsturm range and area shown on a dungeon room": "Reichweite und Bereich von Schwertsturm, dargestellt in einem Dungeonraum", "Schwierigkeit: Untergang icon": "Schwierigkeit: Untergang Symbol", "Scope": "Wirkungsbereich", "Scope quirk": "Wirkungsbereich-Eigenheit", "Scout the outliers.": "Erkunde die Ausreißer.", "Screenshot mode": "Screenshot-Modus", "Screenshot mode - press Esc to exit": "Screenshot-Modus - Esc zum Verlassen drücken", "Scroll to full stat sheet": "Zur vollständigen Werteübersicht springen", "Search Dirty Corpses": "Schmutzige Leichen durchsuchen", "Search Dirty Corpses icon": "Search Dirty Corpses Symbol", "Search a monster...": "Monster suchen...", "Search backgrounds by name, skill tree or bonus": "Hintergründe nach Name, Skillbaum oder Bonus durchsuchen", "Search everything... ( / )": "Alles durchsuchen... ( / )", "Search inscriptions by name or effect": "Inschriften nach Name oder Effekt durchsuchen", "Search results": "Suchergebnisse", "Search the wiki": "Wiki durchsuchen", "Searchable GameSystemTable": "Durchsuchbare GameSystemTable", "Second": "Zweite", "Secondary skill points gained on level up": "Sekundäre Skillpunkte beim Stufenaufstieg", "Seconds before the monster can reuse this attack. A basic attack has no skill cooldown, so this is its effective reuse from attack speed (1 / attack speed), marked with ~. Does not change with difficulty.": "Sekunden, bis das Monster diesen Angriff wiederverwenden kann. Ein Basisangriff hat keine Skill-Abklingzeit, daher ist dies seine effektive Wiederverwendung aus der Angriffsgeschwindigkeit (1 / Angriffsgeschwindigkeit), markiert mit ~. Ändert sich nicht mit der Schwierigkeit.", "Seconds before the skill can be recast (before cooldown-reduction). A basic attack shows its effective reuse from attack speed, marked ~.": "Sekunden, bis die Skill erneut gewirkt werden kann (vor Abklingzeitreduktion). Ein Basisangriff zeigt seine effektive Wiederverwendung aus der Angriffsgeschwindigkeit, markiert mit ~.", "Section navigation": "Abschnittsnavigation", "See": "Siehe", "See Contribution - the specific value spent to rank up the clan.": "Siehe Beitrag - der konkrete Wert, der für den Aufstieg des Clans aufgewendet wird.", "See:": "Siehe:", "Seeding workload": "Aussaat-Arbeitslast", "Seedling regen": "Setzling-Regeneration", "Seele des Augapfels icon": "Seele des Augapfels Symbol", "Seele des Goblin-Oberschamanen icon": "Seele des Goblin-Oberschamanen Symbol", "Seelenkette icon": "Seelenkette-Symbol", "Seelenstein des Goblin-Hauptschamanen icon": "Seelenstein des Goblin-Hauptschamanen Symbol", "Seems": "Scheint", "Segen des Weltenbaums icon": "Segen des Weltenbaums Symbol", "Selbstreparatur icon": "Selbstreparatur-Symbol", "Selectable": "Auswählbar", "Self & Target": "Selbst & Ziel", "Self Repair": "Selbstreparatur", "Self only": "Nur selbst", "Self-buff into Summon": "Selbst-Buff in Beschwörung", "Self-test (": "Selbsttest (", "Sell value": "Verkaufswert", "Seltsame Vogelscheuche icon": "Seltsame Vogelscheuche Symbol", "Seltsamer Samen icon": "Seltsamer Samen Symbol", "Seltsamer Samen range and area shown on a dungeon room": "Reichweite und Bereich von Seltsamer Samen, dargestellt in einem Dungeonraum", "Seltsamer Spalt icon": "Seltsamer Spalt Symbol", "Send feedback": "Feedback senden", "Send report": "Bericht senden", "Sentinel Warning Active": "Wächterwarnung aktiv", "Sentinel Warning Active icon": "Sentinel Warning Active Symbol", "Sentinels": "Wächter", "Separate system; not the same as the empty Forgotten Abyss region": "Eigenes System; nicht dasselbe wie die leere Region Forgotten Abyss", "Serum: Gebrechlichkeit icon": "Serum: Gebrechlichkeit Symbol", "Serum: Halluzination icon": "Serum: Halluzination Symbol", "Serum: Leere icon": "Serum: Leere Symbol", "Serum: Taubheit icon": "Serum: Taubheit Symbol", "Serum: Vergessenheit icon": "Serum: Vergessenheit Symbol", "Serving": "Servieren", "Set Game Speed Fast": "Spielgeschwindigkeit auf Schnell setzen", "Set Game Speed Fast ({0} or screen upper-left)": "Spielgeschwindigkeit auf Schnell setzen ({0} oder links oben am Bildschirm)", "Set by the skill that applies it": "Von der Skill festgelegt, die ihn anwendet", "Set directly": "Direkt gesetzt", "Settled": "Angesiedelt", "Settled (20 to 40)": "Ausgeglichen (20 bis 40)", "Settlement needs system (hunger / rest / exhaustion)": "Siedlungsbedürfnis-System (Hunger / Erholung / Erschöpfung)", "Settlement task system: applied while performing the task": "Siedlungsaufgaben-System: wirkt während der Ausführung der Aufgabe", "Settlement)": "Siedlung)", "Settlement, buildings and research": "Siedlung, Gebäude und Forschung", "Settler emotion-bubble triggers (affecter-driven speech icons).": "Auslöser für die Emotionsblasen der Siedler (von Affectern gesteuerte Sprechsymbole).", "Settler name pool (101 names)": "Namenspool der Siedler (101 Namen)", "Settler name pool (133 names)": "Namenspool der Siedler (133 Namen)", "Settler name pool (134 names)": "Namenspool der Siedler (134 Namen)", "Settler name pool (22 names)": "Namenspool der Siedler (22 Namen)", "Settlers and recruitment": "Siedler und Rekrutierung", "Several members' faces...": "Die Gesichter mehrerer Mitglieder...", "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "Mehrere Skills stapeln einen Buff, der mit der Zeit verfällt; jeder ist auf eine feste Anzahl Stapel begrenzt, sodass der Buff ein klares Maximum hat.", "Severe": "Schwer", "Severe (80+), breakdown at 100": "Schwer (80+), Zusammenbruch bei 100", "Severe Injury (Warning, prints once)": "Schwere Verletzung (Warnung, wird einmal ausgegeben)", "Severe Overload (Caution, prints once)": "Schwere Überlastung (Achtung, wird einmal ausgegeben)", "Severe Stress (Warning, prints once)": "Schwerer Stress (Warnung, wird einmal ausgegeben)", "Severe stress": "Schwerer Stress", "Shaman": "Schamane", "Shaman.": "Schamane.", "Share and import": "Teilen und importieren", "Share this whole party as one link, or pull your real clan straight out of a save file.": "Teile diese ganze Gruppe als einen Link, oder hole deinen echten Clan direkt aus einer Speicherdatei.", "Shared team": "Gemeinsames Team", "Shared team - preview": "Geteiltes Team - Vorschau", "Shared team link is broken": "Der geteilte Team-Link ist ungültig", "She": "Sie", "She does not seem interested in you.": "Sie scheint sich nicht für dich zu interessieren.", "She gazes up at the sky for a moment, then ...": "Sie blickt einen Moment in den Himmel, dann ...", "She looks at you.": "Sie sieht dich an.", "She looks displeased.": "Sie wirkt unzufrieden.", "She looks displeased. \"Hey Expedition Leader, we can't trade without a Trading Post.\"": "Sie sieht unzufrieden aus. \"Hey, Expeditionsleiter, ohne Handelsposten können wir nicht handeln.\"", "She studies the evidence in silence for a moment": "Sie betrachtet die Beweise einen Moment lang schweigend", "She's surrounded by a swarm of rats and soon collapses...": "Sie ist von einem Rattenschwarm umgeben und bricht bald zusammen...", "Shell Potion": "Panzertrank", "Shell Potion Duration icon": "Shell Potion Duration Symbol", "Shell Potion icon": "Shell Potion Symbol", "Shell block charges": "Panzerschild-Blockladungen", "Shell blocks": "Panzer blockt", "Shells": "Muscheln", "Shield incompatibility": "Schild-Inkompatibilität", "Shield tank (add-on)": "Schild-Tank (Erweiterung)", "Show": "Anzeigen", "Show Action": "Aktion anzeigen", "Show Next Node Node F2710 100": "Nächsten Node anzeigen Node F2710 100", "Show Next Node Node F2810 100": "Nächsten Node anzeigen Node F2810 100", "Show Next Node Node F2811 100": "Nächsten Node anzeigen Node F2811 100", "Show Next Node Node F2910 100": "Nächsten Node anzeigen Node F2910 100", "Show Next Node Node F2911 100": "Nächsten Node anzeigen Node F2911 100", "Show Next Node Node F3010 100": "Nächsten Node anzeigen Node F3010 100", "Show Next Node Node F3410 100": "Nächsten Node anzeigen Node F3410 100", "Show Next Node Node R710 100": "Nächsten Node anzeigen Node R710 100", "Show Next Node Node R711 100": "Nächsten Node anzeigen Node R711 100", "Show Next Node Node R810 100": "Nächsten Node anzeigen Node R810 100", "Show all": "Alle anzeigen", "Show all 562 entries": "Alle 562 Einträge anzeigen", "Show all 694 entries": "Alle 694 Einträge anzeigen", "Show all {#} entries": "Alle {#} Einträge anzeigen", "Show basic attacks": "Grundangriffe anzeigen", "Show every saved character, not only the active team": "Alle gespeicherten Charaktere anzeigen, nicht nur das aktive Team", "Show everything": "Alles anzeigen", "Show in the units bar": "In der Einheitenleiste anzeigen", "Show items granting any of:": "Items anzeigen, die eines davon verleihen:", "Show the Infinite Abyss corrupted form": "Die verderbte Form des Infinite Abyss anzeigen", "Show the sidebar (keyboard: [ )": "Seitenleiste anzeigen (Tastatur: [ )", "Show the small explanatory hint lines (everywhere)": "Die kleinen erklärenden Hinweiszeilen anzeigen (überall)", "Show the units bar": "Einheitenleiste anzeigen", "Show tips": "Tipps anzeigen", "Showing only weapon types this character uses (from its skills + equipped weapon).": "Es werden nur die Waffentypen angezeigt, die dieser Charakter verwendet (aus seinen Skills + der angelegten Waffe).", "Shown for ...": "Angezeigt für ...", "Shown for stock Kragas, Holz Großschwert at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Gezeigt für Standard-Kragas, Holz Großschwert auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for stock Liana, Feuerholzstab at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Angezeigt für Standard-Liana, Feuerholzstab auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for stock Liana, Holzbogen at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Angezeigt für Standard-Liana, Holzbogen auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for stock Lowell, Holzkeule at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Angezeigt für Standard-Lowell, Holzkeule auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for stock Lowell, Holzschwert at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Angezeigt für Standard-Lowell, Holzschwert auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for stock Mage recruit, Wasserholzstab at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Angezeigt für Standard-Magier-Rekrut, Wasserholzstab auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for stock Perion, Natur Holzstab at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Angezeigt für Standard-Perion, Natur Holzstab auf Stufe 5 (Stufenobergrenze). Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown for your unit {#}.": "Angezeigt für deine Einheit {#}.", "Shown for {#} at {#}. Pick your physical and magic units in the sidebar.": "Angezeigt für {#} bei {#}. Wähle deine physischen und magischen Einheiten in der Seitenleiste.", "Shown on the profile of a settler with this background;": "Wird im Profil eines Siedlers mit diesem Hintergrund angezeigt;", "Sichtweite is the core number. The game's own description: \"Dies ist der Sichtbereich, in dem die Einheit ihre Umgebung beleuchten und Gegner erkennen kann.\" It does double duty - it reveals fog of war for your side and it is the radius a monster uses to spot you. It is measured in": "Sichtweite ist die zentrale Zahl. Die spieleigene Beschreibung: \"Dies ist der Sichtbereich, in dem die Einheit ihre Umgebung beleuchten und Gegner erkennen kann.\" Sie erfüllt eine Doppelrolle - sie enthüllt den Nebel des Krieges für deine Seite und sie ist der Radius, mit dem ein Monster dich entdeckt. Gemessen wird sie in", "Side files": "Begleitdateien", "Side quests: NPC requests, hunts and research favors.": "Nebenaufgaben: NPC-Anfragen, Jagden und Forschungsgefallen.", "Siedlungsorientiert icon": "Siedlungsorientiert-Symbol", "Sight is traced tile by tile and blocked by walls and obstacles (": "Die Sicht wird Feld für Feld verfolgt und von Wänden und Hindernissen blockiert (", "Silver": "Silber", "Silver jewelry affixes": "Affixe für Silberschmuck", "Silver rings and necklaces": "Silberringe und Halsketten", "Simple": "Einfach", "Simple,": "Einfach,", "Simple, yet sufficient for sharing a meal.": "Einfach, aber ausreichend, um eine Mahlzeit zu teilen.", "Simple-Minded": "Einfältig", "Simple-Minded has been renamed to": "Einfältig wurde umbenannt zu", "Simulator seed": "Simulator-Seed", "Since": "Seit", "Single-Faction": "Einzelfraktion", "Single-Faction Patrol": "Patrouille einer einzelnen Fraktion", "Sinking (target at 50% missing): 120% × 0.5 =": "Sinking (Ziel mit 50% fehlender Gesundheit): 120% × 0.5 =", "Sinking: 3rd-hit bonus": "Sinking: Bonus beim 3. Treffer", "Site sections": "Seitenbereiche", "Size (W×H)": "Größe (B×H)", "Skill 16s cooldown Effects: • Blutung (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Skill 16s Abklingzeit Effekte: • Blutung (beim Gegner): 5 physischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fester Wert, skaliert nicht mit der Angriffskraft; stapelt bis zu 99). Beispiel: 10 Stapel = 50 physischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Skill Aptitudes": "Skill-Eignungen", "Skill DPS - estimate": "Skill-DPS - Schätzwert", "Skill Damage": "Skill-Schaden", "Skill Damage divided by the energy cost. Higher = more damage per point of your shared energy pool. Free 0-energy basics are infinite (hidden by default).": "Skillschaden geteilt durch die Energiekosten. Höher = mehr Schaden pro Punkt aus deinem gemeinsamen Energiepool. Kostenlose Basisangriffe mit 0 Energie sind unendlich (standardmäßig ausgeblendet).", "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "Skillschaden x Wirkungen pro Minute (60 / effektive Abklingzeit, Abklingzeitreduktion angewendet). Dauerhafter Ausstoß, wenn du nur diese eine Skill spammst.", "Skill Effects: • Blutung (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Skill-Effekte: • Blutung (beim Gegner): 5 physischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fester Wert, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 99). Beispiel: 10 Stapel = 50 physischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Skill Effects: • Bruch (on enemy): -50 Magieresistenz": "Skill Effekte: • Bruch (beim Gegner): -50 Magieresistenz", "Skill Effects: • Führungsstärke (Human) (on the caster): Verleiht Verbündeten in der Nähe durch außergewöhnliche Führungsqualitäten den Effekt Ruhige Führung. Neue Verbündete erhalten den Effekt Pioniergeist. • Führungsstärke (Lizardman) (on the caster): Verleiht nahen Verbündeten durch außergewöhnliche Führungsstärke den Effekt Ruhige Führung. • Führungsstärke (Elf) (on the caster): Verleiht Verbündeten in der Nähe durch außergewöhnliche Führungsqualitäten den Effekt Ruhige Führung. Neue Verbündete erhalten den Effekt Segen des Weltenbaums. • Führungsstärke (Lycan) (on the caster): Verleiht Verbündeten in der Nähe durch außergewöhnliche Führungsqualitäten die Eigenschaft Ruhige Führung. Neue Verbündete erhalten die Eigenschaft Überlebensinstinkt.": "Skill-Effekte: • Führungsstärke (Mensch) (beim Anwender): Verleiht Verbündeten in der Nähe durch außergewöhnliche Führungsqualitäten den Effekt Ruhige Führung. Neue Verbündete erhalten den Effekt Pioniergeist. • Führungsstärke (Echsenmensch) (beim Anwender): Verleiht nahen Verbündeten durch außergewöhnliche Führungsstärke den Effekt Ruhige Führung. • Führungsstärke (Elf) (beim Anwender): Verleiht Verbündeten in der Nähe durch außergewöhnliche Führungsqualitäten den Effekt Ruhige Führung. Neue Verbündete erhalten den Effekt Segen des Weltenbaums. • Führungsstärke (Lycan) (beim Anwender): Verleiht Verbündeten in der Nähe durch außergewöhnliche Führungsqualitäten die Eigenschaft Ruhige Führung. Neue Verbündete erhalten die Eigenschaft Überlebensinstinkt.", "Skill Effects: • Panzer (on the caster): Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block.": "Skill-Effekte: • Panzer (beim Anwender): Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block.", "Skill Effects: • Reflexion: Nahkampf (on the caster): Reflektiert 50% des erlittenen physischen Nahkampfschadens als physischen Schaden an den Angreifer.": "Skill-Effekte: • Reflexion: Nahkampf (beim Anwender): Reflektiert 50% des erlittenen physischen Nahkampfschadens als physischen Schaden an den Angreifer.", "Skill Effects: • Seele des Augapfels (on the caster): Beim Verursachen von Schaden erhöht sich dieser um 3% × die Entfernung zum Ziel. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.": "Skill-Effekte: • Seele des Augapfels (beim Anwender): Beim Verursachen von Schaden erhöht sich dieser um 3% × die Entfernung zum Ziel. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.", "Skill Effects: • Seele des Gloth-Ältesten (on the caster): Bei einem physischen Angriff erhöht sich der Schaden um einen Betrag in Höhe von 5% des Gewichts. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.": "Skill-Effekte: • Seele des Gloth-Ältesten (beim Anwender): Bei einem physischen Angriff erhöht sich der Schaden um einen Betrag in Höhe von 5% des Gewichts. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.", "Skill Effects: • Seele des Goblin-Oberschamanen (on the caster): Wenn die LP 50% oder weniger betragen, erhöht sich der magische Angriff um 20% und der erlittene Schaden um 30%. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.": "Skill-Effekte: • Seele des Goblin-Oberschamanen (beim Anwender): Wenn die LP 50% oder weniger betragen, erhöht sich der magische Angriff um 20% und der erlittene Schaden um 30%. Jeder Charakter kann nur 1 Seelen Trait ausrüsten. Ist bereits eine vorhanden, wird sie überschrieben.", "Skill Tab: K": "Skill-Reiter: K", "Skill Tree": "Skillbaum", "Skill Trees": "Skillbäume", "Skill Trees - Dungeon Settlers Wiki": "Skillbäume - Dungeon Settlers Wiki", "Skill animation": "Skill-Animation", "Skill animations": "Skill-Animationen", "Skill cooldowns count down faster.": "Abklingzeiten von Skills laufen schneller ab.", "Skill points": "Skillpunkte", "Skill points to learn": "Skillpunkte zum Erlernen", "Skill trees, learned skills, skill points, quick slots": "Skillbäume, erlernte Skills, Skillpunkte, Schnellzugriffsplätze", "Skill's": "der Skill", "Skill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see": "Skillbaum-Inschriften sind bemerkenswert, weil sie einen Waffen- oder Magiebaum verleihen, den der Hintergrund der Einheit normalerweise nicht bietet, sodass du ungewöhnliche Hybriden bauen kannst (siehe", "Skillbaum Festung overview": "Skillbaum Festung Überblick", "Skills & trees": "Skills & Bäume", "Skills and Quick Slots": "Skills und Schnellplätze", "Skills and skill trees": "Skills und Skillbäume", "Skills are ranked by": "Skills werden sortiert nach", "Skip Safe Floor": "Sichere Etage überspringen", "Skip option": "Überspringen-Option", "Skip to content": "Zum Inhalt springen", "Sklave icon": "Sklave-Symbol", "Slash": "Hieb", "Slay (Greatsword) grants Exposed Flaw to the CASTER, not the enemy (the in-game skill text reads 'grants you Exposed Flaw'). It is a self-malus - a 500%-Physical-Attack-Power nuke that briefly makes YOU undodgeable and guarantees crits against YOU for 1s (the cost of the huge hit; killing with it cuts its cooldown 70%). It does not trigger Guard Barrier (no enemy debuff) and it does not enable Blade Spirit (it does not make your hits crit). Use Deadly Fear for the greatsword Exposed-Flaw setup instead.": "Slay (Zweihänder) verleiht Exposed Flaw dem ANWENDER, nicht dem Gegner (der Skilltext im Spiel lautet 'verleiht dir Exposed Flaw'). Es ist ein Selbst-Malus - ein Schlag mit 500% Physischer Angriffskraft, der DICH kurz unausweichlich macht und für 1s kritische Treffer gegen DICH garantiert (der Preis für den riesigen Treffer; ein Kill damit senkt die Abklingzeit um 70%). Es löst keine Guard Barrier aus (kein Debuff auf dem Gegner) und aktiviert kein Blade Spirit (es macht deine Treffer nicht kritisch). Nutze für das Exposed-Flaw-Setup mit dem Zweihänder stattdessen Deadly Fear.", "Slay is NOT a debuff/shield synergy": "Slay ist KEINE Debuff-/Schild-Synergie", "Sleep / rest system": "Schlaf- / Ruhesystem", "Sleep quality ladder": "Rangfolge der Schlafqualität", "Sleeping (speech bubble persists)": "Schlafend (Sprechblase bleibt bestehen)", "Sleeping here": "Hier schlafen", "Sleeping here: +1 Stimmung": "Schlafen hier: +1 Stimmung", "Sleeping here: +10 Stimmung": "Schlafen hier: +10 Stimmung", "Sleeping here: +2 Stimmung": "Schlafen hier: +2 Stimmung", "Sleeping here: +3 Stimmung": "Hier schlafen: +3 Stimmung", "Sleeping here: +4 Stimmung": "Hier schlafen: +4 Stimmung", "Sleeping here: +5 Stimmung": "Hier schlafen: +5 Stimmung", "Sleeping here: +6 Stimmung": "Hier schlafen: +6 Stimmung", "Sleeping here: +7 Stimmung": "Hier schlafen: +7 Stimmung", "Sleeping here: +8 Stimmung": "Schlafen hier: +8 Stimmung", "Sleeping in a Bed (speech bubble persists)": "Schlafen in einem Bett (Sprechblase bleibt bestehen)", "Sleeping in a Sleeping Bag (speech bubble persists)": "Schlafen in einem Schlafsack (Sprechblase bleibt bestehen)", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses.": "Slime teilt sich und wird zu Nahrung für die Tadpoles. Das erzeugt außerdem ein Dilemma: Tötet man den Tadpole zuerst, verursacht White Marmoks Arcane Echo Schaden, lässt man ihn leben, frisst er Leichen.", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. - Dungeon Settlers Wiki": "Der Schleim teilt sich und wird zu Futter für die Kaulquappen. Das erzeugt zudem ein Dilemma: wer die Kaulquappe zuerst besiegt, löst den Arcane-Echo-Schaden von White Marmok aus, lässt man sie aber leben, frisst sie Leichen. - Dungeon Settlers Wiki", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. map": "Slime teilt sich und wird zur Nahrung für Kaulquappen. Das schafft zudem ein Dilemma: Besiegst du zuerst die Kaulquappe, richtet White Marmoks Arcane Echo Schaden an, lässt du sie aber leben, frisst sie Leichen. Karte", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "Der Schleim teilt sich und wird zu Futter für die Kaulquappen. Das erzeugt zudem ein Dilemma, denn wer die Kaulquappe zuerst besiegt, löst White Marmok...", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "Slogel flieht und der Werfer schleudert Netze, sodass der Kampf recht lange dauern kann, was das Blutungs-Stap...", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat.": "Slogel flieht und der Werfer wirft Netze, sodass sich der Kampf ziemlich lange hinziehen kann, wodurch das Stapeln von Blutung durch den Abyss-Gimmick zu einer echten Bedrohung wird.", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. - Dungeon Settlers Wiki": "Slogel flieht und der Werfer schleudert Netze, sodass der Kampf recht lange dauern kann, was das Blutungs-Stapeln des Abyss-Gimmicks zu einer ernsten Bedrohung macht. - Dungeon Settlers Wiki", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. map": "Slogel flieht und der Werfer wirft Netze, daher kann sich der Kampf recht lange hinziehen, was das Bleeding-Stapeln des Abyss-Gimmicks zu einer echten Gefahr macht. Karte", "Slot Machine Remnant - Dungeon Settlers Wiki": "Überreste eines Spielautomaten - Dungeon Settlers Wiki", "Slot: Ammo": "Slot: Munition", "Slot: Body": "Slot: Körper", "Slot: Head": "Slot: Kopf", "Slot: Primary": "Slot: Primär", "Slot: Secondary": "Slot: Sekundär", "Small Blue Crystal Random": "Kleiner blauer Kristall zufällig", "Small Blue Crystal Remnant": "Kleiner blauer Kristall (Überrest)", "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "Überreste eines kleinen blauen Kristalls - Dungeon Settlers Wiki", "Small Copper Node Random": "Kleine Kupferader zufällig", "Small Copper Node Remnant": "Kleine Kupferader (Überrest)", "Small Copper Node Remnant - Dungeon Settlers Wiki": "Überreste einer kleinen Kupferader - Dungeon Settlers Wiki", "Small Dirt Rock Fixed": "Kleiner Erdfelsen fest", "Small Dirt Rock Random": "Kleiner Erdfelsen zufällig", "Small Dirt Rock Remnant": "Kleiner Erdfelsen (Überrest)", "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "Überreste eines kleinen Erdfelsens - Dungeon Settlers Wiki", "Small Dust Root Fixed": "Kleine Staubwurzel fest", "Small Dust Root Random": "Kleine Staubwurzel zufällig", "Small Dust Root Remnant": "Kleine Staubwurzel (Überrest)", "Small Dust Root Remnant - Dungeon Settlers Wiki": "Überreste einer kleinen Staubwurzel - Dungeon Settlers Wiki", "Small Green Crystal Random": "Kleiner grüner Kristall zufällig", "Small Green Crystal Remnant": "Kleiner grüner Kristall (Überrest)", "Small Green Crystal Remnant - Dungeon Settlers Wiki": "Überreste eines kleinen grünen Kristalls - Dungeon Settlers Wiki", "Small Mud Slime has been renamed to": "Kleiner Schlammschleim wurde umbenannt zu", "Small Red Crystal Random": "Kleiner roter Kristall zufällig", "Small Red Crystal Remnant": "Kleiner roter Kristall (Überrest)", "Small Red Crystal Remnant - Dungeon Settlers Wiki": "Überreste eines kleinen roten Kristalls - Dungeon Settlers Wiki", "Small Room 1": "Kleiner Raum 1", "Small Room 10": "Kleiner Raum 10", "Small Room 11": "Kleiner Raum 11", "Small Room 12": "Kleiner Raum 12", "Small Room 13": "Kleiner Raum 13", "Small Room 14": "Kleiner Raum 14", "Small Room 15": "Kleiner Raum 15", "Small Room 16": "Kleiner Raum 16", "Small Room 17": "Kleiner Raum 17", "Small Room 18": "Kleiner Raum 18", "Small Room 19": "Kleiner Raum 19", "Small Room 2": "Kleiner Raum 2", "Small Room 20": "Kleiner Raum 20", "Small Room 21": "Kleiner Raum 21", "Small Room 22": "Kleiner Raum 22", "Small Room 23": "Kleiner Raum 23", "Small Room 24": "Kleiner Raum 24", "Small Room 25": "Kleiner Raum 25", "Small Room 3": "Kleiner Raum 3", "Small Room 4": "Kleiner Raum 4", "Small Room 5": "Kleiner Raum 5", "Small Room 6": "Kleiner Raum 6", "Small Room 7": "Kleiner Raum 7", "Small Room 8": "Kleiner Raum 8", "Small Room 9": "Kleiner Raum 9", "Small Silver Vein Random": "Kleine Silberader zufällig", "Small Silver Vein Remnant": "Kleine Silberader (Überrest)", "Small Silver Vein Remnant - Dungeon Settlers Wiki": "Überreste einer kleinen Silberader - Dungeon Settlers Wiki", "Small Slime Random": "Kleiner Schleim zufällig", "Small Spore Slime Random": "Kleiner Sporenschleim zufällig", "Small Spore Slime has been renamed to": "Kleiner Sporenschleim wurde umbenannt zu", "Small Stone Golem": "Kleiner Steingolem", "Small Talk Reaction": "Smalltalk-Reaktion", "Small Talk Topic": "Smalltalk-Thema", "Small Twisted Tree Fixed": "Kleiner verdrehter Baum fest", "Small Twisted Tree Remnant": "Kleiner verdrehter Baum (Überrest)", "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "Überreste eines kleinen verdrehten Baums - Dungeon Settlers Wiki", "Small,": "Klein,", "Small-Sized Normal Battle Room": "Kleiner normaler Kampfraum", "Small-Sized Normal Battle Room map": "Karte des kleinen normalen Kampfraums", "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:": "Eine Beschwörung übernimmt also den vollen Magischen Angriffswert des Beschwörers in ihren Gesundheitspool und die Hälfte davon in ihren eigenen Angriff. Die Basiswerte unterscheiden sich je nach Kreatur:", "Soldier": "Soldat", "Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a": "Manche Boni in Dungeon Settlers wachsen unbegrenzt weiter, andere stoßen an eine Grenze. Diese Seite sammelt jeden Effekt mit einem", "Some expedition members are": "Einige Expeditionsmitglieder sind", "Some expedition members are outside the portal area!": "Einige Expeditionsmitglieder befinden sich außerhalb des Portalbereichs!", "Something": "Etwas", "Something Small and Blue": "Etwas Kleines und Blaues", "Sonnenblüte range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Sonnenblüte in einem Dungeonraum", "Sonnenherzblüte range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Sonnenherzblüte in einem Dungeonraum", "Soon": "Bald", "Soul": "Seele", "Soul Stone": "Seelenstein", "Soul stone - skill grant": "Seelenstein - Skill-Verleihung", "Soul stones": "Seelensteine", "Soul-Stone Taming": "Zähmung mit Seelensteinen", "Soul-stone taming": "Zähmung per Seelenstein", "Sound Effects": "Soundeffekte", "Spawn 3×": "Spawnt 3×", "Spawn Acid Insect - Dungeon Settlers Wiki": "Säureinsekt beschwören - Dungeon Settlers Wiki", "Spawn Acid Insect icon": "Säureinsekt beschwören Symbol", "Spawn Blue Goblin - Dungeon Settlers Wiki": "Blauen Goblin beschwören - Dungeon Settlers Wiki", "Spawn Blue Goblin icon": "Blauen Goblin beschwören Symbol", "Spawn Eyeball - Dungeon Settlers Wiki": "Augapfel beschwören - Dungeon Settlers Wiki", "Spawn Eyeball icon": "Augapfel beschwören Symbol", "Spawn Gloth Pup - Dungeon Settlers Wiki": "Gloth-Welpen beschwören - Dungeon Settlers Wiki", "Spawn Gloth Pup icon": "Gloth-Welpen beschwören Symbol", "Spawn Grey Monster Rat - Dungeon Settlers Wiki": "Graue Monsterratte beschwören - Dungeon Settlers Wiki", "Spawn Grey Monster Rat icon": "Graue Monsterratte beschwören Symbol", "Spawn Grey Rat - Dungeon Settlers Wiki": "Graue Ratte beschwören - Dungeon Settlers Wiki", "Spawn Grey Rat icon": "Graue Ratte beschwören Symbol", "Spawn Group": "Spawn-Gruppe", "Spawn Groups": "Spawn-Gruppen", "Spawn Groups - Dungeon Settlers Wiki": "Spawn-Gruppen - Dungeon Settlers Wiki", "Spawn Male Gloth - Dungeon Settlers Wiki": "Männlichen Gloth beschwören - Dungeon Settlers Wiki", "Spawn Male Gloth icon": "Männlichen Gloth beschwören Symbol", "Spawn Mawmurk - Dungeon Settlers Wiki": "Mawmurk beschwören - Dungeon Settlers Wiki", "Spawn Mawmurk icon": "Mawmurk beschwören Symbol", "Spawn Metal Scarab - Dungeon Settlers Wiki": "Metallskarabäus beschwören - Dungeon Settlers Wiki", "Spawn Metal Scarab icon": "Metallskarabäus beschwören Symbol", "Spawn condition": "Spawn-Bedingung", "Spawn conditions": "Spawn-Bedingungen", "Spawn group": "Spawn-Gruppe", "Spawn groups": "Spawn-Gruppen", "Spawn probability {0} for large thornvines vs. small thornvines": "Spawn-Wahrscheinlichkeit {0} für große Dornenranken gegenüber kleinen Dornenranken", "Spawns in": "Erscheint in", "Spawns in base area": "Erscheint im Basisbereich", "Spawns in the world": "Spawns in der Welt", "Spear (items, aptitude, no tree)": "Speer (Items, Eignung, kein Baum)", "Spears": "Speere", "Spears excel in range and controlling the battlefield.": "Speere sind stark in Reichweite und in der Kontrolle des Schlachtfelds.", "Special rooms per floor": "Besondere Räume pro Etage", "Specimen Large": "Großes Präparat", "Specimen Large - Dungeon Settlers Wiki": "Exemplar gross - Dungeon Settlers Wiki", "Specimen Medium": "Mittleres Präparat", "Specimen Medium - Dungeon Settlers Wiki": "Exemplar mittel - Dungeon Settlers Wiki", "Specimen Small": "Kleines Präparat", "Specimen Small - Dungeon Settlers Wiki": "Exemplar klein - Dungeon Settlers Wiki", "Speed": "Geschwindigkeit", "Speer Skill Eignung icon": "Speer Skill Eignung Symbol", "Speer Skillbaum overview": "Speer Skillbaum Überblick", "Speerstoss icon": "Speerstoss-Symbol", "Speerstoss range and area shown on a dungeon room": "Reichweite und Bereich von Speerstoss, dargestellt in einem Dungeonraum", "Spell Damage Ranking": "Zauberschaden-Rangliste", "Spell Damage Ranking (Skill Damage, DPE)": "Zauberschaden-Rangliste (Skillschaden, DPE)", "Spell Damage Ranking - Dungeon Settlers Wiki": "Zauberschaden-Rangliste - Dungeon Settlers Wiki", "Spells": "Zauber", "Spike Turtle Random": "Stachelschildkröte zufällig", "Spike Turtle has been renamed to": "Stachelschildkröte wurde umbenannt zu", "Spirit": "Geist", "Splits from": "Entsteht durch Teilung von", "Splits into:": "Teilt sich in:", "Spoiler - click to reveal": "Spoiler - zum Aufdecken klicken", "Spoiler - click to reveal spawn info": "Spoiler - klicken, um Spawn-Infos anzuzeigen", "Spoiler warning:": "Spoiler-Warnung:", "Spoiler-free experience": "Spoilerfreies Erlebnis", "Spoiler-free?": "Spoilerfrei?", "Spoilers": "Spoiler", "Spoils": "Beute", "Spore Bug investigation done, here's your reward": "Untersuchung des Sporenkäfers abgeschlossen, hier ist deine Belohnung", "Spore Insect Random": "Sporeninsekt zufällig", "Spore Insect has been renamed to": "Sporeninsekt wurde umbenannt zu", "Sporeninsekt des Abyss icon": "Sporeninsekt des Abyss Symbol", "Sporeninsekt des Abyss variant": "Sporeninsekt des Abyss Variante", "Sporeninsekt variant": "Sporeninsekt-Variante", "Sporenspucke range and area on a dungeon room": "Reichweite und Bereich von Sporenspucke in einem Dungeonraum", "Sporenspucke range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Sporenspucke, dargestellt in einem Dungeonraum", "Spread Burning across a whole pack, let Ignition tax them for having it, then detonate the stacks for a burst that scales with how much Burning you piled on.": "Verteile Brennen über eine ganze Gruppe, lass Ignition sie dafür bezahlen, und zünde dann die Stapel für einen Burst, der mit der Menge des angehäuften Brennens skaliert.", "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "Verteile Brennen, verstärke jeden Treffer gegen brennende Ziele und zünde dann die Stapel. Ein Fernkampf-Schadenspaket, das nicht auf Schilde setzt.", "Sprint icon": "Sprint-Symbol", "Sprint range and area shown on a dungeon room": "Reichweite und Bereich von Sprint, dargestellt in einem Dungeonraum", "Sprite animations extracted from the game's AnimatorController (": "Sprite-Animationen, extrahiert aus dem AnimatorController des Spiels (", "Sprite height": "Sprite-Höhe", "Sprouting Shell / Shell": "Sprouting Shell / Panzer", "Sprouting Shell calculator": "Sprouting Shell Rechner", "Spucken range and area on a dungeon room": "Reichweite und Wirkungsbereich von Spucken in einem Dungeonraum", "Spucken range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Spucken, dargestellt in einem Dungeonraum", "Square r1": "Quadrat r1", "Square r2": "Quadrat r2", "Square, radius 1": "Quadrat, Radius 1", "Square, radius 2": "Quadrat, Radius 2", "Square, radius 7": "Quadrat, Radius 7", "Squatting": "Hockend", "Stacheliger Panzer icon": "Stacheliger Panzer Symbol", "Stack cap": "Stapelgrenze", "Stacking": "Stapelung", "Stacks": "Stapel", "Stacks up to 1": "Stapelt sich bis zu 1", "Stacks up to 10": "Stapelbar bis 10", "Stacks up to 100": "Stapelt sich bis zu 100", "Stacks up to 15": "Stapelt sich bis zu 15", "Stacks up to 200": "Stapelt sich bis zu 200-mal", "Stacks up to 2000": "Stapelt sich bis zu 2000-mal", "Stacks up to 3": "Stapelt sich bis zu 3-mal", "Stacks up to 4": "Stapelt sich bis zu 4-mal", "Stacks up to 5": "Stapelbar bis 5", "Stacks up to 50": "Stapelt sich bis zu 50-mal", "Stacks up to 6": "Stapelt bis zu 6", "Stacks up to 7": "Stapelt sich bis zu 7", "Stacks up to 99": "Stapelt sich bis 99", "Stacks up to 9999": "Stapelt sich bis zu 9999", "Stacks up to 999999": "Stapelt bis zu 999999", "Stacks up to {#}": "Stapelt sich bis zu {#}", "Stacks without limit": "Stapelt sich unbegrenzt", "Stadtbewohner icon": "Stadtbewohner-Symbol", "Stadtwache icon": "Stadtwache-Symbol", "Staff Crafting Complete": "Stabherstellung abgeschlossen", "Stage": "Phase", "Stage 1": "Phase 1", "Stage 2": "Phase 2", "Stage 3": "Phase 3", "Stage 4": "Phase 4", "Stalled": "Stockend", "Stalling": "Verzögern", "Stampfen range and area on a dungeon room": "Reichweite und Fläche von Stampfen in einem Dungeonraum", "Stampfen range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Stampfen, dargestellt in einem Dungeonraum", "Stand": "Stehen", "Standalone endless-dungeon mode, separate from the campaign regions: see the": "Eigenständiger Endlos-Dungeon-Modus, getrennt von den Kampagnenregionen: siehe die", "Standard Forest (internal)": "Standardwald (intern)", "Standard triangle synergy combat.": "Standardkampf mit Dreiecks-Synergie.", "Standard triangle synergy combat. - Dungeon Settlers Wiki": "Standard-Dreieckssynergie im Kampf. - Dungeon Settlers Wiki", "Standard triangle synergy combat. To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "Standard-Dreieckssynergie-Kampf. Um die Evolution zu verhindern, ist es taktisch vorteilhaft, zuerst die Kaulquappen niederzustrecken.", "Standard triangle synergy combat. map": "Standard-Dreiecks-Synergiekampf. Karte", "Standhafte Haltung icon": "Standhafte Haltung Symbol", "Standhaftigkeit icon": "Standhaftigkeit-Symbol", "Standhalten icon": "Standhalten-Symbol", "Standing": "Stehend", "Stark gestresst icon": "Stark gestresst Symbol", "Stark hungrig icon": "Stark hungrig Symbol", "Starker Regen icon": "Starker Regen Symbol", "Start Quest": "Aufgabe starten", "Start a random": "Startet ein zufälliges", "Start condition": "Startbedingung", "Start delay": "Startverzögerung", "Start node": "Startknoten", "Start quest": "Aufgabe starten", "Started by": "Gestartet von", "Starting buildings:": "Startgebäude:", "Starting characters": "Startcharaktere", "Starting coin holdings": "Anfangsbestand an Münzen", "Starting durability": "Start-Haltbarkeit", "Starting gear (what this background hands a recruit in game):": "Startausrüstung (was dieser Hintergrund einem Rekruten im Spiel mitgibt):", "Starting items": "Startitems", "Starting items (1)": "Startitems (1)", "Starting items (19)": "Startitems (19)", "Starting items (2)": "Startitems (2)", "Starting items (26)": "Startitems (26)", "Starting items (3)": "Start-Items (3)", "Starting items (4)": "Start-Items (4)", "Starting items (5)": "Startitems (5)", "Starting items (6)": "Startitems (6)", "Starting items (7)": "Startitems (7)", "Starting items:": "Startausrüstung:", "Starting region": "Startregion", "Starting stress (0 to 100)": "Anfangsstress (0 bis 100)", "Starting talent sum": "Anfangs-Talentsumme", "Starting units:": "Starteinheiten:", "Stat": "Attribut", "Stat Sheet": "Werteübersicht", "Stat calculator": "Werte-Rechner", "Stat definitions - percent vs flat, defaults, caps.": "Attributdefinitionen - Prozent vs. fest, Standardwerte, Obergrenzen.", "Stat pipeline": "Stat-Pipeline", "Stat reference - percent vs flat, defaults": "Attributreferenz - Prozent vs. fest, Standardwerte", "Stat-grade scaling": "Skalierung nach Attributstufe", "Station(s)": "Station(en)", "Status Tab: U": "Status-Tab: U", "Status Values": "Statuswerte", "Statuses": "Statuseffekte", "Statuses - Dungeon Settlers Wiki": "Status - Dungeon Settlers Wiki", "Staubknolle gegessen icon": "Staubknolle gegessen Symbol", "Staubknolle icon": "Staubknolle-Symbol", "Staubknolle range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Staubknolle, dargestellt in einem Dungeonraum", "Staubwurzel <Stufe 2> (resource node)": "Staubwurzel <Stufe 2> (Ressourcenknoten)", "Staubwurzel <Stufe 2> (resource node) - Dungeon Settlers Wiki": "Staubwurzel <Stufe 2> (Ressourcenknoten) - Dungeon Settlers Wiki", "Staubwurzel <Stufe 3> (resource node)": "Staubwurzel <Stufe 3> (Ressourcenknoten)", "Staubwurzel <Stufe 3> (resource node) - Dungeon Settlers Wiki": "Staubwurzel <Stufe 3> (Ressourcenknoten) - Dungeon Settlers Wiki", "Stay stage 1": "Aufenthalt Phase 1", "Stay stage 2": "Aufenthalt Phase 2", "Stay stage 3": "Aufenthalt Phase 3", "Stay stage 4": "Aufenthalt Phase 4", "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "Tarnung hält dich auf jede Entfernung unsichtbar und nicht anvisierbar. Sie endet in dem Moment, in dem du Schaden verursachst.", "Stealth to reset, not to farm.": "Tarnung zum Zurücksetzen, nicht zum Farmen.", "Steam build id": "Steam-Build-ID", "Steinansturm range and area on a dungeon room": "Reichweite und Fläche von Steinansturm in einem Dungeonraum", "Steinansturm range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Steinansturm, dargestellt in einem Dungeonraum", "Steingolem Seelenstein icon": "Steingolem Seelenstein Symbol", "Steingolems erheben icon": "Steingolems erheben Symbol", "Steinstampfen range and area on a dungeon room": "Reichweite und Fläche von Steinstampfen in einem Dungeon-Raum", "Steinstampfen range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Steinstampfen, dargestellt in einem Dungeonraum", "Steinwurf range and area on a dungeon room": "Reichweite und Fläche von Steinwurf in einem Dungeon-Raum", "Steinwurf range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Steinwurf, dargestellt in einem Dungeonraum", "Stellt Leben wieder her. Restores 400 HP over 10 seconds.": "Stellt Leben wieder her. Stellt über 10 Sekunden 400 Gesundheit wieder her.", "Stellt Leben wieder her. Restores 800 HP over 10 seconds.": "Stellt Leben wieder her. Stellt über 10 Sekunden 800 Gesundheit wieder her.", "Stellt jede Sekunde 10 Aktuelle Lebenspunkte pro Stapel wieder her. Granted by 2 skills": "Stellt jede Sekunde 10 Aktuelle Lebenspunkte pro Stapel wieder her. Verliehen von 2 Skills", "Stellvertretender Kommandant abwesend icon": "Stellvertretender Kommandant abwesend Symbol", "Still plainly...": "Immer noch deutlich...", "Still to earn": "Noch zu verdienen", "Stille Gelassenheit icon": "Stille Gelassenheit Symbol", "Stimmung nimmt ab. Granted by 1 item": "Stimmung nimmt ab. Verliehen von 1 Item", "Stimmung nimmt ab. Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "Stimmung nimmt ab. Stimmungsstrafe nach Verwaltungsschwierigkeit: -10 (Einfach), -12 (Normal), -22 (Schwer), -23 (Sehr schwer), -24 (Verheerung).", "Stimmung sinkt. Granted by 1 item": "Stimmung sinkt. Verliehen von 1 Item", "Stimmung sinkt. Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "Stimmung sinkt. Stimmungsstrafe nach Verwaltungsschwierigkeit: -7 (Einfach), -9 (Normal), -16 (Schwer), -17 (Sehr schwer), -18 (Verheerung).", "Stimmung steigt. Granted by 1 item": "Stimmung steigt. Verliehen von 1 Item", "Stimmung verringert sich. Granted by 1 item": "Stimmung verringert sich. Verliehen von 1 Item", "Stimmung verringert sich. Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "Stimmung verringert sich. Stimmungsstrafe nach Verwaltungsschwierigkeit: -1 (Einfach), -3 (Normal), -4 (Schwer), -5 (Sehr schwer), -6 (Verheerung).", "Stimmung verringert sich. Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "Stimmung verringert sich. Stimmungsstrafe nach Verwaltungsschwierigkeit: -4 (Einfach), -6 (Normal), -10 (Schwer), -11 (Sehr schwer), -12 (Verheerung).", "Stock caster": "Standard-Zauberer", "Stock caster level": "Stufe des Standard-Zauberers", "Stock level": "Lagerbestand", "Stock offered at": "Angebotener Bestand bei", "Stone Decoration": "Steindekoration", "Stone Decoration - Dungeon Settlers Wiki": "Steindekoration - Dungeon Settlers Wiki", "Stone Dining Chair": "Stein Esszimmerstuhl", "Stone Dining Chair has been renamed to": "Steinerner Esszimmerstuhl wurde umbenannt zu", "Stone Housing Complete": "Steinunterkunft abgeschlossen", "Storage buildings are used to": "Lagergebäude werden verwendet, um", "Storage capacity": "Lagerkapazität", "Storm splash": "Sturm-Flächenschaden", "Strahlendes Banner icon": "Strahlendes Banner Symbol", "Strange Niche Remnant - Dungeon Settlers Wiki": "Überreste einer seltsamen Nische - Dungeon Settlers Wiki", "Strange smiles spread across their faces.": "Ein seltsames Lächeln breitet sich auf ihren Gesichtern aus.", "Strange smiles spread across their faces. \"Very well. Then we shall make you @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "Seltsame Lächeln breiten sich auf ihren Gesichtern aus. \"Nun gut. Dann machen wir dich zu @##$@.\" Im nächsten Augenblick strömen unzählige Stimmen, Bilder und Fragmente unbekannten Wissens in die Gedanken von dir und den Expeditionsmitgliedern. Alles wird schärfer als zuvor-doch mit dieser Klarheit begreifst du auch Wahrheiten, von denen du nie hättest wissen wollen. Als du wieder zu dir kommst, sind die Wesen längst verschwunden. Du nimmst die Welt klarer wahr als je zuvor und fühlst zugleich einen Schmerz, den du nicht erklären kannst.", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...": "Um {0}, das ein verfluchtes Kind genannt wurde, geschahen oft schwer erklärliche Dinge. Selbst an klaren Tagen s...", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, shadows stretched long, and the wind would often turn cold the moment a stranger asked their name. But the curse that lasted longest was not some eerie power, but the memory of the people who feared them.": "Um {0}, das ein verfluchtes Kind genannt wurde, geschahen oft schwer erklärliche Dinge. Selbst an klaren Tagen streckten sich die Schatten lang, und der Wind wurde häufig kalt, sobald ein Fremder nach dem Namen fragte. Doch der Fluch, der am längsten anhielt, war keine unheimliche Macht, sondern die Erinnerung der Menschen, die sich fürchteten.", "Strength -> derived": "Stärke -> abgeleitet", "Strength Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Stärkeschub: Positiv GAMESYSTEM_Environment_{affecterName}", "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Stärkeschwächung: Negativ GAMESYSTEM_Environment_{affecterName}", "Strength, Constitution, Willpower, Intelligence, Agility, Perception": "Stärke, Konstitution, Willenskraft, Intelligenz, Gewandtheit, Wahrnehmung", "Stress at checkpoints": "Stress an Kontrollpunkten", "Stress at max -> Mental Break (Stress resets); max again during it -> instant death": "Stress am Maximum -> Nervenzusammenbruch (Stress wird zurückgesetzt); währenddessen erneut am Maximum -> sofortiger Tod", "Stress is at 0 and mood keeps it there.": "Stress ist bei 0 und die Stimmung hält ihn dort.", "Stress is at the maximum.": "Stress ist auf dem Maximum.", "Stress never moves": "Stress bewegt sich nie", "Stress over time projection": "Prognose des Stressverlaufs", "Stress reaches 0 in {#}": "Stress erreicht 0 in {#}", "Stress reset on mental breakdown": "Stress-Reset beim Nervenzusammenbruch", "Stress very high": "Stress sehr hoch", "Stressed": "Gestresst", "Stressed (40 to 80)": "Gestresst (40 bis 80)", "Strongest attack per enemy": "Stärkster Angriff pro Gegner", "Structures": "Bauwerke", "Structures'": "Bauwerke'", "Stubenhocker icon": "Stubenhocker-Symbol", "Studies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.": "Studien 1-2 befinden sich in Veil of Silence; 3-4 in Festering Burrow.", "Stumpfe Waffen Skillbaum overview": "Stumpfe Waffen Skillbaum Überblick", "Stuns for 1s once 2 stacks build up, then the stacks reset.": "Betäubt für 1s, sobald 2 Stapel aufgebaut sind, danach werden die Stapel zurückgesetzt.", "Sturdy Treasure Chest Remnant": "Robuste Schatztruhe (Überrest)", "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "Überreste einer robusten Schatztruhe - Dungeon Settlers Wiki", "Sturmangriff icon": "Sturmangriff-Symbol", "Sturmangriff range and area shown on a dungeon room": "Reichweite und Fläche von Sturmangriff, dargestellt in einem Dungeonraum", "Sturmwirbel icon": "Sturmwirbel-Symbol", "Sturmwirbel range and area shown on a dungeon room": "Reichweite und Fläche von Sturmwirbel, dargestellt in einem Dungeonraum", "Stößt den Speer auf das Ziel zu, fügt allen gegnerischen Einheiten Schaden in Höhe von 120 % der physischen Angriffskraft zu und gewährt 8 Sekunden lang Beschleunigung. 4 energy - 12s cooldown Effects: • Beschleunigung (on the caster): +30% Angriffsgeschwindigkeit": "Stößt den Speer auf das Ziel zu, fügt allen gegnerischen Einheiten Schaden in Höhe von 120 % der physischen Angriffskraft zu und gewährt 8 Sekunden lang Beschleunigung. 4 Energie - 12s Abklingzeit Effekte: • Beschleunigung (beim Anwender): +30% Angriffsgeschwindigkeit", "Stürmt auf das Ziel zu und verursacht 100% der Physische Angriffskraft als Schaden an. Belegt das Ziel für 2 Sekunden mit Betäubung und verursacht für 10 Sekunden 2 Blutung. 15s cooldown Effects: • Betäubung (on enemy): Für kurze Zeit handlungsunfähig. • Blutung (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Stürmt auf das Ziel zu und verursacht 100% der Physische Angriffskraft als Schaden an. Belegt das Ziel für 2 Sekunden mit Betäubung und verursacht für 10 Sekunden 2 Blutung. 15s Abklingzeit Effekte: • Betäubung (beim Gegner): Für kurze Zeit handlungsunfähig. • Blutung (beim Gegner): 5 physischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 99). Beispiel: 10 Stapel = 50 physischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Stürmt in gerader Linie zum Ziel, schubst alle getroffenen Gegner um 2 Felder zurück, verursacht 500% der Physische Angriffskraft als physischen Schaden und wendet bei ihnen Betäubung für 2 Sekunden an. Bei Kollision mit einer Wand wird der Skill unterbrochen und der Anwender erhält Betäubung für 2 Sekunden. Effects: • Betäubung (on units in the area): Für kurze Zeit handlungsunfähig.": "Stürmt in gerader Linie zum Ziel, schubst alle getroffenen Gegner um 2 Felder zurück, verursacht 500% der Physische Angriffskraft als physischen Schaden und wendet bei ihnen Betäubung für 2 Sekunden an. Bei Kollision mit einer Wand wird der Skill unterbrochen und der Anwender erhält Betäubung für 2 Sekunden. Effekte: • Betäubung (bei Einheiten im Wirkungsbereich): Für kurze Zeit handlungsunfähig.", "Stürmt in gerader Linie zum Ziel, stößt alle getroffenen Gegner um 2 Felder zurück, verursacht 300% der Physische Angriffskraft als physischen Schaden und belegt sie für 2 Sekunden mit Betäubung. Bei einer Kollision mit einer Wand wird der Skill unterbrochen und der Anwender erhält für 2 Sekunden Betäubung. 20s cooldown Effects: • Betäubung (on units in the area): Für kurze Zeit handlungsunfähig.": "Stürmt in gerader Linie zum Ziel, stößt alle getroffenen Gegner um 2 Felder zurück, verursacht 300% der Physische Angriffskraft als physischen Schaden und belegt sie für 2 Sekunden mit Betäubung. Bei einer Kollision mit einer Wand wird der Skill unterbrochen und der Anwender erhält für 2 Sekunden Betäubung. 20s Abklingzeit Effekte: • Betäubung (bei Einheiten im Wirkungsbereich): Für kurze Zeit handlungsunfähig.", "Sub SP left": "Verbleibende Unter-SP", "Sub quests": "Unteraufgaben", "Sub skill trees": "Sekundäre Skillbäume", "Sub skill trees - Sub SP": "Unter-Skillbäume - Unter-SP", "Sub trees": "Unterbäume", "Sub trees:": "Unterbäume:", "Sub-faction": "Unterfraktion", "Successful": "Erfolgreich", "Such poor": "So armselig", "Such poor discipline? I'll be confiscating all of it.": "So schlechte Disziplin? Ich werde alles davon einziehen.", "Suggestion": "Vorschlag", "Summary Panels": "Übersichtsfelder", "Summon": "Beschwörung", "Summon HP = your MAtk ×1 + base HP; summon MAtk = your MAtk ×0.5 + base MAtk (disassembly-verified). Summon abilities read your": "Gesundheit der Beschwörung = dein MAtk ×1 + Basis-Gesundheit; MAtk der Beschwörung = dein MAtk ×0.5 + Basis-MAtk (per Disassembly verifiziert). Die Fähigkeiten der Beschwörung lesen deinen", "Summon Ladybug Count": "Anzahl beschworener Marienkäfer", "Summon Ladybug Count - Dungeon Settlers Wiki": "Marienkäfer-Beschwörungsanzahl - Dungeon Settlers Wiki", "Summon Ladybug Count icon": "Marienkäfer-Beschwörungsanzahl Symbol", "Summon Magic Attack": "Magischer Angriffswert der Beschwörung", "Summon Max HP": "Max. Gesundheit der Beschwörung", "Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP": "Maximale Gesundheit der Beschwörung = (Magischer Angriffswert des Beschwörers x 1.0) + die Basis-Gesundheit der Beschwörung", "Summon calculator": "Beschwörungs-Rechner", "Summon inherits the summoner's current HP/energy ratios": "Die Beschwörung übernimmt die aktuellen Gesundheits- und Energie-Verhältnisse des Beschwörers", "Summon output, over the summon's lifetime (the cast itself deals no hit)": "Beschwörungs-Output über die Lebensdauer der Beschwörung (der Zauber selbst verursacht keinen Treffer)", "Summon scaling": "Beschwörungs-Skalierung", "Summon spam + Ebb and Flow + Extra Bubble": "Beschwörungs-Spam + Ebb and Flow + Extra Bubble", "Summon stats are derived from the summoner: HP = summoner Magic Attack ×1 + base HP; summon Magic Attack = summoner Magic Attack ×0.5 + base. The stat card above shows raw table base values.": "Die Werte der Beschwörung leiten sich vom Beschwörer ab: HP = Magischer Angriffswert des Beschwörers ×1 + Basis-HP; Magischer Angriffswert der Beschwörung = Magischer Angriffswert des Beschwörers ×0.5 + Basiswert. Die Wertekarte oben zeigt die rohen Basiswerte aus der Tabelle.", "Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "Eigener Magischer Angriffswert der Beschwörung = (Magischer Angriffswert des Beschwörers x 0.5) + der Basis-Magische Angriffswert der Beschwörung", "Summonable units": "Beschwörbare Einheiten", "Summoned Creatures": "Beschworene Kreaturen", "Summoned Creatures - Dungeon Settlers Wiki": "Beschworene Kreaturen - Dungeon Settlers Wiki", "Summoned Creatures guide": "Guide zu beschworenen Kreaturen", "Summoned by": "Beschworen von", "Summoned by:": "Beschworen von:", "Summoned or placed by": "Beschworen oder platziert von", "Summoned or placed by {#}.": "Beschworen oder platziert von {#}.", "Summoned unit": "Beschworene Einheit", "Summoned units": "Beschworene Einheiten", "Summoner": "Beschwörer", "Summoner Magic Attack": "Magischer Angriffswert des Beschwörers", "Summoner mage": "Beschwörermagier", "Summons": "Beschwörungen", "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "Beschwörungen (Bubblings, Bubble Toad, Ladybug...) skalieren mit dem", "Summons 1": "Beschwörungen 1", "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of": "Beschwört 1 'Bubblings' an der angegebenen Position. Bubblings greifen nahe Gegner an und explodieren beim Tod und verursachen magischen Schaden in Höhe von 100% von", "Summons 2": "Beschwörungen 2", "Summons Blasenkröte: HP = your Magischer Angriffswert + 300 = 388, Magischer Angriffswert = half your Magischer Angriffswert + 50.7 = 95 (base Physische Angriffskraft 16.9, attack speed 0.3). Consumes 2 Bubbleling. Up to 1 on the field. Attacks with Zungenstoß (100% magic, range 1)": "Beschwört Blasenkröte: LP = dein Magischer Angriffswert + 300 = 388, Magischer Angriffswert = die Hälfte deines Magischer Angriffswert + 50.7 = 95 (Basis Physische Angriffskraft 16.9, Angriffsgeschwindigkeit 0.3). Verbraucht 2 Bubbleling. Bis zu 1 auf dem Feld. Greift an mit Zungenstoß (100% magisch, Reichweite 1)", "Summons Blasenkröte: HP = your Magischer Angriffswert + 300 = 398, Magischer Angriffswert = half your Magischer Angriffswert + 50.7 = 100 (base Physische Angriffskraft 16.9, attack speed 0.3). Consumes 2 Bubbleling. Up to 1 on the field. Attacks with Zungenstoß (100% magic, range 1)": "Beschwört Blasenkröte: LP = dein Magischer Angriffswert + 300 = 398, Magischer Angriffswert = die Hälfte deines Magischer Angriffswert + 50.7 = 100 (Basis Physische Angriffskraft 16.9, Angriffsgeschwindigkeit 0.3). Verbraucht 2 Bubbleling. Bis zu 1 auf dem Feld. Greift an mit Zungenstoß (100% magisch, Reichweite 1)", "Summons Bubbleling: HP = your Magischer Angriffswert + 0 = 88, Magischer Angriffswert = half your Magischer Angriffswert + 0 = 44 (base Physische Angriffskraft 16.9, attack speed 0.3). Up to 2 on the field. Attacks with Blasenstoß (100% magic, range 1)": "Beschwört Bubbleling: LP = dein Magischer Angriffswert + 0 = 88, Magischer Angriffswert = die Hälfte deines Magischer Angriffswert + 0 = 44 (Basis Physische Angriffskraft 16.9, Angriffsgeschwindigkeit 0.3). Bis zu 2 auf dem Feld. Greift an mit Blasenstoß (100% magisch, Reichweite 1)", "Summons Bubbleling: HP = your Magischer Angriffswert + 0 = 98, Magischer Angriffswert = half your Magischer Angriffswert + 0 = 49 (base Physische Angriffskraft 16.9, attack speed 0.3). Up to 2 on the field. Attacks with Blasenstoß (100% magic, range 1)": "Beschwört Bubbleling: LP = dein Magischer Angriffswert + 0 = 98, Magischer Angriffswert = die Hälfte deines Magischer Angriffswert + 0 = 49 (Basis Physische Angriffskraft 16.9, Angriffsgeschwindigkeit 0.3). Bis zu 2 auf dem Feld. Greift an mit Blasenstoß (100% magisch, Reichweite 1)", "Summons {#}": "Beschwört {#}", "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "Beschwört {#}: HP = dein {#} + {#} = {#}, {#} = die Hälfte deines {#} + {#} = {#}", "Summons:": "Beschwörungen:", "Sunny Wet": "Sonnig, nass", "Sunny Wet - Dungeon Settlers Wiki": "Sonnig Nass - Dungeon Settlers Wiki", "Sunny Wet icon": "Sonnig Nass Symbol", "Support": "Unterstützung", "Support wagons": "Versorgungswagen", "Supreme Mana Stones": "Supreme Manasteine", "Surely the Expedi...": "Sicherlich würde der Expedi...", "Surgery": "Operation", "Surround yourself with a cloak of flame, granting yourself a": "Umhülle dich mit einem Flammenmantel und verleihe dir dabei", "Surround yourself with a cloak of flame, granting yourself a Schild equal to {1}% of Magischer Angriffswert for {0} seconds, dealing {2}% of Magischer Angriffswert as magic damage p": "Umhülle dich mit einem Flammenmantel und erhalte einen Schild in Höhe von {1}% von Magischer Angriffswert für {0} Sekunden, und verursache {2}% von Magischer Angriffswert als magischen Schaden p", "Surrounding units": "Umliegende Einheiten", "Surrounding vision range. Fog of War is updated based on this value. In the prototype, there is no 'final stat' for this value yet. Going forward, each unit will need to be given a final Vision stat. For example, how much of the map is revealed by vision could differ depending on whether a torch is used, etc.": "Sichtweite in der Umgebung. Der Nebel des Krieges wird anhand dieses Werts aktualisiert. Im Prototyp gibt es für diesen Wert noch keinen 'Endwert'. Künftig muss jeder Einheit ein endgültiger Sichtwert zugewiesen werden. Zum Beispiel könnte sich unterscheiden, wie viel der Karte durch Sicht enthüllt wird, je nachdem ob eine Fackel benutzt wird usw.", "Survival": "Überleben", "Sustained DPS": "Anhaltender DPS", "Sweet": "Süß", "Swing": "Schwung", "Swings": "Schwünge", "Swirling Tide (water boss)": "Swirling Tide (Wasser-Boss)", "Sword equipped": "Schwert ausgerüstet", "Sword melee": "Schwert-Nahkampf", "Sword tree (Chain Slash)": "Schwert-Skillbaum (Chain Slash)", "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "Schwert-Skillbaum (Dual Request) oder Schild-Skillbaum (Guardian's Taunt)", "Sword, Blunt (plus gated Dagger, Axe, Spear) - can use a shield": "Schwert, Stumpf (plus gesperrt: Dolch, Axt, Speer) - kann einen Schild verwenden", "Symbiotisches Insekt icon": "Symbiotisches Insekt Symbol", "Synergies": "Synergien", "Synergies - Dungeon Settlers Wiki": "Synergien - Dungeon Settlers Wiki", "System base hit chance": "System-Basistrefferchance", "Säureausbreitung range and area on a dungeon room": "Reichweite und Wirkungsbereich von Säureausbreitung in einem Dungeonraum", "Säureausbreitung range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Säureausbreitung in einem Dungeonraum", "Säurespeichel range and area on a dungeon room": "Reichweite und Wirkungsbereich von Säurespeichel in einem Dungeonraum", "Säurespeichel range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Säurespeichel in einem Dungeonraum", "TALENT PER-MODIFIER RANGES": "TALENT-BEREICHE PRO MODIFIKATOR", "TALENT ROLL RANGES": "TALENT-WURFBEREICHE", "TIP:": "TIPP:", "TIP: During expedition, units": "TIPP: Während einer Expedition werden Einheiten", "TIP: Some ranged attacks consume ammo, such as arrows.": "TIPP: Manche Fernkampfangriffe verbrauchen Munition, zum Beispiel Pfeile.", "TODO 5 energy - 20s cooldown": "TODO 5 Energie - 20s Abklingzeit", "Take": "Nimm", "Take 1×": "Nimm 1×", "Take defense ignoring magic damage equal to {0}% of Maximale Lebenspunkte (gesamt) per second. This effect cannot stack.": "Erleide magischen Schaden, der die Verteidigung ignoriert, in Höhe von {0}% von Maximale Lebenspunkte (gesamt) pro Sekunde. Dieser Effekt ist nicht stapelbar.", "Take defense-ignoring magic damage equal to {0}% of Maximale Lebenspunkte (gesamt) per second. This effect cannot stack.": "Erleide magischen Schaden, der die Verteidigung ignoriert, in Höhe von {0}% von Maximale Lebenspunkte (gesamt) pro Sekunde. Dieser Effekt ist nicht stapelbar.", "Take defense-ignoring magic damage of stack * {0} per second.": "Erleide magischen Schaden, der die Verteidigung ignoriert, in Höhe von Stapel * {0} pro Sekunde.", "Take defense-ignoring typeless damage equal to 1% of": "Erleide typlosen Schaden, der die Verteidigung ignoriert, in Höhe von 1% von", "Take defense-ignoring typeless damage equal to 1% of Maximale Lebenspunkte (gesamt) eve...": "Erleide typlosen Schaden, der die Verteidigung ignoriert, in Höhe von 1% von Maximale Lebenspunkte (gesamt) jed...", "Take defense-ignoring typeless damage equal to 1% of Maximale Lebenspunkte (gesamt) every 10 seconds. This effect cannot stack.": "Erleide alle 10 Sekunden verteidigungsignorierenden typlosen Schaden in Höhe von 1% der Maximale Lebenspunkte (gesamt). Dieser Effekt ist nicht stapelbar.", "Take defense-ignoring typeless damage equal to {0}% of [STATUS_MaxHealthTotal] every 10 seconds. This effect cannot stack.": "Erleide alle 10 Sekunden verteidigungsignorierenden typlosen Schaden in Höhe von {0}% von [STATUS_MaxHealthTotal]. Dieser Effekt ist nicht stapelbar.", "Take stack * {0}": "Stapel * {0} nehmen", "Take stack * {0} defense-ignoring physical damage per second.": "Erleidet pro Sekunde Stapel * {0} physischen Schaden, der Verteidigung ignoriert.", "Tal icon": "Tal-Symbol", "Talent Gewandtheit icon": "Talent Gewandtheit Symbol", "Talent Intelligenz icon": "Talent Intelligenz Symbol", "Talent Konstitution icon": "Talent Konstitution Symbol", "Talent Wahrnehmung icon": "Talent Wahrnehmung Symbol", "Talent Willenskraft icon": "Talent Willenskraft Symbol", "Talent growth": "Talent-Wachstum", "Talent represents a": "Talent steht für das", "Talent represents a character's growth potential": "Talent steht für das Wachstumspotenzial eines Charakters", "Talent represents a character's growth potential for a Primärattribut. The greater the talent, the more their Primärattribut can increase when Level Up occurs. - Dummkopf": "Talent steht für das Wachstumspotenzial eines Charakters bei einem Primärattribut. Je größer das Talent, desto stärker kann sein Primärattribut beim Stufenaufstieg steigen. - Dummkopf", "Talent represents a character's growth potential for a Primärattribut. The greater the talent, the more their Primärattribut increases when Leveling Up. - Dummkopf -": "Talent steht für das Wachstumspotenzial eines Charakters bei einem Primärattribut. Je größer das Talent, desto stärker steigt sein Primärattribut beim Stufenaufstieg. - Dummkopf -", "Talent represents a character's growth potential in a Primärattribut. The higher the talent, the more that Primärattribut can increase during Level Up. - Dummkopf -": "Talent steht für das Wachstumspotenzial eines Charakters bei einem Primärattribut. Je höher das Talent, desto stärker kann dieses Primärattribut beim Stufenaufstieg steigen. - Dummkopf -", "Talent scaling": "Talent-Skalierung", "Talent scaling (player units):": "Talent-Skalierung (Spielereinheiten):", "Talent sum (save values):": "Talentsumme (Speicherwerte):", "Talent tendencies": "Talent-Tendenzen", "Talent tiers": "Talent-Stufen", "Talents": "Talente", "Talents & Stat Growth": "Talente & Attributswachstum", "Talents & Stat Growth - Dungeon Settlers Wiki": "Talente & Attributwachstum - Dungeon Settlers Wiki", "Talents & stats": "Talente & Werte", "Talents & stats guide": "Guide zu Talenten & Werten", "Talk to": "Sprich mit", "Talk to Endorsi": "Mit Endorsi sprechen", "Talk to Endorsi has been renamed to Talk to Endrossi.": "Sprich mit Endorsi wurde umbenannt zu Sprich mit Endrossi.", "Talk to Endorsi twice more": "Sprich noch zweimal mit Endorsi", "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha Acid Slogel** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "Zähmen ist als noch nicht umgesetzte Funktion markiert. Es gibt **16 Monster-Seelensteine**, aber nur **3 tun derzeit überhaupt etwas**, und selbst diese verleihen einen einzigen Effekt statt des vollen 'Kreaturen-Skillbaums', den das Design nahelegt: der Stein der **Roten Monsterratte** verleiht eine aktive Skill (Bloody Scratch), der Stein des **Alpha-Säure-Slogel** verleiht bei niedriger Gesundheit eine Barriere, und der Boss-Stein des **Riesigen Steingolems** verleiht stapelnde Schadensreduktion. Die anderen 13 sind wirkungslose Sammelobjekte, und mehrere ihrer Quellmonster (Basis-Schleim, Königsschleim, Blutschleim, Knochenspinne, Monsterratte, Tollwütiger Hund) existieren noch nicht als aktive Einheiten.", "Tap tooltips": "Hinweise antippen", "Tape": "Klebeband", "Target Max Health (not the caster's attack power)": "Maximale Gesundheit des Ziels (nicht die Angriffskraft des Anwenders)", "Target burning stacks": "Brennen-Stapel des Ziels", "Target burning stacks:": "Brennen-Stapel des Ziels:", "Target current HP (head + body)": "Aktuelle Gesundheit des Ziels (Kopf + Körper)", "Target is a Boss": "Ziel ist ein Boss", "Target max HP (head + body)": "Max. Gesundheit des Ziels (Kopf + Körper)", "Target unit condition": "Bedingung der Zieleinheit", "Target's combined HP fraction": "Kombinierter Gesundheitsanteil des Ziels", "Target's missing HP": "Fehlende Gesundheit des Ziels", "Target's missing HP (every 3rd basic)": "Fehlende Gesundheit des Ziels (jeder 3. Basisangriff)", "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "Zielreichweite 8; der Distanzbonus erreicht sein Maximum bei 16 Feldern (äußerste Ecke der Reichweite).", "Task": "Aufgabe", "Task - Dungeon Settlers Wiki": "Aufgabe - Dungeon Settlers Wiki", "Task icon": "Aufgaben-Symbol", "Taube Zunge icon": "Taube Zunge Symbol", "Taunt is a debuff that forces enemies to attack the taunter. Dual Request taunts one target (and gives you +50% damage to it, -30% damage from everyone else); Guardian's Taunt taunts a whole pack. Because Taunt is an enemy debuff, casting it also triggers Guard Barrier. Then Mocking Grin (Fortress) converts 20% of every hit you take from a taunted enemy into Barrier for 10s - so the more you are attacked, the more shield you generate, exactly inverting the usual downside of being the target. Dual Request's -30% damage taken and a shield stack (Fortified / Barrier Resurge) make this a genuinely sticky tank. The taunter and the Mocking Grin holder must be the same unit (it keys off 'your' Taunt).": "Spott ist ein Debuff, der Gegner zwingt, den Spottenden anzugreifen. Dual Request verspottet ein Ziel (und gibt dir +50% Schaden gegen es sowie -30% Schaden von allen anderen); Guardian's Taunt verspottet eine ganze Gruppe. Da Spott ein Debuff auf dem Gegner ist, löst das Wirken auch Guard Barrier aus. Mocking Grin (Fortress) wandelt dann 20% jedes Treffers, den du von einem verspotteten Gegner einsteckst, für 10s in Barriere um - je mehr du angegriffen wirst, desto mehr Schild erzeugst du, was den üblichen Nachteil des Zielseins genau umkehrt. Die -30% erlittener Schaden von Dual Request und ein Schildstapel (Fortified / Barrier Resurge) machen daraus einen wirklich zähen Tank. Der Spottende und der Träger von Mocking Grin müssen dieselbe Einheit sein (es hängt an 'deinem' Spott).", "Taunt tank": "Spott-Tank", "Tausendfarbiger Vogel icon": "Tausendfarbiger Vogel Symbol", "Team & import": "Team & Import", "Team Stats": "Team-Werte", "Team composition": "Teamzusammensetzung", "Team damage per second": "Teamschaden pro Sekunde", "Team energy to kill": "Team-Energie zum Töten", "Team for DPS and energy": "Team für DPS und Energie", "Team name for the imported party": "Teamname für die importierte Gruppe", "Team name:": "Teamname:", "Team units": "Teameinheiten", "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total": "Technikbuch x2 pro Bericht (Säureinsekt, Sporeninsekt, Fleischmade, Höllenegel) = 8 insgesamt", "Technical": "Technisch", "Technikbuch icon": "Technikbuch-Symbol", "Technique": "Technik", "Template weight": "Vorlagengewicht", "Templates in pool": "Vorlagen im Pool", "Temporarily gain": "Erhält vorübergehend", "Temporarily gain shell.": "Erhält vorübergehend einen Panzer.", "Temporary-buff stack caps": "Stapelgrenzen temporärer Buffs", "Test Superman icon": "Test Superman Symbol", "Test Test Test icon": "Test Test Test Symbol", "Test Trade icon": "Test Trade Symbol", "Test presets": "Test-Voreinstellungen", "Test unit": "Testeinheit", "Test unit: Magic {#}, Physical {#}.": "Testeinheit: Magisch {#}, Physisch {#}.", "Text / Localization": "Text / Lokalisierung", "Text and wording": "Text und Formulierung", "Text varies per Expedition Resolution": "Der Text variiert je nach Expeditionsausgang", "Text varies per Expedition Resolution - see": "Text variiert je nach Expeditionsentscheidung - siehe", "Textil icon": "Textil-Symbol", "Thank you for playing the Dungeon Settlers demo.": "Danke, dass du die Dungeon Settlers Demo gespielt hast.", "Thank you for playing the Dungeon Settlers demo. This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of the game are still in development,": "Danke, dass du die Dungeon Settlers Demo gespielt hast. Diese Demo wurde erstellt, um dir einen frühen Blick auf den Kern-Gameplay-Loop von Dungeon Settlers zu geben. Viele Teile des Spiels sind noch in Entwicklung,", "Thanks! Your report was sent.": "Danke! Dein Bericht wurde gesendet.", "That": "Das", "That makes a safe floor the natural staging post for a long push: a squad that reaches one on day 3 walks out of it in the same shape as a squad that just arrived, so a deep run that touches each safe floor never has to pay the worst rate at all.": "Damit ist eine Sichere Etage der natürliche Stützpunkt für einen langen Vorstoß: eine Truppe, die an Tag 3 eine erreicht, verlässt sie in derselben Verfassung wie eine Truppe, die gerade angekommen ist, sodass ein tiefer Lauf, der jede Sichere Etage berührt, den schlechtesten Satz nie zahlen muss.", "That makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "Damit ist Rotation eindeutig besser als Warten: Läufe über mehrere Etagen (und Regionen) zu verteilen hält jeden Zähler über null, sodass du nie die Regionsstrafe von -50% kassierst und nie eine zweiwöchige Erholung abwarten musst. Eine Lieblingsetage bis zum Boden abzufarmen ist die teuerste Angewohnheit im ganzen Spiel.", "That's": "Das ist", "The": "Der", "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "Der Umzingelungsbonus von +10% Trefferchance und +5% Kritische Trefferchance pro flankierender Einheit. Hinweis: in den Daten angelegt, aber", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring Nachtsicht if it is available.": "Die -3 Sichtweite bei Nacht lässt dich näher herankommen, aber deine eigenen Einheiten sind genauso blind - nimm Nachtsicht mit, wenn sie verfügbar ist.", "The Crawling Doom tutorial's scripted steps.": "Die geskripteten Schritte des Crawling-Doom-Tutorials.", "The Drifting One": "Der Treibende", "The EXP required to": "Die Erfahrungspunkte, die benötigt werden, um", "The EXP required to level up from the current level. Determines the maximum value of EP.": "Die EXP, die für den Stufenaufstieg von der aktuellen Stufe aus benötigt werden. Bestimmt den Maximalwert von EP.", "The EXP required to reach the next level. Determines the maximum value of EP.": "Die EXP, die zum Erreichen der nächsten Stufe benötigt werden. Bestimmt den Maximalwert von EP.", "The Early-Access roadmap - the in-game": "Die Early-Access-Roadmap - die spielinterne", "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "Der Handlungsstrang des Elros-Imperiums setzt sich in unveröffentlichten Inhalten fort (künftige Elros-Bosse und -Regionen): siehe", "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record": "Die Golem-Gedenkarena; ihr Endorsi-Spawn erfordert den Eintrag KillCount_GiantStoneGolem_1", "The Infinite Abyss is a standalone endless mode, separate from the campaign regions. Its corrupted monsters drop nothing directly - you farm it through the treasure chests below. See the": "Der Infinite Abyss ist ein eigenständiger Endlos-Modus, getrennt von den Kampagnenregionen. Seine verderbten Monster lassen nichts direkt fallen - du farmst ihn über die Schatztruhen unten. Siehe die", "The Infinite Abyss is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "Der Infinite Abyss ist ein eigenständiger Endlos-Dungeon-Modus, getrennt von der leeren Region Forgotten Abyss auf der Expeditionskarte. Er ist nur teilweise umgesetzt.", "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "Der Infinite Abyss verwendet auf jeder Etage (1-10) ein festes Layout: einen Eingang, einen Kampfraum, einen", "The Inscription of Gloom tradeoff": "Der Kompromiss der Inschrift der Düsternis", "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "Die Inschrift der Reflexion wirft 100% jedes Schadenstyps zurück. Monsterpanzer (Stachelschildkröte, Kristallschildkröte) reflektieren stattdessen einen Teil des Nahkampf- bzw. Magieschadens.", "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "Die Inschrift der Keimenden Schale wandelt wiederhergestellte Energie in Schalen-Ladungen um, maximal 20.", "The Inspector's voice flows from the raven's beak.": "Die Stimme des Inspektors strömt aus dem Schnabel des Raben.", "The Intelligence talent of": "Das Intelligenz-Talent von", "The Intelligence talent of {#} has changed from {#} to {#}.": "Das Intelligenz-Talent von {#} hat sich von {#} auf {#} geändert.", "The Korean text adds a clause not in the English description: hits against a target within 1 tile deal 50% less. Not folded into the numbers.": "Der koreanische Text enthält einen Zusatz, der in der englischen Beschreibung fehlt: Treffer gegen ein Ziel im Umkreis von 1 Feld verursachen 50% weniger. Nicht in die Zahlen eingerechnet.", "The Legendary": "Das legendäre", "The Lycan expedition members exchange disappointed looks, then...": "Die Lycan-Expeditionsmitglieder wechseln enttäuschte Blicke, dann...", "The Perception myth": "Der Wahrnehmungs-Mythos", "The Poison row lists a non-zero MaxStack field but its description says it cannot stack; the shipped tooltip also states its damage is per second. The exact Poison tick interval is treated on the": "Die Zeile für Gift führt ein MaxStack-Feld ungleich null, aber ihre Beschreibung sagt, dass sie nicht stapelbar ist; der ausgelieferte Tooltip gibt außerdem an, dass ihr Schaden pro Sekunde wirkt. Das genaue Tick-Intervall von Gift wird behandelt auf der", "The Rare": "Das seltene", "The Sky-Colored Bird": "Der himmelsfarbene Vogel", "The Strength talent of": "Das Stärke-Talent von", "The Strength talent of {#} has changed from {#} to {#}.": "Das Stärke-Talent von {#} hat sich von {#} auf {#} geändert.", "The TraitTable defines exactly 7 traits with": "Die TraitTable definiert genau 7 Traits mit", "The alternate room appearance used in range previews": "Das alternative Raumaussehen, das in Reichweiten-Vorschauen verwendet wird", "The amount of experience required. {1} refers to the max experience amount at level 1. {0} is an unused placeholder, and its value is fixed to \"None\".": "Die Menge der benötigten Erfahrungspunkte. {1} bezeichnet die maximale Erfahrungsmenge auf Stufe 1. {0} ist ein unbenutzter Platzhalter, dessen Wert fest auf \"None\" gesetzt ist.", "The amount of the first item in": "Die Menge des ersten Items in", "The amount of the first item in {#} has changed from {#} to {#}.": "Die Menge des ersten Items in {#} hat sich von {#} auf {#} geändert.", "The amount of the second item in": "Die Menge des zweiten Gegenstands in", "The amount of the second item in {#} has changed from {#} to {#}.": "Die Menge des zweiten Items in {#} hat sich von {#} auf {#} geändert.", "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...": "Die Zeichnung ist grob, doch die Abfolge-die Beute vorantreiben, sie umzingeln und den letzten Schlag setzen-ist darges...", "The assembled connected floor map": "Die zusammengesetzte verbundene Etagenkarte", "The attack speed of 2 units has changed from 0.3 to 0.7.": "Die Angriffsgeschwindigkeit von 2 Einheiten wurde von 0.3 auf 0.7 geändert.", "The attack speed of {#} has changed from {#} to {#}.": "Die Angriffsgeschwindigkeit von {#} hat sich von {#} auf {#} geändert.", "The availability condition changed for 3 dialogue options.": "Die Verfügbarkeitsbedingung hat sich für 3 Dialogoptionen geändert.", "The availability condition changed for {#} dialogue options.": "Die Verfügbarkeitsbedingung hat sich für {#} Dialogoptionen geändert.", "The backgrounds available to": "Die Hintergründe, die verfügbar sind für", "The backgrounds available to {#} have changed from {#} to {#}.": "Die für {#} verfügbaren Hintergründe haben sich von {#} auf {#} geändert.", "The base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.": "Die Basismenge durchläuft 4, 24, 72 innerhalb jeder Gütestufe. Im aktuellen Build haben Greater- und Supreme-Manasteine keine verlässliche Quelle über Drops, Truhen, Rezepte oder Händler, sodass der Aufstieg in der Praxis stark ausbremst, sobald eine Einheit Stufe 5 überschreitet.", "The base random event": "Das Basis-Zufallsereignis", "The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Devastation a level-5 settler starts at -9 mood expectation vs -2 on Easy.": "Die Grundstimmung, die ein Siedler jeder Stufe von seiner Behandlung erwartet (Standard bei Unterkunft und Nahrung). Höhere Verwaltungsschwierigkeit senkt den Grundwert - auf Verheerung startet ein Siedler der Stufe 5 mit einer Stimmungserwartung von -9 gegenüber -2 auf Einfach.", "The blocking conditions changed for {#} NPC spawns.": "Die Sperrbedingungen haben sich für {#} NPC-Spawns geändert.", "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po": "Die Körper von Einheiten, die in der Siedlung sterben, bleiben liegen, wo sie sind. In der Demo-Version können Körper vorübergehend durch das Portal entfernt werden. Während du den Körper einer Einheit trägst, rechtsklicke auf das Po", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition memb...": "Der Körper eines Expeditionsmitglieds, das in der Siedlung stirbt, bleibt liegen, wo er ist. Bis der Körper ordentlich begraben ist, belegt dieses Expeditionsmitgl...", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways": "Der Körper eines Expeditionsmitglieds, das in der Siedlung stirbt, bleibt liegen, wo er ist. Bis der Körper ordentlich begraben ist, belegt dieses Expeditionsmitglied weiterhin Bevölkerung. Es gibt zwei Möglichkeiten", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways t...": "Der Körper eines Expeditionsmitglieds, das in der Siedlung stirbt, bleibt liegen, wo er ist. Bis der Körper ordentlich begraben ist, belegt dieses Expeditionsmitglied weiterhin Bevölkerung. Es gibt zwei Möglichk...", "The body used by": "Der Körper, der verwendet wird von", "The body used by {#} has changed from {#} to {#}.": "Der von {#} genutzte Körper hat sich von {#} auf {#} geändert.", "The bonuses granted by equipping 2 equipment items have changed from": "Die Boni durch das Anlegen von 2 Ausrüstungsgegenständen wurden geändert von", "The bonuses granted by equipping 7 equipment items have changed from": "Die Boni, die durch das Ausrüsten von 7 Ausrüstungsgegenständen verliehen werden, wurden geändert von", "The bonuses granted by equipping 9 equipment items have changed from Dodge Chance -5 to nothing.": "Die Boni durch das Anlegen von 9 Ausrüstungsgegenständen wurden von Ausweichchance -5 auf nichts geändert.", "The bonuses granted by equipping {#} have changed from {#} to {#}.": "Die Boni durch das Ausrüsten von {#} haben sich von {#} auf {#} geändert.", "The boss room (": "Der Bossraum (", "The bottom of the Perception modifier range on": "Das untere Ende des Wahrnehmungs-Modifikatorbereichs bei", "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "Die Untergrenze des Wahrnehmungs-Modifikatorbereichs von {#} hat sich von {#} auf {#} geändert.", "The build menu category of": "Die Baumenü-Kategorie von", "The build menu category of 3 recreation buildings has changed from Furniture to Recreation.": "Die Baumenü-Kategorie von 3 Freizeitgebäuden wurde von Furniture auf Recreation geändert.", "The build menu category of {#} has changed from {#} to {#}.": "Die Baumenü-Kategorie von {#} hat sich von {#} auf {#} geändert.", "The building subtype of": "Der Gebäude-Untertyp von", "The building subtype of {#} has changed from {#} to {#}.": "Der Gebäude-Untertyp von {#} hat sich von {#} auf {#} geändert.", "The calculator covers the two confident stacking DoTs,": "Der Rechner deckt die zwei gesicherten stapelnden DoTs ab,", "The campaign is split into": "Die Kampagne ist unterteilt in", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in": "Die Kampagne läuft nach einer einzigen globalen Uhr, die von der Siedlung und jeder aktiven Expedition geteilt wird - es gibt keinen separaten Dungeonkalender. Die Zeit wird gemessen in", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in ti...": "Die Kampagne läuft nach einer einzigen globalen Uhr, die von der Siedlung und jeder aktiven Expedition geteilt wird - es gibt keinen separaten Dungeonkalender. Die Zeit wird gemessen in Ti...", "The campaign's main chain is": "Die Hauptkette der Kampagne ist", "The carapace traits that grant these reflects carry FloatValue": "Die Panzer-Traits, die diese Reflexionen verleihen, tragen FloatValue", "The caster's chance to land the hit. In My unit mode it is your unit's real hit chance (from the Builder); player targeted spells are otherwise 100%.": "Die Chance des Anwenders, den Treffer zu landen. Im Modus Meine Einheit ist es die echte Trefferchance deiner Einheit (aus dem Builder); ansonsten liegen vom Spieler gezielte Zauber bei 100%.", "The casting caster's critical-hit chance (the crit multiplier is folded into Skill Damage). In My unit mode this is your chosen caster's real crit - the magic caster's for a magic spell, the physical caster's for a physical one.": "Die Kritische Trefferchance des wirkenden Anwenders (der Krit-Multiplikator ist im Skillschaden enthalten). Im Modus Meine Einheit ist das der echte Krit deines gewählten Anwenders - der des magischen Anwenders bei einem magischen Zauber, der des physischen bei einem physischen.", "The catalyst in...": "Der Katalysator in...", "The categories on": "Die Kategorien auf", "The categories on 18 individual effects have changed from nothing to In Dependent.": "Die Kategorien von 18 einzelnen Effekten wurden von nichts auf In Dependent geändert.", "The categories on 18 personal traits have changed from nothing to In Dependent.": "Die Kategorien von 18 persönlichen Traits wurden von nichts auf In Dependent geändert.", "The categories on 2 individual effects have changed from nothing to Prefer.": "Die Kategorien von 2 einzelnen Effekten wurden von nichts auf Prefer geändert.", "The categories on 2 personal traits have changed from nothing to Prefer.": "Die Kategorien von 2 persönlichen Traits wurden von nichts auf Prefer geändert.", "The categories on {#} have changed from {#} to {#}.": "Die Kategorien von {#} haben sich von {#} auf {#} geändert.", "The chain's internal order is": "Die interne Reihenfolge der Kette ist", "The chance of drawing the first item from": "Die Ziehchance des ersten Items in", "The chance of drawing the first item from {#} has changed from {#} to {#}.": "Die Chance, das erste Item aus {#} zu ziehen, hat sich von {#} auf {#} geändert.", "The chance of drawing the second item from": "Die Ziehchance des zweiten Items in", "The chance of drawing the second item from {#} has changed from {#} to {#}.": "Die Chance, das zweite Item aus {#} zu ziehen, hat sich von {#} auf {#} geändert.", "The chance of drawing the third item from": "Die Chance, den dritten Gegenstand zu ziehen aus", "The chance of drawing the third item from {#} has changed from {#} to {#}.": "Die Chance, das dritte Item aus {#} zu ziehen, hat sich von {#} auf {#} geändert.", "The chance of each item appearing at": "Die Chance für das Auftauchen jedes Items bei", "The chance of each item appearing at {#} has changed from {#} to {#}.": "Die Chance, dass jedes Item bei {#} erscheint, hat sich von {#} auf {#} geändert.", "The check is": "Geprüft wird", "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "Geprüft wird die kombinierte Gesundheit von Kopf und Körper, nicht eine der beiden Leisten allein. Jeder Schadenstreffer, der einen Nicht-Boss-Gegner auf", "The choices offered at": "Die angebotenen Auswahlmöglichkeiten bei", "The choices offered at {#} have changed from {#} to {#}.": "Die bei {#} angebotenen Auswahlmöglichkeiten haben sich von {#} zu {#} geändert.", "The clan rank from which 15 backgrounds start appearing among recruits has changed from 1 to 2.": "Der Clan-Rang, ab dem 15 Hintergründe unter den Rekruten auftauchen, wurde von 1 auf 2 geändert.", "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "Der Clanrang, ab dem {#} unter den Rekruten auftauchen, hat sich von {#} auf {#} geändert.", "The clan you begin a scenario with - the tutorial and basic starting settlers.": "Der Clan, mit dem du ein Szenario beginnst - das Tutorial und die grundlegenden Start-Siedler.", "The clear forest air aids growth. All units": "Die klare Waldluft fördert das Wachstum. Alle Einheiten", "The clear forest air aids growth. All units gain": "Die klare Waldluft fördert das Wachstum. Alle Einheiten erhalten", "The clear forest air aids growth. All units gain experience gain bonuses.": "Die klare Waldluft fördert das Wachstum. Alle Einheiten erhalten Boni auf den Gewinn von Erfahrungspunkten.", "The complete Dungeon Settlers database: items, monsters, skills, skill trees, buildings, events, quests, loot tables and a character builder, from the game's own data.": "Die komplette Dungeon-Settlers-Datenbank: Items, Monster, Skills, Skillbäume, Gebäude, Ereignisse, Aufgaben, Beutetabellen und ein Charakter-Builder, aus den spieleigenen Daten.", "The complete in-game handbook (the Game Guide panel), 50 topics as shipped in this build. Keyword links work like the game's own hover references.": "Das komplette spielinterne Handbuch (das Spielhilfe-Panel), 50 Themen wie in diesem Build ausgeliefert. Die Schlüsselwort-Links funktionieren wie die spieleigenen Hover-Verweise.", "The completion requirement changed for 18 quests.": "Die Abschlussbedingung hat sich für 18 Aufgaben geändert.", "The completion requirement changed for {#} quests.": "Die Abschlussbedingung hat sich bei {#} Aufgaben geändert.", "The composited in-game unit icon, with its equipped gear": "Das zusammengesetzte Einheitensymbol aus dem Spiel, mit der angelegten Ausrüstung", "The constant is written": "Die Konstante lautet", "The cooldown of": "Die Abklingzeit von", "The cooldown of {#} has changed from {#} to {#}.": "Die Abklingzeit von {#} hat sich von {#} auf {#} geändert.", "The cooldown on": "Die Abklingzeit von", "The cooldown on 2 fixed events has changed from 1440 to 0 in-game minutes.": "Die Abklingzeit von 2 festen Ereignissen wurde von 1440 auf 0 Spielminuten geändert.", "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "Die Abklingzeit von {#} hat sich von {#} auf {#} Spielminuten geändert.", "The crow looks down at you, tilts its beak,": "Die Krähe blickt zu dir herunter, neigt den Schnabel,", "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in t": "Die Krähe blickt auf dich herab, neigt ihren Schnabel und sagt in seltsam spielerischem Ton: \"Hör zu, ich kann nur begrenzt helfen. Wenn du noch einmal ausgelöscht wirst, stecken wir wirklich in Schwie", "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in trou...": "Die Krähe blickt auf dich herab, neigt ihren Schnabel und sagt in seltsam spielerischem Ton: \"Hör zu, ich kann nur begrenzt helfen. Wenn du noch einmal ausgelöscht wirst, stecken wir wirklich in Schwierigk...", "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get...": "Die Krähe blickt auf dich herab, neigt ihren Schnabel und sagt in seltsam spielerischem Ton: \"Hör zu, ich kann nur begrenzt helfen. Wenn du...", "The crow looks down at you, tilts its beak, and-almost playfully-says, \"Listen, there's a limit to how much I can help. If you get wiped out again, we'll really be in trouble.\"</c": "Die Krähe blickt auf dich herab, neigt ihren Schnabel und sagt-fast spielerisch-: \"Hör zu, es gibt eine Grenze, wie viel ich helfen kann. Wenn du noch einmal ausgelöscht wirst, stecken wir wirklich in Schwierigkeiten.\"</c", "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.": "Die Währung des Aufstiegs. Die Güten sind Lesser (Low), Intermediate (Mid), Greater (High) und Supreme; Einheiten höherer Stufe brauchen Steine höherer Güte, um aufzusteigen.", "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "Die eigene KI baut auf Behavior-Designer-Bäumen auf, deren Distanz-/Sichtprüfungen (", "The damage dealt bonus changes by current Stimmung × {0}%. The lower Stimmung is, the more damage is dealt.": "Der Bonus auf verursachten Schaden ändert sich um die aktuelle Stimmung × {0}%. Je niedriger die Stimmung ist, desto mehr Schaden wird verursacht.", "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "Die Schadensberechnung, Wertekoeffizienten pro Punkt, Krit- und Resistenzmathematik, DoT-Skalierung, Umzingelung und Beschwörungsskalierung - jede Zahl mit Verweis auf ihre Tabelle.", "The data ships a": "Die Daten enthalten ein", "The decoration style of": "Der Dekorationsstil von", "The decoration style of 2 dungeon rooms has changed from Cavern Standard to Cavern Little Flesh.": "Der Dekorationsstil von 2 Dungeonräumen wurde von Cavern Standard auf Cavern Little Flesh geändert.", "The decoration style of {#} has changed from {#} to {#}.": "Der Dekorationsstil von {#} hat sich von {#} auf {#} geändert.", "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "Je tiefer du in einen Dungeon vordringst, desto reichhaltigere und seltenere Ressourcen kannst du erhalten.", "The default conversation for": "Das Standardgespräch für", "The default conversation for {#} has changed from {#} to {#}.": "Das Standardgespräch für {#} hat sich von {#} auf {#} geändert.", "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool.": "Der voreingestellte, häufigste Rekrut (Rekrutierungsgewicht 100 auf jedem Clan-Rang). Die einzige Rasse mit einem Bonus auf Erfahrungspunkte. Hat den größten prozeduralen Namenspool.", "The demo has": "Die Demo hat", "The demo truth: the chain is broken on purpose": "Die Wahrheit zur Demo: die Kette ist absichtlich unterbrochen", "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.": "Das Erholungsintervall der Erschöpfung: GAMESYSTEM_Campaign_DepletionTerm = 4,320 Spielminuten (3 Spieltage) pro Stapel. Eine auf 0 gefarmte Etage braucht 15 Spieltage (~4.5 echte Stunden bei 1x), um sich vollständig aufzufüllen.", "The detection model": "Das Erkennungsmodell", "The dev comment on that constant is explicit:": "Der Entwicklerkommentar zu dieser Konstante ist eindeutig:", "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...": "Das Gerät reagiert nicht, egal welche Knöpfe du drückst oder welche Hebel du ziehst. Die Zeit scheint seine Ko...", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 66, with conditions and rewards) live on the": "Die Dialoghüllen hinter dem System der Expeditionsbeschlüsse - die Richtlinienabfrage in der Basis plus die Szenen für Ablehnung und Abschluss. Die Beschlüsse selbst (alle 66, mit Bedingungen und Belohnungen) findest du auf der", "The draw weight of the first item in": "Das Ziehgewicht des ersten Items in", "The draw weight of the first item in {#} has changed from {#} to {#}.": "Das Ziehgewicht des ersten Items in {#} hat sich von {#} auf {#} geändert.", "The dump confirms the constants and the melee/ranged split (dev comment: [0] melee, [1] ranged) but the method bodies are stripped, so the exact arithmetic that applies the multiplier is inferred, not read line-by-line. No leash or return-to-spawn timer was found in the code - a monster that reaches": "Der Dump bestätigt die Konstanten und die Aufteilung Nahkampf/Fernkampf (Entwicklerkommentar: [0] melee, [1] ranged), aber die Methodenkörper sind entfernt, sodass die genaue Rechnung, die den Multiplikator anwendet, erschlossen und nicht Zeile für Zeile gelesen ist. Im Code wurde kein Leinen- oder Rückkehr-zum-Spawn-Timer gefunden - ein Monster, das", "The dungeon runs on a day/night clock. Daytime is": "Der Dungeon läuft nach einer Tag-/Nacht-Uhr. Der Tag ist", "The durability of": "Die Haltbarkeit von", "The durability of 4 equipment items has changed from 600 to 1200.": "Die Haltbarkeit von 4 Ausrüstungsgegenständen wurde von 600 auf 1200 geändert.", "The durability of {#} has changed from {#} to {#}.": "Die Haltbarkeit von {#} hat sich von {#} auf {#} geändert.", "The durability routine receives the": "Die Haltbarkeitsroutine erhält den", "The effects carried by": "Die Effekte von", "The effects carried by 4 storage buildings have changed from nothing to": "Die Effekte von 4 Lagergebäuden wurden von nichts geändert zu", "The effects carried by {#} have changed from {#} to {#}.": "Die von {#} getragenen Effekte haben sich von {#} auf {#} geändert.", "The encirclement constant is authored in the game data but no combat code reads it, so this bonus currently does nothing. The panel shows what it": "Die Umkreisungs-Konstante ist in den Spieldaten hinterlegt, aber kein Kampfcode liest sie aus, daher hat dieser Bonus derzeit keine Wirkung. Das Panel zeigt, was er", "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "Es wird angenommen, dass der Gegner immer trifft (100%) - für Monster gibt es in den Daten kein Ausweich-/Blockmodell.", "The energy cost of": "Die Energiekosten von", "The energy cost of {#} has changed from {#} to {#}.": "Die Energiekosten von {#} haben sich von {#} auf {#} geändert.", "The equipment required to use": "Die Ausrüstung, die benötigt wird für", "The equipment required to use {#} has changed from {#} to {#}.": "Die zur Nutzung von {#} benötigte Ausrüstung hat sich von {#} auf {#} geändert.", "The events linked to": "Die Ereignisse in Verbindung mit", "The events linked to {#} have changed from {#} to {#}.": "Die mit {#} verknüpften Ereignisse haben sich von {#} auf {#} geändert.", "The exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your": "Der genaue Zugewinn wird bei jedem Stufenaufstieg zufällig innerhalb des Bereichs der Stufe ausgewürfelt und dann multipliziert mit deinem", "The exact skill it grants is not defined in stock DS_B.0.3.40 yet (gated / unreleased content).": "Welche Skill genau verliehen wird, ist in DS_B.0.3.40 noch nicht definiert (gesperrte / unveröffentlichte Inhalte).", "The exchange": "Der Austausch", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...": "Die Expeditionsmitglieder versammeln sich einer nach dem anderen, um den Erfolg dieser Expedition zu feiern. Ihre Rüstungen sind noch mit Sch...", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.": "Die Expeditionsmitglieder versammeln sich einer nach dem anderen, um den Erfolg dieser Expedition zu feiern. Ihre Rüstungen sind noch mit Schmutz und Staub verkrustet, doch niemand beachtet das. Sobald alle Augen auf dir liegen, erhebst du die Stimme. \"Wir haben diesen verfluchten Tunnel bezwungen. Wir haben den verrottenden Unrat und jedes abscheuliche Monster darin niedergestreckt.\" Die Expeditionsmitglieder klopfen sich gegenseitig auf den Rücken und brechen in Jubel aus. Überall erklingt Gelächter. \"Doch das ist nicht das Ende. Das Herz der Katastrophe wartet noch tiefer unten auf uns. Tragt den heutigen Sieg in euren Herzen-und morgen marschieren wir in noch tiefere Finsternis!\" Auf dein Zeichen stoßen die Expeditionsmitglieder ein mächtiges Gebrüll aus und feiern gemeinsam ihren Sieg.", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...": "Die Expeditionsmitglieder stürzen sich sofort in die verseuchte Zone. Schadstoffe winden sich um ihre Körper, und dunkles Viol...", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.": "Die Expeditionsmitglieder stürzen sich unverzüglich in die verseuchte Zone. Schadstoffe winden sich um ihre Körper, und dunkelviolette Flüssigkeit überzieht ihre Rüstung und ihre Haut. Niemand hat einen Moment für die eigene Sicherheit übrig. Nachdem sie die treibende Gestalt mit Mühe packen und herausziehen konnten, prüft ein Mitglied ihren Zustand. \"Nein... Sie ist schon tot.\" Jede Miene verhärtet sich. Beim Bergen der Leiche entdecken die Expeditionsmitglieder eine kleine Menge Geld.", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.": "Die Expeditionsmitglieder stürzen sich unverzüglich in die verseuchte Zone. Schadstoffe winden sich um ihre Körper, und dunkelviolette Flüssigkeit überzieht ihre Rüstung und ihre Haut. Niemand hat einen Moment für die eigene Sicherheit übrig. Nachdem sie die treibende Gestalt mit Mühe packen und herausziehen konnten, prüft ein Mitglied ihren Zustand. \"Zum Glück. Sie lebt noch!\" Der Überlebende kommt kurz darauf wieder zu Bewusstsein und beschließt, bei der Expedition zu bleiben.", "The expedition members receive meals more generous than usual and eat with visibly greater satisf...": "Die Expeditionsmitglieder erhalten großzügigere Mahlzeiten als üblich und essen mit sichtlich größerer Zufried...", "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...": "Die Augen der Expeditionsmitglieder weiten sich bei deinen Worten. Im Nu wechselt ihr Ausdruck von Erschöpfung zu Überraschung und...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrib...": "Das oberste Ziel der Expedition ist es, den Kern von Arcteon, dem selbstbewussten Dungeon, zu zerstören und die schreckl...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have f": "Das oberste Ziel der Expedition ist es, den Kern von Arcteon, dem selbstbewussten Dungeon, zu zerstören und die schreckliche Apokalypse zu beenden, die über die Welt gekommen ist. Da die letzten Expeditionen keine sichtba", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless. \"Captain, what if we go deeper on the next expedition?\" Someone makes the suggestion loudly in front of all the gathered members. \"If we stop here, everyone will think we're cowards.\" After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "Das oberste Ziel der Expedition ist es, den Kern von Arcteon, dem selbstbewussten Dungeon, zu zerstören und die schreckliche Apokalypse zu beenden, die über die Welt gekommen ist. Da die letzten Expeditionen keine sichtbaren Ergebnisse gebracht haben, scheinen die Expeditionsmitglieder unruhig zu werden. \"Hauptmann, was wäre, wenn wir bei der nächsten Expedition tiefer vordringen?\" Jemand macht den Vorschlag laut vor allen versammelten Mitgliedern. \"Wenn wir hier aufhören, halten uns alle für Feiglinge.\" Nach langem Nachdenken erkennst du, dass jetzt, während die Mitglieder voller Motivation sind, der perfekte Moment sein könnte, um zur nächsten Stufe der Expedition überzugehen.", "The experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.": "Die Erfahrungspunkte, die für die nächste Stufe nötig sind, steigen auf einer etwa quadratischen Kurve: 30 für Stufe 2, dann 250, 567, 1.017, 1.600, 2.315, 3.167, 4.153, 5.273, 6.531, 7.926 und schließlich 9.457 für Stufe 12.", "The eyes used by": "Die Augen, verwendet von", "The eyes used by {#} have changed from {#} to {#}.": "Die von {#} verwendeten Augen haben sich von {#} auf {#} geändert.", "The face portrait": "Das Gesichtsporträt", "The facial decoration used by": "Die Gesichtsdekoration von", "The facial decoration used by 2 character appearances has changed from nothing to Mustache Black.": "Die Gesichtsverzierung, die 2 Charakterdarstellungen verwenden, hat sich von nichts auf Mustache Black geändert.", "The facial decoration used by 3 character appearances has changed from nothing to Mustache Brown.": "Die Gesichtsverzierung, die 3 Charakterdarstellungen verwenden, hat sich von nichts auf Mustache Brown geändert.", "The facial decoration used by 4 character appearances has changed from nothing to Mustache White.": "Die Gesichtsverzierung, die 4 Charakterdarstellungen verwenden, hat sich von nichts auf Mustache White geändert.", "The facial decoration used by {#} has changed from {#} to {#}.": "Die von {#} verwendete Gesichtsdekoration hat sich von {#} auf {#} geändert.", "The fifth group of objects placed in": "Die fünfte Objektgruppe, die platziert wird in", "The fifth group of objects placed in {#} has changed from {#} to {#}.": "Die fünfte Objektgruppe in {#} hat sich von {#} auf {#} geändert.", "The first group of objects placed in": "Die erste Gruppe von Objekten, platziert in", "The first group of objects placed in {#} has changed from {#} to {#}.": "Die erste Objektgruppe in {#} hat sich von {#} auf {#} geändert.", "The first item in": "Das erste Item in", "The first item in {#} has changed from {#} to {#}.": "Das erste Item in {#} hat sich von {#} auf {#} geändert.", "The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).": "Die erste spielbare Region und das Gebiet der Heimatbasis, etwa 114 Raumvorlagen auf 5 Etagen. Zu den Monstern gehören Grey Rat, Red Rat, die Elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, Steingolems (Rot/Blau/Gelb) und Slimes. Heimat des Dungeon-Händlers Aric, der Jägerin Endorsi (eine rekrutierbare Auftraggeberin) und des Gelehrten Xenon. Beutetabellen tragen das Präfix DROP_R1* (beachte die 1-basierte Beutebenennung gegenüber der 0-basierten Regions-ID).", "The following content is planned for Early Access. -": "Die folgenden Inhalte sind für den Early Access geplant. -", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees -": "Die folgenden Inhalte sind für die Vollversion geplant. - Regionen 3-6 und ihre Bosse - Zusätzliche Forschungsbäume -", "The formulas are:": "Die Formeln sind:", "The fourth group of objects placed in": "Die vierte Objektgruppe, die platziert wird in", "The fourth group of objects placed in {#} has changed from {#} to {#}.": "Die vierte Objektgruppe in {#} hat sich von {#} auf {#} geändert.", "The full dataset is machine-readable:": "Der vollständige Datensatz ist maschinenlesbar:", "The game": "Das Spiel", "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "Das Spiel speichert beim Verlassen automatisch in einem einzigen Slot. Empfohlen für das vorgesehene Spielerlebnis.", "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "Das Spiel speichert beim Verlassen automatisch in einen einzigen Slot. Empfohlen für das vorgesehene Spielerlebnis.", "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "Das Spiel bezeichnet Brennen im Englischen als verteidigungsignorierend und im Koreanischen als barriereignorierend; die angezeigten Rohwerte ignorieren diesen Unterschied.", "The game data also defines an": "Die Spieldaten definieren außerdem einen", "The game reads the": "Das Spiel liest die", "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.": "Der interne Begriff des Spiels für jeden angewendeten Effekt auf einer Einheit: Buffs, Debuffs, Inschriften, Rassen-Traits, Aura- und Statuseffekte sind alle 'Affecter'. Im Spiel begegnen sie dir meist als benannte Buffs/Debuffs (Barriere, Brennen, Betäubung) und als Inschriften.", "The game's own Poison text (": "Der eigene Gift-Text des Spiels (", "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "Die eigenen Enzyklopädieeinträge des Spiels zur Vorgeschichte der Kampagne, wörtlich aus der Lokalisierungstabelle zitiert.", "The game's own encyclopedia text for each expedition rank (": "Der eigene Enzyklopädietext des Spiels für jeden Expeditionsrang (", "The goods sold at": "Die Waren im Angebot bei", "The goods sold at {#} have changed from {#} to {#}.": "Die bei {#} verkauften Waren haben sich von {#} auf {#} geändert.", "The greater the talent, the more their": "Je größer das Talent, desto mehr ihre", "The greatsword excels in powerful": "Das Großschwert ist stark in mächtigen", "The greatsword excels in powerful strikes but is slower in speed.": "Das Großschwert glänzt mit kraftvollen Schlägen, ist dafür aber langsamer.", "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "Das grüne Quadrat ist die Grundlinie - ein Rekrut mit durchweg Moderate-Talenten hat weder Bonus noch Malus.", "The guild and dungeon merchant talk shells.": "Die Gilde und der Dungeon-Händler handeln in Muscheln.", "The hair used by": "Die Haare von", "The hair used by 2 character appearances has changed from 100 to 112.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 100 auf 112 geändert.", "The hair used by 2 character appearances has changed from 101 to 113.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 101 auf 113 geändert.", "The hair used by 2 character appearances has changed from 63 to 75.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 63 auf 75 geändert.", "The hair used by 2 character appearances has changed from 65 to 77.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 65 auf 77 geändert.", "The hair used by 2 character appearances has changed from 68 to 80.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 68 auf 80 geändert.", "The hair used by 2 character appearances has changed from 69 to 81.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 69 auf 81 geändert.", "The hair used by 2 character appearances has changed from 71 to 83.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 71 auf 83 geändert.", "The hair used by 2 character appearances has changed from 74 to 86.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 74 auf 86 geändert.", "The hair used by 2 character appearances has changed from 82 to 94.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 82 auf 94 geändert.", "The hair used by 2 character appearances has changed from 88 to 100.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von 88 auf 100 geändert.", "The hair used by 2 character appearances has changed from Bald to Short09 White.": "Das Haar, das 2 Charakterdarstellungen verwenden, hat sich von Bald auf Short09 White geändert.", "The hair used by 3 character appearances has changed from 77 to 89.": "Das Haar, das 3 Charakterdarstellungen verwenden, hat sich von 77 auf 89 geändert.", "The hair used by 4 character appearances has changed from 59 to 71.": "Das Haar, das 4 Charakterdarstellungen verwenden, hat sich von 59 auf 71 geändert.", "The hair used by 4 character appearances has changed from 64 to 76.": "Das Haar, das 4 Charakterdarstellungen verwenden, hat sich von 64 auf 76 geändert.", "The hair used by {#} has changed from {#} to {#}.": "Das von {#} verwendete Haar wurde von {#} zu {#} geändert.", "The illustration shown at": "Die Illustration auf", "The illustration shown at 13 normal event steps has changed from nothing to Illustration Xenon.": "Die Illustration, die bei 13 normalen Ereignisschritten gezeigt wird, hat sich von nichts auf Illustration Xenon geändert.", "The illustration shown at 3 normal event steps has changed from": "Die Illustration, die bei 3 normalen Ereignisschritten gezeigt wird, hat sich geändert von", "The illustration shown at 3 normal event steps has changed from nothing to Illustration Perion.": "Die Illustration, die bei 3 normalen Ereignisschritten gezeigt wird, hat sich von nichts auf Illustration Perion geändert.", "The illustration shown at {#} has changed from {#} to {#}.": "Die bei {#} gezeigte Illustration hat sich von {#} zu {#} geändert.", "The in-game time it takes for one Mana Stone to be consumed when Mana Stones are used as fuel in a generator (After the prototype, fuel consumption rate will need to be adjusted separately per structure via the structure sheet)": "Die Spielzeit, die es dauert, bis ein Manastein verbraucht ist, wenn Manasteine als Brennstoff in einem Generator genutzt werden (Nach dem Prototyp muss die Verbrauchsrate pro Struktur separat über das Struktur-Sheet angepasst werden)", "The infamous Red Monster Rat that lives in the forest. It": "Die berüchtigte Rote Monsterratte, die im Wald lebt. Sie", "The infamous Red Monster Rat that lives in the forest. It has Incredible power.": "Die berüchtigte Rote Monsterratte, die im Wald lebt. Sie besitzt unglaubliche Kraft.", "The ingredient amounts for 2 recipes have changed from 2 to 1.": "Die Zutatenmengen für 2 Rezepte haben sich von 2 auf 1 geändert.", "The ingredient amounts for {#} have changed from {#} to {#}.": "Die Zutatenmengen für {#} haben sich von {#} auf {#} geändert.", "The inscription save-scumming note": "Der Hinweis zum Save-Scumming bei Inschriften", "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a": "Die Inschriften, mit denen ein Kandidat geboren wird, nutzen die gleichen Seltenheitsgewichtungen wie die Würfe beim Stufenanstieg (807 / 170 / 20 / 3 pro 1000). Kandidaten bringen außerdem einen", "The internal keyword changed for 17 events.": "Das interne Schlüsselwort hat sich für 17 Ereignisse geändert.", "The internal keyword changed for {#} events.": "Das interne Schlüsselwort hat sich bei {#} Ereignissen geändert.", "The items gathered from": "Die Items, die gesammelt werden aus", "The items gathered from {#} have changed from {#} to {#}.": "Die Items, die von {#} gesammelt werden, haben sich von {#} auf {#} geändert.", "The ladder": "Die Leiter", "The ladder stops at Dungeonaufenthalt (D4): the game holds 3 intervals for 4 stages, so once the last one is reached it stays there for as long as the squad remains inside.": "Die Leiter endet bei Dungeonaufenthalt (D4): Das Spiel hält 3 Intervalle für 4 Stufen bereit, sobald also die letzte erreicht ist, bleibt es dort, solange die Truppe drinnen bleibt.", "The largest quantity of each item stocked at": "Die größte Menge jedes Items im Angebot bei", "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "Die maximale Menge jedes bei {#} vorrätigen Items hat sich von {#} auf {#} geändert.", "The level-5 wall is real": "Die Mauer bei Stufe 5 ist echt", "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...": "Die Flüssigkeit in den Glastanks beginnt langsam zu kreisen, und die Finger der schlafenden Goblins zucken ganz leic...", "The longer a unit stays in a dungeon, the more": "Je länger eine Einheit in einem Dungeon bleibt, desto mehr", "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "Je länger eine Einheit in einem Dungeon bleibt, desto stärker sinkt ihre Stimmung durch die Magie des Dungeons.", "The longer a unit stays in a dungeon, the more the dungeon's": "Je länger eine Einheit in einem Dungeon bleibt, desto stärker wirkt die", "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "Je länger eine Einheit in einem Dungeon bleibt, desto stärker senkt die Magie des Dungeons allmählich ihre Stimmung.", "The lower end of the price adjustment at": "Das untere Ende der Preisanpassung bei", "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "Das untere Ende der Preisanpassung bei {#} hat sich von {#} auf {#} geändert.", "The magic attack granted by": "Der Magische Angriffswert, verliehen von", "The magic attack granted by 4 equipment items has changed from 14 to 0.": "Der magische Angriff, den 4 Ausrüstungsitems verleihen, hat sich von 14 auf 0 geändert.", "The magic attack granted by {#} has changed from {#} to {#}.": "Der von {#} verliehene Magische Angriffswert hat sich von {#} auf {#} geändert.", "The magic attack of": "Der Magische Angriffswert von", "The magic attack of 2 units has changed from 16.9 to 50.7.": "Der magische Angriff von 2 Einheiten hat sich von 16.9 auf 50.7 geändert.", "The magic attack of 2 units has changed from 20 to 140.": "Der magische Angriff von 2 Einheiten hat sich von 20 auf 140 geändert.", "The magic attack of {#} has changed from {#} to {#}.": "Der Magische Angriffswert von {#} hat sich von {#} auf {#} geändert.", "The main chain's finale (Main7) is killing the": "Das Finale der Hauptkette (Main7) ist das Töten von", "The main quest chain - each scene opens the next Main quest.": "Die Hauptaufgabenkette - jede Szene öffnet die nächste Hauptaufgabe.", "The management difficulty of": "Der Verwaltungsschwierigkeitsgrad von", "The management difficulty of {#} has changed from {#} to {#}.": "Die Verwaltungsschwierigkeit von {#} hat sich von {#} auf {#} geändert.", "The master clock (day / hour / min / tick)": "Die Hauptuhr (Tag / Stunde / Min. / Tick)", "The materials needed to build": "Die Materialien, die zum Bau benötigt werden von", "The materials needed to build {#} have changed from {#} to {#}.": "Die Materialien zum Bau von {#} haben sich von {#} auf {#} geändert.", "The materials needed to repair": "Die Materialien zur Reparatur von", "The materials needed to repair {#} have changed from {#} to {#}.": "Die zur Reparatur von {#} benötigten Materialien haben sich von {#} auf {#} geändert.", "The materials returned for dismantling": "Die Materialien, die man beim Zerlegen zurückerhält, von", "The materials returned for dismantling {#} have changed from {#} to {#}.": "Die Materialien, die beim Zerlegen von {#} zurückkommen, haben sich von {#} auf {#} geändert.", "The model": "Das Modell", "The moment you present proof of the hunt, her expression hardens. \"...What is this.\" She immediately shakes her head and snaps back sharply. \"That thing": "In dem Moment, in dem du den Beweis der Jagd vorlegst, verhärtet sich ihre Miene. \"...Was ist das.\" Sie schüttelt sofort den Kopf und fährt scharf auf. \"Das Ding", "The monster's Magic Attack Power at the selected difficulty (drives its magic hits).": "Der Magische Angriffswert des Monsters im gewählten Schwierigkeitsgrad (bestimmt seine magischen Treffer).", "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "Die Physische Angriffskraft des Monsters im gewählten Schwierigkeitsgrad (bestimmt seine physischen Treffer).", "The monster's total max health at the selected difficulty (HP scales Very Hard x1.5, Devastation x2).": "Die gesamte maximale Gesundheit des Monsters im gewählten Schwierigkeitsgrad (HP skaliert bei Sehr schwer x1.5, bei Verheerung x2).", "The monsters in": "Die Monster in", "The monsters in {#} have changed from {#} to {#}.": "Die Monster in {#} haben sich von {#} zu {#} geändert.", "The monsters placed in": "Die Monster, die in", "The monsters placed in {#} have changed from {#} to {#}.": "Die Monster in {#} haben sich von {#} zu {#} geändert.", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "Die Stimmungsstufen (Sehr unglücklich bis Sehr glücklich) und die Stressstufen kommen direkt aus", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from {#}; see the {#} page for every mood source and the standing modifiers in full.": "Die Stimmungsstufen (Sehr unglücklich bis Sehr glücklich) und die Stressstufen kommen direkt aus {#}; auf der Seite {#} findest du alle Stimmungsquellen und die dauerhaften Modifikatoren vollständig.", "The mood ladder a squad climbs while it is inside the dungeon: when each stage lands, what it costs on every management difficulty, and how safe floors reset it.": "Die Stimmungsleiter, die eine Truppe im Dungeon hinaufsteigt: was jede Stufe beim Eintreten auf jedem Verwaltungsschwierigkeitsgrad kostet und wie sichere Etagen sie zurücksetzen.", "The neutral units present at the start of": "Die neutralen Einheiten, die zu Beginn vorhanden sind in", "The neutral units present at the start of {#} have changed from {#} to {#}.": "Die neutralen Einheiten, die zu Beginn von {#} vorhanden sind, haben sich von {#} auf {#} geändert.", "The newly appointed Vice Captain {0} calmly surveys the members. \"The dungeon is encroaching on the continent. If we ca...": "Der neu ernannte Vize-Hauptmann {0} überblickt ruhig die Mitglieder. \"Der Dungeon greift auf den Kontinent über. Wenn wir ...", "The newly appointed deputy captain, {0}, calmly surveys the expedition members.": "Der neu ernannte stellvertretende Hauptmann {0} überblickt ruhig die Expeditionsmitglieder.", "The newly appointed deputy captain, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away.\" After a brief silence, {0} continues in a resolute voice. \"Remember this: the blessing of the sacred World Tree will be with us on our journey.\" The expedition members steel themselves, their expressions firm with resolve.": "Der neu ernannte stellvertretende Hauptmann {0} überblickt ruhig die Expeditionsmitglieder. \"Der Dungeon verschlingt den Kontinent. Wenn wir dieses Unheil nicht aufhalten, werden die Wälder und Flüsse-und irgendwann sogar der Weltenbaum-verwelken.\" Nach kurzem Schweigen fährt {0} mit entschlossener Stimme fort. \"Denkt daran: Der Segen des heiligen Weltenbaums wird uns auf unserer Reise begleiten.\" Die Expeditionsmitglieder straffen sich, ihre Mienen fest vor Entschlossenheit.", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as thou...": "Der neu ernannte stellvertretende Hauptmann {0} nimmt das Abzeichen still von dir an. Er schließt für einen Moment die Augen und atmet ein, als wit...", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition memb": "Der neu ernannte stellvertretende Hauptmann {0} nimmt das Abzeichen still von dir an. Er schließt für einen Moment die Augen und atmet ein, als witterte er etwas, und lässt dann langsam den Blick über die Expeditionsmitgl", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition memb...": "Der neu ernannte stellvertretende Hauptmann {0} nimmt das Abzeichen still von dir an. Er schließt für einen Moment die Augen und atmet ein, als witterte er etwas, und lässt dann langsam den Blick über die Expeditionsmitgl...", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us w...": "Der neu ernannte stellvertretende Hauptmann {0} ruft die Expeditionsmitglieder ans Lagerfeuer. \"Der Dungeon wird uns nicht willkommen heißen. Er wird uns endlos p...", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swall": "Der neu ernannte stellvertretende Hauptmann {0} ruft die Expeditionsmitglieder ans Lagerfeuer. \"Der Dungeon wird uns nicht willkommen heißen. Er wird uns endlos prüfen und am Ende versuchen, uns zu versch", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swallow ...": "Der neu ernannte stellvertretende Hauptmann {0} ruft die Expeditionsmitglieder ans Lagerfeuer. \"Der Dungeon wird uns nicht willkommen heißen. Er wird uns endlos prüfen und am Ende versuchen, uns zu verschlingen ...", "The odds you actually want:": "Die Chancen, die dich wirklich interessieren:", "The offer condition changed for 16 decisions.": "Die Angebotsbedingung hat sich für 16 Entscheidungen geändert.", "The offer condition changed for {#} decisions.": "Die Angebotsbedingung hat sich bei {#} Entscheidungen geändert.", "The original room appearance used in range previews": "Das ursprüngliche Raumbild, das in Reichweitenvorschauen verwendet wird", "The other switches on the new-campaign screen, with their official descriptions.": "Die übrigen Schalter im Bildschirm für eine neue Kampagne, mit ihren offiziellen Beschreibungen.", "The outcome changed for 30 dialogue options.": "Das Ergebnis hat sich für 30 Dialogoptionen geändert.", "The outcome changed for {#} dialogue options.": "Das Ergebnis hat sich bei {#} Dialogoptionen geändert.", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division)": "Der Teil, der berechnet, wie sich das Erscheinungsbild des Dungeons je Phase ändert, abhängig davon, welche Etage überschritten wird Basiert auf GAMESYSTEM_Dungeon_Floor_Phase_Division, ist aber der Erweiterbarkeit wegen die Phasenaufteilung für Forest_Dark (3-Phasen-Aufteilung)", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) Name changed": "Der Teil, der berechnet, wie sich das Erscheinungsbild des Dungeons je Phase ändert, abhängig davon, welche Etage überschritten wird Basiert auf GAMESYSTEM_Dungeon_Floor_Phase_Division, ist aber der Erweiterbarkeit wegen die Phasenaufteilung für Forest_Dark (3-Phasen-Aufteilung) Name geändert", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division)": "Der Teil, der berechnet, wie sich das Erscheinungsbild des Dungeons je Phase ändert, abhängig davon, welche Etage überschritten wird Basiert auf GAMESYSTEM_Dungeon_Floor_Phase_Division, ist aber der Erweiterbarkeit wegen die Phasenaufteilung für Forest_Standard (4-Phasen-Aufteilung)", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) Name changed HY: Phase by floor. E.g. Floor 1 - Phase 1 / Floor 4 - Phase 3, like that.": "Der Teil, der berechnet, wie sich das Erscheinungsbild des Dungeons je Phase ändert, abhängig davon, welche Etage überschritten wird Basiert auf GAMESYSTEM_Dungeon_Floor_Phase_Division, ist aber der Erweiterbarkeit wegen die Phasenaufteilung für Forest_Standard (4-Phasen-Aufteilung) Name geändert HY: Phase je Etage. Z. B. Etage 1 - Phase 1 / Etage 4 - Phase 3, so in der Art.", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Default: 2, 4 (Phase 1's last floor is Floor 2, Phase 2's last floor is Floor 4. Since the last value is 4, Floor 4 is treated as this Region's final floor)": "Der Teil, der berechnet, wie sich das Erscheinungsbild des Dungeons je Phase ändert, abhängig davon, welche Etage überschritten wird Standard: 2, 4 (Die letzte Etage von Phase 1 ist Etage 2, die letzte Etage von Phase 2 ist Etage 4. Da der letzte Wert 4 ist, gilt Etage 4 als letzte Etage dieser Region)", "The per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a": "Der Stimmungsabzug pro Stufe skaliert mit dem Verwaltungsschwierigkeitsgrad - Einfach -1/-4/-7/-10, Normal -3/-6/-9/-12, bis hin zu Verheerung -6/-12/-18/-24 - und nachdem die Gruppe zurückkehrt, ein", "The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode).": "Der Prozentschwellenwert, ab dem genug geschlafen wurde. Sobald eine Einheit schläft, wacht sie erst auf, wenn sich die Ausdauer bis auf diesen Wert erholt hat. Beachte, dass sie auch dann nicht aufwacht, wenn zwischenzeitlich eine andere gemeinsame Aufgabe anfällt (sie kann weiterhin geweckt werden, indem man erzwungen in den Steuerungsmodus wechselt).", "The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry.": "Der Prozentwert, um den sich der Hunger erholen muss, bevor das Bewusstsein zurückkehrt, wenn der Zustand 'Bewusstlos' durch hungerbedingte Ursachen wie Hunger ausgelöst wurde.", "The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty.": "Der Prozentwert, um den sich die Ausdauer erholen muss, bevor das Bewusstsein zurückkehrt, wenn der Zustand 'Bewusstlos' durch ausdauerbedingte Ursachen wie Deadly oder den letzten Ausdauer-Malus vorliegt.", "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "Der Prozentwert, der bestimmt, wie lange eine Einheit im Modus Schlafpriorität schläft.", "The personal traits available to 4 race traits have changed from": "Die persönlichen Traits, die 4 Rassen-Traits zur Verfügung stehen, haben sich geändert von", "The personal traits available to {#} have changed from {#} to {#}.": "Die für {#} verfügbaren persönlichen Traits haben sich von {#} auf {#} geändert.", "The personal traits of": "Die persönlichen Traits von", "The personal traits of {#} have changed from {#} to {#}.": "Die persönlichen Traits von {#} haben sich von {#} auf {#} geändert.", "The phases": "Die Phasen", "The phases 3 dungeon rooms can appear in have changed from 1, 2, 3, 4, 5, 6, 7, 8, 9,": "Die Phasen, in denen 3 Dungeonräume erscheinen können, haben sich geändert von 1, 2, 3, 4, 5, 6, 7, 8, 9,", "The phases {#} can appear in have changed from {#} to {#}.": "Die Phasen, in denen {#} erscheinen kann, haben sich von {#} auf {#} geändert.", "The physical attack of": "Der physische Angriff von", "The physical attack of 2 units has changed from 140 to 20.": "Der physische Angriff von 2 Einheiten hat sich von 140 auf 20 geändert.", "The physical attack of 2 units has changed from 50.7 to 16.9.": "Der physische Angriff von 2 Einheiten hat sich von 50.7 auf 16.9 geändert.", "The physical attack of {#} has changed from {#} to {#}.": "Die Physische Angriffskraft von {#} hat sich von {#} auf {#} geändert.", "The pile of": "Der Haufen", "The pile of game beside her still": "Der Haufen Wild neben ihr stinkt noch", "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out a short scoff. \"So...": "Der Haufen Wild neben ihr stinkt noch nach frischem Blut. \"Sie haben scharfe Nasen. Sie reißen die Schwachen und Verängstigten zuerst an.\" Sie stößt ein kurzes Schnauben aus. \"Als...", "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out a short scoff. <color=#a6": "Der Haufen Wild neben ihr stinkt noch nach frischem Blut. \"Sie haben scharfe Nasen. Sie reißen die Schwachen und Verängstigten zuerst an.\" Sie stößt ein kurzes Schnauben aus. <color=#a6", "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out...": "Der Haufen Wild neben ihr stinkt noch nach frischem Blut. \"Sie haben scharfe Nasen. Sie reißen die Schwachen und Verängstigten zuerst an.\" Sie stößt...", "The pile of slain game beside her still carries the thick scent of fresh blood. \"They've a keen nose for weakness. The fearful and feeble are always the first to be torn apart.\"</co": "Der Haufen erlegten Wilds neben ihr trägt noch den schweren Geruch frischen Blutes. \"Sie haben eine feine Nase für Schwäche. Die Ängstlichen und Schwachen werden immer zuerst zerfetzt.\"</co", "The position of": "Die Position von", "The position of {#} on the research board has changed from {#} to {#}.": "Die Position von {#} auf dem Forschungsbrett hat sich von {#} auf {#} geändert.", "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...": "Das Dröhnen von Trommeln, munteres Pfeifenspiel und Gemurmel in einer unbekannten Zunge verm...", "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.": "Die Gebetsstufe, die du beim Stufenanstieg wählst (Gering, Gewöhnlich, Reichlich). Sie wiegt Manastein-Kosten gegen die Höhe deiner Wertzuwächse ab; sie beeinflusst NICHT die Seltenheit der Inschriften.", "The preview changed for 16 dialogue options.": "Die Vorschau hat sich für 16 Dialogoptionen geändert.", "The preview changed for {#} dialogue options.": "Die Vorschau hat sich bei {#} Dialogoptionen geändert.", "The quality rating of": "Die Qualitätsbewertung von", "The quality rating of 3 storage buildings has changed from 5 to 10.": "Die Qualitätsbewertung von 3 Lagergebäuden hat sich von 5 auf 10 geändert.", "The quality rating of {#} has changed from {#} to {#}.": "Die Qualitätsbewertung von {#} hat sich von {#} auf {#} geändert.", "The random expedition-name generator combines one entry from each pool (": "Der Zufallsgenerator für Expeditionsnamen kombiniert je einen Eintrag aus jedem Pool (", "The range of": "Die Reichweite von", "The range of {#} has changed from {#} to {#} tiles.": "Die Reichweite von {#} hat sich von {#} auf {#} Felder geändert.", "The raven perched on your forearm glows blue in the eyes.": "Der Rabe auf deinem Unterarm bekommt ein blaues Leuchten in den Augen.", "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy captain in your expedition is vacant.\" \"Well... there were circumstances.\" The Inspector grumbles in exasperation, then continues his lecture. \"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy captain as soon as you can. \"": "Der Rabe auf deinem Unterarm bekommt ein blaues Leuchten in den Augen. Kurz darauf dringt eine raue Männerstimme aus seinem Schnabel. \"Mir wurde gemeldet, dass die Stelle des stellvertretenden Hauptmanns in deiner Expedition unbesetzt ist.\" \"Nun ... es gab da Umstände.\" Der Inspektor knurrt entnervt und setzt dann seine Belehrung fort. \"Je tiefer deine Expedition vordringt, desto schwerer wird es für dich, alles allein zu bewältigen. Verstehst du? Ernenne so schnell wie möglich einen neuen stellvertretenden Hauptmann. \"", "The recruit weighting for Lycans at 2 clan ranks has changed from nothing to 0.": "Die Rekrutierungsgewichtung für Lykaner hat sich bei 2 Clan-Rängen von nichts auf 0 geändert.", "The recruit weighting for Lycans at 5 clan ranks has changed from nothing to 25.": "Die Rekrutierungsgewichtung für Lykaner hat sich bei 5 Clan-Rängen von nichts auf 25 geändert.", "The recruit weighting for Lycans at {#} has changed from {#} to {#}.": "Die Rekrutierungsgewichtung für Lykaner bei {#} hat sich von {#} auf {#} geändert.", "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "Die laufenden Goldkosten dafür, eine rekrutierte Einheit im Clan zu halten; Einheiten höherer Stufe kosten mehr Unterhalt.", "The reflected amount is the post-defense damage, read BEFORE your own barrier or guard soaks it. A shield that eats the whole hit still reflects the full": "Der reflektierte Betrag ist der Schaden nach Verteidigung, ausgelesen BEVOR deine eigene Barriere oder dein Block ihn abfängt. Ein Schild, das den ganzen Treffer aufsaugt, reflektiert trotzdem den vollen", "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools.": "Die Regionsstufe, zu der ein Beutepool gehört: DROP_R1*-Pools versorgen Veil of Silence und DROP_R2*-Pools versorgen Festering Burrow. Truhenbeute und Monsterdrops sind an diese regionsgestuften Pools angebunden.", "The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.": "Der Regions-Abschlussboss von Veil of Silence (die einzige Region, die im aktuellen Build mit einem Abschlussboss verdrahtet ist). Ein mehrphasiger Kampf mit StoneStomp, StoneThrow, StoneRaise und EarthCrash. Sein besiegter Körper bleibt als Requisite in der Siedlung. Das gescriptete Finale der Crawling-Doom-Kampagne ist ein separater Elitekampf gegen die Red Monster Rat.", "The research tree progresses": "Der Forschungsbaum verläuft", "The reward changed for 47 decisions.": "Die Belohnung hat sich für 47 Entscheidungen geändert.", "The reward changed for {#} decisions.": "Die Belohnung hat sich bei {#} Entscheidungen geändert.", "The reward for the first kill of": "Die Belohnung für den ersten Kill von", "The reward for the first kill of {#} has changed from {#} to {#}.": "Die Belohnung für den ersten Kill von {#} hat sich von {#} auf {#} geändert.", "The room type of": "Der Raumtyp von", "The room type of {#} has changed from {#} to {#}.": "Der Raumtyp von {#} hat sich von {#} auf {#} geändert.", "The scarecrow": "Die Vogelscheuche", "The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.": "Das gescriptete Anfangsgebiet (etwa 10 Raumvorlagen), das die Tutorial-Aufgabenkette nutzt und in dem du Kamerasteuerung, Sammeln und einfachen Kampf gegen Weak Grey Rats und ein Weak Acid Insect lernst, bevor du in die Siedlung zurückkehrst. Keine wiederholbare Expeditionsregion.", "The second group of objects placed in": "Die zweite Gruppe von Objekten, platziert in", "The second group of objects placed in {#} has changed from {#} to {#}.": "Die zweite Gruppe von Objekten, die in {#} platziert werden, hat sich von {#} auf {#} geändert.", "The second item in": "Das zweite Item in", "The second item in {#} has changed from {#} to {#}.": "Das zweite Item in {#} hat sich von {#} auf {#} geändert.", "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.": "Die zweite Region (intern Shadow_Forest, im Spiel als Festering Burrow präsentiert). Vollständig ausgebaut mit etwa 77 Raumvorlagen auf 5 Etagen und freischaltbar nach Veil of Silence. Ihr Bestiarium ist die Goblin-Kriegsbande (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), die Gloth-Keiler-Familie (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, die Crystal Turtle und White Mawmurk. Heimat des Händlers Cedric und des Gelehrten Perion. Beutetabellen tragen das Präfix DROP_R2*.", "The selection weight of": "Die Auswahlgewichtung von", "The selection weight of 2 spawn groups has changed from 100 to 150.": "Die Auswahlgewichtung von 2 Spawn-Gruppen hat sich von 100 auf 150 geändert.", "The selection weight of 2 spawn groups has changed from 100 to 300.": "Die Auswahlgewichtung von 2 Spawn-Gruppen hat sich von 100 auf 300 geändert.", "The selection weight of {#} has changed from {#} to {#}.": "Das Auswahlgewicht von {#} hat sich von {#} auf {#} geändert.", "The severity of 2 alerts has changed from Caution to MAX.": "Die Schwere von 2 Warnungen hat sich von Caution auf MAX geändert.", "The severity of {#} has changed from {#} to {#}.": "Die Schwere von {#} hat sich von {#} auf {#} geändert.", "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "Die sechs Primärattribute, Max. Gesundheit, Physische Angriffskraft/Magischer Angriffswert, Angriffsgeschwindigkeit", "The sixth group of objects placed in": "Die sechste Objektgruppe, die platziert wird in", "The sixth group of objects placed in {#} has changed from {#} to {#}.": "Die sechste Objektgruppe in {#} hat sich von {#} auf {#} geändert.", "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "Die Effektanimation der Skill, extrahiert aus den Spiel-Sprites. Das Frame-Timing ist ungefähr.", "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "Der Effekt der Skill trifft die Trainingsvogelscheuche (die Übungspuppe des Spiels), die beim Treffer zurückzuckt. Das Frame-Timing ist ungefähr.", "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "Der reine Schadenskoeffizient der Skill (% der Angriffskraft pro Anwendung), vor Krit, Waffe oder Resistenz.", "The skills granted by equipping 9 equipment items have changed from": "Die Skills, die 9 Ausrüstungsitems beim Anlegen verleihen, haben sich geändert von", "The skills granted by equipping {#} have changed from {#} to {#}.": "Die Skills, die durch das Ausrüsten von {#} verliehen werden, haben sich von {#} auf {#} geändert.", "The smallest quantity of each item stocked at": "Die kleinste Menge jedes Items im Angebot bei", "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "Die kleinste Menge jedes Items im Angebot von {#} hat sich von {#} auf {#} geändert.", "The spawn room for {#} has changed from {#} to {#}.": "Der Spawn-Raum für {#} hat sich von {#} zu {#} geändert.", "The stack limit on 135 items has changed from 10 to 20.": "Das Stapellimit von 135 Items hat sich von 10 auf 20 geändert.", "The stack limit on 9 ammo items has changed from 50 to 100.": "Das Stapellimit von 9 Munitions-Items hat sich von 50 auf 100 geändert.", "The stack limit on {#} has changed from {#} to {#}.": "Das Stapellimit von {#} hat sich von {#} auf {#} geändert.", "The start delay on": "Die Startverzögerung bei", "The start delay on {#} has changed from {#} to {#}.": "Die Startverzögerung von {#} hat sich von {#} auf {#} geändert.", "The starting equipment for": "Die Startausrüstung für", "The starting equipment for 2 backgrounds has changed from": "Die Startausrüstung von 2 Hintergründen wurde geändert von", "The starting equipment for 5 backgrounds has changed from": "Die Startausrüstung für 5 Hintergründe hat sich geändert von", "The starting equipment for {#} has changed from {#} to {#}.": "Die Startausrüstung von {#} hat sich von {#} zu {#} geändert.", "The starting items for 3 backgrounds have changed from": "Die Startitems für 3 Hintergründe haben sich geändert von", "The starting items for {#} have changed from {#} to {#}.": "Die Start-Items für {#} haben sich von {#} auf {#} geändert.", "The starting positions of the buildings in 2 scenarios have changed from (5/5) to (5/3).": "Die Startpositionen der Gebäude in 2 Szenarien haben sich von (5/5) auf (5/3) geändert.", "The starting positions of the buildings in {#} have changed from {#} to {#}.": "Die Startpositionen der Gebäude in {#} haben sich von {#} auf {#} geändert.", "The starting skills of": "Die Startskills von", "The starting skills of {#} have changed from {#} to {#}.": "Die Startskills von {#} haben sich von {#} auf {#} geändert.", "The starting traits of": "Die Start-Traits von", "The starting traits of {#} have changed from {#} to {#}.": "Die Start-Traits von {#} haben sich von {#} auf {#} geändert.", "The stat changes applied by": "Die Statusänderungen durch", "The stat changes applied by {#} have been adjusted from {#} to {#}.": "Die von {#} angewendeten Attributsänderungen wurden von {#} auf {#} angepasst.", "The stat changes granted by": "Die Wertveränderungen, die verliehen werden von", "The stat changes granted by {#} have been adjusted from {#} to {#}.": "Die von {#} verliehenen Statusänderungen wurden von {#} auf {#} angepasst.", "The stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).": "Die Wert-Inschriften skalieren nach Grad Niedrig / Mittel / Hoch, was meist 1x / 2x / 3x bedeutet (zum Beispiel Angriffsgeschwindigkeit +10 / +20 / +30, Max. Gewicht +20 / +40 / +60), auch wenn einige nicht linear sind (Lebensraub +5% / +7% / +10%, Kritische Trefferchance +5% / +10% / +15%, Resistenzen +5% / +10% / +15%).", "The stat pipeline": "Die Werte-Pipeline", "The step type of": "Der Schritttyp von", "The step type of 3 event steps has changed from Hidden to Normal.": "Der Schritttyp von 3 Ereignisschritten hat sich von Hidden auf Normal geändert.", "The step type of {#} has changed from {#} to {#}.": "Der Schritttyp von {#} hat sich von {#} auf {#} geändert.", "The storage capacity of 5 storage buildings has changed from 12 to 10.": "Die Lagerkapazität von 5 Lagergebäuden hat sich von 12 auf 10 geändert.", "The storage capacity of 5 storage buildings has changed from 30 to 28.": "Die Lagerkapazität von 5 Lagergebäuden hat sich von 30 auf 28 geändert.", "The storage capacity of {#} has changed from {#} to {#}.": "Die Lagerkapazität von {#} hat sich von {#} auf {#} geändert.", "The stored list changed for 3 game constants.": "Die gespeicherte Liste hat sich für 3 Spielkonstanten geändert.", "The stored list changed for {#} game constants.": "Die gespeicherte Liste hat sich bei {#} Spielkonstanten geändert.", "The sub-faction of": "Die Unterfraktion von", "The sub-faction of {#} has changed from {#} to {#}.": "Die Unterfraktion von {#} hat sich von {#} auf {#} geändert.", "The summon's own abilities that quote a percent of magic attack power use the summoner's live stat, not the summon's halved value.": "Die eigenen Fähigkeiten der Beschwörung, die einen Prozentwert des Magischen Angriffswerts nennen, nutzen den aktuellen Wert des Beschwörers, nicht den halbierten Wert der Beschwörung.", "The summoner's LIVE Magic Attack Power": "Der LIVE-Magische Angriffswert des Beschwörers", "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "Das Ziel kann nicht ausweichen und jeder weitere Treffer gegen es ist ein garantierter kritischer Treffer.", "The targeting condition changed for 8 events.": "Die Zielbedingung hat sich für 8 Ereignisse geändert.", "The targeting condition changed for {#} events.": "Die Zielbedingung hat sich bei {#} Ereignissen geändert.", "The third group of objects placed in": "Die dritte Gruppe von Objekten, platziert in", "The third group of objects placed in {#} has changed from {#} to {#}.": "Die dritte Objektgruppe in {#} hat sich von {#} auf {#} geändert.", "The third item in": "Das dritte Item in", "The third item in {#} has changed from {#} to {#}.": "Das dritte Item in {#} hat sich von {#} auf {#} geändert.", "The threat radius a monster engages within (": "Der Bedrohungsradius, in dem ein Monster angreift (", "The three": "Die drei", "The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (": "Der Tooltip zeigt +6% Physischen Angriff pro Stapel (also +36% bei 6 Stapeln). Die mechanische Wertvorlage pro Stapel (", "The top of the Perception modifier range on": "Das obere Ende des Wahrnehmungs-Modifikatorbereichs bei", "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "Die Obergrenze des Wahrnehmungs-Modifikatorbereichs von {#} hat sich von {#} auf {#} geändert.", "The training scarecrow": "Die Trainings-Vogelscheuche", "The trigger condition changed for 2 alerts.": "Die Auslösebedingung hat sich für 2 Warnungen geändert.", "The trigger condition changed for 26 events.": "Die Auslösebedingung hat sich für 26 Ereignisse geändert.", "The trigger condition changed for {#} alerts.": "Die Auslösebedingung hat sich bei {#} Warnungen geändert.", "The trigger condition changed for {#} events.": "Die Auslösebedingung hat sich bei {#} Ereignissen geändert.", "The two": "Die zwei", "The unit died during the expedition.": "Die Einheit ist während der Expedition gestorben.", "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "Die Einheit ist während der Expedition verschwunden. TIPP: Einheiten außerhalb des Portalraums gelten als verschwunden.", "The unlock list changed for 6 research options.": "Die Freischaltliste hat sich für 6 Forschungsoptionen geändert.", "The unlock list changed for {#} research options.": "Die Freischaltliste hat sich bei {#} Forschungsoptionen geändert.", "The upper end of the price adjustment at": "Das obere Ende der Preisanpassung bei", "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "Das obere Ende der Preisanpassung bei {#} hat sich von {#} auf {#} geändert.", "The value for what % of max Head Health is set when entering the Deadly state due to damage": "Der Wert, auf welchen % der maximalen Kopf-Gesundheit gesetzt wird, wenn durch Schaden der Zustand Tödlich eintritt", "The value for what % of max Stamina is set when entering the Deadly state due to damage": "Der Wert, auf welchen % der maximalen Ausdauer gesetzt wird, wenn durch Schaden der Zustand Tödlich eintritt", "The values behind": "Die Werte hinter", "The values behind 2 game constants have changed from 0.34, 0.67, 1,": "Die Werte hinter 2 Spielkonstanten haben sich geändert von 0.34, 0.67, 1,", "The values behind {#} have changed from {#} to {#}.": "Die Werte hinter {#} haben sich von {#} zu {#} geändert.", "The wake-up is": "Das Aufwachen ist", "The warmth fades": "Die Wärme verblasst", "The warmth fades swiftly-only silent ruin remains.": "Die Wärme verschwindet schnell-nur stille Ruine bleibt.", "The weapon or magic tree this skill belongs to.": "Der Waffen- oder Magiebaum, zu dem diese Skill gehört.", "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "Der Rekrutierungspool aus Waffe und Stufe, aus dem das Spiel zieht, wenn dein Clan-Rang steigt.", "The weighting of each background for": "Die Gewichtung jedes Hintergrunds für", "The weighting of each background for 2 race traits has changed from 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,": "Die Gewichtung jedes Hintergrunds für 2 Rassen-Traits hat sich geändert von 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,", "The weighting of each background for {#} has changed from {#} to {#}.": "Die Gewichtung jedes Hintergrunds für {#} hat sich von {#} auf {#} geändert.", "The weighting of each personal trait for 4 race traits has changed from 100, 100, 100, 100, 100, 100,": "Die Gewichtung jedes persönlichen Traits für 4 Rassen-Traits hat sich geändert von 100, 100, 100, 100, 100, 100,", "The weighting of each personal trait for {#} has changed from {#} to {#}.": "Die Gewichtung der einzelnen persönlichen Traits für {#} hat sich von {#} auf {#} geändert.", "The wording mentions 'enemy units' and a 'killing aura', but the skill data targets a single enemy (Default area, radius 0, single hostile): the damage and debuff apply to one target.": "Der Text nennt 'gegnerische Einheiten' und eine 'Todesaura', doch die Skill-Daten zielen auf einen einzelnen Gegner (Fläche Default, Radius 0, ein feindliches Ziel): Schaden und Malus wirken auf ein einziges Ziel.", "The work needed for": "Der Arbeitsaufwand für", "The work needed for {#} has changed from {#} to {#}.": "Der Arbeitsaufwand für {#} hat sich von {#} auf {#} geändert.", "Their": "Ihre", "Then": "Dann", "Then a rustling comes from the nearby ...": "Dann kommt ein Rascheln aus dem nahen ...", "Then you glance dow...": "Dann blickst du hinu...", "There": "Dort", "There are": "Es gibt", "There is": "Es gibt", "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?": "Es gibt bereits eine Datei mit demselben Namen. Wenn du speicherst, wird diese Datei gelöscht. Möchtest du wirklich fortfahren?", "There is no inscription or trait in DS_B.0.3.40 that directly reduces durability loss. Wear is managed through play instead:": "In DS_B.0.3.40 gibt es keine Inschrift und keinen Trait, der den Haltbarkeitsverlust direkt senkt. Abnutzung wird stattdessen über das Spiel selbst gesteuert:", "There is no table constant that caps the Life Steal stat itself, nor any global ceiling on Critical Chance, Dodge or Guard chance. If the engine clamps these (for example crit at 100%), that clamp lives in code, not in the game tables, and could not be confirmed here.": "Es gibt keine Tabellenkonstante, die den Lebensraub-Wert selbst begrenzt, und auch keine globale Obergrenze für Kritische Trefferchance, Ausweichchance oder Blockchance. Falls die Engine diese kappt (etwa Krit bei 100%), steckt diese Grenze im Code und nicht in den Spieltabellen und konnte hier nicht bestätigt werden.", "There's no time for that now.": "Dafür ist jetzt keine Zeit.", "These": "Diese", "These are": "Diese sind", "These are effects that bring negative changes to a player's stats. - Geschwächt - Anfällig - Langsam - Hinken - Kritische Schwäche -": "Dies sind Effekte, die die Werte eines Spielers negativ verändern. - Geschwächt - Anfällig - Langsam - Hinken - Kritische Schwäche -", "These are effects that bring positive changes to a player's stats. - Offensive - Eiserne Wand - Befestigung - Eile - Ansturm -": "Dies sind Effekte, die die Werte eines Spielers positiv verändern. - Offensive - Eiserne Wand - Befestigung - Eile - Ansturm -", "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.": "Dies sind Ereignisse, die im Spielverlauf aufgetreten sind, und sie erklären verschiedene Situationen, die sich dabei ergeben haben.", "These do not create the first Barrier; they multiply it, convert it to healing, or turn it into cooldown reduction. Bolt them onto a Guard Barrier or Fire Cloak engine.": "Diese erzeugen nicht die erste Barriere; sie vervielfachen sie, wandeln sie in Heilung um oder machen daraus Abklingzeitreduktion. Setze sie auf eine Guard Barrier- oder Fire Cloak-Engine auf.", "These scripted scenes fire": "Diese Skriptszenen werden ausgelöst", "They": "Sie", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...": "Man sagt, in der Nacht, in der {0} geboren wurde, heulten die Dorfhunde bis zum Morgengrauen, und das Brunnenwasser roch n...", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.": "Man sagt, in der Nacht, in der {0} geboren wurde, heulten die Dorfhunde bis zum Morgengrauen, und das Brunnenwasser roch nach schwarzer Erde. Lange flüsterten die Leute davon, dass Lampen ausgingen und Schalen zersprangen, nachdem das Kind vorbeigegangen war, und niemand streckte als Erster die Hand aus. So wurden sie den Klang sich schließender Türen mehr gewohnt als lächelnde Gesichter.", "They say they can hear the song of the forest. It's something beyond my understanding, though.": "Man sagt, sie können das Lied des Waldes hören. Das übersteigt allerdings mein Verständnis.", "They scale with your": "Sie skalieren mit deinem", "Thing": "Ding", "This": "Dies", "This attack can also damage allies.": "Dieser Angriff kann auch Verbündeten Schaden zufügen.", "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "Dieser Angriff trifft mit reduzierter Trefferchance (sein eigener Malus); die Zahlen gelten wie bei jeder Skill vor der Trefferchance.", "This building is placed into the room templates below. \"Chance per floor\" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). \"Per room\" = how many of this building the template places.": "Dieses Gebäude wird in die unten aufgeführten Raumvorlagen eingesetzt. \"Chance pro Etage\" = wie wahrscheinlich dieser Raum (und damit dieses Gebäude) auf dieser Etage erscheint: das Gewicht der Vorlage gegenüber konkurrierenden Vorlagen ihres Typs, multipliziert mit der Anzahl der Slots dieses Typs auf der Etage (aus den vom Spiel angelegten Etagen-Layouts). \"Pro Raum\" = wie viele dieses Gebäudes die Vorlage platziert.", "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "Dieser Charakter hat noch keine schadenverursachenden aktiven Skills erlernt - nur der Basisangriff wird gezeigt. Erlerne Skills im Bereich Skillbäume.", "This character has no damaging skill, summon or weapon basic attack yet.": "Dieser Charakter hat noch keine schadenverursachende Skill, Beschwörung oder Waffen-Basisangriff.", "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "Diese Demo wurde erstellt, um dir einen frühen Blick auf den Kern-Gameplay-Loop von Dungeon Settlers zu geben.", "This file is not a JSON object.": "Diese Datei ist kein JSON-Objekt.", "This file is not valid JSON.": "Diese Datei ist kein gültiges JSON.", "This is": "Das ist", "This is a": "Dies ist ein", "This is a confidential playtest. Please do": "Dies ist ein vertraulicher Playtest. Bitte", "This is an inscription: offered at level-up and on recruitment (see": "Dies ist eine Inschrift: wird beim Stufenaufstieg und bei der Rekrutierung angeboten (siehe", "This is the best I can do.": "Das ist das Beste, was ich tun kann.", "This is the live scarecrow animation: the practice dummy's own recoil clip, played whenever a skill strikes it. In the skill cards below it appears inside each composite (the dummy standing in the target cell at the skill's range, struck by the effect, recoiling a beat after the impact); here it is on its own, exactly as extracted from the game's ScareCrow AnimatorController.": "Das ist die echte Vogelscheuchen-Animation: der Rückstoß-Clip der Übungspuppe, der immer dann abgespielt wird, wenn eine Skill sie trifft. In den Skill-Karten unten erscheint er innerhalb jedes Composites (die Puppe steht in der Zielzelle in der Reichweite der Skill, wird vom Effekt getroffen und zuckt einen Schlag nach dem Treffer zurück); hier läuft er für sich, genau so, wie er aus dem ScareCrow AnimatorController des Spiels extrahiert wurde.", "This is the percent-modifier channel of": "Dies ist der Prozent-Modifikator-Kanal von", "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "Dies ist der Prozent-Modifikator-Kanal von {#}; Effekte verändern diesen Kanal, und die Hauptseite des Attributs listet sie alle auf.", "This layout hit a snag - try another seed or switch layout mode.": "Dieses Layout hat einen Haken - probiere einen anderen Seed oder wechsle den Layout-Modus.", "This looks disgusting.": "Das sieht ekelhaft aus.", "This page collects content that exists in the game's data for build DS_B.0.3.26 but is": "Diese Seite sammelt Inhalte, die in den Spieldaten von Build DS_B.0.3.26 vorhanden sind, aber", "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "Diese Seite existiert nicht - vielleicht wurde sie in einem Spieldaten-Update umbenannt, oder der Link ist veraltet.", "This page is a work in progress and is intentionally not linked from the menu or search yet. Mechanics are verified against the game data, but the write-up and the roster are still being reviewed.": "Diese Seite ist in Arbeit und wird absichtlich noch nicht im Menü oder in der Suche verlinkt. Die Mechaniken sind gegen die Spieldaten geprüft, aber Text und Aufstellung werden noch überarbeitet.", "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "Dieser Brei hat nichts von dem knackigen Biss, den du erwartest-er ist einfach nur matschig.", "This room template has no authored prefab in the game data, so no floor render exists for it.": "Für diese Raumvorlage gibt es in den Spieldaten kein hinterlegtes Prefab, daher existiert keine Etagenansicht dafür.", "This section contains spoiler-gated content": "Dieser Abschnitt enthält Inhalte mit Spoilersperre", "This skill consumes a summoned Bubbling (5 energy each), so its true energy cost, and thus effective DPE, is lower than the 1-energy face value.": "Diese Skill verbraucht eine beschworene Bubbling (je 5 Energie), daher liegen ihre echten Energiekosten, und damit die effektive DPE, unter dem Nennwert von 1 Energie.", "This skill is cast on the caster itself. It has no target tile and no area, so there is nothing to aim: it always affects the unit that uses it.": "Diese Skill wird auf den Anwender selbst gewirkt. Sie hat kein Zielfeld und keinen Bereich, es gibt also nichts zu zielen: sie betrifft immer die Einheit, die sie einsetzt.", "This spell's real output is mostly its summon's own attacks, computed at the summon's derived stats and shown separately from the cast (realized over the summon's lifetime, not on cast).": "Die tatsächliche Wirkung dieses Zaubers stammt größtenteils von den eigenen Angriffen der Beschwörung, berechnet mit den abgeleiteten Werten der Beschwörung und getrennt vom Wirken ausgewiesen (über die Lebensdauer der Beschwörung erzielt, nicht beim Wirken).", "This team's characters (click to switch, x to delete):": "Die Charaktere dieses Teams (klicken zum Wechseln, x zum Löschen):", "This value shows how full a unit is. When": "Dieser Wert zeigt, wie satt eine Einheit ist. Wenn", "This value shows how full a unit is. When Hunger drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "Dieser Wert zeigt, wie satt eine Einheit ist. Wenn der Hunger unter einen bestimmten Wert fällt, sucht die Einheit automatisch nach Nahrung und isst sie, und <color=#ccb", "Thorn Purification Complete": "Dornenreinigung abgeschlossen", "Thorned": "Dornig", "Thorned Cliff": "Dornenklippe", "Those additional effects come in two flavors, distinguished by an": "Diese zusätzlichen Effekte gibt es in zwei Varianten, unterschieden durch ein", "Though": "Obwohl", "Threat (aggro) range": "Bedrohungsreichweite (Aggro)", "Threat range": "Bedrohungsreichweite", "Three disciplines exist only as aptitude stats with no skill trees and no acquire path. **Holy Magic** and **Dark Magic** hint at a future light/dark axis, and **Survival** looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees - they don't even appear as main-skill-tree enum values.": "Drei Disziplinen existieren nur als Eignungswerte, ohne Skillbäume und ohne Weg, sie zu erlernen. **Heilige Magie** und **Dunkle Magie** deuten auf eine künftige Licht/Dunkel-Achse hin, und **Überleben** sieht nach einer geplanten Nichtkampf-Disziplin aus. Sie sind stärker gesperrt als die angefangenen Waffenbäume - sie erscheinen nicht einmal als Enum-Werte der Haupt-Skillbäume.", "Three effects grow linearly as HP drains, each with its own ceiling. All three are 0 at full HP and reach their cap at 0 HP; the value at any point is": "Drei Effekte wachsen linear mit sinkender Gesundheit, jeder mit seiner eigenen Obergrenze. Alle drei liegen bei voller Gesundheit auf 0 und erreichen bei 0 Gesundheit ihr Maximum; der Wert an jedem Punkt ist", "Three kills in quick succession stack 3 × 10% =": "Drei Kills in schneller Folge stapeln sich zu 3 × 10% =", "Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): **Dwarf** (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), **White Demon** (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and **Tal** ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added **Lycan** trait/affecter groundwork and two placeholder names - scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.": "Drei Rassen sind mit vollständiger Lore definiert, können aber nicht rekrutiert werden (Rekrutierungsgewichtung 0 und keine Namenspools): **Zwerg** (Handwerker aus den Bergen, Andeutung eines künftigen Handwerks-/Bergbau-Bonus; nur Trait-Symbol), **Weißer Dämon** (Spoiler: 'Ketzer, die die anderen Dämonenrassen verrieten, um sich den Menschen anzuschließen', was auf eine verborgene Dämonenrassen-Fraktion hindeutet; überhaupt keine Grafik) und **Tal** ('Maske'; jede Einheit soll eine eigene Persönlichkeit haben; von den drei die grafisch am weitesten fertige). Neuere Builds haben außerdem Grundlagen für Lycan-Traits/Affecter und zwei Platzhalternamen ergänzt - ein Gerüst für eine mögliche künftige Werwolf-Rasse oder einen Gegner, keine spielbare Rasse. Details dazu auf der Seite Rassen.", "Three separate effects that grow as HP drains. Enter how much HP is missing (0% = full, 100% = about to die) to read each one's current value against its cap.": "Drei getrennte Effekte, die mit sinkender Gesundheit wachsen. Gib an, wie viel Gesundheit fehlt (0% = voll, 100% = kurz vor dem Tod), um den aktuellen Wert jedes Effekts im Verhältnis zu seiner Obergrenze zu lesen.", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first.": "Dreifacher Synergiekampf: Bisher war es meist vorteilhaft, Tadpole zuerst zu töten, doch in diesem Kampf besteht ein Dilemma, ob man Brawler oder Tadpole zuerst ausschaltet.", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. - Dungeon Settlers Wiki": "Dreifacher Synergiekampf, in dem es zuvor allgemein vorteilhaft war, Tadpole zuerst zu töten, in diesem Kampf aber ein Dilemma besteht, ob man zuerst Brawler oder Tadpole tötet. - Dungeon Settlers Wiki", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. map": "Dreifacher Synergiekampf, bei dem es früher generell vorteilhaft war, zuerst die Kaulquappe zu töten, doch in diesem Kampf besteht ein Dilemma zwischen dem Brawler zuerst und der Kaulquappe zuerst. map", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "Dreifacher Synergiekampf, in dem es zuvor allgemein vorteilhaft war, Tadpole zuerst zu töten, in diesem Kampf aber ein...", "Through": "Durch", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit": "Mit endlosen Fragen erkundete {0} die Welt, hinterfragte, was andere für selbstverständlich hielten, und suchte nach Antworten. Doch die Welt verstand diese Gedanken nicht, und die Einsamk", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit...": "Mit endlosen Fragen erkundete {0} die Welt, hinterfragte, was andere für selbstverständlich hielten, und suchte nach Antworten. Doch die Welt verstand diese Gedanken nicht, und die Einsamk...", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed...": "Mit endlosen Fragen erkundete {0} die Welt, hinterfragte, was andere für selbstverständlich hielten, und suchte nach Antworten. Doch die Welt vermoch...", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.": "Durch Forschung kannst du neue Technologien entwickeln, die nach Abschluss neue Rezepte und Gebäude freischalten.", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a <": "Durch Forschung kannst du neue Technologien entwickeln, die nach Abschluss neue Rezepte und Gebäude freischalten. ## Öffne das Forschungsfenster, indem du ein <", "Through the": "Durch die", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the": "Im Sumpf jagte {0} Schlangen, glitt in enge Spalten, schmeckte die Luft mit der Zunge und erfasste jede Bewegung mit den Fingerspitzen. Gift und Haut wurden genommen für das", "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "Durch die nebelverhüllten Ranken fliegt eine Krähe tief heran und lässt sich auf deinem Unterarm nieder.", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten it": "Durch die nebelverhangenen Ranken fliegt eine Krähe tief heran und lässt sich auf deinem Unterarm nieder. \"Verdammt! Dieser Mistkerl hat in der Zwischenzeit zwei weitere Expeditionen ausgelöscht. Wir müssen es beschleu", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expediti...": "Durch die nebelverhangenen Ranken fliegt eine Krähe tief heran und lässt sich auf deinem Unterarm nieder. \"Verdammt! Das Ding hat in der Zwis...", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hur": "Durch die nebelverhangenen Ranken fliegt eine Krähe tief heran und lässt sich auf deinem Unterarm nieder. \"Verdammt! Das Ding hat in der Zwischenzeit schon zwei weitere Expeditionsteams ausgelöscht. Wir müssen uns bee", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hurry ...": "Durch die nebelverhangenen Ranken fliegt eine Krähe tief heran und lässt sich auf deinem Unterarm nieder. \"Verdammt! Das Ding hat in der Zwischenzeit schon zwei weitere Expeditionsteams ausgelöscht. Wir müssen uns beeilen ...", "Through the sacrifice of four legendary heroes,": "Durch das Opfer von vier legendären Helden,", "Throw Dagger": "Dolch werfen", "Thrower": "Werfer", "Thrower 2 + Mud Slime 2": "Werfer 2 + Schlammschleim 2", "Thrower.": "Werfer.", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain ...": "Stößt den Speer in Richtung des Ziels, verursacht bei allen feindlichen Einheiten Schaden in Höhe von {0}% der physischen Angriffskraft und erhält ...", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain Beschleunigung for {1} seconds.": "Stößt den Speer in Richtung des Ziels, verursacht bei allen feindlichen Einheiten Schaden in Höhe von {0}% der physischen Angriffskraft und erhält {1} Sekunden lang Beschleunigung.", "Tick at least one unit": "Wähle mindestens eine Einheit aus", "Tick duration for one segment of 'Construction' execution": "Tick-Dauer für einen Abschnitt der Ausführung von 'Bau'", "Tick duration for one segment of 'Research' execution": "Tick-Dauer für einen Abschnitt der Ausführung von 'Forschung'", "Tick interval": "Tick-Intervall", "Tick interval for Guild Contact.": "Tick-Intervall für den Gildenkontakt.", "Ticks per minute / hour / day": "Ticks pro Minute / Stunde / Tag", "Tide sub-tree (Ebb and Flow, Extra Bubble)": "Unterbaum Tide (Ebb and Flow, Extra Bubble)", "Tide sub-tree (Wave Cicle, optional)": "Gezeiten-Unterbaum (Wave Cicle, optional)", "Tied to the day / night cycle (not yet active in this build).": "An den Tag-/Nacht-Zyklus gebunden (in diesem Build noch nicht aktiv).", "Tiefes Wasser icon": "Tiefes Wasser Symbol", "Tier 1, column 1": "Rang 1, Spalte 1", "Tier 1, column 2": "Stufe 1, Spalte 2", "Tier 1, column 3": "Rang 1, Spalte 3", "Tier 2, column 1": "Stufe 2, Spalte 1", "Tier 2, column 2": "Stufe 2, Spalte 2", "Tier 2, column 3": "Rang 2, Spalte 3", "Tier 3, column 2": "Stufe 3, Spalte 2", "Tier 4, column 1": "Stufe 4, Spalte 1", "Tier 4, column 2": "Stufe 4, Spalte 2", "Tier 4, column 3": "Stufe 4, Spalte 3", "Tiers sum to about 2-5 across the six stats": "Die Stufen summieren sich über die sechs Werte auf etwa 2-5", "Time & The Day/Night Clock": "Zeit & der Tag/Nacht-Zyklus", "Time & The Day/Night Clock - Dungeon Settlers Wiki": "Zeit & die Tag/Nacht-Uhr - Dungeon Settlers Wiki", "Time & the Day/Night Clock": "Zeit & die Tag/Nacht-Uhr", "Time System": "Zeitsystem", "Time horizon": "Zeithorizont", "Time in view to trigger": "Sichtbarkeitsdauer zum Auslösen", "Time inside": "Zeit im Inneren", "Time interval range at which time-based autosave runs at the base": "Intervallbereich, in dem der zeitbasierte Autospeicher in der Basis ausgeführt wird", "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop -": "Die Zeit läuft weiter, während du auf Expedition bist, und die Uhr steuert im Hintergrund einen großen Teil des Siedlungskreislaufs -", "Time of day": "Tageszeit", "Time passes: 1 min": "Zeit vergeht: 1 Min.", "Time passes: 5 min": "Zeit vergeht: 5 Min.", "Time spans in the description above (buff uptime, burn duration) are read from the skill's raw values and can differ from this Duration field, which is the skill's own separate duration timer.": "Zeitspannen in der Beschreibung oben (Buff-Laufzeit, Branddauer) werden aus den Rohwerten der Skill gelesen und können vom Feld Dauer abweichen, das der eigene, separate Dauer-Timer der Skill ist.", "Time to kill": "Zeit bis zum Töten", "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "Zeit in Minuten, die eine Einheit in einem Raum bleiben muss, bevor die Effekte dieses Raumtyps auf sie angewendet werden", "Tin (M.Atk {#})": "Zinn (Mag. Angr. {#})", "Tin (P.Atk {#})": "Zinn (Phys. Angr. {#})", "Tin (partial gear set)": "Zinn (unvollständiges Ausrüstungsset)", "Tin Dagger": "Zinndolch", "Tin Dagger - Dungeon Settlers Wiki": "Zinndolch - Dungeon Settlers Wiki", "Tin Dagger icon": "Tin Dagger Symbol", "Tin Great Sword": "Zinn-Großschwert", "Tin Great Sword icon": "Tin Great Sword Symbol", "Tin Ingot": "Zinnbarren", "Tin Sword": "Zinnschwert", "Tin Sword icon": "Tin Sword Symbol", "Tip": "Tipp", "Tip: press": "Tipp: drücke", "Tips": "Tipps", "Tips & Lore": "Tipps & Lore", "Tips (37)": "Tipps (37)", "Tips and Lore": "Tipps und Hintergrund", "Tips and Lore - Dungeon Settlers Wiki": "Tipps und Lore - Dungeon Settlers Wiki", "Title Screen": "Titelbildschirm", "To": "Zu", "To a Deeper Place": "An einen tieferen Ort", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt...": "Um der sengenden Hitze des Landes zu entkommen, entwickelten Lykaner einen Körperrhythmus, der sie vor allem nachts aktiv ma...", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.": "Um der sengenden Hitze des Landes zu entkommen, entwickelten Lykaner einen Körperrhythmus, der sie vor allem nachts aktiv macht. Schlachtfelder, auf denen das Licht verschwindet und Dunkelheit die Welt bedeckt, sind ihre Bühne.", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage. Gain Nachtaktiv - Nacht at night. Gain the Nachtaktiv - Tag penalty during the day.": "Um der sengenden Hitze des Landes zu entkommen, entwickelten Lykaner einen Körperrhythmus, der sie vor allem nachts aktiv macht. Schlachtfelder, auf denen das Licht verschwindet und Dunkelheit die Welt bedeckt, sind ihre Bühne. Erhält nachts Nachtaktiv - Nacht. Erhält tagsüber den Nachteil Nachtaktiv - Tag.", "To learn \"{0}\", you need {1}.": "Um \"{0}\" zu erlernen, brauchst du {1}.", "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "Um \"{0}\" zu erlernen, brauchst du {1}. Es befindet sich nicht in der Ausrüstung oder im Inventar der Einheit. Trotzdem weiter prüfen?", "To mend back to full": "Um wieder vollständig zu heilen", "To pray for a level up, {0} must first reach the maximum exp.": "Um für einen Stufenanstieg zu beten, muss {0} zuerst die maximalen Erfahrungspunkte erreichen.", "To stop the catastrophic disaster,": "Um die verheerende Katastrophe zu stoppen,", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...": "Für {0} waren die Minen kein Ort der Furcht, sondern Arbeitsplatz und Heimat. Zwischen fallenden Steinen und Staubwolken bli...", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.": "Für {0} waren die Minen kein Ort der Furcht, sondern Arbeitsplatz und Heimat. Zwischen fallenden Steinen und Staubwolken blieben sie ruhig und hielten ihre Stellung, und immer wenn sie auf etwas Härteres als Stein trafen, fanden sie noch mehr Kraft. Doch weil ihnen die Spitzhacke stets leichter fiel als Worte, wirkten sie bei komplizierten Gefühlen oft schroff.", "Toad": "Kröte", "Toad,": "Kröte,", "Tod eines anderen gesehen icon": "Tod eines anderen gesehen Symbol", "Todesfurcht icon": "Todesfurcht-Icon", "Todesfurcht range and area shown on a dungeon room": "Reichweite und Fläche von Todesfurcht, dargestellt in einem Dungeonraum", "Toggle your units": "Deine Einheiten umschalten", "Toggles whether the expedition party's Decision is active/inactive.": "Schaltet um, ob die Entscheidung der Expeditionsgruppe aktiv/inaktiv ist.", "Tollpatsch icon": "Tollpatsch-Icon", "Tomb Complete": "Grab abgeschlossen", "Ton icon": "Ton-Symbol", "Tonscherbe icon": "Tonscherbe-Symbol", "Too large.": "Zu groß.", "Tools": "Werkzeuge", "Tooltip Crafting Required Items": "Tooltip Für Herstellung benötigte Items", "Tooltip Hold": "Hinweis halten", "Tooltip No Expire Duration": "Tooltip Keine Ablaufdauer", "Tooltip Random Stats": "Tooltip-Zufallswerte", "Tooltips appear when you hover the mouse over items, skills, traits,": "Tooltips erscheinen, wenn du mit der Maus über Items, Skills, Traits,", "Top active heal": "Beste aktive Heilung", "Top hit": "Höchster Treffer", "Top passive heal": "Beste passive Heilung", "Top shield": "Oberer Schild", "Total": "Gesamt", "Total Talent value": "Gesamter Talent-Wert", "Total changes": "Änderungen gesamt", "Total inscriptions": "Inschriften gesamt", "Total over": "Gesamt über", "Totenfeier abhalten icon": "Totenfeier abhalten Symbol", "Touch": "Berührung", "Trade (1)": "Handel (1)", "Trade Trade Refresh Interval": "Handel Handel Aktualisierungsintervall", "Trade and prices": "Handel und Preise", "Trade pools, chances and discounts": "Handelspools, Chancen und Rabatte", "Trade/Join": "Handel/Beitreten", "Trader gold": "Händlergold", "Trading Hall Completed": "Handelshalle fertiggestellt", "Trading with strangers, {0}": "Beim Handel mit Fremden {0}", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pr...": "Im Handel mit Fremden trotzte {0} der Gefahr, verkaufte an manchen Tagen kostbare Schätze und verlor an anderen alles an Betrüger. Trotzdem bl...", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we": "Im Handel mit Fremden trotzte {0} der Gefahr, verkaufte an manchen Tagen kostbare Schätze und verlor an anderen alles an Betrüger. Trotzdem blieb der Stolz ungebrochen. Sie glaubten, sie", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we...": "Beim Handel mit Fremden brachte {0} sich in Gefahr - an manchen Tagen wurden wertvolle Schätze verkauft, an anderen ging alles an Betrüger verloren. Dennoch blieb ein unbeugsamer Stolz: die Überzeugung,...", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods": "Beim Handel mit Fremden brachte {0} sich in Gefahr - an manchen Tagen wurden wertvolle Schätze verkauft, an anderen ging alles an Betrüger verloren. Dennoch blieb ein unbeugsamer Stolz: die Überzeugung,", "Trait page:": "Trait-Seite:", "Traits & Inscriptions": "Traits & Inschriften", "Traits & skills": "Traits & Skills", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending": "Traits sind Elemente, die die Merkmale einer Einheit darstellen, und können im Charakterfenster eingesehen werden. Sie können auf verschiedene Weise erworben oder verloren werden und haben je nach Inhalt unterschiedliche funktionale Auswirkungen", "Traits represent a": "Traits stehen für", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario": "Eigenschaften stellen Herkunft, Neigung, körperliche Merkmale, Werdegang und andere prägende Elemente einer Einheit dar und können im Charakterfenster eingesehen werden. Eigenschaften können auf verschiedene Weise erworben oder verloren", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario...": "Eigenschaften stellen Herkunft, Neigung, körperliche Merkmale, Werdegang und andere prägende Elemente einer Einheit dar und können im Charakterfenster eingesehen werden. Eigenschaften können auf verschiedene Weise erworben oder verloren...", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in...": "Eigenschaften stellen Herkunft, Neigung, körperliche Merkmale, Werdegang und andere prägende Elemente einer Einheit dar und können im Charakterfenster eingesehen...", "Trank des Angriffes icon": "Trank des Angriffes Symbol", "Trank des Ausweichens icon": "Trank des Ausweichens Symbol", "Trank des Schleichens icon": "Trank des Schleichens Symbol", "Trank des Schutzes icon": "Trank des Schutzes Symbol", "Trank des Skilltempos icon": "Trank des Skilltempos Symbol", "Trank des Vampiers icon": "Trank des Vampiers Symbol", "Trank des kritischen Treffers icon": "Trank des kritischen Treffers Symbol", "Trank des magischen Angriffs icon": "Trank des magischen Angriffs Symbol", "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "Ruhige Stille GAMESYSTEM_Environment_{affecterName}", "Transaction": "Transaktion", "Transient boosts a skill build turns on mid-fight. Each folds into the same stat math as your gear (no double-count) and updates every number below.": "Kurzzeitige Verstärkungen, die ein Skill-Build mitten im Kampf aktiviert. Jede fließt in dieselbe Wertrechnung ein wie deine Ausrüstung (keine Doppelzählung) und aktualisiert jede Zahl weiter unten.", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...": "Auf den Wegen zwischen Dörfern und Festungen dachte {0} immer zuerst an die schnellste Route. Weder an Hängen noch auf schlammigen...", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.": "Auf den Wegen zwischen Dörfern und Festungen dachte {0} immer zuerst an die schnellste Route. Weder an Hängen noch auf schlammigen Wegen wurde das Tempo gedrosselt, und selbst wenn der Atem knapp wurde, blieben die Briefe dicht am Körper. Doch nachdem so lange die Worte anderer getragen worden waren, fiel es schwer, das eigene Herz auszusprechen.", "Treasure": "Schatz", "Treasure Chest": "Schatzkiste", "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "Schatzkisten, Dungeon-Kerne und andere Behälter, die auf der Etage zu finden sind. Die vollständigen Pools stehen auf der", "Treatment": "Behandlung", "Treatment (Lv{#}, {#})": "Behandlung (Stufe {#}, {#})", "Treatment expectation": "Behandlungserwartung", "Treatment expectation (mood) by unit level": "Behandlungserwartung (Stimmung) nach Einheitenstufe", "Treatment expectation is applied automatically from the unit level and management difficulty. Add any mood sources the settler currently has (food, sleep, room quality, needs, combat, and so on); each one adds its value to the net mood.": "Die Behandlungserwartung ergibt sich automatisch aus der Stufe der Einheit und der Verwaltungsschwierigkeit. Ergänze alle Stimmungsquellen, die der Siedler gerade hat (Nahrung, Schlaf, Raumqualität, Bedürfnisse, Kampf und so weiter); jede addiert ihren Wert zur Netto-Stimmung.", "Treatment expectations rise with level": "Die Behandlungserwartung steigt mit der Stufe", "Tree": "Baum", "Tree Of Life Remnant - Dungeon Settlers Wiki": "Baum des Lebens Überrest - Dungeon Settlers Wiki", "Tree position": "Position im Baum", "Tree that thrives in dungeon": "Baum, der im Dungeon gedeiht", "Trees": "Bäume", "Trefferchance icon": "Trefferchance-Symbol", "Treibgut icon": "Treibgut-Symbol", "Trigger": "Auslöser", "Trigger condition": "Auslösebedingung", "Trigger key": "Auslösertaste", "Triggered by a combat or unit event": "Wird durch ein Kampf- oder Einheitenereignis ausgelöst", "Triggered directly by its start condition.": "Wird direkt durch seine Startbedingung ausgelöst.", "Trio Main Quest 7 icon": "Trio Main Quest 7 Symbol", "Trockenfleisch gegessen icon": "Trockenfleisch gegessen Symbol", "Trockenfleisch icon": "Trockenfleisch-Icon", "Trockenfleisch range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Trockenfleisch, dargestellt in einem Dungeonraum", "Trollhorn icon": "Trollhorn-Symbol", "Trumpet": "Trompete", "Try interacting with various objects like portals and <color=#ccbe": "Versuche, mit verschiedenen Objekten wie Portalen zu interagieren, und <color=#ccbe", "Turn a summoner's Magic Attack into a summon's HP, Magic Attack and basic-attack damage for Bubbleling, Bubble Toad or any custom base stats.": "Rechne den Magischen Angriffswert eines Beschwörers in Gesundheit, Magischen Angriffswert und Standardangriffsschaden einer Beschwörung um - für Bubbleling, Blasenkröte oder beliebige eigene Grundwerte.", "Turn on to type your real in-game numbers. Each filled field overrides the computed value (equipment/trait math is bypassed for it) and the character stays a valid attacker for the Damage vs Enemy tab.": "Einschalten, um deine echten Werte aus dem Spiel einzutragen. Jedes ausgefüllte Feld überschreibt den berechneten Wert (die Rechnung aus Ausrüstung/Trait wird dafür übergangen) und der Charakter bleibt ein gültiger Angreifer für den Reiter Schaden gegen Gegner.", "Turnip Random": "Rübe zufällig", "Turtle": "Schildkröte", "Turtle.": "Schildkröte.", "Tuto0 through Tuto16": "Tuto0 bis Tuto16", "Tutorial 1 map": "Tutorial 1 Karte", "Tutorial 10 - Unit Structure": "Tutorial 10 - Einheitenstruktur", "Tutorial 11 - Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "Tutorial 11 - Sammle 9 Ruma-Holz - Abgeschlossen && Sammle 10 Busch - Abgeschlossen", "Tutorial 12 - Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "Tutorial 12 - Besitze 12 Ruma Wood - Abgeschlossen && Besitze 12 Long Grass - Abgeschlossen", "Tutorial 13 - Move Near the Marker": "Tutorial 13 - Gehe in die Nähe der Markierung", "Tutorial 14 - Defeat the Acid Bug (0/1)": "Tutorial 14 - Besiege den Acid Bug (0/1)", "Tutorial 15 - Move Near the Marker": "Tutorial 15 - Gehe in die Nähe der Markierung", "Tutorial 2 - Camera wheel input, 2 or more times": "Tutorial 2 - Mausrad-Eingabe für die Kamera, 2 Mal oder mehr", "Tutorial 2 map": "Tutorial 2 Karte", "Tutorial 3 - Move Near the Marker": "Tutorial 3 - Gehe in die Nähe der Markierung", "Tutorial 3 map": "Tutorial 3 Karte", "Tutorial 4 - Defeat 1 Weak Grey Rat": "Tutorial 4 - Besiege 1 schwache graue Ratte", "Tutorial 5 - Move Near the Marker": "Tutorial 5 - Gehe in die Nähe der Markierung", "Tutorial 6 - Interact with the Wooden Crate": "Tutorial 6 - Interagiere mit der Holzkiste", "Tutorial 9 - Defeat 2 Weak Grey Rats": "Tutorial 9 - Besiege 2 schwache graue Ratten", "Tutorial Game Over": "Tutorial Spiel vorbei", "Tutorial Game Over icon": "Tutorial Game Over Symbol", "Tutorial Region": "Tutorial-Region", "Tutorial chain": "Tutorial-Kette", "Tutorial quests": "Tutorial-Aufgaben", "Tutorial steps, driven by the guided intro events.": "Tutorial-Schritte, gesteuert durch die geführten Einführungsereignisse.", "Tutorial, template & developer": "Tutorial, Vorlage & Entwickler", "Tutorial1 Chest Remnant": "Tutorial1-Truhe (Überrest)", "Twisted Forest 1": "Verdrehter Wald 1", "Twisted Forest 2": "Verdrehter Wald 2", "Twisted Forest 3": "Verdrehter Wald 3", "Two damage parts (physical and magic) are each mitigated by the matching resistance.": "Zwei Schadensanteile (physisch und magisch) werden jeweils durch die passende Resistenz gemindert.", "Two extra rules matter in play: a summon's": "Im Spiel greifen zwei zusätzliche Regeln: bei einer Beschwörung", "Two more combat-difficulty levers pile on top of that flat scaling:": "Zwei weitere Hebel der Kampfschwierigkeit kommen zu dieser pauschalen Skalierung hinzu:", "Two separate axes over the five tiers (Easy → Devastation):": "Zwei getrennte Achsen über die fünf Stufen (Einfach → Verheerung):", "Two separate constants govern the fight once you are seen:": "Sobald du gesehen wirst, bestimmen zwei getrennte Konstanten den Kampf:", "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "Zweihandgriff ist aktiv (Zweihandwaffe, leere Nebenhand): sein Bonus steckt bereits in deinen Ausrüstungswerten.", "Two-handed weapons": "Zweihandwaffen", "Two-handed weapons - the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) - occupy both hands and block the shield/off-hand slot.": "Zweihandwaffen - das Großschwert, der Bogen und alle drei Elementarstäbe (Feuer, Wasser, Natur) - belegen beide Hände und blockieren den Schild-/Nebenhand-Platz.", "Type": "Typ", "Type the mood number straight from the unit status panel": "Gib die Stimmungszahl direkt aus dem Statusfenster der Einheit ein", "UI maximum 30; below 0 Stress rises, above 0 Stress falls": "UI-Maximum 30; unter 0 steigt Stress, über 0 sinkt Stress", "UI reference data": "UI-Referenzdaten", "Umarmende Welle icon": "Umarmende Welle Symbol", "Umarmende Welle range and area shown on a dungeon room": "Reichweite und Fläche von Umarmende Welle, dargestellt in einem Dungeonraum", "Umgib dich mit einem Mantel aus Flammen, der dir für 10 Sekunden eine Schild in Höhe von 150 % deiner Magischer Angriffswert gewährt, benachbarten gegnerischen Einheiten alle 3 Sekunden 30 % deiner Magischer Angriffswert als magischen Schaden zufügt und 1 Verbrennung für 2 Sekunden. 5 energy - 20s cooldown Effects: • Schild (on user): Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Umgib dich mit einem Mantel aus Flammen, der dir für 10 Sekunden eine Schild in Höhe von 150 % deiner Magischer Angriffswert gewährt, benachbarten gegnerischen Einheiten alle 3 Sekunden 30 % deiner Magischer Angriffswert als magischen Schaden zufügt und 1 Verbrennung für 2 Sekunden. 5 Energie - 20s Abklingzeit Effekte: • Schild (beim Anwender): Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Unattackable": "Nicht angreifbar", "Unbesiegbar icon": "Unbesiegbar-Symbol", "Unbezahlte Abfindung icon": "Unbezahlte Abfindung Symbol", "Unbreakable sub-tree (empty)": "Unbreakable-Unterbaum (leer)", "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "Entferne das Häkchen bei einer Einheit, um sie aus der oberen Einheitenleiste auszublenden. Sie bleibt im Team (Team-Werte + Teilen-Link).", "Unclassified": "Nicht klassifiziert", "Uncommon inscription:": "Ungewöhnliche Inschrift:", "Under/-3": "Unter/-3", "Undergoing": "Operation", "Undergoing surgery (Warning, prints once)": "Wird operiert (Warnung, wird einmal ausgegeben)", "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "Untergrundforscher GAMESYSTEM_Environment_{affecterName}", "Undetectable": "Nicht entdeckbar", "Unempfindlicher Gaumen icon": "Unempfindlicher Gaumen Symbol", "Unfinished": "Unvollendet", "Unfortunately, the settlement does not yet even have a proper temple.": "Leider hat die Siedlung noch nicht einmal einen richtigen Tempel.", "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Ev": "Leider hat die Siedlung noch nicht einmal einen richtigen Tempel. Für die Menschen des Kontinents ist es eine Schande, keinen angemessenen Ort zu haben, um zur Göttin zu beten. \"Ev", "Ungeduldig icon": "Ungeduldig-Icon", "Unheilvolle Nachrichten icon": "Unheilvolle Nachrichten Symbol", "Unique monsters": "Einzigartige Monster", "Unique names do not appear in Recruitment.": "Einzigartige Namen erscheinen nicht in der Rekrutierung.", "Unique profiles (portraits) do not appear in Recruitment.": "Einzigartige Profile (Porträts) erscheinen nicht in der Rekrutierung.", "Unit": "Einheit", "Unit AI behaviour": "KI-Verhalten der Einheit", "Unit Death and Bodies": "Tod von Einheiten und Leichen", "Unit Selection": "Einheitenauswahl", "Unit Structure": "Einheitenstruktur", "Unit doesn't have enough main skill points.": "Die Einheit hat nicht genügend Primäre Skillpunkte.", "Unit doesn't have enough sub skill points.": "Die Einheit hat nicht genügend Sekundäre Skillpunkte.", "Unit icon style": "Stil der Einheitensymbole", "Unit icons": "Einheiten-Symbole", "Unit level": "Einheitenstufe", "Unit visual profiles (portraits/bodies).": "Visuelle Profile der Einheiten (Porträts/Körper).", "Unit with Nothing to Do": "Einheit ohne Aufgabe", "Unit's hunger consumption rate": "Hungerverbrauchsrate der Einheit", "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable - Aussehen-Voreinstellungen für Rekrutierungskandidaten und NPCs. AppearWeight 0 = feste Voreinstellung (Szenariocharaktere), >0 = Gewichtung für die Zufallserzeugung.", "Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.)": "Unit_Base_Natural HP Regen Lässt die Einheit {1} alle {0} Minuten wiederherstellen. (Bietet vorerst etwas Erweiterbarkeit.)", "Units & Monsters": "Einheiten & Monster", "Units & Monsters - Dungeon Settlers Wiki": "Einheiten & Monster - Dungeon Settlers Wiki", "Units & monsters": "Einheiten & Monster", "Units (": "Einheiten (", "Units (default trait):": "Einheiten (Standard-Trait):", "Units and Survival": "Einheiten und Überleben", "Units can": "Einheiten können", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is": "Einheiten erhalten Erfahrungspunkte aus Expeditionen und Kämpfen und steigen entlang einer festen Leiter auf. Die Stufenobergrenze liegt bei", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is 12, and settlement buildings cap at level 5.": "Einheiten erhalten Erfahrungspunkte aus Expeditionen und Kämpfen und steigen entlang einer festen Leiter auf. Die Stufenobergrenze liegt bei 12, Siedlungsgebäude enden bei Stufe 5.", "Units that have reached maximum": "Einheiten, die das Maximum an", "Units that have reached maximum EXP can perform Weihe at the Goddess Statue to level up. During Weihe, increases to each Primärattribut are presented at random": "Einheiten, die die maximalen EP erreicht haben, können an der Göttinnenstatue die Weihe durchführen, um eine Stufe aufzusteigen. Während der Weihe werden die Steigerungen jedes Primärattributs zufällig vorgelegt", "Units that have reached maximum experience can perform Weihe at the Goddess Statue to level up. During Weihe, the increase in each Primärattribut is randomly de": "Einheiten, die die maximalen Erfahrungspunkte erreicht haben, können an der Göttinnenstatue die Weihe durchführen, um eine Stufe aufzusteigen. Während der Weihe wird der Anstieg jedes Primärattributs zufällig be", "Units this tree can put on the field, with their derived stats (at the stock caster, level cap) and how hard they hit. The summon output is separate from the cast that places it.": "Einheiten, die dieser Skillbaum aufs Feld bringen kann, mit ihren abgeleiteten Werten (beim Standard-Beschwörer, Stufenobergrenze) und ihrer Schlagkraft. Die Leistung der Beschwörung ist unabhängig von dem Zauber, der sie platziert.", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After": "Einheiten in Reichweite 1 erhalten Gesundheitsregeneration in Höhe von 15% des Magischen Angriffswerts des Beschwörers. Danach", "Unleashes an intense killing aura, dealing {0}% of": "Entfesselt eine intensive Todesaura und verursacht {0}% von", "Unleashes an intense killing aura, dealing {0}% of Physische Angriffskraft as damage to enemy units and granting {2} Offene Schwachstelle and Langsam for {1} seconds.": "Entfesselt eine intensive Aura der Todesfurcht, verursacht bei gegnerischen Einheiten {0}% der Physische Angriffskraft als Schaden und belegt sie mit {2} Offene Schwachstelle und Langsam für {1} Sekunden.", "Unleashes an intense killing aura, dealing {0}% of Physische Angriffskraft as damage to the enemy unit and granting {2} Offene Schwachstelle and Langsam for {1} seconds.": "Entfesselt eine intensive Aura der Todesfurcht, verursacht bei der gegnerischen Einheit {0}% der Physische Angriffskraft als Schaden und belegt sie mit {2} Offene Schwachstelle und Langsam für {1} Sekunden.", "Unleashes an intense killing aura, dealing {0}% of [": "Entfesselt eine intensive Todesaura und verursacht {0}% von [", "Unlike": "Anders als", "Unlike Slay (which grants Exposed Flaw to yourself), Deadly Fear applies Exposed Flaw and Slow to the enemy. Your follow-up melee attacks on that target are then guaranteed crits, feeding Blade Spirit's energy refund and Guard Barrier's shield. It is a setup, not an engine - a 15s cooldown, so you use it to mark a priority target rather than spam it - which is why it is strong rather than busted. On a greatsword unit without the Warrior tree, Deadly Fear is still worth it for the guaranteed-crit window alone.": "Anders als Exekution (das dir selbst Offene Schwachstelle verleiht) belegt Todesfurcht den Gegner mit Offene Schwachstelle und Langsam. Deine folgenden Nahkampfangriffe auf dieses Ziel sind dann garantierte kritische Treffer, was die Energierückgabe von Klingengeist und den Schild von Schutzbarriere speist. Es ist eine Vorbereitung, kein Motor - 15 s Abklingzeit, du markierst damit also ein vorrangiges Ziel, statt es zu spammen -, weshalb es stark ist und nicht kaputt. Auf einer Großschwert-Einheit ohne den Krieger Skillbaum lohnt sich Todesfurcht allein schon wegen des Fensters garantierter kritischer Treffer.", "Unlock": "Freischalten", "Unlock requires:": "Freischaltung erfordert:", "Unlock rule": "Freischaltregel", "Unlocked at clan rank 2": "Bei Clanrang 2 freigeschaltet", "Unlocked by research": "Durch Forschung freigeschaltet", "Unlocked first by the research": "Erstmals freigeschaltet durch die Forschung", "Unlocked first by the research {#}.": "Erstmals durch die Forschung {#} freigeschaltet.", "Unlocks": "Schaltet frei", "Unlocks:": "Schaltet frei:", "Unlocks: {#} +{#} more.": "Schaltet frei: {#} +{#} weitere.", "Unlocks: {#}.": "Schaltet frei: {#}.", "Unofficial database - DS_B.0.3.40 (Steam build 24354931)": "Inoffizielle Datenbank - DS_B.0.3.40 (Steam-Build 24354931)", "Unreleased": "Unveröffentlicht", "Unreleased & future content (spoilers)": "Unveröffentlichte & zukünftige Inhalte (Spoiler)", "Unreleased / empty trees": "Unveröffentlichte / leere Skillbäume", "Unreleased Magic Schools": "Unveröffentlichte Magieschulen", "Unreleased Magic Schools (Holy / Dark / Survival)": "Unveröffentlichte Magieschulen (Heilig / Dunkel / Überleben)", "Unreleased Metal Tiers": "Unveröffentlichte Metallstufen", "Unreleased Metal Tiers (Tin / Bronze / Iron)": "Unveröffentlichte Metallstufen (Zinn / Bronze / Eisen)", "Unreleased Races": "Unveröffentlichte Rassen", "Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)": "Unveröffentlichte Rassen (Zwerg / Weißer Dämon / Tal, plus Lycan-Grundgerüst)", "Unreleased and test template entries (10)": "Unveröffentlichte und Test-Vorlageneinträge (10)", "Unreleased races:": "Unveröffentlichte Rassen:", "Unspawnable in stock demo": "In der unveränderten Demo nicht spawnbar", "Unsterblich icon": "Unsterblich Icon", "Untergrundforscher icon": "Untergrundforscher Icon", "Untersuchung des Sporeninsekts abgeschlossen icon": "Untersuchung des Sporeninsekts abgeschlossen Symbol", "Untersuchung des verworfenen Exemplars abgeschlossen icon": "Untersuchung des verworfenen Exemplars abgeschlossen Symbol", "Until": "Bis", "Unvermeidlicher Schlag icon": "Unvermeidlicher Schlag Symbol", "Unzufrieden icon": "Unzufrieden Icon", "Up": "Hoch", "Up to 5 enemies": "Bis zu 5 Gegner", "Up....": "Auf....", "Upcoming": "Kommend", "Upcoming regions": "Kommende Regionen", "Upkeep": "Unterhalt", "Upon killing an enemy, apply {1}": "Beim Töten eines Gegners wird {1} angewendet", "Upon killing an enemy, apply {1} Verbrennung for {0} seconds to all enemy units adjacent to the target.": "Wenn ein Gegner getötet wird, wird allen feindlichen Einheiten neben dem Ziel {1} Verbrennung für {0} Sekunden auferlegt.", "Upon spotting you, Endorsi shows a hint of joy before turning away. She, who had been rummaging through her quiver, ope...": "Als sie dich erblickt, zeigt Endorsi einen Anflug von Freude, wendet sich dann aber ab. Während sie in ihrem Köcher gewühlt hatte, öff...", "Upper": "Oberer", "Uraltes Zahnrad icon": "Uraltes Zahnrad Symbol", "Usable": "Benutzbar", "Usage": "Verwendung", "Use Item": "Item benutzen", "Use an Ointment": "Eine Salbe verwenden", "Use to permanently teach a character the": "Verwenden, um einem Charakter dauerhaft die", "Use to permanently teach a character this monster's skill.": "Verwenden, um einem Charakter die Skill dieses Monsters permanent beizubringen.", "Used": "Verwendet", "Used by": "Verwendet von", "Used in": "Verwendet in", "Used to learn active skills. Earned through Level Up.": "Wird zum Erlernen aktiver Skills verwendet. Durch Stufenaufstieg erhalten.", "Used to learn passive skills. Earned through Level Up.": "Wird zum Erlernen passiver Skills verwendet. Durch Stufenaufstieg erhalten.", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...": "Daran gewöhnt, vorauszugehen, trat {0} nicht einmal achtlos auf einen einzelnen Zweig unter den Füßen. Im niedrigen Gras...", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.": "Daran gewöhnt, vorauszugehen, trat {0} nicht einmal achtlos auf einen einzelnen Zweig unter den Füßen. Im niedrigen Gras verborgen, wurde die Richtung des Windes beobachtet und der Weg gewählt, bevor die Nachfolgenden auf Gefahr stoßen konnten. Doch weil zuerst immer Schweigen gelernt worden war, brauchte es Zeit, die eigenen Gedanken auszusprechen.", "Useful Magic Scrap Pile Random2": "Nützlicher magischer Schrotthaufen Zufällig2", "Uses the same RD.skills recipe engine as the Spell Damage Ranking and the per-skill table above - same number, no separate DamageDealt%/FDM stacking.": "Nutzt dieselbe RD.skills-Rezept-Engine wie die Zauberschaden-Rangliste und die Tabelle je Skill oben - gleiche Zahl, kein separates Stapeln von DamageDealt%/FDM.", "Uses/summons": "Nutzt/beschwört", "VARIANT 1": "VARIANTE 1", "VARIANT 2": "VARIANTE 2", "VARIANT 3": "VARIANTE 3", "VARIANT {#}": "VARIANTE {#}", "Valid save.": "Gültiger Spielstand.", "Value": "Wert", "Value for how many aptitudes are revealed when using Inspect": "Wert dafür, wie viele Eignungen beim Untersuchen aufgedeckt werden", "Values are the authored per-unit numbers in": "Die Werte sind die je Einheit hinterlegten Zahlen in", "Values before any percent modifier (inscriptions, difficulty, gear). Majors start at 10; enter a unit's major stats to see its final combat stats.": "Werte vor allen prozentualen Modifikatoren (Inschriften, Schwierigkeit, Ausrüstung). Primärattribute beginnen bei 10; gib die Primärattribute einer Einheit ein, um ihre endgültigen Kampfwerte zu sehen.", "Vampirtrank einnehmen icon": "Vampirtrank einnehmen Symbol", "Variants": "Varianten", "Varies the initial main stats by this ratio (= starting stats). Applied uniformly for now, but may need to be differentiated later based on Background, etc.": "Variiert die anfänglichen Primärattribute um dieses Verhältnis (= Startwerte). Wird vorerst einheitlich angewendet, muss später aber eventuell nach Hintergrund usw. differenziert werden.", "Vegetarian": "Vegetarier", "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType": "Vegetarisch (13 Items), Fleischfresser (10), Allesfresser (2) über ItemSubType", "Vegetarian by conscience.": "Vegetarier aus Überzeugung.", "Vegetarian by conscience. [Carnal Guilt] is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.": "Vegetarisch aus Gewissensgründen. [Carnal Guilt] ist ein Stimmungsmalus, den Elfen erhalten, wenn sie Fleisch essen; dafür ignorieren sie den üblichen Stimmungsmalus dafür, nur Gemüse zu essen.", "Veil": "Schleier", "Veil Silence": "Schleierstille", "Veil Silence Boss Giant Stone Golem": "Veil Silence Boss Riesiger Steingolem", "Veil Silence Common Combat Middle10": "Schleier des Schweigens Gewöhnlich Kampf Mittel10", "Veil Silence Common Combat Small1": "Schleier des Schweigens Gewöhnlich Kampf Klein1", "Veil Silence Common Elite Alpha Acid Slogel1": "Schleier des Schweigens Gewöhnlich Elite Alpha Säureslogel1", "Veil Silence Common Event Abandoned Room1": "Schleier des Schweigens Gewöhnlich Ereignis Verlassener Raum1", "Veil Silence Common Event Abandoned Room2": "Schleier des Schweigens Gewöhnlich Ereignis Verlassener Raum2", "Veil Silence Common Event Blood Tree": "Schleier des Schweigens Gewöhnlich Ereignis Blutbaum", "Veil Silence Common Event Endrossi": "Schleier des Schweigens Gewöhnlich Ereignis Endrossi", "Veil Silence Common Event Hidden Mandrake": "Schleier des Schweigens Gewöhnlich Ereignis Versteckte Alraune", "Veil Silence Common Resource Blue Berry1": "Schleier des Schweigens Gewöhnlich Ressource Heidelbeere1", "Veil Silence Common Resource Blue Berry2": "Schleier des Schweigens Gewöhnlich Ressource Heidelbeere2", "Veil Silence Common Resource Herb1": "Schleier des Schweigens Gewöhnlich Ressource Kraut1", "Veil Silence Common Resource Herb2": "Schleier des Schweigens Gewöhnlich Ressource Kraut2", "Veil Silence Common Resource Oat": "Schleier des Schweigens Gewöhnlich Ressource Hafer", "Veil Silence Common Resource Turnip1": "Schleier des Schweigens Gewöhnlich Ressource Rübe1", "Veil Silence Common Resource Turnip2": "Schleier des Schweigens Gewöhnlich Ressource Rübe2", "Veil Silence F1-F3": "Schleier des Schweigens F1-F3", "Veil Silence Merchant": "Schleierstille-Händler", "Veil Silence Merchant icon": "Veil Silence Merchant Symbol", "Veil Silence, Beast-faction monsters only: +20% Max HP (they also give +50% XP, a code-side reward not shown). Stacks with Gloth Victory. No effect on Festering Burrow or non-Beast monsters.": "Schleier des Schweigens, nur Monster der Fraktion Bestie: +20% max. Gesundheit (sie geben außerdem +50% Erfahrungspunkte, eine codeseitige Belohnung, die nicht angezeigt wird). Stapelt mit Gloth-Sieg. Keine Wirkung auf Eiternder Bau oder Nicht-Bestien-Monster.", "Veil of Silence -": "Schleier des Schweigens -", "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "Schleier des Schweigens -> Eiternder Bau -> Verlassene Mine -> Vergessener Abyss -> Totes Moor -> Turm der Apokalypse", "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "Schleier des Schweigens und das Tutorial erzeugen nie eine Sichere Etage (GetProperFloor)", "Veil of Silence and the Tutorial never get a safe floor at all.": "Schleier des Schweigens und das Tutorial erhalten überhaupt nie eine Sichere Etage.", "Venting": "Entlüften", "Verankern icon": "Verankern-Icon", "Verbandkasten icon": "Verbandkasten-Icon", "Verbandkasten range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Verbandkasten, dargestellt in einem Dungeonraum", "Verbatim in-game texts for the talent tiers (": "Wortgetreue Spieltexte für die Talentstufen (", "Verbatim texts from the new-campaign screen (": "Wortgetreue Texte aus dem Bildschirm für neue Kampagnen (", "Verbesserter Grasbrei icon": "Verbesserter Grasbrei Symbol", "Verbesserter Grasbrei range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Verbesserter Grasbrei, dargestellt in einem Dungeonraum", "Verblasste Kristallkugel icon": "Verblasste Kristallkugel Symbol", "Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block. Granted by 1 inscription, 2 items and 1 skill": "Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block. Verliehen von 1 Inschrift, 2 Items und 1 Skill", "Verbraucht das nächste Bubbling 1, sodass ein Gletscher auf die Zielkachel stürzt, Einheiten an diesem Ort um 1 Kacheln zurückstößt und feindlichen Einheiten 150% magischen Schaden zufügt. Die gefrorene Säule gewährt angrenzenden feindlichen Einheiten Störung für 2 Sekunden jede Sekunde. 1 energy - 15s cooldown Effects: • Störung (on enemy): -25% Trefferchance Summons: • Bubbleling (300 HP) attacks with Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.": "Verbraucht das nächste Bubbling 1, sodass ein Gletscher auf die Zielkachel stürzt, Einheiten an diesem Ort um 1 Kacheln zurückstößt und feindlichen Einheiten 150% magischen Schaden zufügt. Die gefrorene Säule gewährt angrenzenden feindlichen Einheiten Störung für 2 Sekunden jede Sekunde. 1 Energie - 15s Abklingzeit Effekte: • Störung (beim Gegner): -25% Trefferchance Beschwörungen: • Bubbleling (300 LP) greift an mit Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.", "Verbraucht das nächstgelegene brodelnde 1, um einer verbündeten Einheit für 30 Sekunden eine Schild in Höhe von 300% von Magischer Angriffswert zu gewähren. Springt bis zu 4 mal zu nahegelegenen verbündeten Zielen innerhalb von 3 Feldern und gewährt dieselbe Schild. Die Priorität liegt bei Zielen mit einer geringeren kumulierten Trefferanzahl. 1 energy - 15s cooldown Effects: • Schild (on allies): Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Summons: • Bubbleling (300 HP) attacks with Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.": "Verbraucht das nächstgelegene brodelnde 1, um einer verbündeten Einheit für 30 Sekunden eine Schild in Höhe von 300% von Magischer Angriffswert zu gewähren. Springt bis zu 4 mal zu nahegelegenen verbündeten Zielen innerhalb von 3 Feldern und gewährt dieselbe Schild. Die Priorität liegt bei Zielen mit einer geringeren kumulierten Trefferanzahl. 1 Energie - 15s Abklingzeit Effekte: • Schild (bei Verbündeten): Blockt Schaden am Kopf/Körper und verbraucht Stapel in Höhe des geblockten Schadens. Beschwörungen: • Bubbleling (300 LP) greift an mit Blasenstoß: Verursacht dem Ziel 100% der Magischer Angriffswert als magischen Schaden.", "Verbraucht die nächsten 2 Bubblelings, um an der angegebenen Stelle einen Bubbletoad zu beschwören. Wenn die Anzahl der beschworenen Bubbletoads 1 übersteigt, wird der Bubbletoad mit der niedrigsten Gesundheit entfernt. 1 energy - 20s cooldown Summons: • Blasenkröte (300 HP) attacks with Zungenstoß: Verursacht 100% der Magischer Angriffswert als magischen Schaden beim Ziel und wendet 1 Geschwächt für 5 Sekunden an. Befindet sich ein Gegner auf derselben oder einer hinteren Kachel wie das Ziel, erleidet er ebenfalls denselben Schaden und Effekt.": "Verbraucht die nächsten 2 Bubblelings, um an der angegebenen Stelle einen Bubbletoad zu beschwören. Wenn die Anzahl der beschworenen Bubbletoads 1 übersteigt, wird der Bubbletoad mit der niedrigsten Gesundheit entfernt. 1 Energie - 20s Abklingzeit Beschwörungen: • Blasenkröte (300 LP) greift an mit Zungenstoß: Verursacht 100% der Magischer Angriffswert als magischen Schaden beim Ziel und wendet 1 Geschwächt für 5 Sekunden an. Befindet sich ein Gegner auf derselben oder einer hinteren Kachel wie das Ziel, erleidet er ebenfalls denselben Schaden und Effekt.", "Verbrennen icon": "Verbrennen-Icon", "Verbrennen range and area shown on a dungeon room": "Reichweite und Fläche von Verbrennen, dargestellt in einem Dungeonraum", "Verbrennt das Ziel sofort und verursacht magischen Schaden in Höhe von 300% von Magischer Angriffswert sowie zusätzlichen Schaden in Höhe von Verbrennung-Stapeln * 30% von Magischer Angriffswert. Anschließend werden die Verbrennung-Stapel zurückgesetzt. 4 energy - 12s cooldown Effects: • Verbrennung: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Verbrennt das Ziel sofort und verursacht magischen Schaden in Höhe von 300% von Magischer Angriffswert sowie zusätzlichen Schaden in Höhe von Verbrennung-Stapeln * 30% von Magischer Angriffswert. Anschließend werden die Verbrennung-Stapel zurückgesetzt. 4 Energie - 12s Abklingzeit Effekte: • Verbrennung: 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Verbrennung icon": "Verbrennung Icon", "Verbs (51)": "Verben (51)", "Verderbnis des dunklen Dorns icon": "Verderbnis des dunklen Dorns Symbol", "Verderbte Leiche (resource node)": "Verderbte Leiche (Ressourcenknoten)", "Verderbte Leiche (resource node) - Dungeon Settlers Wiki": "Verderbte Leiche (Ressourcenknoten) - Dungeon Settlers Wiki", "Verdrehter Busch (resource node)": "Verdrehter Busch (Ressourcenknoten)", "Verdrehter Busch (resource node) - Dungeon Settlers Wiki": "Verdrehter Busch (Ressourcenknoten) - Dungeon Settlers Wiki", "Veredelter blauer Kristall icon": "Veredelter blauer Kristall Symbol", "Veredelter roter Kristall icon": "Veredelter roter Kristall Symbol", "Verfluchtes Kind icon": "Verfluchtes Kind Symbol", "Vergiftung icon": "Vergiftung Icon", "Verified from game code": "Aus dem Spielcode verifiziert", "Verlangsamung icon": "Verlangsamung Icon", "Verrosteter Kandelaber icon": "Verrosteter Kandelaber Symbol", "Verschlammt icon": "Verschlammt-Icon", "Verschlingen icon": "Verschlingen Icon", "Verschlingen range and area on a dungeon room": "Reichweite und Fläche von Verschlingen in einem Dungeonraum", "Verschlingen range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Verschlingen, dargestellt in einem Dungeonraum", "Verschlingt eine Leiche, um 30% der Maximale Lebenspunkte (gesamt) wiederherzustellen und 1 Leiche verschlingen zu erhalten. 1s cooldown Effects: • Leichenverschlingung (on the caster): Physische Angriffskraft erhöht sich um 30% pro Stapel.": "Verschlingt eine Leiche, um 30% der Maximale Lebenspunkte (gesamt) wiederherzustellen und 1 Leiche verschlingen zu erhalten. 1s Abklingzeit Effekte: • Leichenverschlingung (beim Anwender): Physische Angriffskraft erhöht sich um 30% pro Stapel.", "Versiegelter Fluch icon": "Versiegelter Fluch Symbol", "Version index": "Versionsindex", "Versus benchmark": "Gegenüber Benchmark", "Versus median": "Vergleich zum Median", "Versus monster": "Gegen Monster", "Verteidigung: Nahkampf icon": "Verteidigung: Nahkampf Symbol", "Verteidigungskunst icon": "Verteidigungskunst Icon", "Vertical Corridor 1": "Vertikaler Korridor 1", "Vertikaler Hieb icon": "Vertikaler Hieb Symbol", "Vertikaler Hieb range and area shown on a dungeon room": "Reichweite und Fläche von Vertikaler Hieb, dargestellt in einem Dungeonraum", "Verursacht 40% der Magischer Angriffswert als magischen Schaden an der Zieleinheit und wendet 1 Verbrennung für 5 Sekunden an. Springt bis zu 8 Mal zu nahegelegenen feindlichen Zielen innerhalb von 3 Kacheln und verursacht denselben Schaden. Ziele mit weniger angesammelten Treffern werden dabei bevorzugt. Effects: • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Verursacht 40% der Magischer Angriffswert als magischen Schaden an der Zieleinheit und wendet 1 Verbrennung für 5 Sekunden an. Springt bis zu 8 Mal zu nahegelegenen feindlichen Zielen innerhalb von 3 Kacheln und verursacht denselben Schaden. Ziele mit weniger angesammelten Treffern werden dabei bevorzugt. Effekte: • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Verursacht 40% von Magischer Angriffswert als magischen Schaden an der Zieleinheit und wendet 2 Verbrennung für 5 Sekunden an. Springt bis zu 8 mal zu nahegelegenen feindlichen Zielen innerhalb von 3 Kacheln und verursacht dabei denselben Schaden. Die Sprünge bevorzugen Ziele mit der niedrigsten kumulierten Trefferanzahl. 4 energy - 15s cooldown Effects: • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Verursacht 40% von Magischer Angriffswert als magischen Schaden an der Zieleinheit und wendet 2 Verbrennung für 5 Sekunden an. Springt bis zu 8 mal zu nahegelegenen feindlichen Zielen innerhalb von 3 Kacheln und verursacht dabei denselben Schaden. Die Sprünge bevorzugen Ziele mit der niedrigsten kumulierten Trefferanzahl. 4 Energie - 15s Abklingzeit Effekte: • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Verursacht magischen Schaden in Höhe von 30% von Magischer Angriffswert pro Sekunde an benachbarten feindlichen Einheiten und wendet 1 Stapel von Verbrennung für 2 Sekunden an. For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "Verursacht magischen Schaden in Höhe von 30% von Magischer Angriffswert pro Sekunde an benachbarten feindlichen Einheiten und wendet 1 Stapel von Verbrennung für 2 Sekunden an. Für 10 Sekunden: ein Schild in Höhe von 150% Magischer Angriffswert; benachbarte Gegner erleiden 30% Magischer Angriffswert pro Sekunde und 1 Stapel Verbrennung für 2 Sekunden.", "Verursachter Schaden icon": "Verursachter Schaden Symbol", "Verursachter magischer Schaden icon": "Verursachter magischer Schaden Symbol", "Verursachter physischer Schaden icon": "Verursachter physischer Schaden Symbol", "Verworfenes Exemplar icon": "Verworfenes Exemplar Symbol", "Verwurzelt icon": "Verwurzelt Icon", "Very": "Sehr", "Very Exhausted (Caution, displays once)": "Sehr erschöpft (Achtung, wird einmal angezeigt)", "Very Hard": "Sehr schwer", "Very Hard Management Difficulty": "Sehr schwere Management-Schwierigkeit", "Very Hard Support Wagon Hardtack Fixed": "Sehr schwer Versorgungswagen Hartkeks Fest", "Very Hungry (Caution, displays once)": "Sehr hungrig (Achtung, wird einmal angezeigt)", "Very dissatisfied unit": "Sehr unzufriedene Einheit", "Verzerrte Sinne icon": "Verzerrte Sinne Symbol", "Verzierte Pfeife icon": "Verzierte Pfeife Symbol", "Verzierte Teetasse icon": "Verzierte Teetasse Symbol", "Vice": "Vize", "View": "Ansicht", "View the full Berserker Skillbaum tree page →": "Vollständige Seite zum Berserker Skillbaum ansehen →", "View the full Bogen Skillbaum tree page →": "Vollständige Seite zum Bogen Skillbaum ansehen →", "View the full Burst Skillbaum tree page →": "Vollständige Seite zum Burst Skillbaum ansehen →", "View the full Feuermagie Skillbaum tree page →": "Vollständige Seite zum Feuermagie Skillbaum ansehen →", "View the full Gezeiten Skillbaum tree page →": "Vollständige Seite zum Gezeiten Skillbaum ansehen →", "View the full Großschwert Skillbaum tree page →": "Vollständige Baumseite Großschwert Skillbaum ansehen →", "View the full Harmonie Skillbaum tree page →": "Vollständige Seite zum Harmonie Skillbaum ansehen →", "View the full Hinrichtung Skillbaum tree page →": "Vollständige Seite zum Hinrichtung Skillbaum ansehen →", "View the full Krieger Skillbaum tree page →": "Vollständige Seite zum Krieger Skillbaum ansehen →", "View the full Naturmagie Skillbaum tree page →": "Vollständige Seite zum Naturmagie Skillbaum ansehen →", "View the full Pfahl Skillbaum tree page →": "Vollständige Seite zum Pfahl Skillbaum ansehen →", "View the full Schild Skillbaum tree page →": "Vollständige Seite zum Schild Skillbaum ansehen →", "View the full Schwert Skillbaum tree page →": "Vollständige Seite zum Schwert Skillbaum ansehen →", "View the full Skillbaum Festung tree page →": "Vollständige Seite zum Skillbaum Festung ansehen →", "View the full Speer Skillbaum tree page →": "Vollständige Seite zum Speer Skillbaum ansehen →", "View the full Stumpfe Waffen Skillbaum tree page →": "Vollständige Seite zum Stumpfe Waffen Skillbaum ansehen →", "View the full Wassermagie Skillbaum tree page →": "Vollständige Seite zum Wassermagie Skillbaum ansehen →", "View the full Wächter Skillbaum tree page →": "Vollständige Baumseite Wächter Skillbaum ansehen →", "View the full {#} tree page": "Die vollständige Seite zum Skillbaum {#} ansehen", "View the full Überfall Skillbaum tree page →": "Vollständige Baumseite Überfall Skillbaum ansehen →", "Visible in game": "Im Spiel sichtbar", "Vision Range (": "Sichtweite (", "Vision Range coefficient is": "Der Sichtweiten-Koeffizient beträgt", "Vision Range, precisely undoing the night penalty for whoever carries it.": "Sichtweite, was die Nachtstrafe für den Träger exakt aufhebt.", "Vision range": "Sichtweite", "Vision range = how far it spots and chases you": "Sichtweite = wie weit es dich entdeckt und verfolgt", "Vision range = spot/chase distance": "Sichtweite = Entdeckungs-/Verfolgungsdistanz", "Visual profiles": "Visuelle Profile", "Vital icon": "Vital Icon", "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Vitalitätsschub: Positiv GAMESYSTEM_Environment_{affecterName}", "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Vitalitätsschwäche: Negativ GAMESYSTEM_Environment_{affecterName}", "Vogelscheuche icon": "Vogelscheuche Icon", "Voice lines": "Sprachzeilen", "Voice lines & hints": "Sprachzeilen & Hinweise", "Voller Magen icon": "Voller Magen Symbol", "WORK IN PROGRESS.": "IN ARBEIT.", "Wachsender Hunger icon": "Wachsender Hunger Symbol", "Wachsender Unmut icon": "Wachsender Unmut Symbol", "Wachstumsstagnation icon": "Wachstumsstagnation Icon", "Waffenparade icon": "Waffenparade Icon", "Wagon Fixed": "Wagen repariert", "Wahrnehmung (Fortify / Weaken / Elixir)": "Wahrnehmung (Stärkung / Schwächung / Elixier)", "Wahrnehmung icon": "Wahrnehmung-Icon", "Wait": "Warten", "Wait For Appear FX icon": "Wait For Appear FX Symbol", "Wait tick duration while in the Idle state. Picks a random value between {0} and {1} to act. PS: In other words, this is the tick interval applied when 'repeating' Idle.": "Dauer der Warte-Ticks im Idle-Zustand. Wählt einen Zufallswert zwischen {0} und {1} zum Handeln. PS: Mit anderen Worten, dies ist das Tick-Intervall, das beim 'Wiederholen' von Idle gilt.", "Wait ticks when starting the Idle state. Picks a random value between {0} and {1} to act. PS: Means that when entering the Idle BT from doing something else, it waits this many ticks before starting. The previous task is unknown.": "Warte-Ticks beim Beginn des Idle-Zustands. Wählt einen Zufallswert zwischen {0} und {1} zum Handeln. PS: Bedeutet, dass beim Wechsel in den Idle-BT aus einer anderen Tätigkeit zuerst so viele Ticks gewartet wird. Die vorherige Aufgabe ist unbekannt.", "Wait,": "Warte,", "Wait-": "Warte-", "Waldkaulquappe des Abyss icon": "Waldkaulquappe des Abyss Symbol", "Waldkaulquappe des Abyss variant": "Waldkaulquappe des Abyss Variante", "Waldkaulquappe icon": "Waldkaulquappe Icon", "Waldkaulquappe variant": "Waldkaulquappe-Variante", "Waldlehre icon": "Waldlehre Icon", "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "Gehen ×3, Treffer ×2, Tod ×1, Stampfen ×1", "Wall/floor quality is the average Quality over the floor tiles inside the room AND the walls enclosing it, corners included; buildable tiers are Straw Q0 / Log Q5 / Lumber (plank) Q10 / Stone Q15, so building walls and floor entirely from the tier matching the gate always passes. The decoration total sums the Quality of every building inside the room EXCEPT walls, doors and floor tiles - the required furniture itself counts toward it. N differs per room: the exact thresholds are the": "Die Wand-/Bodenqualität ist die durchschnittliche Qualität über die Bodenfliesen im Raum UND die ihn umschließenden Wände, Ecken eingeschlossen; baubare Stufen sind Stroh Q0 / Holzstamm Q5 / Bretter (Planke) Q10 / Stein Q15, weshalb Wände und Boden komplett aus der zur Anforderung passenden Stufe immer bestehen. Die Dekorationssumme addiert die Qualität jedes Gebäudes im Raum AUSSER Wänden, Türen und Bodenfliesen - das geforderte Mobiliar zählt selbst dazu. N ist je Raum unterschiedlich: die genauen Schwellenwerte sind die", "Wanderer icon": "Wanderer-Icon", "Warms": "Wärmt", "Warning": "Warnung", "Warning lines spoken before the sentinel engages.": "Warnsätze, die der Wächter vor dem Angriff spricht.", "Warrior sub-tree (Blade Spirit)": "Krieger-Unterbaum (Blade Spirit)", "Warrior sub-tree (Flow Seeker + Blade Spirit)": "Warrior-Unterbaum (Flow Seeker + Blade Spirit)", "Warrior sub-tree (Flow Seeker)": "Krieger-Unterbaum (Flow Seeker)", "Warrior tree": "Krieger-Baum", "Warrior-tree skill": "Skill aus dem Krieger-Baum", "Wasser Arcronstab icon": "Wasser Arcronstab Symbol", "Wasser Blutholzstab icon": "Wasser Blutholzstab Symbol", "Wasser Bronzestab icon": "Wasser Bronzestab Symbol", "Wasser Eisenstab icon": "Wasser Eisenstab Symbol", "Wasser Knochenstab icon": "Wasser Knochenstab Symbol", "Wasser Kupferstab icon": "Wasser Kupferstab Symbol", "Wasser Panzerstab icon": "Wasser Panzerstab Symbol", "Wasser Zinnstab icon": "Wasser Zinnstab Symbol", "Wasseressenz icon": "Wasseressenz Icon", "Wasserholzstab icon": "Wasserholzstab Icon", "Wassermagie Skill Eignung icon": "Wassermagie Skill Eignung Symbol", "Wassermagie Skillbaum overview": "Wassermagie Skillbaum Überblick", "Wassertauchgang icon": "Wassertauchgang-Icon", "Wassertauchgang range and area shown on a dungeon room": "Reichweite und Fläche von Wassertauchgang, dargestellt in einem Dungeonraum", "Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.": "Achte auf die Haltbarkeit der Ausrüstung und nimm Nahrung und Pfeile mit - zerbrochene Waffen und hungrige Siedler beenden Expeditionen vorzeitig.", "Watching": "Beobachten", "Watching one of them move, he murmurs to himself.": "Während er ihre Bewegungen beobachtet, murmelt er vor sich hin.", "Water Magic tree for Bubbletoad": "Wassermagie-Skillbaum für Bubbletoad", "Water Magic units can summon creatures (": "Wassermagie-Einheiten können Kreaturen beschwören (", "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the summoner's Magic Attack Power rather than being a f...": "Wassermagie-Einheiten können Kreaturen beschwören (Bubblelings und Bubbletoads), und die Stärke einer Beschwörung skaliert mit dem Magischen Angriffswert des Beschwörers, statt ein f...", "Water Staff": "Wasserstab", "Water Wave": "Wasserwelle", "Water magic excels in": "Wassermagie ist stark in", "Water magic excels in healing and defense.": "Wassermagie glänzt bei Heilung und Verteidigung.", "Water staff (Summon Bubbling is a free weapon skill)": "Wassermagie Stab (Beschwörung: Blubbern ist eine kostenlose Waffen-Skill)", "Water staff (Summon Bubbling)": "Wasserstab (Summon Bubbling)", "We": "Wir", "We need a new Vice Captain.": "Wir brauchen einen neuen stellvertretenden Hauptmann.", "We need to push on deeper.": "Wir müssen tiefer vordringen.", "Weak Grey Rat has been renamed to": "Schwache graue Ratte wurde umbenannt in", "Weapon": "Waffe", "Weapon - attacking": "Waffe - Angreifen", "Weapon comparison": "Waffenvergleich", "Weapon skill": "Waffenskill", "Weapon skill tree": "Waffen-Skillbaum", "Weapon skill trees": "Waffen-Skillbäume", "Weapon skill trees - Main SP": "Waffen-Skillbäume - Main SP", "Weapon wear": "Waffenabnutzung", "Weapon wear: attacking": "Waffenabnutzung: Angreifen", "Weapon/magic skill-tree layouts (3 columns per row).": "Layouts der Waffen-/Magie-Skillbäume (3 Spalten pro Zeile).", "Weapons come in one-handed and two-handed types.": "Waffen gibt es als Einhand- und Zweihandwaffen.", "Wear source": "Abnutzungsquelle", "Weather": "Wetter", "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "Wetter [0]: Siedlung [1~6]: Region 1~6 [7]: Abyss", "Weather: applied by the current dungeon weather": "Wetter: wird durch das aktuelle Dungeon-Wetter angewendet", "Weave": "Weben", "Weaving": "Weberei", "Weibliche Gloth rufen icon": "Weibliche Gloth rufen Symbol", "Weiblicher Gloth des Abyss icon": "Weiblicher Gloth des Abyss Symbol", "Weiblicher Gloth des Abyss variant": "Weiblicher Gloth des Abyss Variante", "Weiblicher Gloth icon": "Weiblicher Gloth Symbol", "Weiblicher Gloth variant": "Weiblicher Gloth Variante", "Weichheit des Rohleders (Helm) icon": "Weichheit des Rohleders (Helm) Symbol", "Weight share": "Gewichtsanteil", "Weight: Heavy": "Gewicht: Schwer", "Weight: Very Heavy": "Gewicht: Sehr schwer", "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "Die Gewichte werden unter den Zufallsereignissen ausgewürfelt, deren Bedingungen derzeit erfüllt sind, daher hängt die tatsächliche Chance vom Kontext ab.", "Weitreichender Hieb icon": "Weitreichender Hieb Symbol", "Weitreichender Hieb range and area shown on a dungeon room": "Reichweite und Fläche von Weitreichender Hieb, dargestellt in einem Dungeonraum", "Weitsicht icon": "Weitsicht-Icon", "Welcome, everyone participating in the third playtest!": "Willkommen zum dritten Spieltest!", "Welcome, everyone participating in the third playtest! This is a confidential playtest. Please do not stream, share, or publicly disclose any gameplay or unreleased content. A variety of content is still in development, and not all content in Region 2 is available yet. If you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know. You can access the third playtest supporters-only channel as follows: - Go to Dungeon Settlers => third-supporter-access-portal. - Copy and paste the code below in that channel to enter the third playtest supporters-only channel!": "Willkommen zum dritten Spieltest! Dieser Spieltest ist vertraulich. Bitte keine Spielaufnahmen oder unveröffentlichten Inhalte streamen, teilen oder öffentlich bekannt geben. Verschiedene Inhalte befinden sich noch in Entwicklung, und noch sind nicht alle Inhalte der Region 2 verfügbar. Wenn ein Problem den weiteren Spielfortschritt verhindert oder während des Spiels ein schwerwiegender Fehler auftritt, nutzt bitte die Funktion zum Melden von Fehlern oder tretet unserem Discord bei und informiert uns dort. So gelangt ihr zum exklusiven Unterstützerkanal des dritten Spieltests: - Öffnet Dungeon Settlers => third-supporter-access-portal. - Kopiert den unten stehenden Code und fügt ihn dort ein, um dem exklusiven Unterstützerkanal des dritten Spieltests beizutreten!", "Well,": "Nun,", "Well, I'm not sure about that.": "Nun, da bin ich mir nicht sicher.", "Wellenzyklus icon": "Wellenzyklus-Icon", "Wenn bei einem Grundangriff die LP unter 50% liegen, werden dem Ziel 1 Stapel von Verbrennung für 5 Sekunden angewendet. Effects: • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Wenn bei einem Grundangriff die LP unter 50% liegen, werden dem Ziel 1 Stapel von Verbrennung für 5 Sekunden angewendet. Effekte: • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Wenn deine Gesundheit auf 30 % oder weniger fällt, erhältst du 10 Panzer. Dieser Effekt wird pro Ebene nur einmal ausgelöst. Effects: • Panzer (on the caster): Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block.": "Wenn deine Gesundheit auf 30 % oder weniger fällt, erhältst du 10 Panzer. Dieser Effekt wird pro Ebene nur einmal ausgelöst. Effekte: • Panzer (beim Anwender): Verbraucht 1 Stapel, um erlittenen Schaden auf 1 zu reduzieren. Dieser Effekt hat Vorrang vor Block.", "Wenn ein Nahkampf Skill gegen einen einzelnen Gegner eingesetzt wird, belegt er das Ziel für 5 Sekunden mit 1 Stapel Offene Schwachstelle. Effects: • Offene Schwachstelle (on units in the area): Bei den verbleibenden Treffern kann nicht ausgewichen werden und sie sind garantiert kritisch.": "Wenn ein Nahkampf Skill gegen einen einzelnen Gegner eingesetzt wird, belegt er das Ziel für 5 Sekunden mit 1 Stapel Offene Schwachstelle. Effekte: • Offene Schwachstelle (bei Einheiten im Wirkungsbereich): Bei den verbleibenden Treffern kann nicht ausgewichen werden und sie sind garantiert kritisch.", "Wenn eine feindliche Einheit während des Kampfes stirbt, erhalten alle verbündeten Einheiten Lebensschub in Höhe von 1% von Magischer Angriffswert für 2 Sekunden. Effects: • Lebensschub (on units in the area): Stellt jede Sekunde 10 Aktuelle Lebenspunkte pro Stapel wieder her.": "Wenn eine feindliche Einheit während des Kampfes stirbt, erhalten alle verbündeten Einheiten Lebensschub in Höhe von 1% von Magischer Angriffswert für 2 Sekunden. Effekte: • Lebensschub (bei Einheiten im Wirkungsbereich): Stellt jede Sekunde 10 Aktuelle Lebenspunkte pro Stapel wieder her.", "Wenn einem feindlichen Ziel mit Verbrennung Schaden zugefügt wird, erhöht sich der Schaden um Verbrennung * 8%. Effects: • Verbrennung: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Wenn einem feindlichen Ziel mit Verbrennung Schaden zugefügt wird, erhöht sich der Schaden um Verbrennung * 8%. Effekte: • Verbrennung: 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fest, skaliert nicht mit der Angriffskraft; stapelt sich bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Wer Freude findet icon": "Wer Freude findet Symbol", "Werde Feuer icon": "Werde Feuer Symbol", "What": "Was", "What Dungeon Stay is": "Was der Dungeon-Aufenthalt ist", "What a breakdown actually does: stress resets to 0 and the unit enters a": "Was ein Zusammenbruch tatsächlich bewirkt: Der Stress wird auf 0 zurückgesetzt und die Einheit gerät in einen", "What actually punishes long expeditions is the": "Was lange Expeditionen tatsächlich bestraft, ist", "What changes it": "Was es verändert", "What counts as clearing a region": "Was als Abschluss einer Region zählt", "What does it taste like?": "Wie schmeckt es?", "What does it taste like? As long as it fills me up, who cares?": "Wie es schmeckt? Solange es satt macht, wen kümmert das schon?", "What durability is": "Was Haltbarkeit ist", "What each stage costs is": "Was jede Stufe kostet, ist", "What happened / what would you like?": "Was ist passiert / was wünschst du dir?", "What is a Base Area?": "Was ist eine Basisfläche?", "What it costs": "Was es kostet", "What it is": "Was es ist", "What it is / how you get it": "Was es ist / wie du es bekommst", "What raises or lowers detection": "Was die Entdeckung erhöht oder senkt", "What scales": "Was skaliert", "What scales it": "Womit es skaliert", "What the data shows": "Was die Daten zeigen", "What the full game presumably does is simply not cap the override (the default": "Was das vollständige Spiel vermutlich tut, ist, die Überschreibung schlicht nicht zu begrenzen (der Standardwert", "What this enemy does to you": "Was dieser Gegner dir antut", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...": "„Was darf es heute sein?“ war für {0} fast schon eine Begrüßung. Verschüttetes Bier wurde aufgewischt, Beschwerden später Gäste wurden...", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late guests, and arranged the remaining chairs until dawn, yet their expression rarely slipped. But after spending so long tending to other people's moods, they often noticed their own exhaustion too late.": "„Was darf es heute sein?“ war für {0} fast schon eine Begrüßung. Verschüttetes Bier wurde aufgewischt, Beschwerden später Gäste wurden weggelächelt, und bis zum Morgengrauen wurden die übrigen Stühle gerichtet, ohne dass die Miene leicht entgleiste. Doch nachdem so lange auf die Launen anderer geachtet worden war, wurde die eigene Erschöpfung oft erst spät bemerkt.", "What you can farm here": "Was du hier farmen kannst", "What you need": "Was du brauchst", "What's New": "Neuerungen", "What's New (patch history)": "Neuerungen (Patch-Verlauf)", "What's New - Dungeon Settlers Wiki": "Neuerungen - Dungeon Settlers Wiki", "What's inside (top-level keys)": "Was drinsteckt (Schlüssel der obersten Ebene)", "When": "Wenn", "When HP is 35% or lower, basic attacks or skills apply": "Wenn die LP 35% oder weniger betragen, verursachen Standardangriffe oder Skills", "When HP is 50% or lower, magic attack power increases by 20% and damage taken increases by 30%.": "Wenn die LP 50% oder weniger betragen, erhöht sich der magische Angriffswert um 20% und der erlittene Schaden um 30%.", "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.": "Wenn die HP {0}% oder weniger betragen, steigt der Magische Angriffswert um {1}% und der erlittene Schaden um {2}%.", "When HP is {0}% or lower, performing a basic attack or using a skill applies": "Wenn die LP {0}% oder weniger betragen, verursachen Standardangriffe oder Skills beim Ziel", "When HP is {0}% or lower, performing a basic attack or using a skill applies Bruch to the target for {1} seconds. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten.": "Wenn die LP {0}% oder weniger betragen, wird dem Ziel bei einem Standardangriff oder beim Einsatz einer Skill für {1} Sekunden Bruch zugefügt. Jeder Charakter kann nur 1 Seelen-Trait ausrüsten. Ist bereits einer vorhanden, wird er überschrieben.", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely rema...": "Als Lowell noch als Wächter arbeitete, häufte er oft Schankrechnungen in Tavernen an. Die letzte, die er hinterließ, bevor er ins Ödland kam, wird...", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f": "Als Lowell noch als Wächter arbeitete, häufte er oft Schankrechnungen in Tavernen an. Die letzte, die er hinterließ, bevor er ins Ödland kam, wird wahrscheinlich lange unbezahlt bleiben - vielleicht", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f...": "Als Lowell noch als Wächter arbeitete, häufte er oft Schankrechnungen in Tavernen an. Die letzte, die er hinterließ, bevor er ins Ödland kam, wird wahrscheinlich lange unbezahlt bleiben - vielleicht...", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo": "Als Lowell noch als Wächter arbeitete, häufte er oft Schankrechnungen in Tavernen an. Die letzte, die er hinterließ, bevor er ins Ödland kam, wird wahrscheinlich lange unbezahlt bleiben - vielleicht", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long...": "Als Lowell als Wache arbeitete, ließ er in Tavernen oft anschreiben. Die letzte Rechnung, die er vor seiner Ankunft im Barren Land hinterließ, wird wohl noch lange unbezahlt bleiben...", "When Stress maxes out the unit suffers a": "Wenn der Stress das Maximum erreicht, erleidet die Einheit einen", "When a floor's counter reaches 0, the region gains the": "Wenn der Zähler einer Etage 0 erreicht, erhält die Region", "When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "Wenn eine Entität ausgewählt ist, erscheint unten links das Entitäts-Übersichtspanel, in dem du", "When dealing damage, damage increases by {0}% × the distance to the target.": "Beim Verursachen von Schaden erhöht sich dieser um {0}% × die Entfernung zum Ziel.", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd": "Wenn {0} einer riesigen Bestie gegenüberstand, gab es keine Eile. Die Entfernung wurde verkürzt, indem Spuren der Beute, der vom Wind getragene Geruch und der Moment, in dem der Wald plötzlich", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd...": "Wenn {0} einer riesigen Bestie gegenüberstand, gab es keine Eile. Die Entfernung wurde verkürzt, indem Spuren der Beute, der vom Wind getragene Geruch und der Moment, in dem der Wald plötzlich...", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...": "Wenn {0} einer riesigen Bestie gegenüberstand, gab es keine Eile. Die Entfernung wurde verkürzt, indem Spuren der Beute, der vom Wind getragene Geruch und der Moment, in dem der...", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the...": "Wenn {0} einer riesigen Bestie gegenüberstand, gab es keine Eile. Die Entfernung wurde verkürzt, indem Spuren der Beute, der vom Wind getragene Geruch und...", "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "Wenn der finale Schaden angewendet wird, erhältst du einen Wundwert in Höhe von {0}% des finalen Schadens.", "When guarding, recover {0}% of lost Health and gain": "Beim Blocken werden {0}% der verlorenen Gesundheit wiederhergestellt und du erhältst", "When guarding, recover {0}% of lost Health and gain Befestigung for {1} seconds.": "Beim Blocken erhältst du {0}% der verlorenen Gesundheit zurück und gewinnst Befestigung für {1} Sekunden.", "When guarding, recover {0}% of lost Health and gain Eiserne Wand for {1} seconds.": "Beim Blocken erhältst du {0}% der verlorenen Gesundheit zurück und gewinnst Eiserne Wand für {1} Sekunden.", "When he notices you, his mouth t...": "Als er dich bemerkt, verzieht sich sein M...", "When he notices you, his mouth twists into a sly grin.": "Als er dich bemerkt, verzieht sich sein Mund zu einem verschlagenen Grinsen.", "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "Bei Tiefschlaf durch starke Erschöpfung: Aufwachen, sobald dieser Prozentwert oder mehr erreicht ist", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen,": "Wenn keine Entität ausgewählt ist, kannst du unten links auf dem Bildschirm das 'Baumenü' öffnen,", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and t...": "Wenn keine Einheit ausgewählt ist, können Sie das 'Bau Menü' unten links auf dem Bildschirm öffnen, ein Gebäude links anklicken, um es zu bauen,...", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left clic": "Wenn keine Einheit ausgewählt ist, können Sie das 'Bau Menü' unten links auf dem Bildschirm öffnen, ein Gebäude links anklicken, um es zu bauen, und dann links", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left clic...": "Wenn keine Einheit ausgewählt ist, können Sie das 'Bau Menü' unten links auf dem Bildschirm öffnen, ein Gebäude links anklicken, um es zu bauen, und dann links...", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-clic": "Wenn keine Einheit ausgewählt ist, können Sie das 'Bau Menü' unten links auf dem Bildschirm öffnen, ein Gebäude links anklicken, um es zu bauen, und dann links", "When offered": "Wenn angeboten", "When performing a physical attack, damage increases by an amount equal to 5% of Weight.": "Bei einem physischen Angriff erhöht sich der Schaden um einen Betrag in Höhe von 5% des Gewichts.", "When performing a physical attack, damage increases by an amount equal to {0}% of Weight.": "Bei einem physischen Angriff erhöht sich der Schaden um einen Betrag in Höhe von {0}% des Gewichts.", "When returning from the dungeon to the settlement, units will place the items they collected during": "Bei der Rückkehr aus dem Dungeon in die Siedlung legen Einheiten die während der Expedition", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "Bei der Rückkehr aus dem Dungeon in die Siedlung legen Einheiten die während der Expedition gesammelten Items auf den Boden.", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground. Storage buildings are used to store specific type": "Bei der Rückkehr aus dem Dungeon in die Siedlung legen Einheiten die während der Expedition gesammelten Items auf den Boden. Lager dienen zur Aufbewahrung bestimmter Arten von", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground. Storage buildings are used to store specific": "Bei der Rückkehr aus dem Dungeon in die Siedlung legen Einheiten die während der Expedition gesammelten Items auf den Boden. Lager dienen zur Aufbewahrung bestimmter Arten von", "When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.": "Als die Mitglieder ihre Fackeln werfen, gehen die klebrigen Ranken unter schwarzem Rauch lichterloh in Flammen auf.", "When the unit's": "Wenn die", "When the unit's Energie reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if": "Wenn die Energie der Einheit 0 erreicht, fällt sie in einen tiefen Schlaf und wird bewusstlos, sodass sie nicht mehr gesteuert werden kann. TIPP: Während einer Expedition schlafen Einheiten nicht automatisch, selbst wenn", "When used, gain Circulation and Stamina Boost 2 for 30 minutes.": "Bei Verwendung erhältst du Circulation und Stamina Boost 2 für 30 Minuten.", "When vitality is {0}% or less, it recovers on its own through the": "Wenn die Vitalität {0}% oder weniger beträgt, regeneriert sie sich von selbst durch", "When vitality is {0}% or less, it recovers on its own through the Symbiotisches Insekt parasitizing its body.": "Wenn die Vitalität {0}% oder weniger beträgt, regeneriert sie sich von selbst durch Symbiotisches Insekt, das im Körper parasitiert.", "When you accept the note, he nods with satisfaction.": "Als du die Notiz annimmst, nickt er zufrieden.", "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect and murmurs to himself. <": "Als du die Notiz annimmst, nickt er zufrieden. \"Gut. Damit kann ich meine Hypothese überprüfen.\" Er blickt wieder zum Sporeninsekt und murmelt: \"Wie können", "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect and murmurs to himself. <color=#a...": "Als du die Notiz annimmst, nickt er zufrieden. \"Gut. Damit kann ich meine Hypothese überprüfen.\" Er blickt wieder zum Sporeninsekt und murmelt: \"Wie können diese...", "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect...": "Als du die Notiz annimmst, nickt er zufrieden. \"Gut. Damit kann ich meine Hypothese überprüfen.\" Er blickt wieder zum Sporeninsekt...", "When you accept the request, he gives a weary nod.": "Als du die Bitte annimmst, nickt er müde.", "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough.\"": "Als du die Bitte annimmst, nickt er müde. \"Überanstrenge dich nicht. Eine kurze Untersuchung genügt.\"", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods - one that ordinary arrows can't even scratch. Even the ...": "Als du Endrossi bittest, der Expedition beizutreten, blickt sie verstohlen über den Wald. \"Jenseits dieses Waldes lebt ein riesiges Monster, dem gewöhnliche Pfeile nicht einmal...", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods - one that...": "Als du Endrossi bittest, der Expedition beizutreten, blickt sie verstohlen über den Wald. \"Jenseits dieses Waldes lebt ein riesiges...", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods-one that ordinary arrows can't even scratch. Even t": "Als du Endrossi bittest, der Expedition beizutreten, blickt sie verstohlen über den Wald. \"Jenseits dieses Waldes lebt ein riesiges Monster, dem gewöhnliche Pfeile nicht", "When you assure them that the objective will soon be accomplished, the expedition members rel...": "Als du ihnen versicherst, dass das Ziel bald erreicht sein wird, nicken die Mitglieder der Expedition wid...", "When you begin an expedition into a region, the game can first drop you onto a": "Wenn du eine Expedition in eine Region startest, landest du zuerst möglicherweise auf einer", "When you begin an expedition into a region, the game can first drop you onto a safe floor - a small staging area with an entrance, a corridor and a portal, b...": "Wenn du eine Expedition in eine Region startest, kann dich das Spiel zuerst auf einer Sicheren Etage absetzen - einem kleinen Vorbereitungsbereich mit Eingang, Korridor und Portal, b...", "When you clea...": "Wenn du eine Re...", "When you deal damage, damage increases by 3% x the distance to the target.": "Beim Verursachen von Schaden erhöht sich dieser um 3% x die Entfernung zum Ziel.", "When you hand": "Als du", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Ye...": "Als du Xenon den Höllenegel reichst, steckt er ihn ohne Zögern unter seine Robe. Bald hebt sich sein Mundwinkel. \"Ah ......", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Yes. So that's how it works!\"": "Als du Xenon den Höllenegel reichst, steckt er ihn ohne Zögern unter seine Robe. Bald hebt sich sein Mundwinkel. \"Ah ... natürlich. So war das also!\"", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Yes. So that's how it works!\" He rem...": "Als du Xenon den Höllenegel reichst, steckt er ihn ohne Zögern unter seine Robe. Bald hebt sich sein Mundwinkel. \"Ah ... natürlich. So war das also!\" Er...", "When you hand him the investigation results, he silently opens his notebook and reads through them.": "Als du ihm die Untersuchungsergebnisse gibst, schlägt er schweigend sein Notizbuch auf und liest sie durch.", "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins ra...": "Als du ihm die Untersuchungsergebnisse gibst, schlägt er schweigend sein Notizbuch auf und liest sie durch. Nach kurzem Schweigen...", "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinat": "Als du ihm die Untersuchungsergebnisse gibst, schlägt er schweigend sein Notizbuch auf und liest sie durch. Nach kurzem Schweigen beginnt seine Feder geschäftig über das", "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinating.\"...": "Als du ihm die Untersuchungsergebnisse gibst, schlägt er schweigend sein Notizbuch auf und liest sie durch. Nach kurzem Schweigen beginnt seine Feder geschäftig über das Papier...", "When you hand over the investigation report on the arcane device,": "Als du die Untersuchungsaufzeichnungen übergibst, liest", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it ap...": "Als du die Untersuchungsaufzeichnungen übergibst, liest Perion sie langsam mit müden Augen. \"Hm ... offenbar wurde...", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it appears to use Imperial magical technology": "Als du die Untersuchungsaufzeichnungen übergibst, liest Perion sie langsam mit müden Augen. \"Hm ... offenbar wurde tatsächlich imperiale Magietechnik", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it appears to use Imperial magical technology. A...": "Als du die Untersuchungsaufzeichnungen übergibst, liest Perion sie langsam mit müden Augen. \"Hm ... offenbar wurde tatsächlich imperiale Magietechnik...", "When you hand over the investigation results,": "Als du ihm die Ergebnisse überreichst,", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discove...": "Als du ihm die Ergebnisse überreichst, schlägt Xenon schweigend sein Notizbuch auf und liest sie. \"Oh ... eine erstaunliche Entdeckung.\"...", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tilts his head back,": "Als du ihm die Ergebnisse überreichst, schlägt Xenon schweigend sein Notizbuch auf und liest sie. \"Oh ... eine erstaunliche Entdeckung.\" Er legt den Kopf zurück,", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tilts his head back, clutc...": "Als du ihm die Ergebnisse überreichst, schlägt Xenon schweigend sein Notizbuch auf und liest sie. \"Oh ... eine erstaunliche Entdeckung.\" Er legt den Kopf zurück, umfasst...", "When you nod,": "Als du nickst,", "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"": "Als du nickst, nickt auch Perion schweigend. \"Verstanden.\" Er ordnet die Auftragsunterlagen und setzt seine Aufzeichnungen fort. \"Kommt wieder, sobald ihr das Exemplar gefunden habt.\"", "When you nod, he turns back to the Acid Insects without any visible excitement.": "Als du nickst, wendet er sich ohne sichtbare Regung wieder der Säurewanze zu.", "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What proc...": "Als du nickst, wendet er sich ohne sichtbare Regung wieder der Säurewanze zu. Während er ihre Bewegungen beobachtet, murmelt er vor sich hin: \"Nach welchem...", "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What process produces that acid...?\"": "Als du nickst, wendet er sich ohne sichtbare Regung wieder der Säurewanze zu. Während er ihre Bewegungen beobachtet, murmelt er vor sich hin: \"Nach welchem Prinzip entsteht diese Säure nur ...\" Er setzt seine Aufzeichnungen fort und scheint dich nicht länger zu beachten.", "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What process produces that acid...?\" He re...": "Als du nickst, wendet er sich ohne sichtbare Regung wieder der Säurewanze zu. Während er ihre Bewegungen beobachtet, murmelt er vor sich hin: \"Nach welchem Prinzip entsteht diese Säure nur ...\" Er...", "When you pray you also choose an": "Beim Beten wählst du außerdem eine", "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself loo...": "Als du den Beweis für die Jagd vorzeigst, verfinstert sich ihr Gesicht. „Dieses Monster lässt sich nicht so leicht töten....", "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually,": "Als du den Beweis für die Jagd vorzeigst, verfinstert sich ihr Gesicht. „Dieses Monster lässt sich nicht so leicht töten. Lüg nicht bloß, um", "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually, she...": "Als du den Beweis für die Jagd vorzeigst, verfinstert sich ihr Gesicht. „Dieses Monster lässt sich nicht so leicht töten. Lüg nicht bloß, um anzugeben.“...", "When you start an expedition the game assembles your": "Wenn du eine Expedition startest, stellt das Spiel dein", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "Als du ihr vom Ausgang der Jagd berichtest, schließt sie langsam die Augen und atmet leise aus.", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky f...": "Als du ihr vom Ausgang der Jagd berichtest, schließt sie langsam die Augen und atmet leise aus. \"... Es ist vorbei.\" Sie blickt kurz zum Himmel und...", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky for a moment, then smiles fai": "Als du ihr vom Ausgang der Jagd berichtest, schließt sie langsam die Augen und atmet leise aus. \"... Es ist vorbei.\" Sie blickt kurz zum Himmel und lächelt schwach. \"Jetzt kann", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky for a moment, then smiles faintly. ...": "Als du ihr vom Ausgang der Jagd berichtest, schließt sie langsam die Augen und atmet leise aus. \"... Es ist vorbei.\" Sie blickt kurz zum Himmel und lächelt schwach. \"Jetzt kann auch...", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...": "Wenn {0} einen unbekannten Weg betrat, blieb man zuerst stehen und zählte die Geräusche ringsum. An Stellen, an denen der...", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.": "Wenn {0} einen unbekannten Weg betrat, blieb man zuerst stehen und zählte die Geräusche ringsum. An Stellen, an denen der Vogelgesang verstummt war, und an flachen Spuren im Boden wurde erahnt, wo unsichtbare Gefahr lauern könnte. Mit den Jahren wurde daraus jemand, der selbst an sicheren Orten zuerst nach einem Ausgang suchte.", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...": "Wann immer {0} einen abgelegenen Gebirgspass betrat, wurden die Plane des Wagens und die Zügel des Pferdes erneut geprüft. Auf...", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.": "Wann immer {0} einen abgelegenen Gebirgspass betrat, wurden die Plane des Wagens und die Zügel des Pferdes erneut geprüft. Auf gewundenen Wegen und Straßen am Waldrand wurde zuerst nach Stellen gesucht, an denen Räuber lauern könnten, und wenn eine Nachtfahrt unvermeidlich war, versuchte man sogar, den Klang der Räder zu dämpfen. Wegen dieser Gewohnheit fielen selbst auf gewöhnlichen Reisen Schritte hinter einem schnell auf.", "Where": "Wo", "Where does the mood come from?": "Woher kommt die Stimmung?", "Where is my save file?": "Wo liegt meine Speicherdatei?", "Where saves live": "Wo die Spielstände liegen", "Where she spawns:": "Wo sie erscheint:", "Where to find": "Wo zu finden", "Where to find her:": "Wo du sie findest:", "Where to find it": "Wo zu finden", "Where to get this gear": "Wo du diese Ausrüstung bekommst", "Whether": "Ob", "Whether 4 fixed events can happen more than once has changed from no to yes.": "Ob 4 feste Ereignisse mehrfach auftreten können, hat sich von nein auf ja geändert.", "Whether the night penalty is applied to monsters, to the player, or to both is not fully pinned down in the metadata dump - the per-unit": "Ob die Nachtstrafe auf Monster, auf den Spieler oder auf beide angewendet wird, lässt sich im Metadaten-Dump nicht abschließend klären - der einheitenbezogene", "Whether using the attack repositions the monster (Self), shoves/pulls you (Target), does both, or neither. Charges and grabs are the movers; most attacks are stationary.": "Ob der Angriff das Monster versetzt (Self), dich stoßt oder zieht (Target), beides tut oder nichts davon. Ansturm- und Greifangriffe bewegen; die meisten Angriffe bleiben ortsfest.", "Whether {#} can happen more than once has changed from {#} to {#}.": "Ob {#} mehr als einmal auftreten kann, hat sich von {#} auf {#} geändert.", "Which": "Welche", "Which backgrounds give which trees": "Welche Hintergründe welche Skillbäume verleihen", "Which phase each floor uses comes from a phase table. The default table (": "Welche Phase eine Etage verwendet, stammt aus einer Phasentabelle. Die Standardtabelle (", "While": "Während", "While active:": "Während aktiv:", "While carrying loads, {0} spoke with countless": "Beim Tragen von Lasten sprach {0} mit unzähligen", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t": "{0} sprach beim Tragen von Lasten mit zahllosen Reisenden - einige legendäre Abenteurer, andere, die gefährliche Geheimnisse mit sich führten. Ihre Erzählungen weckten die Sehnsucht nach neuen Welten und", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirr...": "{0} sprach beim Tragen von Lasten mit zahllosen Reisenden - einige legendäre Abenteurer, andere, die gefährliche Geheimnisse mit sich führten. Ihre Erzählungen...", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan": "{0} sprach beim Tragen von Lasten mit zahllosen Reisenden - einige legendäre Abenteurer, andere, die gefährliche Geheimnisse mit sich führten. Ihre Erzählungen weckten die Sehnsucht nach neuen Welten und", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan...": "{0} sprach beim Tragen von Lasten mit zahllosen Reisenden - einige legendäre Abenteurer, andere, die gefährliche Geheimnisse mit sich führten. Ihre Erzählungen weckten die Sehnsucht nach neuen Welten und...", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.": "Während ihr die Expedition fortsetzt, informiert euch {0}, dass dort eine seltsame Felsspalte in einer nahegelegenen Klippe entdeckt wurde.", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As": "Während ihr die Expedition fortsetzt, informiert euch {0}, dass dort eine seltsame Felsspalte in einer nahegelegenen Klippe entdeckt wurde. „Sieht so aus, als würde es wehtun, wenn man sich daran", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.": "Während ihr die Expedition fortsetzt, informiert euch {0}, dass dort eine seltsame Felsspalte in einer nahegelegenen Klippe entdeckt wurde. „Sieht so aus, als würde es wehtun, wenn man sich daran sticht.“ Als ihr die von dicht überwucherten Dornen bedeckte Spalte untersucht, bemerkt ihr tief im Inneren ein Glitzern.", "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the G...": "Während ihr über die Führung der Expedition sprecht, ergreift {0} vorsichtig das Wort. \"Kommandant, wie wäre es, die Gilde um Unterstützung zu...", "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the Guild? Given our present circumstances,": "Während ihr über die Führung der Expedition sprecht, ergreift {0} vorsichtig das Wort. \"Kommandant, wie wäre es, die Gilde um Unterstützung zu bitten? In unserer derzeitigen Lage", "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the Guild? Given our present circumstances, th...": "Während ihr über die Führung der Expedition sprecht, ergreift {0} vorsichtig das Wort. \"Kommandant, wie wäre es, die Gilde um Unterstützung zu bitten? In unserer derzeitigen Lage...", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.": "In einem alten Wald lebend, lauschte {0} dem Atem der Bäume dort, wo der Wind verstummt war. Wenn eine Hand auf feuchte Erde gelegt wurde, fanden verdorrte Wurzeln neue Kraft, und Blätter, die im Mondlicht schwankten, wiesen den Weg. Doch an Orten, die von Stein und Eisen umgeben waren, entfernte sich die Stimme des Waldes, und das Herz fand nur schwer Ruhe.", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...": "In einem alten Wald lebend, lauschte {0} dem Atem der Bäume dort, wo der Wind verstummt war. Wenn eine Hand auf...", "While equipped": "Während ausgerüstet", "While gathering, applies": "Beim Sammeln wird angewendet", "While in Gather Mode (Z), drag with": "Ziehe im Sammelmodus (Z) mit", "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "Ziehe im Sammelmodus (Z) mit der linken Maustaste, um mehrere Strukturen gleichzeitig zum Sammeln zuzuweisen.", "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "Wenn du dich im Sammelmodus (Z) befindest, ziehe mit Linksklick, um mehrere Strukturen gleichzeitig zum Sammeln zuzuweisen.", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.": "Während {0} durch das dichte Unterholz vorangeht, gerät die Person plötzlich ins Stolpern und stürzt nach vorn.", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward. \"Aagh!\" You hurry over and find a thick, sticky vine wound tightly around {0}'s leg. Only after pulling with all your strength do you manage to tear it free. {0} wipes away a cold sweat and glares at the vine. \"Even a massive bear would have trouble escaping once it set foot in these vines.\" You suddenly look deeper into the thicket where the vines extend. Animal and human bones-apparently the remains of victims claimed long ago-lie scattered within. These vines do not seem to be plants that happened to grow here, but predators that have waited patiently for prey.": "Während {0} durch das dichte Unterholz vorangeht, gerät die Person plötzlich ins Stolpern und stürzt nach vorn. „Aah!“ Als du herbeieilst, entdeckst du eine dicke, klebrige Ranke, die sich fest um das Bein von {0} geschlungen hat. Erst nachdem du mit aller Kraft daran gezogen hast, kannst du sie lösen. {0} wischt sich den kalten Schweiß ab und starrt die Ranke an. „Selbst ein riesiger Bär hätte Schwierigkeiten zu entkommen, sobald er in diese Ranken geriete.“ Plötzlich blickst du tiefer in das Dickicht, in dem sich die Ranken ausbreiten. Darin liegen verstreut Knochen von Tieren und Menschen - offenbar die Überreste von Opfern, denen die Ranken vor langer Zeit zum Verhängnis wurden. Diese Ranken wirken nicht wie Pflanzen, die zufällig hier gewachsen sind, sondern wie Raubtiere, die geduldig auf Beute gewartet haben.", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickere...": "Beim Durchsuchen alter Schriften und ausgelöschter Aufzeichnungen fühlte sich {0} zu Namen hingezogen, die die Welt nicht aussprechen wollte. In Nächten, in...", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...": "Beim Durchsuchen alter Schriften und ausgelöschter Aufzeichnungen fühlte sich {0} zu Namen hingezogen, die die Welt nicht aussprechen wollte. In Nächten, in denen Kerzenlicht tief...", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage": "Beim Durchsuchen alter Schriften und ausgelöschter Aufzeichnungen fühlte sich {0} zu Namen hingezogen, die die Welt nicht aussprechen wollte. In Nächten, in denen Kerzenlicht tief flackerte, wurden", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage...": "Beim Durchsuchen alter Schriften und ausgelöschter Aufzeichnungen fühlte sich {0} zu Namen hingezogen, die die Welt nicht aussprechen wollte. In Nächten, in denen Kerzenlicht tief flackerte, wurden...", "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "Beim Schlafen oder Ausruhen sinkt der Wundwert an allen Körperteilen zusätzlich um {0}% pro Sekunde.", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...": "Bei der Erkundung der Umgebung der Siedlung entdeckst du tief im verseuchten Gebiet etwas, das langsam dahintreibt. Von...", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.": "Bei der Erkundung der Umgebung der Siedlung entdeckst du tief im verseuchten Gebiet etwas, das langsam dahintreibt. Von dunkelvioletten Schadstoffen umhüllt, wird es von der Strömung immer weiter in die Tiefe getragen. Ein Expeditionsmitglied neben dir kneift die Augen zusammen und spricht vorsichtig. „Kommandant ... ist das ein Mensch?“ Du starrst regungslos hinüber und kannst dich einen langen Moment nicht bewegen. Aus dieser Entfernung lässt sich nicht erkennen, ob die Person noch lebt oder ob es bereits zu spät ist. Eines ist jedoch sicher: Wenn du noch länger wartest, wird die Person für immer außer Reichweite tief in das verseuchte Gebiet treiben.", "While surveying the area, {0} discovers something and calls you over.": "Bei der Erkundung der Umgebung entdeckt {0} etwas und ruft dich herbei.", "While surveying the area, {0} discovers something and calls you over. \"Captain, there are some strange markings here.\" Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins. It depicts goblins hunting in groups, pursuing and bringing down wild animals. {0} shrugs. \"Those monsters get up to all sorts of things, don't they?\" You say nothing, gazing at the mural as you sink into thought.": "Bei der Erkundung der Umgebung entdeckt {0} etwas und ruft dich herbei. „Kommandant, hier sind seltsame Markierungen.“ Aus der Nähe sind Teile des Bildes beschädigt, und sein grober Stil erschwert das Verständnis. Trotzdem erkennst du schnell, dass es sich um ein von Goblins hinterlassenes Wandbild handelt. Es zeigt Goblins, die in Gruppen jagen, wilde Tiere verfolgen und erlegen. {0} zuckt mit den Schultern. „Diese Monster treiben wirklich alles Mögliche, was?“ Du sagst nichts, betrachtest das Wandbild und versinkst in Gedanken.", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...": "Während {0} Gärten und Waldränder pflegte, wurden jeden Tag Unkraut gezupft und trockene Äste geschnitten. Wenn die Erde hart wurde,...", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.": "Während {0} Gärten und Waldränder pflegte, wurden jeden Tag Unkraut gezupft und trockene Äste geschnitten. Wenn die Erde hart wurde, wurde sie mit der Schaufel gewendet, und wenn sich Wasser sammelte, wurde ihm ein Weg geöffnet, wobei alles Stück für Stück dort geordnet wurde, wo die Hände hinreichten. Deshalb konnte man an Unordnung nicht einfach vorbeigehen.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.": "Während sie sich um die Bestie kümmert, die sie erlegt hat, bemerkt sie dein Herannahen und dreht sich schnell zu dir um.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you. \"Best not come any closer.\" Her sharp gaze settles upon you, on": "Während sie sich um die Bestie kümmert, die sie erlegt hat, bemerkt sie dein Herannahen und dreht sich schnell zu dir um. \"Komm besser nicht näher.\" Ihr scharfer Blick ruht auf dir, auf", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...": "Bei der Arbeit in einer Taverne fand {0} einen freien Platz, noch bevor ein Gast die Tür öffnete. Der größte Teil des Tages bestand daraus,...", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catching overflowing mugs, warming cold stew, and laughing along with the jokes of drunks. Because of that, even in serious moments, they often tried to ease the mood with a light word first.": "Bei der Arbeit in einer Taverne fand {0} einen freien Platz, noch bevor ein Gast die Tür öffnete. Der größte Teil des Tages bestand daraus, überlaufende Krüge entgegenzunehmen, kalten Eintopf aufzuwärmen und den Witzen Betrunkener mit einem Lächeln zu begegnen. Deshalb wurde selbst in ernsten Momenten oft zuerst ein leichter Spruch versucht, um die Stimmung zu lösen.", "White": "Weiß", "White Banner": "Weißes Banner", "White Mawmurk has been renamed to": "Weißer Mawmurk wurde umbenannt in", "Who is Lowell?": "Wer ist Lowell?", "Why mood matters": "Warum Stimmung wichtig ist", "Widerliches Monsterfleisch icon": "Widerliches Monsterfleisch Symbol", "Widerliches Monsterfleisch range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Widerliches Monsterfleisch, dargestellt in einem Dungeonraum", "Wild Herb Remnant": "Wildkraut (Überrest)", "Wild Oats Remnant": "Wilder Hafer (Überrest)", "Wilde Barriere icon": "Wilde Barriere Symbol", "Wilder Hafer (resource node)": "Wilder Hafer (Ressourcenknoten)", "Wilder Hafer (resource node) - Dungeon Settlers Wiki": "Wilder Hafer (Ressourcenknoten) - Dungeon Settlers Wiki", "Wilder Hund icon": "Wilder Hund Symbol", "Wilderer icon": "Wilderer-Icon", "Wildes Langgras icon": "Wildes Langgras Symbol", "Wildheit icon": "Wildheit-Icon", "Wildkraut (resource node)": "Wildkraut (Ressourcenknoten)", "Wildkraut (resource node) - Dungeon Settlers Wiki": "Wildkraut (Ressourcenknoten) - Dungeon Settlers Wiki", "Wildkraut icon": "Wildkraut-Symbol", "Wildkraut range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Wildkraut, dargestellt in einem Dungeonraum", "Will Power": "Willenskraft", "Will be changed to a more complex effect later.": "Wird später zu einem komplexeren Effekt geändert.", "Willenskraft icon": "Willenskraft-Icon", "Willing to risk it all for new adventures.": "Bereit, für neue Abenteuer alles zu riskieren.", "Willing to risk it all for new adventures. Gains Freude am Abenteuer in dungeons and Langeweile in settlements.": "Bereit, für neue Abenteuer alles zu riskieren. Erhält Freude am Abenteuer in Dungeons und Langeweile in Siedlungen.", "Willingness to fight in melee range; Fire Battle Mage helps": "Bereitschaft, im Nahkampf zu kämpfen; Feuer Kampfmagier hilft", "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Willenskraft-Stärkung: Positiv GAMESYSTEM_Environment_{affecterName}", "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Willenskraft-Schwächung: Negativ GAMESYSTEM_Environment_{affecterName}", "Will×0.3": "Willenskraft×0.3", "Will×0.4": "Willenskraft×0.4", "Will×2": "Willenskraft×2", "Windows path": "Windows-Pfad", "Wirbelnde Flut icon": "Wirbelnde Flut Symbol", "Wird Verbrennung auf eine feindliche Einheit angewendet, stellt der Anwender 4% seiner aktuell fehlenden Gesundheit wieder her. Effects: • Verbrennung (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Wird Verbrennung auf eine feindliche Einheit angewendet, stellt der Anwender 4% seiner aktuell fehlenden Gesundheit wieder her. Effekte: • Verbrennung (beim Gegner): 3 magischer Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde (fester Wert, skaliert nicht mit der Angriffskraft; stapelt bis zu 50). Beispiel: 10 Stapel = 30 magischer Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "Wirft eine Kette auf das Ziel, verursacht physischen Schaden in Höhe von 100% der Physische Angriffskraft und zieht das Ziel an eine angrenzende Position. Der Anwender wird für 2 Sekunden vom Provokation des Ziels betroffen. Wendet Verwurzelt für 1 Sekunden und Langsam für 3 Sekunden auf das Ziel an. 15s cooldown Effects: • Provokation (on the caster): Greife zuerst das Ziel an, das dich provoziert hat. • Verwurzelt (on enemy): Kann sich nicht von der aktuellen Position bewegen. • Langsam (on enemy): -30% Bewegungsgeschwindigkeit": "Wirft eine Kette auf das Ziel, verursacht physischen Schaden in Höhe von 100% der Physische Angriffskraft und zieht das Ziel an eine angrenzende Position. Der Anwender wird für 2 Sekunden vom Provokation des Ziels betroffen. Wendet Verwurzelt für 1 Sekunden und Langsam für 3 Sekunden auf das Ziel an. 15s Abklingzeit Effekte: • Provokation (beim Anwender): Greife zuerst das Ziel an, das dich provoziert hat. • Verwurzelt (beim Gegner): Kann sich nicht von der aktuellen Position bewegen. • Langsam (beim Gegner): -30% Bewegungsgeschwindigkeit", "Wirtshausgehilfe icon": "Wirtshausgehilfe-Icon", "With": "Mit", "With a loud stretch, {0} appears in front of the portal!": "Mit einem lauten Recken erscheint {0} vor dem Portal!", "With a unit selected,": "Mit einer ausgewählten Einheit,", "With a unit selected, right click a location to move the unit.": "Wenn eine Einheit ausgewählt ist, klicke mit der rechten Maustaste auf eine Position, um die Einheit zu bewegen.", "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "Rechtsklicke mit ausgewählter Einheit auf einen Gegner, um einen Basisangriff auszuführen. ## TIPP: Manche Fernangriffe verbrauchen Munition, etwa Pfeile.", "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows. <c...": "Rechtsklicke mit ausgewählter Einheit auf einen Gegner, um einen Basisangriff auszuführen. ## TIPP: Manche Fernangriffe verbrauchen Munition, etwa Pfeile. <c...", "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <...": "Rechtsklicke mit ausgewählter Einheit auf ein interagierbares Objekt, um die Interaktion zu starten. ## Probiere die Interaktion mit verschiedenen Objekten wie Portalen und <...", "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "Rechtsklicke mit ausgewählter Einheit auf ein interagierbares Objekt, um die Interaktion zu starten. ## Probiere die Interaktion mit verschiedenen Objekten wie Portalen und <color=#ccbe", "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbeb8...": "Rechtsklicke mit ausgewählter Einheit auf ein interagierbares Objekt, um die Interaktion zu starten. ## Probiere die Interaktion mit verschiedenen Objekten wie Portalen und <color=#ccbeb8...", "With a unit selected, right-click a location to move the unit.": "Rechtsklicke mit ausgewählter Einheit auf eine Stelle, um die Einheit zu bewegen.", "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "Rechtsklicke mit ausgewählter Einheit auf einen Gegner, um einen Basisangriff auszuführen. ## TIPP: Manche Fernangriffe verbrauchen Munition, etwa Pfeile.", "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "Rechtsklicke mit ausgewählter Einheit auf ein interagierbares Objekt, um die Interaktion zu starten. ## Probiere die Interaktion mit verschiedenen Objekten wie Portalen und <color=#ccbe", "With help, she barely manages to lift herself up and catches her breath with difficulty.": "Mit Hilfe schafft sie es kaum, sich aufzurichten, und ringt mühsam nach Luft.", "With nobody else engaged there would be no bonus.": "Wenn niemand sonst im Kampf ist, gibt es keinen Bonus.", "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "Innerhalb von 5 Feldern: +5 prozentuale Lebenspunkte-Regeneration (kontinuierlicher Regenerationswert, kein fester Tick).", "Without warning, you feel as though someone is watching you.": "Ohne Vorwarnung hast du das Gefühl, dass dich jemand beobachtet.", "Without warning, you feel as though someone is watching you. You look around, but no one is there. Then you glance down the cliff and see a mass of strangely shaped shadows writhing below. As though possessed of a will of its own, the mass curls into an uncanny smile directed at you. \"What lies at the foundation of this world?\" You try to look away, but some inexplicable force refuses to let you. \"Is it the surging wave? The flame that burns all things? Or nature, the cradle of life?\" The first answer that enters your mind spills unbidden from your lips.": "Ohne Vorwarnung hast du das Gefühl, dass dich jemand beobachtet. Du siehst dich um, aber da ist niemand. Dann blickst du die Klippe hinunter und siehst dort unten eine Masse seltsam geformter Schatten, die sich windet. Wie von einem eigenen Willen beseelt formt sich die Masse zu einem unheimlichen Lächeln, das dir zugewandt ist. \"Was liegt dem Fundament dieser Welt zugrunde?\" Du versuchst wegzusehen, doch eine unerklärliche Kraft lässt es nicht zu. \"Ist es die anrollende Welle? Die Flamme, die alle Dinge verbrennt? Oder die Natur, die Wiege des Lebens?\" Die erste Antwort, die dir in den Sinn kommt, kommt dir ungewollt über die Lippen.", "Witnessed another's death (Caution, prints once)": "Hat den Tod eines anderen mit angesehen (Vorsicht, wird nur einmal ausgegeben)", "Wolpertinger Seelenstein icon": "Wolpertinger Seelenstein Symbol", "Wolpertinger icon": "Wolpertinger Icon", "Wolpertingergeweih icon": "Wolpertingergeweih Icon", "Wolpertingers": "Wolpertinger", "Wood": "Holz", "Wood (M.Atk {#})": "Holz (Mag. Angr. {#})", "Wood (P.Atk {#})": "Holz (Phys. Angr. {#})", "Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron": "Holz -> Blutholz -> Knochen -> Panzer -> Kupfer -> Silber -> Arcron", "Wood Processing 1": "Holzverarbeitung 1", "Wood Processing 1 has been renamed to": "Holzverarbeitung 1 wurde umbenannt in", "Wood Processing 2": "Holzverarbeitung 2", "Wood Processing 2 has been renamed to": "Holzverarbeitung 2 wurde umbenannt in", "Wood Spear": "Holzspeer", "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)": "Holz, Blutholz, Knochen, Panzer, Kupfer, Silber (Schmuck), Arcron (+ Kristallschmuck)", "Wooden": "Holz", "Wooden Crate Remnant": "Holzkiste (Überrest)", "Wooden Dining Chair has been renamed to": "Hölzerner Essstuhl wurde umbenannt in", "Wooden Sword / Club / Bow": "Holzschwert / Holzkeule / Holzbogen", "Work Capabilities": "Arbeitsfähigkeiten", "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "Der Arbeitsfortschritt steigt alle {0} Ticks. Gilt für Sammel- und Herstellungstypen", "Work Progress increases every {0} ticks. Research only": "Der Arbeitsfortschritt steigt alle {0} Ticks. Nur Forschung", "Work type": "Arbeitstyp", "Workbench": "Werkbank", "Worked example": "Rechenbeispiel", "Worked example.": "Beispielrechnung.", "Worker": "Arbeiter", "Worker 3 +": "Arbeiter 3 +", "Worker.": "Arbeiter.", "Workload": "Arbeitsaufwand", "Workload 100. Needs Technikbuch 1. Unlocks: Holzboden, Holzbett, Holztisch, Runder Holztisch, Holzstuhl, Runder Holzstuhl +4 more.": "Arbeitsaufwand 100. Benötigt Technikbuch 1. Schaltet frei: Holzboden, Holzbett, Holztisch, Runder Holztisch, Holzstuhl, Runder Holzstuhl +4 weitere.", "Workload 100. Needs Technikbuch 1. Unlocks: Kochstation.": "Arbeitsaufwand 100. Benötigt Technikbuch 1. Schaltet frei: Kochstation.", "Workload 100. Needs Technikbuch 1. Unlocks: Leeres Grab.": "Arbeitsaufwand 100. Benötigt Technikbuch 1. Schaltet frei: Leeres Grab.", "Workload 1000. Needs Technikbuch 3. Unlocks: Trockengestell, Trockenfleisch.": "Arbeitsaufwand 1000. Benötigt Technikbuch 3. Schaltet frei: Trockengestell, Trockenfleisch.", "Workload 1000. Needs Technikbuch 3. Unlocks: Verbesserter Grasbrei.": "Arbeitsaufwand 1000. Benötigt Technikbuch 3. Schaltet frei: Verbesserter Grasbrei.", "Workload 2500. Needs Technikbuch 4. Unlocks: Accessoires Arbeitsstation.": "Arbeitsaufwand 2500. Benötigt Technikbuch 4. Schaltet frei: Accessoires Arbeitsstation.", "Workload 2500. Needs Technikbuch 4. Unlocks: Glothei Omelett.": "Arbeitsaufwand 2500. Benötigt Technikbuch 4. Schaltet frei: Glothei Omelett.", "Workload 2500. Needs Technikbuch 4. Unlocks: Lederwerkstatt.": "Arbeitsaufwand 2500. Benötigt Technikbuch 4. Schaltet frei: Lederwerkstatt.", "Workload 3300. Needs Technikbuch 4. Unlocks: Kochstation.": "Arbeitsaufwand 3300. Benötigt Technikbuch 4. Schaltet frei: Kochstation.", "Workload 400. Needs Technikbuch 2. Unlocks: Bauernhof, Holzzaun.": "Arbeitsaufwand 400. Benötigt Technikbuch 2. Schaltet frei: Bauernhof, Holzzaun.", "Workload 400. Needs Technikbuch 2. Unlocks: Lagerfeuer, Kartenspieltisch.": "Arbeitsaufwand 400. Benötigt Technikbuch 2. Schaltet frei: Lagerfeuer, Kartenspieltisch.", "Workload 400. Needs Technikbuch 2. Unlocks: Monster Grillfest, Schleimpudding.": "Arbeitsaufwand 400. Benötigt Technikbuch 2. Schaltet frei: Monster Grillfest, Schleimpudding.", "Workload 400. Needs Technikbuch 2. Unlocks: Panzerhelm, Panzerung, Panzerschwert, Panzerkeule, Panzerbogen, Panzerpfeil.": "Arbeitsaufwand 400. Benötigt Technikbuch 2. Schaltet frei: Panzerhelm, Panzerung, Panzerschwert, Panzerkeule, Panzerbogen, Panzerpfeil.", "Workload required for the feeding task": "Arbeitsaufwand für die Fütterungsaufgabe", "Workload required for the rescue/surgery task": "Arbeitsaufwand für die Rettungs-/Operationsaufgabe", "Workload {#}.": "Arbeitsaufwand {#}.", "World": "Welt", "World lore": "Weltgeschichte", "World object": "Weltobjekt", "Worst-case env debuffs": "Umgebungs-Debuffs im schlimmsten Fall", "Wraps": "Umhüllt", "Written": "Geschrieben", "Wuchtwirbel icon": "Wuchtwirbel-Icon", "Wuchtwirbel range and area shown on a dungeon room": "Reichweite und Fläche von Wuchtwirbel, dargestellt in einem Dungeonraum", "Wunderkind icon": "Wunderkind-Icon", "Wurfkunst icon": "Wurfkunst-Symbol", "Wutkunst Aura icon": "Wutkunst Aura Symbol", "Wächters Provokation range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Wächters Provokation in einem Dungeonraum", "Wächterstoß range and area on a dungeon room": "Reichweite und Wirkungsbereich von Wächterstoß in einem Dungeonraum", "Wächterstoß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Wächterstoß in einem Dungeonraum", "XP bonus": "XP-Bonus", "XP to reach each level (2 to 12)": "Erfahrungspunkte, um jede Stufe zu erreichen (2 bis 12)", "XP total to reach this level": "Erfahrungspunkte insgesamt, um diese Stufe zu erreichen", "XP, talents, time, depletion, summons - curated guides": "XP, Talente, Zeit, Erschöpfung, Beschwörungen - kuratierte Guides", "Xenon - Untersuchung des Sporeninsekts icon": "Xenon - Untersuchung des Sporeninsekts Symbol", "Xenon Cat icon": "Xenon Cat Symbol", "Xenon Room": "Xenons Raum", "Xenon Room map": "Xenon Room Karte", "Xenon beobachten icon": "Xenon beobachten Symbol", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that goblin shamans apparently carry around a": "Xenon blättert mehrere Seiten in seinem Notizbuch um und schlägt dann eine Zeichnung eines dunkelroten Insekts auf. \"Es gibt ein blutsaugendes Insekt, das Goblin-Schamanen offenbar mit sich herumtragen un", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that goblin shamans apparently carry around and ...": "Xenon blättert mehrere Seiten in seinem Notizbuch um und schlägt dann eine Zeichnung eines dunkelroten Insekts auf. \"Es gibt ein blutsaugendes Insekt, das Goblin-Schamanen offenbar mit sich herumtragen und ...", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that...": "Xenon blättert mehrere Seiten in seinem Notizbuch um und schlägt dann eine Zeichnung eines dunkelroten Insekts auf. \"Es gibt ein blutsaugendes Insekt, das...", "Xenon icon": "Xenon Icon", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly c...": "Xenon wendet den Blick von den Säureinsekten ab und richtet seine Aufmerksamkeit auf ein Sporeninsekt in der Nähe. Während er es beobachtet, kräuseln sich seine Mundwinkel langsa...", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it migh": "Xenon wendet den Blick von den Säureinsekten ab und richtet seine Aufmerksamkeit auf ein Sporeninsekt in der Nähe. Während er es beobachtet, kräuseln sich seine Mundwinkel langsam nach oben. \"Zuerst dachte ich, es könnt", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it might b...": "Xenon wendet den Blick von den Säureinsekten ab und richtet seine Aufmerksamkeit auf ein Sporeninsekt in der Nähe. Während er es beobachtet, kräuseln sich seine Mundwinkel langsam nach oben. \"Zuerst dachte ich, es könnte s...", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That'...": "Xenon überfliegt schnell das Forschungsmaterial, das du ihm reichst. Nach kurzem Schweigen packt er sich mit beiden Händen an den Kopf. \"Ah... Natürlich! Das i...", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That's it! Why did it take me so long to real": "Xenon überfliegt schnell das Forschungsmaterial, das du ihm reichst. Nach kurzem Schweigen packt er sich mit beiden Händen an den Kopf. \"Ah... Natürlich! Das ist es! Warum habe ich so lange gebraucht, um das zu erk", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That's it! Why did it take me so long to realize...": "Xenon überfliegt schnell das Forschungsmaterial, das du ihm reichst. Nach kurzem Schweigen packt er sich mit beiden Händen an den Kopf. \"Ah... Natürlich! Das ist es! Warum habe ich so lange gebraucht, um das zu erkenn...", "Xenon rewards": "Xenon-Belohnungen", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He taps one of the open pages.": "Xenon reagiert kaum, als du näher kommst, und blättert weiter in seinem Notizbuch. Nach einem Moment sagt er schließlich: \"Du bist da.\" Er tippt auf eine der aufgeschlagenen Seiten.", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He taps one of the open pages. It is...": "Xenon reagiert kaum, als du näher kommst, und blättert weiter in seinem Notizbuch. Nach einem Moment sagt er schließlich: \"Du bist da.\" Er tippt auf eine der aufgeschlagenen Seiten. Es ist...", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He...": "Xenon reagiert kaum, als du näher kommst, und blättert weiter in seinem Notizbuch. Nach einem Moment sagt er schließlich: \"Du bist da.\" Er...", "Yearning": "Sehnsucht", "Yellow Banner": "Gelbes Banner", "Yellow Flowerbed": "Gelbes Blumenbeet", "Yellow Flowerbed has been renamed to": "Gelbes Blumenbeet wurde umbenannt in", "Yellow Stone Golem has been renamed to": "Gelber Steingolem wurde umbenannt in", "Yet": "Noch", "Yet,": "Doch,", "Yields": "Ergibt", "You": "Du", "You are in Stealth": "Du bist in Tarnung", "You are previewing a team someone shared with you. It is NOT saved to your account - review the units below, add them all, or add any single one with the button on its card.": "Du siehst die Vorschau eines Teams, das jemand mit dir geteilt hat. Es ist NICHT in deinem Konto gespeichert - sieh dir die Einheiten unten an, füge alle hinzu oder füge eine einzelne über die Schaltfläche auf ihrer Karte hinzu.", "You can adjust": "Du kannst anpassen", "You can adjust in-game settings like language and sound settings in this window.": "In diesem Fenster kannst du Spieleinstellungen wie Sprache und Ton anpassen.", "You can als...": "Du kannst auch...", "You can check": "Du kannst prüfen", "You can click and drag with the left mouse button to select multiple units at once. Or press the": "Du kannst mit der linken Maustaste klicken und ziehen, um mehrere Einheiten gleichzeitig auszuwählen. Oder drücke die", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.": "Du kannst mit der linken Maustaste klicken und ziehen, um mehrere Einheiten gleichzeitig auszuwählen. Oder drücke die Tab-Taste, um alle Einheiten auszuwählen.", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ##": "Du kannst mit der linken Maustaste klicken und ziehen, um mehrere Einheiten gleichzeitig auszuwählen. Oder drücke die Tab-Taste, um alle Einheiten auszuwählen. ##", "You can click and drag with the left mouse button to select multiple units at once. Or press the ~ key (to the left of the number keys) to <color=#ccbeb8": "Du kannst mit der linken Maustaste klicken und ziehen, um mehrere Einheiten gleichzeitig auszuwählen. Oder drücke die Taste ~ (links neben den Zahlentasten), um <color=#ccbeb8", "You can construct a Goddess Statue through the construction menu. Units with max experience can": "Du kannst über das Baumenü eine Göttinnenstatue errichten. Einheiten mit maximalen Erfahrungspunkten können", "You can construct a Goddess Statue through the construction menu. Units with max experience can Level Up by interacting with the statue. ## To": "Du kannst über das Baumenü eine Göttinnenstatue errichten. Einheiten mit maximalen Erfahrungspunkten können durch Interaktion mit der Statue aufsteigen. ## Um", "You can flip each separately later in Settings.": "Du kannst jedes davon später in den Einstellungen einzeln umschalten.", "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "Du kannst kein Gewicht mehr tragen, sobald aktuelles Gewicht / Maximalgewicht {0}% oder mehr erreicht.", "You can recruit new units through 'Recruit' in the": "Du kannst neue Einheiten über 'Rekrutieren' im", "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "Du kannst neue Einheiten über 'Rekrutieren' oben rechts auf dem Bildschirm rekrutieren. ## Jede Einheit hat Traits, Attribute und Skillbäume, und die <color=#ccb", "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccbeb...": "Du kannst neue Einheiten über 'Rekrutieren' oben rechts auf dem Bildschirm rekrutieren. ## Jede Einheit hat Traits, Attribute und Skillbäume, und die <color=#ccbeb...", "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the...": "Du kannst neue Einheiten über 'Rekrutieren' oben rechts auf dem Bildschirm rekrutieren. ## Jede Einheit hat Traits, Attribute und Skillbäume, und die...", "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "Du kannst neue Einheiten über 'Rekrutieren' oben rechts auf dem Bildschirm rekrutieren. ## Jede Einheit hat Traits, Attribute und Skillbäume, und die <color=#ccb", "You can select entities by": "Du kannst Entitäten auswählen, indem du", "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "Du kannst Entitäten durch Linksklick oder Ziehen auswählen. Wenn eine Entität ausgewählt ist, erscheint unten links das Übersichtsfeld der Entität, wo du ü", "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can chec...": "Du kannst Entitäten durch Linksklick oder Ziehen auswählen. Wenn eine Entität ausgewählt ist, erscheint unten links das Übersichtsfeld der Entität, wo du übe...", "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where...": "Du kannst Entitäten durch Linksklick oder Ziehen auswählen. Wenn eine Entität ausgewählt ist, erscheint unten links das Übersichtsfeld der Entität, wo...", "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "Du kannst Entitäten durch Linksklick oder Ziehen auswählen. Wenn eine Entität ausgewählt ist, erscheint unten links das Übersichtsfeld der Entität, wo du üb", "You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree": "Du kannst einer Einheit trotzdem eine Waffen- oder Magieschule geben, die ihr Hintergrund nicht verleiht, indem du eine Skillbaum-", "You can't recruit": "Du kannst nicht rekrutieren", "You can't recruit over max population.": "Du kannst nicht über die maximale Bevölkerung hinaus rekrutieren.", "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...": "Du entdeckst Goblins, die in enormen Glastanks schlafen. Anders als gewöhnliche grünhäutige Goblins sind diese Exempla...", "You don't have enough": "Du hast nicht genügend", "You don't have enough items {0} to construct a building.": "Du hast nicht genügend Items {0}, um ein Gebäude zu bauen.", "You don't have enough {0} to construct": "Du hast nicht genügend {0}, um zu bauen", "You examined the situation from several angles, but found nothing immediately suspicious.": "Du hast die Lage aus mehreren Blickwinkeln geprüft, aber nichts unmittelbar Verdächtiges gefunden.", "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcome them back alive all the same. Wi": "Du hast die Lage aus mehreren Blickwinkeln geprüft, aber nichts unmittelbar Verdächtiges gefunden. Du hast deine Zweifel noch nicht vollständig beiseitegelegt, aber du solltest sie trotzdem lebend zurück willkommen heißen. Mi", "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcome them back alive all the same. With a...": "Du hast die Lage aus mehreren Blickwinkeln geprüft, aber nichts unmittelbar Verdächtiges gefunden. Du hast deine Zweifel noch nicht vollständig beiseitegelegt, aber du solltest sie trotzdem lebend zurück willkommen heißen. Mit ein...", "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but...": "Du hast die Lage aus mehreren Blickwinkeln geprüft, aber nichts unmittelbar Verdächtiges gefunden. Du hast deine Zweifel noch nicht vollständig beiseitegelegt, aber...", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve.": "Du erklärst den Expeditionsmitgliedern, warum das aktuelle Expeditionsziel realistisch kaum zu erreichen ist.", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve. \"Then why did we even set such a goal in the first place?\" A few expedition members grumble and voice their dissatisfaction.": "Du erklärst den Expeditionsmitgliedern, warum das aktuelle Expeditionsziel realistisch kaum zu erreichen ist. \"Und warum haben wir uns dann überhaupt so ein Ziel gesetzt?\" Ein paar Expeditionsmitglieder murren und äußern ihren Unmut.", "You furrow your brow and speak firmly.": "Du ziehst die Stirn in Falten und sprichst bestimmt.", "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disapp...": "Du ziehst die Stirn in Falten und sprichst bestimmt. \"Die anderen brauchen ihre Ruhe. Für heute Nacht ist es genug.\" Die Lycan-Expeditionsmitglieder tauschen enttäusch...", "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disappointed looks, then slowly lo": "Du ziehst die Stirn in Falten und sprichst bestimmt. \"Die anderen brauchen ihre Ruhe. Für heute Nacht ist es genug.\" Die Lycan-Expeditionsmitglieder tauschen enttäuschte Blicke und senken dann langsa", "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disappointed looks, then slowly lower th...": "Du ziehst die Stirn in Falten und sprichst bestimmt. \"Die anderen brauchen ihre Ruhe. Für heute Nacht ist es genug.\" Die Lycan-Expeditionsmitglieder tauschen enttäuschte Blicke und senken dann langsam ih...", "You have": "Du hast", "You have already spent resources to pray. If you leave now, those resources will be lost and the prayer result will not be saved. Are you su...": "Du hast bereits Ressourcen für ein Gebet ausgegeben. Wenn du jetzt gehst, gehen diese Ressourcen verloren und das Gebetsergebnis wird nicht gespeichert. Möchtest du wirk...", "You have established a basic base of operations, but the expedition has only just begun to take shape.": "Du hast einen einfachen Stützpunkt errichtet, aber die Expedition beginnt gerade erst, Gestalt anzunehmen.", "You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit?": "Du hast gerade Ressourcen für ein Gebet ausgegeben. Wenn du jetzt gehst, werden diese Ressourcen und das Gebetsergebnis nicht gespeichert. Möchtest du wirklich beenden?", "You have not completely set aside your doubts, but you should welcom...": "Du hast deine Zweifel noch nicht vollständig beiseitegelegt, aber du solltest sie trotzdem willkomm...", "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "Du hörst in der Nähe einen Schrei-und erkennst die Stimme sofort als die von Liana, einer deiner Begleiterinnen.", "You hear {0} scream and coldly turn your head away.": "Du hörst {0} schreien und drehst kalt den Kopf weg.", "You hur...": "Du eil...", "You look around, but no one is there.": "Du siehst dich um, aber da ist niemand.", "You order the members to seize {0}.": "Du befiehlst den Mitgliedern, {0} zu ergreifen.", "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the Lycan expedition members thr": "Du seufzt und zuckst mit den Schultern. \"Wenn das euer Brauch ist, dann sei es so. Treibt es nur nicht zu weit.\" In dem Moment, in dem du die Erlaubnis gibst, werfen die Lycan-Expeditionsmitglieder ih", "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the Lycan expedition members throw bac...": "Du seufzt und zuckst mit den Schultern. \"Wenn das euer Brauch ist, dann sei es so. Treibt es nur nicht zu weit.\" In dem Moment, in dem du die Erlaubnis gibst, werfen die Lycan-Expeditionsmitglieder ihre Köpfe zurüc...", "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the...": "Du seufzt und zuckst mit den Schultern. \"Wenn das euer Brauch ist, dann sei es so. Treibt es nur nicht zu weit.\" In dem Moment, in dem du die Erlaubnis gibst, ...", "You stamp one foot, and the expedition members begin to catch the rhythm one by one.": "Du stampfst mit einem Fuß auf, und die Expeditionsmitglieder finden einer nach dem anderen in den Rhythmus.", "You still lose 200 HP (minus any barrier / guard). The reflect is a bonus, not a shield.": "Du verlierst weiterhin 200 HP (abzüglich Barriere / Block). Die Reflexion ist ein Bonus, kein Schild.", "You still take": "Du erleidest weiterhin", "You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.": "Du holst dein Notizbuch heraus und überträgst sorgfältig die Gestalten, ihre Anordnung und jede Phase der Jagd.", "You win the exchange - you kill": "Du gewinnst den Austausch - du tötest", "You'd better take care of it": "Du solltest dich besser darum kümmern", "Young": "Jung", "Your": "Deine", "Your DPS": "Dein DPS", "Your attacker debuffed by:": "Dein Angreifer geschwächt durch:", "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "Dein Build behält, was du ausgerüstet hast - drücke \"Standard ausrüsten\", um diese Startausrüstung zu laden.", "Your clan advances through numbered": "Dein Clan steigt auf durch nummerierte", "Your clan advances through numbered ranks by accumulating contribution points. The rank table defines 7 ranks, but the base game caps the highest available r...": "Dein Clan steigt durch das Ansammeln von Beitragspunkten durch nummerierte Ränge auf. Die Rangtabelle definiert 7 Ränge, aber das Grundspiel begrenzt den höchsten verfügbaren R...", "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.": "Die allgemeine Fortschrittsstufe deines Clans (1-7 definiert, im aktuellen Build auf 2 begrenzt). Höhere Ränge erhöhen die Bevölkerungsgrenze, verbessern die Rekrutierung und schalten Räume und Forschung frei.", "Your damage on the hit": "Dein Schaden beim Treffer", "Your dmg/hit": "Dein Schaden/Treffer", "Your inscriptions": "Deine Inschriften", "Your missing HP": "Deine fehlenden HP", "Your report was": "Dein Bericht war", "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "Deine Rotation: wirke jede erlernte Schadensskill erneut, sobald ihre Abklingzeit es erlaubt, und füll jeden anderen Moment mit deinem Basisangriff.", "Your unit": "Deine Einheit", "Your units": "Deine Einheiten", "Your units 1": "Deine Einheiten 1", "Your units get a bonus too": "Deine Einheiten erhalten auch einen Bonus", "Zahmer Gloth icon": "Zahmer Gloth Symbol", "Zahnrad icon": "Zahnrad Icon", "Zaubervorheizung 10 icon": "Zaubervorheizung 10 Icon", "Zaubervorheizung icon": "Zaubervorheizung Icon", "Zenon Quest End 1 icon": "Zenon Quest End 1 Symbol", "Zenon Quest End 2 icon": "Zenon Quest End 2 Symbol", "Zenon Quest End 3 icon": "Zenon Quest End 3 Symbol", "Zenon Quest End 4 icon": "Zenon Quest End 4 Symbol", "Zenon's insect-research request line and its reward hand-ins.": "Zenons Auftragsreihe zur Insektenforschung und deren Belohnungsabgaben.", "Zenon: Insect Research": "Zenon: Insektenforschung", "Zerstörerische Spaltung range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Zerstörerische Spaltung in einem Dungeonraum", "Ziegel icon": "Ziegel Icon", "Zimmermann icon": "Zimmermann-Icon", "Zinn Bogen icon": "Zinn Bogen Symbol", "Zinn Feuerstab icon": "Zinn Feuerstab Symbol", "Zinnaxt icon": "Zinnaxt Icon", "Zinnhelm icon": "Zinnhelm Icon", "Zinnpfeil icon": "Zinnpfeil Icon", "Zinnschild icon": "Zinnschild Icon", "Zinnspeer icon": "Zinnspeer Icon", "Zinnstreitkolben icon": "Zinnstreitkolben Icon", "Zocker icon": "Zocker-Icon", "Zoom in": "Hineinzoomen", "Zoom out": "Herauszoomen", "Zufrieden icon": "Zufrieden Icon", "Zungenstoß range and area on a dungeon room": "Reichweite und Wirkungsbereich von Zungenstoß in einem Dungeonraum", "Zungenstoß range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Zungenstoß in einem Dungeonraum", "Zweihandgriff icon": "Zweihandgriff-Icon", "Zwerg icon": "Zwerg-Icon", "Zwerg, Weißer Dämon, Tal are also authored but not recruitable - see the": "Zwerg, Weißer Dämon, Tal sind ebenfalls angelegt, aber nicht rekrutierbar - siehe die", "Zähes rohes Fleisch range and area shown on a dungeon room": "Reichweite und Wirkungsbereich von Zähes rohes Fleisch in einem Dungeonraum", "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0]: Größe der Kamera-Sperrzone der Alpha-Version", "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ~ [1]: Der Zeitraum (Anfang bis Ende), den der Morgen innerhalb eines Tages einnimmt.", "[0]: BGM transition time": "[0]: Übergangszeit der Hintergrundmusik", "[0]: Camera maximum zoom-out value": "[0]: Maximaler Herauszoom-Wert der Kamera", "[0]: Camera minimum zoom-in value": "[0]: Minimaler Zoom-Wert der Kamera", "[0]: Camera movement speed via arrow keys": "[0]: Kamera-Bewegungsgeschwindigkeit mit den Pfeiltasten", "[0]: Dazed duration (in seconds)": "[0]: Dauer der Betäubung (in Sekunden)", "[0]: Difference in vision range between day and night": "[0]: Unterschied der Sichtweite zwischen Tag und Nacht", "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0]: Dauer des Effekts \"Geplaudert\" (Minuten)", "[0]: Equipment Durability deduction multiplier": "[0]: Multiplikator für den Haltbarkeitsverlust der Ausrüstung", "[0]: Grace period before small talk starts after entering the map (seconds)": "[0]: Schonfrist, bevor der Smalltalk nach Betreten der Karte beginnt (Sekunden)", "[0]: Head damage chance, [1]: Body damage chance": "[0]: Chance auf Kopftreffer-Schaden, [1]: Chance auf Körpertreffer-Schaden", "[0]: Hours per day": "[0]: Stunden pro Tag", "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0]: Wenn die Startzeit 8:00 ist, beginnt der Feldzug um 8:00.", "[0]: Limping duration (in seconds)": "[0]: Dauer des Hinkens (in Sekunden)", "[0]: Max Mood value shown in the UI": "[0]: Maximaler Stimmungswert, der in der UI angezeigt wird", "[0]: Max equipment size": "[0]: Maximale Anzahl an Ausrüstungsplätzen", "[0]: Max inventory size": "[0]: Maximale Inventargröße", "[0]: Max map X size [1]: Max map Y size": "[0]: Maximale X-Größe der Karte [1]: Maximale Y-Größe der Karte", "[0]: Max number of recent small-talk topics a unit stores": "[0]: Maximale Anzahl der letzten Smalltalk-Themen, die eine Einheit speichert", "[0]: Max number of small-talk conversations per logic refresh": "[0]: Maximale Anzahl an Smalltalk-Gesprächen pro Logik-Aktualisierung", "[0]: Max player unit party size": "[0]: Maximale Gruppengröße der Spielereinheiten", "[0]: Max radius of the settlement area with no initial creep": "[0]: Maximaler Radius des Siedlungsgebiets ohne anfänglichen Creep", "[0]: Max room size": "[0]: Maximale Raumgröße", "[0]: Minimum update tick (e.g. bleed) - 60/60": "[0]: Minimaler Aktualisierungs-Tick (z. B. Blutung) - 60/60", "[0]: Minutes per hour - 2700/60": "[0]: Minuten pro Stunde - 2700/60", "[0]: Near-Death aftereffect duration": "[0]: Dauer der Nachwirkung des Nahtod-Zustands", "[0]: Near-Death duration": "[0]: Dauer des Nahtod-Zustands", "[0]: Number of previous small-talk partners blocked": "[0]: Anzahl der vorherigen Smalltalk-Partner, die blockiert werden", "[0]: Number of previously used small-talk topics blocked": "[0]: Anzahl der zuvor verwendeten Smalltalk-Themen, die blockiert werden", "[0]: Percentage of head HP recovered upon Near-Death": "[0]: Prozentsatz der Kopf-HP, der bei Beinahe-Tod wiederhergestellt wird", "[0]: Skill global cooldown": "[0]: Globale Abklingzeit für Skills", "[0]: Small-talk topic record chance (%)": "[0]: Chance, ein Smalltalk-Thema festzuhalten (%)", "[0]: Speed correction value": "[0]: Geschwindigkeits-Korrekturwert", "[0]: Speed multiplier at maximum zoom-in": "[0]: Geschwindigkeitsmultiplikator bei maximalem Zoom", "[0]: Speed multiplier at minimum zoom-in": "[0]: Geschwindigkeitsmultiplikator bei minimalem Zoom", "[0]: Tick unit - 1/60": "[0]: Tick-Einheit - 1/60", "[0]: Ticks per minute - 45/60 NOTE: When this value is 45, a day equals 64,800 ticks -> 1,082 seconds of real time, so at 1x speed a game day is about 18 real-world minutes.": "[0]: Ticks pro Minute - 45/60 HINWEIS: Bei einem Wert von 45 entspricht ein Tag 64,800 Ticks -> 1,082 Sekunden Echtzeit, ein Spieltag dauert bei 1x-Geschwindigkeit also etwa 18 echte Minuten.", "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0]: Zeit, in der Smalltalk-Themeneinträge zur Erstausrüstung nach Betreten der Karte ignoriert werden (Sekunden)", "[0]: Tutorial seed": "[0]: Tutorial-Seed", "[0]: UI fade in/out duration": "[0]: Dauer des UI-Ein- und Ausblendens", "[0]: UI zoom in/out speed": "[0]: Geschwindigkeit des UI-Zooms", "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0]: Kampfreichweite der Einheit (Batch) <- wird beim Verlassen zurückgesetzt (vom Design her sollte dies dem Sichtwert folgen)", "[0]: Unit small-talk check interval (seconds)": "[0]: Prüfintervall für Smalltalk zwischen Einheiten (Sekunden)", "[0]: Unit small-talk occurrence chance (%)": "[0]: Auftrittschance für Smalltalk zwischen Einheiten (%)", "[0]: Unit small-talk search radius (tiles)": "[0]: Suchradius für Smalltalk zwischen Einheiten (Felder)", "[2, 4, 5] - the last floor reaches phase 5, the boss phase": "[2, 4, 5] - die letzte Etage erreicht Phase 5, die Boss-Phase", "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "[24, 48, 72, 96, 120, 144] kumulative Stunden - inaktiv (Dev_NotUsed, keine Warnung, kein Affecter und kein Ereignis verwendet es)", "] and [": "] und [", "] as damage to": "] als Schaden an", "] as damage to enemy": "] als Schaden am Gegner", "] as physical damage to the target.": "] als physischen Schaden am Ziel.", "] at the Goddess Statue to level up. During [": "] an der Göttinnenstatue, um aufzusteigen. Während [", "] by {0}%. When equipped with a shield, [": "] um {0}%. Mit einem Schild ausgerüstet, [", "] can increase": "] kann erhöhen", "] decreases by {0}% for each allied plant structure within 1 tile.": "] verringert sich um {0}% für jede verbündete Pflanzenstruktur innerhalb von 1 Feld.", "] for {1} seconds.": "] für {1} Sekunden.", "] increases by": "] erhöht sich um", "] increases by {1}%, and the weight of the equipped shield becomes 0.": "] erhöht sich um {1}%, und das Gewicht des ausgerüsteten Schilds wird 0.", "] is above a certain threshold. Right click a skill in the 'Command Panel' quick slo...": "] über einem bestimmten Schwellenwert liegt. Rechtsklicke eine Skill im Schnellplatz des 'Befehlsfelds'...", "] penalty when eating carnivore...": "]-Malus beim Verzehr von Fleisch...", "] per second. This effect cannot stack.": "] pro Sekunde. Dieser Effekt ist nicht stapelbar.", "] to the target for {0} seconds when using": "] auf das Ziel für {0} Sekunden bei Verwendung von", "] when eating vegetarian food. Ignore [": "] beim Verzehr vegetarischer Nahrung. Ignoriert [", "], you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the d...": "], kannst du deine Skills zurücksetzen. Skill-Rücksetzungs-Elixiere können mit einer Chance in Schatzkisten im D...", "]. The": "]. Die", "a Bow": "ein Bogen", "a Club": "eine Keule", "a Fire Staff": "einen Feuerstab", "a Greatsword": "ein Großschwert", "a Nature Staff": "einen Naturstab", "a Sword": "ein Schwert", "a Water Staff": "einen Wasserstab", "a building to construct, and then": "ein Gebäude zum Bauen, und dann", "a detonation": "eine Detonation", "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "ein fester ×1.5-Multiplikator - feste Werte, keine Obergrenzen, auf die du hinbaust.", "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "ein Treffer verringert seinen Schaden um 50%, was den Rüstungsverschleiß im gleichen Maß verringert.", "a large": "ein großer", "a location to move the unit.": "eine Position, um die Einheit zu bewegen.", "a merchant": "ein Händler", "a mood": "eine Stimmung", "a new {#} weapon tree": "einen neuen {#} Waffenbaum", "a player's stats.": "die Attribute eines Spielers.", "a player's stats. - [": "die Attribute eines Spielers. - [", "a skill in the 'Command Panel' quick slot to choose individ...": "eine Skill im Schnellslot des 'Befehlspanels', um individ...", "a summon": "eine Beschwörung", "abandoned": "verlassen", "abandoned,": "verlassen,", "abilities read the summoner's live Magic Attack Power": "-Fähigkeiten lesen den aktuellen Magischen Angriffswert des Beschwörers", "ability": "Fähigkeit", "ability.": "Fähigkeit.", "about": "über", "absorbs": "absorbiert", "absorbs up to 30% of damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.": "absorbiert bis zu 30% des verursachten Schadens (skaliert mit deinen eigenen fehlenden HP), das ist die Obergrenze für diese bestimmte Heilung bei Treffer.", "abyss variant": "Abyss-Variante", "accept": "annehmen", "accepts": "akzeptiert", "accessory": "Accessoire", "according": "gemäß", "achieve": "erreichen", "achieving": "erreichen", "acid": "Säure", "acidic": "säurehaltig", "acquire": "erwerben", "acquired": "erworben", "acquiring": "erwerben", "action (choice": "Aktion (Wahl", "active": "aktiv", "active -": "aktiv -", "active branches": "aktive Zweige", "active skills.": "aktive Skills.", "active,": "aktiv,", "adapted": "angepasst", "add a weapon to compare...": "Waffe zum Vergleich hinzufügen...", "added": "hinzugefügt", "added - click to remove": "hinzugefügt - klicken zum Entfernen", "additional status effects": "zusätzliche Statuseffekte", "additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).": "-Zusätze (die sechs Primärattribute, Maximale Gesundheit, Physische Angriffskraft/Magischer Angriffswert, Angriffsgeschwindigkeit, Abklingzeitreduktion, flache Resistenzen).", "adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.": "gibt +1.0 Physische Angriffskraft und +4.0 Maximalgewicht. Die Physische Angriffskraft speist sich zusätzlich zu einem Basiswert auch aus Geschicklichkeit und Wahrnehmung (je +0.5 pro Punkt), sie hängt also nicht nur von Stärke ab.", "adjacent enemy": "benachbarter Gegner", "admit": "zugeben", "adorned": "geschmückt", "advantage": "Vorteil", "afar": "Ferne", "affect inscription rarity.": "beeinflussen die Seltenheit der Inschrift.", "affects the caster,": "betrifft den Anwender,", "after": "nach", "after resistance. With the Inscription of Reflection:": "nach Resistenz. Mit der Inschrift der Reflexion:", "after,": "danach,", "again": "wieder", "again simply drops its target.": "erneut lässt einfach sein Ziel fallen.", "ago...": "her...", "ahead.": "voraus.", "air": "Luft", "air,": "Luft,", "alert fires when any equipped item drops to": "-Warnung wird ausgelöst, wenn ein ausgerüstetes Item auf", "alerts": "Alarme", "alive": "lebendig", "all": "alle", "all effects": "alle Effekte", "all game constants": "alle Spielkonstanten", "all of it.": "alles davon.", "all of them; Tidal Mark instead pulls your summons to a marked tile. Keep Bubblings up or these spells have nothing to spend.": "sie alle; Tidal Mark zieht deine Beschwörungen stattdessen auf ein markiertes Feld. Halte Bubblings aufrecht, sonst haben diese Zauber nichts zu verbrauchen.", "all of your worn armor at once": "deine gesamte getragene Rüstung auf einmal", "all pinned menu must inherit a pin toggle as an option": "alle angepinnten Menüs müssen einen Pin-Umschalter als Option übernehmen", "all regions overview": "Überblick über alle Regionen", "all your": "alle deine", "all.": "alle.", "allows": "ermöglicht", "almost": "fast", "already": "bereits", "alternate hit-receive recoil": "abwechselnder Rückstoß beim Treffereinschlag", "always": "immer", "amiss,": "verkehrt,", "ammo": "Munition", "ammo items": "Munitions-Items", "ammunition": "Munition", "amount": "Menge", "amount and are": "Menge und sind", "an": "ein", "an enemy to perform a basic attack.": "einen Gegner, um einen Standardangriff auszuführen.", "an interactable object to initiate interaction.": "ein interagierbares Objekt, um die Interaktion zu starten.", "an item in the 'Inventory' to open the interaction menu.": "ein Item im 'Inventar', um das Interaktionsmenü zu öffnen.", "and": "und", "and ...": "und ...", "and Bubbletoads), and a summon's power scales off the": "und Bubbletoads), und die Stärke einer Beschwörung skaliert mit dem", "and a hard-hitting": "und ein hart zuschlagender", "and any unit left without a team?": "und jede Einheit, die ohne Team bleibt?", "and began to drain the vitality of the world.": "und begann, die Lebenskraft der Welt auszusaugen.", "and can be": "und kann", "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "und ist nicht stapelbar, seine Obergrenze ist also eine einzige laufende Instanz und keine Stapelgrenze.", "and coveted by many.": "und von vielen begehrt.", "and don't settle for a weak Common (": "und gib dich nicht mit einem schwachen Gewöhnlich zufrieden (", "and granting {2}": "und verleiht {2}", "and granting {2} [": "und verleiht {2} [", "and grants": "und verleiht", "and grotesque lump of meat.": "und grotesker Fleischklumpen.", "and hold up to 8 items; a worker repairs the equipment placed in them over time. The game tables define no material cost per repair - it is a labour and time cost, not an item price. A": "und halten bis zu 8 Items; ein Arbeiter repariert die dort abgelegte Ausrüstung mit der Zeit. Die Spieltabellen definieren keine Materialkosten pro Reparatur - es sind Arbeits- und Zeitkosten, kein Itempreis. Ein", "and keeps one. Rarity weights:": "und behält eine. Seltenheitsgewichtungen:", "and lets you pick an": "und lässt dich eine", "and more; the Abyss and Tutorial are off by default.": "und mehr; Abyss und Tutorial sind standardmäßig aus.", "and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.": "und sonst Nacht (Nacht verringert die Sichtweite). Der Kalender wechselt weiterhin um Mitternacht, nicht bei Tagesanbruch.", "and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).": "und nichts in der AlertTable, AffecterTable oder EventTable verwendet es (es gibt keine Dungeon-Break-Warnung, keinen Debuff und kein Ereignis, das ausgelöst werden könnte).", "and ornaments shaped": "und Ornamente in Form", "and pick one. A": "und wähle eine aus. Ein", "and pour points into stats. The mana-stone type required climbs with level:": "und Punkte in Attribute stecken. Die benötigte Manasteinart steigt mit der Stufe:", "and search a monster in": "und durchsuche ein Monster in", "and take all the": "und nimm alle", "and the": "und die", "and the Goddess' Blessing +3% for an expedition - these simply add to the stat.": "und der Segen der Göttin +3% für eine Expedition - diese addieren sich einfach auf das Attribut.", "and the campaign's": "und die des Feldzugs", "and the hope of finding a t...": "und die Hoffnung auf ein ...", "and the in-game tooltip lists no sight effect. So": "und der Tooltip im Spiel nennt keinen Sichteffekt. Also", "and the weight of the equipped shield becomes 0.": "und das Gewicht des ausgerüsteten Schilds wird 0.", "and traced with line-of-sight, so a wall between you and a monster blocks it (": "und mit Sichtlinie verfolgt, eine Wand zwischen dir und einem Monster blockiert sie also (", "and,": "und,", "and-almost": "und-fast", "another": "ein weiterer", "answers. Yet the world": "Antworten. Doch die Welt", "any": "beliebig", "any...": "irgend...", "anyway?": "überhaupt?", "anywhere in the tables to independently confirm the realized cadence, and the row's non-zero MaxStack value is contradicted by that \"cannot stack\" wording. So we take the game's description at face value (per second, magic, non-stacking) and drop an earlier per-10-seconds assumption that no table backed - but treat the exact tick timing as": "irgendwo in den Tabellen, um den tatsächlichen Takt unabhängig zu bestätigen, und der von Null verschiedene MaxStack-Wert der Zeile widerspricht der Formulierung \"nicht stapelbar\". Wir nehmen die Beschreibung des Spiels also wörtlich (pro Sekunde, magisch, nicht stapelbar) und verwerfen eine frühere Annahme von alle 10 Sekunden, die keine Tabelle stützte - behandle das genaue Tick-Timing aber als", "apar...": "ausein...", "apart": "auseinander", "apart,": "auseinander,", "apart?": "auseinander?", "apocalypse": "Apokalypse", "apparent": "offensichtlich", "appear": "erscheinen", "appears": "erscheint", "appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.": "erscheint, hängt vom Clanrang ab: Menschen sind immer am häufigsten (Gewichtung 100), Echsenmenschen sind häufig (etwa 35), und Elfen erscheinen erst ab Rang 2 (Gewichtung 25, etwa 16% der Kandidaten). Zwerge, Weiße Dämonen und Tal haben auf jedem Rang die Gewichtung 0 und können im aktuellen Build nicht rekrutiert werden.", "applied": "angewendet", "applies": "wendet an", "applies after dark and raises all six major stats by 15%.": "gilt nach Einbruch der Dunkelheit und erhöht alle sechs Primärattribute um 15%.", "applies during the day and lowers all six by 10%. A 25-point swing on every stat depending on the clock, so a Lycan team is built around fighting at night.": "gilt tagsüber und senkt alle sechs um 10%. Ein Unterschied von 25 Punkten bei jedem Attribut, je nach Uhrzeit, ein Lycan-Team wird also auf Kämpfe bei Nacht ausgelegt.", "appointed": "ernannt", "approach": "Ansatz", "approach,": "Ansatz,", "archer": "Bogenschütze", "archery": "Bogenschießen", "are": "sind", "are empty-slot markers, not data.": "sind Markierungen für leere Slots, keine Daten.", "are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.": "werden durch Gespräche mit benannten Charakteren vergeben. Die Aufgabentabelle selbst speichert nur Ziele - die Item-Belohnungen unten werden vom Dialog des NPCs ausgezahlt, wenn du die einzelnen Schritte abgibst.", "are in the game for": "sind im Spiel für", "are scenes you actually run into at the settlement or in the dungeon.": "sind Szenen, denen du in der Siedlung oder im Dungeon tatsächlich begegnest.", "are shown - that boost has no effect on the visible rows.": "angezeigt werden - dieser Bonus hat keinen Einfluss auf die sichtbaren Zeilen.", "are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.": "sind die 18 hochwertigen Attributsinschriften plus die 8 Unterklassen-Skillbaum-Verleihungen (Krieger, Wächter, Festung, Burst, Blitz, Exekution, Flut, Harmonie) und 18 mächtige Spezialeffekte.", "are the 18 low-grade stat inscriptions.": "sind die 18 geringwertigen Attributsinschriften.", "are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.": "sind die 18 mittelwertigen Attributsinschriften plus die 8 Waffen-/Magie-Skillbaum-Verleihungen (Schwert, Großschwert, Schild, Stumpf, Bogen, Feuer, Wasser, Natur) und 5 Spezialeffekte.", "are the secondary sub-class trees offered alongside a main tree.": "sind die sekundären Unterklassen-Bäume, die neben einem Hauptbaum angeboten werden.", "are the three headliners below.": "sind die drei Aushängeschilder unten.", "are the weapon and magic specializations a recruited unit can pick as its main tree.": "sind die Waffen- und Magiespezialisierungen, die eine rekrutierte Einheit als Hauptbaum wählen kann.", "are.": "sind.", "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (ConeExceptMe, Radius 1). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Default, radius 2). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Default, Radius 2). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Kreis, radius 3). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Kreis, Radius 3). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Kreis, radius 5). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Kreis, Radius 5). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Manhattan, Radius 1). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "Flächentreffer (Manhattan, Radius 2). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Manhattan, Radius 3). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Manhattan, Radius 5). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Quadrat, radius 1). The range distance metric shown is approximate; the area shape is exact.": "Flächentreffer (Quadrat, Radius 1). Die angezeigte Reichweitendistanz ist ein Näherungswert; die Form der Fläche ist exakt.", "area hit (Quadrat, radius 2). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Quadrat, Radius 2). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Quadrat, radius 7). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Quadrat, Radius 7). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Richtung, radius 2). The range distance metric shown is approximate; the area shape is exact.": "Flächentreffer (Richtung, Radius 2). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Richtung, radius 3). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Richtung, Radius 3). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (Richtung, radius 7). The range distance metric shown is approximate; the area shape is exact.": "-Flächentreffer (Richtung, Radius 7). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form der Fläche ist exakt.", "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "getroffener Bereich (Einzelziel). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form des Bereichs ist exakt.", "aren't": "sind nicht", "armor": "Rüstung", "around": "um", "around.": "herum.", "arrows": "Pfeile", "arrows.": "Pfeile.", "arrows...": "Pfeile...", "article).": "Artikel).", "arts,": "Künste,", "as": "als", "as a new team": "als neues Team", "as a playable unit.": "als spielbare Einheit.", "as a sub tree instead of": "als Unterbaum anstelle von", "as damage to": "als Schaden an", "as damage to enemy": "als Schaden am Gegner", "as damage to enemy ...": "als Schaden an gegnerischen ...", "as magic damage per every": "als magischen Schaden pro", "as physical damage to the target.": "als physischen Schaden am Ziel.", "ask": "fragen", "asking": "fragend", "asleep,": "schlafend,", "at": "bei", "at 2 targets (5 energy)": "bei 2 Zielen (5 Energie)", "at 2 targets (from the 12 s cooldown)": "bei 2 Zielen (aus der Abklingzeit von 12 s)", "at 3 targets (1 energy)": "bei 3 Zielen (1 Energie)", "at 3 targets (1 energy).": "bei 3 Zielen (1 Energie).", "at 3 targets (10 energy)": "bei 3 Zielen (10 Energie)", "at 3 targets (2 energy)": "bei 3 Zielen (2 Energie)", "at 3 targets (4 energy)": "bei 3 Zielen (4 Energie)", "at 3 targets (5 energy)": "bei 3 Zielen (5 Energie)", "at 3 targets (6 energy)": "bei 3 Zielen (6 Energie)", "at 3 targets (7 energy)": "bei 3 Zielen (7 Energie)", "at 3 targets (from the 12 s cooldown)": "bei 3 Zielen (aus der Abklingzeit von 12 s)", "at 3 targets (from the 15 s cooldown)": "bei 3 Zielen (aus der Abklingzeit von 15 s)", "at 3 targets (from the 20 s cooldown)": "bei 3 Zielen (aus der Abklingzeit von 20 s)", "at 3 targets (from the 30 s cooldown)": "bei 3 Zielen (aus der Abklingzeit von 30 s)", "at 3 targets (from the 40 s cooldown)": "bei 3 Zielen (aus der Abklingzeit von 40 s)", "at 3 targets (from the 8 s cooldown)": "bei 3 Zielen (aus der Abklingzeit von 8 s)", "at N targets": "bei N Zielen", "at attack speed": "bei Angriffsgeschwindigkeit", "at base": "als Basiswert", "at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's": "zum Zeitpunkt des Wirkens (Buffs auf den Beschwörer stärken also die Zauber der Beschwörung, unabhängig vom eigenen halbierten Angriff der Beschwörung), und eine Beschwörung erscheint und spiegelt dabei die", "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "zum Zeitpunkt des Wirkens, zusätzlich zu den eigenen Basiswerten der Kreatur (reverse-engineered / von der Community bestätigt - kein einzelnes Tabellenfeld):", "at every level-up from level 2 through 12": "bei jedem Stufenaufstieg von Stufe 2 bis 12", "at level N (level cap)": "auf Stufe N (Stufenobergrenze)", "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "bei maximalen Stapeln). Die Stapelanzahl und die Dauer werden beide von der Skill festgelegt, die den Effekt anwendet.", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The Nachtsicht affecter adds": "bei Nacht - aber derselbe Malus beschneidet auch die Sicht deiner eigenen Einheiten, ein Nachtangriff ist also ein zweischneidiges Schwert. Der Affecter Nachtsicht gibt", "at night.": "bei Nacht.", "at the Goddess Statue to level up.": "an der Göttinnenstatue, um aufzusteigen.", "at the designated location. Bubblings attack nearby enemies, and": "an der angegebenen Position. Bubblings greifen nahe Gegner an und", "at {#} targets ({#} energy)": "bei {#} Zielen ({#} Energie)", "at {#} targets ({#})": "bei {#} Zielen ({#})", "at {#} tile": "bei {#} Feld", "at {#} tiles": "bei {#} Feldern", "attack": "Angriff", "attack costs no durability at all - but a": "-Angriff kostet überhaupt keine Haltbarkeit - aber ein", "attack speed": "Angriffsgeschwindigkeit", "attack speed {#}": "Angriffsgeschwindigkeit {#}", "attack, crit, hit location, guard": "Angriff, Krit, Trefferzone, Block", "attacking": "angreifend", "attacks": "Angriffe", "attacks & patterns": "Angriffe & Muster", "attacks on enemies.": "Angriffe auf Gegner.", "attacks with": "greift an mit", "attribute": "Attribut", "authored, not active": "vorgegeben, nicht aktiv", "auto-attacks + this skill on cooldown": "Auto-Angriffe + diese Skill, sobald die Abklingzeit es erlaubt", "auto-completes": "vervollständigt automatisch", "auto-saves": "speichert automatisch", "available": "verfügbar", "available, not learned": "verfügbar, nicht erlernt", "average": "durchschnittlich", "avg 1.2 on floor 1": "durchschn. 1.2 auf Etage 1", "avg 1.2 on floor 2": "Durchschn. 1.2 auf Etage 2", "avg 1.3 on floor 2": "Durchschn. 1.3 auf Etage 2", "avg 1.3 on floor 3": "Durchschn. 1.3 auf Etage 3", "avg 1.3 on floor 4": "durchschn. 1.3 auf Etage 4", "avg 1.5 on floor 3": "durchschn. 1.5 auf Etage 3", "avg 1.5 on floor 4": "durchschn. 1.5 auf Etage 4", "avg 1.7 on floor 2": "Durchschn. 1.7 auf Etage 2", "avg 1.8 on floor 2": "Durchschn. 1.8 auf Etage 2", "avg 4.0 on floor 1": "durchschn. 4.0 auf Etage 1", "avg 5.8 on floor 4": "Durchschn. 5.8 auf Etage 4", "avg 6.0 on floor 2": "Durchschn. 6.0 auf Etage 2", "avg 6.0 on floor 3": "Durchschn. 6.0 auf Etage 3", "avg 6.2 on floor 4": "Durchschn. 6.2 auf Etage 4", "avg 6.3 on floor 3": "Durchschn. 6.3 auf Etage 3", "avg 6.7 on floor 2": "Durchschn. 6.7 auf Etage 2", "awakened": "erwacht", "away.": "weg.", "awkwardly": "unbeholfen", "back": "zurück", "back to the attacker.": "zurück an den Angreifer.", "background": "Hintergrund", "backgrounds": "Hintergründe", "backpack": "Rucksack", "badge": "Abzeichen", "barely": "kaum", "barrier": "Barriere", "barriers": "Barrieren", "base": "Basis", "base +": "Basis +", "base camp": "Basislager", "base price adjusted by the discount roll": "Grundpreis, angepasst durch den Rabattwurf", "base x your attack bonuses)": "Basis x deine Angriffs-Boni)", "base x your magic bonuses)": "Basis x deine Magie-Boni)", "base {#} {#}": "Basis {#} {#}", "baseline": "Grundwert", "basic": "einfach", "basic attack": "Standardangriff", "basic weapon attack (mandatory root) -": "grundlegender Waffenangriff (verpflichtende Wurzel) -", "basics": "Grundlagen", "bastard": "Bastard", "battlefield.": "Schlachtfeld.", "battles": "Kämpfe", "battles.": "Kämpfe.", "be": "sein", "beak.": "Schnabel.", "bearing": "tragend", "beast": "Bestie", "beast.": "Bestie.", "beautiful": "schön", "beautiful,": "schön,", "became": "wurde", "because": "weil", "becomes": "wird", "becoming": "werdend", "bee.": "Biene.", "been": "gewesen", "befor...": "bevor...", "before": "vorher", "before any % modifier. With": "vor jedem %-Modifikator. Mit", "before resistance.": "vor Resistenz.", "before,": "zuvor,", "before...": "bevor...", "began": "begann", "beginning.": "Anfang.", "begins": "beginnt", "begun": "begonnen", "behavior.": "Verhalten.", "behaviour & phase triggers": "Verhalten & Phasenauslöser", "behind": "hinter", "behind.": "dahinter.", "being": "Wesen", "belief": "Glaube", "belonging": "gehörend", "below). Looking for one specific skill? The": "unten). Du suchst eine bestimmte Skill? Die", "best.": "am besten.", "bestow": "verleihen", "better": "besser", "between": "zwischen", "beyond": "jenseits", "binary: everything is either Physical or Magic": "binär: alles ist entweder physisch oder magisch", "bit": "bisschen", "bites": "beißt", "block": "Block", "blocked": "geblockt", "blocked after quest \"": "gesperrt nach Aufgabe \"", "blocked by 2-handed": "blockiert durch zweihändige", "blocked once": "einmal geblockt", "blood": "Blut", "blood-infused": "blutdurchtränkt", "blood-sucking": "blutsaugend", "blood?": "Blut?", "blow": "Schlag", "blue": "blau", "blue,": "blau,", "blue-glowing": "blau leuchtend", "boasts": "rühmt sich", "boasts...": "rühmt sich...", "bodies": "Körper", "body": "Körper", "bonus": "Bonus", "bonus damage": "Bonusschaden", "bonus.": "Bonus.", "bonuses.": "Boni.", "born": "geboren", "boss": "Boss", "both": "beide", "both sides": "beide Seiten", "bottom": "unten", "bottom-right)": "unten rechts)", "bounces": "prallt ab", "braved": "trotzte", "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "-Zusammenbruch bei {#}, dann ein zweites Maximum {#} in den mentalen Zusammenbruch hinein - das ist tödlich. Etwa {#} Spielzeit bei 1x-Geschwindigkeit.", "breaking": "brechend", "breath": "Atem", "breath.": "Atem.", "briefly": "kurz", "bright": "hell", "brightens": "hellt auf", "brighter": "heller", "brimming": "übervoll", "bring": "bringen", "brought": "brachte", "brow": "Braue", "buffed": "verstärkt", "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": "-Buffs, keine Erkennungsmodifikatoren. Behandle jede Behauptung \"Wahrnehmung erweitert die Sichtweite\" als unbestätigt.", "bug": "Bug", "bug,": "Bug,", "bug.": "Bug.", "build a Research Station": "eine Forschungsstation bauen", "build resistances": "Resistenzen aufbauen", "building.": "Gebäude.", "buildings": "Gebäude", "buildings that restore mood": "Gebäude, die die Stimmung wiederherstellen", "builds": "Builds", "bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.": "hebt jedes Talent um eine Stufe an (maximal bis Genie), weshalb es sich über eine volle Karriere bis Stufe 12 so stark aufsummiert.", "buried,": "vergraben,", "burn": "brennen", "bushes.": "Büsche.", "busily": "eifrig", "busted": "kaputt", "busy": "beschäftigt", "but": "aber", "but is": "ist aber", "button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does": "-Schaltfläche würfelt alle fünf neu, und Inschriften, die du bereits besitzt, sind ausgeschlossen, sodass du nie Duplikate siehst. Die Opfergabenstufe", "buy: {#}": "kaufen: {#}", "by": "von", "by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of": "um einen festen Betrag pro Punkt, im Spiel als \"Pro Attributspunkt +X\" angezeigt. Zum Beispiel gibt jeder Punkt", "by accumulating": "durch das Ansammeln von", "by bonus": "durch Bonus", "by defeating monsters. Once": "durch das Besiegen von Monstern. Sobald", "by interacting with the statue.": "durch Interaktion mit der Statue.", "by management difficulty": "nach Management-Schwierigkeit", "by stay stage x management difficulty": "nach Aufenthaltsstufe x Management-Schwierigkeit", "by the guild into the dungeon.": "von der Gilde in den Dungeon.", "by unit level x management difficulty": "nach Einheitenstufe x Management-Schwierigkeit", "by {0}%. When equipped with a shield,": "um {0}%. Mit einem Schild ausgerüstet,", "byte-exact table parsers": "byte-genaue Tabellen-Parser", "cage": "Käfig", "call": "rufen", "campfire.": "Lagerfeuer.", "can": "kann", "can appear in have changed from 1, 2, 3, 4, 6, 7, 8,": "erscheinen kann, haben sich von 1, 2, 3, 4, 6, 7, 8,", "can appear in have changed from 10 to 10, 20.": "erscheinen kann, haben sich von 10 zu 10, 20 geändert.", "can appear in have changed from 5, 10 to 5, 10, 15, 20.": "erscheinen kann, haben sich von 5, 10 zu 5, 10, 15, 20 geändert.", "can grant a": "verleiht möglicherweise einen", "can happen more than once has changed from yes to no.": "kann mehrfach auftreten hat sich von ja zu nein geändert.", "can increase": "kann erhöhen", "can perform": "verfügt über", "can perform [": "verfügt über [", "can roll": "kann gewürfelt werden", "can't": "kann nicht", "can't...": "kann nicht...", "candidates": "Kandidaten", "cannot": "kann nicht", "cannot stack": "nicht stapelbar", "cap. Durability drops as the item is used and, when it hits": "-Grenze. Die Haltbarkeit sinkt bei Benutzung des Items, und wenn sie", "capacity 1–1, workload 3000": "Kapazität 1–1, Arbeitslast 3000", "capacity 1–2, workload 4000": "Kapazität 1–2, Arbeitslast 4000", "capacity 1–4, workload 5000": "Kapazität 1–4, Arbeitslast 5000", "capped": "begrenzt", "caps at phase 4": "maximal bis Phase 4", "captain,": "Hauptmann,", "captured": "gefangen", "care.": "Pflege.", "careful": "vorsichtig", "carefully": "sorgfältig", "cares?": "interessiert?", "carnivore": "Fleischfresser", "carpet": "Teppich", "carpet.": "Teppich.", "carried - click to remove": "getragen - zum Entfernen klicken", "carries": "trägt", "carry...": "trag...", "carrying": "trägt", "carved": "geschnitzt", "cases)": "Fällen)", "caster;": "Anwender;", "catch": "fangen", "catches": "fängt", "catching": "fängt", "cautiously": "vorsichtig", "cave": "Höhle", "cave,": "Höhle,", "cave.": "Höhle.", "caves.": "Höhlen.", "centered on the caster": "zentriert auf den Anwender", "chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base.": "Kette bringt die Steuerung bei: Kamera schwenken und zoomen, zu Markierungen bewegen, Weak Grey Rats töten, eine Ointment benutzen, Skills lernen, Holz und Gras sammeln und schließlich zur Basis zurückkehren.", "chair": "Stuhl", "challenging.": "herausfordernd.", "chance": "Chance", "chance this room appears on that floor": "Chance, dass dieser Raum auf dieser Etage erscheint", "changes": "Änderungen", "character appearances": "Charakterauftritte", "character's": "des Charakters", "characteristics": "Eigenschaften", "characteristics,": "Eigenschaften,", "charge.\"": "Angriff.\"", "check?": "prüfen?", "checked": "geprüft", "chilling": "eiskalt", "chin": "Kinn", "choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.": "Auswahl: Least x1.0, Ordinary x1.2, Plentiful x1.5. Ein Genius-Wert mit einem Plentiful-Opfer kann so in einer einzigen Stufe bis zu 10-11 Punkte gewinnen.", "chosen": "gewählt", "chosen - click to remove": "gewählt - zum Entfernen klicken", "circulating": "zirkulierend", "clan rank": "Clanrang", "clan rank 1": "Clanrang 1", "clan rank 2": "Clanrang 2", "clan rank 3": "Clanrang 3", "clan ranks": "Clanränge", "class does carry an": "Klasse trägt tatsächlich einen", "clear boss": "Boss besiegen", "clearer": "klarer", "clearer.": "klarer.", "clearly": "deutlich", "click": "klicken", "click to unveil": "klicken zum Aufdecken", "clicking": "Klicken", "cliffside.": "Klippe.", "cloak": "Umhang", "cloak,": "Umhang,", "close": "nah", "close.": "nah.", "closes": "schließt", "coefficient for Vision Range is": "Koeffizient für Sichtweite ist", "column is each unit's sight radius. For the full detection model, see": "Spalte ist der Sichtradius jeder Einheit. Für das vollständige Entdeckungsmodell siehe", "column links to that tree's full node-by-node page.": "Spalte verlinkt auf die vollständige Knoten-für-Knoten-Seite dieses Skillbaums.", "column shows where each one actually comes from:": "Spalte zeigt, woher jedes tatsächlich kommt:", "columns in the table below.": "Spalten in der Tabelle unten.", "combat": "Kampf", "combat difficulty": "Kampfschwierigkeit", "combat stats": "Kampfwerte", "combat,": "Kampf,", "combined Max HP:": "kombinierte max. HP:", "combined per attack cycle.": "zusammen pro Angriffszyklus.", "come": "kommen", "come home": "nach Hause kommen", "comes": "kommt", "comfortable": "bequem", "commander!": "Kommandant!", "commander.\"": "Kommandant.\"", "commands": "Befehle", "commands it": "befiehlt es", "common traits": "allgemeine Traits", "companion.": "Begleiter.", "companions.": "Gefährten.", "complete,": "abgeschlossen,", "completed": "abgeschlossen", "completely": "vollständig", "complicated.": "kompliziert.", "condensing": "verdichten", "condition": "Zustand", "confirmed detection modifiers in this build.": "bestätigte Entdeckungsmodifikatoren in diesem Build.", "confiscate": "beschlagnahmen", "confiscating": "beschlagnahmt", "constant - a": "Konstante - eine", "constants (451 rows). Dev comments (translated from Korean - hover for the original) document what each": "Konstanten (451 Zeilen). Entwicklerkommentare (aus dem Koreanischen übersetzt - für das Original mit der Maus darüberfahren) dokumentieren, was jede", "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "Konstanten, und die Treffer-/Kritberechnung hat keinen Positionsterm), es bewirkt derzeit also nichts. Würde es je aktiviert, würde es", "consumable": "Verbrauchsgegenstand", "consume": "verbrauchen", "consumes": "verbraucht", "consumes {#} of them": "verbraucht {#} davon", "contain": "enthalten", "containing": "enthält", "content not in this build": "Inhalte, die nicht in diesem Build sind", "continue": "fortfahren", "continue?": "fortfahren?", "continuing": "weiter", "contribution": "Beitrag", "contribution points": "Beitragspunkte", "controlling": "steuern", "cooking.": "Kochen.", "cooldown": "Abklingzeit", "copied to the clipboard": "in die Zwischenablage kopiert", "core": "Kern", "core,": "Kern,", "corner of the screen.": "Ecke des Bildschirms.", "corner...": "Ecke...", "corresponds to the following abilities:": "entspricht den folgenden Fähigkeiten:", "corridor": "Korridor", "corridor map": "Korridorkarte", "corridors.": "Korridore.", "corroded": "korrodiert", "corrosive": "ätzend", "corrupted form is folded into its row - open": "verderbte Form ist in seine Zeile eingearbeitet - öffne", "cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.": "kosten extra (+200 bis +2,000 Gold je nach Seltenheit) - oft ein Schnäppchen gegenüber den Wurfchancen von 2% Selten / 0.3% Legendär.", "could": "könnte", "couldn't": "konnte nicht", "countless": "unzählige", "cover": "Deckung", "covered": "bedeckt", "covers": "deckt ab", "coveted by many.": "von vielen begehrt.", "craft @ {#}": "herstellen @ {#}", "craft Textile x6, a Cloth Armor and Wood Arrows x2": "Textile x6, eine Cloth Armor und Wood Arrows x2 herstellen", "crafted,": "hergestellt,", "creates no damage instance, so it costs": "erzeugt keine Schadensinstanz, kostet also", "creature": "Kreatur", "creature's": "der Kreatur", "crevice": "Spalt", "crimson blood from a": "purpurrotes Blut von einem", "crisp": "knackig", "crit": "Krit", "critical hit": "kritischer Treffer", "critical hits.": "kritische Treffer.", "crop (grown at": "Feldfrucht (angebaut in", "crow": "Krähe", "crow's": "Krähen", "crunch": "knirschen", "crush": "zerschmettern", "crystal.": "Kristall.", "cumulative campaign": "kumulative Kampagne", "curious": "neugierig", "current": "aktuell", "current [": "aktuell [", "custom,": "Brauch,", "cutest!": "süßeste!", "cuts all item drop rates by 50%": "senkt alle Item-Dropchancen um 50%", "cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.": "senkt eingehenden Schaden um etwa 50%, und ein kritischer Treffer verursacht 1.5x Schaden.", "cycles 4 / 24 / 72 within each grade": "wechselt 4 / 24 / 72 innerhalb jeder Stufe", "damage": "Schaden", "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "Schadenszahl - nachdem die Angriffskraft des Angreifers gegen deine Resistenz geprüft wurde - und reflektiert sie", "damage to you": "Schaden an dir", "damage vs my unit": "Schaden gegen meine Einheit", "damage x": "Schaden x", "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": "Schaden, eine Blase, die einen Treffer vollständig absorbiert, lässt deine Rüstung also trotzdem um den vollen Wert des Treffers abnutzen.", "damage.": "Schaden.", "damp and": "feucht und", "dange...": "Gefah...", "danger": "Gefahr", "danger,": "Gefahr,", "danger-some": "gefahrvoll", "dangerous": "gefährlich", "dangerous secrets. Their": "gefährliche Geheimnisse. Ihre", "dark": "dunkel", "dark...": "Dunkel...", "darkens": "verdunkelt sich", "darkness": "Dunkelheit", "day": "Tag", "day counter rolls over at midnight (00:00)": "der Tageszähler springt um Mitternacht (00:00) um", "day length, ticks, in-game clock": "Taglänge, Ticks, Spieluhr", "day.": "Tag.", "days": "Tage", "days losing": "Tage verlieren", "daytime from 06:00 to 20:00": "Tag von 06:00 bis 20:00", "deal": "verursachen", "dealin...": "verursac...", "dealing": "verursacht", "dealing...": "verursach...", "deals a": "verursacht einen", "deals magic damage equal to": "verursacht magischen Schaden in Höhe von", "dealt": "verursacht", "dealt.": "verursacht.", "death they explode,": "Tod explodieren sie,", "debuff (Mood -2) lingers a while longer.": "Debuff (Stimmung -2) hält noch eine Weile an.", "debuffs whose per-second damage is fixed per stack (from": "Debuffs, deren Schaden pro Sekunde je Stapel festgelegt ist (aus", "decides": "entscheidet", "decides which trees it can access (see": "eines Rekruten entscheidet, welche Skillbäume er nutzen kann (siehe", "deciding": "entscheidet", "decision": "Entscheidung", "decisions": "Entscheidungen", "decorated": "verziert", "decrease": "verringern", "decreases": "verringert", "decreases by": "verringert sich um", "decreases by {0}% for each allied plant structure within 1 tile.": "verringert sich um {0}% für jede verbündete Pflanzenstruktur innerhalb von 1 Feld.", "deep": "tief", "deeper": "tiefer", "deeper.": "tiefer.", "default": "Standard", "defeated": "besiegt", "defense": "Verteidigung", "defense-ignoring": "verteidigungsignorierend", "defense.": "Verteidigung.", "defenses": "Verteidigung", "defined in the data but not active in this build": "in den Daten definiert, aber in diesem Build nicht aktiv", "defining": "bestimmend", "delete": "löschen", "deleted.": "gelöscht.", "demanding": "fordernd", "demo": "Demo", "depletion": "Erschöpfung", "depletion counter": "Erschöpfungszähler", "deployed on an expedition. Both are built from": "auf eine Expedition entsandt. Beide werden aus", "depth": "Tiefe", "deputy": "Stellvertreter", "derived (final) stats": "abgeleitete (finale) Werte", "derived, not stored": "abgeleitet, nicht gespeichert", "description": "Beschreibung", "design.": "Design.", "destroy": "zerstören", "destroyed": "zerstört", "destructive": "zerstörerisch", "detection-range calculator": "Rechner für die Entdeckungsreichweite", "dev comment": "Entwicklerkommentar", "dev comment skill float values": "Dev-Kommentar Skill-Float-Werte", "dev-internal": "dev-intern", "developed": "entwickelt", "development leftovers": "Entwicklungsreste", "device": "Gerät", "device,": "Vorrichtung,", "device.": "Gerät.", "devours": "verschlingt", "dialogue options": "Dialogoptionen", "did": "tat", "didn't": "nicht", "died": "gestorben", "died during the expedition.": "starb während der Expedition.", "dies": "stirbt", "dies instantly": "stirbt sofort", "dies)": "stirbt)", "dies.": "stirbt.", "dies; blocked after quest \"": "stirbt; blockiert nach der Aufgabe \"", "dies; blocked once": "stirbt; einmal geblockt", "dietary rules": "Ernährungsregeln", "difficult": "schwierig", "difficulty": "Schwierigkeit", "difficulty scales material costs x0.34–x1.66 and mood -": "Schwierigkeit skaliert Materialkosten x0.34–x1.66 und Stimmung -", "difficulty scales monster health & damage (up to x2 on Devastation) plus respawns 600–1200 min, while": "Schwierigkeit skaliert Gesundheit & Schaden der Monster (bis zu x2 bei Verheerung) sowie Respawns von 600–1200 Min., während", "difficulty scaling": "Schwierigkeitsskalierung", "difficulty setting scales monster stats through": "Schwierigkeitseinstellung skaliert die Monsterwerte über", "difficulty, not the combat one. On the hardest management setting the last stage is a standing": "Schwierigkeit, nicht die des Kampfes. Auf der härtesten Verwaltungseinstellung ist die letzte Stufe ein dauerhaftes", "difficulty.": "Schwierigkeit.", "diminishing returns": "abnehmender Ertrag", "dining": "Speise", "disappears": "verschwindet", "discarded": "verworfen", "discipline": "Disziplin", "discipline.": "Disziplin.", "discipline?": "Disziplin?", "discontented": "unzufrieden", "discovered": "entdeckt", "discussing": "besprechen", "disgusting.": "Widerlich.", "dismiss": "entlassen", "dispatched": "entsandt", "displaying": "zeigt", "displeased.": "unzufrieden.", "disposition,": "Wesensart,", "disrupting": "stört", "dissatisfaction.": "Unzufriedenheit.", "distribution,": "Verteilung,", "division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.": "Division verhält sich bereits so): die letzte Etage wird zur Boss-Etage von Phase 5, der Boss wird erzeugt, und ihn zu töten schließt die Region ab und öffnet die nächste.", "dmg /": "Schaden /", "do": "tun", "do if the developers activate it.": "tun würde, wenn die Entwickler ihn aktivieren.", "do if the developers wire it up.": "tun, wenn die Entwickler es anschließen.", "docile": "friedlich", "docile.": "friedlich.", "documents what each": "dokumentiert, was jede", "dodged or missed": "ausgewichen oder verfehlt", "does": "tut", "does not scale with the caster's attack power": "skaliert nicht mit der Angriffskraft des Anwenders", "does not use ammo - only a bow does.": "verbraucht keine Munition - nur ein Bogen tut das.", "doesn't": "nicht", "doesn't have enough main skill points.": "hat nicht genügend Haupt-Skillpunkte.", "doesn't have enough sub skill points.": "hat nicht genügend Neben-Skillpunkte.", "dog.": "Hund.", "don't": "nicht", "done": "erledigt", "done,": "erledigt,", "door-to-door": "von Tür zu Tür", "doubles": "verdoppelt", "doubt": "Zweifel", "doubting": "zweifelnd", "down": "hinunter", "down?": "unten?", "dragon": "Drache", "drain energy from their surroundings, slowly turning parts of the continent into": "entziehen ihrer Umgebung Energie und verwandeln Teile des Kontinents langsam in", "drains": "entzieht", "draw": "ziehen", "dread": "Grauen", "dried biscuit.": "getrockneter Keks.", "drifts": "treibt", "drinking": "Trinken", "drop: {#}": "Drop: {#}", "drops": "Beute", "drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "unter einen bestimmten Wert fällt, sucht die Einheit automatisch nach Nahrung und isst sie, und <color=#ccb", "dsb-tree on": "dsb-tree an", "due": "aufgrund", "dug": "grub", "dug-up": "ausgegraben", "dungeon": "Dungeon", "dungeon depletion, debuff and recovery": "Dungeon-Erschöpfung, Debuff und Erholung", "dungeon phase 5": "Dungeon-Phase 5", "dungeon rooms": "Dungeonräume", "dungeon,": "Dungeon,", "dungeon, all unsaved progress will be lost.": "Dungeon, gehen alle nicht gespeicherten Fortschritte verloren.", "dungeon.": "Dungeon.", "dungeons": "Dungeons", "dungeons.": "Dungeons.", "durability": "Haltbarkeit", "durability.": "Haltbarkeit.", "durable": "haltbar", "during": "während", "dwells": "wohnt", "dwelt,": "wohnte,", "dyed": "gefärbt", "each": "je", "each [": "jede [", "eagerly": "eifrig", "ears": "Ohren", "easily.": "leicht.", "eat": "essen", "eat anything - their racial mood quirk is": "essen alles - ihre volkstypische Stimmungseigenheit ist", "eats anything without hesitation.": "frisst alles ohne Zögern.", "echoes": "hallt", "edits did work. See": "Änderungen funktioniert haben. Siehe", "effe...": "Effe...", "effect (see the note under the table).": "Effekt (siehe Hinweis unter der Tabelle).", "effect,": "Effekt,", "effect, when a unit has it, restores durability every second while active.": "Effekt stellt, solange eine Einheit ihn hat, jede Sekunde Haltbarkeit wieder her.", "effect, which": "Effekt, der", "effects": "Effekte", "elements": "Elemente", "elements,": "Elemente,", "emotions.": "Emotionen.", "empire": "Imperium", "empty / unreleased": "leer / unveröffentlicht", "encased": "eingehüllt", "encirclement": "Umzingelung", "end": "Ende", "ending - it does not clear the region or unlock Festering Burrow (": "Ende - es schließt die Region nicht ab und schaltet Eiternder Bau nicht frei (", "endless questions, {0}": "endlose Fragen, {0}", "enduring": "anhaltend", "enemies": "Gegner", "enemies that enter its": "Gegner, die dessen", "enemy": "Gegner", "enemy.": "Gegner.", "energy": "Energie", "engaging, and who gets hit": "angreift, und wer getroffen wird", "enhancing": "verstärkt", "enough": "genug", "enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)": "genug - das Spiel schreibt die Wertebonusse fest in den Werteblock der Einheit und berechnet sie beim Laden nicht neu; beide Stellen müssen konsistent bearbeitet werden.)", "enough.\"": "genug.\"", "ensured": "sichergestellt", "enter": "betreten", "entirely.": "vollständig.", "entity": "Entität", "enum, driven every time a unit moves by": "Enum, angetrieben bei jeder Bewegung einer Einheit von", "envelop": "umhüllen", "envelops": "umhüllt", "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "Umgebungsbedingungen (±30% Wahrnehmung) und das Elixier mit +3 Wahrnehmung lassen sich am besten als", "equal to": "in Höhe von", "equal to 150% of": "in Höhe von 150% von", "equal to 300% of": "in Höhe von 300% von", "equal to {1}% of": "in Höhe von {1}% von", "equal to {1}% of magic attack power": "in Höhe von {1}% des magischen Angriffswerts", "equal to {1}% of magic attack power for {0}": "in Höhe von {1}% des magischen Angriffswerts für {0}", "equip defaults": "Ausrüstungs-Standards", "equip the weapon, no skill points": "Waffe ausrüsten, keine Skillpunkte", "equipment": "Ausrüstung", "equipment items": "Ausrüstungsgegenstände", "equipped": "ausgerüstet", "equipped - click to remove": "ausgerüstet - zum Entfernen klicken", "escape": "entkommen", "event": "Ereignis", "event steps": "Event-Schritte", "event, opened by using the": "Event, ausgelöst durch die Verwendung von", "events": "Ereignisse", "events that occurred during gameplay, providing explanations for various situations that arose.": "Ereignisse, die während des Spiels aufgetreten sind, mit Erklärungen zu den verschiedenen entstandenen Situationen.", "events,": "Ereignisse,", "eventually": "schließlich", "ever": "je", "every": "jede", "every 10 seconds. This effect cannot stack.": "alle 10 Sekunden. Dieser Effekt ist nicht stapelbar.", "every 2s.": "alle 2 Sek.", "every level-up": "bei jedem Stufenaufstieg", "every skill, sortable": "jede Skill, sortierbar", "every time you land a": "jedes Mal bei einem", "everyone": "alle", "everything": "alles", "everything below exists fully authored in the game files (names, effects, dev notes) but has no live acquisition path - no pool weight, no event, no recipe. Listed here as future special recruits; details may change before release.": "alles Folgende ist in den Spieldateien vollständig ausgearbeitet (Namen, Effekte, Entwicklernotizen), hat aber keinen aktiven Weg zur Beschaffung - kein Pool-Gewicht, kein Event, kein Rezept. Hier als künftige Spezialrekruten aufgeführt; Details können sich vor der Veröffentlichung noch ändern.", "evidence": "Beweis", "evolves from Waldkaulquappe": "entwickelt sich aus Waldkaulquappe", "evolves from Waldkaulquappe des Abyss": "entwickelt sich aus Waldkaulquappe des Abyss", "evolves from {#}": "entwickelt sich aus {#}", "examines the traces of the": "untersucht die Spuren des", "examining": "untersucht", "excel": "glänzen", "excellent!": "ausgezeichnet!", "exceptionally": "außergewöhnlich", "exchange": "Tausch", "exhales": "atmet aus", "exhaustion": "Erschöpfung", "exist in the game data but contain no skills yet. A recruit's": "existieren in den Spieldaten, enthalten aber noch keine Skills. Der", "exists.": "existiert.", "exp.": "Exp.", "expand all equipment stats": "alle Ausrüstungswerte ausklappen", "expect": "erwarten", "expect-it's": "erwartest-es ist", "expected": "erwartet", "expected per hit": "erwartet pro Treffer", "exped...": "Exped...", "expedi...": "Expedi...", "expedition": "Expedition", "expedition clan.": "Expeditionsclan.", "expedition members": "Expeditionsmitglieder", "expedition on the ground.": "Expedition vor Ort.", "expedition's": "der Expedition", "expedition,": "Expedition,", "expeditions": "Expeditionen", "experience": "Erfahrung", "experience.": "Erfahrung.", "explored": "erkundet", "explored-ground apron": "Rand des erkundeten Bodens", "exploring": "erkunden", "expression,": "Ausdruck,", "expression.": "Gesichtsausdruck.", "extinct": "ausgestorben", "eyes": "Augen", "eyes,": "Augen,", "eyes.": "Augen.", "face": "Gesicht", "face...": "Gesich...", "factors via the 'Mood' section in the 'Status' tab.": "Faktoren über den Bereich 'Stimmung' im Reiter 'Status'.", "factors via the 'Mood' tab in the 'Status' panel.": "Faktoren über den Reiter 'Stimmung' im Panel 'Status'.", "factors via the 'Mood' tab in the 'Status' panel. If Mood is below 0,...": "Faktoren über den Reiter 'Stimmung' im Panel 'Status'. Wenn die Stimmung unter 0 liegt,...", "failed": "gescheitert", "faint": "schwach", "fairly": "recht", "faithfully": "treu", "fall; Mood below 0 makes Stress rise proportionally.": "fallen; Stimmung unter 0 lässt Stress proportional steigen.", "falling": "fallend", "familiar": "vertraut", "far": "weit", "far.\"": "weit.\"", "farm crop.": "Feldfrucht.", "farmers,": "Bauern,", "farming spots": "Farm-Stellen", "farthest sight": "größte Sichtweite", "fascinating.": "faszinierend.", "fast": "schnell", "fatigu...": "Erschöpf...", "fearful": "ängstlich", "fearsome": "furchterregend", "feeble": "schwach", "feeding, diets and settler mood": "Fütterung, Ernährung und Siedler-Stimmung", "feeds the burn DoT and detonator terms below (not a computeBuild token).": "speist die Brand-DoT- und Detonator-Terme unten (kein computeBuild-Token).", "feels": "fühlt", "feet.": "Füße.", "fewer": "weniger", "field does nothing on current builds; the only save-side lever is the previous region's": "Feld bewirkt in aktuellen Builds nichts; der einzige Hebel auf Speicherseite ist bei der vorherigen Region das Feld", "fiercely": "wild", "file": "Datei", "file with the same": "Datei mit dem gleichen", "file.": "Datei.", "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live": "Dateien, eine pro Kampagnen-Autosave (jeweils etwa 1-2 MB). Daneben liegen", "filled": "gefüllt", "filled at runtime - a unit's name or per-Decision text": "zur Laufzeit gefüllt - der Name einer Einheit oder Text je Entscheidung", "fills": "füllt", "final": "endgültig", "finally": "schließlich", "financial": "finanziell", "find": "finden", "finding": "Finden", "fingertips": "Fingerspitzen", "fingertips.": "Fingerspitzen.", "finish": "beenden", "fire": "Feuer", "fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320.": "wird in deiner Basis ausgelöst (nicht im Dungeon); erfordert mindestens einen lebenden Siedler; wiederholbar mit einer Event-Abklingzeit von 4320.", "firm.": "fest.", "firmly.": "bestimmt.", "first": "erste", "first stage": "erste Phase", "first,": "zuerst,", "first.\"": "zuerst.\"", "fish.": "Fisch.", "fixed events": "feste Ereignisse", "flag is set and re-opens each cleared region's neighbour (": "Flag gesetzt ist, und öffnet den Nachbarn jeder abgeschlossenen Region erneut (", "flag on current builds - unlock state is re-derived on every load, so the edit does nothing (": "Flag in aktuellen Builds - der Freischaltstatus wird bei jedem Laden neu abgeleitet, die Änderung bewirkt also nichts (", "flag on each stat: some are": "Flag bei jedem Wert: einige sind", "flag that drives the unlock chain. See": "Flag, das die Freischaltkette steuert. Siehe", "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "Flag, was andeutet, dass die beiden Seiten unterschiedlich behandelt werden können, doch das ist eine Schlussfolgerung, keine bestätigte Regel.", "flame": "Flamme", "flame,": "Flamme,", "flat": "flach", "flat 3 magic damage per stack, every second": "feste 3 magischer Schaden pro Stapel, jede Sekunde", "flat 5 physical damage per stack, every second": "feste 5 physischer Schaden pro Stapel, jede Sekunde", "flat amount per stack, per second": "fester Betrag pro Stapel, pro Sekunde", "flat, does not scale with attack power": "fest, skaliert nicht mit der Angriffskraft", "flavor": "Flavortext", "flies": "fliegt", "flips": "dreht", "flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "blättert mehrere Seiten in seinem Notizbuch um und schlägt es dann bei einer Zeichnung eines dunkelroten Insekts auf.", "floor": "Etage", "floor-sim rollFloor:": "Etagen-Sim rollFloor:", "floor?": "Etage?", "floors": "Etagen", "flowers.": "Blumen.", "flowing": "fließend", "flows": "fließt", "focuses": "konzentriert sich", "folded into the stat sheet.": "in das Werteblatt eingearbeitet.", "follow": "folgen", "follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.": "folgen einer Kurve mit abnehmendem Ertrag, statt festen Schaden abzuziehen: ein Wert von R senkt den erlittenen Schaden um etwa R / (100 + R), d. h. du multiplizierst eingehenden Schaden mit etwa 100 / (100 + R). Resistenz ist also immer nützlich, erreicht aber nie volle Immunität.", "follows": "folgt", "food": "Nahrung", "food.": "Nahrung.", "for": "für", "for 10 seconds, dealing 30% of": "für 10 Sekunden und verursacht 30% von", "for 10s": "für 10 s", "for 12 seconds and deals damage equal to": "für 12 Sekunden und verursacht Schaden in Höhe von", "for 180 seconds.": "für 180 Sekunden.", "for 180s": "für 180s", "for 2 days. The first breakdown is survivable; only a": "für 2 Tage. Der erste Zusammenbruch ist überlebbar; nur ein", "for 2 seconds.": "für 2 Sekunden.", "for 300s": "für 300s", "for 3s": "für 3s", "for 5 seconds.": "für 5 Sekunden.", "for 5 seconds. The attack lasts for 5 strikes.": "für 5 Sekunden. Der Angriff hält 5 Schläge an.", "for 60 seconds.": "für 60 Sekunden.", "for 600s": "für 600s", "for 720s": "für 720s", "for a": "für einen", "for a heal, and a blue": "für eine Heilung, und ein blaues", "for a shield/barrier - all positive, sorted together by total. Monster skills show their stated percent too; the concrete numbers per difficulty are on each skill's own page. The": "für einen Schild bzw. eine Barriere - alle positiv, gemeinsam nach Gesamtwert sortiert. Monster-Skills zeigen ihren angegebenen Prozentwert ebenfalls; die konkreten Zahlen je Schwierigkeit stehen auf der eigenen Seite der jeweiligen Skill. Die", "for alert scouts, as low as": "bei wachsamen Spähern, bis hinab zu", "for all quest-recruitable and future special characters.": "für alle über Aufgaben anwerbbaren und künftigen Spezialcharaktere.", "for combat scaling,": "für die Kampfskalierung,", "for each allied plant structure within 1 tile. (Applies up to a maximum of": "für jede verbündete Pflanzenstruktur innerhalb von 1 Feld. (Gilt bis zu einem Maximum von", "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:": "für jedes. Die Talentbewertung entscheidet, wie stark dieser Wert bei jedem Stufenaufstieg der Einheit wächst. Die Bewertungen verteilen sich auf fünf Stufen:", "for each variant.": "für jede Variante.", "for every": "für jede", "for machine-consumption notes.": "für Hinweise zur maschinellen Nutzung.", "for mitigation purposes - the element labels on spells are only a UI color, and enemies have just two defensive stats,": "zur Schadensminderung - die Elementbezeichnungen auf Zaubern sind nur eine UI-Farbe, und Gegner haben nur zwei Verteidigungswerte,", "for most monsters, up to": "bei den meisten Monstern, bis zu", "for per-item obtainability.": "für die Beschaffbarkeit einzelner Items.", "for sluggish ones), choose day or night, and toggle Night Vision or your own Stealth. The full mechanics - line of sight, the awareness meter, aggro correction and the perception myth - are on the": "für träge), wähle Tag oder Nacht und schalte Nachtsicht oder deine eigene Tarnung um. Die vollständige Mechanik - Sichtlinie, Wahrnehmungsanzeige, Aggro-Korrektur und der Wahrnehmungsmythos - steht auf der", "for the economy).": "für die Wirtschaft).", "for the rest of the expedition.": "für den Rest der Expedition.", "for their aptitudes and lore.": "für ihre Begabungen und ihre Hintergrundgeschichte.", "for {#}s": "für {#}s", "for {0}": "für {0}", "for {0} seconds to all enemy units adjacent to the target.": "für {0} Sekunden auf alle gegnerischen Einheiten neben dem Ziel.", "for {0} seconds, dealing {2}% of ...": "für {0} Sekunden und verursacht {2}% von ...", "for {0} seconds.": "für {0} Sekunden.", "for {1} seconds.": "für {1} Sekunden.", "force": "Kraft", "forearm.": "Unterarm.", "forest": "Wald", "forest's": "des Waldes", "forest,": "Wald,", "forest.": "Wald.", "forging": "Schmieden", "form": "Form", "forms": "Formen", "forward": "vorwärts", "forward rather than granting items.": "weiter, anstatt Items zu geben.", "foul": "übel", "foul-smelling": "übelriechend", "found on the map.": "auf der Karte gefunden.", "fragile.": "zerbrechlich.", "free": "frei", "free random settler": "kostenloser zufälliger Siedler", "free, the next comes at level": "kostenlos, die nächste kommt auf Stufe", "freezes": "friert ein", "frightened": "verängstigt", "from": "von", "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.": "von 5 (voll aufgefüllt) hinunter bis 0 (völlig erschöpft). Wiederholtes Farmen derselben Etage leert ihren Zähler; mit der Zeit erholt er sich über einen Timer.", "from the smallest": "vom kleinsten", "from the {#} s cooldown": "aus der Abklingzeit von {#} s", "from these pre-authored area templates: one is rolled per camp slot (higher": "aus diesen vorgefertigten Gebietsvorlagen: eine wird pro Lagerplatz ausgewürfelt (höhere", "front": "Front", "fruit occasionally found on Luma trees.": "Frucht, die gelegentlich an Luma-Bäumen zu finden ist.", "full mechanics ›": "vollständige Spielmechanik ›", "full.": "voll.", "fully": "vollständig", "functioning": "funktionsfähig", "functioning.": "funktionsfähig.", "functions.": "Funktionen.", "fundamental": "grundlegend", "furrow": "runzeln", "fussy.": "heikel.", "future": "Zukunft", "gain": "erhalten", "gaining a": "erhält ein", "gains": "erhält", "gamble": "wagen", "gambling": "Glücksspiel", "game": "Spiel", "game beside her still": "Spiel neben ihr immer noch", "game constants": "Spielkonstanten", "gameplay": "Gameplay", "gated": "gesperrt", "gated (no craft/drop/trade/event source)": "gesperrt (keine Quelle durch Herstellung/Beute/Handel/Ereignis)", "gated unobtainable": "gesperrt nicht erhältlich", "gather": "sammeln", "gatherable": "sammelbar", "gatherable resource node": "abbaubarer Ressourcenknoten", "gathers": "sammelt", "gathers.": "sammelt.", "gaze": "Blick", "gazes": "blickt", "generated on the fly when the level-up screen opens": "wird spontan erzeugt, wenn der Aufstiegsbildschirm geöffnet wird", "generating": "erzeugend", "gestures.": "Gesten.", "get": "erhalten", "get it on Steam": "auf Steam holen", "gets": "bekommt", "getting hit": "getroffen werden", "giant": "Riese", "giant,": "Riese,", "gigantic": "gigantisch", "give": "geben", "give +10% hit and +5% crit per surrounding unit, from the first, with no stack cap - and symmetrically (enemies surrounding your units would benefit too).": "geben +10% Trefferchance und +5% kritische Trefferchance pro umstehender Einheit, ab der ersten, ohne Stapelgrenze - und symmetrisch (Gegner, die deine Einheiten umstellen, würden ebenso profitieren).", "given": "gegeben", "gives": "gibt", "gloves": "Handschuhe", "gloves,": "Handschuhe,", "glowing": "leuchtend", "go": "gehen", "goal": "Ziel", "goal,": "Ziel,", "goals": "Ziele", "goblins": "Goblins", "goblins,": "Goblins,", "going.": "weiter.", "gold": "Gold", "golem": "Golem", "golem,": "Golem,", "gone": "fort", "gone;": "fort;", "good": "gut", "goods and": "Waren und", "got": "bekam", "gracefully": "elegant", "gradually": "allmählich", "grant": "verleihen", "granting": "gewährt", "grants": "verleiht", "grants Mood +3, the": "verleiht Stimmung +3, die", "grave exudes a foreboding presence.": "Grab verströmt eine unheilvolle Aura.", "gray": "grau", "great": "großartig", "greater": "größer", "greedy": "gierig", "grew": "wuchs", "grids": "Raster", "grotesque": "grotesk", "grotesque-looking": "grotesk aussehend", "ground": "Boden", "ground.": "Boden.", "group": "Gruppe", "grow": "wachsen", "grow:": "wachsen:", "growing": "wachsend", "growling": "knurrend", "grows": "wächst", "growth": "Wachstum", "growth potential for a": "Wachstumspotenzial für einen", "grub": "Fraß", "grub.": "Fraß.", "guaranteed on every floor": "auf jeder Etage garantiert", "guard": "Block", "guide.": "Guide.", "guil...": "Gil...", "guild": "Gilde", "guild officer": "Gildenoffizier", "guild's": "der Gilde", "guild.": "Gilde.", "had": "hatte", "had its blocking conditions changed.": "hat geänderte Blockierbedingungen.", "had its prerequisites changed.": "hat geänderte Voraussetzungen.", "hand": "Hand", "handling surcharge for each inscription": "Bearbeitungszuschlag für jede Inschrift", "handling,": "Handhabung,", "hands": "Hände", "hands.": "Hände.", "harboring": "hegend", "hard": "schwer", "hard cap": "harte Obergrenze", "hardens.": "verhärtet sich.", "hardier": "widerstandsfähiger", "harmful": "schädlich", "harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:": "schädliche. Schädliche Effekte schwächen deine Einheiten (z. B. ein Wert −30%, reduzierte Trefferchance, Übelkeit) oder stärken die Monster - sie schmälern damit direkt deinen Schaden und deine Überlebensfähigkeit. Anzahl pro Stufe:", "harnessing": "nutzend", "harp": "Harfe", "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "härtesten negativen Umgebungs-Debuffs (jeweils -30% auf ein Primärattribut) in deinen Angreifer.", "has": "hat", "has 205 + 9x20 =": "hat 205 + 9x20 =", "has already wiped out two more": "hat bereits zwei weitere", "has been killed 1×": "wurde 1× getötet", "has been killed 1×; blocked after quest \"": "wurde 1× getötet; blockiert nach der Aufgabe \"", "has changed from": "hat sich geändert von", "has changed from -25%, -25%, -25%, -25%, -25%, -25%,": "geändert von -25%, -25%, -25%, -25%, -25%, -25%,", "has changed from -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25% to": "wurde geändert von -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25%, -25% zu", "has changed from 0 to 100.": "hat sich von 0 auf 100 geändert.", "has changed from 0 to 1440 in-game minutes.": "hat sich von 0 auf 1440 Spielminuten geändert.", "has changed from 0.8s to 0.2s.": "hat sich von 0.8s auf 0.2s geändert.", "has changed from 1 to 2 tiles.": "hat sich von 1 auf 2 Felder geändert.", "has changed from 10 to 30.": "hat sich von 10 auf 30 geändert.", "has changed from 100 to 150.": "hat sich von 100 auf 150 geändert.", "has changed from 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 50%, 50%,": "geändert von 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 50%, 50%,", "has changed from 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 50%, 50%, 50% to": "geändert von 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 100%, 50%, 50%, 50% auf", "has changed from 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,": "wurde geändert von 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,", "has changed from 103 to 115.": "hat sich von 103 auf 115 geändert.", "has changed from 105 to 117.": "hat sich von 105 auf 117 geändert.", "has changed from 110 to 122.": "hat sich von 110 auf 122 geändert.", "has changed from 112 to 124.": "hat sich von 112 auf 124 geändert.", "has changed from 12 to 18.": "hat sich von 12 auf 18 geändert.", "has changed from 120 to 0.": "hat sich von 120 auf 0 geändert.", "has changed from 13s to 18s.": "hat sich von 13s auf 18s geändert.", "has changed from 1400 to 3200.": "hat sich von 1400 auf 3200 geändert.", "has changed from 15.38% to 21.43%.": "hat sich von 15.38% auf 21.43% geändert.", "has changed from 16 to 24.": "hat sich von 16 auf 24 geändert.", "has changed from 2 to 4.": "hat sich von 2 auf 4 geändert.", "has changed from 20 to 2.": "hat sich von 20 auf 2 geändert.", "has changed from 20 to 30.": "hat sich von 20 auf 30 geändert.", "has changed from 23 to 0.": "hat sich von 23 auf 0 geändert.", "has changed from 25%, 25%, 25%, 25%, 25%, 25%,": "geändert von 25%, 25%, 25%, 25%, 25%, 25%,", "has changed from 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25% to": "wurde geändert von 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25%, 25% zu", "has changed from 3 to 5.": "hat sich von 3 auf 5 geändert.", "has changed from 30 to 50.": "hat sich von 30 auf 50 geändert.", "has changed from 30,": "geändert von 30,", "has changed from 30, 20, 20,": "geändert von 30, 20, 20,", "has changed from 30, 20, 20, 10, 4, 3, 1, 1, 1, 1, 1, 2, 1,": "geändert von 30, 20, 20, 10, 4, 3, 1, 1, 1, 1, 1, 2, 1,", "has changed from 30, 20, 3,": "geändert von 30, 20, 3,", "has changed from 4 to 10.": "hat sich von 4 auf 10 geändert.", "has changed from 4320 to 0 in-game minutes.": "hat sich von 4320 auf 0 Spielminuten geändert.", "has changed from 45, 30, 30,": "geändert von 45, 30, 30,", "has changed from 45, 30, 30, 20, 6, 4, 2, 2, 2, 2, 2, 3, 2,": "geändert von 45, 30, 30, 20, 6, 4, 2, 2, 2, 2, 2, 3, 2,", "has changed from 45, 30, 4,": "geändert von 45, 30, 4,", "has changed from 49 to 75.": "hat sich von 49 auf 75 geändert.", "has changed from 50.00% to 40.00%.": "hat sich von 50.00% auf 40.00% geändert.", "has changed from 50.00% to 60.00%.": "hat sich von 50.00% auf 60.00% geändert.", "has changed from 54 to 85.": "hat sich von 54 auf 85 geändert.", "has changed from 600 to 1800.": "hat sich von 600 auf 1800 geändert.", "has changed from 600 to 900.": "hat sich von 600 auf 900 geändert.", "has changed from 66 to 78.": "hat sich von 66 auf 78 geändert.", "has changed from 7 to 3.": "hat sich von 7 auf 3 geändert.", "has changed from 7 to 6 tiles.": "hat sich von 7 auf 6 Felder geändert.", "has changed from 7.69% to 7.14%.": "hat sich von 7.69% auf 7.14% geändert.", "has changed from 70 to 82.": "hat sich von 70 auf 82 geändert.", "has changed from 73 to 85.": "hat sich von 73 auf 85 geändert.", "has changed from 76 to 88.": "hat sich von 76 auf 88 geändert.", "has changed from 76.92% to 71.43%.": "hat sich von 76.92% auf 71.43% geändert.", "has changed from 79 to 91.": "hat sich von 79 auf 91 geändert.", "has changed from 8 to 12.": "hat sich von 8 auf 12 geändert.", "has changed from 8 to 9.": "hat sich von 8 auf 9 geändert.", "has changed from 80 to 92.": "hat sich von 80 auf 92 geändert.", "has changed from 81 to 93.": "hat sich von 81 auf 93 geändert.", "has changed from 83 to 95.": "hat sich von 83 auf 95 geändert.", "has changed from 84 to 96.": "hat sich von 84 auf 96 geändert.", "has changed from 86 to 98.": "hat sich von 86 auf 98 geändert.", "has changed from 9 to 0.": "hat sich von 9 auf 0 geändert.", "has changed from 9 to 4.": "hat sich von 9 auf 4 geändert.", "has changed from 92 to 104.": "hat sich von 92 auf 104 geändert.", "has changed from 93 to 105.": "hat sich von 93 auf 105 geändert.", "has changed from 94 to 106.": "hat sich von 94 auf 106 geändert.", "has changed from 95 to 107.": "hat sich von 95 auf 107 geändert.", "has changed from Cavern Standard to Cavern Poison.": "hat sich von Cavern Standard zu Cavern Poison geändert.", "has changed from Defence to Special.": "hat sich von Defence zu Special geändert.", "has changed from Elf07 Blue to Elf11 Green.": "hat sich von Elf07 Blue zu Elf11 Green geändert.", "has changed from Elf10 Blue to Elf02 Blue.": "hat sich von Elf10 Blue zu Elf02 Blue geändert.", "has changed from Floor to Floor Deco.": "hat sich von Floor zu Floor Deco geändert.", "has changed from Furniture to Farming.": "hat sich von Furniture zu Farming geändert.", "has changed from Illustration": "wurde geändert von Illustration", "has changed from Insect to NPC.": "hat sich von Insect zu NPC geändert.", "has changed from Long Blonde to Long03 Blonde.": "hat sich von Long Blonde zu Long03 Blonde geändert.", "has changed from Long Orange to Long04 Orange.": "hat sich von Long Orange zu Long04 Orange geändert.", "has changed from Long Red to Short08 Brown.": "hat sich von Long Red zu Short08 Brown geändert.", "has changed from Long02 Black to Long04 Black.": "hat sich von Long02 Black zu Long04 Black geändert.", "has changed from Long04 Blonde to Long Blonde.": "hat sich von Long04 Blonde zu Long Blonde geändert.", "has changed from Long04 Red to Short05 Red.": "hat sich von Long04 Red zu Short05 Red geändert.", "has changed from Moderate to Exceptional.": "hat sich von Moderate zu Exceptional geändert.", "has changed from Normal to Hard.": "hat sich von Normal zu Schwer geändert.", "has changed from Normal to Hidden.": "hat sich von Normal zu Versteckt geändert.", "has changed from Outstanding to Moderate.": "hat sich von Outstanding zu Moderate geändert.", "has changed from Short Black to Short09 Black.": "hat sich von Short Black zu Short09 Black geändert.", "has changed from Short Brown to Short06 Brown.": "hat sich von Short Brown zu Short06 Brown geändert.", "has changed from Short04 Brown to Short08 Brown.": "hat sich von Short04 Brown zu Short08 Brown geändert.", "has changed from Short05 Black to Long02 Black.": "hat sich von Short05 Black zu Long02 Black geändert.", "has changed from Short05 Blonde to Long02 Blonde.": "hat sich von Short05 Blonde zu Long02 Blonde geändert.", "has changed from Short05 Brown to Short03 Brown.": "hat sich von Short05 Brown zu Short03 Brown geändert.", "has changed from Short07 Black to Short05 Black.": "hat sich von Short07 Black zu Short05 Black geändert.", "has changed from Short07 Brown to Long04 Brown.": "hat sich von Short07 Brown zu Long04 Brown geändert.", "has changed from Short07 Orange to Short02 Orange.": "hat sich von Short07 Orange zu Short02 Orange geändert.", "has changed from Short07 Red to Short09 Red.": "hat sich von Short07 Red zu Short09 Red geändert.", "has changed from Slim Unisex to Standard Male.": "hat sich von Slim Unisex zu Standard Male geändert.", "has changed from Workbench to Special.": "hat sich von Workbench zu Special geändert.", "has changed from nothing to": "geändert von nichts auf", "has changed from nothing to Equipment Spear.": "hat sich von nichts zu Equipment Spear geändert.", "has changed from nothing to Face Scar01 Peach.": "hat sich von nichts zu Face Scar01 Peach geändert.", "has changed from nothing to Illustration Endrossi.": "hat sich von nichts zu Illustration Endrossi geändert.", "has changed from nothing to Mustache Orange.": "hat sich von nichts zu Mustache Orange geändert.", "has changed from nothing to Mustache Red.": "hat sich von nichts zu Mustache Red geändert.", "has no": "hat kein", "has two modes:": "hat zwei Modi:", "hatches into": "schlüpft zu", "have": "haben", "have a chance to be found in treasure chests in the dungeon.": "können mit einer bestimmten Chance in Schatzkisten im Dungeon gefunden werden.", "have been adjusted from": "wurden angepasst von", "have been adjusted from Max Health Total Per Modifier": "wurden angepasst von Max. Gesundheit Gesamt pro Modifikator", "have been adjusted from Max Health Total Per Modifier -15, Fire Magic Skill Aptitude +2,": "wurden angepasst von Max. Gesundheit Gesamt pro Modifikator -15, Eignung Feuermagie-Skill +2,", "have been adjusted from Mood -2 to Mood -20.": "wurden von Stimmung -2 auf Stimmung -20 angepasst.", "have changed from": "haben sich geändert von", "have changed from 1 to 2.": "haben sich von 1 auf 2 geändert.", "have changed from 10 to 20.": "haben sich von 10 auf 20 geändert.", "have changed from 1000 to 2880.": "haben sich von 1000 auf 2880 geändert.", "have changed from 120, 300 to 20, 30.": "haben sich von 120, 300 auf 20, 30 geändert.", "have changed from 200, 400, 800, 2000 to 50, 100, 300, 500.": "haben sich von 200, 400, 800, 2000 auf 50, 100, 300, 500 geändert.", "have changed from 4 to 5.": "haben sich von 4 auf 5 geändert.", "have changed from 480 to 4800.": "haben sich von 480 auf 4800 geändert.", "have changed from 50 to 100.": "haben sich von 50 auf 100 geändert.", "have changed from Black to Red.": "haben sich von Black zu Red geändert.", "have changed from ChoiceE0200, ChoiceE0201 to ChoiceE0200.": "haben sich von ChoiceE0200, ChoiceE0201 zu ChoiceE0200 geändert.", "have changed from ChoiceR5000,": "geändert von ChoiceR5000,", "have changed from ChoiceR6000,": "geändert von ChoiceR6000,", "have changed from ChoiceR7000,": "geändert von ChoiceR7000,", "have changed from ChoiceR8000,": "geändert von ChoiceR8000,", "have changed from Yellow to Black.": "haben sich von Yellow zu Black geändert.", "have changed from nothing to": "geändert von nichts auf", "have changed from nothing to Lycan.": "wurden von nichts zu Lycan geändert.", "have no maximum defined in the tables (see the note above).": "haben in den Tabellen kein definiertes Maximum (siehe Hinweis oben).", "have {0}% more health and": "haben {0}% mehr Gesundheit und", "having": "habend", "he": "er", "head": "Kopf", "healed.": "geheilt.", "healing": "Heilung", "healing and": "Heilung und", "heals you for a percentage of the damage you deal. The three inscription grades add a": "heilt dich um einen Prozentsatz des Schadens, den du verursachst. Die drei Inschriftenstufen fügen einen", "health": "Gesundheit", "health-restoring": "gesundheitswiederherstellend", "health/energy ratios - summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.": "Gesundheits-/Energieverhältnisse - beschwörst du eine Kreatur, während du verwundet bist, kommt sie verwundet an. Beschwörungen sind außerdem an etwa 5 Felder um ihren Beschwörer gebunden.", "hear": "hören", "hearing": "Gehör", "hears": "hört", "hearty!": "herzhaft!", "heat": "Hitze", "heavy": "schwer", "heavy hits (protects both weapon and armor),": "schwere Treffer (schützt Waffe und Rüstung),", "held": "gehalten", "help,": "Hilfe,", "help. If you get wiped out again,": "Hilfe. Wenn du erneut ausgelöscht wirst,", "helped.": "geholfen.", "helped...": "geholfen...", "helpful and": "hilfreiche und", "helpful.": "hilfreich.", "helps": "hilft", "her": "ihre", "her appearance, she": "ihrem Erscheinen, sie", "her expression": "ihr Gesichtsausdruck", "here": "hier", "here from your extra trees": "hier aus deinen zusätzlichen Skillbäumen", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.40 data yet.": "hier ist seine angekündigte Überarbeitung der Start-Traits: in den Daten von DS_B.0.3.40 gibt es noch keine überarbeiteten Traits oder Werte.", "here's": "hier ist", "herself": "sich selbst", "hidden": "verborgen", "hidden by default": "standardmäßig verborgen", "hidden: recruit weight 0, never rolled)": "versteckt: Rekrutierungsgewicht 0, wird nie gewürfelt)", "hide": "verstecken", "hide spoiler": "Spoiler verbergen", "hide traits & skills too": "Traits & Skills ebenfalls ausblenden", "hide where/how to find things": "verbergen, wo/wie man Dinge findet", "higher": "höher", "himself.": "sich selbst.", "his": "sein", "history,": "Geschichte,", "hit": "Treffer", "holding": "hält", "honest,": "ehrlich,", "hood": "Kapuze", "hope...": "Hoffnung...", "horn,": "Horn,", "horn.": "Horn.", "hostile": "feindlich", "hours": "Stunden", "housing rooms": "Wohnräume", "how": "wie", "how new regions open up": "wie neue Regionen freigeschaltet werden", "how region unlocks work": "wie Regionsfreischaltungen funktionieren", "howl": "Heulen", "howling": "heulend", "human": "Mensch", "humbly": "demütig", "hunger": "Hunger", "hunt,": "Jagd,", "hunted": "gejagt", "hurt": "verletzt", "hypothesis.\"": "Hypothese.\"", "icons reload": "Icons neu laden", "identify the entity type and its table:": "den Entitätstyp und seine Tabelle bestimmen:", "if": "wenn", "if activated (no effect in this build)": "wenn aktiviert (in diesem Build ohne Effekt)", "if the slot is NULL, the boss doesn't exist and the region won't unlock the next one": "wenn der Slot NULL ist, existiert der Boss nicht und die Region schaltet die nächste nicht frei", "ignored.": "ignoriert.", "ignoring": "ignoriert", "immediately": "sofort", "impact": "Auswirkung", "impacts.": "Einschläge.", "impending": "bevorstehend", "imported": "importiert", "impressive.\"": "beeindruckend.\"", "improve": "verbessern", "improved": "verbessert", "in Abyss floor 10 (~100% per floor)": "in Abgrund-Etage 10 (~100% pro Etage)", "in Abyss floor 15 (~100% per floor)": "in Abyss-Etage 15 (~100% pro Etage)", "in Abyss floor 20 (~100% per floor)": "in Abgrund-Etage 20 (~100% pro Etage)", "in Abyss floor 5 (~100% per floor)": "in Abyss-Etage 5 (~100% pro Etage)", "in Abyss floors 1-4 (~100% per floor)": "in Abyss-Etagen 1-4 (~100% pro Etage)", "in Abyss floors 11-14 (~100% per floor)": "in Abyss-Etagen 11-14 (~100% pro Etage)", "in Abyss floors 16-19 (~100% per floor)": "in Abyss Etagen 16-19 (~100% pro Etage)", "in Abyss floors 6-9 (~100% per floor)": "in Abyss Etagen 6-9 (~100% pro Etage)", "in Eiternder Bau floor 1 (~35% per floor)": "in Eiternder Bau Etage 1 (~35% pro Etage)", "in Eiternder Bau floor 2 (~20% per floor)": "in Eiternder Bau Etage 2 (~20% pro Etage)", "in Eiternder Bau floor 2 (~23% per floor)": "in Eiternder Bau Etage 2 (~23% pro Etage)", "in Eiternder Bau floor 3 (~100% per floor)": "in Eiternder Bau Etage 3 (~100% pro Etage)", "in Eiternder Bau floor 4 (~57% per floor)": "in Eiternder Bau Etage 4 (~57% pro Etage)", "in Eiternder Bau floors 1-2 (~35% per floor)": "in Eiternder Bau Etagen 1-2 (~35% pro Etage)", "in Eiternder Bau floors 1-4 (~100% per floor)": "in Eiternder Bau Etagen 1-4 (~100% pro Etage)", "in Eiternder Bau floors 1-4 (~26% per floor)": "in Eiternder Bau Etagen 1-4 (~26% pro Etage)", "in Eiternder Bau floors 1-4 (~59% per floor)": "in Eiternder Bau Etagen 1-4 (~59% pro Etage)", "in Eiternder Bau floors 1-4 (~9% per floor)": "in Eiternder Bau Etagen 1-4 (~9% pro Etage)", "in Eiternder Bau floors 1-5 (~33% per floor)": "in Eiternder Bau Etagen 1-5 (~33% pro Etage)", "in Eiternder Bau floors 1-5 (~35% per floor)": "in Eiternder Bau Etagen 1-5 (~35% pro Etage)", "in Eiternder Bau floors 1-5 (~9% per floor)": "in Eiternder Bau Etagen 1-5 (~9% pro Etage)", "in Eiternder Bau floors 3-4 (~6% per floor)": "in Eiternder Bau Etagen 3-4 (~6% pro Etage)", "in Eiternder Bau floors 3-5 (~9% per floor)": "in Eiternder Bau Etagen 3-5 (~9% pro Etage)", "in Schleier des Schweigens floor 1 (~24% per floor)": "in Schleier des Schweigens Etage 1 (~24% pro Etage)", "in Schleier des Schweigens floor 3 (~91% per floor)": "in Schleier des Schweigens Etage 3 (~91% pro Etage)", "in Schleier des Schweigens floor 4 (~3% per floor)": "in Schleier des Schweigens Etage 4 (~3% pro Etage)", "in Schleier des Schweigens floors 1-4 (~26% per floor)": "in Schleier des Schweigens Etagen 1-4 (~26% pro Etage)", "in Schleier des Schweigens floors 1-4 (~37% per floor)": "in Schleier des Schweigens Etagen 1-4 (~37% pro Etage)", "in Schleier des Schweigens floors 1-4 (~61% per floor)": "in Schleier des Schweigens Etagen 1-4 (~61% pro Etage)", "in Schleier des Schweigens floors 1-4 (~9% per floor)": "in Schleier des Schweigens Etagen 1-4 (~9% pro Etage)", "in Schleier des Schweigens floors 1-5 (~24% per floor)": "in Schleier des Schweigens Etagen 1-5 (~24% pro Etage)", "in Schleier des Schweigens floors 1-5 (~33% per floor)": "in Schleier des Schweigens Etagen 1-5 (~33% pro Etage)", "in Schleier des Schweigens floors 2-4 (~38% per floor)": "in Schleier des Schweigens Etagen 2-4 (~38% pro Etage)", "in Schleier des Schweigens floors 2-5 (~10% per floor)": "in Schleier des Schweigens Etagen 2-5 (~10% pro Etage)", "in Schleier des Schweigens floors 2-5 (~100% per floor)": "in Schleier des Schweigens Etagen 2-5 (~100% pro Etage)", "in Schleier des Schweigens floors 3-4 (~25% per floor)": "in Schleier des Schweigens Etagen 3-4 (~25% pro Etage)", "in Schleier des Schweigens floors 3-4 (~6% per floor)": "in Schleier des Schweigens Etagen 3-4 (~6% pro Etage)", "in Schleier des Schweigens floors 4-5 (~8% per floor)": "in Schleier des Schweigens Etagen 4-5 (~8% pro Etage)", "in Tutorial floors 1-2 (~100% per floor); Schleier des Schweigens floors 1-2 (~25% per floor)": "in Tutorial-Etagen 1-2 (~100% pro Etage); Schleier des Schweigens Etagen 1-2 (~25% pro Etage)", "in Tutorial floors 1-4 (~100% per floor)": "in Tutorial-Etagen 1-4 (~100% pro Etage)", "in Tutorial floors 1-4 (~100% per floor); Schleier des Schweigens floors 1-5 (~100% per floor)": "in Tutorial-Etagen 1-4 (~100% pro Etage); Schleier des Schweigens Etagen 1-5 (~100% pro Etage)", "in Tutorial floors 1-5 (~100% per floor); Schleier des Schweigens floors 1-5 (~100% per floor)": "in Tutorial-Etagen 1-5 (~100% pro Etage); Schleier des Schweigens Etagen 1-5 (~100% pro Etage)", "in a": "in einem", "in an": "in einem", "in exchange for a permanent": "im Austausch für einen permanenten", "in in-game minutes": "in Spielminuten", "in its material tier - pick a set below.": "in seiner Materialstufe - wähle unten ein Set.", "in other teams": "in anderen Teams", "in the": "in der", "in the character": "im Charakter", "in the constant": "in der Konstante", "in the melee/range reflect rows.": "in den Reflexionszeilen für Nahkampf/Fernkampf.", "in the settlement will remain where": "in der Siedlung bleiben dort, wo", "in this build yet.": "in diesem Build noch nicht.", "in this build.": "in diesem Build.", "in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.": "insgesamt: 18 Gewöhnlich, 31 Ungewöhnlich, 44 Selten und 3 Legendär.", "in your settlement, or a": "in deiner Siedlung, oder ein", "in-depth": "im Detail", "in-game": "im Spiel", "in-game time, about {#} of play at 1x speed": "Spielzeit, etwa {#} bei 1x-Geschwindigkeit", "increase": "erhöhen", "increases": "erhöht", "increases as Mood gets lower": "steigt, je niedriger die Stimmung ist", "increases by": "erhöht sich um", "increases by 35% for": "steigt um 35% für", "increases by {0}%. When a shield is equipped,": "steigt um {0}%. Wenn ein Schild ausgerüstet ist,", "increases by {1}%, and the": "erhöht sich um {1}%, und die", "incredibly": "unglaublich", "index (": "Index (", "index means.": "Index bedeutet.", "indirectly": "indirekt", "indiscriminately": "wahllos", "individual effects": "einzelne Effekte", "individually": "einzeln", "individually capped: Low-grade": "einzeln begrenzt: Geringwertig", "infamous": "berüchtigt", "infinite load": "endloses Laden", "inflicts": "verursacht", "influencing": "beeinflussend", "informs": "informiert", "infused": "durchdrungen", "inhabits": "bewohnt", "inhales": "atmet ein", "initial stat correction": "anfängliche Wertekorrektur", "input my stats": "meine Werte eingeben", "inscription": "Inschrift", "inscription odds": "Inschriften-Chancen", "inscription odds & Inscription of Perfection": "Inschrift-Chancen & Inschrift der Perfektion", "inscriptions": "Inschriften", "inscriptions:": "Inschriften:", "insect": "Insekt", "insect.": "Insekt.", "insects": "Insekten", "insects,": "Insekten,", "inside": "innen", "inside.": "innen.", "inside...": "drinnen...", "insignia": "Abzeichen", "insignificant,": "unbedeutend,", "inspector's": "des Inspektors", "instantly kills any non-boss enemy the moment it takes damage while at": "tötet jeden Gegner, der kein Boss ist, sofort, sobald er Schaden nimmt, während er bei", "instead of": "statt", "integer": "Ganzzahl", "intent": "Absicht", "intentions": "Absichten", "inter": "zwischen", "inter-floor": "etagenübergreifend", "interactive character planner": "interaktiver Charakterplaner", "interested": "interessiert", "interested.": "interessiert.", "interesting.": "interessant.", "interior": "Innere", "interior.": "Innere.", "into": "in", "intruders.": "Eindringlinge.", "inventory.": "Inventar.", "investigate": "untersuchen", "investigation": "Untersuchung", "invoke": "aufrufen", "iron": "Eisen", "iron-containing": "eisenhaltig", "is": "ist", "is a combo of skills, passives and status effects that produces an outsized result. This list is rated honestly:": "ist eine Kombination aus Skills, Passiven und Statuseffekten, die ein überproportionales Ergebnis liefert. Diese Liste ist ehrlich bewertet:", "is a configurable what-if (type a Magic and Physical Attack). Pick a": "ist ein konfigurierbares Was-wäre-wenn (gib einen Magischen Angriffswert und eine Physische Angriffskraft ein). Wähle einen", "is a flat 50% damage reduction, and": "ist eine feste Schadensreduktion von 50%, und", "is a minimum layout that satisfies every gate at once: a floor of exactly the minimum area (countable cell grid), walls, floor and a door of the cheapest tier passing the Wall/Floor Q gate, the required furniture at its true occupied footprint, and a minimum decoration set reaching the Deco Q total - all drawn with the game's own tiles and sprites at in-game scale. Replicate the preview and the room qualifies.": "ist ein Minimallayout, das alle Anforderungen gleichzeitig erfüllt: eine Fläche von genau der Mindestgröße (zählbares Zellenraster), Wände, Boden und eine Tür der günstigsten Stufe, die die Wand-/Boden-Q-Anforderung erfüllt, die benötigten Möbel mit ihrer echten Stellfläche und ein Mindestset an Dekoration, das die Deko-Q-Summe erreicht - alles mit den spieleigenen Tiles und Sprites im Spielmaßstab gezeichnet. Bilde die Vorschau nach, und der Raum erfüllt die Anforderungen.", "is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.": "ist ein Stimmungsmalus, den Elfen erhalten, wenn sie Fleisch essen; den üblichen Stimmungsmalus für rein pflanzliche Kost ignorieren sie dagegen.", "is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "ist ein Stimmungsmalus, den Echsenmenschen vom Verzehr von Gemüse erhalten; den Malus für eine reine Fleischkost ignorieren sie dagegen.", "is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "ist ein eigenständiger Endlos-Dungeon-Modus, getrennt von der leeren Region Vergessener Abgrund auf der Expeditionskarte. Er ist teilweise implementiert.", "is above a certain threshold.": "über einem bestimmten Schwellenwert liegt.", "is examining a fragment of a golem. Without pausing as you approach, he speaks.": "untersucht ein Fragment eines Golems. Ohne innezuhalten, als du näher kommst, spricht er.", "is how far it spots and chases you.": "ist, wie weit es dich entdeckt und verfolgt.", "is it in the game?": "ist es im Spiel?", "is its raw pick weight inside the pool.": "ist sein rohes Auswahlgewicht innerhalb des Pools.", "is killed (": "getötet wird (", "is killed her dungeon spawn is blocked and she relocates to the Festering Burrow safe floor (reward / trade / recruit dialogue only).": "getötet wird, ist ihr Dungeon-Spawn blockiert und sie zieht auf die Sichere Etage von Eiternder Bau um (nur Belohnungs-, Handels- und Rekrutierungsdialog).", "is left out of the calculator on purpose - it cannot stack and its exact tick rate is unconfirmed (see the note under the table).": "ist absichtlich nicht im Rechner enthalten - es ist nicht stapelbar und seine genaue Tickrate ist unbestätigt (siehe die Anmerkung unter der Tabelle).", "is on - the default from Hard upward - monsters grow": "aktiv ist - Standard ab Schwer - werden Monster", "is one use of the attack against the": "ist eine Anwendung des Angriffs gegen das", "is rapidly turning the entire continent into": "verwandelt den gesamten Kontinent rasch in", "is replaced with the settler's own name.": "wird durch den eigenen Namen des Siedlers ersetzt.", "is replaced with the settler's own name. One variant is rolled per settler.": "wird durch den eigenen Namen des Siedlers ersetzt. Pro Siedler wird eine Variante ausgewürfelt.", "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "ist einfach 100% dessen, was der Treffer war - in den Daten gibt es keine absolute Obergrenze und keine pro Treffer.", "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "ist dieser Schaden pro Energiepunkt (Effizienz). Kostenlose Standardangriffe verbrauchen keine Energie, sie sind daher", "is the average hit of one cast with the caster's critical chance folded in (crit multiplier weighted by crit chance), before any enemy resistance - the metric both tables are ranked by.": "ist der durchschnittliche Treffer einer Anwendung, inklusive der Kritischen Trefferchance des Anwenders (Krit-Multiplikator gewichtet nach Krit-Chance), vor jeder Gegnerresistenz - die Kennzahl, nach der beide Tabellen sortiert sind.", "is the campaign floor a monster spawns on (1-5), blank for creatures with no fixed floor (summon-only forms and units whose spawns sit outside the tracked floor tables).": "ist die Kampagnen-Etage, auf der ein Monster spawnt (1-5), leer bei Kreaturen ohne feste Etage (nur beschworene Formen und Einheiten, deren Spawns außerhalb der erfassten Etagentabellen liegen).", "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "ist die Obergrenze). Entferne einen weiter oben oder lass einen zusätzlichen Skillbaum weg, um einen weiteren unterzubringen.", "is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.": "ist der Debuff, den ein Mensch erhält, sobald er die maximalen Erfahrungspunkte erreicht - ein Ausgleichsnachteil für sein schnelleres Aufleveln.", "is the odds of getting that item on a single open, kill or gather;": "ist die Chance, dieses Item bei einem einzelnen Öffnen, Töten oder Sammeln zu erhalten;", "is the one hard counter to detection. The in-game text: \"Bleibt unentdeckt und kann nicht anvisiert werden. Dieser Effekt endet sofort, wenn du einem Gegner Schaden zufügst.\"": "ist das einzige harte Gegenmittel gegen Entdeckung. Der Text im Spiel: \"Bleibt unentdeckt und kann nicht anvisiert werden. Dieser Effekt endet sofort, wenn du einem Gegner Schaden zufügst.\"", "is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working Schleier des Schweigens and doubles as a": "ist der einzige namentliche Dungeon-NPC, den du im aktuellen Build rekrutieren kannst. Sie ist eine Monsterjägerin, die in Schleier des Schweigens arbeitet, und dient gleichzeitig als", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories; 1 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "ist das Entscheidungssystem der Siedlung und der spieleigene Name dafür. Von Zeit zu Zeit wird in der Basis ein Beschluss angeboten: eine kurze Situation mit einer Belohnung, wenn du sie annimmst. Das Spiel wählt einen zufällig aus, gewichtet nach Kategorie und begrenzt durch deinen Clan-Rang, und führt ihn dann als Aufgabe, bis du seine Bedingung erfüllst. Es gibt 65 ausgeschriebene Beschlüsse in 7 Kategorien; 1 weiterer (alle Clan-Rang 3) ist Platzhalterinhalt, dessen Text noch nicht geschrieben ist, unten dargestellt als", "is the stated attack-power percentage from the skill's own description (multi-hit skills read hits×percent), and it comes in three colors: plain for a hit, a green": "ist der angegebene Angriffskraft-Prozentwert aus der Beschreibung der Skill selbst (bei Mehrfachtreffer-Skills steht Treffer×Prozent), und er kommt in drei Farben: normal für einen Treffer, ein grünes", "is this simulator's own. Looking for plain numbers instead? See": "ist die des Simulators selbst. Du suchst stattdessen nach reinen Zahlen? Siehe", "is two-handed - it occupies both hands, so no shield or torch.": "ist zweihändig - sie belegt beide Hände, also kein Schild und keine Fackel.", "is walk speed (100 = normal) and": "ist die Laufgeschwindigkeit (100 = normal) und", "is worth building around, and": "es sich lohnt, darauf aufzubauen, und", "is,": "ist,", "is.": "ist.", "isn't": "ist nicht", "issues": "Probleme", "it": "es", "it'...": "es'...", "it'd": "es würde", "it's": "es ist", "it,": "es,", "it.": "es.", "it.\"": "es.\"", "it...": "es...", "item - names exactly one character:": "Item - benennt genau einen Charakter:", "item list": "Item-Liste", "items": "Items", "items are stored in the unit's <color=#ccb": "Items werden gespeichert im <color=#ccb", "its": "sein", "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "seine Physische Angriffskraft ist 13.5 + 1x20 + 0.5x15 + 0.5x12 =", "its aura": "seine Aura", "its contents are granted by the dungeon event that places it, not a fixed table.": "sein Inhalt wird durch das Dungeon-Event bestimmt, das es platziert, nicht durch eine feste Tabelle.", "its per-kill drop rate, a": "seine Droprate pro Tötung, ein", "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "seine Rate pro Öffnung. Sortiere nach jeder Spalte; die detaillierten Quellentabellen unten enthalten die vollständige Aufschlüsselung.", "itself": "selbst", "join": "beitreten", "join.": "beitreten.", "joins your settlement": "schließt sich deiner Siedlung an", "judgment": "Urteil", "just": "nur", "keen": "scharf", "keep": "behalten", "keep unveiled spoilers unveiled": "aufgedeckte Spoiler aufgedeckt lassen", "key": "Taste", "key to": "Taste, um", "keys)": "Tasten)", "kill": "töten", "kill,": "töten,", "killed at least 1×": "mindestens 1× getötet", "killed at least 1×; requires quest \"": "mindestens 1× getötet; erfordert die Aufgabe \"", "killing the Red Monster Rat": "das Töten der Roten Monsterratte", "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "tötet die Einheit. Überlebende tragen 12 Tage lang eine Nachwirkung des Zusammenbruchs.", "kind.": "Art.", "knight": "Ritter", "known": "bekannt", "land": "Land", "land,": "Land,", "lands": "trifft", "last": "letzte", "lasting": "anhaltend", "lately.\"": "in letzter Zeit.\"", "lays out a fresh floor each click. Type or paste a seed first to reproduce that exact floor - the seed is saved in the page URL, so any roll is shareable as a link.": "legt bei jedem Klick eine neue Etage an. Gib zuerst einen Seed ein oder füge ihn ein, um genau diese Etage zu reproduzieren - der Seed wird in der Seiten-URL gespeichert, jeder Wurf ist also als Link teilbar.", "leader": "Anführer", "leads": "führt", "leans": "lehnt sich", "learn": "lernen", "learned": "gelernt", "leave": "verlassen", "leave.": "verlassen.", "leaving": "verlassend", "ledger": "Hauptbuch", "ledger,": "Hauptbuch,", "left": "links", "left to right": "von links nach rechts", "left)": "links)", "left-clic": "Linkskli", "left-click": "Linksklick", "left-clicking": "Linksklick", "legendary adventurers, others": "legendäre Abenteurer, andere", "less dmg": "weniger Schaden", "let's": "lass uns", "lethal": "tödlich", "lets": "lässt", "level": "Stufe", "level 1 (fresh)": "Stufe 1 (neu)", "level 12": "Stufe 12", "level 5": "Stufe 5", "level component": "Stufenanteil", "level thresholds, mana stones, race bonuses": "Stufenschwellen, Manasteine, Rassenboni", "level up": "Stufenaufstieg", "level up, {0} must": "aufzusteigen, muss {0}", "level up, {0} must reach maximum": "aufzusteigen, muss {0} das Maximum erreichen", "level-up prayer": "Gebet zum Stufenaufstieg", "level-up.": "Stufenaufstieg.", "level. Determines the maximum value of": "Stufe. Bestimmt den Maximalwert von", "level. Determines the maximum value of [": "Stufe. Bestimmt den Maximalwert von [", "lie": "Lüge", "lie...": "Lüge...", "life": "Leben", "life-infused": "lebensdurchdrungen", "lifesteal-style effects are the missing-HP ones covered above: the": "Effekte im Stil von Lebensraub sind die oben behandelten Effekte auf fehlende HP: die", "lift": "heben", "light": "Licht", "light blue": "hellblau", "lightly.": "leicht.", "lightning": "Blitz", "lightning-fast": "blitzschnell", "like": "wie", "like a": "wie ein", "limit": "Grenze", "lines connect a prerequisite to what it unlocks - corner": "Linien verbinden eine Voraussetzung mit dem, was sie freischaltet - Ecken", "lips": "Lippen", "liquid.": "Flüssigkeit.", "list has every skill in one sortable, filterable table.": "Liste enthält jede Skill in einer sortierbaren, filterbaren Tabelle.", "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "listet seine Skills als Symbole - fahre über eines, um Reichweite und Fläche dieses Angriffs in einem echten Dungeonraum eingezeichnet zu sehen.", "little": "wenig", "liv...": "leb...", "live": "leben", "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "lebende Animationen insgesamt. Die Sheets sind die spieleigenen Sprites (Skalierung 2x); das Frame-Timing ist ungefähr. Animationen laufen nur, solange sie auf dem Bildschirm sichtbar sind.", "live...": "leben...", "lived": "lebte", "lived-in.": "bewohnt.", "lives": "lebt", "livestock.": "Vieh.", "located": "gelegen", "location": "Ort", "long": "lang", "long-abandoned": "längst verlassen", "long-lasting": "langanhaltend", "long-range": "Fernkampf", "long-term": "langfristig", "long.": "lang.", "longer": "länger", "longer,": "länger,", "longer.": "länger.", "longer...": "länger...", "longing": "Sehnsucht", "look": "schauen", "looking": "schauend", "looks": "sieht", "looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "wendet den Blick von den Säureinsekten ab und richtet seine Aufmerksamkeit auf ein Sporeninsekt in der Nähe. Während er es beobachtet, heben sich seine Mundwinkel langsam.", "loop": "Schleife", "loot tables": "Beutetabellen", "loses,": "verliert,", "losing": "verlieren", "lost": "verloren", "lost?": "verloren?", "loud": "laut", "loud,": "laut,", "low.": "niedrig.", "lower": "niedriger", "lower.": "niedriger.", "lowers": "senkt", "lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.": "senkt die Schadenszahl und damit auch die Abnutzung - Rüstung, die den Treffer verringert, hält buchstäblich länger.", "lv1->2 {1}, lv2->3 {2} .... In other words, refers to the item 'quantity' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "lv1->2 {1}, lv2->3 {2} .... Mit anderen Worten: bezieht sich auf den Wert des Item-Schlüssels 'quantity', der benötigt wird, um von jeder Stufe zur nächsten aufzusteigen. {0} ist ein unbenutzter Platzhalter, sein Wert ist fest auf \"None\" gesetzt.", "lv2->3{2}.... In other words,": "lv2->3{2}.... Mit anderen Worten,", "macOS (native Steam build)": "macOS (nativer Steam-Build)", "macOS path": "macOS-Pfad", "made": "gemacht", "magic": "magisch", "magic -> staves": "Magie -> Stäbe", "magic damage equal to {0}% of": "magischen Schaden in Höhe von {0}% von", "magic damage equal to {0}% of [": "magischen Schaden in Höhe von {0}% von [", "magic damage equal to {2}% of magic attack power": "magischen Schaden in Höhe von {2}% des magischen Angriffswerts", "magic damage of stack * {0} per second.": "magischen Schaden von Stapel * {0} pro Sekunde.", "magic.": "Magie.", "magical": "magisch", "main": "Haupt", "main chain (Main0-8) ends with killing the": "Hauptkette (Main0-8) endet damit, dass du den", "maintaining": "aufrechterhalten", "major": "primär", "major stats": "Primärattribute", "make": "machen", "makes": "macht", "making": "Herstellen", "males": "Männchen", "males,": "Männchen,", "malevolent": "bösartig", "malus": "Malus", "man": "Mann", "mana": "Mana", "mana stone": "Manastein", "mana stones": "Manasteine", "mana-generating": "manaerzeugend", "managed": "geschafft", "management difficulty": "Management-Schwierigkeit", "manages": "schafft", "mandatory": "verpflichtend", "manual stats": "manuelle Werte", "manuals": "Handbücher", "many": "viele", "marsh,": "Sumpf,", "martial": "kämpferisch", "mask": "Maske", "mass": "Masse", "mass-produced": "massenproduziert", "massive": "massiv", "master": "Meister", "match,": "übereinstimmen,", "material": "Material", "matter": "Sache", "maw": "Rachen", "maximum": "Maximum", "maximum, you can": "Maximum erreicht, kannst du", "maximum, you can [": "Maximum erreicht, kannst du [", "me": "mich", "me!": "mich!", "me.": "mich.", "meal.": "Mahlzeit.", "mean \"3× ITEM_CopperIngot\" - split on the final": "bedeutet \"3× ITEM_CopperIngot\" - trenne am letzten", "means": "bedeutet", "means different things by source - a": "bedeutet je nach Quelle etwas anderes - ein", "means low investment for a huge payoff,": "bedeutet geringen Einsatz für einen riesigen Gewinn,", "meanti...": "inzwis...", "meat": "Fleisch", "mechanics guides": "Spielmechanik-Guides", "medium": "mittel", "melee": "Nahkampf", "melee skills.": "Nahkampf-Skills.", "melee x1.3": "Nahkampf x1.3", "melody!": "Melodie!", "melt": "schmelzen", "member": "Mitglied", "member...": "Mitglied...", "members": "Mitglieder", "members who are currently working.": "Mitglieder, die gerade arbeiten.", "members.": "Mitglieder.", "menace": "Bedrohung", "mental breakdown": "Nervenzusammenbruch", "mental breakdown at 100": "Nervenzusammenbruch bei 100", "mention": "erwähnen", "merchant": "Händler", "merchant stock": "Händlerbestand", "merciless": "erbarmungslos", "mere": "bloß", "metal": "Metall", "middle": "Mitte", "might": "könnte", "min": "Min.", "mind.": "Verstand.", "mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "Bergwerk, schwer von Trübsinn. Verrostete Tore knarren im Wind und geben dunkle Tunnel frei, die tiefer unter die Erde führen.", "mocks": "verspottet", "mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Modus, indem du unten rechts auf die Schaltfläche 'Aufheben' klickst oder die Taste C drückst.", "modified": "geändert", "modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are": "Modifikatoren (Kritische Trefferchance, Treffer-/Ausweich-/Blockchance, Lebensraub, verursachter/erlittener Schaden, Gesundheitsregeneration, erhaltene Erfahrungspunkte) und einige sind", "moment": "Moment", "moment,": "Moment,", "moment.": "Moment.", "monster": "Monster", "monster HP and attack. See the full economy/management axis on the": "Monster-HP und -Angriff. Die vollständige Wirtschafts-/Verwaltungsachse findest du auf der", "monster abilities": "Monsterfähigkeiten", "monsters": "Monster", "monsters -": "Monster -", "monstrous": "monströs", "mood": "Stimmung", "mood bubbles": "Stimmungsblasen", "mood stays below -3 for a sustained stretch triggers the": "Stimmung über einen längeren Zeitraum unter -3 bleibt, löst das", "mood value": "Stimmungswert", "mood {#} x {#} per minute": "Stimmung {#} x {#} pro Minute", "mood × -0.03": "Stimmung × -0.03", "mood-influencing": "stimmungsbeeinflussend", "morale-crisis event.": "Moralkrisen-Ereignis.", "more": "mehr", "more in other teams": "weitere in anderen Teams", "most": "meisten", "mouth": "Mund", "mouth.": "Mund.", "mouths": "Mäuler", "movement": "Bewegung", "movement in dungeons.": "Bewegung in Dungeons.", "movements": "Bewegungen", "movements.": "Bewegungen.", "moving": "bewegend", "much I can": "viel ich kann", "much I can help. If you get wiped out again,": "viel ich helfen kann. Wenn du noch einmal ausgelöscht wirst,", "much...\"": "viel...\"", "multiple": "mehrere", "mumbles": "murmelt", "murmuring,": "murmelnd,", "murmurs,": "murmelt,", "mush.": "Matsch.", "mushroom that can cause hallucinations when consumed.": "Pilz, der beim Verzehr Halluzinationen auslösen kann.", "mushy.": "matschig.", "must": "muss", "my": "mein", "mysterious": "geheimnisvoll", "name + stats on each chip": "Name + Werte auf jedem Chip", "name vs. effect": "Name vs. Effekt", "name.": "Name.", "naturally": "natürlich", "nature": "Natur", "nature-infused": "naturdurchdrungen", "near.": "nah.", "nearby": "in der Nähe", "nearby.": "in der Nähe.", "nearsighted": "kurzsichtig", "need": "brauchen", "needed.": "benötigt.", "needlessly": "unnötig", "needs a bow": "benötigt einen Bogen", "needs the right role or setup. Because": "braucht die richtige Rolle oder Aufstellung. Weil", "negative": "negativ", "neglected": "vernachlässigt", "never": "nie", "never after": "niemals danach", "new": "neu", "new...": "neu...", "newly": "neu", "next": "nächste", "night": "Nacht", "night,": "Nacht,", "no": "nein", "no Water (or Fire/Nature) combat element": "kein Kampfelement Wasser (oder Feuer/Natur)", "no change": "keine Änderung", "no combat code reads it": "kein Kampfcode liest ihn aus", "no damaging skill in the data": "keine schadensverursachende Skill in den Daten", "no effect": "keine Wirkung", "no effect on anyone": "keine Wirkung bei irgendjemandem", "no known source": "keine bekannte Quelle", "no longer trains": "trainiert nicht mehr", "no map": "keine Karte", "no map{#}for this template": "keine Karte{#}für diese Vorlage", "no matches": "keine Treffer", "no stat modifiers": "keine Attributsmodifikatoren", "no target / raw damage": "kein Ziel / roher Schaden", "no tick-interval field": "kein Tick-Intervall-Feld", "no weapon": "keine Waffe", "nods": "nickt", "noisy": "laut", "non-stacking": "nicht stapelbar", "none": "keine", "none - all at baseline": "keine - alle auf Grundwert", "normal event steps": "normale Ereignisschritte", "nose": "Nase", "noses.": "Nasen.", "not": "nicht", "not active in this build": "in diesem Build nicht aktiv", "not completed": "nicht abgeschlossen", "not enough SP for the cheapest skill left": "nicht genügend SP für die billigste verbleibende Skill", "not enough main SP": "nicht genügend Haupt-SP", "not enough sub SP": "nicht genügend Neben-SP", "not in a learnable tree": "nicht in einem erlernbaren Skillbaum", "not in any team": "in keinem Team", "not in game": "nicht im Spiel", "not instant": "nicht sofort", "not just pause it": "nicht nur pausieren", "not obtainable or playable yet": "noch nicht erhältlich oder spielbar", "not obtainable yet": "noch nicht erhältlich", "not stream, share, o...": "nicht streamen, teilen, o...", "not wired into the combat code": "nicht in den Kampfcode eingebunden", "note,": "Notiz,", "notebook": "Notizbuch", "nothing": "nichts", "nothing,": "nichts,", "notices": "bemerkt", "now": "jetzt", "now takes": "benötigt jetzt", "now trains": "trainiert jetzt", "now.": "jetzt.", "nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in": "Anstoß-Ereignis (3 stockende Tage, 72 Stunden Abklingzeit), und die angestaute schlechte Stimmung speist die Stress-Spirale, beschrieben in", "number": "Anzahl", "obey": "gehorchen", "object so cold it sends shivers down the spine just by looking at it.": "Gegenstand, der so kalt ist, dass einem schon beim Hinsehen ein Schauer über den Rücken läuft.", "objective": "Ziel", "objectives": "Ziele", "obtain.": "erhalten.", "obtained": "erhalten", "occ...": "auf...", "occur:": "auftreten:", "occurs.": "tritt auf.", "oddly": "seltsam", "of": "von", "of 20 Shells you are carrying 20 one-hit blocks; the underlying Shell status itself can technically hold up to 99, but this inscription stops feeding it at 20.": "von 20 Panzerschilden trägst du 20 Ein-Treffer-Blocks; der zugrunde liegende Status Panzerschild kann technisch bis zu 99 halten, aber diese Inschrift speist ihn nur bis 20.", "of 381 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.40. See the": "von 381 Items haben in den Spieldaten keinen Beschaffungsweg (kein Rezept, keinen Drop-Pool, keinen Händler, keine Ereignisvergabe, keine Farming-Verknüpfung und keinen Szenariostart) - sie sind in DS_B.0.3.40 praktisch gesperrt/unveröffentlicht. Siehe die", "of Säureslogel HP": "der Säureslogel-LP", "of allied plant structures within 1": "verbündeter Pflanzenstrukturen innerhalb von 1", "of fresh blood.": "frischen Blutes.", "of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "der physischen Angriffskraft am Ziel. Verursacht denselben Schaden an Gegnern, die in einer geraden Linie entlang der Angriffsbahn stehen.", "of the": "des", "of the first region,": "der ersten Region,", "of the first region, Veil of Silence -": "der ersten Region, Schleier des Schweigens -", "of the magic damage taken back to the attacker as magic damage.": "des erlittenen magischen Schadens als magischen Schaden an den Angreifer zurück.", "of the {#} energy pool": "des {#}-Energie-Pools", "of unbroken sight, only ~4 seconds of real time at 1x speed. Cross a monster's view briefly and you can often clear it before it commits; attacking one, of course, drops it straight into combat.": "ununterbrochener Sicht, nur ~4 Sekunden Echtzeit bei 1x-Geschwindigkeit. Wenn du das Sichtfeld eines Monsters nur kurz kreuzt, kannst du es oft verlassen, bevor es sich entscheidet; greifst du eines an, geht es natürlich sofort in den Kampf.", "of {#} HP": "von {#} HP", "offering": "Opfergabe", "officer": "Offizier", "officer's": "des Offiziers", "officer-grade": "Offiziersqualität", "officers": "Offiziere", "often": "oft", "older": "älter", "omnivore": "Allesfresser", "on": "bei", "on allies": "bei Verbündeten", "on anyone, player or monster. The numbers below are what it": "bei irgendjemandem, Spieler oder Monster. Die Zahlen unten sind das, was er", "on arrival": "bei Ankunft", "on dsb-rm": "auf dsb-rm", "on enemy": "beim Gegner", "on equip": "beim Ausrüsten", "on that 3rd basic attack.": "bei diesem 3. Standardangriff.", "on the caster": "beim Anwender", "on the field": "auf dem Feld", "on the map": "auf der Karte", "on the research board has changed from 17 to 13.": "auf der Forschungstafel hat sich von 17 auf 13 geändert.", "on units in the area": "auf Einheiten im Bereich", "on user": "beim Anwender", "on {#}": "bei {#}", "once the": "sobald die", "once you count the 10 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "wenn man die 10 Energie mitzählt, die für die Beschwörung des verbrauchten Bubbling aufgewendet wurden - die nominellen Kosten von 1 Energie verschleiern das.", "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "wenn man die 5 Energie mitzählt, die für die Beschwörung des verbrauchten Bubbling aufgewendet wurden - die nominellen Kosten von 1 Energie verschleiern das.", "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "sobald du die {#} Energie mitzählst, die für das Beschwören des Bubbling aufgewendet wird, das sie verbraucht; die aufgedruckten Kosten von {#} Energie verbergen das.", "once.": "einmal.", "one": "eins", "one full day is 64,800 ticks": "ein voller Tag sind 64.800 Ticks", "one in-game day passes in roughly 18 real minutes": "ein Spieltag vergeht in etwa 18 echten Minuten", "one,": "eins,", "one-hit blocks.": "blockt einen Treffer.", "one-shot": "einmalig", "one.": "eins.", "ones": "jene", "only": "nur", "only fires when you debuff an": "löst nur aus, wenn du einen Debuff auf einen", "open": "offen", "openly": "offen", "operation": "Operation", "operations": "Operationen", "oppo...": "Geg...", "opponents.": "Gegner.", "option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (": "Option überspringt den Bereitstellungsbereich direkt - die Regeln gelten aber pro Region und stammen direkt aus dem Etagen-Routing-Code (", "or below, so you get warned before something breaks mid-fight.": "oder darunter, damit du gewarnt wirst, bevor mitten im Kampf etwas zerbricht.", "or dragging.": "oder Ziehen.", "or the": "oder die", "order matters": "Reihenfolge zählt", "orders.": "Befehle.", "ordinary": "gewöhnlich", "ore that can be processed into metal.": "Erz, das zu Metall verarbeitet werden kann.", "ore that can be refined into ingots.": "Erz, das zu Barren raffiniert werden kann.", "organic": "organisch", "organizes": "organisiert", "organizing": "organisiert", "origin,": "Herkunft,", "other": "andere", "other entries": "weitere Einträge", "other units to add them to the selection.": "andere Einheiten, um sie der Auswahl hinzuzufügen.", "others.": "andere.", "our": "unser", "out": "aus", "out.": "raus.", "outrage!\"...": "Unerhört!\"...", "outside": "außerhalb", "outside the": "außerhalb der", "outside the portal area!": "außerhalb des Portalbereichs!", "over": "über", "over-supplied.": "überversorgt.", "over.": "vorbei.", "overdo": "übertreiben", "pack": "Rudel", "pack,": "Rudel,", "pack.": "Rudel.", "page": "Seite", "page - here it counts only as a non-stacking (capped-at-one) effect.": "Seite - hier zählt es nur als nicht stapelbarer (auf eins begrenzter) Effekt.", "page for conditions and rewards.": "Seite für Bedingungen und Belohnungen.", "page for every mood source and the standing modifiers in full.": "Seite für alle Stimmungsquellen und die dauerhaften Modifikatoren im Detail.", "page for the quests they belong to.": "Seite für die Aufgaben, zu denen sie gehören.", "page) or a weapon basic attack / free weapon signature;": "Seite) oder ein Waffen-Grundangriff / eine kostenlose Waffen-Signatur;", "page).": "Seite).", "page, which counts Poison only as a non-stacking (capped-at-one) effect.": "Seite, die Gift nur als nicht stapelbaren (auf eins begrenzten) Effekt zählt.", "page.": "Seite.", "parasitizing its body...": "parasitiert seinen Körper...", "parts": "Teile", "passionate!": "leidenschaftlich!", "passive": "passiv", "passive skills.": "passive Skills.", "pause": "Pause", "pauses": "hält inne", "pays": "zahlt", "peace returned once more, but": "kehrte wieder Frieden ein, aber", "penalty": "Malus", "penalty.": "Malus.", "people": "Leute", "per": "pro", "per (at": "pro (bei", "per adjacent enemy": "pro benachbartem Gegner", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 1.3 stacks stay up, for ~3.8/s sustained.": "pro Anwendung. Der Wert ist fix (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s) bleiben etwa 1.3 Stapel aktiv, also ~3.8/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 11.2 stacks stay up, for ~55.8/s sustained.": "pro Anwendung. Der Wert ist flach (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s) bleiben etwa 11.2 Stapel aktiv, was ~55.8/s dauerhaft ergibt.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 12.8 stacks stay up, for ~38.4/s sustained.": "pro Anwendung. Der Wert ist pauschal (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s) bleiben etwa 12.8 Stapel aktiv, also ~38.4/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 3.2 stacks stay up, for ~9.6/s sustained.": "pro Anwendung. Der Wert ist fix (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s) bleiben etwa 3.2 Stapel aktiv, also ~9.6/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 6.4 stacks stay up, for ~19.2/s sustained.": "pro Anwendung. Der Wert ist fix (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s) bleiben etwa 6.4 Stapel aktiv, also ~19.2/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 1.3 stacks stay up, for ~4/s sustained.": "pro Anwendung. Der Wert ist fix (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.7/s) bleiben etwa 1.3 Stapel aktiv, also ~4/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 13.2 stacks stay up, for ~39.6/s sustained.": "pro Anwendung. Der Wert ist pauschal (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.7/s) bleiben etwa 13.2 Stapel aktiv, also ~39.6/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 3.3 stacks stay up, for ~9.9/s sustained.": "pro Anwendung. Der Wert ist fix (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.7/s) bleiben etwa 3.3 Stapel aktiv, also ~9.9/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 6.6 stacks stay up, for ~19.8/s sustained.": "pro Anwendung. Der Wert ist fix (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders (0.7/s) bleiben etwa 6.6 Stapel aktiv, also ~19.8/s dauerhaft.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed ({#}/s) about {#} stacks stay up, for ~{#}/s sustained.": "pro Anwendung. Der Wert ist flach (ignoriert Resistenz und Angriffskraft). Wird bei jedem Treffer erneut angewendet: bei der Angriffsgeschwindigkeit dieses Anwenders ({#}/s) bleiben etwa {#} Stapel aktiv, was ~{#}/s dauerhaft ergibt.", "per energy (1 energy)": "pro Energie (1 Energie)", "per energy (2 energy)": "pro Energie (2 Energie)", "per energy (3 energy)": "pro Energie (3 Energie)", "per energy (4 energy)": "pro Energie (4 Energie)", "per energy (5 energy)": "pro Energie (5 Energie)", "per energy (7 energy)": "pro Energie (7 Energie)", "per energy ({#} energy)": "pro Energie ({#} Energie)", "per energy at 1 target,": "pro Energie bei 1 Ziel,", "per floor": "pro Etage", "per level)": "pro Stufe)", "per point of": "pro Punkt", "per second (at attack speed)": "pro Sekunde (bei Angriffsgeschwindigkeit)", "per second (from the 10 s cooldown)": "pro Sekunde (aus der Abklingzeit von 10 s)", "per second (from the 12 s cooldown)": "pro Sekunde (aus der Abklingzeit von 12 s)", "per second (from the 15 s cooldown)": "pro Sekunde (aus der Abklingzeit von 15 s)", "per second (from the 16 s cooldown)": "pro Sekunde (aus der Abklingzeit von 16 s)", "per second (from the 18 s cooldown)": "pro Sekunde (aus der Abklingzeit von 18 s)", "per second (from the 30 s cooldown)": "pro Sekunde (aus der Abklingzeit von 30 s)", "per second (from the 6 s cooldown)": "pro Sekunde (aus der Abklingzeit von 6 s)", "per second (from the 8 s cooldown)": "pro Sekunde (aus der Abklingzeit von 8 s)", "per second ({#})": "pro Sekunde ({#})", "per second at 1 target,": "pro Sekunde bei 1 Ziel,", "per second sustained from Burning at this caster's attack speed (0.6/s)": "pro Sekunde dauerhaft aus Brennen bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s)", "per second sustained from Burning at this caster's attack speed (0.7/s)": "pro Sekunde dauerhaft aus Brennen bei der Angriffsgeschwindigkeit dieses Anwenders (0.7/s)", "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "pro Sekunde dauerhaft aus seiner Aura + Brennen bei der Angriffsgeschwindigkeit dieses Anwenders (0.6/s)", "per second sustained from its aura + Burning at this caster's attack speed (0.7/s)": "pro Sekunde dauerhaft aus seiner Aura + Brennen bei der Angriffsgeschwindigkeit dieses Anwenders (0.7/s)", "per second sustained from {#} at this caster's attack speed ({#}/s)": "pro Sekunde dauerhaft aus {#} bei der Angriffsgeschwindigkeit dieses Anwenders ({#}/s)", "per second vs {#}": "pro Sekunde gegen {#}", "per second.": "pro Sekunde.", "per second. This effect cannot stack.": "pro Sekunde. Dieser Effekt ist nicht stapelbar.", "per stack": "pro Stapel", "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "pro Stapel und Sekunde. Ignoriert Verteidigung und Schilde und skaliert nicht mit der Angriffskraft - nur die Stapelzahl zählt.", "per stack, up to 3 stacks": "pro Stapel, bis zu 3 Stapel", "per stack, up to 6 stacks": "pro Stapel, bis zu 6 Stapel", "per surrounding unit": "pro umstehender Einheit", "per target": "pro Ziel", "per target; chains to up to 8 targets within 3 tiles": "pro Ziel; springt auf bis zu 8 Ziele innerhalb von 3 Feldern über", "percent": "Prozent", "percent-of-Max-HP": "Prozent-der-max.-HP", "percentage": "Prozentsatz", "perches": "hockt", "periodically.": "regelmäßig.", "perk": "Vorteil", "perks...": "Vorteile...", "permission,": "Erlaubnis,", "perplexing.": "verwirrend.", "person": "Person", "personal traits": "persönliche Traits", "phase": "Phase", "physical": "physisch", "physical -> melee/bow": "physisch -> Nahkampf/Bogen", "physical damage equal to {0}% of physical attack power to": "physischen Schaden in Höhe von {0}% der Physischen Angriffskraft an", "physical damage equal to {0}% of physical attack power to the": "physischen Schaden in Höhe von {0}% der Physischen Angriffskraft an das", "physical damage equal to {0}% of physical attack power to units on": "physischen Schaden in Höhe von {0}% der physischen Angriffskraft an Einheiten auf", "physical damage per second.": "physischer Schaden pro Sekunde.", "pick": "wählen", "pick a race first": "zuerst eine Rasse wählen", "pick a tree, full nodes": "wähle einen Baum, vollständige Knoten", "pick-up": "Aufsammeln", "picks two of your": "wählt zwei deiner", "pierce": "durchbohren", "pink": "rosa", "pipe...": "Pfeife...", "pipes": "Pfeifen", "place": "Ort", "placeholders filled from the row's": "Platzhalter, gefüllt aus dem", "places": "Orte", "places,": "Orte,", "planning and delicate management skills will be put to the test.": "Planung und feines Verwaltungsgeschick werden auf die Probe gestellt.", "planning and loss control.": "Planung und Verlustkontrolle.", "plant that": "Pflanze, die", "plants": "Pflanzen", "playful": "verspielt", "playfully-says,": "sagt verspielt,", "playing!": "spielen!", "point": "Punkt", "poked": "stupste", "policy": "Richtlinie", "pool - expand recursively and multiply percentages (p₁×p₂/100).": "Pool - rekursiv aufklappen und Prozentwerte multiplizieren (p₁×p₂/100).", "pools": "Pools", "population.": "Bevölkerung.", "porridge": "Brei", "portal": "Portal", "portal's": "des Portals", "portal.": "Portal.", "portion": "Anteil", "positive": "positiv", "possessing": "besitzend", "possible rolls": "mögliche Würfe", "possible rolls (exact roll not in the save):": "möglichen Würfe (genauer Wurf nicht im Spielstand):", "post-defense": "nach Verteidigung", "power": "Kraft", "power,": "Kraft,", "power.": "Kraft.", "powerful": "mächtig", "powerful,": "mächtig,", "powerful.": "mächtig.", "practical": "praktisch", "practical read": "praktische Lektüre", "pray": "beten", "prayer": "Gebet", "praying": "betet", "pre-barrier": "vor der Barriere", "precious": "kostbar", "preparations": "Vorbereitungen", "preparing": "vorbereiten", "present": "vorhanden", "present,": "anwesend,", "presented": "präsentiert", "prevention)": "Vorbeugung)", "pride": "Stolz", "primal": "urtümlich", "primarily": "hauptsächlich", "primordial": "urzeitlich", "principles": "Prinzipien", "prints once)": "wird einmal ausgegeben)", "probe": "untersuchen", "progress": "Fortschritt", "progress will be deleted!": "Fortschritt wird gelöscht!", "progression spoilers": "Fortschritts-Spoiler", "progressively": "zunehmend", "proof": "Beweis", "proof of the hunt, her expression hardens.": "Beweis der Jagd, verhärtet sich ihre Miene.", "properly": "richtig", "proportionally increases": "erhöht proportional", "protect": "schützen", "protect your armor in the shipped game - the wear is calculated from the full pre-barrier damage. Only lowering the actual damage (resist, guard, dodge) helps.": "deine Rüstung im fertigen Spiel - die Abnutzung wird aus dem vollen Schaden vor der Barriere berechnet. Nur eine Senkung des tatsächlichen Schadens (Resistenz, Block, Ausweichen) hilft.", "psychology": "Psychologie", "pup,": "Welpe,", "purposes.": "Zwecke.", "put": "setzen", "puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.": "legt einen -50%-Debuff auf die Droprate der ganzen Region, und eine erschöpfte Etage braucht 15 Spieltage, um sich wieder aufzufüllen.", "question": "Frage", "question,": "Frage,", "question-whether": "Frage-ob", "questioning": "fragend", "quests": "Aufgaben", "quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your": "Aufgaben sind wiederholbare Siedlungsziele - Ressourcen anlegen, Räume einer bestimmten Qualität bauen, bestimmte Forschung abschließen, die Stimmung deiner Siedler hoch halten, deine Einheiten aufleveln, Elite-Ziele töten -, die deinen", "quests to move them along - they are not events you stumble onto. Click any row for its full dialog graph.": "Aufgaben, um sie voranzubringen - sie sind keine Ereignisse, auf die du zufällig stößt. Klicke eine Zeile an, um ihren vollständigen Dialoggraphen zu sehen.", "quests, the tutorial and the main story to advance them - you do not run into them as random events. See the": "Aufgaben, das Tutorial und die Hauptgeschichte, um sie voranzubringen - du stößt nicht als Zufallsereignisse auf sie. Siehe die", "quickly": "schnell", "quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.": "überfliegt schnell das Forschungsmaterial, das du ihm gibst. Nach kurzem Schweigen fasst er sich mit beiden Händen an den Kopf.", "quickly,": "schnell,", "quietly": "leise", "quietly nods in return.": "nickt stumm zurück.", "quite": "ziemlich", "quiver": "Köcher", "quivering": "zitternd", "rabid": "tollwütig", "race": "Rasse", "race modifiers:": "Rassenmodifikatoren:", "race traits": "Rassen-Traits", "radiate": "ausstrahlen", "radiating": "ausstrahlend", "raise": "erhöhen", "raises": "erhöht", "raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.": "erhöht die Forschungsfähigkeit einer Einheit je nach Raumqualität: etwa +30% (Ärmlich) bis zu +150-210% (Fantastisch/Luxuriös), was Forschungsarbeit beschleunigt.", "random": "zufällig", "random affix": "zufälliger Affix", "random affixes": "zufällige Affixe", "random event": "Zufallsereignis", "random event slots": "Zufallsereignis-Plätze", "randomly": "zufällig", "range": "Reichweite", "range (0 tiles);": "Reichweite (0 Felder);", "range (1 tile);": "Reichweite (1 Feld);", "range (10 tiles);": "Reichweite (10 Felder);", "range (12 tiles);": "Reichweite (12 Felder);", "range (2 tiles);": "Reichweite (2 Felder);", "range (3 tiles);": "Reichweite (3 Felder);", "range (4 tiles);": "Reichweite (4 Felder);", "range (5 tiles);": "Reichweite (5 Felder);", "range (6 tiles);": "Reichweite (6 Felder);", "range (7 tiles);": "Reichweite (7 Felder);", "range (8 tiles);": "Reichweite (8 Felder);", "range and area on a dungeon room": "Reichweite und Fläche in einem Dungeon-Raum", "range and area shown on a dungeon room": "Reichweite und Bereich, dargestellt auf einem Dungeonraum", "ranged x1": "Fernkampf x1", "rank at": "Rang bei", "rank.": "Rang.", "rank. Higher levels require": "Rang. Höhere Stufen erfordern", "ranks": "Ränge", "rat.": "Ratte.", "rate": "Rate", "rather": "eher", "rather than being a fixed statline.": "statt eine feste Werteliste zu sein.", "ration": "Ration", "rations.": "Rationen.", "raven": "Rabe", "raven's": "des Raben", "reach": "erreichen", "reaches": "erreicht", "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "0 erreicht, fallen sie in einen tiefen Schlaf und werden bewusstlos, sodass sie nicht mehr gesteuert werden können.", "reaches its maximum, the unit enters a": "sein Maximum erreicht, gerät die Einheit in einen", "reaching": "erreichen", "read": "lesen", "read your clan units into the builder": "deine Clan-Einheiten in den Builder laden", "reading": "lesend", "reads": "liest", "reads the summoner's live stats": "liest die aktuellen Werte des Beschwörers", "real": "echt", "real at 1x": "real bei 1x", "realize": "erkennen", "reall...": "wirkl...", "really": "wirklich", "reason,": "Grund,", "reassuring!": "beruhigend!", "receive": "erhalten", "received": "erhalten", "receives": "erhält", "receiving": "empfangen", "recent": "aktuell", "recently": "kürzlich", "recipes": "Rezepte", "recognition.": "Anerkennung.", "record (she only appears there once the Golem has actually died).": "Eintrag (sie erscheint dort erst, wenn der Golem tatsächlich gestorben ist).", "records": "Aufzeichnungen", "recovery, candidate refreshes and weather all run on it.": "Erholung, Kandidatenerneuerung und Wetter laufen alle darüber.", "recreation": "Erholung", "recreation buildings": "Gemeinschaftsgebäude", "recruit endorsi": "Endorsi rekrutieren", "recruit-generation rolls:": "Würfe bei der Rekrutenerstellung:", "recruitable": "rekrutierbar", "red": "rot", "red-glowing": "rot glühend", "red.": "rot.", "reduce that hit's damage to 1": "den Schaden dieses Treffers auf 1 reduzieren", "reduced": "reduziert", "reduces wear (the guard's damage reduction is applied before the durability math runs), and a": "verringert die Abnutzung (die Schadensreduktion des Blocks wird angewendet, bevor die Haltbarkeitsrechnung läuft), und ein", "reduction": "Reduktion", "reduction)": "Reduktion)", "reeks": "stinkt", "reflected": "reflektiert", "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "spiegelt den vollen Betrag vor der Absorption wider. Nur eine Senkung des Rohschadens des Angreifers (deine Resistenz) senkt, was zurückgeworfen wird.", "reflexes.": "Reflexe.", "reflexes. Gain [": "Reflexe. Erhalte [", "refs that resolve to names.": "Referenzen, die zu Namen aufgelöst werden.", "reg...": "Reg...", "regarding": "bezüglich", "region 2": "Region 2", "region level": "Regionsstufe", "region page": "Regionsseite", "region,": "Region,", "regions": "Regionen", "regularly.": "regelmäßig.", "relatively": "relativ", "relaxed": "entspannt", "released": "veröffentlicht", "remained,": "blieb,", "remains": "bleibt", "remains.": "Überreste.", "remove": "entfernen", "removed": "entfernt", "removes": "entfernt", "repeatable": "wiederholbar", "reports": "berichtet", "represent": "darstellen", "request": "Anfrage", "request,": "Anfrage,", "required": "erforderlich", "requires": "erfordert", "requires floor phase 5; the demo's phase table caps Eiternder Bau at phase 3, so the fight (and the Verlassene Mine unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "erfordert Etagenphase 5; die Phasentabelle der Demo begrenzt Eiternder Bau auf Phase 3, deshalb können der Kampf (und die Freischaltung von Verlassene Mine, die auf das Abschließen einer Region folgt) im unveränderten DS_B.0.3.40 nicht ausgelöst werden. Siehe", "requires floor phase 5; the demo's phase table caps Schleier des Schweigens at phase 4, so the fight (and the Eiternder Bau unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "erfordert Etagenphase 5; die Phasentabelle der Demo begrenzt Schleier des Schweigens auf Phase 4, daher kann der Kampf (und die Freischaltung von Eiternder Bau, die auf das Abschließen einer Region folgt) im unveränderten DS_B.0.3.40 nicht ausgelöst werden. Siehe", "requires quest \"": "erfordert Aufgabe \"", "rese": "Forsch", "research options": "Forschungsoptionen", "research.": "Forschung.", "research:": "Forschung:", "resembled": "glich", "resists cut damage by x100/(100+R); skills are budgeted but their combat effects are": "Resistenzen senken Schaden um x100/(100+R); Skills sind budgetiert, aber ihre Kampfeffekte sind", "resolved.": "aufgelöst.", "resources.": "Ressourcen.", "respectfully": "respektvoll", "rest": "Rest", "restore mood: the": "Stimmung wiederherstellen: die", "restores": "stellt wieder her", "restoring": "wiederherstellend", "rests": "ruht", "result and": "Ergebnis und", "result will not be saved. Are you sure you want to exit?": "Ergebnis wird nicht gespeichert. Möchtest du wirklich beenden?", "results": "Ergebnisse", "retire": "ausmustern", "reveals": "enthüllt", "reward": "Belohnung", "reworked": "überarbeitet", "rhythm": "Rhythmus", "richer and rarer": "reicher und seltener", "right": "rechts", "right)": "rechts)", "right,": "richtig,", "right-click": "Rechtsklick", "rings": "Ringe", "rise": "steigen", "risked": "riskiert", "risking": "riskierend", "roadmap rework": "Roadmap-Überarbeitung", "roar": "Gebrüll", "robe.": "Robe.", "rock": "Fels", "rocks": "Felsen", "rodent": "Nagetier", "roll": "Wurf", "roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).": "würfeln ein einzelnes Affix aus einem breiten Pool von 17 Werten (Angriff, Krit, Verteidigung und Hilfswerte).", "rolled at recruit generation": "wird bei der Rekrutenerstellung ausgewürfelt", "rolls defense (HP, dodge, guard, resistances), and": "würfelt Verteidigung (HP, Ausweichen, Block, Resistenzen), und", "rolls offense (attack, crit, hit),": "würfelt Offensive (Angriff, Krit, Treffer),", "rolls two affixes from a focused, themed pool:": "würfelt zwei Affixe aus einem fokussierten, thematischen Pool:", "rolls utility (cooldown, energy, move speed, weight).": "würfelt Utility (Abklingzeit, Energie, Bewegungsgeschwindigkeit, Gewicht).", "room": "Raum", "room and the Portal out. So an Event room and a Treasure room are": "Raum und das Portal hinaus. Ein Ereignisraum und ein Schatzraum sind also", "room are considered missing.": "Raum gelten als vermisst.", "room quality": "Raumqualität", "room template pick chance per slot": "Auswahlchance des Raum-Templates pro Slot", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Boss room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Bossraum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raum-Templates. \"Chance pro Slot\" ist der Anteil dieses Templates an dieser Ziehung, wenn ein Kampfraum auf dieser Etage platziert wird, gewichtet nach Template-Gewicht. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele davon, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist daher die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Core room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf der Etage ein Core-Raum platziert wird, gewichtet nach dem Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Es ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Corridor room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, sobald auf dieser Etage ein Korridor-Raum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Elite room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Elite-Raum platziert wird, gewichtet nach dem Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a EliteTreasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn ein EliteTreasure-Raum auf dieser Etage platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele davon, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Entry room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Eingangs-Raum platziert wird, gewichtet nach dem Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Event room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, sobald auf dieser Etage ein Ereignis-Raum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Goddess room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Göttinnenraum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a HardCombat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wann immer ein HardCombat-Raum auf dieser Etage platziert wird, gewichtet nach dem Gewicht der Vorlage. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele davon, hängt vom Etagenlayout ab (noch nicht extrahiert), daher ist dies die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Portal room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Portal-Raum platziert wird, gewichtet nach dem Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Resource room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Ressourcenraum platziert wird, gewichtet nach dem Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert), daher ist dies die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Treasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wann immer ein Schatzraum auf dieser Etage platziert wird, gewichtet nach dem Gewicht der Vorlage. Eine einzelne Etage kann mehrere Raum-Slots enthalten, und wie viele es sind, hängt vom Etagenlayout ab (noch nicht extrahiert). Dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial1 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Tutorial1-Raum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele, hängt vom Etagenlayout ab (noch nicht extrahiert) - dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial2 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Tutorial2-Raum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele, hängt vom Etagenlayout ab (noch nicht extrahiert) - dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial3 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "Raumvorlagen. \"Chance pro Slot\" ist der Anteil dieser Vorlage an dieser Ziehung, wenn auf dieser Etage ein Tutorial3-Raum platziert wird, gewichtet nach Vorlagengewicht. Eine einzelne Etage kann mehrere Raum-Slots haben, und wie viele, hängt vom Etagenlayout ab (noch nicht extrahiert) - dies ist also die Auswahlchance pro Slot, nicht die Chance für die gesamte Etage.", "room, a": "Raum, ein", "rooms,": "Räume,", "root": "Wurzel", "roster units - one whose Magic Attack drives the magic spells and one whose Physical Attack drives the physical spells, each with a weapon/staff quality selector calibrated to that unit's real gear;": "Kadereinheiten - eine, deren Magischer Angriffswert die magischen Zauber antreibt, und eine, deren Physische Angriffskraft die physischen Zauber antreibt, jeweils mit einer Auswahl für Waffen-/Stabqualität, die auf die echte Ausrüstung dieser Einheit abgestimmt ist;", "roughly": "ungefähr", "row.": "Zeile.", "rows and the stage affecters. The rules around them (when a stage lands, what resets it) come from the game binary.": "Zeilen und die Stufen-Affecter. Die Regeln dazu (wann eine Stufe greift, was sie zurücksetzt) stammen aus der Spielbinärdatei.", "rows they point to carry": "Zeilen, auf die sie verweisen, tragen", "ruin": "Ruine", "rules": "Regeln", "rummage": "kramen", "rummages": "kramt", "rummaging": "kramend", "running sum of every mood effect currently on that unit": "laufende Summe aller Stimmungseffekte, die aktuell auf dieser Einheit liegen", "runs.": "Läufe.", "s (attack speed)": "s (Angriffsgeschwindigkeit)", "s DPM column, and the rotation-aware exchange). No skill": "s DPM-Spalte und der rotationsbewusste Austausch). Keine Skill", "s Insignia, ...). The list is DERIVED in the generator (an item": "s Insignie, ...). Die Liste wird im Generator ABGELEITET (ein Item", "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn": "s Autosave (DIRTY wird true, SAVED_NAME ist null, aber das allein reicht nicht", "s base stat scaled by the UNIT": "s Basiswert, skaliert nach der UNIT", "s budget. A skill": "s Budget. Eine Skill", "s cadence =": "s Kadenz =", "s created by": "s erstellt von", "s dsb-units-changed event move the bar": "s dsb-units-changed-Event bewegt die Leiste", "s each).": "s jeweils).", "s hidden-from-bar name set so it can": "s Satz von in der Leiste verborgenen Namen, damit es", "s no-weapon base). Mirrors dperank": "s Basiswert ohne Waffe). Spiegelt dperank", "s own attack at the summon": "s eigener Angriff bei der Beschwörung", "s own page): each row is one of THIS monster": "s eigene Seite): jede Zeile ist einer der DIESES Monster", "s placeholder glyph (site/icons/ui/, from the game": "s Platzhalter-Glyphe (site/icons/ui/, aus dem Spiel", "s recompute: the caster": "s neu berechnen: der Anwender", "s, before it downs you (~": "s, bevor es dich niederstreckt (~", "s, before you kill it (~": "s, bevor du es tötest (~", "safe floor": "Sichere Etage", "safeguard": "schützen", "same": "gleich", "satisfaction.": "Zufriedenheit.", "save,": "Spielstand,", "save? All progress will be deleted!": "Spielstand? Der gesamte Fortschritt wird gelöscht!", "saves": "Spielstände", "say": "sagen", "says": "sagt", "scale with attack power - only the number of stacks (set by the applying skill) matters.": "skalieren mit der Angriffskraft - nur die Anzahl der Stapel (von der anwendenden Skill festgelegt) zählt.", "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "skalieren mit der Angriffskraft des Angreifers; die anwendende Skill entscheidet, wie viele Stapel landen. Gift ist ein separater", "scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's": "skaliert die Wirtschaft (Herstellung, Bau, Forschung, Stimmung der Siedler). Beide werden getrennt gewählt, du kannst also eine einfache Wirtschaft mit brutalen Kämpfen kombinieren oder umgekehrt. Die Zahlen unten kommen direkt aus der spieleigenen", "scales the monsters": "skaliert die Monster", "scales the monsters - their health and damage - while": "skaliert die Monster - ihre Gesundheit und ihren Schaden -, während", "scarab.": "Skarabäus.", "scenario starting kit": "Szenario-Startpaket", "scenario starting kit ×10": "Szenario-Startausrüstung ×10", "scenario starting kit ×100": "Szenario-Startpaket ×100", "scenario starting kit ×20": "Szenario-Startpaket ×20", "scenario starting kit ×4": "Szenario-Startausrüstung ×4", "scenario starting kit ×5": "Szenario-Startausrüstung ×5", "scenario starting kit ×50": "Szenario-Startpaket ×50", "scenarios": "Szenarien", "scenes drive the policy prompt at base.": "Szenen lösen die Beschlussabfrage in der Basis aus.", "scent": "Geruch", "scent,...": "Geruch,...", "scheduler -": "Planer -", "scoff.": "Spott.", "scorching": "sengend", "scratches": "kratzt", "scream": "Schrei", "screen?": "Bildschirm?", "sealed": "versiegelt", "seals": "Siegel", "search": "suchen", "search backgrounds by name, skill tree or bonus...": "Hintergründe nach Name, Skillbaum oder Bonus suchen...", "searching": "suchend", "seating.": "Sitzplätze.", "sec at 1x speed": "Sek. bei 1x-Geschwindigkeit", "sec,": "Sek.,", "second": "zweite", "second max-out during the collapse": "zweites Maximum während des Zusammenbruchs", "second,": "Sekunde,", "second.": "Sekunde.", "seconds": "Sekunden", "seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "Sekunden auf eine verbündete Zieleinheit. Springt bis zu 4 Mal auf nahe verbündete Ziele innerhalb von 3 Feldern über und verleiht dabei denselben", "seconds to adjacent enemy units, and granting 1": "Sekunden auf benachbarte Gegner und verleiht 1", "seconds,": "Sekunden,", "seconds, it crumbles and returns to nature.": "Sekunden zerfällt es und kehrt in die Natur zurück.", "seconds.": "Sekunden.", "seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "Sekunden. Eine einzelne Einheit kann höchstens 2 Bubblings gleichzeitig beschwören, und auf einer Karte können höchstens 4 Bubblings existieren.", "see": "sehen", "see Construction below": "siehe Bau unten", "see Spawns in the world below": "siehe Spawns in der Welt unten", "see the full comparison table": "die vollständige Vergleichstabelle ansehen", "see.": "sehen.", "seed": "Seed", "seeing": "sehen", "seem": "scheinen", "seems": "scheint", "seen": "gesehen", "seeping": "sickernd", "seething": "brodelnd", "seizing": "ergreifend", "select": "auswählen", "selector to scale the attack - it defaults to your roster's": "Auswahl, um den Angriff zu skalieren - voreingestellt ist dein", "self": "selbst", "self-aware": "selbstbewusst", "self-forging": "selbstschmiedend", "selling": "Verkauf", "sense": "Sinn", "senses": "Sinne", "sent": "gesendet", "sentient": "empfindungsfähig", "serpent's": "der Schlange", "serpents": "Schlangen", "serpents,": "Schlangen,", "serves": "dient", "set": "Set", "sets": "Sets", "sets the refill interval at": "legt das Auffüllintervall auf", "setting": "Einstellung", "settings like language and sound settings in this window.": "Einstellungen wie Sprach- und Toneinstellungen in diesem Fenster.", "settlement.": "Siedlung.", "settlements.": "Siedlungen.", "setup + payoff": "Aufbau + Auszahlung", "shadow": "Schatten", "shadow,": "Schatten,", "shakes": "schüttelt", "shall": "soll", "share": "teilen", "sharing": "teilend", "sharp": "scharf", "sharply.": "scharf.", "she": "sie", "she waits in her own event room (": "wartet sie in ihrem eigenen Ereignisraum (", "sheepish,": "verlegen,", "shell": "Schale", "shell.": "Schale.", "shield": "Schild", "shield's": "des Schilds", "shield.": "Schild.", "short": "kurz", "should": "sollte", "shoulder": "Schulter", "shoulders.": "Schultern.", "show": "zeigen", "show in the units bar": "in der Einheitenleiste anzeigen", "show the higher of the physical and magic value (hover for both);": "zeigen den höheren von physischem und magischem Wert (für beide mit der Maus darüber);", "shows how often it spawns per matching room, a": "zeigt, wie oft es pro passendem Raum spawnt, ein", "shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.": "reagiert kaum, als du näher kommst, und blättert weiter in seinem Notizbuch. Nach einem Moment spricht er schließlich.", "shrill": "schrill", "shrug": "Schulterzucken", "shrug.": "Schulterzucken.", "sigh": "Seufzer", "sight shrinks after dark": "Sichtweite schrumpft nach Einbruch der Dunkelheit", "sign": "Zeichen", "signal": "Signal", "silence": "Stille", "silence,": "Stille,", "silent": "still", "silently opens his notebook and reads through them.": "öffnet schweigend sein Notizbuch und liest sie durch.", "silently reads through the investigation records you brought.": "liest schweigend die Untersuchungsberichte durch, die du mitgebracht hast.", "silver": "Silber", "silver-containing": "silberhaltig", "simple": "einfach", "since": "seit", "single": "einzeln", "single target": "Einzelziel", "single-target": "Einzelziel", "situational": "situationsabhängig", "size.": "Größe.", "sketch": "Skizze", "skill": "Skill", "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "Skill-Effektanimationen (33 davon treffen die Vogelscheuche, die beim Treffer zurückzuckt) und die vollständigen Animationssätze von", "skill pages": "Skill-Seiten", "skill tree -": "Skillbaum -", "skill tree ›": "Skillbaum ›", "skill trees": "Skillbäume", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 41 backgrounds; the same trait-to-tree data is shown as a matrix on the": "Skillbäume, aus denen die Einheit wählen darf. Hintergründe beeinflussen außerdem die Start-Talentwürfe der Einheit. Diese Seite listet alle 41 Hintergründe; dieselben Trait-zu-Baum-Daten werden als Matrix gezeigt auf der", "skill:": "Skill:", "skills": "Skills", "skin.": "Haut.", "skip anything already composited": "alles überspringen, was bereits zusammengesetzt wurde", "sky.": "Himmel.", "slain": "erschlagen", "slime": "Schleim", "slime.": "Slime.", "slippery": "rutschig", "slippery.": "rutschig.", "slipping into narrow gaps, tasting the": "schlüpft in enge Spalten und schmeckt die", "slowed,": "verlangsamt,", "slower": "langsamer", "slowly": "langsam", "slowly reads through it with tired eyes.": "liest es mit müden Augen langsam durch.", "slowly,": "langsam,", "slung": "geschultert", "small": "klein", "small slime.": "kleiner Schleim.", "smelling": "riechend", "smells.": "riecht.", "smile.": "Lächeln.", "snaps": "schnappt", "sneer,": "höhnisch,", "so": "also", "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "damit eingehende Treffer kleiner ausfallen, vermeide zu viele Schwünge mit zerbrechlichen Holzwaffen und halte für lange Läufe ein Ersatzset bereit. Die", "so,": "also,", "soldier": "Soldat", "som...": "etw...", "some": "einige", "someone": "jemand", "something": "etwas", "song": "Lied", "soon": "bald", "soothing,": "beruhigend,", "sought": "gesucht", "soul of a": "Seele eines", "soul-stone skill at a time - the game stores these as a dedicated": "Seelenstein-Skill gleichzeitig tragen - das Spiel speichert diese als eigenen", "sound": "Geräusch", "sound,": "Geräusch,", "source:": "Quelle:", "space.": "Platz.", "spaces": "Felder", "spawn": "Spawn", "spawn groups": "Spawn-Gruppen", "spawn locations": "Spawn-Orte", "spawned": "gespawnt", "spawned 2 times in this room": "2-mal in diesem Raum gespawnt", "spawned 3 times in this room": "3× in diesem Raum gespawnt", "spawned 4 times in this room": "erscheint 4-mal in diesem Raum", "spawned 6 times in this room": "6-mal in diesem Raum gespawnt", "speak": "sprechen", "speaking.": "sprechen.", "speaks": "spricht", "spear crafted from Bloodwood.": "Speer, gefertigt aus Bloodwood.", "spearmen": "Speerträger", "special effect": "Spezialeffekt", "specialize": "spezialisieren", "specializes": "spezialisiert sich", "speech": "Rede", "speed": "Geschwindigkeit", "speed increases by": "Geschwindigkeit steigt um", "speed increases by {0}%.": "Geschwindigkeit steigt um {0}%.", "speed.": "Geschwindigkeit.", "spell appears as its summoned creature's own attack (for example Bubble Tackle via Summon Bubbling); an offensive fire detonator (Incinerate, Explosion) also lists a": "Zauber erscheint als eigener Angriff der beschworenen Kreatur (zum Beispiel Bubble Tackle über Summon Bubbling); ein offensiver Feuer-Zünder (Incinerate, Explosion) listet ebenfalls einen", "spent resources to pray. If you leave now, those resources": "Ressourcen aufgewendet, um zu beten. Wenn du jetzt gehst, sind diese Ressourcen", "spent resources to pray. If you leave now, those resources and the": "Ressourcen aufgewendet, um zu beten. Wenn du jetzt gehst, sind diese Ressourcen und die", "spi...": "Gei...", "spike": "Stachel", "spikes.": "Stacheln.", "spine": "Rückgrat", "spine-chilling": "schaurig", "spirit.": "Geist.", "spit": "spucken", "splendid": "prächtig", "splits from Mittlerer Schlammschleim": "teilt sich von Mittlerer Schlammschleim ab", "splits from Mittlerer Schleim": "teilt sich von Mittlerer Schleim ab", "splits from Mittlerer Sporenschleim": "teilt sich von Mittlerer Sporenschleim ab", "splits from {#}": "teilt sich von {#} ab", "spoilers": "Spoiler", "spore": "Spore", "spores,": "Sporen,", "spores.": "Sporen.", "spotted": "entdeckt", "spraying": "sprühen", "spreading": "ausbreitend", "squirms": "windet sich", "stack": "Stapel", "stacking": "Stapeln", "stacks maintained x": "gehaltene Stapel x", "stacks on the target * 10.": "Stapel auf dem Ziel * 10.", "stacks x 3": "Stapel x 3", "stacks x 5": "Stapel x 5", "stacks)": "Stapel)", "staff": "Stab", "staff crafted from Bloodwood.": "Stab, gefertigt aus Bloodwood.", "stage.": "Phase.", "stakes,": "Einsätze,", "stamping": "stampfend", "standard": "Standard", "stands for the target's name.": "steht für den Namen des Ziels.", "stands.": "steht.", "stares": "starrt", "start": "Start", "starts": "beginnt", "stat": "Wert", "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "Wert (die Anzeige endet bei 30), der unbemerkt die gesamte Verwaltungsebene steuert. Eine Stimmung über 0 macht", "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "Wert schärft, wie weit deine Einheiten sehen - Name und Beschreibung (\"schärft die Sinne\") legen das nahe. Die Daten belegen das nicht.", "stat that defines the set of floor tiles it can currently see, with walls blocking the view. When a monster's visible tiles include one of your units it starts to notice, and after a short awareness build-up it commits to the attack. There is no separate hearing or noise sense in the code.": "Wert, der festlegt, welche Bodenfelder es gerade sehen kann, wobei Wände die Sicht blockieren. Sobald zu den sichtbaren Feldern eines Monsters eine deiner Einheiten gehört, wird es aufmerksam, und nach einer kurzen Aufmerksamkeitsphase entscheidet es sich für den Angriff. Einen eigenen Hör- oder Geräuschsinn gibt es im Code nicht.", "stat. Both are built in a strict order - flat first, percent last.": "Wert. Beide werden in einer festen Reihenfolge aufgebaut - flache Werte zuerst, Prozentwerte zuletzt.", "state, and ...": "Zustand, und ...", "stats": "Attribute", "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "Attribute (Stärke, Konstitution, Willenskraft, Intelligenz, Beweglichkeit, Wahrnehmung), die in jeden", "status": "Status", "steadily": "stetig", "step": "Schritt", "steps": "Schritte", "stiffens.": "versteift sich.", "still": "noch", "still carries pre-release debris as raw TextAssets. Among them: prototype skill-tree XML documents from an earlier skill-system design, an abandoned tech tree that still contains a developer test entry, and stubs for a 4-player scenario mode. None of these are referenced by the live data tables - they are development leftovers from before release, not content on the current roadmap.": "enthält noch Überreste aus der Zeit vor der Veröffentlichung als reine TextAssets. Darunter: Prototyp-XML-Dokumente für Skillbäume aus einem früheren Skillsystem-Entwurf, ein aufgegebener Techbaum, der noch einen Entwickler-Testeintrag enthält, und Rümpfe für einen Szenariomodus für 4 Spieler. Keines davon wird von den aktiven Datentabellen referenziert - es sind Entwicklungsreste von vor dem Release, keine Inhalte der aktuellen Roadmap.", "stirred a": "regte ein", "stock": "Bestand", "stock (unmodded) game files": "unveränderte (nicht modifizierte) Spieldateien", "stomping": "stampfend", "stone that carries the scent of fresh leaves.": "Stein, der den Duft frischer Blätter trägt.", "stone.": "Stein.", "stop": "stoppen", "stopped": "gestoppt", "stops": "stoppt", "stor...": "Gesch...", "storage buildings": "Lagergebäude", "stories": "Geschichten", "story": "Geschichte", "straight...": "direkt...", "strange": "seltsam", "strategy,": "Strategie,", "stress resets but stays under {#} through the {#}-day collapse. In-game time, about {#} of play at 1x speed.": "Stress zurücksetzt, aber unter {#} bleibt, den {#}-tägigen Zusammenbruch hindurch. In Spielzeit gerechnet etwa {#} bei 1x-Geschwindigkeit.", "stress.": "Stress.", "strike": "Schlag", "strikes": "schlägt", "strikes,": "Schläge,", "strikes.": "schlägt zu.", "strong": "stark", "strong,": "stark,", "stronger the longer a run lasts (": "stärker, je länger ein Durchgang dauert (", "struck at the skill's range; recoils as the hit lands": "auf Reichweite der Skill getroffen; zuckt beim Treffer zurück", "structures": "Strukturen", "struggles": "kämpft", "struggling": "kämpfend", "studying": "studieren", "sturdy": "robust", "sub": "Sub", "subname": "Untername", "subs": "Subs", "subtly": "subtil", "success": "Erfolg", "such": "solche", "suck": "saugen", "sudden,": "plötzlich,", "suddenly": "plötzlich", "sufficient": "ausreichend", "suited": "geeignet", "summon": "beschwören", "summoned by Riesiger Steingolem": "beschworen von Riesiger Steingolem", "summoned by Xenon": "von Xenon beschworen", "summoned by {#}": "beschworen von {#}", "summoner Magic Attack Power x 0.5 + base Magic Attack": "Magischer Angriffswert des Beschwörers x 0.5 + Basis-Magieangriff", "summoner Magic Attack Power x 1.0 + base HP": "Magischer Angriffswert des Beschwörers x 1.0 + Basis-HP", "summoner's Magic Attack Power": "Magischer Angriffswert des Beschwörers", "summoner's live Magic Attack": "aktueller Magischer Angriffswert des Beschwörers", "summoning": "Beschwörung", "summons": "Beschwörungen", "supervisor's": "des Aufsehers", "supply": "Vorrat", "support": "Unterstützung", "support.": "Unterstützung.", "supports": "unterstützt", "suppose": "vermuten", "suppressing": "unterdrückend", "sure": "sicher", "sure.": "sicher.", "surgery": "Operation", "surprised": "überrascht", "survival": "Überleben", "survived": "überlebt", "suspicious": "verdächtig", "sweet,": "süß,", "swiftly": "flink", "swiftly-only": "nur Swiftly", "swindlers": "Betrüger", "swindlers.": "Betrüger.", "symmetrically": "symmetrisch", "synergy": "Synergie", "table new in this build": "Tabelle neu in diesem Build", "table,": "Tabelle,", "tables": "Tabellen", "tag marks a trait that only triggers past an HP threshold.": "Kennzeichnung markiert einen Trait, der erst ab einem HP-Schwellenwert auslöst.", "take": "nehmen", "taken": "genommen", "takes": "nimmt", "talent rating": "Talentbewertung", "talent spread": "Talentverteilung", "talents": "Talente", "tales": "Geschichten", "tamed monster units": "gezähmte Monstereinheiten", "targe...": "Ziel...", "target": "Ziel", "target selection": "Zielauswahl", "target you choose in \"Damage vs\"": "Ziel, das du unter \"Schaden gegen\" wählst", "target's": "des Ziels", "target.": "Ziel.", "targeting": "Zielauswahl", "targets": "Ziele", "targets it": "es ins Visier nimmt", "taste": "Geschmack", "taste,": "Geschmack,", "taught": "gelehrt", "team,": "Team,", "teams": "Teams", "tear": "Riss", "tears": "Tränen", "technical": "technisch", "techniques.": "Techniken.", "template": "Vorlage", "temporarily": "vorübergehend", "tending": "pflegen", "tendrils": "Ranken", "term": "Begriff", "terrible": "schrecklich", "territory": "Territorium", "territory.": "Territorium.", "test": "Test", "text entries": "Texteinträge", "than": "als", "that": "das", "that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a": "die von etwa 120 Gold auf Stufe 1 auf rund 4.200 auf Stufe 12 steigt (mit einer kleinen Zufallsschwankung). Danach ein", "that consumes mana stones (": "der Manasteine verbraucht (", "that get harder as you descend (the game maps each floor to an internal difficulty": "die schwerer werden, je tiefer du kommst (das Spiel ordnet jeder Etage eine interne Schwierigkeit", "that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with": "die sich alle 480 Spielminuten erneuert (du kannst Kandidaten auch prüfen, um verborgene Talente aufzudecken, bevor du dich entscheidest). Anzahl und Stufe der Kandidaten skalieren mit", "that soaks the hit does": "der den Treffer abfängt, schützt", "that's": "das ist", "that,": "das,", "the": "der", "the Dungeon began the calamity of corruption once more.": "begann der Dungeon erneut die Katastrophe der Verderbnis.", "the Effects list": "die Effektliste", "the Giant Stone Golem cannot actually be fought in the stock demo. Its boss room only appears at floor phase 5, but The Veil of Silence's floor-phase table caps at phase 4, so the room never generates - the Golem stays unspawnable and": "kann der Riesige Steingolem in der unveränderten Demo gar nicht bekämpft werden. Sein Bossraum erscheint erst in Etagenphase 5, aber die Etagenphasen-Tabelle von Schleier des Schweigens endet bei Phase 4, deshalb wird der Raum nie erzeugt - der Golem bleibt nicht spawnbar und", "the Goddess Statue.": "die Göttinnenstatue.", "the Guild dispatched expedition teams to dungeons across the world.": "entsandte die Gilde Expeditionsteams in Dungeons in aller Welt.", "the Hell": "die Hölle", "the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips.": "den Höllenegel, steckt er ihn ohne einen Moment des Zögerns in seine Robe. Bald umspielt ein Lächeln seine Lippen.", "the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save (": "das Töten der Roten Monsterratte (Main7). So ist es angelegt - kein Fehler in deinem Spielstand (", "the aftermath": "die Nachwirkungen", "the alerts guide": "den Guide zu Warnmeldungen", "the build you're editing": "der Build, den du bearbeitest", "the candidate already carries, priced by rarity:": "die der Kandidat bereits mitbringt, bepreist nach Seltenheit:", "the clean escape hatch": "der saubere Notausgang", "the clock, and it puts the squad back to the": "die Uhr, und es setzt den Trupp zurück auf die", "the controls guide": "den Steuerungs-Guide", "the corrupt magic": "die verdorbene Magie", "the dungeon's": "des Dungeons", "the economy": "die Wirtschaft", "the event list": "die Ereignisliste", "the expedition leader": "den Expeditionsleiter", "the expedition members": "die Expeditionsmitglieder", "the expedition members to": "die Expeditionsmitglieder zu", "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "die flache Summe, ein +50%-Modifikator multipliziert deine gesamte flache Summe, nicht nur den Grundwert.", "the generated floor": "die generierte Etage", "the greatsword": "das Großschwert", "the guild.": "die Gilde.", "the handbook": "das Handbuch", "the hit removes (red + skull = lethal, orange over half, green under 10%). It is the ranking metric. Use the": "der Treffer entfernt (rot + Totenkopf = tödlich, orange über die Hälfte, grün unter 10%). Das ist die Kennzahl für die Rangliste. Nutze den", "the link is": "der Link ist", "the marsh, slipping into narrow gaps, tasting the": "den Sumpf, schlüpfte in enge Spalten, kostete die", "the members": "die Mitglieder", "the monster roster": "die Monsterliste", "the music guide": "den Musik-Guide", "the once-brilliant magical empire ultimately collapsed.": "brach das einst glanzvolle Magiereich letztlich zusammen.", "the resolutions": "die Auflösungen", "the severed head of the enormous rat before the": "den abgetrennten Kopf der riesigen Ratte vor die", "the skill's VFX clip": "der VFX-Clip der Skill", "the small hint lines": "die kleinen Hinweiszeilen", "the soul of a": "die Seele eines", "the spotting radius": "den Entdeckungsradius", "the summary": "die Zusammenfassung", "the talent, the more": "das Talent, desto mehr", "the target for {0} seconds.": "das Ziel für {0} Sekunden.", "the target.": "das Ziel.", "the tips and lore": "die Tipps und die Hintergrundgeschichte", "the training dummy taking a hit": "die Trainingspuppe, die einen Treffer einsteckt", "the world,": "die Welt,", "the...": "die...", "their": "ihr", "them": "sie", "them,": "sie,", "them.": "sie.", "then": "dann", "there": "dort", "there's": "es gibt", "these": "diese", "these filters": "diese Filter", "they": "sie", "they fear neither pain nor death.": "sie fürchten weder Schmerz noch Tod.", "thick": "dick", "thieves.": "Diebe.", "thin": "dünn", "thing": "Ding", "thing,": "Ding,", "think": "denken", "this": "dies", "this building": "dieses Gebäude", "this event's flow and outcomes": "Ablauf und Ergebnisse dieses Events", "this inscription": "diese Inschrift", "this monster": "dieses Monster", "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "diese Seite behandelt unveröffentlichte und zukünftige Inhalte aus den Spieldateien. Unscharfe Abschnitte werden beim Klick aufgedeckt.", "this section": "dieser Abschnitt", "this tree is not active": "dieser Baum ist nicht aktiv", "this weapon needs ammo": "diese Waffe braucht Munition", "this whole tree runs on Bubblings, spawned by the Water Staff's": "dieser ganze Baum lebt von Bubblings, erzeugt von der Wasserstab-Skill", "this.\"": "dies.\"", "thorn": "Dorn", "thorny": "dornig", "those": "jene", "though": "allerdings", "though.": "allerdings.", "thousand-year": "tausendjährig", "thrives": "gedeiht", "through": "durch", "through [": "durch [", "through exceptional leadership.": "durch außergewöhnliche Führung.", "thrust": "Stoß", "ticks": "Ticks", "tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "Stufe bewusst - größere Opfergaben kaufen größere Attributsgewinne pro Stufe, aber die Steine sind der eigentliche Engpass.", "tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the": "Stufe, die Manasteinkosten gegen die Höhe deiner Attributsgewinne abwägt (siehe die Fakten unten und den", "tiers and additional research.": "Stufen und zusätzliche Forschung.", "tile": "Feld", "tile)": "Feld)", "tile.": "Feld.", "tiles": "Felder", "tiles (": "Felder (", "tiles - only affects skills that scale with range": "Felder - betrifft nur Skills, die mit der Reichweite skalieren", "tiles - preview 1x1": "Kacheln - Vorschau 1x1", "tiles - preview 3x3": "Felder - Vorschau 3x3", "tiles - preview 4x4": "Felder - Vorschau 4x4", "tiles - preview 6x4": "Felder - Vorschau 6x4", "tiles - preview 6x6": "Felder - Vorschau 6x6", "tiles - preview 7x2": "Felder - Vorschau 7x2", "tiles - preview 8x4": "Felder - Vorschau 8x4", "tiles - preview 8x6": "Felder - Vorschau 8x6", "tiles.": "Felder.", "tiles; the Alpha Säureslogel des Abyss sees a long": "Kacheln; der Alpha Säureslogel des Abyss sieht ganze", "time": "Zeit", "time,": "Zeit,", "time.": "Zeit.", "timid,": "scheu,", "tint": "Färbung", "tired": "müde", "title": "Titel", "title?": "Titel?", "to": "bis", "to 0.34, 0.67, 1,": "auf 0.34, 0.67, 1,", "to 1, 2, 3, 4, 5, 6, 7, 8, 9,": "auf 1, 2, 3, 4, 5, 6, 7, 8, 9,", "to 1, 2, 3, 4, 6, 7, 8,": "auf 1, 2, 3, 4, 6, 7, 8,", "to 100, 100, 100, 100, 100, 100,": "auf 100, 100, 100, 100, 100, 100,", "to 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,": "auf 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,", "to 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,": "auf 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100,", "to 30, 20, 20, 10,": "auf 30, 20, 20, 10,", "to 45, 30, 30,": "auf 45, 30, 30,", "to ChoiceR5000,": "zu ChoiceR5000,", "to ChoiceR6000,": "zu ChoiceR6000,", "to ChoiceR7000,": "zu ChoiceR7000,", "to ChoiceR8000,": "zu ChoiceR8000,", "to Hit Chance": "auf Trefferchance", "to Illustration": "zu Illustration", "to a single slot on exit.": "beim Verlassen in einen einzigen Slot.", "to all units": "auf alle Einheiten", "to all units for 1440 min": "auf alle Einheiten für 1440 Min.", "to all units for 2880 min": "auf alle Einheiten für 2880 Min.", "to all units within range.": "auf alle Einheiten in Reichweite.", "to assign multiple structures for collection at once.": "um mehrere Strukturen gleichzeitig zum Einsammeln zuzuweisen.", "to dismiss.": "zum Schließen.", "to finish the chain.": "um die Kette abzuschließen.", "to jump to the search box above and find the item, unit or page you were looking for.": "um zum Suchfeld oben zu springen und das Item, die Einheit oder die Seite zu finden, die du gesucht hast.", "to nearby enemies and granting nearby allies": "auf nahe Gegner und verleiht nahen Verbündeten", "to nothing.": "zu nichts.", "to plug in a specific monster.": "um ein bestimmtes Monster einzusetzen.", "to refill completely, which is about": "bis zur vollständigen Auffüllung, das sind etwa", "to research": "zu erforschen", "to reveal them. A": "um sie aufzudecken. Ein", "to see each spell's damage as a % of its HP; hover a Skill Damage number for the full base-attack + weapon + coefficient + crit breakdown.": "um den Schaden jedes Zaubers als % seiner HP zu sehen; fahre über einen Skill-Schadenswert für die vollständige Aufschlüsselung aus Grundangriff + Waffe + Koeffizient + Krit.", "to target unit": "auf die Zieleinheit", "to target unit for 0 min": "auf Zieleinheit für 0 Min.", "to target unit for 1200 min": "auf Zieleinheit für 1200 Min.", "to target unit for 1440 min": "auf Zieleinheit für 1440 Min.", "to the": "zum", "to the URL to run the built-in formula checks.": "an die URL an, um die eingebauten Formelprüfungen auszuführen.", "to the attacker as": "an den Angreifer als", "to the attacker upon blocking a melee attack.": "an den Angreifer, wenn ein Nahkampfangriff geblockt wird.", "to the comparison": "zum Vergleich", "to the guild.": "an die Gilde.", "to the target for 5 seconds.": "auf das Ziel für 5 Sekunden.", "to the target for {0} seconds when using": "auf das Ziel für {0} Sekunden bei Einsatz von", "to the target for {1} s...": "auf das Ziel für {1} S...", "to units within 3 range for": "auf Einheiten in 3 Reichweite für", "to...": "zu...", "toad's": "der Kröte", "today.\"": "heute.\"", "together with every other mood lever. This page stays for old links.": "zusammen mit allen anderen Stimmungshebeln. Diese Seite bleibt für alte Links bestehen.", "tone,": "Ton,", "tongue,": "Zunge,", "tonic brewed from antlers.": "Tonikum, aus Geweih gebraut.", "too": "zu", "too,": "auch,", "took": "nahm", "top": "oben", "top left": "oben links", "top-right": "oben rechts", "total HP": "Gesamtgesundheit", "touch.": "Berührung.", "tough": "zäh", "toward": "in Richtung", "toxic": "giftig", "trade": "Handel", "trait to tree access": "Trait zu Baumzugang", "trait). Each boss's": "Trait). Bei jedem Boss", "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": "Trait, getrennt von Hintergründen und Inschriften. Der Stein wird bei der Verwendung verbraucht und ist nicht stapelbar (", "trait.": "Trait.", "traits": "Traits", "trapped": "gefangen", "travelers-some": "Reisende-manche", "travelers:": "Reisende:", "travelling merchant": "reisender Händler", "treasure chests": "Schatztruhen", "treasures": "Schätze", "treasures,": "Schätze,", "tree": "Baum", "tree -": "Baum -", "tree's active skills WITHOUT holding that staff. A hybrid build (melee weapon + magic actives) is valid - the builder never gates skills on your weapon.": "aktive Skills des Baums OHNE diesen Stab in der Hand. Ein Hybrid-Build (Nahkampfwaffe + magische Aktivskills) ist gültig - der Builder sperrt Skills nie anhand deiner Waffe.", "turn": "Runde", "turns": "wird", "turtle": "Schildkröte", "turtle.": "Schildkröte.", "twists": "windet sich", "two": "zwei", "two campaign bosses": "zwei Kampagnen-Bosse", "two independent difficulty axes": "zwei unabhängige Schwierigkeitsachsen", "type": "Typ", "type of damage you take straight back at the attacker (": "Art des Schadens, den du erleidest, direkt an den Angreifer zurück (", "type to search...": "zum Suchen tippen...", "ultimate": "ultimativ", "unaware": "ahnungslos", "unclear": "unklar", "unconfirmed": "unbestätigt", "under": "unter", "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "unter dem Namen für die Attributsdifferenz Basis gegen Abyss, kein separater Eintrag.", "understand": "verstehen", "understanding,": "Verständnis,", "unfamiliar": "unbekannt", "unhesitatingly": "ohne Zögern", "unique": "einzigartig", "unit": "Einheit", "unit's": "der Einheit", "units": "Einheiten", "units require greater Mood satisfaction to stay content.": "Einheiten brauchen mehr Stimmungszufriedenheit, um zufrieden zu bleiben.", "units,": "Einheiten,", "units.": "Einheiten.", "unlock the next region (": "die nächste Region freischalten (", "unreleased": "unveröffentlicht", "unreleased content": "unveröffentlichte Inhalte", "unsourced pool": "Pool ohne Quelle", "unyielding": "unnachgiebig", "up": "hoch", "up to N stacks": "bis zu N Stapel", "up to {#} on the field": "bis zu {#} auf dem Feld", "up to {#} stacks": "bis zu {#} Stapel", "up,": "hoch,", "up.": "hoch.", "upon": "auf", "upon),": "darauf),", "upon).": "darauf).", "upper": "obere", "upper-left)": "oben links)", "us": "uns", "us.": "uns.", "use": "nutzen", "use the Retry button freely": "nutze die Wiederholen-Schaltfläche ruhig oft", "used": "verwendet", "uses 1 inscription": "nutzt 1 Inschrift", "uses ammo:": "verbraucht Munition:", "uses.": "Anwendungen.", "usual": "üblich", "value": "Wert", "value and a": "Wert und ein", "value is negative.": "Wert negativ ist.", "varies": "variiert", "various": "verschiedene", "vast": "riesig", "vegetarian": "vegetarisch", "venture": "wagen", "verify": "prüfen", "version,": "Version,", "vertically": "vertikal", "vertically,": "vertikal,", "very": "sehr", "via": "über", "via skill": "über Skill", "via trait": "über Trait", "via {#}": "über {#}", "vines": "Ranken", "vision drops by": "sinkt die Sichtweite um", "vision-based and grid-based": "sichtbasiert und rasterbasiert", "vitality.": "Vitalität.", "voice": "Stimme", "vs equipped": "vs. ausgerüstet", "vs my unit": "gegen meine Einheit", "vulnerable": "anfällig", "waiting": "warten", "waiting.": "wartet.", "wall.": "Wand.", "want": "wollen", "was": "war", "watching": "beobachtend", "water": "Wasser", "ways": "Wege", "ways.": "Wege.", "we": "wir", "we'll": "wir werden", "we're": "wir sind", "weak": "schwach", "weaken": "schwächen", "weakened,": "geschwächt,", "weakest": "schwächste", "weakness.": "Schwäche.", "weapon": "Waffe", "weapon quality": "Waffenqualität", "weapon skill": "Waffen-Skill", "wear.": "tragen.", "wearing": "tragen", "wears": "trägt", "wears down": "nutzt sich ab", "wears your armor.": "trägt deine Rüstung.", "wears your weapon, and": "trägt deine Waffe, und", "weight": "Gewicht", "weights per clan rank - relative odds when the recruitment board rolls candidates.": "Gewichte pro Clan-Rang - relative Chancen, wenn das Rekrutierungsbrett Kandidaten auswürfelt.", "welcome": "willkommen", "well-known": "bekannt", "well.": "gut.", "went missing during the expedition.": "ist während der Expedition verschwunden.", "were": "waren", "what": "was", "what 1 point of each major gives": "was 1 Punkt in jedem Primärattribut bringt", "what actually happens": "was tatsächlich passiert", "what others took for granted and": "was andere für selbstverständlich hielten, und", "when": "wenn", "when each stage lands": "wann welche Stufe eintritt", "when eating vegetarian food.": "beim Verzehr vegetarischer Nahrung.", "when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables (": "wenn du deine Küche planst: Elfen erleiden einen Stimmungsverlust durch Fleisch, Echsenmenschen durch Gemüse (", "where": "wo", "where and how to find things": "wo und wie man Dinge findet", "where to find this": "wo man das findet", "where to get X": "wo man X bekommt", "which": "welche", "which backgrounds give which trees": "welche Hintergründe welche Skillbäume geben", "while": "während", "while awake,": "im Wachzustand,", "while the Mental Break state is active, the unit": "solange der Zustand Nervenzusammenbruch aktiv ist, die Einheit", "while,": "während,", "white": "weiß", "who": "der", "who commands one of them.": "der eines davon befehligt.", "whose": "dessen", "whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.": "deren Stufen sich über die sechs Attribute auf etwa 2-5 summieren, es lohnt sich also, vor dem Bezahlen auf gute Talente zu prüfen.", "why": "warum", "wields": "führt", "will": "wird", "window.": "Fenster.", "window...": "Fenster ...", "winnings,": "Gewinne,", "wins - it downs you in ~": "gewinnt - es streckt dich in ~", "wishlist Dungeon Settlers on Steam": "Dungeon Settlers auf Steam auf die Wunschliste setzen", "with": "mit", "with 10": "mit 10", "with Blade Grinding (+": "mit Blade Grinding (+", "with flowers.": "mit Blumen.", "with real corridors - using the actual in-game room maps. The structure, room doors and art are authentic; the exact room coordinates and corridor routing are representative (the game re-rolls them per run from a per-dungeon seed it never exposes, so in-game maps cannot be reproduced here). The": "mit echten Korridoren - auf Basis der tatsächlichen Raumkarten aus dem Spiel. Struktur, Raumtüren und Grafik sind echt; die genauen Raumkoordinaten und die Korridorführung sind repräsentativ (das Spiel würfelt sie pro Durchlauf aus einem Seed je Dungeon neu, den es nie offenlegt, daher lassen sich In-Game-Karten hier nicht reproduzieren). Die", "within": "innerhalb", "within,": "innerhalb,", "without": "ohne", "wonderfully": "wunderbar", "wood.": "Holz.", "wooden": "hölzern", "woods-one": "Wälder-eines", "word.": "Wort.", "world": "Welt", "worship.": "Verehrung.", "would": "würde", "would...": "würde ...", "wriggling": "zappelnd", "writes": "schreibt", "writhing": "windend", "writing": "Schreiben", "written": "geschrieben", "wrong.": "falsch.", "x (1 + sum of % bonuses)": "x (1 + Summe der %-Boni)", "yearning": "Sehnsucht", "yellow": "gelb", "yes": "ja", "yet": "noch", "you": "dich", "you brought back and raises an eyebrow slightly.": "die du mitgebracht hast, und hebt leicht eine Augenbraue.", "you can recruit:": "die du rekrutieren kannst:", "you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.": "du isst, ist wichtig: eine Mahlzeit in einem richtigen Speiseraum lässt ihren Stimmungseffekt weit länger wirken als eine auf dem Boden.", "you really": "du wirklich", "you recover, up to": "du regenerierst, bis zu", "you show": "du zeigst", "you'd": "du würdest", "you're": "du bist", "you,": "dich,", "you.": "dich.", "you...": "dich...", "you?\"</color": "dich?\"</color", "young": "jung", "your": "dein", "your group": "deine Gruppe", "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "deine eigene Barriere oder dein Block den Treffer abfängt. Also eine Barriere-Blase oder ein erfolgreicher Block, der den Schaden an deiner Gesundheit auffängt", "yourself": "dich selbst", "zero": "null", "{#} (resource node)": "{#} (Ressourcenknoten)", "{#} - hit-receive animation": "{#} - Treffer-Empfangsanimation", "{#} - minimum layout meeting every requirement: {#}": "{#} - minimales Layout, das alle Anforderungen erfüllt: {#}", "{#} - room map": "{#} - Raumkarte", "{#} Down": "{#} sinkt", "{#} Up": "{#} erhöht", "{#} additions, {#} changes and {#} removals across {#} data tables.": "{#} Ergänzungen, {#} Änderungen und {#} Entfernungen in {#} Datentabellen.", "{#} adds {#}, {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, and re-cuts skill tree access for {#}.": "{#} fügt {#}, {#}, {#}, {#} und {#} hinzu, justiert {#}, {#}, {#} und {#} neu und schneidet den Skillbaum-Zugang für {#} neu zu.", "{#} at {#}": "{#} bei {#}", "{#} attacks to break": "{#} Angriffe zum Zerstören", "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "{#} vorgegebenes Layout{#}, gleichverteilt gezogen. Die Chancen unten sind berechnet, nicht gewürfelt.", "{#} bounces, max {#}x on {#} targets": "{#} Abpraller, max. {#}x auf {#} Ziele", "{#} builds": "{#} Builds", "{#} burning bonus": "{#} Brennen-Bonus", "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} Anwender; {#} Reichweite ({#}); {#} getroffener Bereich ({#}). Die angezeigte Reichweiten-Distanzmetrik ist ungefähr; die Form des Bereichs ist exakt.", "{#} damage": "{#} Schaden", "{#} damage/second": "{#} Schaden/Sekunde", "{#} decorations (deco quality {#})": "{#} Dekorationen (Dekoqualität {#})", "{#} descriptions were updated.": "{#} Beschreibungen wurden aktualisiert.", "{#} detonation": "{#} Detonation", "{#} direct only, up to {#} per hit target with the full {#} burn damage from one application.": "{#} nur direkt, bis zu {#} pro getroffenem Ziel mit dem vollen Brandschaden von {#} aus einer Anwendung.", "{#} dmg": "{#} Schaden", "{#} dmg bonus": "{#} Schadensbonus", "{#} energy": "{#} Energie", "{#} energy =": "{#} Energie =", "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "{#} Energie = {#} zum Wirken + {#} für die Bubbling, die dabei verbraucht wird.", "{#} entries": "{#} Einträge", "{#} floor {#} (~{#}% per floor)": "{#} Etage {#} (~{#}% pro Etage)", "{#} floors {#}-{#} (~{#}% per floor)": "{#} Etagen {#}-{#} (~{#}% pro Etage)", "{#} gold": "{#} Gold", "{#} had its blocking conditions changed.": "Die Sperrbedingungen von {#} wurden geändert.", "{#} had its completion requirement changed.": "Bei {#} wurde die Abschlussbedingung geändert.", "{#} had its prerequisites changed.": "Die Voraussetzungen von {#} wurden geändert.", "{#} has been renamed to {#}.": "{#} wurde in {#} umbenannt.", "{#} hits to break": "{#} Treffer zum Zerstören", "{#} icon": "{#} Symbol", "{#} inscription": "{#} Inschrift", "{#} inscriptions": "{#} Inschriften", "{#} item": "{#} Item", "{#} items": "{#} Items", "{#} map": "{#} Karte", "{#} menu": "Menü {#}", "{#} minimum room layout": "{#} minimales Raumlayout", "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#} trainiert {#} nicht mehr und nutzt {#} als Unterbaum anstelle von {#}.", "{#} no longer trains {#}.": "{#} trainiert {#} nicht mehr.", "{#} now takes {#} as a sub tree instead of {#}.": "{#} verwendet jetzt {#} als Unterbaum anstelle von {#}.", "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#} trainieren jetzt {#} statt {#} und nehmen {#} als Unterbaum statt {#}.", "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#} trainiert jetzt {#} statt {#} und nimmt {#} als Unterbaum statt {#}.", "{#} per (at {#})": "{#} pro (bei {#})", "{#} per energy ({#} energy)": "{#} pro Energie ({#} Energie)", "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "{#} pro Energie bei 1 Ziel, {#} bei {#} Zielen ({#} Energie)", "{#} retunes {#} and {#}.": "{#} stimmt {#} und {#} neu ab.", "{#} skill": "{#} Skill", "{#} skills": "{#} Skills", "{#} stress / in-game hour": "{#} Stress / Spielstunde", "{#} text entries had their wording or punctuation tidied.": "Bei {#} Texteinträgen wurden Wortlaut oder Interpunktion überarbeitet.", "{#} total": "{#} gesamt", "{#} variant": "{#} Variante", "{#} {#} / target": "{#} {#} / Ziel", "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "{#} {#} Schaden pro Stapel, jede Sekunde, ignoriert Verteidigung und Schilde ({#}). Beispiel: 10 Stapel = {#} {#} Schaden/Sekunde. Die Dauer wird von der anwendenden Skill festgelegt.", "{#} {#} per second to nearby enemies": "{#} {#} pro Sekunde an Gegner in der Nähe", "{#}% HP - safe for now": "{#}% HP - vorerst sicher", "{#}% hit / {#}% crit each": "je {#}% Treffer / {#}% Krit", "{#}% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is {#} damage every 10 seconds. Duration is set by the applying skill.": "{#}% der maximalen Gesundheit des Ziels als typlosen Schaden alle 10 Sekunden, unter Umgehung der Verteidigung. Nicht stapelbar; skaliert mit der maximalen Gesundheit des Ziels, nicht mit der Angriffskraft des Anwenders. Beispiel: bei einem Ziel mit 500 HP sind das {#} Schaden alle 10 Sekunden. Die Dauer legt die anwendende Skill fest.", "{#}, radius {#}": "{#}, Radius {#}", "{#}, {#} hits": "{#}, {#} Treffer", "{#}/energy": "{#}/Energie", "{#}s cooldown": "{#}s Abklingzeit", "{#}x the median {#} active per cast": "{#}x des Medians {#} aktiv pro Einsatz", "{#}x{#} floor ({#} tiles)": "{#}x{#} Etage ({#} Felder)", "{0} beckons you over.": "{0} winkt dich herbei.", "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood. The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment. After examining the area, {0} speaks in a low voice. \"It looks like someone performed a ritual here. But... I don't think they ever completed it.\" The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air. \"Captain... If we interfere carelessly, we may end up just like this person.\"": "{0} winkt dich herbei. In einem engen Raum, verborgen hinter der Wand, liegt ein zusammengesunkenes Skelett. Es verharrt reglos, eine Hand nach etwas ausgestreckt, das außerhalb seiner Reichweite liegt. Der Boden ringsum ist über und über mit verschlungenen Mustern und unlesbarer Schrift bedeckt. In der Mitte des Kreises liegen ein altes Räuchergefäß und Manasteine, von getrocknetem Blut verfärbt. Das Ritual scheint vorüber zu sein, doch die Szene hinterlässt den beunruhigenden Eindruck, dass es im letzten Moment abgebrochen wurde. Nachdem {0} die Umgebung untersucht hat, spricht er mit leiser Stimme. \"Es sieht aus, als hätte hier jemand ein Ritual durchgeführt. Aber... ich glaube nicht, dass sie es je vollendet haben.\" Der schwache metallische Geruch von Blut - Blut, das längst verschwunden sein sollte - hängt noch in der Luft. \"Hauptmann... Wenn wir unbedacht eingreifen, könnte es uns genauso ergehen wie dieser Person.\"", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.": "{0} begann jeden Tag mit dem Blasebalg und dem Klang des Hämmerns. Selbst in erstickender Hitze blieben seine Hände ruhig, und er betrachtete die Oberfläche des Metalls lange, damit ihm nicht der kleinste Riss entging. Mit den Jahren reagierte er schneller auf den Klang von Metall als auf die Worte von Menschen.", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...": "{0} begann jeden Tag mit dem Blasebalg und dem Klang des Hämmerns. Selbst in erstickender Hitze blieben seine Hände ruhig, und...", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.": "{0} greift vorsichtig tiefer hinein und erträgt dabei immer wieder die Stiche der Dornen.", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns. Before long, after searching through the narrow crevice, they manage to find something. \"Hmm... this is...\"": "{0} greift vorsichtig tiefer hinein und erträgt dabei immer wieder die Stiche der Dornen. Nach kurzer Suche in der engen Spalte gelingt es, etwas zu finden. \"Hmm... das ist...\"", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.": "{0} berührt vorsichtig die Bedienelemente des Geräts, und es erwacht mit einem tiefen Vibrieren.", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration. \"Hummm...\" The catalyst inside the vessel churns, and the intricate mana circuits flicker back to life one by one. For a brief moment, {0} is struck by a powerful flash of insight, as though they have grasped the principles governing the flow of mana. But then the entire device begins to shake violently. \"Bzzzt... Bzzt!\" The next instant, the device shatters, spraying corrupted catalyst in every direction.": "{0} berührt vorsichtig die Bedienelemente des Geräts, und es erwacht mit einem tiefen Vibrieren. \"Hummm...\" Der Katalysator im Gefäß wallt auf, und die feinen Mana-Schaltkreise flackern eines nach dem anderen zurück ins Leben. Für einen kurzen Moment trifft {0} ein starker Blitz der Erkenntnis, als hätte er die Prinzipien des Manaflusses begriffen. Doch dann beginnt das ganze Gerät heftig zu beben. \"Bzzzt... Bzzt!\" Im nächsten Augenblick zerbricht das Gerät und schleudert verdorbenen Katalysator in alle Richtungen.", "{0} circles the device, carefully removing each part that still appears intact.": "{0} umkreist das Gerät und entfernt vorsichtig jedes Teil, das noch heil aussieht.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.": "{0} konnte an knarrenden Treppen oder einem schiefen Türrahmen nie einfach vorbeigehen. Er schlug Kreidelinien, prüfte Maße und hämmerte weiter, bis ein wackliges Gefüge wieder seinen Platz fand. Mit den Jahren wurde ihm das Richten mit den Händen viel vertrauter als das Richten mit Worten.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...": "{0} konnte an knarrenden Treppen oder einem schiefen Türrahmen nie einfach vorbeigehen. Sie schlugen Kreidelinien, prüften Maße,...", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.": "{0} geht in die Hocke und kriecht in das enge Loch und kommt kurz darauf mit etwas in den Armen wieder heraus.", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms. \"This looks fairly useful.\"": "{0} geht in die Hocke und kriecht in das enge Loch und kommt kurz darauf mit etwas in den Armen wieder heraus. \"Das sieht recht nützlich aus.\"", "{0} crouches down, crawls deep into the hole, and begins searching every corner.": "{0} geht in die Hocke, kriecht tief in das Loch und beginnt, jeden Winkel abzusuchen.", "{0} doesn't have enough": "{0} hat nicht genügend", "{0} doesn't have enough amount of {1} in inventory.": "{0} hat nicht genügend {1} im Inventar.", "{0} doesn't have enough {1} in": "{0} hat nicht genügend {1} im", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...": "{0} behielt die Bestellungen der Stammgäste und die Dialekte von Reisenden leicht im Kopf. Zwischen lauten Liedern und klirrenden ...", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking cups, and before a quarrel could break out, they turned attention aside with a single joke. As the years passed, they came to feel more at ease in a noisy hall than in a quiet room.": "{0} behielt die Bestellungen der Stammgäste und die Dialekte von Reisenden leicht im Kopf. Zwischen lauten Liedern und klirrenden Bechern bewegte er sich flink, und bevor ein Streit ausbrechen konnte, lenkte er die Aufmerksamkeit mit einem einzigen Witz ab. Mit den Jahren fühlte er sich in einer lauten Schankstube wohler als in einem stillen Zimmer.", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unk...": "{0} fand zerrissene Seiten und versiegelte Notizen, verborgen zwischen alten Regalen. Warnungen, sie nicht zu lesen, zogen ihn nur näher heran, und selbst in Nächten, in denen unbe...", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...": "{0} fand zerrissene Seiten und versiegelte Notizen, verborgen zwischen alten Regalen. Warnungen, sie nicht zu lesen, zogen ihn nur näher heran, und selbst in Nächten, in denen unbekanntes Flüstern seine Ohren erreic...", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th": "{0} fand zerrissene Seiten und versiegelte Notizen, verborgen zwischen alten Regalen. Warnungen, sie nicht zu lesen, zogen ihn nur näher heran, und selbst in Nächten, in denen unbekanntes Flüstern seine Ohren erreichte, ha", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th...": "{0} fand zerrissene Seiten und versiegelte Notizen, verborgen zwischen alten Regalen. Warnungen, sie nicht zu lesen, zogen ihn nur näher heran, und selbst in Nächten, in denen unbekanntes Flüstern seine Ohren erreichte, ha...", "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0} ist verdächtig, seit er zurückgekehrt ist. Du kannst ihm noch nicht vertrauen!", "{0} has been suspicious ever since they returned. You still cannot trust them! You order the members to seize {0}. {0} struggles and looks u...": "{0} ist verdächtig, seit er zurückgekehrt ist. Du kannst ihm noch nicht vertrauen! Du befiehlst den Mitgliedern, {0} zu ergreifen. {0} wehrt sich und sieht z...", "{0} has joined": "{0} ist beigetreten", "{0} has joined expedition clan.": "{0} ist dem Expeditionsclan beigetreten.", "{0} hears something moving swiftly through the nearby bushes.": "{0} hört etwas flink durch die nahen Büsche huschen.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.": "{0} hört etwas flink durch die nahen Büsche huschen. Nach einer Weile Suchen fängt er schließlich etwas Verdächtiges und bringt es zu dir. \"Sshhhhk!\" Das seltsame Geschöpf, das an ein Bündel Blätter erinnert, zappelt hilflos in {0}s Griff, bevor es endgültig aufgibt. \"Kommandant, was sollen wir damit machen?\" Soweit du erkennen kannst, wirkt das winzige Wesen nicht besonders gefährlich.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\"</colo": "{0} hört etwas flink durch die nahen Büsche huschen. Nach einer Weile Suchen fängt er schließlich etwas Verdächtiges und bringt es zu dir. \"Sshhhhk!\"</colo", "{0} hunted": "{0} erlegt", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides": "{0} jagte Schlangen durch den Sumpf, schlüpfte in enge Spalten, kostete die Luft und las die Bewegungen einer Schlange mit den Fingerspitzen. Sein Geschick brachte Gift und Häute", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides ...": "{0} jagte Schlangen durch den Sumpf, schlüpfte in enge Spalten, kostete die Luft und las die Bewegungen einer Schlange mit den Fingerspitzen. Sein Geschick brachte Gift und Häute ...", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips....": "{0} jagte Schlangen durch den Sumpf, schlüpfte in enge Spalten, kostete die Luft und las die Bewegungen einer Schlange mit den Fingerspitzen....", "{0} is known as a master of delicate scale craftsmanship.": "{0} gilt als Meister der feinen Schuppenhandwerkskunst.", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe": "{0} gilt als Meister feiner Schuppenhandwerkskunst. Rüstungen und Zierstücke, die an den Fingerspitzen entstanden, waren schön und stark, von vielen begehrt. Das Handwerk erhob den Stamm", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and covete...": "{0} gilt als Meister feiner Schuppenhandwerkskunst. Die Rüstungen und Zierstücke, die aus diesen Händen hervorgingen, waren schön, stark und von vielen beg...", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr": "{0} gilt als Meister feiner Schuppenhandwerkskunst. Die Rüstungen und Zierstücke, die aus diesen Händen hervorgingen, waren schön, stark und von vielen begehrt. Ihr Handwerk hob den St", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr...": "{0} gilt als Meister feiner Schuppenhandwerkskunst. Die Rüstungen und Zierstücke, die aus diesen Händen hervorgingen, waren schön, stark und von vielen begehrt. Ihr Handwerk hob den St...", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.": "{0} wusste gut, dass ein einziger Brief jemandes Schicksal ändern oder den Ausgang einer Schlacht wenden konnte. Also lief er jeden Weg auf müden Beinen bis zum Ende, und selbst vor sich schließenden Toren verlangsamte er seine letzten Schritte nie. Doch nachdem er einen dringenden Moment nach dem anderen durchlebt hatte, wurde ihm an ruhigen Orten oft unbehaglich.", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...": "{0} wusste gut, dass ein einziger Brief jemandes Schicksal ändern oder den Ausgang einer Schlacht wenden konnte. Also lief er jeden Weg bis zum...", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...": "{0} vergaß nie den Moment, in dem die Angst seinen Körper bewegte, bevor ein Befehl es konnte. In der Nacht, in der er über nasse Erde floh, wurde die W...", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.": "{0} vergaß nie den Moment, in dem die Angst seinen Körper bewegte, bevor ein Befehl es konnte. In der Nacht, in der er über nasse Erde floh, wurde die Waffe in seiner Hand mit jedem Schritt schwerer, und schon ein einzelner Schritt ließ sein Herz sinken. Das Überleben warf einen längeren Schatten, als Erleichterung es je könnte.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.": "{0} vergaß nie, was jede Jahreszeit verlangte. Er verbrachte seine Tage damit, junge Triebe umzusetzen, krankes Laub zu entfernen und Ranken zurückzuschneiden, die über Zäune gekrochen waren. Weil er Arbeit gewohnt war, deren Ergebnis erst nach langem Warten sichtbar wurde, brachten ihn drängende Forderungen nicht leicht aus der Ruhe.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...": "{0} vergaß nie, was jede Jahreszeit verlangte. Er verbrachte seine Tage damit, junge Triebe umzusetzen, krankes Laub zu entfernen,...", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.": "{0} fand die Antwort oft, bevor sie ihm jemand beibrachte. Komplexe Regeln verstand er schnell und mühte sich selbst bei schwierigen Aufgaben selten lange. Mit den Jahren lernte er, Fehler zu verbergen, noch bevor er lernte, sie zu machen.", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...": "{0} fand die Antwort oft, bevor sie ihm jemand beibrachte. Komplexe Regeln verstand er schnell und mühte sich selten lang...", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.": "{0} trat oft nach draußen, wenn spät in der Nacht die Glocken läuteten. In kalten Zimmern kleidete er die Verstorbenen in ihre letzte Kleidung und glättete die Erde am Grab, bevor der Morgen kam. Die Jahre in der Nähe des Todes machten ihn ruhig, doch auf die leichten Scherze der Lebenden reagierte er oft nur langsam.", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...": "{0} trat oft nach draußen, wenn spät in der Nacht die Glocken läuteten. In kalten Zimmern kleidete er die Verstorbenen in ihre...", "{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several...": "{0} drängt sich durch die klebrigen Ranken und wagt sich tiefer hinein. Kurz darauf kämpft er sich mit mehreren...", "{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.": "{0} zieht schmerzerfüllt schnell die Hand zurück und wendet sich dann mit einem leicht gekränkten Blick zu dir um.", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...": "{0} erinnerte sich an die Soldaten und Beamten, die einst in seinem Namen handelten. Nun musste er selbst auf ein kleines Bü...", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.": "{0} erinnerte sich an die Soldaten und Beamten, die einst in seinem Namen handelten. Nun musste er selbst auf ein kleines Bündel Habe achten, doch auch unterwegs fielen ihm zuerst die Haltung der Leute und die Ordnung eines Ortes auf. Auch mit den Jahren wog der Zusammenbruch seiner Pflichten schwerer als sein gesunkener Stand.", "{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn t...": "{0} sucht rund um den Ritualkreis und birgt vorsichtig alles, was noch brauchbar aussieht. Doch genau als er sich um...", "{0} seconds the corresponding Mood lasts after eating food in a room": "{0} Sekunden, die die entsprechende Stimmung nach dem Essen in einem Raum anhält", "{0} seconds the corresponding Mood lasts after sleeping in a bed": "{0} Sekunden, die die entsprechende Stimmung nach dem Schlafen in einem Bett anhält", "{0} seconds the corresponding Mood lasts after sleeping in a room": "{0} Sekunden, die die entsprechende Stimmung nach dem Schlafen in einem Raum anhält", "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "{0} Sekunden, die die entsprechende Stimmung nach dem Schlafen auf dem Boden anhält PS: Bei 1x Geschwindigkeit entspricht 1 Spielstunde 45 realen Sekunden.", "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0} wirkte verdächtig, aber du kamst zu dem Schluss, dass {1}, der zu stehlen versucht hatte, letztlich schlimmer war.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.": "{0} hielt lange fest, welchen Ruß und welche gefrorenen Tropfen fehlgeschlagene Zauber zurückließen. Feuer breitete sich aus, wenn man es überstürzte, Wind entglitt der Hand, wenn man ihn erzwang, und die Erde antwortete Eiligen nicht ohne Weiteres. Die so gelernte Vorsicht half ihm, Macht zu beherrschen, machte ihn aber auch übervorsichtig in unbekannten Situationen.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...": "{0} hielt lange fest, welchen Ruß und welche gefrorenen Tropfen fehlgeschlagene Zauber zurückließen. Feuer breitete sich aus, wenn man es überstürzte, Wind...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...": "{0} verbrachte mehr Zeit in fernen Häfen und fremden Märkten als in Festsälen. Aufzeichnungen von Gel...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.": "{0} verbrachte mehr Zeit in fernen Häfen und fremden Märkten als in Festsälen. Aufzeichnungen von Gelehrten wurden durchforstet, die Worte einheimischer Führer notiert, und leere Flecken auf Karten sorgten schnell für Begeisterung. Mit den Jahren fehlten ihm unbekannte Landschaften mehr als vertraute Bequemlichkeiten.", "{0} struggles and looks up at you desperat...": "{0} wehrt sich und sieht dich verzweif...", "{0} thanks you for your trust.": "{0} dankt dir für dein Vertrauen.", "{0} ticks the corresponding effect lasts at the temple, depending on quality": "{0} Ticks, die der entsprechende Effekt im Tempel anhält, je nach Qualität", "{0} to construct": "{0} zum Bau", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...": "{0} ging tief in der Nacht immer wieder dieselbe Runde. Kalte Feuerstellen wurden geprüft, hinter Schanks...", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.": "{0} ging tief in der Nacht immer wieder dieselbe Runde. Kalte Feuerstellen wurden geprüft, hinter Schankstuben auf Streit gelauscht und der Schlaf bekämpft, bis die Morgenglocke schlug. Mit den Jahren fiel ihm zuerst ein seltsames Schweigen auf, selbst in ruhigen Straßen.", "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ~ Schwer ~ {1} ~ Sehr schwer ~ {2} ~ Nicht tragbar", "{0}'s ID: {1}": "ID von {0}: {1}", "{0}'s face falls. \"No,": "{0} verzieht das Gesicht. \"Nein,", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held the...": "Die Ausrüstung von {0} war von Bissen und Krallenspuren gezeichnet. Zerrissene Lederriemen wurden neu verknotet, verbogene Speerspitzen geradegebogen, und der Atem wurde ang...", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...": "Die Ausrüstung von {0} war von Bissen und Krallenspuren gezeichnet. Zerrissene Lederriemen wurden neu verknotet, verbogene Speerspitzen geradegebogen, und der Atem wurde angehalten, bis die ...", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon": "Die Ausrüstung von {0} war von Bissen und Krallenspuren gezeichnet. Zerrissene Lederriemen wurden neu verknotet, verbogene Speerspitzen geradegebogen, und der Atem wurde angehalten, bis die Schreie der Mon", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon...": "Die Ausrüstung von {0} war von Bissen und Krallenspuren gezeichnet. Zerrissene Lederriemen wurden neu verknotet, verbogene Speerspitzen geradegebogen, und der Atem wurde angehalten, bis die Schreie der Mon...", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard ag": "{0}, gerade zum stellvertretenden Hauptmann ernannt, nimmt das Abzeichen, das du überreichst, ehrfürchtig mit beiden Händen an. Dann wendet er sich mit triumphierender Miene den Expeditionsmitgliedern zu und peitscht mit dem Schwanz hart ge", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard aga...": "{0}, gerade zum stellvertretenden Hauptmann ernannt, nimmt das Abzeichen, das du überreichst, ehrfürchtig mit beiden Händen an. Dann wendet er sich mit triumphierender Miene den Expeditionsmitgliedern zu und peitscht mit dem Schwanz hart geg...", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition...": "{0}, gerade zum stellvertretenden Hauptmann ernannt, nimmt das Abzeichen, das du überreichst, ehrfürchtig mit beiden Händen an. Dann wendet er sich der Expedition...", "{0}: Discount percentage applied when the player sells (e.g., if 50, a resource worth 120 gold can only be sold for 60 gold;)": "{0}: Abschlag in Prozent, der beim Verkauf durch den Spieler angewandt wird (z. B. bei 50 kann eine Ressource im Wert von 120 Gold nur für 60 Gold verkauft werden;)", "{0}: Hold": "{0}: Halten", "{0}: Maximum level a unit can reach": "{0}: Maximale Stufe, die eine Einheit erreichen kann", "{0}: Maximum level a unit can reach in the current build": "{0}: Maximale Stufe, die eine Einheit im aktuellen Build erreichen kann", "{0}: Minimum increase {1}: Maximum increase": "{0}: Minimale Erhöhung {1}: Maximale Erhöhung", "{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation": "{0}: Mindestanzahl an Persönlichkeits-Traits, die einer Einheit bei der Generierung von Rekrutierungskandidaten mitgegeben werden", "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0}: Mindestanzahl sekundärer Skillbäume, die einer Einheit bei der Erzeugung von Rekrutierungskandidaten angehängt werden", "{0}: Multiplier for required item (usually Mana Stone) quantity increase when Least {1}: Multiplier for required item (usually Mana Stone) quantity increase when Ordinary {2}: Multiplier for required item (usually Mana Stone) quantity increase when Plentiful PS: Intended so that the better the option chosen, the lower the Mana Stone consumption efficiency relative to the stat increase. (241129 note) Least Stat increase multiplier: 1 Consumption quantity multiplier: 0.5 Trade-off ratio (efficiency): 2 Ordinary Stat increase multiplier: 1.2 Consumption quantity multiplier: 1 Trade-off ratio (efficiency): 1.2 Plentiful Stat increase multiplier: 1.5 Consumption quantity multiplier: 2 Trade-off ratio (efficiency): 0.75": "{0}: Multiplikator für den Anstieg der benötigten Item-Menge (meist Manasteine) bei Gering {1}: Multiplikator für den Anstieg der benötigten Item-Menge (meist Manasteine) bei Normal {2}: Multiplikator für den Anstieg der benötigten Item-Menge (meist Manasteine) bei Reichlich PS: So gedacht, dass die Effizienz des Manasteinverbrauchs im Verhältnis zum Attributsanstieg umso geringer ist, je besser die gewählte Option ist. (Notiz 241129) Gering Multiplikator Attributsanstieg: 1 Multiplikator Verbrauchsmenge: 0.5 Trade-off-Verhältnis (Effizienz): 2 Normal Multiplikator Attributsanstieg: 1.2 Multiplikator Verbrauchsmenge: 1 Trade-off-Verhältnis (Effizienz): 1.2 Reichlich Multiplikator Attributsanstieg: 1.5 Multiplikator Verbrauchsmenge: 2 Trade-off-Verhältnis (Effizienz): 0.75", "{0}: Number of Inscriptions randomly presented on level up": "{0}: Anzahl der Inschriften, die beim Stufenaufstieg zufällig angeboten werden", "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: Wahrscheinlichkeit, bei der Generierung von Rekrutierungskandidaten einen zusätzlichen Persönlichkeits-Trait zu verleihen (theoretisch kann sich das unbegrenzt wiederholen)", "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: Wahrscheinlichkeit, bei der Erzeugung von Rekrutierungskandidaten einen zusätzlichen sekundären Skillbaum zu verleihen (theoretisch kann sich das unbegrenzt wiederholen)", "{0}: Required item (usually Mana Stones) quantity increase multiplier for 'least' {1}: Required item (usually Mana Stones) quantity increase multiplier for 'ordinary' {2}: Required item (usually Mana Stones) quantity increase multiplier for 'plentiful' PS: Intended as balancing so that the better option you pick, the lower the efficiency of Mana Stone consumption relative to the stat increase.": "{0}: Multiplikator für den Anstieg der benötigten Item-Menge (meist Manasteine) bei 'gering' {1}: Multiplikator für den Anstieg der benötigten Item-Menge (meist Manasteine) bei 'normal' {2}: Multiplikator für den Anstieg der benötigten Item-Menge (meist Manasteine) bei 'reichlich' PS: Als Balancing gedacht, sodass die Effizienz des Manasteinverbrauchs im Verhältnis zum Attributsanstieg umso geringer ist, je besser die gewählte Option ist.", "{0}: Starting primary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: Anfängliche primäre Skillpunkte auf Stufe 1 (die Skillpunkte im Status-Sheet dienen nur als Referenz und haben bei einer Änderung keine Wirkung, daher werden sie hier separat behandelt)", "{0}: Starting secondary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: Anfängliche sekundäre Skillpunkte auf Stufe 1 (die Skillpunkte im Status-Sheet dienen nur als Referenz und haben bei einer Änderung keine Wirkung, daher werden sie hier separat behandelt)", "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0}: Multiplikator für den Statuswertanstieg bei Gering {1}: Multiplikator für den Statuswertanstieg bei Gewöhnlich {2}: Multiplikator für den Statuswertanstieg bei Reichlich", "{0}: Time interval (in minutes) at which Recruitment candidates refresh NOTE: Set to 50 for now for testing convenience. Needs to be adjusted later.": "{0}: Zeitintervall (in Minuten), in dem Rekrutierungskandidaten aktualisiert werden HINWEIS: Vorläufig zum bequemeren Testen auf 50 gesetzt. Muss später angepasst werden.", "{0}: Time interval (in minutes) at which trade offers refresh": "{0}: Zeitintervall (in Minuten), in dem Handelsangebote aktualisiert werden", "{0}~{11}: Base handling price for Recruitment units at levels 1 through 12 NOTE: Formula Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intent -> When comparing base value, a bare unit at level 1 == 2 wooden armors At level 12, a bare unit == 3 mithril armors Early in the game, a unit's relative value is low (because units should be re-recruitable when they die) Late in the game, a unit's relative value gradually rises again": "{0}~{11}: Basis-Bearbeitungspreis für Rekrutierungseinheiten auf den Stufen 1 bis 12 HINWEIS: Formel Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Absicht -> Beim Vergleich des Grundwerts entspricht eine nackte Einheit auf Stufe 1 == 2 Holzrüstungen, auf Stufe 12 entspricht eine nackte Einheit == 3 Mithrilrüstungen. Früh im Spiel ist der relative Wert einer Einheit niedrig (weil Einheiten bei ihrem Tod neu rekrutierbar sein sollen), spät im Spiel steigt der relative Wert einer Einheit wieder allmählich an", "{0}~{11}: Max experience required to level up at each level (1-12) PS: Set to follow a polynomial growth pattern -> EXP = a×(Level^b)+c. Current formula applied = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) So that players can reach level 2 right after finishing their first expedition, level 1 is an exception to this formula, using 30 instead of 48.": "{0}~{11}: Maximale Erfahrungspunkte, die zum Stufenaufstieg auf jeder Stufe (1-12) nötig sind PS: Folgt einem polynomialen Wachstumsmuster -> EXP = a×(Level^b)+c. Aktuell angewandte Formel = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) Damit Spieler direkt nach ihrer ersten Expedition Stufe 2 erreichen, ist Stufe 1 eine Ausnahme von dieser Formel und nutzt 30 statt 48.", "{0}~{11}: Quantity of items required to level up at each level (1-12) (FloatValues), item type (StringValues) HW 250905: Originally, going from level 3->4 uses LowGrade, but this is disabled in the alpha demo. Needs to be changed back to LowGrade afterward.": "{0}~{11}: Anzahl der Items, die zum Stufenaufstieg auf jeder Stufe (1-12) benötigt werden (FloatValues), Item-Typ (StringValues) HW 250905: Ursprünglich nutzt der Aufstieg von Stufe 3->4 LowGrade, das ist in der Alpha-Demo aber deaktiviert. Muss danach wieder auf LowGrade zurückgestellt werden.", "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1}: Bereich der zufälligen prozentualen Abweichung, die am Ende den Preis beeinflusst (min~max)", "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1}: Bereich der möglichen Gesamtsumme, wenn alle Talente zusammengerechnet werden (min~max)", "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3}: Basis-Bearbeitungspreis für Inschrift-Traits von Gewöhnlich bis Legendär, die Rekrutierungseinheiten verliehen werden", "{0}~{3}: Gain 1 new Inscription upon reaching each level >> OUTDATED: Design has since been changed so that one is gained every level.": "{0}~{3}: Erhalte bei jeder erreichten Stufe 1 neue Inschrift >> VERALTET: Das Design wurde inzwischen geändert, sodass pro Stufe eine erhalten wird.", "{0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value).": "{0}~{3}: Wahrscheinlichkeitsgewicht für das Auftreten von Inschrift-Traits, Gewöhnlich bis Legendär. Für das eigentliche Verhalten nicht zwingend erforderlich, aber bitte setze die Werte so, dass sie sich zu 1000 summieren, damit die Wahrscheinlichkeiten leichter nachvollziehbar sind (muss ein Int-Wert sein).", "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.": "{0} hört, wie sich im nahen Gebüsch etwas schnell bewegt. Kurz darauf wird dort eifrig gestöbert, und dir wird ein verdächtiges Etwas vorgeführt. <color=#a69085>\"Schiiiiii!\"</color> Das Wesen, das aussieht wie ein Bündel Blätter, zappelt im Griff von {0} und gibt schließlich auf. <color=#a69085>\"Hauptmann, was machen wir damit?\"</color> Soweit du es einschätzen kannst, wirkt dieses kleine Geschöpf nicht sonderlich gefährlich.", "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "Erhält {0} Sekunden lang [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange].", "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "Erhält {0} Sekunden lang [AFFECTER_Stealth].", "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "Erhält {0} Sekunden lang {1} [AFFECTER_Shell].", "{1} in inventory.": "{1} im Inventar.", "{1}% more": "{1}% mehr", "~0-2% / room": "~0-2% / Raum", "~1-100% / room": "~1-100% / Raum", "~1-7% / room": "~1-7% / Raum", "~100% / room": "~100% / Raum", "~12-100% / room": "~12-100% / Raum", "~16% / room": "~16% / Raum", "~16-18% / room": "~16-18% / Raum", "~16-46% / room": "~16-46% / Raum", "~19% / room": "~19% / Raum", "~19-46% / room": "~19-46% / Raum", "~2-100% / room": "~2-100% / Raum", "~2-25% / room": "~2-25% / Raum", "~2-4% / room": "~2-4% / Raum", "~21% / room": "~21% / Raum", "~24-26% / room": "~24-26% / Raum", "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - Dev-Kommentare, nur im Editor genutzte Felder, koreanische Lokalisierungsänderungen", "~3-24% / room": "~3-24% / Raum", "~3-46% / room": "~3-46% / Raum", "~3-8% / room": "~3-8% / Raum", "~4% / room": "~4% / Raum", "~44% / room": "~44% / Raum", "~46% / room": "~46% / Raum", "~5-6% / room": "~5-6% / Raum", "~50% reflected": "~50% reflektiert", "~6-7% / room": "~6-7% / Raum", "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - Dev-Kommentare, nur im Editor genutzte Felder, koreanische Lokalisierungsänderungen", "~8-100% / room": "~8-100% / Raum", "~8-25% / room": "~8-25% / Raum", "~9-91% / room": "~9-91% / Raum", "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0}: Sehr unglücklich {0}~{1}: Unglücklich {1}~{2}: Normal {2}~(3): Glücklich {3}~: Sehr glücklich", "Ändert den Grundangriff, sodass er dem Ziel 3 Treffer zufügt, die jeweils 60% von Physische Angriffskraft als physischen Schaden verursachen. For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "Ändert den Grundangriff, sodass er dem Ziel 3 Treffer zufügt, die jeweils 60% von Physische Angriffskraft als physischen Schaden verursachen. Für 8 Sekunden: Grundangriffe werden zu 3 Treffern mit je 60% Physische Angriffskraft.", "Ändert den Grundangriff, sodass er dem Ziel magischen Schaden in Höhe von 100% von Magischer Angriffswert zufügt und 2 Verbrennung für 10 Sekunden anlegt. Basic attacks deal 100% Magic Attack as magic damage and apply 2 Burning stacks for 10 seconds. (Buff duration: the skill row says 5s, a data slot says 20s - in-game verification pending.)": "Ändert den Grundangriff, sodass er dem Ziel magischen Schaden in Höhe von 100% von Magischer Angriffswert zufügt und 2 Verbrennung für 10 Sekunden anlegt. Grundangriffe verursachen 100% Magischer Angriffswert als magischen Schaden und wenden 2 Stapel Verbrennung für 10 Sekunden an. (Buff-Dauer: die Skill-Zeile nennt 5s, ein Datenfeld nennt 20s - Verifizierung im Spiel steht aus.)", "×1 (quality ≥ 10)": "×1 (Qualität ≥ 10)", "×1 (quality ≥ 15)": "×1 (Qualität ≥ 15)", "×1 (quality ≥ 20)": "×1 (Qualität ≥ 20)", "×1 (quality ≥ 5)": "×1 (Qualität ≥ 5)", "×1 to": "×1 bis", "×2 (quality ≥ 10)": "×2 (Qualität ≥ 10)", "×2 (quality ≥ 15)": "×2 (Qualität ≥ 15)", "×2 (quality ≥ 3)": "×2 (Qualität ≥ 3)", "×2 (quality ≥ 5)": "×2 (Qualität ≥ 5)", "×2 to": "×2 auf", "×4 (quality ≥ 3)": "×4 (Qualität ≥ 3)", "×6 (quality ≥ 3)": "×6 (Qualität ≥ 3)", "← All dungeon rooms": "← Alle Dungeon-Räume", "↑ back to top": "↑ nach oben", "→ event tables,": "→ Event-Tabellen,", "⟨name 2⟩": "⟨Name 2⟩", "⟨name⟩": "⟨Name⟩", "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color": "Über den Dornenranken fliegt ein Rabe heran und landet vor dir. Seine Augen färben sich blau, und gleich darauf dringt die Stimme des Aufsehers hervor. <color=#a69085>\"Expeditionsleiter, ich bereite gerade eine Bewertung eurer jüngsten Expeditionsführung vor.\"</color><color=#a69085>\"</color> Der Rabe legt den Kopf schief und sieht dich an. <color=#a69085>\"</color>Am Ende hängt so etwas aber immer von Menschen ab. Wenn du ein wenig Entgegenkommen zeigen würdest... könnte ich die Bewertung wohl etwas wohlwollender ausfallen lassen.<color=#a69085>\"</color> Dir wird rasch klar, worauf der Aufseher hinauswill, und du findest nicht sofort eine Antwort. <color=#a69085>\"</color", "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "Bezeichnet den Schlüsselwert der 'Art' des Items, das benötigt wird, um von der jeweiligen Stufe auf die nächste aufzusteigen. (0} ist ein ungenutzter Platzhalter, dessen Wert fest auf \"None\" gesetzt ist.", "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼": "Neben einem Holzkäfig, in dem Insekten eingesperrt sind, steht jemand mit einer Maske. Er betrachtet den eingesperrten Säurewurm lange und schreibt dann etwas nieder. Daneben schielt eine Katze kurz zu dir herüber, zeigt sonst aber kein Interesse. Du trittst näher und machst dich bemerkbar, doch die Insekten scheinen ihn mehr zu interessieren als du. Ohne den Kopf zu wenden, deutet er auf den Säurewurm. <color=#a69085>\"Die Viecher speien Säure, und trotzdem löst sich ihr eigener Körper nicht auf. Interessant, oder? Wenn man lebende Exemplare etwas länger beobachtet, kommt man dem vielleicht auf die Spur...\"</color> Ganz beiläufig reißt er eine Seite aus seinem Notizbuch und reicht sie dir. <color=#a69085>\"Such einen Säurewurm und untersuch ihn. Sag mir einfach das Ergebnis", "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.": "Er betrachtet erneut die Skizze des Insekts und murmelt wie zu sich selbst. <color=#a69085>\"Mögen es die Goblins... sich von Insekten das Blut aussaugen zu lassen? Merkwürdig ist das schon...\"</color> Er streichelt die graue Katze und versinkt in Gedanken.", "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.": "Er stützt das Kinn in die Hand und murmelt vor sich hin. <color=#a69085>\"Sieht aus wie ein Insekt, das längst ausgestorben sein müsste... nach welchem Prinzip funktioniert das bloß.\"</color> Dann vertieft er sich wieder in seine Forschung.", "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나": "Ein Rabe fliegt von weit her heran, packt deinen Unterarm und setzt sich darauf. <color=#a69085>\"Ehrlich gesagt, ich hatte nicht damit gerechnet, dass ihr lange durchhaltet. Aber ich muss zugeben, dass ich mich geirrt habe. Allein in den verlassenen Landen zu überleben ist ja schon keine leichte Sache.\"</color> <color=#a69085>\"Mit mehr Unterstützung von der Gilde hätten wir noch bessere Ergebnisse erzielt, Aufseher.\"</color> <color=#a69085>\"Ja, ja, ich weiß. Ich schicke euch ein paar Hilfsgüter, nutzt sie gut. Und ein paar Leute haben Interesse gezeigt, sich deiner Expedition anzuschließen.\"</color> Der Rabe legt den Kopf leicht schief und stößt dir mit dem Schnabel mürrisch gegen die Brust. <color=#a69085>\"Bildet euch aber nichts darauf ein", "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며": "Während {0} mit dir über die Führung der Expedition berät, ergreift er vorsichtig das Wort. <color=#a69085>\"Hauptmann, wie wäre es, wenn wir die Gilde um Unterstützung für die Expedition bitten? So wie die Lage ist, bekämen wir vielleicht Hilfe.\"</color> Als du nickst, stößt {0} einen kurzen, unregelmäßigen Signalpfiff aus. Nicht lange darauf fliegt ein Rabe heran, landet vor dir und stellt die Verbindung her. Als du die Lage der Expedition schilderst und um Unterstützung der Gilde bittest, zeigt sich der Aufseher zurückhaltend. <color=#a69085>\"Auch bei der Unterstützung der Gilde gibt es nun mal Prioritäten. Um euch etwas zu schicken, müsste ich erst den Anteil einer anderen Expedition umleiten...\"</color> Der Rabe schüttelt leicht die Flügel und", "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.": "Du runzelst die Stirn und sprichst mit Nachdruck. <color=#a69085>\"Die anderen brauchen auch ihre Ruhe, für heute ist Schluss.\"</color> Die Lykaner-Mitglieder sehen einander enttäuscht an und senken langsam die Köpfe. <color=#a69085>\"...Verstanden, Hauptmann.\"</color> Kurz darauf kehrt in der Siedlung wieder Stille ein. Die übrigen Mitglieder atmen erleichtert auf und legen sich, mit deiner Entscheidung sichtlich zufrieden, wieder schlafen. Die Lykaner dagegen blicken noch sehnsüchtig zum hell aufgegangenen Mond, ehe sie sich schließlich still zerstreuen.", "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.": "Plötzlich merkst du, dass dich jemand beobachtet. Als du dich umsiehst und nichts findest, hebst du den Kopf und blickst nach oben. Dort haben sich die Wolken zu einer vielsagenden Form zusammengeballt. Als besäßen sie einen eigenen Willen, lächeln sie auf sonderbare Weise. <color=#a69085>\"Ist es Schmerz, was diese Welt erfüllt, oder Lust?\"</color> Von dieser Präsenz überwältigt, kannst du dich nicht mehr rühren. <color=#a69085>\"Oder etwa Gier?\"</color> Und instinktiv wählst du eine Antwort auf die Frage.", "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.": "Du seufzt und zuckst mit den Schultern. <color=#a69085>\"Wenn das eure Sitte ist, lässt sich wohl nichts machen. Aber übertreibt es nicht.\"</color> Kaum hast du es erlaubt, recken die Lykaner-Mitglieder die Köpfe zum Mond, als hätten sie nur darauf gewartet. Auuuuuh!! Auuuuuuh!! Die ganze Nacht hallt lautes Heulen durch die Siedlung. Am nächsten Morgen beginnen die Lykaner den Tag sichtlich erleichtert, während die anderen Mitglieder, die kaum geschlafen haben, mit fahlen Gesichtern gähnen und die Lykaner missmutig anblicken.", "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다. 괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다. <color=#a69085>\"뭐야, 또 너야?\"</color> 잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다. <color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color> 그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.": "Als Endorsi dich entdeckt, will sie sich zunächst freuen, wendet den Blick dann aber ab. Sie kramt ohne Grund in ihrem Köcher und tut betont beiläufig. <color=#a69085>\"Was denn, schon wieder du?\"</color> Nach kurzem Schweigen späht sie über den Wald hinaus. <color=#a69085>\"In letzter Zeit scheint der Wald etwas ruhiger geworden zu sein. Und die Beute zu verfolgen ist leichter als früher.\"</color> Um sie herum liegen frisch verarbeitete Felle, Knochen und andere Nebenprodukte der Jagd ordentlich aufgereiht.", "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.": "Als du nickst, wendet er sich ohne sichtliche Regung wieder dem Säurewurm zu. Er beobachtet, wie sich der Säurewurm bewegt, und murmelt wie zu sich selbst. <color=#a69085>\"Nach welchem Prinzip entsteht diese Säure nur...\"</color> Er setzt seine Aufzeichnungen fort und scheint sich nicht mehr für dich zu interessieren.", "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫒아냅니다.": "Als du dich auf die Regeln berufst und den gesamten Einsatz einstreichst, macht {0} ein weinerliches Gesicht. <color=#a69085>\"Also so was, Hauptmann! Das ist reine Willkür!\"</color> Du zuckst mit den Schultern und scheuchst {0} und die anderen Mitglieder mit einer Handbewegung fort.", "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.": "Als du dich auf die Regeln berufst und den gesamten Einsatz einstreichst, macht {0} ein weinerliches Gesicht. <color=#a69085>\"Also so was, Hauptmann! Das ist reine Willkür!\"</color> Du zuckst mit den Schultern und scheuchst {0} und die anderen Mitglieder mit einer Handbewegung fort.", "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다. <color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color> 그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다. <color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color> 그는 머리가 아픈 듯 한숨을 내쉽니다.": "Als du Perion die Untersuchungsaufzeichnungen zum magischen Apparat überreichst, überfliegt er sie langsam mit müden Augen. <color=#a69085>\"Hm... wie erwartet, hier wurde wohl imperiale Magietechnik verwendet. Und wie bekannt ist auch ihre Gefährlichkeit beträchtlich.\"</color> Er notiert einiges im Bericht und bedankt sich dann bei dir. <color=#a69085>\"Der Dungeon saugt von außen Lebenskraft ein, verarbeitet sie erneut und wandelt sie in mächtige magische Energie um. Auch wenn wir das nicht vollständig verstehen können...\"</color> Er seufzt, als würde ihm der Kopf schmerzen.", "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.": "Als du die Notiz annimmst, nickt er zufrieden. <color=#a69085>\"Gut. Damit lässt sich die Hypothese wohl überprüfen.\"</color> Er blickt wieder zum Sporenwurm und murmelt wie zu sich selbst. <color=#a69085>\"Wie schaffen es diese winzigen Sporen nur, ein Lebewesen so zu schwächen...\"</color> Er hat deine Anwesenheit offenbar längst vergessen und vertieft sich wieder in seine Beobachtung.", "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"...뭐야 이건.\"</color> 그녀는 곧바로 고개를 저으며 날카롭게 쏘아붙입니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "Als du ihr den Beweis der Jagd zeigst, erstarrt ihre Miene. <color=#a69085>\"...Was soll das sein.\"</color> Sofort schüttelt sie den Kopf und fährt dich scharf an. <color=#a69085>\"Das Vieh ist kein Ungeheuer, das so leicht stirbt. Lüg nicht bloß, um dich aufzuspielen.\"</color> Doch am Ende findet sie keine Worte mehr. <color=#a69085>\"......Hah.\"</color> Sie fährt sich übers Gesicht und lacht bitter. <color=#a69085>\"Verdammt, ihr seid stark genug. Ich gebe es ungern zu, aber es stimmt. Pff...\"</color> Und gleich darauf wird sie schnippisch und wendet verlegen den Blick ab.", "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "Als du ihr den Beweis der Jagd zeigst, erstarrt ihre Miene. <color=#a69085>\"Das Vieh ist kein Ungeheuer, das so leicht stirbt. Lüg nicht bloß, um dich aufzuspielen.\"</color> Doch am Ende findet sie keine Worte mehr. <color=#a69085>\"......Hah.\"</color> Sie fährt sich übers Gesicht und lacht bitter. <color=#a69085>\"Verdammt, ihr seid stark genug. Ich gebe es ungern zu, aber es stimmt. Pff...\"</color> Und gleich darauf wird sie schnippisch und wendet verlegen den Blick ab.", "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.": "Als du ihm die Untersuchungsergebnisse überreichst, schlägt er wortlos sein Notizbuch auf und überfliegt den Inhalt. Nach kurzem Schweigen beginnt seine Feder eifrig zu kritzeln. <color=#a69085>\"Oh... interessant.\"</color> Er betrachtet den Säurewurm lange und nickt dann langsam. <color=#a69085>\"Die Körperflüssigkeit ist stark sauer, und trotzdem wird der Panzer überhaupt nicht zersetzt. Das ist nicht einfach nur Säurebeständigkeit. Da steckt wohl ein anderes Prinzip dahinter... wirklich großartig!\"</color> Als wärst du gar nicht vorhanden, starrt er den Säurewurm an und stößt einen Seufzer aus.", "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다. <color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color> 활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다. <color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color> 당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.": "Als du Endorsi bittest, sich der Expedition anzuschließen, wendet sie den Blick beiläufig über den Wald hinaus. <color=#a69085>\"Jenseits dieses Waldes lebt ein riesiges Ungeheuer, dem gewöhnliche Pfeile nicht einmal einen Kratzer zufügen. Selbst der beste Jäger verliert dort mühelos sein Leben.\"</color> Der Arm, mit dem sie den Bogen hält, zittert. <color=#a69085>\"Bis ich es getötet und meine Schwester gerächt habe, kann ich keinen Moment ruhig schlafen.\"</color> In ihrer Stimme spürst du tief unterdrückte Trauer und Wut.", "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "Schwingt das Großschwert kraftvoll senkrecht nach unten und fügt Einheiten auf dem Feld des Ziels sowie auf dem Feld direkt dahinter physischen Schaden in Höhe von {0}% der physischen Angriffskraft zu und verleiht ihnen {1} Sekunden lang [AFFECTER_Stun].", "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 명중시 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "Schwingt das Großschwert kraftvoll senkrecht nach unten und fügt Einheiten auf dem Feld des Ziels sowie auf dem Feld direkt dahinter physischen Schaden in Höhe von {0}% der physischen Angriffskraft zu; bei einem Treffer erhalten sie {1} Sekunden lang [AFFECTER_Stun].", "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.": "Fügt dem Ziel magischen Schaden in Höhe von {0}% des magischen Angriffswerts zu und verleiht ihm {1} Sekunden lang {2} [AFFECTER_Bleeding].", "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "Setzt alle erlernten Skills zurück und erstattet die SP.", "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들": "Tief in der Nacht, als alle schlafen, hallt von außerhalb der Siedlung ein lang gezogener Laut herüber. Auuuh!! Auuuh!! Als du aufwachst und nach draußen trittst, heulen {0}, {1} und die übrigen Lykaner-Mitglieder aus voller Kehle zum großen Vollmond hinauf. <color=#a69085>\"Was zum Teufel macht ihr mitten in der Nacht?\"</color> Auf deine ratlose Frage hin dreht {0} den Kopf und antwortet. <color=#a69085>\"Es heißt, auf dem Mond wohnen die Seelen unserer Ahnen. Noch immer laufen sie über endlose Felder und wachen über ihre Nachkommen.\"</color> {0} blickt wieder zum Mond hinauf und lächelt. <color=#a69085>\"In einer Nacht, in der der Mond so groß und hell ist, erreichen unsere Stimmen die Ahnen", "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.": "Erzeugt eine Zone, die allen gegnerischen Einheiten im Bereich magischen Schaden in Höhe von {0}% des magischen Angriffswerts zufügt und ihnen {1} Sekunden lang {2} [AFFECTER_Bleeding] verleiht. Der Angriff hält {3} Wiederholungen lang an.", "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.": "Rückkampf gegen die Unzerstörbare Ratte, diesmal in der Version mit 2 Gegnern. Erfordert ein gewisses Maß an Tankfähigkeit und anhaltendem Schaden.", "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.": "Ein spindeldürrer Mann stellt einen großen Rucksack ab und breitet seine Waren Stück für Stück aus. Als er dich entdeckt, verzieht er die Mundwinkel und grinst gerissen. <color=#a69085>\"Oh, ein Kunde. Genau zur rechten Zeit.\"</color> Er stellt ein großes Schild auf und klopft mit der Hand darauf. - Nur heute Sonderrabatt! <color=#a69085>\"Ich bin heute nämlich guter Laune. Ich versichere dir, so eine Gelegenheit kommt nicht oft.\"</color> Er greift sich ein Stück, tut so, als würde er es hier und da polieren, und legt es zurück auf die Auslage.", "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.": "Ein Kampf mit dreieckiger Synergie. Früher war es meist günstiger, zuerst die Kaulquappe zu töten; in diesem Kampf entsteht dagegen das Dilemma, zuerst den Brawler oder zuerst die Kaulquappe zu töten.", "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.": "Der neu ernannte stellvertretende Hauptmann {0} lässt den Blick ruhig über die Mitglieder schweifen. <color=#a69085>\"Der Dungeon frisst sich in den Kontinent. Wenn wir diese Katastrophe nicht aufhalten, werden die Wälder, die Flüsse und am Ende sogar der Weltenbaum verdorren.\"</color> Nach kurzem Schweigen fährt {0} mit entschlossener Stimme fort. <color=#a69085>\"Vergesst nicht: Auf unserer Reise wird uns der Segen des heiligen Weltenbaums begleiten.\"</color> Mit ernsten Mienen fassen die Mitglieder neuen Entschluss.", "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.": "Der neu ernannte stellvertretende Hauptmann {0} ruft die Mitglieder vor das Lagerfeuer. <color=#a69085>\"Der Dungeon wird uns nicht willkommen heißen. Er wird uns endlos prüfen und uns am Ende verschlingen wollen.\"</color> Nach kurzem Schweigen lässt {0} den Blick langsam über die Mitglieder schweifen. <color=#a69085>\"Aber was löst blanke Furcht schon? Um diesem Untergang ein Ende zu setzen, muss jemand den ersten Schritt tun. Kommt alle mit mir bis in die tiefste Dunkelheit.\"</color> Die Expeditionsmitglieder jubeln und schreien bei der Rede von {0}. In allen Herzen wächst feste Entschlossenheit.", "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {": "Mit lautem Gemurmel kommen die Mitglieder zu dir. Einer von ihnen tritt entschlossen vor. <color=#a69085>\"Wir halten das nicht länger aus. Wir riskieren unser Leben, aber das Essen ist miserabel und die Ruhezeit reicht nicht!\"</color> ruft {0} mit erregter Stimme. In seinem Gesicht mischen sich Erschöpfung und Zorn. <color=#a69085>\"Richtig! Das halten wir nicht länger aus!\"</color> Auch die anderen Mitglieder schnauben und stimmen ihm zu. Ihre Gesichter sind von äußerster Erschöpfung und Wut erfüllt. Kurz darauf wird die Stimme von {0}, die sich in Beschwerden ergießt, immer heftiger, und die Anspannung im Raum steigt. Alle Mitglieder sind erschöpft, und die Lage wirkt äußerst brenzlig. Schließlich hebst du die Hand und {", "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.": "Elixier der Skill PS: Da die Versorgung mit Haupt-Skillpunkten im Überfluss vorhanden war, wird dieses Verbrauchsitem nicht mehr vergeben.", "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔": "Als du deine Rede über den Erfolg dieser Expedition vorbereitet hast, versammeln sich alle. Ihre Augen brennen wie nie zuvor und sind voller Hoffnung. Du lässt den Blick einmal über die Mitglieder schweifen und beginnst langsam zu sprechen. <color=#a69085>\"Wir haben es geschafft! Den Schleier der Stille, diesen dunklen und gefährlichen Wald, haben wir bezwungen. Das ist die Leistung des Mutes und der Entschlossenheit von uns allen, die hier stehen, und kein Hindernis und keine Bedrohung konnte unseren festen Willen brechen.\"</color> Auf deine Worte hin klatschen und jubeln die Expeditionsmitglieder. In ihren Gesichtern spiegelt sich Stolz. <color=#a69085>\"Welche Schwierigkeiten auch kommen mögen, wir werden einander vertrauen und gemeinsam vorangehen!\"</color> Auf dein Zeichen hin", "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "Fügt angrenzenden gegnerischen Einheiten alle {5} Sekunden magischen Schaden in Höhe von {2}% des magischen Angriffswerts zu und verleiht ihnen {4} Sekunden lang {3} [AFFECTER_Burning].", "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "Fügt angrenzenden gegnerischen Einheiten jede Sekunde magischen Schaden in Höhe von {2}% des magischen Angriffswerts zu und verleiht ihnen {4} Sekunden lang {3} [AFFECTER_Burning].", "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘": "Zenon wendet den Blick vom Säurewurm ab und betrachtet den Sporenwurm daneben. Während er ihn eine Weile mustert, hebt sich langsam sein Mundwinkel. <color=#a69085>\"Anfangs hielt ich ihn für einen Verwandten des Säurewurms.\"</color> Als er den Sporenwurm mit einem Stock reizt, stößt dieser Sporen aus. <color=#a69085>\"Kreaturen, die von diesen Sporen bedeckt werden, verletzen sich weit leichter als sonst. Dabei ist es weder Gift noch Säure.\"</color> Er kritzelt eifrig ein paar Zeilen in sein Notizbuch. <color=#a69085>\"Dasselbe Insekt, und doch jagt es auf völlig andere Weise... wunderschön.\"</color> Kurz darauf reißt er eine Notiz heraus und reicht sie dir. <color=#a69085>\"Untersuch den Sporenwurm noch etwas genauer", "지정한 위치에 {0}마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망시 폭발하며 근처의 적에게 마법 공격력의 {1}%의 마법 피해를 입히고, 근처의 아군에게 {5}초 동안 마법 공격력의 {2}%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 {3}마리 까지 동시에 소환될 수 있으며, 한 맵에는 최대 {4}마리 까지 존재할 수 있습니다. DEV(JH) : 소환자의 스탯에 따른 버블링의 마공/생명력 증가는 코드로만 동작하고 있다. 유저에게 나오는 설명은 없어서 직접 소환해봐야 알 수 있다. 버블스플래시의 데미지는 '소환자' 마공을 따른다. 버블태클의 데미지는 '버블링'의 마공을 따른다.": "Beschwört an der gewählten Position {0} 'Bubbling'. Bubblings greifen nahe Gegner an und explodieren beim Tod: Sie fügen Gegnern in der Nähe magischen Schaden in Höhe von {1}% des magischen Angriffswerts zu und verleihen Verbündeten in der Nähe {5} Sekunden lang einen Schild in Höhe von {2}% des magischen Angriffswerts. Eine Einheit kann gleichzeitig höchstens {3} Bubblings beschwören, und auf einer Karte können höchstens {4} gleichzeitig existieren. DEV(JH): Die Erhöhung von Magieangriff und Lebenspunkten des Bubblings anhand der Werte des Beschwörers läuft nur im Code. Für den Spieler gibt es dazu keine Beschreibung, man muss es also selbst beschwören, um es zu sehen. Der Schaden von Bubble Splash richtet sich nach dem magischen Angriffswert des 'Beschwörers'. Der Schaden von Bubble Tackle richtet sich nach dem magischen Angriffswert des 'Bubblings'.", "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다. <color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color> 모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. <color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color> 깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.": "Das letzte Ziel der Expedition ist es, den Kern des selbstbewussten Dungeons Arkteon zu zerstören und so dem schrecklichen Untergang ein Ende zu setzen, der über die Welt gekommen ist. Da die jüngsten Expeditionen keine sichtbaren Erfolge gebracht haben, wirken die Expeditionsmitglieder sichtlich unruhig. <color=#a69085>\"Hauptmann, wie wäre es, wenn wir bei der nächsten Expedition tiefer hinabsteigen?\"</color> Vor der versammelten Mannschaft schlägt jemand lautstark vor. <color=#a69085>\"Wenn wir hier aufhören, hält uns jeder für Feiglinge.\"</color> Nach reiflicher Überlegung erkennst du: Gerade jetzt, wo die Mitglieder vor Tatendrang strotzen, ist die richtige Gelegenheit, den nächsten Schritt der Expedition zu wagen.", "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.": "Während die Expedition weiterläuft, meldet {0}, in einer nahen Felswand einen seltsamen Spalt entdeckt zu haben. <color=#a69085>\"Daran zu stechen tut bestimmt weh.\"</color> Während du den von Dornen überwucherten Spalt betrachtest, entdeckst du tief darin etwas Glitzerndes.", "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.": "Pinball-Zeit PS: Wenn die Karte zu groß ist, kann der Panzerkäfer aus dem Kampf entkommen, die Größe muss beim Testen also wohl angepasst werden.", "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다": "Verleiht dieser Einheit [AFFECTER_Leadership]", "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "Hüllt sich in einen Flammenmantel und erhält {0} Sekunden lang einen Schild in Höhe von {1}% des magischen Angriffswerts. Angrenzende gegnerische Einheiten erleiden alle {5} Sekunden magischen Schaden in Höhe von {2}% des magischen Angriffswerts und erhalten {4} Sekunden lang {3} [AFFECTER_Burning].", "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "Hüllt sich in einen Flammenmantel und erhält {0} Sekunden lang einen Schild in Höhe von {1}% des magischen Angriffswerts. Angrenzende gegnerische Einheiten erleiden jede Sekunde magischen Schaden in Höhe von {2}% des magischen Angriffswerts und erhalten {4} Sekunden lang {3} [AFFECTER_Burning]."}, "i18n_de_overrides": {}, "i18n_fr": {" ({#} casts)": " ({#} lancers)", " ({#} rounds)": " ({#} tours)", "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0": "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0", "\" - this is not a Dungeon Settlers save.": "\" - ceci n'est pas une sauvegarde Dungeon Settlers.", "\" completed": "\" completed", "\" completed; never after": "\" complétée; jamais après", "\" completes": "\" se termine", "\" completes)": "\" est terminée)", "\" starts automatically; report back to her - she then moves to your base as a recruit candidate. This final hunt is offered in the same talk that opens her trade stock.": "\" démarre automatiquement ; retournez la voir - elle se rend alors à votre base en tant que candidate au recrutement. Cette dernière chasse est proposée lors de la même conversation qui ouvre son stock d'échange.", "\" starts automatically; report back to her for 10×": "\" démarre automatiquement ; retournez la voir pour 10×", "\" starts automatically; report back to her for 1×": "\" démarre automatiquement ; retournez la voir pour 1×", "\" starts automatically; report back to her for 8×": "\" démarre automatiquement ; retournez la voir pour 8×", "\"!CompleteResearch_AdvancedCusine\"": "\"!CompleteResearch_AdvancedCusine\"", "\"!CompleteResearch_BasicAlchemy\"": "\"!CompleteResearch_BasicAlchemy\"", "\"!CompleteResearch_BasicCuisine\"": "\"!CompleteResearch_BasicCuisine\"", "\"!CompleteResearch_BasicFarming\"": "\"!CompleteResearch_BasicFarming\"", "\"!CompleteResearch_BasicMonsterCusine\"": "\"!CompleteResearch_BasicMonsterCusine\"", "\"!CompleteResearch_BoneProcessing1\"": "\"!CompleteResearch_BoneProcessing1\"", "\"!CompleteResearch_BoneProcessing2\"": "\"!CompleteResearch_BoneProcessing2\"", "\"!CompleteResearch_BurrowMonsterCusine\"": "\"!CompleteResearch_BurrowMonsterCusine\"", "\"!CompleteResearch_CarapaceProcessing1\"": "\"!CompleteResearch_CarapaceProcessing1\"", "\"!CompleteResearch_CarapaceProcessing2\"": "\"!CompleteResearch_CarapaceProcessing2\"", "\"!CompleteResearch_HuntProcessing\"": "\"!CompleteResearch_HuntProcessing\"", "\"!CompleteResearch_RelifFood\"": "\"!CompleteResearch_RelifFood\"", "\"!CompleteResearch_StaffCrafting\"": "\"!CompleteResearch_StaffCrafting\"", "\"!CompleteResearch_WeaveProcessing\"": "\"!CompleteResearch_WeaveProcessing\"", "\"!CompleteResearch_WoodHousing\"": "\"!CompleteResearch_WoodHousing\"", "\"!CompleteResearch_WoodProcessing2\"": "\"!CompleteResearch_WoodProcessing2\"", "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"": "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"", "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"", "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...", "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"", "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"", "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"", "\"(Siffle un air)\"": "\"(Siffle un air)\"", "\"-Kreeeeeek!!\" {0} tears the creature's various parts apart, and a shrill scream rings out. Once it's fully taken apar...": "\"-Kreeeeeek!!\" {0} tears the creature's various parts apart, and a shrill scream rings out. Once it's fully taken apar...", "\"-Screeeeech!!\"": "\"\"-Crrriiiiii !!\"\"", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discove": "\"-Screeeeech !!\" Alors que {0} déchire plusieurs pièces de la créature, un cri perçant résonne dans l'air. Une fois qu'elle est complètement démontée, une petite essence verte est découve", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.": "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.", "\". There is": "\". Il n'y a", "\"...C'est fini.\"": "\"...C'est fini.\"", "\"...Compris, Commandant.\"": "\"...Compris, Commandant.\"", "\"...Hmph.\"": "\"...Hmph.\"", "\"...It's over.\"": "\"...C'est terminé.\"", "\"...Thanks to you, my research h...": "« ...Grâce à toi, ma recherche a...", "\"...Vous affirmiez que les niveaux inférieurs étaient sûrs. Visiblement, ce n'est pas le cas.\"": "\"...Vous affirmiez que les niveaux inférieurs étaient sûrs. Visiblement, ce n'est pas le cas.\"", "\"...What is this.\"": "\"...Qu'est-ce que c'est ?\"", "\">open ›": "\">ouvrir ›", "\"A gigantic monster lives beyond these woods-one that ordinary arrows can't...": "« Un monstre géant vit au-delà de ces bois »", "\"Aaaah !!\"": "\"Aaaah !!\"", "\"Aaaah!\"": "« Aaaah ! »", "\"Aaaah!\" You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses under the": "« Aaaah ! » Vous entendez un cri à proximité et reconnaissez immédiatement la voix de Liana, l'une de vos compagnes. Elle est entourée par une nuée de rats et s'effondre bientôt sous la", "\"Aaah !\"": "\"Aaah !\"", "\"Aagh!\"": "« Aagh ! »", "\"ActivateDecision_false\"": "\"ActivateDecision_false\"", "\"ActivateDecision_true\"": "\"ActivateDecision_true\"", "\"AddAffecterAll_BlessOfWorldTree\"": "\"AddAffecterAll_BlessOfWorldTree\"", "\"AddAffecterAll_ExploreAspiration_2880\"": "\"AddAffecterAll_ExploreAspiration_2880\"", "\"AddAffecterAll_MaybeHarp_1440\"": "\"AddAffecterAll_MaybeHarp_1440\"", "\"AddAffecterAll_MaybeTrumpet_1440\"": "\"AddAffecterAll_MaybeTrumpet_1440\"", "\"AddAffecterAll_PioneeringSpirit\"": "\"AddAffecterAll_PioneeringSpirit\"", "\"AddAffecterAll_SurvivalInstinct\"": "\"AddAffecterAll_SurvivalInstinct\"", "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"": "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"", "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"": "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"", "\"AddAffecter_GreatestWarrior_0\"": "\"AddAffecter_GreatestWarrior_0\"", "\"AddItem_NatureEssence_1_0\"": "\"AddItem_NatureEssence_1_0\"", "\"AddItem_NatureGreenSpirit_1_0\"": "\"AddItem_NatureGreenSpirit_1_0\"", "\"Agh!\"": "« Agh ! »", "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"": "« Agh ! » {0} retire rapidement sa main de douleur, puis se tourne vers toi avec un regard légèrement rancunier. « Commandant, je ne pense pas qu'il y ait vraiment quelque chose à l'intérieur... »", "\"Ah ! J'ai une bonne idée. Et si vous m'emmeniez avec vous ?\"": "\"Ah ! J'ai une bonne idée. Et si vous m'emmeniez avec vous ?\"", "\"Ah, a customer....": "\"Ah, un client....", "\"Ah, je vois.\"": "\"Ah, je vois.\"", "\"Ah... Of course! That's it! Why did it ta...": "« Ah... Bien sûr ! C'est ça ! »", "\"Ah... Yes. So that's how it...": "« Ah... Oui. C'est comme ça »", "\"Ah... oui ! C'était ça ! Pourquoi ne m'en suis-je rendu compte que maintenant ?\"": "\"Ah... oui ! C'était ça ! Pourquoi ne m'en suis-je rendu compte que maintenant ?\"", "\"Ah... oui. C'était ça !\"": "\"Ah... oui. C'était ça !\"", "\"Ah... vous êtes exigeant, n'est-ce pas.\"": "\"Ah... vous êtes exigeant, n'est-ce pas.\"", "\"Ahhh... then you shall be filled with pleasure!\"": "« Ahhh... alors tu seras rempli de plaisir ! »", "\"Ainsi, vous avez vraiment réussi à tuer la bête. Je ne peux pas dire que j'en attendais beaucoup...\"": "\"Ainsi, vous avez vraiment réussi à tuer la bête. Je ne peux pas dire que j'en attendais beaucoup...\"", "\"Alors la reconnaissance est vaine. Je vous enverrai une nouvelle recrue, Kragas. Établissez un avant-poste selon le protocole de la guilde, et préparez-vous à frapper la bête avant qu'elle ne cause davantage de ravages.\"": "\"Alors la reconnaissance est vaine. Je vous enverrai une nouvelle recrue, Kragas. Établissez un avant-poste selon le protocole de la guilde, et préparez-vous à frapper la bête avant qu'elle ne cause davantage de ravages.\"", "\"Alors nous ne devons pas hésiter. Il faut sortir d'ici rapidement. Nous devons trouver le portail quelque part dans cet étage.\"": "\"Alors nous ne devons pas hésiter. Il faut sortir d'ici rapidement. Nous devons trouver le portail quelque part dans cet étage.\"", "\"Alors nous pourrons enfin commencer l'exploration. Comme vous le savez, les abominables vignes épineuses dévorent le continent en ce moment même.\"": "\"Alors nous pourrons enfin commencer l'exploration. Comme vous le savez, les abominables vignes épineuses dévorent le continent en ce moment même.\"", "\"Alors, c'est un soulagement.\"": "\"Alors, c'est un soulagement.\"", "\"Alors... les vagues vous entoureront.\"": "\"Alors... les vagues vous entoureront.\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"": "« Une expédition... Pas un mauvais choix si j'ai l'intention d'enquêter sur les profondeurs les plus lointaines du Donjon. »", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"": "« Une expédition... Pas un mauvais choix si j'ai l'intention d'enquêter sur les profondeurs les plus lointaines du Donjon. » Après avoir brièvement examiné les documents de mission, il murmure pour lui-même. « Mais j'ai toujours des ordres pour enquêter sur les spécimens vivants que l'Empire a utilisés dans sa recherche. Un tel travail aurait dû être interdit à cette époque, mais il semble qu'ils ont expérimenté sur des créatures vivantes de la même façon... » Toujours l'air fatigué, il te fait une promesse. « Aide-moi à terminer cette enquête, et après cela je rejoindrai l'expédition. »", "\"Artisanat de base non terminé\"": "\"Artisanat de base non terminé\"", "\"At fir...": "« Au départ »", "\"Attends ! Calme-toi...\"": "\"Attends ! Calme-toi...\"", "\"Attends, attends. Calme-toi d'abord.\"": "\"Attends, attends. Calme-toi d'abord.\"", "\"Au début, je pensais que c'était un parent du ver acide.\"": "\"Au début, je pensais que c'était un parent du ver acide.\"", "\"Au moins, vous avez trouvé quelque chose.\"": "\"Au moins, vous avez trouvé quelque chose.\"", "\"Au-delà de cette forêt vit un énorme monstre qui ne peut même pas être égratigné par une flèche ordinaire. Même le meilleur chasseur peut facilement perdre la vie.\"": "\"Au-delà de cette forêt vit un énorme monstre qui ne peut même pas être égratigné par une flèche ordinaire. Même le meilleur chasseur peut facilement perdre la vie.\"", "\"Aucun modificateur de statistique direct\"": "\"Aucun modificateur de statistique direct\"", "\"Avoir moins de 15 céramiques\"": "\"Avoir moins de 15 céramiques\"", "\"Avoir moins de 20 pierres\"": "\"Avoir moins de 20 pierres\"", "\"Bald\"": "\"Bald\"", "\"BaseRandomFoodRation\"": "\"BaseRandomFoodRation\"", "\"BaseRandomGazeMoon\"": "\"BaseRandomGazeMoon\"", "\"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "« Fais attention quand il commence à frapper le sol. C'est le signe qu'il va charger. »", "\"Best not come any closer.\"": "\"Mieux vaut ne pas s'approcher davantage.\"", "\"Bien... Brûlez tout !\"": "\"Bien... Brûlez tout !\"", "\"Bien... La vie s'épanouit d'elle-même.\"": "\"Bien... La vie s'épanouit d'elle-même.\"", "\"Black\"": "\"Black\"", "\"Bon sang, cette chose est vraiment terrifiante.\"": "\"Bon sang, cette chose est vraiment terrifiante.\"", "\"Bribe\"": "\"Bribe\"", "\"Brûlez tout.\"": "\"Brûlez tout.\"", "\"Bwoooong-\"": "\"Bwoooong-\"", "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to setting and achiev": "\"Bwoooong-\" Lorsque vous sonnez le cor d'expédition, les membres de l'expédition se rassemblent. \"Il semble que nous ayons besoin d'une nouvelle approche en matière de définition et de réussite", "\"C'est assez compliqué.\"": "\"C'est assez compliqué.\"", "\"C'est bien peu pour le prix d'une vie.\"": "\"C'est bien peu pour le prix d'une vie.\"", "\"C'est génial.\"": "\"C'est génial.\"", "\"C'est mieux ici. Mais je n'aime pas.\"": "\"C'est mieux ici. Mais je n'aime pas.\"", "\"C'est plutôt compliqué.\"": "\"C'est plutôt compliqué.\"", "\"C'est pour ça que j'ai fait ça. Parce que je me sentais seul. Seul. Si je ne fais pas au moins quelque chose comme ça, personne ne me regarde jamais.\"": "\"C'est pour ça que j'ai fait ça. Parce que je me sentais seul. Seul. Si je ne fais pas au moins quelque chose comme ça, personne ne me regarde jamais.\"", "\"C'est super.\"": "\"C'est super.\"", "\"C'est tout ? C'était court.\"": "\"C'est tout ? C'était court.\"", "\"C'est une équipe d'exploration... Ce n'est pas un mauvais choix si vous souhaitez enquêter au plus profond du donjon.\"": "\"C'est une équipe d'exploration... Ce n'est pas un mauvais choix si vous souhaitez enquêter au plus profond du donjon.\"", "\"C'est vrai ! Nous n'en pouvons plus !\"": "\"C'est vrai ! Nous n'en pouvons plus !\"", "\"C'est vrai. Je pourrais mourir aujourd'hui ou demain.\"": "\"C'est vrai. Je pourrais mourir aujourd'hui ou demain.\"", "\"Capitaine, et si nous descendions plus profondément lors de la prochaine expédition ?\"": "\"Capitaine, et si nous descendions plus profondément lors de la prochaine expédition ?\"", "\"Capitaine, explorer les donjons, c'est risquer votre vie. Mais devez-vous faire si attention à ce que vous mangez à chaque fois ?\"": "\"Capitaine, explorer les donjons, c'est risquer votre vie. Mais devez-vous faire si attention à ce que vous mangez à chaque fois ?\"", "\"Capitaine, il y a un trou caché ici.\"": "\"Capitaine, il y a un trou caché ici.\"", "\"Captain, exploring the Dungeon means risking our liv...": "\"Capitaine, explorer le Donjon signifie risquer nos vies...", "\"Captain, there are some strange markings here.\"": "\"Capitaine, il y a d'étranges marques ici.\"", "\"Captain, there's a hidden opening here.\"": "\"Capitaine, il y a une ouverture cachée ici.\"", "\"Captain, why don't we request expedition support from the Guild? Given our p...": "\"Capitaine, pourquoi ne pas demander le soutien de l'expédition à la Guilde ? Étant donné nos p...", "\"Captain... I found a strange vine.\"": "\"Captain... I found a strange vine.\"", "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "« Capitaine... J'ai trouvé une vigne étrange. » Elle semble pouvoir être très utile.", "\"Caution\"": "\"Attention\"", "\"Cavern_LittleFlesh\"": "\"Cavern_LittleFlesh\"", "\"Cavern_Poison\"": "\"Cavern_Poison\"", "\"Cavern_Standard\"": "\"Cavern_Standard\"", "\"Ce monde est-il rempli de souffrance... ou de plaisir ?\"": "\"Ce monde est-il rempli de souffrance... ou de plaisir ?\"", "\"Ce n'est pas possible... Nous avons traversé l'enfer pour arriver jusque-là.\"": "\"Ce n'est pas possible... Nous avons traversé l'enfer pour arriver jusque-là.\"", "\"Ce n'est pas un monstre qui peut mourir aussi facilement. Ne mentez pas juste pour vous montrer.\"": "\"Ce n'est pas un monstre qui peut mourir aussi facilement. Ne mentez pas juste pour vous montrer.\"", "\"Ce n'est pas un objet ordinaire...\"": "\"Ce n'est pas un objet ordinaire...\"", "\"Ce n'était pas une créature butineuse. C'était un parasite absorbant les nutriments de la chair des créatures gigantesques qui constituaient elle-même cette hiérarchie.\"": "\"Ce n'était pas une créature butineuse. C'était un parasite absorbant les nutriments de la chair des créatures gigantesques qui constituaient elle-même cette hiérarchie.\"", "\"Ce ne sera pas bon pour votre réputation. Mais compte tenu de vos réalisations jusqu'à présent, ce n'est probablement pas quelque chose que vous ne pouvez pas faire.\"": "\"Ce ne sera pas bon pour votre réputation. Mais compte tenu de vos réalisations jusqu'à présent, ce n'est probablement pas quelque chose que vous ne pouvez pas faire.\"", "\"Ce qu'ils essayaient d'accomplir... Je n'ai aucun moyen de le savoir pour le moment.\"": "\"Ce qu'ils essayaient d'accomplir... Je n'ai aucun moyen de le savoir pour le moment.\"", "\"Cela a l'air très utile.\"": "\"Cela a l'air très utile.\"", "\"Cela devrait être très utile !\"": "\"Cela devrait être très utile !\"", "\"Cela fait longtemps depuis la chute de l'empire magique. De nombreuses choses laissées dans les donjons ont maintenant été oubliées.\"": "\"Cela fait longtemps depuis la chute de l'empire magique. De nombreuses choses laissées dans les donjons ont maintenant été oubliées.\"", "\"Certains sont devenus fous là-dedans.\"": "\"Certains sont devenus fous là-dedans.\"", "\"Ces spores décomposaient petit à petit les tissus vivants. Ce n'était ni du poison ni de l'acide, mais une méthode complètement nouvelle... Comment est-ce possible !\"": "\"Ces spores décomposaient petit à petit les tissus vivants. Ce n'était ni du poison ni de l'acide, mais une méthode complètement nouvelle... Comment est-ce possible !\"", "\"Cet endroit va prospérer ?\"": "\"Cet endroit va prospérer ?\"", "\"Cette expédition aussi était épuisante ! Je veux dormir dans un lit chaud tout de sui...\"": "\"Cette expédition aussi était épuisante ! Je veux dormir dans un lit chaud tout de sui...\"", "\"Chambres privées standard ou supérieures 2 ou plus && Moins de 3\"": "\"Chambres privées standard ou supérieures 2 ou plus && Moins de 3\"", "\"Chef ! Je vous le dis, cette personne est suspecte, peu importe comment on la regarde ! Elle l'était déjà au moment où elle est apparue seule, tout à coup !\"": "\"Chef ! Je vous le dis, cette personne est suspecte, peu importe comment on la regarde ! Elle l'était déjà au moment où elle est apparue seule, tout à coup !\"", "\"Chef, que diriez-vous de demander de l'aide à l'exploration à la guilde ? Dans cette situation, je pense que nous pourrions obtenir de l'aide.\"": "\"Chef, que diriez-vous de demander de l'aide à l'exploration à la guilde ? Dans cette situation, je pense que nous pourrions obtenir de l'aide.\"", "\"Chef. Je n'ai fait que surprendre cette personne en train d'essayer de toucher en cachette aux biens précieux de l'expédition. Ensuite, elle a glissé toute seule et m'a accusé !\"": "\"Chef. Je n'ai fait que surprendre cette personne en train d'essayer de toucher en cachette aux biens précieux de l'expédition. Ensuite, elle a glissé toute seule et m'a accusé !\"", "\"Chef... J'ai trouvé une étrange vigne.\"": "\"Chef... J'ai trouvé une étrange vigne.\"", "\"Chef... n'est-ce pas une personne ?\"": "\"Chef... n'est-ce pas une personne ?\"", "\"Cherchez plus minutieusement.\"": "\"Cherchez plus minutieusement.\"", "\"Cherchons plus loin.\"": "\"Cherchons plus loin.\"", "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...", "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"", "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"": "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"", "\"ClanRank_Common\"": "\"ClanRank_Common\"", "\"ClanRank_Insignificant\"": "\"ClanRank_Insignificant\"", "\"ClearDungeon1\"": "\"ClearDungeon1\"", "\"Commandant, c'est... un Oiseau aux Mille Couleurs. Une créature sacrée chérie depuis l'Antiquité pour sa beauté mystique. Pourtant, ce barbare ici présent insiste pour le manger. C'est absurde !\"": "\"Commandant, c'est... un Oiseau aux Mille Couleurs. Une créature sacrée chérie depuis l'Antiquité pour sa beauté mystique. Pourtant, ce barbare ici présent insiste pour le manger. C'est absurde !\"", "\"Commandant, je n'ai jamais rien vu de tel auparavant.\"": "\"Commandant, je n'ai jamais rien vu de tel auparavant.\"", "\"Commandant, je sais où se trouve le portail. Mais même si nous quittons le donjon, les 'Terres abandonnées' ne contiennent que des ronces inutiles et des arbres desséchés. Nous devrions donc récupérer des ressources ici avant de rentrer.\"": "\"Commandant, je sais où se trouve le portail. Mais même si nous quittons le donjon, les 'Terres abandonnées' ne contiennent que des ronces inutiles et des arbres desséchés. Nous devrions donc récupérer des ressources ici avant de rentrer.\"", "\"Commandant, je viens de voir quelque chose se tortiller par là-bas...\"": "\"Commandant, je viens de voir quelque chose se tortiller par là-bas...\"", "\"Commandant, qu'est-ce qu'on fait de ça ?\"": "\"Commandant, qu'est-ce qu'on fait de ça ?\"", "\"Commandant, vous ne pouvez pas faire ça ! C'est de la tyrannie !\"": "\"Commandant, vous ne pouvez pas faire ça ! C'est de la tyrannie !\"", "\"Commandant, vous tombez à pic. Une manche contre moi ?\"": "\"Commandant, vous tombez à pic. Une manche contre moi ?\"", "\"Commander, I d...": "« Commandant, je...", "\"CompleteResearch_AdvancedCusine\"": "\"CompleteResearch_AdvancedCusine\"", "\"CompleteResearch_BasicAlchemy\"": "\"CompleteResearch_BasicAlchemy\"", "\"CompleteResearch_BasicCuisine\"": "\"CompleteResearch_BasicCuisine\"", "\"CompleteResearch_BasicFarming\"": "\"CompleteResearch_BasicFarming\"", "\"CompleteResearch_BasicMonsterCusine\"": "\"CompleteResearch_BasicMonsterCusine\"", "\"CompleteResearch_BoneProcessing1\"": "\"CompleteResearch_BoneProcessing1\"", "\"CompleteResearch_BoneProcessing2\"": "\"CompleteResearch_BoneProcessing2\"", "\"CompleteResearch_BurrowMonsterCusine\"": "\"CompleteResearch_BurrowMonsterCusine\"", "\"CompleteResearch_CarapaceProcessing1\"": "\"CompleteResearch_CarapaceProcessing1\"", "\"CompleteResearch_CarapaceProcessing2\"": "\"CompleteResearch_CarapaceProcessing2\"", "\"CompleteResearch_HuntProcessing\"": "\"CompleteResearch_HuntProcessing\"", "\"CompleteResearch_RelifFood\"": "\"CompleteResearch_RelifFood\"", "\"CompleteResearch_StaffCrafting\"": "\"CompleteResearch_StaffCrafting\"", "\"CompleteResearch_WeaveProcessing\"": "\"CompleteResearch_WeaveProcessing\"", "\"CompleteResearch_WoodHousing\"": "\"CompleteResearch_WoodHousing\"", "\"CompleteResearch_WoodProcessing2\"": "\"CompleteResearch_WoodProcessing2\"", "\"Contemplez mon pouvoir. Tout le monde saura que le choix du chef était le bon.\"": "\"Contemplez mon pouvoir. Tout le monde saura que le choix du chef était le bon.\"", "\"Continue. J'ai du temps.\"": "\"Continue. J'ai du temps.\"", "\"Crépitements... crépitements !\"": "\"Crépitements... crépitements !\"", "\"Cuisine de monstres fouisseurs non terminée\"": "\"Cuisine de monstres fouisseurs non terminée\"", "\"Cuisine intermédiaire non terminée\"": "\"Cuisine intermédiaire non terminée\"", "\"CurrentMap_Base && Cooldown_Random6_4320\"": "\"CurrentMap_Base && Cooldown_Random6_4320\"", "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"": "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"", "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"": "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"", "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"": "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"", "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"": "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"", "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"", "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"", "\"D'accord. Alors je vous laisse @##$@.\"": "\"D'accord. Alors je vous laisse @##$@.\"", "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"", "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"", "\"Damn! That bastard has already wiped out two more expeditions in the meanti...": "\"Damn! That bastard has already wiped out two more expeditions in the meanti...", "\"Damn! That thing has already wiped out two more expedition teams while we w...": "\"Damn! That thing has already wiped out two more expedition teams while we w...", "\"DecisionDismiss\"": "\"DecisionDismiss\"", "\"Defence\"": "\"Defence\"", "\"DeputyCaptainElf\"": "\"DeputyCaptainElf\"", "\"DeputyCaptainHuamn\"": "\"DeputyCaptainHuamn\"", "\"DeputyCaptainLizard\"": "\"DeputyCaptainLizard\"", "\"DeputyCaptainLycan\"": "\"DeputyCaptainLycan\"", "\"DeputyCaptainMia\"": "\"DeputyCaptainMia\"", "\"Des ajustements d'équilibrage, y compris les traits de départ de 'Lowell'\"": "\"Des ajustements d'équilibrage, y compris les traits de départ de 'Lowell'\"", "\"Des équipes d'exploration sont envoyées dans diverses parties du continent, mais peu ont survécu sur les terres abandonnées. Ne baissez pas votre garde.\"": "\"Des équipes d'exploration sont envoyées dans diverses parties du continent, mais peu ont survécu sur les terres abandonnées. Ne baissez pas votre garde.\"", "\"Dieu merci, je suis toujours en vie !\"": "\"Dieu merci, je suis toujours en vie !\"", "\"DiscaredMagicPowerDevice\"": "\"DiscaredMagicPowerDevice\"", "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "« Les gobelins aiment-ils avoir des insectes boire leur sang ? C'est bizarre »", "\"Don't push yourself. A brief investigation will be enough.\"": "« Ne te pousse pas. Une brève enquête suffira. »", "\"Donnez de la viande de monstre\"": "\"Donnez de la viande de monstre\"", "\"Dungeon1RandomCliff\"": "\"Dungeon1RandomCliff\"", "\"Dungeon1RandomGreen\"": "\"Dungeon1RandomGreen\"", "\"Dungeon1RandomMusic\"": "\"Dungeon1RandomMusic\"", "\"Dungeon1RandomWatcher\"": "\"Dungeon1RandomWatcher\"", "\"Désolée, mais les profondeurs du donjon sont bloquées... Personne ne peut passer. C'est aussi loin que vous puissiez explorer pour l'instant.\"": "\"Désolée, mais les profondeurs du donjon sont bloquées... Personne ne peut passer. C'est aussi loin que vous puissiez explorer pour l'instant.\"", "\"Eh bien, je suppose que je vais y aller.\"": "\"Eh bien, je suppose que je vais y aller.\"", "\"Eh bien... il y a eu certaines circonstances.\"": "\"Eh bien... il y a eu certaines circonstances.\"", "\"Elf01_Blue\"": "\"Elf01_Blue\"", "\"Elf01_Green\"": "\"Elf01_Green\"", "\"Elf01_White\"": "\"Elf01_White\"", "\"Elf01_Yellow\"": "\"Elf01_Yellow\"", "\"Elf02_Blue\"": "\"Elf02_Blue\"", "\"Elf02_Green\"": "\"Elf02_Green\"", "\"Elf02_White\"": "\"Elf02_White\"", "\"Elf02_Yellow\"": "\"Elf02_Yellow\"", "\"Elf03_Blue\"": "\"Elf03_Blue\"", "\"Elf03_Green\"": "\"Elf03_Green\"", "\"Elf03_Red\"": "\"Elf03_Red\"", "\"Elf03_White\"": "\"Elf03_White\"", "\"Elf03_Yellow\"": "\"Elf03_Yellow\"", "\"Elf04_Blue\"": "\"Elf04_Blue\"", "\"Elf04_Green\"": "\"Elf04_Green\"", "\"Elf04_Red\"": "\"Elf04_Red\"", "\"Elf04_White\"": "\"Elf04_White\"", "\"Elf04_Yellow\"": "\"Elf04_Yellow\"", "\"Elf05_Blue\"": "\"Elf05_Blue\"", "\"Elf05_Green\"": "\"Elf05_Green\"", "\"Elf05_White\"": "\"Elf05_White\"", "\"Elf05_Yellow\"": "\"Elf05_Yellow\"", "\"Elf06_Green\"": "\"Elf06_Green\"", "\"Elf06_Red\"": "\"Elf06_Red\"", "\"Elf06_White\"": "\"Elf06_White\"", "\"Elf06_Yellow\"": "\"Elf06_Yellow\"", "\"Elf07_Blue\"": "\"Elf07_Blue\"", "\"Elf07_Green\"": "\"Elf07_Green\"", "\"Elf07_White\"": "\"Elf07_White\"", "\"Elf08_Blue\"": "\"Elf08_Blue\"", "\"Elf08_Green\"": "\"Elf08_Green\"", "\"Elf08_White\"": "\"Elf08_White\"", "\"Elf08_Yellow\"": "\"Elf08_Yellow\"", "\"Elf09_Blue\"": "\"Elf09_Blue\"", "\"Elf09_Green\"": "\"Elf09_Green\"", "\"Elf09_Red\"": "\"Elf09_Red\"", "\"Elf10_Blue\"": "\"Elf10_Blue\"", "\"Elf10_Red\"": "\"Elf10_Red\"", "\"Elf10_White\"": "\"Elf10_White\"", "\"Elf11_Green\"": "\"Elf11_Green\"", "\"En moins d'un an, plus de la moitié du continent a déjà été engloutie par des ronces épineuses s'étendant depuis les Donjons. Oui, comme la terre maudite que vous habitez à présent. Hâtez-vous dans votre exploration. Nous devons conquérir les Donjons avant de connaître une fin terrible.\"": "\"En moins d'un an, plus de la moitié du continent a déjà été engloutie par des ronces épineuses s'étendant depuis les Donjons. Oui, comme la terre maudite que vous habitez à présent. Hâtez-vous dans votre exploration. Nous devons conquérir les Donjons avant de connaître une fin terrible.\"", "\"En moins d'un an, plus de la moitié du continent a déjà été engloutie par des ronces épineuses s'étendant depuis les Donjons. Oui, comme la terre maudite que vous habitez à présent. Hâtez-vous dans votre expédition. Nous devons conquérir les Donjons avant de connaître une fin terrible.\"": "\"En moins d'un an, plus de la moitié du continent a déjà été engloutie par des ronces épineuses s'étendant depuis les Donjons. Oui, comme la terre maudite que vous habitez à présent. Hâtez-vous dans votre expédition. Nous devons conquérir les Donjons avant de connaître une fin terrible.\"", "\"En'tok ! Lanzrai ! Commandant, les forts mangent pendant que les faibles sont dévorés. Nous sommes forts, alors nous mangeons cet oiseau. Je ne comprends pas pourquoi on devrait nous en empêcher !!\"": "\"En'tok ! Lanzrai ! Commandant, les forts mangent pendant que les faibles sont dévorés. Nous sommes forts, alors nous mangeons cet oiseau. Je ne comprends pas pourquoi on devrait nous en empêcher !!\"", "\"EndrossiQuestEnd2\"": "\"EndrossiQuestEnd2\"", "\"EndrossiQuestEnd3\"": "\"EndrossiQuestEnd3\"", "\"EndrossiQuestEnd4\"": "\"EndrossiQuestEnd4\"", "\"Enfin, on reconnaît ma valeur.\"": "\"Enfin, on reconnaît ma valeur.\"", "\"Equipment_Spear\"": "\"Equipment_Spear\"", "\"Espèce de monstre sans cœur et au sang-froid !\"": "\"Espèce de monstre sans cœur et au sang-froid !\"", "\"Est-ce que les gobelins... aiment se faire sucer le sang par des insectes ? C'est étrange...\"": "\"Est-ce que les gobelins... aiment se faire sucer le sang par des insectes ? C'est étrange...\"", "\"Est-ce une vague ondulante ? Une flamme qui met tout en feu ? Ou est-ce la nature qui embrasse la vie ?\"": "\"Est-ce une vague ondulante ? Une flamme qui met tout en feu ? Ou est-ce la nature qui embrasse la vie ?\"", "\"Et Jack et Ivan, qui étaient avec toi ?\"": "\"Et Jack et Ivan, qui étaient avec toi ?\"", "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"", "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"", "\"Event_Npc0\"": "\"Event_Npc0\"", "\"Event_Npc1\"": "\"Event_Npc1\"", "\"Event_Npc11\"": "\"Event_Npc11\"", "\"Event_Npc23\"": "\"Event_Npc23\"", "\"Event_Npc26\"": "\"Event_Npc26\"", "\"Event_Npc6\"": "\"Event_Npc6\"", "\"Exceptional\"": "\"Exceptionnel\"", "\"Expedition Captain, I'm p...": "\"Capitaine de l'Expédition, je p...", "\"Expedition Resolution\"": "\"Résolution de l'expédition\"", "\"ExpeditionHorn\"": "\"ExpeditionHorn\"", "\"ExpeditionHornNotActive\"": "\"ExpeditionHornNotActive\"", "\"ExpeditionTeamSupport3\"": "\"ExpeditionTeamSupport3\"", "\"FaceScar01_Peach\"": "\"FaceScar01_Peach\"", "\"Fais mieux.\"": "\"Fais mieux.\"", "\"Faites votre rapport, Commandant d'expédition.\"": "\"Faites votre rapport, Commandant d'expédition.\"", "\"Farming\"": "\"Agriculture\"", "\"Floor\"": "\"Étage\"", "\"FloorDeco\"": "\"FloorDeco\"", "\"Furniture\"": "\"Furniture\"", "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...": "\"Fwoooom-\" Vous sonnez du cor et les membres se rassemblent. \"Nous avons besoin d'une nouvelle politique pour fixer et atteindre nos expéd...", "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!! {0} : 최소 상승치 {1} : 최대 상승치": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!! {0} : 최소 상승치 {1} : 최대 상승치", "\"Gardez à l'esprit que plus vous saignez et plus votre respiration est lourde, plus vos sens deviennent aiguisés.\"": "\"Gardez à l'esprit que plus vous saignez et plus votre respiration est lourde, plus vos sens deviennent aiguisés.\"", "\"Gloth l'Ancien n'a jamais été vaincu\"": "\"Gloth l'Ancien n'a jamais été vaincu\"", "\"Good. This should be enough to test my hypothesis.\"": "« C'est bon. Cela devrait suffire pour tester mon hypothèse. »", "\"Good... Burn everything!\"": "\"Bien... Brûlez tout !\"", "\"Good... Life must bloom by its own power.\"": "\"Bien... La vie doit s'épanouir par sa propre puissance.\"", "\"Graaagh!!\"": "\"Graaagh !!\"", "\"Ha ! Ça ne chatouille même pas.\"": "\"Ha ! Ça ne chatouille même pas.\"", "\"Ha... C'est une stratégie de survie très intelligente ! C'est la meilleure !\"": "\"Ha... C'est une stratégie de survie très intelligente ! C'est la meilleure !\"", "\"Haa...\"": "\"Haa...\"", "\"Haa...\" With help, she barely manages to lift herself up and catches her breath with difficulty. \"What about Jack and Ivan, who were with you?\"</color": "\"Haa...\" Avec de l'aide, elle parvient à peine à se relever et reprend son souffle avec difficulté. \"Et Jack et Ivan, qui étaient avec vous ?\"</color", "\"Hahaha! Though greed itself knows no end!\"": "« Hahaha ! Bien que la cupidité elle-même ne connaisse pas de fin ! »", "\"Halte. Faites demi-tour, ou je frapperai.\"": "\"Halte. Faites demi-tour, ou je frapperai.\"", "\"Hard\"": "\"Difficile\"", "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"": "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"", "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"", "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"", "\"HasGoldAbove_200\"": "\"HasGoldAbove_200\"", "\"HasPopulation && RunningQuest_HuntElderGloth\"": "\"HasPopulation && RunningQuest_HuntElderGloth\"", "\"HasPopulation\"": "\"HasPopulation\"", "\"Hey Expedition Leader, we can't trade without a Trading Post.\"": "\"Hé, chef d'expédition, nous ne pouvons pas commercer sans Comptoir Commercial.\"", "\"Hidden\"": "\"Hidden\"", "\"Hmm... As expected, it appears to use Imperi...": "« Hmm... Comme prévu, il semble utiliser l'Impérial »", "\"Hmm... On dirait qu'une technologie magique de style impérial a été utilisée. Comme on le sait, cela semble être assez dangereux.\"": "\"Hmm... On dirait qu'une technologie magique de style impérial a été utilisée. Comme on le sait, cela semble être assez dangereux.\"", "\"Hmm... if you say so...\"": "« Hmm... si tu le dis... »", "\"Hmm... if you say so...\" When you assure them that the objective will soon be accomplished, the expedition members reluctantly nod. \"Well then, surely the commander has a proper plan.\"": "« Hmm... si tu le dis... » Quand tu les assures que l'objectif sera bientôt atteint, les membres de l'expédition hochent la tête à contrecœur. « Bon alors, le commandant doit certainement avoir un plan approprié. »", "\"Hoo...\"": "« Hou... »", "\"Hoo...\" She exhales slowly, struggling to contain her emotions. \"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "« Hou... » Elle expire lentement, luttant pour contenir ses émotions. « Fais attention quand il commence à frapper le sol. C'est le signe qu'il va charger. »", "\"Huh...\" She exhales as if suppressing her emotions. \"Be careful when it starts stomping its feet. That's a signal it'...": "\"Huh...\" Elle respire comme si elle retenait ses émotions. \"Fais attention quand il commence à piétiner. C'est un signal que c'est...", "\"Hum, on dirait qu'il vous apprécie.\"": "\"Hum, on dirait qu'il vous apprécie.\"", "\"Hummm...\"": "« Hmmmm... »", "\"Hé, arrête de traîner et bosse.\"": "\"Hé, arrête de traîner et bosse.\"", "\"Hé, chef d'expédition, nous ne pouvons pas commercer sans Comptoir Commercial.\"": "\"Hé, chef d'expédition, nous ne pouvons pas commercer sans Comptoir Commercial.\"", "\"I know well how hard you have ...": "« Je sais bien combien tu as combattu durement...", "\"I've been hearing about you all here and there lately.\" The supervisor's voice flows out through the crow's beak. \"It...": "\"J'ai entendu parler de vous çà et là dernièrement.\" La voix du superviseur s'écoule par le bec du corbeau. \"C'est...", "\"I've been hearing stories about your group everywhere lately.\"": "« J'entends parler de ton groupe partout en ce moment. »", "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.\" \"Wondering how we're still alive, are you?\" At your grumbling, the raven caws and ruffles its feathers. \"Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy captain. I'll send you an insignia; the appointment is yours to make.\" With that, the raven spreads its black wings and vanishes beyond the sky.": "« J'entends parler de ton groupe partout en ce moment. » La voix de l'Inspecteur provient du bec du corbeau. « Il semble que tu commences enfin à ressembler à une véritable expédition. Même la Guilde a commencé à te traiter comme une équipe assez compétente. » « Tu te demandes comment nous sommes encore vivants, n'est-ce pas ? » À ton grognement, le corbeau croasse et ébouriffe ses plumes. « Allons, allons. En tout cas, le soutien que tu reçois s'améliorera à partir de maintenant. Bien sûr, nous attendrons des résultats à la hauteur. Et il semble que le moment soit venu pour toi de nommer un capitaine adjoint. Je t'enverrai un insigne ; la nomination te revient. » Sur ce, le corbeau déploie ses ailes noires et disparaît au-delà du ciel.", "\"I've received ...": "« J'ai reçu...", "\"ITEM_Bone\"": "\"ITEM_Bone\"", "\"ITEM_Clay\"": "\"ITEM_Clay\"", "\"ITEM_DisgustingMonsterMeat\"": "\"ITEM_DisgustingMonsterMeat\"", "\"ITEM_HellLeech\"": "\"ITEM_HellLeech\"", "\"ITEM_SkillElixir\"": "\"ITEM_SkillElixir\"", "\"Ici c'est bruyant. Moins ennuyeux.\"": "\"Ici c'est bruyant. Moins ennuyeux.\"", "\"If that is your custom, then so be it. Just don't take it too far.\"": "\"Si c'est votre coutume, qu'il en soit ainsi. Assurez-vous simplement de ne pas le pousser trop loin.\"", "\"Il nous faut davantage de chambres privées délabrées.\"": "\"Il nous faut davantage de chambres privées délabrées.\"", "\"Il nous faut davantage de chambres privées médiocres.\"": "\"Il nous faut davantage de chambres privées médiocres.\"", "\"Il nous faut plus d'os.\"": "\"Il nous faut plus d'os.\"", "\"Il nous faut plus de bois.\"": "\"Il nous faut plus de bois.\"", "\"Il nous faut plus de nourriture.\"": "\"Il nous faut plus de nourriture.\"", "\"Il nous faut plus de planches.\"": "\"Il nous faut plus de planches.\"", "\"Il nous faut plus de tissu.\"": "\"Il nous faut plus de tissu.\"", "\"Il nous faut un atelier arcanique délabré.\"": "\"Il nous faut un atelier arcanique délabré.\"", "\"Il nous faut un atelier arcanique médiocre.\"": "\"Il nous faut un atelier arcanique médiocre.\"", "\"Il nous faut un atelier délabré.\"": "\"Il nous faut un atelier délabré.\"", "\"Il nous faut un atelier médiocre.\"": "\"Il nous faut un atelier médiocre.\"", "\"Il nous faut un laboratoire de recherche délabré.\"": "\"Il nous faut un laboratoire de recherche délabré.\"", "\"Il nous faut un laboratoire de recherche médiocre.\"": "\"Il nous faut un laboratoire de recherche médiocre.\"", "\"Il nous faut un temple délabré.\"": "\"Il nous faut un temple délabré.\"", "\"Il nous faut un temple médiocre.\"": "\"Il nous faut un temple médiocre.\"", "\"Il nous faut une chambre privée délabrée.\"": "\"Il nous faut une chambre privée délabrée.\"", "\"Il nous faut une chambre privée médiocre.\"": "\"Il nous faut une chambre privée médiocre.\"", "\"Il nous faut une salle à manger délabrée.\"": "\"Il nous faut une salle à manger délabrée.\"", "\"Il nous faut une salle à manger médiocre.\"": "\"Il nous faut une salle à manger médiocre.\"", "\"Il semble que la forêt soit devenue un peu plus calme ces derniers temps. Il est plus facile que jamais de chasser ses proies.\"": "\"Il semble que la forêt soit devenue un peu plus calme ces derniers temps. Il est plus facile que jamais de chasser ses proies.\"", "\"Il semble... que nous soyons les seuls à nous en être sortis.\"": "\"Il semble... que nous soyons les seuls à nous en être sortis.\"", "\"Il y a un arbre rouge avec des fruits étranges.\"": "\"Il y a un arbre rouge avec des fruits étranges.\"", "\"Il y a également une priorité pour le soutien de guilde. Afin de vous envoyer du soutien, vous devrez d'abord rendre ce que les autres groupes d'exploration reçoivent...\"": "\"Il y a également une priorité pour le soutien de guilde. Afin de vous envoyer du soutien, vous devrez d'abord rendre ce que les autres groupes d'exploration reçoivent...\"", "\"Illustration_DiscardedMagicPowerDevice\"": "\"Illustration_DiscardedMagicPowerDevice\"", "\"Illustration_Endrossi\"": "\"Illustration_Endrossi\"", "\"Illustration_FesteringBurrowMerchant\"": "\"Illustration_FesteringBurrowMerchant\"", "\"Illustration_GuildMerchant\"": "\"Illustration_GuildMerchant\"", "\"Illustration_MysteriousSound\"": "\"Illustration_MysteriousSound\"", "\"Illustration_Perion\"": "\"Illustration_Perion\"", "\"Illustration_ReturnFromExpedition\"": "\"Illustration_ReturnFromExpedition\"", "\"Illustration_SmallGreenThing\"": "\"Illustration_SmallGreenThing\"", "\"Illustration_TheWatchingEntity\"": "\"Illustration_TheWatchingEntity\"", "\"Illustration_ThornvineCliff\"": "\"Illustration_ThornvineCliff\"", "\"Illustration_VentingFrustration\"": "\"Illustration_VentingFrustration\"", "\"Illustration_Xenon\"": "\"Illustration_Xenon\"", "\"Illustration_YearningForExploration\"": "\"Illustration_YearningForExploration\"", "\"Ils forçaient leurs sens spirituels à s'éveiller à travers une douleur intense... et des hallucinations.\"": "\"Ils forçaient leurs sens spirituels à s'éveiller à travers une douleur intense... et des hallucinations.\"", "\"Incroyable... Cela signifie qu'ils ne se contentent pas d'expérimenter la magie sur des créatures vivantes, ils utilisent même des êtres anciens comme sujets de recherche.\"": "\"Incroyable... Cela signifie qu'ils ne se contentent pas d'expérimenter la magie sur des créatures vivantes, ils utilisent même des êtres anciens comme sujets de recherche.\"", "\"Insect\"": "\"Insect\"", "\"It has been many years since the Magic Empi...": "« Cela fait de nombreuses années que l'Empire Magique a chuté »", "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "« Cela ressemble à un insecte qui aurait dû s'éteindre il y a longtemps »", "\"It seems I've been hearing stories about your group from all over lately.\"": "« Il semble que j'entende parler de votre groupe un peu partout ces derniers temps. »", "\"It seems I've been hearing stories about your group from all over lately.\" The inspector's voice flows from the raven's beak. \"Looks like you finally rese": "« Il semble que j'entende parler de votre groupe un peu partout ces derniers temps. » La voix de l'inspecteur s'écoule du bec du corbeau. « Il semble que vous ayez finalement »", "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...": "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...", "\"It seems our progress toward the objective has slowed, commander.\"": "\"Il semble que nos progrès vers l'objectif se soient ralentis, commandant.\"", "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent ability to achieve its goals. <co": "\"Il semble que nos progrès vers l'objectif se soient ralentis, commandant.\" Les membres de l'expédition ont commencé à douter de la capacité récente de l'expédition à atteindre ses objectifs. <co", "\"It seems we need a new approach when it comes to setting and achiev": "\"Il semble que nous ayons besoin d'une nouvelle approche en matière de définition et de réussite", "\"It...": "« Il...", "\"J'ai besoin d'une assistance technique.\"": "\"J'ai besoin d'une assistance technique.\"", "\"J'ai reçu un rapport indiquant que le chef adjoint de l'équipe d'exploration est vacant.\"": "\"J'ai reçu un rapport indiquant que le chef adjoint de l'équipe d'exploration est vacant.\"", "\"J'ai vu un rat géant se battre contre un slime.\"": "\"J'ai vu un rat géant se battre contre un slime.\"", "\"J'aime cet endroit. Ne me bouge pas.\"": "\"J'aime cet endroit. Ne me bouge pas.\"", "\"J'espère que vous pourrez m'aider dans mes recherches la prochaine fois.\"": "\"J'espère que vous pourrez m'aider dans mes recherches la prochaine fois.\"", "\"Je comprends.\"": "\"Je comprends.\"", "\"Je crois que cela a aidé...\"": "\"Je crois que cela a aidé...\"", "\"Je dure. Pas toi.\"": "\"Je dure. Pas toi.\"", "\"Je m'ennuie à mourir... bâillement...\"": "\"Je m'ennuie à mourir... bâillement...\"", "\"Je me demande ce qu'il se passe là-dedans.\"": "\"Je me demande ce qu'il se passe là-dedans.\"", "\"Je ne demande pas de nourriture plus luxueuse. Assurez-vous simplement que je puisse remplir mon estomac pendant un moment.\"": "\"Je ne demande pas de nourriture plus luxueuse. Assurez-vous simplement que je puisse remplir mon estomac pendant un moment.\"", "\"Je ne peux pas me reposer un instant avant de tuer ce type et de venger ma sœur.\"": "\"Je ne peux pas me reposer un instant avant de tuer ce type et de venger ma sœur.\"", "\"Je peux faire ça toute la journée.\"": "\"Je peux faire ça toute la journée.\"", "\"Je suis de bonne humeur aujourd'hui. Je vous jure, des opportunités comme celle-ci ne se présentent pas souvent.\"": "\"Je suis de bonne humeur aujourd'hui. Je vous jure, des opportunités comme celle-ci ne se présentent pas souvent.\"", "\"Je tiendrai ma promesse. J'irai d'abord à la colonie, et je vous y retrouverai plus tard.\"": "\"Je tiendrai ma promesse. J'irai d'abord à la colonie, et je vous y retrouverai plus tard.\"", "\"Je tiendrai ma promesse. Je terminerai le travail restant et me rendrai à la colonie. À partir de maintenant, je rejoindrai l'équipe d'exploration et enquêterai moi-même sur le donjon.\"": "\"Je tiendrai ma promesse. Je terminerai le travail restant et me rendrai à la colonie. À partir de maintenant, je rejoindrai l'équipe d'exploration et enquêterai moi-même sur le donjon.\"", "\"KillCount_RedMonsterRat_1\"": "\"KillCount_RedMonsterRat_1\"", "\"La chance était de votre côté cette fois, Commandant !\"": "\"La chance était de votre côté cette fois, Commandant !\"", "\"La créature couverte de ces spores a été blessée beaucoup plus facilement que d'habitude. Ce n'était ni du poison ni de l'acide.\"": "\"La créature couverte de ces spores a été blessée beaucoup plus facilement que d'habitude. Ce n'était ni du poison ni de l'acide.\"", "\"La guilde traite une grande variété de marchandises. Ah, bien sûr, les objets que l'on ne peut obtenir que dans les donjons sont difficiles à distribuer pour nous...\"": "\"La guilde traite une grande variété de marchandises. Ah, bien sûr, les objets que l'on ne peut obtenir que dans les donjons sont difficiles à distribuer pour nous...\"", "\"La préparation a fait défaut dès le départ. Pas de base près du portail, manque de membres pour l'expédition... Pourtant, je vais vous donner une autre chance.\"": "\"La préparation a fait défaut dès le départ. Pas de base près du portail, manque de membres pour l'expédition... Pourtant, je vais vous donner une autre chance.\"", "\"Le donjon aspire la force vitale de l'extérieur, la traite à nouveau et la convertit en une puissante énergie magique. Bien que nous ne puissions pas la comprendre pleinement...\"": "\"Le donjon aspire la force vitale de l'extérieur, la traite à nouveau et la convertit en une puissante énergie magique. Bien que nous ne puissions pas la comprendre pleinement...\"", "\"Le donjon est fou. Ceux qui l'ont créé aussi.\"": "\"Le donjon est fou. Ceux qui l'ont créé aussi.\"", "\"Le donjon ne nous accueillera pas. Il nous mettra à l'épreuve sans fin et finira par nous engloutir.\"": "\"Le donjon ne nous accueillera pas. Il nous mettra à l'épreuve sans fin et finira par nous engloutir.\"", "\"Le temps passe vite.\"": "\"Le temps passe vite.\"", "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...", "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"", "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"", "\"Les donjons empiètent sur le continent. Si nous ne pouvons pas arrêter ce désastre, les forêts, les voleurs et même l'arbre du monde se tariront.\"": "\"Les donjons empiètent sur le continent. Si nous ne pouvons pas arrêter ce désastre, les forêts, les voleurs et même l'arbre du monde se tariront.\"", "\"Les meilleurs guerriers combattent de front. J'abats ceux qui font obstacle au chef.\"": "\"Les meilleurs guerriers combattent de front. J'abats ceux qui font obstacle au chef.\"", "\"Les membres de l'expédition doivent devenir plus forts.\"": "\"Les membres de l'expédition doivent devenir plus forts.\"", "\"Les membres de l'expédition doivent retrouver le moral.\"": "\"Les membres de l'expédition doivent retrouver le moral.\"", "\"Les membres sautent directement dans la zone contaminée. La contamination enveloppe tout votre corps et un liquide violet foncé recouvre votre armure et votre peau. Personne n'avait le temps de s'occuper de son propre c...\"": "\"Les membres sautent directement dans la zone contaminée. La contamination enveloppe tout votre corps et un liquide violet foncé recouvre votre armure et votre peau. Personne n'avait le temps de s'occuper de son propre c...\"", "\"Les monstres recherchent toujours le moment où vous avez l'air le plus faible. Mais c'est là que tout commence.\"": "\"Les monstres recherchent toujours le moment où vous avez l'air le plus faible. Mais c'est là que tout commence.\"", "\"LevelAbove_2_2\"": "\"LevelAbove_2_2\"", "\"Listen, there is only so much I can do to help. If you get wiped out again, w...": "\"Listen, there is only so much I can do to help. If you get wiped out again, w...", "\"Listen, there's a limit to how much I can help. If you get wiped out again, we'll reall...": "\"Listen, there's a limit to how much I can help. If you get wiped out again, we'll reall...", "\"Lo...": "« Lo...", "\"Logement en pierre avancé non terminé\"": "\"Logement en pierre avancé non terminé\"", "\"Logement en pierre inachevé\"": "\"Logement en pierre inachevé\"", "\"Long02_Black\"": "\"Long02_Black\"", "\"Long02_Blonde\"": "\"Long02_Blonde\"", "\"Long03_Blonde\"": "\"Long03_Blonde\"", "\"Long04_Black\"": "\"Long04_Black\"", "\"Long04_Blonde\"": "\"Long04_Blonde\"", "\"Long04_Brown\"": "\"Long04_Brown\"", "\"Long04_Orange\"": "\"Long04_Orange\"", "\"Long04_Red\"": "\"Long04_Red\"", "\"Long_Blonde\"": "\"Long_Blonde\"", "\"Long_Orange\"": "\"Long_Orange\"", "\"Long_Red\"": "\"Long_Red\"", "\"Looks like it'd hurt if you got poked by t...": "\"Ça aurait l'air de faire mal si tu te faisais piquer par c...", "\"Looks like you finally rese": "« Il semble que vous ayez finalement »", "\"MAX\"": "\"MAX\"", "\"Main8\"": "\"Main8\"", "\"Mais ce n'est pas la fin. Le cœur du désastre nous attend encore plus profondément. Gravons la victoire d'aujourd'hui dans nos cœurs et avançons vers des ténèbres plus profondes demain !\"": "\"Mais ce n'est pas la fin. Le cœur du désastre nous attend encore plus profondément. Gravons la victoire d'aujourd'hui dans nos cœurs et avançons vers des ténèbres plus profondes demain !\"", "\"Mais il existe toujours un ordre d'examiner les spécimens biologiques utilisés dans les recherches par l'Empire. Cela devait être interdit à l'époque, mais il semble qu'ils expérimentaient également sur des organismes vivants...\"": "\"Mais il existe toujours un ordre d'examiner les spécimens biologiques utilisés dans les recherches par l'Empire. Cela devait être interdit à l'époque, mais il semble qu'ils expérimentaient également sur des organismes vivants...\"", "\"Mais que résoudra la peur ? Quelqu'un devra faire le premier pas pour mettre fin à cette apocalypse. Allons tous avec moi dans les ténèbres les plus profondes.\"": "\"Mais que résoudra la peur ? Quelqu'un devra faire le premier pas pour mettre fin à cette apocalypse. Allons tous avec moi dans les ténèbres les plus profondes.\"", "\"Mais si les appareils abandonnés par l'Empire restent toujours... cela serait d'une grande aide pour comprendre le donjon.\"": "\"Mais si les appareils abandonnés par l'Empire restent toujours... cela serait d'une grande aide pour comprendre le donjon.\"", "\"MerchantRoom\"": "\"MerchantRoom\"", "\"Merci, chef !\"": "\"Merci, chef !\"", "\"Merde !! Commandant !\"": "\"Merde !! Commandant !\"", "\"Merde, vous êtes assez forts les gars. Je déteste l'admettre, mais c'est vrai. Sheesh...\"": "\"Merde, vous êtes assez forts les gars. Je déteste l'admettre, mais c'est vrai. Sheesh...\"", "\"Misérables... allez en enfer !\"": "\"Misérables... allez en enfer !\"", "\"Moderate\"": "\"Modéré\"", "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"": "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"", "\"ModifyClanGold_1000\"": "\"ModifyClanGold_1000\"", "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"", "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"": "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"", "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"": "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"", "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"", "\"Moins d'un atelier au-dessus de la norme\"": "\"Moins d'un atelier au-dessus de la norme\"", "\"Moins d'un atelier d'outils magiques de niveau normal ou supérieur\"": "\"Moins d'un atelier d'outils magiques de niveau normal ou supérieur\"", "\"Moins d'un laboratoire de recherche de niveau normal ou supérieur\"": "\"Moins d'un laboratoire de recherche de niveau normal ou supérieur\"", "\"Moins d'un restaurant au dessus de la moyenne\"": "\"Moins d'un restaurant au dessus de la moyenne\"", "\"Moins d'un temple de niveau Normal ou supérieur\"": "\"Moins d'un temple de niveau Normal ou supérieur\"", "\"Moins de 2 chambres privées au-dessus des standards\"": "\"Moins de 2 chambres privées au-dessus des standards\"", "\"MoodUnder-3\"": "\"MoodUnder-3\"", "\"Mustache_Black\"": "\"Mustache_Black\"", "\"Mustache_Brown\"": "\"Mustache_Brown\"", "\"Mustache_Orange\"": "\"Mustache_Orange\"", "\"Mustache_Red\"": "\"Mustache_Red\"", "\"Mustache_White\"": "\"Mustache_White\"", "\"Même si c'est le même insecte, il chasse d'une manière complètement différente... C'est magnifique.\"": "\"Même si c'est le même insecte, il chasse d'une manière complètement différente... C'est magnifique.\"", "\"Même si les fluides corporels sont fortement acides, la peau extérieure ne se corrode pas du tout. Elle n'est pas simplement résistante à l'acide. Il semble y avoir un principe différent... C'est vraiment cool !\"": "\"Même si les fluides corporels sont fortement acides, la peau extérieure ne se corrode pas du tout. Elle n'est pas simplement résistante à l'acide. Il semble y avoir un principe différent... C'est vraiment cool !\"", "\"N'en faites pas trop. Un peu de recherche suffit.\"": "\"N'en faites pas trop. Un peu de recherche suffit.\"", "\"N'oubliez pas : ce sont nos vies qui sont en jeu !\"": "\"N'oubliez pas : ce sont nos vies qui sont en jeu !\"", "\"N'oubliez pas que les bénédictions de l'Arbre du monde sacré nous accompagneront tout au long de notre voyage.\"": "\"N'oubliez pas que les bénédictions de l'Arbre du monde sacré nous accompagneront tout au long de notre voyage.\"", "\"NPC\"": "\"NPC\"", "\"NULL\"": "\"NULL\"", "\"Ne sois pas trop avide dans le donjon.\"": "\"Ne sois pas trop avide dans le donjon.\"", "\"Ne soyez pas si stupide. Dans tous les cas, votre soutien changera à l'avenir. Bien sûr, vous devrez produire les résultats d'exploration correspondants. Et je pense qu'il est temps de nommer un vice-capitaine. Je vais vous donner un badge pour que vous puissiez le nommer. \"": "\"Ne soyez pas si stupide. Dans tous les cas, votre soutien changera à l'avenir. Bien sûr, vous devrez produire les résultats d'exploration correspondants. Et je pense qu'il est temps de nommer un vice-capitaine. Je vais vous donner un badge pour que vous puissiez le nommer. \"", "\"Ngh...!\"": "\"Ngh... !\"", "\"Niveau 5 ou supérieur mais moins de 2 personnes\"": "\"Niveau 5 ou supérieur mais moins de 2 personnes\"", "\"No direct stat modifiers\"": "\"Aucun modificateur de stat direct\"", "\"No! I'm real! I'm the real one!\"": "« Non ! Je suis réel ! Je suis le vrai ! »", "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no need to tak": "« Non ! Je suis réel ! Je suis le vrai ! » Vous entendez {0} crier et tournez votre tête froidement. Peu importe comment vous le regardez, c'est bien trop suspect. Il n'y a pas besoin", "\"Non ! Je suis le vrai ! Je suis vraiment le vrai !\"": "\"Non ! Je suis le vrai ! Je suis vraiment le vrai !\"", "\"None\"": "\"None\"", "\"Normal\"": "\"Normal\"", "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"": "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"", "\"Nourriture stockée pour une humeur de 3 ou plus pendant moins de 2 jours\"": "\"Nourriture stockée pour une humeur de 3 ou plus pendant moins de 2 jours\"", "\"Nous avons besoin d'un nouveau vice-capitaine.\"": "\"Nous avons besoin d'un nouveau vice-capitaine.\"", "\"Nous avons conquis ce foutu tunnel. Nous avons détruit tous les déchets pourris et les monstres hideux.\"": "\"Nous avons conquis ce foutu tunnel. Nous avons détruit tous les déchets pourris et les monstres hideux.\"", "\"Nous deviendrons @##$@#(indéchiffrables) ! Le prix des fleurs @##$@#(indéchiffrables) montera en flèche, comme prophétisé !\"": "\"Nous deviendrons @##$@#(indéchiffrables) ! Le prix des fleurs @##$@#(indéchiffrables) montera en flèche, comme prophétisé !\"", "\"Nous devons chasser le Slogel acide alpha.\"": "\"Nous devons chasser le Slogel acide alpha.\"", "\"Nous devons proposer davantage d'hypothèses sur les principes qui provoquent ces hallucinations. Tout d'abord...\"": "\"Nous devons proposer davantage d'hypothèses sur les principes qui provoquent ces hallucinations. Tout d'abord...\"", "\"Nous devons rechercher Traitement du bois 2.\"": "\"Nous devons rechercher Traitement du bois 2.\"", "\"Nous devons rechercher l'Agriculture de base.\"": "\"Nous devons rechercher l'Agriculture de base.\"", "\"Nous devons rechercher l'Alchimie de base.\"": "\"Nous devons rechercher l'Alchimie de base.\"", "\"Nous devons rechercher la Bouillie d'herbe améliorée.\"": "\"Nous devons rechercher la Bouillie d'herbe améliorée.\"", "\"Nous devons rechercher la Création de campement.\"": "\"Nous devons rechercher la Création de campement.\"", "\"Nous devons rechercher la Cuisine de base.\"": "\"Nous devons rechercher la Cuisine de base.\"", "\"Nous devons rechercher la Cuisine de monstre basique.\"": "\"Nous devons rechercher la Cuisine de monstre basique.\"", "\"Nous devons rechercher la Fabrication de bâtons.\"": "\"Nous devons rechercher la Fabrication de bâtons.\"", "\"Nous devons rechercher la Nourriture de secours.\"": "\"Nous devons rechercher la Nourriture de secours.\"", "\"Nous devons rechercher la Purification des vignes d'épines sombres.\"": "\"Nous devons rechercher la Purification des vignes d'épines sombres.\"", "\"Nous devons rechercher le Feu de camp.\"": "\"Nous devons rechercher le Feu de camp.\"", "\"Nous devons rechercher le Logement en bois avancé.\"": "\"Nous devons rechercher le Logement en bois avancé.\"", "\"Nous devons rechercher le Logement en bois.\"": "\"Nous devons rechercher le Logement en bois.\"", "\"Nous devons rechercher le Séchage.\"": "\"Nous devons rechercher le Séchage.\"", "\"Nous devons rechercher le Traitement de l'Arcron.\"": "\"Nous devons rechercher le Traitement de l'Arcron.\"", "\"Nous devons rechercher le Traitement des carapaces 2.\"": "\"Nous devons rechercher le Traitement des carapaces 2.\"", "\"Nous devons rechercher le Traitement des carapaces.\"": "\"Nous devons rechercher le Traitement des carapaces.\"", "\"Nous devons rechercher le Traitement des os 2.\"": "\"Nous devons rechercher le Traitement des os 2.\"", "\"Nous devons rechercher le Traitement des os.\"": "\"Nous devons rechercher le Traitement des os.\"", "\"Nous devons rechercher le Traitement du gibier.\"": "\"Nous devons rechercher le Traitement du gibier.\"", "\"Nous devons rechercher le Traitement du métal.\"": "\"Nous devons rechercher le Traitement du métal.\"", "\"Nous devons rechercher le Traitement du tissage.\"": "\"Nous devons rechercher le Traitement du tissage.\"", "\"Nous ne pouvons plus le supporter. Nous risquons nos vies, mais la nourriture est déplorable et nous n'avons même pas assez de temps pour nous reposer !\"": "\"Nous ne pouvons plus le supporter. Nous risquons nos vies, mais la nourriture est déplorable et nous n'avons même pas assez de temps pour nous reposer !\"", "\"Nous obtiendrons enfin la vie éternelle ! Tout peut être résolu, si seulement nous comprenions notre propre esprit !\"": "\"Nous obtiendrons enfin la vie éternelle ! Tout peut être résolu, si seulement nous comprenions notre propre esprit !\"", "\"Now I hear tales of you lot from here and there.\" The supervisor's voice flows through the raven's beak. \"It seems yo...": "« Maintenant j'entends des histoires sur vous d'ici et de là. » La voix du superviseur traverse le bec du corbeau. « Il semble que vous... »", "\"Objet lâché\"": "\"Objet lâché\"", "\"Oh mon Dieu... je suis déjà mort.\"": "\"Oh mon Dieu... je suis déjà mort.\"", "\"Oh, encore toi. Je n'attends rien.\"": "\"Oh, encore toi. Je n'attends rien.\"", "\"Oh, vous êtes un invité. Vous êtes ici au bon moment.\"": "\"Oh, vous êtes un invité. Vous êtes ici au bon moment.\"", "\"Oh... What an extraordinary discovery.\"": "« Oh... Quelle découverte extraordinaire. »", "\"Oh... intéressant.\"": "\"Oh... intéressant.\"", "\"Oh... quelle découverte incroyable.\"": "\"Oh... quelle découverte incroyable.\"", "\"On dirait que vous êtes devenu un véritable groupe d'exploration maintenant. La guilde commence à vous traiter comme un très bon groupe d'exploration.\"": "\"On dirait que vous êtes devenu un véritable groupe d'exploration maintenant. La guilde commence à vous traiter comme un très bon groupe d'exploration.\"", "\"On dirait que ça ferait mal si on s'y piquait.\"": "\"On dirait que ça ferait mal si on s'y piquait.\"", "\"On dirait un insecte qui aurait dû disparaître depuis longtemps... Comment est-il ?\"": "\"On dirait un insecte qui aurait dû disparaître depuis longtemps... Comment est-il ?\"", "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"": "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"", "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"": "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"", "\"Ou peut-être... d'avidité ?\"": "\"Ou peut-être... d'avidité ?\"", "\"Ouf...\"": "\"Ouf...\"", "\"Outstanding\"": "\"Remarquable\"", "\"Partir\"": "\"Partir\"", "\"Per-room odds\" is this node's template share whenever a matching room slot generates on those floors; a floor holds several slots, so the practical hit rate is higher. Click a node for its full breakdown.": "Les « probabilités par salle » représentent la part de ce gisement dans le modèle chaque fois qu'un emplacement de salle correspondant est généré à ces étages ; un étage comporte plusieurs emplacements, si bien que le taux réel est plus élevé. Cliquez sur un gisement pour son détail complet.", "\"Phew...\"": "\"Ouf...\"", "\"Phew...\" She struggles to catch her breath. \"What about Jack and Ivan?\" At your question, her face darkens without a word. You pause for a": "\"Ouf...\" Elle peine à reprendre son souffle. \"Et Jack et Ivan ?\" À votre question, son visage s'assombrit sans un mot. Vous marquez une", "\"Plus l'équipe d'expédition est dirigée en profondeur, plus il vous sera difficile de tout gérer par vous-même. Comprenez-vous ? Veuillez reconduire le chef adjoint le plus rapidement possible. \"": "\"Plus l'équipe d'expédition est dirigée en profondeur, plus il vous sera difficile de tout gérer par vous-même. Comprenez-vous ? Veuillez reconduire le chef adjoint le plus rapidement possible. \"", "\"Pour survivre, il faut non seulement se battre mais aussi faire preuve de discipline personnelle. J'espère que tout le monde sera patient et me supportera un peu.\"": "\"Pour survivre, il faut non seulement se battre mais aussi faire preuve de discipline personnelle. J'espère que tout le monde sera patient et me supportera un peu.\"", "\"Pourquoi ne l'avez-vous pas dit plus tôt ? Chasser le monstre est urgent ! Je fournirai les fonds - recrutez un membre vous-même.\"": "\"Pourquoi ne l'avez-vous pas dit plus tôt ? Chasser le monstre est urgent ! Je fournirai les fonds - recrutez un membre vous-même.\"", "\"Première annihilation, hein... Vous avez tenu plus longtemps que je ne l'attendais.\"": "\"Première annihilation, hein... Vous avez tenu plus longtemps que je ne l'attendais.\"", "\"Qu'est-ce que tu regardes ?\"": "\"Qu'est-ce que tu regardes ?\"", "\"Quelle est l'origine de ce monde ?\"": "\"Quelle est l'origine de ce monde ?\"", "\"Quelle excellente source de protéines !\"": "\"Quelle excellente source de protéines !\"", "\"QuestFinish_HuntAlphaAcidSlogel\"": "\"QuestFinish_HuntAlphaAcidSlogel\"", "\"QuestFinish_HuntElderGloth\"": "\"QuestFinish_HuntElderGloth\"", "\"QuestFinish_HuntWhiteMawmurk\"": "\"QuestFinish_HuntWhiteMawmurk\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"", "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"", "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...", "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"", "\"Quoi, c'est encore toi ?\"": "\"Quoi, c'est encore toi ?\"", "\"Rak'Thor ! Le chef m'a choisi. Maintenant, je suis le plus grand guerrier.\"": "\"Rak'Thor ! Le chef m'a choisi. Maintenant, je suis le plus grand guerrier.\"", "\"RankUp1to2\"": "\"RankUp1to2\"", "\"RankUp2to3\"": "\"RankUp2to3\"", "\"Raw values: 5\"": "\"Valeurs brutes : 5\"", "\"Recreation\"": "\"Recreation\"", "\"Red\"": "\"Red\"", "\"Remarkable... This was no ordinary magical experi...": "« Remarquable... Ce n'était pas une simple expérimentation magique...", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"", "\"Récupérer\"": "\"Récupérer\"", "\"S'il commence à taper du pied, faites attention. C'est le signe qu'il est sur le point de charger.\"": "\"S'il commence à taper du pied, faites attention. C'est le signe qu'il est sur le point de charger.\"", "\"Savez-vous combien de vies cette créature a prises récemment ? Si vous aviez été juste un peu plus rapide, peut-être que quelques-unes d'entre elles seraient encore en vie. Enfin... ce n'est qu'une remarque.\"": "\"Savez-vous combien de vies cette créature a prises récemment ? Si vous aviez été juste un peu plus rapide, peut-être que quelques-unes d'entre elles seraient encore en vie. Enfin... ce n'est qu'une remarque.\"", "\"Short02_Orange\"": "\"Short02_Orange\"", "\"Short03_Brown\"": "\"Short03_Brown\"", "\"Short04_Brown\"": "\"Short04_Brown\"", "\"Short05_Black\"": "\"Short05_Black\"", "\"Short05_Blonde\"": "\"Short05_Blonde\"", "\"Short05_Brown\"": "\"Short05_Brown\"", "\"Short05_Red\"": "\"Short05_Red\"", "\"Short06_Brown\"": "\"Short06_Brown\"", "\"Short07_Black\"": "\"Short07_Black\"", "\"Short07_Brown\"": "\"Short07_Brown\"", "\"Short07_Orange\"": "\"Short07_Orange\"", "\"Short07_Red\"": "\"Short07_Red\"", "\"Short08_Brown\"": "\"Short08_Brown\"", "\"Short09_Black\"": "\"Short09_Black\"", "\"Short09_Red\"": "\"Short09_Red\"", "\"Short09_White\"": "\"Short09_White\"", "\"Short_Black\"": "\"Short_Black\"", "\"Short_Brown\"": "\"Short_Brown\"", "\"Short_Red\"": "\"Short_Red\"", "\"Short_White\"": "\"Short_White\"", "\"ShowAction\"": "\"ShowAction\"", "\"ShowChoiceAction_ChoiceF28100\"": "\"ShowChoiceAction_ChoiceF28100\"", "\"ShowChoiceAction_ChoiceF28110\"": "\"ShowChoiceAction_ChoiceF28110\"", "\"ShowChoiceAction_ChoiceF29110\"": "\"ShowChoiceAction_ChoiceF29110\"", "\"ShowChoiceAction_ChoiceF34100\"": "\"ShowChoiceAction_ChoiceF34100\"", "\"ShowChoiceAction_ChoiceN14110\"": "\"ShowChoiceAction_ChoiceN14110\"", "\"ShowChoiceAction_ChoiceR5100\"": "\"ShowChoiceAction_ChoiceR5100\"", "\"ShowChoiceAction_ChoiceR5110\"": "\"ShowChoiceAction_ChoiceR5110\"", "\"ShowChoiceAction_ChoiceR8100\"": "\"ShowChoiceAction_ChoiceR8100\"", "\"ShowNextNode_NodeF2710_100\"": "\"ShowNextNode_NodeF2710_100\"", "\"ShowNextNode_NodeF2810_100\"": "\"ShowNextNode_NodeF2810_100\"", "\"ShowNextNode_NodeF2811_100\"": "\"ShowNextNode_NodeF2811_100\"", "\"ShowNextNode_NodeF2910_100\"": "\"ShowNextNode_NodeF2910_100\"", "\"ShowNextNode_NodeF2911_100\"": "\"ShowNextNode_NodeF2911_100\"", "\"ShowNextNode_NodeF3010_100\"": "\"ShowNextNode_NodeF3010_100\"", "\"ShowNextNode_NodeF3410_100\"": "\"ShowNextNode_NodeF3410_100\"", "\"ShowNextNode_NodeN1411\"": "\"ShowNextNode_NodeN1411\"", "\"ShowNextNode_NodeN1411_100\"": "\"ShowNextNode_NodeN1411_100\"", "\"ShowNextNode_NodeR510_100\"": "\"ShowNextNode_NodeR510_100\"", "\"ShowNextNode_NodeR511_100\"": "\"ShowNextNode_NodeR511_100\"", "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"": "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"", "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"": "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"", "\"ShowNextNode_NodeR710_100\"": "\"ShowNextNode_NodeR710_100\"", "\"ShowNextNode_NodeR711_100\"": "\"ShowNextNode_NodeR711_100\"", "\"ShowNextNode_NodeR810_100\"": "\"ShowNextNode_NodeR810_100\"", "\"Si c'est votre habitude, vous ne pouvez rien faire. Mais n'allez pas trop loin.\"": "\"Si c'est votre habitude, vous ne pouvez rien faire. Mais n'allez pas trop loin.\"", "\"Si nous nous arrêtons ici, tout le monde pensera que nous sommes des lâches.\"": "\"Si nous nous arrêtons ici, tout le monde pensera que nous sommes des lâches.\"", "\"Si seulement vous aidez à l'enquête, je rejoindrai l'équipe d'exploration plus tard.\"": "\"Si seulement vous aidez à l'enquête, je rejoindrai l'équipe d'exploration plus tard.\"", "\"Si tu t'effondres à nouveau, je ne dirai plus un mot.\"": "\"Si tu t'effondres à nouveau, je ne dirai plus un mot.\"", "\"Si vous avez besoin de quelque chose, prenez-le. Payez simplement le juste prix.\"": "\"Si vous avez besoin de quelque chose, prenez-le. Payez simplement le juste prix.\"", "\"Si vous trouvez un appareil magique qui ressemble à ceci, me le ferez-vous savoir ?\"": "\"Si vous trouvez un appareil magique qui ressemble à ceci, me le ferez-vous savoir ?\"", "\"SlimUnisex\"": "\"SlimUnisex\"", "\"So you really did kill it. I can't say I expected much...\"": "« Alors vous avez vraiment réussi. Je ne peux pas dire que j'attendais grand-chose »", "\"So, you really managed to kill the beast. I can't ...": "\"So, you really managed to kill the beast. I can't ...", "\"Sortez d'ici, espèce de fantôme !\"": "\"Sortez d'ici, espèce de fantôme !\"", "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"", "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...", "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"", "\"SpawnItem_ImperialCoin_Perion_1\"": "\"SpawnItem_ImperialCoin_Perion_1\"", "\"SpawnItem_ImperialCoin_Perion_3\"": "\"SpawnItem_ImperialCoin_Perion_3\"", "\"SpawnItem_TechBook_Xenon_2\"": "\"SpawnItem_TechBook_Xenon_2\"", "\"SpawnItem_TechBook_Xenon_4\"": "\"SpawnItem_TechBook_Xenon_4\"", "\"Special\"": "\"Special\"", "\"Sshhhhk !\"": "\"Sshhhhk !\"", "\"Stalling\"": "\"Immobilisé\"", "\"StandardMale\"": "\"StandardMale\"", "\"Start Point\"": "\"Point de départ\"", "\"StartQuest_InteractEndrossi2\"": "\"StartQuest_InteractEndrossi2\"", "\"StartQuest_InteractEndrossi3\"": "\"StartQuest_InteractEndrossi3\"", "\"StartQuest_InteractEndrossi4\"": "\"StartQuest_InteractEndrossi4\"", "\"StartQuest_Main7\"": "\"StartQuest_Main7\"", "\"StartQuest_Main8\"": "\"StartQuest_Main8\"", "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"": "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"", "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"", "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"", "\"Stockage intermédiaire non terminé\"": "\"Stockage intermédiaire non terminé\"", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"": "« La survie nécessite de la retenue ainsi que de la force au combat. Je te demande à chacun d'endurer un peu plus longtemps. »", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.": "« La survie nécessite de la retenue ainsi que de la force au combat. Je te demande à chacun d'endurer un peu plus longtemps. » Toujours clairement insatisfaits, les membres de l'expédition prennent leurs portions habituelles et s'en vont.", "\"Take whatever you need. Just make sure you pay a fair price.\"": "\"Prenez ce dont vous avez besoin. Assurez-vous simplement de payer un prix équitable.\"", "\"TargetHeadHealthAbove_10\"": "\"TargetHeadHealthAbove_10\"", "\"TargetHeadHealthAbove_80\"": "\"TargetHeadHealthAbove_80\"", "\"Tenez. Considérez ça comme le prix de votre vie.\"": "\"Tenez. Considérez ça comme le prix de votre vie.\"", "\"Thank you, Captain!\"": "« Merci, Capitaine ! »", "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "« Merci, Capitaine ! » Les membres de l'expédition reçoivent des repas plus généreux que d'habitude et mangent avec une satisfaction visiblement accrue.", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "\"Cette expédition était aussi épuisante ! Je veux dormir dans un lit chaud tout de sui...\"", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Several members' faces turn pale.": "\"Cette expédition était aussi épuisante ! Je veux dormir dans un lit chaud tout de sui...\" Avec un grand étirement, {0} apparaît devant le portail ! Les visages de plusieurs membres deviennent pâles.", "\"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\"": "\"Ce monstre n'aurait pas pu mourir si facilement. Ne mentez pas juste pour vous faire valoir.\"", "\"That thing": "\"Cette créature", "\"The Dungeon is consuming the continent...": "« Le Donjon consomme le continent...", "\"The Dungeon will not welcome us. It will test us without end and, in ...": "\"The Dungeon will not welcome us. It will test us without end and, in ...", "\"The others need their rest. That's enough for tonight.\"": "\"Les autres ont besoin de repos. C'est assez pour cette nuit.\"", "\"Then suffering shall be your companion!\"": "« Alors la souffrance sera ta compagne ! »", "\"Then...": "« Alors...", "\"Then... may the wave enfold you.\"": "\"Alors... puisse la vague vous envelopper.\"", "\"There's a bloodsucking insect that goblin shamans appa...": "« Il y a un insecte qui suce le sang que les chamans gobelins »", "\"They have sharp noses. They tear into the weak and frightened first.\"": "« Ils ont des nez pointus. Ils déchirent d'abord les faibles et les effrayés. »", "\"They've a keen nose for weakness. The fearful and feeble are always the first ...": "« Ils ont un odorat aiguisé pour la faiblesse. Les faibles et les lâches »", "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"": "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"", "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. ...": "\"Pour être honnête, je ne m'attendais pas à ce que votre groupe dure très longtemps. Pourtant, je suppose que je dois admettre que j'avais tort. ...\"", "\"Tout le monde a aussi besoin de se reposer, alors arrêtons-nous pour aujourd'hui.\"": "\"Tout le monde a aussi besoin de se reposer, alors arrêtons-nous pour aujourd'hui.\"", "\"Tout le monde est occupé. Même fin.\"": "\"Tout le monde est occupé. Même fin.\"", "\"Tout se décide par la chance, alors rien ne pourrait être plus équitable.\"": "\"Tout se décide par la chance, alors rien ne pourrait être plus équitable.\"", "\"Tout à fait fascinant.\"": "\"Tout à fait fascinant.\"", "\"Traitement du cuir 1 non terminé\"": "\"Traitement du cuir 1 non terminé\"", "\"Trop calme là-bas. Ça fait réfléchir.\"": "\"Trop calme là-bas. Ça fait réfléchir.\"", "\"Tu devrais manger à l'heure.\"": "\"Tu devrais manger à l'heure.\"", "\"Tu vas me briser avec ça ? Mignon.\"": "\"Tu vas me briser avec ça ? Mignon.\"", "\"Tu vas y retourner. Tous le font.\"": "\"Tu vas y retourner. Tous le font.\"", "\"Tu... tu sais à quel point on se sent seul ici ? Je suis tout seul, toute la journée...\"": "\"Tu... tu sais à quel point on se sent seul ici ? Je suis tout seul, toute la journée...\"", "\"Ugh...!\"": "\"Ugh...!\"", "\"Un corbeau traverse silencieusement les vignes épineuses et se pose sur votre avant-bras. Ses yeux commencent lentement à luire d'une faible lumière bleue. « Quelqu'un tient absolument à rejoindre votre expédition, quo...\"": "\"Un corbeau traverse silencieusement les vignes épineuses et se pose sur votre avant-bras. Ses yeux commencent lentement à luire d'une faible lumière bleue. « Quelqu'un tient absolument à rejoindre votre expédition, quo...\"", "\"Understood.\"": "« Compris. »", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"", "\"Valeurs brutes : 5\"": "\"Valeurs brutes : 5\"", "\"Very well. Then we shall make you @##$@.\"": "\"Très bien. Alors, nous vous rendrons @##$@.\"", "\"Veuillez enquêter un peu plus sur les sporozoïtes. Je veux connaître l'identité des spores qu'ils propagent.\"": "\"Veuillez enquêter un peu plus sur les sporozoïtes. Je veux connaître l'identité des spores qu'ils propagent.\"", "\"Veuillez revenir lorsque vous aurez trouvé le spécimen.\"": "\"Veuillez revenir lorsque vous aurez trouvé le spécimen.\"", "\"Vite, vite. Allez.\"": "\"Vite, vite. Allez.\"", "\"Vous avez parcouru un long chemin pour arriver jusqu'ici. Bienvenue dans l'expédition.\"": "\"Vous avez parcouru un long chemin pour arriver jusqu'ici. Bienvenue dans l'expédition.\"", "\"Vous avez vraiment bien agi.\"": "\"Vous avez vraiment bien agi.\"", "\"Vous devez vous demander pourquoi il n'est pas encore mort ?\"": "\"Vous devez vous demander pourquoi il n'est pas encore mort ?\"", "\"Vous pensez que vous allez vous effondrer ? Ne dites pas de bêtises. Survivez jusqu'à la fin et mordez-leur le cou.\"": "\"Vous pensez que vous allez vous effondrer ? Ne dites pas de bêtises. Survivez jusqu'à la fin et mordez-leur le cou.\"", "\"Vous pouvez vous reposer confortablement maintenant.\"": "\"Vous pouvez vous reposer confortablement maintenant.\"", "\"Vous voyez ce tas de rochers là-bas ? Il ne bouge pas pour l'instant, mais j'ai entendu dire que la guilde comptait bientôt envoyer des gens l'examiner.\"": "\"Vous voyez ce tas de rochers là-bas ? Il ne bouge pas pour l'instant, mais j'ai entendu dire que la guilde comptait bientôt envoyer des gens l'examiner.\"", "\"We can't take this any longer...": "« Nous ne pouvons pas supporter cela plus longtemps »", "\"Wha...": "« Quoi »", "\"What about Jack and Ivan, who were with you?\"</color": "\"Et Jack et Ivan, qui étaient avec vous ?\"</color", "\"What about Jack and Ivan?\"": "\"Et Jack et Ivan ?\"", "\"What process produces that ...": "« Quel processus produit cela »", "\"Whoa...\"": "\"Whoa...\"", "\"Workbench\"": "\"Établi\"", "\"Wow...\"": "\"Wow...\"", "\"Yellow\"": "\"Yellow\"", "\"You're here.\"": "« Vous êtes là. »", "\"Zut ! Ce salaud a déjà anéanti deux autres expéditions entre-temps. Il faut hâter sa destruction.\"": "\"Zut ! Ce salaud a déjà anéanti deux autres expéditions entre-temps. Il faut hâter sa destruction.\"", "\"] .dsb-combo input": "\"] .dsb-combo input", "\"casse-le\"": "\"casse-le\"", "\"À FAIRE\"": "\"À FAIRE\"", "\"Ça a l'air bien. Vide à l'intérieur.\"": "\"Ça a l'air bien. Vide à l'intérieur.\"", "\"Ça ne me fait même pas une égratignure.\"": "\"Ça ne me fait même pas une égratignure.\"", "\"Écoute, il y a une limite à l'aide que je peux apporter. Si tu te fais anéantir à nouveau, nous serons vraiment dans le pétrin.\"": "\"Écoute, il y a une limite à l'aide que je peux apporter. Si tu te fais anéantir à nouveau, nous serons vraiment dans le pétrin.\"", "#1 damage": "Dégâts n°1", "#c-bg .dsb-search": "#c-bg .dsb-search", "#c-eq .dsb-slotpanel .dsb-combo input": "#c-eq .dsb-slotpanel .dsb-combo input", "#c-insc .dsb-inscsearchrow .dsb-search": "#c-insc .dsb-inscsearchrow .dsb-search", "#c-save .dsb-build-portrait .dsb-bname": "#c-save .dsb-build-portrait .dsb-bname", "#c-save img.dsb-build-npc": "#c-save img.dsb-build-npc", "#c-top .dsb-nameinput": "#c-top .dsb-nameinput", "#c-top .dsb-topnpc img": "#c-top .dsb-topnpc img", "#c-trees .treewrap": "#c-trees .treewrap", "#fcount, .fcount": "#fcount, .fcount", "#fs-layoutfield button": "#fs-layoutfield button", "% CDR)": "% RTR)", "% crit dmg)": "% dégâts crit)", "% crit, +": "% crit, +", "% dmg, +": "% dégâts, +", "% hit, consumed on use)": "% précision, consommé à l'utilisation)", "% less dmg)": "% de dégâts en moins)", "% missing HP": "% de PV manquants", "% of HP": "% des PV", "% of Max HP per tick": "% des PV max par tick", "% of its HP": "% de ses PV", "% of its Magic Atk)": "% de son Atq. magique)", "% of your HP": "% de votre santé", "% to": "% à", "% total HP or below kills it instantly. Bosses are exempt.": "% de PV total ou en dessous le tue instantanément. Les boss sont exemptés.", "%. There is no per-hit ceiling on the reflected number.": "%. Il n'y a aucun plafond par coup sur le montant renvoyé.", "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\", "'><img loading='lazy' src='": "'><img loading='lazy' src='", "'Lowell'": "'Lowell'", "'Rat monstre rouge'": "'Rat monstre rouge'", "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "« Passer l'étage sûr » le contourne lors des visites répétées (là où c'est autorisé)", "(-2) is also applied.": "(-2) temporaire est également appliqué.", "(06:00 - 20:00) Il fait jour.": "(06:00 - 20:00) Il fait jour.", "(10 burning stacks)": "(10 cumuls de Combustion)", "(10% ×2) - de": "(10% ×2) - de", "(10% ×2) - from": "(10% ×2) - de", "(10.34%) - de": "(10.34%) - de", "(10.34%) - from": "(10.34%) - de", "(10.71% ×2) - de": "(10.71% ×2) - de", "(10.71% ×2) - from": "(10.71% ×2) - de", "(100% attack power, magic, range 5).": "(100% de puissance d'attaque, magique, portée 5).", "(100% attack power, magique, range 5).": "(100% de puissance d'attaque, magique, portée 5).", "(100% attack power, physical, range 1).": "(100% de la puissance d'attaque, physique, portée 1).", "(100% attack power, physical, range 3).": "(100% de la puissance d'attaque, physique, portée 3).", "(100% attack power, physique, range 1).": "(100% de puissance d'attaque, physique, portée 1).", "(100% attack power, physique, range 3).": "(100% de puissance d'attaque, physique, portée 3).", "(100% when harvesting Racine de Poussière <Niveau 2>)": "(100% en récoltant Racine de Poussière <Niveau 2>)", "(100% when harvesting Racine de Poussière <Niveau 3>)": "(100% en récoltant Racine de Poussière <Niveau 3>)", "(100% ×10) - de": "(100% ×10) - de", "(100% ×10) - from": "(100% ×10) - de", "(100% ×12) - de": "(100% ×12) - de", "(100% ×12) - from": "(100% ×12) - de", "(100% ×16) - de": "(100% ×16) - de", "(100% ×16) - from": "(100% ×16) - de", "(100% ×18) - de": "(100% ×18) - de", "(100% ×18) - from": "(100% ×18) - de", "(100% ×2) - de": "(100% ×2) - de", "(100% ×2) - from": "(100% ×2) - de", "(100% ×20) - de": "(100% ×20) - de", "(100% ×20) - from": "(100% ×20) - from", "(100% ×24) - de": "(100% ×24) - de", "(100% ×3) - de": "(100% ×3) - de", "(100% ×3) - from": "(100% ×3) - de", "(100% ×30) - de": "(100% ×30) - de", "(100% ×30) - from": "(100% ×30) - issu de", "(100% ×32) - de": "(100% ×32) - de", "(100% ×32) - from": "(100% ×32) - de", "(100% ×4) - de": "(100% ×4) - de", "(100% ×4) - from": "(100% ×4) - de", "(100% ×40) - de": "(100% ×40) - de", "(100% ×40) - from": "(100% ×40) - de", "(100% ×48) - de": "(100% ×48) - de", "(100% ×48) - from": "(100% ×48) - de", "(100% ×5) - de": "(100% ×5) - de", "(100% ×5) - from": "(100% ×5) - de", "(100% ×50) - de": "(100% ×50) - de", "(100% ×50) - from": "(100% ×50) - de", "(100% ×6) - de": "(100% ×6) - de", "(100% ×6) - from": "(100% ×6) - issu de", "(100% ×7) - de": "(100% ×7) - de", "(100% ×7) - from": "(100% ×7) - de", "(100% ×8) - de": "(100% ×8) - de", "(100% ×8) - from": "(100% ×8) - de", "(100%) - de": "(100%) - de", "(100%) - from": "(100%) - de", "(11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.": "(11 occasions sur une carrière complète). Les anciennes indications selon lesquelles les inscriptions n'apparaissent qu'aux niveaux 2, 5, 8 et 11 sont dépassées.", "(11.11%) - de": "(11.11%) - de", "(11.11%) - from": "(11.11%) - de", "(12.5%) - de": "(12.5%) - de", "(12.5%) - from": "(12.5%) - de", "(13.0% dmg reduction)": "(13.0% de réduction des dégâts)", "(13.04%) - de": "(13.04%) - de", "(13.04%) - from": "(13.04%) - de", "(13.33% ×10) - de": "(13.33% ×10) - de", "(13.33% ×10) - from": "(13.33% ×10) - de", "(13.33% ×15) - de": "(13.33% ×15) - de", "(13.33% ×15) - from": "(13.33% ×15) - de", "(13.33% ×3) - de": "(13.33% ×3) - de", "(13.33% ×3) - from": "(13.33% ×3) - de", "(13.33% ×6) - de": "(13.33% ×6) - de", "(13.33% ×6) - from": "(13.33% ×6) - de", "(13.79%) - de": "(13.79%) - de", "(13.79%) - from": "(13.79%) - de", "(15.38% ×10) - de": "(15.38% ×10) - de", "(15.38% ×10) - from": "(15.38% ×10) - de", "(15.38% ×2) - de": "(15.38% ×2) - de", "(15.38% ×2) - from": "(15.38% ×2) - de", "(15.38% ×3) - de": "(15.38% ×3) - de", "(15.38% ×3) - from": "(15.38% ×3) - de", "(15.38% ×4) - de": "(15.38% ×4) - de", "(15.38% ×4) - from": "(15.38% ×4) - de", "(15.38% ×40) - de": "(15.38% ×40) - de", "(15.38% ×40) - from": "(15.38% ×40) - de", "(15.38% ×5) - de": "(15.38% ×5) - de", "(15.38% ×5) - from": "(15.38% ×5) - de", "(15.38% ×6) - de": "(15.38% ×6) - de", "(15.38% ×6) - from": "(15.38% ×6) - issu de", "(15.38% ×8) - de": "(15.38% ×8) - de", "(15.38% ×8) - from": "(15.38% ×8) - de", "(15.38%) - de": "(15.38%) - de", "(15.38%) - from": "(15.38%) - de", "(15.79% ×2) - de": "(15.79% ×2) - de", "(15.79% ×2) - from": "(15.79% ×2) - de", "(16.67% ×2) - de": "(16.67% ×2) - de", "(16.67% ×2) - from": "(16.67% ×2) - de", "(16.67% ×6) - de": "(16.67% ×6) - de", "(16.67% ×6) - from": "(16.67% ×6) - de", "(16.67%) - de": "(16.67%) - de", "(16.67%) - from": "(16.67%) - de", "(16.7% dmg reduction)": "(16.7% dmg reduction)", "(17.65% ×2) - de": "(17.65% ×2) - de", "(17.65% ×2) - from": "(17.65% ×2) - de", "(18.37%) - de": "(18.37%) - de", "(18.37%) - from": "(18.37%) - de", "(18.75% ×2) - de": "(18.75% ×2) - de", "(18.75% ×2) - from": "(18.75% ×2) - de", "(20% ×10) - de": "(20% ×10) - de", "(20% ×10) - from": "(20% ×10) - de", "(20% ×16) - de": "(20% ×16) - de", "(20% ×16) - from": "(20% ×16) - issu de", "(20% ×3) - de": "(20% ×3) - de", "(20% ×3) - from": "(20% ×3) - issu de", "(20% ×5) - de": "(20% ×5) - de", "(20% ×5) - from": "(20% ×5) - de", "(20% ×6) - de": "(20% ×6) - de", "(20% ×6) - from": "(20% ×6) - de", "(20%) - de": "(20%) - de", "(20%) - from": "(20%) - de", "(20.0% dmg reduction)": "(20.0% réduction des dégâts)", "(20.69% ×12) - de": "(20.69% ×12) - de", "(20.69% ×12) - from": "(20.69% ×12) - de", "(2000 HP)": "(2000 PV)", "(2000 PV)": "(2000 PV)", "(20:00 - 06:00) C'est la nuit. La visibilité est réduite de [GAMESYSTEM_Campaign_DayNightVisionDiffrence].": "(20:00 - 06:00) C'est la nuit. La visibilité est réduite de [GAMESYSTEM_Campaign_DayNightVisionDiffrence].", "(21.43% ×4) - de": "(21.43% ×4) - de", "(21.74%) - de": "(21.74%) - de", "(21.74%) - from": "(21.74%) - de", "(22.22% ×2, 11.11% ×4) - de": "(22.22% ×2, 11.11% ×4) - de", "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - de", "(22.22%, 11.11% ×2) - de": "(22.22%, 11.11% ×2) - de", "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - de", "(23.08%) - de": "(23.08%) - de", "(23.08%) - from": "(23.08%) - de", "(23.1% dmg reduction)": "(23.1% de réduction des dégâts)", "(23.53%) - de": "(23.53%) - de", "(23.53%) - from": "(23.53%) - de", "(25% ×2) - de": "(25% ×2) - de", "(25% ×2) - from": "(25% ×2) - de", "(25% ×4) - de": "(25% ×4) - de", "(25% ×4) - from": "(25% ×4) - de", "(25% ×9) - de": "(25% ×9) - de", "(25% ×9) - from": "(25% ×9) - de", "(25.81% ×20) - de": "(25.81% ×20) - de", "(25.81% ×20) - from": "(25.81% ×20) - de", "(25.81%) - de": "(25.81%) - de", "(25.81%) - from": "(25.81%) - de", "(27.78%) - de": "(27.78%) - de", "(27.78%) - from": "(27.78%) - de", "(28.57% ×2) - de": "(28.57% ×2) - de", "(28.57% ×2) - from": "(28.57% ×2) - de", "(28.57% ×5) - de": "(28.57% ×5) - de", "(28.57% ×5) - from": "(28.57% ×5) - de", "(28.6% dmg reduction)": "(28.6% dmg reduction)", "(3/stack/s x 1 stacks) for 2 s =": "(3/cumul/s x 1 cumuls) pendant 2 s =", "(3/stack/s x 1 stacks) for 5 s =": "(3/pile/s x 1 piles) pendant 5 s =", "(3/stack/s x 2 stacks) for 10 s =": "(3/cumul/s x 2 cumuls) pendant 10 s =", "(3/stack/s x 2 stacks) for 5 s =": "(3/cumul/s x 2 cumuls) pendant 5 s =", "(30%) - de": "(30%) - de", "(30%) - from": "(30%) - de", "(31.58% ×3) - de": "(31.58% ×3) - de", "(31.58% ×3) - from": "(31.58% ×3) - de", "(32.26% ×10, 3.23% ×20) - de": "(32.26% ×10, 3.23% ×20) - de", "(32.26% ×10, 3.23% ×20) - from": "(32.26% ×10, 3.23% ×20) - de", "(32.26% ×11, 3.23% ×22) - de": "(32.26% ×11, 3.23% ×22) - de", "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - de", "(32.26% ×13, 3.23% ×26) - de": "(32.26% ×13, 3.23% ×26) - de", "(32.26% ×13, 3.23% ×26) - from": "(32.26% ×13, 3.23% ×26) - de", "(32.26% ×15, 3.23% ×30) - de": "(32.26% ×15, 3.23% ×30) - de", "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - de", "(32.26% ×2, 3.23% ×4) - de": "(32.26% ×2, 3.23% ×4) - de", "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - de", "(32.26% ×3, 3.23% ×6) - de": "(32.26% ×3, 3.23% ×6) - de", "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - de", "(32.26% ×4, 3.23% ×8) - de": "(32.26% ×4, 3.23% ×8) - de", "(32.26% ×4, 3.23% ×8) - from": "(32.26% ×4, 3.23% ×8) - de", "(32.26% ×5, 3.23% ×10) - de": "(32.26% ×5, 3.23% ×10) - de", "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - de", "(32.26% ×6, 3.23% ×12) - de": "(32.26% ×6, 3.23% ×12) - de", "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - de", "(32.26% ×7, 3.23% ×14) - de": "(32.26% ×7, 3.23% ×14) - de", "(32.26% ×7, 3.23% ×14) - from": "(32.26% ×7, 3.23% ×14) - de", "(32.26% ×8, 3.23% ×16) - de": "(32.26% ×8, 3.23% ×16) - de", "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - de", "(32.26% ×9, 3.23% ×18) - de": "(32.26% ×9, 3.23% ×18) - de", "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - de", "(32.26%, 3.23% ×2) - de": "(32.26%, 3.23% ×2) - de", "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - de", "(3200 HP)": "(3200 PV)", "(3200 PV)": "(3200 PV)", "(33% dmg reduction)": "(33 % de réduction des dégâts)", "(33.3% dmg reduction)": "(33.3% de réduction des dégâts)", "(33.33% when harvesting Avoine <Étape 2>)": "(33.33% en récoltant Avoine <Étape 2>)", "(33.33% when harvesting Racine de Poussière <Niveau 2>)": "(33.33% en récoltant Racine de Poussière <Niveau 2>)", "(33.33% when harvesting Racine de Poussière <Niveau 3>)": "(33.33% en récoltant Racine de Poussière <Niveau 3>)", "(33.33% ×10) - de": "(33.33% ×10) - de", "(33.33% ×10) - from": "(33.33% ×10) - issu de", "(33.33% ×12, 33.33% ×18, 33.33% ×24) - de": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - de", "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - de", "(33.33% ×16) - de": "(33.33% ×16) - de", "(33.33% ×16) - from": "(33.33% ×16) - de", "(33.33% ×18) - de": "(33.33% ×18) - de", "(33.33% ×18) - from": "(33.33% ×18) - de", "(33.33% ×2) - de": "(33.33% ×2) - de", "(33.33% ×2) - from": "(33.33% ×2) - de", "(33.33% ×2, 33.33% ×3, 33.33% ×4) - de": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - de", "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - de", "(33.33% ×4) - de": "(33.33% ×4) - de", "(33.33% ×4) - from": "(33.33% ×4) - issu de", "(33.33% ×6) - de": "(33.33% ×6) - de", "(33.33% ×6) - from": "(33.33% ×6) - de", "(33.33% ×8) - de": "(33.33% ×8) - de", "(33.33% ×8) - from": "(33.33% ×8) - de", "(33.33%) - de": "(33.33%) - de", "(33.33%) - from": "(33.33%) - de", "(34.29%) - de": "(34.29%) - de", "(34.29%) - from": "(34.29%) - de", "(37.04% ×2) - de": "(37.04% ×2) - de", "(37.04% ×2) - from": "(37.04% ×2) - de", "(37.5% dmg reduction)": "(37.5% de réduction des dégâts)", "(38.46% ×150) - de": "(38.46% ×150) - de", "(38.46% ×150) - from": "(38.46% ×150) - de", "(38.46% ×2) - de": "(38.46% ×2) - de", "(38.46% ×2) - from": "(38.46% ×2) - de", "(38.46% ×20) - de": "(38.46% ×20) - de", "(38.46% ×20) - from": "(38.46% ×20) - de", "(38.46% ×3) - de": "(38.46% ×3) - de", "(38.46% ×3) - from": "(38.46% ×3) - issu de", "(4.55%) - de": "(4.55%) - de", "(4.55%) - from": "(4.55%) - de", "(40% ×10) - de": "(40% ×10) - de", "(40% ×10) - from": "(40% ×10) - de", "(40% ×4) - de": "(40% ×4) - de", "(40% ×4) - from": "(40% ×4) - de", "(40% ×8) - de": "(40% ×8) - de", "(40% ×8) - from": "(40% ×8) - de", "(40%) - de": "(40%) - de", "(40%) - from": "(40%) - de", "(45.45% ×2) - de": "(45.45% ×2) - de", "(45.45% ×2) - from": "(45.45% ×2) - de", "(5%) - de": "(5%) - de", "(5%) - from": "(5%) - de", "(5/stack/s x 3 stacks) for 6 s =": "(5/cumul/s x 3 cumuls) pendant 6 s =", "(50% du prix -": "(50% du prix -", "(50% of price -": "(50% du prix -", "(50% when harvesting Avoine <Étape 3>)": "(50% lors de la récolte d'Avoine <Étape 3>)", "(50% ×12) - de": "(50% ×12) - de", "(50% ×12) - from": "(50% ×12) - de", "(50% ×12, 50% ×16) - de": "(50% ×12, 50% ×16) - de", "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - de", "(50% ×15) - de": "(50% ×15) - de", "(50% ×15) - from": "(50% ×15) - issu de", "(50% ×2) - de": "(50% ×2) - de", "(50% ×2) - from": "(50% ×2) - de", "(50% ×2, 50% ×3) - de": "(50% ×2, 50% ×3) - de", "(50% ×2, 50% ×3) - from": "(50% ×2, 50% ×3) - de", "(50% ×2, 50% ×4) - de": "(50% ×2, 50% ×4) - de", "(50% ×2, 50% ×4) - from": "(50% ×2, 50% ×4) - de", "(50% ×20) - de": "(50% ×20) - de", "(50% ×20) - from": "(50% ×20) - de", "(50% ×20, 50% ×24) - de": "(50% ×20, 50% ×24) - de", "(50% ×20, 50% ×24) - from": "(50% ×20, 50% ×24) - issu de", "(50% ×4) - de": "(50% ×4) - de", "(50% ×4) - from": "(50% ×4) - de", "(50% ×4, 50% ×6) - de": "(50% ×4, 50% ×6) - de", "(50% ×4, 50% ×6) - from": "(50% ×4, 50% ×6) - de", "(50% ×5) - de": "(50% ×5) - de", "(50% ×5) - from": "(50% ×5) - de", "(50% ×6) - de": "(50% ×6) - de", "(50% ×6) - from": "(50% ×6) - de", "(50% ×9) - de": "(50% ×9) - de", "(50% ×9) - from": "(50% ×9) - issu de", "(50%) - de": "(50%) - de", "(50%) - from": "(50%) - de", "(50%, 25% ×2) - de": "(50%, 25% ×2) - de", "(50%, 25% ×2) - from": "(50%, 25% ×2) - de", "(50%, 50% ×2) - de": "(50%, 50% ×2) - de", "(50%, 50% ×2) - from": "(50%, 50% ×2) - de", "(53.57% ×6) - de": "(53.57% ×6) - de", "(53.57% ×6) - from": "(53.57% ×6) - de", "(55.56% ×2) - de": "(55.56% ×2) - de", "(55.56% ×2) - from": "(55.56% ×2) - de", "(60% ×10) - de": "(60% ×10) - de", "(61.22% ×4) - de": "(61.22% ×4) - de", "(61.22% ×4) - from": "(61.22% ×4) - de", "(62.5% ×10, 37.5% ×12) - de": "(62.5% ×10, 37.5% ×12) - de", "(62.5% ×4) - de": "(62.5% ×4) - de", "(62.5% ×4) - from": "(62.5% ×4) - de", "(62.5% ×6, 37.5% ×8) - de": "(62.5% ×6, 37.5% ×8) - de", "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - de", "(65.22% ×6) - de": "(65.22% ×6) - de", "(65.22% ×6) - from": "(65.22% ×6) - de", "(66.67% when harvesting Avoine <Étape 2>)": "(66.67% en récoltant Avoine <Étape 2>)", "(66.67% when harvesting Racine de Poussière <Niveau 2>)": "(66.67% en récoltant Racine de Poussière <Niveau 2>)", "(66.67% when harvesting Racine de Poussière <Niveau 3>)": "(66.67% en récoltant Racine de Poussière <Niveau 3>)", "(66.67% ×12) - de": "(66.67% ×12) - de", "(66.67% ×12) - from": "(66.67% ×12) - de", "(66.67% ×2) - de": "(66.67% ×2) - de", "(66.67% ×2) - from": "(66.67% ×2) - de", "(66.67% ×2, 33.33% ×4) - de": "(66.67% ×2, 33.33% ×4) - de", "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2, 33.33% ×4) - de", "(66.67% ×20, 33.33% ×24) - de": "(66.67% ×20, 33.33% ×24) - de", "(66.67% ×20, 33.33% ×24) - from": "(66.67% ×20, 33.33% ×24) - issu de", "(66.67% ×4, 33.33% ×8) - de": "(66.67% ×4, 33.33% ×8) - de", "(66.67% ×4, 33.33% ×8) - from": "(66.67% ×4, 33.33% ×8) - issu de", "(66.67%, 33.33% ×2) - de": "(66.67%, 33.33% ×2) - de", "(66.67%, 33.33% ×2) - from": "(66.67%, 33.33% ×2) - de", "(68.97% ×2) - de": "(68.97% ×2) - de", "(68.97% ×2) - from": "(68.97% ×2) - de", "(7.14%) - de": "(7.14%) - de", "(7.41%) - de": "(7.41%) - de", "(7.41%) - from": "(7.41%) - de", "(7.69%) - de": "(7.69%) - de", "(7.69%) - from": "(7.69%) - de", "(75%) - de": "(75%) - de", "(75%) - from": "(75%) - de", "(76.92%, 23.08% ×2) - de": "(76.92%, 23.08% ×2) - de", "(76.92%, 23.08% ×2) - from": "(76.92%, 23.08% ×2) - de", "(8.57%) - de": "(8.57%) - de", "(8.57%) - from": "(8.57%) - de", "(80% ×8) - de": "(80% ×8) - de", "(80% ×8) - from": "(80% ×8) - issu de", "(800 HP)": "(800 HP)", "(800 PV)": "(800 PV)", "(83.33% ×2) - de": "(83.33% ×2) - de", "(83.33% ×2) - from": "(83.33% ×2) - de", "(83.33% ×3) - de": "(83.33% ×3) - de", "(83.33% ×3) - from": "(83.33% ×3) - de", "(83.33%) - de": "(83.33%) - de", "(83.33%) - from": "(83.33%) - de", "(86.96% ×5) - de": "(86.96% ×5) - de", "(86.96% ×5) - from": "(86.96% ×5) - de", "(9.09%) - de": "(9.09%) - de", "(9.09%) - from": "(9.09%) - de", "(9.1% dmg reduction)": "(9.1% de réduction des dégâts)", "(9.68%) - de": "(9.68%) - de", "(9.68%) - from": "(9.68%) - de", "(90.91% ×2) - de": "(90.91% ×2) - de", "(90.91% ×2) - from": "(90.91% ×2) - de", "(90.91%, 9.09% ×2) - de": "(90.91%, 9.09% ×2) - de", "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - de", "(95%) - de": "(95%) - de", "(95%) - from": "(95%) - de", "(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder - the live model is the flat per-point one.)": "(Un modèle de croissance interne parallèle « x0,02 » existe dans les données mais n'est qu'un espace réservé inutilisé ; le modèle actif est celui du montant fixe par point.)", "(AlphaAcidSlogel), most sit at": "(AlphaAcidSlogel), la plupart se situant à", "(Blade Grinding)": "(Meulage de lame)", "(Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : Alpha Acid Slug)": "(Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : Alpha Acid Slug)", "(Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : limace acide alpha)": "(Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : limace acide alpha)", "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "(Carapace de cristal) renvoie les dégâts magiques. La fraction de renvoi est de", "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0": "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0", "(DecisionEnd)": "(DecisionEnd)", "(DecisionQuest)": "(DecisionQuest)", "(Easy x0.15 ... Hard x1 ... Devastation x2). Filter by": "(Facile x0.15 ... Difficile x1 ... Dévastation x2). Filtrez par", "(For save editors: because the unlock is re-derived on every load, editing a region's": "(Pour les éditeurs de sauvegarde : comme le déverrouillage est redérivé à chaque chargement, modifier le", "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood": "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood", "(Hidden)": "(Caché)", "(If you edit an inscription directly instead, changing the affecter key alone is": "(Si vous modifiez plutôt une inscription directement, changer la seule clé d'affecteur n'est", "(Jeune Gloth de l'Abîme) up to": "(Jeune Gloth de l'Abîme) up to", "(Jeune Gloth) up to": "(Jeune Gloth) jusqu'à", "(Lv1 Human)": "(Nv1 Humain)", "(Lv1 LizardMan)": "(Lv1 LizardMan)", "(Lv2 Human)": "(Nv2 Humain)", "(Lv2 LizardMan)": "(Nv2 Homme-lézard)", "(Lv3 Human)": "(Nv3 Humain)", "(Lv4 Human)": "(Humain Niv. 4)", "(Lv5 Human)": "(Nv5 Humain)", "(Main0) - it holds your starting kit.": "(Main0) - il contient votre kit de départ.", "(Main1), then": "(Main1), puis", "(Main2).": "(Main2).", "(Main3) - see the recruiting advice below before you spend.": "(Main3) - consultez les conseils de recrutement ci-dessous avant de dépenser.", "(Main4) and": "(Main4) et", "(Main5). Gather wood, grass and easy kills; don't push deep on day 1.": "(Main5). Récoltez du bois, de l'herbe et des proies faciles ; ne poussez pas trop profond le jour 1.", "(Main6) and start research immediately; idle research is wasted time.": "(Main6) et lancez la recherche immédiatement ; une recherche inactive est du temps perdu.", "(Make sure to take a screenshot for the event!)": "(Assurez-vous de prendre une capture d'écran pour l'événement !)", "(Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.": "(Humeur -2) lorsqu'ils mangent de la nourriture carnivore, et ignorent le malus d'humeur habituel pour un régime entièrement végétarien.", "(Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "(Humeur -2) lorsqu'ils mangent de la nourriture végétarienne, et ignorent le malus pour un régime entièrement carné.", "(Mood -2) whenever their XP bar is sitting at max, so level them up promptly.": "(Humeur -2) chaque fois que leur barre d'XP est au maximum, alors montez-les vite en niveau.", "(NPCSC_EndrossiDungeon)": "(NPCSC_EndrossiDungeon)", "(NPCSC_EndrossiSafe)": "(NPCSC_EndrossiSafe)", "(NPCSC_FesteringBurrowMerchant)": "(NPCSC_FesteringBurrowMerchant)", "(NPCSC_GuildMerchant)": "(NPCSC_GuildMerchant)", "(NPCSC_GuildMerchantDemo)": "(NPCSC_GuildMerchantDemo)", "(NPCSC_Perion)": "(NPCSC_Perion)", "(NPCSC_VeilSilenceMerchant)": "(NPCSC_VeilSilenceMerchant)", "(NPCSC_Xenon)": "(NPCSC_Xenon)", "(NPCSC_Xenon2)": "(NPCSC_Xenon2)", "(NPCSpawn1 - binds to room)": "(NPCSpawn1 - lié à la salle)", "(NPCSpawn1)": "(NPCSpawn1)", "(NPCSpawn2)": "(NPCSpawn2)", "(NPCSpawn3)": "(NPCSpawn3)", "(No item reward.)": "(Aucune récompense d'objet.)", "(Normal)": "(Normal)", "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base": "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "(Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).": "(l'Argent est le palier des bijoux ; les bijoux en cristal Rouge/Bleu/Vert et les bâtons de cristal l'accompagnent, et l'Arcron est le métal spécial de donjon au sommet). Des paliers de métal supérieurs (Fer, Bronze, Étain) et des gammes de bijoux en gemmes existent dans les données mais ne sont pas encore obtenables (voir la page Contenu verrouillé).", "(Slogel acide alpha de l'Abîme), most sit at": "(Slogel acide alpha de l'Abîme), most sit at", "(Spiny Carapace) reflects melee physical damage and the": "(Carapace épineuse) renvoie les dégâts physiques de corps à corps, et la", "(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the **Elros Empire** - the setting's hidden prime mover, revealed in an asset line: *\"The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.\"*": "(Spoiler) Quatre accessoires reliques légendaires existent uniquement sous forme de données et de texte d'ambiance, chacun lié à un boss non disponible, la plupart rattachés à l'**Empire d'Elros**, le moteur caché de l'univers, révélé dans une ligne de données : *« Le Noyau du Donjon est un dispositif qui maintient le Donjon, un espace interdimensionnel créé pour les expériences magiques de l'Empire d'Elros. »*", "(Stress resets to 0); if Stress maxes out": "(le Stress se réinitialise à 0) ; si le Stress atteint son maximum", "(Travail nécessaire) Un multiplicateur final destiné à s'appliquer à": "(Travail nécessaire) Un multiplicateur final destiné à s'appliquer à", "(While equipped)": "(Équipé)", "(a 33% cut); R = 100 lets through": "(une réduction de 33%) ; R = 100 laisse passer", "(a decompile shows no combat code reads the": "(une décompilation montre qu'aucun code de combat ne lit les", "(after -": "(après -", "(agent instructions), and": "(instructions pour agents), et", "(always on)": "(toujours actif)", "(an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of": "(une entrée, des portails, des couloirs, ainsi que dix agencements d'étage de combat et dix de trésor) et propose un effectif de", "(and": "(et", "(applied as PerModifier %).": "(appliqué en tant que PerModifier %).", "(at 150/150)": "(à 150/150)", "(at 151/148)": "(à 151/148)", "(at DiscardedMagicPowerDeviceRemnant)": "(at DiscardedMagicPowerDeviceRemnant)", "(at DiscardedSpecimenRemnant)": "(at DiscardedSpecimenRemnant)", "(at Endrossi)": "(à Endrossi)", "(at Perion)": "(at Perion)", "(at StrangeNiche)": "(at StrangeNiche)", "(at Xenon)": "(à Xenon)", "(base": "(base", "(base N)": "(base N)", "(baseline)": "(référence)", "(below the cap).": "(sous le plafond).", "(blind discovery) and": "(découverte à l'aveugle) et", "(bored debuff,": "(débuff d'ennui,", "(by the weapon's damage type), adjusted by these, before the target's resistance:": "de l'attaquant (selon le type de dégâts de l'arme), ajustés par ceux-ci, avant la résistance de la cible :", "(cached header metadata for the load menu),": "(métadonnées d'en-tête en cache pour le menu de chargement),", "(campaign counter) and": "(compteur de campagne) et", "(choice": "(choix", "(construction)": "(construction)", "(cooking)": "(en train de cuisiner)", "(costs {#})": "(coûte {#})", "(crafting)": "(fabrication)", "(crit, guard, resistance, DoT math) -": "(critique, garde, résistance, calcul des DoT)", "(damage per energy) is that Skill Damage divided by the skill's energy cost: it measures how efficiently a spell turns your shared energy pool into damage. Free basic attacks cost no energy, so they have no DPE.": "(dégâts par énergie) correspond à ces Dégâts de compétence divisés par le coût en énergie de la compétence : cela mesure l'efficacité avec laquelle un sort convertit votre réserve d'énergie partagée en dégâts. Les attaques de base gratuites ne coûtent pas d'énergie, elles n'ont donc pas de DPE.", "(default event)": "(événement par défaut)", "(eating)": "(en train de manger)", "(empty)": "(vide)", "(equipped)": "(équipé)", "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1. So an ingredient listed as": "(facteur x1.0, le réglage par défaut du jeu) ; le jeu les multiplie par le facteur ci-dessous et arrondit, sans jamais descendre en dessous de 1. Ainsi un ingrédient indiqué comme", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time), and the one-time starting Support Wagon is bigger on easier": "(des réapparitions plus rapides et davantage d'effets d'environnement à bonus de récolte aux réglages plus faciles donnent plus de drops au total au fil du temps), et le Chariot de soutien de départ unique est plus grand à difficulté de", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time); nothing multiplies the drop tables themselves.": "(des réapparitions plus rapides et davantage d'effets d'environnement de bonus de récolte dans les réglages plus faciles se traduisent par plus de butin total au fil du temps) ; rien ne multiplie les tables de butin elles-mêmes.", "(first kill)": "(première élimination)", "(for 10s)": "(pendant 10s)", "(for 300s)": "(pendant 300 s)", "(for 600s)": "(pendant 600s)", "(for 720s)": "(pendant 720s)", "(for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "(en votre faveur comme contre vous, la résolution du combat étant indifférente aux factions) dès la première unité environnante.", "(for example by setting them to": "(par exemple en les définissant à", "(from": "(de", "(from the dump's": "(d'après l'", "(graphics, sound and keybindings).": "(graphismes, son et raccourcis clavier).", "(half health):": "(mi-vie) :", "(her later talks open a trade stock). Her chain is a series of hunt quests -": "(ses dialogues ultérieurs ouvrent un stock d'échange). Sa chaîne est une série de quêtes de chasse ;", "(hostile, on the map)": "(hostile, sur la carte)", "(how damage, resistance and guard are computed) -": "(comment les dégâts, la résistance et la garde sont calculés) :", "(hunter, Veil of Silence)": "(chasseuse, Voile du Silence)", "(ingredient amounts shown at Normal) -": "(quantités d'ingrédients affichées en Normal) -", "(kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.": "(tuer 1 Gloth l'Ancien), est rattachée à sa zone et fait aussi office de cible d'élite pour le rang de guilde.", "(l'interaction fait apparaître cette statue et des monstres).": "(l'interaction fait apparaître cette statue et des monstres).", "(levels 2–12) a unit is offered": "(niveaux 2–12) une unité se voit proposer", "(magic)": "(magie)", "(magic): both bypass shields/barriers, the applying skill sets the stack count, and the per-second damage is fixed and never scales with attack.": "(magique) : les deux ignorent les boucliers/barrières, la compétence appliquée fixe le nombre de stacks, et les dégâts par seconde sont fixes et ne dépendent jamais de l'attaque.", "(main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "(arme principale, main secondaire/bouclier ou munitions, casque, armure, deux accessoires, etc.). Les armes ajoutent une valeur d'attaque fixe à l'attaque dérivée des statistiques du porteur, et l'équipement peut comporter", "(max": "(max", "(max +": "(max +", "(max 2 per unit, 4 per map). Embracing Wave, Glacier Drop and Summon: Bubble Toad": "(max 2 par unité, 4 par carte). Vague enveloppante, Chute glaciale et Invocation : Crapaud à Bulles", "(max range)": "(portée max)", "(max-width: 900px)": "(max-width: 900px)", "(min range)": "(portée min)", "(mood buffs) -": "(bonus d'humeur) -", "(needs 1)": "(nécessite 1)", "(needs 10)": "(nécessite 10)", "(needs 2)": "(nécessite 2)", "(needs 3)": "(nécessite 3)", "(needs 4)": "(nécessite 4)", "(needs 5)": "(nécessite 5)", "(needs 6)": "(nécessite 6)", "(never after": "(jamais après", "(new items, rebalanced skills, new content per build) see": "(nouveaux éléments, compétences rééquilibrées, nouveau contenu par version) voir", "(no attack)": "(aucune attaque)", "(no choice text - auto/system choice)": "(aucun texte de choix - choix auto/système)", "(no combat code reads it), so it shows what it would do if the developers activate it.": "(aucun code de combat ne le lit), il montre donc ce qu'il ferait si les développeurs l'activaient.", "(no dialog text - scripted sequence)": "(aucun texte de dialogue - séquence scriptée)", "(no notable spawns)": "(aucune apparition notable)", "(no saved units)": "(aucune unité enregistrée)", "(on": "(sur", "(on allies)": "(sur les alliés)", "(on condition)": "(sous condition)", "(on enemy)": "(sur l'ennemi)", "(on the caster)": "(sur le lanceur)", "(on units in the area)": "(sur les unités dans la zone)", "(on units)": "(sur les unités)", "(on user)": "(sur l'utilisateur)", "(once per cast)": "(une fois par lancer)", "(override)": "(remplacement)", "(params 0)": "(params 0)", "(params 0, 3)": "(params 0, 3)", "(params 1)": "(params 1)", "(pendant 10s)": "(pendant 10s)", "(pendant 300s)": "(pendant 300s)", "(pendant 600s)": "(pendant 600s)", "(pendant 720s)": "(pendant 720s)", "(per hit taken)": "(par coup subi)", "(per hit)": "(par coup)", "(per skill use)": "(par utilisation de compétence)", "(per tick)": "(par tick)", "(physical)": "(physique)", "(physical) and": "(physique) et", "(play buff,": "(buff de jeu,", "(pointer: coarse)": "(pointer: coarse)", "(praying)": "(en train de prier)", "(quality ≥ {#})": "(qualité ≥ {#})", "(range 1)": "(portée 1)", "(range 1, Direction radius 2 area up to 2 targets)": "(portée 1, Direction rayon 2, zone jusqu'à 2 cibles)", "(raw table values) -": "(valeurs brutes des tables) -", "(raw table values).": "(valeurs brutes des tables).", "(reflect never reduces it)": "(le renvoi ne le réduit jamais)", "(region 2's gate is clearing region 1). See": "(la condition de la région 2 est de dégager la région 1). Voir", "(removes)": "(supprime)", "(requires": "(nécessite", "(researching)": "(en train de rechercher)", "(retire)": "(retire)", "(scholar, Festering Burrow)": "(scholar, Festering Burrow)", "(set in the menu bar)": "(défini dans la barre de menu)", "(site map for LLMs),": "(plan du site pour les LLM),", "(sleeping)": "(endormi)", "(source unconfirmed)": "(source non confirmée)", "(spawn pool)": "(réserve d'apparition)", "(spoilers).": "(spoilers).", "(sur": "(sur", "(sur l'ennemi)": "(sur l'ennemi)", "(sur l'utilisateur)": "(sur l'utilisateur)", "(sur le lanceur)": "(sur le lanceur)", "(sur les alliés)": "(sur les alliés)", "(sur les unités dans la zone)": "(sur les unités dans la zone)", "(sur units)": "(sur units)", "(talent growth, generation rolls, gear affixes) use your chosen roll quality. The game rolls each level-up separately, so real characters scatter around these averages.": "(croissance de talent, tirages de génération, affixes d'équipement) utilisent la qualité de tirage que vous avez choisie. Le jeu tire chaque montée de niveau séparément, donc les vrais personnages se dispersent autour de ces moyennes.", "(the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence (": "(le camp commémoratif du Golem - cette apparition nécessite le record de kill du Golem de pierre géant), mais dans la version standard, ses trois événements d'offre de chasse (Event_Npc16/17/18) sont en plus conditionnés au fait d'être actuellement dans le Voile du Silence, si bien que sa copie des étages sûrs ne propose aucune chasse. Prenez ses quêtes dans le Voile du Silence (", "(the interaction spawns this statue and monsters).": "(l'interaction fait apparaître cette statue et des monstres).", "(the scenario's finale boss).": "(le boss final du scénario).", "(they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.": "(ils sont impossibles à obtenir au rang 1), tandis que les Humains et les Hommes-lézards sont disponibles dès le départ.", "(timed)": "(chronométré)", "(unit name)": "(nom de l'unité)", "(unlock)": "(débloquer)", "(unreleased race)": "(race non publiée)", "(unset)": "(non défini)", "(up to": "(jusqu'à", "(with 10 Burning)": "(avec 10 Combustion)", "(workload 1000)": "(charge de travail 1000)", "(workload 1050)": "(charge de travail 1050)", "(workload 1100)": "(charge de travail 1100)", "(workload 1200)": "(charge de travail 1200)", "(workload 1300)": "(charge de travail 1300)", "(workload 1400)": "(charge de travail 1400)", "(workload 1500)": "(charge de travail 1500)", "(workload 1700)": "(charge de travail 1700)", "(workload 1800)": "(charge de travail 1800)", "(workload 1900)": "(charge de travail 1900)", "(workload 200)": "(charge de travail 200)", "(workload 2100)": "(charge de travail 2100)", "(workload 2300)": "(charge de travail 2300)", "(workload 2400)": "(charge de travail 2400)", "(workload 2500)": "(charge de travail 2500)", "(workload 2550)": "(charge de travail 2550)", "(workload 300)": "(charge de travail 300)", "(workload 3000)": "(charge de travail 3000)", "(workload 3200)": "(charge de travail 3200)", "(workload 3500)": "(charge de travail 3500)", "(workload 500)": "(charge de travail 500)", "(workload 600)": "(charge de travail 600)", "(workload 650)": "(charge de travail 650)", "(workload 700)": "(charge de travail 700)", "(workload 800)": "(charge de travail 800)", "(workload 900)": "(charge de travail 900)", "(workload 950)": "(charge de travail 950)", "({#} hits of {#})": "({#} coups sur {#})", "({#}% of price - {#})": "({#}% du prix - {#})", "({#}/energy)": "({#}/énergie)", "({#}/stack/s x {#} stacks) for {#} s =": "({#}/cumul/s x {#} cumuls) pendant {#} s =", "({0} or screen bottom right)": "({0} ou bas-droit de l'écran)", "({0} or screen bottom-right)": "({0} ou bas-droit de l'écran)", "({0} or screen upper left)": "({0} ou écran en haut à gauche)", "({0} or screen upper-left)": "({0} ou écran en haut à gauche)", "(±30%) and the +3 Perception Elixir are": "(±30%) et l'Élixir de Perception +3 ne sont", "(Équipé)": "(Équipé)", ") - a per-attack-type multiplier on the aggro/threat a unit generates:": ") - un multiplicateur par type d'attaque sur l'aggro/menace qu'une unité génère :", ") - about": ") - environ", ") - e.g. \"Loups de l'ombre Expédition\". 10 first parts × 5 suffixes = 50 possible names.": ") - par ex. « Loups de l'ombre Expédition ». 10 premières parties × 5 suffixes = 50 noms possibles.", ") - inspect the device remnant in the dungeon. Reward:": ") - inspectez les restes de l'appareil dans le donjon. Récompense :", ") - intro; opens the first bounty.": ") - intro ; ouvre la première prime.", ") - she": ") - elle", ") - she moves to your base as a recruit candidate. Recruit her there via": ") : elle rejoint votre base comme candidate au recrutement. Recrutez-la sur place via", ") - story beats.": ") - moments de l'histoire.", ") - the threat radius a monster engages within. Because it equals the standard 8-tile sight, most monsters spot and commit to you at the same distance.": ") - le rayon de menace dans lequel un monstre s'engage. Comme elle équivaut à la vue standard de 8 cases, la plupart des monstres vous repèrent et s'engagent à la même distance.", ") - unlocks the Alpha": ") - débloque l'Alpha", ") - unlocks the Alpha Acid Slogel bounty.": ") - unlocks the Alpha Acid Slogel bounty.", ") and offers her hunt quests only while you are inside that region.": ") et ne propose ses quêtes de chasse que lorsque vous êtes à l'intérieur de cette région.", ") and only offers new hunts while you are inside Le Voile du Silence. Once the": ") et ne propose de nouvelles chasses que lorsque vous êtes à l'intérieur du Voile du Silence. Une fois le", ") and protects weapon durability.": ") et protège la durabilité de l'arme.", ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": ") relie bien la Perception à la vue à raison de 0,02 par point, mais avec le coefficient actif à 0 elle semble inactive. Ainsi, les", ") have their icons imported.": ") ont leurs icônes importées.", ") in": ") dans", ") instead indexes FloatValue[0] = 8, which would make it +8% per stack (+48% at cap) - a likely placeholder-index bug in the data. The true per-stack value (6% vs 8%) could not be confirmed without an in-game test; the stack cap of 6 is certain either way.": ") indexe à la place FloatValue[0] = 8, ce qui donnerait +8 % par cumul (+48 % au plafond), probablement un bug d'index de remplacement dans les données. La vraie valeur par cumul (6 % contre 8 %) n'a pas pu être confirmée sans test en jeu ; le plafond de 6 cumuls est certain dans les deux cas.", ") is authored as a constant, but a decompile of DS_B.0.3.26 shows": ") est défini comme une constante, mais une décompilation de DS_B.0.3.26 montre qu'", ") is authored as a constant, but a decompile of DS_B.0.3.40 shows": ") est défini comme une constante, mais une décompilation de DS_B.0.3.40 montre qu'", ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant,": ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant,", ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant, Perion, and an": ") est l'arène complète d'origine du boss Golem de pierre géant réaménagée en campement de cimetière - le Golem mort, une pierre commémorative et des anneaux de clôtures en bois - un clin d'œil canon à la défaite du boss de la région 0. Des PNJ campent parmi les décors : le Marchand de guilde, Perion, et une", ") only generates on": ") ne se génère qu'en", ") ont leurs icônes importées.": ") ont leurs icônes importées.", ") reaches phase 5 on the last floor - but Veil of Silence carries its own override,": ") atteint la phase 5 au dernier étage - mais le Voile du Silence porte sa propre surcharge,", ") read the same grid vision and aggro data - not 3D cone-of-vision raycasts. Whether Awareness decays when you break line of sight is not spelled out in the data (inferred to reset or fall off, not confirmed).": ") lisent les mêmes données de vision sur grille et d'aggro, et non des raycasts de cône de vision 3D. La question de savoir si la Vigilance décroît lorsque vous rompez la ligne de vue n'est pas précisée dans les données (supposée se réinitialiser ou retomber, non confirmé).", ") reads \"": ") indique \"", ") runs": ") lance", "), and he is the companion who wakes you in the intro. What is": "), et c'est le compagnon qui vous réveille dans l'introduction. Ce qui est", "), exactly cancelling the night penalty. Defined in the data but not currently granted by any obtainable item or skill.": "), annulant exactement la pénalité de nuit. Défini dans les données mais actuellement accordé par aucun objet ou compétence obtenable.", "), her dungeon spawn is blocked and she instead appears on the Festering Burrow safe floor (": "), son apparition en donjon est bloquée et elle apparaît à la place sur l'étage sûr du Terrier purulent (", "), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first two are fully built in this demo build; the rest are named slots or internal generator themes.": "), avec ses propres monstres, sa réserve de butin et, pour les régions terminées, un boss de fin. Seules les deux premières sont entièrement construites dans cette version de démo ; le reste n'est que des emplacements nommés ou des thèmes de générateur internes.", "), not in the shipped data tables.": "), not in the shipped data tables.", "), quoted verbatim - including the member cap each rank advertises.": "), cité mot pour mot - y compris le plafond de membres annoncé par chaque rang.", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.26 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "), donc l'Endorsi de l'étage sûr ne gère que les dialogues de récompense, d'échange et de recrutement - acceptez de nouvelles chasses dans la région elle-même. Dans la version standard DS_B.0.3.26, le combat contre le golem ne peut pas se déclencher (sa salle de boss nécessite la phase d'étage 5 ; la table de phases de la région plafonne à 4), donc la variante étage sûr y est normalement inaccessible - voir", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.40 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "), donc l'Endorsi de l'étage sûr ne gère que les dialogues de récompense, d'échange et de recrutement - acceptez de nouvelles chasses dans la région elle-même. Dans la version standard DS_B.0.3.40, le combat contre le golem ne peut pas se déclencher (sa salle de boss nécessite la phase d'étage 5 ; la table de phases de la région plafonne à 4), donc la variante étage sûr y est normalement inaccessible - voir", "), stacking on top of the flat tier scaling.": "), s'ajoutant à la mise à l'échelle fixe par palier.", "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "), qui génère une nouvelle recrue exactement comme un tirage de candidat normal : race, parcours et traits tous aléatoires.", "), worst to best.": "), du pire au meilleur.", "). A basic swing costs": "). Un coup de base coûte", "). A mixed-race roster wants a mixed pantry.": "). Un effectif multiracial demande un garde-manger varié.", "). A standard 8-tile monster effectively sees only": "). Un monstre standard de 8 cases ne voit en pratique que", "). Breaking line of sight around a corner hides you even at point-blank range.": "). Rompre la ligne de vue derrière un coin vous cache même à bout portant.", "). Clearing region N is the one and only thing that opens region N+1:": "). Terminer la région N est la seule et unique chose qui ouvre la région N+1 :", "). Combat and management difficulty are picked independently; the top tier is": "). Les difficultés de combat et de gestion se choisissent indépendamment ; le palier le plus élevé est", "). Crit chance starts at 8% and gains +0.3% per Perception.": "). La chance de crit commence à 8% et gagne +0,3% par point de Perception.", "). Filter by region or creature type, or search by name or by an item they drop. Click a monster for its full stats, skills, spawn rooms and drop tables. A creature's": "). Filtrez par région ou type de créature, ou cherchez par nom ou par objet lâché. Cliquez sur un monstre pour voir toutes ses statistiques, compétences, salles d'apparition et tables de butin. La", "). Frame timing is approximate.": "). La synchronisation des images est approximative.", "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": "). La mêlée attire 30% d'aggro de plus, ce qui oriente sur laquelle de vos unités un monstre se fixe : un levier de tank, pas le repérage initial.", "). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.": "). La nuit (20h00-06h00) réduit la vision ; les longues expéditions accumulent des pénalités d'humeur de séjour en donjon croissantes jour après jour. Entrez, atteignez votre objectif, rentrez.", "). Pick the": "). Choisissez le", "). Quoted blocks are verbatim in-game text from DS_B.0.3.26.": "). Les blocs cités sont des textes du jeu reproduits mot pour mot de DS_B.0.3.26.", "). Quoted blocks are verbatim in-game text from DS_B.0.3.40.": "). Les blocs cités sont des textes du jeu reproduits mot pour mot de DS_B.0.3.40.", "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": "). Ainsi un coup à 100 de dégâts retire 10 à chaque pièce d'armure ; un coup à 300 en retire 30.", "). The Vampire Potion adds a large temporary": "). La Potion vampirique ajoute un grand", "). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": "). Le jeu traite un dictionnaire vide comme \"il y a des données à restaurer\", ne trouve rien, et se bloque dans un", "). The guild merchant is the one level-based trader: on each restock the game appends your current": "). Le marchand de guilde est le seul marchand basé sur le niveau : à chaque réapprovisionnement, le jeu ajoute votre", "). The headline answers:": "). Les réponses clés :", "). The three Mawmurk/Slogel hunt offers are hard-gated to Le Voile du Silence (": "). Les trois offres de chasse Mawmurk/Slogel sont strictement limitées au Voile du Silence (", "). This shortens a monster's reach, but it clips your own scouts' sight too.": "). Cela réduit la portée d'un monstre, mais rogne aussi la vue de vos propres éclaireurs.", "). Units track head and body HP separately; emptying either bar downs the unit.": "). Les unités suivent séparément les PV de tête et de corps ; vider l'une ou l'autre barre met l'unité à terre.", "): from": ") : de", "); outside that window it is night.": ") ; en dehors de cette plage, c'est la nuit.", "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": "); le PerModifier % est là où s'appliquent les affecteurs, les inscriptions et la difficulté (par ex.", "); the growth system's fallback base is": ") ; la base de repli du système de croissance est", "* 30% de": "* 30% de", "* Poison rate: what the data actually supports.": "* Taux de poison : ce que les données confirment réellement.", "** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "** accorde un bouclier à faible PV, et la pierre du boss **Golem de pierre géant** accorde une réduction de dégâts cumulable. Les 13 autres sont des objets de collection inertes, et plusieurs de leurs monstres source (Slime de base, Slime royal, Gelée de sang, Araignée osseuse, Rat-monstre, Chien enragé) n'existent pas encore en tant qu'unités actives.", "+ 11 more...": "+ 11 autres...", "+ 129 more changed...": "+ 129 autres modifications...", "+ 13 more changed...": "+ 13 autres modifiés...", "+ 15 more...": "+ 15 plus...", "+ 16 more changed...": "+ 16 autres modifications...", "+ 2 more changed...": "+ 2 autres modifiés...", "+ 32 more...": "+ 32 more...", "+ 493 more changed...": "+ 493 more changed...", "+ 659 more...": "+ 659 autres...", "+ 84 more...": "+ 84 autres...", "+ 86 more changed...": "+ 86 more changed...", "+ New character": "+ Nouveau personnage", "+ Wishlist on Steam!": "+ Ajoutez à votre liste de souhaits sur Steam !", "+ shield": "+ bouclier", "+ talent growth per level + flat bonuses, then": "+ progression de talent par niveau + bonus fixes, puis", "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ (statistique majeure x son coefficient) + bonus fixes, puis", "+0.02 Régénération de la faim": "+0.02 Régénération de la faim", "+1 Humeur": "+1 Humeur", "+1 Régénération d'énergie, +1 Régénération de la faim, +30% Bonus d'expérience gagnée, +100 Force": "+1 Régénération d'énergie, +1 Régénération de la faim, +30% Bonus d'expérience gagnée, +100 Force", "+1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.": "+1 par session de jeu (environ 40 minutes en jeu) ; abuser du même jeu applique plutôt un malus d'Ennui.", "+1 population cap per rank from rank 2 (up to +6 at rank 7)": "+1 à la limite de population par rang à partir du rang 2 (jusqu'à +6 au rang 7)", "+1 to your population cap": "+1 à votre limite de population", "+1.0 Physical Attack Power and +4.0 Max Weight per point": "+1.0 Puissance d'attaque physique et +4.0 Poids max. par point", "+10 Phys & Magic Resist on hit": "+10 Résistance physique et magique au coup", "+10 Phys & Magic Resist per hit": "+10 Résistance physique et magique par coup", "+10% Chance de critique, +10% Probabilité d'esquive": "+10% Chance de critique, +10% Probabilité d'esquive", "+10% Chance de critique, +10% Probabilité d'esquive, +50% Bonus de dégâts critiques": "+10% Chance de critique, +10% Probabilité d'esquive, +50% Bonus de dégâts critiques", "+10% Crit on kill (10s)": "+10% de critique à l'élimination (10s)", "+10% Crit per kill": "+10% de critique par élimination", "+10% Critical Chance": "+10% de Chance de critique", "+10% Vitesse de déplacement, +20% Vitesse d'attaque, +10% Chance de critique, +10% Probabilité d'esquive": "+10% Vitesse de déplacement, +20% Vitesse d'attaque, +10% Chance de critique, +10% Probabilité d'esquive", "+10% Vol de vie, -20% Énergie maximale": "+10% Vol de vie, -20% Énergie maximale", "+10% Vol de vie, -20% Énergie maximale Accordé par 1 objet": "+10% Vol de vie, -20% Énergie maximale Accordé par 1 objet", "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)": "+10% de toucher et +5% de critique par unité environnante - DÉFINI dans les données mais non actif dans cette version (aucun code ne le lit)", "+10% hit chance": "+10% de probabilité de toucher", "+10% hit-chance bonus": "+10% de bonus à la probabilité de toucher", "+10..30 Agilité": "+10..30 Agilité", "+10..30 Constitution": "+10..30 Constitution", "+10..30 Force": "+10..30 Force", "+10..30 Force de volonté": "+10..30 Force de volonté", "+10..30 Intelligence": "+10..30 Intelligence", "+10..30 Perception": "+10..30 Perception", "+10..30 Volonté": "+10..30 Volonté", "+100% Santé totale maximale, +100% Puissance d'attaque physique, +100% Puissance d'attaque magique": "+100% Santé totale maximale, +100% Puissance d'attaque physique, +100% Puissance d'attaque magique", "+1000 Poids max.": "+1000 Poids max.", "+101 Puissance d'attaque magique - Un bâton en cristal bleu et en fer.": "+101 Puissance d'attaque magique - Un bâton en cristal bleu et en fer.", "+101 Puissance d'attaque magique - Un bâton en cristal rouge et en fer.": "+101 Puissance d'attaque magique - Un bâton en cristal rouge et en fer.", "+101 Puissance d'attaque magique - Un bâton en cristal vert et en fer.": "+101 Puissance d'attaque magique - Un bâton en cristal vert et en fer.", "+11 Puissance d'attaque physique - Une flèche en bois, simple et basique.": "+11 Puissance d'attaque physique - Une flèche en bois, simple et basique.", "+110 Santé maximale - Une armure robuste assemblée à partir d'os de bêtes.": "+110 Santé maximale - Une armure robuste assemblée à partir d'os de bêtes.", "+113 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier solide forgé en fer.": "+113 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier solide forgé en fer.", "+113 Santé maximale - Un casque de protection standard en fer.": "+113 Santé maximale - Un casque de protection standard en fer.", "+120 Santé maximale - +20% Énergie max. - +10 Résistance magique - Une armure basique en cuir.": "+120 Santé maximale - +20% Énergie max. - +10 Résistance magique - Une armure basique en cuir.", "+120 Santé maximale - +20% Énergie max. - +10 Résistance magique - Une armure basique en cuir. - While equipped: +2 Humeur": "+120 Santé maximale - +20% Énergie max. - +10 Résistance magique - Une armure basique en cuir. - Équipé : +2 Humeur", "+120 Santé maximale - +20% Énergie max. - +10 Résistance magique - Une armure basique en cuir. - Équipé: +2 Humeur": "+120 Santé maximale - +20% Énergie max. - +10 Résistance magique - Une armure basique en cuir. - Équipé: +2 Humeur", "+120 Santé maximale - Une armure robuste fabriquée à partir d'os de bêtes renforcés.": "+120 Santé maximale - Une armure robuste fabriquée à partir d'os de bêtes renforcés.", "+120% damage at 0 HP": "+120% de dégâts à 0 PV", "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - player-visible", "+135 Santé maximale - Une armure faite à partir de la carapace épaisse d'insectes.": "+135 Santé maximale - Une armure faite à partir de la carapace épaisse d'insectes.", "+146 Santé maximale - +10 Résistance physique - Une armure puissante fabriquée à partir de bois de sang transformé.": "+146 Santé maximale - +10 Résistance physique - Une armure puissante fabriquée à partir de bois de sang transformé.", "+146 Santé maximale - +10 Résistance physique - Une armure puissante fabriquée à partir de bois sanguin transformé.": "+146 Santé maximale - +10 Résistance physique - Une armure puissante fabriquée à partir de bois sanguin transformé.", "+15 Puissance d'attaque physique - Flèches taillées dans les os de bêtes. Légères mais perçantes.": "+15 Puissance d'attaque physique - Flèches taillées dans les os de bêtes. Légères mais perçantes.", "+15% Bonus de dégâts critiques": "+15% Bonus de dégâts critiques", "+15% Chance de critique": "+15% Chance de critique", "+15% Vitesse de déplacement, +20% Vitesse d'attaque, +10% Chance de critique, +15% Probabilité d'esquive": "+15% Vitesse de déplacement, +20% Vitesse d'attaque, +10% Chance de critique, +15% Probabilité d'esquive", "+15% experience gained": "+15% d'expérience gagnée", "+150 each": "+150 chacun", "+158 Santé maximale - Une armure en cuivre.": "+158 Santé maximale - Une armure en cuivre.", "+17 Puissance d'attaque physique - Des flèches en carapace.": "+17 Puissance d'attaque physique - Des flèches en carapace.", "+191 Santé maximale - +20 Résistance magique - Une armure robuste en Arcron.": "+191 Santé maximale - +20 Résistance magique - Une armure robuste en Arcron.", "+2 Humeur": "+2 Humeur", "+2 Humeur, +10% Régénération des points de vie": "+2 Humeur, +10% Régénération des points de vie", "+2 and the": "+2 et le", "+2 more...": "+2 de plus...", "+2,000 gold": "+2,000 or", "+20 Puissance d'attaque physique - Une flèche en bois imbibée de sang.": "+20 Puissance d'attaque physique - Une flèche en bois imbibée de sang.", "+20 Réduction du temps de recharge": "+20 Réduction du temps de recharge", "+20 more": "+20 plus", "+20% Damage Dealt at 0 HP": "+20% de Dégâts infligés à 0 PV", "+20% Dégâts subis": "+20% Dégâts subis", "+20% Dégâts subis Accordé par 1 inscription et 2 compétences": "+20% Dégâts subis Accordé par 1 inscription et 2 compétences", "+20% Dégâts subis Accordé par 1 inscription et 3 compétences": "+20% Dégâts subis Accordé par 1 inscription et 3 compétences", "+20% Dégâts subis Accordé par 1 inscription et 4 compétences": "+20% Dégâts subis Accordé par 1 inscription et 4 compétences", "+20% Dégâts subis Accordé par 1 inscription et 5 compétences": "+20% Dégâts subis Accordé par 1 inscription et 5 compétences", "+20% Dégâts subis, +30% Dégâts infligés": "+20% Dégâts subis, +30% Dégâts infligés", "+20% Probabilité d'esquive": "+20% Probabilité d'esquive", "+20% Puissance d'attaque physique": "+20% Puissance d'attaque physique", "+20% Puissance d'attaque physique Accordé par 2 compétences": "+20% Puissance d'attaque physique Accordé par 2 compétences", "+20% Régénération des points de vie - Un esprit qui semble être fait de feuilles.": "+20% Régénération des points de vie - Un esprit qui semble être fait de feuilles.", "+20% Vitesse d'attaque": "+20% Vitesse d'attaque", "+20% all six major stats, permanent Mood -3": "+20% aux six statistiques majeures, Humeur -3 permanente", "+20% to all six major stats": "+20% aux six statistiques majeures", "+200 gold": "+200 or", "+21 Puissance d'attaque physique - Une flèche en cuivre.": "+21 Puissance d'attaque physique - Une flèche en cuivre.", "+225 Santé maximale - Une armure de fer solide offrant une grande protection.": "+225 Santé maximale - Une armure de fer solide offrant une grande protection.", "+23 Puissance d'attaque magique - Bâton de bois imprégné du pouvoir du feu.": "+23 Puissance d'attaque magique - Bâton de bois imprégné du pouvoir du feu.", "+23 Puissance d'attaque magique - Un bâton en bois imprégné de l'essence de la nature.": "+23 Puissance d'attaque magique - Un bâton en bois imprégné de l'essence de la nature.", "+23 Puissance d'attaque magique - Un bâton en bois imprégné du pouvoir de l'eau.": "+23 Puissance d'attaque magique - Un bâton en bois imprégné du pouvoir de l'eau.", "+23 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague en bois légère conçue pour des frappes rapides.": "+23 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague en bois légère conçue pour des frappes rapides.", "+23 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache de base en bois.": "+23 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache de base en bois.", "+23 Puissance d'attaque physique - +9 Puissance d'attaque magique - -5% Probabilité d'esquive - Lance de base en bois léger.": "+23 Puissance d'attaque physique - +9 Puissance d'attaque magique - -5% Probabilité d'esquive - Lance de base en bois léger.", "+23 Puissance d'attaque physique - Lance de base en bois léger.": "+23 Puissance d'attaque physique - Lance de base en bois léger.", "+23 Puissance d'attaque physique - Un arc en bois simple mais pratique.": "+23 Puissance d'attaque physique - Un arc en bois simple mais pratique.", "+23 Puissance d'attaque physique - Une massue en bois, simple mais robuste.": "+23 Puissance d'attaque physique - Une massue en bois, simple mais robuste.", "+23 Puissance d'attaque physique - Une épée de base en bois, légère mais robuste.": "+23 Puissance d'attaque physique - Une épée de base en bois, légère mais robuste.", "+23 Santé maximale - +2% Probabilité d'esquive - Coiffe légère en tissu.": "+23 Santé maximale - +2% Probabilité d'esquive - Coiffe légère en tissu.", "+23 more": "+23 plus", "+27 Puissance d'attaque physique - Une flèche en Arcron.": "+27 Puissance d'attaque physique - Une flèche en Arcron.", "+27 Puissance d'attaque physique - Une flèche en bronze.": "+27 Puissance d'attaque physique - Une flèche en bronze.", "+3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.": "+3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.", "+3 Humeur": "+3 Humeur", "+3 Portée de vue - +15% Probabilité de toucher - Augmente le champ de vision.": "+3 Portée de vue - +15% Probabilité de toucher - Augmente le champ de vision.", "+3 Portée de vue - +15% Probabilité de toucher - Augmente le champ de vision. - While equipped: Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.": "+3 Portée de vue - +15% Probabilité de toucher - Augmente le champ de vision. - Équipé : Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.", "+3 Portée de vue - +15% Probabilité de toucher - Augmente le champ de vision. - Équipé: Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.": "+3 Portée de vue - +15% Probabilité de toucher - Augmente le champ de vision. - Équipé: Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.", "+3 more...": "+3 de plus...", "+30 Puissance d'attaque magique - Bâton magique de feu taillé dans les os d'une bête.": "+30 Puissance d'attaque magique - Bâton magique de feu taillé dans les os d'une bête.", "+30 Puissance d'attaque magique - Bâton magique imprégné d'eau, fabriqué à partir d'os durci.": "+30 Puissance d'attaque magique - Bâton magique imprégné d'eau, fabriqué à partir d'os durci.", "+30 Puissance d'attaque magique - Un bâton puisant la puissance de la nature dans les os de bête.": "+30 Puissance d'attaque magique - Un bâton puisant la puissance de la nature dans les os de bête.", "+30 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance taillée dans les os d'une bête.": "+30 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance taillée dans les os d'une bête.", "+30 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague fabriquée en broyant de l'os pour en faire un tranchant.": "+30 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague fabriquée en broyant de l'os pour en faire un tranchant.", "+30 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache faite d'os de bête durcis.": "+30 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache faite d'os de bête durcis.", "+30 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une énorme épée à deux mains en bois, lourde et contondante.": "+30 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une énorme épée à deux mains en bois, lourde et contondante.", "+30 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée massive en bois, lourde et contondante.": "+30 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée massive en bois, lourde et contondante.", "+30 Puissance d'attaque physique - Un arc façonné à partir des os de bêtes.": "+30 Puissance d'attaque physique - Un arc façonné à partir des os de bêtes.", "+30 Puissance d'attaque physique - Une lance taillée dans les os d'une bête.": "+30 Puissance d'attaque physique - Une lance taillée dans les os d'une bête.", "+30 Puissance d'attaque physique - Une massue lourde et robuste faite d'os de bête.": "+30 Puissance d'attaque physique - Une massue lourde et robuste faite d'os de bête.", "+30 Puissance d'attaque physique - Une épée fabriquée à partir des os d'une bête puissante.": "+30 Puissance d'attaque physique - Une épée fabriquée à partir des os d'une bête puissante.", "+30 Réduction du temps de recharge": "+30 Réduction du temps de recharge", "+30 Réduction du temps de recharge Accordé par 2 compétences": "+30 Réduction du temps de recharge Accordé par 2 compétences", "+30 Santé maximale - +10% Énergie max. - Un casque fabriqué à partir de cuir traité et résistant.": "+30 Santé maximale - +10% Énergie max. - Un casque fabriqué à partir de cuir traité et résistant.", "+30 Santé maximale - +10% Énergie max. - Un casque fabriqué à partir de cuir traité et résistant. - While equipped: +1 Humeur": "+30 Santé maximale - +10% Énergie max. - Un casque fabriqué à partir de cuir traité et résistant. - Équipé : +1 Humeur", "+30 Santé maximale - +10% Énergie max. - Un casque fabriqué à partir de cuir traité et résistant. - Équipé: +1 Humeur": "+30 Santé maximale - +10% Énergie max. - Un casque fabriqué à partir de cuir traité et résistant. - Équipé: +1 Humeur", "+30% Crit": "+30% de critique", "+30% Crit (3 stacks)": "+30% de critique (3 cumuls)", "+30% Critical Chance": "+30% de Chance de critique", "+30% Puissance d'attaque magique": "+30% Puissance d'attaque magique", "+30% Vitesse d'attaque": "+30% Vitesse d'attaque", "+30% Vitesse d'attaque Accordé par 2 compétences": "+30% Vitesse d'attaque Accordé par 2 compétences", "+30% Vitesse d'attaque Accordé par 3 compétences": "+30% Vitesse d'attaque Accordé par 3 compétences", "+30% damage dealt but +20% damage taken.": "+30% de dégâts infligés mais +20% de dégâts subis.", "+30..50 Agilité": "+30..50 Agilité", "+30..50 Constitution": "+30..50 Constitution", "+30..50 Force": "+30..50 Force", "+30..50 Force de volonté": "+30..50 Force de volonté", "+30..50 Intelligence": "+30..50 Intelligence", "+30..50 Perception": "+30..50 Perception", "+30..50 Volonté": "+30..50 Volonté", "+32 Puissance d'attaque physique - Une flèche robuste renforcée en fer.": "+32 Puissance d'attaque physique - Une flèche robuste renforcée en fer.", "+35% Probabilité de Garde": "+35% Probabilité de Garde", "+35% Probabilité de Garde Accordé par 3 compétences": "+35% Probabilité de Garde Accordé par 3 compétences", "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie aquatique.": "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie aquatique.", "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie d'eau.": "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie d'eau.", "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie de feu.": "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie de feu.", "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie naturelle.": "+36 Puissance d'attaque magique - Un bâton de carapace imprégné d'énergie naturelle.", "+36 Puissance d'attaque magique - Un bâton en bois incrusté d'un cristal bleu.": "+36 Puissance d'attaque magique - Un bâton en bois incrusté d'un cristal bleu.", "+36 Puissance d'attaque magique - Un bâton en bois incrusté de cristal rouge.": "+36 Puissance d'attaque magique - Un bâton en bois incrusté de cristal rouge.", "+36 Puissance d'attaque magique - Un bâton en bois incrusté de cristal vert.": "+36 Puissance d'attaque magique - Un bâton en bois incrusté de cristal vert.", "+36 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance en carapace.": "+36 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance en carapace.", "+36 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague taillée dans une carapace aiguisée.": "+36 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague taillée dans une carapace aiguisée.", "+36 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache en carapace.": "+36 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache en carapace.", "+36 Puissance d'attaque physique - Un arc en carapace.": "+36 Puissance d'attaque physique - Un arc en carapace.", "+36 Puissance d'attaque physique - Une lance en carapace.": "+36 Puissance d'attaque physique - Une lance en carapace.", "+36 Puissance d'attaque physique - Une massue en carapace.": "+36 Puissance d'attaque physique - Une massue en carapace.", "+36 Puissance d'attaque physique - Une épée fabriquée en carapace durcie.": "+36 Puissance d'attaque physique - Une épée fabriquée en carapace durcie.", "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - visible par le joueur", "+38 Santé maximale - +2% Probabilité d'esquive - Une coiffe en tissu épais pour une protection renforcée.": "+38 Santé maximale - +2% Probabilité d'esquive - Une coiffe en tissu épais pour une protection renforcée.", "+4 more...": "+4 de plus...", "+40 more spawn rows not shown.": "+40 lignes d'apparition supplémentaires non affichées.", "+40% Vitesse de déplacement": "+40% Vitesse de déplacement", "+40% Vitesse de déplacement Accordé par 1 compétence": "+40% Vitesse de déplacement Accordé par 1 compétence", "+40% Vitesse de déplacement Accordé par 2 compétences": "+40% Vitesse de déplacement Accordé par 2 compétences", "+400 gold": "+400 or", "+41 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une imposante épée à deux mains façonnée à partir des os d'une bête puissante.": "+41 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une imposante épée à deux mains façonnée à partir des os d'une bête puissante.", "+41 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée massive façonnée à partir des os d'une bête puissante.": "+41 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée massive façonnée à partir des os d'une bête puissante.", "+41 more spawn rows not shown.": "+41 autres lignes d'apparition non affichées.", "+42 Puissance d'attaque magique - Un bâton en Bloodwood imprégné par la nature.": "+42 Puissance d'attaque magique - Un bâton en Bloodwood imprégné par la nature.", "+42 Puissance d'attaque magique - Un bâton imprégné par la nature, fabriqué en bois sanguin.": "+42 Puissance d'attaque magique - Un bâton imprégné par la nature, fabriqué en bois sanguin.", "+42 Puissance d'attaque magique - Un bâton magique d'élément Eau, fabriqué en Bois de Sang.": "+42 Puissance d'attaque magique - Un bâton magique d'élément Eau, fabriqué en Bois de Sang.", "+42 Puissance d'attaque magique - Un bâton magique d'élément Eau, fabriqué en bois sanguin.": "+42 Puissance d'attaque magique - Un bâton magique d'élément Eau, fabriqué en bois sanguin.", "+42 Puissance d'attaque magique - Un puissant bâton magique de feu fabriqué en bois de sang.": "+42 Puissance d'attaque magique - Un puissant bâton magique de feu fabriqué en bois de sang.", "+42 Puissance d'attaque magique - Un puissant bâton magique de feu fabriqué en bois sanguin.": "+42 Puissance d'attaque magique - Un puissant bâton magique de feu fabriqué en bois sanguin.", "+42 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague tranchante en bois de sang.": "+42 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague tranchante en bois de sang.", "+42 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague tranchante en bois sanguin.": "+42 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague tranchante en bois sanguin.", "+42 Puissance d'attaque physique - +23 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance durable fabriquée en bois de sang.": "+42 Puissance d'attaque physique - +23 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance durable fabriquée en bois de sang.", "+42 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache robuste en bois de sang.": "+42 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache robuste en bois de sang.", "+42 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache robuste en bois sanguin.": "+42 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache robuste en bois sanguin.", "+42 Puissance d'attaque physique - Un arc robuste en bois de sang.": "+42 Puissance d'attaque physique - Un arc robuste en bois de sang.", "+42 Puissance d'attaque physique - Un arc robuste en bois sanguin.": "+42 Puissance d'attaque physique - Un arc robuste en bois sanguin.", "+42 Puissance d'attaque physique - Une lance tranchante en bois de sang.": "+42 Puissance d'attaque physique - Une lance tranchante en bois de sang.", "+42 Puissance d'attaque physique - Une massue durable fabriquée à partir de Bloodwood.": "+42 Puissance d'attaque physique - Une massue durable fabriquée à partir de Bloodwood.", "+42 Puissance d'attaque physique - Une massue durable fabriquée à partir de bois sanguin.": "+42 Puissance d'attaque physique - Une massue durable fabriquée à partir de bois sanguin.", "+42 Puissance d'attaque physique - Une épée fabriquée à partir de bois sanguin solide et durable.": "+42 Puissance d'attaque physique - Une épée fabriquée à partir de bois sanguin solide et durable.", "+42 Puissance d'attaque physique - Une épée fabriquée à partir du Bloodwood, solide et durable.": "+42 Puissance d'attaque physique - Une épée fabriquée à partir du Bloodwood, solide et durable.", "+45 Puissance d'attaque magique - Un bâton en cuivre imprégné du pouvoir des esprits de l'eau.": "+45 Puissance d'attaque magique - Un bâton en cuivre imprégné du pouvoir des esprits de l'eau.", "+45 Puissance d'attaque magique - Un bâton en cuivre imprégné du pouvoir des esprits de la nature.": "+45 Puissance d'attaque magique - Un bâton en cuivre imprégné du pouvoir des esprits de la nature.", "+45 Puissance d'attaque magique - Un bâton en cuivre imprégné du pouvoir des esprits du feu.": "+45 Puissance d'attaque magique - Un bâton en cuivre imprégné du pouvoir des esprits du feu.", "+45 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance basique en cuivre.": "+45 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance basique en cuivre.", "+45 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague agile en Arcron.": "+45 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague agile en Arcron.", "+45 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache basique en cuivre.": "+45 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache basique en cuivre.", "+45 Puissance d'attaque physique - Un arc renforcé d'éléments en cuivre.": "+45 Puissance d'attaque physique - Un arc renforcé d'éléments en cuivre.", "+45 Puissance d'attaque physique - Une lance basique en cuivre.": "+45 Puissance d'attaque physique - Une lance basique en cuivre.", "+45 Puissance d'attaque physique - Une masse basique en cuivre.": "+45 Puissance d'attaque physique - Une masse basique en cuivre.", "+45 Puissance d'attaque physique - Une épée à une main basique en cuivre.": "+45 Puissance d'attaque physique - Une épée à une main basique en cuivre.", "+45 Santé maximale - +3% Probabilité d'esquive - Armure en tissu léger et souple.": "+45 Santé maximale - +3% Probabilité d'esquive - Armure en tissu léger et souple.", "+45 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en bois léger.": "+45 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en bois léger.", "+45 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en bois léger.": "+45 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en bois léger.", "+45 Santé maximale - Un casque fabriqué en bois robuste.": "+45 Santé maximale - Un casque fabriqué en bois robuste.", "+48 Puissance d'attaque magique - Un bâton en cristal bleu et en os.": "+48 Puissance d'attaque magique - Un bâton en cristal bleu et en os.", "+48 Puissance d'attaque magique - Un bâton en cristal rouge et en os.": "+48 Puissance d'attaque magique - Un bâton en cristal rouge et en os.", "+48 Puissance d'attaque magique - Un bâton en cristal vert et en os.": "+48 Puissance d'attaque magique - Un bâton en cristal vert et en os.", "+48 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une grande épée fabriquée en carapace durcie.": "+48 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une grande épée fabriquée en carapace durcie.", "+48 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée fabriquée en carapace durcie.": "+48 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée fabriquée en carapace durcie.", "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - visible par le joueur", "+5 more...": "+5 de plus...", "+5% Vol de vie - Talisman de Devrick": "+5% Vol de vie - Talisman de Devrick", "+5% critical chance": "+5% de chance de critique", "+5% critical-chance bonus": "+5% de bonus à la chance de critique", "+50 Poids max. - Un sac simple en tissu résistant.": "+50 Poids max. - Un sac simple en tissu résistant.", "+50 Résistance magique": "+50 Résistance magique", "+50 Résistance physique": "+50 Résistance physique", "+50% Puissance d'attaque physique, +50% Puissance d'attaque magique": "+50% Puissance d'attaque physique, +50% Puissance d'attaque magique", "+50% Santé totale maximale, +50% Puissance d'attaque physique, +50% Puissance d'attaque magique": "+50% Santé totale maximale, +50% Puissance d'attaque physique, +50% Puissance d'attaque magique", "+50..70 Agilité": "+50..70 Agilité", "+50..70 Intelligence": "+50..70 Intelligence", "+53 Puissance d'attaque physique - Un arc renforcé d'éléments en étain.": "+53 Puissance d'attaque physique - Un arc renforcé d'éléments en étain.", "+56 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une épée à deux mains forgée en bois de sang, offrant une grande puissance.": "+56 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une épée à deux mains forgée en bois de sang, offrant une grande puissance.", "+56 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée forgée en bois sanguin, offrant une grande puissance.": "+56 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée forgée en bois sanguin, offrant une grande puissance.", "+56 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en os renforcé.": "+56 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en os renforcé.", "+56 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en os renforcé.": "+56 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en os renforcé.", "+56 Santé maximale - Un casque fabriqué à partir des os d'une bête puissante.": "+56 Santé maximale - Un casque fabriqué à partir des os d'une bête puissante.", "+57 Puissance d'attaque magique - Un bâton Arcron imprégné du pouvoir des esprits de l'eau.": "+57 Puissance d'attaque magique - Un bâton Arcron imprégné du pouvoir des esprits de l'eau.", "+57 Puissance d'attaque magique - Un bâton Arcron imprégné du pouvoir des esprits de la nature.": "+57 Puissance d'attaque magique - Un bâton Arcron imprégné du pouvoir des esprits de la nature.", "+57 Puissance d'attaque magique - Un bâton en Arcron imprégné du pouvoir des esprits du feu.": "+57 Puissance d'attaque magique - Un bâton en Arcron imprégné du pouvoir des esprits du feu.", "+57 Puissance d'attaque magique - Un bâton en cristal bleu et carapace.": "+57 Puissance d'attaque magique - Un bâton en cristal bleu et carapace.", "+57 Puissance d'attaque magique - Un bâton en cristal rouge et carapace.": "+57 Puissance d'attaque magique - Un bâton en cristal rouge et carapace.", "+57 Puissance d'attaque magique - Un bâton en cristal vert et en carapace.": "+57 Puissance d'attaque magique - Un bâton en cristal vert et en carapace.", "+57 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance d'estoc en Arcron.": "+57 Puissance d'attaque physique - +14 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance d'estoc en Arcron.", "+57 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague simple en cuivre.": "+57 Puissance d'attaque physique - +20% Vitesse d'attaque - Une dague simple en cuivre.", "+57 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache de combat en Arcron.": "+57 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache de combat en Arcron.", "+57 Puissance d'attaque physique - Un arc robuste en Arcron.": "+57 Puissance d'attaque physique - Un arc robuste en Arcron.", "+57 Puissance d'attaque physique - Une lance d'estoc en Arcron.": "+57 Puissance d'attaque physique - Une lance d'estoc en Arcron.", "+57 Puissance d'attaque physique - Une lourde masse en Arcron.": "+57 Puissance d'attaque physique - Une lourde masse en Arcron.", "+57 Puissance d'attaque physique - Une épée robuste à une main en Arcron.": "+57 Puissance d'attaque physique - Une épée robuste à une main en Arcron.", "+6 more...": "+6 de plus...", "+6% Phys Atk on skill use (8s)": "+6% d'Attaque physique à l'utilisation d'une compétence (8s)", "+6% physical attack power per stack (SKILL_SharpEdge).": "+6% de puissance d'attaque physique par cumul (SKILL_SharpEdge).", "+60 Puissance d'attaque physique - +14 Puissance d'attaque magique - Une lance en bronze.": "+60 Puissance d'attaque physique - +14 Puissance d'attaque magique - Une lance en bronze.", "+60 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une grande épée à deux mains en cuivre.": "+60 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une grande épée à deux mains en cuivre.", "+60 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée à deux mains en cuivre.": "+60 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée à deux mains en cuivre.", "+60 Puissance d'attaque physique - Un arc renforcé d'éléments en bronze.": "+60 Puissance d'attaque physique - Un arc renforcé d'éléments en bronze.", "+60 Santé maximale - +10% Énergie max. - +5 Résistance magique - Un casque léger en cuir.": "+60 Santé maximale - +10% Énergie max. - +5 Résistance magique - Un casque léger en cuir.", "+60 Santé maximale - +10% Énergie max. - +5 Résistance magique - Un casque léger en cuir. - While equipped: +1 Humeur": "+60 Santé maximale - +10% Énergie max. - +5 Résistance magique - Un casque léger en cuir. - Équipé : +1 Humeur", "+60 Santé maximale - +10% Énergie max. - +5 Résistance magique - Un casque léger en cuir. - Équipé: +1 Humeur": "+60 Santé maximale - +10% Énergie max. - +5 Résistance magique - Un casque léger en cuir. - Équipé: +1 Humeur", "+60 Santé maximale - +20% Énergie max. - Armure composée de couches de cuir durci.": "+60 Santé maximale - +20% Énergie max. - Armure composée de couches de cuir durci.", "+60 Santé maximale - +20% Énergie max. - Armure composée de couches de cuir durci. - While equipped: +2 Humeur": "+60 Santé maximale - +20% Énergie max. - Armure composée de couches de cuir durci. - Équipé : +2 Humeur", "+60 Santé maximale - +20% Énergie max. - Armure composée de couches de cuir durci. - Équipé: +2 Humeur": "+60 Santé maximale - +20% Énergie max. - Armure composée de couches de cuir durci. - Équipé: +2 Humeur", "+60 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fait d'os renforcés.": "+60 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fait d'os renforcés.", "+60 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fait d'os renforcés.": "+60 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fait d'os renforcés.", "+60 Santé maximale - Un casque fabriqué à partir des os renforcés d'une bête puissante.": "+60 Santé maximale - Un casque fabriqué à partir des os renforcés d'une bête puissante.", "+63 Puissance d'attaque magique - Un bâton fait de bois imbibé de sang et de cristal bleu.": "+63 Puissance d'attaque magique - Un bâton fait de bois imbibé de sang et de cristal bleu.", "+63 Puissance d'attaque magique - Un bâton fait de bois imbibé de sang et de cristal rouge.": "+63 Puissance d'attaque magique - Un bâton fait de bois imbibé de sang et de cristal rouge.", "+63 Puissance d'attaque magique - Un bâton fait de bois imbibé de sang et de cristal vert.": "+63 Puissance d'attaque magique - Un bâton fait de bois imbibé de sang et de cristal vert.", "+647 more": "+647 plus", "+68 Puissance d'attaque magique": "+68 Puissance d'attaque magique", "+68 Puissance d'attaque magique - Un bâton de cuivre serti d'un grenat.": "+68 Puissance d'attaque magique - Un bâton de cuivre serti d'un grenat.", "+68 Puissance d'attaque magique - Un bâton de cuivre serti d'un péridot.": "+68 Puissance d'attaque magique - Un bâton de cuivre serti d'un péridot.", "+68 Puissance d'attaque magique - Un bâton de cuivre serti d'une opale.": "+68 Puissance d'attaque magique - Un bâton de cuivre serti d'une opale.", "+68 Puissance d'attaque magique - Un bâton de fer robuste lié à la nature.": "+68 Puissance d'attaque magique - Un bâton de fer robuste lié à la nature.", "+68 Puissance d'attaque magique - Un lourd bâton d'eau fabriqué en fer raffiné.": "+68 Puissance d'attaque magique - Un lourd bâton d'eau fabriqué en fer raffiné.", "+68 Puissance d'attaque physique - +20% Vitesse d'attaque - Dague de fer classique, facile à transporter.": "+68 Puissance d'attaque physique - +20% Vitesse d'attaque - Dague de fer classique, facile à transporter.", "+68 Puissance d'attaque physique - +34 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance solide en fer.": "+68 Puissance d'attaque physique - +34 Puissance d'attaque magique - -5% Probabilité d'esquive - Une lance solide en fer.", "+68 Puissance d'attaque physique - +34 Puissance d'attaque magique - Une lance solide en fer.": "+68 Puissance d'attaque physique - +34 Puissance d'attaque magique - Une lance solide en fer.", "+68 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache robuste en fer raffiné.": "+68 Puissance d'attaque physique - +5% Chance de critique - -10% Probabilité d'esquive - Une hache robuste en fer raffiné.", "+68 Puissance d'attaque physique - Un arc durable alliant fer et bois.": "+68 Puissance d'attaque physique - Un arc durable alliant fer et bois.", "+68 Puissance d'attaque physique - Une lourde massue de fer conçue pour porter des coups écrasants.": "+68 Puissance d'attaque physique - Une lourde massue de fer conçue pour porter des coups écrasants.", "+68 Puissance d'attaque physique - Une épée standard en fer massif.": "+68 Puissance d'attaque physique - Une épée standard en fer massif.", "+68 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fabriqué à partir de la carapace résistante d'un insecte.": "+68 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fabriqué à partir de la carapace résistante d'un insecte.", "+68 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fabriqué à partir de la carapace résistante d'un insecte.": "+68 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier fabriqué à partir de la carapace résistante d'un insecte.", "+68 Santé maximale - Un casque renforcé par une carapace épaisse.": "+68 Santé maximale - Un casque renforcé par une carapace épaisse.", "+7% Vol de vie - Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre.": "+7% Vol de vie - Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre.", "+72 more": "+72 plus", "+74 Santé maximale - +5 Résistance physique - Un casque solide fabriqué en Bloodwood.": "+74 Santé maximale - +5 Résistance physique - Un casque solide fabriqué en Bloodwood.", "+74 Santé maximale - +5 Résistance physique - Un casque solide fabriqué en bois sanguin.": "+74 Santé maximale - +5 Résistance physique - Un casque solide fabriqué en bois sanguin.", "+74 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste fabriqué en bois sanguin.": "+74 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste fabriqué en bois sanguin.", "+74 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste fabriqué en Bloodwood.": "+74 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste fabriqué en Bloodwood.", "+75 Santé maximale - +3% Probabilité d'esquive - Armure fabriquée avec une technique de tissage plus durable.": "+75 Santé maximale - +3% Probabilité d'esquive - Armure fabriquée avec une technique de tissage plus durable.", "+77 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une puissante grande épée à deux mains en Arcron.": "+77 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une puissante grande épée à deux mains en Arcron.", "+77 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une puissante grande épée à deux mains en Arcron.": "+77 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une puissante grande épée à deux mains en Arcron.", "+80 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique": "+80 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique", "+80 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en cuivre.": "+80 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en cuivre.", "+80 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en cuivre.": "+80 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier en cuivre.", "+80 Santé maximale - Un casque en cuivre.": "+80 Santé maximale - Un casque en cuivre.", "+800 gold": "+800 or", "+86 Puissance d'attaque magique - Un bâton Arcron serti d'un grenat.": "+86 Puissance d'attaque magique - Un bâton Arcron serti d'un grenat.", "+86 Puissance d'attaque magique - Un bâton Arcron serti d'une opale.": "+86 Puissance d'attaque magique - Un bâton Arcron serti d'une opale.", "+86 Puissance d'attaque magique - Un bâton d'Arcron serti d'un péridot.": "+86 Puissance d'attaque magique - Un bâton d'Arcron serti d'un péridot.", "+90 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une épée à deux mains standard en fer lourd.": "+90 Puissance d'attaque physique - -10% Vitesse de déplacement - -15% Probabilité de toucher - +25% Puissance d'attaque physique - Une épée à deux mains standard en fer lourd.", "+90 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée standard en fer lourd.": "+90 Puissance d'attaque physique - -20% Probabilité de toucher - +20% Puissance d'attaque physique - Une grande épée standard en fer lourd.", "+90 Santé maximale - Une armure fabriquée en bois renforcé.": "+90 Santé maximale - Une armure fabriquée en bois renforcé.", "+95 Santé maximale - +10 Résistance magique - Un casque robuste en Arcron.": "+95 Santé maximale - +10 Résistance magique - Un casque robuste en Arcron.", "+95 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste en Arcron.": "+95 Santé maximale - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste en Arcron.", "+95 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste en Arcron.": "+95 Santé maximale - -30% Vitesse de déplacement - -30% Vitesse d'attaque - +8 Résistance physique - +10% Probabilité de Garde - Un bouclier robuste en Arcron.", "+Pop": "+Pop", "+percent": "+pourcentage", "+value": "+valeur", "+{#} Main, +{#} Sub": "+{#} Principal, +{#} Secondaire", "+{#} more": "+{#} de plus", "+{#} more attacks not shown.": "+{#} attaques supplémentaires non affichées.", "+{#}% Crit forever": "+{#}% de critique pour toujours", "+{#}% hit, +{#}% crit": "+{#}% toucher, +{#}% critique", ", ...) means. Values shown as extracted.": ", ...) signifie. Valeurs affichées telles qu'extraites.", ", 10 items) or": ", 10 objets) ou", ", 13 items),": ", 13 objets),", ", 2 items), plus a few misc edibles. The class is what the racial diet rules read:": ", 2 objets), plus quelques comestibles divers. C'est la classe que lisent les règles de régime racial :", ", Arcteon créa des": ", Arcteon créa des", ", Arctéon créa des": ", Arctéon créa des", ", FloatValue 100). It does not reduce the hit you take - you eat the full damage and the attacker eats an equal copy.": ", FloatValue 100). Cela ne réduit pas le coup que vous subissez : vous encaissez tous les dégâts et l'attaquant en encaisse une copie égale.", ", FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.": ", FloatValue 20). Aucun jet de dégâts n'est comparé : franchir le seuil puis être touché garantit la mort.", ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": ", FloatValues [10, 2000, 10]). Une fois le plafond atteint, l'or s'arrête et l'inscription se transforme définitivement en", ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": ", FloatValues [60, 1, 20]). Chaque Coquille est consommée par un coup reçu pour", ", High-grade": ", haut grade", ", Mid-grade": ", grade moyen", ", abattre des arbres et tracer des chemins dans les bois était naturel. À l'aube brumeuse, les arbres tombaient sous la hache, et au clair de lune, le chemin n'était connu que par les ombres. Au fil des ans, la forêt devint la vie elle-même.": ", abattre des arbres et tracer des chemins dans les bois était naturel. À l'aube brumeuse, les arbres tombaient sous la hache, et au clair de lune, le chemin n'était connu que par les ombres. Au fil des ans, la forêt devint la vie elle-même.", ", added - click to remove": ", ajouté - cliquez pour retirer", ", and a Barrier only matters on a unit that gets hit, shield loops are tagged by role - a shield combo on a backline caster is not busted. Each card spells out exactly which effect is applied, to whom, and how often. 11 synergies: 2 busted, 8 strong, 1 situational.": ", et qu'un Bouclier ne compte que sur une unité qui se fait toucher, les boucles de bouclier sont étiquetées par rôle : un combo de bouclier sur un lanceur d'arrière-ligne n'est pas cassé. Chaque carte précise exactement quel effet est appliqué, à qui, et à quelle fréquence. 11 synergies : 2 cassées, 8 fortes, 1 situationnelle.", ", and an Endorsi spawn that is gated on the": ", and an Endorsi spawn that is gated on the", ", and each has a hard stack cap. The damage ignores defense and shields and does": ", et chacun a un plafond de cumul strict. Les dégâts ignorent la défense et les boucliers et n'évoluent", ", and inline": ", et des", ", and settlement buildings cap at": "et les bâtiments de la colonie plafonnent au", ", and the amount depends on the target's Max Health, not on the caster's attack power. How long it lasts is set by the skill that applies it.": ", et le montant dépend des Points de vie max. de la cible, pas de la puissance d'attaque du lanceur. Sa durée est définie par la compétence qui l'applique.", ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": ", et l'infobulle de la stat elle-même ne mentionne que l'Attaque physique, l'Attaque magique, la Chance de critique et la Cuisine. Une constante de croissance dormante (", ", and there are no rare gathering nodes - you farm it through the": ", et il n'y a pas de nœuds de récolte rares : vous la farmez via les", ", and various bugs may occur.": ", et divers bugs peuvent survenir.", ", backed by Bloody Scratch and a Rat Swarm call.": ", appuyé par Égratignure ensanglantée et un appel Essaim de rats.", ", both picked at campaign start and both running the same five tiers (": ", tous deux choisis au début de la campagne et suivant les mêmes cinq paliers (", ", but the base game caps the highest": ", mais le jeu de base plafonne le plus haut rang", ", ce qui provoque des effets négatifs, et": ", ce qui provoque des effets négatifs, et", ", celui qui a attrapé l'oiseau, réagit avec une agitation visible.": ", celui qui a attrapé l'oiseau, réagit avec une agitation visible.", ", chosen - click to remove": ", choisi - cliquez pour retirer", ", coef 1.0)": ", coef 1.0)", ", de l'équipement, des traits, etc.": ", de l'équipement, des traits, etc.", ", deux fois, et applique": ", deux fois, et applique", ", déversant ses plaintes, devient de plus en plus intense, faisant monter la tension dans la pièce. Tous sont épuisés, et la situation semble extrêmement fragile. Finalement, lorsque vous levez la main pour interrompre": ", déversant ses plaintes, devient de plus en plus intense, faisant monter la tension dans la pièce. Tous sont épuisés, et la situation semble extrêmement fragile. Finalement, lorsque vous levez la main pour interrompre", ", each sealing the end of its region. Every stat, attack and drop below is joined from the game's own tables (a boss is any unit carrying the": ", chacun scellant la fin de sa région. Chaque statistique, attaque et butin ci-dessous est tiré des tables du jeu (un boss est toute unité portant le", ", elle abandonne le combat.": ", elle abandonne le combat.", ", elle meurt définitivement.": ", elle meurt définitivement.", ", elle mourra définitivement.": ", elle mourra définitivement.", ", elle mourra instantanément.": ", elle mourra instantanément.", ", enabling a deliberate misery build.": ", permettant un build de misère délibéré.", ", encouragé par la réponse de ses collègues, fait un pas en avant.": ", encouragé par la réponse de ses collègues, fait un pas en avant.", ", enemies only) and enters combat once it reaches": ", ennemis uniquement) et entre en combat une fois qu'il atteint", ", entraînant une réduction de la vitesse de déplacement et d'autres pénalités négatives.": ", entraînant une réduction de la vitesse de déplacement et d'autres pénalités négatives.", ", et applique": ", et applique", ", et le Stress est remis à 0. Si le Stress atteint de nouveau le maximum pendant": ", et le Stress est remis à 0. Si le Stress atteint de nouveau le maximum pendant", ", et les membres d'expédition peuvent l'explorer.": ", et les membres d'expédition peuvent l'explorer.", ", gagnez": ", gagnez", ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": ", c'est-à-dire la barre de tête et la barre de corps additionnées, et non l'une ou l'autre seule. Le Bouclier n'est pas compté.", ", ignoring defense and shields. The amount is fixed: it": ", en ignorant la défense et les boucliers. Le montant est fixe : il", ", ignoring defense. It": ", en ignorant la défense. Il", ", increases to each ...": ", les augmentations de chaque ...", ", it drops nothing directly (the Abyss rewards you through its treasure chests).": ", il ne laisse rien tomber directement (l'Abîme vous récompense via ses coffres au trésor).", ", l'attaque touchera à coup sûr.": ", l'attaque touchera à coup sûr.", ", l'augmentation de chaque": ", l'augmentation de chaque", ", l'unité meurt instantanément.": ", l'unité meurt instantanément.", ", l'unité mourra instantanément.": ", l'unité mourra instantanément.", ", la vision chute de": ", la vision chute de", ", laissant la plupart des membres de votre groupe morts.": ", laissant la plupart des membres de votre groupe morts.", ", les autres membres de l'expédition acquiescent. Même si la situation reste difficile, vos paroles sincères ravivent leur détermination.": ", les autres membres de l'expédition acquiescent. Même si la situation reste difficile, vos paroles sincères ravivent leur détermination.", ", les dégâts infligés augmentent de": ", les dégâts infligés augmentent de", ", les mines n'étaient pas un lieu à craindre, mais un travail et un foyer. Au milieu des chutes de pierres et des nuages de poussière, le calme demeurait, et face à quelque chose de plus dur que la pierre, la force revenait de plus belle. Mais comme la pioche avait toujours été plus familière que les mots, les sentiments complexes faisaient souvent paraître cette personne rude.": ", les mines n'étaient pas un lieu à craindre, mais un travail et un foyer. Au milieu des chutes de pierres et des nuages de poussière, le calme demeurait, et face à quelque chose de plus dur que la pierre, la force revenait de plus belle. Mais comme la pioche avait toujours été plus familière que les mots, les sentiments complexes faisaient souvent paraître cette personne rude.", ", mais inflige aussi une pénalité de": ", mais inflige aussi une pénalité de", ", monster": ", monstre", ", monster damage x": ", dégâts du monstre x", ", not per room. Each floor of a region draws ONE authored layout, so \"per floor\" is the right granularity - only one layout is rolled per floor. Below, for every region and floor, is the chance that a special room type (Event, Treasure, Goddess statue, Elite, Dungeon Core...) appears, plus the per-floor odds of the rare gathering nodes (Blood Tree and friends). See a floor drawn out in the": ", pas par salle. Chaque sol d'une région tire UNE disposition prédéfinie, donc « par sol » est la bonne granularité - une seule disposition est tirée par sol. Ci-dessous, pour chaque région et sol, figure la probabilité qu'un type de salle spécial (Événement, Trésor, statue de la déesse, Élite, Noyau du Donjon...) apparaisse, ainsi que les probabilités par sol des gisements de récolte rares (Arbre de Sang et compagnie). Voir un sol dessiné dans le", ", not whether you are first noticed.": ", et non le fait d'être remarqué en premier.", ", nouvellement nommé vice-capitaine, accepte tranquillement le badge que vous lui remettez. Fermez les yeux un instant, inspirez comme si vous sentiez une odeur, puis regardez lentement les membres autour de vous.": ", nouvellement nommé vice-capitaine, accepte tranquillement le badge que vous lui remettez. Fermez les yeux un instant, inspirez comme si vous sentiez une odeur, puis regardez lentement les membres autour de vous.", ", nouvellement nommé vice-leader, appelle les membres devant le feu de joie.": ", nouvellement nommé vice-leader, appelle les membres devant le feu de joie.", ", nouvellement nommé vice-président, regarde calmement les membres autour de lui.": ", nouvellement nommé vice-président, regarde calmement les membres autour de lui.", ", or what each node yields on": ", ou ce que rapporte chaque gisement sur", ", ou si une autre unité la nourrit pour retirer": ", ou si une autre unité la nourrit pour retirer", ", puis devient inconsciente et impossible à contrôler.": ", puis devient inconsciente et impossible à contrôler.", ", puis réinitialise les cumuls de": ", puis réinitialise les cumuls de", ", qu'on appelait l'enfant maudit, des choses difficiles à expliquer arrivaient souvent. Même par temps clair, les ombres s'étiraient, et le vent devenait froid au moment où un inconnu demandait son nom. Mais la malédiction la plus durable ne fut pas un pouvoir étrange, mais le souvenir des gens qui le craignaient.": ", qu'on appelait l'enfant maudit, des choses difficiles à expliquer arrivaient souvent. Même par temps clair, les ombres s'étiraient, et le vent devenait froid au moment où un inconnu demandait son nom. Mais la malédiction la plus durable ne fut pas un pouvoir étrange, mais le souvenir des gens qui le craignaient.", ", quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.": ", quêtes Main0-8) sert aussi de fil conducteur pour le tutoriel : elle avance automatiquement quand vous faites les bonnes choses, alors utilisez-la comme liste de tâches.", ", qui a détruit l'Empire d'Elros.": ", qui a détruit l'Empire d'Elros.", ", qui a détruit l'Empire d'Elros. L'exposition à la magie tordue du donjon érode peu à peu la santé mentale.": ", qui a détruit l'Empire d'Elros. L'exposition à la magie tordue du donjon érode peu à peu la santé mentale.", ", qui a été nommé vice-capitaine, accepte poliment à deux mains le badge que vous lui accordez.": ", qui a été nommé vice-capitaine, accepte poliment à deux mains le badge que vous lui accordez.", ", qui avait reçu sa part, vous regardait avec une expression insatisfaite.": ", qui avait reçu sa part, vous regardait avec une expression insatisfaite.", ", qui avait tenté de voler, était pire après tout.": ", qui avait tenté de voler, était pire après tout.", ", qui discutait avec vous du fonctionnement de l'équipe d'exploration, ouvre prudemment la bouche.": ", qui discutait avec vous du fonctionnement de l'équipe d'exploration, ouvre prudemment la bouche.", ", qui resta silencieux pendant un moment, regarde lentement les membres autour de lui.": ", qui resta silencieux pendant un moment, regarde lentement les membres autour de lui.", ", qui resta silencieux un moment, continua de parler d'une voix sévère.": ", qui resta silencieux un moment, continua de parler d'une voix sévère.", ", range {#}": ", portée {#}", ", ranged x": ", distance x", ", respawn every": ", réapparition toutes les", ", situé dans les profondeurs de": ", situé dans les profondeurs de", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–2 exist in the data, matching the demo's clan-rank cap of 2.": " actuel, donc chaque pool numéroté ci-dessous correspond au stock proposé à ce rang de clan - plus le rang est élevé, plus le pool est grand et de meilleure qualité. Seuls les tiers 1 à 2 existent dans les données, ce qui correspond au plafond de rang de clan de 2 de la démo.", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–3 exist in the data, matching the demo's clan-rank cap of 3.": ", donc chaque pool numéroté ci-dessous est le stock offert à ce rang de clan - rang plus élevé = pool plus grand et meilleur. Seuls les niveaux 1-3 existent dans les données, correspondant au plafond de rang de clan de 3 du démo.", ", so no generated recruit can ever roll it. A future tri-element mage/archer background waiting to be switched on.": ", donc aucune recrue générée ne peut jamais l'obtenir. Un futur parcours de mage/archer tri-élément en attente d'activation.", ", so the bonus would count from the very first flanker (no \"free\" first unit): three attackers around one enemy would give +30% hit, +15% crit. Because the combat path is faction-agnostic, it would also apply": ", donc le bonus compterait dès le tout premier flanquant (pas de première unité \"gratuite\") : trois attaquants autour d'un ennemi donneraient +30% de précision, +15% de crit. Comme le chemin de combat est indépendant de la faction, il s'appliquerait aussi", ", so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is": ", si bien que le tout premier jour ne dure que 16 heures alors que chaque jour suivant en fait 24 complètes. Le jour et la nuit forment une couche visuelle/de vision distincte : il fait", ", so they always agree.": ", elles concordent donc toujours.", ", spawned by the corrupt magic seeping from": ", engendrée par la magie corrompue qui s'échappe du", ", straight through armor. Poison is the odd one out: it is": ", directement à travers l'armure. Le Poison fait exception : il est", ", subit des effets négatifs, et": ", subit des effets négatifs, et", ", the increase in e...": ", the increase in e...", ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": ", l'objet casse : l'équipement est retiré et doit être réparé avant de refonctionner. Deux choses distinctes usent votre équipement :", ", tombant inconsciente et non réactive.": ", tombant inconsciente et non réactive.", ", tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.": ", tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.", ", tombant inconsciente et sans réaction.": ", tombant inconsciente et sans réaction.", ", tous attendent vos paroles.": ", tous attendent vos paroles.", ", un espace interdimensionnel créé pour les expériences magiques du": ", un espace interdimensionnel créé pour les expériences magiques du", ", up to a lifetime cap of": ", jusqu'à un plafond total de", ", via": ", via", ", vous devez établir une base d'expédition et détruire": ", vous devez établir une base d'expédition et détruire", ", vous infligez également": ", vous infligez également", ", vous pouvez choisir l'une des trois offrandes pour": ", vous pouvez choisir l'une des trois offrandes pour", ", vous pouvez descendre vers des niveaux plus profonds ou retourner à votre colonie.": ", vous pouvez descendre vers des niveaux plus profonds ou retourner à votre colonie.", ", vous pouvez réinitialiser vos compétences.": ", vous pouvez réinitialiser vos compétences.", ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": ", où R est votre résistance à ce type de dégâts (courbe de rendements décroissants, vérifiée par la communauté). Ainsi R = 50 laisse passer 100/150 =", ", which": ", qui", ", which advances automatically as you play rather than being handed out by an NPC.": ", qui progresse automatiquement au fil du jeu plutôt que d'être confiée par un PNJ.", ", which consumes": "qui consomme", ", while a Jeune Gloth de l'Abîme is nearsighted at": ", while a Jeune Gloth de l'Abîme is nearsighted at", ", while a Jeune Gloth is nearsighted at": ", tandis qu'un Jeune Gloth est myope à", ", while the": ", tandis que les", ", you can descend to deeper floors<": ", vous pouvez descendre à des étages plus profonds<", ", you can reset your skills.": ", vous pouvez réinitialiser vos compétences.", ", you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better": ", vous obtenez plus de candidats au recrutement par actualisation (6-7 aux rangs bas, jusqu'à 8-10 au plus haut), et les candidats que vous voyez sont de niveau supérieur. Les rangs élevés débloquent aussi une meilleure", "- **Baron Blood Tear** - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.": "- **Baron Larme-de-Sang** : « une larme durcie du baron vampire de l'Empire d'Elros », ce qui suggère un futur boss/région vampire.", "- **Frosty Handshake** and **Swirling Tide** - an ice-boss and an ocean/water-boss relic.": "- **Poignée de main glacée** et **Marée Tourbillonnante** : une relique de boss de glace et une de boss d'océan/eau.", "- **Red Dragon Breath** - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.": "- **Souffle du dragon rouge** : « les vestiges du souffle de l'ancien dragon de feu », lié aux unités Guerrier Griffe-de-Dragon et au mythe des Hommes-lézards « Descendants des dragons ».", "- +1 energy per melee physical critical hit": "- +1 énergie par coup critique physique au corps à corps", "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- +1 charge par lancer (x2 avec Ignifuge) ; +30% de Puissance d'attaque magique par charge pendant 30s", "- +10% cooldown reduction each time you gain a Barrier": "- +10 % de réduction du temps de recharge chaque fois que vous gagnez un Bouclier", "- +20% to all Barrier you gain": "- +20 % à tout Bouclier que vous gagnez", "- +8% damage per Burning stack on the target you hit": "- +8% de dégâts par charge de Combustion sur la cible que vous touchez", "- 2 stacks on the target, then bounces up to 8 more times to nearby enemies": "- 2 charges sur la cible, puis rebondit jusqu'à 8 fois de plus vers les ennemis proches", "- 2026-06-14 - updated from DS_B.0.3.21 - unlabeled interim build between B.0.3.21 and B.0.3.26": "- 2026-06-14 - mis à jour depuis DS_B.0.3.21 - build intermédiaire sans étiquette entre B.0.3.21 et B.0.3.26", "- 2026-06-15 - updated from Build 23725069 - Steam buildid 23739108 - current build": "- 2026-06-15 - mis à jour depuis le Build 23725069 - buildid Steam 23739108 - build actuel", "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931": "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931", "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 300% de Puissance d'attaque magique + charges x30%, puis réinitialise les charges", "- 4% chance per skill use to summon an extra Bubbling": "- 4% de chance par utilisation de compétence d'invoquer un Bubbling supplémentaire", "- 8 Tech Books across the chain:": "- 8 Livres techniques sur l'ensemble de la chaîne :", "- A des instincts primitifs, Je n'ai pas peur de la douleur et de la mort": "- A des instincts primitifs, Je n'ai pas peur de la douleur et de la mort", "- A tutorial is available.": "- Un tutoriel est disponible.", "- Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel - across": "- des variantes de l'Abîme de presque toutes les créatures du jeu, des rats, slimes et slogels jusqu'aux golems de pierre et à la Sentinelle Chevalier enchaîné - réparties sur", "- Accorde": "- Accorde", "- Accorde l'immunité contre": "- Accorde l'immunité contre", "- Accorde l'immunité contre Combustion.": "- Accorde l'immunité contre Combustion.", "- Accorde l'immunité contre Saignement.": "- Accorde l'immunité contre Saignement.", "- Applique Vulnérable pendant 3 secondes aux cibles qui vous infligent des dégâts de mêlée.": "- Applique Vulnérable pendant 3 secondes aux cibles qui vous infligent des dégâts de mêlée.", "- Après 10 secondes, la roche se brise et invoque un": "- Après 10 secondes, la roche se brise et invoque un", "- AtkSpd": "- VitAtk", "- Attendre les ordres (G) : garde sa position pendant le combat et attend les ordres. Hors combat, l'unité attend sur place si elle n'a rien à faire.": "- Attendre les ordres (G) : garde sa position pendant le combat et attend les ordres. Hors combat, l'unité attend sur place si elle n'a rien à faire.", "- Augmente continuellement la croissance des cultures plantées dans le champ.": "- Augmente continuellement la croissance des cultures plantées dans le champ.", "- Autoriser ou interdire le stockage dans les conteneurs": "- Autoriser ou interdire le stockage dans les conteneurs", "- Barrier = 20% of each hit you take from an enemy you taunted": "- Bouclier = 20% de chaque coup que vous subissez d'un ennemi que vous avez provoqué", "- Bored:": "- Ennui :", "- Boss": "- Boss", "- C'est un monstre de type boss.": "- C'est un monstre de type boss.", "- Canopener": "- Canopener", "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- Taillade enchaînée est une compétence de corps à corps monocible, donc son utilisation applique Faiblesse exposée", "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- les 4 coups de Taillade enchaînée sont tous des critiques sous Faiblesse exposée, donc +4 énergie", "- Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmentent de 10. Cet effet peut se cumuler jusqu'à 15 fois.": "- Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmentent de 10. Cet effet peut se cumuler jusqu'à 15 fois.", "- Chaque fois que vous subissez des dégâts,": "- Chaque fois que vous subissez des dégâts,", "- Chaque fois que vous subissez des dégâts, Vitesse d'attaque augmente de 15%.": "- Chaque fois que vous subissez des dégâts, Vitesse d'attaque augmente de 15%.", "- Combat": "- Combat", "- Compétence 1 (Q)": "- Compétence 1 (Q)", "- Compétence 2 (E)": "- Compétence 2 (E)", "- Compétence 3 (R)": "- Compétence 3 (R)", "- Compétence 4 (T)": "- Compétence 4 (T)", "- Compétence automatique (F) : utilise automatiquement des compétences contre les ennemis lorsque": "- Compétence automatique (F) : utilise automatiquement des compétences contre les ennemis lorsque", "- Compétences (K)": "- Compétences (K)", "- Confère": "- Confère", "- Confère Renvoi: Magie.": "- Confère Renvoi: Magie.", "- Core": "- Noyau", "- Corridor": "- Corridor", "- Couloir": "- Couloir", "- Crit": "- Crit", "- D'autres améliorations de confort : des unités qui répartissent les tâches plus intelligemment": "- D'autres améliorations de confort : des unités qui répartissent les tâches plus intelligemment", "- Davantage d'inscriptions, d'historiques et de traits": "- Davantage d'inscriptions, d'historiques et de traits", "- Davantage d'événements aléatoires": "- Davantage d'événements aléatoires", "- Davantage de PNJ et d'événements": "- Davantage de PNJ et d'événements", "- Davantage de scénarios de campagne": "- Davantage de scénarios de campagne", "- De nouveaux types d'armes et de nouvelles compétences": "- De nouveaux types d'armes et de nouvelles compétences", "- De nouvelles races": "- De nouvelles races", "- Des ajustements d'équilibrage, y compris les traits de départ de": "- Des ajustements d'équilibrage, y compris les traits de départ de", "- Des améliorations de la décoration de la colonie": "- Des améliorations de la décoration de la colonie", "- Des arbres de recherche supplémentaires": "- Des arbres de recherche supplémentaires", "- Des bâtiments d'entraînement": "- Des bâtiments d'entraînement", "- Des réglages de priorité pour chaque bâtiment": "- Des réglages de priorité pour chaque bâtiment", "- Des sauvegardes Steam Cloud": "- Des sauvegardes Steam Cloud", "- Des scénarios sandbox": "- Des scénarios sandbox", "- Donne la priorité à l'attaque de l'ennemi le plus éloigné. 10% * Les dégâts augmentent en fonction de la distance par rapport à la cible.": "- Donne la priorité à l'attaque de l'ennemi le plus éloigné. 10% * Les dégâts augmentent en fonction de la distance par rapport à la cible.", "- Déesse": "- Déesse", "- Elite": "- Élite", "- EliteTreasure": "- Trésor d'élite", "- Entry": "- Entrée", "- Entrée": "- Entrée", "- Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puissance d'attaque magique, et accordant Bouclier égal à 150% de votre puissance d'attaque magique aux alliés proche...": "- Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puissance d'attaque magique, et accordant Bouclier égal à 150% de votre puissance d'attaque magique aux alliés proche...", "- From:": "- De :", "- Fuit dès qu'il perçoit une menace pour sa vie.": "- Fuit dès qu'il perçoit une menace pour sa vie.", "- Goddess": "- Déesse", "- Génère 2 toutes les 8 secondes, jusqu'à un maximum de 10.": "- Génère 2 toutes les 8 secondes, jusqu'à un maximum de 10.", "- HardCombat": "- Combat difficile", "- Heavy Rain": "- Pluie forte", "- Hit": "- Toucher", "- Humains et hommes-lézards peuvent être recrutés": "- Humains et hommes-lézards peuvent être recrutés", "- Ignore": "- Ignorer", "- Ignore Saignement et augmente la régénération de santé de 3.": "- Ignore Saignement et augmente la régénération de santé de 3.", "- Ignore Étourdissement et les effets de recul.": "- Ignore Étourdissement et les effets de recul.", "- Il possède Renvoi : Corps à corps.": "- Il possède Renvoi : Corps à corps.", "- Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige": "- Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige", "- Inflige 30% de dégâts supplémentaires aux ennemis avec Corrosion.": "- Inflige 30% de dégâts supplémentaires aux ennemis avec Corrosion.", "- Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1": "- Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1", "- Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique": "- Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique", "- Intelligence limitée ; peut utiliser des outils humains de façon très basique.": "- Intelligence limitée ; peut utiliser des outils humains de façon très basique.", "- Inventaire (I)": "- Inventaire (I)", "- L'Arbre de Vie est une concentration puissante de magie, et confère une résilience indescriptible à ceux qui se trouvent à proximité. Cependant, si vous extrayez le noyau au centre de l'arbre, sa vitalité disparaîtra.": "- L'Arbre de Vie est une concentration puissante de magie, et confère une résilience indescriptible à ceux qui se trouvent à proximité. Cependant, si vous extrayez le noyau au centre de l'arbre, sa vitalité disparaîtra.", "- L'Arbre de Vie est une puissante concentration de pouvoir magique et confère en même temps une résilience indescriptible à ceux qui se trouvent à proximité.": "- L'Arbre de Vie est une puissante concentration de pouvoir magique et confère en même temps une résilience indescriptible à ceux qui se trouvent à proximité.", "- La capture et l'élevage de certains monstres": "- La capture et l'élevage de certains monstres", "- La chaleur augmente l'": "- La chaleur augmente l'", "- La deuxième région, le Terrier Putride, et son boss": "- La deuxième région, le Terrier Putride, et son boss", "- La puissance d'attaque physique augmente d'une valeur égale à 10% de la santé perdue.": "- La puissance d'attaque physique augmente d'une valeur égale à 10% de la santé perdue.", "- La puissance d'attaque physique augmente de 30% par charge.": "- La puissance d'attaque physique augmente de 30% par charge.", "- Le boss de la première région, le Voile du Silence": "- Le boss de la première région, le Voile du Silence", "- Le parfum de la fleur qui pousse si grande dans le donjon est bien plus envoûtant et apaisant que celui des fleurs à l'extérieur.": "- Le parfum de la fleur qui pousse si grande dans le donjon est bien plus envoûtant et apaisant que celui des fleurs à l'extérieur.", "- Le portail absorbe l'énergie environnante, et une partie de celle-ci s'échappe pour guérir les blessures de ceux qui l'entourent.": "- Le portail absorbe l'énergie environnante, et une partie de celle-ci s'échappe pour guérir les blessures de ceux qui l'entourent.", "- Le taux de coups critiques augmente jusqu'à 20 % proportionnellement à la vitalité perdue.": "- Le taux de coups critiques augmente jusqu'à 20 % proportionnellement à la vitalité perdue.", "- Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 70 %": "- Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 70 %", "- Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 85 %": "- Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 85 %", "- Les compétences magiques sont indisponibles pendant un certain temps.": "- Les compétences magiques sont indisponibles pendant un certain temps.", "- Les dégâts infligés augmentent à mesure que le": "- Les dégâts infligés augmentent à mesure que le", "- Les régions 3 à 6 et leurs boss": "- Les régions 3 à 6 et leurs boss", "- Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.": "- Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.", "- Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.": "- Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.", "- Level 2": "- Niveau 2", "- Level 4": "- Niveau 4", "- Lors d'une attaque de base, inflige Lent à l'adversaire pendant 3 secondes.": "- Lors d'une attaque de base, inflige Lent à l'adversaire pendant 3 secondes.", "- Lors de la récolte, applique": "- Lors de la récolte, applique", "- Lorsqu'il est retiré, il supprime les creeps adjacents. Toutefois, si d'autres creeps affectent la grille autour d'un creep donné, celui-ci ne sera pas supprimé.": "- Lorsqu'il est retiré, il supprime les creeps adjacents. Toutefois, si d'autres creeps affectent la grille autour d'un creep donné, celui-ci ne sera pas supprimé.", "- Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100% de Puissance d'attaque magique à toutes les cibles à proximité et appliquant 10 cumuls de Corrosion pendant 3...": "- Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100% de Puissance d'attaque magique à toutes les cibles à proximité et appliquant 10 cumuls de Corrosion pendant 3...", "- Lorsqu'il subit des dégâts 10 fois, il utilise une attaque lancée contre l'ennemi.": "- Lorsqu'il subit des dégâts 10 fois, il utilise une attaque lancée contre l'ennemi.", "- Lorsqu'une unité située à portée de 6 meurt, son sang est absorbé. Après avoir absorbé 3 de sang, il se transforme en un bâtiment distinct appelé Arbre de sang gorgé de sang.": "- Lorsqu'une unité située à portée de 6 meurt, son sang est absorbé. Après avoir absorbé 3 de sang, il se transforme en un bâtiment distinct appelé Arbre de sang gorgé de sang.", "- Lorsque la santé est inférieure à 50 %, la puissance d'attaque magique augmente de 30 % et les dégâts reçus augmentent de 20 %.": "- Lorsque la santé est inférieure à 50 %, la puissance d'attaque magique augmente de 30 % et les dégâts reçus augmentent de 20 %.", "- Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique": "- Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique", "- Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique Fissure à la cible pendant 10 secondes.": "- Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique Fissure à la cible pendant 10 secondes.", "- Lorsque la santé tombe en dessous de 40 %, la vitesse d'attaque augmente de 30 % et l'absorption de vie augmente de 10 %.": "- Lorsque la santé tombe en dessous de 40 %, la vitesse d'attaque augmente de 30 % et l'absorption de vie augmente de 10 %.", "- Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au bug symbiotique parasité dans l'organisme.": "- Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au bug symbiotique parasité dans l'organisme.", "- Lorsque vos PV tombent à 30% ou moins, vous gagnez 10": "- Lorsque vos PV tombent à 30% ou moins, vous gagnez 10", "- MAtk": "- MAtk", "- MagRes": "- RésMag", "- Magic Device Investigation": "- Enquête sur les appareils magiques", "- Main SP": "- PC principaux", "- Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obt...": "- Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obt...", "- Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obti...": "- Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obti...", "- Membres max. de l'expédition : 10": "- Membres max. de l'expédition : 10", "- Membres maximum : 9": "- Membres maximum : 9", "- Membres maximum de l'expédition : 4": "- Membres maximum de l'expédition : 4", "- Membres maximum de l'expédition : 5": "- Membres maximum de l'expédition : 5", "- Membres maximum de l'expédition : 6": "- Membres maximum de l'expédition : 6", "- Membres maximum de l'expédition : 7": "- Membres maximum de l'expédition : 7", "- Membres maximum de l'expédition : 8": "- Membres maximum de l'expédition : 8", "- Monstre d'élite": "- Monstre d'élite", "- Mood +2 plus +0.1% health regeneration.": "- Humeur +2 plus +0,1% de régénération de santé.", "- Mood +2 while worn.": "- Humeur +2 tant qu'il est porté.", "- Niveau 2": "- Niveau 2", "- Niveau 4": "- Niveau 4", "- Normal~Rapide (F1~F2)": "- Normal~Rapide (F1~F2)", "- Not needed if using Battlemage without a fire staff.": "- Inutile si vous utilisez Battlemage sans bâton de feu.", "- Noyau": "- Noyau", "- Obtient": "- Obtient", "- PAtk": "- PAtk", "- Pause/Reprendre (Espace)": "- Pause/Reprendre (Espace)", "- Pause/Reprendre (Space)": "- Pause/Reprendre (Space)", "- Peut être utilisé comme arme": "- Peut être utilisé comme arme", "- PhysRes": "- RésPhys", "- Plus d'objets disponibles chez le marchand de la guilde": "- Plus d'objets disponibles chez le marchand de la guilde", "- Plus de variété dans les terrains dégagés qui apparaissent lors de l'extension de la colonie": "- Plus de variété dans les terrains dégagés qui apparaissent lors de l'extension de la colonie", "- Portail": "- Portail", "- Priorité au sommeil (H) : donne la priorité au sommeil lors du choix de l'action.": "- Priorité au sommeil (H) : donne la priorité au sommeil lors du choix de l'action.", "- Privilégie la cible ayant le moins de Santé actuelle.": "- Privilégie la cible ayant le moins de Santé actuelle.", "- Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.": "- Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.", "- Quand le nombre de Glots en combat devient faible, ils appellent le troupeau à l'aide.": "- Quand le nombre de Glots en combat devient faible, ils appellent le troupeau à l'aide.", "- Rain": "- Pluie", "- Recrutement d'elfes possible": "- Recrutement d'elfes possible", "- Remise spéciale pour aujourd'hui seulement !": "- Remise spéciale pour aujourd'hui seulement !", "- Requires a Bow.": "- Nécessite un arc.", "- Requires a Club.": "- Nécessite une massue.", "- Requires a Greatsword.": "- Nécessite une grande épée.", "- Requires a Nature Staff.": "- Nécessite un bâton de la Nature.", "- Requires a Sword.": "- Nécessite une épée.", "- Requires a Water Staff.": "- Nécessite un bâton d'eau.", "- Res": "- Rés", "- Ressource": "- Ressource", "- Récupère 200 de durabilité par seconde": "- Récupère 200 de durabilité par seconde", "- S'il n'y a pas d'alliés à part la Gloth femelle, elle abandonne le combat.": "- S'il n'y a pas d'alliés à part la Gloth femelle, elle abandonne le combat.", "- S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise": "- S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise", "- S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise Frappe sentinelle.": "- S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise Frappe sentinelle.", "- SafeFloor": "- SafeFloor", "- Si aucun ennemi adjacent n'est présent pendant 2 secondes, des chaînes sont lancées sur l'ennemi le plus éloigné pour le rapprocher.": "- Si aucun ennemi adjacent n'est présent pendant 2 secondes, des chaînes sont lancées sur l'ennemi le plus éloigné pour le rapprocher.", "- Si vous êtes à plus de 5 cases de l'invocateur, vous serez déplacé de force vers l'emplacement de l'invocateur.": "- Si vous êtes à plus de 5 cases de l'invocateur, vous serez déplacé de force vers l'emplacement de l'invocateur.", "- Source not recorded in the game data": "- Source non enregistrée dans les données du jeu", "- Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate": "- Force, Constitution, Force de volonté, Intelligence, Agilité et Perception - ainsi qu'une", "- Sub SP": "- PC secondaires", "- Sélectionner des unités individuelles (1~9)": "- Sélectionner des unités individuelles (1~9)", "- Sélectionner toutes les unités (Tab)": "- Sélectionner toutes les unités (Tab)", "- This is the most basic starting point.": "- Ceci est le point de départ le plus basique.", "- Tier 1, column 1": "- Niveau 1, colonne 1", "- Tier 1, column 2": "- Palier 1, colonne 2", "- Tier 1, column 3": "- Niveau 1, colonne 3", "- Tier 2, column 1": "- Palier 2, colonne 1", "- Tier 2, column 2": "- Palier 2, colonne 2", "- Tier 2, column 3": "- Niveau 2, colonne 3", "- Tier 3, column 2": "- Palier 3, colonne 2", "- Tier 4, column 1": "- Palier 4, colonne 1", "- Tier 4, column 2": "- Palier 4, colonne 2", "- Tier 4, column 3": "- Palier 4, colonne 3", "- Treasure": "- Trésor", "- Trésor": "- Trésor", "- Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : Alp...": "- Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : Alp...", "- Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : lim...": "- Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : lim...", "- Un avertissement émis avant l'activation des contre-mesures.": "- Un avertissement émis avant l'activation des contre-mesures.", "- Une bague qui émet parfois une résonance étrange.": "- Une bague qui émet parfois une résonance étrange.", "- Une crinière cramoisie qui semble imbibée de sang.": "- Une crinière cramoisie qui semble imbibée de sang.", "- XP": "- XP", "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- Xenon invoque 3 coccinelles dans un rayon de 3 cases (SKILL_SummonLadybug).", "- a Tadpole that has swallowed 3 corpses evolves.": "- un Têtard qui a englouti 3 cadavres évolue.", "- a quick-sim unit (armour, Constitution, level, optional bonuses) or one of your saved roster units - re-mitigated by that target's resistances, shown with the": "- une unité de simulation rapide (armure, Constitution, niveau, bonus optionnels) ou l'une de vos unités enregistrées, re-atténuée par les résistances de cette cible, affichée avec le", "- a scholar \"who mutters strange words as if possessed\". Reward:": "- un érudit « qui marmonne d'étranges paroles comme s'il était possédé ». Récompense :", "- a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.": "- une petite zone de préparation avec une entrée, un couloir et un portail, mais sans ennemis - où vous vous regroupez avant de descendre dans le véritable donjon. En interne, il s'agit de l'étage d'indice -1, ajouté avant l'étage 1, et chaque région possède ses propres modèles d'étage sûr.", "- a weakened Medium Slime splits into small slimes.": "- un Slime moyen affaibli se divise en petits slimes.", "- advanced overrides on": "- surcharges avancées activées", "- after swallowing 3 corpses.": "- après avoir avalé 3 cadavres.", "- an elite monster, not the region's clear boss.": "- un monstre d'élite, pas le boss de complétion de la région.", "- an elite rat with about": "- un rat d'élite avec environ", "- and every other slot is NULL.": "- et tous les autres emplacements sont NULL.", "- and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where": "de la région précédente - et sur le binaire de la démo d'origine, même cela est bloqué pour le Terrier purulent. Les builds plus anciens ~B.0.2.x stockaient le déverrouillage à la place, où les", "- and this takes precedence over guard.": "et cela a la priorité sur la garde.", "- applied region-wide while the region's floors are depleted": "- appliqué à toute la région tant que les étages de la région sont épuisés", "- applied to monsters by the chosen difficulty setting": "- appliqué aux monstres selon le réglage de difficulté choisi", "- awareness has hit the threshold; it locks on and engages.": "- la vigilance a atteint le seuil ; il verrouille sa cible et s'engage.", "- base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.": "- PV de base 0, Attaque magique de base 0. Une unité entièrement dérivée de l'invocateur : un mage avec 80 de Puissance d'attaque magique fait apparaître un Bubbleling de 80 PV / 40 d'Attaque magique.", "- base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).": "- PV de base 300, Attaque magique de base 16,9. Le même mage à 80 d'Attaque magique fait apparaître un Bubbletoad de 380 PV / 56,9 d'Attaque magique (et non 300 PV fixes).", "- but in the current build it is a dormant constant: the row is tagged": "- mais dans la version actuelle c'est une constante dormante : la ligne est marquée", "- carried by": "- porté par", "- combat difficulty": "- difficulté de combat", "- commands it": "- le commande", "- consumes 2 of them": "- en consomme 2", "- default": "- par défaut", "- desc": "- desc", "- each followed by a report-back talk with item rewards. Reporting the final hunt (": "chacune suivie d'un dialogue de compte rendu avec des récompenses en objets. Rendre compte de la chasse finale (", "- each uses one inscription": "- chacun utilise une inscription", "- en consomme 2": "- en consomme 2", "- enemies surrounding one of your units would get the same benefit against it.": "- des ennemis encerclant l'une de vos unités obtiendraient le même avantage contre elle.", "- energy cost": "- coût en énergie", "- equip bonuses": "- bonus d'équipement", "- every campaign start the game can roll: scenario type × management difficulty, with starting units, items and map buildings. Test/balance rows are dev-only presets.": "- chaque début de campagne que le jeu peut tirer : type de scénario × difficulté de gestion, avec unités, objets et bâtiments de départ. Les lignes de test/équilibrage sont des préréglages réservés aux développeurs.", "- every table as JSON plus a manifest.": "- chaque table en JSON plus un manifeste.", "- every time you use a single-target melee skill": "- chaque fois que vous utilisez une compétence de mêlée monocible", "- extra skill tree:": "- arbre de compétences supplémentaire :", "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- combat aux côtés du Golem de pierre géant dans sa salle de boss ; Élévation de pierre lui accorde le nombre maximal de charges de L'Art de la Charge pendant le combat (SKILL_StoneRaise).", "- flavor": "- ambiance", "- from {#}": "- de {#}", "- future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.": ": paliers d'équipement futurs, classes d'armes, lignées de gemmes, accessoires reliques, races, écoles de magie, systèmes et régions. Les entrées marquées (spoiler) révèlent des détails scénaristiques que le jeu n'a pas encore fait apparaître en jeu.", "- generated recruits can't get it, and no authored recruit preset uses these either, so in DS_B.0.3.26 they are effectively unobtainable. The 10 backgrounds below are fully authored (names, effects, skill-tree affinities) and just need a non-zero weight to go live.": "les recrues générées ne peuvent pas l'obtenir, et aucun préréglage de recrue créé ne les utilise non plus, donc dans DS_B.0.3.26 ils sont de fait inobtenables. Les 10 parcours ci-dessous sont entièrement créés (noms, effets, affinités d'arbre de compétences) et n'ont besoin que d'un poids non nul pour être activés.", "- got": "- obtenu", "- granted by:": "- accordé par :", "- grants the": "- accorde l'", "- guarantees crits against that enemy": "- garantit les critiques contre cet ennemi", "- guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and": "- les quêtes de guilde vous demandent littéralement de stocker « de la nourriture avec Humeur 1+/2+/3+ » - et", "- idle or patrolling; it has not seen you.": "- inactif ou en patrouille ; il ne vous a pas vu.", "- inspection reveals hidden": "- l'inspection révèle des", "- instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "- exécute instantanément tout ennemi non-boss qui subit des dégâts alors qu'il est à 20% de PV combinés (tête + corps) ou moins.", "- is shown as a section inside its own entry, not as a separate boss.": "- est présentée comme une section au sein de sa propre entrée, et non comme un boss distinct.", "- kill 1 Alpha Acid Slogel. Reward:": "- tuer 1 AlphaAcidSlogel. Récompense :", "- kill 1 White Mawmurk. Reward:": "- tuer 1 Mawmurk blanc. Récompense :", "- kill 1×": "- éliminer 1×", "- kill 5 Mawmurk. Reward:": "- tuer 5 Mawmurk. Récompense :", "- kill 5×": "- tuer 5×", "- kill it and the region flips to cleared, which immediately unlocks the next region on load.": "- tuez-le et la région passe à terminée, ce qui déverrouille immédiatement la région suivante au chargement.", "- la cible": "- la cible", "- le commande": "- le commande", "- lines show unlock requirements - top-right corner = energy cost per cast (skill-point cost shows on hover)": "- les lignes indiquent les conditions de déblocage - coin supérieur droit = coût en énergie par lancement (le coût en points de compétence s'affiche au survol)", "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- verrouille PV = votre Puissance d'attaque magique + 300 et Attaque magique = 0.5 x votre Puissance d'attaque magique + 16.9 au moment de l'invocation", "- lv": "- niv", "- magic attack": "- attaque magique", "- name": "- nom", "- needs Bubblings already on the field (spawn them with Summon Bubbling).": "- nécessite des Bubblings déjà présents sur le terrain (invoquez-les avec Summon Bubbling).", "- never after": "- jamais après", "- no room layout ships in this build, so it is never placed": "- aucun agencement de salle n'est fourni dans cette build, il n'est donc jamais placé", "- none of the 7 race rows list it in": "aucune des 7 lignes de race ne le répertorie dans", "- not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.": "- ni construit, ni acheté, ni lâché par un ennemi tué. Le jeu le place dans les agencements de salles/zones listés ci-dessus lors de la génération d'un étage ; vous envoyez une unité le récolter sur place.", "- not present in DropTable (unresolved)": "- absent de DropTable (non résolu)", "- one of the best early mana-stone injections in the game (": "- l'un des meilleurs apports de pierres de mana en début de partie (", "- one of your units has entered its sight; awareness is building.": "- une de vos unités est entrée dans son champ de vision ; la vigilance monte.", "- one trigger per Exposed Flaw application": "- un déclenchement par application de Faiblesse exposée", "- one trigger per debuff per enemy hit by the stomp": "- un déclenchement par débuff par ennemi touché par le piétinement", "- optional: heals 4% of missing health per Burning application": "- optionnel : soigne 4 % des PV manquants par application de Combustion", "- pages added, data corrected, bugs fixed. For changes to": "- pages ajoutées, données corrigées, bogues corrigés. Pour les modifications apportées à", "- paste it wherever the site owner listens.": "- collez-le là où le propriétaire du site l'attend.", "- personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more. The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from": ": personnalité, besoins, nourriture, sommeil, qualité de la pièce, météo, environnement, combat, traitement et plus. La jauge d'interface plafonne à 30, mais la valeur réelle n'a pas de plafond strict. Chaque source ci-dessous provient directement de", "- physical / magic hit": "- coup physique / magique", "- physical attack": "- attaque physique", "- pick members (up to": "- choisir des membres (jusqu'à", "- plus Slow; 15s cooldown": "- plus Lent ; temps de recharge de 15s", "- raises every one of the unit's six talents by one tier, capped at Genius.": "- augmente chacun des six talents de l'unité d'un palier, plafonné à Génie.", "- range": "- portée", "- ranks 3 through 7 are defined in the data but locked in the current build.": "- les rangs 3 à 7 sont définis dans les données mais verrouillés dans la version actuelle.", "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- réarmé chaque fois que la Combustion de la Cape de feu s'applique, soit ~une fois par seconde tant que des ennemis sont adjacents", "- recruit her at the base to finish the chain; Endorsi joins your clan.": "- recrutez-la à la base pour terminer la chaîne ; Endorsi rejoint votre clan.", "- recruits roll a sum in [": "- les recrues tirent une somme dans [", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.26 game tables.": ": renvoi, Mine d'Or, peine capitale, les inscriptions de PV manquants, les dégâts sur la durée, les blocages de Coquille et les buffs temporaires, et donne la formule exacte, un exemple concret et la valeur maximale autorisée par chaque plafond. Chaque nombre est lu en direct depuis les tables du jeu DS_B.0.3.26.", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.40 game tables.": ": renvoi, Mine d'Or, peine capitale, les inscriptions de PV manquants, les dégâts sur la durée, les blocages de Coquille et les buffs temporaires, et donne la formule exacte, un exemple concret et la valeur maximale autorisée par chaque plafond. Chaque nombre est lu en direct depuis les tables du jeu DS_B.0.3.40.", "- requires": "- nécessite", "- res": "- rés", "- see the description for the exact behavior.": "- voir la description pour le comportement exact.", "- see the note at the top of this page.": "- voir la note en haut de cette page.", "- single target, 30s; also +50% damage to it and -30% damage from others": "- cible unique, 30s ; en plus +50% de dégâts sur elle et -30% de dégâts reçus des autres", "- so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.": "- donc si ne serait-ce qu'un étage tombe à zéro, la pénalité de -50% s'applique à tous les étages de cette région jusqu'à ce qu'elle se recharge, même les étages encore pleins.", "- so you can answer \"what can I gather here\" at a glance; the detailed node, monster and chest tables sit below it. Type an item name in the filter to jump straight to where it comes from. For the per-floor spawn odds of each room type and rare node, see": "- afin de répondre d'un coup d'œil à « que puis-je récolter ici » ; les tableaux détaillés des gisements, monstres et coffres se trouvent en dessous. Tapez le nom d'un objet dans le filtre pour aller directement à sa provenance. Pour les probabilités d'apparition par sol de chaque type de salle et gisement rare, voir", "- spawns at": "- apparaît à", "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- dépensé pour alimenter cette compétence (faire apparaître des Bubblings avec Invoquer Bubbling).", "- stock chance 100%, qty 1, fixed price": "- chance en stock 100%, qté 1, prix fixe", "- stock chance 100%, qty 10–15, price -25%...+25%": "- stock chance 100%, qty 10–15, price -25%...+25%", "- stock chance 100%, qty 10–15, price 0%...+25%": "- chance de stock 100%, qté 10–15, prix 0%...+25%", "- stock chance 100%, qty 10–20, price -25%...+25%": "- chance en stock 100%, qté 10–20, prix -25%...+25%", "- stock chance 100%, qty 10–20, price 25%...+50%": "- stock chance 100%, qty 10–20, price 25%...+50%", "- stock chance 100%, qty 16–24, price 0%...+25%": "- chance de stock 100%, qté 16–24, prix 0%...+25%", "- stock chance 100%, qty 16–24, price 25%...+50%": "- stock chance 100%, qty 16-24, price 25%...+50%", "- stock chance 100%, qty 1–2, price -25%...+25%": "- chance en stock 100%, qté 1–2, prix -25%...+25%", "- stock chance 100%, qty 20–30, price -25%...+25%": "- chance de stock 100%, qté 20–30, prix -25%...+25%", "- stock chance 100%, qty 2–3, price -25%...+25%": "- chance de stock 100%, qté 2–3, prix -25%...+25%", "- stock chance 100%, qty 30–20, price -25%...+25%": "- stock chance 100%, qty 30–20, price -25%...+25%", "- stock chance 100%, qty 30–45, price -25%...+25%": "- chance de stock 100%, qté 30–45, prix -25%...+25%", "- stock chance 100%, qty 3–4, price -25%...+25%": "- chance de stock 100%, qté 3–4, prix -25%...+25%", "- stock chance 100%, qty 4–6, price -25%...+25%": "- chance en stock 100%, qté 4–6, prix -25%...+25%", "- stock chance 100%, qty 80–120, price 25%...+50%": "- chance de stock 100%, qté 80–120, prix 25%...+50%", "- stock chance 100%, qty 8–12, price 0%...+25%": "- chance de stock 100%, qté 8–12, prix 0%...+25%", "- stock chance 100%, qty 8–12, price 25%...+50%": "- stock chance 100%, qty 8–12, price 25%...+50%", "- stock chance 30%, qty 1–2, price 0%...+25%": "- chance en stock 30%, qté 1–2, prix 0%...+25%", "- stock chance 5%, qty 1, price -25%...+25%": "- stock chance 5%, qty 1, price -25%...+25%", "- stock chance 50%, qty 1–2, price -25%...+25%": "- chance de stock 50%, qté 1–2, prix -25%...+25%", "- stock chance 50%, qty 2–3, price -100%...-50%": "- stock chance 50%, qty 2–3, price -100%...-50%", "- stock chance 50%, qty 2–3, price -25%...+25%": "- chance de stock 50%, qté 2–3, prix -25%...+25%", "- stock chance 50%, qty 3–4, price -25%...+25%": "- stock chance 50%, qty 3–4, price -25%...+25%", "- stock chance 50%, qty 4–6, price -100%...-50%": "- stock chance 50%, qty 4–6, price -100%...-50%", "- stock chance 50%, qty 4–6, price -25%...+25%": "- stock chance 50%, qty 4–6, price -25%...+25%", "- subname": "- sous-nom", "- targets it": "- la cible", "- that is Common 80.7%, Uncommon 17%, Rare 2%, and": "soit commun 80,7%, peu commun 17%, rare 2% et", "- that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.": "- c'est ainsi qu'un lanceur de sorts peut acquérir, par exemple, la magie de l'eau. Entraîner un arbre reste toutefois distinct de ce qu'une unité peut physiquement manier à la fois ; une inscription ne peut pas permettre à une unité de tenir un bâton à deux mains et un bouclier en même temps.", "- the average damage of one cast on a single target, crit folded in.": "- les dégâts moyens d'un lancer sur une seule cible, critique inclus.", "- the baseline: no bonus, no malus": "- la référence : aucun bonus, aucun malus", "- the bundle id still says \"Alpha\" even on current builds.": "- l'identifiant du bundle indique toujours \"Alpha\" même sur les versions actuelles.", "- the corrupted form fought in the endless": "- la forme corrompue affrontée dans l'interminable", "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "- la résolution du coup et du crit n'a aucun terme positionnel ou d'unités environnantes, et la constante n'est jamais chargée. Elle n'a donc actuellement", "- the opposite bet: damage dealt": "- le pari inverse : les dégâts infligés", "- the taunt itself is a debuff, so it also fires Guard Barrier": "- la provocation elle-même est un debuff, elle déclenche donc aussi Barrière défensive", "- the working monster Soul Stones. The dev roadmap flags monster capturing/ranching as a fast-follow Early-Access feature, and these soul traits are the visible groundwork toward": "les Pierres d'âme de monstre fonctionnelles. La feuille de route des développeurs annonce la capture/l'élevage de monstres comme une fonctionnalité d'accès anticipé à venir rapidement, et ces traits d'âme sont les fondations visibles menant vers", "- they are identical on every": "- ils sont identiques pour chaque", "- they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.": "- ils ne sont pas stockés dans la sauvegarde. Au-delà du bouton Réessayer intégré, sauvegarder avant une prière puis recharger relance les cinq choix.", "- this background appears to have been released; treat the note below as historical.": "- cette origine semble avoir été publiée ; traitez la note ci-dessous comme historique.", "- title": "- titre", "- to all nearby enemies": "- à tous les ennemis proches", "- to all nearby enemies (30s cooldown)": "- à tous les ennemis proches (temps de recharge de 30 s)", "- to every adjacent enemy, once a second for the 10s aura": "- à chaque ennemi adjacent, une fois par seconde pendant l'aura de 10 s", "- use": "- utilisez", "- via Invocation : BubbleToad": "- via Invocation : BubbleToad", "- via Invocation : Bubbling": "- via Invocation : Bubbling", "- via Pulvérisateur de mucus": "- via Pulvérisateur de mucus", "- when a Barrier expires, heal 20% of its remaining value": "- quand un Bouclier expire, soigne 20 % de sa valeur restante", "- when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.": "- lorsqu'une attaque de base fait un coup critique, elle inflige aussi des dégâts de zone (du même type que l'attaque) aux ennemis proches.", "- when a unit or structure you summoned is destroyed": "- quand une unité ou une structure que vous avez invoquée est détruite", "- when weakened / at low HP, onto adjacent empty tiles.": "- lorsqu'il est affaibli / à faibles PV, sur les cases vides adjacentes.", "- whole nearby pack": "- tout le groupe proche", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1 Very Hard, x1 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 Facile, x0.67 Normal, x1 Difficile, x1 Très difficile, x1 Dévastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1.33 Very Hard, x1.66 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 Facile, x0.67 Normal, x1 Difficile, x1.33 Très difficile, x1.66 Dévastation (arrondi, jamais en dessous de 1). Survolez un montant pour voir son coût à chaque difficulté.", "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": ": vous vous défendez, vous ne frappez pas. Les meilleures armes ont aussi plus de durabilité, elles frappent donc plus fort et durent plus longtemps.", "- your melee crits on the marked enemy refund energy": "- vos critiques de corps à corps sur l'ennemi marqué remboursent de l'énergie", "- {#} per energy": "- {#} par énergie", "- À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants.": "- À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants.", "- À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dégâts magiques à toutes les cibles proches et appliquant 1 piles de Vulnérable pendant 10 secondes.": "- À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dégâts magiques à toutes les cibles proches et appliquant 1 piles de Vulnérable pendant 10 secondes.", "- Élite": "- Élite", "- État (U)": "- État (U)", "- Événement": "- Événement", "-0.01 Régénération de la faim": "-0.01 Régénération de la faim", "-1 to 2": "-1 à 2", "-10% Max Energy": "-10% Énergie max.", "-10% Modificateur des besoins en ressources pendant la prière": "-10% Modificateur des besoins en ressources pendant la prière", "-100 Humeur, +100% Chance de surmonter le désespoir, -0.5 Régénération de la faim": "-100 Humeur, +100% Chance de surmonter le désespoir, -0.5 Régénération de la faim", "-100 Humeur, -100% Chance de surmonter le désespoir": "-100 Humeur, -100% Chance de surmonter le désespoir", "-100% to -50%": "-100% to -50%", "-2 Humeur": "-2 Humeur", "-20 Humeur": "-20 Humeur", "-20% Dégâts infligés": "-20% Dégâts infligés", "-20% Modificateur des besoins en ressources pendant la prière": "-20% Modificateur des besoins en ressources pendant la prière", "-20% Énergie maximale, -2 Humeur": "-20% Énergie maximale, -2 Humeur", "-25% Hit Chance.": "-25 % de probabilité de toucher.", "-25% Probabilité de toucher": "-25% Probabilité de toucher", "-25% Probabilité de toucher Accordé par 4 compétences": "-25% Probabilité de toucher Accordé par 4 compétences", "-25% Probabilité de toucher Granted by 4 skills": "-25% Probabilité de toucher Granted by 4 skills", "-25% to +25%": "-25 % à +25 %", "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)": "-3 / -6 / -9 / -12 d'humeur à J1-J4 (Facile -1..-10, Dévastation -6..-24)", "-30% Dégâts subis": "-30% Dégâts subis", "-30% Dégâts subis Accordé par 1 inscription": "-30% Dégâts subis Accordé par 1 inscription", "-30% Dégâts subis Granted by 1 inscription": "-30% Dégâts subis Accordé par 1 inscription", "-30% Modificateur des besoins en ressources pendant la prière": "-30% Modificateur des besoins en ressources pendant la prière", "-30% Movement Speed.": "-30% de Vitesse de déplacement.", "-30% Vitesse de déplacement": "-30% Vitesse de déplacement", "-30% Vitesse de déplacement Accordé par 10 compétences": "-30% Vitesse de déplacement Accordé par 10 compétences", "-30% Vitesse de déplacement Accordé par 11 compétences": "-30% Vitesse de déplacement Accordé par 11 compétences", "-30% Vitesse de déplacement Accordé par 12 compétences": "-30% Vitesse de déplacement Accordé par 12 compétences", "-30% Vitesse de déplacement Accordé par 9 compétences": "-30% Vitesse de déplacement Accordé par 9 compétences", "-30% Vitesse de déplacement Granted by 10 skills": "-30% Vitesse de déplacement Accordé par 10 compétences", "-30% Vitesse de déplacement Granted by 9 skills": "-30% Vitesse de déplacement Accordé par 9 compétences", "-30..-10 Agilité": "-30..-10 Agilité", "-30..-10 Constitution": "-30..-10 Constitution", "-30..-10 Force": "-30..-10 Force", "-30..-10 Force de volonté": "-30..-10 Force de volonté", "-30..-10 Intelligence": "-30..-10 Intelligence", "-30..-10 Volonté": "-30..-10 Volonté", "-4 to -1": "-4 à -1", "-40% Modificateur des besoins en ressources pendant la prière": "-40% Modificateur des besoins en ressources pendant la prière", "-50 Résistance magique": "-50 Résistance magique", "-50 Résistance magique Accordé par 1 objet": "-50 Résistance magique Accordé par 1 objet", "-50 Résistance physique": "-50 Résistance physique", "-50 Résistance physique Accordé par 1 compétence": "-50 Résistance physique Accordé par 1 compétence", "-50 Résistance physique Granted by 1 skill": "-50 Résistance physique Accordé par 1 compétence", "-50% Modificateur des besoins en ressources pendant la prière": "-50% Modificateur des besoins en ressources pendant la prière", "-50% Probabilité d'esquive": "-50% Probabilité d'esquive", "-50% Probabilité d'esquive Accordé par 2 compétences": "-50% Probabilité d'esquive Accordé par 2 compétences", "-50% Probabilité d'esquive Granted by 2 skills": "-50% Probabilité d'esquive Accordé par 2 compétences", "-60% Modificateur des besoins en ressources pendant la prière": "-60% Modificateur des besoins en ressources pendant la prière", "-60% Puissance d'attaque physique, -60% Puissance d'attaque magique": "-60% Puissance d'attaque physique, -60% Puissance d'attaque magique", "-70% Modificateur des besoins en ressources pendant la prière": "-70% Modificateur des besoins en ressources pendant la prière", "-70% Vitesse de déplacement, -0.2 Régénération d'énergie": "-70% Vitesse de déplacement, -0.2 Régénération d'énergie", "-85% Puissance d'attaque physique, -85% Puissance d'attaque magique": "-85% Puissance d'attaque physique, -85% Puissance d'attaque magique", "-90% Vitesse de déplacement, -0.3 Régénération d'énergie": "-90% Vitesse de déplacement, -0.3 Régénération d'énergie", "-> report ->": "-> rapport ->", "-> report to Xenon ->": "-> faire rapport à Xenon ->", "-adjusted": "-ajusté", ". 2. Inspect the": ". 2. Inspectez le", ". 3. Inspect the": ". 3. Inspectez le", ". 4. Collect a": ". 4. Récoltez un", ". A floor ground all the way down to 0 therefore needs 5 stacks x 3 days =": ". Un étage descendu jusqu'à 0 nécessite donc 5 paliers x 3 jours =", ". A melee attacker draws about 30% more aggro than a ranged one, so front-liners naturally pull the monster's attention off your casters. This steers": ". Un attaquant de mêlée attire environ 30% d'aggro de plus qu'un attaquant à distance, si bien que les unités de première ligne détournent naturellement l'attention du monstre de vos incantateurs. Cela oriente", ". Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit": ". Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit", ". All four give the same aura; the race decides which trait NEW expedition members learn.": ". Les quatre donnent la même aura ; la race décide du trait que les NOUVEAUX membres apprennent.", ". Also hits allies in the area": ". Touche aussi les alliés dans la zone", ". Attacks with {#} ({#}% {#}{#}{#})": ". Attaque avec {#} ({#}% {#}{#}{#})", ". Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).": ". Comme il n'existe que trois légendaires, en voir une précise est très rare (environ 1 chance sur 200 par écran de montée de niveau).", ". Bigger radius = it spots you from farther off.": ". Rayon plus grand = il vous repère de plus loin.", ". Capable de croissance régulière et de résultats fiables.": ". Capable de croissance régulière et de résultats fiables.", ". Ce n'est qu'en tirant de toutes vos forces que vous parvenez à l'arracher.": ". Ce n'est qu'en tirant de toutes vos forces que vous parvenez à l'arracher.", ". Cet effet corrompt leur esprit et réduit leur": ". Cet effet corrompt leur esprit et réduit leur", ". Cet effet ne se déclenche qu'une fois par étage.": ". Cet effet ne se déclenche qu'une fois par étage.", ". Chaque personnage ne peut équiper qu'un seul trait d'âme. S'il en possède déjà un, il sera remplacé.": ". Chaque personnage ne peut équiper qu'un seul trait d'âme. S'il en possède déjà un, il sera remplacé.", ". Click to change, or the cross to remove.": ". Cliquez pour changer, ou la croix pour retirer.", ". Combat difficulty only changes loot": ". La difficulté de combat ne change que le butin", ". Consumes {#} {#}": ". Consomme {#} {#}", ". Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.": ". Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.", ". Des proches furent trahis, des amis dupés et une fortune amassée, mais, au terme de la réussite, la solitude persistait toujours. De nouveaux défis furent recherchés pour prouver sa valeur, mais seul le vide attendait.": ". Des proches furent trahis, des amis dupés et une fortune amassée, mais, au terme de la réussite, la solitude persistait toujours. De nouveaux défis furent recherchés pour prouver sa valeur, mais seul le vide attendait.", ". Descriptions contain": ". Les descriptions contiennent", ". Each attacks with": ". Chacun attaque avec", ". Elle cause des troubles mentaux et transforme les terres adjacentes en sol contaminé.": ". Elle cause des troubles mentaux et transforme les terres adjacentes en sol contaminé.", ". En prenant contact avec la guilde, vous pouvez recruter de nouveaux membres, accepter des missions ou échanger des ressources.": ". En prenant contact avec la guilde, vous pouvez recruter de nouveaux membres, accepter des missions ou échanger des ressources.", ". Every time a campaign loads, the game resets every region to locked, then walks the regions whose": ". Chaque fois qu'une campagne se charge, le jeu réinitialise chaque région à verrouillée, puis parcourt les régions dont le", ". Every unit - your settlers and every monster alike - carries a": ". Chaque unité, vos colons comme chaque monstre, possède une", ". Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and": ". L'étage 5 se génère comme un étage de phase 4, la salle du boss réservée à la phase 5 n'est jamais éligible, et le Golem n'apparaît jamais - donc le Voile du Silence ne peut jamais être terminé par le combat et", ". Hover a card for its full description.": ". Survolez une carte pour sa description complète.", ". How many roll scales with combat difficulty (Easy 2 positive, Normal 1 positive, Hard 1 positive + 1 negative, up to Devastation 1 positive + 3 negative).": ". Le nombre de tirages dépend de la difficulté de combat (Facile 2 positifs, Normale 1 positif, Difficile 1 positif + 1 négatif, jusqu'à Dévastation 1 positif + 3 négatifs).", ". If the developers activate it, it would apply": ". Si les développeurs l'activent, il s'appliquerait", ". Il n'est actuellement pas relié aux calculs réels.": ". Il n'est actuellement pas relié aux calculs réels.", ". Il rebondit ensuite jusqu'à 4 cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Priorise les cibles ayant accumulé le moins de coups pour le rebond.": ". Il rebondit ensuite jusqu'à 4 cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Priorise les cibles ayant accumulé le moins de coups pour le rebond.", ". Ils ont créé le": ". Ils ont créé le", ". In the current demo data only slot 0 is filled - Veil of Silence's clear boss is the": ". Dans les données actuelles de la démo, seul l'emplacement 0 est rempli - le boss de complétion du Voile du Silence est le", ". It stacks up to": ". Se cumule jusqu'à", ". It uses:": ". Il utilise :", ". Keep mood high and stress stays low. Which band a unit sits in:": ". Gardez l'humeur élevée et le stress reste bas. La tranche dans laquelle se situe une unité :", ". La Statistique principale peut être augmentée via": ". La Statistique principale peut être augmentée via", ". La bière renversée était essuyée, les plaintes des clients tardifs laissées de côté, et les chaises restantes rangées jusqu'à l'aube, sans que l'expression ne se défasse facilement. Mais à force de s'occuper de l'humeur des autres, sa propre fatigue n'était souvent remarquée que trop tard.": ". La bière renversée était essuyée, les plaintes des clients tardifs laissées de côté, et les chaises restantes rangées jusqu'à l'aube, sans que l'expression ne se défasse facilement. Mais à force de s'occuper de l'humeur des autres, sa propre fatigue n'était souvent remarquée que trop tard.", ". La carapace est dure comme de la pierre.": ". La carapace est dure comme de la pierre.", ". La graine étrange restaure chaque seconde le": ". La graine étrange restaure chaque seconde le", ". La graine étrange soigne chaque seconde les unités alliées adjacentes d'un montant équivalent à 15% de": ". La graine étrange soigne chaque seconde les unités alliées adjacentes d'un montant équivalent à 15% de", ". La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible.": ". La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible.", ". La récupération est répartie entre": ". La récupération est répartie entre", ". Les caractéristiques augmentent fortement lors du passage de niveau.": ". Les caractéristiques augmentent fortement lors du passage de niveau.", ". Les caractéristiques augmentent normalement lors de la montée de niveau.": ". Les caractéristiques augmentent normalement lors de la montée de niveau.", ". Les dégâts augmentent de 30% de": ". Les dégâts augmentent de 30% de", ". Les ennemis qui ne parviennent pas à se libérer des chaînes avant la fin de la compétence subissent en plus des dégâts équivalant à 180% de": ". Les ennemis qui ne parviennent pas à se libérer des chaînes avant la fin de la compétence subissent en plus des dégâts équivalant à 180% de", ". Les statistiques augmentent légèrement lorsqu'on monte de niveau.": ". Les statistiques augmentent légèrement lorsqu'on monte de niveau.", ". Les unités peuvent atteindre le niveau 12 grâce à": ". Les unités peuvent atteindre le niveau 12 grâce à", ". Les valeurs négatives réduisent l'énergie, tandis que les valeurs positives la restaurent.": ". Les valeurs négatives réduisent l'énergie, tandis que les valeurs positives la restaurent.", ". Les valeurs négatives réduisent la faim, tandis que les valeurs positives la restaurent.": ". Les valeurs négatives réduisent la faim, tandis que les valeurs positives la restaurent.", ". Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": ". Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", ". Let the game discard stale dungeon data itself.": ". Laissez le jeu se débarrasser lui-même des données de donjon périmées.", ". Lorsqu'une unité subit des dégâts, l'une de ces valeurs diminue.": ". Lorsqu'une unité subit des dégâts, l'une de ces valeurs diminue.", ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": ". Les colons de bas niveau sont facilement satisfaits (humeur positive) ; ceux de haut niveau attendent plus et dérivent vers le négatif, d'autant plus aux réglages de gestion plus difficiles.", ". Most units see": ". La plupart des unités voient", ". Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the": ". Notez une particularité à anticiper : l'épuisement est compté par étage, mais la pénalité de butin s'applique au niveau", ". On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above (": ". Sur une unité dont vous parvenez à satisfaire les besoins, c'est l'un des meilleurs bonus de stats du jeu ; sur une unité négligée, elle alimente la spirale de Stress décrite plus haut (", ". On completion \"": ". Une fois terminé « ", ". Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": ". Seule la différence nette est affichée : quelque chose qui a changé plusieurs fois dans les builds intermédiaires n'apparaît qu'une fois, avec sa valeur de début et de fin, et quelque chose qui a changé puis est revenu n'apparaît pas du tout.", ". Orphelin dès l'enfance et laissé à errer seul, cette personne se blottissait les nuits de pluie dans les fissures des bâtiments abandonnés, et, pendant les hivers froids, dormait parmi des tas d'ordures encore tièdes. Les gens passaient sans un regard ; pourtant, malgré la faim, cette personne ne renonçait pas, s'accrochant au rêve de pouvoir un jour dormir paisiblement dans une maison chaude.": ". Orphelin dès l'enfance et laissé à errer seul, cette personne se blottissait les nuits de pluie dans les fissures des bâtiments abandonnés, et, pendant les hivers froids, dormait parmi des tas d'ordures encore tièdes. Les gens passaient sans un regard ; pourtant, malgré la faim, cette personne ne renonçait pas, s'accrochant au rêve de pouvoir un jour dormir paisiblement dans une maison chaude.", ". Player-side units default to": ". Les unités du camp du joueur sont par défaut à", ". Plus le niveau d'un membre de l'expédition est élevé, plus ses attentes": ". Plus le niveau d'un membre de l'expédition est élevé, plus ses attentes", ". Positive values increase it, while negative values decre...": ". Les valeurs positives l'augmentent, tandis que les valeurs négatives le diminuent...", ". Priority is given to targets with a lower cumulative hit count.": ". La priorité est donnée aux cibles avec le moins de coups cumulatifs.", ". Real room graph & doors, connected door-to-door.": ". Graphe de salles et portes réel, connecté porte à porte.", ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": ". La résistance n'atteint jamais l'immunité totale, et chaque point vaut un peu moins que le précédent.", ". Restaure 100": ". Restaure 100", ". Rien ne se démarque.": ". Rien ne se démarque.", ". Récupérer": ". Récupérer", ". Same convention in construction costs, starting items, deconstruct returns and event grants.": ". Même convention pour les coûts de construction, les objets de départ, les retours de déconstruction et les octrois d'événement.", ". See the": ". Voir la", ". Ses ronces provoquent des troubles mentaux par une magie sinistre, et les terres adjacentes deviennent contaminées.": ". Ses ronces provoquent des troubles mentaux par une magie sinistre, et les terres adjacentes deviennent contaminées.", ". Set a mood and the chart shows where stress is headed - \"if the mood stays like this\" (real settlers' moods drift as buffs wear off and needs change).": ". Définissez une humeur et le graphique montre vers où le stress se dirige - « si l'humeur reste ainsi » (l'humeur des vrais colons dérive à mesure que les buffs s'estompent et que les besoins changent).", ". Si": ". Si", ". Si la cible se trouve à 1 tuile ou moins, les dégâts infligés sont réduits de 50%.": ". Si la cible se trouve à 1 tuile ou moins, les dégâts infligés sont réduits de 50%.", ". Si la nourriture est rare, utilisez des recettes qui restaurent davantage": ". Si la nourriture est rare, utilisez des recettes qui restaurent davantage", ". Si le": ". Si le", ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": ". La croissance de talent par niveau est fixée par le palier de talent de la stat (Médiocre à Génie) multiplié par le multiplicateur d'offrande de montée de niveau - voir", ". Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.": " cachés. Les paliers de talent déterminent la croissance des statistiques pour toute la carrière d'une unité, et un candidat frais n'a qu'environ 2 à 5 paliers au total sur six statistiques, donc une statistique Exceptionnel ou Génie est une vraie trouvaille.", ". The campaign begins at": ". La campagne commence à", ". The coefficients are the table below (": ". Les coefficients sont dans la table ci-dessous (", ". The loss on each piece is": ". La perte sur chaque pièce est de", ". The rank table defines": ". La table des rangs définit", ". The two disagree, so the exact monster reflect percentage (50% vs 100%) cannot be pinned from the tables alone - the player-facing Inscription of Reflection (100%) is unambiguous.": ". Les deux se contredisent, le pourcentage de renvoi exact du monstre (50% vs 100%) ne peut donc pas être déterminé à partir des seules tables : l'Inscription de réflexion (100%) accessible au joueur est sans ambiguïté.", ". This matches the": ". Cela correspond à la page", ". Under CrossOver/Wine on a Mac that resolves to": ". Sous CrossOver/Wine sur un Mac, cela correspond à", ". Une autre unité peut vous rétablir de l'état": ". Une autre unité peut vous rétablir de l'état", ". Une ferme détermination grandit dans le cœur de chacun.": ". Une ferme détermination grandit dans le cœur de chacun.", ". Up to {#} on the field": ". Jusqu'à {#} sur le terrain", ". Vous devez trouver le chemin qui y mène.": ". Vous devez trouver le chemin qui y mène.", ". Vous pouvez aussi porter l'unité sur le dos, la ramener à la colonie et la sauver par une opération à la": ". Vous pouvez aussi porter l'unité sur le dos, la ramener à la colonie et la sauver par une opération à la", ". Vous pouvez réessayer ou annuler plusieurs fois, mais les ressources consommées ne peuvent pas être récupérées. La quantité de Pierres de Mana offertes détermine le bonus aux augmentations de caractéristiques.": ". Vous pouvez réessayer ou annuler plusieurs fois, mais les ressources consommées ne peuvent pas être récupérées. La quantité de Pierres de Mana offertes détermine le bonus aux augmentations de caractéristiques.", ". While a player unit stays in a monster's sight, the monster builds": ". Tant qu'une unité du joueur reste dans le champ de vision d'un monstre, celui-ci accumule de la", ". You can change the flow with the speed control (pause, 1x, 2x and 3x settings); pausing stops the clock entirely.": ". Vous pouvez modifier le déroulement avec le contrôle de vitesse (réglages pause, x1, x2 et x3) ; la pause arrête complètement l'horloge.", ". You must find the path that leads to it.": ". Vous devez trouver le chemin qui y mène.", ".chip[data-facet], .filters .chip": ".chip[data-facet], .filters .chip", ".entcell a": ".entcell a", ".entcell a[href]": ".entcell a[href]", ".filters .chip[data-facet]": ".filters .chip[data-facet]", ".fs-modes button": ".fs-modes button", ".mo-modes button": ".mo-modes button", ".mon-hp .hp-v": ".mon-hp .hp-v", ".monfilt-panel .chip[data-mboost]": ".monfilt-panel .chip[data-mboost]", ".monfilt-panel .chip[data-mfacet]": ".monfilt-panel .chip[data-mfacet]", ".pcastpanel .chip[data-bless]": ".pcastpanel .chip[data-bless]", ".pcastpanel .chip[data-pdiff]": ".pcastpanel .chip[data-pdiff]", ".pcastpanel .chip[data-pmode]": ".pcastpanel .chip[data-pmode]", ".sb-dmg-diff .sb-hint": ".sb-dmg-diff .sb-hint", ".sb-dmg-lvl .sb-segb": ".sb-dmg-lvl .sb-segb", ".tgtpanel .chip[data-tgtmode]": ".tgtpanel .chip[data-tgtmode]", "/ second": "/ seconde", "/items/ITEM_Example.html": "/items/ITEM_Example.html", "/s, magic-resisted). This runs ALONGSIDE the hits above - add it to the sustained DPS.": "/s, résisté par la magie). Cela s'applique EN PARALLÈLE des coups ci-dessus - ajoutez-le au DPS soutenu.", "/tick": "/tick", "0 (broken)": "0 (cassé)", "0 (empty) to 5 (full) per floor": "0 (vide) à 5 (plein) par étage", "0 6px": "0 6px", "0 HP / 0 Magic Attack (fully summoner-derived)": "0 PV / 0 Attaque magique (entièrement dérivé de l'invocateur)", "0 tiles": "0 case", "0 with no Burning on the target, up to 1,470 at the 50-stack cap (each stack adds about 29). Does not consume the stacks.": "0 sans Combustion sur la cible, jusqu'à 1 470 au plafond de 50 cumuls (chaque cumul ajoute environ 29). Ne consomme pas les cumuls.", "0 with no Burning on the target, up to 1,617 at the 50-stack cap (each stack adds about 32). Does not consume the stacks.": "0 sans Combustion sur la cible, jusqu'à 1 617 au plafond de 50 piles (chaque pile ajoute environ 32). Ne consomme pas les piles.", "0% to +25%": "0% à +25%", "0.1 x the damage of the hit": "0,1 x les dégâts du coup", "0.2x la médiane physique actives par lancer": "0.2x la médiane physique actives par lancer", "0.2x the median physical active per cast": "0.2x l'active physique médiane par lancer", "0.4x la médiane magique actives par lancer": "0.4x la médiane magique actives par lancer", "0.4x la médiane physique actives par lancer": "0.4x la médiane physique actives par lancer", "0.4x the median magic active per cast": "0.4x l'actif magique médian par lancer", "0.5 gold": "0.5 or", "0.5 or": "0.5 or", "0.5x la médiane physique actives par lancer": "0.5x la médiane physique actives par lancer", "0.5x mana-stone cost, 1.0x stat gain": "coût en pierres de mana x0,5, gain de statistiques x1,0", "0.6x la médiane physique actives par lancer": "0.6x la médiane physique actives par lancer", "0.6x the median physical active per cast": "0.6x l'active physique médiane par lancer", "0.8x la médiane physique actives par lancer": "0.8x la médiane physique actives par lancer", "0.8x the median physical active per cast": "0.8x l'active physique médiane par lancer", "06:00 to 20:00": "06:00 à 20:00", "06:00 to 20:00 (night otherwise; night lowers vision)": "06:00 à 20:00 (nuit le reste du temps ; la nuit réduit la vision)", "08:00 (first day is only 16 hours)": "08:00 (le premier jour ne dure que 16 heures)", "0x la médiane magique actives par lancer": "0x la médiane magique actives par lancer", "0x the median magic active per cast": "0x la magie active médiane par lancer", "1 (None)": "1 (Aucun)", "1 (Primary)": "1 (Principal)", "1 (no stack)": "1 (pas de stack)", "1 Constitution = +9 Max HP": "1 Constitution = +9 PV max", "1 Intelligence = +1.2 Magic Attack": "1 Intelligence = +1,2 Attaque magique", "1 Shell": "1 Coquille", "1 Shell per 60 Energy recovered": "1 Coquille par 60 Énergie récupérée", "1 Strength = +1 Physical Attack": "1 Force = +1 Attaque physique", "1 ajouté": "1 ajouté", "1 cible : 105 dég.(104.7/énergie) | 3 cibles : 314 dég.(314.2/énergie)": "1 cible : 105 dég.(104.7/énergie) | 3 cibles : 314 dég.(314.2/énergie)", "1 cible : 108 dég.(108.4/énergie) | 3 cibles : 325 dég.(325.1/énergie)": "1 cible : 108 dég.(108.4/énergie) | 3 cibles : 325 dég.(325.1/énergie)", "1 cible : 116 dég.(29.1/énergie) | 3 cibles : 349 dég.(87.3/énergie)": "1 cible : 116 dég.(29.1/énergie) | 3 cibles : 349 dég.(87.3/énergie)", "1 cible : 118 dég.(117.9/énergie) | 3 cibles : 354 dég.(353.8/énergie)": "1 cible : 118 dég.(117.9/énergie) | 3 cibles : 354 dég.(353.8/énergie)", "1 cible : 119 dég.(119.3/énergie) | 3 cibles : 358 dég.(358/énergie)": "1 cible : 119 dég.(119.3/énergie) | 3 cibles : 358 dég.(358/énergie)", "1 cible : 142 dég.(35.5/énergie) | 3 cibles : 426 dég.(106.4/énergie)": "1 cible : 142 dég.(35.5/énergie) | 3 cibles : 426 dég.(106.4/énergie)", "1 cible : 142 dég.(70.9/énergie) | 3 cibles : 426 dég.(212.8/énergie)": "1 cible : 142 dég.(70.9/énergie) | 3 cibles : 426 dég.(212.8/énergie)", "1 cible : 148 dég.(37.1/énergie) | 3 cibles : 445 dég.(111.3/énergie)": "1 cible : 148 dég.(37.1/énergie) | 3 cibles : 445 dég.(111.3/énergie)", "1 cible : 155 dég.(77.6/énergie) | 3 cibles : 466 dég.(232.8/énergie)": "1 cible : 155 dég.(77.6/énergie) | 3 cibles : 466 dég.(232.8/énergie)", "1 cible : 157 dég.(157.1/énergie) | 3 cibles : 471 dég.(471.4/énergie)": "1 cible : 157 dég.(157.1/énergie) | 3 cibles : 471 dég.(471.4/énergie)", "1 cible : 163 dég.(32.5/énergie) | 3 cibles : 488 dég.(97.5/énergie)": "1 cible : 163 dég.(32.5/énergie) | 3 cibles : 488 dég.(97.5/énergie)", "1 cible : 174 dég. | 3 cibles : 522 dég.": "1 cible : 174 dég. | 3 cibles : 522 dég.", "1 cible : 177 dég. | 3 cibles : 532 dég.": "1 cible : 177 dég. | 3 cibles : 532 dég.", "1 cible : 177 dég.(17.7/énergie) | 3 cibles : 532 dég.(53.2/énergie)": "1 cible : 177 dég.(17.7/énergie) | 3 cibles : 532 dég.(53.2/énergie)", "1 cible : 177 dég.(176.9/énergie) | 3 cibles : 531 dég.(530.7/énergie)": "1 cible : 177 dég.(176.9/énergie) | 3 cibles : 531 dég.(530.7/énergie)", "1 cible : 179 dég.(35.8/énergie) | 3 cibles : 537 dég.(107.4/énergie)": "1 cible : 179 dég.(35.8/énergie) | 3 cibles : 537 dég.(107.4/énergie)", "1 cible : 194 dég. | 3 cibles : 582 dég.": "1 cible : 194 dég. | 3 cibles : 582 dég.", "1 cible : 194 dég.(19.4/énergie) | 3 cibles : 582 dég.(58.2/énergie)": "1 cible : 194 dég.(19.4/énergie) | 3 cibles : 582 dég.(58.2/énergie)", "1 cible : 196 dég. | 3 cibles : 589 dég.": "1 cible : 196 dég. | 3 cibles : 589 dég.", "1 cible : 196 dég.(28/énergie) | 3 cibles : 588 dég.(84/énergie)": "1 cible : 196 dég.(28/énergie) | 3 cibles : 588 dég.(84/énergie)", "1 cible : 230 dég.(46/énergie) | 3 cibles : 691 dég.(138.1/énergie)": "1 cible : 230 dég.(46/énergie) | 3 cibles : 691 dég.(138.1/énergie)", "1 cible : 248 dég.(49.7/énergie) | 3 cibles : 745 dég.(149.1/énergie)": "1 cible : 248 dég.(49.7/énergie) | 3 cibles : 745 dég.(149.1/énergie)", "1 cible : 266 dég. | 3 cibles : 798 dég.": "1 cible : 266 dég. | 3 cibles : 798 dég.", "1 cible : 27 dég.(4.4/énergie) | 3 cibles : 80 dég.(13.3/énergie)": "1 cible : 27 dég.(4.4/énergie) | 3 cibles : 80 dég.(13.3/énergie)", "1 cible : 29 dég.(4.8/énergie) | 3 cibles : 87 dég.(14.5/énergie)": "1 cible : 29 dég.(4.8/énergie) | 3 cibles : 87 dég.(14.5/énergie)", "1 cible : 291 dég. | 3 cibles : 873 dég.": "1 cible : 291 dég. | 3 cibles : 873 dég.", "1 cible : 296 dég.(73.9/énergie) | 3 cibles : 887 dég.(221.8/énergie)": "1 cible : 296 dég.(73.9/énergie) | 3 cibles : 887 dég.(221.8/énergie)", "1 cible : 309 dég.(77.3/énergie) | 3 cibles : 927 dég.(231.8/énergie)": "1 cible : 309 dég.(77.3/énergie) | 3 cibles : 927 dég.(231.8/énergie)", "1 cible : 431 dég.(61.6/énergie) | 3 cibles : 1,294 dég.(184.8/énergie)": "1 cible : 431 dég.(61.6/énergie) | 3 cibles : 1,294 dég.(184.8/énergie)", "1 cible : 473 dég.(94.6/énergie) | 2 cibles : 946 dég.(189.2/énergie)": "1 cible : 473 dég.(94.6/énergie) | 2 cibles : 946 dég.(189.2/énergie)", "1 cible : 494 dég.(98.9/énergie) | 2 cibles : 989 dég.(197.8/énergie)": "1 cible : 494 dég.(98.9/énergie) | 2 cibles : 989 dég.(197.8/énergie)", "1 cible : 62 dég. | 2 cibles : 124 dég.": "1 cible : 62 dég. | 2 cibles : 124 dég.", "1 cible : 62 dég. | 3 cibles : 187 dég.": "1 cible : 62 dég. | 3 cibles : 187 dég.", "1 cible : 70 dég. | 2 cibles : 140 dég.": "1 cible : 70 dég. | 2 cibles : 140 dég.", "1 cible : 70 dég. | 3 cibles : 210 dég.": "1 cible : 70 dég. | 3 cibles : 210 dég.", "1 cible : 89 dég. | 3 cibles : 266 dég.": "1 cible : 89 dég. | 3 cibles : 266 dég.", "1 cible : 97 dég. | 3 cibles : 291 dég.": "1 cible : 97 dég. | 3 cibles : 291 dég.", "1 combo": "1 combo", "1 decimal": "1 décimale", "1 energy to cast": "1 energy to cast", "1 energy to cast - 15s cooldown": "1 énergie pour lancer - 15s de recharge", "1 energy to cast - 20s cooldown": "1 d'énergie pour lancer - 20s de recharge", "1 energy to cast - 8s cooldown": "1 énergie pour lancer - 8s de recharge", "1 gold": "1 or", "1 in-game day": "1 jour de jeu", "1 instance only": "1 seule instance", "1 magic": "1 magique", "1 magique": "1 magique", "1 on the field": "1 sur le terrain", "1 or": "1 or", "1 other template(s) competing for this slot": "1 autre modèle en concurrence pour cet emplacement", "1 per in-game minute": "1 par minute en jeu", "1 pile": "1 pile", "1 random affix from a broad 17-stat pool": "1 affixe aléatoire issu d'un large pool de 17 statistiques", "1 rooms": "1 salle", "1 second": "1 seconde", "1 supprimé": "1 supprimé", "1 target: 105 dmg (104.7/energy) | 3 targets: 314 dmg (314.2/energy)": "1 cible : 105 dégâts (104.7/énergie) | 3 cibles : 314 dégâts (314.2/énergie)", "1 target: 108 dmg (108.4/energy) | 3 targets: 325 dmg (325.1/energy)": "1 cible : 108 dégâts (108.4/énergie) | 3 cibles : 325 dégâts (325.1/énergie)", "1 target: 142 dmg (35.5/energy) | 3 targets: 426 dmg (106.4/energy)": "1 cible : 142 dég. (35.5/énergie) | 3 cibles : 426 dég. (106.4/énergie)", "1 target: 142 dmg (70.9/energy) | 3 targets: 426 dmg (212.8/energy)": "1 cible : 142 dég. (70.9/énergie) | 3 cibles : 426 dég. (212.8/énergie)", "1 target: 157 dmg (157.1/energy) | 3 targets: 471 dmg (471.4/energy)": "1 cible : 157 dég. (157.1/énergie) | 3 cibles : 471 dég. (471.4/énergie)", "1 target: 163 dmg (32.5/energy) | 3 targets: 488 dmg (97.5/energy)": "1 cible : 163 dégâts (32.5/énergie) | 3 cibles : 488 dégâts (97.5/énergie)", "1 target: 174 dmg | 3 targets: 522 dmg": "1 cible : 174 dégâts | 3 cibles : 522 dégâts", "1 target: 177 dmg (17.7/energy) | 3 targets: 532 dmg (53.2/energy)": "1 cible : 177 dég. (17.7/énergie) | 3 cibles : 532 dég. (53.2/énergie)", "1 target: 177 dmg | 3 targets: 532 dmg": "1 cible : 177 dgts | 3 cibles : 532 dgts", "1 target: 196 dmg (28/energy) | 3 targets: 588 dmg (84/energy)": "1 cible : 196 dég. (28/énergie) | 3 cibles : 588 dég. (84/énergie)", "1 target: 230 dmg (46/energy) | 3 targets: 691 dmg (138.1/energy)": "1 cible : 230 dég. (46/énergie) | 3 cibles : 691 dég. (138.1/énergie)", "1 target: 266 dmg | 3 targets: 798 dmg": "1 cible : 266 dégâts | 3 cibles : 798 dégâts", "1 target: 27 dmg (4.4/energy) | 3 targets: 80 dmg (13.3/energy)": "1 cible : 27 dég. (4.4/énergie) | 3 cibles : 80 dég. (13.3/énergie)", "1 target: 296 dmg (73.9/energy) | 3 targets: 887 dmg (221.8/energy)": "1 cible : 296 dég. (73.9/énergie) | 3 cibles : 887 dég. (221.8/énergie)", "1 target: 473 dmg (94.6/energy) | 2 targets: 946 dmg (189.2/energy)": "1 cible : 473 dég. (94.6/énergie) | 2 cibles : 946 dég. (189.2/énergie)", "1 target: 62 dmg | 2 targets: 124 dmg": "1 cible : 62 dégâts | 2 cibles : 124 dégâts", "1 target: 62 dmg | 3 targets: 187 dmg": "1 cible : 62 dégâts | 3 cibles : 187 dégâts", "1 target: 89 dmg | 3 targets: 266 dmg": "1 cible : 89 dégâts | 3 cibles : 266 dégâts", "1 target: {#} | {#} targets: {#}": "1 cible : {#} | {#} cibles : {#}", "1 tile": "1 case", "1% Max HP / sec": "1% des PV max. / sec", "1% des PV max de la cible en dégâts sans type toutes les 10 secondes, en ignorant la défense. Ne se cumule pas ; dépend des PV max de la cible, pas de la puissance d'attaque du lanceur. Exemple : sur une cible de 500 PV, cela représente 5 dégâts toutes les 10 secondes. La durée est définie par la compétence qui l'applique.": "1% des PV max de la cible en dégâts sans type toutes les 10 secondes, en ignorant la défense. Ne se cumule pas ; dépend des PV max de la cible, pas de la puissance d'attaque du lanceur. Exemple : sur une cible de 500 PV, cela représente 5 dégâts toutes les 10 secondes. La durée est définie par la compétence qui l'applique.", "1% of Max HP": "1 % des PV max", "1% of Max HP per second*": "1% des PV max par seconde*", "1% of Max HP per second, defense-ignoring magic, cannot stack": "1% des PV max par seconde, magie ignorant la défense, non cumulable", "1% of the target's Max Health": "1% des Points de vie max. de la cible", "1% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is 5 damage every 10 seconds. Duration is set by the applying skill.": "1% des PV max de la cible en dégâts sans type toutes les 10 secondes, en ignorant la défense. Ne se cumule pas ; dépend des PV max de la cible, pas de la puissance d'attaque du lanceur. Exemple : sur une cible de 500 PV, cela représente 5 dégâts toutes les 10 secondes. La durée est définie par la compétence qui l'applique.", "1% of the target's Max Health every second": "1% des Points de vie max. de la cible chaque seconde", "1. Inspect the": "1. Inspectez le", "1. Race": "1. Race", "1.0x mana-stone cost, 1.2x stat gain": "coût en pierres de mana x1,0, gain de statistiques x1,2", "1.2x la médiane physique actives par lancer": "1.2x la médiane physique actives par lancer", "1.2x the median physical active per cast": "1.2x la médiane de l'active physique par lancer", "1.3x la médiane physique actives par lancer": "1.3x la médiane physique actives par lancer", "1.3x the median physical active per cast": "1.3x la médiane de l'active physique par lancer", "1.5 gold": "1.5 or", "1.5 or": "1.5 or", "1.5x damage": "1,5x de dégâts", "1.5x la médiane magique actives par lancer": "1.5x la médiane magique actives par lancer", "1.5x la médiane physique actives par lancer": "1.5x la médiane physique actives par lancer", "1.5x the median magic active per cast": "1.5x l'active magique médiane par lancer", "1.5x the median physical active per cast": "1,5x la compétence physique active médiane par lancement", "1.6x la médiane physique actives par lancer": "1.6x la médiane physique actives par lancer", "1.6x the median physical active per cast": "1.6x l'active physique médiane par lancer", "1.8x la médiane physique actives par lancer": "1.8x la médiane physique actives par lancer", "1.8x the median physical active per cast": "1.8x l'actif physique médian par lancer", "1.9x la médiane physique actives par lancer": "1.9x la médiane physique actives par lancer", "1.9x the median physical active per cast": "1.9x l'active physique médiane par lancer", "10 (floors 1-5 unique, 6-10 placeholder)": "10 (étages 1-5 uniques, 6-10 provisoires)", "10 Shells": "10 Coquilles", "10 descending floors": "10 étages descendants", "10 energy to cast": "10 énergie pour lancer", "10 energy to cast - 40s cooldown": "10 énergie pour lancer - 40s de recharge", "10 gold": "10 pièces d'or", "10 gold per critical hit": "10 or par coup critique", "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.", "10 magique per second to nearby enemies for 10 s": "10 magique per second to nearby enemies for 10 s", "10 or": "10 or", "10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.": "10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.", "10 rooms": "10 salles", "10 skill points to unlock": "10 points de compétence pour débloquer", "10% / kill": "10% / élimination", "10.34% / kill": "10.34% / élimination", "10.7/energy": "10.7/énergie", "10.71% / kill": "10.71% / élimination", "100 HP": "100 HP", "100 HP - C'est un pot de fleurs.": "100 HP - C'est un pot de fleurs.", "100 HP - C'est un tapis en peau.": "100 HP - C'est un tapis en peau.", "100 HP - C'est un tonneau en bois.": "100 HP - C'est un tonneau en bois.", "100 HP - Permet de sauver vos alliés.": "100 HP - Permet de sauver vos alliés.", "100 HP - Petite table ronde en bois.": "100 HP - Petite table ronde en bois.", "100 HP - Porte en paille pouvant être construite rapidement.": "100 HP - Porte en paille pouvant être construite rapidement.", "100 HP - Table d'appoint en bois": "100 HP - Table d'appoint en bois", "100 HP - Un grand meuble en bois décoratif.": "100 HP - Un grand meuble en bois décoratif.", "100 HP - Un lit en bois pour un repos simple.": "100 HP - Un lit en bois pour un repos simple.", "100 HP - Un lit robuste renforcé par de la pierre.": "100 HP - Un lit robuste renforcé par de la pierre.", "100 HP - Un long banc en bois pouvant accueillir plusieurs personnes.": "100 HP - Un long banc en bois pouvant accueillir plusieurs personnes.", "100 HP - Un long banc en pierre pouvant accueillir plusieurs personnes.": "100 HP - Un long banc en pierre pouvant accueillir plusieurs personnes.", "100 HP - Un meuble en bois décoratif.": "100 HP - Un meuble en bois décoratif.", "100 HP - Un mur de paille qui peut être construit rapidement.": "100 HP - Un mur de paille qui peut être construit rapidement.", "100 HP - Un mur de rondins pour la défense élémentaire et la décoration.": "100 HP - Un mur de rondins pour la défense élémentaire et la décoration.", "100 HP - Un mur en bois pour la défense basique et la décoration.": "100 HP - Un mur en bois pour la défense basique et la décoration.", "100 HP - Un mur en bois pour la défense et la décoration de base.": "100 HP - Un mur en bois pour la défense et la décoration de base.", "100 HP - Un mur formé naturellement par la terre compactée.": "100 HP - Un mur formé naturellement par la terre compactée.", "100 HP - Un mur solide en pierre.": "100 HP - Un mur solide en pierre.", "100 HP - Un pilier en bois qui soutient un bâtiment.": "100 HP - Un pilier en bois qui soutient un bâtiment.", "100 HP - Un pilier en pierre robuste qui soutient un bâtiment.": "100 HP - Un pilier en pierre robuste qui soutient un bâtiment.", "100 HP - Un sac de couchage temporaire en tissu.": "100 HP - Un sac de couchage temporaire en tissu.", "100 HP - Un support pour afficher une bannière.": "100 HP - Un support pour afficher une bannière.", "100 HP - Un tapis en tissu posé sur le sol.": "100 HP - Un tapis en tissu posé sur le sol.", "100 HP - Une armoire en bois pour ranger des vêtements.": "100 HP - Une armoire en bois pour ranger des vêtements.", "100 HP - Une armoire en pierre pour ranger des vêtements.": "100 HP - Une armoire en pierre pour ranger des vêtements.", "100 HP - Une bannière à accrocher au mur.": "100 HP - Une bannière à accrocher au mur.", "100 HP - Une chaise de salle à manger en bois.": "100 HP - Une chaise de salle à manger en bois.", "100 HP - Une chaise de salle à manger taillée dans la pierre.": "100 HP - Une chaise de salle à manger taillée dans la pierre.", "100 HP - Une chaise en bois pour s'asseoir confortablement.": "100 HP - Une chaise en bois pour s'asseoir confortablement.", "100 HP - Une chaise en bois à la forme arrondie.": "100 HP - Une chaise en bois à la forme arrondie.", "100 HP - Une chaise solide en pierre.": "100 HP - Une chaise solide en pierre.", "100 HP - Une grande table en bois, parfaite pour manger ou travailler.": "100 HP - Une grande table en bois, parfaite pour manger ou travailler.", "100 HP - Une grande table en pierre, lourde et robuste.": "100 HP - Une grande table en pierre, lourde et robuste.", "100 HP - Une pile de caisses en bois empilées.": "100 HP - Une pile de caisses en bois empilées.", "100 HP - Une pile de poteries empilées.": "100 HP - Une pile de poteries empilées.", "100 HP - Une plante cultivée en pot.": "100 HP - Une plante cultivée en pot.", "100 HP - Une porte en bois basique permettant l'entrée et la sortie.": "100 HP - Une porte en bois basique permettant l'entrée et la sortie.", "100 HP - Une porte en bois simple permettant l'entrée et la sortie.": "100 HP - Une porte en bois simple permettant l'entrée et la sortie.", "100 HP - Une porte en planches permettant l'entrée et la sortie.": "100 HP - Une porte en planches permettant l'entrée et la sortie.", "100 HP - Une porte renforcée de pierre pour plus de stabilité.": "100 HP - Une porte renforcée de pierre pour plus de stabilité.", "100 HP - Une roche formée naturellement. Elle est dure.": "100 HP - Une roche formée naturellement. Elle est dure.", "100 HP - Une sphère céleste pour observer le mouvement des étoiles.": "100 HP - Une sphère céleste pour observer le mouvement des étoiles.", "100 HP - Une table basse en pierre pour poser de petits objets.": "100 HP - Une table basse en pierre pour poser de petits objets.", "100 HP - Une table en bois pour les tâches de base et les repas.": "100 HP - Une table en bois pour les tâches de base et les repas.", "100 HP - Une table en pierre pour travailler et manger.": "100 HP - Une table en pierre pour travailler et manger.", "100 HP - Une table ronde en pierre massive.": "100 HP - Une table ronde en pierre massive.", "100 HP - Une zone créée avec un kit de camping de donjon ne contenant que des éléments très basiques.": "100 HP - Une zone créée avec un kit de camping de donjon ne contenant que des éléments très basiques.", "100 HP - Une étagère en bois installée au mur.": "100 HP - Une étagère en bois installée au mur.", "100 PV": "100 PV", "100 PV - C'est un pot de fleurs.": "100 PV - C'est un pot de fleurs.", "100 PV - C'est un tapis en peau.": "100 PV - C'est un tapis en peau.", "100 PV - C'est un tonneau en bois.": "100 PV - C'est un tonneau en bois.", "100 PV - Permet de sauver vos alliés.": "100 PV - Permet de sauver vos alliés.", "100 PV - Petite table ronde en bois.": "100 PV - Petite table ronde en bois.", "100 PV - Porte en paille pouvant être construite rapidement.": "100 PV - Porte en paille pouvant être construite rapidement.", "100 PV - Table d'appoint en bois": "100 PV - Table d'appoint en bois", "100 PV - Un grand meuble en bois décoratif.": "100 PV - Un grand meuble en bois décoratif.", "100 PV - Un lit en bois pour un repos simple.": "100 PV - Un lit en bois pour un repos simple.", "100 PV - Un lit robuste renforcé par de la pierre.": "100 PV - Un lit robuste renforcé par de la pierre.", "100 PV - Un long banc en bois pouvant accueillir plusieurs personnes.": "100 PV - Un long banc en bois pouvant accueillir plusieurs personnes.", "100 PV - Un long banc en pierre pouvant accueillir plusieurs personnes.": "100 PV - Un long banc en pierre pouvant accueillir plusieurs personnes.", "100 PV - Un meuble en bois décoratif.": "100 PV - Un meuble en bois décoratif.", "100 PV - Un mur de paille qui peut être construit rapidement.": "100 PV - Un mur de paille qui peut être construit rapidement.", "100 PV - Un mur de rondins pour la défense élémentaire et la décoration.": "100 PV - Un mur de rondins pour la défense élémentaire et la décoration.", "100 PV - Un mur en bois pour la défense basique et la décoration.": "100 PV - Un mur en bois pour la défense basique et la décoration.", "100 PV - Un mur en bois pour la défense et la décoration de base.": "100 PV - Un mur en bois pour la défense et la décoration de base.", "100 PV - Un mur formé naturellement par la terre compactée.": "100 PV - Un mur formé naturellement par la terre compactée.", "100 PV - Un mur solide en pierre.": "100 PV - Un mur solide en pierre.", "100 PV - Un pilier en bois qui soutient un bâtiment.": "100 PV - Un pilier en bois qui soutient un bâtiment.", "100 PV - Un pilier en pierre robuste qui soutient un bâtiment.": "100 PV - Un pilier en pierre robuste qui soutient un bâtiment.", "100 PV - Un sac de couchage temporaire en tissu.": "100 PV - Un sac de couchage temporaire en tissu.", "100 PV - Un support pour afficher une bannière.": "100 PV - Un support pour afficher une bannière.", "100 PV - Un tapis en tissu posé sur le sol.": "100 PV - Un tapis en tissu posé sur le sol.", "100 PV - Une armoire en bois pour ranger des vêtements.": "100 PV - Une armoire en bois pour ranger des vêtements.", "100 PV - Une armoire en pierre pour ranger des vêtements.": "100 PV - Une armoire en pierre pour ranger des vêtements.", "100 PV - Une bannière à accrocher au mur.": "100 PV - Une bannière à accrocher au mur.", "100 PV - Une chaise de salle à manger en bois.": "100 PV - Une chaise de salle à manger en bois.", "100 PV - Une chaise de salle à manger taillée dans la pierre.": "100 PV - Une chaise de salle à manger taillée dans la pierre.", "100 PV - Une chaise en bois pour s'asseoir confortablement.": "100 PV - Une chaise en bois pour s'asseoir confortablement.", "100 PV - Une chaise en bois à la forme arrondie.": "100 PV - Une chaise en bois à la forme arrondie.", "100 PV - Une chaise solide en pierre.": "100 PV - Une chaise solide en pierre.", "100 PV - Une grande table en bois, parfaite pour manger ou travailler.": "100 PV - Une grande table en bois, parfaite pour manger ou travailler.", "100 PV - Une grande table en pierre, lourde et robuste.": "100 PV - Une grande table en pierre, lourde et robuste.", "100 PV - Une pile de caisses en bois empilées.": "100 PV - Une pile de caisses en bois empilées.", "100 PV - Une pile de poteries empilées.": "100 PV - Une pile de poteries empilées.", "100 PV - Une plante cultivée en pot.": "100 PV - Une plante cultivée en pot.", "100 PV - Une porte en bois basique permettant l'entrée et la sortie.": "100 PV - Une porte en bois basique permettant l'entrée et la sortie.", "100 PV - Une porte en bois simple permettant l'entrée et la sortie.": "100 PV - Une porte en bois simple permettant l'entrée et la sortie.", "100 PV - Une porte en planches permettant l'entrée et la sortie.": "100 PV - Une porte en planches permettant l'entrée et la sortie.", "100 PV - Une porte renforcée de pierre pour plus de stabilité.": "100 PV - Une porte renforcée de pierre pour plus de stabilité.", "100 PV - Une roche formée naturellement. Elle est dure.": "100 PV - Une roche formée naturellement. Elle est dure.", "100 PV - Une sphère céleste pour observer le mouvement des étoiles.": "100 PV - Une sphère céleste pour observer le mouvement des étoiles.", "100 PV - Une table basse en pierre pour poser de petits objets.": "100 PV - Une table basse en pierre pour poser de petits objets.", "100 PV - Une table en bois pour les tâches de base et les repas.": "100 PV - Une table en bois pour les tâches de base et les repas.", "100 PV - Une table en pierre pour travailler et manger.": "100 PV - Une table en pierre pour travailler et manger.", "100 PV - Une table ronde en pierre massive.": "100 PV - Une table ronde en pierre massive.", "100 PV - Une zone créée avec un kit de camping de donjon ne contenant que des éléments très basiques.": "100 PV - Une zone créée avec un kit de camping de donjon ne contenant que des éléments très basiques.", "100 PV - Une étagère en bois installée au mur.": "100 PV - Une étagère en bois installée au mur.", "100 gold": "100 or", "100 or": "100 or", "100 resource rows - 21 nodes - 60 monster-drop rows - 34 chest rows": "100 lignes de ressources - 21 gisements - 60 lignes de butin de monstre - 34 lignes de coffre", "100% / kill": "100% / élimination", "100% / open": "100% / ouvert", "100% magique": "100% magique", "100% magique + 180% magique": "100% magique + 180% magique", "100% of post-defense damage (no per-hit cap)": "100% des dégâts après défense (aucun plafond par coup)", "100% physique": "100% physique", "100% physique + 100% magique": "100% physique + 100% magique", "100% physique + Saignement": "100% physique + Saignement", "100% private: the file is read inside your browser and never uploaded anywhere.": "100% privé : le fichier est lu dans votre navigateur et n'est jamais envoyé nulle part.", "1000 HP - Atelier pour fabriquer et décorer des accessoires.": "1000 HP - Atelier pour fabriquer et décorer des accessoires.", "1000 HP - Avoine bien mûre. Prête pour la récolte.": "1000 HP - Avoine bien mûre. Prête pour la récolte.", "1000 HP - Avoine sauvage poussant dans la nature.": "1000 PV - Avoine sauvage poussant dans la nature.", "1000 HP - C'est un champignon comestible.": "1000 PV - C'est un champignon comestible.", "1000 HP - C'est un chariot vide": "1000 HP - C'est un chariot vide", "1000 HP - C'est un sol en bois fait de planches transformées.": "1000 PV - C'est un sol en bois fait de planches transformées.", "1000 HP - C'est un wagon vide": "1000 HP - C'est un wagon vide", "1000 HP - C'est un wagon vide.": "1000 HP - C'est un wagon vide.", "1000 HP - Dispositif central qui soutient le Donjon et sert de puissante source d'énergie.": "1000 PV - Dispositif central qui soutient le Donjon et sert de puissante source d'énergie.", "1000 HP - Elle a bien grandi. Une récolte précoce est possible.": "1000 HP - Elle a bien grandi. Une récolte précoce est possible.", "1000 HP - Elle commence à germer.": "1000 HP - Elle commence à germer.", "1000 HP - Graines d'avoine fraîchement plantées.": "1000 HP - Graines d'avoine fraîchement plantées.", "1000 HP - Herbes sauvages utiles pour soigner ou cuisiner.": "1000 PV - Herbes sauvages utiles pour soigner ou cuisiner.", "1000 HP - Installation permettant de cuire l'argile ou le minerai à haute température. Sert à fabriquer des briques ou du charbon.": "1000 HP - Installation permettant de cuire l'argile ou le minerai à haute température. Sert à fabriquer des briques ou du charbon.", "1000 HP - L'arbre de sang s'est gorgé de sang.": "1000 HP - L'arbre de sang s'est gorgé de sang.", "1000 HP - L'avoine a bien poussé. Une récolte précoce est possible.": "1000 HP - L'avoine a bien poussé. Une récolte précoce est possible.", "1000 HP - Les pousses d'avoine grandissent.": "1000 HP - Les pousses d'avoine grandissent.", "1000 HP - Mandragore rare utilisée à des fins médicinales.": "1000 PV - Mandragore rare utilisée à des fins médicinales.", "1000 HP - Mêlé à des pièces rouillées et des détritus.": "1000 HP - Mêlé à des pièces rouillées et des détritus.", "1000 HP - Pièces abandonnées d'anciens dispositifs magiques.": "1000 PV - Pièces abandonnées d'anciens dispositifs magiques.", "1000 HP - Sol robuste en pierre taillée.": "1000 HP - Sol robuste en pierre taillée.", "1000 HP - Table de jeu pour jeux de dés.": "1000 HP - Table de jeu pour jeux de dés.", "1000 HP - Un arbre avec des ruches pleines de miel.": "1000 PV - Un arbre avec des ruches pleines de miel.", "1000 HP - Un arbre mystique qui brille d'une profonde aura rouge sang, dégageant une présence sombre et menaçante.": "1000 HP - Un arbre mystique qui brille d'une profonde aura rouge sang, dégageant une présence sombre et menaçante.", "1000 HP - Un arbre mystique symbolisant la vitalité.": "1000 HP - Un arbre mystique symbolisant la vitalité.", "1000 HP - Un buisson dont on peut récolter des myrtilles.": "1000 PV - Un buisson dont on peut récolter des myrtilles.", "1000 HP - Un chariot brisé devenu inutilisable.": "1000 HP - Un chariot brisé devenu inutilisable.", "1000 HP - Un coffre au trésor conçu pour être robuste.": "1000 HP - Un coffre au trésor conçu pour être robuste.", "1000 HP - Un coffre au trésor gardé par de puissants ennemis de l'abîme.": "1000 HP - Un coffre au trésor gardé par de puissants ennemis de l'abîme.", "1000 HP - Un coffre au trésor obtenu après avoir vaincu le boss de l'abîme.": "1000 HP - Un coffre au trésor obtenu après avoir vaincu le boss de l'abîme.", "1000 HP - Un coffre au trésor trouvé dans les niveaux inférieurs de l'abîme.": "1000 HP - Un coffre au trésor trouvé dans les niveaux inférieurs de l'abîme.", "1000 HP - Un coffre luxueux contenant des trésors rares.": "1000 HP - Un coffre luxueux contenant des trésors rares.", "1000 HP - Un cristal bleu de taille moyenne doté d'une énergie apaisante.": "1000 HP - Un cristal bleu de taille moyenne doté d'une énergie apaisante.", "1000 HP - Un cristal rouge de taille moyenne imprégné d'une énergie intense.": "1000 HP - Un cristal rouge de taille moyenne imprégné d'une énergie intense.", "1000 HP - Un cristal vert de taille moyenne qui rayonne d'énergie vitale.": "1000 HP - Un cristal vert de taille moyenne qui rayonne d'énergie vitale.", "1000 HP - Un gisement de cuivre moyen, bon pour l'extraction.": "1000 HP - Un gisement de cuivre moyen, bon pour l'extraction.", "1000 HP - Un grand gisement, riche en minerai de cuivre.": "1000 HP - Un grand gisement, riche en minerai de cuivre.", "1000 HP - Un grand rocher donnant une grande quantité de pierre.": "1000 HP - Un grand rocher donnant une grande quantité de pierre.", "1000 HP - Un légume racine simple que l'on peut cultiver.": "1000 PV - Un légume racine simple que l'on peut cultiver.", "1000 HP - Un paquet de marchandises empilées.": "1000 HP - Un paquet de marchandises empilées.", "1000 HP - Un paquet de marchandises solidement attaché.": "1000 HP - Un paquet de marchandises solidement attaché.", "1000 HP - Un parterre garni de fleurs d'un jaune éclatant.": "1000 HP - Un parterre garni de fleurs d'un jaune éclatant.", "1000 HP - Un parterre garni de fleurs roses.": "1000 HP - Un parterre garni de fleurs roses.", "1000 HP - Un petit coffre contenant des trésors modestes.": "1000 HP - Un petit coffre contenant des trésors modestes.", "1000 HP - Un petit cristal bleu lumineux.": "1000 HP - Un petit cristal bleu lumineux.", "1000 HP - Un petit cristal d'une lueur verdâtre.": "1000 HP - Un petit cristal d'une lueur verdâtre.", "1000 HP - Un petit cristal rouge scintillant.": "1000 HP - Un petit cristal rouge scintillant.", "1000 HP - Un petit gisement de minerai de cuivre.": "1000 HP - Un petit gisement de minerai de cuivre.", "1000 HP - Un petit rocher couvert de terre. Peut être miné pour obtenir de la pierre.": "1000 HP - Un petit rocher couvert de terre. Peut être miné pour obtenir de la pierre.", "1000 HP - Un plateau pour profiter des parties de fléchettes.": "1000 HP - Un plateau pour profiter des parties de fléchettes.", "1000 HP - Un poste de cuisine de base pour cuisiner et préparer de la nourriture.": "1000 HP - Un poste de cuisine de base pour cuisiner et préparer de la nourriture.", "1000 HP - Un poste de réparation pour réparer l'équipement.": "1000 HP - Un poste de réparation pour réparer l'équipement.", "1000 HP - Un poste de travail où l'on peut tanner et préparer le cuir. Sert à fabriquer divers articles en cuir.": "1000 HP - Un poste de travail où l'on peut tanner et préparer le cuir. Sert à fabriquer divers articles en cuir.", "1000 HP - Un précieux coffre au trésor trouvé dans les niveaux supérieurs de l'abîme.": "1000 HP - Un précieux coffre au trésor trouvé dans les niveaux supérieurs de l'abîme.", "1000 HP - Un rocher de taille moyenne.": "1000 HP - Un rocher de taille moyenne.", "1000 HP - Un sol fait de rondins disposés.": "1000 HP - Un sol fait de rondins disposés.", "1000 HP - Un tapis teint en rouge.": "1000 HP - Un tapis teint en rouge.", "1000 HP - Un tas d'objets abandonnés. On peut y récupérer de la ferraille.": "1000 HP - Un tas d'objets abandonnés. On peut y récupérer de la ferraille.", "1000 HP - Un tas d'os variés.": "1000 HP - Un tas d'os variés.", "1000 HP - Un tas de débris imprégnés de magie. On peut en extraire des ressources utiles.": "1000 HP - Un tas de débris imprégnés de magie. On peut en extraire des ressources utiles.", "1000 HP - Un tas de débris portant des résidus magiques.": "1000 PV - Un tas de débris portant des résidus magiques.", "1000 HP - Un tas de métaux étrangement tordus.": "1000 PV - Un tas de métaux étrangement tordus.", "1000 HP - Un tas de vieilles ferrailles laissées à l'abandon.": "1000 HP - Un tas de vieilles ferrailles laissées à l'abandon.", "1000 HP - Un totem construit en empilant plusieurs crânes.": "1000 HP - Un totem construit en empilant plusieurs crânes.", "1000 HP - Un totem grossier fait de crânes sommairement ligotés.": "1000 HP - Un totem grossier fait de crânes sommairement ligotés.", "1000 HP - Un totem simple façonné d'ossements.": "1000 HP - Un totem simple façonné d'ossements.", "1000 HP - Un épouvantail dégageant une aura inquiétante.": "1000 HP - Un épouvantail dégageant une aura inquiétante.", "1000 HP - Un établi pour fabriquer des outils de base.": "1000 HP - Un établi pour fabriquer des outils de base.", "1000 HP - Un établi pour réparer l'équipement.": "1000 HP - Un établi pour réparer l'équipement.", "1000 HP - Un établi pour traiter le bois et fabriquer divers outils.": "1000 HP - Un établi pour traiter le bois et fabriquer divers outils.", "1000 HP - Un établi pour traiter les matériaux récoltés à l'état sauvage.": "1000 HP - Un établi pour traiter les matériaux récoltés à l'état sauvage.", "1000 HP - Un établi pour verser du métal en fusion dans des moules. Indispensable pour fabriquer des pièces métalliques.": "1000 HP - Un établi pour verser du métal en fusion dans des moules. Indispensable pour fabriquer des pièces métalliques.", "1000 HP - Une belle fleur de la nature.": "1000 HP - Une belle fleur de la nature.", "1000 HP - Une bibliothèque qui contient les connaissances de la forêt ancienne.": "1000 HP - Une bibliothèque qui contient les connaissances de la forêt ancienne.", "1000 HP - Une bibliothèque renfermant le savoir de la forêt ancienne.": "1000 HP - Une bibliothèque renfermant le savoir de la forêt ancienne.", "1000 HP - Une caisse en bois pour stocker des fournitures de base.": "1000 HP - Une caisse en bois pour stocker des fournitures de base.", "1000 HP - Une caisse en bois utilisée pour stocker des fournitures de base.": "1000 HP - Une caisse en bois utilisée pour stocker des fournitures de base.", "1000 HP - Une clôture en bois.": "1000 HP - Une clôture en bois.", "1000 HP - Une ferme fertile où l'on peut cultiver.": "1000 HP - Une ferme fertile où l'on peut cultiver.", "1000 HP - Une larve géante qui se tortille. Utilisée comme nourriture.": "1000 PV - Une larve géante qui se tortille. Utilisée comme nourriture.", "1000 HP - Une larve sauvage et dodue. Peut être utilisée comme ingrédient culinaire.": "1000 PV - Une larve sauvage et dodue. Peut être utilisée comme ingrédient culinaire.", "1000 HP - Une petite veine d'où l'on peut extraire une quantité modeste d'argent.": "1000 HP - Une petite veine d'où l'on peut extraire une quantité modeste d'argent.", "1000 HP - Une racine de poussière fraîchement germée.": "1000 HP - Une racine de poussière fraîchement germée.", "1000 HP - Une racine de poussière mature. Prête à être récoltée.": "1000 HP - Une racine de poussière mature. Prête à être récoltée.", "1000 HP - Une station de cuisine professionnelle équipée de divers outils. Vous pouvez préparer des plats complexes et délicieux.": "1000 PV - Une station de cuisine professionnelle équipée de divers outils. Vous pouvez préparer des plats complexes et délicieux.", "1000 HP - Une station de travail pour les expériences alchimiques et la fabrication de potions.": "1000 HP - Une station de travail pour les expériences alchimiques et la fabrication de potions.", "1000 HP - Une station de travail pour rechercher et développer de nouvelles technologies.": "1000 HP - Une station de travail pour rechercher et développer de nouvelles technologies.", "1000 HP - Une station de travail pour transformer la pierre en matériaux de construction.": "1000 HP - Une station de travail pour transformer la pierre en matériaux de construction.", "1000 HP - Une structure pour suspendre et sécher le cuir ou la nourriture. Élimine l'humidité pour améliorer la conservation.": "1000 PV - Une structure pour suspendre et sécher le cuir ou la nourriture. Élimine l'humidité pour améliorer la conservation.", "1000 HP - Une table adaptée aux jeux de cartes.": "1000 HP - Une table adaptée aux jeux de cartes.", "1000 HP - Une tente de gobelins un peu plus grande.": "1000 HP - Une tente de gobelins un peu plus grande.", "1000 HP - Une tente simple utilisée par des gobelins.": "1000 HP - Une tente simple utilisée par des gobelins.", "1000 HP - Une veine de taille moyenne pour l'extraction régulière d'argent.": "1000 HP - Une veine de taille moyenne pour l'extraction régulière d'argent.", "1000 HP - Vous pouvez fabriquer des bâtons.": "1000 HP - Vous pouvez fabriquer des bâtons.", "1000 PV": "1000 PV", "1000 PV - Atelier pour fabriquer et décorer des accessoires.": "1000 PV - Atelier pour fabriquer et décorer des accessoires.", "1000 PV - Avoine bien mûre. Prête pour la récolte.": "1000 PV - Avoine bien mûre. Prête pour la récolte.", "1000 PV - Avoine sauvage poussant dans la nature.": "1000 PV - Avoine sauvage poussant dans la nature.", "1000 PV - C'est le tombeau avant l'entrée du corps.": "1000 PV - C'est le tombeau avant l'entrée du corps.", "1000 PV - C'est un champignon comestible.": "1000 PV - C'est un champignon comestible.", "1000 PV - C'est un chariot vide": "1000 PV - C'est un chariot vide", "1000 PV - C'est un sol en bois fait de planches transformées.": "1000 PV - C'est un sol en bois fait de planches transformées.", "1000 PV - C'est un tombeau contenant un corps.": "1000 PV - C'est un tombeau contenant un corps.", "1000 PV - C'est un wagon vide": "1000 PV - C'est un wagon vide", "1000 PV - C'est un wagon vide.": "1000 PV - C'est un wagon vide.", "1000 PV - C'est une niche qui dégage une sensation étrange.": "1000 PV - C'est une niche qui dégage une sensation étrange.", "1000 PV - Dispositif central qui soutient le Donjon et sert de puissante source d'énergie.": "1000 PV - Dispositif central qui soutient le Donjon et sert de puissante source d'énergie.", "1000 PV - Elle a bien grandi. Une récolte précoce est possible.": "1000 PV - Elle a bien grandi. Une récolte précoce est possible.", "1000 PV - Elle commence à germer.": "1000 PV - Elle commence à germer.", "1000 PV - Graines d'avoine fraîchement plantées.": "1000 PV - Graines d'avoine fraîchement plantées.", "1000 PV - Herbes sauvages utiles pour soigner ou cuisiner.": "1000 PV - Herbes sauvages utiles pour soigner ou cuisiner.", "1000 PV - Il s'agit d'un échantillon jeté par les sorciers impériaux lors d'une expérience.": "1000 PV - Il s'agit d'un échantillon jeté par les sorciers impériaux lors d'une expérience.", "1000 PV - Installation permettant de cuire l'argile ou le minerai à haute température. Sert à fabriquer des briques ou du charbon.": "1000 PV - Installation permettant de cuire l'argile ou le minerai à haute température. Sert à fabriquer des briques ou du charbon.", "1000 PV - L'arbre de sang s'est gorgé de sang.": "1000 PV - L'arbre de sang s'est gorgé de sang.", "1000 PV - L'avoine a bien poussé. Une récolte précoce est possible.": "1000 PV - L'avoine a bien poussé. Une récolte précoce est possible.", "1000 PV - Les pousses d'avoine grandissent.": "1000 PV - Les pousses d'avoine grandissent.", "1000 PV - Mandragore rare utilisée à des fins médicinales.": "1000 PV - Mandragore rare utilisée à des fins médicinales.", "1000 PV - Mêlé à des pièces rouillées et des détritus.": "1000 PV - Mêlé à des pièces rouillées et des détritus.", "1000 PV - Pièces abandonnées d'anciens dispositifs magiques.": "1000 PV - Pièces abandonnées d'anciens dispositifs magiques.", "1000 PV - Sol robuste en pierre taillée.": "1000 PV - Sol robuste en pierre taillée.", "1000 PV - Table de jeu pour jeux de dés.": "1000 PV - Table de jeu pour jeux de dés.", "1000 PV - Un arbre avec des ruches pleines de miel.": "1000 PV - Un arbre avec des ruches pleines de miel.", "1000 PV - Un arbre mystique qui brille d'une profonde aura rouge sang, dégageant une présence sombre et menaçante.": "1000 PV - Un arbre mystique qui brille d'une profonde aura rouge sang, dégageant une présence sombre et menaçante.", "1000 PV - Un arbre mystique symbolisant la vitalité.": "1000 PV - Un arbre mystique symbolisant la vitalité.", "1000 PV - Un buisson dont on peut récolter des myrtilles.": "1000 PV - Un buisson dont on peut récolter des myrtilles.", "1000 PV - Un chariot brisé devenu inutilisable.": "1000 PV - Un chariot brisé devenu inutilisable.", "1000 PV - Un coffre au trésor conçu pour être robuste.": "1000 PV - Un coffre au trésor conçu pour être robuste.", "1000 PV - Un coffre au trésor gardé par de puissants ennemis de l'abîme.": "1000 PV - Un coffre au trésor gardé par de puissants ennemis de l'abîme.", "1000 PV - Un coffre au trésor obtenu après avoir vaincu le boss de l'abîme.": "1000 PV - Un coffre au trésor obtenu après avoir vaincu le boss de l'abîme.", "1000 PV - Un coffre au trésor trouvé dans les niveaux inférieurs de l'abîme.": "1000 PV - Un coffre au trésor trouvé dans les niveaux inférieurs de l'abîme.", "1000 PV - Un coffre luxueux contenant des trésors rares.": "1000 PV - Un coffre luxueux contenant des trésors rares.", "1000 PV - Un cristal bleu de taille moyenne doté d'une énergie apaisante.": "1000 PV - Un cristal bleu de taille moyenne doté d'une énergie apaisante.", "1000 PV - Un cristal rouge de taille moyenne imprégné d'une énergie intense.": "1000 PV - Un cristal rouge de taille moyenne imprégné d'une énergie intense.", "1000 PV - Un cristal vert de taille moyenne qui rayonne d'énergie vitale.": "1000 PV - Un cristal vert de taille moyenne qui rayonne d'énergie vitale.", "1000 PV - Un gisement de cuivre moyen, bon pour l'extraction.": "1000 PV - Un gisement de cuivre moyen, bon pour l'extraction.", "1000 PV - Un grand gisement, riche en minerai de cuivre.": "1000 PV - Un grand gisement, riche en minerai de cuivre.", "1000 PV - Un grand rocher donnant une grande quantité de pierre.": "1000 PV - Un grand rocher donnant une grande quantité de pierre.", "1000 PV - Un légume racine simple que l'on peut cultiver.": "1000 PV - Un légume racine simple que l'on peut cultiver.", "1000 PV - Un paquet de marchandises empilées.": "1000 PV - Un paquet de marchandises empilées.", "1000 PV - Un paquet de marchandises solidement attaché.": "1000 PV - Un paquet de marchandises solidement attaché.", "1000 PV - Un parterre décoré de fleurs.": "1000 PV - Un parterre décoré de fleurs.", "1000 PV - Un parterre garni de fleurs d'un jaune éclatant.": "1000 PV - Un parterre garni de fleurs d'un jaune éclatant.", "1000 PV - Un parterre garni de fleurs roses.": "1000 PV - Un parterre garni de fleurs roses.", "1000 PV - Un petit coffre contenant des trésors modestes.": "1000 PV - Un petit coffre contenant des trésors modestes.", "1000 PV - Un petit cristal bleu lumineux.": "1000 PV - Un petit cristal bleu lumineux.", "1000 PV - Un petit cristal d'une lueur verdâtre.": "1000 PV - Un petit cristal d'une lueur verdâtre.", "1000 PV - Un petit cristal rouge scintillant.": "1000 PV - Un petit cristal rouge scintillant.", "1000 PV - Un petit gisement de minerai de cuivre.": "1000 PV - Un petit gisement de minerai de cuivre.", "1000 PV - Un petit rocher couvert de terre. Peut être miné pour obtenir de la pierre.": "1000 PV - Un petit rocher couvert de terre. Peut être miné pour obtenir de la pierre.", "1000 PV - Un plateau pour profiter des parties de fléchettes.": "1000 PV - Un plateau pour profiter des parties de fléchettes.", "1000 PV - Un poste de cuisine de base pour cuisiner et préparer de la nourriture.": "1000 PV - Un poste de cuisine de base pour cuisiner et préparer de la nourriture.", "1000 PV - Un poste de réparation pour réparer l'équipement.": "1000 PV - Un poste de réparation pour réparer l'équipement.", "1000 PV - Un poste de travail où l'on peut tanner et préparer le cuir. Sert à fabriquer divers articles en cuir.": "1000 PV - Un poste de travail où l'on peut tanner et préparer le cuir. Sert à fabriquer divers articles en cuir.", "1000 PV - Un précieux coffre au trésor trouvé dans les niveaux supérieurs de l'abîme.": "1000 PV - Un précieux coffre au trésor trouvé dans les niveaux supérieurs de l'abîme.", "1000 PV - Un rocher de taille moyenne.": "1000 PV - Un rocher de taille moyenne.", "1000 PV - Un sol fait de rondins disposés.": "1000 PV - Un sol fait de rondins disposés.", "1000 PV - Un tapis teint en rouge.": "1000 PV - Un tapis teint en rouge.", "1000 PV - Un tapis teint.": "1000 PV - Un tapis teint.", "1000 PV - Un tas d'objets abandonnés. On peut y récupérer de la ferraille.": "1000 PV - Un tas d'objets abandonnés. On peut y récupérer de la ferraille.", "1000 PV - Un tas d'os variés.": "1000 PV - Un tas d'os variés.", "1000 PV - Un tas de débris imprégnés de magie. On peut en extraire des ressources utiles.": "1000 PV - Un tas de débris imprégnés de magie. On peut en extraire des ressources utiles.", "1000 PV - Un tas de débris portant des résidus magiques.": "1000 PV - Un tas de débris portant des résidus magiques.", "1000 PV - Un tas de métaux étrangement tordus.": "1000 PV - Un tas de métaux étrangement tordus.", "1000 PV - Un tas de vieilles ferrailles laissées à l'abandon.": "1000 PV - Un tas de vieilles ferrailles laissées à l'abandon.", "1000 PV - Un totem construit en empilant plusieurs crânes.": "1000 PV - Un totem construit en empilant plusieurs crânes.", "1000 PV - Un totem grossier fait de crânes sommairement ligotés.": "1000 PV - Un totem grossier fait de crânes sommairement ligotés.", "1000 PV - Un totem simple façonné d'ossements.": "1000 PV - Un totem simple façonné d'ossements.", "1000 PV - Un épouvantail dégageant une aura inquiétante.": "1000 PV - Un épouvantail dégageant une aura inquiétante.", "1000 PV - Un établi pour fabriquer des outils de base.": "1000 PV - Un établi pour fabriquer des outils de base.", "1000 PV - Un établi pour réparer l'équipement.": "1000 PV - Un établi pour réparer l'équipement.", "1000 PV - Un établi pour traiter le bois et fabriquer divers outils.": "1000 PV - Un établi pour traiter le bois et fabriquer divers outils.", "1000 PV - Un établi pour traiter les matériaux récoltés à l'état sauvage.": "1000 PV - Un établi pour traiter les matériaux récoltés à l'état sauvage.", "1000 PV - Un établi pour verser du métal en fusion dans des moules. Indispensable pour fabriquer des pièces métalliques.": "1000 PV - Un établi pour verser du métal en fusion dans des moules. Indispensable pour fabriquer des pièces métalliques.", "1000 PV - Une belle fleur de la nature.": "1000 PV - Une belle fleur de la nature.", "1000 PV - Une bibliothèque qui contient les connaissances de la forêt ancienne.": "1000 PV - Une bibliothèque qui contient les connaissances de la forêt ancienne.", "1000 PV - Une bibliothèque renfermant le savoir de la forêt ancienne.": "1000 PV - Une bibliothèque renfermant le savoir de la forêt ancienne.", "1000 PV - Une caisse en bois pour stocker des fournitures de base.": "1000 PV - Une caisse en bois pour stocker des fournitures de base.", "1000 PV - Une caisse en bois utilisée pour stocker des fournitures de base.": "1000 PV - Une caisse en bois utilisée pour stocker des fournitures de base.", "1000 PV - Une clôture en bois.": "1000 PV - Une clôture en bois.", "1000 PV - Une ferme fertile où l'on peut cultiver.": "1000 PV - Une ferme fertile où l'on peut cultiver.", "1000 PV - Une gigantesque larve de viande frétillante qui dévore sans distinction toute matière organique à proximité. Elle semble presque dépourvue de capacités de combat.": "1000 PV - Une gigantesque larve de viande frétillante qui dévore sans distinction toute matière organique à proximité. Elle semble presque dépourvue de capacités de combat.", "1000 PV - Une larve géante qui se tortille. Utilisée comme nourriture.": "1000 PV - Une larve géante qui se tortille. Utilisée comme nourriture.", "1000 PV - Une larve sauvage et dodue. Peut être utilisée comme ingrédient culinaire.": "1000 PV - Une larve sauvage et dodue. Peut être utilisée comme ingrédient culinaire.", "1000 PV - Une petite veine d'où l'on peut extraire une quantité modeste d'argent.": "1000 PV - Une petite veine d'où l'on peut extraire une quantité modeste d'argent.", "1000 PV - Une racine de poussière fraîchement germée.": "1000 PV - Une racine de poussière fraîchement germée.", "1000 PV - Une racine de poussière mature. Prête à être récoltée.": "1000 PV - Une racine de poussière mature. Prête à être récoltée.", "1000 PV - Une station de cuisine professionnelle équipée de divers outils. Vous pouvez préparer des plats complexes et délicieux.": "1000 PV - Une station de cuisine professionnelle équipée de divers outils. Vous pouvez préparer des plats complexes et délicieux.", "1000 PV - Une station de travail pour les expériences alchimiques et la fabrication de potions.": "1000 PV - Une station de travail pour les expériences alchimiques et la fabrication de potions.", "1000 PV - Une station de travail pour rechercher et développer de nouvelles technologies.": "1000 PV - Une station de travail pour rechercher et développer de nouvelles technologies.", "1000 PV - Une station de travail pour transformer la pierre en matériaux de construction.": "1000 PV - Une station de travail pour transformer la pierre en matériaux de construction.", "1000 PV - Une structure pour suspendre et sécher le cuir ou la nourriture. Élimine l'humidité pour améliorer la conservation.": "1000 PV - Une structure pour suspendre et sécher le cuir ou la nourriture. Élimine l'humidité pour améliorer la conservation.", "1000 PV - Une table adaptée aux jeux de cartes.": "1000 PV - Une table adaptée aux jeux de cartes.", "1000 PV - Une tente de gobelins un peu plus grande.": "1000 PV - Une tente de gobelins un peu plus grande.", "1000 PV - Une tente simple utilisée par des gobelins.": "1000 PV - Une tente simple utilisée par des gobelins.", "1000 PV - Une veine de taille moyenne pour l'extraction régulière d'argent.": "1000 PV - Une veine de taille moyenne pour l'extraction régulière d'argent.", "1000 PV - Vous pouvez fabriquer des bâtons.": "1000 PV - Vous pouvez fabriquer des bâtons.", "1000 gold": "1000 or", "1000 or": "1000 or", "102 magique": "102 magique", "104 physique": "104 physique", "104 physique dégâts / cible": "104 physique dégâts / cible", "105 magic": "105 magique", "105 magic damage / target": "105 dégâts magiques / cible", "105 magique": "105 magique", "105 magique dégâts / cible": "105 magique dégâts / cible", "106 physical": "106 physiques", "106 physical damage / target": "106 dégâts physiques / cible", "106 physical damage / target - 35.5 per energy": "106 dégâts physiques / cible - 35.5 par énergie", "106 physique": "106 physique", "106 physique dégâts / cible": "106 physique dégâts / cible", "106 physique dégâts / cible- 35.5 par énergie": "106 physique dégâts / cible- 35.5 par énergie", "1065 gold": "1065 or", "1065 or": "1065 or", "108 direct only, up to 168 per hit target with the full 60 burn damage from one application.": "108 direct only, up to 168 per hit target with the full 60 burn damage from one application.", "108 gold": "108 pièces d'or", "108 magic": "108 magiques", "108 magique": "108 magique", "108 magique dégâts / cible": "108 magique dégâts / cible", "108 or": "108 or", "10s cooldown": "Recharge 10s", "10×1 tiles": "10×1 cases", "10×2 tiles": "10×2 cases", "11 ajouté": "11 ajouté", "11 energy = 1 to cast + 10 for the Bubbling it consumes.": "11 énergie = 1 pour lancer + 10 pour le Bubbling qu'elle consomme.", "11 gold": "11 or", "11 or": "11 or", "11 other template(s) competing for this slot": "11 autres modèles en concurrence pour cet emplacement", "11 énergie = 1 pour lancer + 10 pour le Bubbling qu'elle consomme.": "11 énergie = 1 pour lancer + 10 pour le Bubbling qu'elle consomme.", "11.11% / kill": "11.11% / élimination", "11.5 gold": "11.5 or", "11.5 or": "11.5 or", "110 gold": "110 or", "110 or": "110 or", "112 gold": "112 or", "112 or": "112 or", "113.5 gold": "113.5 or", "113.5 or": "113.5 or", "114.5 gold": "114.5 or", "114.5 or": "114.5 or", "115 physical": "115 physiques", "115 physical damage / target - 38.4 per energy": "115 dégâts physiques / cible - 38.4 par énergie", "115 physique": "115 physique", "115 physique dégâts / cible- 38.4 par énergie": "115 physique dégâts / cible- 38.4 par énergie", "116 physique": "116 physique", "116 physique dégâts / cible": "116 physique dégâts / cible", "116 physique dégâts / cible- 38.8 par énergie": "116 physique dégâts / cible- 38.8 par énergie", "118 gold": "118 or", "118 magique": "118 magique", "118 magique dégâts / cible": "118 magique dégâts / cible", "118 or": "118 or", "118 physical": "118 physiques", "118 physical damage / target": "118 dégâts physiques / cible", "118 physique": "118 physique", "118 physique dégâts / cible": "118 physique dégâts / cible", "119 magique": "119 magique", "12 gold": "12 or", "12 in-game hours": "12 heures de jeu", "12 or": "12 or", "12 other template(s) competing for this slot": "12 autre(s) modèle(s) en concurrence pour cet emplacement", "12 skill points to unlock": "12 points de compétence pour débloquer", "12.5% / kill": "12.5% / élimination", "120 HP": "120 PV", "120 gold": "120 pièces d'or", "120 or": "120 or", "120% physique": "120% physique", "1200 gold": "1200 or", "1200 min": "1200 min", "1200 or": "1200 or", "12000 ticks (≈0.19 days)": "12000 ticks (≈0.19 jour)", "122 gold": "122 or", "122 or": "122 or", "122.5 gold": "122.5 or", "122.5 or": "122.5 or", "123 gold": "123 or", "123 or": "123 or", "124 magic damage / target": "124 dégâts magiques / cible", "124 magique dégâts / cible": "124 magique dégâts / cible", "124 physique": "124 physique", "124 physique dégâts / cible": "124 physique dégâts / cible", "124 physique dégâts / cible- 41.4 par énergie": "124 physique dégâts / cible- 41.4 par énergie", "1247 gold": "1247 or", "1247 or": "1247 or", "125 gold": "125 or", "125 or": "125 or", "12×8 tiles": "12×8 cases", "13 ajouté": "13 ajouté", "13 cells (Manhattan radius 2): up to 13 targets, 2,548 total if every cell is hit. Also hits allies in the area": "13 cases (rayon Manhattan 2) : jusqu'à 13 cibles, 2 548 au total si chaque case est touchée. Touche aussi les alliés dans la zone", "13 cells (Manhattan radius 2): up to 13 targets, 2,993 total if every cell is hit": "13 cases (rayon Manhattan 2) : jusqu'à 13 cibles, 2 993 au total si chaque case est touchée", "13 cells (Manhattan radius 2): up to 13 targets, 3,230 total if every cell is hit": "13 cellules (rayon Manhattan 2) : jusqu'à 13 cibles, 3 230 au total si chaque cellule est touchée", "13 cells (Manhattan radius 2): up to 13 targets, 5,606 total if every cell is hit. Also hits allies in the area": "13 cellules (rayon Manhattan 2) : jusqu'à 13 cibles, 5 606 au total si chaque cellule est touchée. Frappe aussi les alliés dans la zone", "13 gold": "13 or", "13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)": "13 Pierres d'âme inertes (Rat gris, Insecte acide, Scarabée métallique, Slime, Slime royal, Gelée de sang, Araignée osseuse, Mordeur de champignons, Staghare, Hérisson, et plus encore)", "13 or": "13 or", "13 other template(s) competing for this slot": "13 autre(s) modèle(s) en concurrence pour cet emplacement", "13.04% / open": "13.04% / ouverture", "13.33% / kill": "13.33% / élimination", "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value": "13,5 + Force x1,0 + Agilité x0,5 + Perception x0,5 + valeur de l'arme", "13.79% / kill": "13.79% / élimination", "130 gold": "130 or", "130 or": "130 or", "132 ajouté": "132 ajouté", "132 gold": "132 or", "132 or": "132 or", "133 physical damage / target": "133 dégâts physiques / cible", "133 physique dégâts / cible": "133 physique dégâts / cible", "135 gold": "135 or", "135 or": "135 or", "13500 ticks (≈0.21 days)": "13500 ticks (≈0.21 jours)", "14 gold": "14 or", "14 or": "14 or", "14 skill points to unlock": "14 points de compétence pour débloquer", "140 gold": "140 or", "140 magique dégâts / cible": "140 magique dégâts / cible", "140 or": "140 or", "1408 gold": "1408 or", "1408 or": "1408 or", "142 physical": "142 physiques", "142 physical damage / target": "142 dégâts physiques / cible", "142 physique": "142 physique", "142 physique dégâts / cible": "142 physique dégâts / cible", "142 resource rows - 26 nodes - 61 monster-drop rows - 28 chest rows": "142 lignes de ressources - 26 gisements - 61 lignes de butin de monstre - 28 lignes de coffre", "142.5 gold": "142.5 or", "142.5 or": "142.5 or", "143 gold": "143 or", "143 or": "143 or", "144 physical attack": "attaque physique de 144 qui frappe fort", "1440 min": "1440 min", "145 physique dégâts / cible": "145 physique dégâts / cible", "147 gold": "147 or", "147 or": "147 or", "148 gold": "148 or", "148 or": "148 or", "148 physique": "148 physique", "15 damage/second": "15 dégâts/seconde", "15 gold": "15 pièces d'or", "15 in-game days": "15 jours en jeu", "15 or": "15 or", "15 other template(s) competing for this slot": "15 autre(s) modèle(s) en concurrence pour cet emplacement", "15 resource rows - 15 chest rows": "15 lignes de ressources - 15 lignes de coffre", "15 stacks = +150 each": "15 cumuls = +150 chacun", "15 supprimé": "15 supprimé", "15 total": "15 au total", "15.38% / kill": "15.38% / élimination", "15.79% / kill": "15.79% / élimination", "150 / sec": "150 / sec", "150 HP": "150 PV", "150 PV": "150 PV", "150 gold": "150 or", "150 magic damage per second": "150 dégâts magiques par seconde", "150 or": "150 or", "150% physique": "150% physique", "1500 HP - Un épouvantail portant un chapeau de bouffon ridicule.": "1500 HP - Un épouvantail portant un chapeau de bouffon ridicule.", "1500 HP - Une veine d'où l'on peut extraire du fer.": "1500 HP - Une veine d'où l'on peut extraire du fer.", "1500 PV - Un épouvantail portant un chapeau de bouffon ridicule.": "1500 PV - Un épouvantail portant un chapeau de bouffon ridicule.", "1500 PV - Une veine d'où l'on peut extraire du fer.": "1500 PV - Une veine d'où l'on peut extraire du fer.", "1500 gold": "1500 or", "1500 or": "1500 or", "151 damage / target": "151 dégâts / cible", "151 dégâts / cible": "151 dégâts / cible", "152 gold": "152 or", "152 or": "152 or", "155 physique": "155 physique", "155 physique dégâts / cible": "155 physique dégâts / cible", "157 magic": "157 magiques", "157 magique": "157 magique", "157.5 gold": "157.5 or", "157.5 or": "157.5 or", "15s cooldown": "15s de recharge", "16 ajouté": "16 ajouté", "16 gold": "16 or", "16 or": "16 or", "16.67% / kill": "16.67% / élimination", "16.67% / open": "16.67% / ouverture", "161 gold": "161 or", "161 or": "161 or", "163 magic": "163 magiques", "163 magic damage / target - 23.2 per energy": "163 dégâts magiques / cible - 23.2 par énergie", "163 magique": "163 magique", "163 magique dégâts / cible- 23.2 par énergie": "163 magique dégâts / cible- 23.2 par énergie", "164 resource rows - 30 nodes - 60 monster-drop rows - 43 chest rows": "164 resource rows - 30 nodes - 60 monster-drop rows - 43 chest rows", "167 dégâts / cible": "167 dégâts / cible", "167.5 gold": "167.5 or", "167.5 or": "167.5 or", "168 gold": "168 or", "168 or": "168 or", "169 gold": "169 or", "169 or": "169 or", "16s cooldown": "16s de recharge", "17 backgrounds": "17 parcours", "17 gold": "17 or", "17 or": "17 or", "17 other template(s) competing for this slot": "17 autre(s) modèle(s) en concurrence pour cet emplacement", "17.5 gold": "17.5 or", "17.5 or": "17.5 or", "173 gold": "173 or", "173 or": "173 or", "177 magique": "177 magique", "177 physical": "177 physiques", "177 physical damage / target - 35.5 per energy": "177 dégâts physiques / cible - 35.5 par énergie", "177 physique": "177 physique", "177 physique dégâts / cible- 35.5 par énergie": "177 physique dégâts / cible- 35.5 par énergie", "178.5 gold": "178.5 or", "178.5 or": "178.5 or", "179 magique": "179 magique", "179 magique dégâts / cible- 59.7 par énergie": "179 magique dégâts / cible- 59.7 par énergie", "18 ajouté": "18 ajouté", "18 gold": "18 or", "18 or": "18 or", "18.37% / kill": "18.37% / élimination", "18.75% / open": "18.75% / ouverture", "180 gold": "180 or", "180 or": "180 or", "182 gold": "182 or", "182 or": "182 or", "184 gold": "184 or", "184 or": "184 or", "184.5 gold": "184.5 pièces d'or", "184.5 or": "184.5 or", "186 physical": "186 physiques", "186 physical damage / target - 46.5 per energy": "186 dégâts physiques / cible - 46.5 par énergie", "186 physique": "186 physique", "186 physique dégâts / cible- 46.5 par énergie": "186 physique dégâts / cible- 46.5 par énergie", "189 gold": "189 or", "189 or": "189 or", "19 gold": "19 or", "19 or": "19 or", "193.5 gold": "193.5 or", "193.5 or": "193.5 or", "194 physique": "194 physique", "194 physique dégâts / cible- 38.8 par énergie": "194 physique dégâts / cible- 38.8 par énergie", "196 magic": "196 magiques", "196 magique": "196 magique", "196 with no Burning on the target, up to 686 at the 50-stack cap (each stack adds about 10). Does not consume the stacks.": "196 sans Combustion sur la cible, jusqu'à 686 au plafond de 50 cumuls (chaque cumul ajoute environ 10). Ne consomme pas les cumuls.", "1x la médiane magique actives par lancer": "1x la médiane magique actives par lancer", "1x la médiane physique actives par lancer": "1x la médiane physique actives par lancer", "1x the median magic active per cast": "1x l'active magique médiane par lancer", "1x the median physical active per cast": "1x la valeur physique active médiane par lancer", "1× Atelier d'artisanat (quality ≥ 0)": "1× Atelier d'artisanat (qualité ≥ 0)", "1× Atelier d'artisanat (quality ≥ 10)": "1× Atelier d'artisanat (qualité ≥ 10)", "1× Atelier d'artisanat (quality ≥ 15)": "1× Atelier d'artisanat (qualité ≥ 15)", "1× Atelier d'artisanat (qualité ≥ 0)": "1× Atelier d'artisanat (qualité ≥ 0)", "1× Atelier d'artisanat (qualité ≥ 10)": "1× Atelier d'artisanat (qualité ≥ 10)", "1× Atelier d'artisanat (qualité ≥ 15)": "1× Atelier d'artisanat (qualité ≥ 15)", "1× Atelier de cuisine (quality ≥ 0)": "1× Atelier de cuisine (qualité ≥ 0)", "1× Atelier de cuisine (quality ≥ 20)": "1× Atelier de cuisine (qualité ≥ 20)", "1× Atelier de cuisine (qualité ≥ 0)": "1× Atelier de cuisine (qualité ≥ 0)", "1× Atelier de cuisine (qualité ≥ 20)": "1× Atelier de cuisine (qualité ≥ 20)", "1× Atelier de magie (quality ≥ 0)": "1× Atelier de magie (qualité ≥ 0)", "1× Atelier de magie (quality ≥ 10)": "1× Atelier de magie (qualité ≥ 10)", "1× Atelier de magie (qualité ≥ 0)": "1× Atelier de magie (qualité ≥ 0)", "1× Atelier de magie (qualité ≥ 10)": "1× Atelier de magie (qualité ≥ 10)", "1× Atelier de recherche (quality ≥ 0)": "1× Atelier de recherche (qualité ≥ 0)", "1× Atelier de recherche (qualité ≥ 0)": "1× Atelier de recherche (qualité ≥ 0)", "1× Dormir (quality ≥ 10)": "1× Dormir (qualité ≥ 10)", "1× Dormir (quality ≥ 15)": "1× Dormir (qualité ≥ 15)", "1× Dormir (quality ≥ 5)": "1× Dormir (qualité ≥ 5)", "1× Dormir (qualité ≥ 10)": "1× Dormir (qualité ≥ 10)", "1× Dormir (qualité ≥ 15)": "1× Dormir (qualité ≥ 15)", "1× Dormir (qualité ≥ 5)": "1× Dormir (qualité ≥ 5)", "1× Monter de niveau (quality ≥ 5)": "1× Monter de niveau (qualité ≥ 5)", "1× Monter de niveau (qualité ≥ 5)": "1× Monter de niveau (qualité ≥ 5)", "1× Table (quality ≥ 10)": "1× Table (qualité ≥ 10)", "1× Table (quality ≥ 15)": "1× Table (qualité ≥ 15)", "1× Table (quality ≥ 5)": "1× Table (qualité ≥ 5)", "1× Table (qualité ≥ 10)": "1× Table (qualité ≥ 10)", "1× Table (qualité ≥ 15)": "1× Table (qualité ≥ 15)", "1× Table (qualité ≥ 5)": "1× Table (qualité ≥ 5)", "1× Étal du marchand (quality ≥ 0)": "1× Étal du marchand (qualité ≥ 0)", "1× Étal du marchand (qualité ≥ 0)": "1× Étal du marchand (qualité ≥ 0)", "1×1 tiles": "1×1 tuiles", "1×2 tiles": "1×2 cases", "1×3 tiles": "1×3 cases", "2 (Primary)": "2 (Principal)", "2 Stacks - Ajout de récompenses à la viande de monstre": "2 Stacks - Ajout de récompenses à la viande de monstre", "2 affixes; Red = offense, Blue = defense, Green = utility": "2 affixes ; Rouge = offensif, Bleu = défensif, Vert = utilitaire", "2 ajouté": "2 ajouté", "2 cells (Direction radius 2): up to 2 targets, 946 total if every cell is hit. Also hits allies in the area": "2 cases (Direction rayon 2) : jusqu'à 2 cibles, 946 au total si chaque case est touchée. Touche aussi les alliés dans la zone", "2 cells (Direction radius 2): up to 2 targets, 989 total if every cell is hit. Also hits allies in the area": "2 cellules (rayon Direction 2) : jusqu'à 2 cibles, 989 au total si chaque cellule est touchée. Frappe aussi les alliés dans la zone", "2 combos": "2 combos", "2 decimals": "2 décimales", "2 energy to cast": "2 énergie pour lancer", "2 energy to cast - 12s cooldown": "2 énergie pour lancer - 12s de recharge", "2 energy to cast - 15s cooldown": "2 énergie pour lancer - 15s de recharge", "2 energy to cast - 8s cooldown": "2 énergie à lancer - 8s de recharge", "2 in-game days": "2 jours de jeu", "2 or More Members at Level 2": "2 membres ou plus au niveau 2", "2 or More Members at Level 2 or Higher": "2 membres ou plus au niveau 2 ou supérieur", "2 or More Members at Level 3 or Higher": "2 membres ou plus au niveau 3 ou supérieur", "2 or More Members at Level 5 or Higher": "2 membres ou plus au niveau 5 ou supérieur", "2 other template(s) competing for this slot": "2 autre(s) modèle(s) en concurrence pour cet emplacement", "2 tiles": "2 tiles", "2 to 5": "2 à 5", "2+ Days of Food Reserves with Mood 1 or Higher": "2 jours ou plus de réserves de nourriture avec une humeur de 1 ou plus", "2+ Days of Food Reserves with Mood 2 or Higher": "2 jours ou plus de réserves de nourriture avec une humeur de 2 ou plus", "2+ Days of Food Reserves with Mood 3 or Higher": "2 jours ou plus de réserves de nourriture avec une humeur de 3 ou plus", "2. Level & Growth": "2. Niveau et croissance", "2.0x mana-stone cost, 1.5x stat gain": "coût en pierres de mana x2,0, gain de statistiques x1,5", "2.4x la médiane magique actives par lancer": "2.4x la médiane magique actives par lancer", "2.4x the median magic active per cast": "2,4x l'actif magique médian par lancer", "2.5 gold": "2.5 or", "2.5 or": "2.5 or", "2.5x la médiane physique actives par lancer": "2.5x la médiane physique actives par lancer", "2.5x the median physical active per cast": "2.5x la médiane de l'active physique par lancer", "20 Constitution": "20 en Constitution", "20 Shell stacks": "20 cumuls de Coquille", "20 Shells (each blocks one hit to 1 dmg)": "20 Coquilles (chacune bloque un coup à 1 dégât)", "20 Str / 15 Agi / 12 Per": "20 For / 15 Agi / 12 Per", "20 gold": "20 or", "20 or": "20 or", "20% / kill": "20 % / élimination", "20% / open": "20% / ouverture", "20% of Max HP per tick) - needs in-game confirmation -->": "20% des PV max par tick) - nécessite confirmation en jeu -->", "20% of its combined HP or below": "20 % de ses PV combinés ou moins", "20.69% / kill": "20.69% / élimination", "200 HP": "200 PV", "200 PV": "200 PV", "200 gold": "200 or", "200 or": "200 or", "200% magique": "200% magique", "200% physique": "200% physique", "2000 HP - Un petit feu qui éclaire la nuit et vous réchauffe.": "2000 HP - Un petit feu qui éclaire la nuit et vous réchauffe.", "2000 HP - Un épouvantail dressé pour éloigner les oiseaux ou les intrus.": "2000 HP - Un épouvantail dressé pour éloigner les oiseaux ou les intrus.", "2000 HP - Une cheminée robuste en pierre. Réchauffe l'intérieur et permet de cuisiner.": "2000 HP - Une cheminée robuste en pierre. Réchauffe l'intérieur et permet de cuisiner.", "2000 PV - Un petit feu qui éclaire la nuit et vous réchauffe.": "2000 PV - Un petit feu qui éclaire la nuit et vous réchauffe.", "2000 PV - Un épouvantail dressé pour éloigner les oiseaux ou les intrus.": "2000 PV - Un épouvantail dressé pour éloigner les oiseaux ou les intrus.", "2000 PV - Une cheminée robuste en pierre. Elle peut réchauffer l'intérieur.": "2000 PV - Une cheminée robuste en pierre. Elle peut réchauffer l'intérieur.", "2000 PV - Une cheminée robuste en pierre. Réchauffe l'intérieur et permet de cuisiner.": "2000 PV - Une cheminée robuste en pierre. Réchauffe l'intérieur et permet de cuisiner.", "2000 gold": "2000 or", "2000 gold, then +10% Crit": "2000 or, puis +10% de Crit", "2000 or": "2000 or", "201 physical": "201 physiques", "201 physical damage / target - 67.1 per energy": "201 dégâts physiques / cible - 67.1 par énergie", "201 physique": "201 physique", "201 physique dégâts / cible- 67.1 par énergie": "201 physique dégâts / cible- 67.1 par énergie", "204 physique": "204 physique", "204 physique dégâts / cible- 50.9 par énergie": "204 physique dégâts / cible- 50.9 par énergie", "209 magic": "209 magiques", "209 magic damage / target - 209.5 per energy": "209 dégâts magiques / cible - 209.5 par énergie", "209 magique": "209 magique", "209 magique dégâts / cible- 209.5 par énergie": "209 magique dégâts / cible- 209.5 par énergie", "209.5 gold": "209.5 or", "209.5 or": "209.5 or", "20s cooldown": "20 s de recharge", "21 ajouté": "21 ajouté", "21 other template(s) competing for this slot": "21 autre(s) modèle(s) en concurrence pour cet emplacement", "21.43% / kill": "21.43% / kill", "21.5 gold": "21.5 pièces d'or", "21.5 or": "21.5 or", "21.74% / open": "21.74% / ouverture", "216 gold": "216 or", "216 or": "216 or", "217 physique": "217 physique", "217 physique dégâts / cible- 72.5 par énergie": "217 physique dégâts / cible- 72.5 par énergie", "22 ajouté": "22 ajouté", "22 backgrounds": "22 parcours", "22 gold": "22 or", "22 or": "22 or", "22 other template(s) competing for this slot": "22 autre(s) modèle(s) en concurrence pour cet emplacement", "22 supprimé": "22 supprimé", "220 gold": "220 or", "220 or": "220 or", "222.5 gold": "222.5 or", "222.5 or": "222.5 or", "226 gold": "226 or", "226 or": "226 or", "227 gold": "227 or", "227 or": "227 or", "229 gold": "229 or", "229 or": "229 or", "23 gold": "23 or", "23 or": "23 or", "23.08% / open": "23.08% / ouverture", "23.5 gold": "23.5 or", "23.5 or": "23.5 or", "230 physical": "230 physiques", "230 physical damage / target": "230 dégâts physiques / cible", "230 physique": "230 physique", "230 physique dégâts / cible": "230 physique dégâts / cible", "236 magique": "236 magique", "236 magique dégâts / cible- 235.8 par énergie": "236 magique dégâts / cible- 235.8 par énergie", "237.5 gold": "237.5 or", "237.5 or": "237.5 or", "24 backgrounds": "24 parcours", "24 gold": "24 or", "24 or": "24 or", "240 gold": "240 or", "240 or": "240 or", "24000 ticks (≈0.37 days)": "24000 ticks (≈0.37 jours)", "242.5 gold": "242.5 or", "242.5 or": "242.5 or", "244 gold": "244 or", "244 or": "244 or", "245 gold": "245 or", "245 or": "245 or", "248 physical": "248 physiques", "248 physical damage / target - 124.1 per energy": "248 dégâts physiques / cible - 124.1 par énergie", "248 physique": "248 physique", "248 physique dégâts / cible": "248 physique dégâts / cible", "248 physique dégâts / cible- 124.1 par énergie": "248 physique dégâts / cible- 124.1 par énergie", "25 ajouté": "25 ajouté", "25 gold": "25 or", "25 magic damage / target": "25 dégâts magiques / cible", "25 magique dégâts / cible": "25 magique dégâts / cible", "25 or": "25 or", "25% / kill": "25% / élimination", "25% to +50%": "25 % à +50 %", "25.81% / kill": "25.81% / élimination", "250 HP - Réduit légèrement la pénalité d'humeur liée au séjour dans le donjon.": "250 HP - Réduit légèrement la pénalité d'humeur liée au séjour dans le donjon.", "250 HP - Un feu de camp pour se reposer ou cuisiner. Sa durabilité diminue avec le temps.": "250 PV - Un feu de camp pour se reposer ou cuisiner. Sa durabilité diminue avec le temps.", "250 HP - Un support avec une torche.": "250 HP - Un support avec une torche.", "250 HP - Un support pour suspendre une lanterne.": "250 HP - Un support pour suspendre une lanterne.", "250 HP - Un support pour tenir une bougie.": "250 HP - Un support pour tenir une bougie.", "250 PV - Réduit légèrement la pénalité d'humeur liée au séjour dans le donjon.": "250 PV - Réduit légèrement la pénalité d'humeur liée au séjour dans le donjon.", "250 PV - Un feu de camp pour se reposer ou cuisiner. Sa durabilité diminue avec le temps.": "250 PV - Un feu de camp pour se reposer ou cuisiner. Sa durabilité diminue avec le temps.", "250 PV - Un support avec une torche.": "250 PV - Un support avec une torche.", "250 PV - Un support pour suspendre une lanterne.": "250 PV - Un support pour suspendre une lanterne.", "250 PV - Un support pour tenir une bougie.": "250 PV - Un support pour tenir une bougie.", "250 gold": "250 or", "250 or": "250 or", "26 gold": "26 or", "26 or": "26 or", "26 room templates": "26 modèles de salle", "26 rooms": "26 salles", "26.2/energy": "26.2/énergie", "260 gold": "260 or", "260 magic": "260 magique", "260 magic damage / target - 86.7 per energy": "260 dégâts magiques / cible - 86,7 par énergie", "260 magique": "260 magique", "260 magique dégâts / cible- 86.7 par énergie": "260 dégâts magiques / cible - 86.7 par énergie", "260 or": "260 or", "266 physical": "266 physiques", "266 physical damage / target": "266 dégâts physiques / cible", "266 physical damage / target - 88.7 per energy": "266 dégâts physiques / cible - 88.7 par énergie", "266 physique": "266 physique", "266 physique dégâts / cible": "266 physique dégâts / cible", "266 physique dégâts / cible- 88.7 par énergie": "266 physique dégâts / cible- 88.7 par énergie", "27 backgrounds": "27 backgrounds", "27 gold": "27 or", "27 magic per second to nearby enemies for 10 s": "27 magiques par seconde aux ennemis proches pendant 10 s", "27 magique per second to nearby enemies for 10 s": "27 magique par seconde aux ennemis proches pendant 10 s", "27 or": "27 or", "27 physical": "27 physiques", "27 physical damage / target": "27 dégâts physiques / cible", "27 physique": "27 physique", "27 physique dégâts / cible": "27 dégâts physiques / cible", "27.5 gold": "27.5 or", "27.5 or": "27.5 or", "27.78% / open": "27.78% / ouverture", "272 physique": "272 physique", "272 physique dégâts / cible- 135.8 par énergie": "272 physique dégâts / cible- 135.8 par énergie", "28 gold": "28 or", "28 magique dégâts / cible": "28 magique dégâts / cible", "28 or": "28 or", "28.57% / kill": "28.57% / élimination", "280 gold": "280 or", "280 or": "280 or", "284 physical": "284 physiques", "284 physical damage / target - 141.9 per energy": "284 dégâts physiques / cible - 141.9 par énergie", "284 physique": "284 physique", "284 physique dégâts / cible- 141.9 par énergie": "284 physique dégâts / cible- 141.9 par énergie", "285 gold": "285 or", "285 or": "285 or", "286 gold": "286 pièces d'or", "286 magique": "286 magique", "286 magique dégâts / cible- 95.5 par énergie": "286 magique dégâts / cible- 95.5 par énergie", "286 or": "286 or", "29 backgrounds": "29 origines", "29 gold": "29 or", "29 or": "29 or", "29 physique": "29 physique", "29 physique dégâts / cible": "29 physique dégâts / cible", "29.5 gold": "29.5 or", "29.5 or": "29.5 or", "29.5/energy": "29.5/énergie", "291 physique": "291 physique", "291 physique dégâts / cible": "291 physique dégâts / cible", "291 physique dégâts / cible- 97 par énergie": "291 physique dégâts / cible- 97 par énergie", "294 gold": "294 or", "294 magic": "294 magiques", "294 magic damage / target - 73.5 per energy": "294 dégâts magiques / cible - 73.5 par énergie", "294 magique": "294 magique", "294 magique dégâts / cible- 73.5 par énergie": "294 magique dégâts / cible- 73.5 par énergie", "294 or": "294 or", "294 with no Burning on the target, up to 1,764 at the 50-stack cap (each stack adds about 29). Detonating consumes the stacks.": "294 sans Combustion sur la cible, jusqu'à 1 764 au plafond de 50 cumuls (chaque cumul ajoute environ 29). La détonation consomme les cumuls.", "296 physical": "296 physiques", "296 physique": "296 physique", "2e région des donjons": "2e région des donjons", "2x la médiane magique actives par lancer": "2x la médiane magique actives par lancer", "2x la médiane physique actives par lancer": "2x la médiane physique actives par lancer", "2x the median magic active per cast": "2x la médiane de l'active magique par lancer", "2x the median physical active per cast": "2x l'actif physique médian par lancer", "2× Dormir (quality ≥ 10)": "2× Dormir (qualité ≥ 10)", "2× Dormir (quality ≥ 15)": "2× Dormir (qualité ≥ 15)", "2× Dormir (quality ≥ 5)": "2× Dormir (qualité ≥ 5)", "2× Dormir (qualité ≥ 10)": "2× Dormir (qualité ≥ 10)", "2× Dormir (qualité ≥ 15)": "2× Dormir (qualité ≥ 15)", "2× Dormir (qualité ≥ 5)": "2× Dormir (qualité ≥ 5)", "2× Lumière (quality ≥ 3)": "2× Lumière (qualité ≥ 3)", "2× Lumière (qualité ≥ 3)": "2× Lumière (qualité ≥ 3)", "2×1 tiles": "2×1 cases", "2×2 tiles": "2×2 tuiles", "2×3 tiles": "2×3 cases", "3 backgrounds": "3 parcours", "3 cells (ConeExceptMe radius 1): up to 3 targets, 426 total if every cell is hit": "3 cases (ConeExceptMe rayon 1) : jusqu'à 3 cibles, 426 au total si chaque case est touchée", "3 cells (ConeExceptMe radius 1): up to 3 targets, 466 total if every cell is hit": "3 cellules (rayon ConeExceptMe 1) : jusqu'à 3 cibles, 466 au total si chaque cellule est touchée", "3 combos": "3 combos", "3 damage/second": "3 dégâts/seconde", "3 energy to cast": "3 énergie pour lancer", "3 energy to cast - 12s cooldown": "3 énergie pour lancer - 12s de recharge", "3 energy to cast - 15s cooldown": "3 énergie pour lancer - 15s de recharge", "3 energy to cast - 18s cooldown": "3 énergie pour lancer - 18s de recharge", "3 energy to cast - 20s cooldown": "3 énergie pour lancer - 20s de recharge", "3 energy to cast - 6s cooldown": "3 énergie pour lancer - 6s de recharge", "3 energy to cast - 8s cooldown": "3 énergie pour lancer - 8s de recharge", "3 gold": "3 or", "3 in-game days": "3 jours de jeu", "3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "3 dégâts magiques par pile, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, ne dépend pas de la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 piles = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "3 magic per stack": "3 magiques par cumul", "3 magic per stack / sec": "3 magique par cumul / sec", "3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "3 or": "3 or", "3 other template(s) competing for this slot": "3 autre(s) modèle(s) en concurrence pour cet emplacement", "3 picked": "3 sélectionnés", "3 piles": "3 piles", "3 supprimé": "3 supprimé", "3 tiles": "3 cases", "3 à des endroits aléatoires dans une tuile 3 vide.": "3 à des endroits aléatoires dans une tuile 3 vide.", "3-Man Main Quest - Complete": "Quête principale à 3 joueurs - Complète", "3-Man Main Quest 0": "Quête principale 3 joueurs 0", "3-Man Main Quest 1": "Quête principale 3 joueurs 1", "3-Man Main Quest 2": "Quête principale 3 joueurs 2", "3-Man Main Quest 3": "Quête principale 3 joueurs 3", "3-Man Main Quest 4": "Quête principale 3 joueurs 4", "3-Man Main Quest 5": "Quête principale 3 joueurs 5", "3-Man Main Quest 6": "Quête principale 3 joueurs 6", "3-Man Main Quest 8": "Quête principale 8 à 3 joueurs", "3. Background": "3. Arrière-plan", "3.1x la médiane physique actives par lancer": "3.1x la médiane physique actives par lancer", "3.1x the median physical active per cast": "3.1x l'active physique médiane par lancer", "30 gold": "30 or", "30 or": "30 or", "30 total": "30 au total", "30% / open": "30% / ouverture", "30% dmg in 2 squares on crit basic": "30 % de dégâts dans 2 cases sur attaque de base critique", "30% head / 70% body": "30% tête / 70% corps", "30% of damage": "30 % des dégâts", "30% physique": "30% physique", "300 HP - Un buisson aux formes étranges.": "300 HP - Un buisson aux formes étranges.", "300 HP - Un buisson commun qui pousse dans la forêt.": "300 HP - Un buisson commun qui pousse dans la forêt.", "300 HP - Un bureau fourni aux marchands affiliés à la guilde.": "300 HP - Un bureau fourni aux marchands affiliés à la guilde.", "300 HP - Un coffre pour ranger les épées et les armes.": "300 HP - Un coffre pour ranger les épées et les armes.", "300 HP - Un générateur qui produit de manière fiable une petite quantité de mana.": "300 HP - Un générateur qui produit de manière fiable une petite quantité de mana.", "300 HP - Un petit générateur qui produit du mana infini.": "300 HP - Un petit générateur qui produit du mana infini.", "300 HP - Un stockage de base pour conserver la nourriture.": "300 HP - Un stockage de base pour conserver la nourriture.", "300 HP - Un stockage de base pour conserver les objets consommables.": "300 HP - Un stockage de base pour conserver les objets consommables.", "300 HP - Un stockage de base pour les flèches et autres projectiles utilisés au combat.": "300 HP - Un stockage de base pour les flèches et autres projectiles utilisés au combat.", "300 HP - Un stockage de base pour les ressources collectées.": "300 HP - Un stockage de base pour les ressources collectées.", "300 HP - Un stockage en pierre pour l'équipement.": "300 HP - Un stockage en pierre pour l'équipement.", "300 HP - Un stockage en pierre pour les objets consommables.": "300 HP - Un stockage en pierre pour les objets consommables.", "300 HP - Un stockage en pierre pour les projectiles.": "300 HP - Un stockage en pierre pour les projectiles.", "300 HP - Un stockage en pierre pour les ressources.": "300 HP - Un stockage en pierre pour les ressources.", "300 HP - Un stockage en poterie pour la nourriture.": "300 HP - Un stockage en poterie pour la nourriture.", "300 HP - Une barricade en bois pour une défense simple.": "300 HP - Une barricade en bois pour une défense simple.", "300 HP - Une caisse de stockage pour les armes et armures.": "300 HP - Une caisse de stockage pour les armes et armures.", "300 HP - Une grande bibliothèque en bois pour ranger de nombreux livres.": "300 HP - Une grande bibliothèque en bois pour ranger de nombreux livres.", "300 HP - Une petite bibliothèque en bois pour ranger des livres.": "300 HP - Une petite bibliothèque en bois pour ranger des livres.", "300 HP - Une statue en bois d'une déesse où l'on peut prier.": "300 HP - Une statue en bois d'une déesse où l'on peut prier.", "300 HP / 16.9 Magic Attack": "300 PV / 16,9 Attaque magique", "300 PV - Un buisson aux formes étranges.": "300 PV - Un buisson aux formes étranges.", "300 PV - Un buisson commun qui pousse dans la forêt.": "300 PV - Un buisson commun qui pousse dans la forêt.", "300 PV - Un bureau fourni aux marchands affiliés à la guilde.": "300 PV - Un bureau fourni aux marchands affiliés à la guilde.", "300 PV - Un coffre pour ranger les épées et les armes.": "300 PV - Un coffre pour ranger les épées et les armes.", "300 PV - Un générateur qui produit de manière fiable une petite quantité de mana.": "300 PV - Un générateur qui produit de manière fiable une petite quantité de mana.", "300 PV - Un petit générateur qui produit du mana infini.": "300 PV - Un petit générateur qui produit du mana infini.", "300 PV - Un stockage de base pour conserver la nourriture.": "300 PV - Un stockage de base pour conserver la nourriture.", "300 PV - Un stockage de base pour conserver les objets consommables.": "300 PV - Un stockage de base pour conserver les objets consommables.", "300 PV - Un stockage de base pour les flèches et autres projectiles utilisés au combat.": "300 PV - Un stockage de base pour les flèches et autres projectiles utilisés au combat.", "300 PV - Un stockage de base pour les ressources collectées.": "300 PV - Un stockage de base pour les ressources collectées.", "300 PV - Un stockage en pierre pour l'équipement.": "300 PV - Un stockage en pierre pour l'équipement.", "300 PV - Un stockage en pierre pour les objets consommables.": "300 PV - Un stockage en pierre pour les objets consommables.", "300 PV - Un stockage en pierre pour les projectiles.": "300 PV - Un stockage en pierre pour les projectiles.", "300 PV - Un stockage en pierre pour les ressources.": "300 PV - Un stockage en pierre pour les ressources.", "300 PV - Un stockage en poterie pour la nourriture.": "300 PV - Un stockage en poterie pour la nourriture.", "300 PV - Un tas de bois empilé.": "300 PV - Un tas de bois empilé.", "300 PV - Un tas de paille empilée.": "300 PV - Un tas de paille empilée.", "300 PV - Un tas de pierres empilées.": "300 PV - Un tas de pierres empilées.", "300 PV - Une barricade en bois pour une défense simple.": "300 PV - Une barricade en bois pour une défense simple.", "300 PV - Une caisse de stockage pour les armes et armures.": "300 PV - Une caisse de stockage pour les armes et armures.", "300 PV - Une grande bibliothèque en bois pour ranger de nombreux livres.": "300 PV - Une grande bibliothèque en bois pour ranger de nombreux livres.", "300 PV - Une petite bibliothèque en bois pour ranger des livres.": "300 PV - Une petite bibliothèque en bois pour ranger des livres.", "300 PV - Une statue en bois d'une déesse où l'on peut prier.": "300 PV - Une statue en bois d'une déesse où l'on peut prier.", "300 gold": "300 or", "300 or": "300 or", "300% physique": "300% physique", "3000 HP - Un cadavre souillé en décomposition.": "3000 HP - Un cadavre souillé en décomposition.", "3000 HP - Une fleur de pierre sculptée qui a éclos en réponse à la résonance.": "3000 PV - Une fleur de pierre sculptée qui a éclos en réponse à la résonance.", "3000 HP - Une statue de pierre à l'image d'un Devrik.": "3000 HP - Une statue de pierre à l'image d'un Devrik.", "3000 HP - Une statue sacrée pour le culte et la prière.": "3000 HP - Une statue sacrée pour le culte et la prière.", "3000 PV - Un cadavre souillé en décomposition.": "3000 PV - Un cadavre souillé en décomposition.", "3000 PV - Une fleur de pierre sculptée qui a éclos en réponse à la résonance.": "3000 PV - Une fleur de pierre sculptée qui a éclos en réponse à la résonance.", "3000 PV - Une statue de pierre à l'image d'un Devrik.": "3000 PV - Une statue de pierre à l'image d'un Devrik.", "3000 PV - Une statue sacrée pour le culte et la prière.": "3000 PV - Une statue sacrée pour le culte et la prière.", "303 gold": "303 or", "303 or": "303 or", "304 gold": "304 or", "304 or": "304 or", "309 physique": "309 physique", "30s cooldown": "30 s de recharge", "31.58% / kill": "31.58% / élimination", "310 physique": "310 physique", "310 physique dégâts / cible- 155.2 par énergie": "310 physique dégâts / cible- 155.2 par énergie", "315 gold": "315 or", "315 or": "315 or", "32 gold": "32 or", "32 or": "32 or", "323 magique": "323 magique", "323 magique dégâts / cible- 80.9 par énergie": "323 magique dégâts / cible- 80.9 par énergie", "323 with no Burning on the target, up to 1,941 at the 50-stack cap (each stack adds about 32). Detonating consumes the stacks.": "323 sans Combustion sur la cible, jusqu'à 1 941 au plafond de 50 piles (chaque pile ajoute environ 32). La détonation consomme les piles.", "33 gold": "33 or", "33 or": "33 or", "33.33% / kill": "33,33 % / élimination", "33.33% / open": "33.33% / ouvert", "335 gold": "335 or", "335 or": "335 or", "338 gold": "338 or", "338 or": "338 or", "34.29% / kill": "34.29% / élimination", "34.45% / kill": "34.45% / élimination", "340 or": "340 or", "35 ajouté": "35 ajouté", "35 gold": "35 or", "35 or": "35 or", "35 physical": "35 physiques", "35 physical damage / target - 7.1 per energy": "35 dégâts physiques / cible - 7.1 par énergie", "35 physique": "35 physique", "35 physique dégâts / cible- 7.1 par énergie": "35 physique dégâts / cible- 7.1 par énergie", "35 rooms": "35 salles", "355 physical": "355 physiques", "355 physical damage / target - 118.2 per energy": "355 dégâts physiques / cible - 118.2 par énergie", "355 physique": "355 physique", "355 physique dégâts / cible- 118.2 par énergie": "355 physique dégâts / cible- 118.2 par énergie", "357 gold": "357 or", "357 or": "357 or", "36 gold": "36 or", "36 or": "36 or", "36.5 gold": "36.5 or", "36.5 or": "36.5 or", "360 gold": "360 or", "360 or": "360 or", "368 gold": "368 or", "368 or": "368 or", "369 gold": "369 pièces d'or", "369 or": "369 or", "37 gold": "37 pièces d'or", "37 or": "37 or", "37 physique": "37 physique", "37 physique dégâts / cible- 7.4 par énergie": "37 physique dégâts / cible- 7.4 par énergie", "378 gold": "378 or", "378 or": "378 or", "38 gold": "38 or", "38 or": "38 or", "38 physical": "38 physiques", "38 physique": "38 physique", "38.46% / open": "38.46% / ouverture", "385 Max HP": "385 PV max", "387 gold": "387 or", "387 or": "387 or", "388 physique": "388 physique", "388 physique dégâts / cible- 129.3 par énergie": "388 physique dégâts / cible- 129.3 par énergie", "39 direct only, up to 69 per hit target with the full 30 burn damage from one application.": "39 en direct seulement, jusqu'à 69 par cible touchée avec les 30 dégâts de combustion complets d'une application.", "39 magic": "39 magiques", "39 magic damage / target - 9.8 per energy": "39 dégâts magiques / cible - 9.8 par énergie", "39 magique": "39 magique", "39 magique dégâts / cible- 9.8 par énergie": "39 magique dégâts / cible- 9.8 par énergie", "3x la médiane magique actives par lancer": "3x la médiane magique actives par lancer", "3x the median magic active per cast": "3x l'actif magique médian par lancer", "3×1 tiles": "3×1 cases", "3×2 tiles": "3×2 cases", "3×3 tiles": "3×3 cases", "3×4 tiles": "3×4 cases", "3인방 메인퀘7 - Dungeon Settlers Wiki": "3인방 메인퀘7 - Dungeon Settlers Wiki", "4 ajouté": "4 ajouté", "4 energy to cast": "4 énergie à lancer", "4 energy to cast - 10s cooldown": "4 énergie pour lancer - 10s refroidissement", "4 energy to cast - 12s cooldown": "4 d'énergie pour lancer - 12s de recharge", "4 energy to cast - 14s cooldown": "4 énergie pour lancer - 14s refroidissement", "4 energy to cast - 15s cooldown": "4 d'énergie pour lancer - 15s de recharge", "4 energy to cast - 20s cooldown": "4 énergie - 20s de recharge", "4 energy to cast - 30s cooldown": "4 énergie pour lancer - 30s de recharge", "4 fois.": "4 fois.", "4 gold": "4 or", "4 or": "4 or", "4 other template(s) competing for this slot": "4 autre(s) modèle(s) en concurrence pour cet emplacement", "4 piles": "4 piles", "4 rooms": "4 salles", "4 tiles": "4 tuiles", "4,320 in-game minutes - exactly 3 in-game days - per depletion stack": "4 320 minutes en jeu - exactement 3 jours en jeu - par palier d'épuisement", "4,500 total HP": "4 500 PV au total", "4. Individual Traits": "4. Traits individuels", "4.5 gold": "4.5 or", "4.5 hours of real time at 1x speed": "4,5 heures de temps réel à la vitesse x1", "4.5 or": "4.5 or", "40 gold": "40 or", "40 or": "40 or", "40% / kill": "40% / élimination", "40% / open": "40% / ouverture", "40% magique + Combustion": "40% magique + Combustion", "400 gold": "400 or", "400 or": "400 or", "41 physique": "41 physique", "419 gold": "419 or", "419 or": "419 or", "42 Abyss variants": "42 variantes de l'Abîme", "42 gold": "42 or", "42 or": "42 or", "42 unique Abyss monsters": "42 monstres de l'Abîme uniques", "43 direct only, up to 73 per hit target with the full 30 burn damage from one application.": "43 direct only, up to 73 per hit target with the full 30 burn damage from one application.", "43 gold": "43 pièces d'or", "43 magique": "43 magique", "43 magique dégâts / cible- 10.8 par énergie": "43 magique dégâts / cible- 10.8 par énergie", "43 or": "43 or", "431 magique": "431 magique", "431 with no Burning on the target, up to 970 at the 50-stack cap (each stack adds about 11). Does not consume the stacks.": "431 with no Burning on the target, up to 970 at the 50-stack cap (each stack adds about 11). Does not consume the stacks.", "432 gold": "432 or", "432 or": "432 or", "4320 min": "4320 min", "44 gold": "44 or", "44 or": "44 or", "44 sources": "44 sources", "440 gold": "440 or", "440 or": "440 or", "443 physical damage / target": "443 dégâts physiques / cible", "443 physique dégâts / cible": "443 physique dégâts / cible", "445 gold": "445 or", "445 or": "445 or", "448 engine/game constants; dev comments document FloatValues indices.": "448 constantes de moteur/jeu ; les commentaires des développeurs documentent les indices FloatValues.", "45 HP": "45 PV", "45 magic": "45 magiques", "45 magique": "45 magique", "45.45% / kill": "45.45% / élimination", "450 or": "450 or", "452 gold": "452 pièces d'or", "452 or": "452 or", "454 gold": "454 or", "454 or": "454 or", "46 sources": "46 sources", "47 gold": "47 or", "47 or": "47 or", "473 physical": "473 physiques", "473 physique": "473 physique", "475 gold": "475 or", "475 or": "475 or", "48 gold": "48 or", "48 or": "48 or", "48.5 gold": "48.5 or", "48.5 or": "48.5 or", "480 gold": "480 or", "480 or": "480 or", "485 gold": "485 or", "485 or": "485 or", "485 physique dégâts / cible": "485 physique dégâts / cible", "488 gold": "488 or", "488 or": "488 or", "49 gold": "49 pièces d'or", "49 or": "49 or", "494 physique": "494 physique", "495 / sec": "495 / sec", "495 physical damage per second": "495 dégâts physiques par seconde", "4x la médiane magique actives par lancer": "4x la médiane magique actives par lancer", "4× Lumière (quality ≥ 3)": "4× Lumière (qualité ≥ 3)", "4× Lumière (qualité ≥ 3)": "4× Lumière (qualité ≥ 3)", "4×1 tiles": "4×1 cases", "4×2 tiles": "4×2 cases", "4×3 tiles": "4×3 cases", "4×4 tiles": "4×4 cases", "4×5 tiles": "4×5 cases", "5 (GAMESYSTEM_Dungeon_MaxFloor)": "5 (GAMESYSTEM_Dungeon_MaxFloor)", "5 (Primary)": "5 (Principal)", "5 ajouté": "5 ajouté", "5 cells (Manhattan radius 1): up to 5 targets, 786 total if every cell is hit. Also hits allies in the area": "5 cases (rayon Manhattan 1) : jusqu'à 5 cibles, 786 au total si chaque case est touchée. Touche aussi les alliés dans la zone", "5 cells (Manhattan radius 1): up to 5 targets, 884 total if every cell is hit. Also hits allies in the area": "5 cells (Manhattan radius 1): up to 5 targets, 884 total if every cell is hit. Also hits allies in the area", "5 energy to cast": "5 énergie pour lancer", "5 energy to cast - 10s cooldown": "5 énergie pour lancer - 10s de recharge", "5 energy to cast - 12s cooldown": "5 énergie pour lancer - 12s de recharge", "5 energy to cast - 15s cooldown": "5 énergie pour lancer - 15s de recharge", "5 energy to cast - 20s cooldown": "5 energy to cast - 20s cooldown", "5 energy to cast - 30s cooldown": "5 d'énergie pour lancer - 30s de recharge", "5 energy to cast - 8s cooldown": "5 énergie pour lancer - 8s de recharge", "5 floors": "5 étages", "5 floors -": "5 étages -", "5 gold": "5 or", "5 in-game minutes": "5 minutes en jeu", "5 inscription choices": "5 choix d'inscription", "5 or": "5 or", "5 other template(s) competing for this slot": "5 autre(s) modèle(s) en concurrence pour cet emplacement", "5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "5 dégâts physiques par pile, chaque seconde, ignorant la défense et les boucliers (fixe, ne dépend pas de la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 piles = 50 dégâts physiques/seconde. La durée est définie par la compétence qui l'applique.", "5 physical per stack": "5 physiques par cumul", "5 physical per stack / sec": "5 physique par cumul / sec", "5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "5 piles": "5 piles", "5 random inscriptions": "5 inscriptions aléatoires", "5 skill points to unlock": "5 points de compétence pour débloquer", "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5 cumuls x 3 jours = 15 jours en jeu (~4,5 heures réelles en 1x)", "5 supprimé": "5 supprimé", "5 tiles": "5 tuiles", "5, with a Retry button that rerolls all of them": "5, avec un bouton Réessayer qui les relance toutes", "5. Talents": "5. Talents", "50 (150/s at max)": "50 (150/s au maximum)", "50 gold": "50 or", "50 magique": "50 magique", "50 or": "50 or", "50 stacks = 150/sec": "50 cumuls = 150/sec", "50% / kill": "50% / élimination", "50% / open": "50% / ouvert", "50% missing HP": "50 % de PV manquants", "500 HP - De vieux chiffons et des déchets sont rassemblés ici.": "500 HP - De vieux chiffons et des déchets sont rassemblés ici.", "500 HP - Un grand arbre tordu en une forme grotesque.": "500 HP - Un grand arbre tordu en une forme grotesque.", "500 HP - Un massif de racines enfoui profondément dans le sol.": "500 HP - Un massif de racines enfoui profondément dans le sol.", "500 HP - Un pack contenant les ressources essentielles pour construire une colonie.": "500 PV - Un pack contenant les ressources essentielles pour construire une colonie.", "500 HP - Un petit arbre tordu d'une manière particulière.": "500 HP - Un petit arbre tordu d'une manière particulière.", "500 HP - Une petite racine poussant en terrain sec. Peut être récoltée pour obtenir des matériaux.": "500 HP - Une petite racine poussant en terrain sec. Peut être récoltée pour obtenir des matériaux.", "500 PV - De vieux chiffons et des déchets sont rassemblés ici.": "500 PV - De vieux chiffons et des déchets sont rassemblés ici.", "500 PV - Un grand arbre tordu en une forme grotesque.": "500 PV - Un grand arbre tordu en une forme grotesque.", "500 PV - Un massif de racines enfoui profondément dans le sol.": "500 PV - Un massif de racines enfoui profondément dans le sol.", "500 PV - Un pack contenant les ressources essentielles pour construire une colonie.": "500 PV - Un pack contenant les ressources essentielles pour construire une colonie.", "500 PV - Un petit arbre tordu d'une manière particulière.": "500 PV - Un petit arbre tordu d'une manière particulière.", "500 PV - Une petite racine poussant en terrain sec. Peut être récoltée pour obtenir des matériaux.": "500 PV - Une petite racine poussant en terrain sec. Peut être récoltée pour obtenir des matériaux.", "500 gold": "500 or", "500 or": "500 or", "500% physique": "500% physique", "53.57% / kill": "53.57% / élimination", "532.5 gold": "532.5 or", "532.5 or": "532.5 or", "54 gold": "54 or", "54 or": "54 or", "54000 ticks (≈0.83 days)": "54000 ticks (≈0.83 jours)", "55 gold": "55 or", "55 or": "55 or", "55.56% / open": "55.56% / ouverture", "56 gold": "56 or", "56 or": "56 or", "572 gold": "572 or", "572 or": "572 or", "58 gold": "58 or", "58 or": "58 or", "59 ajouté": "59 ajouté", "59 gold": "59 or", "59 or": "59 or", "591 physical": "591 physiques", "591 physical damage / target - 118.3 per energy": "591 dégâts physiques / cible - 118.3 par énergie", "591 physique": "591 physique", "591 physique dégâts / cible- 118.3 par énergie": "591 physique dégâts / cible- 118.3 par énergie", "5×3 tiles": "5×3 cases", "5×4 tiles": "5×4 cases", "6 ajouté": "6 ajouté", "6 damage/second": "6 dégâts/seconde", "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "6 énergie = 1 pour lancer + 5 pour le Bubbling qu'elle consomme.", "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "6 énergie = 4 pour lancer + 2 pour le Bubbling qu'elle consomme.", "6 energy to cast": "6 énergie pour lancer", "6 energy to cast - 30s cooldown": "6 énergie pour lancer - 30s de recharge", "6 gold": "6 or", "6 or": "6 or", "6 other template(s) competing for this slot": "6 autre(s) modèle(s) en concurrence pour cet emplacement", "6 piles": "6 piles", "6 skill points to unlock": "6 points de compétence pour débloquer", "6 skills - click to collapse": "6 compétences - cliquer pour replier", "6 stacks (see note)": "6 cumuls (voir note)", "6 tiles": "6 cases", "6 total": "6 au total", "6 énergie = 1 pour lancer + 5 pour le Bubbling qu'elle consomme.": "6 énergie = 1 pour lancer + 5 pour le Bubbling qu'elle consomme.", "6 énergie = 4 pour lancer + 2 pour le Bubbling qu'elle consomme.": "6 énergie = 4 pour lancer + 2 pour le Bubbling qu'elle consomme.", "6-7 at low ranks, up to 8-10 at high ranks": "6-7 aux rangs bas, jusqu'à 8-10 aux rangs élevés", "6. Skill Trees": "6. Arbres de compétences", "60 Energy": "60 Énergie", "60 gold": "60 or", "60 or": "60 or", "60 total": "60 au total", "60% physique, 2 coups + Saignement": "60% physique, 2 coups + Saignement", "60% physique, 2 hits + Saignement": "60% physique, 2 coups + Saignement", "600 HP - Arbre qui prospère dans les donjons": "600 HP - Arbre qui prospère dans les donjons", "600 PV - Arbre qui prospère dans les donjons": "600 PV - Arbre qui prospère dans les donjons", "600 gold": "600 or", "600 min": "600 min", "600 or": "600 or", "606 gold": "606 or", "606 or": "606 or", "61 gold": "61 or", "61 or": "61 or", "61.22% / kill": "61.22% / élimination", "61.5 gold": "61.5 or", "61.5 or": "61.5 or", "618 physique": "618 physique", "618 physique dégâts / cible- 123.6 par énergie": "618 physique dégâts / cible- 123.6 par énergie", "62 magic": "62 magiques", "62 magic damage / target": "62 dégâts magiques / cible", "62 magic damage / target - 31.1 per energy": "62 dégâts magiques / cible - 31.1 par énergie", "62 magique": "62 magique", "62 magique dégâts / cible": "62 magique dégâts / cible", "62 magique dégâts / cible- 31.1 par énergie": "62 magique dégâts / cible- 31.1 par énergie", "62.5% / open": "62.5% / ouverture", "623.5 gold": "623.5 or", "623.5 or": "623.5 or", "63 magic": "63 magiques", "63 magique": "63 magique", "63 physique": "63 physique", "63 physique dégâts / cible": "63 physique dégâts / cible", "63 supprimé": "63 supprimé", "630 gold": "630 or", "630 or": "630 or", "64 gold": "64 or", "64 or": "64 or", "65.22% / open": "65.22% / ouverture", "66 gold": "66 pièces d'or", "66 or": "66 or", "67.5 gold": "67.5 or", "67.5 or": "67.5 or", "68.97% / kill": "68.97% / élimination", "680 or": "680 or", "6× Lumière (quality ≥ 3)": "6× Lumière (qualité ≥ 3)", "6× Lumière (qualité ≥ 3)": "6× Lumière (qualité ≥ 3)", "6×3 tiles": "6×3 cases", "6×4 tiles": "6×4 cases", "6×5 tiles": "6×5 cases", "7 (in the clan-rank table)": "7 (dans la table des rangs de clan)", "7 cells (Direction radius 7): up to 7 targets, 1,138 total if every cell is hit": "7 cases (Direction rayon 7) : jusqu'à 7 cibles, 1,138 au total si chaque case est touchée", "7 cells (Direction radius 7): up to 7 targets, 1,253 total if every cell is hit": "7 cellules (rayon Direction 7) : jusqu'à 7 cibles, 1 253 au total si chaque cellule est touchée", "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "7 énergie = 5 pour lancer + 2 pour le Bubbling qu'il consomme.", "7 energy to cast": "7 énergie pour lancer", "7 energy to cast - 13s cooldown": "7 énergie pour lancer - 13s de recharge", "7 energy to cast - 30s cooldown": "7 d'énergie pour lancer - 30s de recharge", "7 equipment slots": "7 emplacements d'équipement", "7 gold": "7 or", "7 in-game days": "7 jours de jeu", "7 or": "7 or", "7 other template(s) competing for this slot": "7 autre(s) modèle(s) en concurrence pour cet emplacement", "7 per unit": "7 par unité", "7 ranks": "7 rangs", "7 tiles": "7 tuiles", "7 énergie = 5 pour lancer + 2 pour le Bubbling qu'elle consomme.": "7 énergie = 5 pour lancer + 2 pour le Bubbling qu'elle consomme.", "7. Inscriptions": "7. Inscriptions", "7.14% / kill": "7.14% / kill", "7.5 gold": "7.5 or", "7.5 or": "7.5 or", "7.69% / kill": "7.69% / élimination", "70 gold": "70 or", "70 magique": "70 magique", "70 magique dégâts / cible": "70 magique dégâts / cible", "70 magique dégâts / cible- 35.1 par énergie": "70 magique dégâts / cible- 35.1 par énergie", "70 or": "70 or", "70.37% / open": "70.37% / ouverture", "704 gold": "704 or", "704 or": "704 or", "707 ajouté": "707 ajouté", "72 gold": "72 or", "72 or": "72 or", "72000 ticks (≈1.1 days)": "72000 ticks (≈1.1 jours)", "73 gold": "73 or", "73 or": "73 or", "73 sources": "73 sources", "73.5 gold": "73.5 or", "73.5 or": "73.5 or", "74 gold": "74 or", "74 or": "74 or", "75 gold": "75 pièces d'or", "75 or": "75 or", "750 gold": "750 or", "750 or": "750 or", "76 gold": "76 or", "76 or": "76 or", "77.78% / kill": "77.78% / élimination", "78 physique": "78 physique", "78 physique dégâts / cible": "78 physique dégâts / cible", "78 physique dégâts / cible- 19.4 par énergie": "78 dégâts physiques / cible - 19.4 par énergie", "79 sources": "79 sources", "7×5 tiles": "7×5 tuiles", "7×6 tiles": "7×6 cases", "8 Luma Log + 6 Stone": "8 Bûche de Luma + 6 Pierre", "8 ajouté": "8 ajouté", "8 gold": "8 or", "8 or": "8 or", "8 other template(s) competing for this slot": "8 autre(s) modèle(s) en concurrence pour cet emplacement", "8 skill points to unlock": "8 points de compétence pour débloquer", "8 supprimé": "8 supprimé", "8 tiles": "8 tuiles", "8. Equipment": "8. Équipement", "8.5 gold": "8.5 or", "8.5 or": "8.5 or", "8.57% / kill": "8.57% / élimination", "80 ajouté": "80 ajouté", "80% physique, 2 coups": "80% physique, 2 coups", "80% physique, 2 hits": "80% physique, 2 coups", "80.5 gold": "80.5 or", "80.5 or": "80.5 or", "800 HP": "800 PV", "800 HP - Une pierre qui se tord périodiquement.": "800 PV - Une pierre qui se tord périodiquement.", "800 PV": "800 PV", "800 PV - Une pierre qui se tord périodiquement.": "800 PV - Une pierre qui se tord périodiquement.", "800 gold": "800 or", "800 or": "800 or", "807 / 170 / 20 / 3 out of 1000": "807 / 170 / 20 / 3 sur 1000", "83.33% / open": "83.33% / ouverture", "84 gold": "84 or", "84 or": "84 or", "84.5 gold": "84.5 or", "84.5 or": "84.5 or", "86.5 gold": "86.5 or", "86.5 or": "86.5 or", "88 gold": "88 or", "88 or": "88 or", "89 physical": "89 physiques", "89 physical damage / target": "89 dégâts physiques / cible", "89 physique": "89 physique", "89 physique dégâts / cible": "89 physique dégâts / cible", "9 ajouté": "9 ajouté", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,365 total if every cell is hit. Also hits allies in the area": "9 cases (Square rayon 1) : jusqu'à 8 cibles centrées sur le lanceur, 2,365 au total si chaque case est touchée. Touche aussi les alliés dans la zone", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,472 total if every cell is hit. Also hits allies in the area": "9 cellules (rayon Carré 1) : jusqu'à 8 cibles centrées sur le lanceur, 2 472 au total si chaque cellule est touchée. Frappe aussi les alliés dans la zone", "9 cells (Square radius 1): up to 8 targets centered on the caster, 213 total if every cell is hit": "9 cases (rayon carré 1) : jusqu'à 8 cibles centrées sur le lanceur, 213 au total si chaque case est touchée", "9 cells (Square radius 1): up to 8 targets centered on the caster, 233 total if every cell is hit": "9 cellules (rayon Carré 1) : jusqu'à 8 cibles centrées sur le lanceur, 233 au total si chaque cellule est touchée", "9 cells (Square radius 1): up to 9 targets, 1,277 total if every cell is hit. Also hits allies in the area": "9 cases (Square rayon 1) : jusqu'à 9 cibles, 1,277 au total si chaque case est touchée. Touche aussi les alliés dans la zone", "9 cells (Square radius 1): up to 9 targets, 1,335 total if every cell is hit. Also hits allies in the area": "9 cellules (rayon Carré 1) : jusqu'à 9 cibles, 1 335 au total si chaque cellule est touchée. Frappe aussi les alliés dans la zone", "9 gold": "9 or", "9 or": "9 or", "9 other template(s) competing for this slot": "9 autre(s) modèle(s) en concurrence pour cet emplacement", "9 personnages d'exemple prêts à l'emploi, chacun créé à partir des tables du jeu et légal dans le build DS_B.0.3.26 - race sortie, un historique qui accorde les arbres de compétences affichés, équipement obtainable uniquement, et niveaux dans le plafond de build. Chaque statistique est calculée par le même moteur que le Character Builder utilise. « Ouvrir dans le builder » charge un build en tant que brouillon frais que vous pouvez modifier ; il n'est jamais enregistré sur vos propres builds.": "9 personnages d'exemple prêts à l'emploi, chacun créé à partir des tables du jeu et légal dans le build DS_B.0.3.26 - race sortie, un parcours qui accorde les arbres de compétences affichés, équipement obtenable uniquement, et niveaux dans le plafond de build. Chaque statistique est calculée par le même moteur que le Character Builder utilise. « Ouvrir dans le builder » charge un build en tant que brouillon frais que vous pouvez modifier ; il n'est jamais enregistré sur vos propres builds.", "9 ready-made example characters, each authored from the game's own tables and legal in build DS_B.0.3.26 - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "9 personnages d'exemple prêts à l'emploi, chacun créé à partir des tables du jeu et légal dans le build DS_B.0.3.26 - race sortie, un historique qui accorde les arbres de compétences affichés, équipement obtainable uniquement, et niveaux dans le plafond de build. Chaque statistique est calculée par le même moteur que le Character Builder utilise. « Ouvrir dans le builder » charge un build en tant que brouillon frais que vous pouvez modifier ; il n'est jamais enregistré sur vos propres builds.", "9. Advanced - input my stats": "9. Avancé - saisir mes statistiques", "9.09% / kill": "9.09% / élimination", "9.5/energy": "9.5/énergie", "9.68% / kill": "9.68% / élimination", "90 total": "90 au total", "900 min": "900 min", "900 or": "900 or", "9000 ticks (≈0.14 days)": "9000 ticks (≈0.14 jours)", "904 gold": "904 or", "904 or": "904 or", "91 gold": "91 or", "91 or": "91 or", "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)": "96 (communes 18, peu communes 31, rares 44, légendaires 3)", "96 gold": "96 or", "96 inscriptions": "96 inscriptions", "96 inscriptions with rarity odds": "96 inscriptions avec probabilités de rareté", "96 or": "96 or", "96 physical": "96 physiques", "96 physical damage / target": "96 dégâts physiques / cible", "96 physique": "96 physique", "96 physique dégâts / cible": "96 physique dégâts / cible", "97 gold": "97 or", "97 or": "97 or", "97 physique": "97 physique", "97 physique dégâts / cible": "97 physique dégâts / cible", "98 direct only, up to 158 per hit target with the full 60 burn damage from one application.": "98 directs uniquement, jusqu'à 158 par cible touchée avec les 60 dégâts de combustion complets d'une seule application.", "98 gold": "98 pièces d'or", "98 magic": "98 magiques", "98 magic damage / target": "98 dégâts magiques / cible", "98 magique": "98 magique", "98 magique dégâts / cible": "98 magique dégâts / cible", "98 or": "98 or", "99 (495/s at max)": "99 (495/s au maximum)", "99 stacks = 495/sec": "99 cumuls = 495/sec", "9999 HP": "9999 HP", "9999 HP - Comprend un kit d'assistance.": "9999 HP - Comprend un kit d'assistance.", "9999 HP - Comprend un kit de soutien généreux.": "9999 HP - Comprend un kit de soutien généreux.", "9999 HP - Comprend un petit kit de soutien.": "9999 HP - Comprend un petit kit de soutien.", "9999 HP - Contient une très petite quantité de ravitaillement.": "9999 PV - Contient une très petite quantité de ravitaillement.", "9999 HP - Ne contient presque aucun ravitaillement.": "9999 PV - Ne contient presque aucun ravitaillement.", "9999 HP - Un coffre rempli des provisions de la guilde.": "9999 PV - Un coffre rempli des provisions de la guilde.", "9999 HP - Un petit coffre contenant un trésor mineur.": "9999 PV - Un petit coffre contenant un trésor mineur.", "9999 HP - Une boîte mystérieuse dont le propriétaire ou l'utilité reste inconnue.": "9999 HP - Une boîte mystérieuse dont le propriétaire ou l'utilité reste inconnue.", "9999 PV": "9999 PV", "9999 PV - Comprend un kit d'assistance.": "9999 PV - Comprend un kit d'assistance.", "9999 PV - Comprend un kit de soutien généreux.": "9999 PV - Comprend un kit de soutien généreux.", "9999 PV - Comprend un petit kit de soutien.": "9999 PV - Comprend un petit kit de soutien.", "9999 PV - Contient une très petite quantité de ravitaillement.": "9999 PV - Contient une très petite quantité de ravitaillement.", "9999 PV - Ne contient presque aucun ravitaillement.": "9999 PV - Ne contient presque aucun ravitaillement.", "9999 PV - Un coffre rempli des provisions de la guilde.": "9999 PV - Un coffre rempli des provisions de la guilde.", "9999 PV - Un petit coffre contenant un trésor mineur.": "9999 PV - Un petit coffre contenant un trésor mineur.", "9999 PV - Une boîte mystérieuse dont le propriétaire ou l'utilité reste inconnue.": "9999 PV - Une boîte mystérieuse dont le propriétaire ou l'utilité reste inconnue.", "9×8 tiles": "9×8 cases", ": \"Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi.\" A hard on/off flag, granted by": " : « Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi. » Un flag tout ou rien, accordé par", ": 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so": ": 45 ticks font une minute, 60 minutes une heure, et 24 heures un jour, donc", ": Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.": " : les pierres de mana supérieures et suprêmes n'ont aucune source fiable dans la version actuelle, donc la progression ralentit fortement après le niveau 5. Répartissez les niveaux dans l'escouade plutôt que de précipiter une seule unité.", ": ON": ": ACTIVÉ", ": a successful guard cuts the damage by": ": une garde réussie réduit les dégâts de", ": accepting the request runs the": ": accepter la demande lance l'", ": after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires": " : après l'étape de la Station de recherche, la quête \"2 unités au niveau 2+\" (Main8) se déclenche", ": at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.": " : en difficulté de gestion Normale, une unité de niveau 1 apporte +8 d'humeur de base, descendant à -4 au niveau 5 - les vétérans attendent de meilleures salles, de la meilleure nourriture et une meilleure paie.", ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": " : chaque ligne de DropTable comporte trois emplacements (clé d'objet, pourcentage, quantité). Un emplacement peut référencer une autre", ": each column is a tech tier gated behind a Tech Book and clan rank. Lines connect a research project to the projects that require it; the corner number is the workload cost to complete it. Click any node to jump to its row in the table below.": " : chaque colonne est un palier technologique verrouillé derrière un Livre technique et un rang de clan. Les lignes relient un projet de recherche aux projets qui le nécessitent ; le nombre dans le coin correspond au coût en charge de travail pour le terminer. Cliquez sur un nœud pour accéder à sa ligne dans le tableau ci-dessous.", ": each hit rolls": ": chaque coup tire", ": each in-game day in the dungeon steps up a Dungeon Stay debuff (see": " : chaque jour en jeu passé dans le donjon aggrave un malus de Séjour en donjon (voir", ": each in-game day spent in the dungeon steps a unit up through the mood debuffs": ": chaque jour en jeu passé dans le donjon fait grimper une unité d'un cran dans les malus d'humeur", ": every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).": " : chaque coup qui touche entame la durabilité de l'équipement proportionnellement aux dégâts (un facteur de perte de durabilité d'environ 10 % par coup).", ": every in-game minute a settler's stress changes by mood x -0.03, so happy settlers calm down and unhappy ones build stress until a": " : chaque minute en jeu, le stress d'un colon change de humeur x -0.03, donc les colons heureux se calment et les malheureux accumulent du stress jusqu'à un", ": list entries like": " : les entrées listées comme", ": look up": " : recherche", ": multiplies damage by": ": multiplie les dégâts par", ": no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has": " : aucun code compilé ne lit ces constantes, et la résolution des coups/critiques n'a aucun terme de positionnement. L'encerclement n'a donc actuellement", ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": " : plus d'or, mais un +10 % de critique permanent, ce qui fait arriver les futurs critiques (et les autres effets liés aux critiques) plus vite.", ": once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.": " : une fois que vous descendez assez profondément (un résolveur propre à la démo vérifie votre numéro d'étage et se déclenche aux étages les plus profonds), le Voile du Silence est marqué comme terminé et les écrans « expédition réussie » et liste de souhaits apparaissent - aucun boss à tuer, et aucune région déverrouillée.", ": plus elle est élevée, plus elle met de temps à atteindre 0.": ": plus elle est élevée, plus elle met de temps à atteindre 0.", ": target": ": cible", ": target HP": ": PV cible", ": target HP x": ": PV cible x", ": the Korean": " : le coréen", ": the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).": " : l'humeur de confort obtenue en dormant à même le sol dure une fraction du temps que donne un lit, et une vraie chambre double encore le lit (fenêtres d'effet de 135 / 1 080 / 2 160 secondes).", ": the force check returns true only for that region, so the skip option is ignored there.": ": la vérification de forçage ne renvoie vrai que pour cette région, donc l'option de passage y est ignorée.", ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": " : les sources listées ne sont référencées par aucune unité, bâtiment ou salle - donc pratiquement impossibles à obtenir.", ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": " : des donjons d'expédition à thème que vous débloquez dans l'ordre en terminant le précédent. Chaque région comporte un nombre fixe d'", ": this character can use the": ": ce personnage peut utiliser les", ": today each grants a single settler effect (one Soul trait per character), while the other soul stones remain inert collectibles.": ": aujourd'hui, chacune accorde un unique effet de colon (un trait d'âme par personnage), tandis que les autres pierres d'âme restent des objets de collection inertes.", "; Humans and Lizardmen are available from the start.": " ; les Humains et les Hommes-lézards sont disponibles dès le départ.", "; R = 200 lets through": "; R = 200 laisse passer", "; a fourth kill only refreshes the timer, it does not push past the cap.": "; une quatrième élimination ne fait que réinitialiser le minuteur, elle ne dépasse pas le plafond.", "; atteindre cette valeur déclenche": "; atteindre cette valeur déclenche", "; blocked after quest \"": "; bloqué après la quête \"", "; blocked once": "; bloqué une fois", "; click any name for its full effect.": " ; cliquez sur un nom pour son effet complet.", "; consultez la page": "; consultez la page", "; easier settings weaken monster attack, harder ones raise both HP and attack. Devastation": "; les réglages plus faciles affaiblissent l'attaque des monstres, les plus difficiles augmentent à la fois les PV et l'attaque. Dévastation", "; effects adjust this channel, and the main stat page lists them all.": " ; les effets ajustent ce canal, et la page principale des statistiques les liste tous.", "; heavier skills cost more (commonly 2, a few cost 5); many utility and magic actions cost nothing. Because the cost is per action, a weapon lasts for hundreds to thousands of swings before it needs mending.": "; les compétences plus lourdes coûtent davantage (souvent 2, quelques-unes 5) ; de nombreuses actions utilitaires et magiques ne coûtent rien. Comme le coût est par action, une arme dure des centaines voire des milliers de coups avant d'avoir besoin d'être réparée.", "; les effets ajustent ce canal, et la page principale des statistiques les liste tous.": "; les effets ajustent ce canal, et la page principale des statistiques les liste tous.", "; never after": "; jamais ensuite", "; requires quest \"": "; requires quest \"", "; see the": " ; voir la", "; stacks up to {#}": " ; se cumule jusqu'à {#}", "; starts the device quest.": "; lance la quête de l'appareil.", "<b>{#}%</b> of {#} HP": "<b>{#}%</b> des {#} PV", "= +50% HP).": "= +50% PV).", "= 1,440-minute steps).": "= paliers de 1 440 minutes).", "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "= 10 + croissance de talent attendue + modificateurs fixes, puis x(1 + somme des modificateurs %).", "= 10) and a": "= 10) et un", "= 118 physical": "= 118 physiques", "= 118 physique": "= 118 physique", "= 124 physique": "= 124 physique", "= 160 physical + 27 physical": "= 160 physiques + 27 physiques", "= 160 physique + 27 physique": "= 160 physique + 27 physique", "= 173 physical + 29 physical": "= 173 physiques + 29 physiques", "= 173 physique + 29 physique": "= 173 physique + 29 physique", "= 175 physique + 29 physique": "= 175 physique + 29 physique", "= 186 physique + 31 physique": "= 186 physique + 31 physique", "= 5) per unit surrounding a target - but a decompile of this build shows it is": "= 5) par unité entourant une cible - mais un décompilage de cette version montre qu'il est", "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8). Elle correspond à la vue standard de 8 cases, si bien que pour la plupart des monstres le repérage et l'engagement se produisent à la même distance.", "= Puissance d'attaque magique 100.3 x 1% x 1.08 crit": "= Puissance d'attaque magique 100.3 x 1% x 1.08 crit", "= Puissance d'attaque magique 100.3 x 100% x 1.08 crit": "= Puissance d'attaque magique 100.3 x 100% x 1.08 crit", "= Puissance d'attaque magique 100.3 x 150% x 1.08 crit": "= Puissance d'attaque magique 100.3 x 150% x 1.08 crit", "= Puissance d'attaque magique 100.3 x 240% x 1.08 crit": "= Puissance d'attaque magique 100,3 x 240% x 1,08 crit", "= Puissance d'attaque magique 109.8 x 1% x 1.086 crit": "= Puissance d'attaque magique 109.8 x 1% x 1.086 crit", "= Puissance d'attaque magique 109.8 x 100% x 1.086 crit": "= Puissance d'attaque magique 109.8 x 100% x 1.086 crit", "= Puissance d'attaque magique 109.8 x 150% x 1.086 crit": "= Puissance d'attaque magique 109.8 x 150% x 1.086 crit", "= Puissance d'attaque magique 109.8 x 240% x 1.086 crit": "= Puissance d'attaque magique 109.8 x 240% x 1.086 crit", "= Puissance d'attaque magique 57.6 x 100% x 1.08 crit": "= Puissance d'attaque magique 57.6 x 100% x 1.08 crit", "= Puissance d'attaque magique 64.5 x 100% x 1.086 crit": "= Puissance d'attaque magique 64.5 x 100% x 1.086 crit", "= Puissance d'attaque magique 88.2 x 100% x 1.08 crit x 1.1 dmg bonus": "= Puissance d'attaque magique 88.2 x 100% x 1.08 crit x 1.1 bonus dégâts", "= Puissance d'attaque magique 88.2 x 100% x 1.08 crit x bonus de 1.1 dégâts": "= Puissance d'attaque magique 88.2 x 100% x 1.08 crit x bonus de 1.1 dégâts", "= Puissance d'attaque magique 88.2 x 150% x 1.08 crit x 1.1 dmg bonus": "= Puissance d'attaque magique 88.2 x 150% x 1.08 crit x 1.1 bonus de dég.", "= Puissance d'attaque magique 88.2 x 150% x 1.08 crit x bonus de 1.1 dégâts": "= Puissance d'attaque magique 88.2 x 150% x 1.08 crit x bonus de 1.1 dégâts", "= Puissance d'attaque magique 88.2 x 200% x 1.08 crit x 1.1 dmg bonus": "= Puissance d'attaque magique 88.2 x 200% x 1.08 crit x 1.1 bonus de dég.", "= Puissance d'attaque magique 88.2 x 200% x 1.08 crit x bonus de 1.1 dégâts": "= Puissance d'attaque magique 88.2 x 200% x 1.08 crit x bonus de 1.1 dégâts", "= Puissance d'attaque magique 91.2 x 100% x 1.074 crit": "= Puissance d'attaque magique 91.2 x 100% x 1.074 crit", "= Puissance d'attaque magique 91.2 x 200% x 1.074 crit": "= Puissance d'attaque magique 91.2 x 200% x 1.074 crit", "= Puissance d'attaque magique 91.2 x 300% x 1.074 crit": "= Puissance d'attaque magique 91.2 x 300% x 1.074 crit", "= Puissance d'attaque magique 91.2 x 40% x 1.074 crit": "= Puissance d'attaque magique 91.2 x 40% x 1.074 crit", "= Puissance d'attaque magique 98.1 x 100% x 1.093 crit x bonus de 1.1 dégâts": "= Puissance d'attaque magique 98.1 x 100% x 1.093 crit x bonus de 1.1 dégâts", "= Puissance d'attaque magique 98.1 x 150% x 1.093 crit x bonus de 1.1 dégâts": "= Puissance d'attaque magique 98.1 x 150% x 1.093 crit x bonus de 1.1 dégâts", "= Puissance d'attaque magique 98.1 x 200% x 1.093 crit x bonus de 1.1 dégâts": "= Puissance d'attaque magique 98.1 x 200% x 1.093 crit x bonus de 1.1 dégâts", "= Puissance d'attaque magique 99.9 x 100% x 1.08 crit": "= Puissance d'attaque magique 99.9 x 100% x 1.08 crit", "= Puissance d'attaque magique 99.9 x 300% x 1.08 crit": "= Puissance d'attaque magique 99.9 x 300% x 1.08 crit", "= Puissance d'attaque magique 99.9 x 40% x 1.08 crit": "= Puissance d'attaque magique 99.9 x 40% x 1.08 crit", "= Puissance d'attaque magique 99.9 x 400% x 1.08 crit": "= Puissance d'attaque magique 99.9 x 400% x 1.08 crit", "= Puissance d'attaque physique 116.1 x 120% x 1.018 crit": "= Puissance d'attaque physique 116.1 x 120% x 1.018 crit", "= Puissance d'attaque physique 116.1 x 250% x 1.018 crit": "= Puissance d'attaque physique 116.1 x 250% x 1.018 crit", "= Puissance d'attaque physique 116.1 x 30% x 1.018 crit": "= Puissance d'attaque physique 116.1 x 30% x 1.018 crit", "= Puissance d'attaque physique 116.1 x 400% x 1.018 crit": "= Puissance d'attaque physique 116.1 x 400% x 1.018 crit", "= Puissance d'attaque physique 116.1 x 500% x 1.018 crit": "= Puissance d'attaque physique 116.1 x 500% x 1.018 crit", "= Puissance d'attaque physique 120.8 x 120% x 1.023 crit": "= Puissance d'attaque physique 120.8 x 120% x 1.023 crit", "= Puissance d'attaque physique 120.8 x 250% x 1.023 crit": "= Puissance d'attaque physique 120.8 x 250% x 1.023 crit", "= Puissance d'attaque physique 120.8 x 30% x 1.023 crit": "= Puissance d'attaque physique 120.8 x 30% x 1.023 crit", "= Puissance d'attaque physique 120.8 x 400% x 1.023 crit": "= Puissance d'attaque physique 120.8 x 400% x 1.023 crit", "= Puissance d'attaque physique 120.8 x 500% x 1.023 crit": "= Puissance d'attaque physique 120.8 x 500% x 1.023 crit", "= Puissance d'attaque physique 82.1 x 100% x 1.08 crit": "= Puissance d'attaque physique 82.1 x 100% x 1.08 critique", "= Puissance d'attaque physique 82.1 x 120% x 1.08 crit": "= Puissance d'attaque physique 82.1 x 120% x 1.08 crit", "= Puissance d'attaque physique 82.1 x 160% x 1.08 crit (2 hits of 71)": "= Puissance d'attaque physique 82.1 x 160% x 1.08 crit (2 coups de 71)", "= Puissance d'attaque physique 82.1 x 160% x 1.08 crit(2 coups sur 71)": "= Puissance d'attaque physique 82.1 x 160% x 1.08 crit(2 coups sur 71)", "= Puissance d'attaque physique 82.1 x 200% x 1.08 crit": "= Puissance d'attaque physique 82.1 x 200% x 1.08 crit", "= Puissance d'attaque physique 82.1 x 280% x 1.08 crit": "= Puissance d'attaque physique 82.1 x 280% x 1.08 crit", "= Puissance d'attaque physique 82.1 x 30% x 1.08 crit": "= Puissance d'attaque physique 82.1 x 30% x 1.08 crit", "= Puissance d'attaque physique 82.1 x 300% x 1.08 crit": "= Puissance d'attaque physique 82.1 x 300% x 1.08 crit", "= Puissance d'attaque physique 82.1 x 320% x 1.08 crit (4 hits of 71)": "= Puissance d'attaque physique 82.1 x 320% x 1.08 crit (4 coups de 71)", "= Puissance d'attaque physique 82.1 x 320% x 1.08 crit(4 coups sur 71)": "= Puissance d'attaque physique 82.1 x 320% x 1.08 crit(4 coups sur 71)", "= Puissance d'attaque physique 82.1 x 400% x 1.08 crit (4 hits of 89)": "= Puissance d'attaque physique 82.1 x 400% x 1.08 crit (4 coups de 89)", "= Puissance d'attaque physique 82.1 x 400% x 1.08 crit(4 coups sur 89)": "= Puissance d'attaque physique 82.1 x 400% x 1.08 crit(4 coups sur 89)", "= Puissance d'attaque physique 89.3 x 100% x 1.074 crit": "= Puissance d'attaque physique 89.3 x 100% x 1.074 crit", "= Puissance d'attaque physique 89.3 x 100% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 100% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 120% x 1.074 crit": "= Puissance d'attaque physique 89.3 x 120% x 1.074 crit", "= Puissance d'attaque physique 89.3 x 120% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 120% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 160% x 1.086 crit(2 coups sur 78)": "= Puissance d'attaque physique 89.3 x 160% x 1.086 crit(2 coups sur 78)", "= Puissance d'attaque physique 89.3 x 200% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 200% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit (3 hits of 77)": "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit (3 coups de 77)", "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit (6 hits of 38)": "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit (6 coups de 38)", "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit(3 coups sur 77)": "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit(3 coups sur 77)", "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit(6 coups sur 38)": "= Puissance d'attaque physique 89.3 x 240% x 1.074 crit(6 coups sur 38)", "= Puissance d'attaque physique 89.3 x 280% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 280% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 30% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 30% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 300% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 300% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 320% x 1.086 crit(4 coups sur 78)": "= Puissance d'attaque physique 89.3 x 320% x 1.086 crit(4 coups sur 78)", "= Puissance d'attaque physique 89.3 x 40% x 1.074 crit": "= Puissance d'attaque physique 89.3 x 40% x 1.074 crit", "= Puissance d'attaque physique 89.3 x 400% x 1.086 crit(4 coups sur 97)": "= Puissance d'attaque physique 89.3 x 400% x 1.086 crit(4 coups sur 97)", "= Puissance d'attaque physique 89.3 x 65% x 1.086 crit": "= Puissance d'attaque physique 89.3 x 65% x 1.086 crit", "= Puissance d'attaque physique 89.3 x 80% x 1.086 crit(2 coups sur 39)": "= Puissance d'attaque physique 89.3 x 80% x 1.086 crit(2 coups sur 39)", "= Puissance d'attaque physique 95.9 x 100% x 1.08 crit": "= Puissance d'attaque physique 95.9 x 100% x 1.08 crit", "= Puissance d'attaque physique 95.9 x 120% x 1.08 crit": "= Puissance d'attaque physique 95.9 x 120% x 1.08 crit", "= Puissance d'attaque physique 95.9 x 240% x 1.08 crit(3 coups sur 83)": "= Puissance d'attaque physique 95.9 x 240% x 1.08 crit(3 coups sur 83)", "= Puissance d'attaque physique 95.9 x 240% x 1.08 crit(6 coups sur 41)": "= Puissance d'attaque physique 95.9 x 240% x 1.08 crit(6 coups sur 41)", "= Puissance d'attaque physique 95.9 x 40% x 1.08 crit": "= Puissance d'attaque physique 95.9 x 40% x 1.08 crit", "= Tech Book tier required": "= palier de Livre technique requis", "= a building ability;": "= une capacité de bâtiment ;", "= a player-unit skill - learnable from a skill tree (browse them on the": "= une compétence d'unité jouable - peut être apprise depuis un arbre de compétences (consultez-le sur la", "= base": "= base", "= clan points to reach the next rank. The base game clamps the reachable rank; higher rows exist in data.": "= points de clan pour atteindre le rang suivant. Le jeu de base limite le rang atteignable ; des lignes plus élevées existent dans les données.", "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "= valeur par défaut + somme(principale x coefficient) + modificateurs fixes, puis x(1 + somme des modificateurs %).", "= granted or triggered by an item;": "= octroyée ou déclenchée par un objet ;", "= its": "= son", "= learnable from a skill tree (browse them on the": "= apprenable depuis un arbre de compétences (parcourez-les sur la", "= more likely), and it comes pre-placed with the buildings, props and item piles listed below. Area Type is the camp slot it can fill; Deco Style is the tileset it is drawn with. This is the layout of your home base, not a dungeon floor.": "= more likely), and it comes pre-placed with the buildings, props and item piles listed below. Area Type is the camp slot it can fill; Deco Style is the tileset it is drawn with. This is the layout of your home base, not a dungeon floor.", "= not currently obtainable. The": "= actuellement non obtenable. La", "= research workload -": "= charge de travail de recherche -", "= sum of the above =": "= somme de ce qui précède =", "= summoner Magic Attack x 0.5 + creature base attack": "= Attaque magique de l'invocateur x 0,5 + attaque de base de la créature", "= summoner Magic Attack x 1 + creature base HP": "= Attaque magique de l'invocateur x 1 + PV de base de la créature", "= target HP / DPS": "= PV cible / DPS", "= the status exists on Player units / Other units / Items / Buildings. Percent stats are additive percentage modifiers; talent scaling shows how each point of a major talent contributes to the stat for player units. Click a status to see everything that can impact it - items, inscriptions, traits, skills and monsters.": "= le statut existe sur les unités du joueur / autres unités / objets / bâtiments. Les stats en pourcentage sont des modificateurs additifs en pourcentage ; la mise à l'échelle des talents montre comment chaque point d'un talent majeur contribue à la stat pour les unités du joueur. Cliquez sur un statut pour voir tout ce qui peut l'affecter : objets, inscriptions, traits, compétences et monstres.", "= used by non-enemy units;": "= utilisée par les unités non ennemies ;", "= used only by enemy units;": "= utilisée uniquement par les unités ennemies ;", "=100%), orange >=50%, green": "=100%), orange >=50%, vert", "=100%), orange >=50%, vert": "=100%), orange >=50%, vert", "A \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.": "Un sort « eau » inflige simplement des dégâts magiques ; les capacités aux teintes de glace et de givre relèvent de la magie de l'eau, et non d'un type de dégâts distinct.", "A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).", "A AlphaAcidSlogel (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a Jeune Gloth (4-tile sight). Most things sit at 8.": "Un AlphaAcidSlogel (vue de 12 cases) vous engagera d'un bout à l'autre d'une salle, alors que vous pouvez vous glisser à quelques cases d'un Jeune Gloth (vue de 4 cases). La plupart se situent à 8.", "A Barrier-generating engine to amplify": "Un moteur générateur de Bouclier à amplifier", "A Furtivité potion breaks contact cleanly, but the first hit you land drops it.": "Une potion de Furtivité rompt le contact proprement, mais le premier coup que vous portez la fait tomber.", "A Grey Monster Rat that lives in the forest. It has Incredible power.": "A Grey Monster Rat that lives in the forest. It has Incredible power.", "A Grey Rat that lives in the forest.": "Un Rat Gris qui vit dans la forêt.", "A Lizardman wall. Taunt and shield actives on top of a full Guardian tree, built to soak physical damage and hold aggro.": "Un mur homme-lézard. Narguer et protéger les actifs au-dessus d'un arbre Gardien complet, construit pour absorber les dégâts physiques et maintenir l'aggro.", "A Metal Scarab that lives in the forest.": "Un Scarabée de Métal qui vit dans la forêt.", "A Slogel acide alpha de l'Abîme (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a Jeune Gloth de l'Abîme (4-tile sight). Most things sit at 8.": "A Slogel acide alpha de l'Abîme (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a Jeune Gloth de l'Abîme (4-tile sight). Most things sit at 8.", "A abandonné un compagnon mort dans le portail.": "A abandonné un compagnon mort dans le portail.", "A apprécié les cartes": "A apprécié les cartes", "A apprécié les cartes - Dungeon Settlers Wiki": "A apprécié les cartes - Dungeon Settlers Wiki", "A apprécié les cartes icon": "A apprécié les cartes icon", "A apprécié les dés": "A apprécié les dés", "A apprécié les dés - Dungeon Settlers Wiki": "A apprécié les dés - Dungeon Settlers Wiki", "A apprécié les dés icon": "A apprécié les dés icon", "A apprécié les fléchettes": "A apprécié les fléchettes", "A apprécié les fléchettes - Dungeon Settlers Wiki": "A apprécié les fléchettes - Dungeon Settlers Wiki", "A apprécié les fléchettes icon": "A apprécié les fléchettes icon", "A barrier that absorbs one impact envelops your skin.": "Une barrière qui absorbe un impact enveloppe votre peau.", "A basic attack deals damage equal to the attacker's": "Une attaque de base inflige des dégâts égaux à l'", "A battle where multiple mages exist that are problematic if left unattended.": "Un combat où plusieurs mages existent et sont problématiques s'ils sont laissés sans surveillance.", "A battle where multiple mages exist that are problematic if left unattended. - Dungeon Settlers Wiki": "Un combat où plusieurs mages existent et sont problématiques s'ils sont laissés sans surveillance. - Dungeon Settlers Wiki", "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful.": "Un combat où vous devez tactiquement tenir compte de la réflexion physique/magique. À part la réflexion, les specs sont définies pour être assez puissantes.", "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. - Dungeon Settlers Wiki": "Un combat où vous devez tactiquement tenir compte de la réflexion physique/magique. En dehors de la réflexion, les spécifications sont définies pour être assez puissantes. - Dungeon Settlers Wiki", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts a maw vast enough to crush rocks with": "Une bête que tous les Gloths obéissent au simple son de son souffle grondant. Ce géant monstrueux, avec un corps massif et une puissance destructrice redoutable, possède une gueule assez vaste pour broyer les rochers avec", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts...": "Une bête que tous les Gloths obéissent au simple son de son souffle grondant. Ce géant monstrueux, avec un corps massif et une puissance destructrice redoutable, possède...", "A beast that lives in caves. It attacks enemies that enter its territory.": "Une bête qui vit dans les grottes. Elle attaque les ennemis qui entrent sur son territoire.", "A blue-glowing mushroom that can cause hallucinations when consumed.": "Un champignon brillant bleu qui peut causer des hallucinations quand on le consomme.", "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "Un objet brillant bleu tellement froid qu'il vous fait frissonner rien qu'en le regardant.", "A burst caster stacking Incinerate, Blazing Echo and Explosion, with Burst passives feeding the flames from a two-handed staff.": "Un lanceur de sort en rafale accumulant Incinérer, Écho brûlant et Explosion, avec des passifs de Rafale alimentant les flammes d'un bâton à deux mains.", "A candidate's price is built from two parts. First a": "Le prix d'un candidat se compose de deux parties. D'abord une", "A carpet dyed red.": "Un tapis teint en rouge.", "A catastrophe has struck. The wicked": "Une catastrophe a frappé. Le cruel", "A catastrophe has struck. The wicked Noyau du Donjon Arctéon is rapidly turning the entire continent into Terre stérile. ## As the expedition leader dispatched by the": "Une catastrophe a frappé. Le cruel Noyau du Donjon Arctéon transforme rapidement le continent entier en Terre stérile. ## En tant que chef de l'expédition envoyé par la", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into": "Une catastrophe a frappé. Le cruel noyau du donjon, qui a pris le nom d'Arcteon, transforme rapidement le continent entier en", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into Terre stérile. ## As the expedition leader, d": "Une catastrophe a frappé. Le cruel noyau du donjon, qui a pris le nom d'Arcteon, transforme rapidement le continent entier en Terre stérile. ## En tant que chef de l'expédition, d", "A ce moment, une petite flamme jaillit de votre corps et de celui des membres.": "A ce moment, une petite flamme jaillit de votre corps et de celui des membres.", "A character can hold only": "Un personnage ne peut détenir que", "A clamor begins to rise from across the way.": "Un tumulte commence à s'élever de l'autre côté.", "A clamor begins to rise from across the way. The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures-bright as flame-dance into view. \"We will become @##$@#(indecipherable)! Just as foretold, the price of @##$@#(indecipherable) flowers will soar beyond imagination!\" They chatter in a fever of excitement, but you can understand almost none of what they say. \"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!\" The otherworldly spectacle-the strange scent, off-beat drums, and wild dancing-leaves your thoughts increasingly hazy.": "Un tumulte commence à s'élever de l'autre côté. Le bruit des tambours, des tuyaux animés et des murmures dans une langue inconnue se mélangent et se rapprochent régulièrement. Bientôt, des figures humanoides lumineuses - brillantes comme les flammes - dansent dans le champ de vision. \"Nous deviendrons @##$@#(indéchiffrable) ! Comme prévu, le prix des fleurs @##$@#(indéchiffrable) dépassera l'imagination !\" Ils bavardent dans un délire d'excitation, mais vous ne pouvez comprendre presque rien de ce qu'ils disent. \"Enfin, nous atteindrons la vie éternelle ! Nous pouvons tout résoudre, si seulement nous pouvons nous comprendre nous-mêmes !\" Le spectacle surnaturel - l'étrange parfum, les tambours décalés et la danse sauvage - laisse vos pensées de plus en plus brumeuses.", "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.": "Un objet de collection lâché par (ou fabriqué à partir d')un monstre, destiné au système d'apprivoisement pas encore terminé. Seuls trois confèrent actuellement un effet.", "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.": "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.", "A configurable what-if caster.": "Un lanceur hypothétique configurable.", "A control caster that summons a Bubble Toad and layers Tide passives for steady, sustained magic pressure.": "Un lanceur de sort de contrôle qui invoque un Crapaud à bulle et superpose les passifs de Marée pour une pression magique constante et soutenue.", "A creature born from the most fundamental principles of water magic. By condensing magical power, the": "Une créature née des principes les plus fondamentaux de la magie de l'eau. En condensant la puissance magique, la", "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves a": "Une créature née des principes les plus fondamentaux de la magie de l'eau. En condensant la puissance magique, la Petite Bulle prend la forme la plus primitive d'un esprit circulant. Elle suit son maître et sert", "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...": "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...", "A dark crimson blood from a monster rat.": "Un sang rouge foncé d'un rat monstrueux.", "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo.": "Un combat délibéré où les Lanceurs lient les pieds des ennemis et les Insectes Blindés chargent pour une combo vicieuse.", "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. - Dungeon Settlers Wiki": "Un combat délibéré où les lanceurs lient les pieds des ennemis et les Insectes blindés se précipitent pour un combo vicieux. - Dungeon Settlers Wiki", "A des instincts primitifs,": "A des instincts primitifs,", "A des instincts primitifs, Je n'ai pas peur de la douleur et de la mort": "A des instincts primitifs, Je n'ai pas peur de la douleur et de la mort", "A dining chair carved from stone.": "Une chaise de salle à manger taillée dans la pierre.", "A dining chair made of wood.": "Une chaise de salle à manger en bois.", "A discuté": "A discuté", "A discuté - Dungeon Settlers Wiki": "A discuté - Dungeon Settlers Wiki", "A discuté icon": "A discuté icon", "A dormi dans une chambre privée correcte.": "A dormi dans une chambre privée correcte.", "A dormi dans une chambre privée correcte. - Dungeon Settlers Wiki": "A dormi dans une chambre privée correcte. - Dungeon Settlers Wiki", "A dormi dans une chambre privée correcte. icon": "A dormi dans une chambre privée correcte. icon", "A dormi dans une chambre privée délabrée.": "A dormi dans une chambre privée délabrée.", "A dormi dans une chambre privée délabrée. - Dungeon Settlers Wiki": "A dormi dans une chambre privée délabrée. - Dungeon Settlers Wiki", "A dormi dans une chambre privée délabrée. icon": "A dormi dans une chambre privée délabrée. icon", "A dormi dans une chambre privée fantastique.": "A dormi dans une chambre privée fantastique.", "A dormi dans une chambre privée fantastique. - Dungeon Settlers Wiki": "A dormi dans une chambre privée fantastique. - Dungeon Settlers Wiki", "A dormi dans une chambre privée fantastique. icon": "A dormi dans une chambre privée fantastique. icon", "A dormi dans une chambre privée impressionnante.": "A dormi dans une chambre privée impressionnante.", "A dormi dans une chambre privée impressionnante. - Dungeon Settlers Wiki": "A dormi dans une chambre privée impressionnante. - Dungeon Settlers Wiki", "A dormi dans une chambre privée impressionnante. icon": "A dormi dans une chambre privée impressionnante. icon", "A dormi dans une chambre privée luxueuse.": "A dormi dans une chambre privée luxueuse.", "A dormi dans une chambre privée luxueuse. - Dungeon Settlers Wiki": "A dormi dans une chambre privée luxueuse. - Dungeon Settlers Wiki", "A dormi dans une chambre privée luxueuse. icon": "A dormi dans une chambre privée luxueuse. icon", "A dormi dans une chambre privée médiocre.": "A dormi dans une chambre privée médiocre.", "A dormi dans une chambre privée médiocre. - Dungeon Settlers Wiki": "A dormi dans une chambre privée médiocre. - Dungeon Settlers Wiki", "A dormi dans une chambre privée médiocre. icon": "A dormi dans une chambre privée médiocre. icon", "A dormi dans une chambre privée ordinaire.": "A dormi dans une chambre privée ordinaire.", "A dormi dans une chambre privée ordinaire. - Dungeon Settlers Wiki": "A dormi dans une chambre privée ordinaire. - Dungeon Settlers Wiki", "A dormi dans une chambre privée ordinaire. icon": "A dormi dans une chambre privée ordinaire. icon", "A dormi dans une salle commune correcte.": "A dormi dans une salle commune correcte.", "A dormi dans une salle commune correcte. - Dungeon Settlers Wiki": "A dormi dans une salle commune correcte. - Dungeon Settlers Wiki", "A dormi dans une salle commune correcte. icon": "A dormi dans une salle commune correcte. icon", "A dormi dans une salle commune délabrée.": "A dormi dans une salle commune délabrée.", "A dormi dans une salle commune délabrée. - Dungeon Settlers Wiki": "A dormi dans une salle commune délabrée. - Dungeon Settlers Wiki", "A dormi dans une salle commune délabrée. icon": "A dormi dans une salle commune délabrée. icon", "A dormi dans une salle commune fantastique.": "A dormi dans une salle commune fantastique.", "A dormi dans une salle commune fantastique. - Dungeon Settlers Wiki": "A dormi dans une salle commune fantastique. - Dungeon Settlers Wiki", "A dormi dans une salle commune fantastique. icon": "A dormi dans une salle commune fantastique. icon", "A dormi dans une salle commune impressionnante.": "A dormi dans une salle commune impressionnante.", "A dormi dans une salle commune impressionnante. - Dungeon Settlers Wiki": "A dormi dans une salle commune impressionnante. - Dungeon Settlers Wiki", "A dormi dans une salle commune impressionnante. icon": "A dormi dans une salle commune impressionnante. icon", "A dormi dans une salle commune luxueuse.": "A dormi dans une salle commune luxueuse.", "A dormi dans une salle commune luxueuse. - Dungeon Settlers Wiki": "A dormi dans une salle commune luxueuse. - Dungeon Settlers Wiki", "A dormi dans une salle commune luxueuse. icon": "A dormi dans une salle commune luxueuse. icon", "A dormi dans une salle commune médiocre.": "A dormi dans une salle commune médiocre.", "A dormi dans une salle commune médiocre. - Dungeon Settlers Wiki": "A dormi dans une salle commune médiocre. - Dungeon Settlers Wiki", "A dormi dans une salle commune médiocre. icon": "A dormi dans une salle commune médiocre. icon", "A dormi dans une salle commune ordinaire.": "A dormi dans une salle commune ordinaire.", "A dormi dans une salle commune ordinaire. - Dungeon Settlers Wiki": "A dormi dans une salle commune ordinaire. - Dungeon Settlers Wiki", "A dormi dans une salle commune ordinaire. icon": "A dormi dans une salle commune ordinaire. icon", "A dormi sur le lit": "A dormi sur le lit", "A dormi sur le lit - Dungeon Settlers Wiki": "A dormi sur le lit - Dungeon Settlers Wiki", "A dormi sur le lit icon": "A dormi sur le lit icône", "A dug-up grave exudes a foreboding presence.": "Une tombe déterrée dégage une présence sinistre.", "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "Une zone de donjon sur la carte des expéditions. Deux sont jouables (Voile du Silence, Terrier purulent) ; les autres sont des placeholders ou des biomes internes.", "A durable frontline unit": "Une unité de première ligne résistante", "A durable spear crafted from Bloodwood.": "Une lance durable créée à partir de Bloodwood.", "A faint sound seems to rise out of the silence, growing clearer by the moment. It's very sweet, but at the same time imp...": "A faint sound seems to rise out of the silence, growing clearer by the moment. It's very sweet, but at the same time imp...", "A few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful": "Quelques constantes de combat à connaître : les attaques se répartissent entre la tête et le corps (environ 30 % tête, 70 % corps), une", "A finely crafted silver necklace.": "Un collier en argent finement ouvragé.", "A flowerbed adorned with bright yellow flowers.": "Un parterre de fleurs orné de fleurs jaunes brillantes.", "A flowerbed adorned with pink flowers.": "Un parterre de fleurs orné de fleurs roses.", "A foul-smelling and grotesque lump of meat.": "Un morceau de viande fétide et grotesque.", "A frontline melee build that takes hits": "Un build de mêlée de première ligne qui encaisse les coups", "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.": "Une race de première ligne mêlée/tank axée sur le minage et l'apprivoisement. Poids de recrutement d'environ 35 à tous les rangs de clan. Utilise un pool de noms procéduraux masculin uniquement. Décrits comme les « Descendants des Dragons », ce qui les relie au lore des dragons encore inédit du jeu.", "A full field of 2 deals about": "Un terrain plein de 2 inflige environ", "A fully authored Background trait (Common, recruit clan-rank requirement 1) that is": "Un trait de parcours entièrement créé (Commun, rang de clan de recrutement requis 1) qui est", "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "Un boss entièrement construit utilisant des mécaniques de chaînes (EnsnaringChains, SoulChain) ainsi que Sentinel Warning/Smite/Cry. Il est présent en tant que boss placé mais, contrairement au Golem de pierre géant, il n'est pas enregistré comme boss de fin de la région dans cette version. Le palier de mini-boss de la zone comprend Gloth l'Ancien et le Gobelin grand-chaman.", "A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.": "Un emplacement de future région sans salles ni contenu. À ne pas confondre avec le mode de donjon sans fin Abîme infini, distinct (région interne 'Abyss'), qui est un système à part et non une région de la carte d'expédition.", "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "Une région future qui n'existe que sous forme de nom et d'emplacement sur la carte d'expédition ; pas encore de salles, de monstres ni de butin.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "Un homme maigre pose un énorme sac à dos et commence à sortir ses marchandises une par une.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at jus": "Un homme maigre pose son énorme sac à dos et commence à étaler ses marchandises une par une. Quand il vous remarque, sa bouche se tord en un sourire narquois. \"Ah, un client. Vous êtes arrivé jus", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the right time.\" He props up a large sign and taps it with one hand. - Special discount today only! \"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\" He picks up one of his wares, makes a show of polishing it, then places it back on display.": "Un homme émacié pose un énorme sac à dos et commence à disposer sa marchandise l'une après l'autre. Quand il vous remarque, sa bouche se tord en un sourire rusé. \"Ah, un client. Vous êtes arrivé au bon moment.\" Il dresse une grande pancarte et la tapote d'une main. - Remise spéciale aujourd'hui seulement ! \"Je suis de bonne humeur aujourd'hui. Croyez-moi, une opportunité comme celle-ci ne se présente pas souvent.\" Il prend l'une de ses marchandises, la polit ostensiblement, puis la remet en place.", "A good effect will be added later": "Un bon effet sera ajouté plus tard", "A gruff male voice soon issues from its beak.": "Une voix masculine bourrue sort bientôt de son bec.", "A harmful plant that grows in": "Une plante nuisible qui pousse dans", "A harmful plant that grows in Terre stérile due to the corrupt magic flowing from Portail du donjon. Nearby land becomes Corrupted Ground and cannot be traversed. You can use": "Une plante nuisible qui pousse dans Terre stérile à cause de la magie corrompue qui émane du Portail du donjon. Le terrain alentour devient un Sol corrompu et ne peut être traversé. Vous pouvez utiliser", "A health-restoring tonic brewed from antlers.": "Un tonique restaurateur de santé brassé à partir de bois de cerf.", "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males.": "Un combat à grande échelle qui existe à cause de l'Abîme et n'occurrait pas normalement. Nécessite des dégâts d'explosion pour surmonter la guérison de multiples Glowts femelles et rapidement éliminer les mâles.", "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males. - Dungeon Settlers Wiki": "Un combat à grande échelle qui existe grâce à l'Abysse et n'occurrait pas normalement. Nécessite des dégâts en rafale pour surmonter la guérison de multiples Glowts femelles et éliminer rapidement les mâles. - Dungeon Settlers Wiki", "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "Un objet résiduel placé dans le monde par des scripts ou des événements (par exemple le Chariot de soutien qui livre votre kit de départ).", "A level-2 starter any fresh recruit can afford: wood sword and shield, cloth armour, and two cheap Sword actives. A cheap, honest first fighter.": "Un starter de niveau 2 que n'importe quelle nouvelle recrue peut se permettre : épée et bouclier en bois, armure de tissu, et deux actifs d'Épée bon marché. Un premier combattant bon marché et honnête.", "A life-infused stone that carries the scent of fresh leaves.": "Une pierre imprégnée de vie qui porte le parfum de feuilles fraîches.", "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "Une mine depuis longtemps abandonnée, chargée de morosité. Des portes rouillées grincent dans le vent, révélant des tunnels sombres qui mènent plus profondément sous terre.", "A malevolent plant that has taken root in": "Une plante malveillante qui a pris racine dans", "A malevolent plant that has taken root in Terre stérile, spawned by the corrupt magic seeping from Portail du donjon. Its thorny tendrils radiate a sinister aura that unsettles the mind": "Une plante malveillante qui a pris racine dans Terre stérile, engendrée par la magie corrompue qui s'échappe du Portail du donjon. Ses vrilles épineuses dégagent une aura sinistre qui trouble l'esprit", "A man with a large pack slung over his shoulder rests here with a relaxed expression, as if this place is familiar to hi...": "Un homme avec un gros sac en bandoulière se repose ici avec une expression détendue, comme si ce lieu lui était familier...", "A mangé dans une salle à manger correcte.": "A mangé dans une salle à manger correcte.", "A mangé dans une salle à manger correcte. - Dungeon Settlers Wiki": "A mangé dans une salle à manger correcte. - Dungeon Settlers Wiki", "A mangé dans une salle à manger correcte. icon": "A mangé dans une salle à manger correcte. icon", "A mangé dans une salle à manger délabrée.": "A mangé dans une salle à manger délabrée.", "A mangé dans une salle à manger délabrée. - Dungeon Settlers Wiki": "A mangé dans une salle à manger délabrée. - Dungeon Settlers Wiki", "A mangé dans une salle à manger délabrée. icon": "A mangé dans une salle à manger délabrée. icon", "A mangé dans une salle à manger fantastique.": "A mangé dans une salle à manger fantastique.", "A mangé dans une salle à manger fantastique. - Dungeon Settlers Wiki": "A mangé dans une salle à manger fantastique. - Dungeon Settlers Wiki", "A mangé dans une salle à manger fantastique. icon": "A mangé dans une salle à manger fantastique. icon", "A mangé dans une salle à manger impressionnante.": "A mangé dans une salle à manger impressionnante.", "A mangé dans une salle à manger impressionnante. - Dungeon Settlers Wiki": "A mangé dans une salle à manger impressionnante. - Dungeon Settlers Wiki", "A mangé dans une salle à manger impressionnante. icon": "A mangé dans une salle à manger impressionnante. icon", "A mangé dans une salle à manger luxueuse.": "A mangé dans une salle à manger luxueuse.", "A mangé dans une salle à manger luxueuse. - Dungeon Settlers Wiki": "A mangé dans une salle à manger luxueuse. - Dungeon Settlers Wiki", "A mangé dans une salle à manger luxueuse. icon": "A mangé dans une salle à manger luxueuse. icon", "A mangé dans une salle à manger médiocre.": "A mangé dans une salle à manger médiocre.", "A mangé dans une salle à manger médiocre. - Dungeon Settlers Wiki": "A mangé dans une salle à manger médiocre. - Dungeon Settlers Wiki", "A mangé dans une salle à manger médiocre. icon": "A mangé dans une salle à manger médiocre. icon", "A mangé dans une salle à manger ordinaire.": "A mangé dans une salle à manger ordinaire.", "A mangé dans une salle à manger ordinaire. - Dungeon Settlers Wiki": "A mangé dans une salle à manger ordinaire. - Dungeon Settlers Wiki", "A mangé dans une salle à manger ordinaire. icon": "A mangé dans une salle à manger ordinaire. icon", "A mangé de la bouillie d'herbe": "A mangé de la bouillie d'herbe", "A mangé de la bouillie d'herbe - Dungeon Settlers Wiki": "A mangé de la bouillie d'herbe - Dungeon Settlers Wiki", "A mangé de la bouillie d'herbe améliorée": "A mangé de la bouillie d'herbe améliorée", "A mangé de la bouillie d'herbe améliorée - Dungeon Settlers Wiki": "A mangé de la bouillie d'herbe améliorée - Dungeon Settlers Wiki", "A mangé de la bouillie d'herbe améliorée icon": "A mangé de la bouillie d'herbe améliorée icône", "A mangé de la bouillie d'herbe icon": "A mangé de la bouillie d'herbe icône", "A mangé de la bouillie de viande": "A mangé de la bouillie de viande", "A mangé de la bouillie de viande - Dungeon Settlers Wiki": "A mangé de la bouillie de viande - Dungeon Settlers Wiki", "A mangé de la bouillie de viande icon": "A mangé de la bouillie de viande icône", "A mangé de la viande crue de qualité": "A mangé de la viande crue de qualité", "A mangé de la viande crue de qualité - Dungeon Settlers Wiki": "A mangé de la viande crue de qualité - Dungeon Settlers Wiki", "A mangé de la viande crue de qualité icon": "A mangé de la viande crue de qualité icône", "A mangé de la viande de monstre dégoûtante": "A mangé de la viande de monstre dégoûtante", "A mangé de la viande de monstre dégoûtante - Dungeon Settlers Wiki": "A mangé de la viande de monstre dégoûtante - Dungeon Settlers Wiki", "A mangé de la viande de monstre dégoûtante icon": "A mangé de la viande de monstre dégoûtante icône", "A mangé de la viande grillée": "A mangé de la viande grillée", "A mangé de la viande grillée - Dungeon Settlers Wiki": "A mangé de la viande grillée - Dungeon Settlers Wiki", "A mangé de la viande grillée icon": "A mangé de la viande grillée icône", "A mangé du Slime Pudding": "A mangé du Slime Pudding", "A mangé du Slime Pudding - Dungeon Settlers Wiki": "A mangé du Slime Pudding - Dungeon Settlers Wiki", "A mangé du Slime Pudding icon": "A mangé du Slime Pudding icône", "A mangé un bulbe de poussière": "A mangé un bulbe de poussière", "A mangé un bulbe de poussière - Dungeon Settlers Wiki": "A mangé un bulbe de poussière - Dungeon Settlers Wiki", "A mangé un bulbe de poussière icon": "A mangé un bulbe de poussière icône", "A mangé un champignon": "A mangé un champignon", "A mangé un champignon - Dungeon Settlers Wiki": "A mangé un champignon - Dungeon Settlers Wiki", "A mangé un champignon icon": "A mangé un champignon icône", "A mangé un navet grillé": "A mangé un navet grillé", "A mangé un navet grillé - Dungeon Settlers Wiki": "A mangé un navet grillé - Dungeon Settlers Wiki", "A mangé un navet grillé icon": "A mangé un navet grillé icône", "A mangé un ragoût de champignons": "A mangé un ragoût de champignons", "A mangé un ragoût de champignons - Dungeon Settlers Wiki": "A mangé un ragoût de champignons - Dungeon Settlers Wiki", "A mangé un ragoût de champignons icon": "A mangé un ragoût de champignons icône", "A mangé un ragoût de viande": "A mangé un ragoût de viande", "A mangé un ragoût de viande - Dungeon Settlers Wiki": "A mangé un ragoût de viande - Dungeon Settlers Wiki", "A mangé un ragoût de viande icon": "A mangé un ragoût de viande icône", "A mangé une brochette de champignons": "A mangé une brochette de champignons", "A mangé une brochette de champignons - Dungeon Settlers Wiki": "A mangé une brochette de champignons - Dungeon Settlers Wiki", "A mangé une brochette de champignons icon": "A mangé une brochette de champignons icône", "A mangé une brochette de viande": "A mangé une brochette de viande", "A mangé une brochette de viande - Dungeon Settlers Wiki": "A mangé une brochette de viande - Dungeon Settlers Wiki", "A mangé une brochette de viande icon": "A mangé une brochette de viande icône", "A mangé une omelette aux œufs de Gloth": "A mangé une omelette aux œufs de Gloth", "A mangé une omelette aux œufs de Gloth - Dungeon Settlers Wiki": "A mangé une omelette aux œufs de Gloth - Dungeon Settlers Wiki", "A mangé une omelette aux œufs de Gloth icon": "A mangé une omelette aux œufs de Gloth icône", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down. Beside him, a cat merely glances i": "Une figure masquée se tient à côté d'une cage en bois remplie d'insectes. Après avoir observé les insectes acides emprisonnés pendant un certain temps, il commence à écrire quelque chose. À côté de lui, un chat jette simplement un coup d'œil", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down...": "Une figure masquée se tient à côté d'une cage en bois remplie d'insectes. Après avoir observé les insectes acides emprisonnés pendant un certain temps, il commence à écrire", "A maxed level-4 Human greatsword build in full Arcron gear with three inscriptions - the strongest obtainable loadout in the current release.": "Une build grande épée Humain de niveau 4 maxée en équipement Arcron complet avec trois inscriptions - le chargement obtainable le plus puissant de la version actuelle.", "A melee weapon (sword / greatsword / blunt)": "Une arme de corps à corps (épée / grande épée / arme contondante)", "A melee weapon and single-target melee skills": "Une arme de mêlée et des compétences de mêlée monocibles", "A mental breakdown resets stress to {#} and puts the unit in a Mental Collapse for {#} days, with a {#}-day aftereffect. It is not immediately lethal - only a second max-out during the break kills.": "Un effondrement mental réinitialise le stress à {#} et place l'unité en Effondrement mental pendant {#} jours, avec un effet résiduel de {#} jours. Ce n'est pas immédiatement fatal - seul un second pic pendant l'effondrement tue.", "A monster hits you for": "Un monstre vous frappe pour", "A monster runs through three combat states": "Un monstre parcourt trois états de combat", "A nature caster blending offensive blooms with Harmony healing passives, built to hold the line while it sustains the party.": "Un lanceur de sort Nature mélangeant des fleurs offensives avec des passifs de guérison Harmonie, construit pour tenir la ligne tout en soutenant l'équipe.", "A nature-infused staff crafted from Bloodwood.": "Un bâton imprégné de nature créé à partir de Bloodwood.", "A necklace adorned with garnet gems.": "Un collier orné de grenats.", "A necklace adorned with opal gems.": "Un collier orné d'opales.", "A necklace adorned with peridot gems.": "Un collier orné de péridots.", "A necklace embedded with blue crystal.": "Un collier incrusté de cristal bleu.", "A necklace embedded with green crystal.": "Un collier incrusté de cristal vert.", "A necklace embedded with red crystal.": "Un collier incrusté de cristal rouge.", "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.": "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.", "A one-handed sword-and-board bruiser. Chain three Sword actives while Warrior and Guardian passives sharpen and shield every strike.": "Un combattant épée et bouclier d'une main. Enchaînez trois actifs d'Épée tandis que les passifs Guerrier et Gardien affûtent et protègent chaque coup.", "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.": "Une statistique de combat calculée à partir des statistiques principales et de l'équipement, comme la Puissance d'attaque physique, les Points de vie max, la Vitesse d'attaque, les Chances de critique ou une résistance. Affichée en jeu avec une contribution « Par stat +X » de chaque statistique principale.", "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.": "Une évaluation par statistique (Médiocre, Modéré, Remarquable, Exceptionnel, Génie) qui détermine combien de points une statistique principale gagne à chaque montée de niveau. Des paliers de talent plus élevés signifient une croissance plus rapide.", "A percentage modifier applied to": "Un modificateur de pourcentage appliqué à", "A percentage modifier applied to Capacité de loisirs. Positive values increase it, while negative values decrease it.": "Un modificateur de pourcentage appliqué à Capacité de loisirs. Les valeurs positives l'augmentent, tandis que les valeurs négatives le diminuent.", "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.": "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.", "A pleinement profité du confort d'une chambre privée luxueuse.": "A pleinement profité du confort d'une chambre privée luxueuse.", "A portal used for inter-floor movement in dungeons.": "Un portail utilisé pour les déplacements entre les étages des donjons.", "A race's special mechanic, triggered by its condition.": "Un mécanisme spécial de race, déclenché par sa condition.", "A raven flies in from afar and lands upon your forearm.": "Un corbeau vole de loin et se pose sur votre avant-bras.", "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Fors": "Un corbeau vole de loin et se pose sur votre avant-bras. \"Pour être honnête, je ne m'attendais pas à ce que votre groupe dure très longtemps. Pourtant, je suppose que je dois admettre que j'avais tort. Survivre dans le", "A raven flies over the thorn vines and perches in front of you. Its eyes tint blue, and then the Overseer's voice flows ...": "Un corbeau vole au-dessus des vignes épineuses et se perche devant vous. Ses yeux se teintent de bleu, et ensuite la voix du Surveillant s'écoule ...", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak.": "Un corbeau vole au-dessus des vignes épineuses et se pose devant vous. Ses yeux deviennent bleus, et la voix de l'Inspecteur sort bientôt de son bec.", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Captain, I'm preparing an evaluatio": "Un corbeau vole au-dessus des vignes épineuses et se pose devant vous. Ses yeux deviennent bleus, et la voix de l'Inspecteur sort bientôt de son bec. \"Capitaine de l'Expédition, je prépare une évaluatio", "A raven flies over the thorny vines and settles on your arm.": "Un corbeau vole au-dessus des vignes épineuses et se pose sur ton bras.", "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"": "Un corbeau vole au-dessus des vignes épineuses et se pose sur ton bras. Ses yeux brillent en bleu, et une voix d'homme provient de son bec. « Le Donjon devient bien plus dangereux que nous ne l'avions pensé. D'abord, suis le protocole standard de la Guilde et fais les préparatifs de base dont tu auras besoin pour survivre là-bas. » « Ne t'inquiète pas, Inspecteur. Je connais toutes les précautions par cœur. » Ta réponse ne fait guère pour le rassurer. « Tu es plutôt confiante, n'est-ce pas... ? Eh bien, tu comprendras une fois que tu l'auras expérimenté par toi-même. Bonne chance à toi, Capitaine de l'Expédition. »", "A raven perched on your forearm glows with blue eyes. Soon a gruff male voice flows out. \"I heard that the expedition t...": "Un corbeau perché sur votre avant-bras brille avec des yeux bleus. Bientôt une voix masculine bourrue s'en échappe. « J'ai entendu dire que l'expédition t... »", "A recruit's background trait decides the main and sub skill trees it can pick from. 40 backgrounds carry tree affinities in this build.": "Le trait de parcours d'une recrue détermine les arbres de compétences principaux et secondaires parmi lesquels elle peut choisir. 40 parcours portent des affinités d'arbre dans cette version.", "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.": "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.", "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.": "Une réserve de bouclier temporaire absorbant les dégâts (un statut/affecteur, distinct d'un bouclier équipé). La magie de l'eau est la principale source de boucliers alliés.", "A red-glowing fruit occasionally found on Luma trees.": "Un fruit brillant rouge trouvé occasionnellement sur les arbres Luma.", "A related bounty,": "Une prime associée,", "A representative dungeon floor assembled from the game's own room graph: each roll draws one of the hand-authored room graphs for the chosen floor, fills every node with a weighted room template, and lays them out connected": "Un étage de donjon représentatif assemblé à partir du propre graphe de salles du jeu : chaque tirage sélectionne l'un des graphes de salles conçus à la main pour l'étage choisi, remplit chaque nœud avec un modèle de salle pondéré, et les agence connectés", "A ring adorned with garnet gems.": "Une bague ornée de grenats.", "A ring adorned with opal gems.": "Une bague ornée d'opales.", "A ring adorned with peridot gems.": "Une bague ornée de péridots.", "A ring embedded with blue crystal.": "Une bague incrustée de cristal bleu.", "A ring embedded with green crystal.": "Une bague incrustée de cristal vert.", "A ring embedded with red crystal.": "Une bague incrustée de cristal rouge.", "A room is recognized as the highest-priority type whose requirements it meets: required furniture (by building subtype and quality), minimum interior size (floor tiles inside the walls), wall/floor average quality and total decoration quality. Each": "Une salle est reconnue comme le type de plus haute priorité dont elle remplit les conditions : mobilier requis (par sous-type de bâtiment et qualité), taille intérieure minimale (cases de sol à l'intérieur des murs), qualité moyenne des murs/sols et qualité totale de décoration. Chaque", "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.": "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.", "A savouré un repas détendu dans une salle à manger luxueuse.": "A savouré un repas détendu dans une salle à manger luxueuse.", "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.": "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.", "A separate": "Une chaîne distincte,", "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.": "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.", "A silver-containing ore that can be refined into ingots.": "Un minerai contenant de l'argent qui peut être raffiné en lingots.", "A simple yet elegant silver ring.": "Une bague en argent simple mais élégante.", "A sini...": "Un sini...", "A small but useful mana-generating device.": "Un petit appareil utile qui génère de la mana.", "A soldier belonging to the guild.": "Un soldat appartenant à la guilde.", "A space fully suitable for conducting in-depth research.": "Un espace entièrement adapté à la recherche approfondie.", "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "L'origine d'une recrue (Garde de la ville, Braconnier, Mage, etc.) qui détermine les arbres de compétences avec lesquels elle débute et peut porter des traits individuels. 40 historiques correspondent à différentes combinaisons d'arbres d'armes/de magie.", "A standing mood modifier every settler carries based on its": "Un modificateur d'humeur permanent que chaque colon porte en fonction de son", "A stone containing the sealed soul of a red monster rat.": "Une pierre contenant l'âme scellée d'un rat monstrueux rouge.", "A stone containing the soul of a blood-infused slime.": "Une pierre contenant l'âme d'une limace imprégnée de sang.", "A stone that seals the soul of a monster rat.": "Une pierre qui scelle l'âme d'un rat monstrueux.", "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.": "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "Une étrange graine pousse à partir de la tuile cible, repoussant les unités à cet endroit de {0} tuiles et infligeant {1}% de", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of Puissance d'attaque magique as damage to enemy units. The strange seed heals adjacent": "Une étrange graine pousse à partir de la tuile cible, repoussant les unités à cet endroit de {0} tuiles et infligeant {1}% de Puissance d'attaque magique en tant que dégâts aux unités ennemies. L'étrange graine guérit les unités adjacentes", "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "Un incantateur plus puissant produit des invocations plus résistantes et plus dévastatrices. Les chiffres complets par créature sont sur la", "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "Un foyer robuste en pierre. Réchauffe l'intérieur et permet la cuisson.", "A summon inherits its owner's Magic Attack: full value into HP, half into its own Magic Attack, both added to the creature's base. Some abilities (a Bubbleling's death explosion or barrier) instead read the summoner's live Magic Attack directly.": "Une invocation hérite de l'Attaque magique de son propriétaire : la valeur complète va dans les PV, la moitié dans sa propre Attaque magique, les deux s'ajoutant à la base de la créature. Certaines capacités (l'explosion de mort ou la barrière d'un Bubbleling) lisent plutôt directement l'Attaque magique en temps réel de l'invocateur.", "A summon's stats are frozen from the summoner's Magic Attack Power at summon time (Bubbletoad HP = your Magic Attack Power + 300, its Magic Attack = half yours + 16.9; a Bubbling scales purely off your Magic Attack Power). Only Magic Attack matters, and Become Fire is the only stacking Magic-Attack self-buff in the game: each cast adds a Burning stack (doubled by Fireproof) worth +30% Magic Attack Power for 30s, and Fireproof also ignores 70% of the self-burn so stacking barely hurts. Pump Become Fire, then summon while inflated and the creature banks that power permanently. Honest ceiling: with a 15s cooldown and a 30s window you realistically land ~4-6 stacks (about +120% to +180% Magic Attack Power), not the 50-stack theoretical max, so the summon ends up roughly 2-3x its base - strong and permanent, but it takes real setup and three trees of investment. Fire Battle Mage lets you cast Become Fire with no fire staff, so you hold the water staff the summons need the whole time (a water staff grants Summon Bubbling for free; Bubbletoad needs the Water Magic tree).": "Les stats d'une invocation sont figées d'après la Puissance d'attaque magique de l'invocateur au moment de l'invocation (PV du Bubbletoad = votre Puissance d'attaque magique + 300, son Attaque magique = la moitié de la vôtre + 16.9 ; un Bubbling dépend uniquement de votre Puissance d'attaque magique). Seule l'Attaque magique compte, et Transformez-vous en feu est le seul auto-buff d'Attaque magique qui se cumule dans le jeu : chaque lancer ajoute une charge de Combustion (doublée par Ignifuge) valant +30% de Puissance d'attaque magique pendant 30s, et Ignifuge ignore aussi 70% de l'auto-brûlure, donc le cumul ne fait presque pas mal. Empilez Transformez-vous en feu, puis invoquez pendant que vous êtes gonflé et la créature engrange cette puissance de façon permanente. Plafond honnête : avec un temps de recharge de 15s et une fenêtre de 30s, vous obtenez réalistement environ 4 à 6 charges (à peu près +120% à +180% de Puissance d'attaque magique), pas le maximum théorique de 50 charges, donc l'invocation finit à environ 2 à 3 fois sa base : puissante et permanente, mais cela demande une vraie préparation et l'investissement dans trois arbres. Mage de combat de feu vous permet de lancer Transformez-vous en feu sans bâton de feu, donc vous gardez tout du long le bâton d'eau dont les invocations ont besoin (un bâton d'eau accorde gratuitement Invocation : Bubbling ; le Bubbletoad nécessite l'arbre de magie de l'eau).", "A summon's stats are locked in from the summoner's Magic Attack Power at summon time. Only a Magic-Attack self-buff inflates a summon, and Become Fire is the only stacking one.": "Les stats d'une invocation sont figées d'après la Puissance d'attaque magique de l'invocateur au moment de l'invocation. Seul un auto-buff de Puissance d'attaque magique gonfle une invocation, et Transformez-vous en feu est le seul qui se cumule.", "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant).": "Une race orientée soutien/lanceur de sorts. Les Elfes ne peuvent pas être recrutés au rang de clan 1 (poids 0) ; à partir du rang 2, ils apparaissent avec un poids de 25 (environ 16% de chance par candidat). Leurs bonus de recherche et d'agriculture en font de solides travailleurs pour l'établissement. Des textes extraits des données évoquent une future région à thème elfique ou une extension du recrutement (un environnement de Patrie des elfes et un marchand elfe).", "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.", "A test unit": "Une unité de test", "A thin man sets down a large backpack and begins displaying items one by one. Noticing you, he twists his mouth into a ...": "Un homme maigre pose un grand sac à dos et commence à exposer les articles un par un. Vous remarquant, il tord la bouche en un...", "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "La maîtrise d'une unité pour un type d'arme ou une école de magie donnés (Épée, Arc, Magie de feu, etc.), qui détermine son efficacité avec cette arme. Les races ont des aptitudes caractéristiques (par ex. les Humains en Épée/Grande épée/Feu).", "A tough but long-lasting dried biscuit.": "Un biscuit sec dur mais durable.", "A two-handed Lizardman berserker leaning on the +2 greatsword aptitude. Execution passives finish wounded foes for extra damage.": "Un berserk homme-lézard à deux mains s'appuyant sur l'aptitude +2 grande épée. Les passifs d'Exécution finissent les ennemis blessés pour des dégâts supplémentaires.", "A two-handed weapon uses both hands, so it cannot hold a shield.": "Une arme à deux mains occupe les deux mains, elle ne peut donc pas tenir de bouclier.", "A une teinte rougeâtre et une durabilité excellente.": "A une teinte rougeâtre et une durabilité excellente.", "A unit has six": "Une unité a six stats", "A unit with": "Une unité avec", "A unit's innate trait.": "Trait inné d'une unité.", "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).": "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).", "A value indicating how many 'hours' of cumulative campaign elapsed time must pass before a Dungeon Break occurs. (Design note: Since it's currently hard to know how much cumulative settlement time corresponds to actual real-world playtime, it's hard to know how many breaks there will be per campaign before clearing the game. So for now, only the initial Dungeon Break trigger time is set. This will be adjusted later once we've checked the balance.)": "Une valeur indiquant combien d'« heures » de temps cumulé écoulé de campagne doivent passer avant qu'une Rupture du donjon ne survienne. (Note de design : Comme il est actuellement difficile de savoir à combien de temps réel de jeu correspond le temps cumulé de colonie, il est difficile de savoir combien de ruptures il y aura par campagne avant de terminer le jeu. Donc pour l'instant, seul le temps de déclenchement de la Rupture du donjon initiale est défini. Ce sera ajusté plus tard une fois l'équilibrage vérifié.)", "A variable that adjusts the base chance of an attack landing on the head (adjusts the dice value as a ratio). If this value is -1, the head is always hit. If this value is 0, there is no adjustment. If this value is 1, the chance of hitting the head is halved. The intent of this adjustment is that judging the chance purely by head HP / total max HP would make the probability too high given how critical a head hit is. However, if head HP is lowered to reduce that probability, a head hit becomes too powerful whenever it lands. Conversely, raising head HP also raises the chance of being hit in the head - creating a dilemma.": "Une variable qui ajuste la chance de base qu'une attaque touche la tête (ajuste la valeur du dé en ratio). Si cette valeur est -1, la tête est toujours touchée. Si cette valeur est 0, il n'y a pas d'ajustement. Si cette valeur est 1, la chance de toucher la tête est divisée par deux. L'intention de cet ajustement est que juger la chance uniquement par PV de tête / PV max total rendrait la probabilité trop élevée vu à quel point un coup à la tête est critique. Cependant, si les PV de tête sont abaissés pour réduire cette probabilité, un coup à la tête devient trop puissant lorsqu'il touche. Inversement, augmenter les PV de tête augmente aussi la chance d'être touché à la tête - créant un dilemme.", "A votre réponse, il tremble bruyamment et crie d'une voix flamboyante.": "A votre réponse, il tremble bruyamment et crie d'une voix flamboyante.", "A votre signal, les membres poussent un cri puissant et célèbrent ensemble leur victoire.": "A votre signal, les membres poussent un cri puissant et célèbrent ensemble leur victoire.", "A wriggling giant grub. Used as food.": "Un ver géant qui se tortille. Utilisé comme nourriture.", "A {0}% accuracy bonus is applied per unit surrounding the target.": "Un bonus de précision de {0}% est appliqué par unité entourant la cible.", "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "Un bonus de chance de coup critique de {0}% est appliqué par unité entourant la cible.", "AFFECTER Mandrake Scream": "AFFECTER Cri de mandragore", "AFFECTER Operate": "AFFECTER Operate", "AFFECTER Witness Dead": "AFFECTER Témoin mort", "AFFECTER_AbandonCompanion": "AFFECTER_AbandonCompanion", "AFFECTER_AbandonCompanion -": "AFFECTER_AbandonCompanion -", "AFFECTER_AbundantRation": "AFFECTER_AbundantRation", "AFFECTER_AbundantRation -": "AFFECTER_AbundantRation -", "AFFECTER_AbundantStone": "AFFECTER_AbundantStone", "AFFECTER_AbundantStone -": "AFFECTER_AbundantStone -", "AFFECTER_AbundantWood": "AFFECTER_AbundantWood", "AFFECTER_AbundantWood -": "AFFECTER_AbundantWood -", "AFFECTER_AbyssRebound": "AFFECTER_AbyssRebound", "AFFECTER_AbyssRebound -": "AFFECTER_AbyssRebound -", "AFFECTER_AbyssRebound2": "AFFECTER_AbyssRebound2", "AFFECTER_AbyssRebound2 -": "AFFECTER_AbyssRebound2 -", "AFFECTER_Acceleration": "AFFECTER_Acceleration", "AFFECTER_Acceleration -": "AFFECTER_Acceleration -", "AFFECTER_AccuracyPotion": "AFFECTER_AccuracyPotion", "AFFECTER_AccuracyPotion -": "AFFECTER_AccuracyPotion -", "AFFECTER_AcidSpread": "AFFECTER_AcidSpread", "AFFECTER_AcidSpread -": "AFFECTER_AcidSpread -", "AFFECTER_Adventurous": "AFFECTER_Adventurous", "AFFECTER_Adventurous -": "AFFECTER_Adventurous -", "AFFECTER_AgilityFortify": "AFFECTER_AgilityFortify", "AFFECTER_AgilityFortify -": "AFFECTER_AgilityFortify -", "AFFECTER_AgilityWeaken": "AFFECTER_AgilityWeaken", "AFFECTER_AgilityWeaken -": "AFFECTER_AgilityWeaken -", "AFFECTER_AllSkillUnlockMode": "AFFECTER_AllSkillUnlockMode", "AFFECTER_AllSkillUnlockMode -": "AFFECTER_AllSkillUnlockMode -", "AFFECTER_AlphaAcidSlogelSoul": "AFFECTER_AlphaAcidSlogelSoul", "AFFECTER_AlphaAcidSlogelSoul -": "AFFECTER_AlphaAcidSlogelSoul -", "AFFECTER_Ambivalence": "AFFECTER_Ambivalence", "AFFECTER_Ambivalence -": "AFFECTER_Ambivalence -", "AFFECTER_ArtOfDefense": "AFFECTER_ArtOfDefense", "AFFECTER_ArtOfDefense -": "AFFECTER_ArtOfDefense -", "AFFECTER_ArtOfDefenseAura": "AFFECTER_ArtOfDefenseAura", "AFFECTER_ArtOfDefenseAura -": "AFFECTER_ArtOfDefenseAura -", "AFFECTER_ArtOfDefenseStack": "AFFECTER_ArtOfDefenseStack", "AFFECTER_ArtOfDefenseStack -": "AFFECTER_ArtOfDefenseStack -", "AFFECTER_ArtOfFury": "AFFECTER_ArtOfFury", "AFFECTER_ArtOfFury -": "AFFECTER_ArtOfFury -", "AFFECTER_ArtOfFuryAura": "AFFECTER_ArtOfFuryAura", "AFFECTER_ArtOfFuryAura -": "AFFECTER_ArtOfFuryAura -", "AFFECTER_ArtOfFuryStack": "AFFECTER_ArtOfFuryStack", "AFFECTER_ArtOfFuryStack -": "AFFECTER_ArtOfFuryStack -", "AFFECTER_ArtOfRush": "AFFECTER_ArtOfRush", "AFFECTER_ArtOfRush -": "AFFECTER_ArtOfRush -", "AFFECTER_ArtOfRushAura": "AFFECTER_ArtOfRushAura", "AFFECTER_ArtOfRushAura -": "AFFECTER_ArtOfRushAura -", "AFFECTER_ArtOfRushStack": "AFFECTER_ArtOfRushStack", "AFFECTER_ArtOfRushStack -": "AFFECTER_ArtOfRushStack -", "AFFECTER_ArtOfThrow": "AFFECTER_ArtOfThrow", "AFFECTER_ArtOfThrow -": "AFFECTER_ArtOfThrow -", "AFFECTER_ArtOfThrowAura": "AFFECTER_ArtOfThrowAura", "AFFECTER_ArtOfThrowAura -": "AFFECTER_ArtOfThrowAura -", "AFFECTER_ArtOfThrowStack": "AFFECTER_ArtOfThrowStack", "AFFECTER_ArtOfThrowStack -": "AFFECTER_ArtOfThrowStack -", "AFFECTER_AshOfSolace": "AFFECTER_AshOfSolace", "AFFECTER_AshOfSolace -": "AFFECTER_AshOfSolace -", "AFFECTER_AttackSpeedPotion": "AFFECTER_AttackSpeedPotion", "AFFECTER_AttackSpeedPotion -": "AFFECTER_AttackSpeedPotion -", "AFFECTER_Awared": "AFFECTER_Awared", "AFFECTER_Awared -": "AFFECTER_Awared -", "AFFECTER_Awe": "AFFECTER_Awe", "AFFECTER_Awe -": "AFFECTER_Awe -", "AFFECTER_Barrier": "AFFECTER_Barrier", "AFFECTER_Barrier -": "AFFECTER_Barrier -", "AFFECTER_BaseCampsiteBedrolls": "AFFECTER_BaseCampsiteBedrolls", "AFFECTER_BaseCampsiteBedrolls -": "AFFECTER_BaseCampsiteBedrolls -", "AFFECTER_BaseCampsiteCampFire": "AFFECTER_BaseCampsiteCampFire", "AFFECTER_BaseCampsiteCampFire -": "AFFECTER_BaseCampsiteCampFire -", "AFFECTER_BaseCampsiteDeco1": "AFFECTER_BaseCampsiteDeco1", "AFFECTER_BaseCampsiteDeco1 -": "AFFECTER_BaseCampsiteDeco1 -", "AFFECTER_BaseCampsiteDeco2": "AFFECTER_BaseCampsiteDeco2", "AFFECTER_BaseCampsiteDeco2 -": "AFFECTER_BaseCampsiteDeco2 -", "AFFECTER_BaseCampsiteLesserGuardianStone": "AFFECTER_BaseCampsiteLesserGuardianStone", "AFFECTER_BaseCampsiteLesserGuardianStone -": "AFFECTER_BaseCampsiteLesserGuardianStone -", "AFFECTER_BaseCampsiteRepairstand": "AFFECTER_BaseCampsiteRepairstand", "AFFECTER_BaseCampsiteRepairstand -": "AFFECTER_BaseCampsiteRepairstand -", "AFFECTER_Bastion": "AFFECTER_Bastion", "AFFECTER_Bastion -": "AFFECTER_Bastion -", "AFFECTER_BeastForest": "AFFECTER_BeastForest", "AFFECTER_BeastForest -": "AFFECTER_BeastForest -", "AFFECTER_BeastForestEnv": "AFFECTER_BeastForestEnv", "AFFECTER_BeastForestEnv -": "AFFECTER_BeastForestEnv -", "AFFECTER_BeastHunter": "AFFECTER_BeastHunter", "AFFECTER_BeastHunter -": "AFFECTER_BeastHunter -", "AFFECTER_BecomeFire": "AFFECTER_BecomeFire", "AFFECTER_BecomeFire -": "AFFECTER_BecomeFire -", "AFFECTER_BedSleep": "AFFECTER_BedSleep", "AFFECTER_BedSleep -": "AFFECTER_BedSleep -", "AFFECTER_BeeHive": "AFFECTER_BeeHive", "AFFECTER_BeeHive -": "AFFECTER_BeeHive -", "AFFECTER_Begger": "AFFECTER_Begger", "AFFECTER_Begger -": "AFFECTER_Begger -", "AFFECTER_BellyBeggar": "AFFECTER_BellyBeggar", "AFFECTER_BellyBeggar -": "AFFECTER_BellyBeggar -", "AFFECTER_BizarrePain": "AFFECTER_BizarrePain", "AFFECTER_BizarrePain -": "AFFECTER_BizarrePain -", "AFFECTER_BizarrePleasure": "AFFECTER_BizarrePleasure", "AFFECTER_BizarrePleasure -": "AFFECTER_BizarrePleasure -", "AFFECTER_Blacksmith": "AFFECTER_Blacksmith", "AFFECTER_Blacksmith -": "AFFECTER_Blacksmith -", "AFFECTER_BladeGrinding": "AFFECTER_BladeGrinding", "AFFECTER_BladeGrinding -": "AFFECTER_BladeGrinding -", "AFFECTER_BlazingEcho": "AFFECTER_BlazingEcho", "AFFECTER_BlazingEcho -": "AFFECTER_BlazingEcho -", "AFFECTER_BlazingEchoBounce": "AFFECTER_BlazingEchoBounce", "AFFECTER_BlazingEchoBounce -": "AFFECTER_BlazingEchoBounce -", "AFFECTER_BleedImmune": "AFFECTER_BleedImmune", "AFFECTER_BleedImmune -": "AFFECTER_BleedImmune -", "AFFECTER_BleedImmuneTrait": "AFFECTER_BleedImmuneTrait", "AFFECTER_BleedImmuneTrait -": "AFFECTER_BleedImmuneTrait -", "AFFECTER_Bleeding": "AFFECTER_Bleeding", "AFFECTER_Bleeding -": "AFFECTER_Bleeding -", "AFFECTER_BlessAccuracy": "AFFECTER_BlessAccuracy", "AFFECTER_BlessAccuracy -": "AFFECTER_BlessAccuracy -", "AFFECTER_BlessAttackSpeed": "AFFECTER_BlessAttackSpeed", "AFFECTER_BlessAttackSpeed -": "AFFECTER_BlessAttackSpeed -", "AFFECTER_BlessCritical": "AFFECTER_BlessCritical", "AFFECTER_BlessCritical -": "AFFECTER_BlessCritical -", "AFFECTER_BlessDodge": "AFFECTER_BlessDodge", "AFFECTER_BlessDodge -": "AFFECTER_BlessDodge -", "AFFECTER_BlessGuard": "AFFECTER_BlessGuard", "AFFECTER_BlessGuard -": "AFFECTER_BlessGuard -", "AFFECTER_BlessMagicResistance": "AFFECTER_BlessMagicResistance", "AFFECTER_BlessMagicResistance -": "AFFECTER_BlessMagicResistance -", "AFFECTER_BlessMagicalAttack": "AFFECTER_BlessMagicalAttack", "AFFECTER_BlessMagicalAttack -": "AFFECTER_BlessMagicalAttack -", "AFFECTER_BlessMetalSkin": "AFFECTER_BlessMetalSkin", "AFFECTER_BlessMetalSkin -": "AFFECTER_BlessMetalSkin -", "AFFECTER_BlessOfWorldTree": "AFFECTER_BlessOfWorldTree", "AFFECTER_BlessOfWorldTree -": "AFFECTER_BlessOfWorldTree -", "AFFECTER_BlessPhysicalAttack": "AFFECTER_BlessPhysicalAttack", "AFFECTER_BlessPhysicalAttack -": "AFFECTER_BlessPhysicalAttack -", "AFFECTER_BlessSkillCooldown": "AFFECTER_BlessSkillCooldown", "AFFECTER_BlessSkillCooldown -": "AFFECTER_BlessSkillCooldown -", "AFFECTER_BlessSwift": "AFFECTER_BlessSwift", "AFFECTER_BlessSwift -": "AFFECTER_BlessSwift -", "AFFECTER_BlessVampire": "AFFECTER_BlessVampire", "AFFECTER_BlessVampire -": "AFFECTER_BlessVampire -", "AFFECTER_Blessed": "AFFECTER_Blessed", "AFFECTER_Blessed -": "AFFECTER_Blessed -", "AFFECTER_BlitzInscription": "AFFECTER_BlitzInscription", "AFFECTER_BlitzInscription -": "AFFECTER_BlitzInscription -", "AFFECTER_BloodDrain": "AFFECTER_BloodDrain", "AFFECTER_BloodDrain -": "AFFECTER_BloodDrain -", "AFFECTER_BloodTree": "AFFECTER_BloodTree", "AFFECTER_BloodTree -": "AFFECTER_BloodTree -", "AFFECTER_Bloodlust": "AFFECTER_Bloodlust", "AFFECTER_Bloodlust -": "AFFECTER_Bloodlust -", "AFFECTER_BloodshotInscription": "AFFECTER_BloodshotInscription", "AFFECTER_BloodshotInscription -": "AFFECTER_BloodshotInscription -", "AFFECTER_BloodyCrescent": "AFFECTER_BloodyCrescent", "AFFECTER_BloodyCrescent -": "AFFECTER_BloodyCrescent -", "AFFECTER_BloomingNature": "AFFECTER_BloomingNature", "AFFECTER_BloomingNature -": "AFFECTER_BloomingNature -", "AFFECTER_BlueBerry": "AFFECTER_BlueBerry", "AFFECTER_BlueBerry -": "AFFECTER_BlueBerry -", "AFFECTER_BlueBlood": "AFFECTER_BlueBlood", "AFFECTER_BlueBlood -": "AFFECTER_BlueBlood -", "AFFECTER_BlueGoblin": "AFFECTER_BlueGoblin", "AFFECTER_BlueGoblin -": "AFFECTER_BlueGoblin -", "AFFECTER_BluntInscription": "AFFECTER_BluntInscription", "AFFECTER_BluntInscription -": "AFFECTER_BluntInscription -", "AFFECTER_BoredCard": "AFFECTER_BoredCard", "AFFECTER_BoredCard -": "AFFECTER_BoredCard -", "AFFECTER_BoredDart": "AFFECTER_BoredDart", "AFFECTER_BoredDart -": "AFFECTER_BoredDart -", "AFFECTER_BoredDice": "AFFECTER_BoredDice", "AFFECTER_BoredDice -": "AFFECTER_BoredDice -", "AFFECTER_Boredom": "AFFECTER_Boredom", "AFFECTER_Boredom -": "AFFECTER_Boredom -", "AFFECTER_BossMonster": "AFFECTER_BossMonster", "AFFECTER_BossMonster -": "AFFECTER_BossMonster -", "AFFECTER_BowInscription": "AFFECTER_BowInscription", "AFFECTER_BowInscription -": "AFFECTER_BowInscription -", "AFFECTER_BraceStance": "AFFECTER_BraceStance", "AFFECTER_BraceStance -": "AFFECTER_BraceStance -", "AFFECTER_Break": "AFFECTER_Break", "AFFECTER_Break -": "AFFECTER_Break -", "AFFECTER_Brick": "AFFECTER_Brick", "AFFECTER_Brick -": "AFFECTER_Brick -", "AFFECTER_BubbleSplash": "AFFECTER_BubbleSplash", "AFFECTER_BubbleSplash -": "AFFECTER_BubbleSplash -", "AFFECTER_BurnImmune": "AFFECTER_BurnImmune", "AFFECTER_BurnImmune -": "AFFECTER_BurnImmune -", "AFFECTER_BurnImmuneTrait": "AFFECTER_BurnImmuneTrait", "AFFECTER_BurnImmuneTrait -": "AFFECTER_BurnImmuneTrait -", "AFFECTER_Burning": "AFFECTER_Burning", "AFFECTER_Burning -": "AFFECTER_Burning -", "AFFECTER_BurstInscription": "AFFECTER_BurstInscription", "AFFECTER_BurstInscription -": "AFFECTER_BurstInscription -", "AFFECTER_Butcher": "AFFECTER_Butcher", "AFFECTER_Butcher -": "AFFECTER_Butcher -", "AFFECTER_Butterfingers": "AFFECTER_Butterfingers", "AFFECTER_Butterfingers -": "AFFECTER_Butterfingers -", "AFFECTER_CalmLeadership": "AFFECTER_CalmLeadership", "AFFECTER_CalmLeadership -": "AFFECTER_CalmLeadership -", "AFFECTER_CampfireAura": "AFFECTER_CampfireAura", "AFFECTER_CampfireAura -": "AFFECTER_CampfireAura -", "AFFECTER_CampfireWarmth": "AFFECTER_CampfireWarmth", "AFFECTER_CampfireWarmth -": "AFFECTER_CampfireWarmth -", "AFFECTER_CapitalInscription": "AFFECTER_CapitalInscription", "AFFECTER_CapitalInscription -": "AFFECTER_CapitalInscription -", "AFFECTER_CarnalGuilt": "AFFECTER_CarnalGuilt", "AFFECTER_CarnalGuilt -": "AFFECTER_CarnalGuilt -", "AFFECTER_Carpenter": "AFFECTER_Carpenter", "AFFECTER_Carpenter -": "AFFECTER_Carpenter -", "AFFECTER_CarrierInscription": "AFFECTER_CarrierInscription", "AFFECTER_CarrierInscription -": "AFFECTER_CarrierInscription -", "AFFECTER_Carry": "AFFECTER_Carry", "AFFECTER_Carry -": "AFFECTER_Carry -", "AFFECTER_Carter": "AFFECTER_Carter", "AFFECTER_Carter -": "AFFECTER_Carter -", "AFFECTER_ChainKnightSentinelSoul": "AFFECTER_ChainKnightSentinelSoul", "AFFECTER_ChainKnightSentinelSoul -": "AFFECTER_ChainKnightSentinelSoul -", "AFFECTER_ChairSit": "AFFECTER_ChairSit", "AFFECTER_ChairSit -": "AFFECTER_ChairSit -", "AFFECTER_ChallengeInscription": "AFFECTER_ChallengeInscription", "AFFECTER_ChallengeInscription -": "AFFECTER_ChallengeInscription -", "AFFECTER_ChangeRapidFire": "AFFECTER_ChangeRapidFire", "AFFECTER_ChangeRapidFire -": "AFFECTER_ChangeRapidFire -", "AFFECTER_ChangeTwinThrust": "AFFECTER_ChangeTwinThrust", "AFFECTER_ChangeTwinThrust -": "AFFECTER_ChangeTwinThrust -", "AFFECTER_Chatted": "AFFECTER_Chatted", "AFFECTER_Chatted -": "AFFECTER_Chatted -", "AFFECTER_ChiefBodyguard": "AFFECTER_ChiefBodyguard", "AFFECTER_ChiefBodyguard -": "AFFECTER_ChiefBodyguard -", "AFFECTER_CityGuard": "AFFECTER_CityGuard", "AFFECTER_CityGuard -": "AFFECTER_CityGuard -", "AFFECTER_Claustrophobic": "AFFECTER_Claustrophobic", "AFFECTER_Claustrophobic -": "AFFECTER_Claustrophobic -", "AFFECTER_Codex": "AFFECTER_Codex", "AFFECTER_Codex -": "AFFECTER_Codex -", "AFFECTER_ColdFury": "AFFECTER_ColdFury", "AFFECTER_ColdFury -": "AFFECTER_ColdFury -", "AFFECTER_CombatMomentum": "AFFECTER_CombatMomentum", "AFFECTER_CombatMomentum -": "AFFECTER_CombatMomentum -", "AFFECTER_CombatStress": "AFFECTER_CombatStress", "AFFECTER_CombatStress -": "AFFECTER_CombatStress -", "AFFECTER_Comfort": "AFFECTER_Comfort", "AFFECTER_Comfort -": "AFFECTER_Comfort -", "AFFECTER_CompanionDead": "AFFECTER_CompanionDead", "AFFECTER_CompanionDead -": "AFFECTER_CompanionDead -", "AFFECTER_Complain": "AFFECTER_Complain", "AFFECTER_Complain -": "AFFECTER_Complain -", "AFFECTER_Congestion": "AFFECTER_Congestion", "AFFECTER_Congestion -": "AFFECTER_Congestion -", "AFFECTER_Conscript": "AFFECTER_Conscript", "AFFECTER_Conscript -": "AFFECTER_Conscript -", "AFFECTER_CookInDecentDiningRoom": "AFFECTER_CookInDecentDiningRoom", "AFFECTER_CookInDecentDiningRoom -": "AFFECTER_CookInDecentDiningRoom -", "AFFECTER_CookInFantasticDiningRoom": "AFFECTER_CookInFantasticDiningRoom", "AFFECTER_CookInFantasticDiningRoom -": "AFFECTER_CookInFantasticDiningRoom -", "AFFECTER_CookInImpressiveDiningRoom": "AFFECTER_CookInImpressiveDiningRoom", "AFFECTER_CookInImpressiveDiningRoom -": "AFFECTER_CookInImpressiveDiningRoom -", "AFFECTER_CookInLuxuriousDiningRoom": "AFFECTER_CookInLuxuriousDiningRoom", "AFFECTER_CookInLuxuriousDiningRoom -": "AFFECTER_CookInLuxuriousDiningRoom -", "AFFECTER_CookInMediocreDiningRoom": "AFFECTER_CookInMediocreDiningRoom", "AFFECTER_CookInMediocreDiningRoom -": "AFFECTER_CookInMediocreDiningRoom -", "AFFECTER_CookInNormalDiningRoom": "AFFECTER_CookInNormalDiningRoom", "AFFECTER_CookInNormalDiningRoom -": "AFFECTER_CookInNormalDiningRoom -", "AFFECTER_CookInPoorDiningRoom": "AFFECTER_CookInPoorDiningRoom", "AFFECTER_CookInPoorDiningRoom -": "AFFECTER_CookInPoorDiningRoom -", "AFFECTER_CooldownReduction": "AFFECTER_CooldownReduction", "AFFECTER_CooldownReduction -": "AFFECTER_CooldownReduction -", "AFFECTER_Corrosion": "AFFECTER_Corrosion", "AFFECTER_Corrosion -": "AFFECTER_Corrosion -", "AFFECTER_Coward": "AFFECTER_Coward", "AFFECTER_Coward -": "AFFECTER_Coward -", "AFFECTER_CraftInDecentMagicWorkshop": "AFFECTER_CraftInDecentMagicWorkshop", "AFFECTER_CraftInDecentMagicWorkshop -": "AFFECTER_CraftInDecentMagicWorkshop -", "AFFECTER_CraftInDecentWorkshop": "AFFECTER_CraftInDecentWorkshop", "AFFECTER_CraftInDecentWorkshop -": "AFFECTER_CraftInDecentWorkshop -", "AFFECTER_CraftInFantasticMagicWorkshop": "AFFECTER_CraftInFantasticMagicWorkshop", "AFFECTER_CraftInFantasticMagicWorkshop -": "AFFECTER_CraftInFantasticMagicWorkshop -", "AFFECTER_CraftInFantasticWorkshop": "AFFECTER_CraftInFantasticWorkshop", "AFFECTER_CraftInFantasticWorkshop -": "AFFECTER_CraftInFantasticWorkshop -", "AFFECTER_CraftInImpressiveMagicWorkshop": "AFFECTER_CraftInImpressiveMagicWorkshop", "AFFECTER_CraftInImpressiveMagicWorkshop -": "AFFECTER_CraftInImpressiveMagicWorkshop -", "AFFECTER_CraftInImpressiveWorkshop": "AFFECTER_CraftInImpressiveWorkshop", "AFFECTER_CraftInImpressiveWorkshop -": "AFFECTER_CraftInImpressiveWorkshop -", "AFFECTER_CraftInLuxuriousMagicWorkshop": "AFFECTER_CraftInLuxuriousMagicWorkshop", "AFFECTER_CraftInLuxuriousMagicWorkshop -": "AFFECTER_CraftInLuxuriousMagicWorkshop -", "AFFECTER_CraftInLuxuriousWorkshop": "AFFECTER_CraftInLuxuriousWorkshop", "AFFECTER_CraftInLuxuriousWorkshop -": "AFFECTER_CraftInLuxuriousWorkshop -", "AFFECTER_CraftInMediocreMagicWorkshop": "AFFECTER_CraftInMediocreMagicWorkshop", "AFFECTER_CraftInMediocreMagicWorkshop -": "AFFECTER_CraftInMediocreMagicWorkshop -", "AFFECTER_CraftInMediocreWorkshop": "AFFECTER_CraftInMediocreWorkshop", "AFFECTER_CraftInMediocreWorkshop -": "AFFECTER_CraftInMediocreWorkshop -", "AFFECTER_CraftInNormalMagicWorkshop": "AFFECTER_CraftInNormalMagicWorkshop", "AFFECTER_CraftInNormalMagicWorkshop -": "AFFECTER_CraftInNormalMagicWorkshop -", "AFFECTER_CraftInNormalWorkshop": "AFFECTER_CraftInNormalWorkshop", "AFFECTER_CraftInNormalWorkshop -": "AFFECTER_CraftInNormalWorkshop -", "AFFECTER_CraftInPoorMagicWorkshop": "AFFECTER_CraftInPoorMagicWorkshop", "AFFECTER_CraftInPoorMagicWorkshop -": "AFFECTER_CraftInPoorMagicWorkshop -", "AFFECTER_CraftInPoorWorkshop": "AFFECTER_CraftInPoorWorkshop", "AFFECTER_CraftInPoorWorkshop -": "AFFECTER_CraftInPoorWorkshop -", "AFFECTER_CreepClear": "AFFECTER_CreepClear", "AFFECTER_CreepClear -": "AFFECTER_CreepClear -", "AFFECTER_CriticalPotion": "AFFECTER_CriticalPotion", "AFFECTER_CriticalPotion -": "AFFECTER_CriticalPotion -", "AFFECTER_CriticalWeakness": "AFFECTER_CriticalWeakness", "AFFECTER_CriticalWeakness -": "AFFECTER_CriticalWeakness -", "AFFECTER_CrumbleInscription": "AFFECTER_CrumbleInscription", "AFFECTER_CrumbleInscription -": "AFFECTER_CrumbleInscription -", "AFFECTER_CrystalCarapace": "AFFECTER_CrystalCarapace", "AFFECTER_CrystalCarapace -": "AFFECTER_CrystalCarapace -", "AFFECTER_CunningGetaway": "AFFECTER_CunningGetaway", "AFFECTER_CunningGetaway -": "AFFECTER_CunningGetaway -", "AFFECTER_Curious": "AFFECTER_Curious", "AFFECTER_Curious -": "AFFECTER_Curious -", "AFFECTER_CurseOfDead": "AFFECTER_CurseOfDead", "AFFECTER_CurseOfDead -": "AFFECTER_CurseOfDead -", "AFFECTER_CurseOfFate": "AFFECTER_CurseOfFate", "AFFECTER_CurseOfFate -": "AFFECTER_CurseOfFate -", "AFFECTER_CursedChild": "AFFECTER_CursedChild", "AFFECTER_CursedChild -": "AFFECTER_CursedChild -", "AFFECTER_DarkBurrow": "AFFECTER_DarkBurrow", "AFFECTER_DarkBurrow -": "AFFECTER_DarkBurrow -", "AFFECTER_DarkThornCorruption": "AFFECTER_DarkThornCorruption", "AFFECTER_DarkThornCorruption -": "AFFECTER_DarkThornCorruption -", "AFFECTER_DarkWhisper": "AFFECTER_DarkWhisper", "AFFECTER_DarkWhisper -": "AFFECTER_DarkWhisper -", "AFFECTER_DarkWhisperEnv": "AFFECTER_DarkWhisperEnv", "AFFECTER_DarkWhisperEnv -": "AFFECTER_DarkWhisperEnv -", "AFFECTER_DayTime": "AFFECTER_DayTime", "AFFECTER_DayTime -": "AFFECTER_DayTime -", "AFFECTER_Deadly": "AFFECTER_Deadly", "AFFECTER_Deadly -": "AFFECTER_Deadly -", "AFFECTER_DeadlyAfterEffect": "AFFECTER_DeadlyAfterEffect", "AFFECTER_DeadlyAfterEffect -": "AFFECTER_DeadlyAfterEffect -", "AFFECTER_DeadlyUntargetable": "AFFECTER_DeadlyUntargetable", "AFFECTER_DeadlyUntargetable -": "AFFECTER_DeadlyUntargetable -", "AFFECTER_DeathThroesInscription": "AFFECTER_DeathThroesInscription", "AFFECTER_DeathThroesInscription -": "AFFECTER_DeathThroesInscription -", "AFFECTER_Deceleration": "AFFECTER_Deceleration", "AFFECTER_Deceleration -": "AFFECTER_Deceleration -", "AFFECTER_DeepWater": "AFFECTER_DeepWater", "AFFECTER_DeepWater -": "AFFECTER_DeepWater -", "AFFECTER_DefenseMelee": "AFFECTER_DefenseMelee", "AFFECTER_DefenseMelee -": "AFFECTER_DefenseMelee -", "AFFECTER_DepletedDungeon": "AFFECTER_DepletedDungeon", "AFFECTER_DepletedDungeon -": "AFFECTER_DepletedDungeon -", "AFFECTER_Deserter": "AFFECTER_Deserter", "AFFECTER_Deserter -": "AFFECTER_Deserter -", "AFFECTER_DevrickPendant": "AFFECTER_DevrickPendant", "AFFECTER_DevrickPendant -": "AFFECTER_DevrickPendant -", "AFFECTER_DevrikStatue": "AFFECTER_DevrikStatue", "AFFECTER_DevrikStatue -": "AFFECTER_DevrikStatue -", "AFFECTER_DevrikStatue2": "AFFECTER_DevrikStatue2", "AFFECTER_DevrikStatue2 -": "AFFECTER_DevrikStatue2 -", "AFFECTER_DevrikStatue3": "AFFECTER_DevrikStatue3", "AFFECTER_DevrikStatue3 -": "AFFECTER_DevrikStatue3 -", "AFFECTER_DevrikStatue4": "AFFECTER_DevrikStatue4", "AFFECTER_DevrikStatue4 -": "AFFECTER_DevrikStatue4 -", "AFFECTER_DiffusiveFlame": "AFFECTER_DiffusiveFlame", "AFFECTER_DiffusiveFlame -": "AFFECTER_DiffusiveFlame -", "AFFECTER_Disgraced": "AFFECTER_Disgraced", "AFFECTER_Disgraced -": "AFFECTER_Disgraced -", "AFFECTER_DisgustingMonsterMeat": "AFFECTER_DisgustingMonsterMeat", "AFFECTER_DisgustingMonsterMeat -": "AFFECTER_DisgustingMonsterMeat -", "AFFECTER_Dissatisfaction": "AFFECTER_Dissatisfaction", "AFFECTER_Dissatisfaction -": "AFFECTER_Dissatisfaction -", "AFFECTER_DistortedSenses": "AFFECTER_DistortedSenses", "AFFECTER_DistortedSenses -": "AFFECTER_DistortedSenses -", "AFFECTER_Disturbance": "AFFECTER_Disturbance", "AFFECTER_Disturbance -": "AFFECTER_Disturbance -", "AFFECTER_DisturbedSleep": "AFFECTER_DisturbedSleep", "AFFECTER_DisturbedSleep -": "AFFECTER_DisturbedSleep -", "AFFECTER_DivineInscription": "AFFECTER_DivineInscription", "AFFECTER_DivineInscription -": "AFFECTER_DivineInscription -", "AFFECTER_Dizziness": "AFFECTER_Dizziness", "AFFECTER_Dizziness -": "AFFECTER_Dizziness -", "AFFECTER_DocileGloth": "AFFECTER_DocileGloth", "AFFECTER_DocileGloth -": "AFFECTER_DocileGloth -", "AFFECTER_DodgePotion": "AFFECTER_DodgePotion", "AFFECTER_DodgePotion -": "AFFECTER_DodgePotion -", "AFFECTER_Druid": "AFFECTER_Druid", "AFFECTER_Druid -": "AFFECTER_Druid -", "AFFECTER_DullTongue": "AFFECTER_DullTongue", "AFFECTER_DullTongue -": "AFFECTER_DullTongue -", "AFFECTER_DullTongueNeg": "AFFECTER_DullTongueNeg", "AFFECTER_DullTongueNeg -": "AFFECTER_DullTongueNeg -", "AFFECTER_DullTonguePos": "AFFECTER_DullTonguePos", "AFFECTER_DullTonguePos -": "AFFECTER_DullTonguePos -", "AFFECTER_DungeonGodnessStatue": "AFFECTER_DungeonGodnessStatue", "AFFECTER_DungeonGodnessStatue -": "AFFECTER_DungeonGodnessStatue -", "AFFECTER_DungeonStayAftermath": "AFFECTER_DungeonStayAftermath", "AFFECTER_DungeonStayAftermath -": "AFFECTER_DungeonStayAftermath -", "AFFECTER_DungeonStayD1": "AFFECTER_DungeonStayD1", "AFFECTER_DungeonStayD1 -": "AFFECTER_DungeonStayD1 -", "AFFECTER_DungeonStayD2": "AFFECTER_DungeonStayD2", "AFFECTER_DungeonStayD2 -": "AFFECTER_DungeonStayD2 -", "AFFECTER_DungeonStayD3": "AFFECTER_DungeonStayD3", "AFFECTER_DungeonStayD3 -": "AFFECTER_DungeonStayD3 -", "AFFECTER_DungeonStayD4": "AFFECTER_DungeonStayD4", "AFFECTER_DungeonStayD4 -": "AFFECTER_DungeonStayD4 -", "AFFECTER_DustBulb": "AFFECTER_DustBulb", "AFFECTER_DustBulb -": "AFFECTER_DustBulb -", "AFFECTER_Dwarf": "AFFECTER_Dwarf", "AFFECTER_Dwarf -": "AFFECTER_Dwarf -", "AFFECTER_EatInDecentDiningRoom": "AFFECTER_EatInDecentDiningRoom", "AFFECTER_EatInDecentDiningRoom -": "AFFECTER_EatInDecentDiningRoom -", "AFFECTER_EatInFantasticDiningRoom": "AFFECTER_EatInFantasticDiningRoom", "AFFECTER_EatInFantasticDiningRoom -": "AFFECTER_EatInFantasticDiningRoom -", "AFFECTER_EatInImpressiveDiningRoom": "AFFECTER_EatInImpressiveDiningRoom", "AFFECTER_EatInImpressiveDiningRoom -": "AFFECTER_EatInImpressiveDiningRoom -", "AFFECTER_EatInLuxuriousDiningRoom": "AFFECTER_EatInLuxuriousDiningRoom", "AFFECTER_EatInLuxuriousDiningRoom -": "AFFECTER_EatInLuxuriousDiningRoom -", "AFFECTER_EatInMediocreDiningRoom": "AFFECTER_EatInMediocreDiningRoom", "AFFECTER_EatInMediocreDiningRoom -": "AFFECTER_EatInMediocreDiningRoom -", "AFFECTER_EatInNormalDiningRoom": "AFFECTER_EatInNormalDiningRoom", "AFFECTER_EatInNormalDiningRoom -": "AFFECTER_EatInNormalDiningRoom -", "AFFECTER_EatInPoorDiningRoom": "AFFECTER_EatInPoorDiningRoom", "AFFECTER_EatInPoorDiningRoom -": "AFFECTER_EatInPoorDiningRoom -", "AFFECTER_EchoFlower": "AFFECTER_EchoFlower", "AFFECTER_EchoFlower -": "AFFECTER_EchoFlower -", "AFFECTER_EchoFlowerRamnant": "AFFECTER_EchoFlowerRamnant", "AFFECTER_EchoFlowerRamnant -": "AFFECTER_EchoFlowerRamnant -", "AFFECTER_EchoFlowerRing": "AFFECTER_EchoFlowerRing", "AFFECTER_EchoFlowerRing -": "AFFECTER_EchoFlowerRing -", "AFFECTER_ElasticityInscription": "AFFECTER_ElasticityInscription", "AFFECTER_ElasticityInscription -": "AFFECTER_ElasticityInscription -", "AFFECTER_ElderGlothSoul": "AFFECTER_ElderGlothSoul", "AFFECTER_ElderGlothSoul -": "AFFECTER_ElderGlothSoul -", "AFFECTER_Elf": "AFFECTER_Elf", "AFFECTER_Elf -": "AFFECTER_Elf -", "AFFECTER_EliteHuntOrder": "AFFECTER_EliteHuntOrder", "AFFECTER_EliteHuntOrder -": "AFFECTER_EliteHuntOrder -", "AFFECTER_EliteMonster": "AFFECTER_EliteMonster", "AFFECTER_EliteMonster -": "AFFECTER_EliteMonster -", "AFFECTER_ElvenHomeland": "AFFECTER_ElvenHomeland", "AFFECTER_ElvenHomeland -": "AFFECTER_ElvenHomeland -", "AFFECTER_EmberInscription": "AFFECTER_EmberInscription", "AFFECTER_EmberInscription -": "AFFECTER_EmberInscription -", "AFFECTER_EmbracingWave": "AFFECTER_EmbracingWave", "AFFECTER_EmbracingWave -": "AFFECTER_EmbracingWave -", "AFFECTER_EmbracingWaveBounce": "AFFECTER_EmbracingWaveBounce", "AFFECTER_EmbracingWaveBounce -": "AFFECTER_EmbracingWaveBounce -", "AFFECTER_EndlessNight": "AFFECTER_EndlessNight", "AFFECTER_EndlessNight -": "AFFECTER_EndlessNight -", "AFFECTER_Endrossi": "AFFECTER_Endrossi", "AFFECTER_Endrossi -": "AFFECTER_Endrossi -", "AFFECTER_EnergyBoost": "AFFECTER_EnergyBoost", "AFFECTER_EnergyBoost -": "AFFECTER_EnergyBoost -", "AFFECTER_EnsnaringChainActive": "AFFECTER_EnsnaringChainActive", "AFFECTER_EnsnaringChainActive -": "AFFECTER_EnsnaringChainActive -", "AFFECTER_EnsnaringChains": "AFFECTER_EnsnaringChains", "AFFECTER_EnsnaringChains -": "AFFECTER_EnsnaringChains -", "AFFECTER_EnvelopingTide": "AFFECTER_EnvelopingTide", "AFFECTER_EnvelopingTide -": "AFFECTER_EnvelopingTide -", "AFFECTER_ExcessiveBleedingInscription": "AFFECTER_ExcessiveBleedingInscription", "AFFECTER_ExcessiveBleedingInscription -": "AFFECTER_ExcessiveBleedingInscription -", "AFFECTER_Execution": "AFFECTER_Execution", "AFFECTER_Execution -": "AFFECTER_Execution -", "AFFECTER_ExecutionInscription": "AFFECTER_ExecutionInscription", "AFFECTER_ExecutionInscription -": "AFFECTER_ExecutionInscription -", "AFFECTER_Executioner": "AFFECTER_Executioner", "AFFECTER_Executioner -": "AFFECTER_Executioner -", "AFFECTER_Exhausted": "AFFECTER_Exhausted", "AFFECTER_Exhausted -": "AFFECTER_Exhausted -", "AFFECTER_ExiledLord": "AFFECTER_ExiledLord", "AFFECTER_ExiledLord -": "AFFECTER_ExiledLord -", "AFFECTER_ExiledWarrior": "AFFECTER_ExiledWarrior", "AFFECTER_ExiledWarrior -": "AFFECTER_ExiledWarrior -", "AFFECTER_ExploreAspiration": "AFFECTER_ExploreAspiration", "AFFECTER_ExploreAspiration -": "AFFECTER_ExploreAspiration -", "AFFECTER_ExplosiveCorpse": "AFFECTER_ExplosiveCorpse", "AFFECTER_ExplosiveCorpse -": "AFFECTER_ExplosiveCorpse -", "AFFECTER_ExposedFlaw": "AFFECTER_ExposedFlaw", "AFFECTER_ExposedFlaw -": "AFFECTER_ExposedFlaw -", "AFFECTER_EyeBallSoul": "AFFECTER_EyeBallSoul", "AFFECTER_EyeBallSoul -": "AFFECTER_EyeBallSoul -", "AFFECTER_FarmGrowth": "AFFECTER_FarmGrowth", "AFFECTER_FarmGrowth -": "AFFECTER_FarmGrowth -", "AFFECTER_Ferocity": "AFFECTER_Ferocity", "AFFECTER_Ferocity -": "AFFECTER_Ferocity -", "AFFECTER_Fertile": "AFFECTER_Fertile", "AFFECTER_Fertile -": "AFFECTER_Fertile -", "AFFECTER_FesteringBurrowMerchant": "AFFECTER_FesteringBurrowMerchant", "AFFECTER_FesteringBurrowMerchant -": "AFFECTER_FesteringBurrowMerchant -", "AFFECTER_FineRawMeat": "AFFECTER_FineRawMeat", "AFFECTER_FineRawMeat -": "AFFECTER_FineRawMeat -", "AFFECTER_FireCloak": "AFFECTER_FireCloak", "AFFECTER_FireCloak -": "AFFECTER_FireCloak -", "AFFECTER_FireInscription": "AFFECTER_FireInscription", "AFFECTER_FireInscription -": "AFFECTER_FireInscription -", "AFFECTER_FireMissile": "AFFECTER_FireMissile", "AFFECTER_FireMissile -": "AFFECTER_FireMissile -", "AFFECTER_FireplaceAura": "AFFECTER_FireplaceAura", "AFFECTER_FireplaceAura -": "AFFECTER_FireplaceAura -", "AFFECTER_FireplaceWarmth": "AFFECTER_FireplaceWarmth", "AFFECTER_FireplaceWarmth -": "AFFECTER_FireplaceWarmth -", "AFFECTER_FirstAssault": "AFFECTER_FirstAssault", "AFFECTER_FirstAssault -": "AFFECTER_FirstAssault -", "AFFECTER_FlintInscription": "AFFECTER_FlintInscription", "AFFECTER_FlintInscription -": "AFFECTER_FlintInscription -", "AFFECTER_FlowerAura": "AFFECTER_FlowerAura", "AFFECTER_FlowerAura -": "AFFECTER_FlowerAura -", "AFFECTER_FlowerNecklace": "AFFECTER_FlowerNecklace", "AFFECTER_FlowerNecklace -": "AFFECTER_FlowerNecklace -", "AFFECTER_FlowerScent": "AFFECTER_FlowerScent", "AFFECTER_FlowerScent -": "AFFECTER_FlowerScent -", "AFFECTER_ForestKeeper": "AFFECTER_ForestKeeper", "AFFECTER_ForestKeeper -": "AFFECTER_ForestKeeper -", "AFFECTER_ForestTeaching": "AFFECTER_ForestTeaching", "AFFECTER_ForestTeaching -": "AFFECTER_ForestTeaching -", "AFFECTER_ForgottenIdol": "AFFECTER_ForgottenIdol", "AFFECTER_ForgottenIdol -": "AFFECTER_ForgottenIdol -", "AFFECTER_Fortification": "AFFECTER_Fortification", "AFFECTER_Fortification -": "AFFECTER_Fortification -", "AFFECTER_Fortitude": "AFFECTER_Fortitude", "AFFECTER_Fortitude -": "AFFECTER_Fortitude -", "AFFECTER_FortressInscription": "AFFECTER_FortressInscription", "AFFECTER_FortressInscription -": "AFFECTER_FortressInscription -", "AFFECTER_Fracture": "AFFECTER_Fracture", "AFFECTER_Fracture -": "AFFECTER_Fracture -", "AFFECTER_FrenziedBall": "AFFECTER_FrenziedBall", "AFFECTER_FrenziedBall -": "AFFECTER_FrenziedBall -", "AFFECTER_Frozen": "AFFECTER_Frozen", "AFFECTER_Frozen -": "AFFECTER_Frozen -", "AFFECTER_FullMoonWolf": "AFFECTER_FullMoonWolf", "AFFECTER_FullMoonWolf -": "AFFECTER_FullMoonWolf -", "AFFECTER_Gambler": "AFFECTER_Gambler", "AFFECTER_Gambler -": "AFFECTER_Gambler -", "AFFECTER_Gardener": "AFFECTER_Gardener", "AFFECTER_Gardener -": "AFFECTER_Gardener -", "AFFECTER_GatherStarted": "AFFECTER_GatherStarted", "AFFECTER_GatherStarted -": "AFFECTER_GatherStarted -", "AFFECTER_GiantInscription": "AFFECTER_GiantInscription", "AFFECTER_GiantInscription -": "AFFECTER_GiantInscription -", "AFFECTER_GiantStoneGolemPhase2": "AFFECTER_GiantStoneGolemPhase2", "AFFECTER_GiantStoneGolemPhase2 -": "AFFECTER_GiantStoneGolemPhase2 -", "AFFECTER_GiantStoneGolemSoul": "AFFECTER_GiantStoneGolemSoul", "AFFECTER_GiantStoneGolemSoul -": "AFFECTER_GiantStoneGolemSoul -", "AFFECTER_Glacier": "AFFECTER_Glacier", "AFFECTER_Glacier -": "AFFECTER_Glacier -", "AFFECTER_GloomInscription": "AFFECTER_GloomInscription", "AFFECTER_GloomInscription -": "AFFECTER_GloomInscription -", "AFFECTER_GlothEggOmelet": "AFFECTER_GlothEggOmelet", "AFFECTER_GlothEggOmelet -": "AFFECTER_GlothEggOmelet -", "AFFECTER_GlothHowling": "AFFECTER_GlothHowling", "AFFECTER_GlothHowling -": "AFFECTER_GlothHowling -", "AFFECTER_GlothLash": "AFFECTER_GlothLash", "AFFECTER_GlothLash -": "AFFECTER_GlothLash -", "AFFECTER_GlothSwarm": "AFFECTER_GlothSwarm", "AFFECTER_GlothSwarm -": "AFFECTER_GlothSwarm -", "AFFECTER_GlothVictory": "AFFECTER_GlothVictory", "AFFECTER_GlothVictory -": "AFFECTER_GlothVictory -", "AFFECTER_Goblin": "AFFECTER_Goblin", "AFFECTER_Goblin -": "AFFECTER_Goblin -", "AFFECTER_GoblinChiefShaman": "AFFECTER_GoblinChiefShaman", "AFFECTER_GoblinChiefShaman -": "AFFECTER_GoblinChiefShaman -", "AFFECTER_GoblinChiefShamanAura": "AFFECTER_GoblinChiefShamanAura", "AFFECTER_GoblinChiefShamanAura -": "AFFECTER_GoblinChiefShamanAura -", "AFFECTER_GoblinChiefShamanSoul": "AFFECTER_GoblinChiefShamanSoul", "AFFECTER_GoblinChiefShamanSoul -": "AFFECTER_GoblinChiefShamanSoul -", "AFFECTER_GoblinChiefShamanSoulStack": "AFFECTER_GoblinChiefShamanSoulStack", "AFFECTER_GoblinChiefShamanSoulStack -": "AFFECTER_GoblinChiefShamanSoulStack -", "AFFECTER_GoblinHerb": "AFFECTER_GoblinHerb", "AFFECTER_GoblinHerb -": "AFFECTER_GoblinHerb -", "AFFECTER_GoblinHuntingMethod": "AFFECTER_GoblinHuntingMethod", "AFFECTER_GoblinHuntingMethod -": "AFFECTER_GoblinHuntingMethod -", "AFFECTER_GoblinOintment": "AFFECTER_GoblinOintment", "AFFECTER_GoblinOintment -": "AFFECTER_GoblinOintment -", "AFFECTER_GoblinVictory": "AFFECTER_GoblinVictory", "AFFECTER_GoblinVictory -": "AFFECTER_GoblinVictory -", "AFFECTER_GodMode": "AFFECTER_GodMode", "AFFECTER_GodMode -": "AFFECTER_GodMode -", "AFFECTER_GoddessGuidance": "AFFECTER_GoddessGuidance", "AFFECTER_GoddessGuidance -": "AFFECTER_GoddessGuidance -", "AFFECTER_Goldmine": "AFFECTER_Goldmine", "AFFECTER_Goldmine -": "AFFECTER_Goldmine -", "AFFECTER_GoldmineInscription": "AFFECTER_GoldmineInscription", "AFFECTER_GoldmineInscription -": "AFFECTER_GoldmineInscription -", "AFFECTER_GrassPorridge": "AFFECTER_GrassPorridge", "AFFECTER_GrassPorridge -": "AFFECTER_GrassPorridge -", "AFFECTER_GraveDisgraced": "AFFECTER_GraveDisgraced", "AFFECTER_GraveDisgraced -": "AFFECTER_GraveDisgraced -", "AFFECTER_GreatestWarrior": "AFFECTER_GreatestWarrior", "AFFECTER_GreatestWarrior -": "AFFECTER_GreatestWarrior -", "AFFECTER_GreatswordInscription": "AFFECTER_GreatswordInscription", "AFFECTER_GreatswordInscription -": "AFFECTER_GreatswordInscription -", "AFFECTER_GreenShade": "AFFECTER_GreenShade", "AFFECTER_GreenShade -": "AFFECTER_GreenShade -", "AFFECTER_GrilledMeat": "AFFECTER_GrilledMeat", "AFFECTER_GrilledMeat -": "AFFECTER_GrilledMeat -", "AFFECTER_GrilledTurnip": "AFFECTER_GrilledTurnip", "AFFECTER_GrilledTurnip -": "AFFECTER_GrilledTurnip -", "AFFECTER_GrowthFatigue": "AFFECTER_GrowthFatigue", "AFFECTER_GrowthFatigue -": "AFFECTER_GrowthFatigue -", "AFFECTER_GuardPotion": "AFFECTER_GuardPotion", "AFFECTER_GuardPotion -": "AFFECTER_GuardPotion -", "AFFECTER_GuardianInscription": "AFFECTER_GuardianInscription", "AFFECTER_GuardianInscription -": "AFFECTER_GuardianInscription -", "AFFECTER_GuildGuard": "AFFECTER_GuildGuard", "AFFECTER_GuildGuard -": "AFFECTER_GuildGuard -", "AFFECTER_GuildTrade": "AFFECTER_GuildTrade", "AFFECTER_GuildTrade -": "AFFECTER_GuildTrade -", "AFFECTER_HappyFool": "AFFECTER_HappyFool", "AFFECTER_HappyFool -": "AFFECTER_HappyFool -", "AFFECTER_HappyMode": "AFFECTER_HappyMode", "AFFECTER_HappyMode -": "AFFECTER_HappyMode -", "AFFECTER_HarmonyInscription": "AFFECTER_HarmonyInscription", "AFFECTER_HarmonyInscription -": "AFFECTER_HarmonyInscription -", "AFFECTER_Haste": "AFFECTER_Haste", "AFFECTER_Haste -": "AFFECTER_Haste -", "AFFECTER_HateElf": "AFFECTER_HateElf", "AFFECTER_HateElf -": "AFFECTER_HateElf -", "AFFECTER_HateHuman": "AFFECTER_HateHuman", "AFFECTER_HateHuman -": "AFFECTER_HateHuman -", "AFFECTER_HateLizard": "AFFECTER_HateLizard", "AFFECTER_HateLizard -": "AFFECTER_HateLizard -", "AFFECTER_HateLycan": "AFFECTER_HateLycan", "AFFECTER_HateLycan -": "AFFECTER_HateLycan -", "AFFECTER_HeadAim": "AFFECTER_HeadAim", "AFFECTER_HeadAim -": "AFFECTER_HeadAim -", "AFFECTER_HealthBoost": "AFFECTER_HealthBoost", "AFFECTER_HealthBoost -": "AFFECTER_HealthBoost -", "AFFECTER_HeavyPlumbInscription": "AFFECTER_HeavyPlumbInscription", "AFFECTER_HeavyPlumbInscription -": "AFFECTER_HeavyPlumbInscription -", "AFFECTER_HeavyRain": "AFFECTER_HeavyRain", "AFFECTER_HeavyRain -": "AFFECTER_HeavyRain -", "AFFECTER_HeavyRainWet": "AFFECTER_HeavyRainWet", "AFFECTER_HeavyRainWet -": "AFFECTER_HeavyRainWet -", "AFFECTER_HeavySnorer": "AFFECTER_HeavySnorer", "AFFECTER_HeavySnorer -": "AFFECTER_HeavySnorer -", "AFFECTER_HellLeech": "AFFECTER_HellLeech", "AFFECTER_HellLeech -": "AFFECTER_HellLeech -", "AFFECTER_Heroic": "AFFECTER_Heroic", "AFFECTER_Heroic -": "AFFECTER_Heroic -", "AFFECTER_HideArmorSoft": "AFFECTER_HideArmorSoft", "AFFECTER_HideArmorSoft -": "AFFECTER_HideArmorSoft -", "AFFECTER_HideHelmetSoft": "AFFECTER_HideHelmetSoft", "AFFECTER_HideHelmetSoft -": "AFFECTER_HideHelmetSoft -", "AFFECTER_HighGradeAttackSpeedInscription": "AFFECTER_HighGradeAttackSpeedInscription", "AFFECTER_HighGradeAttackSpeedInscription -": "AFFECTER_HighGradeAttackSpeedInscription -", "AFFECTER_HighGradeCooldownReductionInscription": "AFFECTER_HighGradeCooldownReductionInscription", "AFFECTER_HighGradeCooldownReductionInscription -": "AFFECTER_HighGradeCooldownReductionInscription -", "AFFECTER_HighGradeCriticalChanceInscription": "AFFECTER_HighGradeCriticalChanceInscription", "AFFECTER_HighGradeCriticalChanceInscription -": "AFFECTER_HighGradeCriticalChanceInscription -", "AFFECTER_HighGradeCriticalDamageBonusInscription": "AFFECTER_HighGradeCriticalDamageBonusInscription", "AFFECTER_HighGradeCriticalDamageBonusInscription -": "AFFECTER_HighGradeCriticalDamageBonusInscription -", "AFFECTER_HighGradeDodgeChanceInscription": "AFFECTER_HighGradeDodgeChanceInscription", "AFFECTER_HighGradeDodgeChanceInscription -": "AFFECTER_HighGradeDodgeChanceInscription -", "AFFECTER_HighGradeGuardChanceInscription": "AFFECTER_HighGradeGuardChanceInscription", "AFFECTER_HighGradeGuardChanceInscription -": "AFFECTER_HighGradeGuardChanceInscription -", "AFFECTER_HighGradeGuardDamageReductionInscription": "AFFECTER_HighGradeGuardDamageReductionInscription", "AFFECTER_HighGradeGuardDamageReductionInscription -": "AFFECTER_HighGradeGuardDamageReductionInscription -", "AFFECTER_HighGradeHealthPercentageRegenerationInscription": "AFFECTER_HighGradeHealthPercentageRegenerationInscription", "AFFECTER_HighGradeHealthPercentageRegenerationInscription -": "AFFECTER_HighGradeHealthPercentageRegenerationInscription -", "AFFECTER_HighGradeHitChanceInscription": "AFFECTER_HighGradeHitChanceInscription", "AFFECTER_HighGradeHitChanceInscription -": "AFFECTER_HighGradeHitChanceInscription -", "AFFECTER_HighGradeLifeStealInscription": "AFFECTER_HighGradeLifeStealInscription", "AFFECTER_HighGradeLifeStealInscription -": "AFFECTER_HighGradeLifeStealInscription -", "AFFECTER_HighGradeMagicAttackPowerInscription": "AFFECTER_HighGradeMagicAttackPowerInscription", "AFFECTER_HighGradeMagicAttackPowerInscription -": "AFFECTER_HighGradeMagicAttackPowerInscription -", "AFFECTER_HighGradeMagicResistanceInscription": "AFFECTER_HighGradeMagicResistanceInscription", "AFFECTER_HighGradeMagicResistanceInscription -": "AFFECTER_HighGradeMagicResistanceInscription -", "AFFECTER_HighGradeMaxEnergyInscription": "AFFECTER_HighGradeMaxEnergyInscription", "AFFECTER_HighGradeMaxEnergyInscription -": "AFFECTER_HighGradeMaxEnergyInscription -", "AFFECTER_HighGradeMaxHealthTotalInscription": "AFFECTER_HighGradeMaxHealthTotalInscription", "AFFECTER_HighGradeMaxHealthTotalInscription -": "AFFECTER_HighGradeMaxHealthTotalInscription -", "AFFECTER_HighGradeMaxWeightInscription": "AFFECTER_HighGradeMaxWeightInscription", "AFFECTER_HighGradeMaxWeightInscription -": "AFFECTER_HighGradeMaxWeightInscription -", "AFFECTER_HighGradeMovementSpeedInscription": "AFFECTER_HighGradeMovementSpeedInscription", "AFFECTER_HighGradeMovementSpeedInscription -": "AFFECTER_HighGradeMovementSpeedInscription -", "AFFECTER_HighGradePhysicalAttackPowerInscription": "AFFECTER_HighGradePhysicalAttackPowerInscription", "AFFECTER_HighGradePhysicalAttackPowerInscription -": "AFFECTER_HighGradePhysicalAttackPowerInscription -", "AFFECTER_HighGradePhysicalResistanceInscription": "AFFECTER_HighGradePhysicalResistanceInscription", "AFFECTER_HighGradePhysicalResistanceInscription -": "AFFECTER_HighGradePhysicalResistanceInscription -", "AFFECTER_HighStressed": "AFFECTER_HighStressed", "AFFECTER_HighStressed -": "AFFECTER_HighStressed -", "AFFECTER_HoldingFuneral": "AFFECTER_HoldingFuneral", "AFFECTER_HoldingFuneral -": "AFFECTER_HoldingFuneral -", "AFFECTER_Hooligan": "AFFECTER_Hooligan", "AFFECTER_Hooligan -": "AFFECTER_Hooligan -", "AFFECTER_Human": "AFFECTER_Human", "AFFECTER_Human -": "AFFECTER_Human -", "AFFECTER_Hungry": "AFFECTER_Hungry", "AFFECTER_Hungry -": "AFFECTER_Hungry -", "AFFECTER_Hunter": "AFFECTER_Hunter", "AFFECTER_Hunter -": "AFFECTER_Hunter -", "AFFECTER_Hyperopia": "AFFECTER_Hyperopia", "AFFECTER_Hyperopia -": "AFFECTER_Hyperopia -", "AFFECTER_Immortal": "AFFECTER_Immortal", "AFFECTER_Immortal -": "AFFECTER_Immortal -", "AFFECTER_Impatient": "AFFECTER_Impatient", "AFFECTER_Impatient -": "AFFECTER_Impatient -", "AFFECTER_ImprovedGrassPorridge": "AFFECTER_ImprovedGrassPorridge", "AFFECTER_ImprovedGrassPorridge -": "AFFECTER_ImprovedGrassPorridge -", "AFFECTER_IndestructibleBuilding": "AFFECTER_IndestructibleBuilding", "AFFECTER_IndestructibleBuilding -": "AFFECTER_IndestructibleBuilding -", "AFFECTER_IndoorPerson": "AFFECTER_IndoorPerson", "AFFECTER_IndoorPerson -": "AFFECTER_IndoorPerson -", "AFFECTER_InfectiousSpores": "AFFECTER_InfectiousSpores", "AFFECTER_InfectiousSpores -": "AFFECTER_InfectiousSpores -", "AFFECTER_Initiative": "AFFECTER_Initiative", "AFFECTER_Initiative -": "AFFECTER_Initiative -", "AFFECTER_InjectedTruth": "AFFECTER_InjectedTruth", "AFFECTER_InjectedTruth -": "AFFECTER_InjectedTruth -", "AFFECTER_InnerSilence": "AFFECTER_InnerSilence", "AFFECTER_InnerSilence -": "AFFECTER_InnerSilence -", "AFFECTER_Inspiring": "AFFECTER_Inspiring", "AFFECTER_Inspiring -": "AFFECTER_Inspiring -", "AFFECTER_IntelligenceFortify": "AFFECTER_IntelligenceFortify", "AFFECTER_IntelligenceFortify -": "AFFECTER_IntelligenceFortify -", "AFFECTER_IntelligenceWeaken": "AFFECTER_IntelligenceWeaken", "AFFECTER_IntelligenceWeaken -": "AFFECTER_IntelligenceWeaken -", "AFFECTER_Invincibility": "AFFECTER_Invincibility", "AFFECTER_Invincibility -": "AFFECTER_Invincibility -", "AFFECTER_Invincible": "AFFECTER_Invincible", "AFFECTER_Invincible -": "AFFECTER_Invincible -", "AFFECTER_InvincibleMode": "AFFECTER_InvincibleMode", "AFFECTER_InvincibleMode -": "AFFECTER_InvincibleMode -", "AFFECTER_IronWall": "AFFECTER_IronWall", "AFFECTER_IronWall -": "AFFECTER_IronWall -", "AFFECTER_Jerky": "AFFECTER_Jerky", "AFFECTER_Jerky -": "AFFECTER_Jerky -", "AFFECTER_JesterInscription": "AFFECTER_JesterInscription", "AFFECTER_JesterInscription -": "AFFECTER_JesterInscription -", "AFFECTER_JewelBeetle": "AFFECTER_JewelBeetle", "AFFECTER_JewelBeetle -": "AFFECTER_JewelBeetle -", "AFFECTER_JoyOfAdventure": "AFFECTER_JoyOfAdventure", "AFFECTER_JoyOfAdventure -": "AFFECTER_JoyOfAdventure -", "AFFECTER_KnockbackImmune": "AFFECTER_KnockbackImmune", "AFFECTER_KnockbackImmune -": "AFFECTER_KnockbackImmune -", "AFFECTER_LastCinder": "AFFECTER_LastCinder", "AFFECTER_LastCinder -": "AFFECTER_LastCinder -", "AFFECTER_Leadership": "AFFECTER_Leadership", "AFFECTER_Leadership -": "AFFECTER_Leadership -", "AFFECTER_LeadershipElf": "AFFECTER_LeadershipElf", "AFFECTER_LeadershipElf -": "AFFECTER_LeadershipElf -", "AFFECTER_LeadershipHuman": "AFFECTER_LeadershipHuman", "AFFECTER_LeadershipHuman -": "AFFECTER_LeadershipHuman -", "AFFECTER_LeadershipLizard": "AFFECTER_LeadershipLizard", "AFFECTER_LeadershipLizard -": "AFFECTER_LeadershipLizard -", "AFFECTER_LeadershipLycan": "AFFECTER_LeadershipLycan", "AFFECTER_LeadershipLycan -": "AFFECTER_LeadershipLycan -", "AFFECTER_LesserGuardianAura": "AFFECTER_LesserGuardianAura", "AFFECTER_LesserGuardianAura -": "AFFECTER_LesserGuardianAura -", "AFFECTER_LesserGuardianStone": "AFFECTER_LesserGuardianStone", "AFFECTER_LesserGuardianStone -": "AFFECTER_LesserGuardianStone -", "AFFECTER_LightEater": "AFFECTER_LightEater", "AFFECTER_LightEater -": "AFFECTER_LightEater -", "AFFECTER_Limping": "AFFECTER_Limping", "AFFECTER_Limping -": "AFFECTER_Limping -", "AFFECTER_LiquidMonster": "AFFECTER_LiquidMonster", "AFFECTER_LiquidMonster -": "AFFECTER_LiquidMonster -", "AFFECTER_LizardMan": "AFFECTER_LizardMan", "AFFECTER_LizardMan -": "AFFECTER_LizardMan -", "AFFECTER_LowGradeAttackSpeedInscription": "AFFECTER_LowGradeAttackSpeedInscription", "AFFECTER_LowGradeAttackSpeedInscription -": "AFFECTER_LowGradeAttackSpeedInscription -", "AFFECTER_LowGradeCooldownReductionInscription": "AFFECTER_LowGradeCooldownReductionInscription", "AFFECTER_LowGradeCooldownReductionInscription -": "AFFECTER_LowGradeCooldownReductionInscription -", "AFFECTER_LowGradeCriticalChanceInscription": "AFFECTER_LowGradeCriticalChanceInscription", "AFFECTER_LowGradeCriticalChanceInscription -": "AFFECTER_LowGradeCriticalChanceInscription -", "AFFECTER_LowGradeCriticalDamageBonusInscription": "AFFECTER_LowGradeCriticalDamageBonusInscription", "AFFECTER_LowGradeCriticalDamageBonusInscription -": "AFFECTER_LowGradeCriticalDamageBonusInscription -", "AFFECTER_LowGradeDodgeChanceInscription": "AFFECTER_LowGradeDodgeChanceInscription", "AFFECTER_LowGradeDodgeChanceInscription -": "AFFECTER_LowGradeDodgeChanceInscription -", "AFFECTER_LowGradeGuardChanceInscription": "AFFECTER_LowGradeGuardChanceInscription", "AFFECTER_LowGradeGuardChanceInscription -": "AFFECTER_LowGradeGuardChanceInscription -", "AFFECTER_LowGradeGuardDamageReductionInscription": "AFFECTER_LowGradeGuardDamageReductionInscription", "AFFECTER_LowGradeGuardDamageReductionInscription -": "AFFECTER_LowGradeGuardDamageReductionInscription -", "AFFECTER_LowGradeHealthPercentageRegenerationInscription": "AFFECTER_LowGradeHealthPercentageRegenerationInscription", "AFFECTER_LowGradeHealthPercentageRegenerationInscription -": "AFFECTER_LowGradeHealthPercentageRegenerationInscription -", "AFFECTER_LowGradeHitChanceInscription": "AFFECTER_LowGradeHitChanceInscription", "AFFECTER_LowGradeHitChanceInscription -": "AFFECTER_LowGradeHitChanceInscription -", "AFFECTER_LowGradeLifeStealInscription": "AFFECTER_LowGradeLifeStealInscription", "AFFECTER_LowGradeLifeStealInscription -": "AFFECTER_LowGradeLifeStealInscription -", "AFFECTER_LowGradeMagicAttackPowerInscription": "AFFECTER_LowGradeMagicAttackPowerInscription", "AFFECTER_LowGradeMagicAttackPowerInscription -": "AFFECTER_LowGradeMagicAttackPowerInscription -", "AFFECTER_LowGradeMagicResistanceInscription": "AFFECTER_LowGradeMagicResistanceInscription", "AFFECTER_LowGradeMagicResistanceInscription -": "AFFECTER_LowGradeMagicResistanceInscription -", "AFFECTER_LowGradeMaxEnergyInscription": "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_LowGradeMaxEnergyInscription -": "AFFECTER_LowGradeMaxEnergyInscription -", "AFFECTER_LowGradeMaxHealthTotalInscription": "AFFECTER_LowGradeMaxHealthTotalInscription", "AFFECTER_LowGradeMaxHealthTotalInscription -": "AFFECTER_LowGradeMaxHealthTotalInscription -", "AFFECTER_LowGradeMaxWeightInscription": "AFFECTER_LowGradeMaxWeightInscription", "AFFECTER_LowGradeMaxWeightInscription -": "AFFECTER_LowGradeMaxWeightInscription -", "AFFECTER_LowGradeMovementSpeedInscription": "AFFECTER_LowGradeMovementSpeedInscription", "AFFECTER_LowGradeMovementSpeedInscription -": "AFFECTER_LowGradeMovementSpeedInscription -", "AFFECTER_LowGradePhysicalAttackPowerInscription": "AFFECTER_LowGradePhysicalAttackPowerInscription", "AFFECTER_LowGradePhysicalAttackPowerInscription -": "AFFECTER_LowGradePhysicalAttackPowerInscription -", "AFFECTER_LowGradePhysicalResistanceInscription": "AFFECTER_LowGradePhysicalResistanceInscription", "AFFECTER_LowGradePhysicalResistanceInscription -": "AFFECTER_LowGradePhysicalResistanceInscription -", "AFFECTER_LowStressed": "AFFECTER_LowStressed", "AFFECTER_LowStressed -": "AFFECTER_LowStressed -", "AFFECTER_LumaFruit": "AFFECTER_LumaFruit", "AFFECTER_LumaFruit -": "AFFECTER_LumaFruit -", "AFFECTER_Lycan": "AFFECTER_Lycan", "AFFECTER_Lycan -": "AFFECTER_Lycan -", "AFFECTER_Maelstrom": "AFFECTER_Maelstrom", "AFFECTER_Maelstrom -": "AFFECTER_Maelstrom -", "AFFECTER_Mage": "AFFECTER_Mage", "AFFECTER_Mage -": "AFFECTER_Mage -", "AFFECTER_MagicAmplification": "AFFECTER_MagicAmplification", "AFFECTER_MagicAmplification -": "AFFECTER_MagicAmplification -", "AFFECTER_MagicResistancePotion": "AFFECTER_MagicResistancePotion", "AFFECTER_MagicResistancePotion -": "AFFECTER_MagicResistancePotion -", "AFFECTER_MagicSaturation": "AFFECTER_MagicSaturation", "AFFECTER_MagicSaturation -": "AFFECTER_MagicSaturation -", "AFFECTER_MagicSmiteInscription": "AFFECTER_MagicSmiteInscription", "AFFECTER_MagicSmiteInscription -": "AFFECTER_MagicSmiteInscription -", "AFFECTER_MagicalAttackPotion": "AFFECTER_MagicalAttackPotion", "AFFECTER_MagicalAttackPotion -": "AFFECTER_MagicalAttackPotion -", "AFFECTER_MaintainOrder": "AFFECTER_MaintainOrder", "AFFECTER_MaintainOrder -": "AFFECTER_MaintainOrder -", "AFFECTER_MaintainOrderActive": "AFFECTER_MaintainOrderActive", "AFFECTER_MaintainOrderActive -": "AFFECTER_MaintainOrderActive -", "AFFECTER_MajorDissatisfaction": "AFFECTER_MajorDissatisfaction", "AFFECTER_MajorDissatisfaction -": "AFFECTER_MajorDissatisfaction -", "AFFECTER_MajorSatisfaction": "AFFECTER_MajorSatisfaction", "AFFECTER_MajorSatisfaction -": "AFFECTER_MajorSatisfaction -", "AFFECTER_ManaOversaturation": "AFFECTER_ManaOversaturation", "AFFECTER_ManaOversaturation -": "AFFECTER_ManaOversaturation -", "AFFECTER_ManaStoneBurrow": "AFFECTER_ManaStoneBurrow", "AFFECTER_ManaStoneBurrow -": "AFFECTER_ManaStoneBurrow -", "AFFECTER_Mandrake": "AFFECTER_Mandrake", "AFFECTER_Mandrake -": "AFFECTER_Mandrake -", "AFFECTER_MandrakeAwake": "AFFECTER_MandrakeAwake", "AFFECTER_MandrakeAwake -": "AFFECTER_MandrakeAwake -", "AFFECTER_MandrakeScream": "AFFECTER_MandrakeScream", "AFFECTER_MandrakeScream -": "AFFECTER_MandrakeScream -", "AFFECTER_MaybeHarp": "AFFECTER_MaybeHarp", "AFFECTER_MaybeHarp -": "AFFECTER_MaybeHarp -", "AFFECTER_MaybeSong": "AFFECTER_MaybeSong", "AFFECTER_MaybeSong -": "AFFECTER_MaybeSong -", "AFFECTER_MaybeTrumpet": "AFFECTER_MaybeTrumpet", "AFFECTER_MaybeTrumpet -": "AFFECTER_MaybeTrumpet -", "AFFECTER_Meanness": "AFFECTER_Meanness", "AFFECTER_Meanness -": "AFFECTER_Meanness -", "AFFECTER_MeatPorridge": "AFFECTER_MeatPorridge", "AFFECTER_MeatPorridge -": "AFFECTER_MeatPorridge -", "AFFECTER_MeatSkewer": "AFFECTER_MeatSkewer", "AFFECTER_MeatSkewer -": "AFFECTER_MeatSkewer -", "AFFECTER_MeatStew": "AFFECTER_MeatStew", "AFFECTER_MeatStew -": "AFFECTER_MeatStew -", "AFFECTER_MentalBreak": "AFFECTER_MentalBreak", "AFFECTER_MentalBreak -": "AFFECTER_MentalBreak -", "AFFECTER_Mercenary": "AFFECTER_Mercenary", "AFFECTER_Mercenary -": "AFFECTER_Mercenary -", "AFFECTER_Messenger": "AFFECTER_Messenger", "AFFECTER_Messenger -": "AFFECTER_Messenger -", "AFFECTER_MetalSkinPotion": "AFFECTER_MetalSkinPotion", "AFFECTER_MetalSkinPotion -": "AFFECTER_MetalSkinPotion -", "AFFECTER_MidGradeAttackSpeedInscription": "AFFECTER_MidGradeAttackSpeedInscription", "AFFECTER_MidGradeAttackSpeedInscription -": "AFFECTER_MidGradeAttackSpeedInscription -", "AFFECTER_MidGradeCooldownReductionInscription": "AFFECTER_MidGradeCooldownReductionInscription", "AFFECTER_MidGradeCooldownReductionInscription -": "AFFECTER_MidGradeCooldownReductionInscription -", "AFFECTER_MidGradeCriticalChanceInscription": "AFFECTER_MidGradeCriticalChanceInscription", "AFFECTER_MidGradeCriticalChanceInscription -": "AFFECTER_MidGradeCriticalChanceInscription -", "AFFECTER_MidGradeCriticalDamageBonusInscription": "AFFECTER_MidGradeCriticalDamageBonusInscription", "AFFECTER_MidGradeCriticalDamageBonusInscription -": "AFFECTER_MidGradeCriticalDamageBonusInscription -", "AFFECTER_MidGradeDodgeChanceInscription": "AFFECTER_MidGradeDodgeChanceInscription", "AFFECTER_MidGradeDodgeChanceInscription -": "AFFECTER_MidGradeDodgeChanceInscription -", "AFFECTER_MidGradeGuardChanceInscription": "AFFECTER_MidGradeGuardChanceInscription", "AFFECTER_MidGradeGuardChanceInscription -": "AFFECTER_MidGradeGuardChanceInscription -", "AFFECTER_MidGradeGuardDamageReductionInscription": "AFFECTER_MidGradeGuardDamageReductionInscription", "AFFECTER_MidGradeGuardDamageReductionInscription -": "AFFECTER_MidGradeGuardDamageReductionInscription -", "AFFECTER_MidGradeHealthPercentageRegenerationInscription": "AFFECTER_MidGradeHealthPercentageRegenerationInscription", "AFFECTER_MidGradeHealthPercentageRegenerationInscription -": "AFFECTER_MidGradeHealthPercentageRegenerationInscription -", "AFFECTER_MidGradeHitChanceInscription": "AFFECTER_MidGradeHitChanceInscription", "AFFECTER_MidGradeHitChanceInscription -": "AFFECTER_MidGradeHitChanceInscription -", "AFFECTER_MidGradeLifeStealInscription": "AFFECTER_MidGradeLifeStealInscription", "AFFECTER_MidGradeLifeStealInscription -": "AFFECTER_MidGradeLifeStealInscription -", "AFFECTER_MidGradeMagicAttackPowerInscription": "AFFECTER_MidGradeMagicAttackPowerInscription", "AFFECTER_MidGradeMagicAttackPowerInscription -": "AFFECTER_MidGradeMagicAttackPowerInscription -", "AFFECTER_MidGradeMagicResistanceInscription": "AFFECTER_MidGradeMagicResistanceInscription", "AFFECTER_MidGradeMagicResistanceInscription -": "AFFECTER_MidGradeMagicResistanceInscription -", "AFFECTER_MidGradeMaxEnergyInscription": "AFFECTER_MidGradeMaxEnergyInscription", "AFFECTER_MidGradeMaxEnergyInscription -": "AFFECTER_MidGradeMaxEnergyInscription -", "AFFECTER_MidGradeMaxHealthTotalInscription": "AFFECTER_MidGradeMaxHealthTotalInscription", "AFFECTER_MidGradeMaxHealthTotalInscription -": "AFFECTER_MidGradeMaxHealthTotalInscription -", "AFFECTER_MidGradeMaxWeightInscription": "AFFECTER_MidGradeMaxWeightInscription", "AFFECTER_MidGradeMaxWeightInscription -": "AFFECTER_MidGradeMaxWeightInscription -", "AFFECTER_MidGradeMovementSpeedInscription": "AFFECTER_MidGradeMovementSpeedInscription", "AFFECTER_MidGradeMovementSpeedInscription -": "AFFECTER_MidGradeMovementSpeedInscription -", "AFFECTER_MidGradePhysicalAttackPowerInscription": "AFFECTER_MidGradePhysicalAttackPowerInscription", "AFFECTER_MidGradePhysicalAttackPowerInscription -": "AFFECTER_MidGradePhysicalAttackPowerInscription -", "AFFECTER_MidGradePhysicalResistanceInscription": "AFFECTER_MidGradePhysicalResistanceInscription", "AFFECTER_MidGradePhysicalResistanceInscription -": "AFFECTER_MidGradePhysicalResistanceInscription -", "AFFECTER_Miner": "AFFECTER_Miner", "AFFECTER_Miner -": "AFFECTER_Miner -", "AFFECTER_MinorDissatisfaction": "AFFECTER_MinorDissatisfaction", "AFFECTER_MinorDissatisfaction -": "AFFECTER_MinorDissatisfaction -", "AFFECTER_MinorSatisfied": "AFFECTER_MinorSatisfied", "AFFECTER_MinorSatisfied -": "AFFECTER_MinorSatisfied -", "AFFECTER_MonsterBarbecue": "AFFECTER_MonsterBarbecue", "AFFECTER_MonsterBarbecue -": "AFFECTER_MonsterBarbecue -", "AFFECTER_MonsterDifficultyDownfall": "AFFECTER_MonsterDifficultyDownfall", "AFFECTER_MonsterDifficultyDownfall -": "AFFECTER_MonsterDifficultyDownfall -", "AFFECTER_MonsterDifficultyEasy": "AFFECTER_MonsterDifficultyEasy", "AFFECTER_MonsterDifficultyEasy -": "AFFECTER_MonsterDifficultyEasy -", "AFFECTER_MonsterDifficultyNormal": "AFFECTER_MonsterDifficultyNormal", "AFFECTER_MonsterDifficultyNormal -": "AFFECTER_MonsterDifficultyNormal -", "AFFECTER_MonsterDifficultyVeryHard": "AFFECTER_MonsterDifficultyVeryHard", "AFFECTER_MonsterDifficultyVeryHard -": "AFFECTER_MonsterDifficultyVeryHard -", "AFFECTER_MucusSprayer": "AFFECTER_MucusSprayer", "AFFECTER_MucusSprayer -": "AFFECTER_MucusSprayer -", "AFFECTER_Muddy": "AFFECTER_Muddy", "AFFECTER_Muddy -": "AFFECTER_Muddy -", "AFFECTER_Mushroom": "AFFECTER_Mushroom", "AFFECTER_Mushroom -": "AFFECTER_Mushroom -", "AFFECTER_MushroomSkewer": "AFFECTER_MushroomSkewer", "AFFECTER_MushroomSkewer -": "AFFECTER_MushroomSkewer -", "AFFECTER_MushroomStew": "AFFECTER_MushroomStew", "AFFECTER_MushroomStew -": "AFFECTER_MushroomStew -", "AFFECTER_NatureInscription": "AFFECTER_NatureInscription", "AFFECTER_NatureInscription -": "AFFECTER_NatureInscription -", "AFFECTER_NatureLover": "AFFECTER_NatureLover", "AFFECTER_NatureLover -": "AFFECTER_NatureLover -", "AFFECTER_NewRecruit": "AFFECTER_NewRecruit", "AFFECTER_NewRecruit -": "AFFECTER_NewRecruit -", "AFFECTER_NightTime": "AFFECTER_NightTime", "AFFECTER_NightTime -": "AFFECTER_NightTime -", "AFFECTER_NightVision": "AFFECTER_NightVision", "AFFECTER_NightVision -": "AFFECTER_NightVision -", "AFFECTER_NightWatch": "AFFECTER_NightWatch", "AFFECTER_NightWatch -": "AFFECTER_NightWatch -", "AFFECTER_NobleAdventurer": "AFFECTER_NobleAdventurer", "AFFECTER_NobleAdventurer -": "AFFECTER_NobleAdventurer -", "AFFECTER_NocturnalDayTime": "AFFECTER_NocturnalDayTime", "AFFECTER_NocturnalDayTime -": "AFFECTER_NocturnalDayTime -", "AFFECTER_NocturnalNightTime": "AFFECTER_NocturnalNightTime", "AFFECTER_NocturnalNightTime -": "AFFECTER_NocturnalNightTime -", "AFFECTER_NutrientAbsorption": "AFFECTER_NutrientAbsorption", "AFFECTER_NutrientAbsorption -": "AFFECTER_NutrientAbsorption -", "AFFECTER_OatPorridge": "AFFECTER_OatPorridge", "AFFECTER_OatPorridge -": "AFFECTER_OatPorridge -", "AFFECTER_Occultist": "AFFECTER_Occultist", "AFFECTER_Occultist -": "AFFECTER_Occultist -", "AFFECTER_Offensive": "AFFECTER_Offensive", "AFFECTER_Offensive -": "AFFECTER_Offensive -", "AFFECTER_Ointment": "AFFECTER_Ointment", "AFFECTER_Ointment -": "AFFECTER_Ointment -", "AFFECTER_Operate": "AFFECTER_Operate", "AFFECTER_Operate -": "AFFECTER_Operate -", "AFFECTER_Optimistic": "AFFECTER_Optimistic", "AFFECTER_Optimistic -": "AFFECTER_Optimistic -", "AFFECTER_Overloaded": "AFFECTER_Overloaded", "AFFECTER_Overloaded -": "AFFECTER_Overloaded -", "AFFECTER_Pacifist": "AFFECTER_Pacifist", "AFFECTER_Pacifist -": "AFFECTER_Pacifist -", "AFFECTER_Panic": "AFFECTER_Panic", "AFFECTER_Panic -": "AFFECTER_Panic -", "AFFECTER_Peddler": "AFFECTER_Peddler", "AFFECTER_Peddler -": "AFFECTER_Peddler -", "AFFECTER_PerceptionFortify": "AFFECTER_PerceptionFortify", "AFFECTER_PerceptionFortify -": "AFFECTER_PerceptionFortify -", "AFFECTER_PerceptionWeaken": "AFFECTER_PerceptionWeaken", "AFFECTER_PerceptionWeaken -": "AFFECTER_PerceptionWeaken -", "AFFECTER_PerfectionInscription": "AFFECTER_PerfectionInscription", "AFFECTER_PerfectionInscription -": "AFFECTER_PerfectionInscription -", "AFFECTER_Perfectionist": "AFFECTER_Perfectionist", "AFFECTER_Perfectionist -": "AFFECTER_Perfectionist -", "AFFECTER_Pessimistic": "AFFECTER_Pessimistic", "AFFECTER_Pessimistic -": "AFFECTER_Pessimistic -", "AFFECTER_Philosopher": "AFFECTER_Philosopher", "AFFECTER_Philosopher -": "AFFECTER_Philosopher -", "AFFECTER_PhysicalAttackPotion": "AFFECTER_PhysicalAttackPotion", "AFFECTER_PhysicalAttackPotion -": "AFFECTER_PhysicalAttackPotion -", "AFFECTER_PioneeringSpirit": "AFFECTER_PioneeringSpirit", "AFFECTER_PioneeringSpirit -": "AFFECTER_PioneeringSpirit -", "AFFECTER_PioneeringSpiritEffect": "AFFECTER_PioneeringSpiritEffect", "AFFECTER_PioneeringSpiritEffect -": "AFFECTER_PioneeringSpiritEffect -", "AFFECTER_PlantRage": "AFFECTER_PlantRage", "AFFECTER_PlantRage -": "AFFECTER_PlantRage -", "AFFECTER_PlayInDecentRecreationRoom": "AFFECTER_PlayInDecentRecreationRoom", "AFFECTER_PlayInDecentRecreationRoom -": "AFFECTER_PlayInDecentRecreationRoom -", "AFFECTER_PlayInFantasticRecreationRoom": "AFFECTER_PlayInFantasticRecreationRoom", "AFFECTER_PlayInFantasticRecreationRoom -": "AFFECTER_PlayInFantasticRecreationRoom -", "AFFECTER_PlayInImpressiveRecreationRoom": "AFFECTER_PlayInImpressiveRecreationRoom", "AFFECTER_PlayInImpressiveRecreationRoom -": "AFFECTER_PlayInImpressiveRecreationRoom -", "AFFECTER_PlayInLuxuriousRecreationRoom": "AFFECTER_PlayInLuxuriousRecreationRoom", "AFFECTER_PlayInLuxuriousRecreationRoom -": "AFFECTER_PlayInLuxuriousRecreationRoom -", "AFFECTER_PlayInMediocreRecreationRoom": "AFFECTER_PlayInMediocreRecreationRoom", "AFFECTER_PlayInMediocreRecreationRoom -": "AFFECTER_PlayInMediocreRecreationRoom -", "AFFECTER_PlayInNormalRecreationRoom": "AFFECTER_PlayInNormalRecreationRoom", "AFFECTER_PlayInNormalRecreationRoom -": "AFFECTER_PlayInNormalRecreationRoom -", "AFFECTER_PlayInPoorRecreationRoom": "AFFECTER_PlayInPoorRecreationRoom", "AFFECTER_PlayInPoorRecreationRoom -": "AFFECTER_PlayInPoorRecreationRoom -", "AFFECTER_PlayedCard": "AFFECTER_PlayedCard", "AFFECTER_PlayedCard -": "AFFECTER_PlayedCard -", "AFFECTER_PlayedDart": "AFFECTER_PlayedDart", "AFFECTER_PlayedDart -": "AFFECTER_PlayedDart -", "AFFECTER_PlayedDice": "AFFECTER_PlayedDice", "AFFECTER_PlayedDice -": "AFFECTER_PlayedDice -", "AFFECTER_PlayerDifficultyDownfall": "AFFECTER_PlayerDifficultyDownfall", "AFFECTER_PlayerDifficultyDownfall -": "AFFECTER_PlayerDifficultyDownfall -", "AFFECTER_PlayerDifficultyVeryHard": "AFFECTER_PlayerDifficultyVeryHard", "AFFECTER_PlayerDifficultyVeryHard -": "AFFECTER_PlayerDifficultyVeryHard -", "AFFECTER_PlayerManagementDifficultyEasy": "AFFECTER_PlayerManagementDifficultyEasy", "AFFECTER_PlayerManagementDifficultyEasy -": "AFFECTER_PlayerManagementDifficultyEasy -", "AFFECTER_PlayerManagementDifficultyHard": "AFFECTER_PlayerManagementDifficultyHard", "AFFECTER_PlayerManagementDifficultyHard -": "AFFECTER_PlayerManagementDifficultyHard -", "AFFECTER_PlayerManagementDifficultyNormal": "AFFECTER_PlayerManagementDifficultyNormal", "AFFECTER_PlayerManagementDifficultyNormal -": "AFFECTER_PlayerManagementDifficultyNormal -", "AFFECTER_PlayerManagementDifficultyVeryHard": "AFFECTER_PlayerManagementDifficultyVeryHard", "AFFECTER_PlayerManagementDifficultyVeryHard -": "AFFECTER_PlayerManagementDifficultyVeryHard -", "AFFECTER_Poacher": "AFFECTER_Poacher", "AFFECTER_Poacher -": "AFFECTER_Poacher -", "AFFECTER_Poison": "AFFECTER_Poison", "AFFECTER_Poison -": "AFFECTER_Poison -", "AFFECTER_PoisonImmune": "AFFECTER_PoisonImmune", "AFFECTER_PoisonImmune -": "AFFECTER_PoisonImmune -", "AFFECTER_PoisonImmuneTrait": "AFFECTER_PoisonImmuneTrait", "AFFECTER_PoisonImmuneTrait -": "AFFECTER_PoisonImmuneTrait -", "AFFECTER_PortalHeal": "AFFECTER_PortalHeal", "AFFECTER_PortalHeal -": "AFFECTER_PortalHeal -", "AFFECTER_PortalHealAura": "AFFECTER_PortalHealAura", "AFFECTER_PortalHealAura -": "AFFECTER_PortalHealAura -", "AFFECTER_Porter": "AFFECTER_Porter", "AFFECTER_Porter -": "AFFECTER_Porter -", "AFFECTER_PrayInDecentTemple": "AFFECTER_PrayInDecentTemple", "AFFECTER_PrayInDecentTemple -": "AFFECTER_PrayInDecentTemple -", "AFFECTER_PrayInFantasticTemple": "AFFECTER_PrayInFantasticTemple", "AFFECTER_PrayInFantasticTemple -": "AFFECTER_PrayInFantasticTemple -", "AFFECTER_PrayInImpressiveTemple": "AFFECTER_PrayInImpressiveTemple", "AFFECTER_PrayInImpressiveTemple -": "AFFECTER_PrayInImpressiveTemple -", "AFFECTER_PrayInLuxuriousTemple": "AFFECTER_PrayInLuxuriousTemple", "AFFECTER_PrayInLuxuriousTemple -": "AFFECTER_PrayInLuxuriousTemple -", "AFFECTER_PrayInMediocreTemple": "AFFECTER_PrayInMediocreTemple", "AFFECTER_PrayInMediocreTemple -": "AFFECTER_PrayInMediocreTemple -", "AFFECTER_PrayInNormalTemple": "AFFECTER_PrayInNormalTemple", "AFFECTER_PrayInNormalTemple -": "AFFECTER_PrayInNormalTemple -", "AFFECTER_PrayInPoorTemple": "AFFECTER_PrayInPoorTemple", "AFFECTER_PrayInPoorTemple -": "AFFECTER_PrayInPoorTemple -", "AFFECTER_Precision": "AFFECTER_Precision", "AFFECTER_Precision -": "AFFECTER_Precision -", "AFFECTER_Preservation": "AFFECTER_Preservation", "AFFECTER_Preservation -": "AFFECTER_Preservation -", "AFFECTER_Preservation2": "AFFECTER_Preservation2", "AFFECTER_Preservation2 -": "AFFECTER_Preservation2 -", "AFFECTER_Prodigy": "AFFECTER_Prodigy", "AFFECTER_Prodigy -": "AFFECTER_Prodigy -", "AFFECTER_ProtectionInscription": "AFFECTER_ProtectionInscription", "AFFECTER_ProtectionInscription -": "AFFECTER_ProtectionInscription -", "AFFECTER_Psychopath": "AFFECTER_Psychopath", "AFFECTER_Psychopath -": "AFFECTER_Psychopath -", "AFFECTER_PulsatingRock": "AFFECTER_PulsatingRock", "AFFECTER_PulsatingRock -": "AFFECTER_PulsatingRock -", "AFFECTER_QuickRecovery": "AFFECTER_QuickRecovery", "AFFECTER_QuickRecovery -": "AFFECTER_QuickRecovery -", "AFFECTER_RacialHatred": "AFFECTER_RacialHatred", "AFFECTER_RacialHatred -": "AFFECTER_RacialHatred -", "AFFECTER_Rain": "AFFECTER_Rain", "AFFECTER_Rain -": "AFFECTER_Rain -", "AFFECTER_RainWet": "AFFECTER_RainWet", "AFFECTER_RainWet -": "AFFECTER_RainWet -", "AFFECTER_RapidRecoverd": "AFFECTER_RapidRecoverd", "AFFECTER_RapidRecoverd -": "AFFECTER_RapidRecoverd -", "AFFECTER_RecklessAssault": "AFFECTER_RecklessAssault", "AFFECTER_RecklessAssault -": "AFFECTER_RecklessAssault -", "AFFECTER_RecoveryInscription": "AFFECTER_RecoveryInscription", "AFFECTER_RecoveryInscription -": "AFFECTER_RecoveryInscription -", "AFFECTER_RedMane": "AFFECTER_RedMane", "AFFECTER_RedMane -": "AFFECTER_RedMane -", "AFFECTER_RedManeAction": "AFFECTER_RedManeAction", "AFFECTER_RedManeAction -": "AFFECTER_RedManeAction -", "AFFECTER_RedMonsterRatPhase2": "AFFECTER_RedMonsterRatPhase2", "AFFECTER_RedMonsterRatPhase2 -": "AFFECTER_RedMonsterRatPhase2 -", "AFFECTER_RedMonsterRatPhase3": "AFFECTER_RedMonsterRatPhase3", "AFFECTER_RedMonsterRatPhase3 -": "AFFECTER_RedMonsterRatPhase3 -", "AFFECTER_RedMonsterRatSoul": "AFFECTER_RedMonsterRatSoul", "AFFECTER_RedMonsterRatSoul -": "AFFECTER_RedMonsterRatSoul -", "AFFECTER_ReflectMagic": "AFFECTER_ReflectMagic", "AFFECTER_ReflectMagic -": "AFFECTER_ReflectMagic -", "AFFECTER_ReflectMelee": "AFFECTER_ReflectMelee", "AFFECTER_ReflectMelee -": "AFFECTER_ReflectMelee -", "AFFECTER_ReflectPhysical": "AFFECTER_ReflectPhysical", "AFFECTER_ReflectPhysical -": "AFFECTER_ReflectPhysical -", "AFFECTER_ReflectRange": "AFFECTER_ReflectRange", "AFFECTER_ReflectRange -": "AFFECTER_ReflectRange -", "AFFECTER_ReflectionInscription": "AFFECTER_ReflectionInscription", "AFFECTER_ReflectionInscription -": "AFFECTER_ReflectionInscription -", "AFFECTER_ReflexiveEvasion": "AFFECTER_ReflexiveEvasion", "AFFECTER_ReflexiveEvasion -": "AFFECTER_ReflexiveEvasion -", "AFFECTER_Reinforced": "AFFECTER_Reinforced", "AFFECTER_Reinforced -": "AFFECTER_Reinforced -", "AFFECTER_Relief": "AFFECTER_Relief", "AFFECTER_Relief -": "AFFECTER_Relief -", "AFFECTER_ResearchInDecentResearchLab": "AFFECTER_ResearchInDecentResearchLab", "AFFECTER_ResearchInDecentResearchLab -": "AFFECTER_ResearchInDecentResearchLab -", "AFFECTER_ResearchInFantasticResearchLab": "AFFECTER_ResearchInFantasticResearchLab", "AFFECTER_ResearchInFantasticResearchLab -": "AFFECTER_ResearchInFantasticResearchLab -", "AFFECTER_ResearchInImpressiveResearchLab": "AFFECTER_ResearchInImpressiveResearchLab", "AFFECTER_ResearchInImpressiveResearchLab -": "AFFECTER_ResearchInImpressiveResearchLab -", "AFFECTER_ResearchInLuxuriousResearchLab": "AFFECTER_ResearchInLuxuriousResearchLab", "AFFECTER_ResearchInLuxuriousResearchLab -": "AFFECTER_ResearchInLuxuriousResearchLab -", "AFFECTER_ResearchInMediocreResearchLab": "AFFECTER_ResearchInMediocreResearchLab", "AFFECTER_ResearchInMediocreResearchLab -": "AFFECTER_ResearchInMediocreResearchLab -", "AFFECTER_ResearchInNormalResearchLab": "AFFECTER_ResearchInNormalResearchLab", "AFFECTER_ResearchInNormalResearchLab -": "AFFECTER_ResearchInNormalResearchLab -", "AFFECTER_ResearchInPoorResearchLab": "AFFECTER_ResearchInPoorResearchLab", "AFFECTER_ResearchInPoorResearchLab -": "AFFECTER_ResearchInPoorResearchLab -", "AFFECTER_RichManaStone": "AFFECTER_RichManaStone", "AFFECTER_RichManaStone -": "AFFECTER_RichManaStone -", "AFFECTER_Rodent": "AFFECTER_Rodent", "AFFECTER_Rodent -": "AFFECTER_Rodent -", "AFFECTER_Rooting": "AFFECTER_Rooting", "AFFECTER_Rooting -": "AFFECTER_Rooting -", "AFFECTER_RoyalJelly": "AFFECTER_RoyalJelly", "AFFECTER_RoyalJelly -": "AFFECTER_RoyalJelly -", "AFFECTER_Rush": "AFFECTER_Rush", "AFFECTER_Rush -": "AFFECTER_Rush -", "AFFECTER_Satisfied": "AFFECTER_Satisfied", "AFFECTER_Satisfied -": "AFFECTER_Satisfied -", "AFFECTER_ScaleCraftsman": "AFFECTER_ScaleCraftsman", "AFFECTER_ScaleCraftsman -": "AFFECTER_ScaleCraftsman -", "AFFECTER_Scout": "AFFECTER_Scout", "AFFECTER_Scout -": "AFFECTER_Scout -", "AFFECTER_SearchDirtyCorpses": "AFFECTER_SearchDirtyCorpses", "AFFECTER_SearchDirtyCorpses -": "AFFECTER_SearchDirtyCorpses -", "AFFECTER_SelfHatred": "AFFECTER_SelfHatred", "AFFECTER_SelfHatred -": "AFFECTER_SelfHatred -", "AFFECTER_SelfRepair": "AFFECTER_SelfRepair", "AFFECTER_SelfRepair -": "AFFECTER_SelfRepair -", "AFFECTER_SentinelWarning": "AFFECTER_SentinelWarning", "AFFECTER_SentinelWarning -": "AFFECTER_SentinelWarning -", "AFFECTER_SentinelWarningActive": "AFFECTER_SentinelWarningActive", "AFFECTER_SentinelWarningActive -": "AFFECTER_SentinelWarningActive -", "AFFECTER_SerumEnfeeblement": "AFFECTER_SerumEnfeeblement", "AFFECTER_SerumEnfeeblement -": "AFFECTER_SerumEnfeeblement -", "AFFECTER_SerumFrailty": "AFFECTER_SerumFrailty", "AFFECTER_SerumFrailty -": "AFFECTER_SerumFrailty -", "AFFECTER_SerumHallucination": "AFFECTER_SerumHallucination", "AFFECTER_SerumHallucination -": "AFFECTER_SerumHallucination -", "AFFECTER_SerumNumbness": "AFFECTER_SerumNumbness", "AFFECTER_SerumNumbness -": "AFFECTER_SerumNumbness -", "AFFECTER_SerumOblivion": "AFFECTER_SerumOblivion", "AFFECTER_SerumOblivion -": "AFFECTER_SerumOblivion -", "AFFECTER_SerumVoid": "AFFECTER_SerumVoid", "AFFECTER_SerumVoid -": "AFFECTER_SerumVoid -", "AFFECTER_SettlementPrefer": "AFFECTER_SettlementPrefer", "AFFECTER_SettlementPrefer -": "AFFECTER_SettlementPrefer -", "AFFECTER_SevereDamage": "AFFECTER_SevereDamage", "AFFECTER_SevereDamage -": "AFFECTER_SevereDamage -", "AFFECTER_SevereExhausted": "AFFECTER_SevereExhausted", "AFFECTER_SevereExhausted -": "AFFECTER_SevereExhausted -", "AFFECTER_SevereHungry": "AFFECTER_SevereHungry", "AFFECTER_SevereHungry -": "AFFECTER_SevereHungry -", "AFFECTER_SevereOverloaded": "AFFECTER_SevereOverloaded", "AFFECTER_SevereOverloaded -": "AFFECTER_SevereOverloaded -", "AFFECTER_SevereStressed": "AFFECTER_SevereStressed", "AFFECTER_SevereStressed -": "AFFECTER_SevereStressed -", "AFFECTER_SharpEdge": "AFFECTER_SharpEdge", "AFFECTER_SharpEdge -": "AFFECTER_SharpEdge -", "AFFECTER_SharpShooter": "AFFECTER_SharpShooter", "AFFECTER_SharpShooter -": "AFFECTER_SharpShooter -", "AFFECTER_Sharpness": "AFFECTER_Sharpness", "AFFECTER_Sharpness -": "AFFECTER_Sharpness -", "AFFECTER_Shell": "AFFECTER_Shell", "AFFECTER_Shell -": "AFFECTER_Shell -", "AFFECTER_ShellPotionDuration": "AFFECTER_ShellPotionDuration", "AFFECTER_ShellPotionDuration -": "AFFECTER_ShellPotionDuration -", "AFFECTER_ShieldInscription": "AFFECTER_ShieldInscription", "AFFECTER_ShieldInscription -": "AFFECTER_ShieldInscription -", "AFFECTER_ShieldUp": "AFFECTER_ShieldUp", "AFFECTER_ShieldUp -": "AFFECTER_ShieldUp -", "AFFECTER_ShockWaveInscription": "AFFECTER_ShockWaveInscription", "AFFECTER_ShockWaveInscription -": "AFFECTER_ShockWaveInscription -", "AFFECTER_Shooter": "AFFECTER_Shooter", "AFFECTER_Shooter -": "AFFECTER_Shooter -", "AFFECTER_SilentSerenity": "AFFECTER_SilentSerenity", "AFFECTER_SilentSerenity -": "AFFECTER_SilentSerenity -", "AFFECTER_SimpleMinded": "AFFECTER_SimpleMinded", "AFFECTER_SimpleMinded -": "AFFECTER_SimpleMinded -", "AFFECTER_SinkInscription": "AFFECTER_SinkInscription", "AFFECTER_SinkInscription -": "AFFECTER_SinkInscription -", "AFFECTER_SkillCooldownPotion": "AFFECTER_SkillCooldownPotion", "AFFECTER_SkillCooldownPotion -": "AFFECTER_SkillCooldownPotion -", "AFFECTER_Slave": "AFFECTER_Slave", "AFFECTER_Slave -": "AFFECTER_Slave -", "AFFECTER_Sleep": "AFFECTER_Sleep", "AFFECTER_Sleep -": "AFFECTER_Sleep -", "AFFECTER_SleepingBagSleep": "AFFECTER_SleepingBagSleep", "AFFECTER_SleepingBagSleep -": "AFFECTER_SleepingBagSleep -", "AFFECTER_SleptDecentPrivateRoom": "AFFECTER_SleptDecentPrivateRoom", "AFFECTER_SleptDecentPrivateRoom -": "AFFECTER_SleptDecentPrivateRoom -", "AFFECTER_SleptDecentSharedRoom": "AFFECTER_SleptDecentSharedRoom", "AFFECTER_SleptDecentSharedRoom -": "AFFECTER_SleptDecentSharedRoom -", "AFFECTER_SleptFantasticPrivateRoom": "AFFECTER_SleptFantasticPrivateRoom", "AFFECTER_SleptFantasticPrivateRoom -": "AFFECTER_SleptFantasticPrivateRoom -", "AFFECTER_SleptFantasticSharedRoom": "AFFECTER_SleptFantasticSharedRoom", "AFFECTER_SleptFantasticSharedRoom -": "AFFECTER_SleptFantasticSharedRoom -", "AFFECTER_SleptImpressivePrivateRoom": "AFFECTER_SleptImpressivePrivateRoom", "AFFECTER_SleptImpressivePrivateRoom -": "AFFECTER_SleptImpressivePrivateRoom -", "AFFECTER_SleptImpressiveSharedRoom": "AFFECTER_SleptImpressiveSharedRoom", "AFFECTER_SleptImpressiveSharedRoom -": "AFFECTER_SleptImpressiveSharedRoom -", "AFFECTER_SleptLuxuriousPrivateRoom": "AFFECTER_SleptLuxuriousPrivateRoom", "AFFECTER_SleptLuxuriousPrivateRoom -": "AFFECTER_SleptLuxuriousPrivateRoom -", "AFFECTER_SleptLuxuriousSharedRoom": "AFFECTER_SleptLuxuriousSharedRoom", "AFFECTER_SleptLuxuriousSharedRoom -": "AFFECTER_SleptLuxuriousSharedRoom -", "AFFECTER_SleptMediocrePrivateRoom": "AFFECTER_SleptMediocrePrivateRoom", "AFFECTER_SleptMediocrePrivateRoom -": "AFFECTER_SleptMediocrePrivateRoom -", "AFFECTER_SleptMediocreSharedRoom": "AFFECTER_SleptMediocreSharedRoom", "AFFECTER_SleptMediocreSharedRoom -": "AFFECTER_SleptMediocreSharedRoom -", "AFFECTER_SleptNormalPrivateRoom": "AFFECTER_SleptNormalPrivateRoom", "AFFECTER_SleptNormalPrivateRoom -": "AFFECTER_SleptNormalPrivateRoom -", "AFFECTER_SleptNormalSharedRoom": "AFFECTER_SleptNormalSharedRoom", "AFFECTER_SleptNormalSharedRoom -": "AFFECTER_SleptNormalSharedRoom -", "AFFECTER_SleptOnBed": "AFFECTER_SleptOnBed", "AFFECTER_SleptOnBed -": "AFFECTER_SleptOnBed -", "AFFECTER_SleptOnGround": "AFFECTER_SleptOnGround", "AFFECTER_SleptOnGround -": "AFFECTER_SleptOnGround -", "AFFECTER_SleptPoorPrivateRoom": "AFFECTER_SleptPoorPrivateRoom", "AFFECTER_SleptPoorPrivateRoom -": "AFFECTER_SleptPoorPrivateRoom -", "AFFECTER_SleptPoorSharedRoom": "AFFECTER_SleptPoorSharedRoom", "AFFECTER_SleptPoorSharedRoom -": "AFFECTER_SleptPoorSharedRoom -", "AFFECTER_SlimePudding": "AFFECTER_SlimePudding", "AFFECTER_SlimePudding -": "AFFECTER_SlimePudding -", "AFFECTER_SlotMachine": "AFFECTER_SlotMachine", "AFFECTER_SlotMachine -": "AFFECTER_SlotMachine -", "AFFECTER_Slow": "AFFECTER_Slow", "AFFECTER_Slow -": "AFFECTER_Slow -", "AFFECTER_SlowLearner": "AFFECTER_SlowLearner", "AFFECTER_SlowLearner -": "AFFECTER_SlowLearner -", "AFFECTER_SmashInscription": "AFFECTER_SmashInscription", "AFFECTER_SmashInscription -": "AFFECTER_SmashInscription -", "AFFECTER_SnakeCatcher": "AFFECTER_SnakeCatcher", "AFFECTER_SnakeCatcher -": "AFFECTER_SnakeCatcher -", "AFFECTER_SolarBloom": "AFFECTER_SolarBloom", "AFFECTER_SolarBloom -": "AFFECTER_SolarBloom -", "AFFECTER_SoulChain": "AFFECTER_SoulChain", "AFFECTER_SoulChain -": "AFFECTER_SoulChain -", "AFFECTER_SpawnAcidInsect": "AFFECTER_SpawnAcidInsect", "AFFECTER_SpawnAcidInsect -": "AFFECTER_SpawnAcidInsect -", "AFFECTER_SpawnBlueGoblin": "AFFECTER_SpawnBlueGoblin", "AFFECTER_SpawnBlueGoblin -": "AFFECTER_SpawnBlueGoblin -", "AFFECTER_SpawnEyeball": "AFFECTER_SpawnEyeball", "AFFECTER_SpawnEyeball -": "AFFECTER_SpawnEyeball -", "AFFECTER_SpawnGlothPup": "AFFECTER_SpawnGlothPup", "AFFECTER_SpawnGlothPup -": "AFFECTER_SpawnGlothPup -", "AFFECTER_SpawnGreyMonsterRat": "AFFECTER_SpawnGreyMonsterRat", "AFFECTER_SpawnGreyMonsterRat -": "AFFECTER_SpawnGreyMonsterRat -", "AFFECTER_SpawnGreyRat": "AFFECTER_SpawnGreyRat", "AFFECTER_SpawnGreyRat -": "AFFECTER_SpawnGreyRat -", "AFFECTER_SpawnMaleGloth": "AFFECTER_SpawnMaleGloth", "AFFECTER_SpawnMaleGloth -": "AFFECTER_SpawnMaleGloth -", "AFFECTER_SpawnMawmurk": "AFFECTER_SpawnMawmurk", "AFFECTER_SpawnMawmurk -": "AFFECTER_SpawnMawmurk -", "AFFECTER_SpawnMetalScarab": "AFFECTER_SpawnMetalScarab", "AFFECTER_SpawnMetalScarab -": "AFFECTER_SpawnMetalScarab -", "AFFECTER_SpearInscription": "AFFECTER_SpearInscription", "AFFECTER_SpearInscription -": "AFFECTER_SpearInscription -", "AFFECTER_SpellPreheat": "AFFECTER_SpellPreheat", "AFFECTER_SpellPreheat -": "AFFECTER_SpellPreheat -", "AFFECTER_SpellPreheat10": "AFFECTER_SpellPreheat10", "AFFECTER_SpellPreheat10 -": "AFFECTER_SpellPreheat10 -", "AFFECTER_SpinyCarapace": "AFFECTER_SpinyCarapace", "AFFECTER_SpinyCarapace -": "AFFECTER_SpinyCarapace -", "AFFECTER_SporeExplosive": "AFFECTER_SporeExplosive", "AFFECTER_SporeExplosive -": "AFFECTER_SporeExplosive -", "AFFECTER_SproutingShellInscription": "AFFECTER_SproutingShellInscription", "AFFECTER_SproutingShellInscription -": "AFFECTER_SproutingShellInscription -", "AFFECTER_Squire": "AFFECTER_Squire", "AFFECTER_Squire -": "AFFECTER_Squire -", "AFFECTER_StakeInscription": "AFFECTER_StakeInscription", "AFFECTER_StakeInscription -": "AFFECTER_StakeInscription -", "AFFECTER_Stealth": "AFFECTER_Stealth", "AFFECTER_Stealth -": "AFFECTER_Stealth -", "AFFECTER_StickyBedstraw": "AFFECTER_StickyBedstraw", "AFFECTER_StickyBedstraw -": "AFFECTER_StickyBedstraw -", "AFFECTER_Stiffness": "AFFECTER_Stiffness", "AFFECTER_Stiffness -": "AFFECTER_Stiffness -", "AFFECTER_StoneGolemSoulCount": "AFFECTER_StoneGolemSoulCount", "AFFECTER_StoneGolemSoulCount -": "AFFECTER_StoneGolemSoulCount -", "AFFECTER_StormInscription": "AFFECTER_StormInscription", "AFFECTER_StormInscription -": "AFFECTER_StormInscription -", "AFFECTER_StrangeSeedAura": "AFFECTER_StrangeSeedAura", "AFFECTER_StrangeSeedAura -": "AFFECTER_StrangeSeedAura -", "AFFECTER_StrengthFortify": "AFFECTER_StrengthFortify", "AFFECTER_StrengthFortify -": "AFFECTER_StrengthFortify -", "AFFECTER_StrengthWeaken": "AFFECTER_StrengthWeaken", "AFFECTER_StrengthWeaken -": "AFFECTER_StrengthWeaken -", "AFFECTER_Stun": "AFFECTER_Stun", "AFFECTER_Stun -": "AFFECTER_Stun -", "AFFECTER_StunImmune": "AFFECTER_StunImmune", "AFFECTER_StunImmune -": "AFFECTER_StunImmune -", "AFFECTER_SummonLadybugCount": "AFFECTER_SummonLadybugCount", "AFFECTER_SummonLadybugCount -": "AFFECTER_SummonLadybugCount -", "AFFECTER_SummonedCreature": "AFFECTER_SummonedCreature", "AFFECTER_SummonedCreature -": "AFFECTER_SummonedCreature -", "AFFECTER_SunHeartBloom": "AFFECTER_SunHeartBloom", "AFFECTER_SunHeartBloom -": "AFFECTER_SunHeartBloom -", "AFFECTER_Sunny": "AFFECTER_Sunny", "AFFECTER_Sunny -": "AFFECTER_Sunny -", "AFFECTER_SunnyWet": "AFFECTER_SunnyWet", "AFFECTER_SunnyWet -": "AFFECTER_SunnyWet -", "AFFECTER_Surprised": "AFFECTER_Surprised", "AFFECTER_Surprised -": "AFFECTER_Surprised -", "AFFECTER_SurvivalInstinct": "AFFECTER_SurvivalInstinct", "AFFECTER_SurvivalInstinct -": "AFFECTER_SurvivalInstinct -", "AFFECTER_SwallowCorpse": "AFFECTER_SwallowCorpse", "AFFECTER_SwallowCorpse -": "AFFECTER_SwallowCorpse -", "AFFECTER_SwallowCorpseStack": "AFFECTER_SwallowCorpseStack", "AFFECTER_SwallowCorpseStack -": "AFFECTER_SwallowCorpseStack -", "AFFECTER_SwampKeeper": "AFFECTER_SwampKeeper", "AFFECTER_SwampKeeper -": "AFFECTER_SwampKeeper -", "AFFECTER_SwarmingFlea": "AFFECTER_SwarmingFlea", "AFFECTER_SwarmingFlea -": "AFFECTER_SwarmingFlea -", "AFFECTER_SwarmingFleaEnv": "AFFECTER_SwarmingFleaEnv", "AFFECTER_SwarmingFleaEnv -": "AFFECTER_SwarmingFleaEnv -", "AFFECTER_SwiftPotion": "AFFECTER_SwiftPotion", "AFFECTER_SwiftPotion -": "AFFECTER_SwiftPotion -", "AFFECTER_SwordCounter": "AFFECTER_SwordCounter", "AFFECTER_SwordCounter -": "AFFECTER_SwordCounter -", "AFFECTER_SwordInscription": "AFFECTER_SwordInscription", "AFFECTER_SwordInscription -": "AFFECTER_SwordInscription -", "AFFECTER_SymbioticInsect": "AFFECTER_SymbioticInsect", "AFFECTER_SymbioticInsect -": "AFFECTER_SymbioticInsect -", "AFFECTER_SymbioticInsectEffect": "AFFECTER_SymbioticInsectEffect", "AFFECTER_SymbioticInsectEffect -": "AFFECTER_SymbioticInsectEffect -", "AFFECTER_Tal": "AFFECTER_Tal", "AFFECTER_Tal -": "AFFECTER_Tal -", "AFFECTER_Task": "AFFECTER_Task", "AFFECTER_Task -": "AFFECTER_Task -", "AFFECTER_TaskGodMode": "AFFECTER_TaskGodMode", "AFFECTER_TaskGodMode -": "AFFECTER_TaskGodMode -", "AFFECTER_Taunt": "AFFECTER_Taunt", "AFFECTER_Taunt -": "AFFECTER_Taunt -", "AFFECTER_TavernRunner": "AFFECTER_TavernRunner", "AFFECTER_TavernRunner -": "AFFECTER_TavernRunner -", "AFFECTER_TestSuperman": "AFFECTER_TestSuperman", "AFFECTER_TestSuperman -": "AFFECTER_TestSuperman -", "AFFECTER_TestTestTest": "AFFECTER_TestTestTest", "AFFECTER_TestTestTest -": "AFFECTER_TestTestTest -", "AFFECTER_TestTrade": "AFFECTER_TestTrade", "AFFECTER_TestTrade -": "AFFECTER_TestTrade -", "AFFECTER_Thief": "AFFECTER_Thief", "AFFECTER_Thief -": "AFFECTER_Thief -", "AFFECTER_TidalMark": "AFFECTER_TidalMark", "AFFECTER_TidalMark -": "AFFECTER_TidalMark -", "AFFECTER_TideInscription": "AFFECTER_TideInscription", "AFFECTER_TideInscription -": "AFFECTER_TideInscription -", "AFFECTER_Torch": "AFFECTER_Torch", "AFFECTER_Torch -": "AFFECTER_Torch -", "AFFECTER_TorchLight": "AFFECTER_TorchLight", "AFFECTER_TorchLight -": "AFFECTER_TorchLight -", "AFFECTER_ToughRawMeat": "AFFECTER_ToughRawMeat", "AFFECTER_ToughRawMeat -": "AFFECTER_ToughRawMeat -", "AFFECTER_ToughnessFortify": "AFFECTER_ToughnessFortify", "AFFECTER_ToughnessFortify -": "AFFECTER_ToughnessFortify -", "AFFECTER_ToughnessWeaken": "AFFECTER_ToughnessWeaken", "AFFECTER_ToughnessWeaken -": "AFFECTER_ToughnessWeaken -", "AFFECTER_Townsfolk": "AFFECTER_Townsfolk", "AFFECTER_Townsfolk -": "AFFECTER_Townsfolk -", "AFFECTER_TreatmentExpectationLv1": "AFFECTER_TreatmentExpectationLv1", "AFFECTER_TreatmentExpectationLv1 -": "AFFECTER_TreatmentExpectationLv1 -", "AFFECTER_TreatmentExpectationLv2": "AFFECTER_TreatmentExpectationLv2", "AFFECTER_TreatmentExpectationLv2 -": "AFFECTER_TreatmentExpectationLv2 -", "AFFECTER_TreatmentExpectationLv3": "AFFECTER_TreatmentExpectationLv3", "AFFECTER_TreatmentExpectationLv3 -": "AFFECTER_TreatmentExpectationLv3 -", "AFFECTER_TreatmentExpectationLv4": "AFFECTER_TreatmentExpectationLv4", "AFFECTER_TreatmentExpectationLv4 -": "AFFECTER_TreatmentExpectationLv4 -", "AFFECTER_TreatmentExpectationLv5": "AFFECTER_TreatmentExpectationLv5", "AFFECTER_TreatmentExpectationLv5 -": "AFFECTER_TreatmentExpectationLv5 -", "AFFECTER_TreeOfLifeAura": "AFFECTER_TreeOfLifeAura", "AFFECTER_TreeOfLifeAura -": "AFFECTER_TreeOfLifeAura -", "AFFECTER_TreeOfLifeAuraTrait": "AFFECTER_TreeOfLifeAuraTrait", "AFFECTER_TreeOfLifeAuraTrait -": "AFFECTER_TreeOfLifeAuraTrait -", "AFFECTER_TreeOfLifeHeal": "AFFECTER_TreeOfLifeHeal", "AFFECTER_TreeOfLifeHeal -": "AFFECTER_TreeOfLifeHeal -", "AFFECTER_Turnip": "AFFECTER_Turnip", "AFFECTER_Turnip -": "AFFECTER_Turnip -", "AFFECTER_TurnipPorridge": "AFFECTER_TurnipPorridge", "AFFECTER_TurnipPorridge -": "AFFECTER_TurnipPorridge -", "AFFECTER_TurnipSalad": "AFFECTER_TurnipSalad", "AFFECTER_TurnipSalad -": "AFFECTER_TurnipSalad -", "AFFECTER_Unawared": "AFFECTER_Unawared", "AFFECTER_Unawared -": "AFFECTER_Unawared -", "AFFECTER_UndergroundExplorer": "AFFECTER_UndergroundExplorer", "AFFECTER_UndergroundExplorer -": "AFFECTER_UndergroundExplorer -", "AFFECTER_Undertaker": "AFFECTER_Undertaker", "AFFECTER_Undertaker -": "AFFECTER_Undertaker -", "AFFECTER_UnhappyGenius": "AFFECTER_UnhappyGenius", "AFFECTER_UnhappyGenius -": "AFFECTER_UnhappyGenius -", "AFFECTER_VampirePotion": "AFFECTER_VampirePotion", "AFFECTER_VampirePotion -": "AFFECTER_VampirePotion -", "AFFECTER_VeilSilenceMerchant": "AFFECTER_VeilSilenceMerchant", "AFFECTER_VeilSilenceMerchant -": "AFFECTER_VeilSilenceMerchant -", "AFFECTER_VeryExhausted": "AFFECTER_VeryExhausted", "AFFECTER_VeryExhausted -": "AFFECTER_VeryExhausted -", "AFFECTER_VeryHungry": "AFFECTER_VeryHungry", "AFFECTER_VeryHungry -": "AFFECTER_VeryHungry -", "AFFECTER_Vigorous": "AFFECTER_Vigorous", "AFFECTER_Vigorous -": "AFFECTER_Vigorous -", "AFFECTER_Vulnerable": "AFFECTER_Vulnerable", "AFFECTER_Vulnerable -": "AFFECTER_Vulnerable -", "AFFECTER_WaitForAppearFX": "AFFECTER_WaitForAppearFX", "AFFECTER_WaitForAppearFX -": "AFFECTER_WaitForAppearFX -", "AFFECTER_Wanderer": "AFFECTER_Wanderer", "AFFECTER_Wanderer -": "AFFECTER_Wanderer -", "AFFECTER_Ward": "AFFECTER_Ward", "AFFECTER_Ward -": "AFFECTER_Ward -", "AFFECTER_WarriorInscription": "AFFECTER_WarriorInscription", "AFFECTER_WarriorInscription -": "AFFECTER_WarriorInscription -", "AFFECTER_WaterInscription": "AFFECTER_WaterInscription", "AFFECTER_WaterInscription -": "AFFECTER_WaterInscription -", "AFFECTER_Weakened": "AFFECTER_Weakened", "AFFECTER_Weakened -": "AFFECTER_Weakened -", "AFFECTER_WeightPotion": "AFFECTER_WeightPotion", "AFFECTER_WeightPotion -": "AFFECTER_WeightPotion -", "AFFECTER_WhiteDemon": "AFFECTER_WhiteDemon", "AFFECTER_WhiteDemon -": "AFFECTER_WhiteDemon -", "AFFECTER_WildHerb": "AFFECTER_WildHerb", "AFFECTER_WildHerb -": "AFFECTER_WildHerb -", "AFFECTER_WillpowerFortify": "AFFECTER_WillpowerFortify", "AFFECTER_WillpowerFortify -": "AFFECTER_WillpowerFortify -", "AFFECTER_WillpowerWeaken": "AFFECTER_WillpowerWeaken", "AFFECTER_WillpowerWeaken -": "AFFECTER_WillpowerWeaken -", "AFFECTER_Withstand": "AFFECTER_Withstand", "AFFECTER_Withstand -": "AFFECTER_Withstand -", "AFFECTER_WitnessDead": "AFFECTER_WitnessDead", "AFFECTER_WitnessDead -": "AFFECTER_WitnessDead -", "AFFECTER_WitnessUnpaidRetire": "AFFECTER_WitnessUnpaidRetire", "AFFECTER_WitnessUnpaidRetire -": "AFFECTER_WitnessUnpaidRetire -", "AFFECTER_XenonCat": "AFFECTER_XenonCat", "AFFECTER_XenonCat -": "AFFECTER_XenonCat -", "AGENTS.md": "AGENTS.md", "ALERT Low Ammo": "ALERT Munition faible", "ALERT No Ammo": "ALERT Aucune munition", "ALERT_BuildingInteractablePositionBlocked": "ALERT_BuildingInteractablePositionBlocked", "ALERT_DeadlyDamage": "ALERT_DeadlyDamage", "ALERT_DeadlyHungry": "ALERT_DeadlyHungry", "ALERT_EventOccur": "ALERT_EventOccur", "ALERT_Exhausted": "ALERT_Exhausted", "ALERT_Heavy": "ALERT_Heavy", "ALERT_Hungry": "ALERT_Hungry", "ALERT_Idle": "ALERT_Idle", "ALERT_LowAmmo": "ALERT_LowAmmo", "ALERT_LowDurability": "ALERT_LowDurability", "ALERT_LowFood": "ALERT_LowFood", "ALERT_LowHeadHp": "ALERT_LowHeadHp", "ALERT_LowHp": "ALERT_LowHp", "ALERT_LowMood": "ALERT_LowMood", "ALERT_NoAmmo": "ALERT_NoAmmo", "ALERT_NoBodyEquip": "ALERT_NoBodyEquip", "ALERT_NoFood": "ALERT_NoFood", "ALERT_NoHeadEquip": "ALERT_NoHeadEquip", "ALERT_NoResearch": "ALERT_NoResearch", "ALERT_NoWeaponEquip": "ALERT_NoWeaponEquip", "ALERT_ResearchComplete": "ALERT_ResearchComplete", "ALERT_SevereHeadHp": "ALERT_SevereHeadHp", "ALERT_SevereHp": "ALERT_SevereHp", "ALERT_Stressed": "ALERT_Stressed", "ALERT_Tutorial_CameraMove": "ALERT_Tutorial_CameraMove", "ALERT_Tutorial_CameraZoom": "ALERT_Tutorial_CameraZoom", "ALERT_Tutorial_ConsumptionPolicy": "ALERT_Tutorial_ConsumptionPolicy", "ALERT_Tutorial_DeadUnitTreatment": "ALERT_Tutorial_DeadUnitTreatment", "ALERT_Tutorial_DungeonPortal": "ALERT_Tutorial_DungeonPortal", "ALERT_Tutorial_EnergyStatus": "ALERT_Tutorial_EnergyStatus", "ALERT_Tutorial_GameObjective": "ALERT_Tutorial_GameObjective", "ALERT_Tutorial_GameSpeed": "ALERT_Tutorial_GameSpeed", "ALERT_Tutorial_GoddessTears": "ALERT_Tutorial_GoddessTears", "ALERT_Tutorial_Health": "ALERT_Tutorial_Health", "ALERT_Tutorial_Hunger": "ALERT_Tutorial_Hunger", "ALERT_Tutorial_Inspect": "ALERT_Tutorial_Inspect", "ALERT_Tutorial_InventoryItemInteraction": "ALERT_Tutorial_InventoryItemInteraction", "ALERT_Tutorial_InventoryManagement": "ALERT_Tutorial_InventoryManagement", "ALERT_Tutorial_ItemWeight": "ALERT_Tutorial_ItemWeight", "ALERT_Tutorial_LevelUp": "ALERT_Tutorial_LevelUp", "ALERT_Tutorial_MoodStatus": "ALERT_Tutorial_MoodStatus", "ALERT_Tutorial_MultiSelect": "ALERT_Tutorial_MultiSelect", "ALERT_Tutorial_Research": "ALERT_Tutorial_Research", "ALERT_Tutorial_RoomType": "ALERT_Tutorial_RoomType", "ALERT_Tutorial_SkillReset": "ALERT_Tutorial_SkillReset", "ALERT_Tutorial_SkillsAbility": "ALERT_Tutorial_SkillsAbility", "ALERT_Tutorial_Storage": "ALERT_Tutorial_Storage", "ALERT_Tutorial_StressStatus": "ALERT_Tutorial_StressStatus", "ALERT_Tutorial_TaskPriority": "ALERT_Tutorial_TaskPriority", "ALERT_Tutorial_Tooltip": "ALERT_Tutorial_Tooltip", "ALERT_Tutorial_UnitBehaviorOptions": "ALERT_Tutorial_UnitBehaviorOptions", "ALERT_Tutorial_UnitFire": "ALERT_Tutorial_UnitFire", "ALERT_VeryExhausted": "ALERT_VeryExhausted", "ALERT_VeryHeavy": "ALERT_VeryHeavy", "ALERT_VeryHungry": "ALERT_VeryHungry", "ALERT_VeryLowMood": "ALERT_VeryLowMood", "ALERT_VeryStressed": "ALERT_VeryStressed", "APTITUDES & CAPABILITIES": "APTITUDES ET CAPACITÉS", "ASTUCE : Comprendre les statistiques et les traits des ennemis est essentiel en combat. Inspectez activement les nouveaux types d'ennemis.": "ASTUCE : Comprendre les statistiques et les traits des ennemis est essentiel en combat. Inspectez activement les nouveaux types d'ennemis.", "ASTUCE : Dans le didacticiel, certains chemins peuvent rester bloqués tant que vous n'avez pas terminé la quête.": "ASTUCE : Dans le didacticiel, certains chemins peuvent rester bloqués tant que vous n'avez pas terminé la quête.", "ASTUCE : L'unité ne peut pas se nourrir elle-même. Si une autre unité possède de la nourriture, vous pouvez la lui donner.": "ASTUCE : L'unité ne peut pas se nourrir elle-même. Si une autre unité possède de la nourriture, vous pouvez la lui donner.", "ASTUCE : Le jeu s'enregistre automatiquement à chaque changement de carte.": "ASTUCE : Le jeu s'enregistre automatiquement à chaque changement de carte.", "ASTUCE : Le niveau de corruption du donjon est": "ASTUCE : Le niveau de corruption du donjon est", "ASTUCE : Les Lizardmen n'aiment pas la nourriture végétarienne. En interdisant les repas végétariens, vous pouvez les empêcher d'en manger et maintenir leur": "ASTUCE : Les Lizardmen n'aiment pas la nourriture végétarienne. En interdisant les repas végétariens, vous pouvez les empêcher d'en manger et maintenir leur", "ASTUCE : Les unités de haut niveau attendent une meilleure satisfaction de": "ASTUCE : Les unités de haut niveau attendent une meilleure satisfaction de", "ASTUCE : Les unités de niveau supérieur attendent un meilleur traitement, donc gérez soigneusement la nourriture, l'équipement et les installations pour éviter le mécontentement.": "ASTUCE : Les unités de niveau supérieur attendent un meilleur traitement, donc gérez soigneusement la nourriture, l'équipement et les installations pour éviter le mécontentement.", "ASTUCE : Lorsqu'une entité est sélectionnée, le 'Menu de construction' est masqué. Annulez d'abord la sélection pour commencer à construire.": "ASTUCE : Lorsqu'une entité est sélectionnée, le 'Menu de construction' est masqué. Annulez d'abord la sélection pour commencer à construire.", "ASTUCE : Quand un": "ASTUCE : Quand un", "ASTUCE : Une unité de niveau 1 a suffisamment de SP pour apprendre une compétence active et une compétence passive. Les compétences sont essentielles, assurez-vous de les apprendre et de les utiliser efficacement !": "ASTUCE : Une unité de niveau 1 a suffisamment de SP pour apprendre une compétence active et une compétence passive. Les compétences sont essentielles, assurez-vous de les apprendre et de les utiliser efficacement !", "ASTUCE : Utilisez de l'onguent pour récupérer de la santé lorsque la santé de l'unité est faible.": "ASTUCE : Utilisez de l'onguent pour récupérer de la santé lorsque la santé de l'unité est faible.", "ASTUCE : Vous pouvez mettre le temps en pause même pendant le combat pour planifier votre prochain mouvement ou assigner des actions avant de reprendre.": "ASTUCE : Vous pouvez mettre le temps en pause même pendant le combat pour planifier votre prochain mouvement ou assigner des actions avant de reprendre.", "ASTUCE : Vous pouvez revoir les commandes du jeu et tout le contenu du guide en appuyant sur le menu d'aide en haut à droite de l'écran ou la touche Verr. Maj.": "ASTUCE : Vous pouvez revoir les commandes du jeu et tout le contenu du guide en appuyant sur le menu d'aide en haut à droite de l'écran ou la touche Verr. Maj.", "ASTUCE : il n'existe pas de fonction pour placer manuellement dans le stockage les objets portés par une unité.": "ASTUCE : il n'existe pas de fonction pour placer manuellement dans le stockage les objets portés par une unité.", "ASTUCE : la nourriture au mauvais goût peut réduire le": "ASTUCE : la nourriture au mauvais goût peut réduire le", "ASTUCE : pour être considérée comme un espace intérieur, la zone doit être entièrement fermée par des murs et des portes, y compris aux angles.": "ASTUCE : pour être considérée comme un espace intérieur, la zone doit être entièrement fermée par des murs et des portes, y compris aux angles.", "ASTUCE : utilisez 'Attendre les ordres' lorsque vous devez maintenir la formation pendant le combat.": "ASTUCE : utilisez 'Attendre les ordres' lorsque vous devez maintenir la formation pendant le combat.", "ASTUCE: Certaines attaques à distance consomment des munitions, comme les flèches. Veillez à ne pas en manquer.": "ASTUCE: Certaines attaques à distance consomment des munitions, comme les flèches. Veillez à ne pas en manquer.", "ASTUCE: Utilisez l'option de comportement 'Prioriser le sommeil' pour aider à restaurer l'énergie efficacement.": "ASTUCE: Utilisez l'option de comportement 'Prioriser le sommeil' pour aider à restaurer l'énergie efficacement.", "AVAILABLE BACKGROUND TRAITS (weight)": "TRAITS DE PARCOURS DISPONIBLES (poids)", "AVAILABLE INDIVIDUAL TRAITS (weight)": "TRAITS INDIVIDUELS DISPONIBLES (poids)", "Aaaaaaah !!! À l'aide !!!": "Aaaaaaah !!! À l'aide !!!", "Aaah, sauvez-moi !": "Aaah, sauvez-moi !", "Abandoned Farm": "Ferme abandonnée", "Abandoned Hut Chest1": "Abandoned Hut Chest1", "Abandoned Infirmary": "Infirmerie abandonnée", "Abandoned Mana Device": "Dispositif de mana abandonné", "Abandoned Mine": "Mine abandonnée", "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "La mine abandonnée utilise toujours son étage sûr - le passage est désactivé (ShouldForceSafeFloor)", "Abandoned Mine forces its safe floor": "La mine abandonnée force son étage sûr", "Abandoned Village 1": "Village abandonné 1", "Abandoned Village 2": "Village abandonné 2", "Abandoned Village 3": "Village abandonné 3", "Abandoned Village 4": "Village abandonné 4", "Abandoned Village 5": "Village abandonné 5", "Abattre": "Abattre", "Abattre - Dungeon Settlers Wiki": "Abattre - Dungeon Settlers Wiki", "Abattre icon": "Icône Abattre", "Abattre portée et zone affichées sur une salle de donjon": "Abattre portée et zone affichées sur une salle de donjon", "Abattre range and area shown on a dungeon room": "Abattre : portée et zone affichées dans une salle de donjon", "Abeille": "Abeille", "Abeille - Dungeon Settlers Wiki": "Abeille - Dungeon Settlers Wiki", "Abeille de l'Abîme": "Abeille de l'Abîme", "Abeille de l'Abîme - Dungeon Settlers Wiki": "Abeille de l'Abîme - Dungeon Settlers Wiki", "Abeille de l'Abîme variante": "Abeille de l'Abîme variante", "Abeille icon": "Icône Abeille", "Abeille variant": "Abeille (variante)", "Abeille variante": "Abeille variante", "Aberration Single-Faction Patrol": "Aberration Single-Faction Patrol", "Abilities scale on": "Les capacités dépendent de", "Abnormal Beast": "Bête anormale", "About 100, 200, 300, 400, 500, 600, 700 per successive rank": "Environ 100, 200, 300, 400, 500, 600, 700 par rang successif", "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing": "Environ 120 or (niv. 1) jusqu'à environ 4 200 or (niv. 12), plus une petite variation aléatoire", "About 18 minutes": "Environ 18 minutes", "About 18 real minutes at 1x speed": "Environ 18 minutes réelles à vitesse 1x", "About 2-5 total across the six stats at generation": "Environ 2-5 au total sur les six statistiques à la génération", "About 30% head / 70% body": "Environ 30 % tête / 70 % corps", "About 5 tiles from the summoner": "Environ 5 cases de l'invocateur", "Above, the cl...": "Au-dessus, les nu...", "Absence du vice-capitaine": "Absence du vice-capitaine", "Absence du vice-capitaine - Dungeon Settlers Wiki": "Absence du vice-capitaine - Dungeon Settlers Wiki", "Absolute": "Absolu", "Absolute (can't be removed)": "Absolu (ne peut pas être retiré)", "Absorption de nutriments": "Absorption de nutriments", "Absorption de nutriments - Dungeon Settlers Wiki": "Absorption de nutriments - Dungeon Settlers Wiki", "Absorption de nutriments icon": "Absorption de nutriments icon", "Absorption de sang de l'arbre de sang": "Absorption de sang de l'arbre de sang", "Absorption de sang de l'arbre de sang - Dungeon Settlers Wiki": "Absorption de sang de l'arbre de sang - Dungeon Settlers Wiki", "Absorption de sang de l'arbre de sang icon": "Absorption de sang de l'arbre de sang icon", "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "Pierres de mana abondantes GAMESYSTEM_Environment_{affecterName}", "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "Pierre abondante GAMESYSTEM_Environment_{affecterName}", "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "Bois abondant GAMESYSTEM_Environment_{affecterName}", "AbundantStone": "AbundantStone", "AbundantWood": "AbundantWood", "Abyss Boss Treasure Chest (~Floor 10)": "Coffre au trésor du boss de l'Abysse (~Étage 10)", "Abyss Common Boss Portal": "Abyss Common Boss Portal", "Abyss Common Combat Floor1": "Abyss Common Combat Floor1", "Abyss Common Combat Floor10": "Abyss Common Combat Floor10", "Abyss Common Combat Floor11": "Abyss Common Combat Floor11", "Abyss Common Combat Floor12": "Abyss Common Combat Floor12", "Abyss Common Combat Floor13": "Abyss Common Combat Floor13", "Abyss Common Combat Floor14": "Abyss Common Combat Floor14", "Abyss Common Combat Floor15": "Abyss Common Combat Floor15", "Abyss Common Combat Floor16": "Abyss Common Combat Floor16", "Abyss Common Combat Floor17": "Abyss Common Combat Floor17", "Abyss Common Combat Floor18": "Abyss Common Combat Floor18", "Abyss Common Combat Floor19": "Abyss Common Combat Floor19", "Abyss Common Combat Floor2": "Abyss Common Combat Floor2", "Abyss Common Combat Floor20": "Abyss Common Combat Floor20", "Abyss Common Combat Floor3": "Abyss Common Combat Floor3", "Abyss Common Combat Floor4": "Abyss Common Combat Floor4", "Abyss Common Combat Floor5": "Abyss Common Combat Floor5", "Abyss Common Combat Floor6": "Abyss Common Combat Floor6", "Abyss Common Combat Floor7": "Abyss Common Combat Floor7", "Abyss Common Combat Floor8": "Abyss Common Combat Floor8", "Abyss Common Combat Floor9": "Abyss Common Combat Floor9", "Abyss Common Entry": "Abyss Common Entry", "Abyss Common Horizontal Corridor 1": "Abyss Common Horizontal Corridor 1", "Abyss Common Horizontal Corridor 2": "Abyss Common Horizontal Corridor 2", "Abyss Common Horizontal Corridor 3": "Abyss Common Horizontal Corridor 3", "Abyss Common Horizontal Corridor Block": "Abyss Common Horizontal Corridor Block", "Abyss Common Portal": "Abyss Common Portal", "Abyss Common Treasure Floor R1 Hight": "Abyss Common Treasure Floor R1 Hight", "Abyss Common Treasure Floor R1 Low": "Abyss Common Treasure Floor R1 Low", "Abyss Common Treasure Floor R2 Hight": "Abyss Common Treasure Floor R2 Hight", "Abyss Common Treasure Floor R2 Low": "Abyss Common Treasure Floor R2 Low", "Abyss Common Treasure Floor1": "Abyss Common Treasure Floor1", "Abyss Common Treasure Floor10": "Abyss Common Treasure Floor10", "Abyss Common Treasure Floor15": "Abyss Common Treasure Floor15", "Abyss Common Treasure Floor2": "Abyss Common Treasure Floor2", "Abyss Common Treasure Floor20": "Abyss Common Treasure Floor20", "Abyss Common Treasure Floor3": "Abyss Common Treasure Floor3", "Abyss Common Treasure Floor4": "Abyss Common Treasure Floor4", "Abyss Common Treasure Floor5": "Abyss Common Treasure Floor5", "Abyss Common Treasure Floor6": "Abyss Common Treasure Floor6", "Abyss Common Treasure Floor7": "Abyss Common Treasure Floor7", "Abyss Common Treasure Floor8": "Abyss Common Treasure Floor8", "Abyss Common Treasure Floor9": "Abyss Common Treasure Floor9", "Abyss F1": "Abîme F1", "Abyss F1-F11": "Abyss F1-F11", "Abyss F1-F2": "Abyss F1-F2", "Abyss F1-F6": "Abîme F1-F6", "Abyss F1-F9": "Abîme F1-F9", "Abyss F10": "Abyss F10", "Abyss F13": "Abyss F13", "Abyss F13-F17": "Abyss F13-F17", "Abyss F13-F18": "Abyss F13-F18", "Abyss F14-F19": "Abyss F14-F19", "Abyss F15": "Abyss F15", "Abyss F16": "Abyss F16", "Abyss F17": "Abyss F17", "Abyss F18": "Abyss F18", "Abyss F19": "Abyss F19", "Abyss F2": "Abîme F2", "Abyss F2-F12": "Abyss F2-F12", "Abyss F3": "Abîme F3", "Abyss F3-F16": "Abyss F3-F16", "Abyss F4": "Abyss F4", "Abyss F4-F12": "Abyss F4-F12", "Abyss F4-F16": "Abyss F4-F16", "Abyss F4-F7": "Abîme F4-F7", "Abyss F4-F8": "Abîme F4-F8", "Abyss F4-F9": "Abîme F4-F9", "Abyss F5": "Abyss F5", "Abyss F5-F9": "Abîme F5-F9", "Abyss F6": "Abîme E6", "Abyss F6-F15": "Abyss F6-F15", "Abyss F6-F8": "Abîme F6-F8", "Abyss F7-F15": "Abyss F7-F15", "Abyss F7-F8": "Abîme F7-F8", "Abyss F9": "Abîme F9", "Abyss High-Level Treasure Chest": "Coffre au trésor de l'Abîme niveau élevé", "Abyss Ladybug": "Coccinelle de l'Abîme", "Abyss Ladybug - Dungeon Settlers Wiki": "Coccinelle de l'Abîme - Dungeon Settlers Wiki", "Abyss Ladybug icon": "Icône de la Coccinelle de l'Abîme", "Abyss Ladybug variant": "Variante Abyss Ladybug", "Abyss Low-Level Treasure Chest": "Coffre au trésor de l'Abîme niveau faible", "Abyss Weak Acid Insect": "Insecte acide faible de l'Abîme", "Abyss Weak Acid Insect - Dungeon Settlers Wiki": "Insecte acide faible de l'Abîme - Dungeon Settlers Wiki", "Abyss Weak Acid Insect icon": "Insecte acide faible de l'Abîme icon", "Abyss Weak Acid Insect variant": "Variante Insecte acide faible de l'Abysse", "Abyss form": "Forme d'Abîme", "Abyss variant": "Variante abyssale", "Abyss variants": "Variantes de l'Abîme", "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "Les monstres corrompus par l'abîme dans l'Abîme infini partagent l'illustration de la forme de base avec une teinte abyssale ; les statistiques diffèrent.", "Abyss-corrupted variant": "Variante corrompue par l'Abîme", "Abyss-variant monsters reuse their base form's sprite art, so their animations are identical to the sets above. They are listed here by name only:": "Les monstres variantes de l'Abîme réutilisent les sprites de leur forme de base, leurs animations sont donc identiques aux jeux ci-dessus. Ils sont listés ici par nom seulement :", "Abyss_Standard": "Abyss_Standard", "Abîme": "Abîme", "Abîme (1)": "Abîme (1)", "Abîme infini": "Abîme infini", "Abîme infini - Dungeon Settlers Wiki": "Abîme infini - Dungeon Settlers Wiki", "Access the research window by selecting a <": "Accédez à la fenêtre de recherche en sélectionnant un <", "Accessoires d'étude mystique": "Accessoires d'étude mystique", "Accessoires d'étude mystique - Dungeon Settlers Wiki": "Accessoires d'étude mystique - Dungeon Settlers Wiki", "Accorde": "Accorde", "Accorde Aura gardienne mineure aux unités du joueur dans un rayon de 7 pendant 10 secon...": "Accorde Aura gardienne mineure aux unités du joueur dans un rayon de 7 pendant 10 secon...", "Accorde Aura gardienne mineure aux unités du joueur dans un rayon de 7 pendant 10 secondes.": "Accorde Aura gardienne mineure aux unités du joueur dans un rayon de 7 pendant 10 secondes.", "Accorde Bouclier égal à 120% de Santé actuelle perdue pendant 12 secondes. 3 energy - 18s cooldown Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Accorde Bouclier égal à 120% de Santé actuelle perdue pendant 12 secondes. 3 énergie - 18s de recharge Effets : • Bouclier (sur le lanceur) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Accorde Bouclier égal à 120% de Santé actuelle perdue pendant 12 secondes. 3 énergie - 18s de recharge Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Accorde Bouclier égal à 120% de Santé actuelle perdue pendant 12 secondes. 3 énergie - 18s de recharge Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Accorde Bouclier équivalent à 5% de Santé maximale pendant 5 secondes lorsqu'il inflige des effets négatifs aux unités ennemies. Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Accorde Bouclier équivalent à 5% de Santé maximale pendant 5 secondes lorsqu'il inflige des effets négatifs aux unités ennemies. Effets : • Bouclier (sur le lanceur) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Accorde Bouclier équivalent à 5% de Santé maximale pendant 5 secondes lorsqu'il inflige des effets négatifs aux unités ennemies. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Accorde Bouclier équivalent à 5% de Santé maximale pendant 5 secondes lorsqu'il inflige des effets négatifs aux unités ennemies. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Accorde Fortification et Lent pendant 25 secondes. Tant que cette compétence est active, Réduction des dégâts (Garde) augmente de 35%. 5 energy - 30s cooldown Effects: • Fortification (on user): +35% Probabilité de Garde • Lent (on user): -30% Vitesse de déplacement": "Accorde Fortification et Lent pendant 25 secondes. Tant que cette compétence est active, Réduction des dégâts (Garde) augmente de 35%. 5 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur) : +35% Probabilité de Garde • Lent (sur l'utilisateur) : -30% Vitesse de déplacement", "Accorde Fortification et Lent pendant 25 secondes. Tant que cette compétence est active, Réduction des dégâts (Garde) augmente de 35%. 5 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde • Lent (sur l'utilisateur): -30% Vitesse de déplacement": "Accorde Fortification et Lent pendant 25 secondes. Tant que cette compétence est active, Réduction des dégâts (Garde) augmente de 35%. 5 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde • Lent (sur l'utilisateur): -30% Vitesse de déplacement", "Accorde Forêt des Bêtes aux monstres de type Bête.": "Accorde Forêt des Bêtes aux monstres de type Bête.", "Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.": "Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.", "Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes...": "Accorde Lumière de la torche aux unités alliées dans un rayon de 3 pendant 10 secondes...", "Accorde l'immunité contre": "Accorde l'immunité contre", "Accorde l'immunité contre Combustion.": "Accorde l'immunité contre Combustion.", "Accorde l'immunité contre Poison.": "Accorde l'immunité contre Poison.", "Accorde l'immunité contre Saignement.": "Accorde l'immunité contre Saignement.", "Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit": "Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit", "Accordé par 1 objet": "Accordé par 1 objet", "Accordé par l'événement du donjon": "Accordé par l'événement du donjon", "Accordé par un bâtiment placé": "Accordé par un bâtiment placé", "Accroupi sur le sol et examinant les restes du golem détruit, il vous regarde lentement comme s'il était fatigué.": "Accroupi sur le sol et examinant les restes du golem détruit, il vous regarde lentement comme s'il était fatigué.", "AccumBaseTimeCondition": "AccumBaseTimeCondition", "Accélération": "Accélération", "Accélération - Dungeon Settlers Wiki": "Accélération - Dungeon Settlers Wiki", "Accélération icon": "Icône Accélération", "Acid Bug investigation done, here's your reward": "L'enquête sur l'Insecte acide est terminée, voici ta récompense", "Acid Insect Random": "Insecte acide Aléatoire", "Acid Slogel": "Slogel acide", "Acid Slogel - Dungeon Settlers Wiki": "Acid Slogel - Dungeon Settlers Wiki", "Acid Slogel Random": "Slogel acide aléatoire", "Acid Slogel icon": "Icône d'Acid Slogel", "Acid Slogel variant": "Acid Slogel (variante)", "Acid Slogel variante": "Slogel acide variante", "AcidSlogel": "AcidSlogel", "Acquire the Stake support skill tree. Gain {0}": "Acquérir l'arbre de compétences de soutien Pieu. Gagnez {0}", "Acquire the Stake support skill tree. Gain {0} Point de compétence secondaire.": "Acquérir l'arbre de compétences de soutien Pieu. Gagnez {0} Point de compétence secondaire.", "Acquire the spear skill tree. Gain {0}": "Acquérir l'arbre de compétences de la lance. Gagnez {0}", "Acquire the spear skill tree. Gain {0} Point de compétence principals.": "Acquérir l'arbre de compétences de la lance. Gagnez {0} Point de compétence principal.", "Acquisition de sangsue infernale terminée": "Acquisition de sangsue infernale terminée", "Acquisition de sangsue infernale terminée - Dungeon Settlers Wiki": "Acquisition de sangsue infernale terminée - Dungeon Settlers Wiki", "Acquérez l'arbre de compétences auxiliaires de pieu. Gagnez 5": "Acquérez l'arbre de compétences auxiliaires de pieu. Gagnez 5", "Acquérez l'arbre de compétences auxiliaires de pieu. Gagnez 5 Point de compétence secon...": "Acquérez l'arbre de compétences auxiliaires de pieu. Gagnez 5 Point de compétence secon...", "Acquérez l'arbre de compétences auxiliaires de pieu. Gagnez 5 Point de compétence secondaire.": "Acquérez l'arbre de compétences auxiliaires de pieu. Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences Forteresse. Gagnez 5": "Acquérir l'arbre de compétences Forteresse. Gagnez 5", "Acquérir l'arbre de compétences Forteresse. Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences Forteresse. Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences Harmonie. Gagnez 5": "Acquérir l'arbre de compétences Harmonie. Gagnez 5", "Acquérir l'arbre de compétences Harmonie. Gagnez 5Point de compétence secondaire.": "Acquérir l'arbre de compétences Harmonie. Gagnez 5Point de compétence secondaire.", "Acquérir l'arbre de compétences blitz. Gagnez 5": "Acquérir l'arbre de compétences blitz. Gagnez 5", "Acquérir l'arbre de compétences blitz. Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences blitz. Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences d'explosion. Gagnez 5": "Acquérir l'arbre de compétences d'explosion. Gagnez 5", "Acquérir l'arbre de compétences d'explosion. Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences d'explosion. Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences d'exécution. Gagnez 5": "Acquérir l'arbre de compétences d'exécution. Gagnez 5", "Acquérir l'arbre de compétences d'exécution. Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences d'exécution. Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences de l'arc Gagnez 5": "Acquérir l'arbre de compétences de l'arc Gagnez 5", "Acquérir l'arbre de compétences de l'arc Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de l'arc Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences de l'épée Gagnez 5": "Acquérir l'arbre de compétences de l'épée Gagnez 5", "Acquérir l'arbre de compétences de l'épée Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de l'épée Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences de l'épée à deux mains Gagnez 5": "Acquérir l'arbre de compétences de l'épée à deux mains Gagnez 5", "Acquérir l'arbre de compétences de l'épée à deux mains Gagnez 5 Point de compétence pri...": "Acquérir l'arbre de compétences de l'épée à deux mains Gagnez 5 Point de compétence pri...", "Acquérir l'arbre de compétences de l'épée à deux mains Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de l'épée à deux mains Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences de la Grande épée Gagnez 5": "Acquérir l'arbre de compétences de la Grande épée Gagnez 5", "Acquérir l'arbre de compétences de la Grande épée Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de la Grande épée Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences de la magie de l'eau Gagnez 5": "Acquérir l'arbre de compétences de la magie de l'eau Gagnez 5", "Acquérir l'arbre de compétences de la magie de l'eau Gagnez 5 Point de compétence princ...": "Acquérir l'arbre de compétences de la magie de l'eau Gagnez 5 Point de compétence princ...", "Acquérir l'arbre de compétences de la magie de l'eau Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de la magie de l'eau Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences de lance. Gagnez 5": "Acquérir l'arbre de compétences de lance. Gagnez 5", "Acquérir l'arbre de compétences de lance. Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de lance. Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences de magie de feu. Gagnez 5": "Acquérir l'arbre de compétences de magie de feu. Gagnez 5", "Acquérir l'arbre de compétences de magie de feu. Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences de magie de feu. Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences des armes contondantes Gagnez 5": "Acquérir l'arbre de compétences des armes contondantes Gagnez 5", "Acquérir l'arbre de compétences des armes contondantes Gagnez 5 Point de compétence pri...": "Acquérir l'arbre de compétences des armes contondantes Gagnez 5 Point de compétence pri...", "Acquérir l'arbre de compétences des armes contondantes Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences des armes contondantes Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences du bouclier. Gagnez 5": "Acquérir l'arbre de compétences du bouclier. Gagnez 5", "Acquérir l'arbre de compétences du bouclier. Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences du bouclier. Gagnez 5 Point de compétence principal.", "Acquérir l'arbre de compétences du gardien. Gagnez 5": "Acquérir l'arbre de compétences du gardien. Gagnez 5", "Acquérir l'arbre de compétences du gardien. Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences du gardien. Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences du guerrier Gagnez 5": "Acquérir l'arbre de compétences du guerrier Gagnez 5", "Acquérir l'arbre de compétences du guerrier Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences du guerrier Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences « Marée » Gagnez 5": "Acquérir l'arbre de compétences « Marée » Gagnez 5", "Acquérir l'arbre de compétences « Marée » Gagnez 5 Point de compétence secondaire.": "Acquérir l'arbre de compétences « Marée » Gagnez 5 Point de compétence secondaire.", "Acquérir l'arbre de compétences «Magie de la nature». Gagnez 5": "Acquérir l'arbre de compétences «Magie de la nature». Gagnez 5", "Acquérir l'arbre de compétences «Magie de la nature». Gagnez 5 Point de compétence prin...": "Acquérir l'arbre de compétences «Magie de la nature». Gagnez 5 Point de compétence prin...", "Acquérir l'arbre de compétences «Magie de la nature». Gagnez 5 Point de compétence principal.": "Acquérir l'arbre de compétences «Magie de la nature». Gagnez 5 Point de compétence principal.", "Acron Processing Complete": "Traitement des glands terminé", "Action": "Action", "Activate it": "L'activer", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Activez le mode de ramassage en cliquant sur le bouton « Ramasser » en bas à droite ou en appuyant sur la touche C.", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb": "Activez le mode de ramassage en cliquant sur le bouton « Ramasser » en bas à droite ou en appuyant sur la touche C. Les objets ramassés sont stockés dans le <color=#ccb", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Activez le mode de ramassage en cliquant sur le bouton « Ramasser » en bas à droite ou en appuyant sur la touche C.", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb": "Activez le mode de ramassage en cliquant sur le bouton « Ramasser » en bas à droite ou en appuyant sur la touche C. Les objets ramassés sont stockés dans le <color=#ccb", "Activates the Developer's Letter event.": "Active l'événement Lettre du développeur.", "Active": "Actif", "Active skills": "Compétences actives", "Active team": "Équipe active", "Active team name": "Nom de l'équipe active", "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.": "Un bonus permanent semblable à un trait qu'une unité peut obtenir en montant de niveau ou posséder dès son recrutement. Les inscriptions accordent des bonus de statistiques, des arbres de compétences entiers ou des effets spéciaux, et existent en raretés Commune/Peu commune/Rare/Légendaire. Il y en a 96 au total.", "Activer compétences auto": "Activer compétences auto", "Activer/désactiver l'attaque automatique": "Activer/désactiver l'attaque automatique", "Activer/désactiver l'attente d'ordres": "Activer/désactiver l'attente d'ordres", "Activer/désactiver la priorité au repos": "Activer/désactiver la priorité au repos", "Actives": "Actives", "Activez le mode de ramassage en cliquant sur le bouton 'Ramasser' en bas à droite ou en appuyant sur la touche C.": "Activez le mode de ramassage en cliquant sur le bouton 'Ramasser' en bas à droite ou en appuyant sur la touche C.", "Activé - desc": "Activé - desc", "Activé - name": "Activé - name", "Actuellement, les unités interagissent à peine entre elles. D'autres interactions seront ajoutées dans de futures mises à jour.": "Actuellement, les unités interagissent à peine entre elles. D'autres interactions seront ajoutées dans de futures mises à jour.", "Add a shield in the off-hand": "Ajouter un bouclier en main secondaire", "Add all": "Tout ajouter", "Add an inscription": "Ajouter une inscription", "Add an inscription by name, rarity or category...": "Ajouter une inscription par nom, rareté ou catégorie...", "Add every obtainable": "Ajouter chaque obtenable", "Add just this unit to one of your teams": "Ajouter uniquement cette unité à l'une de vos équipes", "Add mood sources": "Ajouter des sources d'humeur", "Add more below -": "Ajoutez-en plus ci-dessous -", "Add shield": "Ajouter un bouclier", "Add to": "Ajouter à", "Add to my roster": "Ajouter à ma liste", "Added (38)": "Ajouté (38)", "Added (5)": "Ajouté (5)", "Added ({#})": "Ajouté ({#})", "Added - click to remove": "Ajouté - cliquez pour retirer", "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "Augmentation supplémentaire des points de compétence (Accordée en bonus de ce montant lors du passage aux niveaux 3, 5, 7, 9, 11)", "AdditionalIndividualTraitGrantChance": "AdditionalIndividualTraitGrantChance", "AdditionalPricesByInscriptionRarity": "AdditionalPricesByInscriptionRarity", "AdditionalPricesByLevel": "AdditionalPricesByLevel", "AdditionalSubSkillTreeGrantChance": "AdditionalSubSkillTreeGrantChance", "Adds": "Ajoute", "Adjusts stats according to difficulty.": "Adjusts stats according to difficulty.", "Advanced - input my stats": "Avancé - saisir mes statistiques", "Advanced ON - my stats override the sheet": "Avancé ACTIVÉ - mes stats remplacent la fiche", "Advanced Stone Housing Complete": "Logement en pierre avancé terminé", "Advanced Wooden Housing Complete": "Logement en bois avancé terminé", "Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.": "Avancé, à vos propres risques. Cet article décrit les fichiers bruts sur le disque. Sauvegardez toujours une partie avant d'y toucher : une mauvaise modification peut bloquer définitivement une campagne.", "Affaibli": "Affaibli", "Affaibli - Dungeon Settlers Wiki": "Affaibli - Dungeon Settlers Wiki", "Affaibli icon": "Icône Affaibli", "Affaiblissement": "Affaiblissement", "Affaiblissement de l'Agilité": "Affaiblissement de l'Agilité", "Affaiblissement de l'Agilité - Dungeon Settlers Wiki": "Affaiblissement de l'Agilité - Dungeon Settlers Wiki", "Affaiblissement de l'Agilité icon": "Affaiblissement de l'Agilité icon", "Affaiblissement de l'Intelligence": "Affaiblissement de l'Intelligence", "Affaiblissement de l'Intelligence - Dungeon Settlers Wiki": "Affaiblissement de l'Intelligence - Dungeon Settlers Wiki", "Affaiblissement de l'Intelligence icon": "Affaiblissement de l'Intelligence icon", "Affaiblissement de la Constitution": "Affaiblissement de la Constitution", "Affaiblissement de la Constitution - Dungeon Settlers Wiki": "Affaiblissement de la Constitution - Dungeon Settlers Wiki", "Affaiblissement de la Constitution icon": "Affaiblissement de la Constitution icon", "Affaiblissement de la Force": "Affaiblissement de la Force", "Affaiblissement de la Force - Dungeon Settlers Wiki": "Affaiblissement de la Force - Dungeon Settlers Wiki", "Affaiblissement de la Force icon": "Affaiblissement de la Force icon", "Affaiblissement de la Perception": "Affaiblissement de la Perception", "Affaiblissement de la Perception - Dungeon Settlers Wiki": "Affaiblissement de la Perception - Dungeon Settlers Wiki", "Affaiblissement de la Perception icon": "Affaiblissement de la Perception icon", "Affaiblissement de la Volonté": "Affaiblissement de la Volonté", "Affaiblissement de la Volonté - Dungeon Settlers Wiki": "Affaiblissement de la Volonté - Dungeon Settlers Wiki", "Affaiblissement de la Volonté icon": "Affaiblissement de la Volonté icon", "Affaiblissements": "Affaiblissements", "Affamé": "Affamé", "Affamé - Dungeon Settlers Wiki": "Affamé - Dungeon Settlers Wiki", "Affamé icon": "Affamé icône", "AffectCondition_": "AffectCondition_", "Affecter": "Affecteur", "AffecterAdded": "AffecterAdded", "AffecterPresent": "AffecterPresent", "AffecterTable.json": "AffecterTable.json", "AffecterTick": "AffecterTick", "AffecterTriggeringTickCount": "AffecterTriggeringTickCount", "Affecters": "Affecters", "Affiche toujours une expression étrange.": "Affiche toujours une expression étrange.", "Affiche un": "Affiche un", "Affiche un Talent remarquable et croît plus vite que la plupart des autres. Monter de niveau gain de statistiques : 3~6": "Affiche un Talent remarquable et croît plus vite que la plupart des autres. Monter de niveau gain de statistiques : 3~6", "Affrontez un puissant chef de zone dans la première région.": "Le niveau de progression global de votre clan (1 à 7 définis, plafonné à 2 dans le build actuel). Les rangs supérieurs augmentent la limite de population, améliorent le recrutement et débloquent des salles et des recherches.", "Affrontez un puissant monstre boss dans la première région.": "Affrontez un puissant monstre boss dans la première région.", "Affûtage de lame": "Affûtage de lame", "Affûtage de lame - Dungeon Settlers Wiki": "Affûtage de lame - Dungeon Settlers Wiki", "Affûtage de lame icon": "Icône Affûtage de lame", "Affûtée et transformée en une arme redoutable.": "Affûtée et transformée en une arme redoutable.", "After a brief silence, his pen begins racing across the pag...": "Après un court silence, son stylo commence à courir sur la page", "After briefly review...": "Après avoir brièvement examiné...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.", "After finding nothing around you, you slowly lift your head and look toward the sky.": "Après ne rien trouver autour de vous, vous levez lentement la tête et regardez vers le ciel.", "After finding nothing around you, you slowly lift your head...": "Après ne rien trouver autour de toi, tu lèves lentement la tête...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...": "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.": "Après avoir perdu ses terres et être devenu un errant, {0} a conservé le port de sa vie antérieure sous un manteau usé. Même dans les salles d'auberge miteux, il tenait sa posture, et devant les étrangers, l'habitude du commandement subsistait à la fin de ses paroles. Pourtant, face au fait que personne n'était obligé de le suivre plus longtemps, il avait souvent du mal à choisir ce qu'il fallait dire.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.": "Après avoir reçu le rapport que la construction du peuplement de base est terminée, l'Inspecteur parle d'une voix égale. « Enfin, tu peux commencer l'expédition. Comme tu le sais, ces vignes épineuses maudites avalent le continent même en ce moment. » Il fait une pause, puis ajoute d'une voix basse. « Les expéditions sont envoyées à travers le continent, mais peu survivent dans les terres abandonnées. Ne baisse pas ta garde. » Après avoir dit ce qu'il avait à dire, le corbeau bat des ailes et s'envole.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....": "Après avoir reçu le rapport que la construction du peuplement de base est terminée, l'Inspecteur parle d'une voix égale....", "After regaining its strength over a long age,": "Après avoir retrouvé sa force sur une longue période,", "After returning": "Après le retour", "After rummaging around for a while, they eventually catch ...": "Après avoir fouillé pendant un moment, ils attrapent finalement...", "After rummaging around for a while, they eventually catch something suspicious and bring it to you...": "Après avoir cherché pendant un moment, ils attrappent finalement quelque chose de suspect et vous l'apportent...", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish.": "Après s'être débattu pendant un certain temps dans la zone corrompue, {0} revient finalement, grognant en traînant un grand poisson d'aspect grotesque.", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sinister purple corruption clings thickly": "Après s'être débattu pendant un certain temps dans la zone corrompue, {0} revient finalement, grognant en traînant un grand poisson d'aspect grotesque. Une corruption pourpre sinistre adhère épaisseur", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish.": "Après s'être débattu pendant un certain temps dans la zone corrompue, {0} revient finalement, grognant en traînant un grand poisson d'aspect grotesque.", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish. A sinister purple corruption clings thickly": "Après s'être débattu pendant un certain temps dans la zone corrompue, {0} revient finalement, grognant en traînant un grand poisson d'aspect grotesque. Une corruption pourpre sinistre adhère épaisseur", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...": "Après avoir survécu au rugissement de la bataille, {0} s'est glissé hors du camp une nuit, abandonnant son arme et son nom. Les cris...", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.": "Après avoir survécu au rugissement de la bataille, {0} s'est glissé hors du camp une nuit, abandonnant son arme et son nom. Les cris et les hurlements derrière lui sont restés dans ses oreilles pendant longtemps, et même sur les routes calmes, il ne cessait de regarder en arrière. Depuis ce jour, il a appris à maîtriser son souffle avant même qu'un combat ne commence.", "After the 2000-gold": "Après le plafond de 2000 or", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...": "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.": "Après des années de façonnage du bois brut, {0} se souvenait de chaque jour par les échardes et les callosités laissées dans sa paume. Ils mesuraient d'abord le chemin de la scie avec les yeux, et à chaque passage du rabot, ils regardaient où allait le grain. Pour cette raison, même en regardant les gens, ils pensaient d'abord à la forme qui aurait besoin d'un long travail de sculpture et d'un ajustement minutieux.", "After {#}": "Après {#}", "Aftereffect duration granted on mental breakdown": "Durée de l'effet secondaire accordé lors d'une dépression", "Agencement minimal remplissant toutes les conditions : sol 1x1 (1 tuiles); Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 1x1 (1 tuiles); Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 3x3 (9 tuiles); Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 3x3 (9 tuiles); Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 décorations (qualité de déco 30). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 décorations (qualité de déco 30). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 décorations (qualité de déco 35). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 décorations (qualité de déco 35). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 décorations (qualité de déco 40). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 décorations (qualité de déco 40). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 décorations (qualité de déco 80). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 4x4 (16 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 décorations (qualité de déco 80). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 décorations (qualité de déco 70). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 décorations (qualité de déco 70). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 décorations (qualité de déco 81). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 décorations (qualité de déco 81). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 3 décorations (qualité de déco 75). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur de rondins + Sol en rondins + Porte en rondins; 3 décorations (qualité de déco 75). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur en bois + Sol en bois + Porte en bois; 2 décorations (qualité de déco 65). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur en bois + Sol en bois + Porte en bois; 2 décorations (qualité de déco 65). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur en bois + Sol en bois + Porte en bois; 2 décorations (qualité de déco 70). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur en bois + Sol en bois + Porte en bois; 2 décorations (qualité de déco 70). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur en bois + Sol en bois + Porte en bois; 5 décorations (qualité de déco 140). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x4 (24 tuiles); Mur en bois + Sol en bois + Porte en bois; 5 décorations (qualité de déco 140). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x6 (36 tuiles); Mur en bois + Sol en bois + Porte en bois; 5 décorations (qualité de déco 135). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x6 (36 tuiles); Mur en bois + Sol en bois + Porte en bois; 5 décorations (qualité de déco 135). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x6 (36 tuiles); Mur en bois + Sol en bois + Porte en bois; 5 décorations (qualité de déco 141). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x6 (36 tuiles); Mur en bois + Sol en bois + Porte en bois; 5 décorations (qualité de déco 141). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 6x6 (36 tuiles); Mur en bois + Sol en bois + Porte en bois; 6 décorations (qualité de déco 150). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 6x6 (36 tuiles); Mur en bois + Sol en bois + Porte en bois; 6 décorations (qualité de déco 150). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 7x2 (14 tuiles); Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 7x2 (14 tuiles); Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 décorations (qualité de déco 270). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 décorations (qualité de déco 270). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 décorations (qualité de déco 125). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 décorations (qualité de déco 125). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 décorations (qualité de déco 130). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 décorations (qualité de déco 130). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 décorations (qualité de déco 135). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x4 (32 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 décorations (qualité de déco 135). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x6 (48 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 décorations (qualité de déco 269). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x6 (48 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 décorations (qualité de déco 269). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x6 (48 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 décorations (qualité de déco 275). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x6 (48 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 décorations (qualité de déco 275). Cliquez pour agrandir", "Agencement minimal remplissant toutes les conditions : sol 8x6 (48 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 12 décorations (qualité de déco 270). Cliquez pour agrandir": "Agencement minimal remplissant toutes les conditions : sol 8x6 (48 tuiles); Mur de pierre + Sol en pierre + Porte en pierre; 12 décorations (qualité de déco 270). Cliquez pour agrandir", "Aggro & threat": "Aggro et menace", "Aggro Correction = [1.3, 1]": "Correction d'aggro = [1.3, 1]", "Aggro Range": "Portée d'aggro", "Aggro Range = 8 tiles": "Portée d'aggro = 8 cases", "Aggro and threat": "Aggro et menace", "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "Valeur de correction d'augmentation d'aggro par type d'attaque {0} : Valeur de correction Corps à corps {1} : Valeur de correction À distance", "Aggro/threat is scaled by how you hit: melee x": "L'aggro/menace est mise à l'échelle selon votre façon de frapper : mêlée x", "AggroCorrection": "AggroCorrection", "AggroRange": "AggroRange", "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Bonus d'Agilité : Positif GAMESYSTEM_Environment_{affecterName}", "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Affaiblissement d'Agilité : Négatif GAMESYSTEM_Environment_{affecterName}", "AgilityFortify": "AgilityFortify", "AgilityWeaken": "AgilityWeaken", "Agility_": "Agility_", "Agilité": "Agilité", "Agilité - Dungeon Settlers Wiki": "Agilité - Dungeon Settlers Wiki", "Agilité icon": "Icône Agilité", "Agi×0.01": "Agi×0.01", "Agi×0.05": "Agi×0.05", "Agi×0.2": "Agi×0.2", "Agi×0.5": "Agi×0.5", "Agriculture - Dungeon Settlers Wiki": "Agriculture - Dungeon Settlers Wiki", "Agriculture de base": "Agriculture de base", "Ah non !": "Ah non !", "Ah, je vois.": "Ah, je vois.", "Ah, so that's what it was.": "Ah, c'était donc ça.", "Ah... vous êtes exigeant, n'est-ce pas.": "Ah... vous êtes exigeant, n'est-ce pas.", "Aie!": "Aie!", "Aigre-doux !": "Aigre-doux !", "Aiguisage de lame": "Aiguisage de lame", "Aiguisage de lame - Dungeon Settlers Wiki": "Aiguisage de lame - Dungeon Settlers Wiki", "Ajoute davantage de recettes de cuisine à base de monstres.": "Ajoute davantage de recettes de cuisine à base de monstres.", "Ajoute davantage de traits, y compris le parcours, l'inscription et les traits individuels.": "Ajoute davantage de traits, y compris le parcours, l'inscription et les traits individuels.", "Ajouter le jeu à votre liste de souhaits nous aide beaucoup.": "Ajouter le jeu à votre liste de souhaits nous aide beaucoup.", "Ajouté (1)": "Ajouté (1)", "Ajouté (11)": "Ajouté (11)", "Ajouté (13)": "Ajouté (13)", "Ajouté (132)": "Ajouté (132)", "Ajouté (16)": "Ajouté (16)", "Ajouté (18)": "Ajouté (18)", "Ajouté (2)": "Ajouté (2)", "Ajouté (21)": "Ajouté (21)", "Ajouté (22)": "Ajouté (22)", "Ajouté (25)": "Ajouté (25)", "Ajouté (3)": "Ajouté (3)", "Ajouté (35)": "Ajouté (35)", "Ajouté (38)": "Ajouté (38)", "Ajouté (4)": "Ajouté (4)", "Ajouté (5)": "Ajouté (5)", "Ajouté (59)": "Ajouté (59)", "Ajouté (6)": "Ajouté (6)", "Ajouté (707)": "Ajouté (707)", "Ajouté (8)": "Ajouté (8)", "Ajouté (80)": "Ajouté (80)", "Ajouté (9)": "Ajouté (9)", "Akhenaten": "Akhenaten", "Alchimie de base": "Alchimie de base", "Aldein": "Aldein", "Alert": "Alerte", "Alert Low Ammo Count": "Alerte compte bas de munitions", "AlertTable - 56 HUD alert definitions (click to expand)": "AlertTable - 56 définitions d'alertes de l'ATH (cliquez pour développer)", "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57 définitions d'alerte HUD (cliquez pour développer)", "AlertTable.json": "AlertTable.json", "Alert_": "Alert_", "Alerte sentinelle": "Alerte sentinelle", "Alerte sentinelle - Dungeon Settlers Wiki": "Alerte sentinelle - Dungeon Settlers Wiki", "Alerte sentinelle active": "Alerte sentinelle active", "Alerte sentinelle active - Dungeon Settlers Wiki": "Alerte sentinelle active - Dungeon Settlers Wiki", "Alerte sentinelle icon": "Icône de Alerte sentinelle", "Alertes et avertissements - Dungeon Settlers Wiki": "Alertes et avertissements - Dungeon Settlers Wiki", "Alerts": "Alertes", "Alerts & Warnings": "Alertes et avertissements", "Alerts and Warnings": "Alertes et avertissements", "Alerts and Warnings - Dungeon Settlers Wiki": "Alertes et avertissements - Dungeon Settlers Wiki", "Alert에 띄워주는 이벤트 발생": "Événement affiché dans une alerte", "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)": "Temps en jeu nécessaire avant qu'un événement aléatoire affiché dans l'Alerte disparaisse après son activation (1440 = 1 jour).", "Alert용, 적정 식량 보유일 수": "Pour l'Alerte : nombre de jours de réserve de nourriture approprié.", "All 110 quests, grouped by type. Anchors: link any quest as": "Les 110 quêtes, regroupées par type. Ancres : liez n'importe quelle quête comme", "All 114 quests, grouped by type. Anchors: link any quest as": "All 114 quests, grouped by type. Anchors: link any quest as", "All 31 edible items in build DS_B.0.3.26 - 29 obtainable, 2 gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "Les 31 objets comestibles de la version DS_B.0.3.26 - 29 obtenables, 2 verrouillés/non publiés. La Faim est la valeur restaurée en mangeant ; l'Humeur est le changement d'humeur à la consommation et la Durée indique combien de temps cet effet persiste. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer.", "All 372 items in build DS_B.0.3.26 - 241 obtainable, 131 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "Les 372 objets de la version DS_B.0.3.26 - 241 obtenables, 131 verrouillés/non publiés. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer. Colonnes nourriture : Humeur est le changement d'humeur à la consommation (résolu depuis l'effet d'ingestion de l'objet), Péremption est la durée de conservation en jours de jeu.", "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "Les 372 objets : rareté, type, stats, poids, prix, effets d'équipement, munitions, réparation.", "All 381 items in build DS_B.0.3.40 - 249 obtainable, 132 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "Tous les 381 éléments dans la version DS_B.0.3.40 - 249 obtenables, 132 gâtés/non libérés. Cliquez sur les en-têtes de colonne pour trier; jetons pour filtrer. Colonnes alimentaires: Humeur est le changement d'humeur à la consommation (résolu à partir de l'effet d'ingestion de l'élément), Spoils est la durée de conservation en jours de jeu.", "All 42 unique loading-screen messages (from 42 table rows - duplicates collapsed). Most are gameplay tips; a few are pure world lore about the settlers and races of the Barren Land.": "Les 42 messages uniques d'écran de chargement (issus de 42 lignes de table, doublons fusionnés). La plupart sont des astuces de gameplay ; quelques-uns relèvent du pur lore sur les colons et les races de la Terre stérile.", "All Arbre de compétences - Marée skills, in full": "Toutes les compétences de Arbre de compétences - Marée, en détail", "All Arbre de compétences : Bouclier skills, in full": "Toutes les compétences de Arbre de compétences : Bouclier, en détail", "All Arbre de compétences : Harmonie skills, in full": "Toutes les compétences de Arbre de compétences : Harmonie, en détail", "All Arbre de compétences : Lance skills, in full": "Tous les compétences de l'Arbre de compétences : Lance, en totalité", "All Arbre de compétences : Magie du feu skills, in full": "Toutes les compétences de l'Arbre de compétences : Magie du feu, au complet", "All Arbre de compétences Berserker skills, in full": "Toutes les compétences de Arbre de compétences Berserker, en détail", "All Arbre de compétences Blitz skills, in full": "Toutes les compétences de Arbre de compétences Blitz, en détail", "All Arbre de compétences Burst skills, in full": "Toutes les compétences de Arbre de compétences Burst, en détail", "All Arbre de compétences d'exécution skills, in full": "Toutes les compétences de Arbre de compétences d'exécution, en détail", "All Arbre de compétences d'épée skills, in full": "Toutes les compétences de l'Arbre de compétences d'épée, au complet", "All Arbre de compétences de l'arc skills, in full": "Toutes les compétences de l'Arbre de compétences de l'arc, au complet", "All Arbre de compétences de la forteresse skills, in full": "Toutes les compétences de Arbre de compétences de la forteresse, en détail", "All Arbre de compétences de la grande épée skills, in full": "Toutes les compétences de l'Arbre de compétences de la grande épée, au complet", "All Arbre de compétences de la magie de l'eau skills, in full": "Toutes les compétences de Arbre de compétences de la magie de l'eau, en détail", "All Arbre de compétences de magie naturelle skills, in full": "Toutes les compétences de Arbre de compétences de magie naturelle, en détail", "All Arbre de compétences des armes contondantes skills, in full": "Toutes les compétences de l'Arbre de compétences des armes contondantes, au complet", "All Arbre de compétences des enjeux skills, in full": "Tous les compétences de l'Arbre de compétences des enjeux, en totalité", "All Arbre de compétences du Gardien skills, in full": "Toutes les compétences de Arbre de compétences du Gardien, en détail", "All Arbre de compétences du Guerrier skills, in full": "Toutes les compétences de Arbre de compétences du Guerrier, en détail", "All Genius": "Tous Génie", "All Moderate (balanced)": "Tout modéré (équilibré)", "All Poor": "Tous Médiocre", "All Skill Unlock Mode": "Mode de déverrouillage de toutes les compétences", "All Skill Unlock Mode - Dungeon Settlers Wiki": "Mode Déverrouillage Toutes Compétences - Dungeon Settlers Wiki", "All Skills": "Toutes les compétences", "All Skills - Dungeon Settlers Wiki": "Toutes les compétences - Dungeon Settlers Wiki", "All bonuses": "Tous les bonus", "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "Tous les effets de bonus/malus/trait : FloatValues, durées, cumul, visibilité.", "All item drop rates reduced by 50%": "Tous les taux de butin d'objets réduits de 50%", "All of a sudden, you realize that something is watching you.": "Tout d'un coup, vous vous rendez compte que quelque chose vous regarde.", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meani": "Tout d'un coup, vous réalisez que quelque chose vous regarde. Après ne rien trouver autour de vous, vous levez lentement la tête et regardez vers le ciel. Au-dessus, les nuages se rassemblent en un étrange et meani", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.": "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.": "Bataille sale entièrement à distance. Puisque Ralentissement est appliqué, charger sans réfléchir mène facilement à un feu concentré, donc une distribution tactique des dégâts est nécessaire.", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. - Dungeon Settlers Wiki": "Bataille brute à distance. Puisque le ralentissement est appliqué, charger sans réfléchir mène facilement à des tirs concentrés, une distribution tactique des dégâts est donc nécessaire. - Dungeon Settlers Wiki", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. plan": "Bataille brute à distance. Puisque le ralentissement est appliqué, charger sans réfléchir mène facilement à des tirs concentrés, une distribution tactique des dégâts est donc nécessaire. plan", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "Bataille entièrement à distance et sale. Puisque la Lenteur est appliquée, charger sans réfléchir mène facilement au tir concentré, donc tactique...", "All research": "Toutes les recherches", "All skills with values, by weapon/magic tree": "Toutes les compétences avec valeurs, par arbre d'arme/magie", "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "Toutes les compétences : FloatValues, temps de recharge, portées, invocations (CreatureKey).", "All tables combined into one JSON object (convenience download).": "Toutes les tables combinées en un seul objet JSON (téléchargement pratique).", "All trees": "Tous les arbres", "All units/monsters: stats, skills, traits, drops, movement/vision.": "Toutes les unités/monstres : stats, compétences, traits, butin, déplacement/vision.", "All used up (level": "Toutes utilisées (niveau", "All {#} edible items in build {#} - {#} obtainable, {#} gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "Les {#} objets comestibles de la version {#} - {#} obtenables, {#} verrouillés/non publiés. La Faim est la valeur restaurée en mangeant ; l'Humeur est le changement d'humeur à la consommation et la Durée indique combien de temps cet effet persiste. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer.", "Allachie": "Allachie", "Allons, allons vers la maison nostalgique. Vers ce lieu où cette pierre qui roule peut se fixer et se reposer cent ans.": "Allons, allons vers la maison nostalgique. Vers ce lieu où cette pierre qui roule peut se fixer et se reposer cent ans.", "Allumage": "Allumage", "Allumage - Dungeon Settlers Wiki": "Allumage - Dungeon Settlers Wiki", "Allumage icon": "Icône Allumage", "Ally": "Allié", "Alors qu'elle s'occupe de la bête qu'elle a abattue, elle perçoit votre approche et se retourne vivement pour vous faire face.": "Alors qu'elle s'occupe de la bête qu'elle a abattue, elle perçoit votre approche et se retourne vivement pour vous faire face.", "Alors qu'ils se disputent vivement,": "Alors qu'ils se disputent vivement,", "Alors que": "Alors que", "Alors que la distribution de nourriture battait son plein,": "Alors que la distribution de nourriture battait son plein,", "Alors que les alentours s'apaisent un instant, vous inspirez profondément et commencez à parler.": "Alors que les alentours s'apaisent un instant, vous inspirez profondément et commencez à parler.", "Alors que les membres lancent leurs torches, les vignes collantes commencent à brûler violemment, émettant une fumée noire.": "Alors que les membres lancent leurs torches, les vignes collantes commencent à brûler violemment, émettant une fumée noire.", "Alors que vous achetez la balance de la marchande, elle vous fixe intensément.": "Alors que vous achetez la balance de la marchande, elle vous fixe intensément.", "Alors que vous leur faites signe de partir, les membres de l'expédition se grattent la tête et retournent à leurs tâches.": "Alors que vous leur faites signe de partir, les membres de l'expédition se grattent la tête et retournent à leurs tâches.", "Alors que vous lui parlez, elle s'assoit sur un rocher voisin.": "Alors que vous lui parlez, elle s'assoit sur un rocher voisin.", "Alors que vous observez les vignes épineuses à proximité,": "Alors que vous observez les vignes épineuses à proximité,", "Alors que vous poursuivez l'Expédition,": "Alors que vous poursuivez l'Expédition,", "Alors que vous regardez": "Alors que vous regardez", "Alors que vous sifflez en contretemps, un corbeau se glisse hors des lianes épineuses et se pose sur votre bras. Ses yeux brillent d'un éclat bleu, et une voix rauque se fait entendre.": "Alors que vous sifflez en contretemps, un corbeau se glisse hors des lianes épineuses et se pose sur votre bras. Ses yeux brillent d'un éclat bleu, et une voix rauque se fait entendre.", "Alors, c'est un soulagement.": "Alors, c'est un soulagement.", "Alors, dépêchons-nous.": "Alors, dépêchons-nous.", "Alpha": "Alpha", "Alpha Acid Slogel Exclusive Room 1": "Salle exclusive Alpha Acide Slogel 1", "Alpha Acid Slogel Exclusive Room 1 - Dungeon Settlers Wiki": "Salle exclusive de l'Alpha Acid Slogel 1 - Dungeon Settlers Wiki", "Alpha Acid Slogel Exclusive Room 1 map": "Carte de la Salle exclusive du Slogel acide Alpha 1", "Alpha Acid Slogel Exclusive Room 1 plan": "Plan Salle exclusive Slogel acide alpha 1", "Alpha Acid Slogel Fixed": "Alpha Acid Slogel Fixed", "Alpha Acid Slogel Random": "Alpha Acid Slogel Random", "Alpha Acid Slogel Soul Stone (works)": "Pierre d'âme de l'Alpha Acid Slogel (fonctionne)", "Alpha Acide Slogel Pierre d'Âme": "Alpha Acide Slogel Pierre d'Âme", "Alpha Acide Slogel Pierre d'Âme - Dungeon Settlers Wiki": "Alpha Acide Slogel Pierre d'Âme - Dungeon Settlers Wiki", "Alpha Acide Slogel Pierre d'Âme icon": "Alpha Acide Slogel Pierre d'Âme icon", "Alpha Acide Slogel Âme": "Alpha Acide Slogel Âme", "Alpha Acide Slogel Âme - Dungeon Settlers Wiki": "Alpha Acide Slogel Âme - Dungeon Settlers Wiki", "Alpha Acide Slogel Âme icon": "Alpha Acide Slogel Âme icône", "Alpha Acide Slogel Âme portée et zone affichées sur une salle de donjon": "Alpha Acide Slogel Âme portée et zone affichées sur une salle de donjon", "Alpha Acide Slogel Âme range and area shown on a dungeon room": "Portée et zone de Alpha Acide Slogel Âme affichées sur une salle de donjon", "Alpha Sandstone Slogel Hunt Complete": "Chasse au Slogel Grès Alpha terminée", "AlphaAcidSlogel": "AlphaAcidSlogel", "AlphaAcidSlogel - Dungeon Settlers Wiki": "AlphaAcidSlogel - Dungeon Settlers Wiki", "AlphaAcidSlogel icon": "Icône AlphaAcidSlogel", "AlphaAcidSlogel variant": "AlphaAcidSlogel (variante)", "AlphaAcidSlogel variante": "AlphaAcidSlogel variante", "AlphaCameraRegionRestrict": "AlphaCameraRegionRestrict", "Already at breakdown": "Déjà en effondrement", "Already calm": "Déjà calme", "Also applies 1 Burning for 5 s (15 flat damage per application, 3/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "Applique aussi 1 Combustion pendant 5 s (15 dégâts fixes par application, 3/pile/s). Les dégâts sur la durée sont fixes et ignorent la résistance ainsi que la mise à l'échelle par palier ci-dessus.", "Also applies 2 Bleeding for 10 s (100 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "Applique aussi 2 Saignement pendant 10 s (100 dégâts fixes par application, 5/pile/s). Les dégâts sur la durée sont fixes et ignorent la résistance ainsi que la mise à l'échelle par palier ci-dessus.", "Also applies 3 Bleeding for 6 s (90 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "Applique aussi 3 Saignement pendant 6 s (90 dégâts fixes par application, 5/cumul/s). Les dégâts sur la durée sont fixes et ignorent la résistance et la mise à l'échelle par palier ci-dessus.", "Also part of scenario starting kits:": "Fait aussi partie des kits de départ de scénario :", "Also:": "Aussi :", "Alt + RMB : Afficher toutes les interactions": "Alt + RMB : Afficher toutes les interactions", "Alt gauche": "Alt gauche", "Alt pins this tooltip": "Alt épingle cette infobulle", "Always": "Toujours", "Always active once learned (a permanent passive, no duration):": "Toujours actif une fois appris (passif permanent, sans durée) :", "Aléatoire 10": "Aléatoire 10", "Aléatoire 11": "Aléatoire 11", "Aléatoire 12": "Aléatoire 12", "Aléatoire 13": "Aléatoire 13", "Aléatoire 14": "Aléatoire 14", "Aléatoire 15": "Aléatoire 15", "Aléatoire 16": "Aléatoire 16", "Aléatoire 17": "Aléatoire 17", "Aléatoire 18": "Aléatoire 18", "Aléatoire 19": "Aléatoire 19", "Aléatoire 5": "Aléatoire 5", "Aléatoire 6": "Aléatoire 6", "Aléatoire 7": "Aléatoire 7", "Aléatoire 8": "Aléatoire 8", "Aléatoire 9": "Aléatoire 9", "Aléatoire11": "Aléatoire11", "Aléatoire16": "Aléatoire16", "Ambience": "Ambiance", "Ambience (12)": "Ambiance (12)", "Amenhotep": "Amenhotep", "Ameris": "Ameris", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up the...": "Au milieu de murmures bruyants, les membres de l'expédition viennent te voir. Parmi eux, une personne s'avance comme si elle...", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind.": "Au milieu de murmures bruyants, les membres de l'expédition viennent vous voir. Parmi eux, une personne s'avance comme si elle avait pris une décision.", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our l": "Au milieu de murmures bruyants, les membres de l'expédition viennent vous voir. Parmi eux, une personne s'avance comme si elle avait pris une décision. « Nous ne pouvons pas supporter cela plus longtemps. Nous risquons notre", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\" {0} shouts in an agitated voice. A mixture of exhaustion and anger is written across their face. \"That's right! We can't take this anymore!\" The other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon, {0}'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop {0}, everyone waits for your response.": "Au milieu de murmures bruyants, les membres de l'expédition viennent te voir. Parmi eux, une personne s'avance comme si elle avait pris une décision. « Nous ne pouvons pas en supporter davantage. Nous risquons nos vies, mais la nourriture est terrible et nous avons à peine le temps de nous reposer ! » {0} crie d'une voix agitée. Un mélange d'épuisement et de colère est écrit sur son visage. « C'est juste ! Nous ne pouvons pas en supporter davantage ! » Les autres membres ronchonnent et sont d'accord avec empressement. Leurs visages sont remplis de fatigue extrême et de colère. Bientôt, la voix de {0}, qui déverse des plaintes, devient de plus en plus échauffée, augmentant la tension dans la salle. Tout le monde est épuisé, et la situation semble dangereusement instable. Enfin, quand tu lèves ta main pour arrêter {0}, tout le monde attend ta réponse.", "Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved. \"We can't take it any...": "Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved. \"We can't take it any...", "Amid the disaster created by its own creation,": "Au milieu du désastre créé par sa propre création,", "Ammo for": "Munitions pour", "Amount": "Quantité", "Amount suffix": "Suffixe de quantité", "Amounts shown are the Hard baseline.": "Les montants affichés correspondent à la référence Difficile.", "Amplification magique": "Amplification magique", "Amplification magique - Dungeon Settlers Wiki": "Amplification magique - Dungeon Settlers Wiki", "Amplification magique icon": "Icône Amplification magique", "Amusez-vous bien, vous autres.": "Amusez-vous bien, vous autres.", "Améliorations du HUD et de la qualité de vie": "Améliorations du HUD et de la qualité de vie", "Améliore la vision et renforce la concentration.": "Améliore la vision et renforce la concentration.", "Améliore le HUD et les fonctionnalités de qualité de vie pour optimiser l'expérience de jeu.": "L'anéantissement total du groupe lors d'une expédition, qui déclenche ses propres événements (Premier Anéantissement et suites).", "Améliore les attaques à l'arc.": "Améliore les attaques à l'arc.", "Améliore les capacités de magie aquatique": "Améliore les capacités de magie aquatique", "Améliore les capacités de magie d'Eau": "Améliore les capacités de magie d'Eau", "An Elf archer built on the +2 bow aptitude, with Blitz passives for fast, high-crit volleys from the back line.": "Un archer Elfe construit sur l'aptitude +2 arc, avec des passifs Éclair pour des salves rapides et critiques depuis la ligne arrière.", "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f...": "Un alchimiste bien versé en insectes. Son identité est enveloppée de mystère, tout comme le masque énigmatique qui couvre son f...", "An archer belonging to the guild.": "Un archer appartenant à la guilde.", "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "Une incursion dans une région de donjon. Le temps continue de s'écouler sur l'horloge partagée de la campagne pendant une expédition, et camper trop longtemps déclenche une pression de Rupture de donjon croissante.", "An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').": "Une future région à un stade précoce. Seules 4 salles de préparation d'étage sûr existent (entrée, portail, couloir et un emplacement d'étage sûr pour la Sentinelle Chevalier enchaîné) ; il n'y a pas encore d'étages de combat, de vrais monstres ni de butin. Le lore la relie à l'Abîme Oublié (« Au plus profond de la mine abandonnée se trouve l'Abîme Oublié »).", "An enemy with": "Un ennemi avec", "An enemy-free staging area (floor index -1) generated at the start of an expedition": "Une zone de préparation sans ennemis (étage d'indice -1) générée au début d'une expédition", "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.": "Une zone de rassemblement sans ennemis (indice d'étage -1 : entrée, couloir, portail) générée au début d'une expédition, que l'on peut ignorer via l'option Ignorer l'étage sûr. Règles par région : le Voile du Silence et le Tutoriel n'en ont jamais, la mine abandonnée en force un (saut désactivé), et celui du Terrier purulent est le camp mémorial du Golem de pierre géant.", "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "Un ingrédient affiché à 3 coûte 1 en Facile, 2 en Normal, 3 en Difficile / Très difficile / Dévastation.", "An insect squirms inside his hood": "Un insecte se tortille à l'intérieur de sa capuche", "An insect-research loop: inspect a creature in the field, then report back to Xenon.": "Une boucle de recherche sur les insectes : inspectez une créature sur le terrain, puis faites votre rapport à Xenon.", "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.": "Un thème d'agencement d'étage interne utilisé par le générateur de donjon, pas une région d'expédition visitée par le joueur ni un RegionName dans la table des salles.", "An iron-containing ore that can be processed into metal.": "Un minerai contenant du fer qui peut être transformé en métal.", "An odd quest-order note": "Une note curieuse sur l'ordre des quêtes", "An officer belonging to the guild.": "Un officier appartenant à la guilde.", "An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing ...": "Un Sentinel de grade officiel développé par l'empire pour protéger ses donjons. Contrairement aux unités de production de masse, chaque Chevalier de Chaîne a été créé individuellement, possédant ...", "An unseen force drains {0}'s l...": "Une force invisible draine le l... de {0}", "An upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:": "Une chasseuse à l'air contrarié qui est aussi marchande - et, à la fin de sa chaîne, une recrue. Les étapes dans l'ordre :", "Ancient Forest Bookshelf Random": "Étagère de la Forêt Ancienne Aléatoire", "Ancient Forest Bookshelf Remnant": "Ancient Forest Bookshelf Remnant", "Ancient Forest Bookshelf Remnant - Dungeon Settlers Wiki": "Vestige de bibliothèque de la forêt ancienne - Dungeon Settlers Wiki", "Ancient Forest Bookshelf Side Remnant": "Ancient Forest Bookshelf Side Remnant", "Ancient Forest Bookshelf Side Remnant - Dungeon Settlers Wiki": "Vestige de bibliothèque de la forêt ancienne (côté) - Dungeon Settlers Wiki", "And you are": "Et vous êtes", "Andorsi": "Andorsi", "Animations": "Animations", "Animations - Dungeon Settlers Wiki": "Animations - Dungeon Settlers Wiki", "Ankhesenamun": "Ankhesenamun", "Anneau d'opale": "Anneau d'opale", "Anneau d'opale - Dungeon Settlers Wiki": "Anneau d'opale - Dungeon Settlers Wiki", "Anneau d'opale icon": "Anneau d'opale icon", "Anneau d'or": "Anneau d'or", "Anneau d'or - Dungeon Settlers Wiki": "Anneau d'or - Dungeon Settlers Wiki", "Anneau d'or icon": "Anneau d'or icon", "Anneau de cristal bleu": "Anneau de cristal bleu", "Anneau de cristal bleu - Dungeon Settlers Wiki": "Anneau de cristal bleu - Dungeon Settlers Wiki", "Anneau de cristal bleu icon": "Anneau de cristal bleu icon", "Anneau de cristal rouge": "Anneau de cristal rouge", "Anneau de cristal rouge - Dungeon Settlers Wiki": "Anneau de cristal rouge - Dungeon Settlers Wiki", "Anneau de cristal rouge icon": "Anneau de cristal rouge icon", "Anneau de cristal vert": "Anneau de cristal vert", "Anneau de cristal vert - Dungeon Settlers Wiki": "Anneau de cristal vert - Dungeon Settlers Wiki", "Anneau de cristal vert icon": "Anneau de cristal vert icon", "Anneau de grenat": "Anneau de grenat", "Anneau de grenat - Dungeon Settlers Wiki": "Anneau de grenat - Dungeon Settlers Wiki", "Anneau de grenat icon": "Anneau de grenat icon", "Anneau orné de grenats.": "Anneau orné de grenats.", "Anneau serti d'un cristal rouge.": "Anneau serti d'un cristal rouge.", "Anneau serti d'un cristal rouge. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags].": "Anneau serti d'un cristal rouge. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags].", "Anneau serti d'un cristal vert.": "Anneau serti d'un cristal vert.", "Anneau serti d'un cristal vert. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_UtilityRandomTags].": "Anneau serti d'un cristal vert. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_UtilityRandomTags].", "Annihilation": "Annihilation", "AnnihilationCover": "AnnihilationCover", "Annuler l'affectation": "Annuler l'affectation", "Annuler le mode de sélection: Clic droit": "Annuler le mode de sélection: Clic droit", "Annuler le mode: X": "Annuler le mode: X", "Anomaly": "Anomalie", "Antares": "Antares", "Antidote": "Antidote", "Antidote - Dungeon Settlers Wiki": "Antidote - Dungeon Settlers Wiki", "Antidote icon": "Antidote icon", "Aouuuuh !! Aouuuuh !!": "Aouuuuh !! Aouuuuh !!", "Apparaît lorsque vous interagissez avec": "Apparaît lorsque vous interagissez avec", "Appareil de mana abandonné": "Appareil de mana abandonné", "Appareil de mana abandonné - Dungeon Settlers Wiki": "Appareil de mana abandonné - Dungeon Settlers Wiki", "Appear %": "Apparition %", "Appears in rooms": "Apparaît dans les salles", "Appears on": "Apparaît dans", "Appears on recruits from clan rank": "Apparaît sur les recrues à partir du rang de clan", "Appears when you interact with": "Apparaît lorsque vous interagissez avec", "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "Apparaît lorsque vous interagissez avec {#} (l'interaction fait apparaître cette statue et des monstres).", "Appeler une Gloth femelle": "Appeler une Gloth femelle", "Appeler une Gloth femelle - Dungeon Settlers Wiki": "Appeler une Gloth femelle - Dungeon Settlers Wiki", "Appeler une Gloth femelle icon": "Icône de Appeler une Gloth femelle", "Appelle les meutes voisines à l'aide.": "Appelle les meutes voisines à l'aide.", "Appelle les meutes voisines à l'aide. À mesure que les piles augmentent, des unités de plus en plus puissantes sont invoquées.": "Appelle les meutes voisines à l'aide. À mesure que les piles augmentent, des unités de plus en plus puissantes sont invoquées.", "Appelle les meutes voisines à l'aide. À mesure que les piles augmentent, des unités de...": "Appelle les meutes voisines à l'aide. À mesure que les piles augmentent, des unités de...", "Appelé prodige,": "Appelé prodige,", "Append": "Ajoutez", "Appendix: clan name pool": "Annexe : réservoir de noms de clan", "Applied and maintained by the per-tick status system": "Appliqué et maintenu par le système de statut par tick", "Applied automatically by a game system.": "Appliqué automatiquement par un système du jeu.", "Applied by a campaign event": "Appliqué par un événement de campagne", "Applied by lethal conditions": "Appliqué par des conditions létales", "Applied by specific campaign or dungeon events.": "Appliqué par des événements spécifiques de campagne ou de donjon.", "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "Appliqué par le système d'humeur : reflète les conditions de vie, les tâches et les événements de l'unité.", "Applied effects": "Effets appliqués", "Applied in the expedition results summary": "Appliqué dans le résumé des résultats d'expédition", "Applied when a companion is lost": "Appliqué à la perte d'un compagnon", "Applied when a unit is released": "Appliqué à la libération d'une unité", "Applied while sitting on furniture": "Appliqué en étant assis sur un meuble", "Applies": "Applique", "Applies 1 Burning =": "Applique 1 Combustion =", "Applies 2 Burning =": "Applique 2 Combustion =", "Applies 3 Bleeding =": "Applique 3 Saignement =", "Applies Provocation to the target for {0} seconds when using single target melee skills.": "Applique Provocation à la cible pendant {0} secondes lors de l'utilisation de compétences de mêlée mono-cible.", "Applies Provocation to the target for {0} seconds when using single-target melee skills.": "Applique Provocation à la cible pendant {0} secondes lors de l'utilisation de compétences de mêlée mono-cible.", "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "Applique un « qualité de la structure utilisée pour le repos » supplémentaire * {0}% au montant de diminution de Blessure de UnitStatusSystem_RestWoundDecreasePercentage.", "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "Applique un « qualité de la structure utilisée pour le repos » supplémentaire * {0}% au montant de récupération de santé de UnitStatusSystem_NaturalHealthPointRestorePercentage.", "Applies to": "S'applique à", "Applies to nothing": "Ne s'applique à rien", "Applies {#} {#} =": "Applique {#} {#} =", "Applique": "Applique", "Applique Provocation à la cible pendant 10 secondes lors de l'utilisation de compétences de mêlée à cible unique. Effects: • Provocation (on enemy): Attaque en priorité la cible qui t'a provoqué.": "Applique Provocation à la cible pendant 10 secondes lors de l'utilisation de compétences de mêlée à cible unique. Effects: • Provocation (on enemy): Attaque en priorité la cible qui t'a provoqué.", "Applique Provocation à la cible pendant 10 secondes lors de l'utilisation de compétences de mêlée à cible unique. Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué.": "Applique Provocation à la cible pendant 10 secondes lors de l'utilisation de compétences de mêlée à cible unique. Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué.", "Applique Provocation à la cible pendant 30 secondes. Dégâts infligés contre la cible provoquée augmente de 50% et Dégâts subis provenant d'autres sources diminue de 30%. 5 energy - 20s cooldown Effects: • Provocation (on enemy): Attaque en priorité la cible qui t'a provoqué.": "Applique Provocation à la cible pendant 30 secondes. Dégâts infligés contre la cible provoquée augmente de 50% et Dégâts subis provenant d'autres sources diminue de 30%. 5 énergie - recharge 20 s Effets : • Provocation (sur l'ennemi) : Attaque en priorité la cible qui t'a provoqué.", "Applique Provocation à la cible pendant 30 secondes. Dégâts infligés contre la cible provoquée augmente de 50% et Dégâts subis provenant d'autres sources diminue de 30%. 5 énergie - 20s de recharge Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué.": "Applique Provocation à la cible pendant 30 secondes. Dégâts infligés contre la cible provoquée augmente de 50% et Dégâts subis provenant d'autres sources diminue de 30%. 5 énergie - 20s de recharge Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué.", "Applique Vulnérable pendant 3 secondes aux cibles qui vous infligent des dégâts de mêlée.": "Applique Vulnérable pendant 3 secondes aux cibles qui vous infligent des dégâts de mêlée.", "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué. Accordé par 4 compétences": "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué. Accordé par 4 compétences", "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué. Granted by 4 skills": "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué. Accordé par 4 compétences", "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls...": "Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls...", "Appliqué dans le résumé des résultats d'expédition": "Appliqué dans le résumé des résultats d'expédition", "Appliqué en étant assis sur un meuble": "Appliqué en étant assis sur un meuble", "Appliqué et maintenu par le système de statut par tick": "Appliqué et maintenu par le système de statut par tick", "Appliqué par des conditions létales": "Appliqué par des conditions létales", "Appliqué par un événement de campagne": "Appliqué par un événement de campagne", "Appliqué à la libération d'une unité": "Appliqué à la libération d'une unité", "Appliqué à la perte d'un compagnon": "Appliqué à la perte d'un compagnon", "Apply worst-case env debuffs": "Appliquer les debuffs d'environnement du pire cas", "Apprend la compétence": "Apprend la compétence", "Apprend la compétence Griffure ensanglantée.": "Apprend la compétence Griffure ensanglantée.", "Apprend la compétence Griffure ensanglantée. Chaque personnage ne peut équiper qu'un s...": "Apprend la compétence Griffure ensanglantée. Chaque personnage ne peut équiper qu'un s...", "Apprend la compétence Griffure ensanglantée. Chaque personnage ne peut équiper qu'un se...": "Apprend la compétence Griffure ensanglantée. Chaque personnage ne peut équiper qu'un se...", "Apprend la compétence Griffure ensanglantée. Chaque personnage ne peut équiper qu'un seul trait d'âme. S'il en possède déjà un, il sera remplacé.": "Apprend la compétence Griffure ensanglantée. Chaque personnage ne peut équiper qu'un seul trait d'âme. S'il en possède déjà un, il sera remplacé.", "Appuyez sur la touche Tab pour sélectionner toutes les unités à la fois.": "Appuyez sur la touche Tab pour sélectionner toutes les unités à la fois.", "Après 10 secondes, la roche se brise et invoque un": "Après 10 secondes, la roche se brise et invoque un", "Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.": "Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.", "Après avoir entendu le rapport selon lequel la construction de la colonie de base est terminée, le surveillant ouvre la bouche d'une voix calme.": "Après avoir entendu le rapport selon lequel la construction de la colonie de base est terminée, le surveillant ouvre la bouche d'une voix calme.", "Après avoir erré un bon moment dans la zone corrompue,": "Après avoir erré un bon moment dans la zone corrompue,", "Après avoir examiné les lieux,": "Après avoir examiné les lieux,", "Après avoir fini ce qu'il avait à dire, le corbeau bat des ailes et s'envole.": "Après avoir fini ce qu'il avait à dire, le corbeau bat des ailes et s'envole.", "Après avoir fouillé un moment, cette personne finit par attraper quelque chose de suspect et vous l'apporte.": "Après avoir fouillé un moment, cette personne finit par attraper quelque chose de suspect et vous l'apporte.", "Après avoir informé la guilde qu'un Oiseau aux Mille Couleurs avait été capturé, un acheteur fut heureusement trouvé peu après.": "Après avoir informé la guilde qu'un Oiseau aux Mille Couleurs avait été capturé, un acheteur fut heureusement trouvé peu après.", "Après avoir inspecté les environs du campement, vous comprenez que les membres d...": "Après avoir inspecté les environs du campement, vous comprenez que les membres d...", "Après avoir inspecté les environs du campement, vous comprenez que les membres de l'expédition n'ont pas de véritable endroit à eux où se reposer. Un environnement où l'on ne peut même pas se reposer correctement finira par nuire aux prochaines expéditions. \"Même petit, chacun aura besoin de son propre espace.\"": "Après avoir inspecté les environs du campement, vous comprenez que les membres de l'expédition n'ont pas de véritable endroit à eux où se reposer. Un environnement où l'on ne peut même pas se reposer correctement finira par nuire aux prochaines expéditions. \"Même petit, chacun aura besoin de son propre espace.\"", "Après avoir inspecté les environs du campement, vous comprenez que les membres de l'expédition n'ont pas de véritable endroit à eux où se reposer. Un environnement où l'on ne peut même pas se reposer correctement finira par nuire aux prochaines expéditions. \"Même petit, chacun aura besoin de son propre espace.\" ➜ Même rudimentaires, les chambres privées permettent désormais aux membres de l'expédition de se reposer plus sereinement qu'avant. \"Ne serait-ce que l'endroit où l'on s'allonge doit être confortable pour vivre dignement.\"": "Après avoir inspecté les environs du campement, vous comprenez que les membres de l'expédition n'ont pas de véritable endroit à eux où se reposer. Un environnement où l'on ne peut même pas se reposer correctement finira par nuire aux prochaines expéditions. \"Même petit, chacun aura besoin de son propre espace.\" ➜ Même rudimentaires, les chambres privées permettent désormais aux membres de l'expédition de se reposer plus sereinement qu'avant. \"Ne serait-ce que l'endroit où l'on s'allonge doit être confortable pour vivre dignement.\"", "Après avoir lutté un certain temps dans la zone corrompue,": "Après avoir lutté un certain temps dans la zone corrompue,", "Après avoir parcouru les papiers de mission pendant un moment, je marmonne doucement.": "Après avoir parcouru les papiers de mission pendant un moment, je marmonne doucement.", "Après avoir parlé, le corbeau déploie ses ailes noires et disparaît au-delà du ciel.": "Après avoir parlé, le corbeau déploie ses ailes noires et disparaît au-delà du ciel.", "Après avoir peiné un bon moment dans la zone corrompue,": "Après avoir peiné un bon moment dans la zone corrompue,", "Après avoir perdu ses terres et être devenu errant,": "Après avoir perdu ses terres et être devenu errant,", "Après avoir porté des nouvelles à travers les champs de bataille et les portes gardées,": "Après avoir porté des nouvelles à travers les champs de bataille et les portes gardées,", "Après avoir pris le contrôle du": "Après avoir pris le contrôle du", "Après avoir rattrapé de justesse la personne à la dérive et l'avoir retirée, un membre vérifie son état.": "Après avoir rattrapé de justesse la personne à la dérive et l'avoir retirée, un membre vérifie son état.", "Après avoir repris connaissance, il décide de rester avec l'équipe d'exploration.": "Après avoir repris connaissance, il décide de rester avec l'équipe d'exploration.", "Après avoir réfléchi un moment, j'ai poussé un petit soupir.": "Après avoir réfléchi un moment, j'ai poussé un petit soupir.", "Après avoir survécu au fracas du champ de bataille,": "Après avoir survécu au fracas du champ de bataille,", "Après avoir sélectionné une entité, cliquez sur 'Inspecter' pour afficher des informations détaillées sur les ennemis et autres objets.": "Après avoir sélectionné une entité, cliquez sur 'Inspecter' pour afficher des informations détaillées sur les ennemis et autres objets.", "Après avoir vécu devant des fournaises brûlantes,": "Après avoir vécu devant des fournaises brûlantes,", "Après de longues heures à observer la flamme des bougies vaciller et les rides se former à la surface des verres d'eau,": "Après de longues heures à observer la flamme des bougies vaciller et les rides se former à la surface des verres d'eau,", "Après des années à façonner du bois brut,": "Après des années à façonner du bois brut,", "Après mûre réflexion, vous comprenez que maintenant, alors que les membres débordent de motivation, pourrait être l'occasion idéale de passer à l'étape suivante de l'expédition.": "Après mûre réflexion, vous comprenez que maintenant, alors que les membres débordent de motivation, pourrait être l'occasion idéale de passer à l'étape suivante de l'expédition.", "Après n'avoir rien trouvé autour de vous, vous relevez lentement la tête et regardez vers le ciel.": "Après n'avoir rien trouvé autour de vous, vous relevez lentement la tête et regardez vers le ciel.", "Après un Effondrement mental, si le": "Après un Effondrement mental, si le", "Après un bref silence, la voix de l'Inspecteur reprend.": "Après un bref silence, la voix de l'Inspecteur reprend.", "Après un moment de silence, elle regarde au-delà de la forêt.": "Après un moment de silence, elle regarde au-delà de la forêt.", "Après un moment de silence, la pointe de son stylo commence à bouger activement.": "Après un moment de silence, la pointe de son stylo commence à bouger activement.", "Après une brève pause, elle vous jette un regard en coin et hausse légèrement les épaules.": "Après une brève pause, elle vous jette un regard en coin et hausse légèrement les épaules.", "Après vous avoir fait signer quelques documents, elle retourne à la Chambre marchande.": "Après vous avoir fait signer quelques documents, elle retourne à la Chambre marchande.", "Aptitude": "Aptitude", "Araignée aiguille": "Araignée aiguille", "Araignée aiguille - Dungeon Settlers Wiki": "Araignée aiguille - Dungeon Settlers Wiki", "Araignée-aiguille": "Araignée-aiguille", "Araignée-aiguille - Dungeon Settlers Wiki": "Araignée-aiguille - Dungeon Settlers Wiki", "Araignée-aiguille icon": "Araignée-aiguille icon", "Arbre Luma": "Arbre Luma", "Arbre Luma (resource node)": "Arbre Luma (nœud de ressources)", "Arbre Luma (resource node) - Dungeon Settlers Wiki": "Arbre Luma (nœud de ressource) - Dungeon Settlers Wiki", "Arbre Luma (source de ressources)": "Arbre Luma (source de ressources)", "Arbre Luma (source de ressources) - Dungeon Settlers Wiki": "Arbre Luma (source de ressources) - Dungeon Settlers Wiki", "Arbre de Sang": "Arbre de Sang", "Arbre de Sang (resource node)": "Arbre de Sang (nœud de ressource)", "Arbre de Sang (resource node) - Dungeon Settlers Wiki": "Arbre de Sang (resource node) - Dungeon Settlers Wiki", "Arbre de Sang (source de ressources)": "Arbre de Sang (source de ressources)", "Arbre de Sang (source de ressources) - Dungeon Settlers Wiki": "Arbre de Sang (source de ressources) - Dungeon Settlers Wiki", "Arbre de Vie": "Arbre de Vie", "Arbre de Vie - Dungeon Settlers Wiki": "Arbre de Vie - Dungeon Settlers Wiki", "Arbre de compétences - Marée": "Arbre de compétences - Marée", "Arbre de compétences - Marée - Dungeon Settlers Wiki": "Arbre de compétences - Marée - Dungeon Settlers Wiki", "Arbre de compétences - Marée overview": "Aperçu de Arbre de compétences - Marée", "Arbre de compétences : Bouclier": "Arbre de compétences : Bouclier", "Arbre de compétences : Bouclier - Dungeon Settlers Wiki": "Arbre de compétences : Bouclier - Dungeon Settlers Wiki", "Arbre de compétences : Bouclier overview": "Aperçu de Arbre de compétences : Bouclier", "Arbre de compétences : Exploitation minière": "Arbre de compétences : Exploitation minière", "Arbre de compétences : Harmonie": "Arbre de compétences : Harmonie", "Arbre de compétences : Harmonie - Dungeon Settlers Wiki": "Arbre de compétences : Harmonie - Dungeon Settlers Wiki", "Arbre de compétences : Harmonie overview": "Aperçu de Arbre de compétences : Harmonie", "Arbre de compétences : Lance": "Arbre de compétences : Lance", "Arbre de compétences : Lance - Dungeon Settlers Wiki": "Arbre de compétences : Lance - Dungeon Settlers Wiki", "Arbre de compétences : Lance overview": "Arbre de compétences : Lance overview", "Arbre de compétences : Magie du feu": "Arbre de compétences : Magie du feu", "Arbre de compétences : Magie du feu - Dungeon Settlers Wiki": "Arbre de compétences : Magie du feu - Dungeon Settlers Wiki", "Arbre de compétences : Magie du feu overview": "Arbre de compétences : Magie du feu - vue d'ensemble", "Arbre de compétences Berserker": "Arbre de compétences Berserker", "Arbre de compétences Berserker - Dungeon Settlers Wiki": "Arbre de compétences Berserker - Dungeon Settlers Wiki", "Arbre de compétences Berserker overview": "Aperçu de Arbre de compétences Berserker", "Arbre de compétences Blitz": "Arbre de compétences Blitz", "Arbre de compétences Blitz - Dungeon Settlers Wiki": "Arbre de compétences Blitz - Dungeon Settlers Wiki", "Arbre de compétences Blitz overview": "Aperçu de Arbre de compétences Blitz", "Arbre de compétences Burst": "Arbre de compétences Burst", "Arbre de compétences Burst - Dungeon Settlers Wiki": "Arbre de compétences Burst - Dungeon Settlers Wiki", "Arbre de compétences Burst overview": "Aperçu de Arbre de compétences Burst", "Arbre de compétences d'artisanat": "Arbre de compétences d'artisanat", "Arbre de compétences d'exécution": "Arbre de compétences d'exécution", "Arbre de compétences d'exécution - Dungeon Settlers Wiki": "Arbre de compétences d'exécution - Dungeon Settlers Wiki", "Arbre de compétences d'exécution overview": "Aperçu de Arbre de compétences d'exécution", "Arbre de compétences d'épée": "Arbre de compétences d'épée", "Arbre de compétences d'épée - Dungeon Settlers Wiki": "Arbre de compétences d'épée - Dungeon Settlers Wiki", "Arbre de compétences d'épée overview": "Arbre de compétences d'épée - vue d'ensemble", "Arbre de compétences de bûcheronnage": "Arbre de compétences de bûcheronnage", "Arbre de compétences de construction": "Arbre de compétences de construction", "Arbre de compétences de cuisine": "Arbre de compétences de cuisine", "Arbre de compétences de l'arc": "Arbre de compétences de l'arc", "Arbre de compétences de l'arc - Dungeon Settlers Wiki": "Arbre de compétences de l'arc - Dungeon Settlers Wiki", "Arbre de compétences de l'arc overview": "Arbre de compétences de l'arc - vue d'ensemble", "Arbre de compétences de la forteresse": "Arbre de compétences de la forteresse", "Arbre de compétences de la forteresse - Dungeon Settlers Wiki": "Arbre de compétences de la forteresse - Dungeon Settlers Wiki", "Arbre de compétences de la forteresse overview": "Aperçu de Arbre de compétences de la forteresse", "Arbre de compétences de la grande épée": "Arbre de compétences de la grande épée", "Arbre de compétences de la grande épée - Dungeon Settlers Wiki": "Arbre de compétences de la grande épée - Dungeon Settlers Wiki", "Arbre de compétences de la grande épée overview": "Arbre de compétences de la grande épée - vue d'ensemble", "Arbre de compétences de la magie de l'eau": "Arbre de compétences de la magie de l'eau", "Arbre de compétences de la magie de l'eau - Dungeon Settlers Wiki": "Arbre de compétences de la magie de l'eau - Dungeon Settlers Wiki", "Arbre de compétences de la magie de l'eau overview": "Arbre de compétences de la magie de l'eau - vue d'ensemble", "Arbre de compétences de magie naturelle": "Arbre de compétences de magie naturelle", "Arbre de compétences de magie naturelle - Dungeon Settlers Wiki": "Arbre de compétences de magie naturelle - Dungeon Settlers Wiki", "Arbre de compétences de magie naturelle overview": "Aperçu de Arbre de compétences de magie naturelle", "Arbre de compétences de recherche": "Arbre de compétences de recherche", "Arbre de compétences des armes contondantes": "Arbre de compétences des armes contondantes", "Arbre de compétences des armes contondantes - Dungeon Settlers Wiki": "Arbre de compétences des armes contondantes - Dungeon Settlers Wiki", "Arbre de compétences des armes contondantes overview": "Arbre de compétences des armes contondantes - vue d'ensemble", "Arbre de compétences des enjeux": "Arbre de compétences des enjeux", "Arbre de compétences des enjeux - Dungeon Settlers Wiki": "Arbre de compétences des enjeux - Dungeon Settlers Wiki", "Arbre de compétences des enjeux overview": "Arbre de compétences des enjeux overview", "Arbre de compétences du Gardien": "Arbre de compétences du Gardien", "Arbre de compétences du Gardien - Dungeon Settlers Wiki": "Arbre de compétences du Gardien - Dungeon Settlers Wiki", "Arbre de compétences du Gardien overview": "Aperçu de Arbre de compétences du Gardien", "Arbre de compétences du Guerrier": "Arbre de compétences du Guerrier", "Arbre de compétences du Guerrier - Dungeon Settlers Wiki": "Arbre de compétences du Guerrier - Dungeon Settlers Wiki", "Arbre de compétences du Guerrier overview": "Aperçu de Arbre de compétences du Guerrier", "Arbre de compétences principal": "Arbre de compétences principal", "Arbre de compétences secondaire": "Arbre de compétences secondaire", "Arbre de compétences secondaires": "Arbre de compétences secondaires", "Arbre de sang gorgé de sang": "Arbre de sang gorgé de sang", "Arbre de sang gorgé de sang (resource node)": "Arbre de sang gorgé de sang (nœud de ressource)", "Arbre de sang gorgé de sang (resource node) - Dungeon Settlers Wiki": "Arbre de sang gorgé de sang (resource node) - Dungeon Settlers Wiki", "Arbre de sang gorgé de sang (source de ressources)": "Arbre de sang gorgé de sang (source de ressources)", "Arbre de sang gorgé de sang (source de ressources) - Dungeon Settlers Wiki": "Arbre de sang gorgé de sang (source de ressources) - Dungeon Settlers Wiki", "Arbre du sous sol": "Arbre du sous sol", "Arbre du sous sol - Dungeon Settlers Wiki": "Arbre du sous sol - Dungeon Settlers Wiki", "Arbre du sous-sol": "Arbre du sous-sol", "Arbre du sous-sol - Dungeon Settlers Wiki": "Arbre du sous-sol - Dungeon Settlers Wiki", "Arbre principal de compétences": "Arbre principal de compétences", "Arbre qui prospère dans les donjons": "Arbre qui prospère dans les donjons", "Arbre secondaire de compétences": "Arbre secondaire de compétences", "Arbre à ruches": "Arbre à ruches", "Arbre à ruches (resource node)": "Arbre à ruches (nœud de ressource)", "Arbre à ruches (resource node) - Dungeon Settlers Wiki": "Arbre à ruches (resource node) - Dungeon Settlers Wiki", "Arbre à ruches (source de ressources)": "Arbre à ruches (source de ressources)", "Arbre à ruches (source de ressources) - Dungeon Settlers Wiki": "Arbre à ruches (source de ressources) - Dungeon Settlers Wiki", "Arbre à ruches d'Abeille": "Arbre à ruches d'Abeille", "Arbre à ruches d'Abeille (source de ressources)": "Arbre à ruches d'Abeille (source de ressources)", "Arbre à ruches d'Abeille (source de ressources) - Dungeon Settlers Wiki": "Arbre à ruches d'Abeille (source de ressources) - Dungeon Settlers Wiki", "Arbres de compétences - Dungeon Settlers Wiki": "Arbres de compétences - Dungeon Settlers Wiki", "Arc - name": "Arc - name", "Arc de fer": "Arc de fer", "Arc de fer - Dungeon Settlers Wiki": "Arc de fer - Dungeon Settlers Wiki", "Arc de fer icon": "Arc de fer icon", "Arc en Arcron": "Arc en Arcron", "Arc en Arcron - Dungeon Settlers Wiki": "Arc en Arcron - Dungeon Settlers Wiki", "Arc en Arcron icon": "Arc en Arcron icon", "Arc en bois": "Arc en bois", "Arc en bois - Dungeon Settlers Wiki": "Arc en bois - Dungeon Settlers Wiki", "Arc en bois de sang": "Arc en bois de sang", "Arc en bois de sang - Dungeon Settlers Wiki": "Arc en bois de sang - Dungeon Settlers Wiki", "Arc en bois de sang icon": "Arc en bois de sang icon", "Arc en bois icon": "Arc en bois icon", "Arc en bois sanguin": "Arc en bois sanguin", "Arc en bois sanguin - Dungeon Settlers Wiki": "Arc en bois sanguin - Dungeon Settlers Wiki", "Arc en bronze": "Arc en bronze", "Arc en bronze - Dungeon Settlers Wiki": "Arc en bronze - Dungeon Settlers Wiki", "Arc en bronze icon": "Arc en bronze icon", "Arc en carapace": "Arc en carapace", "Arc en carapace - Dungeon Settlers Wiki": "Arc en carapace - Dungeon Settlers Wiki", "Arc en carapace icon": "Arc en carapace icon", "Arc en cuivre": "Arc en cuivre", "Arc en cuivre - Dungeon Settlers Wiki": "Arc en cuivre - Dungeon Settlers Wiki", "Arc en cuivre icon": "Arc en cuivre icon", "Arc en os": "Arc en os", "Arc en os - Dungeon Settlers Wiki": "Arc en os - Dungeon Settlers Wiki", "Arc en os icon": "Arc en os icon", "Arc en étain": "Arc en étain", "Arc en étain - Dungeon Settlers Wiki": "Arc en étain - Dungeon Settlers Wiki", "Arc en étain icon": "Arc en étain icon", "Arcane": "Arcane", "Arcane Eco": "Arcane Eco", "Arcane Eco - Dungeon Settlers Wiki": "Arcane Eco - Dungeon Settlers Wiki", "Arcane Eco icon": "Icône d'Arcane Eco", "Arcane Eco portée et zone affichées sur une salle de donjon": "Arcane Eco portée et zone affichées sur une salle de donjon", "Arcane Eco portée et zone sur une salle de donjon": "Arcane Eco portée et zone sur une salle de donjon", "Arcane Eco range and area on a dungeon room": "Portée et zone d'Arcane Eco dans une salle de donjon", "Arcane Eco range and area shown on a dungeon room": "Portée et zone d'Arcane Eco affichées sur une salle de donjon", "Archer de la guilde": "Archer de la guilde", "Archer de la guilde - Dungeon Settlers Wiki": "Archer de la guilde - Dungeon Settlers Wiki", "Arcron": "Arcron", "Arcron (16.67%)": "Arcron (16.67%)", "Arcron (M.Atk {#})": "Arcron (M.Atk {#})", "Arcron (P.Atk {#})": "Arcron (P.Atk {#})", "Arcron - Dungeon Settlers Wiki": "Arcron - Dungeon Settlers Wiki", "Arcron Great Sword": "Grande épée d'Arcron", "Arcron icon": "Arcron icon", "Are you sure you want to delete save? All your progress will be deleted!": "Êtes-vous sûr de vouloir supprimer la sauvegarde ? Tous vos progrès seront supprimés !", "Are you sure you want to go down floor?": "Êtes-vous sûr de vouloir descendre d'un étage ?", "Are you sure you want to unlock Research : {0}?": "Êtes-vous sûr de vouloir déverrouiller la recherche : {0} ?", "Area": "Zone", "Area Room": "Salle de zone", "Area Type": "Type de zone", "Area {0} covered by creep from large thornvines": "Zone {0} couverte par le creep des grandes lianes épineuses", "Area {0} covered by creep from small thornvines": "Zone {0} couverte par le creep des petites lianes épineuses", "Argile": "Argile", "Argile (15.38%)": "Argile (15.38%)", "Argile (21.43%)": "Argile (21.43%)", "Argile (60%)": "Argile (60%)", "Argile - Dungeon Settlers Wiki": "Argile - Dungeon Settlers Wiki", "Argile icon": "Argile icon", "Aric": "Aric", "Aric - Dungeon Settlers Wiki": "Aric - Dungeon Settlers Wiki", "Aric icon": "Aric icon", "Armoire en bois": "Armoire en bois", "Armoire en bois - Dungeon Settlers Wiki": "Armoire en bois - Dungeon Settlers Wiki", "Armoire en pierre": "Armoire en pierre", "Armoire en pierre - Dungeon Settlers Wiki": "Armoire en pierre - Dungeon Settlers Wiki", "Armor": "Armure", "Armor - getting hit": "Armure - subir des coups", "Armor wear": "Usure des armures", "Armor wear = {#} x damage taken, on every worn piece. Guard halves the damage (and the wear); a dodge or miss deals no damage, so it costs nothing.": "Usure de l'armure = {#} x dégâts subis, sur chaque pièce portée. La Garde réduit de moitié les dégâts (et l'usure) ; une esquive ou un coup manqué n'inflige aucun dégât, et ne coûte donc rien.", "Armor wear: getting hit": "Usure des armures : se faire toucher", "Armure Bloodwood": "Armure Bloodwood", "Armure Bloodwood - Dungeon Settlers Wiki": "Armure Bloodwood - Dungeon Settlers Wiki", "Armure Bloodwood icon": "Armure Bloodwood icône", "Armure composée de couches de cuir durci.": "Armure composée de couches de cuir durci.", "Armure d'Os": "Armure d'Os", "Armure d'Os - Dungeon Settlers Wiki": "Armure d'Os - Dungeon Settlers Wiki", "Armure d'Os icon": "Armure d'Os icône", "Armure d'os renforcée": "Armure d'os renforcée", "Armure d'os renforcée - Dungeon Settlers Wiki": "Armure d'os renforcée - Dungeon Settlers Wiki", "Armure d'os renforcée icon": "Armure d'os renforcée icône", "Armure de carapace": "Armure de carapace", "Armure de carapace - Dungeon Settlers Wiki": "Armure de carapace - Dungeon Settlers Wiki", "Armure de carapace icon": "Armure de carapace icône", "Armure de fer": "Armure de fer", "Armure de fer - Dungeon Settlers Wiki": "Armure de fer - Dungeon Settlers Wiki", "Armure de fer icon": "Armure de fer icon", "Armure en Arcron": "Armure en Arcron", "Armure en Arcron - Dungeon Settlers Wiki": "Armure en Arcron - Dungeon Settlers Wiki", "Armure en Arcron icon": "Armure en Arcron icône", "Armure en bois": "Armure en bois", "Armure en bois - Dungeon Settlers Wiki": "Armure en bois - Dungeon Settlers Wiki", "Armure en bois icon": "Armure en bois icône", "Armure en bois sanguin": "Armure en bois sanguin", "Armure en bois sanguin - Dungeon Settlers Wiki": "Armure en bois sanguin - Dungeon Settlers Wiki", "Armure en bronze": "Armure en bronze", "Armure en bronze - Dungeon Settlers Wiki": "Armure en bronze - Dungeon Settlers Wiki", "Armure en bronze icon": "Armure en bronze icon", "Armure en cuir": "Armure en cuir", "Armure en cuir - Dungeon Settlers Wiki": "Armure en cuir - Dungeon Settlers Wiki", "Armure en cuir brut": "Armure en cuir brut", "Armure en cuir brut - Dungeon Settlers Wiki": "Armure en cuir brut - Dungeon Settlers Wiki", "Armure en cuir brut icon": "Armure en cuir brut icône", "Armure en cuir icon": "Armure en cuir icône", "Armure en cuivre": "Armure en cuivre", "Armure en cuivre - Dungeon Settlers Wiki": "Armure en cuivre - Dungeon Settlers Wiki", "Armure en cuivre icon": "Armure en cuivre icône", "Armure en tissu": "Armure en tissu", "Armure en tissu - Dungeon Settlers Wiki": "Armure en tissu - Dungeon Settlers Wiki", "Armure en tissu icon": "Armure en tissu icône", "Armure en tissu léger et souple.": "Armure en tissu léger et souple.", "Armure en tissu épais": "Armure en tissu épais", "Armure en tissu épais - Dungeon Settlers Wiki": "Armure en tissu épais - Dungeon Settlers Wiki", "Armure en tissu épais icon": "Armure en tissu épais icône", "Armure en étain": "Armure en étain", "Armure en étain - Dungeon Settlers Wiki": "Armure en étain - Dungeon Settlers Wiki", "Armure en étain icon": "Armure en étain icon", "Armure fabriquée avec une technique de tissage plus durable.": "Armure fabriquée avec une technique de tissage plus durable.", "Around her are neatly arranged tanned leather and bones. \"Take what you need. Just pay the right price.\"": "Autour d'elle sont disposés de manière soignée du cuir tanné et des os. \"Prends ce dont tu as besoin. Paie simplement le bon prix.\"", "Arracher l'épouvantail et l'emporter.": "Arracher l'épouvantail et l'emporter.", "Arrière-plans - Dungeon Settlers Wiki": "Arrière-plans - Dungeon Settlers Wiki", "Arrow for bows:": "Flèche pour les arcs :", "Arrow x1": "Flèche x1", "Arrow x5": "Flèche x5", "Arrow ×1": "Flèche ×1", "Arrow ×3": "Flèche ×3", "Arrow ×5": "Flèche ×5", "Arsinoe": "Arsinoe", "Art de la Fureur": "Art de la Fureur", "Art de la Fureur - Dungeon Settlers Wiki": "Art de la Fureur - Dungeon Settlers Wiki", "Art de la Fureur icon": "Art de la Fureur icône", "Art de la charge": "Art de la charge", "Art de la charge - Dungeon Settlers Wiki": "Art de la charge - Dungeon Settlers Wiki", "Art de la charge icon": "Art de la charge icon", "Art de la défense": "Art de la défense", "Art de la défense - Dungeon Settlers Wiki": "Art de la défense - Dungeon Settlers Wiki", "Art de la défense icon": "Art de la défense icône", "Art du lancer": "Art du lancer", "Art du lancer - Dungeon Settlers Wiki": "Art du lancer - Dungeon Settlers Wiki", "Art du lancer icon": "Art du lancer icône", "Artefact arcanique abandonné": "Artefact arcanique abandonné", "Artefact arcanique abandonné - Dungeon Settlers Wiki": "Artefact arcanique abandonné - Dungeon Settlers Wiki", "Artefact arcanique abandonné icon": "Artefact arcanique abandonné icône", "Artefact religieux": "Artefact religieux", "Artefact religieux - Dungeon Settlers Wiki": "Artefact religieux - Dungeon Settlers Wiki", "Artefact religieux icon": "Artefact religieux icon", "Artifact": "Artefact", "Artisan des écailles": "Artisan des écailles", "Artisan des écailles - Dungeon Settlers Wiki": "Artisan des écailles - Dungeon Settlers Wiki", "Artisan des écailles icon": "Artisan des écailles icône", "Artisanat": "Artisanat", "Artisanat :": "Artisanat :", "Artisanat de base non terminé": "Artisanat de base non terminé", "Artisanat de base non terminé ➜ Artisanat de base non terminé": "Artisanat de base non terminé ➜ Artisanat de base non terminé", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.": "En tant que forgeron, {0} a réparé d'innombrables outils cassés et des armes usées. Plier et tirer le fer chauffé exigeait à la fois la force et la patience, et ce n'était qu'après avoir frappé le même endroit des dizaines de fois que la forme désirée émergeait enfin. Pourtant, face à des choses qui ne pouvaient pas être réparées aussi facilement qu'ils l'auraient souhaité, ils se trouvaient souvent sans voix.", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...": "En tant que forgeron, {0} a réparé d'innombrables outils cassés et des armes usées. Plier et tirer le fer chauffé exigeait à la fois la force et la patience, et ce n'était qu'après avoir frappé le même endroit des dizaines de fois que...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...": "En tant que charpentier, {0} voyait des formes dans le grain du bois qui n'avaient pas encore émergé. Même en levant un seul pilier, il observait où voyagerait le poids, et...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.": "En tant que charpentier, {0} voyait des formes dans le grain du bois qui n'avaient pas encore émergé. Même en levant un seul pilier, il observait où voyagerait le poids, et il savait bien qu'un petit écart pouvait faire tomber une vieille maison. Mais parce qu'il était habitué à mesurer et adapter tout, ses mains étaient souvent lentes face aux changements soudains.", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...": "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.": "En tant que charretier, {0} a passé sa vie sur la route entre les marchés, les auberges, les postes de contrôle et les traverses. Quand le cheval se fatiguait, il le laissait se reposer, et quand un rayon de roue se détachait, il le réparait au bord de la route, transportant la cargaison à destination d'une manière ou d'une autre. Au fil des années, il en vint à penser d'abord aux heures d'arrivée et à la distance restante avant aux visages des gens.", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...": "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratching at windows each night were always blamed on them, and frightened eyes turned away before words could be spoken. As the years passed, they could no longer easily trust even kindness offered to them.": "Enfant, {0} était suivi partout par des chuchotements bas. Les fleurs qui se fanaient sans raison et le bruit des griffures aux fenêtres chaque nuit lui étaient toujours imputés, et les yeux effrayés se détournaient avant que les paroles ne soient prononcées. Au fil des années, il ne pouvait plus facilement faire confiance même à la gentillesse qui lui était offerte.", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...": "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.": "En tant que druide, {0} vivait au cœur de la forêt, écoutant le bruit des changements de saison. Ils sentaient l'eau s'écouler sous les racines et la présence faible de nouvelles pousses poussant la nuit, appelant ce pouvoir à leurs doigts seulement quand la nature le permettait. Mais après s'être confié au rythme de la forêt pendant si longtemps, ils étaient souvent lents à répondre aux paroles rapides et aux promesses des gens.", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...": "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.": "En tant que jardinier, {0} savait que de petits actes de soin pouvaient s'accumuler au fil du temps et changer la forme d'une forêt. Même quand il coupait une seule branche, il regardait l'ombre qui resterait, et quand il réparait un ruisseau, il tassait le sol environnant pour qu'il ne s'effondre pas. Mais parce qu'il était habitué à façonner les choses lentement, il hésitait souvent avant un changement soudain.", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...": "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.": "En tant que veilleur de nuit, {0} n'a jamais ignoré une ombre qui se mouvait dans l'obscurité. Ils ont fouillé les ruelles remplies de pluie et l'arrière des entrepôts, essayant de capturer les signes avant que les problèmes ne commencent plutôt qu'après. Mais après avoir passé tant de longues nuits à monter la garde seul, ils étaient souvent lents à participer à des conversations dans des lieux plus lumineux.", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...": "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.": "En tant qu'aventurier noble, {0} savait bien que la richesse et le nom pouvaient ouvrir la voie. De beaux chevaux, un équipement robuste et des lettres d'introduction soigneusement écrites les ont menés à travers de nombreuses portes, mais ils ont été de peu d'aide contre le mauvais temps et les routes cassées. Dans ces moments-là, il a senti pour la première fois que sa propre force était mise à l'épreuve.", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...": "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.": "En tant qu'éclaireur, {0} a appris à marcher sans laisser de traces derrière lui. Dans l'obscurité, il a même réduit le bruit de sa respiration, et quand les lumières ennemies apparaissaient, il vérifiait le chemin du retour avant de se rapprocher. Cela l'a aidé à éviter de nombreux dangers, mais cela l'a aussi empêché de jamais se rapprocher vraiment de quelqu'un.", "As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).": "En guise de deuxième verrou, le binaire de la démo traite la région 1 comme un cas particulier : même un Voile du Silence terminé refuse d'ouvrir le Terrier purulent (la boucle de déverrouillage, la liste des régions disponibles et le nettoyeur de requêtes de région comportent tous des exceptions codées en dur pour la région 1).", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether ...": "En tant qu'écuyer juré à un seigneur, {0} a suivi comme une ombre, devenant un bouclier qui assurait la survie à travers d'innombrables batailles. Mais en lui une question a grandi, si", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi": "En tant qu'écuyer juré à un seigneur, {0} a suivi comme une ombre, devenant un bouclier qui assurait la survie à travers d'innombrables batailles. Mais en lui une question a grandi, si le rôle d'écuyer", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w...": "En tant qu'écuyer juré à un seigneur, {0} a suivi le chevalier comme une ombre et a survécu à d'innombrables batailles en tant que son bouclier. Mais au plus profond, une question a commencé à croître : r", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain": "En tant qu'écuyer juré à un seigneur, {0} a suivi le chevalier comme une ombre et a survécu à d'innombrables batailles en tant que son bouclier. Mais au plus profond, une question a commencé à croître : resteraient-ils", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps": "En tant qu'occultiste, {0} savait que chaque secret avait un prix. À chaque fois qu'ils étudiaient des rites sans nom et des symboles anciens, leur esprit s'usait peu à peu, mais leurs pas", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...": "En tant qu'occultiste, {0} savait que chaque secret avait un prix. À chaque fois qu'ils étudiaient des rites sans nom et des symboles anciens, leur esprit s'usait peu à peu", "As th...": "À mes...", "As the expedi...": "En tant que chef de l'exp...", "As the expedition leader dispatched b...": "En tant que chef de l'expédition envoyé p...", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak.": "Alors que les environs deviennent silencieux pour un moment, tu prends une profonde inspiration et commences à parler.", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak. \"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\" At your words, the expressions of the expedition members begin to change. Even {0} starts to show hints of understanding and sympathy. \"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\" \"Understood, commander. I can see your sincerity. We'll hold on a little longer.\" Alongside {0}, the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.": "Alors que les environs deviennent silencieux pour un moment, tu prends une profonde inspiration et commences à parler. « Je sais bien combien vous avez tous combattu durement, et combien d'épreuves nous avons surmontées ensemble. Nous sommes à une croisée des chemins cruciale. Si nous endurons cette épreuve, nous pourrions encore obtenir de plus grandes récompenses et construire un meilleur avenir. » À tes paroles, les expressions des membres de l'expédition commencent à changer. Même {0} commence à montrer des signes de compréhension et de sympathie. « Les ressources sont rares en ce moment, mais cette épreuve passera bientôt. Jusque-là, je te demande d'endurer un peu plus longtemps et de me prêter ta force. » « Compris, commandant. Je vois ta sincérité. Nous tiendrons un peu plus longtemps. » Aux côtés de {0}, les autres membres de l'expédition acquiescent d'accord. Bien que la situation reste difficile, tes paroles sincères ravive leur détermination.", "As the...": "À mesure...", "As though something unseen is fo...": "Comme si quelque chose d'invisible était fo...", "As you accept the request, he nods with a tired expression. \"Don't overdo it. A little investigation is enough.\"": "Quand vous acceptez la demande, il fait un signe de tête avec une expression fatiguée. \"N'en fais pas trop. Un peu d'enquête suffit.\"", "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "Lorsque vous vous approchez, Xenon feuillète son carnet sans réaction particulière, puis après un moment, ouvre sa bouche....", "As you approach, she briefly stops maintaining her equipment and looks toward you.": "En vous approchant, elle arrête brièvement d'entretenir son équipement et vous regarde.", "As you approach, she briefly stops maintaining her equipment and looks toward you. She no longer mocks you as openly as before, though she still does not seem fully at ease. \"You l": "En vous approchant, elle arrête brièvement d'entretenir son équipement et vous regarde. Elle ne vous moque plus aussi ouvertement qu'avant, bien qu'elle ne semble toujours pas entièrement à l'aise. « Tu »", "As you approach, she pauses the equipment she was tending to and looks at you. Unlike before, she doesn't openly sneer, ...": "En approchant, elle fait une pause sur l'équipement dont elle s'occupait et vous regarde. Contrairement à avant, elle ne ricane pas ouvertement...", "As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn ...": "As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn ...", "As you hand over the Hell Leech, Xenon unhesitatingly places it inside his robe. He then raises his lips in a smile. \"A...": "En lui remettant la Hell Leech, Xenon la place sans hésiter à l'intérieur de sa robe. Il relève alors les lèvres dans un sourire. \"A...", "As you hand over the investigation records of the magical device, Perion slowly reads through them with tired eyes. \"Hm...": "Tandis que vous remettez les dossiers d'enquête sur le dispositif magique, Perion les parcourt lentement des yeux fatigués. \"Hm...", "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "En lui remettant le matériel d'enquête, Xenon le parcourt rapidement. Après un moment de silence, il se saisit la tête avec...", "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents. \"Oh... what a re...": "En lui remettant les résultats de l'enquête, Xenon ouvre silencieusement son carnet et parcourt le contenu. \"Oh... quel r...", "As you hand over the survey results, he silently opens his notebook and skims through the contents. After a moment of s...": "En lui remettant les résultats de l'enquête, il ouvre silencieusement son carnet et parcourt le contenu. Après un moment de s...", "As you invoke the rules and take all the winnings, {0}'s face falls. \"No, this isn't right, Chief! This is an outrage!\"...": "En invoquant le règlement et en prenant tous les gains, le visage de {0} s'effondre. \"Non, ce n'est pas juste, Chef ! C'est une outrage !\"...", "As you mention discipline and take all the stakes, {0}'s face falls. \"No, where is such a thing, commander! This is tyr...": "Tandis que vous mentionnez la discipline et prenez tous les enjeux, le visage de {0} s'effondre. \"Non, où est une telle chose, commandant ! C'est...", "As you nod, he looks back at the acid insect without any particular interest. He mutters to himself as he watches the a...": "Lorsque vous hochez la tête, il regarde à nouveau l'insecte acide sans intérêt particulier. Il murmure en regardant l'a...", "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly. \"...it's over.\" After lookin...": "Tandis que vous relayez les résultats de la chasse, elle ferme lentement les yeux et exhale doucement. \"...c'est fini.\" Après avoir regardé...", "As you show evidence of the hunt, her expression hardens. \"That creature isn't something that dies so easily. Don't lie...": "Tandis que vous montrez la preuve de la chasse, son expression se durcit. \"Cette créature n'est pas quelque chose qui meurt aussi facilement. Ne...", "As you sound the expedition horn, the expedition members gather around.": "Lorsque vous sonnez le cor d'expédition, les membres de l'expédition se rassemblent.", "As you take the note, he nods with satisfaction. \"Good. This should be enough to verify the hypothesis.\" He looks at t...": "Lorsque vous prenez la note, il hoche la tête avec satisfaction. « Bon. Cela devrait être suffisant pour vérifier l'hypothèse. » Il regarde t...", "As {0} begins the ritual, the patterns carved into the floor flare crimson.": "Lorsque {0} commence le rituel, les motifs gravés dans le sol s'enflamment en cramoisi.", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Graaagh!!\" An unseen force drains {0}'s life as though wringing the blood from their body. The fresh blood spilling across the floor gathers at the center of the ritual circle, soaking the mana stones and filling them with an ominous crimson energy.": "Alors que {0} commence le rituel, les motifs gravés dans le sol s'enflamment de cramoisi. \"Graaagh !!\" Une force invisible draine la vie de {0} comme si elle essorait le sang de son corps. Le sang frais qui se répand sur le sol se rassemble au centre du cercle rituel, imbibant les pierres de mana et les remplissant d'une énergie cramoisi sinistre.", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Ngh...!\" As though something unseen is forcibly draining {0}'s life force, {0} clutches their chest and trembles in agony, barely managing to endure. But nothing happens.": "Alors que {0} commence le rituel, les motifs gravés dans le sol s'enflamment de cramoisi. \"Ngh... !\" Comme si quelque chose d'invisible drainait de force la force vitale de {0}, {0} se serre la poitrine et tremble d'agonie, parvenant à peine à endurer. Mais rien ne se passe.", "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "Lorsque {0} déchire plusieurs morceaux de la créature, un cri aigu résonne dans l'air.", "Ash Of Solace": "Cendre du Réconfort", "Ash Of Solace - Dungeon Settlers Wiki": "Cendre du Réconfort - Dungeon Settlers Wiki", "Ash Of Solace icon": "Icône de Cendre du Réconfort", "Ash Of Solace range and area shown on a dungeon room": "Portée et zone de Cendre du Réconfort affichées sur une salle de donjon", "Asks how many hours a day is divided into (day tick = this value * hour tick)": "Demande en combien d'heures une journée est divisée (tick de jour = cette valeur * tick d'heure)", "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "Demande en combien de minutes une heure est divisée (tick de minute = tick d'heure / cette valeur)", "Aspiration du vice-capitaine - Elfe": "Aspiration du vice-capitaine - Elfe", "Aspiration du vice-capitaine - Elfe - Dungeon Settlers Wiki": "Aspiration du vice-capitaine - Elfe - Dungeon Settlers Wiki", "Aspiration du vice-capitaine - Homme-lézard": "Aspiration du vice-capitaine - Homme-lézard", "Aspiration du vice-capitaine - Homme-lézard - Dungeon Settlers Wiki": "Aspiration du vice-capitaine - Homme-lézard - Dungeon Settlers Wiki", "Aspiration du vice-capitaine - Humain": "Aspiration du vice-capitaine - Humain", "Aspiration du vice-capitaine - Humain - Dungeon Settlers Wiki": "Aspiration du vice-capitaine - Humain - Dungeon Settlers Wiki", "Aspiration du vice-capitaine - Lycan": "Aspiration du vice-capitaine - Lycan", "Aspiration du vice-capitaine - Lycan - Dungeon Settlers Wiki": "Aspiration du vice-capitaine - Lycan - Dungeon Settlers Wiki", "Aspiration du vice-capitaine – Humain": "Aspiration du vice-capitaine - Humain", "Aspiration du vice-capitaine – Humain - Dungeon Settlers Wiki": "Aspiration du vice-capitaine – Humain - Dungeon Settlers Wiki", "Aspiration à l'exploration": "Aspiration à l'exploration", "Aspiration à l'exploration - Dungeon Settlers Wiki": "Aspiration à l'exploration - Dungeon Settlers Wiki", "Aspiration à l'exploration icon": "Aspiration à l'exploration icône", "Assaut": "Assaut", "Assaut - Dungeon Settlers Wiki": "Assaut - Dungeon Settlers Wiki", "Assaut icon": "Icône Assaut", "Assaut imprudent": "Assaut imprudent", "Assaut imprudent - Dungeon Settlers Wiki": "Assaut imprudent - Dungeon Settlers Wiki", "Assaut téméraire": "Assaut téméraire", "Assaut téméraire - Dungeon Settlers Wiki": "Assaut téméraire - Dungeon Settlers Wiki", "Assembled 1 of {#} authored layouts - rooms follow the authored graph positions": "Assemblé 1 sur {#} agencements conçus - les salles suivent les positions du graphe conçu", "Assiette d'argent": "Assiette d'argent", "Assiette d'argent - Dungeon Settlers Wiki": "Assiette d'argent - Dungeon Settlers Wiki", "Assiette d'argent icon": "Assiette d'argent icon", "AssignControlMode_CancelAssign": "AssignControlMode_CancelAssign", "AssignControlMode_Construction": "AssignControlMode_Construction", "AssignControlMode_Demolition": "AssignControlMode_Demolition", "AssignControlMode_GatherResource": "AssignControlMode_GatherResource", "AssignControlMode_MultiplePickUpMode": "AssignControlMode_MultiplePickUpMode", "Assigner au raccourci [1]": "Assigner au raccourci [1]", "Assigner à un emplacement rapide": "Assigner à un emplacement rapide", "Assis sur une chaise": "Assis sur une chaise", "Assis sur une chaise - Dungeon Settlers Wiki": "Assis sur une chaise - Dungeon Settlers Wiki", "Assis sur une chaise icon": "Assis sur une chaise icône", "Astuce : Consultez l'onglet": "Astuce : Consultez l'onglet", "Astuce : Dans l'onglet": "Astuce : Dans l'onglet", "Astuce : Différentes méthodes de cuisson affectent la récupération de": "Astuce : Différentes méthodes de cuisson affectent la récupération de", "Astuce : Dungeon Settlers est conçu pour être un jeu exigeant. Il est très difficile d'en venir à bout en une seule tentative. Si la situation devient trop défavorable ou si vous êtes vaincu, n'hésitez pas à quitter et démarrer une nouvelle campagne pour retenter votre chance plusieurs fois !": "Astuce : Dungeon Settlers est conçu pour être un jeu exigeant. Il est très difficile d'en venir à bout en une seule tentative. Si la situation devient trop défavorable ou si vous êtes vaincu, n'hésitez pas à quitter et démarrer une nouvelle campagne pour retenter votre chance plusieurs fois !", "Astuce : La collecte et le ramassage d'objets sont des actions que vous effectuerez fréquemment.": "Astuce : La collecte et le ramassage d'objets sont des actions que vous effectuerez fréquemment.", "Astuce : Pendant l'expédition, les unités ne s'endorment pas automatiquement même si le": "Astuce : Pendant l'expédition, les unités ne s'endorment pas automatiquement même si le", "Astuce : Pendant une expédition, les unités ne s'endorment pas automatiquement même si la": "Astuce : Pendant une expédition, les unités ne s'endorment pas automatiquement même si la", "Astuce : Plus l'unité reste longtemps dans un Donjon, plus les effets négatifs sur": "Astuce : Plus l'unité reste longtemps dans un Donjon, plus les effets négatifs sur", "Astuce : Plus l'unité reste longtemps dans un donjon, plus les effets négatifs sur": "Astuce : Plus l'unité reste longtemps dans un donjon, plus les effets négatifs sur", "Astuce : il est courant que des unités meurent pendant les expéditions ou que vous recrutiez de nouveaux membres. N'hésitez pas trop à recruter en début de partie.": "Astuce : il est courant que des unités meurent pendant les expéditions ou que vous recrutiez de nouveaux membres. N'hésitez pas trop à recruter en début de partie.", "Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.": "Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.", "Astuce : vous pouvez utiliser": "Astuce : vous pouvez utiliser", "Astuces et lore - Dungeon Settlers Wiki": "Astuces et lore - Dungeon Settlers Wiki", "At": "À", "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "À 120 PV ou moins, le prochain coup infligeant des dégâts (même 1 dégât, un tic de Saignement ou un renvoi) le tue sur le coup.", "At baseline (no bonus, no malus)": "Au niveau de référence (aucun bonus, aucun malus)", "At cap": "Au plafond", "At each level-up you are shown": "À chaque montée de niveau, on vous présente", "At every level-up you pick an inscription from 5 choices -": "À chaque montée de niveau vous choisissez une inscription parmi 5 propositions -", "At midnight (00:00)": "À minuit (00:00)", "At night, vision is reduced by": "La nuit, la vision est réduite de", "At normal (1x) speed the clock advances about 60 ticks per real second, which means": "À vitesse normale (x1), l'horloge avance d'environ 60 ticks par seconde réelle, ce qui signifie qu'", "At once, you and the...": "Aussitôt, toi et le...", "At the": "Au", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...": "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.": "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.", "At the start of combat,": "Au début du combat,", "At your answer, the entity ripples gently and whispers as though smiling.": "À votre réponse, l'entité ondule doucement et murmure comme si elle souriait.", "At your answer, the entity ripples gently and whispers as though smiling. \"Then... may the wave enfold you.\" In that instant, a transparent current washes over you and the expedition members. It is not a violent force, but a warmth like a gentle embrace sinks deep into your bodies. When you come to your senses, the entity has already vanished.": "À votre réponse, l'entité ondule doucement et murmure comme si elle souriait. \"Alors... puisse la vague vous envelopper.\" En cet instant, un courant transparent vous enveloppe ainsi que les membres de l'expédition. Ce n'est pas une force violente, mais une chaleur comme une douce étreinte s'enfonce profondément dans vos corps. Quand vous reprenez vos esprits, l'entité a déjà disparu.", "At your answer, the entity seems to smile with satisfaction.": "À votre réponse, l'entité semble sourire de satisfaction.", "At your answer, the entity seems to smile with satisfaction. \"Good... Life must bloom by its own power.\" In that instant, warm life energy envelops you and the expedition members. Gentle warmth seeps into every wound, and you feel your withered vitality slowly returning. When you come to your senses, the entity has already vanished.": "À votre réponse, l'entité semble sourire de satisfaction. \"Bien... La vie doit s'épanouir par sa propre puissance.\" En cet instant, une énergie vitale chaleureuse vous enveloppe ainsi que les membres de l'expédition. Une chaleur douce s'infiltre dans chaque blessure, et vous sentez votre vitalité flétrie revenir lentement. Quand vous reprenez vos esprits, l'entité a déjà disparu.", "At your answer, the entity surges violently and cries out in a voice like roaring flame.": "À votre réponse, l'entité surgit violemment et s'écrie d'une voix comme une flamme rugissante.", "At your answer, the entity surges violently and cries out in a voice like roaring flame. \"Good... Burn everything!\" In that instant, small flames spring to life across your body and those of the expedition members. Strangely, the fire does not burn your flesh, yet it flickers ceaselessly as though eager to spread to everything nearby. When you come to your senses, the entity has already vanished.": "À votre réponse, l'entité surgit violemment et s'écrie d'une voix comme une flamme rugissante. \"Bien... Brûlez tout !\" En cet instant, de petites flammes jaillissent sur votre corps et celui des membres de l'expédition. Étrangement, le feu ne brûle pas votre chair, mais il vacille sans cesse comme s'il était impatient de s'étendre à tout ce qui l'entoure. Quand vous reprenez vos esprits, l'entité a déjà disparu.", "At your answer, the thing claps with delight and cries out.": "À ta réponse, la chose applaudit de joie et crie.", "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.": "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.", "At your answer, the thing cries out in delight.": "À ta réponse, la chose crie de joie.", "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.": "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.", "At your answer, the thing writhes violently before roaring in fury.": "À ta réponse, la chose se contorsionne violemment avant de rugir de fureur.", "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.": "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.", "At your question, her face darkens without a word. You pause for a": "À votre question, son visage s'assombrit sans un mot. Vous marquez une", "Atelier": "Atelier", "Atelier arcanique correct": "Atelier arcanique correct", "Atelier arcanique correct minimum room layout": "Atelier arcanique correct : agencement minimal", "Atelier arcanique délabré": "Atelier arcanique délabré", "Atelier arcanique délabré minimum room layout": "Atelier arcanique délabré : agencement minimal", "Atelier arcanique fantastique": "Atelier arcanique fantastique", "Atelier arcanique impressionnant": "Atelier arcanique impressionnant", "Atelier arcanique luxueux": "Atelier arcanique luxueux", "Atelier arcanique médiocre": "Atelier arcanique médiocre", "Atelier arcanique médiocre minimum room layout": "Atelier arcanique médiocre : agencement minimal", "Atelier arcanique ordinaire": "Atelier arcanique ordinaire", "Atelier arcanique ordinaire minimum room layout": "Atelier arcanique ordinaire : agencement minimal", "Atelier correct": "Atelier correct", "Atelier correct minimum room layout": "Atelier correct : agencement minimal", "Atelier d'accessoires": "Atelier d'accessoires", "Atelier d'accessoires - Dungeon Settlers Wiki": "Atelier d'accessoires - Dungeon Settlers Wiki", "Atelier d'alchimiste": "Atelier d'alchimiste", "Atelier d'alchimiste - Dungeon Settlers Wiki": "Atelier d'alchimiste - Dungeon Settlers Wiki", "Atelier d'artisanat": "Atelier d'artisanat", "Atelier de cuisine": "Atelier de cuisine", "Atelier de fabrication de bâtons": "Atelier de fabrication de bâtons", "Atelier de fabrication de bâtons - Dungeon Settlers Wiki": "Atelier de fabrication de bâtons - Dungeon Settlers Wiki", "Atelier de magie": "Atelier de magie", "Atelier de recherche": "Atelier de recherche", "Atelier de réparation": "Atelier de réparation", "Atelier du cuir": "Atelier du cuir", "Atelier du cuir - Dungeon Settlers Wiki": "Atelier du cuir - Dungeon Settlers Wiki", "Atelier du tailleur de pierre": "Atelier du tailleur de pierre", "Atelier du tailleur de pierre - Dungeon Settlers Wiki": "Atelier du tailleur de pierre - Dungeon Settlers Wiki", "Atelier délabré": "Atelier délabré", "Atelier délabré minimum room layout": "Atelier délabré : agencement minimal", "Atelier fantastique": "Atelier fantastique", "Atelier impressionnant": "Atelier impressionnant", "Atelier luxueux": "Atelier luxueux", "Atelier médiocre": "Atelier médiocre", "Atelier médiocre minimum room layout": "Atelier médiocre : agencement minimal", "Atelier ordinaire": "Atelier ordinaire", "Atelier ordinaire minimum room layout": "Atelier ordinaire : agencement minimal", "Atelier pour fabriquer et décorer des accessoires.": "Atelier pour fabriquer et décorer des accessoires.", "Atk": "Atq", "Atk Spd": "Vit. atq.", "Atk spd": "Vit atk", "AtkSpd": "AtkSpd", "Attack 2": "Attaque 2", "Attack power (physical & magic)": "Puissance d'attaque (physique et magique)", "Attack skills - hover an icon for its reach and area on a dungeon room": "Compétences d'attaque - survolez une icône pour sa portée et sa zone sur une salle de donjon", "Attack speed": "Vitesse d'attaque", "Attack speed increases by {0}%.": "La vitesse d'attaque augmente de {0}%.", "Attack type (melee vs ranged)": "Type d'attaque (mêlée vs distance)", "Attacked": "Attaqué", "Attacked (variant)": "Attaqué (variante)", "Attacks": "Attaques", "Attacks & patterns": "Attaques et schémas", "Attacks the weakest enemy.": "Attaque l'ennemi le plus faible.", "Attaque": "Attaque", "Attaque - Dungeon Settlers Wiki": "Attaque - Dungeon Settlers Wiki", "Attaque - desc": "Attaque - desc", "Attaque : Lance": "Attaque : Lance", "Attaque : Lance - Dungeon Settlers Wiki": "Attaque : Lance - Dungeon Settlers Wiki", "Attaque : Lance portée et zone affichées sur une salle de donjon": "Attaque : Lance portée et zone affichées sur une salle de donjon", "Attaque : Missile magique": "Attaque : Missile magique", "Attaque : Missile magique - Dungeon Settlers Wiki": "Attaque : Missile magique - Dungeon Settlers Wiki", "Attaque : Missile magique icon": "Icône d'Attaque : Missile magique", "Attaque : Missile magique portée et zone affichées sur une salle de donjon": "Attaque : Missile magique portée et zone affichées sur une salle de donjon", "Attaque : Missile magique portée et zone sur une salle de donjon": "Attaque : Missile magique portée et zone sur une salle de donjon", "Attaque : Missile magique range and area on a dungeon room": "Attaque : Missile magique portée et zone dans une salle de donjon", "Attaque : Missile magique range and area shown on a dungeon room": "Portée et zone d'Attaque : Missile magique affichées sur une salle de donjon", "Attaque de base": "Attaque de base", "Attaque de base (Massue)": "Attaque de base (Massue)", "Attaque de base (Massue) - Dungeon Settlers Wiki": "Attaque de base (Massue) - Dungeon Settlers Wiki", "Attaque de base (Massue) icon": "Icône Attaque de base (Massue)", "Attaque de base (Massue) portée et zone affichées sur une salle de donjon": "Attaque de base (Massue) portée et zone affichées sur une salle de donjon", "Attaque de base (Massue) range and area shown on a dungeon room": "Attaque de base (Massue) : portée et zone affichées dans une salle de donjon", "Attaque de base - Dungeon Settlers Wiki": "Attaque de base - Dungeon Settlers Wiki", "Attaque de base - Grande épée": "Attaque de base - Grande épée", "Attaque de base - Grande épée - Dungeon Settlers Wiki": "Attaque de base - Grande épée - Dungeon Settlers Wiki", "Attaque de base - Grande épée portée et zone affichées sur une salle de donjon": "Attaque de base - Grande épée portée et zone affichées sur une salle de donjon", "Attaque de base - Épée à deux mains": "Attaque de base - Épée à deux mains", "Attaque de base - Épée à deux mains - Dungeon Settlers Wiki": "Attaque de base - Épée à deux mains - Dungeon Settlers Wiki", "Attaque de base - Épée à deux mains icon": "Icône Attaque de base - Épée à deux mains", "Attaque de base - Épée à deux mains portée et zone affichées sur une salle de donjon": "Attaque de base - Épée à deux mains portée et zone affichées sur une salle de donjon", "Attaque de base - Épée à deux mains range and area shown on a dungeon room": "Attaque de base - Épée à deux mains : portée et zone affichées dans une salle de donjon", "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.4s).": "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.4s).", "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.5s).": "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.5s).", "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.6s).": "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.6s).", "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.7s).": "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.7s).", "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 1.4s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 1.4s).", "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 2.5s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 2.5s).", "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 2s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 2s).", "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 3.3s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 3.3s).", "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 5s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 5s).", "Attaque de base icon": "Icône Attaque de base", "Attaque de base portée et zone affichées sur une salle de donjon": "Attaque de base portée et zone affichées sur une salle de donjon", "Attaque de base range and area shown on a dungeon room": "Portée et zone de Attaque de base affichées sur une salle de donjon", "Attaque de base à l'arc": "Attaque de base à l'arc", "Attaque de base à l'arc - Dungeon Settlers Wiki": "Attaque de base à l'arc - Dungeon Settlers Wiki", "Attaque de base à l'arc icon": "Attaque de base à l'arc icône", "Attaque de base à l'arc portée et zone affichées sur une salle de donjon": "Attaque de base à l'arc portée et zone affichées sur une salle de donjon", "Attaque de base à l'arc range and area shown on a dungeon room": "Attaque de base à l'arc portée et zone affichées dans une salle de donjon", "Attaque de base à l'épée": "Attaque de base à l'épée", "Attaque de base à l'épée - Dungeon Settlers Wiki": "Attaque de base à l'épée - Dungeon Settlers Wiki", "Attaque de base à l'épée icon": "Icône Attaque de base à l'épée", "Attaque de base à l'épée portée et zone affichées sur une salle de donjon": "Attaque de base à l'épée portée et zone affichées sur une salle de donjon", "Attaque de base à l'épée portée et zone sur une salle de donjon": "Attaque de base à l'épée portée et zone sur une salle de donjon", "Attaque de base à l'épée range and area on a dungeon room": "Attaque de base à l'épée portée et zone dans une salle de donjon", "Attaque de base à l'épée range and area shown on a dungeon room": "Attaque de base à l'épée : portée et zone affichées dans une salle de donjon", "Attaque de charge": "Attaque de charge", "Attaque de charge - Dungeon Settlers Wiki": "Attaque de charge - Dungeon Settlers Wiki", "Attaque de charge icon": "Icône Attaque de charge", "Attaque de charge portée et zone affichées sur une salle de donjon": "Attaque de charge portée et zone affichées sur une salle de donjon", "Attaque de charge range and area shown on a dungeon room": "Attaque de charge : portée et zone affichées dans une salle de donjon", "Attaque de dague de base": "Attaque de dague de base", "Attaque de lance basique": "Attaque de lance basique", "Attaque de lance basique - Dungeon Settlers Wiki": "Attaque de lance basique - Dungeon Settlers Wiki", "Attaque de lance basique portée et zone affichées sur une salle de donjon": "Attaque de lance basique portée et zone affichées sur une salle de donjon", "Attaque du gobelin": "Attaque du gobelin", "Attaque du gobelin - Dungeon Settlers Wiki": "Attaque du gobelin - Dungeon Settlers Wiki", "Attaque du gobelin icon": "Icône d'Attaque du gobelin", "Attaque du gobelin portée et zone affichées sur une salle de donjon": "Attaque du gobelin portée et zone affichées sur une salle de donjon", "Attaque du gobelin portée et zone sur une salle de donjon": "Attaque du gobelin portée et zone sur une salle de donjon", "Attaque du gobelin range and area on a dungeon room": "Attaque du gobelin : portée et zone dans une salle de donjon", "Attaque du gobelin range and area shown on a dungeon room": "Portée et zone d'Attaque du gobelin affichées sur une salle de donjon", "Attaque en lançant des pierres.": "Attaque en lançant des pierres.", "Attaque en priorité la cible qui t'a provoqué.": "Attaque en priorité la cible qui t'a provoqué.", "Attaque en priorité la cible qui t'a provoqué. Accordé par 5 compétences": "Attaque en priorité la cible qui t'a provoqué. Accordé par 5 compétences", "Attaque en priorité la cible qui t'a provoqué. Granted by 5 skills": "Attaque en priorité la cible qui t'a provoqué. Accordée par 5 compétences", "Attaque et défense équilibrées, mais il y a un défi au niveau des spécifications du Decay Rat et du Pale Mammoth. Mieux de rapidement abattre les insectes spores. - Dungeon Settlers Wiki": "Attaque et défense équilibrées, mais il y a un défi au niveau des spécifications du Decay Rat et du Pale Mammoth. Mieux de rapidement abattre les insectes spores. - Dungeon Settlers Wiki", "Attaque icon": "Icône d'Attaque", "Attaque l'ennemi le plus faible.": "Attaque l'ennemi le plus faible.", "Attaque portée et zone affichées sur une salle de donjon": "Attaque portée et zone affichées sur une salle de donjon", "Attaque portée et zone sur une salle de donjon": "Attaque portée et zone sur une salle de donjon", "Attaque range and area on a dungeon room": "Attaque portée et zone dans une salle de donjon", "Attaque range and area shown on a dungeon room": "Portée et zone d'Attaque affichées sur une salle de donjon", "Atteindre l'expérience maximale et constater une stagnation de la croissance réduit": "Atteindre l'expérience maximale et constater une stagnation de la croissance réduit", "Atteindre l'expérience maximale et constater une stagnation de la croissance réduit Humeur.": "Atteindre l'expérience maximale et constater une stagnation de la croissance réduit Humeur.", "Attentes de traitement (Nv1)": "Attentes de traitement (Nv1)", "Attentes de traitement (Nv1) - Dungeon Settlers Wiki": "Attentes de traitement (Nv1) - Dungeon Settlers Wiki", "Attentes de traitement (Nv1) icon": "Attentes de traitement (Nv1) icône", "Attentes de traitement (Nv2)": "Attentes de traitement (Nv2)", "Attentes de traitement (Nv2) - Dungeon Settlers Wiki": "Attentes de traitement (Nv2) - Dungeon Settlers Wiki", "Attentes de traitement (Nv2) icon": "Attentes de traitement (Nv2) icône", "Attentes de traitement (Nv3)": "Attentes de traitement (Nv3)", "Attentes de traitement (Nv3) - Dungeon Settlers Wiki": "Attentes de traitement (Nv3) - Dungeon Settlers Wiki", "Attentes de traitement (Nv3) icon": "Attentes de traitement (Nv3) icône", "Attentes de traitement (Nv4)": "Attentes de traitement (Nv4)", "Attentes de traitement (Nv4) - Dungeon Settlers Wiki": "Attentes de traitement (Nv4) - Dungeon Settlers Wiki", "Attentes de traitement (Nv4) icon": "Attentes de traitement (Nv4) icône", "Attentes de traitement (Nv5)": "Attentes de traitement (Nv5)", "Attentes de traitement (Nv5) - Dungeon Settlers Wiki": "Attentes de traitement (Nv5) - Dungeon Settlers Wiki", "Attentes de traitement (Nv5) icon": "Attentes de traitement (Nv5) icône", "Attention: Si c'est votre première expédition, le deuxième étage est extrêmement difficile. Il est fortement recommandé de suivre d'abord les objectifs principaux.": "Attention: Si c'est votre première expédition, le deuxième étage est extrêmement difficile. Il est fortement recommandé de suivre d'abord les objectifs principaux.", "Attiré par le vacarme, vous sortez et trouvez des membres de l'Expédition rassemblés autour d'un oiseau qui semble être tombé du ciel, ses élégantes plumes miroitant de couleurs éclatantes.": "Attiré par le vacarme, vous sortez et trouvez des membres de l'Expédition rassemblés autour d'un oiseau qui semble être tombé du ciel, ses élégantes plumes miroitant de couleurs éclatantes.", "Attribuer l'emplacement rapide [4]": "Attribuer l'emplacement rapide [4]", "Attribuer à l'emplacement rapide": "Attribuer à l'emplacement rapide", "Attribuer à l'emplacement rapide [2]": "Attribuer à l'emplacement rapide [2]", "Au bout d'un moment, il arrache un mot et vous le tend.": "Au bout d'un moment, il arrache un mot et vous le tend.", "Au bout d'un moment, les yeux bien fermés s'ouvrent lentement. On sent qu'ils sont dangereux.": "Au bout d'un moment, les yeux bien fermés s'ouvrent lentement. On sent qu'ils sont dangereux.", "Au cœur de la nuit, des rires dans l'obscurité annoncent que les voyous ont de nouveau envahi les rues.": "Au cœur de la nuit, des rires dans l'obscurité annoncent que les voyous ont de nouveau envahi les rues.", "Au début du combat,": "Au début du combat,", "Au début du combat, Puissance d'attaque physique augmente de 35% pendant 15 secondes.": "Au début du combat, Puissance d'attaque physique augmente de 35% pendant 15 secondes.", "Au début du combat, Puissance d'attaque physique augmente de 35% pendant 5 secondes.": "Au début du combat, Puissance d'attaque physique augmente de 35% pendant 5 secondes.", "Au début du combat, gagnez 300 de bouclier pendant 15 secondes.": "Au début du combat, gagnez 300 de bouclier pendant 15 secondes.", "Au début du combat, votre vitesse d'attaque est augmentée de 25 % pendant 15 secondes.": "Au début du combat, votre vitesse d'attaque est augmentée de 25 % pendant 15 secondes.", "Au début du combat, vous obtenez pendant 20 secondes un": "Au début du combat, vous obtenez pendant 20 secondes un", "Au début du combat, vous obtenez pendant 20 secondes un Bouclier égal à 200% de Santé a...": "Au début du combat, vous obtenez pendant 20 secondes un Bouclier égal à 200% de Santé a...", "Au début du combat, vous obtenez pendant 20 secondes un Bouclier égal à 200% de Santé actuelle perdue. Cet effet ne peut se déclencher à nouveau que 60 secondes après sa dernière activation.": "Au début du combat, vous obtenez pendant 20 secondes un Bouclier égal à 200% de Santé actuelle perdue. Cet effet ne peut se déclencher à nouveau que 60 secondes après sa dernière activation.", "Au lieu que le bâtiment soit achevé instantanément, un plan du bâtiment est posé.": "Au lieu que le bâtiment soit achevé instantanément, un plan du bâtiment est posé.", "Au milieu du bruit des coups de fer chauffés, sa journée se poursuit sans interruption.": "Au milieu du bruit des coups de fer chauffés, sa journée se poursuit sans interruption.", "Au moins une est correcte!": "Au moins une est correcte!", "Au moins, vous avez trouvé quelque chose.": "Au moins, vous avez trouvé quelque chose.", "Au moment où les dés sont lancés, son cœur bat le plus vite.": "Au moment où les dés sont lancés, son cœur bat le plus vite.", "Au moment où vous pensez que survivre était un miracle, vous entendez de nouveau le battement des ailes du corbeau. Vous vous raccrochez à la conscience et vous vous redressez. Le corbeau se pose sur votre bras et ouvre son bec.": "Au moment où vous pensez que survivre était un miracle, vous entendez de nouveau le battement des ailes du corbeau. Vous vous raccrochez à la conscience et vous vous redressez. Le corbeau se pose sur votre bras et ouvre son bec.", "Au moment où vous présentez la preuve de la chasse, son expression se durcit.": "Au moment où vous présentez la preuve de la chasse, son expression se durcit.", "Au son du cor d'expédition, les membres de l'expédition se rassemblent autour de vous.": "Au son du cor d'expédition, les membres de l'expédition se rassemblent autour de vous.", "Au toucher, elle est humide et curieusement molle.": "Au toucher, elle est humide et curieusement molle.", "Au toucher, elle paraît humide et glissante.": "Au toucher, elle paraît humide et glissante.", "Au toucher, il semble visqueux et légèrement acide.": "Au toucher, il semble visqueux et légèrement acide.", "Aucun": "Aucun", "Aucun - Dungeon Settlers Wiki": "Aucun - Dungeon Settlers Wiki", "Aucun bâtiment ne peut être construit à proximité.": "Aucun bâtiment ne peut être construit à proximité.", "Aucun équipement corporel n'est porté.": "Aucun équipement corporel n'est porté.", "Aucun équipement de tête n'est équipé.": "Aucun équipement de tête n'est équipé.", "Aucun équipement pour la tête": "Aucun équipement pour la tête", "Aucun équipement pour le corps": "Aucun équipement pour le corps", "Aucune arme n'est équipée.": "Aucune arme n'est équipée.", "Aucune arme équipée": "Aucune arme équipée", "Aucune nourriture comestible": "Aucune nourriture comestible", "Aucune nourriture comestible disponible pour cette unité.": "Aucune nourriture comestible disponible pour cette unité.", "Aucune recherche en cours.": "Aucune recherche en cours.", "Aucune recherche sélectionnée": "Aucune recherche sélectionnée", "Aucune source connue": "Aucune source connue", "Aucune zone d'interaction": "Aucune zone d'interaction", "Augmentation permanente de la force et de la constitution.": "Augmentation permanente de la force et de la constitution.", "Augmentation permanente de la force et de la constitution. +3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.": "Augmentation permanente de la Force et de la Constitution. +3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.", "Augmente": "Augmente", "Augmente Bonus de dégâts critiques.": "Augmente Bonus de dégâts critiques.", "Augmente Chance de critique de 50% pendant 180 secondes.": "Augmente Chance de critique de 50% pendant 180 secondes.", "Augmente Chance de critique de 50% pendant 180 secondes. Accordé par 1 objet": "Augmente Chance de critique de 50% pendant 180 secondes. Accordé par 1 objet", "Augmente Chance de critique de 7% à chaque fois que le nombre d'ennemis vaincus par des attaques de base atteint 10/25/100/250/1000/2500.": "Augmente Chance de critique de 7% à chaque fois que le nombre d'ennemis vaincus par des attaques de base atteint 10/25/100/250/1000/2500.", "Augmente Chance de critique de ?% pendant ? secondes.": "Augmente Chance de critique de ?% pendant ? secondes.", "Augmente Chance de critique de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Chance de critique de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Chance de critique de ?% pendant ? secondes. Granted by 1 item": "Augmente Chance de critique de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Chance de critique.": "Augmente Chance de critique.", "Augmente Dégâts infligés de 20% pendant 5 secondes après avoir vaincu un ennemi.": "Augmente Dégâts infligés de 20% pendant 5 secondes après avoir vaincu un ennemi.", "Augmente Dégâts infligés de la prochaine compétence physique de corps à corps de 100% et son Probabilité de toucher de 30%. 2 energy - 8s cooldown": "Augmente Dégâts infligés de la prochaine compétence physique de corps à corps de 100% et son Probabilité de toucher de 30%. 2 energy - 8s cooldown", "Augmente Dégâts infligés de la prochaine compétence physique de corps à corps de 100% et son Probabilité de toucher de 30%. 2 énergie - 8s de recharge": "Augmente Dégâts infligés de la prochaine compétence physique de corps à corps de 100% et son Probabilité de toucher de 30%. 2 énergie - 8s de recharge", "Augmente Poids max. de 100% pendant 180 secondes.": "Augmente Poids max. de 100% pendant 180 secondes.", "Augmente Poids max. de 100% pendant 180 secondes. Accordé par 1 objet": "Augmente Poids max. de 100% pendant 180 secondes. Accordé par 1 objet", "Augmente Poids max. de ?% pendant ? secondes.": "Augmente Poids max. de ?% pendant ? secondes.", "Augmente Poids max. de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Poids max. de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Poids max. de ?% pendant ? secondes. Granted by 1 item": "Augmente Poids max. de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Poids max..": "Augmente Poids max..", "Augmente Probabilité d'esquive de 50% pendant 180 secondes.": "Augmente Probabilité d'esquive de 50% pendant 180 secondes.", "Augmente Probabilité d'esquive de 50% pendant 180 secondes. Accordé par 1 objet": "Augmente Probabilité d'esquive de 50% pendant 180 secondes. Accordé par 1 objet", "Augmente Probabilité d'esquive de ?% pendant ? secondes.": "Augmente Probabilité d'esquive de ?% pendant ? secondes.", "Augmente Probabilité d'esquive de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Probabilité d'esquive de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Probabilité d'esquive de ?% pendant ? secondes. Granted by 1 item": "Augmente Probabilité d'esquive de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Probabilité d'esquive.": "Augmente Probabilité d'esquive.", "Augmente Probabilité de Garde de 10%. Lorsqu'un bouclier est équipé, Vitesse de déplacement augmente de 20%, Vitesse d'attaque augmente de 20% et le poids du bouclier équipé devient 0.": "Augmente Probabilité de Garde de 10%. Lorsqu'un bouclier est équipé, Vitesse de déplacement augmente de 20%, Vitesse d'attaque augmente de 20% et le poids du bouclier équipé devient 0.", "Augmente Probabilité de Garde de 10%. Vitesse d'attaque augmente de 20% et le poids du bouclier équipé devient 0.": "Augmente Probabilité de Garde de 10%. Vitesse d'attaque augmente de 20% et le poids du bouclier équipé devient 0.", "Augmente Probabilité de Garde de 12%.": "Augmente Probabilité de Garde de 12%.", "Augmente Probabilité de Garde de 4% par ennemi adjacent.": "Augmente Probabilité de Garde de 4% par ennemi adjacent.", "Augmente Probabilité de Garde de 40% et Réduction des dégâts (Garde) de 30% pendant 180 secondes.": "Augmente Probabilité de Garde de 40% et Réduction des dégâts (Garde) de 30% pendant 180 secondes.", "Augmente Probabilité de Garde de 40% et Réduction des dégâts (Garde) de 30% pendant 180 secondes. Accordé par 1 objet": "Augmente Probabilité de Garde de 40% et Réduction des dégâts (Garde) de 30% pendant 180 secondes. Accordé par 1 objet", "Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes.": "Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes.", "Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes. Granted by 1 item": "Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Probabilité de Garde.": "Augmente Probabilité de Garde.", "Augmente Probabilité de toucher de 50% pendant 180 secondes.": "Augmente Probabilité de toucher de 50% pendant 180 secondes.", "Augmente Probabilité de toucher de 50% pendant 180 secondes. Accordé par 1 objet": "Augmente Probabilité de toucher de 50% pendant 180 secondes. Accordé par 1 objet", "Augmente Probabilité de toucher de ?% pendant ? secondes.": "Augmente Probabilité de toucher de ?% pendant ? secondes.", "Augmente Probabilité de toucher de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Probabilité de toucher de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Probabilité de toucher de ?% pendant ? secondes. Granted by 1 item": "Augmente Probabilité de toucher de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Probabilité de toucher.": "Augmente Probabilité de toucher.", "Augmente Puissance d'attaque magique de 30% par cumul de Combustion.": "Augmente Puissance d'attaque magique de 30% par cumul de Combustion.", "Augmente Puissance d'attaque magique de 70 pendant 180 secondes.": "Augmente Puissance d'attaque magique de 70 pendant 180 secondes.", "Augmente Puissance d'attaque magique de 70 pendant 180 secondes. Accordé par 1 objet": "Augmente Puissance d'attaque magique de 70 pendant 180 secondes. Accordé par 1 objet", "Augmente Puissance d'attaque magique de ? pendant ? secondes.": "Augmente Puissance d'attaque magique de ? pendant ? secondes.", "Augmente Puissance d'attaque magique de ? pendant ? secondes. Accordé par 1 objet": "Augmente Puissance d'attaque magique de ? pendant ? secondes. Accordé par 1 objet", "Augmente Puissance d'attaque magique de ? pendant ? secondes. Granted by 1 item": "Augmente Puissance d'attaque magique de ? pendant ? secondes. Accordé par 1 objet", "Augmente Puissance d'attaque magique de ?% par cumul de Combustion.": "Augmente Puissance d'attaque magique de ?% par cumul de Combustion.", "Augmente Puissance d'attaque magique.": "Augmente Puissance d'attaque magique.", "Augmente Puissance d'attaque physique de 3% par unité située dans un rayon d'une case.": "Augmente Puissance d'attaque physique de 3% par unité située dans un rayon d'une case.", "Augmente Puissance d'attaque physique de 35% lorsque vous infligez des dégâts à des ennemis sans avoir d'arme secondaire équipée.": "Augmente Puissance d'attaque physique de 35% lorsque vous infligez des dégâts à des ennemis sans avoir d'arme secondaire équipée.", "Augmente Puissance d'attaque physique de 70 pendant 180 secondes.": "Augmente Puissance d'attaque physique de 70 pendant 180 secondes.", "Augmente Puissance d'attaque physique de 70 pendant 180 secondes. Accordé par 1 objet": "Augmente Puissance d'attaque physique de 70 pendant 180 secondes. Accordé par 1 objet", "Augmente Puissance d'attaque physique de ? pendant ? secondes.": "Augmente Puissance d'attaque physique de ? pendant ? secondes.", "Augmente Puissance d'attaque physique de ? pendant ? secondes. Accordé par 1 objet": "Augmente Puissance d'attaque physique de ? pendant ? secondes. Accordé par 1 objet", "Augmente Puissance d'attaque physique de ? pendant ? secondes. Granted by 1 item": "Augmente Puissance d'attaque physique de ? pendant ? secondes. Accordé par 1 objet", "Augmente Puissance d'attaque physique.": "Augmente Puissance d'attaque physique.", "Augmente Réduction des dégâts (Garde).": "Augmente Réduction des dégâts (Garde).", "Augmente Réduction du temps de recharge de 12.": "Augmente Réduction du temps de recharge de 12.", "Augmente Réduction du temps de recharge de 30% pendant 180 secondes.": "Augmente Réduction du temps de recharge de 30% pendant 180 secondes.", "Augmente Réduction du temps de recharge de 30% pendant 180 secondes. Accordé par 1 objet": "Augmente Réduction du temps de recharge de 30% pendant 180 secondes. Accordé par 1 objet", "Augmente Réduction du temps de recharge de ?% pendant ? secondes.": "Augmente Réduction du temps de recharge de ?% pendant ? secondes.", "Augmente Réduction du temps de recharge de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Réduction du temps de recharge de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Réduction du temps de recharge de ?% pendant ? secondes. Granted by 1 item": "Augmente Réduction du temps de recharge de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Réduction du temps de recharge.": "Augmente Réduction du temps de recharge.", "Augmente Régénération des points de vie.": "Augmente Régénération des points de vie.", "Augmente Résistance magique de 50% pendant 180 secondes.": "Augmente Résistance magique de 50% pendant 180 secondes.", "Augmente Résistance magique de 50% pendant 180 secondes. Accordé par 1 objet": "Augmente Résistance magique de 50% pendant 180 secondes. Accordé par 1 objet", "Augmente Résistance magique de ?% pendant ? secondes.": "Augmente Résistance magique de ?% pendant ? secondes.", "Augmente Résistance magique de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Résistance magique de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Résistance magique de ?% pendant ? secondes. Granted by 1 item": "Augmente Résistance magique de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Résistance magique.": "Augmente Résistance magique.", "Augmente Résistance physique de 50% pendant 180 secondes.": "Augmente Résistance physique de 50% pendant 180 secondes.", "Augmente Résistance physique de 50% pendant 180 secondes. Accordé par 1 objet": "Augmente Résistance physique de 50% pendant 180 secondes. Accordé par 1 objet", "Augmente Résistance physique de ?% pendant ? secondes.": "Augmente Résistance physique de ?% pendant ? secondes.", "Augmente Résistance physique de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Résistance physique de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Résistance physique de ?% pendant ? secondes. Granted by 1 item": "Augmente Résistance physique de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Résistance physique.": "Augmente Résistance physique.", "Augmente Santé maximale.": "Augmente Santé maximale.", "Augmente Vitesse d'attaque de 50% pendant 180 secondes.": "Augmente Vitesse d'attaque de 50% pendant 180 secondes.", "Augmente Vitesse d'attaque de 50% pendant 180 secondes. Accordé par 1 objet": "Augmente Vitesse d'attaque de 50% pendant 180 secondes. Accordé par 1 objet", "Augmente Vitesse d'attaque de ?% pendant ? secondes.": "Augmente Vitesse d'attaque de ?% pendant ? secondes.", "Augmente Vitesse d'attaque de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Vitesse d'attaque de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Vitesse d'attaque de ?% pendant ? secondes. Granted by 1 item": "Augmente Vitesse d'attaque de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Vitesse d'attaque.": "Augmente Vitesse d'attaque.", "Augmente Vitesse de déplacement de 25% pendant 15 secondes. 60s cooldown": "Augmente Vitesse de déplacement de 25% pendant 15 secondes. 60s de recharge", "Augmente Vitesse de déplacement de 25% pendant 15 secondes. 60s de recharge": "Augmente Vitesse de déplacement de 25% pendant 15 secondes. 60s de recharge", "Augmente Vitesse de déplacement de 70% pendant 180 secondes.": "Augmente Vitesse de déplacement de 70% pendant 180 secondes.", "Augmente Vitesse de déplacement de 70% pendant 180 secondes. Accordé par 1 objet": "Augmente Vitesse de déplacement de 70% pendant 180 secondes. Accordé par 1 objet", "Augmente Vitesse de déplacement de ?% pendant ? secondes.": "Augmente Vitesse de déplacement de ?% pendant ? secondes.", "Augmente Vitesse de déplacement de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Vitesse de déplacement de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Vitesse de déplacement de ?% pendant ? secondes. Granted by 1 item": "Augmente Vitesse de déplacement de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Vitesse de déplacement.": "Augmente Vitesse de déplacement.", "Augmente Vol de vie de 35% pendant 180 secondes.": "Augmente Vol de vie de 35% pendant 180 secondes.", "Augmente Vol de vie de 35% pendant 180 secondes. Accordé par 1 objet": "Augmente Vol de vie de 35% pendant 180 secondes. Accordé par 1 objet", "Augmente Vol de vie de ?% pendant ? secondes.": "Augmente Vol de vie de ?% pendant ? secondes.", "Augmente Vol de vie de ?% pendant ? secondes. Accordé par 1 objet": "Augmente Vol de vie de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Vol de vie de ?% pendant ? secondes. Granted by 1 item": "Augmente Vol de vie de ?% pendant ? secondes. Accordé par 1 objet", "Augmente Vol de vie.": "Augmente Vol de vie.", "Augmente continuellement la croissance des cultures plantées dans le champ.": "Augmente continuellement la croissance des cultures plantées dans le champ.", "Augmente de 100% le nombre de piles de": "Augmente de 100% le nombre de piles de", "Augmente de 100% le nombre de piles de Combustion reçues et ignore 70% des dégâts causés par Combustion. Effects: • Combustion: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Augmente de 100% le nombre de piles de Combustion reçues et ignore 70% des dégâts causés par Combustion. Effets : • Combustion : 3 dégâts magiques par pile, chaque seconde, en ignorant la défense et les boucliers (fixe, ne dépend pas de la puissance d'attaque ; jusqu'à 50 piles). Exemple : 10 piles = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Augmente de 100% le nombre de piles de Combustion reçues et ignore 70% des dégâts causés par Combustion. Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Augmente de 100% le nombre de piles de Combustion reçues et ignore 70% des dégâts causés par Combustion. Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Augmente fortement": "Augmente fortement", "Augmente fortement Bonus de dégâts critiques.": "Augmente fortement Bonus de dégâts critiques.", "Augmente fortement Chance de critique.": "Augmente fortement Chance de critique.", "Augmente fortement Poids max..": "Augmente fortement Poids max..", "Augmente fortement Probabilité d'esquive.": "Augmente fortement Probabilité d'esquive.", "Augmente fortement Probabilité de toucher.": "Augmente fortement Probabilité de toucher.", "Augmente fortement Puissance d'attaque physique.": "Augmente fortement Puissance d'attaque physique.", "Augmente fortement Réduction des dégâts (Garde).": "Augmente fortement Réduction des dégâts (Garde).", "Augmente fortement Régénération des points de vie.": "Augmente fortement Régénération des points de vie.", "Augmente fortement Résistance magique.": "Augmente fortement Résistance magique.", "Augmente fortement Résistance physique.": "Augmente fortement Résistance physique.", "Augmente fortement Santé maximale.": "Augmente fortement Santé maximale.", "Augmente fortement Vitesse d'attaque.": "Augmente fortement Vitesse d'attaque.", "Augmente fortement Vitesse de déplacement.": "Augmente fortement Vitesse de déplacement.", "Augmente grandement": "Augmente grandement", "Augmente grandement Probabilité de Garde.": "Augmente grandement Probabilité de Garde.", "Augmente grandement Puissance d'attaque magique.": "Augmente grandement Puissance d'attaque magique.", "Augmente grandement Réduction du temps de recharge.": "Augmente grandement Réduction du temps de recharge.", "Augmente grandement Vol de vie.": "Augmente grandement Vol de vie.", "Augmente grandement Énergie max..": "Augmente grandement Énergie max..", "Augmente la capacité de soutien de la magie naturelle.": "Augmente la capacité de soutien de la magie naturelle.", "Augmente la vitesse des compétences affectées par la vitesse d'attaque. Plus la valeur est élevée, plus les attaques sont rapides.": "Augmente la vitesse des compétences affectées par la vitesse d'attaque. Plus la valeur est élevée, plus les attaques sont rapides.", "Augmente la vitesse à laquelle les temps de recharge des compétences diminuent. Plus la valeur est élevée, plus ils se récupèrent vite.": "Augmente la vitesse à laquelle les temps de recharge des compétences diminuent. Plus la valeur est élevée, plus ils se récupèrent vite.", "Augmente la vitesse à laquelle les temps de recharge diminuent. Plus la valeur est élevée, plus ils se récupèrent vite.": "Augmente la vitesse à laquelle les temps de recharge diminuent. Plus la valeur est élevée, plus ils se récupèrent vite.", "Augmente le champ de vision.": "Augmente le champ de vision.", "Augmente le gain de": "Augmente le gain de", "Augmente le gain de Bouclier de 20%. Effects: • Bouclier: Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Augmente le gain de Bouclier de 20%. Effets : • Bouclier : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Augmente le gain de Bouclier de 20%. Effets : • Bouclier: Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Augmente le gain de Bouclier de 20%. Effets : • Bouclier: Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Augmente les dégâts de 15% de votre poids actuel lors d'attaques physiques au corps à c...": "Augmente les dégâts de 15% de votre poids actuel lors d'attaques physiques au corps à c...", "Augmente les dégâts de 15% de votre poids actuel lors d'attaques physiques au corps à corps.": "Augmente les dégâts de 15% de votre poids actuel lors d'attaques physiques au corps à corps.", "Augmente les dégâts explosifs de la magie de feu.": "Augmente les dégâts explosifs de la magie de feu.", "Augmente les dégâts infligés de 25% lors des attaques de base, mais la durabilité de l'...": "Augmente les dégâts infligés de 25% lors des attaques de base, mais la durabilité de l'...", "Augmente les dégâts infligés de 25% lors des attaques de base, mais la durabilité de l'arme principale diminue deux fois plus vite lors des attaques de base.": "Augmente les dégâts infligés de 25% lors des attaques de base, mais la durabilité de l'arme principale diminue deux fois plus vite lors des attaques de base.", "Augmente légèrement": "Augmente légèrement", "Augmente légèrement Bonus de dégâts critiques.": "Augmente légèrement Bonus de dégâts critiques.", "Augmente légèrement Chance de critique.": "Augmente légèrement Chance de critique.", "Augmente légèrement Poids max..": "Augmente légèrement Poids max..", "Augmente légèrement Probabilité d'esquive.": "Augmente légèrement Probabilité d'esquive.", "Augmente légèrement Probabilité de Garde.": "Augmente légèrement Probabilité de Garde.", "Augmente légèrement Probabilité de toucher.": "Augmente légèrement Probabilité de toucher.", "Augmente légèrement Puissance d'attaque magique.": "Augmente légèrement Puissance d'attaque magique.", "Augmente légèrement Puissance d'attaque physique.": "Augmente légèrement Puissance d'attaque physique.", "Augmente légèrement Réduction des dégâts (Garde).": "Augmente légèrement Réduction des dégâts (Garde).", "Augmente légèrement Réduction du temps de recharge.": "Augmente légèrement Réduction du temps de recharge.", "Augmente légèrement Régénération des points de vie.": "Augmente légèrement Régénération des points de vie.", "Augmente légèrement Résistance magique.": "Augmente légèrement Résistance magique.", "Augmente légèrement Résistance physique.": "Augmente légèrement Résistance physique.", "Augmente légèrement Santé maximale.": "Augmente légèrement Santé maximale.", "Augmente légèrement Vitesse d'attaque.": "Augmente légèrement Vitesse d'attaque.", "Augmente légèrement Vitesse de déplacement.": "Augmente légèrement Vitesse de déplacement.", "Augmente légèrement Vol de vie.": "Augmente légèrement Vol de vie.", "Augmente légèrement Énergie max..": "Augmente légèrement Énergie max..", "Augmente temporairement la capacité de transport.": "Augmente temporairement la capacité de transport.", "Augmente temporairement la défense.": "Augmente temporairement la défense.", "Augmente temporairement la probabilité d'esquive.": "Augmente temporairement la probabilité d'esquive.", "Augmente temporairement la probabilité d'un coup critique.": "Augmente temporairement la probabilité d'un coup critique.", "Augmente temporairement la probabilité de garde.": "Augmente temporairement la probabilité de garde.", "Augmente temporairement la précision.": "Augmente temporairement la précision.", "Augmente temporairement la puissance d'attaque magique.": "Augmente temporairement la puissance d'attaque magique.", "Augmente temporairement la puissance d'attaque physique.": "Augmente temporairement la puissance d'attaque physique.", "Augmente temporairement la réduction du temps de recharge des compétences.": "Augmente temporairement la réduction du temps de recharge des compétences.", "Augmente temporairement la résistance à la magie.": "Augmente temporairement la résistance à la magie.", "Augmente temporairement la vitesse d'attaque.": "Augmente temporairement la vitesse d'attaque.", "Augmente temporairement la vitesse de déplacement.": "Augmente temporairement la vitesse de déplacement.", "Augmente tous les": "Augmente tous les", "Augmente tous les Statistique principale, mais inflige aussi une pénalité de Humeur.": "Augmente tous les Statistique principale, mais inflige aussi une pénalité de Humeur.", "Augmente Énergie max..": "Augmente Énergie max..", "Augmenter la priorité des tâches dans lesquelles elle excelle permet de gérer votre colonie plus efficacement.": "Augmenter la priorité des tâches dans lesquelles elle excelle permet de gérer votre colonie plus efficacement.", "Augmenter la vitesse du jeu": "Augmenter la vitesse du jeu", "Aura": "Aura", "Aura de graine étrange": "Aura de graine étrange", "Aura de graine étrange - Dungeon Settlers Wiki": "Aura de graine étrange - Dungeon Settlers Wiki", "Aura de graine étrange icon": "Aura de graine étrange icon", "Aura de l'Arbre de Vie": "Aura de l'Arbre de Vie", "Aura de l'Arbre de Vie - Dungeon Settlers Wiki": "Aura de l'Arbre de Vie - Dungeon Settlers Wiki", "Aura de l'Arbre de Vie icon": "Aura de l'Arbre de Vie icon", "Aura de l'Art de Défense": "Aura de l'Art de Défense", "Aura de l'Art de Défense - Dungeon Settlers Wiki": "Aura de l'Art de Défense - Dungeon Settlers Wiki", "Aura de l'Art de Défense icon": "Aura de l'Art de Défense icon", "Aura de l'Art de la Fureur": "Aura de l'Art de la Fureur", "Aura de l'Art de la Fureur - Dungeon Settlers Wiki": "Aura de l'Art de la Fureur - Dungeon Settlers Wiki", "Aura de l'Art de la Fureur icon": "Aura de l'Art de la Fureur icon", "Aura de l'Art de la Ruée": "Aura de l'Art de la Ruée", "Aura de l'Art de la Ruée - Dungeon Settlers Wiki": "Aura de l'Art de la Ruée - Dungeon Settlers Wiki", "Aura de l'Art de la Ruée icon": "Aura de l'Art de la Ruée icon", "Aura de l'Art du Lancer": "Aura de l'Art du Lancer", "Aura de l'Art du Lancer - Dungeon Settlers Wiki": "Aura de l'Art du Lancer - Dungeon Settlers Wiki", "Aura de l'Art du Lancer icon": "Aura de l'Art du Lancer icon", "Aura de régénération": "Aura de régénération", "Aura du portail": "Aura du portail", "Aura du portail - Dungeon Settlers Wiki": "Aura du portail - Dungeon Settlers Wiki", "Aura du portail icon": "Aura du portail icon", "Aura gardienne mineure": "Aura gardienne mineure", "Aura gardienne mineure - Dungeon Settlers Wiki": "Aura gardienne mineure - Dungeon Settlers Wiki", "Aura gardienne mineure icon": "Aura gardienne mineure icône", "Aussitôt, vous et les membres de l'expédition êtes emportés par une vague d'extase écrasante.": "Aussitôt, vous et les membres de l'expédition êtes emportés par une vague d'extase écrasante.", "Authored": "Conçu", "Authored but not yet obtainable (future special recruits)": "Créés mais pas encore obtenables (futures recrues spéciales)", "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "Constante définie sans aucun consommateur dans cette version : documentée ici comme une mécanique potentielle, pas active.", "Auto (until the event)": "Auto (jusqu'à l'événement)", "Auto PickUp in Dungeon": "Ramassage automatique au donjon", "Auto Save Interval (Only in Settlement)": "Intervalle de sauvegarde automatique (Uniquement dans l'établissement)", "Auto-réparation": "Auto-réparation", "Auto-réparation - Dungeon Settlers Wiki": "Auto-réparation - Dungeon Settlers Wiki", "Auto-réparation icon": "Auto-réparation icône", "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1": "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1", "Automatically uses skills on enemies when": "Utilise automatiquement des compétences sur les ennemis quand", "Automatically uses skills on enemies when Énergie is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "Utilise automatiquement les compétences sur les ennemis lorsque l'Énergie est au-dessus d'un certain seuil. Clic droit sur une compétence dans l'emplacement rapide du \"Panneau de commande\" pour choisir individuellement si chaque compétence est utilisée auto", "Automatically uses skills on enemies when Énergie is above a certain threshold. Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "Utilise automatiquement les compétences sur les ennemis lorsque l'Énergie est au-dessus d'un certain seuil. Clic droit sur une compétence dans l'emplacement rapide du \"Panneau de commande\" pour choisir individuellement si chaque compétence est utilisée auto", "Autoriser la réparation automatique": "Autoriser la réparation automatique", "Autoriser/Interdire stockage": "Autoriser/Interdire stockage", "Autosave the current character and start a new one": "Sauvegarder automatiquement le personnage actuel et en commencer un nouveau", "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "Sauvegarde automatique de ce personnage et démarrage d'un nouveau. Rien n'est perdu : revenez-y à tout moment depuis la liste ci-dessous ou la barre des unités.", "Autosaves as you edit (name it first)": "Sauvegarde automatique au fil de l'édition (nommez-le d'abord)", "Autour d'elle, des peaux, des os et des sous-produits de gibier fraîchement préparés sont soigneusement alignés.": "Autour d'elle, des peaux, des os et des sous-produits de gibier fraîchement préparés sont soigneusement alignés.", "Autour de": "Autour de", "Autre": "Autre", "Autrefois célébré comme le guerrier le plus prometteur de la tribu,": "Autrefois célébré comme le guerrier le plus prometteur de la tribu,", "Autrefois un sablier finement travaillé, désormais réduit à une relique obsolète.": "Autrefois un sablier finement travaillé, désormais réduit à une relique obsolète.", "Autrefois utilisée pour la magie, cette boule de cristal a perdu son éclat avec le temps.": "Autrefois utilisée pour la magie, cette boule de cristal a perdu son éclat avec le temps.", "Autres compétences (1)": "Autres compétences (1)", "Autres compétences (2)": "Autres compétences (2)", "Autres compétences (3)": "Autres compétences (3)", "Autres compétences (30)": "Autres compétences (30)", "Autres compétences (4)": "Autres compétences (4)", "Autres compétences (5)": "Autres compétences (5)", "Aux côtés de": "Aux côtés de", "Auxiliary skill tree": "Arbre de compétences auxiliaire", "Availability": "Disponibilité", "Available cap in current build": "Plafond disponible dans la version actuelle", "Available localization languages.": "Langues de localisation disponibles.", "Available phases": "Phases disponibles", "Avaler un cadavre": "Avaler un cadavre", "Avaler un cadavre - Dungeon Settlers Wiki": "Avaler un cadavre - Dungeon Settlers Wiki", "Avaler un cadavre icon": "Avaler un cadavre icône", "Avalez un cadavre pour récupérer 30% de": "Avalez un cadavre pour récupérer 30% de", "Avalez un cadavre pour récupérer 30% de Santé maximale et gagner 1 Avaler un cadavre. 1s cooldown Effects: • Avaler un cadavre (on the caster): La puissance d'attaque physique augmente de 30% par charge.": "Avalez un cadavre pour récupérer 30% de Santé maximale et gagner 1 Avaler un cadavre. 1s de recharge Effets : • Avaler un cadavre (sur le lanceur) : La puissance d'attaque physique augmente de 30% par charge.", "Avalez un cadavre pour récupérer 30% de Santé maximale et gagner 1 Avaler un cadavre. 1s de recharge Effets : • Avaler un cadavre (sur le lanceur): La puissance d'attaque physique augmente de 30% par charge.": "Avalez un cadavre pour récupérer 30% de Santé maximale et gagner 1 Avaler un cadavre. 1s de recharge Effets : • Avaler un cadavre (sur le lanceur): La puissance d'attaque physique augmente de 30% par charge.", "Avant d'appeler la nature,": "Avant d'appeler la nature,", "Avant que vous puissiez répondre, plusieurs membres autour de vous hochent la tête.": "Avant que vous puissiez répondre, plusieurs membres autour de vous hochent la tête.", "Avantage": "Avantage", "Avantage - Dungeon Settlers Wiki": "Avantage - Dungeon Settlers Wiki", "Avec d'excellentes compétences en leadership, accorde": "Avec d'excellentes compétences en leadership, accorde", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches.": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches.", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Accordé par 1 objet": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Accordé par 1 objet", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent esprit pionnier.": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent esprit pionnier.", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent esprit pionnier. Accordé par 1 objet": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent esprit pionnier. Accordé par 1 objet", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent instinct de survie.": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent instinct de survie.", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent instinct de survie. Accordé par 1 objet": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent instinct de survie. Accordé par 1 objet", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres apprennent Protection de l'Arbre du Monde.": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres apprennent Protection de l'Arbre du Monde.", "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres apprennent Protection de l'Arbre du Monde. Accordé par 1 objet": "Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres apprennent Protection de l'Arbre du Monde. Accordé par 1 objet", "Avec de l'aide, elle parvient tout juste à se relever et reprend difficilement son souffle.": "Avec de l'aide, elle parvient tout juste à se relever et reprend difficilement son souffle.", "Avec son goût et son arôme excellents, une bouchée suffit à faire disparaître toute fatigue.": "Avec son goût et son arôme excellents, une bouchée suffit à faire disparaître toute fatigue.", "Avec un arrière-goût désagréable et les murmures des membres derrière vous, vous prenez un bref moment pour célébrer le retour de": "Avec un arrière-goût désagréable et les murmures des membres derrière vous, vous prenez un bref moment pour célébrer le retour de", "Avec un fort instinct de survie, lorsque la vitalité est inférieure à 40 %, le taux d'é...": "Avec un fort instinct de survie, lorsque la vitalité est inférieure à 40 %, le taux d'é...", "Avec un fort instinct de survie, lorsque la vitalité est inférieure à 40 %, le taux d'évasion augmente de 15 %.": "Avec un fort instinct de survie, lorsque la vitalité est inférieure à 40 %, le taux d'évasion augmente de 15 %.", "Avec un peu de polissage, je pense que tu pourrais le vendre pour une jolie somme.": "Avec un peu de polissage, je pense que tu pourrais le vendre pour une jolie somme.", "Avec un rictus moqueur, elle désigne la carcasse d'une bête massive gisant à ses pieds.": "Avec un rictus moqueur, elle désigne la carcasse d'une bête massive gisant à ses pieds.", "Avec une unité sélectionnée, cliquez avec le bouton droit sur un emplacement pour déplacer l'unité.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un emplacement pour déplacer l'unité.", "Avec une unité sélectionnée, cliquez droit sur un ennemi pour effectuer une attaque de base.": "Avec une unité sélectionnée, cliquez droit sur un ennemi pour effectuer une attaque de base.", "Avec une unité sélectionnée, faites un clic droit sur un objet interactif pour démarrer l'interaction.": "Avec une unité sélectionnée, faites un clic droit sur un objet interactif pour démarrer l'interaction.", "Aventure": "Aventure", "Aventureux": "Aventureux", "Aventureux - Dungeon Settlers Wiki": "Aventureux - Dungeon Settlers Wiki", "Aventureux icon": "Aventureux icône", "Average": "Moyenne", "Average damage one cast lands on a single target for the caster chosen in 'Cast by', with critical chance folded in. Against a chosen Target it is mitigated by that monster's resistance and shown as a % of its HP (red + skull = lethal). This is the ranking metric.": "Dégâts moyens qu'un lancer inflige à une seule cible pour le lanceur choisi dans 'Lancé par', avec la chance de critique incluse. Contre une Cible choisie, ils sont atténués par la résistance de ce monstre et affichés en % de ses PV (rouge + crâne = létal). C'est la mesure de classement.", "Average damage one use of this attack lands on the target set in '{#}' (crit folded in, mitigated by that target's resistances) at the selected Difficulty, and the % of the target's HP it removes. Red + skull = lethal (>=100%), orange >=50%, green <10%. This is the ranking metric.": "Dégâts moyens qu'une utilisation de cette attaque inflige à la cible définie dans '{#}' (critique inclus, atténué par les résistances de cette cible) à la difficulté sélectionnée, et le % de PV de la cible qu'elle retire. Rouge + crâne = létal (>=100%), orange >=50%, vert <10%. C'est la mesure de classement.", "Average mood below -3 sustained -> Growing Discontent event": "Humeur moyenne sous -3 de façon prolongée -> événement Mécontentement croissant", "Avertissement de la sentinelle": "Avertissement de la sentinelle", "Avertissement de la sentinelle - Dungeon Settlers Wiki": "Avertissement de la sentinelle - Dungeon Settlers Wiki", "Avertissement de la sentinelle icon": "Avertissement de la sentinelle icon", "Avertit les intrus pendant une durée déterminée": "Avertit les intrus pendant une durée déterminée", "Avez-vous déjà vu le visage derrière le masque ? Quelle question étrange.": "Avez-vous déjà vu le visage derrière le masque ? Quelle question étrange.", "Avg basic hit (magic staff)": "Coup de base moyen (bâton magique)", "Avg basic hit (physical)": "Coup de base moyen (physique)", "Avg hit": "Coup moyen", "Avis : Travaux en cours": "Avis : Travaux en cours", "Avis : Travaux en cours - desc": "Avis : Travaux en cours - desc", "Avoine": "Avoine", "Avoine - Dungeon Settlers Wiki": "Avoine - Dungeon Settlers Wiki", "Avoine <Étape 0> - Dungeon Settlers Wiki": "Avoine <Étape 0> - Dungeon Settlers Wiki", "Avoine <Étape 1> - Dungeon Settlers Wiki": "Avoine <Étape 1> - Dungeon Settlers Wiki", "Avoine <Étape 2> (resource node)": "Avoine <Étape 2> (nœud de ressource)", "Avoine <Étape 2> (resource node) - Dungeon Settlers Wiki": "Avoine <Étape 2> (resource node) - Dungeon Settlers Wiki", "Avoine <Étape 2> (source de ressources)": "Avoine <Étape 2> (source de ressources)", "Avoine <Étape 2> (source de ressources) - Dungeon Settlers Wiki": "Avoine <Étape 2> (source de ressources) - Dungeon Settlers Wiki", "Avoine <Étape 3> (resource node)": "Avoine <Étape 3> (nœud de ressource)", "Avoine <Étape 3> (resource node) - Dungeon Settlers Wiki": "Avoine <Étape 3> (resource node) - Dungeon Settlers Wiki", "Avoine <Étape 3> (source de ressources)": "Avoine <Étape 3> (source de ressources)", "Avoine <Étape 3> (source de ressources) - Dungeon Settlers Wiki": "Avoine <Étape 3> (source de ressources) - Dungeon Settlers Wiki", "Avoine Sauvage": "Avoine Sauvage", "Avoine Sauvage (resource node)": "Avoine Sauvage (nœud de ressource)", "Avoine Sauvage (resource node) - Dungeon Settlers Wiki": "Avoine Sauvage (nœud de ressource) - Dungeon Settlers Wiki", "Avoine Sauvage (source de ressources)": "Avoine Sauvage (source de ressources)", "Avoine Sauvage (source de ressources) - Dungeon Settlers Wiki": "Avoine Sauvage (source de ressources) - Dungeon Settlers Wiki", "Avoine bien mûre. Prête pour la récolte.": "Avoine bien mûre. Prête pour la récolte.", "Avoine icon": "Avoine icon", "Avoine saine devenue dorée.": "Avoine saine devenue dorée.", "Avoine sauvage poussant dans la nature.": "Avoine sauvage poussant dans la nature.", "Avoir moins de 15 céramiques": "Avoir moins de 15 céramiques", "Avoir moins de 15 céramiques ➜ Avoir moins de 15 céramiques": "Avoir moins de 15 céramiques ➜ Avoir moins de 15 céramiques", "Avoir moins de 20 pierres": "Avoir moins de 20 pierres", "Avoir moins de 20 pierres ➜ Avoir moins de 20 pierres": "Avoir moins de 20 pierres ➜ Avoir moins de 20 pierres", "Awakened by the sound, you step outside to find {0}...": "Réveillé par le bruit, vous sortez et trouvez {0}...", "Awareness": "Vigilance", "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "Valeur de conscience accumulée par minute quand une unité du joueur est dans la portée de vue (s'applique uniquement aux ennemis)", "Awareness value required before entering combat": "Valeur de conscience requise avant d'entrer en combat", "AwarenessOnMin": "AwarenessOnMin", "AwarenessToCombat": "AwarenessToCombat", "Awaring": "En alerte", "Awoooo!! Awoooo!!": "Awoooo !! Awoooo !!", "Axe (items, aptitude, no tree)": "Hache (objets, aptitude, pas d'arbre)", "Axes": "Haches", "Ayant appris le pouvoir des éléments,": "Ayant appris le pouvoir des éléments,", "Ayant consacré sa vie à l'étude solitaire,": "Ayant consacré sa vie à l'étude solitaire,", "Ayant grandi dans des tripots,": "Ayant grandi dans des tripots,", "Ayant grandi en apprenant l'artisanat des écailles,": "Ayant grandi en apprenant l'artisanat des écailles,", "Ayant grandi parmi les bandes,": "Ayant grandi parmi les bandes,", "Ayant grandi sur les champs de bataille,": "Ayant grandi sur les champs de bataille,", "Ayant ouvert d'innombrables serrures,": "Ayant ouvert d'innombrables serrures,", "Ayant vécu comme croque-mort,": "Ayant vécu comme croque-mort,", "Ayant vécu sous terre,": "Ayant vécu sous terre,", "B.0.3.40 content pass + data corrections": "Passage de contenu B.0.3.40 + corrections de données", "BAND": "TRANCHE", "BASEAREAROOM_Default_Big_1": "BASEAREAROOM_Default_Big_1", "BASEAREAROOM_Default_Big_2": "BASEAREAROOM_Default_Big_2", "BASEAREAROOM_Default_Big_AbandonedClinic": "BASEAREAROOM_Default_Big_AbandonedClinic", "BASEAREAROOM_Default_Big_AbandonedFarm": "BASEAREAROOM_Default_Big_AbandonedFarm", "BASEAREAROOM_Default_Big_AbandonedVillage_1": "BASEAREAROOM_Default_Big_AbandonedVillage_1", "BASEAREAROOM_Default_Big_AbandonedVillage_2": "BASEAREAROOM_Default_Big_AbandonedVillage_2", "BASEAREAROOM_Default_Big_AbandonedVillage_3": "BASEAREAROOM_Default_Big_AbandonedVillage_3", "BASEAREAROOM_Default_Big_AbandonedVillage_4": "BASEAREAROOM_Default_Big_AbandonedVillage_4", "BASEAREAROOM_Default_Big_AbandonedVillage_5": "BASEAREAROOM_Default_Big_AbandonedVillage_5", "BASEAREAROOM_Default_Big_BrokenWagon": "BASEAREAROOM_Default_Big_BrokenWagon", "BASEAREAROOM_Default_Big_FertileFarmland_1": "BASEAREAROOM_Default_Big_FertileFarmland_1", "BASEAREAROOM_Default_Big_FertileFarmland_2": "BASEAREAROOM_Default_Big_FertileFarmland_2", "BASEAREAROOM_Default_Big_FertileFarmland_3": "BASEAREAROOM_Default_Big_FertileFarmland_3", "BASEAREAROOM_Default_Big_FertileFarmland_4": "BASEAREAROOM_Default_Big_FertileFarmland_4", "BASEAREAROOM_Default_Big_FertileFarmland_5": "BASEAREAROOM_Default_Big_FertileFarmland_5", "BASEAREAROOM_Default_Big_LastRefuge": "BASEAREAROOM_Default_Big_LastRefuge", "BASEAREAROOM_Default_Big_Rock_1": "BASEAREAROOM_Default_Big_Rock_1", "BASEAREAROOM_Default_Big_Rock_2": "BASEAREAROOM_Default_Big_Rock_2", "BASEAREAROOM_Default_Big_Rock_3": "BASEAREAROOM_Default_Big_Rock_3", "BASEAREAROOM_Default_Big_TwistedForest_1": "BASEAREAROOM_Default_Big_TwistedForest_1", "BASEAREAROOM_Default_Big_TwistedForest_2": "BASEAREAROOM_Default_Big_TwistedForest_2", "BASEAREAROOM_Default_Big_TwistedForest_3": "BASEAREAROOM_Default_Big_TwistedForest_3", "BASEAREAROOM_Default_Central_1": "BASEAREAROOM_Default_Central_1", "BASEAREAROOM_Default_Central_2": "BASEAREAROOM_Default_Central_2", "BASEAREAROOM_Default_FirstFarmArea_1": "BASEAREAROOM_Default_FirstFarmArea_1", "BASEAREAROOM_Default_FirstMiniDungeonArea_1": "BASEAREAROOM_Default_FirstMiniDungeonArea_1", "BASEAREAROOM_Default_Small_1": "BASEAREAROOM_Default_Small_1", "BASEAREAROOM_Default_Small_10": "BASEAREAROOM_Default_Small_10", "BASEAREAROOM_Default_Small_11": "BASEAREAROOM_Default_Small_11", "BASEAREAROOM_Default_Small_12": "BASEAREAROOM_Default_Small_12", "BASEAREAROOM_Default_Small_13": "BASEAREAROOM_Default_Small_13", "BASEAREAROOM_Default_Small_14": "BASEAREAROOM_Default_Small_14", "BASEAREAROOM_Default_Small_15": "BASEAREAROOM_Default_Small_15", "BASEAREAROOM_Default_Small_16": "BASEAREAROOM_Default_Small_16", "BASEAREAROOM_Default_Small_17": "BASEAREAROOM_Default_Small_17", "BASEAREAROOM_Default_Small_18": "BASEAREAROOM_Default_Small_18", "BASEAREAROOM_Default_Small_19": "BASEAREAROOM_Default_Small_19", "BASEAREAROOM_Default_Small_2": "BASEAREAROOM_Default_Small_2", "BASEAREAROOM_Default_Small_20": "BASEAREAROOM_Default_Small_20", "BASEAREAROOM_Default_Small_21": "BASEAREAROOM_Default_Small_21", "BASEAREAROOM_Default_Small_22": "BASEAREAROOM_Default_Small_22", "BASEAREAROOM_Default_Small_23": "BASEAREAROOM_Default_Small_23", "BASEAREAROOM_Default_Small_24": "BASEAREAROOM_Default_Small_24", "BASEAREAROOM_Default_Small_25": "BASEAREAROOM_Default_Small_25", "BASEAREAROOM_Default_Small_3": "BASEAREAROOM_Default_Small_3", "BASEAREAROOM_Default_Small_4": "BASEAREAROOM_Default_Small_4", "BASEAREAROOM_Default_Small_5": "BASEAREAROOM_Default_Small_5", "BASEAREAROOM_Default_Small_6": "BASEAREAROOM_Default_Small_6", "BASEAREAROOM_Default_Small_7": "BASEAREAROOM_Default_Small_7", "BASEAREAROOM_Default_Small_8": "BASEAREAROOM_Default_Small_8", "BASEAREAROOM_Default_Small_9": "BASEAREAROOM_Default_Small_9", "BGMShiftTime": "BGMShiftTime", "BUILDINGS": "BÂTIMENTS", "BUILDING_AccessoriesWorkstation": "BUILDING_AccessoriesWorkstation", "BUILDING_AccessoriesWorkstation -": "BUILDING_AccessoriesWorkstation -", "BUILDING_AdvancedCookingWorkstation": "BUILDING_AdvancedCookingWorkstation", "BUILDING_AdvancedCookingWorkstation -": "BUILDING_AdvancedCookingWorkstation -", "BUILDING_AlchemistWorkstation": "BUILDING_AlchemistWorkstation", "BUILDING_AlchemistWorkstation -": "BUILDING_AlchemistWorkstation -", "BUILDING_AllStorage": "BUILDING_AllStorage", "BUILDING_AllStorage -": "BUILDING_AllStorage -", "BUILDING_AlphaNearPortalBlock": "BUILDING_AlphaNearPortalBlock", "BUILDING_AlphaNearPortalBlock -": "BUILDING_AlphaNearPortalBlock -", "BUILDING_AncientForestBookshelf": "BUILDING_AncientForestBookshelf", "BUILDING_AncientForestBookshelf -": "BUILDING_AncientForestBookshelf -", "BUILDING_AncientForestBookshelfRemnant": "BUILDING_AncientForestBookshelfRemnant", "BUILDING_AncientForestBookshelfRemnant -": "BUILDING_AncientForestBookshelfRemnant -", "BUILDING_AncientForestBookshelfSide": "BUILDING_AncientForestBookshelfSide", "BUILDING_AncientForestBookshelfSide -": "BUILDING_AncientForestBookshelfSide -", "BUILDING_AncientForestBookshelfSideRemnant": "BUILDING_AncientForestBookshelfSideRemnant", "BUILDING_AncientForestBookshelfSideRemnant -": "BUILDING_AncientForestBookshelfSideRemnant -", "BUILDING_AnimalBoneRemains": "BUILDING_AnimalBoneRemains", "BUILDING_AnimalBoneRemains -": "BUILDING_AnimalBoneRemains -", "BUILDING_Banner": "BUILDING_Banner", "BUILDING_Banner -": "BUILDING_Banner -", "BUILDING_BannerStand": "BUILDING_BannerStand", "BUILDING_BannerStand -": "BUILDING_BannerStand -", "BUILDING_BasementStartPack": "BUILDING_BasementStartPack", "BUILDING_BasementStartPack -": "BUILDING_BasementStartPack -", "BUILDING_BasementTree": "BUILDING_BasementTree", "BUILDING_BasementTree -": "BUILDING_BasementTree -", "BUILDING_BasicCampsite": "BUILDING_BasicCampsite", "BUILDING_BasicCampsite -": "BUILDING_BasicCampsite -", "BUILDING_BasicCampsiteDeco1": "BUILDING_BasicCampsiteDeco1", "BUILDING_BasicCampsiteDeco1 -": "BUILDING_BasicCampsiteDeco1 -", "BUILDING_BasicCampsiteDeco2": "BUILDING_BasicCampsiteDeco2", "BUILDING_BasicCampsiteDeco2 -": "BUILDING_BasicCampsiteDeco2 -", "BUILDING_BasicWorkstation": "BUILDING_BasicWorkstation", "BUILDING_BasicWorkstation -": "BUILDING_BasicWorkstation -", "BUILDING_Bed": "BUILDING_Bed", "BUILDING_Bed -": "BUILDING_Bed -", "BUILDING_BeeHiveTree": "BUILDING_BeeHiveTree", "BUILDING_BeeHiveTree -": "BUILDING_BeeHiveTree -", "BUILDING_BeeHiveTreeRemnant": "BUILDING_BeeHiveTreeRemnant", "BUILDING_BeeHiveTreeRemnant -": "BUILDING_BeeHiveTreeRemnant -", "BUILDING_BigDarkThornVine": "BUILDING_BigDarkThornVine", "BUILDING_BigDarkThornVine -": "BUILDING_BigDarkThornVine -", "BUILDING_BigRock": "BUILDING_BigRock", "BUILDING_BigRock -": "BUILDING_BigRock -", "BUILDING_BigRockRemnant": "BUILDING_BigRockRemnant", "BUILDING_BigRockRemnant -": "BUILDING_BigRockRemnant -", "BUILDING_BlackBanner": "BUILDING_BlackBanner", "BUILDING_BlackBanner -": "BUILDING_BlackBanner -", "BUILDING_BlackBannerStand": "BUILDING_BlackBannerStand", "BUILDING_BlackBannerStand -": "BUILDING_BlackBannerStand -", "BUILDING_BlackCarpet": "BUILDING_BlackCarpet", "BUILDING_BlackCarpet -": "BUILDING_BlackCarpet -", "BUILDING_BlockingVine": "BUILDING_BlockingVine", "BUILDING_BlockingVine -": "BUILDING_BlockingVine -", "BUILDING_BloodTree": "BUILDING_BloodTree", "BUILDING_BloodTree -": "BUILDING_BloodTree -", "BUILDING_BloodTreeRemnant": "BUILDING_BloodTreeRemnant", "BUILDING_BloodTreeRemnant -": "BUILDING_BloodTreeRemnant -", "BUILDING_BloodTreeWithFruit": "BUILDING_BloodTreeWithFruit", "BUILDING_BloodTreeWithFruit -": "BUILDING_BloodTreeWithFruit -", "BUILDING_BloodTreeWithFruitRemnant": "BUILDING_BloodTreeWithFruitRemnant", "BUILDING_BloodTreeWithFruitRemnant -": "BUILDING_BloodTreeWithFruitRemnant -", "BUILDING_BlueBanner": "BUILDING_BlueBanner", "BUILDING_BlueBanner -": "BUILDING_BlueBanner -", "BUILDING_BlueBannerStand": "BUILDING_BlueBannerStand", "BUILDING_BlueBannerStand -": "BUILDING_BlueBannerStand -", "BUILDING_BlueCarpet": "BUILDING_BlueCarpet", "BUILDING_BlueCarpet -": "BUILDING_BlueCarpet -", "BUILDING_BlueDrunkardMushroom": "BUILDING_BlueDrunkardMushroom", "BUILDING_BlueDrunkardMushroom -": "BUILDING_BlueDrunkardMushroom -", "BUILDING_BlueberryBush": "BUILDING_BlueberryBush", "BUILDING_BlueberryBush -": "BUILDING_BlueberryBush -", "BUILDING_BlueberryBushRemnant": "BUILDING_BlueberryBushRemnant", "BUILDING_BlueberryBushRemnant -": "BUILDING_BlueberryBushRemnant -", "BUILDING_Blueprint": "BUILDING_Blueprint", "BUILDING_Blueprint -": "BUILDING_Blueprint -", "BUILDING_BonePile1": "BUILDING_BonePile1", "BUILDING_BonePile1 -": "BUILDING_BonePile1 -", "BUILDING_BonePile2": "BUILDING_BonePile2", "BUILDING_BonePile2 -": "BUILDING_BonePile2 -", "BUILDING_BoneRemains1": "BUILDING_BoneRemains1", "BUILDING_BoneRemains1 -": "BUILDING_BoneRemains1 -", "BUILDING_BoneRemains2": "BUILDING_BoneRemains2", "BUILDING_BoneRemains2 -": "BUILDING_BoneRemains2 -", "BUILDING_Bonfire": "BUILDING_Bonfire", "BUILDING_Bonfire -": "BUILDING_Bonfire -", "BUILDING_BookPile": "BUILDING_BookPile", "BUILDING_BookPile -": "BUILDING_BookPile -", "BUILDING_BookPile2": "BUILDING_BookPile2", "BUILDING_BookPile2 -": "BUILDING_BookPile2 -", "BUILDING_BottomCircleFlower": "BUILDING_BottomCircleFlower", "BUILDING_BottomCircleFlower -": "BUILDING_BottomCircleFlower -", "BUILDING_BottomRockMiddle": "BUILDING_BottomRockMiddle", "BUILDING_BottomRockMiddle -": "BUILDING_BottomRockMiddle -", "BUILDING_BottomRockSmall": "BUILDING_BottomRockSmall", "BUILDING_BottomRockSmall -": "BUILDING_BottomRockSmall -", "BUILDING_BottomStemFlower": "BUILDING_BottomStemFlower", "BUILDING_BottomStemFlower -": "BUILDING_BottomStemFlower -", "BUILDING_BrokenAncientForestBookshelf1": "BUILDING_BrokenAncientForestBookshelf1", "BUILDING_BrokenAncientForestBookshelf1 -": "BUILDING_BrokenAncientForestBookshelf1 -", "BUILDING_BrokenAncientForestBookshelf2": "BUILDING_BrokenAncientForestBookshelf2", "BUILDING_BrokenAncientForestBookshelf2 -": "BUILDING_BrokenAncientForestBookshelf2 -", "BUILDING_BrokenAncientForestBookshelfSide": "BUILDING_BrokenAncientForestBookshelfSide", "BUILDING_BrokenAncientForestBookshelfSide -": "BUILDING_BrokenAncientForestBookshelfSide -", "BUILDING_BrokenChest": "BUILDING_BrokenChest", "BUILDING_BrokenChest -": "BUILDING_BrokenChest -", "BUILDING_BrokenTreeTrunk": "BUILDING_BrokenTreeTrunk", "BUILDING_BrokenTreeTrunk -": "BUILDING_BrokenTreeTrunk -", "BUILDING_BrokenWagon": "BUILDING_BrokenWagon", "BUILDING_BrokenWagon -": "BUILDING_BrokenWagon -", "BUILDING_BrokenWagonRemnant": "BUILDING_BrokenWagonRemnant", "BUILDING_BrokenWagonRemnant -": "BUILDING_BrokenWagonRemnant -", "BUILDING_BrokenWheel": "BUILDING_BrokenWheel", "BUILDING_BrokenWheel -": "BUILDING_BrokenWheel -", "BUILDING_CampFire": "BUILDING_CampFire", "BUILDING_CampFire -": "BUILDING_CampFire -", "BUILDING_CampFireRemnant": "BUILDING_CampFireRemnant", "BUILDING_CampFireRemnant -": "BUILDING_CampFireRemnant -", "BUILDING_CandleStand": "BUILDING_CandleStand", "BUILDING_CandleStand -": "BUILDING_CandleStand -", "BUILDING_CardPlayTable": "BUILDING_CardPlayTable", "BUILDING_CardPlayTable -": "BUILDING_CardPlayTable -", "BUILDING_CargoBundle1": "BUILDING_CargoBundle1", "BUILDING_CargoBundle1 -": "BUILDING_CargoBundle1 -", "BUILDING_CargoBundle1Remnant": "BUILDING_CargoBundle1Remnant", "BUILDING_CargoBundle1Remnant -": "BUILDING_CargoBundle1Remnant -", "BUILDING_CargoBundle2": "BUILDING_CargoBundle2", "BUILDING_CargoBundle2 -": "BUILDING_CargoBundle2 -", "BUILDING_CargoBundle2Remnant": "BUILDING_CargoBundle2Remnant", "BUILDING_CargoBundle2Remnant -": "BUILDING_CargoBundle2Remnant -", "BUILDING_CarpenterWorkstation": "BUILDING_CarpenterWorkstation", "BUILDING_CarpenterWorkstation -": "BUILDING_CarpenterWorkstation -", "BUILDING_CastingWorkbench": "BUILDING_CastingWorkbench", "BUILDING_CastingWorkbench -": "BUILDING_CastingWorkbench -", "BUILDING_CavernGodnessAncientWall": "BUILDING_CavernGodnessAncientWall", "BUILDING_CavernGodnessAncientWall -": "BUILDING_CavernGodnessAncientWall -", "BUILDING_CavernGodnessAncientWall2": "BUILDING_CavernGodnessAncientWall2", "BUILDING_CavernGodnessAncientWall2 -": "BUILDING_CavernGodnessAncientWall2 -", "BUILDING_CavernGodnessAncientWall3": "BUILDING_CavernGodnessAncientWall3", "BUILDING_CavernGodnessAncientWall3 -": "BUILDING_CavernGodnessAncientWall3 -", "BUILDING_CavernGodnessAncientWall4": "BUILDING_CavernGodnessAncientWall4", "BUILDING_CavernGodnessAncientWall4 -": "BUILDING_CavernGodnessAncientWall4 -", "BUILDING_CavernGodnessAncientWall5": "BUILDING_CavernGodnessAncientWall5", "BUILDING_CavernGodnessAncientWall5 -": "BUILDING_CavernGodnessAncientWall5 -", "BUILDING_CavernGodnessAncientWall6": "BUILDING_CavernGodnessAncientWall6", "BUILDING_CavernGodnessAncientWall6 -": "BUILDING_CavernGodnessAncientWall6 -", "BUILDING_CavernGodnessPillar": "BUILDING_CavernGodnessPillar", "BUILDING_CavernGodnessPillar -": "BUILDING_CavernGodnessPillar -", "BUILDING_CavernGodnessPillar2": "BUILDING_CavernGodnessPillar2", "BUILDING_CavernGodnessPillar2 -": "BUILDING_CavernGodnessPillar2 -", "BUILDING_CelestialSphere": "BUILDING_CelestialSphere", "BUILDING_CelestialSphere -": "BUILDING_CelestialSphere -", "BUILDING_Chair": "BUILDING_Chair", "BUILDING_Chair -": "BUILDING_Chair -", "BUILDING_ClothBedroll": "BUILDING_ClothBedroll", "BUILDING_ClothBedroll -": "BUILDING_ClothBedroll -", "BUILDING_ClothRug": "BUILDING_ClothRug", "BUILDING_ClothRug -": "BUILDING_ClothRug -", "BUILDING_CodexLevel1": "BUILDING_CodexLevel1", "BUILDING_CodexLevel1 -": "BUILDING_CodexLevel1 -", "BUILDING_CodexLevel1Remnant": "BUILDING_CodexLevel1Remnant", "BUILDING_CodexLevel1Remnant -": "BUILDING_CodexLevel1Remnant -", "BUILDING_CodexLevel2": "BUILDING_CodexLevel2", "BUILDING_CodexLevel2 -": "BUILDING_CodexLevel2 -", "BUILDING_CodexLevel2Remnant": "BUILDING_CodexLevel2Remnant", "BUILDING_CodexLevel2Remnant -": "BUILDING_CodexLevel2Remnant -", "BUILDING_ConsumableStorage": "BUILDING_ConsumableStorage", "BUILDING_ConsumableStorage -": "BUILDING_ConsumableStorage -", "BUILDING_CookingWorkstation": "BUILDING_CookingWorkstation", "BUILDING_CookingWorkstation -": "BUILDING_CookingWorkstation -", "BUILDING_DarkThornVine": "BUILDING_DarkThornVine", "BUILDING_DarkThornVine -": "BUILDING_DarkThornVine -", "BUILDING_DartPlayBoard": "BUILDING_DartPlayBoard", "BUILDING_DartPlayBoard -": "BUILDING_DartPlayBoard -", "BUILDING_DecorativeAncientBrokentileA": "BUILDING_DecorativeAncientBrokentileA", "BUILDING_DecorativeAncientBrokentileA -": "BUILDING_DecorativeAncientBrokentileA -", "BUILDING_DecorativeAncientBrokentileB": "BUILDING_DecorativeAncientBrokentileB", "BUILDING_DecorativeAncientBrokentileB -": "BUILDING_DecorativeAncientBrokentileB -", "BUILDING_DecorativeBlood": "BUILDING_DecorativeBlood", "BUILDING_DecorativeBlood -": "BUILDING_DecorativeBlood -", "BUILDING_DecorativeBloodyWallBushDown": "BUILDING_DecorativeBloodyWallBushDown", "BUILDING_DecorativeBloodyWallBushDown -": "BUILDING_DecorativeBloodyWallBushDown -", "BUILDING_DecorativeBloodyWallBushLeft": "BUILDING_DecorativeBloodyWallBushLeft", "BUILDING_DecorativeBloodyWallBushLeft -": "BUILDING_DecorativeBloodyWallBushLeft -", "BUILDING_DecorativeBloodyWallBushRight": "BUILDING_DecorativeBloodyWallBushRight", "BUILDING_DecorativeBloodyWallBushRight -": "BUILDING_DecorativeBloodyWallBushRight -", "BUILDING_DecorativeBloodyWallBushUp": "BUILDING_DecorativeBloodyWallBushUp", "BUILDING_DecorativeBloodyWallBushUp -": "BUILDING_DecorativeBloodyWallBushUp -", "BUILDING_DecorativeBone": "BUILDING_DecorativeBone", "BUILDING_DecorativeBone -": "BUILDING_DecorativeBone -", "BUILDING_DecorativeBrokenAncientForestBookshelfSideA": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA", "BUILDING_DecorativeBrokenAncientForestBookshelfSideA -": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA -", "BUILDING_DecorativeBrokenAncientForestBookshelfSideB": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB", "BUILDING_DecorativeBrokenAncientForestBookshelfSideB -": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB -", "BUILDING_DecorativeBurriedBag": "BUILDING_DecorativeBurriedBag", "BUILDING_DecorativeBurriedBag -": "BUILDING_DecorativeBurriedBag -", "BUILDING_DecorativeBurriedSewage": "BUILDING_DecorativeBurriedSewage", "BUILDING_DecorativeBurriedSewage -": "BUILDING_DecorativeBurriedSewage -", "BUILDING_DecorativeBurriedSewageSmall": "BUILDING_DecorativeBurriedSewageSmall", "BUILDING_DecorativeBurriedSewageSmall -": "BUILDING_DecorativeBurriedSewageSmall -", "BUILDING_DecorativeBurriedSkull1": "BUILDING_DecorativeBurriedSkull1", "BUILDING_DecorativeBurriedSkull1 -": "BUILDING_DecorativeBurriedSkull1 -", "BUILDING_DecorativeBurriedSkull2": "BUILDING_DecorativeBurriedSkull2", "BUILDING_DecorativeBurriedSkull2 -": "BUILDING_DecorativeBurriedSkull2 -", "BUILDING_DecorativeBurriedSkull3": "BUILDING_DecorativeBurriedSkull3", "BUILDING_DecorativeBurriedSkull3 -": "BUILDING_DecorativeBurriedSkull3 -", "BUILDING_DecorativeBurriedSomething": "BUILDING_DecorativeBurriedSomething", "BUILDING_DecorativeBurriedSomething -": "BUILDING_DecorativeBurriedSomething -", "BUILDING_DecorativeBurrowRock": "BUILDING_DecorativeBurrowRock", "BUILDING_DecorativeBurrowRock -": "BUILDING_DecorativeBurrowRock -", "BUILDING_DecorativeBush": "BUILDING_DecorativeBush", "BUILDING_DecorativeBush -": "BUILDING_DecorativeBush -", "BUILDING_DecorativeFlowingBlood": "BUILDING_DecorativeFlowingBlood", "BUILDING_DecorativeFlowingBlood -": "BUILDING_DecorativeFlowingBlood -", "BUILDING_DecorativeGrass": "BUILDING_DecorativeGrass", "BUILDING_DecorativeGrass -": "BUILDING_DecorativeGrass -", "BUILDING_DecorativeLargeBlood": "BUILDING_DecorativeLargeBlood", "BUILDING_DecorativeLargeBlood -": "BUILDING_DecorativeLargeBlood -", "BUILDING_DecorativeMouseHead": "BUILDING_DecorativeMouseHead", "BUILDING_DecorativeMouseHead -": "BUILDING_DecorativeMouseHead -", "BUILDING_DecorativePipeDown": "BUILDING_DecorativePipeDown", "BUILDING_DecorativePipeDown -": "BUILDING_DecorativePipeDown -", "BUILDING_DecorativePipeLeft": "BUILDING_DecorativePipeLeft", "BUILDING_DecorativePipeLeft -": "BUILDING_DecorativePipeLeft -", "BUILDING_DecorativePipeRight": "BUILDING_DecorativePipeRight", "BUILDING_DecorativePipeRight -": "BUILDING_DecorativePipeRight -", "BUILDING_DecorativePipeUp": "BUILDING_DecorativePipeUp", "BUILDING_DecorativePipeUp -": "BUILDING_DecorativePipeUp -", "BUILDING_DecorativePipeWall": "BUILDING_DecorativePipeWall", "BUILDING_DecorativePipeWall -": "BUILDING_DecorativePipeWall -", "BUILDING_DecorativePollutedWaterTile1": "BUILDING_DecorativePollutedWaterTile1", "BUILDING_DecorativePollutedWaterTile1 -": "BUILDING_DecorativePollutedWaterTile1 -", "BUILDING_DecorativePollutedWaterTile2": "BUILDING_DecorativePollutedWaterTile2", "BUILDING_DecorativePollutedWaterTile2 -": "BUILDING_DecorativePollutedWaterTile2 -", "BUILDING_DecorativePollutedWaterTile3": "BUILDING_DecorativePollutedWaterTile3", "BUILDING_DecorativePollutedWaterTile3 -": "BUILDING_DecorativePollutedWaterTile3 -", "BUILDING_DecorativeSewageBig1": "BUILDING_DecorativeSewageBig1", "BUILDING_DecorativeSewageBig1 -": "BUILDING_DecorativeSewageBig1 -", "BUILDING_DecorativeSewageBig2": "BUILDING_DecorativeSewageBig2", "BUILDING_DecorativeSewageBig2 -": "BUILDING_DecorativeSewageBig2 -", "BUILDING_DecorativeSewageHuge1": "BUILDING_DecorativeSewageHuge1", "BUILDING_DecorativeSewageHuge1 -": "BUILDING_DecorativeSewageHuge1 -", "BUILDING_DecorativeSewageHuge2": "BUILDING_DecorativeSewageHuge2", "BUILDING_DecorativeSewageHuge2 -": "BUILDING_DecorativeSewageHuge2 -", "BUILDING_DecorativeSewageSmall1": "BUILDING_DecorativeSewageSmall1", "BUILDING_DecorativeSewageSmall1 -": "BUILDING_DecorativeSewageSmall1 -", "BUILDING_DecorativeSewageSmall2": "BUILDING_DecorativeSewageSmall2", "BUILDING_DecorativeSewageSmall2 -": "BUILDING_DecorativeSewageSmall2 -", "BUILDING_DecorativeSewageSmall3": "BUILDING_DecorativeSewageSmall3", "BUILDING_DecorativeSewageSmall3 -": "BUILDING_DecorativeSewageSmall3 -", "BUILDING_DecorativeSmallBush": "BUILDING_DecorativeSmallBush", "BUILDING_DecorativeSmallBush -": "BUILDING_DecorativeSmallBush -", "BUILDING_DecorativeSmallGrass": "BUILDING_DecorativeSmallGrass", "BUILDING_DecorativeSmallGrass -": "BUILDING_DecorativeSmallGrass -", "BUILDING_DecorativeSmallRoot1": "BUILDING_DecorativeSmallRoot1", "BUILDING_DecorativeSmallRoot1 -": "BUILDING_DecorativeSmallRoot1 -", "BUILDING_DecorativeSmallRoot2": "BUILDING_DecorativeSmallRoot2", "BUILDING_DecorativeSmallRoot2 -": "BUILDING_DecorativeSmallRoot2 -", "BUILDING_DecorativeSmallRoot3": "BUILDING_DecorativeSmallRoot3", "BUILDING_DecorativeSmallRoot3 -": "BUILDING_DecorativeSmallRoot3 -", "BUILDING_DecorativeSmallStalagmite1": "BUILDING_DecorativeSmallStalagmite1", "BUILDING_DecorativeSmallStalagmite1 -": "BUILDING_DecorativeSmallStalagmite1 -", "BUILDING_DecorativeStalagmite": "BUILDING_DecorativeStalagmite", "BUILDING_DecorativeStalagmite -": "BUILDING_DecorativeStalagmite -", "BUILDING_DecorativeStalagmite1": "BUILDING_DecorativeStalagmite1", "BUILDING_DecorativeStalagmite1 -": "BUILDING_DecorativeStalagmite1 -", "BUILDING_DecorativeStalagmiteBig": "BUILDING_DecorativeStalagmiteBig", "BUILDING_DecorativeStalagmiteBig -": "BUILDING_DecorativeStalagmiteBig -", "BUILDING_DecorativeStalagmiteSmall": "BUILDING_DecorativeStalagmiteSmall", "BUILDING_DecorativeStalagmiteSmall -": "BUILDING_DecorativeStalagmiteSmall -", "BUILDING_DecorativeStone1": "BUILDING_DecorativeStone1", "BUILDING_DecorativeStone1 -": "BUILDING_DecorativeStone1 -", "BUILDING_DecorativeStone2": "BUILDING_DecorativeStone2", "BUILDING_DecorativeStone2 -": "BUILDING_DecorativeStone2 -", 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"BUILDING_ManaPipeHorizontal", "BUILDING_ManaPipeHorizontal -": "BUILDING_ManaPipeHorizontal -", "BUILDING_ManaPipeVertical": "BUILDING_ManaPipeVertical", "BUILDING_ManaPipeVertical -": "BUILDING_ManaPipeVertical -", "BUILDING_ManaReceiver": "BUILDING_ManaReceiver", "BUILDING_ManaReceiver -": "BUILDING_ManaReceiver -", "BUILDING_ManaTransister": "BUILDING_ManaTransister", "BUILDING_ManaTransister -": "BUILDING_ManaTransister -", "BUILDING_Mandrake": "BUILDING_Mandrake", "BUILDING_Mandrake -": "BUILDING_Mandrake -", "BUILDING_MandrakeRemnant": "BUILDING_MandrakeRemnant", "BUILDING_MandrakeRemnant -": "BUILDING_MandrakeRemnant -", "BUILDING_MasonWorkstation": "BUILDING_MasonWorkstation", "BUILDING_MasonWorkstation -": "BUILDING_MasonWorkstation -", "BUILDING_MeatGrub1": "BUILDING_MeatGrub1", "BUILDING_MeatGrub1 -": "BUILDING_MeatGrub1 -", "BUILDING_MeatGrub1Remnant": "BUILDING_MeatGrub1Remnant", "BUILDING_MeatGrub1Remnant -": "BUILDING_MeatGrub1Remnant -", "BUILDING_MeatGrub2": "BUILDING_MeatGrub2", "BUILDING_MeatGrub2 -": "BUILDING_MeatGrub2 -", "BUILDING_MeatGrub2Remnant": "BUILDING_MeatGrub2Remnant", "BUILDING_MeatGrub2Remnant -": "BUILDING_MeatGrub2Remnant -", "BUILDING_MediumBlueCrystal": "BUILDING_MediumBlueCrystal", "BUILDING_MediumBlueCrystal -": "BUILDING_MediumBlueCrystal -", "BUILDING_MediumBlueCrystalRemnant": "BUILDING_MediumBlueCrystalRemnant", "BUILDING_MediumBlueCrystalRemnant -": "BUILDING_MediumBlueCrystalRemnant -", "BUILDING_MediumCopperNode": "BUILDING_MediumCopperNode", "BUILDING_MediumCopperNode -": "BUILDING_MediumCopperNode -", "BUILDING_MediumCopperNodeRemnant": "BUILDING_MediumCopperNodeRemnant", "BUILDING_MediumCopperNodeRemnant -": "BUILDING_MediumCopperNodeRemnant -", "BUILDING_MediumDirtRock": "BUILDING_MediumDirtRock", "BUILDING_MediumDirtRock -": "BUILDING_MediumDirtRock -", "BUILDING_MediumDirtRockRemnant": "BUILDING_MediumDirtRockRemnant", "BUILDING_MediumDirtRockRemnant -": "BUILDING_MediumDirtRockRemnant -", "BUILDING_MediumGreenCrystal": "BUILDING_MediumGreenCrystal", "BUILDING_MediumGreenCrystal -": "BUILDING_MediumGreenCrystal -", "BUILDING_MediumGreenCrystalRemnant": "BUILDING_MediumGreenCrystalRemnant", "BUILDING_MediumGreenCrystalRemnant -": "BUILDING_MediumGreenCrystalRemnant -", "BUILDING_MediumRedCrystal": "BUILDING_MediumRedCrystal", "BUILDING_MediumRedCrystal -": "BUILDING_MediumRedCrystal -", "BUILDING_MediumRedCrystalRemnant": "BUILDING_MediumRedCrystalRemnant", "BUILDING_MediumRedCrystalRemnant -": "BUILDING_MediumRedCrystalRemnant -", "BUILDING_MediumSilverVein": "BUILDING_MediumSilverVein", "BUILDING_MediumSilverVein -": "BUILDING_MediumSilverVein -", "BUILDING_MediumSilverVeinRemnant": "BUILDING_MediumSilverVeinRemnant", "BUILDING_MediumSilverVeinRemnant -": "BUILDING_MediumSilverVeinRemnant -", "BUILDING_ModestTreasureChest": "BUILDING_ModestTreasureChest", "BUILDING_ModestTreasureChest -": "BUILDING_ModestTreasureChest -", "BUILDING_ModestTreasureChestRemnant": "BUILDING_ModestTreasureChestRemnant", "BUILDING_ModestTreasureChestRemnant -": "BUILDING_ModestTreasureChestRemnant -", "BUILDING_MucusSprayer": "BUILDING_MucusSprayer", "BUILDING_MucusSprayer -": "BUILDING_MucusSprayer -", "BUILDING_Mushroom": "BUILDING_Mushroom", "BUILDING_Mushroom -": "BUILDING_Mushroom -", "BUILDING_Mushroom2": "BUILDING_Mushroom2", "BUILDING_Mushroom2 -": "BUILDING_Mushroom2 -", "BUILDING_Mushroom3": "BUILDING_Mushroom3", "BUILDING_Mushroom3 -": "BUILDING_Mushroom3 -", "BUILDING_MushroomRemnant": "BUILDING_MushroomRemnant", "BUILDING_MushroomRemnant -": "BUILDING_MushroomRemnant -", "BUILDING_MysticStudyProps": "BUILDING_MysticStudyProps", "BUILDING_MysticStudyProps -": "BUILDING_MysticStudyProps -", "BUILDING_NamelessGraveDugUp": "BUILDING_NamelessGraveDugUp", "BUILDING_NamelessGraveDugUp -": "BUILDING_NamelessGraveDugUp -", "BUILDING_NamelessGraveNormal": "BUILDING_NamelessGraveNormal", "BUILDING_NamelessGraveNormal -": "BUILDING_NamelessGraveNormal -", "BUILDING_NewbieTreasureChest": "BUILDING_NewbieTreasureChest", "BUILDING_NewbieTreasureChest -": "BUILDING_NewbieTreasureChest -", "BUILDING_NewbieTreasureChestRemnant": "BUILDING_NewbieTreasureChestRemnant", "BUILDING_NewbieTreasureChestRemnant -": "BUILDING_NewbieTreasureChestRemnant -", "BUILDING_Oats": "BUILDING_Oats", "BUILDING_Oats -": "BUILDING_Oats -", "BUILDING_OatsGrowth0": "BUILDING_OatsGrowth0", "BUILDING_OatsGrowth0 -": "BUILDING_OatsGrowth0 -", "BUILDING_OatsGrowth1": "BUILDING_OatsGrowth1", "BUILDING_OatsGrowth1 -": "BUILDING_OatsGrowth1 -", "BUILDING_OatsGrowth2": "BUILDING_OatsGrowth2", "BUILDING_OatsGrowth2 -": "BUILDING_OatsGrowth2 -", "BUILDING_OperatingTable": "BUILDING_OperatingTable", "BUILDING_OperatingTable -": "BUILDING_OperatingTable -", "BUILDING_PortalLevel1": "BUILDING_PortalLevel1", "BUILDING_PortalLevel1 -": "BUILDING_PortalLevel1 -", "BUILDING_PotPile": "BUILDING_PotPile", "BUILDING_PotPile -": "BUILDING_PotPile -", "BUILDING_PottedPlant": "BUILDING_PottedPlant", "BUILDING_PottedPlant -": "BUILDING_PottedPlant -", "BUILDING_PotteryFoodStorage": "BUILDING_PotteryFoodStorage", "BUILDING_PotteryFoodStorage -": "BUILDING_PotteryFoodStorage -", "BUILDING_ProjectilesStorage": "BUILDING_ProjectilesStorage", "BUILDING_ProjectilesStorage -": "BUILDING_ProjectilesStorage -", "BUILDING_PulsatingRock": "BUILDING_PulsatingRock", "BUILDING_PulsatingRock -": "BUILDING_PulsatingRock -", "BUILDING_R1AbyssBossTreasureChest": "BUILDING_R1AbyssBossTreasureChest", "BUILDING_R1AbyssBossTreasureChest -": "BUILDING_R1AbyssBossTreasureChest -", "BUILDING_R1AbyssBossTreasureChestRemnant": "BUILDING_R1AbyssBossTreasureChestRemnant", "BUILDING_R1AbyssBossTreasureChestRemnant -": "BUILDING_R1AbyssBossTreasureChestRemnant -", "BUILDING_R1AbyssEliteTreasureChest": "BUILDING_R1AbyssEliteTreasureChest", "BUILDING_R1AbyssEliteTreasureChest -": "BUILDING_R1AbyssEliteTreasureChest -", "BUILDING_R1AbyssEliteTreasureChestRemnant": "BUILDING_R1AbyssEliteTreasureChestRemnant", "BUILDING_R1AbyssEliteTreasureChestRemnant -": "BUILDING_R1AbyssEliteTreasureChestRemnant -", "BUILDING_R1AbyssHighTreasureChest": "BUILDING_R1AbyssHighTreasureChest", "BUILDING_R1AbyssHighTreasureChest -": "BUILDING_R1AbyssHighTreasureChest -", "BUILDING_R1AbyssHighTreasureChestRemnant": "BUILDING_R1AbyssHighTreasureChestRemnant", "BUILDING_R1AbyssHighTreasureChestRemnant -": "BUILDING_R1AbyssHighTreasureChestRemnant -", "BUILDING_R1AbyssLowTreasureChest": "BUILDING_R1AbyssLowTreasureChest", "BUILDING_R1AbyssLowTreasureChest -": "BUILDING_R1AbyssLowTreasureChest -", "BUILDING_R1AbyssLowTreasureChestRemnant": "BUILDING_R1AbyssLowTreasureChestRemnant", "BUILDING_R1AbyssLowTreasureChestRemnant -": "BUILDING_R1AbyssLowTreasureChestRemnant -", "BUILDING_R2AbyssBossTreasureChest": "BUILDING_R2AbyssBossTreasureChest", "BUILDING_R2AbyssBossTreasureChest -": "BUILDING_R2AbyssBossTreasureChest -", "BUILDING_R2AbyssBossTreasureChestRemnant": "BUILDING_R2AbyssBossTreasureChestRemnant", "BUILDING_R2AbyssBossTreasureChestRemnant -": "BUILDING_R2AbyssBossTreasureChestRemnant -", "BUILDING_R2AbyssEliteTreasureChest": "BUILDING_R2AbyssEliteTreasureChest", "BUILDING_R2AbyssEliteTreasureChest -": "BUILDING_R2AbyssEliteTreasureChest -", "BUILDING_R2AbyssEliteTreasureChestRemnant": "BUILDING_R2AbyssEliteTreasureChestRemnant", "BUILDING_R2AbyssEliteTreasureChestRemnant -": "BUILDING_R2AbyssEliteTreasureChestRemnant -", "BUILDING_R2AbyssHighTreasureChest": "BUILDING_R2AbyssHighTreasureChest", "BUILDING_R2AbyssHighTreasureChest -": "BUILDING_R2AbyssHighTreasureChest -", "BUILDING_R2AbyssHighTreasureChestRemnant": "BUILDING_R2AbyssHighTreasureChestRemnant", "BUILDING_R2AbyssHighTreasureChestRemnant -": "BUILDING_R2AbyssHighTreasureChestRemnant -", "BUILDING_R2AbyssLowTreasureChest": "BUILDING_R2AbyssLowTreasureChest", "BUILDING_R2AbyssLowTreasureChest -": "BUILDING_R2AbyssLowTreasureChest -", "BUILDING_R2AbyssLowTreasureChestRemnant": "BUILDING_R2AbyssLowTreasureChestRemnant", "BUILDING_R2AbyssLowTreasureChestRemnant -": "BUILDING_R2AbyssLowTreasureChestRemnant -", "BUILDING_R2LuxuriousTreasureChest": "BUILDING_R2LuxuriousTreasureChest", "BUILDING_R2LuxuriousTreasureChest -": "BUILDING_R2LuxuriousTreasureChest -", "BUILDING_R2LuxuriousTreasureChestRemnant": "BUILDING_R2LuxuriousTreasureChestRemnant", "BUILDING_R2LuxuriousTreasureChestRemnant -": "BUILDING_R2LuxuriousTreasureChestRemnant -", "BUILDING_R2ModestTreasureChest": "BUILDING_R2ModestTreasureChest", "BUILDING_R2ModestTreasureChest -": "BUILDING_R2ModestTreasureChest -", "BUILDING_R2ModestTreasureChestRemnant": "BUILDING_R2ModestTreasureChestRemnant", "BUILDING_R2ModestTreasureChestRemnant -": "BUILDING_R2ModestTreasureChestRemnant -", "BUILDING_R2SturdyTreasureChest": "BUILDING_R2SturdyTreasureChest", "BUILDING_R2SturdyTreasureChest -": "BUILDING_R2SturdyTreasureChest -", "BUILDING_R2SturdyTreasureChestRemnant": "BUILDING_R2SturdyTreasureChestRemnant", "BUILDING_R2SturdyTreasureChestRemnant -": "BUILDING_R2SturdyTreasureChestRemnant -", "BUILDING_R2WoodenCrate": "BUILDING_R2WoodenCrate", "BUILDING_R2WoodenCrate -": "BUILDING_R2WoodenCrate -", "BUILDING_R2WoodenCrateRemnant": "BUILDING_R2WoodenCrateRemnant", "BUILDING_R2WoodenCrateRemnant -": "BUILDING_R2WoodenCrateRemnant -", "BUILDING_RagsAndWastes": "BUILDING_RagsAndWastes", "BUILDING_RagsAndWastes -": "BUILDING_RagsAndWastes -", "BUILDING_RedCarpetA": "BUILDING_RedCarpetA", "BUILDING_RedCarpetA -": "BUILDING_RedCarpetA -", "BUILDING_RedCarpetB": "BUILDING_RedCarpetB", "BUILDING_RedCarpetB -": "BUILDING_RedCarpetB -", "BUILDING_RemoveFloor": "BUILDING_RemoveFloor", "BUILDING_RemoveFloor -": "BUILDING_RemoveFloor -", "BUILDING_Repairstand": "BUILDING_Repairstand", "BUILDING_Repairstand -": "BUILDING_Repairstand -", "BUILDING_ResearchPapers": "BUILDING_ResearchPapers", "BUILDING_ResearchPapers -": "BUILDING_ResearchPapers -", "BUILDING_ResearchPapers2": "BUILDING_ResearchPapers2", "BUILDING_ResearchPapers2 -": "BUILDING_ResearchPapers2 -", "BUILDING_ResearchStation": "BUILDING_ResearchStation", "BUILDING_ResearchStation -": "BUILDING_ResearchStation -", "BUILDING_ResourceStorage": "BUILDING_ResourceStorage", "BUILDING_ResourceStorage -": "BUILDING_ResourceStorage -", "BUILDING_Rock": "BUILDING_Rock", "BUILDING_Rock -": "BUILDING_Rock -", "BUILDING_RockRemnant": "BUILDING_RockRemnant", "BUILDING_RockRemnant -": "BUILDING_RockRemnant -", "BUILDING_RockWall": "BUILDING_RockWall", "BUILDING_RockWall -": "BUILDING_RockWall -", "BUILDING_ScareCrow": "BUILDING_ScareCrow", "BUILDING_ScareCrow -": "BUILDING_ScareCrow -", "BUILDING_ScareCrow - animation de réception de coup": "BUILDING_ScareCrow - animation de réception de coup", "BUILDING_ScareCrow - hit-receive animation": "BUILDING_ScareCrow - animation de réception de coup", "BUILDING_ScareCrowRemnant": "BUILDING_ScareCrowRemnant", "BUILDING_ScareCrowRemnant -": "BUILDING_ScareCrowRemnant -", "BUILDING_ScholarDesk": "BUILDING_ScholarDesk", "BUILDING_ScholarDesk -": "BUILDING_ScholarDesk -", "BUILDING_Screen": "BUILDING_Screen", "BUILDING_Screen -": "BUILDING_Screen -", "BUILDING_ScribeObelisk": "BUILDING_ScribeObelisk", "BUILDING_ScribeObelisk -": "BUILDING_ScribeObelisk -", "BUILDING_ShabbySkullTotem1": "BUILDING_ShabbySkullTotem1", "BUILDING_ShabbySkullTotem1 -": "BUILDING_ShabbySkullTotem1 -", "BUILDING_ShabbySkullTotem2": "BUILDING_ShabbySkullTotem2", "BUILDING_ShabbySkullTotem2 -": "BUILDING_ShabbySkullTotem2 -", "BUILDING_ShabbySkullTotem3": "BUILDING_ShabbySkullTotem3", "BUILDING_ShabbySkullTotem3 -": "BUILDING_ShabbySkullTotem3 -", "BUILDING_SlimePoop": "BUILDING_SlimePoop", "BUILDING_SlimePoop -": "BUILDING_SlimePoop -", "BUILDING_SlotMachine": "BUILDING_SlotMachine", "BUILDING_SlotMachine -": "BUILDING_SlotMachine -", "BUILDING_SlotMachineRemnant": "BUILDING_SlotMachineRemnant", "BUILDING_SlotMachineRemnant -": "BUILDING_SlotMachineRemnant -", "BUILDING_SmallBlueCrystal": "BUILDING_SmallBlueCrystal", "BUILDING_SmallBlueCrystal -": "BUILDING_SmallBlueCrystal -", "BUILDING_SmallBlueCrystalRemnant": "BUILDING_SmallBlueCrystalRemnant", "BUILDING_SmallBlueCrystalRemnant -": "BUILDING_SmallBlueCrystalRemnant -", "BUILDING_SmallCopperNode": "BUILDING_SmallCopperNode", "BUILDING_SmallCopperNode -": "BUILDING_SmallCopperNode -", "BUILDING_SmallCopperNodeRemnant": "BUILDING_SmallCopperNodeRemnant", "BUILDING_SmallCopperNodeRemnant -": "BUILDING_SmallCopperNodeRemnant -", "BUILDING_SmallDarkThornVine": "BUILDING_SmallDarkThornVine", "BUILDING_SmallDarkThornVine -": "BUILDING_SmallDarkThornVine -", "BUILDING_SmallDirtRock": "BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock -": "BUILDING_SmallDirtRock -", "BUILDING_SmallDirtRockRemnant": "BUILDING_SmallDirtRockRemnant", "BUILDING_SmallDirtRockRemnant -": "BUILDING_SmallDirtRockRemnant -", "BUILDING_SmallDustRoot": "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot -": "BUILDING_SmallDustRoot -", "BUILDING_SmallDustRootRemnant": "BUILDING_SmallDustRootRemnant", "BUILDING_SmallDustRootRemnant -": "BUILDING_SmallDustRootRemnant -", "BUILDING_SmallGreenCrystal": "BUILDING_SmallGreenCrystal", "BUILDING_SmallGreenCrystal -": "BUILDING_SmallGreenCrystal -", "BUILDING_SmallGreenCrystalRemnant": "BUILDING_SmallGreenCrystalRemnant", "BUILDING_SmallGreenCrystalRemnant -": "BUILDING_SmallGreenCrystalRemnant -", "BUILDING_SmallRedCrystal": "BUILDING_SmallRedCrystal", "BUILDING_SmallRedCrystal -": "BUILDING_SmallRedCrystal -", "BUILDING_SmallRedCrystalRemnant": "BUILDING_SmallRedCrystalRemnant", "BUILDING_SmallRedCrystalRemnant -": "BUILDING_SmallRedCrystalRemnant -", "BUILDING_SmallSilverVein": "BUILDING_SmallSilverVein", "BUILDING_SmallSilverVein -": "BUILDING_SmallSilverVein -", "BUILDING_SmallSilverVeinRemnant": "BUILDING_SmallSilverVeinRemnant", "BUILDING_SmallSilverVeinRemnant -": "BUILDING_SmallSilverVeinRemnant -", "BUILDING_SmallTwistedTree": "BUILDING_SmallTwistedTree", "BUILDING_SmallTwistedTree -": "BUILDING_SmallTwistedTree -", "BUILDING_SmallTwistedTreeRemnant": "BUILDING_SmallTwistedTreeRemnant", "BUILDING_SmallTwistedTreeRemnant -": "BUILDING_SmallTwistedTreeRemnant -", "BUILDING_SolarBloom": "BUILDING_SolarBloom", "BUILDING_SolarBloom -": "BUILDING_SolarBloom -", "BUILDING_SpecimenLarge": "BUILDING_SpecimenLarge", "BUILDING_SpecimenLarge -": "BUILDING_SpecimenLarge -", "BUILDING_SpecimenMedium": "BUILDING_SpecimenMedium", "BUILDING_SpecimenMedium -": "BUILDING_SpecimenMedium -", "BUILDING_SpecimenSmall": "BUILDING_SpecimenSmall", "BUILDING_SpecimenSmall -": "BUILDING_SpecimenSmall -", "BUILDING_StaffWorkstation": "BUILDING_StaffWorkstation", "BUILDING_StaffWorkstation -": "BUILDING_StaffWorkstation -", "BUILDING_StoneBed": "BUILDING_StoneBed", "BUILDING_StoneBed -": "BUILDING_StoneBed -", "BUILDING_StoneChair": "BUILDING_StoneChair", "BUILDING_StoneChair -": "BUILDING_StoneChair -", "BUILDING_StoneCloset": "BUILDING_StoneCloset", "BUILDING_StoneCloset -": "BUILDING_StoneCloset -", "BUILDING_StoneConsumableStorage": "BUILDING_StoneConsumableStorage", "BUILDING_StoneConsumableStorage -": "BUILDING_StoneConsumableStorage -", "BUILDING_StoneDecoration": "BUILDING_StoneDecoration", "BUILDING_StoneDecoration -": "BUILDING_StoneDecoration -", "BUILDING_StoneDiningChair": "BUILDING_StoneDiningChair", "BUILDING_StoneDiningChair -": "BUILDING_StoneDiningChair -", "BUILDING_StoneDoor": "BUILDING_StoneDoor", "BUILDING_StoneDoor -": "BUILDING_StoneDoor -", "BUILDING_StoneEquipmentStorage": "BUILDING_StoneEquipmentStorage", "BUILDING_StoneEquipmentStorage -": "BUILDING_StoneEquipmentStorage -", "BUILDING_StoneFireplace": "BUILDING_StoneFireplace", "BUILDING_StoneFireplace -": "BUILDING_StoneFireplace -", "BUILDING_StoneFloor": "BUILDING_StoneFloor", "BUILDING_StoneFloor -": "BUILDING_StoneFloor -", "BUILDING_StoneFloor2": "BUILDING_StoneFloor2", "BUILDING_StoneFloor2 -": "BUILDING_StoneFloor2 -", "BUILDING_StoneLargeTable": "BUILDING_StoneLargeTable", "BUILDING_StoneLargeTable -": "BUILDING_StoneLargeTable -", "BUILDING_StoneLongChair": "BUILDING_StoneLongChair", "BUILDING_StoneLongChair -": "BUILDING_StoneLongChair -", "BUILDING_StonePile": "BUILDING_StonePile", "BUILDING_StonePile -": "BUILDING_StonePile -", "BUILDING_StonePillar": "BUILDING_StonePillar", "BUILDING_StonePillar -": "BUILDING_StonePillar -", "BUILDING_StoneProjectileStorage": "BUILDING_StoneProjectileStorage", "BUILDING_StoneProjectileStorage -": "BUILDING_StoneProjectileStorage -", "BUILDING_StoneResourceStorage": "BUILDING_StoneResourceStorage", "BUILDING_StoneResourceStorage -": "BUILDING_StoneResourceStorage -", "BUILDING_StoneRoundTable": "BUILDING_StoneRoundTable", "BUILDING_StoneRoundTable -": "BUILDING_StoneRoundTable -", "BUILDING_StoneSideTable": "BUILDING_StoneSideTable", "BUILDING_StoneSideTable -": "BUILDING_StoneSideTable -", "BUILDING_StoneTable": "BUILDING_StoneTable", "BUILDING_StoneTable -": "BUILDING_StoneTable -", "BUILDING_StoneWall": "BUILDING_StoneWall", "BUILDING_StoneWall -": "BUILDING_StoneWall -", "BUILDING_Storage": "BUILDING_Storage", "BUILDING_Storage -": "BUILDING_Storage -", "BUILDING_StrangeNiche": "BUILDING_StrangeNiche", "BUILDING_StrangeNiche -": "BUILDING_StrangeNiche -", "BUILDING_StrangeNicheRemnant": "BUILDING_StrangeNicheRemnant", "BUILDING_StrangeNicheRemnant -": "BUILDING_StrangeNicheRemnant -", "BUILDING_StrangeSeed": "BUILDING_StrangeSeed", "BUILDING_StrangeSeed -": "BUILDING_StrangeSeed -", "BUILDING_StrawDoor": "BUILDING_StrawDoor", "BUILDING_StrawDoor -": "BUILDING_StrawDoor -", "BUILDING_StrawPile": "BUILDING_StrawPile", "BUILDING_StrawPile -": "BUILDING_StrawPile -", "BUILDING_StrawWall": "BUILDING_StrawWall", "BUILDING_StrawWall -": "BUILDING_StrawWall -", "BUILDING_SturdyTreasureChest": "BUILDING_SturdyTreasureChest", "BUILDING_SturdyTreasureChest -": "BUILDING_SturdyTreasureChest -", "BUILDING_SturdyTreasureChestRemnant": "BUILDING_SturdyTreasureChestRemnant", "BUILDING_SturdyTreasureChestRemnant -": "BUILDING_SturdyTreasureChestRemnant -", "BUILDING_SunHeartBloom": "BUILDING_SunHeartBloom", "BUILDING_SunHeartBloom -": "BUILDING_SunHeartBloom -", "BUILDING_SupportWagonDownfall": "BUILDING_SupportWagonDownfall", "BUILDING_SupportWagonDownfall -": "BUILDING_SupportWagonDownfall -", "BUILDING_SupportWagonDownfallRemnant": "BUILDING_SupportWagonDownfallRemnant", "BUILDING_SupportWagonDownfallRemnant -": "BUILDING_SupportWagonDownfallRemnant -", "BUILDING_SupportWagonEasy": "BUILDING_SupportWagonEasy", "BUILDING_SupportWagonEasy -": "BUILDING_SupportWagonEasy -", "BUILDING_SupportWagonEasyRemnant": "BUILDING_SupportWagonEasyRemnant", "BUILDING_SupportWagonEasyRemnant -": "BUILDING_SupportWagonEasyRemnant -", "BUILDING_SupportWagonHard": "BUILDING_SupportWagonHard", "BUILDING_SupportWagonHard -": "BUILDING_SupportWagonHard -", "BUILDING_SupportWagonHardRemnant": "BUILDING_SupportWagonHardRemnant", "BUILDING_SupportWagonHardRemnant -": "BUILDING_SupportWagonHardRemnant -", "BUILDING_SupportWagonNormal": "BUILDING_SupportWagonNormal", "BUILDING_SupportWagonNormal -": "BUILDING_SupportWagonNormal -", "BUILDING_SupportWagonNormalRemnant": "BUILDING_SupportWagonNormalRemnant", "BUILDING_SupportWagonNormalRemnant -": "BUILDING_SupportWagonNormalRemnant -", "BUILDING_SupportWagonVeryHard": "BUILDING_SupportWagonVeryHard", "BUILDING_SupportWagonVeryHard -": "BUILDING_SupportWagonVeryHard -", "BUILDING_SupportWagonVeryHardRemnant": "BUILDING_SupportWagonVeryHardRemnant", "BUILDING_SupportWagonVeryHardRemnant -": "BUILDING_SupportWagonVeryHardRemnant -", "BUILDING_SuspiciousScarecrow": "BUILDING_SuspiciousScarecrow", "BUILDING_SuspiciousScarecrow -": "BUILDING_SuspiciousScarecrow -", "BUILDING_Table": "BUILDING_Table", "BUILDING_Table -": "BUILDING_Table -", "BUILDING_TestTradeBox": "BUILDING_TestTradeBox", "BUILDING_TestTradeBox -": "BUILDING_TestTradeBox -", "BUILDING_TorchStand": "BUILDING_TorchStand", "BUILDING_TorchStand -": "BUILDING_TorchStand -", "BUILDING_TransparentWall": "BUILDING_TransparentWall", "BUILDING_TransparentWall -": "BUILDING_TransparentWall -", "BUILDING_TransparentWall90": "BUILDING_TransparentWall90", "BUILDING_TransparentWall90 -": "BUILDING_TransparentWall90 -", "BUILDING_TreeOfLife": "BUILDING_TreeOfLife", "BUILDING_TreeOfLife -": "BUILDING_TreeOfLife -", "BUILDING_TreeOfLifeRemnant": "BUILDING_TreeOfLifeRemnant", "BUILDING_TreeOfLifeRemnant -": "BUILDING_TreeOfLifeRemnant -", "BUILDING_Turnip": "BUILDING_Turnip", "BUILDING_Turnip -": "BUILDING_Turnip -", "BUILDING_TurnipRemnant": "BUILDING_TurnipRemnant", "BUILDING_TurnipRemnant -": "BUILDING_TurnipRemnant -", "BUILDING_Tutorial1Chest": "BUILDING_Tutorial1Chest", "BUILDING_Tutorial1Chest -": "BUILDING_Tutorial1Chest -", "BUILDING_Tutorial1ChestRemnant": "BUILDING_Tutorial1ChestRemnant", "BUILDING_Tutorial1ChestRemnant -": "BUILDING_Tutorial1ChestRemnant -", "BUILDING_TwistedBush": "BUILDING_TwistedBush", "BUILDING_TwistedBush -": "BUILDING_TwistedBush -", "BUILDING_UsefulMagicScrapPile": "BUILDING_UsefulMagicScrapPile", "BUILDING_UsefulMagicScrapPile -": "BUILDING_UsefulMagicScrapPile -", "BUILDING_WagonScraps1": "BUILDING_WagonScraps1", "BUILDING_WagonScraps1 -": "BUILDING_WagonScraps1 -", "BUILDING_WagonScraps2": "BUILDING_WagonScraps2", "BUILDING_WagonScraps2 -": "BUILDING_WagonScraps2 -", "BUILDING_Wall": "BUILDING_Wall", "BUILDING_Wall -": "BUILDING_Wall -", "BUILDING_WaterDecoForest": "BUILDING_WaterDecoForest", "BUILDING_WaterDecoForest -": "BUILDING_WaterDecoForest -", "BUILDING_WaterDecoShared": "BUILDING_WaterDecoShared", "BUILDING_WaterDecoShared -": "BUILDING_WaterDecoShared -", "BUILDING_WhiteBanner": "BUILDING_WhiteBanner", "BUILDING_WhiteBanner -": "BUILDING_WhiteBanner -", "BUILDING_WhiteBannerStand": "BUILDING_WhiteBannerStand", "BUILDING_WhiteBannerStand -": "BUILDING_WhiteBannerStand -", "BUILDING_WhiteCarpet": "BUILDING_WhiteCarpet", "BUILDING_WhiteCarpet -": "BUILDING_WhiteCarpet -", "BUILDING_WildHerb": "BUILDING_WildHerb", "BUILDING_WildHerb -": "BUILDING_WildHerb -", "BUILDING_WildHerbRemnant": "BUILDING_WildHerbRemnant", "BUILDING_WildHerbRemnant -": "BUILDING_WildHerbRemnant -", "BUILDING_WildOats": "BUILDING_WildOats", "BUILDING_WildOats -": "BUILDING_WildOats -", "BUILDING_WildOatsRemnant": "BUILDING_WildOatsRemnant", "BUILDING_WildOatsRemnant -": "BUILDING_WildOatsRemnant -", "BUILDING_WoodBarrel": "BUILDING_WoodBarrel", "BUILDING_WoodBarrel -": "BUILDING_WoodBarrel -", "BUILDING_WoodBarricade": "BUILDING_WoodBarricade", "BUILDING_WoodBarricade -": "BUILDING_WoodBarricade -", "BUILDING_WoodBed": "BUILDING_WoodBed", "BUILDING_WoodBed -": "BUILDING_WoodBed -", "BUILDING_WoodBookShelf1": "BUILDING_WoodBookShelf1", "BUILDING_WoodBookShelf1 -": "BUILDING_WoodBookShelf1 -", "BUILDING_WoodBookShelf2": "BUILDING_WoodBookShelf2", "BUILDING_WoodBookShelf2 -": "BUILDING_WoodBookShelf2 -", "BUILDING_WoodChair": "BUILDING_WoodChair", "BUILDING_WoodChair -": "BUILDING_WoodChair -", "BUILDING_WoodCloset": "BUILDING_WoodCloset", "BUILDING_WoodCloset -": "BUILDING_WoodCloset -", "BUILDING_WoodDiningChair": "BUILDING_WoodDiningChair", "BUILDING_WoodDiningChair -": "BUILDING_WoodDiningChair -", "BUILDING_WoodFence": "BUILDING_WoodFence", "BUILDING_WoodFence -": "BUILDING_WoodFence -", "BUILDING_WoodFloor": "BUILDING_WoodFloor", "BUILDING_WoodFloor -": "BUILDING_WoodFloor -", "BUILDING_WoodFloor2": "BUILDING_WoodFloor2", "BUILDING_WoodFloor2 -": "BUILDING_WoodFloor2 -", "BUILDING_WoodFloor3": "BUILDING_WoodFloor3", "BUILDING_WoodFloor3 -": "BUILDING_WoodFloor3 -", "BUILDING_WoodGodnessStatue": "BUILDING_WoodGodnessStatue", "BUILDING_WoodGodnessStatue -": "BUILDING_WoodGodnessStatue -", "BUILDING_WoodLargeTable": "BUILDING_WoodLargeTable", "BUILDING_WoodLargeTable -": "BUILDING_WoodLargeTable -", "BUILDING_WoodLongChair": "BUILDING_WoodLongChair", "BUILDING_WoodLongChair -": "BUILDING_WoodLongChair -", "BUILDING_WoodPile": "BUILDING_WoodPile", "BUILDING_WoodPile -": "BUILDING_WoodPile -", "BUILDING_WoodPillar": "BUILDING_WoodPillar", "BUILDING_WoodPillar -": "BUILDING_WoodPillar -", "BUILDING_WoodSideTable": "BUILDING_WoodSideTable", "BUILDING_WoodSideTable -": "BUILDING_WoodSideTable -", "BUILDING_WoodTable": "BUILDING_WoodTable", "BUILDING_WoodTable -": "BUILDING_WoodTable -", "BUILDING_WoodWallShelf": "BUILDING_WoodWallShelf", "BUILDING_WoodWallShelf -": "BUILDING_WoodWallShelf -", "BUILDING_WoodenCabinet": "BUILDING_WoodenCabinet", "BUILDING_WoodenCabinet -": "BUILDING_WoodenCabinet -", "BUILDING_WoodenCageAcidBug": "BUILDING_WoodenCageAcidBug", "BUILDING_WoodenCageAcidBug -": "BUILDING_WoodenCageAcidBug -", "BUILDING_WoodenCageAcidBugRemnant": "BUILDING_WoodenCageAcidBugRemnant", "BUILDING_WoodenCageAcidBugRemnant -": "BUILDING_WoodenCageAcidBugRemnant -", "BUILDING_WoodenCageBroken": "BUILDING_WoodenCageBroken", "BUILDING_WoodenCageBroken -": "BUILDING_WoodenCageBroken -", "BUILDING_WoodenCageDeadGreyRat": "BUILDING_WoodenCageDeadGreyRat", "BUILDING_WoodenCageDeadGreyRat -": "BUILDING_WoodenCageDeadGreyRat -", "BUILDING_WoodenCageEmpty": "BUILDING_WoodenCageEmpty", "BUILDING_WoodenCageEmpty -": "BUILDING_WoodenCageEmpty -", "BUILDING_WoodenCageGlothHatchling": "BUILDING_WoodenCageGlothHatchling", "BUILDING_WoodenCageGlothHatchling -": "BUILDING_WoodenCageGlothHatchling -", "BUILDING_WoodenCageGlothHatchlingRemnant": "BUILDING_WoodenCageGlothHatchlingRemnant", "BUILDING_WoodenCageGlothHatchlingRemnant -": "BUILDING_WoodenCageGlothHatchlingRemnant -", "BUILDING_WoodenCageGreyMonsterRat": "BUILDING_WoodenCageGreyMonsterRat", "BUILDING_WoodenCageGreyMonsterRat -": "BUILDING_WoodenCageGreyMonsterRat -", "BUILDING_WoodenCageGreyMonsterRatRemnant": "BUILDING_WoodenCageGreyMonsterRatRemnant", "BUILDING_WoodenCageGreyMonsterRatRemnant -": "BUILDING_WoodenCageGreyMonsterRatRemnant -", "BUILDING_WoodenCageGreyRat": "BUILDING_WoodenCageGreyRat", "BUILDING_WoodenCageGreyRat -": "BUILDING_WoodenCageGreyRat -", "BUILDING_WoodenCageGreyRatRemnant": "BUILDING_WoodenCageGreyRatRemnant", "BUILDING_WoodenCageGreyRatRemnant -": "BUILDING_WoodenCageGreyRatRemnant -", "BUILDING_WoodenCageIroncarapaceBug": "BUILDING_WoodenCageIroncarapaceBug", "BUILDING_WoodenCageIroncarapaceBug -": "BUILDING_WoodenCageIroncarapaceBug -", "BUILDING_WoodenCageIroncarapaceBugRemnant": "BUILDING_WoodenCageIroncarapaceBugRemnant", "BUILDING_WoodenCageIroncarapaceBugRemnant -": "BUILDING_WoodenCageIroncarapaceBugRemnant -", "BUILDING_WoodenCageMaleGloth": "BUILDING_WoodenCageMaleGloth", "BUILDING_WoodenCageMaleGloth -": "BUILDING_WoodenCageMaleGloth -", "BUILDING_WoodenCageMaleGlothRemnant": "BUILDING_WoodenCageMaleGlothRemnant", "BUILDING_WoodenCageMaleGlothRemnant -": "BUILDING_WoodenCageMaleGlothRemnant -", "BUILDING_WoodenCageMurmok": "BUILDING_WoodenCageMurmok", "BUILDING_WoodenCageMurmok -": "BUILDING_WoodenCageMurmok -", "BUILDING_WoodenCageMurmokRemnant": "BUILDING_WoodenCageMurmokRemnant", "BUILDING_WoodenCageMurmokRemnant -": "BUILDING_WoodenCageMurmokRemnant -", "BUILDING_WoodenCrate": "BUILDING_WoodenCrate", "BUILDING_WoodenCrate -": "BUILDING_WoodenCrate -", "BUILDING_WoodenCratePile": "BUILDING_WoodenCratePile", "BUILDING_WoodenCratePile -": "BUILDING_WoodenCratePile -", "BUILDING_WoodenCrateRemnant": "BUILDING_WoodenCrateRemnant", "BUILDING_WoodenCrateRemnant -": "BUILDING_WoodenCrateRemnant -", "BUILDING_WoodenLargeCabinet": "BUILDING_WoodenLargeCabinet", "BUILDING_WoodenLargeCabinet -": "BUILDING_WoodenLargeCabinet -", "BUILDING_WoodenRoundChair": "BUILDING_WoodenRoundChair", "BUILDING_WoodenRoundChair -": "BUILDING_WoodenRoundChair -", "BUILDING_WoodenRoundTable": "BUILDING_WoodenRoundTable", "BUILDING_WoodenRoundTable -": "BUILDING_WoodenRoundTable -", "BUILDING_XenonCat": "BUILDING_XenonCat", "BUILDING_XenonCat -": "BUILDING_XenonCat -", "BUILDING_YellowBanner": "BUILDING_YellowBanner", "BUILDING_YellowBanner -": "BUILDING_YellowBanner -", "BUILDING_YellowBannerStand": "BUILDING_YellowBannerStand", "BUILDING_YellowBannerStand -": "BUILDING_YellowBannerStand -", "BUILDING_YellowCarpet": "BUILDING_YellowCarpet", "BUILDING_YellowCarpet -": "BUILDING_YellowCarpet -", "Baby Gloth 3 + Mud Slogel 1": "Jeune Gloth 3 + Slogel de boue 1", "Baby Gloth 4 + Mud Slogel 2": "Jeune Gloth 4 + Slogel de boue 2", "Baby Gloth 5": "Bébé Gloth 5", "Background / Trait": "Arrière-plan / Caractéristique", "Background Music (40)": "Musique de fond (40)", "Background pool": "Réserve de parcours", "BackgroundTraitMaxClanRank": "BackgroundTraitMaxClanRank", "Backgrounds": "Arrière-plans", "Backgrounds (1)": "Parcours (1)", "Backgrounds (12)": "Historiques (12)", "Backgrounds (15)": "Historiques (15)", "Backgrounds (17)": "Historiques (17)", "Backgrounds (18)": "Historiques (18)", "Backgrounds (2)": "Antécédents (2)", "Backgrounds (23)": "Historiques (23)", "Backgrounds (3)": "Historiques (3)", "Backgrounds (4)": "Arrière-plans (4)", "Backgrounds (5)": "Historiques (5)", "Backgrounds (6)": "Historiques (6)", "Backgrounds (8)": "Historiques (8)", "Backgrounds ({#})": "Parcours ({#})", "Backgrounds - Dungeon Settlers Wiki": "Arrière-plans - Dungeon Settlers Wiki", "Backgrounds decide skill-tree access.": "Les arrière-plans déterminent l'accès aux arbres de compétences.", "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable": "Page des historiques : filtrer par arbre principal, sous-arbre et rang de recrutement, plus un triable", "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable **Recruitment rank** column showing which clan rank each background unlocks at.": "Page des historiques : filtrer par arbre principal, sous-arbre et rang de recrutement, plus une colonne **Rang de recrutement** triable indiquant à quel rang de clan chaque historique se déverrouille.", "Bague Fleur d'Écho": "Bague Fleur d'Écho", "Bague Fleur d'Écho - Dungeon Settlers Wiki": "Bague Fleur d'Écho - Dungeon Settlers Wiki", "Bague Fleur d'Écho icon": "Bague Fleur d'Écho icon", "Bague d'opale": "Bague d'opale", "Bague d'opale - Dungeon Settlers Wiki": "Bague d'opale - Dungeon Settlers Wiki", "Bague de cristal bleu": "Bague de cristal bleu", "Bague de cristal bleu - Dungeon Settlers Wiki": "Bague de cristal bleu - Dungeon Settlers Wiki", "Bague de cristal rouge": "Bague de cristal rouge", "Bague de cristal rouge - Dungeon Settlers Wiki": "Bague de cristal rouge - Dungeon Settlers Wiki", "Bague de cristal vert": "Bague de cristal vert", "Bague de cristal vert - Dungeon Settlers Wiki": "Bague de cristal vert - Dungeon Settlers Wiki", "Bague de fleur d'écho": "Bague de fleur d'écho", "Bague de fleur d'écho - Dungeon Settlers Wiki": "Bague de fleur d'écho - Dungeon Settlers Wiki", "Bague de fleur d'écho icon": "Bague de fleur d'écho icône", "Bague de grenat": "Bague de grenat", "Bague de grenat - Dungeon Settlers Wiki": "Bague de grenat - Dungeon Settlers Wiki", "Bague en argent": "Bague en argent", "Bague en argent - Dungeon Settlers Wiki": "Bague en argent - Dungeon Settlers Wiki", "Bague en argent icon": "Bague en argent icon", "Bague en or": "Bague en or", "Bague en or - Dungeon Settlers Wiki": "Bague en or - Dungeon Settlers Wiki", "Bague en péridot": "Bague en péridot", "Bague en péridot - Dungeon Settlers Wiki": "Bague en péridot - Dungeon Settlers Wiki", "Bague en péridot icon": "Bague en péridot icon", "Bague ornée de grenats.": "Bague ornée de grenats.", "Bague sertie d'un cristal rouge.": "Bague sertie d'un cristal rouge.", "Bague sertie d'un cristal rouge. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags].": "Bague sertie d'un cristal rouge. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags].", "Bague sertie d'un cristal vert.": "Bague sertie d'un cristal vert.", "Bague sertie d'un cristal vert. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_UtilityRandomTags].": "Bague sertie d'un cristal vert. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_UtilityRandomTags].", "Bague trouvée dans la fleur d'écho": "Bague trouvée dans la fleur d'écho", "Bague trouvée dans la fleur d'écho - While equipped: +2 Humeur, +10% Régénération des points de vie": "Bague trouvée dans la fleur d'écho - Équipé : +2 Humeur, +10% Régénération des points de vie", "Bague trouvée dans la fleur d'écho - Équipé: +2 Humeur, +10% Régénération des points de vie": "Bague trouvée dans la fleur d'écho - Équipé: +2 Humeur, +10% Régénération des points de vie", "Baie bleue": "Baie bleue", "Baie bleue - Dungeon Settlers Wiki": "Baie bleue - Dungeon Settlers Wiki", "Baie bleue consommée": "Baie bleue consommée", "Baie bleue consommée - Dungeon Settlers Wiki": "Baie bleue consommée - Dungeon Settlers Wiki", "Baie bleue consommée icon": "Baie bleue consommée icône", "Baie bleue portée et zone affichées sur une salle de donjon": "Baie bleue portée et zone affichées sur une salle de donjon", "Bal frénétique": "Bal frénétique", "Bal frénétique - Dungeon Settlers Wiki": "Bal frénétique - Dungeon Settlers Wiki", "Balance Test Lv1": "Test d'équilibrage Niv.1", "Balance Test Lv2": "Test d'équilibrage Niv.2", "Balance Test Lv3": "Test d'équilibrage Niv.3", "Balance Test Lv4": "Test d'équilibrage Niv.4", "Balance de marchand": "Balance de marchand", "Balance de marchand - Dungeon Settlers Wiki": "Balance de marchand - Dungeon Settlers Wiki", "Balance de marchand icon": "Balance de marchand icon", "BalanceTestLv1": "BalanceTestLv1", "BalanceTestLv2": "BalanceTestLv2", "BalanceTestLv3": "BalanceTestLv3", "BalanceTestLv4": "BalanceTestLv4", "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects.": "Attaque et défense équilibrées, mais il y a un défi au niveau des spécifications du Decay Rat et du Pale Mammoth. Mieux de rapidement abattre les insectes spores.", "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects. - Dungeon Settlers Wiki": "Équilibre entre l'attaque et la défense, mais il y a un défi au niveau des spécifications avec le Rat de la Pourriture et le Mammouth Pâle. Mieux vaut rapidement éliminer les insectes à spores. - Dungeon Settlers Wiki", "Balaye largement avec son épée lourde, infligeant à toutes les unités autour de l'utilisateur des dégâts physiques équivalents à 250% de": "Balaye largement avec son épée lourde, infligeant à toutes les unités autour de l'utilisateur des dégâts physiques équivalents à 250% de", "Balaye largement avec son épée lourde, infligeant à toutes les unités autour de l'utilisateur des dégâts physiques équivalents à 250% de Puissance d'attaque physique. Cette attaque peut aussi blesser les alliés. 4 energy - 30s cooldown": "Balaye largement avec son épée lourde, infligeant à toutes les unités autour de l'utilisateur des dégâts physiques équivalents à 250% de Puissance d'attaque physique. Cette attaque peut aussi blesser les alliés. 4 energy - 30s cooldown", "Balaye largement avec son épée lourde, infligeant à toutes les unités autour de l'utilisateur des dégâts physiques équivalents à 250% de Puissance d'attaque physique. Cette attaque peut aussi blesser les alliés. 4 énergie - 30s de recharge": "Balaye largement avec son épée lourde, infligeant à toutes les unités autour de l'utilisateur des dégâts physiques équivalents à 250% de Puissance d'attaque physique. Cette attaque peut aussi blesser les alliés. 4 énergie - 30s de recharge", "Bald": "Chauve", "Banc en bois": "Banc en bois", "Banc en bois - Dungeon Settlers Wiki": "Banc en bois - Dungeon Settlers Wiki", "Banc en pierre": "Banc en pierre", "Banc en pierre - Dungeon Settlers Wiki": "Banc en pierre - Dungeon Settlers Wiki", "Banc en rondins": "Banc en rondins", "Banc en rondins - Dungeon Settlers Wiki": "Banc en rondins - Dungeon Settlers Wiki", "Band": "Tranche", "Bannière": "Bannière", "Bannière - Dungeon Settlers Wiki": "Bannière - Dungeon Settlers Wiki", "Bannière blanche": "Bannière blanche", "Bannière blanche - Dungeon Settlers Wiki": "Bannière blanche - Dungeon Settlers Wiki", "Bannière bleue": "Bannière bleue", "Bannière bleue - Dungeon Settlers Wiki": "Bannière bleue - Dungeon Settlers Wiki", "Bannière de guilde": "Bannière de guilde", "Bannière de guilde - Dungeon Settlers Wiki": "Bannière de guilde - Dungeon Settlers Wiki", "Bannière de guilde 1": "Bannière de guilde 1", "Bannière de guilde 1 - Dungeon Settlers Wiki": "Bannière de guilde 1 - Dungeon Settlers Wiki", "Bannière de guilde 2": "Bannière de guilde 2", "Bannière de guilde 2 - Dungeon Settlers Wiki": "Bannière de guilde 2 - Dungeon Settlers Wiki", "Bannière jaune": "Bannière jaune", "Bannière jaune - Dungeon Settlers Wiki": "Bannière jaune - Dungeon Settlers Wiki", "Bannière noire": "Bannière noire", "Bannière noire - Dungeon Settlers Wiki": "Bannière noire - Dungeon Settlers Wiki", "Barbecue de monstre": "Barbecue de monstre", "Barbecue de monstre - Dungeon Settlers Wiki": "Barbecue de monstre - Dungeon Settlers Wiki", "Barbecue de monstre icon": "Barbecue de monstre icon", "Barbecue de monstre portée et zone affichées sur une salle de donjon": "Barbecue de monstre portée et zone affichées sur une salle de donjon", "Barbecue de monstre range and area shown on a dungeon room": "Barbecue de monstre : portée et zone affichées sur une salle de donjon", "Baron Blood Tear (vampire baron boss)": "Baron Larme-de-Sang (boss baron vampire)", "Baron Larme-de-Sang": "Baron Larme-de-Sang", "Baron Larme-de-Sang - Dungeon Settlers Wiki": "Baron Larme-de-Sang - Dungeon Settlers Wiki", "Baron Larme-de-Sang icon": "Baron Larme-de-Sang icon", "Barricade": "Barricade", "Barricade en bois": "Barricade en bois", "Barricade en bois - Dungeon Settlers Wiki": "Barricade en bois - Dungeon Settlers Wiki", "Barrier amplifiers": "Amplificateurs de bouclier", "Barrier does NOT protect equipment": "La barrière ne protège PAS l'équipement", "Barrière": "Barrière", "Barrière - Dungeon Settlers Wiki": "Barrière - Dungeon Settlers Wiki", "Barrière Sauvage": "Barrière Sauvage", "Barrière Sauvage - Dungeon Settlers Wiki": "Barrière Sauvage - Dungeon Settlers Wiki", "Barrière Sauvage icon": "Icône Barrière Sauvage", "Barrière d'épée": "Barrière d'épée", "Barrière d'épée - Dungeon Settlers Wiki": "Barrière d'épée - Dungeon Settlers Wiki", "Barrière d'épée icon": "Icône Barrière d'épée", "Barrière d'épée portée et zone affichées sur une salle de donjon": "Barrière d'épée portée et zone affichées sur une salle de donjon", "Barrière d'épée range and area shown on a dungeon room": "Barrière d'épée : portée et zone affichées dans une salle de donjon", "Barrière défensive": "Barrière défensive", "Barrière défensive - Dungeon Settlers Wiki": "Barrière défensive - Dungeon Settlers Wiki", "Barrière défensive icon": "Icône Barrière défensive", "Barrière icon": "Icône Barrière", "Base %": "% de base", "Base Areas": "Zones de base", "Base Areas - Dungeon Settlers Wiki": "Zones de base - Dungeon Settlers Wiki", "Base Building": "Construction de la base", "Base Campsite Bedrolls": "Base Campsite Bedrolls", "Base Campsite Bedrolls - Dungeon Settlers Wiki": "Couchages du campement de base - Dungeon Settlers Wiki", "Base Campsite Bedrolls icon": "Couchages du campement de base icon", "Base Campsite Bedrolls portée et zone affichées sur une salle de donjon": "Base Campsite Bedrolls portée et zone affichées sur une salle de donjon", "Base Campsite Bedrolls range and area shown on a dungeon room": "Portée et zone de Sacs de couchage du campement de base affichées sur une salle de donjon", "Base Campsite Camp Fire": "Base Campsite Camp Fire", "Base Campsite Camp Fire - Dungeon Settlers Wiki": "Feu de camp du campement de base - Dungeon Settlers Wiki", "Base Campsite Camp Fire icon": "Feu de camp du campement de base icon", "Base Campsite Camp Fire portée et zone affichées sur une salle de donjon": "Base Campsite Camp Fire portée et zone affichées sur une salle de donjon", "Base Campsite Camp Fire range and area shown on a dungeon room": "Portée et zone de Feu de camp du campement de base affichées sur une salle de donjon", "Base Campsite Deco1": "Base Campsite Deco1", "Base Campsite Deco1 - Dungeon Settlers Wiki": "Déco 1 du campement de base - Dungeon Settlers Wiki", "Base Campsite Deco1 icon": "Déco 1 du campement de base icon", "Base Campsite Deco1 portée et zone affichées sur une salle de donjon": "Base Campsite Deco1 portée et zone affichées sur une salle de donjon", "Base Campsite Deco1 range and area shown on a dungeon room": "Portée et zone de Décoration 1 du campement de base affichées sur une salle de donjon", "Base Campsite Deco2": "Base Campsite Deco2", "Base Campsite Deco2 - Dungeon Settlers Wiki": "Déco 2 du campement de base - Dungeon Settlers Wiki", "Base Campsite Deco2 icon": "Déco 2 du campement de base icon", "Base Campsite Deco2 portée et zone affichées sur une salle de donjon": "Base Campsite Deco2 portée et zone affichées sur une salle de donjon", "Base Campsite Deco2 range and area shown on a dungeon room": "Portée et zone de Décoration 2 du campement de base affichées sur une salle de donjon", "Base Campsite Lesser Guardian Stone": "Base Campsite Lesser Guardian Stone", "Base Campsite Lesser Guardian Stone - Dungeon Settlers Wiki": "Pierre gardienne mineure du campement de base - Dungeon Settlers Wiki", "Base Campsite Lesser Guardian Stone icon": "Pierre gardienne mineure du campement de base icon", "Base Campsite Lesser Guardian Stone portée et zone affichées sur une salle de donjon": "Base Campsite Lesser Guardian Stone portée et zone affichées sur une salle de donjon", "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "Portée et zone de Pierre gardienne mineure du campement de base affichées sur une salle de donjon", "Base Campsite Repairstand": "Base Campsite Repairstand", "Base Campsite Repairstand - Dungeon Settlers Wiki": "Établi de réparation du campement de base - Dungeon Settlers Wiki", "Base Campsite Repairstand icon": "Établi de réparation du campement de base icon", "Base Campsite Repairstand portée et zone affichées sur une salle de donjon": "Base Campsite Repairstand portée et zone affichées sur une salle de donjon", "Base Campsite Repairstand range and area shown on a dungeon room": "Portée et zone de Poste de réparation du campement de base affichées sur une salle de donjon", "Base Construction": "Construction de Base", "Base critical chance": "Chance de critique de base", "Base form": "Forme de base", "Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.": "La base est la valeur plate de départ avant toute stat principale. Vide = cette stat principale n'affecte pas cette stat. Les six capacités hors combat (minage, recherche, cuisine...) augmentent chacune de +0,05 par stat principale et sont omises ici.", "Base map": "Carte de base", "Base probability of producing a 'Fine Work' when 100% is the max.": "Probabilité de base de produire un « Beau travail » quand 100% est le max.", "Base probability of producing a 'Masterpiece' when 100% is the max.": "Probabilité de base de produire un « Chef-d'œuvre » quand 100% est le max.", "Base recruit weight": "Poids de recrutement de base", "Base skill point increase": "Augmentation de base des points de compétence", "Base value of {0} ticks consumed per unit of sleep. If a unit actually sleeps the whole time, this is performed multiple times. Each time one unit passes, it's shown on screen as a Stamina recovery.": "Valeur de base de {0} ticks consommés par unité de sommeil. Si une unité dort réellement tout ce temps, ceci est effectué plusieurs fois. Chaque fois qu'une unité passe, cela s'affiche à l'écran comme une récupération d'Endurance.", "Base, crafting and research": "Base, artisanat et recherche", "Base-camp area definitions (unlock costs, bounds).": "Définitions des zones du camp de base (coûts de déblocage, limites).", "BaseAreaMaxRadius": "BaseAreaMaxRadius", "BaseAreaTable.json": "BaseAreaTable.json", "BaseAutoSaveTimeIntervalHour": "BaseAutoSaveTimeIntervalHour", "BaseImplementRange": "BaseImplementRange", "BaseRandomBird": "BaseRandomBird", "BaseRandomCorruption": "BaseRandomCorruption", "BaseRandomFoodRation": "BaseRandomFoodRation", "BaseRandomGambler": "BaseRandomGambler", "BaseRandomGazeMoon": "BaseRandomGazeMoon", "BaseRandomRecruit": "BaseRandomRecruit", "Basement": "Sous-sol", "Basic": "Basique", "Basic Alchemy Complete": "Alchimie de base terminée", "Basic Alchemy not completed": "Alchimie de base non terminée", "Basic Attack 1.2": "Basic Attack 1.2", "Basic Attack 1.3": "Basic Attack 1.3", "Basic Attack 2": "Attaque de base 2", "Basic Attack 2.1": "Basic Attack 2.1", "Basic Attack 2.2": "Attaque de base 2.2", "Basic Attack 2.3": "Attaque de base 2.3", "Basic Attack 3": "Attaque de base 3", "Basic Cooking Complete": "Cuisine de base terminée", "Basic Cooking not completed": "Cuisine de base non terminée", "Basic Craft Complete": "Artisanat de base terminé", "Basic DPS": "DPS basique", "Basic Dagger Attack": "Attaque de dague de base", "Basic Farming Complete": "Agriculture de base terminée", "Basic Farming not completed": "Agriculture de base non terminée", "Basic Monster Cooking Complete": "Cuisine de monstre de base terminée", "Basic Monster Cooking not completed": "Cuisine monstrueuse de base non terminée", "Basic Spear Attack": "Attaque de lance basique", "Basic Spear Attack - Dungeon Settlers Wiki": "Attaque de lance basique - Dungeon Settlers Wiki", "Basic Spear Attack icon": "Icône d'Attaque de lance basique", "Basic Spear Attack range and area shown on a dungeon room": "Portée et zone d'Attaque de lance basique affichées sur une salle de donjon", "Basic Template": "Modèle de base", "Basic attack": "Attaque de base", "Basic attack (": "Attaque de base (", "Basic attack (100%": "Attaque de base (100%", "Basic attack skill": "Compétence d'attaque de base", "Basic attack:": "Attaque de base :", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.4s).": "Attaque de base : pas de temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 1.4s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2.5s).": "Attaque de base : aucune recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 2.5s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2s).": "Attaque de base : pas de temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 2s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 3.3s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 3.3 s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 5s).": "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = 5 s).", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "Attaque de base : aucun temps de recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque du monstre (1 / vitesse d'attaque = {#}s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "Attaque de base : pas de temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.5s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "Attaque de base : pas de temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1.6s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.7s).": "Attaque de base : aucune recharge de compétence, sa réutilisation correspond donc à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = 1,7 s).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "Attaque de base : aucun temps de recharge de compétence, donc sa réutilisation correspond à l'intervalle d'attaque de l'arme (1 / vitesse d'attaque = {#}s).", "Basic attacks deal 100% Magic Attack as magic damage and apply 2 Burning stacks for 10 seconds. (Buff duration: the skill row says 5s, a data slot says 20s - in-game verification pending.)": "Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)", "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1": "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1", "BasicMonster": "BasicMonster", "BasicMonsterAttack": "BasicMonsterAttack", "BasicStats": "BasicStats", "Basic_": "Basic_", "Bastion": "Bastion", "Bastion - Dungeon Settlers Wiki": "Bastion - Dungeon Settlers Wiki", "Bastion icon": "icône Bastion", "Bataille de synergie à trois où tuer d'abord le Têtard était généralement avantageux auparavant, mais dans ce combat il y a un dilemme entre tuer d'abord le Bagarreur ou le Têtard. - Dungeon Settlers Wiki": "Bataille de synergie à trois où tuer d'abord le Têtard était généralement avantageux auparavant, mais dans ce combat il y a un dilemme entre tuer d'abord le Bagarreur ou le Têtard. - Dungeon Settlers Wiki", "Bataille sale entièrement à distance. Puisque Ralentissement est appliqué, charger sans réfléchir mène facilement à un feu concentré, donc une distribution tactique des dégâts est nécessaire. - Dungeon Settlers Wiki": "Bataille sale entièrement à distance. Puisque Ralentissement est appliqué, charger sans réfléchir mène facilement à un feu concentré, donc une distribution tactique des dégâts est nécessaire. - Dungeon Settlers Wiki", "Battle Stomp + Guard Barrier": "Piétinement de combat + Barrière défensive", "Battle Stomp hits all nearby enemies with Disturbance and Dizziness. Both are debuffs, and each application on each enemy is a Guard Barrier trigger, so stomping into a crowd banks a wall of Barrier in one cast while blunting the pack's accuracy. It is a burst, not an engine: the 30s cooldown means you cannot keep it up, so it pairs well as the opener in front of a per-tick source like Fire Cloak, or on a Blunt frontliner who just wants a big periodic shield and some crowd control.": "Le Piétinement de combat frappe tous les ennemis proches avec Perturbation et Étourdissement. Les deux sont des débuffs, et chaque application sur chaque ennemi est un déclencheur de Barrière défensive, si bien que piétiner dans une foule met de côté un mur de Bouclier en un seul lancer tout en réduisant la précision du groupe. C'est une salve, pas un moteur : le temps de recharge de 30 s signifie que vous ne pouvez pas l'entretenir, elle se marie donc bien comme entrée devant une source par tic comme la Cape de feu, ou sur un combattant Contondant de première ligne qui veut simplement un gros bouclier périodique et un peu de contrôle de foule.", "Battlemage exception": "Exception Mage de combat", "Beast": "Bête", "Beast Single-Faction Patrol": "Beast Single-Faction Patrol", "BeastForestEnv": "BeastForestEnv", "Because percent bonuses apply": "Parce que les bonus en pourcentage s'appliquent", "Become Fire into Summon (stat lock-in)": "Transformez-vous en feu puis invocation (verrouillage des stats)", "Become Fire stacks Magic Attack Power on yourself; a summon copies your inflated Magic Attack Power at the instant it is cast and keeps it after the buff fades.": "Transformez-vous en feu cumule de la Puissance d'attaque magique sur vous-même ; une invocation copie votre Puissance d'attaque magique gonflée à l'instant où elle est lancée et la conserve après la disparition du buff.", "BedMoodCooltime": "BedMoodCooltime", "Bee Hive Tree Remnant": "Bee Hive Tree Remnant", "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "Vestige d'arbre à ruches - Dungeon Settlers Wiki", "Bee Hive Tree1": "Bee Hive Tree1", "Bee Random": "Abeille Aléatoire", "Before a room counts as a given type, the game checks two quality gates (in-game tooltip wording; N is the per-room threshold):": "Avant qu'une salle ne compte comme un type donné, le jeu vérifie deux conditions de qualité (formulation de l'infobulle du jeu ; N est le seuil par salle) :", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.": "Avant de faire appel à la nature, {0} attendait d'abord sa volonté. Ils lisaient les signes invisibles au moment où les oiseaux s'envolaient tous à la fois et au bref silence quand le vent s'arrêtait, empruntant la force de la forêt seulement quand c'était nécessaire. Au fil des années, ils en vinrent à écouter plus profondément le tremblement des feuilles qu'aux paroles des gens.", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...": "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...", "Before long, after searching through the...": "Peu de temps après, après avoir cherché dans le...", "Before long, the uncanny drums and...": "Bientôt, les tambours étranges et...", "Begger": "Begger", "Beginner Guide: Your First Days": "Guide du débutant : vos premiers jours", "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "Guide du débutant : vos premiers jours - Dungeon Settlers Wiki", "Behaviors": "Comportements", "Behaviour": "Comportement", "Behaviour & phase triggers": "Comportement et déclencheurs de phase", "Behaviour Options": "Options de comportement", "BehaviourOption_AutoAttack": "BehaviourOption_AutoAttack", "BehaviourOption_RestFirst": "BehaviourOption_RestFirst", "BehaviourOption_WaitForOrder": "BehaviourOption_WaitForOrder", "Benchmark monster": "Monstre benchmark", "Berserker sub-tree (2 orphan nodes)": "Sous-arbre Berserker (2 nœuds orphelins)", "Beurk... C'est terriblement amer !": "Beurk... C'est terriblement amer !", "Beyond normal candidate rolls, a handful of characters are tied to quests and events - one is recruitable today, the rest are authored in the game files but switched off. See also": "Au-delà des tirages de candidats normaux, une poignée de personnages sont liés à des quêtes et des événements ; l'un est recrutable aujourd'hui, les autres sont créés dans les fichiers du jeu mais désactivés. Voir aussi", "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).": "Au-delà des métaux forgeables (le Cuivre est le palier de forge publié le plus élevé, aux côtés du métal de donjon spécial Arcron), trois paliers de métal supérieurs existent dans les données d'objets **sans aucun moyen de les obtenir**. Le **Fer** est le plus complet : ensembles complets d'armes, armures, bâtons et munitions avec des noms et même des matières premières (Minerai/Lingot/Bâton de fer), mais il n'existe ni recettes, ni drops, ni boutiques pour cet équipement. Le **Bronze** et l'**Étain** sont des ensembles partiels (armure, casque, bouclier, masse, hache, lance, arc, flèche et bâtons) qui sont en grande partie des placeholders sans nom et sans voie de fabrication. L'échelle future prévue va Étain -> Bronze -> Cuivre -> Fer aux côtés d'Argent/Cristal/Arcron. Un palier de bijouterie en **Or** verrouillé existe aussi (Minerai/Lingot d'or avec des bagues et colliers en or sans nom).", "Beyond the gated data rows, the shipped": "Au-delà des lignes de données verrouillées, le build publié", "Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** and **Tower of Apocalypse**. Datamined text also hints at a future **Elf-themed region/recruitment expansion** (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "Au-delà des deux régions jouables (Voile du Silence et Terrier purulent), la carte d'expédition réserve quatre emplacements de région qui sont des espaces réservés vides, sans donjon, monstres ni butin : **Mine abandonnée**, **Abîme oublié**, **Marais mort** et **Tour de l'Apocalypse**. Des textes extraits des données laissent aussi entrevoir une future **région/extension de recrutement sur le thème des elfes** (un environnement « Patrie des elfes » et un marchand elfe) et un ensemble de reliques issues des ruines de l'Empire.", "Bibliothèque brisée de la Forêt Ancienne": "Bibliothèque brisée de la Forêt Ancienne", "Bibliothèque brisée de la Forêt Ancienne 1": "Bibliothèque brisée de la Forêt Ancienne 1", "Bibliothèque brisée de la Forêt Ancienne 1 - Dungeon Settlers Wiki": "Bibliothèque brisée de la Forêt Ancienne 1 - Dungeon Settlers Wiki", "Bibliothèque brisée de la Forêt Ancienne 2": "Bibliothèque brisée de la Forêt Ancienne 2", "Bibliothèque brisée de la Forêt Ancienne 2 - Dungeon Settlers Wiki": "Bibliothèque brisée de la Forêt Ancienne 2 - Dungeon Settlers Wiki", "Bibliothèque brisée de la forêt ancienne (côté)": "Bibliothèque brisée de la forêt ancienne (côté)", "Bibliothèque brisée de la forêt ancienne (côté) - Dungeon Settlers Wiki": "Bibliothèque brisée de la forêt ancienne (côté) - Dungeon Settlers Wiki", "Bibliothèque de la Forêt Ancienne (Côté)": "Bibliothèque de la Forêt Ancienne (Côté)", "Bibliothèque de la Forêt Ancienne (Côté) - Dungeon Settlers Wiki": "Bibliothèque de la Forêt Ancienne (Côté) - Dungeon Settlers Wiki", "Bien qu'elle soit taboue pour certains ascètes stricts, la Cendre du Réconfort est généralement acceptée par la société. - Encyclopédie d'Elos": "Bien qu'elle soit taboue pour certains ascètes stricts, la Cendre du Réconfort est généralement acceptée par la société. - Encyclopédie d'Elos", "Bien qu'il ne s'agisse pas d'une force puissante, la chaleur qui semble envelopper doucement tout s'infiltre profondément dans votre corps.": "Bien qu'il ne s'agisse pas d'une force puissante, la chaleur qui semble envelopper doucement tout s'infiltre profondément dans votre corps.", "Bien qu'il semble avoir été abandonné depuis longtemps, il ne semble pas encore avoir complètement cessé de fonctionner.": "Bien qu'il semble avoir été abandonné depuis longtemps, il ne semble pas encore avoir complètement cessé de fonctionner.", "Bien qu'usé, il contient encore des provisions utiles.": "Bien qu'usé, il contient encore des provisions utiles.", "Bien que": "Bien que", "Bien que la vengeance de vos compagnons ait été accomplie, une amertume persiste en vous. On ne ramène pas les morts à la vie.": "Bien que la vengeance de vos compagnons ait été accomplie, une amertume persiste en vous. On ne ramène pas les morts à la vie.", "Bien que rudimentaire, sa valeur en tant que matériel de recherche semble considérable.": "Bien que rudimentaire, sa valeur en tant que matériel de recherche semble considérable.", "Bien que vous le regardiez avec méfiance, il ne semble pas hostile.": "Bien que vous le regardiez avec méfiance, il ne semble pas hostile.", "Bien équilibré et facile à manier.": "Bien équilibré et facile à manier.", "Bien. Je commençais justement à avoir faim.": "Bien. Je commençais justement à avoir faim.", "Bientôt, des murmures incompréhensibles s'insinuent dans l'esprit de chacun. Vous essayez de les ignorer, mais chaque chuchotement vous glace le sang.": "Bientôt, des murmures incompréhensibles s'insinuent dans l'esprit de chacun. Vous essayez de les ignorer, mais chaque chuchotement vous glace le sang.", "Bientôt, la colonie retrouve son calme. Les autres membres soupirent de soulagement et se rendorment, apparemment satisfaits de votre décision.": "Bientôt, la colonie retrouve son calme. Les autres membres soupirent de soulagement et se rendorment, apparemment satisfaits de votre décision.", "Bientôt, une voix masculine bourrue se fait entendre.": "Bientôt, une voix masculine bourrue se fait entendre.", "Bienvenue à bord.": "Bienvenue à bord.", "Big": "Grand", "Big Rock Remnant": "Big Rock Remnant", "Big Rock Remnant - Dungeon Settlers Wiki": "Vestige de gros rocher - Dungeon Settlers Wiki", "BigDarkThornRadius": "BigDarkThornRadius", "BigDarkThornRatio": "BigDarkThornRatio", "Biggest trap": "Le plus gros piège", "Binding value": "Valeur de liaison", "Biography": "Biographie", "Biscuit dur": "Biscuit dur", "Biscuit dur - Dungeon Settlers Wiki": "Biscuit dur - Dungeon Settlers Wiki", "Biscuit dur icon": "Biscuit dur icon", "Biscuit dur à longue conservation, utile en voyage.": "Biscuit dur à longue conservation, utile en voyage.", "Bizarrement, les flammes n'ont pas brûlé le corps, mais elles ont continué à vaciller comme si elles tentaient de se propager aux alentours.": "Bizarrement, les flammes n'ont pas brûlé le corps, mais elles ont continué à vaciller comme si elles tentaient de se propager aux alentours.", "Black": "Noir", "Black Banner": "Bannière noire", "Black Banner - Dungeon Settlers Wiki": "Bannière Noire - Dungeon Settlers Wiki", "Black Banner Stand": "Support de bannière noire", "Black Banner Stand - Dungeon Settlers Wiki": "Support de Bannière Noire - Dungeon Settlers Wiki", "Black Serum": "Sérum Noir", "Black Serum - Dungeon Settlers Wiki": "Sérum Noir - Dungeon Settlers Wiki", "Black Serum icon": "Icône de Sérum Noir", "Black Serum range and area shown on a dungeon room": "Portée et zone de Sérum Noir affichées sur une salle de donjon", "BlackYellow": "BlackYellow", "Blade Spirit is the only energy-restoring passive in the game (+1 energy per melee physical crit). Feed it guaranteed crits with Exposed Flaw and your attacks pay for themselves.": "Esprit de lame est le seul passif qui restaure de l'énergie dans le jeu (+1 énergie par critique physique au corps à corps). Alimentez-le avec des critiques garantis grâce à Faiblesse exposée et vos attaques se financent d'elles-mêmes.", "Blade Spirit is the single source of energy regeneration in Dungeon Settlers: +1 energy each time you land a melee physical critical hit. On its own it depends on your crit chance; paired with Flow Seeker's Exposed Flaw (which makes every remaining hit on the target a guaranteed crit) it fires on every hit. So a melee unit with both Warrior passives attacks at effectively no net energy cost while critting for 1.5x, and - since Exposed Flaw is a debuff - also re-arming Guard Barrier if it has it. Both are passive and cheap to slot, which is why this is the backbone of every strong melee build rather than a niche gimmick.": "Esprit de lame est la seule source de régénération d'énergie dans Dungeon Settlers : +1 énergie chaque fois que vous portez un coup critique physique au corps à corps. À lui seul, il dépend de votre chance de critique ; associé à la Faiblesse exposée de Chercheur de flux (qui rend chaque coup restant sur la cible un critique garanti), il se déclenche à chaque coup. Ainsi, une unité de corps à corps dotée des deux passifs du Guerrier attaque à un coût net d'énergie pratiquement nul tout en critiquant à 1.5x et, puisque Faiblesse exposée est un debuff, elle réarme aussi Barrière défensive si elle en dispose. Les deux sont passifs et peu coûteux à placer, ce qui explique pourquoi c'est l'ossature de tout bon build de corps à corps plutôt qu'un gadget de niche.", "Blazing Echo + Ignition into Incinerate / Explosion": "Écho flamboyant + Allumage puis Incinérer / Explosion", "Blazing Echo seeds 2 Burning on the target and bounces up to 8 more times to nearby enemies, so one cast burns up to nine targets; Fireproof doubles every stack applied. Ignition then adds 8% damage per Burning stack to every hit you land on a burning target, so the burn you spread quietly multiplies all your damage. Finally you cash the stacks in: Incinerate deals 300% Magic Attack Power plus stacks x30% and resets them, and Explosion deals 200% Magic Attack Power to a pack plus a flat stacks x10 each (it can hit allies, so mind your own line). This is a ranged damage package - it does not want or need shields, which is why it lives on a backline mage rather than a Guard Barrier frontliner.": "Écho flamboyant applique 2 Combustion sur la cible et rebondit jusqu'à 8 fois de plus vers les ennemis proches, donc un seul lancer enflamme jusqu'à neuf cibles ; Ignifuge double chaque charge appliquée. Allumage ajoute ensuite 8% de dégâts par charge de Combustion à chaque coup que vous portez à une cible enflammée, donc la brûlure que vous répandez multiplie discrètement tous vos dégâts. Enfin, vous encaissez les charges : Incinérer inflige 300% de Puissance d'attaque magique plus charges x30% et les réinitialise, et Explosion inflige 200% de Puissance d'attaque magique à un groupe plus un forfait de charges x10 chacune (elle peut toucher les alliés, alors faites attention à votre propre ligne). C'est un ensemble de dégâts à distance : il ne veut ni n'a besoin de boucliers, ce qui explique pourquoi il vit sur un mage d'arrière-ligne plutôt que sur un combattant de première ligne à Barrière défensive.", "BlazingEcho icon": "BlazingEcho icône", "BlazingEcho portée et zone affichées sur une salle de donjon": "Écho Ardent portée et zone affichées sur une salle de donjon", "BlazingEcho range and area shown on a dungeon room": "BlazingEcho portée et zone affichées dans une salle de donjon", "Bleeding (physical)": "Saignement (physique)", "Bleeding (physical) and Burning (magic) are flat-per-second stacking DoTs. Poison is handled separately: it is defense-ignoring typeless damage worth 1% of Max HP every 10 seconds and cannot stack (confirmed from the game code - the Poison tick timer counts to 10 before firing). See the Combat Formulas and Capped Effects pages.": "Le Saignement (physique) et la Combustion (magique) sont des DoT cumulables à valeur fixe par seconde. Le poison est géré séparément : ce sont des dégâts sans type ignorant la défense, valant 1 % des PV max toutes les 10 secondes, et il ne peut pas se cumuler (confirmé par le code du jeu : le minuteur du tick de poison compte jusqu'à 10 avant de se déclencher). Voir les pages Formules de combat et Effets plafonnés.", "Bleeding and Burning are": "Le Saignement et la Combustion sont des débuffs", "Bleeding and Burning deal a": "Le Saignement et la Combustion infligent un", "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is non-stacking with an unconfirmed tick rate, so it is documented rather than calculated.": "Saignement et Combustion par seconde et au total sur une durée : valeur fixe par cumul, ne dépend jamais de la puissance d'attaque. Le poison est non cumulable avec une fréquence de tick non confirmée, il est donc documenté plutôt que calculé.", "Bleeding at its 99-stack cap = 99 × 5 =": "Le Saignement à son plafond de 99 cumuls = 99 × 5 =", "Bleeding caps at 99 stacks, Burning at 50. Poison is separate: it cannot stack at all, so it is always a single instance of 1% Max HP.": "Le Saignement plafonne à 99 cumuls, la Combustion à 50. Le Poison est à part : il ne peut pas du tout se cumuler, il reste donc toujours une seule instance de 1 % des PV max.", "Bleeding, Burning, Poison": "Saignement, Combustion, Poison", "BleedingImmune": "BleedingImmune", "Bless": "Bless", "Bless Magic": "Bénédiction magique", "Bless Magic +10%": "Bénédiction magique +10%", "Bless Phys": "Bénédiction physique", "Bless Phys +10%": "Bénédiction physique +10%", "Blessings": "Bénédictions", "Bleu": "Bleu", "Blind discovery": "Découverte à l'aveugle", "Blind discovery is on.": "La découverte à l'aveugle est activée.", "Bloc métallique standard obtenu en fondant le": "Bloc métallique standard obtenu en fondant le", "Bloc métallique standard obtenu en fondant le minerai de cuivre.": "Bloc métallique standard obtenu en fondant le minerai de cuivre.", "Blocks head and body damage, spending stacks equal to the damage blocked.": "Bloque les dégâts à la tête et au corps, en consommant des piles équivalentes aux dégâts bloqués.", "Blood Rain": "Pluie de sang", "Blood Rain - Dungeon Settlers Wiki": "Pluie de Sang - Dungeon Settlers Wiki", "Blood Rain portée et zone affichées sur une salle de donjon": "Pluie de Sang portée et zone affichées sur une salle de donjon", "Blood Rain portée et zone sur une salle de donjon": "Blood Rain portée et zone sur une salle de donjon", "Blood Soaked Fruit": "Fruit ensanglanté", "Blood Soaked Fruit - Dungeon Settlers Wiki": "Fruit imbibé de sang - Dungeon Settlers Wiki", "Blood Soaked Fruit icon": "Icône de Fruit imbibé de sang", "Blood Soaked Fruit range and area shown on a dungeon room": "Fruit imbibé de sang : portée et zone affichées sur une salle de donjon", "Blood Tear": "Larme de sang", "Blood Tear - Dungeon Settlers Wiki": "Larme de Sang - Dungeon Settlers Wiki", "Blood Tear portée et zone affichées sur une salle de donjon": "Larme de Sang portée et zone affichées sur une salle de donjon", "Blood Tear portée et zone sur une salle de donjon": "Blood Tear portée et zone sur une salle de donjon", "Blood Tree Random": "Blood Tree Random", "Blood Tree Remnant": "Blood Tree Remnant", "Blood Tree Remnant - Dungeon Settlers Wiki": "Vestige d'arbre de sang - Dungeon Settlers Wiki", "Blood Tree With Fruit Fixed": "Blood Tree With Fruit Fixed", "Blood Tree With Fruit Random": "Blood Tree With Fruit Random", "Blood Tree With Fruit Remnant": "Blood Tree With Fruit Remnant", "Blood Tree With Fruit Remnant - Dungeon Settlers Wiki": "Vestige d'arbre de sang avec fruit - Dungeon Settlers Wiki", "Blood Wood Spear": "Pique en Bois de Sang", "Blood type": "Type de sang", "BloodWood (M.Atk {#})": "BloodWood (M.Atk {#})", "BloodWood (P.Atk {#})": "BloodWood (P.Atk {#})", "Bloodwood": "Bois de sang", "Bloody Crescent": "Croissant sanglant", "Bloody Crescent - Dungeon Settlers Wiki": "Croissant sanglant - Dungeon Settlers Wiki", "Bloody Crescent icon": "Croissant sanglant icon", "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloq...": "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloq...", "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Accordé par 1 inscription et 11 compétences": "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Accordé par 1 inscription et 11 compétences", "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Accordé par 1 inscription et 12 compétences": "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Accordé par 1 inscription et 12 compétences", "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Granted by 1 inscription and 11 skills": "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Accordé par 1 inscription et 11 compétences", "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Granted by 1 inscription and 12 skills": "Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Accordé par 1 inscription et 12 compétences", "Bloquer les attaques ennemies est désormais plus facile.": "Bloquer les attaques ennemies est désormais plus facile.", "Blue": "Bleu", "Blue Banner": "Bannière bleue", "Blue Banner - Dungeon Settlers Wiki": "Bannière Bleue - Dungeon Settlers Wiki", "Blue Banner Stand": "Support de bannière bleue", "Blue Banner Stand - Dungeon Settlers Wiki": "Support de Bannière Bleue - Dungeon Settlers Wiki", "Blue Berry": "Baie bleue", "Blue Berry - Dungeon Settlers Wiki": "Myrtille - Dungeon Settlers Wiki", "Blue Berry Random": "Blue Berry Random", "Blue Berry icon": "Icône de Myrtille", "Blue Berry range and area shown on a dungeon room": "Myrtille : portée et zone affichées sur une salle de donjon", "Blue Crystal": "Cristal bleu", "Blue Goblin Bracelet": "Blue Goblin Bracelet", "Blue Goblin Bracelet - Dungeon Settlers Wiki": "Bracelet du gobelin bleu - Dungeon Settlers Wiki", "Blue Goblin Fixed": "gobelin bleu fixe", "Blue Goblin Necklace": "Blue Goblin Necklace", "Blue Goblin Necklace - Dungeon Settlers Wiki": "Collier du gobelin bleu - Dungeon Settlers Wiki", "Blue Goblin Random": "gobelin bleu Aléatoire", "Blue Stone Golem Random": "Golem de pierre bleue aléatoire", "Blue_Small": "Blue_Small", "Blueberry Bush Remnant": "Blueberry Bush Remnant", "Blueberry Bush Remnant - Dungeon Settlers Wiki": "Vestige de myrtillier - Dungeon Settlers Wiki", "Blueprint (1)": "Plan (1)", "Blunt tree (Battle Stomp)": "Arbre Contondant (Piétinement de combat)", "Blunt weapons excel in breaking through defenses with powerful strikes.": "Les armes contondantes excellent pour percer les défenses avec des frappes puissantes.", "Body": "Corps", "Body Armor": "Armure du corps", "Body Equipment Not Worn": "Équipement de corps non porté", "Body HP": "PV (torse)", "BodyArmorRatio": "BodyArmorRatio", "BodyPartHealth_": "BodyPartHealth_", "BodyPartInjury_": "BodyPartInjury_", "Bois abondant": "Bois abondant", "Bois abondant - Dungeon Settlers Wiki": "Bois abondant - Dungeon Settlers Wiki", "Bois abondant icon": "Bois abondant icon", "Bois de Staghare": "Bois de Staghare", "Bois de Staghare - Dungeon Settlers Wiki": "Bois de Staghare - Dungeon Settlers Wiki", "Bois de Staghare icon": "Bois de Staghare icon", "Bois de chauffage": "Bois de chauffage", "Bois de chauffage - Dungeon Settlers Wiki": "Bois de chauffage - Dungeon Settlers Wiki", "Bois de chauffage icon": "Bois de chauffage icon", "Bois de sang": "Bois de sang", "Bois rare à teinte rougeâtre.": "Bois rare à teinte rougeâtre.", "Bois sec qui s'enflamme facilement.": "Bois sec qui s'enflamme facilement.", "Boissons alcoolisées": "Boissons alcoolisées", "Boitement": "Boitement", "Boitement - Dungeon Settlers Wiki": "Boitement - Dungeon Settlers Wiki", "Boitement icon": "Icône Boitement", "Bon pour maintenir la circulation de l'air et la température.": "Bon pour maintenir la circulation de l'air et la température.", "Bon retour. ...Je vais te faire confiance, pour l'instant.": "Bon retour. ...Je vais te faire confiance, pour l'instant.", "Bon sang, cette chose est vraiment terrifiante.": "Bon sang, cette chose est vraiment terrifiante.", "Bon sang, faites tous attention !": "Bon sang, faites tous attention !", "Bondage": "Entrave", "Bone (M.Atk {#})": "Bone (M.Atk {#})", "Bone (P.Atk {#})": "Bone (P.Atk {#})", "Bone Processing 1": "Traitement des os 1", "Bone Processing 1 Complete": "Traitement des os 1 terminé", "Bone Processing 1 not completed": "Traitement des os 1 non terminé", "Bone Processing 2": "Traitement des os 2", "Bone Processing 2 Complete": "Traitement des os 2 terminé", "Bone Processing 2 not completed": "Traitement des os 2 non terminé", "Bone Remains1": "Bone Remains1", "Bone Remains1 - Dungeon Settlers Wiki": "Restes d'os 1 - Dungeon Settlers Wiki", "Bone Remains2": "Bone Remains2", "Bone Remains2 - Dungeon Settlers Wiki": "Restes d'os 2 - Dungeon Settlers Wiki", "Bonfire Complete": "Feu de camp terminé", "Bonjour ! Dungeon Settlers est actuellement en phase bêta de développement. De nombreuses": "Bonjour ! Dungeon Settlers est actuellement en phase bêta de développement. De nombreuses", "Bonne odeur": "Bonne odeur", "Bonus d'augmentation des statistiques": "Bonus d'augmentation des statistiques", "Bonus d'augmentation du stress": "Bonus d'augmentation du stress", "Bonus d'augmentation du stress - Dungeon Settlers Wiki": "Bonus d'augmentation du stress - Dungeon Settlers Wiki", "Bonus d'augmentation du stress icon": "Bonus d'augmentation du stress icon", "Bonus d'expérience gagnée": "Bonus d'expérience gagnée", "Bonus d'expérience gagnée - Dungeon Settlers Wiki": "Bonus d'expérience gagnée - Dungeon Settlers Wiki", "Bonus d'expérience gagnée icon": "Bonus d'expérience gagnée icône", "Bonus de dégâts critiques": "Bonus de dégâts critiques", "Bonus de dégâts critiques - Dungeon Settlers Wiki": "Bonus de dégâts critiques - Dungeon Settlers Wiki", "Bonus de dégâts critiques icon": "Bonus de dégâts critiques icône", "Bonus de dégâts critiques reçus +50% (un critique qui infligerait +50% inflige +100%).": "Bonus de dégâts critiques reçus +50% (un critique qui infligerait +50% inflige +100%).", "Bonus de dégâts critiques subi à la suite des coups critiques augmente.": "Bonus de dégâts critiques subi à la suite des coups critiques augmente.", "Bonus de dégâts critiques subi à la suite des coups critiques augmente. Bonus de dégâts critiques reçus +50% (un critique qui infligerait +50% inflige +100%).": "Bonus de dégâts critiques subi à la suite des coups critiques augmente. Bonus de dégâts critiques reçus +50% (un critique qui infligerait +50% inflige +100%).", "Bonus de réduction du stress": "Bonus de réduction du stress", "Bonus de réduction du stress - Dungeon Settlers Wiki": "Bonus de réduction du stress - Dungeon Settlers Wiki", "Bonus de réduction du stress icon": "Bonus de réduction du stress icon", "BonusCriticalRate": "BonusCriticalRate", "BonusHitRate": "BonusHitRate", "BonusSkillPointIncrease": "BonusSkillPointIncrease", "Book Pile": "Book Pile", "Book Pile - Dungeon Settlers Wiki": "Pile de livres - Dungeon Settlers Wiki", "Book Pile2": "Book Pile2", "Book Pile2 - Dungeon Settlers Wiki": "Pile de livres 2 - Dungeon Settlers Wiki", "Bored": "Ennuyé", "Bosquet intérieur": "Bosquet intérieur", "Bosquet intérieur - Dungeon Settlers Wiki": "Bosquet intérieur - Dungeon Settlers Wiki", "Bosquet intérieur icon": "Icône Bosquet intérieur", "Boss": "Boss", "Boss Guide": "Guide du boss", "Boss Guide - Dungeon Settlers Wiki": "Guide des boss - Dungeon Settlers Wiki", "Boss Portal": "Portail du boss", "Boss Portal - Dungeon Settlers Wiki": "Portail de boss - Dungeon Settlers Wiki", "Boss Portal map": "Carte du portail de boss", "Boss Portal plan": "Plan de portail de boss", "Boss Room": "Salle du boss", "Boss Room - Dungeon Settlers Wiki": "Salle du boss - Dungeon Settlers Wiki", "Boss Room Demo": "Salle du boss (démo)", "Boss Room Demo - Dungeon Settlers Wiki": "Démo de la salle de boss - Dungeon Settlers Wiki", "Boss Room Demo map": "Carte de la Salle du boss (démo)", "Boss Room Demo plan": "Plan Salle de boss Démo", "Boss Room map": "Carte Salle du boss", "Boss Room plan": "Boss Room plan", "Boss Start": "Boss Start", "Boss Start - Dungeon Settlers Wiki": "Départ de boss - Dungeon Settlers Wiki", "Boss Start map": "Boss Start map", "Boss Start plan": "Boss Start plan", "Boss Vertical Corridor 1": "Couloir vertical du boss 1", "Boss Vertical Corridor 1 - Dungeon Settlers Wiki": "Couloir vertical de boss 1 - Dungeon Settlers Wiki", "Boss Vertical Corridor 1 map": "Carte du couloir vertical du boss 1", "Boss Vertical Corridor 1 plan": "Plan Couloir vertical de boss 1", "Boss monsters are exempt.": "Les monstres boss sont exemptés.", "Boss names, art, locations, attacks and drops are hidden and shown as \"Boss 1\", \"Boss 2\" and so on. Reveal a boss's identity, or any single section, with the button on it - revealing one thing never reveals the rest.": "Les noms, illustrations, emplacements, attaques et butins des boss sont cachés et affichés comme « Boss 1 », « Boss 2 », etc. Révélez l'identité d'un boss, ou n'importe quelle section, avec son bouton - révéler un élément ne révèle jamais les autres.", "Boss room": "Salle du boss", "Boss room requirement": "Condition de la salle du boss", "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "Effets et seuils des traits de boss lus depuis l'AffecterTable / TraitTable du jeu. Un", "Bosses": "Boss", "Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.": "Les deux régions sont exclues en dur dans le code, donc les expéditions y commencent toujours à l'étage 1, quel que soit le réglage.", "Boucher": "Boucher", "Boucher - Dungeon Settlers Wiki": "Boucher - Dungeon Settlers Wiki", "Boucher icon": "Boucher icône", "Bouclier": "Bouclier", "Bouclier - Dungeon Settlers Wiki": "Bouclier - Dungeon Settlers Wiki", "Bouclier - name": "Bouclier - name", "Bouclier activé": "Bouclier activé", "Bouclier activé - Dungeon Settlers Wiki": "Bouclier activé - Dungeon Settlers Wiki", "Bouclier activé icon": "icône Bouclier activé", "Bouclier d'os": "Bouclier d'os", "Bouclier d'os - Dungeon Settlers Wiki": "Bouclier d'os - Dungeon Settlers Wiki", "Bouclier d'os icon": "Bouclier d'os icon", "Bouclier de Fer": "Bouclier de Fer", "Bouclier de Fer - Dungeon Settlers Wiki": "Bouclier de Fer - Dungeon Settlers Wiki", "Bouclier de Fer icon": "Bouclier de Fer icon", "Bouclier de carapace": "Bouclier de carapace", "Bouclier de carapace - Dungeon Settlers Wiki": "Bouclier de carapace - Dungeon Settlers Wiki", "Bouclier de carapace icon": "Bouclier de carapace icon", "Bouclier en Arcron": "Bouclier en Arcron", "Bouclier en Arcron - Dungeon Settlers Wiki": "Bouclier en Arcron - Dungeon Settlers Wiki", "Bouclier en Arcron icon": "Bouclier en Arcron icon", "Bouclier en bois": "Bouclier en bois", "Bouclier en bois - Dungeon Settlers Wiki": "Bouclier en bois - Dungeon Settlers Wiki", "Bouclier en bois de sang": "Bouclier en bois de sang", "Bouclier en bois de sang - Dungeon Settlers Wiki": "Bouclier en bois de sang - Dungeon Settlers Wiki", "Bouclier en bois de sang icon": "Bouclier en bois de sang icon", "Bouclier en bois icon": "Bouclier en bois icon", "Bouclier en bois sanguin": "Bouclier en bois sanguin", "Bouclier en bois sanguin - Dungeon Settlers Wiki": "Bouclier en bois sanguin - Dungeon Settlers Wiki", "Bouclier en bronze": "Bouclier en bronze", "Bouclier en bronze - Dungeon Settlers Wiki": "Bouclier en bronze - Dungeon Settlers Wiki", "Bouclier en bronze icon": "Bouclier en bronze icon", "Bouclier en cuivre": "Bouclier en cuivre", "Bouclier en cuivre - Dungeon Settlers Wiki": "Bouclier en cuivre - Dungeon Settlers Wiki", "Bouclier en cuivre icon": "Bouclier en cuivre icon", "Bouclier en étain": "Bouclier en étain", "Bouclier en étain - Dungeon Settlers Wiki": "Bouclier en étain - Dungeon Settlers Wiki", "Bouclier en étain icon": "Bouclier en étain icon", "Bouclier icon": "Bouclier icon", "Bouclier osseux renforcé": "Bouclier osseux renforcé", "Bouclier osseux renforcé - Dungeon Settlers Wiki": "Bouclier osseux renforcé - Dungeon Settlers Wiki", "Bouclier osseux renforcé icon": "Bouclier osseux renforcé icon", "Boueux": "Boueux", "Boueux - Dungeon Settlers Wiki": "Boueux - Dungeon Settlers Wiki", "Boueux icon": "Boueux icône", "Bougeoir": "Bougeoir", "Bougeoir - Dungeon Settlers Wiki": "Bougeoir - Dungeon Settlers Wiki", "Bouillie d'avoine": "Bouillie d'avoine", "Bouillie d'avoine - Dungeon Settlers Wiki": "Bouillie d'avoine - Dungeon Settlers Wiki", "Bouillie d'avoine consommée": "Bouillie d'avoine consommée", "Bouillie d'avoine consommée - Dungeon Settlers Wiki": "Bouillie d'avoine consommée - Dungeon Settlers Wiki", "Bouillie d'avoine consommée icon": "Bouillie d'avoine consommée icône", "Bouillie d'avoine icon": "Bouillie d'avoine icon", "Bouillie d'avoine onctueuse, préparée en faisant bouillir des flocons d'avoine dans de l'eau. Ce n'est pas délicieux.": "Bouillie d'avoine onctueuse, préparée en faisant bouillir des flocons d'avoine dans de l'eau. Ce n'est pas délicieux.", "Bouillie d'avoine onctueuse, préparée en faisant bouillir des flocons d'avoine. Ce n'est pas délicieux.": "Bouillie d'avoine onctueuse, préparée en faisant bouillir des flocons d'avoine. Ce n'est pas délicieux.", "Bouillie d'avoine portée et zone affichées sur une salle de donjon": "Bouillie d'avoine portée et zone affichées sur une salle de donjon", "Bouillie d'avoine range and area shown on a dungeon room": "Bouillie d'avoine : portée et zone affichées sur une salle de donjon", "Bouillie d'herbe": "Bouillie d'herbe", "Bouillie d'herbe - Dungeon Settlers Wiki": "Bouillie d'herbe - Dungeon Settlers Wiki", "Bouillie d'herbe améliorée": "Bouillie d'herbe améliorée", "Bouillie d'herbe améliorée - Dungeon Settlers Wiki": "Bouillie d'herbe améliorée - Dungeon Settlers Wiki", "Bouillie d'herbe améliorée icon": "Bouillie d'herbe améliorée icon", "Bouillie d'herbe améliorée portée et zone affichées sur une salle de donjon": "Bouillie d'herbe améliorée portée et zone affichées sur une salle de donjon", "Bouillie d'herbe améliorée range and area shown on a dungeon room": "Bouillie d'herbe améliorée : portée et zone affichées sur une salle de donjon", "Bouillie d'herbe icon": "Bouillie d'herbe icon", "Bouillie d'herbe portée et zone affichées sur une salle de donjon": "Bouillie d'herbe portée et zone affichées sur une salle de donjon", "Bouillie d'herbe range and area shown on a dungeon room": "Bouillie d'herbe : portée et zone affichées sur une salle de donjon", "Bouillie de navet": "Bouillie de navet", "Bouillie de navet - Dungeon Settlers Wiki": "Bouillie de navet - Dungeon Settlers Wiki", "Bouillie de navet icon": "Icône de Bouillie de navet", "Bouillie de navet portée et zone affichées sur une salle de donjon": "Bouillie de navet portée et zone affichées sur une salle de donjon", "Bouillie de navet range and area shown on a dungeon room": "Bouillie de navet : portée et zone affichées sur une salle de donjon", "Bouillie de viande": "Bouillie de viande", "Bouillie de viande - Dungeon Settlers Wiki": "Bouillie de viande - Dungeon Settlers Wiki", "Bouillie de viande icon": "Bouillie de viande icon", "Bouillie de viande portée et zone affichées sur une salle de donjon": "Bouillie de viande portée et zone affichées sur une salle de donjon", "Bouillie de viande range and area shown on a dungeon room": "Bouillie de viande : portée et zone affichées sur une salle de donjon", "Boule de cristal ternie": "Boule de cristal ternie", "Boule de cristal ternie - Dungeon Settlers Wiki": "Boule de cristal ternie - Dungeon Settlers Wiki", "Boule de cristal ternie icon": "Boule de cristal ternie icon", "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "Prime : Monstre d'élite GAMESYSTEM_Environment_{affecterName}", "Bourreau": "Bourreau", "Bourreau - Dungeon Settlers Wiki": "Bourreau - Dungeon Settlers Wiki", "Bourreau icon": "icône Bourreau", "Bows allow for safe long-range attacks on enemies.": "Les arcs permettent des attaques sûres à longue portée sur les ennemis.", "Boîte de commerce test": "Boîte de commerce test", "Boîte de commerce test - Dungeon Settlers Wiki": "Boîte de commerce test - Dungeon Settlers Wiki", "Boîte sans nom": "Boîte sans nom", "Boîte sans nom - Dungeon Settlers Wiki": "Boîte sans nom - Dungeon Settlers Wiki", "Braconnier": "Braconnier", "Braconnier - Dungeon Settlers Wiki": "Braconnier - Dungeon Settlers Wiki", "Braconnier icon": "Icône Braconnier", "Brawler 3": "Bagarreur 3", "Breakdown": "Effondrement", "Bribe": "Bribe", "Brigade du Clair-de-Lune": "Brigade du Clair-de-Lune", "Brille faiblement d'un rouge étrange, comme si elle était imprégnée d'une puissance inquiétante.": "Brille faiblement d'un rouge étrange, comme si elle était imprégnée d'une puissance inquiétante.", "Bring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does": "Amenez une escouade complète d'unités de niveau 2+ avec de l'équipement fabriqué (le palier Os ou carapace est confortable), un porteur de bouclier pour protéger, et des objets de soin. Le tuer met fin à l'histoire - mais notez qu'il ne", "Bring me a Hell Leech": "Apporte-moi une Sangsue de l'Enfer", "Brique": "Brique", "Brique - Dungeon Settlers Wiki": "Brique - Dungeon Settlers Wiki", "Brique de pierre": "Brique de pierre", "Brique de pierre - Dungeon Settlers Wiki": "Brique de pierre - Dungeon Settlers Wiki", "Brique de pierre icon": "Brique de pierre icon", "Brique icon": "Brique icône", "Brochette de champignons": "Brochette de champignons", "Brochette de champignons - Dungeon Settlers Wiki": "Brochette de champignons - Dungeon Settlers Wiki", "Brochette de champignons icon": "Brochette de champignons icon", "Brochette de champignons portée et zone affichées sur une salle de donjon": "Brochette de champignons portée et zone affichées sur une salle de donjon", "Brochette de champignons range and area shown on a dungeon room": "Brochette de champignons : portée et zone affichées sur une salle de donjon", "Brochette de viande": "Brochette de viande", "Brochette de viande - Dungeon Settlers Wiki": "Brochette de viande - Dungeon Settlers Wiki", "Brochette de viande icon": "Brochette de viande icon", "Brochette de viande portée et zone affichées sur une salle de donjon": "Brochette de viande portée et zone affichées sur une salle de donjon", "Brochette de viande range and area shown on a dungeon room": "Brochette de viande : portée et zone affichées sur une salle de donjon", "Broken Cart": "Charrette cassée", "Broken Wagon Remnant": "Broken Wagon Remnant", "Broken Wagon Remnant - Dungeon Settlers Wiki": "Vestige de chariot brisé - Dungeon Settlers Wiki", "Broken Wheel": "Roue brisée", "Broken Wheel - Dungeon Settlers Wiki": "Roue brisée - Dungeon Settlers Wiki", "Bronze (M.Atk {#})": "Bronze (M.Atk {#})", "Bronze (P.Atk {#})": "Bronze (P.Atk {#})", "Bronze (partial gear set)": "Bronze (ensemble d'équipement partiel)", "Bronze Dagger": "Dague en bronze", "Bronze Dagger - Dungeon Settlers Wiki": "Dague en bronze - Dungeon Settlers Wiki", "Bronze Dagger icon": "Dague en bronze icon", "Bronze Great Sword": "Grande épée en bronze", "Bronze Great Sword - Dungeon Settlers Wiki": "Grande épée en bronze - Dungeon Settlers Wiki", "Bronze Great Sword icon": "Grande épée en bronze icon", "Bronze Ingot": "Lingot de bronze", "Bronze Sword": "Épée en bronze", "Bronze Sword - Dungeon Settlers Wiki": "Épée en bronze - Dungeon Settlers Wiki", "Bronze Sword icon": "Épée en bronze icon", "Brown": "Marron", "Browse": "Parcourir", "Brûle instantanément la cible, infligeant 300% de": "Brûle instantanément la cible, infligeant 300% de", "Brûle instantanément la cible, infligeant 300% de Puissance d'attaque magique en dégâts magiques, ainsi que des dégâts supplémentaires égaux aux cumuls de Combustion * 30% de Puissance d'attaque magique, puis réinitialise les cumuls de Combustion. 4 energy - 12s cooldown Effects: • Combustion: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Brûle instantanément la cible, infligeant 300% de Puissance d'attaque magique en dégâts magiques, ainsi que des dégâts supplémentaires égaux aux cumuls de Combustion * 30% de Puissance d'attaque magique, puis réinitialise les cumuls de Combustion. 4 énergie - 12s de recharge Effets : • Combustion : 3 dégâts magiques par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, ne dépend pas de la puissance d'attaque ; jusqu'à 50 cumuls). Exemple : 10 cumuls = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Brûle instantanément la cible, infligeant 300% de Puissance d'attaque magique en dégâts magiques, ainsi que des dégâts supplémentaires égaux aux cumuls de Combustion * 30% de Puissance d'attaque magique, puis réinitialise les cumuls de Combustion. 4 énergie - 12s de recharge Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Brûle instantanément la cible, infligeant 300% de Puissance d'attaque magique en dégâts magiques, ainsi que des dégâts supplémentaires égaux aux cumuls de Combustion * 30% de Puissance d'attaque magique, puis réinitialise les cumuls de Combustion. 4 énergie - 12s de recharge Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Brûlez tout.": "Brûlez tout.", "Bubble": "Bulle", "Bubbleling": "Bubbleling", "Bubbleling - Dungeon Settlers Wiki": "Bubbleling - Dungeon Settlers Wiki", "Bubbleling base": "Base du Bubbleling", "Bubbleling icon": "Bubbleling icon", "Bubbleling summon": "Invocation de Bubbleling", "Bubblelings": "Bubblelings", "Bubbletoad": "Bubbletoad", "Bubbletoad base": "Base du Bubbletoad", "Bubbling economy:": "Économie de Bubblings :", "Bubblings die readily (they explode on death for damage plus an ally Barrier). Ebb and Flow (Tide) grants cooldown reduction whenever a unit or structure you summoned is destroyed, so a summoner who churns through Bubblings keeps their cooldowns short and can keep the board full; Extra Bubble adds a 4%-per-skill chance of a free extra Bubbling. It is tempo, not raw power - situational, and it competes with the Become Fire lock-in for your Water tree slots - but it keeps the explode-on-death Barriers flowing to your line.": "Les Bubblings meurent facilement (ils explosent à leur mort pour infliger des dégâts et accorder un Bouclier à un allié). Flux et reflux (Marée) accorde une réduction du temps de recharge chaque fois qu'une unité ou une structure que vous avez invoquée est détruite, donc un invocateur qui enchaîne les Bubblings garde des temps de recharge courts et peut garder le terrain rempli ; Bulle supplémentaire ajoute 4% de chance par compétence d'obtenir un Bubbling supplémentaire gratuit. C'est du tempo, pas de la puissance brute : situationnel, et cela rivalise avec le verrouillage de Transformez-vous en feu pour vos emplacements dans l'arbre de l'eau, mais cela maintient le flux des Boucliers d'explosion à la mort vers votre ligne.", "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "Les Bubblings explosent à leur mort, ce qui vous accorde une réduction du temps de recharge (Flux et reflux), ce qui vous permet de réinvoquer plus tôt : une boucle de tempo qui s'auto-alimente.", "Bubblings; Water Dive": "Bubblings ; Plongeon aquatique", "Budget - Début de jeu": "Budget - Début de jeu", "Budget - Early game": "Budget - Début de jeu", "Budget Recruit": "Recrue économique", "Buff": "Effet bénéfique", "Buff stack caps": "Plafonds de cumul des buffs", "Buff window taken from the description, not the unreliable Duration column.": "Fenêtre de bonus tirée de la description, pas de la colonne Durée peu fiable.", "Buff:": "Effet bénéfique :", "Buffs & debuffs (1)": "Améliorations et affaiblissements (1)", "Buffs & debuffs (10)": "Améliorations et affaiblissements (10)", "Buffs & debuffs (11)": "Buffs et débuffs (11)", "Buffs & debuffs (114)": "Buffs et débuffs (114)", "Buffs & debuffs (12)": "Buffs et débuffs (12)", "Buffs & debuffs (13)": "Buffs et débuffs (13)", "Buffs & debuffs (15)": "Effets bénéfiques et affaiblissements (15)", "Buffs & debuffs (2)": "Buffs et débuffs (2)", "Buffs & debuffs (3)": "Buffs et débuffs (3)", "Buffs & debuffs (4)": "Buffs et debuffs (4)", "Buffs & debuffs (5)": "Buffs et debuffs (5)", "Buffs & debuffs (7)": "Effets bénéfiques et affaiblissements (7)", "Buffs & debuffs (8)": "Buffs et debuffs (8)", "Buffs & debuffs ({#})": "Effets bénéfiques et malus ({#})", "Bug (site)": "Bug (site)", "Build": "Build", "Build 23725069": "Build 23725069", "Build Easy": "Construction facile", "Build Hard": "Construction difficile", "Build Normal": "Construction normale", "Build Renew Easy": "Build Renew Easy", "Build Renew Hard": "Build Renew Hard", "Build Renew Normal": "Build Renew Normal", "Build a Basic Workstation": "Construisez une Station de travail de base", "Build it yourself from the construction menu": "Construisez-le vous-même à partir du menu de construction", "Build it yourself from the construction menu (costs": "Construisez-le vous-même à partir du menu de construction (coûte", "Build it yourself from the construction menu -": "Construisez-le vous-même à partir du menu de construction -", "Build structures for various special purposes, such as level-up.": "Construisez des structures pour divers objectifs spéciaux, comme la montée de niveau.", "Build the Trading Hall": "Construire la Halle de Commerce", "BuildMaxLevel": "BuildMaxLevel", "BuildMaxRegion": "BuildMaxRegion", "BuildRenew": "BuildRenew", "Building": "Bâtiment", "Building attachable": "Attachable à un bâtiment", "Building max level": "Niveau maximum du bâtiment", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map.": "Construire votre base et préparer les expéditions demande beaucoup de ressources. Vous pouvez récolter des ressources auprès des 'structures récoltables' présentes sur la carte.", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map. ## Click the <c": "Construire votre base et préparer les expéditions demande beaucoup de ressources. Vous pouvez récolter des ressources auprès des 'structures récoltables' présentes sur la carte. ## Cliquez sur le <c", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "Construire votre base et préparer les expéditions demande beaucoup de ressources. Vous pouvez récolter des ressources auprès des structures récoltables présentes sur la carte.", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## Click the <col": "Construire votre base et préparer les expéditions demande beaucoup de ressources. Vous pouvez récolter des ressources auprès des structures récoltables présentes sur la carte. ## Cliquez sur le <col", "Building's interaction area is blocked": "La zone d'interaction du bâtiment est bloquée", "BuildingSpawn": "BuildingSpawn", "BuildingTable.json": "BuildingTable.json", "Buildings": "Bâtiments", "Buildings & props": "Bâtiments et objets", "Buildings (default trait):": "Bâtiments (trait par défaut) :", "Buildings - Dungeon Settlers Wiki": "Bâtiments - Dungeon Settlers Wiki", "Buildings / Props": "Bâtiments / Accessoires", "Buildings: no": "Bâtiments : non", "Buildings: yes": "Bâtiments : oui", "Buisson forestier": "Buisson forestier", "Buisson forestier (resource node)": "Buisson forestier (nœud de ressource)", "Buisson forestier (resource node) - Dungeon Settlers Wiki": "Buisson forestier (nœud de ressource) - Dungeon Settlers Wiki", "Buisson forestier (source de ressources)": "Buisson forestier (source de ressources)", "Buisson forestier (source de ressources) - Dungeon Settlers Wiki": "Buisson forestier (source de ressources) - Dungeon Settlers Wiki", "Buisson tordu": "Buisson tordu", "Buisson tordu (resource node)": "Buisson tordu (nœud de ressource)", "Buisson tordu (resource node) - Dungeon Settlers Wiki": "Buisson tordu (nœud de ressource) - Dungeon Settlers Wiki", "Buisson tordu (source de ressources)": "Buisson tordu (source de ressources)", "Buisson tordu (source de ressources) - Dungeon Settlers Wiki": "Buisson tordu (source de ressources) - Dungeon Settlers Wiki", "Bulbe de poussière": "Bulbe de poussière", "Bulbe de poussière - Dungeon Settlers Wiki": "Bulbe de poussière - Dungeon Settlers Wiki", "Bulbe de poussière icon": "Bulbe de poussière icon", "Bulbe de poussière portée et zone affichées sur une salle de donjon": "Bulbe de poussière portée et zone affichées sur une salle de donjon", "Bulbe de poussière range and area shown on a dungeon room": "Bulbe de poussière : portée et zone affichées sur une salle de donjon", "Bulle supplémentaire": "Bulle supplémentaire", "Bulle supplémentaire - Dungeon Settlers Wiki": "Bulle supplémentaire - Dungeon Settlers Wiki", "Bulle supplémentaire icon": "Icône Bulle supplémentaire", "Bureau du marchand de guilde": "Bureau du marchand de guilde", "Bureau du marchand de guilde - Dungeon Settlers Wiki": "Bureau du marchand de guilde - Dungeon Settlers Wiki", "Burn DoT:": "DoT de brûlure :", "Burn engine": "Moteur de brûlure", "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "La brûlure est supposée FIXE (3/pile/s) et résistée par la magie - le corps exact de la méthode n'est pas dans le dump.", "BurnImmune": "BurnImmune", "Burning (magic)": "Combustion (magique)", "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "Combustion et Saignement sont des dégâts plats sur le temps - ils ignorent la résistance et l'échelle de palier ci-dessus.", "Burrow Monster Cooking Complete": "Cuisine de monstre du terrier terminée", "Burrow Monster Cooking incomplete": "Cuisine monstrueuse du terrier incomplète", "Burst sub-tree (Fireproof + Fire Battle Mage)": "Sous-arbre Burst (Ignifuge + Mage de combat de feu)", "Burst sub-tree (Flame of Life, optional)": "Sous-arbre Explosion (Flamme de vie, optionnel)", "Burst sub-tree (Ignition; Fireproof to double stacks)": "Sous-arbre Burst (Allumage ; Ignifuge pour doubler les charges)", "But...": "Mais...", "Butin accordé à ceux qui survivent dans les profondeurs de l'abîme.": "Butin accordé à ceux qui survivent dans les profondeurs de l'abîme.", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "Par difficulté de Gestion | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 3 | Devastation 3": "Par difficulté de gestion | Facile 1 | Normale 1 | Difficile 2 | Très difficile 3 | Dévastation 3", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "Par difficulté de Gestion | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 4 | Devastation 5": "Par difficulté de gestion | Facile 1 | Normal 2 | Difficile 3 | Très difficile 4 | Dévastation 5", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "Par difficulté de Gestion | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 5 | Devastation 7": "Par difficulté de gestion | Facile 1 | Normal 3 | Difficile 4 | Très difficile 5 | Dévastation 7", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "Par difficulté Gestion | Facile 10 | Normal 20 | Difficile 30 | Très difficile 30 | Dévastation 30", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 40 | Devastation 50": "Selon la difficulté de gestion | Facile 10 | Normal 20 | Difficile 30 | Très difficile 40 | Dévastation 50", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "Par difficulté Management | Facile 1122 | Normal 2211 | Difficile 3300 | Très difficile 3300 | Dévastation 3300", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 4389 | Devastation 5478": "Par difficulté de gestion | Facile 1122 | Normal 2211 | Difficile 3300 | Très difficile 4389 | Dévastation 5478", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "Par difficulté de gestion | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 532 | Devastation 664": "Selon la difficulté de gestion | Facile 136 | Normal 268 | Difficile 400 | Très difficile 532 | Dévastation 664", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "Par difficulté Management | Facile 1360 | Normal 2680 | Difficile 4000 | Très difficile 4000 | Dévastation 4000", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 5320 | Devastation 6640": "Par difficulté de gestion | Facile 1360 | Normal 2680 | Difficile 4000 | Très difficile 5320 | Dévastation 6640", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "Par difficulté de Gestion | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 7 | Devastation 8": "Selon la difficulté de Gestion | Facile 2 | Normal 3 | Difficile 5 | Très difficile 7 | Dévastation 8", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "Par difficulté de Gestion | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 8 | Devastation 10": "Par difficulté de gestion | Facile 2 | Normal 4 | Difficile 6 | Très difficile 8 | Dévastation 10", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 11 | Devastation 13": "Par difficulté de Gestion | Facile 3 | Normal 5 | Difficile 8 | Très difficile 11 | Dévastation 13", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "Par difficulté de Gestion | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "Par difficulté de Gestion | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 13 | Devastation 17": "Selon la difficulté de Gestion | Facile 3 | Normal 7 | Difficile 10 | Très difficile 13 | Dévastation 17", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "Par difficulté Gestion | Facile 34 | Normal 67 | Difficile 100 | Très difficile 100 | Dévastation 100", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 133 | Devastation 166": "Par difficulté de gestion | Facile 34 | Normal 67 | Difficile 100 | Très difficile 133 | Dévastation 166", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "Par difficulté de gestion | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1330 | Devastation 1660": "Selon la difficulté de gestion | Facile 340 | Normal 670 | Difficile 1000 | Très difficile 1330 | Dévastation 1660", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "Par difficulté de Gestion | Facile 4 | Normal 8 | Difficile 12 | Très difficile 12 | Dévastation 12", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 16 | Devastation 20": "Par difficulté de gestion | Facile 4 | Normal 8 | Difficile 12 | Très difficile 16 | Dévastation 20", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 15 | Devastation 15": "Par difficulté de Gestion | Facile 5 | Normal 10 | Difficile 15 | Très difficile 15 | Dévastation 15", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 20 | Devastation 25": "Selon la difficulté de Gestion | Facile 5 | Normal 10 | Difficile 15 | Très difficile 20 | Dévastation 25", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "Par difficulté de Gestion | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 21 | Devastation 27": "Par difficulté de gestion | Facile 5 | Normal 11 | Difficile 16 | Très difficile 21 | Dévastation 27", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "By Management difficulty | Facile 5 | Normal 9 | Difficile 14 | Très difficile 14 | Dévastation 14", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 19 | Devastation 23": "Par difficulté de gestion | Facile 5 | Normal 9 | Difficile 14 | Très difficile 19 | Dévastation 23", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "Par difficulté de gestion | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 27 | Devastation 33": "Selon la difficulté de gestion | Facile 7 | Normal 13 | Difficile 20 | Très difficile 27 | Dévastation 33", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "Par difficulté de Gestion | Facile 8 | Normal 16 | Difficile 24 | Très difficile 24 | Dévastation 24", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 32 | Devastation 40": "Selon la difficulté de Gestion | Facile 8 | Normale 16 | Difficile 24 | Très difficile 32 | Dévastation 40", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "By Management difficulty | Facile 850 | Normal 1675 | Difficile 2500 | Très difficile 2500 | Dévastation 2500", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 3325 | Devastation 4150": "Par difficulté de Gestion | Facile 850 | Normal 1675 | Difficile 2500 | Très difficile 3325 | Dévastation 4150", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un...": "En posant d'infinies questions, {0} a cherché à sonder le monde, doutant ce que les autres tenaient pour acquis et se mettant à la recherche de réponses. Mais le monde ne comprenait", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so": "En posant d'infinies questions, {0} a cherché à sonder le monde, doutant ce que les autres tenaient pour acquis et se mettant à la recherche de réponses. Mais le monde ne comprenait pas, et donc", "By default, {0} is consumed every tick when mana is insufficient": "Par défaut, {0} est consommé chaque tick quand le mana est insuffisant", "Bzzzz": "Bzzzz", "Bâtiment de loisirs": "Bâtiment de loisirs", "Bâtiment indestructible": "Bâtiment indestructible", "Bâtiment indestructible - Dungeon Settlers Wiki": "Bâtiment indestructible - Dungeon Settlers Wiki", "Bâtiment multiple": "Bâtiment multiple", "Bâtiments - Dungeon Settlers Wiki": "Bâtiments - Dungeon Settlers Wiki", "Bâton Arcron (Eau)": "Bâton Arcron (Eau)", "Bâton Arcron (Eau) - Dungeon Settlers Wiki": "Bâton Arcron (Eau) - Dungeon Settlers Wiki", "Bâton Arcron (Eau) icon": "Bâton Arcron (Eau) icon", "Bâton Arcron (Nature)": "Bâton Arcron (Nature)", "Bâton Arcron (Nature) - Dungeon Settlers Wiki": "Bâton Arcron (Nature) - Dungeon Settlers Wiki", "Bâton Arcron (Nature) icon": "Bâton Arcron (Nature) icône", "Bâton Arcron (grenat)": "Bâton Arcron (grenat)", "Bâton Arcron (grenat) - Dungeon Settlers Wiki": "Bâton Arcron (grenat) - Dungeon Settlers Wiki", "Bâton Arcron (grenat) icon": "Bâton Arcron (grenat) icône", "Bâton Arcron (opale)": "Bâton Arcron (opale)", "Bâton Arcron (opale) - Dungeon Settlers Wiki": "Bâton Arcron (opale) - Dungeon Settlers Wiki", "Bâton Arcron (opale) icon": "Bâton Arcron (opale) icône", "Bâton Eau-Bois": "Bâton Eau-Bois", "Bâton Eau-Bois - Dungeon Settlers Wiki": "Bâton Eau-Bois - Dungeon Settlers Wiki", "Bâton Eau-Bois icon": "Bâton Eau-Bois icon", "Bâton d'Arcron serti de péridot": "Bâton d'Arcron serti de péridot", "Bâton d'Arcron serti de péridot - Dungeon Settlers Wiki": "Bâton d'Arcron serti de péridot - Dungeon Settlers Wiki", "Bâton d'Arcron serti de péridot icon": "Bâton d'Arcron serti de péridot icône", "Bâton d'Os de Feu": "Bâton d'Os de Feu", "Bâton d'Os de Feu - Dungeon Settlers Wiki": "Bâton d'Os de Feu - Dungeon Settlers Wiki", "Bâton d'Os de Feu icon": "Bâton d'Os de Feu icon", "Bâton d'eau en bois sanguin": "Bâton d'eau en bois sanguin", "Bâton d'eau en bois sanguin - Dungeon Settlers Wiki": "Bâton d'eau en bois sanguin - Dungeon Settlers Wiki", "Bâton d'eau en carapace": "Bâton d'eau en carapace", "Bâton d'eau en carapace - Dungeon Settlers Wiki": "Bâton d'eau en carapace - Dungeon Settlers Wiki", "Bâton d'eau en fer": "Bâton d'eau en fer", "Bâton d'eau en fer - Dungeon Settlers Wiki": "Bâton d'eau en fer - Dungeon Settlers Wiki", "Bâton d'eau en os": "Bâton d'eau en os", "Bâton d'eau en os - Dungeon Settlers Wiki": "Bâton d'eau en os - Dungeon Settlers Wiki", "Bâton d'os": "Bâton d'os", "Bâton d'os - Dungeon Settlers Wiki": "Bâton d'os - Dungeon Settlers Wiki", "Bâton d'os aquatique": "Bâton d'os aquatique", "Bâton d'os aquatique - Dungeon Settlers Wiki": "Bâton d'os aquatique - Dungeon Settlers Wiki", "Bâton d'os aquatique icon": "Bâton d'os aquatique icon", "Bâton d'os de la Nature": "Bâton d'os de la Nature", "Bâton d'os de la Nature - Dungeon Settlers Wiki": "Bâton d'os de la Nature - Dungeon Settlers Wiki", "Bâton d'os de la Nature icon": "Bâton d'os de la Nature icon", "Bâton d'os icon": "Bâton d'os icon", "Bâton d'étain (grenat)": "Bâton d'étain (grenat)", "Bâton d'étain (grenat) - Dungeon Settlers Wiki": "Bâton d'étain (grenat) - Dungeon Settlers Wiki", "Bâton d'étain (grenat) icon": "Bâton d'étain (grenat) icône", "Bâton d'étain (opale)": "Bâton d'étain (opale)", "Bâton d'étain (opale) - Dungeon Settlers Wiki": "Bâton d'étain (opale) - Dungeon Settlers Wiki", "Bâton d'étain (opale) icon": "Bâton d'étain (opale) icône", "Bâton d'étain serti de péridot": "Bâton d'étain serti de péridot", "Bâton d'étain serti de péridot - Dungeon Settlers Wiki": "Bâton d'étain serti de péridot - Dungeon Settlers Wiki", "Bâton d'étain serti de péridot icon": "Bâton d'étain serti de péridot icône", "Bâton de Bloodwood en cristal rouge": "Bâton de Bloodwood en cristal rouge", "Bâton de Bloodwood en cristal rouge - Dungeon Settlers Wiki": "Bâton de Bloodwood en cristal rouge - Dungeon Settlers Wiki", "Bâton de Bloodwood en cristal rouge icon": "Bâton de Bloodwood en cristal rouge icône", "Bâton de bois enflammé": "Bâton de bois enflammé", "Bâton de bois enflammé - Dungeon Settlers Wiki": "Bâton de bois enflammé - Dungeon Settlers Wiki", "Bâton de bois enflammé icon": "Bâton de bois enflammé icon", "Bâton de bois imprégné du pouvoir du feu.": "Bâton de bois imprégné du pouvoir du feu.", "Bâton de bois sanguin (Nature)": "Bâton de bois sanguin (Nature)", "Bâton de bois sanguin (Nature) - Dungeon Settlers Wiki": "Bâton de bois sanguin (Nature) - Dungeon Settlers Wiki", "Bâton de bois sanguin (Nature) icon": "Bâton de bois sanguin (Nature) icon", "Bâton de bronze (grenat)": "Bâton de bronze (grenat)", "Bâton de bronze (grenat) - Dungeon Settlers Wiki": "Bâton de bronze (grenat) - Dungeon Settlers Wiki", "Bâton de bronze (grenat) icon": "Bâton de bronze (grenat) icône", "Bâton de bronze (nature)": "Bâton de bronze (nature)", "Bâton de bronze (nature) - Dungeon Settlers Wiki": "Bâton de bronze (nature) - Dungeon Settlers Wiki", "Bâton de bronze (nature) icon": "Bâton de bronze (nature) icône", "Bâton de bronze serti d'opale": "Bâton de bronze serti d'opale", "Bâton de bronze serti d'opale - Dungeon Settlers Wiki": "Bâton de bronze serti d'opale - Dungeon Settlers Wiki", "Bâton de bronze serti d'opale icon": "Bâton de bronze serti d'opale icône", "Bâton de bronze serti de péridot": "Bâton de bronze serti de péridot", "Bâton de bronze serti de péridot - Dungeon Settlers Wiki": "Bâton de bronze serti de péridot - Dungeon Settlers Wiki", "Bâton de bronze serti de péridot icon": "Bâton de bronze serti de péridot icône", "Bâton de carapace": "Bâton de carapace", "Bâton de carapace - Dungeon Settlers Wiki": "Bâton de carapace - Dungeon Settlers Wiki", "Bâton de carapace aquatique": "Bâton de carapace aquatique", "Bâton de carapace aquatique - Dungeon Settlers Wiki": "Bâton de carapace aquatique - Dungeon Settlers Wiki", "Bâton de carapace aquatique icon": "Bâton de carapace aquatique icon", "Bâton de carapace en cristal bleu": "Bâton de carapace en cristal bleu", "Bâton de carapace en cristal bleu - Dungeon Settlers Wiki": "Bâton de carapace en cristal bleu - Dungeon Settlers Wiki", "Bâton de carapace en cristal bleu icon": "Bâton de carapace en cristal bleu icône", "Bâton de carapace en cristal rouge": "Bâton de carapace en cristal rouge", "Bâton de carapace en cristal rouge - Dungeon Settlers Wiki": "Bâton de carapace en cristal rouge - Dungeon Settlers Wiki", "Bâton de carapace en cristal rouge icon": "Bâton de carapace en cristal rouge icône", "Bâton de carapace enflammé": "Bâton de carapace enflammé", "Bâton de carapace enflammé - Dungeon Settlers Wiki": "Bâton de carapace enflammé - Dungeon Settlers Wiki", "Bâton de carapace enflammé icon": "Bâton de carapace enflammé icon", "Bâton de carapace naturel": "Bâton de carapace naturel", "Bâton de carapace naturel - Dungeon Settlers Wiki": "Bâton de carapace naturel - Dungeon Settlers Wiki", "Bâton de carapace naturel icon": "Bâton de carapace naturel icône", "Bâton de cuivre (grenat)": "Bâton de cuivre (grenat)", "Bâton de cuivre (grenat) - Dungeon Settlers Wiki": "Bâton de cuivre (grenat) - Dungeon Settlers Wiki", "Bâton de cuivre (grenat) icon": "Bâton de cuivre (grenat) icône", "Bâton de cuivre (opale)": "Bâton de cuivre (opale)", "Bâton de cuivre (opale) - Dungeon Settlers Wiki": "Bâton de cuivre (opale) - Dungeon Settlers Wiki", "Bâton de cuivre (opale) icon": "Bâton de cuivre (opale) icône", "Bâton de cuivre serti de péridot": "Bâton de cuivre serti de péridot", "Bâton de cuivre serti de péridot - Dungeon Settlers Wiki": "Bâton de cuivre serti de péridot - Dungeon Settlers Wiki", "Bâton de cuivre serti de péridot icon": "Bâton de cuivre serti de péridot icône", "Bâton de fer": "Bâton de fer", "Bâton de fer - Dungeon Settlers Wiki": "Bâton de fer - Dungeon Settlers Wiki", "Bâton de fer aquatique": "Bâton de fer aquatique", "Bâton de fer aquatique - Dungeon Settlers Wiki": "Bâton de fer aquatique - Dungeon Settlers Wiki", "Bâton de fer aquatique icon": "Bâton de fer aquatique icon", "Bâton de fer au cristal bleu": "Bâton de fer au cristal bleu", "Bâton de fer au cristal bleu - Dungeon Settlers Wiki": "Bâton de fer au cristal bleu - Dungeon Settlers Wiki", "Bâton de fer au cristal bleu icon": "Bâton de fer au cristal bleu icône", "Bâton de fer de la Nature": "Bâton de fer de la Nature", "Bâton de fer de la Nature - Dungeon Settlers Wiki": "Bâton de fer de la Nature - Dungeon Settlers Wiki", "Bâton de fer de la Nature icon": "Bâton de fer de la Nature icône", "Bâton de fer enflammé": "Bâton de fer enflammé", "Bâton de fer enflammé - Dungeon Settlers Wiki": "Bâton de fer enflammé - Dungeon Settlers Wiki", "Bâton de fer enflammé icon": "Bâton de fer enflammé icon", "Bâton de fer icon": "Bâton de fer icon", "Bâton de feu en Arcron": "Bâton de feu en Arcron", "Bâton de feu en Arcron - Dungeon Settlers Wiki": "Bâton de feu en Arcron - Dungeon Settlers Wiki", "Bâton de feu en Arcron icon": "Bâton de feu en Arcron icon", "Bâton de feu en bois": "Bâton de feu en bois", "Bâton de feu en bois - Dungeon Settlers Wiki": "Bâton de feu en bois - Dungeon Settlers Wiki", "Bâton de feu en bois sanguin": "Bâton de feu en bois sanguin", "Bâton de feu en bois sanguin - Dungeon Settlers Wiki": "Bâton de feu en bois sanguin - Dungeon Settlers Wiki", "Bâton de feu en bronze": "Bâton de feu en bronze", "Bâton de feu en bronze - Dungeon Settlers Wiki": "Bâton de feu en bronze - Dungeon Settlers Wiki", "Bâton de feu en bronze icon": "Bâton de feu en bronze icon", "Bâton de feu en carapace": "Bâton de feu en carapace", "Bâton de feu en carapace - Dungeon Settlers Wiki": "Bâton de feu en carapace - Dungeon Settlers Wiki", "Bâton de feu en cuivre": "Bâton de feu en cuivre", "Bâton de feu en cuivre - Dungeon Settlers Wiki": "Bâton de feu en cuivre - Dungeon Settlers Wiki", "Bâton de feu en cuivre icon": "Bâton de feu en cuivre icon", "Bâton de feu en fer": "Bâton de feu en fer", "Bâton de feu en fer - Dungeon Settlers Wiki": "Bâton de feu en fer - Dungeon Settlers Wiki", "Bâton de feu en étain": "Bâton de feu en étain", "Bâton de feu en étain - Dungeon Settlers Wiki": "Bâton de feu en étain - Dungeon Settlers Wiki", "Bâton de feu en étain icon": "Bâton de feu en étain icon", "Bâton de magie de l'eau - name": "Bâton de magie de l'eau - name", "Bâton de magie de la nature - name": "Bâton de magie de la nature - name", "Bâton de magie du feu - name": "Bâton de magie du feu - name", "Bâton du Bois-de-Sang de l'eau": "Bâton du Bois-de-Sang de l'eau", "Bâton du Bois-de-Sang de l'eau - Dungeon Settlers Wiki": "Bâton du Bois-de-Sang de l'eau - Dungeon Settlers Wiki", "Bâton du Bois-de-Sang de l'eau icon": "Bâton du Bois-de-Sang de l'eau icon", "Bâton en bois": "Bâton en bois", "Bâton en bois - Dungeon Settlers Wiki": "Bâton en bois - Dungeon Settlers Wiki", "Bâton en bois de cristal bleu": "Bâton en bois de cristal bleu", "Bâton en bois de cristal bleu - Dungeon Settlers Wiki": "Bâton en bois de cristal bleu - Dungeon Settlers Wiki", "Bâton en bois de cristal bleu icon": "Bâton en bois de cristal bleu icône", "Bâton en bois de cristal rouge": "Bâton en bois de cristal rouge", "Bâton en bois de cristal rouge - Dungeon Settlers Wiki": "Bâton en bois de cristal rouge - Dungeon Settlers Wiki", "Bâton en bois de cristal rouge icon": "Bâton en bois de cristal rouge icône", "Bâton en bois de cristal vert": "Bâton en bois de cristal vert", "Bâton en bois de cristal vert - Dungeon Settlers Wiki": "Bâton en bois de cristal vert - Dungeon Settlers Wiki", "Bâton en bois de cristal vert icon": "Bâton en bois de cristal vert icône", "Bâton en bois de la Nature": "Bâton en bois de la Nature", "Bâton en bois de la Nature - Dungeon Settlers Wiki": "Bâton en bois de la Nature - Dungeon Settlers Wiki", "Bâton en bois de la Nature icon": "Bâton en bois de la Nature icon", "Bâton en bois de sang": "Bâton en bois de sang", "Bâton en bois de sang - Dungeon Settlers Wiki": "Bâton en bois de sang - Dungeon Settlers Wiki", "Bâton en bois de sang icon": "Bâton en bois de sang icon", "Bâton en bois icon": "Bâton en bois icon", "Bâton en bois sanguin": "Bâton en bois sanguin", "Bâton en bois sanguin - Dungeon Settlers Wiki": "Bâton en bois sanguin - Dungeon Settlers Wiki", "Bâton en bois sanguin au cristal bleu": "Bâton en bois sanguin au cristal bleu", "Bâton en bois sanguin au cristal bleu - Dungeon Settlers Wiki": "Bâton en bois sanguin au cristal bleu - Dungeon Settlers Wiki", "Bâton en bois sanguin au cristal bleu icon": "Bâton en bois sanguin au cristal bleu icône", "Bâton en bois sanguin et cristal vert": "Bâton en bois sanguin et cristal vert", "Bâton en bois sanguin et cristal vert - Dungeon Settlers Wiki": "Bâton en bois sanguin et cristal vert - Dungeon Settlers Wiki", "Bâton en bois sanguin et cristal vert icon": "Bâton en bois sanguin et cristal vert icône", "Bâton en bois sanguin à cristal rouge": "Bâton en bois sanguin à cristal rouge", "Bâton en bois sanguin à cristal rouge - Dungeon Settlers Wiki": "Bâton en bois sanguin à cristal rouge - Dungeon Settlers Wiki", "Bâton en bois-de-sang enflammé": "Bâton en bois-de-sang enflammé", "Bâton en bois-de-sang enflammé - Dungeon Settlers Wiki": "Bâton en bois-de-sang enflammé - Dungeon Settlers Wiki", "Bâton en bois-de-sang enflammé icon": "Bâton en bois-de-sang enflammé icon", "Bâton en bronze (Eau)": "Bâton en bronze (Eau)", "Bâton en bronze (Eau) - Dungeon Settlers Wiki": "Bâton en bronze (Eau) - Dungeon Settlers Wiki", "Bâton en bronze (Eau) icon": "Bâton en bronze (Eau) icon", "Bâton en carapace et cristal vert": "Bâton en carapace et cristal vert", "Bâton en carapace et cristal vert - Dungeon Settlers Wiki": "Bâton en carapace et cristal vert - Dungeon Settlers Wiki", "Bâton en carapace et cristal vert icon": "Bâton en carapace et cristal vert icône", "Bâton en cuivre (Eau)": "Bâton en cuivre (Eau)", "Bâton en cuivre (Eau) - Dungeon Settlers Wiki": "Bâton en cuivre (Eau) - Dungeon Settlers Wiki", "Bâton en cuivre (Eau) icon": "Bâton en cuivre (Eau) icon", "Bâton en cuivre (Nature)": "Bâton en cuivre (Nature)", "Bâton en cuivre (Nature) - Dungeon Settlers Wiki": "Bâton en cuivre (Nature) - Dungeon Settlers Wiki", "Bâton en cuivre (Nature) icon": "Bâton en cuivre (Nature) icône", "Bâton en fer avec un cristal vert": "Bâton en fer avec un cristal vert", "Bâton en fer avec un cristal vert - Dungeon Settlers Wiki": "Bâton en fer avec un cristal vert - Dungeon Settlers Wiki", "Bâton en fer avec un cristal vert icon": "Bâton en fer avec un cristal vert icône", "Bâton en fer orné d'un cristal rouge": "Bâton en fer orné d'un cristal rouge", "Bâton en fer orné d'un cristal rouge - Dungeon Settlers Wiki": "Bâton en fer orné d'un cristal rouge - Dungeon Settlers Wiki", "Bâton en fer orné d'un cristal rouge icon": "Bâton en fer orné d'un cristal rouge icône", "Bâton en os au cristal rouge": "Bâton en os au cristal rouge", "Bâton en os au cristal rouge - Dungeon Settlers Wiki": "Bâton en os au cristal rouge - Dungeon Settlers Wiki", "Bâton en os au cristal rouge icon": "Bâton en os au cristal rouge icône", "Bâton en os de cristal vert": "Bâton en os de cristal vert", "Bâton en os de cristal vert - Dungeon Settlers Wiki": "Bâton en os de cristal vert - Dungeon Settlers Wiki", "Bâton en os de cristal vert icon": "Bâton en os de cristal vert icône", "Bâton en étain (Eau)": "Bâton en étain (Eau)", "Bâton en étain (Eau) - Dungeon Settlers Wiki": "Bâton en étain (Eau) - Dungeon Settlers Wiki", "Bâton en étain (Eau) icon": "Bâton en étain (Eau) icon", "Bâton en étain (Nature)": "Bâton en étain (Nature)", "Bâton en étain (Nature) - Dungeon Settlers Wiki": "Bâton en étain (Nature) - Dungeon Settlers Wiki", "Bâton en étain (Nature) icon": "Bâton en étain (Nature) icône", "Bâton magique de feu taillé dans les os d'une bête.": "Bâton magique de feu taillé dans les os d'une bête.", "Bâton magique imprégné d'eau, fabriqué à partir d'os durci.": "Bâton magique imprégné d'eau, fabriqué à partir d'os durci.", "Bâton osseux en cristal bleu": "Bâton osseux en cristal bleu", "Bâton osseux en cristal bleu - Dungeon Settlers Wiki": "Bâton osseux en cristal bleu - Dungeon Settlers Wiki", "Bâton osseux en cristal bleu icon": "Bâton osseux en cristal bleu icône", "Bâton pour la magie": "Bâton pour la magie", "Bénédiction de la statue de la déesse : votre lanceur de sorts magiques gagne +10% de Puissance d'attaque magique. Cumulable avec Bénédiction physique.": "Bénédiction de la statue de la déesse : votre lanceur de sorts magiques gagne +10% de Puissance d'attaque magique. Cumulable avec Bénédiction physique.", "Bénédiction de la statue de la déesse : votre lanceur de sorts physiques gagne +10% de Puissance d'attaque physique. Cumulable avec Bénédiction magique.": "Bénédiction de la statue de la déesse : votre lanceur de sorts physiques gagne +10% de Puissance d'attaque physique. Cumulable avec Bénédiction magique.", "Bénédiction divine": "Bénédiction divine", "Bénédiction divine - Dungeon Settlers Wiki": "Bénédiction divine - Dungeon Settlers Wiki", "Bénédiction divine icon": "Icône de Bénédiction divine", "Bête des cavernes. Elle attaque les ennemis qui pénètrent son territoire.": "Bête des cavernes. Elle attaque les ennemis qui pénètrent son territoire.", "Bûche": "Bûche", "Bûche - Dungeon Settlers Wiki": "Bûche - Dungeon Settlers Wiki", "Bûche de bois sanguin": "Bûche de bois sanguin", "Bûche de bois sanguin - Dungeon Settlers Wiki": "Bûche de bois sanguin - Dungeon Settlers Wiki", "Bûche de bois sanguin icon": "Bûche de bois sanguin icon", "Bûche icon": "Bûche icon", "Bûcheron": "Bûcheron", "Bûcheronnage": "Bûcheronnage", "C'est assez compliqué.": "C'est assez compliqué.", "C'est bien peu pour le prix d'une vie.": "C'est bien peu pour le prix d'une vie.", "C'est ce que nous pouvons faire de mieux.": "C'est ce que nous pouvons faire de mieux.", "C'est clairement le son d'un cor.": "C'est clairement le son d'un cor.", "C'est comme manger de la viande plongée dans les égouts et laissée à pourrir pendant un jour ou deux.": "C'est comme manger de la viande plongée dans les égouts et laissée à pourrir pendant un jour ou deux.", "C'est croustillant et encore meilleur !": "C'est croustillant et encore meilleur !", "C'est délabré, mais suffisant pour reprendre son souffle.": "C'est délabré, mais suffisant pour reprendre son souffle.", "C'est délicieux ! Mais ne demandez pas de quoi c'est fait.": "C'est délicieux ! Mais ne demandez pas de quoi c'est fait.", "C'est génial.": "C'est génial.", "C'est la nourriture rare ou quoi ?": "C'est la nourriture rare ou quoi ?", "C'est la période pendant laquelle le": "C'est la période pendant laquelle le", "C'est la période pendant laquelle le membre d'expédition devient actif.": "C'est la période pendant laquelle le membre d'expédition devient actif.", "C'est le résultat de nos efforts communs.": "C'est le résultat de nos efforts communs.", "C'est le tombeau avant l'entrée du corps.": "C'est le tombeau avant l'entrée du corps.", "C'est plus facile de traiter les travailleurs d'abord. Quand la PV devient basse, ils s'enfuient pour manger des herbes. - Dungeon Settlers Wiki": "C'est plus facile de traiter les travailleurs d'abord. Quand la PV devient basse, ils s'enfuient pour manger des herbes. - Dungeon Settlers Wiki", "C'est plutôt compliqué.": "C'est plutôt compliqué.", "C'est préoccupant.": "C'est préoccupant.", "C'est regrettable.": "C'est regrettable.", "C'est super!": "C'est super!", "C'est super.": "C'est super.", "C'est trop bruyant ; faites-les taire immédiatement.": "C'est trop bruyant ; faites-les taire immédiatement.", "C'est trop grand et inconfortable dehors.": "C'est trop grand et inconfortable dehors.", "C'est très confortable.": "C'est très confortable.", "C'est très long.": "C'est très long.", "C'est un champignon comestible.": "C'est un champignon comestible.", "C'est un chariot vide": "C'est un chariot vide", "C'est un monstre de type boss.": "C'est un monstre de type boss.", "C'est un peu brut, mais amplement suffisant.": "C'est un peu brut, mais amplement suffisant.", "C'est un peu moins inconfortable que le sol froid.": "C'est un peu moins inconfortable que le sol froid.", "C'est un pot de fleurs.": "C'est un pot de fleurs.", "C'est un repos ordinaire, mais il apaise un peu l'esprit fatigué.": "C'est un repos ordinaire, mais il apaise un peu l'esprit fatigué.", "C'est un rongeur géant vivant dans la forêt.": "C'est un rongeur géant vivant dans la forêt.", "C'est un sol en bois fait de planches transformées.": "C'est un sol en bois fait de planches transformées.", "C'est un tapis en peau.": "C'est un tapis en peau.", "C'est un tombeau contenant un corps.": "C'est un tombeau contenant un corps.", "C'est un tonneau en bois.": "C'est un tonneau en bois.", "C'est un wagon vide": "C'est un wagon vide", "C'est un wagon vide.": "C'est un wagon vide.", "C'est une belle décoration.": "C'est une belle décoration.", "C'est une bête qui vit dans les cavernes. Les jeunes ont du mal à voir car leur bouche couvre leurs yeux.": "C'est une bête qui vit dans les cavernes. Les jeunes ont du mal à voir car leur bouche couvre leurs yeux.", "C'est une coccinelle élevée par": "C'est une coccinelle élevée par", "C'est une coccinelle élevée par Xénon. La carapace est dure comme de la pierre.": "C'est une coccinelle élevée par Xénon. La carapace est dure comme de la pierre.", "C'est une grosse graine.": "C'est une grosse graine.", "C'est une jolie décoration.": "C'est une jolie décoration.", "C'est une niche qui dégage une sensation étrange.": "C'est une niche qui dégage une sensation étrange.", "C'est une odeur que j'ai déjà sentie, et ce n'est pas désagréable.": "C'est une odeur que j'ai déjà sentie, et ce n'est pas désagréable.", "C'est une plante étrange qui pulvérise du mucus.": "C'est une plante étrange qui pulvérise du mucus.", "C'est vraiment beaucoup.": "C'est vraiment beaucoup.", "C'est à peu près ça. Ça ira mieux bientôt.": "C'est à peu près ça. Ça ira mieux bientôt.", "C'était de la compétence, pas de la chance.": "C'était de la compétence, pas de la chance.", "C'était donc à ça que ça servait.": "C'était donc à ça que ça servait.", "C'était incroyable.": "C'était incroyable.", "C'était sûrement le son d'une magnifique trompette.": "C'était sûrement le son d'une magnifique trompette.", "C'était une mélodie claire et magnifique.": "C'était une mélodie claire et magnifique.", "C'était une voix délicate et magnifique.": "C'était une voix délicate et magnifique.", "C-ce n'est pas possible...": "C-ce n'est pas possible...", "CADIDATEPRESET_Andorsi": "CADIDATEPRESET_Andorsi", "CADIDATEPRESET_BRankBluntLv1": "CADIDATEPRESET_BRankBluntLv1", "CADIDATEPRESET_BRankBluntLv2": "CADIDATEPRESET_BRankBluntLv2", "CADIDATEPRESET_BRankBluntLv3": "CADIDATEPRESET_BRankBluntLv3", "CADIDATEPRESET_BRankBluntLv4": "CADIDATEPRESET_BRankBluntLv4", "CADIDATEPRESET_BRankBluntLv5": "CADIDATEPRESET_BRankBluntLv5", "CADIDATEPRESET_BRankBowLv1": "CADIDATEPRESET_BRankBowLv1", "CADIDATEPRESET_BRankBowLv2": "CADIDATEPRESET_BRankBowLv2", "CADIDATEPRESET_BRankBowLv3": "CADIDATEPRESET_BRankBowLv3", "CADIDATEPRESET_BRankBowLv4": "CADIDATEPRESET_BRankBowLv4", "CADIDATEPRESET_BRankBowLv5": "CADIDATEPRESET_BRankBowLv5", "CADIDATEPRESET_BRankFireLv5": "CADIDATEPRESET_BRankFireLv5", "CADIDATEPRESET_BRankGreatSwordLv3": "CADIDATEPRESET_BRankGreatSwordLv3", "CADIDATEPRESET_BRankGreatSwordLv5": "CADIDATEPRESET_BRankGreatSwordLv5", "CADIDATEPRESET_BRankSwordLv1": "CADIDATEPRESET_BRankSwordLv1", "CADIDATEPRESET_BRankSwordLv2": "CADIDATEPRESET_BRankSwordLv2", "CADIDATEPRESET_BRankSwordLv3": "CADIDATEPRESET_BRankSwordLv3", "CADIDATEPRESET_BRankSwordLv4": "CADIDATEPRESET_BRankSwordLv4", "CADIDATEPRESET_BRankSwordLv5": "CADIDATEPRESET_BRankSwordLv5", "CADIDATEPRESET_BasicArcher": "CADIDATEPRESET_BasicArcher", "CADIDATEPRESET_BasicLizardmanWarrior": "CADIDATEPRESET_BasicLizardmanWarrior", "CADIDATEPRESET_BasicWarrior": "CADIDATEPRESET_BasicWarrior", "CADIDATEPRESET_BuildArcher": "CADIDATEPRESET_BuildArcher", "CADIDATEPRESET_BuildArcherTutoSkip": "CADIDATEPRESET_BuildArcherTutoSkip", "CADIDATEPRESET_BuildLizardman": "CADIDATEPRESET_BuildLizardman", "CADIDATEPRESET_BuildWarrior": "CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_Elf1": "CADIDATEPRESET_Elf1", "CADIDATEPRESET_Elf2": "CADIDATEPRESET_Elf2", "CADIDATEPRESET_Elf3": "CADIDATEPRESET_Elf3", "CADIDATEPRESET_Elf4": "CADIDATEPRESET_Elf4", "CADIDATEPRESET_Endrossi": "CADIDATEPRESET_Endrossi", "CADIDATEPRESET_Perion": "CADIDATEPRESET_Perion", "CADIDATEPRESET_TestArcher": "CADIDATEPRESET_TestArcher", "CADIDATEPRESET_TestCrafting": "CADIDATEPRESET_TestCrafting", "CADIDATEPRESET_TestTank": "CADIDATEPRESET_TestTank", "CADIDATEPRESET_TestWarrior": "CADIDATEPRESET_TestWarrior", "CAMPAIGNSTARTING_BalanceTestLv1": "CAMPAIGNSTARTING_BalanceTestLv1", "CAMPAIGNSTARTING_BalanceTestLv2": "CAMPAIGNSTARTING_BalanceTestLv2", "CAMPAIGNSTARTING_BalanceTestLv3": "CAMPAIGNSTARTING_BalanceTestLv3", "CAMPAIGNSTARTING_BalanceTestLv4": "CAMPAIGNSTARTING_BalanceTestLv4", "CAMPAIGNSTARTING_BuildEasy": "CAMPAIGNSTARTING_BuildEasy", "CAMPAIGNSTARTING_BuildHard": "CAMPAIGNSTARTING_BuildHard", "CAMPAIGNSTARTING_BuildNormal": "CAMPAIGNSTARTING_BuildNormal", "CAMPAIGNSTARTING_BuildRenewEasy": "CAMPAIGNSTARTING_BuildRenewEasy", "CAMPAIGNSTARTING_BuildRenewHard": "CAMPAIGNSTARTING_BuildRenewHard", "CAMPAIGNSTARTING_BuildRenewNormal": "CAMPAIGNSTARTING_BuildRenewNormal", "CAMPAIGNSTARTING_CrawlingDoomDownfall": "CAMPAIGNSTARTING_CrawlingDoomDownfall", "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto": "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto", "CAMPAIGNSTARTING_CrawlingDoomEasy": "CAMPAIGNSTARTING_CrawlingDoomEasy", "CAMPAIGNSTARTING_CrawlingDoomEasyTuto": "CAMPAIGNSTARTING_CrawlingDoomEasyTuto", "CAMPAIGNSTARTING_CrawlingDoomHard": "CAMPAIGNSTARTING_CrawlingDoomHard", "CAMPAIGNSTARTING_CrawlingDoomHardTuto": "CAMPAIGNSTARTING_CrawlingDoomHardTuto", "CAMPAIGNSTARTING_CrawlingDoomNormal": "CAMPAIGNSTARTING_CrawlingDoomNormal", "CAMPAIGNSTARTING_CrawlingDoomNormalTuto": "CAMPAIGNSTARTING_CrawlingDoomNormalTuto", "CAMPAIGNSTARTING_CrawlingDoomVeryHard": "CAMPAIGNSTARTING_CrawlingDoomVeryHard", "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto": "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto", "CAMPAIGNSTARTING_EstablishDownfall": "CAMPAIGNSTARTING_EstablishDownfall", "CAMPAIGNSTARTING_EstablishEasy": "CAMPAIGNSTARTING_EstablishEasy", "CAMPAIGNSTARTING_EstablishHard": "CAMPAIGNSTARTING_EstablishHard", "CAMPAIGNSTARTING_EstablishNormal": "CAMPAIGNSTARTING_EstablishNormal", "CAMPAIGNSTARTING_EstablishVeryHard": "CAMPAIGNSTARTING_EstablishVeryHard", "CAMPAIGNSTARTING_SandboxEasy": "CAMPAIGNSTARTING_SandboxEasy", "CAMPAIGNSTARTING_SandboxHard": "CAMPAIGNSTARTING_SandboxHard", "CAMPAIGNSTARTING_SandboxNormal": "CAMPAIGNSTARTING_SandboxNormal", "CAMPAIGNSTARTING_TempTutoSkip": "CAMPAIGNSTARTING_TempTutoSkip", "CAMPAIGNSTARTING_TestSetting": "CAMPAIGNSTARTING_TestSetting", "CKS": "CKS", "CLANRANK_1": "CLANRANK_1", "CLANRANK_2": "CLANRANK_2", "CLANRANK_3": "CLANRANK_3", "CLANRANK_4": "CLANRANK_4", "CLANRANK_5": "CLANRANK_5", "CLANRANK_6": "CLANRANK_6", "CLANRANK_7": "CLANRANK_7", "CONSEIL : Vous pouvez utiliser": "CONSEIL : Vous pouvez utiliser", "Cadavre explosif": "Cadavre explosif", "Cadavre explosif - Dungeon Settlers Wiki": "Cadavre explosif - Dungeon Settlers Wiki", "Cadavre explosif icon": "Cadavre explosif icône", "Cadavre souillé": "Cadavre souillé", "Cadavre souillé (resource node)": "Cadavre souillé (nœud de ressources)", "Cadavre souillé (resource node) - Dungeon Settlers Wiki": "Cadavre souillé (resource node) - Dungeon Settlers Wiki", "Cadavre souillé (source de ressources)": "Cadavre souillé (source de ressources)", "Cadavre souillé (source de ressources) - Dungeon Settlers Wiki": "Cadavre souillé (source de ressources) - Dungeon Settlers Wiki", "Cadence": "Cadence", "Cadence de combat": "Cadence de combat", "Cadence de combat - Dungeon Settlers Wiki": "Cadence de combat - Dungeon Settlers Wiki", "Cage de Gloth mâle": "Cage de Gloth mâle", "Cage de Gloth mâle - Dungeon Settlers Wiki": "Cage de Gloth mâle - Dungeon Settlers Wiki", "Cage de jeune Gloth": "Cage de jeune Gloth", "Cage de jeune Gloth - Dungeon Settlers Wiki": "Cage de jeune Gloth - Dungeon Settlers Wiki", "Cage à Mawmurk": "Cage à Mawmurk", "Cage à Mawmurk - Dungeon Settlers Wiki": "Cage à Mawmurk - Dungeon Settlers Wiki", "Cage à insecte acide": "Cage à insecte acide", "Cage à insecte acide - Dungeon Settlers Wiki": "Cage à insecte acide - Dungeon Settlers Wiki", "Cage à rat gris": "Cage à rat gris", "Cage à rat gris - Dungeon Settlers Wiki": "Cage à rat gris - Dungeon Settlers Wiki", "Cage à rat monstre gris": "Cage à rat monstre gris", "Cage à rat monstre gris - Dungeon Settlers Wiki": "Cage à rat monstre gris - Dungeon Settlers Wiki", "Cage à scarabée métallique": "Cage à scarabée métallique", "Cage à scarabée métallique - Dungeon Settlers Wiki": "Cage à scarabée métallique - Dungeon Settlers Wiki", "Caisse en bois": "Caisse en bois", "Caisse en bois - Dungeon Settlers Wiki": "Caisse en bois - Dungeon Settlers Wiki", "Calculation order matters.": "L'ordre de calcul compte.", "Calculators": "Calculatrices", "Calculators - Dungeon Settlers Wiki": "Calculateurs - Dungeon Settlers Wiki", "Calculatrices - Dungeon Settlers Wiki": "Calculatrices - Dungeon Settlers Wiki", "Calculé au lanceur de base, niveau max : Puissance d'attaque magique = la moitié du Puissance d'attaque magique du lanceur + 0, PV = le Puissance d'attaque magique du lanceur + 0.": "Calculé au lanceur de base, niveau max : Puissance d'attaque magique = la moitié du Puissance d'attaque magique du lanceur + 0, PV = le Puissance d'attaque magique du lanceur + 0.", "Calculé au lanceur de base, niveau max : Puissance d'attaque magique = la moitié du Puissance d'attaque magique du lanceur + 16.9, PV = le Puissance d'attaque magique du lanceur + 300.": "Calculé au lanceur de base, niveau max : Puissance d'attaque magique = la moitié du Puissance d'attaque magique du lanceur + 16.9, PV = le Puissance d'attaque magique du lanceur + 300.", "Calculé au lanceur de base, niveau max : Puissance d'attaque magique = la moitié du Puissance d'attaque magique du lanceur + 50.7, PV = le Puissance d'attaque magique du lanceur + 300.": "Calculé au lanceur de base, niveau max : Puissance d'attaque magique = la moitié du Puissance d'attaque magique du lanceur + 50.7, PV = le Puissance d'attaque magique du lanceur + 300.", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...": "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.": "Appelé un prodige, {0} se tenait toujours sous de plus grandes attentes. Les petites réalisations étaient prises pour acquises, tandis qu'un seul échec était remis en mémoire pendant longtemps. Pour cette raison, même s'il avançait plus vite que les autres, il ne pouvait pas facilement secouer la peur de rester en arrière.", "Calmez-vous un instant et écoutez-moi d'abord.": "Calmez-vous un instant et écoutez-moi d'abord.", "Cambriolage dans une maison vide": "Cambriolage dans une maison vide", "Cambriolage dans une maison vide - Dungeon Settlers Wiki": "Cambriolage dans une maison vide - Dungeon Settlers Wiki", "Camera": "Caméra", "Camera movement input, 10 or more times": "Déplacer la caméra 10 fois ou plus", "Camera wheel input, 2 or more times": "Utiliser la molette de la caméra 2 fois ou plus", "CameraMaxZoomSize": "CameraMaxZoomSize", "CameraMinZoomSize": "CameraMinZoomSize", "CameraMoveSpeed": "CameraMoveSpeed", "CameraZoomInOutSpeed": "CameraZoomInOutSpeed", "Camp Fire Remnant": "Reste de feu de camp", "Camp Fire Remnant - Dungeon Settlers Wiki": "Vestige de feu de camp - Dungeon Settlers Wiki", "Campaign": "Campagne", "Campaign floor": "Étage de campagne", "Campaign options": "Options de campagne", "Campaign start time": "Heure de début de campagne", "Campaign starting setups": "Configurations de départ de campagne", "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "Configurations de départ de campagne par scénario × difficulté : unités, objets, bâtiments de la carte.", "CampaignStartHour": "CampaignStartHour", "CampaignStarting": "CampaignStarting", "CampaignStartingTable.json": "CampaignStartingTable.json", "Campaign_": "Campaign_", "Campement basique": "Campement basique", "Campement basique - Dungeon Settlers Wiki": "Campement basique - Dungeon Settlers Wiki", "Campsite Complete": "Campement terminé", "Can be obtained through": "Peut être obtenu par", "Can be used to acquire active skills.": "Peut être utilisé pour acquérir des compétences actives.", "Can be used to acquire active skills. Can be obtained through Monter de niveau.": "Peut être utilisé pour acquérir des compétences actives. Peut être obtenu par Monter de niveau.", "Can be used to acquire passive skills.": "Peut être utilisé pour acquérir des compétences passives.", "Can be used to acquire passive skills. Can be obtained through Monter de niveau.": "Peut être utilisé pour acquérir des compétences passives. Peut être obtenu par Monter de niveau.", "Can target over walls": "Peut cibler par-dessus les murs", "Can't trade because there is no merchant room": "Impossible de commercer car il n'y a pas de salle de marchand", "Candidate refresh": "Rafraîchissement des candidats", "Candidate talent sum": "Somme des talents du candidat", "CandidatePreset": "CandidatePreset", "CandidatePresetTable.json": "CandidatePresetTable.json", "CandidateRefreshInterval": "CandidateRefreshInterval", "Candidates": "Candidats", "Candidates already carrying": "Les candidats portant déjà des", "Candidates per refresh": "Candidats par actualisation", "Candélabre rouillé": "Candélabre rouillé", "Candélabre rouillé - Dungeon Settlers Wiki": "Candélabre rouillé - Dungeon Settlers Wiki", "Candélabre rouillé icon": "Candélabre rouillé icon", "Cannot be worn with a bow or any staff": "Ne peut pas être équipé avec un arc ou un bâton", "Cannot complete the trade. The target inventory does not have enough space.": "Impossible de compléter l'échange. L'inventaire cible n'a pas assez d'espace.", "Cannot dismiss expedition members who are currently working.": "Impossible de licencier les membres de l'expédition qui travaillent actuellement.", "Cannot stack": "Ne se cumule pas", "Cannot stack (single instance)": "Non cumulable (instance unique)", "Cap": "Maximum", "Cap reached": "Plafond atteint", "Capability": "Capacité", "Capable de croissance régulière et de résultats fiables.": "Capable de croissance régulière et de résultats fiables.", "Capable de résister à de forts impacts.": "Capable de résister à de forts impacts.", "Capacity": "Capacité", "Capacité agricole": "Capacité agricole", "Capacité agricole - Dungeon Settlers Wiki": "Capacité agricole - Dungeon Settlers Wiki", "Capacité agricole icon": "Icône Capacité agricole", "Capacité culinaire": "Capacité culinaire", "Capacité culinaire - Dungeon Settlers Wiki": "Capacité culinaire - Dungeon Settlers Wiki", "Capacité culinaire icon": "Icône Capacité culinaire", "Capacité d'artisanat": "Capacité d'artisanat", "Capacité d'artisanat - Dungeon Settlers Wiki": "Capacité d'artisanat - Dungeon Settlers Wiki", "Capacité d'artisanat icon": "Icône Capacité d'artisanat", "Capacité d'unité : Statistique principale": "Capacité d'unité : Statistique principale", "Capacité d'unité : Statistique principale - desc": "Capacité d'unité : Statistique principale - desc", "Capacité d'unité : Talent": "Capacité d'unité : Talent", "Capacité d'unité : Traits": "Capacité d'unité : Traits", "Capacité d'unité : Traits - desc": "Capacité d'unité : Traits - desc", "Capacité de bûcheronnage": "Capacité de bûcheronnage", "Capacité de bûcheronnage - Dungeon Settlers Wiki": "Capacité de bûcheronnage - Dungeon Settlers Wiki", "Capacité de bûcheronnage icon": "Icône Capacité de bûcheronnage", "Capacité de construction": "Capacité de construction", "Capacité de construction - Dungeon Settlers Wiki": "Capacité de construction - Dungeon Settlers Wiki", "Capacité de construction icon": "Icône Capacité de construction", "Capacité de dressage": "Capacité de dressage", "Capacité de dressage - Dungeon Settlers Wiki": "Capacité de dressage - Dungeon Settlers Wiki", "Capacité de dressage icon": "Icône Capacité de dressage", "Capacité de l'unité : Statistique principale": "Capacité de l'unité : Statistique principale", "Capacité de l'unité : Statistique principale - desc": "Capacité de l'unité : Statistique principale - desc", "Capacité de l'unité : Talent": "Capacité de l'unité : Talent", "Capacité de l'unité : Traits": "Capacité de l'unité : Traits", "Capacité de loisirs": "Capacité de loisirs", "Capacité de loisirs - Dungeon Settlers Wiki": "Capacité de loisirs - Dungeon Settlers Wiki", "Capacité de minage": "Capacité de minage", "Capacité de minage - Dungeon Settlers Wiki": "Capacité de minage - Dungeon Settlers Wiki", "Capacité de minage icon": "Capacité de minage icône", "Capacité de recherche": "Capacité de recherche", "Capacité de recherche - Dungeon Settlers Wiki": "Capacité de recherche - Dungeon Settlers Wiki", "Capacité de recherche icon": "Icône Capacité de recherche", "Capacité de récolte": "Capacité de récolte", "Capacité de récolte - Dungeon Settlers Wiki": "Capacité de récolte - Dungeon Settlers Wiki", "Capacité de récolte icon": "Icône Capacité de récolte", "Capacité de stockage": "Capacité de stockage", "Capacité de stockage - Dungeon Settlers Wiki": "Capacité de stockage - Dungeon Settlers Wiki", "Capacité de stockage icon": "Capacité de stockage icône", "Capacité minière": "Capacité minière", "Capacité minière - Dungeon Settlers Wiki": "Capacité minière - Dungeon Settlers Wiki", "Capacité minière icon": "Capacité minière icône", "Cape de feu": "Cape de feu", "Cape de feu - Dungeon Settlers Wiki": "Cape de feu - Dungeon Settlers Wiki", "Cape de feu icon": "icône Cape de feu", "Cape de feu portée et zone affichées sur une salle de donjon": "Cape de feu portée et zone affichées sur une salle de donjon", "Cape de feu range and area shown on a dungeon room": "Cape de feu portée et zone affichées dans une salle de donjon", "Capital Punishment": "Peine capitale", "Capital Punishment (execute)": "Peine capitale (exécution)", "Capital Punishment calculator": "Calculateur de peine capitale", "Capital Punishment executes non-boss enemies at or below 20% of their combined HP. It fires on any damage instance, so even chip damage triggers it once the target is low enough.": "La Peine capitale exécute les ennemis non-boss à 20 % ou moins de leurs PV combinés. Elle se déclenche à chaque instance de dégâts, si bien que même des dégâts minimes la déclenchent une fois la cible assez basse.", "Capital Punishment, Inscription of Perfection, Inscription of the Storm": "Peine capitale, Inscription de la perfection, Inscription de la Tempête", "Capped Effects": "Effets plafonnés", "Capped Effects & Bonuses": "Effets et bonus plafonnés", "Capped Effects & Bonuses - Dungeon Settlers Wiki": "Effets et bonus plafonnés - Dungeon Settlers Wiki", "Capped at {#} stacks (you entered {#}).": "Plafonné à {#} cumuls (vous avez saisi {#}).", "Capture de proie": "Capture de proie", "Capture de proie - Dungeon Settlers Wiki": "Capture de proie - Dungeon Settlers Wiki", "Capture de proie icon": "Icône Capture de proie", "Capture de proie portée et zone affichées sur une salle de donjon": "Capture de proie portée et zone affichées sur une salle de donjon", "Capture de proie range and area shown on a dungeon room": "Capture de proie portée et zone montrées dans une salle de donjon", "Capture l'essence de la forêt dans un seul bol.": "Capture l'essence de la forêt dans un seul bol.", "Capturer et domestiquer Gloth": "Capturer et domestiquer Gloth", "Capturer et domestiquer Gloth, un monstre de la région 2. Les femelles Gloth pondent des œufs.": "Capturer et domestiquer Gloth, un monstre de la région 2. Les femelles Gloth pondent des œufs.", "Caractéristique": "Caractéristique", "Caradon": "Caradon", "Carapace": "Carapace", "Carapace (M.Atk {#})": "Carapace (M.Atk {#})", "Carapace (P.Atk {#})": "Carapace (P.Atk {#})", "Carapace - Dungeon Settlers Wiki": "Carapace - Dungeon Settlers Wiki", "Carapace Processing 1": "Traitement de la carapace 1", "Carapace Processing 2": "Traitement de la carapace 2", "Carapace Processing 2 Complete": "Traitement de la carapace 2 terminé", "Carapace Processing 2 not completed": "Traitement de la carapace 2 non terminé", "Carapace Processing Complete": "Traitement de la carapace terminé", "Carapace Processing not completed": "Traitement de la carapace non terminé", "Carapace de cristal": "Carapace de cristal", "Carapace de cristal - Dungeon Settlers Wiki": "Carapace de cristal - Dungeon Settlers Wiki", "Carapace de cristal icon": "Carapace de cristal icône", "Carapace dure": "Carapace dure", "Carapace dure (13.33%)": "Carapace dure (13.33%)", "Carapace dure (25.81%)": "Carapace dure (25.81%)", "Carapace dure (28.57%)": "Carapace dure (28.57%)", "Carapace dure (33.33%)": "Carapace dure (33.33%)", "Carapace dure (66.67%)": "Carapace dure (66.67%)", "Carapace dure - Dungeon Settlers Wiki": "Carapace dure - Dungeon Settlers Wiki", "Carapace dure icon": "Carapace dure icon", "Carapace utile pour la fabrication d'armures. Extrêmement dure et résistante aux chocs.": "Carapace utile pour la fabrication d'armures. Extrêmement dure et résistante aux chocs.", "Carapace épineuse": "Carapace épineuse", "Carapace épineuse - Dungeon Settlers Wiki": "Carapace épineuse - Dungeon Settlers Wiki", "Carapace épineuse icon": "Carapace épineuse icône", "Cargo Bundle1 Remnant": "Cargo Bundle1 Remnant", "Cargo Bundle1 Remnant - Dungeon Settlers Wiki": "Vestige de ballot de cargaison 1 - Dungeon Settlers Wiki", "Cargo Bundle2 Remnant": "Cargo Bundle2 Remnant", "Cargo Bundle2 Remnant - Dungeon Settlers Wiki": "Vestige de ballot de cargaison 2 - Dungeon Settlers Wiki", "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only": "Culpabilité charnelle (Humeur -2) pour la nourriture carnivore ; aucun malus pour un régime uniquement végétarien", "Carnivore": "Carnivore", "Carnivore by nature: Lizardmen gain the": "Carnivores par nature : les Hommes-lézards gagnent le", "Carnivore by nature: Lizardmen gain the [Plant Rage] mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "Carnivore par nature : les Hommes-lézards reçoivent la pénalité d'humeur [Plant Rage] en mangeant des légumes, mais ignorent la pénalité pour un régime exclusivement carné.", "Casque d'os": "Casque d'os", "Casque d'os - Dungeon Settlers Wiki": "Casque d'os - Dungeon Settlers Wiki", "Casque d'os icon": "Casque d'os icône", "Casque d'os renforcé": "Casque d'os renforcé", "Casque d'os renforcé - Dungeon Settlers Wiki": "Casque d'os renforcé - Dungeon Settlers Wiki", "Casque d'os renforcé icon": "Casque d'os renforcé icône", "Casque de Fer": "Casque de Fer", "Casque de Fer - Dungeon Settlers Wiki": "Casque de Fer - Dungeon Settlers Wiki", "Casque de Fer icon": "Casque de Fer icône", "Casque en Arcron": "Casque en Arcron", "Casque en Arcron - Dungeon Settlers Wiki": "Casque en Arcron - Dungeon Settlers Wiki", "Casque en Arcron icon": "Casque en Arcron icône", "Casque en bois": "Casque en bois", "Casque en bois - Dungeon Settlers Wiki": "Casque en bois - Dungeon Settlers Wiki", "Casque en bois de sang": "Casque en bois de sang", "Casque en bois de sang - Dungeon Settlers Wiki": "Casque en bois de sang - Dungeon Settlers Wiki", "Casque en bois de sang icon": "Casque en bois de sang icône", "Casque en bois icon": "Casque en bois icône", "Casque en bois sanguin": "Casque en bois sanguin", "Casque en bois sanguin - Dungeon Settlers Wiki": "Casque en bois sanguin - Dungeon Settlers Wiki", "Casque en bronze": "Casque en bronze", "Casque en bronze - Dungeon Settlers Wiki": "Casque en bronze - Dungeon Settlers Wiki", "Casque en bronze icon": "Casque en bronze icône", "Casque en carapace": "Casque en carapace", "Casque en carapace - Dungeon Settlers Wiki": "Casque en carapace - Dungeon Settlers Wiki", "Casque en carapace icon": "Casque en carapace icône", "Casque en cuir": "Casque en cuir", "Casque en cuir - Dungeon Settlers Wiki": "Casque en cuir - Dungeon Settlers Wiki", "Casque en cuir icon": "Casque en cuir icône", "Casque en cuivre": "Casque en cuivre", "Casque en cuivre - Dungeon Settlers Wiki": "Casque en cuivre - Dungeon Settlers Wiki", "Casque en cuivre icon": "Casque en cuivre icône", "Casque en peau": "Casque en peau", "Casque en peau - Dungeon Settlers Wiki": "Casque en peau - Dungeon Settlers Wiki", "Casque en étain": "Casque en étain", "Casque en étain - Dungeon Settlers Wiki": "Casque en étain - Dungeon Settlers Wiki", "Casque en étain icon": "Casque en étain icône", "Cast by": "Lancé par", "Cat: Decoration (22)": "Cat : Décoration (22)", "Cat: Decoration (30)": "Cat: Decoration (30)", "Cat: Defence (1)": "Cat : Défense (1)", "Cat: Defence (3)": "Cat: Defence (3)", "Cat: Farming (1)": "Cat : Agriculture (1)", "Cat: Farming (2)": "Cat: Farming (2)", "Cat: Furniture (24)": "Cat: Furniture (24)", "Cat: Furniture (28)": "Cat : Meubles (28)", "Cat: Housing (17)": "Cat : Logement (17)", "Cat: Housing (20)": "Cat: Housing (20)", "Cat: None (401)": "Cat : Aucun (401)", "Cat: None (418)": "Cat: None (418)", "Cat: Recreation (3)": "Chat : Récréation (3)", "Cat: Special (3)": "Cat : Spécial (3)", "Cat: Special (6)": "Cat: Special (6)", "Cat: Storage (10)": "Cat : Stockage (10)", "Cat: Storage (13)": "Cat: Storage (13)", "Cat: Workbench (15)": "Cat: Workbench (15)", "Cat: Workbench (16)": "Cat : Établi (16)", "Catastrophe imminente": "Catastrophe imminente", "Catastrophe imminente - desc": "Catastrophe imminente - desc", "Categories": "Catégories", "Categories:": "Catégories :", "Category": "Catégorie", "Cause": "Cause", "Caution": "Attention", "Caution : Some expedition members are located outside the portal area!": "Attention : Certains membres de l'expédition se trouvent en dehors de la zone du portail!", "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?": "Attention : Certains membres de l'expédition se trouvent en dehors de la zone du portail! Êtes-vous sûr de vouloir descendre d'un étage?", "Caution: Some expedition members are outside the portal area!": "Attention : Certains membres de l'expédition se trouvent en dehors de la zone du portail!", "Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor?": "Attention : Certains membres de l'expédition se trouvent en dehors de la zone du portail! Êtes-vous sûr de vouloir descendre au prochain étage?", "Cavalier gobelin": "Cavalier gobelin", "Cavalier gobelin - Dungeon Settlers Wiki": "Cavalier gobelin - Dungeon Settlers Wiki", "Cavalier gobelin de l'Abîme": "Cavalier gobelin de l'Abîme", "Cavalier gobelin de l'Abîme - Dungeon Settlers Wiki": "Cavalier gobelin de l'Abîme - Dungeon Settlers Wiki", "Cavalier gobelin de l'Abîme variante": "Cavalier gobelin de l'Abîme variante", "Cavalier gobelin icon": "Icône Cavalier gobelin", "Cavalier gobelin variant": "Cavalier gobelin (variante)", "Cavalier gobelin variante": "Cavalier gobelin variante", "Cavern Godness Ancient Wall": "Cavern Godness Ancient Wall", "Cavern Godness Ancient Wall - Dungeon Settlers Wiki": "Mur ancien de la déesse de la caverne - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall2": "Cavern Godness Ancient Wall2", "Cavern Godness Ancient Wall2 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la caverne 2 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall3": "Cavern Godness Ancient Wall3", "Cavern Godness Ancient Wall3 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la caverne 3 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall4": "Cavern Godness Ancient Wall4", "Cavern Godness Ancient Wall4 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la caverne 4 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall5": "Cavern Godness Ancient Wall5", "Cavern Godness Ancient Wall5 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la caverne 5 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall6": "Cavern Godness Ancient Wall6", "Cavern Godness Ancient Wall6 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la caverne 6 - Dungeon Settlers Wiki", "Cavern Godness Pillar": "Cavern Godness Pillar", "Cavern Godness Pillar - Dungeon Settlers Wiki": "Pilier de la déesse de la caverne - Dungeon Settlers Wiki", "Cavern Godness Pillar2": "Cavern Godness Pillar2", "Cavern Godness Pillar2 - Dungeon Settlers Wiki": "Pilier de la déesse de la caverne 2 - Dungeon Settlers Wiki", "Cavern_LittleFlesh": "Cavern_LittleFlesh", "Cavern_Mine": "Cavern_Mine", "Cavern_Poison": "Cavern_Poison", "Cavern_Standard": "Cavern_Standard", "Ce bruit vous réveille. En sortant, vous découvrez": "Ce bruit vous réveille. En sortant, vous découvrez", "Ce cri semble déchirer la tête.": "Ce cri semble déchirer la tête.", "Ce lieu paisible aide à restaurer le corps et l'esprit. Tous les membres de l'expédition obtiennent les effets affichés.": "Ce lieu paisible aide à restaurer le corps et l'esprit. Tous les membres de l'expédition obtiennent les effets affichés.", "Ce minerai sera une ressource utile une fois fondu.": "Ce minerai sera une ressource utile une fois fondu.", "Ce n'est pas différent de déchirer un cadavre...": "Ce n'est pas différent de déchirer un cadavre...", "Ce n'est pas très goûteux, mais ça rassasie.": "Ce n'est pas très goûteux, mais ça rassasie.", "Ce n'est pas très savoureux, mais ça rassasie bien.": "Ce n'est pas très savoureux, mais ça rassasie bien.", "Ce n'est pas un objet ordinaire...": "Ce n'est pas un objet ordinaire...", "Ce n'est qu'une fois tout le monde endormi que la ronde de": "Ce n'est qu'une fois tout le monde endormi que la ronde de", "Ce n'est que le début.": "Ce n'est que le début.", "Ce n'est rien de spécial, mais suffisant pour se vider la tête.": "Ce n'est rien de spécial, mais suffisant pour se vider la tête.", "Ce qui est plus terrifiant que les crocs acérés, c'est l'obsession du chasseur de serpents de les capturer.": "Ce qui est plus terrifiant que les crocs acérés, c'est l'obsession du chasseur de serpents de les capturer.", "Ce repos fantastique laisse une agréable impression qui dure longtemps.": "Ce repos fantastique laisse une agréable impression qui dure longtemps.", "Ce sont des effets qui apportent des changements positifs aux caractéristiques du joueur.": "Ce sont des effets qui apportent des changements positifs aux caractéristiques du joueur.", "Ce sont des effets qui entraînent des changements négatifs dans les statistiques d'un joueur.": "Le terme interne du jeu pour tout effet appliqué à une unité : les buffs, débuffs, inscriptions, traits raciaux, auras et effets de statut sont tous des « affecteurs ». En jeu, vous les rencontrez surtout sous forme de buffs/débuffs nommés (Bouclier, Combustion, Étourdissement) et d'inscriptions.", "Ce sont des effets qui entraînent des changements négatifs dans les statistiques d'un joueur. - Affaibli - Vulnérable - Lent - Boitement - Faiblesse critique - Décélération - Perturbation - Rigidité - Endommagé - Fissure": "Ce sont des effets qui entraînent des changements négatifs dans les statistiques d'un joueur. - Affaibli - Vulnérable - Lent - Boitement - Faiblesse critique - Décélération - Perturbation - Rigidité - Endommagé - Fissure", "Ce sont les fermiers de la forêt, impitoyables face aux voleurs.": "Ce sont les fermiers de la forêt, impitoyables face aux voleurs.", "Ce sont les restes d'un": "Ce sont les restes d'un", "Ce sérum affaiblit considérablement la force physique du sujet.": "Ce sérum affaiblit considérablement la force physique du sujet.", "Ce sérum fait s'effondrer la résistance corporelle, rendant le sujet extrêmement vulnérable.": "Ce sérum fait s'effondrer la résistance corporelle, rendant le sujet extrêmement vulnérable.", "Ceci est le canal de modificateur en pourcentage de": "Ceci est le canal de modificateur en pourcentage de", "Cedric": "Cedric", "Cedric - Dungeon Settlers Wiki": "Cedric - Dungeon Settlers Wiki", "Cedric icon": "Cedric icon", "Cela a l'air très utile.": "Cela a l'air très utile.", "Cela aussi passera. Un jour plus lumineux viendra.": "Cela aussi passera. Un jour plus lumineux viendra.", "Cela commence maintenant.": "Cela commence maintenant.", "Cela demande un peu de stratégie, mais un brin d'ingéniosité suffit.": "Cela demande un peu de stratégie, mais un brin d'ingéniosité suffit.", "Cela demande un peu de stratégie, mais un brin d'ingéniosité suffit. Recommandé pour les joueurs habitués aux jeux de stratégie mais novices dans ce jeu.": "Cela demande un peu de stratégie, mais un brin d'ingéniosité suffit. Recommandé pour les joueurs habitués aux jeux de stratégie mais novices dans ce jeu.", "Cela devrait être très utile !": "Cela devrait être très utile !", "Cela ne me concerne pas.": "Cela ne me concerne pas.", "Cela ne s'arrête pas même lorsque vous êtes essoufflé.": "Cela ne s'arrête pas même lorsque vous êtes essoufflé.", "Cela ne se reproduira plus.": "Cela ne se reproduira plus.", "Cela pourrait être quelque chose dont quelqu'un a besoin.": "Cela pourrait être quelque chose dont quelqu'un a besoin.", "Celui qui trouve la joie": "Celui qui trouve la joie", "Celui qui trouve la joie - Dungeon Settlers Wiki": "Celui qui trouve la joie - Dungeon Settlers Wiki", "Celui qui trouve la joie icon": "Celui qui trouve la joie icon", "Cendre du Réconfort": "Cendre du Réconfort", "Cendre du Réconfort - Dungeon Settlers Wiki": "Cendre du Réconfort - Dungeon Settlers Wiki", "Cendre du Réconfort icon": "Cendre du Réconfort icon", "Cendre du Réconfort portée et zone affichées sur une salle de donjon": "Cendre du Réconfort portée et zone affichées sur une salle de donjon", "Cendre du réconfort": "Cendre du réconfort", "Cendre du réconfort - Dungeon Settlers Wiki": "Cendre du réconfort - Dungeon Settlers Wiki", "Cendre du réconfort icon": "Icône Cendre du réconfort", "Central": "Central", "Centre d'événements commun - Dungeon Settlers Wiki": "Centre d'événements commun - Dungeon Settlers Wiki", "Cependant, bientôt, l'ensemble de l'appareil commence à trembler violemment.": "Cependant, bientôt, l'ensemble de l'appareil commence à trembler violemment.", "Cependant, le calendrier détaillé et les priorités pourront être ajustés en fonction de l'avancement du développement et des retours des joueurs.": "Cependant, le calendrier détaillé et les priorités pourront être ajustés en fonction de l'avancement du développement et des retours des joueurs.", "Cependant, les offrandes précédentes ne sont pas restituées, et chaque": "Cependant, les offrandes précédentes ne sont pas restituées, et chaque", "Certaines structures, comme les lits ou la station de recherche, ne peuvent être construites qu'en intérieur.": "Certaines structures, comme les lits ou la station de recherche, ne peuvent être construites qu'en intérieur.", "Certains membres essayaient encore de dormir dans des conditions peu satisfaisan...": "Certains membres essayaient encore de dormir dans des conditions peu satisfaisan...", "Certains membres essayaient encore de dormir dans des conditions peu satisfaisantes. Pour le bien de toute l'expédition, il semble nécessaire d'ajouter davantage de chambres privées. \"Tout le monde doit se reposer correctement si nous voulons tenir lors de la prochaine expédition.\"": "Certains membres essayaient encore de dormir dans des conditions peu satisfaisantes. Pour le bien de toute l'expédition, il semble nécessaire d'ajouter davantage de chambres privées. \"Tout le monde doit se reposer correctement si nous voulons tenir lors de la prochaine expédition.\"", "Certains membres essayaient encore de dormir dans des conditions peu satisfaisantes. Pour le bien de toute l'expédition, il semble nécessaire d'ajouter davantage de chambres privées. \"Tout le monde doit se reposer correctement si nous voulons tenir lors de la prochaine expédition.\" ➜ Davantage de membres de l'expédition peuvent désormais se reposer dans des espaces privés stables. \"Désormais, plus personne ne devrait errer à la recherche d'un endroit où se reposer.\"": "Certains membres essayaient encore de dormir dans des conditions peu satisfaisantes. Pour le bien de toute l'expédition, il semble nécessaire d'ajouter davantage de chambres privées. \"Tout le monde doit se reposer correctement si nous voulons tenir lors de la prochaine expédition.\" ➜ Davantage de membres de l'expédition peuvent désormais se reposer dans des espaces privés stables. \"Désormais, plus personne ne devrait errer à la recherche d'un endroit où se reposer.\"", "Ces Bâtiments de stockage peuvent contenir des objets selon les types d'objets qu'ils sont conçus pour stocker.": "Ces Bâtiments de stockage peuvent contenir des objets selon les types d'objets qu'ils sont conçus pour stocker.", "Ces individus excellent au combat rapproché et possèdent un corps plus robuste ainsi qu'un meilleur jugement au combat que les autres individus plus faibles.": "Ces individus excellent au combat rapproché et possèdent un corps plus robuste ainsi qu'un meilleur jugement au combat que les autres individus plus faibles.", "Ces individus sont doués pour lancer des projectiles et possèdent de meilleures capacités d'attaque à distance que les autres gobelins.": "Ces individus sont doués pour lancer des projectiles et possèdent de meilleures capacités d'attaque à distance que les autres gobelins.", "Ces individus sont spécialisés dans le travail plutôt que dans le combat et possèdent des aptitudes martiales inférieures à celles des autres gobelins.": "Ces individus sont spécialisés dans le travail plutôt que dans le combat et possèdent des aptitudes martiales inférieures à celles des autres gobelins.", "Cet arbre est étrangement sympathique. C'est peu dire : c'est un arbre généreux.": "Cet arbre est étrangement sympathique. C'est peu dire : c'est un arbre généreux.", "Cet argent est à moi maintenant !": "Cet argent est à moi maintenant !", "Cet attribut principal augmente proportionnellement l'énergie maximale, la résistance aux effets de statut (saignement/poison/étourdissement/enracinement/désarmement) et la compétence de dressage.": "Cet attribut principal augmente proportionnellement l'énergie maximale, la résistance aux effets de statut (saignement/poison/étourdissement/enracinement/désarmement) et la compétence de dressage.", "Cet attribut principal augmente proportionnellement la puissance d'attaque magique, la résistance magique (feu/eau/nature), la compétence de recherche et la compétence médicale.": "Cet attribut principal augmente proportionnellement la puissance d'attaque magique, la résistance magique (feu/eau/nature), la compétence de recherche et la compétence médicale.", "Cet attribut principal augmente proportionnellement la santé maximale et la résistance physique (tranchant/contondant/perforant).": "Cet attribut principal augmente proportionnellement la santé maximale et la résistance physique (tranchant/contondant/perforant).", "Cet attribut principal augmente proportionnellement la vitesse de déplacement, les chances d'esquive et la compétence d'artisanat.": "Cet attribut principal augmente proportionnellement la vitesse de déplacement, les chances d'esquive et la compétence d'artisanat.", "Cet attribut principal augmente proportionnellement le poids maximal, la puissance d'attaque physique, la compétence d'extraction minière et la compétence d'abattage.": "Cet attribut principal augmente proportionnellement le poids maximal, la puissance d'attaque physique, la compétence d'extraction minière et la compétence d'abattage.", "Cet attribut principal augmente proportionnellement les chances de coup critique physique, les chances de toucher en mêlée, les chances de toucher à distance, la compétence agricole et la compétence culinaire.": "Cet attribut principal augmente proportionnellement les chances de coup critique physique, les chances de toucher en mêlée, les chances de toucher à distance, la compétence agricole et la compétence culinaire.", "Cet effet peut se cumuler jusqu'à 15 fois.": "Cet effet peut se cumuler jusqu'à 15 fois.", "Cet objet ne peut être obtenu qu'une seule fois.": "Cet objet ne peut être obtenu qu'une seule fois.", "Cette Attaque peut aussi infliger des dégâts aux alliés.": "Cette Attaque peut aussi infliger des dégâts aux alliés.", "Cette attaque peut aussi blesser les alliés.": "Cette attaque peut aussi blesser les alliés.", "Cette attaque peut aussi infliger des dégâts aux alliés.": "Cette attaque peut aussi infliger des dégâts aux alliés.", "Cette bouillie n'a rien du croquant attendu - elle est toute pâteuse.": "Cette bouillie n'a rien du croquant attendu - elle est toute pâteuse.", "Cette description est destinée aux tests.": "Cette description est destinée aux tests.", "Cette démo a été préparée afin de vous permettre de découvrir d'abord la boucle de gameplay principale de Dungeon Settlers.": "Cette démo a été préparée afin de vous permettre de découvrir d'abord la boucle de gameplay principale de Dungeon Settlers.", "Cette forêt rappelle aux elfes leur foyer. L'effet s'applique à toutes les unités elfiques.": "Cette forêt rappelle aux elfes leur foyer. L'effet s'applique à toutes les unités elfiques.", "Cette méthode vous inspire une nouvelle tactique, que vous expliquez aux membres de l'expédition.": "Cette méthode vous inspire une nouvelle tactique, que vous expliquez aux membres de l'expédition.", "Cette salade est faite avec des navets frais.": "Cette salade est faite avec des navets frais.", "Cette valeur indique à quel point une unité est rassasiée.": "Cette valeur indique à quel point une unité est rassasiée.", "Cette valeur indique à quel point une unité est rassasiée. Lorsque": "Cette valeur indique à quel point une unité est rassasiée. Lorsque", "Cette valeur indique à quel point une unité est rassasiée. Lorsque la faim descend en dessous d'un certain niveau, l'unité cherchera et consommera automatiquement de la nourriture, et le fait d'être affamée affecte négativement Humeur. Si la faim atteint 0, l'unité devient Extrêmement affamé et Proche de la mort, en tombant inconsciente et non réactive. Dans cet état, l'unité doit être nourrie par un allié jusqu'à ce que la faim remonte au‑dessus d'un certain seuil pour récupérer. Si l'unité ne reprend pas connaissance avant l'expiration de Proche de la mort, elle mourra définitivement.": "Cette valeur indique à quel point une unité est rassasiée. Lorsque la faim descend en dessous d'un certain niveau, l'unité cherchera et consommera automatiquement de la nourriture, et le fait d'être affamée affecte négativement Humeur. Si la faim atteint 0, l'unité devient Extrêmement affamé et Proche de la mort, en tombant inconsciente et non réactive. Dans cet état, l'unité doit être nourrie par un allié jusqu'à ce que la faim remonte au‑dessus d'un certain seuil pour récupérer. Si l'unité ne reprend pas connaissance avant l'expiration de Proche de la mort, elle mourra définitivement.", "Chain Grap": "Saisie en chaîne", "Chain Grap 2": "Saisie en chaîne 2", "Chain Knight Sentinel Fixed": "Chain Knight Sentinel Fixed", "Chain Knight Sentinel Random": "Sentinelle Chevalier enchaîné Random", "Chain Slash + Flow Seeker + Blade Spirit": "Taillade enchaînée + Chercheur de flux + Esprit de lame", "Chain Slash strikes a single target four times for 100% Physical Attack Power each, costing 3 energy (12s cooldown). It is itself a single-target melee skill, so it triggers Flow Seeker's Exposed Flaw, which makes all four of its hits guaranteed crits. Blade Spirit then refunds 1 energy per crit = 4 energy back for a 3-energy spend. Chain Slash is therefore energy-positive: it funds itself and your other skills, crits for the full 1.5x every time, and re-arms Guard Barrier through the Exposed Flaw. This is the canonical melee energy engine.": "Taillade enchaînée frappe une seule cible quatre fois pour 100% de Puissance d'attaque physique chacune, coûtant 3 énergie (temps de recharge de 12s). C'est elle-même une compétence de corps à corps monocible, donc elle déclenche la Faiblesse exposée de Chercheur de flux, qui rend ses quatre coups des critiques garantis. Esprit de lame rembourse alors 1 énergie par critique = 4 énergie récupérées pour une dépense de 3 énergie. Taillade enchaînée est donc à énergie positive : elle se finance elle-même ainsi que vos autres compétences, critique au plein 1.5x à chaque fois et réarme Barrière défensive via la Faiblesse exposée. C'est le moteur d'énergie de corps à corps canonique.", "Chain Slash's four hits all crit under Exposed Flaw, so Blade Spirit refunds 4 energy against its 3-energy cost - a net-positive attack you can spam.": "Les quatre coups de Taillade enchaînée sont tous des critiques sous Faiblesse exposée, donc Esprit de lame rembourse 4 énergie face à son coût de 3 énergie : une attaque à bilan positif que vous pouvez spammer.", "ChainKnight": "ChainKnight", "ChainKnight returns stronger. Need to set up via stat variation, not just combination.": "ChainKnight revient plus fort. Il faut mettre en place par variation de statistiques, pas seulement par combinaison.", "ChainKnight returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "ChainKnight revient plus fort. Besoin de configurer via la variation de statistiques, pas seulement la combinaison. - Dungeon Settlers Wiki", "ChainKnight revient plus fort. Il faut mettre en place par variation de statistiques, pas seulement par combinaison. - Dungeon Settlers Wiki": "ChainKnight revient plus fort. Il faut mettre en place par variation de statistiques, pas seulement par combinaison. - Dungeon Settlers Wiki", "Chaise": "Chaise", "Chaise - Dungeon Settlers Wiki": "Chaise - Dungeon Settlers Wiki", "Chaise de salle à manger en bois": "Chaise de salle à manger en bois", "Chaise de salle à manger en bois - Dungeon Settlers Wiki": "Chaise de salle à manger en bois - Dungeon Settlers Wiki", "Chaise de salle à manger en pierre": "Chaise de salle à manger en pierre", "Chaise de salle à manger en pierre - Dungeon Settlers Wiki": "Chaise de salle à manger en pierre - Dungeon Settlers Wiki", "Chaise en bois": "Chaise en bois", "Chaise en bois - Dungeon Settlers Wiki": "Chaise en bois - Dungeon Settlers Wiki", "Chaise en bois offrant une assise confortable.": "Chaise en bois offrant une assise confortable.", "Chaise en pierre": "Chaise en pierre", "Chaise en pierre - Dungeon Settlers Wiki": "Chaise en pierre - Dungeon Settlers Wiki", "Chaise ronde en bois": "Chaise ronde en bois", "Chaise ronde en bois - Dungeon Settlers Wiki": "Chaise ronde en bois - Dungeon Settlers Wiki", "Chaleur douce": "Chaleur douce", "Chaleur douce - Dungeon Settlers Wiki": "Chaleur douce - Dungeon Settlers Wiki", "Chaleur douce icon": "Chaleur douce icône", "Chaleur du feu de camp": "Chaleur du feu de camp", "Chaleur du feu de camp - Dungeon Settlers Wiki": "Chaleur du feu de camp - Dungeon Settlers Wiki", "Chaleur du feu de camp icon": "Chaleur du feu de camp icône", "Challenger Gloth 3": "Gloth le Challenger 3", "Challenger Gloth 3 + Female Gloth 1": "Gloth le Challenger 3 + Gloth femelle 1", "Challenger Gloth Random": "Gloth le Challenger Random", "Challenger Glott3 + Mud Slogel2 = 32": "Challenger Glott3 + Mud Slogel2 = 32", "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48": "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48", "Challenger Glott4 + Female Glott2 = 48": "Challenger Glott4 + Female Glott2 = 48", "Challenger Glott4 = 32": "Challenger Glott4 = 32", "ChallengerGloth": "ChallengerGloth", "Chaman gobelin": "Chaman gobelin", "Chaman gobelin - Dungeon Settlers Wiki": "Chaman gobelin - Dungeon Settlers Wiki", "Chaman gobelin de l'Abîme": "Chaman gobelin de l'Abîme", "Chaman gobelin de l'Abîme - Dungeon Settlers Wiki": "Chaman gobelin de l'Abîme - Dungeon Settlers Wiki", "Chaman gobelin de l'Abîme variante": "Chaman gobelin de l'Abîme variante", "Chaman gobelin icon": "Icône Chaman gobelin", "Chaman gobelin variant": "Chaman gobelin (variante)", "Chaman gobelin variante": "Chaman gobelin variante", "Chambre commune correcte": "Chambre commune correcte", "Chambre commune correcte minimum room layout": "Chambre commune correcte : agencement minimal", "Chambre commune délabrée": "Chambre commune délabrée", "Chambre commune délabrée minimum room layout": "Chambre commune délabrée : agencement minimal", "Chambre commune fantastique": "Chambre commune fantastique", "Chambre commune impressionnante": "Chambre commune impressionnante", "Chambre commune luxueuse": "Chambre commune luxueuse", "Chambre commune médiocre": "Chambre commune médiocre", "Chambre commune médiocre minimum room layout": "Chambre commune médiocre : agencement minimal", "Chambre commune ordinaire": "Chambre commune ordinaire", "Chambre commune ordinaire minimum room layout": "Chambre commune ordinaire : agencement minimal", "Chambre du marchand": "Chambre du marchand", "Chambre marchande": "Chambre du marchand", "Chambre marchande minimum room layout": "Chambre marchande : agencement minimal", "Chambre marchande terminée": "Chambre marchande terminée", "Chambre marchande terminée - Dungeon Settlers Wiki": "Chambre marchande terminée - Dungeon Settlers Wiki", "Chambre marchande terminée icon": "Chambre marchande terminée icône", "Chambre privée correcte": "Chambre privée correcte", "Chambre privée correcte minimum room layout": "Chambre privée correcte : agencement minimal", "Chambre privée délabrée": "Chambre privée délabrée", "Chambre privée délabrée minimum room layout": "Chambre privée délabrée : agencement minimal", "Chambre privée fantastique": "Chambre privée fantastique", "Chambre privée impressionnante": "Chambre privée impressionnante", "Chambre privée luxueuse": "Chambre privée luxueuse", "Chambre privée médiocre": "Chambre privée médiocre", "Chambre privée médiocre minimum room layout": "Chambre privée médiocre : agencement minimal", "Chambre privée ordinaire": "Chambre privée ordinaire", "Chambre privée ordinaire minimum room layout": "Chambre privée ordinaire : agencement minimal", "Chambres privées standard ou supérieures 2 ou plus && Moins de 3": "Chambres privées standard ou supérieures 2 ou plus && Moins de 3", "Chambres privées standard ou supérieures 2 ou plus && Moins de 3 ➜ Avoir au moins 2 et moins de 3 chambres privées de qualité normale ou supérieure": "Chambres privées standard ou supérieures 2 ou plus && Moins de 3 ➜ Avoir au moins 2 et moins de 3 chambres privées de qualité normale ou supérieure", "Champignon": "Champignon", "Champignon (resource node)": "Champignon (nœud de ressource)", "Champignon (resource node) - Dungeon Settlers Wiki": "Champignon (nœud de ressource) - Dungeon Settlers Wiki", "Champignon (source de ressources)": "Champignon (source de ressources)", "Champignon (source de ressources) - Dungeon Settlers Wiki": "Champignon (source de ressources) - Dungeon Settlers Wiki", "Champignon - Dungeon Settlers Wiki": "Champignon - Dungeon Settlers Wiki", "Champignon 3": "Champignon 3", "Champignon 3 (source de ressources)": "Champignon 3 (source de ressources)", "Champignon 3 (source de ressources) - Dungeon Settlers Wiki": "Champignon 3 (source de ressources) - Dungeon Settlers Wiki", "Champignon bleu ivre": "Champignon bleu ivre", "Champignon bleu ivre (resource node)": "Champignon bleu ivre (resource node)", "Champignon bleu ivre (resource node) - Dungeon Settlers Wiki": "Champignon bleu ivre (nœud de ressource) - Dungeon Settlers Wiki", "Champignon bleu ivre (source de ressources)": "Champignon bleu ivre (source de ressources)", "Champignon bleu ivre (source de ressources) - Dungeon Settlers Wiki": "Champignon bleu ivre (source de ressources) - Dungeon Settlers Wiki", "Champignon comestible courant utilisé dans divers plats.": "Champignon comestible courant utilisé dans divers plats.", "Champignon icon": "Champignon icon", "Champignon ivrogne bleu - flavor": "Champignon ivrogne bleu - flavor", "Champignon portée et zone affichées sur une salle de donjon": "Champignon portée et zone affichées sur une salle de donjon", "Champignon range and area shown on a dungeon room": "Champignon : portée et zone affichées sur une salle de donjon", "Champignons embrochés, grillés à la perfection. La texture ferme est excellente.": "Champignons embrochés, grillés à la perfection. La texture ferme est excellente.", "Chance": "Chance", "Chance de critique": "Chance de critique", "Chance de critique - Dungeon Settlers Wiki": "Chance de critique - Dungeon Settlers Wiki", "Chance de critique Up": "Chance de critique augmente", "Chance de critique augmente": "Chance de critique augmente", "Chance de critique augmente de 10% pendant cette exploration.": "Chance de critique augmente de 10% pendant cette exploration.", "Chance de critique augmente de 7% chaque fois que les cumuls atteignent 10/25/100/250/1...": "Chance de critique augmente de 7% chaque fois que les cumuls atteignent 10/25/100/250/1...", "Chance de critique augmente de 7% chaque fois que les cumuls atteignent 10/25/100/250/1000/2500.": "Chance de critique augmente de 7% chaque fois que les cumuls atteignent 10/25/100/250/1000/2500.", "Chance de critique augmente de ?% chaque fois que les cumuls atteignent ?/?/?/?/?/?.": "Chance de critique augmente de ?% chaque fois que les cumuls atteignent ?/?/?/?/?/?.", "Chance de critique icon": "Chance de critique icône", "Chance de surmonter le désespoir": "Chance de surmonter le désespoir", "Chance de surmonter le désespoir - Dungeon Settlers Wiki": "Chance de surmonter le désespoir - Dungeon Settlers Wiki", "Chance de surmonter le désespoir icon": "Chance de surmonter le désespoir icône", "Chance per floor": "Chance par étage", "Chance per slot": "Chance par emplacement", "Chance that at least one room of that type is rolled on the floor. Hover a cell where a floor can hold more than one for its average count. Sort a floor column to see what that floor most likely holds.": "Probabilité qu'au moins une salle de ce type soit tirée à l'étage. Survolez une case où un étage peut en contenir plusieurs pour voir son nombre moyen. Triez une colonne d'étage pour voir ce que cet étage contient le plus probablement.", "Chance the node appears on the floor (its room is rolled and the node fills its slot). Click a node for what it yields, or see the": "Probabilité que le gisement apparaisse à l'étage (sa salle est tirée et le gisement remplit son emplacement). Cliquez sur un gisement pour voir ce qu'il produit, ou consultez la", "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "Probabilité que le modèle précis apparaisse à cet étage : p = poids / total du type, puis moyennée sur les agencements comme 1 - (1 - p)^(salles de ce type).", "Change Phase": "Changement de phase", "Change Phase 2": "Changement de phase 2", "ChangeDeltaThreshold": "ChangeDeltaThreshold", "Changelog": "Journal des modifications", "Changelog - Dungeon Settlers Wiki": "Journal des modifications - Dungeon Settlers Wiki", "Changes": "Modifications", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "Change l'attaque de base pendant {0} secondes pour infliger {2} instances de {1}% de", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of Puissance d'attaque physique as physical damage to the target.": "Change l'attaque de base pendant {0} secondes pour infliger {2} instances de {1}% de Puissance d'attaque physique comme dégâts physiques à la cible.", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of Puissance d'attaque physique as physical damage to the target. While this skill is active, each basic attac": "Change l'attaque de base pendant {0} secondes pour infliger {2} instances de {1}% de Puissance d'attaque physique comme dégâts physiques à la cible. Tant que cette compétence est active, chaque attaque de base", "Chaque 3e attaque de base inflige jusqu'à 120% de dégâts supplémentaires en fonction de...": "Chaque 3e attaque de base inflige jusqu'à 120% de dégâts supplémentaires en fonction de...", "Chaque 3e attaque de base inflige jusqu'à 120% de dégâts supplémentaires en fonction des PV manquants de la cible.": "Chaque 3e attaque de base inflige jusqu'à 120% de dégâts supplémentaires en fonction des PV manquants de la cible.", "Chaque attribut principal est lié à un talent. Plus le talent est élevé, plus la fourchette d'augmentation possible des attributs lors d'un gain de niveau est grande.": "Chaque attribut principal est lié à un talent. Plus le talent est élevé, plus la fourchette d'augmentation possible des attributs lors d'un gain de niveau est grande.", "Chaque aube,": "Chaque aube,", "Chaque chasse laissait derrière elle des pièges brisés et des empreintes profondément creusées.": "Chaque chasse laissait derrière elle des pièges brisés et des empreintes profondément creusées.", "Chaque choix a un coût, et même un faible gaspillage peut mener à la ruine.": "Chaque choix a un coût, et même un faible gaspillage peut mener à la ruine.", "Chaque coup critique révèle une veine d'or.": "Chaque coup critique révèle une veine d'or.", "Chaque fois qu'il subit des dégâts,": "Chaque fois qu'il subit des dégâts,", "Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmenten...": "Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmenten...", "Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmentent de 10.": "Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmentent de 10.", "Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmentent de 10. Cet effet peut se cumuler jusqu'à 15 fois.": "Chaque fois qu'il subit des dégâts, Résistance physique et Résistance magique augmentent de 10. Cet effet peut se cumuler jusqu'à 15 fois.", "Chaque fois qu'une attaque de base est effectuée 3 fois, des dégâts physiques supplémentaires égaux à 30 % de la puissance d'attaque physique sont infligés à la cible.": "Chaque fois qu'une attaque de base est effectuée 3 fois, des dégâts physiques supplémentaires égaux à 30 % de la puissance d'attaque physique sont infligés à la cible.", "Chaque fois que": "Chaque fois que", "Chaque fois que la pelle recouvre de la terre, il enterre une autre histoire.": "Chaque fois que la pelle recouvre de la terre, il enterre une autre histoire.", "Chaque fois que le nombre d'unités ou de structures que vous invoquez atteint 10/25/100/250/1000/2500,": "Chaque fois que le nombre d'unités ou de structures que vous invoquez atteint 10/25/100/250/1000/2500,", "Chaque fois que le nombre d'unités ou de structures que vous invoquez atteint 10/25/100/250/1000/2500, Énergie max. augmente de 7%. Effects: • Énergie max.: L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de Énergie.": "Chaque fois que le nombre d'unités ou de structures que vous invoquez atteint 10/25/100/250/1000/2500, Énergie max. augmente de 7%. Effets : • Énergie max. : L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de Énergie.", "Chaque fois que le nombre d'unités ou de structures que vous invoquez atteint 10/25/100/250/1000/2500, Énergie max. augmente de 7%. Effets : • Énergie max.: L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de Énergie.": "Chaque fois que le nombre d'unités ou de structures que vous invoquez atteint 10/25/100/250/1000/2500, Énergie max. augmente de 7%. Effets : • Énergie max.: L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de Énergie.", "Chaque fois que vous atteignez 10/25/100/250/1000/2500 charges,": "Chaque fois que vous atteignez 10/25/100/250/1000/2500 charges,", "Chaque fois que vous atteignez 10/25/100/250/1000/2500 charges, Énergie max. augmente d...": "Chaque fois que vous atteignez 10/25/100/250/1000/2500 charges, Énergie max. augmente d...", "Chaque fois que vous atteignez 10/25/100/250/1000/2500 charges, Énergie max. augmente de 7%.": "Chaque fois que vous atteignez 10/25/100/250/1000/2500 charges, Énergie max. augmente de 7%.", "Chaque fois que vous atteignez ?/?/?/?/?/? charges,": "Chaque fois que vous atteignez ?/?/?/?/?/? charges,", "Chaque fois que vous atteignez ?/?/?/?/?/? charges, Énergie max. augmente de ?%.": "Chaque fois que vous atteignez ?/?/?/?/?/? charges, Énergie max. augmente de ?%.", "Chaque fois que vous blessez un ennemi avec une attaque de base à courte portée, votre vitesse d'attaque augmente de 2 % pendant 5 secondes. Peut augmenter jusqu'à 30 %. Cet effet se réinitialise lorsque l'emplacement change.": "Chaque fois que vous blessez un ennemi avec une attaque de base à courte portée, votre vitesse d'attaque augmente de 2 % pendant 5 secondes. Peut augmenter jusqu'à 30 %. Cet effet se réinitialise lorsque l'emplacement change.", "Chaque fois que vous subissez des dégâts provenant d'une cible affectée par votre": "Chaque fois que vous subissez des dégâts provenant d'une cible affectée par votre", "Chaque fois que vous subissez des dégâts provenant d'une cible affectée par votre Provocation, gagnez Bouclier égal à 20% des dégâts subis pendant 10 secondes. Effects: • Provocation: Attaque en priorité la cible qui t'a provoqué. • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Chaque fois que vous subissez des dégâts provenant d'une cible affectée par votre Provocation, gagnez Bouclier égal à 20% des dégâts subis pendant 10 secondes. Effets : • Provocation : Attaque en priorité la cible qui t'a provoqué. • Bouclier (sur soi) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Chaque fois que vous subissez des dégâts provenant d'une cible affectée par votre Provocation, gagnez Bouclier égal à 20% des dégâts subis pendant 10 secondes. Effets : • Provocation: Attaque en priorité la cible qui t'a provoqué. • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Chaque fois que vous subissez des dégâts provenant d'une cible affectée par votre Provocation, gagnez Bouclier égal à 20% des dégâts subis pendant 10 secondes. Effets : • Provocation: Attaque en priorité la cible qui t'a provoqué. • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Chaque fois que vous subissez des dégâts,": "Chaque fois que vous subissez des dégâts,", "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subi...": "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subi...", "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat.": "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat.", "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Se cumule jusqu'à 10 fois. Les cumuls sont réinitialisés à la fin du combat.": "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Se cumule jusqu'à 10 fois. Les cumuls sont réinitialisés à la fin du combat.", "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Se cumule jusqu'à 10 fois. Les cumuls sont réinitialisés à la fin du combat. Effets : • Âme du golem de pierre géant (sur le lanceur): Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Chaque fois que vous subissez des dégâts, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Se cumule jusqu'à 10 fois. Les cumuls sont réinitialisés à la fin du combat. Effets : • Âme du golem de pierre géant (sur le lanceur): Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Chaque fois que vous subissez des dégâts, Résistance physique et Résistance magique aug...": "Chaque fois que vous subissez des dégâts, Résistance physique et Résistance magique aug...", "Chaque fois que vous subissez des dégâts, Résistance physique et Résistance magique augmentent de 15.": "Chaque fois que vous subissez des dégâts, Résistance physique et Résistance magique augmentent de 15.", "Chaque fois que vous subissez des dégâts, Résistance physique et Résistance magique augmentent de ?.": "Chaque fois que vous subissez des dégâts, Résistance physique et Résistance magique augmentent de ?.", "Chaque fois que vous subissez des dégâts, Vitesse d'attaque augmente de 15%.": "Chaque fois que vous subissez des dégâts, Vitesse d'attaque augmente de 15%.", "Chaque fois que vous subissez des dégâts, les cumuls augmentent.": "Chaque fois que vous subissez des dégâts, les cumuls augmentent.", "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dég...": "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dég...", "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Granted by 1 item": "Chaque fois que vous subissez des dégâts, les cumuls augmentent. Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%. Les cumuls sont réinitialisés à la fin du combat. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Chaque niveau contient un": "Chaque niveau contient un", "Chaque nombre correspond au coup attendu contre l'unité sélectionnée (un Lowell de base au niveau maximum par défaut), après la résistance de cette unité et le multiplicateur d'attaque du palier, et avant la probabilité de toucher, l'esquive et la garde. Les monstres n'ont pas de coût en énergie : leurs compétences sont limitées uniquement par la recharge (l'énergie est une ressource des unités du joueur).": "Chaque nombre correspond au coup attendu contre l'unité sélectionnée (un Lowell de base au niveau maximum par défaut), après la résistance de cette unité et le multiplicateur d'attaque du palier, et avant la probabilité de toucher, l'esquive et la garde. Les monstres n'ont pas de coût en énergie : leurs compétences sont limitées uniquement par la recharge (l'énergie est une ressource des unités du joueur).", "Chaque nuit profonde,": "Chaque nuit profonde,", "Chaque personnage ne peut équiper qu'un Trait d'âme.": "Chaque personnage ne peut équiper qu'un Trait d'âme.", "Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Chaque personnage ne peut équiper qu'un seul Trait d'âme.": "Chaque personnage ne peut équiper qu'un seul Trait d'âme.", "Chaque personnage ne peut équiper qu'un seul trait d'âme.": "Chaque personnage ne peut équiper qu'un seul trait d'âme.", "Chaque point de compétence est gagné en": "Chaque point de compétence est gagné en", "Chaque repas y devient un véritable festin.": "Chaque repas y devient un véritable festin.", "Chaque secret a un prix. Il le sait mieux que quiconque.": "Chaque secret a un prix. Il le sait mieux que quiconque.", "Chaque unité possède des traits, des stats et des arbres de compétences, et la liste de recrutement se renouvelle périodiquement avec le temps.": "Chaque unité possède des traits, des stats et des arbres de compétences, et la liste de recrutement se renouvelle périodiquement avec le temps.", "Character": "Personnage", "Character & Team Builder": "Créateur de personnage et d'équipe", "Character & Team Builder - Dungeon Settlers Wiki": "Créateur de personnage et d'équipe - Dungeon Settlers Wiki", "Character Builder": "Créateur de personnage", "Character background/individual traits.": "Traits d'historique/individuels de personnage.", "Character backgrounds & individual traits": "Historiques de personnage et traits individuels", "Character name": "Nom du personnage", "Charge": "Charge", "Charge End": "Fin de charge", "Charge Start": "Charge Start", "Charge de Gloth": "Charge de Gloth", "Charge de Gloth - Dungeon Settlers Wiki": "Charge de Gloth - Dungeon Settlers Wiki", "Charge de Gloth icon": "Icône de Charge de Gloth", "Charge de Gloth l'Ancien": "Charge de Gloth l'Ancien", "Charge de Gloth l'Ancien - Dungeon Settlers Wiki": "Charge de Gloth l'Ancien - Dungeon Settlers Wiki", "Charge de Gloth l'Ancien portée et zone affichées sur une salle de donjon": "Charge de Gloth l'Ancien portée et zone affichées sur une salle de donjon", "Charge de Gloth l'Ancien portée et zone sur une salle de donjon": "Charge de Gloth l'Ancien portée et zone sur une salle de donjon", "Charge de Gloth portée et zone affichées sur une salle de donjon": "Charge de Gloth portée et zone affichées sur une salle de donjon", "Charge de Gloth portée et zone sur une salle de donjon": "Charge de Gloth portée et zone sur une salle de donjon", "Charge de Gloth range and area on a dungeon room": "Charge de Gloth portée et zone dans une salle de donjon", "Charge de Gloth range and area shown on a dungeon room": "Charge de Gloth : portée et zone affichées sur une salle de donjon", "Charge de Pierre": "Charge de Pierre", "Charge de Pierre - Dungeon Settlers Wiki": "Charge de Pierre - Dungeon Settlers Wiki", "Charge de Pierre icon": "Icône de Charge de Pierre", "Charge de Pierre portée et zone affichées sur une salle de donjon": "Charge de Pierre portée et zone affichées sur une salle de donjon", "Charge de Pierre portée et zone sur une salle de donjon": "Charge de Pierre portée et zone sur une salle de donjon", "Charge de Pierre range and area on a dungeon room": "Charge de Pierre portée et zone dans une salle de donjon", "Charge de Pierre range and area shown on a dungeon room": "Portée et zone de Charge de Pierre affichées sur une salle de donjon", "Charge de travail 10. Débloque : Statue de déesse en bois, Planche de bois, Armure en bois, Casque en bois.": "Charge de travail 10. Débloque : Statue de déesse en bois, Planche de bois, Armure en bois, Casque en bois.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Atelier d'alchimiste, Petite bibliothèque en bois, Grande bibliothèque en bois, Sphère céleste.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Atelier d'alchimiste, Petite bibliothèque en bois, Grande bibliothèque en bois, Sphère céleste.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Grande épée en bois, Bouclier en bois, Épée longue en bois de sang, Bouclier en bois de sang.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Grande épée en bois, Bouclier en bois, Épée longue en bois de sang, Bouclier en bois de sang.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Grande épée en bois, Lance en bois, Bouclier en bois, Grande épée en bois sanguin, Lance en bois sanguin, Bouclier en bois sanguin.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Grande épée en bois, Lance en bois, Bouclier en bois, Grande épée en bois sanguin, Lance en bois sanguin, Bouclier en bois sanguin.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Poste de cuisine.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Poste de cuisine.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Sol en rondins, Lit en bois, Table en bois, Table ronde en bois, Chaise en bois, Chaise ronde en bois +4 de plus.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Sol en rondins, Lit en bois, Table en bois, Table ronde en bois, Chaise en bois, Chaise ronde en bois +4 de plus.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Tapis en tissu, Bannière, Support de bannière, Tissu épais, Coiffe en tissu épais, Armure en tissu épais.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Tapis en tissu, Bannière, Support de bannière, Tissu épais, Coiffe en tissu épais, Armure en tissu épais.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : tombeau vide.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : tombeau vide.", "Charge de travail 100. Nécessite Livre technique 1. Débloque : Établi du chasseur, Établi de réparation, Tapis en peau.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Établi du chasseur, Établi de réparation, Tapis en peau.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouclier de carapace, Bâton de carapace, Grande épée de carapace, Lance en carapace, Bâton de feu en carapace, Bâton de carapace en cristal rouge +4 de plus.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouclier de carapace, Bâton de carapace, Grande épée de carapace, Lance en carapace, Bâton de feu en carapace, Bâton de carapace en cristal rouge +4 de plus.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouclier de carapace, Tige en carapace, Grande épée de carapace, Bâton de carapace enflammé, Bâton de carapace en cristal rouge, Bâton de carapace aquatique +3 de plus.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouclier de carapace, Tige en carapace, Grande épée de carapace, Bâton de carapace enflammé, Bâton de carapace en cristal rouge, Bâton de carapace aquatique +3 de plus.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouillie d'herbe améliorée.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouillie d'herbe améliorée.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Casque d'os renforcé, Armure d'os renforcée, Bouclier osseux renforcé.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Casque d'os renforcé, Armure d'os renforcée, Bouclier osseux renforcé.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Four, Établi de moulage, Pile de pots, Meuble en bois, Grand meuble en bois, Étagère murale en bois +1 de plus.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Four, Établi de moulage, Pile de pots, Meuble en bois, Grand meuble en bois, Étagère murale en bois +1 de plus.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Larmes de la Déesse.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Larmes de la Déesse.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Mur en bois, Porte en bois, Sol en bois, Sol en bois, Sol en bois, Grande table en bois +4 de plus.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Mur en bois, Porte en bois, Sol en bois, Sol en bois, Sol en bois, Grande table en bois +4 de plus.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Séchoir, Viande séchée.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Séchoir, Viande séchée.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Tige d'Arcron, Épée d'Arcron, Grande épée en Arcron, Bâton de feu en Arcron, Bâton Arcron (Eau), Bâton Arcron (Nature) +6 de plus.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Tige d'Arcron, Épée d'Arcron, Grande épée en Arcron, Bâton de feu en Arcron, Bâton Arcron (Eau), Bâton Arcron (Nature) +6 de plus.", "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Tige d'Arcron, Épée d'Arcron, Grande épée en Arcron, Lance en Arcron, Bâton de feu en Arcron, Bâton Arcron (Eau) +7 de plus.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Tige d'Arcron, Épée d'Arcron, Grande épée en Arcron, Lance en Arcron, Bâton de feu en Arcron, Bâton Arcron (Eau) +7 de plus.", "Charge de travail 20. Débloque : Stockage d'équipement, Sac en tissu.": "Charge de travail 20. Débloque : Stockage d'équipement, Sac en tissu.", "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier d'accessoires.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier d'accessoires.", "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier du cuir.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier du cuir.", "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier du tailleur de pierre, Mur de pierre, Porte en pierre, Sol en pierre, Sol en pierre, Lit en pierre +5 de plus.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier du tailleur de pierre, Mur de pierre, Porte en pierre, Sol en pierre, Sol en pierre, Lit en pierre +5 de plus.", "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Omelette d'œuf de Gloth.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Omelette d'œuf de Gloth.", "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Stockage de consommables en pierre, Stockage de ressources en pierre, Stockage d'équipement en pierre, Stockage de nourriture en poterie, Stockage de projectiles en pierre.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Stockage de consommables en pierre, Stockage de ressources en pierre, Stockage d'équipement en pierre, Stockage de nourriture en poterie, Stockage de projectiles en pierre.", "Charge de travail 3300. Nécessite Livre technique 4. Débloque : Station de cuisson.": "Charge de travail 3300. Nécessite Livre technique 4. Débloque : Station de cuisson.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Atelier de fabrication de bâtons, Pierre élémentaire de feu inférieure, Pierre élémentaire d'eau inférieure, Pierre élémentaire de nature inférieure.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Atelier de fabrication de bâtons, Pierre élémentaire de feu inférieure, Pierre élémentaire d'eau inférieure, Pierre élémentaire de nature inférieure.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Barbecue de monstre, Pudding de slime.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Barbecue de monstre, Pudding de slime.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bouillie de viande, Bouillie de navet, Bouillie d'avoine.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bouillie de viande, Bouillie de navet, Bouillie d'avoine.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bouillie de viande, Bouillie de navet.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bouillie de viande, Bouillie de navet.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bâton d'os, Grande Épée d'Os, Bâton d'Os de Feu, Bâton en os au cristal rouge, Bâton d'os aquatique, Bâton osseux en cristal bleu +2 de plus.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bâton d'os, Grande Épée d'Os, Bâton d'Os de Feu, Bâton en os au cristal rouge, Bâton d'os aquatique, Bâton osseux en cristal bleu +2 de plus.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bâton d'os, Grande Épée d'Os, Lance d'os, Bâton d'Os de Feu, Bâton en os au cristal rouge, Bâton d'eau en os +3 de plus.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bâton d'os, Grande Épée d'Os, Lance d'os, Bâton d'Os de Feu, Bâton en os au cristal rouge, Bâton d'eau en os +3 de plus.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Campement basique, Kit de camping de base.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Campement basique, Kit de camping de base.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Casque en carapace, Armure de carapace, Épée de carapace, Massue en carapace, Arc en carapace, Flèche en carapace.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Casque en carapace, Armure de carapace, Épée de carapace, Massue en carapace, Arc en carapace, Flèche en carapace.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Ferme, Clôture en bois.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Ferme, Clôture en bois.", "Charge de travail 400. Nécessite Livre technique 2. Débloque : Feu de camp, Table de cartes.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Feu de camp, Table de cartes.", "Charge de travail 4000. Nécessite Livre technique 4. Débloque : Tapis rouge, Tapis rouge, Cheminée en pierre, Grande table en pierre, Chaise de salle à manger en pierre, Banc en pierre +6 de plus.": "Charge de travail 4000. Nécessite Livre technique 4. Débloque : Tapis rouge, Tapis rouge, Cheminée en pierre, Grande table en pierre, Chaise de salle à manger en pierre, Banc en pierre +6 de plus.", "Charge de travail 4000. Nécessite Livre technique 4. Débloque : Tapis, Cheminée en pierre, Grande table en pierre, Chaise en pierre, Banc en pierre, Table de jeu de dés +5 de plus.": "Charge de travail 4000. Nécessite Livre technique 4. Débloque : Tapis, Cheminée en pierre, Grande table en pierre, Chaise en pierre, Banc en pierre, Table de jeu de dés +5 de plus.", "Charge du Gloth ancien": "Charge du Gloth ancien", "Charge du Gloth ancien - Dungeon Settlers Wiki": "Charge du Gloth ancien - Dungeon Settlers Wiki", "Charge du Gloth ancien icon": "Icône de Charge du Gloth ancien", "Charge du Gloth ancien portée et zone affichées sur une salle de donjon": "Charge du Gloth ancien portée et zone affichées sur une salle de donjon", "Charge du Gloth ancien portée et zone sur une salle de donjon": "Charge du Gloth ancien portée et zone sur une salle de donjon", "Charge du Gloth ancien range and area on a dungeon room": "Charge du Gloth ancien portée et zone dans une salle de donjon", "Charge du Gloth ancien range and area shown on a dungeon room": "Charge du Gloth ancien : portée et zone affichées sur une salle de donjon", "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de": "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de", "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique et appliquant Étourdissement pendant 1.5 secondes. Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de Étourdissement pendant 1.5 secondes. 30s cooldown Effects: • Étourdissement (on enemy): Impossible d'agir pendant une courte période.": "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique et appliquant Étourdissement pendant 1.5 secondes. Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de Étourdissement pendant 1.5 secondes. 30s de recharge Effets : • Étourdissement (sur l'ennemi) : Impossible d'agir pendant une courte période.", "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique et appliquant Étourdissement pendant 1.5 secondes. Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de Étourdissement pendant 1.5 secondes. 30s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période.": "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique et appliquant Étourdissement pendant 1.5 secondes. Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de Étourdissement pendant 1.5 secondes. 30s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période.", "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique et appliquant Étourdissement pendant 1.5 secondes. Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de Étourdissement pendant 1.5 secondes. 30s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.": "Charge en ligne droite dans la direction ciblée, repoussant toutes les cibles touchées de 2 cases, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique et appliquant Étourdissement pendant 1.5 secondes. Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de Étourdissement pendant 1.5 secondes. 30s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.", "Charge en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 500% de": "Charge en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 500% de", "Charge en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 500% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. Effects: • Étourdissement (on units in the area): Impossible d'agir pendant une courte période.": "Charge en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 500% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. Effets : • Étourdissement (sur les unités dans la zone) : Impossible d'agir pendant une courte période.", "Charge en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 500% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.": "Charge en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 500% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.", "Charge métallique": "Charge métallique", "Charge métallique - Dungeon Settlers Wiki": "Charge métallique - Dungeon Settlers Wiki", "Charge métallique icon": "Icône de Charge métallique", "Charge métallique portée et zone affichées sur une salle de donjon": "Charge métallique portée et zone affichées sur une salle de donjon", "Charge métallique portée et zone sur une salle de donjon": "Charge métallique portée et zone sur une salle de donjon", "Charge métallique range and area on a dungeon room": "Portée et zone de Charge métallique dans une salle de donjon", "Charge métallique range and area shown on a dungeon room": "Portée et zone de Charge métallique affichées sur une salle de donjon", "Charge rapide": "Charge rapide", "Charge rapide - Dungeon Settlers Wiki": "Charge rapide - Dungeon Settlers Wiki", "Charge rapide icon": "Charge rapide icône", "Charge rapide portée et zone affichées sur une salle de donjon": "Charge rapide portée et zone affichées sur une salle de donjon", "Charge rapide range and area shown on a dungeon room": "Charge rapide portée et zone affichées dans une salle de donjon", "Charge rapidement la cible, infligeant 200% de": "Charge rapidement la cible, infligeant 200% de", "Charge rapidement la cible, infligeant 200% de Puissance d'attaque physique en dégâts physiques et appliquant Étourdissement pendant 1 secondes. 5 energy - 15s cooldown Effects: • Étourdissement (on enemy): Impossible d'agir pendant une courte période.": "Charge rapidement la cible, infligeant 200% de Puissance d'attaque physique en dégâts physiques et appliquant Étourdissement pendant 1 secondes. 5 énergie - 15s de recharge Effets : • Étourdissement (sur l'ennemi) : Impossible d'agir pendant une courte période.", "Charge rapidement la cible, infligeant 200% de Puissance d'attaque physique en dégâts physiques et appliquant Étourdissement pendant 1 secondes. 5 énergie - 15s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période.": "Charge rapidement la cible, infligeant 200% de Puissance d'attaque physique en dégâts physiques et appliquant Étourdissement pendant 1 secondes. 5 énergie - 15s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période.", "Charge une cible située à 1 case ou plus, inflige 100% de vos dégâts physiques et applique 1": "Charge une cible située à 1 case ou plus, inflige 100% de vos dégâts physiques et applique 1", "Charge une cible située à 1 case ou plus, inflige 100% de vos dégâts physiques et applique 1 Étourdissement pendant 5 secondes. 10s de recharge Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Charge une cible située à 1 case ou plus, inflige 100% de vos dégâts physiques et applique 1 Étourdissement pendant 5 secondes. 10s de recharge Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Charge vers la case désignée, infligeant 120% de": "Charge vers la case désignée, infligeant 120% de", "Charge vers la case désignée, infligeant 120% de Puissance d'attaque physique en dégâts à toutes les unités sur le chemin et sur les cases adjacentes. Cette Attaque peut toucher plusieurs fois. Cette Attaque peut aussi infliger des dégâts aux alliés. 4 energy - 12s cooldown": "Charge vers la case désignée, infligeant 120% de Puissance d'attaque physique en dégâts à toutes les unités sur le chemin et sur les cases adjacentes. Cette Attaque peut toucher plusieurs fois. Cette Attaque peut aussi infliger des dégâts aux alliés. 4 énergie - recharge 12 s", "Charge vers la case désignée, infligeant 120% de Puissance d'attaque physique en dégâts à toutes les unités sur le chemin et sur les cases adjacentes. Cette Attaque peut toucher plusieurs fois. Cette Attaque peut aussi infliger des dégâts aux alliés. 4 énergie - 12s de recharge": "Charge vers la case désignée, infligeant 120% de Puissance d'attaque physique en dégâts à toutes les unités sur le chemin et sur les cases adjacentes. Cette Attaque peut toucher plusieurs fois. Cette Attaque peut aussi infliger des dégâts aux alliés. 4 énergie - 12s de recharge", "Charge étourdissante": "Charge étourdissante", "Charge étourdissante - Dungeon Settlers Wiki": "Charge étourdissante - Dungeon Settlers Wiki", "Charge étourdissante icon": "Icône Charge étourdissante", "Charge étourdissante portée et zone affichées sur une salle de donjon": "Charge étourdissante portée et zone affichées sur une salle de donjon", "Charge étourdissante range and area shown on a dungeon room": "Charge étourdissante : portée et zone affichées dans une salle de donjon", "Charge, infligeant à la cible des dégâts physiques équivalant à 100% de": "Charge, infligeant à la cible des dégâts physiques équivalant à 100% de", "Charge, infligeant à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique, appliquant Étourdissement pendant 2 secondes et appliquant 2 Saignement pendant 10 secondes. 15s cooldown Effects: • Étourdissement (on enemy): Impossible d'agir pendant une courte période. • Saignement (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Charge, infligeant à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique, appliquant Étourdissement pendant 2 secondes et appliquant 2 Saignement pendant 10 secondes. 15s de recharge Effets : • Étourdissement (sur l'ennemi) : Impossible d'agir pendant une courte période. • Saignement (sur l'ennemi) : 5 dégâts physiques par pile, chaque seconde, ignorant la défense et les boucliers (fixe, ne dépend pas de la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 piles = 50 dégâts physiques/seconde. La durée est définie par la compétence qui l'applique.", "Charge, infligeant à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique, appliquant Étourdissement pendant 2 secondes et appliquant 2 Saignement pendant 10 secondes. 15s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période. • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Charge, infligeant à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique, appliquant Étourdissement pendant 2 secondes et appliquant 2 Saignement pendant 10 secondes. 15s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période. • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Chariot brisé": "Chariot brisé", "Chariot brisé - Dungeon Settlers Wiki": "Chariot brisé - Dungeon Settlers Wiki", "Chariot de soutien": "Chariot de soutien", "Chariot de soutien - Dungeon Settlers Wiki": "Chariot de soutien - Dungeon Settlers Wiki", "Chariot de soutien minimal": "Chariot de soutien minimal", "Chariot de soutien minimal - Dungeon Settlers Wiki": "Chariot de soutien minimal - Dungeon Settlers Wiki", "Chariot de soutien vide": "Chariot de soutien vide", "Chariot de soutien vide - Dungeon Settlers Wiki": "Chariot de soutien vide - Dungeon Settlers Wiki", "Chariot vide": "Chariot vide", "Chariot vide (resource node)": "Chariot vide (nœud de ressource)", "Chariot vide (resource node) - Dungeon Settlers Wiki": "Chariot vide (nœud de ressource) - Dungeon Settlers Wiki", "Chariot vide (source de ressources)": "Chariot vide (source de ressources)", "Chariot vide (source de ressources) - Dungeon Settlers Wiki": "Chariot vide (source de ressources) - Dungeon Settlers Wiki", "Chariots de soutien médiocres": "Chariots de soutien médiocres", "Chariots de soutien médiocres - Dungeon Settlers Wiki": "Chariots de soutien médiocres - Dungeon Settlers Wiki", "Charrette de soutien généreuse": "Charrette de soutien généreuse", "Charrette de soutien généreuse - Dungeon Settlers Wiki": "Charrette de soutien généreuse - Dungeon Settlers Wiki", "Chasse au Mawmurk blanc": "Chasse au Mawmurk blanc", "Chasse au Mawmurk blanc - Dungeon Settlers Wiki": "Chasse au Mawmurk blanc - Dungeon Settlers Wiki", "Chasse au Mawmurk blanc icon": "Chasse au Mawmurk blanc icon", "Chasse au Mawmurk blanc terminée": "Chasse au Mawmurk blanc terminée", "Chasse au Mawmurk blanc terminée - Dungeon Settlers Wiki": "Chasse au Mawmurk blanc terminée - Dungeon Settlers Wiki", "Chasse au Mawmurk blanc terminée icon": "Chasse au Mawmurk blanc terminée icon", "Chasse au Mawmurk terminée": "Chasse au Mawmurk terminée", "Chasse au Mawmurk terminée - Dungeon Settlers Wiki": "Chasse au Mawmurk terminée - Dungeon Settlers Wiki", "Chasse au Mawmurk terminée icon": "Chasse au Mawmurk terminée icon", "Chasse au Slogel acide Alpha": "Chasse au Slogel acide Alpha", "Chasse au Slogel acide Alpha - Dungeon Settlers Wiki": "Chasse au Slogel acide Alpha - Dungeon Settlers Wiki", "Chasse au Slogel acide Alpha icon": "Chasse au Slogel acide Alpha icon", "Chasse au Slogel acide alpha terminée": "Chasse au Slogel acide alpha terminée", "Chasse au Slogel acide alpha terminée - Dungeon Settlers Wiki": "Chasse au Slogel acide alpha terminée - Dungeon Settlers Wiki", "Chasse au Slogel acide alpha terminée icon": "Chasse au Slogel acide alpha terminée icon", "Chasse au doyen Gloth terminée": "Chasse au doyen Gloth terminée", "Chasse au doyen Gloth terminée - Dungeon Settlers Wiki": "Chasse au doyen Gloth terminée - Dungeon Settlers Wiki", "Chasse au doyen Gloth terminée icon": "Chasse au doyen Gloth terminée icon", "Chasse à Gloth l'Ancien terminée": "Chasse à Gloth l'Ancien terminée", "Chasse à Gloth l'Ancien terminée - Dungeon Settlers Wiki": "Chasse à Gloth l'Ancien terminée - Dungeon Settlers Wiki", "Chasser Gloth l'Ancien": "Chasser Gloth l'Ancien", "Chasser Mawmurk": "Chasser Mawmurk", "Chasser Mawmurk - Dungeon Settlers Wiki": "Chasser Mawmurk - Dungeon Settlers Wiki", "Chasser Mawmurk icon": "Chasser Mawmurk icon", "Chasser le AlphaAcidSlogel": "Chasser le AlphaAcidSlogel", "Chasser le Gloth ancien": "Chasser le Gloth ancien", "Chasser le Mawmurk blanc": "Chasser le Mawmurk blanc", "Chasseur": "Chasseur", "Chasseur - Dungeon Settlers Wiki": "Chasseur - Dungeon Settlers Wiki", "Chasseur cendré": "Chasseur cendré", "Chasseur de serpents": "Chasseur de serpents", "Chasseur de serpents - Dungeon Settlers Wiki": "Chasseur de serpents - Dungeon Settlers Wiki", "Chasseur de serpents icon": "Chasseur de serpents icône", "Chasseur icon": "Chasseur icône", "Chat de Xenon": "Chat de Xenon", "Chat de Xenon - Dungeon Settlers Wiki": "Chat de Xenon - Dungeon Settlers Wiki", "ChattedDurationMin": "ChattedDurationMin", "Chaud...": "Chaud...", "Chaîne d'âmes": "Chaîne d'âmes", "Chaîne d'âmes - Dungeon Settlers Wiki": "Chaîne d'âmes - Dungeon Settlers Wiki", "Chaîne d'âmes icon": "Chaîne d'âmes icon", "Chaîne fantôme": "Chaîne fantôme", "Chaîne fantôme - Dungeon Settlers Wiki": "Chaîne fantôme - Dungeon Settlers Wiki", "Chaîne fantôme icon": "Icône de Chaîne fantôme", "Chaîne fantôme portée et zone affichées sur une salle de donjon": "Chaîne fantôme portée et zone affichées sur une salle de donjon", "Chaîne fantôme portée et zone sur une salle de donjon": "Chaîne fantôme portée et zone sur une salle de donjon", "Chaîne fantôme range and area on a dungeon room": "Chaîne fantôme portée et zone dans une salle de donjon", "Chaîne fantôme range and area shown on a dungeon room": "Chaîne fantôme : portée et zone affichées sur une salle de donjon", "Chaînes entravantes": "Chaînes entravantes", "Chaînes entravantes - Dungeon Settlers Wiki": "Chaînes entravantes - Dungeon Settlers Wiki", "Chaînes entravantes icon": "Chaînes entravantes icon", "CheckIntervalSec": "CheckIntervalSec", "Chef de la 1re région": "Chef de la 1re région", "Cheminée": "Cheminée", "Cheminée - Dungeon Settlers Wiki": "Cheminée - Dungeon Settlers Wiki", "Cheminée en pierre": "Cheminée en pierre", "Cheminée en pierre - Dungeon Settlers Wiki": "Cheminée en pierre - Dungeon Settlers Wiki", "Cheminée icon": "Cheminée icon", "Chercheur de Faille": "Chercheur de Faille", "Chercheur de Faille - Dungeon Settlers Wiki": "Chercheur de Faille - Dungeon Settlers Wiki", "Chercheur de flux": "Chercheur de flux", "Chercheur de flux - Dungeon Settlers Wiki": "Chercheur de flux - Dungeon Settlers Wiki", "Chercheur de flux icon": "Icône Chercheur de flux", "Cherchez plus minutieusement.": "Cherchez plus minutieusement.", "Cherchons plus loin.": "Cherchons plus loin.", "Chest": "Coffre", "Chests & containers": "Coffres et conteneurs", "Chien enragé de l'Abîme - desc": "Chien enragé de l'Abîme - desc", "Chien enragé de l'Abîme - name": "Chien enragé de l'Abîme - name", "Chien sauvage": "Chien sauvage", "Chien sauvage - Dungeon Settlers Wiki": "Chien sauvage - Dungeon Settlers Wiki", "Chien sauvage icon": "Chien sauvage icon", "Chiffons et Déchets": "Chiffons et Déchets", "Chiffons et Déchets - Dungeon Settlers Wiki": "Chiffons et Déchets - Dungeon Settlers Wiki", "Choice": "Choix", "Choice E0201": "Choice E0201", "Choice E1000": "Choice E1000", "Choice F0100 - desc": "Choice F0100 - desc", "Choice F13000 - desc": "Choice F13000 - desc", "Choice F14000 - desc": "Choice F14000 - desc", "Choice F14001 - desc": "Choice F14001 - desc", "Choice F14100 - desc": "Choice F14100 - desc", "Choice F14110 - desc": "Choice F14110 - desc", "Choice F15000 - desc": "Choice F15000 - desc", "Choice F15001 - desc": "Choice F15001 - desc", "Choice F15100 - desc": "Choice F15100 - desc", "Choice F15101 - desc": "Choice F15101 - desc", "Choice F15110 - desc": "Choice F15110 - desc", "Choice F25000": "Choice F25000", "Choice F26000": "Choice F26000", "Choice F27000": "Choice F27000", "Choice F27000 - desc": "Choix F27000 - desc", "Choice F27001": "Choice F27001", "Choice F27001 - desc": "Choix F27001 - desc", "Choice F27100": "Choice F27100", "Choice F27100 - desc": "Choix F27100 - desc", "Choice F27110": "Choice F27110", "Choice F27110 - desc": "Choix F27110 - desc", "Choice F28000": "Choice F28000", "Choice F28000 - desc": "Choice F28000 - desc", "Choice F28001": "Choice F28001", "Choice F28001 - desc": "Choice F28001 - desc", "Choice F28100": "Choice F28100", "Choice F28100 - desc": "Choice F28100 - desc", "Choice F28110": "Choice F28110", "Choice F28110 - desc": "Choice F28110 - desc", "Choice F29000": "Choice F29000", "Choice F29000 - desc": "Choice F29000 - desc", "Choice F29001": "Choice F29001", "Choice F29001 - desc": "Choice F29001 - desc", "Choice F29100": "Choice F29100", "Choice F29100 - desc": "Choix F29100 - desc", "Choice F29110": "Choice F29110", "Choice F29110 - desc": "Choix F29110 - desc", "Choice F30000": "Choice F30000", "Choice F30000 - desc": "Choice F30000 - desc", "Choice F30001": "Choice F30001", "Choice F30001 - desc": "Choice F30001 - desc", "Choice F30100": "Choice F30100", "Choice F30100 - desc": "Choice F30100 - desc", "Choice F30110": "Choice F30110", "Choice F30110 - desc": "Choice F30110 - desc", "Choice F31000": "Choice F31000", "Choice F31000 - desc": "Choice F31000 - desc", "Choice F32000": "Choice F32000", "Choice F32000 - desc": "Choice F32000 - desc", "Choice F33000": "Choice F33000", "Choice F33000 - desc": "Choice F33000 - desc", "Choice F34000": "Choice F34000", "Choice F34000 - desc": "Choice F34000 - desc", "Choice F34001": "Choice F34001", "Choice F34001 - desc": "Choix F34001 - desc", "Choice F34100": "Choice F34100", "Choice F34100 - desc": "Choix F34100 - desc", "Choice F34110": "Choice F34110", "Choice F34110 - desc": "Choix F34110 - desc", "Choice F34120": "Choice F34120", "Choice F34120 - desc": "Choix F34120 - desc", "Choice F35000": "Choice F35000", "Choice F35000 - desc": "Choice F35000 - desc", "Choice F36000": "Choice F36000", "Choice F36000 - desc": "Choice F36000 - desc", "Choice F37000": "Choice F37000", "Choice F37000 - desc": "Choice F37000 - desc", "Choice F38000": "Choice F38000", "Choice F38000 - desc": "Choice F38000 - desc", "Choice F39000": "Choice F39000", "Choice F39000 - desc": "Choice F39000 - desc", "Choice F39001": "Choice F39001", "Choice F39001 - desc": "Choice F39001 - desc", "Choice F39100": "Choice F39100", "Choice F39100 - desc": "Choice F39100 - desc", "Choice F39110": "Choice F39110", "Choice F39110 - desc": "Choice F39110 - desc", "Choice F39120": "Choice F39120", "Choice F39120 - desc": "Choice F39120 - desc", "Choice F40000": "Choice F40000", "Choice F40000 - desc": "Choice F40000 - desc", "Choice F41000": "Choice F41000", "Choice F41000 - desc": "Choice F41000 - desc", "Choice F42000": "Choice F42000", "Choice F43000": "Choice F43000", "Choice F44000": "Choice F44000", "Choice F45000": "Choice F45000", "Choice F45000 - desc": "Choice F45000 - desc", "Choice F45001": "Choice F45001", "Choice F45001 - desc": "Choice F45001 - desc", "Choice F45100": "Choice F45100", "Choice F45100 - desc": "Choice F45100 - desc", "Choice F45110": "Choice F45110", "Choice F45110 - desc": "Choice F45110 - desc", "Choice F46000": "Choice F46000", "Choice F46000 - desc": "Choice F46000 - desc", "Choice F46001": "Choice F46001", "Choice F46001 - desc": "Choice F46001 - desc", "Choice F46002": "Choice F46002", "Choice F46002 - desc": "Choice F46002 - desc", "Choice F46100": "Choice F46100", "Choice F46100 - desc": "Choice F46100 - desc", "Choice F46101": "Choice F46101", "Choice F46101 - desc": "Choice F46101 - desc", "Choice F46102": "Choice F46102", "Choice F46102 - desc": "Choice F46102 - desc", "Choice F46200": "Choice F46200", "Choice F46200 - desc": "Choice F46200 - desc", "Choice F46201": "Choice F46201", "Choice F46201 - desc": "Choice F46201 - desc", "Choice F46202": "Choice F46202", "Choice F46202 - desc": "Choice F46202 - desc", "Choice F46300": "Choice F46300", "Choice F46300 - desc": "Choice F46300 - desc", "Choice F46301": "Choice F46301", "Choice F46301 - desc": "Choice F46301 - desc", "Choice F46302": "Choice F46302", "Choice F46302 - desc": "Choice F46302 - desc", "Choice F46400": "Choice F46400", "Choice F46400 - desc": "Choice F46400 - desc", "Choice F46401": "Choice F46401", "Choice F46401 - desc": "Choice F46401 - desc", "Choice F46402": "Choice F46402", "Choice F46402 - desc": "Choice F46402 - desc", "Choice F46500": "Choice F46500", "Choice F46500 - desc": "Choice F46500 - desc", "Choice F46501": "Choice F46501", "Choice F46501 - desc": "Choice F46501 - desc", "Choice F46502": "Choice F46502", "Choice F46502 - desc": "Choice F46502 - desc", "Choice F46600": "Choice F46600", "Choice F46600 - desc": "Choice F46600 - desc", "Choice F46601": "Choice F46601", "Choice F46601 - desc": "Choice F46601 - desc", "Choice F46602": "Choice F46602", "Choice F46602 - desc": "Choice F46602 - desc", "Choice F46700": "Choice F46700", "Choice F46700 - desc": "Choice F46700 - desc", "Choice F47000": "Choice F47000", "Choice F47000 - desc": "Choice F47000 - desc", "Choice F48000": "Choice F48000", "Choice F48000 - desc": "Choice F48000 - desc", "Choice F49000": "Choice F49000", "Choice F49000 - desc": "Choice F49000 - desc", "Choice F49001": "Choice F49001", "Choice F49001 - desc": "Choice F49001 - desc", "Choice F49110": "Choice F49110", "Choice F49110 - desc": "Choice F49110 - desc", "Choice F7000": "Choice F7000", "Choice N10000": "Choice N10000", "Choice N10000 - desc": "Choice N10000 - desc", "Choice N11000": "Choice N11000", "Choice N12000": "Choice N12000", "Choice N12000 - desc": "Choice N12000 - desc", "Choice N12001": "Choice N12001", "Choice N12001 - desc": "Choice N12001 - desc", "Choice N12100": "Choice N12100", "Choice N13000": "Choice N13000", "Choice N13000 - desc": "Choice N13000 - desc", "Choice N14001": "Choice N14001", "Choice N14001 - desc": "Choice N14001 - desc", "Choice N14200": "Choice N14200", "Choice N16100": "Choice N16100", "Choice N17100": "Choice N17100", "Choice N18100": "Choice N18100", "Choice N2000": "Choice N2000", "Choice N2000 - desc": "Choice N2000 - desc", "Choice N2001": "Choice N2001", "Choice N2001 - desc": "Choice N2001 - desc", "Choice N2100": "Choice N2100", "Choice N21000": "Choice N21000", "Choice N21000 - desc": "Choice N21000 - desc", "Choice N22000": "Choice N22000", "Choice N22000 - desc": "Choice N22000 - desc", "Choice N24001": "Choice N24001", "Choice N25000 - desc": "Choice N25000 - desc", "Choice N26000 - desc": "Choice N26000 - desc", "Choice N26001 - desc": "Choice N26001 - desc", "Choice N27000": "Choice N27000", "Choice N27000 - desc": "Choice N27000 - desc", "Choice N27001": "Choice N27001", "Choice N27001 - desc": "Choice N27001 - desc", "Choice N27100": "Choice N27100", "Choice N27100 - desc": "Choice N27100 - desc", "Choice N27101": "Choice N27101", "Choice N27101 - desc": "Choice N27101 - desc", "Choice N27200": "Choice N27200", "Choice N27200 - desc": "Choice N27200 - desc", "Choice N28000": "Choice N28000", "Choice N28000 - desc": "Choice N28000 - desc", "Choice N3000": "Choice N3000", "Choice N3000 - desc": "Choice N3000 - desc", "Choice N3001": "Choice N3001", "Choice N3001 - desc": "Choice N3001 - desc", "Choice N3100": "Choice N3100", "Choice N4000": "Choice N4000", "Choice N4000 - desc": "Choice N4000 - desc", "Choice N4001": "Choice N4001", "Choice N4001 - desc": "Choice N4001 - desc", "Choice N5000": "Choice N5000", "Choice N5000 - desc": "Choice N5000 - desc", "Choice N5001": "Choice N5001", "Choice N5001 - desc": "Choice N5001 - desc", "Choice N6000": "Choice N6000", "Choice N7000": "Choice N7000", "Choice N7000 - desc": "Choice N7000 - desc", "Choice N8000": "Choice N8000", "Choice N8000 - desc": "Choice N8000 - desc", "Choice N9000": "Choice N9000", "Choice N9000 - desc": "Choice N9000 - desc", "Choice R10000": "Choice R10000", "Choice R10000 - desc": "Choice R10000 - desc", "Choice R10001": "Choice R10001", "Choice R10001 - desc": "Choice R10001 - desc", "Choice R10002": "Choice R10002", "Choice R10002 - desc": "Choice R10002 - desc", "Choice R1001 - desc": "Choice R1001 - desc", "Choice R10100": "Choice R10100", "Choice R10100 - desc": "Choice R10100 - desc", "Choice R10110": "Choice R10110", "Choice R10110 - desc": "Choice R10110 - desc", "Choice R11000": "Choice R11000", "Choice R11000 - desc": "Choice R11000 - desc", "Choice R11001": "Choice R11001", "Choice R11001 - desc": "Choice R11001 - desc", "Choice R11002": "Choice R11002", "Choice R11002 - desc": "Choice R11002 - desc", "Choice R12000": "Choice R12000", "Choice R12000 - desc": "Choice R12000 - desc", "Choice R12001": "Choice R12001", "Choice R12001 - desc": "Choice R12001 - desc", "Choice R12002": "Choice R12002", "Choice R12002 - desc": "Choice R12002 - desc", "Choice R12100": "Choice R12100", "Choice R12100 - desc": "Choice R12100 - desc", "Choice R12110": "Choice R12110", "Choice R12110 - desc": "Choice R12110 - desc", "Choice R12120": "Choice R12120", "Choice R12120 - desc": "Choice R12120 - desc", "Choice R13000": "Choice R13000", "Choice R13000 - desc": "Choice R13000 - desc", "Choice R13001": "Choice R13001", "Choice R13001 - desc": "Choice R13001 - desc", "Choice R13100": "Choice R13100", "Choice R13200": "Choice R13200", "Choice R13200 - desc": "Choice R13200 - desc", "Choice R13201": "Choice R13201", "Choice R13201 - desc": "Choice R13201 - desc", "Choice R13210": "Choice R13210", "Choice R13210 - desc": "Choice R13210 - desc", "Choice R13220": "Choice R13220", "Choice R13220 - desc": "Choice R13220 - desc", "Choice R14000": "Choice R14000", "Choice R14000 - desc": "Choice R14000 - desc", "Choice R14001": "Choice R14001", "Choice R14001 - desc": "Choice R14001 - desc", "Choice R14002": "Choice R14002", "Choice R14002 - desc": "Choice R14002 - desc", "Choice R14130": "Choice R14130", "Choice R14200": "Choice R14200", "Choice R14200 - desc": "Choice R14200 - desc", "Choice R14201": "Choice R14201", "Choice R14201 - desc": "Choice R14201 - desc", "Choice R14202": "Choice R14202", "Choice R14202 - desc": "Choix R14202 - desc", "Choice R14210": "Choice R14210", "Choice R14210 - desc": "Choix R14210 - desc", "Choice R14211": "Choice R14211", "Choice R14211 - desc": "Choix R14211 - desc", "Choice R14212": "Choice R14212", "Choice R14212 - desc": "Choix R14212 - desc", "Choice R14220": "Choice R14220", "Choice R14220 - desc": "Choix R14220 - desc", "Choice R14221": "Choice R14221", "Choice R14221 - desc": "Choix R14221 - desc", "Choice R14222": "Choice R14222", "Choice R14222 - desc": "Choix R14222 - desc", "Choice R14230": "Choice R14230", "Choice R14230 - desc": "Choix R14230 - desc", "Choice R14300": "Choice R14300", "Choice R14300 - desc": "Choix R14300 - desc", "Choice R15000": "Choice R15000", "Choice R15000 - desc": "Choix R15000 - desc", "Choice R15001": "Choice R15001", "Choice R15001 - desc": "Choix R15001 - desc", "Choice R15100": "Choice R15100", "Choice R15200": "Choice R15200", "Choice R15200 - desc": "Choix R15200 - desc", "Choice R15201": "Choice R15201", "Choice R15201 - desc": "Choix R15201 - desc", "Choice R15210": "Choice R15210", "Choice R15210 - desc": "Choix R15210 - desc", "Choice R15211": "Choice R15211", "Choice R15211 - desc": "Choix R15211 - desc", "Choice R15220": "Choice R15220", "Choice R15220 - desc": "Choix R15220 - desc", "Choice R15221": "Choice R15221", "Choice R15221 - desc": "Choix R15221 - desc", "Choice R15230": "Choice R15230", "Choice R15230 - desc": "Choix R15230 - desc", "Choice R16000": "Choice R16000", "Choice R16000 - desc": "Choix R16000 - desc", "Choice R16001": "Choice R16001", "Choice R16001 - desc": "Choix R16001 - desc", "Choice R16002": "Choice R16002", "Choice R16002 - desc": "Choix R16002 - desc", "Choice R16100": "Choice R16100", "Choice R16100 - desc": "Choix R16100 - desc", "Choice R16110": "Choice R16110", "Choice R16110 - desc": "Choix R16110 - desc", "Choice R16120": "Choice R16120", "Choice R16120 - desc": "Choix R16120 - desc", "Choice R17000": "Choice R17000", "Choice R17000 - desc": "Choix R17000 - desc", "Choice R17001": "Choice R17001", "Choice R17001 - desc": "Choix R17001 - desc", "Choice R17002": "Choice R17002", "Choice R17002 - desc": "Choix R17002 - desc", "Choice R17100": "Choice R17100", "Choice R17100 - desc": "Choix R17100 - desc", "Choice R17110": "Choice R17110", "Choice R17110 - desc": "Choix R17110 - desc", "Choice R18000": "Choice R18000", "Choice R18000 - desc": "Choix R18000 - desc", "Choice R18001": "Choice R18001", "Choice R18001 - desc": "Choix R18001 - desc", "Choice R18002": "Choice R18002", "Choice R18002 - desc": "Choix R18002 - desc", "Choice R18100": "Choice R18100", "Choice R18100 - desc": "Choix R18100 - desc", "Choice R18110": "Choice R18110", "Choice R18110 - desc": "Choix R18110 - desc", "Choice R19000": "Choice R19000", "Choice R19000 - desc": "Choix R19000 - desc", "Choice R19001": "Choice R19001", "Choice R19001 - desc": "Choix R19001 - desc", "Choice R19002": "Choice R19002", "Choice R19002 - desc": "Choix R19002 - desc", "Choice R19100": "Choice R19100", "Choice R19120": "Choice R19120", "Choice R19200": "Choice R19200", "Choice R19200 - desc": "Choix R19200 - desc", "Choice R19201": "Choice R19201", "Choice R19201 - desc": "Choix R19201 - desc", "Choice R19202": "Choice R19202", "Choice R19202 - desc": "Choix R19202 - desc", "Choice R19211": "Choice R19211", "Choice R19211 - desc": "Choix R19211 - desc", "Choice R19300": "Choice R19300", "Choice R19300 - desc": "Choix R19300 - desc", "Choice R5000": "Choice R5000", "Choice R5000 - desc": "Choice R5000 - desc", "Choice R5001": "Choice R5001", "Choice R5001 - desc": "Choice R5001 - desc", "Choice R5002": "Choice R5002", "Choice R5002 - desc": "Choix R5002 - desc", "Choice R5100": "Choice R5100", "Choice R5100 - desc": "Choice R5100 - desc", "Choice R5110": "Choice R5110", "Choice R5110 - desc": "Choice R5110 - desc", "Choice R6000": "Choice R6000", "Choice R6000 - desc": "Choice R6000 - desc", "Choice R6001": "Choice R6001", "Choice R6001 - desc": "Choice R6001 - desc", "Choice R6002": "Choice R6002", "Choice R6002 - desc": "Choix R6002 - desc", "Choice R6100": "Choice R6100", "Choice R6100 - desc": "Choice R6100 - desc", "Choice R6110": "Choice R6110", "Choice R6110 - desc": "Choice R6110 - desc", "Choice R7000": "Choice R7000", "Choice R7000 - desc": "Choice R7000 - desc", "Choice R7001": "Choice R7001", "Choice R7001 - desc": "Choice R7001 - desc", "Choice R7002": "Choice R7002", "Choice R7002 - desc": "Choix R7002 - desc", "Choice R7100": "Choice R7100", "Choice R7100 - desc": "Choix R7100 - desc", "Choice R7110": "Choice R7110", "Choice R7110 - desc": "Choix R7110 - desc", "Choice R7120": "Choice R7120", "Choice R7120 - desc": "Choix R7120 - desc", "Choice R8000": "Choice R8000", "Choice R8000 - desc": "Choice R8000 - desc", "Choice R8001": "Choice R8001", "Choice R8001 - desc": "Choice R8001 - desc", "Choice R8002": "Choice R8002", "Choice R8002 - desc": "Choice R8002 - desc", "Choice R8100": "Choice R8100", "Choice R8200": "Choice R8200", "Choice R8200 - desc": "Choix R8200 - desc", "Choice R8201": "Choice R8201", "Choice R8201 - desc": "Choix R8201 - desc", "Choice R8210": "Choice R8210", "Choice R8210 - desc": "Choix R8210 - desc", "Choice R8220": "Choice R8220", "Choice R8220 - desc": "Choix R8220 - desc", "Choice R9000": "Choice R9000", "Choice R9000 - desc": "Choice R9000 - desc", "Choice R9001": "Choice R9001", "Choice R9001 - desc": "Choice R9001 - desc", "Choice R9100": "Choice R9100", "Choice R9100 - desc": "Choice R9100 - desc", "Choice R9110": "Choice R9110", "Choice R9110 - desc": "Choice R9110 - desc", "ChoiceD0000": "ChoiceD0000", "ChoiceD0100": "ChoiceD0100", "ChoiceDR0000": "ChoiceDR0000", "ChoiceE0000": "ChoiceE0000", "ChoiceE0001": "ChoiceE0001", "ChoiceE0100": "ChoiceE0100", "ChoiceE0102": "ChoiceE0102", "ChoiceE0200": "ChoiceE0200", "ChoiceE0201": "ChoiceE0201", "ChoiceE1000": "ChoiceE1000", "ChoiceF0000": "ChoiceF0000", "ChoiceF0100": "ChoiceF0100", "ChoiceF1000": "ChoiceF1000", "ChoiceF10000": "ChoiceF10000", "ChoiceF11000": "ChoiceF11000", "ChoiceF12000": "ChoiceF12000", "ChoiceF13000": "ChoiceF13000", "ChoiceF14000": "ChoiceF14000", "ChoiceF14001": "ChoiceF14001", "ChoiceF14100": "ChoiceF14100", "ChoiceF14110": "ChoiceF14110", "ChoiceF15000": "ChoiceF15000", "ChoiceF15001": "ChoiceF15001", "ChoiceF15100": "ChoiceF15100", "ChoiceF15101": "ChoiceF15101", "ChoiceF15110": "ChoiceF15110", "ChoiceF16000": "ChoiceF16000", "ChoiceF16001": "ChoiceF16001", "ChoiceF17000": "ChoiceF17000", "ChoiceF18000": "ChoiceF18000", "ChoiceF19000": "ChoiceF19000", "ChoiceF2000": "ChoiceF2000", "ChoiceF20000": "ChoiceF20000", "ChoiceF21000": "ChoiceF21000", "ChoiceF22000": "ChoiceF22000", "ChoiceF23000": "ChoiceF23000", "ChoiceF24000": "ChoiceF24000", "ChoiceF25000": "ChoiceF25000", "ChoiceF26000": "ChoiceF26000", "ChoiceF27000": "ChoiceF27000", "ChoiceF27001": "ChoiceF27001", "ChoiceF27100": "ChoiceF27100", "ChoiceF27110": "ChoiceF27110", "ChoiceF28000": "ChoiceF28000", "ChoiceF28001": "ChoiceF28001", "ChoiceF28100": "ChoiceF28100", "ChoiceF28110": "ChoiceF28110", "ChoiceF29000": "ChoiceF29000", "ChoiceF29001": "ChoiceF29001", "ChoiceF29100": "ChoiceF29100", "ChoiceF29110": "ChoiceF29110", "ChoiceF3000": "ChoiceF3000", "ChoiceF30000": "ChoiceF30000", "ChoiceF30001": "ChoiceF30001", "ChoiceF30100": "ChoiceF30100", "ChoiceF30110": "ChoiceF30110", "ChoiceF31000": "ChoiceF31000", "ChoiceF32000": "ChoiceF32000", "ChoiceF33000": "ChoiceF33000", "ChoiceF34000": "ChoiceF34000", "ChoiceF34001": "ChoiceF34001", "ChoiceF34100": "ChoiceF34100", "ChoiceF34110": "ChoiceF34110", "ChoiceF34120": "ChoiceF34120", "ChoiceF35000": "ChoiceF35000", "ChoiceF36000": "ChoiceF36000", "ChoiceF37000": "ChoiceF37000", "ChoiceF38000": "ChoiceF38000", "ChoiceF39000": "ChoiceF39000", "ChoiceF39001": "ChoiceF39001", "ChoiceF39100": "ChoiceF39100", "ChoiceF39110": "ChoiceF39110", "ChoiceF39120": "ChoiceF39120", "ChoiceF4000": "ChoiceF4000", "ChoiceF40000": "ChoiceF40000", "ChoiceF41000": "ChoiceF41000", "ChoiceF42000": "ChoiceF42000", "ChoiceF43000": "ChoiceF43000", "ChoiceF44000": "ChoiceF44000", "ChoiceF45000": "ChoiceF45000", "ChoiceF45001": "ChoiceF45001", "ChoiceF45100": "ChoiceF45100", "ChoiceF45110": "ChoiceF45110", "ChoiceF46000": "ChoiceF46000", "ChoiceF46001": "ChoiceF46001", "ChoiceF46002": "ChoiceF46002", "ChoiceF46100": "ChoiceF46100", "ChoiceF46101": "ChoiceF46101", "ChoiceF46102": "ChoiceF46102", "ChoiceF46200": "ChoiceF46200", "ChoiceF46201": "ChoiceF46201", "ChoiceF46202": "ChoiceF46202", "ChoiceF46300": "ChoiceF46300", "ChoiceF46301": "ChoiceF46301", "ChoiceF46302": "ChoiceF46302", "ChoiceF46400": "ChoiceF46400", "ChoiceF46401": "ChoiceF46401", "ChoiceF46402": "ChoiceF46402", "ChoiceF46500": "ChoiceF46500", "ChoiceF46501": "ChoiceF46501", "ChoiceF46502": "ChoiceF46502", "ChoiceF46600": "ChoiceF46600", "ChoiceF46601": "ChoiceF46601", "ChoiceF46602": "ChoiceF46602", "ChoiceF46700": "ChoiceF46700", "ChoiceF47000": "ChoiceF47000", "ChoiceF48000": "ChoiceF48000", "ChoiceF49000": "ChoiceF49000", "ChoiceF49001": "ChoiceF49001", "ChoiceF49110": "ChoiceF49110", "ChoiceF5000": "ChoiceF5000", "ChoiceF6000": "ChoiceF6000", "ChoiceF7000": "ChoiceF7000", "ChoiceF8000": "ChoiceF8000", "ChoiceF9000": "ChoiceF9000", "ChoiceF9001": "ChoiceF9001", "ChoiceF9110": "ChoiceF9110", "ChoiceN0000": "ChoiceN0000", "ChoiceN0001": "ChoiceN0001", "ChoiceN1000": "ChoiceN1000", "ChoiceN10000": "ChoiceN10000", "ChoiceN1001": "ChoiceN1001", "ChoiceN11000": "ChoiceN11000", "ChoiceN12000": "ChoiceN12000", "ChoiceN12001": "ChoiceN12001", "ChoiceN12100": "ChoiceN12100", "ChoiceN13000": "ChoiceN13000", "ChoiceN14000": "ChoiceN14000", "ChoiceN14001": "ChoiceN14001", "ChoiceN14002": "ChoiceN14002", "ChoiceN14110": "ChoiceN14110", "ChoiceN14111": "ChoiceN14111", "ChoiceN14200": "ChoiceN14200", "ChoiceN15000": "ChoiceN15000", "ChoiceN16000": "ChoiceN16000", "ChoiceN16001": "ChoiceN16001", "ChoiceN16100": "ChoiceN16100", "ChoiceN17000": "ChoiceN17000", "ChoiceN17001": "ChoiceN17001", "ChoiceN17100": "ChoiceN17100", "ChoiceN18000": "ChoiceN18000", "ChoiceN18001": "ChoiceN18001", "ChoiceN18100": "ChoiceN18100", "ChoiceN19000": "ChoiceN19000", "ChoiceN2000": "ChoiceN2000", "ChoiceN20000": "ChoiceN20000", "ChoiceN2001": "ChoiceN2001", "ChoiceN2100": "ChoiceN2100", "ChoiceN21000": "ChoiceN21000", "ChoiceN22000": "ChoiceN22000", "ChoiceN23000": "ChoiceN23000", "ChoiceN23001": "ChoiceN23001", "ChoiceN24000": "ChoiceN24000", "ChoiceN24001": "ChoiceN24001", "ChoiceN25000": "ChoiceN25000", "ChoiceN26000": "ChoiceN26000", "ChoiceN26001": "ChoiceN26001", "ChoiceN27000": "ChoiceN27000", "ChoiceN27001": "ChoiceN27001", "ChoiceN27100": "ChoiceN27100", "ChoiceN27101": "ChoiceN27101", "ChoiceN27200": "ChoiceN27200", "ChoiceN28000": "ChoiceN28000", "ChoiceN3000": "ChoiceN3000", "ChoiceN3001": "ChoiceN3001", "ChoiceN3100": "ChoiceN3100", "ChoiceN4000": "ChoiceN4000", "ChoiceN4001": "ChoiceN4001", "ChoiceN4100": "ChoiceN4100", "ChoiceN5000": "ChoiceN5000", "ChoiceN5001": "ChoiceN5001", "ChoiceN5100": "ChoiceN5100", "ChoiceN6000": "ChoiceN6000", "ChoiceN7000": "ChoiceN7000", "ChoiceN8000": "ChoiceN8000", "ChoiceN9000": "ChoiceN9000", "ChoiceR0000": "ChoiceR0000", "ChoiceR0100": "ChoiceR0100", "ChoiceR0200": "ChoiceR0200", "ChoiceR1000": "ChoiceR1000", "ChoiceR10000": "ChoiceR10000", "ChoiceR10001": "ChoiceR10001", "ChoiceR10002": "ChoiceR10002", "ChoiceR1001": "ChoiceR1001", "ChoiceR1002": "ChoiceR1002", "ChoiceR10100": "ChoiceR10100", "ChoiceR10110": "ChoiceR10110", "ChoiceR1100": "ChoiceR1100", "ChoiceR11000": "ChoiceR11000", "ChoiceR11001": "ChoiceR11001", "ChoiceR11002": "ChoiceR11002", "ChoiceR1110": "ChoiceR1110", "ChoiceR1120": "ChoiceR1120", "ChoiceR12000": "ChoiceR12000", "ChoiceR12001": "ChoiceR12001", "ChoiceR12002": "ChoiceR12002", "ChoiceR12100": "ChoiceR12100", "ChoiceR12110": "ChoiceR12110", "ChoiceR12120": "ChoiceR12120", "ChoiceR13000": "ChoiceR13000", "ChoiceR13001": "ChoiceR13001", "ChoiceR13100": "ChoiceR13100", "ChoiceR13200": "ChoiceR13200", "ChoiceR13201": "ChoiceR13201", "ChoiceR13210": "ChoiceR13210", "ChoiceR13220": "ChoiceR13220", "ChoiceR14000": "ChoiceR14000", "ChoiceR14001": "ChoiceR14001", "ChoiceR14002": "ChoiceR14002", "ChoiceR14130": "ChoiceR14130", "ChoiceR14200": "ChoiceR14200", "ChoiceR14201": "ChoiceR14201", "ChoiceR14202": "ChoiceR14202", "ChoiceR14210": "ChoiceR14210", "ChoiceR14211": "ChoiceR14211", "ChoiceR14212": "ChoiceR14212", "ChoiceR14220": "ChoiceR14220", "ChoiceR14221": "ChoiceR14221", "ChoiceR14222": "ChoiceR14222", "ChoiceR14230": "ChoiceR14230", "ChoiceR14300": "ChoiceR14300", "ChoiceR15000": "ChoiceR15000", "ChoiceR15001": "ChoiceR15001", "ChoiceR15100": "ChoiceR15100", "ChoiceR15200": "ChoiceR15200", "ChoiceR15201": "ChoiceR15201", "ChoiceR15210": "ChoiceR15210", "ChoiceR15211": "ChoiceR15211", "ChoiceR15220": "ChoiceR15220", "ChoiceR15221": "ChoiceR15221", "ChoiceR15230": "ChoiceR15230", "ChoiceR16000": "ChoiceR16000", "ChoiceR16001": "ChoiceR16001", "ChoiceR16002": "ChoiceR16002", "ChoiceR16100": "ChoiceR16100", "ChoiceR16110": "ChoiceR16110", "ChoiceR16120": "ChoiceR16120", "ChoiceR17000": "ChoiceR17000", "ChoiceR17001": "ChoiceR17001", "ChoiceR17002": "ChoiceR17002", "ChoiceR17100": "ChoiceR17100", "ChoiceR17110": "ChoiceR17110", "ChoiceR18000": "ChoiceR18000", "ChoiceR18001": "ChoiceR18001", "ChoiceR18002": "ChoiceR18002", "ChoiceR18100": "ChoiceR18100", "ChoiceR18110": "ChoiceR18110", "ChoiceR19000": "ChoiceR19000", "ChoiceR19001": "ChoiceR19001", "ChoiceR19002": "ChoiceR19002", "ChoiceR19100": "ChoiceR19100", "ChoiceR19120": "ChoiceR19120", "ChoiceR19200": "ChoiceR19200", "ChoiceR19201": "ChoiceR19201", "ChoiceR19202": "ChoiceR19202", "ChoiceR19211": "ChoiceR19211", "ChoiceR19300": "ChoiceR19300", "ChoiceR2000": "ChoiceR2000", "ChoiceR2001": "ChoiceR2001", "ChoiceR2002": "ChoiceR2002", "ChoiceR2100": "ChoiceR2100", "ChoiceR2110": "ChoiceR2110", "ChoiceR3000": "ChoiceR3000", "ChoiceR3001": "ChoiceR3001", "ChoiceR3100": "ChoiceR3100", "ChoiceR4000": "ChoiceR4000", "ChoiceR4001": "ChoiceR4001", "ChoiceR4100": "ChoiceR4100", "ChoiceR4110": "ChoiceR4110", "ChoiceR4120": "ChoiceR4120", "ChoiceR5000": "ChoiceR5000", "ChoiceR5001": "ChoiceR5001", "ChoiceR5002": "ChoiceR5002", "ChoiceR5100": "ChoiceR5100", "ChoiceR5110": "ChoiceR5110", "ChoiceR6000": "ChoiceR6000", "ChoiceR6001": "ChoiceR6001", "ChoiceR6002": "ChoiceR6002", "ChoiceR6100": "ChoiceR6100", "ChoiceR6110": "ChoiceR6110", "ChoiceR7000": "ChoiceR7000", "ChoiceR7001": "ChoiceR7001", "ChoiceR7002": "ChoiceR7002", "ChoiceR7100": "ChoiceR7100", "ChoiceR7110": "ChoiceR7110", "ChoiceR7120": "ChoiceR7120", "ChoiceR8000": "ChoiceR8000", "ChoiceR8001": "ChoiceR8001", "ChoiceR8002": "ChoiceR8002", "ChoiceR8100": "ChoiceR8100", "ChoiceR8200": "ChoiceR8200", "ChoiceR8201": "ChoiceR8201", "ChoiceR8210": "ChoiceR8210", "ChoiceR8220": "ChoiceR8220", "ChoiceR9000": "ChoiceR9000", "ChoiceR9001": "ChoiceR9001", "ChoiceR9100": "ChoiceR9100", "ChoiceR9110": "ChoiceR9110", "ChoiceT0000": "ChoiceT0000", "ChoiceT0100": "ChoiceT0100", "ChoiceT1000": "ChoiceT1000", "ChoiceT10000": "ChoiceT10000", "ChoiceT11000": "ChoiceT11000", "ChoiceT12000": "ChoiceT12000", "ChoiceT13000": "ChoiceT13000", "ChoiceT14000": "ChoiceT14000", "ChoiceT15000": "ChoiceT15000", "ChoiceT16000": "ChoiceT16000", "ChoiceT2000": "ChoiceT2000", "ChoiceT3000": "ChoiceT3000", "ChoiceT3002": "ChoiceT3002", "ChoiceT4000": "ChoiceT4000", "ChoiceT4001": "ChoiceT4001", "ChoiceT5000": "ChoiceT5000", "ChoiceT5001": "ChoiceT5001", "ChoiceT5002": "ChoiceT5002", "ChoiceT6000": "ChoiceT6000", "ChoiceT6001": "ChoiceT6001", "ChoiceT7000": "ChoiceT7000", "ChoiceT8000": "ChoiceT8000", "ChoiceT9000": "ChoiceT9000", "ChoiceT9100": "ChoiceT9100", "Choices per level-up": "Choix par montée de niveau", "Choose a Dungeon Settlers save file": "Choisissez un fichier de sauvegarde de Dungeon Settlers", "Chosen - click to remove.": "Choisie - cliquez pour retirer.", "Chut": "Chut", "Chute glaciale": "Chute glaciale", "Chute glaciale - Dungeon Settlers Wiki": "Chute glaciale - Dungeon Settlers Wiki", "Chute glaciale icon": "Chute glaciale icône", "Chute glaciale portée et zone affichées sur une salle de donjon": "Chute glaciale portée et zone affichées sur une salle de donjon", "Chute glaciale range and area shown on a dungeon room": "Chute glaciale portée et zone affichées dans une salle de donjon", "Cible de fléchettes": "Cible de fléchettes", "Cible de fléchettes - Dungeon Settlers Wiki": "Cible de fléchettes - Dungeon Settlers Wiki", "Circle r5": "Cercle r5", "Circle, radius 3": "Cercle, rayon 3", "Circle, radius 5": "Cercle, rayon 5", "Claim Reward": "Réclamer la récompense", "Clan": "Clan", "Clan Rank": "Rang de clan", "Clan Rank - Dungeon Settlers Wiki": "Rang de clan - Dungeon Settlers Wiki", "Clan Ranks": "Rangs de clan", "Clan Ranks - Dungeon Settlers Wiki": "Rangs de clan - Dungeon Settlers Wiki", "Clan decisions/policies with effects.": "Décisions/politiques de clan avec effets.", "Clan gold": "Or du clan", "Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle": "Nom du clan, or, population, candidats au recrutement, état de la carte des régions, bascule de saut d'étage sûr", "Clan rank": "Rang de clan", "Clan rank guide": "Clan rank guide", "Clan ranks": "Rangs de clan", "Clan ranks: rank-up CP, population, recruit level & race weights.": "Rangs de clan : CP de montée en rang, population, niveau de recrutement et poids des races.", "ClanRank": "ClanRank", "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0": "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0", "ClanRankTable.json": "ClanRankTable.json", "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320": "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320", "Class": "Classe", "Classement des dégâts de sort - Dungeon Settlers Wiki": "Classement des dégâts de sort - Dungeon Settlers Wiki", "Clear Le Voile du Silence": "Terminer Le Voile du Silence", "Clear condition": "Condition de complétion", "Clear filters": "Effacer les filtres", "Clear overrides / back to computed": "Effacer les remplacements / revenir au calculé", "Clear target": "Effacer la cible", "Clear {#}": "Terminer {#}", "ClearDungeon1": "ClearDungeon1", "ClearDungeon2": "ClearDungeon2", "Clearing Rooms/map grids to {} causes an infinite load": "Vider Rooms/les grilles de carte à {} provoque un chargement infini", "Cleopatra": "Cleopatra", "Clic droit :": "Clic droit :", "Click to enlarge": "Cliquez pour agrandir", "Click to view.": "Click to view.", "Click to view. Right-click to dismiss.": "Cliquez pour afficher. Cliquez avec le bouton droit pour fermer.", "Clip kinds": "Types de clips", "Clips": "Clips", "Cliquez avec le bouton droit sur un objet dans l'inventaire pour ouvrir le menu d'interaction.": "Cliquez avec le bouton droit sur un objet dans l'inventaire pour ouvrir le menu d'interaction.", "Cliquez avec le bouton gauche sur un nœud pour le définir comme votre cible de recherche.": "Cliquez avec le bouton gauche sur un nœud pour le définir comme votre cible de recherche.", "Cliquez sur le bouton 'Collecter' en bas à droite ou appuyez sur la touche Z pour activer le mode de collecte. Lorsque le mode de collecte est actif, cliquez avec le bouton gauche ou faites glisser sur les cibles à collecter pour les désigner.": "Cliquez sur le bouton 'Collecter' en bas à droite ou appuyez sur la touche Z pour activer le mode de collecte. Lorsque le mode de collecte est actif, cliquez avec le bouton gauche ou faites glisser sur les cibles à collecter pour les désigner.", "Cloche fleur d'écho": "Cloche fleur d'écho", "Cloche fleur d'écho - Dungeon Settlers Wiki": "Cloche fleur d'écho - Dungeon Settlers Wiki", "Cloche rituelle": "Cloche rituelle", "Cloche rituelle - Dungeon Settlers Wiki": "Cloche rituelle - Dungeon Settlers Wiki", "Cloche rituelle icon": "Cloche rituelle icon", "Closed the full translation backlog introduced by this game build: 513 new source strings translated, then the knock-on wave across Korean, French and Japanese. All four languages report zero untranslated segments.": "Clôturé l'arriéré de traduction complet introduit par cette version du jeu : 513 nouvelles chaînes source traduites, puis l'effet de cascade à travers le coréen, le français et le japonais. Les quatre langues rapportent zéro segments non traduits.", "Clôture": "Clôture", "Clôture en bois": "Clôture en bois", "Clôture en bois - Dungeon Settlers Wiki": "Clôture en bois - Dungeon Settlers Wiki", "Clôturé l'arriéré de traduction complet introduit par cette version du jeu : 513 nouvelles chaînes source traduites, puis l'effet de cascade à travers le coréen, le français et le japonais. Les quatre langues rapportent zéro segments non traduits.": "Clôturé l'arriéré de traduction complet introduit par cette version du jeu : 513 nouvelles chaînes source traduites, puis l'effet de cascade à travers le coréen, le français et le japonais. Les quatre langues rapportent zéro segments non traduits.", "Coccinelle de l'Abîme": "Coccinelle de l'Abîme", "Coccinelle de l'Abîme - Dungeon Settlers Wiki": "Coccinelle de l'Abîme - Dungeon Settlers Wiki", "Coccinelle de l'Abîme variante": "Coccinelle de l'Abîme variante", "Code pour déterminer s'il faut afficher la portée d'attaque de la limace acide alpha": "Code pour déterminer s'il faut afficher la portée d'attaque de la limace acide alpha", "Codex": "Codex", "Codex - Dungeon Settlers Wiki": "Codex - Dungeon Settlers Wiki", "Codex Level1 Remnant": "Codex Level1 Remnant", "Codex Level1 Remnant - Dungeon Settlers Wiki": "Vestige de codex niveau 1 - Dungeon Settlers Wiki", "Codex Level2 Remnant": "Codex Level2 Remnant", "Codex Level2 Remnant - Dungeon Settlers Wiki": "Vestige de codex niveau 2 - Dungeon Settlers Wiki", "Codex d'apprenti mage": "Codex d'apprenti mage", "Codex d'apprenti mage - Dungeon Settlers Wiki": "Codex d'apprenti mage - Dungeon Settlers Wiki", "Codex de mage": "Codex de mage", "Codex de mage - Dungeon Settlers Wiki": "Codex de mage - Dungeon Settlers Wiki", "Codex icon": "Codex icon", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "Valeur du coefficient pour le ratio de conversion d'une Statistique principale en Statistique finale", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "Valeur du coefficient pour le ratio auquel une Stat primaire se convertit en Stat finale NOTE : À changer en Nature", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "Valeur du coefficient pour le ratio auquel une Stat primaire se convertit en Stat finale NOTE : À changer en Eau", "Coffre au trésor R2 Abîme Bas": "Coffre au trésor R2 Abîme Bas", "Coffre au trésor R2 Abîme Bas - Dungeon Settlers Wiki": "Coffre au trésor R2 Abîme Bas - Dungeon Settlers Wiki", "Coffre au trésor R2 Abîme Élevé": "Coffre au trésor R2 Abîme Élevé", "Coffre au trésor R2 Abîme Élevé - Dungeon Settlers Wiki": "Coffre au trésor R2 Abîme Élevé - Dungeon Settlers Wiki", "Coffre au trésor R2 Abîme Élite": "Coffre au trésor R2 Abîme Élite", "Coffre au trésor R2 Abîme Élite - Dungeon Settlers Wiki": "Coffre au trésor R2 Abîme Élite - Dungeon Settlers Wiki", "Coffre au trésor d'élite abyssal": "Coffre au trésor d'élite abyssal", "Coffre au trésor d'élite abyssal - Dungeon Settlers Wiki": "Coffre au trésor d'élite abyssal - Dungeon Settlers Wiki", "Coffre au trésor des bas-fonds abyssaux": "Coffre au trésor des bas-fonds abyssaux", "Coffre au trésor des bas-fonds abyssaux - Dungeon Settlers Wiki": "Coffre au trésor des bas-fonds abyssaux - Dungeon Settlers Wiki", "Coffre au trésor des hauts niveaux abyssaux": "Coffre au trésor des hauts niveaux abyssaux", "Coffre au trésor des hauts niveaux abyssaux - Dungeon Settlers Wiki": "Coffre au trésor des hauts niveaux abyssaux - Dungeon Settlers Wiki", "Coffre au trésor du boss abyssal": "Coffre au trésor du boss abyssal", "Coffre au trésor du boss abyssal - Dungeon Settlers Wiki": "Coffre au trésor du boss abyssal - Dungeon Settlers Wiki", "Coffre au trésor luxueux": "Coffre au trésor luxueux", "Coffre au trésor luxueux - Dungeon Settlers Wiki": "Coffre au trésor luxueux - Dungeon Settlers Wiki", "Coffre au trésor modeste": "Coffre au trésor modeste", "Coffre au trésor modeste - Dungeon Settlers Wiki": "Coffre au trésor modeste - Dungeon Settlers Wiki", "Coffre au trésor robuste": "Coffre au trésor robuste", "Coffre au trésor robuste - Dungeon Settlers Wiki": "Coffre au trésor robuste - Dungeon Settlers Wiki", "Coffre aux trésors du Gouffre R2 bas Aléatoire2": "Coffre aux trésors du Gouffre R2 bas Aléatoire2", "Coffre aux trésors du Gouffre R2 chef Aléatoire2": "Coffre aux trésors du Gouffre R2 chef Aléatoire2", "Coffre aux trésors du Gouffre R2 élite Aléatoire2": "Coffre aux trésors du Gouffre R2 élite Aléatoire2", "Coffre d'armes du Donjon": "Coffre d'armes du Donjon", "Coffre d'armes du Donjon - Dungeon Settlers Wiki": "Coffre d'armes du Donjon - Dungeon Settlers Wiki", "Coffre de provisions": "Coffre de provisions", "Coffre de provisions - Dungeon Settlers Wiki": "Coffre de provisions - Dungeon Settlers Wiki", "Coiffe en tissu": "Coiffe en tissu", "Coiffe en tissu - Dungeon Settlers Wiki": "Coiffe en tissu - Dungeon Settlers Wiki", "Coiffe en tissu icon": "Coiffe en tissu icône", "Coiffe en tissu épais": "Coiffe en tissu épais", "Coiffe en tissu épais - Dungeon Settlers Wiki": "Coiffe en tissu épais - Dungeon Settlers Wiki", "Coiffe en tissu épais icon": "Coiffe en tissu épais icône", "Coiffe légère en tissu.": "Coiffe légère en tissu.", "Coins begin ra...": "Les pièces commencent à...", "Collect Hell Leeches": "Récolter des sangsues infernales", "Collect Hell Leeches - Interact with Xenon": "Récolter des sangsues infernales - Interagir avec Xenon", "Collier de fleurs": "Collier de fleurs", "Collier de fleurs - Dungeon Settlers Wiki": "Collier de fleurs - Dungeon Settlers Wiki", "Collier de fleurs icon": "Collier de fleurs icon", "Collier en argent": "Collier en argent", "Collier en argent - Dungeon Settlers Wiki": "Collier en argent - Dungeon Settlers Wiki", "Collier en argent icon": "Collier en argent icon", "Collier en cristal bleu": "Collier en cristal bleu", "Collier en cristal bleu - Dungeon Settlers Wiki": "Collier en cristal bleu - Dungeon Settlers Wiki", "Collier en cristal bleu icon": "Collier en cristal bleu icon", "Collier en cristal rouge": "Collier en cristal rouge", "Collier en cristal rouge - Dungeon Settlers Wiki": "Collier en cristal rouge - Dungeon Settlers Wiki", "Collier en cristal rouge icon": "Collier en cristal rouge icon", "Collier en cristal vert": "Collier en cristal vert", "Collier en cristal vert - Dungeon Settlers Wiki": "Collier en cristal vert - Dungeon Settlers Wiki", "Collier en cristal vert icon": "Collier en cristal vert icon", "Collier en grenat": "Collier en grenat", "Collier en grenat - Dungeon Settlers Wiki": "Collier en grenat - Dungeon Settlers Wiki", "Collier en grenat icon": "Collier en grenat icon", "Collier en opale": "Collier en opale", "Collier en opale - Dungeon Settlers Wiki": "Collier en opale - Dungeon Settlers Wiki", "Collier en opale icon": "Collier en opale icon", "Collier en or": "Collier en or", "Collier en or - Dungeon Settlers Wiki": "Collier en or - Dungeon Settlers Wiki", "Collier en or icon": "Collier en or icon", "Collier en péridot": "Collier en péridot", "Collier en péridot - Dungeon Settlers Wiki": "Collier en péridot - Dungeon Settlers Wiki", "Collier en péridot icon": "Collier en péridot icon", "Collier floral": "Collier floral", "Collier floral - Dungeon Settlers Wiki": "Collier floral - Dungeon Settlers Wiki", "Collier floral icon": "Collier floral icône", "Collier orné de gemmes d'opale.": "Collier orné de gemmes d'opale.", "Collier serti d'un cristal vert.": "Collier serti d'un cristal vert.", "Collier serti d'un cristal vert. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_UtilityRandomTags].": "Collier serti d'un cristal vert. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_UtilityRandomTags].", "Colporteur": "Colporteur", "Colporteur - Dungeon Settlers Wiki": "Colporteur - Dungeon Settlers Wiki", "Colporteur icon": "Colporteur icône", "Colère végétale": "Colère végétale", "Colère végétale - Dungeon Settlers Wiki": "Colère végétale - Dungeon Settlers Wiki", "Colère végétale icon": "Icône Colère végétale", "Combat": "Combat", "Combat : appliqué en subissant des dégâts": "Combat : appliqué en subissant des dégâts", "Combat : éléments et armes - Dungeon Settlers Wiki": "Combat : éléments et armes - Dungeon Settlers Wiki", "Combat Difficulty: {3}": "Difficulté de combat : {3}", "Combat Estimates": "Estimations de combat", "Combat Formulas": "Formules de combat", "Combat Formulas - Dungeon Settlers Wiki": "Formules de combat - Dungeon Settlers Wiki", "Combat Start": "Combat Start", "Combat and skills": "Combat et compétences", "Combat awareness state (spotted / unaware / surprised)": "État de vigilance au combat (repéré / inconscient / surpris)", "Combat axis": "Axe de combat", "Combat balance": "Équilibrage du combat", "Combat buffs": "Buffs de combat", "Combat conditions": "Conditions de combat", "Combat de synergie triangulaire standard. - Dungeon Settlers Wiki": "Combat de synergie triangulaire standard. - Dungeon Settlers Wiki", "Combat difficulty": "Difficulté de combat", "Combat difficulty (whole roster)": "Difficulté de combat (toute l'équipe)", "Combat difficulty for your whole roster": "Difficulté de combat pour toute votre équipe", "Combat difficulty is applied to every monster as a hidden affecter (": "La difficulté de combat est appliquée à chaque monstre comme un affecteur caché (", "Combat difficulty: {#} (set it in the top bar; it scales the monster lines and the benchmark HP on Very Hard and Devastation).": "Difficulté de combat : {#} (réglez-la dans la barre supérieure ; elle adapte les lignes de monstre et les PV de référence sur Très difficile et Dévastation).", "Combat guide": "Guide des inscriptions", "Combat pattern": "Schéma de combat", "Combat stats": "Statistiques de combat", "Combat status system: applied while the triggering condition holds": "Système de statut de combat : appliqué tant que la condition de déclenchement est remplie", "Combat étage 1 - Dungeon Settlers Wiki": "Combat étage 1 - Dungeon Settlers Wiki", "Combat étage 10 - Dungeon Settlers Wiki": "Combat étage 10 - Dungeon Settlers Wiki", "Combat étage 2 - Dungeon Settlers Wiki": "Combat étage 2 - Dungeon Settlers Wiki", "Combat étage 3 - Dungeon Settlers Wiki": "Combat étage 3 - Dungeon Settlers Wiki", "Combat étage 4 - Dungeon Settlers Wiki": "Combat étage 4 - Dungeon Settlers Wiki", "Combat étage 5 - Dungeon Settlers Wiki": "Combat étage 5 - Dungeon Settlers Wiki", "Combat étage 6 - Dungeon Settlers Wiki": "Combat étage 6 - Dungeon Settlers Wiki", "Combat étage 7 - Dungeon Settlers Wiki": "Combat étage 7 - Dungeon Settlers Wiki", "Combat étage 8 - Dungeon Settlers Wiki": "Combat étage 8 - Dungeon Settlers Wiki", "Combat étage 9 - Dungeon Settlers Wiki": "Combat étage 9 - Dungeon Settlers Wiki", "Combat: Elements & Weapons": "Combat : éléments et armes", "Combat: Elements & Weapons - Dungeon Settlers Wiki": "Combat : Éléments et Armes - Dungeon Settlers Wiki", "Combat: applied when taking damage": "Combat : appliqué en subissant des dégâts", "Combat: elements & weapons": "Combat : éléments et armes", "CombatRange": "CombatRange", "Combat_": "Combat_", "Combinaison de morsure du Marchand face à un terrain ouvert. - Dungeon Settlers Wiki": "Combinaison de morsure du Marchand face à un terrain ouvert. - Dungeon Settlers Wiki", "Combos that look like synergies but are not, once you check the data - kept here so they do not get re-suggested.": "Des combos qui ressemblent à des synergies mais n'en sont pas, une fois les données vérifiées : conservés ici pour éviter qu'ils soient re-suggérés.", "Combustion": "Combustion", "Combustion - Dungeon Settlers Wiki": "Combustion - Dungeon Settlers Wiki", "Combustion et Saignement sont des dégâts plats sur le temps - ils ignorent la résistance et l'échelle de palier ci-dessus.": "Combustion et Saignement sont des dégâts plats sur le temps - ils ignorent la résistance et l'échelle de palier ci-dessus.", "Combustion icon": "Icône Combustion", "Commande de console de débogage uniquement": "Commande de console de débogage uniquement", "Commandement calme": "Commandement calme", "Commandement calme - Dungeon Settlers Wiki": "Commandement calme - Dungeon Settlers Wiki", "Commandement calme icon": "Commandement calme icône", "Commandes - Dungeon Settlers Wiki": "Commandes - Dungeon Settlers Wiki", "Commands": "Commandes", "Commands your": "Commande vos", "Comme si ce n'était rien d'important, elle vous lance quelques pièces avec un sourire en coin.": "Comme si ce n'était rien d'important, elle vous lance quelques pièces avec un sourire en coin.", "Comme si l'on était attiré quelque part.": "Comme si l'on était attiré quelque part.", "Comme si quelque chose d'invisible enlevait de force la force vitale de": "Comme si quelque chose d'invisible enlevait de force la force vitale de", "Comme si vous vous enfonciez dans un marais invisible, quelque chose s'insinue en vous, lentement, de manière collante et désagréable.": "Unités et monstres", "Comment faire confiance à ces gars qui ne se promènent que la nuit?": "Comment faire confiance à ces gars qui ne se promènent que la nuit?", "Comment il apparaît": "Comment il apparaît", "Commerce": "Commerce", "Commerce avec la guilde": "Commerce avec la guilde", "Commerce de guilde": "Commerce de guilde", "Commerce de guilde - Dungeon Settlers Wiki": "Commerce de guilde - Dungeon Settlers Wiki", "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold": "Commune +200, Peu commune +400, Rare +800, Légendaire +2 000 or", "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%": "commun 80,7%, peu commun 17%, rare 2%, légendaire 0,3%", "Common 807, Uncommon 170, Rare 20, Legendary 3": "commun 807, peu commun 170, rare 20, légendaire 3", "Common Combat Floor1": "Common Combat Floor1", "Common Combat Floor1 - Dungeon Settlers Wiki": "Common Combat Floor1 - Dungeon Settlers Wiki", "Common Combat Floor1 plan": "Common Combat Floor1 plan", "Common Combat Floor10": "Common Combat Floor10", "Common Combat Floor10 - Dungeon Settlers Wiki": "Common Combat Floor10 - Dungeon Settlers Wiki", "Common Combat Floor10 plan": "Common Combat Floor10 plan", "Common Combat Floor11": "Common Combat Floor11", "Common Combat Floor11 - Dungeon Settlers Wiki": "Common Combat Floor11 - Dungeon Settlers Wiki", "Common Combat Floor12": "Common Combat Floor12", "Common Combat Floor12 - Dungeon Settlers Wiki": "Common Combat Floor12 - Dungeon Settlers Wiki", "Common Combat Floor13": "Common Combat Floor13", "Common Combat Floor13 - Dungeon Settlers Wiki": "Common Combat Floor13 - Dungeon Settlers Wiki", "Common Combat Floor14": "Common Combat Floor14", "Common Combat Floor14 - Dungeon Settlers Wiki": "Common Combat Floor14 - Dungeon Settlers Wiki", "Common Combat Floor15": "Common Combat Floor15", "Common Combat Floor15 - Dungeon Settlers Wiki": "Common Combat Floor15 - Dungeon Settlers Wiki", "Common Combat Floor16": "Common Combat Floor16", "Common Combat Floor16 - Dungeon Settlers Wiki": "Common Combat Floor16 - Dungeon Settlers Wiki", "Common Combat Floor17": "Common Combat Floor17", "Common Combat Floor17 - Dungeon Settlers Wiki": "Common Combat Floor17 - Dungeon Settlers Wiki", "Common Combat Floor18": "Common Combat Floor18", "Common Combat Floor18 - Dungeon Settlers Wiki": "Common Combat Floor18 - Dungeon Settlers Wiki", "Common Combat Floor19": "Common Combat Floor19", "Common Combat Floor19 - Dungeon Settlers Wiki": "Common Combat Floor19 - Dungeon Settlers Wiki", "Common Combat Floor2": "Common Combat Floor2", "Common Combat Floor2 - Dungeon Settlers Wiki": "Common Combat Floor2 - Dungeon Settlers Wiki", "Common Combat Floor2 plan": "Common Combat Floor2 plan", "Common Combat Floor20": "Common Combat Floor20", "Common Combat Floor20 - Dungeon Settlers Wiki": "Common Combat Floor20 - Dungeon Settlers Wiki", "Common Combat Floor3": "Common Combat Floor3", "Common Combat Floor3 - Dungeon Settlers Wiki": "Common Combat Floor3 - Dungeon Settlers Wiki", "Common Combat Floor3 plan": "Common Combat Floor3 plan", "Common Combat Floor4": "Common Combat Floor4", "Common Combat Floor4 - Dungeon Settlers Wiki": "Common Combat Floor4 - Dungeon Settlers Wiki", "Common Combat Floor4 plan": "Common Combat Floor4 plan", "Common Combat Floor5": "Common Combat Floor5", "Common Combat Floor5 - Dungeon Settlers Wiki": "Common Combat Floor5 - Dungeon Settlers Wiki", "Common Combat Floor5 plan": "Common Combat Floor5 plan", "Common Combat Floor6": "Common Combat Floor6", "Common Combat Floor6 - Dungeon Settlers Wiki": "Common Combat Floor6 - Dungeon Settlers Wiki", "Common Combat Floor6 plan": "Common Combat Floor6 plan", "Common Combat Floor7": "Common Combat Floor7", "Common Combat Floor7 - Dungeon Settlers Wiki": "Common Combat Floor7 - Dungeon Settlers Wiki", "Common Combat Floor7 plan": "Common Combat Floor7 plan", "Common Combat Floor8": "Common Combat Floor8", "Common Combat Floor8 - Dungeon Settlers Wiki": "Common Combat Floor8 - Dungeon Settlers Wiki", "Common Combat Floor8 plan": "Common Combat Floor8 plan", "Common Combat Floor9": "Common Combat Floor9", "Common Combat Floor9 - Dungeon Settlers Wiki": "Common Combat Floor9 - Dungeon Settlers Wiki", "Common Combat Floor9 plan": "Common Combat Floor9 plan", "Common Event": "Événement commun", "Common Event - Dungeon Settlers Wiki": "Événement commun - Dungeon Settlers Wiki", "Common Event Abandoned Campsite": "Événement commun : Campement abandonné", "Common Event Abandoned Campsite - Dungeon Settlers Wiki": "Événement commun : Campement abandonné - Dungeon Settlers Wiki", "Common Event Abandoned Campsite map": "carte Événement commun Campement abandonné", "Common Event Abandoned Campsite plan": "Plan d'événement commun Campement abandonné", "Common Event Abandoned Room 1": "Événement commun Salle abandonnée 1", "Common Event Abandoned Room 1 - Dungeon Settlers Wiki": "Événement commun : Salle abandonnée 1 - Dungeon Settlers Wiki", "Common Event Abandoned Room 1 map": "carte Événement commun Salle abandonnée 1", "Common Event Abandoned Room 1 plan": "Plan d'événement commun Salle abandonnée 1", "Common Event Abandoned Room 2": "Événement commun : Salle abandonnée 2", "Common Event Abandoned Room 2 - Dungeon Settlers Wiki": "Événement commun Salle abandonnée 2 - Dungeon Settlers Wiki", "Common Event Abandoned Room 2 map": "Carte de l'Événement commun : Salle abandonnée 2", "Common Event Abandoned Room 2 plan": "Plan Événement commun Salle abandonnée 2", "Common Event Ancient Library": "Événement commun Bibliothèque antique", "Common Event Ancient Library - Dungeon Settlers Wiki": "Événement commun Bibliothèque antique - Dungeon Settlers Wiki", "Common Event Ancient Library map": "Carte Événement commun Bibliothèque ancienne", "Common Event Ancient Library plan": "Common Event Ancient Library plan", "Common Event Blood Tree Room": "Événement commun : Salle de l'arbre de sang", "Common Event Blood Tree Room - Dungeon Settlers Wiki": "Événement commun Salle de l'Arbre de Sang - Dungeon Settlers Wiki", "Common Event Blood Tree Room map": "Carte de l'Événement commun : Salle de l'Arbre de sang", "Common Event Blood Tree Room plan": "Plan Événement commun Salle de l'Arbre de Sang", "Common Event Codex Room Stage 1": "Événement commun : Salle du codex étape 1", "Common Event Codex Room Stage 1 - Dungeon Settlers Wiki": "Événement commun Salle du Codex niveau 1 - Dungeon Settlers Wiki", "Common Event Codex Room Stage 1 map": "Carte de l'Événement commun : Salle du Codex (étape 1)", "Common Event Codex Room Stage 1 plan": "Plan Événement commun Salle du Codex Étape 1", "Common Event Codex Room Stage 2": "Common Event Codex Room Stage 2", "Common Event Codex Room Stage 2 - Dungeon Settlers Wiki": "Salle d'événement commun salle du codex niveau 2 - Dungeon Settlers Wiki", "Common Event Codex Room Stage 2 map": "Carte de l'Événement commun : Salle du Codex (étape 2)", "Common Event Codex Room Stage 2 plan": "Plan Événement commun Salle du Codex Étape 2", "Common Event Devrik Worship Site": "Événement commun : Site de culte de Devrik", "Common Event Devrik Worship Site - Dungeon Settlers Wiki": "Salle d'événement commun site de culte de Devrik - Dungeon Settlers Wiki", "Common Event Devrik Worship Site map": "Carte de l'Événement commun : Site de culte de Devrik", "Common Event Devrik Worship Site plan": "Plan Événement commun Site de culte de Devrik", "Common Event DirtyCorpses": "Common Event DirtyCorpses", "Common Event DirtyCorpses - Dungeon Settlers Wiki": "Common Event DirtyCorpses - Dungeon Settlers Wiki", "Common Event Discarded Magic Device": "Événement commun : Dispositif magique abandonné", "Common Event Discarded Magic Device - Dungeon Settlers Wiki": "Salle d'événement commun appareil magique abandonné - Dungeon Settlers Wiki", "Common Event Discarded Magic Device map": "Carte de l'Événement commun : Dispositif magique abandonné", "Common Event Discarded Magic Device plan": "Plan Événement commun Dispositif magique abandonné", "Common Event Discarded Specimen": "Événement Commun Spécimen Rejeté", "Common Event Discarded Specimen - Dungeon Settlers Wiki": "Événement Commun Spécimen Abandonné - Dungeon Settlers Wiki", "Common Event DiscardedSpecimen": "Common Event DiscardedSpecimen", "Common Event DiscardedSpecimen - Dungeon Settlers Wiki": "Common Event DiscardedSpecimen - Dungeon Settlers Wiki", "Common Event Flower": "Événement commun : Fleur", "Common Event Flower - Dungeon Settlers Wiki": "Événement commun Fleur - Dungeon Settlers Wiki", "Common Event Flower map": "Carte de l'Événement commun : Fleur", "Common Event Flower plan": "Plan Événement commun Fleur", "Common Event Goblin Settlement Stage 1": "Événement commun - Colonie de gobelins - Niveau 1", "Common Event Goblin Settlement Stage 1 - Dungeon Settlers Wiki": "Salle d'événement commun village de gobelins niveau 1 - Dungeon Settlers Wiki", "Common Event Goblin Settlement Stage 1 map": "Carte de l'Événement commun : Colonie gobeline (étape 1)", "Common Event Goblin Settlement Stage 1 plan": "Plan Événement commun Campement de gobelins Étape 1", "Common Event Goblin Settlement Stage 2": "Événement commun : Campement gobelin étape 2", "Common Event Goblin Settlement Stage 2 - Dungeon Settlers Wiki": "Salle d'événement commun village de gobelins niveau 2 - Dungeon Settlers Wiki", "Common Event Goblin Settlement Stage 2 map": "Carte de l'Événement commun : Colonie gobeline (étape 2)", "Common Event Goblin Settlement Stage 2 plan": "Plan Événement commun Campement de gobelins Étape 2", "Common Event Hub": "Centre d'événements commun", "Common Event Hub - Dungeon Settlers Wiki": "Hub d'événements communs - Dungeon Settlers Wiki", "Common Event Hub map": "Carte de l'Événement commun : Carrefour", "Common Event Hub plan": "Plan Événement commun Carrefour", "Common Event Junk Trash Pile 1": "Tas de ferraille d'événement commun 1", "Common Event Junk Trash Pile 1 - Dungeon Settlers Wiki": "Salle d'événement commun tas de ferraille 1 - Dungeon Settlers Wiki", "Common Event Junk Trash Pile 1 map": "Carte de l'Événement commun : Tas de détritus 1", "Common Event Junk Trash Pile 1 plan": "Plan Événement commun Tas de détritus 1", "Common Event Junk Trash Pile 2": "Tas de ferraille d'événement commun 2", "Common Event Junk Trash Pile 2 - Dungeon Settlers Wiki": "Salle d'événement commun tas de ferraille 2 - Dungeon Settlers Wiki", "Common Event Junk Trash Pile 2 map": "Carte de l'Événement commun : Tas de détritus 2", "Common Event Junk Trash Pile 2 plan": "Plan Événement commun Tas de détritus 2", "Common Event Junk Trash Pile 3": "Tas de ferraille d'événement commun 3", "Common Event Junk Trash Pile 3 - Dungeon Settlers Wiki": "Salle d'événement commun tas de ferraille 3 - Dungeon Settlers Wiki", "Common Event Junk Trash Pile 3 map": "Carte de l'Événement commun : Tas de détritus 3", "Common Event Junk Trash Pile 3 plan": "Plan Événement commun Tas de détritus 3", "Common Event Lab Rat Breeding Pen": "Événement commun : Enclos d'élevage de rats de laboratoire", "Common Event Lab Rat Breeding Pen - Dungeon Settlers Wiki": "Événement commun Enclos d'élevage de rats de laboratoire - Dungeon Settlers Wiki", "Common Event Lab Rat Breeding Pen map": "Carte de l'Événement commun : Enclos d'élevage de rats de laboratoire", "Common Event Lab Rat Breeding Pen plan": "Plan Événement commun Enclos d'élevage de rats de laboratoire", "Common Event Mandrake": "Événement commun Mandragore", "Common Event Mandrake - Dungeon Settlers Wiki": "Événement commun : Mandragore - Dungeon Settlers Wiki", "Common Event Mandrake map": "carte Événement commun Mandragore", "Common Event Mandrake plan": "Plan d'événement commun Mandragore", "Common Event Meat Worm Room 1": "Salle d'événement commun ver de viande 1", "Common Event Meat Worm Room 1 - Dungeon Settlers Wiki": "Salle d'événement commun larve carnée 1 - Dungeon Settlers Wiki", "Common Event Meat Worm Room 1 map": "Carte de l'Événement commun : Salle du Ver de chair 1", "Common Event Meat Worm Room 1 plan": "Plan Événement commun Salle du Ver de viande 1", "Common Event Meat Worm Room 2": "Salle d'événement commun ver de viande 2", "Common Event Meat Worm Room 2 - Dungeon Settlers Wiki": "Salle d'événement commun larve carnée 2 - Dungeon Settlers Wiki", "Common Event Meat Worm Room 2 map": "Carte de l'Événement commun : Salle du Ver de chair 2", "Common Event Meat Worm Room 2 plan": "Plan Événement commun Salle du Ver de viande 2", "Common Event Odd Gap": "Événement Commun Écart Impair", "Common Event Odd Gap - Dungeon Settlers Wiki": "Événement Commun Écart Bizarre - Dungeon Settlers Wiki", "Common Event StrangeNiche": "Common Event StrangeNiche", "Common Event StrangeNiche - Dungeon Settlers Wiki": "Common Event StrangeNiche - Dungeon Settlers Wiki", "Common Event Temporary Shelter": "Événement commun : Abri temporaire", "Common Event Temporary Shelter - Dungeon Settlers Wiki": "Événement commun Abri temporaire - Dungeon Settlers Wiki", "Common Event Temporary Shelter map": "Carte de l'Événement commun : Abri temporaire", "Common Event Temporary Shelter plan": "Plan Événement commun Abri temporaire", "Common Event Tree of Life": "Événement commun : Arbre de vie", "Common Event Tree of Life - Dungeon Settlers Wiki": "Événement commun Arbre de Vie - Dungeon Settlers Wiki", "Common Event Tree of Life map": "Carte de l'Événement commun : Arbre de vie", "Common Event Tree of Life plan": "Plan Événement commun Arbre de Vie", "Common Event map": "carte Événement commun", "Common Event plan": "Plan d'événement commun", "Common Horizontal Corridor": "Couloir horizontal commun", "Common Horizontal Corridor (Dead End)": "Couloir horizontal commun (impasse)", "Common Horizontal Corridor (Dead End) - Dungeon Settlers Wiki": "Couloir horizontal commun (Cul-de-sac) - Dungeon Settlers Wiki", "Common Horizontal Corridor (Dead End) map": "Carte du Couloir horizontal commun (impasse)", "Common Horizontal Corridor (Dead End) plan": "Plan Couloir horizontal commun (Impasse)", "Common Horizontal Corridor - Dungeon Settlers Wiki": "Couloir horizontal commun - Dungeon Settlers Wiki", "Common Horizontal Corridor 1": "Couloir horizontal commun 1", "Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "Couloir horizontal commun 1 - Dungeon Settlers Wiki", "Common Horizontal Corridor 1 map": "Carte couloir horizontal commun 1", "Common Horizontal Corridor 1 plan": "Plan de couloir horizontal commun 1", "Common Horizontal Corridor 2": "Couloir horizontal commun 2", "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "Couloir horizontal commun 2 - Dungeon Settlers Wiki", "Common Horizontal Corridor 2 / For Boss": "Couloir horizontal commun 2 / Pour le boss", "Common Horizontal Corridor 2 / For Boss - Dungeon Settlers Wiki": "Couloir horizontal commun 2 / Pour boss - Dungeon Settlers Wiki", "Common Horizontal Corridor 2 / For Boss map": "Carte du Couloir horizontal commun 2 / Pour boss", "Common Horizontal Corridor 2 / For Boss plan": "Plan Couloir horizontal commun 2 / Pour boss", "Common Horizontal Corridor 2 map": "Carte Couloir horizontal commun 2", "Common Horizontal Corridor 2 plan": "Common Horizontal Corridor 2 plan", "Common Horizontal Corridor 3": "Couloir horizontal commun 3", "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "Couloir horizontal commun 3 - Dungeon Settlers Wiki", "Common Horizontal Corridor 3 map": "Carte Couloir horizontal commun 3", "Common Horizontal Corridor 3 plan": "Common Horizontal Corridor 3 plan", "Common Horizontal Corridor map": "Carte Couloir horizontal commun", "Common Horizontal Corridor plan": "Common Horizontal Corridor plan", "Common HorizontalCorridor 1": "Common HorizontalCorridor 1", "Common HorizontalCorridor 1 - Dungeon Settlers Wiki": "Common HorizontalCorridor 1 - Dungeon Settlers Wiki", "Common HorizontalCorridor 1 plan": "Common HorizontalCorridor 1 plan", "Common HorizontalCorridor 2": "Common HorizontalCorridor 2", "Common HorizontalCorridor 2 - Dungeon Settlers Wiki": "Common HorizontalCorridor 2 - Dungeon Settlers Wiki", "Common HorizontalCorridor 2 plan": "Common HorizontalCorridor 2 plan", "Common HorizontalCorridor 3": "Common HorizontalCorridor 3", "Common HorizontalCorridor 3 - Dungeon Settlers Wiki": "Common HorizontalCorridor 3 - Dungeon Settlers Wiki", "Common Magic Trash Pile": "Tas de rebuts magiques commun", "Common Magic Trash Pile - Dungeon Settlers Wiki": "Tas de débris magiques commun - Dungeon Settlers Wiki", "Common Magic Trash Pile map": "Carte du Tas de détritus magiques commun", "Common Magic Trash Pile plan": "Plan Tas de détritus magiques commun", "Common Mood": "Humeur commune", "Common Portal": "Portail commun", "Common Portal - Dungeon Settlers Wiki": "Portail commun - Dungeon Settlers Wiki", "Common Portal map": "Common Portal map", "Common Portal plan": "Common Portal plan", "Common Power1": "Common Power1", "Common Power10": "Common Power10", "Common Power11": "Common Power11", "Common Power13": "Common Power13", "Common Power15": "Common Power15", "Common Power2": "Common Power2", "Common Power3": "Common Power3", "Common Power4": "Common Power4", "Common Power5": "Common Power5", "Common Power6": "Common Power6", "Common Power7": "Common Power7", "Common Power8": "Common Power8", "Common Power9": "Common Power9", "Common Start": "Départ commun", "Common Start - Dungeon Settlers Wiki": "Départ commun - Dungeon Settlers Wiki", "Common Start map": "Carte de départ commune", "Common Start plan": "Plan de départ commun", "Common Vertical Corridor": "Couloir vertical commun", "Common Vertical Corridor - Dungeon Settlers Wiki": "Couloir vertical commun - Dungeon Settlers Wiki", "Common Vertical Corridor 1": "Couloir vertical commun 1", "Common Vertical Corridor 1 - Dungeon Settlers Wiki": "Common Vertical Corridor 1 - Dungeon Settlers Wiki", "Common Vertical Corridor 1 map": "Carte du couloir vertical commun 1", "Common Vertical Corridor 1 plan": "Plan de couloir vertical commun 1", "Common Vertical Corridor 2": "Couloir vertical commun 2", "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "Couloir vertical commun 2 - Dungeon Settlers Wiki", "Common Vertical Corridor 2 map": "Carte Couloir vertical commun 2", "Common Vertical Corridor 2 plan": "Common Vertical Corridor 2 plan", "Common Vertical Corridor 3": "Couloir vertical commun 3", "Common Vertical Corridor 3 - Dungeon Settlers Wiki": "Couloir vertical commun 3 - Dungeon Settlers Wiki", "Common Vertical Corridor 3 map": "Carte du Couloir vertical commun 3", "Common Vertical Corridor 3 plan": "Plan Couloir vertical commun 3", "Common Vertical Corridor map": "Common Vertical Corridor map", "Common Vertical Corridor plan": "Common Vertical Corridor plan", "Common horizontal corridor 1_ 7 spaces": "Couloir horizontal commun 1_ 7 cases", "Common horizontal corridor 1_ 7 spaces - Dungeon Settlers Wiki": "Couloir horizontal commun 1_ 7 cases - Dungeon Settlers Wiki", "Common horizontal corridor 1_ 7 spaces plan": "Couloir horizontal commun 1_ 7 cases plan", "Common horizontal corridor 2 / for boss_11 spaces": "Couloir horizontal commun 2 / pour boss_11 cases", "Common horizontal corridor 2 / for boss_11 spaces - Dungeon Settlers Wiki": "Couloir horizontal commun 2 / pour boss_11 cases - Dungeon Settlers Wiki", "Common horizontal corridor 2 / for boss_11 spaces plan": "Couloir horizontal commun 2 / pour boss_11 cases plan", "Common horizontal corridor 3_2 spaces": "Couloir horizontal commun 3_2 cases", "Common horizontal corridor 3_2 spaces - Dungeon Settlers Wiki": "Couloir horizontal commun 3_2 cases - Dungeon Settlers Wiki", "Common inscription:": "Inscription commune :", "Common power drops": "Butins de puissance communs", "CommonMood": "CommonMood", "Commun": "Commun", "Commun de la région 1 - Dungeon Settlers Wiki": "Commun de la région 1 - Dungeon Settlers Wiki", "Commun région 1 - Dungeon Settlers Wiki": "Commun région 1 - Dungeon Settlers Wiki", "Commun région 2 - Dungeon Settlers Wiki": "Commun région 2 - Dungeon Settlers Wiki", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes.": "La communication commence, et vous présentez brutalement la tête tranchée du énorme rat devant les yeux du corbeau.", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes. \"So, you really managed to kill the beast. I can't say I expected much..": "La communication commence, et vous présentez brutalement la tête tranchée du énorme rat devant les yeux du corbeau. « Alors, vous avez vraiment réussi à tuer la bête. Je ne peux pas dire que je m'attendais à grand-chose »", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes.": "La communication commence, et vous brandissez la tête tranchée du énorme rat devant les yeux du corbeau.", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I expected much...\" The raven": "La communication commence, et vous brandissez la tête tranchée du énorme rat devant les yeux du corbeau. « Alors vous avez vraiment réussi. Je ne peux pas dire que j'attendais grand-chose » Le corbeau", "Community definitions plus the game's official concept texts (": "Définitions de la communauté ainsi que les textes officiels de concept du jeu (", "Compagnon abandonné": "Compagnon abandonné", "Compagnon abandonné - Dungeon Settlers Wiki": "Compagnon abandonné - Dungeon Settlers Wiki", "Compagnon abandonné icon": "Compagnon abandonné icône", "Compagnon mort": "Compagnon mort", "Compagnon mort - Dungeon Settlers Wiki": "Compagnon mort - Dungeon Settlers Wiki", "Compagnon mort icon": "Compagnon mort icône", "Compagnon...": "Compagnon...", "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "Comparez n'importe lequel de vos personnages à cet ennemi - choisissez-en un, ou gardez la configuration que vous modifiez.", "Compare versions": "Comparer les versions", "Compare versions - Dungeon Settlers Wiki": "Comparer les versions - Dungeon Settlers Wiki", "Comparer les versions": "Comparer les versions", "Comparer les versions - Dungeon Settlers Wiki": "Comparer les versions - Dungeon Settlers Wiki", "Complete condition": "Condition d'achèvement", "Completed, active and pending quests": "Quêtes terminées, actives et en attente", "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the": "La terminer achève l'histoire du scénario mais ne termine pas le Voile du Silence et ne déverrouille pas le Terrier purulent. Seul le boss de complétion de la région (ou la complétion automatique de la démo) active le", "Comportement de l'IA de l'unité": "Comportement de l'IA de l'unité", "Comportements": "Comportements", "Comprend un kit d'assistance.": "Comprend un kit d'assistance.", "Comprend un kit de soutien généreux.": "Comprend un kit de soutien généreux.", "Comprend un petit kit de soutien.": "Comprend un petit kit de soutien.", "Compris, inspecteur.": "Compris, inspecteur.", "Compteur d'épées": "Compteur d'épées", "Compteur d'épées - Dungeon Settlers Wiki": "Compteur d'épées - Dungeon Settlers Wiki", "Compteur d'épées icon": "icône Compteur d'épées", "Compétence": "Compétence", "Compétence 16s de recharge": "Compétence 16s de recharge", "Compétence 16s de recharge Effets : • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Compétence 16s de recharge Effets : • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Compétence 30s cooldown Summons: • TODO (2000 HP) attacks with TODO": "Compétence 30 s de recharge Invoque : • TODO (2000 PV) attaque avec TODO", "Compétence 30s de recharge Invoque : • TODO (2000 PV) attaque avec TODO": "Compétence 30s de recharge Invoque : • TODO (2000 PV) attaque avec TODO", "Compétence : Hache Aptitude": "Compétence : Hache Aptitude", "Compétence : Hache Aptitude - Dungeon Settlers Wiki": "Compétence : Hache Aptitude - Dungeon Settlers Wiki", "Compétence : Hache Aptitude icon": "Compétence : Hache Aptitude icon", "Compétence Effets : • Carapace (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Compétence Effets : • Carapace (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Compétence Effets : • Cendre du réconfort (sur le lanceur): Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur.": "Compétence Effets : • Cendre du réconfort (sur le lanceur): Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur.", "Compétence Effets : • Consommation d'une potion alourdissante (sur le lanceur): Augmente Poids max. de ?% pendant ? secondes.": "Compétence Effets : • Consommation d'une potion alourdissante (sur le lanceur): Augmente Poids max. de ?% pendant ? secondes.", "Compétence Effets : • Consommation d'une potion d'attaque physique (sur le lanceur): Augmente Puissance d'attaque physique de ? pendant ? secondes.": "Compétence Effets : • Consommation d'une potion d'attaque physique (sur le lanceur): Augmente Puissance d'attaque physique de ? pendant ? secondes.", "Compétence Effets : • Consommation d'une potion d'esquive (sur le lanceur): Augmente Probabilité d'esquive de ?% pendant ? secondes.": "Compétence Effets : • Consommation d'une potion d'esquive (sur le lanceur): Augmente Probabilité d'esquive de ?% pendant ? secondes.", "Compétence Effets : • Consommation de la potion Peau de métal (sur le lanceur): Augmente Résistance physique de ?% pendant ? secondes.": "Compétence Effets : • Consommation de la potion Peau de métal (sur le lanceur): Augmente Résistance physique de ?% pendant ? secondes.", "Compétence Effets : • Consommation de la potion de précision (sur le lanceur): Augmente Probabilité de toucher de ?% pendant ? secondes.": "Compétence Effets : • Consommation de la potion de précision (sur le lanceur): Augmente Probabilité de toucher de ?% pendant ? secondes.", "Compétence Effets : • Consommer une potion de défense (sur le lanceur): Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes.": "Compétence Effets : • Consommer une potion de défense (sur le lanceur): Augmente Probabilité de Garde de ?% et Réduction des dégâts (Garde) de ?% pendant ? secondes.", "Compétence Effets : • Consommer une potion de recharge de compétence (sur le lanceur): Augmente Réduction du temps de recharge de ?% pendant ? secondes.": "Compétence Effets : • Consommer une potion de recharge de compétence (sur le lanceur): Augmente Réduction du temps de recharge de ?% pendant ? secondes.", "Compétence Effets : • Consommer une potion de résistance magique (sur le lanceur): Augmente Résistance magique de ?% pendant ? secondes.": "Compétence Effets : • Consommer une potion de résistance magique (sur le lanceur): Augmente Résistance magique de ?% pendant ? secondes.", "Compétence Effets : • En train de consommer une potion de vitesse d'attaque (sur le lanceur): Augmente Vitesse d'attaque de ?% pendant ? secondes.": "Compétence Effets : • En train de consommer une potion de vitesse d'attaque (sur le lanceur): Augmente Vitesse d'attaque de ?% pendant ? secondes.", "Compétence Effets : • Fissure (sur l'ennemi): -50 Résistance magique": "Compétence Effets : • Fissure (sur l'ennemi): -50 Résistance magique", "Compétence Effets : • Prendre la potion de rapidité (sur le lanceur): Augmente Vitesse de déplacement de ?% pendant ? secondes.": "Compétence Effets : • Prendre la potion de rapidité (sur le lanceur): Augmente Vitesse de déplacement de ?% pendant ? secondes.", "Compétence Effets : • Prise d'une potion d'attaque magique (sur le lanceur): Augmente Puissance d'attaque magique de ? pendant ? secondes.": "Compétence Effets : • Prise d'une potion d'attaque magique (sur le lanceur): Augmente Puissance d'attaque magique de ? pendant ? secondes.", "Compétence Effets : • Prise d'une potion de coup critique (sur le lanceur): Augmente Chance de critique de ?% pendant ? secondes.": "Compétence Effets : • Prise d'une potion de coup critique (sur le lanceur): Augmente Chance de critique de ?% pendant ? secondes.", "Compétence Effets : • Prise d'une potion vampirique (sur le lanceur): Augmente Vol de vie de ?% pendant ? secondes.": "Compétence Effets : • Prise d'une potion vampirique (sur le lanceur): Augmente Vol de vie de ?% pendant ? secondes.", "Compétence Effets : • Renvoi : Corps à corps (sur le lanceur): Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques.": "Compétence Effets : • Renvoi : Corps à corps (sur le lanceur): Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques.", "Compétence Effets : • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Compétence Effets : • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Compétence Effets : • excellentes compétences en leadership (Human) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent esprit pionnier. • excellentes compétences en leadership (Lizardman) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. • excellentes compétences en leadership (Elf) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres apprennent Protection de l'Arbre du Monde. • excellentes compétences en leadership (Lycan) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent instinct de survie.": "Compétence Effets : • excellentes compétences en leadership (Human) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent esprit pionnier. • excellentes compétences en leadership (Lizardman) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. • excellentes compétences en leadership (Elf) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres apprennent Protection de l'Arbre du Monde. • excellentes compétences en leadership (Lycan) (sur le lanceur): Avec d'excellentes compétences en leadership, accorde Commandement calme aux alliés proches. Les nouveaux membres acquièrent instinct de survie.", "Compétence Effets : • Âme de l'Œil (sur le lanceur): Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme de l'Œil (sur le lanceur): Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme de l'Œil: Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme de l'Œil: Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme de la sentinelle chevalier aux chaînes (sur le lanceur): Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme de la sentinelle chevalier aux chaînes (sur le lanceur): Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme de la sentinelle chevalier aux chaînes: Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme de la sentinelle chevalier aux chaînes: Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme du Gloth ancien (sur le lanceur): Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme du Gloth ancien (sur le lanceur): Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme du Gloth ancien: Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme du Gloth ancien: Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme du chaman en chef gobelin (sur le lanceur): Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme du chaman en chef gobelin (sur le lanceur): Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence Effets : • Âme du chaman en chef gobelin: Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Compétence Effets : • Âme du chaman en chef gobelin: Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Compétence auto - desc": "Compétence auto - desc", "Compétence d'arbalète Aptitude": "Compétence d'arbalète Aptitude", "Compétence d'arbalète Aptitude - Dungeon Settlers Wiki": "Compétence d'arbalète Aptitude - Dungeon Settlers Wiki", "Compétence d'arbalète Aptitude icon": "Compétence d'arbalète Aptitude icon", "Compétence d'arc Aptitude": "Compétence d'arc Aptitude", "Compétence d'arc Aptitude - Dungeon Settlers Wiki": "Compétence d'arc Aptitude - Dungeon Settlers Wiki", "Compétence d'arc Aptitude icon": "Compétence d'arc Aptitude icon", "Compétence d'arc [Shared_Aptitude]": "Compétence d'arc [Shared_Aptitude]", "Compétence d'arme contondante Aptitude": "Compétence d'arme contondante Aptitude", "Compétence d'arme contondante Aptitude - Dungeon Settlers Wiki": "Compétence d'arme contondante Aptitude - Dungeon Settlers Wiki", "Compétence d'arme contondante Aptitude icon": "Compétence d'arme contondante Aptitude icône", "Compétence d'arme contondante [Shared_Aptitude]": "Compétence d'arme contondante [Shared_Aptitude]", "Compétence d'épée Aptitude": "Compétence d'épée Aptitude", "Compétence d'épée Aptitude - Dungeon Settlers Wiki": "Compétence d'épée Aptitude - Dungeon Settlers Wiki", "Compétence d'épée Aptitude icon": "Compétence d'épée Aptitude icône", "Compétence d'épée [Shared_Aptitude]": "Compétence d'épée [Shared_Aptitude]", "Compétence de Survie Aptitude": "Compétence de Survie Aptitude", "Compétence de Survie Aptitude - Dungeon Settlers Wiki": "Compétence de Survie Aptitude - Dungeon Settlers Wiki", "Compétence de Survie Aptitude icon": "Compétence de Survie Aptitude icon", "Compétence de bouclier Aptitude": "Compétence de bouclier Aptitude", "Compétence de bouclier Aptitude - Dungeon Settlers Wiki": "Compétence de bouclier Aptitude - Dungeon Settlers Wiki", "Compétence de bouclier Aptitude icon": "Compétence de bouclier Aptitude icône", "Compétence de bouclier [Shared_Aptitude]": "Compétence de bouclier [Shared_Aptitude]", "Compétence de dague Aptitude": "Compétence de dague Aptitude", "Compétence de dague Aptitude - Dungeon Settlers Wiki": "Compétence de dague Aptitude - Dungeon Settlers Wiki", "Compétence de dague Aptitude icon": "Compétence de dague Aptitude icône", "Compétence de hache": "Compétence de hache", "Compétence de hache - Dungeon Settlers Wiki": "Compétence de hache - Dungeon Settlers Wiki", "Compétence de la grande épée Aptitude": "Compétence de la grande épée Aptitude", "Compétence de la grande épée Aptitude - Dungeon Settlers Wiki": "Compétence de la grande épée Aptitude - Dungeon Settlers Wiki", "Compétence de la grande épée Aptitude icon": "Compétence de la grande épée Aptitude icône", "Compétence de la grande épée [Shared_Aptitude]": "Compétence de la grande épée [Shared_Aptitude]", "Compétence de lance Aptitude": "Compétence de lance Aptitude", "Compétence de lance Aptitude - Dungeon Settlers Wiki": "Compétence de lance Aptitude - Dungeon Settlers Wiki", "Compétence de lance Aptitude icon": "Compétence de lance Aptitude icon", "Compétence de magie de feu Aptitude": "Compétence de magie de feu Aptitude", "Compétence de magie de feu Aptitude - Dungeon Settlers Wiki": "Compétence de magie de feu Aptitude - Dungeon Settlers Wiki", "Compétence de magie de feu Aptitude icon": "Compétence de magie de feu Aptitude icon", "Compétence de magie de feu [Shared_Aptitude]": "Compétence de magie de feu [Shared_Aptitude]", "Compétence de magie de l'eau Aptitude": "Compétence de magie de l'eau Aptitude", "Compétence de magie de l'eau Aptitude - Dungeon Settlers Wiki": "Compétence de magie de l'eau Aptitude - Dungeon Settlers Wiki", "Compétence de magie de l'eau Aptitude icon": "Compétence de magie de l'eau Aptitude icon", "Compétence de magie de l'eau [Shared_Aptitude]": "Compétence de magie de l'eau [Shared_Aptitude]", "Compétence de magie noire Aptitude": "Compétence de magie noire Aptitude", "Compétence de magie noire Aptitude - Dungeon Settlers Wiki": "Compétence de magie noire Aptitude - Dungeon Settlers Wiki", "Compétence de magie noire Aptitude icon": "Compétence de magie noire Aptitude icon", "Compétence de magie sacrée Aptitude": "Compétence de magie sacrée Aptitude", "Compétence de magie sacrée Aptitude - Dungeon Settlers Wiki": "Compétence de magie sacrée Aptitude - Dungeon Settlers Wiki", "Compétence de magie sacrée Aptitude icon": "Compétence de magie sacrée Aptitude icon", "Compétence en magie de la nature Aptitude": "Compétence en magie de la nature Aptitude", "Compétence en magie de la nature Aptitude - Dungeon Settlers Wiki": "Compétence en magie de la nature Aptitude - Dungeon Settlers Wiki", "Compétence en magie de la nature Aptitude icon": "Compétence en magie de la nature Aptitude icon", "Compétence en magie de la nature [Shared_Aptitude]": "Compétence en magie de la nature [Shared_Aptitude]", "Compétences": "Compétences", "Compétences - desc": "Compétences - desc", "Compétences de monstre (1)": "Compétences de monstre (1)", "Compétences de monstre (2)": "Compétences de monstre (2)", "Compétences de monstre (7)": "Compétences de monstre (7)", "Compétences de niveau 2": "Compétences de niveau 2", "Compétences de second niveau que les unités peuvent acquérir": "Compétences de second niveau que les unités peuvent acquérir", "Compétences du joueur (1)": "Compétences du joueur (1)", "Compétences du joueur (2)": "Compétences du joueur (2)", "Compétences du joueur (3)": "Compétences du joueur (3)", "Compétences du joueur (4)": "Compétences du joueur (4)", "Compétences du joueur (5)": "Compétences du joueur (5)", "Concentre l'esprit et obtient": "Concentre l'esprit et obtient", "Concentre l'esprit et obtient Assaut et Fortification pendant 15 secondes. 5 energy - 20s cooldown Effects: • Fortification (on user): +35% Probabilité de Garde": "Concentre l'esprit et obtient Assaut et Fortification pendant 15 secondes. 5 energy - 20s cooldown Effects: • Fortification (on user): +35% Probabilité de Garde", "Concentre l'esprit et obtient Assaut et Fortification pendant 15 secondes. 5 énergie - 20s de recharge Effets : • Assaut (sur l'utilisateur): +20% Puissance d'attaque physique • Fortification (sur l'utilisateur): +35% Probabilité de Garde": "Concentre l'esprit et obtient Assaut et Fortification pendant 15 secondes. 5 énergie - 20s de recharge Effets : • Assaut (sur l'utilisateur): +20% Puissance d'attaque physique • Fortification (sur l'utilisateur): +35% Probabilité de Garde", "Concentre l'esprit et obtient Assaut et Fortification pendant 15 secondes. 5 énergie - 20s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde": "Concentre l'esprit et obtient Assaut et Fortification pendant 15 secondes. 5 énergie - 20s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde", "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 200% de": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 200% de", "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 200% de Puissance d'attaque magique à toutes les unités dans la zone. Les dégâts augmentent selon les cumuls de Combustion sur la cible * 10. Cette attaque peut aussi blesser les alliés. 7 energy - 30s cooldown Effects: • Combustion: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 200% de Puissance d'attaque magique à toutes les unités dans la zone. Les dégâts augmentent selon les cumuls de Combustion sur la cible * 10. Cette attaque peut aussi blesser les alliés. 7 énergie - 30s de recharge Effets : • Combustion : 3 dégâts magiques par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, ne dépend pas de la puissance d'attaque ; jusqu'à 50 cumuls). Exemple : 10 cumuls = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 200% de Puissance d'attaque magique à toutes les unités dans la zone. Les dégâts augmentent selon les cumuls de Combustion sur la cible * 10. Cette attaque peut aussi blesser les alliés. 7 énergie - 30s de recharge Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 200% de Puissance d'attaque magique à toutes les unités dans la zone. Les dégâts augmentent selon les cumuls de Combustion sur la cible * 10. Cette attaque peut aussi blesser les alliés. 7 énergie - 30s de recharge Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 400% de": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 400% de", "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 400% de Puissance d'attaque magique à toutes les unités dans la zone. Les dégâts augmentent selon les cumuls de Combustion sur la cible * 10. Cette attaque peut aussi blesser les alliés. 7 énergie - 30s de recharge Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques équivalents à 400% de Puissance d'attaque magique à toutes les unités dans la zone. Les dégâts augmentent selon les cumuls de Combustion sur la cible * 10. Cette attaque peut aussi blesser les alliés. 7 énergie - 30s de recharge Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Condense des pierres depuis le sol et les lance sur la tuile cible, infligeant à tous les ennemis de la zone 200% de": "Condense des pierres depuis le sol et les lance sur la tuile cible, infligeant à tous les ennemis de la zone 200% de", "Condense des pierres depuis le sol et les lance sur la tuile cible, infligeant à tous les ennemis de la zone 200% de Puissance d'attaque physique en dégâts. Un bâtiment 'Pierre palpitante' est alors placé à cet emplacement. Réinitialise la charge. Invoque : • Roche pulsante (800 PV): Une pierre qui se tord périodiquement. Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.": "Condense des pierres depuis le sol et les lance sur la tuile cible, infligeant à tous les ennemis de la zone 200% de Puissance d'attaque physique en dégâts. Un bâtiment 'Pierre palpitante' est alors placé à cet emplacement. Réinitialise la charge. Invoque : • Roche pulsante (800 PV): Une pierre qui se tord périodiquement. Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.", "Condense des pierres depuis le sol et les lance sur la tuile cible, infligeant à tous les ennemis de la zone 200% de Puissance d'attaque physique en dégâts. Un bâtiment 'Pierre palpitante' est alors placé à cet emplacement. Réinitialise la charge. Summons: • Roche pulsante (800 HP): Une pierre qui se tord périodiquement. Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.": "Condense des pierres depuis le sol et les lance sur la tuile cible, infligeant à tous les ennemis de la zone 200% de Puissance d'attaque physique en dégâts. Un bâtiment 'Pierre palpitante' est alors placé à cet emplacement. Réinitialise la charge. Invocations : • Roche pulsante (800 PV) : Une pierre qui se tord périodiquement. Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.", "Condition": "Condition", "Conditions gating NPC spawns.": "Conditions conditionnant l'apparition des PNJ.", "Conditions:": "Conditions :", "ConeExceptMe, radius 1": "ConeExceptMe, rayon 1", "Confort": "Confort", "Confort - Dungeon Settlers Wiki": "Confort - Dungeon Settlers Wiki", "Confort icon": "Confort icône", "Confrérie": "Confrérie", "Confère": "Confère", "Confère Perturbation aux unités ennemies adjacentes toutes les secondes pendant 3 secon...": "Confère Perturbation aux unités ennemies adjacentes toutes les secondes pendant 3 secon...", "Confère Perturbation aux unités ennemies adjacentes toutes les secondes pendant 3 secondes. Disparaît au bout de 40 secondes.": "Confère Perturbation aux unités ennemies adjacentes toutes les secondes pendant 3 secondes. Disparaît au bout de 40 secondes.", "Confère Renvoi: Magie.": "Confère Renvoi: Magie.", "Confère instantanément le trait": "Confère instantanément le trait", "Confère instantanément le trait Soif de sang. Effects: • Soif de sang (on allies): +10% Vol de vie, -20% Énergie maximale": "Confère instantanément le trait Soif de sang. Effets : • Soif de sang (sur les alliés) : +10% Vol de vie, -20% Énergie maximale", "Confère instantanément le trait Soif de sang. Effets : • Soif de sang (sur les alliés): +10% Vol de vie, -20% Énergie maximale": "Confère instantanément le trait Soif de sang. Effets : • Soif de sang (sur les alliés): +10% Vol de vie, -20% Énergie maximale", "Confère l'effet": "Confère l'effet", "Confère l'effet Cendre du réconfort.": "Confère l'effet Cendre du réconfort.", "Confère l'effet Consommation de gelée royale pendant 600 secondes. Effects: • Consommation de gelée royale (on allies): Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale.": "Confère l'effet Consommation de gelée royale pendant 600 secondes. Effets : • Consommation de gelée royale (sur les alliés) : Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale.", "Confère l'effet Consommation de gelée royale pendant 600 secondes. Effets : • Consommation de gelée royale (sur les alliés): Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale.": "Confère l'effet Consommation de gelée royale pendant 600 secondes. Effets : • Consommation de gelée royale (sur les alliés): Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale.", "Confère temporairement une carapace.": "Confère temporairement une carapace.", "Congratulations on clearing Alpha Demo!": "Félicitations pour avoir terminé la démo Alpha !", "Connus comme des hérétiques ayant trahi leurs congénères démons pour se ranger du côté des humains, du moins le disent les récits.": "Connus comme des hérétiques ayant trahi leurs congénères démons pour se ranger du côté des humains, du moins le disent les récits.", "Connus comme des hérétiques ayant trahi leurs congénères démons pour se ranger du côté...": "Connus comme des hérétiques ayant trahi leurs congénères démons pour se ranger du côté...", "Conscient": "Conscient", "Conscient - Dungeon Settlers Wiki": "Conscient - Dungeon Settlers Wiki", "Conscient icon": "Conscient icône", "ConsciousnessRecoveryCondition_": "ConsciousnessRecoveryCondition_", "Conscripté et poussé à la guerre,": "Conscripté et poussé à la guerre,", "Conscrit": "Conscrit", "Conscrit - Dungeon Settlers Wiki": "Conscrit - Dungeon Settlers Wiki", "Conscrit icon": "Conscrit icône", "Consequence": "Conséquence", "Conserve un veinage de bois rouge et possède une grande force de traction.": "Conserve un veinage de bois rouge et possède une grande force de traction.", "Considère que les mauvais traitements et les conditions difficiles font naturellement p...": "Considère que les mauvais traitements et les conditions difficiles font naturellement p...", "Considère que les mauvais traitements et les conditions difficiles font naturellement partie du rôle.": "Considère que les mauvais traitements et les conditions difficiles font naturellement partie du rôle.", "Consommation d'une potion alourdissante": "Consommation d'une potion alourdissante", "Consommation d'une potion alourdissante - Dungeon Settlers Wiki": "Consommation d'une potion alourdissante - Dungeon Settlers Wiki", "Consommation d'une potion alourdissante icon": "Icône Consommation d'une potion alourdissante", "Consommation d'une potion d'attaque physique": "Consommation d'une potion d'attaque physique", "Consommation d'une potion d'attaque physique - Dungeon Settlers Wiki": "Consommation d'une potion d'attaque physique - Dungeon Settlers Wiki", "Consommation d'une potion d'attaque physique icon": "Icône Consommation d'une potion d'attaque physique", "Consommation d'une potion d'esquive": "Consommation d'une potion d'esquive", "Consommation d'une potion d'esquive - Dungeon Settlers Wiki": "Consommation d'une potion d'esquive - Dungeon Settlers Wiki", "Consommation d'une potion d'esquive icon": "Icône Consommation d'une potion d'esquive", "Consommation de gelée royale": "Consommation de gelée royale", "Consommation de gelée royale - Dungeon Settlers Wiki": "Consommation de gelée royale - Dungeon Settlers Wiki", "Consommation de gelée royale icon": "Icône Consommation de gelée royale", "Consommation de la potion Peau de métal": "Consommation de la potion Peau de métal", "Consommation de la potion Peau de métal - Dungeon Settlers Wiki": "Consommation de la potion Peau de métal - Dungeon Settlers Wiki", "Consommation de la potion Peau de métal icon": "Icône Consommation de la potion Peau de métal", "Consommation de la potion de précision": "Consommation de la potion de précision", "Consommation de la potion de précision - Dungeon Settlers Wiki": "Consommation de la potion de précision - Dungeon Settlers Wiki", "Consommation de la potion de précision icon": "Icône Consommation de la potion de précision", "Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde. Accordé par 1 inscription, 2 objets et 1 compétence": "Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde. Accordé par 1 inscription, 2 objets et 1 compétence", "Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde. Granted by 1 inscription, 2 items and 1 skill": "Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde. Accordé par 1 inscription, 2 objets et 1 compétence", "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une": "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une", "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une Bouclier égale à 300% de Puissance d'attaque magique pendant 10 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même Bouclier. La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible. 1 energy - 15s cooldown Effects: • Bouclier (on allies): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Summons: • Bubbleling (300 HP) attacks with Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une Bouclier égale à 300% de Puissance d'attaque magique pendant 10 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même Bouclier. La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible. 1 énergie - 15s de recharge Effets : • Bouclier (sur les alliés) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invocations : • Bubbleling (300 PV) attaque avec Tacle à bulles : Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une Bouclier égale à 300% de Puissance d'attaque magique pendant 10 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même Bouclier. La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible. 1 énergie - 15s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une Bouclier égale à 300% de Puissance d'attaque magique pendant 10 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même Bouclier. La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible. 1 énergie - 15s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une Bouclier égale à 300% de Puissance d'attaque magique pendant 30 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même Bouclier. La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible. 1 énergie - 15s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Consomme le Bubbling 1 le plus proche pour octroyer à une unité alliée une Bouclier égale à 300% de Puissance d'attaque magique pendant 30 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même Bouclier. La priorité est donnée aux cibles ayant un nombre d'impacts cumulés plus faible. 1 énergie - 15s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Consomme le plus proche Bubbling 1 pour provoquer la chute d'un bloc de glace sur la case ciblée, repoussant les Unité à cet emplacement de 1 cases et infligeant 150% des dégâts magiques aux Unité ennemies. Le pilier gelé confère": "Consomme le plus proche Bubbling 1 pour provoquer la chute d'un bloc de glace sur la case ciblée, repoussant les Unité à cet emplacement de 1 cases et infligeant 150% des dégâts magiques aux Unité ennemies. Le pilier gelé confère", "Consomme le plus proche Bubbling 1 pour provoquer la chute d'un bloc de glace sur la case ciblée, repoussant les Unité à cet emplacement de 1 cases et infligeant 150% des dégâts magiques aux Unité ennemies. Le pilier gelé confère Perturbation aux Unité ennemies adjacentes pendant 2 secondes, chaque seconde. 1 energy - 15s cooldown Effects: • Perturbation (on enemy): -25% Probabilité de toucher Summons: • Bubbleling (300 HP) attacks with Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Consomme le plus proche Bubbling 1 pour provoquer la chute d'un bloc de glace sur la case ciblée, repoussant les Unité à cet emplacement de 1 cases et infligeant 150% des dégâts magiques aux Unité ennemies. Le pilier gelé confère Perturbation aux Unité ennemies adjacentes pendant 2 secondes, chaque seconde. 1 énergie - 15s de recharge Effets : • Perturbation (sur l'ennemi) : -25% Probabilité de toucher Invocations : • Bubbleling (300 PV) attaque avec Tacle à bulles : Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Consomme le plus proche Bubbling 1 pour provoquer la chute d'un bloc de glace sur la case ciblée, repoussant les Unité à cet emplacement de 1 cases et infligeant 150% des dégâts magiques aux Unité ennemies. Le pilier gelé confère Perturbation aux Unité ennemies adjacentes pendant 2 secondes, chaque seconde. 1 énergie - 15s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Consomme le plus proche Bubbling 1 pour provoquer la chute d'un bloc de glace sur la case ciblée, repoussant les Unité à cet emplacement de 1 cases et infligeant 150% des dégâts magiques aux Unité ennemies. Le pilier gelé confère Perturbation aux Unité ennemies adjacentes pendant 2 secondes, chaque seconde. 1 énergie - 15s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Consomme les 2": "Consomme les 2", "Consomme les 2 Bubblelings les plus proches pour invoquer un Bubbletoad à l'emplacement désigné. Si le nombre de Bubbletoads invoqués dépasse 1, le Bubbletoad ayant la Santé la plus faible sera retiré. 1 energy - 20s cooldown Summons: • Crapaud à Bulles (300 HP) attacks with Estocade de langue: Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet.": "Consomme les 2 Bubblelings les plus proches pour invoquer un Bubbletoad à l'emplacement désigné. Si le nombre de Bubbletoads invoqués dépasse 1, le Bubbletoad ayant la Santé la plus faible sera retiré. 1 énergie - 20s de recharge Invocations : • Crapaud à Bulles (300 HP) attaque avec Estocade de langue : Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet.", "Consomme les 2 Bubblelings les plus proches pour invoquer un Bubbletoad à l'emplacement désigné. Si le nombre de Bubbletoads invoqués dépasse 1, le Bubbletoad ayant la Santé la plus faible sera retiré. 1 énergie - 20s de recharge Invoque : • Crapaud à Bulles (300 PV) attaque avec Estocade de langue: Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet.": "Consomme les 2 Bubblelings les plus proches pour invoquer un Bubbletoad à l'emplacement désigné. Si le nombre de Bubbletoads invoqués dépasse 1, le Bubbletoad ayant la Santé la plus faible sera retiré. 1 énergie - 20s de recharge Invoque : • Crapaud à Bulles (300 PV) attaque avec Estocade de langue: Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet.", "Consommer des herbes restaure 400": "Consommer des herbes restaure 400", "Consommer des herbes restaure 400 Santé actuelle en 10 secondes. 10s cooldown": "Consommer des herbes restaure 400 Santé actuelle en 10 secondes. 10s de recharge", "Consommer des herbes restaure 400 Santé actuelle en 10 secondes. 10s de recharge": "Consommer des herbes restaure 400 Santé actuelle en 10 secondes. 10s de recharge", "Consommer une potion de défense": "Consommer une potion de défense", "Consommer une potion de défense - Dungeon Settlers Wiki": "Consommer une potion de défense - Dungeon Settlers Wiki", "Consommer une potion de défense icon": "Icône Consommer une potion de défense", "Consommer une potion de recharge de compétence": "Consommer une potion de recharge de compétence", "Consommer une potion de recharge de compétence - Dungeon Settlers Wiki": "Consommer une potion de recharge de compétence - Dungeon Settlers Wiki", "Consommer une potion de recharge de compétence icon": "Icône Consommer une potion de recharge de compétence", "Consommer une potion de résistance magique": "Consommer une potion de résistance magique", "Consommer une potion de résistance magique - Dungeon Settlers Wiki": "Consommer une potion de résistance magique - Dungeon Settlers Wiki", "Consommer une potion de résistance magique icon": "Icône Consommer une potion de résistance magique", "Consommé pour débloquer de nouvelles recherches.": "Consommé pour débloquer de nouvelles recherches.", "Constantes du jeu - Dungeon Settlers Wiki": "Constantes du jeu - Dungeon Settlers Wiki", "Constitution": "Constitution", "Constitution - Dungeon Settlers Wiki": "Constitution - Dungeon Settlers Wiki", "Constitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.": "La Constitution alimente la Santé maximale et les résistances physiques ; la Force de volonté alimente l'Énergie max. et les résistances aux altérations d'état ; l'Intelligence alimente la Puissance d'attaque magique et les résistances magiques ; l'Agilité alimente la vitesse de déplacement, la vitesse d'attaque et l'esquive ; la Perception alimente la chance de critique et la probabilité de toucher.", "Constitution icon": "Icône Constitution", "ConstitutionPerModifier_{1}": "ConstitutionPerModifier_{1}", "Constitution_": "Constitution_", "Construction": "Construction", "Construction :": "Construction :", "Construction Special - desc": "Construction spéciale - desc", "Construction chambre marchande": "Construction chambre marchande", "Construction chambre marchande - Dungeon Settlers Wiki": "Construction chambre marchande - Dungeon Settlers Wiki", "Construction chambre marchande icon": "Construction chambre marchande icône", "Construction cost": "Coût de construction", "Construction costs, gathering, crafting stations, housing": "Coûts de construction, récolte, stations de fabrication, logement", "Construction material amounts": "Quantités de matériaux de construction", "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "Multiplicateur d'exigence de matériaux de construction (les décimales sont arrondies ; si réduit en dessous de 1, corrigé à 1)", "Construction workload": "Charge de construction", "Construction workload * {0} = Workload for performing the demolition task": "Charge de travail de construction * {0} = Charge de travail pour effectuer la tâche de démolition", "ConstructionCapability": "ConstructionCapability", "ConstructionCycleTick": "ConstructionCycleTick", "ConstructionMaterialAmountFactorByDifficulty": "ConstructionMaterialAmountFactorByDifficulty", "Construction_RotateLeft": "Construction_RotateLeft", "Construction_RotateRight": "Construction_RotateRight", "Construire des bâtiments pour la satisfaction et les loisirs des unités.": "Une compétence de travail hors combat (Exploitation minière, Bûcheronnage, Recherche, Agriculture, Artisanat, Cuisine, Apprivoisement, Médecine, Construction) qui détermine la qualité d'exécution des tâches de la colonie par une unité ; améliorée par les statistiques principales, la race et la qualité de la salle.", "Construisez-le vous-même à partir du menu de construction (coûte": "Construisez-le vous-même à partir du menu de construction (coûte", "Construisez-le vous-même à partir du menu de construction -": "Construisez-le vous-même à partir du menu de construction -", "Consumes": "Consomme", "Consumes the nearest Bubbling 1 to grant": "Consomme la Bulle la plus proche 1 pour accorder", "Consuming a summoned Bubbling costs extra energy, so the true damage per energy is lower than this face value.": "Consommer un Bubbling invoqué coûte de l'énergie supplémentaire, donc les vrais dégâts par énergie sont inférieurs à cette valeur affichée.", "Consécration": "Consécration", "Conséquences du séjour en donjon": "Conséquences du séjour en donjon", "Conséquences du séjour en donjon - Dungeon Settlers Wiki": "Conséquences du séjour en donjon - Dungeon Settlers Wiki", "Conséquences du séjour en donjon icon": "Conséquences du séjour en donjon icône", "Contact (optional, if you want a reply)": "Contact (facultatif, si vous voulez une réponse)", "Container": "Conteneur", "Contains:": "Contains:", "Contents": "Contenu", "Contenu agricole": "Points que votre clan gagne lors des expéditions et objectifs, dépensés pour faire progresser le rang de votre clan.", "Contenu de fin de jeu où les joueurs descendent le plus profondément possible.": "Guide de l'Abîme infini", "Contenu indisponible - desc": "Contenu indisponible - desc", "Contenu indisponible - name": "Contenu indisponible - name", "Contenu que nous prévoyons de mettre à jour rapidement pendant l'accès anticipé": "Contenu que nous prévoyons de mettre à jour rapidement pendant l'accès anticipé", "Contenu verrouillé - Dungeon Settlers Wiki": "Contenu verrouillé - Dungeon Settlers Wiki", "Contient la mémoire d'un exosquelette impénétrable.": "Contient la mémoire d'un exosquelette impénétrable.", "Contient un liquide qui scintille comme un miroir.": "Contient un liquide qui scintille comme un miroir.", "Contient une très petite quantité de ravitaillement.": "Contient une très petite quantité de ravitaillement.", "Continue anyway?": "Continuer quand même ?", "Continue to check?": "Continuer à vérifier ?", "Continuez à chercher !": "Continuez à chercher !", "Contondant - name": "Contondant - name", "Contribution": "Contribution", "Contribution Point (CP)": "Point de contribution (PC)", "Contribution to rank up": "Contribution pour monter de rang", "Control Modes": "Modes de contrôle", "Controls": "Commandes", "Controls - Dungeon Settlers Wiki": "Commandes - Dungeon Settlers Wiki", "Contrôlez la vitesse du jeu en utilisant les 'Contrôle de vitesse' boutons en haut à gauche de l'écran.": "Contrôlez la vitesse du jeu en utilisant les 'Contrôle de vitesse' boutons en haut à gauche de l'écran.", "Con×0.05": "Con×0.05", "Con×0.3": "Con×0.3", "Con×9": "Con×9", "Cooked dishes also carry a": "Les plats cuisinés portent aussi une", "Cooking here": "Cuisiner ici", "Cooking here: +120% Capacité culinaire": "Cuisiner ici : +120% Capacité culinaire", "Cooking here: +150% Capacité culinaire": "Cuisiner ici : +150% Capacité culinaire", "Cooking here: +180% Capacité culinaire": "Cuisiner ici : +180% Capacité culinaire", "Cooking here: +210% Capacité culinaire": "Cuisiner ici : +210% Capacité culinaire", "Cooking here: +30% Capacité culinaire": "Cuisiner ici : +30% Capacité culinaire", "Cooking here: +60% Capacité culinaire": "Cuisiner ici : +60% Capacité culinaire", "Cooking here: +90% Capacité culinaire": "Cuisiner ici : +90% Capacité culinaire", "CookingCapability": "CookingCapability", "Cooldown": "Recharge", "Cooldown time": "Temps de recharge", "Copied to clipboard.": "Copié dans le presse-papiers.", "Copper": "Cuivre", "Copper (M.Atk {#})": "Copper (M.Atk {#})", "Copper (P.Atk {#})": "Copper (P.Atk {#})", "Copy as text": "Copier en texte", "Copy build link": "Copier le lien du build", "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "Copiez toutes les unités partagées dans une nouvelle équipe de votre liste. C'est l'une des seules actions ici qui enregistre quelque chose.", "Copy path": "Copier le chemin", "Copy team link": "Copier le lien de l'équipe", "Coquille": "Coquille", "Coquille - Dungeon Settlers Wiki": "Coquille - Dungeon Settlers Wiki", "Coquille icon": "Icône Coquille", "Cordyceps": "Cordyceps", "Cordyceps - Dungeon Settlers Wiki": "Cordyceps - Dungeon Settlers Wiki", "Cordyceps icon": "Cordyceps icon", "Core": "Noyau", "Core Room Spawn Group": "Groupe de génération de chambre centrale", "Corne d'Expédition": "Corne d'Expédition", "Corne d'Expédition - Dungeon Settlers Wiki": "Corne d'Expédition - Dungeon Settlers Wiki", "Corne d'Expédition icon": "Icône de Corne d'Expédition", "Corne d'Expédition portée et zone affichées sur une salle de donjon": "Corne d'Expédition portée et zone affichées sur une salle de donjon", "Corne d'Expédition range and area shown on a dungeon room": "Portée et zone de Corne d'Expédition affichées sur une salle de donjon", "Corne de troll": "Corne de troll", "Corne de troll - Dungeon Settlers Wiki": "Corne de troll - Dungeon Settlers Wiki", "Corne de troll icon": "Corne de troll icon", "Cornelièvre": "Cornelièvre", "Cornelièvre - Dungeon Settlers Wiki": "Cornelièvre - Dungeon Settlers Wiki", "Corners beat distance.": "Les coins battent la distance.", "Corps raide": "Corps raide", "Corps raide - Dungeon Settlers Wiki": "Corps raide - Dungeon Settlers Wiki", "Corps raide icon": "Corps raide icon", "Correct dans l'ensemble, même si ne pas être seul était dommage.": "Correct dans l'ensemble, même si ne pas être seul était dommage.", "Correct, mais l'inconfort propre aux salles communes restait.": "Correct, mais l'inconfort propre aux salles communes restait.", "Corrected an upstream naming error: the game's English text names the": "Correction d'une erreur de nommage en amont : le texte anglais du jeu nomme le", "Corrected an upstream naming error: the game's English text names the **Pioneering Spirit** trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "Correction d'une erreur de nommage en amont : le texte anglais du jeu nomme le trait **Pioneering Spirit** « Leadership », ce qui a fait en sorte que chaque description de Leadership se lise « Les nouveaux alliés acquièrent Leadership ». Le coréen, le français et le japonais étaient déjà corrects.", "Correction": "Correction", "Correction d'une erreur de nommage en amont : le texte anglais du jeu nomme le trait": "Correction d'une erreur de nommage en amont : le texte anglais du jeu nomme le trait", "Corrections & myths": "Corrections et mythes", "Corridor": "Couloir", "Corridors": "Couloirs", "Corrosion": "Corrosion", "Corrosion - Dungeon Settlers Wiki": "Corrosion - Dungeon Settlers Wiki", "Corrosion icon": "Icône Corrosion", "Corruption d'épine sombre": "Corruption d'épine sombre", "Corruption d'épine sombre - Dungeon Settlers Wiki": "Corruption d'épine sombre - Dungeon Settlers Wiki", "Corruption d'épine sombre icon": "Corruption d'épine sombre icône", "Corruption du Donjon": "Corruption du Donjon", "Corruption du Donjon - desc": "Corruption du Donjon - desc", "Cost by difficulty": "Coût par difficulté", "Cost each": "Coût unitaire", "Cost to refresh recruitment": "Coût pour actualiser le recrutement", "Cost:": "Coût :", "Couic!": "Couic!", "Couic! - Dungeon Settlers Wiki": "Couic! - Dungeon Settlers Wiki", "Couic! icon": "Icône de Couic!", "Could not lay this floor out - try another seed.": "Impossible d'agencer cet étage - essayez une autre graine.", "Could not read that file.": "Impossible de lire ce fichier.", "Could not send - use \"Copy as text\" and share it manually.": "Envoi impossible : utilisez \"Copier en texte\" et partagez-le manuellement.", "Couloir": "Couloir", "Couloir horizontal commun (impasse) - Dungeon Settlers Wiki": "Couloir horizontal commun (impasse) - Dungeon Settlers Wiki", "Couloir horizontal commun - Dungeon Settlers Wiki": "Couloir horizontal commun - Dungeon Settlers Wiki", "Couloir horizontal commun 1 - Dungeon Settlers Wiki": "Couloir horizontal commun 1 - Dungeon Settlers Wiki", "Couloir horizontal commun 1_ 7 cases - Dungeon Settlers Wiki": "Couloir horizontal commun 1_ 7 cases - Dungeon Settlers Wiki", "Couloir horizontal commun 2 - Dungeon Settlers Wiki": "Couloir horizontal commun 2 - Dungeon Settlers Wiki", "Couloir horizontal commun 2 / Pour le boss - Dungeon Settlers Wiki": "Couloir horizontal commun 2 / Pour le boss - Dungeon Settlers Wiki", "Couloir horizontal commun 2 / pour boss_11 cases - Dungeon Settlers Wiki": "Couloir horizontal commun 2 / pour boss_11 cases - Dungeon Settlers Wiki", "Couloir horizontal commun 3 - Dungeon Settlers Wiki": "Couloir horizontal commun 3 - Dungeon Settlers Wiki", "Couloir horizontal commun 3_2 cases - Dungeon Settlers Wiki": "Couloir horizontal commun 3_2 cases - Dungeon Settlers Wiki", "Couloir horizontal commun étage 3+ 1 - Dungeon Settlers Wiki": "Couloir horizontal commun étage 3+ 1 - Dungeon Settlers Wiki", "Couloir horizontal commun étage 3+ 2 - Dungeon Settlers Wiki": "Couloir horizontal commun étage 3+ 2 - Dungeon Settlers Wiki", "Couloir horizontal commun étage 3+ 3 - Dungeon Settlers Wiki": "Couloir horizontal commun étage 3+ 3 - Dungeon Settlers Wiki", "Couloir vertical 1 - Dungeon Settlers Wiki": "Couloir vertical 1 - Dungeon Settlers Wiki", "Couloir vertical commun - Dungeon Settlers Wiki": "Couloir vertical commun - Dungeon Settlers Wiki", "Couloir vertical commun 1 - Dungeon Settlers Wiki": "Couloir vertical commun 1 - Dungeon Settlers Wiki", "Couloir vertical commun 2 - Dungeon Settlers Wiki": "Couloir vertical commun 2 - Dungeon Settlers Wiki", "Couloir vertical commun 3 - Dungeon Settlers Wiki": "Couloir vertical commun 3 - Dungeon Settlers Wiki", "Couloir vertical commun étage 3+ 1 - Dungeon Settlers Wiki": "Couloir vertical commun étage 3+ 1 - Dungeon Settlers Wiki", "Couloir vertical commun étage 3+ 2 - Dungeon Settlers Wiki": "Couloir vertical commun étage 3+ 2 - Dungeon Settlers Wiki", "Couloir vertical du boss 1 - Dungeon Settlers Wiki": "Couloir vertical du boss 1 - Dungeon Settlers Wiki", "Count hits-until-break for a weapon or armor piece given the damage taken, guard and any loss reduction, and the durability you will need to mend back. The wear model is on the": "Comptez les coups avant la casse pour une arme ou une pièce d'armure selon les dégâts subis, la garde et toute réduction de perte, ainsi que la durabilité qu'il faudra restaurer. Le modèle d'usure est sur la", "CountDownfall": "CountDownfall", "CountEasy": "CountEasy", "CountHard": "CountHard", "CountNormal": "CountNormal", "CountVeryHard": "CountVeryHard", "Counts toward housing rooms:": "Compte pour les salles de logement :", "Coup Balayant": "Coup Balayant", "Coup Balayant - Dungeon Settlers Wiki": "Coup Balayant - Dungeon Settlers Wiki", "Coup Balayant icon": "Icône Coup Balayant", "Coup Balayant portée et zone affichées sur une salle de donjon": "Coup Balayant portée et zone affichées sur une salle de donjon", "Coup Balayant range and area shown on a dungeon room": "Coup Balayant : portée et zone affichées dans une salle de donjon", "Coup attendu contre un Lowell de base au niveau maximum, par palier de difficulté de combat. Le palier défini dans la barre de menu est mis en évidence ; choisissez une unité sauvegardée pour utiliser ses propres résistances.": "Coup attendu contre un Lowell de base au niveau maximum, par palier de difficulté de combat. Le palier défini dans la barre de menu est mis en évidence ; choisissez une unité sauvegardée pour utiliser ses propres résistances.", "Coup contondant de base (Monstre)": "Coup contondant de base (Monstre)", "Coup contondant de base (Monstre) - Dungeon Settlers Wiki": "Coup contondant de base (Monstre) - Dungeon Settlers Wiki", "Coup contondant de base (Monstre) icon": "Icône de Coup contondant de base (Monstre)", "Coup contondant de base (Monstre) portée et zone affichées sur une salle de donjon": "Coup contondant de base (Monstre) portée et zone affichées sur une salle de donjon", "Coup contondant de base (Monstre) portée et zone sur une salle de donjon": "Coup contondant de base (Monstre) portée et zone sur une salle de donjon", "Coup contondant de base (Monstre) range and area on a dungeon room": "Coup contondant de base (Monstre) portée et zone dans une salle de donjon", "Coup contondant de base (Monstre) range and area shown on a dungeon room": "Portée et zone de Coup contondant de base (Monstre) affichées sur une salle de donjon", "Coup de diversion": "Coup de diversion", "Coup de diversion - Dungeon Settlers Wiki": "Coup de diversion - Dungeon Settlers Wiki", "Coup de diversion icon": "Icône de Coup de diversion", "Coup de diversion portée et zone affichées sur une salle de donjon": "Coup de diversion portée et zone affichées sur une salle de donjon", "Coup de diversion portée et zone sur une salle de donjon": "Coup de diversion portée et zone sur une salle de donjon", "Coup de diversion range and area on a dungeon room": "Coup de diversion portée et zone dans une salle de donjon", "Coup de diversion range and area shown on a dungeon room": "Coup de diversion : portée et zone affichées sur une salle de donjon", "Coup de lance": "Coup de lance", "Coup de lance - Dungeon Settlers Wiki": "Coup de lance - Dungeon Settlers Wiki", "Coup de lance portée et zone affichées sur une salle de donjon": "Coup de lance portée et zone affichées sur une salle de donjon", "Coup de poing basique": "Coup de poing basique", "Coup de poing basique - Dungeon Settlers Wiki": "Coup de poing basique - Dungeon Settlers Wiki", "Coup de poing basique icon": "Icône de Coup de poing basique", "Coup de poing basique portée et zone affichées sur une salle de donjon": "Coup de poing basique portée et zone affichées sur une salle de donjon", "Coup de poing basique portée et zone sur une salle de donjon": "Coup de poing basique portée et zone sur une salle de donjon", "Coup de poing basique range and area on a dungeon room": "Coup de poing basique : portée et zone dans une salle de donjon", "Coup de poing basique range and area shown on a dungeon room": "Portée et zone de Coup de poing basique affichées sur une salle de donjon", "Coup de pommeau": "Coup de pommeau", "Coup de pommeau - Dungeon Settlers Wiki": "Coup de pommeau - Dungeon Settlers Wiki", "Coup de pommeau icon": "Icône Coup de pommeau", "Coup de pommeau portée et zone affichées sur une salle de donjon": "Coup de pommeau portée et zone affichées sur une salle de donjon", "Coup de pommeau range and area shown on a dungeon room": "Coup de pommeau : portée et zone affichées dans une salle de donjon", "Coup en chaîne": "Coup en chaîne", "Coup en chaîne - Dungeon Settlers Wiki": "Coup en chaîne - Dungeon Settlers Wiki", "Coup en chaîne icon": "Icône de Coup en chaîne", "Coup en chaîne portée et zone affichées sur une salle de donjon": "Coup en chaîne portée et zone affichées sur une salle de donjon", "Coup en chaîne portée et zone sur une salle de donjon": "Coup en chaîne portée et zone sur une salle de donjon", "Coup en chaîne range and area on a dungeon room": "Coup en chaîne portée et zone dans une salle de donjon", "Coup en chaîne range and area shown on a dungeon room": "Coup en chaîne : portée et zone affichées sur une salle de donjon", "Coup inévitable": "Coup inévitable", "Coup inévitable - Dungeon Settlers Wiki": "Coup inévitable - Dungeon Settlers Wiki", "Coup inévitable icon": "Icône Coup inévitable", "Coupe devastatrice": "Coupe devastatrice", "Coupe devastatrice - Dungeon Settlers Wiki": "Coupe devastatrice - Dungeon Settlers Wiki", "Coupe devastatrice portée et zone affichées sur une salle de donjon": "Coupe devastatrice portée et zone affichées sur une salle de donjon", "Crachat": "Crachat", "Crachat - Dungeon Settlers Wiki": "Crachat - Dungeon Settlers Wiki", "Crachat acide": "Crachat acide", "Crachat acide - Dungeon Settlers Wiki": "Crachat acide - Dungeon Settlers Wiki", "Crachat acide icon": "Icône de Crachat acide", "Crachat acide portée et zone affichées sur une salle de donjon": "Crachat acide portée et zone affichées sur une salle de donjon", "Crachat acide portée et zone sur une salle de donjon": "Crachat acide portée et zone sur une salle de donjon", "Crachat acide range and area on a dungeon room": "Portée et zone de Crachat acide dans une salle de donjon", "Crachat acide range and area shown on a dungeon room": "Portée et zone de Crachat acide affichées sur une salle de donjon", "Crachat de Gloth": "Crachat de Gloth", "Crachat de Gloth - Dungeon Settlers Wiki": "Crachat de Gloth - Dungeon Settlers Wiki", "Crachat de Gloth icon": "Icône de Crachat de Gloth", "Crachat de Gloth portée et zone affichées sur une salle de donjon": "Crachat de Gloth portée et zone affichées sur une salle de donjon", "Crachat de Gloth portée et zone sur une salle de donjon": "Crachat de Gloth portée et zone sur une salle de donjon", "Crachat de Gloth range and area on a dungeon room": "Crachat de Gloth portée et zone dans une salle de donjon", "Crachat de Gloth range and area shown on a dungeon room": "Crachat de Gloth : portée et zone affichées sur une salle de donjon", "Crachat de boue": "Crachat de boue", "Crachat de boue - Dungeon Settlers Wiki": "Crachat de boue - Dungeon Settlers Wiki", "Crachat de boue icon": "Icône de Crachat de boue", "Crachat de boue portée et zone affichées sur une salle de donjon": "Crachat de boue portée et zone affichées sur une salle de donjon", "Crachat de boue portée et zone sur une salle de donjon": "Crachat de boue portée et zone sur une salle de donjon", "Crachat de boue range and area on a dungeon room": "Crachat de boue portée et zone dans une salle de donjon", "Crachat de boue range and area shown on a dungeon room": "Portée et zone de Crachat de boue affichées sur une salle de donjon", "Crachat de spores": "Crachat de spores", "Crachat de spores - Dungeon Settlers Wiki": "Crachat de spores - Dungeon Settlers Wiki", "Crachat de spores icon": "Icône de Crachat de spores", "Crachat de spores portée et zone affichées sur une salle de donjon": "Crachat de spores portée et zone affichées sur une salle de donjon", "Crachat de spores portée et zone sur une salle de donjon": "Crachat de spores portée et zone sur une salle de donjon", "Crachat de spores range and area on a dungeon room": "Portée et zone de Crachat de spores dans une salle de donjon", "Crachat de spores range and area shown on a dungeon room": "Portée et zone de Crachat de spores affichées sur une salle de donjon", "Crachat icon": "Icône de Crachat", "Crachat portée et zone affichées sur une salle de donjon": "Crachat portée et zone affichées sur une salle de donjon", "Crachat portée et zone sur une salle de donjon": "Crachat portée et zone sur une salle de donjon", "Crachat range and area on a dungeon room": "Crachat portée et zone dans une salle de donjon", "Crachat range and area shown on a dungeon room": "Portée et zone de Crachat affichées sur une salle de donjon", "Craft at": "Fabriqué à", "CraftMaxTask": "CraftMaxTask", "Craftable": "Fabricable", "Crafted equipment can roll a higher quality: base chance": "L'équipement fabriqué peut obtenir une qualité supérieure : chance de base", "Crafting (16)": "Artisanat (16)", "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "La charge de travail de fabrication et de construction, les quantités produites, les prix de vente et les conditions de déblocage restent fixes.", "Crafting here": "Fabrique ici", "Crafting here (1 recipes)": "Fabrication ici (1 recette)", "Crafting here (10 recipes)": "Fabrication ici (10 recettes)", "Crafting here (11 recipes)": "Fabrication ici (11 recettes)", "Crafting here (15 recipes)": "Fabrication ici (15 recettes)", "Crafting here (18 recipes)": "Fabrication ici (18 recettes)", "Crafting here (19 recipes)": "Fabrication ici (19 recettes)", "Crafting here (2 recipes)": "Fabrication ici (2 recettes)", "Crafting here (20 recipes)": "Fabrication ici (20 recettes)", "Crafting here (21 recipes)": "Fabrication ici (21 recettes)", "Crafting here (23 recipes)": "Crafting here (23 recipes)", "Crafting here (3 recipes)": "Fabrication ici (3 recettes)", "Crafting here (30 recipes)": "Fabrication ici (30 recettes)", "Crafting here (5 recipes)": "Fabrication ici (5 recettes)", "Crafting here: +120% Capacité d'artisanat": "Fabrication ici : +120% Capacité d'artisanat", "Crafting here: +150% Capacité d'artisanat": "Fabrication ici : +150% Capacité d'artisanat", "Crafting here: +180% Capacité d'artisanat": "Fabrication ici : +180% Capacité d'artisanat", "Crafting here: +210% Capacité d'artisanat": "Fabrication ici : +210% Capacité d'artisanat", "Crafting here: +30% Capacité d'artisanat": "Fabrication ici : +30% Capacité d'artisanat", "Crafting here: +60% Capacité d'artisanat": "Fabrication ici : +60% Capacité d'artisanat", "Crafting here: +90% Capacité d'artisanat": "Fabrication ici : +90% Capacité d'artisanat", "Crafting ingredient": "Ingrédient d'artisanat", "Crafting ingredient amounts": "Quantités d'ingrédients de fabrication", "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "Multiplicateur d'exigence de matériaux d'artisanat (les décimales sont arrondies ; si réduit en dessous de 1, corrigé à 1)", "Crafting recipes by workstation": "Recettes de fabrication par poste de travail", "Crafting recipes: output, ingredients, workstations, workload.": "Recettes de fabrication : résultat, ingrédients, postes de travail, charge de travail.", "Crafting work amount increases by {0} every tick": "Le montant de travail d'Artisanat augmente de {0} chaque tick", "CraftingCapability": "CraftingCapability", "CraftingCondition": "CraftingCondition", "CraftingDefault": "CraftingDefault", "CraftingFabric": "CraftingFabric", "CraftingFood": "CraftingFood", "CraftingIngredientAmountFactorByDifficulty": "CraftingIngredientAmountFactorByDifficulty", "CraftingMetal": "CraftingMetal", "CraftingWood": "CraftingWood", "Crafting_": "Crafting_", "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2": "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2", "Craintif": "Craintif", "Craintif - Dungeon Settlers Wiki": "Craintif - Dungeon Settlers Wiki", "Craintif icon": "Craintif icon", "Crapaud Bulle": "Crapaud Bulle", "Crapaud à Bulles": "Crapaud à Bulles", "Crapaud à Bulles - Dungeon Settlers Wiki": "Crapaud à Bulles - Dungeon Settlers Wiki", "Crapaud à Bulles icon": "Crapaud à Bulles icon", "Crapaud à Bulles summon": "Invocation de Crapaud à Bulles", "Crawling Doom Devastation": "Crawling Doom Devastation", "Crawling Doom Devastation Tuto": "Crawling Doom Devastation Tuto", "Crawling Doom Easy": "Crawling Doom Easy", "Crawling Doom Easy Tuto": "Crawling Doom Easy Tuto", "Crawling Doom Hard": "Crawling Doom Hard", "Crawling Doom Hard Tuto": "Crawling Doom Hard Tuto", "Crawling Doom Normal": "Crawling Doom Normal", "Crawling Doom Normal Tuto": "Crawling Doom Normal Tuto", "Crawling Doom Tuto 1": "Crawling Doom Tuto 1", "Crawling Doom Tuto 1 - Dungeon Settlers Wiki": "Doom rampant Tuto 1 - Dungeon Settlers Wiki", "Crawling Doom Tuto 1 icon": "Icône Doom rampant Tuto 1", "Crawling Doom Tuto 10": "Crawling Doom Tuto 10", "Crawling Doom Tuto 10 - Dungeon Settlers Wiki": "Doom rampant Tuto 10 - Dungeon Settlers Wiki", "Crawling Doom Tuto 10 icon": "Icône Doom rampant Tuto 10", "Crawling Doom Tuto 12": "Crawling Doom Tuto 12", "Crawling Doom Tuto 12 - Dungeon Settlers Wiki": "Doom rampant Tuto 12 - Dungeon Settlers Wiki", "Crawling Doom Tuto 12 icon": "icône Doom rampant Tuto 12", "Crawling Doom Tuto 13": "Crawling Doom Tuto 13", "Crawling Doom Tuto 13 - Dungeon Settlers Wiki": "Doom rampant Tuto 13 - Dungeon Settlers Wiki", "Crawling Doom Tuto 13 icon": "icône Doom rampant Tuto 13", "Crawling Doom Tuto 14": "Crawling Doom Tuto 14", "Crawling Doom Tuto 14 - Dungeon Settlers Wiki": "Doom rampant Tuto 14 - Dungeon Settlers Wiki", "Crawling Doom Tuto 14 icon": "icône Doom rampant Tuto 14", "Crawling Doom Tuto 15": "Crawling Doom Tuto 15", "Crawling Doom Tuto 15 - Dungeon Settlers Wiki": "Doom rampant Tuto 15 - Dungeon Settlers Wiki", "Crawling Doom Tuto 15 icon": "icône Doom rampant Tuto 15", "Crawling Doom Tuto 16": "Crawling Doom Tuto 16", "Crawling Doom Tuto 16 - Dungeon Settlers Wiki": "Doom rampant Tuto 16 - Dungeon Settlers Wiki", "Crawling Doom Tuto 16 icon": "icône Doom rampant Tuto 16", "Crawling Doom Tuto 2": "Crawling Doom Tuto 2", "Crawling Doom Tuto 2 - Dungeon Settlers Wiki": "Doom rampant Tuto 2 - Dungeon Settlers Wiki", "Crawling Doom Tuto 2 icon": "Icône Doom rampant Tuto 2", "Crawling Doom Tuto 3": "Crawling Doom Tuto 3", "Crawling Doom Tuto 3 - Dungeon Settlers Wiki": "Doom rampant Tuto 3 - Dungeon Settlers Wiki", "Crawling Doom Tuto 3 icon": "Icône Doom rampant Tuto 3", "Crawling Doom Tuto 4": "Crawling Doom Tuto 4", "Crawling Doom Tuto 4 - Dungeon Settlers Wiki": "Doom rampant Tuto 4 - Dungeon Settlers Wiki", "Crawling Doom Tuto 4 icon": "Icône Doom rampant Tuto 4", "Crawling Doom Tuto 5": "Crawling Doom Tuto 5", "Crawling Doom Tuto 5 - Dungeon Settlers Wiki": "Doom rampant Tuto 5 - Dungeon Settlers Wiki", "Crawling Doom Tuto 5 icon": "Icône Doom rampant Tuto 5", "Crawling Doom Tuto 6": "Crawling Doom Tuto 6", "Crawling Doom Tuto 6 - Dungeon Settlers Wiki": "Doom rampant Tuto 6 - Dungeon Settlers Wiki", "Crawling Doom Tuto 6 icon": "Icône Doom rampant Tuto 6", "Crawling Doom Tuto 7": "Crawling Doom Tuto 7", "Crawling Doom Tuto 7 - Dungeon Settlers Wiki": "Doom rampant Tuto 7 - Dungeon Settlers Wiki", "Crawling Doom Tuto 7 icon": "Icône Doom rampant Tuto 7", "Crawling Doom Tuto 8": "Crawling Doom Tuto 8", "Crawling Doom Tuto 8 - Dungeon Settlers Wiki": "Doom rampant Tuto 8 - Dungeon Settlers Wiki", "Crawling Doom Tuto 8 icon": "Icône Doom rampant Tuto 8", "Crawling Doom Very Hard": "Crawling Doom Very Hard", "Crawling Doom Very Hard Tuto": "Crawling Doom Very Hard Tuto", "CrawlingDoom": "CrawlingDoom", "CrawlingDoomTuto0": "CrawlingDoomTuto0", "CrawlingDoomTuto1": "CrawlingDoomTuto1", "CrawlingDoomTuto10": "CrawlingDoomTuto10", "CrawlingDoomTuto11": "CrawlingDoomTuto11", "CrawlingDoomTuto12": "CrawlingDoomTuto12", "CrawlingDoomTuto13": "CrawlingDoomTuto13", "CrawlingDoomTuto14": "CrawlingDoomTuto14", "CrawlingDoomTuto15": "CrawlingDoomTuto15", "CrawlingDoomTuto16": "CrawlingDoomTuto16", "CrawlingDoomTuto2": "CrawlingDoomTuto2", "CrawlingDoomTuto3": "CrawlingDoomTuto3", "CrawlingDoomTuto4": "CrawlingDoomTuto4", "CrawlingDoomTuto5": "CrawlingDoomTuto5", "CrawlingDoomTuto6": "CrawlingDoomTuto6", "CrawlingDoomTuto7": "CrawlingDoomTuto7", "CrawlingDoomTuto8": "CrawlingDoomTuto8", "CrawlingDoomTuto9": "CrawlingDoomTuto9", "Cri de mandragore entendu": "Cri de mandragore entendu", "Cri de mandragore entendu - Dungeon Settlers Wiki": "Cri de mandragore entendu - Dungeon Settlers Wiki", "Cri de mandragore entendu icon": "Cri de mandragore entendu icône", "Cri du gardien": "Cri du gardien", "Cri du gardien - Dungeon Settlers Wiki": "Cri du gardien - Dungeon Settlers Wiki", "Cri du gardien portée et zone affichées sur une salle de donjon": "Cri du gardien portée et zone affichées sur une salle de donjon", "Crinière Rouge": "Crinière Rouge", "Crinière Rouge - Dungeon Settlers Wiki": "Crinière Rouge - Dungeon Settlers Wiki", "Crinière Rouge icon": "Crinière Rouge icon", "Crinière rouge": "Crinière rouge", "Crinière rouge - Dungeon Settlers Wiki": "Crinière rouge - Dungeon Settlers Wiki", "Crinière rouge icon": "Crinière rouge icône", "Cristal bleu de taille moyenne": "Cristal bleu de taille moyenne", "Cristal bleu de taille moyenne (resource node)": "Cristal bleu de taille moyenne (nœud de ressource)", "Cristal bleu de taille moyenne (resource node) - Dungeon Settlers Wiki": "Cristal bleu de taille moyenne (nœud de ressource) - Dungeon Settlers Wiki", "Cristal bleu de taille moyenne (source de ressources)": "Cristal bleu de taille moyenne (source de ressources)", "Cristal bleu de taille moyenne (source de ressources) - Dungeon Settlers Wiki": "Cristal bleu de taille moyenne (source de ressources) - Dungeon Settlers Wiki", "Cristal bleu raffiné": "Cristal bleu raffiné", "Cristal bleu raffiné - Dungeon Settlers Wiki": "Cristal bleu raffiné - Dungeon Settlers Wiki", "Cristal bleu raffiné icon": "Cristal bleu raffiné icon", "Cristal rouge de taille moyenne": "Cristal rouge de taille moyenne", "Cristal rouge de taille moyenne (resource node)": "Cristal rouge de taille moyenne (nœud de ressource)", "Cristal rouge de taille moyenne (resource node) - Dungeon Settlers Wiki": "Cristal rouge de taille moyenne (nœud de ressource) - Dungeon Settlers Wiki", "Cristal rouge de taille moyenne (source de ressources)": "Cristal rouge de taille moyenne (source de ressources)", "Cristal rouge de taille moyenne (source de ressources) - Dungeon Settlers Wiki": "Cristal rouge de taille moyenne (source de ressources) - Dungeon Settlers Wiki", "Cristal rouge raffiné": "Cristal rouge raffiné", "Cristal rouge raffiné (40%)": "Cristal rouge raffiné (40%)", "Cristal rouge raffiné - Dungeon Settlers Wiki": "Cristal rouge raffiné - Dungeon Settlers Wiki", "Cristal rouge raffiné icon": "Cristal rouge raffiné icon", "Cristal vert de taille moyenne": "Cristal vert de taille moyenne", "Cristal vert de taille moyenne (resource node)": "Cristal vert de taille moyenne (nœud de ressource)", "Cristal vert de taille moyenne (resource node) - Dungeon Settlers Wiki": "Cristal vert de taille moyenne (nœud de ressource) - Dungeon Settlers Wiki", "Cristal vert de taille moyenne (source de ressources)": "Cristal vert de taille moyenne (source de ressources)", "Cristal vert de taille moyenne (source de ressources) - Dungeon Settlers Wiki": "Cristal vert de taille moyenne (source de ressources) - Dungeon Settlers Wiki", "Cristal vert raffiné": "Cristal vert raffiné", "Cristal vert raffiné - Dungeon Settlers Wiki": "Cristal vert raffiné - Dungeon Settlers Wiki", "Cristal vert raffiné icon": "Cristal vert raffiné icon", "Crit": "Crit", "Crit %": "% Crit.", "Crit Bonus": "Bonus de crit.", "Crit Dmg": "Dégâts crit.", "Crit basic attack splash": "Éclaboussure d'attaque de base critique", "Crit chance": "Chance de critique", "Crit rate": "Taux de critique", "Crit%": "Crit%", "Critical Chance, Dodge, Guard chance and Life Steal": "Chance de critique, Esquive, chance de Garde et Vol de vie", "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "Chance de critique, chance de toucher/esquive/garde, Vol de vie, Régénération des PV", "Critical Damage": "Dégâts critiques", "Critical chance": "Chance de critique", "Critical chance (flat)": "Chance de critique (points fixes)", "Critical damage amplification coefficient": "Coefficient d'amplification des dégâts critiques", "Critical damage bonus": "Bonus de dégâts critiques", "Critical damage bonus (flat)": "Bonus de dégâts critiques (points fixes)", "Critical hit": "Coup critique", "Critical hits landed": "Coups critiques portés", "CriticalDamageModifier": "CriticalDamageModifier", "CriticalOnlyInCombat": "CriticalOnlyInCombat", "Critically low head health": "Santé de la tête critique", "Critically low health": "Santé critique", "Critically low hunger": "Faim critique", "Critically low stamina": "Endurance critique", "Crits needed to cap = 2000 ÷ 10 =": "Critiques nécessaires pour atteindre le plafond = 2000 ÷ 10 =", "Crits to reach the cap": "Crits pour atteindre le plafond", "Croc du Rat monstre rouge": "Croc du Rat monstre rouge", "Croc du Rat monstre rouge - Dungeon Settlers Wiki": "Croc du Rat monstre rouge - Dungeon Settlers Wiki", "Croc du Rat monstre rouge icon": "Croc du Rat monstre rouge icon", "Croissant sanglant": "Croissant sanglant", "Croissant sanglant - Dungeon Settlers Wiki": "Croissant sanglant - Dungeon Settlers Wiki", "Crops are planted from seed items at a farm building, accumulate growth progress through 3 ranks, and are harvested by gathering the grown crop building. Harvesting earlier stages yields less.": "Les cultures sont plantées à partir de graines dans un bâtiment agricole, accumulent leur progression de croissance sur 3 rangs, puis sont récoltées en collectant le bâtiment de culture arrivé à maturité. Récolter à un stade plus précoce rapporte moins.", "Crops, growth stages, yields": "Cultures, stades de croissance, rendements", "Crops: seed item, growth stage workloads, linked crop buildings.": "Cultures : objet de graine, charges de travail par stade de croissance, bâtiments de culture liés.", "Croque Champi": "Croque Champi", "Croque Champi - Dungeon Settlers Wiki": "Croque Champi - Dungeon Settlers Wiki", "Croque-Champi": "Croque-Champi", "Croque-Champi - Dungeon Settlers Wiki": "Croque-Champi - Dungeon Settlers Wiki", "Croque-Champi icon": "Croque-Champi icon", "Crossbow (aptitude + tree name only, no items)": "Arbalète (aptitude + nom d'arbre seulement, pas d'objets)", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.": "Accroupi au sol alors qu'il examine les restes d'un golem détruit, il se tourne lentement vers vous, l'air fatigué.", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years since the Magic Empire fell. Much of what": "Accroupi au sol alors qu'il examine les restes d'un golem détruit, il se tourne lentement vers vous, l'air fatigué. « Cela fait de nombreuses années que l'Empire Magique a chuté. Beaucoup de ce que »", "Crow Fixed": "Crow Fixed", "Crow Fixed2": "Corbeau Fixed2", "Crude though ...": "Rudimentaire cependant ...", "Crystal Turtle 1 + Mud Slogel 3": "Tortue de cristal 1 + Slogel de boue 3", "Crystal Turtle Random1": "Tortue de cristal Random1", "Crystal Turtle Random2": "Crystal Turtle Random2", "Crystal jewelry": "Les bijoux en cristal", "Crystal jewelry affixes": "Affixes des bijoux en cristal", "Créateur de personnage et d'équipe - Dungeon Settlers Wiki": "Créateur de personnage et d'équipe - Dungeon Settlers Wiki", "Créature invoquée": "Créature invoquée", "Créature invoquée - Dungeon Settlers Wiki": "Créature invoquée - Dungeon Settlers Wiki", "Créature invoquée icon": "icône Créature invoquée", "Créatures invoquées - Dungeon Settlers Wiki": "Créatures invoquées - Dungeon Settlers Wiki", "Crée une pluie de flèches qui inflige des dégâts physiques équivalents à 40% de": "Crée une pluie de flèches qui inflige des dégâts physiques équivalents à 40% de", "Crée une pluie de flèches qui inflige des dégâts physiques équivalents à 40% de Puissance d'attaque physique à toutes les unités ennemies dans la zone. La pluie de flèches tombe 6 fois. 5 energy - 20s cooldown": "Crée une pluie de flèches qui inflige des dégâts physiques équivalents à 40% de Puissance d'attaque physique à toutes les unités ennemies dans la zone. La pluie de flèches tombe 6 fois. 5 d'énergie - 20s de recharge", "Crée une pluie de flèches qui inflige des dégâts physiques équivalents à 40% de Puissance d'attaque physique à toutes les unités ennemies dans la zone. La pluie de flèches tombe 6 fois. 5 énergie - 20s de recharge": "Crée une pluie de flèches qui inflige des dégâts physiques équivalents à 40% de Puissance d'attaque physique à toutes les unités ennemies dans la zone. La pluie de flèches tombe 6 fois. 5 énergie - 20s de recharge", "Ctrl gauche": "Ctrl gauche", "Cuir": "Cuir", "Cuir - Dungeon Settlers Wiki": "Cuir - Dungeon Settlers Wiki", "Cuir icon": "Cuir icon", "Cuirasse de fer": "Cuirasse de fer", "Cuirasse de fer - Dungeon Settlers Wiki": "Cuirasse de fer - Dungeon Settlers Wiki", "Cuirassé - Dungeon Settlers Wiki": "Cuirassé - Dungeon Settlers Wiki", "Cuisine :": "Cuisine :", "Cuisine améliorée": "Cuisine améliorée", "Cuisine dans une salle à manger correcte.": "Cuisine dans une salle à manger correcte.", "Cuisine dans une salle à manger correcte. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger correcte. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger correcte. icon": "Cuisine dans une salle à manger correcte. icon", "Cuisine dans une salle à manger délabrée.": "Cuisine dans une salle à manger délabrée.", "Cuisine dans une salle à manger délabrée. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger délabrée. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger délabrée. icon": "Cuisine dans une salle à manger délabrée. icon", "Cuisine dans une salle à manger fantastique.": "Cuisine dans une salle à manger fantastique.", "Cuisine dans une salle à manger fantastique. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger fantastique. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger fantastique. icon": "Cuisine dans une salle à manger fantastique. icon", "Cuisine dans une salle à manger impressionnante.": "Cuisine dans une salle à manger impressionnante.", "Cuisine dans une salle à manger impressionnante. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger impressionnante. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger impressionnante. icon": "Cuisine dans une salle à manger impressionnante. icon", "Cuisine dans une salle à manger luxueuse.": "Cuisine dans une salle à manger luxueuse.", "Cuisine dans une salle à manger luxueuse. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger luxueuse. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger luxueuse. icon": "Cuisine dans une salle à manger luxueuse. icon", "Cuisine dans une salle à manger médiocre.": "Cuisine dans une salle à manger médiocre.", "Cuisine dans une salle à manger médiocre. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger médiocre. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger médiocre. icon": "Cuisine dans une salle à manger médiocre. icon", "Cuisine dans une salle à manger ordinaire.": "Cuisine dans une salle à manger ordinaire.", "Cuisine dans une salle à manger ordinaire. - Dungeon Settlers Wiki": "Cuisine dans une salle à manger ordinaire. - Dungeon Settlers Wiki", "Cuisine dans une salle à manger ordinaire. icon": "Cuisine dans une salle à manger ordinaire. icon", "Cuisine de base": "Cuisine de base", "Cuisine de monstre basique": "Cuisine de monstre basique", "Cuisine de monstres souterrains": "Cuisine de monstres souterrains", "Cuisine du monstre du tunnel incomplète": "Cuisine du monstre du tunnel incomplète", "Cuisine du monstre du tunnel incomplète ➜ Cuisine du monstre du tunnel incomplète": "Cuisine du monstre du tunnel incomplète ➜ Cuisine du monstre du tunnel incomplète", "Cuisiner ici: +120% Capacité culinaire": "Cuisiner ici: +120% Capacité culinaire", "Cuisiner ici: +150% Capacité culinaire": "Cuisiner ici: +150% Capacité culinaire", "Cuisiner ici: +180% Capacité culinaire": "Cuisiner ici: +180% Capacité culinaire", "Cuisiner ici: +210% Capacité culinaire": "Cuisiner ici: +210% Capacité culinaire", "Cuisiner ici: +30% Capacité culinaire": "Cuisiner ici: +30% Capacité culinaire", "Cuisiner ici: +60% Capacité culinaire": "Cuisiner ici: +60% Capacité culinaire", "Cuisiner ici: +90% Capacité culinaire": "Cuisiner ici: +90% Capacité culinaire", "Cuisson intermédiaire non terminée": "Cuisson intermédiaire non terminée", "Cuisson intermédiaire non terminée ➜ Cuisson intermédiaire non terminée": "Cuisson intermédiaire non terminée ➜ Cuisson intermédiaire non terminée", "Culpabilité charnelle": "Culpabilité charnelle", "Culpabilité charnelle - Dungeon Settlers Wiki": "Culpabilité charnelle - Dungeon Settlers Wiki", "Culpabilité charnelle icon": "Icône Culpabilité charnelle", "Culture": "Culture", "CunningGetaway": "CunningGetaway", "Cupidité": "Cupidité", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.26).": "Guides de gameplay sélectionnés, distillés à partir des données du jeu et de notes de rétro-ingénierie (DS_B.0.3.26).", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.40).": "Guides de gameplay sélectionnés, distillés à partir des données du jeu et de notes de rétro-ingénierie (DS_B.0.3.40).", "Curated knowledge distilled from research notes.": "Savoir sélectionné, distillé à partir des notes de recherche.", "Curieux": "Curieux", "Curieux - Dungeon Settlers Wiki": "Curieux - Dungeon Settlers Wiki", "Curieux icon": "Curieux icône", "Current character": "Personnage actuel", "Current last floor of the Abyss": "Dernier sol actuel de l'Abîme", "Current mood (-30 to +30)": "Humeur actuelle (-30 à +30)", "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom": "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom", "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish": "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish", "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320", "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320", "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320": "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320", "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320", "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320", "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0": "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0", "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0": "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0", "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320": "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320", "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch": "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch", "CurrentMap_Base &&IsIdling": "CurrentMap_Base &&IsIdling", "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)": "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)", "CurrentMap_Dungeon && EmptyEquipment_Body": "CurrentMap_Dungeon && EmptyEquipment_Body", "CurrentMap_Dungeon && EmptyEquipment_Head": "CurrentMap_Dungeon && EmptyEquipment_Head", "CurrentMap_Dungeon && EmptyEquipment_Primary": "CurrentMap_Dungeon && EmptyEquipment_Primary", "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0": "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320", "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0": "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0", "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0": "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320", "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0": "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0", "Currently selected": "Actuellement sélectionné", "Curse Of Fate": "Malédiction du destin", "Curse Of Fate - Dungeon Settlers Wiki": "Malédiction du destin - Dungeon Settlers Wiki", "Curse Of Fate icon": "Malédiction du destin icon", "Custom %": "% personnalisé", "Custom base HP": "PV de base personnalisés", "Custom base Magic Attack": "Attaque magique de base personnalisée", "Custom base stats": "Statistiques de base personnalisées", "Custom reflect %": "% de renvoi personnalisé", "CustomEvent": "CustomEvent", "Cycle de Vague": "Cycle de Vague", "Cycle de Vague - Dungeon Settlers Wiki": "Cycle de Vague - Dungeon Settlers Wiki", "Cycle de Vague icon": "Icône Cycle de Vague", "Cycle de vie": "Cycle de vie", "Cycle de vie - Dungeon Settlers Wiki": "Cycle de vie - Dungeon Settlers Wiki", "Cycle de vie icon": "Icône Cycle de vie", "Célérité": "Célérité", "Célérité - Dungeon Settlers Wiki": "Célérité - Dungeon Settlers Wiki", "Célérité icon": "Icône Célérité", "Céramique": "Céramique", "Céramique - Dungeon Settlers Wiki": "Céramique - Dungeon Settlers Wiki", "Céramique icon": "Céramique icon", "D'apparence robuste mais offrant une excellente protection.": "D'apparence robuste mais offrant une excellente protection.", "D'apparence robuste, mais offrant une défense solide.": "D'apparence robuste, mais offrant une défense solide.", "D'innombrables aventuriers se jettent en ce lieu par avidité et pour survivre.": "D'innombrables aventuriers se jettent en ce lieu par avidité et pour survivre.", "D'un autre côté, les Lycans regardent la lune qui se lève avec des yeux nostalgiques et finissent par se disperser tranquillement.": "D'un autre côté, les Lycans regardent la lune qui se lève avec des yeux nostalgiques et finissent par se disperser tranquillement.", "D'un geste vif et sans hésitation,": "D'un geste vif et sans hésitation,", "D1-D4 mood debuffs, one step per in-game day (1,440-min term)": "Malus d'humeur J1-J4, un palier par jour en jeu (terme de 1 440 min)", "DEAD": "MORT", "DEV : traité automatiquement par le code.": "DEV : traité automatiquement par le code.", "DIES": "MEURT", "DIES at {#}": "MEURT à {#}", "DO-NOT list": "Liste des interdits", "DPE": "DPE", "DPE (damage per energy)": "DPE (dégâts par énergie)", "DPM": "DPM", "DPS": "DPS", "DPS (rotation)": "DPS (rotation)", "DPS basique": "DPS basique", "DROP_AbandonedHutChest1": "DROP_AbandonedHutChest1", "DROP_AcidSlogelRandom": "DROP_AcidSlogelRandom", "DROP_AncientForestBookshelfRandom": "DROP_AncientForestBookshelfRandom", "DROP_BasementTreeFixed (empty)": "DROP_BasementTreeFixed (vide)", "DROP_BasicTemplate": "DROP_BasicTemplate", "DROP_BeeHiveTree1": "DROP_BeeHiveTree1", "DROP_BigRockFixed (empty)": "DROP_BigRockFixed (vide)", "DROP_BloodTreeRandom": "DROP_BloodTreeRandom", "DROP_BloodTreeWithFruitFixed": "DROP_BloodTreeWithFruitFixed", "DROP_BloodTreeWithFruitRandom": "DROP_BloodTreeWithFruitRandom", "DROP_BlueBerryRandom": "DROP_BlueBerryRandom", "DROP_BlueGoblinFixed": "DROP_BlueGoblinFixed", "DROP_BlueGoblinRandom": "DROP_BlueGoblinRandom", "DROP_BonePile": "DROP_BonePile", "DROP_CrowFixed": "DROP_CrowFixed", "DROP_CrowFixed2": "DROP_CrowFixed2", "DROP_DeveloperBoxFixed": "DROP_DeveloperBoxFixed", "DROP_DeveloperBoxRandom": "DROP_DeveloperBoxRandom", "DROP_Devrik": "DROP_Devrik", "DROP_DirtWallFixed": "DROP_DirtWallFixed", "DROP_DirtyCorpses": "DROP_DirtyCorpses", "DROP_DirtyCorpses2": "DROP_DirtyCorpses2", "DROP_DownfallSupportWagonAdditionalCogWeelFixed": "DROP_DownfallSupportWagonAdditionalCogWeelFixed", "DROP_DownfallSupportWagonBerryFixed": "DROP_DownfallSupportWagonBerryFixed", "DROP_DownfallSupportWagonGrassFixed": "DROP_DownfallSupportWagonGrassFixed", "DROP_DownfallSupportWagonHardtackFixed": "DROP_DownfallSupportWagonHardtackFixed", "DROP_DownfallSupportWagonOintmentFixed": "DROP_DownfallSupportWagonOintmentFixed", "DROP_DownfallSupportWagonTechBookFixed": "DROP_DownfallSupportWagonTechBookFixed", "DROP_DownfallSupportWagonWoodFixed": "DROP_DownfallSupportWagonWoodFixed", "DROP_DustRootFixed": "DROP_DustRootFixed", "DROP_DustRootGrowth2Fixed": "DROP_DustRootGrowth2Fixed", "DROP_DustRootGrowth2Random": "DROP_DustRootGrowth2Random", "DROP_DustRootRandom": "DROP_DustRootRandom", "DROP_EasySupportWagonBerryFixed": "DROP_EasySupportWagonBerryFixed", "DROP_EasySupportWagonGrassFixed": "DROP_EasySupportWagonGrassFixed", "DROP_EasySupportWagonHardtackFixed": "DROP_EasySupportWagonHardtackFixed", "DROP_EasySupportWagonOintmentFixed": "DROP_EasySupportWagonOintmentFixed", "DROP_EasySupportWagonTechBookFixed": "DROP_EasySupportWagonTechBookFixed", "DROP_EasySupportWagonWoodFixed": "DROP_EasySupportWagonWoodFixed", "DROP_EchoFlowerFixed": "DROP_EchoFlowerFixed", "DROP_EventSupplyBoxFixed1": "DROP_EventSupplyBoxFixed1", "DROP_EventSupplyBoxFixed2": "DROP_EventSupplyBoxFixed2", "DROP_EventSupplyBoxFixed3": "DROP_EventSupplyBoxFixed3", "DROP_EventSupplyBoxFixed4": "DROP_EventSupplyBoxFixed4", "DROP_EventSupplyBoxFixed5": "DROP_EventSupplyBoxFixed5", "DROP_EyeBallFixed": "DROP_EyeBallFixed", "DROP_EyeBallRandom": "DROP_EyeBallRandom", "DROP_FlowerRandom": "DROP_FlowerRandom", "DROP_ForestBushRandom": "DROP_ForestBushRandom", "DROP_GoblinChiefShamanRandom": "DROP_GoblinChiefShamanRandom", "DROP_GoblinTent1": "DROP_GoblinTent1", "DROP_GoblinTent2": "DROP_GoblinTent2", "DROP_HardSupportWagonBerryFixed": "DROP_HardSupportWagonBerryFixed", "DROP_HardSupportWagonGrassFixed": "DROP_HardSupportWagonGrassFixed", "DROP_HardSupportWagonHardtackFixed": "DROP_HardSupportWagonHardtackFixed", "DROP_HardSupportWagonOintmentFixed": "DROP_HardSupportWagonOintmentFixed", "DROP_HardSupportWagonTechBookFixed": "DROP_HardSupportWagonTechBookFixed", "DROP_HardSupportWagonWoodFixed": "DROP_HardSupportWagonWoodFixed", "DROP_IronVeinFixed": "DROP_IronVeinFixed", "DROP_JunkHeap1": "DROP_JunkHeap1", "DROP_JunkHeap10": "DROP_JunkHeap10", "DROP_JunkHeap11": "DROP_JunkHeap11", "DROP_JunkHeap12": "DROP_JunkHeap12", "DROP_JunkHeap13": "DROP_JunkHeap13", "DROP_JunkHeap14": "DROP_JunkHeap14", "DROP_JunkHeap15": "DROP_JunkHeap15", "DROP_JunkHeap16": "DROP_JunkHeap16", "DROP_JunkHeap17": "DROP_JunkHeap17", "DROP_JunkHeap18": "DROP_JunkHeap18", "DROP_JunkHeap19": "DROP_JunkHeap19", "DROP_JunkHeap2": "DROP_JunkHeap2", "DROP_JunkHeap20": "DROP_JunkHeap20", "DROP_JunkHeap3": "DROP_JunkHeap3", "DROP_JunkHeap4": "DROP_JunkHeap4", "DROP_JunkHeap5": "DROP_JunkHeap5", "DROP_JunkHeap6": "DROP_JunkHeap6", "DROP_JunkHeap7": "DROP_JunkHeap7", "DROP_JunkHeap8": "DROP_JunkHeap8", "DROP_JunkHeap9": "DROP_JunkHeap9", "DROP_LargeCopperNodeRandom": "DROP_LargeCopperNodeRandom", "DROP_LargeDirtRockFixed": "DROP_LargeDirtRockFixed", "DROP_LargeDirtRockRandom": "DROP_LargeDirtRockRandom", "DROP_LargeDustRootFixed": "DROP_LargeDustRootFixed", "DROP_LargeDustRootRandom": "DROP_LargeDustRootRandom", "DROP_LargeTwistedTreeFixed": "DROP_LargeTwistedTreeFixed", "DROP_LumaTreeFixed": "DROP_LumaTreeFixed", "DROP_LumaTreeRandom": "DROP_LumaTreeRandom", "DROP_MagicScrapPile1": "DROP_MagicScrapPile1", "DROP_MagicScrapPile2": "DROP_MagicScrapPile2", "DROP_MagicScrapPile3": "DROP_MagicScrapPile3", "DROP_MandrakeFixed": "DROP_MandrakeFixed", "DROP_MeatGrub": "DROP_MeatGrub", "DROP_MeatGrub2": "DROP_MeatGrub2", "DROP_MediumBlueCrystalRandom": "DROP_MediumBlueCrystalRandom", "DROP_MediumCopperNodeRandom": "DROP_MediumCopperNodeRandom", "DROP_MediumDirtRockFixed": "DROP_MediumDirtRockFixed", "DROP_MediumDirtRockRandom": "DROP_MediumDirtRockRandom", "DROP_MediumGreenCrystalRandom": "DROP_MediumGreenCrystalRandom", "DROP_MediumRedCrystalRandom": "DROP_MediumRedCrystalRandom", "DROP_MediumSilverVeinRandom": "DROP_MediumSilverVeinRandom", "DROP_MushroomRandom": "DROP_MushroomRandom", "DROP_NormalSupportWagonBerryFixed": "DROP_NormalSupportWagonBerryFixed", "DROP_NormalSupportWagonGrassFixed": "DROP_NormalSupportWagonGrassFixed", "DROP_NormalSupportWagonHardtackFixed": "DROP_NormalSupportWagonHardtackFixed", "DROP_NormalSupportWagonOintmentFixed": "DROP_NormalSupportWagonOintmentFixed", "DROP_NormalSupportWagonTechBookFixed": "DROP_NormalSupportWagonTechBookFixed", "DROP_NormalSupportWagonWoodFixed": "DROP_NormalSupportWagonWoodFixed", "DROP_OatsGrowth2Random": "DROP_OatsGrowth2Random", "DROP_OatsRandom": "DROP_OatsRandom", "DROP_R1AbyssTreasureBossChestRandom1": "DROP_R1AbyssTreasureBossChestRandom1", 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"DUNGEONROOM_Abyss_Common_Combat_Floor6 -": "DUNGEONROOM_Abyss_Common_Combat_Floor6 -", "DUNGEONROOM_Abyss_Common_Combat_Floor7": "DUNGEONROOM_Abyss_Common_Combat_Floor7", "DUNGEONROOM_Abyss_Common_Combat_Floor7 -": "DUNGEONROOM_Abyss_Common_Combat_Floor7 -", "DUNGEONROOM_Abyss_Common_Combat_Floor8": "DUNGEONROOM_Abyss_Common_Combat_Floor8", "DUNGEONROOM_Abyss_Common_Combat_Floor8 -": "DUNGEONROOM_Abyss_Common_Combat_Floor8 -", "DUNGEONROOM_Abyss_Common_Combat_Floor9": "DUNGEONROOM_Abyss_Common_Combat_Floor9", "DUNGEONROOM_Abyss_Common_Combat_Floor9 -": "DUNGEONROOM_Abyss_Common_Combat_Floor9 -", "DUNGEONROOM_Abyss_Common_Entry": "DUNGEONROOM_Abyss_Common_Entry", "DUNGEONROOM_Abyss_Common_Entry -": "DUNGEONROOM_Abyss_Common_Entry -", "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock", "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock -": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock -", 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"DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -", "DUNGEONROOM_FXTest_Forest_Standard": "DUNGEONROOM_FXTest_Forest_Standard", "DUNGEONROOM_FXTest_Forest_Standard -": "DUNGEONROOM_FXTest_Forest_Standard -", "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel": 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"DUNGEONROOM_FesteringBurrow_SafeFloor_Portal -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal -", "DUNGEONROOM_Tutorial_1": "DUNGEONROOM_Tutorial_1", "DUNGEONROOM_Tutorial_1 -": "DUNGEONROOM_Tutorial_1 -", "DUNGEONROOM_Tutorial_2": "DUNGEONROOM_Tutorial_2", "DUNGEONROOM_Tutorial_2 -": "DUNGEONROOM_Tutorial_2 -", "DUNGEONROOM_Tutorial_3": "DUNGEONROOM_Tutorial_3", "DUNGEONROOM_Tutorial_3 -": "DUNGEONROOM_Tutorial_3 -", "DUNGEONROOM_Tutorial_Common_Entry": "DUNGEONROOM_Tutorial_Common_Entry", "DUNGEONROOM_Tutorial_Common_Entry -": "DUNGEONROOM_Tutorial_Common_Entry -", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 -", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 -", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 -", "DUNGEONROOM_Tutorial_Common_Portal": "DUNGEONROOM_Tutorial_Common_Portal", "DUNGEONROOM_Tutorial_Common_Portal -": "DUNGEONROOM_Tutorial_Common_Portal -", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 -": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 -", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 -": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 -", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem -": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem -", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem nécessite la phase 5 -> ne se génère jamais dans la démo d'origine", "DUNGEONROOM_VeilSilence_Common_BossCorridor_1": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1", "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 -", "DUNGEONROOM_VeilSilence_Common_BossEntry": "DUNGEONROOM_VeilSilence_Common_BossEntry", "DUNGEONROOM_VeilSilence_Common_BossEntry -": "DUNGEONROOM_VeilSilence_Common_BossEntry -", "DUNGEONROOM_VeilSilence_Common_BossPortal": "DUNGEONROOM_VeilSilence_Common_BossPortal", "DUNGEONROOM_VeilSilence_Common_BossPortal -": "DUNGEONROOM_VeilSilence_Common_BossPortal -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle1": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1", "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle10": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10", "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle11": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11", "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle12": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12", "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle13": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13", "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle2": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2", "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle4": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4", "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle6": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6", "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle7": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7", "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle8": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8", "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle9": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9", "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small1": "DUNGEONROOM_VeilSilence_Common_Combat_Small1", "DUNGEONROOM_VeilSilence_Common_Combat_Small1 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small1 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Small2": "DUNGEONROOM_VeilSilence_Common_Combat_Small2", "DUNGEONROOM_VeilSilence_Common_Combat_Small2 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small2 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Small3": "DUNGEONROOM_VeilSilence_Common_Combat_Small3", "DUNGEONROOM_VeilSilence_Common_Combat_Small3 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small3 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f -", "DUNGEONROOM_VeilSilence_Common_Core1": "DUNGEONROOM_VeilSilence_Common_Core1", "DUNGEONROOM_VeilSilence_Common_Core1 -": "DUNGEONROOM_VeilSilence_Common_Core1 -", "DUNGEONROOM_VeilSilence_Common_Core2": "DUNGEONROOM_VeilSilence_Common_Core2", "DUNGEONROOM_VeilSilence_Common_Core2 -": "DUNGEONROOM_VeilSilence_Common_Core2 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 -", "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1", "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 -": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 -", "DUNGEONROOM_VeilSilence_Common_Entry": "DUNGEONROOM_VeilSilence_Common_Entry", "DUNGEONROOM_VeilSilence_Common_Entry -": "DUNGEONROOM_VeilSilence_Common_Entry -", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite -", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 -", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 -", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 -", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 -", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 -", "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree", "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree -": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree -", "DUNGEONROOM_VeilSilence_Common_Event_BloodTree": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree", "DUNGEONROOM_VeilSilence_Common_Event_BloodTree -": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree -", "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1", "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 -": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 -", "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower", "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower -": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower -", "DUNGEONROOM_VeilSilence_Common_Event_Endrossi": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi", "DUNGEONROOM_VeilSilence_Common_Event_Endrossi -": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi -", "DUNGEONROOM_VeilSilence_Common_Event_Flower": "DUNGEONROOM_VeilSilence_Common_Event_Flower", "DUNGEONROOM_VeilSilence_Common_Event_Flower -": "DUNGEONROOM_VeilSilence_Common_Event_Flower -", "DUNGEONROOM_VeilSilence_Common_Event_Herb": "DUNGEONROOM_VeilSilence_Common_Event_Herb", "DUNGEONROOM_VeilSilence_Common_Event_Herb -": "DUNGEONROOM_VeilSilence_Common_Event_Herb -", "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake", "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake -": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake -", "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter", "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter -": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter -", "DUNGEONROOM_VeilSilence_Common_Event_Mandrake": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake", "DUNGEONROOM_VeilSilence_Common_Event_Mandrake -": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake -", "DUNGEONROOM_VeilSilence_Common_Event_Merchant": "DUNGEONROOM_VeilSilence_Common_Event_Merchant", "DUNGEONROOM_VeilSilence_Common_Event_Merchant -": "DUNGEONROOM_VeilSilence_Common_Event_Merchant -", "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow", "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow -": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow -", "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest", "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest -": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest -", "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife", "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife -": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife -", "DUNGEONROOM_VeilSilence_Common_Event_Xenon": "DUNGEONROOM_VeilSilence_Common_Event_Xenon", "DUNGEONROOM_VeilSilence_Common_Event_Xenon -": "DUNGEONROOM_VeilSilence_Common_Event_Xenon -", "DUNGEONROOM_VeilSilence_Common_Goddess": "DUNGEONROOM_VeilSilence_Common_Goddess", "DUNGEONROOM_VeilSilence_Common_Goddess -": "DUNGEONROOM_VeilSilence_Common_Goddess -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f -", "DUNGEONROOM_VeilSilence_Common_Portal": "DUNGEONROOM_VeilSilence_Common_Portal", "DUNGEONROOM_VeilSilence_Common_Portal -": "DUNGEONROOM_VeilSilence_Common_Portal -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 -", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 -", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Herb1": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1", "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 -": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Herb2": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2", "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 -": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 -", "DUNGEONROOM_VeilSilence_Common_Resource_Oat": "DUNGEONROOM_VeilSilence_Common_Resource_Oat", "DUNGEONROOM_VeilSilence_Common_Resource_Oat -": "DUNGEONROOM_VeilSilence_Common_Resource_Oat -", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 -", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 -", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1", "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 -": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 -", "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 -": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 -": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1", "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1", "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f -", "Dagger (items, aptitude, no tree)": "Dague (objets, aptitude, pas d'arbre)", "Dague - name": "Dague - name", "Dague d'étain": "Dague d'étain", "Dague d'étain - Dungeon Settlers Wiki": "Dague d'étain - Dungeon Settlers Wiki", "Dague de carapace": "Dague de carapace", "Dague de carapace - Dungeon Settlers Wiki": "Dague de carapace - Dungeon Settlers Wiki", "Dague de carapace icon": "Dague de carapace icon", "Dague de fer": "Dague de fer", "Dague de fer - Dungeon Settlers Wiki": "Dague de fer - Dungeon Settlers Wiki", "Dague de fer classique, facile à transporter.": "Dague de fer classique, facile à transporter.", "Dague de fer icon": "Dague de fer icon", "Dague en Arcron": "Dague en Arcron", "Dague en Arcron - Dungeon Settlers Wiki": "Dague en Arcron - Dungeon Settlers Wiki", "Dague en Arcron icon": "Dague en Arcron icon", "Dague en bois": "Dague en bois", "Dague en bois - Dungeon Settlers Wiki": "Dague en bois - Dungeon Settlers Wiki", "Dague en bois de sang": "Dague en bois de sang", "Dague en bois de sang - Dungeon Settlers Wiki": "Dague en bois de sang - Dungeon Settlers Wiki", "Dague en bois de sang icon": "Dague en bois de sang icon", "Dague en bois icon": "Dague en bois icon", "Dague en bois sanguin": "Dague en bois sanguin", "Dague en bois sanguin - Dungeon Settlers Wiki": "Dague en bois sanguin - Dungeon Settlers Wiki", "Dague en bronze": "Dague en bronze", "Dague en bronze - Dungeon Settlers Wiki": "Dague en bronze - Dungeon Settlers Wiki", "Dague en cuivre": "Dague en cuivre", "Dague en cuivre - Dungeon Settlers Wiki": "Dague en cuivre - Dungeon Settlers Wiki", "Dague en cuivre icon": "Dague en cuivre icon", "Dague en os": "Dague en os", "Dague en os - Dungeon Settlers Wiki": "Dague en os - Dungeon Settlers Wiki", "Dague en os icon": "Dague en os icon", "Damage": "Dégâts", "Damage Dealt +20% × missing%": "Dégâts infligés +20 % × % manquant", "Damage Dealt.": "de dégâts infligés.", "Damage at cap": "Dégâts au plafond", "Damage benchmark monster": "Monstre benchmark de dégâts", "Damage calc": "Calcul des dégâts", "Damage dealt increases as current": "Les dégâts infligés augmentent selon le", "Damage dealt increases as current Humeur gets lower.": "Les dégâts infligés augmentent à mesure que l'Humeur actuelle baisse.", "Damage increases by": "Les dégâts augmentent de", "Damage over time": "Dégâts sur la durée", "Damage per cast": "Dégâts par lancer", "Damage per energy": "Dégâts par énergie", "Damage per hit": "Dégâts par coup", "Damage per hit taken": "Dégâts par coup subi", "Damage per minute": "Dégâts par minute", "Damage per second": "Dégâts par seconde", "Damage per second vs benchmark": "Dégâts par seconde par rapport au benchmark", "Damage percentages are of the boss's attack power; reach and cooldown are in tiles / seconds. Each attack's reach and area are drawn on a real dungeon room below it (click to enlarge). Descriptions are the game's own skill text - hover a highlighted keyword, effect or summon for what it does.": "Les pourcentages de dégâts sont exprimés par rapport à la puissance d'attaque du boss ; la portée et le temps de recharge sont en tuiles / secondes. La portée et la zone de chaque attaque sont dessinées sur une véritable salle de donjon en dessous (cliquez pour agrandir). Les descriptions sont le texte de compétence du jeu lui-même : survolez un mot-clé, un effet ou une invocation en surbrillance pour savoir ce qu'il fait.", "Damage reduction amount on a successful guard": "Montant de réduction des dégâts sur une parade réussie", "Damage source": "Source des dégâts", "Damage stat source": "Source de stat de dégâts", "Damage taken (after defense/resist)": "Dégâts subis (après défense/résistance)", "Damage taken = raw damage x 100 / (100 + R)": "Dégâts subis = dégâts bruts x 100 / (100 + R)", "Damage taken decreases by (number of allied plant structures within 1 tile) * {0}%.": "Les dégâts subis diminuent de (nombre de structures de plante alliées dans un rayon de 1 case) * {0}%.", "Damage taken is reduced by {0}% × the number of allied plant structures within 1 tile. (Maximum {1}% reduction)": "Les dégâts subis sont réduits de {0}% × le nombre de structures végétales alliées à 1 case de distance. (Réduction maximale {1}%)", "Damage taken multiplied by about 100 / (100 + Resistance)": "Dégâts subis multipliés par environ 100 / (100 + Résistance)", "Damage to reach it": "Dégâts pour l'atteindre", "Damage to you": "Dégâts subis", "Damage to your units": "Dégâts à vos unités", "Damage type": "Type de dégâts", "Damage types": "Types de dégâts", "Damage value": "Valeur des dégâts", "Damage vs": "Dégâts contre", "Damage vs Enemy": "Dégâts contre un ennemi", "Damage-over-time calculator": "Calculateur de dégâts sur la durée", "Damage-over-time stack caps": "Plafonds de cumul des dégâts sur la durée", "DamagePartsRatio": "DamagePartsRatio", "Dans cet état, l'unité doit être nourrie par un allié jusqu'à ce que la faim remonte au‑dessus d'un certain seuil pour récupérer.": "Dans cet état, l'unité doit être nourrie par un allié jusqu'à ce que la faim remonte au‑dessus d'un certain seuil pour récupérer.", "Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.": "Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.", "Dans cette ambiance impressionnante, la fatigue de la journée se dissipe doucement.": "Dans cette ambiance impressionnante, la fatigue de la journée se dissipe doucement.", "Dans l'Empire d'Elos, on enseignait que la forme originelle de l'eau ressemblait aux deux yeux et à la bouche ouverte d'un crapaud. Le Crapaud Bulle, une version améliorée du": "Dans l'Empire d'Elos, on enseignait que la forme originelle de l'eau ressemblait aux deux yeux et à la bouche ouverte d'un crapaud. Le Crapaud Bulle, une version améliorée du", "Dans l'Inventaire, vous pouvez faire glisser des Objets vers des unités à proximité pour les transférer facilement.": "Dans l'Inventaire, vous pouvez faire glisser des Objets vers des unités à proximité pour les transférer facilement.", "Dans l'obscurité de la nuit,": "Dans l'obscurité de la nuit,", "Dans l'obscurité, il palpite d'une lumière lugubre.": "Dans l'obscurité, il palpite d'une lumière lugubre.", "Dans la bataille entre Goblin et Gloth, Gloth a gagné. La santé maximale de Gloth augmente de 10%.": "Dans la bataille entre Goblin et Gloth, Gloth a gagné. La santé maximale de Gloth augmente de 10%.", "Dans la bataille entre Goblin et Gloth, Goblin a gagné. La vitesse de déplacement du gobelin augmente de 10.": "Dans la bataille entre Goblin et Gloth, Goblin a gagné. La vitesse de déplacement du gobelin augmente de 10.", "Dans la file de fabrication, les tâches peuvent être répétées un nombre défini de fois, jusqu'à atteindre une quantité cible, ou indéfiniment selon l'option sélectionnée.": "Dans la file de fabrication, les tâches peuvent être répétées un nombre défini de fois, jusqu'à atteindre une quantité cible, ou indéfiniment selon l'option sélectionnée.", "Dans la forêt millénaire, nous demeurions, buvant des larmes plus anciennes que la Myriade. Pourtant, il nous fallut partir. Il ne nous restait qu'à partir.": "Dans la forêt millénaire, nous demeurions, buvant des larmes plus anciennes que la Myriade. Pourtant, il nous fallut partir. Il ne nous restait qu'à partir.", "Dans la version démo, les corps peuvent être retirés temporairement via le portail.": "Dans la version démo, les corps peuvent être retirés temporairement via le portail.", "Dans le grain grossier du bois, il voit une forme déjà achevée.": "Dans le grain grossier du bois, il voit une forme déjà achevée.", "Dans le menu Politique de consommation, vous pouvez autoriser ou interdire aux unités d'utiliser des objets.": "Dans le menu Politique de consommation, vous pouvez autoriser ou interdire aux unités d'utiliser des objets.", "Dans le silence, vous croyez d'abord entendre un son ténu, mais il devient peu à peu plus distinct.": "Dans le silence, vous croyez d'abord entendre un son ténu, mais il devient peu à peu plus distinct.", "Dans un désespoir sans fin !": "Dans un désespoir sans fin !", "Dans un espace étroit dissimulé derrière le mur, un squelette gît au sol. Il est figé sur place, une main tendue vers quelque chose hors de portée.": "Dans un espace étroit dissimulé derrière le mur, un squelette gît au sol. Il est figé sur place, une main tendue vers quelque chose hors de portée.", "Dans un rayon de 5 tuiles : +5 de régénération de santé en pourcentage (statistique de régénération continue, sans tick fixe).": "Dans un rayon de 5 tuiles : +5 de régénération de santé en pourcentage (statistique de régénération continue, sans tick fixe).", "Dans une forêt ancienne,": "Dans une forêt ancienne,", "Dark": "Dark", "Dark Burrow GAMESYSTEM_Environment_{affecterName}": "Terrier sombre GAMESYSTEM_Environment_{affecterName}", "Dark Forest (internal)": "Forêt sombre (interne)", "Dark Magic": "Magie noire", "DarkBurrow": "DarkBurrow", "DarkGreen": "DarkGreen", "DarkWhisperEnv": "DarkWhisperEnv", "Dash": "Dash", "Data": "Données", "Data error (wrong game data)": "Erreur de données (données de jeu erronées)", "Data note - Sharp Edge.": "Note sur les données : Lame aiguisée.", "Data note.": "Note sur les données.", "Data notes": "Notes sur les données", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.26 demo; they are left out of the roster count, table and filters above.": "Unités fictives présentes uniquement dans les données, portant le bloc de statistiques par défaut de 40 PV et sans placement en donjon. Aucune n'est affrontée dans la démo de base DS_B.0.3.26 ; elles sont exclues du décompte du roster, de la table et des filtres ci-dessus.", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.40 demo; they are left out of the roster count, table and filters above.": "Unités fictives présentes uniquement dans les données, portant le bloc de statistiques par défaut de 40 PV et sans placement en donjon. Aucune n'est affrontée dans la démo de base DS_B.0.3.40 ; elles sont exclues du décompte du roster, de la table et des filtres ci-dessus.", "Database": "Base de données", "Date": "Date", "Day & night": "Jour et nuit", "Day 1 checklist": "Liste de vérification du jour 1", "Day and night": "Jour et nuit", "Day counter rolls over": "Changement du compteur de jours", "Day vision": "Vision de jour", "Day, version, difficulty, playtime, current region": "Jour, version, difficulté, temps de jeu, région actuelle", "DayInHour": "DayInHour", "DayNightVisionDiffrence": "DayNightVisionDiffrence", "DayTimes": "DayTimes", "Daytime window": "Plage de jour", "De": "De", "De cette distance, on ne peut pas savoir s'il est encore en vie ou s'il est trop tard.": "De cette distance, on ne peut pas savoir s'il est encore en vie ou s'il est trop tard.", "De là, vous pouvez équiper ou consommer des objets.": "De là, vous pouvez équiper ou consommer des objets.", "De nombreux éléments du jeu sont encore en développement, et certains contenus ainsi que certains systèmes sont limités dans la version démo.": "De nombreux éléments du jeu sont encore en développement, et certains contenus ainsi que certains systèmes sont limités dans la version démo.", "De plus, des monstres peuvent réapparaître ou patrouiller dans la zone au fil du temps, évitez donc de rester trop longtemps dans le": "De plus, des monstres peuvent réapparaître ou patrouiller dans la zone au fil du temps, évitez donc de rester trop longtemps dans le", "De plus, les exigences de qualité des murs incluent les angles, tandis que les exigences pour les sols sont déterminées en fonction des dalles à l'intérieur des murs fermés.": "De plus, les exigences de qualité des murs incluent les angles, tandis que les exigences pour les sols sont déterminées en fonction des dalles à l'intérieur des murs fermés.", "De plus, les exigences de qualité des murs incluent les coins de la pièce, tandis que les exigences de qualité du sol sont déterminées en fonction des cases situées à l'intérieur des murs.": "De plus, les exigences de qualité des murs incluent les coins de la pièce, tandis que les exigences de qualité du sol sont déterminées en fonction des cases situées à l'intérieur des murs.", "De profondes ténèbres s'insinuent dans l'âme.": "De profondes ténèbres s'insinuent dans l'âme.", "De quel côté la chance sera-t-elle ?": "De quel côté la chance sera-t-elle ?", "De retour des profondeurs de la corruption,": "De retour des profondeurs de la corruption,", "De vieux chiffons et des déchets sont rassemblés ici.": "De vieux chiffons et des déchets sont rassemblés ici.", "Dead Enter": "Mort (entrée)", "Dead Enter 2": "Entrée mort 2", "Dead Enter 3": "Entrée mort 3", "Dead Swamp": "Marais mort", "Dead heat on time-to-kill (~": "Égalité parfaite sur le temps pour tuer (~", "DeadSound": "DeadSound", "Deadly Fear + Blade Spirit": "Peur mortelle + Esprit de lame", "Deadly Fear puts Exposed Flaw on the ENEMY, so your melee crits on it are guaranteed and Blade Spirit refunds energy - the correct greatsword Exposed-Flaw setup (Slay would only expose yourself).": "Peur mortelle applique Faiblesse exposée à l'ENNEMI, donc vos critiques de corps à corps sur lui sont garantis et Esprit de lame rembourse de l'énergie : la bonne mise en place de Faiblesse exposée pour la grande épée (Abattre ne ferait que vous exposer vous-même).", "DeadlyAfterEffectDuration": "DeadlyAfterEffectDuration", "DeadlyDuration": "DeadlyDuration", "DeadlyRecovery": "DeadlyRecovery", "Deadly_": "Deadly_", "Deal physical damage equal to {0}% of physical attack power to the target. Deal the same damage to enemies in a straight...": "Infligez des dégâts physiques égaux à {0}% de puissance d'attaque physique à la cible. Infligez les mêmes dégâts aux ennemis en ligne droite...", "Dealer bite combination facing open terrain.": "Combinaison de morsure du Marchand face à un terrain ouvert.", "Dealer bite combination facing open terrain. - Dungeon Settlers Wiki": "Combinaison de morsure de Marchand face à un terrain ouvert. - Dungeon Settlers Wiki", "Dealing critical damage apply": "Infliger des dégâts critiques applique", "Dealing critical damage apply Lent the target for {0} seconds.": "Infliger des dégâts critiques applique Lent à la cible pendant {0} secondes.", "Deals 100% of magic attack power as magic damage to the target and applies 3": "Inflige à la cible 100% de puissance d'attaque magique en dégâts magiques et applique 3", "Deals 100% of magic attack power as magic damage to the target and applies 3 Saignement for 5 seconds.": "Inflige à la cible 100% de puissance d'attaque magique en dégâts magiques et applique 3 Saignement pendant 5 secondes.", "Deals 200 fixed damage to a specific building within 2 tiles.": "Inflige 200 dégâts fixes à un bâtiment précis situé à 2 cases ou moins.", "Deals 200 fixed damage to a specific building within 5 tiles.": "Inflige 200 dégâts fixes à un bâtiment précis situé à 5 cases ou moins.", "Deals magic damage equal to {2}% of magic attack power to adjacent enemy units every second, and applies [AFFECTER_Burni...": "Inflige des dégâts magiques égaux à {2}% de la puissance d'attaque magique aux unités ennemies adjacentes chaque seconde, et applique [AFFECTER_Burni...", "Deals physical damage equal to 100% of physical attack power to the target.": "Inflige des dégâts physiques équivalant à 100% de la puissance d'attaque physique à la cible.", "Deals physical damage equal to 100% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "Inflige des dégâts physiques égaux à 100% de la puissance d'attaque physique à la cible. Inflige le même montant de dégâts aux ennemis situés en ligne droite le long du chemin de l'attaque.", "Deals physical damage equal to 100% of physical attack power to units on the target's tile and the tile behind the target.": "Inflige des dégâts physiques égaux à 100% de la puissance d'attaque physique aux unités sur la case de la cible et la case derrière la cible.", "Deals physical damage equal to 65% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "Inflige des dégâts physiques égaux à 65% de la puissance d'attaque physique à la cible. Inflige le même montant de dégâts aux ennemis situés en ligne droite le long du chemin de l'attaque.", "Deals physical damage equal to {0}% of Physical Attack to the target and applies": "Inflige des dégâts physiques égaux à {0}% de l'Attaque physique à la cible et applique", "Deals physical damage equal to {0}% of Physical Attack to the target and applies Vulnérable for {1} seconds.": "Inflige des dégâts physiques égaux à {0}% de l'Attaque physique à la cible et applique Vulnérable pendant {1} secondes.", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is affli...": "Inflige des dégâts physiques égaux à {0}% de l'Attaque physique à la cible et la repousse de {1} cases. La cible est affli...", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with Lent for {2} seconds.": "Inflige des dégâts physiques égaux à {0}% de l'Attaque physique à la cible et la repousse de {1} cases. La cible est affligée de Lent pendant {2} secondes.", "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located...": "Inflige des dégâts physiques égaux à {0}% de l'Attaque physique {1} fois à la cible. Inflige le même dégât aux ennemis situés...", "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies l...": "Inflige des dégâts physiques égaux à {0}% de la puissance d'attaque physique à la cible. Inflige le même montant de dégâts aux ennemis l...", "Deals physical damage equal to {0}% of physical attack power to units on the target's tile and the tile behind the targe...": "Inflige des dégâts physiques égaux à {0}% de la puissance d'attaque physique aux unités sur la case de la cible et la case derrière la cible...", "Deals {2} instances of {1}% of": "Inflige {2} instances de {1}% de", "Deals {2} instances of {1}% of Puissance d'attaque physique as physical damage to the target.": "Inflige {2} instances de {1}% de Puissance d'attaque physique comme dégâts physiques à la cible.", "Deals {2} instances of {1}% of Puissance d'attaque physique as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "Inflige {2} instances de {1}% de Puissance d'attaque physique comme dégâts physiques à la cible. Tant que cette compétence est active, chaque attaque de base consomme {2} flèches.", "Death Throes and Devrick Pendant read how much HP YOU are missing; the Sinking Inscription reads how much the TARGET is missing. Each scales from 0 at full HP to its cap at 0 HP.": "Les Derniers soubresauts et le Pendentif de Devrick lisent combien de PV il VOUS manque ; l'Inscription du naufrage lit combien il manque à la CIBLE. Chacun évolue de 0 à pleine vie jusqu'à son plafond à 0 PV.", "Death Throes: 20% × 0.5 =": "Affres de la mort : 20 % × 0,5 =", "Death Throes: Damage Dealt": "Derniers soubresauts : dégâts infligés", "Death by starvation imminent": "Mort par famine imminente", "Death from damage imminent": "Mort par blessures imminente", "Death ×1": "Mort ×1", "Death ×1, Shout ×1, Swallow ×1": "Death ×1, Shout ×1, Swallow ×1", "Death ×1, Split ×1": "Death ×1, Split ×1", "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1": "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1", "DeathRelated": "DeathRelated", "Debuff": "Affaiblissement", "Debuff into Shield": "Malus vers Bouclier", "Debug console command only": "Commande de console de débogage uniquement", "Decimals": "Décimales", "Decision": "Décision", "Decision (policy) categories.": "Catégories de décisions (politiques).", "DecisionCategoryTable.json": "DecisionCategoryTable.json", "DecisionDismiss": "DecisionDismiss", "DecisionInterval": "DecisionInterval", "DecisionResult": "DecisionResult", "DecisionStart": "DecisionStart", "DecisionStart2": "DecisionStart2", "DecisionTable.json": "DecisionTable.json", "Decisions": "Décisions", "Deco Q": "Q déco", "Deco Style": "Style de déco", "Deco style": "Style de décoration", "Decoration (141)": "Décoration (141)", "Decorative Burried Bag": "Decorative Burried Bag", "Decorative Burried Bag - Dungeon Settlers Wiki": "Sac enterré décoratif - Dungeon Settlers Wiki", "Decorative Burried Sewage": "Decorative Burried Sewage", "Decorative Burried Sewage - Dungeon Settlers Wiki": "Eaux usées enterrées décoratives - Dungeon Settlers Wiki", "Decorative Burried Sewage Small": "Decorative Burried Sewage Small", "Decorative Burried Sewage Small - Dungeon Settlers Wiki": "Petites eaux usées enterrées décoratives - Dungeon Settlers Wiki", "Decorative Burried Skull1": "Decorative Burried Skull1", "Decorative Burried Skull1 - Dungeon Settlers Wiki": "Crâne enterré décoratif 1 - Dungeon Settlers Wiki", "Decorative Burried Skull2": "Decorative Burried Skull2", "Decorative Burried Skull2 - Dungeon Settlers Wiki": "Crâne enterré décoratif 2 - Dungeon Settlers Wiki", "Decorative Burried Skull3": "Decorative Burried Skull3", "Decorative Burried Skull3 - Dungeon Settlers Wiki": "Crâne enterré décoratif 3 - Dungeon Settlers Wiki", "Decorative Burried Something": "Decorative Burried Something", "Decorative Burried Something - Dungeon Settlers Wiki": "Objet enterré décoratif - Dungeon Settlers Wiki", "Decorative Burrow Rock": "Decorative Burrow Rock", "Decorative Burrow Rock - Dungeon Settlers Wiki": "Rocher de terrier décoratif - Dungeon Settlers Wiki", "Decorative Pipe Down": "Decorative Pipe Down", "Decorative Pipe Down - Dungeon Settlers Wiki": "Tuyau décoratif (bas) - Dungeon Settlers Wiki", "Decorative Pipe Left": "Decorative Pipe Left", "Decorative Pipe Left - Dungeon Settlers Wiki": "Tuyau décoratif (gauche) - Dungeon Settlers Wiki", "Decorative Pipe Right": "Decorative Pipe Right", "Decorative Pipe Right - Dungeon Settlers Wiki": "Tuyau décoratif (droite) - Dungeon Settlers Wiki", "Decorative Pipe Up": "Decorative Pipe Up", "Decorative Pipe Up - Dungeon Settlers Wiki": "Tuyau décoratif (haut) - Dungeon Settlers Wiki", "Decorative Pipe Wall": "Decorative Pipe Wall", "Decorative Pipe Wall - Dungeon Settlers Wiki": "Tuyau décoratif (mural) - Dungeon Settlers Wiki", "Decorative Polluted Water Tile1": "Decorative Polluted Water Tile1", "Decorative Polluted Water Tile1 - Dungeon Settlers Wiki": "Tuile d'eau polluée décorative 1 - Dungeon Settlers Wiki", "Decorative Polluted Water Tile2": "Decorative Polluted Water Tile2", "Decorative Polluted Water Tile2 - Dungeon Settlers Wiki": "Tuile d'eau polluée décorative 2 - Dungeon Settlers Wiki", "Decorative Polluted Water Tile3": "Decorative Polluted Water Tile3", "Decorative Polluted Water Tile3 - Dungeon Settlers Wiki": "Tuile d'eau polluée décorative 3 - Dungeon Settlers Wiki", "Decorative Sewage Big1": "Decorative Sewage Big1", "Decorative Sewage Big1 - Dungeon Settlers Wiki": "Grandes eaux usées décoratives 1 - Dungeon Settlers Wiki", "Decorative Sewage Big2": "Decorative Sewage Big2", "Decorative Sewage Big2 - Dungeon Settlers Wiki": "Grandes eaux usées décoratives 2 - Dungeon Settlers Wiki", "Decorative Sewage Huge1": "Decorative Sewage Huge1", "Decorative Sewage Huge1 - Dungeon Settlers Wiki": "Énormes eaux usées décoratives 1 - Dungeon Settlers Wiki", "Decorative Sewage Huge2": "Decorative Sewage Huge2", "Decorative Sewage Huge2 - Dungeon Settlers Wiki": "Énormes eaux usées décoratives 2 - Dungeon Settlers Wiki", "Decorative Sewage Small1": "Decorative Sewage Small1", "Decorative Sewage Small1 - Dungeon Settlers Wiki": "Petites eaux usées décoratives 1 - Dungeon Settlers Wiki", "Decorative Sewage Small2": "Decorative Sewage Small2", "Decorative Sewage Small2 - Dungeon Settlers Wiki": "Petites eaux usées décoratives 2 - Dungeon Settlers Wiki", "Decorative Sewage Small3": "Decorative Sewage Small3", "Decorative Sewage Small3 - Dungeon Settlers Wiki": "Petites eaux usées décoratives 3 - Dungeon Settlers Wiki", "Decorative Small Root1": "Decorative Small Root1", "Decorative Small Root1 - Dungeon Settlers Wiki": "Petite racine décorative 1 - Dungeon Settlers Wiki", "Decorative Small Root2": "Decorative Small Root2", "Decorative Small Root2 - Dungeon Settlers Wiki": "Petite racine décorative 2 - Dungeon Settlers Wiki", "Decorative Small Root3": "Decorative Small Root3", "Decorative Small Root3 - Dungeon Settlers Wiki": "Petite racine décorative 3 - Dungeon Settlers Wiki", "Decorative Small Stalagmite1": "Decorative Small Stalagmite1", "Decorative Small Stalagmite1 - Dungeon Settlers Wiki": "Petite stalagmite décorative 1 - Dungeon Settlers Wiki", "Decorative Stalagmite": "Decorative Stalagmite", "Decorative Stalagmite - Dungeon Settlers Wiki": "Stalagmite décorative - Dungeon Settlers Wiki", "Decorative Stalagmite Big": "Decorative Stalagmite Big", "Decorative Stalagmite Big - Dungeon Settlers Wiki": "Grande stalagmite décorative - Dungeon Settlers Wiki", "Decorative Stalagmite Small": "Decorative Stalagmite Small", "Decorative Stalagmite Small - Dungeon Settlers Wiki": "Petite stalagmite décorative - Dungeon Settlers Wiki", "Decorative Stalagmite1": "Decorative Stalagmite1", "Decorative Stalagmite1 - Dungeon Settlers Wiki": "Stalagmite décorative 1 - Dungeon Settlers Wiki", "Decorative Stone Beak": "Decorative Stone Beak", "Decorative Stone Beak - Dungeon Settlers Wiki": "Bec de pierre décoratif - Dungeon Settlers Wiki", "Decorative Stone1": "Decorative Stone1", "Decorative Stone1 - Dungeon Settlers Wiki": "Pierre décorative 1 - Dungeon Settlers Wiki", "Decorative Stone2": "Decorative Stone2", "Decorative Stone2 - Dungeon Settlers Wiki": "Pierre décorative 2 - Dungeon Settlers Wiki", "Decorative Stone3": "Decorative Stone3", "Decorative Stone3 - Dungeon Settlers Wiki": "Pierre décorative 3 - Dungeon Settlers Wiki", "Decorative Trash": "Decorative Trash", "Decorative Trash - Dungeon Settlers Wiki": "Déchets décoratifs - Dungeon Settlers Wiki", "Decorative Trash Burried": "Decorative Trash Burried", "Decorative Trash Burried - Dungeon Settlers Wiki": "Déchets enfouis décoratifs - Dungeon Settlers Wiki", "Deeper dungeons contain richer and rarer resources.": "Les donjons plus profonds contiennent des ressources plus riches et plus rares.", "Def": "Déf", "Default Big Last Refuge": "Default Big Last Refuge", "Default central room": "Salle centrale par défaut", "Default hiring cost": "Coût d'embauche par défaut", "Default inspection cost": "Coût d'inspection par défaut", "Default number of ticks {0} spent when eating food": "Nombre de ticks par défaut {0} dépensés en mangeant", "Default number of ticks {0} spent while playing": "Nombre de ticks par défaut {0} dépensés en jouant", "Default number of units displayed": "Nombre d'unités affichées par défaut", "Default phase table": "Table de phases par défaut", "Default starting funds when creating a new campaign": "Fonds de départ par défaut lors de la création d'une nouvelle campagne", "Default starting max population when creating a new campaign": "Population maximale de départ par défaut lors de la création d'une nouvelle campagne", "Default threshold ratio (0~1) for what percentage of max stock a structure's 'transport needed' item must drop below before a transport task is issued. EX: If a Mana Generator can store up to 100 Mana Stones as fuel -> with this value at 0.2, a transport task is issued once the stock drops to 20.": "Ratio de seuil par défaut (0~1) du pourcentage du stock max en dessous duquel l'objet « transport nécessaire » d'une structure doit descendre avant qu'une tâche de transport ne soit émise. EX : Si un Générateur de mana peut stocker jusqu'à 100 Pierres de mana comme carburant -> avec cette valeur à 0.2, une tâche de transport est émise une fois que le stock descend à 20.", "Default tick value spent per unit of sleep: {0}. This variable exists to handle exception conditions for waking during sleep (e.g. Stamina above a certain threshold, or Very Hungry).": "Valeur de tick par défaut dépensée par unité de sommeil : {0}. Cette variable existe pour gérer les conditions exceptionnelles de réveil pendant le sommeil (par ex. endurance au-dessus d'un certain seuil, ou Très affamé).", "Default tick value spent per unit of unconscious sleep: {0}.": "Nombre de ticks dépensés par défaut par unité de sommeil inconscient : {0}.", "Default traits": "Traits par défaut", "Default upkeep cost": "Coût d'entretien par défaut", "Default value for a structure's maximum inventory weight.": "Valeur par défaut du poids d'inventaire maximum d'une structure.", "Default value for the maximum number of members a player can hold. The max headcount may increase depending on the Expedition party's fame rank, etc.": "Valeur par défaut du nombre maximum de membres qu'un joueur peut détenir. L'effectif max peut augmenter selon le rang de renommée du groupe d'expédition, etc.", "Default, radius 2": "Par défaut, rayon 2", "DefaultCandidateAmount": "DefaultCandidateAmount", "DefaultCarryingNeededItemThreshold": "DefaultCarryingNeededItemThreshold", "DefaultChance_": "DefaultChance_", "DefaultCraftingWorkloadIncrease": "DefaultCraftingWorkloadIncrease", "DefaultDurabilityChangePerHour": "DefaultDurabilityChangePerHour", "DefaultEnemy": "DefaultEnemy", "DefaultEnoughSleepCondition": "DefaultEnoughSleepCondition", "DefaultFactionCoin": "DefaultFactionCoin", "DefaultGatherWorkloadIncrease": "DefaultGatherWorkloadIncrease", "DefaultGold": "DefaultGold", "DefaultHitRate": "DefaultHitRate", "DefaultInspectPrice_": "DefaultInspectPrice_", "DefaultMainSkillPoint": "DefaultMainSkillPoint", "DefaultMajorStatRandomChangeRatio": "DefaultMajorStatRandomChangeRatio", "DefaultMaxMemberCount": "DefaultMaxMemberCount", "DefaultMaxPopulation": "DefaultMaxPopulation", "DefaultRecruitmentPrice_": "DefaultRecruitmentPrice_", "DefaultRequiredEatingTimeTick": "DefaultRequiredEatingTimeTick", "DefaultRequiredSleepingTimeTick": "DefaultRequiredSleepingTimeTick", "DefaultRequiredUnconsciousSleepingTimeTick": "DefaultRequiredUnconsciousSleepingTimeTick", "DefaultSkillPointIncrease": "DefaultSkillPointIncrease", "DefaultStrucutreMaxWeight": "DefaultStrucutreMaxWeight", "DefaultSubSkillPoint": "DefaultSubSkillPoint", "DefaultTick": "DefaultTick", "DefaultUpkeepPrice_": "DefaultUpkeepPrice_", "DefaultValue_": "DefaultValue_", "Defeat 1 Red Monster Rat.": "Vaincre 1 rat monstre rouge.", "Defeat 1 Weak Grey Rat": "Vaincre 1 rat gris faible", "Defeat 2 Weak Grey Rats": "Vaincre 2 rats gris faibles", "Defeat the Acid Bug (0/1)": "Vaincre l'insecte acide (0/1)", "Defeat the Alpha Acid Slogel": "Vaincre l'Alpha Acid Slogel", "Defeat the Elder Gloth": "Vaincre Gloth l'Ancien", "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "Dégâts magiques ignorant la défense égaux à cumuls x3 par seconde (max 50 cumuls).", "Defensive stats": "Statistiques défensives", "Defined in the data, not active in this build.": "Défini dans les données, pas actif dans cette version.", "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "Défini dans les données du jeu mais pas encore relié à une source en jeu (prévu / non publié).", "Delay scales with attack speed": "Le délai varie selon la vitesse d'attaque", "Delete - sure?": "Supprimer - sûr ?", "Delete team": "Supprimer l'équipe", "Delete team \"": "Supprimer l'équipe \"", "Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.": "Supprimer une campagne dans le jeu supprime aussi son fichier de sauvegarde automatique - gardez des copies externes de tout ce à quoi vous tenez.", "Demande d'adhésion": "Demande d'adhésion", "Demande d'adhésion - Dungeon Settlers Wiki": "Demande d'adhésion - Dungeon Settlers Wiki", "Demande d'adhésion icon": "Icône Demande d'adhésion", "Demande d'adhésion à Perion": "Demande d'adhésion à Perion", "Demande d'adhésion à Perion - Dungeon Settlers Wiki": "Demande d'adhésion à Perion - Dungeon Settlers Wiki", "Demande de duel": "Demande de duel", "Demande de duel - Dungeon Settlers Wiki": "Demande de duel - Dungeon Settlers Wiki", "Demande de duel icon": "Icône Demande de duel", "Demande de duel portée et zone affichées sur une salle de donjon": "Demande de duel portée et zone affichées sur une salle de donjon", "Demande de duel range and area shown on a dungeon room": "Demande de duel : portée et zone affichées dans une salle de donjon", "Demande de plus de nourriture en raison de rations abondantes": "Demande de plus de nourriture en raison de rations abondantes", "Demande en duel": "Demande en duel", "Demande en duel - Dungeon Settlers Wiki": "Demande en duel - Dungeon Settlers Wiki", "Demande en duel portée et zone affichées sur une salle de donjon": "Demande en duel portée et zone affichées sur une salle de donjon", "Demander à rejoindre l'Expédition": "Demander à rejoindre l'Expédition", "Demo Build Exclusive Guild Merchant": "Marchand de Guilde Exclusif à la Version Démo", "Demo auto-clear": "Complétion automatique de la démo", "Demo build note: the boss room": "Note de build démo : la salle du boss", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Le Voile du Silence at phase 4, so the fight (and the Terrier purulent unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "Note sur la version démo : cette salle de boss nécessite la phase d'étage 5 ; la table de phases de la démo plafonne Le Voile du Silence à la phase 4, donc le combat (et le déblocage du Terrier purulent qui suit la conquête d'une région) ne peut pas se déclencher dans la version DS_B.0.3.26 d'origine. Voir", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Le Voile du Silence at phase 4, so the fight (and the Terrier purulent unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "Note sur la version démo : cette salle de boss nécessite la phase d'étage 5 ; la table de phases de la démo plafonne Le Voile du Silence à la phase 4, donc le combat (et le déblocage du Terrier purulent qui suit la conquête d'une région) ne peut pas se déclencher dans la version DS_B.0.3.40 d'origine. Voir", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Terrier purulent at phase 3, so the fight (and the La mine abandonnée unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "Note sur la build démo : cette salle de boss nécessite la phase de niveau 5 ; la table de phases de la démo plafonne Terrier purulent à la phase 3, si bien que le combat (et le déblocage de La mine abandonnée qui suit le nettoyage d'une région) ne peut pas se déclencher dans la version DS_B.0.3.26. Voir", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Terrier purulent at phase 3, so the fight (and the La mine abandonnée unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "Note sur la build démo : cette salle de boss nécessite la phase de niveau 5 ; la table de phases de la démo plafonne Terrier purulent à la phase 3, si bien que le combat (et le déblocage de La mine abandonnée qui suit le nettoyage d'une région) ne peut pas se déclencher dans la version DS_B.0.3.40. Voir", "Demo phase table (Veil of Silence)": "Table de phases de la démo (Voile du Silence)", "Demo truth:": "Réalité de la démo :", "DemolitionWorkloadParam": "DemolitionWorkloadParam", "Dents de Croque Champi": "Dents de Croque Champi", "Dents de Croque Champi - Dungeon Settlers Wiki": "Dents de Croque Champi - Dungeon Settlers Wiki", "Dents de Mushbiter": "Dents de Mushbiter", "Dents de Mushbiter - Dungeon Settlers Wiki": "Dents de Mushbiter - Dungeon Settlers Wiki", "Dents de Mushbiter icon": "Dents de Mushbiter icon", "Dents dentelées à structure robuste.": "Dents dentelées à structure robuste.", "Depleted Dungeon effect": "Effet Donjon épuisé", "Depletion Term": "Terme d'épuisement", "Depletion guide": "Guide d'épuisement", "Depletion range": "Plage d'épuisement", "Depletion recovery cycle (minute interval)": "Cycle de récupération de l'épuisement (intervalle en minutes)", "Depletion rule of thumb": "Règle générale d'épuisement", "DepletionStack": "DepletionStack", "DepletionTerm": "DepletionTerm", "Depuis l'enfance,": "Depuis l'enfance,", "Depuis sa naissance,": "Depuis sa naissance,", "Depuis son plus jeune âge,": "Depuis son plus jeune âge,", "Deputy Captains Insignia": "Insigne des capitaines adjoints", "Deputy Captains Insignia - Dungeon Settlers Wiki": "Insigne des Capitaines Adjoints - Dungeon Settlers Wiki", "Deputy Captains Insignia portée et zone affichées sur une salle de donjon": "Insigne des Capitaines Adjoints portée et zone affichées sur une salle de donjon", "DeputyCaptainElf": "DeputyCaptainElf", "DeputyCaptainHuamn": "DeputyCaptainHuamn", "DeputyCaptainLizard": "DeputyCaptainLizard", "DeputyCaptainLycan": "DeputyCaptainLycan", "DeputyCaptainMia": "DeputyCaptainMia", "Derived (final) stat": "Caractéristique dérivée (finale)", "Derived at the stock caster, level cap: Puissance d'attaque magique = half the caster Puissance d'attaque magique + 0, HP = the caster Puissance d'attaque magique + 0.": "Calculé pour le lanceur de base, au niveau max : Puissance d'attaque magique = la moitié de la Puissance d'attaque magique du lanceur + 0, PV = la Puissance d'attaque magique du lanceur + 0.", "Derived at the stock caster, level cap: Puissance d'attaque magique = half the caster Puissance d'attaque magique + 16.9, HP = the caster Puissance d'attaque magique + 300.": "Calculé pour le lanceur de base, au niveau maximum : Puissance d'attaque magique = moitié de la Puissance d'attaque magique du lanceur + 16.9, PV = Puissance d'attaque magique du lanceur + 300.", "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "Calculé au lanceur de base, niveau max : {#} = la moitié du {#} du lanceur + {#}, {#} = le {#} du lanceur + {#}.", "Derived from talents": "Dérivé des talents", "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "Dérivé à chaque chargement : une région terminée ouvre sa voisine (OpenAdjacentRegion) ; rien d'autre n'ouvre une région", "Derived stats": "Statistiques dérivées", "Dernière braise": "Dernière braise", "Dernière braise - Dungeon Settlers Wiki": "Dernière braise - Dungeon Settlers Wiki", "Dernière braise icon": "icône Dernière braise", "Derrière l'éclat aveuglant se cache une chaleur si intense qu'elle pourrait tout brûler.": "Derrière l'éclat aveuglant se cache une chaleur si intense qu'elle pourrait tout brûler.", "Des barrières défensives capables de bloquer un impact enveloppent la peau.": "Des barrières défensives capables de bloquer un impact enveloppent la peau.", "Des bénédictions mystiques vous accompagnent et vous vivez une vie remplie de chance.": "Des bénédictions mystiques vous accompagnent et vous vivez une vie remplie de chance.", "Des bûches en attente d'être utilisées.": "Des bûches en attente d'être utilisées.", "Des choses positives ? Pas question.": "Des choses positives ? Pas question.", "Des déchets marqués par le temps.": "Des déchets marqués par le temps.", "Des déchets pour certains, des ressources pour d'autres.": "Des déchets pour certains, des ressources pour d'autres.", "Des découvertes capables de changer l'histoire pourraient naître ici.": "Des découvertes capables de changer l'histoire pourraient naître ici.", "Des effets environnementaux aléatoires se produisent dans les donjons.": "Des effets environnementaux aléatoires se produisent dans les donjons.", "Des flèches en carapace.": "Des flèches en carapace.", "Des installations arcaniques luxueuses ont rendu la fabrication bien plus facile.": "Des installations arcaniques luxueuses ont rendu la fabrication bien plus facile.", "Des installations correctes ont accéléré le travail.": "Des installations correctes ont accéléré le travail.", "Des installations luxueuses ont rendu la cuisine bien plus facile.": "Des installations luxueuses ont rendu la cuisine bien plus facile.", "Des installations luxueuses ont rendu la fabrication bien plus facile.": "Des installations luxueuses ont rendu la fabrication bien plus facile.", "Des instructions précises réduisent la consommation inutile.": "Des instructions précises réduisent la consommation inutile.", "Des ossements d'animaux et d'humains - manifestement les restes de victimes prises au piège il y a longtemps - y sont éparpillés. Ces lianes ne semblent pas être des plantes ayant simplement poussé ici, mais des prédateurs ayant patiemment attendu leur proie.": "Des ossements d'animaux et d'humains - manifestement les restes de victimes prises au piège il y a longtemps - y sont éparpillés. Ces lianes ne semblent pas être des plantes ayant simplement poussé ici, mais des prédateurs ayant patiemment attendu leur proie.", "Des outils corrects ont accéléré le travail.": "Des outils corrects ont accéléré le travail.", "Des pièces se mettent à pleuvoir du ciel, et vous ainsi que les membres de l'Expédition vous précipitez frénétiquement pour les ramasser.": "Des pièces se mettent à pleuvoir du ciel, et vous ainsi que les membres de l'Expédition vous précipitez frénétiquement pour les ramasser.", "Des racines à perte de vue.": "Des racines à perte de vue.", "Des regards pleins de mécontentement vous transpercent.": "Des regards pleins de mécontentement vous transpercent.", "Des récompenses difficiles à obtenir reposent à l'intérieur.": "Des récompenses difficiles à obtenir reposent à l'intérieur.", "Des structures spéciales, comme des tables opératoires, seront ajoutées.": "Des structures spéciales, comme des tables opératoires, seront ajoutées.", "Des vagues de rétablissement insufflent une nouvelle vie.": "Des vagues de rétablissement insufflent une nouvelle vie.", "Des veines rouges sont visibles dans les fissures de la roche.": "Des veines rouges sont visibles dans les fissures de la roche.", "Des vêtements de rechange rendent la nuit plus supportable.": "Des vêtements de rechange rendent la nuit plus supportable.", "Des êtres aux désirs sans fin...": "Des êtres aux désirs sans fin...", "Describe the bug, the wrong value (expected vs shown), or your idea...": "Décrivez le bug, la valeur erronée (attendue vs affichée), ou votre idée...", "Describe your settler": "Décrivez votre colon", "Description": "Description", "Design élégant qui brille encore plus à la lumière.": "Design élégant qui brille encore plus à la lumière.", "Despite the colorful spell names, damage in Dungeon Settlers is": "Malgré les noms de sorts hauts en couleur, les dégâts dans Dungeon Settlers sont", "Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic.": "Malgré les noms de sorts hauts en couleur, les dégâts dans Dungeon Settlers sont binaires : tout est soit Physique soit Magique.", "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "Malgré son nom, la stat Perception régit l'Attaque physique et magique, la Chance de critique et la Cuisine ; son", "Detailed sources": "Sources détaillées", "Detection & Aggro": "Détection et agressivité", "Detection is": "La détection est", "Detection range calculator": "Calculateur de portée de détection", "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "La détonation consomme les cumuls de Combustion, renonçant à leurs dégâts sur la durée restants.", "Detonating consumes the stacks.": "La détonation consomme les cumuls.", "Detonation": "Détonation", "Detonator clears the stacks after firing; set the current stack count with the slider.": "Le détonateur efface les piles après déclenchement ; réglez le nombre de piles actuel avec le curseur.", "Dev / test": "Dév / test", "Dev Name": "Nom interne", "Dev comment": "Commentaire dev", "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "Les commentaires des développeurs sont traduits du coréen original - survolez une note de développeur pour voir la chaîne source authentique issue des tables de données du jeu.", "Dev title": "Titre dév", "Dev-internal": "Interne (dev)", "Dev-internal changes": "Modifications internes (dev)", "DevValueConvertRatio_": "DevValueConvertRatio_", "Dev_NotUsed": "Dev_NotUsed", "Devastation": "Dévastation", "Devastation Support Wagon Additional Cog Weel Fixed": "Devastation Support Wagon Additional Cog Weel Fixed", "Devastation Support Wagon Berry Fixed": "Devastation Support Wagon Berry Fixed", "Devastation Support Wagon Grass Fixed": "Devastation Support Wagon Grass Fixed", "Devastation Support Wagon Hardtack Fixed": "Devastation Support Wagon Hardtack Fixed", "Devastation Support Wagon Ointment Fixed": "Devastation Support Wagon Ointment Fixed", "Devastation Support Wagon Tech Book Fixed": "Livre technique du chariot de soutien dévastation Fixe", "Devastation Support Wagon Wood Fixed": "Devastation Support Wagon Wood Fixed", "Devastation a monster has double the health and double the attack": "Dévastation, un monstre a le double de santé et le double d'attaque", "Developer Box Fixed": "Developer Box Fixed", "Developer Box Random": "Boîte du développeur aléatoire", "Developer test settlers - not part of normal recruitment.": "Colons de test des développeurs, ne faisant pas partie du recrutement normal.", "Developers Letter": "Lettre des développeurs", "Developers Letter - Dungeon Settlers Wiki": "Lettre des développeurs - Dungeon Settlers Wiki", "Developers Letter icon": "Icône de Lettre des développeurs", "Developers Letter range and area shown on a dungeon room": "Portée et zone de Lettre des développeurs affichées sur une salle de donjon", "Development leftovers": "Résidus de développement", "Devient la cible prioritaire des créatures invoquées par la magie de l'eau.": "Devient la cible prioritaire des créatures invoquées par la magie de l'eau.", "Devric Pillar1": "Devric Pillar1", "Devric Pillar1 - Dungeon Settlers Wiki": "Pilier de Devric 1 - Dungeon Settlers Wiki", "Devric Pillar2": "Devric Pillar2", "Devric Pillar2 - Dungeon Settlers Wiki": "Pilier de Devric 2 - Dungeon Settlers Wiki", "Devric Pillar3": "Devric Pillar3", "Devric Pillar3 - Dungeon Settlers Wiki": "Pilier de Devric 3 - Dungeon Settlers Wiki", "Devric Pillar4": "Devric Pillar4", "Devric Pillar4 - Dungeon Settlers Wiki": "Pilier de Devric 4 - Dungeon Settlers Wiki", "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "Pendentif de Devrick sur un coup de 300 dégâts : 30 % × 0,5 = 15 % de 300 =", "Devrick Pendant: heal": "Pendentif de Devrick : soin", "Devrik": "Devrik", "Devrik Statue Remnant": "Devrik Statue Remnant", "Devrik Statue Remnant - Dungeon Settlers Wiki": "Vestige de statue de Devrik - Dungeon Settlers Wiki", "Devrik Statue2 Remnant": "Devrik Statue2 Remnant", "Devrik Statue2 Remnant - Dungeon Settlers Wiki": "Vestige de statue de Devrik 2 - Dungeon Settlers Wiki", "Devrik Statue3 Remnant": "Devrik Statue3 Remnant", "Devrik Statue3 Remnant - Dungeon Settlers Wiki": "Vestige de statue de Devrik 3 - Dungeon Settlers Wiki", "Devrik Statue4 Remnant": "Devrik Statue4 Remnant", "Devrik Statue4 Remnant - Dungeon Settlers Wiki": "Vestige de statue de Devrik 4 - Dungeon Settlers Wiki", "Dialog graph - 1 node": "Graphe de dialogue - 1 nœud", "Dialog graph - 2 nodes": "Graphe de dialogue - 2 nœuds", "Dialog graph - 3 nodes": "Graphe de dialogue - 3 nœuds", "Dialog graph - 4 nodes": "Graphe de dialogue - 4 nœuds", "Dialog graph - 5 nodes": "Graphe de dialogue - 5 nœuds", "Dialog graph - 6 nodes": "Graphique de dialogue - 6 nœuds", "Dialog graph - 7 nodes": "Dialog graph - 7 nodes", "Dialog graph - 8 nodes": "Dialog graph - 8 nodes", "Dialogue": "Dialogue", "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood": "Table de jeu de dés +3, Cible de fléchettes +2, Table de cartes +1 d'humeur", "Diet": "Régime", "Diet: Carnivore": "Régime : Carnivore", "Diet: Omnivore": "Régime : Omnivore", "Diet: Vegetarian": "Régime : Végétarien", "Diet: {#}": "Régime : {#}", "Dietary rules": "Règles alimentaires", "Difficile": "Difficile", "Difficile d'imaginer une chambre privée plus satisfaisante.": "Difficile d'imaginer une chambre privée plus satisfaisante.", "Difficulty": "Difficulté", "Difficulty Devastation": "Difficulté fatale", "Difficulty Scaling": "Mise à l'échelle de la difficulté", "Difficulty Scaling - Dungeon Settlers Wiki": "Échelle de difficulté - Dungeon Settlers Wiki", "Difficulty scaling": "Mise à l'échelle de la difficulté", "Difficulté de gestion des joueurs Difficile": "Difficulté de gestion des joueurs Difficile", "Difficulté de gestion des joueurs Difficile - Dungeon Settlers Wiki": "Difficulté de gestion des joueurs Difficile - Dungeon Settlers Wiki", "Difficulté de gestion des joueurs Facile": "Difficulté de gestion des joueurs Facile", "Difficulté de gestion des joueurs Facile - Dungeon Settlers Wiki": "Difficulté de gestion des joueurs Facile - Dungeon Settlers Wiki", "Difficulté des monstres Dévastation": "Difficulté des monstres Dévastation", "Difficulté des monstres Dévastation - Dungeon Settlers Wiki": "Difficulté des monstres Dévastation - Dungeon Settlers Wiki", "Difficulté des monstres Très difficile": "Difficulté des monstres Très difficile", "Difficulté des monstres Très difficile - Dungeon Settlers Wiki": "Difficulté des monstres Très difficile - Dungeon Settlers Wiki", "Difficulté fatale": "Difficulté fatale", "Difficulté fatale - Dungeon Settlers Wiki": "Difficulté fatale - Dungeon Settlers Wiki", "Difficulté très difficile": "Difficulté très difficile", "Difficulté très difficile - Dungeon Settlers Wiki": "Difficulté très difficile - Dungeon Settlers Wiki", "Diminuer la vitesse du jeu": "Diminuer la vitesse du jeu", "DiningRoom": "DiningRoom", "Direction": "Direction", "Direction, radius 2": "Direction, rayon 2", "Direction, radius 3": "Direction, radius 3", "Direction, radius 7": "Direction, rayon 7", "Dirt Wall Fixed": "Dirt Wall Fixed", "Dirty Corpses": "Cadavres sales", "Dirty Corpses - desc": "Cadavres souillés - desc", "Dirty Corpses - flavor": "Cadavres souillés - flavor", "Dirty Corpses - name": "Cadavres souillés - name", "Dirty Corpses Remnant": "Dirty Corpses Remnant", "Dirty Corpses Remnant - Dungeon Settlers Wiki": "Vestige de cadavres souillés - Dungeon Settlers Wiki", "Dirty Corpses1 Remnant": "Dirty Corpses1 Remnant", "Dirty Corpses1 Remnant - Dungeon Settlers Wiki": "Reste de Cadavres Sales 1 - Dungeon Settlers Wiki", "Dirty Corpses2": "Cadavres sales 2", "Dirty Corpses2 Remnant": "Dirty Corpses2 Remnant", "Dirty Corpses2 Remnant - Dungeon Settlers Wiki": "Reste de Cadavres Sales 2 - Dungeon Settlers Wiki", "Disabled - desc": "Désactivé - desc", "Disabled: Carrying another unit": "Désactivé : Transport d'une autre unité", "Disarm": "Disarm", "Discarded Magic Power Device Remnant": "Discarded Magic Power Device Remnant", "Discarded Magic Power Device Remnant - Dungeon Settlers Wiki": "Vestige d'appareil magique abandonné - Dungeon Settlers Wiki", "Discarded Specimen Remnant": "Discarded Specimen Remnant", "Discarded Specimen Remnant - Dungeon Settlers Wiki": "Reste de Spécimen Jeté - Dungeon Settlers Wiki", "Discarded design_code is alive": "Le design_code abandonné est vivant", "Discarded specimen investigation": "Investigation de spécimen abandonné", "DiscaredMagicPowerDevice": "DiscaredMagicPowerDevice", "Discontent Boils Over": "Le mécontentement déborde", "Discord handle, etc.": "Pseudo Discord, etc.", "Discount range": "Plage de réduction", "Dislike the one that bites front + dislike the one that bites back": "Déteste celui qui mord de face + déteste celui qui mord de dos", "Dislike the one that bites front + dislike the one that bites back - Dungeon Settlers Wiki": "N'aime pas celui qui mord devant + n'aime pas celui qui mord par derrière - Dungeon Settlers Wiki", "Dismantle": "Démonter", "Dispersion d'acide": "Dispersion d'acide", "Dispersion d'acide - Dungeon Settlers Wiki": "Dispersion d'acide - Dungeon Settlers Wiki", "Dispersion d'acide icon": "Icône de Dispersion d'acide", "Dispersion d'acide portée et zone affichées sur une salle de donjon": "Dispersion d'acide portée et zone affichées sur une salle de donjon", "Dispersion d'acide portée et zone sur une salle de donjon": "Dispersion d'acide portée et zone sur une salle de donjon", "Dispersion d'acide range and area on a dungeon room": "Dispersion d'acide portée et zone dans une salle de donjon", "Dispersion d'acide range and area shown on a dungeon room": "Portée et zone de Dispersion d'acide affichées sur une salle de donjon", "Display": "Affichage", "Display names": "Noms d'affichage", "Dispositif central qui soutient le Donjon et sert de puissante source d'énergie.": "Dispositif central qui soutient le Donjon et sert de puissante source d'énergie.", "Dissatisfied Unit": "Unité insatisfaite", "Distance - Arc": "Distance - Arc", "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "Valeur de correction de distance à laquelle la compétence doit être annulée si la cible s'éloigne trop pendant le pré-délai", "Distance to target": "Distance jusqu'à la cible", "Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "Valeur de distance déterminant combien de tuiles (distance de Manhattan) autour d'elle une unité de faction non-joueur traite comme tuiles praticables. C'est destiné à empêcher les longs détours sinueux, donc le nombre exact lui-même n'a pas beaucoup d'importance. Essayez différentes valeurs et ajustez pour qu'elle ne fasse ni trop de détour ni ne manque de détourner.", "Distance value determining how many tiles (Manhattan distance) around itself a player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "Valeur de distance déterminant combien de tuiles (distance de Manhattan) autour d'elle une unité de faction joueur traite comme tuiles praticables. C'est destiné à empêcher les longs détours sinueux, donc le nombre exact lui-même n'a pas beaucoup d'importance. Essayez différentes valeurs et ajustez pour qu'elle ne fasse ni trop de détour ni ne manque de détourner.", "Distorted Senses GAMESYSTEM_Environment_{affecterName}": "Sens déformés GAMESYSTEM_Environment_{affecterName}", "DistortedSenses": "DistortedSenses", "Divers événements aléatoires": "Une constante de planification présente dans les données du jeu (24/48/72/96/120/144 heures cumulées de campagne) destinée à des événements de rupture de donjon de plus en plus intenses, dormante dans le build actuel : elle est marquée Dev_NotUsed et aucune alerte, affecteur ou événement ne l'utilise. La pression de longue expédition que vous ressentez réellement provient de l'échelle d'humeur Séjour au donjon (D1-D4).", "Division": "Division", "Division - Dungeon Settlers Wiki": "Division - Dungeon Settlers Wiki", "Division destructrice": "Division destructrice", "Division destructrice - Dungeon Settlers Wiki": "Division destructrice - Dungeon Settlers Wiki", "Division destructrice icon": "Icône Division destructrice", "Division destructrice portée et zone affichées sur une salle de donjon": "Division destructrice portée et zone affichées sur une salle de donjon", "Division destructrice range and area shown on a dungeon room": "Division destructrice : portée et zone affichées dans une salle de donjon", "Division icon": "Icône de Division", "Division_": "Division_", "Dmg / hit": "Dégâts / coup", "Dmg/hit": "Dégâts/coup", "Do not forget-it is our lives on the line!": "N'oublie pas, c'est nos vies qui sont en jeu!", "Do you really want to quit to the title screen?": "Voulez-vous vraiment quitter vers l'écran titre ?", "Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved progress will be lost.": "Voulez-vous vraiment quitter vers l'écran titre ? Les progrès seront enregistrés si vous êtes dans le règlement. Si vous êtes dans un donjon, tous les progrès non enregistrés seront perdus.", "Do you really want to quit to title?": "Voulez-vous vraiment quitter vers le titre ?", "Do you really want to quit to title? Progress will be saved if you are in the settlement. If you are in dungeon, all unsaved progress will be lost.": "Voulez-vous vraiment quitter vers le titre ? Les progrès seront enregistrés si vous êtes dans le règlement. Si vous êtes dans un donjon, tous les progrès non enregistrés seront perdus.", "DoT stack caps": "Plafonds de cumul des DoT", "DoT stack-cap calculator": "Calculateur de plafond de cumul des DoT", "DoT status": "Statut DoT", "Dodge": "Dodge", "Dodge chance": "Probabilité d'esquive", "Dodge chance (flat)": "Probabilité d'esquive (points fixes)", "DodgeChancePercentage": "DodgeChancePercentage", "Dodging or being missed": "Esquiver ou être manqué", "Does not consume the stacks.": "Ne consomme pas les cumuls.", "Does not stack": "Ne se cumule pas", "Doesn't seem interested in you, busy with insect research.": "Ne semble pas intéressé par vous, occupé par des recherches sur les insectes.", "Don a flame cloak, gaining a barrier equal to {1}% of magic attack power for {0} seconds. Every {5} seconds, deal magic ...": "Revêtez un manteau de flammes, gagnant un bouclier égal à {1}% de puissance d'attaque magique pendant {0} secondes. Tous les {5} secondes, infligez des dégâts magiques ...", "Don't bother editing a region's": "Ne perdez pas votre temps à modifier le", "Don't edit a save while the game is running - the next autosave overwrites your work.": "Ne modifiez pas une sauvegarde pendant que le jeu tourne - la prochaine sauvegarde automatique écrase votre travail.", "Don't forget, it's us who are risking our lives!": "N'oubliez pas, c'est nous qui risquons nos vies !", "Don't worry about it. Let's just go.": "Ne t'en fais pas. Allons-y.", "Donjon": "Donjon", "Donjon épuisé": "Donjon épuisé", "Donjon épuisé - Dungeon Settlers Wiki": "Donjon épuisé - Dungeon Settlers Wiki", "Donjon épuisé icon": "Donjon épuisé icon", "Donne l'illusion de petites gouttes d'eau flottantes.": "Donne l'illusion de petites gouttes d'eau flottantes.", "Donne la furtivité temporairement.": "Donne la furtivité temporairement.", "Donne la priorité à l'attaque de l'ennemi le plus éloigné. 10% * Les dégâts augmentent en fonction de la distance par rapport à la cible.": "Donne la priorité à l'attaque de l'ennemi le plus éloigné. 10% * Les dégâts augmentent en fonction de la distance par rapport à la cible.", "Donne la priorité à l'attaque de l'ennemi le plus éloigné. 10% * Les dégâts augmentent...": "Donne la priorité à l'attaque de l'ennemi le plus éloigné. 10% * Les dégâts augmentent...", "Donne la sensation que les muscles deviennent plus forts.": "Donne la sensation que les muscles deviennent plus forts.", "Donne une sensation étrangement naturelle en tranchant la chair.": "Donne une sensation étrangement naturelle en tranchant la chair.", "Donnez de la viande de monstre": "Donnez de la viande de monstre", "Données": "Données", "Doom rampant - flavor": "Doom rampant - flavor", "DopJudge": "DopJudge", "DopKilled": "DopKilled", "DopStart": "DopStart", "DopSuspicious1": "DopSuspicious1", "Doppelganger - Ambush": "Doppelganger - Embuscade", "Doppelganger - Assaut": "Doppelganger - Assaut", "Doppelganger - Assaut - Dungeon Settlers Wiki": "Doppelganger - Assaut - Dungeon Settlers Wiki", "Doppelganger - Assaut icon": "Doppelganger - Assaut icône", "Doppelganger - L'heure du choix": "Doppelganger - L'heure du choix", "Doppelganger - L'heure du choix - Dungeon Settlers Wiki": "Doppelganger - L'heure du choix - Dungeon Settlers Wiki", "Doppelganger - L'heure du choix icon": "Doppelganger - L'heure du choix icône", "Doppelganger - Membres soulagés": "Doppelganger - Membres soulagés", "Doppelganger - Membres soulagés - Dungeon Settlers Wiki": "Doppelganger - Membres soulagés - Dungeon Settlers Wiki", "Doppelganger - Membres soulagés icon": "Doppelganger - Membres soulagés icône", "Doppelganger - Relieved Party Members": "Doppelganger - Membres soulagés", "Doppelganger - Time for a Decision": "Doppelganger - L'heure du choix", "Doppelgänger ?": "Doppelgänger ?", "Doppelgänger ? - Dungeon Settlers Wiki": "Doppelgänger ? - Dungeon Settlers Wiki", "Doppelgänger ? icon": "Icône Doppelgänger ?", "Dormi au sol": "Dormi au sol", "Dormi au sol - Dungeon Settlers Wiki": "Dormi au sol - Dungeon Settlers Wiki", "Dormi au sol icon": "Dormi au sol icône", "Dormir": "Dormir", "Dormir (Lit)": "Dormir (Lit)", "Dormir (Lit) - Dungeon Settlers Wiki": "Dormir (Lit) - Dungeon Settlers Wiki", "Dormir (Lit) icon": "Icône Dormir (Lit)", "Dormir (Sac de couchage)": "Dormir (Sac de couchage)", "Dormir (Sac de couchage) - Dungeon Settlers Wiki": "Dormir (Sac de couchage) - Dungeon Settlers Wiki", "Dormir (Sac de couchage) icon": "Icône Dormir (Sac de couchage)", "Dort ici: +1 Humeur": "Dort ici: +1 Humeur", "Dort ici: +10 Humeur": "Dort ici: +10 Humeur", "Dort ici: +2 Humeur": "Dort ici: +2 Humeur", "Dort ici: +3 Humeur": "Dort ici: +3 Humeur", "Dort ici: +4 Humeur": "Dort ici: +4 Humeur", "Dort ici: +5 Humeur": "Dort ici: +5 Humeur", "Dort ici: +6 Humeur": "Dort ici: +6 Humeur", "Dort ici: +7 Humeur": "Dort ici: +7 Humeur", "Dort ici: +8 Humeur": "Dort ici: +8 Humeur", "Doté d'un rare": "Doté d'un rare", "Doté d'un rare Talent inné. Possède un potentiel quasi illimité. Monter de niveau gain de caractéristiques : 3~7": "Doté d'un rare Talent inné. Possède un potentiel quasi illimité. Monter de niveau gain de caractéristiques : 3~7", "Doté d'un talent hors du commun, il vit cependant dans une souffrance perpétuelle.": "Doté d'un talent hors du commun, il vit cependant dans une souffrance perpétuelle.", "Double estoc": "Double estoc", "Double estoc - Dungeon Settlers Wiki": "Double estoc - Dungeon Settlers Wiki", "Double griffure": "Double griffure", "Double griffure - Dungeon Settlers Wiki": "Double griffure - Dungeon Settlers Wiki", "Double griffure icon": "Icône de Double griffure", "Double griffure portée et zone affichées sur une salle de donjon": "Double griffure portée et zone affichées sur une salle de donjon", "Double griffure portée et zone sur une salle de donjon": "Double griffure portée et zone sur une salle de donjon", "Double griffure range and area on a dungeon room": "Portée et zone de Double griffure dans une salle de donjon", "Double griffure range and area shown on a dungeon room": "Portée et zone de Double griffure affichées sur une salle de donjon", "Douleur étrange": "Douleur étrange", "Douleur étrange - Dungeon Settlers Wiki": "Douleur étrange - Dungeon Settlers Wiki", "Douleur étrange icon": "Douleur étrange icône", "Downloads": "Téléchargements", "Downloads & AI": "Téléchargements et IA", "Downloads & AI Data": "Téléchargements et données IA", "Downloads & AI Data - Dungeon Settlers Wiki": "Téléchargements et données IA - Wiki Dungeon Settlers", "Draft.": "Brouillon.", "Drain de sang": "Drain de sang", "Drain de sang - Dungeon Settlers Wiki": "Drain de sang - Dungeon Settlers Wiki", "Drain de sang icon": "Icône Drain de sang", "Dronach": "Dronach", "Drop / other": "Butin / autre", "Drop amounts and rates are fixed": "Les quantités et les taux de butin sont fixes", "Drop pool": "Table de butin", "Drop pool:": "Pool de butin :", "Drop pools": "Réserves de butin", "Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.": "Tables de butin - jusqu'à 3 emplacements chacune, objets ou références DROP_ imbriquées avec pourcentages.", "Drop pools expanded with percentages": "Tables de butin détaillées avec pourcentages", "Drop rate": "Taux de butin", "Drop rates are multiplied by Very Hard x0.67, Devastation x0.34, and every other tier is x1.0. Combat difficulty still does not touch loot directly, though faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time. Drop amounts and item quality are unchanged, only the rate.": "Les taux de butin sont multipliés ainsi : Très difficile x0.67, Dévastation x0.34, et tous les autres paliers sont à x1.0. La difficulté de combat ne touche toujours pas directement le butin, même si des réapparitions plus rapides, et davantage d'effets d'environnement de bonus de récolte dans les réglages plus faciles, se traduisent par plus de butin total au fil du temps. Les quantités de butin et la qualité des objets sont inchangées, seul le taux change.", "DropRateFactorByDifficulty": "DropRateFactorByDifficulty", "DropTable.json": "DropTable.json", "Dropped by": "Lâché par", "Drops": "Butin", "Drops & gathering": "Butin et récolte", "Drying Complete": "Séchage terminé", "Du bout des doigts, elle pince distraitement la corde de son arc.": "Du bout des doigts, elle pince distraitement la corde de son arc.", "Dungeon Break": "Dungeon Break", "Dungeon Break and lingering too long": "Rupture de donjon et séjour trop long", "Dungeon Break constant": "Constante de Rupture de donjon", "Dungeon Build Max Region": "Région de construction maximale du donjon", "Dungeon Core": "Cœur du donjon", "Dungeon Core Remnant": "Dungeon Core Remnant", "Dungeon Core Remnant - Dungeon Settlers Wiki": "Vestige de noyau du Donjon - Dungeon Settlers Wiki", "Dungeon Core2 Remnant": "Dungeon Core2 Remnant", "Dungeon Core2 Remnant - Dungeon Settlers Wiki": "Vestige de noyau du Donjon 2 - Dungeon Settlers Wiki", "Dungeon Depletion": "Épuisement du donjon", "Dungeon Depletion - Dungeon Settlers Wiki": "Épuisement du donjon - Dungeon Settlers Wiki", "Dungeon Expeditions": "Expéditions dans le donjon", "Dungeon Floor Simulator": "Simulateur de sol de donjon", "Dungeon Floor Simulator (WIP)": "Simulateur d'étage de donjon (en cours)", "Dungeon Floor Simulator (WIP) - Dungeon Settlers Wiki": "Simulateur d'étage de donjon (en cours) - Dungeon Settlers Wiki", "Dungeon Godness Statue": "Statue de la déesse du donjon", "Dungeon Godness Statue - Dungeon Settlers Wiki": "Statue de la déesse du donjon - Dungeon Settlers Wiki", "Dungeon Godness Statue icon": "Statue de la déesse du donjon icon", "Dungeon Last Abyess Floor": "Dernier étage de l'Abyss du donjon", "Dungeon Merchant 2 Default": "Dungeon Merchant 2 Default", "Dungeon Merchant 2 Default - Dungeon Settlers Wiki": "Marchand du donjon 2 par défaut - Dungeon Settlers Wiki", "Dungeon Merchant 2 Default icon": "Icône Marchand du donjon 2 par défaut", "Dungeon Npc Quest Report Spawn Weight Multiplier": "Multiplicateur de poids de spawn des rapports de quête PNJ du donjon", "Dungeon Result Dead - desc": "Résultat de donjon (mort) - desc", "Dungeon Result Missing - desc": "Résultat de donjon (disparu) - desc", "Dungeon Rooms": "Salles de donjon", "Dungeon Rooms - Dungeon Settlers Wiki": "Salles de donjon - Dungeon Settlers Wiki", "Dungeon Scare Crow Remnant": "Dungeon Scare Crow Remnant", "Dungeon Scare Crow Remnant - Dungeon Settlers Wiki": "Vestige d'épouvantail de donjon - Dungeon Settlers Wiki", "Dungeon Settlers": "Dungeon Settlers", "Dungeon Settlers Wiki": "Dungeon Settlers Wiki", "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Wiki Dungeon Settlers - Objets, monstres, compétences, butin et créateur de personnage", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.26 (Steam build 23739108). Data parsed from game tables.": "Dungeon Settlers Wiki - base de données non officielle créée par des fans pour Dungeon Settlers DS_B.0.3.26 (build Steam 23739108). Données extraites des tables du jeu.", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.40 (Steam build 24354931). Data parsed from game tables.": "Dungeon Settlers Wiki - base de données non officielle créée par des fans pour Dungeon Settlers DS_B.0.3.40 (build Steam 24354931). Données extraites des tables du jeu.", "Dungeon Settlers has": "Dungeon Settlers possède", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the du...": "Dungeon Settlers est un jeu de gestion de colonie enroulé autour d'un dungeon crawler : vous bâtissez une colonie, recrutez et faites monter une escouade, et poussez des expéditions toujours plus profond dans le do...", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (": "Dungeon Settlers est un jeu de simulation de colonie greffé sur un dungeon crawler : vous bâtissez une colonie, recrutez et faites monter en niveau une escouade, et poussez les expéditions plus profond dans le donjon. L'histoire principale (", "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlers est un dungeon-crawler. Le mode sans spoilers masque", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is": "Dungeon Settlers ouvre ses régions selon une chaîne fixe, et le déverrouillage est", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Every time a campaign loads, the game resets every region to lock...": "Dungeon Settlers ouvre ses régions selon une chaîne fixe, et le déverrouillage est dérivé, non stocké. À chaque chargement d'une campagne, le jeu réinitialise chaque région à verrou...", "Dungeon Settlers screenshot 1": "Capture d'écran de Dungeon Settlers 1", "Dungeon Settlers screenshot 2": "Capture d'écran de Dungeon Settlers 2", "Dungeon Settlers screenshot 3": "Capture d'écran de Dungeon Settlers 3", "Dungeon Settlers screenshot 4": "Capture d'écran de Dungeon Settlers 4", "Dungeon Settlers screenshot 5": "Capture d'écran de Dungeon Settlers 5", "Dungeon Settlers screenshot 6": "Capture d'écran de Dungeon Settlers 6", "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "Base de données {#} de Dungeon Settlers : statistiques, effets, sources et références croisées à partir des données du jeu.", "Dungeon Stay Aftereffect": "Effet secondaire de séjour en donjon", "Dungeon Stay Aftermath: Mood -2 for a while": "Séquelles de séjour en donjon : Humeur -2 pendant un temps", "Dungeon Stay ladder": "Échelle de séjour en donjon", "Dungeon Stay penalty (Normal)": "Pénalité de séjour en donjon (Normal)", "Dungeon Unit For Clear Region": "Unité de donjon pour la région de jeu", "Dungeon depletion": "Épuisement du donjon", "Dungeon events": "Événements de donjon", "Dungeon events (95) - entry nodes, categories, conditions.": "Événements de donjon (95) - nœuds d'entrée, catégories, conditions.", "Dungeon events - nodes, choices, outcomes": "Événements de donjon - nœuds, choix, résultats", "Dungeon habits": "Habitudes de donjon", "Dungeon monster patrol interval (minutes)": "Intervalle de patrouille des monstres du donjon (minutes)", "Dungeon regions - floors, environments, unlock chain": "Régions de donjon - étages, environnements, chaîne de déblocage", "Dungeon room layouts per region.": "Agencements de salles de donjon par région.", "Dungeon rooms": "Salles de donjon", "Dungeon stay": "Séjour au donjon", "Dungeon stay (stage {#})": "Séjour en donjon (étape {#})", "Dungeon unit respawn interval (minutes) by combat difficulty. CombatDifficulty enum order: Easy, Normal, Hard, VeryHard, Devastation. Based on the original 600 minutes: Easy +100%, Normal +50%, Hard and above +0%.": "Intervalle de réapparition des unités du donjon (minutes) selon la difficulté de combat. Ordre de l'enum CombatDifficulty : Easy, Normal, Hard, VeryHard, Devastation. D'après les 600 minutes d'origine : Easy +100%, Normal +50%, Hard et au-delà +0%.", "Dungeon-stay duration penalty (minute interval) [n]: interval of n minutes Warning!!! Only 3 values may be entered. Adding more causes an error, as it would try to assign something like D5.": "Pénalité de durée de séjour au donjon (intervalle en minutes) [n] : intervalle de n minutes Attention !!! Seules 3 valeurs peuvent être saisies. En ajouter davantage provoque une erreur, car cela tenterait d'assigner quelque chose comme D5.", "Dungeon-stay mood penalty": "Pénalité d'humeur de séjour en donjon", "Dungeon-stay penalty": "Pénalité de séjour en donjon", "Dungeon1RandomBurglary": "Dungeon1RandomBurglary", "Dungeon1RandomCliff": "Dungeon1RandomCliff", "Dungeon1RandomGreen": "Dungeon1RandomGreen", "Dungeon1RandomMusic": "Dungeon1RandomMusic", "Dungeon1RandomVineHell": "Dungeon1RandomVineHell", "Dungeon1RandomWatcher": "Dungeon1RandomWatcher", "Dungeon2RandomFrenziedBall": "Dungeon2RandomFrenziedBall", "Dungeon2RandomGoblinPaint": "Dungeon2RandomGoblinPaint", "Dungeon2RandomSealedCurse": "Dungeon2RandomSealedCurse", "Dungeon2RandomWatcher": "Dungeon2RandomWatcher", "DungeonBreak_": "DungeonBreak_", "DungeonMerchant": "DungeonMerchant", "DungeonMerchant2Default": "DungeonMerchant2Default", "DungeonMerchantDefault": "DungeonMerchantDefault", "DungeonRoomTable.json": "DungeonRoomTable.json", "DungeonSettlers.wiki": "DungeonSettlers.wiki", "DungeonStay": "DungeonStay", "DungeonStayMoodPenaltyDownfallDifficulty": "DungeonStayMoodPenaltyDownfallDifficulty", "DungeonStayMoodPenaltyEasyDifficulty": "DungeonStayMoodPenaltyEasyDifficulty", "DungeonStayMoodPenaltyHardDifficulty": "DungeonStayMoodPenaltyHardDifficulty", "DungeonStayMoodPenaltyNormalDifficulty": "DungeonStayMoodPenaltyNormalDifficulty", "DungeonStayMoodPenaltyVeryHardDifficulty": "DungeonStayMoodPenaltyVeryHardDifficulty", "Dungeon_": "Dungeon_", "Dungeons and the world": "Donjons et monde", "Dungeons, monsters and loot": "Donjons, monstres et butin", "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "Dupliquez ce build sous un nouveau nom et continuez à éditer la copie. Tout le reste se sauvegarde automatiquement.", "Duplicates": "Doublons", "Durability after {#} attacks": "Durabilité après {#} attaques", "Durability after {#} hits": "Durabilité après {#} coups", "Durability cost": "Coût de durabilité", "Durability loss": "Perte de durabilité", "Durability lost per attack": "Durabilité perdue par attaque", "Durability lost per hit": "Durabilité perdue par coup reçu", "Durability per attack": "Durabilité par attaque", "Durability simulator": "Simulateur de durabilité", "Durabilité": "Durabilité", "Durabilité - Dungeon Settlers Wiki": "Durabilité - Dungeon Settlers Wiki", "Durabilité faible": "Durabilité faible", "Durabilité faible, risque de s'user rapidement.": "Durabilité faible, risque de s'user rapidement.", "Durabilité icon": "Durabilité icône", "Durabilité max.": "Durabilité max.", "Durabilité max. - Dungeon Settlers Wiki": "Durabilité max. - Dungeon Settlers Wiki", "Durabilité max. icon": "Durabilité max. icône", "Duration": "Durée", "Duration (seconds)": "Durée (secondes)", "Durcissement de la carapace": "Durcissement de la carapace", "Durcissement de la carapace - Dungeon Settlers Wiki": "Durcissement de la carapace - Dungeon Settlers Wiki", "Durcissement du shell": "Durcissement du shell", "Durcissement du shell - Dungeon Settlers Wiki": "Durcissement du shell - Dungeon Settlers Wiki", "Durcissement du shell icon": "Icône de Durcissement du shell", "During": "Pendant", "Durée de la potion de carapace": "Durée de la potion de carapace", "Durée de la potion de carapace - Dungeon Settlers Wiki": "Durée de la potion de carapace - Dungeon Settlers Wiki", "Dust Root": "Racine poussiéreuse", "Dust Root Fixed": "Dust Root Fixed", "Dust Root Growth2 Fixed": "Dust Root Growth2 Fixed", "Dust Root Growth2 Random": "Dust Root Growth2 Random", "Dust Root Random": "Dust Root Random", "Dwarf, WhiteDemon, Tal": "Nain, WhiteDemon, Tal", "Dès la fin du reportage, les membres se rassemblent autour de vous un à un. Ils veulent entendre vos réflexions sur la voie à suivre.": "Dès la fin du reportage, les membres se rassemblent autour de vous un à un. Ils veulent entendre vos réflexions sur la voie à suivre.", "Dès que votre autorisation est donnée, les membres Lycan lèvent la tête vers la lune comme s'ils attendaient.": "Dès que votre autorisation est donnée, les membres Lycan lèvent la tête vers la lune comme s'ils attendaient.", "Dès que vous tapez du pied, les membres commencent également à bouger au rythme un par un.": "Dès que vous tapez du pied, les membres commencent également à bouger au rythme un par un.", "Dès votre retour à la colonie, vous voyez deux membres se quereller.": "Dès votre retour à la colonie, vous voyez deux membres se quereller.", "Déblocage des régions (progression) - Dungeon Settlers Wiki": "Déblocage des régions (progression) - Dungeon Settlers Wiki", "Décision d'expédition": "Décision d'expédition", "Décision d'expédition - Dungeon Settlers Wiki": "Décision d'expédition - Dungeon Settlers Wiki", "Décision d'expédition icon": "icône Décision d'expédition", "Décision d'expédition terminée": "Décision d'expédition terminée", "Décision d'expédition terminée - Dungeon Settlers Wiki": "Décision d'expédition terminée - Dungeon Settlers Wiki", "Décision d'expédition terminée icon": "Icône Décision d'expédition terminée", "Déclenche l'état": "Déclenche l'état", "Déclenche l'état Proche de la mort.": "Déclenche l'état Proche de la mort.", "Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.": "Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.", "Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. Accordé par 2 objets": "Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. Accordé par 2 objets", "Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. Granted by 2 items": "Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. Accordé par 2 objets", "Déclenché par un événement de combat ou d'unité": "Déclenché par un événement de combat ou d'unité", "Décoratif": "Décoratif", "Décoratif - Dungeon Settlers Wiki": "Décoratif - Dungeon Settlers Wiki", "Décoratif 90": "Décoratif 90", "Décoratif 90 - Dungeon Settlers Wiki": "Décoratif 90 - Dungeon Settlers Wiki", "Décoration de sol": "Décoration de sol", "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour le...": "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour le...", "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour les prochaines expéditions. \"Je pense que nous devrions consacrer assez de temps à cette recherche.\"": "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour les prochaines expéditions. \"Je pense que nous devrions consacrer assez de temps à cette recherche.\"", "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour les prochaines expéditions. \"Je pense que nous devrions consacrer assez de temps à cette recherche.\" ➜ Grâce à cette nouvelle technique, les ressources peuvent désormais être utilisées de manière bien plus efficace et variée qu'auparavant. \"Cela nous fait avancer d'un pas de plus. Excellent travail.\"": "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour les prochaines expéditions. \"Je pense que nous devrions consacrer assez de temps à cette recherche.\" ➜ Grâce à cette nouvelle technique, les ressources peuvent désormais être utilisées de manière bien plus efficace et variée qu'auparavant. \"Cela nous fait avancer d'un pas de plus. Excellent travail.\"", "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour les prochaines expéditions. \"Je pense que nous devrions consacrer assez de temps à cette recherche.\" ➜ Grâce à cette nouvelle technologie, les ressources peuvent désormais être utilisées de manière bien plus efficace et variée qu'auparavant. \"Nous avançons encore d'un pas. Excellent travail.\"": "Découvrir de nouvelles connaissances sera certainement d'une grande aide pour les prochaines expéditions. \"Je pense que nous devrions consacrer assez de temps à cette recherche.\" ➜ Grâce à cette nouvelle technologie, les ressources peuvent désormais être utilisées de manière bien plus efficace et variée qu'auparavant. \"Nous avançons encore d'un pas. Excellent travail.\"", "Découvrir un nouveau chemin procure toujours des frissons.": "Découvrir un nouveau chemin procure toujours des frissons.", "Décélération": "Décélération", "Décélération - Dungeon Settlers Wiki": "Décélération - Dungeon Settlers Wiki", "Décélération icon": "Icône Décélération", "Défense améliorée, mais légèrement plus lourde.": "Défense améliorée, mais légèrement plus lourde.", "Défense: Corps à corps": "Défense: Corps à corps", "Défense: Corps à corps - Dungeon Settlers Wiki": "Défense: Corps à corps - Dungeon Settlers Wiki", "Défense: Corps à corps icon": "Défense: Corps à corps icône", "Définir l'emplacement rapide [3]": "Définir l'emplacement rapide [3]", "Définir le propriétaire :": "Définir le propriétaire :", "Définit quels types d'objet peuvent ou non être stockés dans un stockage.": "Définit quels types d'objet peuvent ou non être stockés dans un stockage.", "Dégage le parfum d'une forêt luxuriante et procure une chaleur au toucher.": "Dégage le parfum d'une forêt luxuriante et procure une chaleur au toucher.", "Dégage un parfum délicat qui améliore l'humeur une fois porté.": "Dégage un parfum délicat qui améliore l'humeur une fois porté.", "Dégage un parfum délicat qui remonte le moral une fois porté.": "Dégage un parfum délicat qui remonte le moral une fois porté.", "Dégage une aura tenace et féroce.": "Dégage une aura tenace et féroce.", "Dégage une impression écrasante de poids et de force vitale.": "Dégage une impression écrasante de poids et de force vitale.", "Dégage une légère odeur acide et une sensation de picotement.": "Dégage une légère odeur acide et une sensation de picotement.", "Dégage une odeur persistante et inquiétante.": "Dégage une odeur persistante et inquiétante.", "Dégage une sensation de sérénité et de force discrète.": "Dégage une sensation de sérénité et de force discrète.", "Dégoûtante, mais excellente source de protéines.": "Dégoûtante, mais excellente source de protéines.", "Dégâts": "Dégâts", "Dégâts de compétence": "Dégâts de compétence", "Dégâts infligés": "Dégâts infligés", "Dégâts infligés - Dungeon Settlers Wiki": "Dégâts infligés - Dungeon Settlers Wiki", "Dégâts infligés Down": "Dégâts infligés diminuent", "Dégâts infligés Up": "Augmentation des dégâts infligés", "Dégâts infligés augmente": "Dégâts infligés augmente", "Dégâts infligés augmente proportionnellement à Santé actuelle perdue, jusqu'à un maximu...": "Dégâts infligés augmente proportionnellement à Santé actuelle perdue, jusqu'à un maximu...", "Dégâts infligés augmente proportionnellement à Santé actuelle perdue, jusqu'à un maximum de 20%.": "Dégâts infligés augmente proportionnellement à Santé actuelle perdue, jusqu'à un maximum de 20%.", "Dégâts infligés contre les monstres d'élite et les boss augmente de 20%.": "Dégâts infligés contre les monstres d'élite et les boss augmente de 20%.", "Dégâts infligés diminue": "Dégâts infligés diminue", "Dégâts infligés icon": "Dégâts infligés icône", "Dégâts magiques infligés": "Dégâts magiques infligés", "Dégâts magiques infligés - Dungeon Settlers Wiki": "Dégâts magiques infligés - Dungeon Settlers Wiki", "Dégâts magiques infligés icon": "Dégâts magiques infligés icône", "Dégâts physiques infligés": "Dégâts physiques infligés", "Dégâts physiques infligés - Dungeon Settlers Wiki": "Dégâts physiques infligés - Dungeon Settlers Wiki", "Dégâts physiques infligés icon": "Dégâts physiques infligés icône", "Dégâts subis": "Dégâts subis", "Dégâts subis - Dungeon Settlers Wiki": "Dégâts subis - Dungeon Settlers Wiki", "Dégâts subis Down": "Dégâts subis diminuent", "Dégâts subis Up": "Dégâts subis augmentent", "Dégâts subis augmente": "Dégâts subis augmente", "Dégâts subis augmente selon le nombre de cumuls.": "Dégâts subis augmente selon le nombre de cumuls.", "Dégâts subis decreases by {0}% for each allied plant structure within 1 tile.": "Dégâts subis diminue de {0}% pour chaque structure de plante alliée à 1 tuile.", "Dégâts subis decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "Dégâts subis diminue de {0}% pour chaque structure de plante alliée à 1 tuile. (S'applique jusqu'à un maximum de {1}%)", "Dégâts subis diminue": "Dégâts subis diminue", "Dégâts subis diminue de 12% par structure végétale alliée dans un rayon d'une case.": "Dégâts subis diminue de 12% par structure végétale alliée dans un rayon d'une case.", "Dégâts subis diminue de 8% par structure végétale alliée dans un rayon d'une case. (S'applique jusqu'à un maximum de 40 %)": "Dégâts subis diminue de 8% par structure végétale alliée dans un rayon d'une case. (S'applique jusqu'à un maximum de 40 %)", "Dégâts subis icon": "Icône Dégâts subis", "Dégâts subis provenant de cibles ayant des effets négatifs diminue de 12%.": "Dégâts subis provenant de cibles ayant des effets négatifs diminue de 12%.", "Dégâts à vos unités": "Dégâts à vos unités", "Délabré, mais l'espace pour les notes a rendu la recherche un peu plus facile.": "Délabré, mais l'espace pour les notes a rendu la recherche un peu plus facile.", "Délabré, mais l'espace pour les outils arcaniques a rendu la fabrication un peu plus facile.": "Délabré, mais l'espace pour les outils arcaniques a rendu la fabrication un peu plus facile.", "Délabré, mais un établi a rendu la fabrication un peu plus facile.": "Délabré, mais un établi a rendu la fabrication un peu plus facile.", "Délabrée, mais il y avait au moins un endroit où s'asseoir et manger.": "Délabrée, mais il y avait au moins un endroit où s'asseoir et manger.", "Délabrée, mais un plan de travail a rendu la cuisine un peu plus rapide.": "Délabrée, mais un plan de travail a rendu la cuisine un peu plus rapide.", "Délicieux": "Délicieux", "Délicieux dans le donjon - name": "Délicieux dans le donjon - name", "Démolition:": "Démolition:", "Démon blanc": "Démon blanc", "Démon blanc - Dungeon Settlers Wiki": "Démon blanc - Dungeon Settlers Wiki", "Démon blanc icon": "Icône Démon blanc", "Départ commun - Dungeon Settlers Wiki": "Départ commun - Dungeon Settlers Wiki", "Dépasser le poids maximal déclenchera": "Dépasser le poids maximal déclenchera", "Déplacement": "Déplacement", "Déplacement - desc": "Déplacement - desc", "Déplacement caméra: WASD": "Déplacement caméra: WASD", "Déplacement et attaque de base: Clic droit": "Déplacement et attaque de base: Clic droit", "Déplacements légers": "Déplacements légers", "Déplacements légers - Dungeon Settlers Wiki": "Déplacements légers - Dungeon Settlers Wiki", "Déplacements légers icon": "Déplacements légers icon", "Déplacer": "Déplacer", "Déplacer la caméra vers le bas": "Déplacer la caméra vers le bas", "Déplacer la caméra vers le haut": "Déplacer la caméra vers le haut", "Déplacer la caméra à droite": "Déplacer la caméra à droite", "Déplacer la caméra à gauche": "Déplacer la caméra à gauche", "Déplacer la moitié de": "Déplacer la moitié de", "Déplacer tout": "Déplacer tout", "Dépose au sol le": "Dépose au sol le", "Dépose au sol le membre de l'expédition transporté.": "Dépose au sol le membre de l'expédition transporté.", "Déposer": "Déposer", "Déposer, Cultivé": "Déposer, Cultivé", "Déposer, Farmed": "Déposer, Cultivé", "Déposer, Marchand": "Déposer, Marchand", "Déposer, Marchand, Événement": "Déposer, Marchand, Événement", "Déposer, Merchant": "Déposer, Marchand", "Déposer, Merchant, Événement": "Déposer, Marchand, Événement", "Déposer, Événement": "Déposer, Événement", "Désactiver compétences auto": "Désactiver compétences auto", "Déshonoré": "Déshonoré", "Déshonoré - Dungeon Settlers Wiki": "Déshonoré - Dungeon Settlers Wiki", "Déshonoré icon": "Déshonoré icône", "Désire aller plus loin dans le donjon et obtenir de meilleurs résultats d'expédition.": "Désire aller plus loin dans le donjon et obtenir de meilleurs résultats d'expédition.", "Désordonnée, mais utile malgré tout.": "Désordonnée, mais utile malgré tout.", "Désormais, vous en comprenez la portée mieux que quiconque.": "Désormais, vous en comprenez la portée mieux que quiconque.", "Déséquiper": "Déséquiper", "Détection des monstres et aggro - Dungeon Settlers Wiki": "Détection des monstres et aggro - Dungeon Settlers Wiki", "Détermination de l'épéiste": "Détermination de l'épéiste", "Détermination de l'épéiste - Dungeon Settlers Wiki": "Détermination de l'épéiste - Dungeon Settlers Wiki", "Détermination de l'épéiste icon": "Icône Détermination de l'épéiste", "Déteste celui qui mord de face + déteste celui qui mord de dos - Dungeon Settlers Wiki": "Déteste celui qui mord de face + déteste celui qui mord de dos - Dungeon Settlers Wiki", "Déteste votre propre race.": "Déteste votre propre race.", "Détonne la": "Détonne la", "Détonne la graine étrange de la cible, projetant des éclats de graine dans toutes les directions, infligeant à la première unité ennemie touchée 240% de la puissance d'attaque magique en dégâts et lui infligeant Vulnérable pendant 10 secondes. 3 energy - 15s cooldown Effects: • Vulnérable (on allies): +20% Dégâts subis": "Détonne la graine étrange de la cible, projetant des éclats de graine dans toutes les directions, infligeant à la première unité ennemie touchée 240% de la puissance d'attaque magique en dégâts et lui infligeant Vulnérable pendant 10 secondes. 3 énergie - recharge 15 s Effets : • Vulnérable (sur les alliés) : +20% Dégâts subis", "Détonne la graine étrange de la cible, projetant des éclats de graine dans toutes les directions, infligeant à la première unité ennemie touchée 240% de la puissance d'attaque magique en dégâts et lui infligeant Vulnérable pendant 10 secondes. 3 énergie - 15s de recharge Effets : • Vulnérable (sur les alliés): +20% Dégâts subis": "Détonne la graine étrange de la cible, projetant des éclats de graine dans toutes les directions, infligeant à la première unité ennemie touchée 240% de la puissance d'attaque magique en dégâts et lui infligeant Vulnérable pendant 10 secondes. 3 énergie - 15s de recharge Effets : • Vulnérable (sur les alliés): +20% Dégâts subis", "Détruire le 'Cœur du donjon' caché peut réduire le niveau de corruption.": "Détruire le 'Cœur du donjon' caché peut réduire le niveau de corruption.", "Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de": "Détruit instantanément les structures en cas de collision. Si elle atteint une impasse, la compétence est interrompue et le lanceur est affligé de", "Dévastation": "Dévastation", "Déverrouillé en premier par la recherche": "Déverrouillé en premier par la recherche", "Dévore et consomme, mâche et avance ; c'est l'instinct, un ordre venu des cellules qui dévorent le passé.": "Dévore et consomme, mâche et avance ; c'est l'instinct, un ordre venu des cellules qui dévorent le passé.", "E/min": "É/min", "EFFECTS": "EFFETS", "EMOTIONBUBBLE_AFFECTER_BedSleep": "EMOTIONBUBBLE_AFFECTER_BedSleep", "EMOTIONBUBBLE_AFFECTER_CarnalGuilt": "EMOTIONBUBBLE_AFFECTER_CarnalGuilt", "EMOTIONBUBBLE_AFFECTER_Heroic": "EMOTIONBUBBLE_AFFECTER_Heroic", "EMOTIONBUBBLE_AFFECTER_HighStressed": "EMOTIONBUBBLE_AFFECTER_HighStressed", "EMOTIONBUBBLE_AFFECTER_MandrakeScream": "EMOTIONBUBBLE_AFFECTER_MandrakeScream", "EMOTIONBUBBLE_AFFECTER_Operate": "EMOTIONBUBBLE_AFFECTER_Operate", "EMOTIONBUBBLE_AFFECTER_Overloaded": "EMOTIONBUBBLE_AFFECTER_Overloaded", "EMOTIONBUBBLE_AFFECTER_Panic": "EMOTIONBUBBLE_AFFECTER_Panic", "EMOTIONBUBBLE_AFFECTER_PlantRage": "EMOTIONBUBBLE_AFFECTER_PlantRage", "EMOTIONBUBBLE_AFFECTER_SevereDamage": "EMOTIONBUBBLE_AFFECTER_SevereDamage", "EMOTIONBUBBLE_AFFECTER_SevereExhausted": "EMOTIONBUBBLE_AFFECTER_SevereExhausted", "EMOTIONBUBBLE_AFFECTER_SevereHungry": "EMOTIONBUBBLE_AFFECTER_SevereHungry", "EMOTIONBUBBLE_AFFECTER_SevereOverloaded": "EMOTIONBUBBLE_AFFECTER_SevereOverloaded", "EMOTIONBUBBLE_AFFECTER_SevereStressed": "EMOTIONBUBBLE_AFFECTER_SevereStressed", "EMOTIONBUBBLE_AFFECTER_Sleep": "EMOTIONBUBBLE_AFFECTER_Sleep", "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep": "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep", "EMOTIONBUBBLE_AFFECTER_VeryExhausted": "EMOTIONBUBBLE_AFFECTER_VeryExhausted", "EMOTIONBUBBLE_AFFECTER_VeryHungry": "EMOTIONBUBBLE_AFFECTER_VeryHungry", "EMOTIONBUBBLE_AFFECTER_WitnessDead": "EMOTIONBUBBLE_AFFECTER_WitnessDead", "EMOTIONBUBBLE_ALERT_LowAmmo": "EMOTIONBUBBLE_ALERT_LowAmmo", "EMOTIONBUBBLE_ALERT_NoAmmo": "EMOTIONBUBBLE_ALERT_NoAmmo", "EMOTIONBUBBLE_TikiTakaReaction": "EMOTIONBUBBLE_TikiTakaReaction", "EMOTIONBUBBLE_TikiTakaTopic": "EMOTIONBUBBLE_TikiTakaTopic", "EMOTIONTRIGGER_LowAmmo": "EMOTIONTRIGGER_LowAmmo", "EMOTIONTRIGGER_NoAmmo": "EMOTIONTRIGGER_NoAmmo", "EMOTIONTRIGGER_TikiTakaReaction": "EMOTIONTRIGGER_TikiTakaReaction", "EMOTIONTRIGGER_TikiTakaTopic": "EMOTIONTRIGGER_TikiTakaTopic", "ENVIRONMENT EFFECTS": "EFFETS D'ENVIRONNEMENT", "ETC_": "ETC_", "EXP": "EXP", "EXP - Dungeon Settlers Wiki": "EXP - Dungeon Settlers Wiki", "EXP max": "EXP max", "EXP max - Dungeon Settlers Wiki": "EXP max - Dungeon Settlers Wiki", "EXP max icon": "EXP max icône", "Each Shell is spent on one incoming hit to cut that hit to 1 damage - and this takes precedence over guard. At the cap you are holding": "Chaque Coquille est dépensée sur un coup entrant pour le réduire à 1 dégât, et cela a priorité sur la garde. Au plafond, vous détenez", "Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.": "Chaque compétence active affiche sa portée et sa zone dessinées sur une véritable salle de donjon ; le disque indique le lanceur et l'anneau ou les cases surlignées les tuiles touchées. Cliquez sur une image pour l'agrandir.", "Each attack or weapon skill spends a small amount of durability from your": "Chaque attaque ou compétence d'arme dépense une petite quantité de durabilité de votre", "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "Chaque attaque consomme de la durabilité de l'arme principale. La garde n'attaque pas, elle ne coûte donc aucune durabilité d'arme.", "Each character can equip o...": "Chaque personnage peut équiper o...", "Each character can equip only 1 Soul Trait....": "Chaque personnage ne peut équiper qu'un seul Trait d'âme....", "Each character can equip only...": "Chaque personnage peut équiper uniquement...", "Each damage type (Slash, Blunt, Pierce, and the magic elements Arcane, Fire, Ice, Lightning, Holy, Dark) has its own resistance, starting at 0. Physical Resistance gains +0.3 per Constitution, Magic Resistance +0.3 per Intelligence (": "Chaque type de dégâts (Taillade, Contondant, Perforation, et les éléments magiques Arcanique, Feu, Glace, Foudre, Sacré, Ténèbres) a sa propre résistance, commençant à 0. La Résistance physique gagne +0,3 par point de Constitution, la Résistance magique +0,3 par point d'Intelligence (", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...": "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.": "Chaque aube, {0} serrait les cordes sur le lit du chariot et jugeait la route par le son des roues. Ils se sont habitués à sortir les roues de la boue, à huiler les essieux qui grinçaient, et à amener les gens et les fournitures où ils devaient être à l'heure. Après si longtemps sur la route, rester au même endroit trop longtemps rendait leur corps rigide.", "Each floor contains a": "Chaque étage contient un", "Each floor contains a Portail du donjon. You must find the path that leads to it. ## Through the Portail du donjon, you can descend to deeper floors<": "Chaque étage contient un Portail du donjon. Vous devez trouver le chemin qui y mène. ## Par le Portail du donjon, vous pouvez descendre à des étages plus profonds<", "Each floor of the region draws from a pool of": "Chaque étage de la région puise dans un pool de", "Each in-game minute, a unit's stress moves by": "Chaque minute de jeu, le stress d'une unité évolue de", "Each is recomputed on this character, then run through the same damage model as the exchange.": "Chacune est recalculée sur ce personnage, puis passée par le même modèle de dégâts que l'échange.", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 480 in-game minutes (": "Chaque réapprovisionnement d'un marchand tire indépendamment chaque entrée du pool : l'objet apparaît avec la probabilité indiquée, en quantité aléatoire entre Min et Max, à un prix de base ajusté par une remise aléatoire dans la plage indiquée. Le stock se renouvelle toutes les 480 minutes en jeu (", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 4800 in-game minutes (": "Chaque réassortiment du marchand lance indépendamment chaque entrée du pool : l'objet apparaît avec la chance indiquée, en quantité aléatoire entre Min et Max, au prix de base ajusté d'une remise aléatoire dans la plage indiquée. Le stock se rafraîchit toutes les 4800 minutes de jeu (", "Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).": "Chaque nombre correspond au coup attendu contre l'unité sélectionnée (un Lowell de base au niveau maximum par défaut), après la résistance de cette unité et le multiplicateur d'attaque du palier, et avant la probabilité de toucher, l'esquive et la garde. Les monstres n'ont pas de coût en énergie : leurs compétences sont limitées uniquement par la recharge (l'énergie est une ressource des unités du joueur).", "Each of the five choices independently rolls a rarity using shared weights of": "Chacun des cinq choix tire indépendamment une rareté selon des poids communs de", "Each race row pairs its": "Chaque ligne de race associe sa", "Each rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds": "Chaque montée de rang coûte plus de contribution (environ 100 pour le rang 1, puis 200, 300, et ainsi de suite jusqu'à 700) et améliore votre colonie de plusieurs façons : à partir du rang 2, chaque rang ajoute", "Each region names a": "Chaque région désigne un", "Each report pays Tech Book x2": "Chaque rapport rapporte Livre technique x2", "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat": "Chaque statistique porte un indicateur is-percent ; environ 56 statistiques sont en pourcentage, 73 fixes", "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect...": "À chaque fois que vous infligez des dégâts à un ennemi avec une attaque de base au contact, la vitesse d'attaque augmente de {1}% pendant {0} secondes. Cet effet...", "Each unit carries its own sight radius (": "Chaque unité possède son propre rayon de vue (", "Each unit has": "Chaque unité dispose de", "Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack valu...": "Chaque unité dispose de 7 emplacements d'équipement (arme principale, seconde main/bouclier ou munitions, casque, armure de corps, deux accessoires, etc.). Les armes apportent une valeur d'attaque fixe...", "Each unit has traits, stats, and skill trees, and the <color=#ccb": "Chaque unité a des traits, des statistiques et des arbres de compétences, et la <color=#ccb", "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "Chaque arbre de compétences d'unité, équipement, stats et passifs : la disposition exacte qu'affiche un lien d'équipe partagé. Utilisez « Copier le lien d'équipe » ci-dessus pour le partager.", "Earned through": "Gagné par", "Earth Crash 1": "Écrasement terrestre 1", "Earth Crash 2": "Écrasement terrestre 2", "Earth Crash 3": "Écrasement terrestre 3", "Easy Management": "Gestion facile", "Easy Operation-Difficulty Unit": "Easy Operation-Difficulty Unit", "Easy Support Wagon Berry Fixed": "Easy Support Wagon Berry Fixed", "Easy Support Wagon Grass Fixed": "Easy Support Wagon Grass Fixed", "Easy Support Wagon Hardtack Fixed": "Easy Support Wagon Hardtack Fixed", "Easy Support Wagon Ointment Fixed": "Easy Support Wagon Ointment Fixed", "Easy Support Wagon Tech Book Fixed": "Livre technique du chariot de soutien facile Fixe", "Easy Support Wagon Wood Fixed": "Easy Support Wagon Wood Fixed", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier": "Facile et Normal rendent les monstres bien plus faibles ; Très difficile et Dévastation les rendent plus résistants", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.": "Facile et Normal rendent les monstres bien plus faibles ; Très difficile et Dévastation les rendent plus résistants et leur permettent de frapper plus fort. En Dévastation, un monstre a x1.5 la santé et x1.5 la puissance d'attaque du même monstre en Difficile, et en plus de cela vitesse d'attaque +20%, vitesse de déplacement +15%, chance de critique +10, bonus de dégâts critiques +50 et probabilité d'esquive +15.", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats.": "Facile à sous-estimer avec 4 unités, mais White Mammoth est un monstre de fin de jeu dans cette région avec des statistiques élevées.", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. - Dungeon Settlers Wiki": "Facile de sous-estimer avec 4 unités, mais le Mammouth Blanc est un monstre en fin de jeu dans cette région avec des statistiques élevées. - Dungeon Settlers Wiki", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. Unlike reg...": "Facile à sous-estimer avec 4 unités, mais le Mammouth Blanc est un monstre en fin de jeu dans cette région avec des stats élevées. Contrairement reg...", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. plan": "Facile à sous-estimer avec 4 unités, mais le Mammouth Blanc est un monstre en fin de jeu dans cette région avec des statistiques élevées. plan", "Easy, Normal, Hard, Very Hard, Devastation": "Facile, Normal, Difficile, Très difficile, Dévastation", "Easy/Normal only lower monster ATTACK, not HP - so the target's % of HP is the same as Hard. Only Very Hard (x1.5) and Devastation (x2) raise monster HP.": "Facile/Normal réduisent uniquement l'ATTAQUE des monstres, pas les PV - le % de PV de la cible est donc identique à Difficile. Seuls Très difficile (x1,5) et Dévastation (x2) augmentent les PV des monstres.", "EatCondition": "EatCondition", "Eat_": "Eat_", "Eating here": "Manger ici", "Eating here: +1 Humeur": "Manger ici : +1 Humeur", "Eating here: +2 Humeur": "Manger ici : +2 Humeur", "Eating here: +3 Humeur": "Manger ici : +3 Humeur", "Eating here: +4 Humeur": "Manger ici : +4 Humeur", "Eating here: +5 Humeur": "Manger ici : +5 Humeur", "Eating here: +6 Humeur": "Manger ici : +6 Humeur", "Eating here: +8 Humeur": "Manger ici : +8 Humeur", "Eating_": "Eating_", "Eaux profondes": "Eaux profondes", "Eaux profondes - Dungeon Settlers Wiki": "Eaux profondes - Dungeon Settlers Wiki", "Eaux profondes icon": "icône Eaux profondes", "Echo Flower Corner Stone": "Pierre angulaire de la Fleur d'écho", "Echo Flower Corner Stone - Dungeon Settlers Wiki": "Pierre d'angle Fleur d'écho - Dungeon Settlers Wiki", "Echo Flower Fixed": "Echo Flower Fixed", "Echo Flower Ramnant": "Vestige de Fleur d'écho", "Echo Flower Ramnant - Dungeon Settlers Wiki": "Vestige de fleur d’écho - Dungeon Settlers Wiki", "Echo Flower Ramnant icon": "Vestige de fleur d’écho icon", "Echo Flower Remnant Remnant": "Echo Flower Remnant Remnant", "Echo Flower Remnant Remnant - Dungeon Settlers Wiki": "Vestige de vestige de fleur d'écho - Dungeon Settlers Wiki", "Edgar SA": "Edgar SA", "Edgar simulated-annealing layout - the rooms are re-placed from the graph each seed, the way the game re-rolls a fresh floor every expedition": "Agencement par recuit simulé Edgar - les salles sont replacées à partir du graphe à chaque graine, comme le jeu retire un nouvel étage à chaque expédition", "Edgar simulated-annealing: a freshly-shaped layout each seed, like the game re-rolling an expedition": "Recuit simulé Edgar : un agencement reformé à chaque graine, comme le jeu qui retire une expédition", "Edible": "Comestible", "Edorrick": "Edorrick", "EenrgyEffectApplyCondition": "EenrgyEffectApplyCondition", "Effect duration granted on mental breakdown": "Durée de l'effet accordé lors d'une dépression", "Effect only": "Effet uniquement", "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only": "Les pages d'effet affichent maintenant ce que l'effet fait. 796 pages d'affecter/trait affichaient précédemment seulement", "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only *\"No direct stat modifiers\"* or *\"Raw values: 5\"* for effects that item pages described in full.": "Les pages d'effet indiquent maintenant ce que l'effet fait. 796 pages d'affecteur/trait affichaient auparavant uniquement *\"Aucun modificateur de statistique direct\"* ou *\"Valeurs brutes : 5\"* pour les effets que les pages d'objet décrivaient complètement.", "Effect:": "Effet :", "Effective HP": "PV effectifs", "Effective HP (magic)": "PV effectifs (magique)", "Effective HP vs magic": "PV effectifs vs magie", "Effective HP vs physical": "PV effectifs vs physique", "Effective sight = vision range, minus {#} at night, plus {#} with Night Vision. Awareness builds at {#} per in-game minute and {#} triggers combat ({#} in-game min = ~{#} real seconds at 1x). Attacking or closing in fills it far faster.": "Vision effective = portée de vue, moins {#} la nuit, plus {#} avec Vision nocturne. La vigilance augmente de {#} par minute de jeu et {#} déclenche le combat ({#} min de jeu = ~{#} secondes réelles en 1x). Attaquer ou se rapprocher la remplit bien plus vite.", "Effects": "Effets", "Effects & keywords": "Effets et mots-clés", "Effects & traits": "Effets et traits", "Effects - Dungeon Settlers Wiki": "Effets - Dungeon Settlers Wiki", "Effects and traits": "Effets et traits", "Effects in play": "Effets en jeu", "Effects that are NOT capped": "Effets qui ne sont PAS plafonnés", "Effects that improve a player's stats.": "Effets qui améliorent les stats du joueur.", "Effects that improve a player's stats. - Offensive - Mur de fer - Fortification - Célérité - Assaut - Amplification magique -": "Effets qui améliorent les stats du joueur. - Offensive - Mur de fer - Fortification - Célérité - Assaut - Amplification magique -", "Effects that weaken a player's stats.": "Effets qui affaiblissent les stats du joueur.", "Effects that weaken a player's stats. - Affaibli - Vulnérable - Lent - Boitement - Faiblesse critique - Décélération -": "Effets qui affaiblissent les stats du joueur. - Affaibli - Vulnérable - Lent - Boitement - Faiblesse critique - Décélération -", "Effects:": "Effets :", "Effet aléatoire de l'environnement du Donjon": "Effet aléatoire de l'environnement du Donjon", "Effet bénéfique": "Effet bénéfique", "Effet d'environnement régional": "Effet d'environnement régional", "Effet d'esprit pionnier": "Effet d'esprit pionnier", "Effet d'esprit pionnier - Dungeon Settlers Wiki": "Effet d'esprit pionnier - Dungeon Settlers Wiki", "Effet d'insecte symbiotique": "Effet d'insecte symbiotique", "Effet d'insecte symbiotique - Dungeon Settlers Wiki": "Effet d'insecte symbiotique - Dungeon Settlers Wiki", "Effets - Dungeon Settlers Wiki": "Effets - Dungeon Settlers Wiki", "Effets bénéfiques": "Effets bénéfiques", "Effets bénéfiques et malus (1)": "Effets bénéfiques et malus (1)", "Effets bénéfiques et malus (10)": "Effets bénéfiques et malus (10)", "Effets bénéfiques et malus (11)": "Effets bénéfiques et malus (11)", "Effets bénéfiques et malus (114)": "Effets bénéfiques et malus (114)", "Effets bénéfiques et malus (119)": "Effets bénéfiques et malus (119)", "Effets bénéfiques et malus (12)": "Effets bénéfiques et malus (12)", "Effets bénéfiques et malus (13)": "Effets bénéfiques et malus (13)", "Effets bénéfiques et malus (14)": "Effets bénéfiques et malus (14)", "Effets bénéfiques et malus (15)": "Effets bénéfiques et malus (15)", "Effets bénéfiques et malus (2)": "Effets bénéfiques et malus (2)", "Effets bénéfiques et malus (3)": "Effets bénéfiques et malus (3)", "Effets bénéfiques et malus (4)": "Effets bénéfiques et malus (4)", "Effets bénéfiques et malus (5)": "Effets bénéfiques et malus (5)", "Effets bénéfiques et malus (7)": "Effets bénéfiques et malus (7)", "Effets bénéfiques et malus (8)": "Effets bénéfiques et malus (8)", "Effets bénéfiques et malus (9)": "Effets bénéfiques et malus (9)", "Effets de séjour en donjon": "Effets de séjour en donjon", "Effets et bonus plafonnés - Dungeon Settlers Wiki": "Effets et bonus plafonnés - Dungeon Settlers Wiki", "Effondrement mental": "Effondrement mental", "Effondrement mental - Dungeon Settlers Wiki": "Effondrement mental - Dungeon Settlers Wiki", "Effondrement mental : Panique": "Effondrement mental : Panique", "Effondrement mental : Panique - Dungeon Settlers Wiki": "Effondrement mental : Panique - Dungeon Settlers Wiki", "Effondrement mental : Panique icon": "Icône Effondrement mental : Panique", "Effondrement mental icon": "Icône Effondrement mental", "Effroi": "Effroi", "Effroi - Dungeon Settlers Wiki": "Effroi - Dungeon Settlers Wiki", "Effroi icon": "Effroi icône", "Eh bien, je ne sais pas.": "Eh bien, je ne sais pas.", "Eh bien, je suppose que je vais y aller.": "Eh bien, je suppose que je vais y aller.", "Elder Gloth Fixed": "Elder Gloth Fixed", "Elder Gloth Random": "Gloth l'Ancien (aléatoire)", "Elder Gloth map": "Carte de Gloth l'Ancien", "Elder Gloth plan": "Plan Gloth l'Ancien", "ElderGloth": "ElderGloth", "Elf Ranger": "Ranger elfe", "Elf Slim Unisex 0": "Elfe Mince Unisexe 0", "Elf Slim Unisex 1": "Elfe Mince Unisexe 1", "Elf Slim Unisex 10": "Elfe Mince Unisexe 10", "Elf Slim Unisex 11": "Elfe Mince Unisexe 11", "Elf Slim Unisex 12": "Elfe Mince Unisexe 12", "Elf Slim Unisex 13": "Elfe Mince Unisexe 13", "Elf Slim Unisex 14": "Elfe Mince Unisexe 14", "Elf Slim Unisex 15": "Elfe Mince Unisexe 15", "Elf Slim Unisex 2": "Elfe Mince Unisexe 2", "Elf Slim Unisex 3": "Elfe Mince Unisexe 3", "Elf Slim Unisex 4": "Elfe Mince Unisexe 4", "Elf Slim Unisex 5": "Elfe Mince Unisexe 5", "Elf Slim Unisex 6": "Elfe Mince Unisexe 6", "Elf Slim Unisex 7": "Elfe Mince Unisexe 7", "Elf Slim Unisex 8": "Elfe Mince Unisexe 8", "Elf Slim Unisex 9": "Elfe Mince Unisexe 9", "Elf Standard Female 0": "Elfe Standard Femelle 0", "Elf Standard Female 1": "Elfe Standard Femelle 1", "Elf Standard Female 10": "Elfe Standard Femelle 10", "Elf Standard Female 11": "Elfe Standard Femelle 11", "Elf Standard Female 2": "Elfe Standard Femelle 2", "Elf Standard Female 3": "Elfe Standard Femelle 3", "Elf Standard Female 4": "Elfe Standard Femelle 4", "Elf Standard Female 5": "Elfe Standard Femelle 5", "Elf Standard Female 6": "Elfe Standard Femelle 6", "Elf Standard Female 7": "Elfe Standard Femelle 7", "Elf Standard Female 8": "Elfe Standard Femelle 8", "Elf Standard Female 9": "Elfe Standard Femelle 9", "Elf Standard Male 0": "Elfe Standard Mâle 0", "Elf Standard Male 1": "Elfe Standard Mâle 1", "Elf Standard Male 10": "Elfe Standard Mâle 10", "Elf Standard Male 11": "Elfe Standard Mâle 11", "Elf Standard Male 12": "Elfe Standard Mâle 12", "Elf Standard Male 2": "Elfe Standard Mâle 2", "Elf Standard Male 3": "Elfe Standard Mâle 3", "Elf Standard Male 4": "Elfe Standard Mâle 4", "Elf Standard Male 5": "Elfe Standard Mâle 5", "Elf Standard Male 6": "Elfe Standard Mâle 6", "Elf Standard Male 7": "Elfe Standard Mâle 7", "Elf Standard Male 8": "Elfe Standard Mâle 8", "Elf Standard Male 9": "Elfe Standard Mâle 9", "Elf diet": "Régime elfe", "Elf recruits": "Recrues elfes", "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "Terre natale des elfes GAMESYSTEM_Environment_{affecterName}", "Elf01_Blue": "Elf01_Blue", "Elf01_Green": "Elf01_Green", "Elf01_White": "Elf01_White", "Elf01_Yellow": "Elf01_Yellow", "Elf02_Blue": "Elf02_Blue", "Elf02_Green": "Elf02_Green", "Elf02_White": "Elf02_White", "Elf02_Yellow": "Elf02_Yellow", "Elf03_Blue": "Elf03_Blue", "Elf03_Green": "Elf03_Green", "Elf03_Red": "Elf03_Red", "Elf03_White": "Elf03_White", "Elf03_Yellow": "Elf03_Yellow", "Elf04_Blue": "Elf04_Blue", "Elf04_Green": "Elf04_Green", "Elf04_Red": "Elf04_Red", "Elf04_White": "Elf04_White", "Elf04_Yellow": "Elf04_Yellow", "Elf05_Blue": "Elf05_Blue", "Elf05_Green": "Elf05_Green", "Elf05_White": "Elf05_White", "Elf05_Yellow": "Elf05_Yellow", "Elf06_Green": "Elf06_Green", "Elf06_Red": "Elf06_Red", "Elf06_White": "Elf06_White", "Elf06_Yellow": "Elf06_Yellow", "Elf07_Blue": "Elf07_Blue", "Elf07_Green": "Elf07_Green", "Elf07_White": "Elf07_White", "Elf08_Blue": "Elf08_Blue", "Elf08_Green": "Elf08_Green", "Elf08_White": "Elf08_White", "Elf08_Yellow": "Elf08_Yellow", "Elf09_Blue": "Elf09_Blue", "Elf09_Green": "Elf09_Green", "Elf09_Red": "Elf09_Red", "Elf10_Blue": "Elf10_Blue", "Elf10_Red": "Elf10_Red", "Elf10_White": "Elf10_White", "Elf11_Green": "Elf11_Green", "ElfSlimFemale_000": "ElfSlimFemale_000", "ElfSlimFemale_001": "ElfSlimFemale_001", "ElfSlimFemale_002": "ElfSlimFemale_002", "ElfSlimFemale_003": "ElfSlimFemale_003", "ElfSlimFemale_004": "ElfSlimFemale_004", "ElfSlimFemale_005": "ElfSlimFemale_005", "ElfSlimFemale_006": "ElfSlimFemale_006", "ElfSlimFemale_007": "ElfSlimFemale_007", "ElfSlimMale_000": "ElfSlimMale_000", "ElfSlimMale_001": "ElfSlimMale_001", "ElfSlimMale_002": "ElfSlimMale_002", "ElfSlimMale_003": "ElfSlimMale_003", "ElfSlimMale_004": "ElfSlimMale_004", "ElfSlimMale_005": "ElfSlimMale_005", "ElfSlimMale_006": "ElfSlimMale_006", "ElfSlimMale_007": "ElfSlimMale_007", "ElfStandardFemale_000": "ElfStandardFemale_000", "ElfStandardFemale_001": "ElfStandardFemale_001", "ElfStandardFemale_002": "ElfStandardFemale_002", "ElfStandardFemale_003": "ElfStandardFemale_003", "ElfStandardFemale_004": "ElfStandardFemale_004", "ElfStandardFemale_005": "ElfStandardFemale_005", "ElfStandardFemale_006": "ElfStandardFemale_006", "ElfStandardFemale_007": "ElfStandardFemale_007", "ElfStandardFemale_008": "ElfStandardFemale_008", "ElfStandardFemale_009": "ElfStandardFemale_009", "ElfStandardFemale_010": "ElfStandardFemale_010", "ElfStandardFemale_011": "ElfStandardFemale_011", "ElfStandardMale_000": "ElfStandardMale_000", "ElfStandardMale_001": "ElfStandardMale_001", "ElfStandardMale_002": "ElfStandardMale_002", "ElfStandardMale_003": "ElfStandardMale_003", "ElfStandardMale_004": "ElfStandardMale_004", "ElfStandardMale_005": "ElfStandardMale_005", "ElfStandardMale_006": "ElfStandardMale_006", "ElfStandardMale_007": "ElfStandardMale_007", "ElfStandardMale_008": "ElfStandardMale_008", "ElfStandardMale_009": "ElfStandardMale_009", "ElfStandardMale_010": "ElfStandardMale_010", "ElfStandardMale_011": "ElfStandardMale_011", "Elfe": "Elfe", "Elfe - Dungeon Settlers Wiki": "Elfe - Dungeon Settlers Wiki", "Elfe icon": "Icône Elfe", "Elite": "Élite", "Elite / Boss": "Élite / Boss", "Elite Treasure": "Trésor d'élite", "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "Élite ; ~4 500 PV au total, 144 attaque physique, Égratignure ensanglantée + Essaim de rats", "EliteHuntOrder": "EliteHuntOrder", "EliteTreasure": "EliteTreasure", "Elixir of Skill": "Elixir of Skill", "Elle a besoin de repos.": "Elle a besoin de repos.", "Elle a bien grandi. Une récolte précoce est possible.": "Elle a bien grandi. Une récolte précoce est possible.", "Elle a l'air plutôt... correcte, compte tenu de leur intelligence.": "Elle a l'air plutôt... correcte, compte tenu de leur intelligence.", "Elle a poussé en absorbant la poussière pendant longtemps.": "Elle a poussé en absorbant la poussière pendant longtemps.", "Elle affiche un air mécontent.": "Elle affiche un air mécontent.", "Elle commence à germer.": "Elle commence à germer.", "Elle déshabille silencieusement sa proie.": "Elle déshabille silencieusement sa proie.", "Elle effleure la fourrure du bout des doigts et ajoute d'un ton moqueur :": "Elle effleure la fourrure du bout des doigts et ajoute d'un ton moqueur :", "Elle est relativement docile et craintive, mais en présence d'autres mâles, elle les aide en crachant sur les intrus. Elle est souvent capturée et élevée comme bétail.": "Elle est relativement docile et craintive, mais en présence d'autres mâles, elle les aide en crachant sur les intrus. Elle est souvent capturée et élevée comme bétail.", "Elle expire comme pour réprimer ses émotions.": "Elle expire comme pour réprimer ses émotions.", "Elle garde sa place en silence à chaque repas.": "Elle garde sa place en silence à chaque repas.", "Elle laisse échapper un bref ricanement.": "Elle laisse échapper un bref ricanement.", "Elle laisse échapper un faible rire à votre réponse.": "Elle laisse échapper un faible rire à votre réponse.", "Elle leva les yeux vers le ciel pendant un moment et sourit faiblement.": "Elle leva les yeux vers le ciel pendant un moment et sourit faiblement.", "Elle met son arc sur son épaule et te regarde.": "Elle met son arc sur son épaule et te regarde.", "Elle montre à qui ils appartiennent.": "Elle montre à qui ils appartiennent.", "Elle n'a pas encore germé.": "Elle n'a pas encore germé.", "Elle n'a rien de spécial à première vue, mais on entend des pièces d'or tinter à l'intérieur de l'enveloppe.": "Elle n'a rien de spécial à première vue, mais on entend des pièces d'or tinter à l'intérieur de l'enveloppe.", "Elle n'a rien de spécial à première vue, mais on entend des pièces d'or tinter à l'intérieur de l'enveloppe. Cet objet ne peut être obtenu qu'une seule fois.": "Elle n'a rien de spécial à première vue, mais on entend des pièces d'or tinter à l'intérieur de l'enveloppe. Cet objet ne peut être obtenu qu'une seule fois.", "Elle n'est pas encore tout à fait mûre, mais peut être récoltée.": "Elle n'est pas encore tout à fait mûre, mais peut être récoltée.", "Elle ne se moque plus de vous aussi ouvertement qu'avant, même si elle ne semble toujours pas totalement à l'aise.": "Elle ne se moque plus de vous aussi ouvertement qu'avant, même si elle ne semble toujours pas totalement à l'aise.", "Elle ne semble pas s'intéresser à vous.": "Elle ne semble pas s'intéresser à vous.", "Elle offre une saveur bien plus riche et prononcée que les œufs ordinaires.": "Elle offre une saveur bien plus riche et prononcée que les œufs ordinaires.", "Elle passe une main sur son visage et laisse échapper un rire amer.": "Elle passe une main sur son visage et laisse échapper un rire amer.", "Elle peut contenir plus qu'elle n'en a l'air.": "Elle peut contenir plus qu'elle n'en a l'air.", "Elle peut partiellement obstruer le passage.": "Elle peut partiellement obstruer le passage.", "Elle pousse bien même dans des environnements difficiles.": "Elle pousse bien même dans des environnements difficiles.", "Elle pousse progressivement.": "Elle pousse progressivement.", "Elle pousse un caillou du bout de sa botte, comme si quelque chose dans la situation lui déplaisait.": "Elle pousse un caillou du bout de sa botte, comme si quelque chose dans la situation lui déplaisait.", "Elle range activement ses marchandises et écrit dans un registre, mais tend l'oreille à votre approche.": "Elle range activement ses marchandises et écrit dans un registre, mais tend l'oreille à votre approche.", "Elle représente des gobelins chassant en groupe, poursuivant et abattant des animaux sauvages.": "Elle représente des gobelins chassant en groupe, poursuivant et abattant des animaux sauvages.", "Elle reste en sommeil, attendant la résonance qui la fera éclore.": "Elle reste en sommeil, attendant la résonance qui la fera éclore.", "Elle s'essuie le visage et sourit amèrement.": "Elle s'essuie le visage et sourit amèrement.", "Elle s'interrompt, puis désigne plusieurs lignes de la liste tout en expliquant.": "Elle s'interrompt, puis désigne plusieurs lignes de la liste tout en expliquant.", "Elle se tait un moment, le regard perdu au loin, avant de se tourner de nouveau vers vous, une vague tristesse dans les yeux.": "Elle se tait un moment, le regard perdu au loin, avant de se tourner de nouveau vers vous, une vague tristesse dans les yeux.", "Elle secoue aussitôt la tête et rétorque sèchement.": "Elle secoue aussitôt la tête et rétorque sèchement.", "Elle semble presque vivante, affichant un sourire singulier, comme si elle était animée d'une volonté propre.": "Elle semble presque vivante, affichant un sourire singulier, comme si elle était animée d'une volonté propre.", "Elle sort un morceau de fourrure blanche de son manteau et vous le montre.": "Elle sort un morceau de fourrure blanche de son manteau et vous le montre.", "Elle soutient votre regard.": "Elle soutient votre regard.", "Elle te dévisage de haut en bas, comme si elle avait du mal à croire ce qu'elle entend.": "Elle te dévisage de haut en bas, comme si elle avait du mal à croire ce qu'elle entend.", "Elle vous accueille tout en organisant les stocks.": "Elle vous accueille tout en organisant les stocks.", "Elle vous regarde.": "Elle vous regarde.", "Elle étudie les preuves en silence un moment avant de laisser échapper un léger ricanement.": "Elle étudie les preuves en silence un moment avant de laisser échapper un léger ricanement.", "Elle, qui fouillait sans raison dans son carquois, ouvre la bouche comme si de rien n'était.": "Elle, qui fouillait sans raison dans son carquois, ouvre la bouche comme si de rien n'était.", "Elles semblent fragiles, mais durent plus longtemps qu'on ne le croit.": "Elles semblent fragiles, mais durent plus longtemps qu'on ne le croit.", "Elles sont prévues pour un développement futur.": "Guide de combat", "Elven Homeland (hinted)": "Patrie des elfes (suggérée)", "ElvenHomeland": "ElvenHomeland", "Elves": "Les Elfes", "Elves only appear from": "Les Elfes n'apparaissent qu'à partir du", "Elves only become available at clan rank 2": "Les Elfes ne deviennent disponibles qu'au rang de clan 2", "Elyon": "Elyon", "Emotes": "Émotes", "EmotionBubble": "EmotionBubble", "EmotionBubbleTable - 19 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 19 bulles d'émotion de colons (cliquez pour développer)", "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23 bulles d'émotion des colons (cliquez pour développer)", "EmotionBubbleTable.json": "EmotionBubbleTable.json", "Empire d'Elros": "Empire d'Elros", "En allant de village en forteresse,": "En allant de village en forteresse,", "En attaquant,": "En attaquant,", "En attaquant, Puissance d'attaque magique augmente de 10% de Santé maximale.": "En attaquant, Puissance d'attaque magique augmente de 10% de Santé maximale.", "En attaquant, Puissance d'attaque physique augmente de 10% de Santé maximale.": "En attaquant, Puissance d'attaque physique augmente de 10% de Santé maximale.", "En battant un ennemi, augmente": "En battant un ennemi, augmente", "En battant un ennemi, augmente Chance de critique de 10% pendant 10 secondes, jusqu'à un maximum de 30%.": "En battant un ennemi, augmente Chance de critique de 10% pendant 10 secondes, jusqu'à un maximum de 30%.", "En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit": "En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit", "En combat normal apparaît avec des travailleurs, mais dans l'abîme apparaît avec des lanceurs et des bagarreurs. - Dungeon Settlers Wiki": "En combat normal apparaît avec des travailleurs, mais dans l'abîme apparaît avec des lanceurs et des bagarreurs. - Dungeon Settlers Wiki", "En commerçant avec des inconnus,": "En commerçant avec des inconnus,", "En deuil des innombrables victimes.": "En deuil des innombrables victimes.", "En entendant": "En entendant", "En examinant la fissure encombrée d'épais buissons d'épines, vous remarquez quelque chose qui brille au fond.": "En examinant la fissure encombrée d'épais buissons d'épines, vous remarquez quelque chose qui brille au fond.", "En fouillant bien, on peut trouver quelque chose d'utile.": "En fouillant bien, on peut trouver quelque chose d'utile.", "En fouillant de vieux textes et des archives effacées,": "En fouillant de vieux textes et des archives effacées,", "En gagnant en notoriété dans les rues,": "En gagnant en notoriété dans les rues,", "En grillant le navet, sa douceur a vraiment été révélée et son arôme s'est intensifié !": "En grillant le navet, sa douceur a vraiment été révélée et son arôme s'est intensifié !", "En infligeant des dégâts de mêlée à une unité ayant le statut": "En infligeant des dégâts de mêlée à une unité ayant le statut", "En infligeant des dégâts de mêlée à une unité ayant le statut Étourdissement, l'attaque touchera à coup sûr. Effects: • Étourdissement: Impossible d'agir pendant une courte période.": "En infligeant des dégâts de mêlée à une unité ayant le statut Étourdissement, l'attaque touchera à coup sûr. Effets : • Étourdissement : Impossible d'agir pendant une courte période.", "En infligeant des dégâts de mêlée à une unité ayant le statut Étourdissement, l'attaque touchera à coup sûr. Effets : • Étourdissement: Impossible d'agir pendant une courte période.": "En infligeant des dégâts de mêlée à une unité ayant le statut Étourdissement, l'attaque touchera à coup sûr. Effets : • Étourdissement: Impossible d'agir pendant une courte période.", "En inspectant les environs,": "En inspectant les environs,", "En le démontant, vous pourriez trouver quelque chose d'utile.": "En le démontant, vous pourriez trouver quelque chose d'utile.", "En observant les mouvements des membres de l'expédition, vous comprenez que beau...": "En observant les mouvements des membres de l'expédition, vous comprenez que beau...", "En observant les mouvements des membres de l'expédition, vous comprenez que beaucoup manquent encore d'expérience. Pour avancer vers des régions plus dangereuses, il vous faudra des personnes plus aguerries. \"Si nous voulons survivre, nous devons devenir plus forts que maintenant.\"": "En observant les mouvements des membres de l'expédition, vous comprenez que beaucoup manquent encore d'expérience. Pour avancer vers des régions plus dangereuses, il vous faudra des personnes plus aguerries. \"Si nous voulons survivre, nous devons devenir plus forts que maintenant.\"", "En observant les mouvements des membres de l'expédition, vous comprenez que beaucoup manquent encore d'expérience. Pour avancer vers des régions plus dangereuses, il vous faudra des personnes plus aguerries. \"Si nous voulons survivre, nous devons devenir plus forts que maintenant.\" ➜ Les membres de l'expédition gagnent désormais peu à peu en expérience. Ils ont clairement progressé dans de nombreux domaines par rapport à avant. \"Ils inspirent désormais une certaine confiance.\"": "En observant les mouvements des membres de l'expédition, vous comprenez que beaucoup manquent encore d'expérience. Pour avancer vers des régions plus dangereuses, il vous faudra des personnes plus aguerries. \"Si nous voulons survivre, nous devons devenir plus forts que maintenant.\" ➜ Les membres de l'expédition gagnent désormais peu à peu en expérience. Ils ont clairement progressé dans de nombreux domaines par rapport à avant. \"Ils inspirent désormais une certaine confiance.\"", "En portant des charges,": "En portant des charges,", "En posant des questions sans fin,": "En posant des questions sans fin,", "En prenant contact avec la guilde, vous pouvez recruter de nouveaux membres, accepter des missions ou échanger des ressources.": "En prenant contact avec la guilde, vous pouvez recruter de nouveaux membres, accepter des missions ou échanger des ressources.", "En prenant soin des jardins et des lisières de la forêt,": "En prenant soin des jardins et des lisières de la forêt,", "En prendre une bouchée donne l'impression que tout votre corps est dynamisé.": "En prendre une bouchée donne l'impression que tout votre corps est dynamisé.", "En quittant un manoir confortable,": "En quittant un manoir confortable,", "En quoi cela va-t-il se transformer ?": "En quoi cela va-t-il se transformer ?", "En regardant autour de l'appareil, je trouve plusieurs livres anciens rangés dans une boîte de rangement.": "En regardant autour de l'appareil, je trouve plusieurs livres anciens rangés dans une boîte de rangement.", "En regardant autour de la colonie, vous remarquez quelque chose qui flotte lentement au plus profond de la zone contaminée.": "En regardant autour de la colonie, vous remarquez quelque chose qui flotte lentement au plus profond de la zone contaminée.", "En regardant la scène se dérouler,": "En regardant la scène se dérouler,", "En récoltant de l'herbe haute, il y a 3% de chance d'obtenir un scarabée bijou.": "En récoltant de l'herbe haute, il y a 3% de chance d'obtenir un scarabée bijou.", "En s'étirant bruyamment,": "En s'étirant bruyamment,", "En tant qu'artisan des écailles,": "En tant qu'artisan des écailles,", "En tant qu'attrape-serpents,": "En tant qu'attrape-serpents,", "En tant qu'occultiste,": "En tant qu'occultiste,", "En tant qu'éclaireur,": "En tant qu'éclaireur,", "En tant qu'écuyer juré d'un seigneur,": "En tant qu'écuyer juré d'un seigneur,", "En tant que boucher,": "En tant que boucher,", "En tant que charpentier,": "En tant que charpentier,", "En tant que charretier,": "En tant que charretier,", "En tant que chef d'expédition envoyé par": "En tant que chef d'expédition envoyé par", "En tant que colporteur ambulant,": "En tant que colporteur ambulant,", "En tant que druide,": "En tant que druide,", "En tant que forgeron,": "En tant que forgeron,", "En tant que garde du chef,": "En tant que garde du chef,", "En tant que jardinier,": "En tant que jardinier,", "En tant que noble aventurier,": "En tant que noble aventurier,", "En tant que novice, ils n'attendent guère plus que de survivre.": "En tant que novice, ils n'attendent guère plus que de survivre.", "En tant que personne ayant fui le champ de bataille, il reste inquiet de la bataille.": "En tant que personne ayant fui le champ de bataille, il reste inquiet de la bataille.", "En tant que veilleur de nuit,": "En tant que veilleur de nuit,", "En tant que voyou,": "En tant que voyou,", "En train de consommer une potion de vitesse d'attaque": "En train de consommer une potion de vitesse d'attaque", "En train de consommer une potion de vitesse d'attaque - Dungeon Settlers Wiki": "En train de consommer une potion de vitesse d'attaque - Dungeon Settlers Wiki", "En train de consommer une potion de vitesse d'attaque icon": "Icône En train de consommer une potion de vitesse d'attaque", "En travaillant comme boucher,": "En travaillant comme boucher,", "En travaillant dans une taverne,": "En travaillant dans une taverne,", "En un instant, la chaleureuse énergie de la vie vous entoure, vous et les membres.": "En un instant, la chaleureuse énergie de la vie vous entoure, vous et les membres.", "En un instant, une douleur insoutenable s'abat sur vous et les membres de l'expédition, comme si le corps et l'âme étaient tous deux déchirés.": "En un instant, une douleur insoutenable s'abat sur vous et les membres de l'expédition, comme si le corps et l'âme étaient tous deux déchirés.", "En un instant, une onde transparente traverse vous et le corps des membres.": "En un instant, une onde transparente traverse vous et le corps des membres.", "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1": "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1", "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1 Faiblesse exposée à la cible pendant 5 secondes. Effects: • Faiblesse exposée (on enemy): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.": "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1 Faiblesse exposée à la cible pendant 5 secondes. Effets : • Faiblesse exposée (sur l'ennemi) : Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.", "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1 Faiblesse exposée à la cible pendant 5 secondes. Effets : • Faiblesse exposée (sur l'ennemi): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.": "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1 Faiblesse exposée à la cible pendant 5 secondes. Effets : • Faiblesse exposée (sur l'ennemi): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.", "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1 Faiblesse exposée à la cible pendant 5 secondes. Effets : • Faiblesse exposée (sur les unités dans la zone): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.": "En utilisant une Compétence de mêlée ciblant un seul ennemi, infligez 1 Faiblesse exposée à la cible pendant 5 secondes. Effets : • Faiblesse exposée (sur les unités dans la zone): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.", "En utilisant une compétence,": "En utilisant une compétence,", "En utilisant une compétence, Puissance d'attaque physique augmente de 6% pendant 8 s. P...": "En utilisant une compétence, Puissance d'attaque physique augmente de 6% pendant 8 s. P...", "En utilisant une compétence, Puissance d'attaque physique augmente de 6% pendant 8 s. Peut se cumuler jusqu'à 6 fois.": "En utilisant une compétence, Puissance d'attaque physique augmente de 6% pendant 8 s. Peut se cumuler jusqu'à 6 fois.", "En utilisant une compétence, Puissance d'attaque physique augmente de ?% pendant ? s. P...": "En utilisant une compétence, Puissance d'attaque physique augmente de ?% pendant ? s. P...", "En utilisant une compétence, Puissance d'attaque physique augmente de ?% pendant ? s. Peut se cumuler jusqu'à 6 fois.": "En utilisant une compétence, Puissance d'attaque physique augmente de ?% pendant ? s. Peut se cumuler jusqu'à 6 fois.", "En utilisant une compétence, Puissance d'attaque physique augmente de ?% pendant ? s. Peut se cumuler jusqu'à 6 fois. Accordé par 1 compétence": "En utilisant une compétence, Puissance d'attaque physique augmente de ?% pendant ? s. Peut se cumuler jusqu'à 6 fois. Accordé par 1 compétence", "En utilisant une compétence, il y a 4% de chance que 1 bubbling supplémentaire soit invoqué.": "En utilisant une compétence, il y a 4% de chance que 1 bubbling supplémentaire soit invoqué.", "En vivant comme un voleur,": "En vivant comme un voleur,", "En vous approchant, vous constatez qu'une partie de l'image est endommagée et que son style grossier la rend difficile à comprendre. Malgré cela, vous reconnaissez rapidement une fresque laissée par des gobelins.": "En vous approchant, vous constatez qu'une partie de l'image est endommagée et que son style grossier la rend difficile à comprendre. Malgré cela, vous reconnaissez rapidement une fresque laissée par des gobelins.", "En voyageant entre villes et villages, ils sont les premiers à entendre toutes les rumeurs et histoires.": "En voyageant entre villes et villages, ils sont les premiers à entendre toutes les rumeurs et histoires.", "En état de mort imminente, l'unité mourra lorsque la durée expirera.": "En état de mort imminente, l'unité mourra lorsque la durée expirera.", "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de": "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de", "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.": "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.", "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée. Accordé par 1 objet": "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée. Accordé par 1 objet", "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée. Granted by 1 item": "En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée. Granted by 1 item", "Encensoir rituel": "Encensoir rituel", "Encensoir rituel - Dungeon Settlers Wiki": "Encensoir rituel - Dungeon Settlers Wiki", "Encensoir rituel icon": "Encensoir rituel icon", "Enchère en pierres": "Enchère en pierres", "Enchère en pierres - Dungeon Settlers Wiki": "Enchère en pierres - Dungeon Settlers Wiki", "Enchère en pierres icon": "Enchère en pierres icon", "Encirclement": "Encerclement", "Encirclement (": "L'Encerclement (", "Encirclement calculator": "Calculateur d'encerclement", "Encirclement_": "Encirclement_", "Encombrement": "Encombrement", "Encombrement - Dungeon Settlers Wiki": "Encombrement - Dungeon Settlers Wiki", "Encore ! Il m'en faut plus !": "Encore ! Il m'en faut plus !", "End delay": "Délai de fin", "EndMainQuest": "EndMainQuest", "Endgame - Showcase": "Fin de jeu - Vitrine", "Endgame Vanguard": "Avant-garde de fin de jeu", "Endommagé": "Endommagé", "Endommagé - Dungeon Settlers Wiki": "Endommagé - Dungeon Settlers Wiki", "Endommagé icon": "Icône Endommagé", "Endorcy examine les traces du Mawmurk que vous avez rapportées et hausse légèrement un sourcil.": "Endorcy examine les traces du Mawmurk que vous avez rapportées et hausse légèrement un sourcil.", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "Endorcy examine les traces du Mawmurk que vous avez ramené et hausse légèrement un sourcil.", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting out": "Endorcy examine les traces du Mawmurk que vous avez ramené et hausse légèrement un sourcil. \"...Hmph.\" Elle étudie les preuves en silence pendant un moment avant de", "Endorsi": "Endorsi", "Endorsi (hunter, Veil of Silence)": "Endorsi (hunter, Veil of Silence)", "Endorsi - Dungeon Settlers Wiki": "Endorsi - Dungeon Settlers Wiki", "Endorsi - Recruitment card": "Endorsi - Carte de recrutement", "Endorsi - dungeon NPC": "Endorsi - PNJ du donjon", "Endorsi Quest Complete - 2": "Quête Endorsi terminée - 2", "Endorsi Quest Complete - 3": "Quête Endorsi terminée - 3", "Endorsi Quest Complete - 4": "Quête Endorsi terminée - 4", "Endorsi also spawns on Festering Burrow's": "Endorsi also spawns on Festering Burrow's", "Endorsi gating": "Conditions d'accès à Endorsi", "Endorsi icon": "Icône d'Endorsi", "Endorsi is the only dungeon NPC with a full recruitment quest chain. Steps in order:": "Endorsi est le seul PNJ de donjon avec une chaîne de quêtes de recrutement complète. Étapes dans l'ordre :", "Endorsi map": "Carte d'Endorsi", "Endorsi plan": "Plan Endorsi", "Endorsi rewards (in order)": "Récompenses d'Endorsi (dans l'ordre)", "Endorsi's hunt-quest line and its reward hand-ins.": "La série de quêtes de chasse d'Endorsi et ses remises de récompenses.", "Endrossi": "Endrossi", "Endrossi - Dungeon Settlers Wiki": "Endrossi - Dungeon Settlers Wiki", "Endrossi Dungeon": "Donjon d'Endrossi", "Endrossi Fixed": "Endrossi Fixed", "Endrossi Quest End 1": "Fin de quête d'Endrossi 1", "Endrossi Quest End 1 - Dungeon Settlers Wiki": "Endrossi Quest End 1 - Dungeon Settlers Wiki", "Endrossi Quest End 1 icon": "Endrossi Quest End 1 icône", "Endrossi Quest End 2": "Fin de quête d'Endrossi 2", "Endrossi Quest End 2 - Dungeon Settlers Wiki": "Endrossi Quest End 2 - Dungeon Settlers Wiki", "Endrossi Quest End 2 icon": "Endrossi Quest End 2 icône", "Endrossi Quest End 3": "Endrossi Quest End 3", "Endrossi Quest End 3 - Dungeon Settlers Wiki": "Fin de la quête d'Endorsi 3 - Dungeon Settlers Wiki", "Endrossi Quest End 3 icon": "Fin de la quête d'Endorsi 3 icon", "Endrossi Quest End 4": "Endrossi Quest End 4", "Endrossi Quest End 4 - Dungeon Settlers Wiki": "Endrossi Quest End 4 - Dungeon Settlers Wiki", "Endrossi Quest End 4 icon": "Endrossi Quest End 4 icône", "Endrossi Safe": "Endrossi (zone sûre)", "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. \"What? You again?\"</co": "Endrossi brille quand elle vous remarque, mais détourne rapidement le regard. Prétendant que rien n'est amiss, elle fouille inutilement dans son carquois avant de parler. « Quoi ? Toi encore ? »", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting ou": "Endrossi examine les traces du Mawmurk que vous avez ramené et hausse légèrement un sourcil. \"...Hmph.\" Elle étudie les preuves en silence pendant un moment avant de", "Endrossi icon": "Endrossi icon", "EndrossiDefault": "EndrossiDefault", "EndrossiQuest1": "EndrossiQuest1", "EndrossiQuest1Reward": "EndrossiQuest1Reward", "EndrossiQuest2": "EndrossiQuest2", "EndrossiQuest2Reward": "EndrossiQuest2Reward", "EndrossiQuest3": "EndrossiQuest3", "EndrossiQuest3Reward": "EndrossiQuest3Reward", "EndrossiQuest4": "EndrossiQuest4", "EndrossiQuest4Reward": "EndrossiQuest4Reward", "EndrossiQuestEnd1": "EndrossiQuestEnd1", "EndrossiQuestEnd2": "EndrossiQuestEnd2", "EndrossiQuestEnd3": "EndrossiQuestEnd3", "EndrossiQuestEnd4": "EndrossiQuestEnd4", "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "Enemies are tough, dungeons unforgiving. For experienced strategy players.", "Enemy": "Ennemi", "EnemyMaxCap": "EnemyMaxCap", "Energy Regen": "Régénération d'énergie", "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "Le budget d'énergie n'est pas appliqué - la rotation suppose que chaque compétence a toujours l'énergie pour être lancée.", "Energy cost": "Coût en énergie", "Energy loops": "Boucles d'énergie", "Energy per Shell": "Énergie par Coquille", "Energy per minute": "Énergie par minute", "Energy recovered": "Énergie récupérée", "Energy spent to cast, from the unit's shared energy pool.": "Énergie dépensée pour lancer, prélevée sur la réserve d'énergie partagée de l'unité.", "Energy to kill": "Énergie pour tuer", "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "Énergie x lancers par minute - la vitesse à laquelle cette compétence vide votre réserve d'énergie partagée si elle est répétée.", "EnergyBecomeThisOnDeadlyByDamage": "EnergyBecomeThisOnDeadlyByDamage", "EnergyConsumptionPanelty": "EnergyConsumptionPanelty", "EnergyEffectCondition": "EnergyEffectCondition", "EnergyNeeded": "EnergyNeeded", "EnergyRecoveryCondition": "EnergyRecoveryCondition", "EnergyRegeneration": "EnergyRegeneration", "EnergyRestoreBonus": "EnergyRestoreBonus", "EnergyRestore_": "EnergyRestore_", "Energy_": "Energy_", "Enfant abandonné dans la rue,": "Enfant abandonné dans la rue,", "Enfant,": "Enfant,", "Enfin, on reconnaît ma valeur.": "Enfin, on reconnaît ma valeur.", "Enflamme-toi : tu gagnes immédiatement 1 piles de": "Enflamme-toi : tu gagnes immédiatement 1 piles de", "Enflamme-toi : tu gagnes immédiatement 1 piles de Combustion pendant 30 secondes. Pendant 30 secondes, Puissance d'attaque magique augmente selon tes piles actuelles de Combustion * 30%. 5 energy - 15s cooldown Effects: • Combustion (on user): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Enflamme-toi : tu gagnes immédiatement 1 piles de Combustion pendant 30 secondes. Pendant 30 secondes, Puissance d'attaque magique augmente selon tes piles actuelles de Combustion * 30%. 5 énergie - 15s de recharge Effets : • Combustion (sur soi) : 3 dégâts magiques par pile, chaque seconde, en ignorant la défense et les boucliers (fixe, ne dépend pas de la puissance d'attaque ; jusqu'à 50 piles). Exemple : 10 piles = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Enflamme-toi : tu gagnes immédiatement 1 piles de Combustion pendant 30 secondes. Pendant 30 secondes, Puissance d'attaque magique augmente selon tes piles actuelles de Combustion * 30%. 5 énergie - 15s de recharge Effets : • Combustion (sur l'utilisateur): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Enflamme-toi : tu gagnes immédiatement 1 piles de Combustion pendant 30 secondes. Pendant 30 secondes, Puissance d'attaque magique augmente selon tes piles actuelles de Combustion * 30%. 5 énergie - 15s de recharge Effets : • Combustion (sur l'utilisateur): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "English localization strings (TEXTKEY_... keys).": "Chaînes de localisation anglaises (clés TEXTKEY_...).", "Engourdit les nerfs, émousse les réflexes et ralentit le corps.": "Engourdit les nerfs, émousse les réflexes et ralentit le corps.", "Engourdit les émotions et ronge le sens, ne laissant qu'une carapace vide.": "Engourdit les émotions et ronge le sens, ne laissant qu'une carapace vide.", "Engrenage ancien": "Engrenage ancien", "Engrenage ancien - Dungeon Settlers Wiki": "Engrenage ancien - Dungeon Settlers Wiki", "Engrenage ancien icon": "Engrenage ancien icon", "Ennui": "Ennui", "Ennui - Dungeon Settlers Wiki": "Ennui - Dungeon Settlers Wiki", "Ennui icon": "Ennui icône", "Enquête par sondage rejetée": "Enquête par sondage rejetée", "Enquête sur l'appareil abandonné": "Enquête sur l'appareil abandonné", "Enquête sur l'appareil magique terminée": "Enquête sur l'appareil magique terminée", "Enquête sur l'appareil magique terminée - Dungeon Settlers Wiki": "Enquête sur l'appareil magique terminée - Dungeon Settlers Wiki", "Enquête sur l'insecte acide terminée": "Enquête sur l'insecte acide terminée", "Enquête sur l'insecte acide terminée - Dungeon Settlers Wiki": "Enquête sur l'insecte acide terminée - Dungeon Settlers Wiki", "Enquête sur l'insecte à spores terminée": "Enquête sur l'insecte à spores terminée", "Enquête sur l'insecte à spores terminée - Dungeon Settlers Wiki": "Enquête sur l'insecte à spores terminée - Dungeon Settlers Wiki", "Enquête sur la Larve de Viande terminée": "Enquête sur la Larve de Viande terminée", "Enquête sur la Larve de Viande terminée - Dungeon Settlers Wiki": "Enquête sur la Larve de Viande terminée - Dungeon Settlers Wiki", "Enquête sur les bugs 2": "Enquête sur les bugs 2", "Enquête sur les bugs 3": "Enquête sur les bugs 3", "Enquête sur les bugs 4": "Enquête sur les bugs 4", "Enquête sur les spécimens rejetés terminée.": "Enquête sur les spécimens rejetés terminée.", "Enquête sur les spécimens rejetés terminée. - Dungeon Settlers Wiki": "Enquête sur les spécimens rejetés terminée. - Dungeon Settlers Wiki", "Enrôlé de force comme conscrit,": "Enrôlé de force comme conscrit,", "Enrôlé de force,": "Enrôlé de force,", "Enseignement forestier": "Enseignement forestier", "Enseignement forestier - Dungeon Settlers Wiki": "Enseignement forestier - Dungeon Settlers Wiki", "Enseignement forestier icon": "Enseignement forestier icon", "Ensnaring Chain Active": "Ensnaring Chain Active", "Ensnaring Chain Active - Dungeon Settlers Wiki": "Chaîne entravante active - Dungeon Settlers Wiki", "Ensnaring Chain Active icon": "Chaîne entravante active icon", "Ensoleillé": "Ensoleillé", "Ensoleillé - Dungeon Settlers Wiki": "Ensoleillé - Dungeon Settlers Wiki", "Ensoleillé et humide": "Ensoleillé et humide", "Ensoleillé et humide - Dungeon Settlers Wiki": "Ensoleillé et humide - Dungeon Settlers Wiki", "Ensoleillé icon": "Ensoleillé icon", "Enter a unit's six major stats and read the resulting Max HP, Physical and Magic Attack, Attack Speed and Crit, plus what the next point in each stat buys. The full per-point coefficients are on the": "Saisissez les six statistiques majeures d'une unité et lisez les PV max., la Puissance d'attaque physique et magique, la Vitesse d'attaque et le Crit qui en résultent, ainsi que ce qu'apporte le prochain point dans chaque statistique. Les coefficients complets par point sont sur la", "Entertainment": "Entertainment", "Entity": "Entité", "Entourez-vous d'un manteau de flammes, vous octroyant un": "Entourez-vous d'un manteau de flammes, vous octroyant un", "Entourez-vous d'un manteau de flammes, vous octroyant un Bouclier égal à 150% de Puissance d'attaque magique pendant 10 secondes, infligeant 30% de Puissance d'attaque magique en dégâts magiques par seconde aux unités ennemies adjacentes, et accordant 1 Combustion pendant 2 secondes. 5 energy - 20s cooldown Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Entourez-vous d'un manteau de flammes, vous octroyant un Bouclier égal à 150% de Puissance d'attaque magique pendant 10 secondes, infligeant 30% de Puissance d'attaque magique en dégâts magiques par seconde aux unités ennemies adjacentes, et accordant 1 Combustion pendant 2 secondes. 5 énergie - 20s de recharge Effets : • Bouclier (sur l'utilisateur) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. • Combustion (sur l'ennemi) : 3 dégâts magiques par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, ne dépend pas de la puissance d'attaque ; jusqu'à 50 cumuls). Exemple : 10 cumuls = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Entourez-vous d'un manteau de flammes, vous octroyant un Bouclier égal à 150% de Puissance d'attaque magique pendant 10 secondes, infligeant 30% de Puissance d'attaque magique en dégâts magiques par seconde aux unités ennemies adjacentes, et accordant 1 Combustion pendant 2 secondes. 5 énergie - 20s de recharge Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Entourez-vous d'un manteau de flammes, vous octroyant un Bouclier égal à 150% de Puissance d'attaque magique pendant 10 secondes, infligeant 30% de Puissance d'attaque magique en dégâts magiques par seconde aux unités ennemies adjacentes, et accordant 1 Combustion pendant 2 secondes. 5 énergie - 20s de recharge Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Entourez-vous d'une cape de feu, gagnant 150 % de": "Entourez-vous d'une cape de feu, gagnant 150 % de", "Entourez-vous d'une cape de feu, gagnant 150 % de Puissance d'attaque magique sous forme de Bouclier pour vous-même pendant 10 secondes, et infligez 30 % de Puissance d'attaque magique de dégâts magiques aux unités ennemies adjacentes toutes les 3 secondes, et 1 Combustion pendant 2 secondes. 5 énergie - 20s de recharge Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Entourez-vous d'une cape de feu, gagnant 150 % de Puissance d'attaque magique sous forme de Bouclier pour vous-même pendant 10 secondes, et infligez 30 % de Puissance d'attaque magique de dégâts magiques aux unités ennemies adjacentes toutes les 3 secondes, et 1 Combustion pendant 2 secondes. 5 énergie - 20s de recharge Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Entourée par une nuée de rats, elle finit par s'effondrer sous leurs attaques.": "Entourée par une nuée de rats, elle finit par s'effondrer sous leurs attaques.", "Entourés de contaminants violet foncé, ils sont progressivement entraînés plus profondément par le courant.": "Entourés de contaminants violet foncé, ils sont progressivement entraînés plus profondément par le courant.", "Entrance, corridor and a portal into the dungeon proper": "Une entrée, un couloir et un portail vers le donjon proprement dit", "Entrant dans la forêt à la première lueur de l'aube, le chasseur émerge silencieusement au crépuscule.": "Entrant dans la forêt à la première lueur de l'aube, le chasseur émerge silencieusement au crépuscule.", "Entre ses mains, une simple écaille renaît comme une œuvre d'art.": "Entre ses mains, une simple écaille renaît comme une œuvre d'art.", "Entrer dans le portail": "Entrer dans le portail", "Entry": "Entrée", "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable": "Les noms d'enum sont maintenant lus à partir du vidage de code propre de la version du jeu au lieu d'une liste codée en dur. Cela a supprimé 195 illisibles", "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable `UNKNOWN` values from unit profiles and corrected four housing rooms that were labelled **Merchant Room** when the game had renamed that slot to **Recreation Room**.": "Les noms d'énumération sont maintenant lus à partir du vidage de code propre de la version du jeu au lieu d'une liste codée en dur. Cela a supprimé 195 valeurs `UNKNOWN` illisibles des profils d'unité et corrigé quatre pièces d'habitation qui étaient étiquetées **Merchant Room** alors que le jeu avait renommé cet emplacement en **Recreation Room**.", "Environment": "Environnement", "Environment effects": "Effets d'environnement", "Environment, room types and notes": "Environnement, types de salles et notes", "Environment:": "Environnement :", "Environment_": "Environment_", "Envoyé par la guilde pour fournir les objets nécessaires aux expéditions. Quand on lui demande son nom, seul le silence répond.": "Envoyé par la guilde pour fournir les objets nécessaires aux expéditions. Quand on lui demande son nom, seul le silence répond.", "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "Équipez un bouclier en main secondaire, au palier de votre équipement. Armes à une main uniquement.", "Equip bonuses": "Bonus d'équipement", "EquipDurabilityModifier": "EquipDurabilityModifier", "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20": "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20", "Equipment & Stat Effects": "Équipement et effets sur les statistiques", "Equipment & Stat Effects - Dungeon Settlers Wiki": "Équipement et effets de statistiques - Dungeon Settlers Wiki", "Equipment (accessory)": "Équipement (accessoire)", "Equipment slots": "Emplacements d'équipement", "Equipment, consumables, materials - stats, effects, obtention & used-in": "Équipement, consommables, matériaux - stats, effets, obtention et utilisation", "EquipmentCrafting_": "EquipmentCrafting_", "EquipmentSizeMax": "EquipmentSizeMax", "Errant": "Errant", "Errant - Dungeon Settlers Wiki": "Errant - Dungeon Settlers Wiki", "Errant icon": "Errant icône", "Esclave": "Esclave", "Esclave - Dungeon Settlers Wiki": "Esclave - Dungeon Settlers Wiki", "Esclave icon": "Esclave icône", "Esprit de la lame": "Esprit de la lame", "Esprit de la lame - Dungeon Settlers Wiki": "Esprit de la lame - Dungeon Settlers Wiki", "Esprit de la nature": "Esprit de la nature", "Esprit de la nature - Dungeon Settlers Wiki": "Esprit de la nature - Dungeon Settlers Wiki", "Esprit de la nature icon": "Icône d'Esprit de la nature", "Esprit de lame": "Esprit de lame", "Esprit de lame - Dungeon Settlers Wiki": "Esprit de lame - Dungeon Settlers Wiki", "Esprit de lame icon": "Icône Esprit de lame", "Esprit héroïque": "Esprit héroïque", "Esprit héroïque - Dungeon Settlers Wiki": "Esprit héroïque - Dungeon Settlers Wiki", "Esprit héroïque icon": "Icône Esprit héroïque", "Esprit verdoyant": "Esprit verdoyant", "Esprit verdoyant - Dungeon Settlers Wiki": "Esprit verdoyant - Dungeon Settlers Wiki", "Esprit verdoyant icon": "Esprit verdoyant icon", "Esquive réflexe": "Esquive réflexe", "Esquive réflexe - Dungeon Settlers Wiki": "Esquive réflexe - Dungeon Settlers Wiki", "Esquive réflexe icon": "Icône Esquive réflexe", "Essaim de Gloth": "Essaim de Gloth", "Essaim de Gloth - Dungeon Settlers Wiki": "Essaim de Gloth - Dungeon Settlers Wiki", "Essaim de Gloth icon": "Essaim de Gloth icône", "Essaim de puces": "Essaim de puces", "Essaim de puces - Dungeon Settlers Wiki": "Essaim de puces - Dungeon Settlers Wiki", "Essaim de puces icon": "Essaim de puces icon", "Essaim de rats": "Essaim de rats", "Essaim de rats - Dungeon Settlers Wiki": "Essaim de rats - Dungeon Settlers Wiki", "Essaim de rats icon": "Icône d'Essaim de rats", "Essayez d'interagir avec divers objets comme des portails et des coffres au trésor.": "Essayez d'interagir avec divers objets comme des portails et des coffres au trésor.", "Essence d'eau": "Essence d'eau", "Essence d'eau (12.5%)": "Essence d'eau (12.5%)", "Essence d'eau (13.79%)": "Essence d'eau (13.79%)", "Essence d'eau (16.67%)": "Essence d'eau (16.67%)", "Essence d'eau (18.37%)": "Essence d'eau (18.37%)", "Essence d'eau (9.09%)": "Essence d'eau (9.09%)", "Essence d'eau - Dungeon Settlers Wiki": "Essence d'eau - Dungeon Settlers Wiki", "Essence d'eau icon": "Essence d'eau icon", "Essence d'eau moyenne": "Essence d'eau moyenne", "Essence d'eau moyenne (8.57%)": "Essence d'eau moyenne (8.57%)", "Essence d'eau moyenne - Dungeon Settlers Wiki": "Essence d'eau moyenne - Dungeon Settlers Wiki", "Essence d'eau moyenne icon": "Essence d'eau moyenne icon", "Essence de feu": "Essence de feu", "Essence de feu (10.71%)": "Essence de feu (10.71%)", "Essence de feu (15.79%)": "Essence de feu (15.79%)", "Essence de feu (9.68%)": "Essence de feu (9.68%)", "Essence de feu - Dungeon Settlers Wiki": "Essence de feu - Dungeon Settlers Wiki", "Essence de feu icon": "Essence de feu icon", "Essence de feu moyenne": "Essence de feu moyenne", "Essence de feu moyenne (10.34%)": "Essence de feu moyenne (10.34%)", "Essence de feu moyenne (9.68%)": "Essence de feu moyenne (9.68%)", "Essence de feu moyenne - Dungeon Settlers Wiki": "Essence de feu moyenne - Dungeon Settlers Wiki", "Essence de feu moyenne icon": "Essence de feu moyenne icon", "Essence de la Nature": "Essence de la Nature", "Essence de la Nature (10%)": "Essence de la Nature (10%)", "Essence de la Nature (7.14%)": "Essence de la Nature (7.14%)", "Essence de la Nature (7.69%)": "Essence de la Nature (7.69%)", "Essence de la Nature (9.09%)": "Essence de la Nature (9.09%)", "Essence de la Nature - Dungeon Settlers Wiki": "Essence de la Nature - Dungeon Settlers Wiki", "Essence de la Nature icon": "Essence de la Nature icon", "Essence de nature moyenne": "Essence de nature moyenne", "Essence de nature moyenne - Dungeon Settlers Wiki": "Essence de nature moyenne - Dungeon Settlers Wiki", "Essence de nature moyenne icon": "Essence de nature moyenne icon", "Est-ce un fruit du sol ?": "Est-ce un fruit du sol ?", "Establish Devastation": "Establish Dévastation", "Establish Easy": "Establish Facile", "Establish Hard": "Establish Difficile", "Establish Normal": "Establish Normal", "Establish Recruitment Additional Individual Trait Grant Chance": "Établir la chance d'octroi de traits individuels supplémentaires de recrutement", "Establish Recruitment Background Trait Max Clan Rank": "Établir le rang de clan maximal des traits de contexte de recrutement", "Establish Recruitment Individual Trait Min Count": "Établir le nombre minimum de traits individuels de recrutement", "Establish Recruitment Race Weights": "Établir les poids des races de recrutement", "Establish Recruitment Talent Sum Range": "Établir la plage de somme de talents de recrutement", "Establish Very Hard": "Establish Très difficile", "EstablishRecruitment_": "EstablishRecruitment_", "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "Estimation - crit moyen inclus, ignore la précision/l'esquive, la garde et le positionnement. Formule de résistance : dégâts × 100/(100+R).", "Estimate how far a monster can see you right now. Enter its Vision Range (": "Estimez à quelle distance un monstre peut vous voir en ce moment. Saisissez sa Portée de vue (", "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "Estimation : une seule compétence en temps de recharge, sans modélisation de rotation/énergie/GCD (voir l'échange tenant compte de la rotation ci-dessus pour cela).", "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "Estimations seulement - ignore les compétences, buffs, toucher/esquive/garde et le positionnement.", "Estime mériter un traitement à la hauteur de son rôle.": "Estime mériter un traitement à la hauteur de son rôle.", "Estocade de langue": "Estocade de langue", "Estocade de langue - Dungeon Settlers Wiki": "Estocade de langue - Dungeon Settlers Wiki", "Estocade de langue icon": "Icône de Estocade de langue", "Estocade de langue portée et zone affichées sur une salle de donjon": "Estocade de langue portée et zone affichées sur une salle de donjon", "Estocade de langue portée et zone sur une salle de donjon": "Estocade de langue portée et zone sur une salle de donjon", "Estocade de langue range and area on a dungeon room": "Estocade de langue portée et zone dans une salle de donjon", "Estocade de langue range and area shown on a dungeon room": "Portée et zone de Estocade de langue affichées sur une salle de donjon", "Estocade perçante": "Estocade perçante", "Estomac plein": "Estomac plein", "Estomac plein - Dungeon Settlers Wiki": "Estomac plein - Dungeon Settlers Wiki", "Et bientôt il devient sombre et regarde ailleurs comme embarrassé.": "Et bientôt il devient sombre et regarde ailleurs comme embarrassé.", "Etc": "Etc", "Etes-vous sûr de le tenir dans votre main jusqu'à maintenant?": "Etes-vous sûr de le tenir dans votre main jusqu'à maintenant?", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...": "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.": "Même après l'exil, {0} n'a pas baissé la tête facilement. Ses gestes sont restés nets même dans les gants usés, et même en cachant des poches vides, une ancienne autorité restait dans son discours. Mais parce qu'il était habitué aux façons d'une cour perdue, il restait souvent en arrière dans les marchés et les blagues des routes rudes.", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...": "Même après avoir retiré l'uniforme, {0} n'a jamais vraiment quitté le champ de bataille. Ses épaules se crispaient au bruit d'une porte qui claque, et quand des pas inconnus s'approchaient, ils cherchaient d'abord une sortie. Bien qu'ils sachent que...", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.": "Même après avoir retiré l'uniforme, {0} n'a jamais vraiment quitté le champ de bataille. Ses épaules se crispaient au bruit d'une porte qui claque, et quand des pas inconnus s'approchaient, ils cherchaient d'abord une sortie. Bien qu'ils sachent que personne n'était à leur poursuite, ils ne pouvaient toujours pas faire confiance au silence à leur dos.", "Event Choices": "Choix d'événement", "Event Demo Wishlist": "Event Demo Wishlist", "Event Demo Wishlist - Dungeon Settlers Wiki": "Event Demo Wishlist - Dungeon Settlers Wiki", "Event Demo Wishlist icon": "Event Demo Wishlist icône", "Event Developer Box Remnant": "Event Developer Box Remnant", "Event Developer Box Remnant - Dungeon Settlers Wiki": "Vestige de boîte de développeur d'événement - Dungeon Settlers Wiki", "Event Merchant": "Événement Marchand", "Event Merchant - Dungeon Settlers Wiki": "Événement : Marchand - Dungeon Settlers Wiki", "Event Merchant map": "carte Événement Marchand", "Event Merchant plan": "Plan de l'événement Marchand", "Event Nodes": "Nœuds d'événement", "Event Random Interval": "Intervalle Aléatoire d'Événement", "Event Scarecrow": "Épouvantail d'événement", "Event Scarecrow - Dungeon Settlers Wiki": "Événement Épouvantail - Dungeon Settlers Wiki", "Event Scarecrow map": "Carte de l'Événement : Épouvantail", "Event Scarecrow plan": "Plan Événement Épouvantail", "Event Supply Box Fixed1": "Event Supply Box Fixed1", "Event Supply Box Fixed2": "Event Supply Box Fixed2", "Event Supply Box Fixed3": "Event Supply Box Fixed3", "Event Supply Box Fixed4": "Event Supply Box Fixed4", "Event Supply Box Fixed5": "Event Supply Box Fixed5", "Event Supply Box Remnant": "Event Supply Box Remnant", "Event Supply Box Remnant - Dungeon Settlers Wiki": "Vestige de caisse de ravitaillement d'événement - Dungeon Settlers Wiki", "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of": "Les actions d'événement qu'aucun moteur de rendu ne comprenait affichaient un jeton de code brut. L'embuscade de l'événement Burglary se lit maintenant \"Spawn 5x Mawmurk\" au lieu de", "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of `SpawnMonster_Mawmurk_5`.": "Les actions d'événement qu'aucun moteur de rendu n'a comprises ont imprimé un jeton de code brut. L'embuscade de l'événement Cambriolage affiche maintenant \"Spawn 5x Mawmurk\" au lieu de `SpawnMonster_Mawmurk_5`.", "Event choices - requirements and OnSelectAction outcome scripts.": "Choix d'événement - prérequis et scripts de résultat OnSelectAction.", "Event choices:": "Choix de l'événement :", "Event dialogue/step nodes linking events to choices.": "Nœuds de dialogue/étape d'événement reliant les événements aux choix.", "Event that triggers an Alert popup": "Événement qui déclenche une fenêtre d'alerte", "Event variable for checking the current build's max region. Once the last floor of that region is reached, the 'Yearning to Explore (Into the Depths)' event no longer appears.": "Variable d'événement pour vérifier la région maximale de la version actuelle. Une fois le dernier sol de cette région atteint, l'événement « Envie d'explorer (Vers les profondeurs) » n'apparaît plus.", "Event1": "Event1", "EventChoice": "EventChoice", "EventChoiceTable.json": "EventChoiceTable.json", "EventDemoWishlist": "EventDemoWishlist", "EventDeveloperLetter": "EventDeveloperLetter", "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0", "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0", "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440": "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440", "EventFinished_Tutorial0": "EventFinished_Tutorial0", "EventNode": "EventNode", "EventNodeTable.json": "EventNodeTable.json", "EventNpcMappingTable.json": "EventNpcMappingTable.json", "EventRandomMapping": "EventRandomMapping", "EventRandomMappingTable.json": "EventRandomMappingTable.json", "EventTable.json": "EventTable.json", "Event_": "Event_", "Event_Decision0": "Event_Decision0", "Event_Decision0 -": "Event_Decision0 -", "Event_DecisionResult0": "Event_DecisionResult0", "Event_DecisionResult0 -": "Event_DecisionResult0 -", "Event_Event0": "Event_Event0", "Event_Event0 -": "Event_Event0 -", "Event_Event1": "Event_Event1", "Event_Event1 -": "Event_Event1 -", "Event_Fixed0": "Event_Fixed0", "Event_Fixed0 -": "Event_Fixed0 -", "Event_Fixed1": "Event_Fixed1", "Event_Fixed1 -": "Event_Fixed1 -", "Event_Fixed10": "Event_Fixed10", "Event_Fixed10 -": "Event_Fixed10 -", "Event_Fixed11": "Event_Fixed11", "Event_Fixed11 -": "Event_Fixed11 -", "Event_Fixed12": "Event_Fixed12", "Event_Fixed12 -": "Event_Fixed12 -", "Event_Fixed13": "Event_Fixed13", "Event_Fixed13 -": "Event_Fixed13 -", "Event_Fixed14": "Event_Fixed14", "Event_Fixed14 -": "Event_Fixed14 -", "Event_Fixed15": "Event_Fixed15", "Event_Fixed15 -": "Event_Fixed15 -", "Event_Fixed16": "Event_Fixed16", "Event_Fixed16 -": "Event_Fixed16 -", "Event_Fixed17": "Event_Fixed17", "Event_Fixed17 -": "Event_Fixed17 -", "Event_Fixed18": "Event_Fixed18", "Event_Fixed18 -": "Event_Fixed18 -", "Event_Fixed19": "Event_Fixed19", "Event_Fixed19 -": "Event_Fixed19 -", "Event_Fixed2": "Event_Fixed2", "Event_Fixed2 -": "Event_Fixed2 -", "Event_Fixed20": "Event_Fixed20", "Event_Fixed20 -": "Event_Fixed20 -", "Event_Fixed21": "Event_Fixed21", "Event_Fixed21 -": "Event_Fixed21 -", "Event_Fixed22": "Event_Fixed22", "Event_Fixed22 -": "Event_Fixed22 -", "Event_Fixed23": "Event_Fixed23", "Event_Fixed23 -": "Event_Fixed23 -", "Event_Fixed24": "Event_Fixed24", "Event_Fixed24 -": "Event_Fixed24 -", "Event_Fixed25": "Event_Fixed25", "Event_Fixed25 -": "Event_Fixed25 -", "Event_Fixed26": "Event_Fixed26", "Event_Fixed26 -": "Event_Fixed26 -", "Event_Fixed27": "Event_Fixed27", "Event_Fixed27 -": "Event_Fixed27 -", "Event_Fixed28": "Event_Fixed28", "Event_Fixed28 -": "Event_Fixed28 -", "Event_Fixed29": "Event_Fixed29", "Event_Fixed29 -": "Event_Fixed29 -", "Event_Fixed3": "Event_Fixed3", "Event_Fixed3 -": "Event_Fixed3 -", "Event_Fixed30": "Event_Fixed30", "Event_Fixed30 -": "Event_Fixed30 -", "Event_Fixed31": "Event_Fixed31", "Event_Fixed31 -": "Event_Fixed31 -", "Event_Fixed32": "Event_Fixed32", "Event_Fixed32 -": "Event_Fixed32 -", "Event_Fixed33": "Event_Fixed33", "Event_Fixed33 -": "Event_Fixed33 -", "Event_Fixed34": "Event_Fixed34", "Event_Fixed34 -": "Event_Fixed34 -", "Event_Fixed35": "Event_Fixed35", "Event_Fixed35 -": "Event_Fixed35 -", "Event_Fixed36": "Event_Fixed36", "Event_Fixed36 -": "Event_Fixed36 -", "Event_Fixed37": "Event_Fixed37", "Event_Fixed37 -": "Event_Fixed37 -", "Event_Fixed38": "Event_Fixed38", "Event_Fixed38 -": "Event_Fixed38 -", "Event_Fixed39": "Event_Fixed39", "Event_Fixed39 -": "Event_Fixed39 -", "Event_Fixed4": "Event_Fixed4", "Event_Fixed4 -": "Event_Fixed4 -", "Event_Fixed40": "Event_Fixed40", "Event_Fixed40 -": "Event_Fixed40 -", "Event_Fixed41": "Event_Fixed41", "Event_Fixed41 -": "Event_Fixed41 -", "Event_Fixed42": "Event_Fixed42", "Event_Fixed42 -": "Event_Fixed42 -", "Event_Fixed43": "Event_Fixed43", "Event_Fixed43 -": "Event_Fixed43 -", "Event_Fixed44": "Event_Fixed44", "Event_Fixed44 -": "Event_Fixed44 -", "Event_Fixed45": "Event_Fixed45", "Event_Fixed45 -": "Event_Fixed45 -", "Event_Fixed46": "Event_Fixed46", "Event_Fixed46 -": "Event_Fixed46 -", "Event_Fixed47": "Event_Fixed47", "Event_Fixed47 -": "Event_Fixed47 -", "Event_Fixed48": "Event_Fixed48", "Event_Fixed48 -": "Event_Fixed48 -", "Event_Fixed49": "Event_Fixed49", "Event_Fixed49 -": "Event_Fixed49 -", "Event_Fixed5": "Event_Fixed5", "Event_Fixed5 -": "Event_Fixed5 -", "Event_Fixed6": "Event_Fixed6", "Event_Fixed6 -": "Event_Fixed6 -", "Event_Fixed7": "Event_Fixed7", "Event_Fixed7 -": "Event_Fixed7 -", "Event_Fixed8": "Event_Fixed8", "Event_Fixed8 -": "Event_Fixed8 -", "Event_Fixed9": "Event_Fixed9", "Event_Fixed9 -": "Event_Fixed9 -", "Event_Npc0": "Event_Npc0", "Event_Npc0 -": "Event_Npc0 -", "Event_Npc1": "Event_Npc1", "Event_Npc1 -": "Event_Npc1 -", "Event_Npc10": "Event_Npc10", "Event_Npc10 -": "Event_Npc10 -", "Event_Npc11": "Event_Npc11", "Event_Npc11 -": "Event_Npc11 -", "Event_Npc12": "Event_Npc12", "Event_Npc12 -": "Event_Npc12 -", "Event_Npc13": "Event_Npc13", "Event_Npc13 -": "Event_Npc13 -", "Event_Npc14": "Event_Npc14", "Event_Npc14 -": "Event_Npc14 -", "Event_Npc15": "Event_Npc15", "Event_Npc15 -": "Event_Npc15 -", "Event_Npc16": "Event_Npc16", "Event_Npc16 -": "Event_Npc16 -", "Event_Npc17": "Event_Npc17", "Event_Npc17 -": "Event_Npc17 -", "Event_Npc18": "Event_Npc18", "Event_Npc18 -": "Event_Npc18 -", "Event_Npc19": "Event_Npc19", "Event_Npc19 -": "Event_Npc19 -", "Event_Npc2": "Event_Npc2", "Event_Npc2 -": "Event_Npc2 -", "Event_Npc20": "Event_Npc20", "Event_Npc20 -": "Event_Npc20 -", "Event_Npc21": "Event_Npc21", "Event_Npc21 -": "Event_Npc21 -", "Event_Npc22": "Event_Npc22", "Event_Npc22 -": "Event_Npc22 -", "Event_Npc23": "Event_Npc23", "Event_Npc23 -": "Event_Npc23 -", "Event_Npc24": "Event_Npc24", "Event_Npc24 -": "Event_Npc24 -", "Event_Npc25": "Event_Npc25", "Event_Npc25 -": "Event_Npc25 -", "Event_Npc26": "Event_Npc26", "Event_Npc26 -": "Event_Npc26 -", "Event_Npc27": "Event_Npc27", "Event_Npc27 -": "Event_Npc27 -", "Event_Npc28": "Event_Npc28", "Event_Npc28 -": "Event_Npc28 -", "Event_Npc3": "Event_Npc3", "Event_Npc3 -": "Event_Npc3 -", "Event_Npc4": "Event_Npc4", "Event_Npc4 -": "Event_Npc4 -", "Event_Npc5": "Event_Npc5", "Event_Npc5 -": "Event_Npc5 -", "Event_Npc6": "Event_Npc6", "Event_Npc6 -": "Event_Npc6 -", "Event_Npc7": "Event_Npc7", "Event_Npc7 -": "Event_Npc7 -", "Event_Npc8": "Event_Npc8", "Event_Npc8 -": "Event_Npc8 -", "Event_Npc9": "Event_Npc9", "Event_Npc9 -": "Event_Npc9 -", "Event_Random0": "Event_Random0", "Event_Random0 -": "Event_Random0 -", "Event_Random1": "Event_Random1", "Event_Random1 -": "Event_Random1 -", "Event_Random10": "Event_Random10", "Event_Random10 -": "Event_Random10 -", "Event_Random11": "Event_Random11", "Event_Random11 -": "Event_Random11 -", "Event_Random12": "Event_Random12", "Event_Random12 -": "Event_Random12 -", "Event_Random13": "Event_Random13", "Event_Random13 -": "Event_Random13 -", "Event_Random14": "Event_Random14", "Event_Random14 -": "Event_Random14 -", "Event_Random15": "Event_Random15", "Event_Random15 -": "Event_Random15 -", "Event_Random16": "Event_Random16", "Event_Random16 -": "Event_Random16 -", "Event_Random17": "Event_Random17", "Event_Random17 -": "Event_Random17 -", "Event_Random18": "Event_Random18", "Event_Random18 -": "Event_Random18 -", "Event_Random19": "Event_Random19", "Event_Random19 -": "Event_Random19 -", "Event_Random2": "Event_Random2", "Event_Random2 -": "Event_Random2 -", "Event_Random3": "Event_Random3", "Event_Random3 -": "Event_Random3 -", "Event_Random4": "Event_Random4", "Event_Random4 -": "Event_Random4 -", "Event_Random5": "Event_Random5", "Event_Random5 -": "Event_Random5 -", "Event_Random6": "Event_Random6", "Event_Random6 -": "Event_Random6 -", "Event_Random7": "Event_Random7", "Event_Random7 -": "Event_Random7 -", "Event_Random8": "Event_Random8", "Event_Random8 -": "Event_Random8 -", "Event_Random9": "Event_Random9", "Event_Random9 -": "Event_Random9 -", "Event_Tutorial0": "Event_Tutorial0", "Event_Tutorial0 -": "Event_Tutorial0 -", "Event_Tutorial1": "Event_Tutorial1", "Event_Tutorial1 -": "Event_Tutorial1 -", "Event_Tutorial10": "Event_Tutorial10", "Event_Tutorial10 -": "Event_Tutorial10 -", "Event_Tutorial11": "Event_Tutorial11", "Event_Tutorial11 -": "Event_Tutorial11 -", "Event_Tutorial12": "Event_Tutorial12", "Event_Tutorial12 -": "Event_Tutorial12 -", "Event_Tutorial13": "Event_Tutorial13", "Event_Tutorial13 -": "Event_Tutorial13 -", "Event_Tutorial14": "Event_Tutorial14", "Event_Tutorial14 -": "Event_Tutorial14 -", "Event_Tutorial15": "Event_Tutorial15", "Event_Tutorial15 -": "Event_Tutorial15 -", "Event_Tutorial16": "Event_Tutorial16", "Event_Tutorial16 -": "Event_Tutorial16 -", "Event_Tutorial2": "Event_Tutorial2", "Event_Tutorial2 -": "Event_Tutorial2 -", "Event_Tutorial3": "Event_Tutorial3", "Event_Tutorial3 -": "Event_Tutorial3 -", "Event_Tutorial4": "Event_Tutorial4", "Event_Tutorial4 -": "Event_Tutorial4 -", "Event_Tutorial5": "Event_Tutorial5", "Event_Tutorial5 -": "Event_Tutorial5 -", "Event_Tutorial6": "Event_Tutorial6", "Event_Tutorial6 -": "Event_Tutorial6 -", "Event_Tutorial7": "Event_Tutorial7", "Event_Tutorial7 -": "Event_Tutorial7 -", "Event_Tutorial8": "Event_Tutorial8", "Event_Tutorial8 -": "Event_Tutorial8 -", "Event_Tutorial9": "Event_Tutorial9", "Event_Tutorial9 -": "Event_Tutorial9 -", "Events": "Événements", "Events - Dungeon Settlers Wiki": "Événements - Dungeon Settlers Wiki", "Events and quests": "Événements et quêtes", "Events, quests and decisions": "Événements, quêtes et décisions", "Every 3rd basic: +120% × target-missing%": "Toutes les 3 attaques de base : +120 % × % manquant de la cible", "Every 480 in-game minutes": "Toutes les 480 minutes en jeu", "Every 480 in-game minutes; inspect to reveal talents first": "Toutes les 480 minutes de jeu ; inspectez d'abord pour révéler les talents", "Every HUD alert the game can raise - 56 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "Chaque alerte HUD que le jeu peut déclencher : 56 définitions issues de AlertTable, associées à leur nom localisé, leur cause et leur conséquence. La colonne de déclenchement affiche l'expression brute de la condition dans le jeu.", "Every HUD alert the game can raise - 57 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "Chaque alerte HUD que le jeu peut lever - 57 définitions de AlertTable, jointes avec leur nom localisé, cause et conséquence. La colonne déclencheur affiche l'expression brute de condition du jeu.", "Every bindable action in the game (45 actions from the key-input table). All bindings are configurable in-game under Settings > Controls - default keys are not listed here because they are stored per-player (": "Chaque action assignable du jeu (45 actions de la table des entrées clavier). Toutes les touches sont configurables dans le jeu via Paramètres > Commandes ; les touches par défaut ne sont pas indiquées ici car elles sont stockées par joueur (", "Every buff/debuff/trait effect in the game": "Chaque effet de bonus/malus/trait du jeu", "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "Chaque bâtiment : type, coût/charge de travail de construction, durabilité, stockage, butin de récolte, traits.", "Every capped effect at a glance": "Tous les effets plafonnés en un coup d'œil", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.26); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "Chaque chiffre de combat sur cette page est lu directement dans les propres tables du jeu (DS_B.0.3.26) ; la table ou la constante est nommée à côté de chacun. Les valeurs sont les valeurs par défaut côté joueur (les monstres utilisent leurs propres stats de base). C'est le même calcul qu'utilise le", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.40); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "Chaque chiffre de combat sur cette page est lu directement dans les propres tables du jeu (DS_B.0.3.40) ; la table ou la constante est nommée à côté de chacun. Les valeurs sont les valeurs par défaut côté joueur (les monstres utilisent leurs propres stats de base). C'est le même calcul qu'utilise le", "Every damage instance you take wears": "Chaque instance de dégâts que vous subissez use", "Every damaging option this character has learned, plus its weapon basic attack and any summon - same engine as the Team tab's \"Versus monster\" and the Spell Damage Ranking. Click a row to use that attack in the Weapon comparison below.": "Toutes les options offensives que ce personnage a apprises, plus l'attaque de base de son arme et toute invocation - même moteur que le « Contre un monstre » de l'onglet Équipe et le Classement des dégâts de sorts. Cliquez sur une ligne pour utiliser cette attaque dans la comparaison d'armes ci-dessous.", "Every dungeon floor tracks a": "Chaque étage de donjon suit un", "Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over ...": "Chaque étage de donjon suit un compteur d'épuisement de 5 (pleinement approvisionné) jusqu'à 0 (totalement épuisé). Farmer sans cesse le même étage vide son compteur ; au fil ...", "Every edible item carries a food class in its": "Chaque objet comestible porte une classe de nourriture dans son", "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "Chaque expédition tire un ensemble d'effets d'environnement dans le pool de la région. Une difficulté de combat plus élevée tire", "Every extracted animation set, one card per monster: idle, movement, attacks, the hit reaction and the death clip, plus any specials (charges, summons, extra attack variants). All sheets come from each unit's AnimatorController in the game data.": "Chaque jeu d'animation extrait, une carte par monstre : repos, déplacement, attaques, réaction aux coups et clip de mort, plus les éventuels spéciaux (charges, invocations, variantes d'attaque supplémentaires). Toutes les feuilles proviennent de l'AnimatorController de chaque unité dans les données du jeu.", "Every figure runs the exact same damage model as the individual": "Chaque valeur applique exactement le même modèle de dégâts que les", "Every hostile creature you actually fight in the demo, minus the two bosses (those are on the": "Chaque créature hostile que vous affrontez réellement dans la démo, hormis les deux boss (ceux-ci figurent sur la", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing": "Chaque chasse laissait derrière elle des pièges cassés et des traces profondément creusées. {0} a étudié la fourrure prise dans la saleté et l'odeur du sang, en devinant la direction que la bête avait prise. Après avoir grandi", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...": "Chaque chasse laissait derrière elle des pièges cassés et des traces profondément creusées. {0} a étudié la fourrure prise dans la saleté et l'odeur du sang, en devinant la direction que la bête avait prise", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.26).": "Tous les calculateurs interactifs du wiki, en direct sur une seule page. Chacun est le même composant que celui de sa propre page de mécaniques (lié sous son titre), les nombres correspondent donc toujours. Toutes les valeurs proviennent des tables du jeu (DS_B.0.3.26).", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.40).": "Tous les calculateurs interactifs du wiki, en direct sur une seule page. Chacun est le même composant que celui de sa propre page de mécaniques (lié sous son titre), les nombres correspondent donc toujours. Toutes les valeurs proviennent des tables du jeu (DS_B.0.3.40).", "Every item drop in build DS_B.0.3.26, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "Chaque objet lâché dans la build DS_B.0.3.26, une ligne par source. Recherchez ou filtrez par objet, source ou région, et cliquez sur un en-tête de colonne pour trier (par défaut, par nom d'objet).", "Every item drop in build DS_B.0.3.40, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "Chaque objet lâché dans la build DS_B.0.3.40, une ligne par source. Recherchez ou filtrez par objet, source ou région, et cliquez sur un en-tête de colonne pour trier (par défaut, par nom d'objet).", "Every level-up, levels 2 through 12 (11 rolls per career)": "À chaque montée de niveau, des niveaux 2 à 12 (11 tirages par carrière)", "Every minute, all units' Stress increases or decreases by an amount equal to current Mood multiplied by this value. Since Stress must decrease when Mood is greater than 0, this value must be negative by nature.": "Chaque minute, le Stress de toutes les unités augmente ou diminue d'un montant égal à l'Humeur actuelle multipliée par cette valeur. Comme le Stress doit diminuer lorsque l'Humeur est supérieure à 0, cette valeur doit être négative par nature.", "Every recruited unit is generated with one background trait, and that background sets which": "Chaque unité recrutée est générée avec un trait d'arrière-plan, et cet arrière-plan détermine quels", "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "Toutes les ressources que vous pouvez récolter dans chaque donjon, classées par ressource. Chaque région débute par un seul tableau triable -", "Every scripted dialog scene in the game, split by how you meet it.": "Chaque scène de dialogue scriptée du jeu, classée selon la façon dont vous la rencontrez.", "Every second, Wound value on all body parts decreases by {0}% of max health.": "Chaque seconde, la valeur de Blessure sur toutes les parties du corps diminue de {0}% de la santé max.", "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "Chaque seconde, toutes les parties du corps récupèrent de la santé (hors Blessure) égale à {0}% de la santé max.", "Every settler has a": "Chaque colon possède une statistique", "Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 make...": "Chaque colon possède une stat d'Humeur (l'échelle de l'interface plafonne à 30) qui pilote discrètement toute la couche de gestion. Une Humeur supérieure à 0 fait chuter le Stress ; une Humeur inférieure à 0 fait...", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.26 - the rest are in the data but gated. See also": "Chaque colon tire une race au moment de sa génération ; le trait de race fixe les aptitudes aux armes et à la magie, les modificateurs de capacité de travail, les plages de tirage des talents, le pool de parcours et le comportement alimentaire. Seuls les Humains, les Hommes-lézards et les Elfes sont recrutables dans DS_B.0.3.26 ; les autres figurent dans les données mais restent bloqués. Voir aussi", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.40 - the rest are in the data but gated. See also": "Chaque colon tire une race au moment de sa génération ; le trait de race fixe les aptitudes aux armes et à la magie, les modificateurs de capacité de travail, les plages de tirage des talents, le pool de parcours et le comportement alimentaire. Seuls les Humains, les Hommes-lézards et les Elfes sont recrutables dans DS_B.0.3.40 ; les autres figurent dans les données mais restent bloqués. Voir aussi", "Every skill in the game.": "Toutes les compétences du jeu.", "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "Toutes les animations de sprite extraites du jeu, jouées en direct : le recul de l'épouvantail d'entraînement lorsqu'il est touché, toutes les", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.26, Steam build 23739108, extracted 2026-07-13). Also see": "Chaque table ci-dessous est le JSON exact analysé à partir des fichiers de données du jeu (DS_B.0.3.26, build Steam 23739108, extrait le 2026-07-13). Voir aussi", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.40, Steam build 24354931, extracted 2026-07-13). Also see": "Chaque table ci-dessous est le JSON exact analysé à partir des fichiers de données du jeu (DS_B.0.3.40, build Steam 24354931, extrait le 2026-07-13). Voir aussi", "Every table on this site is parsed byte-exact from the game's data files - items, units, skills, drop pools, events, research and more, fully cross-referenced. A colony-sim dungeon crawler by CanOpener -": "Chaque table de ce site est analysée octet par octet à partir des fichiers de données du jeu - objets, unités, compétences, tables de butin, événements, recherche et plus, entièrement croisées. Un dungeon crawler de simulation de colonie par CanOpener -", "Every tree is already active on this background.": "Tous les arbres sont déjà actifs sur ce parcours.", "Every unit has a background - it sets the class trees and the starting gear.": "Chaque unité possède un arrière-plan - il définit les arbres de classe et l'équipement de départ.", "Every unit has six": "Chaque unité possède six", "Every unit has six major stats - Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate talent rating for each one. The tal...": "Chaque unité possède six statistiques principales : Force, Constitution, Force de volonté, Intelligence, Agilité et Perception, ainsi qu'une évaluation de talent distincte pour chacune. Le tal...", "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "Chaque unité, bâtiment et objet, avec les données de composant par entité (stats, affecteurs, compétences)", "Every value comes straight from the game's own tables (StatusValueTable, GameSystemTable, TraitTable, ItemTable). The in-page self-test checks the maths.": "Chaque valeur provient directement des tables du jeu (StatusValueTable, GameSystemTable, TraitTable, ItemTable). L'auto-test intégré à la page vérifie les calculs.", "Every weapon, piece of armor and workstation has a": "Chaque arme, pièce d'armure et poste de travail possède une", "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "Tout ce qui précède dans un seul tableau. « Effet » est du point de vue du monstre : avec quelle facilité il vous repère.", "Evolves from": "Évolue depuis", "Evolves into:": "Évolue en :", "Example Builds": "Exemples de builds", "Example Builds - Dungeon Settlers Wiki": "Exemples de Builds - Wiki Dungeon Settlers", "Example build": "Exemple de build", "Example build loaded.": "Exemple de build chargé.", "Example build: {#}": "Exemple de build : {#}", "Example flat stats": "Exemples de statistiques fixes", "Example percent stats": "Exemples de statistiques en pourcentage", "Example weapon": "Arme exemple", "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "Exemple : une Attaque physique de 47 qui fait un crit inflige 47 x 1,5 =", "Examples": "Exemples", "Exceptionnel": "Exceptionnel", "Execute threshold": "Seuil d'exécution", "Execute threshold = 20% × 600 =": "Seuil d'exécution = 20 % × 600 =", "Executes at ≤ 20% HP (non-boss)": "Exécute à ≤ 20% de PV (non-boss)", "Executes on the next hit": "Exécute au prochain coup", "Execution tree": "Arbre d'exécution", "Execution-tree skill": "Compétence de l'arbre d'exécution", "Executioner worked example.": "Exemple chiffré du Bourreau.", "Exemples de builds - Dungeon Settlers Wiki": "Exemples de builds - Dungeon Settlers Wiki", "Existe-t-il une autre substance aussi polyvalente que celle-ci ?": "Existe-t-il une autre substance aussi polyvalente que celle-ci ?", "Exp": "Exp", "Exp - Dungeon Settlers Wiki": "Exp - Dungeon Settlers Wiki", "Exp Gained Bonus": "Bonus d'expérience obtenue", "Exp icon": "Exp icône", "Expand all": "Tout déplier", "Expand all equipment stats": "Déployer toutes les stats d'équipement", "Expected count": "Nombre attendu", "Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.": "Coup attendu contre un Lowell de base au niveau maximum, par palier de difficulté de combat. Le palier défini dans la barre de menu est mis en évidence ; choisissez une unité sauvegardée pour utiliser ses propres résistances.", "Expected per cast": "Attendu par lancer", "Expected rooms per floor": "Salles attendues par étage", "Expedition Decision": "Décision d'expédition", "Expedition Decision Complete": "Décision d'expédition terminée", "Expedition Guidelines": "Directives d'expédition", "Expedition Horn Not Active": "Expedition Horn Not Active", "Expedition Horn Not Active - Dungeon Settlers Wiki": "Corne d'Expédition inactive - Dungeon Settlers Wiki", "Expedition Horn Not Active icon": "Corne d'Expédition inactive icon", "Expedition Rank Up": "Rang d'expédition augmenté", "Expedition Resolution quests": "Quêtes de résolution de l'expédition", "Expedition Resolution scenes": "Scènes de Résolution de l'expédition", "Expedition Resolution: Common Mood": "Résolution de l'expédition : Common Mood", "Expedition Resolution: Rank 1 Food": "Résolution de l'expédition : Rang 1 Nourriture", "Expedition Resolution: Rank 1 Level": "Résolution de l'expédition : Rang 1 Niveau", "Expedition Resolution: Rank 1 Research 1": "Résolution de l'expédition - Rank 1 Research 1", "Expedition Resolution: Rank 1 Research 2": "Résolution de l'expédition - Rank 1 Research 2", "Expedition Resolution: Rank 1 Research 3": "Résolution de l'expédition - Rank 1 Research 3", "Expedition Resolution: Rank 1 Research 4": "Résolution de l'expédition - Rank 1 Research 4", "Expedition Resolution: Rank 1 Research 5": "Résolution de l'expédition - Rank 1 Research 5", "Expedition Resolution: Rank 1 Research 6": "Résolution de l'expédition - Rank 1 Research 6", "Expedition Resolution: Rank 1 Research 7": "Expedition Resolution: Rank 1 Research 7", "Expedition Resolution: Rank 1 Resource 1": "Résolution de l'expédition : Rang 1 Ressource 1", "Expedition Resolution: Rank 1 Resource 2": "Résolution de l'expédition : Rang 1 Ressource 2", "Expedition Resolution: Rank 1 Room Type 1": "Résolution de l'expédition - Rank 1 Room Type 1", "Expedition Resolution: Rank 1 Room Type 2": "Résolution de l'expédition - Rank 1 Room Type 2", "Expedition Resolution: Rank 1 Room Type 3": "Résolution de l'expédition - Rank 1 Room Type 3", "Expedition Resolution: Rank 1 Room Type 4": "Résolution de l'expédition - Rank 1 Room Type 4", "Expedition Resolution: Rank 1 Room Type 5": "Résolution de l'expédition - Rank 1 Room Type 5", "Expedition Resolution: Rank 1 Room Type 6": "Résolution de l'expédition - Rank 1 Room Type 6", "Expedition Resolution: Rank 1 Room Type 7": "Résolution de l'expédition - Rank 1 Room Type 7", "Expedition Resolution: Rank 2 Elite": "Résolution de l'expédition - Rank 2 Elite", "Expedition Resolution: Rank 2 Food": "Résolution de l'expédition - Rank 2 Food", "Expedition Resolution: Rank 2 Level": "Résolution de l'expédition - Rank 2 Level", "Expedition Resolution: Rank 2 Research 1": "Résolution de l'expédition - Rank 2 Research 1", "Expedition Resolution: Rank 2 Research 10": "Résolution de l'expédition - Rank 2 Research 10", "Expedition Resolution: Rank 2 Research 11": "Résolution de l'expédition - Rank 2 Research 11", "Expedition Resolution: Rank 2 Research 12": "Résolution de l'expédition - Rank 2 Research 12", "Expedition Resolution: Rank 2 Research 13": "Résolution de l'expédition - Rank 2 Research 13", "Expedition Resolution: Rank 2 Research 14": "Résolution de l'expédition - Rank 2 Research 14", "Expedition Resolution: Rank 2 Research 15": "Résolution de l'expédition - Rank 2 Research 15", "Expedition Resolution: Rank 2 Research 16": "Résolution de l'expédition - Rank 2 Research 16", "Expedition Resolution: Rank 2 Research 2": "Résolution de l'expédition - Rank 2 Research 2", "Expedition Resolution: Rank 2 Research 3": "Résolution de l'expédition - Rank 2 Research 3", "Expedition Resolution: Rank 2 Research 4": "Résolution de l'expédition - Rank 2 Research 4", "Expedition Resolution: Rank 2 Research 5": "Résolution de l'expédition - Rank 2 Research 5", "Expedition Resolution: Rank 2 Research 6": "Résolution de l'expédition - Rank 2 Research 6", "Expedition Resolution: Rank 2 Research 7": "Résolution de l'expédition - Rank 2 Research 7", "Expedition Resolution: Rank 2 Research 8": "Résolution de l'expédition - Rank 2 Research 8", "Expedition Resolution: Rank 2 Research 9": "Résolution de l'expédition - Rank 2 Research 9", "Expedition Resolution: Rank 2 Resource 1": "Résolution de l'expédition - Rank 2 Resource 1", "Expedition Resolution: Rank 2 Resource 2": "Résolution de l'expédition - Rank 2 Resource 2", "Expedition Resolution: Rank 2 Room Type 1": "Résolution de l'expédition - Rank 2 Room Type 1", "Expedition Resolution: Rank 2 Room Type 2": "Résolution de l'expédition - Rank 2 Room Type 2", "Expedition Resolution: Rank 2 Room Type 3": "Résolution de l'expédition - Rank 2 Room Type 3", "Expedition Resolution: Rank 2 Room Type 4": "Résolution de l'expédition - Rank 2 Room Type 4", "Expedition Resolution: Rank 2 Room Type 5": "Résolution de l'expédition - Rank 2 Room Type 5", "Expedition Resolution: Rank 2 Room Type 6": "Résolution de l'expédition - Rank 2 Room Type 6", "Expedition Resolution: Rank 2 Room Type 7": "Résolution de l'expédition - Rank 2 Room Type 7", "Expedition Resolution: Rank 3 Elite": "Résolution de l'expédition - Rank 3 Elite", "Expedition Resolution: Rank 3 Food": "Résolution de l'expédition - Rank 3 Food", "Expedition Resolution: Rank 3 Level": "Résolution de l'expédition - Rank 3 Level", "Expedition Resolution: Rank 3 Research 1": "Résolution de l'expédition - Rank 3 Research 1", "Expedition Resolution: Rank 3 Research 2": "Résolution de l'expédition - Rank 3 Research 2", "Expedition Resolution: Rank 3 Research 3": "Résolution de l'expédition - Rank 3 Research 3", "Expedition Resolution: Rank 3 Research 4": "Résolution de l'expédition - Rank 3 Research 4", "Expedition Resolution: Rank 3 Research 5": "Résolution de l'expédition - Rank 3 Research 5", "Expedition Resolution: Rank 3 Research 6": "Résolution de l'expédition - Rank 3 Research 6", "Expedition Resolution: Rank 3 Research 7": "Résolution de l'expédition - Rank 3 Research 7", "Expedition Resolution: Rank 3 Resource 1": "Résolution de l'expédition - Rank 3 Resource 1", "Expedition Resolution: Rank 3 Resource 2": "Résolution de l'expédition - Rank 3 Resource 2", "Expedition Resolution: Rank 3 Room Type 1": "Résolution de l'expédition - Rank 3 Room Type 1", "Expedition Resolution: Rank 3 Room Type 2": "Résolution de l'expédition - Rank 3 Room Type 2", "Expedition Resolution: Rank 3 Room Type 3": "Résolution de l'expédition - Rank 3 Room Type 3", "Expedition Resolution: Rank 3 Room Type 4": "Résolution de l'expédition - Rank 3 Room Type 4", "Expedition Resolution: Rank 3 Room Type 5": "Résolution de l'expédition - Rank 3 Room Type 5", "Expedition Resolution: Rank 3 Room Type 6": "Résolution de l'expédition - Rank 3 Room Type 6", "Expedition Resolution: Rank 3 Room Type 7": "Résolution de l'expédition - Rank 3 Room Type 7", "Expedition Resolutions": "Résolutions d'expédition", "Expedition Resolutions running as quests - see the": "Résolutions de l'expédition exécutées comme quêtes, voir la", "Expedition decision start status": "État de démarrage de la décision d'expédition", "Expedition: worsens the longer a unit stays in the dungeon": "Expédition : empire plus une unité reste longtemps dans le donjon", "ExpeditionHorn": "ExpeditionHorn", "ExpeditionHornNotActive": "ExpeditionHornNotActive", "ExpeditionTeamSupport3": "ExpeditionTeamSupport3", "Expeditions drain mood": "Les expéditions vident l'humeur", "Expires after": "Expire après", "Expliquez clairement ce que vous voulez dire.": "Expliquez clairement ce que vous voulez dire.", "Explode": "Explosion", "Exploitation minière": "Exploitation minière", "Exploitez leurs relations à votre avantage.": "Exploitez leurs relations à votre avantage.", "Explorateurs recherchés - desc": "Explorateurs recherchés - desc", "Explorateurs recherchés - flavor": "Explorateurs recherchés - flavor", "Explorateurs recherchés - name": "Explorateurs recherchés - name", "Explorez la deuxième région du donjon.": "Explorez la deuxième région du donjon.", "Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puiss...": "Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puiss...", "Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puissance d'attaque magique, et accordant": "Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puissance d'attaque magique, et accordant", "Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puissance d'attaque magique, et accordant Bouclier égal à 150% de votre puissance d'attaque magique aux alliés proches pendant 10 secondes.": "Explose, infligeant aux ennemis proches des dégâts magiques égaux à 100% de votre puissance d'attaque magique, et accordant Bouclier égal à 150% de votre puissance d'attaque magique aux alliés proches pendant 10 secondes.", "Explosion": "Explosion", "Explosion - Dungeon Settlers Wiki": "Explosion - Dungeon Settlers Wiki", "Explosion de graines": "Explosion de graines", "Explosion de graines - Dungeon Settlers Wiki": "Explosion de graines - Dungeon Settlers Wiki", "Explosion de graines icon": "Icône de Explosion de graines", "Explosion de graines portée et zone affichées sur une salle de donjon": "Explosion de graines portée et zone affichées sur une salle de donjon", "Explosion de graines range and area shown on a dungeon room": "Portée et zone de Explosion de graines affichées sur une salle de donjon", "Explosion de vie": "Explosion de vie", "Explosion de vie - Dungeon Settlers Wiki": "Explosion de vie - Dungeon Settlers Wiki", "Explosion de vie icon": "Icône Explosion de vie", "Explosion icon": "Explosion icône", "Explosion portée et zone affichées sur une salle de donjon": "Explosion portée et zone affichées sur une salle de donjon", "Explosion range and area shown on a dungeon room": "Explosion portée et zone affichées dans une salle de donjon", "Explosion ×1, Spitting ×1": "Explosion ×1, Spitting ×1", "Exposed": "Exposé", "Exposed to player": "Visible par le joueur", "Expédition": "Expédition", "Expédition : empire plus une unité reste longtemps dans le donjon": "Expédition : empire plus une unité reste longtemps dans le donjon", "Expédition de donjon": "Expédition de donjon", "Expédition insignifiante": "Expédition insignifiante", "Expédition légendaire": "Expédition légendaire", "Expédition notable": "Expédition notable", "Expédition renommée": "Expédition renommée", "Expédition réputée": "Expédition réputée", "Expédition réussie": "Expédition réussie", "Expédition réussie - Dungeon Settlers Wiki": "Expédition réussie - Dungeon Settlers Wiki", "Expédition réussie icon": "Expédition réussie icon", "Expédition triviale": "Expédition triviale", "Expédition établie": "Expédition établie", "Expérience": "Expérience", "Extension de colonie": "Extension de colonie", "Extra durability-loss reduction": "Réduction supplémentaire de perte de durabilité", "Extra skill tree:": "Arbre de compétences supplémentaire :", "Extra skill trees": "Arbres de compétences supplémentaires", "Extraction date": "Date d'extraction", "Extreme Exhaustion (Sleep speech bubble persists)": "Épuisement extrême (la bulle de sommeil persiste)", "Extreme Hunger (Warning, prints once)": "Faim extrême (Avertissement, s'affiche une fois)", "Extrêmement affamé": "Extrêmement affamé", "Extrêmement affamé - Dungeon Settlers Wiki": "Extrêmement affamé - Dungeon Settlers Wiki", "Extrêmement affamé icon": "Extrêmement affamé icône", "Extrêmement solide, peu susceptible de se briser.": "Extrêmement solide, peu susceptible de se briser.", "Exécution": "Exécution", "Exécution - Dungeon Settlers Wiki": "Exécution - Dungeon Settlers Wiki", "Exécution icon": "Icône Exécution", "Eye Ball Aléatoire": "Eye Ball Aléatoire", "Eye Ball Fixed": "yeux fixe", "Eye Ball Random": "Eye Ball Aléatoire", "Eye Ball Soul": "Âme œil", "Eye Ball Soul - Dungeon Settlers Wiki": "Âme de l'Œil - Dungeon Settlers Wiki", "Eye Ball Soul portée et zone affichées sur une salle de donjon": "Âme de l'Œil portée et zone affichées sur une salle de donjon", "Eyes": "Yeux", "FEMALE (1)": "FÉMININ (1)", "FEMALE (11)": "FEMME (11)", "FEMALE (66)": "FÉMININ (66)", "FEMALE (67)": "FÉMININ (67)", "FEMALE (68)": "FEMME (68)", "FIRST KILL BONUS": "BONUS DE PREMIÈRE ÉLIMINATION", "FIRST KILL ONLY (one time)": "PREMIÈRE ÉLIMINATION UNIQUEMENT (une seule fois)", "FXTest": "FXTest", "Fabrication dans un atelier arcanique correct.": "Fabrication dans un atelier arcanique correct.", "Fabrication dans un atelier arcanique correct. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique correct. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique correct. icon": "Fabrication dans un atelier arcanique correct. icon", "Fabrication dans un atelier arcanique délabré.": "Fabrication dans un atelier arcanique délabré.", "Fabrication dans un atelier arcanique délabré. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique délabré. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique délabré. icon": "Fabrication dans un atelier arcanique délabré. icon", "Fabrication dans un atelier arcanique fantastique.": "Fabrication dans un atelier arcanique fantastique.", "Fabrication dans un atelier arcanique fantastique. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique fantastique. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique fantastique. icon": "Fabrication dans un atelier arcanique fantastique. icon", "Fabrication dans un atelier arcanique impressionnant.": "Fabrication dans un atelier arcanique impressionnant.", "Fabrication dans un atelier arcanique impressionnant. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique impressionnant. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique impressionnant. icon": "Fabrication dans un atelier arcanique impressionnant. icon", "Fabrication dans un atelier arcanique luxueux.": "Fabrication dans un atelier arcanique luxueux.", "Fabrication dans un atelier arcanique luxueux. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique luxueux. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique luxueux. icon": "Fabrication dans un atelier arcanique luxueux. icon", "Fabrication dans un atelier arcanique médiocre.": "Fabrication dans un atelier arcanique médiocre.", "Fabrication dans un atelier arcanique médiocre. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique médiocre. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique médiocre. icon": "Fabrication dans un atelier arcanique médiocre. icon", "Fabrication dans un atelier arcanique ordinaire.": "Fabrication dans un atelier arcanique ordinaire.", "Fabrication dans un atelier arcanique ordinaire. - Dungeon Settlers Wiki": "Fabrication dans un atelier arcanique ordinaire. - Dungeon Settlers Wiki", "Fabrication dans un atelier arcanique ordinaire. icon": "Fabrication dans un atelier arcanique ordinaire. icon", "Fabrication dans un atelier correct.": "Fabrication dans un atelier correct.", "Fabrication dans un atelier correct. - Dungeon Settlers Wiki": "Fabrication dans un atelier correct. - Dungeon Settlers Wiki", "Fabrication dans un atelier correct. icon": "Fabrication dans un atelier correct. icon", "Fabrication dans un atelier délabré.": "Fabrication dans un atelier délabré.", "Fabrication dans un atelier délabré. - Dungeon Settlers Wiki": "Fabrication dans un atelier délabré. - Dungeon Settlers Wiki", "Fabrication dans un atelier délabré. icon": "Fabrication dans un atelier délabré. icon", "Fabrication dans un atelier fantastique.": "Fabrication dans un atelier fantastique.", "Fabrication dans un atelier fantastique. - Dungeon Settlers Wiki": "Fabrication dans un atelier fantastique. - Dungeon Settlers Wiki", "Fabrication dans un atelier fantastique. icon": "Fabrication dans un atelier fantastique. icon", "Fabrication dans un atelier impressionnant.": "Fabrication dans un atelier impressionnant.", "Fabrication dans un atelier impressionnant. - Dungeon Settlers Wiki": "Fabrication dans un atelier impressionnant. - Dungeon Settlers Wiki", "Fabrication dans un atelier impressionnant. icon": "Fabrication dans un atelier impressionnant. icon", "Fabrication dans un atelier luxueux.": "Fabrication dans un atelier luxueux.", "Fabrication dans un atelier luxueux. - Dungeon Settlers Wiki": "Fabrication dans un atelier luxueux. - Dungeon Settlers Wiki", "Fabrication dans un atelier luxueux. icon": "Fabrication dans un atelier luxueux. icon", "Fabrication dans un atelier médiocre.": "Fabrication dans un atelier médiocre.", "Fabrication dans un atelier médiocre. - Dungeon Settlers Wiki": "Fabrication dans un atelier médiocre. - Dungeon Settlers Wiki", "Fabrication dans un atelier médiocre. icon": "Fabrication dans un atelier médiocre. icon", "Fabrication dans un atelier ordinaire.": "Fabrication dans un atelier ordinaire.", "Fabrication dans un atelier ordinaire. - Dungeon Settlers Wiki": "Fabrication dans un atelier ordinaire. - Dungeon Settlers Wiki", "Fabrication dans un atelier ordinaire. icon": "Fabrication dans un atelier ordinaire. icon", "Fabrication de base": "Fabrication de base", "Fabrication de bâtons": "Fabrication de bâtons", "Fabrique ici: +120% Capacité d'artisanat": "Fabrique ici: +120% Capacité d'artisanat", "Fabrique ici: +150% Capacité d'artisanat": "Fabrique ici: +150% Capacité d'artisanat", "Fabrique ici: +180% Capacité d'artisanat": "Fabrique ici: +180% Capacité d'artisanat", "Fabrique ici: +210% Capacité d'artisanat": "Fabrique ici: +210% Capacité d'artisanat", "Fabrique ici: +30% Capacité d'artisanat": "Fabrique ici: +30% Capacité d'artisanat", "Fabrique ici: +60% Capacité d'artisanat": "Fabrique ici: +60% Capacité d'artisanat", "Fabrique ici: +90% Capacité d'artisanat": "Fabrique ici: +90% Capacité d'artisanat", "Face": "Visage", "Face à une bête gigantesque,": "Face à une bête gigantesque,", "Facile": "Facile", "Facile à manier grâce à son faible poids, mais manque de puissance.": "Facile à manier grâce à son faible poids, mais manque de puissance.", "Facile à sous-estimer avec 4 unités, mais White Mammoth est un monstre de fin de jeu dans cette région avec des statistiques élevées. - Dungeon Settlers Wiki": "Facile à sous-estimer avec 4 unités, mais White Mammoth est un monstre de fin de jeu dans cette région avec des statistiques élevées. - Dungeon Settlers Wiki", "Faction": "Faction", "FactionCoin": "FactionCoin", "Faction_": "Faction_", "Factor": "Facteur", "FadeTime": "FadeTime", "Fagot de marchandises 1": "Fagot de marchandises 1", "Fagot de marchandises 1 - Dungeon Settlers Wiki": "Fagot de marchandises 1 - Dungeon Settlers Wiki", "Fagot de marchandises 2": "Fagot de marchandises 2", "Fagot de marchandises 2 - Dungeon Settlers Wiki": "Fagot de marchandises 2 - Dungeon Settlers Wiki", "Faible force de traction, mais convient aux débutants.": "Faible force de traction, mais convient aux débutants.", "Faiblesse critique": "Faiblesse critique", "Faiblesse critique - Dungeon Settlers Wiki": "Faiblesse critique - Dungeon Settlers Wiki", "Faiblesse critique icon": "Icône Faiblesse critique", "Faiblesse exposée": "Faiblesse exposée", "Faiblesse exposée - Dungeon Settlers Wiki": "Faiblesse exposée - Dungeon Settlers Wiki", "Faiblesse exposée icon": "Faiblesse exposée icône", "Faim": "Faim", "Faim - Dungeon Settlers Wiki": "Faim - Dungeon Settlers Wiki", "Faim - desc": "Faim - desc", "Faim faible": "Faim faible", "Faim grandissante": "Faim grandissante", "Faim grandissante - Dungeon Settlers Wiki": "Faim grandissante - Dungeon Settlers Wiki", "Faim icon": "Faim icône", "Faim maximale": "Faim maximale", "Faim maximale - Dungeon Settlers Wiki": "Faim maximale - Dungeon Settlers Wiki", "Faim maximale icon": "Icône Faim maximale", "Faim très faible": "Faim très faible", "Faire apparaître un Gloth mâle": "Faire apparaître un Gloth mâle", "Faire apparaître un Gloth mâle - Dungeon Settlers Wiki": "Faire apparaître un Gloth mâle - Dungeon Settlers Wiki", "Faire apparaître un Insecte acide": "Faire apparaître un Insecte acide", "Faire apparaître un Insecte acide - Dungeon Settlers Wiki": "Faire apparaître un Insecte acide - Dungeon Settlers Wiki", "Faire apparaître un Jeune Gloth": "Faire apparaître un Jeune Gloth", "Faire apparaître un Jeune Gloth - Dungeon Settlers Wiki": "Faire apparaître un Jeune Gloth - Dungeon Settlers Wiki", "Faire apparaître un Mawmurk": "Faire apparaître un Mawmurk", "Faire apparaître un Mawmurk - Dungeon Settlers Wiki": "Faire apparaître un Mawmurk - Dungeon Settlers Wiki", "Faire apparaître un Rat gris": "Faire apparaître un Rat gris", "Faire apparaître un Rat gris - Dungeon Settlers Wiki": "Faire apparaître un Rat gris - Dungeon Settlers Wiki", "Faire apparaître un Rat monstre gris": "Faire apparaître un Rat monstre gris", "Faire apparaître un Rat monstre gris - Dungeon Settlers Wiki": "Faire apparaître un Rat monstre gris - Dungeon Settlers Wiki", "Faire apparaître un Scarabée métallique": "Faire apparaître un Scarabée métallique", "Faire apparaître un Scarabée métallique - Dungeon Settlers Wiki": "Faire apparaître un Scarabée métallique - Dungeon Settlers Wiki", "Faire obéir les Gloths mâles et sauvages n'est pas une mince affaire. Les gobelins qui chevauchent ces bêtes font preuve de mobilité et de cruauté.": "Faire obéir les Gloths mâles et sauvages n'est pas une mince affaire. Les gobelins qui chevauchent ces bêtes font preuve de mobilité et de cruauté.", "Faire pivoter le bâtiment à droite": "Faire pivoter le bâtiment à droite", "Faire pivoter le bâtiment à gauche": "Faire pivoter le bâtiment à gauche", "Faire une activité de loisir": "Faire une activité de loisir", "Fais attention où tu marches, sinon tu seras transpercé par des pointes.": "Fais attention où tu marches, sinon tu seras transpercé par des pointes.", "Fais comme il te plaît, débrouille-toi bien.": "Fais comme il te plaît, débrouille-toi bien.", "Faisant glisser le bout de ses doigts sur la fourrure blanche, elle tourne son regard vers vous.": "Faisant glisser le bout de ses doigts sur la fourrure blanche, elle tourne son regard vers vous.", "Fait de carapaces d'insectes, léger et robuste.": "Fait de carapaces d'insectes, léger et robuste.", "Fait germer la": "Fait germer la", "Fait germer la Floraison Solaire ciblée en un Floraison du Cœur Solaire. 3 energy - 8s cooldown Summons: • Floraison du Cœur Solaire (200 HP) attacks with Attaque: Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.": "Fait germer la Floraison Solaire ciblée en un Floraison du Cœur Solaire. 3 énergie - 8s de recharge Invoque : • Floraison du Cœur Solaire (200 PV) attaque avec Attaque : Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.", "Fait germer la Floraison Solaire ciblée en un Floraison du Cœur Solaire. 3 énergie - 8s de recharge Invoque : • Floraison du Cœur Solaire (200 PV) attaque avec Attaque: Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.": "Fait germer la Floraison Solaire ciblée en un Floraison du Cœur Solaire. 3 énergie - 8s de recharge Invoque : • Floraison du Cœur Solaire (200 PV) attaque avec Attaque: Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.", "Fait germer la graine étrange ciblée en un Floraison Solaire. 3 energy - 8s cooldown Summons: • Floraison Solaire (200 HP) attacks with Attaque: Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.": "Fait germer la graine étrange ciblée en un Floraison Solaire. 3 énergie - 8s de recharge Invoque : • Floraison Solaire (200 PV) attaque avec Attaque : Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.", "Fait germer la graine étrange ciblée en un Floraison Solaire. 3 énergie - 8s de recharge Invoque : • Floraison Solaire (200 PV) attaque avec Attaque: Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.": "Fait germer la graine étrange ciblée en un Floraison Solaire. 3 énergie - 8s de recharge Invoque : • Floraison Solaire (200 PV) attaque avec Attaque: Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.", "Fait germer la graine étrange ciblée en un Pulvérisateur de mucus. 3 energy - 8s cooldown Summons: • Pulvérisateur de mucus (200 HP) attacks with Spray: Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1 Lent et Perturbation pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.": "Fait germer la graine étrange ciblée en un Pulvérisateur de mucus. 3 énergie - 8s de recharge Invocations : • Pulvérisateur de mucus (200 HP) attaque avec Spray: Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1 Lent et Perturbation pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.", "Fait germer la graine étrange ciblée en un Pulvérisateur de mucus. 3 énergie - 8s de recharge Invoque : • Pulvérisateur de mucus (200 PV) attaque avec Spray: Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1 Lent et Perturbation pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.": "Fait germer la graine étrange ciblée en un Pulvérisateur de mucus. 3 énergie - 8s de recharge Invoque : • Pulvérisateur de mucus (200 PV) attaque avec Spray: Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1 Lent et Perturbation pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.", "Fait jaillir des vignes du sol à 7 cases dans la direction ciblée, infligeant aux unités ennemies des dégâts équivalents à 150% de la puissance d'attaque magique et appliquant": "Fait jaillir des vignes du sol à 7 cases dans la direction ciblée, infligeant aux unités ennemies des dégâts équivalents à 150% de la puissance d'attaque magique et appliquant", "Fait jaillir des vignes du sol à 7 cases dans la direction ciblée, infligeant aux unités ennemies des dégâts équivalents à 150% de la puissance d'attaque magique et appliquant Immobilisation et Rigidité pendant 3 secondes. 5 energy - 8s cooldown Effects: • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle. • Rigidité (on enemy): -50% Probabilité d'esquive": "Fait jaillir des vignes du sol à 7 cases dans la direction ciblée, infligeant aux unités ennemies des dégâts équivalents à 150% de la puissance d'attaque magique et appliquant Immobilisation et Rigidité pendant 3 secondes. 5 energy - 8s cooldown Effects: • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle. • Rigidité (on enemy): -50% Probabilité d'esquive", "Fait jaillir des vignes du sol à 7 cases dans la direction ciblée, infligeant aux unités ennemies des dégâts équivalents à 150% de la puissance d'attaque magique et appliquant Immobilisation et Rigidité pendant 3 secondes. 5 énergie - 8s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle. • Rigidité (sur l'ennemi): -50% Probabilité d'esquive": "Fait jaillir des vignes du sol à 7 cases dans la direction ciblée, infligeant aux unités ennemies des dégâts équivalents à 150% de la puissance d'attaque magique et appliquant Immobilisation et Rigidité pendant 3 secondes. 5 énergie - 8s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle. • Rigidité (sur l'ennemi): -50% Probabilité d'esquive", "Fait pousser 2x plus vite.": "Fait pousser 2x plus vite.", "Fait que la peau semble aussi dure que le métal.": "Fait que la peau semble aussi dure que le métal.", "Fait un balayage vers l'avant avec l'épée, infligeant 2 fois à toutes les unités dans la zone des dégâts physiques équivalant à 80% de": "Fait un balayage vers l'avant avec l'épée, infligeant 2 fois à toutes les unités dans la zone des dégâts physiques équivalant à 80% de", "Fait un balayage vers l'avant avec l'épée, infligeant 2 fois à toutes les unités dans la zone des dégâts physiques équivalant à 80% de Puissance d'attaque physique. 2 energy - 8s cooldown": "Fait un balayage vers l'avant avec l'épée, infligeant 2 fois à toutes les unités dans la zone des dégâts physiques équivalant à 80% de Puissance d'attaque physique. 2 énergie - recharge 8s", "Fait un balayage vers l'avant avec l'épée, infligeant 2 fois à toutes les unités dans la zone des dégâts physiques équivalant à 80% de Puissance d'attaque physique. 2 énergie - 8s de recharge": "Fait un balayage vers l'avant avec l'épée, infligeant 2 fois à toutes les unités dans la zone des dégâts physiques équivalant à 80% de Puissance d'attaque physique. 2 énergie - 8s de recharge", "Faites bien attention au": "Faites bien attention au", "Faites comme bon vous semble.": "Faites comme bon vous semble.", "Faites de votre mieux.": "Faites de votre mieux.", "Faites défiler la molette de la souris vers le haut pour zoomer et vers le bas pour dézoomer.": "Faites défiler la molette de la souris vers le haut pour zoomer et vers le bas pour dézoomer.", "Faites glisser les portraits d'unités situés en haut de l'écran pour modifier l'ordre de leurs raccourcis.": "Faites glisser les portraits d'unités situés en haut de l'écran pour modifier l'ordre de leurs raccourcis.", "Falaises épineuses": "Falaises épineuses", "Falaises épineuses - Dungeon Settlers Wiki": "Falaises épineuses - Dungeon Settlers Wiki", "Falaises épineuses icon": "Icône Falaises épineuses", "Fallenl Pillar1": "Fallenl Pillar1", "Fallenl Pillar1 - Dungeon Settlers Wiki": "Pilier tombé 1 - Dungeon Settlers Wiki", "Farine d'os": "Farine d'os", "Farine d'os - Dungeon Settlers Wiki": "Farine d'os - Dungeon Settlers Wiki", "Farine d'os icon": "Farine d'os icon", "Farm (1)": "Ferme (1)", "Farmed": "Cultivé", "Farming one floor to 0": "Farmer un étage jusqu'à 0", "FarmingCapability": "FarmingCapability", "FarmingTable.json": "FarmingTable.json", "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "Distance maximale en cases que cette attaque peut atteindre. 1 = corps à corps (adjacent).", "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "Distance maximale en cases que cette compétence peut atteindre. 1 = mêlée (adjacent) ; 0 = soi-même / centré sur le lanceur.", "Fast learner but burns out: Humans gain the": "Apprend vite mais s'épuise : les Humains gagnent le", "Fast learner but burns out: Humans gain the [Growth Fatigue] debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "Apprend vite mais s'épuise : les Humains reçoivent le malus [Growth Fatigue] une fois l'expérience maximale atteinte, un inconvénient d'équilibrage pour leur montée en niveau plus rapide.", "FatUnisex": "FatUnisex", "Fatigue de croissance": "Fatigue de croissance", "Fatigue de croissance - Dungeon Settlers Wiki": "Fatigue de croissance - Dungeon Settlers Wiki", "Fatigue de croissance icon": "Icône Fatigue de croissance", "Faylen, Rubarae, Elyon, Imizael, Ashera, Phelorna, Zilyana, Vianola, Alyndra, Serhael, Lisariel, Taelwis, Elysael, Myrwen, Calienna, Oriella, Ellarien, Kaerisa, Liandra, Sereilia, Orphia, Velinea, Arisael, Calienna, Sylarena, Iola, Ellawien, Tyriel, Myrseira, Rovellian, Adriel, Serianna, Calisera, Ellphia, Naerolin, Bielisa, Ariella, Letisia, Siluena, Perianna, Iseria, Oraphilia, Elenora, Sailena, Lubiena, Abelisa, Ari, Ira, Luna, Niel, Sael, Ella, Lani, Mira, Risa, Nora, Adela, Calian, Elisa, Rianna, Durie, Velia, Tirael, Sophira, Zenia, Rosera": "Faylen, Rubarae, Elyon, Imizael, Ashera, Phelorna, Zilyana, Vianola, Alyndra, Serhael, Lisariel, Taelwis, Elysael, Myrwen, Calienna, Oriella, Ellarien, Kaerisa, Liandra, Sereilia, Orphia, Velinea, Arisael, Calienna, Sylarena, Iola, Ellawien, Tyriel, Myrseira, Rovellian, Adriel, Serianna, Calisera, Ellphia, Naerolin, Bielisa, Ariella, Letisia, Siluena, Perianna, Iseria, Oraphilia, Elenora, Sailena, Lubiena, Abelisa, Ari, Ira, Luna, Niel, Sael, Ella, Lani, Mira, Risa, Nora, Adela, Calian, Elisa, Rianna, Durie, Velia, Tirael, Sophira, Zenia, Rosera", "Feature request": "Demande de fonctionnalité", "Feedback": "Retours", "Feedback & Bug Reports": "Retours et rapports de bugs", "Feedback & Bug Reports - Dungeon Settlers Wiki": "Retours et rapports de bugs - Dungeon Settlers Wiki", "FeedingWorkload": "FeedingWorkload", "Feels damp and slippery to the touch.": "Se sent humide et glissant au toucher.", "Female": "Femelle", "Female Gloth Random1": "Gloth femelle Random1", "Female Gloth Random2": "Female Gloth Random2", "FemaleGloth": "FemaleGloth", "Female_Aggressive": "Female_Aggressive", "Female_Cautious": "Female_Cautious", "Female_Cool": "Female_Cool", "Female_Kind": "Female_Kind", "Female_leisurely": "Female_leisurely", "Ferme": "Ferme", "Ferme - Dungeon Settlers Wiki": "Ferme - Dungeon Settlers Wiki", "Fertile Farmland 1": "Terres agricoles fertiles 1", "Fertile Farmland 2": "Terres agricoles fertiles 2", "Fertile Farmland 3": "Terres agricoles fertiles 3", "Fertile Farmland 4": "Terres agricoles fertiles 4", "Fertile Farmland 5": "Terres agricoles fertiles 5", "Fertilité": "Fertilité", "Fertilité - Dungeon Settlers Wiki": "Fertilité - Dungeon Settlers Wiki", "Fertilité icon": "Fertilité icon", "Festering Burrow Common Combat Middle1": "Festering Burrow Common Combat Middle1", "Festering Burrow Common Combat Middle2": "Festering Burrow Common Combat Middle2", "Festering Burrow Common Combat Middle4": "Festering Burrow Common Combat Middle4", "Festering Burrow Common Combat Middle5": "Festering Burrow Common Combat Middle5", "Festering Burrow Common Combat Middle6": "Festering Burrow Common Combat Middle6", "Festering Burrow Common Combat Middle7": "Festering Burrow Common Combat Middle7", "Festering Burrow Common Combat Small1": "Festering Burrow Common Combat Small1", "Festering Burrow Common Combat Small3": "Festering Burrow Common Combat Small3", "Festering Burrow Common Combat Small4": "Festering Burrow Common Combat Small4", "Festering Burrow Common Core1": "Festering Burrow Common Core1", "Festering Burrow Common Elite Elder Gloth1": "Festering Burrow Common Elite Elder Gloth1", "Festering Burrow Common Elite Middle1": "Festering Burrow Common Elite Middle1", "Festering Burrow Common Elite Treasure Luxurious1": "Festering Burrow Common Elite Treasure Luxurious1", "Festering Burrow Common Elite Treasure Luxurious2": "Festering Burrow Common Elite Treasure Luxurious2", "Festering Burrow Common Elite Treasure Modest1": "Festering Burrow Common Elite Treasure Modest1", "Festering Burrow Common Elite Treasure Sturdy1": "Festering Burrow Common Elite Treasure Sturdy1", "Festering Burrow Common Elite Treasure Sturdy2": "Festering Burrow Common Elite Treasure Sturdy2", "Festering Burrow Common Event Abandoned Campsite": "Festering Burrow Common Event Abandoned Campsite", "Festering Burrow Common Event Abandoned Room1": "Festering Burrow Common Event Abandoned Room1", "Festering Burrow Common Event Codex Level2": "Festering Burrow Common Event Codex Level2", "Festering Burrow Common Event Devric Worship Site": "Festering Burrow Common Event Devric Worship Site", "Festering Burrow Common Event Dirty Corpses": "Festering Burrow Common Event Dirty Corpses", "Festering Burrow Common Event Discarded Magic Power Device": "Festering Burrow Common Event Discarded Magic Power Device", "Festering Burrow Common Event Discarded Specimen": "Festering Burrow Common Event Discarded Specimen", "Festering Burrow Common Event Goblin Village Stage1": "Festering Burrow Common Event Goblin Village Stage1", "Festering Burrow Common Event Goblin Village Stage2": "Festering Burrow Common Event Goblin Village Stage2", "Festering Burrow Common Event Junk Heap1": "Festering Burrow Common Event Junk Heap1", "Festering Burrow Common Event Junk Heap2": "Festering Burrow Common Event Junk Heap2", "Festering Burrow Common Event Junk Heap3": "Festering Burrow Common Event Junk Heap3", "Festering Burrow Common Event Magic Scrap Pile": "Festering Burrow Common Event Magic Scrap Pile", "Festering Burrow Common Event Meat Grub1": "Festering Burrow Common Event Meat Grub1", "Festering Burrow Common Event Meat Grub2": "Festering Burrow Common Event Meat Grub2", "Festering Burrow Common Event Merchant": "Festering Burrow Common Event Merchant", "Festering Burrow Common Event Strange Niche": "Festering Burrow Common Event Strange Niche", "Festering Burrow Common Event Xenon": "Festering Burrow Common Event Xenon", "Festering Burrow Common Goddess": "Festering Burrow Common Goddess", "Festering Burrow Common Hard Combat Middle1": "Festering Burrow Common Hard Combat Middle1", "Festering Burrow Common Hard Combat Middle2": "Festering Burrow Common Hard Combat Middle2", "Festering Burrow Common Resource Copper": "Festering Burrow Common Resource Copper", "Festering Burrow Common Resource Dirt Rock1": "Festering Burrow Common Resource Dirt Rock1", "Festering Burrow Common Resource Dirt Rock2": "Festering Burrow Common Resource Dirt Rock2", "Festering Burrow Common Resource Dirt Rock3": "Festering Burrow Common Resource Dirt Rock3", "Festering Burrow Common Resource Mushroom": "Festering Burrow Common Resource Mushroom", "Festering Burrow Common Treasure Luxurious1": "Festering Burrow Common Treasure Luxurious1", "Festering Burrow Common Treasure Modest1": "Festering Burrow Common Treasure Modest1", "Festering Burrow Common Treasure Sturdy1": "Festering Burrow Common Treasure Sturdy1", "Festering Burrow Common Treasure Sturdy2": "Festering Burrow Common Treasure Sturdy2", "Festering Burrow F1-F3": "Terrier purulent F1-F3", "Festering Burrow F1-F4": "Terrier purulent F1-F4", "Festering Burrow F2": "Terrier purulent F2", "Festering Burrow F2-F4": "Terrier purulent F2-F4", "Festering Burrow F3-F4": "Terrier purulent F3-F4", "Festering Burrow F4": "Terrier purulent F4", "Festering Burrow F5": "Terrier purulent F5", "Festering Burrow Merchant": "Marchand du Terrier purulent", "Festering Burrow Merchant - Dungeon Settlers Wiki": "Marchand du Terrier purulent - Dungeon Settlers Wiki", "Festering Burrow Merchant icon": "Marchand du Terrier purulent icon", "Festering Burrow Phase1 Combat1": "Festering Burrow Phase1 Combat1", "Festering Burrow Phase1 Combat2": "Festering Burrow Phase1 Combat2", "Festering Burrow Phase1 Combat3": "Festering Burrow Phase1 Combat3", "Festering Burrow Phase1 Hard Combat1": "Festering Burrow Phase1 Hard Combat1", "Festering Burrow Phase1 Hard Combat2": "Festering Burrow Phase1 Hard Combat2", "Festering Burrow Phase1 Hard Combat3": "Festering Burrow Phase1 Hard Combat3", "Festering Burrow Phase2 Combat1": "Festering Burrow Phase2 Combat1", "Festering Burrow Phase2 Combat2": "Festering Burrow Phase2 Combat2", "Festering Burrow Phase2 Combat3": "Festering Burrow Phase2 Combat3", "Festering Burrow Phase2 Combat4": "Festering Burrow Phase2 Combat4", "Festering Burrow Phase2 Combat5": "Festering Burrow Phase2 Combat5", "Festering Burrow Phase2 Hard Combat1": "Festering Burrow Phase2 Hard Combat1", "Festering Burrow Phase2 Hard Combat2": "Festering Burrow Phase2 Hard Combat2", "Festering Burrow Phase2 Hard Combat3": "Festering Burrow Phase2 Hard Combat3", "Festering Burrow Phase2 Hard Combat4": "Festering Burrow Phase2 Hard Combat4", "Festering Burrow Phase3 Combat1": "Festering Burrow Phase3 Combat1", "Festering Burrow Phase3 Combat2": "Festering Burrow Phase3 Combat2", "Festering Burrow Phase3 Combat3": "Festering Burrow Phase3 Combat3", "Festering Burrow Phase3 Combat4": "Festering Burrow Phase3 Combat4", "Festering Burrow Phase3 Combat5": "Festering Burrow Phase3 Combat5", "Festering Burrow Phase3 Combat6": "Festering Burrow Phase3 Combat6", "Festering Burrow Phase3 Hard Combat1": "Festering Burrow Phase3 Hard Combat1", "Festering Burrow Phase3 Hard Combat2": "Festering Burrow Phase3 Hard Combat2", "Festering Burrow Phase3 Hard Combat3": "Festering Burrow Phase3 Hard Combat3", "Festering Burrow Phase4 Combat1": "Festering Burrow Phase4 Combat1", "Festering Burrow Phase4 Combat2": "Festering Burrow Phase4 Combat2", "Festering Burrow Phase4 Combat3": "Festering Burrow Phase4 Combat3", "Festering Burrow Phase4 Combat4": "Festering Burrow Phase4 Combat4", "Festering Burrow Phase4 Combat5": "Festering Burrow Phase4 Combat5", "Festering Burrow Phase4 Hard Combat1": "Festering Burrow Phase4 Hard Combat1", "Festering Burrow Phase4 Hard Combat2": "Festering Burrow Phase4 Hard Combat2", "Festering Burrow Phase4 Hard Combat3": "Festering Burrow Phase4 Hard Combat3", "Festering Burrow Phase4 Hard Combat4": "Festering Burrow Phase4 Hard Combat4", "Festering Burrow Phase4 Hard Combat5": "Festering Burrow Phase4 Hard Combat5", "Festering Burrow Safe Floor Giant Stone Golem": "Festering Burrow Safe Floor Giant Stone Golem", "Festering Burrow is unreachable in the stock demo": "le Terrier purulent est inaccessible dans la démo d'origine", "Festering Burrow never unlocks": "le Terrier purulent ne se déverrouille jamais", "Festering Burrow only opens after The Veil of Silence is cleared. In the stock demo that clear cannot happen (its boss room needs floor phase 5; the region caps at phase 4), so these routes are reachable only once the region is unlocked - see": "Le Terrier purulent ne s'ouvre qu'après avoir dégagé Le Voile du Silence. Dans la démo de base, ce dégagement est impossible (sa salle de boss nécessite la phase de sol 5 ; la région plafonne à la phase 4), donc ces routes ne sont accessibles qu'une fois la région déverrouillée - voir", "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "Terrier purulent uniquement : les monstres y gagnent +10% de PV max. Cumulable avec la Forêt des Bêtes (région différente). Aucun effet sur le Voile du Silence ou les autres régions.", "Festering Burrow template": "Modèle du Terrier purulent", "Festering Burrow's safe floor is the Golem memorial.": "L'étage sûr du Terrier purulent est le mémorial du Golem.", "Festering Burrow_Phase 1_Normal Battle 1": "Festering Burrow_Phase 1_Normal Battle 1", "Festering Burrow_Phase 1_Normal Battle 2": "Festering Burrow_Phase 1_Normal Battle 2", "Festering Burrow_Phase 2_Normal Battle 1": "Festering Burrow_Phase 2_Normal Battle 1", "Festering Burrow_Phase 2_Normal Battle 2": "Festering Burrow_Phase 2_Normal Battle 2", "Festering Burrow_Phase 3_Normal Battle 1": "Terrier putréfiant_Phase 3_Combat normal 1", "Festering Burrow_Phase 3_Normal Battle 2": "Terrier putréfiant_Phase 3_Combat normal 2", "Festering Burrow_Phase 3_Normal Battle 3": "Festering Burrow_Phase 3_Normal Battle 3", "FesteringBurrow": "FesteringBurrow", "Feu de camp": "Feu de camp", "Feu de camp - Dungeon Settlers Wiki": "Feu de camp - Dungeon Settlers Wiki", "Feu de camp / Poste de cuisine": "Feu de camp / Poste de cuisine", "Feu de camp gobelin": "Feu de camp gobelin", "Feu de camp gobelin - Dungeon Settlers Wiki": "Feu de camp gobelin - Dungeon Settlers Wiki", "Feu de camp icon": "Feu de camp icon", "Fichiers de sauvegarde (avancé) - Dungeon Settlers Wiki": "Fichiers de sauvegarde (avancé) - Dungeon Settlers Wiki", "Fiers guerriers des marais, les Hommes-lézard possèdent des corps puissants et des réflexes foudroyants.": "Fiers guerriers des marais, les Hommes-lézard possèdent des corps puissants et des réflexes foudroyants.", "Fiers guerriers des marais, les Hommes-lézard possèdent des corps puissants et des réflexes foudroyants. Obtiennent Colère végétale en mangeant des aliments végétariens. Ignorent la pénalité de Humeur en mangeant des aliments carnés.": "Fiers guerriers des marais, les Hommes-lézard possèdent des corps puissants et des réflexes foudroyants. Obtiennent Colère végétale en mangeant des aliments végétariens. Ignorent la pénalité de Humeur en mangeant des aliments carnés.", "Fighter 2 + Slime 3 = 35.5": "Fighter 2 + Slime 3 = 35.5", "Fighter 3 + Thrower 1 = 28.5": "Fighter 3 + Thrower 1 = 28.5", "File": "Fichier", "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "Les remplissages/chevauchements sont approximatifs : l'attaque de base et les lancers de compétences sont additionnés comme des flux indépendants, pas une chronologie précise à l'image près.", "Fills hunger and gains mood.": "Comble la faim et améliore l'Humeur.", "Filter backgrounds by the stat bonus they grant": "Filtrer les arrière-plans par le bonus de stat qu'ils accordent", "Filter backgrounds or trees...": "Filtrer les arrière-plans ou les arbres...", "Filter buildings...": "Filtrer les bâtiments...", "Filter by item, node or monster...": "Filtrer par objet, gisement ou monstre...", "Filter by key or comment...": "Filtrer par clé ou commentaire...", "Filter by name or dropped item...": "Filtrer par nom ou objet lâché...", "Filter by name or trait...": "Filtrer par nom ou par trait...", "Filter events...": "Filtrer les événements...", "Filter research...": "Filtrer les recherches...", "Filter resolutions...": "Filtrer les résolutions...", "Filter tables...": "Filtrer les tables...", "Filter the grid below by name or effect...": "Filtrez la grille ci-dessous par nom ou effet...", "Filter...": "Filtrer...", "Filthy Corpse Pile Room": "Salle de Pile de Cadavres Souillée", "Filthy Corpse Pile Room - Dungeon Settlers Wiki": "Salle de Tas de Cadavres Sales - Dungeon Settlers Wiki", "Fin de jeu - Vitrine": "Fin de jeu - Vitrine", "Fin de quête d'Endrossi 1": "Fin de quête d'Endrossi 1", "Fin de quête d'Endrossi 1 - Dungeon Settlers Wiki": "Fin de quête d'Endrossi 1 - Dungeon Settlers Wiki", "Fin de quête d'Endrossi 2": "Fin de quête d'Endrossi 2", "Fin de quête d'Endrossi 2 - Dungeon Settlers Wiki": "Fin de quête d'Endrossi 2 - Dungeon Settlers Wiki", "Fin de quête de Perion 1": "Fin de quête de Perion 1", "Fin de quête de Perion 1 - Dungeon Settlers Wiki": "Fin de quête de Perion 1 - Dungeon Settlers Wiki", "Fin de quête de Zenon 1": "Fin de quête de Zenon 1", "Fin de quête de Zenon 1 - Dungeon Settlers Wiki": "Fin de quête de Zenon 1 - Dungeon Settlers Wiki", "Fin de quête de Zenon 2": "Fin de quête de Zenon 2", "Fin de quête de Zenon 2 - Dungeon Settlers Wiki": "Fin de quête de Zenon 2 - Dungeon Settlers Wiki", "Fin de quête de Zenon 3": "Fin de quête de Zenon 3", "Fin de quête de Zenon 3 - Dungeon Settlers Wiki": "Fin de quête de Zenon 3 - Dungeon Settlers Wiki", "Fin de quête de Zenon 4": "Fin de quête de Zenon 4", "Fin de quête de Zenon 4 - Dungeon Settlers Wiki": "Fin de quête de Zenon 4 - Dungeon Settlers Wiki", "Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills)": "Valeur par défaut du système de statistiques finales (Attention : selon la conception actuelle, les statistiques de Vie doivent avoir leur valeur par défaut fixée à 0, car la valeur de base sera gérée plus tard par les compétences)", "Final Stat system default value (Displayed as F0)": "Valeur par défaut du système de statistiques finales (affichée sous la forme F0)", "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "Valeur par défaut du système de statistique finale (affichée comme F0) Montant de récupération par minute (diminue par défaut)", "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "Valeur par défaut du système de Stat finale (Affichée en F0 ; le traitement réel applique DevValueConvertRatio_MovementSpeed)", "Final Stat system default value (Displayed as F1 percent)": "Valeur par défaut du système de statistique finale (affichée en pourcentage F1)", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "Valeur par défaut du système de Stat finale (Affichée en pourcentage F1) NOTE : À changer en Nature", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "Valeur par défaut du système de Stat finale (Affichée en pourcentage F1) NOTE : À changer en Eau", "Final Stat system default value (Displayed as F1)": "Valeur par défaut du système de statistique finale (affichée comme F1)", "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "Valeur par défaut du système de Stat finale (Affichée en F2) Nombre de coups par 1 seconde en temps réel à vitesse 1x", "Final stat": "Statistique finale", "FinalStats_": "FinalStats_", "Finally, I got some recognition.": "Enfin, j'ai reçu une reconnaissance.", "Finally, some recognition.": "Enfin, un peu de reconnaissance.", "Find Endorsi in Le Voile du Silence - she waits in her own event room (": "Trouvez Endorsi dans Le Voile du Silence - elle attend dans sa propre salle d'événement (", "Fine": "De qualité", "FineResult": "FineResult", "Finishing the main story is a separate axis from clearing regions. The": "Terminer l'histoire principale est un axe distinct de la complétion des régions. La", "Fire Battlemage": "Mage de bataille feu", "Fire Cloak + Guard Barrier": "Cape de feu + Barrière défensive", "Fire Cloak is a self-aura: for 10s it burns every adjacent enemy each second and gives you a Barrier worth 150% of Magic Attack Power. Because Burning is a debuff applied to an enemy, each of those per-second applications also fires Guard Barrier (Barrier = 5% Max Health Total, 5s). Against a surrounding pack that is many refreshes per second, keeping a fresh shield stacked on top of Fire Cloak's own. Add Flame of Life (Burst) and every Burning application also heals you 4% of your missing health. The catch, and why this is niche rather than busted: the aura only burns ADJACENT enemies, so it needs a fire mage built to stand in melee range (Fire Battle Mage frees the weapon and you tank up front). A backline fire mage neither procs it reliably nor needs the shield.": "La Cape de feu est une aura personnelle : pendant 10 s, elle brûle chaque ennemi adjacent à chaque seconde et vous donne un Bouclier valant 150 % de la Puissance d'attaque magique. Comme la Combustion est un débuff appliqué à un ennemi, chacune de ces applications par seconde déclenche aussi la Barrière défensive (Bouclier = 5 % des PV max totaux, 5 s). Face à un groupe qui vous entoure, cela fait de nombreux rafraîchissements par seconde, gardant un bouclier frais empilé par-dessus celui de la Cape de feu elle-même. Ajoutez Flamme de vie (Explosion) et chaque application de Combustion vous soigne aussi de 4 % de vos PV manquants. Le hic, et la raison pour laquelle c'est une niche plutôt qu'une combinaison cassée : l'aura ne brûle que les ennemis ADJACENTS, il faut donc un mage de feu conçu pour rester à portée de mêlée (le Mage de combat de feu libère l'arme et vous tankez en première ligne). Un mage de feu d'arrière-ligne ne la déclenche pas de façon fiable et n'a pas besoin du bouclier.", "Fire Cloak re-applies Burning to adjacent enemies once a second, so Guard Barrier re-arms a 5%-max-HP shield once a second (per enemy) while you stand in the pack.": "La Cape de feu réapplique la Combustion aux ennemis adjacents une fois par seconde, si bien que la Barrière défensive réarme un bouclier de 5 % des PV max une fois par seconde (par ennemi) tant que vous restez dans le groupe.", "Fire Magic tree (Become Fire)": "Arbre de magie de feu (Transformez-vous en feu)", "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "Arbre de magie de feu (Écho flamboyant, Incinérer, Explosion)", "Fire Magic tree (Fire Cloak)": "Arbre de Magie de feu (Cape de feu)", "Fire Staff": "Bâton de feu", "Fire staff, or Fire Battle Mage": "Bâton de feu, ou Mage de combat de feu", "FireMagic": "FireMagic", "Fireproof Rat Rematch, 2 enemies ver.": "Revanche Rat Résistant au Feu, version 2 ennemis", "Fireproof Rat Rematch, 2 enemies ver. - Dungeon Settlers Wiki": "Rematch Rat Ignifuge, ver. 2 ennemis - Dungeon Settlers Wiki", "Fireproof Rat Rematch, 2 enemies ver. Requires adequate tanking capability and sustained damage output.": "Fireproof Rat Rematch, version 2 ennemis. Nécessite une capacité de tanking adéquate et une sortie de dégâts soutenue.", "Fireproof Rat Rematch, 2 enemies ver. plan": "Rat Ignifuge - Revanche, 2 ennemis ver. plan", "First Wipe": "Premier anéantissement", "First part:": "Première partie :", "First-time trigger. Opens the handbook topic": "Déclencheur initial. Ouvre la rubrique du manuel", "FirstAffecter_Exhausted": "FirstAffecter_Exhausted", "FirstAffecter_HightStressed": "FirstAffecter_HightStressed", "FirstAffecter_Hungry": "FirstAffecter_Hungry", "FirstAffecter_Overloaded": "FirstAffecter_Overloaded", "FirstAffecter_PlantRage": "FirstAffecter_PlantRage", "FirstAnnihilation": "FirstAnnihilation", "FirstFarmArea": "FirstFarmArea", "FirstItem_GoddessTears": "FirstItem_GoddessTears", "FirstMiniDungeonArea": "FirstMiniDungeonArea", "FirstSettlementCorpse": "FirstSettlementCorpse", "FirstUI_EntityInventory": "FirstUI_EntityInventory", "FirstUI_EntitySkill": "FirstUI_EntitySkill", "Fissure": "Fissure", "Fissure - Dungeon Settlers Wiki": "Fissure - Dungeon Settlers Wiki", "Fissure icon": "Icône Fissure", "Fissure étrange": "Fissure étrange", "Fissure étrange - Dungeon Settlers Wiki": "Fissure étrange - Dungeon Settlers Wiki", "Fit": "Ajuster", "Fit width": "Ajuster à la largeur", "Five tiers compared - material costs, respawns, mood tables": "Cinq niveaux comparés - coûts en matériaux, réapparitions, tables d'humeur", "Fix": "Correction", "Fixe 0": "Fixe 0", "Fixe 1": "Fixe 1", "Fixe 2": "Fixe 2", "Fixe 25": "Fixe 25", "Fixe 26": "Fixe 26", "Fixe 27": "Fixe 27", "Fixe 28": "Fixe 28", "Fixe 29": "Fixe 29", "Fixe 3": "Fixe 3", "Fixe 30": "Fixe 30", "Fixe 31": "Fixe 31", "Fixe 32": "Fixe 32", "Fixe 33": "Fixe 33", "Fixe 34": "Fixe 34", "Fixe 35": "Fixe 35", "Fixe 36": "Fixe 36", "Fixe 37": "Fixe 37", "Fixe 38": "Fixe 38", "Fixe 39": "Fixe 39", "Fixe 4": "Fixe 4", "Fixe 40": "Fixe 40", "Fixe 41": "Fixe 41", "Fixe 42": "Fixe 42", "Fixe 43": "Fixe 43", "Fixe 44": "Fixe 44", "Fixe 45": "Fixe 45", "Fixe 46": "Fixe 46", "Fixe 47": "Fixe 47", "Fixe 48": "Fixe 48", "Fixe 49": "Fixe 49", "Fixe 5": "Fixe 5", "Fixe 6": "Fixe 6", "Fixe 7": "Fixe 7", "Fixe 8": "Fixe 8", "Fixe 9": "Fixe 9", "Fixed": "Fixe", "Fixed candidate presets": "Préréglages de candidats fixes", "Fixed fraction of every hit": "Fraction fixe de chaque coup", "Fixed fraction of melee / magic hits": "Fraction fixe des coups de corps à corps / magiques", "Fixed named settlers and the elf recruit set.": "Colons nommés fixes et ensemble de recrues elfes.", "Fixed recruit candidate presets - race, level, traits, talents.": "Préréglages de candidats au recrutement fixes - race, niveau, traits, talents.", "Fixed value reduction (already agreed upon), Natural reduction while awake, so base value is negative. (250402) - Appli...": "Réduction à valeur fixe (déjà convenue), Réduction naturelle au réveil, donc la valeur de base est négative. (250402) - Appli...", "Fixed-value decrease (already agreed upon). Since it decreases naturally while awake, the default value is negative. (2...": "Diminution à valeur fixe (déjà convenue). Puisqu'elle diminue naturellement en éveil, la valeur par défaut est négative. (2...", "Fixed27": "Fixed27", "Fixed28": "Fixed28", "Fixed29": "Fixed29", "Fixed30": "Fixed30", "Fixed32": "Fixed32", "Fixed33": "Fixed33", "Fixed34": "Fixed34", "Fixed35": "Fixed35", "Fixed36": "Fixed36", "Fixed37": "Fixed37", "Fixed38": "Fixed38", "Fixed39": "Fixed39", "Fixed40": "Fixed40", "Fixed41": "Fixed41", "Fixed45": "Fixed45", "Fixed46": "Fixed46", "Fixed47": "Fixed47", "Fixed48": "Fixed48", "Fixed49": "Fixed49", "Flamme de vie": "Flamme de vie", "Flamme de vie - Dungeon Settlers Wiki": "Flamme de vie - Dungeon Settlers Wiki", "Flamme de vie icon": "Icône Flamme de vie", "Flat": "Fixe", "Flat per stack, ignores shields/barriers, and does not scale with attack power.": "Valeur fixe par cumul, ignore les boucliers/barrières et n'évolue pas avec la puissance d'attaque.", "Flat stat": "Statistique fixe", "Fleur": "Fleur", "Fleur (resource node)": "Fleur (nœud de ressource)", "Fleur (resource node) - Dungeon Settlers Wiki": "Fleur (nœud de ressource) - Dungeon Settlers Wiki", "Fleur (source de ressources)": "Fleur (source de ressources)", "Fleur (source de ressources) - Dungeon Settlers Wiki": "Fleur (source de ressources) - Dungeon Settlers Wiki", "Fleur d'écho": "Fleur d'écho", "Fleur d'écho - Dungeon Settlers Wiki": "Fleur d'écho - Dungeon Settlers Wiki", "Fleur d'écho icon": "Fleur d'écho icon", "Fleur d'écho éclose": "Fleur d'écho éclose", "Fleur d'écho éclose - Dungeon Settlers Wiki": "Fleur d'écho éclose - Dungeon Settlers Wiki", "Flexible and lightweight, suitable for long-term wear.": "Flexible et léger, adapté au port à long terme.", "Flexible et léger, adapté au port prolongé.": "Flexible et léger, adapté au port prolongé.", "FloatValues": "FloatValues", "FloatValues) - it does": "FloatValues) - ils ne", "Floor 1": "Étage 1", "Floor 1 Battle": "Combat étage 1", "Floor 1 Battle - Dungeon Settlers Wiki": "Combat de l'étage 1 - Dungeon Settlers Wiki", "Floor 1 Battle map": "Carte de combat de l'étage 1", "Floor 1 Battle plan": "Plan de combat Étage 1", "Floor 10": "Étage 10", "Floor 10 Battle": "Combat étage 10", "Floor 10 Battle - Dungeon Settlers Wiki": "Combat de l'étage 10 - Dungeon Settlers Wiki", "Floor 10 Battle map": "Carte de combat de l'étage 10", "Floor 10 Battle plan": "Plan de combat Étage 10", "Floor 11": "Étage 11", "Floor 12": "Étage 12", "Floor 13": "Étage 13", "Floor 14": "Étage 14", "Floor 15": "Étage 15", "Floor 16": "Étage 16", "Floor 17": "Étage 17", "Floor 18": "Étage 18", "Floor 19": "Étage 19", "Floor 2": "Étage 2", "Floor 2 Battle": "Combat étage 2", "Floor 2 Battle - Dungeon Settlers Wiki": "Combat de l'étage 2 - Dungeon Settlers Wiki", "Floor 2 Battle map": "Carte de combat de l'étage 2", "Floor 2 Battle plan": "Plan de combat Étage 2", "Floor 20": "Étage 20", "Floor 3": "Étage 3", "Floor 3 Battle": "Combat étage 3", "Floor 3 Battle - Dungeon Settlers Wiki": "Combat de l'étage 3 - Dungeon Settlers Wiki", "Floor 3 Battle map": "Carte de combat de l'étage 3", "Floor 3 Battle plan": "Plan de combat Étage 3", "Floor 3+ Common Horizontal Corridor 1": "Couloir horizontal commun étage 3+ 1", "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "Couloir horizontal commun étage 3+ 1 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 1 map": "Carte du couloir horizontal commun 1 (étage 3+)", "Floor 3+ Common Horizontal Corridor 1 plan": "Plan Couloir horizontal commun Étage 3+ 1", "Floor 3+ Common Horizontal Corridor 2": "Couloir horizontal commun étage 3+ 2", "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "Couloir horizontal commun étage 3+ 2 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 2 map": "Carte du couloir horizontal commun 2 (étage 3+)", "Floor 3+ Common Horizontal Corridor 2 plan": "Plan Couloir horizontal commun Étage 3+ 2", "Floor 3+ Common Horizontal Corridor 3": "Couloir horizontal commun étage 3+ 3", "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "Couloir horizontal commun étage 3+ 3 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 3 map": "Carte du couloir horizontal commun 3 (étage 3+)", "Floor 3+ Common Horizontal Corridor 3 plan": "Plan Couloir horizontal commun Étage 3+ 3", "Floor 3+ Common Vertical Corridor 1": "Couloir vertical commun étage 3+ 1", "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "Couloir vertical commun étage 3+ 1 - Dungeon Settlers Wiki", "Floor 3+ Common Vertical Corridor 1 map": "Carte du Couloir vertical commun 1 (étage 3+)", "Floor 3+ Common Vertical Corridor 1 plan": "Plan Couloir vertical commun Étage 3+ 1", "Floor 3+ Common Vertical Corridor 2": "Couloir vertical commun étage 3+ 2", "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "Couloir vertical commun étage 3+ 2 - Dungeon Settlers Wiki", "Floor 3+ Common Vertical Corridor 2 map": "Carte du Couloir vertical commun 2 (étage 3+)", "Floor 3+ Common Vertical Corridor 2 plan": "Plan Couloir vertical commun Étage 3+ 2", "Floor 4": "Étage 4", "Floor 4 Battle": "Combat étage 4", "Floor 4 Battle - Dungeon Settlers Wiki": "Combat de l'étage 4 - Dungeon Settlers Wiki", "Floor 4 Battle map": "Carte de combat de l'étage 4", "Floor 4 Battle plan": "Plan de combat Étage 4", "Floor 5": "Étage 5", "Floor 5 Battle": "Combat étage 5", "Floor 5 Battle - Dungeon Settlers Wiki": "Combat de l'étage 5 - Dungeon Settlers Wiki", "Floor 5 Battle map": "Carte de combat de l'étage 5", "Floor 5 Battle plan": "Plan de combat Étage 5", "Floor 6": "Étage 6", "Floor 6 Battle": "Combat étage 6", "Floor 6 Battle - Dungeon Settlers Wiki": "Combat de l'étage 6 - Dungeon Settlers Wiki", "Floor 6 Battle map": "Carte de combat de l'étage 6", "Floor 6 Battle plan": "Plan de combat Étage 6", "Floor 7": "Étage 7", "Floor 7 Battle": "Combat étage 7", "Floor 7 Battle - Dungeon Settlers Wiki": "Combat de l'étage 7 - Dungeon Settlers Wiki", "Floor 7 Battle map": "Carte de combat de l'étage 7", "Floor 7 Battle plan": "Plan de combat Étage 7", "Floor 8": "Étage 8", "Floor 8 Battle": "Combat étage 8", "Floor 8 Battle - Dungeon Settlers Wiki": "Combat de l'étage 8 - Dungeon Settlers Wiki", "Floor 8 Battle map": "Carte de combat de l'étage 8", "Floor 8 Battle plan": "Plan de combat Étage 8", "Floor 9": "Étage 9", "Floor 9 Battle": "Combat étage 9", "Floor 9 Battle - Dungeon Settlers Wiki": "Combat de l'étage 9 - Dungeon Settlers Wiki", "Floor 9 Battle map": "Carte de combat de l'étage 9", "Floor 9 Battle plan": "Plan de combat Étage 9", "Floor {#}": "Étage {#}", "Floor {#} (internal phase {#}).": "Étage {#} (phase interne {#}).", "Floor10_Treasure": "Floor10_Treasure", "Floor10_Treasure - Dungeon Settlers Wiki": "Floor10_Treasure - Dungeon Settlers Wiki", "Floor10_Treasure map": "Carte Floor10_Treasure", "Floor10_Treasure plan": "Plan Floor10_Treasure", "Floor11_Treasure": "Floor11_Treasure", "Floor11_Treasure - Dungeon Settlers Wiki": "Floor11_Treasure - Dungeon Settlers Wiki", "Floor15_Treasure": "Floor15_Treasure", "Floor15_Treasure - Dungeon Settlers Wiki": "Floor15_Treasure - Dungeon Settlers Wiki", "Floor1_Treasure": "Floor1_Treasure", "Floor1_Treasure - Dungeon Settlers Wiki": "Floor1_Treasure - Dungeon Settlers Wiki", "Floor1_Treasure map": "Carte Floor1_Treasure", "Floor1_Treasure plan": "Plan Floor1_Treasure", "Floor2_Treasure": "Floor2_Treasure", "Floor2_Treasure - Dungeon Settlers Wiki": "Floor2_Treasure - Dungeon Settlers Wiki", "Floor2_Treasure map": "Carte Floor2_Treasure", "Floor2_Treasure plan": "Plan Floor2_Treasure", "Floor3_Treasure": "Floor3_Treasure", "Floor3_Treasure - Dungeon Settlers Wiki": "Floor3_Treasure - Dungeon Settlers Wiki", "Floor3_Treasure map": "Carte Floor3_Treasure", "Floor3_Treasure plan": "Plan Floor3_Treasure", "Floor4_Treasure": "Floor4_Treasure", "Floor4_Treasure - Dungeon Settlers Wiki": "Floor4_Treasure - Dungeon Settlers Wiki", "Floor4_Treasure map": "Carte Floor4_Treasure", "Floor4_Treasure plan": "Plan Floor4_Treasure", "Floor5_Treasure": "Floor5_Treasure", "Floor5_Treasure - Dungeon Settlers Wiki": "Floor5_Treasure - Dungeon Settlers Wiki", "Floor5_Treasure map": "Carte Floor5_Treasure", "Floor5_Treasure plan": "Plan Floor5_Treasure", "Floor6_Treasure": "Floor6_Treasure", "Floor6_Treasure - Dungeon Settlers Wiki": "Floor6_Treasure - Dungeon Settlers Wiki", "Floor6_Treasure map": "Carte Floor6_Treasure", "Floor6_Treasure plan": "Plan Floor6_Treasure", "Floor7_Treasure": "Floor7_Treasure", "Floor7_Treasure - Dungeon Settlers Wiki": "Floor7_Treasure - Dungeon Settlers Wiki", "Floor7_Treasure map": "Carte Floor7_Treasure", "Floor7_Treasure plan": "Plan Floor7_Treasure", "Floor8_Treasure": "Floor8_Treasure", "Floor8_Treasure - Dungeon Settlers Wiki": "Floor8_Treasure - Dungeon Settlers Wiki", "Floor8_Treasure map": "Carte Floor8_Treasure", "Floor8_Treasure plan": "Plan Floor8_Treasure", "Floor9_Treasure": "Floor9_Treasure", "Floor9_Treasure - Dungeon Settlers Wiki": "Floor9_Treasure - Dungeon Settlers Wiki", "Floor9_Treasure map": "Carte Floor9_Treasure", "Floor9_Treasure plan": "Plan Floor9_Treasure", "FloorDeco": "FloorDeco", "Floor_": "Floor_", "Floors": "Étages", "Floors per region": "Étages par région", "Floraison Solaire": "Floraison Solaire", "Floraison Solaire - Dungeon Settlers Wiki": "Floraison Solaire - Dungeon Settlers Wiki", "Floraison Solaire icon": "icône Floraison Solaire", "Floraison Solaire portée et zone affichées sur une salle de donjon": "Floraison Solaire portée et zone affichées sur une salle de donjon", "Floraison Solaire range and area shown on a dungeon room": "Floraison Solaire portée et zone montrées dans une salle de donjon", "Floraison Sunheart": "Floraison Sunheart", "Floraison Sunheart - Dungeon Settlers Wiki": "Floraison Sunheart - Dungeon Settlers Wiki", "Floraison Sunheart icon": "Icône Floraison Sunheart", "Floraison Sunheart portée et zone affichées sur une salle de donjon": "Floraison Sunheart portée et zone affichées sur une salle de donjon", "Floraison Sunheart range and area shown on a dungeon room": "Floraison Sunheart portée et zone montrées dans une salle de donjon", "Floraison cœur Solaire": "Floraison cœur Solaire", "Floraison cœur Solaire - Dungeon Settlers Wiki": "Floraison cœur Solaire - Dungeon Settlers Wiki", "Floraison cœur Solaire portée et zone affichées sur une salle de donjon": "Floraison cœur Solaire portée et zone affichées sur une salle de donjon", "Floraison du Cœur Solaire": "Floraison du Cœur Solaire", "Floraison du Cœur Solaire - Dungeon Settlers Wiki": "Floraison du Cœur Solaire - Dungeon Settlers Wiki", "Floraison du Cœur Solaire icon": "Floraison du Cœur Solaire icon", "Flow Seeker (Warrior) inflicts Exposed Flaw on the target whenever you use a single-target melee skill. Exposed Flaw is a debuff, so each application fires Guard Barrier. A melee unit that leans on single-target skills therefore refreshes its shield constantly just by attacking. This is the same trigger that feeds Flow Seeker + Blade Spirit, so one passive pays for both your defense (shield) and your offense (guaranteed crits / energy). Both pieces are passive, so it costs no rotation effort.": "Le Chercheur de flux (Guerrier) inflige Faiblesse exposée à la cible chaque fois que vous utilisez une compétence de mêlée monocible. Faiblesse exposée est un débuff, donc chaque application déclenche la Barrière défensive. Une unité de mêlée qui s'appuie sur des compétences monocibles rafraîchit donc son bouclier en permanence rien qu'en attaquant. C'est le même déclencheur qui alimente Chercheur de flux + Esprit de lame, si bien qu'un seul passif paie à la fois votre défense (bouclier) et votre offensive (critiques garantis / énergie). Les deux éléments sont passifs, cela ne coûte donc aucun effort de rotation.", "Flow Seeker + Blade Spirit": "Chercheur de flux + Esprit de lame", "Flow Seeker + Guard Barrier": "Chercheur de flux + Barrière défensive", "Flow Seeker drops Exposed Flaw on the enemy every time you use a single-target melee skill, so Guard Barrier re-arms on every such cast - and the same Exposed Flaw powers the energy loop below.": "Le Chercheur de flux applique Faiblesse exposée à l'ennemi chaque fois que vous utilisez une compétence de mêlée monocible, si bien que la Barrière défensive se réarme à chacun de ces lancers, et la même Faiblesse exposée alimente la boucle d'énergie ci-dessous.", "Flow Seeker's Exposed Flaw makes your hits guaranteed crits; Blade Spirit refunds energy on every melee crit - the only energy-restoring passive in the game. Your attacks pay for themselves.": "La Faiblesse exposée de Chercheur de flux rend vos coups des critiques garantis ; Esprit de lame rembourse de l'énergie à chaque critique au corps à corps, le seul passif qui restaure de l'énergie dans le jeu. Vos attaques se financent d'elles-mêmes.", "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)": "Collier de fleurs +2, Bague Fleur d'Écho +2 & +0,1% régén. PV, Idole oubliée (plus de dégâts à faible humeur)", "Flower Random": "Flower Random", "Flower Remnant": "Flower Remnant", "Flower Remnant - Dungeon Settlers Wiki": "Vestige de fleur - Dungeon Settlers Wiki", "Flux de l'épée": "Flux de l'épée", "Flux de l'épée - Dungeon Settlers Wiki": "Flux de l'épée - Dungeon Settlers Wiki", "Flux de l'épée icon": "Icône Flux de l'épée", "Flux de l'épée portée et zone affichées sur une salle de donjon": "Flux de l'épée portée et zone affichées sur une salle de donjon", "Flux de l'épée range and area shown on a dungeon room": "Flux de l'épée : portée et zone affichées dans une salle de donjon", "Flux de ressources équilibré nécessitant un niveau modéré de stratégie de gestion.": "Flux de ressources équilibré nécessitant un niveau modéré de stratégie de gestion.", "Flux et reflux": "Flux et reflux", "Flux et reflux - Dungeon Settlers Wiki": "Flux et reflux - Dungeon Settlers Wiki", "Flux et reflux icon": "Icône Flux et reflux", "Flèche de fer": "Flèche de fer", "Flèche de fer - Dungeon Settlers Wiki": "Flèche de fer - Dungeon Settlers Wiki", "Flèche de fer icon": "Flèche de fer icon", "Flèche en Arcron": "Flèche en Arcron", "Flèche en Arcron - Dungeon Settlers Wiki": "Flèche en Arcron - Dungeon Settlers Wiki", "Flèche en Arcron icon": "Flèche en Arcron icon", "Flèche en bois": "Flèche en bois", "Flèche en bois - Dungeon Settlers Wiki": "Flèche en bois - Dungeon Settlers Wiki", "Flèche en bois de sang": "Flèche en bois de sang", "Flèche en bois de sang - Dungeon Settlers Wiki": "Flèche en bois de sang - Dungeon Settlers Wiki", "Flèche en bois de sang icon": "Flèche en bois de sang icon", "Flèche en bois icon": "Flèche en bois icon", "Flèche en bois sanguin": "Flèche en bois sanguin", "Flèche en bois sanguin - Dungeon Settlers Wiki": "Flèche en bois sanguin - Dungeon Settlers Wiki", "Flèche en bronze": "Flèche en bronze", "Flèche en bronze - Dungeon Settlers Wiki": "Flèche en bronze - Dungeon Settlers Wiki", "Flèche en bronze icon": "Flèche en bronze icon", "Flèche en carapace": "Flèche en carapace", "Flèche en carapace - Dungeon Settlers Wiki": "Flèche en carapace - Dungeon Settlers Wiki", "Flèche en carapace icon": "Flèche en carapace icon", "Flèche en cuivre": "Flèche en cuivre", "Flèche en cuivre - Dungeon Settlers Wiki": "Flèche en cuivre - Dungeon Settlers Wiki", "Flèche en cuivre icon": "Flèche en cuivre icon", "Flèche en os": "Flèche en os", "Flèche en os - Dungeon Settlers Wiki": "Flèche en os - Dungeon Settlers Wiki", "Flèche en os icon": "Flèche en os icon", "Flèche en étain": "Flèche en étain", "Flèche en étain - Dungeon Settlers Wiki": "Flèche en étain - Dungeon Settlers Wiki", "Flèche en étain icon": "Flèche en étain icon", "Flèches taillées dans les os de bêtes. Légères mais perçantes.": "Flèches taillées dans les os de bêtes. Légères mais perçantes.", "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques égaux à 200% de", "Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of": "Concentrez votre esprit et lancez un projectile enflammé qui inflige des dégâts magiques égaux à 400% de", "Fold all": "Tout replier", "Fold sidebar categories": "Replier les catégories de la barre latérale", "Folds the": "Intègre les", "Fonce rapidement vers la case désignée, puis gagne": "Fonce rapidement vers la case désignée, puis gagne", "Fonce rapidement vers la case désignée, puis gagne Accélération pendant 15 secondes. 2 energy - 15s cooldown Effects: • Accélération (on user): +30% Vitesse d'attaque": "Fonce rapidement vers la case désignée, puis gagne Accélération pendant 15 secondes. 2 énergie - 15s de recharge Effets : • Accélération (sur soi) : +30% Vitesse d'attaque", "Fonce rapidement vers la case désignée, puis gagne Accélération pendant 15 secondes. 2 énergie - 15s de recharge Effets : • Accélération (sur l'utilisateur): +30% Vitesse d'attaque": "Fonce rapidement vers la case désignée, puis gagne Accélération pendant 15 secondes. 2 énergie - 15s de recharge Effets : • Accélération (sur l'utilisateur): +30% Vitesse d'attaque", "Fonctionnalité non implémentée": "Fonctionnalité non implémentée", "Food & Mood": "Nourriture et humeur", "Food & Mood - Dungeon Settlers Wiki": "Nourriture et Humeur - Dungeon Settlers Wiki", "Food & Mood guide": "Guide Nourriture et Humeur", "Food penalty": "Malus de nourriture", "Food quality requirement by level": "Exigence de qualité de nourriture par niveau", "FoodHolding": "FoodHolding", "FoodIntake": "FoodIntake", "FoodPenalty": "FoodPenalty", "FoodWarningDays": "FoodWarningDays", "FootStep": "FootStep", "Footprint": "Emprise au sol", "Footstep ×4, Death ×1": "Footstep ×4, Death ×1", "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.", "For 180 seconds, attack speed increases by 50%.": "Pendant 180 secondes, la vitesse d'attaque augmente de 50%.", "For 180 seconds, critical hit rate increases by 50%": "Pendant 180 secondes, le taux de coup critique augmente de 50%", "For 180 seconds, evasion rate increases by 50%": "Pendant 180 secondes, le taux d'esquive augmente de 50%", "For 180 seconds, hit rate increases by 50%": "Pendant 180 secondes, le taux de précision augmente de 50%", "For 180 seconds, lifesteal increases by 35%.": "Pendant 180 secondes, le vol de vie augmente de 35%.", "For 180 seconds, magic attack power increases by 70%": "Pendant 180 secondes, la puissance d'attaque magique augmente de 70%", "For 180 seconds, magic resistance increases by 50%": "Pendant 180 secondes, la résistance magique augmente de 50%", "For 180 seconds, movement speed increases by 70%.": "Pendant 180 secondes, la vitesse de déplacement augmente de 70%.", "For 180 seconds, physical attack power increases by 70%": "Pendant 180 secondes, la puissance d'attaque physique augmente de 70%", "For 180 seconds, physical resistance increases by 50%": "Pendant 180 secondes, la résistance physique augmente de 50%", "For 180 seconds, skill cooldown reduction increases by 30%.": "Pendant 180 secondes, la réduction du temps de recharge des compétences augmente de 30%.", "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.", "For AI agents & tools": "Pour les agents et outils IA", "For Alert use: appropriate number of days' worth of food to keep on hand": "Pour l'usage des Alertes : nombre de jours de nourriture approprié à garder en réserve", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not f...": "Pour un bref instant, il semble que ta persuasion ait calmé la salle, mais le mécontentement des membres de l'expédition ne...", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily. {0} raises their voice once again. \"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\" The complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes. The situation grows ever more precarious, and the expedition members' stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.": "Pour un bref instant, il semble que ta persuasion ait calmé la salle, mais le mécontentement des membres de l'expédition ne s'efface pas aussi facilement. {0} lève la voix à nouveau. « N'essaie plus de nous apaiser avec des paroles douces ! Nous en avons déjà enduré assez, et le moment d'écouter tranquillement les discours est bien passé ! » Les plaintes ne font que devenir plus fortes, et la tension dans la salle s'intensifie davantage. Malheureusement, ta tentative a échoué, et ils continuent à te fixer avec colère et épuisement dans leurs yeux. La situation devient de plus en plus précaire, et le stress des membres de l'expédition semble prêt à exploser à tout moment. À la fin de la discussion, rien n'a été résolu, ne laissant qu'un silence lourd dans l'air.", "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "À l'inverse, quelques \"plafonds\" souvent supposés n'ont aucune limite dans les données du jeu :", "For day display": "Pour l'affichage du jour", "For people of the continent, having no proper place to pray to the Goddess is something to...": "Pour les gens du continent, ne pas avoir un endroit convenable pour prier la Déesse est quelque chose...", "For some reason, it has awakened to magic.": "Pour une raison quelconque, il s'est éveillé à la magie.", "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "Pour l'usage dans la fenêtre d'alerte du donjon : au moins un objet équipé a une durabilité inférieure ou égale à {0}", "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "Pour l'usage dans la fenêtre d'alerte du donjon : il n'y a pas de quantité minimale de flèches nécessaire par unité", "For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target...": "Pendant {0} secondes, les attaques de base sont modifiées pour infliger des dégâts physiques égaux à {1}% de la puissance d'attaque physique à la cible...", "Force": "Force", "Force - Dungeon Settlers Wiki": "Force - Dungeon Settlers Wiki", "Force de volonté": "Force de volonté", "Force de volonté - Dungeon Settlers Wiki": "Force de volonté - Dungeon Settlers Wiki", "Force de volonté icon": "Icône Force de volonté", "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "Forcez les ennemis à vous attaquer, puis convertissez les coups que vous encaissez en Bouclier. Du pur tanking de première ligne.", "Force enemies to hit you, then turn 20% of every hit you take into Barrier. The taunt is itself a debuff, so it fires Guard Barrier too.": "Forcez les ennemis à vous frapper, puis transformez 20 % de chaque coup que vous encaissez en Bouclier. La provocation est elle-même un débuff, elle déclenche donc aussi la Barrière défensive.", "Force icon": "Icône Force", "ForceRestEnoughSleepCondition": "ForceRestEnoughSleepCondition", "Forced region": "Région forcée", "Forces the target to attack whoever taunted it first.": "Force la cible à attaquer en priorité celui qui l'a provoquée.", "Forest": "Forest", "Forest Bush Random": "Forest Bush Random", "Forest Bush Remnant": "Forest Bush Remnant", "Forest Bush Remnant - Dungeon Settlers Wiki": "Vestige de buisson forestier - Dungeon Settlers Wiki", "Forest Godness Ancient Wall": "Forest Godness Ancient Wall", "Forest Godness Ancient Wall - Dungeon Settlers Wiki": "Mur ancien de la déesse de la forêt - Dungeon Settlers Wiki", "Forest Godness Ancient Wall2": "Forest Godness Ancient Wall2", "Forest Godness Ancient Wall2 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la forêt 2 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall3": "Forest Godness Ancient Wall3", "Forest Godness Ancient Wall3 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la forêt 3 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall4": "Forest Godness Ancient Wall4", "Forest Godness Ancient Wall4 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la forêt 4 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall5": "Forest Godness Ancient Wall5", "Forest Godness Ancient Wall5 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la forêt 5 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall6": "Forest Godness Ancient Wall6", "Forest Godness Ancient Wall6 - Dungeon Settlers Wiki": "Mur ancien de la déesse de la forêt 6 - Dungeon Settlers Wiki", "Forest Godness Pillar": "Forest Godness Pillar", "Forest Godness Pillar - Dungeon Settlers Wiki": "Pilier de la déesse de la forêt - Dungeon Settlers Wiki", "Forest Godness Pillar2": "Forest Godness Pillar2", "Forest Godness Pillar2 - Dungeon Settlers Wiki": "Pilier de la déesse de la forêt 2 - Dungeon Settlers Wiki", "Forest of Beasts +20%": "Forêt des Bêtes +20%", "Forest of Beasts GAMESYSTEM_Environment_{affecterName}": "Forêt des bêtes GAMESYSTEM_Environment_{affecterName}", "Forest's Teaching GAMESYSTEM_Environment_{affecterName}": "Enseignement de la forêt GAMESYSTEM_Environment_{affecterName}", "ForestTeaching": "ForestTeaching", "Forest_": "Forest_", "Forest_Blood": "Forest_Blood", "Forest_Golem": "Forest_Golem", "Forest_Standard": "Forest_Standard", "Forgotten Abyss": "Abîme oublié", "Format": "Format", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1": "Crée une zone qui inflige 80% de puissance d'attaque magique en dégâts magiques à toutes les unités ennemies à portée et applique 1", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1 Saignement for 5 seconds. The attack lasts for 5 strikes.": "Crée une zone qui inflige 80% de puissance d'attaque magique en dégâts magiques à toutes les unités ennemies à portée et applique 1 Saignement pendant 5 secondes. L'attaque dure 5 frappes.", "Formula": "Formule", "Formules de combat - Dungeon Settlers Wiki": "Formules de combat - Dungeon Settlers Wiki", "Fortement surchargé": "Fortement surchargé", "Fortement surchargé - Dungeon Settlers Wiki": "Fortement surchargé - Dungeon Settlers Wiki", "Fortement surchargé icon": "Icône Fortement surchargé", "Fortification": "Fortification", "Fortification - Dungeon Settlers Wiki": "Fortification - Dungeon Settlers Wiki", "Fortification icon": "Icône Fortification", "Fortified + Barrier Resurge (+ Wave Cicle)": "Fortifié + Résurgence de barrière (+ Cycle de vague)", "Fortified adds 20% to every Barrier you gain. Barrier Resurge heals you for 20% of any Barrier that expires unused - so the overflow shields a debuff engine constantly generates are no longer wasted, they become a steady drip of healing. Wave Cicle (Tide) grants 10% cooldown reduction each time you gain a Barrier, so a frequent shield source (Fire Cloak, Guard Barrier) quietly accelerates your whole kit, letting you re-apply debuffs and shields faster - a self-reinforcing loop. All three are passive. On their own they do nothing; on top of a Guard Barrier build they turn debuff-into-shield into debuff-into-shield-plus-heal-plus-haste.": "Fortifié ajoute 20 % à chaque Bouclier que vous gagnez. Résurgence de barrière vous soigne de 20 % de tout Bouclier qui expire sans être utilisé, si bien que les boucliers excédentaires qu'un moteur de débuff génère en permanence ne sont plus gaspillés : ils deviennent un flux régulier de soins. Cycle de vague (Marée) accorde 10 % de réduction du temps de recharge chaque fois que vous gagnez un Bouclier, si bien qu'une source de bouclier fréquente (Cape de feu, Barrière défensive) accélère discrètement tout votre kit, vous permettant de réappliquer débuffs et boucliers plus vite : une boucle qui se renforce elle-même. Les trois sont passifs. Seuls, ils ne font rien ; par-dessus un build de Barrière défensive, ils transforment débuff-en-bouclier en débuff-en-bouclier-plus-soin-plus-hâte.", "Fortifié": "Fortifié", "Fortifié - Dungeon Settlers Wiki": "Fortifié - Dungeon Settlers Wiki", "Fortifié icon": "Icône Fortifié", "Fortress sub-tree (Fortified, Barrier Resurge)": "Sous-arbre de la Forteresse (Fortifié, Résurgence de barrière)", "Fortress sub-tree (Guard Barrier)": "Sous-arbre Forteresse (Barrière de garde)", "Fortress sub-tree (Mocking Grin)": "Sous-arbre Forteresse (Sourire moqueur)", "Forêt des Bêtes": "Forêt des Bêtes", "Forêt des Bêtes - Dungeon Settlers Wiki": "Forêt des Bêtes - Dungeon Settlers Wiki", "Forêt des Bêtes icon": "Forêt des Bêtes icon", "Fou joyeux": "Fou joyeux", "Fou joyeux - Dungeon Settlers Wiki": "Fou joyeux - Dungeon Settlers Wiki", "Fou joyeux icon": "Fou joyeux icône", "Fouet de Gloth": "Fouet de Gloth", "Fouet de Gloth - Dungeon Settlers Wiki": "Fouet de Gloth - Dungeon Settlers Wiki", "Fouet de Gloth icon": "Fouet de Gloth icon", "Fouiller les cadavres souillés": "Fouiller les cadavres souillés", "Fouiller les cadavres souillés - Dungeon Settlers Wiki": "Fouiller les cadavres souillés - Dungeon Settlers Wiki", "Found wrong data, a broken page, or have an idea? Send it here. Reports go to the site owner through an anonymous form endpoint - no email addresses are exposed.": "Vous avez trouvé une donnée erronée, une page cassée, ou avez une idée ? Envoyez-la ici. Les rapports parviennent au propriétaire du site via un point de terminaison de formulaire anonyme : aucune adresse e-mail n'est exposée.", "Four": "Four", "Four - Dungeon Settlers Wiki": "Four - Dungeon Settlers Wiki", "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (Savage Barrier, Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.": "Quatre classes d'armes existent en tant que types d'équipement et possèdent même leurs propres stats d'aptitude de maîtrise d'arme, mais elles sont inutilisables. La **Dague, la Hache et la Lance** ont des entrées d'objets sur plusieurs paliers de métal, mais aucune recette, boutique ou drop, et, point crucial, **aucun nœud d'arbre de compétences du tout**, si bien qu'une unité ne pourrait pas apprendre à s'en servir même si on lui en tendait une. L'**Arbalète** est la moins implémentée : elle a une stat d'aptitude et même une description nommée « Arbre de compétences d'arbalète » (« attaques à distance rapides et précises »), mais **aucun objet arme et aucun carreau n'existe**. Deux sous-arbres sont ébauchés de la même façon : le **Berserker** possède deux nœuds (Barrière Sauvage, Maelström) mais aucune voie d'acquisition, et l'**Unbreakable** est un sous-arbre réservé vide.", "Fournit chaleur et protection dans n'importe quel environnement.": "Fournit chaleur et protection dans n'importe quel environnement.", "Fournit une flamme qui éclaire les zones sombres difficiles à voir.": "Fournit une flamme qui éclaire les zones sombres difficiles à voir.", "Fournit une protection de base.": "Fournit une protection de base.", "Foyer de cuisine de guilde": "Foyer de cuisine de guilde", "Foyer de cuisine de guilde - Dungeon Settlers Wiki": "Foyer de cuisine de guilde - Dungeon Settlers Wiki", "Fracture de la cheville": "Fracture de la cheville", "Fracture de la cheville - Dungeon Settlers Wiki": "Fracture de la cheville - Dungeon Settlers Wiki", "Fracture de la cheville icon": "Fracture de la cheville icône", "Fracture de la cheville portée et zone affichées sur une salle de donjon": "Fracture de la cheville portée et zone affichées sur une salle de donjon", "Fracture de la cheville range and area shown on a dungeon room": "Fracture de la cheville portée et zone affichées dans une salle de donjon", "Fractured Cavern_Phase 1_Hard Battle 1": "Caverne Fracturée_Phase 1_Bataille Difficile 1", "Fractured Cavern_Phase 1_Hard Battle 2": "Caverne Fracturée_Phase 1_Bataille Difficile 2", "Fractured Cavern_Phase 1_Hard Battle 3": "Caverne Fracturée_Phase 1_Combat Difficile 3", "Fractured Cavern_Phase 1_Normal Battle 1": "Caverne Fracturée_Phase 1_Bataille Normale 1", "Fractured Cavern_Phase 1_Normal Battle 2": "Caverne Fracturée_Phase 1_Bataille Normale 2", "Fractured Cavern_Phase 2_Hard Battle 1": "Caverne Fracturée_Phase 2_Bataille Difficile 1", "Fractured Cavern_Phase 2_Hard Battle 2": "Caverne Fracturée_Phase 2_Bataille Difficile 2", "Fractured Cavern_Phase 2_Normal Battle 1": "Caverne Fracturée_Phase 2_Bataille Normale 1", "Fractured Cavern_Phase 2_Normal Battle 2": "Caverne Fracturée_Phase 2_Combat Normal 2", "Fractured Cavern_Phase 3_Hard Battle 1": "Caverne Fracturée_Phase 3_Bataille Difficile 1", "Fractured Cavern_Phase 3_Hard Battle 2": "Caverne Fracturée_Phase 3_Bataille Difficile 2", "Fractured Cavern_Phase 3_Normal Battle 1": "Caverne Fracturée_Phase 3_Bataille Normale 1", "Fractured Cavern_Phase 3_Normal Battle 2": "Caverne Fracturée_Phase 3_Bataille Normale 2", "Fractured Cavern_Phase 3_Normal Battle 3": "Caverne Fracturée_Phase 3_Bataille Normale 3", "Fractured Cavern_Phase 4_Hard Battle 1": "Caverne Fracturée_Phase 4_Bataille Difficile 1", "Fractured Cavern_Phase 4_Hard Battle 2": "Caverne Fracturée_Phase 4_Bataille Difficile 2", "Fractured Cavern_Phase 4_Normal Battle 1": "Caverne Fracturée_Phase 4_Bataille Normale 1", "Fractured Cavern_Phase 4_Normal Battle 2": "Caverne Fracturée_Phase 4_Bataille Normale 2", "Fragile, mais crée des éclats tranchants en se brisant.": "Fragile, mais crée des éclats tranchants en se brisant.", "Fragment d'une poterie ressemblant à un artefact ancien.": "Fragment d'une poterie ressemblant à un artefact ancien.", "Fragment de fresque ancienne": "Fragment de fresque ancienne", "Fragment de fresque ancienne - Dungeon Settlers Wiki": "Fragment de fresque ancienne - Dungeon Settlers Wiki", "Fragment de fresque ancienne icon": "Fragment de fresque ancienne icon", "Frappe la cible avec le pommeau de l'épée, infligeant des dégâts physiques équivalant à 120% de": "Frappe la cible avec le pommeau de l'épée, infligeant des dégâts physiques équivalant à 120% de", "Frappe la cible avec le pommeau de l'épée, infligeant des dégâts physiques équivalant à 120% de Puissance d'attaque physique et appliquant Étourdissement pendant 1 secondes. 3 energy - 6s cooldown Effects: • Étourdissement (on enemy): Impossible d'agir pendant une courte période.": "Frappe la cible avec le pommeau de l'épée, infligeant des dégâts physiques équivalant à 120% de Puissance d'attaque physique et appliquant Étourdissement pendant 1 secondes. 3 énergie - 6s de recharge Effets : • Étourdissement (sur l'ennemi) : Impossible d'agir pendant une courte période.", "Frappe la cible avec le pommeau de l'épée, infligeant des dégâts physiques équivalant à 120% de Puissance d'attaque physique et appliquant Étourdissement pendant 1 secondes. 3 énergie - 6s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période.": "Frappe la cible avec le pommeau de l'épée, infligeant des dégâts physiques équivalant à 120% de Puissance d'attaque physique et appliquant Étourdissement pendant 1 secondes. 3 énergie - 6s de recharge Effets : • Étourdissement (sur l'ennemi): Impossible d'agir pendant une courte période.", "Frappe puissamment avec son bouclier, appliquant": "Frappe puissamment avec son bouclier, appliquant", "Frappe puissamment avec son bouclier, appliquant Provocation aux ennemis dans un rayon de 5 cases pendant 4 secondes. 5 energy - 30s cooldown Effects: • Provocation (on enemy): Attaque en priorité la cible qui t'a provoqué.": "Frappe puissamment avec son bouclier, appliquant Provocation aux ennemis dans un rayon de 5 cases pendant 4 secondes. 5 énergie - recharge 30 s Effets : • Provocation (sur l'ennemi) : Attaque en priorité la cible qui t'a provoqué.", "Frappe puissamment avec son bouclier, appliquant Provocation aux ennemis dans un rayon de 5 cases pendant 4 secondes. 5 énergie - 30s de recharge Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué.": "Frappe puissamment avec son bouclier, appliquant Provocation aux ennemis dans un rayon de 5 cases pendant 4 secondes. 5 énergie - 30s de recharge Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué.", "Frappe sentinelle": "Frappe sentinelle", "Frappe sentinelle - Dungeon Settlers Wiki": "Frappe sentinelle - Dungeon Settlers Wiki", "Frappe sentinelle icon": "Icône de Frappe sentinelle", "Frappe sentinelle portée et zone affichées sur une salle de donjon": "Frappe sentinelle portée et zone affichées sur une salle de donjon", "Frappe sentinelle portée et zone sur une salle de donjon": "Frappe sentinelle portée et zone sur une salle de donjon", "Frappe sentinelle range and area on a dungeon room": "Frappe sentinelle portée et zone dans une salle de donjon", "Frappe sentinelle range and area shown on a dungeon room": "Frappe sentinelle : portée et zone affichées sur une salle de donjon", "Frappe verticalement avec puissance à l'épée à deux mains, infligeant 400% de": "Frappe verticalement avec puissance à l'épée à deux mains, infligeant 400% de", "Frappe verticalement avec puissance à l'épée à deux mains, infligeant 400% de Puissance d'attaque physique à la cible et aux unités situées derrière, et appliquant Étourdissement pendant 1 secondes. Cette attaque peut aussi infliger des dégâts aux alliés. 5 energy - 12s cooldown Effects: • Étourdissement (on units in the area): Impossible d'agir pendant une courte période.": "Frappe verticalement avec puissance à l'épée à deux mains, infligeant 400% de Puissance d'attaque physique à la cible et aux unités situées derrière, et appliquant Étourdissement pendant 1 secondes. Cette attaque peut aussi infliger des dégâts aux alliés. 5 énergie - 12s de recharge Effets : • Étourdissement (sur les unités dans la zone) : Impossible d'agir pendant une courte période.", "Frappe verticalement avec puissance à l'épée à deux mains, infligeant 400% de Puissance d'attaque physique à la cible et aux unités situées derrière, et appliquant Étourdissement pendant 1 secondes. Cette attaque peut aussi infliger des dégâts aux alliés. 5 énergie - 12s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.": "Frappe verticalement avec puissance à l'épée à deux mains, infligeant 400% de Puissance d'attaque physique à la cible et aux unités situées derrière, et appliquant Étourdissement pendant 1 secondes. Cette attaque peut aussi infliger des dégâts aux alliés. 5 énergie - 12s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.", "Frappe verticalement avec puissance à la Grande épée, infligeant 400% de": "Frappe verticalement avec puissance à la Grande épée, infligeant 400% de", "Frappe verticalement avec puissance à la Grande épée, infligeant 400% de Puissance d'attaque physique à la cible et aux unités situées derrière, et appliquant Étourdissement pendant 1 secondes. Cette attaque peut aussi infliger des dégâts aux alliés. 5 énergie - 12s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.": "Frappe verticalement avec puissance à la Grande épée, infligeant 400% de Puissance d'attaque physique à la cible et aux unités situées derrière, et appliquant Étourdissement pendant 1 secondes. Cette attaque peut aussi infliger des dégâts aux alliés. 5 énergie - 12s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.", "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de": "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de", "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de Puissance d'attaque physique en dégâts et applique Lent pendant 2 secondes. 15s cooldown Effects: • Lent (on enemy): -30% Vitesse de déplacement": "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de Puissance d'attaque physique en dégâts et applique Lent pendant 2 secondes. 15s de recharge Effets : • Lent (sur l'ennemi) : -30% Vitesse de déplacement", "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de Puissance d'attaque physique en dégâts et applique Lent pendant 2 secondes. 15s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement": "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de Puissance d'attaque physique en dégâts et applique Lent pendant 2 secondes. 15s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement", "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de Puissance d'attaque physique en dégâts et applique Lent pendant 2 secondes. 15s de recharge Effets : • Lent (sur les unités dans la zone): -30% Vitesse de déplacement": "Frappe violemment le sol, le faisant trembler. Repousse toutes les unités alentour de 3 cases, inflige 200 de Puissance d'attaque physique en dégâts et applique Lent pendant 2 secondes. 15s de recharge Effets : • Lent (sur les unités dans la zone): -30% Vitesse de déplacement", "Free": "Gratuit", "Free - gained by levelling up": "Libre - obtenu en montant de niveau", "Free Save Mode Off - desc": "Mode de sauvegarde libre désactivé - desc", "Free random settler": "Colon aléatoire gratuit", "Free: costs 0 energy, so damage per energy is infinite": "Gratuit : coûte 0 énergie, donc les dégâts par énergie sont infinis", "Fresh": "De base", "Froid, mais fait pour durer.": "Froid, mais fait pour durer.", "Froide au toucher, mais durable dans sa forme.": "Froide au toucher, mais durable dans sa forme.", "From": "De", "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by ": "De <b>{#}:00</b> à <b>{#}:00</b>, la vision chute de ", "From backgrounds (10)": "Depuis les parcours (10)", "From backgrounds (10):": "Depuis les parcours (10) :", "From backgrounds (15)": "From backgrounds (15)", "From backgrounds (15):": "From backgrounds (15):", "From backgrounds (17)": "À partir des antécédents (17)", "From backgrounds (17):": "À partir des personnalités (17) :", "From backgrounds (18)": "Issu des origines (18)", "From backgrounds (18):": "Issu des parcours (18) :", "From backgrounds (19)": "Issu des origines (19)", "From backgrounds (19):": "Issu des historiques (19) :", "From backgrounds (20)": "Issu des origines (20)", "From backgrounds (20):": "Issu des parcours (20) :", "From backgrounds (23)": "Depuis les parcours (23)", "From backgrounds (23):": "Depuis les origines (23) :", "From backgrounds (24)": "Depuis les parcours (24)", "From backgrounds (24):": "Depuis les origines (24) :", "From backgrounds (25)": "Depuis les parcours (25)", "From backgrounds (25):": "Depuis les origines (25) :", "From backgrounds (27)": "Issu des origines (27)", "From backgrounds (27):": "Issu des parcours (27) :", "From backgrounds (5):": "Issu des origines (5) :", "From backgrounds (7)": "Issu des origines (7)", "From backgrounds (7):": "Issu des parcours (7) :", "From backgrounds (8)": "Issu des origines (8)", "From backgrounds (8):": "Issu des historiques (8) :", "From backgrounds (9)": "Issu des origines (9)", "From backgrounds (9):": "Issu des parcours (9) :", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...": "Dès l'enfance, {0} a grandi en maniement de la pioche au cœur des mines. Même face à la poussière étouffante et aux murs de pierre menaçant de s'...", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.": "Dès l'enfance, {0} a grandi en maniement de la pioche au cœur des mines. Même face à la poussière étouffante et aux murs de pierre menaçant de s'effondrer, ils n'ont jamais cessé de travailler, et à chaque filon qu'ils ont ouvert, leur corps s'est renforcé. Pourtant, après avoir passé tant d'années dans l'obscurité, ils ont eu du mal à s'adapter au bruit et à la luminosité de la surface.", "From clan rank 2 only": "À partir du rang de clan 2 seulement", "From there, you can equip. or consume": "À partir de là, vous pouvez équiper ou consommer", "From this character's skills": "Depuis les compétences de ce personnage", "From this character's skills:": "Depuis les compétences de ce personnage :", "From {#} surrounding unit{#}": "De {#} unité{#} à proximité", "Frontline blunt": "Contondant de première ligne", "Frontline fire-mage (niche)": "Mage de feu de première ligne (niche)", "Frosty Handshake (ice boss)": "Poignée de main glacée (boss de glace)", "Fruit Luma consommé": "Fruit Luma consommé", "Fruit Luma consommé - Dungeon Settlers Wiki": "Fruit Luma consommé - Dungeon Settlers Wiki", "Fruit Luma consommé icon": "Fruit Luma consommé icône", "Fruit de Luma": "Fruit de Luma", "Fruit de Luma - Dungeon Settlers Wiki": "Fruit de Luma - Dungeon Settlers Wiki", "Fruit de Luma icon": "Fruit de Luma icon", "Fruit de Luma portée et zone affichées sur une salle de donjon": "Fruit de Luma portée et zone affichées sur une salle de donjon", "Fruit de Luma range and area shown on a dungeon room": "Fruit de Luma : portée et zone affichées sur une salle de donjon", "Fruit ensanglanté": "Fruit ensanglanté", "Fruit ensanglanté - Dungeon Settlers Wiki": "Fruit ensanglanté - Dungeon Settlers Wiki", "Fruit ensanglanté icon": "Fruit ensanglanté icon", "Fruit ensanglanté portée et zone affichées sur une salle de donjon": "Fruit ensanglanté portée et zone affichées sur une salle de donjon", "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "Durée de carburant par unité de durabilité. Indique combien de minutes de jeu de carburant fournit chaque point de durabilité.", "FuelDurationPerDurability": "FuelDurationPerDurability", "Fuir": "Fuir", "Fuir - Dungeon Settlers Wiki": "Fuir - Dungeon Settlers Wiki", "Fuir icon": "Icône de Fuir", "Fuir portée et zone affichées sur une salle de donjon": "Fuir portée et zone affichées sur une salle de donjon", "Fuir portée et zone sur une salle de donjon": "Fuir portée et zone sur une salle de donjon", "Fuir range and area on a dungeon room": "Fuir : portée et zone dans une salle de donjon", "Fuir range and area shown on a dungeon room": "Portée et zone de Fuir affichées sur une salle de donjon", "Fuit dès qu'il perçoit une menace pour sa vie.": "Fuit dès qu'il perçoit une menace pour sa vie.", "Fuit la cible hostile la plus proche.": "Fuit la cible hostile la plus proche.", "Fuit la cible hostile la plus proche. 10s cooldown": "Fuit la cible hostile la plus proche. 10s cooldown", "Fuit la cible hostile la plus proche. 10s de recharge": "Fuit la cible hostile la plus proche. 10s de recharge", "Fuite d'urgence": "Fuite d'urgence", "Fuite d'urgence - Dungeon Settlers Wiki": "Fuite d'urgence - Dungeon Settlers Wiki", "Fuite d'urgence 15s cooldown": "Fuite d'urgence, recharge de 15s", "Fuite d'urgence 15s de recharge": "Fuite d'urgence 15s de recharge", "Fuite d'urgence icon": "Icône de Fuite d'urgence", "Fuite d'urgence portée et zone affichées sur une salle de donjon": "Fuite d'urgence portée et zone affichées sur une salle de donjon", "Fuite d'urgence portée et zone sur une salle de donjon": "Fuite d'urgence portée et zone sur une salle de donjon", "Fuite d'urgence range and area on a dungeon room": "Fuite d'urgence portée et zone dans une salle de donjon", "Fuite d'urgence range and area shown on a dungeon room": "Portée et zone de Fuite d'urgence affichées sur une salle de donjon", "Fuite du gobelin": "Fuite du gobelin", "Fuite du gobelin - Dungeon Settlers Wiki": "Fuite du gobelin - Dungeon Settlers Wiki", "Fuite du gobelin icon": "Icône de Fuite du gobelin", "Fuite du gobelin portée et zone affichées sur une salle de donjon": "Fuite du gobelin portée et zone affichées sur une salle de donjon", "Fuite du gobelin portée et zone sur une salle de donjon": "Fuite du gobelin portée et zone sur une salle de donjon", "Fuite du gobelin range and area on a dungeon room": "Fuite du gobelin portée et zone dans une salle de donjon", "Fuite du gobelin range and area shown on a dungeon room": "Fuite du gobelin : portée et zone affichées sur une salle de donjon", "Full recovery from 0": "Récupération complète depuis 0", "Full soul-stone catalog and taming status:": "Catalogue complet des pierres d'âme et statut d'apprivoisement :", "Full step-by-step walkthrough:": "Guide complet étape par étape :", "Full unit page for": "Page complète de l'unité pour", "Fully calm": "Parfaitement calme", "Funding support is needed.": "Un soutien financier est nécessaire.", "Fureur froide": "Fureur froide", "Fureur froide - Dungeon Settlers Wiki": "Fureur froide - Dungeon Settlers Wiki", "Fureur froide icon": "icône Fureur froide", "Furniture (49)": "Meubles (49)", "Furniture (61)": "Furniture (61)", "Furtivité": "Furtivité", "Furtivité (potion / skill)": "Furtivité (potion / compétence)", "Furtivité - Dungeon Settlers Wiki": "Furtivité - Dungeon Settlers Wiki", "Furtivité icon": "Icône Furtivité", "Future Regions": "Régions futures", "Férocité": "Férocité", "Férocité - Dungeon Settlers Wiki": "Férocité - Dungeon Settlers Wiki", "Férocité icon": "Férocité icône", "GAMESYSTEM_": "GAMESYSTEM_", "GAMESYSTEM_Alert_LowAmmoCount": "GAMESYSTEM_Alert_LowAmmoCount", "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack": "GAMESYSTEM_Campaign_DepletionTerm = 4 320 minutes en jeu (3 jours en jeu) par cumul", "GAMESYSTEM_Dungeon_BuildMaxRegion": "GAMESYSTEM_Dungeon_BuildMaxRegion", "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - plafonne à la phase 4", "GAMESYSTEM_Dungeon_LastAbyessFloor": "GAMESYSTEM_Dungeon_LastAbyessFloor", "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier": "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier", "GAMESYSTEM_Dungeon_UnitForClearRegion": "GAMESYSTEM_Dungeon_UnitForClearRegion", "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance", "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank", "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount", "GAMESYSTEM_EstablishRecruitment_RaceWeights": "GAMESYSTEM_EstablishRecruitment_RaceWeights", "GAMESYSTEM_EstablishRecruitment_TalentSumRange": "GAMESYSTEM_EstablishRecruitment_TalentSumRange", "GAMESYSTEM_Event_RandomInterval": "GAMESYSTEM_Event_RandomInterval", "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*": "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*", "GAMESYSTEM_LevelUp_BuildMaxLevel": "GAMESYSTEM_LevelUp_BuildMaxLevel", "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty": "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty", "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty": "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty", "GAMESYSTEM_Management_DropRateFactorByDifficulty": "GAMESYSTEM_Management_DropRateFactorByDifficulty", "GAMESYSTEM_Player_Idle_Start_Tick": "GAMESYSTEM_Player_Idle_Start_Tick", "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity": "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity", "GAMESYSTEM_Recruitment_RefreshCost": "GAMESYSTEM_Recruitment_RefreshCost", "GAMESYSTEM_Recruitment_UniqueExistingNames": "GAMESYSTEM_Recruitment_UniqueExistingNames", "GAMESYSTEM_Recruitment_UniqueExistingProfiles": "GAMESYSTEM_Recruitment_UniqueExistingProfiles", "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance", "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank", "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount": "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount", "GAMESYSTEM_SandboxRecruitment_RaceWeights": "GAMESYSTEM_SandboxRecruitment_RaceWeights", "GAMESYSTEM_SandboxRecruitment_TalentSumRange": "GAMESYSTEM_SandboxRecruitment_TalentSumRange", "GAMESYSTEM_Trade_PlayerSellDiscount": "GAMESYSTEM_Trade_PlayerSellDiscount", "GAMESYSTEM_Trade_TradeRefreshInterval": "GAMESYSTEM_Trade_TradeRefreshInterval", "Gagne": "Gagne", "Gagne 1": "Gagne 1", "Gagne 1 Carapace pour chaque 60 Énergie récupéré,": "Gagne 1 Carapace pour chaque 60 Énergie récupéré,", "Gagne 1 Carapace pour chaque 60 Énergie récupéré, jusqu'à un maximum de 20 charges.": "Gagne 1 Carapace pour chaque 60 Énergie récupéré, jusqu'à un maximum de 20 charges.", "Gagne 1 Coquille pour chaque 60 Énergie récupéré, jusqu'à un maximum de 20 charges.": "Gagne 1 Coquille pour chaque 60 Énergie récupéré, jusqu'à un maximum de 20 charges.", "Gagne Fortification pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 100% de Puissance d'attaque physique. 7 energy - 30s cooldown Effects: • Fortification (on user): +35% Probabilité de Garde": "Gagne Fortification pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 100% de Puissance d'attaque physique. 7 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur) : +35% Probabilité de Garde", "Gagne Fortification pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 100% de Puissance d'attaque physique. 7 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde": "Gagne Fortification pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 100% de Puissance d'attaque physique. 7 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde", "Gagne Fortification pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 200% de Puissance d'attaque physique. 7 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde": "Gagne Fortification pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 200% de Puissance d'attaque physique. 7 énergie - 30s de recharge Effets : • Fortification (sur l'utilisateur): +35% Probabilité de Garde", "Gagne instantanément 3 de": "Gagne instantanément 3 de", "Gagne instantanément 3 de Force et 3 de Constitution. Restaure 100 Santé actuelle pendant 10 secondes.": "Gagne instantanément 3 de Force et 3 de Constitution. Restaure 100 Santé actuelle pendant 10 secondes.", "Gagne instantanément 3 de Force et 3 de Constitution. Restaure 100 Santé actuelle pendant 10 secondes. Effets : • Mandragore (sur les alliés): Augmentation permanente de la force et de la constitution. +3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.": "Gagne instantanément 3 de Force et 3 de Constitution. Restaure 100 Santé actuelle pendant 10 secondes. Effets : • Mandragore (sur les alliés): Augmentation permanente de la force et de la constitution. +3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.", "Gagne temporairement une petite quantité de Carapace.": "Gagne temporairement une petite quantité de Carapace.", "Gagner de l'argent": "Gagner de l'argent", "Gagner de l'argent - Dungeon Settlers Wiki": "Gagner de l'argent - Dungeon Settlers Wiki", "Gagner de l'argent portée et zone affichées sur une salle de donjon": "Gagner de l'argent portée et zone affichées sur une salle de donjon", "Gagnez": "Gagnez", "Gagnez 20": "Gagnez 20", "Gagnez 20 Carapace pendant 10 secondes. 20s de recharge Effets : • Carapace (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Gagnez 20 Carapace pendant 10 secondes. 20s de recharge Effets : • Carapace (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Gagnez 20 Coquille pendant 10 secondes. 20s cooldown Effects: • Coquille (on the caster): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Gagnez 20 Coquille pendant 10 secondes. Recharge 20s Effets : • Coquille (sur le lanceur) : Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Gagnez 20 Coquille pendant 10 secondes. 20s de recharge Effets : • Coquille (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Gagnez 20 Coquille pendant 10 secondes. 20s de recharge Effets : • Coquille (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Gagnez Célérité et Accélération pendant 30 secondes, et tous les golems de pierre jaune reçoivent le maximum de Art de la charge. 15s cooldown Effects: • Célérité (on the caster): +40% Vitesse de déplacement • Accélération (on the caster): +30% Vitesse d'attaque • L'Art de la Charge (on Golem de pierre jaune): Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.": "Gagnez Célérité et Accélération pendant 30 secondes, et tous les golems de pierre jaune reçoivent le maximum de Art de la charge. 15s de recharge Effets : • Célérité (sur le lanceur) : +40% Vitesse de déplacement • Accélération (sur le lanceur) : +30% Vitesse d'attaque • L'Art de la Charge (sur Golem de pierre jaune) : Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.", "Gagnez Célérité et Accélération pendant 30 secondes, et tous les golems de pierre jaune reçoivent le maximum de Art de la charge. 15s de recharge Effets : • Célérité (sur le lanceur): +40% Vitesse de déplacement • Accélération (sur le lanceur): +30% Vitesse d'attaque • L'Art de la Charge (sur Golem de pierre jaune): Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.": "Gagnez Célérité et Accélération pendant 30 secondes, et tous les golems de pierre jaune reçoivent le maximum de Art de la charge. 15s de recharge Effets : • Célérité (sur le lanceur): +40% Vitesse de déplacement • Accélération (sur le lanceur): +30% Vitesse d'attaque • L'Art de la Charge (sur Golem de pierre jaune): Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.", "Gagnez de l'expérience en vainquant des monstres. Une fois que l'expérience atteint son maximum, vous pouvez": "Gagnez de l'expérience en vainquant des monstres. Une fois que l'expérience atteint son maximum, vous pouvez", "Gain": "Gagne", "Gain Assaut and Immobilisation for {0} seconds.": "Gagnez Assaut et Immobilisation pendant {0} secondes.", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can": "Gagnez de l'XP en vainquant des monstres. Une fois l'XP au maximum, vous pouvez", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can Monter de niveau at the Goddess Statue.": "Gagnez de l'XP en vainquant des monstres. Une fois l'XP au maximum, vous pouvez Monter de niveau à la Statue de Déesse.", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can": "Gagnez de l'expérience en vainquant des monstres. Une fois l'expérience au maximum, vous pouvez", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can Monter de niveau via the Goddess Statue.": "Gagnez de l'expérience en vainquant des monstres. Une fois l'expérience au maximum, vous pouvez Monter de niveau à la Statue de Déesse.", "Gain per level-up (base range)": "Gain par montée de niveau (fourchette de base)", "Gain the": "Subit la", "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "Gagne l'effet Lourd lorsque le poids actuel / poids max est de {0}% ou plus (portion rouge de la jauge de poids)", "Gain the Very Heavy effect when current weight / max weight is {0}% or higher (black portion of the weight gauge) >> 240613 HW: Very Heavy will be removed going forward.": "Gagne l'effet Très lourd lorsque le poids actuel / poids max est de {0}% ou plus (portion noire de la jauge de poids) >> 240613 HW : Très lourd sera retiré à l'avenir.", "Gains": "Gagne", "Gains 10": "Gagne 10", "Gains 10 Carapace for 180 seconds.": "Gagne 10 Carapace pendant 180 secondes.", "Gains 10 Coquille for 180 seconds.": "Confère 10 Coquille pendant 180 secondes.", "Gains Furtivité for 180 seconds.": "Confère Furtivité pendant 180 secondes.", "Gains Renvoi : Corps à corps and Renvoi : Portée for 180 seconds.": "Confère Renvoi : Corps à corps et Renvoi : Portée pendant 180 secondes.", "Game Constants": "Constantes du jeu", "Game Constants - Dungeon Settlers Wiki": "Constantes du jeu - Dungeon Settlers Wiki", "Game build": "Build du jeu", "Game constants": "Constantes du jeu", "Game data table.": "Table de données du jeu.", "Game rules and alerts": "Règles du jeu et alertes", "Game speed, camera, seed, scenario type": "Vitesse du jeu, caméra, graine, type de scénario", "Game speeds": "Vitesses de jeu", "Game system:": "Système de jeu :", "GameGuide": "GameGuide", "GameSpeed": "GameSpeed", "GameSpeed_Decrease": "GameSpeed_Decrease", "GameSpeed_Fast": "GameSpeed_Fast", "GameSpeed_Increase": "GameSpeed_Increase", "GameSpeed_Normal": "GameSpeed_Normal", "GameSpeed_StopOrNormal": "GameSpeed_StopOrNormal", "GameSystemTable": "GameSystemTable", "GameSystemTable.json": "GameSystemTable.json", "Gameplay": "Gameplay", "Gameplay changes": "Changements de gameplay", "Garantit l'activation de la garde lorsqu'on est touché par une attaque au corps à corps.": "Garantit l'activation de la garde lorsqu'on est touché par une attaque au corps à corps.", "Garde de guilde": "Garde de guilde", "Garde de guilde - Dungeon Settlers Wiki": "Garde de guilde - Dungeon Settlers Wiki", "Garde de la ville": "Garde de la ville", "Garde de la ville - Dungeon Settlers Wiki": "Garde de la ville - Dungeon Settlers Wiki", "Garde de la ville icon": "Icône Garde de la ville", "Garde du corps du chef": "Garde du corps du chef", "Garde du corps du chef - Dungeon Settlers Wiki": "Garde du corps du chef - Dungeon Settlers Wiki", "Garde du corps du chef icon": "Garde du corps du chef icône", "Garde l'équipement essentiel des membres de l'expédition en sécurité.": "Garde l'équipement essentiel des membres de l'expédition en sécurité.", "Garde élastique": "Garde élastique", "Garde élastique - Dungeon Settlers Wiki": "Garde élastique - Dungeon Settlers Wiki", "Garde élastique icon": "Icône Garde élastique", "Gardien de la forêt": "Gardien de la forêt", "Gardien de la forêt - Dungeon Settlers Wiki": "Gardien de la forêt - Dungeon Settlers Wiki", "Gardien de la forêt icon": "Gardien de la forêt icône", "Gardien du Marais": "Gardien du Marais", "Gardien du Marais - Dungeon Settlers Wiki": "Gardien du Marais - Dungeon Settlers Wiki", "Gardien du Marais icon": "Gardien du Marais icône", "Garnet (Fire gem upgrade)": "Grenat (amélioration de gemme de Feu)", "Garnet Ore": "Minerai de grenat", "Garnet Ore - Dungeon Settlers Wiki": "Minerai de grenat - Dungeon Settlers Wiki", "Garnet Ore icon": "Minerai de grenat icon", "Gated": "Verrouillé", "Gated Content": "Contenu verrouillé", "Gated Content - Dungeon Settlers Wiki": "Contenu verrouillé - Wiki Dungeon Settlers", "Gated Content - Soul-Stone Taming": "Contenu bloqué - Apprivoisement par pierre d'âme", "Gated Weapon Classes": "Classes d'armes verrouillées", "Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)": "Classes d'armes verrouillées (Dague / Hache / Lance / Arbalète)", "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction.": "Bloquée et la race la moins développée : poids 0, aucun pool de noms et aucune illustration d'aucune sorte (pas même une icône de trait). Son lore est un spoiler qui laisse entrevoir une plus vaste faction antagoniste de races démoniaques.", "Gated content": "Contenu verrouillé", "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art).": "Bloqué. Le poids de recrutement est de 0 à tous les rangs de clan et il n'existe aucun pool de noms procéduraux, donc les Nains ne peuvent être ni générés ni recrutés. Seule une icône de trait existe (pas d'illustration de personnage).", "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.": "Bloquée. Poids 0 et aucun pool de noms, elle ne peut donc pas être recrutée. Des trois races inédites, c'est la plus aboutie côté illustrations (des emplacements d'art réservés pour la tête et le corps existent), ce qui suggère qu'elle pourrait arriver en premier.", "Gather": "Gather", "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "Récolter 9 bois de Ruma - Terminé && Récolter 10 buissons - Terminé", "Gather Mode ({0} or screen bottom-right)": "Mode de récolte ({0} ou écran en bas à droite)", "Gather Started": "Gather Started", "Gather Started - Dungeon Settlers Wiki": "Récolte commencée - Dungeon Settlers Wiki", "Gather Started icon": "Récolte commencée icon", "Gather workload:": "Charge de récolte :", "Gather:": "Récolte :", "Gatherable (66)": "Récoltable (66)", "Gatherable (69)": "Gatherable (69)", "Gathered from": "Obtenu de", "Gathering & world objects": "Récolte et objets du monde", "Gathering progress increases by {0} every tick": "L'avancement de la Récolte augmente de {0} chaque tick", "Gathering_": "Gathering_", "Gazing at the Moon": "Contempler la lune", "Gear": "Équipement", "Gear also": "L'équipement", "Gelé": "Gelé", "Gelé - Dungeon Settlers Wiki": "Gelé - Dungeon Settlers Wiki", "Gelé icon": "Icône Gelé", "Gelée de slime": "Gelée de slime", "Gelée de slime (45.45%)": "Gelée de slime (45.45%)", "Gelée de slime (50%)": "Gelée de slime (50%)", "Gelée de slime (61.22%)": "Gelée de slime (61.22%)", "Gelée de slime (68.97%)": "Gelée de slime (68.97%)", "Gelée de slime (75%)": "Gelée de slime (75%)", "Gelée de slime - Dungeon Settlers Wiki": "Gelée de slime - Dungeon Settlers Wiki", "Gelée de slime icon": "Gelée de slime icon", "Gelée royale": "Gelée royale", "Gelée royale - Dungeon Settlers Wiki": "Gelée royale - Dungeon Settlers Wiki", "Gelée royale icon": "Gelée royale icon", "Gelée royale portée et zone affichées sur une salle de donjon": "Gelée royale portée et zone affichées sur une salle de donjon", "Gelée royale range and area shown on a dungeon room": "Portée et zone de Gelée royale affichées sur une salle de donjon", "Gem Lines": "Lignées de gemmes", "Gem Lines (Crystal upgrades + Gold)": "Lignées de gemmes (améliorations de cristaux + Or)", "Gender": "Genre", "Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under \"Dev-internal changes\". Korean dev text is shown in English - hover any translated value for the original.": "Généré automatiquement en comparant les tables de données du jeu entre les builds Steam. Les entrées renvoient vers la base de données actuelle lorsque le contenu existe encore. Les changements visibles par les joueurs sont listés en premier ; les remaniements réservés au dev (commentaires de dev, champs d'éditeur, brouillons de localisation coréenne) sont regroupés sous « Modifications internes (dev) ». Le texte coréen de dev est affiché en anglais : survolez toute valeur traduite pour voir l'original.", "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "Les recrues générées tirent leur nom de cette liste (clés TEXTKEY_PLAYERNAME).", "Generated when the level-up screen opens (not saved) - reload rerolls them": "Générés à l'ouverture de l'écran de montée de niveau (non sauvegardés) - recharger les relance", "Generation odds by floor": "Probabilités de génération par étage", "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "Thèmes d'étage de générateur et étiquettes de test qui apparaissent dans les données de salle mais ne sont pas des régions d'expédition visitées par le joueur.", "Get Huge Money": "Obtenir une grosse somme d'argent", "Get Huge Money - Dungeon Settlers Wiki": "Beaucoup d'argent - Dungeon Settlers Wiki", "Get Huge Money icon": "Icône de Beaucoup d'argent", "Get Huge Money range and area shown on a dungeon room": "Portée et zone de Beaucoup d'argent affichées sur une salle de donjon", "Get Some Money": "Gagner de l'argent", "Get Some Money - Dungeon Settlers Wiki": "Un peu d'argent - Dungeon Settlers Wiki", "Get Some Money icon": "Icône de Un peu d'argent", "Get Some Money range and area shown on a dungeon room": "Portée et zone de Un peu d'argent affichées sur une salle de donjon", "Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "Constituez un stock de nourriture et installez des lits avant la nuit : dormir par terre donne un bonus de confort bien plus court qu'un lit ou une vraie chambre.", "Get the reward after acquiring the Hell Leech": "Obtiens ta récompense après avoir acquis la Sangsue de l'Enfer", "GetWoundPercentage": "GetWoundPercentage", "Getting Started": "Pour commencer", "Ghh... bon sang !": "Ghh... bon sang !", "Giant Stone Golem Fixed": "Giant Stone Golem Fixed", "Giant Stone Golem Fixed2": "Giant Stone Golem Fixed2", "Giant Stone Golem Phase2": "Giant Stone Golem Phase2", "Giant Stone Golem Phase2 - Dungeon Settlers Wiki": "Golem de pierre géant Phase2 - Dungeon Settlers Wiki", "Giant Stone Golem Phase2 icon": "Golem de pierre géant Phase2 icon", "Giant Stone Golem Random": "Giant Stone Golem Random", "Giant Stone Golem Soul Stone (works)": "Pierre d'âme du Golem de pierre géant (fonctionne)", "GiantStoneGolem": "GiantStoneGolem", "Gisement de cuivre moyen": "Gisement de cuivre moyen", "Gisement de cuivre moyen (resource node)": "Gisement de cuivre moyen (nœud de ressource)", "Gisement de cuivre moyen (resource node) - Dungeon Settlers Wiki": "Gisement de cuivre moyen (resource node) - Dungeon Settlers Wiki", "Gisement de cuivre moyen (source de ressources)": "Gisement de cuivre moyen (source de ressources)", "Gisement de cuivre moyen (source de ressources) - Dungeon Settlers Wiki": "Gisement de cuivre moyen (source de ressources) - Dungeon Settlers Wiki", "Given by NPC": "Donné par PNJ", "Glacier": "Glacier", "Glacier - Dungeon Settlers Wiki": "Glacier - Dungeon Settlers Wiki", "Glacier Drop is a weak Guard Barrier engine": "Chute glaciale est un faible moteur de Barrière défensive", "Glacier icon": "Glacier icon", "GlobalCoolDown": "GlobalCoolDown", "Glorifiez le Soleil !": "Glorifiez le Soleil !", "Glossaire - Dungeon Settlers Wiki": "Glossaire - Dungeon Settlers Wiki", "Glossary": "Glossaire", "Glossary - Dungeon Settlers Wiki": "Glossaire - Dungeon Settlers Wiki", "Gloth": "Gloth", "Gloth Pup Random": "Jeune Gloth Random", "Gloth Victory +10%": "Gloth Victory +10%", "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "Victoire des Gloth GAMESYSTEM_Environment_{affecterName}", "Gloth appelle ses compagnons.": "Gloth appelle ses compagnons.", "Gloth appelle ses compagnons. 60s cooldown": "Gloth appelle ses compagnons. 60s cooldown", "Gloth appelle ses compagnons. 60s de recharge": "Gloth appelle ses compagnons. 60s de recharge", "Gloth docile": "Gloth docile", "Gloth docile - Dungeon Settlers Wiki": "Gloth docile - Dungeon Settlers Wiki", "Gloth docile icon": "Gloth docile icône", "Gloth femelle": "Gloth femelle", "Gloth femelle - Dungeon Settlers Wiki": "Gloth femelle - Dungeon Settlers Wiki", "Gloth femelle de l'Abîme": "Gloth femelle de l'Abîme", "Gloth femelle de l'Abîme - Dungeon Settlers Wiki": "Gloth femelle de l'Abîme - Dungeon Settlers Wiki", "Gloth femelle de l'Abîme variante": "Gloth femelle de l'Abîme variante", "Gloth femelle icon": "Icône Gloth femelle", "Gloth femelle variant": "Gloth femelle variante", "Gloth femelle variante": "Gloth femelle variante", "Gloth l'Ancien": "Gloth l'Ancien", "Gloth l'Ancien - Dungeon Settlers Wiki": "Gloth l'Ancien - Dungeon Settlers Wiki", "Gloth l'Ancien de l'Abîme": "Gloth l'Ancien de l'Abîme", "Gloth l'Ancien de l'Abîme - Dungeon Settlers Wiki": "Gloth l'Ancien de l'Abîme - Dungeon Settlers Wiki", "Gloth l'Ancien de l'Abîme variante": "Gloth l'Ancien de l'Abîme variante", "Gloth l'Ancien icon": "Icône Gloth l'Ancien", "Gloth l'Ancien n'a jamais été vaincu": "Gloth l'Ancien n'a jamais été vaincu", "Gloth l'Ancien n'a jamais été vaincu ➜ Gloth l'Ancien n'a jamais été vaincu": "Gloth l'Ancien n'a jamais été vaincu ➜ Gloth l'Ancien n'a jamais été vaincu", "Gloth l'Ancien variant": "Gloth l'Ancien variante", "Gloth l'Ancien variante": "Gloth l'Ancien variante", "Gloth le Challenger": "Gloth le Challenger", "Gloth le Challenger - Dungeon Settlers Wiki": "Gloth le Challenger - Dungeon Settlers Wiki", "Gloth le Challenger de l'Abîme": "Gloth le Challenger de l'Abîme", "Gloth le Challenger de l'Abîme - Dungeon Settlers Wiki": "Gloth le Challenger de l'Abîme - Dungeon Settlers Wiki", "Gloth le Challenger de l'Abîme variante": "Gloth le Challenger de l'Abîme variante", "Gloth le Challenger icon": "Icône Gloth le Challenger", "Gloth le Challenger variant": "Gloth le Challenger variante", "Gloth le Challenger variante": "Gloth le Challenger variante", "Gloth mâle": "Gloth mâle", "Gloth mâle - Dungeon Settlers Wiki": "Gloth mâle - Dungeon Settlers Wiki", "Gloth mâle de l'Abîme": "Gloth mâle de l'Abîme", "Gloth mâle de l'Abîme - Dungeon Settlers Wiki": "Gloth mâle de l'Abîme - Dungeon Settlers Wiki", "Gloth mâle de l'Abîme variante": "Gloth mâle de l'Abîme variante", "Gloth mâle icon": "Icône Gloth mâle", "Gloth mâle variant": "Gloth mâle variante", "Gloth mâle variante": "Gloth mâle variante", "GlothPup": "GlothPup", "GlothVictory": "GlothVictory", "Go investigate the Acid Bug for me!": "Enquête sur l'Insecte acide pour moi !", "Go investigate the Meat Bug": "Enquête sur le Scarabée des Chairs", "Go investigate the discarded mana device": "Enquête sur le dispositif de mana abandonné", "Go to node": "Aller au nœud", "Gobelet de banquet": "Gobelet de banquet", "Gobelet de banquet - Dungeon Settlers Wiki": "Gobelet de banquet - Dungeon Settlers Wiki", "Gobelet de banquet icon": "Gobelet de banquet icon", "Gobelin": "Gobelin", "Gobelin - Dungeon Settlers Wiki": "Gobelin - Dungeon Settlers Wiki", "Gobelin bagarreur": "Gobelin bagarreur", "Gobelin bagarreur - Dungeon Settlers Wiki": "Gobelin bagarreur - Dungeon Settlers Wiki", "Gobelin bagarreur de l'Abîme": "Gobelin bagarreur de l'Abîme", "Gobelin bagarreur de l'Abîme - Dungeon Settlers Wiki": "Gobelin bagarreur de l'Abîme - Dungeon Settlers Wiki", "Gobelin bagarreur de l'Abîme variante": "Gobelin bagarreur de l'Abîme variante", "Gobelin bagarreur icon": "Icône Gobelin bagarreur", "Gobelin bagarreur variant": "Gobelin bagarreur (variante)", "Gobelin bagarreur variante": "Gobelin bagarreur variante", "Gobelin grand chaman": "Gobelin grand chaman", "Gobelin grand chaman - Dungeon Settlers Wiki": "Gobelin grand chaman - Dungeon Settlers Wiki", "Gobelin grand chaman variante": "Gobelin grand chaman variante", "Gobelin grand-chaman": "Gobelin grand-chaman", "Gobelin grand-chaman (aléatoire)": "Gobelin grand-chaman (aléatoire)", "Gobelin grand-chaman - Dungeon Settlers Wiki": "Gobelin grand-chaman - Dungeon Settlers Wiki", "Gobelin grand-chaman icon": "Icône Gobelin grand-chaman", "Gobelin grand-chaman variant": "Gobelin grand-chaman (variante)", "Gobelin grand-chaman variante": "Gobelin grand-chaman variante", "Gobelin icon": "Gobelin icône", "Gobelin lanceur": "Gobelin lanceur", "Gobelin lanceur - Dungeon Settlers Wiki": "Gobelin lanceur - Dungeon Settlers Wiki", "Gobelin lanceur de l'Abîme": "Gobelin lanceur de l'Abîme", "Gobelin lanceur de l'Abîme - Dungeon Settlers Wiki": "Gobelin lanceur de l'Abîme - Dungeon Settlers Wiki", "Gobelin lanceur de l'Abîme variante": "Gobelin lanceur de l'Abîme variante", "Gobelin lanceur icon": "Icône Gobelin lanceur", "Gobelin lanceur variant": "Gobelin lanceur (variante)", "Gobelin lanceur variante": "Gobelin lanceur variante", "Gobelin ouvrier": "Gobelin ouvrier", "Gobelin ouvrier - Dungeon Settlers Wiki": "Gobelin ouvrier - Dungeon Settlers Wiki", "Gobelin ouvrier de l'Abîme": "Gobelin ouvrier de l'Abîme", "Gobelin ouvrier de l'Abîme - Dungeon Settlers Wiki": "Gobelin ouvrier de l'Abîme - Dungeon Settlers Wiki", "Gobelin ouvrier de l'Abîme variante": "Gobelin ouvrier de l'Abîme variante", "Gobelin ouvrier icon": "Icône Gobelin ouvrier", "Gobelin ouvrier variant": "Gobelin ouvrier (variante)", "Gobelin ouvrier variante": "Gobelin ouvrier variante", "Goblin Brawler Random": "Gobelin bagarreur Random", "Goblin Chief Shaman Aura": "Goblin Chief Shaman Aura", "Goblin Chief Shaman Aura - Dungeon Settlers Wiki": "Goblin Chief Shaman Aura - Dungeon Settlers Wiki", "Goblin Chief Shaman Fixed": "Goblin Chief Shaman Fixed", "Goblin Chief Shaman Random": "Gobelin grand-chaman (aléatoire)", "Goblin Chief Shaman Soul Stack": "Goblin Chief Shaman Soul Stack", "Goblin Chief Shaman Soul Stack - Dungeon Settlers Wiki": "Goblin Chief Shaman Soul Stack - Dungeon Settlers Wiki", "Goblin Corpse1": "Goblin Corpse1", "Goblin Corpse1 - Dungeon Settlers Wiki": "Cadavre de gobelin 1 - Dungeon Settlers Wiki", "Goblin Corpse2": "Goblin Corpse2", "Goblin Corpse2 - Dungeon Settlers Wiki": "Cadavre de gobelin 2 - Dungeon Settlers Wiki", "Goblin Rider Random": "Cavalier gobelin Random", "Goblin Shaman Random": "Chaman gobelin Random", "Goblin Tent1": "Goblin Tent1", "Goblin Tent2": "Goblin Tent2", "Goblin Thrower Random": "Gobelin lanceur Random", "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "Victoire des gobelins GAMESYSTEM_Environment_{affecterName}", "Goblin Worker Random": "Gobelin ouvrier Random", "GoblinBrawler": "GoblinBrawler", "GoblinChiefShaman": "GoblinChiefShaman", "GoblinRider": "GoblinRider", "GoblinShaman": "GoblinShaman", "GoblinVictory": "GoblinVictory", "GoblinWorker": "GoblinWorker", "Goddess": "Déesse", "Goddess Guidance": "Guidance de la déesse", "Goddess Guidance - Dungeon Settlers Wiki": "Guidance de la Déesse - Dungeon Settlers Wiki", "Goddess Guidance icon": "Guidance de la Déesse icon", "Goddess Statue": "Statue de la déesse", "Goddess Statue - Dungeon Settlers Wiki": "Statue de la déesse - Dungeon Settlers Wiki", "Goddess Statue Construction && Level 2 2+ units": "Construction de la Statue Déesse && Niveau 2 2+ unités", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "Bénédiction de la statue de la déesse : votre lanceur de sorts magiques gagne +10% de Puissance d'attaque magique. Cumulable avec Bénédiction physique.", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "Bénédiction de la statue de la déesse : votre lanceur de sorts magiques gagne +10% de Puissance d'attaque magique. Cumulable avec {#}.", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "Bénédiction de la statue de la déesse : votre lanceur de sorts physiques gagne +10% de Puissance d'attaque physique. Cumulable avec Bénédiction magique.", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "Bénédiction de la statue de la déesse : votre lanceur de sorts physiques gagne +10% de Puissance d'attaque physique. Cumulable avec {#}.", "Goddess Statue map": "carte Statue de la déesse", "Goddess Statue plan": "Plan de la statue de la déesse", "Goddess Tears": "Larmes de la Déesse", "Goddess Tears - Dungeon Settlers Wiki": "Larmes de la Déesse - Dungeon Settlers Wiki", "Goddess Tears icon": "Icône de Larmes de la Déesse", "Goddess Tears range and area shown on a dungeon room": "Portée et zone de Larmes de la Déesse affichées sur une salle de donjon", "Goddess statue": "Statue de la déesse", "Gold Mine": "Mine d'Or", "Gold Mine calculator": "Calculateur de la mine d'or", "Gold Mine inscription": "Inscription de la mine d'or", "Gold cap": "Plafond d'or", "Gold from the inscription is capped per expedition. Reaching the cap converts the effect into a flat crit-chance bonus, so the crits keep helping even after the gold stops.": "L'or de l'inscription est plafonné par expédition. Atteindre le plafond transforme l'effet en un bonus fixe de chance de critique, si bien que les critiques restent utiles même après l'arrêt de l'or.", "Gold jewelry tier": "Palier de bijouterie en Or", "Gold necklaces & rings": "Colliers et anneaux en or", "Gold per crit = 10; cap = 2000.": "Or par critique = 10 ; plafond = 2000.", "Gold per critical hit": "Or par coup critique", "Golem de pierre bleue": "Golem de pierre bleue", "Golem de pierre bleue - Dungeon Settlers Wiki": "Golem de pierre bleue - Dungeon Settlers Wiki", "Golem de pierre bleue de l'Abîme": "Golem de pierre bleue de l'Abîme", "Golem de pierre bleue de l'Abîme - Dungeon Settlers Wiki": "Golem de pierre bleue de l'Abîme - Dungeon Settlers Wiki", "Golem de pierre bleue de l'Abîme variante": "Golem de pierre bleue de l'Abîme variante", "Golem de pierre bleue icon": "Icône de Golem de pierre bleue", "Golem de pierre bleue variant": "Golem de pierre bleue (variante)", "Golem de pierre bleue variante": "Golem de pierre bleue variante", "Golem de pierre géant": "Golem de pierre géant", "Golem de pierre géant - Dungeon Settlers Wiki": "Golem de pierre géant - Dungeon Settlers Wiki", "Golem de pierre géant de l'Abîme": "Golem de pierre géant de l'Abîme", "Golem de pierre géant de l'Abîme - Dungeon Settlers Wiki": "Golem de pierre géant de l'Abîme - Dungeon Settlers Wiki", "Golem de pierre géant de l'Abîme variante": "Golem de pierre géant de l'Abîme variante", "Golem de pierre géant icon": "Icône Golem de pierre géant", "Golem de pierre géant variant": "Golem de pierre géant (variante)", "Golem de pierre géant variante": "Golem de pierre géant variante", "Golem de pierre jaune": "Golem de pierre jaune", "Golem de pierre jaune - Dungeon Settlers Wiki": "Golem de pierre jaune - Dungeon Settlers Wiki", "Golem de pierre jaune de l'Abîme": "Golem de pierre jaune de l'Abîme", "Golem de pierre jaune de l'Abîme - Dungeon Settlers Wiki": "Golem de pierre jaune de l'Abîme - Dungeon Settlers Wiki", "Golem de pierre jaune de l'Abîme variante": "Golem de pierre jaune de l'Abîme variante", "Golem de pierre jaune icon": "Icône Golem de pierre jaune", "Golem de pierre jaune variant": "Golem de pierre jaune (variante)", "Golem de pierre jaune variante": "Golem de pierre jaune variante", "Golem de pierre rouge": "Golem de pierre rouge", "Golem de pierre rouge - Dungeon Settlers Wiki": "Golem de pierre rouge - Dungeon Settlers Wiki", "Golem de pierre rouge de l'Abîme": "Golem de pierre rouge de l'Abîme", "Golem de pierre rouge de l'Abîme - Dungeon Settlers Wiki": "Golem de pierre rouge de l'Abîme - Dungeon Settlers Wiki", "Golem de pierre rouge de l'Abîme variante": "Golem de pierre rouge de l'Abîme variante", "Golem de pierre rouge icon": "Icône de Golem de pierre rouge", "Golem de pierre rouge variant": "Golem de pierre rouge (variante)", "Golem de pierre rouge variante": "Golem de pierre rouge variante", "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "Gossgoal revient plus fort. Il faut mettre en place par variation de statistiques, pas seulement par combinaison.", "Gossgoal returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "Gossgoal revient plus fort. Besoin de configurer via la variation de statistiques, pas seulement la combinaison. - Dungeon Settlers Wiki", "Gossgoal returns stronger. Need to set up via stat variation, not just combination. plan": "Gossgoal revient plus fort. Nécessite une mise en place via variation des statistiques, pas seulement la combinaison. plan", "Gossgoal revient plus fort. Il faut mettre en place par variation de statistiques, pas seulement par combinaison. - Dungeon Settlers Wiki": "Gossgoal revient plus fort. Il faut mettre en place par variation de statistiques, pas seulement par combinaison. - Dungeon Settlers Wiki", "Goût de poussière comme son nom l'indique, mais précieuse source d'humidité.": "Goût de poussière comme son nom l'indique, mais précieuse source d'humidité.", "Graine": "Graine", "Graine étrange": "Graine étrange", "Graine étrange - Dungeon Settlers Wiki": "Graine étrange - Dungeon Settlers Wiki", "Graine étrange icon": "Icône Graine étrange", "Graine étrange portée et zone affichées sur une salle de donjon": "Graine étrange portée et zone affichées sur une salle de donjon", "Graine étrange range and area shown on a dungeon room": "Graine étrange portée et zone montrées dans une salle de donjon", "Graines d'avoine fraîchement plantées.": "Graines d'avoine fraîchement plantées.", "Grand arbre tordu": "Grand arbre tordu", "Grand arbre tordu (resource node)": "Grand arbre tordu (nœud de ressource)", "Grand arbre tordu (resource node) - Dungeon Settlers Wiki": "Grand arbre tordu (nœud de ressource) - Dungeon Settlers Wiki", "Grand arbre tordu (source de ressources)": "Grand arbre tordu (source de ressources)", "Grand arbre tordu (source de ressources) - Dungeon Settlers Wiki": "Grand arbre tordu (source de ressources) - Dungeon Settlers Wiki", "Grand gisement de cuivre": "Grand gisement de cuivre", "Grand gisement de cuivre (resource node)": "Grand gisement de cuivre (nœud de ressource)", "Grand gisement de cuivre (resource node) - Dungeon Settlers Wiki": "Grand gisement de cuivre (resource node) - Dungeon Settlers Wiki", "Grand gisement de cuivre (source de ressources)": "Grand gisement de cuivre (source de ressources)", "Grand gisement de cuivre (source de ressources) - Dungeon Settlers Wiki": "Grand gisement de cuivre (source de ressources) - Dungeon Settlers Wiki", "Grand meuble en bois": "Grand meuble en bois", "Grand meuble en bois - Dungeon Settlers Wiki": "Grand meuble en bois - Dungeon Settlers Wiki", "Grand rocher": "Grand rocher", "Grand rocher (resource node)": "Grand rocher (nœud de ressource)", "Grand rocher (resource node) - Dungeon Settlers Wiki": "Grand rocher (resource node) - Dungeon Settlers Wiki", "Grand rocher (source de ressources)": "Grand rocher (source de ressources)", "Grand rocher (source de ressources) - Dungeon Settlers Wiki": "Grand rocher (source de ressources) - Dungeon Settlers Wiki", "Grande Couronne": "Grande Couronne", "Grande Couronne - Dungeon Settlers Wiki": "Grande Couronne - Dungeon Settlers Wiki", "Grande Couronne icon": "Grande Couronne icon", "Grande Pierre gardienne": "Grande Pierre gardienne", "Grande Pierre gardienne - Dungeon Settlers Wiki": "Grande Pierre gardienne - Dungeon Settlers Wiki", "Grande Vigne d'Épines Sombres": "Grande Vigne d'Épines Sombres", "Grande Vigne d'Épines Sombres - Dungeon Settlers Wiki": "Grande Vigne d'Épines Sombres - Dungeon Settlers Wiki", "Grande bibliothèque en bois": "Grande bibliothèque en bois", "Grande bibliothèque en bois - Dungeon Settlers Wiki": "Grande bibliothèque en bois - Dungeon Settlers Wiki", "Grande racine poussiéreuse": "Grande racine poussiéreuse", "Grande racine poussiéreuse (resource node)": "Grande racine poussiéreuse (nœud de ressource)", "Grande racine poussiéreuse (resource node) - Dungeon Settlers Wiki": "Grande racine poussiéreuse (nœud de ressource) - Dungeon Settlers Wiki", "Grande racine poussiéreuse (source de ressources)": "Grande racine poussiéreuse (source de ressources)", "Grande racine poussiéreuse (source de ressources) - Dungeon Settlers Wiki": "Grande racine poussiéreuse (source de ressources) - Dungeon Settlers Wiki", "Grande roche exploitable pour obtenir des ressources.": "Grande roche exploitable pour obtenir des ressources.", "Grande table en bois": "Grande table en bois", "Grande table en bois - Dungeon Settlers Wiki": "Grande table en bois - Dungeon Settlers Wiki", "Grande table en pierre": "Grande table en pierre", "Grande table en pierre - Dungeon Settlers Wiki": "Grande table en pierre - Dungeon Settlers Wiki", "Grande tente de gobelins": "Grande tente de gobelins", "Grande tente de gobelins (resource node)": "Grande tente de gobelins (nœud de ressources)", "Grande tente de gobelins (resource node) - Dungeon Settlers Wiki": "Grande tente de gobelins (resource node) - Dungeon Settlers Wiki", "Grande tente de gobelins (source de ressources)": "Grande tente de gobelins (source de ressources)", "Grande tente de gobelins (source de ressources) - Dungeon Settlers Wiki": "Grande tente de gobelins (source de ressources) - Dungeon Settlers Wiki", "Grande Épée d'Os": "Grande Épée d'Os", "Grande Épée d'Os - Dungeon Settlers Wiki": "Grande Épée d'Os - Dungeon Settlers Wiki", "Grande Épée d'Os icon": "Grande Épée d'Os icon", "Grande épée - name": "Grande épée - name", "Grande épée de carapace": "Grande épée de carapace", "Grande épée de carapace - Dungeon Settlers Wiki": "Grande épée de carapace - Dungeon Settlers Wiki", "Grande épée de carapace icon": "Grande épée de carapace icon", "Grande épée de fer": "Grande épée de fer", "Grande épée de fer - Dungeon Settlers Wiki": "Grande épée de fer - Dungeon Settlers Wiki", "Grande épée de fer icon": "Grande épée de fer icon", "Grande épée en Arcron": "Grande épée en Arcron", "Grande épée en Arcron - Dungeon Settlers Wiki": "Grande épée en Arcron - Dungeon Settlers Wiki", "Grande épée en Arcron icon": "Grande épée en Arcron icon", "Grande épée en bois": "Grande épée en bois", "Grande épée en bois - Dungeon Settlers Wiki": "Grande épée en bois - Dungeon Settlers Wiki", "Grande épée en bois icon": "Grande épée en bois icon", "Grande épée en bois sanguin": "Grande épée en bois sanguin", "Grande épée en bois sanguin - Dungeon Settlers Wiki": "Grande épée en bois sanguin - Dungeon Settlers Wiki", "Grande épée en bronze": "Grande épée en bronze", "Grande épée en bronze - Dungeon Settlers Wiki": "Grande épée en bronze - Dungeon Settlers Wiki", "Grande épée en cuivre": "Grande épée en cuivre", "Grande épée en cuivre - Dungeon Settlers Wiki": "Grande épée en cuivre - Dungeon Settlers Wiki", "Grande épée en cuivre icon": "Grande épée en cuivre icon", "Grande épée en étain": "Grande épée en étain", "Grande épée en étain - Dungeon Settlers Wiki": "Grande épée en étain - Dungeon Settlers Wiki", "Grant 10×": "Accorder 10×", "Grant 15×": "Accorder 15×", "Grant 1×": "Accorde 1×", "Grant 2×": "Accorder 2×", "Grant 30×": "Accorder 30×", "Grant 3×": "Grant 3×", "Grant 4×": "Grant 4×", "Grant 8×": "Grant 8×", "Grant the active Expedition Resolution's reward": "Accorder la récompense de la résolution d'expédition active", "Granted by": "Conféré par", "Granted by a placed building": "Accordé par un bâtiment placé", "Granted by another effect:": "Accordé par un autre effet :", "Granted by effect": "Conféré par effet", "Granted by the dungeon event": "Accordé par l'événement du donjon", "Granted by the dungeon event {#}.": "Accordé par l'événement du donjon {#}.", "Granted by {#}": "Accordé par {#}", "Grants": "Accorde", "Grants a 137 barrier for 10 s": "Accorde un bouclier de 137 pendant 10 s", "Grants a 150 barrier for 10 s": "Grants a 150 barrier for 10 s", "Grants a 265 barrier for 10 s": "Accorde un bouclier de 265 pendant 10 s", "Grants a 294 barrier for 30 s": "Grants a 294 barrier for 30 s", "Grants esprit pionnier to the unit.": "Accorde esprit pionnier à l'unité.", "Grants nearby allies": "Accorde aux alliés proches", "Grants nearby allies Commandement calme through exceptional leadership.": "Accorde aux alliés proches Commandement calme grâce à un leadership exceptionnel.", "Grants nearby allies Commandement calme through exceptional leadership. New allies acquire Protection de l'Arbre du Monde.": "Accorde aux alliés proches Commandement calme grâce à un leadership exceptionnel. Les nouveaux alliés acquièrent Protection de l'Arbre du Monde.", "Grants nearby allies Commandement calme through exceptional leadership. New allies acquire esprit pionnier.": "Accorde aux alliés proches Commandement calme grâce à un leadership exceptionnel. Les nouveaux alliés acquièrent esprit pionnier.", "Grants nearby allies Commandement calme through exceptional leadership. New allies acquire instinct de survie.": "Accorde aux alliés proches Commandement calme grâce à un leadership exceptionnel. Les nouveaux alliés acquièrent instinct de survie.", "Grants skill:": "Confère la compétence :", "Grants the unit Leadership:": "Accorde Commandement à l'unité :", "Grants the unit the Leadership trait matching its race:": "Accorde à l'unité le trait Commandement correspondant à sa race :", "Grants:": "Accorde :", "Gravement endommagé": "Gravement endommagé", "Gravement endommagé - Dungeon Settlers Wiki": "Gravement endommagé - Dungeon Settlers Wiki", "Gravement endommagé icon": "Gravement endommagé icône", "Great Guardian Stone": "Grande Pierre gardienne", "Great Guardian Stone - Dungeon Settlers Wiki": "Grande Pierre gardienne - Dungeon Settlers Wiki", "Greater (High-grade) Mana Stones": "Pierres de mana supérieures (haut grade)", "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5": "Les pierres de mana supérieures et suprêmes sont extrêmement rares dans la version actuelle, ce qui ralentit la progression au-delà du niveau 5", "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5": "Les pierres de mana supérieures/suprêmes sont presque impossibles à obtenir - attendez-vous à une progression lente après le niveau 5", "Greatsword Reaver": "Ravageur à la grande épée", "Greatsword equipped": "Grande épée équipée", "Greatsword melee": "Corps à corps à la grande épée", "Greatsword tree (Deadly Fear)": "Arbre de la grande épée (Peur mortelle)", "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)": "Grande épée, Arc, Bâton de feu, Bâton d'eau, Bâton de nature (bloquent l'emplacement bouclier)", "Green": "Vert", "Green Crystal": "Cristal vert", "Green_Small": "Green_Small", "Grenat raffiné": "Grenat raffiné", "Grenat raffiné - Dungeon Settlers Wiki": "Grenat raffiné - Dungeon Settlers Wiki", "Grenouille prédatrice": "Grenouille prédatrice", "Grenouille prédatrice - Dungeon Settlers Wiki": "Grenouille prédatrice - Dungeon Settlers Wiki", "Grenouille prédatrice de l'Abîme": "Grenouille prédatrice de l'Abîme", "Grenouille prédatrice de l'Abîme - Dungeon Settlers Wiki": "Grenouille prédatrice de l'Abîme - Dungeon Settlers Wiki", "Grenouille prédatrice de l'Abîme variante": "Grenouille prédatrice de l'Abîme variante", "Grenouille prédatrice icon": "Icône de Grenouille prédatrice", "Grenouille prédatrice variant": "Grenouille prédatrice (variante)", "Grenouille prédatrice variante": "Grenouille prédatrice variante", "Grey Monster Rat Random": "Rat monstre gris aléatoire", "Grey Rat Random": "Rat gris aléatoire", "GreyMonsterRat": "GreyMonsterRat", "GreyRat": "GreyRat", "Griffe de Pierre": "Griffe de Pierre", "Griffure ensanglantée": "Griffure ensanglantée", "Griffure ensanglantée - Dungeon Settlers Wiki": "Griffure ensanglantée - Dungeon Settlers Wiki", "Griffure ensanglantée icon": "Icône de Griffure ensanglantée", "Griffure ensanglantée portée et zone affichées sur une salle de donjon": "Griffure ensanglantée portée et zone affichées sur une salle de donjon", "Griffure ensanglantée portée et zone sur une salle de donjon": "Griffure ensanglantée portée et zone sur une salle de donjon", "Griffure ensanglantée range and area on a dungeon room": "Portée et zone de Griffure ensanglantée dans une salle de donjon", "Griffure ensanglantée range and area shown on a dungeon room": "Portée et zone de Griffure ensanglantée affichées sur une salle de donjon", "Gros rocher": "Gros rocher", "Gros rocher (resource node)": "Gros rocher (resource node)", "Gros rocher (resource node) - Dungeon Settlers Wiki": "Gros rocher (nœud de ressource) - Dungeon Settlers Wiki", "Gros rocher (source de ressources)": "Gros rocher (source de ressources)", "Gros rocher (source de ressources) - Dungeon Settlers Wiki": "Gros rocher (source de ressources) - Dungeon Settlers Wiki", "GroundMoodCooltime": "GroundMoodCooltime", "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "Regroupés par préfixe de nom - UI, impacts de combat par type de dégâts, bruitages de fabrication/récolte, alimentation, jeux de loisir et jingles d'événements.", "Groupes d'apparition - Dungeon Settlers Wiki": "Groupes d'apparition - Dungeon Settlers Wiki", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange...": "Grandissant dans des salles de jeu, {0} a appris à percer la psychologie humaine et à lire l'intention dans les plus petits gestes. La vie était toujours sur la table de jeu, où le dange", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit": "Grandissant dans des salles de jeu, {0} a appris à percer la psychologie humaine et à lire l'intention dans les plus petits gestes. La vie était toujours sur la table de jeu, où le danger et l'opportunité", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo...": "Grandissant dans des salles de jeu, {0} a appris à lire les gens et à sentir leurs intentions dans les plus petits mouvements. La vie était toujours un pari entre le danger et l'opportun", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac": "Grandissant dans des salles de jeu, {0} a appris à lire les gens et à sentir leurs intentions dans les plus petits mouvements. La vie était toujours un pari entre le danger et l'opportunité, et chaque", "Grows as a stage of the": "Pousse en tant qu'étape de la", "Grows as a stage of the {#} farm crop.": "Pousse en tant qu'étape de la culture de la ferme {#}.", "Growth Fatigue (Mood -2) while XP sits at maximum": "Fatigue de croissance (Humeur -2) tant que l'XP est au maximum", "Growth per level-up (GameSystemTable):": "Croissance par montée de niveau (GameSystemTable) :", "Growth stages": "Étapes de croissance", "Growth to rank 1": "Croissance jusqu'au rang 1", "Growth to rank 2": "Croissance jusqu'au rang 2", "Growth to rank 3 (mature)": "Croissance jusqu'au rang 3 (mature)", "Growth_": "Growth_", "Grâce à la recherche, vous pouvez développer de nouvelles technologies, qui débloquent de nouvelles recettes et de nouveaux bâtiments une fois terminées.": "Grâce à la recherche, vous pouvez développer de nouvelles technologies, qui débloquent de nouvelles recettes et de nouveaux bâtiments une fois terminées.", "Grâce à la salle de loisirs bien rangée, le repos y est plutôt confortable.": "Grâce à la salle de loisirs bien rangée, le repos y est plutôt confortable.", "Guard Barrier turns a debuff you land on an enemy into a Barrier. Skills that debuff repeatedly (per tick) or hit a whole pack refresh the shield most; the Barrier only pays off on a unit that gets hit, so these are frontline combos.": "La Barrière défensive transforme un débuff que vous appliquez à un ennemi en Bouclier. Les compétences qui appliquent des débuffs de façon répétée (par tic) ou qui touchent tout un groupe rafraîchissent le plus le bouclier ; le Bouclier ne paie que sur une unité qui se fait toucher, ce sont donc des combos de première ligne.", "Guard Captain Tent": "Tente du capitaine de la garde", "Guard Captain Tent - Dungeon Settlers Wiki": "Tente du capitaine de la garde - Dungeon Settlers Wiki", "Guard Rate increases by {0}%. When a shield is equipped, movement speed increases by {1}% and attack speed by {2}%, and ...": "Le taux de garde augmente de {0}%. Lorsqu'un bouclier est équipé, la vitesse de mouvement augmente de {1}% et la vitesse d'attaque de {2}%, et ...", "Guard rate increases by {0}%. When a shield is equipped, attack speed increases by {1}%, and the equipped shield's weigh...": "Le taux de garde augmente de {0}%. Lorsqu'un bouclier est équipé, la vitesse d'attaque augmente de {1}%, et le poids du bouclier équipé...", "GuardReduction": "GuardReduction", "Guarding": "Se garder", "Guarding (halves the hit)": "Garde (réduit le coup de moitié)", "Guarding does not cost weapon durability": "Se garder ne coûte pas de durabilité d'arme", "Guerrier Exilé": "Guerrier Exilé", "Guerrier Exilé - Dungeon Settlers Wiki": "Guerrier Exilé - Dungeon Settlers Wiki", "Guerrier Exilé icon": "Icône Guerrier Exilé", "Guidance de la déesse": "Guidance de la déesse", "Guidance de la déesse - Dungeon Settlers Wiki": "Guidance de la déesse - Dungeon Settlers Wiki", "Guide": "Guide", "Guide de Contrôle": "Guide de Contrôle", "Guide du boss - Dungeon Settlers Wiki": "Guide du boss - Dungeon Settlers Wiki", "Guide du débutant : vos premiers jours - Dungeon Settlers Wiki": "Guide du débutant : vos premiers jours - Dungeon Settlers Wiki", "Guide du jeu": "Guide du jeu", "Guide: {#}": "Guide : {#}", "Guides & Reference": "Guides et référence", "Guild Banner": "Bannière de guilde", "Guild Banner - Dungeon Settlers Wiki": "Bannière de guilde - Dungeon Settlers Wiki", "Guild Banner1": "Guild Banner1", "Guild Banner1 - Dungeon Settlers Wiki": "Bannière de guilde 1 - Dungeon Settlers Wiki", "Guild Banner2": "Guild Banner2", "Guild Banner2 - Dungeon Settlers Wiki": "Bannière de guilde 2 - Dungeon Settlers Wiki", "Guild Cooking Hearth": "Foyer de cuisine de guilde", "Guild Cooking Hearth - Dungeon Settlers Wiki": "Foyer de cuisine de guilde - Dungeon Settlers Wiki", "Guild Guard": "Garde de guilde", "Guild Guard - Dungeon Settlers Wiki": "Garde de guilde - Dungeon Settlers Wiki", "Guild Guard icon": "Icône Garde de guilde", "Guild Merchant1": "Marchand de guilde1", "Guild Merchant2": "Guild Merchant2", "Guild Merchant3": "Guild Merchant3", "Guild Tent1": "Guild Tent1", "Guild Tent1 - Dungeon Settlers Wiki": "Tente de guilde 1 - Dungeon Settlers Wiki", "Guild Tent2": "Guild Tent2", "Guild Tent2 - Dungeon Settlers Wiki": "Tente de guilde 2 - Dungeon Settlers Wiki", "Guild Tent3": "Guild Tent3", "Guild Tent3 - Dungeon Settlers Wiki": "Tente de guilde 3 - Dungeon Settlers Wiki", "Guild Trade": "Commerce de guilde", "Guild Trade - Dungeon Settlers Wiki": "Commerce de guilde - Dungeon Settlers Wiki", "Guild Trade icon": "Commerce de guilde icon", "Guild archer": "Archer de la guilde", "Guild quests": "Quêtes de guilde", "Guild rank quests": "Quêtes de rang de guilde", "Guild soldier": "Soldat de la guilde", "GuildContact": "GuildContact", "GuildGuard": "GuildGuard", "GuildMerchant": "GuildMerchant", "GuildMerchantBase": "GuildMerchantBase", "GuildMerchantBase2": "GuildMerchantBase2", "GuildMerchantMadeRoom": "GuildMerchantMadeRoom", "GuildMerchantRoomQuest": "GuildMerchantRoomQuest", "GuildMerchantSafeDefault": "GuildMerchantSafeDefault", "Guilde du Donjon": "Guilde du Donjon", "Génie": "Génie", "Génie malheureux": "Génie malheureux", "Génie malheureux - Dungeon Settlers Wiki": "Génie malheureux - Dungeon Settlers Wiki", "Génie malheureux icon": "Génie malheureux icône", "Génère 2 toutes les 8 secondes, jusqu'à un maximum de 10.": "Génère 2 toutes les 8 secondes, jusqu'à un maximum de 10.", "Gérez les compétences via l'onglet 'Skill' dans le panneau de résumé de l'entité. Les unités disposent de points de compétence principaux et secondaires, qui peuvent être utilisés pour apprendre des compétences.": "Gérez les compétences via l'onglet 'Skill' dans le panneau de résumé de l'entité. Les unités disposent de points de compétence principaux et secondaires, qui peuvent être utilisés pour apprendre des compétences.", "HP": "PV", "HP 102": "HP 102", "HP 110": "HP 110", "HP 113": "HP 113", "HP 120": "HP 120", "HP 135": "HP 135", "HP 146": "HP 146", "HP 158": "HP 158", "HP 180": "HP 180", "HP 191": "HP 191", "HP 203": "HP 203", "HP 225": "HP 225", "HP 23": "HP 23", "HP 30": "HP 30", "HP 38": "HP 38", "HP 388 - Puissance d'attaque magique 61 - Puissance d'attaque physique 50.7 - attack speed 0.3 - crit 5% - 1 on the field": "PV 388 - Puissance d'attaque magique 61 - Puissance d'attaque physique 50.7 - vitesse d'attaque 0.3 - crit 5% - 1 sur le terrain", "HP 45": "HP 45", "HP 56": "PV 56", "HP 60": "HP 60", "HP 68": "HP 68", "HP 74": "PV 74", "HP 75": "HP 75", "HP 80": "HP 80", "HP 88 - Puissance d'attaque magique 44.1 - Puissance d'attaque physique 50.7 - attack speed 0.3 - crit 5% - up to 2 on the field": "PV 88 - Puissance d'attaque magique 44.1 - Puissance d'attaque physique 50.7 - vitesse d'attaque 0.3 - crit 5% - jusqu'à 2 sur le terrain", "HP 90": "HP 90", "HP 95": "HP 95", "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "PV = Puissance d'attaque magique de l'invocateur x1 + {#} de base ; Puissance d'attaque magique = Puissance d'attaque magique de l'invocateur x0.5 + {#} de base.", "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "Les PV qu'une cible peut avoir tout en restant exécutable correspondent à 20 % de ses propres PV max ; les ennemis plus gros ont une fenêtre d'exécution proportionnellement plus large.", "HP bonus": "Bonus de PV", "HP boost": "Boost de PV", "HP x": "PV x", "HP/s": "PV/s", "HP/s to allies within": "PV/s aux alliés dans un rayon de", "HUD alert definitions - trigger condition, scope, click action.": "Définitions des alertes de l'ATH - condition de déclenchement, portée, action au clic.", "Habitué à marcher en tête,": "Habitué à marcher en tête,", "Hache d'os": "Hache d'os", "Hache d'os - Dungeon Settlers Wiki": "Hache d'os - Dungeon Settlers Wiki", "Hache d'os icon": "Hache d'os icon", "Hache de bois sanguin": "Hache de bois sanguin", "Hache de bois sanguin - Dungeon Settlers Wiki": "Hache de bois sanguin - Dungeon Settlers Wiki", "Hache de bois sanguin icon": "Hache de bois sanguin icon", "Hache de fer": "Hache de fer", "Hache de fer - Dungeon Settlers Wiki": "Hache de fer - Dungeon Settlers Wiki", "Hache de fer icon": "Hache de fer icon", "Hache en Arcron": "Hache en Arcron", "Hache en Arcron - Dungeon Settlers Wiki": "Hache en Arcron - Dungeon Settlers Wiki", "Hache en Arcron icon": "Hache en Arcron icon", "Hache en bois": "Hache en bois", "Hache en bois - Dungeon Settlers Wiki": "Hache en bois - Dungeon Settlers Wiki", "Hache en bois icon": "Hache en bois icon", "Hache en bronze": "Hache en bronze", "Hache en bronze - Dungeon Settlers Wiki": "Hache en bronze - Dungeon Settlers Wiki", "Hache en bronze icon": "Hache en bronze icon", "Hache en carapace": "Hache en carapace", "Hache en carapace - Dungeon Settlers Wiki": "Hache en carapace - Dungeon Settlers Wiki", "Hache en carapace icon": "Hache en carapace icon", "Hache en cuivre": "Hache en cuivre", "Hache en cuivre - Dungeon Settlers Wiki": "Hache en cuivre - Dungeon Settlers Wiki", "Hache en cuivre icon": "Hache en cuivre icon", "Hache en étain": "Hache en étain", "Hache en étain - Dungeon Settlers Wiki": "Hache en étain - Dungeon Settlers Wiki", "Hache en étain icon": "Hache en étain icon", "Hair": "Cheveux", "Hard": "Difficile", "Hard Combat": "Combat difficile", "Hard Combat Difficulty - desc": "Difficulté de combat difficile - desc", "Hard Management": "Gestion difficile", "Hard Management Difficulty - desc": "Difficulté de gestion difficile - desc", "Hard Operation-Difficulty Unit": "Hard Operation-Difficulty Unit", "Hard Shell x10": "Carapace dure x10", "Hard Support Wagon Berry Fixed": "Hard Support Wagon Berry Fixed", "Hard Support Wagon Grass Fixed": "Hard Support Wagon Grass Fixed", "Hard Support Wagon Hardtack Fixed": "Hard Support Wagon Hardtack Fixed", "Hard Support Wagon Ointment Fixed": "Hard Support Wagon Ointment Fixed", "Hard Support Wagon Tech Book Fixed": "Livre technique du chariot de soutien difficile Fixe", "Hard Support Wagon Wood Fixed": "Hard Support Wagon Wood Fixed", "Hard baseline": "référence Difficile", "Hard is the baseline": "Difficile est la référence", "Hard is the baseline.": "Difficile est la référence.", "Hard-excluded regions": "Régions exclues en dur", "HardCombat": "HardCombat", "HardLimitWeightApplyCondition": "HardLimitWeightApplyCondition", "Harvest yields": "Rendements de récolte", "Harvested from the": "Récolté depuis", "Has duration": "A une durée", "HasAffecter_Exhausted": "HasAffecter_Exhausted", "HasAffecter_Hungry": "HasAffecter_Hungry", "HasAffecter_Overloaded": "HasAffecter_Overloaded", "HasAffecter_SevereDamage": "HasAffecter_SevereDamage", "HasAffecter_SevereHungry": "HasAffecter_SevereHungry", "HasAffecter_SevereOverloaded": "HasAffecter_SevereOverloaded", "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2": "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2", "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440", "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440", "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3": "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3", "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3": "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3", "HasRoomTypeAmountUnder_MediocreDiningRoom_1": "HasRoomTypeAmountUnder_MediocreDiningRoom_1", "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1": "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1", "HasRoomTypeAmountUnder_MediocrePrivateRoom_2": "HasRoomTypeAmountUnder_MediocrePrivateRoom_2", "HasRoomTypeAmountUnder_MediocreResearchLab_1": "HasRoomTypeAmountUnder_MediocreResearchLab_1", "HasRoomTypeAmountUnder_MediocreWorkshop_1": "HasRoomTypeAmountUnder_MediocreWorkshop_1", "HasRoomTypeAmountUnder_NormalDiningRoom_1": "HasRoomTypeAmountUnder_NormalDiningRoom_1", "HasRoomTypeAmountUnder_NormalMagicWorkshop_1": "HasRoomTypeAmountUnder_NormalMagicWorkshop_1", "HasRoomTypeAmountUnder_NormalPrivateRoom_2": "HasRoomTypeAmountUnder_NormalPrivateRoom_2", "HasRoomTypeAmountUnder_NormalResearchLab_1": "HasRoomTypeAmountUnder_NormalResearchLab_1", "HasRoomTypeAmountUnder_PoorMagicWorkshop_1": "HasRoomTypeAmountUnder_PoorMagicWorkshop_1", "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2": "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2", "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1": "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1", "Hatshepsut": "Hatshepsut", "Have 1 Arcane Workshop of Mediocre Quality or Higher": "Avoir 1 atelier arcanique de qualité médiocre ou supérieure", "Have 1 Arcane Workshop of Normal Quality or Higher": "Avoir 1 atelier arcanique de qualité ordinaire ou supérieure", "Have 1 Arcane Workshop of Shabby Quality or Higher": "Avoir 1 atelier arcanique de qualité délabrée ou supérieure", "Have 1 Dining Hall of Mediocre Quality or Higher": "Avoir 1 salle à manger de qualité médiocre ou supérieure", "Have 1 Dining Hall of Normal Quality or Higher": "Avoir 1 salle à manger de qualité ordinaire ou supérieure", "Have 1 Dining Hall of Shabby Quality or Higher": "Avoir 1 salle à manger de qualité délabrée ou supérieure", "Have 1 Research Lab of Mediocre Quality or Higher": "Avoir 1 laboratoire de recherche de qualité médiocre ou supérieure", "Have 1 Research Lab of Normal Quality or Higher": "Avoir 1 laboratoire de recherche de qualité ordinaire ou supérieure", "Have 1 Research Lab of Shabby Quality or Higher": "Avoir 1 laboratoire de recherche de qualité délabrée ou supérieure", "Have 1 Shrine of Mediocre Quality or Higher": "Avoir 1 sanctuaire de qualité médiocre ou supérieure", "Have 1 Shrine of Normal Quality or Higher": "Avoir 1 sanctuaire de qualité ordinaire ou supérieure", "Have 1 Shrine of Shabby Quality or Higher": "Avoir 1 sanctuaire de qualité délabrée ou supérieure", "Have 1 Workshop of Mediocre Quality or Higher": "Avoir 1 atelier de qualité médiocre ou supérieure", "Have 1 Workshop of Normal Quality or Higher": "Avoir 1 atelier de qualité ordinaire ou supérieure", "Have 1 Workshop of Shabby Quality or Higher": "Avoir 1 atelier de qualité délabrée ou supérieure", "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "Avoir 12 bois de Ruma - Terminé && Avoir 12 herbes longues - Terminé", "Have 2 Private Rooms of Mediocre Quality or Higher": "Avoir 2 salles privées de qualité médiocre ou supérieure", "Have 2 Private Rooms of Normal Quality or Higher": "Avoir 2 salles privées de qualité ordinaire ou supérieure", "Have 2 Private Rooms of Shabby Quality or Higher": "Avoir 2 salles privées de qualité délabrée ou supérieure", "Have 3 Private Rooms of Mediocre Quality or Higher": "Avoir 3 salles privées de qualité médiocre ou supérieure", "Have 3 Private Rooms of Normal Quality or Higher": "Avoir 3 salles privées de qualité ordinaire ou supérieure", "Have 3 Private Rooms of Shabby Quality or Higher": "Avoir 3 salles privées de qualité délabrée ou supérieure", "Have 30 or More Cloth": "Avoir 30 tissus ou plus", "Have 30 or More Planks": "Avoir 30 planches ou plus", "Have 30 or More Pottery": "Avoir 30 poteries ou plus", "Have 40 or More Bone": "Avoir 40 os ou plus", "Have 40 or More Stone": "Avoir 40 pierres ou plus", "Have 60 or More Wood": "Avoir 60 bois ou plus", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...": "Ayant appris le pouvoir des éléments, {0} a réagi en premier aux changements qui ne faisaient aucun bruit. Ils ont lu le moment où l'air s'est décalé en température et le signe faible de...", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.": "Ayant appris le pouvoir des éléments, {0} a réagi en premier aux changements qui ne faisaient aucun bruit. Ils ont lu le moment où l'air s'est décalé en température et le signe faible de la terre sèche se fendillant, et même une petite secousse de magie suffisait pour qu'ils sentent le danger. Au fil des années, ils se sont habitués à regarder le flux autour d'eux plutôt que de lire les visages des gens.", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.": "Ayant vécu devant les foyers ardents, {0} pouvait juger le bon moment juste par la couleur du fer chauffé. À chaque coup du marteau contre l'enclume, les étincelles volaient, et les lames émoussées et l'armure cabossée passaient entre leurs mains pour retrouver leur but. En retour, ils ont grandi suffisamment têtus pour croire que n'importe quoi pourrait être remis en ordre s'il était martelé assez longtemps.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...": "Ayant vécu devant les foyers ardents, {0} pouvait juger le bon moment juste par la couleur du fer chauffé. À chaque coup du marteau contre l'enclume, les étincelles volaient, et les lames émoussées et...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...": "Ayant vécu sous terre, {0} a appris à lire la texture de la pierre et à sentir le chemin des filons de minerai. Même à la faible lueur d'une lampe, ils frappaient sans hésitation avec la pioche et...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.": "Ayant vécu sous terre, {0} a appris à lire la texture de la pierre et à sentir le chemin des filons de minerai. Même à la faible lueur d'une lampe, ils frappaient sans hésitation avec la pioche et traversaient de longs tunnels avec du minerai lourd sur le dos. Au fil des années, ils sont devenus aussi stables que la roche solide, difficiles à ébranler.", "He gazes at the insect sketch again and mumbles to himself. \"Do goblins really like having insects suck their blood? Th...": "Il regarde à nouveau le croquis de l'insecte et se parle à lui-même. \"Les gobelins aiment-ils vraiment se faire sucer le sang par des insectes ? Th...", "He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the \"Basic Warrior\" candidate preset named Lowell (": "Ce n'est pas un nouveau personnage en attente dans les fichiers : c'est le guerrier de départ par défaut de la campagne ; chaque scénario de campagne vous fait commencer avec le préréglage de candidat « Guerrier de base » nommé Lowell (", "He leans his chin on his hand and mumbles to himself. \"An insect that should have gone extinct long ago... what could t...": "Il s'appuie le menton sur sa main et se parle à lui-même. \"Un insecte qui devrait avoir disparu depuis longtemps... qu'est-ce que c...", "He looks back at the sketch of the insect and murmurs to himself.": "Il regarde à nouveau le croquis de l'insecte et murmure pour lui-même.", "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He strokes the gray-furred cat": "Il regarde à nouveau le croquis de l'insecte et murmure pour lui-même. « Les gobelins aiment-ils avoir des insectes boire leur sang ? C'est bizarre » Il caresse le chat aux poils gris", "He reorganizes the mission documents and resumes his notes....": "Il réorganise les documents de mission et reprend ses notes....", "He strokes the gray-f...": "Il caresse le chat aux poils gris", "He taps one of the o...": "Il tape sur l'une des pages", "He tilts his ...": "Il penche sa tête", "He turns back to the Spore Insect and murmurs to him...": "Il se tourne vers l'insecte des spores et murmure", "Head": "Tête", "Head Equipment Not Worn": "Équipement de tête non porté", "Head HP": "PV (tête)", "HeadArmorRatio": "HeadArmorRatio", "HeadHealthPointBecomeThisOnDeadlyByDamage": "HeadHealthPointBecomeThisOnDeadlyByDamage", "HeadHitRatioModifier": "HeadHitRatioModifier", "Heads up: this link was made on a different data version, so a few picks may have shifted.": "Attention : ce lien a été créé sur une version de données différente, donc quelques choix peuvent avoir changé.", "Heal": "Soin", "Heal 30% of damage dealt at 0 HP": "Soigne 30% des dégâts infligés à 0 PV", "Heal 30% × missing% of damage dealt": "Soigne 30 % × % manquant des dégâts infligés", "Heard a Mandrake scream (Caution, prints once)": "A entendu le cri d'une mandragore (Prudence, affiché une fois)", "HeavyWeightApplyCondition": "HeavyWeightApplyCondition", "HeavyWeightCondition": "HeavyWeightCondition", "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "Bonjour ! Dungeon Settlers est actuellement en phase de développement bêta. Il y a de nombreux", "Hello! Dungeon Settlers is currently in the beta development stage. There are many Fonctionnalité non implémentée, and various bugs may occur. ## If a critical bug occurs that ser": "Bonjour ! Dungeon Settlers est actuellement en phase de développement bêta. De nombreuses Fonctionnalité non implémentée existent, et divers bugs peuvent survenir. ## Si un bug critique survient qui gêne sér", "Hello! Dungeon Settlers is currently in the beta development stage. There are many Fonctionnalité non implémentée, and various bugs may occur. ## If a critical bug occurs that serio": "Bonjour ! Dungeon Settlers est actuellement en phase de développement bêta. De nombreuses Fonctionnalité non implémentée existent, et divers bugs peuvent survenir. ## Si un bug critique survient qui gêne sérieu", "Helmet": "Casque", "Heosuabi": "Heosuabi", "Heosuabi - Dungeon Settlers Wiki": "Heosuabi - Dungeon Settlers Wiki", "Heosuabi icon": "Heosuabi icon", "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence": "Son apparition à l'étage sûr nécessite le record de mise à mort du Golem ; les offres de chasse ne se déclenchent que dans le Voile du Silence", "Her sharp gaze settles ...": "Son regard perçant se pose ...", "Herbe de gobelin": "Herbe de gobelin", "Herbe de gobelin - Dungeon Settlers Wiki": "Herbe de gobelin - Dungeon Settlers Wiki", "Herbe de gobelin icon": "Herbe de gobelin icon", "Herbe longue et sauvage": "Herbe longue et sauvage", "Herbe longue et sauvage - Dungeon Settlers Wiki": "Herbe longue et sauvage - Dungeon Settlers Wiki", "Herbe longue et sauvage icon": "Herbe longue et sauvage icon", "Herbe sauvage": "Herbe sauvage", "Herbe sauvage (13.33%)": "Herbe sauvage (13.33%)", "Herbe sauvage (resource node)": "Herbe sauvage (nœud de ressource)", "Herbe sauvage (resource node) - Dungeon Settlers Wiki": "Herbe sauvage (nœud de ressource) - Dungeon Settlers Wiki", "Herbe sauvage (source de ressources)": "Herbe sauvage (source de ressources)", "Herbe sauvage (source de ressources) - Dungeon Settlers Wiki": "Herbe sauvage (source de ressources) - Dungeon Settlers Wiki", "Herbe sauvage - Dungeon Settlers Wiki": "Herbe sauvage - Dungeon Settlers Wiki", "Herbe sauvage icon": "Icône d'Herbe sauvage", "Herbe sauvage mystique": "Herbe sauvage mystique", "Herbe sauvage mystique - Dungeon Settlers Wiki": "Herbe sauvage mystique - Dungeon Settlers Wiki", "Herbe sauvage mystique icon": "Herbe sauvage mystique icon", "Herbe sauvage mystique portée et zone affichées sur une salle de donjon": "Herbe sauvage mystique portée et zone affichées sur une salle de donjon", "Herbe sauvage mystique range and area shown on a dungeon room": "Herbe sauvage mystique : portée et zone affichées sur une salle de donjon", "Herbe sauvage portée et zone affichées sur une salle de donjon": "Herbe sauvage portée et zone affichées sur une salle de donjon", "Herbe sauvage range and area shown on a dungeon room": "Herbe sauvage : portée et zone affichées sur une salle de donjon", "Herbes précieuses imprégnées du pouvoir de la nature.": "Herbes précieuses imprégnées du pouvoir de la nature.", "Herbes sauvages utiles pour soigner ou cuisiner.": "Herbes sauvages utiles pour soigner ou cuisiner.", "Heroic State (buff shown during combat)": "État héroïque (bonus affiché en combat)", "Heure du Flipper - Dungeon Settlers Wiki": "Heure du Flipper - Dungeon Settlers Wiki", "Heureux.": "Heureux.", "Hidden": "Caché", "Hidden - click to reveal": "Caché - cliquez pour révéler", "Hide all site chrome for a clean shareable screenshot (Esc restores)": "Masquer toute l'interface du site pour une capture d'écran partageable et épurée (Échap restaure)", "Hide non-fighting bonuses": "Masquer les bonus hors combat", "Hide non-fighting bonuses: ON": "Masquer les bonus hors combat : ON", "Hide the sidebar (keyboard: [ )": "Masquer la barre latérale (clavier : [ )", "Hide the small explanatory hint lines (everywhere)": "Masquer les petites lignes d'explication (partout)", "Hide the units bar": "Masquer la barre des unités", "Hide this spoiler again": "Masquer ce spoiler à nouveau", "Hide unreleased": "Masquer le contenu non publié", "Hide unreleased content again": "Masquer de nouveau le contenu non publié", "Hide wishlist button": "Masquer le bouton liste de souhaits", "High Stress (Caution, displays once)": "Stress élevé (Attention, s'affiche une fois)", "High combat difficulty does not only buff monsters. Your own units get a bonus that does not exist at Hard or below (on Devastation: critical chance +10, critical damage bonus +50, dodge chance +10).": "Une difficulté de combat élevée ne renforce pas seulement les monstres. Vos propres unités reçoivent un bonus qui n'existe pas en Difficile ou en dessous (en Dévastation : chance de critique +10, bonus de dégâts critiques +50, probabilité d'esquive +10).", "Higher level units require greater Mood satisfaction to stay content.": "Les unités de niveau supérieur nécessitent une plus grande satisfaction d'Humeur pour rester satisfaites.", "Higher levels require better": "Les niveaux supérieurs nécessitent une meilleure", "Higher levels require greater": "Les niveaux supérieurs nécessitent une plus grande", "Higher resistance": "Une résistance plus élevée", "Higher-level units require greater Mood satisfaction to stay content.": "Les unités de niveau supérieur nécessitent une plus grande satisfaction d'Humeur pour rester satisfaites.", "Higher-tier rooms": "Salles de palier supérieur", "Hit": "Touché", "Hit 2": "Coup 2", "Hit 3": "Coup 3", "Hit chance (melee / ranged)": "Probabilité de toucher (mêlée / à distance)", "Hit damage": "Dégâts par coup", "Hit location": "Zone touchée", "Hit rate": "Taux de précision", "Hit ×2": "Hit ×2", "Hit-location split": "Répartition des zones d'impact", "Hits": "Coups", "Hits / attacks": "Coups / attaques", "Hits per cast": "Coups par lancer", "Hits to down you": "Coups pour vous abattre", "Hits to kill": "Coups pour tuer", "Hits to kill you": "Coups pour vous tuer", "Hits up to 5 enemies (30% dmg, 2-sq)": "Touche jusqu'à 5 ennemis (30% dégâts, 2 cases)", "Hmm, fascinating. What if we took it apart?": "Hmm, fascinant. Et si on le démontait ?", "Hmm, seems like they're fond of it.": "Hmm, on dirait qu'ils l'adorent.", "Hmm. Toutes mes excuses. Continuons.": "Hmm. Toutes mes excuses. Continuons.", "Hold Shift and left click other units to add them to the selection.": "Maintenez Shift enfoncée et cliquez à gauche sur d'autres unités pour les ajouter à la sélection.", "Hold Shift and left-click other units to add them to the selection.": "Maintenez Shift enfoncée et cliquez à gauche sur d'autres unités pour les ajouter à la sélection.", "Holds": "Contient", "Holy": "Holy", "Holy Magic": "Magie sacrée", "Home": "Accueil", "Homme-lézard": "Homme-lézard", "Homme-lézard - Dungeon Settlers Wiki": "Homme-lézard - Dungeon Settlers Wiki", "Homme-lézard icon": "Icône Homme-lézard", "Hood": "Capuche", "Horemheb": "Horemheb", "Horn Flute Item Usage": "Utilisation d'objet Flûte en Corne", "Horn_Decision Not Activated": "Horn_Decision non activé", "HourInMinutes": "HourInMinutes", "HourPerDay": "HourPerDay", "Housing (16)": "Logement (16)", "Housing / Recreation": "Logement / Loisirs", "Housing Room": "Pièce de logement", "Housing Rooms": "Salles d'habitation", "Housing Rooms - Dungeon Settlers Wiki": "Salles de logement - Dungeon Settlers Wiki", "Housing Type": "Type de logement", "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "Niveaux de chambres d'habitation - mobilier requis (sous-type/nombre/qualité) et tailles.", "Housing type": "Type de logement", "HousingRoom": "HousingRoom", "HousingRoomMaxSize": "HousingRoomMaxSize", "HousingRoomTable.json": "HousingRoomTable.json", "How": "Comment", "How Regions Unlock": "Comment les régions se déverrouillent", "How Regions Unlock (Progression)": "Déblocage des régions (progression)", "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "Comment les régions se déverrouillent (Progression) - Dungeon Settlers Wiki", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.26) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "Comment un monstre remarque-t-il vos colons, et qu'y pouvez-vous ? Cette page est tirée directement des tables du jeu (DS_B.0.3.26) et du dump de code ; chaque nombre indique la constante dont il provient, et tout ce que les données ne peuvent confirmer est signalé comme tel. Essayez le calculateur interactif", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.40) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "Comment un monstre remarque-t-il vos colons, et qu'y pouvez-vous ? Cette page est tirée directement des tables du jeu (DS_B.0.3.40) et du dump de code ; chaque nombre indique la constante dont il provient, et tout ce que les données ne peuvent confirmer est signalé comme tel. Essayez le calculateur interactif", "How inscriptions work.": "Fonctionnement des inscriptions.", "How it appears": "Comment il apparaît", "How it is applied:": "Comment cela s'applique :", "How monsters spot you - Vision Range, line of sight, aggro and threat, day/night, stealth - and every lever that changes it, cited to the tables and code.": "Comment les monstres vous repèrent : Portée de vue, ligne de vue, aggro et menace, jour/nuit, furtivité, et chaque levier qui l'influence, rattaché aux tables et au code.", "How room quality works": "Comment fonctionne la qualité des salles", "How skills are organized.": "Comment les compétences sont organisées.", "How the damage is calculated": "Comment les dégâts sont calculés", "How the tables join": "Comment les tables s'assemblent", "How these numbers are computed": "Comment ces chiffres sont calculés", "How these numbers are computed.": "Comment ces chiffres sont calculés.", "How this is worked out": "Comment ce calcul est fait", "How to obtain": "Comment l'obtenir", "How weapons and armor wear out in Dungeon Settlers, what slows it down, and where to repair - with a simulator to count hits-until-break and the durability you will need to mend back.": "Comment les armes et les armures s'usent dans Dungeon Settlers, ce qui ralentit l'usure et où réparer, avec un simulateur pour compter les coups avant la casse et la durabilité qu'il faudra restaurer.", "How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.": "Comment les armes s'usent en attaquant et les armures en encaissant les coups, ce qui réduit cette usure, et comment réparer, avec un simulateur de coups avant rupture.", "Howl": "Hurlement", "Hp Regen": "Régén. HP", "Hum ? Non, non, ce n'est rien. Je dis seulement que ce genre de chose peut arriver. »": "Hum ? Non, non, ce n'est rien. Je dis seulement que ce genre de chose peut arriver. »", "Hum, on dirait qu'il vous apprécie.": "Hum, on dirait qu'il vous apprécie.", "Hum. Curieuse petite chose. Et si on la démontait ?": "Hum. Curieuse petite chose. Et si on la démontait ?", "Humain": "Humain", "Humain - Dungeon Settlers Wiki": "Humain - Dungeon Settlers Wiki", "Humain icon": "Icône Humain", "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0": "Humain 100, Homme-lézard ~35, Elfe 25 (rang 2+) ; Nain/Démon blanc/Tal 0", "Human Fat Unisex 0": "Humain Corpulent Unisexe 0", "Human Fat Unisex 1": "Humain Corpulent Unisexe 1", "Human Fat Unisex 10": "Humain Corpulent Unisexe 10", "Human Fat Unisex 11": "Humain Corpulent Unisexe 11", "Human Fat Unisex 12": "Humain Corpulent Unisexe 12", "Human Fat Unisex 13": "Humain Corpulent Unisexe 13", "Human Fat Unisex 14": "Humain Corpulent Unisexe 14", "Human Fat Unisex 15": "Humain Corpulent Unisexe 15", "Human Fat Unisex 16": "Humain Corpulent Unisexe 16", "Human Fat Unisex 17": "Humain Corpulent Unisexe 17", "Human Fat Unisex 2": "Humain Corpulent Unisexe 2", "Human Fat Unisex 3": "Humain Corpulent Unisexe 3", "Human Fat Unisex 4": "Humain Corpulent Unisexe 4", "Human Fat Unisex 5": "Humain Corpulent Unisexe 5", "Human Fat Unisex 6": "Humain Corpulent Unisexe 6", "Human Fat Unisex 7": "Humain Corpulent Unisexe 7", "Human Fat Unisex 8": "Humain Corpulent Unisexe 8", "Human Fat Unisex 9": "Humain Corpulent Unisexe 9", "Human Standard Female 0": "Humain Standard Femelle 0", "Human Standard Female 1": "Humain Standard Femelle 1", "Human Standard Female 10": "Humain Standard Femelle 10", "Human Standard Female 11": "Humain Standard Femelle 11", "Human Standard Female 12": "Humain Standard Femelle 12", "Human Standard Female 13": "Humain Standard Femelle 13", "Human Standard Female 14": "Humain Standard Femelle 14", "Human Standard Female 15": "Humain Standard Femelle 15", "Human Standard Female 16": "Humain Standard Femelle 16", "Human Standard Female 17": "Humain Standard Femelle 17", "Human Standard Female 18": "Humain Standard Femelle 18", "Human Standard Female 19": "Humain Standard Femelle 19", "Human Standard Female 2": "Humain Standard Femelle 2", "Human Standard Female 20": "Humain Standard Femelle 20", "Human Standard Female 21": "Humain Standard Femelle 21", "Human Standard Female 3": "Humain Standard Femelle 3", "Human Standard Female 4": "Humain Standard Femelle 4", "Human Standard Female 5": "Humain Standard Femelle 5", "Human Standard Female 6": "Humain Standard Femelle 6", "Human Standard Female 7": "Humain Standard Femelle 7", "Human Standard Female 8": "Humain Standard Femelle 8", "Human Standard Female 9": "Humain Standard Femelle 9", "Human Standard Female Preset": "Humain Standard Femelle Préset", "Human Standard Male 0": "Humain Standard Mâle 0", "Human Standard Male 1": "Humain Standard Mâle 1", "Human Standard Male 10": "Humain Standard Mâle 10", "Human Standard Male 11": "Humain Standard Mâle 11", "Human Standard Male 12": "Humain Standard Mâle 12", "Human Standard Male 13": "Humain Standard Mâle 13", "Human Standard Male 14": "Humain Standard Mâle 14", "Human Standard Male 15": "Humain Standard Mâle 15", "Human Standard Male 16": "Humain Standard Mâle 16", "Human Standard Male 17": "Humain Standard Mâle 17", "Human Standard Male 18": "Humain Standard Mâle 18", "Human Standard Male 19": "Humain Standard Mâle 19", "Human Standard Male 2": "Humain Standard Mâle 2", "Human Standard Male 20": "Humain Standard Mâle 20", "Human Standard Male 21": "Humain Standard Mâle 21", "Human Standard Male 22": "Humain Standard Mâle 22", "Human Standard Male 3": "Humain Standard Mâle 3", "Human Standard Male 4": "Humain Standard Mâle 4", "Human Standard Male 5": "Humain Standard Mâle 5", "Human Standard Male 6": "Humain Standard Mâle 6", "Human Standard Male 7": "Humain Standard Mâle 7", "Human Standard Male 8": "Humain Standard Mâle 8", "Human Standard Male 9": "Humain Standard Mâle 9", "Human Standard Male Preset": "Humain Standard Mâle Préset", "Human quirk": "Particularité humaine", "HumanFatFemale_000": "HumanFatFemale_000", "HumanFatFemale_001": "HumanFatFemale_001", "HumanFatFemale_002": "HumanFatFemale_002", "HumanFatFemale_003": "HumanFatFemale_003", "HumanFatFemale_004": "HumanFatFemale_004", "HumanFatFemale_005": "HumanFatFemale_005", "HumanFatFemale_006": "HumanFatFemale_006", "HumanFatFemale_007": "HumanFatFemale_007", "HumanFatFemale_008": "HumanFatFemale_008", "HumanFatMale_000": "HumanFatMale_000", "HumanFatMale_001": "HumanFatMale_001", "HumanFatMale_002": "HumanFatMale_002", "HumanFatMale_003": "HumanFatMale_003", "HumanFatMale_004": "HumanFatMale_004", "HumanFatMale_005": "HumanFatMale_005", "HumanFatMale_006": "HumanFatMale_006", "HumanFatMale_007": "HumanFatMale_007", "HumanFatMale_008": "HumanFatMale_008", "HumanStandardFemale_000": "HumanStandardFemale_000", "HumanStandardFemale_001": "HumanStandardFemale_001", "HumanStandardFemale_002": "HumanStandardFemale_002", "HumanStandardFemale_003": "HumanStandardFemale_003", "HumanStandardFemale_004": "HumanStandardFemale_004", "HumanStandardFemale_005": "HumanStandardFemale_005", "HumanStandardFemale_006": "HumanStandardFemale_006", "HumanStandardFemale_007": "HumanStandardFemale_007", "HumanStandardFemale_008": "HumanStandardFemale_008", "HumanStandardFemale_009": "HumanStandardFemale_009", "HumanStandardFemale_010": "HumanStandardFemale_010", "HumanStandardFemale_011": "HumanStandardFemale_011", "HumanStandardFemale_012": "HumanStandardFemale_012", "HumanStandardFemale_013": "HumanStandardFemale_013", "HumanStandardFemale_014": "HumanStandardFemale_014", "HumanStandardFemale_015": "HumanStandardFemale_015", "HumanStandardFemale_016": "HumanStandardFemale_016", "HumanStandardFemale_017": "HumanStandardFemale_017", "HumanStandardFemale_018": "HumanStandardFemale_018", "HumanStandardFemale_019": "HumanStandardFemale_019", "HumanStandardFemale_020": "HumanStandardFemale_020", "HumanStandardMale_000": "HumanStandardMale_000", "HumanStandardMale_001": "HumanStandardMale_001", "HumanStandardMale_002": "HumanStandardMale_002", "HumanStandardMale_003": "HumanStandardMale_003", "HumanStandardMale_004": "HumanStandardMale_004", "HumanStandardMale_005": "HumanStandardMale_005", "HumanStandardMale_006": "HumanStandardMale_006", "HumanStandardMale_007": "HumanStandardMale_007", "HumanStandardMale_008": "HumanStandardMale_008", "HumanStandardMale_009": "HumanStandardMale_009", "HumanStandardMale_010": "HumanStandardMale_010", "HumanStandardMale_011": "HumanStandardMale_011", "HumanStandardMale_012": "HumanStandardMale_012", "HumanStandardMale_013": "HumanStandardMale_013", "HumanStandardMale_014": "HumanStandardMale_014", "HumanStandardMale_015": "HumanStandardMale_015", "HumanStandardMale_016": "HumanStandardMale_016", "HumanStandardMale_017": "HumanStandardMale_017", "HumanStandardMale_018": "HumanStandardMale_018", "HumanStandardMale_019": "HumanStandardMale_019", "HumanStandardMale_020": "HumanStandardMale_020", "HumanStandardMale_021": "HumanStandardMale_021", "HumanStandardMale_022": "HumanStandardMale_022", "Humans": "Les Humains", "Humeur": "Humeur", "Humeur +2 dans un rayon de 5 cases ; persiste 60 secondes.": "Humeur +2 dans un rayon de 5 cases ; persiste 60 secondes.", "Humeur +4 et régénération d'Énergie +0,03 dans un rayon de 5 tuiles ; persiste 60 secondes. (Une note de dev obsolète indique +8 ; le moteur applique +4.)": "Humeur +4 et régénération d'Énergie +0,03 dans un rayon de 5 tuiles ; persiste 60 secondes. (Une note de dev obsolète indique +8 ; le moteur applique +4.)", "Humeur - Dungeon Settlers Wiki": "Humeur - Dungeon Settlers Wiki", "Humeur - desc": "Humeur - desc", "Humeur Down": "Humeur diminue", "Humeur Up": "Humeur augmente", "Humeur augmente": "Humeur augmente", "Humeur augmente après avoir discuté avec un autre compagnon.": "Humeur augmente après avoir discuté avec un autre compagnon.", "Humeur augmente après une partie de cartes.": "Humeur augmente après une partie de cartes.", "Humeur augmente après une partie de dés.": "Humeur augmente après une partie de dés.", "Humeur augmente après une partie de fléchettes.": "Humeur augmente après une partie de fléchettes.", "Humeur augmente.": "Humeur augmente.", "Humeur augmente. Accordé par 1 objet": "Humeur augmente. Accordé par 1 objet", "Humeur augmente. Granted by 1 item": "Humeur augmente. Accordé par 1 objet", "Humeur augmente. Régénération d'énergie augmente.": "Humeur augmente. Régénération d'énergie augmente.", "Humeur basse": "Humeur basse", "Humeur diminue": "Humeur diminue", "Humeur diminue.": "Humeur diminue.", "Humeur diminue. Accordé par 1 objet": "Humeur diminue. Accordé par 1 objet", "Humeur diminue. Granted by 1 item": "Humeur diminue. Accordé par 1 objet", "Humeur diminue. Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "L'humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -1 (Facile), -3 (Normal), -4 (Difficile), -5 (Très difficile), -6 (Dévastation).", "Humeur diminue. Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "L'Humeur diminue. Pénalité d'Humeur selon la difficulté de Gestion : -10 (Facile), -12 (Normal), -22 (Difficile), -23 (Très difficile), -24 (Dévastation).", "Humeur diminue. Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "L'humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -4 (Facile), -6 (Normal), -10 (Difficile), -11 (Très difficile), -12 (Dévastation).", "Humeur diminue. Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "L'humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -7 (Facile), -9 (Normal), -16 (Difficile), -17 (Très difficile), -18 (Dévastation).", "Humeur diminue. Pénalité d'Humeur selon la difficulté de Gestion : -10 (Facile), -12 (Normal), -22 (Difficile), -23 (Très difficile), -24 (Dévastation).": "Humeur diminue. Pénalité d'Humeur selon la difficulté de Gestion : -10 (Facile), -12 (Normal), -22 (Difficile), -23 (Très difficile), -24 (Dévastation).", "Humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -1 (Facile), -3 (Normal), -4 (Difficile), -5 (Très difficile), -6 (Dévastation).": "Humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -1 (Facile), -3 (Normal), -4 (Difficile), -5 (Très difficile), -6 (Dévastation).", "Humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -4 (Facile), -6 (Normal), -10 (Difficile), -11 (Très difficile), -12 (Dévastation).": "Humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -4 (Facile), -6 (Normal), -10 (Difficile), -11 (Très difficile), -12 (Dévastation).", "Humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -7 (Facile), -9 (Normal), -16 (Difficile), -17 (Très difficile), -18 (Dévastation).": "Humeur diminue. Pénalité d'humeur selon la difficulté de Gestion : -7 (Facile), -9 (Normal), -16 (Difficile), -17 (Très difficile), -18 (Dévastation).", "Humeur icon": "Humeur icône", "Humeur très basse": "Humeur très basse", "Humeur à la consommation": "Humeur à la consommation", "Humide à cause de la pluie.": "Humide à cause de la pluie.", "Humide à cause de la pluie. Le champ est inondé, réduisant le taux de croissance à 0.8x.": "Humide à cause de la pluie. Le champ est inondé, réduisant le taux de croissance à 0.8x.", "Humide à cause de la pluie. Une pluie fine tombe et les cultures poussent 2x plus vite.": "Humide à cause de la pluie. Une pluie fine tombe et les cultures poussent 2x plus vite.", "Hunger restored": "Faim restaurée", "HungerComsume": "HungerComsume", "HungerEffectApplyCondition": "HungerEffectApplyCondition", "HungerEffectCondition": "HungerEffectCondition", "HungerNeeded": "HungerNeeded", "HungerRecoveryCondition": "HungerRecoveryCondition", "HungerRegeneration": "HungerRegeneration", "Hunger_": "Hunger_", "Hunt": "Chasse", "Hunt Alpha": "Chasser l'Alpha", "Hunt Alpha Acid Slogel": "Chasser l'Alpha Acid Slogel", "Hunt Complete": "Chasse terminée", "Hunt White": "Chasser le Blanc", "Hunt the Alpha Acid Slogel": "Chasser l'Alpha Acid Slogel", "Hunt the Elder Gloth": "Chasser Gloth l'Ancien", "Hunt the White Mawmurk": "Chasser le Mawmurk blanc", "Hunters Hide Rack": "Séchoir à peaux de chasseurs", "Hunters Hide Rack - Dungeon Settlers Wiki": "Séchoir à peaux de chasseur - Dungeon Settlers Wiki", "Hunting Processing Complete": "Traitement de chasse terminé", "Hunting Processing not completed": "Traitement de la chasse non terminé", "Hurlement d'encouragement": "Hurlement d'encouragement", "Hurlement d'encouragement - Dungeon Settlers Wiki": "Hurlement d'encouragement - Dungeon Settlers Wiki", "Hurlement d'encouragement icon": "Icône de Hurlement d'encouragement", "Hurlement d'encouragement portée et zone affichées sur une salle de donjon": "Hurlement d'encouragement portée et zone affichées sur une salle de donjon", "Hurlement d'encouragement portée et zone sur une salle de donjon": "Hurlement d'encouragement portée et zone sur une salle de donjon", "Hurlement d'encouragement range and area on a dungeon room": "Hurlement d'encouragement portée et zone dans une salle de donjon", "Hurlement d'encouragement range and area shown on a dungeon room": "Hurlement d'encouragement : portée et zone affichées sur une salle de donjon", "Hurlement de Gloth": "Hurlement de Gloth", "Hurlement de Gloth - Dungeon Settlers Wiki": "Hurlement de Gloth - Dungeon Settlers Wiki", "Hurlement de Gloth icon": "Hurlement de Gloth icon", "Hybrid": "Hybride", "Hérisson": "Hérisson", "Hérisson - Dungeon Settlers Wiki": "Hérisson - Dungeon Settlers Wiki", "Hérisson icon": "Hérisson icon", "I know the mood number": "Je connais le chiffre d'humeur", "I understand for now.": "Je comprends pour l'instant.", "I'll be waiting": "Je t'attends", "I'll be waiting on the Hell Leech": "Je t'attends avec la Sangsue de l'Enfer", "I'll be waiting on the Meat Bug.": "Je t'attends avec le Scarabée des Chairs.", "I'll be waiting on the mana device": "Je t'attends avec le dispositif de mana", "I'll be waiting.": "Je t'attends.", "I'll join you.": "Je vais vous rejoindre.", "I'll join.": "Je vais me joindre.", "I'll pay everyone a special bonus.": "Je vais verser une prime spéciale à tous.", "I'll set goals periodically.": "Je vais fixer des objectifs périodiquement.", "I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience.": "J'en suis venu à comprendre ce que signifie tuer d'un simple regard. C'était vraiment une expérience glaçante.", "IN-GAME TIME": "TEMPS EN JEU", "ITEM_AccuracyPotion": "ITEM_AccuracyPotion", "ITEM_AcidInsectSoulStone": "ITEM_AcidInsectSoulStone", "ITEM_AcidSlogelSoulStone": "ITEM_AcidSlogelSoulStone", "ITEM_AgilityElixir": "ITEM_AgilityElixir", "ITEM_AidKit": "ITEM_AidKit", "ITEM_AlphaAcidSlogelSoulStone": "ITEM_AlphaAcidSlogelSoulStone", "ITEM_AncientCogWheel": "ITEM_AncientCogWheel", "ITEM_AncientMuralFragment": "ITEM_AncientMuralFragment", "ITEM_Antidote": "ITEM_Antidote", "ITEM_AntlerTonic": "ITEM_AntlerTonic", "ITEM_Arcron": "ITEM_Arcron", "ITEM_ArcronArmor": "ITEM_ArcronArmor", "ITEM_ArcronArrow": "ITEM_ArcronArrow", "ITEM_ArcronAxe": "ITEM_ArcronAxe", "ITEM_ArcronBow": "ITEM_ArcronBow", "ITEM_ArcronDagger": "ITEM_ArcronDagger", "ITEM_ArcronGreatSword": "ITEM_ArcronGreatSword", "ITEM_ArcronHelmet": "ITEM_ArcronHelmet", "ITEM_ArcronMace": "ITEM_ArcronMace", "ITEM_ArcronShield": "ITEM_ArcronShield", "ITEM_ArcronSpear": "ITEM_ArcronSpear", "ITEM_ArcronStick": "ITEM_ArcronStick", "ITEM_ArcronSword": "ITEM_ArcronSword", "ITEM_AshOfSolace": "ITEM_AshOfSolace", "ITEM_AttackSpeedPotion": "ITEM_AttackSpeedPotion", "ITEM_BanquetGoblet": "ITEM_BanquetGoblet", "ITEM_BaronBloodTear": "ITEM_BaronBloodTear", "ITEM_BasicCampingKit": "ITEM_BasicCampingKit", "ITEM_BlackSerum": "ITEM_BlackSerum", "ITEM_BloodSlimeSoulStone": "ITEM_BloodSlimeSoulStone", "ITEM_BloodSoakedFruit": "ITEM_BloodSoakedFruit", "ITEM_BloodWood": "ITEM_BloodWood", "ITEM_BloodWoodArmor": "ITEM_BloodWoodArmor", "ITEM_BloodWoodArrow": "ITEM_BloodWoodArrow", "ITEM_BloodWoodAxe": "ITEM_BloodWoodAxe", "ITEM_BloodWoodBow": "ITEM_BloodWoodBow", "ITEM_BloodWoodClub": "ITEM_BloodWoodClub", "ITEM_BloodWoodDagger": "ITEM_BloodWoodDagger", "ITEM_BloodWoodGreatSword": "ITEM_BloodWoodGreatSword", "ITEM_BloodWoodHelmet": "ITEM_BloodWoodHelmet", "ITEM_BloodWoodShield": "ITEM_BloodWoodShield", "ITEM_BloodWoodSpear": "ITEM_BloodWoodSpear", "ITEM_BloodWoodStick": "ITEM_BloodWoodStick", "ITEM_BloodWoodSword": "ITEM_BloodWoodSword", "ITEM_BloodstoneRing": "ITEM_BloodstoneRing", "ITEM_BlueBerry": "ITEM_BlueBerry", "ITEM_BlueCrystalBloodWoodStaff": "ITEM_BlueCrystalBloodWoodStaff", "ITEM_BlueCrystalBoneStaff": "ITEM_BlueCrystalBoneStaff", "ITEM_BlueCrystalCarapaceStaff": "ITEM_BlueCrystalCarapaceStaff", "ITEM_BlueCrystalIronStaff": "ITEM_BlueCrystalIronStaff", "ITEM_BlueCrystalNecklace": "ITEM_BlueCrystalNecklace", "ITEM_BlueCrystalOre": "ITEM_BlueCrystalOre", "ITEM_BlueCrystalRing": "ITEM_BlueCrystalRing", "ITEM_BlueCrystalWoodStaff": "ITEM_BlueCrystalWoodStaff", "ITEM_BlueGoblinBracelet": "ITEM_BlueGoblinBracelet", "ITEM_BlueGoblinNecklace": "ITEM_BlueGoblinNecklace", "ITEM_Bone": "ITEM_Bone", "ITEM_BoneArmor": "ITEM_BoneArmor", "ITEM_BoneArrow": "ITEM_BoneArrow", "ITEM_BoneAxe": "ITEM_BoneAxe", "ITEM_BoneBow": "ITEM_BoneBow", "ITEM_BoneClub": "ITEM_BoneClub", "ITEM_BoneDagger": "ITEM_BoneDagger", "ITEM_BoneGreatSword": "ITEM_BoneGreatSword", "ITEM_BoneHelmet": "ITEM_BoneHelmet", "ITEM_BoneMeal": "ITEM_BoneMeal", "ITEM_BoneShield": "ITEM_BoneShield", "ITEM_BoneSpear": "ITEM_BoneSpear", "ITEM_BoneSpiderSoulStone": "ITEM_BoneSpiderSoulStone", "ITEM_BoneStick": "ITEM_BoneStick", "ITEM_BoneSword": "ITEM_BoneSword", "ITEM_BronzeArmor": "ITEM_BronzeArmor", "ITEM_BronzeArrow": "ITEM_BronzeArrow", "ITEM_BronzeAxe": "ITEM_BronzeAxe", "ITEM_BronzeBow": "ITEM_BronzeBow", "ITEM_BronzeDagger": "ITEM_BronzeDagger", "ITEM_BronzeGreatSword": "ITEM_BronzeGreatSword", "ITEM_BronzeHelmet": "ITEM_BronzeHelmet", "ITEM_BronzeMace": "ITEM_BronzeMace", "ITEM_BronzeShield": "ITEM_BronzeShield", "ITEM_BronzeSpear": "ITEM_BronzeSpear", "ITEM_BronzeSword": "ITEM_BronzeSword", "ITEM_CarapaceArmor": "ITEM_CarapaceArmor", "ITEM_CarapaceArrow": "ITEM_CarapaceArrow", "ITEM_CarapaceAxe": "ITEM_CarapaceAxe", "ITEM_CarapaceBow": "ITEM_CarapaceBow", "ITEM_CarapaceClub": "ITEM_CarapaceClub", "ITEM_CarapaceDagger": "ITEM_CarapaceDagger", "ITEM_CarapaceGreatSword": "ITEM_CarapaceGreatSword", "ITEM_CarapaceHelmet": "ITEM_CarapaceHelmet", "ITEM_CarapaceShield": "ITEM_CarapaceShield", "ITEM_CarapaceSpear": "ITEM_CarapaceSpear", "ITEM_CarapaceStick": "ITEM_CarapaceStick", "ITEM_CarapaceSword": "ITEM_CarapaceSword", "ITEM_Ceramics": "ITEM_Ceramics", "ITEM_ChainKnightSentinelSoulStone": "ITEM_ChainKnightSentinelSoulStone", "ITEM_Clay": "ITEM_Clay", "ITEM_ClothArmor": "ITEM_ClothArmor", "ITEM_ClothBag": "ITEM_ClothBag", "ITEM_ClothCoif": "ITEM_ClothCoif", "ITEM_CogWheel": "ITEM_CogWheel", "ITEM_ConstitutionElixir": "ITEM_ConstitutionElixir", "ITEM_CopperArmor": "ITEM_CopperArmor", "ITEM_CopperArrow": "ITEM_CopperArrow", "ITEM_CopperAxe": "ITEM_CopperAxe", "ITEM_CopperBow": "ITEM_CopperBow", "ITEM_CopperDagger": "ITEM_CopperDagger", "ITEM_CopperGreatSword": "ITEM_CopperGreatSword", "ITEM_CopperHelmet": "ITEM_CopperHelmet", "ITEM_CopperIngot": "ITEM_CopperIngot", "ITEM_CopperMace": "ITEM_CopperMace", "ITEM_CopperOre": "ITEM_CopperOre", "ITEM_CopperShield": "ITEM_CopperShield", "ITEM_CopperSpear": "ITEM_CopperSpear", "ITEM_CopperStick": "ITEM_CopperStick", "ITEM_CopperSword": "ITEM_CopperSword", "ITEM_CrackedHourglass": "ITEM_CrackedHourglass", "ITEM_CriticalPotion": "ITEM_CriticalPotion", "ITEM_DecoratedPipe": "ITEM_DecoratedPipe", "ITEM_DeputyCaptainsInsignia": "ITEM_DeputyCaptainsInsignia", "ITEM_DeveloperLetter": "ITEM_DeveloperLetter", "ITEM_DevrickPendant": "ITEM_DevrickPendant", "ITEM_DevrickTalisman": "ITEM_DevrickTalisman", "ITEM_DisgustingMonsterMeat": "ITEM_DisgustingMonsterMeat", "ITEM_DodgePotion": "ITEM_DodgePotion", "ITEM_DustBulb": "ITEM_DustBulb", "ITEM_EchoFlowerRing": "ITEM_EchoFlowerRing", "ITEM_ElderGlothSoulStone": "ITEM_ElderGlothSoulStone", "ITEM_ExpeditionHorn": "ITEM_ExpeditionHorn", "ITEM_EyeBallSoulStone": "ITEM_EyeBallSoulStone", "ITEM_FadedCrystalBall": "ITEM_FadedCrystalBall", "ITEM_FineRawMeat": "ITEM_FineRawMeat", "ITEM_FireArcronStaff": "ITEM_FireArcronStaff", "ITEM_FireBloodWoodStaff": "ITEM_FireBloodWoodStaff", "ITEM_FireBoneStaff": "ITEM_FireBoneStaff", "ITEM_FireBronzeStaff": "ITEM_FireBronzeStaff", "ITEM_FireCarapaceStaff": "ITEM_FireCarapaceStaff", "ITEM_FireCopperStaff": "ITEM_FireCopperStaff", "ITEM_FireEssence": "ITEM_FireEssence", "ITEM_FireIronStaff": "ITEM_FireIronStaff", "ITEM_FireTinStaff": "ITEM_FireTinStaff", "ITEM_FireWoodStaff": "ITEM_FireWoodStaff", "ITEM_Firewood": "ITEM_Firewood", "ITEM_FlowerNecklace": "ITEM_FlowerNecklace", "ITEM_ForgottenIdol": "ITEM_ForgottenIdol", "ITEM_FortifiedBoneArmor": "ITEM_FortifiedBoneArmor", "ITEM_FortifiedBoneHelmet": "ITEM_FortifiedBoneHelmet", "ITEM_FortifiedBoneShield": "ITEM_FortifiedBoneShield", "ITEM_FrostyHandshake": "ITEM_FrostyHandshake", "ITEM_GarnetArcronStaff": "ITEM_GarnetArcronStaff", "ITEM_GarnetBronzeStaff": "ITEM_GarnetBronzeStaff", "ITEM_GarnetCopperStaff": "ITEM_GarnetCopperStaff", "ITEM_GarnetNecklace": "ITEM_GarnetNecklace", "ITEM_GarnetOre": "ITEM_GarnetOre", "ITEM_GarnetRing": "ITEM_GarnetRing", "ITEM_GarnetTinStaff": "ITEM_GarnetTinStaff", "ITEM_GiantStoneGolemSoulStone": "ITEM_GiantStoneGolemSoulStone", "ITEM_GlothEgg": "ITEM_GlothEgg", "ITEM_GlothEggOmelet": "ITEM_GlothEggOmelet", "ITEM_GoblinChiefShamanSoulStone": "ITEM_GoblinChiefShamanSoulStone", "ITEM_GoddessTears": "ITEM_GoddessTears", "ITEM_GoldNecklace": "ITEM_GoldNecklace", "ITEM_GoldRing": "ITEM_GoldRing", "ITEM_GrandCrown": "ITEM_GrandCrown", "ITEM_GrassPorridge": "ITEM_GrassPorridge", "ITEM_GreenCrystalBloodWoodStaff": "ITEM_GreenCrystalBloodWoodStaff", "ITEM_GreenCrystalBoneStaff": "ITEM_GreenCrystalBoneStaff", "ITEM_GreenCrystalCarapaceStaff": "ITEM_GreenCrystalCarapaceStaff", "ITEM_GreenCrystalIronStaff": "ITEM_GreenCrystalIronStaff", "ITEM_GreenCrystalNecklace": "ITEM_GreenCrystalNecklace", "ITEM_GreenCrystalOre": "ITEM_GreenCrystalOre", "ITEM_GreenCrystalRing": "ITEM_GreenCrystalRing", "ITEM_GreenCrystalWoodStaff": "ITEM_GreenCrystalWoodStaff", "ITEM_GreyRatSoulStone": "ITEM_GreyRatSoulStone", "ITEM_GrilledMeat": "ITEM_GrilledMeat", "ITEM_GrilledTurnip": "ITEM_GrilledTurnip", "ITEM_GuardPotion": "ITEM_GuardPotion", "ITEM_HardShell": "ITEM_HardShell", "ITEM_Hardtack": "ITEM_Hardtack", "ITEM_HedgeHogSoulStone": "ITEM_HedgeHogSoulStone", "ITEM_HellLeech": "ITEM_HellLeech", "ITEM_HideArmor": "ITEM_HideArmor", "ITEM_HideHelmet": "ITEM_HideHelmet", "ITEM_HighGradeManaStone": "ITEM_HighGradeManaStone", "ITEM_ImperialCoin": "ITEM_ImperialCoin", "ITEM_ImprovedGrassPorridge": "ITEM_ImprovedGrassPorridge", "ITEM_IntelligenceElixir": "ITEM_IntelligenceElixir", "ITEM_IronArmor": "ITEM_IronArmor", "ITEM_IronArrow": "ITEM_IronArrow", "ITEM_IronAxe": "ITEM_IronAxe", "ITEM_IronBow": "ITEM_IronBow", "ITEM_IronClub": "ITEM_IronClub", "ITEM_IronDagger": "ITEM_IronDagger", "ITEM_IronGreatSword": "ITEM_IronGreatSword", "ITEM_IronHelmet": "ITEM_IronHelmet", "ITEM_IronIngot": "ITEM_IronIngot", "ITEM_IronOre": "ITEM_IronOre", "ITEM_IronShield": "ITEM_IronShield", "ITEM_IronSpear": "ITEM_IronSpear", "ITEM_IronStick": "ITEM_IronStick", "ITEM_IronSword": "ITEM_IronSword", "ITEM_Jerky": "ITEM_Jerky", "ITEM_JewelEncrustedBeetle": "ITEM_JewelEncrustedBeetle", "ITEM_Leather": "ITEM_Leather", "ITEM_LeatherArmor": "ITEM_LeatherArmor", "ITEM_LeatherBag": "ITEM_LeatherBag", "ITEM_LeatherHelmet": "ITEM_LeatherHelmet", "ITEM_LeatherSleepingBag": "ITEM_LeatherSleepingBag", "ITEM_LowGradeFireElementalStone": "ITEM_LowGradeFireElementalStone", "ITEM_LowGradeManaStone": "ITEM_LowGradeManaStone", "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone": "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone", "ITEM_LowGradeNatureElementalStone": "ITEM_LowGradeNatureElementalStone", "ITEM_LowGradeWaterElementalStone": "ITEM_LowGradeWaterElementalStone", "ITEM_LumaFruit": "ITEM_LumaFruit", "ITEM_LumaLog": "ITEM_LumaLog", "ITEM_MagicResistancePotion": "ITEM_MagicResistancePotion", "ITEM_MagicalAttackPotion": "ITEM_MagicalAttackPotion", "ITEM_ManaStonePowder": "ITEM_ManaStonePowder", "ITEM_Mandrake": "ITEM_Mandrake", "ITEM_MeatPorridge": "ITEM_MeatPorridge", "ITEM_MeatSkewer": "ITEM_MeatSkewer", "ITEM_MeatStew": "ITEM_MeatStew", "ITEM_MerchantScales": "ITEM_MerchantScales", "ITEM_MetalScarabSoulStone": "ITEM_MetalScarabSoulStone", "ITEM_MetalSkinPotion": "ITEM_MetalSkinPotion", "ITEM_MidGradeFireElementalStone": "ITEM_MidGradeFireElementalStone", "ITEM_MidGradeFireEssence": "ITEM_MidGradeFireEssence", "ITEM_MidGradeManaStone": "ITEM_MidGradeManaStone", "ITEM_MidGradeNatureElementalStone": "ITEM_MidGradeNatureElementalStone", "ITEM_MidGradeNatureEssence": "ITEM_MidGradeNatureEssence", "ITEM_MidGradeWaterElementalStone": "ITEM_MidGradeWaterElementalStone", "ITEM_MidGradeWaterEssence": "ITEM_MidGradeWaterEssence", "ITEM_MonsterBarbecue": "ITEM_MonsterBarbecue", "ITEM_MonsterRatSoulStone": "ITEM_MonsterRatSoulStone", "ITEM_MushBiterSoulStone": "ITEM_MushBiterSoulStone", "ITEM_MushbiterTeeth": "ITEM_MushbiterTeeth", "ITEM_Mushroom": "ITEM_Mushroom", "ITEM_MushroomSkewer": "ITEM_MushroomSkewer", "ITEM_MushroomStew": "ITEM_MushroomStew", "ITEM_MysticWildHerb": "ITEM_MysticWildHerb", "ITEM_NatureArcronStaff": "ITEM_NatureArcronStaff", "ITEM_NatureBloodWoodStaff": "ITEM_NatureBloodWoodStaff", "ITEM_NatureBoneStaff": "ITEM_NatureBoneStaff", "ITEM_NatureBronzeStaff": "ITEM_NatureBronzeStaff", "ITEM_NatureCarapaceStaff": "ITEM_NatureCarapaceStaff", "ITEM_NatureCopperStaff": "ITEM_NatureCopperStaff", "ITEM_NatureEssence": "ITEM_NatureEssence", "ITEM_NatureGreenSpirit": "ITEM_NatureGreenSpirit", "ITEM_NatureIronStaff": "ITEM_NatureIronStaff", "ITEM_NatureTinStaff": "ITEM_NatureTinStaff", "ITEM_NatureWoodStaff": "ITEM_NatureWoodStaff", "ITEM_OatPorridge": "ITEM_OatPorridge", "ITEM_Oats": "ITEM_Oats", "ITEM_Ointment": "ITEM_Ointment", "ITEM_OldJewelryBox": "ITEM_OldJewelryBox", "ITEM_OpalArcronStaff": "ITEM_OpalArcronStaff", "ITEM_OpalBronzeStaff": "ITEM_OpalBronzeStaff", "ITEM_OpalCopperStaff": "ITEM_OpalCopperStaff", "ITEM_OpalNecklace": "ITEM_OpalNecklace", "ITEM_OpalOre": "ITEM_OpalOre", "ITEM_OpalRing": "ITEM_OpalRing", "ITEM_OpalTinStaff": "ITEM_OpalTinStaff", "ITEM_OrnateTeacup": "ITEM_OrnateTeacup", "ITEM_PerceptionElixir": "ITEM_PerceptionElixir", "ITEM_PeridotArcronStaff": "ITEM_PeridotArcronStaff", "ITEM_PeridotBronzeStaff": "ITEM_PeridotBronzeStaff", "ITEM_PeridotCopperStaff": "ITEM_PeridotCopperStaff", "ITEM_PeridotNecklace": "ITEM_PeridotNecklace", "ITEM_PeridotOre": "ITEM_PeridotOre", "ITEM_PeridotRing": "ITEM_PeridotRing", "ITEM_PeridotTinStaff": "ITEM_PeridotTinStaff", "ITEM_Petal": "ITEM_Petal", "ITEM_PhysicalAttackPotion": "ITEM_PhysicalAttackPotion", "ITEM_PotteryShard": "ITEM_PotteryShard", "ITEM_RabidDogSoulStone": "ITEM_RabidDogSoulStone", "ITEM_RadiantBanner": "ITEM_RadiantBanner", "ITEM_RawHide": "ITEM_RawHide", "ITEM_RawhideSleepingBag": "ITEM_RawhideSleepingBag", "ITEM_RedCrystalBloodWoodStaff": "ITEM_RedCrystalBloodWoodStaff", "ITEM_RedCrystalBoneStaff": "ITEM_RedCrystalBoneStaff", "ITEM_RedCrystalCarapaceStaff": "ITEM_RedCrystalCarapaceStaff", "ITEM_RedCrystalIronStaff": "ITEM_RedCrystalIronStaff", "ITEM_RedCrystalNecklace": "ITEM_RedCrystalNecklace", "ITEM_RedCrystalOre": "ITEM_RedCrystalOre", "ITEM_RedCrystalRing": "ITEM_RedCrystalRing", "ITEM_RedCrystalWoodStaff": "ITEM_RedCrystalWoodStaff", "ITEM_RedDragonBreath": "ITEM_RedDragonBreath", "ITEM_RedMonsterRatFang": "ITEM_RedMonsterRatFang", "ITEM_RedMonsterRatSoulStone": "ITEM_RedMonsterRatSoulStone", "ITEM_RefinedBlueCrystal": "ITEM_RefinedBlueCrystal", "ITEM_RefinedGarnet": "ITEM_RefinedGarnet", "ITEM_RefinedGreenCrystal": "ITEM_RefinedGreenCrystal", "ITEM_RefinedOpal": "ITEM_RefinedOpal", "ITEM_RefinedPeridot": "ITEM_RefinedPeridot", "ITEM_RefinedRedCrystal": "ITEM_RefinedRedCrystal", "ITEM_ReflectPotion": "ITEM_ReflectPotion", "ITEM_ReligiousArtifact": "ITEM_ReligiousArtifact", "ITEM_ReturnScroll": "ITEM_ReturnScroll", "ITEM_RitualBell": "ITEM_RitualBell", "ITEM_RitualCenser": "ITEM_RitualCenser", "ITEM_RoyalJelly": "ITEM_RoyalJelly", "ITEM_RoyalSeal": "ITEM_RoyalSeal", "ITEM_RoyalSlimeSoulStone": "ITEM_RoyalSlimeSoulStone", "ITEM_RustedCandelabrum": "ITEM_RustedCandelabrum", "ITEM_ScareCrow": "ITEM_ScareCrow", "ITEM_ShellPotion": "ITEM_ShellPotion", "ITEM_SilverIngot": "ITEM_SilverIngot", "ITEM_SilverNecklace": "ITEM_SilverNecklace", "ITEM_SilverOre": "ITEM_SilverOre", "ITEM_SilverPlate": "ITEM_SilverPlate", "ITEM_SilverRing": "ITEM_SilverRing", "ITEM_SkillCooldownPotion": "ITEM_SkillCooldownPotion", "ITEM_SkillElixir": "ITEM_SkillElixir", "ITEM_SkillResetElixir": "ITEM_SkillResetElixir", "ITEM_SlimeJelly": "ITEM_SlimeJelly", "ITEM_SlimePudding": "ITEM_SlimePudding", "ITEM_SlimeSoulStone": "ITEM_SlimeSoulStone", "ITEM_SmallWolfStatue": "ITEM_SmallWolfStatue", "ITEM_StaghareAntler": "ITEM_StaghareAntler", "ITEM_StaghareSoulStone": "ITEM_StaghareSoulStone", "ITEM_StealthPotion": "ITEM_StealthPotion", "ITEM_StickyBedstraw": "ITEM_StickyBedstraw", "ITEM_Stone": "ITEM_Stone", "ITEM_StoneBid": "ITEM_StoneBid", "ITEM_StoneBrick": "ITEM_StoneBrick", "ITEM_Straw": "ITEM_Straw", "ITEM_StrengthElixir": "ITEM_StrengthElixir", "ITEM_StuffedDeerHead": "ITEM_StuffedDeerHead", "ITEM_SwiftPotion": "ITEM_SwiftPotion", "ITEM_SwirlingTide": "ITEM_SwirlingTide", "ITEM_TechBook": "ITEM_TechBook", "ITEM_TechBook2": "ITEM_TechBook2", "ITEM_Textile": "ITEM_Textile", "ITEM_ThickClothArmor": "ITEM_ThickClothArmor", "ITEM_ThickClothCoif": "ITEM_ThickClothCoif", "ITEM_ThickTextile": "ITEM_ThickTextile", "ITEM_TinArmor": "ITEM_TinArmor", "ITEM_TinArrow": "ITEM_TinArrow", "ITEM_TinAxe": "ITEM_TinAxe", "ITEM_TinBow": "ITEM_TinBow", "ITEM_TinDagger": "ITEM_TinDagger", "ITEM_TinGreatSword": "ITEM_TinGreatSword", "ITEM_TinHelmet": "ITEM_TinHelmet", "ITEM_TinMace": "ITEM_TinMace", "ITEM_TinShield": "ITEM_TinShield", "ITEM_TinSpear": "ITEM_TinSpear", "ITEM_TinSword": "ITEM_TinSword", "ITEM_Torch": "ITEM_Torch", "ITEM_ToughRawMeat": "ITEM_ToughRawMeat", "ITEM_TrollHorn": "ITEM_TrollHorn", "ITEM_Turnip": "ITEM_Turnip", "ITEM_TurnipPorridge": "ITEM_TurnipPorridge", "ITEM_TurnipSalad": "ITEM_TurnipSalad", "ITEM_VampirePotion": "ITEM_VampirePotion", "ITEM_VeryHighGradeManaStone": "ITEM_VeryHighGradeManaStone", "ITEM_WaterArcronStaff": "ITEM_WaterArcronStaff", "ITEM_WaterBloodWoodStaff": "ITEM_WaterBloodWoodStaff", "ITEM_WaterBoneStaff": "ITEM_WaterBoneStaff", "ITEM_WaterBronzeStaff": "ITEM_WaterBronzeStaff", "ITEM_WaterCarapaceStaff": "ITEM_WaterCarapaceStaff", "ITEM_WaterCopperStaff": "ITEM_WaterCopperStaff", "ITEM_WaterEssence": "ITEM_WaterEssence", "ITEM_WaterIronStaff": "ITEM_WaterIronStaff", "ITEM_WaterTinStaff": "ITEM_WaterTinStaff", "ITEM_WaterWoodStaff": "ITEM_WaterWoodStaff", "ITEM_WeightPotion": "ITEM_WeightPotion", "ITEM_WildHerb": "ITEM_WildHerb", "ITEM_WildLongGrass": "ITEM_WildLongGrass", "ITEM_WillPowerElixir": "ITEM_WillPowerElixir", "ITEM_WoodArmor": "ITEM_WoodArmor", "ITEM_WoodArrow": "ITEM_WoodArrow", "ITEM_WoodAxe": "ITEM_WoodAxe", "ITEM_WoodBow": "ITEM_WoodBow", "ITEM_WoodClub": "ITEM_WoodClub", "ITEM_WoodDagger": "ITEM_WoodDagger", "ITEM_WoodGreatSword": "ITEM_WoodGreatSword", "ITEM_WoodHelmet": "ITEM_WoodHelmet", "ITEM_WoodPlank": "ITEM_WoodPlank", "ITEM_WoodShield": "ITEM_WoodShield", "ITEM_WoodSpear": "ITEM_WoodSpear", "ITEM_WoodStick": "ITEM_WoodStick", "ITEM_WoodSword": "ITEM_WoodSword", "Ice": "Ice", "Ici, vous pouvez fabriquer des objets simples.": "Ici, vous pouvez fabriquer des objets simples.", "Icône 3인방 메인퀘7": "Icône 3인방 메인퀘7", "Icône A apprécié les cartes": "Icône A apprécié les cartes", "Icône A apprécié les dés": "Icône A apprécié les dés", "Icône A apprécié les fléchettes": "Icône A apprécié les fléchettes", "Icône A discuté": "Icône A discuté", "Icône A dormi dans une chambre privée correcte.": "Icône A dormi dans une chambre privée correcte.", "Icône A dormi dans une chambre privée délabrée.": "Icône A dormi dans une chambre privée délabrée.", "Icône A dormi dans une chambre privée fantastique.": "Icône A dormi dans une chambre privée fantastique.", "Icône A dormi dans une chambre privée impressionnante.": "Icône A dormi dans une chambre privée impressionnante.", "Icône A dormi dans une chambre privée luxueuse.": "Icône A dormi dans une chambre privée luxueuse.", "Icône A dormi dans une chambre privée médiocre.": "Icône A dormi dans une chambre privée médiocre.", "Icône A dormi dans une chambre privée ordinaire.": "Icône A dormi dans une chambre privée ordinaire.", "Icône A dormi dans une salle commune correcte.": "Icône A dormi dans une salle commune correcte.", "Icône A dormi dans une salle commune délabrée.": "Icône A dormi dans une salle commune délabrée.", "Icône A dormi dans une salle commune fantastique.": "Icône A dormi dans une salle commune fantastique.", "Icône A dormi dans une salle commune impressionnante.": "Icône A dormi dans une salle commune impressionnante.", "Icône A dormi dans une salle commune luxueuse.": "Icône A dormi dans une salle commune luxueuse.", "Icône A dormi dans une salle commune médiocre.": "Icône A dormi dans une salle commune médiocre.", "Icône A dormi dans une salle commune ordinaire.": "Icône A dormi dans une salle commune ordinaire.", "Icône A dormi sur le lit": "Icône A dormi sur le lit", "Icône A mangé dans une salle à manger correcte.": "Icône A mangé dans une salle à manger correcte.", "Icône A mangé dans une salle à manger délabrée.": "Icône A mangé dans une salle à manger délabrée.", "Icône A mangé dans une salle à manger fantastique.": "Icône A mangé dans une salle à manger fantastique.", "Icône A mangé dans une salle à manger impressionnante.": "Icône A mangé dans une salle à manger impressionnante.", "Icône A mangé dans une salle à manger luxueuse.": "Icône A mangé dans une salle à manger luxueuse.", "Icône A mangé dans une salle à manger médiocre.": "Icône A mangé dans une salle à manger médiocre.", "Icône A mangé dans une salle à manger ordinaire.": "Icône A mangé dans une salle à manger ordinaire.", "Icône A mangé de la bouillie d'herbe": "Icône A mangé de la bouillie d'herbe", "Icône A mangé de la bouillie d'herbe améliorée": "Icône A mangé de la bouillie d'herbe améliorée", "Icône A mangé de la bouillie de viande": "Icône A mangé de la bouillie de viande", "Icône A mangé de la viande crue de qualité": "Icône A mangé de la viande crue de qualité", "Icône A mangé de la viande de monstre dégoûtante": "Icône A mangé de la viande de monstre dégoûtante", "Icône A mangé de la viande grillée": "Icône A mangé de la viande grillée", "Icône A mangé du Slime Pudding": "Icône A mangé du Slime Pudding", "Icône A mangé un bulbe de poussière": "Icône A mangé un bulbe de poussière", "Icône A mangé un champignon": "Icône A mangé un champignon", "Icône A mangé un navet grillé": "Icône A mangé un navet grillé", "Icône A mangé un ragoût de champignons": "Icône A mangé un ragoût de champignons", "Icône A mangé un ragoût de viande": "Icône A mangé un ragoût de viande", "Icône A mangé une brochette de champignons": "Icône A mangé une brochette de champignons", "Icône A mangé une brochette de viande": "Icône A mangé une brochette de viande", "Icône A mangé une omelette aux œufs de Gloth": "Icône A mangé une omelette aux œufs de Gloth", "Icône Abattre": "Icône Abattre", "Icône Abeille": "Icône Abeille", "Icône Abeille de l'Abîme": "Icône Abeille de l'Abîme", "Icône Absence du vice-capitaine": "Icône Absence du vice-capitaine", "Icône Absorption de nutriments": "Icône Absorption de nutriments", "Icône Absorption de sang de l'arbre de sang": "Icône Absorption de sang de l'arbre de sang", "Icône Accélération": "Icône Accélération", "Icône Acid Slogel": "Icône Slogel acide", "Icône Acquisition de sangsue infernale terminée": "Icône Acquisition de sangsue infernale terminée", "Icône Affaibli": "Icône Affaibli", "Icône Affaiblissement de l'Agilité": "Icône Affaiblissement de l'Agilité", "Icône Affaiblissement de l'Intelligence": "Icône Affaiblissement de l'Intelligence", "Icône Affaiblissement de la Constitution": "Icône Affaiblissement de la Constitution", "Icône Affaiblissement de la Force": "Icône Affaiblissement de la Force", "Icône Affaiblissement de la Perception": "Icône Affaiblissement de la Perception", "Icône Affaiblissement de la Volonté": "Icône Affaiblissement de la Volonté", "Icône Affamé": "Icône Affamé", "Icône Affûtage de lame": "Icône Affûtage de lame", "Icône Agilité": "Icône Agilité", "Icône Aiguisage de lame": "Icône Aiguisage de lame", "Icône Alerte sentinelle": "Icône Alerte sentinelle", "Icône Alerte sentinelle active": "Icône Alerte sentinelle active", "Icône All Skill Unlock Mode": "Icône Mode Déverrouillage Toutes Compétences", "Icône Allumage": "Icône Allumage", "Icône Alpha Acide Slogel Pierre d'Âme": "Icône Alpha Acide Slogel Pierre d'Âme", "Icône Alpha Acide Slogel Âme": "Icône Alpha Acide Slogel Âme", "Icône AlphaAcidSlogel": "Icône AlphaAcidSlogel", "Icône Amplification magique": "Icône Amplification magique", "Icône Anneau d'opale": "Icône Anneau d'opale", "Icône Anneau d'or": "Icône Anneau d'or", "Icône Anneau de cristal bleu": "Icône Anneau de cristal bleu", "Icône Anneau de cristal rouge": "Icône Anneau de cristal rouge", "Icône Anneau de cristal vert": "Icône Anneau de cristal vert", "Icône Anneau de grenat": "Icône Anneau de grenat", "Icône Antidote": "Icône Antidote", "Icône Appeler une Gloth femelle": "Icône Appeler une Gloth femelle", "Icône Araignée aiguille": "Icône Araignée aiguille", "Icône Araignée-aiguille": "Icône Araignée-aiguille", "Icône Arc de fer": "Icône Arc de fer", "Icône Arc en Arcron": "Icône Arc en Arcron", "Icône Arc en bois": "Icône Arc en bois", "Icône Arc en bois de sang": "Icône Arc en bois de sang", "Icône Arc en bois sanguin": "Icône Arc en bois sanguin", "Icône Arc en bronze": "Icône Arc en bronze", "Icône Arc en carapace": "Icône Arc en carapace", "Icône Arc en cuivre": "Icône Arc en cuivre", "Icône Arc en os": "Icône Arc en os", "Icône Arc en étain": "Icône Arc en étain", "Icône Arcane Eco": "Icône Arcane Eco", "Icône Archer de la guilde": "Icône Archer de la guilde", "Icône Arcron": "Icône Arcron", "Icône Argile": "Icône Argile", "Icône Aric": "Icône Aric", "Icône Armure Bloodwood": "Icône Armure Bloodwood", "Icône Armure d'Os": "Icône Armure d'Os", "Icône Armure d'os renforcée": "Icône Armure d'os renforcée", "Icône Armure de carapace": "Icône Armure de carapace", "Icône Armure de fer": "Icône Armure de fer", "Icône Armure en Arcron": "Icône Armure en Arcron", "Icône Armure en bois": "Icône Armure en bois", "Icône Armure en bois sanguin": "Icône Armure en bois sanguin", "Icône Armure en bronze": "Icône Armure en bronze", "Icône Armure en cuir": "Icône Armure en cuir", "Icône Armure en cuir brut": "Icône Armure en cuir brut", "Icône Armure en cuivre": "Icône Armure en cuivre", "Icône Armure en tissu": "Icône Armure en tissu", "Icône Armure en tissu épais": "Icône Armure en tissu épais", "Icône Armure en étain": "Icône Armure en étain", "Icône Art de la Fureur": "Icône Art de la Fureur", "Icône Art de la charge": "Icône Art de la charge", "Icône Art de la défense": "Icône Art de la défense", "Icône Art du lancer": "Icône Art du lancer", "Icône Artefact arcanique abandonné": "Icône Artefact arcanique abandonné", "Icône Artefact religieux": "Icône Artefact religieux", "Icône Artisan des écailles": "Icône Artisan des écailles", "Icône Aspiration du vice-capitaine - Elfe": "Icône Aspiration du vice-capitaine - Elfe", "Icône Aspiration du vice-capitaine - Homme-lézard": "Icône Aspiration du vice-capitaine - Homme-lézard", "Icône Aspiration du vice-capitaine - Humain": "Icône Aspiration du vice-capitaine - Humain", "Icône Aspiration du vice-capitaine - Lycan": "Icône Aspiration du vice-capitaine - Lycan", "Icône Aspiration à l'exploration": "Icône Aspiration à l'exploration", "Icône Assaut": "Icône Assaut", "Icône Assaut imprudent": "Icône Assaut imprudent", "Icône Assaut téméraire": "Icône Assaut téméraire", "Icône Assiette d'argent": "Icône Assiette d'argent", "Icône Assis sur une chaise": "Icône Assis sur une chaise", "Icône Attaque": "Icône Attaque", "Icône Attaque : Lance": "Icône Attaque : Lance", "Icône Attaque : Missile magique": "Icône Attaque : Missile magique", "Icône Attaque de base": "Icône Attaque de base", "Icône Attaque de base (Massue)": "Icône Attaque de base (Massue)", "Icône Attaque de base - Grande épée": "Icône Attaque de base - Grande épée", "Icône Attaque de base - Épée à deux mains": "Icône Attaque de base - Épée à deux mains", "Icône Attaque de base à l'arc": "Icône Attaque de base à l'arc", "Icône Attaque de base à l'épée": "Icône Attaque de base à l'épée", "Icône Attaque de charge": "Icône Attaque de charge", "Icône Attaque de lance basique": "Icône Attaque de lance basique", "Icône Attaque du gobelin": "Icône Attaque du gobelin", "Icône Attentes de traitement (Nv1)": "Icône Attentes de traitement (Nv1)", "Icône Attentes de traitement (Nv2)": "Icône Attentes de traitement (Nv2)", "Icône Attentes de traitement (Nv3)": "Icône Attentes de traitement (Nv3)", "Icône Attentes de traitement (Nv4)": "Icône Attentes de traitement (Nv4)", "Icône Attentes de traitement (Nv5)": "Icône Attentes de traitement (Nv5)", "Icône Aucun": "Icône Aucun", "Icône Aura de graine étrange": "Icône Aura de graine étrange", "Icône Aura de l'Arbre de Vie": "Icône Aura de l'Arbre de Vie", "Icône Aura de l'Art de Défense": "Icône Aura de l'Art de Défense", "Icône Aura de l'Art de la Fureur": "Icône Aura de l'Art de la Fureur", "Icône Aura de l'Art de la Ruée": "Icône Aura de l'Art de la Ruée", "Icône Aura de l'Art du Lancer": "Icône Aura de l'Art du Lancer", "Icône Aura du portail": "Icône Aura du portail", "Icône Aura gardienne mineure": "Icône Aura gardienne mineure", "Icône Auto-réparation": "Icône Auto-réparation", "Icône Avaler un cadavre": "Icône Avaler un cadavre", "Icône Avantage": "Icône Avantage", "Icône Aventureux": "Icône Aventureux", "Icône Avertissement de la sentinelle": "Icône Avertissement de la sentinelle", "Icône Avoine": "Icône Avoine", "Icône Bague Fleur d'Écho": "Icône Bague Fleur d'Écho", "Icône Bague d'opale": "Icône Bague d'opale", "Icône Bague de cristal bleu": "Icône Bague de cristal bleu", "Icône Bague de cristal rouge": "Icône Bague de cristal rouge", "Icône Bague de cristal vert": "Icône Bague de cristal vert", "Icône Bague de fleur d'écho": "Icône Bague de fleur d'écho", "Icône Bague de grenat": "Icône Bague de grenat", "Icône Bague en argent": "Icône Bague en argent", "Icône Bague en or": "Icône Bague en or", "Icône Bague en péridot": "Icône Bague en péridot", "Icône Baie bleue": "Icône Baie bleue", "Icône Baie bleue consommée": "Icône Baie bleue consommée", "Icône Bal frénétique": "Icône Bal frénétique", "Icône Balance de marchand": "Icône Balance de marchand", "Icône Barbecue de monstre": "Icône Barbecue de monstre", "Icône Baron Larme-de-Sang": "Icône Baron Larme-de-Sang", "Icône Barrière": "Icône Barrière", "Icône Barrière Sauvage": "Icône Barrière Sauvage", "Icône Barrière d'épée": "Icône Barrière d'épée", "Icône Barrière défensive": "Icône Barrière défensive", "Icône Base Campsite Bedrolls": "Icône Sacs de couchage du campement de base", "Icône Base Campsite Camp Fire": "Icône Feu de camp du campement de base", "Icône Base Campsite Deco1": "Icône Décoration 1 du campement de base", "Icône Base Campsite Deco2": "Icône Décoration 2 du campement de base", "Icône Base Campsite Lesser Guardian Stone": "Icône Pierre gardienne mineure du campement de base", "Icône Base Campsite Repairstand": "Icône Poste de réparation du campement de base", "Icône Bastion": "Icône Bastion", "Icône Biscuit dur": "Icône Biscuit dur", "Icône BlazingEcho": "Icône Écho Ardent", "Icône Blood Rain": "Icône Pluie de Sang", "Icône Blood Tear": "Icône Larme de Sang", "Icône Blue Goblin Bracelet": "Icône Bracelet du gobelin bleu", "Icône Blue Goblin Necklace": "Icône Collier du gobelin bleu", "Icône Bois abondant": "Icône Bois abondant", "Icône Bois de Staghare": "Icône Bois de Staghare", "Icône Bois de chauffage": "Icône Bois de chauffage", "Icône Boitement": "Icône Boitement", "Icône Bonus d'augmentation du stress": "Icône Bonus d'augmentation du stress", "Icône Bonus d'expérience gagnée": "Icône Bonus d'expérience gagnée", "Icône Bonus de dégâts critiques": "Icône Bonus de dégâts critiques", "Icône Bonus de réduction du stress": "Icône Bonus de réduction du stress", "Icône Bosquet intérieur": "Icône Bosquet intérieur", "Icône Boucher": "Icône Boucher", "Icône Bouclier": "Icône Bouclier", "Icône Bouclier activé": "Icône Bouclier activé", "Icône Bouclier d'os": "Icône Bouclier d'os", "Icône Bouclier de Fer": "Icône Bouclier de Fer", "Icône Bouclier de carapace": "Icône Bouclier de carapace", "Icône Bouclier en Arcron": "Icône Bouclier en Arcron", "Icône Bouclier en bois": "Icône Bouclier en bois", "Icône Bouclier en bois de sang": "Icône Bouclier en bois de sang", "Icône Bouclier en bois sanguin": "Icône Bouclier en bois sanguin", "Icône Bouclier en bronze": "Icône Bouclier en bronze", "Icône Bouclier en cuivre": "Icône Bouclier en cuivre", "Icône Bouclier en étain": "Icône Bouclier en étain", "Icône Bouclier osseux renforcé": "Icône Bouclier osseux renforcé", "Icône Boueux": "Icône Boueux", "Icône Bouillie d'avoine": "Icône Bouillie d'avoine", "Icône Bouillie d'avoine consommée": "Icône Bouillie d'avoine consommée", "Icône Bouillie d'herbe": "Icône Bouillie d'herbe", "Icône Bouillie d'herbe améliorée": "Icône Bouillie d'herbe améliorée", "Icône Bouillie de navet": "Icône Bouillie de navet", "Icône Bouillie de viande": "Icône Bouillie de viande", "Icône Boule de cristal ternie": "Icône Boule de cristal ternie", "Icône Bourreau": "Icône Bourreau", "Icône Braconnier": "Icône Braconnier", "Icône Brique": "Icône Brique", "Icône Brique de pierre": "Icône Brique de pierre", "Icône Brochette de champignons": "Icône Brochette de champignons", "Icône Brochette de viande": "Icône Brochette de viande", "Icône Bubbleling": "Icône Bubbleling", "Icône Bulbe de poussière": "Icône Bulbe de poussière", "Icône Bulle supplémentaire": "Icône Bulle supplémentaire", "Icône Bâtiment indestructible": "Icône Bâtiment indestructible", "Icône Bâton Arcron (Eau)": "Icône Bâton Arcron (Eau)", "Icône Bâton Arcron (Nature)": "Icône Bâton Arcron (Nature)", "Icône Bâton Arcron (grenat)": "Icône Bâton Arcron (grenat)", "Icône Bâton Arcron (opale)": "Icône Bâton Arcron (opale)", "Icône Bâton Eau-Bois": "Icône Bâton Eau-Bois", "Icône Bâton d'Arcron serti de péridot": "Icône Bâton d'Arcron serti de péridot", "Icône Bâton d'Os de Feu": "Icône Bâton d'Os de Feu", "Icône Bâton d'eau en bois sanguin": "Icône Bâton d'eau en bois sanguin", "Icône Bâton d'eau en carapace": "Icône Bâton d'eau en carapace", "Icône Bâton d'eau en fer": "Icône Bâton d'eau en fer", "Icône Bâton d'eau en os": "Icône Bâton d'eau en os", "Icône Bâton d'os": "Icône Bâton d'os", "Icône Bâton d'os aquatique": "Icône Bâton d'os aquatique", "Icône Bâton d'os de la Nature": "Icône Bâton d'os de la Nature", "Icône Bâton d'étain (grenat)": "Icône Bâton d'étain (grenat)", "Icône Bâton d'étain (opale)": "Icône Bâton d'étain (opale)", "Icône Bâton d'étain serti de péridot": "Icône Bâton d'étain serti de péridot", "Icône Bâton de Bloodwood en cristal rouge": "Icône Bâton de Bloodwood en cristal rouge", "Icône Bâton de bois enflammé": "Icône Bâton de bois enflammé", "Icône Bâton de bois sanguin (Nature)": "Icône Bâton de bois sanguin (Nature)", "Icône Bâton de bronze (grenat)": "Icône Bâton de bronze (grenat)", "Icône Bâton de bronze (nature)": "Icône Bâton de bronze (nature)", "Icône Bâton de bronze serti d'opale": "Icône Bâton de bronze serti d'opale", "Icône Bâton de bronze serti de péridot": "Icône Bâton de bronze serti de péridot", "Icône Bâton de carapace": "Icône Bâton de carapace", "Icône Bâton de carapace aquatique": "Icône Bâton de carapace aquatique", "Icône Bâton de carapace en cristal bleu": "Icône Bâton de carapace en cristal bleu", "Icône Bâton de carapace en cristal rouge": "Icône Bâton de carapace en cristal rouge", "Icône Bâton de carapace enflammé": "Icône Bâton de carapace enflammé", "Icône Bâton de carapace naturel": "Icône Bâton de carapace naturel", "Icône Bâton de cuivre (grenat)": "Icône Bâton de cuivre (grenat)", "Icône Bâton de cuivre (opale)": "Icône Bâton de cuivre (opale)", "Icône Bâton de cuivre serti de péridot": "Icône Bâton de cuivre serti de péridot", "Icône Bâton de fer": "Icône Bâton de fer", "Icône Bâton de fer aquatique": "Icône Bâton de fer aquatique", "Icône Bâton de fer au cristal bleu": "Icône Bâton de fer au cristal bleu", "Icône Bâton de fer de la Nature": "Icône Bâton de fer de la Nature", "Icône Bâton de fer enflammé": "Icône Bâton de fer enflammé", "Icône Bâton de feu en Arcron": "Icône Bâton de feu en Arcron", "Icône Bâton de feu en bois": "Icône Bâton de feu en bois", "Icône Bâton de feu en bois sanguin": "Icône Bâton de feu en bois sanguin", "Icône Bâton de feu en bronze": "Icône Bâton de feu en bronze", "Icône Bâton de feu en carapace": "Icône Bâton de feu en carapace", "Icône Bâton de feu en cuivre": "Icône Bâton de feu en cuivre", "Icône Bâton de feu en fer": "Icône Bâton de feu en fer", "Icône Bâton de feu en étain": "Icône Bâton de feu en étain", "Icône Bâton du Bois-de-Sang de l'eau": "Icône Bâton du Bois-de-Sang de l'eau", "Icône Bâton en bois": "Icône Bâton en bois", "Icône Bâton en bois de cristal bleu": "Icône Bâton en bois de cristal bleu", "Icône Bâton en bois de cristal rouge": "Icône Bâton en bois de cristal rouge", "Icône Bâton en bois de cristal vert": "Icône Bâton en bois de cristal vert", "Icône Bâton en bois de la Nature": "Icône Bâton en bois de la Nature", "Icône Bâton en bois de sang": "Icône Bâton en bois de sang", "Icône Bâton en bois sanguin": "Icône Bâton en bois sanguin", "Icône Bâton en bois sanguin au cristal bleu": "Icône Bâton en bois sanguin au cristal bleu", "Icône Bâton en bois sanguin et cristal vert": "Icône Bâton en bois sanguin et cristal vert", "Icône Bâton en bois sanguin à cristal rouge": "Icône Bâton en bois sanguin à cristal rouge", "Icône Bâton en bois-de-sang enflammé": "Icône Bâton en bois-de-sang enflammé", "Icône Bâton en bronze (Eau)": "Icône Bâton en bronze (Eau)", "Icône Bâton en carapace et cristal vert": "Icône Bâton en carapace et cristal vert", "Icône Bâton en cuivre (Eau)": "Icône Bâton en cuivre (Eau)", "Icône Bâton en cuivre (Nature)": "Icône Bâton en cuivre (Nature)", "Icône Bâton en fer avec un cristal vert": "Icône Bâton en fer avec un cristal vert", "Icône Bâton en fer orné d'un cristal rouge": "Icône Bâton en fer orné d'un cristal rouge", "Icône Bâton en os au cristal rouge": "Icône Bâton en os au cristal rouge", "Icône Bâton en os de cristal vert": "Icône Bâton en os de cristal vert", "Icône Bâton en étain (Eau)": "Icône Bâton en étain (Eau)", "Icône Bâton en étain (Nature)": "Icône Bâton en étain (Nature)", "Icône Bâton osseux en cristal bleu": "Icône Bâton osseux en cristal bleu", "Icône Bénédiction divine": "Icône Bénédiction divine", "Icône Bûche": "Icône Bûche", "Icône Bûche de bois sanguin": "Icône Bûche de bois sanguin", "Icône Cadavre explosif": "Icône Cadavre explosif", "Icône Cadence de combat": "Icône Cadence de combat", "Icône Cambriolage dans une maison vide": "Icône Cambriolage dans une maison vide", "Icône Candélabre rouillé": "Icône Candélabre rouillé", "Icône Capacité agricole": "Icône Capacité agricole", "Icône Capacité culinaire": "Icône Capacité culinaire", "Icône Capacité d'artisanat": "Icône Capacité d'artisanat", "Icône Capacité de bûcheronnage": "Icône Capacité de bûcheronnage", "Icône Capacité de construction": "Icône Capacité de construction", "Icône Capacité de dressage": "Icône Capacité de dressage", "Icône Capacité de loisirs": "Icône Capacité de loisirs", "Icône Capacité de minage": "Icône Capacité de minage", "Icône Capacité de recherche": "Icône Capacité de recherche", "Icône Capacité de récolte": "Icône Capacité de récolte", "Icône Capacité de stockage": "Icône Capacité de stockage", "Icône Capacité minière": "Icône Capacité minière", "Icône Cape de feu": "Icône Cape de feu", "Icône Capture de proie": "Icône Capture de proie", "Icône Carapace": "Icône Carapace", "Icône Carapace de cristal": "Icône Carapace de cristal", "Icône Carapace dure": "Icône Carapace dure", "Icône Carapace épineuse": "Icône Carapace épineuse", "Icône Casque d'os": "Icône Casque d'os", "Icône Casque d'os renforcé": "Icône Casque d'os renforcé", "Icône Casque de Fer": "Icône Casque de Fer", "Icône Casque en Arcron": "Icône Casque en Arcron", "Icône Casque en bois": "Icône Casque en bois", "Icône Casque en bois de sang": "Icône Casque en bois de sang", "Icône Casque en bois sanguin": "Icône Casque en bois sanguin", "Icône Casque en bronze": "Icône Casque en bronze", "Icône Casque en carapace": "Icône Casque en carapace", "Icône Casque en cuir": "Icône Casque en cuir", "Icône Casque en cuivre": "Icône Casque en cuivre", "Icône Casque en peau": "Icône Casque en peau", "Icône Casque en étain": "Icône Casque en étain", "Icône Cavalier gobelin": "Icône Cavalier gobelin", "Icône Cavalier gobelin de l'Abîme": "Icône Cavalier gobelin de l'Abîme", "Icône Cedric": "Icône Cedric", "Icône Celui qui trouve la joie": "Icône Celui qui trouve la joie", "Icône Cendre du Réconfort": "Icône Cendre du Réconfort", "Icône Cendre du réconfort": "Icône Cendre du réconfort", "Icône Chaleur douce": "Icône Chaleur douce", "Icône Chaleur du feu de camp": "Icône Chaleur du feu de camp", "Icône Chaman gobelin": "Icône Chaman gobelin", "Icône Chaman gobelin de l'Abîme": "Icône Chaman gobelin de l'Abîme", "Icône Chambre marchande terminée": "Icône Chambre marchande terminée", "Icône Champignon": "Icône Champignon", "Icône Chance de critique": "Icône Chance de critique", "Icône Chance de surmonter le désespoir": "Icône Chance de surmonter le désespoir", "Icône Charge de Gloth": "Icône Charge de Gloth", "Icône Charge de Gloth l'Ancien": "Icône Charge de Gloth l'Ancien", "Icône Charge de Pierre": "Icône Charge de Pierre", "Icône Charge du Gloth ancien": "Icône Charge du Gloth ancien", "Icône Charge métallique": "Icône Charge métallique", "Icône Charge rapide": "Icône Charge rapide", "Icône Charge étourdissante": "Icône Charge étourdissante", "Icône Chasse au Mawmurk blanc": "Icône Chasse au Mawmurk blanc", "Icône Chasse au Mawmurk blanc terminée": "Icône Chasse au Mawmurk blanc terminée", "Icône Chasse au Mawmurk terminée": "Icône Chasse au Mawmurk terminée", "Icône Chasse au Slogel acide Alpha": "Icône Chasse au Slogel acide Alpha", "Icône Chasse au Slogel acide alpha terminée": "Icône Chasse au Slogel acide alpha terminée", "Icône Chasse au doyen Gloth terminée": "Icône Chasse au doyen Gloth terminée", "Icône Chasse à Gloth l'Ancien terminée": "Icône Chasse à Gloth l'Ancien terminée", "Icône Chasser Mawmurk": "Icône Chasser Mawmurk", "Icône Chasseur": "Icône Chasseur", "Icône Chasseur de serpents": "Icône Chasseur de serpents", "Icône Chat de Xenon": "Icône Chat de Xenon", "Icône Chaîne d'âmes": "Icône Chaîne d'âmes", "Icône Chaîne fantôme": "Icône Chaîne fantôme", "Icône Chaînes entravantes": "Icône Chaînes entravantes", "Icône Cheminée": "Icône Cheminée", "Icône Chercheur de Faille": "Icône Chercheur de Faille", "Icône Chercheur de flux": "Icône Chercheur de flux", "Icône Chien sauvage": "Icône Chien sauvage", "Icône Chute glaciale": "Icône Chute glaciale", "Icône Cloche rituelle": "Icône Cloche rituelle", "Icône Coccinelle de l'Abîme": "Icône Coccinelle de l'Abîme", "Icône Codex": "Icône Codex", "Icône Coiffe en tissu": "Icône Coiffe en tissu", "Icône Coiffe en tissu épais": "Icône Coiffe en tissu épais", "Icône Collier de fleurs": "Icône Collier de fleurs", "Icône Collier en argent": "Icône Collier en argent", "Icône Collier en cristal bleu": "Icône Collier en cristal bleu", "Icône Collier en cristal rouge": "Icône Collier en cristal rouge", "Icône Collier en cristal vert": "Icône Collier en cristal vert", "Icône Collier en grenat": "Icône Collier en grenat", "Icône Collier en opale": "Icône Collier en opale", "Icône Collier en or": "Icône Collier en or", "Icône Collier en péridot": "Icône Collier en péridot", "Icône Collier floral": "Icône Collier floral", "Icône Colporteur": "Icône Colporteur", "Icône Colère végétale": "Icône Colère végétale", "Icône Combustion": "Icône Combustion", "Icône Commandement calme": "Icône Commandement calme", "Icône Commerce de guilde": "Icône Commerce de guilde", "Icône Compagnon abandonné": "Icône Compagnon abandonné", "Icône Compagnon mort": "Icône Compagnon mort", "Icône Compteur d'épées": "Icône Compteur d'épées", "Icône Compétence : Hache Aptitude": "Icône Compétence : Hache Aptitude", "Icône Compétence d'arbalète Aptitude": "Icône Compétence d'arbalète Aptitude", "Icône Compétence d'arc Aptitude": "Icône Compétence d'arc Aptitude", "Icône Compétence d'arme contondante Aptitude": "Icône Compétence d'arme contondante Aptitude", "Icône Compétence d'épée Aptitude": "Icône Compétence d'épée Aptitude", "Icône Compétence de Survie Aptitude": "Icône Compétence de Survie Aptitude", "Icône Compétence de bouclier Aptitude": "Icône Compétence de bouclier Aptitude", "Icône Compétence de dague Aptitude": "Icône Compétence de dague Aptitude", "Icône Compétence de hache": "Icône Compétence de hache", "Icône Compétence de la grande épée Aptitude": "Icône Compétence de la grande épée Aptitude", "Icône Compétence de lance Aptitude": "Icône Compétence de lance Aptitude", "Icône Compétence de magie de feu Aptitude": "Icône Compétence de magie de feu Aptitude", "Icône Compétence de magie de l'eau Aptitude": "Icône Compétence de magie de l'eau Aptitude", "Icône Compétence de magie noire Aptitude": "Icône Compétence de magie noire Aptitude", "Icône Compétence de magie sacrée Aptitude": "Icône Compétence de magie sacrée Aptitude", "Icône Compétence en magie de la nature Aptitude": "Icône Compétence en magie de la nature Aptitude", "Icône Confort": "Icône Confort", "Icône Conscient": "Icône Conscient", "Icône Conscrit": "Icône Conscrit", "Icône Consommation d'une potion alourdissante": "Icône Consommation d'une potion alourdissante", "Icône Consommation d'une potion d'attaque physique": "Icône Consommation d'une potion d'attaque physique", "Icône Consommation d'une potion d'esquive": "Icône Consommation d'une potion d'esquive", "Icône Consommation de gelée royale": "Icône Consommation de gelée royale", "Icône Consommation de la potion Peau de métal": "Icône Consommation de la potion Peau de métal", "Icône Consommation de la potion de précision": "Icône Consommation de la potion de précision", "Icône Consommer une potion de défense": "Icône Consommer une potion de défense", "Icône Consommer une potion de recharge de compétence": "Icône Consommer une potion de recharge de compétence", "Icône Consommer une potion de résistance magique": "Icône Consommer une potion de résistance magique", "Icône Constitution": "Icône Constitution", "Icône Construction chambre marchande": "Icône Construction chambre marchande", "Icône Conséquences du séjour en donjon": "Icône Conséquences du séjour en donjon", "Icône Coquille": "Icône Coquille", "Icône Cordyceps": "Icône Cordyceps", "Icône Corne d'Expédition": "Icône Corne d'Expédition", "Icône Corne de troll": "Icône Corne de troll", "Icône Cornelièvre": "Icône Cornelièvre", "Icône Corps raide": "Icône Corps raide", "Icône Corrosion": "Icône Corrosion", "Icône Corruption d'épine sombre": "Icône Corruption d'épine sombre", "Icône Couic!": "Icône Couic!", "Icône Coup Balayant": "Icône Coup Balayant", "Icône Coup contondant de base (Monstre)": "Icône Coup contondant de base (Monstre)", "Icône Coup de diversion": "Icône Coup de diversion", "Icône Coup de lance": "Icône Coup de lance", "Icône Coup de poing basique": "Icône Coup de poing basique", "Icône Coup de pommeau": "Icône Coup de pommeau", "Icône Coup en chaîne": "Icône Coup en chaîne", "Icône Coup inévitable": "Icône Coup inévitable", "Icône Coupe devastatrice": "Icône Coupe devastatrice", "Icône Crachat": "Icône Crachat", "Icône Crachat acide": "Icône Crachat acide", "Icône Crachat de Gloth": "Icône Crachat de Gloth", "Icône Crachat de boue": "Icône Crachat de boue", "Icône Crachat de spores": "Icône Crachat de spores", "Icône Craintif": "Icône Craintif", "Icône Crapaud à Bulles": "Icône Crapaud à Bulles", "Icône Crawling Doom Tuto 1": "Icône Doom rampant Tuto 1", "Icône Crawling Doom Tuto 10": "Icône Doom rampant Tuto 10", "Icône Crawling Doom Tuto 12": "Icône Doom rampant Tuto 12", "Icône Crawling Doom Tuto 13": "Icône Doom rampant Tuto 13", "Icône Crawling Doom Tuto 14": "Icône Doom rampant Tuto 14", "Icône Crawling Doom Tuto 15": "Icône Doom rampant Tuto 15", "Icône Crawling Doom Tuto 16": "Icône Doom rampant Tuto 16", "Icône Crawling Doom Tuto 2": "Icône Doom rampant Tuto 2", "Icône Crawling Doom Tuto 3": "Icône Doom rampant Tuto 3", "Icône Crawling Doom Tuto 4": "Icône Doom rampant Tuto 4", "Icône Crawling Doom Tuto 5": "Icône Doom rampant Tuto 5", "Icône Crawling Doom Tuto 6": "Icône Doom rampant Tuto 6", "Icône Crawling Doom Tuto 7": "Icône Doom rampant Tuto 7", "Icône Crawling Doom Tuto 8": "Icône Doom rampant Tuto 8", "Icône Cri de mandragore entendu": "Icône Cri de mandragore entendu", "Icône Cri du gardien": "Icône Cri du gardien", "Icône Crinière Rouge": "Icône Crinière Rouge", "Icône Crinière rouge": "Icône Crinière rouge", "Icône Cristal bleu raffiné": "Icône Cristal bleu raffiné", "Icône Cristal rouge raffiné": "Icône Cristal rouge raffiné", "Icône Cristal vert raffiné": "Icône Cristal vert raffiné", "Icône Croc du Rat monstre rouge": "Icône Croc du Rat monstre rouge", "Icône Croissant sanglant": "Icône Croissant sanglant", "Icône Croque Champi": "Icône Croque Champi", "Icône Croque-Champi": "Icône Croque-Champi", "Icône Créature invoquée": "Icône Créature invoquée", "Icône Cuir": "Icône Cuir", "Icône Cuirasse de fer": "Icône Cuirasse de fer", "Icône Cuisine dans une salle à manger correcte.": "Icône Cuisine dans une salle à manger correcte.", "Icône Cuisine dans une salle à manger délabrée.": "Icône Cuisine dans une salle à manger délabrée.", "Icône Cuisine dans une salle à manger fantastique.": "Icône Cuisine dans une salle à manger fantastique.", "Icône Cuisine dans une salle à manger impressionnante.": "Icône Cuisine dans une salle à manger impressionnante.", "Icône Cuisine dans une salle à manger luxueuse.": "Icône Cuisine dans une salle à manger luxueuse.", "Icône Cuisine dans une salle à manger médiocre.": "Icône Cuisine dans une salle à manger médiocre.", "Icône Cuisine dans une salle à manger ordinaire.": "Icône Cuisine dans une salle à manger ordinaire.", "Icône Culpabilité charnelle": "Icône Culpabilité charnelle", "Icône Curieux": "Icône Curieux", "Icône Cycle de Vague": "Icône Cycle de Vague", "Icône Cycle de vie": "Icône Cycle de vie", "Icône Célérité": "Icône Célérité", "Icône Céramique": "Icône Céramique", "Icône Dague d'étain": "Icône Dague d'étain", "Icône Dague de carapace": "Icône Dague de carapace", "Icône Dague de fer": "Icône Dague de fer", "Icône Dague en Arcron": "Icône Dague en Arcron", "Icône Dague en bois": "Icône Dague en bois", "Icône Dague en bois de sang": "Icône Dague en bois de sang", "Icône Dague en bois sanguin": "Icône Dague en bois sanguin", "Icône Dague en bronze": "Icône Dague en bronze", "Icône Dague en cuivre": "Icône Dague en cuivre", "Icône Dague en os": "Icône Dague en os", "Icône Demande d'adhésion": "Icône Demande d'adhésion", "Icône Demande d'adhésion à Perion": "Icône Demande d'adhésion à Perion", "Icône Demande de duel": "Icône Demande de duel", "Icône Demande en duel": "Icône Demande en duel", "Icône Dents de Croque Champi": "Icône Dents de Croque Champi", "Icône Dents de Mushbiter": "Icône Dents de Mushbiter", "Icône Deputy Captains Insignia": "Icône Insigne des Capitaines Adjoints", "Icône Dernière braise": "Icône Dernière braise", "Icône Difficulté de gestion des joueurs Difficile": "Icône Difficulté de gestion des joueurs Difficile", "Icône Difficulté de gestion des joueurs Facile": "Icône Difficulté de gestion des joueurs Facile", "Icône Difficulté des monstres Dévastation": "Icône Difficulté des monstres Dévastation", "Icône Difficulté des monstres Très difficile": "Icône Difficulté des monstres Très difficile", "Icône Difficulté fatale": "Icône Difficulté fatale", "Icône Difficulté très difficile": "Icône Difficulté très difficile", "Icône Dispersion d'acide": "Icône Dispersion d'acide", "Icône Division": "Icône Division", "Icône Division destructrice": "Icône Division destructrice", "Icône Donjon épuisé": "Icône Donjon épuisé", "Icône Doppelganger - Assaut": "Icône Doppelganger - Assaut", "Icône Doppelganger - L'heure du choix": "Icône Doppelganger - L'heure du choix", "Icône Doppelganger - Membres soulagés": "Icône Doppelganger - Membres soulagés", "Icône Doppelgänger ?": "Icône Doppelgänger ?", "Icône Dormi au sol": "Icône Dormi au sol", "Icône Dormir (Lit)": "Icône Dormir (Lit)", "Icône Dormir (Sac de couchage)": "Icône Dormir (Sac de couchage)", "Icône Double estoc": "Icône Double estoc", "Icône Double griffure": "Icône Double griffure", "Icône Douleur étrange": "Icône Douleur étrange", "Icône Drain de sang": "Icône Drain de sang", "Icône Dungeon Merchant 2 Default": "Icône Marchand du donjon 2 par défaut", "Icône Durabilité": "Icône Durabilité", "Icône Durabilité max.": "Icône Durabilité max.", "Icône Durcissement de la carapace": "Icône Durcissement de la carapace", "Icône Durcissement du shell": "Icône Durcissement du shell", "Icône Durée de la potion de carapace": "Icône Durée de la potion de carapace", "Icône Décision d'expédition": "Icône Décision d'expédition", "Icône Décision d'expédition terminée": "Icône Décision d'expédition terminée", "Icône Décélération": "Icône Décélération", "Icône Défense: Corps à corps": "Icône Défense: Corps à corps", "Icône Dégâts infligés": "Icône Dégâts infligés", "Icône Dégâts magiques infligés": "Icône Dégâts magiques infligés", "Icône Dégâts physiques infligés": "Icône Dégâts physiques infligés", "Icône Dégâts subis": "Icône Dégâts subis", "Icône Démon blanc": "Icône Démon blanc", "Icône Déplacements légers": "Icône Déplacements légers", "Icône Déshonoré": "Icône Déshonoré", "Icône Détermination de l'épéiste": "Icône Détermination de l'épéiste", "Icône EXP max": "Icône EXP max", "Icône Eaux profondes": "Icône Eaux profondes", "Icône Effet d'esprit pionnier": "Icône Effet d'esprit pionnier", "Icône Effet d'insecte symbiotique": "Icône Effet d'insecte symbiotique", "Icône Effondrement mental": "Icône Effondrement mental", "Icône Effondrement mental : Panique": "Icône Effondrement mental : Panique", "Icône Effroi": "Icône Effroi", "Icône Elfe": "Icône Elfe", "Icône En train de consommer une potion de vitesse d'attaque": "Icône En train de consommer une potion de vitesse d'attaque", "Icône Encensoir rituel": "Icône Encensoir rituel", "Icône Enchère en pierres": "Icône Enchère en pierres", "Icône Encombrement": "Icône Encombrement", "Icône Endommagé": "Icône Endommagé", "Icône Endorsi": "Icône Endorsi", "Icône Endrossi": "Icône Endrossi", "Icône Endrossi Quest End 3": "Icône Fin de quête d'Endrossi 3", "Icône Endrossi Quest End 4": "Icône Fin de quête d'Endrossi 4", "Icône Engrenage ancien": "Icône Engrenage ancien", "Icône Ennui": "Icône Ennui", "Icône Enquête sur l'appareil magique terminée": "Icône Enquête sur l'appareil magique terminée", "Icône Enquête sur l'insecte acide terminée": "Icône Enquête sur l'insecte acide terminée", "Icône Enquête sur l'insecte à spores terminée": "Icône Enquête sur l'insecte à spores terminée", "Icône Enquête sur la Larve de Viande terminée": "Icône Enquête sur la Larve de Viande terminée", "Icône Enquête sur les spécimens rejetés terminée.": "Icône Enquête sur les spécimens rejetés terminée.", "Icône Enseignement forestier": "Icône Enseignement forestier", "Icône Ensnaring Chain Active": "Icône Chaînes entravantes actives", "Icône Ensoleillé": "Icône Ensoleillé", "Icône Ensoleillé et humide": "Icône Ensoleillé et humide", "Icône Errant": "Icône Errant", "Icône Esclave": "Icône Esclave", "Icône Esprit de la lame": "Icône Esprit de la lame", "Icône Esprit de la nature": "Icône Esprit de la nature", "Icône Esprit de lame": "Icône Esprit de lame", "Icône Esprit héroïque": "Icône Esprit héroïque", "Icône Esprit verdoyant": "Icône Esprit verdoyant", "Icône Esquive réflexe": "Icône Esquive réflexe", "Icône Essaim de Gloth": "Icône Essaim de Gloth", "Icône Essaim de puces": "Icône Essaim de puces", "Icône Essaim de rats": "Icône Essaim de rats", "Icône Essence d'eau": "Icône Essence d'eau", "Icône Essence d'eau moyenne": "Icône Essence d'eau moyenne", "Icône Essence de feu": "Icône Essence de feu", "Icône Essence de feu moyenne": "Icône Essence de feu moyenne", "Icône Essence de la Nature": "Icône Essence de la Nature", "Icône Essence de nature moyenne": "Icône Essence de nature moyenne", "Icône Estocade de langue": "Icône Estocade de langue", "Icône Estomac plein": "Icône Estomac plein", "Icône Event Demo Wishlist": "Icône Event Demo Wishlist", "Icône Exp": "Icône Exp", "Icône Expedition Horn Not Active": "Icône Cor d'expédition non actif", "Icône Explosion": "Icône Explosion", "Icône Explosion de graines": "Icône Explosion de graines", "Icône Explosion de vie": "Icône Explosion de vie", "Icône Expédition réussie": "Icône Expédition réussie", "Icône Extrêmement affamé": "Icône Extrêmement affamé", "Icône Exécution": "Icône Exécution", "Icône Eye Ball Soul": "Icône Âme de l'Œil", "Icône Fabrication dans un atelier arcanique correct.": "Icône Fabrication dans un atelier arcanique correct.", "Icône Fabrication dans un atelier arcanique délabré.": "Icône Fabrication dans un atelier arcanique délabré.", "Icône Fabrication dans un atelier arcanique fantastique.": "Icône Fabrication dans un atelier arcanique fantastique.", "Icône Fabrication dans un atelier arcanique impressionnant.": "Icône Fabrication dans un atelier arcanique impressionnant.", "Icône Fabrication dans un atelier arcanique luxueux.": "Icône Fabrication dans un atelier arcanique luxueux.", "Icône Fabrication dans un atelier arcanique médiocre.": "Icône Fabrication dans un atelier arcanique médiocre.", "Icône Fabrication dans un atelier arcanique ordinaire.": "Icône Fabrication dans un atelier arcanique ordinaire.", "Icône Fabrication dans un atelier correct.": "Icône Fabrication dans un atelier correct.", "Icône Fabrication dans un atelier délabré.": "Icône Fabrication dans un atelier délabré.", "Icône Fabrication dans un atelier fantastique.": "Icône Fabrication dans un atelier fantastique.", "Icône Fabrication dans un atelier impressionnant.": "Icône Fabrication dans un atelier impressionnant.", "Icône Fabrication dans un atelier luxueux.": "Icône Fabrication dans un atelier luxueux.", "Icône Fabrication dans un atelier médiocre.": "Icône Fabrication dans un atelier médiocre.", "Icône Fabrication dans un atelier ordinaire.": "Icône Fabrication dans un atelier ordinaire.", "Icône Faiblesse critique": "Icône Faiblesse critique", "Icône Faiblesse exposée": "Icône Faiblesse exposée", "Icône Faim": "Icône Faim", "Icône Faim grandissante": "Icône Faim grandissante", "Icône Faim maximale": "Icône Faim maximale", "Icône Faire apparaître un Gloth mâle": "Icône Faire apparaître un Gloth mâle", "Icône Faire apparaître un Insecte acide": "Icône Faire apparaître un Insecte acide", "Icône Faire apparaître un Jeune Gloth": "Icône Faire apparaître un Jeune Gloth", "Icône Faire apparaître un Mawmurk": "Icône Faire apparaître un Mawmurk", "Icône Faire apparaître un Rat gris": "Icône Faire apparaître un Rat gris", "Icône Faire apparaître un Rat monstre gris": "Icône Faire apparaître un Rat monstre gris", "Icône Faire apparaître un Scarabée métallique": "Icône Faire apparaître un Scarabée métallique", "Icône Falaises épineuses": "Icône Falaises épineuses", "Icône Farine d'os": "Icône Farine d'os", "Icône Fatigue de croissance": "Icône Fatigue de croissance", "Icône Fertilité": "Icône Fertilité", "Icône Feu de camp": "Icône Feu de camp", "Icône Fin de quête d'Endrossi 1": "Icône Fin de quête d'Endrossi 1", "Icône Fin de quête d'Endrossi 2": "Icône Fin de quête d'Endrossi 2", "Icône Fin de quête de Perion 1": "Icône Fin de quête de Perion 1", "Icône Fin de quête de Zenon 1": "Icône Fin de quête de Zenon 1", "Icône Fin de quête de Zenon 2": "Icône Fin de quête de Zenon 2", "Icône Fin de quête de Zenon 3": "Icône Fin de quête de Zenon 3", "Icône Fin de quête de Zenon 4": "Icône Fin de quête de Zenon 4", "Icône Fissure": "Icône Fissure", "Icône Fissure étrange": "Icône Fissure étrange", "Icône Flamme de vie": "Icône Flamme de vie", "Icône Fleur d'écho": "Icône Fleur d'écho", "Icône Floraison Solaire": "Icône Floraison Solaire", "Icône Floraison Sunheart": "Icône Floraison Sunheart", "Icône Floraison cœur Solaire": "Icône Floraison cœur Solaire", "Icône Floraison du Cœur Solaire": "Icône Floraison du Cœur Solaire", "Icône Flux de l'épée": "Icône Flux de l'épée", "Icône Flux et reflux": "Icône Flux et reflux", "Icône Flèche de fer": "Icône Flèche de fer", "Icône Flèche en Arcron": "Icône Flèche en Arcron", "Icône Flèche en bois": "Icône Flèche en bois", "Icône Flèche en bois de sang": "Icône Flèche en bois de sang", "Icône Flèche en bois sanguin": "Icône Flèche en bois sanguin", "Icône Flèche en bronze": "Icône Flèche en bronze", "Icône Flèche en carapace": "Icône Flèche en carapace", "Icône Flèche en cuivre": "Icône Flèche en cuivre", "Icône Flèche en os": "Icône Flèche en os", "Icône Flèche en étain": "Icône Flèche en étain", "Icône Force": "Icône Force", "Icône Force de volonté": "Icône Force de volonté", "Icône Fortement surchargé": "Icône Fortement surchargé", "Icône Fortification": "Icône Fortification", "Icône Fortifié": "Icône Fortifié", "Icône Forêt des Bêtes": "Icône Forêt des Bêtes", "Icône Fou joyeux": "Icône Fou joyeux", "Icône Fouet de Gloth": "Icône Fouet de Gloth", "Icône Fouiller les cadavres souillés": "Icône Fouiller les cadavres souillés", "Icône Fracture de la cheville": "Icône Fracture de la cheville", "Icône Fragment de fresque ancienne": "Icône Fragment de fresque ancienne", "Icône Frappe sentinelle": "Icône Frappe sentinelle", "Icône Fruit Luma consommé": "Icône Fruit Luma consommé", "Icône Fruit de Luma": "Icône Fruit de Luma", "Icône Fruit ensanglanté": "Icône Fruit ensanglanté", "Icône Fuir": "Icône Fuir", "Icône Fuite d'urgence": "Icône Fuite d'urgence", "Icône Fuite du gobelin": "Icône Fuite du gobelin", "Icône Fureur froide": "Icône Fureur froide", "Icône Furtivité": "Icône Furtivité", "Icône Férocité": "Icône Férocité", "Icône Gagner de l'argent": "Icône Gagner de l'argent", "Icône Garde de guilde": "Icône Garde de guilde", "Icône Garde de la ville": "Icône Garde de la ville", "Icône Garde du corps du chef": "Icône Garde du corps du chef", "Icône Garde élastique": "Icône Garde élastique", "Icône Gardien de la forêt": "Icône Gardien de la forêt", "Icône Gardien du Marais": "Icône Gardien du Marais", "Icône Gather Started": "Icône Cueillette commencée", "Icône Gelé": "Icône Gelé", "Icône Gelée de slime": "Icône Gelée de slime", "Icône Gelée royale": "Icône Gelée royale", "Icône Giant Stone Golem Phase2": "Icône Golem de pierre géant Phase 2", "Icône Glacier": "Icône Glacier", "Icône Gloth docile": "Icône Gloth docile", "Icône Gloth femelle": "Icône Gloth femelle", "Icône Gloth femelle de l'Abîme": "Icône Gloth femelle de l'Abîme", "Icône Gloth l'Ancien": "Icône Gloth l'Ancien", "Icône Gloth l'Ancien de l'Abîme": "Icône Gloth l'Ancien de l'Abîme", "Icône Gloth le Challenger": "Icône Gloth le Challenger", "Icône Gloth le Challenger de l'Abîme": "Icône Gloth le Challenger de l'Abîme", "Icône Gloth mâle": "Icône Gloth mâle", "Icône Gloth mâle de l'Abîme": "Icône Gloth mâle de l'Abîme", "Icône Gobelet de banquet": "Icône Gobelet de banquet", "Icône Gobelin": "Icône Gobelin", "Icône Gobelin bagarreur": "Icône Gobelin bagarreur", "Icône Gobelin bagarreur de l'Abîme": "Icône Gobelin bagarreur de l'Abîme", "Icône Gobelin grand chaman": "Icône Gobelin grand chaman", "Icône Gobelin grand-chaman": "Icône Gobelin grand-chaman", "Icône Gobelin lanceur": "Icône Gobelin lanceur", "Icône Gobelin lanceur de l'Abîme": "Icône Gobelin lanceur de l'Abîme", "Icône Gobelin ouvrier": "Icône Gobelin ouvrier", "Icône Gobelin ouvrier de l'Abîme": "Icône Gobelin ouvrier de l'Abîme", "Icône Goblin Chief Shaman Aura": "Icône Goblin Chief Shaman Aura", "Icône Goblin Chief Shaman Soul Stack": "Icône Goblin Chief Shaman Soul Stack", "Icône Golem de pierre bleue": "Icône Golem de pierre bleue", "Icône Golem de pierre bleue de l'Abîme": "Icône Golem de pierre bleue de l'Abîme", "Icône Golem de pierre géant": "Icône Golem de pierre géant", "Icône Golem de pierre géant de l'Abîme": "Icône Golem de pierre géant de l'Abîme", "Icône Golem de pierre jaune": "Icône Golem de pierre jaune", "Icône Golem de pierre jaune de l'Abîme": "Icône Golem de pierre jaune de l'Abîme", "Icône Golem de pierre rouge": "Icône Golem de pierre rouge", "Icône Golem de pierre rouge de l'Abîme": "Icône Golem de pierre rouge de l'Abîme", "Icône Graine étrange": "Icône Graine étrange", "Icône Grande Couronne": "Icône Grande Couronne", "Icône Grande Épée d'Os": "Icône Grande Épée d'Os", "Icône Grande épée de carapace": "Icône Grande épée de carapace", "Icône Grande épée de fer": "Icône Grande épée de fer", "Icône Grande épée en Arcron": "Icône Grande épée en Arcron", "Icône Grande épée en bois": "Icône Grande épée en bois", "Icône Grande épée en bois sanguin": "Icône Grande épée en bois sanguin", "Icône Grande épée en bronze": "Icône Grande épée en bronze", "Icône Grande épée en cuivre": "Icône Grande épée en cuivre", "Icône Grande épée en étain": "Icône Grande épée en étain", "Icône Gravement endommagé": "Icône Gravement endommagé", "Icône Grenat raffiné": "Icône Grenat raffiné", "Icône Grenouille prédatrice": "Icône Grenouille prédatrice", "Icône Grenouille prédatrice de l'Abîme": "Icône Grenouille prédatrice de l'Abîme", "Icône Griffure ensanglantée": "Icône Griffure ensanglantée", "Icône Guerrier Exilé": "Icône Guerrier Exilé", "Icône Guidance de la déesse": "Icône Guidance de la déesse", "Icône Génie malheureux": "Icône Génie malheureux", "Icône Hache d'os": "Icône Hache d'os", "Icône Hache de bois sanguin": "Icône Hache de bois sanguin", "Icône Hache de fer": "Icône Hache de fer", "Icône Hache en Arcron": "Icône Hache en Arcron", "Icône Hache en bois": "Icône Hache en bois", "Icône Hache en bronze": "Icône Hache en bronze", "Icône Hache en carapace": "Icône Hache en carapace", "Icône Hache en cuivre": "Icône Hache en cuivre", "Icône Hache en étain": "Icône Hache en étain", "Icône Heosuabi": "Icône Heosuabi", "Icône Herbe de gobelin": "Icône Herbe de gobelin", "Icône Herbe longue et sauvage": "Icône Herbe longue et sauvage", "Icône Herbe sauvage": "Icône Herbe sauvage", "Icône Herbe sauvage mystique": "Icône Herbe sauvage mystique", "Icône Homme-lézard": "Icône Homme-lézard", "Icône Humain": "Icône Humain", "Icône Humeur": "Icône Humeur", "Icône Hurlement d'encouragement": "Icône Hurlement d'encouragement", "Icône Hurlement de Gloth": "Icône Hurlement de Gloth", "Icône Hérisson": "Icône Hérisson", "Icône Idole oubliée": "Icône Idole oubliée", "Icône Ignifuge": "Icône Ignifuge", "Icône Immobilisation": "Icône Immobilisation", "Icône Immortel": "Icône Immortel", "Icône Immunité au poison": "Icône Immunité au poison", "Icône Immunité au recul": "Icône Immunité au recul", "Icône Immunité au saignement": "Icône Immunité au saignement", "Icône Immunité aux brûlures": "Icône Immunité aux brûlures", "Icône Immunité contre l'étourdissement": "Icône Immunité contre l'étourdissement", "Icône Immunité à la brûlure": "Icône Immunité à la brûlure", "Icône Incinérer": "Icône Incinérer", "Icône Initiative": "Icône initiative", "Icône Insatisfait": "Icône Insatisfait", "Icône Inscription : Contondant": "Icône Inscription : Contondant", "Icône Inscription : Lance": "Icône Inscription : Lance", "Icône Inscription d'Attaque Magique de qualité supérieure": "Icône Inscription d'Attaque Magique de qualité supérieure", "Icône Inscription d'attaque magique de bas niveau": "Icône Inscription d'attaque magique de bas niveau", "Icône Inscription d'attaque magique de niveau moyen": "Icône Inscription d'attaque magique de niveau moyen", "Icône Inscription d'attaque physique de bas niveau": "Icône Inscription d'attaque physique de bas niveau", "Icône Inscription d'attaque physique de niveau intermédiaire": "Icône Inscription d'attaque physique de niveau intermédiaire", "Icône Inscription d'attaque physique de qualité supérieure": "Icône Inscription d'attaque physique de qualité supérieure", "Icône Inscription d'exécution": "Icône Inscription d'exécution", "Icône Inscription d'Élasticité": "Icône Inscription d'Élasticité", "Icône Inscription d'Énergie maximale de qualité supérieure": "Icône Inscription d'Énergie maximale de qualité supérieure", "Icône Inscription d'Énergie maximale de rang inférieur": "Icône Inscription d'Énergie maximale de rang inférieur", "Icône Inscription d'Épée": "Icône Inscription d'Épée", "Icône Inscription d'écrasement": "Icône Inscription d'écrasement", "Icône Inscription d'énergie maximale de niveau moyen": "Icône Inscription d'énergie maximale de niveau moyen", "Icône Inscription de Blitz": "Icône Inscription de Blitz", "Icône Inscription de Burst": "Icône Inscription de Burst", "Icône Inscription de Mélancolie": "Icône Inscription de Mélancolie", "Icône Inscription de Santé maximale de bas grade": "Icône Inscription de Santé maximale de bas grade", "Icône Inscription de Santé maximale de qualité supérieure": "Icône Inscription de Santé maximale de qualité supérieure", "Icône Inscription de braises": "Icône Inscription de braises", "Icône Inscription de chance de coup critique de bas niveau": "Icône Inscription de chance de coup critique de bas niveau", "Icône Inscription de chance de coup critique de qualité supérieure": "Icône Inscription de chance de coup critique de qualité supérieure", "Icône Inscription de chance de garde de niveau inférieur": "Icône Inscription de chance de garde de niveau inférieur", "Icône Inscription de chance de garde de rang supérieur": "Icône Inscription de chance de garde de rang supérieur", "Icône Inscription de charge maximale de haut grade": "Icône Inscription de charge maximale de haut grade", "Icône Inscription de dégâts critiques de bas niveau": "Icône Inscription de dégâts critiques de bas niveau", "Icône Inscription de dégâts critiques de qualité supérieure": "Icône Inscription de dégâts critiques de qualité supérieure", "Icône Inscription de faible chance d'esquive": "Icône Inscription de faible chance d'esquive", "Icône Inscription de faible niveau - Chance de toucher": "Icône Inscription de faible niveau - Chance de toucher", "Icône Inscription de grade inférieur : vol de vie": "Icône Inscription de grade inférieur : vol de vie", "Icône Inscription de l'arc": "Icône Inscription de l'arc", "Icône Inscription de l'harmonie": "Icône Inscription de l'harmonie", "Icône Inscription de l'onde de choc": "Icône Inscription de l'onde de choc", "Icône Inscription de l'Émiettement": "Icône Inscription de l'Émiettement", "Icône Inscription de l'épée à deux mains": "Icône Inscription de l'épée à deux mains", "Icône Inscription de la Carapace Germinante": "Icône Inscription de la Carapace Germinante", "Icône Inscription de la Coquille Germinante": "Icône Inscription de la Coquille Germinante", "Icône Inscription de la Frappe magique": "Icône Inscription de la Frappe magique", "Icône Inscription de la Grande épée": "Icône Inscription de la Grande épée", "Icône Inscription de la Mine d'Or": "Icône Inscription de la Mine d'Or", "Icône Inscription de la Tempête": "Icône Inscription de la Tempête", "Icône Inscription de la forteresse": "Icône Inscription de la forteresse", "Icône Inscription de la magie de feu": "Icône Inscription de la magie de feu", "Icône Inscription de la magie de l'Eau": "Icône Inscription de la magie de l'Eau", "Icône Inscription de la magie de la nature": "Icône Inscription de la magie de la nature", "Icône Inscription de la marée": "Icône Inscription de la marée", "Icône Inscription de la mine d'or": "Icône Inscription de la mine d'or", "Icône Inscription de la peine capitale": "Icône Inscription de la peine capitale", "Icône Inscription de la perfection": "Icône Inscription de la perfection", "Icône Inscription de niveau moyen : chance de toucher": "Icône Inscription de niveau moyen : chance de toucher", "Icône Inscription de poids max. de niveau intermédiaire": "Icône Inscription de poids max. de niveau intermédiaire", "Icône Inscription de poids maximal de qualité inférieure": "Icône Inscription de poids maximal de qualité inférieure", "Icône Inscription de probabilité d'esquive (moyenne)": "Icône Inscription de probabilité d'esquive (moyenne)", "Icône Inscription de protection": "Icône Inscription de protection", "Icône Inscription de qualité inférieure : réduction du temps de recharge": "Icône Inscription de qualité inférieure : réduction du temps de recharge", "Icône Inscription de qualité supérieure : chance d'esquive": "Icône Inscription de qualité supérieure : chance d'esquive", "Icône Inscription de récupération": "Icône Inscription de récupération", "Icône Inscription de réduction des dégâts de garde (qualité inférieure)": "Icône Inscription de réduction des dégâts de garde (qualité inférieure)", "Icône Inscription de réflexion": "Icône Inscription de réflexion", "Icône Inscription de régénération de santé de bas niveau": "Icône Inscription de régénération de santé de bas niveau", "Icône Inscription de régénération de santé de niveau moyen": "Icône Inscription de régénération de santé de niveau moyen", "Icône Inscription de régénération de santé de qualité supérieure": "Icône Inscription de régénération de santé de qualité supérieure", "Icône Inscription de résistance magique de bas niveau": "Icône Inscription de résistance magique de bas niveau", "Icône Inscription de résistance magique de niveau moyen": "Icône Inscription de résistance magique de niveau moyen", "Icône Inscription de résistance magique supérieure": "Icône Inscription de résistance magique supérieure", "Icône Inscription de résistance physique de niveau moyen": "Icône Inscription de résistance physique de niveau moyen", "Icône Inscription de résistance physique de qualité inférieure": "Icône Inscription de résistance physique de qualité inférieure", "Icône Inscription de résistance physique de qualité supérieure": "Icône Inscription de résistance physique de qualité supérieure", "Icône Inscription de santé maximale de niveau intermédiaire": "Icône Inscription de santé maximale de niveau intermédiaire", "Icône Inscription de vitesse d'attaque de bas niveau": "Icône Inscription de vitesse d'attaque de bas niveau", "Icône Inscription de vitesse d'attaque de grade moyen": "Icône Inscription de vitesse d'attaque de grade moyen", "Icône Inscription de vitesse de déplacement de bas niveau": "Icône Inscription de vitesse de déplacement de bas niveau", "Icône Inscription de vitesse de déplacement intermédiaire": "Icône Inscription de vitesse de déplacement intermédiaire", "Icône Inscription de vol de vie de niveau intermédiaire": "Icône Inscription de vol de vie de niveau intermédiaire", "Icône Inscription de vol de vie supérieure": "Icône Inscription de vol de vie supérieure", "Icône Inscription des derniers soubresauts": "Icône Inscription des derniers soubresauts", "Icône Inscription divine": "Icône Inscription divine", "Icône Inscription du Bouffon": "Icône Inscription du Bouffon", "Icône Inscription du Gardien": "Icône Inscription du Gardien", "Icône Inscription du Guerrier": "Icône Inscription du Guerrier", "Icône Inscription du Plomb Lourd": "Icône Inscription du Plomb Lourd", "Icône Inscription du Saignement Excessif": "Icône Inscription du Saignement Excessif", "Icône Inscription du Silex": "Icône Inscription du Silex", "Icône Inscription du bouclier": "Icône Inscription du bouclier", "Icône Inscription du défi": "Icône Inscription du défi", "Icône Inscription du géant": "Icône Inscription du géant", "Icône Inscription du naufrage": "Icône Inscription du naufrage", "Icône Inscription du pieu": "Icône Inscription du pieu", "Icône Inscription du porteur": "Icône Inscription du porteur", "Icône Inscription ensanglantée": "Icône Inscription ensanglantée", "Icône Inscription intermédiaire : réduction des dégâts lors de la garde": "Icône Inscription intermédiaire : réduction des dégâts lors de la garde", "Icône Inscription intermédiaire de chance de coup critique": "Icône Inscription intermédiaire de chance de coup critique", "Icône Inscription intermédiaire de dégâts critiques": "Icône Inscription intermédiaire de dégâts critiques", "Icône Inscription intermédiaire de probabilité de garde": "Icône Inscription intermédiaire de probabilité de garde", "Icône Inscription intermédiaire de réduction du temps de recharge": "Icône Inscription intermédiaire de réduction du temps de recharge", "Icône Inscription supérieure - chance de toucher": "Icône Inscription supérieure - chance de toucher", "Icône Inscription supérieure : réduction des dégâts en garde": "Icône Inscription supérieure : réduction des dégâts en garde", "Icône Inscription supérieure de réduction du temps de recharge": "Icône Inscription supérieure de réduction du temps de recharge", "Icône Inscription supérieure de vitesse d'attaque": "Icône Inscription supérieure de vitesse d'attaque", "Icône Inscription supérieure de vitesse de déplacement": "Icône Inscription supérieure de vitesse de déplacement", "Icône Insecte acide": "Icône Insecte acide", "Icône Insecte acide de l'Abîme": "Icône Insecte acide de l'Abîme", "Icône Insecte acide faible": "Icône Insecte acide faible", "Icône Insecte acide faible de l'Abîme": "Icône Insecte acide faible de l'Abîme", "Icône Insecte symbiotique": "Icône Insecte symbiotique", "Icône Insecte à spores": "Icône Insecte à spores", "Icône Insecte à spores de l'Abîme": "Icône Insecte à spores de l'Abîme", "Icône Insigne des capitaines adjoints": "Icône Insigne des capitaines adjoints", "Icône Insigne du commandant adjoint": "Icône Insigne du commandant adjoint", "Icône Inspirant": "Icône Inspirant", "Icône Insulte vile": "Icône Insulte vile", "Icône Intelligence": "Icône Intelligence", "Icône Intelligence des talents": "Icône Intelligence des talents", "Icône Invincibilité": "Icône Invincibilité", "Icône Invincible": "Icône Invincible", "Icône Invocation : BubbleToad": "Icône Invocation : BubbleToad", "Icône Invocation : Bubbling": "Icône Invocation : Bubbling", "Icône Invocation de coccinelle": "Icône Invocation de coccinelle", "Icône Invoquer la coccinelle": "Icône Invoquer la coccinelle", "Icône Iron Clad": "Icône Iron Clad", "Icône Jet de pierre": "Icône Jet de pierre", "Icône Jeune Gloth": "Icône Jeune Gloth", "Icône Jeune Gloth de l'Abîme": "Icône Jeune Gloth de l'Abîme", "Icône Joie de l'aventure": "Icône Joie de l'aventure", "Icône Jour": "Icône Jour", "Icône Kit de camping de base": "Icône Kit de camping de base", "Icône L'Art de la Charge": "Icône L'Art de la Charge", "Icône L'Observateur 2": "Icône L'Observateur 2", "Icône L'affecteur factice pour monstres possède plusieurs animations d'attente": "Icône L'affecteur factice pour monstres possède plusieurs animations d'attente", "Icône L'oiseau aux mille couleurs": "Icône L'oiseau aux mille couleurs", "Icône La Terreur rouge": "Icône La Terreur rouge", "Icône La haine des Lycans": "Icône La haine des Lycans", "Icône La présence observatrice": "Icône La présence observatrice", "Icône Lame aiguisée": "Icône Lame aiguisée", "Icône Lance d'os": "Icône Lance d'os", "Icône Lance de fer": "Icône Lance de fer", "Icône Lance en Arcron": "Icône Lance en Arcron", "Icône Lance en bois": "Icône Lance en bois", "Icône Lance en bois de Bloodwood": "Icône Lance en bois de Bloodwood", "Icône Lance en bois sanguin": "Icône Lance en bois sanguin", "Icône Lance en bronze": "Icône Lance en bronze", "Icône Lance en carapace": "Icône Lance en carapace", "Icône Lance en cuivre": "Icône Lance en cuivre", "Icône Lance en étain": "Icône Lance en étain", "Icône Lancer de Gobelin": "Icône Lancer de Gobelin", "Icône Lancer de filet": "Icône Lancer de filet", "Icône Lancer un missile": "Icône Lancer un missile", "Icône Langue insensible": "Icône Langue insensible", "Icône Larme de sang": "Icône Larme de sang", "Icône Larmes de la Déesse": "Icône Larmes de la Déesse", "Icône Las des jeux de cartes": "Icône Las des jeux de cartes", "Icône Las des jeux de dés": "Icône Las des jeux de dés", "Icône Las des jeux de fléchettes": "Icône Las des jeux de fléchettes", "Icône Le gobelin gagne": "Icône Le gobelin gagne", "Icône Le parieur": "Icône Le parieur", "Icône Le petit vert": "Icône Le petit vert", "Icône Lent": "Icône Lent", "Icône Lettre des développeurs": "Icône Lettre des développeurs", "Icône Lettre du développeur": "Icône Lettre du développeur", "Icône Lingot d'argent": "Icône Lingot d'argent", "Icône Lingot de cuivre": "Icône Lingot de cuivre", "Icône Lingot de fer": "Icône Lingot de fer", "Icône Livre de magie": "Icône Livre de magie", "Icône Livre technique": "Icône Livre technique", "Icône Lumière de la torche": "Icône Lumière de la torche", "Icône Lycan": "Icône Lycan", "Icône Légèrement mécontent": "Icône Légèrement mécontent", "Icône Machine à sous": "Icône Machine à sous", "Icône Maelström": "Icône Maelström", "Icône Mage de combat de feu": "Icône Mage de combat de feu", "Icône Main rapide": "Icône Main rapide", "Icône Maintain Order Active": "Icône Maintien de l'ordre actif", "Icône Maintien de l'ordre": "Icône Maintien de l'ordre", "Icône Malédiction du Gobelin": "Icône Malédiction du Gobelin", "Icône Malédiction du destin": "Icône Malédiction du destin", "Icône Malédiction scellée": "Icône Malédiction scellée", "Icône Mandragore": "Icône Mandragore", "Icône Mandragore réveillée": "Icône Mandragore réveillée", "Icône Manger": "Icône Manger", "Icône Manger des herbes": "Icône Manger des herbes", "Icône Maniement du bouclier": "Icône Maniement du bouclier", "Icône Marchand de guilde": "Icône Marchand de guilde", "Icône Marchand de la guilde": "Icône Marchand de guilde", "Icône Marchand du Terrier purulent": "Icône Marchand du Terrier purulent", "Icône Marchand du Voile du Silence": "Icône Marchand du Voile du Silence", "Icône Marchand du donjon": "Icône Marchand du donjon", "Icône Marque de marée": "Icône Marque de marée", "Icône Marque des marées": "Icône Marque des marées", "Icône Martelage": "Icône Martelage", "Icône Marée Tourbillonnante": "Icône Marée Tourbillonnante", "Icône Masquer le casque": "Icône Masquer le casque", "Icône Masse d'Arcron": "Icône Masse d'Arcron", "Icône Masse d'étain": "Icône Masse d'étain", "Icône Masse de cuivre": "Icône Masse de cuivre", "Icône Masse en bronze": "Icône Masse en bronze", "Icône Massue d'os": "Icône Massue d'os", "Icône Massue de fer": "Icône Massue de fer", "Icône Massue dokkaebi": "Icône Massue dokkaebi", "Icône Massue en bois": "Icône Massue en bois", "Icône Massue en bois de sang": "Icône Massue en bois de sang", "Icône Massue en bois sanguin": "Icône Massue en bois sanguin", "Icône Massue en carapace": "Icône Massue en carapace", "Icône Mawmurk": "Icône Mawmurk", "Icône Mawmurk blanc": "Icône Mawmurk blanc", "Icône Mawmurk blanc de l'Abîme": "Icône Mawmurk blanc de l'Abîme", "Icône Membre d'expédition": "Icône Membre d'expédition", "Icône Mendiant": "Icône Mendiant", "Icône Mendiant du ventre": "Icône Mendiant du ventre", "Icône Mercenaire": "Icône Mercenaire", "Icône Meulage de lame": "Icône Meulage de lame", "Icône Minerai d'argent": "Icône Minerai d'argent", "Icône Minerai d'opale": "Icône Minerai d'opale", "Icône Minerai de cristal bleu": "Icône Minerai de cristal bleu", "Icône Minerai de cristal rouge": "Icône Minerai de cristal rouge", "Icône Minerai de cristal vert": "Icône Minerai de cristal vert", "Icône Minerai de cuivre": "Icône Minerai de cuivre", "Icône Minerai de fer": "Icône Minerai de fer", "Icône Minerai de grenat": "Icône Minerai de grenat", "Icône Minerai de péridot": "Icône Minerai de péridot", "Icône Missile de feu": "Icône Missile de feu", "Icône Missile magique": "Icône Missile magique", "Icône Mode Dieu": "Icône Mode Dieu", "Icône Mode de déverrouillage de toutes les compétences": "Icône Mode de déverrouillage de toutes les compétences", "Icône Modificateur de stress": "Icône Modificateur de stress", "Icône Modificateur des besoins en ressources pendant la prière": "Icône Modificateur des besoins en ressources pendant la prière", "Icône Monster Difficulty Easy": "Icône Difficulté des monstres Facile", "Icône Monster Difficulty Normal": "Icône Difficulté des monstres Normale", "Icône Monstre d'élite": "Icône Monstre d'élite", "Icône Monstre liquide": "Icône Monstre liquide", "Icône Monstre-chef": "Icône Monstre-chef", "Icône Mortel non ciblable": "Icône Mortel non ciblable", "Icône MudSlogel": "Icône MudSlogel", "Icône Mulombre": "Icône Mulombre", "Icône Mulombre Blanc": "Icône Mulombre Blanc", "Icône Mulombre de l'Abîme": "Icône Mulombre de l'Abîme", "Icône Multiplicateur critique Multiplicateur final": "Icône Multiplicateur critique Multiplicateur final", "Icône Multiplicateur final de la chance de coup critique": "Icône Multiplicateur final de la chance de coup critique", "Icône Multiplicateur final de la puissance d'attaque magique": "Icône Multiplicateur final de la puissance d'attaque magique", "Icône Multiplicateur final de la puissance d'attaque physique": "Icône Multiplicateur final de la puissance d'attaque physique", "Icône Multiplicateur final de la santé maximale": "Icône Multiplicateur final de la santé maximale", "Icône Multiplicateur final de régénération d'énergie": "Icône Multiplicateur final de régénération d'énergie", "Icône Multiplicateur final de régénération du stress": "Icône Multiplicateur final de régénération du stress", "Icône Multiplicateur final de vitesse d'attaque": "Icône Multiplicateur final de vitesse d'attaque", "Icône Multiplicateur final de vitesse de déplacement": "Icône Multiplicateur final de vitesse de déplacement", "Icône Multiplicateur final des dégâts": "Icône Multiplicateur final des dégâts", "Icône Mur de fer": "Icône Mur de fer", "Icône Murmure Sombre": "Icône Murmure Sombre", "Icône Myrtille": "Icône Myrtille", "Icône Méchanceté": "Icône Méchanceté", "Icône Mécontentement croissant": "Icône Mécontentement croissant", "Icône Mécontentement face à la décision": "Icône Mécontentement face à la décision", "Icône Méthode de chasse à la manière des gobelins": "Icône Méthode de chasse à la manière des gobelins", "Icône NPCBasic Bow Attack": "Icône NPCBasic Bow Attack", "Icône Nain": "Icône Nain", "Icône Navet": "Icône Navet", "Icône Navet grillé": "Icône Navet grillé", "Icône Navet mangé": "Icône Navet mangé", "Icône Niveau": "Icône Niveau", "Icône Nombre de coccinelles invoquées": "Icône Nombre de coccinelles invoquées", "Icône Nouvelle recrue": "Icône Nouvelle recrue", "Icône Nouvelles de mauvais augure": "Icône Nouvelles de mauvais augure", "Icône Nuance de vert": "Icône Nuance de vert", "Icône Nuit": "Icône Nuit", "Icône Né en ville": "Icône Né en ville", "Icône Observer Endorsi": "Icône Observer Endorsi", "Icône Observer Endrossi": "Icône Observer Endrossi", "Icône Observer Perion": "Icône Observer Perion", "Icône Observer Xénon": "Icône Observer Xénon", "Icône Obtenir une grosse somme d'argent": "Icône Obtenir une grosse somme d'argent", "Icône Offensive": "Icône Offensive", "Icône Officier de la guilde": "Icône Officier de la guilde", "Icône Omelette d'œuf de Gloth": "Icône Omelette d'œuf de Gloth", "Icône Opale raffinée": "Icône Opale raffinée", "Icône Optimiste": "Icône Optimiste", "Icône Opération en cours": "Icône Opération en cours", "Icône Ordre de chasse d'élite": "Icône Ordre de chasse d'élite", "Icône Os": "Icône Os", "Icône Paille": "Icône Paille", "Icône Palais insensible": "Icône Palais insensible", "Icône Parade d'armes": "Icône Parade d'armes", "Icône Parade à l'épée": "Icône Parade à l'épée", "Icône Parchemin de retour": "Icône Parchemin de retour", "Icône Parfum floral": "Icône Parfum floral", "Icône Parieur": "Icône Parieur", "Icône Patrie des elfes": "Icône Patrie des elfes", "Icône Peau brute": "Icône Peau brute", "Icône Peau verte": "Icône Peau verte", "Icône Pendentif de Devrick": "Icône Pendentif de Devrick", "Icône Perception": "Icône Perception", "Icône Perforation de base contre les monstres": "Icône Perforation de base contre les monstres", "Icône Perion": "Icône Perion", "Icône Perion - Enquête sur un appareil magique": "Icône Perion - Enquête sur un appareil magique", "Icône Perion Default": "Icône Perion par défaut", "Icône Perion Quest End 2": "Icône Perion Quest End 2", "Icône Perturbation": "Icône Perturbation", "Icône Pessimiste": "Icône Pessimiste", "Icône Petit Slime": "Icône Petit Slime", "Icône Petit Slime de boue": "Icône Petit Slime de boue", "Icône Petit Slime de l'Abîme": "Icône Petit Slime de l'Abîme", "Icône Petit Slime à spores": "Icône Petit Slime à spores", "Icône Petit mangeur": "Icône Petit mangeur", "Icône Petit slime de boue de l'Abîme": "Icône Petit slime de boue de l'Abîme", "Icône Petit slime à spores de l'Abîme": "Icône Petit slime à spores de l'Abîme", "Icône Petite statue de loup": "Icône Petite statue de loup", "Icône Peu satisfait": "Icône Peu satisfait", "Icône Peur mortelle": "Icône Peur mortelle", "Icône Peut-être un chant de femme": "Icône Peut-être un chant de femme", "Icône Peut-être une harpe": "Icône Peut-être une harpe", "Icône Peut-être une trompette": "Icône Peut-être une trompette", "Icône Philosophe": "Icône Philosophe", "Icône Pierre": "Icône Pierre", "Icône Pierre d'âme d'araignée osseuse": "Icône Pierre d'âme d'araignée osseuse", "Icône Pierre d'âme d'insecte acide": "Icône Pierre d'âme d'insecte acide", "Icône Pierre d'âme de Gelée de sang": "Icône Pierre d'âme de Gelée de sang", "Icône Pierre d'âme de Slime": "Icône Pierre d'âme de Slime", "Icône Pierre d'âme de Slogel acide alpha": "Icône Pierre d'âme de Slogel acide alpha", "Icône Pierre d'âme de Staghare": "Icône Pierre d'âme de Staghare", "Icône Pierre d'âme de hérisson": "Icône Pierre d'âme de hérisson", "Icône Pierre d'âme de l'Ancien Glott": "Icône Pierre d'âme de l'Ancien Glott", "Icône Pierre d'âme de scarabée métallique": "Icône Pierre d'âme de scarabée métallique", "Icône Pierre d'âme de slime de sang": "Icône Pierre d'âme de slime de sang", "Icône Pierre d'âme du Champignon Denté": "Icône Pierre d'âme du Champignon Denté", "Icône Pierre d'âme du Rat Monstre Rouge": "Icône Pierre d'âme du Rat Monstre Rouge", "Icône Pierre d'âme du Rat monstre": "Icône Pierre d'âme du Rat monstre", "Icône Pierre d'âme du Slime royal": "Icône Pierre d'âme du Slime royal", "Icône Pierre d'âme du Slogel acide": "Icône Pierre d'âme du Slogel acide", "Icône Pierre d'âme du chien enragé": "Icône Pierre d'âme du chien enragé", "Icône Pierre d'âme du golem de pierre géant": "Icône Pierre d'âme du golem de pierre géant", "Icône Pierre d'âme du prêtre gobelin": "Icône Pierre d'âme du prêtre gobelin", "Icône Pierre d'âme du rat gris": "Icône Pierre d'âme du rat gris", "Icône Pierre d'âme du rat-monstre": "Icône Pierre d'âme du rat-monstre", "Icône Pierre d'âme sentinelle de chevalier en chaîne": "Icône Pierre d'âme sentinelle de chevalier en chaîne", "Icône Pierre de Mana supérieure": "Icône Pierre de Mana supérieure", "Icône Pierre de mana inférieure": "Icône Pierre de mana inférieure", "Icône Pierre de mana intermédiaire": "Icône Pierre de mana intermédiaire", "Icône Pierre de mana riche": "Icône Pierre de mana riche", "Icône Pierre de mana supérieure": "Icône Pierre de mana supérieure", "Icône Pierre gardienne mineure": "Icône Pierre gardienne mineure", "Icône Pierre élémentaire d'eau inférieure": "Icône Pierre élémentaire d'eau inférieure", "Icône Pierre élémentaire d'eau intermédiaire": "Icône Pierre élémentaire d'eau intermédiaire", "Icône Pierre élémentaire de feu de niveau intermédiaire": "Icône Pierre élémentaire de feu de niveau intermédiaire", "Icône Pierre élémentaire de feu inférieure": "Icône Pierre élémentaire de feu inférieure", "Icône Pierre élémentaire de nature (intermédiaire)": "Icône Pierre élémentaire de nature (intermédiaire)", "Icône Pierre élémentaire de nature inférieure": "Icône Pierre élémentaire de nature inférieure", "Icône Pioneering Spirit Effect": "Icône Effet Esprit Pionnier", "Icône Pipe décorée": "Icône Pipe décorée", "Icône Pièce impériale": "Icône Pièce impériale", "Icône Piétinement de combat": "Icône Piétinement de combat", "Icône Piétinement de pierre": "Icône Piétinement de pierre", "Icône Piétiner": "Icône Piétiner", "Icône Plaisir étrange": "Icône Plaisir étrange", "Icône Planche de bois": "Icône Planche de bois", "Icône Player Management Difficulty Easy": "Icône Difficulté de Gestion Facile", "Icône Player Management Difficulty Hard": "Icône Difficulté de Gestion Difficile", "Icône Plongeon aquatique": "Icône Plongeon aquatique", "Icône Plongeon d'Eau": "Icône Plongeon d'Eau", "Icône Pluie": "Icône Pluie", "Icône Pluie de flèches": "Icône Pluie de flèches", "Icône Pluie de sang": "Icône Pluie de sang", "Icône Pluie forte": "Icône Pluie forte", "Icône Poids": "Icône Poids", "Icône Poids max": "Icône Poids max", "Icône Poids max.": "Icône Poids max.", "Icône Poignée de main glacée": "Icône Poignée de main glacée", "Icône Point de compétence principal": "Icône Point de compétence principal", "Icône Point de compétence secondaire": "Icône Point de compétence secondaire", "Icône Points de vie max. (torse)": "Icône Points de vie max. (torse)", "Icône Points de vie max. (tête)": "Icône Points de vie max. (tête)", "Icône Poison": "Icône Poison", "Icône Politique d'expédition": "Icône Politique d'expédition", "Icône Pommade": "Icône Pommade", "Icône Pommade de gobelin": "Icône Pommade de gobelin", "Icône Porteur": "Icône Porteur", "Icône Portion de carapace": "Icône Portion de carapace", "Icône Portée de vue": "Icône Portée de vue", "Icône Posture défensive": "Icône Posture défensive", "Icône Potion Critique": "Icône Potion Critique", "Icône Potion d'attaque magique": "Icône Potion d'attaque magique", "Icône Potion d'attaque physique": "Icône Potion d'attaque physique", "Icône Potion d'esquive": "Icône Potion d'esquive", "Icône Potion de carapace": "Icône Potion de carapace", "Icône Potion de défense": "Icône Potion de défense", "Icône Potion de furtivité": "Icône Potion de furtivité", "Icône Potion de peau métallique": "Icône Potion de peau métallique", "Icône Potion de poids": "Icône Potion de poids", "Icône Potion de précision": "Icône Potion de précision", "Icône Potion de rapidité": "Icône Potion de rapidité", "Icône Potion de recharge de compétence": "Icône Potion de recharge de compétence", "Icône Potion de résistance à la magie": "Icône Potion de résistance à la magie", "Icône Potion de vitesse d'attaque": "Icône Potion de vitesse d'attaque", "Icône Potion réfléchissante": "Icône Potion réfléchissante", "Icône Potion vampirique": "Icône Potion vampirique", "Icône Poudre de mana": "Icône Poudre de mana", "Icône Poudre de pierre de mana": "Icône Poudre de pierre de mana", "Icône Premier assaut": "Icône Premier assaut", "Icône Première Annihilation": "Icône Première Annihilation", "Icône Première Attaque": "Icône Première Attaque", "Icône Prendre la potion de rapidité": "Icône Prendre la potion de rapidité", "Icône Prime de départ impayée": "Icône Prime de départ impayée", "Icône Principale 1": "Icône Principale 1", "Icône Principale 2": "Icône Principale 2", "Icône Principale 4": "Icône Principale 4", "Icône Principale 5": "Icône Principale 5", "Icône Principale 6": "Icône Principale 6", "Icône Principale 7": "Icône Principale 7", "Icône Principale 8": "Icône Principale 8", "Icône Prise d'une potion d'attaque magique": "Icône Prise d'une potion d'attaque magique", "Icône Prise d'une potion de coup critique": "Icône Prise d'une potion de coup critique", "Icône Prise d'une potion vampirique": "Icône Prise d'une potion vampirique", "Icône Prise à deux mains": "Icône Prise à deux mains", "Icône Prière dans un temple correct.": "Icône Prière dans un temple correct.", "Icône Prière dans un temple délabré.": "Icône Prière dans un temple délabré.", "Icône Prière dans un temple fantastique.": "Icône Prière dans un temple fantastique.", "Icône Prière dans un temple impressionnant.": "Icône Prière dans un temple impressionnant.", "Icône Prière dans un temple luxueux.": "Icône Prière dans un temple luxueux.", "Icône Prière dans un temple médiocre.": "Icône Prière dans un temple médiocre.", "Icône Prière dans un temple ordinaire.": "Icône Prière dans un temple ordinaire.", "Icône Probabilité d'esquive": "Icône Probabilité d'esquive", "Icône Probabilité de Garde": "Icône Probabilité de Garde", "Icône Probabilité de toucher": "Icône Probabilité de toucher", "Icône Proche de la mort": "Icône Proche de la mort", "Icône Projectile magique de base": "Icône Projectile magique de base", "Icône Propagation d'acide": "Icône Propagation d'acide", "Icône Protection de l'Arbre du Monde": "Icône Protection de l'Arbre du Monde", "Icône Provocation": "Icône Provocation", "Icône Provocation de l'épéiste": "Icône Provocation de l'épéiste", "Icône Provocation du gardien": "Icône Provocation du gardien", "Icône Préchauffement du sort": "Icône Préchauffement du sort", "Icône Préchauffement du sort 10": "Icône Préchauffement du sort 10", "Icône Précision": "Icône Précision", "Icône Préférence de règlement": "Icône Préférence de règlement", "Icône Prêtre gobelin de l'Abîme": "Icône Prêtre gobelin de l'Abîme", "Icône Psychopathe": "Icône Psychopathe", "Icône Pudding de slime": "Icône Pudding de slime", "Icône Puissance d'attaque magique": "Icône Puissance d'attaque magique", "Icône Puissance d'attaque physique": "Icône Puissance d'attaque physique", "Icône Puissance du talent": "Icône Puissance du talent", "Icône Pulsion meurtrière": "Icône Pulsion meurtrière", "Icône Pulvérisateur de mucus": "Icône Pulvérisateur de mucus", "Icône Péridot raffiné": "Icône Péridot raffiné", "Icône Pétale": "Icône Pétale", "Icône Quête de Perion 1": "Icône Quête de Perion 1", "Icône Quête de Zenon 1": "Icône Quête de Zenon 1", "Icône Quête de Zenon 2": "Icône Quête de Zenon 2", "Icône Quête de Zenon 3": "Icône Quête de Zenon 3", "Icône Quête de Zenon 4": "Icône Quête de Zenon 4", "Icône Quête principale du trio 7": "Icône Quête principale du trio 7", "Icône Rafale sauvage": "Icône Rafale sauvage", "Icône Ragoût de champignons": "Icône Ragoût de champignons", "Icône Ragoût de viande": "Icône Ragoût de viande", "Icône Rampement d'Épine Sombre": "Icône Rampement d'Épine Sombre", "Icône Rang d'expédition augmenté": "Icône Rang d'expédition augmenté", "Icône Rapport d'exploit": "Icône Rapport d'exploit", "Icône Rat Monstre Rouge Phase 2": "Icône Rat Monstre Rouge Phase 2", "Icône Rat gris": "Icône Rat gris", "Icône Rat gris de l'Abîme": "Icône Rat gris de l'Abîme", "Icône Rat gris faible": "Icône Rat gris faible", "Icône Rat gris faible de l'Abîme": "Icône Rat gris faible de l'Abîme", "Icône Rat monstre gris": "Icône Rat monstre gris", "Icône Rat monstre gris de l'Abîme": "Icône Rat monstre gris de l'Abîme", "Icône Rat monstre rouge": "Icône Rat monstre rouge", "Icône Rat monstre rouge Phase 3": "Icône Rat monstre rouge Phase 3", "Icône Rat monstre rouge de l'Abîme": "Icône Rat monstre rouge de l'Abîme", "Icône Rat rouge": "Icône Rat rouge", "Icône Rat rouge de l'Abîme": "Icône Rat rouge de l'Abîme", "Icône Rebond abyssal": "Icône Rebond abyssal", "Icône Rebond abyssal 2": "Icône Rebond abyssal 2", "Icône Rebond de l'écho flamboyant": "Icône Rebond de l'écho flamboyant", "Icône Rebond de la Vague Enveloppante": "Icône Rebond de la Vague Enveloppante", "Icône Recherche dans un laboratoire correct.": "Icône Recherche dans un laboratoire correct.", "Icône Recherche dans un laboratoire délabré.": "Icône Recherche dans un laboratoire délabré.", "Icône Recherche dans un laboratoire fantastique.": "Icône Recherche dans un laboratoire fantastique.", "Icône Recherche dans un laboratoire impressionnant.": "Icône Recherche dans un laboratoire impressionnant.", "Icône Recherche dans un laboratoire luxueux.": "Icône Recherche dans un laboratoire luxueux.", "Icône Recherche dans un laboratoire médiocre.": "Icône Recherche dans un laboratoire médiocre.", "Icône Recherche dans un laboratoire ordinaire.": "Icône Recherche dans un laboratoire ordinaire.", "Icône Recul cramoisi": "Icône Recul cramoisi", "Icône Renforcement de l'agilité": "Icône Renforcement de l'agilité", "Icône Renforcement de l'intelligence": "Icône Renforcement de l'intelligence", "Icône Renforcement de la constitution": "Icône Renforcement de la constitution", "Icône Renforcement de la force": "Icône Renforcement de la force", "Icône Renforcement de la perception": "Icône Renforcement de la perception", "Icône Renforcement de la volonté": "Icône Renforcement de la volonté", "Icône Renforcé": "Icône Renforcé", "Icône Renvoi : Corps à corps": "Icône Renvoi : Corps à corps", "Icône Renvoi : Physique": "Icône Renvoi : Physique", "Icône Renvoi : Portée": "Icône Renvoi : Portée", "Icône Renvoi: Magie": "Icône Renvoi: Magie", "Icône Rigidité": "Icône Rigidité", "Icône Robuste": "Icône Robuste", "Icône Roche palpitante": "Icône Roche palpitante", "Icône Rongeur": "Icône Rongeur", "Icône Roue dentée": "Icône Roue dentée", "Icône Ruche": "Icône Ruche", "Icône Ruée": "Icône Ruée", "Icône Ruée tourbillonnante": "Icône Ruée tourbillonnante", "Icône Ruée vers les coccinelles": "Icône Ruée vers les coccinelles", "Icône Récompense de quête de Perion 1": "Icône Récompense de quête de Perion 1", "Icône Récompense de quête de Zenon 1": "Icône Récompense de quête de Zenon 1", "Icône Récompense de quête de Zenon 2": "Icône Récompense de quête de Zenon 2", "Icône Récompense de quête de Zenon 3": "Icône Récompense de quête de Zenon 3", "Icône Récompense de quête de Zenon 4": "Icône Récompense de quête de Zenon 4", "Icône Récupération rapide": "Icône Récupération rapide", "Icône Réduction des dégâts (Garde)": "Icône Réduction des dégâts (Garde)", "Icône Réduction du temps de recharge": "Icône Réduction du temps de recharge", "Icône Régénération d'énergie": "Icône Régénération d'énergie", "Icône Régénération de la faim": "Icône Régénération de la faim", "Icône Régénération des points de vie": "Icône Régénération des points de vie", "Icône Résistance": "Icône Résistance", "Icône Résistance magique": "Icône Résistance magique", "Icône Résistance physique": "Icône Résistance physique", "Icône Résurgence de barrière": "Icône Résurgence de barrière", "Icône Résurrection": "Icône Résurrection", "Icône Saber Gale": "Icône Saber Gale", "Icône Sablier fissuré": "Icône Sablier fissuré", "Icône Sac de couchage en cuir": "Icône Sac de couchage en cuir", "Icône Sac de couchage en cuir brut": "Icône Sac de couchage en cuir brut", "Icône Sac en cuir": "Icône Sac en cuir", "Icône Sac en tissu": "Icône Sac en tissu", "Icône Saignement": "Icône Saignement", "Icône Saisie en chaîne": "Icône Saisie en chaîne", "Icône Salade de navets": "Icône Salade de navets", "Icône Salade de navets consommée": "Icône Salade de navets consommée", "Icône Sangsue infernale": "Icône Sangsue infernale", "Icône Sans défense": "Icône Sans défense", "Icône Santé (tête)": "Icône Santé (tête)", "Icône Santé actuelle": "Icône Santé actuelle", "Icône Santé du torse": "Icône Santé du torse", "Icône Santé maximale": "Icône Santé maximale", "Icône Santé totale maximale": "Icône Santé totale maximale", "Icône Satisfait": "Icône Satisfait", "Icône Saturation magique": "Icône Saturation magique", "Icône Scarabée bijou": "Icône Scarabée bijou", "Icône Scarabée incrusté de joyaux": "Icône Scarabée incrusté de joyaux", "Icône Scarabée métallique": "Icône Scarabée métallique", "Icône Scarabée métallique de l'Abîme": "Icône Scarabée métallique de l'Abîme", "Icône Sceau royal": "Icône Sceau royal", "Icône Se transformer en feu": "Icône Se transformer en feu", "Icône Sens déformés": "Icône Sens déformés", "Icône Sentinelle Chevalier enchaîné": "Icône Sentinelle Chevalier enchaîné", "Icône Sentinelle Chevalier enchaîné de l'Abîme": "Icône Sentinelle Chevalier enchaîné de l'Abîme", "Icône Shell Potion Duration": "Icône Durée Potion de Coquille", "Icône Silence intérieur": "Icône Silence intérieur", "Icône Slime géant": "Icône Slime géant", "Icône Slime moyen": "Icône Slime moyen", "Icône Slime moyen de boue": "Icône Slime moyen de boue", "Icône Slime moyen de boue de l'Abîme": "Icône Slime moyen de boue de l'Abîme", "Icône Slime moyen de l'Abîme": "Icône Slime moyen de l'Abîme", "Icône Slime moyen à spores": "Icône Slime moyen à spores", "Icône Slime moyen à spores de l'Abîme": "Icône Slime moyen à spores de l'Abîme", "Icône Slogel Boueux": "Icône Slogel Boueux", "Icône Slogel Boueux de l'Abîme": "Icône Slogel Boueux de l'Abîme", "Icône Slogel acide": "Icône Slogel acide", "Icône Slogel acide alpha": "Icône Slogel acide alpha", "Icône Slogel acide alpha de l'Abîme": "Icône Slogel acide alpha de l'Abîme", "Icône Slogel acide de l'Abîme": "Icône Slogel acide de l'Abîme", "Icône Soif de sang": "Icône Soif de sang", "Icône Soldat de la guilde": "Icône Soldat de la guilde", "Icône Soldat du Dragon de Feu": "Icône Soldat du Dragon de Feu", "Icône Sommeil": "Icône Sommeil", "Icône Souffle du dragon rouge": "Icône Souffle du dragon rouge", "Icône Soulagement": "Icône Soulagement", "Icône Souplesse du cuir brut (Armure)": "Icône Souplesse du cuir brut (Armure)", "Icône Souplesse du cuir brut (Casque)": "Icône Souplesse du cuir brut (Casque)", "Icône Sourire moqueur": "Icône Sourire moqueur", "Icône Sous la corruption": "Icône Sous la corruption", "Icône Soutien à l'équipe d'exploration (3)": "Icône Soutien à l'équipe d'exploration (3)", "Icône Spawn Blue Goblin": "Icône Invoque Gobelin Bleu", "Icône Spawn Eyeball": "Icône Invoque Globe Oculaire", "Icône Spawn Gobelin Bleu": "Icône Spawn Gobelin Bleu", "Icône Spawn Œil Errant": "Icône Spawn Œil Errant", "Icône Spores infectieuses": "Icône Spores infectieuses", "Icône Staghare": "Icône Staghare", "Icône Statue de Devrik": "Icône Statue de Devrik", "Icône Statue de Devrik 2": "Icône Statue de Devrik 2", "Icône Statue de Devrik 3": "Icône Statue de Devrik 3", "Icône Statue de Devrik 4": "Icône Statue de Devrik 4", "Icône Statue de la déesse du donjon": "Icône Statue de la déesse du donjon", "Icône Stimulation d'énergie": "Icône Stimulation d'énergie", "Icône Stimulation des PV": "Icône Stimulation des PV", "Icône Stress": "Icône Stress", "Icône Stress du combat": "Icône Stress du combat", "Icône Stress faible": "Icône Stress faible", "Icône Stress max.": "Icône Stress max.", "Icône Stress maximal": "Icône Stress maximal", "Icône Stress élevé": "Icône Stress élevé", "Icône Surchargé": "Icône Surchargé", "Icône Surpris": "Icône Surpris", "Icône Sursaturation de mana": "Icône Sursaturation de mana", "Icône Survivant": "Icône Survivant", "Icône Séjour au Donjon (D3)": "Icône Séjour au Donjon (D3)", "Icône Séjour en Donjon (D4)": "Icône Séjour en Donjon (D4)", "Icône Séjour en donjon (D1)": "Icône Séjour en donjon (D1)", "Icône Séjour en donjon (D2)": "Icône Séjour en donjon (D2)", "Icône Séquelle d'un état proche de la mort": "Icône Séquelle d'un état proche de la mort", "Icône Sérum : Engourdissement": "Icône Sérum : Engourdissement", "Icône Sérum : Fragilité": "Icône Sérum : Fragilité", "Icône Sérum : Hallucination": "Icône Sérum : Hallucination", "Icône Sérum Noir": "Icône Sérum Noir", "Icône Sérum noir": "Icône Sérum noir", "Icône Sérum: Affaiblissement": "Icône Sérum: Affaiblissement", "Icône Sérum: Oubli": "Icône Sérum: Oubli", "Icône Sérum: Vide": "Icône Sérum: Vide", "Icône Sérénité silencieuse": "Icône Sérénité silencieuse", "Icône Sévèrement épuisé": "Icône Sévèrement épuisé", "Icône TODO": "Icône TODO", "Icône Tacle à bulles": "Icône Tacle à bulles", "Icône Taillade basique de monstre": "Icône Taillade basique de monstre", "Icône Taillade enchaînée": "Icône Taillade enchaînée", "Icône Taillade horizontale": "Icône Taillade horizontale", "Icône Taillade tourbillonnante": "Icône Taillade tourbillonnante", "Icône Taillade verticale": "Icône Taillade verticale", "Icône Tal": "Icône Tal", "Icône Talent - Constitution": "Icône Talent - Constitution", "Icône Talent Force de volonté": "Icône Talent Force de volonté", "Icône Talent Perception": "Icône Talent Perception", "Icône Talent d'Agilité": "Icône Talent d'Agilité", "Icône Talisman de Devrick": "Icône Talisman de Devrick", "Icône Tasse à thé ornée": "Icône Tasse à thé ornée", "Icône Teinte verte": "Icône Teinte verte", "Icône Tempête de sabres": "Icône Tempête de sabres", "Icône Terres agricoles": "Icône Terres agricoles", "Icône Test Superman": "Icône Test Superman", "Icône Test Test Test": "Icône Test Test Test", "Icône Textile": "Icône Textile", "Icône Tige d'Arcron": "Icône Tige d'Arcron", "Icône Tige de cuivre": "Icône Tige de cuivre", "Icône Tige en carapace": "Icône Tige en carapace", "Icône Tir de sniper": "Icône Tir de sniper", "Icône Tir multiple": "Icône Tir multiple", "Icône Tir rapide": "Icône Tir rapide", "Icône Tir à la tête": "Icône Tir à la tête", "Icône Tireur d'élite": "Icône Tireur d'élite", "Icône Tissu épais": "Icône Tissu épais", "Icône Tonique de bois de cerf": "Icône Tonique de bois de cerf", "Icône Torche": "Icône Torche", "Icône Tortue de cristal": "Icône Tortue de cristal", "Icône Tortue de cristal de l'Abîme": "Icône Tortue de cristal de l'Abîme", "Icône Tortue épineuse": "Icône Tortue épineuse", "Icône Tortue épineuse de l'Abîme": "Icône Tortue épineuse de l'Abîme", "Icône Toucher guérisseur": "Icône Toucher guérisseur", "Icône Tourbillon chargé": "Icône Tourbillon chargé", "Icône Tranchant": "Icône Tranchant", "Icône Tranchant de finesse": "Icône Tranchant de finesse", "Icône Transformez-vous en feu": "Icône Transformez-vous en feu", "Icône Transport d'un compagnon": "Icône Transport d'un compagnon", "Icône Trousse de secours": "Icône Trousse de secours", "Icône Très affamé": "Icône Très affamé", "Icône Très insatisfait": "Icône Très insatisfait", "Icône Très satisfait": "Icône Très satisfait", "Icône Très stressé": "Icône Très stressé", "Icône Très épuisé": "Icône Très épuisé", "Icône Tunnel de Pierre de mana": "Icône Tunnel de Pierre de mana", "Icône Tutorial Game Over": "Icône Tutorial Game Over", "Icône Tâche": "Icône Tâche", "Icône Témoin de la mort d'autrui": "Icône Témoin de la mort d'autrui", "Icône Ténacité": "Icône Ténacité", "Icône Têtard de la forêt": "Icône Têtard de la forêt", "Icône Têtard de la forêt de l'Abîme": "Icône Têtard de la forêt de l'Abîme", "Icône Tête de cerf empaillée": "Icône Tête de cerf empaillée", "Icône Un plan qui a mal tourné": "Icône Un plan qui a mal tourné", "Icône Un son mystérieux": "Icône Un son mystérieux", "Icône Une situation difficile": "Icône Une situation difficile", "Icône Utilise une salle de loisirs correcte.": "Icône Utilise une salle de loisirs correcte.", "Icône Utilise une salle de loisirs délabrée.": "Icône Utilise une salle de loisirs délabrée.", "Icône Utilise une salle de loisirs fantastique.": "Icône Utilise une salle de loisirs fantastique.", "Icône Utilise une salle de loisirs impressionnante.": "Icône Utilise une salle de loisirs impressionnante.", "Icône Utilise une salle de loisirs luxueuse.": "Icône Utilise une salle de loisirs luxueuse.", "Icône Utilise une salle de loisirs médiocre.": "Icône Utilise une salle de loisirs médiocre.", "Icône Utilise une salle de loisirs ordinaire.": "Icône Utilise une salle de loisirs ordinaire.", "Icône Utiliser l'onguent": "Icône Utiliser l'onguent", "Icône Vague enveloppante": "Icône Vague enveloppante", "Icône Vague intérieure": "Icône Vague intérieure", "Icône Verdict fatal": "Icône Verdict fatal", "Icône Vers les profondeurs": "Icône Vers les profondeurs", "Icône Vestige de Fleur d'écho": "Icône Vestige de Fleur d'écho", "Icône Viande crue coriace": "Icône Viande crue coriace", "Icône Viande crue coriace mangée": "Icône Viande crue coriace mangée", "Icône Viande crue de qualité": "Icône Viande crue de qualité", "Icône Viande de monstre répugnante": "Icône Viande de monstre répugnante", "Icône Viande grillée": "Icône Viande grillée", "Icône Viande séchée": "Icône Viande séchée", "Icône Viande séchée d'Ate": "Icône Viande séchée d'Ate", "Icône Victoire de Gloth": "Icône Victoire de Gloth", "Icône Vieux Guerrier Griffe de Dragon": "Icône Vieux Guerrier Griffe de Dragon", "Icône Vieux Guerrier Griffe-de-Dragon": "Icône Vieux Guerrier Griffe-de-Dragon", "Icône Vieux coffret à bijoux": "Icône Vieux coffret à bijoux", "Icône Vignes adhérentes": "Icône Vignes adhérentes", "Icône Vigoureux": "Icône Vigoureux", "Icône Visée à la tête": "Icône Visée à la tête", "Icône Vitalité de l'Arbre de Vie": "Icône Vitalité de l'Arbre de Vie", "Icône Vitalité du portail": "Icône Vitalité du portail", "Icône Vitesse d'attaque": "Icône Vitesse d'attaque", "Icône Vitesse de destruction": "Icône Vitesse de destruction", "Icône Vitesse de déplacement": "Icône Vitesse de déplacement", "Icône Vol de vie": "Icône Vol de vie", "Icône Voleur": "Icône Voleur", "Icône Volonté": "Icône Volonté", "Icône Voyou": "Icône Voyou", "Icône Vulnérable": "Icône Vulnérable", "Icône Wait For Appear FX": "Icône Wait For Appear FX", "Icône Xenon": "Icône Xenon", "Icône Xénon": "Icône Xénon", "Icône Xénon - Collection de sangsues infernales": "Icône Xénon - Collection de sangsues infernales", "Icône Xénon - Enquête sur l'insecte acide": "Icône Xénon - Enquête sur l'insecte acide", "Icône Xénon - Enquête sur l'insecte à spores": "Icône Xénon - Enquête sur l'insecte à spores", "Icône Xénon - Enquête sur la Larve de Viande": "Icône Xénon - Enquête sur la Larve de Viande", "Icône Zenon Default": "Icône Zenon par défaut", "Icône a mangé de la viande grillée": "Icône a mangé de la viande grillée", "Icône amoureux de la nature": "Icône amoureux de la nature", "Icône ancre": "Icône ancre", "Icône apprenant lentement": "Icône apprenant lentement", "Icône avaler": "Icône avaler", "Icône aversion pour les lézards": "Icône aversion pour les lézards", "Icône boule de folie": "Icône boule de folie", "Icône bug symbiotique": "Icône bug symbiotique", "Icône béni": "Icône béni", "Icône chasseur de bêtes": "Icône chasseur de bêtes", "Icône claustrophobie": "Icône claustrophobie", "Icône coccinelle": "Icône coccinelle", "Icône commis de taverne": "Icône commis de taverne", "Icône conducteur de calèche": "Icône conducteur de calèche", "Icône cru": "Icône cru", "Icône des vagues qui s'enroulent autour": "Icône des vagues qui s'enroulent autour", "Icône double poussée": "Icône double poussée", "Icône druide": "Icône druide", "Icône dégoût de soi": "Icône dégoût de soi", "Icône dérive": "Icône dérive", "Icône déserteur": "Icône déserteur", "Icône enfant maudit": "Icône enfant maudit", "Icône entrepreneur": "Icône entrepreneur", "Icône esprit pionnier": "Icône esprit pionnier", "Icône excellentes compétences en leadership": "Icône excellentes compétences en leadership", "Icône excellentes compétences en leadership (Elf)": "Icône excellentes compétences en leadership (Elf)", "Icône excellentes compétences en leadership (Human)": "Icône excellentes compétences en leadership (Human)", "Icône excellentes compétences en leadership (Lizardman)": "Icône excellentes compétences en leadership (Lizardman)", "Icône excellentes compétences en leadership (Lycan)": "Icône excellentes compétences en leadership (Lycan)", "Icône explorateur souterrain": "Icône explorateur souterrain", "Icône exploration réussie 2": "Icône exploration réussie 2", "Icône exploration à grande échelle": "Icône exploration à grande échelle", "Icône flamme diffuse": "Icône flamme diffuse", "Icône forgeron": "Icône forgeron", "Icône fresque gobeline": "Icône fresque gobeline", "Icône gardien": "Icône gardien", "Icône globe oculaire": "Icône globe oculaire", "Icône gobelin bleu": "Icône gobelin bleu", "Icône grève d'ouverture": "Icône grève d'ouverture", "Icône haine raciale": "Icône haine raciale", "Icône hochet": "Icône hochet", "Icône impatience": "Icône impatience", "Icône incendie de forêt": "Icône incendie de forêt", "Icône initiative": "Icône initiative", "Icône instinct de survie": "Icône instinct de survie", "Icône j'ai du mal à dormir": "Icône j'ai du mal à dormir", "Icône jardinier": "Icône jardinier", "Icône l'enfer des vignes": "Icône l'enfer des vignes", "Icône la haine des elfes": "Icône la haine des elfes", "Icône loup de pleine lune": "Icône loup de pleine lune", "Icône magicien": "Icône magicien", "Icône malédiction des morts": "Icône malédiction des morts", "Icône meilleur guerrier": "Icône meilleur guerrier", "Icône menuisier": "Icône menuisier", "Icône messager": "Icône messager", "Icône misanthropie": "Icône misanthropie", "Icône monarque exilé": "Icône monarque exilé", "Icône mystique": "Icône mystique", "Icône nature épanouie": "Icône nature épanouie", "Icône noble explorateur": "Icône noble explorateur", "Icône nouvelle dépêche": "Icône nouvelle dépêche", "Icône organiser des funérailles": "Icône organiser des funérailles", "Icône ouvrier minier": "Icône ouvrier minier", "Icône pacifiste": "Icône pacifiste", "Icône perfectionniste": "Icône perfectionniste", "Icône pierre d'âme des yeux": "Icône pierre d'âme des yeux", "Icône pierre riche": "Icône pierre riche", "Icône position de renfort": "Icône position de renfort", "Icône pot-de-vin": "Icône pot-de-vin", "Icône poussée perçante": "Icône poussée perçante", "Icône prodige": "Icône prodige", "Icône préservation": "Icône préservation", "Icône prêtre gobelin": "Icône prêtre gobelin", "Icône ration alimentaire": "Icône ration alimentaire", "Icône rations abondantes": "Icône rations abondantes", "Icône regarder la lune": "Icône regarder la lune", "Icône retraite rapide": "Icône retraite rapide", "Icône ronflement": "Icône ronflement", "Icône récupération rapide": "Icône récupération rapide", "Icône sang bleu": "Icône sang bleu", "Icône scout": "Icône scout", "Icône spécimen jeté": "Icône spécimen jeté", "Icône tendance simple": "Icône tendance simple", "Icône tunnel sombre": "Icône tunnel sombre", "Icône vigne collante": "Icône vigne collante", "Icône vision nocturne": "Icône vision nocturne", "Icône vérité infusée": "Icône vérité infusée", "Icône Âme de l'Œil": "Icône Âme de l'Œil", "Icône Âme de la sentinelle chevalier aux chaînes": "Icône Âme de la sentinelle chevalier aux chaînes", "Icône Âme du Gloth ancien": "Icône Âme du Gloth ancien", "Icône Âme du chaman en chef gobelin": "Icône Âme du chaman en chef gobelin", "Icône Âme du golem de pierre géant": "Icône Âme du golem de pierre géant", "Icône Âme du rat monstre rouge": "Icône Âme du rat monstre rouge", "Icône Âme œil": "Icône Âme œil", "Icône Échange test": "Icône Échange test", "Icône Écho Ardent": "Icône Écho Ardent", "Icône Écho arcanique": "Icône Écho arcanique", "Icône Écho flamboyant": "Icône Écho flamboyant", "Icône Écho incandescent": "Icône Écho incandescent", "Icône Éclat de poterie": "Icône Éclat de poterie", "Icône Écrasement": "Icône Écrasement", "Icône Écrasement terrestre": "Icône Écrasement terrestre", "Icône Écuyer": "Icône Écuyer", "Icône Égratignure ensanglantée": "Icône Égratignure ensanglantée", "Icône Élan de combat": "Icône Élan de combat", "Icône Élixir d'Intelligence": "Icône Élixir d'Intelligence", "Icône Élixir d'agilité": "Icône Élixir d'agilité", "Icône Élixir de Constitution": "Icône Élixir de Constitution", "Icône Élixir de Perception": "Icône Élixir de Perception", "Icône Élixir de compétence": "Icône Élixir de compétence", "Icône Élixir de force": "Icône Élixir de force", "Icône Élixir de réinitialisation des compétences": "Icône Élixir de réinitialisation des compétences", "Icône Élixir de volonté": "Icône Élixir de volonté", "Icône Élévation de pierre": "Icône Élévation de pierre", "Icône Énergie": "Icône Énergie", "Icône Énergie max.": "Icône Énergie max.", "Icône Énergie maximale": "Icône Énergie maximale", "Icône Épouvantail": "Icône Épouvantail", "Icône Épouvantail suspect": "Icône Épouvantail suspect", "Icône Épouvantail étrange": "Icône Épouvantail étrange", "Icône Épuisé": "Icône Épuisé", "Icône Épée d'Arcron": "Icône Épée d'Arcron", "Icône Épée d'os": "Icône Épée d'os", "Icône Épée d'étain": "Icône Épée d'étain", "Icône Épée de carapace": "Icône Épée de carapace", "Icône Épée de cuivre": "Icône Épée de cuivre", "Icône Épée de fer": "Icône Épée de fer", "Icône Épée en bois": "Icône Épée en bois", "Icône Épée en bois de sang": "Icône Épée en bois de sang", "Icône Épée en bois sanguin": "Icône Épée en bois sanguin", "Icône Épée en bronze": "Icône Épée en bronze", "Icône Épée longue en bois de sang": "Icône Épée longue en bois de sang", "Icône Étendard Radieux": "Icône Étendard Radieux", "Icône Étourdissement": "Icône Étourdissement", "Icône Évasion": "Icône Évasion", "Icône évasion astucieuse": "Icône évasion astucieuse", "Icône évoluer": "Icône évoluer", "Icône Œuf de Gloth": "Icône Œuf de Gloth", "Idle": "Inactif", "Idle 1.2": "Idle 1.2", "Idle 1.3": "Idle 1.3", "Idle 2": "Attente 2", "Idle 2.1": "Idle 2.1", "Idle 2.2": "Idle 2.2", "Idle 2.3": "Idle 2.3", "Idle 3": "Idle 3", "Idle ×1": "Idle ×1", "Idle_": "Idle_", "Idle상태 시작시 대기 틱. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 다른걸 하다가 Idle BT로 들어와 시작할 때 이 틱 만큼 대기한다는 뜻임. 이전 태스크가 뭔지는 알수 없는거고.": "Ticks d'attente au début de l'état Idle. Choisit une valeur aléatoire entre {0} et {1} pour agir. PS : signifie que lorsqu'on entre dans le BT Idle depuis une autre action, on attend ce nombre de ticks. On ne peut pas savoir quelle était la tâche précédente.", "Idle상태에서 대기 틱 시간. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 즉, Idle 을 '반복'할 때 적용되는 틱 주기임": "Temps d'attente en ticks dans l'état Idle. Choisit une valeur aléatoire entre {0} et {1} pour agir. PS : c'est-à-dire le cycle de ticks appliqué lorsqu'on « répète » l'Idle.", "Idole oubliée": "Idole oubliée", "Idole oubliée - Dungeon Settlers Wiki": "Idole oubliée - Dungeon Settlers Wiki", "Idole oubliée icon": "Idole oubliée icon", "Idéal pour restaurer l'énergie.": "Idéal pour restaurer l'énergie.", "If 'change amount / max value' is higher than this percentage, it's treated as 'greatly increased/decreased'; if lower, it's treated as 'increased/decreased'. Not used for actual functionality - it's a reference value for indicating how fast stats are changing in the status window, etc.": "Si « montant de changement / valeur max » est supérieur à ce pourcentage, c'est traité comme « fortement augmenté/diminué » ; si inférieur, comme « augmenté/diminué ». Non utilisé pour la fonctionnalité réelle - c'est une valeur de référence pour indiquer la vitesse de changement des stats dans la fenêtre de statut, etc.", "If Hunger % is 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied <- this one doesn't seem to exist": "Si la faim % est de 0 à moins de {0} : Hunger_Very Hungry {0} à moins de {1} : Hunger_Hungry {1} à 100 ou moins : Hunger_Satisfied <- celui-ci ne semble pas exister", "If Mood is below": "Si l'humeur est inférieure à", "If Movement Speed were reflected as-is in the code, it would be so fast it would look like teleportation. However, a movement speed value like 0.05 as used in actual development isn't appropriate for numerically representing the player's growth. Therefore, this conversion value is multiplied by the movement speed shown to the player, and the resulting value, converted to fit the Unity environment, is applied in the actual game logic code.": "Si la Vitesse de déplacement était reflétée telle quelle dans le code, elle serait si rapide qu'elle ressemblerait à de la téléportation. Cependant, une valeur de vitesse de déplacement comme 0.05 utilisée en développement réel n'est pas appropriée pour représenter numériquement la progression du joueur. Par conséquent, cette valeur de conversion est multipliée par la vitesse de déplacement montrée au joueur, et la valeur résultante, convertie pour s'adapter à l'environnement Unity, est appliquée dans le code de logique réel du jeu.", "If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic": "Si l'endurance en % est de 0 à moins de {0} : Stamina_Very Exhausted {0} à moins de {1} : Stamina_Exhausted {1} à moins de {2} : Stamina_No Effect {2} à 100 ou en dessous : Stamina_Energetic", "If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe": "Si le stress en % est de 0 à moins de {0} : Effect_Stress_Happy {0} à moins de {1} : Aucun effet associé {1} à (2) ou en dessous : Effect_Stress_High {2} à 100 : Effect_Stress_Severe", "If a critical bug o...": "Si un bug critique s...", "If a critical bug occ...": "Si un bug critique surv...", "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "S'il était activé, encercler un ennemi récompenserait le positionnement : par unité alliée engagée autour de la même cible, les attaquants gagneraient", "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreas...": "Si vous ne vous déplacez pas de votre position pendant {0} secondes au combat, les dégâts infligés augmentent de {1}% et les dégâts subis dim...", "If not in combat, returns home together with your companions": "Si vous n'êtes pas en combat, retourne à la maison avec vos compagnons", "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.": "Si l'indemnité de retraite n'est pas versée, une pénalité sera appliquée à votre contribution et à l'humeur des autres membres.", "If that's the custom, I can't help it.": "Si c'est la coutume, je n'y peux rien.", "If the Entertainment percentage is: 0 to under {0}: Entertainment_Very Bored {0} to under {1}: Entertainment_Bored {1} to under {2}: Entertainment_No Effect {2} to 100 or below: Entertainment_Excited": "Si le pourcentage de Divertissement est : 0 à moins de {0} : Divertissement_Très ennuyé {0} à moins de {1} : Divertissement_Ennuyé {1} à moins de {2} : Divertissement_Sans effet {2} à 100 ou moins : Divertissement_Enthousiaste", "If the Hunger percentage is: 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied": "Si le pourcentage de Faim est : 0 à moins de {0} : Faim_Très affamé {0} à moins de {1} : Faim_Affamé {1} à 100 ou moins : Faim_Rassasié", "If the current Crafting skill is higher than the required Crafting skill, a probability correction toward a 'Fine Work' result, scaled by how much higher it is (PS: The reverse case cannot exist, since crafting itself is impossible if the required Crafting skill is higher than the current Crafting skill)": "Si la compétence d'Artisanat actuelle est supérieure à la compétence d'Artisanat requise, une correction de probabilité vers un résultat « Beau travail », proportionnelle à l'écart supérieur (PS : Le cas inverse ne peut exister, puisque l'artisanat lui-même est impossible si la compétence d'Artisanat requise est supérieure à la compétence d'Artisanat actuelle)", "If you are in a dungeon, all unsaved progress will be lost.": "Si vous êtes dans un donjon, tous les progrès non enregistrés seront perdus.", "If you are in dungeon, all unsaved progress will be lost.": "Si vous êtes dans un donjon, tous les progrès non enregistrés seront perdus.", "If you drink a": "Si vous buvez un", "If you drink a Élixir de réinitialisation des compétences, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "Si vous buvez un Élixir de réinitialisation des compétences, vous pouvez réinitialiser vos compétences. Les élixirs de réinitialisation des compétences ont une chance d'être trouvés dans les coffres au trésor du donjon. Vous pouvez également obtenir une réinitialisation garantie", "If you drink a Élixir de réinitialisation des compétences, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "Si vous buvez un Élixir de réinitialisation des compétences, vous pouvez réinitialiser vos compétences. Les potions de réinitialisation des compétences ont une chance d'être trouvées dans les coffres au trésor du donjon. Vous pouvez également obtenir une réinitialisation garantie", "Ignifuge": "Ignifuge", "Ignifuge - Dungeon Settlers Wiki": "Ignifuge - Dungeon Settlers Wiki", "Ignifuge icon": "Icône Ignifuge", "Ignore": "Ignore", "Ignore ...": "Ignorer ...", "Ignore Saignement et augmente la régénération de santé de 3.": "Ignore Saignement et augmente la régénération de santé de 3.", "Ignore les effets de séjour en Donjon pour la région 2 et inférieures.": "Ignore les effets de séjour en Donjon pour la région 2 et inférieures.", "Ignore Étourdissement et les effets de recul.": "Ignore Étourdissement et les effets de recul.", "Ignorent la pénalité de": "Ignorent la pénalité de", "Ignorent la pénalité de Humeur en mangeant des aliments carnés.": "Ignorent la pénalité de Humeur en mangeant des aliments carnés.", "Ignorez-la.": "Ignorez-la.", "Ignorez-le et continuez.": "Ignorez-le et continuez.", "Il a une carapace assez dure.": "Il a une carapace assez dure.", "Il a une vitesse d'apprentissage lente.": "Il a une vitesse d'apprentissage lente.", "Il ajoute une touche de couleur à l'espace.": "Il ajoute une touche de couleur à l'espace.", "Il apporte un sentiment d'ordre à la colonie.": "Il apporte un sentiment d'ordre à la colonie.", "Il arrache nonchalamment une page de son carnet et vous la tend.": "Il arrache nonchalamment une page de son carnet et vous la tend.", "Il arrache une note et vous la tend.": "Il arrache une note et vous la tend.", "Il continua de parler tout en organisant lentement les disques éparpillés autour de lui.": "Il continua de parler tout en organisant lentement les disques éparpillés autour de lui.", "Il continue de marmonner, même au fond de la sacoche.": "Il continue de marmonner, même au fond de la sacoche.", "Il crée une atmosphère chaleureuse et douillette.": "Il crée une atmosphère chaleureuse et douillette.", "Il crée une atmosphère douillette et grandiose.": "Il crée une atmosphère douillette et grandiose.", "Il dessine et vous montre un croquis.": "Il dessine et vous montre un croquis.", "Il en contient.": "Il en contient.", "Il enlève à nouveau la sangsue, trébuche un instant comme hébété, puis sort son cahier.": "Il enlève à nouveau la sangsue, trébuche un instant comme hébété, puis sort son cahier.", "Il est difficile de découvrir de nouvelles connaissances sans véritable espace d...": "Il est difficile de découvrir de nouvelles connaissances sans véritable espace d...", "Il est difficile de découvrir de nouvelles connaissances sans véritable espace de recherche. \"Si nous voulons survivre, nous aurons besoin de davantage de savoir.\"": "Il est difficile de découvrir de nouvelles connaissances sans véritable espace de recherche. \"Si nous voulons survivre, nous aurons besoin de davantage de savoir.\"", "Il est difficile de découvrir de nouvelles connaissances sans véritable espace de recherche. \"Si nous voulons survivre, nous aurons besoin de davantage de savoir.\" ➜ Avec un espace consacré à la recherche, les membres de l'expédition peuvent désormais mieux s'y consacrer. \"Bien. Nous pouvons maintenant mener nos recherches correctement.\"": "Il est difficile de découvrir de nouvelles connaissances sans véritable espace de recherche. \"Si nous voulons survivre, nous aurons besoin de davantage de savoir.\" ➜ Avec un espace consacré à la recherche, les membres de l'expédition peuvent désormais mieux s'y consacrer. \"Bien. Nous pouvons maintenant mener nos recherches correctement.\"", "Il est fait d'os renforcés.": "Il est fait d'os renforcés.", "Il est merveilleusement apaisant, et pourtant bien trop étrange pour être décrit avec des mots ordinaires.": "Il est merveilleusement apaisant, et pourtant bien trop étrange pour être décrit avec des mots ordinaires.", "Il est perdu dans ses pensées alors qu'il caresse son chat à fourrure grise.": "Il est perdu dans ses pensées alors qu'il caresse son chat à fourrure grise.", "Il est tout à fait naturel de tressaillir devant ce regard féroce.": "Il est tout à fait naturel de tressaillir devant ce regard féroce.", "Il est très long.": "Il est très long.", "Il examine les restes d'un golem. Il a l'air complètement épuisé.": "Il examine les restes d'un golem. Il a l'air complètement épuisé.", "Il existe deux méthodes d'inhumation.": "Il existe deux méthodes d'inhumation.", "Il existe un espace comme celui-là pour une course que vous n'aimez pas.": "Il existe un espace comme celui-là pour une course que vous n'aimez pas.", "Il fait chaud...": "Il fait chaud...", "Il faudra peut-être un peu de courage pour la manger.": "Il faudra peut-être un peu de courage pour la manger.", "Il faudra peut‑être un peu de courage pour la manger.": "Il faudra peut‑être un peu de courage pour la manger.", "Il faut la sauver, vite !": "Il faut la sauver, vite !", "Il faut manger quelque chose.": "Il faut manger quelque chose.", "Il faut une nouvelle recrue.": "Il faut une nouvelle recrue.", "Il faut vite sortir cette personne de là !": "Il faut vite sortir cette personne de là !", "Il frappe du pied, infligeant 200% de": "Il frappe du pied, infligeant 200% de", "Il frappe du pied, infligeant 200% de Puissance d'attaque physique sous forme de dégâts physiques à toutes les unités ennemies proches. 15s cooldown": "Il frappe du pied, infligeant 200% de Puissance d'attaque physique sous forme de dégâts physiques à toutes les unités ennemies proches. Recharge 15s", "Il frappe du pied, infligeant 200% de Puissance d'attaque physique sous forme de dégâts physiques à toutes les unités ennemies proches. 15s de recharge": "Il frappe du pied, infligeant 200% de Puissance d'attaque physique sous forme de dégâts physiques à toutes les unités ennemies proches. 15s de recharge", "Il grandit rapidement.": "Il grandit rapidement.", "Il hoche la tête avec lassitude lorsque vous acceptez la demande.": "Il hoche la tête avec lassitude lorsque vous acceptez la demande.", "Il installe une grande pancarte et la tape avec la main.": "Il installe une grande pancarte et la tape avec la main.", "Il manque peut-être de fierté, mais pas d'argent.": "Il manque peut-être de fierté, mais pas d'argent.", "Il marmonne, comme s'il avait immédiatement oublié que tu étais à côté de lui.": "Il marmonne, comme s'il avait immédiatement oublié que tu étais à côté de lui.", "Il mord les ennemis qui pénètrent son territoire pour protéger sa meute. Lorsqu'il perçoit un danger, il rugit pour appeler ses compagnons.": "Il mord les ennemis qui pénètrent son territoire pour protéger sa meute. Lorsqu'il perçoit un danger, il rugit pour appeler ses compagnons.", "Il n'a pas encore germé.": "Il n'a pas encore germé.", "Il n'obtint la véritable sagesse que lorsqu'il réalisa qu'il ne pourrait jamais connaître toutes les réponses.": "Il n'obtint la véritable sagesse que lorsqu'il réalisa qu'il ne pourrait jamais connaître toutes les réponses.", "Il n'y a pas de Ressources sur Terre Aride, sauf Arbre Tordu.": "Il n'y a pas de Ressources sur Terre Aride, sauf Arbre Tordu.", "Il n'y a pas de nourriture. Procurez‑vous des vivres.": "Il n'y a pas de nourriture. Procurez‑vous des vivres.", "Il n'y a pas de nourriture. Procurez‑vous des vivres. Astuce : Différentes méthodes de cuisson affectent la récupération de": "Il n'y a pas de nourriture. Procurez‑vous des vivres. Astuce : Différentes méthodes de cuisson affectent la récupération de", "Il ne fonctionne plus, mais émet toujours un bourdonnement.": "Il ne fonctionne plus, mais émet toujours un bourdonnement.", "Il ne semble pas s'intéresser à vous parce qu'il étudie les insectes.": "Il ne semble pas s'intéresser à vous parce qu'il étudie les insectes.", "Il ne serait pas exagéré d'appeler ce lieu le berceau des chefs-d'œuvre.": "Il ne serait pas exagéré d'appeler ce lieu le berceau des chefs-d'œuvre.", "Il ne serait pas étrange de croire qu'un dieu réside ici.": "Il ne serait pas étrange de croire qu'un dieu réside ici.", "Il ne serait pas étrange que des outils magiques légendaires naissent ici.": "Il ne serait pas étrange que des outils magiques légendaires naissent ici.", "Il note quelques éléments dans le rapport puis vous remercie.": "Il note quelques éléments dans le rapport puis vous remercie.", "Il nous faut simplement plus de temps.": "Il nous faut simplement plus de temps.", "Il nous faut un nouvel objectif.": "Il nous faut un nouvel objectif.", "Il offre un environnement haut de gamme pour fabriquer des outils magiques de grande qualité.": "Il offre un environnement haut de gamme pour fabriquer des outils magiques de grande qualité.", "Il organise soigneusement les documents posés à côté de lui et les met dans son sac.": "Il organise soigneusement les documents posés à côté de lui et les met dans son sac.", "Il porte bien plus qu'il n'y paraît.": "Il porte bien plus qu'il n'y paraît.", "Il porte les marques d'effondrement et d'érosion au fil du temps.": "Il porte les marques d'effondrement et d'érosion au fil du temps.", "Il pose le menton sur sa main, plongé dans ses pensées, puis poursuit.": "Il pose le menton sur sa main, plongé dans ses pensées, puis poursuit.", "Il pose son menton sur sa main et marmonne pour lui-même.": "Il pose son menton sur sa main et marmonne pour lui-même.", "Il possède": "Il possède", "Il possède Renvoi : Corps à corps.": "Il possède Renvoi : Corps à corps.", "Il pourrait effrayer plus que de simples oiseaux.": "Il pourrait effrayer plus que de simples oiseaux.", "Il pourrait y avoir quelque chose d'utile à l'intérieur des vignes.": "Il pourrait y avoir quelque chose d'utile à l'intérieur des vignes.", "Il poursuit son palmarès en réorganisant ses papiers de mission.": "Il poursuit son palmarès en réorganisant ses papiers de mission.", "Il ramasse un objet, fait semblant de l'essuyer, puis le remet sur l'étagère.": "Il ramasse un objet, fait semblant de l'essuyer, puis le remet sur l'étagère.", "Il ramène ses cheveux sur le côté, manifestement insatisfait.": "Il ramène ses cheveux sur le côté, manifestement insatisfait.", "Il recommence à prendre des notes et semble perdre tout intérêt pour vous.": "Il recommence à prendre des notes et semble perdre tout intérêt pour vous.", "Il recommence à se consacrer à ses études.": "Il recommence à se consacrer à ses études.", "Il regarda le virus acide pendant un moment puis hocha lentement la tête.": "Il regarda le virus acide pendant un moment puis hocha lentement la tête.", "Il regarde le virus acide et soupire comme s'il ne se souciait même pas de vous.": "Il regarde le virus acide et soupire comme s'il ne se souciait même pas de vous.", "Il regarde toujours en arrière. Même si personne ne me poursuit.": "Il regarde toujours en arrière. Même si personne ne me poursuit.", "Il regarde à nouveau le croquis de l'insecte et marmonne pour lui-même.": "Il regarde à nouveau le croquis de l'insecte et marmonne pour lui-même.", "Il relève la tête, prend son masque à deux mains, regarde le sporozoïte et marmonne.": "Il relève la tête, prend son masque à deux mains, regarde le sporozoïte et marmonne.", "Il remplit frénétiquement quelques lignes supplémentaires dans son cahier et hocha la tête avec satisfaction.": "Il remplit frénétiquement quelques lignes supplémentaires dans son cahier et hocha la tête avec satisfaction.", "Il rend même un sol froid un peu plus chaleureux.": "Il rend même un sol froid un peu plus chaleureux.", "Il renferme la preuve d'avoir surmonté l'épreuve de l'abîme.": "Il renferme la preuve d'avoir surmonté l'épreuve de l'abîme.", "Il respire avec des poumons et peut se déplacer même sans eau.": "Il respire avec des poumons et peut se déplacer même sans eau.", "Il reste peut-être des ressources utilisables.": "Il reste peut-être des ressources utilisables.", "Il reste solide, sans plier face au temps.": "Il reste solide, sans plier face au temps.", "Il risque de se casser bientôt, soyez prudent.": "Il risque de se casser bientôt, soyez prudent.", "Il répond désormais en silence aux ordres d'en haut.": "Il répond désormais en silence aux ordres d'en haut.", "Il s'agit actuellement du rang le plus élevé atteignable dans le jeu.": "Il s'agit actuellement du rang le plus élevé atteignable dans le jeu.", "Il s'agit d'un morceau de métal de taille standard obtenu en faisant fondre du": "Il s'agit d'un morceau de métal de taille standard obtenu en faisant fondre du", "Il s'agit d'un morceau de métal de taille standard obtenu en faisant fondre du minerai de cuivre.": "Il s'agit d'un morceau de métal de taille standard obtenu en faisant fondre du minerai de cuivre.", "Il s'agit d'un rongeur géant qui habite la forêt.": "Il s'agit d'un rongeur géant qui habite la forêt.", "Il s'agit d'un rongeur géant qui habite la forêt. Pour une raison inconnue, il s'est éveillé à la magie.": "Il s'agit d'un rongeur géant qui habite la forêt. Pour une raison inconnue, il s'est éveillé à la magie.", "Il s'agit d'un échantillon jeté par les sorciers impériaux lors d'une expérience.": "Il s'agit d'un échantillon jeté par les sorciers impériaux lors d'une expérience.", "Il s'agit d'une attaque à activation rapide.": "Il s'agit d'une attaque à activation rapide.", "Il s'arrête un instant et ajoute doucement :": "Il s'arrête un instant et ajoute doucement :", "Il se gratte la tête, puis se tourne vers vous.": "Il se gratte la tête, puis se tourne vers vous.", "Il se remet rapidement de ses blessures et se ressaisit rapidement après la bataille.": "Il se remet rapidement de ses blessures et se ressaisit rapidement après la bataille.", "Il se tient fièrement, même sans vent.": "Il se tient fièrement, même sans vent.", "Il se tord de joie et ne sait pas quoi faire.": "Il se tord de joie et ne sait pas quoi faire.", "Il se tourne de nouveau vers l'Insecte à spores et murmure pour lui-même.": "Il se tourne de nouveau vers l'Insecte à spores et murmure pour lui-même.", "Il semble dur, mais peut être brisé avec une pioche.": "Il semble dur, mais peut être brisé avec une pioche.", "Il semble désormais satisfait.": "Il semble désormais satisfait.", "Il semble excité, ouvre son cahier et note frénétiquement des notes.": "Il semble excité, ouvre son cahier et note frénétiquement des notes.", "Il semble prêt à être transporté à tout moment.": "Il semble prêt à être transporté à tout moment.", "Il semble qu'il n'y aura pas d'autre occasion": "Il semble qu'il n'y aura pas d'autre occasion", "Il semble que tout va être incendié.": "Il semble que tout va être incendié.", "Il semble que vous devriez examiner": "Il semble que vous devriez examiner", "Il semble symboliser la richesse de la terre.": "Il semble symboliser la richesse de la terre.", "Il sera peut-être mieux entre vos mains.": "Il sera peut-être mieux entre vos mains.", "Il sert de passage entre la colonie et le donjon où se trouve": "Il sert de passage entre la colonie et le donjon où se trouve", "Il soupire comme si sa tête lui faisait mal.": "Il soupire comme si sa tête lui faisait mal.", "Il sourit de satisfaction à votre réponse.": "Il sourit de satisfaction à votre réponse.", "Il tapote l'une des pages ouvertes. Elle est couverte d'un dessin représentant un insecte gigantesque et de notes d'observation détaillées.": "Il tapote l'une des pages ouvertes. Elle est couverte d'un dessin représentant un insecte gigantesque et de notes d'observation détaillées.", "Il te reste très peu de": "Il te reste très peu de", "Il te reste très peu de Énergie et tu souhaites te reposer.": "Il te reste très peu d'Énergie et tu souhaites te reposer.", "Il te reste très peu de Énergie et tu souhaites te reposer. Humeur diminue. Toutes les Statistique principale diminuent.": "Il te reste très peu de Énergie et tu souhaites te reposer. Humeur diminue. Toutes les Statistique principale diminuent.", "Il tient la torche pour nous, mais il ne peut pas marcher.": "Il tient la torche pour nous, mais il ne peut pas marcher.", "Il trouble l'esprit et fait surgir des voix qui n'ont jamais été là.": "Il trouble l'esprit et fait surgir des voix qui n'ont jamais été là.", "Il témoigne de la vie quotidienne animée de la colonie.": "Il témoigne de la vie quotidienne animée de la colonie.", "Il vous explique brièvement les règles du Jeu.": "Il vous explique brièvement les règles du Jeu.", "Il vous le promet, toujours fatigué.": "Il vous le promet, toujours fatigué.", "Il vous montre ses blessures et affirme avoir été attaqué.": "Il vous montre ses blessures et affirme avoir été attaqué.", "Il vous observe attentivement, dans l'attente de votre réponse.": "Il vous observe attentivement, dans l'attente de votre réponse.", "Il vous regarde avec de petits yeux innocents.": "Il vous regarde avec de petits yeux innocents.", "Il vous sourit étrangement, comme s'il avait sa propre volonté.": "Il vous sourit étrangement, comme s'il avait sa propre volonté.", "Il y a toujours une signification différente cachée dans leurs sourires.": "Il y a toujours une signification différente cachée dans leurs sourires.", "Il y a un instant encore,": "Il y a un instant encore,", "Il éclate d'un grand rire en étalant ses marchandises.": "Il éclate d'un grand rire en étalant ses marchandises.", "Il écrit frénétiquement quelques lignes sur son carnet.": "Il écrit frénétiquement quelques lignes sur son carnet.", "Il était difficile de manipuler de véritables outils magiques dans un environnem...": "Il était difficile de manipuler de véritables outils magiques dans un environnem...", "Il était difficile de manipuler de véritables outils magiques dans un environnement aussi instable. \"Il nous faudra un endroit où fabriquer des outils magiques.\"": "Il était difficile de manipuler de véritables outils magiques dans un environnement aussi instable. \"Il nous faudra un endroit où fabriquer des outils magiques.\"", "Il était difficile de manipuler de véritables outils magiques dans un environnement aussi instable. \"Il nous faudra un endroit où fabriquer des outils magiques.\" ➜ Avec un espace dédié à la fabrication d'outils magiques, leur entretien et leur création deviennent bien plus faciles. \"Ici, nous pourrons nous concentrer uniquement sur le travail nécessaire.\"": "Il était difficile de manipuler de véritables outils magiques dans un environnement aussi instable. \"Il nous faudra un endroit où fabriquer des outils magiques.\" ➜ Avec un espace dédié à la fabrication d'outils magiques, leur entretien et leur création deviennent bien plus faciles. \"Ici, nous pourrons nous concentrer uniquement sur le travail nécessaire.\"", "Il évolue vers un individu plus fort.": "Il évolue vers un individu plus fort.", "Illustration:": "Illustration :", "Ils considèrent les Lycans comme dangereux et se méfient d'eux.": "Ils considèrent les Lycans comme dangereux et se méfient d'eux.", "Ils détestent attendre et essaient de faire avancer les choses rapidement.": "Ils détestent attendre et essaient de faire avancer les choses rapidement.", "Ils ignorent la pénalité de": "Ils ignorent la pénalité de", "Ils ignorent la pénalité de Humeur lorsqu'ils mangent de la nourriture végétarienne.": "Ils ignorent la pénalité de Humeur lorsqu'ils mangent de la nourriture végétarienne.", "Ils n'appartiennent à aucun lieu de ce monde ; leur chemin mène toujours à l'inconnu.": "Ils n'appartiennent à aucun lieu de ce monde ; leur chemin mène toujours à l'inconnu.", "Ils ne connaissent que les bases du combat.": "Ils ne connaissent que les bases du combat.", "Ils ne font pas confiance aux humains et se sentent mal à l'aise avec eux.": "Ils ne font pas confiance aux humains et se sentent mal à l'aise avec eux.", "Ils obtiennent": "Ils obtiennent", "Ils obtiennent Culpabilité charnelle en mangeant de la nourriture carnivore.": "Ils obtiennent Culpabilité charnelle en mangeant de la nourriture carnivore.", "Ils obtiennent Fatigue de croissance lorsque Exp atteint EXP max.": "Ils obtiennent Fatigue de croissance lorsque Exp atteint EXP max.", "Ils ont créé le": "Ils ont créé le", "Ils ont du mal à tolérer les espaces étroits et étouffants.": "Ils ont du mal à tolérer les espaces étroits et étouffants.", "Ils parlent avec enthousiasme, mais on les entend à peine.": "Ils parlent avec enthousiasme, mais on les entend à peine.", "Ils préfèrent un environnement stable et se sentent plus à l'aise dans les zones sédent...": "Ils préfèrent un environnement stable et se sentent plus à l'aise dans les zones sédent...", "Ils préfèrent un environnement stable et se sentent plus à l'aise dans les zones sédentaires. Vous obtenez": "Ils préfèrent un environnement stable et se sentent plus à l'aise dans les zones sédentaires. Vous obtenez", "Ils préfèrent un environnement stable et se sentent plus à l'aise dans les zones sédentaires. Vous obtenez Confort dans les colonies et Effroi dans les donjons.": "Ils préfèrent un environnement stable et se sentent plus à l'aise dans les zones sédentaires. Vous obtenez Confort dans les colonies et Effroi dans les donjons.", "Ils s'introduisent dans des zones interdites, chassant à l'abri du regard de la loi.": "Ils s'introduisent dans des zones interdites, chassant à l'abri du regard de la loi.", "Ils savent se sortir avec agilité des situations dangereuses. Immunisé contre": "Ils savent se sortir avec agilité des situations dangereuses. Immunisé contre", "Ils savent se sortir avec agilité des situations dangereuses. Immunisé contre Boitement.": "Ils savent se sortir avec agilité des situations dangereuses. Immunisé contre Boitement.", "Ils se méfient de Lizardman et hésitent à se rapprocher d'eux.": "Ils se méfient de Lizardman et hésitent à se rapprocher d'eux.", "Ils se souviennent de chaque arbre par son nom, considérant la forêt comme leur véritable foyer.": "Ils se souviennent de chaque arbre par son nom, considérant la forêt comme leur véritable foyer.", "Ils sont reconnus comme les meilleurs, sans conteste.": "Ils sont reconnus comme les meilleurs, sans conteste.", "Ils sont réticents à s'engager dans des conflits et des batailles et se sentent plus en sécurité dans des situations calmes. En combat, vous obtenez": "Ils sont réticents à s'engager dans des conflits et des batailles et se sentent plus en sécurité dans des situations calmes. En combat, vous obtenez", "Ils sont réticents à s'engager dans des conflits et des batailles et se sentent plus en sécurité dans des situations calmes. En combat, vous obtenez Stress du combat et hors combat, vous obtenez Soulagement.": "Ils sont réticents à s'engager dans des conflits et des batailles et se sentent plus en sécurité dans des situations calmes. En combat, vous obtenez Stress du combat et hors combat, vous obtenez Soulagement.", "Ils sont réticents à s'engager dans des conflits et des batailles et se sentent plus en...": "Ils sont réticents à s'engager dans des conflits et des batailles et se sentent plus en...", "Ils veulent tout faire parfaitement et ne peuvent pas facilement ignorer les petites erreurs.": "Ils veulent tout faire parfaitement et ne peuvent pas facilement ignorer les petites erreurs.", "Immobilisation": "Immobilisation", "Immobilisation - Dungeon Settlers Wiki": "Immobilisation - Dungeon Settlers Wiki", "Immobilisation icon": "Icône Immobilisation", "Immobilization": "Immobilization", "Immortel": "Immortel", "Immortel - Dungeon Settlers Wiki": "Immortel - Dungeon Settlers Wiki", "Immortel icon": "Icône Immortel", "Immune (Boss)": "Immunisé (Boss)", "Immunisé aux effets de recul.": "Immunisé aux effets de recul.", "Immunisé contre": "Immunisé contre", "Immunisé contre Immunité au poison.": "Immunisé contre Immunité au poison.", "Immunisé contre Immunité au saignement.": "Immunisé contre Immunité au saignement.", "Immunisé contre Immunité à la brûlure.": "Immunisé contre Immunité à la brûlure.", "Immunisé contre les effets de": "Immunisé contre les effets de", "Immunisé contre les effets de Étourdissement.": "Immunisé contre les effets de Étourdissement.", "Immunisé contre tous les dégâts.": "Immunisé contre tous les dégâts.", "Immunité au poison": "Immunité au poison", "Immunité au poison - Dungeon Settlers Wiki": "Immunité au poison - Dungeon Settlers Wiki", "Immunité au poison icon": "Immunité au poison icône", "Immunité au recul": "Immunité au recul", "Immunité au recul - Dungeon Settlers Wiki": "Immunité au recul - Dungeon Settlers Wiki", "Immunité au recul icon": "Immunité au recul icône", "Immunité au saignement": "Immunité au saignement", "Immunité au saignement - Dungeon Settlers Wiki": "Immunité au saignement - Dungeon Settlers Wiki", "Immunité au saignement icon": "Immunité au saignement icône", "Immunité aux brûlures": "Immunité aux brûlures", "Immunité aux brûlures - Dungeon Settlers Wiki": "Immunité aux brûlures - Dungeon Settlers Wiki", "Immunité aux brûlures icon": "Immunité aux brûlures icon", "Immunité contre l'étourdissement": "Immunité contre l'étourdissement", "Immunité contre l'étourdissement - Dungeon Settlers Wiki": "Immunité contre l'étourdissement - Dungeon Settlers Wiki", "Immunité contre l'étourdissement icon": "Immunité contre l'étourdissement icône", "Immunité à la brûlure": "Immunité à la brûlure", "Immunité à la brûlure - Dungeon Settlers Wiki": "Immunité à la brûlure - Dungeon Settlers Wiki", "Immunité à la brûlure icon": "Immunité à la brûlure icône", "Immédiatement, il se retourne et regarde les membres avec une grande vigueur et frappe le sol avec sa queue.": "Immédiatement, il se retourne et regarde les membres avec une grande vigueur et frappe le sol avec sa queue.", "Impatient - desc": "Impatient - desc", "Impatient - flavor": "Impatient - flavor", "Impatient - name": "Impatient - name", "Imperial Coin x1": "Pièce impériale x1", "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit": "Pièce impériale x1 (5 Mawmurk), Peau brute x8 (Mawmurk blanc), Carapace dure x10 (Slogel acide Alpha), puis Endorsi rejoint comme unité", "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1": "Pièce impériale x1, puis Pierre de mana inférieure x24 + Roue dentée x1", "Import a team in the Builder first, then pick your units here.": "Importez d'abord une équipe dans le Constructeur, puis choisissez vos unités ici.", "Import from your save": "Importer depuis votre sauvegarde", "Import your save to load your whole team ->": "Importez votre sauvegarde pour charger toute votre équipe ->", "Imported clan": "Clan importé", "Imported team": "Équipe importée", "Impossible d'agir pendant une courte période.": "Impossible d'agir pendant une courte période.", "Impossible d'agir pendant une courte période. Accordé par 1 inscription et 7 compétences": "Impossible d'agir pendant une courte période. Accordé par 1 inscription et 7 compétences", "Impossible d'agir pendant une courte période. Granted by 1 inscription and 7 skills": "Impossible d'agir pendant une courte période. Accordé par 1 inscription et 7 compétences", "Impossible d'utiliser des compétences autres que les attaques de base.": "Impossible d'utiliser des compétences autres que les attaques de base.", "Impossible d'utiliser des compétences autres que les attaques de base. Réduit périodiqu...": "Impossible d'utiliser des compétences autres que les attaques de base. Réduit périodiqu...", "Impossible d'utiliser des compétences autres que les attaques de base. Réduit périodiquement l'": "Impossible d'utiliser des compétences autres que les attaques de base. Réduit périodiquement l'", "Impossible d'utiliser des compétences autres que les attaques de base. Réduit périodiquement l'Humeur des unités alliées à proximité.": "Impossible d'utiliser des compétences autres que les attaques de base. Réduit périodiquement l'Humeur des unités alliées à proximité.", "Impossible de se déplacer depuis la position actuelle.": "Impossible de se déplacer depuis la position actuelle.", "Impossible de se déplacer depuis la position actuelle. Accordé par 5 compétences": "Impossible de se déplacer depuis la position actuelle. Accordé par 5 compétences", "Impossible de se déplacer depuis la position actuelle. Accordé par 7 compétences": "Impossible de se déplacer depuis la position actuelle. Accordé par 7 compétences", "Impossible de se déplacer depuis la position actuelle. Granted by 5 skills": "Impossible de se déplacer depuis la position actuelle. Accordé par 5 compétences", "Improved Grass Porridge Complete": "Bouillie d'herbe améliorée terminée", "In Combat": "En combat", "In Finder press Cmd+Shift+G, paste this, press Enter.": "Dans le Finder, appuyez sur Cmd+Maj+G, collez ceci, appuyez sur Entrée.", "In Surgery (Debuff, prints once)": "En chirurgie (Malus, s'affiche une fois)", "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...": "Dans un espace étroit caché derrière le mur, un squelette gît effondré. Il reste figé en place...", "In an in...": "En un instant...", "In an instant, countless voices, ...": "En un instant, d'innombrables voix, ...", "In data": "Dans les données", "In normal combat appears with workers, but in the abyss appears with throwers and brawlers.": "En combat normal apparaît avec des travailleurs, mais dans l'abîme apparaît avec des lanceurs et des bagarreurs.", "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. - Dungeon Settlers Wiki": "En combat normal apparaît avec des ouvriers, mais dans l'abysse apparaît avec des lanceurs et des bagarreurs. - Dungeon Settlers Wiki", "In that i...": "En cet instant...", "In that insta...": "En cet instant...", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved": "Dans l'Empire d'Elos, on enseignait que la forme primordiale de l'eau ressemblait aux deux yeux et à la bouche ouverte d'un crapaud. Le Crapaud à Bulles, une", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members i": "Dans l'Empire d'Elos, on enseignait que la forme primordiale de l'eau ressemblait aux deux yeux et à la bouche ouverte d'un crapaud. Le Crapaud à Bulles, une Petite Bulle améliorée adaptée au combat, soutient les membres de l'expédition", "In the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.": "Dans la version actuelle, les cinq premiers étages ont des rencontres uniques tandis que les étages 6-10 sont provisoires, et les coffres au trésor utilisent un butin temporaire copié-collé plutôt que des récompenses définitives. Les monstres de l'Abîme n'ont pas encore leurs propres tables de butin dédiées.", "In the demo version, bodies can be temporarily removed through the portal.": "Dans la version de démo, les corps peuvent être temporairement supprimés via le portail.", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction.": "Au milieu de la distribution des portions, {0} accepte sa part et vous regarde avec une insatisfaction manifeste.", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon means risking our lives. Must we be so mis": "Au milieu de la distribution des portions, {0} accepte sa part et vous regarde avec une insatisfaction manifeste. \"Capitaine, explorer le Donjon signifie risquer nos vies. Devons-nous être si mis", "In the middle of ration distribution, {0} receives his portion and looks at you with a discontented expression. \"Comman...": "Au milieu de la distribution des rations, {0} reçoit sa portion et vous regarde avec une expression mécontente. \"Comman...", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.": "Dans le silence, vous pensez d'abord entendre un bruit faible, mais il devient progressivement plus clair.", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer. It is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.": "Dans le silence, vous pensez d'abord entendre un son faible, mais il devient progressivement plus clair. C'est merveilleusement apaisant, et pourtant en même temps bien trop étrange pour être décrit par un mot ordinaire.", "In the stock demo the Golem fight can never happen, so the chain never advances past region 0:": "Dans la démo d'origine, le combat contre le Golem ne peut jamais se produire, donc la chaîne ne dépasse jamais la région 0 :", "In this build Perception's": "Dans cette version, le", "In-game Handbook": "Manuel du jeu", "In-game Handbook - Dungeon Settlers Wiki": "Manuel du jeu - Dungeon Settlers Wiki", "In-game look": "Apparence en jeu", "In-game look of this character with the gear equipped below": "Apparence en jeu de ce personnage avec l'équipement équipé ci-dessous", "In-game look with the equipped gear": "Apparence en jeu avec l'équipement équipé", "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "Temps de jeu nécessaire après l'activation d'une quête de Décision du groupe d'expédition jusqu'à l'apparition de l'événement d'abandon", "In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day)": "Temps de jeu nécessaire pour qu'un événement aléatoire affiché dans une Alerte disparaisse après avoir été activé (1440 = 1 jour)", "In...": "Dans...", "InDependent": "InDependent", "Incapable de s'installer quelque part,": "Incapable de s'installer quelque part,", "Incinérer": "Incinérer", "Incinérer - Dungeon Settlers Wiki": "Incinérer - Dungeon Settlers Wiki", "Incinérer icon": "Incinérer icône", "Incinérer portée et zone affichées sur une salle de donjon": "Incinérer portée et zone affichées sur une salle de donjon", "Incinérer range and area shown on a dungeon room": "Incinérer portée et zone affichées dans une salle de donjon", "Include in the shared link:": "Inclure dans le lien partagé :", "Included in scenario starting kits:": "Inclus dans les kits de démarrage du scénario :", "Included in scenario starting kits: {#}": "Inclus dans les kits de démarrage du scénario : {#}", "Includes learned passive crit at full progression:": "Inclut le crit passif appris à progression complète :", "Inclus dans les kits de démarrage du scénario :": "Inclus dans les kits de démarrage du scénario :", "Inconnu": "Inconnu", "Increase amount": "Montant d'augmentation", "Increases": "Augmente", "Increases Guard Rate by 40% and Guard Damage Reduction by 30% for 180 seconds.": "Augmente le taux de garde de 40% et la Réduction des dégâts (Garde) de 30% pendant 180 secondes.", "Increases Probabilité de Garde by {0}%. When equipped with a shield, Vitesse d'attaque increases by {1}%, and the weight of the equipped shield becomes 0.": "Augmente Probabilité de Garde de {0}%. Lorsqu'équipé d'un bouclier, Vitesse d'attaque augmente de {1}%, et le poids du bouclier équipé devient 0.", "Increases Probabilité de Garde by {0}%. When equipped with a shield, Vitesse de déplacement increases by {1}%, Vitesse d'attaque increases by {2}%, and the weight of the equipped shield becomes 0.": "Augmente Probabilité de Garde de {0}%. Lorsqu'équipé d'un bouclier, Vitesse de déplacement augmente de {1}%, Vitesse d'attaque augmente de {2}%, et le poids du bouclier équipé devient 0.", "Increases maximum weight by 100% for 180 seconds.": "Augmente le poids maximum de 100% pendant 180 secondes.", "Indestructible Building": "Bâtiment indestructible", "Indestructible Building - Dungeon Settlers Wiki": "Bâtiment indestructible - Dungeon Settlers Wiki", "Indestructible Building icon": "Bâtiment indestructible icon", "Indicates the level of mental strain a unit is under.": "Indique le niveau de tension mentale que subit une unité.", "Indicates the level of mental strain a unit is under. When Stress reaches its maximum, the unit enters a Effondrement mental state, and Stress is reset to 0. ## If": "Indique le niveau de tension mentale que subit une unité. Quand le Stress atteint son maximum, l'unité entre dans un état d'Effondrement mental, et le Stress est réinitialisé à 0. ## Si", "Indicates the unit's rank.": "Indique le rang de l'unité.", "Indicates the unit's rank. Higher levels require better Humeur. Units can reach level 12 through Monter de niveau.": "Indique le rang de l'unité. Les niveaux supérieurs nécessitent une meilleure Humeur. Les unités peuvent atteindre le niveau 12 par Monter de niveau.", "Indicates the unit's rank. Higher levels require greater Humeur satisfaction. Units can grow up to level 12 by Monter de niveau.": "Indique le rang de l'unité. Les niveaux supérieurs nécessitent une plus grande satisfaction de Humeur. Les unités peuvent croître jusqu'au niveau 12 par Monter de niveau.", "Indique la contribution de votre expédition à l'exploration du donjon.": "Indique la contribution de votre expédition à l'exploration du donjon.", "Indique la contribution de votre expédition à l'exploration du donjon. Quand la contribution atteint son maximum, votre Rang d'expédition augmente. Vous pouvez en obtenir en accomplissant certaines quêtes ou en remplissant des objectifs d'expédition.": "Indique la contribution de votre expédition à l'exploration du donjon. Quand la contribution atteint son maximum, votre Rang d'expédition augmente. Vous pouvez en obtenir en accomplissant certaines quêtes ou en remplissant des objectifs d'expédition.", "Indique le niveau de contrainte mentale auquel est soumise une unité. Si": "Indique le niveau de contrainte mentale auquel est soumise une unité. Si", "Indique le niveau de contrainte mentale auquel est soumise une unité. Si Humeur est inférieur à 0, le Stress augmente proportionnellement. Si Humeur est supérieur à 0, le Stress diminue proportionnellement. Lorsque le Stress atteint son maximum, l'unité entre dans un état Effondrement mental, et le Stress est remis à 0. Si le Stress atteint de nouveau le maximum pendant Effondrement mental, l'unité meurt instantanément.": "Indique le niveau de contrainte mentale auquel est soumise une unité. Si Humeur est inférieur à 0, le Stress augmente proportionnellement. Si Humeur est supérieur à 0, le Stress diminue proportionnellement. Lorsque le Stress atteint son maximum, l'unité entre dans un état Effondrement mental, et le Stress est remis à 0. Si le Stress atteint de nouveau le maximum pendant Effondrement mental, l'unité meurt instantanément.", "Indique le niveau de tension mentale auquel une unité est soumise.": "Indique le niveau de tension mentale auquel une unité est soumise.", "Indique le niveau global d'un bâtiment.": "Indique le niveau global d'un bâtiment.", "Indique le rang de l'unité.": "Indique le rang de l'unité.", "Indique le rang de l'unité. Les niveaux supérieurs nécessitent une plus grande satisfaction de": "Le palier de prière que vous choisissez lors de la montée de niveau (Minimale, Ordinaire, Généreuse). Il met en balance le coût en pierres de mana et l'ampleur de vos gains de statistiques ; il n'affecte PAS la rareté des inscriptions.", "Individual": "Individuel", "Individual traits (1)": "Traits individuels (1)", "Individual traits (2)": "Traits individuels (2)", "Individual traits (3)": "Traits individuels (3)", "Individual traits (4)": "Traits individuels (4)", "Individual traits (5)": "Traits individuels (5)", "Individual traits ({#})": "Traits individuels ({#})", "IndividualTraitMinCount": "IndividualTraitMinCount", "Indoor only": "Intérieur uniquement", "Infinite Abyss guide": "Infinite Abyss guide", "Inflicts": "Inflige", "Inflicts magic damage equal to {2}% of magic attack power every {5} seconds on adjacent enemy units, and inflicts {3} st...": "Inflige des dégâts magiques égaux à {2}% de la puissance d'attaque magique toutes les {5} secondes aux unités ennemies adjacentes, et inflige {3} st...", "Inflige 100% de": "Inflige 100% de", "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet. Effects: • Affaibli (on enemy): -20% Dégâts infligés": "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet. Effets : • Affaibli (sur l'ennemi) : -20% Dégâts infligés", "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet. Effets : • Affaibli (sur l'ennemi): -20% Dégâts infligés": "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 1 Affaibli pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet. Effets : • Affaibli (sur l'ennemi): -20% Dégâts infligés", "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 2Combustion pendant 10 secondes. Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 2Combustion pendant 10 secondes. Effets : • Combustion (sur l'ennemi) : 3 dégâts magiques par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, ne dépend pas de la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 2Combustion pendant 10 secondes. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 2Combustion pendant 10 secondes. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 3 Corrosion et Lent pendant 2 secondes. Effects: • Corrosion (on enemy): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. • Lent (on enemy): -30% Vitesse de déplacement": "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 3 Corrosion et Lent pendant 2 secondes. Effects: • Corrosion (on enemy): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. • Lent (on enemy): -30% Vitesse de déplacement", "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 3 Corrosion et Lent pendant 2 secondes. Effets : • Corrosion (sur l'ennemi): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. • Lent (sur l'ennemi): -30% Vitesse de déplacement": "Inflige 100% de Puissance d'attaque magique en dégâts magiques à la cible et applique 3 Corrosion et Lent pendant 2 secondes. Effets : • Corrosion (sur l'ennemi): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. • Lent (sur l'ennemi): -30% Vitesse de déplacement", "Inflige 100% de Puissance d'attaque magique en dégâts magiques.": "Inflige 100% de Puissance d'attaque magique en dégâts magiques.", "Inflige 100% de Puissance d'attaque physique en dégâts physiques à la cible. Lors d'un coup critique, applique 1 Étourdissement pendant 10 secondes. Effects: • Étourdissement (on enemy): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Inflige 100% de Puissance d'attaque physique en dégâts physiques à la cible. Lors d'un coup critique, applique 1 Étourdissement pendant 10 secondes. Effets : • Étourdissement (sur l'ennemi) : Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Inflige 100% de Puissance d'attaque physique en dégâts physiques à la cible. Lors d'un coup critique, applique 1 Étourdissement pendant 10 secondes. Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Inflige 100% de Puissance d'attaque physique en dégâts physiques à la cible. Lors d'un coup critique, applique 1 Étourdissement pendant 10 secondes. Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à porté...": "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à porté...", "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige": "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige", "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.": "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.", "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes. Accordé par 1 compétence": "Inflige 120% de votre puissance d'attaque magique en dégâts magiques aux cibles à portée de 6. Sur une attaque critique, inflige Étourdissement pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes. Accordé par 1 compétence", "Inflige 2": "Inflige 2", "Inflige 2 Combustion pendant 6 secondes toutes les 3 attaques de base.": "Inflige 2 Combustion pendant 6 secondes toutes les 3 attaques de base.", "Inflige 2 Saignement pendant 6 secondes tous les 3 coups d'attaque de base.": "Inflige 2 Saignement pendant 6 secondes tous les 3 coups d'attaque de base.", "Inflige 30% de dégâts supplémentaires aux ennemis avec": "Inflige 30% de dégâts supplémentaires aux ennemis avec", "Inflige 30% de dégâts supplémentaires aux ennemis avec Corrosion.": "Inflige 30% de dégâts supplémentaires aux ennemis avec Corrosion.", "Inflige 40% de": "Inflige 40% de", "Inflige 40% de Puissance d'attaque magique en dégâts magiques à l'unité cible et applique 1 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds priorisent les cibles ayant le moins de coups cumulés. Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Inflige 40% de Puissance d'attaque magique en dégâts magiques à l'unité cible et applique 1 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds priorisent les cibles ayant le moins de coups cumulés. Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.", "Inflige 40% de Puissance d'attaque magique en dégâts magiques à l'unité cible et applique 1 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds priorisent les cibles ayant le moins de coups cumulés. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Inflige 40% de Puissance d'attaque magique en dégâts magiques à l'unité cible et applique 1 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds priorisent les cibles ayant le moins de coups cumulés. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Inflige 40% de Puissance d'attaque magique en tant que dégâts magiques à l'unité ciblée et applique 2 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds privilégient les cibles ayant le moins de coups cumulés. 4 energy - 15s cooldown Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Inflige 40% de Puissance d'attaque magique en tant que dégâts magiques à l'unité ciblée et applique 2 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds privilégient les cibles ayant le moins de coups cumulés. 4 énergie - 15s de recharge Effets : • Combustion (sur l'ennemi) : 3 dégâts magiques par cumul, chaque seconde, ignorant la défense et les boucliers (fixe, ne s'échelonne pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Inflige 40% de Puissance d'attaque magique en tant que dégâts magiques à l'unité ciblée et applique 2 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds privilégient les cibles ayant le moins de coups cumulés. 4 énergie - 15s de recharge Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Inflige 40% de Puissance d'attaque magique en tant que dégâts magiques à l'unité ciblée et applique 2 Combustion pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds privilégient les cibles ayant le moins de coups cumulés. 4 énergie - 15s de recharge Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Inflige 500% de": "Inflige 500% de", "Inflige 500% de Puissance d'attaque physique en dégâts à un seul ennemi et vous confère 1 Faiblesse exposée pendant 3 secondes. Tuer un ennemi avec cette attaque réduit le temps de recharge de cette compétence de 70%. 5 energy - 10s cooldown Effects: • Faiblesse exposée (on user): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.": "Inflige 500% de Puissance d'attaque physique en dégâts à un seul ennemi et vous confère 1 Faiblesse exposée pendant 3 secondes. Tuer un ennemi avec cette attaque réduit le temps de recharge de cette compétence de 70%. 5 énergie - 10s de recharge Effets : • Faiblesse exposée (sur l'utilisateur) : Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.", "Inflige 500% de Puissance d'attaque physique en dégâts à un seul ennemi et vous confère 1 Faiblesse exposée pendant 3 secondes. Tuer un ennemi avec cette attaque réduit le temps de recharge de cette compétence de 70%. 5 énergie - 10s de recharge Effets : • Faiblesse exposée (sur l'utilisateur): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.": "Inflige 500% de Puissance d'attaque physique en dégâts à un seul ennemi et vous confère 1 Faiblesse exposée pendant 3 secondes. Tuer un ennemi avec cette attaque réduit le temps de recharge de cette compétence de 70%. 5 énergie - 10s de recharge Effets : • Faiblesse exposée (sur l'utilisateur): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.", "Inflige 80% de": "Inflige 80% de", "Inflige 80% de Puissance d'attaque physique en dégâts physiques à la cible, 4 fois, avec Probabilité de toucher réduite de 30%. 2 energy - 12s cooldown": "Inflige 80% de Puissance d'attaque physique en dégâts physiques à la cible, 4 fois, avec Probabilité de toucher réduite de 30%. 2 énergie - 12s de recharge", "Inflige 80% de Puissance d'attaque physique en dégâts physiques à la cible, 4 fois, avec Probabilité de toucher réduite de 30%. 2 énergie - 12s de recharge": "Inflige 80% de Puissance d'attaque physique en dégâts physiques à la cible, 4 fois, avec Probabilité de toucher réduite de 30%. 2 énergie - 12s de recharge", "Inflige aux ennemis situés dans les 1 tuiles adjacentes (autres que la cible) des dégât...": "Inflige aux ennemis situés dans les 1 tuiles adjacentes (autres que la cible) des dégât...", "Inflige aux ennemis situés dans les 1 tuiles adjacentes (autres que la cible) des dégâts physiques supplémentaires équivalant à 30% des dégâts infligés par l'attaque de base.": "Inflige aux ennemis situés dans les 1 tuiles adjacentes (autres que la cible) des dégâts physiques supplémentaires équivalant à 30% des dégâts infligés par l'attaque de base.", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à 30% de": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à 30% de", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à 30% de Puissance d'attaque magique et applique 1 charges de Combustion pendant 2 secondes.": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à 30% de Puissance d'attaque magique et applique 1 charges de Combustion pendant 2 secondes.", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à 30% de Puissance d'attaque magique et applique 1 charges de Combustion pendant 2 secondes. Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à 30% de Puissance d'attaque magique et applique 1 charges de Combustion pendant 2 secondes. Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à ?% de": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à ?% de", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? charges de Combustion pendant ? secondes.": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? charges de Combustion pendant ? secondes.", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? charges de Combustion pendant ? secondes. Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? charges de Combustion pendant ? secondes. Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.", "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à...": "Inflige chaque seconde aux unités ennemies adjacentes des dégâts magiques équivalant à...", "Inflige des dégâts magiques par des malédictions.": "Inflige des dégâts magiques par des malédictions.", "Inflige des dégâts magiques par des malédictions. 15s cooldown": "Inflige des dégâts magiques par des malédictions. Recharge 15s", "Inflige des dégâts magiques par des malédictions. 15s de recharge": "Inflige des dégâts magiques par des malédictions. 15s de recharge", "Inflige des dégâts magiques supplémentaires équivalents à 10% de la puissance d'attaque physique lorsqu'une attaque de base touche.": "Inflige des dégâts magiques supplémentaires équivalents à 10% de la puissance d'attaque physique lorsqu'une attaque de base touche.", "Inflige des dégâts magiques supplémentaires équivalents à 10% de la puissance d'attaque...": "Inflige des dégâts magiques supplémentaires équivalents à 10% de la puissance d'attaque...", "Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toute...": "Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toute...", "Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1": "Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1", "Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1 Lent et Perturbation pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.": "Inflige des dégâts magiques équivalents à 80% de la puissance d'attaque magique à toutes les cibles ennemies dans un rayon de 6, et applique 1 Lent et Perturbation pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.", "Inflige des dégâts physiques égaux à 100% de": "Inflige des dégâts physiques égaux à 100% de", "Inflige des dégâts physiques égaux à 100% de Puissance d'attaque physique. Si la cible se trouve à 1 tuile ou moins, les dégâts infligés sont réduits de 50%.": "Inflige des dégâts physiques égaux à 100% de Puissance d'attaque physique. Si la cible se trouve à 1 tuile ou moins, les dégâts infligés sont réduits de 50%.", "Inflige des dégâts physiques égaux à 120% de": "Inflige des dégâts physiques égaux à 120% de", "Inflige des dégâts physiques égaux à 120% de Puissance d'attaque physique et repousse la cible de 3 cases. Applique Lent à la cible pendant 5 secondes et Endommagé pendant 5 secondes. 3 energy - 12s cooldown Effects: • Lent (on enemy): -30% Vitesse de déplacement • Endommagé (on enemy): -50 Résistance physique": "Inflige des dégâts physiques égaux à 120% de Puissance d'attaque physique et repousse la cible de 3 cases. Applique Lent à la cible pendant 5 secondes et Endommagé pendant 5 secondes. 3 energy - 12s cooldown Effects: • Lent (on enemy): -30% Vitesse de déplacement • Endommagé (on enemy): -50 Résistance physique", "Inflige des dégâts physiques égaux à 120% de Puissance d'attaque physique et repousse la cible de 3 cases. Applique Lent à la cible pendant 5 secondes et Endommagé pendant 5 secondes. 3 énergie - 12s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Endommagé (sur l'ennemi): -50 Résistance physique": "Inflige des dégâts physiques égaux à 120% de Puissance d'attaque physique et repousse la cible de 3 cases. Applique Lent à la cible pendant 5 secondes et Endommagé pendant 5 secondes. 3 énergie - 12s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Endommagé (sur l'ennemi): -50 Résistance physique", "Inflige des dégâts physiques égaux à 200 % de la puissance d'attaque physique à la cible et confère": "Inflige des dégâts physiques égaux à 200 % de la puissance d'attaque physique à la cible et confère", "Inflige des dégâts physiques égaux à 200 % de la puissance d'attaque physique à la cible et confère Vulnérable pendant 8 secondes. 4 énergie - 12s de recharge Effets : • Vulnérable (sur l'ennemi): +20% Dégâts subis": "Inflige des dégâts physiques égaux à 200 % de la puissance d'attaque physique à la cible et confère Vulnérable pendant 8 secondes. 4 énergie - 12s de recharge Effets : • Vulnérable (sur l'ennemi): +20% Dégâts subis", "Inflige des dégâts physiques égaux à 250 % de la puissance d'attaque physique à la cible et repousse la cible de 3 tuile. La cible gagne": "Inflige des dégâts physiques égaux à 250 % de la puissance d'attaque physique à la cible et repousse la cible de 3 tuile. La cible gagne", "Inflige des dégâts physiques égaux à 250 % de la puissance d'attaque physique à la cible et repousse la cible de 3 tuile. La cible gagne Lent pendant 5 secondes. 4 énergie - 10s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement": "Inflige des dégâts physiques égaux à 250 % de la puissance d'attaque physique à la cible et repousse la cible de 3 tuile. La cible gagne Lent pendant 5 secondes. 4 énergie - 10s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement", "Inflige des dégâts physiques égaux à 250 % de la puissance d'attaque physique à la cible et repousse la cible de 3 tuile. La cible gagne Lent pendant 5 secondes. 4 énergie - 10s de recharge Effets : • Lent: -30% Vitesse de déplacement": "Inflige des dégâts physiques égaux à 250 % de la puissance d'attaque physique à la cible et repousse la cible de 3 tuile. La cible gagne Lent pendant 5 secondes. 4 énergie - 10s de recharge Effets : • Lent: -30% Vitesse de déplacement", "Inflige des dégâts physiques égaux à 40 % de la puissance d'attaque physique à la cible 2 fois. Inflige des dégâts égaux aux ennemis situés en ligne droite dans la direction de l'attaque.": "Inflige des dégâts physiques égaux à 40 % de la puissance d'attaque physique à la cible 2 fois. Inflige des dégâts égaux aux ennemis situés en ligne droite dans la direction de l'attaque.", "Inflige des dégâts physiques égaux à 65 % de la puissance d'attaque physique à la cible. Inflige des dégâts égaux aux ennemis situés en ligne droite dans la direction de l'attaque.": "Inflige des dégâts physiques égaux à 65 % de la puissance d'attaque physique à la cible. Inflige des dégâts égaux aux ennemis situés en ligne droite dans la direction de l'attaque.", "Inflige des dégâts physiques équivalant à 100% de": "Inflige des dégâts physiques équivalant à 100% de", "Inflige des dégâts physiques équivalant à 100% de Puissance d'attaque physique et des dégâts magiques équivalant à 100% de Puissance d'attaque magique.": "Inflige des dégâts physiques équivalant à 100% de Puissance d'attaque physique et des dégâts magiques équivalant à 100% de Puissance d'attaque magique.", "Inflige des dégâts physiques équivalant à 100% de Puissance d'attaque physique à la cible.": "Inflige des dégâts physiques équivalant à 100% de Puissance d'attaque physique à la cible.", "Inflige deux fois à la cible des dégâts physiques égaux à 80% de": "Inflige deux fois à la cible des dégâts physiques égaux à 80% de", "Inflige deux fois à la cible des dégâts physiques égaux à 80% de Puissance d'attaque physique et applique Lent pendant 5 secondes 16s cooldown Effects: • Lent (on enemy): -30% Vitesse de déplacement": "Inflige deux fois à la cible des dégâts physiques égaux à 80% de Puissance d'attaque physique et applique Lent pendant 5 secondes 16s de recharge Effets : • Lent (sur l'ennemi) : -30% Vitesse de déplacement", "Inflige deux fois à la cible des dégâts physiques égaux à 80% de Puissance d'attaque physique et applique Lent pendant 5 secondes 16s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement": "Inflige deux fois à la cible des dégâts physiques égaux à 80% de Puissance d'attaque physique et applique Lent pendant 5 secondes 16s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement", "Inflige une frappe puissante, mais est vulnérable aux impacts lourds.": "Inflige une frappe puissante, mais est vulnérable aux impacts lourds.", "Inflige à l'unité cible des dégâts magiques équivalents à 100% de": "Inflige à l'unité cible des dégâts magiques équivalents à 100% de", "Inflige à l'unité cible des dégâts magiques équivalents à 100% de Puissance d'attaque magique. Il rebondit ensuite jusqu'à 4 cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Priorise les cibles ayant accumulé le moins de coups pour le rebond. 15s cooldown": "Inflige à l'unité cible des dégâts magiques équivalents à 100% de Puissance d'attaque magique. Il rebondit ensuite jusqu'à 4 cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Priorise les cibles ayant accumulé le moins de coups pour le rebond. 15s de recharge", "Inflige à l'unité cible des dégâts magiques équivalents à 100% de Puissance d'attaque magique. Il rebondit ensuite jusqu'à 4 cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Priorise les cibles ayant accumulé le moins de coups pour le rebond. 15s de recharge": "Inflige à l'unité cible des dégâts magiques équivalents à 100% de Puissance d'attaque magique. Il rebondit ensuite jusqu'à 4 cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Priorise les cibles ayant accumulé le moins de coups pour le rebond. 15s de recharge", "Inflige à la cible 100% de": "Inflige à la cible 100% de", "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 1 Vulnérable pendant 3 secondes. Effects: • Vulnérable (on enemy): +20% Dégâts subis": "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 1 Vulnérable pendant 3 secondes. Effets : • Vulnérable (sur l'ennemi) : +20% Dégâts subis", "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 1 Vulnérable pendant 3 secondes. Effets : • Vulnérable (sur l'ennemi): +20% Dégâts subis": "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 1 Vulnérable pendant 3 secondes. Effets : • Vulnérable (sur l'ennemi): +20% Dégâts subis", "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 5 Corrosion pendant 2 secondes. Effects: • Corrosion (on enemy): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.": "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 5 Corrosion pendant 2 secondes. Effets : • Corrosion (sur l'ennemi) : La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.", "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 5 Corrosion pendant 2 secondes. Effets : • Corrosion (sur l'ennemi): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.": "Inflige à la cible 100% de Puissance d'attaque magique en dégâts magiques et applique 5 Corrosion pendant 2 secondes. Effets : • Corrosion (sur l'ennemi): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.", "Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Inflige à la cible 100% de Puissance d'attaque physique en dégâts physiques.": "Inflige à la cible 100% de Puissance d'attaque physique en dégâts physiques.", "Inflige à la cible 3 fois 80% de": "Inflige à la cible 3 fois 80% de", "Inflige à la cible 3 fois 80% de Puissance d'attaque physique sous forme de dégâts physiques.": "Inflige à la cible 3 fois 80% de Puissance d'attaque physique sous forme de dégâts physiques.", "Inflige à la cible 3 fois 80% de Puissance d'attaque physique sous forme de dégâts physiques. Tant que cette compétence est active, chaque attaque de base consomme 3 flèches.": "Inflige à la cible 3 fois 80% de Puissance d'attaque physique sous forme de dégâts physiques. Tant que cette compétence est active, chaque attaque de base consomme 3 flèches.", "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de": "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de", "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de Puissance d'attaque physique, et applique Lent pendant 6 secondes, ainsi que Saignement de 3.": "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de Puissance d'attaque physique, et applique Lent pendant 6 secondes, ainsi que Saignement de 3.", "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de Puissance d'attaque physique, et applique Lent pendant 6 secondes, ainsi que Saignement de 3. 16s cooldown Effects: • Lent (on enemy): -30% Vitesse de déplacement • Saignement (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de Puissance d'attaque physique, et applique Lent pendant 6 secondes, ainsi que Saignement de 3. 16s de recharge Effets : • Lent (sur l'ennemi) : -30% Vitesse de déplacement • Saignement (sur l'ennemi) : 5 dégâts physiques par pile, chaque seconde, ignorant la défense et les boucliers (fixe, ne dépend pas de la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 piles = 50 dégâts physiques/seconde. La durée est définie par la compétence qui l'applique.", "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de Puissance d'attaque physique, et applique Lent pendant 6 secondes, ainsi que Saignement de 3. 16s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Inflige à la cible des dégâts physiques deux fois, équivalents à 60% de Puissance d'attaque physique, et applique Lent pendant 6 secondes, ainsi que Saignement de 3. 16s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Inflige à la cible des dégâts physiques égaux à 280% de": "Inflige à la cible des dégâts physiques égaux à 280% de", "Inflige à la cible des dégâts physiques égaux à 280% de Puissance d'attaque physique et accorde 1 Rigidité et 1 Étourdissement pendant 8 secondes. 2 energy - 8s cooldown Effects: • Rigidité (on enemy): -50% Probabilité d'esquive • Étourdissement (on enemy): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Inflige à la cible des dégâts physiques égaux à 280% de Puissance d'attaque physique et accorde 1 Rigidité et 1 Étourdissement pendant 8 secondes. 2 énergie - 8s de recharge Effets : • Rigidité (sur l'ennemi) : -50% Probabilité d'esquive • Étourdissement (sur l'ennemi) : Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Inflige à la cible des dégâts physiques égaux à 280% de Puissance d'attaque physique et accorde 1 Rigidité et 1 Étourdissement pendant 8 secondes. 2 énergie - 8s de recharge Effets : • Rigidité (sur l'ennemi): -50% Probabilité d'esquive • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Inflige à la cible des dégâts physiques égaux à 280% de Puissance d'attaque physique et accorde 1 Rigidité et 1 Étourdissement pendant 8 secondes. 2 énergie - 8s de recharge Effets : • Rigidité (sur l'ennemi): -50% Probabilité d'esquive • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Inflige à la cible des dégâts physiques équivalant à 100% de": "Inflige à la cible des dégâts physiques équivalant à 100% de", "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique 4 fois. 3 energy - 12s cooldown": "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique 4 fois. 3 énergie - 12s de recharge", "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique 4 fois. 3 énergie - 12s de recharge": "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique 4 fois. 3 énergie - 12s de recharge", "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique.": "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique.", "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique. Il s'agit d'une attaque à activation rapide.": "Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique. Il s'agit d'une attaque à activation rapide.", "Inflige à la cible des dégâts physiques équivalant à 150% de": "Inflige à la cible des dégâts physiques équivalant à 150% de", "Inflige à la cible des dégâts physiques équivalant à 150% de Puissance d'attaque physique et applique Perturbation pendant 5 secondes. 10s cooldown Effects: • Perturbation (on enemy): -25% Probabilité de toucher": "Inflige à la cible des dégâts physiques équivalant à 150% de Puissance d'attaque physique et applique Perturbation pendant 5 secondes. 10s de recharge Effets : • Perturbation (sur l'ennemi) : -25% Probabilité de toucher", "Inflige à la cible des dégâts physiques équivalant à 150% de Puissance d'attaque physique et applique Perturbation pendant 5 secondes. 10s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher": "Inflige à la cible des dégâts physiques équivalant à 150% de Puissance d'attaque physique et applique Perturbation pendant 5 secondes. 10s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher", "Inflige à la cible des dégâts physiques équivalant à 30% de": "Inflige à la cible des dégâts physiques équivalant à 30% de", "Inflige à la cible des dégâts physiques équivalant à 30% de Puissance d'attaque physique.": "Inflige à la cible des dégâts physiques équivalant à 30% de Puissance d'attaque physique.", "Inflige à la cible des dégâts physiques équivalant à 80% de": "Inflige à la cible des dégâts physiques équivalant à 80% de", "Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.": "Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.", "Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement. 16s cooldown Effects: • Lent (on enemy): -30% Vitesse de déplacement • Saignement (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement. 16s de recharge Effets : • Lent (sur l'ennemi) : -30% Vitesse de déplacement • Saignement (sur l'ennemi) : 5 dégâts physiques par cumul, chaque seconde, ignorant la défense et les boucliers (fixe, ne s'échelonne pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 dégâts physiques/seconde. La durée est définie par la compétence qui l'applique.", "Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement. 16s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement. 16s de recharge Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Saignement (sur l'ennemi): 5 physique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 99). Exemple : 10 cumuls = 50 physique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Inflige à la cible des dégâts équivalant à 100% de": "Inflige à la cible des dégâts équivalant à 100% de", "Inflige à la cible des dégâts équivalant à 100% de Puissance d'attaque magique.": "Inflige à la cible des dégâts équivalant à 100% de Puissance d'attaque magique.", "Inflige à la cible des dégâts équivalents à 100% de": "Inflige à la cible des dégâts équivalents à 100% de", "Inflige à la cible des dégâts équivalents à 100% de Puissance d'attaque physique et inflige 50% de Puissance d'attaque physique en dégâts physiques aux unités adjacentes à la cible.": "Inflige à la cible des dégâts équivalents à 100% de Puissance d'attaque physique et inflige 50% de Puissance d'attaque physique en dégâts physiques aux unités adjacentes à la cible.", "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique": "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique", "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.": "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.", "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature. Accordé par 1 compétence": "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de dégâts magiques et applique Faiblesse critique pendant 3 secondes. Applique 1 de Étourdissement lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature. Accordé par 1 compétence", "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de...": "Inflige à tous les ennemis proches 140% de la puissance d'attaque magique sous forme de...", "Inflige à une seule cible ennemie des dégâts magiques équivalant à 100% de": "Inflige à une seule cible ennemie des dégâts magiques équivalant à 100% de", "Inflige à une seule cible ennemie des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique Immobilisation pendant 5 secondes. 10s cooldown Effects: • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle.": "Inflige à une seule cible ennemie des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique Immobilisation pendant 5 secondes. 10s de recharge Effets : • Immobilisation (sur l'ennemi) : Impossible de se déplacer depuis la position actuelle.", "Inflige à une seule cible ennemie des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique Immobilisation pendant 5 secondes. 10s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle.": "Inflige à une seule cible ennemie des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique Immobilisation pendant 5 secondes. 10s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle.", "Info-bulle": "Info-bulle", "Info-bulle - desc": "Info-bulle - desc", "Ingredients": "Ingrédients", "Initial Depletion stack": "Pile d'Épuisement initiale", "Initial farm room": "Salle de ferme initiale", "Initial mini dungeon room": "Salle de mini-donjon initiale", "Initial stat modifier total (2)": "Initial stat modifier total (2)", "Initial stat modifier total (3)": "Initial stat modifier total (3)", "InitialEquipTopicIgnoreSec": "InitialEquipTopicIgnoreSec", "InitialItemStoring_": "InitialItemStoring_", "Innate": "Inné", "Innate to units of a specific race.": "Inné aux unités d'une race spécifique.", "Innate to units with a specific background.": "Inné chez les unités ayant un historique spécifique.", "Innate:": "Inné :", "Inner Silence": "Silence intérieur", "Inner Silence - Dungeon Settlers Wiki": "Silence intérieur - Dungeon Settlers Wiki", "Inner Silence icon": "Silence intérieur icon", "InputBuffer": "InputBuffer", "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)": "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)", "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10": "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10", "Insatisfait": "Insatisfait", "Insatisfait - Dungeon Settlers Wiki": "Insatisfait - Dungeon Settlers Wiki", "Insatisfait icon": "Insatisfait icône", "Inscription": "Inscription", "Inscription (rolled on level-up)": "Inscription (tirée à la montée de niveau)", "Inscription : Contondant": "Inscription : Contondant", "Inscription : Contondant - Dungeon Settlers Wiki": "Inscription : Contondant - Dungeon Settlers Wiki", "Inscription : Contondant icon": "Inscription : Contondant icon", "Inscription : Lance": "Inscription : Lance", "Inscription : Lance - Dungeon Settlers Wiki": "Inscription : Lance - Dungeon Settlers Wiki", "Inscription d'Attaque Magique de qualité supérieure": "Inscription d'Attaque Magique de qualité supérieure", "Inscription d'Attaque Magique de qualité supérieure - Dungeon Settlers Wiki": "Inscription d'Attaque Magique de qualité supérieure - Dungeon Settlers Wiki", "Inscription d'Attaque Magique de qualité supérieure icon": "Inscription d'Attaque Magique de qualité supérieure icon", "Inscription d'attaque magique de bas niveau": "Inscription d'attaque magique de bas niveau", "Inscription d'attaque magique de bas niveau - Dungeon Settlers Wiki": "Inscription d'attaque magique de bas niveau - Dungeon Settlers Wiki", "Inscription d'attaque magique de bas niveau icon": "Inscription d'attaque magique de bas niveau icon", "Inscription d'attaque magique de niveau moyen": "Inscription d'attaque magique de niveau moyen", "Inscription d'attaque magique de niveau moyen - Dungeon Settlers Wiki": "Inscription d'attaque magique de niveau moyen - Dungeon Settlers Wiki", "Inscription d'attaque magique de niveau moyen icon": "Inscription d'attaque magique de niveau moyen icon", "Inscription d'attaque physique de bas niveau": "Inscription d'attaque physique de bas niveau", "Inscription d'attaque physique de bas niveau - Dungeon Settlers Wiki": "Inscription d'attaque physique de bas niveau - Dungeon Settlers Wiki", "Inscription d'attaque physique de bas niveau icon": "Inscription d'attaque physique de bas niveau icon", "Inscription d'attaque physique de niveau intermédiaire": "Inscription d'attaque physique de niveau intermédiaire", "Inscription d'attaque physique de niveau intermédiaire - Dungeon Settlers Wiki": "Inscription d'attaque physique de niveau intermédiaire - Dungeon Settlers Wiki", "Inscription d'attaque physique de niveau intermédiaire icon": "Inscription d'attaque physique de niveau intermédiaire icon", "Inscription d'attaque physique de qualité supérieure": "Inscription d'attaque physique de qualité supérieure", "Inscription d'attaque physique de qualité supérieure - Dungeon Settlers Wiki": "Inscription d'attaque physique de qualité supérieure - Dungeon Settlers Wiki", "Inscription d'attaque physique de qualité supérieure icon": "Inscription d'attaque physique de qualité supérieure icon", "Inscription d'exécution": "Inscription d'exécution", "Inscription d'exécution - Dungeon Settlers Wiki": "Inscription d'exécution - Dungeon Settlers Wiki", "Inscription d'exécution icon": "Inscription d'exécution icon", "Inscription d'Élasticité": "Inscription d'Élasticité", "Inscription d'Élasticité - Dungeon Settlers Wiki": "Inscription d'Élasticité - Dungeon Settlers Wiki", "Inscription d'Élasticité icon": "Inscription d'Élasticité icon", "Inscription d'Énergie maximale de qualité supérieure": "Inscription d'Énergie maximale de qualité supérieure", "Inscription d'Énergie maximale de qualité supérieure - Dungeon Settlers Wiki": "Inscription d'Énergie maximale de qualité supérieure - Dungeon Settlers Wiki", "Inscription d'Énergie maximale de qualité supérieure icon": "Inscription d'Énergie maximale de qualité supérieure icon", "Inscription d'Énergie maximale de rang inférieur": "Inscription d'Énergie maximale de rang inférieur", "Inscription d'Énergie maximale de rang inférieur - Dungeon Settlers Wiki": "Inscription d'Énergie maximale de rang inférieur - Dungeon Settlers Wiki", "Inscription d'Énergie maximale de rang inférieur icon": "Inscription d'Énergie maximale de rang inférieur icon", "Inscription d'Épée": "Inscription d'Épée", "Inscription d'Épée - Dungeon Settlers Wiki": "Inscription d'Épée - Dungeon Settlers Wiki", "Inscription d'Épée icon": "Inscription d'Épée icon", "Inscription d'écrasement": "Inscription d'écrasement", "Inscription d'écrasement - Dungeon Settlers Wiki": "Inscription d'écrasement - Dungeon Settlers Wiki", "Inscription d'écrasement icon": "Inscription d'écrasement icon", "Inscription d'énergie maximale de niveau moyen": "Inscription d'énergie maximale de niveau moyen", "Inscription d'énergie maximale de niveau moyen - Dungeon Settlers Wiki": "Inscription d'énergie maximale de niveau moyen - Dungeon Settlers Wiki", "Inscription d'énergie maximale de niveau moyen icon": "Inscription d'énergie maximale de niveau moyen icon", "Inscription de Blitz": "Inscription de Blitz", "Inscription de Blitz - Dungeon Settlers Wiki": "Inscription de Blitz - Dungeon Settlers Wiki", "Inscription de Blitz icon": "Inscription de Blitz icon", "Inscription de Burst": "Inscription de Burst", "Inscription de Burst - Dungeon Settlers Wiki": "Inscription de Burst - Dungeon Settlers Wiki", "Inscription de Burst icon": "Inscription de Burst icon", "Inscription de Mélancolie": "Inscription de Mélancolie", "Inscription de Mélancolie - Dungeon Settlers Wiki": "Inscription de Mélancolie - Dungeon Settlers Wiki", "Inscription de Mélancolie icon": "Inscription de Mélancolie icon", "Inscription de Santé maximale de bas grade": "Inscription de Santé maximale de bas grade", "Inscription de Santé maximale de bas grade - Dungeon Settlers Wiki": "Inscription de Santé maximale de bas grade - Dungeon Settlers Wiki", "Inscription de Santé maximale de bas grade icon": "Inscription de Santé maximale de bas grade icon", "Inscription de Santé maximale de qualité supérieure": "Inscription de Santé maximale de qualité supérieure", "Inscription de Santé maximale de qualité supérieure - Dungeon Settlers Wiki": "Inscription de Santé maximale de qualité supérieure - Dungeon Settlers Wiki", "Inscription de Santé maximale de qualité supérieure icon": "Inscription de Santé maximale de qualité supérieure icon", "Inscription de braises": "Inscription de braises", "Inscription de braises - Dungeon Settlers Wiki": "Inscription de braises - Dungeon Settlers Wiki", "Inscription de braises icon": "Inscription de braises icon", "Inscription de chance de coup critique de bas niveau": "Inscription de chance de coup critique de bas niveau", "Inscription de chance de coup critique de bas niveau - Dungeon Settlers Wiki": "Inscription de chance de coup critique de bas niveau - Dungeon Settlers Wiki", "Inscription de chance de coup critique de bas niveau icon": "Inscription de chance de coup critique de bas niveau icon", "Inscription de chance de coup critique de qualité supérieure": "Inscription de chance de coup critique de qualité supérieure", "Inscription de chance de coup critique de qualité supérieure - Dungeon Settlers Wiki": "Inscription de chance de coup critique de qualité supérieure - Dungeon Settlers Wiki", "Inscription de chance de coup critique de qualité supérieure icon": "Inscription de chance de coup critique de qualité supérieure icon", "Inscription de chance de garde de niveau inférieur": "Inscription de chance de garde de niveau inférieur", "Inscription de chance de garde de niveau inférieur - Dungeon Settlers Wiki": "Inscription de chance de garde de niveau inférieur - Dungeon Settlers Wiki", "Inscription de chance de garde de niveau inférieur icon": "Inscription de chance de garde de niveau inférieur icon", "Inscription de chance de garde de rang supérieur": "Inscription de chance de garde de rang supérieur", "Inscription de chance de garde de rang supérieur - Dungeon Settlers Wiki": "Inscription de chance de garde de rang supérieur - Dungeon Settlers Wiki", "Inscription de chance de garde de rang supérieur icon": "Inscription de chance de garde de rang supérieur icon", "Inscription de charge maximale de haut grade": "Inscription de charge maximale de haut grade", "Inscription de charge maximale de haut grade - Dungeon Settlers Wiki": "Inscription de charge maximale de haut grade - Dungeon Settlers Wiki", "Inscription de charge maximale de haut grade icon": "Inscription de charge maximale de haut grade icon", "Inscription de dégâts critiques de bas niveau": "Inscription de dégâts critiques de bas niveau", "Inscription de dégâts critiques de bas niveau - Dungeon Settlers Wiki": "Inscription de dégâts critiques de bas niveau - Dungeon Settlers Wiki", "Inscription de dégâts critiques de bas niveau icon": "Inscription de dégâts critiques de bas niveau icon", "Inscription de dégâts critiques de qualité supérieure": "Inscription de dégâts critiques de qualité supérieure", "Inscription de dégâts critiques de qualité supérieure - Dungeon Settlers Wiki": "Inscription de dégâts critiques de qualité supérieure - Dungeon Settlers Wiki", "Inscription de dégâts critiques de qualité supérieure icon": "Inscription de dégâts critiques de qualité supérieure icon", "Inscription de faible chance d'esquive": "Inscription de faible chance d'esquive", "Inscription de faible chance d'esquive - Dungeon Settlers Wiki": "Inscription de faible chance d'esquive - Dungeon Settlers Wiki", "Inscription de faible chance d'esquive icon": "Inscription de faible chance d'esquive icon", "Inscription de faible niveau - Chance de toucher": "Inscription de faible niveau - Chance de toucher", "Inscription de faible niveau - Chance de toucher - Dungeon Settlers Wiki": "Inscription de faible niveau - Chance de toucher - Dungeon Settlers Wiki", "Inscription de faible niveau - Chance de toucher icon": "Inscription de faible niveau - Chance de toucher icon", "Inscription de grade inférieur : vol de vie": "Inscription de grade inférieur : vol de vie", "Inscription de grade inférieur : vol de vie - Dungeon Settlers Wiki": "Inscription de grade inférieur : vol de vie - Dungeon Settlers Wiki", "Inscription de grade inférieur : vol de vie icon": "Inscription de grade inférieur : vol de vie icon", "Inscription de l'arc": "Inscription de l'arc", "Inscription de l'arc - Dungeon Settlers Wiki": "Inscription de l'arc - Dungeon Settlers Wiki", "Inscription de l'arc icon": "Inscription de l'arc icon", "Inscription de l'harmonie": "Inscription de l'harmonie", "Inscription de l'harmonie - Dungeon Settlers Wiki": "Inscription de l'harmonie - Dungeon Settlers Wiki", "Inscription de l'harmonie icon": "Inscription de l'harmonie icon", "Inscription de l'onde de choc": "Inscription de l'onde de choc", "Inscription de l'onde de choc - Dungeon Settlers Wiki": "Inscription de l'onde de choc - Dungeon Settlers Wiki", "Inscription de l'onde de choc icon": "Inscription de l'onde de choc icon", "Inscription de l'Émiettement": "Inscription de l'Émiettement", "Inscription de l'Émiettement - Dungeon Settlers Wiki": "Inscription de l'Émiettement - Dungeon Settlers Wiki", "Inscription de l'Émiettement icon": "Inscription de l'Émiettement icon", "Inscription de l'épée à deux mains": "Inscription de l'épée à deux mains", "Inscription de l'épée à deux mains - Dungeon Settlers Wiki": "Inscription de l'épée à deux mains - Dungeon Settlers Wiki", "Inscription de l'épée à deux mains icon": "Inscription de l'épée à deux mains icon", "Inscription de la Carapace Germinante": "Inscription de la Carapace Germinante", "Inscription de la Carapace Germinante - Dungeon Settlers Wiki": "Inscription de la Carapace Germinante - Dungeon Settlers Wiki", "Inscription de la Coquille Germinante": "Inscription de la Coquille Germinante", "Inscription de la Coquille Germinante - Dungeon Settlers Wiki": "Inscription de la Coquille Germinante - Dungeon Settlers Wiki", "Inscription de la Coquille Germinante icon": "Inscription de la Coquille Germinante icon", "Inscription de la Frappe magique": "Inscription de la Frappe magique", "Inscription de la Frappe magique - Dungeon Settlers Wiki": "Inscription de la Frappe magique - Dungeon Settlers Wiki", "Inscription de la Frappe magique icon": "Inscription de la Frappe magique icon", "Inscription de la Grande épée": "Inscription de la Grande épée", "Inscription de la Grande épée - Dungeon Settlers Wiki": "Inscription de la Grande épée - Dungeon Settlers Wiki", "Inscription de la Mine d'Or": "Inscription de la Mine d'Or", "Inscription de la Mine d'Or - Dungeon Settlers Wiki": "Inscription de la Mine d'Or - Dungeon Settlers Wiki", "Inscription de la Mine d'Or icon": "Inscription de la Mine d'Or icon", "Inscription de la Tempête": "Inscription de la Tempête", "Inscription de la Tempête - Dungeon Settlers Wiki": "Inscription de la Tempête - Dungeon Settlers Wiki", "Inscription de la Tempête icon": "Inscription de la Tempête icon", "Inscription de la forteresse": "Inscription de la forteresse", "Inscription de la forteresse - Dungeon Settlers Wiki": "Inscription de la forteresse - Dungeon Settlers Wiki", "Inscription de la forteresse icon": "Inscription de la forteresse icon", "Inscription de la magie de feu": "Inscription de la magie de feu", "Inscription de la magie de feu - Dungeon Settlers Wiki": "Inscription de la magie de feu - Dungeon Settlers Wiki", "Inscription de la magie de feu icon": "Inscription de la magie de feu icon", "Inscription de la magie de l'Eau": "Inscription de la magie de l'Eau", "Inscription de la magie de l'Eau - Dungeon Settlers Wiki": "Inscription de la magie de l'Eau - Dungeon Settlers Wiki", "Inscription de la magie de l'Eau icon": "Inscription de la magie de l'Eau icon", "Inscription de la magie de la nature": "Inscription de la magie de la nature", "Inscription de la magie de la nature - Dungeon Settlers Wiki": "Inscription de la magie de la nature - Dungeon Settlers Wiki", "Inscription de la magie de la nature icon": "Inscription de la magie de la nature icon", "Inscription de la marée": "Inscription de la marée", "Inscription de la marée - Dungeon Settlers Wiki": "Inscription de la marée - Dungeon Settlers Wiki", "Inscription de la marée icon": "Inscription de la marée icon", "Inscription de la mine d'or": "Inscription de la mine d'or", "Inscription de la mine d'or - Dungeon Settlers Wiki": "Inscription de la mine d'or - Dungeon Settlers Wiki", "Inscription de la mine d'or icon": "Icône Inscription de la mine d'or", "Inscription de la peine capitale": "Inscription de la peine capitale", "Inscription de la peine capitale - Dungeon Settlers Wiki": "Inscription de la peine capitale - Dungeon Settlers Wiki", "Inscription de la peine capitale icon": "Inscription de la peine capitale icon", "Inscription de la perfection": "Inscription de la perfection", "Inscription de la perfection - Dungeon Settlers Wiki": "Inscription de la perfection - Dungeon Settlers Wiki", "Inscription de la perfection icon": "Inscription de la perfection icon", "Inscription de niveau moyen : chance de toucher": "Inscription de niveau moyen : chance de toucher", "Inscription de niveau moyen : chance de toucher - Dungeon Settlers Wiki": "Inscription de niveau moyen : chance de toucher - Dungeon Settlers Wiki", "Inscription de niveau moyen : chance de toucher icon": "Inscription de niveau moyen : chance de toucher icon", "Inscription de poids max. de niveau intermédiaire": "Inscription de poids max. de niveau intermédiaire", "Inscription de poids max. de niveau intermédiaire - Dungeon Settlers Wiki": "Inscription de poids max. de niveau intermédiaire - Dungeon Settlers Wiki", "Inscription de poids max. de niveau intermédiaire icon": "Inscription de poids max. de niveau intermédiaire icon", "Inscription de poids maximal de qualité inférieure": "Inscription de poids maximal de qualité inférieure", "Inscription de poids maximal de qualité inférieure - Dungeon Settlers Wiki": "Inscription de poids maximal de qualité inférieure - Dungeon Settlers Wiki", "Inscription de poids maximal de qualité inférieure icon": "Inscription de poids maximal de qualité inférieure icon", "Inscription de probabilité d'esquive (moyenne)": "Inscription de probabilité d'esquive (moyenne)", "Inscription de probabilité d'esquive (moyenne) - Dungeon Settlers Wiki": "Inscription de probabilité d'esquive (moyenne) - Dungeon Settlers Wiki", "Inscription de probabilité d'esquive (moyenne) icon": "Inscription de probabilité d'esquive (moyenne) icon", "Inscription de protection": "Inscription de protection", "Inscription de protection - Dungeon Settlers Wiki": "Inscription de protection - Dungeon Settlers Wiki", "Inscription de protection icon": "Inscription de protection icon", "Inscription de qualité inférieure : réduction du temps de recharge": "Inscription de qualité inférieure : réduction du temps de recharge", "Inscription de qualité inférieure : réduction du temps de recharge - Dungeon Settlers Wiki": "Inscription de qualité inférieure : réduction du temps de recharge - Dungeon Settlers Wiki", "Inscription de qualité inférieure : réduction du temps de recharge icon": "Inscription de qualité inférieure : réduction du temps de recharge icon", "Inscription de qualité supérieure : chance d'esquive": "Inscription de qualité supérieure : chance d'esquive", "Inscription de qualité supérieure : chance d'esquive - Dungeon Settlers Wiki": "Inscription de qualité supérieure : chance d'esquive - Dungeon Settlers Wiki", "Inscription de qualité supérieure : chance d'esquive icon": "Inscription de qualité supérieure : chance d'esquive icon", "Inscription de récupération": "Inscription de récupération", "Inscription de récupération - Dungeon Settlers Wiki": "Inscription de récupération - Dungeon Settlers Wiki", "Inscription de récupération icon": "Inscription de récupération icon", "Inscription de réduction des dégâts de garde (qualité inférieure)": "Inscription de réduction des dégâts de garde (qualité inférieure)", "Inscription de réduction des dégâts de garde (qualité inférieure) - Dungeon Settlers Wiki": "Inscription de réduction des dégâts de garde (qualité inférieure) - Dungeon Settlers Wiki", "Inscription de réduction des dégâts de garde (qualité inférieure) icon": "Inscription de réduction des dégâts de garde (qualité inférieure) icon", "Inscription de réflexion": "Inscription de réflexion", "Inscription de réflexion - Dungeon Settlers Wiki": "Inscription de réflexion - Dungeon Settlers Wiki", "Inscription de réflexion icon": "Inscription de réflexion icon", "Inscription de régénération de santé de bas niveau": "Inscription de régénération de santé de bas niveau", "Inscription de régénération de santé de bas niveau - Dungeon Settlers Wiki": "Inscription de régénération de santé de bas niveau - Dungeon Settlers Wiki", "Inscription de régénération de santé de bas niveau icon": "Inscription de régénération de santé de bas niveau icon", "Inscription de régénération de santé de niveau moyen": "Inscription de régénération de santé de niveau moyen", "Inscription de régénération de santé de niveau moyen - Dungeon Settlers Wiki": "Inscription de régénération de santé de niveau moyen - Dungeon Settlers Wiki", "Inscription de régénération de santé de niveau moyen icon": "Inscription de régénération de santé de niveau moyen icon", "Inscription de régénération de santé de qualité supérieure": "Inscription de régénération de santé de qualité supérieure", "Inscription de régénération de santé de qualité supérieure - Dungeon Settlers Wiki": "Inscription de régénération de santé de qualité supérieure - Dungeon Settlers Wiki", "Inscription de régénération de santé de qualité supérieure icon": "Inscription de régénération de santé de qualité supérieure icon", "Inscription de résistance magique de bas niveau": "Inscription de résistance magique de bas niveau", "Inscription de résistance magique de bas niveau - Dungeon Settlers Wiki": "Inscription de résistance magique de bas niveau - Dungeon Settlers Wiki", "Inscription de résistance magique de bas niveau icon": "Inscription de résistance magique de bas niveau icon", "Inscription de résistance magique de niveau moyen": "Inscription de résistance magique de niveau moyen", "Inscription de résistance magique de niveau moyen - Dungeon Settlers Wiki": "Inscription de résistance magique de niveau moyen - Dungeon Settlers Wiki", "Inscription de résistance magique de niveau moyen icon": "Inscription de résistance magique de niveau moyen icon", "Inscription de résistance magique supérieure": "Inscription de résistance magique supérieure", "Inscription de résistance magique supérieure - Dungeon Settlers Wiki": "Inscription de résistance magique supérieure - Dungeon Settlers Wiki", "Inscription de résistance magique supérieure icon": "Inscription de résistance magique supérieure icon", "Inscription de résistance physique de niveau moyen": "Inscription de résistance physique de niveau moyen", "Inscription de résistance physique de niveau moyen - Dungeon Settlers Wiki": "Inscription de résistance physique de niveau moyen - Dungeon Settlers Wiki", "Inscription de résistance physique de niveau moyen icon": "Inscription de résistance physique de niveau moyen icon", "Inscription de résistance physique de qualité inférieure": "Inscription de résistance physique de qualité inférieure", "Inscription de résistance physique de qualité inférieure - Dungeon Settlers Wiki": "Inscription de résistance physique de qualité inférieure - Dungeon Settlers Wiki", "Inscription de résistance physique de qualité inférieure icon": "Inscription de résistance physique de qualité inférieure icon", "Inscription de résistance physique de qualité supérieure": "Inscription de résistance physique de qualité supérieure", "Inscription de résistance physique de qualité supérieure - Dungeon Settlers Wiki": "Inscription de résistance physique de qualité supérieure - Dungeon Settlers Wiki", "Inscription de résistance physique de qualité supérieure icon": "Inscription de résistance physique de qualité supérieure icon", "Inscription de santé maximale de niveau intermédiaire": "Inscription de santé maximale de niveau intermédiaire", "Inscription de santé maximale de niveau intermédiaire - Dungeon Settlers Wiki": "Inscription de santé maximale de niveau intermédiaire - Dungeon Settlers Wiki", "Inscription de santé maximale de niveau intermédiaire icon": "Inscription de santé maximale de niveau intermédiaire icon", "Inscription de vitesse d'attaque de bas niveau": "Inscription de vitesse d'attaque de bas niveau", "Inscription de vitesse d'attaque de bas niveau - Dungeon Settlers Wiki": "Inscription de vitesse d'attaque de bas niveau - Dungeon Settlers Wiki", "Inscription de vitesse d'attaque de bas niveau icon": "Inscription de vitesse d'attaque de bas niveau icon", "Inscription de vitesse d'attaque de grade moyen": "Inscription de vitesse d'attaque de grade moyen", "Inscription de vitesse d'attaque de grade moyen - Dungeon Settlers Wiki": "Inscription de vitesse d'attaque de grade moyen - Dungeon Settlers Wiki", "Inscription de vitesse d'attaque de grade moyen icon": "Inscription de vitesse d'attaque de grade moyen icon", "Inscription de vitesse de déplacement de bas niveau": "Inscription de vitesse de déplacement de bas niveau", "Inscription de vitesse de déplacement de bas niveau - Dungeon Settlers Wiki": "Inscription de vitesse de déplacement de bas niveau - Dungeon Settlers Wiki", "Inscription de vitesse de déplacement de bas niveau icon": "Inscription de vitesse de déplacement de bas niveau icon", "Inscription de vitesse de déplacement intermédiaire": "Inscription de vitesse de déplacement intermédiaire", "Inscription de vitesse de déplacement intermédiaire - Dungeon Settlers Wiki": "Inscription de vitesse de déplacement intermédiaire - Dungeon Settlers Wiki", "Inscription de vitesse de déplacement intermédiaire icon": "Inscription de vitesse de déplacement intermédiaire icon", "Inscription de vol de vie de niveau intermédiaire": "Inscription de vol de vie de niveau intermédiaire", "Inscription de vol de vie de niveau intermédiaire - Dungeon Settlers Wiki": "Inscription de vol de vie de niveau intermédiaire - Dungeon Settlers Wiki", "Inscription de vol de vie de niveau intermédiaire icon": "Inscription de vol de vie de niveau intermédiaire icon", "Inscription de vol de vie supérieure": "Inscription de vol de vie supérieure", "Inscription de vol de vie supérieure - Dungeon Settlers Wiki": "Inscription de vol de vie supérieure - Dungeon Settlers Wiki", "Inscription de vol de vie supérieure icon": "Inscription de vol de vie supérieure icon", "Inscription des derniers soubresauts": "Inscription des derniers soubresauts", "Inscription des derniers soubresauts - Dungeon Settlers Wiki": "Inscription des derniers soubresauts - Dungeon Settlers Wiki", "Inscription des derniers soubresauts icon": "Inscription des derniers soubresauts icon", "Inscription divine": "Inscription divine", "Inscription divine - Dungeon Settlers Wiki": "Inscription divine - Dungeon Settlers Wiki", "Inscription divine icon": "Inscription divine icon", "Inscription du Bouffon": "Inscription du Bouffon", "Inscription du Bouffon - Dungeon Settlers Wiki": "Inscription du Bouffon - Dungeon Settlers Wiki", "Inscription du Bouffon icon": "Inscription du Bouffon icon", "Inscription du Gardien": "Inscription du Gardien", "Inscription du Gardien - Dungeon Settlers Wiki": "Inscription du Gardien - Dungeon Settlers Wiki", "Inscription du Gardien icon": "Inscription du Gardien icon", "Inscription du Guerrier": "Inscription du Guerrier", "Inscription du Guerrier - Dungeon Settlers Wiki": "Inscription du Guerrier - Dungeon Settlers Wiki", "Inscription du Guerrier icon": "Inscription du Guerrier icon", "Inscription du Plomb Lourd": "Inscription du Plomb Lourd", "Inscription du Plomb Lourd - Dungeon Settlers Wiki": "Inscription du Plomb Lourd - Dungeon Settlers Wiki", "Inscription du Plomb Lourd icon": "Inscription du Plomb Lourd icon", "Inscription du Saignement Excessif": "Inscription du Saignement Excessif", "Inscription du Saignement Excessif - Dungeon Settlers Wiki": "Inscription du Saignement Excessif - Dungeon Settlers Wiki", "Inscription du Saignement Excessif icon": "Inscription du Saignement Excessif icon", "Inscription du Silex": "Inscription du Silex", "Inscription du Silex - Dungeon Settlers Wiki": "Inscription du Silex - Dungeon Settlers Wiki", "Inscription du Silex icon": "Inscription du Silex icon", "Inscription du bouclier": "Inscription du bouclier", "Inscription du bouclier - Dungeon Settlers Wiki": "Inscription du bouclier - Dungeon Settlers Wiki", "Inscription du bouclier icon": "Inscription du bouclier icon", "Inscription du défi": "Inscription du défi", "Inscription du défi - Dungeon Settlers Wiki": "Inscription du défi - Dungeon Settlers Wiki", "Inscription du défi icon": "Inscription du défi icon", "Inscription du géant": "Inscription du géant", "Inscription du géant - Dungeon Settlers Wiki": "Inscription du géant - Dungeon Settlers Wiki", "Inscription du géant icon": "Inscription du géant icon", "Inscription du naufrage": "Inscription du naufrage", "Inscription du naufrage - Dungeon Settlers Wiki": "Inscription du naufrage - Dungeon Settlers Wiki", "Inscription du naufrage icon": "Inscription du naufrage icon", "Inscription du pieu": "Inscription du pieu", "Inscription du pieu - Dungeon Settlers Wiki": "Inscription du pieu - Dungeon Settlers Wiki", "Inscription du porteur": "Inscription du porteur", "Inscription du porteur - Dungeon Settlers Wiki": "Inscription du porteur - Dungeon Settlers Wiki", "Inscription du porteur icon": "Inscription du porteur icon", "Inscription ensanglantée": "Inscription ensanglantée", "Inscription ensanglantée - Dungeon Settlers Wiki": "Inscription ensanglantée - Dungeon Settlers Wiki", "Inscription ensanglantée icon": "Inscription ensanglantée icon", "Inscription handling surcharge": "Surtaxe de gestion d'inscription", "Inscription intermédiaire : réduction des dégâts lors de la garde": "Inscription intermédiaire : réduction des dégâts lors de la garde", "Inscription intermédiaire : réduction des dégâts lors de la garde - Dungeon Settlers Wiki": "Inscription intermédiaire : réduction des dégâts lors de la garde - Dungeon Settlers Wiki", "Inscription intermédiaire : réduction des dégâts lors de la garde icon": "Inscription intermédiaire : réduction des dégâts lors de la garde icon", "Inscription intermédiaire de chance de coup critique": "Inscription intermédiaire de chance de coup critique", "Inscription intermédiaire de chance de coup critique - Dungeon Settlers Wiki": "Inscription intermédiaire de chance de coup critique - Dungeon Settlers Wiki", "Inscription intermédiaire de chance de coup critique icon": "Inscription intermédiaire de chance de coup critique icon", "Inscription intermédiaire de dégâts critiques": "Inscription intermédiaire de dégâts critiques", "Inscription intermédiaire de dégâts critiques - Dungeon Settlers Wiki": "Inscription intermédiaire de dégâts critiques - Dungeon Settlers Wiki", "Inscription intermédiaire de dégâts critiques icon": "Inscription intermédiaire de dégâts critiques icon", "Inscription intermédiaire de probabilité de garde": "Inscription intermédiaire de probabilité de garde", "Inscription intermédiaire de probabilité de garde - Dungeon Settlers Wiki": "Inscription intermédiaire de probabilité de garde - Dungeon Settlers Wiki", "Inscription intermédiaire de probabilité de garde icon": "Inscription intermédiaire de probabilité de garde icon", "Inscription intermédiaire de réduction du temps de recharge": "Inscription intermédiaire de réduction du temps de recharge", "Inscription intermédiaire de réduction du temps de recharge - Dungeon Settlers Wiki": "Inscription intermédiaire de réduction du temps de recharge - Dungeon Settlers Wiki", "Inscription intermédiaire de réduction du temps de recharge icon": "Inscription intermédiaire de réduction du temps de recharge icon", "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "Inscription de Perfection active : chaque talent +1 palier (plafonné à Génie).", "Inscription of Reflection (100%)": "Inscription de réflexion (100%)", "Inscription rolls": "Tirages d'inscription", "Inscription supérieure - chance de toucher": "Inscription supérieure - chance de toucher", "Inscription supérieure - chance de toucher - Dungeon Settlers Wiki": "Inscription supérieure - chance de toucher - Dungeon Settlers Wiki", "Inscription supérieure - chance de toucher icon": "Inscription supérieure - chance de toucher icon", "Inscription supérieure : réduction des dégâts en garde": "Inscription supérieure : réduction des dégâts en garde", "Inscription supérieure : réduction des dégâts en garde - Dungeon Settlers Wiki": "Inscription supérieure : réduction des dégâts en garde - Dungeon Settlers Wiki", "Inscription supérieure : réduction des dégâts en garde icon": "Inscription supérieure : réduction des dégâts en garde icon", "Inscription supérieure de réduction du temps de recharge": "Inscription supérieure de réduction du temps de recharge", "Inscription supérieure de réduction du temps de recharge - Dungeon Settlers Wiki": "Inscription supérieure de réduction du temps de recharge - Dungeon Settlers Wiki", "Inscription supérieure de réduction du temps de recharge icon": "Inscription supérieure de réduction du temps de recharge icon", "Inscription supérieure de vitesse d'attaque": "Inscription supérieure de vitesse d'attaque", "Inscription supérieure de vitesse d'attaque - Dungeon Settlers Wiki": "Inscription supérieure de vitesse d'attaque - Dungeon Settlers Wiki", "Inscription supérieure de vitesse d'attaque icon": "Inscription supérieure de vitesse d'attaque icon", "Inscription supérieure de vitesse de déplacement": "Inscription supérieure de vitesse de déplacement", "Inscription supérieure de vitesse de déplacement - Dungeon Settlers Wiki": "Inscription supérieure de vitesse de déplacement - Dungeon Settlers Wiki", "Inscription supérieure de vitesse de déplacement icon": "Inscription supérieure de vitesse de déplacement icon", "Inscription:": "Inscription :", "InscriptionGrantLevels": "InscriptionGrantLevels", "InscriptionRarityWeights": "InscriptionRarityWeights", "Inscriptions": "Inscriptions", "Inscriptions (1)": "Inscriptions (1)", "Inscriptions (3)": "Inscriptions (3)", "Inscriptions (4)": "Inscriptions (4)", "Inscriptions ({#})": "Inscriptions ({#})", "Inscriptions - Dungeon Settlers Wiki": "Inscriptions - Dungeon Settlers Wiki", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit ...": "Les inscriptions sont des bonus permanents façon trait qu'une unité peut acquérir. Elles proviennent de deux sources : une recrue peut arriver en portant déjà des inscriptions, et chaque unité ...", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones": "Les inscriptions sont des bonus permanents, semblables à des traits, qu'une unité peut acquérir. Elles proviennent de deux sources : une recrue peut arriver en portant déjà des inscriptions, et chaque unité s'en voit proposer de nouvelles", "Inscriptions guide": "Inscriptions guide", "Inscriptions you already own are excluded from the pool": "Les inscriptions que vous possédez déjà sont exclues du pool", "Inscriptions:": "Inscriptions :", "Insect": "Insecte", "Insect Single-Faction Patrol": "Patrouille Insecte monofaction", "Insecte acide": "Insecte acide", "Insecte acide - Dungeon Settlers Wiki": "Insecte acide - Dungeon Settlers Wiki", "Insecte acide de l'Abîme": "Insecte acide de l'Abîme", "Insecte acide de l'Abîme - Dungeon Settlers Wiki": "Insecte acide de l'Abîme - Dungeon Settlers Wiki", "Insecte acide de l'Abîme variante": "Insecte acide de l'Abîme variante", "Insecte acide faible": "Insecte acide faible", "Insecte acide faible - Dungeon Settlers Wiki": "Insecte acide faible - Dungeon Settlers Wiki", "Insecte acide faible de l'Abîme": "Insecte acide faible de l'Abîme", "Insecte acide faible de l'Abîme - Dungeon Settlers Wiki": "Insecte acide faible de l'Abîme - Dungeon Settlers Wiki", "Insecte acide faible de l'Abîme variante": "Insecte acide faible de l'Abîme variante", "Insecte acide faible icon": "Insecte acide faible icon", "Insecte acide faible variant": "Variante Insecte acide faible", "Insecte acide faible variante": "Insecte acide faible variante", "Insecte acide icon": "Icône d'Insecte acide", "Insecte acide variant": "Insecte acide (variante)", "Insecte acide variante": "Insecte acide variante", "Insecte symbiotique": "Insecte symbiotique", "Insecte symbiotique - Dungeon Settlers Wiki": "Insecte symbiotique - Dungeon Settlers Wiki", "Insecte à spores": "Insecte à spores", "Insecte à spores - Dungeon Settlers Wiki": "Insecte à spores - Dungeon Settlers Wiki", "Insecte à spores de l'Abîme": "Insecte à spores de l'Abîme", "Insecte à spores de l'Abîme - Dungeon Settlers Wiki": "Insecte à spores de l'Abîme - Dungeon Settlers Wiki", "Insecte à spores de l'Abîme variante": "Insecte à spores de l'Abîme variante", "Insecte à spores icon": "Icône d'Insecte à spores", "Insecte à spores variant": "Insecte à spores (variante)", "Insecte à spores variante": "Insecte à spores variante", "Insensible au goût et mange n'importe quoi sans hésiter. Obtient": "Insensible au goût et mange n'importe quoi sans hésiter. Obtient", "Insensible au goût et mange n'importe quoi sans hésiter. Obtient Palais insensible lors...": "Insensible au goût et mange n'importe quoi sans hésiter. Obtient Palais insensible lors...", "Insensible au goût et mange n'importe quoi sans hésiter. Obtient Palais insensible lorsqu'il reçoit un effet alimentaire négatif, et obtient Palais insensible lorsqu'il reçoit un effet alimentaire positif.": "Insensible au goût et mange n'importe quoi sans hésiter. Obtient Palais insensible lorsqu'il reçoit un effet alimentaire négatif, et obtient Palais insensible lorsqu'il reçoit un effet alimentaire positif.", "Insensible au goût, mange n'importe quoi sans hésiter.": "Insensible au goût, mange n'importe quoi sans hésiter.", "Insensitive to taste and eats anything without hesitation. Gains": "Insensible au goût et mange n'importe quoi sans hésiter. Gagnez", "Insensitive to taste and eats anything without hesitation. Gains Palais insensible when receiving a negative food effect, and gains Palais insensible when receiving a positive food effe": "Insensible au goût et mange n'importe quoi sans hésiter. Gagnez Palais insensible en recevant un effet alimentaire négatif, et gagnez Palais insensible en recevant un effet alimentaire positif", "Insensitive to taste, eats anything without hesitation.": "Insensible au goût, mange n'importe quoi sans hésitation.", "Insigne des capitaines adjoints": "Insigne des capitaines adjoints", "Insigne des capitaines adjoints - Dungeon Settlers Wiki": "Insigne des capitaines adjoints - Dungeon Settlers Wiki", "Insigne des capitaines adjoints portée et zone affichées sur une salle de donjon": "Insigne des capitaines adjoints portée et zone affichées sur une salle de donjon", "Insigne du commandant adjoint": "Insigne du commandant adjoint", "Insigne du commandant adjoint - Dungeon Settlers Wiki": "Insigne du commandant adjoint - Dungeon Settlers Wiki", "Inspect candidates before buying": "Inspectez les candidats avant d'acheter", "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2": "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2", "Inspecter": "Inspecter", "Inspecting a candidate reveals hidden talents before you buy": "Inspecter un candidat révèle ses talents cachés avant l'achat", "Inspection": "Inspection", "Inspirant": "Inspirant", "Inspirant - Dungeon Settlers Wiki": "Inspirant - Dungeon Settlers Wiki", "Inspirant icon": "Inspirant icône", "Installation du campement": "Installation du campement", "Installation permettant de cuire l'argile ou le minerai à haute température. Sert à fabriquer des briques ou du charbon.": "Installation permettant de cuire l'argile ou le minerai à haute température. Sert à fabriquer des briques ou du charbon.", "Instantly gains 3 Agility.": "Gagne instantanément 3 d'Agilité.", "Instantly gains 3 Intelligence.": "Gagne instantanément 3 d'Intelligence.", "Instantly gains 3 Perception.": "Gagne instantanément 3 de Perception.", "Instantly gains 3 Stamina.": "Gagne instantanément 3 de Constitution.", "Instantly gains 3 Strength.": "Gagne instantanément 3 de Force.", "Instantly gains 3 Will.": "Gagne instantanément 3 de Volonté.", "Instantly gains 5 skill points.": "Gagne instantanément 5 points de compétence.", "Instead, the demo": "À la place, la démo", "Instinctivement, vous choisissez votre réponse.": "Instinctivement, vous choisissez votre réponse.", "Insulte l'adversaire, infligeant 100% de": "Insulte l'adversaire, infligeant 100% de", "Insulte l'adversaire, infligeant 100% de Puissance d'attaque magique en dégâts magiques et conférant Provocation et Vulnérable pendant 10 secondes. 2 energy - 8s cooldown Effects: • Provocation (on enemy): Attaque en priorité la cible qui t'a provoqué. • Vulnérable (on enemy): +20% Dégâts subis": "Insulte l'adversaire, infligeant 100% de Puissance d'attaque magique en dégâts magiques et conférant Provocation et Vulnérable pendant 10 secondes. 2 énergie - 8s de recharge Effets : • Provocation (sur l'ennemi) : Attaque en priorité la cible qui t'a provoqué. • Vulnérable (sur l'ennemi) : +20% Dégâts subis", "Insulte l'adversaire, infligeant 100% de Puissance d'attaque magique en dégâts magiques et conférant Provocation et Vulnérable pendant 10 secondes. 2 énergie - 8s de recharge Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué. • Vulnérable (sur l'ennemi): +20% Dégâts subis": "Insulte l'adversaire, infligeant 100% de Puissance d'attaque magique en dégâts magiques et conférant Provocation et Vulnérable pendant 10 secondes. 2 énergie - 8s de recharge Effets : • Provocation (sur l'ennemi): Attaque en priorité la cible qui t'a provoqué. • Vulnérable (sur l'ennemi): +20% Dégâts subis", "Insulte vile": "Insulte vile", "Insulte vile - Dungeon Settlers Wiki": "Insulte vile - Dungeon Settlers Wiki", "Insulte vile icon": "Insulte vile icône", "Insulte vile portée et zone affichées sur une salle de donjon": "Insulte vile portée et zone affichées sur une salle de donjon", "Insulte vile range and area shown on a dungeon room": "Insulte vile portée et zone affichées dans une salle de donjon", "Intelligence": "Intelligence", "Intelligence - Dungeon Settlers Wiki": "Intelligence - Dungeon Settlers Wiki", "Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Bonus d'Intelligence : Positif GAMESYSTEM_Environment_{affecterName}", "Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Affaiblissement d'Intelligence : Négatif GAMESYSTEM_Environment_{affecterName}", "Intelligence des talents": "Intelligence des talents", "Intelligence des talents - Dungeon Settlers Wiki": "Intelligence des talents - Dungeon Settlers Wiki", "Intelligence des talents icon": "Intelligence des talents icône", "Intelligence icon": "Icône Intelligence", "Intelligence limitée ; peut utiliser des outils humains de façon très basique.": "Intelligence limitée ; peut utiliser des outils humains de façon très basique.", "IntelligenceFortify": "IntelligenceFortify", "IntelligenceWeaken": "IntelligenceWeaken", "Intelligence_": "Intelligence_", "Interact Perion": "Interact Perion", "Interact Xenon": "Interact Xenon", "Interact Xenon2": "Interact Xenon2", "Interact Xenon3": "Interact Xenon3", "Interact Xenon4": "Interact Xenon4", "Interact with Endorsi": "Interagir avec Endorsi", "Interact with Endorsi (for quest update)": "Interagir avec Endorsi (pour la mise à jour de la quête)", "Interact with Perion": "Interagir avec Perion", "Interact with the Wagon": "Interagir avec le chariot", "Interact with the Wooden Crate": "Interagir avec la caisse en bois", "Interact with the support wagon": "Interagissez avec le chariot de soutien", "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1": "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1", "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1": "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1", "Interaction": "Interaction", "Interaction Menu Verbs": "Verbes du menu d'interaction", "Interaction d'inventaire": "Interaction d'inventaire", "Interaction d'objet": "Interaction d'objet", "Interaction d'objet - desc": "Interaction d'objet - desc", "InteractionReaction": "InteractionReaction", "InteractionTopic": "InteractionTopic", "Interactions": "Interactions", "Interactions améliorées entre membres": "Interactions améliorées entre membres", "Interagir avec": "Interagir avec", "Interagir avec divers PNJ dans le jeu.": "Interagir avec divers PNJ dans le jeu.", "Interagir: Clic droit": "Interagir: Clic droit", "Interdire la réparation automatique": "Interdire la réparation automatique", "Interface": "Interface", "Intermediate (Mid-grade) Mana Stones": "Pierres de mana intermédiaires (grade moyen)", "Intermediate Cooking Complete": "Cuisine intermédiaire terminée", "Intermediate Cooking incomplete": "Cuisine intermédiaire incomplète", "Intermediate Storage Complete": "Stockage intermédiaire terminé", "Internal & tutorial": "Interne et tutoriel", "Internal developer notes changed on {#}.": "Les notes internes de développement de {#} ont changé.", "Internal key": "Clé interne", "Internal themes & tutorial": "Thèmes internes et tutoriel", "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "Intervalle auquel les événements de Décision du groupe d'expédition se produisent : en minutes de jeu (10080 = 7 jours)", "Interval at which random events occur: in in-game minutes (10080, 20160)": "Intervalle auquel les événements aléatoires se produisent : en minutes de jeu (10080, 20160)", "Interval between random events, in in-game minutes": "Intervalle entre les événements aléatoires, en minutes de jeu", "Int×0.05": "Int×0.05", "Int×0.3": "Int×0.3", "Int×1.2": "Int×1.2", "Inutile de s'inquiéter : la porte ne se brisera pas.": "Inutile de s'inquiéter : la porte ne se brisera pas.", "Inutilisé pour l'instant, mais prêt à prendre forme.": "Inutilisé pour l'instant, mais prêt à prendre forme.", "Inventaire": "Inventaire", "Inventaire :": "Inventaire :", "InventorySizeMax": "InventorySizeMax", "Inventory_": "Inventory_", "Investigate the Acid Bug": "Enquêter sur l'insecte acide", "Investigate the Acid Bug - Interact with Xenon": "Enquêter sur l'insecte acide - Interagir avec Xenon", "Investigate the Discarded Magic Power Device": "Enquêter sur l'appareil magique abandonné", "Investigate the Discarded Mana Device": "Enquêter sur le dispositif de mana abandonné", "Investigate the Meat Bug": "Enquêter sur l'insecte de chair", "Investigate the Meat Bug - Interact with Xenon": "Enquêter sur l'insecte de chair - Interagir avec Xenon", "Investigate the Spore Bug": "Enquêter sur l'insecte à spores", "Investigate the Spore Bug - Interact with Xenon": "Enquêter sur l'insecte à spores - Interagir avec Xenon", "Investigate {0} on the 5th floor of the dungeon.": "Enquêter sur {0} au 5e étage du donjon.", "Investigating the golem remains. He looks very tired.": "Il enquête sur les restes du golem. Il semble très fatigué.", "Invincibility": "Invincibilité", "Invincibility - Dungeon Settlers Wiki": "Invincibilité - Dungeon Settlers Wiki", "Invincibility icon": "Invincibilité icône", "Invincibilité": "Invincibilité", "Invincibilité - Dungeon Settlers Wiki": "Invincibilité - Dungeon Settlers Wiki", "Invincible": "Invincible", "Invincible - Dungeon Settlers Wiki": "Invincible - Dungeon Settlers Wiki", "Invincible icon": "Icône Invincible", "Invocation : BubbleToad": "Invocation : BubbleToad", "Invocation : BubbleToad - Dungeon Settlers Wiki": "Invocation : BubbleToad - Dungeon Settlers Wiki", "Invocation : BubbleToad icon": "Invocation : BubbleToad icône", "Invocation : BubbleToad portée et zone affichées sur une salle de donjon": "Invocation : BubbleToad portée et zone affichées sur une salle de donjon", "Invocation : BubbleToad range and area shown on a dungeon room": "Invocation : BubbleToad portée et zone montrées dans une salle de donjon", "Invocation : Bubbling": "Invocation : Bubbling", "Invocation : Bubbling - Dungeon Settlers Wiki": "Invocation : Bubbling - Dungeon Settlers Wiki", "Invocation : Bubbling icon": "Invocation : Bubbling icône", "Invocation : Bubbling portée et zone affichées sur une salle de donjon": "Invocation : Bubbling portée et zone affichées sur une salle de donjon", "Invocation : Bubbling range and area shown on a dungeon room": "Invocation : Bubbling portée et zone affichées dans une salle de donjon", "Invocation de coccinelle": "Invocation de coccinelle", "Invocation de coccinelle - Dungeon Settlers Wiki": "Invocation de coccinelle - Dungeon Settlers Wiki", "Invoque": "Invocations", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 energy - 20s cooldown Effects: • Bouclier (on allies): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 energy - 20s cooldown Effects: • Bouclier (on allies): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Summons: • Bubbleling (300 HP) attacks with Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invocations : • Bubbleling (300 HP) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 150% de Puissance d'attaque magique pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 250% de Puissance d'attaque magique pendant 30 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 250% de Puissance d'attaque magique pendant 30 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 250% de Puissance d'attaque magique pendant 30 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Invoque 1 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches et explosent à leur mort, infligeant aux ennemis proches des dégâts magiques équivalents à 100% de Puissance d'attaque magique et accordant aux alliés proches Bouclier équivalente à 250% de Puissance d'attaque magique pendant 30 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte. 5 énergie - 20s de recharge Effets : • Bouclier (sur les alliés): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués. Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Invoque 2": "Invoque 2", "Invoque 2 Gloths femelles.": "Invoque 2 Gloths femelles.", "Invoque 2 Gloths femelles. 30s cooldown Summons: • Gloth femelle (3200 HP) attacks with Crachat de Gloth: Inflige à la cible des dégâts équivalant à 100% de Puissance d'attaque magique.": "Invoque 2 Gloths femelles. 30s de recharge Invoque : • Gloth femelle (3200 HP) attaque avec Crachat de Gloth : Inflige à la cible des dégâts équivalant à 100% de Puissance d'attaque magique.", "Invoque 2 Gloths femelles. 30s de recharge Invoque : • Gloth femelle (3200 PV) attaque avec Crachat de Gloth: Inflige à la cible des dégâts équivalant à 100% de Puissance d'attaque magique.": "Invoque 2 Gloths femelles. 30s de recharge Invoque : • Gloth femelle (3200 PV) attaque avec Crachat de Gloth: Inflige à la cible des dégâts équivalant à 100% de Puissance d'attaque magique.", "Invoque 2 Rat rouge dans un rayon de 5 tuiles. À la deuxième utilisation, Vitesse d'attaque augmente. Invoque : • Rat rouge (800 PV) attaque avec Coup contondant de base (Monstre): Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique.": "Invoque 2 Rat rouge dans un rayon de 5 tuiles. À la deuxième utilisation, Vitesse d'attaque augmente. Invoque : • Rat rouge (800 PV) attaque avec Coup contondant de base (Monstre): Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique.", "Invoque 2 Rat rouge dans un rayon de 5 tuiles. À la deuxième utilisation, Vitesse d'attaque augmente. Summons: • Rat rouge (800 HP) attacks with Coup contondant de base (Monstre): Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique.": "Invoque 2 Rat rouge dans un rayon de 5 tuiles. À la deuxième utilisation, Vitesse d'attaque augmente. Invocations : • Rat rouge (800 PV) attaque avec Coup contondant de base (Monstre) : Inflige à la cible des dégâts physiques équivalant à 100% de Puissance d'attaque physique.", "Invoque Bubbleling : PV = votre Puissance d'attaque magique + 0 = 88, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 0 = 44 (Puissance d'attaque physique 50.7 de base, vitesse d'attaque 0.3). Jusqu'à 2 sur le terrain. Attaque avec Tacle à bulles (100% magique, portée 1)": "Invoque Bubbleling : PV = votre Puissance d'attaque magique + 0 = 88, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 0 = 44 (Puissance d'attaque physique 50.7 de base, vitesse d'attaque 0.3). Jusqu'à 2 sur le terrain. Attaque avec Tacle à bulles (100% magique, portée 1)", "Invoque Bubbleling : PV = votre Puissance d'attaque magique + 0 = 98, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 0 = 49 (Puissance d'attaque physique 16.9 de base, vitesse d'attaque 0.3). Jusqu'à 2 sur le terrain. Attaque avec Tacle à bulles (100% magique, portée 1)": "Invoque Bubbleling : PV = votre Puissance d'attaque magique + 0 = 98, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 0 = 49 (Puissance d'attaque physique 16.9 de base, vitesse d'attaque 0.3). Jusqu'à 2 sur le terrain. Attaque avec Tacle à bulles (100% magique, portée 1)", "Invoque Crapaud à Bulles : PV = votre Puissance d'attaque magique + 300 = 388, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 16.9 = 61 (Puissance d'attaque physique 50.7 de base, vitesse d'attaque 0.3). Consomme 2 Bubbleling. Jusqu'à 1 sur le terrain. Attaque avec Estocade de langue (100% magique, portée 1)": "Invoque Crapaud à Bulles : PV = votre Puissance d'attaque magique + 300 = 388, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 16.9 = 61 (Puissance d'attaque physique 50.7 de base, vitesse d'attaque 0.3). Consomme 2 Bubbleling. Jusqu'à 1 sur le terrain. Attaque avec Estocade de langue (100% magique, portée 1)", "Invoque Crapaud à Bulles : PV = votre Puissance d'attaque magique + 300 = 398, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 50.7 = 100 (Puissance d'attaque physique 16.9 de base, vitesse d'attaque 0.3). Consomme 2 Bubbleling. Jusqu'à 1 sur le terrain. Attaque avec Estocade de langue (100% magique, portée 1)": "Invoque Crapaud à Bulles : PV = votre Puissance d'attaque magique + 300 = 398, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 50.7 = 100 (Puissance d'attaque physique 16.9 de base, vitesse d'attaque 0.3). Consomme 2 Bubbleling. Jusqu'à 1 sur le terrain. Attaque avec Estocade de langue (100% magique, portée 1)", "Invoque des": "Invoque des", "Invoque des chaînes d'âmes sur tous les ennemis à proximité, frappant les cibles enchaînées par des éclairs magiques chaque seconde pendant 3 secondes, infligeant des dégâts équivalant à 100% de": "Invoque des chaînes d'âmes sur tous les ennemis à proximité, frappant les cibles enchaînées par des éclairs magiques chaque seconde pendant 3 secondes, infligeant des dégâts équivalant à 100% de", "Invoque des chaînes d'âmes sur tous les ennemis à proximité, frappant les cibles enchaînées par des éclairs magiques chaque seconde pendant 3 secondes, infligeant des dégâts équivalant à 100% de Puissance d'attaque magique. Les ennemis qui ne parviennent pas à se libérer des chaînes avant la fin de la compétence subissent en plus des dégâts équivalant à 180% de Puissance d'attaque magique et reçoivent Immobilisation pendant 4 secondes. 15s cooldown Effects: • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle.": "Invoque des chaînes d'âmes sur tous les ennemis à proximité, frappant les cibles enchaînées par des éclairs magiques chaque seconde pendant 3 secondes, infligeant des dégâts équivalant à 100% de Puissance d'attaque magique. Les ennemis qui ne parviennent pas à se libérer des chaînes avant la fin de la compétence subissent en plus des dégâts équivalant à 180% de Puissance d'attaque magique et reçoivent Immobilisation pendant 4 secondes. 15s de recharge Effets : • Immobilisation (sur l'ennemi) : Impossible de se déplacer depuis la position actuelle.", "Invoque des chaînes d'âmes sur tous les ennemis à proximité, frappant les cibles enchaînées par des éclairs magiques chaque seconde pendant 3 secondes, infligeant des dégâts équivalant à 100% de Puissance d'attaque magique. Les ennemis qui ne parviennent pas à se libérer des chaînes avant la fin de la compétence subissent en plus des dégâts équivalant à 180% de Puissance d'attaque magique et reçoivent Immobilisation pendant 4 secondes. 15s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle.": "Invoque des chaînes d'âmes sur tous les ennemis à proximité, frappant les cibles enchaînées par des éclairs magiques chaque seconde pendant 3 secondes, infligeant des dégâts équivalant à 100% de Puissance d'attaque magique. Les ennemis qui ne parviennent pas à se libérer des chaînes avant la fin de la compétence subissent en plus des dégâts équivalant à 180% de Puissance d'attaque magique et reçoivent Immobilisation pendant 4 secondes. 15s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle.", "Invoque des coccinelles 3 à des endroits aléatoires dans une tuile 3 vide. 30s de recharge Invoque : • coccinelle (2000 PV) attaque avec Ruée vers les coccinelles: Charge une cible située à 1 case ou plus, inflige 100% de vos dégâts physiques et applique 1 Étourdissement pendant 5 secondes.": "Invoque des coccinelles 3 à des endroits aléatoires dans une tuile 3 vide. 30s de recharge Invoque : • coccinelle (2000 PV) attaque avec Ruée vers les coccinelles: Charge une cible située à 1 case ou plus, inflige 100% de vos dégâts physiques et applique 1 Étourdissement pendant 5 secondes.", "Invoquer la coccinelle": "Invoquer la coccinelle", "Invoquer la coccinelle - Dungeon Settlers Wiki": "Invoquer la coccinelle - Dungeon Settlers Wiki", "Invoqué ou placé par": "Invoqué ou placé par", "Invoqué par": "Invoqué par", "Invoqué par:": "Invoqué par:", "Iron (M.Atk {#})": "Iron (M.Atk {#})", "Iron (P.Atk {#})": "Iron (P.Atk {#})", "Iron (full gear set + Iron Ore/Ingot/Stick)": "Fer (ensemble d'équipement complet + Minerai/Lingot/Bâton de fer)", "Iron Clad": "Cuirassé", "Iron Clad - Dungeon Settlers Wiki": "Iron Clad - Dungeon Settlers Wiki", "Iron Clad icon": "Icône Iron Clad", "Iron Vein Fixed": "Iron Vein Fixed", "Isn't this when we should help each other?": "N'est-ce pas le moment où nous devrions nous entraider?", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely.": "Il semble avoir été abandonné depuis longtemps, mais il ne semble pas avoir complètement cessé de fonctionner.", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of contaminated water-apparently leaked ca": "Il semble avoir été abandonné depuis longtemps, mais il ne semble pas avoir complètement cessé de fonctionner. Les tuyaux sont corrodés à certains endroits, et des flaques d'eau contaminée apparemment fuites", "It appears to have been neglected for a long time, but does not appear to have completely stopped functioning. The pipe...": "Il semble avoir été négligé pendant longtemps, mais ne semble pas avoir complètement arrêté de fonctionner. Le tuyau...", "It doesn't seem like we need goals.": "Il ne semble pas que nous ayons besoin d'objectifs.", "It has a fairly hard shell.": "Il a une carapace assez dure.", "It holds its place quietly through every meal.": "Elle tient sa place tranquillement à travers chaque repas.", "It is a beast that lives in caves. It is relatively docile.": "It is a beast that lives in caves. It is relatively docile.", "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.", "It is a code flag (it adjusts no stat), so it is all-or-nothing: while active you cannot be seen or targeted, regardless of Vision Range or distance. The catch is spelled out in the description - it ends the instant you deal damage, so it is a repositioning and scouting tool, not a way to fight unseen. Sources:": "C'est un flag de code (il ne modifie aucune stat), donc c'est tout ou rien : tant qu'il est actif vous ne pouvez être ni vu ni ciblé, quelles que soient la Portée de vue ou la distance. Le hic est précisé dans la description : il prend fin à l'instant où vous infligez des dégâts, c'est donc un outil de repositionnement et de reconnaissance, pas un moyen de combattre sans être vu. Sources :", "It is a type of giant rodent that dwells in the forest.": "C'est un type de rongeur géant qui habite la forêt.", "It is built from": "Il est construit à partir de", "It is known to be a material that is good for various purposes.": "On sait que c'est un matériau bon pour diverses fins.", "It is natural to assume the": "Il est naturel de supposer que la stat", "It is not in the unit's equipment or inventory.": "Il n'est pas dans l'équipement ou l'inventaire de l'unité.", "It is wonderfully soothing, yet at the same time far too strange to...": "C'est merveilleusement apaisant, et pourtant en même temps bien trop étrange pour...", "It is wonderfully soothing,...": "C'est merveilleusement apaisant...", "It looks like it could be quite useful.": "It looks like it could be quite useful.", "It makes even a cold floor feel a bit more lived-in.": "Cela rend même un sol froid un peu plus habité.", "It starts now": "Ça commence maintenant", "It walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in": "Elle vous guide à travers le début de partie - interagir avec le chariot de soutien, construire une Station de travail de base, fabriquer de l'équipement de départ, recruter quatre unités, faire une première expédition en donjon, construire une Station de recherche et amener deux unités au niveau 2 - et culmine avec", "It would be per surrounding unit, from the very first flanker, and symmetric (enemies surrounding your units would benefit too).": "Ce serait par unité environnante, dès le premier attaquant de flanc, et symétrique (les ennemis qui entourent vos unités en bénéficieraient aussi).", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "C'est plus facile de traiter les travailleurs d'abord. Quand la PV devient basse, ils s'enfuient pour manger des herbes.", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. - Dungeon Settlers Wiki": "Il est plus facile de s'occuper des ouvriers d'abord. Quand les PV deviennent faibles, ils s'enfuient pour manger des herbes. - Dungeon Settlers Wiki", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. plan": "Il est plus facile de s'occuper des travailleurs d'abord. Quand leur PV diminue, ils s'enfuient pour manger des herbes. plan", "It's too loud, stop it right now.": "C'est trop bruyant, arrête ça tout de suite.", "Item": "Objet", "Item Spawns": "Apparitions d'objets", "Item on-use effects are rendered by one shared component. Soul stones previously had a bespoke layout and printed their granted trait twice on the same page; food and potions used a different one again.": "Les effets à l'utilisation des objets sont rendus par un seul composant partagé. Les pierres d'âme avaient auparavant une mise en page personnalisée et imprimaient leur trait accordé deux fois sur la même page ; la nourriture et les potions en utilisaient une autre.", "Item spawns": "Apparitions d'objets", "Item storage limit for the starting storage": "Limite de stockage d'objets pour le stockage de départ", "ItemAmountFactorByOffering": "ItemAmountFactorByOffering", "ItemTable.json": "ItemTable.json", "Item_": "Item_", "Items": "Objets", "Items (on equip):": "Objets (à l'équipement) :", "Items + Buildings": "Objets + Bâtiments", "Items - Dungeon Settlers Wiki": "Objets - Dungeon Settlers Wiki", "Items and equipment": "Objets et équipement", "Items, gear and crafting": "Objets, équipement et artisanat", "Items:": "Objets :", "Items: no": "Objets : non", "Items: yes": "Objets : oui", "Its attack:": "Son attaque :", "Its dmg/hit on you": "Ses dégâts/coup sur vous", "Its eyes glow blue, and a man's voice issues from its beak....": "Ses yeux brillent en bleu, et une voix d'homme provient de son bec....", "Its frozen pillar text does say it applies Disturbance to adjacent enemies every second, but: the pillar is a spawned object whose lifetime is not in the skill data (the skill's own Duration is 0), each cast consumes a Bubbling, it is cast by a backline ranged water mage who rarely needs a shield, and it is unconfirmed whether the pillar's applications are credited to you for Guard Barrier's 'you inflict' check. Treat it as situational at best, not a per-second shield engine like Fire Cloak (a self-aura you stand in and clearly own).": "Le texte de son pilier gelé indique bien qu'il applique Perturbation aux ennemis adjacents chaque seconde, mais : le pilier est un objet invoqué dont la durée de vie ne figure pas dans les données de la compétence (la Durée propre de la compétence est de 0), chaque lancer consomme un Bubbling, il est lancé par un mage d'eau d'arrière-ligne à distance qui a rarement besoin d'un bouclier, et il n'est pas confirmé que les applications du pilier vous soient créditées pour la vérification « vous infligez » de Barrière défensive. Considérez-le comme situationnel au mieux, pas comme un moteur de bouclier par seconde comme Cape de feu (une aura personnelle dans laquelle vous vous tenez et que vous possédez clairement).", "Its skill": "Sa compétence", "Its template (": "Son modèle (", "Its thorny tendrils radiate a ...": "Ses vrilles épineuses dégagent une ...", "J'ai besoin d'une assistance technique.": "J'ai besoin d'une assistance technique.", "J'ai besoin de temps pour réfléchir.": "J'ai besoin de temps pour réfléchir.", "J'ai croqué dedans, ce n'était pas si mauvais.": "J'ai croqué dedans, ce n'était pas si mauvais.", "J'ai envie de danser, moi aussi.": "J'ai envie de danser, moi aussi.", "J'ai fini par comprendre ce que signifie tuer d'un simple regard. Ce fut une expérience véritablement glaçante.": "J'ai fini par comprendre ce que signifie tuer d'un simple regard. Ce fut une expérience véritablement glaçante.", "J'ai grandi dans des rues bondées et parmi les gens. Ils se sentent plus en sécurité dans les zones habitées et moins à l'aise dans les environnements sauvages.": "J'ai grandi dans des rues bondées et parmi les gens. Ils se sentent plus en sécurité dans les zones habitées et moins à l'aise dans les environnements sauvages.", "J'ai l'impression de renaître.": "J'ai l'impression de renaître.", "J'ai organisé les funérailles d'un collègue décédé.": "J'ai organisé les funérailles d'un collègue décédé.", "J'ai toujours eu de la chance.": "J'ai toujours eu de la chance.", "J'ai une forte antipathie envers les elfes.": "J'ai une forte antipathie envers les elfes.", "J'allais dire ça, mais toi... Non, laisse tomber.": "J'allais dire ça, mais toi... Non, laisse tomber.", "J'espère ne jamais avoir à l'utiliser.": "J'espère ne jamais avoir à l'utiliser.", "J'espère que nous travaillerons bien ensemble.": "J'espère que nous travaillerons bien ensemble.", "JSON": "JSON", "Je comprends.": "Je comprends.", "Je crois que cela a aidé...": "Je crois que cela a aidé...", "Je dis ça seulement parce que cette chose ne peut pas me comprendre... Elle est vraiment laide.": "Je dis ça seulement parce que cette chose ne peut pas me comprendre... Elle est vraiment laide.", "Je dois refuser.": "Je dois refuser.", "Je fais souvent des erreurs et je laisse tomber des choses.": "Je fais souvent des erreurs et je laisse tomber des choses.", "Je ferai comme si ça n'était jamais arrivé.": "Je ferai comme si ça n'était jamais arrivé.", "Je l'ai à peine avalée, mais je ne vais pas me plaindre.": "Je l'ai à peine avalée, mais je ne vais pas me plaindre.", "Je me joins à vous.": "Je me joins à vous.", "Je n'ai pas peur de la douleur et de la mort": "Je n'ai pas peur de la douleur et de la mort", "Je ne pense pas longtemps aux choses compliquées et je suis facilement satisfait.": "Je ne pense pas longtemps aux choses compliquées et je suis facilement satisfait.", "Je ne pense pas que nous ayons besoin d'objectifs.": "Je ne pense pas que nous ayons besoin d'objectifs.", "Je ne peux pas me le permettre maintenant.": "Je ne peux pas me le permettre maintenant.", "Je ne sais pas si c'est difficile, mais ça va parce que je suis encore en vie aujourd'hui.": "Je ne sais pas si c'est difficile, mais ça va parce que je suis encore en vie aujourd'hui.", "Je ne suis pas intéressé.": "Je ne suis pas intéressé.", "Je ne supporte pas les choses pénibles.": "Je ne supporte pas les choses pénibles.", "Je pourrais encore aller plus loin...": "Je pourrais encore aller plus loin...", "Je préfère vivre dehors car je trouve la paix dans la nature.": "Je préfère vivre dehors car je trouve la paix dans la nature.", "Je regarde autour de moi, mais il n'y a personne.": "Je regarde autour de moi, mais il n'y a personne.", "Je sens la douce chaleur s'infiltrer dans chaque blessure et l'énergie sèche revenir petit à petit.": "Je sens la douce chaleur s'infiltrer dans chaque blessure et l'énergie sèche revenir petit à petit.", "Je suis sûr que le chef de l'expédition a déjà un bon plan !": "Je suis sûr que le chef de l'expédition a déjà un bon plan !", "Je te surveille. Ma patience a des limites.": "Je te surveille. Ma patience a des limites.", "Je verserai une prime spéciale à tous.": "Je verserai une prime spéciale à tous.", "Je... vais survivre...": "Je... vais survivre...", "Jet de pierre": "Jet de pierre", "Jet de pierre - Dungeon Settlers Wiki": "Jet de pierre - Dungeon Settlers Wiki", "Jet de pierre icon": "Icône de Jet de pierre", "Jet de pierre portée et zone affichées sur une salle de donjon": "Jet de pierre portée et zone affichées sur une salle de donjon", "Jet de pierre portée et zone sur une salle de donjon": "Jet de pierre portée et zone sur une salle de donjon", "Jet de pierre range and area on a dungeon room": "Jet de pierre : portée et zone dans une salle de donjon", "Jet de pierre range and area shown on a dungeon room": "Portée et zone de Jet de pierre affichées sur une salle de donjon", "Jeter": "Jeter", "Jeune Gloth": "Jeune Gloth", "Jeune Gloth - Dungeon Settlers Wiki": "Jeune Gloth - Dungeon Settlers Wiki", "Jeune Gloth de l'Abîme": "Jeune Gloth de l'Abîme", "Jeune Gloth de l'Abîme - Dungeon Settlers Wiki": "Jeune Gloth de l'Abîme - Dungeon Settlers Wiki", "Jeune Gloth de l'Abîme variante": "Jeune Gloth de l'Abîme variante", "Jeune Gloth icon": "Icône Jeune Gloth", "Jeune Gloth variant": "Jeune Gloth variante", "Jeune Gloth variante": "Jeune Gloth variante", "JewelBeetle": "JewelBeetle", "Jeweled Beetle GAMESYSTEM_Environment_{affecterName}": "Scarabée joyau GAMESYSTEM_Environment_{affecterName}", "Jewelry": "Bijoux", "Joie de l'aventure": "Joie de l'aventure", "Joie de l'aventure - Dungeon Settlers Wiki": "Joie de l'aventure - Dungeon Settlers Wiki", "Joie de l'aventure icon": "Joie de l'aventure icône", "Joueur": "Joueur", "Jour": "Jour", "Jour - Dungeon Settlers Wiki": "Jour - Dungeon Settlers Wiki", "Jour icon": "Jour icon", "Journal de recherche - name": "Journal de recherche - name", "Journal des modifications": "Journal des modifications", "Journal des modifications - Dungeon Settlers Wiki": "Journal des modifications - Dungeon Settlers Wiki", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon.": "À en juger par son apparence, elle semble être une marchande envoyée par la guilde dans le donjon.", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon. She busily organizes her goods and writes in a ledger, but perks up her ears as you approach. <colo": "À en juger par son apparence, elle semble être une marchande envoyée par la guilde dans le donjon. Elle organise activement ses marchandises et écrit dans un registre, mais dresse les oreilles en vous voyant approcher.", "Judging from her appearance, she is a merchant sent by the guild into the dungeon.": "À en juger par son apparence, elle est une marchande envoyée par la guilde dans le donjon.", "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that": "À en juger par son apparence, elle est une marchande envoyée par la guilde dans le donjon. Elle organise des marchandises et écrit dans un registre quand elle dresse les oreilles en vous voyant approcher. « Voyez", "Junk Heap 1": "Tas de rebuts 1", "Junk Heap 2": "Tas de rebuts 2", "Junk Heap 3": "Tas de rebuts 3", "Junk Heap1": "Tas de ferraille 1", "Junk Heap1 Remnant": "Junk Heap1 Remnant", "Junk Heap1 Remnant - Dungeon Settlers Wiki": "Vestige de tas de ferraille 1 - Dungeon Settlers Wiki", "Junk Heap10": "Tas de ferraille 10", "Junk Heap11": "Tas de ferraille 11", "Junk Heap12": "Tas de ferraille 12", "Junk Heap13": "Tas de ferraille 13", "Junk Heap14": "Tas de ferraille 14", "Junk Heap15": "Tas de ferraille 15", "Junk Heap16": "Tas de ferraille 16", "Junk Heap17": "Tas de ferraille 17", "Junk Heap18": "Tas de ferraille 18", "Junk Heap19": "Junk Heap19", "Junk Heap2": "Tas de ferraille 2", "Junk Heap2 Remnant": "Junk Heap2 Remnant", "Junk Heap2 Remnant - Dungeon Settlers Wiki": "Vestige de tas de ferraille 2 - Dungeon Settlers Wiki", "Junk Heap20": "Junk Heap20", "Junk Heap3": "Tas de ferraille 3", "Junk Heap3 Remnant": "Junk Heap3 Remnant", "Junk Heap3 Remnant - Dungeon Settlers Wiki": "Vestige de tas de ferraille 3 - Dungeon Settlers Wiki", "Junk Heap4": "Tas de ferraille 4", "Junk Heap5": "Tas de ferraille 5", "Junk Heap6": "Tas de ferraille 6", "Junk Heap7": "Tas de ferraille 7", "Junk Heap8": "Tas de ferraille 8", "Junk Heap9": "Tas de ferraille 9", "Junk heap": "Tas de ferraille", "Junk heaps": "Tas de détritus", "Jusqu'à quatre membres peuvent participer à l'expédition.": "Jusqu'à quatre membres peuvent participer à l'expédition.", "Juste assez pour un repas simple ou une conversation tranquille.": "Juste assez pour un repas simple ou une conversation tranquille.", "Kane": "Kane", "Kasper": "Kasper", "Keep this bar pinned to the top while you scroll": "Épinglez cette barre en haut pendant que vous faites défiler", "Keep this build": "Conserver cette build", "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "Garder une unité trop longtemps en expédition accumule une pénalité d'humeur croissante (quatre étapes), plus sévère à difficulté de gestion plus élevée. Au retour, un", "Key": "Clé", "Key Stat": "Stat clé", "Key numbers": "Chiffres clés", "Key prefixes": "Les préfixes de clé", "Key stats": "Statistiques clés", "Keyword": "Mot-clé", "Khafra": "Khafra", "Kill EXP:": "EXP d'élimination :", "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution.": "Tuer têtard → combat de têtard mangeant ver géant. En théorie, si tu considères l'accumulation de têtards et les fais s'entre-manger, tu peux empêcher l'évolution.", "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution. - Dungeon Settlers Wiki": "Tuer le têtard → combat où le têtard mange le grand ver de terre. En théorie, si vous considérez l'accumulation de têtards et les faites se manger entre eux, vous pouvez empêcher l'évolution. - Dungeon Settlers Wiki", "Kill the Red Monster Rat (Main7) - story end only, no region unlock": "Tuer le Rat monstre rouge (Main7) - fin de l'histoire uniquement, aucun déblocage de région", "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem; all other slots NULL)": "Tuez le boss de la région depuis GAMESYSTEM_Dungeon_UnitForClearRegion (emplacement 0 = Golem de pierre géant ; tous les autres emplacements NULL)", "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1": "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1", "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1": "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1", "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3": "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3", "Kind": "Type", "Kit de camping de base": "Kit de camping de base", "Kit de camping de base - Dungeon Settlers Wiki": "Kit de camping de base - Dungeon Settlers Wiki", "Kit de camping de base icon": "Kit de camping de base icon", "Kit de camping et emplacement pour feu de camp": "L'un des six attributs fondamentaux (Force, Constitution, Force de volonté, Intelligence, Agilité, Perception) qui alimentent les statistiques de combat dérivées. La vitesse de croissance de chacun lors de la montée de niveau est déterminée par son palier de talent.", "KnockbackImmune": "KnockbackImmune", "Know exactly what protects your gear and what doesn't: an active": "Sachez exactement ce qui protège votre équipement et ce qui ne le protège pas : une", "Korean sources write him as 로월; the official English localization uses \"Lowell\" (sometimes romanized \"Rowell\").": "Les sources coréennes l'écrivent 로월 ; la localisation anglaise officielle utilise « Lowell » (parfois romanisé « Rowell »).", "Kragas": "Kragas", "Kragas est l'un de ceux qui croient à cette légende.": "Kragas est l'un de ceux qui croient à cette légende.", "Kragas, Grolak, Tarkan, Verkan, Allachie, Maltar, Zarbos, Lektar, For'dak, Dronach, Sark, Grashk, Zorak, Kardok, Tragon, Ul'zak, Rakdos, Brokan, Sharg, Drakson, Korgas, Kragno, Mol'grash, Ternak, Sargon, Zakrol, Razork, Grator, Prax, Kornak, Targ, Brakor, Zul'lak, Sragon, Golak, Krentak, Vardok, Dor'zak, Karax, Urtok, Zargon, Brashk, Khrog, Trak, Skallak, R'kand, Drokan, Malako, Prashk, Kro'zak, Sharnak, Torg, Rakos, Grokan, Braz'rak, Kartak, Sarok, Drakan, Ullok, Z'rak, Kalos, Bro'kand, Pragon, Krashk, Tarbor, Groval, Rokand, Srakor, Por'kan, Draksond, Vakros, Zakor, Kraddon, Sharok, Grakor, R'dor, Karvos, Praxon, Dorkan, Zrakson, Kor'vak, Srakson, Barok, Grozan, Trakor, Zarg, Prollak, Ullak, Kazrak, R'kald, Moldrak, Srag, Krodan, Torgrak, Varkand, Zrokan, Prakos, Karnil, Droval, Shargond, Gravor": "Kragas, Grolak, Tarkan, Verkan, Allachie, Maltar, Zarbos, Lektar, For'dak, Dronach, Sark, Grashk, Zorak, Kardok, Tragon, Ul'zak, Rakdos, Brokan, Sharg, Drakson, Korgas, Kragno, Mol'grash, Ternak, Sargon, Zakrol, Razork, Grator, Prax, Kornak, Targ, Brakor, Zul'lak, Sragon, Golak, Krentak, Vardok, Dor'zak, Karax, Urtok, Zargon, Brashk, Khrog, Trak, Skallak, R'kand, Drokan, Malako, Prashk, Kro'zak, Sharnak, Torg, Rakos, Grokan, Braz'rak, Kartak, Sarok, Drakan, Ullok, Z'rak, Kalos, Bro'kand, Pragon, Krashk, Tarbor, Groval, Rokand, Srakor, Por'kan, Draksond, Vakros, Zakor, Kraddon, Sharok, Grakor, R'dor, Karvos, Praxon, Dorkan, Zrakson, Kor'vak, Srakson, Barok, Grozan, Trakor, Zarg, Prollak, Ullak, Kazrak, R'kald, Moldrak, Srag, Krodan, Torgrak, Varkand, Zrokan, Prakos, Karnil, Droval, Shargond, Gravor", "Kuskyn": "Kuskyn", "L'Abîme Oublié": "L'Abîme Oublié", "L'Arbre de Vie est une concentration puissante de magie, et confère une résilience inde...": "L'Arbre de Vie est une concentration puissante de magie, et confère une résilience inde...", "L'Arbre de Vie est une concentration puissante de magie, et confère une résilience indescriptible à ceux qui se trouvent à proximité. Cependant, si vous extrayez le noyau au centre de l'arbre, sa vitalité disparaîtra.": "L'Arbre de Vie est une concentration puissante de magie, et confère une résilience indescriptible à ceux qui se trouvent à proximité. Cependant, si vous extrayez le noyau au centre de l'arbre, sa vitalité disparaîtra.", "L'Arbre de Vie est une concentration puissante de magie, et confère une résilience indescriptible à ceux qui se trouvent à proximité. Cependant, si vous extrayez le noyau au centre de l'arbre, sa vitalité disparaîtra. Dans un rayon de 5 tuiles : +5 de régénération de santé en pourcentage (statistique de régénération continue, sans tick fixe).": "L'Arbre de Vie est une concentration puissante de magie, et confère une résilience indescriptible à ceux qui se trouvent à proximité. Cependant, si vous extrayez le noyau au centre de l'arbre, sa vitalité disparaîtra. Dans un rayon de 5 tuiles : +5 de régénération de santé en pourcentage (statistique de régénération continue, sans tick fixe).", "L'Arbre de Vie est une puissante concentration de pouvoir magique et confère en même te...": "L'Arbre de Vie est une puissante concentration de pouvoir magique et confère en même te...", "L'Arbre de Vie est une puissante concentration de pouvoir magique et confère en même temps une résilience indescriptible à ceux qui se trouvent à proximité.": "L'Arbre de Vie est une puissante concentration de pouvoir magique et confère en même temps une résilience indescriptible à ceux qui se trouvent à proximité.", "L'Arbre de la Vie renferme la puissance de la terre.": "L'Arbre de la Vie renferme la puissance de la terre.", "L'Art de la Charge": "L'Art de la Charge", "L'Art de la Charge - Dungeon Settlers Wiki": "L'Art de la Charge - Dungeon Settlers Wiki", "L'Art de la Charge icon": "L'Art de la Charge icône", "L'EXP nécessaire pour passer au niveau suivant depuis le niveau actuel. Détermine la valeur maximale de": "L'EXP nécessaire pour passer au niveau suivant depuis le niveau actuel. Détermine la valeur maximale de", "L'EXP nécessaire pour passer au niveau suivant depuis le niveau actuel. Détermine la valeur maximale de Exp.": "L'EXP nécessaire pour passer au niveau suivant depuis le niveau actuel. Détermine la valeur maximale de Exp.", "L'Inspecteur secoue la tête et soupire.": "L'Inspecteur secoue la tête et soupire.", "L'Observateur 2": "L'Observateur 2", "L'Observateur 2 - Dungeon Settlers Wiki": "L'Observateur 2 - Dungeon Settlers Wiki", "L'accumulation de mana provoque des nausées. Toutes les unités gagnent cet effet.": "L'accumulation de mana provoque des nausées. Toutes les unités gagnent cet effet.", "L'acheteur est fou de joie et paie volontiers une coquette somme pour acquérir la créature.": "L'acheteur est fou de joie et paie volontiers une coquette somme pour acquérir la créature.", "L'activer.": "L'activer.", "L'affecteur factice pour monstres possède plusieurs animations d'attente": "L'affecteur factice pour monstres possède plusieurs animations d'attente", "L'affecteur factice pour monstres possède plusieurs animations d'attente - Dungeon Settlers Wiki": "L'affecteur factice pour monstres possède plusieurs animations d'attente - Dungeon Settlers Wiki", "L'affecteur factice pour monstres possède plusieurs animations d'attente icon": "L'affecteur factice pour monstres possède plusieurs animations d'attente icon", "L'air pur de la forêt favorise la croissance. Toutes les unités reçoivent un bonus d'EXP.": "L'air pur de la forêt favorise la croissance. Toutes les unités reçoivent un bonus d'EXP.", "L'ambiance augmente à partir de l'étage du donjon 3.": "L'ambiance augmente à partir de l'étage du donjon 3.", "L'ancien empire magique a été détruit par": "L'ancien empire magique a été détruit par", "L'ancien empire magique a été détruit par Noyau du Donjon Arctéon. Ils ont créé le Donjon interdimensionnel isolé et mené des recherches magiques avancées. Leur vaste savoir et leurs techniques sont devenus un héritage oublié.": "L'ancien empire magique a été détruit par Noyau du Donjon Arctéon. Ils ont créé le Donjon interdimensionnel isolé et mené des recherches magiques avancées. Leur vaste savoir et leurs techniques sont devenus un héritage oublié.", "L'appareil ne fait rien lorsque j'appuie sur un bouton ou que je tire un levier. Au fil des années, il semble que ses fonctionnalités de base aient été complètement brisées.": "L'appareil ne fait rien lorsque j'appuie sur un bouton ou que je tire un levier. Au fil des années, il semble que ses fonctionnalités de base aient été complètement brisées.", "L'arbre de sang s'est gorgé de sang.": "L'arbre de sang s'est gorgé de sang.", "L'arbre se tord de façon inquiétante, de la racine aux branches, comme s'il aspirait à quelque chose.": "L'arbre se tord de façon inquiétante, de la racine aux branches, comme s'il aspirait à quelque chose.", "L'argent résout vraiment tout.": "L'argent résout vraiment tout.", "L'arracher et le prendre.": "L'arracher et le prendre.", "L'arôme qui s'échappe du poste de travail tente les âmes affamées.": "L'arôme qui s'échappe du poste de travail tente les âmes affamées.", "L'atelier arcanique fantastique a rendu la fabrication parfaitement fluide.": "L'atelier arcanique fantastique a rendu la fabrication parfaitement fluide.", "L'atelier fantastique a rendu la fabrication parfaitement fluide.": "L'atelier fantastique a rendu la fabrication parfaitement fluide.", "L'atelier impressionnant a accéléré le rythme de fabrication.": "L'atelier impressionnant a accéléré le rythme de fabrication.", "L'atelier manquait, mais il aidait à guider le flux arcanique.": "L'atelier manquait, mais il aidait à guider le flux arcanique.", "L'attention des membres se concentre naturellement sur": "L'attention des membres se concentre naturellement sur", "L'avoine a bien poussé. Une récolte précoce est possible.": "L'avoine a bien poussé. Une récolte précoce est possible.", "L'efficacité d'une unité varie selon sa race et ses caractéristiques.": "L'efficacité d'une unité varie selon sa race et ses caractéristiques.", "L'efficacité de Fabrication, Recherche et d'autres tâches dépend de la Statistique de survie d'une unité.": "L'efficacité de Fabrication, Recherche et d'autres tâches dépend de la Statistique de survie d'une unité.", "L'efficacité de cuisine augmente.": "L'efficacité de cuisine augmente.", "L'efficacité de fabrication arcanique augmente.": "L'efficacité de fabrication arcanique augmente.", "L'efficacité de fabrication augmente.": "L'efficacité de fabrication augmente.", "L'efficacité de recherche augmente.": "L'efficacité de recherche augmente.", "L'enfant maudit est né avec un destin inquiétant et a grandi dans la peur.": "L'enfant maudit est né avec un destin inquiétant et a grandi dans la peur.", "L'entité utilise une attaque de lancer lorsqu'elle subit des dégâts 10 fois.": "L'entité utilise une attaque de lancer lorsqu'elle subit des dégâts 10 fois.", "L'espace de cuisine fantastique a rendu le travail parfaitement fluide.": "L'espace de cuisine fantastique a rendu le travail parfaitement fluide.", "L'espace de cuisine impressionnant a accéléré le rythme.": "L'espace de cuisine impressionnant a accéléré le rythme.", "L'espace de recherche impressionnant a amélioré le fil des idées.": "L'espace de recherche impressionnant a amélioré le fil des idées.", "L'espace interdimensionnel inconnu contrôlé par l'infâme": "L'espace interdimensionnel inconnu contrôlé par l'infâme", "L'espace interdimensionnel inconnu contrôlé par l'infâme Noyau du Donjon Arctéon, qui a détruit l'Empire d'Elros. L'exposition à la magie tordue du donjon érode peu à peu la santé mentale.": "L'espace interdimensionnel inconnu contrôlé par l'infâme Noyau du Donjon Arctéon, qui a détruit l'Empire d'Elros. L'exposition à la magie tordue du donjon érode peu à peu la santé mentale.", "L'exposition à la magie tordue du donjon érode peu à peu la santé mentale.": "L'exposition à la magie tordue du donjon érode peu à peu la santé mentale.", "L'expédition doit aménager cet endroit comme base de repos et de ravitaillement en route vers les profondeurs du": "L'expédition doit aménager cet endroit comme base de repos et de ravitaillement en route vers les profondeurs du", "L'expédition manque de tissu depuis quelque temps. Le tissu est une ressource es...": "L'expédition manque de tissu depuis quelque temps. Le tissu est une ressource es...", "L'expédition manque de tissu depuis quelque temps. Le tissu est une ressource essentielle, largement utilisée dans divers travaux de fabrication et de construction. \"Nous devons obtenir davantage de tissu avant d'en manquer cruellement.\"": "L'expédition manque de tissu depuis quelque temps. Le tissu est une ressource essentielle, largement utilisée dans divers travaux de fabrication et de construction. \"Nous devons obtenir davantage de tissu avant d'en manquer cruellement.\"", "L'expédition manque de tissu depuis quelque temps. Le tissu est une ressource essentielle, largement utilisée dans divers travaux de fabrication et de construction. \"Nous devons obtenir davantage de tissu avant d'en manquer cruellement.\" ➜ Avec un approvisionnement plus stable en tissu, l'artisanat comme la vie quotidienne s'améliorent peu à peu. \"Désormais, nous n'aurons plus à économiser chaque morceau de tissu.\"": "L'expédition manque de tissu depuis quelque temps. Le tissu est une ressource essentielle, largement utilisée dans divers travaux de fabrication et de construction. \"Nous devons obtenir davantage de tissu avant d'en manquer cruellement.\" ➜ Avec un approvisionnement plus stable en tissu, l'artisanat comme la vie quotidienne s'améliorent peu à peu. \"Désormais, nous n'aurons plus à économiser chaque morceau de tissu.\"", "L'expédition semble encore manquer de chambres privées convenables pour sa taill...": "L'expédition semble encore manquer de chambres privées convenables pour sa taill...", "L'expédition semble encore manquer de chambres privées convenables pour sa taille. Certains membres se reposent toujours dans des conditions inconfortables. \"Préparons davantage de chambres afin que chacun puisse se reposer confortablement.\"": "L'expédition semble encore manquer de chambres privées convenables pour sa taille. Certains membres se reposent toujours dans des conditions inconfortables. \"Préparons davantage de chambres afin que chacun puisse se reposer confortablement.\"", "L'expédition semble encore manquer de chambres privées convenables pour sa taille. Certains membres se reposent toujours dans des conditions inconfortables. \"Préparons davantage de chambres afin que chacun puisse se reposer confortablement.\" ➜ La plupart des membres de l'expédition peuvent désormais se reposer dans leur propre espace. \"Maintenant, cet endroit ressemble vraiment à un lieu où l'on peut vivre.\"": "L'expédition semble encore manquer de chambres privées convenables pour sa taille. Certains membres se reposent toujours dans des conditions inconfortables. \"Préparons davantage de chambres afin que chacun puisse se reposer confortablement.\" ➜ La plupart des membres de l'expédition peuvent désormais se reposer dans leur propre espace. \"Maintenant, cet endroit ressemble vraiment à un lieu où l'on peut vivre.\"", "L'humeur diminue à cause de conditions négatives comme la faim ou les séjours prolongés dans un donjon, et elle augmente grâce à des expériences positives comme le repos ou un bon repas.": "L'humeur diminue à cause de conditions négatives comme la faim ou les séjours prolongés dans un donjon, et elle augmente grâce à des expériences positives comme le repos ou un bon repas.", "L'idée que la forêt appartienne à quelqu'un ne compte guère pour eux.": "L'idée que la forêt appartienne à quelqu'un ne compte guère pour eux.", "L'ignorer.": "L'ignorer.", "L'infâme Rat monstre rouge qui vit dans la forêt. Il possède une puissance incroyable.": "L'infâme Rat monstre rouge qui vit dans la forêt. Il possède une puissance incroyable.", "L'installation arcanique impressionnante a accéléré le rythme de fabrication.": "L'installation arcanique impressionnante a accéléré le rythme de fabrication.", "L'installation manquait, mais le déroulement de la cuisine s'est un peu amélioré.": "L'installation manquait, mais le déroulement de la cuisine s'est un peu amélioré.", "L'installation manquait, mais le déroulement de la fabrication s'est un peu amélioré.": "L'installation manquait, mais le déroulement de la fabrication s'est un peu amélioré.", "L'instant d'après, l'appareil se brise et le catalyseur détérioré explose dans toutes les directions.": "L'instant d'après, l'appareil se brise et le catalyseur détérioré explose dans toutes les directions.", "L'objectif ultime de l'expédition est de détruire le noyau d'Arcteon, le donjon doté d'une conscience propre, afin de mettre fin à la terrible apocalypse qui s'est abattue sur le monde. Comme les récentes explorations n'ont donné aucun résultat visible, les membres de l'expédition semblent commencer à s'impatienter.": "L'objectif ultime de l'expédition est de détruire le noyau d'Arcteon, le donjon doté d'une conscience propre, afin de mettre fin à la terrible apocalypse qui s'est abattue sur le monde. Comme les récentes explorations n'ont donné aucun résultat visible, les membres de l'expédition semblent commencer à s'impatienter.", "L'objectif ultime de l'expédition est de détruire le noyau d'Arctéon, le donjon doté d'une conscience propre, afin de mettre fin à la terrible apocalypse qui s'est abattue sur le monde. Comme les récentes explorations n'ont donné aucun résultat visible, les membres de l'expédition semblent commencer à s'impatienter.": "L'objectif ultime de l'expédition est de détruire le noyau d'Arctéon, le donjon doté d'une conscience propre, afin de mettre fin à la terrible apocalypse qui s'est abattue sur le monde. Comme les récentes explorations n'ont donné aucun résultat visible, les membres de l'expédition semblent commencer à s'impatienter.", "L'objectif ultime de l'équipe d'expédition est d'atteindre la partie la plus profonde du": "L'objectif ultime de l'équipe d'expédition est d'atteindre la partie la plus profonde du", "L'obscurité qui rampe silencieusement sous la terre étouffe le souffle des vivants.": "L'obscurité qui rampe silencieusement sous la terre étouffe le souffle des vivants.", "L'obscurité s'insinue à travers le pays.": "L'obscurité s'insinue à travers le pays.", "L'odeur de fumée est loin d'être ordinaire.": "L'odeur de fumée est loin d'être ordinaire.", "L'offrande minimale requise pour": "L'offrande minimale requise pour", "L'offrande minimale requise pour Monter de niveau. Les statistiques augmentent légèrement lorsqu'on monte de niveau.": "L'offrande minimale requise pour Monter de niveau. Les statistiques augmentent légèrement lorsqu'on monte de niveau.", "L'oiseau aux mille couleurs": "L'oiseau aux mille couleurs", "L'oiseau aux mille couleurs - Dungeon Settlers Wiki": "L'oiseau aux mille couleurs - Dungeon Settlers Wiki", "L'oiseau aux mille couleurs icon": "Icône L'oiseau aux mille couleurs", "L'os affûté résiste aux impacts puissants.": "L'os affûté résiste aux impacts puissants.", "L'un des rochers les plus courants.": "L'un des rochers les plus courants.", "L'un s'émerveille qu'il évoque l'appel d'un cor magnifique, tandis qu'un autre affirme qu'il ressemble à l'élégante mélodie d'une harpe.": "L'un s'émerveille qu'il évoque l'appel d'un cor magnifique, tandis qu'un autre affirme qu'il ressemble à l'élégante mélodie d'une harpe.", "L'une des roches communes que l'on trouve dans la nature.": "L'une des roches communes que l'on trouve dans la nature.", "L'unité a subi de graves dégâts et est dans un état": "L'unité a subi de graves dégâts et est dans un état", "L'unité est très épuisée.": "L'unité est très épuisée.", "L'unité est épuisée.": "L'unité est épuisée.", "L'unité n'a rien à faire.": "L'unité n'a rien à faire.", "L'utilisation stratégique de la pause est essentielle pour remporter la victoire.": "L'utilisation stratégique de la pause est essentielle pour remporter la victoire.", "L'Énergie indique le niveau d'énergie d'une unité.": "L'Énergie indique le niveau d'énergie d'une unité.", "L'Énergie se décharge lentement quand l'unité est éveillée et est consommée lors de l'utilisation des compétences.": "L'Énergie se décharge lentement quand l'unité est éveillée et est consommée lors de l'utilisation des compétences.", "L'éclat intense du cristal rouge illumine son environnement.": "L'éclat intense du cristal rouge illumine son environnement.", "L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences.": "L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences.", "L'énergie douce et épaisse de la forêt se répand dans tout le corps.": "L'énergie douce et épaisse de la forêt se répand dans tout le corps.", "L'énergie du cristal vert revitalise la terre.": "L'énergie du cristal vert revitalise la terre.", "L'énergie indique le niveau d'énergie d'une unité.": "L'énergie indique le niveau d'énergie d'une unité.", "L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient": "L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient", "L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient Sévèrement épuisé, tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.": "L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient Sévèrement épuisé, tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.", "L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de": "L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de", "L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de Énergie.": "L'énergie maximale que l'unité peut avoir. Détermine la valeur maximale de Énergie.", "L'épouvantail vous arrête précipitamment.": "L'épouvantail vous arrête précipitamment.", "L'épuisement de l'": "L'épuisement de l'", "L'épée offre un bon équilibre entre attaque et défense par rapport aux autres armes.": "L'épée offre un bon équilibre entre attaque et défense par rapport aux autres armes.", "L'épée à deux mains excelle dans les frappes puissantes, mais sa précision est faible.": "L'épée à deux mains excelle dans les frappes puissantes, mais sa précision est faible.", "L'équipement brisé retrouve le chemin du combat.": "L'équipement brisé retrouve le chemin du combat.", "L'équipement de": "L'équipement de", "L'étrange créature, qui ressemble à un amas de feuilles, se tortille sans défense dans la poigne de": "L'étrange créature, qui ressemble à un amas de feuilles, se tortille sans défense dans la poigne de", "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme": "N1-4 inférieure, N4-7 intermédiaire, N7-10 supérieure, N10-12 suprême", "La": "La", "La Agilité de toutes les unités diminue.": "La Agilité de toutes les unités diminue.", "La Constitution de toutes les unités diminue.": "La Constitution de toutes les unités diminue.", "La Force de toutes les unités est diminuée.": "La Force de toutes les unités est diminuée.", "La Force de volonté de toutes les unités diminue.": "La Force de volonté de toutes les unités diminue.", "La Grande épée excelle dans les frappes puissantes, mais sa précision est faible.": "La Grande épée excelle dans les frappes puissantes, mais sa précision est faible.", "La Guilde du Donjon est une organisation créée avec le soutien de plusieurs nations afin de prévenir les crises amenées dans le monde par": "La Guilde du Donjon est une organisation créée avec le soutien de plusieurs nations afin de prévenir les crises amenées dans le monde par", "La Guilde du Donjon est une organisation créée avec le soutien de plusieurs nations afin de prévenir les crises amenées dans le monde par Noyau du Donjon Arctéon. En prenant contact avec la guilde, vous pouvez recruter de nouveaux membres, accepter des missions ou échanger des ressources.": "La Guilde du Donjon est une organisation créée avec le soutien de plusieurs nations afin de prévenir les crises amenées dans le monde par Noyau du Donjon Arctéon. En prenant contact avec la guilde, vous pouvez recruter de nouveaux membres, accepter des missions ou échanger des ressources.", "La Intelligence de toutes les unités diminue.": "La Intelligence de toutes les unités diminue.", "La Limace se divise et devient nourriture pour les têtards. Crée aussi un dilemme où vaincre d'abord le têtard cause des dégâts d'Écho Arcanique de White Marmok, mais si le têtard est laissé vivant il mangera les cadavres. - Dungeon Settlers Wiki": "La Limace se divise et devient nourriture pour les têtards. Crée aussi un dilemme où vaincre d'abord le têtard cause des dégâts d'Écho Arcanique de White Marmok, mais si le têtard est laissé vivant il mangera les cadavres. - Dungeon Settlers Wiki", "La Liste de Recrutement est mise à jour périodiquement.": "La Liste de Recrutement est mise à jour périodiquement.", "La Perception de toutes les unités diminue.": "La Perception de toutes les unités diminue.", "La Sentinelle gagne 30": "La Sentinelle gagne 30", "La Sentinelle gagne 30 Stimulation des PV pendant 10 secondes. 120s cooldown Effects: • Stimulation des PV (on the caster): Restaure 10 Santé actuelle par cumul chaque seconde.": "La Sentinelle gagne 30 Stimulation des PV pendant 10 secondes. Recharge 120s Effets : • Stimulation des PV (sur le lanceur) : Restaure 10 Santé actuelle par cumul chaque seconde.", "La Sentinelle gagne 30 Stimulation des PV pendant 10 secondes. 120s de recharge Effets : • Stimulation des PV (sur le lanceur): Restaure 10 Santé actuelle par cumul chaque seconde.": "La Sentinelle gagne 30 Stimulation des PV pendant 10 secondes. 120s de recharge Effets : • Stimulation des PV (sur le lanceur): Restaure 10 Santé actuelle par cumul chaque seconde.", "La Statistique suggérée par la déesse pendant la prière augmentera ou diminuera d'un certain pourcentage en fonction du type de consécration choisi.": "La Statistique suggérée par la déesse pendant la prière augmentera ou diminuera d'un certain pourcentage en fonction du type de consécration choisi.", "La Terreur rouge": "La Terreur rouge", "La Terreur rouge - Dungeon Settlers Wiki": "La Terreur rouge - Dungeon Settlers Wiki", "La Terreur rouge icon": "Icône La Terreur rouge", "La Volonté de toutes les unités diminue.": "La Volonté de toutes les unités diminue.", "La bonne cuisine commence par de bons outils.": "La bonne cuisine commence par de bons outils.", "La bûche est épaisse et robuste.": "La bûche est épaisse et robuste.", "La chair pourrit, mais l'os se souvient encore de la chasse.": "La chair pourrit, mais l'os se souvient encore de la chasse.", "La chair qui bougeait encore il y a un instant devient désormais sa propre chair et sa force.": "La chair qui bougeait encore il y a un instant devient désormais sa propre chair et sa force.", "La chair se déchire, mais des éclats d'os restent.": "La chair se déchire, mais des éclats d'os restent.", "La chaleur augmente l'": "La chaleur augmente l'", "La chaleur augmente l'Humeur.": "La chaleur augmente l'Humeur.", "La chaleur augmente l'Humeur. Humeur +2 dans un rayon de 5 cases ; persiste 60 secondes.": "La chaleur augmente l'Humeur. Humeur +2 dans un rayon de 5 cases ; persiste 60 secondes.", "La chaleur augmente l'Humeur. Humeur +4 et régénération d'Énergie +0,03 dans un rayon de 5 tuiles ; persiste 60 secondes. (Une note de dev obsolète indique +8 ; le moteur applique +4.)": "La chaleur augmente l'Humeur. Humeur +4 et régénération d'Énergie +0,03 dans un rayon de 5 tuiles ; persiste 60 secondes. (Une note de dev obsolète indique +8 ; le moteur applique +4.)", "La chaleur s'éteint vite - il ne reste que la ruine silencieuse.": "La chaleur s'éteint vite - il ne reste que la ruine silencieuse.", "La chance d'esquiver les attaques. Elle est soustraite à": "La chance d'esquiver les attaques. Elle est soustraite à", "La chance d'esquiver les attaques. Elle est soustraite à Probabilité de toucher de l'attaquant et plafonnée à 80 %.": "La chance d'esquiver les attaques. Elle est soustraite à Probabilité de toucher de l'attaquant et plafonnée à 80 %.", "La chance de base qu'une attaque touche. Elle est comparée à": "La chance de base qu'une attaque touche. Elle est comparée à", "La chance de base qu'une attaque touche. Elle est comparée à Probabilité d'esquive de la cible.": "La chance de base qu'une attaque touche. Elle est comparée à Probabilité d'esquive de la cible.", "La chance de bloquer les dégâts physiques. Elle est plafonnée à 80 %.": "La chance de bloquer les dégâts physiques. Elle est plafonnée à 80 %.", "La chance de surmonter": "La chance de surmonter", "La chance de surmonter Effondrement mental lorsque Stress atteint son maximum.": "La chance de surmonter Effondrement mental lorsque Stress atteint son maximum.", "La chance fait tout.": "La chance fait tout.", "La colonie s'agrandit en fonction de la quantité de terrain purifiée de la corruption.": "La colonie s'agrandit en fonction de la quantité de terrain purifiée de la corruption.", "La communication avec la Guilde du Donjon détermine la survie et le succès de l'équipe d'expédition.": "Le fil de l'Empire d'Elros se poursuit dans le contenu non disponible (futurs boss et régions d'Elros) : voir", "La conscience augmente à mesure que vous réalisez une vérité inacceptable, mais votre humeur se détériore.": "La conscience augmente à mesure que vous réalisez une vérité inacceptable, mais votre humeur se détériore.", "La construction de la base de base est terminée, mais l'équipe d'exploration vient tout juste de finaliser son assortiment.": "La construction de la base de base est terminée, mais l'équipe d'exploration vient tout juste de finaliser son assortiment.", "La construction de votre base et la préparation des expéditions nécessitent une grande quantité de ressources. Vous pouvez collecter des ressources depuis les structures de collecte présentes sur la carte.": "La construction de votre base et la préparation des expéditions nécessitent une grande quantité de ressources. Vous pouvez collecter des ressources depuis les structures de collecte présentes sur la carte.", "La conversation commence, et vous présentez sommairement la tête tranchée de l'énorme rat sous les yeux du corbeau.": "La conversation commence, et vous présentez sommairement la tête tranchée de l'énorme rat sous les yeux du corbeau.", "La coquille est épaisse et dure, elle ne se casse pas facilement.": "La coquille est épaisse et dure, elle ne se casse pas facilement.", "La corruption créée par les ronces sera également supprimée.": "La corruption créée par les ronces sera également supprimée.", "La couronne a disparu, mais la voix dominante demeure.": "La couronne a disparu, mais la voix dominante demeure.", "La culpabilité d'avoir mangé de la viande pèse sur votre esprit.": "La culpabilité d'avoir mangé de la viande pèse sur votre esprit.", "La danse de la jeunesse, ce qui s'élève de la terre, avant de redescendre à la terre - Tagor, barde homme-lézard": "La danse de la jeunesse, ce qui s'élève de la terre, avant de redescendre à la terre - Tagor, barde homme-lézard", "La douce lueur du cristal bleu apporte la tranquillité.": "La douce lueur du cristal bleu apporte la tranquillité.", "La douce odeur du miel se répand dans toute la forêt.": "La douce odeur du miel se répand dans toute la forêt.", "La douleur n'est qu'un phénomène intéressant, rien de plus.": "La douleur n'est qu'un phénomène intéressant, rien de plus.", "La douleur réduit": "La douleur réduit", "La douleur réduit Humeur.": "La douleur réduit Humeur.", "La durabilité actuelle qu'un objet, un équipement ou un bâtiment peut supporter. Lorsqu'elle atteint 0, il est détruit ou retiré.": "La durabilité actuelle qu'un objet, un équipement ou un bâtiment peut supporter. Lorsqu'elle atteint 0, il est détruit ou retiré.", "La durabilité de l'équipement est faible.": "La durabilité de l'équipement est faible.", "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.": "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.", "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. Accordé par 3 compétences": "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. Accordé par 3 compétences", "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. Granted by 3 skills": "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde. Accordé par 3 compétences", "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par...": "La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par...", "La durabilité est un peu douteuse, mais ça fonctionne.": "La durabilité est un peu douteuse, mais ça fonctionne.", "La durabilité maximale.": "La durabilité maximale.", "La fabrication d'outils magiques prend peu à peu forme, mais il est encore diffi...": "La fabrication d'outils magiques prend peu à peu forme, mais il est encore diffi...", "La fabrication d'outils magiques prend peu à peu forme, mais il est encore difficile de la dire stable. Avec un atelier amélioré, le travail pourrait être effectué bien plus efficacement. \"La magie peut devenir dangereuse à la moindre erreur. Il nous faut un meilleur atelier.\"": "La fabrication d'outils magiques prend peu à peu forme, mais il est encore difficile de la dire stable. Avec un atelier amélioré, le travail pourrait être effectué bien plus efficacement. \"La magie peut devenir dangereuse à la moindre erreur. Il nous faut un meilleur atelier.\"", "La fabrication d'outils magiques prend peu à peu forme, mais il est encore difficile de la dire stable. Avec un atelier amélioré, le travail pourrait être effectué bien plus efficacement. \"La magie peut devenir dangereuse à la moindre erreur. Il nous faut un meilleur atelier.\" ➜ Dans l'atelier arcanique amélioré, les matériaux d'outils magiques peuvent désormais être manipulés plus sûrement. \"Maintenant, cet espace a plutôt fière allure.\"": "La fabrication d'outils magiques prend peu à peu forme, mais il est encore difficile de la dire stable. Avec un atelier amélioré, le travail pourrait être effectué bien plus efficacement. \"La magie peut devenir dangereuse à la moindre erreur. Il nous faut un meilleur atelier.\" ➜ Dans l'atelier arcanique amélioré, les matériaux d'outils magiques peuvent désormais être manipulés plus sûrement. \"Maintenant, cet espace a plutôt fière allure.\"", "La famine prolongée conduira à la mort.": "La famine prolongée conduira à la mort.", "La famine prolongée entraînera la mort.": "La famine prolongée entraînera la mort.", "La fin sera grandiose.": "La fin sera grandiose.", "La fleur éveillée attend la main qui a effacé son sommeil.": "La fleur éveillée attend la main qui a effacé son sommeil.", "La fonction investigation vous permet de prévisualiser les traits des monstres et les compétences à l'avance.": "La fonction investigation vous permet de prévisualiser les traits des monstres et les compétences à l'avance.", "La forêt connue sous le nom de Voile du Silence. Des arbres denses s'élèvent comme des murs, et un silence étrange pèse sur tout. Ni le vent ni le chant des oiseaux ne perturbent cette quiétude.": "La forêt connue sous le nom de Voile du Silence. Des arbres denses s'élèvent comme des murs, et un silence étrange pèse sur tout. Ni le vent ni le chant des oiseaux ne perturbent cette quiétude.", "La forêt est si calme. Comme si quelque chose n'allait pas.": "La forêt est si calme. Comme si quelque chose n'allait pas.", "La frontière entre le physique et le magique s'estompe.": "La frontière entre le physique et le magique s'estompe.", "La gestion commence au bord de l'effondrement.": "La gestion commence au bord de l'effondrement.", "La gloire de l'empire a disparu, mais des traces de sa magie subsistent.": "La gloire de l'empire a disparu, mais des traces de sa magie subsistent.", "La grâce de la déesse vous accompagne.": "La grâce de la déesse vous accompagne.", "La guilde a offert une prime pour les monstres d'élite. Vaincre des monstres d'élite vo...": "La guilde a offert une prime pour les monstres d'élite. Vaincre des monstres d'élite vo...", "La guilde a offert une prime pour les monstres d'élite. Vaincre des monstres d'élite vous rapportera de l'or.": "La guilde a offert une prime pour les monstres d'élite. Vaincre des monstres d'élite vous rapportera de l'or.", "La guilde attend beaucoup de cette expédition.": "La guilde attend beaucoup de cette expédition.", "La haine des Lycans": "La haine des Lycans", "La haine des Lycans - Dungeon Settlers Wiki": "La haine des Lycans - Dungeon Settlers Wiki", "La herbe énergisée du donjon possède d'excellentes propriétés nutritives, mais son goût est carrément écœurant : ses fibres étrangement coriaces se coincent entre les dents, même après trempage, et l'amertume ne reste pas en bouche - elle transperce tout l'estomac avant de quitter votre organisme, et la douleur suffit à vous indiquer jusqu'où elle s'est propagée.": "La herbe énergisée du donjon possède d'excellentes propriétés nutritives, mais son goût est carrément écœurant : ses fibres étrangement coriaces se coincent entre les dents, même après trempage, et l'amertume ne reste pas en bouche - elle transperce tout l'estomac avant de quitter votre organisme, et la douleur suffit à vous indiquer jusqu'où elle s'est propagée.", "La journée de": "La journée de", "La lumière repousse doucement l'obscurité.": "La lumière repousse doucement l'obscurité.", "La magie de l'eau excelle dans l'invocation et l'application de Boucliers.": "La magie de l'eau excelle dans l'invocation et l'application de Boucliers.", "La magie de la nature est spécialisée dans les soins et utilise les plantes de diverses façons.": "La magie de la nature est spécialisée dans les soins et utilise les plantes de diverses façons.", "La magie du donjon déforme les sens. Toutes les unités reçoivent ce malus.": "La magie du donjon déforme les sens. Toutes les unités reçoivent ce malus.", "La magie du feu incinère les ennemis en infligeant de lourds dégâts.": "La magie du feu incinère les ennemis en infligeant de lourds dégâts.", "La magie instable a déformé le métal.": "La magie instable a déformé le métal.", "La magie qui émane du donjon augmente la récupération de santé dans la zone environnante.": "La magie qui émane du donjon augmente la récupération de santé dans la zone environnante.", "La mine abandonnée": "La mine abandonnée", "La mine abandonnée (13)": "La mine abandonnée (13)", "La mine abandonnée - desc": "La mine abandonnée - desc", "La monnaie de base du continent.": "La monnaie de base du continent.", "La méfiance envers les expéditions grandit au sein de la colonie.": "La méfiance envers les expéditions grandit au sein de la colonie.", "La nature ne pardonne pas à ceux qui sont faibles et naïfs.": "La nature ne pardonne pas à ceux qui sont faibles et naïfs.", "La nourriture délicieuse améliore l'": "La nourriture délicieuse améliore l'", "La nourriture grillée améliore grandement l'humeur, mais ne remplit pas beaucoup l'estomac.": "La nourriture grillée améliore grandement l'humeur, mais ne remplit pas beaucoup l'estomac.", "La nourriture va bientôt s'épuiser. Pensez à en obtenir davantage.": "La nourriture va bientôt s'épuiser. Pensez à en obtenir davantage.", "La nuit où l'enfant est né, les chiens du village ont hurlé toute la nuit.": "La nuit où l'enfant est né, les chiens du village ont hurlé toute la nuit.", "La nuit, dans le silence, une voix inconnue se fait entendre.": "La nuit, dans le silence, une voix inconnue se fait entendre.", "La nuit, la portée de vision des unités diminue.": "La nuit, la portée de vision des unités diminue.", "La nuit, une voix inconnue se fait entendre dans le silence. La nuit, toutes les unités gagnent": "La nuit, une voix inconnue se fait entendre dans le silence. La nuit, toutes les unités gagnent", "La nuit, une voix inconnue se fait entendre dans le silence. La nuit, toutes les unités gagnent Murmure Sombre.": "La nuit, une voix inconnue se fait entendre dans le silence. La nuit, toutes les unités gagnent Murmure Sombre.", "La nuit, une voix inconnue se fait entendre dans le silence. La nuit, toutes les unités...": "La nuit, une voix inconnue se fait entendre dans le silence. La nuit, toutes les unités...", "La plupart des zones sont envahies par des lianes sombres et épineuses, le sol est stérile et peu de créatures survivent.": "La plupart des zones sont envahies par des lianes sombres et épineuses, le sol est stérile et peu de créatures survivent.", "La porte du Donjon créée par": "La porte du Donjon créée par", "La porte du Donjon créée par Noyau du Donjon Arctéon pour apporter la ruine au continent. Les terres alentour ont été vidées d'énergie et transformées en Terre stérile.": "La porte du Donjon créée par Noyau du Donjon Arctéon pour apporter la ruine au continent. Les terres alentour ont été vidées d'énergie et transformées en Terre stérile.", "La portée à laquelle l'unité révèle les zones proches et peut repérer les ennemis.": "La portée à laquelle l'unité révèle les zones proches et peut repérer les ennemis.", "La première réponse qui vous vient à l'esprit sort de votre bouche.": "La première réponse qui vous vient à l'esprit sort de votre bouche.", "La probabilité qu'une attaque réussie devienne un coup critique.": "La probabilité qu'une attaque réussie devienne un coup critique.", "La prochaine proie est décidée.": "La prochaine proie est décidée.", "La protection de l'Arbre du Monde augmente la durée des effets positifs pour toutes les unités de 20 %.": "La protection de l'Arbre du Monde augmente la durée des effets positifs pour toutes les unités de 20 %.", "La protection de l'Arbre du Monde augmente la durée des effets positifs pour toutes les...": "La protection de l'Arbre du Monde augmente la durée des effets positifs pour toutes les...", "La précision et le taux d'évasion diminuent en raison de la malédiction des morts.": "La précision et le taux d'évasion diminuent en raison de la malédiction des morts.", "La présence observatrice": "La présence observatrice", "La présence observatrice - Dungeon Settlers Wiki": "La présence observatrice - Dungeon Settlers Wiki", "La présence observatrice icon": "Icône La présence observatrice", "La puissance d'attaque physique augmente d'une valeur égale à 10% de la santé perdue.": "La puissance d'attaque physique augmente d'une valeur égale à 10% de la santé perdue.", "La puissance d'attaque physique augmente de 30% par charge.": "La puissance d'attaque physique augmente de 30% par charge.", "La puissance d'attaque physique augmente de 30% par charge. Accordé par 1 compétence": "La puissance d'attaque physique augmente de 30% par charge. Accordé par 1 compétence", "La puissance d'attaque physique augmente de 30% par charge. Granted by 1 skill": "La puissance d'attaque physique augmente de 30% par charge. Accordé par 1 compétence", "La qualité moyenne des murs/sols de la salle doit être de": "La qualité moyenne des murs/sols de la salle doit être de", "La qualité totale de décoration dans la salle doit être de": "La qualité totale de décoration dans la salle doit être de", "La quantité de Pierres de Mana offertes détermine le bonus aux augmentations de caractéristiques.": "La quantité de Pierres de Mana offertes détermine le bonus aux augmentations de caractéristiques.", "La quantité de pierre déposée augmente de 100%.": "La quantité de pierre déposée augmente de 100%.", "La reconnaissance de la guilde varie selon la réputation de votre expédition.": "La reconnaissance de la guilde varie selon la réputation de votre expédition.", "La ressource qui a le plus manqué récemment à l'expédition est le bois. Le bois ...": "La ressource qui a le plus manqué récemment à l'expédition est le bois. Le bois ...", "La ressource qui a le plus manqué récemment à l'expédition est le bois. Le bois est une ressource importante, utilisée dans de nombreux domaines, notamment la fabrication d'équipement et la construction. \"Comme vous le savez tous, nous avons besoin de davantage de bois.\"": "La ressource qui a le plus manqué récemment à l'expédition est le bois. Le bois est une ressource importante, utilisée dans de nombreux domaines, notamment la fabrication d'équipement et la construction. \"Comme vous le savez tous, nous avons besoin de davantage de bois.\"", "La ressource qui a le plus manqué récemment à l'expédition est le bois. Le bois est une ressource importante, utilisée dans de nombreux domaines, notamment la fabrication d'équipement et la construction. \"Comme vous le savez tous, nous avons besoin de davantage de bois.\" ➜ Avec suffisamment de bois en réserve, la gestion du campement commence à devenir moins tendue. \"Avec cette quantité, nous aurons moins à nous soucier du bois pendant un moment.\"": "La ressource qui a le plus manqué récemment à l'expédition est le bois. Le bois est une ressource importante, utilisée dans de nombreux domaines, notamment la fabrication d'équipement et la construction. \"Comme vous le savez tous, nous avons besoin de davantage de bois.\" ➜ Avec suffisamment de bois en réserve, la gestion du campement commence à devenir moins tendue. \"Avec cette quantité, nous aurons moins à nous soucier du bois pendant un moment.\"", "La rusticité du bois est palpable.": "La rusticité du bois est palpable.", "La régénération de la santé augmente.": "La régénération de la santé augmente.", "La régénération de vitalité augmente.": "La régénération de vitalité augmente.", "La sagesse des anciens s'écoule de l'étagère.": "La sagesse des anciens s'écoule de l'étagère.", "La sagesse des anciens émane de l'étagère.": "La sagesse des anciens émane de l'étagère.", "La salle de loisirs luxueuse restaure pleinement le corps et l'esprit.": "La salle de loisirs luxueuse restaure pleinement le corps et l'esprit.", "La salle de recherche actuelle ne semble plus pouvoir suivre l'augmentation des ...": "La salle de recherche actuelle ne semble plus pouvoir suivre l'augmentation des ...", "La salle de recherche actuelle ne semble plus pouvoir suivre l'augmentation des recherches et des archives. Le moment est venu de préparer un meilleur environnement de recherche. \"Si nous voulons accumuler du savoir, commençons par améliorer l'environnement de recherche.\"": "La salle de recherche actuelle ne semble plus pouvoir suivre l'augmentation des recherches et des archives. Le moment est venu de préparer un meilleur environnement de recherche. \"Si nous voulons accumuler du savoir, commençons par améliorer l'environnement de recherche.\"", "La salle de recherche actuelle ne semble plus pouvoir suivre l'augmentation des recherches et des archives. Le moment est venu de préparer un meilleur environnement de recherche. \"Si nous voulons accumuler du savoir, commençons par améliorer l'environnement de recherche.\" ➜ Avec l'agrandissement des installations de recherche, la vitesse et l'efficacité des recherches se sont nettement améliorées. \"Bien. Nous pouvons maintenant mener de véritables recherches.\"": "La salle de recherche actuelle ne semble plus pouvoir suivre l'augmentation des recherches et des archives. Le moment est venu de préparer un meilleur environnement de recherche. \"Si nous voulons accumuler du savoir, commençons par améliorer l'environnement de recherche.\" ➜ Avec l'agrandissement des installations de recherche, la vitesse et l'efficacité des recherches se sont nettement améliorées. \"Bien. Nous pouvons maintenant mener de véritables recherches.\"", "La salle à manger impressionnante a rendu le repas plus satisfaisant.": "La salle à manger impressionnante a rendu le repas plus satisfaisant.", "La salle était impressionnante, mais la partager gênait un peu.": "La salle était impressionnante, mais la partager gênait un peu.", "La santé se compose de": "La santé se compose de", "La sincérité finit toujours par toucher sa cible.": "La sincérité finit toujours par toucher sa cible.", "La situation devient de plus en plus précaire, et le stress des membres de l'expédition semble prêt à éclater à tout moment. À la fin de la discussion, rien n'a été résolu, ne laissant qu'un lourd silence suspendu dans l'air.": "La situation devient de plus en plus précaire, et le stress des membres de l'expédition semble prêt à éclater à tout moment. À la fin de la discussion, rien n'a été résolu, ne laissant qu'un lourd silence suspendu dans l'air.", "La texture rugueuse de l'os lui confère un air intimidant.": "La texture rugueuse de l'os lui confère un air intimidant.", "La texture rugueuse de l'os renforce son allure menaçante.": "La texture rugueuse de l'os renforce son allure menaçante.", "La valeur de": "La valeur de", "La valeur de Agilité de toutes les unités est augmentée.": "La valeur de Agilité de toutes les unités est augmentée.", "La valeur de Constitution de toutes les unités est augmentée.": "La valeur de Constitution de toutes les unités est augmentée.", "La valeur de Force de toutes les unités est augmentée.": "La valeur de Force de toutes les unités est augmentée.", "La valeur de Force de volonté de toutes les unités est augmentée.": "La valeur de Force de volonté de toutes les unités est augmentée.", "La valeur de Intelligence de toutes les unités est augmentée.": "La valeur de Intelligence de toutes les unités est augmentée.", "La valeur de Perception de toutes les unités est augmentée.": "La valeur de Perception de toutes les unités est augmentée.", "La valeur de Volonté de toutes les unités est augmentée.": "La valeur de Volonté de toutes les unités est augmentée.", "La valeur maximale de la jauge de faim de l'unité. Détermine la valeur maximale de": "La valeur maximale de la jauge de faim de l'unité. Détermine la valeur maximale de", "La valeur maximale de la jauge de faim de l'unité. Détermine la valeur maximale de Faim : plus elle est élevée, plus elle met de temps à atteindre 0.": "La valeur maximale de la jauge de faim de l'unité. Détermine la valeur maximale de Faim : plus elle est élevée, plus elle met de temps à atteindre 0.", "La veinure rouge augmente son tranchant et son agilité.": "La veinure rouge augmente son tranchant et son agilité.", "La viande gagnerait à être un peu plus savoureuse, mais elle est quand même assez bonne.": "La viande gagnerait à être un peu plus savoureuse, mais elle est quand même assez bonne.", "La visée précise mène à la victoire.": "La visée précise mène à la victoire.", "La vitesse d'attaque augmente de 2 %.": "La vitesse d'attaque augmente de 2 %.", "La vitesse d'attaque augmente de 25 %.": "La vitesse d'attaque augmente de 25 %.", "La vitesse d'attaque augmente de ? %.": "La vitesse d'attaque augmente de ? %.", "La vitesse de déplacement de l'unité. Utilisée pour calculer les déplacements des compétences de mouvement et en combat.": "La vitesse de déplacement de l'unité. Utilisée pour calculer les déplacements des compétences de mouvement et en combat.", "La vitesse de déplacement est fortement réduite.": "La vitesse de déplacement est fortement réduite.", "La vitesse de déplacement est réduite.": "La vitesse de déplacement est réduite.", "La vitesse des activités de loisirs augmente.": "La vitesse des activités de loisirs augmente.", "La voix d'une femme... quel enchantement !": "La voix d'une femme... quel enchantement !", "La voix de l'Inspecteur s'élève du bec du corbeau.": "La voix de l'Inspecteur s'élève du bec du corbeau.", "La voix du Surveillant vient du bec du corbeau.": "La voix du Surveillant vient du bec du corbeau.", "Laboratoire de recherche": "Laboratoire de recherche", "Laboratoire de recherche correct": "Laboratoire de recherche correct", "Laboratoire de recherche correct minimum room layout": "Laboratoire de recherche correct : agencement minimal", "Laboratoire de recherche délabré": "Laboratoire de recherche délabré", "Laboratoire de recherche délabré minimum room layout": "Laboratoire de recherche délabré : agencement minimal", "Laboratoire de recherche fantastique": "Laboratoire de recherche fantastique", "Laboratoire de recherche impressionnant": "Laboratoire de recherche impressionnant", "Laboratoire de recherche impressionnant - flavor": "Laboratoire de recherche impressionnant - flavor", "Laboratoire de recherche luxueux": "Laboratoire de recherche luxueux", "Laboratoire de recherche médiocre": "Laboratoire de recherche médiocre", "Laboratoire de recherche médiocre minimum room layout": "Laboratoire de recherche médiocre : agencement minimal", "Laboratoire de recherche ordinaire": "Laboratoire de recherche ordinaire", "Laboratoire de recherche ordinaire minimum room layout": "Laboratoire de recherche ordinaire : agencement minimal", "Lacks emotions and feels indifferent to the suffering of others.": "Manque d'émotions et se sent indifférent à la souffrance des autres.", "Lacks emotions and feels indifferent to the suffering of others. Gains": "Manque d'émotions et reste indifférent à la souffrance d'autrui. Gagnez", "Lacks emotions and feels indifferent to the suffering of others. Gains Témoin de la mort d'autrui when someone dies.": "Manque d'émotions et reste indifférent à la souffrance d'autrui. Gagnez Témoin de la mort d'autrui quand quelqu'un meurt.", "Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.": "Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.", "Laissez l'unité dormir, s'allonger dans un lit ou se reposer près d'un feu de camp pour récupérer de l'énergie.": "Laissez l'unité dormir, s'allonger dans un lit ou se reposer près d'un feu de camp pour récupérer de l'énergie.", "Laissez ça tranquille.": "Laissez ça tranquille.", "Laissez-le tranquille.": "Laissez-le tranquille.", "Laissez-moi faire.": "Laissez-moi faire.", "Lame aiguisée": "Lame aiguisée", "Lame aiguisée - Dungeon Settlers Wiki": "Lame aiguisée - Dungeon Settlers Wiki", "Lame aiguisée icon": "Icône Lame aiguisée", "Lance - name": "Lance - name", "Lance d'os": "Lance d'os", "Lance d'os - Dungeon Settlers Wiki": "Lance d'os - Dungeon Settlers Wiki", "Lance d'os icon": "Lance d'os icon", "Lance de base en bois léger.": "Lance de base en bois léger.", "Lance de fer": "Lance de fer", "Lance de fer - Dungeon Settlers Wiki": "Lance de fer - Dungeon Settlers Wiki", "Lance de fer icon": "Lance de fer icon", "Lance en Arcron": "Lance en Arcron", "Lance en Arcron - Dungeon Settlers Wiki": "Lance en Arcron - Dungeon Settlers Wiki", "Lance en Arcron icon": "Lance en Arcron icon", "Lance en bois": "Lance en bois", "Lance en bois - Dungeon Settlers Wiki": "Lance en bois - Dungeon Settlers Wiki", "Lance en bois de Bloodwood": "Lance en bois de Bloodwood", "Lance en bois de Bloodwood - Dungeon Settlers Wiki": "Lance en bois de Bloodwood - Dungeon Settlers Wiki", "Lance en bois de Bloodwood icon": "Lance en bois de Bloodwood icon", "Lance en bois icon": "Lance en bois icon", "Lance en bois sanguin": "Lance en bois sanguin", "Lance en bois sanguin - Dungeon Settlers Wiki": "Lance en bois sanguin - Dungeon Settlers Wiki", "Lance en bronze": "Lance en bronze", "Lance en bronze - Dungeon Settlers Wiki": "Lance en bronze - Dungeon Settlers Wiki", "Lance en bronze icon": "Lance en bronze icon", "Lance en carapace": "Lance en carapace", "Lance en carapace - Dungeon Settlers Wiki": "Lance en carapace - Dungeon Settlers Wiki", "Lance en carapace icon": "Lance en carapace icon", "Lance en cuivre": "Lance en cuivre", "Lance en cuivre - Dungeon Settlers Wiki": "Lance en cuivre - Dungeon Settlers Wiki", "Lance en cuivre icon": "Lance en cuivre icon", "Lance en étain": "Lance en étain", "Lance en étain - Dungeon Settlers Wiki": "Lance en étain - Dungeon Settlers Wiki", "Lance en étain icon": "Lance en étain icon", "Lance une chaîne sur la cible, infligeant des dégâts physiques équivalant à 100% de": "Lance une chaîne sur la cible, infligeant des dégâts physiques équivalant à 100% de", "Lance une chaîne sur la cible, infligeant des dégâts physiques équivalant à 100% de Puissance d'attaque physique et tirant la cible vers une position adjacente. Le lanceur est affecté par le Provocation de la cible pendant 2 secondes. Applique Immobilisation pendant 1 secondes et Lent pendant 3 secondes à la cible. 15s cooldown Effects: • Provocation (on the caster): Attaque en priorité la cible qui t'a provoqué. • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle. • Lent (on enemy): -30% Vitesse de déplacement": "Lance une chaîne sur la cible, infligeant des dégâts physiques équivalant à 100% de Puissance d'attaque physique et tirant la cible vers une position adjacente. Le lanceur est affecté par le Provocation de la cible pendant 2 secondes. Applique Immobilisation pendant 1 secondes et Lent pendant 3 secondes à la cible. 15s cooldown Effects: • Provocation (on the caster): Attaque en priorité la cible qui t'a provoqué. • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle. • Lent (on enemy): -30% Vitesse de déplacement", "Lance une chaîne sur la cible, infligeant des dégâts physiques équivalant à 100% de Puissance d'attaque physique et tirant la cible vers une position adjacente. Le lanceur est affecté par le Provocation de la cible pendant 2 secondes. Applique Immobilisation pendant 1 secondes et Lent pendant 3 secondes à la cible. 15s de recharge Effets : • Provocation (sur le lanceur): Attaque en priorité la cible qui t'a provoqué. • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle. • Lent (sur l'ennemi): -30% Vitesse de déplacement": "Lance une chaîne sur la cible, infligeant des dégâts physiques équivalant à 100% de Puissance d'attaque physique et tirant la cible vers une position adjacente. Le lanceur est affecté par le Provocation de la cible pendant 2 secondes. Applique Immobilisation pendant 1 secondes et Lent pendant 3 secondes à la cible. 15s de recharge Effets : • Provocation (sur le lanceur): Attaque en priorité la cible qui t'a provoqué. • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle. • Lent (sur l'ennemi): -30% Vitesse de déplacement", "Lancer de Gobelin": "Lancer de Gobelin", "Lancer de Gobelin - Dungeon Settlers Wiki": "Lancer de Gobelin - Dungeon Settlers Wiki", "Lancer de Gobelin icon": "Icône de Lancer de Gobelin", "Lancer de Gobelin portée et zone affichées sur une salle de donjon": "Lancer de Gobelin portée et zone affichées sur une salle de donjon", "Lancer de Gobelin portée et zone sur une salle de donjon": "Lancer de Gobelin portée et zone sur une salle de donjon", "Lancer de Gobelin range and area on a dungeon room": "Lancer de Gobelin portée et zone dans une salle de donjon", "Lancer de Gobelin range and area shown on a dungeon room": "Portée et zone de Lancer de Gobelin affichées sur une salle de donjon", "Lancer de dague": "Lancer de dague", "Lancer de filet": "Lancer de filet", "Lancer de filet - Dungeon Settlers Wiki": "Lancer de filet - Dungeon Settlers Wiki", "Lancer de filet icon": "Icône de Lancer de filet", "Lancer de filet portée et zone affichées sur une salle de donjon": "Lancer de filet portée et zone affichées sur une salle de donjon", "Lancer de filet portée et zone sur une salle de donjon": "Lancer de filet portée et zone sur une salle de donjon", "Lancer de filet range and area on a dungeon room": "Lancer de filet portée et zone dans une salle de donjon", "Lancer de filet range and area shown on a dungeon room": "Lancer de filet : portée et zone affichées sur une salle de donjon", "Lancer un missile": "Lancer un missile", "Lancer un missile - Dungeon Settlers Wiki": "Lancer un missile - Dungeon Settlers Wiki", "Lancer un missile icon": "icône Lancer un missile", "Lancer un missile portée et zone affichées sur une salle de donjon": "Lancer un missile portée et zone affichées sur une salle de donjon", "Lancer un missile range and area shown on a dungeon room": "Portée et zone de Lancer un missile affichées sur une salle de donjon", "Langue insensible": "Langue insensible", "Langue insensible - Dungeon Settlers Wiki": "Langue insensible - Dungeon Settlers Wiki", "Langue insensible icon": "Langue insensible icône", "Large Blue Crystal Remnant": "Large Blue Crystal Remnant", "Large Blue Crystal Remnant - Dungeon Settlers Wiki": "Vestige de grand cristal bleu - Dungeon Settlers Wiki", "Large Copper Node Random": "Large Copper Node Random", "Large Copper Node Remnant": "Large Copper Node Remnant", "Large Copper Node Remnant - Dungeon Settlers Wiki": "Vestige de grand gisement de cuivre - Dungeon Settlers Wiki", "Large Dirt Rock Fixed": "Large Dirt Rock Fixed", "Large Dirt Rock Random": "Large Dirt Rock Random", "Large Dirt Rock Remnant": "Large Dirt Rock Remnant", "Large Dirt Rock Remnant - Dungeon Settlers Wiki": "Vestige de grand rocher terreux - Dungeon Settlers Wiki", "Large Dust Root Fixed": "Large Dust Root Fixed", "Large Dust Root Random": "Large Dust Root Random", "Large Dust Root Remnant": "Large Dust Root Remnant", "Large Dust Root Remnant - Dungeon Settlers Wiki": "Vestige de grande racine poussiéreuse - Dungeon Settlers Wiki", "Large Green Crystal Remnant": "Large Green Crystal Remnant", "Large Green Crystal Remnant - Dungeon Settlers Wiki": "Vestige de grand cristal vert - Dungeon Settlers Wiki", "Large Red Crystal Remnant": "Large Red Crystal Remnant", "Large Red Crystal Remnant - Dungeon Settlers Wiki": "Vestige de grand cristal rouge - Dungeon Settlers Wiki", "Large Room 1": "Grande salle 1", "Large Room 2": "Grande salle 2", "Large Silver Vein Remnant": "Large Silver Vein Remnant", "Large Silver Vein Remnant - Dungeon Settlers Wiki": "Vestige de grande veine d'argent - Dungeon Settlers Wiki", "Large Twisted Tree Fixed": "Large Twisted Tree Fixed", "Large Twisted Tree Remnant": "Large Twisted Tree Remnant", "Large Twisted Tree Remnant - Dungeon Settlers Wiki": "Vestige de grand arbre tordu - Dungeon Settlers Wiki", "Larme de sang": "Larme de sang", "Larme de sang - Dungeon Settlers Wiki": "Larme de sang - Dungeon Settlers Wiki", "Larme de sang portée et zone affichées sur une salle de donjon": "Larme de sang portée et zone affichées sur une salle de donjon", "Larme de sang portée et zone sur une salle de donjon": "Larme de sang portée et zone sur une salle de donjon", "Larmes de la Déesse": "Larmes de la Déesse", "Larmes de la Déesse - Dungeon Settlers Wiki": "Larmes de la Déesse - Dungeon Settlers Wiki", "Larmes de la Déesse icon": "Larmes de la Déesse icon", "Larmes de la Déesse portée et zone affichées sur une salle de donjon": "Larmes de la Déesse portée et zone affichées sur une salle de donjon", "Larve carnée": "Larve carnée", "Larve carnée 1": "Larve carnée 1", "Larve carnée 1 (resource node)": "Larve carnée 1 (nœud de ressource)", "Larve carnée 1 (resource node) - Dungeon Settlers Wiki": "Larve carnée 1 (resource node) - Dungeon Settlers Wiki", "Larve carnée 1 (source de ressources)": "Larve carnée 1 (source de ressources)", "Larve carnée 1 (source de ressources) - Dungeon Settlers Wiki": "Larve carnée 1 (source de ressources) - Dungeon Settlers Wiki", "Larve carnée 2": "Larve carnée 2", "Larve carnée 2 (resource node)": "Larve carnée 2 (nœud de ressource)", "Larve carnée 2 (resource node) - Dungeon Settlers Wiki": "Larve carnée 2 (resource node) - Dungeon Settlers Wiki", "Larve carnée 2 (source de ressources)": "Larve carnée 2 (source de ressources)", "Larve carnée 2 (source de ressources) - Dungeon Settlers Wiki": "Larve carnée 2 (source de ressources) - Dungeon Settlers Wiki", "Larve de Viande": "Larve de Viande", "Larve de Viande (source de ressources)": "Larve de Viande (source de ressources)", "Larve de Viande (source de ressources) - Dungeon Settlers Wiki": "Larve de Viande (source de ressources) - Dungeon Settlers Wiki", "Larve de Viande 2": "Larve de Viande 2", "Larve de Viande Géante": "Larve de Viande Géante", "Larve de Viande Géante (source de ressources)": "Larve de Viande Géante (source de ressources)", "Larve de Viande Géante (source de ressources) - Dungeon Settlers Wiki": "Larve de Viande Géante (source de ressources) - Dungeon Settlers Wiki", "Larve de viande 2": "Larve de viande 2", "Las des jeux de cartes": "Las des jeux de cartes", "Las des jeux de cartes - Dungeon Settlers Wiki": "Las des jeux de cartes - Dungeon Settlers Wiki", "Las des jeux de cartes icon": "Las des jeux de cartes icon", "Las des jeux de dés": "Las des jeux de dés", "Las des jeux de dés - Dungeon Settlers Wiki": "Las des jeux de dés - Dungeon Settlers Wiki", "Las des jeux de dés icon": "Las des jeux de dés icon", "Las des jeux de fléchettes": "Las des jeux de fléchettes", "Las des jeux de fléchettes - Dungeon Settlers Wiki": "Las des jeux de fléchettes - Dungeon Settlers Wiki", "Las des jeux de fléchettes icon": "Las des jeux de fléchettes icon", "Last Refuge": "Dernier refuge", "LastAbyessFloor": "LastAbyessFloor", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement.": "Tard dans la nuit, tandis que tout le monde dort, un long hurlement résonne en dehors du campement.", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}, {1}, and the other Lycan expediti": "Tard dans la nuit, tandis que tout le monde dort, un long hurlement résonne en dehors du campement. Awoooo !! Awoooo !! Réveillé par le bruit, vous sortez et trouvez {0}, {1}, et les autres expéditi", "Late into the night when everyone is asleep, a long howling sound echoes from outside the settlement. Awooo!! Awooo!! ...": "Tard dans la nuit quand tout le monde dort, un long hurlement retentit de l'extérieur de l'établissement. Awooo!! Awooo!! ...", "Layout": "Disposition", "Layout saved": "Disposition enregistrée", "Layout variants": "Variantes d'agencement", "Le": "Le", "Le Marais de la Mort": "Le Marais de la Mort", "Le Noyau du Donjon est un dispositif qui maintient le": "Le Noyau du Donjon est un dispositif qui maintient le", "Le Noyau du Donjon est un dispositif qui maintient le Donjon, un espace interdimensionnel créé pour les expériences magiques du Empire d'Elros. Lorsque d'importantes quantités de pierres magiques furent fournies pour la recherche du pouvoir infini, Noyau du Donjon Arctéon s'éveilla, prit conscience et se donna le nom d'Arcteon. Après avoir pris le contrôle du Donjon, Arcteon créa des Portail du donjons à travers le continent pour apporter la ruine au monde. L'objectif ultime de l'équipe d'expédition est d'atteindre la partie la plus profonde du Donjon et de détruire cet être malveillant.": "Le Noyau du Donjon est un dispositif qui maintient le Donjon, un espace interdimensionnel créé pour les expériences magiques du Empire d'Elros. Lorsque d'importantes quantités de pierres magiques furent fournies pour la recherche du pouvoir infini, Noyau du Donjon Arctéon s'éveilla, prit conscience et se donna le nom d'Arcteon. Après avoir pris le contrôle du Donjon, Arcteon créa des Portail du donjons à travers le continent pour apporter la ruine au monde. L'objectif ultime de l'équipe d'expédition est d'atteindre la partie la plus profonde du Donjon et de détruire cet être malveillant.", "Le Noyau du Donjon est un dispositif qui maintient le Donjon, un espace interdimensionnel créé pour les expériences magiques du Empire d'Elros. Lorsque d'importantes quantités de pierres magiques furent fournies pour la recherche du pouvoir infini, Noyau du Donjon Arctéon s'éveilla, prit conscience et se donna le nom d'Arctéon. Après avoir pris le contrôle du Donjon, Arctéon créa des Portail du donjons à travers le continent pour apporter la ruine au monde. L'objectif ultime de l'équipe d'expédition est d'atteindre la partie la plus profonde du Donjon et de détruire cet être malveillant.": "Le Noyau du Donjon est un dispositif qui maintient le Donjon, un espace interdimensionnel créé pour les expériences magiques du Empire d'Elros. Lorsque d'importantes quantités de pierres magiques furent fournies pour la recherche du pouvoir infini, Noyau du Donjon Arctéon s'éveilla, prit conscience et se donna le nom d'Arctéon. Après avoir pris le contrôle du Donjon, Arctéon créa des Portail du donjons à travers le continent pour apporter la ruine au monde. L'objectif ultime de l'équipe d'expédition est d'atteindre la partie la plus profonde du Donjon et de détruire cet être malveillant.", "Le Pulvérisateur de mucus ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant Immobilisation pendant 3 secondes. 1 energy - 8s cooldown Effects: • Immobilisation (on enemy): Impossible de se déplacer depuis la position actuelle.": "Le Pulvérisateur de mucus ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant Immobilisation pendant 3 secondes. 1 énergie - 8s de recharge Effets : • Immobilisation (sur l'ennemi) : Impossible de se déplacer depuis la position actuelle.", "Le Pulvérisateur de mucus ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant Immobilisation pendant 3 secondes. 1 énergie - 8s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle.": "Le Pulvérisateur de mucus ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant Immobilisation pendant 3 secondes. 1 énergie - 8s de recharge Effets : • Immobilisation (sur l'ennemi): Impossible de se déplacer depuis la position actuelle.", "Le Pulvérisateur de mucus ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant Immobilisation pendant 3 secondes. 1 énergie - 8s de recharge Effets : • Immobilisation (sur les alliés): Impossible de se déplacer depuis la position actuelle.": "Le Pulvérisateur de mucus ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant Immobilisation pendant 3 secondes. 1 énergie - 8s de recharge Effets : • Immobilisation (sur les alliés): Impossible de se déplacer depuis la position actuelle.", "Le Voile du Silence": "Le Voile du Silence", "Le Voile du Silence (11)": "Le Voile du Silence (11)", "Le Voile du Silence -": "Le Voile du Silence -", "Le bois grossièrement travaillé ne semble plus suffire à répondre aux besoins cr...": "Le bois grossièrement travaillé ne semble plus suffire à répondre aux besoins cr...", "Le bois grossièrement travaillé ne semble plus suffire à répondre aux besoins croissants. Les planches correctement préparées sont indispensables à la construction et à la fabrication. \"Le moment est venu d'obtenir davantage de planches correctement préparées.\"": "Le bois grossièrement travaillé ne semble plus suffire à répondre aux besoins croissants. Les planches correctement préparées sont indispensables à la construction et à la fabrication. \"Le moment est venu d'obtenir davantage de planches correctement préparées.\"", "Le bois grossièrement travaillé ne semble plus suffire à répondre aux besoins croissants. Les planches correctement préparées sont indispensables à la construction et à la fabrication. \"Le moment est venu d'obtenir davantage de planches correctement préparées.\" ➜ Avec un approvisionnement régulier en planches bien préparées, la qualité des constructions du campement s'améliore nettement. \"Si nous les utilisons bien, nous pourrons rendre cet endroit bien meilleur.\"": "Le bois grossièrement travaillé ne semble plus suffire à répondre aux besoins croissants. Les planches correctement préparées sont indispensables à la construction et à la fabrication. \"Le moment est venu d'obtenir davantage de planches correctement préparées.\" ➜ Avec un approvisionnement régulier en planches bien préparées, la qualité des constructions du campement s'améliore nettement. \"Si nous les utilisons bien, nous pourrons rendre cet endroit bien meilleur.\"", "Le bonus aux dégâts infligés varie selon": "Le bonus aux dégâts infligés varie selon", "Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %.": "Le bonus aux dégâts infligés varie selon l'Humeur actuelle × -8 %.", "Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %. Plus Humeur est bas, plu...": "Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %. Plus Humeur est bas, plu...", "Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %. Plus Humeur est bas, plus les dégâts infligés augmentent.": "Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %. Plus Humeur est bas, plus les dégâts infligés augmentent.", "Le bâtiment n'a actuellement aucune zone d'interaction. Les tâches appliquées à ce bâtiment ne peuvent pas être effectuées.": "Le bâtiment n'a actuellement aucune zone d'interaction. Les tâches appliquées à ce bâtiment ne peuvent pas être effectuées.", "Le camp ne contient aucune ressource autre que des arbres tordus. Pour recueillir des ressources, vous devez explorer les donjons.": "Le camp ne contient aucune ressource autre que des arbres tordus. Pour recueillir des ressources, vous devez explorer les donjons.", "Le catalyseur à l'intérieur du récipient fluctue et les circuits magiques complexes reprennent la lumière un à un.": "Le catalyseur à l'intérieur du récipient fluctue et les circuits magiques complexes reprennent la lumière un à un.", "Le champ de vision diminue 1": "Le champ de vision diminue 1", "Le champ est inondé, réduisant le taux de croissance à 0.8x.": "Le champ est inondé, réduisant le taux de croissance à 0.8x.", "Le chat de Xénon": "Le chat de Xénon", "Le chat de Xénon - Dungeon Settlers Wiki": "Le chat de Xénon - Dungeon Settlers Wiki", "Le chat préféré de": "Le chat préféré de", "Le chef d'expédition a sûrement déjà un plan solide en tête !": "Le chef d'expédition a sûrement déjà un plan solide en tête !", "Le commis de la taverne était toujours joyeux et amical avec les gens.": "Le commis de la taverne était toujours joyeux et amical avec les gens.", "Le contact froid du métal s'insinue dans vos doigts.": "Le contact froid du métal s'insinue dans vos doigts.", "Le contenu en lui-même est assez impressionnant.": "Le contenu en lui-même est assez impressionnant.", "Le contenu suivant est prévu pour l'accès anticipé.": "Le contenu suivant est prévu pour l'accès anticipé.", "Le contenu suivant est prévu pour la sortie officielle.": "Le contenu suivant est prévu pour la sortie officielle.", "Le corbeau bat légèrement des ailes et continue de parler.": "Le corbeau bat légèrement des ailes et continue de parler.", "Le corbeau incline la tête, sans cligner des yeux.": "Le corbeau incline la tête, sans cligner des yeux.", "Le corbeau penche la tête et vous regarde.": "Le corbeau penche la tête et vous regarde.", "Le corbeau penche légèrement la tête avant de vous donner brusquement un coup de bec dans la poitrine.": "Le corbeau penche légèrement la tête avant de vous donner brusquement un coup de bec dans la poitrine.", "Le corbeau picore la tête tranchée du Rat monstre rouge comme s'il pratiquait une autopsie, mais ce n'est plus guère qu'une sale masse de chair ensanglantée.": "Le corbeau picore la tête tranchée du Rat monstre rouge comme s'il pratiquait une autopsie, mais ce n'est plus guère qu'une sale masse de chair ensanglantée.", "Le corbeau picore la tête tranchée du rat monstre cramoisi comme s'il pratiquait une autopsie, mais ce n'est plus guère qu'une sale masse de chair ensanglantée.": "Le corbeau picore la tête tranchée du rat monstre cramoisi comme s'il pratiquait une autopsie, mais ce n'est plus guère qu'une sale masse de chair ensanglantée.", "Le corbeau pousse un bref croassement et lève les yeux vers vous.": "Le corbeau pousse un bref croassement et lève les yeux vers vous.", "Le corbeau s'agite sur place et bat des ailes en attendant votre réponse.": "Le corbeau s'agite sur place et bat des ailes en attendant votre réponse.", "Le corbeau secoue une aile, puis s'envole à nouveau dans la brume. Tu serres la mâchoire et reprends ta préparation.": "Le corbeau secoue une aile, puis s'envole à nouveau dans la brume. Tu serres la mâchoire et reprends ta préparation.", "Le corbeau te regarde de haut, penche son bec et - d'un ton presque enjoué - dit,": "Le corbeau te regarde de haut, penche son bec et - d'un ton presque enjoué - dit,", "Le corps d'un": "Le corps d'un", "Le corps se sent plus léger et la vitesse de réaction s'améliore.": "Le corps se sent plus léger et la vitesse de réaction s'améliore.", "Le cœur de la terre corrompue a percé la surface, devenant une malédiction massive qui dévore toute vie.": "Le cœur de la terre corrompue a percé la surface, devenant une malédiction massive qui dévore toute vie.", "Le cœur du soleil incandescent s'épanouit comme une fleur, réduisant en cendres toutes les impuretés.": "Le cœur du soleil incandescent s'épanouit comme une fleur, réduisant en cendres toutes les impuretés.", "Le dessin est rudimentaire, mais la séquence - pousser la proie devant eux, l'encercler puis lui porter le coup de grâce - est représentée avec une précision étonnante.": "Le dessin est rudimentaire, mais la séquence - pousser la proie devant eux, l'encercler puis lui porter le coup de grâce - est représentée avec une précision étonnante.", "Le désactiver.": "Le désactiver.", "Le fil du bois reste visible et offre une excellente puissance de coupe.": "Le fil du bois reste visible et offre une excellente puissance de coupe.", "Le flux de données publié annonçait la mauvaise version du jeu (il disait toujours B.0.3.26 alors que chaque tableau était B.0.3.40). L'identité de la version est maintenant dérivée, non écrite à la main.": "Le flux de données publié annonçait la mauvaise version du jeu (il disait toujours B.0.3.26 alors que chaque tableau était B.0.3.40). L'identité de la version est maintenant dérivée, non écrite à la main.", "Le flux des réserves est essentiel à la gestion d'une expédition.": "Le flux des réserves est essentiel à la gestion d'une expédition.", "Le gardien des marais": "Le gardien des marais", "Le gobelin gagne": "Le gobelin gagne", "Le gobelin gagne - Dungeon Settlers Wiki": "Le gobelin gagne - Dungeon Settlers Wiki", "Le goût est toujours affreux, mais il reste supportable.": "Le goût est toujours affreux, mais il reste supportable.", "Le grincement du bois évoque des souvenirs.": "Le grincement du bois évoque des souvenirs.", "Le guerrier exilé, vaincu, quitta son foyer et continua de se battre en tant qu'errant.": "Le guerrier exilé, vaincu, quitta son foyer et continua de se battre en tant qu'errant.", "Le jeu sauvegarde automatiquement dans un seul emplacement à la fermeture.": "Le jeu sauvegarde automatiquement dans un seul emplacement à la fermeture.", "Le jeu sauvegarde automatiquement dans un seul emplacement à la fermeture. Recommandé pour l'expérience de jeu prévue.": "Le jeu sauvegarde automatiquement dans un seul emplacement à la fermeture. Recommandé pour l'expérience de jeu prévue.", "Le laboratoire fantastique a mené la recherche sans accroc vers une conclusion.": "Le laboratoire fantastique a mené la recherche sans accroc vers une conclusion.", "Le laboratoire manquait, mais il aidait un peu à organiser les idées.": "Le laboratoire manquait, mais il aidait un peu à organiser les idées.", "Le lanceur est affecté par le": "Le lanceur est affecté par le", "Le lendemain matin, les membres Lycan ont commencé la journée avec des expressions quelque peu soulagées, mais les autres membres, qui n'avaient pas pu dormir de la nuit, continuaient de bâiller avec des visages vides et regardaient les Lycans avec désapprobation.": "Le lendemain matin, les membres Lycan ont commencé la journée avec des expressions quelque peu soulagées, mais les autres membres, qui n'avaient pas pu dormir de la nuit, continuaient de bâiller avec des visages vides et regardaient les Lycans avec désapprobation.", "Le liquide dans le tube de verre tourbillonne lentement et les doigts du gobelin endormi bougent légèrement.": "Le liquide dans le tube de verre tourbillonne lentement et les doigts du gobelin endormi bougent légèrement.", "Le lourd fardeau sur son dos voûté était la preuve qu'il était encore vivant.": "Le lourd fardeau sur son dos voûté était la preuve qu'il était encore vivant.", "Le maintenir donne l'impression que votre vitalité monte en vous.": "Le maintenir donne l'impression que votre vitalité monte en vous.", "Le membre à côté de moi plisse les yeux et ouvre prudemment la bouche.": "Le membre à côté de moi plisse les yeux et ouvre prudemment la bouche.", "Le monarque exilé a perdu son pouvoir et son territoire et est devenu un vagabond, mais la dignité d'un dirigeant demeure.": "Le monarque exilé a perdu son pouvoir et son territoire et est devenu un vagabond, mais la dignité d'un dirigeant demeure.", "Le moral augmente, augmentant": "Le moral augmente, augmentant", "Le moral augmente, augmentant Force et Volonté.": "Le moral augmente, augmentant Force et Volonté.", "Le multiplicateur final appliqué à la fin du calcul des dégâts. Les valeurs supérieures à 1 augmentent les dégâts, tandis que les valeurs inférieures à 1 les réduisent.": "Le multiplicateur final appliqué à la fin du calcul des dégâts. Les valeurs supérieures à 1 augmentent les dégâts, tandis que les valeurs inférieures à 1 les réduisent.", "Le nombre d'emplacements d'objets qu'un stockage peut contenir. Plus la valeur est élevée, plus il peut stocker d'objets.": "Le nombre d'emplacements d'objets qu'un stockage peut contenir. Plus la valeur est élevée, plus il peut stocker d'objets.", "Le nombre de pierres de mana obtenues augmente de 100%.": "Le nombre de pierres de mana obtenues augmente de 100%.", "Le parfum de la fleur qui pousse si grande dans le donjon est bien plus envoûtant et ap...": "Le parfum de la fleur qui pousse si grande dans le donjon est bien plus envoûtant et ap...", "Le parfum de la fleur qui pousse si grande dans le donjon est bien plus envoûtant et apaisant que celui des fleurs à l'extérieur.": "Le parfum de la fleur qui pousse si grande dans le donjon est bien plus envoûtant et apaisant que celui des fleurs à l'extérieur.", "Le parieur": "Le parieur", "Le parieur - Dungeon Settlers Wiki": "Le parieur - Dungeon Settlers Wiki", "Le parieur icon": "Icône Le parieur", "Le petit vert": "Le petit vert", "Le petit vert - Dungeon Settlers Wiki": "Le petit vert - Dungeon Settlers Wiki", "Le petit vert icon": "Icône Le petit vert", "Le plus efficace lorsqu'il est utilisé immédiatement.": "Le plus efficace lorsqu'il est utilisé immédiatement.", "Le poids augmente de 50.": "Le poids augmente de 50.", "Le poids maximum que l'unité peut porter sans pénalité. Si": "Le poids maximum que l'unité peut porter sans pénalité. Si", "Le poids maximum que l'unité peut porter sans pénalité. Si Poids dépasse cette valeur, des effets de surcharge s'appliquent.": "Le poids maximum que l'unité peut porter sans pénalité. Si Poids dépasse cette valeur, des effets de surcharge s'appliquent.", "Le portail absorbe l'énergie environnante, et une partie de celle-ci s'échappe pour gué...": "Le portail absorbe l'énergie environnante, et une partie de celle-ci s'échappe pour gué...", "Le portail absorbe l'énergie environnante, et une partie de celle-ci s'échappe pour guérir les blessures de ceux qui l'entourent.": "Le portail absorbe l'énergie environnante, et une partie de celle-ci s'échappe pour guérir les blessures de ceux qui l'entourent.", "Le porter vous fait ressentir la force vitale environnante.": "Le porter vous fait ressentir la force vitale environnante.", "Le potentiel de croissance est très limité.": "Le potentiel de croissance est très limité.", "Le potentiel qui n'a pas encore éclos a une valeur en soi.": "Le potentiel qui n'a pas encore éclos a une valeur en soi.", "Le pourcentage de régénération de vie augmente.": "Le pourcentage de régénération de vie augmente.", "Le ratio de dégâts bonus appliqué lors d'un coup critique.": "Le ratio de dégâts bonus appliqué lors d'un coup critique.", "Le ratio de réduction des dégâts appliqué lorsqu'une garde réussit. Il est plafonné à 80 %.": "Le ratio de réduction des dégâts appliqué lorsqu'une garde réussit. Il est plafonné à 80 %.", "Le repas ressemblait à une expérience spéciale.": "Le repas ressemblait à une expérience spéciale.", "Le repos a suffi, mais la salle commune distrayait.": "Le repos a suffi, mais la salle commune distrayait.", "Le repos pris ici restera longtemps dans les mémoires.": "Le repos pris ici restera longtemps dans les mémoires.", "Le rire du bouffon répand les malédictions partout.": "Le rire du bouffon répand les malédictions partout.", "Le rituel semble terminé, mais la scène donne l'impression inquiétante qu'il s'est interrompu au tout dernier moment.": "Le rituel semble terminé, mais la scène donne l'impression inquiétante qu'il s'est interrompu au tout dernier moment.", "Le sang coule sans fin.": "Le sang coule sans fin.", "Le sang frais qui coule sur le sol se rassemble au centre du cercle rituel, imbibant la pierre magique et créant une étrange aura rouge.": "Le sang frais qui coule sur le sol se rassemble au centre du cercle rituel, imbibant la pierre magique et créant une étrange aura rouge.", "Le simple fait de le regarder provoque un malaise.": "Le simple fait de le regarder provoque un malaise.", "Le sol alentour est couvert de couches successives de motifs complexes et d'écritures indéchiffrables. Au centre du cercle reposent un ancien encensoir et des pierres de mana tachées de sang séché.": "Le sol alentour est couvert de couches successives de motifs complexes et d'écritures indéchiffrables. Au centre du cercle reposent un ancien encensoir et des pierres de mana tachées de sang séché.", "Le sol est à découvert.": "Le sol est à découvert.", "Le son des tambours, des flûtes joyeuses et les murmures d'une langue inconnue se rapprochent de plus en plus, et bientôt des êtres de forme humaine, brillant comme des feux d'artifice, apparaissent et dansent.": "Le son des tambours, des flûtes joyeuses et les murmures d'une langue inconnue se rapprochent de plus en plus, et bientôt des êtres de forme humaine, brillant comme des feux d'artifice, apparaissent et dansent.", "Le stress maximal que l'unité peut supporter. Détermine la valeur maximale de": "Le stress maximal que l'unité peut supporter. Détermine la valeur maximale de", "Le stress maximal que l'unité peut supporter. Détermine la valeur maximale de Stress ; atteindre cette valeur déclenche Effondrement mental.": "Le stress maximal que l'unité peut supporter. Détermine la valeur maximale de Stress ; atteindre cette valeur déclenche Effondrement mental.", "Le subtil parfum de la terre et la saveur fumée s'harmonisent bien.": "Le subtil parfum de la terre et la saveur fumée s'harmonisent bien.", "Le superviseur grogne de frustration et continue de le harceler.": "Le superviseur grogne de frustration et continue de le harceler.", "Le talent représente le potentiel de progression d'un personnage pour": "Le talent représente le potentiel de progression d'un personnage pour", "Le talent représente le potentiel de progression d'un personnage pour Statistique principale. Plus le talent est élevé, plus son Statistique principale peut augmenter lors de Monter de niveau. - Médiocre - Modéré - Exceptionnel - Exceptionnel - Génie": "Le talent représente le potentiel de progression d'un personnage pour Statistique principale. Plus le talent est élevé, plus son Statistique principale peut augmenter lors de Monter de niveau. - Médiocre - Modéré - Exceptionnel - Exceptionnel - Génie", "Le tas de gibier abattu à côté d'elle porte encore la forte odeur du sang frais.": "Le tas de gibier abattu à côté d'elle porte encore la forte odeur du sang frais.", "Le taux d'obtention de bûches augmente de 100%.": "Le taux d'obtention de bûches augmente de 100%.", "Le taux de coups critiques augmente jusqu'à 20 % proportionnellement à la vitalité perdue.": "Le taux de coups critiques augmente jusqu'à 20 % proportionnellement à la vitalité perdue.", "Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 70 %": "Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 70 %", "Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 85 %": "Le taux de réduction de la durabilité/de la date d'expiration de l'article devient 85 %", "Le temps et le cycle jour/nuit - Dungeon Settlers Wiki": "Le temps et le cycle jour/nuit - Dungeon Settlers Wiki", "Le terrain qui n'était pas sur la carte l'excitait plus que le confortable manoir.": "Le terrain qui n'était pas sur la carte l'excitait plus que le confortable manoir.", "Le travailleur devient une usine !!": "Le travailleur devient une usine !!", "Le tube de verre est intimement lié à des boutons et des leviers dont le but est difficile à deviner.": "Le tube de verre est intimement lié à des boutons et des leviers dont le but est difficile à deviner.", "Le tube de verre est rempli d'un liquide inconnu et l'échantillon flotte tranquillement comme s'il dormait.": "Le tube de verre est rempli d'un liquide inconnu et l'échantillon flotte tranquillement comme s'il dormait.", "Le type de viande cuit ici est mieux laissé à l'imagination.": "Le type de viande cuit ici est mieux laissé à l'imagination.", "Le veilleur de nuit patrouille dans les rues et surveille le danger même lorsque tout le monde dort.": "Le veilleur de nuit patrouille dans les rues et surveille le danger même lorsque tout le monde dort.", "Le veinage rouge du bois reste visible, lui donnant un aspect saisissant.": "Le veinage rouge du bois reste visible, lui donnant un aspect saisissant.", "Le veinage rouge profond augmente sa durabilité et sa force.": "Le veinage rouge profond augmente sa durabilité et sa force.", "Le veinage spécial du bois offre une grande durabilité.": "Le veinage spécial du bois offre une grande durabilité.", "Le vent et le soleil font le travail pour vous.": "Le vent et le soleil font le travail pour vous.", "Le visage de plusieurs membres pâlit.": "Le visage de plusieurs membres pâlit.", "Leadership - desc": "Leadership - desc", "Leadership - flavor": "Leadership - flavor", "Leadership - name": "Leadership - name", "Leadership apparaît quatre fois dans les données du jeu avec le même nom. Chacun est maintenant étiqueté par race - Leadership (Human / Lizardman / Elf / Lycan) - car la race est la seule chose qui diffère : elle décide quel trait les nouveaux membres de l'expédition apprennent.": "Leadership apparaît quatre fois dans les données du jeu avec le même nom. Chacun est maintenant étiqueté par race - Leadership (Human / Lizardman / Elf / Lycan) - car la race est la seule chose qui diffère : elle décide quel trait les nouveaux membres de l'expédition apprennent.", "Leadership appears four times in the game data with the identical name. Each is now labelled by race - Leadership (Human / Lizardman / Elf / Lycan) - because the race is the only thing that differs: it decides which trait new expedition members learn.": "Leadership apparaît quatre fois dans les données du jeu avec le même nom. Chacun est maintenant étiqueté par race - Leadership (Human / Lizardman / Elf / Lycan) - car la race est la seule chose qui diffère : elle décide quel trait les nouveaux membres de l'expédition apprennent.", "Learn Skill : \"{0}\"?": "Apprendre la compétence : \"{0}\" ?", "Learn a Passive Skill": "Apprendre une compétence passive", "Learn an Active Skill": "Apprendre une compétence active", "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1": "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1", "Leash range": "Portée de laisse", "Least x1.0, Ordinary x1.2, Plentiful x1.5": "minimale x1,0, ordinaire x1,2, abondante x1,5", "Leather Processing 1": "Traitement du cuir 1", "Leather Processing 1 Complete": "Traitement du cuir 1 terminé", "Leaves remnant": "Laisse un résidu", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...": "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.": "Après avoir abandonné une confortable propriété, {0} a pris d'vieilles cartes et du matériel cher et s'est dirigé vers des terres inconnues. Même sur de longues routes, il laissait rarement son col sortir de place, et devant les ruines et les montagnes qu'il n'avait jamais vues, ses yeux brillaient comme ceux d'un enfant. Pourtant, quand les choses ne se déroulaient pas comme prévu, il était souvent surpris.", "LeftAlt": "LeftAlt", "LeftCtrl": "LeftCtrl", "LeftShift": "LeftShift", "Legendaries": "Légendaires", "Legendary Relic Accessories": "Accessoires reliques légendaires", "Legendary Relic Accessories & the Elros Empire Bosses (spoiler)": "Accessoires reliques légendaires et les boss de l'Empire d'Elros (spoiler)", "Legendary inscription:": "Inscription légendaire :", "Legendary just 0.3%": "légendaire seulement 0,3%", "Lent": "Lent", "Lent - Dungeon Settlers Wiki": "Lent - Dungeon Settlers Wiki", "Lent icon": "Icône Lent", "Leo": "Leo", "Les": "Les", "Les 31 objets comestibles de la version DS_B.0.3.26 - 29 obtenables, 2 verrouillés/non publiés. La Faim est la valeur restaurée en mangeant ; l'Humeur est le changement d'humeur à la consommation et la Durée indique combien de temps cet effet persiste. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer.": "Les 31 objets comestibles de la version DS_B.0.3.26 - 29 obtenables, 2 verrouillés/non publiés. La Faim est la valeur restaurée en mangeant ; l'Humeur est le changement d'humeur à la consommation et la Durée indique combien de temps cet effet persiste. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer.", "Les 31 objets comestibles de la version DS_B.0.3.40 - 30 obtenables, 1 verrouillés/non publiés. La Faim est la valeur restaurée en mangeant ; l'Humeur est le changement d'humeur à la consommation et la Durée indique combien de temps cet effet persiste. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer.": "Les 31 objets comestibles de la version DS_B.0.3.40 - 30 obtenables, 1 verrouillés/non publiés. La Faim est la valeur restaurée en mangeant ; l'Humeur est le changement d'humeur à la consommation et la Durée indique combien de temps cet effet persiste. Cliquez sur les en-têtes de colonnes pour trier ; sur les puces pour filtrer.", "Les Artisans des Écailles sont des maîtres-artisans qui créent des œuvres élaborées à partir d'écailles.": "Les Artisans des Écailles sont des maîtres-artisans qui créent des œuvres élaborées à partir d'écailles.", "Les Gardiens de la Forêt protègent et entretiennent la nature, leur sagesse est profonde.": "Les Gardiens de la Forêt protègent et entretiennent la nature, leur sagesse est profonde.", "Les Gardiens des marais sont des experts de la survie et de la gestion des milieux marécageux.": "Les Gardiens des marais sont des experts de la survie et de la gestion des milieux marécageux.", "Les Traits sont des éléments qui représentent les caractéristiques d'une Unité et sont visibles dans la fenêtre du personnage. Ils peuvent être acquis ou perdus de différentes manières et ont des impacts fonctionnels variables selon leur nature.": "Les Traits sont des éléments qui représentent les caractéristiques d'une Unité et sont visibles dans la fenêtre du personnage. Ils peuvent être acquis ou perdus de différentes manières et ont des impacts fonctionnels variables selon leur nature.", "Les actions d'événement qu'aucun moteur de rendu n'a comprises ont imprimé un jeton de code brut. L'embuscade de l'événement Cambriolage affiche maintenant \"Spawn 5x Mawmurk\" au lieu de": "Les actions d'événement qu'aucun moteur de rendu n'a comprises ont imprimé un jeton de code brut. L'embuscade de l'événement Cambriolage affiche maintenant \"Spawn 5x Mawmurk\" au lieu de", "Les arbres de compétences principaux s'affichent en haut de la fenêtre des compétences, tandis que les arbres de compétences secondaires sont listés sous le séparateur.": "Les arbres de compétences principaux s'affichent en haut de la fenêtre des compétences, tandis que les arbres de compétences secondaires sont listés sous le séparateur.", "Les arcs permettent d'attaquer les ennemis à longue portée en toute sécurité.": "Les arcs permettent d'attaquer les ennemis à longue portée en toute sécurité.", "Les armes contondantes excellent pour encaisser les attaques et perturber les adversaires.": "Les armes contondantes excellent pour encaisser les attaques et perturber les adversaires.", "Les attaques de base appliquent 1": "Les attaques de base appliquent 1", "Les attaques de base appliquent 1 Combustion à la cible pendant 5 secondes.": "Les attaques de base appliquent 1 Combustion à la cible pendant 5 secondes.", "Les attaques de base appliquent ?": "Les attaques de base appliquent ?", "Les attaques de base appliquent ? Combustion à la cible pendant ? secondes.": "Les attaques de base appliquent ? Combustion à la cible pendant ? secondes.", "Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)": "Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)", "Les attaques de base sont modifiées pour infliger à la cible des dégâts physiques équiv...": "Les attaques de base sont modifiées pour infliger à la cible des dégâts physiques équiv...", "Les attaques de base sont modifiées pour infliger à la cible des dégâts physiques équivalents à 40 % de l'attaque physique, 2 fois.": "Les attaques de base sont modifiées pour infliger à la cible des dégâts physiques équivalents à 40 % de l'attaque physique, 2 fois.", "Les attaques de base sont modifiées pour infliger à la cible des dégâts physiques équivalents à ? % de l'attaque physique, ? fois.": "Les attaques de base sont modifiées pour infliger à la cible des dégâts physiques équivalents à ? % de l'attaque physique, ? fois.", "Les attaques physiques à distance infligent des dégâts directement à": "Les attaques physiques à distance infligent des dégâts directement à", "Les attaques physiques à distance infligent des dégâts directement à Santé (tête) à l'i...": "Les attaques physiques à distance infligent des dégâts directement à Santé (tête) à l'i...", "Les attaques physiques à distance infligent des dégâts directement à Santé (tête) à l'impact.": "Les attaques physiques à distance infligent des dégâts directement à Santé (tête) à l'impact.", "Les autres membres acquiescent avec agitation, partageant son opinion. Leurs visages sont remplis d'épuisement extrême et de colère. Bientôt, la voix de": "Les autres membres acquiescent avec agitation, partageant son opinion. Leurs visages sont remplis d'épuisement extrême et de colère. Bientôt, la voix de", "Les bouchers abattent les bêtes avec une précision impitoyable.": "Les bouchers abattent les bêtes avec une précision impitoyable.", "Les boucliers offrent une défense élevée et une grande capacité de survie.": "Les boucliers offrent une défense élevée et une grande capacité de survie.", "Les braises s'embrasent, mettant tout en flammes.": "Les braises s'embrasent, mettant tout en flammes.", "Les bâtiments de stockage servent à entreposer certains types d'objets, et les unités transportent automatiquement les objets laissés au sol vers le stockage.": "Les bâtiments de stockage servent à entreposer certains types d'objets, et les unités transportent automatiquement les objets laissés au sol vers le stockage.", "Les bêtes laissent des traces. Et il ne perd pas la trace.": "Les bêtes laissent des traces. Et il ne perd pas la trace.", "Les caractéristiques augmentent fortement lors du passage de niveau.": "Les caractéristiques augmentent fortement lors du passage de niveau.", "Les caractéristiques augmentent normalement lors de la montée de niveau.": "Les caractéristiques augmentent normalement lors de la montée de niveau.", "Les charpentiers coupent le bois pour créer des structures et des outils.": "Les charpentiers coupent le bois pour créer des structures et des outils.", "Les chasseurs de bêtes sont des chasseurs professionnels qui gagnent leur vie en traquant de dangereuses bêtes démoniaques et des bêtes géantes.": "Les chasseurs de bêtes sont des chasseurs professionnels qui gagnent leur vie en traquant de dangereuses bêtes démoniaques et des bêtes géantes.", "Les chasseurs de serpents traquent des serpents venimeux, au risque de leur vie.": "Les chasseurs de serpents traquent des serpents venimeux, au risque de leur vie.", "Les chasseurs traquent leurs proies avec agilité et mouvements rapides.": "Les chasseurs traquent leurs proies avec agilité et mouvements rapides.", "Les chuchotements à l'oreille ne disparaissent jamais vraiment.": "Les chuchotements à l'oreille ne disparaissent jamais vraiment.", "Les colporteurs vendent divers articles et parcourent sans cesse les routes.": "Les colporteurs vendent divers articles et parcourent sans cesse les routes.", "Les compétences apprises peuvent être ajoutées aux emplacements rapides en effectuant un clic droit dans la fenêtre 'Skill' ou vous pouvez simplement glisser l'icône de la compétence vers un emplacement rapide. Lorsque l'unité est sélectionnée, cliquez sur les compétences dans le 'Command Panel' ou utilisez les raccourcis pour les activer.": "Les compétences apprises peuvent être ajoutées aux emplacements rapides en effectuant un clic droit dans la fenêtre 'Skill' ou vous pouvez simplement glisser l'icône de la compétence vers un emplacement rapide. Lorsque l'unité est sélectionnée, cliquez sur les compétences dans le 'Command Panel' ou utilisez les raccourcis pour les activer.", "Les compétences d'artisanat améliorent l'efficacité lors de la fabrication d'équipement et d'objets.": "Les compétences d'artisanat améliorent l'efficacité lors de la fabrication d'équipement et d'objets.", "Les compétences d'auto-lancement ne dessinent plus de grille de portée/zone. 48 compétences (chaque octroi de pierre d'âme, plus des postures comme Twin Thrust, Anchor et Quick Retreat) portent une valeur Range résiduelle dans les données du jeu et affichaient un aperçu de ciblage pour quelque chose qui ne peut pas être visé.": "Les compétences d'auto-lancement ne dessinent plus de grille de portée/zone. 48 compétences (chaque octroi de pierre d'âme, plus des postures comme Twin Thrust, Anchor et Quick Retreat) portent une valeur Range résiduelle dans les données du jeu et affichaient un aperçu de ciblage pour quelque chose qui ne peut pas être visé.", "Les compétences d'exploitation minière permettent d'extraire plus rapidement des minerais précieux.": "Les compétences d'exploitation minière permettent d'extraire plus rapidement des minerais précieux.", "Les compétences de Construction permettent de construire rapidement des bâtiments et des bases.": "Les compétences de Construction permettent de construire rapidement des bâtiments et des bases.", "Les compétences de bûcheronnage aident à récolter les ressources plus efficacement.": "Les compétences de bûcheronnage aident à récolter les ressources plus efficacement.", "Les compétences de cuisine permettent de fabriquer des aliments aux effets bénéfiques.": "Les compétences de cuisine permettent de fabriquer des aliments aux effets bénéfiques.", "Les compétences de recherche accélèrent le développement de nouvelles technologies et d'améliorations.": "Les compétences de recherche accélèrent le développement de nouvelles technologies et d'améliorations.", "Les compétences magiques sont indisponibles pendant un certain temps.": "Les compétences magiques sont indisponibles pendant un certain temps.", "Les compétences principales exigent le type d'équipement approprié pour être équipées.": "Les compétences principales exigent le type d'équipement approprié pour être équipées.", "Les conditions de gestion sont extrêmement dures.": "Les conditions de gestion sont extrêmement dures.", "Les conditions de travail pour fabriquer l'équipement d'expédition sont extrêmem...": "Les conditions de travail pour fabriquer l'équipement d'expédition sont extrêmem...", "Les conditions de travail pour fabriquer l'équipement d'expédition sont extrêmement mauvaises. Sans véritable atelier, il sera difficile de préparer les expéditions efficacement. \"Si nous voulons fabriquer quoi que ce soit correctement, il nous faudra un atelier.\"": "Les conditions de travail pour fabriquer l'équipement d'expédition sont extrêmement mauvaises. Sans véritable atelier, il sera difficile de préparer les expéditions efficacement. \"Si nous voulons fabriquer quoi que ce soit correctement, il nous faudra un atelier.\"", "Les conditions de travail pour fabriquer l'équipement d'expédition sont extrêmement mauvaises. Sans véritable atelier, il sera difficile de préparer les expéditions efficacement. \"Si nous voulons fabriquer quoi que ce soit correctement, il nous faudra un atelier.\" ➜ Avec la construction d'un atelier, les conditions de fabrication des fournitures nécessaires aux expéditions se sont grandement améliorées. \"Bien. Maintenant, nous pourrons fabriquer quelque chose correctement.\"": "Les conditions de travail pour fabriquer l'équipement d'expédition sont extrêmement mauvaises. Sans véritable atelier, il sera difficile de préparer les expéditions efficacement. \"Si nous voulons fabriquer quoi que ce soit correctement, il nous faudra un atelier.\" ➜ Avec la construction d'un atelier, les conditions de fabrication des fournitures nécessaires aux expéditions se sont grandement améliorées. \"Bien. Maintenant, nous pourrons fabriquer quelque chose correctement.\"", "Les conscrits sont destinés à être envoyés de force sur le champ de bataille.": "Les conscrits sont destinés à être envoyés de force sur le champ de bataille.", "Les corps des unités mortes dans la colonie resteront sur place.": "Les corps des unités mortes dans la colonie resteront sur place.", "Les cumuls sont réinitialisés à la fin du combat.": "Les cumuls sont réinitialisés à la fin du combat.", "Les dernières expéditions utilisent de plus en plus les os comme ressource. Les ...": "Les dernières expéditions utilisent de plus en plus les os comme ressource. Les ...", "Les dernières expéditions utilisent de plus en plus les os comme ressource. Les os travaillés peuvent servir aux armes, aux outils et à diverses fabrications. \"En pensant à la suite, nous devrions aussi garder assez d'os en réserve.\"": "Les dernières expéditions utilisent de plus en plus les os comme ressource. Les os travaillés peuvent servir aux armes, aux outils et à diverses fabrications. \"En pensant à la suite, nous devrions aussi garder assez d'os en réserve.\"", "Les dernières expéditions utilisent de plus en plus les os comme ressource. Les os travaillés peuvent servir aux armes, aux outils et à diverses fabrications. \"En pensant à la suite, nous devrions aussi garder assez d'os en réserve.\" ➜ Avec assez d'os en réserve, la fabrication et la transformation disposent désormais d'une certaine marge. \"Avec cette quantité, nous ne devrions pas manquer de matériaux avant un moment.\"": "Les dernières expéditions utilisent de plus en plus les os comme ressource. Les os travaillés peuvent servir aux armes, aux outils et à diverses fabrications. \"En pensant à la suite, nous devrions aussi garder assez d'os en réserve.\" ➜ Avec assez d'os en réserve, la fabrication et la transformation disposent désormais d'une certaine marge. \"Avec cette quantité, nous ne devrions pas manquer de matériaux avant un moment.\"", "Les druides sont profondément liés à la nature et agissent avec son pouvoir.": "Les druides sont profondément liés à la nature et agissent avec son pouvoir.", "Les dégâts augmentent de 30% de": "Les dégâts augmentent de 30% de", "Les dégâts augmentent selon les cumuls de": "Les dégâts augmentent selon les cumuls de", "Les dégâts de la prochaine compétence physique de mêlée augmentent de 100% et": "Les dégâts de la prochaine compétence physique de mêlée augmentent de 100% et", "Les dégâts de la prochaine compétence physique de mêlée augmentent de 100% et Probabili...": "Les dégâts de la prochaine compétence physique de mêlée augmentent de 100% et Probabili...", "Les dégâts de la prochaine compétence physique de mêlée augmentent de 100% et Probabilité de toucher augmente de 30%.": "Les dégâts de la prochaine compétence physique de mêlée augmentent de 100% et Probabilité de toucher augmente de 30%.", "Les dégâts de la prochaine compétence physique de mêlée augmentent de ?% et": "Les dégâts de la prochaine compétence physique de mêlée augmentent de ?% et", "Les dégâts de la prochaine compétence physique de mêlée augmentent de ?% et Probabilité de toucher augmente de ?%.": "Les dégâts de la prochaine compétence physique de mêlée augmentent de ?% et Probabilité de toucher augmente de ?%.", "Les dégâts de la prochaine compétence physique de mêlée augmentent de ?% et Probabilité...": "Les dégâts de la prochaine compétence physique de mêlée augmentent de ?% et Probabilité...", "Les dégâts infligés augmentent de 25 % et les dégâts subis diminuent de 15 %.": "Les dégâts infligés augmentent de 25 % et les dégâts subis diminuent de 15 %.", "Les dégâts infligés augmentent de ? % et les dégâts subis diminuent de ? %.": "Les dégâts infligés augmentent de ? % et les dégâts subis diminuent de ? %.", "Les dégâts infligés augmentent de ? % et les dégâts subis diminuent de ? %. Accordé par 1 compétence": "Les dégâts infligés augmentent de ? % et les dégâts subis diminuent de ? %. Accordé par 1 compétence", "Les dégâts infligés augmentent à mesure que le": "Les dégâts infligés augmentent à mesure que le", "Les dégâts infligés augmentent à mesure que le Humeur actuel diminue.": "Les dégâts infligés augmentent à mesure que le Humeur actuel diminue.", "Les dégâts infligés aux bêtes augmentent de 20 %.": "Les dégâts infligés aux bêtes augmentent de 20 %.", "Les effets à l'utilisation des objets sont rendus par un seul composant partagé. Les pierres d'âme avaient auparavant une mise en page personnalisée et imprimaient leur trait accordé deux fois sur la même page ; la nourriture et les potions en utilisaient une autre.": "Les effets à l'utilisation des objets sont rendus par un seul composant partagé. Les pierres d'âme avaient auparavant une mise en page personnalisée et imprimaient leur trait accordé deux fois sur la même page ; la nourriture et les potions en utilisaient une autre.", "Les elfes possèdent une profonde compréhension de la magie et de la nature, réputés pour leurs sens aiguisés et leur sagesse.": "Les elfes possèdent une profonde compréhension de la magie et de la nature, réputés pour leurs sens aiguisés et leur sagesse.", "Les elfes possèdent une profonde compréhension de la magie et de la nature, réputés pour leurs sens aiguisés et leur sagesse. Ils obtiennent Culpabilité charnelle en mangeant de la nourriture carnivore. Ils ignorent la pénalité de Humeur lorsqu'ils mangent de la nourriture végétarienne.": "Les elfes possèdent une profonde compréhension de la magie et de la nature, réputés pour leurs sens aiguisés et leur sagesse. Ils obtiennent Culpabilité charnelle en mangeant de la nourriture carnivore. Ils ignorent la pénalité de Humeur lorsqu'ils mangent de la nourriture végétarienne.", "Les ennemis ayant 20% de PV ou moins sont exécutés instantanément lorsqu'ils subissent des dégâts.": "Les ennemis ayant 20% de PV ou moins sont exécutés instantanément lorsqu'ils subissent des dégâts.", "Les ennemis ayant 20% de PV ou moins sont exécutés instantanément lorsqu'ils subissent des dégâts. Ne s'applique pas aux boss.": "Les ennemis ayant 20% de PV ou moins sont exécutés instantanément lorsqu'ils subissent des dégâts. Ne s'applique pas aux boss.", "Les ennemis ayant 20% de PV ou moins sont exécutés instantanément lorsqu'ils subissent...": "Les ennemis ayant 20% de PV ou moins sont exécutés instantanément lorsqu'ils subissent...", "Les ennemis de l'Abîme dans les donjons ne gagnent pas de Saturation magique.": "Les ennemis de l'Abîme dans les donjons ne gagnent pas de Saturation magique.", "Les ennemis de l'abîme dans les donjons gagnent Saturation magique et deviennent plus puissants au fil des jours.": "Les ennemis de l'abîme dans les donjons gagnent Saturation magique et deviennent plus puissants au fil des jours.", "Les ennemis sont déraisonnablement puissants. Désactive de force les sauvegardes libres.": "Les ennemis sont déraisonnablement puissants. Désactive de force les sauvegardes libres.", "Les ennemis sont faibles.": "Les ennemis sont faibles.", "Les ennemis sont faibles. Vous pouvez gagner les combats facilement. Recommandé pour les joueurs qui n'ont pas beaucoup joué à des jeux de stratégie auparavant.": "Les ennemis sont faibles. Vous pouvez gagner les combats facilement. Recommandé pour les joueurs qui n'ont pas beaucoup joué à des jeux de stratégie auparavant.", "Les ennemis sont redoutables !": "Les ennemis sont redoutables !", "Les ennemis sont redoutables ! Pour les joueurs familiers du jeu en quête d'un défi sans pitié. Désactive de force les sauvegardes libres.": "Les ennemis sont redoutables ! Pour les joueurs familiers du jeu en quête d'un défi sans pitié. Désactive de force les sauvegardes libres.", "Les ennemis sont redoutables, les donjons impitoyables. Pour les joueurs de stratégie expérimentés.": "Les ennemis sont redoutables, les donjons impitoyables. Pour les joueurs de stratégie expérimentés.", "Les esclaves endurent une existence misérable, apprenant l'obéissance et la patience.": "Les esclaves endurent une existence misérable, apprenant l'obéissance et la patience.", "Les expressions de chacun se durcissent. Plus tard, en récupérant le corps du mort, de l'argent est retrouvé.": "Les expressions de chacun se durcissent. Plus tard, en récupérant le corps du mort, de l'argent est retrouvé.", "Les feuilles qui ont bu le soleil sont prêtes à brûler leurs ennemis.": "Les feuilles qui ont bu le soleil sont prêtes à brûler leurs ennemis.", "Les fleurs ont éclos.": "Les fleurs ont éclos.", "Les fonctionnalités suivantes ne sont pas encore implémentées.": "Bloquer activement avec un bouclier pour réduire d'environ moitié les dégâts subis. Réduit aussi la durabilité d'équipement perdue lors d'un coup.", "Les fonctionnalités suivantes ne sont pas encore implémentées. Elles sont prévues pour un développement futur. - Capturer et domestiquer Gloth - Plus de Traits au total - Boissons alcoolisées - Autoriser/Interdire stockage": "Les fonctionnalités suivantes ne sont pas encore implémentées. Elles sont prévues pour un développement futur. - Capturer et domestiquer Gloth - Plus de Traits au total - Boissons alcoolisées - Autoriser/Interdire stockage", "Les forgerons travaillent avec le feu et des marteaux pour fabriquer et réparer du matériel.": "Les forgerons travaillent avec le feu et des marteaux pour fabriquer et réparer du matériel.", "Les gardes de la ville agissent sur ordre pour préserver la paix en ville.": "Les gardes de la ville agissent sur ordre pour préserver la paix en ville.", "Les gardes du corps du chef sont des guerriers qui risquent leur vie pour protéger le chef.": "Les gardes du corps du chef sont des guerriers qui risquent leur vie pour protéger le chef.", "Les hommes-lézards environnants laissèrent échapper des cris sourds et acceptèrent ses paroles.": "Les hommes-lézards environnants laissèrent échapper des cris sourds et acceptèrent ses paroles.", "Les humains sont plus imprévisibles que les monstres.": "Les humains sont plus imprévisibles que les monstres.", "Les icônes d'arbre de compétences apparaissent maintenant sur chaque référence de branche sur l'ensemble du site, et les deux nouveaux arbres B.0.3.40 (": "Les icônes d'arbre de compétences apparaissent maintenant sur chaque référence de branche sur l'ensemble du site, et les deux nouveaux arbres B.0.3.40 (", "Les info-bulles s'affichent quand vous passez la souris sur les objets, les compétences, les traits, les caractéristiques et d'autres éléments que vous voulez vérifier.": "Les info-bulles s'affichent quand vous passez la souris sur les objets, les compétences, les traits, les caractéristiques et d'autres éléments que vous voulez vérifier.", "Les inscriptions gravées guident les aventuriers dans leur périple.": "Les inscriptions gravées guident les aventuriers dans leur périple.", "Les jardiniers entretiennent et cultivent les forêts et maintiennent l'ordre naturel.": "Les jardiniers entretiennent et cultivent les forêts et maintiennent l'ordre naturel.", "Les jus éclatent en bouche, révélant le goût du sauvage.": "Les jus éclatent en bouche, révélant le goût du sauvage.", "Les lances ont un avantage en termes de portée et peuvent toucher plusieurs cibles à la fois.": "Les lances ont un avantage en termes de portée et peuvent toucher plusieurs cibles à la fois.", "Les lanciers envoyés par la guilde protègent cet endroit sous les ordres d'un officier.": "Les lanciers envoyés par la guilde protègent cet endroit sous les ordres d'un officier.", "Les légendes parlent de son pouvoir de guérison miraculeux.": "Les légendes parlent de son pouvoir de guérison miraculeux.", "Les membres Lycan se regardent avec des expressions de regret puis baissent lentement la tête.": "Les membres Lycan se regardent avec des expressions de regret puis baissent lentement la tête.", "Les membres de l'expédition acquiescèrent à vos instructions.": "Les membres de l'expédition acquiescèrent à vos instructions.", "Les membres de l'expédition construisent le bâtiment au fil du temps.": "Les membres de l'expédition construisent le bâtiment au fil du temps.", "Les membres de l'expédition mangeaient séparément, dispersés un peu partout. Il ...": "Les membres de l'expédition mangeaient séparément, dispersés un peu partout. Il ...", "Les membres de l'expédition mangeaient séparément, dispersés un peu partout. Il est regrettable qu'ils n'aient même pas de véritable salle à manger. \"Si nous construisons une salle à manger, tout le monde pourra manger plus confortablement.\"": "Les membres de l'expédition mangeaient séparément, dispersés un peu partout. Il est regrettable qu'ils n'aient même pas de véritable salle à manger. \"Si nous construisons une salle à manger, tout le monde pourra manger plus confortablement.\"", "Les membres de l'expédition mangeaient séparément, dispersés un peu partout. Il est regrettable qu'ils n'aient même pas de véritable salle à manger. \"Si nous construisons une salle à manger, tout le monde pourra manger plus confortablement.\" ➜ Les membres de l'expédition commencent maintenant à se réunir au même endroit pour partager leurs repas. \"Maintenant, nous pourrons manger tranquillement, n'est-ce pas ?\"": "Les membres de l'expédition mangeaient séparément, dispersés un peu partout. Il est regrettable qu'ils n'aient même pas de véritable salle à manger. \"Si nous construisons une salle à manger, tout le monde pourra manger plus confortablement.\" ➜ Les membres de l'expédition commencent maintenant à se réunir au même endroit pour partager leurs repas. \"Maintenant, nous pourrons manger tranquillement, n'est-ce pas ?\"", "Les membres de l'expédition ont commencé à douter de la capacité récente de l'expédition à atteindre ses objectifs.": "Les membres de l'expédition ont commencé à douter de la capacité récente de l'expédition à atteindre ses objectifs.", "Les membres de l'expédition reprennent courage face à ce que l'expédition a accompli.": "Les membres de l'expédition reprennent courage face à ce que l'expédition a accompli.", "Les membres de l'équipe d'exploration applaudissent et crient au discours de": "Les membres de l'équipe d'exploration applaudissent et crient au discours de", "Les membres donnent chacun leur avis, mais au final, tous les regards se tournent vers vous.": "Les membres donnent chacun leur avis, mais au final, tous les regards se tournent vers vous.", "Les membres montrent leur détermination avec une expression ferme.": "Les membres montrent leur détermination avec une expression ferme.", "Les membres prennent la même quantité de nourriture que d'habitude et repartent avec un air insatisfait.": "Les membres prennent la même quantité de nourriture que d'habitude et repartent avec un air insatisfait.", "Les membres sautent directement dans la zone contaminée. La contamination enveloppe tout votre corps et un liquide violet foncé recouvre votre armure et votre peau. Personne n'avait le temps de s'occuper de son propre corps.": "Les membres sautent directement dans la zone contaminée. La contamination enveloppe tout votre corps et un liquide violet foncé recouvre votre armure et votre peau. Personne n'avait le temps de s'occuper de son propre corps.", "Les membres se félicitent et se félicitent. Le rire résonne partout.": "Les membres se félicitent et se félicitent. Le rire résonne partout.", "Les membres se réunissent un à un pour célébrer les résultats de cette expédition. L'armure est toujours couverte de saleté et de poussière, mais personne ne s'en soucie. Vous criez alors que tout le monde le remarque.": "Les membres se réunissent un à un pour célébrer les résultats de cette expédition. L'armure est toujours couverte de saleté et de poussière, mais personne ne s'en soucie. Vous criez alors que tout le monde le remarque.", "Les membres viennent vous voir au milieu d'un brouhaha agité. Parmi eux, quelqu'un s'avance comme s'il avait pris sa décision.": "Les membres viennent vous voir au milieu d'un brouhaha agité. Parmi eux, quelqu'un s'avance comme s'il avait pris sa décision.", "Les membres, qui ont reçu un repas plus copieux que d'habitude, ont apprécié leur repas avec une expression plus satisfaite.": "Les membres, qui ont reçu un repas plus copieux que d'habitude, ont apprécié leur repas avec une expression plus satisfaite.", "Les mendiants font tout pour survivre dans une pauvreté extrême.": "Les mendiants font tout pour survivre dans une pauvreté extrême.", "Les mendiants font tout pour survivre dans une pauvreté extrême. Les mendiants ne subissent pas d'effets négatifs sur leur humeur liés à la nourriture.": "Les mendiants font tout pour survivre dans une pauvreté extrême. Les mendiants ne subissent pas d'effets négatifs sur leur humeur liés à la nourriture.", "Les mendiants ne subissent pas d'effets négatifs sur leur humeur liés à la nourriture.": "Les mendiants ne subissent pas d'effets négatifs sur leur humeur liés à la nourriture.", "Les mercenaires sont des guerriers spécialisés qui combattent pour le profit.": "Les mercenaires sont des guerriers spécialisés qui combattent pour le profit.", "Les mineurs entraînent leur endurance en creusant des ressources profondément sous terre.": "Les mineurs entraînent leur endurance en creusant des ressources profondément sous terre.", "Les monstres de la faction des Bêtes ont 20% de points de vie en plus et reçoivent 50% d'expérience en plus.": "Les monstres de la faction des Bêtes ont 20% de points de vie en plus et reçoivent 50% d'expérience en plus.", "Les monstres de type Bête et de type Anomalie sont hostiles entre eux.": "Les monstres de type Bête et de type Anomalie sont hostiles entre eux.", "Les monstres de type Bête et de type Anomalie sont hostiles entre eux. Exploitez leurs relations à votre avantage.": "Les monstres de type Bête et de type Anomalie sont hostiles entre eux. Exploitez leurs relations à votre avantage.", "Les monstres sont plus doux que les pierres.": "Les monstres sont plus doux que les pierres.", "Les montagnes sont à la fois notre foyer et notre forteresse. Nous n'avons pas besoin d'envier les autres.": "Les montagnes sont à la fois notre foyer et notre forteresse. Nous n'avons pas besoin d'envier les autres.", "Les munitions disponibles sont presque épuisées.": "Les munitions disponibles sont presque épuisées.", "Les munitions équipées sont insuffisantes.": "Les munitions équipées sont insuffisantes.", "Les murs en rondins simples sont passables.": "Les murs en rondins simples sont passables.", "Les myrtilles sucrées ajoutent une touche de parfum forestier.": "Les myrtilles sucrées ajoutent une touche de parfum forestier.", "Les mystiques étudient les textes anciens et les connaissances interdites pour explorer les vérités cachées du monde.": "Les mystiques étudient les textes anciens et les connaissances interdites pour explorer les vérités cachées du monde.", "Les nains sont connus pour leur grande endurance et leur maîtrise artisanale, prospéran...": "Les nains sont connus pour leur grande endurance et leur maîtrise artisanale, prospéran...", "Les nains sont connus pour leur grande endurance et leur maîtrise artisanale, prospérant au cœur des montagnes.": "Les nains sont connus pour leur grande endurance et leur maîtrise artisanale, prospérant au cœur des montagnes.", "Les niveaux supérieurs nécessitent une plus grande satisfaction de": "Les niveaux supérieurs nécessitent une plus grande satisfaction de", "Les nobles explorateurs utilisent leur richesse et leur renommée pour explorer des terres inconnues et poursuivre de nouvelles découvertes.": "Les nobles explorateurs utilisent leur richesse et leur renommée pour explorer des terres inconnues et poursuivre de nouvelles découvertes.", "Les nomades mènent une vie de liberté, sans s'installer nulle part.": "Les nomades mènent une vie de liberté, sans s'installer nulle part.", "Les noms d'énumération sont maintenant lus à partir du vidage de code propre de la version du jeu au lieu d'une liste codée en dur. Cela a supprimé 195 valeurs": "Les noms d'énumération sont maintenant lus à partir du vidage de code propre de la version du jeu au lieu d'une liste codée en dur. Cela a supprimé 195 valeurs", "Les nouveaux membres acquièrent": "Les nouveaux membres acquièrent", "Les nouveaux membres acquièrent esprit pionnier.": "Les nouveaux membres acquièrent esprit pionnier.", "Les nouveaux membres acquièrent instinct de survie.": "Les nouveaux membres acquièrent instinct de survie.", "Les nouveaux membres apprennent": "Les nouveaux membres apprennent", "Les nouveaux membres apprennent Protection de l'Arbre du Monde.": "Les nouveaux membres apprennent Protection de l'Arbre du Monde.", "Les objets ramassés sont stockés dans l''Inventaire' de l'unité.": "Les objets ramassés sont stockés dans l''Inventaire' de l'unité.", "Les officiers de la guilde doivent apprendre les bases du dressage des dragons, de la stratégie et des arts martiaux, et suivre fidèlement les manuels rédigés par la guilde.": "Les officiers de la guilde doivent apprendre les bases du dressage des dragons, de la stratégie et des arts martiaux, et suivre fidèlement les manuels rédigés par la guilde.", "Les pages d'effet indiquent maintenant ce que l'effet fait. 796 pages d'affecteur/trait affichaient auparavant uniquement": "Les pages d'effet indiquent maintenant ce que l'effet fait. 796 pages d'affecteur/trait affichaient auparavant uniquement", "Les parieurs aiment tout risquer au nom du destin.": "Les parieurs aiment tout risquer au nom du destin.", "Les pavés de la rue étaient le foyer de": "Les pavés de la rue étaient le foyer de", "Les pensées deviennent plus claires et la réflexion s'accélère.": "Les pensées deviennent plus claires et la réflexion s'accélère.", "Les pertes liées au jeu ont endurci": "Les pertes liées au jeu ont endurci", "Les philosophes cherchent la vérité par une profonde contemplation.": "Les philosophes cherchent la vérité par une profonde contemplation.", "Les plaintes ne font que s'amplifier, et la tension dans la salle monte encore. Malheureusement, votre tentative a échoué, et ils continuent de vous fixer avec de la colère et de l'épuisement dans les yeux.": "Les plaintes ne font que s'amplifier, et la tension dans la salle monte encore. Malheureusement, votre tentative a échoué, et ils continuent de vous fixer avec de la colère et de l'épuisement dans les yeux.", "Les points de vie maximum que la tête peut supporter. Détermine la valeur maximale de": "Les points de vie maximum que la tête peut supporter. Détermine la valeur maximale de", "Les points de vie maximum que la tête peut supporter. Détermine la valeur maximale de Santé (tête).": "Les points de vie maximum que la tête peut supporter. Détermine la valeur maximale de Santé (tête).", "Les points de vie maximum que le torse peut supporter. Détermine la valeur maximale de": "Les points de vie maximum que le torse peut supporter. Détermine la valeur maximale de", "Les points de vie maximum que le torse peut supporter. Détermine la valeur maximale de Santé du torse.": "Les points de vie maximum que le torse peut supporter. Détermine la valeur maximale de Santé du torse.", "Les points de vie maximum totaux de l'unité. Cette valeur sert de base à": "Les points de vie maximum totaux de l'unité. Cette valeur sert de base à", "Les points de vie maximum totaux de l'unité. Cette valeur sert de base à Points de vie max. (tête) et Points de vie max. (torse).": "Les points de vie maximum totaux de l'unité. Cette valeur sert de base à Points de vie max. (tête) et Points de vie max. (torse).", "Les points de vie ne descendent pas en dessous de 1.": "Les points de vie ne descendent pas en dessous de 1.", "Les points de vie sont faibles.": "Les points de vie sont faibles.", "Les pompes funèbres sont chargées d'organiser les morts et de les préparer à leurs derniers instants.": "Les pompes funèbres sont chargées d'organiser les morts et de les préparer à leurs derniers instants.", "Les porteurs transportent de lourdes charges et possèdent une grande force physique.": "Les porteurs transportent de lourdes charges et possèdent une grande force physique.", "Les potions de réinitialisation des compétences peuvent être trouvées dans des coffres au trésor du donjon.": "Les potions de réinitialisation des compétences peuvent être trouvées dans des coffres au trésor du donjon.", "Les pousses d'avoine grandissent.": "Les pousses d'avoine grandissent.", "Les puces sont infestées. En dormant, elles gagnent": "Les puces sont infestées. En dormant, elles gagnent", "Les puces sont infestées. En dormant, elles gagnent Essaim de puces pendant 300 secondes.": "Les puces sont infestées. En dormant, elles gagnent Essaim de puces pendant 300 secondes.", "Les rats ont un don incroyable pour ronger les endroits aux odeurs étranges.": "Les rats ont un don incroyable pour ronger les endroits aux odeurs étranges.", "Les rebonds priorisent les cibles ayant le moins de coups cumulés.": "Les rebonds priorisent les cibles ayant le moins de coups cumulés.", "Les rebonds privilégient les cibles ayant le moins de coups cumulés.": "Les rebonds privilégient les cibles ayant le moins de coups cumulés.", "Les ressources et le temps sont très limités, ce qui exige une planification à long terme précise et un contrôle des pertes.": "Les ressources et le temps sont très limités, ce qui exige une planification à long terme précise et un contrôle des pertes.", "Les ressources sont extrêmement rares et les marchandises sont chères.": "Les ressources sont extrêmement rares et les marchandises sont chères.", "Les récompenses des coffres augmentent de 100%.": "Les récompenses des coffres augmentent de 100%.", "Les réserves de nourriture de la colonie sont faibles.": "Les réserves de nourriture de la colonie sont faibles.", "Les salles qui satisfont certaines conditions - comme la taille, le nombre et la qualité des structures placées, ainsi que la qualité des murs et des sols - seront classées dans des types de salle spécifiques tels que": "Les salles qui satisfont certaines conditions - comme la taille, le nombre et la qualité des structures placées, ainsi que la qualité des murs et des sols - seront classées dans des types de salle spécifiques tels que", "Les sensations semblent lointaines et le corps prend du retard sur la volonté.": "Les sensations semblent lointaines et le corps prend du retard sur la volonté.", "Les sons étranges des tambours et des flûtes ont rapidement pénétré profondément dans nos esprits et ont enivré tout le monde, et pendant un moment, l'équipe d'exploration a ri et discuté en extase pour des raisons inconnues.": "Les sons étranges des tambours et des flûtes ont rapidement pénétré profondément dans nos esprits et ont enivré tout le monde, et pendant un moment, l'équipe d'exploration a ri et discuté en extase pour des raisons inconnues.", "Les sorciers manipulent les pouvoirs élémentaires grâce à leurs connaissances et à leur entraînement.": "Les sorciers manipulent les pouvoirs élémentaires grâce à leurs connaissances et à leur entraînement.", "Les statistiques augmentent légèrement lorsqu'on monte de niveau.": "Les statistiques augmentent légèrement lorsqu'on monte de niveau.", "Les statistiques résultantes et l'inscription ne sont pas appliquées immédiatement. Vous devez choisir une inscription et appuyer sur Confirmer pour finaliser le": "Les statistiques résultantes et l'inscription ne sont pas appliquées immédiatement. Vous devez choisir une inscription et appuyer sur Confirmer pour finaliser le", "Les terres alentour ont été vidées d'énergie et transformées en": "Les terres alentour ont été vidées d'énergie et transformées en", "Les terres dévastées par les": "Les terres dévastées par les", "Les terres dévastées par les Portail du donjons qui drainent l'énergie de leur environnement. La plupart des zones sont envahies par des lianes sombres et épineuses, le sol est stérile et peu de créatures survivent. L'expédition doit aménager cet endroit comme base de repos et de ravitaillement en route vers les profondeurs du Donjon.": "Les terres dévastées par les Portail du donjons qui drainent l'énergie de leur environnement. La plupart des zones sont envahies par des lianes sombres et épineuses, le sol est stérile et peu de créatures survivent. L'expédition doit aménager cet endroit comme base de repos et de ravitaillement en route vers les profondeurs du Donjon.", "Les terres voisines deviennent un Sol corrompu et ne peuvent plus être traversées.": "Les terres voisines deviennent un Sol corrompu et ne peuvent plus être traversées.", "Les traits représentent l'origine, le tempérament, les caractéristiques physiques, le parcours de croissance et d'autres éléments propres à une unité, et peuvent être consultés dans la fenêtre du personnage. Les traits peuvent être acquis ou perdus de différentes manières, et chacun affecte différemment les stats, le comportement, les états, les performances au combat et d'autres aspects selon son contenu.": "Les traits représentent l'origine, le tempérament, les caractéristiques physiques, le parcours de croissance et d'autres éléments propres à une unité, et peuvent être consultés dans la fenêtre du personnage. Les traits peuvent être acquis ou perdus de différentes manières, et chacun affecte différemment les stats, le comportement, les états, les performances au combat et d'autres aspects selon son contenu.", "Les trajectoires des attaques entrantes sont plus nettes, ce qui rend ces attaques plus faciles à esquiver.": "Les trajectoires des attaques entrantes sont plus nettes, ce qui rend ces attaques plus faciles à esquiver.", "Les tranches d'humeur (de Très malheureux à Très heureux) et les tranches de stress proviennent directement de": "Les tranches d'humeur (de Très malheureux à Très heureux) et les tranches de stress proviennent directement de", "Les tuyaux sont corrodés à divers endroits et de l'eau contaminée qui semble avoir fui du catalyseur s'accumule autour d'eux.": "Les tuyaux sont corrodés à divers endroits et de l'eau contaminée qui semble avoir fui du catalyseur s'accumule autour d'eux.", "Les unités alliées peuvent être sélectionnées rapidement à l'aide des raccourcis. Maintenir la touche Maj pendant la sélection les ajoute à la sélection actuelle.": "Les unités alliées peuvent être sélectionnées rapidement à l'aide des raccourcis. Maintenir la touche Maj pendant la sélection les ajoute à la sélection actuelle.", "Les unités ayant atteint l'expérience maximale peuvent effectuer": "Les unités ayant atteint l'expérience maximale peuvent effectuer", "Les unités ayant atteint l'expérience maximale peuvent effectuer Consécration à la Statue de la Déesse pour monter de niveau. Pendant Consécration, l'augmentation de chaque Statistique principale est déterminée aléatoirement en fonction du Talent de l'unité. Monter de niveau accorde également Point de compétence principal et Point de compétence secondaire.": "Les unités ayant atteint l'expérience maximale peuvent effectuer Consécration à la Statue de la Déesse pour monter de niveau. Pendant Consécration, l'augmentation de chaque Statistique principale est déterminée aléatoirement en fonction du Talent de l'unité. Monter de niveau accorde également Point de compétence principal et Point de compétence secondaire.", "Les unités ayant atteint le maximum d'": "Les unités ayant atteint le maximum d'", "Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.": "Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.", "Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.": "Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.", "Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la...": "Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la...", "Les unités de niveau supérieur nécessitent un niveau de satisfaction de la": "Les unités de niveau supérieur nécessitent un niveau de satisfaction de la", "Les unités donnent la priorité aux tâches disponibles en haut de la file.": "Les unités donnent la priorité aux tâches disponibles en haut de la file.", "Les unités en mauvaise": "Les unités en mauvaise", "Les unités gagnent le": "Les unités gagnent le", "Les unités ne peuvent être renvoyées que dans la colonie.": "Les unités ne peuvent être renvoyées que dans la colonie.", "Les unités ne reconnaissent comme matériaux valides que les objets dans leur propre inventaire, dans le stockage ou au sol. Les objets transportés par d'autres unités ne peuvent pas être utilisés.": "Les unités ne reconnaissent comme matériaux valides que les objets dans leur propre inventaire, dans le stockage ou au sol. Les objets transportés par d'autres unités ne peuvent pas être utilisés.", "Les unités peuvent atteindre le niveau 12 grâce à": "Les unités peuvent atteindre le niveau 12 grâce à", "Les unités peuvent fabriquer et consommer diverses boissons alcoolisées.": "Les unités peuvent fabriquer et consommer diverses boissons alcoolisées.", "Les unités qui ne sont pas positionnées à l'intérieur de la Salle du Portail peuvent disparaître lorsqu'on utilise un portail.": "Les unités qui ne sont pas positionnées à l'intérieur de la Salle du Portail peuvent disparaître lorsqu'on utilise un portail.", "Les voleurs utilisent leurs mains agiles pour dérober les biens des autres.": "Les voleurs utilisent leurs mains agiles pour dérober les biens des autres.", "Les voyous prospèrent dans l'illégalité et le chaos.": "Les voyous prospèrent dans l'illégalité et le chaos.", "Les véritables dons de la nature.": "Les véritables dons de la nature.", "Les yeux clos, vous vous concentrez profondément et contemplez la véritable nature de ce son.": "Les yeux clos, vous vous concentrez profondément et contemplez la véritable nature de ce son.", "Les yeux des membres de l'expédition s'écarquillent à vos paroles. En un instant, leurs visages passent de l'épuisement à la surprise puis à la joie. L'humeur de la conversation s'adoucit aussitôt.": "Les yeux des membres de l'expédition s'écarquillent à vos paroles. En un instant, leurs visages passent de l'épuisement à la surprise puis à la joie. L'humeur de la conversation s'adoucit aussitôt.", "Les yeux et les oreilles deviennent plus sensibles, rendant le monde plus net.": "Les yeux et les oreilles deviennent plus sensibles, rendant le monde plus net.", "Les éclaireurs avancent, explorent les environs et détectent les dangers à l'avance.": "Les éclaireurs avancent, explorent les environs et détectent les dangers à l'avance.", "Les écuyers aident leurs maîtres avec loyauté et perfectionnent leurs compétences de combat.": "Les écuyers aident leurs maîtres avec loyauté et perfectionnent leurs compétences de combat.", "Les élixirs de réinitialisation des compétences peuvent être trouvés dans des coffres au trésor du donjon.": "Les élixirs de réinitialisation des compétences peuvent être trouvés dans des coffres au trésor du donjon.", "Les épées stockées sont toujours prêtes à l'emploi.": "Les épées stockées sont toujours prêtes à l'emploi.", "Les étincelles du silex enflamment vos ennemis.": "Les étincelles du silex enflamment vos ennemis.", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have hap...": "Moins d'un jour s'était écoulé avant que vous ne donniez l'ordre aux membres de l'expédition de gérer le membre suspect. Vous ne saviez pas comment cela aurait pu", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved fo": "Moins d'un jour s'était écoulé avant que vous ne donniez l'ordre aux membres de l'expédition de gérer le membre suspect. Vous ne saviez pas comment quelque chose comme cela aurait pu se produire, mais les membres étaient soulagés", "Lesser (Low-grade) Mana Stones": "Pierres de mana inférieures (bas grade)", "Lesser Mana Stone x24 + Cogwheel x1": "Pierre de mana inférieure x24 + Roue dentée x1", "Let melee hold aggro.": "Laissez la mêlée tenir l'aggro.", "Let stress climb and the unit risks a": "Laissez le stress grimper et l'unité risque une", "Lettre des développeurs": "Lettre des développeurs", "Lettre des développeurs - Dungeon Settlers Wiki": "Lettre des développeurs - Dungeon Settlers Wiki", "Lettre des développeurs icon": "Lettre des développeurs icône", "Lettre des développeurs portée et zone affichées sur une salle de donjon": "Lettre des développeurs portée et zone affichées sur une salle de donjon", "Lettre du développeur": "Lettre du développeur", "Lettre du développeur - Dungeon Settlers Wiki": "Lettre du développeur - Dungeon Settlers Wiki", "Lettre du développeur icon": "Lettre du développeur icon", "Leur vaste savoir et leurs techniques sont devenus un héritage oublié.": "Leur vaste savoir et leurs techniques sont devenus un héritage oublié.", "Leurs empreintes ne sont pas laissées pour compte. Personne ne peut même connaître le chemin déjà parcouru.": "Leurs empreintes ne sont pas laissées pour compte. Personne ne peut même connaître le chemin déjà parcouru.", "Leurs poignets peuvent être libérés des chaînes, mais leurs cœurs restent enchaînés.": "Leurs poignets peuvent être libérés des chaînes, mais leurs cœurs restent enchaînés.", "Level 1": "Niveau 1", "Level 2": "Niveau 2", "Level 3": "Niveau 3", "Level 4": "Niveau 4", "Level 5": "Niveau 5", "Level N": "Niveau N", "Level Up Build Max Level": "Augmenter le niveau maximal de construction", "Level cap": "Niveau maximum", "Level limit for the trait pool that can attach to a Background": "Limite de niveau pour le pool de traits pouvant s'attacher à un Parcours", "Level price": "Prix de niveau", "Level up, or remove a tree / an inscription to add one.": "Montez de niveau, ou retirez un arbre / une inscription pour en ajouter un.", "Level {#}": "Niveau {#}", "Level-up inscription choices are": "Les choix d'inscription de montée de niveau sont", "Level-ups + growth": "Montées de niveau + croissance", "LevelAbove_2_1": "LevelAbove_2_1", "LevelUpRequiredItem": "LevelUpRequiredItem", "LevelUp_": "LevelUp_", "Level_": "Level_", "Leveling & Experience": "Niveaux et expérience", "Leveling & Experience - Dungeon Settlers Wiki": "Montée en niveau et expérience - Dungeon Settlers Wiki", "Leveling & XP": "Progression et XP", "Leveling & XP guide": "Guide de progression et XP", "Leveling is manual: a": "La montée en niveau est manuelle : une", "Leveling is not automatic. When a unit has enough experience you perform a": "La montée en niveau n'est pas automatique. Lorsqu'une unité a assez d'expérience, vous effectuez une", "Leveling wall": "Mur de progression", "Leveling without stalling": "Monter en niveau sans stagner", "Levels 1-4 use": "Les niveaux 1 à 4 utilisent des", "Levels 10-12 use": "Les niveaux 10 à 12 utilisent des", "Levels 4-7 use": "Les niveaux 4 à 7 utilisent des", "Levels 7-10 use": "Les niveaux 7 à 10 utilisent des", "Liana": "Liana", "Liana a payé plus en Amendes que ce qu'elle a gagné grâce au Braconnage.": "Liana a payé plus en Amendes que ce qu'elle a gagné grâce au Braconnage.", "Liana, Ameris, Fiona, Isolde, Meriel, Aria, Annabel, Serena, Lyrian, Sherry, Pionela, Eris, Sophia, Mariela, Alice, Pamela, Cassiel, Adera, Lyra, Reina, Merisa, Serina, Tiana, Veranica, Aicial, Emilia, Lena, Ayla, Camilla, Elysia, Rebecca, Elara, Davina, Selena, Roselyn, Amalie, Bianca, Kalina, Deiana, Lubella, Joséphine, Séraphina, Cordélia, Iliana, Natalie, Viola, Evelyn, Daria, Leticia, Marcella, Adeline, Priscilla, Loretta, Evalyn, Luciana, Teresa, Helena, Estella, Clarice, Ariella, Brielle, Celeste, Monica, Katrina, Eliana, Rosalind, Lyra": "Liana, Ameris, Fiona, Isolde, Meriel, Aria, Annabel, Serena, Lyrian, Sherry, Pionela, Eris, Sophia, Mariela, Alice, Pamela, Cassiel, Adera, Lyra, Reina, Merisa, Serina, Tiana, Veranica, Aicial, Emilia, Lena, Ayla, Camilla, Elysia, Rebecca, Elara, Davina, Selena, Roselyn, Amalie, Bianca, Kalina, Deiana, Lubella, Joséphine, Séraphina, Cordélia, Iliana, Natalie, Viola, Evelyn, Daria, Leticia, Marcella, Adeline, Priscilla, Loretta, Evalyn, Luciana, Teresa, Helena, Estella, Clarice, Ariella, Brielle, Celeste, Monica, Katrina, Eliana, Rosalind, Lyra", "Liana, Ameris, Fiona, Isolde, Meriel, Aria, Annabel, Serena, Lyrian, Sherry, Pionela, Eris, Sophia, Mariela, Alice, Pamela, Cassiel, Adera, Lyra, Reina, Merisa, Serina, Tiana, Veranica, Aicial, Emilia, Lena, Ayla, Camilla, Elysia, Rebecca, Elara, Davina, Selena, Roselyn, Amalie, Bianca, Kalina, Deiana, Lubella, Joséphine, Séraphina, Cordélia, Iliana, Natalie, Viola, Evelyn, Daria, Leticia, Marcella, Adeline, Priscilla, Loretta, Evalyn, Luciana, Teresa, Helena, Estella, Clarice, Ariella, Brielle, Celeste, Monica, Katrina, Eliana, Rosalind, Lyra, Endrossi": "Liana, Ameris, Fiona, Isolde, Meriel, Aria, Annabel, Serena, Lyrian, Sherry, Pionela, Eris, Sophia, Mariela, Alice, Pamela, Cassiel, Adera, Lyra, Reina, Merisa, Serina, Tiana, Veranica, Aicial, Emilia, Lena, Ayla, Camilla, Elysia, Rebecca, Elara, Davina, Selena, Roselyn, Amalie, Bianca, Kalina, Deiana, Lubella, Joséphine, Séraphina, Cordélia, Iliana, Natalie, Viola, Evelyn, Daria, Leticia, Marcella, Adeline, Priscilla, Loretta, Evalyn, Luciana, Teresa, Helena, Estella, Clarice, Ariella, Brielle, Celeste, Monica, Katrina, Eliana, Rosalind, Lyra, Endrossi", "Liane aux épines sombres": "Liane aux épines sombres", "Liane aux épines sombres - Dungeon Settlers Wiki": "Liane aux épines sombres - Dungeon Settlers Wiki", "Libère son potentiel face à la crise.": "Libère son potentiel face à la crise.", "Libère son potentiel face à la crise. Périodiquement augmente le": "Libère son potentiel face à la crise. Périodiquement augmente le", "Libère son potentiel face à la crise. Périodiquement augmente le Humeur des unités à proximité.": "Libère son potentiel face à la crise. Périodiquement augmente le Humeur des unités à proximité.", "Libère trois vagues d'épée vers l'avant, infligeant à toutes les cibles sur une trajectoire linéaire des dégâts physiques équivalents à 200% de": "Libère trois vagues d'épée vers l'avant, infligeant à toutes les cibles sur une trajectoire linéaire des dégâts physiques équivalents à 200% de", "Libère trois vagues d'épée vers l'avant, infligeant à toutes les cibles sur une trajectoire linéaire des dégâts physiques équivalents à 200% de Puissance d'attaque physique. 10 energy - 40s cooldown": "Libère trois vagues d'épée vers l'avant, infligeant à toutes les cibles sur une trajectoire linéaire des dégâts physiques équivalents à 200% de Puissance d'attaque physique. 10 énergie - 40s de recharge", "Libère trois vagues d'épée vers l'avant, infligeant à toutes les cibles sur une trajectoire linéaire des dégâts physiques équivalents à 200% de Puissance d'attaque physique. 10 énergie - 40s de recharge": "Libère trois vagues d'épée vers l'avant, infligeant à toutes les cibles sur une trajectoire linéaire des dégâts physiques équivalents à 200% de Puissance d'attaque physique. 10 énergie - 40s de recharge", "Libère une aura meurtrière intense, infligeant 30% de": "Libère une aura meurtrière intense, infligeant 30% de", "Libère une aura meurtrière intense, infligeant 30% de Puissance d'attaque physique en dégâts aux unités ennemies et conférant 1 Faiblesse exposée et Lent pendant 5 secondes. 5 energy - 15s cooldown Effects: • Faiblesse exposée (on enemy): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. • Lent (on enemy): -30% Vitesse de déplacement": "Libère une aura meurtrière intense, infligeant 30% de Puissance d'attaque physique en dégâts aux unités ennemies et conférant 1 Faiblesse exposée et Lent pendant 5 secondes. 5 énergie - 15s de recharge Effets : • Faiblesse exposée (sur l'ennemi) : Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. • Lent (sur l'ennemi) : -30% Vitesse de déplacement", "Libère une aura meurtrière intense, infligeant 30% de Puissance d'attaque physique en dégâts aux unités ennemies et conférant 1 Faiblesse exposée et Lent pendant 5 secondes. 5 énergie - 15s de recharge Effets : • Faiblesse exposée (sur l'ennemi): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. • Lent (sur l'ennemi): -30% Vitesse de déplacement": "Libère une aura meurtrière intense, infligeant 30% de Puissance d'attaque physique en dégâts aux unités ennemies et conférant 1 Faiblesse exposée et Lent pendant 5 secondes. 5 énergie - 15s de recharge Effets : • Faiblesse exposée (sur l'ennemi): Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. • Lent (sur l'ennemi): -30% Vitesse de déplacement", "Life Regen": "Régénération de vie", "Life Steal and vampirism": "Vol de vie et vampirisme", "Lightning": "Lightning", "Limit": "Limit", "LimpingDuration": "LimpingDuration", "Line of sight (walls)": "Ligne de vue (murs)", "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "La ligne de vue est le seul limiteur absolu, toujours actif. Un mur vous cache à n'importe quelle distance ; le terrain découvert non, même très loin.", "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "Répliques que l'épouvantail prononce lorsqu'il est frappé ou inactif - plusieurs servent aussi d'indices de jeu.", "Lingot d'argent": "Lingot d'argent", "Lingot d'argent - Dungeon Settlers Wiki": "Lingot d'argent - Dungeon Settlers Wiki", "Lingot d'argent icon": "Lingot d'argent icon", "Lingot d'étain": "Lingot d'étain", "Lingot de bronze": "Lingot de bronze", "Lingot de cuivre": "Lingot de cuivre", "Lingot de cuivre - Dungeon Settlers Wiki": "Lingot de cuivre - Dungeon Settlers Wiki", "Lingot de cuivre icon": "Lingot de cuivre icon", "Lingot de fer": "Lingot de fer", "Lingot de fer - Dungeon Settlers Wiki": "Lingot de fer - Dungeon Settlers Wiki", "Lingot de fer icon": "Lingot de fer icon", "Linked creature": "Créature liée", "Liste des types de salles": "Liste des types de salles", "Listed here only because players may notice Lycan text in the game. It is not a selectable or recruitable race; it has no units and effectively no name pool.": "Répertoriée ici uniquement parce que les joueurs peuvent remarquer du texte Lycan dans le jeu. Ce n'est pas une race sélectionnable ni recrutable ; elle n'a aucune unité et pratiquement aucun pool de noms.", "Lit": "Lit", "Lit - Dungeon Settlers Wiki": "Lit - Dungeon Settlers Wiki", "Lit en bois": "Lit en bois", "Lit en bois - Dungeon Settlers Wiki": "Lit en bois - Dungeon Settlers Wiki", "Lit en pierre": "Lit en pierre", "Lit en pierre - Dungeon Settlers Wiki": "Lit en pierre - Dungeon Settlers Wiki", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t...": "Vivre en tant que vagabond, {0} a enduré d'innombrables épreuves, ne s'arrêtant jamais dans les tempêtes ou sous le soleil du désert. Sur la route venait l'autodéveloppement et l'espoir de trouver un", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though": "Vivre en tant que vagabond, {0} a enduré d'innombrables épreuves, ne s'arrêtant jamais dans les tempêtes ou sous le soleil du désert. Sur la route venait l'autodéveloppement et l'espoir de trouver un vrai chemin, bien que", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t...": "Vivre en tant que vagabond, {0} a enduré d'innombrables épreuves, ne s'arrêtant jamais dans les tempêtes ou sous le soleil du désert. Sur la route venait l'autocratie et l'espoir de trouver un", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though": "Vivre en tant que vagabond, {0} a enduré d'innombrables épreuves, ne s'arrêtant jamais dans les tempêtes ou sous le soleil du désert. Sur la route venait l'autocratie et l'espoir de trouver un vrai chemin, bien que", "Livre de magie": "Livre de magie", "Livre de magie - Dungeon Settlers Wiki": "Livre de magie - Dungeon Settlers Wiki", "Livre de magie icon": "Livre de magie icon", "Livre technique": "Livre technique", "Livre technique - Dungeon Settlers Wiki": "Livre technique - Dungeon Settlers Wiki", "Livre technique icon": "Livre technique icon", "Lizard Man 0": "Homme-Lézard 0", "Lizard Man 1": "Homme-Lézard 1", "Lizard Man 10": "Homme-Lézard 10", "Lizard Man 11": "Homme-Lézard 11", "Lizard Man 12": "Homme-Lézard 12", "Lizard Man 13": "Homme-Lézard 13", "Lizard Man 14": "Homme-Lézard 14", "Lizard Man 15": "Homme-Lézard 15", "Lizard Man 16": "Homme-Lézard 16", "Lizard Man 17": "Homme-Lézard 17", "Lizard Man 18": "Homme-Lézard 18", "Lizard Man 2": "Homme-Lézard 2", "Lizard Man 3": "Homme-Lézard 3", "Lizard Man 4": "Homme-Lézard 4", "Lizard Man 5": "Homme-Lézard 5", "Lizard Man 6": "Homme-Lézard 6", "Lizard Man 7": "Homme-Lézard 7", "Lizard Man 8": "Homme-Lézard 8", "Lizard Man 9": "Homme-Lézard 9", "Lizard Man Preset": "Homme-Lézard Préset", "LizardMan": "LizardMan", "LizardManOnly": "LizardManOnly", "LizardMan_000": "LizardMan_000", "LizardMan_001": "LizardMan_001", "LizardMan_002": "LizardMan_002", "LizardMan_003": "LizardMan_003", "LizardMan_004": "LizardMan_004", "LizardMan_005": "LizardMan_005", "LizardMan_006": "LizardMan_006", "LizardMan_007": "LizardMan_007", "LizardMan_008": "LizardMan_008", "LizardMan_009": "LizardMan_009", "LizardMan_010": "LizardMan_010", "LizardMan_011": "LizardMan_011", "LizardMan_012": "LizardMan_012", "LizardMan_013": "LizardMan_013", "LizardMan_014": "LizardMan_014", "LizardMan_015": "LizardMan_015", "LizardMan_016": "LizardMan_016", "LizardMan_017": "LizardMan_017", "LizardMan_018": "LizardMan_018", "LizardMan_2": "LizardMan_2", "Lizardman diet": "Régime homme-lézard", "Lizardmen": "Les Hommes-lézards", "Loading-screen lore: \"Quand Lowell travaillait comme garde, il accumulait souvent des additions dans les tavernes. La dernière qu'il a laissée avant de venir dans la Terre Stérile restera probablement impayée pendant longtemps - peut‑être po...\"": "Texte de chargement : \"Quand Lowell travaillait comme garde, il accumulait souvent des additions dans les tavernes. La dernière qu'il a laissée avant de venir dans la Terre Stérile restera probablement impayée pendant longtemps - peut‑être po...\"", "Log Bench": "Banc en rondins", "Log Bench - Dungeon Settlers Wiki": "Banc en rondins - Dungeon Settlers Wiki", "Log Benchside": "Log Benchside", "Log Benchside - Dungeon Settlers Wiki": "Banc en rondins (côté) - Dungeon Settlers Wiki", "Logement en bois": "Logement en bois", "Logement en bois avancé": "Logement en bois avancé", "Logement en pierre": "Logement en pierre", "Logement en pierre avancé": "Logement en pierre avancé", "Logement en pierre de haute qualité inachevé": "Logement en pierre de haute qualité inachevé", "Logement en pierre de haute qualité inachevé ➜ Logement en pierre de haute qualité inachevé": "Logement en pierre de haute qualité inachevé ➜ Logement en pierre de haute qualité inachevé", "Logement en pierre inachevé": "Logement en pierre inachevé", "Logement en pierre inachevé ➜ Logement en pierre inachevé": "Logement en pierre inachevé ➜ Logement en pierre inachevé", "LoggingCapability": "LoggingCapability", "LogicalRefreshInterval": "LogicalRefreshInterval", "Loi sur les normes de campement Dmitri : Un campement désigne une installation comprenant des couchages pour 4 personnes ou plus, un poste de réparation, un feu de camp et un abri.": "Loi sur les normes de campement Dmitri : Un campement désigne une installation comprenant des couchages pour 4 personnes ou plus, un poste de réparation, un feu de camp et un abri.", "Loisirs - Dungeon Settlers Wiki": "Loisirs - Dungeon Settlers Wiki", "Long": "Long", "Long ago... the Dungeon opened a portal in the land": "Il y a longtemps... le Donjon a ouvert un portail dans le monde", "Long02_Black": "Long02_Black", "Long02_Blonde": "Long02_Blonde", "Long02_Brown": "Long02_Brown", "Long02_Red": "Long02_Red", "Long03_Black": "Long03_Black", "Long03_Blonde": "Long03_Blonde", "Long04_Black": "Long04_Black", "Long04_Blonde": "Long04_Blonde", "Long04_Brown": "Long04_Brown", "Long04_Orange": "Long04_Orange", "Long04_Red": "Long04_Red", "Long04_White": "Long04_White", "Long_Black": "Long_Black", "Long_Blonde": "Long_Blonde", "Long_Brown": "Long_Brown", "Long_Orange": "Long_Orange", "Long_Red": "Long_Red", "Long_White": "Long_White", "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...": "Regardez ce que les morts ont laissé derrière eux à la fin. Quels que soient les espoirs qu'ils ont autrefois tenus, qu'est-ce qui reste où ils étaient éparpillés ? Je...", "Looking for recruitable quest characters (Endorsi, free random settlers) and authored-but-gated future special recruits? See": "Vous cherchez les personnages de quête recrutables (Endorsi, colons aléatoires gratuits) et les recrues spéciales futures créées mais verrouillées ? Voir", "Looks tired": "Semble fatigué", "Looks very dangerous": "Semble très dangereux", "Loot": "Butin", "Loot Tables": "Tables de butin", "Loot Tables - Dungeon Settlers Wiki": "Tables de butin - Dungeon Settlers Wiki", "Loot pool": "Butin possible", "Loot scales with management difficulty.": "Le butin évolue selon la difficulté de gestion.", "Loot status": "État du butin", "Lootable structure:": "Structure pillable :", "Lore": "Lore", "Lore (3)": "Lore (3)", "Lors d'un Coup critique, inflige 5": "Lors d'un Coup critique, inflige 5", "Lors d'un Coup critique, inflige 5 Combustion pendant 10 secondes.": "Lors d'un Coup critique, inflige 5 Combustion pendant 10 secondes.", "Lors d'une attaque de base, inflige": "Lors d'une attaque de base, inflige", "Lors d'une attaque de base, inflige Lent à l'adversaire pendant 3 secondes.": "Lors d'une attaque de base, inflige Lent à l'adversaire pendant 3 secondes.", "Lors d'une attaque de base, si les PV sont inférieurs à 50%, applique 1 piles de": "Lors d'une attaque de base, si les PV sont inférieurs à 50%, applique 1 piles de", "Lors d'une attaque de base, si les PV sont inférieurs à 50%, applique 1 piles de Combustion à la cible pendant 5 secondes. Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Lors d'une attaque de base, si les PV sont inférieurs à 50%, applique 1 piles de Combustion à la cible pendant 5 secondes. Effets : • Combustion (sur l'ennemi) : 3 dégâts magiques par pile, chaque seconde, en ignorant la défense et les boucliers (fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 piles = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Lors d'une attaque de base, si les PV sont inférieurs à 50%, applique 1 piles de Combustion à la cible pendant 5 secondes. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Lors d'une attaque de base, si les PV sont inférieurs à 50%, applique 1 piles de Combustion à la cible pendant 5 secondes. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poi...": "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poi...", "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids.": "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids.", "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Lors d'une attaque physique, les dégâts augmentent d'un montant équivalent à 5 % du poids. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Lors de l'application de": "Lors de l'application de", "Lors de l'application de Combustion à une unité ennemie, l'utilisateur récupère 4% de ses PV manquants actuels. Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Lors de l'application de Combustion à une unité ennemie, l'utilisateur récupère 4% de ses PV manquants actuels. Effets : • Combustion (sur l'ennemi) : 3 dégâts magiques par pile, chaque seconde, en ignorant la défense et les boucliers (fixe, ne dépend pas de la puissance d'attaque ; jusqu'à 50 piles). Exemple : 10 piles = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Lors de l'application de Combustion à une unité ennemie, l'utilisateur récupère 4% de ses PV manquants actuels. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Lors de l'application de Combustion à une unité ennemie, l'utilisateur récupère 4% de ses PV manquants actuels. Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Lors de l'extraction de pierre, il y a 5% de chances de laisser tomber une pierre magiq...": "Lors de l'extraction de pierre, il y a 5% de chances de laisser tomber une pierre magiq...", "Lors de l'extraction de pierre, il y a 5% de chances de laisser tomber une pierre magique de niveau moyen.": "Lors de l'extraction de pierre, il y a 5% de chances de laisser tomber une pierre magique de niveau moyen.", "Lors de l'utilisation d'une compétence,": "Lors de l'utilisation d'une compétence,", "Lors de l'utilisation d'une compétence, Puissance d'attaque physique augmente de 6% pendant 8 secondes. Peut se cumuler jusqu'à 6 fois.": "Lors de l'utilisation d'une compétence, Puissance d'attaque physique augmente de 6% pendant 8 secondes. Peut se cumuler jusqu'à 6 fois.", "Lors de la démolition, une partie des ressources utilisées sera restituée.": "Lors de la démolition, une partie des ressources utilisées sera restituée.", "Lors de la garde, accorde un": "Lors de la garde, accorde un", "Lors de la garde, accorde un Bouclier égal à 25% des dégâts ainsi réduits pendant 3 secondes. Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Lors de la garde, accorde un Bouclier égal à 25% des dégâts ainsi réduits pendant 3 secondes. Effets : • Bouclier (sur l'utilisateur) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Lors de la garde, accorde un Bouclier égal à 25% des dégâts ainsi réduits pendant 3 secondes. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Lors de la garde, accorde un Bouclier égal à 25% des dégâts ainsi réduits pendant 3 secondes. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Lors de la récolte, applique": "Lors de la récolte, applique", "Lors de la récolte, applique Cri de mandragore entendu aux unités à portée 3 pendant 30...": "Lors de la récolte, applique Cri de mandragore entendu aux unités à portée 3 pendant 30...", "Lors de la récolte, applique Cri de mandragore entendu aux unités à portée 3 pendant 300s toutes les 2s.": "Lors de la récolte, applique Cri de mandragore entendu aux unités à portée 3 pendant 300s toutes les 2s.", "Lors de la récolte, applique Cri de mandragore entendu aux unités à portée 3 pendant 30s toutes les 2s.": "Lors de la récolte, applique Cri de mandragore entendu aux unités à portée 3 pendant 30s toutes les 2s.", "Lors du retour du donjon vers la colonie, les unités déposent au sol les objets récupérés pendant l'expédition.": "Lors du retour du donjon vers la colonie, les unités déposent au sol les objets récupérés pendant l'expédition.", "Lorsqu'elle inflige des dégâts critiques, la cible reçoit": "Lorsqu'elle inflige des dégâts critiques, la cible reçoit", "Lorsqu'elle inflige des dégâts critiques, la cible reçoit Lent pendant 3 secondes.": "Lorsqu'elle inflige des dégâts critiques, la cible reçoit Lent pendant 3 secondes.", "Lorsqu'il est retiré, il supprime les creeps adjacents. Toutefois, si d'autres creeps a...": "Lorsqu'il est retiré, il supprime les creeps adjacents. Toutefois, si d'autres creeps a...", "Lorsqu'il est retiré, il supprime les creeps adjacents. Toutefois, si d'autres creeps affectent la grille autour d'un creep donné, celui-ci ne sera pas supprimé.": "Lorsqu'il est retiré, il supprime les creeps adjacents. Toutefois, si d'autres creeps affectent la grille autour d'un creep donné, celui-ci ne sera pas supprimé.", "Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100% de": "Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100% de", "Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100% de Puissance d'attaque magique à toutes les cibles à proximité et appliquant 10 cumuls de Corrosion pendant 3 secondes.": "Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100% de Puissance d'attaque magique à toutes les cibles à proximité et appliquant 10 cumuls de Corrosion pendant 3 secondes.", "Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100...": "Lorsqu'il est tué, son cadavre explose, infligeant des dégâts magiques équivalant à 100...", "Lorsqu'il remarque votre regard, il vous fait signe d'approcher.": "Lorsqu'il remarque votre regard, il vous fait signe d'approcher.", "Lorsqu'il s'endort, les gens autour de lui ont du mal à dormir.": "Lorsqu'il s'endort, les gens autour de lui ont du mal à dormir.", "Lorsqu'il subit des dégâts 10 fois, il utilise une attaque lancée contre l'ennemi.": "Lorsqu'il subit des dégâts 10 fois, il utilise une attaque lancée contre l'ennemi.", "Lorsqu'il subit des dégâts 5 fois, il utilise une": "Lorsqu'il subit des dégâts 5 fois, il utilise une", "Lorsqu'il subit des dégâts 5 fois, il utilise une attaque de charge.": "Lorsqu'il subit des dégâts 5 fois, il utilise une attaque de charge.", "Lorsqu'il subit des dégâts 5 fois, il utilise une attaque de charge. Accordé par 1 compétence": "Lorsqu'il subit des dégâts 5 fois, il utilise une attaque de charge. Accordé par 1 compétence", "Lorsqu'il subit des dégâts 5 fois, il utilise une attaque de charge. Granted by 1 skill": "Lorsqu'il subit des dégâts 5 fois, il utilise une attaque de charge. Accordé par 1 compétence", "Lorsqu'il vous aperçoit, il remue le coin de sa bouche et sourit sournoisement.": "Lorsqu'il vous aperçoit, il remue le coin de sa bouche et sourit sournoisement.", "Lorsqu'un coup critique se produit, applique 5": "Lorsqu'un coup critique se produit, applique 5", "Lorsqu'un coup critique se produit, applique 5 Saignement pendant 10 secondes.": "Lorsqu'un coup critique se produit, applique 5 Saignement pendant 10 secondes.", "Lorsqu'une Esquive est déclenchée, inflige aléatoirement": "Lorsqu'une Esquive est déclenchée, inflige aléatoirement", "Lorsqu'une Esquive est déclenchée, inflige aléatoirement Affaiblissements à l'attaquant pendant 10 secondes.": "Lorsqu'une Esquive est déclenchée, inflige aléatoirement Affaiblissements à l'attaquant pendant 10 secondes.", "Lorsqu'une Esquive est déclenchée, inflige aléatoirement Affaiblissements à l'attaquant...": "Lorsqu'une Esquive est déclenchée, inflige aléatoirement Affaiblissements à l'attaquant...", "Lorsqu'une Unité est exposée à la pluie pendant un certain temps,": "Lorsqu'une Unité est exposée à la pluie pendant un certain temps,", "Lorsqu'une Unité est exposée à la pluie pendant un certain temps, Pluie est accordé.": "Lorsqu'une Unité est exposée à la pluie pendant un certain temps, Pluie est accordé.", "Lorsqu'une Unité est exposée à la pluie pendant un certain temps, Pluie forte est accordé.": "Lorsqu'une Unité est exposée à la pluie pendant un certain temps, Pluie forte est accordé.", "Lorsqu'une attaque basique porte un coup critique, elle inflige 30% de dégâts à la cibl...": "Lorsqu'une attaque basique porte un coup critique, elle inflige 30% de dégâts à la cibl...", "Lorsqu'une attaque basique porte un coup critique, elle inflige 30% de dégâts à la cible et aux unités ennemies situées dans un rayon de 2 cases autour d'elle. Le type de dégâts dépend du type de l'attaque basique. L'attaque peut toucher jusqu'à 5 ennemis.": "Lorsqu'une attaque basique porte un coup critique, elle inflige 30% de dégâts à la cible et aux unités ennemies situées dans un rayon de 2 cases autour d'elle. Le type de dégâts dépend du type de l'attaque basique. L'attaque peut toucher jusqu'à 5 ennemis.", "Lorsqu'une entité est sélectionnée, le panneau récapitulatif de l'entité apparaît en bas à gauche et permet de consulter les différents effets actuellement appliqués à l'unité.": "Lorsqu'une entité est sélectionnée, le panneau récapitulatif de l'entité apparaît en bas à gauche et permet de consulter les différents effets actuellement appliqués à l'unité.", "Lorsqu'une info-bulle est affichée, appuyer sur Verr. maj. (par défaut) permet de 'l'épingler'. Une fois épinglée, vous pouvez consulter des info-bulles supplémentaires pour les éléments liés.": "Lorsqu'une info-bulle est affichée, appuyer sur Verr. maj. (par défaut) permet de 'l'épingler'. Une fois épinglée, vous pouvez consulter des info-bulles supplémentaires pour les éléments liés.", "Lorsqu'une unité ou une structure que vous avez fait apparaître est détruite, gagnez": "Lorsqu'une unité ou une structure que vous avez fait apparaître est détruite, gagnez", "Lorsqu'une unité ou une structure que vous avez fait apparaître est détruite, gagnez Réduction du temps de recharge pendant 10 secondes. Effects: • Réduction du temps de recharge (on user): +30 Réduction du temps de recharge": "Lorsqu'une unité ou une structure que vous avez fait apparaître est détruite, gagnez Réduction du temps de recharge pendant 10 secondes. Effets : • Réduction du temps de recharge (sur soi) : +30 Réduction du temps de recharge", "Lorsqu'une unité ou une structure que vous avez fait apparaître est détruite, gagnez Réduction du temps de recharge pendant 10 secondes. Effets : • Réduction du temps de recharge (sur l'utilisateur): +30 Réduction du temps de recharge": "Lorsqu'une unité ou une structure que vous avez fait apparaître est détruite, gagnez Réduction du temps de recharge pendant 10 secondes. Effets : • Réduction du temps de recharge (sur l'utilisateur): +30 Réduction du temps de recharge", "Lorsqu'une unité située à portée de 6 meurt, son sang est absorbé. Après avoir absorbé 3 de sang, il se transforme en un bâtiment distinct appelé Arbre de sang gorgé de sang.": "Lorsqu'une unité située à portée de 6 meurt, son sang est absorbé. Après avoir absorbé 3 de sang, il se transforme en un bâtiment distinct appelé Arbre de sang gorgé de sang.", "Lorsqu'une unité située à portée de 6 meurt, son sang est absorbé. Après avoir absorbé...": "Lorsqu'une unité située à portée de 6 meurt, son sang est absorbé. Après avoir absorbé...", "Lorsque": "Lorsque", "Lorsque Santé actuelle actuelle tombe en dessous de 25%, octroie un Bouclier d'une valeur égale à 30% de Santé maximale pendant 5 secondes. Cet effet ne s'active qu'une seule fois par combat. Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Lorsque Santé actuelle actuelle tombe en dessous de 25%, octroie un Bouclier d'une valeur égale à 30% de Santé maximale pendant 5 secondes. Cet effet ne s'active qu'une seule fois par combat. Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Lorsque Santé actuelle actuelle tombe en dessous de 25%, octroie un Bouclier d'une valeur égale à 30% de Santé maximale pendant 5 secondes. Cet effet ne s'active qu'une seule fois par combat. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Lorsque Santé actuelle actuelle tombe en dessous de 25%, octroie un Bouclier d'une valeur égale à 30% de Santé maximale pendant 5 secondes. Cet effet ne s'active qu'une seule fois par combat. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Lorsque Santé actuelle est inférieur à 50%, Probabilité de Garde augmente de 25%.": "Lorsque Santé actuelle est inférieur à 50%, Probabilité de Garde augmente de 25%.", "Lorsque d'importantes quantités de pierres magiques furent fournies pour la recherche du pouvoir infini,": "Lorsque d'importantes quantités de pierres magiques furent fournies pour la recherche du pouvoir infini,", "Lorsque l'expérience atteint son maximum, l'unité peut": "Lorsque l'expérience atteint son maximum, l'unité peut", "Lorsque l'unité atteint le maximum, elle peut": "Lorsque l'unité atteint le maximum, elle peut", "Lorsque l'unité atteint le maximum, elle peut Monter de niveau.": "Lorsque l'unité atteint le maximum, elle peut Monter de niveau.", "Lorsque la": "Lorsque la", "Lorsque la faim descend en dessous d'un certain niveau, l'unité cherchera et consommera automatiquement de la nourriture, et le fait d'être affamée affecte négativement": "Lorsque la faim descend en dessous d'un certain niveau, l'unité cherchera et consommera automatiquement de la nourriture, et le fait d'être affamée affecte négativement", "Lorsque la santé est inférieure à 50 %, la puissance d'attaque magique augmente de 30 % et les dégâts reçus augmentent de 20 %.": "Lorsque la santé est inférieure à 50 %, la puissance d'attaque magique augmente de 30 % et les dégâts reçus augmentent de 20 %.", "Lorsque la santé est inférieure à 50 %, la puissance d'attaque magique augmente de 30 %...": "Lorsque la santé est inférieure à 50 %, la puissance d'attaque magique augmente de 30 %...", "Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique": "Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique", "Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique Fissu...": "Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique Fissu...", "Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique Fissure à la cible pendant 10 secondes.": "Lorsque la santé tombe en dessous de 35%, l'utilisation d'une Compétence applique Fissure à la cible pendant 10 secondes.", "Lorsque la santé tombe en dessous de 40 %, la vitesse d'attaque augmente de 30 % et l'a...": "Lorsque la santé tombe en dessous de 40 %, la vitesse d'attaque augmente de 30 % et l'a...", "Lorsque la santé tombe en dessous de 40 %, la vitesse d'attaque augmente de 30 % et l'absorption de vie augmente de 10 %.": "Lorsque la santé tombe en dessous de 40 %, la vitesse d'attaque augmente de 30 % et l'absorption de vie augmente de 10 %.", "Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au": "Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au", "Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au bug symbiotiqu...": "Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au bug symbiotiqu...", "Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au bug symbiotique parasité dans l'organisme.": "Lorsque la vitalité descend en dessous de 50%, elle se récupère grâce au bug symbiotique parasité dans l'organisme.", "Lorsque le": "Lorsque le", "Lorsque le Stress atteint son maximum, l'unité entre dans un état": "Lorsque le Stress atteint son maximum, l'unité entre dans un état", "Lorsque le cumul maximal est atteint,": "Lorsque le cumul maximal est atteint,", "Lorsque le cumul maximal est atteint, Chance de critique augmente de 10%.": "Lorsque le cumul maximal est atteint, Chance de critique augmente de 10%.", "Lorsque le cumul maximal est atteint, Chance de critique augmente de 10%. 10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.": "Lorsque le cumul maximal est atteint, Chance de critique augmente de 10%. 10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.", "Lorsque le cumul maximal est atteint, Chance de critique augmente de ?%.": "Lorsque le cumul maximal est atteint, Chance de critique augmente de ?%.", "Lorsque le cumul maximal est atteint, Chance de critique augmente de ?%. 10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.": "Lorsque le cumul maximal est atteint, Chance de critique augmente de ?%. 10 or par coup critique, plafonné à 2 000 or ; au cumul maximum +10% de Chance de critique.", "Lorsque le feu s'est éteint, il ne restait plus que de la poudre d'os brûlés.": "Lorsque le feu s'est éteint, il ne restait plus que de la poudre d'os brûlés.", "Lorsque le vent s'arrête et que les arbres reprennent leur souffle, vous comprenez déjà ce que cela signifie.": "Lorsque le vent s'arrête et que les arbres reprennent leur souffle, vous comprenez déjà ce que cela signifie.", "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utilis...": "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utilis...", "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique": "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique", "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes.": "Lorsque les PV sont inférieurs ou égals à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes.", "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Lorsque les PV sont inférieurs ou égaux à 35 %, effectuer une attaque de base ou utiliser une compétence applique Fissure à la cible pendant 5 secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et l...": "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et l...", "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %.": "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %.", "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Lorsque les PV sont inférieurs ou égaux à 50 %, l'attaque magique augmente de 20 % et les dégâts subis augmentent de 30 %. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Lorsque nous retirons les branches et les feuilles, nous voyons un trou étroit menant à l'intérieur de l'arbre effondré.": "Lorsque nous retirons les branches et les feuilles, nous voyons un trou étroit menant à l'intérieur de l'arbre effondré.", "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10": "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10", "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10 Carapace. Cet effet ne se déclenche qu'une fois par étage. Effets : • Carapace (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10 Carapace. Cet effet ne se déclenche qu'une fois par étage. Effets : • Carapace (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10 Coquille. Cet effet ne se déclenche qu'une fois par étage. Effects: • Coquille (on the caster): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10 Coquille. Cet effet ne se déclenche qu'une fois par étage. Effects: • Coquille (on the caster): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10 Coquille. Cet effet ne se déclenche qu'une fois par étage. Effets : • Coquille (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.": "Lorsque vos PV tombent à 30% ou moins, vous gagnez 10 Coquille. Cet effet ne se déclenche qu'une fois par étage. Effets : • Coquille (sur le lanceur): Consomme 1 pile pour réduire les dégâts subis à 1. Cet effet prime sur la garde.", "Lorsque vous acceptez sa demande, il hoche la tête avec satisfaction.": "Lorsque vous acceptez sa demande, il hoche la tête avec satisfaction.", "Lorsque vous acquiescez, il se tourne de nouveau vers les Insectes acides sans manifester la moindre excitation.": "Lorsque vous acquiescez, il se tourne de nouveau vers les Insectes acides sans manifester la moindre excitation.", "Lorsque vous bloquez, récupérez 5% des Points de vie perdus et obtenez": "Lorsque vous bloquez, récupérez 5% des Points de vie perdus et obtenez", "Lorsque vous bloquez, récupérez 5% des Points de vie perdus et obtenez Mur de fer penda...": "Lorsque vous bloquez, récupérez 5% des Points de vie perdus et obtenez Mur de fer penda...", "Lorsque vous bloquez, récupérez 5% des Points de vie perdus et obtenez Mur de fer pendant 10 secondes.": "Lorsque vous bloquez, récupérez 5% des Points de vie perdus et obtenez Mur de fer pendant 10 secondes.", "Lorsque vous demandez à rejoindre l'équipe d'exploration, Endorsi fait allusion et regarde au-delà de la forêt.": "Lorsque vous demandez à rejoindre l'équipe d'exploration, Endorsi fait allusion et regarde au-delà de la forêt.", "Lorsque vous déposez la tête de la Mawmurk blanche devant elle, sa main s'arrête un instant. Sans un mot, elle la ramasse et l'inspecte lentement.": "Lorsque vous déposez la tête de la Mawmurk blanche devant elle, sa main s'arrête un instant. Sans un mot, elle la ramasse et l'inspecte lentement.", "Lorsque vous infligez des dégâts physiques de mêlée à un ennemi, les dégâts augmentent jusqu'à 30% en fonction de la santé manquante de la cible.": "Lorsque vous infligez des dégâts physiques de mêlée à un ennemi, les dégâts augmentent jusqu'à 30% en fonction de la santé manquante de la cible.", "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépa...": "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépa...", "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible.": "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible.", "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Lorsque vous infligez des dégâts, ceux-ci augmentent de 3 % × la distance qui vous sépare de la cible. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Lorsque vous infligez un effet de la catégorie": "Lorsque vous infligez un effet de la catégorie", "Lorsque vous infligez un effet de la catégorie Étourdissement, vous infligez également Vulnérable pour la même durée.": "Lorsque vous infligez un effet de la catégorie Étourdissement, vous infligez également Vulnérable pour la même durée.", "Lorsque vous infligez un effet de la catégorie Étourdissement, vous infligez également...": "Lorsque vous infligez un effet de la catégorie Étourdissement, vous infligez également...", "Lorsque vous infligez à un ennemi des dégâts physiques critiques au corps à corps, vous récupérez 1": "Lorsque vous infligez à un ennemi des dégâts physiques critiques au corps à corps, vous récupérez 1", "Lorsque vous infligez à un ennemi des dégâts physiques critiques au corps à corps, vous récupérez 1 Énergie. Effects: • Énergie: L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient Sévèrement épuisé, tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.": "Lorsque vous infligez à un ennemi des dégâts physiques critiques au corps à corps, vous récupérez 1 Énergie. Effects: • Énergie: L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient Sévèrement épuisé, tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.", "Lorsque vous infligez à un ennemi des dégâts physiques critiques au corps à corps, vous récupérez 1 Énergie. Effets : • Énergie: L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient Sévèrement épuisé, tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.": "Lorsque vous infligez à un ennemi des dégâts physiques critiques au corps à corps, vous récupérez 1 Énergie. Effets : • Énergie: L'énergie indique le niveau d'énergie d'une unité. Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée, l'unité devient Sévèrement épuisé, tombant inconsciente et non réactive. L'énergie diminue lentement pendant qu'elles sont éveillées et est consommée lors de l'utilisation de compétences. Laissez l'unité dormir, faites-la se coucher dans un lit ou faites-la se reposer près d'un feu de camp pour récupérer de l'énergie.", "Lorsque vous interagissez avec le portail, toutes les unités situées en dehors de la salle du portail seront marquées comme portées disparues et comptées comme mortes.": "Lorsque vous interagissez avec le portail, toutes les unités situées en dehors de la salle du portail seront marquées comme portées disparues et comptées comme mortes.", "Lorsque vous invoquez le règlement de l'expédition et confisquez toute la cagnotte,": "Lorsque vous invoquez le règlement de l'expédition et confisquez toute la cagnotte,", "Lorsque vous levez légèrement la main, l'épouvantail tressaille de nouveau et poursuit.": "Lorsque vous levez légèrement la main, l'épouvantail tressaille de nouveau et poursuit.", "Lorsque vous lui montrez les preuves de votre chasse, son expression se durcit.": "Lorsque vous lui montrez les preuves de votre chasse, son expression se durcit.", "Lorsque vous lui remettez les dossiers d'enquête de l'appareil magique, Perion les parcourt lentement avec des yeux fatigués.": "Lorsque vous lui remettez les dossiers d'enquête de l'appareil magique, Perion les parcourt lentement avec des yeux fatigués.", "Lorsque vous lui remettez les résultats de l'enquête, il ouvre le cahier et en parcourt le contenu sans dire un mot.": "Lorsque vous lui remettez les résultats de l'enquête, il ouvre le cahier et en parcourt le contenu sans dire un mot.", "Lorsque vous portez le corps, faites un clic droit sur le portail de colonie pour interagir avec lui et vous débarrasser du corps. Les membres d'expédition considèrent cela comme un acte insultant.": "Lorsque vous portez le corps, faites un clic droit sur le portail de colonie pour interagir avec lui et vous débarrasser du corps. Les membres d'expédition considèrent cela comme un acte insultant.", "Lorsque vous posez la question avec stupeur,": "Lorsque vous posez la question avec stupeur,", "Lorsque vous remettez les documents de recherche, Zeno les scanne rapidement. Il y a un moment de silence, puis il se prend la tête à deux mains.": "Lorsque vous remettez les documents de recherche, Zeno les scanne rapidement. Il y a un moment de silence, puis il se prend la tête à deux mains.", "Lorsque vous remettez les résultats de votre enquête, Zenon ouvre silencieusement le cahier et en scanne le contenu.": "Lorsque vous remettez les résultats de votre enquête, Zenon ouvre silencieusement le cahier et en scanne le contenu.", "Lorsque vous stimulez le corps du sporozoïte avec un bâton, il crache des spores.": "Lorsque vous stimulez le corps du sporozoïte avec un bâton, il crache des spores.", "Lorsque vous sélectionnez une structure de fabrication, ouvrez 'Planificateur de tâches' dans le résumé de l'entité, choisissez un objet et une quantité, puis appuyez sur 'Ajouter une tâche' pour l'ajouter à la file de fabrication.": "Lorsque vous sélectionnez une structure de fabrication, ouvrez 'Planificateur de tâches' dans le résumé de l'entité, choisissez un objet et une quantité, puis appuyez sur 'Ajouter une tâche' pour l'ajouter à la file de fabrication.", "Lorsque vous transportez le corps d'une unité, faites un clic droit sur le portail pour interagir avec lui et retirer le corps.": "Lorsque vous transportez le corps d'une unité, faites un clic droit sur le portail pour interagir avec lui et retirer le corps.", "Lorsque vous tuez un ennemi, toutes les unités ennemies adjacentes à la cible reçoivent 1": "Lorsque vous tuez un ennemi, toutes les unités ennemies adjacentes à la cible reçoivent 1", "Lorsque vous tuez un ennemi, toutes les unités ennemies adjacentes à la cible reçoivent 1 Combustion pendant 10 secondes.": "Lorsque vous tuez un ennemi, toutes les unités ennemies adjacentes à la cible reçoivent 1 Combustion pendant 10 secondes.", "Lorsque vous tuez un ennemi, toutes les unités ennemies adjacentes à la cible reçoivent...": "Lorsque vous tuez un ennemi, toutes les unités ennemies adjacentes à la cible reçoivent...", "Lorsque vous tuez un ennemi, vous gagnez": "Lorsque vous tuez un ennemi, vous gagnez", "Lorsque vous tuez un ennemi, vous gagnez Bouclier égal à 15% de votre santé manquante pendant 6 secondes. Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Lorsque vous tuez un ennemi, vous gagnez Bouclier égal à 15% de votre santé manquante pendant 6 secondes. Effets : • Bouclier (sur le lanceur) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Lorsque vous tuez un ennemi, vous gagnez Bouclier égal à 15% de votre santé manquante pendant 6 secondes. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Lorsque vous tuez un ennemi, vous gagnez Bouclier égal à 15% de votre santé manquante pendant 6 secondes. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Lorsque vous utilisez des attaques de base qui consomment des munitions, infligez des dégâts physiques équivalant à 40% de": "Lorsque vous utilisez des attaques de base qui consomment des munitions, infligez des dégâts physiques équivalant à 40% de", "Lorsque vous utilisez des attaques de base qui consomment des munitions, infligez des dégâts physiques équivalant à 40% de Puissance d'attaque physique à 1 unités ennemies dans un rayon d'une case autour de la croix de la cible, mais consommez 1 munition supplémentaire toutes les 3 attaques de base.": "Lorsque vous utilisez des attaques de base qui consomment des munitions, infligez des dégâts physiques équivalant à 40% de Puissance d'attaque physique à 1 unités ennemies dans un rayon d'une case autour de la croix de la cible, mais consommez 1 munition supplémentaire toutes les 3 attaques de base.", "Lorsque vous êtes en Mode de collecte (Z), faites glisser avec le clic gauche pour assigner plusieurs structures à la collecte en une seule fois.": "Lorsque vous êtes en Mode de collecte (Z), faites glisser avec le clic gauche pour assigner plusieurs structures à la collecte en une seule fois.", "Loups de l'ombre": "Loups de l'ombre", "Lourd": "Lourd", "Lourd et robuste.": "Lourd et robuste.", "Lourd, mais dégage une énergie constante.": "Lourd, mais dégage une énergie constante.", "Lourde, mais elle protège son contenu.": "Lourde, mais elle protège son contenu.", "Lourde, mais inflige des frappes puissantes.": "Lourde, mais inflige des frappes puissantes.", "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear": "bas / moyen / haut généralement x1 / x2 / x3 ; certaines statistiques non linéaires", "Low Durability on Equipped Item": "Durabilité faible sur objet équipé", "Low Food Reserves": "Réserves de nourriture faibles", "Low Head Health": "Santé de la tête faible", "Low Health": "Santé faible", "Low ammo bubble": "Bulle « munitions faibles »", "Low mood also trips HUD alerts, and a squad whose": "Une humeur basse déclenche aussi des alertes à l'écran, et une escouade dont la", "Low on arrows and ammo": "Peu de flèches et de munitions", "LowAmmo": "LowAmmo", "LowAmmoCount": "LowAmmoCount", "LowEquipDurabilityPercent": "LowEquipDurabilityPercent", "LowFood": "LowFood", "LowHealthFirstAvoidMelee": "LowHealthFirstAvoidMelee", "Lowell": "Lowell", "Lowell ('Rowell')": "Lowell (« Rowell »)", "Lowell (Rowell)": "Lowell (Rowell)", "Lowell, Maxwell, Tirus, Edorrick, Leo, Kane, Thomas, Rohan, Lucas, Kasper, Jayden, Léon, Raymond, Karev, Derion, Allegro, Christopher, Leonis, Benedict, Alexius, Darren, Andreas, Nicholas, Jérémy, Brendon, Theodor, Glen, Gregory, Petro, Galax, John, Darian, Marcus, Aldrin, Cedric, Derrick, Evander, Harris, Isaac, Joshua, Raiel, Mallick, Nathan, Aldric, Percival, Quentin, Llewellyn, Theoren, Taren, Ulric, Valentin, William, Xebian, Johan, Jacob, Dominic, Alric, Brandon, Corin, Darius, Edwin, Félix, Gabriel, Hector, Ivan, Julian": "Lowell, Maxwell, Tirus, Edorrick, Leo, Kane, Thomas, Rohan, Lucas, Kasper, Jayden, Léon, Raymond, Karev, Derion, Allegro, Christopher, Leonis, Benedict, Alexius, Darren, Andreas, Nicholas, Jérémy, Brendon, Theodor, Glen, Gregory, Petro, Galax, John, Darian, Marcus, Aldrin, Cedric, Derrick, Evander, Harris, Isaac, Joshua, Raiel, Mallick, Nathan, Aldric, Percival, Quentin, Llewellyn, Theoren, Taren, Ulric, Valentin, William, Xebian, Johan, Jacob, Dominic, Alric, Brandon, Corin, Darius, Edwin, Félix, Gabriel, Hector, Ivan, Julian", "Lowell, celui qui vous a réveillé, baisse la tête, accablé.": "Lowell, celui qui vous a réveillé, baisse la tête, accablé.", "Lui laisser un peu plus de temps.": "Lui laisser un peu plus de temps.", "Luma Tree Fixed": "Luma Tree Fixed", "Luma Tree Random": "Arbre Luma aléatoire", "Luma Tree Remnant": "Luma Tree Remnant", "Luma Tree Remnant - Dungeon Settlers Wiki": "Vestige d'arbre Luma - Dungeon Settlers Wiki", "Lumberjack": "Bûcheron", "Lumière": "Lumière", "Lumière de la torche": "Lumière de la torche", "Lumière de la torche - Dungeon Settlers Wiki": "Lumière de la torche - Dungeon Settlers Wiki", "Lumière de la torche icon": "Lumière de la torche icône", "Luxueuse, mais moins reposante qu'une chambre privée.": "Luxueuse, mais moins reposante qu'une chambre privée.", "Luxurious Treasure Chest Remnant": "Luxurious Treasure Chest Remnant", "Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor luxueux - Dungeon Settlers Wiki", "Lv": "Niv", "Lv 1": "Nv 1", "Lv 10": "Niv. 10", "Lv 2": "Nv 2", "Lv 3": "Niv. 3", "Lv 4": "Niv. 4", "Lv 5": "Niv. 5", "Lv 7": "Niv 7", "Lv1": "Niv1", "Lv2": "Niv2", "Lv3": "Niv3", "Lv4": "Niv4", "Lv5": "Niv. 5", "Lvl req": "Niv. requis", "Lycan": "Lycan", "Lycan (groundwork only)": "Lycan (bases uniquement)", "Lycan - Dungeon Settlers Wiki": "Lycan - Dungeon Settlers Wiki", "Lycan Female 0": "Lycan Female 0", "Lycan Female 1": "Lycan Femelle 1", "Lycan Female 2": "Lycan Femelle 2", "Lycan Female 3": "Lycan Femelle 3", "Lycan Female 4": "Lycan Femelle 4", "Lycan Female 5": "Lycan Femelle 5", "Lycan Female 6": "Lycan Femelle 6", "Lycan Female 7": "Lycan Femelle 7", "Lycan Male 0": "Lycan Male 0", "Lycan Male 1": "Lycan Male 1", "Lycan Male 2": "Lycan Male 2", "Lycan Male 3": "Lycan Male 3", "Lycan Male 4": "Lycan Male 4", "Lycan Male 5": "Lycan Male 5", "Lycan Male 6": "Lycan Mâle 6", "Lycan Male 7": "Lycan Mâle 7", "Lycan.": "Lycan.", "Lycan. Gain Prime de départ impayée at night. Gain the Prime de départ impayée penalty during the day.": "Lycan. Gagne Prime de départ impayée la nuit. Subit la pénalité Prime de départ impayée pendant la journée.", "LycanFemale": "LycanFemale", "LycanFemale_000": "LycanFemale_000", "LycanFemale_001": "LycanFemale_001", "LycanFemale_002": "LycanFemale_002", "LycanFemale_003": "LycanFemale_003", "LycanFemale_004": "LycanFemale_004", "LycanFemale_005": "LycanFemale_005", "LycanFemale_006": "LycanFemale_006", "LycanFemale_007": "LycanFemale_007", "LycanMale": "LycanMale", "LycanMale_000": "LycanMale_000", "LycanMale_001": "LycanMale_001", "LycanMale_002": "LycanMale_002", "LycanMale_003": "LycanMale_003", "LycanMale_004": "LycanMale_004", "LycanMale_005": "LycanMale_005", "LycanMale_006": "LycanMale_006", "LycanMale_007": "LycanMale_007", "Lyra": "Lyra", "Là-haut, les nuages se rassemblent en une forme étrange et chargée de sens.": "Là-haut, les nuages se rassemblent en une forme étrange et chargée de sens.", "Légendaire": "Légendaire", "Léger mais offrant une excellente protection.": "Léger mais offrant une excellente protection.", "Léger, tout en absorbant efficacement les chocs.": "Léger, tout en absorbant efficacement les chocs.", "Légume-racine polyvalent utilisé dans divers plats.": "Légume-racine polyvalent utilisé dans divers plats.", "Légèrement lourd, mais offre une grande portée.": "Légèrement lourd, mais offre une grande portée.", "Légèrement mécontent": "Légèrement mécontent", "Légèrement mécontent - Dungeon Settlers Wiki": "Légèrement mécontent - Dungeon Settlers Wiki", "Légèrement mécontent icon": "Légèrement mécontent icône", "M.Atk": "M.Atk", "M.Atk 101": "M.Atk 101", "M.Atk 23": "M.Atk 23", "M.Atk 30": "M.Atk 30", "M.Atk 36": "M.Atk 36", "M.Atk 42": "M.Atk 42", "M.Atk 45": "M.Atk 45", "M.Atk 48": "M.Atk 48", "M.Atk 53": "M.Atk 53", "M.Atk 57": "M.Atk 57", "M.Atk 60": "M.Atk 60", "M.Atk 63": "M.Atk 63", "M.Atk 68": "M.Atk 68", "M.Atk 80": "M.Atk 80", "M.Atk 86": "M.Atk 86", "M.Atk 90": "M.Atk 90", "MAIN-TREE AFFINITIES": "AFFINITÉS D'ARBRE PRINCIPAL", "MALE (1)": "MASCULIN (1)", "MALE (101)": "MASCULIN (101)", "MALE (11)": "HOMME (11)", "MALE (66)": "MASCULIN (66)", "MALE (67)": "MASCULIN (67)", "MAP": "CARTE", "MAX": "MAX", "MAtk": "MAtk", "MAtk, not the summon's halved value.": "et non la valeur réduite de moitié de l'invocation.", "MB is far bigger than any Dungeon Settlers save.": "Mo est bien plus grand que n'importe quelle sauvegarde de Dungeon Settlers.", "MISMATCH": "INCOHÉRENCE", "Ma'atkara": "Ma'atkara", "Ma'atkara, Nefertari, Nefertiti, Hatshepsut, Meritamun, Ankhesenamun, Tiye, Sobekneferu, Ahmose-Nefertari, Cleopatra, Arsinoe": "Ma'atkara, Nefertari, Nefertiti, Hatshepsut, Meritamun, Ankhesenamun, Tiye, Sobekneferu, Ahmose-Nefertari, Cleopatra, Arsinoe", "Machine à sous": "Machine à sous", "Machine à sous - Dungeon Settlers Wiki": "Machine à sous - Dungeon Settlers Wiki", "Machine à sous icon": "Machine à sous icon", "Machine-readable data": "Données lisibles par machine", "Maelström": "Maelström", "Maelström - Dungeon Settlers Wiki": "Maelström - Dungeon Settlers Wiki", "Maelström icon": "icône Maelström", "Mag Res": "Rés. mag.", "MagAtk": "MagAtk", "MagRes": "MagRes", "Mage (+INT, +WIL)": "Mage (+INT, +WIL)", "Mage (+wisdom, ++virtue)": "Mage (+sagesse, ++vertu)", "Mage de combat de feu": "Mage de combat de feu", "Mage de combat de feu - Dungeon Settlers Wiki": "Mage de combat de feu - Dungeon Settlers Wiki", "Mage de combat de feu icon": "Icône Mage de combat de feu", "Magic": "Magie", "Magic - Fire": "Magie - Feu", "Magic - Nature support": "Magie - Support Nature", "Magic - Water": "Magie - Eau", "Magic Atk": "Atq. magique", "Magic Attack": "Attaque magique", "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "La Saturation magique (option de campagne facultative) ajoute jusqu'à +100% au jour 100 ; supposée additive avec le multiplicateur de palier, non vérifié en jeu.", "Magic Saturation is ON: monsters get progressively stronger the longer the fight runs, on top of the multipliers above. The exact ramp is not decoded, so it is flagged but not folded into the numbers below.": "La Saturation magique est ACTIVÉE : les monstres deviennent progressivement plus forts plus le combat dure, en plus des multiplicateurs ci-dessus. La montée exacte n'est pas décodée, elle est donc signalée mais pas intégrée aux chiffres ci-dessous.", "Magic Scrap Pile1": "Tas de débris magiques 1", "Magic Scrap Pile1 Remnant": "Magic Scrap Pile1 Remnant", "Magic Scrap Pile1 Remnant - Dungeon Settlers Wiki": "Vestige de tas de débris magiques 1 - Dungeon Settlers Wiki", "Magic Scrap Pile2": "Magic Scrap Pile2", "Magic Scrap Pile2 Remnant": "Magic Scrap Pile2 Remnant", "Magic Scrap Pile2 Remnant - Dungeon Settlers Wiki": "Vestige de tas de débris magiques 2 - Dungeon Settlers Wiki", "Magic Scrap Pile3": "Magic Scrap Pile3", "Magic Scrap Pile3 Remnant": "Magic Scrap Pile3 Remnant", "Magic Scrap Pile3 Remnant - Dungeon Settlers Wiki": "Vestige de tas de débris magiques 3 - Dungeon Settlers Wiki", "Magic attack": "Attaque magique", "Magic attack power": "Puissance d'attaque magique", "Magic damage stat source": "Source de stat de dégâts magiques", "Magic res": "Rés. magique", "Magic resistance": "Résistance magique", "Magic scrap": "Débris magique", "Magic scrap piles": "Amas de ferraille magique", "Magic spells": "Sorts magiques", "Magic stats from": "Stats magiques de", "Magic, ignores defense": "Magique, ignore la défense", "Magic, ignores defense & shields": "Magique, ignore la défense et les boucliers", "Magic, ignores shields": "Magique, ignore les boucliers", "MagicAttackPower": "MagicAttackPower", "MagicResistance_": "MagicResistance_", "MagicWorkshop": "MagicWorkshop", "Magie - Eau": "Magie - Eau", "Magie - Feu": "Magie - Feu", "Magie - Support Nature": "Magie - Support Nature", "Magie de préservation ? Quel luxe.": "Magie de préservation ? Quel luxe.", "Main": "Principal", "Main 1": "Principale 1", "Main 1 - Dungeon Settlers Wiki": "Main 1 - Dungeon Settlers Wiki", "Main 1 icon": "Main 1 icône", "Main 2": "Principale 2", "Main 2 - Dungeon Settlers Wiki": "Main 2 - Dungeon Settlers Wiki", "Main 2 icon": "Main 2 icône", "Main 4": "Principale 4", "Main 4 - Dungeon Settlers Wiki": "Main 4 - Dungeon Settlers Wiki", "Main 4 icon": "Main 4 icône", "Main 5": "Principale 5", "Main 5 - Dungeon Settlers Wiki": "Main 5 - Dungeon Settlers Wiki", "Main 5 icon": "Main 5 icône", "Main 6": "Principale 6", "Main 6 - Dungeon Settlers Wiki": "Main 6 - Dungeon Settlers Wiki", "Main 6 icon": "Main 6 icône", "Main 7": "Principale 7", "Main 7 - Dungeon Settlers Wiki": "Main 7 - Dungeon Settlers Wiki", "Main 7 icon": "Main 7 icône", "Main 8": "Principale 8", "Main 8 - Dungeon Settlers Wiki": "Quête principale 8 - Dungeon Settlers Wiki", "Main 8 icon": "Quête principale 8 icon", "Main Quest 7": "Quête principale 7", "Main Quest 7 - Defeat Red Monster Rat": "Quête principale 7 - Vaincre le rat monstre rouge", "Main Quest 8": "Quête principale 8", "Main Quest 8 - Defeat Red Cave Rat": "Quête principale 8 - Vaincre le Rat des Cavernes Rouges", "Main SP": "SP principal", "Main SP left": "PC principaux restants", "Main chain": "Chaîne principale", "Main chain order:": "Ordre de la chaîne principale :", "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "Sol maximal du donjon principal - pour vérifier l'événement « Envie d'explorer (Vers les profondeurs) »", "Main finale": "Final principal", "Main quest vs region clear": "Quête principale vs complétion de région", "Main quests": "Quêtes principales", "Main rapide": "Main rapide", "Main rapide - Dungeon Settlers Wiki": "Main rapide - Dungeon Settlers Wiki", "Main rapide icon": "Icône Main rapide", "Main skill trees": "Arbres de compétences principaux", "Main story": "Histoire principale", "Main story (Crawling Doom).": "Histoire principale (Doom rampant).", "Main story chain, completed in order.": "Chaîne de l'histoire principale, complétée dans l'ordre.", "Main story spine": "Fil conducteur de l'histoire principale", "Main trees": "Arbres principaux", "Main, tutorial and NPC quest chains": "Chaînes de quêtes principales, du tutoriel et des PNJ", "Main-quest finale": "Final de la quête principale", "Main/tutorial/NPC quest chains with objectives and rewards.": "Chaînes de quêtes principales/tutoriel/PNJ avec objectifs et récompenses.", "Main0": "Main0", "Main1": "Main1", "Main100": "Main100", "Main101": "Main101", "Main2": "Main2", "Main3": "Main3", "Main4": "Main4", "Main5": "Main5", "Main6": "Main6", "Main6 -> Main8 -> Main7": "Main6 -> Main8 -> Main7", "Main7": "Main7", "Main8": "Main8", "Main8 (2 units Lv2+) fires before Main7 (the boss kill)": "Main8 (2 unités niv.2+) se déclenche avant Main7 (le meurtre du boss)", "Main:": "Principal :", "MainSkillPointIncrease": "MainSkillPointIncrease", "Maintain Order Active": "Maintain Order Active", "Maintain Order Active - Dungeon Settlers Wiki": "Maintien de l'ordre actif - Dungeon Settlers Wiki", "Maintain Order Active icon": "Maintien de l'ordre actif icon", "Maintain an Average Mood of 5 or Higher for 12 Hours": "Maintenir une humeur moyenne de 5 ou plus pendant 12 heures", "Maintenant réduit en cendres, un vestige d'autorité qui autrefois brillait de mille feux.": "Maintenant réduit en cendres, un vestige d'autorité qui autrefois brillait de mille feux.", "Maintenez enfoncé Maj et cliquez avec le bouton gauche sur d'autres unités pour les ajouter à la sélection.": "Maintenez enfoncé Maj et cliquez avec le bouton gauche sur d'autres unités pour les ajouter à la sélection.", "Maintenez le bouton central de la souris enfoncé et faites glisser, ou utilisez les touches W/A/S/D pour déplacer la caméra.": "Maintenez le bouton central de la souris enfoncé et faites glisser, ou utilisez les touches W/A/S/D pour déplacer la caméra.", "Maintien de l'ordre": "Maintien de l'ordre", "Maintien de l'ordre - Dungeon Settlers Wiki": "Maintien de l'ordre - Dungeon Settlers Wiki", "Maintien de l'ordre icon": "Maintien de l'ordre icon", "Mais au bout du compte, tout cela repose sur les personnes. Si vous me témoigniez un peu de... reconnaissance, je serais peut-être davantage motivé au moment de procéder à mon évaluation.": "Mais au bout du compte, tout cela repose sur les personnes. Si vous me témoigniez un peu de... reconnaissance, je serais peut-être davantage motivé au moment de procéder à mon évaluation.", "Mais bientôt, quelque chose semble lui traverser l'esprit, et elle tombe brièvement dans ses pensées.": "Mais bientôt, quelque chose semble lui traverser l'esprit, et elle tombe brièvement dans ses pensées.", "Mais ce qui est sûr, c'est que si on arrive un peu plus tard, il aura dérivé profondément dans la zone polluée, hors de portée pour toujours.": "Mais ce qui est sûr, c'est que si on arrive un peu plus tard, il aura dérivé profondément dans la zone polluée, hors de portée pour toujours.", "Mais d'une main levée, vous leur faites signe de se tenir tranquilles.": "Mais d'une main levée, vous leur faites signe de se tenir tranquilles.", "Mais finalement je ne trouve rien d'autre à dire.": "Mais finalement je ne trouve rien d'autre à dire.", "Mais peu après, elle se retrouve à court de mots.": "Mais peu après, elle se retrouve à court de mots.", "Mais prenez garde ! Au moment où vous touchez un cœur, le": "Mais prenez garde ! Au moment où vous touchez un cœur, le", "Mais rien ne se passe.": "Mais rien ne se passe.", "Maj gauche": "Maj gauche", "Major Stats": "Statistiques principales", "Major stat": "Statistique principale", "Major stats": "Statistiques principales", "Major stats then feed": "Les statistiques principales alimentent ensuite les", "MajorStatIncreaseFactorForLevelUpByOfferingType": "MajorStatIncreaseFactorForLevelUpByOfferingType", "MajorStatIncrease_": "MajorStatIncrease_", "MajorStatToFinalStatFactor_": "MajorStatToFinalStatFactor_", "Make a first, short dungeon run": "Faites une première expédition courte dans le donjon", "Male": "Mâle", "Male Gloth 3": "Gloth mâle 3", "Male Gloth 3 + Female Gloth 1": "Gloth mâle 3 + Gloth femelle 1", "Male Gloth Random": "Gloth mâle Random", "Male Glowt 3 + Female Glowt 2 + Mudslowgel 1 = 40.5": "Male Glowt 3 + Female Glowt 2 + Mudslowgel 1 = 40.5", "Male Glowt 3 + Mudslowgel 2 = 27.5": "Male Glowt 3 + Mudslowgel 2 = 27.5", "Male Glowt 4 + Female Glowt 2 = 42": "Male Glowt 4 + Female Glowt 2 = 42", "Male Glowt 4 = 26": "Male Glowt 4 = 26", "Male faces only - no female art for": "Visages masculins uniquement - pas d'illustration féminine pour", "MaleGloth": "MaleGloth", "Male_Aggressive": "Male_Aggressive", "Male_Barbaric": "Male_Barbaric", "Male_Cautious": "Male_Cautious", "Male_Cool": "Male_Cool", "Male_Kind": "Male_Kind", "Male_Vile": "Male_Vile", "Male_leisurely": "Male_leisurely", "Malgré la pierre, un cœur bat à l'intérieur.": "Malgré la pierre, un cœur bat à l'intérieur.", "Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes.": "Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes.", "Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obtiennent": "Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obtiennent", "Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obtiennent Fatigue de croissance lorsque Exp atteint EXP max.": "Malgré leur physique et leur vigueur mentale peu remarquables, les humains sont devenus l'une des races les plus prospères du continent grâce à une coopération et une compétition constantes. Ils obtiennent Fatigue de croissance lorsque Exp atteint EXP max.", "Malheureusement, le campement ne dispose même pas encore d'un véritable temple. ...": "Malheureusement, le campement ne dispose même pas encore d'un véritable temple. ...", "Malheureusement, le campement ne dispose même pas encore d'un véritable temple. Pour des gens du continent, ne pas avoir de lieu convenable où prier la Déesse est une honte. \"Même ici, sur ces terres abandonnées, la miséricorde de la Déesse devrait pouvoir nous atteindre.\"": "Malheureusement, le campement ne dispose même pas encore d'un véritable temple. Pour des gens du continent, ne pas avoir de lieu convenable où prier la Déesse est une honte. \"Même ici, sur ces terres abandonnées, la miséricorde de la Déesse devrait pouvoir nous atteindre.\"", "Malheureusement, le campement ne dispose même pas encore d'un véritable temple. Pour des gens du continent, ne pas avoir de lieu convenable où prier la Déesse est une honte. \"Même ici, sur ces terres abandonnées, la miséricorde de la Déesse devrait pouvoir nous atteindre.\" ➜ Une fois le temple bâti dans le campement, le soulagement commence à se lire sur les visages des membres de l'expédition. \"Déesse, veillez sur nous.\"": "Malheureusement, le campement ne dispose même pas encore d'un véritable temple. Pour des gens du continent, ne pas avoir de lieu convenable où prier la Déesse est une honte. \"Même ici, sur ces terres abandonnées, la miséricorde de la Déesse devrait pouvoir nous atteindre.\" ➜ Une fois le temple bâti dans le campement, le soulagement commence à se lire sur les visages des membres de l'expédition. \"Déesse, veillez sur nous.\"", "Malheureusement, votre première expédition s'est soldée par un désastre après la rencontre du tristement célèbre": "Malheureusement, votre première expédition s'est soldée par un désastre après la rencontre du tristement célèbre", "Malédiction du Gobelin": "Malédiction du Gobelin", "Malédiction du Gobelin - Dungeon Settlers Wiki": "Malédiction du Gobelin - Dungeon Settlers Wiki", "Malédiction du Gobelin icon": "Icône de Malédiction du Gobelin", "Malédiction du Gobelin portée et zone affichées sur une salle de donjon": "Malédiction du Gobelin portée et zone affichées sur une salle de donjon", "Malédiction du Gobelin portée et zone sur une salle de donjon": "Malédiction du Gobelin portée et zone sur une salle de donjon", "Malédiction du Gobelin range and area on a dungeon room": "Malédiction du Gobelin portée et zone dans une salle de donjon", "Malédiction du Gobelin range and area shown on a dungeon room": "Malédiction du Gobelin : portée et zone affichées sur une salle de donjon", "Malédiction du destin": "Malédiction du destin", "Malédiction du destin - Dungeon Settlers Wiki": "Malédiction du destin - Dungeon Settlers Wiki", "Malédiction scellée": "Malédiction scellée", "Malédiction scellée - Dungeon Settlers Wiki": "Malédiction scellée - Dungeon Settlers Wiki", "Mana Oversaturation GAMESYSTEM_Environment_{affecterName}": "Sursaturation de mana GAMESYSTEM_Environment_{affecterName}", "Mana Stone": "Pierre de mana", "Mana Stone Burrow GAMESYSTEM_Environment_{affecterName}": "Terrier de pierre de mana GAMESYSTEM_Environment_{affecterName}", "Mana device investigation done, here's your reward": "Investigation du dispositif de mana terminée, voici votre récompense", "Mana stones spent to reach it": "Pierres de mana dépensées pour l'atteindre", "Mana-stone base quantity per prayer": "Quantité de base de pierres de mana par prière", "Mana-stone grade by level": "Grade de pierre de mana par niveau", "ManaOversaturation": "ManaOversaturation", "ManaStoneBurrow": "ManaStoneBurrow", "ManaStoneReduceHour": "ManaStoneReduceHour", "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills</co": "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills</co", "Management Construction Material Amount Factor By Difficulty": "Facteur de quantité de matériau de construction de gestion par difficulté", "Management Crafting Ingredient Amount Factor By Difficulty": "Facteur de quantité d'ingrédient d'artisanat de gestion par difficulté", "Management Difficulty: {2}": "Difficulté de gestion : {2}", "Management Drop Rate Factor By Difficulty": "Facteur de taux de butin de gestion par difficulté", "Management conditions are extremely harsh.": "Les conditions de gestion sont extrêmement difficiles.", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "Les conditions de gestion sont extrêmement difficiles. Les ressources et le temps sont très limités, nécessitant une planification précise à long terme et un contrôle des pertes.", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "Les conditions de gestion sont extrêmement difficiles. Les ressources et le temps sont très limités, nécessitant une planification précise à long terme et un contrôle des pertes.", "Management difficulty": "Difficulté de gestion", "Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the": "La difficulté de gestion ne touche jamais au combat. Elle met à l'échelle ce que vous payez pour fabriquer, construire et rechercher (et l'exigence de vos colons). Les nombres de matériaux et de charge de travail indiqués partout ailleurs sur ce wiki sont la", "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Difficulté de gestion : Devastation. Valeur de pénalité d'humeur par étape de séjour au donjon. FloatValues : D1, D2, D3, D4.", "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Difficulté de gestion : Devastation. Valeur d'humeur pour les attentes de traitement par niveau d'unité. FloatValues : Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Difficulté de gestion : Easy. Valeur de pénalité d'humeur par étape de séjour au donjon. FloatValues : D1, D2, D3, D4.", "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Difficulté de gestion : Easy. Valeur d'humeur pour les attentes de traitement par niveau d'unité. FloatValues : Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Difficulté de gestion : Hard. Valeur de pénalité d'humeur par étape de séjour au donjon. FloatValues : D1, D2, D3, D4.", "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Difficulté de gestion : Hard. Valeur d'humeur pour les attentes de traitement par niveau d'unité. FloatValues : Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Difficulté de gestion : Normal. Valeur de pénalité d'humeur par étape de séjour au donjon. FloatValues : D1, D2, D3, D4.", "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Difficulté de gestion : Normal. Valeur d'humeur pour les attentes de traitement par niveau d'unité. FloatValues : Lv1, Lv2, Lv3, Lv4, Lv5.", "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "Difficulté de gestion : Very Hard. Valeur de pénalité d'humeur par étape de séjour au donjon. FloatValues : D1, D2, D3, D4.", "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "Difficulté de gestion : Very Hard. Valeur d'humeur pour les attentes de traitement par niveau d'unité. FloatValues : Lv1, Lv2, Lv3, Lv4, Lv5.", "Management_": "Management_", "Mandatory": "Obligatoire", "Mandatory root": "Racine obligatoire", "Mandragore": "Mandragore", "Mandragore (resource node)": "Mandragore (nœud de ressource)", "Mandragore (resource node) - Dungeon Settlers Wiki": "Mandragore (resource node) - Dungeon Settlers Wiki", "Mandragore (source de ressources)": "Mandragore (source de ressources)", "Mandragore (source de ressources) - Dungeon Settlers Wiki": "Mandragore (source de ressources) - Dungeon Settlers Wiki", "Mandragore - Dungeon Settlers Wiki": "Mandragore - Dungeon Settlers Wiki", "Mandragore icon": "Icône de Mandragore", "Mandragore portée et zone affichées sur une salle de donjon": "Mandragore portée et zone affichées sur une salle de donjon", "Mandragore range and area shown on a dungeon room": "Mandragore : portée et zone affichées sur une salle de donjon", "Mandragore rare utilisée à des fins médicinales.": "Mandragore rare utilisée à des fins médicinales.", "Mandragore réveillée": "Mandragore réveillée", "Mandragore réveillée - Dungeon Settlers Wiki": "Mandragore réveillée - Dungeon Settlers Wiki", "Mandragore réveillée icon": "Mandragore réveillée icon", "Mandrake Fixed": "Mandrake Fixed", "Mandrake Remnant": "Mandrake Remnant", "Mandrake Remnant - Dungeon Settlers Wiki": "Vestige de mandragore - Dungeon Settlers Wiki", "Manger": "Manger", "Manger - Dungeon Settlers Wiki": "Manger - Dungeon Settlers Wiki", "Manger des herbes": "Manger des herbes", "Manger des herbes - Dungeon Settlers Wiki": "Manger des herbes - Dungeon Settlers Wiki", "Manger des herbes icon": "Icône de Manger des herbes", "Manger ici: +1 Humeur": "Manger ici: +1 Humeur", "Manger ici: +2 Humeur": "Manger ici: +2 Humeur", "Manger ici: +3 Humeur": "Manger ici: +3 Humeur", "Manger ici: +4 Humeur": "Manger ici: +4 Humeur", "Manger ici: +5 Humeur": "Manger ici: +5 Humeur", "Manger ici: +6 Humeur": "Manger ici: +6 Humeur", "Manger ici: +8 Humeur": "Manger ici: +8 Humeur", "Manger icon": "Icône de Manger", "Manger portée et zone affichées sur une salle de donjon": "Manger portée et zone affichées sur une salle de donjon", "Manger range and area shown on a dungeon room": "Manger : portée et zone affichées sur une salle de donjon", "Manhattan r3": "Manhattan r3", "Manhattan, radius 1": "Manhattan, rayon 1", "Manhattan, radius 2": "Manhattan, rayon 2", "Manhattan, radius 3": "Manhattan, rayon 3", "Manhattan, radius 5": "Manhattan, rayon 5", "Maniement du bouclier": "Maniement du bouclier", "Maniement du bouclier - Dungeon Settlers Wiki": "Maniement du bouclier - Dungeon Settlers Wiki", "Maniement du bouclier icon": "Icône Maniement du bouclier", "Manifest: build/version info plus per-table row counts and schema notes.": "Manifeste : informations de build/version plus nombre de lignes par table et notes de schéma.", "Manque d'émotions et reste indifférent à la souffrance des autres.": "Manque d'émotions et reste indifférent à la souffrance des autres.", "Manque d'émotions et reste indifférent à la souffrance des autres. Obtient": "Manque d'émotions et reste indifférent à la souffrance des autres. Obtient", "Manque d'émotions et reste indifférent à la souffrance des autres. Obtient Témoin de la mort d'autrui lorsque quelqu'un meurt.": "Manque d'émotions et reste indifférent à la souffrance des autres. Obtient Témoin de la mort d'autrui lorsque quelqu'un meurt.", "Manque d'émotions et reste indifférent à la souffrance des autres. Obtient Témoin de la...": "Manque d'émotions et reste indifférent à la souffrance des autres. Obtient Témoin de la...", "Manque de puissance mais permet des frappes consécutives rapides.": "Manque de puissance mais permet des frappes consécutives rapides.", "Manuel du jeu - Dungeon Settlers Wiki": "Manuel du jeu - Dungeon Settlers Wiki", "Many parts of...": "De nombreuses parties...", "Map": "Carte", "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "Grilles de carte, colonie et agencement du donjon actuel (salles, étage, phase)", "Map spawns": "Apparitions sur la carte", "MapExpForEachLevel": "MapExpForEachLevel", "MapSizeMax": "MapSizeMax", "Marchand de guilde": "Marchand de guilde", "Marchand de guilde - Dungeon Settlers Wiki": "Marchand de guilde - Dungeon Settlers Wiki", "Marchand de guilde - pool tier 1": "Marchand de guilde - pool tier 1", "Marchand de guilde - pool tier 2": "Marchand de guilde - pool tier 2", "Marchand de guilde - pool tier 3": "Marchand de guilde - pool tier 3", "Marchand de guilde icon": "Marchand de guilde icon", "Marchand de la guilde": "Marchand de la guilde", "Marchand de la guilde - Dungeon Settlers Wiki": "Marchand de la guilde - Dungeon Settlers Wiki", "Marchand de la guilde icon": "icône Marchand de la guilde", "Marchand du Terrier purulent": "Marchand du Terrier purulent", "Marchand du Terrier purulent - Dungeon Settlers Wiki": "Marchand du Terrier purulent - Dungeon Settlers Wiki", "Marchand du Voile du Silence": "Marchand du Voile du Silence", "Marchand du Voile du Silence - Dungeon Settlers Wiki": "Marchand du Voile du Silence - Dungeon Settlers Wiki", "Marchand du donjon": "Marchand du donjon", "Marchand du donjon - Dungeon Settlers Wiki": "Marchand du donjon - Dungeon Settlers Wiki", "Marchand du donjon icon": "Marchand du donjon icon", "Marchands - Dungeon Settlers Wiki": "Marchands - Dungeon Settlers Wiki", "Marked": "Marqué", "Marque de marée": "Marque de marée", "Marque de marée - Dungeon Settlers Wiki": "Marque de marée - Dungeon Settlers Wiki", "Marque de marée icon": "Marque de marée icône", "Marque de marée portée et zone affichées sur une salle de donjon": "Marque de marée portée et zone affichées sur une salle de donjon", "Marque de marée range and area shown on a dungeon room": "Marque de marée portée et zone affichées dans une salle de donjon", "Marque des marées": "Marque des marées", "Marque des marées - Dungeon Settlers Wiki": "Marque des marées - Dungeon Settlers Wiki", "Marque des marées icon": "Icône Marque des marées", "Martelage": "Martelage", "Martelage - Dungeon Settlers Wiki": "Martelage - Dungeon Settlers Wiki", "Martelage icon": "Martelage icône", "Martelage portée et zone affichées sur une salle de donjon": "Martelage portée et zone affichées sur une salle de donjon", "Martelage range and area shown on a dungeon room": "Martelage portée et zone affichées dans une salle de donjon", "Marée Tourbillonnante": "Marée Tourbillonnante", "Marée Tourbillonnante - Dungeon Settlers Wiki": "Marée Tourbillonnante - Dungeon Settlers Wiki", "Marée Tourbillonnante icon": "Marée Tourbillonnante icon", "Masquer le casque": "Masquer le casque", "Masquer le casque - Dungeon Settlers Wiki": "Masquer le casque - Dungeon Settlers Wiki", "Masquer le casque icon": "Masquer le casque icône", "Masse d'Arcron": "Masse d'Arcron", "Masse d'Arcron - Dungeon Settlers Wiki": "Masse d'Arcron - Dungeon Settlers Wiki", "Masse d'Arcron icon": "Masse d'Arcron icon", "Masse d'étain": "Masse d'étain", "Masse d'étain - Dungeon Settlers Wiki": "Masse d'étain - Dungeon Settlers Wiki", "Masse d'étain icon": "Masse d'étain icon", "Masse de cuivre": "Masse de cuivre", "Masse de cuivre - Dungeon Settlers Wiki": "Masse de cuivre - Dungeon Settlers Wiki", "Masse de cuivre icon": "Masse de cuivre icon", "Masse en bronze": "Masse en bronze", "Masse en bronze - Dungeon Settlers Wiki": "Masse en bronze - Dungeon Settlers Wiki", "Masse en bronze icon": "Masse en bronze icon", "Massue d'os": "Massue d'os", "Massue d'os - Dungeon Settlers Wiki": "Massue d'os - Dungeon Settlers Wiki", "Massue d'os icon": "Massue d'os icon", "Massue de fer": "Massue de fer", "Massue de fer - Dungeon Settlers Wiki": "Massue de fer - Dungeon Settlers Wiki", "Massue de fer icon": "Massue de fer icon", "Massue dokkaebi": "Massue dokkaebi", "Massue dokkaebi - Dungeon Settlers Wiki": "Massue dokkaebi - Dungeon Settlers Wiki", "Massue dokkaebi icon": "Massue dokkaebi icon", "Massue en bois": "Massue en bois", "Massue en bois - Dungeon Settlers Wiki": "Massue en bois - Dungeon Settlers Wiki", "Massue en bois de sang": "Massue en bois de sang", "Massue en bois de sang - Dungeon Settlers Wiki": "Massue en bois de sang - Dungeon Settlers Wiki", "Massue en bois de sang icon": "Massue en bois de sang icon", "Massue en bois icon": "Massue en bois icon", "Massue en bois sanguin": "Massue en bois sanguin", "Massue en bois sanguin - Dungeon Settlers Wiki": "Massue en bois sanguin - Dungeon Settlers Wiki", "Massue en carapace": "Massue en carapace", "Massue en carapace - Dungeon Settlers Wiki": "Massue en carapace - Dungeon Settlers Wiki", "Massue en carapace icon": "Massue en carapace icon", "Masterpiece": "Chef-d'œuvre", "MasterpieceResult": "MasterpieceResult", "Mature": "Mature", "Matériau apprécié depuis longtemps pour sa solidité caractéristique.": "Matériau apprécié depuis longtemps pour sa solidité caractéristique.", "Matériau clé pour fabriquer les outils magiques les plus puissants.": "Matériau clé pour fabriquer les outils magiques les plus puissants.", "Matériau connu pour ses usages variés.": "Matériau connu pour ses usages variés.", "Matériau de construction obtenu en transformant la pierre.": "Matériau de construction obtenu en transformant la pierre.", "Matériau dur obtenu en cuisant l'argile à haute température. Résiste à la chaleur et à la corrosion.": "Matériau dur obtenu en cuisant l'argile à haute température. Résiste à la chaleur et à la corrosion.", "Matériau obtenu par le tannage de peaux animales. Indispensable pour fabriquer armures ou sacs.": "Matériau obtenu par le tannage de peaux animales. Indispensable pour fabriquer armures ou sacs.", "Matériaux fabriqués à partir d'herbe transformée": "Matériaux fabriqués à partir d'herbe transformée", "Mawmurk": "Mawmurk", "Mawmurk - Dungeon Settlers Wiki": "Mawmurk - Dungeon Settlers Wiki", "Mawmurk Random": "Mawmurk aléatoire", "Mawmurk blanc": "Mawmurk blanc", "Mawmurk blanc - Dungeon Settlers Wiki": "Mawmurk blanc - Dungeon Settlers Wiki", "Mawmurk blanc de l'Abîme": "Mawmurk blanc de l'Abîme", "Mawmurk blanc de l'Abîme - Dungeon Settlers Wiki": "Mawmurk blanc de l'Abîme - Dungeon Settlers Wiki", "Mawmurk blanc de l'Abîme variante": "Mawmurk blanc de l'Abîme variante", "Mawmurk blanc icon": "Icône de Mawmurk blanc", "Mawmurk blanc variant": "Mawmurk blanc (variante)", "Mawmurk blanc variante": "Mawmurk blanc variante", "Mawmurk icon": "Icône de Mawmurk", "Mawmurk variant": "Mawmurk (variante)", "Mawmurk variante": "Mawmurk variante", "Max": "Max", "Max HP": "PV max.", "Max HP bonus": "Bonus de PV max", "Max Level": "Niveau max", "Max durability": "Durabilité max.", "Max health": "Santé max.", "Max possible (": "Max possible (", "Max range": "Portée max", "Max stack": "Cumul max", "Max stacks": "Piles max.", "MaxCapacity": "MaxCapacity", "MaxConversationPerRefresh": "MaxConversationPerRefresh", "MaxEnergy": "MaxEnergy", "MaxExpPerLevel": "MaxExpPerLevel", "MaxFloor": "MaxFloor", "MaxFuelAmount": "MaxFuelAmount", "MaxHealth_": "MaxHealth_", "MaxHunger": "MaxHunger", "MaxLevel": "MaxLevel", "MaxMood": "MaxMood", "MaxMorale": "MaxMorale", "MaxRecreation": "MaxRecreation", "MaxStress": "MaxStress", "MaxWeight": "MaxWeight", "MaxZoomSpeedFactor": "MaxZoomSpeedFactor", "Maximum": "Maximum", "Maximum (cap)": "Maximum (plafond)", "Maximum distance at which a player's unit is judged able to move": "Distance maximale à laquelle une unité du joueur est jugée capable de se déplacer", "Maximum distance at which a player's unit is judged able to move during combat": "Distance maximale à laquelle une unité du joueur est jugée capable de se déplacer en combat", "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "Distance maximale à laquelle une unité ennemie est jugée capable de se déplacer dans diverses situations comme l'attaque", "Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished.": "Nombre maximum de tâches pouvant être effectuées à un même Poste de travail. Temporairement plafonné à 6 pour l'Alpha 1. Retirer le limiteur une fois le travail lié aux parchemins terminé.", "Maximum quantity of fuel items a building can hold": "Quantité maximale d'objets de carburant qu'un bâtiment peut contenir", "Maxwell": "Maxwell", "Me croiriez-vous si je vous disais que l'un des secrets de la capacité d'un empire à conquérir la moitié du monde était qu'il détenait le monopole des fourrures ? - Histoire impériale": "Me croiriez-vous si je vous disais que l'un des secrets de la capacité d'un empire à conquérir la moitié du monde était qu'il détenait le monopole des fourrures ? - Histoire impériale", "Meal classes": "Classes de repas", "Meal classes and racial diets": "Classes de repas et régimes raciaux", "Meat Bug investigation done, here's your reward": "L'enquête sur le Scarabée des Chairs est terminée, voici ta récompense", "Meat Grub": "Larve carnée", "Meat Grub 1": "Ver de viande 1", "Meat Grub 2": "Ver de viande 2", "Meat Grub1 Remnant": "Meat Grub1 Remnant", "Meat Grub1 Remnant - Dungeon Settlers Wiki": "Vestige de larve carnée 1 - Dungeon Settlers Wiki", "Meat Grub2": "Larve de viande 2", "Meat Grub2 Remnant": "Meat Grub2 Remnant", "Meat Grub2 Remnant - Dungeon Settlers Wiki": "Vestige de larve carnée 2 - Dungeon Settlers Wiki", "Meat-Eating Rage (Debuff, prints once)": "Rage carnivore (Malus, s'affiche une fois)", "MeatGrub": "MeatGrub", "Mechanics": "Mécaniques", "Mechanics - Dungeon Settlers Wiki": "Mécaniques - Wiki Dungeon Settlers", "MedicineCapability": "MedicineCapability", "Medium Blue Crystal Random": "Cristal bleu de taille moyenne Aléatoire", "Medium Blue Crystal Remnant": "Medium Blue Crystal Remnant", "Medium Blue Crystal Remnant - Dungeon Settlers Wiki": "Vestige de cristal bleu moyen - Dungeon Settlers Wiki", "Medium Copper Node Random": "Medium Copper Node Random", "Medium Copper Node Remnant": "Medium Copper Node Remnant", "Medium Copper Node Remnant - Dungeon Settlers Wiki": "Vestige de gisement de cuivre moyen - Dungeon Settlers Wiki", "Medium Dirt Rock Fixed": "Medium Dirt Rock Fixed", "Medium Dirt Rock Random": "Medium Dirt Rock Random", "Medium Dirt Rock Remnant": "Medium Dirt Rock Remnant", "Medium Dirt Rock Remnant - Dungeon Settlers Wiki": "Vestige de rocher terreux moyen - Dungeon Settlers Wiki", "Medium Green Crystal Random": "Cristal vert de taille moyenne Aléatoire", "Medium Green Crystal Remnant": "Medium Green Crystal Remnant", "Medium Green Crystal Remnant - Dungeon Settlers Wiki": "Vestige de cristal vert moyen - Dungeon Settlers Wiki", "Medium Red Crystal Random": "Cristal rouge de taille moyenne Aléatoire", "Medium Red Crystal Remnant": "Medium Red Crystal Remnant", "Medium Red Crystal Remnant - Dungeon Settlers Wiki": "Vestige de cristal rouge moyen - Dungeon Settlers Wiki", "Medium Silver Vein Random": "Medium Silver Vein Random", "Medium Silver Vein Remnant": "Medium Silver Vein Remnant", "Medium Silver Vein Remnant - Dungeon Settlers Wiki": "Vestige de veine d'argent moyenne - Dungeon Settlers Wiki", "Medium Slime Random": "Slime moyen Random", "Medium Spore Slime Random": "Slime moyen à spores Random", "Medium-Sized Normal Battle Room": "Salle de combat normale de taille moyenne", "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "Salle de combat normale de taille moyenne - Dungeon Settlers Wiki", "Medium-Sized Normal Battle Room map": "Carte de salle de combat normale de taille moyenne", "Medium-Sized Normal Battle Room plan": "Plan de salle de combat normale de taille moyenne", "Melee": "Mêlée", "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "La mêlée génère ~30% de menace de plus que la distance, si bien qu'un corps en première ligne éloigne les monstres de vos unités à distance et incantateurs plus fragiles.", "Melee skill-spammer": "Spammeur de compétences de mêlée", "MeleeHitChance": "MeleeHitChance", "Membre d'expédition": "Membre d'expédition", "Membre d'expédition - Dungeon Settlers Wiki": "Membre d'expédition - Dungeon Settlers Wiki", "Membre d'expédition icon": "Membre d'expédition icon", "Mend worn gear at a": "Réparez l'équipement usé à un", "Mendiant": "Mendiant", "Mendiant - Dungeon Settlers Wiki": "Mendiant - Dungeon Settlers Wiki", "Mendiant du ventre": "Mendiant du ventre", "Mendiant du ventre - Dungeon Settlers Wiki": "Mendiant du ventre - Dungeon Settlers Wiki", "Mendiant du ventre icon": "Mendiant du ventre icône", "Mendiant icon": "Mendiant icône", "Menkaura": "Menkaura", "Mental Break": "Rupture mentale", "Mental breakdown": "Effondrement mental", "Mental breakdown in {#} - survives it": "Effondrement mental dans {#} - y survit", "MentalBreak": "MentalBreak", "MentalBreakAfterEffectDuration": "MentalBreakAfterEffectDuration", "MentalBreakDuration": "MentalBreakDuration", "MentalBreakStressInitializer": "MentalBreakStressInitializer", "Menu": "Menu", "Mercenaire": "Mercenaire", "Mercenaire - Dungeon Settlers Wiki": "Mercenaire - Dungeon Settlers Wiki", "Mercenaire icon": "Mercenaire icône", "Merchant": "Marchand", "Merchant Room": "Salle des Marchands", "Merchant trade pools: items, chances, amounts, discounts.": "Tables de commerce des marchands : objets, chances, quantités, remises.", "MerchantRoom": "MerchantRoom", "Merchants": "Marchands", "Merchants - Dungeon Settlers Wiki": "Marchands - Dungeon Settlers Wiki", "Merci d'avoir joué à la démo de Dungeon Settlers.": "Merci d'avoir joué à la démo de Dungeon Settlers.", "Merci d'avoir joué.": "Merci d'avoir joué.", "Merci, comme toujours, pour votre soutien !": "Merci, comme toujours, pour votre soutien !", "Meritamun": "Meritamun", "Mes jambes... j'ai l'impression qu'elles vont se briser !!": "Mes jambes... j'ai l'impression qu'elles vont se briser !!", "Metal Processing 1": "Traitement du métal 1", "Metal Processing 1 Complete": "Traitement du métal 1 terminé", "Metal Scarab Random": "Metal Scarab Random", "MetalScarab": "MetalScarab", "Method": "Méthode", "Mettre dans": "Mettre dans", "Meuble en bois": "Meuble en bois", "Meuble en bois - Dungeon Settlers Wiki": "Meuble en bois - Dungeon Settlers Wiki", "Meubles décoratifs": "Meubles décoratifs", "Meulage de lame": "Meulage de lame", "Meulage de lame - Dungeon Settlers Wiki": "Meulage de lame - Dungeon Settlers Wiki", "Meulage de lame icon": "Icône Meulage de lame", "Meurt instantanément lorsque": "Meurt instantanément lorsque", "Meurt instantanément lorsque Stress atteint son maximum.": "Meurt instantanément lorsque Stress atteint son maximum.", "Mgmt difficulty": "Difficulté de gestion", "MiddleSlime": "MiddleSlime", "Mieux que le sol, mais il sent un peu mauvais.": "Mieux que le sol, mais il sent un peu mauvais.", "Mieux que le sol, mais la salle commune était inconfortable.": "Mieux que le sol, mais la salle commune était inconfortable.", "Mieux que rien": "Mieux que rien", "Mieux que rien, n'est-ce pas ?": "Mieux que rien, n'est-ce pas ?", "Min": "Min", "Min Size": "Taille min", "Min size": "Taille min", "MinPerHour": "MinPerHour", "MinZoomSpeedFactor": "MinZoomSpeedFactor", "Mind the": "Attention aux", "Minerai brut contenant du cuivre. Peut être fondu pour obtenir du cuivre pur.": "Minerai brut contenant du cuivre. Peut être fondu pour obtenir du cuivre pur.", "Minerai contenant de l'argent, pouvant être raffiné en lingots.": "Minerai contenant de l'argent, pouvant être raffiné en lingots.", "Minerai d'argent": "Minerai d'argent", "Minerai d'argent - Dungeon Settlers Wiki": "Minerai d'argent - Dungeon Settlers Wiki", "Minerai d'argent icon": "Minerai d'argent icon", "Minerai d'opale": "Minerai d'opale", "Minerai d'opale - Dungeon Settlers Wiki": "Minerai d'opale - Dungeon Settlers Wiki", "Minerai de cristal bleu": "Minerai de cristal bleu", "Minerai de cristal bleu (33.33%)": "Minerai de cristal bleu (33.33%)", "Minerai de cristal bleu - Dungeon Settlers Wiki": "Minerai de cristal bleu - Dungeon Settlers Wiki", "Minerai de cristal bleu icon": "Minerai de cristal bleu icon", "Minerai de cristal rouge": "Minerai de cristal rouge", "Minerai de cristal rouge (33.33%)": "Minerai de cristal rouge (33.33%)", "Minerai de cristal rouge - Dungeon Settlers Wiki": "Minerai de cristal rouge - Dungeon Settlers Wiki", "Minerai de cristal rouge icon": "Minerai de cristal rouge icon", "Minerai de cristal vert": "Minerai de cristal vert", "Minerai de cristal vert (33.33%)": "Minerai de cristal vert (33.33%)", "Minerai de cristal vert - Dungeon Settlers Wiki": "Minerai de cristal vert - Dungeon Settlers Wiki", "Minerai de cristal vert icon": "Minerai de cristal vert icon", "Minerai de cuivre": "Minerai de cuivre", "Minerai de cuivre - Dungeon Settlers Wiki": "Minerai de cuivre - Dungeon Settlers Wiki", "Minerai de cuivre icon": "Minerai de cuivre icon", "Minerai de fer": "Minerai de fer", "Minerai de fer - Dungeon Settlers Wiki": "Minerai de fer - Dungeon Settlers Wiki", "Minerai de fer icon": "Minerai de fer icon", "Minerai de grenat": "Minerai de grenat", "Minerai de grenat - Dungeon Settlers Wiki": "Minerai de grenat - Dungeon Settlers Wiki", "Minerai de péridot": "Minerai de péridot", "Minerai de péridot - Dungeon Settlers Wiki": "Minerai de péridot - Dungeon Settlers Wiki", "Mini Slime": "Mini Slime", "Minimum interior floor area, in tiles inside the walls": "Surface de sol intérieure minimale, en cases à l'intérieur des murs", "Minimum layout meeting every requirement: 1x1 floor (1 tiles); Mur de paille + Sol en rondins + Porte de paille. Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 1x1 (1 cases) ; Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir", "Minimum layout meeting every requirement: 3x3 floor (9 tiles); Mur de paille + Sol en rondins + Porte de paille. Click to enlarge": "Agencement minimal répondant à toutes les exigences : sol 3x3 (9 cases) ; Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 decorations (deco quality 30). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 4x4 (16 cases) ; Mur de rondins + Sol en rondins + Porte en rondins ; 1 décorations (qualité déco 30). Cliquez pour agrandir", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 decorations (deco quality 35). Click to enlarge": "Disposition minimale répondant à toutes les exigences : sol 4x4 (16 cases) ; Mur de rondins + Sol en rondins + Porte en rondins ; 1 décoration (qualité de déco 35). Cliquez pour agrandir", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Mur de rondins + Sol en rondins + Porte en rondins; 1 decorations (deco quality 40). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 4x4 (16 cases) ; Mur de rondins + Sol en rondins + Porte en rondins ; 1 décorations (qualité déco 40). Cliquez pour agrandir", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 decorations (deco quality 80). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 4x4 (16 cases) ; Mur de rondins + Sol en rondins + Porte en rondins ; 2 décorations (qualité déco 80). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 decorations (deco quality 70). Click to enlarge": "Disposition minimale répondant à toutes les exigences : sol 6x4 (24 cases) ; Mur de rondins + Sol en rondins + Porte en rondins ; 2 décorations (qualité de déco 70). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Mur de rondins + Sol en rondins + Porte en rondins; 2 decorations (deco quality 81). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 6x4 (24 cases) ; Mur de rondins + Sol en rondins + Porte en rondins ; 2 décorations (qualité déco 81). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Mur en bois + Sol en bois + Porte en bois; 2 decorations (deco quality 65). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 6x4 (24 cases) ; Mur en bois + Sol en bois + Porte en bois ; 2 décorations (qualité déco 65). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Mur en bois + Sol en bois + Porte en bois; 2 decorations (deco quality 70). Click to enlarge": "Agencement minimal répondant à toutes les exigences : sol 6x4 (24 cases) ; Mur en bois + Sol en bois + Porte en bois ; 2 décorations (qualité déco 70). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Mur en bois + Sol en bois + Porte en bois; 5 decorations (deco quality 140). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 6x4 (24 cases) ; Mur en bois + Sol en bois + Porte en bois ; 5 décorations (qualité déco 140). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x6 floor (36 tiles); Mur en bois + Sol en bois + Porte en bois; 5 decorations (deco quality 135). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 6x6 (36 cases) ; Mur en bois + Sol en bois + Porte en bois ; 5 décorations (qualité déco 135). Cliquez pour agrandir", "Minimum layout meeting every requirement: 6x6 floor (36 tiles); Mur en bois + Sol en bois + Porte en bois; 5 decorations (deco quality 141). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 6x6 (36 cases) ; Mur en bois + Sol en bois + Porte en bois ; 5 décorations (qualité déco 141). Cliquez pour agrandir", "Minimum layout meeting every requirement: 7x2 floor (14 tiles); Mur de paille + Sol en rondins + Porte de paille. Click to enlarge": "Disposition minimale répondant à toutes les exigences : sol 7x2 (14 cases) ; Mur de paille + Sol en rondins + Porte de paille. Cliquez pour agrandir", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 decorations (deco quality 270). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 8x4 (32 cases) ; Mur de pierre + Sol en pierre + Porte en pierre ; 10 décorations (qualité déco 270). Cliquez pour agrandir", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 decorations (deco quality 125). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 8x4 (32 cases) ; Mur de pierre + Sol en pierre + Porte en pierre ; 5 décorations (qualité déco 125). Cliquez pour agrandir", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 decorations (deco quality 130). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 8x4 (32 cases) ; Mur de pierre + Sol en pierre + Porte en pierre ; 5 décorations (qualité déco 130). Cliquez pour agrandir", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Mur de pierre + Sol en pierre + Porte en pierre; 5 decorations (deco quality 135). Click to enlarge": "Disposition minimale répondant à toutes les exigences : sol 8x4 (32 cases) ; Mur de pierre + Sol en pierre + Porte en pierre ; 5 décorations (qualité de déco 135). Cliquez pour agrandir", "Minimum layout meeting every requirement: 8x6 floor (48 tiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 decorations (deco quality 269). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 8x6 (48 cases) ; Mur de pierre + Sol en pierre + Porte en pierre ; 10 décorations (qualité déco 269). Cliquez pour agrandir", "Minimum layout meeting every requirement: 8x6 floor (48 tiles); Mur de pierre + Sol en pierre + Porte en pierre; 10 decorations (deco quality 275). Click to enlarge": "Agencement minimal satisfaisant toutes les exigences : sol 8x6 (48 cases) ; Mur de pierre + Sol en pierre + Porte en pierre ; 10 décorations (qualité déco 275). Cliquez pour agrandir", "Minimum layout meeting every requirement: {#}. Click to enlarge": "Agencement minimal remplissant toutes les conditions : {#}. Cliquez pour agrandir", "MiningCapability": "MiningCapability", "Miscellaneous": "Divers", "Mise à l'échelle de la difficulté - Dungeon Settlers Wiki": "Mise à l'échelle de la difficulté - Dungeon Settlers Wiki", "Mises à jour du wiki": "Mises à jour du wiki", "Mises à jour du wiki - Dungeon Settlers Wiki": "Mises à jour du wiki - Dungeon Settlers Wiki", "Missile de feu": "Missile de feu", "Missile de feu - Dungeon Settlers Wiki": "Missile de feu - Dungeon Settlers Wiki", "Missile de feu portée et zone affichées sur une salle de donjon": "Missile de feu portée et zone affichées sur une salle de donjon", "Missile magique": "Missile magique", "Missile magique - Dungeon Settlers Wiki": "Missile magique - Dungeon Settlers Wiki", "Missile magique portée et zone affichées sur une salle de donjon": "Missile magique portée et zone affichées sur une salle de donjon", "Missile magique portée et zone sur une salle de donjon": "Missile magique portée et zone sur une salle de donjon", "Missing \"": "Il manque \"", "Missing HP %": "% de PV manquants", "Missing-HP scaling": "Mise à l'échelle des PV manquants", "Missing-HP scaling calculator": "Calculateur d'évolution selon les PV manquants", "Missing-HP scaling effects": "Effets évoluant avec les PV manquants", "Mobility & Vision": "Mobilité et vision", "Mode Dieu": "Mode Dieu", "Mode Dieu - Dungeon Settlers Wiki": "Mode Dieu - Dungeon Settlers Wiki", "Mode Dieu icon": "Mode Dieu icon", "Mode de construction": "Mode de construction", "Mode de démolition": "Mode de démolition", "Mode de démolition: V": "Mode de démolition: V", "Mode de déverrouillage de toutes les compétences": "Mode de déverrouillage de toutes les compétences", "Mode de déverrouillage de toutes les compétences - Dungeon Settlers Wiki": "Mode de déverrouillage de toutes les compétences - Dungeon Settlers Wiki", "Mode de ramassage multiple": "Mode de ramassage multiple", "Mode de ramassage: C": "Mode de ramassage: C", "Mode de récolte": "Mode de récolte", "Mode de récolte: Z": "Mode de récolte: Z", "Mode de sauvegarde libre": "Mode de sauvegarde libre", "Modest Treasure Chest Remnant": "Modest Treasure Chest Remnant", "Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor modeste - Dungeon Settlers Wiki", "Modificateur de stress": "Modificateur de stress", "Modificateur de stress - Dungeon Settlers Wiki": "Modificateur de stress - Dungeon Settlers Wiki", "Modificateur de stress icon": "Modificateur de stress icône", "Modificateur des besoins en ressources pendant la prière": "Modificateur des besoins en ressources pendant la prière", "Modificateur des besoins en ressources pendant la prière - Dungeon Settlers Wiki": "Modificateur des besoins en ressources pendant la prière - Dungeon Settlers Wiki", "Modificateur des besoins en ressources pendant la prière icon": "Modificateur des besoins en ressources pendant la prière icône", "Modifications de stats": "Modifications de stats", "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de": "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de", "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de Puissance d'attaque physique en dégâts physiques. 3 energy - 12s cooldown": "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de Puissance d'attaque physique en dégâts physiques. 3 energy - 12s cooldown", "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de Puissance d'attaque physique en dégâts physiques. 3 énergie - 12s de recharge": "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de Puissance d'attaque physique en dégâts physiques. 3 énergie - 12s de recharge", "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de Puissance d'attaque physique en dégâts physiques. Tant que cette compétence est active, chaque attaque de base consomme 3 flèches. 3 énergie - 12s de recharge": "Modifie l'attaque de base pendant 8 secondes pour infliger à la cible 3 fois 60% de Puissance d'attaque physique en dégâts physiques. Tant que cette compétence est active, chaque attaque de base consomme 3 flèches. 3 énergie - 12s de recharge", "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivala...": "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivala...", "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivalant à 60% de": "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivalant à 60% de", "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivalant à 60% de Puissance d'attaque physique.": "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivalant à 60% de Puissance d'attaque physique.", "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivalant à 60% de Puissance d'attaque physique. Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.": "Modifie l'attaque de base pour infliger à la cible 3 fois des dégâts physiques équivalant à 60% de Puissance d'attaque physique. Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.", "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivala...": "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivala...", "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivalant à ?% de": "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivalant à ?% de", "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivalant à ?% de Puissance d'attaque physique.": "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivalant à ?% de Puissance d'attaque physique.", "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivalant à ?% de Puissance d'attaque physique. Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.": "Modifie l'attaque de base pour infliger à la cible ? fois des dégâts physiques équivalant à ?% de Puissance d'attaque physique. Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2 Combustion pendant 10 secondes.": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2 Combustion pendant 10 secondes.", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2 Combustion pendant 10 secondes. Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2 Combustion pendant 10 secondes. Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100...": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100...", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?% de": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?% de", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? Combustion pendant ? secondes.": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? Combustion pendant ? secondes.", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? Combustion pendant ? secondes. Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?% de Puissance d'attaque magique et applique ? Combustion pendant ? secondes. Les attaques de base infligent 100% de puissance d'attaque magique en dégâts magiques et appliquent 2 cumuls de Combustion pendant 10 secondes. (Durée du bonus : la ligne de compétence indique 5s, une donnée indique 20s ; vérification en jeu en attente.)", "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?%...": "Modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à ?%...", "Modified (1)": "Modifié (1)", "Modified (2)": "Modifié (2)", "Modified (3)": "Modifié (3)", "Modified (42)": "Modifié (42)", "Modified ({#})": "Modifié ({#})", "Modified by effects": "Modifié par des effets", "Modified by equipment": "Modifié par l'équipement", "Modified by skills": "Modifié par les compétences", "Modifier Keys": "Touches de modification", "ModifierPerCurrentAndRequiredCraftingGap": "ModifierPerCurrentAndRequiredCraftingGap", "Modifiers": "Modificateurs", "Modifié (1)": "Modifié (1)", "Modifié (10)": "Modifié (10)", "Modifié (12)": "Modifié (12)", "Modifié (126)": "Modifié (126)", "Modifié (14)": "Modifié (14)", "Modifié (169)": "Modifié (169)", "Modifié (18)": "Modifié (18)", "Modifié (19)": "Modifié (19)", "Modifié (2)": "Modifié (2)", "Modifié (23)": "Modifié (23)", "Modifié (26)": "Modifié (26)", "Modifié (3)": "Modifié (3)", "Modifié (30)": "Modifié (30)", "Modifié (31)": "Modifié (31)", "Modifié (33)": "Modifié (33)", "Modifié (4)": "Modifié (4)", "Modifié (42)": "Modifié (42)", "Modifié (5)": "Modifié (5)", "Modifié (53)": "Modifié (53)", "Modifié (533)": "Modifié (533)", "Modifié (56)": "Modifié (56)", "Modifié (7)": "Modifié (7)", "Modéré": "Modéré", "Moins d'un atelier au-dessus de la norme": "Moins d'un atelier au-dessus de la norme", "Moins d'un atelier au-dessus de la norme ➜ Avoir moins de 1 atelier de qualité normale ou supérieure": "Moins d'un atelier au-dessus de la norme ➜ Avoir moins de 1 atelier de qualité normale ou supérieure", "Moins d'un atelier d'outils magiques de niveau normal ou supérieur": "Moins d'un atelier d'outils magiques de niveau normal ou supérieur", "Moins d'un atelier d'outils magiques de niveau normal ou supérieur ➜ Avoir moins de 1 atelier magique de qualité normale ou supérieure": "Moins d'un atelier d'outils magiques de niveau normal ou supérieur ➜ Avoir moins de 1 atelier magique de qualité normale ou supérieure", "Moins d'un laboratoire de recherche de niveau normal ou supérieur": "Moins d'un laboratoire de recherche de niveau normal ou supérieur", "Moins d'un laboratoire de recherche de niveau normal ou supérieur ➜ Avoir moins de 1 laboratoire de recherche de qualité normale ou supérieure": "Moins d'un laboratoire de recherche de niveau normal ou supérieur ➜ Avoir moins de 1 laboratoire de recherche de qualité normale ou supérieure", "Moins d'un restaurant au dessus de la moyenne": "Moins d'un restaurant au dessus de la moyenne", "Moins d'un restaurant au dessus de la moyenne ➜ Avoir moins de 1 salle à manger de qualité normale ou supérieure": "Moins d'un restaurant au dessus de la moyenne ➜ Avoir moins de 1 salle à manger de qualité normale ou supérieure", "Moins d'un temple de niveau Normal ou supérieur": "Moins d'un temple de niveau Normal ou supérieur", "Moins d'un temple de niveau Normal ou supérieur ➜ Avoir moins de 1 temple de qualité normale ou supérieure": "Moins d'un temple de niveau Normal ou supérieur ➜ Avoir moins de 1 temple de qualité normale ou supérieure", "Moins d'une journée s'était écoulée lorsque vous avez ordonné aux membres de l'expédition de s'occuper du membre suspect. Vous ne saviez pas comment une telle chose avait pu arriver, mais les membres furent soulagés pour le moment. Pourtant, un léger malaise demeurait au fond de vous.": "Moins d'une journée s'était écoulée lorsque vous avez ordonné aux membres de l'expédition de s'occuper du membre suspect. Vous ne saviez pas comment une telle chose avait pu arriver, mais les membres furent soulagés pour le moment. Pourtant, un léger malaise demeurait au fond de vous.", "Moins de 2 chambres privées au-dessus des standards": "Moins de 2 chambres privées au-dessus des standards", "Moins de 2 chambres privées au-dessus des standards ➜ Avoir moins de 2 chambres privées de qualité normale ou supérieure": "Moins de 2 chambres privées au-dessus des standards ➜ Avoir moins de 2 chambres privées de qualité normale ou supérieure", "Mon corps... ne m'obéit plus...": "Mon corps... ne m'obéit plus...", "Mon sommeil était perturbé.": "Mon sommeil était perturbé.", "Monster": "Monstre", "Monster Attacks Damage Ranking": "Classement des dégâts des attaques de monstres", "Monster Detection & Aggro": "Détection des monstres et aggro", "Monster Detection & Aggro - Dungeon Settlers Wiki": "Détection des monstres et aggro - Wiki Dungeon Settlers", "Monster Difficulty Devastation": "Difficulté des monstres Dévastation", "Monster Difficulty Devastation - Dungeon Settlers Wiki": "Difficulté des monstres Dévastation - Dungeon Settlers Wiki", "Monster Difficulty Devastation icon": "Difficulté des monstres Dévastation icon", "Monster Difficulty Easy": "Monster Difficulty Easy", "Monster Difficulty Easy - Dungeon Settlers Wiki": "Difficulté des monstres Facile - Dungeon Settlers Wiki", "Monster Difficulty Easy icon": "Difficulté des monstres Facile icon", "Monster Difficulty Normal": "Monster Difficulty Normal", "Monster Difficulty Normal - Dungeon Settlers Wiki": "Difficulté des monstres Normale - Dungeon Settlers Wiki", "Monster Difficulty Normal icon": "Difficulté des monstres Normale icon", "Monster Difficulty Very Hard": "Difficulté des monstres Très difficile", "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "Difficulté des monstres Très difficile - Dungeon Settlers Wiki", "Monster Difficulty Very Hard icon": "Difficulté des monstres Très difficile icon", "Monster HP": "PV du monstre", "Monster Pool": "Réserve de monstres", "Monster Voice Kits": "Kits vocaux de monstres", "Monster abilities": "Capacités des monstres", "Monster animations": "Animations de monstre", "Monster attack": "Attaque du monstre", "Monster attacks": "Attaques des monstres", "Monster drops": "Butin de monstre", "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.": "Une constante de combat définie (+10% de chances de toucher et +5% de chances de critique par unité entourant une cible) qui est DÉFINIE dans les données du jeu mais non reliée au code de combat dans ce build, donc elle n'a actuellement d'effet sur personne. Si les développeurs l'activent, elle s'appliquerait de façon symétrique (pour et contre vous, puisque la résolution du combat est indépendante de la faction) dès la première unité entourant la cible.", "Monster has Night Vision": "Le monstre a la Vision de nuit", "Monster respawn interval": "Intervalle de réapparition des monstres", "Monster skills": "Compétences de monstre", "Monster skills (1)": "Compétences de monstre (1)", "Monster skills (2)": "Compétences de monstre (2)", "Monster skills (7)": "Compétences de monstre (7)", "Monster skills:": "Compétences du monstre :", "Monster spawn groups: pool, counts, region/room bindings.": "Groupes d'apparition de monstres : pool, effectifs, liaisons région/salle.", "Monster stat": "Statistique de monstre", "Monster thorns (Spike / Crystal Turtle)": "Épines de monstre (Tortue épineuse / Tortue de cristal)", "Monster thorns / carapace (50%)": "Épines / carapace de monstre (50 %)", "Monster thorns.": "Épines de monstre.", "Monster trait": "Trait de monstre", "Monster vision range (tiles)": "Portée de vue du monstre (cases)", "Monster's Vision Range": "Portée de vue du monstre", "MonsterRat": "MonsterRat", "MonsterSkill": "MonsterSkill", "Monsters": "Monstres", "Monsters & NPCs": "Monstres et PNJ", "Monsters & units": "Monstres et unités", "Monsters - Dungeon Settlers Wiki": "Monstres - Dungeon Settlers Wiki", "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "Les monstres de la faction Bête ont {0}% de santé en plus et reçoivent {1}% plus d'expérience.", "Monsters only": "Monstres uniquement", "Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when": "Les monstres réapparaissent plus vite à difficulté de combat plus élevée (toutes les 1200 min en Facile, 900 en Normal, 600 à partir de Difficile), donc les étages se repeuplent plus vite. Et lorsque", "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "Les monstres se renforcent avec le temps (AFFECTER_MagicSaturation). La montée n'est pas décodée - signalée uniquement, aucun chiffre intégré.", "Monsters, NPCs and player units with stats, skills and drops": "Monstres, PNJ et unités du joueur avec stats, compétences et butin", "Monsters, spawns and loot": "Monstres, apparitions et butin", "Monstre": "Monstre", "Monstre d'élite": "Monstre d'élite", "Monstre d'élite - Dungeon Settlers Wiki": "Monstre d'élite - Dungeon Settlers Wiki", "Monstre d'élite icon": "Monstre d'élite icon", "Monstre liquide": "Monstre liquide", "Monstre liquide - Dungeon Settlers Wiki": "Monstre liquide - Dungeon Settlers Wiki", "Monstre liquide icon": "Monstre liquide icône", "Monstre-chef": "Monstre-chef", "Monstre-chef - Dungeon Settlers Wiki": "Monstre-chef - Dungeon Settlers Wiki", "Monstre-chef icon": "Monstre-chef icon", "Monstres": "Monstres", "Monstres - Dungeon Settlers Wiki": "Monstres - Dungeon Settlers Wiki", "Monter de niveau": "Monter de niveau", "Monter de niveau - desc": "Monter de niveau - desc", "Monter de niveau accorde également": "Monter de niveau accorde également", "Montre peu ou pas de": "Montre peu ou pas de", "Montre peu ou pas de Talent. Le potentiel de croissance est très limité. Monter de niveau gain de statistiques : 1~3": "Montre peu ou pas de Talent. Le potentiel de croissance est très limité. Monter de niveau gain de statistiques : 1~3", "Montre toujours une expression étrange.": "Montre toujours une expression étrange.", "Montrez votre dextérité.": "Montrez votre dextérité.", "Montée de niveau": "Montée de niveau", "Mood & Stress": "Humeur et stress", "Mood & Stress page": "page Humeur et Stress", "Mood +": "Humeur +", "Mood +2 on dungeon floor 3 or deeper (Pioneering Spirit effect)": "Humeur +2 à l'étage 3 du donjon ou plus profond (effet esprit pionnier)", "Mood +2 while on dungeon floor {#} or deeper.": "Humeur +2 à l'étage {#} du donjon ou plus profond.", "Mood +2 while on dungeon floor {0} or deeper.": "Humeur +2 à l'étage {0} du donjon ou plus profond.", "Mood +2 within 5 tiles; lingers 60 seconds.": "Humeur +2 dans un rayon de 5 cases ; persiste 60 secondes.", "Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "Humeur +4 et régénération d'Énergie +0,03 dans un rayon de 5 tuiles ; persiste 60 secondes. (Une note de dev obsolète indique +8 ; le moteur applique +4.)", "Mood -": "Humeur -", "Mood -2": "Humeur -2", "Mood -2, Max Stamina -20%": "Humeur -2, Endurance max. -20 %", "Mood -20": "Humeur -20", "Mood -3": "Humeur -3", "Mood Simulator": "Simulateur d'humeur", "Mood Simulator - Dungeon Settlers Wiki": "Simulateur d'humeur - Dungeon Settlers Wiki", "Mood Value Decrease": "Diminution de la valeur d'humeur", "Mood and Stress": "Humeur et Stress", "Mood bonuses": "Bonus d'humeur", "Mood bonuses (+)": "Bonus d'humeur (+)", "Mood controls stress": "L'humeur contrôle le stress", "Mood equipment": "Équipement d'humeur", "Mood is a per-settler value equal to the": "L'humeur est une valeur par colon égale à la", "Mood is the lever on Stress.": "L'humeur est le levier sur le Stress.", "Mood items": "Objets d'humeur", "Mood penalties": "Malus d'humeur", "Mood penalties (-)": "Malus d'humeur (-)", "Mood penalty": "Pénalité d'humeur", "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "Pénalité d'humeur appliquée à mesure qu'une unité reste en expédition, en quatre étapes croissantes.", "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "Pénalité d'humeur selon la difficulté de Gestion : -1 (Facile), -3 (Normal), -4 (Difficile), -5 (Très difficile), -6 (Dévastation).", "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "Pénalité d'Humeur selon la difficulté de Gestion : -10 (Facile), -12 (Normal), -22 (Difficile), -23 (Très difficile), -24 (Dévastation).", "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "Pénalité d'humeur selon la difficulté de Gestion : -4 (Facile), -6 (Normal), -10 (Difficile), -11 (Très difficile), -12 (Dévastation).", "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "Pénalité d'humeur selon la difficulté de Gestion : -7 (Facile), -9 (Normal), -16 (Difficile), -17 (Très difficile), -18 (Dévastation).", "Mood scale": "Échelle d'humeur", "Mood status": "Mood status", "Mood system: reflects the unit's current feelings": "Système d'humeur : reflète les sentiments actuels de l'unité", "Mood when eaten": "Humeur à la consommation", "MoodApplyCondition": "MoodApplyCondition", "MoodMax": "MoodMax", "MoodToStressFactor": "MoodToStressFactor", "MoodUnder-3": "MoodUnder-3", "Mood_": "Mood_", "Morale crisis": "Crise de moral", "Morale increases, raising": "Le moral augmente, augmentant", "Morale increases, raising Force and Volonté.": "Le moral augmente, augmentant Force et Volonté.", "Morceaux de bois qui brûlent facilement.": "Morceaux de bois qui brûlent facilement.", "Morceaux de viande embrochés et grillés au feu. Facile à manger sur le pouce.": "Morceaux de viande embrochés et grillés au feu. Facile à manger sur le pouce.", "Mordu par un serpent venimeux dans sa jeunesse,": "Mordu par un serpent venimeux dans sa jeunesse,", "More Topics": "Plus de sujets", "More info": "Plus d'infos", "More information": "Plus d'informations", "Mort due aux dégâts": "Mort due aux dégâts", "Mort et corps des membres d'expédition": "Mort et corps des membres d'expédition", "Mort et corps des membres d'expédition - desc": "Mort et corps des membres d'expédition - desc", "Mort et corps des membres d'expédition - name": "Mort et corps des membres d'expédition - name", "Mort et corps des unités": "Mort et corps des unités", "Mortel non ciblable": "Mortel non ciblable", "Mortel non ciblable - Dungeon Settlers Wiki": "Mortel non ciblable - Dungeon Settlers Wiki", "Mortel non ciblable icon": "Mortel non ciblable icon", "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "La plupart des ennemis voient 8 cases ; quelques éclaireurs plus loin, certains monstres lents moins. La nuit réduit la vue de tous, sauf s'ils ont la Vision de nuit.", "Mourant de faim": "Mourant de faim", "Mouvement de la caméra": "Mouvement de la caméra", "Move 1.2": "Move 1.2", "Move 1.3": "Move 1.3", "Move 2": "Déplacement 2", "Move 2.1": "Move 2.1", "Move 2.2": "Move 2.2", "Move 2.3": "Move 2.3", "Move 3": "Déplacement 3", "Move Near the Marker": "Approchez-vous du marqueur", "Move Start": "Move Start", "Move column down": "Descendre la colonne", "Move column up": "Monter la colonne", "Move speed (100 = normal)": "Vitesse de déplacement (100 = normale)", "Move to the Dungeon": "Se rendre au donjon", "Move to the Settlement": "Se rendre à la colonie", "Move ×1, Pull ×1, Smash ×1, Step ×1": "Move ×1, Pull ×1, Smash ×1, Step ×1", "MoveCameraAlert": "MoveCameraAlert", "MoveCamera_Down": "MoveCamera_Down", "MoveCamera_Left": "MoveCamera_Left", "MoveCamera_Right": "MoveCamera_Right", "MoveCamera_Up": "MoveCamera_Up", "MoveRule_": "MoveRule_", "MoveSpd": "MoveSpd", "Move_": "Move_", "Movement speed": "Vitesse de déplacement", "Movement speed (100 = normal walker)": "Vitesse de déplacement (100 = marcheur normal)", "MovementSpeed": "MovementSpeed", "Moves": "Déplacements", "Mucus Spray": "Pulvérisation de mucus", "Mucus Sprayer summon": "Invocation de Pulvérisateur de mucus", "Mud Medium Slime Random": "Slime moyen de boue Random", "Mud Slime 1 + Thrower 3": "Slime de boue 1 + Lanceur 3", "Mud Slogel Random": "Slogel de boue Random", "Mud Small Slime Random": "Mud Small Slime Random", "MudSlogel": "MudSlogel", "MudSlogel - Dungeon Settlers Wiki": "MudSlogel - Dungeon Settlers Wiki", "MudSlogel icon": "Icône MudSlogel", "MudSlogel variant": "MudSlogel (variante)", "MudSlogel variante": "MudSlogel variante", "Mulombre": "Mulombre", "Mulombre - Dungeon Settlers Wiki": "Mulombre - Dungeon Settlers Wiki", "Mulombre Blanc": "Mulombre Blanc", "Mulombre Blanc - Dungeon Settlers Wiki": "Mulombre Blanc - Dungeon Settlers Wiki", "Mulombre Blanc variante": "Mulombre Blanc variante", "Mulombre de l'Abîme": "Mulombre de l'Abîme", "Mulombre de l'Abîme - Dungeon Settlers Wiki": "Mulombre de l'Abîme - Dungeon Settlers Wiki", "Mulombre de l'Abîme variante": "Mulombre de l'Abîme variante", "Mulombre variante": "Mulombre variante", "MultipleAny": "MultipleAny", "MultipleAnyExceptMe": "MultipleAnyExceptMe", "MultipleHostile": "MultipleHostile", "Multiplicateur critique Multiplicateur final": "Multiplicateur critique Multiplicateur final", "Multiplicateur critique Multiplicateur final - Dungeon Settlers Wiki": "Multiplicateur critique Multiplicateur final - Dungeon Settlers Wiki", "Multiplicateur critique Multiplicateur final icon": "Multiplicateur critique Multiplicateur final icon", "Multiplicateur final de la chance de coup critique": "Multiplicateur final de la chance de coup critique", "Multiplicateur final de la chance de coup critique - Dungeon Settlers Wiki": "Multiplicateur final de la chance de coup critique - Dungeon Settlers Wiki", "Multiplicateur final de la chance de coup critique icon": "Multiplicateur final de la chance de coup critique icon", "Multiplicateur final de la puissance d'attaque magique": "Multiplicateur final de la puissance d'attaque magique", "Multiplicateur final de la puissance d'attaque magique - Dungeon Settlers Wiki": "Multiplicateur final de la puissance d'attaque magique - Dungeon Settlers Wiki", "Multiplicateur final de la puissance d'attaque magique icon": "Multiplicateur final de la puissance d'attaque magique icon", "Multiplicateur final de la puissance d'attaque physique": "Multiplicateur final de la puissance d'attaque physique", "Multiplicateur final de la puissance d'attaque physique - Dungeon Settlers Wiki": "Multiplicateur final de la puissance d'attaque physique - Dungeon Settlers Wiki", "Multiplicateur final de la puissance d'attaque physique icon": "Multiplicateur final de la puissance d'attaque physique icon", "Multiplicateur final de la santé maximale": "Multiplicateur final de la santé maximale", "Multiplicateur final de la santé maximale - Dungeon Settlers Wiki": "Multiplicateur final de la santé maximale - Dungeon Settlers Wiki", "Multiplicateur final de la santé maximale icon": "Multiplicateur final de la santé maximale icon", "Multiplicateur final de régénération d'énergie": "Multiplicateur final de régénération d'énergie", "Multiplicateur final de régénération d'énergie - Dungeon Settlers Wiki": "Multiplicateur final de régénération d'énergie - Dungeon Settlers Wiki", "Multiplicateur final de régénération d'énergie icon": "Multiplicateur final de régénération d'énergie icon", "Multiplicateur final de régénération du stress": "Multiplicateur final de régénération du stress", "Multiplicateur final de régénération du stress - Dungeon Settlers Wiki": "Multiplicateur final de régénération du stress - Dungeon Settlers Wiki", "Multiplicateur final de régénération du stress icon": "Multiplicateur final de régénération du stress icon", "Multiplicateur final de vitesse d'attaque": "Multiplicateur final de vitesse d'attaque", "Multiplicateur final de vitesse d'attaque - Dungeon Settlers Wiki": "Multiplicateur final de vitesse d'attaque - Dungeon Settlers Wiki", "Multiplicateur final de vitesse d'attaque icon": "Multiplicateur final de vitesse d'attaque icon", "Multiplicateur final de vitesse de déplacement": "Multiplicateur final de vitesse de déplacement", "Multiplicateur final de vitesse de déplacement - Dungeon Settlers Wiki": "Multiplicateur final de vitesse de déplacement - Dungeon Settlers Wiki", "Multiplicateur final de vitesse de déplacement icon": "Multiplicateur final de vitesse de déplacement icon", "Multiplicateur final des dégâts": "Multiplicateur final des dégâts", "Multiplicateur final des dégâts - Dungeon Settlers Wiki": "Multiplicateur final des dégâts - Dungeon Settlers Wiki", "Multiplicateur final des dégâts icon": "Multiplicateur final des dégâts icône", "Munitions faibles": "Munitions faibles", "Munitions faibles - name": "Munitions faibles - nom", "Mur": "Mur", "Mur - Dungeon Settlers Wiki": "Mur - Dungeon Settlers Wiki", "Mur de fer": "Mur de fer", "Mur de fer - Dungeon Settlers Wiki": "Mur de fer - Dungeon Settlers Wiki", "Mur de fer icon": "Icône Mur de fer", "Mur de paille": "Mur de paille", "Mur de paille + Sol en rondins + Porte de paille": "Mur de paille + Sol en rondins + Porte de paille", "Mur de paille - Dungeon Settlers Wiki": "Mur de paille - Dungeon Settlers Wiki", "Mur de pierre": "Mur de pierre", "Mur de pierre + Sol en pierre + Porte en pierre": "Mur de pierre + Sol en pierre + Porte en pierre", "Mur de pierre - Dungeon Settlers Wiki": "Mur de pierre - Dungeon Settlers Wiki", "Mur de roche": "Mur de roche", "Mur de roche (resource node)": "Mur de roche (nœud de ressource)", "Mur de roche (resource node) - Dungeon Settlers Wiki": "Mur de roche (nœud de ressource) - Dungeon Settlers Wiki", "Mur de roche (source de ressources)": "Mur de roche (source de ressources)", "Mur de roche (source de ressources) - Dungeon Settlers Wiki": "Mur de roche (source de ressources) - Dungeon Settlers Wiki", "Mur de rondins": "Mur de rondins", "Mur de rondins + Sol en rondins + Porte en rondins": "Mur de rondins + Sol en rondins + Porte en rondins", "Mur de rondins - Dungeon Settlers Wiki": "Mur de rondins - Dungeon Settlers Wiki", "Mur de terre": "Mur de terre", "Mur de terre (resource node)": "Mur de terre (nœud de ressource)", "Mur de terre (resource node) - Dungeon Settlers Wiki": "Mur de terre (resource node) - Dungeon Settlers Wiki", "Mur de terre (source de ressources)": "Mur de terre (source de ressources)", "Mur de terre (source de ressources) - Dungeon Settlers Wiki": "Mur de terre (source de ressources) - Dungeon Settlers Wiki", "Mur en bois": "Mur en bois", "Mur en bois + Sol en bois + Porte en bois": "Mur en bois + Sol en bois + Porte en bois", "Mur en bois - Dungeon Settlers Wiki": "Mur en bois - Dungeon Settlers Wiki", "Murmure Sombre": "Murmure Sombre", "Murmure Sombre - Dungeon Settlers Wiki": "Murmure Sombre - Dungeon Settlers Wiki", "Murmure Sombre icon": "Murmure Sombre icon", "Mushroom Random": "Mushroom Random", "Mushroom Remnant": "Mushroom Remnant", "Mushroom Remnant - Dungeon Settlers Wiki": "Vestige de champignon - Dungeon Settlers Wiki", "Music & Sound": "Musique et son", "Music and Sound": "Musique et son", "Music and Sound - Dungeon Settlers Wiki": "Musique et son - Dungeon Settlers Wiki", "Musique et son - Dungeon Settlers Wiki": "Musique et son - Dungeon Settlers Wiki", "My roster unit": "Mon unité", "My unit": "Mon unité", "My, aren't you fussy.": "Ma foi, vous êtes pointilleux.", "Myrtille": "Myrtille", "Myrtille - Dungeon Settlers Wiki": "Myrtille - Dungeon Settlers Wiki", "Myrtille icon": "Myrtille icon", "Myrtillier": "Myrtillier", "Myrtillier (resource node)": "Myrtillier (nœud de ressource)", "Myrtillier (resource node) - Dungeon Settlers Wiki": "Myrtillier (nœud de ressource) - Dungeon Settlers Wiki", "Myrtillier (source de ressources)": "Myrtillier (source de ressources)", "Myrtillier (source de ressources) - Dungeon Settlers Wiki": "Myrtillier (source de ressources) - Dungeon Settlers Wiki", "Mystic Study Props": "Accessoires d'étude mystique", "Mystic Study Props - Dungeon Settlers Wiki": "Accessoires d'étude mystique - Dungeon Settlers Wiki", "Mécaniques - Dungeon Settlers Wiki": "Mécaniques - Dungeon Settlers Wiki", "Méchanceté": "Méchanceté", "Méchanceté - Dungeon Settlers Wiki": "Méchanceté - Dungeon Settlers Wiki", "Méchanceté icon": "Méchanceté icon", "Mécontentement croissant": "Mécontentement croissant", "Mécontentement croissant - Dungeon Settlers Wiki": "Mécontentement croissant - Dungeon Settlers Wiki", "Mécontentement croissant icon": "Mécontentement croissant icon", "Mécontentement face à la décision": "Mécontentement face à la décision", "Mécontentement face à la décision - Dungeon Settlers Wiki": "Mécontentement face à la décision - Dungeon Settlers Wiki", "Mécontentement face à la décision icon": "Mécontentement face à la décision icône", "Médiocre": "Médiocre", "Médiocre, mais l'avoir pour soi aide.": "Médiocre, mais l'avoir pour soi aide.", "Méthode de chasse à la manière des gobelins": "Méthode de chasse à la manière des gobelins", "Méthode de chasse à la manière des gobelins - Dungeon Settlers Wiki": "Méthode de chasse à la manière des gobelins - Dungeon Settlers Wiki", "Météo : Forte pluie": "Météo : Forte pluie", "Météo : Pluie": "Météo : Pluie", "Météo : appliqué par la météo actuelle du donjon": "Météo : appliqué par la météo actuelle du donjon", "Météo:Dégagé": "Météo:Dégagé", "Mêlé à des pièces rouillées et des détritus.": "Mêlé à des pièces rouillées et des détritus.", "Mêlée physique - Grande épée": "Mêlée physique - Grande épée", "Mêlée physique - Épée": "Mêlée physique - Épée", "Même après avoir retiré l'uniforme,": "Même après avoir retiré l'uniforme,", "Même après l'accès anticipé, nous continuerons à ajouter du contenu et des régions, tout en rendant le jeu plus stable et plus approfondi.": "Même après l'accès anticipé, nous continuerons à ajouter du contenu et des régions, tout en rendant le jeu plus stable et plus approfondi.", "Même après l'exil,": "Même après l'exil,", "Même dans cet état, vous pouvez utiliser les onglets 'Inventaire', 'Compétences', et 'État' du panneau de résumé de l'unité pour vérifier rapidement les informations pertinentes.": "Même dans cet état, vous pouvez utiliser les onglets 'Inventaire', 'Compétences', et 'État' du panneau de résumé de l'unité pour vérifier rapidement les informations pertinentes.", "Même dans la mort, ils n'ont pas reçu le respect qui leur était dû.": "Même dans la mort, ils n'ont pas reçu le respect qui leur était dû.", "Même dans le marais, ses pas ne laissent aucune trace.": "Même dans le marais, ses pas ne laissent aucune trace.", "Même en silence, l'atmosphère est tendue.": "Même en silence, l'atmosphère est tendue.", "Même ici, les plantes poussent encore.": "Même ici, les plantes poussent encore.", "Même le souvenir du désir s'estompe.": "Même le souvenir du désir s'estompe.", "Même les gobelins dotés d'un pouvoir magique limité ont fait briller leurs rituels grossiers et leur ruse au cours d'innombrables chasses.": "Même les gobelins dotés d'un pouvoir magique limité ont fait briller leurs rituels grossiers et leur ruse au cours d'innombrables chasses.", "Même les golems connaissent les vertus du repos.": "Même les golems connaissent les vertus du repos.", "Même les pierres les plus brutes deviennent précieuses ici.": "Même les pierres les plus brutes deviennent précieuses ici.", "Même lever un bras donne l'impression de hisser une chaîne de fer.": "Même lever un bras donne l'impression de hisser une chaîne de fer.", "Même pendant le combat, vous pouvez mettre librement le combat en pause en appuyant sur la 'Espace'.": "Même pendant le combat, vous pouvez mettre librement le combat en pause en appuyant sur la 'Espace'.", "Même quand tout s'est effondré, j'avancerai.": "Même quand tout s'est effondré, j'avancerai.", "Même sur la pierre froide, les gens finissent par se rassembler.": "Même sur la pierre froide, les gens finissent par se rassembler.", "Même une courte partie peut améliorer l'humeur.": "Même une courte partie peut améliorer l'humeur.", "Même une courte partie peut changer les idées.": "Même une courte partie peut changer les idées.", "Même une montagne de fardeaux ressemble à une douce brise.": "Même une montagne de fardeaux ressemble à une douce brise.", "Même à travers des gants, elle paraît humide et glissante. Si on la touche un peu plus longtemps, les gants risquent de fondre.": "Même à travers des gants, elle paraît humide et glissante. Si on la touche un peu plus longtemps, les gants risquent de fondre.", "N ou plus": "N ou plus", "N skills": "N compétences", "N'a pas envie de rejouer avant un moment.": "N'a pas envie de rejouer avant un moment.", "N'affecte pas les activités d'expédition.": "N'affecte pas les activités d'expédition.", "N'attend aucun traitement de faveur, mais n'accepte pas l'injustice.": "N'attend aucun traitement de faveur, mais n'accepte pas l'injustice.", "N'ayant mangé que des plantes, la colère monte en vous.": "N'ayant mangé que des plantes, la colère monte en vous.", "N'est-ce pas une joie d'apprendre et de pratiquer de temps à autre ?": "N'est-ce pas une joie d'apprendre et de pratiquer de temps à autre ?", "N'insistez pas. Continuons.": "N'insistez pas. Continuons.", "N'oubliez pas : ce sont nos vies qui sont en jeu !": "N'oubliez pas : ce sont nos vies qui sont en jeu !", "NET MOOD": "HUMEUR NETTE", "NPC": "PNJ", "NPC Events": "Événements PNJ", "NPC Spawns": "Apparitions de PNJ", "NPC side quests": "Quêtes secondaires de PNJ", "NPC spawn:": "Apparition de PNJ :", "NPC talk": "Dialogue de PNJ", "NPC → event mappings.": "Correspondances PNJ → événement.", "NPC/Unit": "PNJ/Unité", "NPCBasic Bow Attack": "NPCBasic Bow Attack", "NPCBasic Bow Attack - Dungeon Settlers Wiki": "NPCBasic Bow Attack - Dungeon Settlers Wiki", "NPCBasic Bow Attack icon": "Icône de NPCBasic Bow Attack", "NPCBasic Bow Attack portée et zone affichées sur une salle de donjon": "NPCBasic Bow Attack portée et zone affichées sur une salle de donjon", "NPCBasic Bow Attack portée et zone sur une salle de donjon": "NPCBasic Bow Attack portée et zone sur une salle de donjon", "NPCBasic Bow Attack range and area on a dungeon room": "Portée et zone de l'Attaque à l'arc NPCBasic dans une salle de donjon", "NPCBasic Bow Attack range and area shown on a dungeon room": "NPCBasic Bow Attack : portée et zone affichées sur une salle de donjon", "NPCSC_EndrossiDungeon": "NPCSC_EndrossiDungeon", "NPCSC_EndrossiDungeon - NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiDungeon - NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4", "NPCSC_EndrossiSafe": "NPCSC_EndrossiSafe", "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4", "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4", "NPCSC_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant", "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant", "NPCSC_GuildMerchant - NpcDead_GuildMerchant": "NPCSC_GuildMerchant - NpcDead_GuildMerchant", "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant": "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant", "NPCSC_Perion": "NPCSC_Perion", "NPCSC_Perion - NpcDead_Perion": "NPCSC_Perion - NpcDead_Perion", "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2": "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2", "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant": "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant", "NPCSC_Xenon - NpcDead_Xenon": "NPCSC_Xenon - NpcDead_Xenon", "NPCSC_Xenon2": "NPCSC_Xenon2", "NPCSC_Xenon2 - NpcDead_Xenon": "NPCSC_Xenon2 - NpcDead_Xenon", "NPCSpawnCondition": "NPCSpawnCondition", "NPCSpawnConditionTable.json": "NPCSpawnConditionTable.json", "NPC_000": "NPC_000", "NPC_001": "NPC_001", "NULL": "NULL", "Nain": "Nain", "Nain - Dungeon Settlers Wiki": "Nain - Dungeon Settlers Wiki", "Nain icon": "Icône Nain", "Nain, Démon blanc, Tal, Lycan are also authored but not recruitable - see the": "Nain, Démon blanc, Tal, Lycan sont également créés mais non recrutables - voir le", "Nain, Démon blanc, Tal, TODO are also authored but not recruitable - see the": "Nain, Démon blanc, Tal, TODO sont également créés mais non recrutables ; voir la", "Naked": "Nu", "Name": "Nom", "Named & elf recruits": "Recrues nommées et elfes", "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "Régions de campagne nommées qui existent dans les données mais ne sont pas jouables dans cette version (peu ou pas encore de salles).", "Named in game text": "Mentionné dans le texte du jeu", "Named in text": "Mentionné dans le texte", "Names-only census of the 387 AudioClip assets in build sharedassets0.assets.stock_23739108. Audio files themselves are not embedded in this wiki - listen in-game.": "Recensement (noms uniquement) des 387 ressources AudioClip du build sharedassets0.assets.stock_23739108. Les fichiers audio eux-mêmes ne sont pas intégrés à ce wiki : écoutez-les en jeu.", "Natural (from your background)": "Naturel (de votre parcours)", "NaturalHealthPointRestorePercentage": "NaturalHealthPointRestorePercentage", "NaturalHealthPointRestoreStructureQualityFactor": "NaturalHealthPointRestoreStructureQualityFactor", "NaturalHealthRestoreAmount": "NaturalHealthRestoreAmount", "NaturalIncrease_": "NaturalIncrease_", "NaturalWoundDecreasePercentage": "NaturalWoundDecreasePercentage", "Nature": "Nature", "Nature Staff": "Bâton de nature", "Nature Warden": "Gardien de la nature", "Nature magic focuses on healing and enhancing vitality.": "La magie de la nature se concentre sur les soins et l'amélioration de la vitalité.", "NatureMagic": "NatureMagic", "Navet": "Navet", "Navet (resource node)": "Navet (nœud de ressource)", "Navet (resource node) - Dungeon Settlers Wiki": "Navet (nœud de ressource) - Dungeon Settlers Wiki", "Navet (source de ressources)": "Navet (source de ressources)", "Navet (source de ressources) - Dungeon Settlers Wiki": "Navet (source de ressources) - Dungeon Settlers Wiki", "Navet - Dungeon Settlers Wiki": "Navet - Dungeon Settlers Wiki", "Navet grillé": "Navet grillé", "Navet grillé - Dungeon Settlers Wiki": "Navet grillé - Dungeon Settlers Wiki", "Navet grillé icon": "Navet grillé icon", "Navet grillé portée et zone affichées sur une salle de donjon": "Navet grillé portée et zone affichées sur une salle de donjon", "Navet grillé range and area shown on a dungeon room": "Navet grillé : portée et zone affichées sur une salle de donjon", "Navet icon": "Navet icon", "Navet mangé": "Navet mangé", "Navet mangé - Dungeon Settlers Wiki": "Navet mangé - Dungeon Settlers Wiki", "Navet mangé icon": "Navet mangé icône", "Navet portée et zone affichées sur une salle de donjon": "Navet portée et zone affichées sur une salle de donjon", "Navet range and area shown on a dungeon room": "Navet : portée et zone affichées sur une salle de donjon", "Ne contient presque aucun ravitaillement.": "Ne contient presque aucun ravitaillement.", "Ne craignant pas de tout miser,": "Ne craignant pas de tout miser,", "Ne devrions-nous pas nous entraider dans des moments comme celui-ci ?": "Ne devrions-nous pas nous entraider dans des moments comme celui-ci ?", "Ne jouez pas cette difficulté, nous vous avons prévenus.": "Ne jouez pas cette difficulté, nous vous avons prévenus.", "Ne jouez pas cette difficulté, nous vous avons prévenus. Les ennemis sont déraisonnablement puissants. Désactive de force les sauvegardes libres.": "Ne jouez pas cette difficulté, nous vous avons prévenus. Les ennemis sont déraisonnablement puissants. Désactive de force les sauvegardes libres.", "Ne s'applique pas aux boss.": "Ne s'applique pas aux boss.", "Ne s'est pas aventuré plus profondément depuis un bon moment.": "Ne s'est pas aventuré plus profondément depuis un bon moment.", "Ne s'est pas aventuré plus profondément depuis un bon moment. Désire aller plus loin dans le donjon et obtenir de meilleurs résultats d'expédition.": "Ne s'est pas aventuré plus profondément depuis un bon moment. Désire aller plus loin dans le donjon et obtenir de meilleurs résultats d'expédition.", "Ne se cumule pas": "Ne se cumule pas", "Ne viens pas implorer ma pitié après avoir perdu contre moi.": "Ne viens pas implorer ma pitié après avoir perdu contre moi.", "Nearby land becomes Corrupted Ground and cannot ...": "Le terrain alentour devient un Sol corrompu et ne peut ...", "Neatly dressed hides and bones are arranged around her.": "Des peaux et des os soigneusement préparés sont arrangés autour d'elle.", "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "Des peaux et des os soigneusement préparés sont arrangés autour d'elle. \"Prenez ce dont vous avez besoin. Assurez-vous simplement de payer un prix équitable.\"", "NeedAmmoWeapon && EmptyAmmo": "NeedAmmoWeapon && EmptyAmmo", "NeededFoodQualityPerLevel": "NeededFoodQualityPerLevel", "Needs {#}.": "Nécessite {#}.", "Needs_": "Needs_", "Neferka": "Neferka", "Nefertari": "Nefertari", "Nefertiti": "Nefertiti", "Negative": "Négatif", "Negative effects": "Effets négatifs", "Negative mood": "Une humeur négative", "Net mood is 0, so nothing pushes stress either way.": "L'humeur nette est de 0, donc rien ne pousse le stress dans un sens ou l'autre.", "Neutral": "Neutre", "Neutral units:": "Unités neutres :", "Never clear": "Ne videz jamais", "New": "Nouveau", "New Build": "Nouveau build", "New Character": "Nouveau personnage", "New addition - quest to create two Level 2 [characters]": "Nouvelle addition - quête pour créer deux personnages de niveau 2", "New allies acquire ...": "Les nouveaux alliés acquièrent ...", "New in this build": "Nouveautés de cette build", "New units are hired from a pool of": "De nouvelles unités sont recrutées dans un pool de", "New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before commi...": "Les nouvelles unités sont recrutées dans un vivier de candidats qui se renouvelle toutes les 480 minutes en jeu (vous pouvez aussi inspecter les candidats pour révéler leurs talents cachés avant de vous engag...", "Newbie Treasure Chest Remnant": "Newbie Treasure Chest Remnant", "Newbie Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor du débutant - Dungeon Settlers Wiki", "Newly added: {#}.": "Ajout : {#}.", "Next to the wooden cage holding trapped insects, someone wearing a mask stands. He stares at the acid bug trapped inside...": "À côté de la cage en bois tenant les insectes piégés, quelqu'un portant un masque se tient debout. Il fixe l'insecte acide piégé à l'intérieur...", "Night": "Nuit", "Night is a double-edged raid.": "La nuit est un raid à double tranchant.", "Night vision": "Vision de nuit", "Niveau": "Niveau", "Niveau - Dungeon Settlers Wiki": "Niveau - Dungeon Settlers Wiki", "Niveau 5 ou supérieur mais moins de 2 personnes": "Niveau 5 ou supérieur mais moins de 2 personnes", "Niveau 5 ou supérieur mais moins de 2 personnes ➜ Avoir moins de 2 membres de niveau 5 ou plus": "Niveau 5 ou supérieur mais moins de 2 personnes ➜ Avoir moins de 2 membres de niveau 5 ou plus", "Niveau icon": "Niveau icône", "Niveaux et expérience - Dungeon Settlers Wiki": "Niveaux et expérience - Dungeon Settlers Wiki", "No Research": "Aucune recherche", "No Research in Progress": "Aucune recherche en cours", "No Upper Floor": "Pas d'étage supérieur", "No action (ends the event).": "Aucune action (met fin à l'événement).", "No additional placeholder region names in this build.": "Aucun autre nom de région fictif dans cette version.", "No ammo bubble": "Bulle « plus de munitions »", "No arrows or ammunition in stock": "Aucune flèche ni munition en stock", "No authored layout for this floor.": "Aucune disposition définie pour cet étage.", "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "Aucun personnage pour l'instant. Créez-en un dans l'onglet Créateur de personnage (il s'enregistre automatiquement dès qu'il a un nom) et il apparaîtra ici.", "No comparison available for those two builds.": "Aucune comparaison disponible pour ces deux builds.", "No default traits or skills.": "Aucune caractéristique ni compétence par défaut.", "No direct stat modifiers (behavioural/marker trait).": "Aucun modificateur de statistique direct (trait comportemental/indicateur).", "No edible food available (food search failed)": "Aucune nourriture comestible disponible (recherche de nourriture échouée)", "No equipment": "Aucun équipement", "No form endpoint is configured yet (see": "Aucun point de terminaison de formulaire n'est encore configuré (voir", "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "Aucun emplacement d'inscription libre. Retirez-en une (cliquez sur une inscription choisie) ou montez de niveau pour en gagner une autre.", "No imported roster - use Test unit, or import a team in the Builder.": "Aucun effectif importé - utilisez l'unité de test, ou importez une équipe dans le Constructeur.", "No inscription matches \"": "Aucune inscription ne correspond à «", "No inscription matches these filters.": "Aucune inscription ne correspond à ces filtres.", "No item drops.": "Aucun objet lâché.", "No known modifiers in this build.": "Aucun modificateur connu dans cette version.", "No known obtention route - gated/unreleased content.": "Aucune méthode d'obtention connue - contenu verrouillé/non publié.", "No known source": "Aucune source connue", "No longer in the game: {#}.": "Retrait du jeu : {#}.", "No map for this template": "Aucune carte pour ce modèle", "No matches for these filters.": "Aucun résultat pour ces filtres.", "No matter how you look at it, this is far too suspicious. There is no n...": "Peu importe comment vous le regardez, c'est bien trop suspect. Il n'y a pas", "No monsters from": "Aucun monstre de", "No mood change": "Aucun changement d'humeur", "No mood sources added yet.": "Aucune source d'humeur ajoutée pour l'instant.", "No player clan units are stored in this save.": "Aucune unité de clan de joueur n'est stockée dans cette sauvegarde.", "No player-facing differences between these two builds.": "Aucune différence visible par les joueurs entre ces deux builds.", "No portrait": "Aucun portrait", "No portrait sprites for": "Aucun sprite de portrait pour", "No results for \"": "Aucun résultat pour « ", "No room map for this template": "Aucun plan de salle pour ce modèle", "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "Aucune disposition de salle ou de zone de base dans cette version ne place ce bâtiment ; contenu probablement non publié ou généré par un mécanisme spécial.", "No saved builds yet": "Aucune configuration enregistrée pour l'instant", "No saved roster unit - build a team in the Builder first.": "Aucune unité d'effectif enregistrée - construisez d'abord une équipe dans le Constructeur.", "No skills assigned to this tree in the current build.": "Aucune compétence assignée à cet arbre dans la version actuelle.", "No skills on this tree yet.": "Aucune compétence sur cet arbre pour l'instant.", "No spawn group or room placement found - likely unreleased or event-only.": "Aucun groupe d'apparition ni placement de salle trouvé - probablement non publié ou réservé aux événements.", "No target - raw damage before enemy resistance.": "Aucune cible - dégâts bruts avant la résistance ennemie.", "No tree": "Aucun arbre", "No weapon": "Sans arme", "No weapon equipped": "Aucune arme équipée", "No weapon skills learned yet - scoped by basic-attack damage type (": "Aucune compétence d'arme apprise pour l'instant - limité par le type de dégâts de l'attaque de base (", "NoManaDamagePerTick": "NoManaDamagePerTick", "Node": "Nœud", "Node E000 - desc": "Node E000 - desc", "Node E010": "Node E010", "Node E020": "Node E020", "Node E100": "Node E100", "Node F1200 - desc": "Node F1200 - desc", "Node F1300 - desc": "Node F1300 - desc", "Node F1400 - desc": "Node F1400 - desc", "Node F1410 - desc": "Node F1410 - desc", "Node F1411 - desc": "Node F1411 - desc", "Node F1500 - desc": "Node F1500 - desc", "Node F1510 - desc": "Node F1510 - desc", "Node F1511 - desc": "Node F1511 - desc", "Node F1700": "Node F1700", "Node F1800": "Node F1800", "Node F2700": "Node F2700", "Node F2700 - desc": "Nœud F2700 - desc", "Node F2710": "Node F2710", "Node F2710 - desc": "Nœud F2710 - desc", "Node F2711": "Node F2711", "Node F2711 - desc": "Nœud F2711 - desc", "Node F2800": "Node F2800", "Node F2800 - desc": "Node F2800 - desc", "Node F2810": "Node F2810", "Node F2810 - desc": "Node F2810 - desc", "Node F2811": "Node F2811", "Node F2811 - desc": "Node F2811 - desc", "Node F2900": "Node F2900", "Node F2900 - desc": "Node F2900 - desc", "Node F2910": "Node F2910", "Node F2910 - desc": "Nœud F2910 - desc", "Node F2911": "Node F2911", "Node F2911 - desc": "Nœud F2911 - desc", "Node F300 - desc": "Node F300 - desc", "Node F3000": "Node F3000", "Node F3000 - desc": "Node F3000 - desc", "Node F3010": "Node F3010", "Node F3010 - desc": "Node F3010 - desc", "Node F3011": "Node F3011", "Node F3011 - desc": "Node F3011 - desc", "Node F3100": "Node F3100", "Node F3100 - desc": "Node F3100 - desc", "Node F3200": "Node F3200", "Node F3200 - desc": "Node F3200 - desc", "Node F3300": "Node F3300", "Node F3300 - desc": "Node F3300 - desc", "Node F3400": "Node F3400", "Node F3400 - desc": "Node F3400 - desc", "Node F3410": "Node F3410", "Node F3410 - desc": "Nœud F3410 - desc", "Node F3411": "Node F3411", "Node F3411 - desc": "Nœud F3411 - desc", "Node F3412": "Node F3412", "Node F3412 - desc": "Nœud F3412 - desc", "Node F3500": "Node F3500", "Node F3500 - desc": "Node F3500 - desc", "Node F3600": "Node F3600", "Node F3600 - desc": 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"NodeDR000": "NodeDR000", "NodeE000": "NodeE000", "NodeE010": "NodeE010", "NodeE020": "NodeE020", "NodeE100": "NodeE100", "NodeF000": "NodeF000", "NodeF010": "NodeF010", "NodeF100": "NodeF100", "NodeF1000": "NodeF1000", "NodeF1100": "NodeF1100", "NodeF1200": "NodeF1200", "NodeF1300": "NodeF1300", "NodeF1400": "NodeF1400", "NodeF1410": "NodeF1410", "NodeF1411": "NodeF1411", "NodeF1500": "NodeF1500", "NodeF1510": "NodeF1510", "NodeF1511": "NodeF1511", "NodeF1600": "NodeF1600", "NodeF1700": "NodeF1700", "NodeF1800": "NodeF1800", "NodeF1900": "NodeF1900", "NodeF200": "NodeF200", "NodeF2000": "NodeF2000", "NodeF2100": "NodeF2100", "NodeF2200": "NodeF2200", "NodeF2300": "NodeF2300", "NodeF2400": "NodeF2400", "NodeF2500": "NodeF2500", "NodeF2600": "NodeF2600", "NodeF2700": "NodeF2700", "NodeF2710": "NodeF2710", "NodeF2711": "NodeF2711", "NodeF2800": "NodeF2800", "NodeF2810": "NodeF2810", "NodeF2811": "NodeF2811", "NodeF2900": "NodeF2900", "NodeF2910": "NodeF2910", "NodeF2911": "NodeF2911", "NodeF300": "NodeF300", "NodeF3000": "NodeF3000", "NodeF3010": "NodeF3010", "NodeF3011": "NodeF3011", "NodeF3100": "NodeF3100", "NodeF3200": "NodeF3200", "NodeF3300": "NodeF3300", "NodeF3400": "NodeF3400", "NodeF3410": "NodeF3410", "NodeF3411": "NodeF3411", "NodeF3412": "NodeF3412", "NodeF3500": "NodeF3500", "NodeF3600": "NodeF3600", "NodeF3700": "NodeF3700", "NodeF3800": "NodeF3800", "NodeF3900": "NodeF3900", "NodeF3910": "NodeF3910", "NodeF3911": "NodeF3911", "NodeF3912": "NodeF3912", "NodeF400": "NodeF400", "NodeF4000": "NodeF4000", "NodeF4100": "NodeF4100", "NodeF4200": "NodeF4200", "NodeF4300": "NodeF4300", "NodeF4400": "NodeF4400", "NodeF4500": "NodeF4500", "NodeF4510": "NodeF4510", "NodeF4511": "NodeF4511", "NodeF4600": "NodeF4600", "NodeF4610": "NodeF4610", "NodeF4620": "NodeF4620", "NodeF4630": "NodeF4630", "NodeF4640": "NodeF4640", "NodeF4650": "NodeF4650", "NodeF4660": "NodeF4660", "NodeF4670": "NodeF4670", "NodeF4700": "NodeF4700", "NodeF4800": "NodeF4800", "NodeF4900": "NodeF4900", "NodeF4911": "NodeF4911", "NodeF500": "NodeF500", "NodeF600": "NodeF600", "NodeF700": "NodeF700", "NodeF800": "NodeF800", "NodeF900": "NodeF900", "NodeF911": "NodeF911", "NodeN000": "NodeN000", "NodeN100": "NodeN100", "NodeN1000": "NodeN1000", "NodeN1100": "NodeN1100", "NodeN1200": "NodeN1200", "NodeN1210": "NodeN1210", "NodeN1300": "NodeN1300", "NodeN1400": "NodeN1400", "NodeN1411": "NodeN1411", "NodeN1420": "NodeN1420", "NodeN1500": "NodeN1500", "NodeN1600": "NodeN1600", "NodeN1610": "NodeN1610", "NodeN1700": "NodeN1700", "NodeN1710": "NodeN1710", "NodeN1800": "NodeN1800", "NodeN1810": "NodeN1810", "NodeN1900": "NodeN1900", "NodeN200": "NodeN200", "NodeN2000": "NodeN2000", "NodeN210": "NodeN210", "NodeN2100": "NodeN2100", "NodeN2200": "NodeN2200", "NodeN2300": "NodeN2300", "NodeN2400": "NodeN2400", "NodeN2500": "NodeN2500", "NodeN2600": "NodeN2600", "NodeN2700": "NodeN2700", "NodeN2710": "NodeN2710", "NodeN2720": "NodeN2720", "NodeN2800": "NodeN2800", "NodeN300": "NodeN300", "NodeN310": "NodeN310", "NodeN400": "NodeN400", "NodeN410": "NodeN410", "NodeN500": "NodeN500", "NodeN510": "NodeN510", "NodeN600": "NodeN600", "NodeN700": "NodeN700", "NodeN800": "NodeN800", "NodeN900": "NodeN900", "NodeR000": "NodeR000", "NodeR010": "NodeR010", "NodeR020": "NodeR020", "NodeR100": "NodeR100", "NodeR1000": "NodeR1000", "NodeR1010": "NodeR1010", "NodeR1011": "NodeR1011", "NodeR110": "NodeR110", "NodeR1100": "NodeR1100", "NodeR111": "NodeR111", "NodeR112": "NodeR112", "NodeR1200": "NodeR1200", "NodeR1210": "NodeR1210", "NodeR1211": "NodeR1211", "NodeR1212": "NodeR1212", "NodeR1300": "NodeR1300", "NodeR1310": "NodeR1310", "NodeR1320": "NodeR1320", "NodeR1321": "NodeR1321", "NodeR1322": "NodeR1322", "NodeR1400": "NodeR1400", "NodeR1413": "NodeR1413", "NodeR1420": "NodeR1420", "NodeR1421": "NodeR1421", "NodeR1422": "NodeR1422", "NodeR1423": "NodeR1423", "NodeR1430": "NodeR1430", "NodeR1500": "NodeR1500", "NodeR1510": "NodeR1510", "NodeR1520": "NodeR1520", "NodeR1521": "NodeR1521", "NodeR1522": "NodeR1522", "NodeR1523": "NodeR1523", "NodeR1600": "NodeR1600", "NodeR1610": "NodeR1610", "NodeR1611": "NodeR1611", "NodeR1612": "NodeR1612", "NodeR1700": "NodeR1700", "NodeR1710": "NodeR1710", "NodeR1711": "NodeR1711", "NodeR1800": "NodeR1800", "NodeR1810": "NodeR1810", "NodeR1811": "NodeR1811", "NodeR1900": "NodeR1900", "NodeR1910": "NodeR1910", "NodeR1912": "NodeR1912", "NodeR1920": "NodeR1920", "NodeR1921": "NodeR1921", "NodeR1930": "NodeR1930", "NodeR200": "NodeR200", "NodeR210": "NodeR210", "NodeR211": "NodeR211", "NodeR300": "NodeR300", "NodeR310": "NodeR310", "NodeR400": "NodeR400", "NodeR410": "NodeR410", "NodeR411": "NodeR411", "NodeR412": "NodeR412", "NodeR500": "NodeR500", "NodeR510": "NodeR510", "NodeR511": "NodeR511", "NodeR600": "NodeR600", "NodeR610": "NodeR610", "NodeR611": "NodeR611", "NodeR700": "NodeR700", "NodeR710": "NodeR710", "NodeR711": "NodeR711", "NodeR712": "NodeR712", "NodeR800": "NodeR800", "NodeR810": "NodeR810", "NodeR820": "NodeR820", "NodeR821": "NodeR821", "NodeR822": "NodeR822", "NodeR900": "NodeR900", "NodeR910": "NodeR910", "NodeR911": "NodeR911", "NodeT000": "NodeT000", "NodeT010": "NodeT010", "NodeT100": "NodeT100", "NodeT1000": "NodeT1000", "NodeT1100": "NodeT1100", "NodeT1200": "NodeT1200", "NodeT1300": "NodeT1300", "NodeT1400": "NodeT1400", "NodeT1500": "NodeT1500", "NodeT1600": "NodeT1600", "NodeT200": "NodeT200", "NodeT300": "NodeT300", "NodeT400": "NodeT400", "NodeT500": "NodeT500", "NodeT600": "NodeT600", "NodeT700": "NodeT700", "NodeT800": "NodeT800", "NodeT900": "NodeT900", "NodeT910": "NodeT910", "Nodes & chests": "Nœuds et coffres", "Nombre de coccinelles invoquées": "Nombre de coccinelles invoquées", "Nombre de coccinelles invoquées - Dungeon Settlers Wiki": "Nombre de coccinelles invoquées - Dungeon Settlers Wiki", "Non construit, déverrouillé ou placé par aucune salle, événement, recherche ou ferme dans cette version. Il s'agit soit de contenu non publié, soit généré par un mécanisme spécial du jeu (génération de donjon ou une structure interactive qui se transforme pendant le jeu).": "Non construit, déverrouillé ou placé par aucune salle, événement, recherche ou ferme dans cette version. Il s'agit soit de contenu non publié, soit généré par un mécanisme spécial du jeu (génération de donjon ou une structure interactive qui se transforme pendant le jeu).", "Non tiré": "Non tiré", "Non-boss": "Non-boss", "Non-damaging": "Sans dégâts", "Non-fighting abilities bonus / malus": "Bonus / malus des aptitudes hors combat", "Non-player base value": "Valeur de base (hors joueur)", "Non-player default": "Valeur par défaut hors joueur", "NonCombatOnly": "NonCombatOnly", "NonPlayerFactionUnitPathfindableDistance": "NonPlayerFactionUnitPathfindableDistance", "None": "Aucun", "None (36)": "Aucun (36)", "None - Dungeon Settlers Wiki": "None - Dungeon Settlers Wiki", "None icon": "None icon", "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "Rien d'implémenté sur le plan mécanique, mais chaque Tal est conçu pour avoir une personnalité unique garantie (« le visage derrière le masque » ; « Tal » signifie « masque »).", "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.": "Rien d'implémenté. Le lore (« réputés pour leur robuste constitution et leur grand savoir-faire ; les montagnes sont notre foyer et notre forteresse ») laisse présager un futur bonus racial d'artisanat/minage.", "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.": "Rien d'implémenté. Le lore les décrit comme des « hérétiques qui ont trahi les autres races démoniaques pour se ranger du côté des humains, du moins publiquement », avec une touche de regard mortel, suggérant une faction cachée de races démoniaques.", "None of these make a shield; they multiply it, refund it as healing, and turn shield gain into cooldown reduction. Bolt them onto any Guard Barrier or Fire Cloak engine.": "Aucun de ceux-ci ne crée de bouclier ; ils le multiplient, le remboursent en soins et transforment le gain de bouclier en réduction du temps de recharge. Greffez-les sur n'importe quel moteur de Barrière défensive ou de Cape de feu.", "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss": "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss", "Normal": "Normal", "Normal Support Wagon Berry Fixed": "Normal Support Wagon Berry Fixed", "Normal Support Wagon Grass Fixed": "Normal Support Wagon Grass Fixed", "Normal Support Wagon Hardtack Fixed": "Normal Support Wagon Hardtack Fixed", "Normal Support Wagon Ointment Fixed": "Normal Support Wagon Ointment Fixed", "Normal Support Wagon Tech Book Fixed": "Livre technique du chariot de soutien normal Fixe", "Normal Support Wagon Wood Fixed": "Normal Support Wagon Wood Fixed", "Not a playable race yet. Newer builds added a Lycan combat-affecter family (a werewolf trait and an anti-Lycan passive) plus the first two placeholder names, groundwork toward a future werewolf-type race or enemy.": "Pas encore une race jouable. Les versions récentes ont ajouté une famille d'affecteurs de combat Lycan (un trait de loup-garou et un passif anti-Lycan) ainsi que les deux premiers noms provisoires, posant les bases d'une future race ou d'un futur ennemi de type loup-garou.", "Not a save.": "Ce n'est pas une sauvegarde.", "Not active in this build.": "Inactif dans cette version.", "Not capped": "Non plafonné", "Not constructed, unlocked, or placed by any room, event, research, or farm in this build. It is either unreleased content or spawned by a special in-game mechanic (dungeon generation or an interactive structure that transforms during play).": "Non construit, déverrouillé ou placé par aucune salle, événement, recherche ou ferme dans cette version. Il s'agit soit de contenu non publié, soit généré par un mécanisme spécial du jeu (génération de donjon ou une structure interactive qui se transforme pendant le jeu).", "Not enough data to call the exchange (one side deals no damage).": "Pas assez de données pour trancher l'échange (un camp n'inflige aucun dégât).", "Not found in the data.": "Introuvable dans les données.", "Not housing": "Hors logement", "Not importable.": "Non importable.", "Not modeled in this sheet": "Non modélisé dans cette fiche", "Not needed if using Battlemage without a fire staff": "Inutile si vous utilisez Mage de combat sans bâton de feu", "Not obtainable in DS_B.0.3.26:": "Non obtenables dans DS_B.0.3.26 :", "Not obtainable in DS_B.0.3.40:": "Non obtenables dans DS_B.0.3.40 :", "Not on an expedition": "Pas en expédition", "Not recruitable": "Non recrutable", "Not rolled": "Non tiré", "Not scaled by any major talent.": "N'est pas influencé par un talent principal.", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables.": "Non relié à une compétence dans DS_B.0.3.40 - il s'agit de la description que les concepteurs eux-mêmes donnent de l'effet prévu, et non d'une valeur lue dans les tables.", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables. (Does not appear in A2.0)": "Non relié à une compétence dans DS_B.0.3.40 - il s'agit de la description que les concepteurs eux-mêmes donnent de l'effet prévu, et non d'une valeur lue dans les tables. (N'apparaît pas dans A2.0)", "Not written yet": "Pas encore rédigé", "Not-in-game: hidden": "Hors jeu : masqué", "Not-in-game: shown": "Hors jeu : affiché", "Notable drops": "Butins notables", "Notable room odds (per floor)": "Probabilités de salles notables (par étage)", "Note : Seuls les objets détenus dans l'inventaire des unités ou bâtiments alliés sont considérés comme faisant partie des ressources de votre expédition.": "Note : Seuls les objets détenus dans l'inventaire des unités ou bâtiments alliés sont considérés comme faisant partie des ressources de votre expédition.", "Note the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a": "Notez l'ordre interne étrange : l'étape « atteindre le niveau 2 » (Main8) se déclenche avant l'étape d'élimination du boss (Main7). Notez aussi que le final est une fin", "Notes": "Notes", "Nothing (flat per stack; no attack-power scaling)": "Aucun (valeur fixe par cumul ; sans mise à l'échelle de la puissance d'attaque)", "Nothing equipped.": "Rien d'équipé.", "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "Rien à comparer pour l'instant - ajoutez une arme (ou une famille entière) ci-dessus. Votre arme équipée est toujours incluse.", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...": "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.": "Remarquable dès le jeune âge, {0} pouvait faire en quelques tentatives ce qui prenait du temps à apprendre aux autres. Les louanges et les attentes suivaient toujours de près, et les adultes se demandaient jusqu'où il pouvait aller. Mais après s'être habitué aux succès faciles, il glaçait souvent face à des choses qui ne se déroulaient pas à sa manière.", "Notions de base : construction de bases": "Notions de base : construction de bases", "Notions de base : construction de bases - desc": "Notions de base : construction de bases - desc", "Notre Père qui es aux cieux, que ton nom soit sanctifié.": "Notre Père qui es aux cieux, que ton nom soit sanctifié.", "Notre mission est claire.": "Notre mission est claire.", "Notre tâche est donc fixée.": "Notre tâche est donc fixée.", "Nourrir": "Nourrir", "Nourriture - Dungeon Settlers Wiki": "Nourriture - Dungeon Settlers Wiki", "Nourriture d'urgence en dernier recours.": "Nourriture d'urgence en dernier recours.", "Nourriture d'urgence obtenue en séchant la viande pour améliorer sa conservation. Peut se garder et se consommer longtemps.": "Nourriture d'urgence obtenue en séchant la viande pour améliorer sa conservation. Peut se garder et se consommer longtemps.", "Nourriture et humeur - Dungeon Settlers Wiki": "Nourriture et humeur - Dungeon Settlers Wiki", "Nourriture stockée pour une humeur de 3 ou plus pendant moins de 2 jours": "Nourriture stockée pour une humeur de 3 ou plus pendant moins de 2 jours", "Nourriture stockée pour une humeur de 3 ou plus pendant moins de 2 jours ➜ Avoir moins de 2 jours de réserves de nourriture avec humeur 3 ou plus": "Nourriture stockée pour une humeur de 3 ou plus pendant moins de 2 jours ➜ Avoir moins de 2 jours de réserves de nourriture avec humeur 3 ou plus", "Nous avions bien besoin de bras en plus.": "Nous avions bien besoin de bras en plus.", "Nous avons besoin d'un nouveau vice-capitaine.": "Nous avons besoin d'un nouveau vice-capitaine.", "Nous avons besoin de financement.": "Nous avons besoin de financement.", "Nous avons fait un nouveau pas en avant !": "Nous avons fait un nouveau pas en avant !", "Nous avons marché là-bas, là où tout le sol scintillait de sable baigné de lune.": "Nous avons marché là-bas, là où tout le sol scintillait de sable baigné de lune.", "Nous continuerons à améliorer l'équilibrage, le confort de jeu, les événements et le contenu de fin de jeu.": "Nous continuerons à améliorer l'équilibrage, le confort de jeu, les événements et le contenu de fin de jeu.", "Nous devons achever le rituel.": "Nous devons achever le rituel.", "Nous devons nous enfoncer plus profondément.": "Nous devons nous enfoncer plus profondément.", "Nous devons savoir ce que c'est. Allez-y sur-le-champ !": "Nous devons savoir ce que c'est. Allez-y sur-le-champ !", "Nous devons sortir d'ici.": "Nous devons sortir d'ici.", "Nous devrions chercher plus loin.": "Nous devrions chercher plus loin.", "Nous devrions garder une trace.": "Nous devrions garder une trace.", "Nous fixerons régulièrement des objectifs.": "Nous fixerons régulièrement des objectifs.", "Nous lisons tous les retours que vous laissez sur la communauté Steam et sur Discord.": "Nous lisons tous les retours que vous laissez sur la communauté Steam et sur Discord.", "Nous n'avons d'autre choix que d'abandonner.": "Nous n'avons d'autre choix que d'abandonner.", "Nous nous contentions d'étancher notre soif avec une goutte d'eau provenant d'un seau fêlé.": "Nous nous contentions d'étancher notre soif avec une goutte d'eau provenant d'un seau fêlé.", "Nous nous souviendrons tous de lui.": "Nous nous souviendrons tous de lui.", "Nous réussirons la prochaine fois.": "Nous réussirons la prochaine fois.", "Nouveau": "Nouveau", "Nouveau choix": "Nouveau choix", "Nouveautés - Dungeon Settlers Wiki": "Nouveautés - Dungeon Settlers Wiki", "Nouvelle recrue": "Nouvelle recrue", "Nouvelle recrue - Dungeon Settlers Wiki": "Nouvelle recrue - Dungeon Settlers Wiki", "Nouvelle recrue icon": "Nouvelle recrue icône", "Nouvelles de mauvais augure": "Nouvelles de mauvais augure", "Nouvelles de mauvais augure - Dungeon Settlers Wiki": "Nouvelles de mauvais augure - Dungeon Settlers Wiki", "Nouvelles de mauvais augure icon": "Nouvelles de mauvais augure icône", "Now pooled by:": "Maintenant regroupé par :", "Noyau du Donjon <Replica> (resource node)": "Noyau du Donjon <Replica> (nœud de ressources)", "Noyau du Donjon <Replica> (resource node) - Dungeon Settlers Wiki": "Noyau du Donjon <Replica> (nœud de ressource) - Dungeon Settlers Wiki", "Noyau du Donjon <Replica> (source de ressources)": "Noyau du Donjon <Replica> (source de ressources)", "Noyau du Donjon <Replica> (source de ressources) - Dungeon Settlers Wiki": "Noyau du Donjon <Replica> (source de ressources) - Dungeon Settlers Wiki", "Noyau du Donjon Arctéon": "Noyau du Donjon Arctéon", "Npc": "PNJ", "Npc10": "Npc10", "Npc11": "Npc11", "Npc12": "Npc12", "Npc13": "Npc13", "Npc14": "Npc14", "Npc15": "Npc15", "Npc17": "Npc17", "Npc18": "Npc18", "Npc2": "Npc2", "Npc21": "Npc21", "Npc24": "Npc24", "Npc25": "Npc25", "Npc26": "Npc26", "Npc27": "Npc27", "Npc28": "Npc28", "Npc3": "Npc3", "Npc4": "Npc4", "Npc5": "Npc5", "Npc6": "Npc6", "Npc7": "Npc7", "Npc8": "Npc8", "Npc9": "Npc9", "NpcQuestReportSpawnWeightMultiplier": "NpcQuestReportSpawnWeightMultiplier", "Nu": "Nu", "Nuance de vert": "Nuance de vert", "Nuance de vert - Dungeon Settlers Wiki": "Nuance de vert - Dungeon Settlers Wiki", "Nuance de vert icon": "Icône Nuance de vert", "Nuit": "Nuit", "Nuit - Dungeon Settlers Wiki": "Nuit - Dungeon Settlers Wiki", "Nuit icon": "Nuit icon", "Number of days used for indicating food shortage in the dungeon alert window": "Nombre de jours utilisé pour indiquer une pénurie de nourriture dans la fenêtre d'alerte du donjon", "Number of environmental effects (positive/negative) by combat difficulty": "Nombre d'effets d'environnement (positifs/négatifs) par difficulté de combat", "Number of inventory slots": "Nombre d'emplacements d'inventaire", "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "Nombre de ticks avant le déclenchement des effets d'Affecter liés au sommeil (dormir au sol, dormir dans un lit)", "Numbers": "Nombres", "Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.": "Les chiffres sont indiqués avant la résistance de la cible (dégâts x 100 / (100 + R) ; la plupart des monstres ont 0, les monstres blindés jusqu'à 60 pour une réduction de 37.5%) et avant la probabilité de toucher, l'esquive et la garde. La difficulté de combat ne modifie pas vos propres dégâts.", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities:": "Des chiffres représentant les capacités d'une unité. Chaque attribut principal correspond aux capacités suivantes :", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities: [Strength] This main attribute proportionally increases maximum weight capacity, physical atta": "Des chiffres représentant les capacités d'une unité. Chaque attribut principal correspond aux capacités suivantes : [Force] Cet attribut principal augmente proportionnellement la capacité de poids maximale, l'atta physique", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities:": "Des chiffres représentant les capacités d'une unité. Chaque statistique principale correspond aux capacités suivantes :", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: Force This major stat proportionally increases maximum weight, physical attack power,": "Des chiffres représentant les capacités d'une unité. Chaque statistique principale correspond aux capacités suivantes : Force Cette statistique principale augmente proportionnellement le poids maximal, la puissance d'attaque physique,", "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "Absorption de nutriments GAMESYSTEM_Environment_{affecterName}", "NutrientAbsorption": "NutrientAbsorption", "Nuvian, Kuskyn, Aire, Aldein, Vesstan, Airdan, Merellien, Elnaril, Beluar, Rothilion, Caillen, Draemorr, Elbanor, Silvarion, Taelyn, Iserion, Kaldrion, Serevas, Eldurin, Laedon, Varien, Irian, Torvan, Phailos, Nordren, Alvarion, Dreivar, Sylenor, Orindar, Kaelus, Reinhar, Velian, Rodarion, Tyreon, Elbran, Calion, Serios, Darylos, Myran, Ardelion, Varendir, Silvanor, Kaeldrin, Eltarion, Osrien, Ryianden, Rae, Kail, Elon, Rian, Durin, Cloche, Tian, Sorin, Zeil, Roan, Arion, Kaled, Elas, Riand, Durael, Velion, Tyreon, Sovar, Zeran, Rodean, Perion": "Nuvian, Kuskyn, Aire, Aldein, Vesstan, Airdan, Merellien, Elnaril, Beluar, Rothilion, Caillen, Draemorr, Elbanor, Silvarion, Taelyn, Iserion, Kaldrion, Serevas, Eldurin, Laedon, Varien, Irian, Torvan, Phailos, Nordren, Alvarion, Dreivar, Sylenor, Orindar, Kaelus, Reinhar, Velian, Rodarion, Tyreon, Elbran, Calion, Serios, Darylos, Myran, Ardelion, Varendir, Silvanor, Kaeldrin, Eltarion, Osrien, Ryianden, Rae, Kail, Elon, Rian, Durin, Cloche, Tian, Sorin, Zeil, Roan, Arion, Kaled, Elas, Riand, Durael, Velion, Tyreon, Sovar, Zeran, Rodean, Perion", "Né en ville": "Né en ville", "Né en ville - Dungeon Settlers Wiki": "Né en ville - Dungeon Settlers Wiki", "OPERATION_PlayableUntil_v0.3": "OPERATION_PlayableUntil_v0.3", "OPERATION_PlayableUntil_v0.4": "OPERATION_PlayableUntil_v0.4", "OPERATION_PlayableUntil_v0.5": "OPERATION_PlayableUntil_v0.5", "OPT": "OPTION", "OPTION": "OPTION", "OUTLOOK": "PERSPECTIVE", "Oats Growth2 Random": "Oats Growth2 Random", "Oats Random": "Oats Random", "Objective": "Objectif", "Objet lâché": "Objet lâché", "Objet étrange alliant la dureté du métal et la flexibilité d'une fibre.": "Objet étrange alliant la dureté du métal et la flexibilité d'une fibre.", "Objets - Dungeon Settlers Wiki": "Objets - Dungeon Settlers Wiki", "Objets décoratifs": "Objets décoratifs", "Objets décoratifs - Dungeon Settlers Wiki": "Objets décoratifs - Dungeon Settlers Wiki", "Observant l'un d'eux se déplacer, il murmure pour lui-même.": "Observant l'un d'eux se déplacer, il murmure pour lui-même.", "Observe": "Observer", "Observe Endorsi": "Observer Endorsi", "Observer Endorsi": "Observer Endorsi", "Observer Endorsi - Dungeon Settlers Wiki": "Observer Endorsi - Dungeon Settlers Wiki", "Observer Endorsi icon": "Observer Endorsi icon", "Observer Endrossi": "Observer Endrossi", "Observer Endrossi - Dungeon Settlers Wiki": "Observer Endrossi - Dungeon Settlers Wiki", "Observer Perion": "Observer Perion", "Observer Perion - Dungeon Settlers Wiki": "Observer Perion - Dungeon Settlers Wiki", "Observer Xénon": "Observer Xénon", "Observer Xénon - Dungeon Settlers Wiki": "Observer Xénon - Dungeon Settlers Wiki", "Obtain": "Obtention", "Obtainable": "Obtenable", "Obtained from": "Obtenu de", "Obtenez 10 d'or chaque fois que vous infligez des dégâts critiques. Vous pouvez obtenir jusqu'à 2000 d'or. Une fois le maximum atteint, vous ne pouvez plus obtenir d'or, mais": "Obtenez 10 d'or chaque fois que vous infligez des dégâts critiques. Vous pouvez obtenir jusqu'à 2000 d'or. Une fois le maximum atteint, vous ne pouvez plus obtenir d'or, mais", "Obtenez 10 d'or chaque fois que vous infligez des dégâts critiques. Vous pouvez obtenir jusqu'à 2000 d'or. Une fois le maximum atteint, vous ne pouvez plus obtenir d'or, mais Chance de critique augmente de 10%.": "Obtenez 10 d'or chaque fois que vous infligez des dégâts critiques. Vous pouvez obtenir jusqu'à 2000 d'or. Une fois le maximum atteint, vous ne pouvez plus obtenir d'or, mais Chance de critique augmente de 10%.", "Obtenez 10 d'or chaque fois que vous infligez des dégâts critiques. Vous pouvez obtenir...": "Obtenez 10 d'or chaque fois que vous infligez des dégâts critiques. Vous pouvez obtenir...", "Obtenir une grosse somme d'argent": "Obtenir une grosse somme d'argent", "Obtenir une grosse somme d'argent - Dungeon Settlers Wiki": "Obtenir une grosse somme d'argent - Dungeon Settlers Wiki", "Obtenir une grosse somme d'argent portée et zone affichées sur une salle de donjon": "Obtenir une grosse somme d'argent portée et zone affichées sur une salle de donjon", "Obtenue en consommant des objets de valeur récupérés dans les donjons.": "Obtenue en consommant des objets de valeur récupérés dans les donjons.", "Obtiennent": "Obtiennent", "Obtiennent Colère végétale en mangeant des aliments végétariens.": "Obtiennent Colère végétale en mangeant des aliments végétariens.", "Obtient": "Obtient", "Obtient 10": "Obtient 10", "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage.": "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage.", "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche...": "Obtient 10 Carapace lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche...", "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé.": "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé.", "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet": "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé. Granted by 1 item": "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage. Chaque personnage ne peut équiper qu'un Trait d'âme. S'il en possède déjà un, il sera remplacé. Accordé par 1 objet", "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche...": "Obtient 10 Coquille lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche...", "Obtient Griffure ensanglantée. Effets : • Griffure ensanglantée: Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.": "Obtient Griffure ensanglantée. Effets : • Griffure ensanglantée: Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.", "Obtient Prime de départ impayée la nuit.": "Obtient Prime de départ impayée la nuit.", "Obtient la pénalité": "Obtient la pénalité", "Obtient la pénalité Prime de départ impayée le jour.": "Obtient la pénalité Prime de départ impayée le jour.", "Obtient Égratignure ensanglantée. Effects: • Égratignure ensanglantée: Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.": "Obtient Égratignure ensanglantée. Effects: • Égratignure ensanglantée: Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.", "Obtient Égratignure ensanglantée. Effets : • Égratignure ensanglantée: Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.": "Obtient Égratignure ensanglantée. Effets : • Égratignure ensanglantée: Inflige à la cible des dégâts physiques équivalant à 80% de Puissance d'attaque physique, deux fois, et applique Lent pendant 6 secondes ainsi que 3 Saignement.", "Obélisque du Scribe": "Obélisque du Scribe", "Obélisque du Scribe - Dungeon Settlers Wiki": "Obélisque du Scribe - Dungeon Settlers Wiki", "Odds: {#}": "Probabilités : {#}", "Off:": "Désactivé :", "Offensive": "Offensive", "Offensive - Dungeon Settlers Wiki": "Offensive - Dungeon Settlers Wiki", "Offensive icon": "Icône Offensive", "Offering": "Offrande", "Offering (level-up stat multiplier / mana-stone cost multiplier):": "Offrande (multiplicateur de stat de montée de niveau / multiplicateur de coût en pierres de mana) :", "Offering multipliers": "Multiplicateurs d'offrande", "Offering tier does not change inscription rarity": "Le palier d'offrande ne change pas la rareté des inscriptions", "Offering: Least": "Offrande : minimale", "Offering: Ordinary": "Offrande : ordinaire", "Offering: Plentiful": "Offrande : abondante", "Offerings vs rarity": "Offrandes et rareté", "Official in-game text": "Texte officiel du jeu", "Official rank descriptions": "Descriptions officielles des rangs", "Official tier descriptions": "Descriptions officielles des paliers", "Officier de la guilde": "Officier de la guilde", "Officier de la guilde - Dungeon Settlers Wiki": "Officier de la guilde - Dungeon Settlers Wiki", "Offrande abondante": "Offrande abondante", "Offrande minimale": "Offrande minimale", "Offrande ordinaire": "Offrande ordinaire", "Offre une protection de base, mais est assez lourd.": "Offre une protection de base, mais est assez lourd.", "Offre une protection minimale, mais facile à porter.": "Offre une protection minimale, mais facile à porter.", "Offrez des Pierres de Mana à la Déesse en guise de consécration pour demander un": "Offrez des Pierres de Mana à la Déesse en guise de consécration pour demander un", "Offrez des Pierres de Mana à la Déesse en guise de consécration pour demander un Monter de niveau. Vous pouvez réessayer ou annuler plusieurs fois, mais les ressources consommées ne peuvent pas être récupérées. La quantité de Pierres de Mana offertes détermine le bonus aux augmentations de caractéristiques. Offrande minimale Offrande ordinaire Offrande abondante": "Offrez des Pierres de Mana à la Déesse en guise de consécration pour demander un Monter de niveau. Vous pouvez réessayer ou annuler plusieurs fois, mais les ressources consommées ne peuvent pas être récupérées. La quantité de Pierres de Mana offertes détermine le bonus aux augmentations de caractéristiques. Offrande minimale Offrande ordinaire Offrande abondante", "Oh mon dieu.": "Oh mon dieu.", "Oh... il vient de croiser votre regard.": "Oh... il vient de croiser votre regard.", "Omelette d'œuf de Gloth": "Omelette d'œuf de Gloth", "Omelette d'œuf de Gloth - Dungeon Settlers Wiki": "Omelette d'œuf de Gloth - Dungeon Settlers Wiki", "Omelette d'œuf de Gloth icon": "Omelette d'œuf de Gloth icon", "Omelette d'œuf de Gloth portée et zone affichées sur une salle de donjon": "Omelette d'œuf de Gloth portée et zone affichées sur une salle de donjon", "Omelette d'œuf de Gloth range and area shown on a dungeon room": "Omelette d'œuf de Gloth : portée et zone affichées sur une salle de donjon", "Omelette faite avec un œuf géant de Gloth. Portion copieuse et très moelleuse.": "Omelette faite avec un œuf géant de Gloth. Portion copieuse et très moelleuse.", "Omnivore": "Omnivore", "On a l'impression d'être enveloppé par une barrière protectrice.": "On a l'impression d'être enveloppé par une barrière protectrice.", "On click": "Au clic", "On deconstruct / gather": "À la déconstruction / récolte", "On deconstruct:": "À la déconstruction :", "On devine facilement ce qui s'est passé ici.": "On devine facilement ce qui s'est passé ici.", "On dirait plus une menace qu'un rituel.": "On dirait plus une menace qu'un rituel.", "On dirait qu'elle observe avec amusement.": "On dirait qu'elle observe avec amusement.", "On dirait qu'il dégage un subtil parfum de feuilles quand on le brandit.": "On dirait qu'il dégage un subtil parfum de feuilles quand on le brandit.", "On dirait qu'il tressaille légèrement quand on le tient.": "On dirait qu'il tressaille légèrement quand on le tient.", "On dirait que du mana s'accumule au bout des doigts.": "On dirait que du mana s'accumule au bout des doigts.", "On dirait que votre corps entier est déchiré.": "On dirait que votre corps entier est déchiré.", "On dirait que ça fonctionne encore.": "On dirait que ça fonctionne encore.", "On dirait un sous produit d'une expérience ratée.": "On dirait un sous produit d'une expérience ratée.", "On dirait un sous-produit d'une expérience ratée.": "On dirait un sous-produit d'une expérience ratée.", "On dit qu'ils entendent le chant de la forêt. C'est quelque chose qui me dépasse.": "On dit qu'ils entendent le chant de la forêt. C'est quelque chose qui me dépasse.", "On dit que cela a été fabriqué pour donner à cet espace affamé quelque chose à manger à la place de nos âmes.": "On dit que cela a été fabriqué pour donner à cet espace affamé quelque chose à manger à la place de nos âmes.", "On en oublierait presque que cet espace est partagé.": "On en oublierait presque que cet espace est partagé.", "On equip": "À l'équipement", "On la sent glisser entre les doigts.": "On la sent glisser entre les doigts.", "On ne s'habitue jamais aux écailles froides.": "On ne s'habitue jamais aux écailles froides.", "On peut parfois trouver une vaste clairière au-delà de la corruption.": "On peut parfois trouver une vaste clairière au-delà de la corruption.", "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "À la fin d'une quête, multiplie le poids par {0}x s'il s'agit de l'étage correspondant (10 par défaut)", "On raconte que la nuit où": "On raconte que la nuit où", "On repeat visits the": "Lors des visites répétées, l'option", "On sait peu de choses sur cette mystérieuse race, hormis leurs personnalités distinctes et individuelles. Leurs origines restent incertaines.": "On sait peu de choses sur cette mystérieuse race, hormis leurs personnalités distinctes et individuelles. Leurs origines restent incertaines.", "On sait peu de choses sur cette mystérieuse race, hormis leurs personnalités distinctes...": "On sait peu de choses sur cette mystérieuse race, hormis leurs personnalités distinctes...", "On the scarecrow": "Sur l'épouvantail", "On top of that, stalling without clearing floors fires the": "En plus de cela, stagner sans nettoyer d'étages déclenche l'", "On use": "À l'utilisation", "On use:": "À l'utilisation :", "On va faire tomber ce truc.": "On va faire tomber ce truc.", "On va vous montrer de quoi on est capables.": "On va vous montrer de quoi on est capables.", "On {#}, {#} has changed from {#} to {#}.": "Sur {#}, {#} est passé de {#} à {#}.", "On-death EXP": "EXP à la mort", "On-equip effects": "Effets à l'équipement", "On:": "Activé :", "On: Items": "Sur : Objets", "On: Items + Buildings": "Sur : Objets + Bâtiments", "On: Other units + Buildings": "Sur : Autres unités + Bâtiments", "On: Player units": "Sur : unités du joueur", "On: Player units + Other units": "Sur : Unités du joueur + Autres unités", "On: Player units + Other units + Buildings": "Sur : unités du joueur + autres unités + bâtiments", "On: Player units + Other units + Items": "Sur : unités du joueur + autres unités + objets", "OnEventOccur": "OnEventOccur", "OnResearchCompleted": "OnResearchCompleted", "Once everything useful has been salvage...": "Une fois que tout ce qui était utile a été récupéré...", "Once it is comp...": "Once it is comp...", "Once it is completely dismantled, a tiny green essence ...": "Une fois qu'elle est complètement démontée, une petite essence verte ...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn bri...": "Une fois que les préparatifs de ton discours sur le succès de l'expédition sont terminés, tout le monde se rassemble. Leurs yeux brillent plus...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition mem": "Une fois les préparatifs de votre discours sur le succès de l'expédition terminés, tout le monde se réunit. Leurs yeux brillent plus que jamais, remplis d'espoir. Après avoir examiné les membres de l'expédition", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak. \"We have done it! We conquered the Veil of Silence-that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\" At your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces. \"No matter what hardships lie ahead, we shall trust one another and move forward together!\" At your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.": "Une fois que les préparatifs de ton discours sur le succès de l'expédition sont terminés, tout le monde se rassemble. Leurs yeux brillent plus que jamais, remplis d'espoir. Après avoir examiné les membres de l'expédition rassemblés devant toi, tu commences lentement à parler. « Nous l'avons fait ! Nous avons conquis le Voile du Silence - cette forêt sombre et périlleuse. Cet exploit a été forgé par le courage et la détermination de tous ceux qui se tiennent ici. Aucun obstacle, aucune menace, ne pouvait briser notre résolution inébranlable. » À tes paroles, les membres de l'expédition éclatent en applaudissements et en acclamations. La fierté brille clairement sur leurs visages. « Peu importe les épreuves qui nous attendent, nous nous ferons confiance les uns aux autres et avancerons ensemble ! » À ton signal, les membres de l'expédition entrechoquent leurs coupes et vident leurs boissons de célébration d'une seule gorgée.", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope...": "Une fois les préparatifs de votre discours sur le succès de l'expédition terminés, tout le monde se réunit. Leurs yeux brillent plus que jamais", "Once the report ...": "Une fois que le rapport...", "Once you're done with the Acid Bug, investigate the Spore Bug next": "Une fois que tu auras fini avec l'Insecte acide, enquête ensuite sur l'Insecte à spores", "Once...": "Une fois...", "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0": "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0", "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0": "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0", "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0": "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0", "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0": "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0", "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "Un seul modèle de dégâts : coup = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).", "One depleted floor applies the -50% penalty to the whole region": "Un seul étage épuisé applique la pénalité de -50% à toute la région", "One in-game day": "Un jour de jeu", "One is nowhere near enough. Wait- the link is lost?": "Un n'est vraiment pas assez. Attendez, le lien est perdu?", "One of the six core attributes - Strength, Constitution, Willpower, Intelligence, Agility, Perception - that feed derived combat stats. How fast each grows on level-up is set by its talent tier.": "One of the six core attributes - Strength, Constitution, Willpower, Intelligence, Agility, Perception - that feed derived combat stats. How fast each grows on level-up is set by its talent tier.", "One point of a major stat adds the amount below to each final stat (from": "Un point d'une stat principale ajoute le montant ci-dessous à chaque stat finale (d'après", "One row per source.": "Une ligne par source.", "One stomp lands two debuffs on a whole pack, so Guard Barrier fires a burst of shields at once - a strong opener, though only every 30s.": "Un piétinement applique deux débuffs à tout un groupe, si bien que la Barrière défensive déclenche une salve de boucliers d'un coup : une forte entrée, mais seulement toutes les 30 s.", "One-handed weapons": "Armes à une main", "One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.": "Les armes à une main (Épée et Contondant, plus la Dague, la Hache et la Lance verrouillées) peuvent être associées à un bouclier. Cela signifie qu'un bouclier ne peut jamais être combiné avec un arc ou un bâton sur la même unité.", "One-shot": "Unique", "Onglet compétences : K": "Onglet compétences : K", "Onglet d'état : U": "Onglet d'état : U", "Onglet inventaire : I": "Onglet inventaire : I", "Only Physical and Magic (no elemental damage types)": "Uniquement Physique et Magique (pas de types de dégâts élémentaires)", "Only a bow uses ammo. Equip one in the Primary slot first.": "Seul un arc utilise des munitions. Équipez-en un dans l'emplacement principal d'abord.", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...": "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.": "C'est seulement après que tout le monde s'était endormi que la patrouille de {0} a commencé. Portant une lanterne faible, ils marchaient à travers les ruelles et sous les murs, vérifiant les fentes sous les portes fermées et les toits sombres un par un. Pour cette raison, ils se sont habitués aux pas silencieux de la nuit plutôt qu'au bruit du jour.", "Only critical hits count, so the inscription is strongest on a high-crit build; a low-crit unit may never reach the cap in a single run.": "Seuls les coups critiques comptent, donc l'inscription est la plus efficace sur un build à fort taux de critique ; une unité à faible critique peut ne jamais atteindre le plafond en une seule partie.", "Only critical hits pay out ({#} gold each). Once you bank {#} gold you stop earning and instead gain a permanent +{#}% Critical Chance for the rest of the expedition.": "Seuls les coups critiques rapportent ({#} or chacun). Une fois {#} or accumulés, vous cessez de gagner et obtenez à la place +{#}% de Chance de critique permanente pour le reste de l'expédition.", "Only the first two regions have real content; the rest are placeholders (see the": "Seules les deux premières régions ont un vrai contenu ; le reste sont des espaces réservés (voir la", "Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "Seule la différence nette est affichée : un élément modifié plusieurs fois au fil des builds intermédiaires n'apparaît qu'une fois, avec sa valeur de départ et sa valeur finale, et un élément modifié puis revenu à son état initial n'apparaît pas du tout.", "OnlyBasicAttack": "OnlyBasicAttack", "Opal (Water gem upgrade)": "Opale (amélioration de gemme d'Eau)", "Opal Ore": "Minerai d'opale", "Opal Ore - Dungeon Settlers Wiki": "Minerai d'opale - Dungeon Settlers Wiki", "Opal Ore icon": "Minerai d'opale icon", "Opale raffinée": "Opale raffinée", "Opale raffinée - Dungeon Settlers Wiki": "Opale raffinée - Dungeon Settlers Wiki", "Open Game Guide": "Ouvrir le guide du jeu", "Open in builder": "Ouvrir dans l'éditeur", "Open the Saves folder, then choose your clan .json below. The exact folder can vary by build. A browser cannot open a folder for you, so copy the path and paste it as above.": "Ouvrez le dossier Saves, puis choisissez votre .json de clan ci-dessous. Le dossier exact peut varier selon la version. Un navigateur ne peut pas ouvrir de dossier pour vous, alors copiez le chemin et collez-le comme ci-dessus.", "Open trade with": "Ouvrir le commerce avec", "OperationTable": "OperationTable", "Optimiste": "Optimiste", "Optimiste - Dungeon Settlers Wiki": "Optimiste - Dungeon Settlers Wiki", "Optimiste icon": "Optimiste icône", "Optional": "Optionnel", "Options": "Options", "Options de comportement des unités": "Options de comportement des unités", "Opération en cours": "Opération en cours", "Opération en cours - Dungeon Settlers Wiki": "Opération en cours - Dungeon Settlers Wiki", "Opération en cours icon": "Icône Opération en cours", "Or": "Or", "Or browse and filter the full list": "Ou parcourez et filtrez la liste complète", "Order of computation": "Ordre de calcul", "Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock.": "Ordre des ennemis à éliminer pour terminer la région : Étape 1, Étape 2, etc. Si NULL, il n'y a pas de boss, donc terminer ne déclenche aucun déblocage.", "Ordonne à tous les Bubblings de foncer immédiatement vers la tuile désignée, infligeant 100% de": "Ordonne à tous les Bubblings de foncer immédiatement vers la tuile désignée, infligeant 100% de", "Ordonne à tous les Bubblings de foncer immédiatement vers la tuile désignée, infligeant 100% de Puissance d'attaque magique du lanceur en dégâts magiques et explosant immédiatement. 1 energy - 20s cooldown Summons: • Bubbleling (300 HP) attacks with Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Ordonne à tous les Bubblings de foncer immédiatement vers la tuile désignée, infligeant 100% de Puissance d'attaque magique du lanceur en dégâts magiques et explosant immédiatement. 1 énergie - 20s de recharge Invocations : • Bubbleling (300 PV) attaque avec Tacle à bulles : Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Ordonne à tous les Bubblings de foncer immédiatement vers la tuile désignée, infligeant 100% de Puissance d'attaque magique du lanceur en dégâts magiques et explosant immédiatement. 1 énergie - 20s de recharge Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.": "Ordonne à tous les Bubblings de foncer immédiatement vers la tuile désignée, infligeant 100% de Puissance d'attaque magique du lanceur en dégâts magiques et explosant immédiatement. 1 énergie - 20s de recharge Invoque : • Bubbleling (300 PV) attaque avec Tacle à bulles: Inflige à la cible 100% de Puissance d'attaque magique sous forme de dégâts magiques.", "Ordre de chasse d'élite": "Ordre de chasse d'élite", "Ordre de chasse d'élite - Dungeon Settlers Wiki": "Ordre de chasse d'élite - Dungeon Settlers Wiki", "Ordre de chasse d'élite icon": "Ordre de chasse d'élite icon", "Os": "Os", "Os (20%)": "Os (20%)", "Os (20.69%)": "Os (20.69%)", "Os (25%)": "Os (25%)", "Os (40%)": "Os (40%)", "Os (50%)": "Os (50%)", "Os - Dungeon Settlers Wiki": "Os - Dungeon Settlers Wiki", "Os d'un animal commun.": "Os d'un animal commun.", "Os icon": "Os icon", "Other adjustments": "Autres ajustements", "Other future bosses in the data: a **three-phase Red Monster Rat** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the **Devrick Pendant** (with its Devrick Talisman).": "Autres boss futurs présents dans les données : une version boss du **Rat monstre rouge à trois phases** (distincte du Rat monstre rouge d'élite que vous affrontez dans la campagne) et un **Slime royal** (lié à une Grande Couronne « fondue en slime sous l'effet d'une malédiction » et à une Pierre d'âme du Slime royal). L'accessoire légendaire disponible est le **Pendentif de Devrick** (avec son Talisman de Devrick).", "Other mood levers": "Autres leviers d'humeur", "Other pools": "Autres pools", "Other skills": "Autres compétences", "Other skills (1)": "Autres compétences (1)", "Other skills (3)": "Autres compétences (3)", "Other skills (4)": "Autres compétences (4)", "Other skills (monster / item-granted)": "Autres compétences (monstre / octroyées par objet)", "Other units (NPC/monster): no": "Autres unités (PNJ/monstre) : non", "Other units (NPC/monster): yes": "Autres unités (PNJ/monstre) : oui", "Other units + Buildings": "Autres unités + Bâtiments", "Other/Unused": "Autre/Inutilisé", "Oups... ça a explosé !": "Oups... ça a explosé !", "Outil utilisé pour retirer les planchers. Les ressources consommées ne seront pas restituées.": "Outil utilisé pour retirer les planchers. Les ressources consommées ne seront pas restituées.", "Output": "Résultat", "Ouvrez la fenêtre de recherche en sélectionnant un bâtiment de recherche et en cliquant sur 'Recherche', ou en appuyant sur le bouton 'Recherche' en haut à droite de l'écran.": "Ouvrez la fenêtre de recherche en sélectionnant un bâtiment de recherche et en cliquant sur 'Recherche', ou en appuyant sur le bouton 'Recherche' en haut à droite de l'écran.", "Ouvrir dans l'éditeur": "Ouvrir dans l'éditeur", "Overloaded (Caution, displays once)": "Surchargé (Attention, s'affiche une fois)", "Overview": "Aperçu", "Où trouver": "Où trouver", "P.Atk": "P.Atk", "P.Atk 11": "P.Atk 11", "P.Atk 15": "P.Atk 15", "P.Atk 17": "P.Atk 17", "P.Atk 20": "P.Atk 20", "P.Atk 21": "P.Atk 21", "P.Atk 23": "P.Atk 23", "P.Atk 23 - M.Atk 9": "P.Atk 23 - M.Atk 9", "P.Atk 26": "P.Atk 26", "P.Atk 27": "P.Atk 27", "P.Atk 30": "P.Atk 30", "P.Atk 30 - M.Atk 14": "P.Atk 30 - M.Atk 14", "P.Atk 32": "P.Atk 32", "P.Atk 36": "P.Atk 36", "P.Atk 36 - M.Atk 14": "P.Atk 36 - M.Atk 14", "P.Atk 41": "P.Atk 41", "P.Atk 42": "P.Atk 42", "P.Atk 42 - M.Atk 23": "P.Atk 42 - M.Atk 23", "P.Atk 45": "P.Atk 45", "P.Atk 45 - M.Atk 14": "P.Atk 45 - M.Atk 14", "P.Atk 48": "P.Atk 48", "P.Atk 53": "Atq. phys. 53", "P.Atk 53 - M.Atk 14": "P.Atk 53 - M.Atk 14", "P.Atk 56": "P.Atk 56", "P.Atk 57": "P.Atk 57", "P.Atk 57 - M.Atk 14": "P.Atk 57 - M.Atk 14", "P.Atk 60": "P.Atk 60", "P.Atk 60 - M.Atk 14": "P.Atk 60 - M.Atk 14", "P.Atk 68": "P.Atk 68", "P.Atk 68 - M.Atk 34": "P.Atk 68 - M.Atk 34", "P.Atk 71": "P.Atk 71", "P.Atk 77": "P.Atk 77", "P.Atk 80": "P.Atk 80", "P.Atk 90": "P.Atk 90", "PAtk": "AtqP", "PNJ": "PNJ", "PNJ 0": "PNJ 0", "PNJ 1": "PNJ 1", "PNJ 14": "PNJ 14", "PNJ 21": "PNJ 21", "PNJ 23": "PNJ 23", "PNJ 24": "PNJ 24", "PNJ 25": "PNJ 25", "PNJ 26": "PNJ 26", "PNJ 27": "PNJ 27", "PNJ 28": "PNJ 28", "PNJ 5": "PNJ 5", "PNJ 6": "PNJ 6", "PV": "PV", "PV (torse)": "PV (torse)", "PV (tête)": "PV (tête)", "PV 102": "PV 102", "PV 110": "PV 110", "PV 113": "PV 113", "PV 120": "PV 120", "PV 135": "PV 135", "PV 146": "PV 146", "PV 158": "PV 158", "PV 180": "PV 180", "PV 191": "PV 191", "PV 203": "PV 203", "PV 225": "PV 225", "PV 23": "PV 23", "PV 30": "PV 30", "PV 38": "PV 38", "PV 388 - Puissance d'attaque magique 61 - Puissance d'attaque physique 50.7 - vitesse d'attaque 0.3 - crit 5% - 1 sur le terrain": "PV 388 - Puissance d'attaque magique 61 - Puissance d'attaque physique 50.7 - vitesse d'attaque 0.3 - crit 5% - 1 sur le terrain", "PV 398 - Puissance d'attaque magique 99.8 - Puissance d'attaque physique 16.9 - vitesse d'attaque 0.3 - crit 5% - 1 sur le terrain": "PV 398 - Puissance d'attaque magique 99.8 - Puissance d'attaque physique 16.9 - vitesse d'attaque 0.3 - crit 5% - 1 sur le terrain", "PV 45": "PV 45", "PV 56": "PV 56", "PV 60": "PV 60", "PV 68": "PV 68", "PV 74": "PV 74", "PV 75": "PV 75", "PV 80": "PV 80", "PV 88 - Puissance d'attaque magique 44.1 - Puissance d'attaque physique 50.7 - vitesse d'attaque 0.3 - crit 5% - jusqu'à 2 sur le terrain": "PV 88 - Puissance d'attaque magique 44.1 - Puissance d'attaque physique 50.7 - vitesse d'attaque 0.3 - crit 5% - jusqu'à 2 sur le terrain", "PV 90": "PV 90", "PV 95": "PV 95", "PV 98 - Puissance d'attaque magique 49 - Puissance d'attaque physique 16.9 - vitesse d'attaque 0.3 - crit 5% - jusqu'à 2 sur le terrain": "PV 98 - Puissance d'attaque magique 49 - Puissance d'attaque physique 16.9 - vitesse d'attaque 0.3 - crit 5% - jusqu'à 2 sur le terrain", "PV de la tête extrêmement faibles": "PV de la tête extrêmement faibles", "PV effectifs": "PV effectifs", "PV effectifs (magique)": "PV effectifs (magique)", "PV faibles": "PV faibles", "PV faibles (tête)": "PV faibles (tête)", "PV max.": "PV max.", "PV très bas": "PV très bas", "Pack de démarrage de colonie": "Pack de démarrage de colonie", "Pack de démarrage de colonie - Dungeon Settlers Wiki": "Pack de démarrage de colonie - Dungeon Settlers Wiki", "Packs a powerful strike but is vulnerable to heavy impacts.": "Frappe puissante mais vulnérable aux impacts lourds.", "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "Regroupe les unités cochées en un seul lien. Quiconque l'ouvre les reconstitue : pas de compte, pas de serveur, rien de stocké.", "Page des historiques : filtrer par arbre principal, sous-arbre et rang de recrutement, plus une colonne": "Page des historiques : filtrer par arbre principal, sous-arbre et rang de recrutement, plus une colonne", "Page introuvable - Dungeon Settlers Wiki": "Page introuvable - Dungeon Settlers Wiki", "Page not found": "Page introuvable", "Page not found - Dungeon Settlers Wiki": "Page introuvable - Dungeon Settlers Wiki", "Paille": "Paille", "Paille - Dungeon Settlers Wiki": "Paille - Dungeon Settlers Wiki", "Paille icon": "Paille icon", "Pain": "Douleur", "Palais insensible": "Palais insensible", "Palais insensible - Dungeon Settlers Wiki": "Palais insensible - Dungeon Settlers Wiki", "Palais insensible icon": "Palais insensible icon", "Panic State (Debuff, prints once)": "État de panique (Malus, s'affiche une fois)", "Panneau d'options du jeu - desc": "Panneau d'options du jeu - desc", "Par défaut, l'option de sauvegarde manuelle est désactivée au démarrage d'une nouvelle partie, surveillez donc bien le moment où vous sauvegardez.": "Par défaut, l'option de sauvegarde manuelle est désactivée au démarrage d'une nouvelle partie, surveillez donc bien le moment où vous sauvegardez.", "Par exemple, [Tuto_TooltipEx1]": "Par exemple, [Tuto_TooltipEx1]", "Par exemple, vous pouvez interdire aux unités de manger de la nourriture de haute qualité afin qu'elles ne consomment que les aliments autorisés, ou les restreindre à des types spécifiques d'objets de soin.": "Par exemple, vous pouvez interdire aux unités de manger de la nourriture de haute qualité afin qu'elles ne consomment que les aliments autorisés, ou les restreindre à des types spécifiques d'objets de soin.", "Par le": "Par le", "Par rapport au benchmark": "Par rapport au benchmark", "Parade d'armes": "Parade d'armes", "Parade d'armes - Dungeon Settlers Wiki": "Parade d'armes - Dungeon Settlers Wiki", "Parade d'armes icon": "Icône de Parade d'armes", "Parade à l'épée": "Parade à l'épée", "Parade à l'épée - Dungeon Settlers Wiki": "Parade à l'épée - Dungeon Settlers Wiki", "Parchemin de retour": "Parchemin de retour", "Parchemin de retour - Dungeon Settlers Wiki": "Parchemin de retour - Dungeon Settlers Wiki", "Parchemin de retour icon": "Parchemin de retour icon", "Parchemin de retour portée et zone affichées sur une salle de donjon": "Parchemin de retour portée et zone affichées sur une salle de donjon", "Parchemin de retour range and area shown on a dungeon room": "Portée et zone de Parchemin de retour affichées sur une salle de donjon", "Parcours (1)": "Parcours (1)", "Parcours (12)": "Parcours (12)", "Parcours (15)": "Parcours (15)", "Parcours (16)": "Parcours (16)", "Parcours (17)": "Parcours (17)", "Parcours (18)": "Parcours (18)", "Parcours (2)": "Parcours (2)", "Parcours (23)": "Parcours (23)", "Parcours (24)": "Parcours (24)", "Parcours (3)": "Parcours (3)", "Parcours (4)": "Parcours (4)", "Parcours (5)": "Parcours (5)", "Parcours (6)": "Parcours (6)", "Parcours (8)": "Parcours (8)", "Parfois, il semble émettre des volutes de fumée à sa pointe.": "Parfois, il semble émettre des volutes de fumée à sa pointe.", "Parfois, on peut trouver des trésors même dans les ordures.": "Parfois, on peut trouver des trésors même dans les ordures.", "Parfois, une vie plus souple est plus confortable qu'une vie rigide.": "Parfois, une vie plus souple est plus confortable qu'une vie rigide.", "Parfum floral": "Parfum floral", "Parfum floral - Dungeon Settlers Wiki": "Parfum floral - Dungeon Settlers Wiki", "Parfum floral icon": "Parfum floral icon", "Parieur": "Parieur", "Parieur - Dungeon Settlers Wiki": "Parieur - Dungeon Settlers Wiki", "Parieur icon": "Parieur icône", "Parler": "Parler", "Parler à Endorsi": "Parler à Endorsi", "Parler à Endrossi": "Parler à Endrossi", "Parler à Perion": "Parler à Perion", "Parlez à Zénon": "Parlez à Zénon", "Parmi les Hommes-lézards, il existe une légende selon laquelle ils seraient des descendants de dragons d'autrefois.": "Parmi les Hommes-lézards, il existe une légende selon laquelle ils seraient des descendants de dragons d'autrefois.", "Parmi les nombreuses bêtes rencontrées durant les expéditions, le Slogel acide a...": "Parmi les nombreuses bêtes rencontrées durant les expéditions, le Slogel acide a...", "Parmi les nombreuses bêtes rencontrées durant les expéditions, le Slogel acide alpha est particulièrement tristement célèbre parmi les membres de l'expédition. Si nous parvenons à abattre cette bête, la Guilde reconnaîtra sûrement notre exploit. \"Préparez-vous minutieusement, tous autant que vous êtes. Il est temps de montrer ce dont nous sommes capables.\"": "Parmi les nombreuses bêtes rencontrées durant les expéditions, le Slogel acide alpha est particulièrement tristement célèbre parmi les membres de l'expédition. Si nous parvenons à abattre cette bête, la Guilde reconnaîtra sûrement notre exploit. \"Préparez-vous minutieusement, tous autant que vous êtes. Il est temps de montrer ce dont nous sommes capables.\"", "Parmi les nombreuses bêtes rencontrées durant les expéditions, le Slogel acide alpha est particulièrement tristement célèbre parmi les membres de l'expédition. Si nous parvenons à abattre cette bête, la Guilde reconnaîtra sûrement notre exploit. \"Préparez-vous minutieusement, tous autant que vous êtes. Il est temps de montrer ce dont nous sommes capables.\" ➜ La victoire contre le Slogel acide alpha a donné confiance aux membres de l'expédition. Elle donnera aussi à la Guilde une raison de reconnaître les capacités de l'expédition. \"C'est répugnant, mais ce n'était pas si terrible que ça.\"": "Parmi les nombreuses bêtes rencontrées durant les expéditions, le Slogel acide alpha est particulièrement tristement célèbre parmi les membres de l'expédition. Si nous parvenons à abattre cette bête, la Guilde reconnaîtra sûrement notre exploit. \"Préparez-vous minutieusement, tous autant que vous êtes. Il est temps de montrer ce dont nous sommes capables.\" ➜ La victoire contre le Slogel acide alpha a donné confiance aux membres de l'expédition. Elle donnera aussi à la Guilde une raison de reconnaître les capacités de l'expédition. \"C'est répugnant, mais ce n'était pas si terrible que ça.\"", "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "Analysé et utilisé comme \"GAMESYSTEM_LevelUp_{statType}{talentType}\", donc ne changez PAS le nom de la clé !!! {0} : Augmentation minimale {1} : Augmentation maximale", "Parterre de fleurs": "Parterre de fleurs", "Parterre de fleurs - Dungeon Settlers Wiki": "Parterre de fleurs - Dungeon Settlers Wiki", "Parterre de fleurs jaunes": "Parterre de fleurs jaunes", "Parterre de fleurs jaunes - Dungeon Settlers Wiki": "Parterre de fleurs jaunes - Dungeon Settlers Wiki", "Parterre de fleurs roses": "Parterre de fleurs roses", "Parterre de fleurs roses - Dungeon Settlers Wiki": "Parterre de fleurs roses - Dungeon Settlers Wiki", "Partir": "Partir", "Party per round": "Groupe par tour", "Party totals": "Totaux du groupe", "Pas besoin de craindre les punaises de lit, même si le confort est une autre affaire.": "Pas besoin de craindre les punaises de lit, même si le confort est une autre affaire.", "Pas de munitions": "Pas de munitions", "Pas encore compatible - name": "Pas encore compatible - name", "Pas encore mûre, mais récoltable.": "Pas encore mûre, mais récoltable.", "Pas encore pris en charge - Dungeon Settlers Wiki": "Pas encore pris en charge - Dungeon Settlers Wiki", "Pas encore pris en charge - name": "Pas encore pris en charge - name", "Pas excellente, mais suffisante pour un repas.": "Pas excellente, mais suffisante pour un repas.", "Pas parfaite, mais la chambre privée rend le repos agréable.": "Pas parfaite, mais la chambre privée rend le repos agréable.", "Pas très robuste, mais facile à manier.": "Pas très robuste, mais facile à manier.", "Pas une seule branche, aucun brin d'herbe ne pousse par hasard.": "Pas une seule branche, aucun brin d'herbe ne pousse par hasard.", "Passage de contenu B.0.3.40 + corrections de données": "Passage de contenu B.0.3.40 + corrections de données", "Passive": "Passif", "Passive - affects self": "Passif - affecte soi-même", "Passive skills": "Compétences passives", "Passives": "Passives", "Patrie des elfes": "Patrie des elfes", "Patrie des elfes - Dungeon Settlers Wiki": "Patrie des elfes - Dungeon Settlers Wiki", "Patrie des elfes icon": "Patrie des elfes icon", "Patrol": "Patrouille", "Pause / vitesse normale": "Pause / vitesse normale", "Pause en combat": "Pause en combat", "Pause, 1x, 2x, 3x": "Pause, x1, x2, x3", "Pause/Reprendre le jeu: Space": "Pause/Reprendre le jeu: Space", "Peach": "Peach", "Peau brute": "Peau brute", "Peau brute (53.57%)": "Peau brute (53.57%)", "Peau brute (7.69%)": "Peau brute (7.69%)", "Peau brute - Dungeon Settlers Wiki": "Peau brute - Dungeon Settlers Wiki", "Peau brute icon": "Peau brute icon", "Peau fraîchement écorchée à la texture rugueuse et résistante. Nécessite un traitement avant une utilisation correcte.": "Peau fraîchement écorchée à la texture rugueuse et résistante. Nécessite un traitement avant une utilisation correcte.", "Peau verte": "Peau verte", "Peau verte - Dungeon Settlers Wiki": "Peau verte - Dungeon Settlers Wiki", "Pendant": "Pendant", "Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.": "Pendant 10 secondes : un bouclier de 150% de puissance d'attaque magique ; les ennemis adjacents subissent 30% de puissance d'attaque magique par seconde et 1 cumul de Combustion pendant 2 secondes.", "Pendant 10 secondes, l'attaque de base change pour infliger des dégâts physiques égaux à 40 % de la puissance d'attaque physique à la cible 2 fois.": "Pendant 10 secondes, l'attaque de base change pour infliger des dégâts physiques égaux à 40 % de la puissance d'attaque physique à la cible 2 fois.", "Pendant 10 secondes, l'attaque de base change pour infliger des dégâts physiques égaux à 40 % de la puissance d'attaque physique à la cible 2 fois. 4 énergie - 20s de recharge": "Pendant 10 secondes, l'attaque de base change pour infliger des dégâts physiques égaux à 40 % de la puissance d'attaque physique à la cible 2 fois. 4 énergie - 20s de recharge", "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à": "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à", "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à Santé (tête) lorsqu'elles touchent. 2 energy - 8s cooldown": "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à Santé (tête) lorsqu'elles touchent. 2 énergie - 8s de recharge", "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à Santé (tête) lorsqu'elles touchent. 2 énergie - 8s de recharge": "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à Santé (tête) lorsqu'elles touchent. 2 énergie - 8s de recharge", "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à Santé (tête) lorsqu'elles touchent. 2 énergie - 8s de recharge Effets : • Visée à la tête (sur l'utilisateur): Les attaques physiques à distance infligent des dégâts directement à Santé (tête) à l'impact.": "Pendant 15 secondes, les attaques physiques à distance contre les ennemis infligent des dégâts à Santé (tête) lorsqu'elles touchent. 2 énergie - 8s de recharge Effets : • Visée à la tête (sur l'utilisateur): Les attaques physiques à distance infligent des dégâts directement à Santé (tête) à l'impact.", "Pendant 20 secondes, modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de": "Pendant 20 secondes, modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de", "Pendant 20 secondes, modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2Combustion pendant 10 secondes. 3 energy - 20s cooldown Effects: • Combustion (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Pendant 20 secondes, modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2Combustion pendant 10 secondes. 3 énergie - 20 s de recharge Effets : • Combustion (sur l'ennemi) : 3 dégâts magiques par cumul, chaque seconde, ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Pendant 20 secondes, modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2Combustion pendant 10 secondes. 3 énergie - 20s de recharge Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Pendant 20 secondes, modifie l'attaque de base pour infliger à la cible des dégâts magiques équivalant à 100% de Puissance d'attaque magique et applique 2Combustion pendant 10 secondes. 3 énergie - 20s de recharge Effets : • Combustion (sur l'ennemi): 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.": "Pendant 8 secondes : les attaques de base deviennent 3 frappes de 60% de puissance d'attaque physique chacune.", "Pendant la pause, vous pouvez mettre des actions en file d'attente telles que des compétences, des déplacements ou l'utilisation d'objets.": "Pendant la pause, vous pouvez mettre des actions en file d'attente telles que des compétences, des déplacements ou l'utilisation d'objets.", "Pendant le jeu, divers événements aléatoires et intéressants se produisent, adaptés à la situation de l'expédition et aux traits de ses membres.": "Un élément narratif qui maintient la dimension du donjon ; le lore révèle qu'il s'agit d'une expérience de l'Empire d'Elros. Apparaît aussi comme un objet de butin fixe interactif.", "Pendant que vous agitez la main, les membres se grattent la tête et retournent à leur place.": "Pendant que vous agitez la main, les membres se grattent la tête et retournent à leur place.", "Pendant que vous grognez, le corbeau croasse et secoue ses plumes.": "Pendant que vous grognez, le corbeau croasse et secoue ses plumes.", "Pendant que vous hochez la tête,": "Pendant que vous hochez la tête,", "Pendant que vous hochez la tête, Perion hoche également la tête doucement.": "Pendant que vous hochez la tête, Perion hoche également la tête doucement.", "Pendant que vous lui annoncez les résultats de la chasse, elle ferme lentement les yeux puis expire doucement.": "Pendant que vous lui annoncez les résultats de la chasse, elle ferme lentement les yeux puis expire doucement.", "Pendant un bref instant, il semble que votre persuasion ait calmé la salle, mais le mécontentement des membres de l'expédition ne s'apaise pas si facilement.": "Pendant un bref instant, il semble que votre persuasion ait calmé la salle, mais le mécontentement des membres de l'expédition ne s'apaise pas si facilement.", "Pendentif de Devrick": "Pendentif de Devrick", "Pendentif de Devrick - Dungeon Settlers Wiki": "Pendentif de Devrick - Dungeon Settlers Wiki", "Pendentif de Devrick icon": "Pendentif de Devrick icon", "Pendentif de Devrick.": "Pendentif de Devrick.", "Pendentif de Devrick. - While equipped: À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants.": "Pendentif de Devrick. - Équipé : À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants.", "Pendentif de Devrick. - While equipped: À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "Pendentif de Devrick. - Équipé : À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).", "Pendentif de Devrick. - Équipé: À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).": "Pendentif de Devrick. - Équipé: À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).", "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "Par +1 point : Con {#} PV ; For {#} / Agi {#} / Per {#} Att. phys. ; Int {#} / Vol {#} / Per {#} Att. mag.", "Per cast range": "Portée par lancer", "Per room": "Par salle", "Per stack": "Par cumul", "Per stack / sec": "Par cumul / sec", "Per stack:": "Par pile :", "Per-floor": "Par étage", "Per-floor room and node odds in {#}": "Probabilités de salle et de nœud par étage dans {#}", "Per-level gain ranges": "Fourchettes de gain par niveau", "Per-point stat calculator": "Calculateur de statistiques par point", "Per-point stat values": "Valeurs de stat par point", "Per-point values": "Valeurs par point", "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.", "Per-region weather/effects and depletion counters": "Météo/effets par région et compteurs d'épuisement", "Per-room odds": "Probabilités par salle", "Per-second damage": "Dégâts par seconde", "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "Le détail des dégâts par compétence est indisponible (les données de classement des dégâts n'ont pas été intégrées à cette page).", "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "Les dégâts par compétence sont indisponibles (les données de classement des dégâts n'ont pas été intégrées à cette page).", "Per-skill damage uses the same engine as skills/damage-ranking: the caster's real attack stats and crit fold into each skill's recipe, mitigated by this target's resistances. Player damage does not scale with difficulty (only the target HP does), so a skill shows the same number here as on the ranking page at the matching difficulty.": "Les dégâts par compétence utilisent le même moteur que skills/damage-ranking : les vraies statistiques d'attaque du lanceur et le crit se combinent dans la recette de chaque compétence, atténués par les résistances de cette cible. Les dégâts du joueur n'augmentent pas avec la difficulté (seuls les PV de la cible), donc une compétence affiche le même nombre ici que sur la page de classement à la difficulté correspondante.", "Per-skill damage vs": "Dégâts par compétence contre", "Per-slot": "Par emplacement", "Per-status value curves/scaling.": "Courbes/mise à l'échelle des valeurs par statut.", "Percent": "Pourcentage", "Percent stat": "Statistique en pourcentage", "Percent vs flat stats": "Statistiques en pourcentage vs fixes", "Percent?": "Pourcentage ?", "Percentage value determining how long a unit sleeps while in forced rest mode": "Valeur en pourcentage déterminant combien de temps une unité dort en mode repos forcé", "Perception": "Perception", "Perception (Fortify / Weaken / Elixir)": "Perception (Renforcer / Affaiblir / Élixir)", "Perception - Dungeon Settlers Wiki": "Perception - Dungeon Settlers Wiki", "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Bonus de Perception : Positif GAMESYSTEM_Environment_{affecterName}", "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de Perception : Négatif GAMESYSTEM_Environment_{affecterName}", "Perception icon": "Icône Perception", "Perception myth": "Le mythe de la Perception", "PerceptionFortify": "PerceptionFortify", "PerceptionWeaken": "PerceptionWeaken", "Perception_": "Perception_", "Perforation de base contre les monstres": "Perforation de base contre les monstres", "Perforation de base contre les monstres - Dungeon Settlers Wiki": "Perforation de base contre les monstres - Dungeon Settlers Wiki", "Perforation de base contre les monstres icon": "Icône de Perforation de base contre les monstres", "Perforation de base contre les monstres portée et zone affichées sur une salle de donjon": "Perforation de base contre les monstres portée et zone affichées sur une salle de donjon", "Perforation de base contre les monstres portée et zone sur une salle de donjon": "Perforation de base contre les monstres portée et zone sur une salle de donjon", "Perforation de base contre les monstres range and area on a dungeon room": "Perforation de base contre les monstres portée et zone dans une salle de donjon", "Perforation de base contre les monstres range and area shown on a dungeon room": "Portée et zone de Perforation de base contre les monstres affichées sur une salle de donjon", "Peridot (Nature gem upgrade)": "Péridot (amélioration de gemme de Nature)", "Peridot Ore": "Minerai de péridot", "Peridot Ore - Dungeon Settlers Wiki": "Minerai de péridot - Dungeon Settlers Wiki", "Peridot Ore icon": "Minerai de péridot icon", "Perion": "Perion", "Perion (scholar, Festering Burrow)": "Perion (érudit, Terrier purulent)", "Perion - Dungeon Settlers Wiki": "Perion - Dungeon Settlers Wiki", "Perion - Enquête sur un appareil magique": "Perion - Enquête sur un appareil magique", "Perion - Enquête sur un appareil magique - Dungeon Settlers Wiki": "Perion - Enquête sur un appareil magique - Dungeon Settlers Wiki", "Perion Default": "Perion Default", "Perion Default - Dungeon Settlers Wiki": "Perion par défaut - Dungeon Settlers Wiki", "Perion Default icon": "Perion par défaut icon", "Perion Quest 1": "Quête de Perion 1", "Perion Quest 1 - Dungeon Settlers Wiki": "Quête 1 de Perion - Dungeon Settlers Wiki", "Perion Quest 1 Reward": "Récompense de quête de Perion 1", "Perion Quest 1 Reward - Dungeon Settlers Wiki": "Récompense de la quête 1 de Perion - Dungeon Settlers Wiki", "Perion Quest 1 Reward icon": "Récompense de la quête 1 de Perion icon", "Perion Quest 1 icon": "Quête 1 de Perion icon", "Perion Quest End 1": "Fin de quête de Perion 1", "Perion Quest End 1 - Dungeon Settlers Wiki": "Perion Quest End 1 - Dungeon Settlers Wiki", "Perion Quest End 1 icon": "Perion Quest End 1 icône", "Perion Quest End 2": "Perion Quest End 2", "Perion Quest End 2 - Dungeon Settlers Wiki": "Perion Quest End 2 - Dungeon Settlers Wiki", "Perion examine un fragment de golem. Sans interrompre son travail à votre approche, il prend la parole.": "Perion examine un fragment de golem. Sans interrompre son travail à votre approche, il prend la parole.", "Perion icon": "Icône de Perion", "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"": "Perion examine un fragment d'un golem. Sans s'arrêter alors que tu t'approches, il parle. « ...Grâce à toi, ma recherche a fait des progrès considérables. » Il se brosse les cheveux sur le côté, clairement insatisfait. « Mais il y a encore bien trop de choses que nous ne savons pas sur le Donjon. Ne pas pouvoir y entrer et le voir par moi-même devient intolérable. »", "Perion parcourt silencieusement les dossiers de recherche que vous avez apportés pendant un moment.": "Perion parcourt silencieusement les dossiers de recherche que vous avez apportés pendant un moment.", "Perion rewards": "Récompenses de Perion", "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"": "Perion lit silencieusement les dossiers d'enquête que tu as apportés. « Remarquable... Ce n'était pas une simple expérimentation magique sur des créatures vivantes. Cela signifie qu'ils étudiaient même les êtres anciens eux-mêmes. » Après un moment de réflexion, il pousse un soupir tranquille. « Quant à ce qu'ils espéraient accomplir... il n'y a aucun moyen de le savoir maintenant. » Il empile soigneusement les documents à côté de lui et les place dans son sac. « Je tiendrai ma promesse. Une fois que j'aurai terminé le travail restant, je me dirigerai vers le peuplement. À partir de maintenant, j'enquêterai sur le Donjon par moi-même en tant que membre de l'expédition. »", "Perion's discarded-device request line.": "La série de requêtes de dispositif abandonné de Perion.", "PerionDefault": "PerionDefault", "PerionQuest1": "PerionQuest1", "PerionQuest1Reward": "PerionQuest1Reward", "PerionQuest2": "PerionQuest2", "PerionQuest2End": "PerionQuest2End", "PerionQuestEnd1": "PerionQuestEnd1", "PerionQuestEnd2": "PerionQuestEnd2", "Permanently +3 Strength and +3 Constitution, and restores 100 HP over 10 seconds.": "+3 Force et +3 Constitution de façon permanente, et restaure 100 PV en 10 secondes.", "Permet d'installer l'équipement de campement et de se reposer pendant les expéditions.": "La monnaie de la montée de niveau. Les rangs sont Inférieure (Bas), Intermédiaire (Moyen), Supérieure (Haut) et Suprême ; les unités de niveau plus élevé ont besoin de pierres de rang supérieur pour monter de niveau.", "Permet d'utiliser les compétences actives de l'arbre de feu sans être équipé d'un bâton de feu.": "Permet d'utiliser les compétences actives de l'arbre de feu sans être équipé d'un bâton de feu.", "Permet d'échanger divers objets avec la guilde.": "Permet d'échanger divers objets avec la guilde.", "Permet de construire des murs": "Permet de construire des murs", "Permet de définir la priorité des tâches des membres de l'expédition.": "Permet de définir la priorité des tâches des membres de l'expédition.", "Permet de lancer ou d'arrêter la décision d'expédition.": "Permet de lancer ou d'arrêter la décision d'expédition.", "Permet de planter et de récolter des cultures.": "Voir Contribution : la valeur précise dépensée pour augmenter le rang du clan.", "Permet de sauver vos alliés.": "Permet de sauver vos alliés.", "Permet de stocker plus d'objets grâce à sa capacité supérieure.": "Permet de stocker plus d'objets grâce à sa capacité supérieure.", "Permet de stocker plus d'équipement à la fois.": "Permet de stocker plus d'équipement à la fois.", "Permet à l'utilisateur d'absorber une partie des dégâts infligés sous forme de points de vie.": "Permet à l'utilisateur d'absorber une partie des dégâts infligés sous forme de points de vie.", "Personality": "Personnalité", "Perturbation": "Perturbation", "Perturbation - Dungeon Settlers Wiki": "Perturbation - Dungeon Settlers Wiki", "Perturbation icon": "Icône Perturbation", "Perturbe la mémoire et le jugement, entraînant une grave vulnérabilité mentale.": "Perturbe la mémoire et le jugement, entraînant une grave vulnérabilité mentale.", "Per×0.05": "Per×0.05", "Per×0.3": "Per×0.3", "Per×0.4": "Per×0.4", "Per×0.5": "Per×0.5", "Pessimiste": "Pessimiste", "Pessimiste - Dungeon Settlers Wiki": "Pessimiste - Dungeon Settlers Wiki", "Pessimiste icon": "Pessimiste icône", "Petit Slime": "Petit Slime", "Petit Slime - Dungeon Settlers Wiki": "Petit Slime - Dungeon Settlers Wiki", "Petit Slime de boue": "Petit Slime de boue", "Petit Slime de boue - Dungeon Settlers Wiki": "Petit Slime de boue - Dungeon Settlers Wiki", "Petit Slime de boue icon": "Icône Petit Slime de boue", "Petit Slime de boue variant": "Petit Slime de boue variante", "Petit Slime de boue variante": "Petit Slime de boue variante", "Petit Slime de l'Abîme": "Petit Slime de l'Abîme", "Petit Slime de l'Abîme - Dungeon Settlers Wiki": "Petit Slime de l'Abîme - Dungeon Settlers Wiki", "Petit Slime de l'Abîme variante": "Petit Slime de l'Abîme variante", "Petit Slime icon": "Icône de Petit Slime", "Petit Slime variant": "Petit Slime (variante)", "Petit Slime variante": "Petit Slime variante", "Petit Slime à spores": "Petit Slime à spores", "Petit Slime à spores - Dungeon Settlers Wiki": "Petit Slime à spores - Dungeon Settlers Wiki", "Petit Slime à spores icon": "Icône de Petit Slime à spores", "Petit Slime à spores variant": "Petit Slime à spores (variante)", "Petit Slime à spores variante": "Petit Slime à spores variante", "Petit arbre tordu": "Petit arbre tordu", "Petit arbre tordu (resource node)": "Petit arbre tordu (nœud de ressource)", "Petit arbre tordu (resource node) - Dungeon Settlers Wiki": "Petit arbre tordu (nœud de ressource) - Dungeon Settlers Wiki", "Petit arbre tordu (source de ressources)": "Petit arbre tordu (source de ressources)", "Petit arbre tordu (source de ressources) - Dungeon Settlers Wiki": "Petit arbre tordu (source de ressources) - Dungeon Settlers Wiki", "Petit cristal bleu": "Petit cristal bleu", "Petit cristal bleu (resource node)": "Petit cristal bleu (nœud de ressource)", "Petit cristal bleu (resource node) - Dungeon Settlers Wiki": "Petit cristal bleu (nœud de ressource) - Dungeon Settlers Wiki", "Petit cristal bleu (source de ressources)": "Petit cristal bleu (source de ressources)", "Petit cristal bleu (source de ressources) - Dungeon Settlers Wiki": "Petit cristal bleu (source de ressources) - Dungeon Settlers Wiki", "Petit cristal rouge": "Petit cristal rouge", "Petit cristal rouge (resource node)": "Petit cristal rouge (nœud de ressource)", "Petit cristal rouge (resource node) - Dungeon Settlers Wiki": "Petit cristal rouge (nœud de ressource) - Dungeon Settlers Wiki", "Petit cristal rouge (source de ressources)": "Petit cristal rouge (source de ressources)", "Petit cristal rouge (source de ressources) - Dungeon Settlers Wiki": "Petit cristal rouge (source de ressources) - Dungeon Settlers Wiki", "Petit cristal vert": "Petit cristal vert", "Petit cristal vert (resource node)": "Petit cristal vert (nœud de ressource)", "Petit cristal vert (resource node) - Dungeon Settlers Wiki": "Petit cristal vert (nœud de ressource) - Dungeon Settlers Wiki", "Petit cristal vert (source de ressources)": "Petit cristal vert (source de ressources)", "Petit cristal vert (source de ressources) - Dungeon Settlers Wiki": "Petit cristal vert (source de ressources) - Dungeon Settlers Wiki", "Petit et fragile.": "Petit et fragile.", "Petit gisement de cuivre": "Petit gisement de cuivre", "Petit gisement de cuivre (resource node)": "Petit gisement de cuivre (nœud de ressource)", "Petit gisement de cuivre (resource node) - Dungeon Settlers Wiki": "Petit gisement de cuivre (resource node) - Dungeon Settlers Wiki", "Petit gisement de cuivre (source de ressources)": "Petit gisement de cuivre (source de ressources)", "Petit gisement de cuivre (source de ressources) - Dungeon Settlers Wiki": "Petit gisement de cuivre (source de ressources) - Dungeon Settlers Wiki", "Petit générateur de mana": "Petit générateur de mana", "Petit générateur de mana - Dungeon Settlers Wiki": "Petit générateur de mana - Dungeon Settlers Wiki", "Petit générateur infini de mana": "Petit générateur infini de mana", "Petit générateur infini de mana - Dungeon Settlers Wiki": "Petit générateur infini de mana - Dungeon Settlers Wiki", "Petit mais rempli de trésors précieux.": "Petit mais rempli de trésors précieux.", "Petit mangeur": "Petit mangeur", "Petit mangeur - Dungeon Settlers Wiki": "Petit mangeur - Dungeon Settlers Wiki", "Petit mangeur icon": "Petit mangeur icône", "Petit rocher terreux": "Petit rocher terreux", "Petit rocher terreux (resource node)": "Petit rocher terreux (nœud de ressource)", "Petit rocher terreux (resource node) - Dungeon Settlers Wiki": "Petit rocher terreux (resource node) - Dungeon Settlers Wiki", "Petit rocher terreux (source de ressources)": "Petit rocher terreux (source de ressources)", "Petit rocher terreux (source de ressources) - Dungeon Settlers Wiki": "Petit rocher terreux (source de ressources) - Dungeon Settlers Wiki", "Petit slime de boue de l'Abîme": "Petit slime de boue de l'Abîme", "Petit slime de boue de l'Abîme - Dungeon Settlers Wiki": "Petit slime de boue de l'Abîme - Dungeon Settlers Wiki", "Petit slime de boue de l'Abîme variante": "Petit slime de boue de l'Abîme variante", "Petit slime à spores de l'Abîme": "Petit slime à spores de l'Abîme", "Petit slime à spores de l'Abîme - Dungeon Settlers Wiki": "Petit slime à spores de l'Abîme - Dungeon Settlers Wiki", "Petit slime à spores de l'Abîme variante": "Petit slime à spores de l'Abîme variante", "Petit, mais dégage une présence menaçante.": "Petit, mais dégage une présence menaçante.", "Petit, mais rempli de trésors précieux.": "Petit, mais rempli de trésors précieux.", "Petite Vigne d'Épines Sombres": "Petite Vigne d'Épines Sombres", "Petite Vigne d'Épines Sombres - Dungeon Settlers Wiki": "Petite Vigne d'Épines Sombres - Dungeon Settlers Wiki", "Petite bibliothèque en bois": "Petite bibliothèque en bois", "Petite bibliothèque en bois - Dungeon Settlers Wiki": "Petite bibliothèque en bois - Dungeon Settlers Wiki", "Petite racine poussiéreuse": "Petite racine poussiéreuse", "Petite racine poussiéreuse (resource node)": "Petite racine poussiéreuse (nœud de ressource)", "Petite racine poussiéreuse (resource node) - Dungeon Settlers Wiki": "Petite racine poussiéreuse (nœud de ressource) - Dungeon Settlers Wiki", "Petite racine poussiéreuse (source de ressources)": "Petite racine poussiéreuse (source de ressources)", "Petite racine poussiéreuse (source de ressources) - Dungeon Settlers Wiki": "Petite racine poussiéreuse (source de ressources) - Dungeon Settlers Wiki", "Petite statue de loup": "Petite statue de loup", "Petite statue de loup - Dungeon Settlers Wiki": "Petite statue de loup - Dungeon Settlers Wiki", "Petite statue de loup icon": "Petite statue de loup icon", "Petite statue de loup si réaliste qu'on dirait qu'elle va bouger": "Petite statue de loup si réaliste qu'on dirait qu'elle va bouger", "Petite table ronde en bois.": "Petite table ronde en bois.", "Petite veine d'argent": "Petite veine d'argent", "Petite veine d'argent (resource node)": "Petite veine d'argent (nœud de ressource)", "Petite veine d'argent (resource node) - Dungeon Settlers Wiki": "Petite veine d'argent (nœud de ressource) - Dungeon Settlers Wiki", "Petite veine d'argent (source de ressources)": "Petite veine d'argent (source de ressources)", "Petite veine d'argent (source de ressources) - Dungeon Settlers Wiki": "Petite veine d'argent (source de ressources) - Dungeon Settlers Wiki", "Petite, mais garde l'essentiel à portée de main.": "Petite, mais garde l'essentiel à portée de main.", "Peu adaptée au combat réel, mais utile pour l'entraînement.": "Peu adaptée au combat réel, mais utile pour l'entraînement.", "Peu après l'achèvement de la Chambre marchande, une marchande est envoyée par la guilde. Après avoir installé ses affaires dans la pièce, elle s'approche de vous en portant une pile de documents.": "Peu après l'achèvement de la Chambre marchande, une marchande est envoyée par la guilde. Après avoir installé ses affaires dans la pièce, elle s'approche de vous en portant une pile de documents.", "Peu après, après avoir fouillé l'étroite fissure, il finit par trouver quelque chose.": "Peu après, après avoir fouillé l'étroite fissure, il finit par trouver quelque chose.", "Peu commun": "Peu commun", "Peu de nourriture": "Peu de nourriture", "Peu de temps après, tout ce que vous et votre équipe avez pu faire fut de fuir pour sauver vos vies.": "Peu de temps après, tout ce que vous et votre équipe avez pu faire fut de fuir pour sauver vos vies.", "Peu importe sous quel angle vous regardez la situation, c'est bien trop suspect. Inutile de prendre un risque superflu.": "Peu importe sous quel angle vous regardez la situation, c'est bien trop suspect. Inutile de prendre un risque superflu.", "Peu nombreux, mais riches en savoir.": "Peu nombreux, mais riches en savoir.", "Peu satisfait": "Peu satisfait", "Peu satisfait - Dungeon Settlers Wiki": "Peu satisfait - Dungeon Settlers Wiki", "Peu satisfait icon": "Peu satisfait icône", "Peur mortelle": "Peur mortelle", "Peur mortelle - Dungeon Settlers Wiki": "Peur mortelle - Dungeon Settlers Wiki", "Peur mortelle icon": "Icône Peur mortelle", "Peur mortelle portée et zone affichées sur une salle de donjon": "Peur mortelle portée et zone affichées sur une salle de donjon", "Peur mortelle range and area shown on a dungeon room": "Peur mortelle : portée et zone affichées dans une salle de donjon", "Peut bloquer certaines attaques, mais a une faible durabilité.": "Peut bloquer certaines attaques, mais a une faible durabilité.", "Peut être obtenu via": "Peut être obtenu via", "Peut être utilisé comme arme": "Peut être utilisé comme arme", "Peut être utilisé cru, mais son effet est minime.": "Peut être utilisé cru, mais son effet est minime.", "Peut être utilisé pour acquérir des compétences actives.": "Peut être utilisé pour acquérir des compétences actives.", "Peut être utilisé pour acquérir des compétences actives. Peut être obtenu via": "Peut être utilisé pour acquérir des compétences actives. Peut être obtenu via", "Peut être utilisé pour acquérir des compétences actives. Peut être obtenu via Monter de niveau.": "Peut être utilisé pour acquérir des compétences actives. Peut être obtenu via Monter de niveau.", "Peut être utilisé pour acquérir des compétences passives.": "Peut être utilisé pour acquérir des compétences passives.", "Peut être utilisé pour acquérir des compétences passives. Peut être obtenu via": "Peut être utilisé pour acquérir des compétences passives. Peut être obtenu via", "Peut être utilisé pour acquérir des compétences passives. Peut être obtenu via Monter de niveau.": "Peut être utilisé pour acquérir des compétences passives. Peut être obtenu via Monter de niveau.", "Peut-être un chant de femme": "Peut-être un chant de femme", "Peut-être un chant de femme - Dungeon Settlers Wiki": "Peut-être un chant de femme - Dungeon Settlers Wiki", "Peut-être un chant de femme icon": "Peut-être un chant de femme icône", "Peut-être une harpe": "Peut-être une harpe", "Peut-être une harpe - Dungeon Settlers Wiki": "Peut-être une harpe - Dungeon Settlers Wiki", "Peut-être une harpe icon": "Peut-être une harpe icône", "Peut-être une trompette": "Peut-être une trompette", "Peut-être une trompette - Dungeon Settlers Wiki": "Peut-être une trompette - Dungeon Settlers Wiki", "Peut-être une trompette icon": "Peut-être une trompette icône", "Phase 1 Unique": "Unique phase 1", "Phase 1 Unique - Dungeon Settlers Wiki": "Phase 1 unique - Dungeon Settlers Wiki", "Phase 1 Unique map": "Carte unique Phase 1", "Phase 1 Unique plan": "Plan unique de la phase 1", "Phase 2": "Phase 2", "Phase 2 - Dungeon Settlers Wiki": "Phase 2 - Dungeon Settlers Wiki", "Phase 2 Unique": "Phase 2 unique", "Phase 2 Unique - Dungeon Settlers Wiki": "Phase 2 unique - Dungeon Settlers Wiki", "Phase 2 Unique map": "Carte de la Phase 2 unique", "Phase 2 Unique plan": "Plan Phase 2 unique", "Phase 2 map": "Carte de la Phase 2", "Phase 2 plan": "Plan Phase 2", "Phase 2 unique - Dungeon Settlers Wiki": "Phase 2 unique - Dungeon Settlers Wiki", "Phase change": "Changement de phase", "Phase de pré détection.": "Phase de pré détection.", "Phase de pré-détection.": "Phase de pré-détection.", "Phase juste après l'entrée en combat.": "Phase juste après l'entrée en combat.", "Phase juste avant d'entrer en combat.": "Phase juste avant d'entrer en combat.", "Phase unit [n]: phase of floor n": "Unité de phase [n] : phase du sol n", "PhaseUnit": "PhaseUnit", "Phase_": "Phase_", "Phases": "Phases", "Philosophe": "Philosophe", "Philosophe - Dungeon Settlers Wiki": "Philosophe - Dungeon Settlers Wiki", "Philosophe icon": "Philosophe icône", "Phys": "Phys", "Phys Res": "Rés. phys.", "Phys res": "Rés. phys.", "Phys. resist": "Résistance phys.", "PhysAtk": "PhysAtk", "PhysRes": "PhysRes", "Physical": "Physique", "Physical 10 / Magic 18": "Physique 10 / Magique 18", "Physical 10 / Magic 40": "Physique 10 / Magique 40", "Physical 10 / Magic 49": "Physique 10 / Magique 49", "Physical 10 / Magic 60": "Physique 10 / Magique 60", "Physical 10 / Magic 63": "Physique 10 / Magique 63", "Physical 10 / Magic 75": "Physical 10 / Magic 75", "Physical 102 / Magic 16": "Physique 102 / Magique 16", "Physical 115 / Magic 16": "Physique 115 / Magique 16", "Physical 117 / Magic 16": "Physique 117 / Magique 16", "Physical 12 / Magic 20": "Physique 12 / Magique 20", "Physical 121 / Magic 20": "Physique 121 / Magique 20", "Physical 126 / Magic 20": "Physique 126 / Magie 20", "Physical 130 / Magic 16": "Physique 130 / Magie 16", "Physical 142 / Magic 20": "Physique 142 / Magique 20", "Physical 144 / Magic 20": "Physique 144 / Magie 20", "Physical 151 / Magic 16": "Physique 151 / Magique 16", "Physical 16 / Magic 135": "Physique 16 / Magie 135", "Physical 16 / Magic 170": "Physical 16 / Magic 170", "Physical 16 / Magic 58": "Physique 16 / Magique 58", "Physical 170 / Magic 16": "Physique 170 / Magique 16", "Physical 20 / Magic 108": "Physique 20 / Magique 108", "Physical 30 / Magic 20": "Physique 30 / Magique 20", "Physical 41 / Magic 20": "Physique 41 / Magique 20", "Physical 42 / Magic 20": "Physique 42 / Magique 20", "Physical 44 / Magic 20": "Physique 44 / Magique 20", "Physical 45 / Magic 20": "Physique 45 / Magique 20", "Physical 54 / Magic 20": "Physique 54 / Magique 20", "Physical 55 / Magic 16": "Physique 55 / Magique 16", "Physical 63 / Magic 20": "Physique 63 / Magique 20", "Physical 72 / Magic 16": "Physique 72 / Magique 16", "Physical 76 / Magic 20": "Physique 76 / Magie 20", "Physical 8 / Magic 117": "Physique 8 / Magique 117", "Physical 81 / Magic 20": "Physique 81 / Magique 20", "Physical 86 / Magic 20": "Physique 86 / Magique 20", "Physical 90 / Magic 16": "Physique 90 / Magie 16", "Physical 90 / Magic 20": "Physique 90 / Magique 20", "Physical 99 / Magic 16": "Physical 99 / Magic 16", "Physical 99 / Magic 20": "Physique 99 / Magique 20", "Physical Atk": "Atq. physique", "Physical Attack": "Attaque physique", "Physical Attack Power base": "Base de la Puissance d'attaque physique", "Physical Attack per skill use": "Puissance d'attaque physique par utilisation de compétence", "Physical Resistance and Magic Resistance only": "Résistance physique et Résistance magique uniquement", "Physical attack": "Attaque physique", "Physical attack power": "Puissance d'attaque physique", "Physical attack speed increases by {0}%.": "La vitesse d'attaque physique augmente de {0}%.", "Physical damage stat source": "Source de stat de dégâts physiques", "Physical from {#}, magic from {#}.": "Physique de {#}, magie de {#}.", "Physical melee - Greatsword": "Mêlée physique - Grande épée", "Physical melee - Sword": "Mêlée physique - Épée", "Physical res 0 / Magic res 0": "Rés. physique 0 / Rés. magique 0", "Physical res 0 / Magic res 30": "Rés. physique 0 / Rés. magique 30", "Physical res 0 / Magic res 60": "Rés. physique 0 / Rés. magique 60", "Physical res 10 / Magic res 0": "Rés. physique 10 / Rés. magique 0", "Physical res 10 / Magic res 10": "Rés. physique 10 / Rés. magique 10", "Physical res 10 / Magic res 30": "Rés. physique 10 / Rés. magique 30", "Physical res 15 / Magic res 0": "Rés. physique 15 / Rés. magique 0", "Physical res 20 / Magic res 0": "Rés. physique 20 / Rés. magique 0", "Physical res 25 / Magic res 0": "Rés. physique 25 / Rés. magique 0", "Physical res 30 / Magic res 0": "Rés. physique 30 / Rés. magique 0", "Physical res 40 / Magic res 0": "Rés. physique 40 / Rés. magique 0", "Physical res 50 / Magic res 0": "Rés. physique 50 / Rés. magique 0", "Physical res 60 / Magic res 0": "Rés. physique 60 / Rés. magique 0", "Physical resistance": "Résistance physique", "Physical spells": "Sorts physiques", "Physical stats from": "Stats physiques de", "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "Physique {#} ({#}) &middot; Magique {#} ({#}). Palier équipé exact, autres paliers mis à l'échelle.", "Physical, ignores defense & shields": "Physique, ignore la défense et les boucliers", "Physical, ignores shields": "Physique, ignore les boucliers", "PhysicalAttackPower": "PhysicalAttackPower", "PhysicalAttackSpeed": "PhysicalAttackSpeed", "PhysicalCriticalChance": "PhysicalCriticalChance", "PhysicalCriticalMultiplier": "PhysicalCriticalMultiplier", "PhysicalEfficiencyAgainstArmor": "PhysicalEfficiencyAgainstArmor", "PhysicalResistance_": "PhysicalResistance_", "Pick Up Mode ({0} or screen bottom-right)": "Mode de ramassage ({0} ou écran en bas à droite)", "Pick a background first - it decides which trees this character has.": "Choisissez d'abord un parcours : il détermine les arbres dont dispose ce personnage.", "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "Choisissez un visage pour cette recrue - affiché sur la carte de build, enregistré avec le build et son lien de partage.", "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "Choisissez un type d'arme, puis un set de matériau : le set apporte cette arme plus l'armure du palier. Ajustez n'importe quel emplacement ci-dessous.", "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "Choisissez un ennemi ci-dessus. Estimation seulement - ignore les temps de recharge des compétences, les statuts, le positionnement et les dégâts de zone.", "Pick any two builds to see what changed": "Choisissez deux builds pour voir ce qui a changé", "Pick any two builds to see what changed between them.": "Choisissez deux builds pour voir ce qui a changé entre elles.", "Pick level, difficulty and mood effects; the net mood is computed for you": "Choisissez le niveau, la difficulté et les effets d'humeur ; l'humeur nette est calculée pour vous", "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "Choisissez l'attaque de ce personnage pour la comparaison d'armes ci-dessous en cliquant sur une ligne du tableau par compétence.", "Pick two different builds.": "Choisissez deux builds différents.", "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "Sélectionnez jusqu'à 3 (le jeu en tire 1 + 30% de chance d'en avoir plus).", "Picked from SpawnGroupTable by region / phase / room type": "Sélectionné dans SpawnGroupTable par région / phase / type de salle", "Picked up items are stored in the unit's <color=#ccb": "Les objets ramassés sont stockés dans le <color=#ccb", "Picked-up items are stored in the unit's <color=#ccb": "Les objets ramassés sont stockés dans le <color=#ccb", "Pierce": "Pierce", "Piercing Thrust": "Estocade perçante", "Pierre": "Pierre", "Pierre (16.67%)": "Pierre (16.67%)", "Pierre (25.81%)": "Pierre (25.81%)", "Pierre - Dungeon Settlers Wiki": "Pierre - Dungeon Settlers Wiki", "Pierre angulaire de la Fleur d'écho": "Pierre angulaire de la Fleur d'écho", "Pierre angulaire de la Fleur d'écho - Dungeon Settlers Wiki": "Pierre angulaire de la Fleur d'écho - Dungeon Settlers Wiki", "Pierre d'âme d'araignée osseuse": "Pierre d'âme d'araignée osseuse", "Pierre d'âme d'araignée osseuse - Dungeon Settlers Wiki": "Pierre d'âme d'araignée osseuse - Dungeon Settlers Wiki", "Pierre d'âme d'araignée osseuse icon": "Pierre d'âme d'araignée osseuse icon", "Pierre d'âme d'insecte acide": "Pierre d'âme d'insecte acide", "Pierre d'âme d'insecte acide - Dungeon Settlers Wiki": "Pierre d'âme d'insecte acide - Dungeon Settlers Wiki", "Pierre d'âme d'insecte acide icon": "Pierre d'âme d'insecte acide icon", "Pierre d'âme de Gelée de sang": "Pierre d'âme de Gelée de sang", "Pierre d'âme de Gelée de sang - Dungeon Settlers Wiki": "Pierre d'âme de Gelée de sang - Dungeon Settlers Wiki", "Pierre d'âme de Gelée de sang icon": "Pierre d'âme de Gelée de sang icon", "Pierre d'âme de Slime": "Pierre d'âme de Slime", "Pierre d'âme de Slime - Dungeon Settlers Wiki": "Pierre d'âme de Slime - Dungeon Settlers Wiki", "Pierre d'âme de Slime icon": "Pierre d'âme de Slime icon", "Pierre d'âme de Slogel acide alpha": "Pierre d'âme de Slogel acide alpha", "Pierre d'âme de Slogel acide alpha - Dungeon Settlers Wiki": "Pierre d'âme de Slogel acide alpha - Dungeon Settlers Wiki", "Pierre d'âme de Staghare": "Pierre d'âme de Staghare", "Pierre d'âme de Staghare - Dungeon Settlers Wiki": "Pierre d'âme de Staghare - Dungeon Settlers Wiki", "Pierre d'âme de Staghare icon": "Pierre d'âme de Staghare icon", "Pierre d'âme de hérisson": "Pierre d'âme de hérisson", "Pierre d'âme de hérisson - Dungeon Settlers Wiki": "Pierre d'âme de hérisson - Dungeon Settlers Wiki", "Pierre d'âme de hérisson icon": "Pierre d'âme de hérisson icon", "Pierre d'âme de l'Ancien Glott": "Pierre d'âme de l'Ancien Glott", "Pierre d'âme de l'Ancien Glott - Dungeon Settlers Wiki": "Pierre d'âme de l'Ancien Glott - Dungeon Settlers Wiki", "Pierre d'âme de scarabée métallique": "Pierre d'âme de scarabée métallique", "Pierre d'âme de scarabée métallique - Dungeon Settlers Wiki": "Pierre d'âme de scarabée métallique - Dungeon Settlers Wiki", "Pierre d'âme de scarabée métallique icon": "Pierre d'âme de scarabée métallique icon", "Pierre d'âme de slime de sang": "Pierre d'âme de slime de sang", "Pierre d'âme de slime de sang - Dungeon Settlers Wiki": "Pierre d'âme de slime de sang - Dungeon Settlers Wiki", "Pierre d'âme du Champignon Denté": "Pierre d'âme du Champignon Denté", "Pierre d'âme du Champignon Denté - Dungeon Settlers Wiki": "Pierre d'âme du Champignon Denté - Dungeon Settlers Wiki", "Pierre d'âme du Champignon Denté icon": "Pierre d'âme du Champignon Denté icon", "Pierre d'âme du Rat Monstre Rouge": "Pierre d'âme du Rat Monstre Rouge", "Pierre d'âme du Rat Monstre Rouge - Dungeon Settlers Wiki": "Pierre d'âme du Rat Monstre Rouge - Dungeon Settlers Wiki", "Pierre d'âme du Rat Monstre Rouge icon": "Pierre d'âme du Rat Monstre Rouge icon", "Pierre d'âme du Rat monstre": "Pierre d'âme du Rat monstre", "Pierre d'âme du Rat monstre - Dungeon Settlers Wiki": "Pierre d'âme du Rat monstre - Dungeon Settlers Wiki", "Pierre d'âme du Slime royal": "Pierre d'âme du Slime royal", "Pierre d'âme du Slime royal - Dungeon Settlers Wiki": "Pierre d'âme du Slime royal - Dungeon Settlers Wiki", "Pierre d'âme du Slime royal icon": "Pierre d'âme du Slime royal icon", "Pierre d'âme du Slogel acide": "Pierre d'âme du Slogel acide", "Pierre d'âme du Slogel acide - Dungeon Settlers Wiki": "Pierre d'âme du Slogel acide - Dungeon Settlers Wiki", "Pierre d'âme du Slogel acide icon": "Pierre d'âme du Slogel acide icon", "Pierre d'âme du chien enragé": "Pierre d'âme du chien enragé", "Pierre d'âme du chien enragé - Dungeon Settlers Wiki": "Pierre d'âme du chien enragé - Dungeon Settlers Wiki", "Pierre d'âme du chien enragé icon": "Pierre d'âme du chien enragé icon", "Pierre d'âme du golem de pierre géant": "Pierre d'âme du golem de pierre géant", "Pierre d'âme du golem de pierre géant - Dungeon Settlers Wiki": "Pierre d'âme du golem de pierre géant - Dungeon Settlers Wiki", "Pierre d'âme du golem de pierre géant icon": "Pierre d'âme du golem de pierre géant icon", "Pierre d'âme du prêtre gobelin": "Pierre d'âme du prêtre gobelin", "Pierre d'âme du prêtre gobelin - Dungeon Settlers Wiki": "Pierre d'âme du prêtre gobelin - Dungeon Settlers Wiki", "Pierre d'âme du rat gris": "Pierre d'âme du rat gris", "Pierre d'âme du rat gris - Dungeon Settlers Wiki": "Pierre d'âme du rat gris - Dungeon Settlers Wiki", "Pierre d'âme du rat gris icon": "Pierre d'âme du rat gris icon", "Pierre d'âme du rat-monstre": "Pierre d'âme du rat-monstre", "Pierre d'âme du rat-monstre - Dungeon Settlers Wiki": "Pierre d'âme du rat-monstre - Dungeon Settlers Wiki", "Pierre d'âme du rat-monstre icon": "Pierre d'âme du rat-monstre icon", "Pierre d'âme sentinelle de chevalier en chaîne": "Pierre d'âme sentinelle de chevalier en chaîne", "Pierre d'âme sentinelle de chevalier en chaîne - Dungeon Settlers Wiki": "Pierre d'âme sentinelle de chevalier en chaîne - Dungeon Settlers Wiki", "Pierre de Mana supérieure": "Pierre de Mana supérieure", "Pierre de Mana supérieure - Dungeon Settlers Wiki": "Pierre de Mana supérieure - Dungeon Settlers Wiki", "Pierre de Mana supérieure icon": "Pierre de Mana supérieure icon", "Pierre de mana contenant une énergie magique stable.": "Pierre de mana contenant une énergie magique stable.", "Pierre de mana inférieure": "Pierre de mana inférieure", "Pierre de mana inférieure (100%)": "Pierre de mana inférieure (100%)", "Pierre de mana inférieure (32.26%)": "Pierre de mana inférieure (32.26%)", "Pierre de mana inférieure (33.33%)": "Pierre de mana inférieure (33.33%)", "Pierre de mana inférieure - Dungeon Settlers Wiki": "Pierre de mana inférieure - Dungeon Settlers Wiki", "Pierre de mana inférieure icon": "Pierre de mana inférieure icon", "Pierre de mana intermédiaire": "Pierre de mana intermédiaire", "Pierre de mana intermédiaire (100%)": "Pierre de mana intermédiaire (100%)", "Pierre de mana intermédiaire (33.33%)": "Pierre de mana intermédiaire (33.33%)", "Pierre de mana intermédiaire (40%)": "Pierre de mana intermédiaire (40%)", "Pierre de mana intermédiaire - Dungeon Settlers Wiki": "Pierre de mana intermédiaire - Dungeon Settlers Wiki", "Pierre de mana intermédiaire icon": "Pierre de mana intermédiaire icon", "Pierre de mana riche": "Pierre de mana riche", "Pierre de mana riche - Dungeon Settlers Wiki": "Pierre de mana riche - Dungeon Settlers Wiki", "Pierre de mana riche icon": "Pierre de mana riche icon", "Pierre de mana supérieure": "Pierre de mana supérieure", "Pierre de mana supérieure - Dungeon Settlers Wiki": "Pierre de mana supérieure - Dungeon Settlers Wiki", "Pierre de mana supérieure icon": "Pierre de mana supérieure icon", "Pierre gardienne mineure": "Pierre gardienne mineure", "Pierre gardienne mineure - Dungeon Settlers Wiki": "Pierre gardienne mineure - Dungeon Settlers Wiki", "Pierre gardienne mineure icon": "Pierre gardienne mineure icon", "Pierre icon": "Pierre icon", "Pierre renfermant l'âme d'un": "Pierre renfermant l'âme d'un", "Pierre renfermant l'âme d'un Slogel acide.": "Pierre renfermant l'âme d'un Slogel acide.", "Pierre élémentaire d'eau inférieure": "Pierre élémentaire d'eau inférieure", "Pierre élémentaire d'eau inférieure - Dungeon Settlers Wiki": "Pierre élémentaire d'eau inférieure - Dungeon Settlers Wiki", "Pierre élémentaire d'eau inférieure icon": "Pierre élémentaire d'eau inférieure icon", "Pierre élémentaire d'eau intermédiaire": "Pierre élémentaire d'eau intermédiaire", "Pierre élémentaire d'eau intermédiaire - Dungeon Settlers Wiki": "Pierre élémentaire d'eau intermédiaire - Dungeon Settlers Wiki", "Pierre élémentaire d'eau intermédiaire icon": "Pierre élémentaire d'eau intermédiaire icon", "Pierre élémentaire de feu de niveau intermédiaire": "Pierre élémentaire de feu de niveau intermédiaire", "Pierre élémentaire de feu de niveau intermédiaire - Dungeon Settlers Wiki": "Pierre élémentaire de feu de niveau intermédiaire - Dungeon Settlers Wiki", "Pierre élémentaire de feu de niveau intermédiaire icon": "Pierre élémentaire de feu de niveau intermédiaire icon", "Pierre élémentaire de feu inférieure": "Pierre élémentaire de feu inférieure", "Pierre élémentaire de feu inférieure - Dungeon Settlers Wiki": "Pierre élémentaire de feu inférieure - Dungeon Settlers Wiki", "Pierre élémentaire de feu inférieure icon": "Pierre élémentaire de feu inférieure icon", "Pierre élémentaire de nature (intermédiaire)": "Pierre élémentaire de nature (intermédiaire)", "Pierre élémentaire de nature (intermédiaire) - Dungeon Settlers Wiki": "Pierre élémentaire de nature (intermédiaire) - Dungeon Settlers Wiki", "Pierre élémentaire de nature (intermédiaire) icon": "Pierre élémentaire de nature (intermédiaire) icon", "Pierre élémentaire de nature inférieure": "Pierre élémentaire de nature inférieure", "Pierre élémentaire de nature inférieure - Dungeon Settlers Wiki": "Pierre élémentaire de nature inférieure - Dungeon Settlers Wiki", "Pierre élémentaire de nature inférieure icon": "Pierre élémentaire de nature inférieure icon", "Pierre élémentaire intermédiaire contenant l'essence de la vie.": "Pierre élémentaire intermédiaire contenant l'essence de la vie.", "Pile de caisses en bois": "Pile de caisses en bois", "Pile de caisses en bois - Dungeon Settlers Wiki": "Pile de caisses en bois - Dungeon Settlers Wiki", "Pile de pots": "Pile de pots", "Pile de pots - Dungeon Settlers Wiki": "Pile de pots - Dungeon Settlers Wiki", "Pilier en bois": "Pilier en bois", "Pilier en bois - Dungeon Settlers Wiki": "Pilier en bois - Dungeon Settlers Wiki", "Pilier en pierre": "Pilier en pierre", "Pilier en pierre - Dungeon Settlers Wiki": "Pilier en pierre - Dungeon Settlers Wiki", "Pinball Time": "Heure du Flipper", "Pinball Time - Dungeon Settlers Wiki": "Pinball Time - Wiki Dungeon Settlers", "Pinball Time PS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du...": "Pinball Time PS : Si la carte est trop grande, les coléoptères blindés peuvent s'échapper du combat, donc l'ajustement de la taille semble nécessaire du...", "Pinball Time plan": "Temps Flipper plan", "Pink Flowerbed": "Parterre de fleurs roses", "Pioneering Spirit": "esprit pionnier", "Pioneering Spirit Effect": "Effet d'esprit pionnier", "Pioneering Spirit Effect - Dungeon Settlers Wiki": "Effet Esprit Pionnier - Dungeon Settlers Wiki", "Pipe décorée": "Pipe décorée", "Pipe décorée - Dungeon Settlers Wiki": "Pipe décorée - Dungeon Settlers Wiki", "Pipe décorée icon": "Pipe décorée icon", "Pièce essentielle de la machinerie.": "Pièce essentielle de la machinerie.", "Pièce impériale": "Pièce impériale", "Pièce impériale - Dungeon Settlers Wiki": "Pièce impériale - Dungeon Settlers Wiki", "Pièce impériale icon": "Pièce impériale icon", "Pièce métallique autrefois utilisée dans un empire ancien.": "Pièce métallique autrefois utilisée dans un empire ancien.", "Pièces abandonnées d'anciens dispositifs magiques.": "Pièces abandonnées d'anciens dispositifs magiques.", "Piège à pointes de donjon": "Piège à pointes de donjon", "Piège à pointes de donjon - Dungeon Settlers Wiki": "Piège à pointes de donjon - Dungeon Settlers Wiki", "Piétine avec force, infligeant 100% de": "Piétine avec force, infligeant 100% de", "Piétine avec force, infligeant 100% de Puissance d'attaque physique en dégâts à la cible et à tous les ennemis adjacents à vous. Inflige 1 Étourdissement pendant 5 secondes. Effects: • Étourdissement (on enemy): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Piétine avec force, infligeant 100% de Puissance d'attaque physique en dégâts à la cible et à tous les ennemis adjacents à vous. Inflige 1 Étourdissement pendant 5 secondes. Effets : • Étourdissement (sur l'ennemi) : Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Piétine avec force, infligeant 100% de Puissance d'attaque physique en dégâts à la cible et à tous les ennemis adjacents à vous. Inflige 1 Étourdissement pendant 5 secondes. Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Piétine avec force, infligeant 100% de Puissance d'attaque physique en dégâts à la cible et à tous les ennemis adjacents à vous. Inflige 1 Étourdissement pendant 5 secondes. Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Piétine violemment, infligeant à tous les ennemis proches des dégâts physiques équivalents à 30% de": "Piétine violemment, infligeant à tous les ennemis proches des dégâts physiques équivalents à 30% de", "Piétine violemment, infligeant à tous les ennemis proches des dégâts physiques équivalents à 30% de Puissance d'attaque physique et appliquant Perturbation pendant 15 secondes ainsi que Étourdissement de 1. 6 energy - 30s cooldown Effects: • Perturbation (on enemy): -25% Probabilité de toucher • Étourdissement (on enemy): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Piétine violemment, infligeant à tous les ennemis proches des dégâts physiques équivalents à 30% de Puissance d'attaque physique et appliquant Perturbation pendant 15 secondes ainsi que Étourdissement de 1. 6 énergie - 30s de recharge Effets : • Perturbation (sur l'ennemi) : -25% Probabilité de toucher • Étourdissement (sur l'ennemi) : Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Piétine violemment, infligeant à tous les ennemis proches des dégâts physiques équivalents à 30% de Puissance d'attaque physique et appliquant Perturbation pendant 15 secondes ainsi que Étourdissement de 1. 6 énergie - 30s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Piétine violemment, infligeant à tous les ennemis proches des dégâts physiques équivalents à 30% de Puissance d'attaque physique et appliquant Perturbation pendant 15 secondes ainsi que Étourdissement de 1. 6 énergie - 30s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "Piétinement de combat": "Piétinement de combat", "Piétinement de combat - Dungeon Settlers Wiki": "Piétinement de combat - Dungeon Settlers Wiki", "Piétinement de combat icon": "Piétinement de combat icône", "Piétinement de combat portée et zone affichées sur une salle de donjon": "Piétinement de combat portée et zone affichées sur une salle de donjon", "Piétinement de combat range and area shown on a dungeon room": "Piétinement de combat portée et zone affichées dans une salle de donjon", "Piétinement de pierre": "Piétinement de pierre", "Piétinement de pierre - Dungeon Settlers Wiki": "Piétinement de pierre - Dungeon Settlers Wiki", "Piétinement de pierre icon": "Icône de Piétinement de pierre", "Piétinement de pierre portée et zone affichées sur une salle de donjon": "Piétinement de pierre portée et zone affichées sur une salle de donjon", "Piétinement de pierre portée et zone sur une salle de donjon": "Piétinement de pierre portée et zone sur une salle de donjon", "Piétinement de pierre range and area on a dungeon room": "Piétinement de pierre : portée et zone dans une salle de donjon", "Piétinement de pierre range and area shown on a dungeon room": "Portée et zone de Piétinement de pierre affichées sur une salle de donjon", "Piétiner": "Piétiner", "Piétiner - Dungeon Settlers Wiki": "Piétiner - Dungeon Settlers Wiki", "Piétiner icon": "Icône de Piétiner", "Piétiner portée et zone affichées sur une salle de donjon": "Piétiner portée et zone affichées sur une salle de donjon", "Piétiner portée et zone sur une salle de donjon": "Piétiner portée et zone sur une salle de donjon", "Piétiner range and area on a dungeon room": "Portée et zone de Piétiner dans une salle de donjon", "Piétiner range and area shown on a dungeon room": "Portée et zone de Piétiner affichées sur une salle de donjon", "Placed into dungeon floors as they generate": "Placé sur les étages du donjon au fur et à mesure de leur génération", "Placed into dungeon floors as they generate -": "Placé sur les étages du donjon au fur et à mesure de leur génération -", "Placeholder (unused)": "Espace réservé (inutilisé)", "Placeholder chest loot; no dedicated monster drop tables yet": "Butin de coffre provisoire ; pas encore de tables de butin de monstres dédiées", "Placé sur les étages du donjon au fur et à mesure de leur génération -": "Placé sur les étages du donjon au fur et à mesure de leur génération -", "Plain JSON, ~1-2 MB per campaign autosave": "JSON brut, ~1-2 Mo par sauvegarde automatique de campagne", "Plaisir": "Plaisir", "Plaisir étrange": "Plaisir étrange", "Plaisir étrange - Dungeon Settlers Wiki": "Plaisir étrange - Dungeon Settlers Wiki", "Plaisir étrange icon": "Plaisir étrange icône", "Plan": "Plan", "Plan - Dungeon Settlers Wiki": "Plan - Dungeon Settlers Wiki", "Plan a settler - background, skills, equipment, final stats": "Planifiez un colon - historique, compétences, équipement, stats finales", "Plan de travail": "Plan de travail", "Plan et construction": "Plan et construction", "Planche de bois": "Planche de bois", "Planche de bois - Dungeon Settlers Wiki": "Planche de bois - Dungeon Settlers Wiki", "Planche de bois icon": "Planche de bois icon", "Planned": "Prévu", "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only": "Colère végétale (Humeur -2) pour la nourriture végétarienne ; aucun malus pour un régime uniquement carnivore", "Plant-Eating Rage (Debuff, prints once)": "Rage herbivore (Malus, s'affiche une fois)", "Plante en pot": "Plante en pot", "Plante en pot - Dungeon Settlers Wiki": "Plante en pot - Dungeon Settlers Wiki", "Plante nuisible ayant poussé dans": "Plante nuisible ayant poussé dans", "Plat mijoté à base de viande et d'ingrédients variés. Idéal pour récupérer de l'endurance.": "Plat mijoté à base de viande et d'ingrédients variés. Idéal pour récupérer de l'endurance.", "PlayLoop_": "PlayLoop_", "Playable Until v0.3": "Playable Until v0.3", "Playable Until v0.4": "Playable Until v0.4", "Playable Until v0.5": "Playable Until v0.5", "Player": "Joueur", "Player Idle Start Tick": "Tick de début d'inactivité du joueur", "Player Management Difficulty Easy": "Difficulté de gestion des joueurs Facile", "Player Management Difficulty Easy - Dungeon Settlers Wiki": "Difficulté de Gestion Facile - Dungeon Settlers Wiki", "Player Management Difficulty Hard": "Difficulté de gestion des joueurs Difficile", "Player Management Difficulty Hard - Dungeon Settlers Wiki": "Difficulté de Gestion Difficile - Dungeon Settlers Wiki", "Player default": "Valeur par défaut du joueur", "Player skills": "Compétences du joueur", "Player skills (1)": "Compétences du joueur (1)", "Player skills (2)": "Compétences du joueur (2)", "Player skills (3)": "Compétences du joueur (3)", "Player skills:": "Compétences du joueur :", "Player spell damage ranking": "Classement des dégâts des sorts du joueur", "Player spells": "Sorts du joueur", "Player tree": "Arbre du joueur", "Player unit base value": "Valeur de base de l'unité du joueur", "Player units": "Unités du joueur", "Player units + Other units": "Unités du joueur + Autres unités", "Player units + Other units + Buildings": "Unités du joueur + Autres unités + Bâtiments", "Player units + Other units + Items": "Unités du joueur + Autres unités + Objets", "Player units: no": "Unités du joueur : non", "Player units: yes": "Unités du joueur : oui", "PlayerCombatMaxCap": "PlayerCombatMaxCap", "PlayerFactionUnitPathfindableDistance": "PlayerFactionUnitPathfindableDistance", "PlayerMaxCap": "PlayerMaxCap", "PlayerPartyMax": "PlayerPartyMax", "PlayerSellDiscount": "PlayerSellDiscount", "Player_": "Player_", "Players": "Joueurs", "Playing already?": "Vous jouez déjà ?", "Playing around it": "Comment composer avec", "Please describe the issue first.": "Veuillez d'abord décrire le problème.", "Please leave it to me.": "S'il te plaît, laisse-moi faire.", "Plongeon aquatique": "Plongeon aquatique", "Plongeon aquatique - Dungeon Settlers Wiki": "Plongeon aquatique - Dungeon Settlers Wiki", "Plongeon aquatique icon": "Icône Plongeon aquatique", "Plongeon aquatique portée et zone affichées sur une salle de donjon": "Plongeon aquatique portée et zone affichées sur une salle de donjon", "Plongeon aquatique range and area shown on a dungeon room": "Plongeon aquatique portée et zone montrées dans une salle de donjon", "Plongeon d'Eau": "Plongeon d'Eau", "Plongeon d'Eau - Dungeon Settlers Wiki": "Plongeon d'Eau - Dungeon Settlers Wiki", "Plongeon d'Eau portée et zone affichées sur une salle de donjon": "Plongeon d'Eau portée et zone affichées sur une salle de donjon", "Pluie": "Pluie", "Pluie - Dungeon Settlers Wiki": "Pluie - Dungeon Settlers Wiki", "Pluie de flèches": "Pluie de flèches", "Pluie de flèches - Dungeon Settlers Wiki": "Pluie de flèches - Dungeon Settlers Wiki", "Pluie de flèches icon": "Pluie de flèches icône", "Pluie de flèches portée et zone affichées sur une salle de donjon": "Pluie de flèches portée et zone affichées sur une salle de donjon", "Pluie de flèches range and area shown on a dungeon room": "Pluie de flèches portée et zone affichées dans une salle de donjon", "Pluie de sang": "Pluie de sang", "Pluie de sang - Dungeon Settlers Wiki": "Pluie de sang - Dungeon Settlers Wiki", "Pluie de sang portée et zone affichées sur une salle de donjon": "Pluie de sang portée et zone affichées sur une salle de donjon", "Pluie de sang portée et zone sur une salle de donjon": "Pluie de sang portée et zone sur une salle de donjon", "Pluie forte": "Pluie forte", "Pluie forte - Dungeon Settlers Wiki": "Pluie forte - Dungeon Settlers Wiki", "Pluie forte icon": "Pluie forte icon", "Pluie icon": "Pluie icon", "Plus": "Plus", "Plus Humeur est bas, plus les dégâts infligés augmentent.": "Plus l'Humeur est basse, plus les dégâts infligés augmentent.", "Plus cette valeur est élevée, plus Puissance d'attaque magique, Résistance magique et Capacité de recherche s'améliorent.": "Plus cette valeur est élevée, plus Puissance d'attaque magique, Résistance magique et Capacité de recherche s'améliorent.", "Plus cette valeur est élevée, plus Puissance d'attaque physique, Poids max., Capacité minière et Capacité de bûcheronnage s'améliorent.": "Plus cette valeur est élevée, plus Puissance d'attaque physique, Poids max., Capacité minière et Capacité de bûcheronnage s'améliorent.", "Plus cette valeur est élevée, plus Puissance d'attaque physique, Puissance d'attaque magique, Chance de critique et Capacité culinaire s'améliorent.": "Plus cette valeur est élevée, plus Puissance d'attaque physique, Puissance d'attaque magique, Chance de critique et Capacité culinaire s'améliorent.", "Plus cette valeur est élevée, plus Puissance d'attaque physique, Vitesse d'attaque, Vitesse de déplacement, Capacité de récolte et Capacité d'artisanat s'améliorent.": "Plus cette valeur est élevée, plus Puissance d'attaque physique, Vitesse d'attaque, Vitesse de déplacement, Capacité de récolte et Capacité d'artisanat s'améliorent.", "Plus cette valeur est élevée, plus Santé maximale, Résistance physique et Capacité de construction s'améliorent.": "Plus cette valeur est élevée, plus Santé maximale, Résistance physique et Capacité de construction s'améliorent.", "Plus cette valeur est élevée, plus Énergie max., Puissance d'attaque magique, Réduction du temps de recharge, Capacité de dressage et Capacité agricole s'améliorent.": "Plus cette valeur est élevée, plus Énergie max., Puissance d'attaque magique, Réduction du temps de recharge, Capacité de dressage et Capacité agricole s'améliorent.", "Plus de Traits au total": "Plus de Traits au total", "Plus de recettes de monstres": "Plus de recettes de monstres", "Plus elle contient de savoir, plus elle s'alourdit.": "Plus elle contient de savoir, plus elle s'alourdit.", "Plus elle est suspendue haut, plus elle éclaire loin.": "Plus elle est suspendue haut, plus elle éclaire loin.", "Plus l'offrande est importante, plus le bonus d'augmentation de vos caractéristiques sera élevé.": "Plus l'offrande est importante, plus le bonus d'augmentation de vos caractéristiques sera élevé.", "Plus la": "Plus la", "Plus la salle est de meilleure qualité, plus la qualité exigée de ses murs et de son mobilier est élevée.": "Plus la salle est de meilleure qualité, plus la qualité exigée de ses murs et de son mobilier est élevée.", "Plus le Talent est élevé, plus les Statistiques principales augmentent lors de la montée de niveau.": "Plus le Talent est élevé, plus les Statistiques principales augmentent lors de la montée de niveau.", "Plus le mur se rapproche, plus il est difficile de respirer.": "Plus le mur se rapproche, plus il est difficile de respirer.", "Plus le niveau d'un membre de l'expédition est élevé, plus ses attentes": "Plus le niveau d'un membre de l'expédition est élevé, plus ses attentes", "Plus le niveau est profond, plus le danger est grand.": "Plus le niveau est profond, plus le danger est grand.", "Plus le talent est élevé, plus son": "Plus le talent est élevé, plus son", "Plus lourd, mais offre une puissance de pénétration supérieure.": "Plus lourd, mais offre une puissance de pénétration supérieure.", "Plus lourd, mais plus solide.": "Plus lourd, mais plus solide.", "Plus on comprend, plus le monde devient profond.": "Plus on comprend, plus le monde devient profond.", "Plus on le mâche, plus il devient savoureux.": "Plus on le mâche, plus il devient savoureux.", "Plus solide et plus résistant que le tissu normal, il est idéal pour la fabrication d'armures ou d'équipements robustes.": "Plus solide et plus résistant que le tissu normal, il est idéal pour la fabrication d'armures ou d'équipements robustes.", "Plus une unité reste dans un donjon, plus son": "Plus une unité reste dans un donjon, plus son", "Plus vous restez dans le donjon, plus vous subirez des distorsions mentales et des souffrances à cause de la forte concentration d'énergie magique.": "Les rangs de monstres au-dessus de Normal. Les Élites lâchent un meilleur butin ; les Boss donnent une pierre de mana garantie ainsi que des butins spéciaux. Certaines inscriptions (par ex. Défi) augmentent spécifiquement les dégâts contre les ennemis Élite et Boss.", "Plus vous restez dans le donjon, plus vous subirez des distorsions mentales et des souffrances à cause de la forte concentration d'énergie magique. Séjour en donjon (D1), Séjour en donjon (D2), Séjour au Donjon (D3), Séjour en Donjon (D4)": "Plus vous restez dans le donjon, plus vous subirez des distorsions mentales et des souffrances à cause de la forte concentration d'énergie magique. Séjour en donjon (D1), Séjour en donjon (D2), Séjour au Donjon (D3), Séjour en Donjon (D4)", "Plus vous vous enfoncez dans un Donjon, plus les Ressources que vous pouvez obtenir seront riches et rares.": "Plus vous vous enfoncez dans un Donjon, plus les Ressources que vous pouvez obtenir seront riches et rares.", "Plusieurs membres de l'expédition se raidissent face à cette provocation ouverte et commencent à s'avancer.": "Plusieurs membres de l'expédition se raidissent face à cette provocation ouverte et commencent à s'avancer.", "Poids": "Poids", "Poids - Dungeon Settlers Wiki": "Poids - Dungeon Settlers Wiki", "Poids de l'objet": "Poids de l'objet", "Poids icon": "Poids icône", "Poids max": "Poids max", "Poids max - Dungeon Settlers Wiki": "Poids max - Dungeon Settlers Wiki", "Poids max icon": "Poids max icône", "Poids max.": "Poids max.", "Poids max. - Dungeon Settlers Wiki": "Poids max. - Dungeon Settlers Wiki", "Poids max. Up": "Augmentation du poids max.", "Poids max. augmente": "Poids max. augmente", "Poids max. icon": "Poids max. icône", "Poignée de main glacée": "Poignée de main glacée", "Poignée de main glacée - Dungeon Settlers Wiki": "Poignée de main glacée - Dungeon Settlers Wiki", "Poignée de main glacée icon": "Poignée de main glacée icon", "Point de compétence principal": "Point de compétence principal", "Point de compétence principal - Dungeon Settlers Wiki": "Point de compétence principal - Dungeon Settlers Wiki", "Point de compétence principal icon": "Point de compétence principal icône", "Point de compétence secondaire": "Point de compétence secondaire", "Point de compétence secondaire - Dungeon Settlers Wiki": "Point de compétence secondaire - Dungeon Settlers Wiki", "Point de compétence secondaire icon": "Point de compétence secondaire icône", "Point de contribution": "Point de contribution", "Points de vie max. (torse)": "Points de vie max. (torse)", "Points de vie max. (torse) - Dungeon Settlers Wiki": "Points de vie max. (torse) - Dungeon Settlers Wiki", "Points de vie max. (torse) icon": "Points de vie max. (torse) icône", "Points de vie max. (tête)": "Points de vie max. (tête)", "Points de vie max. (tête) - Dungeon Settlers Wiki": "Points de vie max. (tête) - Dungeon Settlers Wiki", "Points de vie max. (tête) icon": "Points de vie max. (tête) icône", "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "Un compteur de « fraîcheur » par étage allant de 5 (plein) à 0 (épuisé). Quand un étage atteint 0, toute la région subit l'effet Donjon épuisé, réduisant tous les taux de butin de 50% jusqu'à ce qu'il récupère avec le temps.", "Poison": "Poison", "Poison - Dungeon Settlers Wiki": "Poison - Dungeon Settlers Wiki", "Poison icon": "Icône Poison", "PoisonImmune": "PoisonImmune", "Polarity": "Polarité", "Politique d'expédition": "Politique d'expédition", "Politique d'expédition - Dungeon Settlers Wiki": "Politique d'expédition - Dungeon Settlers Wiki", "Politique d'expédition icon": "icône Politique d'expédition", "Politique de consommation": "Politique de consommation", "Pommade": "Pommade", "Pommade (31.58%)": "Pommade (31.58%)", "Pommade - Dungeon Settlers Wiki": "Pommade - Dungeon Settlers Wiki", "Pommade de gobelin": "Pommade de gobelin", "Pommade de gobelin - Dungeon Settlers Wiki": "Pommade de gobelin - Dungeon Settlers Wiki", "Pommade de gobelin icon": "Pommade de gobelin icon", "Pommade icon": "Icône de Pommade", "Pommade médicinale qui accélère la cicatrisation.": "Pommade médicinale qui accélère la cicatrisation.", "Pommade portée et zone affichées sur une salle de donjon": "Pommade portée et zone affichées sur une salle de donjon", "Pommade range and area shown on a dungeon room": "Pommade : portée et zone affichées sur une salle de donjon", "Pool": "Réserve", "Pool Tier": "Palier de réserve", "Pool composition": "Composition du groupe", "Pooled with weight 0 by": "Mis en pool avec un poids de 0 par", "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7": "Médiocre 1-3, Modéré 2-4, Remarquable 2-5, Exceptionnel 3-6, Génie 3-7", "Poor, Moderate, Outstanding, Exceptional, Genius": "Médiocre, Modéré, Remarquable, Exceptionnel, Génie", "Population": "Population", "Portail commun - Dungeon Settlers Wiki": "Portail commun - Dungeon Settlers Wiki", "Portail de colonie": "Portail de colonie", "Portail de colonie - Dungeon Settlers Wiki": "Portail de colonie - Dungeon Settlers Wiki", "Portail du Donjon": "Portail du Donjon", "Portail du Donjon - desc": "Portail du Donjon - desc", "Portail du boss - Dungeon Settlers Wiki": "Portail du boss - Dungeon Settlers Wiki", "Portail du donjon": "Portail du donjon", "Portail du donjons created by Noyau du Donjon Arctéon drain energy from their surroundings, slowly turning parts of the continent into Terre stérile. As the corruption spreads, the": "Les Portail du donjons créés par le Noyau du Donjon Arctéon drainent l'énergie de leur environnement, transformant lentement des parties du continent en Terre stérile. À mesure que la corruption se propage, les", "Portail du niveau du Donjon": "Portail du niveau du Donjon", "Portail du niveau du Donjon - Dungeon Settlers Wiki": "Portail du niveau du Donjon - Dungeon Settlers Wiki", "Portal_": "Portal_", "Porte": "Porte", "Porte - Dungeon Settlers Wiki": "Porte - Dungeon Settlers Wiki", "Porte de paille": "Porte de paille", "Porte de paille - Dungeon Settlers Wiki": "Porte de paille - Dungeon Settlers Wiki", "Porte en bois": "Porte en bois", "Porte en bois - Dungeon Settlers Wiki": "Porte en bois - Dungeon Settlers Wiki", "Porte en paille pouvant être construite rapidement.": "Porte en paille pouvant être construite rapidement.", "Porte en pierre": "Porte en pierre", "Porte en pierre - Dungeon Settlers Wiki": "Porte en pierre - Dungeon Settlers Wiki", "Porte en rondins": "Porte en rondins", "Porte en rondins - Dungeon Settlers Wiki": "Porte en rondins - Dungeon Settlers Wiki", "Porte-torches gobelin": "Porte-torches gobelin", "Porte-torches gobelin - Dungeon Settlers Wiki": "Porte-torches gobelin - Dungeon Settlers Wiki", "Porter un membre d'expédition": "Porter un membre d'expédition", "Porter un membre de l'expédition": "Porter un membre de l'expédition", "Porteur": "Porteur", "Porteur - Dungeon Settlers Wiki": "Porteur - Dungeon Settlers Wiki", "Porteur icon": "Porteur icône", "Portion de carapace": "Portion de carapace", "Portion de carapace - Dungeon Settlers Wiki": "Portion de carapace - Dungeon Settlers Wiki", "Portion de carapace icon": "Portion de carapace icon", "Portrait": "Portrait", "Português (Brasil)": "Português (Brasil)", "Portée de vue": "Portée de vue", "Portée de vue - Dungeon Settlers Wiki": "Portée de vue - Dungeon Settlers Wiki", "Portée de vue icon": "Portée de vue icône", "Portée de vue is the core number. The game's own description: \"La portée à laquelle l'unité révèle les zones proches et peut repérer les ennemis.\" It does double duty - it reveals fog of war for your side and it is the radius a monster uses to spot you. It is measured in": "La Portée de vue est le chiffre central. Description du jeu lui-même : « La portée à laquelle l'unité révèle les zones proches et peut repérer les ennemis. » Elle remplit un double rôle : elle révèle le brouillard de guerre pour votre camp et c'est le rayon qu'un monstre utilise pour vous repérer. Elle se mesure en", "Portée et zone de Abattre": "Portée et zone de Abattre", "Portée et zone de Alpha Acide Slogel Âme": "Portée et zone de Alpha Acide Slogel Âme", "Portée et zone de Arcane Eco": "Portée et zone de Arcane Eco", "Portée et zone de Attaque": "Portée et zone de Attaque", "Portée et zone de Attaque : Lance": "Portée et zone de Attaque : Lance", "Portée et zone de Attaque : Missile magique": "Portée et zone de Attaque : Missile magique", "Portée et zone de Attaque de base": "Portée et zone de Attaque de base", "Portée et zone de Attaque de base (Massue)": "Portée et zone de Attaque de base (Massue)", "Portée et zone de Attaque de base - Grande épée": "Portée et zone de Attaque de base - Grande épée", "Portée et zone de Attaque de base - Épée à deux mains": "Portée et zone de Attaque de base - Épée à deux mains", "Portée et zone de Attaque de base à l'arc": "Portée et zone de Attaque de base à l'arc", "Portée et zone de Attaque de base à l'épée": "Portée et zone de Attaque de base à l'épée", "Portée et zone de Attaque de charge": "Portée et zone de Attaque de charge", "Portée et zone de Attaque de lance basique": "Portée et zone de Attaque de lance basique", "Portée et zone de Attaque du gobelin": "Portée et zone de Attaque du gobelin", "Portée et zone de Baie bleue": "Portée et zone de Baie bleue", "Portée et zone de Barbecue de monstre": "Portée et zone de Barbecue de monstre", "Portée et zone de Barrière d'épée": "Portée et zone de Barrière d'épée", "Portée et zone de Base Campsite Bedrolls": "Portée et zone de Base Campsite Bedrolls", "Portée et zone de Base Campsite Camp Fire": "Portée et zone de Base Campsite Camp Fire", "Portée et zone de Base Campsite Deco1": "Portée et zone de Base Campsite Deco1", "Portée et zone de Base Campsite Deco2": "Portée et zone de Base Campsite Deco2", "Portée et zone de Base Campsite Lesser Guardian Stone": "Portée et zone de Base Campsite Lesser Guardian Stone", "Portée et zone de Base Campsite Repairstand": "Portée et zone de Base Campsite Repairstand", "Portée et zone de BlazingEcho": "Portée et zone de Écho Ardent", "Portée et zone de Blood Rain": "Portée et zone de Pluie de Sang", "Portée et zone de Blood Tear": "Portée et zone de Larme de Sang", "Portée et zone de Bouillie d'avoine": "Portée et zone de Bouillie d'avoine", "Portée et zone de Bouillie d'herbe": "Portée et zone de Bouillie d'herbe", "Portée et zone de Bouillie d'herbe améliorée": "Portée et zone de Bouillie d'herbe améliorée", "Portée et zone de Bouillie de navet": "Portée et zone de Bouillie de navet", "Portée et zone de Bouillie de viande": "Portée et zone de Bouillie de viande", "Portée et zone de Brochette de champignons": "Portée et zone de Brochette de champignons", "Portée et zone de Brochette de viande": "Portée et zone de Brochette de viande", "Portée et zone de Bulbe de poussière": "Portée et zone de Bulbe de poussière", "Portée et zone de Cape de feu": "Portée et zone de Cape de feu", "Portée et zone de Capture de proie": "Portée et zone de Capture de proie", "Portée et zone de Cendre du Réconfort": "Portée et zone de Cendre du Réconfort", "Portée et zone de Champignon": "Portée et zone de Champignon", "Portée et zone de Charge de Gloth": "Portée et zone de Charge de Gloth", "Portée et zone de Charge de Gloth l'Ancien": "Portée et zone de Charge de Gloth l'Ancien", "Portée et zone de Charge de Pierre": "Portée et zone de Charge de Pierre", "Portée et zone de Charge du Gloth ancien": "Portée et zone de Charge du Gloth ancien", "Portée et zone de Charge métallique": "Portée et zone de Charge métallique", "Portée et zone de Charge rapide": "Portée et zone de Charge rapide", "Portée et zone de Charge étourdissante": "Portée et zone de Charge étourdissante", "Portée et zone de Chaîne fantôme": "Portée et zone de Chaîne fantôme", "Portée et zone de Chute glaciale": "Portée et zone de Chute glaciale", "Portée et zone de Corne d'Expédition": "Portée et zone de Corne d'Expédition", "Portée et zone de Coup Balayant": "Portée et zone de Coup Balayant", "Portée et zone de Coup contondant de base (Monstre)": "Portée et zone de Coup contondant de base (Monstre)", "Portée et zone de Coup de diversion": "Portée et zone de Coup de diversion", "Portée et zone de Coup de lance": "Portée et zone de Coup de lance", "Portée et zone de Coup de poing basique": "Portée et zone de Coup de poing basique", "Portée et zone de Coup de pommeau": "Portée et zone de Coup de pommeau", "Portée et zone de Coup en chaîne": "Portée et zone de Coup en chaîne", "Portée et zone de Coupe devastatrice": "Portée et zone de Coupe devastatrice", "Portée et zone de Crachat": "Portée et zone de Crachat", "Portée et zone de Crachat acide": "Portée et zone de Crachat acide", "Portée et zone de Crachat de Gloth": "Portée et zone de Crachat de Gloth", "Portée et zone de Crachat de boue": "Portée et zone de Crachat de boue", "Portée et zone de Crachat de spores": "Portée et zone de Crachat de spores", "Portée et zone de Cri du gardien": "Portée et zone de Cri du gardien", "Portée et zone de Demande de duel": "Portée et zone de Demande de duel", "Portée et zone de Demande en duel": "Portée et zone de Demande en duel", "Portée et zone de Deputy Captains Insignia": "Portée et zone de Insigne des Capitaines Adjoints", "Portée et zone de Dispersion d'acide": "Portée et zone de Dispersion d'acide", "Portée et zone de Division destructrice": "Portée et zone de Division destructrice", "Portée et zone de Double griffure": "Portée et zone de Double griffure", "Portée et zone de Estocade de langue": "Portée et zone de Estocade de langue", "Portée et zone de Explosion": "Portée et zone de Explosion", "Portée et zone de Explosion de graines": "Portée et zone de Explosion de graines", "Portée et zone de Eye Ball Soul": "Portée et zone de Âme de l'Œil", "Portée et zone de Floraison Solaire": "Portée et zone de Floraison Solaire", "Portée et zone de Floraison Sunheart": "Portée et zone de Floraison Sunheart", "Portée et zone de Floraison cœur Solaire": "Portée et zone de Floraison cœur Solaire", "Portée et zone de Flux de l'épée": "Portée et zone de Flux de l'épée", "Portée et zone de Fracture de la cheville": "Portée et zone de Fracture de la cheville", "Portée et zone de Frappe sentinelle": "Portée et zone de Frappe sentinelle", "Portée et zone de Fruit de Luma": "Portée et zone de Fruit de Luma", "Portée et zone de Fruit ensanglanté": "Portée et zone de Fruit ensanglanté", "Portée et zone de Fuir": "Portée et zone de Fuir", "Portée et zone de Fuite d'urgence": "Portée et zone de Fuite d'urgence", "Portée et zone de Fuite du gobelin": "Portée et zone de Fuite du gobelin", "Portée et zone de Gagner de l'argent": "Portée et zone de Gagner de l'argent", "Portée et zone de Gelée royale": "Portée et zone de Gelée royale", "Portée et zone de Graine étrange": "Portée et zone de Graine étrange", "Portée et zone de Griffure ensanglantée": "Portée et zone de Griffure ensanglantée", "Portée et zone de Herbe sauvage": "Portée et zone de Herbe sauvage", "Portée et zone de Herbe sauvage mystique": "Portée et zone de Herbe sauvage mystique", "Portée et zone de Hurlement d'encouragement": "Portée et zone de Hurlement d'encouragement", "Portée et zone de Incinérer": "Portée et zone de Incinérer", "Portée et zone de Insigne des capitaines adjoints": "Portée et zone de Insigne des capitaines adjoints", "Portée et zone de Insulte vile": "Portée et zone de Insulte vile", "Portée et zone de Invocation : BubbleToad": "Portée et zone de Invocation : BubbleToad", "Portée et zone de Invocation : Bubbling": "Portée et zone de Invocation : Bubbling", "Portée et zone de Jet de pierre": "Portée et zone de Jet de pierre", "Portée et zone de Lancer de Gobelin": "Portée et zone de Lancer de Gobelin", "Portée et zone de Lancer de filet": "Portée et zone de Lancer de filet", "Portée et zone de Lancer un missile": "Portée et zone de Lancer un missile", "Portée et zone de Larme de sang": "Portée et zone de Larme de sang", "Portée et zone de Larmes de la Déesse": "Portée et zone de Larmes de la Déesse", "Portée et zone de Lettre des développeurs": "Portée et zone de Lettre des développeurs", "Portée et zone de Malédiction du Gobelin": "Portée et zone de Malédiction du Gobelin", "Portée et zone de Mandragore": "Portée et zone de Mandragore", "Portée et zone de Manger": "Portée et zone de Manger", "Portée et zone de Marque de marée": "Portée et zone de Marque de marée", "Portée et zone de Martelage": "Portée et zone de Martelage", "Portée et zone de Missile de feu": "Portée et zone de Missile de feu", "Portée et zone de Missile magique": "Portée et zone de Missile magique", "Portée et zone de NPCBasic Bow Attack": "Portée et zone de NPCBasic Bow Attack", "Portée et zone de Navet": "Portée et zone de Navet", "Portée et zone de Navet grillé": "Portée et zone de Navet grillé", "Portée et zone de Obtenir une grosse somme d'argent": "Portée et zone de Obtenir une grosse somme d'argent", "Portée et zone de Omelette d'œuf de Gloth": "Portée et zone de Omelette d'œuf de Gloth", "Portée et zone de Parchemin de retour": "Portée et zone de Parchemin de retour", "Portée et zone de Perforation de base contre les monstres": "Portée et zone de Perforation de base contre les monstres", "Portée et zone de Peur mortelle": "Portée et zone de Peur mortelle", "Portée et zone de Piétinement de combat": "Portée et zone de Piétinement de combat", "Portée et zone de Piétinement de pierre": "Portée et zone de Piétinement de pierre", "Portée et zone de Piétiner": "Portée et zone de Piétiner", "Portée et zone de Plongeon aquatique": "Portée et zone de Plongeon aquatique", "Portée et zone de Plongeon d'Eau": "Portée et zone de Plongeon d'Eau", "Portée et zone de Pluie de flèches": "Portée et zone de Pluie de flèches", "Portée et zone de Pluie de sang": "Portée et zone de Pluie de sang", "Portée et zone de Pommade": "Portée et zone de Pommade", "Portée et zone de Potion Critique": "Portée et zone de Potion Critique", "Portée et zone de Potion d'attaque magique": "Portée et zone de Potion d'attaque magique", "Portée et zone de Potion d'attaque physique": "Portée et zone de Potion d'attaque physique", "Portée et zone de Potion d'esquive": "Portée et zone de Potion d'esquive", "Portée et zone de Potion de carapace": "Portée et zone de Potion de carapace", "Portée et zone de Potion de défense": "Portée et zone de Potion de défense", "Portée et zone de Potion de furtivité": "Portée et zone de Potion de furtivité", "Portée et zone de Potion de peau métallique": "Portée et zone de Potion de peau métallique", "Portée et zone de Potion de poids": "Portée et zone de Potion de poids", "Portée et zone de Potion de précision": "Portée et zone de Potion de précision", "Portée et zone de Potion de rapidité": "Portée et zone de Potion de rapidité", "Portée et zone de Potion de recharge de compétence": "Portée et zone de Potion de recharge de compétence", "Portée et zone de Potion de résistance à la magie": "Portée et zone de Potion de résistance à la magie", "Portée et zone de Potion de vitesse d'attaque": "Portée et zone de Potion de vitesse d'attaque", "Portée et zone de Potion réfléchissante": "Portée et zone de Potion réfléchissante", "Portée et zone de Potion vampirique": "Portée et zone de Potion vampirique", "Portée et zone de Projectile magique de base": "Portée et zone de Projectile magique de base", "Portée et zone de Provocation": "Portée et zone de Provocation", "Portée et zone de Provocation du gardien": "Portée et zone de Provocation du gardien", "Portée et zone de Pudding de slime": "Portée et zone de Pudding de slime", "Portée et zone de Pulsion meurtrière": "Portée et zone de Pulsion meurtrière", "Portée et zone de Pulvérisateur de mucus": "Portée et zone de Pulvérisateur de mucus", "Portée et zone de Rafale sauvage": "Portée et zone de Rafale sauvage", "Portée et zone de Ragoût de champignons": "Portée et zone de Ragoût de champignons", "Portée et zone de Ragoût de viande": "Portée et zone de Ragoût de viande", "Portée et zone de Ruée": "Portée et zone de Ruée", "Portée et zone de Ruée tourbillonnante": "Portée et zone de Ruée tourbillonnante", "Portée et zone de Ruée vers les coccinelles": "Portée et zone de Ruée vers les coccinelles", "Portée et zone de Résurrection": "Portée et zone de Résurrection", "Portée et zone de Saber Gale": "Portée et zone de Rafale de sabre", "Portée et zone de Saisie en chaîne": "Portée et zone de Saisie en chaîne", "Portée et zone de Salade de navets": "Portée et zone de Salade de navets", "Portée et zone de Sangsue infernale": "Portée et zone de Sangsue infernale", "Portée et zone de Sérum Noir": "Portée et zone de Sérum Noir", "Portée et zone de TODO": "Portée et zone de TODO", "Portée et zone de Tacle à bulles": "Portée et zone de Tacle à bulles", "Portée et zone de Taillade basique de monstre": "Portée et zone de Taillade basique de monstre", "Portée et zone de Taillade enchaînée": "Portée et zone de Taillade enchaînée", "Portée et zone de Taillade horizontale": "Portée et zone de Taillade horizontale", "Portée et zone de Taillade tourbillonnante": "Portée et zone de Taillade tourbillonnante", "Portée et zone de Taillade verticale": "Portée et zone de Taillade verticale", "Portée et zone de Tempête de sabres": "Portée et zone de Tempête de sabres", "Portée et zone de Tir de sniper": "Portée et zone de Tir de sniper", "Portée et zone de Tir rapide": "Portée et zone de Tir rapide", "Portée et zone de Tir à la tête": "Portée et zone de Tir à la tête", "Portée et zone de Toucher guérisseur": "Portée et zone de Toucher guérisseur", "Portée et zone de Tourbillon chargé": "Portée et zone de Tourbillon chargé", "Portée et zone de Transformez-vous en feu": "Portée et zone de Transformez-vous en feu", "Portée et zone de Trousse de secours": "Portée et zone de Trousse de secours", "Portée et zone de Vague enveloppante": "Portée et zone de Vague enveloppante", "Portée et zone de Viande crue coriace": "Portée et zone de Viande crue coriace", "Portée et zone de Viande crue de qualité": "Portée et zone de Viande crue de qualité", "Portée et zone de Viande de monstre répugnante": "Portée et zone de Viande de monstre répugnante", "Portée et zone de Viande grillée": "Portée et zone de Viande grillée", "Portée et zone de Viande séchée": "Portée et zone de Viande séchée", "Portée et zone de Vignes adhérentes": "Portée et zone de Vignes adhérentes", "Portée et zone de ancre": "Portée et zone de ancre", "Portée et zone de avaler": "Portée et zone de avaler", "Portée et zone de double poussée": "Portée et zone de double poussée", "Portée et zone de grève d'ouverture": "Portée et zone de grève d'ouverture", "Portée et zone de poussée perçante": "Portée et zone de poussée perçante", "Portée et zone de retraite rapide": "Portée et zone de retraite rapide", "Portée et zone de Âme de la sentinelle chevalier aux chaînes": "Portée et zone de Âme de la sentinelle chevalier aux chaînes", "Portée et zone de Âme du Gloth ancien": "Portée et zone de Âme du Gloth ancien", "Portée et zone de Âme du chaman en chef gobelin": "Portée et zone de Âme du chaman en chef gobelin", "Portée et zone de Âme du golem de pierre géant": "Portée et zone de Âme du golem de pierre géant", "Portée et zone de Âme du rat monstre rouge": "Portée et zone de Âme du rat monstre rouge", "Portée et zone de Âme œil": "Portée et zone de Âme œil", "Portée et zone de Écho Ardent": "Portée et zone de Écho Ardent", "Portée et zone de Écho arcanique": "Portée et zone de Écho arcanique", "Portée et zone de Écho incandescent": "Portée et zone de Écho incandescent", "Portée et zone de Écrasement": "Portée et zone de Écrasement", "Portée et zone de Écrasement terrestre": "Portée et zone de Écrasement terrestre", "Portée et zone de Égratignure ensanglantée": "Portée et zone de Égratignure ensanglantée", "Portée et zone de Élixir d'Intelligence": "Portée et zone de Élixir d'Intelligence", "Portée et zone de Élixir d'agilité": "Portée et zone de Élixir d'agilité", "Portée et zone de Élixir de Constitution": "Portée et zone de Élixir de Constitution", "Portée et zone de Élixir de Perception": "Portée et zone de Élixir de Perception", "Portée et zone de Élixir de compétence": "Portée et zone de Élixir de compétence", "Portée et zone de Élixir de force": "Portée et zone de Élixir de force", "Portée et zone de Élixir de réinitialisation des compétences": "Portée et zone de Élixir de réinitialisation des compétences", "Portée et zone de Élixir de volonté": "Portée et zone de Élixir de volonté", "Portée et zone de Élévation de pierre": "Portée et zone de Élévation de pierre", "Position": "Position", "Position and rotation information for placement within the campsite": "Informations de position et de rotation pour le placement dans le campement", "Positive": "Positif", "Positive effects": "Effets positifs", "Positive mood": "Une humeur positive", "Positivity": "Positivité", "Possessing primal instincts,": "Possédant des instincts primordiaux,", "Possède clairement": "Possède clairement", "Possède clairement Talent. Capable de croissance régulière et de résultats fiables. Monter de niveau gain de caractéristique : 2~5": "Possède clairement Talent. Capable de croissance régulière et de résultats fiables. Monter de niveau gain de caractéristique : 2~5", "Possède un niveau commun de": "Possède un niveau commun de", "Possède un niveau commun de Talent. Rien ne se démarque. Monter de niveau gain de caractéristique : 2~4": "Possède un niveau commun de Talent. Rien ne se démarque. Monter de niveau gain de caractéristique : 2~4", "Possède un potentiel quasi illimité.": "Possède un potentiel quasi illimité.", "Possède une aura humide avec une lueur bleue ondoyante.": "Possède une aura humide avec une lueur bleue ondoyante.", "Possède une grande puissance destructrice, mais s'use facilement.": "Possède une grande puissance destructrice, mais s'use facilement.", "Poste de cuisine": "Poste de cuisine", "Poste de cuisine - Dungeon Settlers Wiki": "Poste de cuisine - Dungeon Settlers Wiki", "Poste de réparation du donjon": "Poste de réparation du donjon", "Poste de réparation du donjon - Dungeon Settlers Wiki": "Poste de réparation du donjon - Dungeon Settlers Wiki", "Posture défensive": "Posture défensive", "Posture défensive - Dungeon Settlers Wiki": "Posture défensive - Dungeon Settlers Wiki", "Posture, force et concentration comptent.": "Posture, force et concentration comptent.", "Pot de fleurs": "Pot de fleurs", "Pot de fleurs - Dungeon Settlers Wiki": "Pot de fleurs - Dungeon Settlers Wiki", "Potion Critique": "Potion Critique", "Potion Critique - Dungeon Settlers Wiki": "Potion Critique - Dungeon Settlers Wiki", "Potion Critique icon": "Icône de Potion Critique", "Potion Critique portée et zone affichées sur une salle de donjon": "Potion Critique portée et zone affichées sur une salle de donjon", "Potion Critique range and area shown on a dungeon room": "Portée et zone de Potion Critique affichées sur une salle de donjon", "Potion d'attaque magique": "Potion d'attaque magique", "Potion d'attaque magique - Dungeon Settlers Wiki": "Potion d'attaque magique - Dungeon Settlers Wiki", "Potion d'attaque magique icon": "Icône de Potion d'attaque magique", "Potion d'attaque magique portée et zone affichées sur une salle de donjon": "Potion d'attaque magique portée et zone affichées sur une salle de donjon", "Potion d'attaque magique range and area shown on a dungeon room": "Portée et zone de Potion d'attaque magique affichées sur une salle de donjon", "Potion d'attaque physique": "Potion d'attaque physique", "Potion d'attaque physique - Dungeon Settlers Wiki": "Potion d'attaque physique - Dungeon Settlers Wiki", "Potion d'attaque physique icon": "Icône de Potion d'attaque physique", "Potion d'attaque physique portée et zone affichées sur une salle de donjon": "Potion d'attaque physique portée et zone affichées sur une salle de donjon", "Potion d'attaque physique range and area shown on a dungeon room": "Portée et zone de Potion d'attaque physique affichées sur une salle de donjon", "Potion d'esquive": "Potion d'esquive", "Potion d'esquive - Dungeon Settlers Wiki": "Potion d'esquive - Dungeon Settlers Wiki", "Potion d'esquive icon": "Icône de Potion d'esquive", "Potion d'esquive portée et zone affichées sur une salle de donjon": "Potion d'esquive portée et zone affichées sur une salle de donjon", "Potion d'esquive range and area shown on a dungeon room": "Portée et zone de Potion d'esquive affichées sur une salle de donjon", "Potion de carapace": "Potion de carapace", "Potion de carapace - Dungeon Settlers Wiki": "Potion de carapace - Dungeon Settlers Wiki", "Potion de carapace portée et zone affichées sur une salle de donjon": "Potion de carapace portée et zone affichées sur une salle de donjon", "Potion de défense": "Potion de défense", "Potion de défense - Dungeon Settlers Wiki": "Potion de défense - Dungeon Settlers Wiki", "Potion de défense icon": "Icône de Potion de défense", "Potion de défense portée et zone affichées sur une salle de donjon": "Potion de défense portée et zone affichées sur une salle de donjon", "Potion de défense range and area shown on a dungeon room": "Portée et zone de Potion de défense affichées sur une salle de donjon", "Potion de furtivité": "Potion de furtivité", "Potion de furtivité - Dungeon Settlers Wiki": "Potion de furtivité - Dungeon Settlers Wiki", "Potion de furtivité icon": "Icône de Potion de furtivité", "Potion de furtivité portée et zone affichées sur une salle de donjon": "Potion de furtivité portée et zone affichées sur une salle de donjon", "Potion de furtivité range and area shown on a dungeon room": "Portée et zone de Potion de furtivité affichées sur une salle de donjon", "Potion de peau métallique": "Potion de peau métallique", "Potion de peau métallique - Dungeon Settlers Wiki": "Potion de peau métallique - Dungeon Settlers Wiki", "Potion de peau métallique icon": "Icône de Potion de peau métallique", "Potion de peau métallique portée et zone affichées sur une salle de donjon": "Potion de peau métallique portée et zone affichées sur une salle de donjon", "Potion de peau métallique range and area shown on a dungeon room": "Portée et zone de Potion de peau métallique affichées sur une salle de donjon", "Potion de poids": "Potion de poids", "Potion de poids - Dungeon Settlers Wiki": "Potion de poids - Dungeon Settlers Wiki", "Potion de poids icon": "Potion de poids icon", "Potion de poids portée et zone affichées sur une salle de donjon": "Potion de poids portée et zone affichées sur une salle de donjon", "Potion de poids range and area shown on a dungeon room": "Portée et zone de Potion de poids affichées sur une salle de donjon", "Potion de précision": "Potion de précision", "Potion de précision - Dungeon Settlers Wiki": "Potion de précision - Dungeon Settlers Wiki", "Potion de précision icon": "Icône de Potion de précision", "Potion de précision portée et zone affichées sur une salle de donjon": "Potion de précision portée et zone affichées sur une salle de donjon", "Potion de précision range and area shown on a dungeon room": "Portée et zone de Potion de précision affichées sur une salle de donjon", "Potion de rapidité": "Potion de rapidité", "Potion de rapidité - Dungeon Settlers Wiki": "Potion de rapidité - Dungeon Settlers Wiki", "Potion de rapidité icon": "Potion de rapidité icon", "Potion de rapidité portée et zone affichées sur une salle de donjon": "Potion de rapidité portée et zone affichées sur une salle de donjon", "Potion de rapidité range and area shown on a dungeon room": "Portée et zone de Potion de rapidité affichées sur une salle de donjon", "Potion de recharge de compétence": "Potion de recharge de compétence", "Potion de recharge de compétence - Dungeon Settlers Wiki": "Potion de recharge de compétence - Dungeon Settlers Wiki", "Potion de recharge de compétence icon": "Icône de Potion de recharge de compétence", "Potion de recharge de compétence portée et zone affichées sur une salle de donjon": "Potion de recharge de compétence portée et zone affichées sur une salle de donjon", "Potion de recharge de compétence range and area shown on a dungeon room": "Portée et zone de Potion de recharge de compétence affichées sur une salle de donjon", "Potion de résistance à la magie": "Potion de résistance à la magie", "Potion de résistance à la magie - Dungeon Settlers Wiki": "Potion de résistance à la magie - Dungeon Settlers Wiki", "Potion de résistance à la magie icon": "Icône de Potion de résistance à la magie", "Potion de résistance à la magie portée et zone affichées sur une salle de donjon": "Potion de résistance à la magie portée et zone affichées sur une salle de donjon", "Potion de résistance à la magie range and area shown on a dungeon room": "Portée et zone de Potion de résistance à la magie affichées sur une salle de donjon", "Potion de vitesse d'attaque": "Potion de vitesse d'attaque", "Potion de vitesse d'attaque - Dungeon Settlers Wiki": "Potion de vitesse d'attaque - Dungeon Settlers Wiki", "Potion de vitesse d'attaque icon": "Potion de vitesse d'attaque icon", "Potion de vitesse d'attaque portée et zone affichées sur une salle de donjon": "Potion de vitesse d'attaque portée et zone affichées sur une salle de donjon", "Potion de vitesse d'attaque range and area shown on a dungeon room": "Portée et zone de Potion de vitesse d'attaque affichées sur une salle de donjon", "Potion réfléchissante": "Potion réfléchissante", "Potion réfléchissante - Dungeon Settlers Wiki": "Potion réfléchissante - Dungeon Settlers Wiki", "Potion réfléchissante icon": "Potion réfléchissante icon", "Potion réfléchissante portée et zone affichées sur une salle de donjon": "Potion réfléchissante portée et zone affichées sur une salle de donjon", "Potion réfléchissante range and area shown on a dungeon room": "Portée et zone de Potion réfléchissante affichées sur une salle de donjon", "Potion vampirique": "Potion vampirique", "Potion vampirique - Dungeon Settlers Wiki": "Potion vampirique - Dungeon Settlers Wiki", "Potion vampirique icon": "Potion vampirique icon", "Potion vampirique portée et zone affichées sur une salle de donjon": "Potion vampirique portée et zone affichées sur une salle de donjon", "Potion vampirique range and area shown on a dungeon room": "Portée et zone de Potion vampirique affichées sur une salle de donjon", "Poudre de mana": "Poudre de mana", "Poudre de mana - Dungeon Settlers Wiki": "Poudre de mana - Dungeon Settlers Wiki", "Poudre de mana icon": "Poudre de mana icon", "Poudre de pierre de mana": "Poudre de pierre de mana", "Poudre de pierre de mana - Dungeon Settlers Wiki": "Poudre de pierre de mana - Dungeon Settlers Wiki", "Poudre obtenue en broyant des pierres de mana.": "Poudre obtenue en broyant des pierres de mana.", "Pour": "Pour", "Pour certaines structures ou objets, le double-clic sélectionnera tous les objets identiques visibles à l'écran.": "Pour certaines structures ou objets, le double-clic sélectionnera tous les objets identiques visibles à l'écran.", "Pour certains, c'est la foi ; pour d'autres, un avertissement.": "Pour certains, c'est la foi ; pour d'autres, un avertissement.", "Pour certains, c'était l'œuvre d'une vie, mais pour lui, c'était une évidence.": "Pour certains, c'était l'œuvre d'une vie, mais pour lui, c'était une évidence.", "Pour chaque cumul,": "Pour chaque cumul,", "Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%.": "Pour chaque cumul, Dégâts infligés augmente de 2% et Dégâts subis diminue de 2%.", "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automati...": "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automati...", "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.": "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique.", "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. Accordé par 3 compétences": "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. Accordé par 3 compétences", "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. Granted by 3 skills": "Pour les coups restants, ne peut pas esquiver les attaques et chaque coup sera automatiquement un coup critique. Accordé par 3 compétences", "Pour les joueurs familiers du jeu en quête d'un défi sans pitié. Désactive de force les sauvegardes libres.": "Pour les joueurs familiers du jeu en quête d'un défi sans pitié. Désactive de force les sauvegardes libres.", "Pour qu'une zone soit considérée comme un espace intérieur, elle doit être entièrement fermée par des murs et des portes, y compris les coins.": "Pour qu'une zone soit considérée comme un espace intérieur, elle doit être entièrement fermée par des murs et des portes, y compris les coins.", "Pour un ingénieur magitech compétent, c'est rien de moins qu'un trésor.": "Pour un ingénieur magitech compétent, c'est rien de moins qu'un trésor.", "Pour une raison inconnue, il s'est éveillé à la magie.": "Pour une raison inconnue, il s'est éveillé à la magie.", "Pour échapper à la chaleur brûlante de la terre, les lycans ont développé un rythme biologique qui les fait vivre principalement la nuit. Les champs de bataille où la lumière disparaît et où les ténèbres recouvrent le monde sont leur scène.": "Pour échapper à la chaleur brûlante de la terre, les lycans ont développé un rythme biologique qui les fait vivre principalement la nuit. Les champs de bataille où la lumière disparaît et où les ténèbres recouvrent le monde sont leur scène.", "Pour échapper à la chaleur brûlante de la terre, les lycans ont développé un rythme biologique qui les fait vivre principalement la nuit. Les champs de bataille où la lumière disparaît et où les ténèbres recouvrent le monde sont leur scène. Obtient Prime de départ impayée la nuit. Obtient la pénalité Prime de départ impayée le jour.": "Pour échapper à la chaleur brûlante de la terre, les lycans ont développé un rythme biologique qui les fait vivre principalement la nuit. Les champs de bataille où la lumière disparaît et où les ténèbres recouvrent le monde sont leur scène. Obtient Prime de départ impayée la nuit. Obtient la pénalité Prime de départ impayée le jour.", "Pourquoi ? Parce que je ne peux pas dormir tant que je ne le découvre pas !": "Pourquoi ? Parce que je ne peux pas dormir tant que je ne le découvre pas !", "Poursuivant la vérité dans l'isolement,": "Poursuivant la vérité dans l'isolement,", "Pousse ce faux monstre dans le portail !": "Pousse ce faux monstre dans le portail !", "Pousse cette personne dans le portail !": "Pousse cette personne dans le portail !", "Pousse en tant qu'étape de la culture de la ferme": "Pousse en tant qu'étape de la culture de la ferme", "Poussé par une curiosité sans fin, explorant sans cesse de nouvelles choses.": "Poussé par une curiosité sans fin, explorant sans cesse de nouvelles choses.", "Practical tip": "Conseil pratique", "Practical wall": "Mur pratique", "Pratiquement rien.": "Pratiquement rien.", "Praying here": "Prier ici", "Praying here: -10% Modificateur des besoins en ressources pendant la prière": "Prier ici : -10% Modificateur des besoins en ressources pendant la prière", "Praying here: -20% Modificateur des besoins en ressources pendant la prière": "Prier ici : -20% Modificateur des besoins en ressources pendant la prière", "Praying here: -30% Modificateur des besoins en ressources pendant la prière": "Prier ici : -30% Modificateur des besoins en ressources pendant la prière", "Praying here: -40% Modificateur des besoins en ressources pendant la prière": "Prier ici : -40% Modificateur des besoins en ressources pendant la prière", "Praying here: -50% Modificateur des besoins en ressources pendant la prière": "Prier ici : -50% Modificateur des besoins en ressources pendant la prière", "Praying here: -60% Modificateur des besoins en ressources pendant la prière": "Prier ici : -60% Modificateur des besoins en ressources pendant la prière", "Praying here: -70% Modificateur des besoins en ressources pendant la prière": "Prier ici : -70% Modificateur des besoins en ressources pendant la prière", "Pre-built settler templates the game recruits from - grouped by role. Each card shows the settler's background, traits, inscriptions, notable talents (only the ones that differ from Moderate) and its starting gear. Filter by race or level, or search by name or trait.": "Modèles de colons prédéfinis parmi lesquels le jeu recrute, regroupés par rôle. Chaque carte affiche l'histoire du colon, ses traits, ses inscriptions, ses talents notables (uniquement ceux qui diffèrent de Modéré) et son équipement de départ. Filtrez par race ou par niveau, ou recherchez par nom ou par trait.", "Pre-input ticks (previously 12)": "Ticks de pré-saisie (auparavant 12)", "Prefer": "Préférer", "Premier assaut": "Premier assaut", "Premier assaut - Dungeon Settlers Wiki": "Premier assaut - Dungeon Settlers Wiki", "Premier assaut icon": "Icône Premier assaut", "Premiers soins": "Premiers soins", "Première Annihilation": "Première Annihilation", "Première Annihilation - Dungeon Settlers Wiki": "Première Annihilation - Dungeon Settlers Wiki", "Première Annihilation icon": "Première Annihilation icône", "Première Attaque": "Première Attaque", "Première Attaque - Dungeon Settlers Wiki": "Première Attaque - Dungeon Settlers Wiki", "Première Attaque icon": "Icône Première Attaque", "Prendre la potion de rapidité": "Prendre la potion de rapidité", "Prendre la potion de rapidité - Dungeon Settlers Wiki": "Prendre la potion de rapidité - Dungeon Settlers Wiki", "Prendre la potion de rapidité icon": "Icône Prendre la potion de rapidité", "Prenez soin de": "Prenez soin de", "Prenons quelque chose d'utile.": "Prenons quelque chose d'utile.", "Preparing for the Red Monster Rat": "Se préparer au Rat monstre rouge", "Prerequisites": "Prérequis", "Presque parfait signifie pas parfait.": "Presque parfait signifie pas parfait.", "Presque personne ne sait même que cette expédition existe.": "Presque personne ne sait même que cette expédition existe.", "Press Win+R, paste this, press Enter.": "Appuyez sur Win+R, collez ceci, appuyez sur Entrée.", "Pretending nothing is amiss, she rummages needlessly through her quiver before speaking.": "Prétendant que rien n'est amiss, elle fouille inutilement dans son carquois avant de parler.", "Preview": "Aperçu", "Price": "Prix", "PriceRamdomPerModifierRange": "PriceRamdomPerModifierRange", "Prier ici: -10% Modificateur des besoins en ressources pendant la prière": "Prier ici: -10% Modificateur des besoins en ressources pendant la prière", "Prier ici: -20% Modificateur des besoins en ressources pendant la prière": "Prier ici: -20% Modificateur des besoins en ressources pendant la prière", "Prier ici: -30% Modificateur des besoins en ressources pendant la prière": "Prier ici: -30% Modificateur des besoins en ressources pendant la prière", "Prier ici: -40% Modificateur des besoins en ressources pendant la prière": "Prier ici: -40% Modificateur des besoins en ressources pendant la prière", "Prier ici: -50% Modificateur des besoins en ressources pendant la prière": "Prier ici: -50% Modificateur des besoins en ressources pendant la prière", "Prier ici: -60% Modificateur des besoins en ressources pendant la prière": "Prier ici: -60% Modificateur des besoins en ressources pendant la prière", "Prier ici: -70% Modificateur des besoins en ressources pendant la prière": "Prier ici: -70% Modificateur des besoins en ressources pendant la prière", "Primary skill points gained on level up": "Points de compétence primaire gagnés au passage de niveau", "Primary weapon": "Arme principale", "Prime de départ impayée": "Prime de départ impayée", "Prime de départ impayée - Dungeon Settlers Wiki": "Prime de départ impayée - Dungeon Settlers Wiki", "Prime de départ impayée icon": "Prime de départ impayée icon", "Primitif mais efficace au corps à corps.": "Primitif mais efficace au corps à corps.", "Principal": "Principal", "Principale 1": "Principale 1", "Principale 1 - Dungeon Settlers Wiki": "Principale 1 - Dungeon Settlers Wiki", "Principale 2": "Principale 2", "Principale 2 - Dungeon Settlers Wiki": "Principale 2 - Dungeon Settlers Wiki", "Principale 4": "Principale 4", "Principale 4 - Dungeon Settlers Wiki": "Principale 4 - Dungeon Settlers Wiki", "Principale 5": "Principale 5", "Principale 5 - Dungeon Settlers Wiki": "Principale 5 - Dungeon Settlers Wiki", "Principale 6": "Principale 6", "Principale 6 - Dungeon Settlers Wiki": "Principale 6 - Dungeon Settlers Wiki", "Principale 7": "Principale 7", "Principale 7 - Dungeon Settlers Wiki": "Principale 7 - Dungeon Settlers Wiki", "Principale 8": "Principale 8", "Principale 8 - Dungeon Settlers Wiki": "Principale 8 - Dungeon Settlers Wiki", "Priority": "Priorité", "Priorité des tâches": "Priorité des tâches", "Priorité des tâches des membres d'expédition": "Priorité des tâches des membres d'expédition", "Priorité des tâches des membres de l'expédition": "Priorité des tâches des membres de l'expédition", "Prise d'une potion d'attaque magique": "Prise d'une potion d'attaque magique", "Prise d'une potion d'attaque magique - Dungeon Settlers Wiki": "Prise d'une potion d'attaque magique - Dungeon Settlers Wiki", "Prise d'une potion d'attaque magique icon": "Icône Prise d'une potion d'attaque magique", "Prise d'une potion de coup critique": "Prise d'une potion de coup critique", "Prise d'une potion de coup critique - Dungeon Settlers Wiki": "Prise d'une potion de coup critique - Dungeon Settlers Wiki", "Prise d'une potion de coup critique icon": "Icône Prise d'une potion de coup critique", "Prise d'une potion vampirique": "Prise d'une potion vampirique", "Prise d'une potion vampirique - Dungeon Settlers Wiki": "Prise d'une potion vampirique - Dungeon Settlers Wiki", "Prise d'une potion vampirique icon": "Icône Prise d'une potion vampirique", "Prise à deux mains": "Prise à deux mains", "Prise à deux mains - Dungeon Settlers Wiki": "Prise à deux mains - Dungeon Settlers Wiki", "Prise à deux mains icon": "Icône Prise à deux mains", "PrivateRoom": "PrivateRoom", "Privilégie la cible ayant le moins de": "Privilégie la cible ayant le moins de", "Privilégie la cible ayant le moins de Santé actuelle.": "Privilégie la cible ayant le moins de Santé actuelle.", "Prière dans un temple correct.": "Prière dans un temple correct.", "Prière dans un temple correct. - Dungeon Settlers Wiki": "Prière dans un temple correct. - Dungeon Settlers Wiki", "Prière dans un temple correct. icon": "Prière dans un temple correct. icon", "Prière dans un temple délabré.": "Prière dans un temple délabré.", "Prière dans un temple délabré. - Dungeon Settlers Wiki": "Prière dans un temple délabré. - Dungeon Settlers Wiki", "Prière dans un temple délabré. icon": "Prière dans un temple délabré. icon", "Prière dans un temple fantastique.": "Prière dans un temple fantastique.", "Prière dans un temple fantastique. - Dungeon Settlers Wiki": "Prière dans un temple fantastique. - Dungeon Settlers Wiki", "Prière dans un temple fantastique. icon": "Prière dans un temple fantastique. icon", "Prière dans un temple impressionnant.": "Prière dans un temple impressionnant.", "Prière dans un temple impressionnant. - Dungeon Settlers Wiki": "Prière dans un temple impressionnant. - Dungeon Settlers Wiki", "Prière dans un temple impressionnant. icon": "Prière dans un temple impressionnant. icon", "Prière dans un temple luxueux.": "Prière dans un temple luxueux.", "Prière dans un temple luxueux. - Dungeon Settlers Wiki": "Prière dans un temple luxueux. - Dungeon Settlers Wiki", "Prière dans un temple luxueux. icon": "Prière dans un temple luxueux. icon", "Prière dans un temple médiocre.": "Prière dans un temple médiocre.", "Prière dans un temple médiocre. - Dungeon Settlers Wiki": "Prière dans un temple médiocre. - Dungeon Settlers Wiki", "Prière dans un temple médiocre. icon": "Prière dans un temple médiocre. icon", "Prière dans un temple ordinaire.": "Prière dans un temple ordinaire.", "Prière dans un temple ordinaire. - Dungeon Settlers Wiki": "Prière dans un temple ordinaire. - Dungeon Settlers Wiki", "Prière dans un temple ordinaire. icon": "Prière dans un temple ordinaire. icon", "Probability": "Probabilité", "Probabilité d'esquive": "Probabilité d'esquive", "Probabilité d'esquive - Dungeon Settlers Wiki": "Probabilité d'esquive - Dungeon Settlers Wiki", "Probabilité d'esquive Down": "Probabilité d'esquive diminue", "Probabilité d'esquive Up": "Augmentation de la probabilité d'esquive", "Probabilité d'esquive augmente": "Probabilité d'esquive augmente", "Probabilité d'esquive augmente de 10% pendant cette exploration.": "Probabilité d'esquive augmente de 10% pendant cette exploration.", "Probabilité d'esquive diminue": "Probabilité d'esquive diminue", "Probabilité d'esquive icon": "Probabilité d'esquive icône", "Probabilité de Garde": "Probabilité de Garde", "Probabilité de Garde - Dungeon Settlers Wiki": "Probabilité de Garde - Dungeon Settlers Wiki", "Probabilité de Garde Up": "Probabilité de Garde augmente", "Probabilité de Garde augmente": "Probabilité de Garde augmente", "Probabilité de Garde augmente de 10% pendant cette exploration.": "Probabilité de Garde augmente de 10% pendant cette exploration.", "Probabilité de Garde augmente de 4% par cumul.": "Probabilité de Garde augmente de 4% par cumul.", "Probabilité de Garde augmente de ?% par cumul.": "Probabilité de Garde augmente de ?% par cumul.", "Probabilité de Garde augmente.": "Probabilité de Garde augmente.", "Probabilité de Garde icon": "Probabilité de Garde icône", "Probabilité de toucher": "Probabilité de toucher", "Probabilité de toucher (mêlée / à distance)": "Probabilité de toucher (mêlée / à distance)", "Probabilité de toucher - Dungeon Settlers Wiki": "Probabilité de toucher - Dungeon Settlers Wiki", "Probabilité de toucher Down": "Probabilité de toucher diminue", "Probabilité de toucher Up": "Augmentation de la probabilité de toucher", "Probabilité de toucher augmente": "Probabilité de toucher augmente", "Probabilité de toucher augmente de 10% pendant cette expédition.": "Probabilité de toucher augmente de 10% pendant cette expédition.", "Probabilité de toucher diminue": "Probabilité de toucher diminue", "Probabilité de toucher icon": "Probabilité de toucher icône", "Probabilités de salle et d'apparition - Dungeon Settlers Wiki": "Probabilités de salle et d'apparition - Dungeon Settlers Wiki", "Proche de la mort": "Proche de la mort", "Proche de la mort - Dungeon Settlers Wiki": "Proche de la mort - Dungeon Settlers Wiki", "Proche de la mort icon": "Proche de la mort icône", "Procure un bref apaisement lorsqu'elle est inhalée et augmente": "Procure un bref apaisement lorsqu'elle est inhalée et augmente", "Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur.": "Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur.", "Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur. Accordé par 1 objet": "Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur. Accordé par 1 objet", "Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur. Granted by 1 item": "Procure un bref apaisement lorsqu'elle est inhalée et augmente Humeur. Accordé par 1 objet", "Prodigy (future background)": "Prodigy (background à venir)", "Produce 1 Cloth Armor": "Produire 1 armure en tissu", "Produce 4 Cloth": "Produire 4 tissus", "Produce Wooden Arrows": "Produire des flèches en bois", "Produces": "Produit", "Produit": "Produit", "Profitez d'une danse sauvage qui réduit votre énergie maximale et améliore votre humeur.": "Profitez d'une danse sauvage qui réduit votre énergie maximale et améliore votre humeur.", "Progress will be saved if you are in the settlement.": "Les progrès seront sauvegardés si vous êtes dans l'établissement.", "Projectile magique de base": "Projectile magique de base", "Projectile magique de base - Dungeon Settlers Wiki": "Projectile magique de base - Dungeon Settlers Wiki", "Projectile magique de base icon": "icône Projectile magique de base", "Projectile magique de base portée et zone affichées sur une salle de donjon": "Projectile magique de base portée et zone affichées sur une salle de donjon", "Projectile magique de base portée et zone sur une salle de donjon": "Projectile magique de base portée et zone sur une salle de donjon", "Projectile magique de base range and area on a dungeon room": "Projectile magique de base portée et zone dans une salle de donjon", "Projectile magique de base range and area shown on a dungeon room": "portée et zone de Projectile magique de base affichées sur une salle de donjon", "Projette de l'acide sur tous les ennemis à portée. Inflige des dégâts magiques égaux à 100% de": "Projette de l'acide sur tous les ennemis à portée. Inflige des dégâts magiques égaux à 100% de", "Projette de l'acide sur tous les ennemis à portée. Inflige des dégâts magiques égaux à 100% de Puissance d'attaque magique et applique Lent et Corrosion pendant 10 secondes Effects: • Lent (on enemy): -30% Vitesse de déplacement • Corrosion (on enemy): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.": "Projette de l'acide sur tous les ennemis à portée. Inflige des dégâts magiques égaux à 100% de Puissance d'attaque magique et applique Lent et Corrosion pendant 10 secondes Effets : • Lent (sur l'ennemi) : -30% Vitesse de déplacement • Corrosion (sur l'ennemi) : La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.", "Projette de l'acide sur tous les ennemis à portée. Inflige des dégâts magiques égaux à 100% de Puissance d'attaque magique et applique Lent et Corrosion pendant 10 secondes Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Corrosion (sur l'ennemi): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.": "Projette de l'acide sur tous les ennemis à portée. Inflige des dégâts magiques égaux à 100% de Puissance d'attaque magique et applique Lent et Corrosion pendant 10 secondes Effets : • Lent (sur l'ennemi): -30% Vitesse de déplacement • Corrosion (sur l'ennemi): La durabilité du casque, de l'armure du corps et du bouclier diminue de pile * 0.2 par seconde.", "Prompt": "Énoncé", "Propagation d'acide": "Propagation d'acide", "Propagation d'acide - Dungeon Settlers Wiki": "Propagation d'acide - Dungeon Settlers Wiki", "Propagation d'acide icon": "Propagation d'acide icon", "Proper meal": "Repas correct", "Properties": "Propriétés", "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "Proportionnelle aux dégâts d'AVANT barrière (facteur ~0,1 par coup) ; la garde la réduit, l'esquive/l'échec ne coûte rien, les barrières ne protègent PAS l'équipement", "ProposedInscriptionCount": "ProposedInscriptionCount", "Propulse une lance dans la direction ciblée, infligeant des dégâts égaux à 120 % de la puissance d'attaque physique à toutes les unités ennemies et gagnant": "Propulse une lance dans la direction ciblée, infligeant des dégâts égaux à 120 % de la puissance d'attaque physique à toutes les unités ennemies et gagnant", "Propulse une lance dans la direction ciblée, infligeant des dégâts égaux à 120 % de la puissance d'attaque physique à toutes les unités ennemies et gagnant Accélération pendant 8 secondes. 4 énergie - 12s de recharge Effets : • Accélération (sur l'ennemi): +30% Vitesse d'attaque": "Propulse une lance dans la direction ciblée, infligeant des dégâts égaux à 120 % de la puissance d'attaque physique à toutes les unités ennemies et gagnant Accélération pendant 8 secondes. 4 énergie - 12s de recharge Effets : • Accélération (sur l'ennemi): +30% Vitesse d'attaque", "Propulse une lance dans la direction ciblée, infligeant des dégâts égaux à 120 % de la puissance d'attaque physique à toutes les unités ennemies et gagnant Accélération pendant 8 secondes. 4 énergie - 12s de recharge Effets : • Accélération (sur le lanceur): +30% Vitesse d'attaque": "Propulse une lance dans la direction ciblée, infligeant des dégâts égaux à 120 % de la puissance d'attaque physique à toutes les unités ennemies et gagnant Accélération pendant 8 secondes. 4 énergie - 12s de recharge Effets : • Accélération (sur le lanceur): +30% Vitesse d'attaque", "Protection de l'Arbre du Monde": "Protection de l'Arbre du Monde", "Protection de l'Arbre du Monde - Dungeon Settlers Wiki": "Protection de l'Arbre du Monde - Dungeon Settlers Wiki", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.": "Les hommes lézards sont des guerriers fiers des marais possédant des corps puissants et des réflexes éclair.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain Colère végétale when eating vegetarian food. Ignore Humeur penalty when eating carniv": "Les hommes lézards sont des guerriers fiers des marais possédant des corps puissants et des réflexes éclair. Gagnez Colère végétale en mangeant de la nourriture végétarienne. Ignorez la pénalité Humeur en mangeant de la viande carnivore", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.": "Les hommes lézards sont des guerriers fiers des marais possédant des corps puissants et des réflexes éclair.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes. Gain Colère végétale when eating vegetarian food. Ignore Humeur penalty when eating carniv": "Les hommes lézards sont des guerriers fiers des marais possédant des corps puissants et des réflexes éclair. Gagnez Colère végétale en mangeant de la nourriture végétarienne. Ignorez la pénalité Humeur en mangeant de la viande carnivore", "Provocation": "Provocation", "Provocation - Dungeon Settlers Wiki": "Provocation - Dungeon Settlers Wiki", "Provocation de l'épéiste": "Provocation de l'épéiste", "Provocation de l'épéiste - Dungeon Settlers Wiki": "Provocation de l'épéiste - Dungeon Settlers Wiki", "Provocation de l'épéiste icon": "Icône de Provocation de l'épéiste", "Provocation du gardien": "Provocation du gardien", "Provocation du gardien - Dungeon Settlers Wiki": "Provocation du gardien - Dungeon Settlers Wiki", "Provocation du gardien icon": "Icône Provocation du gardien", "Provocation du gardien portée et zone affichées sur une salle de donjon": "Provocation du gardien portée et zone affichées sur une salle de donjon", "Provocation du gardien range and area shown on a dungeon room": "Provocation du gardien portée et zone montrées dans une salle de donjon", "Provocation icon": "Icône Provocation", "Provocation portée et zone affichées sur une salle de donjon": "Provocation portée et zone affichées sur une salle de donjon", "Près de la mort": "Près de la mort", "Préchauffement du sort": "Préchauffement du sort", "Préchauffement du sort - Dungeon Settlers Wiki": "Préchauffement du sort - Dungeon Settlers Wiki", "Préchauffement du sort 10": "Préchauffement du sort 10", "Préchauffement du sort 10 - Dungeon Settlers Wiki": "Préchauffement du sort 10 - Dungeon Settlers Wiki", "Préchauffement du sort 10 icon": "Préchauffement du sort 10 icon", "Préchauffement du sort icon": "Préchauffement du sort icon", "Précision": "Précision", "Précision - Dungeon Settlers Wiki": "Précision - Dungeon Settlers Wiki", "Précision icon": "Icône Précision", "Préfère lancer de nombreuses attaques plutôt que de viser avec précision.": "Préfère lancer de nombreuses attaques plutôt que de viser avec précision.", "Préférence de règlement": "Préférence de règlement", "Préférence de règlement - Dungeon Settlers Wiki": "Préférence de règlement - Dungeon Settlers Wiki", "Préférez passer du temps à l'intérieur plutôt qu'à l'extérieur.": "Préférez passer du temps à l'intérieur plutôt qu'à l'extérieur.", "Préréglages de recrutement - Dungeon Settlers Wiki": "Préréglages de recrutement - Dungeon Settlers Wiki", "Présente une teinte cramoisie et émet une aura mystérieuse.": "Présente une teinte cramoisie et émet une aura mystérieuse.", "Prêt à se battre contre n'importe qui pour de l'argent,": "Prêt à se battre contre n'importe qui pour de l'argent,", "Prêt à tout risquer pour vivre de nouvelles aventures.": "Prêt à tout risquer pour vivre de nouvelles aventures.", "Prêt à tout risquer pour vivre de nouvelles aventures. Obtient": "Prêt à tout risquer pour vivre de nouvelles aventures. Obtient", "Prêt à tout risquer pour vivre de nouvelles aventures. Obtient Joie de l'aventure dans les donjons et Ennui dans les colonies.": "Prêt à tout risquer pour vivre de nouvelles aventures. Obtient Joie de l'aventure dans les donjons et Ennui dans les colonies.", "Prêt à tout risquer pour vivre de nouvelles aventures. Obtient Joie de l'aventure dans...": "Prêt à tout risquer pour vivre de nouvelles aventures. Obtient Joie de l'aventure dans...", "Prêtre gobelin de l'Abîme": "Prêtre gobelin de l'Abîme", "Prêtre gobelin de l'Abîme - Dungeon Settlers Wiki": "Prêtre gobelin de l'Abîme - Dungeon Settlers Wiki", "Prêtre gobelin de l'Abîme variante": "Prêtre gobelin de l'Abîme variante", "Psychopathe": "Psychopathe", "Psychopathe - Dungeon Settlers Wiki": "Psychopathe - Dungeon Settlers Wiki", "Psychopathe icon": "Psychopathe icône", "Pudding de slime": "Pudding de slime", "Pudding de slime - Dungeon Settlers Wiki": "Pudding de slime - Dungeon Settlers Wiki", "Pudding de slime icon": "Pudding de slime icon", "Pudding de slime portée et zone affichées sur une salle de donjon": "Pudding de slime portée et zone affichées sur une salle de donjon", "Pudding de slime range and area shown on a dungeon room": "Pudding de slime : portée et zone affichées sur une salle de donjon", "Puis elle te jauge de haut en bas et laisse échapper un ricanement amusé.": "Puis elle te jauge de haut en bas et laisse échapper un ricanement amusé.", "Puis, après s'être reprise, elle laisse échapper un bref ricanement.": "Puis, après s'être reprise, elle laisse échapper un bref ricanement.", "Puis, un bruissement se fait entendre dans les buissons voisins, et les mermoks qui sont retournés dans leur nid se mettent à courir vers eux avec colère.": "Puis, un bruissement se fait entendre dans les buissons voisins, et les mermoks qui sont retournés dans leur nid se mettent à courir vers eux avec colère.", "Puissance d'attaque magique": "Puissance d'attaque magique", "Puissance d'attaque magique - Dungeon Settlers Wiki": "Puissance d'attaque magique - Dungeon Settlers Wiki", "Puissance d'attaque magique Up": "Puissance d'attaque magique augmente", "Puissance d'attaque magique augmente": "Puissance d'attaque magique augmente", "Puissance d'attaque magique augmente de 10% pendant cette exploration.": "Puissance d'attaque magique augmente de 10% pendant cette exploration.", "Puissance d'attaque magique icon": "Icône Puissance d'attaque magique", "Puissance d'attaque physique": "Puissance d'attaque physique", "Puissance d'attaque physique - Dungeon Settlers Wiki": "Puissance d'attaque physique - Dungeon Settlers Wiki", "Puissance d'attaque physique Puissance d'attaque magique Vitesse d'attaque Chance de critique Bonus de dégâts critiques Probabilité de toucher": "Puissance d'attaque physique Puissance d'attaque magique Vitesse d'attaque Chance de critique Bonus de dégâts critiques Probabilité de toucher", "Puissance d'attaque physique Up": "Puissance d'attaque physique augmente", "Puissance d'attaque physique augmente": "Puissance d'attaque physique augmente", "Puissance d'attaque physique augmente de 10% pendant cette exploration.": "Puissance d'attaque physique augmente de 10% pendant cette exploration.", "Puissance d'attaque physique augmente de 3% par cumul.": "Puissance d'attaque physique augmente de 3% par cumul.", "Puissance d'attaque physique augmente de 30% par charge.": "Puissance d'attaque physique augmente de 30% par charge.", "Puissance d'attaque physique augmente de 30% par charge. Accordé par 1 compétence": "Puissance d'attaque physique augmente de 30% par charge. Accordé par 1 compétence", "Puissance d'attaque physique augmente de 35%.": "Puissance d'attaque physique augmente de 35%.", "Puissance d'attaque physique augmente de ?% par charge.": "Puissance d'attaque physique augmente de ?% par charge.", "Puissance d'attaque physique augmente de ?% par charge. Accordé par 1 compétence": "Puissance d'attaque physique augmente de ?% par charge. Accordé par 1 compétence", "Puissance d'attaque physique augmente de ?% par charge. Granted by 1 skill": "Puissance d'attaque physique augmente de ?% par charge. Accordé par 1 compétence", "Puissance d'attaque physique augmente de ?% par cumul.": "Puissance d'attaque physique augmente de ?% par cumul.", "Puissance d'attaque physique augmente de ?% par cumul. Accordé par 1 compétence": "Puissance d'attaque physique augmente de ?% par cumul. Accordé par 1 compétence", "Puissance d'attaque physique augmente de ?%.": "Puissance d'attaque physique augmente de ?%.", "Puissance d'attaque physique augmente de ?%. Accordé par 1 compétence": "Puissance d'attaque physique augmente de ?%. Accordé par 1 compétence", "Puissance d'attaque physique icon": "Icône Puissance d'attaque physique", "Puissance d'attaque utilisée pour calculer la puissance des compétences magiques.": "Puissance d'attaque utilisée pour calculer la puissance des compétences magiques.", "Puissance d'attaque utilisée pour calculer les dégâts physiques.": "Puissance d'attaque utilisée pour calculer les dégâts physiques.", "Puissance du talent": "Puissance du talent", "Puissance du talent - Dungeon Settlers Wiki": "Puissance du talent - Dungeon Settlers Wiki", "Puissance du talent icon": "Puissance du talent icône", "Pull 1": "Traction 1", "Pull 2": "Traction 2", "Pulsion meurtrière": "Pulsion meurtrière", "Pulsion meurtrière - Dungeon Settlers Wiki": "Pulsion meurtrière - Dungeon Settlers Wiki", "Pulsion meurtrière portée et zone affichées sur une salle de donjon": "Pulsion meurtrière portée et zone affichées sur une salle de donjon", "Pulvérisateur de mucus": "Pulvérisateur de mucus", "Pulvérisateur de mucus - Dungeon Settlers Wiki": "Pulvérisateur de mucus - Dungeon Settlers Wiki", "Pulvérisateur de mucus icon": "icône Pulvérisateur de mucus", "Pulvérisateur de mucus portée et zone affichées sur une salle de donjon": "Pulvérisateur de mucus portée et zone affichées sur une salle de donjon", "Pulvérisateur de mucus range and area shown on a dungeon room": "Pulvérisateur de mucus portée et zone montrées dans une salle de donjon", "Purification des lianes d'épines sombres": "Purification des lianes d'épines sombres", "Purification des épines sombres": "Purification des épines sombres", "Pénalité d'humeur": "Pénalité d'humeur", "Péridot raffiné": "Péridot raffiné", "Péridot raffiné - Dungeon Settlers Wiki": "Péridot raffiné - Dungeon Settlers Wiki", "Périodiquement augmente le": "Périodiquement augmente le", "Périodiquement augmente le Humeur des unités à proximité.": "Augmente périodiquement l'Humeur des unités à proximité.", "Pétale": "Pétale", "Pétale - Dungeon Settlers Wiki": "Pétale - Dungeon Settlers Wiki", "Pétale icon": "Pétale icon", "QUEST_CommonMood": "QUEST_CommonMood", "QUEST_DiscardedDivice": "QUEST_DiscardedDivice", "QUEST_DiscardedSpecimen": "QUEST_DiscardedSpecimen", "QUEST_HuntAlphaAcidSlogel": "QUEST_HuntAlphaAcidSlogel", "QUEST_HuntElderGloth": "QUEST_HuntElderGloth", "QUEST_HuntMawmurk": "QUEST_HuntMawmurk", "QUEST_HuntWhiteMawmurk": "QUEST_HuntWhiteMawmurk", "QUEST_InteractEndrossi": "QUEST_InteractEndrossi", "QUEST_InteractEndrossi2": "QUEST_InteractEndrossi2", "QUEST_InteractEndrossi3": "QUEST_InteractEndrossi3", "QUEST_InteractEndrossi4": "QUEST_InteractEndrossi4", "QUEST_InteractEndrossi5": "QUEST_InteractEndrossi5", "QUEST_InteractPerion": "QUEST_InteractPerion", "QUEST_InteractPerion2": "QUEST_InteractPerion2", "QUEST_InteractXenon": "QUEST_InteractXenon", "QUEST_InteractXenon2": "QUEST_InteractXenon2", "QUEST_InteractXenon3": "QUEST_InteractXenon3", "QUEST_InteractXenon4": "QUEST_InteractXenon4", "QUEST_Main0": "QUEST_Main0", "QUEST_Main0 through Main8": "QUEST_Main0 à Main8", "QUEST_Main0-8, the auto-advancing Crawling Doom scenario": "QUEST_Main0-8, le scénario Doom rampant à progression automatique", "QUEST_Main1": "QUEST_Main1", "QUEST_Main100": "QUEST_Main100", "QUEST_Main2": "QUEST_Main2", "QUEST_Main3": "QUEST_Main3", "QUEST_Main4": "QUEST_Main4", "QUEST_Main5": "QUEST_Main5", "QUEST_Main6": "QUEST_Main6", "QUEST_Main7": "QUEST_Main7", "QUEST_Main8": "QUEST_Main8", "QUEST_Rank1Food": "QUEST_Rank1Food", "QUEST_Rank1Level": "QUEST_Rank1Level", "QUEST_Rank1Research1": "QUEST_Rank1Research1", "QUEST_Rank1Research2": "QUEST_Rank1Research2", "QUEST_Rank1Research3": "QUEST_Rank1Research3", "QUEST_Rank1Research4": "QUEST_Rank1Research4", "QUEST_Rank1Research5": "QUEST_Rank1Research5", "QUEST_Rank1Research6": "QUEST_Rank1Research6", "QUEST_Rank1Research7": "QUEST_Rank1Research7", "QUEST_Rank1Resource1": "QUEST_Rank1Resource1", "QUEST_Rank1Resource2": "QUEST_Rank1Resource2", "QUEST_Rank1RoomType1": "QUEST_Rank1RoomType1", "QUEST_Rank1RoomType2": "QUEST_Rank1RoomType2", "QUEST_Rank1RoomType3": "QUEST_Rank1RoomType3", "QUEST_Rank1RoomType4": "QUEST_Rank1RoomType4", "QUEST_Rank1RoomType5": "QUEST_Rank1RoomType5", "QUEST_Rank1RoomType6": "QUEST_Rank1RoomType6", "QUEST_Rank1RoomType7": "QUEST_Rank1RoomType7", "QUEST_Rank2Elite": "QUEST_Rank2Elite", "QUEST_Rank2Food": "QUEST_Rank2Food", "QUEST_Rank2Level": "QUEST_Rank2Level", "QUEST_Rank2Research1": "QUEST_Rank2Research1", "QUEST_Rank2Research10": "QUEST_Rank2Research10", "QUEST_Rank2Research11": "QUEST_Rank2Research11", "QUEST_Rank2Research12": "QUEST_Rank2Research12", "QUEST_Rank2Research13": "QUEST_Rank2Research13", "QUEST_Rank2Research14": "QUEST_Rank2Research14", "QUEST_Rank2Research15": "QUEST_Rank2Research15", "QUEST_Rank2Research16": "QUEST_Rank2Research16", "QUEST_Rank2Research2": "QUEST_Rank2Research2", "QUEST_Rank2Research3": "QUEST_Rank2Research3", "QUEST_Rank2Research4": "QUEST_Rank2Research4", "QUEST_Rank2Research5": "QUEST_Rank2Research5", "QUEST_Rank2Research6": "QUEST_Rank2Research6", "QUEST_Rank2Research7": "QUEST_Rank2Research7", "QUEST_Rank2Research8": "QUEST_Rank2Research8", "QUEST_Rank2Research9": "QUEST_Rank2Research9", "QUEST_Rank2Resource1": "QUEST_Rank2Resource1", "QUEST_Rank2Resource2": "QUEST_Rank2Resource2", "QUEST_Rank2RoomType1": "QUEST_Rank2RoomType1", "QUEST_Rank2RoomType2": "QUEST_Rank2RoomType2", "QUEST_Rank2RoomType3": "QUEST_Rank2RoomType3", "QUEST_Rank2RoomType4": "QUEST_Rank2RoomType4", "QUEST_Rank2RoomType5": "QUEST_Rank2RoomType5", "QUEST_Rank2RoomType6": "QUEST_Rank2RoomType6", "QUEST_Rank2RoomType7": "QUEST_Rank2RoomType7", "QUEST_Rank3Elite": "QUEST_Rank3Elite", "QUEST_Rank3Food": "QUEST_Rank3Food", "QUEST_Rank3Level": "QUEST_Rank3Level", "QUEST_Rank3Research1": "QUEST_Rank3Research1", "QUEST_Rank3Research2": "QUEST_Rank3Research2", "QUEST_Rank3Research3": "QUEST_Rank3Research3", "QUEST_Rank3Research4": "QUEST_Rank3Research4", "QUEST_Rank3Research5": "QUEST_Rank3Research5", "QUEST_Rank3Research6": "QUEST_Rank3Research6", "QUEST_Rank3Research7": "QUEST_Rank3Research7", "QUEST_Rank3Resource1": "QUEST_Rank3Resource1", "QUEST_Rank3Resource2": "QUEST_Rank3Resource2", "QUEST_Rank3RoomType1": "QUEST_Rank3RoomType1", "QUEST_Rank3RoomType2": "QUEST_Rank3RoomType2", "QUEST_Rank3RoomType3": "QUEST_Rank3RoomType3", "QUEST_Rank3RoomType4": "QUEST_Rank3RoomType4", "QUEST_Rank3RoomType5": "QUEST_Rank3RoomType5", "QUEST_Rank3RoomType6": "QUEST_Rank3RoomType6", "QUEST_Rank3RoomType7": "QUEST_Rank3RoomType7", "QUEST_ResearchInsect": "QUEST_ResearchInsect", "QUEST_ResearchInsect2": "QUEST_ResearchInsect2", "QUEST_ResearchInsect3": "QUEST_ResearchInsect3", "QUEST_ResearchInsect4": "QUEST_ResearchInsect4", "QUEST_Tuto0": "QUEST_Tuto0", "QUEST_Tuto0-16": "QUEST_Tuto0-16", "QUEST_Tuto1": "QUEST_Tuto1", "QUEST_Tuto10": "QUEST_Tuto10", "QUEST_Tuto11": "QUEST_Tuto11", "QUEST_Tuto12": "QUEST_Tuto12", "QUEST_Tuto13": "QUEST_Tuto13", "QUEST_Tuto14": "QUEST_Tuto14", "QUEST_Tuto15": "QUEST_Tuto15", "QUEST_Tuto16": "QUEST_Tuto16", "QUEST_Tuto2": "QUEST_Tuto2", "QUEST_Tuto3": "QUEST_Tuto3", "QUEST_Tuto4": "QUEST_Tuto4", "QUEST_Tuto5": "QUEST_Tuto5", "QUEST_Tuto6": "QUEST_Tuto6", "QUEST_Tuto7": "QUEST_Tuto7", "QUEST_Tuto8": "QUEST_Tuto8", "QUEST_Tuto9": "QUEST_Tuto9", "Qu'est-ce qu'il y a là-dedans ?": "Qu'est-ce qu'il y a là-dedans ?", "Qu'y a-t-il là-dedans ?": "Qu'y a-t-il là-dedans ?", "Qu... qu'est-ce que c'était, à l'instant ?": "Qu... qu'est-ce que c'était, à l'instant ?", "Qualité": "Qualité", "Quand": "Quand", "Quand Endorsi vous aperçoit, il essaie de montrer une expression heureuse, mais détourne ensuite le regard.": "Quand Endorsi vous aperçoit, il essaie de montrer une expression heureuse, mais détourne ensuite le regard.", "Quand Lowell travaillait comme garde, il accumulait souvent des additions dans les tavernes. La dernière qu'il a laissée avant de venir dans la Terre Stérile restera probablement impayée pendant longtemps - peut‑être pour toujours.": "Quand Lowell travaillait comme garde, il accumulait souvent des additions dans les tavernes. La dernière qu'il a laissée avant de venir dans la Terre Stérile restera probablement impayée pendant longtemps - peut‑être pour toujours.", "Quand aucune entité n'est sélectionnée, vous pouvez ouvrir le 'Menu de Construction' en bas à gauche de l'écran, cliquer avec le bouton gauche sur un bâtiment pour le sélectionner, puis cliquer avec le bouton gauche sur une zone de placement pour le construire. La construction consomme des ressources.": "Quand aucune entité n'est sélectionnée, vous pouvez ouvrir le 'Menu de Construction' en bas à gauche de l'écran, cliquer avec le bouton gauche sur un bâtiment pour le sélectionner, puis cliquer avec le bouton gauche sur une zone de placement pour le construire. La construction consomme des ressources.", "Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée,": "Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est entièrement épuisée,", "Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est totalement épuisée,": "Quand elles sont fatiguées, les unités s'endorment automatiquement, et si l'énergie est totalement épuisée,", "Quand il est brandi, on dirait que des flammes dansent autour de lui.": "Quand il est brandi, on dirait que des flammes dansent autour de lui.", "Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.": "Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi.", "Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi. Accordé par 1 compétence": "Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi. Accordé par 1 compétence", "Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi. Granted by 1 skill": "Quand il subit des dégâts 5 fois, il effectue une attaque chargée contre l'ennemi. Accordé par 1 compétence", "Quand j'ai repris mes esprits, il avait déjà disparu.": "Quand j'ai repris mes esprits, il avait déjà disparu.", "Quand j'ai repris mes esprits, il avait déjà disparu. Mais les conséquences de cette folie n'ont pas disparu facilement.": "Quand j'ai repris mes esprits, il avait déjà disparu. Mais les conséquences de cette folie n'ont pas disparu facilement.", "Quand j'ai repris mes esprits, ils avaient déjà disparu. Vous percevez le monde plus clairement que jamais, mais en même temps vous ressentez une douleur difficile à expliquer.": "Quand j'ai repris mes esprits, ils avaient déjà disparu. Vous percevez le monde plus clairement que jamais, mais en même temps vous ressentez une douleur difficile à expliquer.", "Quand je regarde soudain la falaise, j'aperçois des ombres aux formes étranges qui s'y tordent.": "Quand je regarde soudain la falaise, j'aperçois des ombres aux formes étranges qui s'y tordent.", "Quand je traverse la forêt, j'ai sans cesse faim pour une raison inconnue.": "Quand je traverse la forêt, j'ai sans cesse faim pour une raison inconnue.", "Quand la": "Quand la", "Quand la Graine étrange est détruite, elle explose, restaurant à toutes les unités alliées adjacentes Santé actuelle à hauteur de 200% de Puissance d'attaque magique et conférant Réduction du temps de recharge pendant 10 secondes. Effects: • Réduction du temps de recharge (on allies): +30 Réduction du temps de recharge": "Quand la Graine étrange est détruite, elle explose, restaurant à toutes les unités alliées adjacentes Santé actuelle à hauteur de 200% de Puissance d'attaque magique et conférant Réduction du temps de recharge pendant 10 secondes. Effets : • Réduction du temps de recharge (sur les alliés) : +30 Réduction du temps de recharge", "Quand la Graine étrange est détruite, elle explose, restaurant à toutes les unités alliées adjacentes Santé actuelle à hauteur de 200% de Puissance d'attaque magique et conférant Réduction du temps de recharge pendant 10 secondes. Effets : • Réduction du temps de recharge (sur les alliés): +30 Réduction du temps de recharge": "Quand la Graine étrange est détruite, elle explose, restaurant à toutes les unités alliées adjacentes Santé actuelle à hauteur de 200% de Puissance d'attaque magique et conférant Réduction du temps de recharge pendant 10 secondes. Effets : • Réduction du temps de recharge (sur les alliés): +30 Réduction du temps de recharge", "Quand la contribution atteint son maximum, votre": "Le palier de région auquel appartient un pool de butin : les pools DROP_R1* servent le Voile du Silence et les pools DROP_R2* servent le Terrier purulent. Le butin des coffres et les drops de monstres sont reliés à ces pools par palier de région.", "Quand le nombre de Glots en combat devient faible, ils appellent le troupeau à l'aide.": "Quand le nombre de Glots en combat devient faible, ils appellent le troupeau à l'aide.", "Quand on a faim, le monde entier ressemble à un ennemi.": "Quand on a faim, le monde entier ressemble à un ennemi.", "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées": "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées", "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées Stimulation des PV égal à 1% de Puissance d'attaque magique pendant 2 secondes. Effects: • Stimulation des PV (on allies): Restaure 10 Santé actuelle par cumul chaque seconde.": "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées Stimulation des PV égal à 1% de Puissance d'attaque magique pendant 2 secondes. Effets : • Stimulation des PV (sur les alliés) : Restaure 10 Santé actuelle par cumul chaque seconde.", "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées Stimulation des PV égal à 1% de Puissance d'attaque magique pendant 2 secondes. Effets : • Stimulation des PV (sur les alliés): Restaure 10 Santé actuelle par cumul chaque seconde.": "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées Stimulation des PV égal à 1% de Puissance d'attaque magique pendant 2 secondes. Effets : • Stimulation des PV (sur les alliés): Restaure 10 Santé actuelle par cumul chaque seconde.", "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées Stimulation des PV égal à 1% de Puissance d'attaque magique pendant 2 secondes. Effets : • Stimulation des PV (sur les unités dans la zone): Restaure 10 Santé actuelle par cumul chaque seconde.": "Quand une unité ennemie meurt au cours du combat, accorde à toutes les unités alliées Stimulation des PV égal à 1% de Puissance d'attaque magique pendant 2 secondes. Effets : • Stimulation des PV (sur les unités dans la zone): Restaure 10 Santé actuelle par cumul chaque seconde.", "Quand vos PV tombent à 50 % ou moins, vous gagnez": "Quand vos PV tombent à 50 % ou moins, vous gagnez", "Quand vos PV tombent à 50 % ou moins, vous gagnez Bouclier égal à 100 % de vos PV perdu...": "Quand vos PV tombent à 50 % ou moins, vous gagnez Bouclier égal à 100 % de vos PV perdu...", "Quand vos PV tombent à 50 % ou moins, vous gagnez Bouclier égal à 100 % de vos PV perdus pendant 5 secondes.": "Quand vos PV tombent à 50 % ou moins, vous gagnez Bouclier égal à 100 % de vos PV perdus pendant 5 secondes.", "Quand vous gagnez": "Quand vous gagnez", "Quand vous gagnez Bouclier, Réduction du temps de recharge de toutes les compétences augmente de 10%. Effects: • Bouclier (on user): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Quand vous gagnez Bouclier, Réduction du temps de recharge de toutes les compétences augmente de 10%. Effets : • Bouclier (sur l'utilisateur) : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Quand vous gagnez Bouclier, Réduction du temps de recharge de toutes les compétences augmente de 10%. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Quand vous gagnez Bouclier, Réduction du temps de recharge de toutes les compétences augmente de 10%. Effets : • Bouclier (sur l'utilisateur): Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Quand vous infligez des dégâts à une cible ennemie avec": "Quand vous infligez des dégâts à une cible ennemie avec", "Quand vous infligez des dégâts à une cible ennemie avec Combustion, les dégâts infligés augmentent de Combustion * 8%. Effects: • Combustion: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "Quand vous infligez des dégâts à une cible ennemie avec Combustion, les dégâts infligés augmentent de Combustion * 8%. Effets : • Combustion: 3 dégâts magiques par pile, chaque seconde, en ignorant la défense et les boucliers (fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 piles = 30 dégâts magiques/seconde. La durée est définie par la compétence qui l'applique.", "Quand vous infligez des dégâts à une cible ennemie avec Combustion, les dégâts infligés augmentent de Combustion * 8%. Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.": "Quand vous infligez des dégâts à une cible ennemie avec Combustion, les dégâts infligés augmentent de Combustion * 8%. Effets : • Combustion: 3 magique dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers (valeur fixe, n'évolue pas avec la puissance d'attaque ; se cumule jusqu'à 50). Exemple : 10 cumuls = 30 magique dégâts/seconde. La durée est définie par la compétence qui l'applique.", "Quand vous leur assurez que l'objectif sera bientôt atteint, les membres de l'Expédition acquiescent à contrecœur.": "Quand vous leur assurez que l'objectif sera bientôt atteint, les membres de l'Expédition acquiescent à contrecœur.", "Quand vous reprenez vos esprits, elle a déjà disparu.": "Quand vous reprenez vos esprits, elle a déjà disparu.", "Quand vous secouez la tête, elle vous explique, comme si elle s'attendait à cette réponse.": "Quand vous secouez la tête, elle vous explique, comme si elle s'attendait à cette réponse.", "Que dois-je vous donner aujourd'hui?": "Que dois-je vous donner aujourd'hui?", "Que sortira-t-il si l'on frappe la massue ? Que l'or apparaisse ! Que l'argent apparaisse !": "Que sortira-t-il si l'on frappe la massue ? Que l'or apparaisse ! Que l'argent apparaisse !", "Quel goût ça a ? Il suffit de le manger, c'est tout.": "Quel goût ça a ? Il suffit de le manger, c'est tout.", "Quel goût ça a ? Tant que ça me cale, qui s'en soucie ?": "Quel goût ça a ? Tant que ça me cale, qui s'en soucie ?", "Quelle excellente source de protéines !": "Quelle excellente source de protéines !", "Quelle splendide mélodie de harpe !": "Quelle splendide mélodie de harpe !", "Quelqu'un attend votre décision.": "Quelqu'un attend votre décision.", "Quelqu'un lance cette proposition à voix haute devant tous les membres réunis.": "Quelqu'un lance cette proposition à voix haute devant tous les membres réunis.", "Quelque chose dérive en cercles, puis disparaît.": "Quelque chose dérive en cercles, puis disparaît.", "Quelques membres de l'expédition grommellent et font part de leur mécontentement.": "Quelques membres de l'expédition grommellent et font part de leur mécontentement.", "Quelques membres semblent étrangement mal à l'aise, mais la plupart paraissent soulagés.": "Quelques membres semblent étrangement mal à l'aise, mais la plupart paraissent soulagés.", "Quest & story scenes": "Quêtes et scènes d'histoire", "Quest Units": "Unités de quête", "Quest Units - Dungeon Settlers Wiki": "Unités de quête - Dungeon Settlers Wiki", "Quest scene": "Scène de quête", "Quest-order quirk": "Particularité de l'ordre des quêtes", "Quest-recruitable characters (current build)": "Personnages recrutables par quête (build actuel)", "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0", "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0", "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0", "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0", "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom": "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom", "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom": "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom", "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish": "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish", "QuestFinish_Main2": "QuestFinish_Main2", "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom": "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom", "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom": "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom", "QuestFinish_Main4": "QuestFinish_Main4", "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom": "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom", "QuestFinish_Main5": "QuestFinish_Main5", "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom": "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom", "QuestFinish_Main6": "QuestFinish_Main6", "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base": "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base", "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom", "QuestFinish_Tuto1": "QuestFinish_Tuto1", "QuestFinish_Tuto10": "QuestFinish_Tuto10", "QuestFinish_Tuto11": "QuestFinish_Tuto11", "QuestFinish_Tuto12": "QuestFinish_Tuto12", "QuestFinish_Tuto14": "QuestFinish_Tuto14", "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89": "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89", "QuestFinish_Tuto6": "QuestFinish_Tuto6", "QuestTable.json": "QuestTable.json", "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0": "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0", "Quests": "Quêtes", "Quests - Dungeon Settlers Wiki": "Quêtes - Dungeon Settlers Wiki", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" ma...": "Les quêtes se déclinent en quelques types : un tutoriel scripté, une histoire principale qui avance automatiquement, des quêtes annexes de PNJ nommés, et des man... de guilde répétables « Résolution d'expédition »", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.": "Les quêtes se déclinent en plusieurs types : un tutoriel scripté, une histoire principale qui progresse automatiquement, des quêtes secondaires données par des PNJ nommés, et des objectifs de gestion de guilde « Résolution d'expédition » répétables.", "Quick add:": "Ajout rapide :", "Quick sets:": "Sets rapides :", "Quête": "Quête", "Quête de Perion 1": "Quête de Perion 1", "Quête de Perion 1 - Dungeon Settlers Wiki": "Quête de Perion 1 - Dungeon Settlers Wiki", "Quête de Zenon 1": "Quête de Zenon 1", "Quête de Zenon 1 - Dungeon Settlers Wiki": "Quête de Zenon 1 - Dungeon Settlers Wiki", "Quête de Zenon 2": "Quête de Zenon 2", "Quête de Zenon 2 - Dungeon Settlers Wiki": "Quête de Zenon 2 - Dungeon Settlers Wiki", "Quête de Zenon 3": "Quête de Zenon 3", "Quête de Zenon 3 - Dungeon Settlers Wiki": "Quête de Zenon 3 - Dungeon Settlers Wiki", "Quête de Zenon 4": "Quête de Zenon 4", "Quête de Zenon 4 - Dungeon Settlers Wiki": "Quête de Zenon 4 - Dungeon Settlers Wiki", "Quête principale": "Quête principale", "Quête principale 0": "Quête principale 0", "Quête principale 0 - Interact with the Wagon": "Quête principale 0 - Interagir avec le chariot", "Quête principale 0 - 마차와 상호작용": "Quête principale 0 - 마차와 상호작용", "Quête principale 1": "Quête principale 1", "Quête principale 1 - <Build> Crafting Table": "Quête principale 1 - <Build> Table de fabrication", "Quête principale 1 - <건설> 제작대": "Quête principale 1 - <건설> 제작대", "Quête principale 2": "Quête principale 2", "Quête principale 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "Quête principale 2 - Produire 4 Tissu ; Produire 1 Armure en tissu ; Produire des Flèches en bois", "Quête principale 2 - 천 4개 생산; 천 갑옷 1개 생산; 나무 화살 생산": "Quête principale 2 - 천 4개 생산; 천 갑옷 1개 생산; 나무 화살 생산", "Quête principale 3": "Quête principale 3", "Quête principale 3 - <Recruit> Secure 4 Members": "Quête principale 3 - <Recruit> Recruter 4 membres", "Quête principale 3 - <모집> 4인 확보": "Quête principale 3 - <모집> 4인 확보", "Quête principale 4": "Quête principale 4", "Quête principale 4 - Move to the Dungeon": "Quête principale 4 - Se rendre au donjon", "Quête principale 4 - 던전으로 이동": "Quête principale 4 - 던전으로 이동", "Quête principale 5": "Quête principale 5", "Quête principale 5 - Move to the Settlement": "Quête principale 5 - Se rendre à la colonie", "Quête principale 5 - 정착지로 이동": "Quête principale 5 - 정착지로 이동", "Quête principale 6": "Quête principale 6", "Quête principale 6 - <Build> Research Table": "Quête principale 6 - <Build> Table de recherche", "Quête principale 6 - <건설> 연구대": "Quête principale 6 - <건설> 연구대", "Quête principale 7": "Quête principale 7", "Quête principale 7 - Defeat 1 Red Monster Rat.": "Quête principale 7 - Vaincre 1 Rat monstre rouge.", "Quête principale 7 - Goddess Statue Construction && Level 2 2+ units": "Quête principale 7 - Construction de la Statue Déesse && Niveau 2 2+ unités", "Quête principale 7 - Has Building Wood Godness Statue 1": "Quête principale 7 - Has Building Wood Godness Statue 1", "Quête principale 7 - 붉은 괴물 쥐 1마리 처치.": "Quête principale 7 - 붉은 괴물 쥐 1마리 처치.", "Quête principale 8": "Quête principale 8", "Quête principale 8 - 2 or More Members at Level 2": "Quête principale 8 - 2 membres ou plus au niveau 2", "Quête principale 8 - 2레벨 2명 이상": "Quête principale 8 - 2레벨 2명 이상", "Quête principale 8 - Defeat 1 Red Monster Rat.": "Quête principale 8 - Defeat 1 Red Monster Rat.", "Quête principale du trio 7": "Quête principale du trio 7", "Quête principale du trio 7 - Dungeon Settlers Wiki": "Quête principale du trio 7 - Wiki Dungeon Settlers", "Quêtes - Dungeon Settlers Wiki": "Quêtes - Dungeon Settlers Wiki", "Quêtes secondaires de la Guilde": "Quêtes secondaires de la Guilde", "R1 Abyss Boss Treasure Chest Remnant": "R1 Abyss Boss Treasure Chest Remnant", "R1 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor de boss de l'Abîme R1 - Dungeon Settlers Wiki", "R1 Abyss Elite Treasure Chest Remnant": "R1 Abyss Elite Treasure Chest Remnant", "R1 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor d'élite de l'Abîme R1 - Dungeon Settlers Wiki", "R1 Abyss High Treasure Chest Remnant": "R1 Abyss High Treasure Chest Remnant", "R1 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor élevé de l'Abîme R1 - Dungeon Settlers Wiki", "R1 Abyss Low Treasure Chest Remnant": "R1 Abyss Low Treasure Chest Remnant", "R1 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor bas de l'Abîme R1 - Dungeon Settlers Wiki", "R1 Abyss Treasure Boss Chest Random1": "R1 Abyss Treasure Boss Chest Random1", "R1 Abyss Treasure Boss Chest Random2": "R1 Abyss Treasure Boss Chest Random2", "R1 Abyss Treasure Elite Chest Random1": "R1 Coffre au trésor élite de l'Abîme (aléatoire 1)", "R1 Abyss Treasure Elite Chest Random2": "R1 Abyss Treasure Elite Chest Random2", "R1 Abyss Treasure High Chest Random1": "R1 Abyss Treasure High Chest Random1", "R1 Abyss Treasure High Chest Random2": "R1 Abyss Treasure High Chest Random2", "R1 Abyss Treasure Low Chest Random1": "R1 Coffre au trésor inférieur de l'Abîme (aléatoire 1)", "R1 Abyss Treasure Low Chest Random2": "R1 Abyss Treasure Low Chest Random2", "R1 Abyss treasure chests": "Coffres au trésor de l'Abysse R1", "R1 Codex Fixed": "R1 Codex Fixed", "R1 Dungeon Core Fixed": "R1 Noyau du Donjon (fixe)", "R1 Dungeon Core Fixed2": "R1 Dungeon Core Fixed2", "R1 Dungeon Core Random1": "R1 Noyau du Donjon (aléatoire 1)", "R1 Luxurious Treasure Chest Random": "R1 Luxurious Treasure Chest Random", "R1 Luxurious Treasure Chest Random2": "R1 Luxurious Treasure Chest Random2", "R1 Modest Treasure Chest Random": "R1 Modest Treasure Chest Random", "R1 Modest Treasure Chest Random2": "R1 Modest Treasure Chest Random2", "R1 Newbie Treasure Chest Random": "R1 Newbie Treasure Chest Random", "R1 Newbie Treasure Chest Random2": "R1 Newbie Treasure Chest Random2", "R1 Sturdy Treasure Chest Random": "R1 Sturdy Treasure Chest Random", "R1 Sturdy Treasure Chest Random2": "R1 Sturdy Treasure Chest Random2", "R1 Wooden Crate Random": "R1 Wooden Crate Random", "R1 Wooden Crate Random2": "R1 Wooden Crate Random2", "R1 chests, crates & dungeon cores": "Coffres, caisses et noyaux de donjon R1", "R2 Abyss Boss Treasure Chest": "R2 Abyss Boss Treasure Chest", "R2 Abyss Boss Treasure Chest - Dungeon Settlers Wiki": "Coffre Trésor Gouffre R2 Boss - Dungeon Settlers Wiki", "R2 Abyss Boss Treasure Chest Remnant": "R2 Abyss Boss Treasure Chest Remnant", "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "Reste Coffre Trésor Gouffre R2 Boss - Dungeon Settlers Wiki", "R2 Abyss Elite Treasure Chest": "Coffre au trésor R2 Abîme Élite", "R2 Abyss Elite Treasure Chest - Dungeon Settlers Wiki": "Coffre Trésor Gouffre R2 Élite - Dungeon Settlers Wiki", "R2 Abyss Elite Treasure Chest Remnant": "R2 Abyss Elite Treasure Chest Remnant", "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "Reste Coffre Trésor Gouffre R2 Élite - Dungeon Settlers Wiki", "R2 Abyss High Treasure Chest": "Coffre au trésor R2 Abîme Élevé", "R2 Abyss High Treasure Chest - Dungeon Settlers Wiki": "Coffre Trésor Gouffre R2 Haut - Dungeon Settlers Wiki", "R2 Abyss High Treasure Chest Remnant": "R2 Abyss High Treasure Chest Remnant", "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "Reste Coffre Trésor Gouffre R2 Haut - Dungeon Settlers Wiki", "R2 Abyss Low Treasure Chest": "Coffre au trésor R2 Abîme Bas", "R2 Abyss Low Treasure Chest - Dungeon Settlers Wiki": "Coffre Trésor Gouffre R2 Faible - Dungeon Settlers Wiki", "R2 Abyss Low Treasure Chest Remnant": "R2 Abyss Low Treasure Chest Remnant", "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "Reste Coffre Trésor Gouffre R2 Faible - Dungeon Settlers Wiki", "R2 Abyss Treasure Boss Chest Random1": "R2 Abyss Treasure Boss Chest Random1", "R2 Abyss Treasure Boss Chest Random2": "Coffre aux trésors du Gouffre R2 chef Aléatoire2", "R2 Abyss Treasure Elite Chest Aléatoire1": "R2 Abyss Treasure Elite Chest Aléatoire1", "R2 Abyss Treasure Elite Chest Random1": "R2 Abyss Treasure Elite Chest Aléatoire1", "R2 Abyss Treasure Elite Chest Random2": "Coffre aux trésors du Gouffre R2 élite Aléatoire2", "R2 Abyss Treasure High Chest Aléatoire2": "R2 Abyss Treasure High Chest Aléatoire2", "R2 Abyss Treasure High Chest Random1": "R2 Abyss Treasure High Chest Random1", "R2 Abyss Treasure High Chest Random2": "R2 Abyss Treasure High Chest Aléatoire2", "R2 Abyss Treasure Low Chest Aléatoire1": "R2 Abyss Treasure Low Chest Aléatoire1", "R2 Abyss Treasure Low Chest Random1": "R2 Abyss Treasure Low Chest Aléatoire1", "R2 Abyss Treasure Low Chest Random2": "Coffre aux trésors du Gouffre R2 bas Aléatoire2", "R2 Dungeon Core Fixed": "R2 Noyau du Donjon (fixe)", "R2 Dungeon Core Fixed2": "R2 Dungeon Core Fixed2", "R2 Dungeon Core Random1": "R2 Noyau du Donjon (aléatoire 1)", "R2 Luxurious Treasure Chest Random": "R2 Luxurious Treasure Chest Random", "R2 Luxurious Treasure Chest Random2": "R2 Luxurious Treasure Chest Random2", "R2 Luxurious Treasure Chest Remnant": "R2 Luxurious Treasure Chest Remnant", "R2 Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor luxueux R2 - Dungeon Settlers Wiki", "R2 Modest Treasure Chest Random": "R2 Modest Treasure Chest Random", "R2 Modest Treasure Chest Random2": "R2 Modest Treasure Chest Random2", "R2 Modest Treasure Chest Remnant": "R2 Modest Treasure Chest Remnant", "R2 Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor modeste R2 - Dungeon Settlers Wiki", "R2 Sturdy Treasure Chest Random": "R2 Sturdy Treasure Chest Random", "R2 Sturdy Treasure Chest Random2": "R2 Sturdy Treasure Chest Random2", "R2 Sturdy Treasure Chest Remnant": "R2 Sturdy Treasure Chest Remnant", "R2 Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor robuste R2 - Dungeon Settlers Wiki", "R2 Wooden Crate Random": "R2 Wooden Crate Random", "R2 Wooden Crate Random2": "R2 Wooden Crate Random2", "R2 Wooden Crate Remnant": "R2 Wooden Crate Remnant", "R2 Wooden Crate Remnant - Dungeon Settlers Wiki": "Vestige de caisse en bois R2 - Dungeon Settlers Wiki", "R2 chests, crates & dungeon cores": "Coffres, caisses et noyaux de donjon R2", "RACINE": "RACINE", "RECIPE_ArcronArmor": "RECIPE_ArcronArmor", "RECIPE_ArcronArrow": "RECIPE_ArcronArrow", "RECIPE_ArcronBow": "RECIPE_ArcronBow", "RECIPE_ArcronGreatSword": "RECIPE_ArcronGreatSword", "RECIPE_ArcronHelmet": "RECIPE_ArcronHelmet", "RECIPE_ArcronMace": "RECIPE_ArcronMace", "RECIPE_ArcronShield": "RECIPE_ArcronShield", "RECIPE_ArcronSpear": "RECIPE_ArcronSpear", "RECIPE_ArcronStick": "RECIPE_ArcronStick", "RECIPE_ArcronSword": "RECIPE_ArcronSword", "RECIPE_AshOfSolace": "RECIPE_AshOfSolace", "RECIPE_BasicCampingKit": "RECIPE_BasicCampingKit", "RECIPE_BlackSerum": "RECIPE_BlackSerum", "RECIPE_BloodWoodArmor": "RECIPE_BloodWoodArmor", "RECIPE_BloodWoodArrow": "RECIPE_BloodWoodArrow", "RECIPE_BloodWoodBow": "RECIPE_BloodWoodBow", "RECIPE_BloodWoodClub": "RECIPE_BloodWoodClub", "RECIPE_BloodWoodGreatSword": "RECIPE_BloodWoodGreatSword", "RECIPE_BloodWoodHelmet": "RECIPE_BloodWoodHelmet", "RECIPE_BloodWoodShield": "RECIPE_BloodWoodShield", "RECIPE_BloodWoodSpear": "RECIPE_BloodWoodSpear", "RECIPE_BloodWoodStick": "RECIPE_BloodWoodStick", "RECIPE_BloodWoodSword": "RECIPE_BloodWoodSword", "RECIPE_BlueCrystalBloodWoodStaff": "RECIPE_BlueCrystalBloodWoodStaff", "RECIPE_BlueCrystalBoneStaff": "RECIPE_BlueCrystalBoneStaff", "RECIPE_BlueCrystalCarapaceStaff": "RECIPE_BlueCrystalCarapaceStaff", "RECIPE_BlueCrystalNecklace": "RECIPE_BlueCrystalNecklace", "RECIPE_BlueCrystalRing": "RECIPE_BlueCrystalRing", "RECIPE_BlueCrystalWoodStaff": "RECIPE_BlueCrystalWoodStaff", "RECIPE_BoneArmor": "RECIPE_BoneArmor", "RECIPE_BoneClub": "RECIPE_BoneClub", "RECIPE_BoneGreatSword": "RECIPE_BoneGreatSword", "RECIPE_BoneHelmet": "RECIPE_BoneHelmet", "RECIPE_BoneMeal": "RECIPE_BoneMeal", "RECIPE_BoneShield": "RECIPE_BoneShield", "RECIPE_BoneSpear": "RECIPE_BoneSpear", "RECIPE_BoneStick": "RECIPE_BoneStick", "RECIPE_BoneSword": "RECIPE_BoneSword", "RECIPE_CarapaceArmor": "RECIPE_CarapaceArmor", "RECIPE_CarapaceArrow": "RECIPE_CarapaceArrow", "RECIPE_CarapaceBow": "RECIPE_CarapaceBow", "RECIPE_CarapaceClub": "RECIPE_CarapaceClub", "RECIPE_CarapaceGreatSword": "RECIPE_CarapaceGreatSword", "RECIPE_CarapaceHelmet": "RECIPE_CarapaceHelmet", "RECIPE_CarapaceShield": "RECIPE_CarapaceShield", "RECIPE_CarapaceSpear": "RECIPE_CarapaceSpear", "RECIPE_CarapaceStick": "RECIPE_CarapaceStick", "RECIPE_CarapaceSword": "RECIPE_CarapaceSword", "RECIPE_Ceramics": "RECIPE_Ceramics", "RECIPE_ClothArmor": "RECIPE_ClothArmor", "RECIPE_ClothBag": "RECIPE_ClothBag", "RECIPE_ClothCoif": "RECIPE_ClothCoif", "RECIPE_CopperArmor": "RECIPE_CopperArmor", "RECIPE_CopperArrow": "RECIPE_CopperArrow", "RECIPE_CopperBow": "RECIPE_CopperBow", "RECIPE_CopperGreatSword": "RECIPE_CopperGreatSword", "RECIPE_CopperHelmet": "RECIPE_CopperHelmet", "RECIPE_CopperIngot": "RECIPE_CopperIngot", "RECIPE_CopperMace": "RECIPE_CopperMace", "RECIPE_CopperShield": "RECIPE_CopperShield", "RECIPE_CopperSpear": "RECIPE_CopperSpear", "RECIPE_CopperStick": "RECIPE_CopperStick", "RECIPE_CopperSword": "RECIPE_CopperSword", "RECIPE_FireArcronStaff": "RECIPE_FireArcronStaff", "RECIPE_FireBloodWoodStaff": "RECIPE_FireBloodWoodStaff", "RECIPE_FireBoneStaff": "RECIPE_FireBoneStaff", "RECIPE_FireCarapaceStaff": "RECIPE_FireCarapaceStaff", "RECIPE_FireCopperStaff": "RECIPE_FireCopperStaff", "RECIPE_FireWoodStaff": "RECIPE_FireWoodStaff", "RECIPE_FlowerNecklace": "RECIPE_FlowerNecklace", "RECIPE_FortifiedBoneArmor": "RECIPE_FortifiedBoneArmor", "RECIPE_FortifiedBoneHelmet": "RECIPE_FortifiedBoneHelmet", "RECIPE_FortifiedBoneShield": "RECIPE_FortifiedBoneShield", "RECIPE_GlothEggOmelet": "RECIPE_GlothEggOmelet", "RECIPE_GoddessTears": "RECIPE_GoddessTears", "RECIPE_GrassPorridge": "RECIPE_GrassPorridge", "RECIPE_GreenCrystalBloodWoodStaff": "RECIPE_GreenCrystalBloodWoodStaff", "RECIPE_GreenCrystalBoneStaff": "RECIPE_GreenCrystalBoneStaff", "RECIPE_GreenCrystalCarapaceStaff": "RECIPE_GreenCrystalCarapaceStaff", "RECIPE_GreenCrystalNecklace": "RECIPE_GreenCrystalNecklace", "RECIPE_GreenCrystalRing": "RECIPE_GreenCrystalRing", "RECIPE_GreenCrystalWoodStaff": "RECIPE_GreenCrystalWoodStaff", "RECIPE_GrilledMeat": "RECIPE_GrilledMeat", "RECIPE_GrilledTurnip": "RECIPE_GrilledTurnip", "RECIPE_HideArmor": "RECIPE_HideArmor", "RECIPE_HideHelmet": "RECIPE_HideHelmet", "RECIPE_ImprovedGrassPorridge": "RECIPE_ImprovedGrassPorridge", "RECIPE_Jerky": "RECIPE_Jerky", "RECIPE_Leather": "RECIPE_Leather", "RECIPE_LeatherArmor": "RECIPE_LeatherArmor", "RECIPE_LeatherHelmet": "RECIPE_LeatherHelmet", "RECIPE_LowGradeFireElementalStone": "RECIPE_LowGradeFireElementalStone", "RECIPE_LowGradeFireElementalStoneByExchange": "RECIPE_LowGradeFireElementalStoneByExchange", "RECIPE_LowGradeNatureElementalStone": "RECIPE_LowGradeNatureElementalStone", "RECIPE_LowGradeNatureElementalStoneByExchange": "RECIPE_LowGradeNatureElementalStoneByExchange", "RECIPE_LowGradeWaterElementalStone": "RECIPE_LowGradeWaterElementalStone", "RECIPE_LowGradeWaterElementalStoneByExchange": "RECIPE_LowGradeWaterElementalStoneByExchange", "RECIPE_ManaStonePowderByLow": "RECIPE_ManaStonePowderByLow", "RECIPE_ManaStonePowderByMid": "RECIPE_ManaStonePowderByMid", "RECIPE_MeatPorridge": "RECIPE_MeatPorridge", "RECIPE_MeatSkewer": "RECIPE_MeatSkewer", "RECIPE_MeatStew": "RECIPE_MeatStew", "RECIPE_MidGradeFireElementalStone": "RECIPE_MidGradeFireElementalStone", "RECIPE_MidGradeFireElementalStoneByExchange": "RECIPE_MidGradeFireElementalStoneByExchange", "RECIPE_MidGradeNatureElementalStone": "RECIPE_MidGradeNatureElementalStone", "RECIPE_MidGradeNatureElementalStoneByExchange": "RECIPE_MidGradeNatureElementalStoneByExchange", "RECIPE_MidGradeWaterElementalStone": "RECIPE_MidGradeWaterElementalStone", "RECIPE_MidGradeWaterElementalStoneByExchange": "RECIPE_MidGradeWaterElementalStoneByExchange", "RECIPE_MonsterBarbecue": "RECIPE_MonsterBarbecue", "RECIPE_MushroomSkewer": "RECIPE_MushroomSkewer", "RECIPE_MushroomStew": "RECIPE_MushroomStew", "RECIPE_NatureArcronStaff": "RECIPE_NatureArcronStaff", "RECIPE_NatureBloodWoodStaff": "RECIPE_NatureBloodWoodStaff", "RECIPE_NatureBoneStaff": "RECIPE_NatureBoneStaff", "RECIPE_NatureCarapaceStaff": "RECIPE_NatureCarapaceStaff", "RECIPE_NatureCopperStaff": "RECIPE_NatureCopperStaff", "RECIPE_NatureWoodStaff": "RECIPE_NatureWoodStaff", "RECIPE_OatPorridge": "RECIPE_OatPorridge", "RECIPE_Ointment": "RECIPE_Ointment", "RECIPE_RedCrystalBloodWoodStaff": "RECIPE_RedCrystalBloodWoodStaff", "RECIPE_RedCrystalBoneStaff": "RECIPE_RedCrystalBoneStaff", "RECIPE_RedCrystalCarapaceStaff": "RECIPE_RedCrystalCarapaceStaff", "RECIPE_RedCrystalNecklace": "RECIPE_RedCrystalNecklace", "RECIPE_RedCrystalRing": "RECIPE_RedCrystalRing", "RECIPE_RedCrystalWoodStaff": "RECIPE_RedCrystalWoodStaff", "RECIPE_RefinedBlueCrystal": "RECIPE_RefinedBlueCrystal", "RECIPE_RefinedGreenCrystal": "RECIPE_RefinedGreenCrystal", "RECIPE_RefinedRedCrystal": "RECIPE_RefinedRedCrystal", "RECIPE_ReturnScroll": "RECIPE_ReturnScroll", "RECIPE_SilverIngot": "RECIPE_SilverIngot", "RECIPE_SilverNecklace": "RECIPE_SilverNecklace", "RECIPE_SilverRing": "RECIPE_SilverRing", "RECIPE_SlimePudding": "RECIPE_SlimePudding", "RECIPE_StoneBrick": "RECIPE_StoneBrick", "RECIPE_Straw": "RECIPE_Straw", "RECIPE_Textile": "RECIPE_Textile", "RECIPE_ThickClothArmor": "RECIPE_ThickClothArmor", "RECIPE_ThickClothCoif": "RECIPE_ThickClothCoif", "RECIPE_ThickTextile": "RECIPE_ThickTextile", "RECIPE_Torch": "RECIPE_Torch", "RECIPE_TurnipPorridge": "RECIPE_TurnipPorridge", "RECIPE_TurnipSalad": "RECIPE_TurnipSalad", "RECIPE_WaterArcronStaff": "RECIPE_WaterArcronStaff", "RECIPE_WaterBloodWoodStaff": "RECIPE_WaterBloodWoodStaff", "RECIPE_WaterBoneStaff": "RECIPE_WaterBoneStaff", "RECIPE_WaterCarapaceStaff": "RECIPE_WaterCarapaceStaff", "RECIPE_WaterCopperStaff": "RECIPE_WaterCopperStaff", "RECIPE_WaterWoodStaff": "RECIPE_WaterWoodStaff", "RECIPE_WoodArmor": "RECIPE_WoodArmor", "RECIPE_WoodArrow": "RECIPE_WoodArrow", "RECIPE_WoodBow": "RECIPE_WoodBow", "RECIPE_WoodClub": "RECIPE_WoodClub", "RECIPE_WoodGreatSword": "RECIPE_WoodGreatSword", "RECIPE_WoodHelmet": "RECIPE_WoodHelmet", "RECIPE_WoodPlank": "RECIPE_WoodPlank", "RECIPE_WoodShield": "RECIPE_WoodShield", "RECIPE_WoodSpear": "RECIPE_WoodSpear", "RECIPE_WoodStick": "RECIPE_WoodStick", "RECIPE_WoodSword": "RECIPE_WoodSword", "RECRUIT PRESETS": "PRÉRÉGLAGES DE RECRUTEMENT", "RECRUIT WEIGHT BY CLAN RANK": "POIDS DE RECRUTEMENT PAR RANG DE CLAN", "RESEARCH_AdvancedCusine": "RESEARCH_AdvancedCusine", "RESEARCH_AdvancedStoneHousing": "RESEARCH_AdvancedStoneHousing", "RESEARCH_AdvancedStorage": "RESEARCH_AdvancedStorage", "RESEARCH_AdvancedWoodHousing": "RESEARCH_AdvancedWoodHousing", "RESEARCH_ArcronProcessing": "RESEARCH_ArcronProcessing", "RESEARCH_BasicAlchemy": "RESEARCH_BasicAlchemy", "RESEARCH_BasicCrafts": "RESEARCH_BasicCrafts", "RESEARCH_BasicCuisine": "RESEARCH_BasicCuisine", "RESEARCH_BasicFarming": "RESEARCH_BasicFarming", "RESEARCH_BasicMonsterCusine": "RESEARCH_BasicMonsterCusine", "RESEARCH_BasicStorage": "RESEARCH_BasicStorage", "RESEARCH_BoneProcessing1": "RESEARCH_BoneProcessing1", "RESEARCH_BoneProcessing2": "RESEARCH_BoneProcessing2", "RESEARCH_Bonfire": "RESEARCH_Bonfire", "RESEARCH_BurrowMonsterCusine": "RESEARCH_BurrowMonsterCusine", "RESEARCH_Campsite": "RESEARCH_Campsite", "RESEARCH_CarapaceProcessing1": "RESEARCH_CarapaceProcessing1", "RESEARCH_CarapaceProcessing2": "RESEARCH_CarapaceProcessing2", "RESEARCH_Drying": "RESEARCH_Drying", "RESEARCH_Grave": "RESEARCH_Grave", "RESEARCH_HuntProcessing": "RESEARCH_HuntProcessing", "RESEARCH_ImprovedGrassPorridge": "RESEARCH_ImprovedGrassPorridge", "RESEARCH_LeatherProcessing1": "RESEARCH_LeatherProcessing1", "RESEARCH_MetalProcessing1": "RESEARCH_MetalProcessing1", "RESEARCH_RelifFood": "RESEARCH_RelifFood", "RESEARCH_StaffCrafting": "RESEARCH_StaffCrafting", "RESEARCH_StoneHousing": "RESEARCH_StoneHousing", "RESEARCH_ThornPurification": "RESEARCH_ThornPurification", "RESEARCH_WeaveProcessing": "RESEARCH_WeaveProcessing", "RESEARCH_WoodHousing": "RESEARCH_WoodHousing", "RESEARCH_WoodProcessing1": "RESEARCH_WoodProcessing1", "RESEARCH_WoodProcessing2": "RESEARCH_WoodProcessing2", "ROOMTYPE_Recreation_1_0": "ROOMTYPE_Recreation_1_0", "ROOMTYPE_Recreation_1_10": "ROOMTYPE_Recreation_1_10", "ROOM_DecentDiningRoom": "ROOM_DecentDiningRoom", "ROOM_DecentMagicWorkshop": "ROOM_DecentMagicWorkshop", "ROOM_DecentPrivateRoom": "ROOM_DecentPrivateRoom", "ROOM_DecentRecreationRoom": "ROOM_DecentRecreationRoom", "ROOM_DecentResearchLab": "ROOM_DecentResearchLab", "ROOM_DecentSharedRoom": "ROOM_DecentSharedRoom", "ROOM_DecentTemple": "ROOM_DecentTemple", "ROOM_DecentWorkshop": "ROOM_DecentWorkshop", "ROOM_Default": "ROOM_Default", "ROOM_FantasticDiningRoom": "ROOM_FantasticDiningRoom", "ROOM_FantasticMagicWorkshop": "ROOM_FantasticMagicWorkshop", "ROOM_FantasticPrivateRoom": "ROOM_FantasticPrivateRoom", "ROOM_FantasticRecreationRoom": "ROOM_FantasticRecreationRoom", "ROOM_FantasticResearchLab": "ROOM_FantasticResearchLab", "ROOM_FantasticSharedRoom": "ROOM_FantasticSharedRoom", "ROOM_FantasticTemple": "ROOM_FantasticTemple", "ROOM_FantasticWorkshop": "ROOM_FantasticWorkshop", "ROOM_ImpressiveDiningRoom": "ROOM_ImpressiveDiningRoom", "ROOM_ImpressiveMagicWorkshop": "ROOM_ImpressiveMagicWorkshop", "ROOM_ImpressivePrivateRoom": "ROOM_ImpressivePrivateRoom", "ROOM_ImpressiveRecreationRoom": "ROOM_ImpressiveRecreationRoom", "ROOM_ImpressiveResearchLab": "ROOM_ImpressiveResearchLab", "ROOM_ImpressiveSharedRoom": "ROOM_ImpressiveSharedRoom", "ROOM_ImpressiveTemple": "ROOM_ImpressiveTemple", "ROOM_ImpressiveWorkshop": "ROOM_ImpressiveWorkshop", "ROOM_LuxuriousDiningRoom": "ROOM_LuxuriousDiningRoom", "ROOM_LuxuriousMagicWorkshop": "ROOM_LuxuriousMagicWorkshop", "ROOM_LuxuriousPrivateRoom": "ROOM_LuxuriousPrivateRoom", "ROOM_LuxuriousRecreationRoom": "ROOM_LuxuriousRecreationRoom", "ROOM_LuxuriousResearchLab": "ROOM_LuxuriousResearchLab", "ROOM_LuxuriousSharedRoom": "ROOM_LuxuriousSharedRoom", "ROOM_LuxuriousTemple": "ROOM_LuxuriousTemple", "ROOM_LuxuriousWorkshop": "ROOM_LuxuriousWorkshop", "ROOM_MediocreDiningRoom": "ROOM_MediocreDiningRoom", "ROOM_MediocreMagicWorkshop": "ROOM_MediocreMagicWorkshop", "ROOM_MediocrePrivateRoom": "ROOM_MediocrePrivateRoom", "ROOM_MediocreRecreationRoom": "ROOM_MediocreRecreationRoom", "ROOM_MediocreResearchLab": "ROOM_MediocreResearchLab", "ROOM_MediocreSharedRoom": "ROOM_MediocreSharedRoom", "ROOM_MediocreTemple": "ROOM_MediocreTemple", "ROOM_MediocreWorkshop": "ROOM_MediocreWorkshop", "ROOM_MerchantRoom": "ROOM_MerchantRoom", "ROOM_NormalDiningRoom": "ROOM_NormalDiningRoom", "ROOM_NormalMagicWorkshop": "ROOM_NormalMagicWorkshop", "ROOM_NormalPrivateRoom": "ROOM_NormalPrivateRoom", "ROOM_NormalRecreationRoom": "ROOM_NormalRecreationRoom", "ROOM_NormalResearchLab": "ROOM_NormalResearchLab", "ROOM_NormalSharedRoom": "ROOM_NormalSharedRoom", "ROOM_NormalTemple": "ROOM_NormalTemple", "ROOM_NormalWorkshop": "ROOM_NormalWorkshop", "ROOM_PoorDiningRoom": "ROOM_PoorDiningRoom", "ROOM_PoorMagicWorkshop": "ROOM_PoorMagicWorkshop", "ROOM_PoorPrivateRoom": "ROOM_PoorPrivateRoom", "ROOM_PoorRecreationRoom": "ROOM_PoorRecreationRoom", "ROOM_PoorResearchLab": "ROOM_PoorResearchLab", "ROOM_PoorSharedRoom": "ROOM_PoorSharedRoom", "ROOM_PoorTemple": "ROOM_PoorTemple", "ROOM_PoorWorkshop": "ROOM_PoorWorkshop", "ROOT": "RACINE", "Race": "Race", "Race details": "Détails de la race", "Race weights": "Poids des races", "RaceWeights": "RaceWeights", "Races": "Races", "Races (1)": "Races (1)", "Races (2)": "Races (2)", "Races (3)": "Races (3)", "Races (4)": "Races (4)", "Races (5)": "Races (5)", "Races (6)": "Races (6)", "Races ({#})": "Races ({#})", "Races - Dungeon Settlers Wiki": "Races - Dungeon Settlers Wiki", "Races page": "page Races", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.26):": "Races avec un poids de recrutement nul à chaque rang (non publiées dans DS_B.0.3.26) :", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.40):": "Races avec un poids de recrutement nul à chaque rang (non publiées dans DS_B.0.3.40) :", "Racine comestible des régions arides. À consommer après épluchage.": "Racine comestible des régions arides. À consommer après épluchage.", "Racine de Poussière <Niveau 0> - Dungeon Settlers Wiki": "Racine de Poussière <Niveau 0> - Dungeon Settlers Wiki", "Racine de Poussière <Niveau 1> - Dungeon Settlers Wiki": "Racine de Poussière <Niveau 1> - Dungeon Settlers Wiki", "Racine de Poussière <Niveau 2> (resource node)": "Racine de Poussière <Niveau 2> (nœud de ressource)", "Racine de Poussière <Niveau 2> (resource node) - Dungeon Settlers Wiki": "Racine de Poussière <Niveau 2> (resource node) - Dungeon Settlers Wiki", "Racine de Poussière <Niveau 2> (source de ressources)": "Racine de Poussière <Niveau 2> (source de ressources)", "Racine de Poussière <Niveau 2> (source de ressources) - Dungeon Settlers Wiki": "Racine de Poussière <Niveau 2> (source de ressources) - Dungeon Settlers Wiki", "Racine de Poussière <Niveau 3> (resource node)": "Racine de Poussière <Niveau 3> (nœud de ressource)", "Racine de Poussière <Niveau 3> (resource node) - Dungeon Settlers Wiki": "Racine de Poussière <Niveau 3> (resource node) - Dungeon Settlers Wiki", "Racine de Poussière <Niveau 3> (source de ressources)": "Racine de Poussière <Niveau 3> (source de ressources)", "Racine de Poussière <Niveau 3> (source de ressources) - Dungeon Settlers Wiki": "Racine de Poussière <Niveau 3> (source de ressources) - Dungeon Settlers Wiki", "Radius": "Radius", "Rafale de sabre - Dungeon Settlers Wiki": "Rafale de sabre - Dungeon Settlers Wiki", "Rafale sauvage": "Rafale sauvage", "Rafale sauvage - Dungeon Settlers Wiki": "Rafale sauvage - Dungeon Settlers Wiki", "Rafale sauvage icon": "Rafale sauvage icône", "Rafale sauvage portée et zone affichées sur une salle de donjon": "Rafale sauvage portée et zone affichées sur une salle de donjon", "Rafale sauvage range and area shown on a dungeon room": "Rafale sauvage portée et zone affichées dans une salle de donjon", "Ragoût de champignons": "Ragoût de champignons", "Ragoût de champignons - Dungeon Settlers Wiki": "Ragoût de champignons - Dungeon Settlers Wiki", "Ragoût de champignons icon": "Ragoût de champignons icon", "Ragoût de champignons portée et zone affichées sur une salle de donjon": "Ragoût de champignons portée et zone affichées sur une salle de donjon", "Ragoût de champignons range and area shown on a dungeon room": "Ragoût de champignons : portée et zone affichées sur une salle de donjon", "Ragoût de viande": "Ragoût de viande", "Ragoût de viande - Dungeon Settlers Wiki": "Ragoût de viande - Dungeon Settlers Wiki", "Ragoût de viande icon": "Ragoût de viande icon", "Ragoût de viande portée et zone affichées sur une salle de donjon": "Ragoût de viande portée et zone affichées sur une salle de donjon", "Ragoût de viande range and area shown on a dungeon room": "Ragoût de viande : portée et zone affichées sur une salle de donjon", "Rags And Wastes Fixed": "Rags And Wastes Fixed", "Rags And Wastes Random": "Chiffons et Déchets Random", "Raises all six talents one tier, capped at Genius": "Augmente les six talents d'un palier, plafonné à Génie", "Raises mood for 300 seconds.": "Améliore l'Humeur pendant 300 secondes.", "Ramassage d'objets": "Ramassage d'objets", "Ramassage d'objets - desc": "Ramassage d'objets - desc", "Ramasser :": "Ramasser :", "Ramesses": "Ramesses", "Rampement d'Épine Sombre": "Rampement d'Épine Sombre", "Rampement d'Épine Sombre - Dungeon Settlers Wiki": "Rampement d'Épine Sombre - Dungeon Settlers Wiki", "Rampement d'Épine Sombre icon": "Rampement d'Épine Sombre icon", "Random": "Aléatoire", "Random Events": "Événements Aléatoires", "Random bonuses": "Bonus aléatoires", "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "Événement aléatoire (carte de base, par StartCondition) - poids de sélection 100, affiche une alerte.", "Random event (base-map, per StartCondition) - selection weight 3.": "Événement aléatoire (carte de base, selon StartCondition) - poids de sélection 3.", "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "Événement aléatoire (donjon, par StartCondition) - poids de sélection 100, affiche une alerte.", "Random event pools per region/context.": "Pools d'événements aléatoires par région/contexte.", "Random1": "Random1", "Random10": "Random10", "Random11": "Aléatoire11", "Random12": "Random12", "Random13": "Random13", "Random14": "Random14", "Random15": "Random15", "Random16": "Aléatoire16", "Random17": "Random17", "Random18": "Random18", "Random19": "Random19", "Random2": "Random2", "Random4": "Random4", "Random5": "Random5", "Random6": "Random6", "Random7": "Random7", "Random8": "Random8", "Random9": "Random9", "RandomDismiss": "RandomDismiss", "RandomInterval": "RandomInterval", "RandomWeight_": "RandomWeight_", "Rang d'expédition": "Rang d'expédition", "Rang d'expédition augmenté": "Rang d'expédition augmenté", "Rang d'expédition augmenté - Dungeon Settlers Wiki": "Rang d'expédition augmenté - Dungeon Settlers Wiki", "Rang d'expédition augmenté icon": "icône Rang d'expédition augmenté", "Rang de clan": "Rang de clan", "Rang de clan - Dungeon Settlers Wiki": "Rang de clan - Dungeon Settlers Wiki", "Rang de recrutement": "Rang de recrutement", "Rang de réputation de l'expédition": "Rang de réputation de l'expédition", "Range and area": "Portée et zone", "Range and area of Abattre": "Portée et zone de Abattre", "Range and area of Alpha Acide Slogel Âme": "Portée et zone de Alpha Acide Slogel Âme", "Range and area of Arcane Eco": "Portée et zone d'Arcane Eco", "Range and area of Ash Of Solace": "Portée et zone de Cendre du Réconfort", "Range and area of Attaque": "Portée et zone d'Attaque", "Range and area of Attaque : Missile magique": "Portée et zone d'Attaque : Missile magique", "Range and area of Attaque de base": "Portée et zone de Attaque de base", "Range and area of Attaque de base (Massue)": "Portée et zone de Attaque de base (Massue)", "Range and area of Attaque de base - Épée à deux mains": "Portée et zone de Attaque de base - Épée à deux mains", "Range and area of Attaque de base à l'arc": "Portée et zone de Attaque de base à l'arc", "Range and area of Attaque de base à l'épée": "Portée et zone de Attaque de base à l'épée", "Range and area of Attaque de charge": "Portée et zone de Attaque de charge", "Range and area of Attaque du gobelin": "Portée et zone d'Attaque du gobelin", "Range and area of Barbecue de monstre": "Portée et zone de Barbecue de monstre", "Range and area of Barrière d'épée": "Portée et zone de Barrière d'épée", "Range and area of Base Campsite Bedrolls": "Portée et zone de Sacs de couchage du campement de base", "Range and area of Base Campsite Camp Fire": "Portée et zone de Feu de camp du campement de base", "Range and area of Base Campsite Deco1": "Portée et zone de Décoration 1 du campement de base", "Range and area of Base Campsite Deco2": "Portée et zone de Décoration 2 du campement de base", "Range and area of Base Campsite Lesser Guardian Stone": "Portée et zone de Pierre gardienne mineure du campement de base", "Range and area of Base Campsite Repairstand": "Portée et zone de Poste de réparation du campement de base", "Range and area of Basic Spear Attack": "Portée et zone d'Attaque de lance basique", "Range and area of Black Serum": "Portée et zone de Sérum Noir", "Range and area of BlazingEcho": "Portée et zone de BlazingEcho", "Range and area of Blood Soaked Fruit": "Portée et zone de Fruit imbibé de sang", "Range and area of Blue Berry": "Portée et zone de Myrtille", "Range and area of Bouillie d'avoine": "Portée et zone de Bouillie d'avoine", "Range and area of Bouillie d'herbe": "Portée et zone de Bouillie d'herbe", "Range and area of Bouillie d'herbe améliorée": "Portée et zone de Bouillie d'herbe améliorée", "Range and area of Bouillie de navet": "Portée et zone de Bouillie de navet", "Range and area of Bouillie de viande": "Portée et zone de Bouillie de viande", "Range and area of Brochette de champignons": "Portée et zone de Brochette de champignons", "Range and area of Brochette de viande": "Portée et zone de Brochette de viande", "Range and area of Bulbe de poussière": "Portée et zone de Bulbe de poussière", "Range and area of Cape de feu": "Portée et zone de Cape de feu", "Range and area of Capture de proie": "Portée et zone de Capture de proie", "Range and area of Champignon": "Portée et zone de Champignon", "Range and area of Charge de Gloth": "Portée et zone de Charge de Gloth", "Range and area of Charge de Pierre": "Portée et zone de Charge de Pierre", "Range and area of Charge du Gloth ancien": "Portée et zone de Charge du Gloth ancien", "Range and area of Charge métallique": "Portée et zone de Charge métallique", "Range and area of Charge rapide": "Portée et zone de Charge rapide", "Range and area of Charge étourdissante": "Portée et zone de Charge étourdissante", "Range and area of Chaîne fantôme": "Portée et zone de Chaîne fantôme", "Range and area of Chute glaciale": "Portée et zone de Chute glaciale", "Range and area of Corne d'Expédition": "Portée et zone de Corne d'Expédition", "Range and area of Coup Balayant": "Portée et zone de Coup Balayant", "Range and area of Coup contondant de base (Monstre)": "Portée et zone de Coup contondant de base (Monstre)", "Range and area of Coup de diversion": "Portée et zone de Coup de diversion", "Range and area of Coup de poing basique": "Portée et zone de Coup de poing basique", "Range and area of Coup de pommeau": "Portée et zone de Coup de pommeau", "Range and area of Coup en chaîne": "Portée et zone de Coup en chaîne", "Range and area of Crachat": "Portée et zone de Crachat", "Range and area of Crachat acide": "Portée et zone de Crachat acide", "Range and area of Crachat de Gloth": "Portée et zone de Crachat de Gloth", "Range and area of Crachat de boue": "Portée et zone de Crachat de boue", "Range and area of Crachat de spores": "Portée et zone de Crachat de spores", "Range and area of Demande de duel": "Portée et zone de Demande de duel", "Range and area of Developers Letter": "Portée et zone de Lettre des développeurs", "Range and area of Dispersion d'acide": "Portée et zone de Dispersion d'acide", "Range and area of Division destructrice": "Portée et zone de Division destructrice", "Range and area of Double griffure": "Portée et zone de Double griffure", "Range and area of Estocade de langue": "Portée et zone de Estocade de langue", "Range and area of Explosion": "Portée et zone de Explosion", "Range and area of Explosion de graines": "Portée et zone de Explosion de graines", "Range and area of Floraison Solaire": "Portée et zone de Floraison Solaire", "Range and area of Floraison Sunheart": "Portée et zone de Floraison Sunheart", "Range and area of Flux de l'épée": "Portée et zone de Flux de l'épée", "Range and area of Fracture de la cheville": "Portée et zone de Fracture de la cheville", "Range and area of Frappe sentinelle": "Portée et zone de Frappe sentinelle", "Range and area of Fruit de Luma": "Portée et zone de Fruit de Luma", "Range and area of Fuir": "Portée et zone de Fuir", "Range and area of Fuite d'urgence": "Portée et zone de Fuite d'urgence", "Range and area of Fuite du gobelin": "Portée et zone de Fuite du gobelin", "Range and area of Gelée royale": "Portée et zone de Gelée royale", "Range and area of Get Huge Money": "Portée et zone de Beaucoup d'argent", "Range and area of Get Some Money": "Portée et zone de Un peu d'argent", "Range and area of Goddess Tears": "Portée et zone de Larmes de la Déesse", "Range and area of Graine étrange": "Portée et zone de Graine étrange", "Range and area of Griffure ensanglantée": "Portée et zone de Griffure ensanglantée", "Range and area of Herbe sauvage": "Portée et zone de Herbe sauvage", "Range and area of Herbe sauvage mystique": "Portée et zone de Herbe sauvage mystique", "Range and area of Hurlement d'encouragement": "Portée et zone de Hurlement d'encouragement", "Range and area of Incinérer": "Portée et zone de Incinérer", "Range and area of Insulte vile": "Portée et zone de Insulte vile", "Range and area of Invocation : BubbleToad": "Portée et zone de Invocation : BubbleToad", "Range and area of Invocation : Bubbling": "Portée et zone de Invocation : Bubbling", "Range and area of Jet de pierre": "Portée et zone de Jet de pierre", "Range and area of Lancer de Gobelin": "Portée et zone de Lancer de Gobelin", "Range and area of Lancer de filet": "Portée et zone de Lancer de filet", "Range and area of Lancer un missile": "Portée et zone de Lancer un missile", "Range and area of Malédiction du Gobelin": "Portée et zone de Malédiction du Gobelin", "Range and area of Mandragore": "Portée et zone de Mandragore", "Range and area of Manger": "Portée et zone de Manger", "Range and area of Marque de marée": "Portée et zone de Marque de marée", "Range and area of Martelage": "Portée et zone de Martelage", "Range and area of NPCBasic Bow Attack": "Portée et zone de NPCBasic Bow Attack", "Range and area of Navet": "Portée et zone de Navet", "Range and area of Navet grillé": "Portée et zone de Navet grillé", "Range and area of Omelette d'œuf de Gloth": "Portée et zone de Omelette d'œuf de Gloth", "Range and area of Parchemin de retour": "Portée et zone de Parchemin de retour", "Range and area of Perforation de base contre les monstres": "Portée et zone de Perforation de base contre les monstres", "Range and area of Peur mortelle": "Portée et zone de Peur mortelle", "Range and area of Piétinement de combat": "Portée et zone de Piétinement de combat", "Range and area of Piétinement de pierre": "Portée et zone de Piétinement de pierre", "Range and area of Piétiner": "Portée et zone de Piétiner", "Range and area of Plongeon aquatique": "Portée et zone de Plongeon aquatique", "Range and area of Pluie de flèches": "Portée et zone de Pluie de flèches", "Range and area of Pommade": "Portée et zone de Pommade", "Range and area of Potion Critique": "Portée et zone de Potion Critique", "Range and area of Potion d'attaque magique": "Portée et zone de Potion d'attaque magique", "Range and area of Potion d'attaque physique": "Portée et zone de Potion d'attaque physique", "Range and area of Potion d'esquive": "Portée et zone de Potion d'esquive", "Range and area of Potion de défense": "Portée et zone de Potion de défense", "Range and area of Potion de furtivité": "Portée et zone de Potion de furtivité", "Range and area of Potion de peau métallique": "Portée et zone de Potion de peau métallique", "Range and area of Potion de poids": "Portée et zone de Potion de poids", "Range and area of Potion de précision": "Portée et zone de Potion de précision", "Range and area of Potion de rapidité": "Portée et zone de Potion de rapidité", "Range and area of Potion de recharge de compétence": "Portée et zone de Potion de recharge de compétence", "Range and area of Potion de résistance à la magie": "Portée et zone de Potion de résistance à la magie", "Range and area of Potion de vitesse d'attaque": "Portée et zone de Potion de vitesse d'attaque", "Range and area of Potion réfléchissante": "Portée et zone de Potion réfléchissante", "Range and area of Potion vampirique": "Portée et zone de Potion vampirique", "Range and area of Projectile magique de base": "Portée et zone de Projectile magique de base", "Range and area of Provocation du gardien": "Portée et zone de Provocation du gardien", "Range and area of Pudding de slime": "Portée et zone de Pudding de slime", "Range and area of Pulvérisateur de mucus": "Portée et zone de Pulvérisateur de mucus", "Range and area of Rafale sauvage": "Portée et zone de Rafale sauvage", "Range and area of Ragoût de champignons": "Portée et zone de Ragoût de champignons", "Range and area of Ragoût de viande": "Portée et zone de Ragoût de viande", "Range and area of Résurrection": "Portée et zone de Résurrection", "Range and area of Saber Gale": "Portée et zone de Saber Gale", "Range and area of Saisie en chaîne": "Portée et zone de Saisie en chaîne", "Range and area of Salade de navets": "Portée et zone de Salade de navets", "Range and area of Sangsue infernale": "Portée et zone de Sangsue infernale", "Range and area of Shell Potion": "Portée et zone de Potion de coquille", "Range and area of TODO": "Portée et zone de Pas encore pris en charge", "Range and area of Tacle à bulles": "Portée et zone de Tacle à bulles", "Range and area of Taillade basique de monstre": "Portée et zone de Taillade basique de monstre", "Range and area of Taillade enchaînée": "Portée et zone de Taillade enchaînée", "Range and area of Taillade tourbillonnante": "Portée et zone de Taillade tourbillonnante", "Range and area of Taillade verticale": "Portée et zone de Taillade verticale", "Range and area of Tir de sniper": "Portée et zone de Tir de sniper", "Range and area of Tir rapide": "Portée et zone de Tir rapide", "Range and area of Tir à la tête": "Portée et zone de Tir à la tête", "Range and area of Toucher guérisseur": "Portée et zone de Toucher guérisseur", "Range and area of Tourbillon chargé": "Portée et zone de Tourbillon chargé", "Range and area of Transformez-vous en feu": "Portée et zone de Transformez-vous en feu", "Range and area of Trousse de secours": "Portée et zone de Trousse de secours", "Range and area of Vague enveloppante": "Portée et zone de Vague enveloppante", "Range and area of Viande crue coriace": "Portée et zone de Viande crue coriace", "Range and area of Viande crue de qualité": "Portée et zone de Viande crue de qualité", "Range and area of Viande de monstre répugnante": "Portée et zone de Viande de monstre répugnante", "Range and area of Viande grillée": "Portée et zone de Viande grillée", "Range and area of Viande séchée": "Portée et zone de Viande séchée", "Range and area of Vignes adhérentes": "Portée et zone de Vignes adhérentes", "Range and area of avaler": "Portée et zone d'avaler", "Range and area of {#}": "Portée et zone de {#}", "Range and area of Âme du golem de pierre géant": "Portée et zone de Âme du golem de pierre géant", "Range and area of Âme du rat monstre rouge": "Portée et zone de Âme du rat monstre rouge", "Range and area of Écho Ardent": "Portée et zone de Écho Ardent", "Range and area of Écrasement terrestre": "Portée et zone d'Écrasement terrestre", "Range and area of Égratignure ensanglantée": "Portée et zone de Égratignure ensanglantée", "Range and area of Élixir d'Intelligence": "Portée et zone de Élixir d'Intelligence", "Range and area of Élixir d'agilité": "Portée et zone de Élixir d'agilité", "Range and area of Élixir de Constitution": "Portée et zone de Élixir de Constitution", "Range and area of Élixir de Perception": "Portée et zone de Élixir de Perception", "Range and area of Élixir de compétence": "Portée et zone de Élixir de compétence", "Range and area of Élixir de force": "Portée et zone de Élixir de force", "Range and area of Élixir de réinitialisation des compétences": "Portée et zone de Élixir de réinitialisation des compétences", "Range and area of Élixir de volonté": "Portée et zone de Élixir de volonté", "Range and area of Élévation de pierre": "Portée et zone d'Élévation de pierre", "Range in context": "Portée en contexte", "Range in which warming effects (e.g. from a campfire) are applied": "Portée dans laquelle les effets de réchauffement (p. ex. d'un feu de camp) sont appliqués", "Range of minute intervals for how long weather lasts": "Plage d'intervalles en minutes pour la durée de la météo", "Range reaches past this room, so the target sits at the edge.": "La portée dépasse cette salle, la cible se trouve donc au bord.", "Ranged": "À distance", "Ranged - Bow": "Distance - Arc", "Ranged fire-mage": "Mage de feu à distance", "RangedHitChance": "RangedHitChance", "Rangs de clan - Dungeon Settlers Wiki": "Rangs de clan - Dungeon Settlers Wiki", "Rank": "Rang", "Rank 1 - Expédition triviale": "Rang 1 - Expédition triviale", "Rank 1 Food": "Rang 1 Nourriture", "Rank 1 Level": "Rang 1 Niveau", "Rank 1 Research 1": "Rang 1 Recherche 1", "Rank 1 Research 2": "Rang 1 Recherche 2", "Rank 1 Research 3": "Rang 1 Recherche 3", "Rank 1 Research 4": "Rang 1 Recherche 4", "Rank 1 Research 5": "Rang 1 Recherche 5", "Rank 1 Research 6": "Rang 1 Recherche 6", "Rank 1 Research 7": "Rank 1 Research 7", "Rank 1 Resource 1": "Rang 1 Ressource 1", "Rank 1 Resource 2": "Rang 1 Ressource 2", "Rank 1 Room Type 1": "Rang 1 Type de salle 1", "Rank 1 Room Type 2": "Rang 1 Type de salle 2", "Rank 1 Room Type 3": "Rang 1 Type de salle 3", "Rank 1 Room Type 4": "Rang 1 Type de salle 4", "Rank 1 Room Type 5": "Rang 1 Type de salle 5", "Rank 1 Room Type 6": "Rang 1 Type de salle 6", "Rank 1 Room Type 7": "Rang 1 Type de salle 7", "Rank 2 (ranks 3-7 are locked)": "Rang 2 (les rangs 3-7 sont verrouillés)", "Rank 2 - Expédition insignifiante": "Rang 2 - Expédition insignifiante", "Rank 2 Elite": "Rang 2 Élite", "Rank 2 Food": "Rang 2 Nourriture", "Rank 2 Level": "Rang 2 Niveau", "Rank 2 Research 1": "Rang 2 Recherche 1", "Rank 2 Research 10": "Rang 2 Recherche 10", "Rank 2 Research 11": "Rang 2 Recherche 11", "Rank 2 Research 12": "Rang 2 Recherche 12", "Rank 2 Research 13": "Rang 2 Recherche 13", "Rank 2 Research 14": "Rang 2 Recherche 14", "Rank 2 Research 15": "Rang 2 Recherche 15", "Rank 2 Research 16": "Rang 2 Recherche 16", "Rank 2 Research 2": "Rang 2 Recherche 2", "Rank 2 Research 3": "Rang 2 Recherche 3", "Rank 2 Research 4": "Rang 2 Recherche 4", "Rank 2 Research 5": "Rang 2 Recherche 5", "Rank 2 Research 6": "Rang 2 Recherche 6", "Rank 2 Research 7": "Rang 2 Recherche 7", "Rank 2 Research 8": "Rang 2 Recherche 8", "Rank 2 Research 9": "Rang 2 Recherche 9", "Rank 2 Resource 1": "Rang 2 Ressource 1", "Rank 2 Resource 2": "Rang 2 Ressource 2", "Rank 2 Room Type 1": "Rang 2 Type de salle 1", "Rank 2 Room Type 2": "Rang 2 Type de salle 2", "Rank 2 Room Type 3": "Rang 2 Type de salle 3", "Rank 2 Room Type 4": "Rang 2 Type de salle 4", "Rank 2 Room Type 5": "Rang 2 Type de salle 5", "Rank 2 Room Type 6": "Rang 2 Type de salle 6", "Rank 2 Room Type 7": "Rang 2 Type de salle 7", "Rank 3 - Expédition établie": "Rang 3 - Expédition établie", "Rank 3 Elite": "Rang 3 Élite", "Rank 3 Food": "Rang 3 Nourriture", "Rank 3 Level": "Rang 3 Niveau", "Rank 3 Research 1": "Rang 3 Recherche 1", "Rank 3 Research 2": "Rang 3 Recherche 2", "Rank 3 Research 3": "Rang 3 Recherche 3", "Rank 3 Research 4": "Rang 3 Recherche 4", "Rank 3 Research 5": "Rang 3 Recherche 5", "Rank 3 Research 6": "Rang 3 Recherche 6", "Rank 3 Research 7": "Rang 3 Recherche 7", "Rank 3 Resource 1": "Rang 3 Ressource 1", "Rank 3 Resource 2": "Rang 3 Ressource 2", "Rank 3 Room Type 1": "Rang 3 Type de salle 1", "Rank 3 Room Type 2": "Rang 3 Type de salle 2", "Rank 3 Room Type 3": "Rang 3 Type de salle 3", "Rank 3 Room Type 4": "Rang 3 Type de salle 4", "Rank 3 Room Type 5": "Rang 3 Type de salle 5", "Rank 3 Room Type 6": "Rang 3 Type de salle 6", "Rank 3 Room Type 7": "Rang 3 Type de salle 7", "Rank 4 - Expédition notable": "Rang 4 - Expédition notable", "Rank 5 - Expédition réputée": "Rang 5 - Expédition réputée", "Rank 6 - Expédition renommée": "Rang 6 - Expédition renommée", "Rank 7 - Expédition légendaire": "Rang 7 - Expédition légendaire", "Rank also changes": "Le rang change aussi", "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "Classement par Dégâts de compétence parmi les monstres actuellement affichés, du plus élevé au plus bas. La couronne dorée indique le n°1.", "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "Classement par Dégâts de compétence parmi les compétences affichées, du plus élevé au plus faible. La couronne dorée marque le n°1.", "Rank recruit ladder": "Échelle de recrutement par rang", "Rank-up CP": "PC de montée de rang", "Rank-up CP, recruit level & race weights": "CP de montée en rang, niveau de recrutement et poids des races", "Rank1 Research1": "Rank1 Research1", "Rank1 Research2": "Rank1 Research2", "Rank1 Research3": "Rank1 Research3", "Rank1 Research4": "Rank1 Research4", "Rank1 Research5": "Rank1 Research5", "Rank1 Research6": "Rank1 Research6", "Rank1 Research7": "Rank1 Research7", "Rank1Food": "Rank1Food", "Rank1Level": "Rank1Level", "Rank1Research1": "Rank1Research1", "Rank1Research2": "Rank1Research2", "Rank1Research3": "Rank1Research3", "Rank1Research4": "Rank1Research4", "Rank1Research5": "Rank1Research5", "Rank1Research6": "Rank1Research6", "Rank1Research7": "Rank1Research7", "Rank1Resource1": "Rank1Resource1", "Rank1Resource2": "Rank1Resource2", "Rank1RoomType1": "Rank1RoomType1", "Rank1RoomType2": "Rank1RoomType2", "Rank1RoomType3": "Rank1RoomType3", "Rank1RoomType4": "Rank1RoomType4", "Rank1RoomType5": "Rank1RoomType5", "Rank1RoomType6": "Rank1RoomType6", "Rank1RoomType7": "Rank1RoomType7", "Rank2 Elite": "Rank2 Elite", "Rank2 Food": "Rank2 Food", "Rank2 Level": "Rank2 Level", "Rank2 Research1": "Rank2 Research1", "Rank2 Research10": "Rank2 Research10", "Rank2 Research11": "Rank2 Research11", "Rank2 Research12": "Rank2 Research12", "Rank2 Research13": "Rank2 Research13", "Rank2 Research14": "Rank2 Research14", "Rank2 Research15": "Rank2 Research15", "Rank2 Research16": "Rank2 Research16", "Rank2 Research2": "Rank2 Research2", "Rank2 Research3": "Rank2 Research3", "Rank2 Research4": "Rank2 Research4", "Rank2 Research5": "Rank2 Research5", "Rank2 Research6": "Rank2 Research6", "Rank2 Research7": "Rank2 Research7", "Rank2 Research8": "Rank2 Research8", "Rank2 Research9": "Rank2 Research9", "Rank2 Resource1": "Rank2 Resource1", "Rank2 Resource2": "Rank2 Resource2", "Rank2 Room Type1": "Rank2 Room Type1", "Rank2 Room Type2": "Rank2 Room Type2", "Rank2 Room Type3": "Rank2 Room Type3", "Rank2 Room Type4": "Rank2 Room Type4", "Rank2 Room Type5": "Rank2 Room Type5", "Rank2 Room Type6": "Rank2 Room Type6", "Rank2 Room Type7": "Rank2 Room Type7", "Rank2Elite": "Rank2Elite", "Rank2Food": "Rank2Food", "Rank2Level": "Rank2Level", "Rank2Research1": "Rank2Research1", "Rank2Research10": "Rank2Research10", "Rank2Research11": "Rank2Research11", "Rank2Research12": "Rank2Research12", "Rank2Research13": "Rank2Research13", "Rank2Research14": "Rank2Research14", "Rank2Research15": "Rank2Research15", "Rank2Research16": "Rank2Research16", "Rank2Research2": "Rank2Research2", "Rank2Research3": "Rank2Research3", "Rank2Research4": "Rank2Research4", "Rank2Research5": "Rank2Research5", "Rank2Research6": "Rank2Research6", "Rank2Research7": "Rank2Research7", "Rank2Research8": "Rank2Research8", "Rank2Research9": "Rank2Research9", "Rank2Resource1": "Rank2Resource1", "Rank2Resource2": "Rank2Resource2", "Rank2RoomType1": "Rank2RoomType1", "Rank2RoomType2": "Rank2RoomType2", "Rank2RoomType3": "Rank2RoomType3", "Rank2RoomType4": "Rank2RoomType4", "Rank2RoomType5": "Rank2RoomType5", "Rank2RoomType6": "Rank2RoomType6", "Rank2RoomType7": "Rank2RoomType7", "Rank3 Elite": "Rank3 Elite", "Rank3 Elite - desc": "Rank3 Elite - desc", "Rank3 Food": "Rank3 Food", "Rank3 Food - desc": "Rank3 Food - desc", "Rank3 Level": "Rank3 Level", "Rank3 Level - desc": "Rank3 Level - desc", "Rank3 Research1": "Rank3 Research1", "Rank3 Research1 - desc": "Rank3 Research1 - desc", "Rank3 Research2": "Rank3 Research2", "Rank3 Research2 - desc": "Rank3 Research2 - desc", "Rank3 Research3": "Rank3 Research3", "Rank3 Research3 - desc": "Rank3 Research3 - desc", "Rank3 Research4": "Rank3 Research4", "Rank3 Research4 - desc": "Rank3 Research4 - desc", "Rank3 Research5": "Rank3 Research5", "Rank3 Research5 - desc": "Rank3 Research5 - desc", "Rank3 Research6": "Rank3 Research6", "Rank3 Research6 - desc": "Rank3 Research6 - desc", "Rank3 Research7": "Rank3 Research7", "Rank3 Research7 - desc": "Rank3 Research7 - desc", "Rank3 Resource1": "Rank3 Resource1", "Rank3 Resource1 - desc": "Rank3 Resource1 - desc", "Rank3 Resource2": "Rank3 Resource2", "Rank3 Resource2 - desc": "Rank3 Resource2 - desc", "Rank3 Room Type1": "Rank3 Room Type1", "Rank3 Room Type1 - desc": "Rank3 Room Type1 - desc", "Rank3 Room Type2": "Rank3 Room Type2", "Rank3 Room Type2 - desc": "Rank3 Room Type2 - desc", "Rank3 Room Type3": "Rank3 Room Type3", "Rank3 Room Type3 - desc": "Rank3 Room Type3 - desc", "Rank3 Room Type4": "Rank3 Room Type4", "Rank3 Room Type4 - desc": "Rank3 Room Type4 - desc", "Rank3 Room Type5": "Rank3 Room Type5", "Rank3 Room Type5 - desc": "Rank3 Room Type5 - desc", "Rank3 Room Type6": "Rank3 Room Type6", "Rank3 Room Type6 - desc": "Rank3 Room Type6 - desc", "Rank3 Room Type7": "Rank3 Room Type7", "Rank3 Room Type7 - desc": "Rank3 Room Type7 - desc", "Rank3Elite": "Rank3Elite", "Rank3Food": "Rank3Food", "Rank3Level": "Rank3Level", "Rank3Research1": "Rank3Research1", "Rank3Research2": "Rank3Research2", "Rank3Research3": "Rank3Research3", "Rank3Research4": "Rank3Research4", "Rank3Research5": "Rank3Research5", "Rank3Research6": "Rank3Research6", "Rank3Research7": "Rank3Research7", "Rank3Resource1": "Rank3Resource1", "Rank3Resource2": "Rank3Resource2", "Rank3RoomType1": "Rank3RoomType1", "Rank3RoomType2": "Rank3RoomType2", "Rank3RoomType3": "Rank3RoomType3", "Rank3RoomType4": "Rank3RoomType4", "Rank3RoomType5": "Rank3RoomType5", "Rank3RoomType6": "Rank3RoomType6", "Rank3RoomType7": "Rank3RoomType7", "RankUp1to2": "RankUp1to2", "RankUp2to3": "RankUp2to3", "Ranked by Skill Damage. Free basic attacks (0 energy) are hidden by default; passives are not active casts and are excluded.": "Classé par Dégâts de compétence. Les attaques de base gratuites (0 énergie) sont masquées par défaut ; les passifs ne sont pas des lancers actifs et sont exclus.", "Ranks defined": "Rangs définis", "Rappelez-vous que vous pouvez les effectuer plus facilement en utilisant le contrôle 'Glisser'.": "Rappelez-vous que vous pouvez les effectuer plus facilement en utilisant le contrôle 'Glisser'.", "Rapport d'exploit": "Rapport d'exploit", "Rapport d'exploit - Dungeon Settlers Wiki": "Rapport d'exploit - Dungeon Settlers Wiki", "Rapport d'exploit icon": "Rapport d'exploit icône", "Rare inscription:": "Inscription rare :", "Rare resource nodes per floor": "Gisements de ressources rares par étage", "Rarity chances": "Probabilités de rareté", "Rarity weights (per 1000)": "Poids de rareté (sur 1000)", "Rassasie": "Rassasie", "Rassasie Faim et accorde Herbe sauvage. Restaure 100 Santé actuelle pendant 10 secondes. Effects: • Herbe sauvage (on allies): Restaure progressivement la santé.": "Rassasie Faim et accorde Herbe sauvage. Restaure 100 Santé actuelle pendant 10 secondes. Effects: • Herbe sauvage (on allies): Restaure progressivement la santé.", "Rassasie Faim et accorde Herbe sauvage. Restaure 100 Santé actuelle pendant 10 secondes. Effets : • Herbe sauvage (sur les alliés): Restaure progressivement la santé.": "Rassasie Faim et accorde Herbe sauvage. Restaure 100 Santé actuelle pendant 10 secondes. Effets : • Herbe sauvage (sur les alliés): Restaure progressivement la santé.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la bouillie d'herbe (sur les alliés): Humeur diminue.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la bouillie d'herbe (sur les alliés): Humeur diminue.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la bouillie d'herbe améliorée (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la bouillie d'herbe améliorée (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la bouillie de viande (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la bouillie de viande (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la viande crue de qualité (sur les alliés): Humeur diminue.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la viande crue de qualité (sur les alliés): Humeur diminue.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la viande de monstre dégoûtante (sur les alliés): Humeur diminue.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la viande de monstre dégoûtante (sur les alliés): Humeur diminue.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la viande grillée (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé de la viande grillée (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé du Slime Pudding (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé du Slime Pudding (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un bulbe de poussière (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un bulbe de poussière (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un champignon (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un champignon (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un navet grillé (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un navet grillé (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un ragoût de champignons (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un ragoût de champignons (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un ragoût de viande (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé un ragoût de viande (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé une brochette de champignons (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé une brochette de champignons (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé une brochette de viande (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé une brochette de viande (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé une omelette aux œufs de Gloth (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • A mangé une omelette aux œufs de Gloth (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Baie bleue consommée (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Baie bleue consommée (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Bouillie d'avoine consommée (sur les alliés): Humeur diminue.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Bouillie d'avoine consommée (sur les alliés): Humeur diminue.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Bouillie de navet (sur les alliés): Humeur diminue.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Bouillie de navet (sur les alliés): Humeur diminue.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Fruit Luma consommé (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Fruit Luma consommé (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Navet mangé (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Navet mangé (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Salade de navets consommée (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Salade de navets consommée (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Viande crue coriace mangée (sur les alliés): Humeur diminue.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Viande crue coriace mangée (sur les alliés): Humeur diminue.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Viande séchée d'Ate (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • Viande séchée d'Ate (sur les alliés): Humeur augmente.", "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • a mangé de la viande grillée (sur les alliés): Humeur augmente.": "Rassasie Faim et modifie Humeur de ? pendant 300 secondes. Effets : • a mangé de la viande grillée (sur les alliés): Humeur augmente.", "Rat Monstre Rouge Phase 2": "Rat Monstre Rouge Phase 2", "Rat Monstre Rouge Phase 2 - Dungeon Settlers Wiki": "Rat Monstre Rouge Phase 2 - Dungeon Settlers Wiki", "Rat Monstre Rouge Phase 2 icon": "Rat Monstre Rouge Phase 2 icon", "Rat Monstre Rouge.": "Rat monstre rouge.", "Rat gris": "Rat gris", "Rat gris - Dungeon Settlers Wiki": "Rat gris - Dungeon Settlers Wiki", "Rat gris de l'Abîme": "Rat gris de l'Abîme", "Rat gris de l'Abîme - Dungeon Settlers Wiki": "Rat gris de l'Abîme - Dungeon Settlers Wiki", "Rat gris de l'Abîme variante": "Rat gris de l'Abîme variante", "Rat gris faible": "Rat gris faible", "Rat gris faible - Dungeon Settlers Wiki": "Rat gris faible - Dungeon Settlers Wiki", "Rat gris faible de l'Abîme": "Rat gris faible de l'Abîme", "Rat gris faible de l'Abîme - Dungeon Settlers Wiki": "Rat gris faible de l'Abîme - Dungeon Settlers Wiki", "Rat gris faible de l'Abîme variante": "Rat gris faible de l'Abîme variante", "Rat gris faible icon": "Icône de Rat gris faible", "Rat gris faible variant": "Rat gris faible (variante)", "Rat gris faible variante": "Rat gris faible variante", "Rat gris icon": "Icône de Rat gris", "Rat gris variant": "Rat gris (variante)", "Rat gris variante": "Rat gris variante", "Rat monstre gris": "Rat monstre gris", "Rat monstre gris - Dungeon Settlers Wiki": "Rat monstre gris - Dungeon Settlers Wiki", "Rat monstre gris de l'Abîme": "Rat monstre gris de l'Abîme", "Rat monstre gris de l'Abîme - Dungeon Settlers Wiki": "Rat monstre gris de l'Abîme - Dungeon Settlers Wiki", "Rat monstre gris de l'Abîme variante": "Rat monstre gris de l'Abîme variante", "Rat monstre gris icon": "Icône de Rat monstre gris", "Rat monstre gris variant": "Rat monstre gris (variante)", "Rat monstre gris variante": "Rat monstre gris variante", "Rat monstre rouge": "Rat monstre rouge", "Rat monstre rouge - Dungeon Settlers Wiki": "Rat monstre rouge - Dungeon Settlers Wiki", "Rat monstre rouge Phase 3": "Rat monstre rouge Phase 3", "Rat monstre rouge Phase 3 - Dungeon Settlers Wiki": "Rat monstre rouge Phase 3 - Dungeon Settlers Wiki", "Rat monstre rouge Phase 3 icon": "Rat monstre rouge Phase 3 icon", "Rat monstre rouge de l'Abîme": "Rat monstre rouge de l'Abîme", "Rat monstre rouge de l'Abîme - Dungeon Settlers Wiki": "Rat monstre rouge de l'Abîme - Dungeon Settlers Wiki", "Rat monstre rouge de l'Abîme variante": "Rat monstre rouge de l'Abîme variante", "Rat monstre rouge icon": "Icône de Rat monstre rouge", "Rat monstre rouge variant": "Rat monstre rouge (variante)", "Rat monstre rouge variante": "Rat monstre rouge variante", "Rat rouge": "Rat rouge", "Rat rouge - Dungeon Settlers Wiki": "Rat rouge - Dungeon Settlers Wiki", "Rat rouge de l'Abîme": "Rat rouge de l'Abîme", "Rat rouge de l'Abîme - Dungeon Settlers Wiki": "Rat rouge de l'Abîme - Dungeon Settlers Wiki", "Rat rouge de l'Abîme variante": "Rat rouge de l'Abîme variante", "Rat rouge icon": "Icône de Rat rouge", "Rat rouge variant": "Rat rouge (variante)", "Rat rouge variante": "Rat rouge variante", "Rate at which a shop appears in a dungeon's Theme 1 random roll": "Taux d'apparition d'une boutique dans le tirage aléatoire du Thème 1 d'un donjon", "Rate at which combat appears in a dungeon's Theme 1 random roll": "Taux d'apparition du combat dans le tirage aléatoire du Thème 1 d'un donjon", "Rate at which resources appear in a dungeon's Theme 1 random roll": "Taux d'apparition des ressources dans le tirage aléatoire du Thème 1 d'un donjon", "Rate of increase of held coin per tick (PS: Until Guild trading is implemented there's no way to earn coin, so it increases naturally.)": "Taux d'augmentation des pièces détenues par tick (PS : Tant que le commerce de guilde n'est pas implémenté, il n'y a aucun moyen de gagner des pièces, donc elles augmentent naturellement.)", "Rations de secours": "Rations de secours", "Raw": "Valeurs", "Raw Hide x8": "Peau brute x8", "Raw values": "Valeurs brutes", "Raw values:": "Valeurs brutes :", "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless": "Atteindre les étages les plus profonds marque le Voile du Silence comme terminé (vérification propre à la démo), sans avoir à tuer de boss - et la région 1 reste verrouillée quoi qu'il arrive", "Reactive": "Réactif", "Reading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.": "Voir si un bonus est « +10 % » ou « +10 » vous indique de quel type il s'agit.", "Reads": "Affichage", "Real time per day at 1x": "Temps réel par jour à x1", "Rebond abyssal": "Rebond abyssal", "Rebond abyssal - Dungeon Settlers Wiki": "Rebond abyssal - Dungeon Settlers Wiki", "Rebond abyssal 2": "Rebond abyssal 2", "Rebond abyssal 2 - Dungeon Settlers Wiki": "Rebond abyssal 2 - Dungeon Settlers Wiki", "Rebond abyssal icon": "Rebond abyssal icon", "Rebond de l'écho flamboyant": "Rebond de l'écho flamboyant", "Rebond de l'écho flamboyant - Dungeon Settlers Wiki": "Rebond de l'écho flamboyant - Dungeon Settlers Wiki", "Rebond de l'écho flamboyant icon": "Rebond de l'écho flamboyant icon", "Rebond de la Vague Enveloppante": "Rebond de la Vague Enveloppante", "Rebond de la Vague Enveloppante - Dungeon Settlers Wiki": "Rebond de la Vague Enveloppante - Dungeon Settlers Wiki", "Rebond de la Vague Enveloppante icon": "Rebond de la Vague Enveloppante icon", "Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts.": "Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts.", "Receive the reward": "Recevoir la récompense", "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "Bonus de dégâts critiques reçus +50% (un critique qui infligerait +50% inflige +100%).", "RecentPartnerBlockCount": "RecentPartnerBlockCount", "RecentTopicBlockCount": "RecentTopicBlockCount", "RecentTopicMaxCount": "RecentTopicMaxCount", "Recettes - Dungeon Settlers Wiki": "Recettes - Dungeon Settlers Wiki", "Recherche": "Recherche", "Recherche - Dungeon Settlers Wiki": "Recherche - Dungeon Settlers Wiki", "Recherche - desc": "Recherche - desc", "Recherche dans un laboratoire correct.": "Recherche dans un laboratoire correct.", "Recherche dans un laboratoire correct. - Dungeon Settlers Wiki": "Recherche dans un laboratoire correct. - Dungeon Settlers Wiki", "Recherche dans un laboratoire correct. icon": "Recherche dans un laboratoire correct. icon", "Recherche dans un laboratoire délabré.": "Recherche dans un laboratoire délabré.", "Recherche dans un laboratoire délabré. - Dungeon Settlers Wiki": "Recherche dans un laboratoire délabré. - Dungeon Settlers Wiki", "Recherche dans un laboratoire délabré. icon": "Recherche dans un laboratoire délabré. icon", "Recherche dans un laboratoire fantastique.": "Recherche dans un laboratoire fantastique.", "Recherche dans un laboratoire fantastique. - Dungeon Settlers Wiki": "Recherche dans un laboratoire fantastique. - Dungeon Settlers Wiki", "Recherche dans un laboratoire fantastique. icon": "Recherche dans un laboratoire fantastique. icon", "Recherche dans un laboratoire impressionnant.": "Recherche dans un laboratoire impressionnant.", "Recherche dans un laboratoire impressionnant. - Dungeon Settlers Wiki": "Recherche dans un laboratoire impressionnant. - Dungeon Settlers Wiki", "Recherche dans un laboratoire impressionnant. icon": "Recherche dans un laboratoire impressionnant. icon", "Recherche dans un laboratoire luxueux.": "Recherche dans un laboratoire luxueux.", "Recherche dans un laboratoire luxueux. - Dungeon Settlers Wiki": "Recherche dans un laboratoire luxueux. - Dungeon Settlers Wiki", "Recherche dans un laboratoire luxueux. icon": "Recherche dans un laboratoire luxueux. icon", "Recherche dans un laboratoire médiocre.": "Recherche dans un laboratoire médiocre.", "Recherche dans un laboratoire médiocre. - Dungeon Settlers Wiki": "Recherche dans un laboratoire médiocre. - Dungeon Settlers Wiki", "Recherche dans un laboratoire médiocre. icon": "Recherche dans un laboratoire médiocre. icon", "Recherche dans un laboratoire ordinaire.": "Recherche dans un laboratoire ordinaire.", "Recherche dans un laboratoire ordinaire. - Dungeon Settlers Wiki": "Recherche dans un laboratoire ordinaire. - Dungeon Settlers Wiki", "Recherche dans un laboratoire ordinaire. icon": "Recherche dans un laboratoire ordinaire. icon", "Recherche en cours :": "Recherche en cours :", "Recherche terminée": "Recherche terminée", "Recherche terminée.": "Recherche terminée.", "Rechercher ici: +120% Capacité de recherche": "Rechercher ici: +120% Capacité de recherche", "Rechercher ici: +150% Capacité de recherche": "Rechercher ici: +150% Capacité de recherche", "Rechercher ici: +180% Capacité de recherche": "Rechercher ici: +180% Capacité de recherche", "Rechercher ici: +210% Capacité de recherche": "Rechercher ici: +210% Capacité de recherche", "Rechercher ici: +30% Capacité de recherche": "Rechercher ici: +30% Capacité de recherche", "Rechercher ici: +60% Capacité de recherche": "Rechercher ici: +60% Capacité de recherche", "Rechercher ici: +90% Capacité de recherche": "Rechercher ici: +90% Capacité de recherche", "Recipe": "Recette", "Recipe: {#}": "Recette : {#}", "RecipeTable.json": "RecipeTable.json", "Recipes": "Recettes", "Recipes - Dungeon Settlers Wiki": "Recettes - Dungeon Settlers Wiki", "Recommandé pour l'expérience de jeu prévue.": "Recommandé pour l'expérience de jeu prévue.", "Recommandé pour les joueurs habitués aux jeux de stratégie mais novices dans ce jeu.": "Recommandé pour les joueurs habitués aux jeux de stratégie mais novices dans ce jeu.", "Recommandé pour les joueurs qui n'ont pas beaucoup joué à des jeux de stratégie auparavant.": "Recommandé pour les joueurs qui n'ont pas beaucoup joué à des jeux de stratégie auparavant.", "Recommended for intended gameplay experience.": "Recommandé pour l'expérience de jeu souhaitée.", "Reconnu comme le meilleur guerrier, vos capacités augmentent.": "Reconnu comme le meilleur guerrier, vos capacités augmentent.", "Recover 600 Energy over a fight: 600 ÷ 60 =": "Récupérer 600 Énergie au cours d'un combat : 600 ÷ 60 =", "Recover stack * {0} energy per second.": "Récupère cumul * {0} énergie par seconde.", "Recover stack * {0} health per second.": "Récupère cumul * {0} points de vie par seconde.", "Recover {0} Stamina every tick": "Récupère {0} d'endurance à chaque tick", "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "Récupère {0} Endurance chaque tick (actuellement inutilisé. Peut-être jamais utilisé du tout ?)", "Recovery interval": "Intervalle de récupération", "Recovery runs on the campaign clock:": "La récupération suit l'horloge de campagne :", "Recreaction_": "Recreaction_", "Recreation": "Loisirs", "Recreation (3)": "Loisirs (3)", "Recreation Room": "Recreation Room", "Recreation buffs": "Bonus de loisirs", "Recreation buildings": "Les bâtiments de loisirs", "Recreation buildings - capacity, buff/bored affecters, workload.": "Bâtiments de loisirs - capacité, affecters de bonus/ennui, charge de travail.", "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "Bâtiments de loisir que les colons utilisent pour restaurer leur humeur. Jouer accorde l'affecteur de buff ; en abuser applique l'affecteur d'ennui. Charge de travail = ticks par session de jeu.", "Recreation now lives on the": "Les loisirs se trouvent désormais sur la", "Recreation:": "Loisirs :", "RecreationCondition": "ConditionRecréation", "RecreationEffectApplyCondition": "RecreationEffectApplyCondition", "RecreationRegeneration": "RecreationRegeneration", "RecreationRoom": "Salle de loisirs", "RecreationTable.json": "RecreationTable.json", "Recreation_": "Recreation_", "Recruit Endorsi": "Recruter Endorsi", "Recruit Presets": "Préréglages de recrutement", "Recruit Presets - Dungeon Settlers Wiki": "Préréglages de recrutement - Dungeon Settlers Wiki", "Recruit UIRefresh - desc": "Actualisation de l'IU de recrutement - desc", "Recruit candidate": "Candidat au recrutement", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +200 - Uncommon +400 - Rare +800 - Legendary +2000.": "Les candidats au recrutement tirés avec une inscription coûtent de l'or supplémentaire selon la rareté : commun +200 - peu commun +400 - rare +800 - légendaire +2000.", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.", "Recruit generation": "Génération de recrues", "Recruit presets:": "Préréglages de recrutement :", "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "Qualité de tirage de recrue - où atterrissent vos tirages de stats (le RNG de recrutement du jeu, rendu déterministe ici). Choisissez pire / moyen / meilleur :", "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "Poids des unités recrutables // (0306) Humain, Homme-lézard, Elfe, Nain, Démon blanc, Tal, Lycan", "Recruit up to 4 units": "Recrutez jusqu'à 4 unités", "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting:": "Tirages de stats de génération de recrue - le RNG de recrutement du jeu, appliqué ici à la qualité de tirage que vous choisissez ci-dessous (pire / moyen / meilleur). Pas aléatoire dans le générateur ; il suit votre réglage :", "Recruiting well": "Bien recruter", "Recruitment Additional Prices By Inscription Rarity": "Prix supplémentaires de recrutement par rareté d'inscription", "Recruitment Refresh Cost": "Coût d'actualisation du recrutement", "Recruitment Unique Existing Names": "Noms uniques existants de recrutement", "Recruitment Unique Existing Profiles": "Profils uniques existants de recrutement", "Recruitment guide": "Guide de recrutement", "Recruitment pool": "Réserve de recrutement", "Recruitment rank": "Rang de recrutement", "Recruitment unit weights // (0306) Human, Lizardman, Elf, Dwarf, Baekgwi, Tal": "Poids des unités de Recrutement // (0306) Humain, Homme-lézard, Elfe, Nain, Baekgwi, Tal", "Recruitment: applied to newly recruited units": "Recrutement : appliqué aux unités nouvellement recrutées", "RecruitmentInspectRevealTalentAmount": "RecruitmentInspectRevealTalentAmount", "Recruitment_": "Recruitment_", "Recrutement": "Recrutement", "Recrutement - Dungeon Settlers Wiki": "Recrutement - Dungeon Settlers Wiki", "Recrutement - desc": "Recrutement - desc", "Recrutement : appliqué aux unités nouvellement recrutées": "Recrutement : appliqué aux unités nouvellement recrutées", "Recul cramoisi": "Recul cramoisi", "Recul cramoisi - Dungeon Settlers Wiki": "Recul cramoisi - Dungeon Settlers Wiki", "Recul cramoisi icon": "Icône Recul cramoisi", "Red": "Red", "Red Banner": "Bannière rouge", "Red Carpet": "Tapis rouge", "Red Carpet B": "Tapis rouge B", "Red Carpet B - desc": "Tapis rouge B - desc", "Red Carpet B - flavor": "Tapis rouge B - flavor", "Red Carpet B - name": "Tapis rouge B - name", "Red Crystal": "Cristal rouge", "Red Dragon Breath (ancient fire dragon)": "Souffle du dragon rouge (ancien dragon de feu)", "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything": "Le Rat monstre rouge (Main7) termine l'histoire ; il ne termine PAS la région et ne déverrouille rien", "Red Monster Rat 3-phase boss": "Rat monstre rouge, boss à 3 phases", "Red Monster Rat Exclusive Room 1": "Salle exclusive du Rat monstre rouge 1", "Red Monster Rat Exclusive Room 1 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 1 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 1 map": "Carte de la Salle exclusive du Rat monstre rouge 1", "Red Monster Rat Exclusive Room 1 plan": "Plan Salle exclusive Rat monstre rouge 1", "Red Monster Rat Exclusive Room 2": "Salle exclusive du Rat monstre rouge 2", "Red Monster Rat Exclusive Room 2 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 2 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 2 map": "Carte de la Salle exclusive du Rat monstre rouge 2", "Red Monster Rat Exclusive Room 2 plan": "Plan Salle exclusive Rat monstre rouge 2", "Red Monster Rat Exclusive Room 3": "Salle exclusive du Rat monstre rouge 3", "Red Monster Rat Exclusive Room 3 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 3 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 3 map": "Carte de la Salle exclusive du Rat monstre rouge 3", "Red Monster Rat Exclusive Room 3 plan": "Plan Salle exclusive Rat monstre rouge 3", "Red Monster Rat Exclusive Room 4": "Salle exclusive du Rat monstre rouge 4", "Red Monster Rat Exclusive Room 4 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 4 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 4 map": "Carte de la Salle exclusive du Rat monstre rouge 4", "Red Monster Rat Exclusive Room 4 plan": "Plan Salle exclusive Rat monstre rouge 4", "Red Monster Rat Fixed": "Red Monster Rat Fixed", "Red Monster Rat Random": "Rat monstre rouge aléatoire", "Red Monster Rat Soul Stone (works)": "Pierre d'âme du Rat monstre rouge (fonctionne)", "Red Rat Random": "Red Rat Random", "Red Stand Banner": "Bannière de support rouge", "Red Stone Golem Random": "Golem de pierre rouge aléatoire", "RedMonsterRat": "RedMonsterRat", "Red_Small": "Red_Small", "Reduces incoming damage by about 50%": "Réduit les dégâts subis d'environ 50 %", "Reducing wear": "Réduire l'usure", "Reference for every stat/status key in the game.": "Référence pour chaque clé de stat/statut du jeu.", "Referenced by": "Référencé par", "Refers to the base Settlement Portal's durability decrease per hour.": "Fait référence à la baisse de durabilité par heure du Portail de colonie de base.", "Refers to the item 'type' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "Désigne la valeur clé du 'type' d'objet nécessaire pour passer de chaque niveau au suivant. {0} est un placeholder inutilisé dont la valeur est fixée à \"None\".", "Refers to the max Mood value. It isn't a value that actually fluctuates in use; it's mainly used as the max reference for displaying gauge bars, etc. in the UI. (The actual value has no maximum.)": "Fait référence à la valeur d'Humeur max. Ce n'est pas une valeur qui fluctue réellement à l'usage ; elle sert principalement de référence max pour l'affichage des barres de jauge, etc. dans l'interface. (La valeur réelle n'a pas de maximum.)", "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "Fait référence au nombre de ticks par heure. Le multiplier par 24 donne le nombre de ticks par jour.", "Refers to the slot background display range based on the Life stat. Below {0}: Bad Below {1}: Normal Below {2}: Good Below {3}: Great Otherwise (i.e., {3} or higher): Perfect": "Fait référence à la plage d'affichage du fond de l'emplacement selon la stat de Vie. En dessous de {0} : Mauvais En dessous de {1} : Normal En dessous de {2} : Bon En dessous de {3} : Excellent Sinon (c.-à-d. {3} ou plus) : Parfait", "Refined Garnet": "Grenat raffiné", "Refined Garnet - Dungeon Settlers Wiki": "Grenat raffiné - Dungeon Settlers Wiki", "Refined Garnet icon": "Grenat raffiné icon", "Refined Opal": "Opale raffinée", "Refined Opal - Dungeon Settlers Wiki": "Opale raffinée - Dungeon Settlers Wiki", "Refined Opal icon": "Opale raffinée icon", "Refined Peridot": "Péridot raffiné", "Refined Peridot - Dungeon Settlers Wiki": "Péridot raffiné - Dungeon Settlers Wiki", "Refined Peridot icon": "Péridot raffiné icon", "Reflect -1% of the magic damage taken back to the attacker as magic damage.": "Reflète -1% des dégâts magiques subis vers l'attaquant en tant que dégâts magiques.", "Reflect / Thorns": "Renvoi / Épines", "Reflect 50% of the magic damage taken back to the attacker as magic damage.": "Reflète 50% des dégâts magiques subis vers l'attaquant en tant que dégâts magiques.", "Reflect and thorns": "Renvoi et épines", "Reflect damage calculator": "Calculateur de dégâts renvoyés", "Reflect fraction": "Fraction de renvoi", "Reflect source": "Source de renvoi", "Reflected damage = 200 × 100% =": "Dégâts renvoyés = 200 × 100% =", "Reflects 50% of Magic Damage taken back to the attacker as Magic Damage.": "Reflète 50% des dégâts magiques subis vers l'attaquant en tant que dégâts magiques.", "Reflects 50% of Melee Damage taken back to the attacker as Physical Damage.": "Réfléchit 50% des dégâts de mêlée reçus vers l'attaquant en tant que dégâts physiques.", "Reflects {0}% (currently: 50) of received magic damage to the attacker as neutral damage. (Infinite loop prevention)": "Reflète {0}% (actuellement: 50) des dégâts magiques reçus à l'attaquant en dégâts neutres. (Prévention des boucles infinies)", "Reflects {0}% (currently: 50) of received melee damage to the attacker as neutral damage. (Infinite loop prevention)": "Reflète {0}% (actuellement : 50) des dégâts de mêlée reçus à l'attaquant sous forme de dégâts neutres. (Prévention de boucle infinie)", "Reflète la lumière et dégage une douce lueur.": "Reflète la lumière et dégage une douce lueur.", "Reflète la lumière, dégageant un éclat éblouissant.": "Reflète la lumière, dégageant un éclat éblouissant.", "RefreshCost": "RefreshCost", "Regarde ce que les morts ont laissé derrière eux en dernier. Quels qu'aient été les espoirs qu'ils portaient, que reste-t-il là où ils furent dispersés ? Ne demeure-t-il pas seulement le parfum d'un passé honteux, et des jours de souffrance qu'il engendra ? - Philosophe Sallustius": "Regarde ce que les morts ont laissé derrière eux en dernier. Quels qu'aient été les espoirs qu'ils portaient, que reste-t-il là où ils furent dispersés ? Ne demeure-t-il pas seulement le parfum d'un passé honteux, et des jours de souffrance qu'il engendra ? - Philosophe Sallustius", "Regarder les flammes crépiter apaise l'esprit.": "Regarder les flammes crépiter apaise l'esprit.", "Regardons à l'intérieur.": "Regardons à l'intérieur.", "Regeneration aura": "Aura de régénération", "Region": "Région", "Region 1 Common": "Commun de la région 1", "Region 1 Common - Dungeon Settlers Wiki": "Région 1 Commune - Dungeon Settlers Wiki", "Region 1 Common map": "Region 1 Common map", "Region 1 Common plan": "Plan commun de la région 1", "Region 1 Dungeon Merchant": "Marchand du Donjon Région 1", "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "Rencontre de la Région 1 après avoir complété la Chasse au Slogel de Grès Alpha", "Region 1 Shared": "Commun région 1", "Region 1 Shared - Dungeon Settlers Wiki": "Région 1 partagée - Dungeon Settlers Wiki", "Region 1 Shared map": "Carte partagée de la région 1", "Region 1 Shared plan": "Plan partagé de la région 1", "Region 2 Common": "Région 2 commun", "Region 2 Common - Dungeon Settlers Wiki": "Région 2 commune - Dungeon Settlers Wiki", "Region 2 Common map": "Carte commune de la région 2", "Region 2 Common plan": "Plan commun de la région 2", "Region 2 Dungeon Merchant": "Marchand du Donjon Région 2", "Region 2 Shared": "Commun région 2", "Region 2 Shared - Dungeon Settlers Wiki": "Partagé de la région 2 - Dungeon Settlers Wiki", "Region 2 Shared map": "Carte partagée Région 2", "Region 2 Shared plan": "Plan partagé de la région 2", "Region Unlock & Progression": "Déblocage des régions et progression", "Region chain": "Chaîne de régions", "Region enum": "Enum de région", "Region id": "ID de région", "Regional environment effect": "Effet d'environnement régional", "Regions": "Régions", "Regions - Dungeon Settlers Wiki": "Régions - Dungeon Settlers Wiki", "Related page (optional)": "Page associée (facultatif)", "Related:": "Associé :", "Relationship to Forgotten Abyss": "Rapport avec l'Abîme Oublié", "Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 - Normal 1/0 - Hard 1/1 - Very Hard 1/2 - Devastation 1/3).": "Poids de tirage relatifs par expédition ; le nombre d'effets positifs/négatifs tirés dépend de la difficulté de combat choisie (Facile 2/0 - Normal 1/0 - Difficile 1/1 - Très difficile 1/2 - Dévastation 1/3).", "Relaxed": "Détendu", "Relaxed (below 20)": "Détendu (sous 20)", "Released": "Relâché", "Released casters use three crystal families that also route a staff's element: **Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature)**, used in both staves and random-affix jewelry. Each has a **higher-tier gem upgrade that is gated**: **Garnet** (upgrades Red/Fire), **Opal** (upgrades Blue/Water) and **Peridot** (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated **Gold** jewelry line sits above Silver.": "Les lanceurs de sorts disponibles utilisent trois familles de cristaux qui déterminent aussi l'élément d'un bâton : **Cristal rouge (Feu), Cristal bleu (Eau) et Cristal vert (Nature)**, utilisés à la fois dans les bâtons et dans les bijoux à affixes aléatoires. Chacune possède une **amélioration de gemme de rang supérieur qui est verrouillée** : **Grenat** (améliore Rouge/Feu), **Opale** (améliore Bleu/Eau) et **Péridot** (améliore Vert/Nature). Leurs minerais existent mais sont sans nom, et leurs variantes de bâtons/bijoux n'ont pas de recettes ou des pools d'affixes vides. La lignée de bijoux **Or** verrouillée se situe au-dessus de l'Argent.", "Released equipment tiers run": "Les paliers d'équipement disponibles vont de", "Released gear tiers": "Paliers d'équipement disponibles", "Relief Food not completed": "Aliments de secours non terminés", "Relief Rations Complete": "Rations de secours terminées", "Remarqué dès le plus jeune âge,": "Remarqué dès le plus jeune âge,", "Remember reveals": "Mémoriser les révélations", "Remnant": "Vestige", "Remnant (81)": "Vestige (81)", "Remnant (89)": "Remnant (89)", "Remove": "Retirer", "Remove this character": "Supprimer ce personnage", "Remove this inscription tree - frees its inscription slot.": "Retirer cet arbre d'inscription - libère son emplacement d'inscription.", "Removed (1)": "Removed (1)", "Removed (15)": "Supprimé (15)", "Removed (22)": "Removed (22)", "Removed (3)": "Supprimé(s) (3)", "Removed (5)": "Supprimé (5)", "Removed (63)": "Supprimé (63)", "Removed (8)": "Removed (8)", "Removed ({#})": "Supprimé ({#})", "Removes": "Supprime", "Removes Immobilisation, Lent and grants Célérité for {0} seconds.": "Supprime Immobilisation, Lent et accorde Célérité pendant {0} secondes.", "Rempli d'empreintes racontant les récits cachés des aventuriers.": "Rempli d'empreintes racontant les récits cachés des aventuriers.", "Remplissez différents types de salles, comme les salles privées, pour obtenir des bonus. C'est particulièrement utile pour gérer l'humeur.": "Remplissez différents types de salles, comme les salles privées, pour obtenir des bonus. C'est particulièrement utile pour gérer l'humeur.", "Rend ?% des PV en ? s.": "Rend ?% des PV en ? s.", "Rend l'esprit résilient, prêt à supporter n'importe quelle épreuve.": "Rend l'esprit résilient, prêt à supporter n'importe quelle épreuve.", "Rend le corps plus léger pendant un court instant.": "Rend le corps plus léger pendant un court instant.", "Rend les déplacements plus légers et plus rapides.": "Rend les déplacements plus légers et plus rapides.", "Rend les muscles plus fermes et vous envahit d'une poussée de puissance.": "Rend les muscles plus fermes et vous envahit d'une poussée de puissance.", "Rend à l'attaquant 100% de tous les types de dégâts subis.": "Rend à l'attaquant 100% de tous les types de dégâts subis.", "Rendered from the game's real floor, wall and decoration tiles for this template. Edges without a wall are doorways where corridors connect this room to its neighbours. Monster, item and NPC spawn points are not shown.": "Rendu à partir des vraies tuiles de sol, de mur et de décoration du jeu pour ce modèle. Les bords sans mur sont des portes où les couloirs relient cette salle à ses voisines. Les points d'apparition de monstres, d'objets et de PNJ ne sont pas affichés.", "Renders the creep area at the base out to a distance of {0} from the creep": "Affiche la zone de creep à la base jusqu'à une distance de {0} du creep", "Renforce les capacités secondaires créatives.": "Renforce les capacités secondaires créatives.", "Renforce les styles de combat à l'épée.": "Renforce les styles de combat à l'épée.", "Renforce temporairement les aptitudes magiques.": "Renforce temporairement les aptitudes magiques.", "Renforce temporairement les aptitudes magiques. Accordé par 1 objet": "Renforce temporairement les aptitudes magiques. Accordé par 1 objet", "Renforce temporairement les aptitudes magiques. Granted by 1 item": "Renforce temporairement les aptitudes magiques. Accordé par 1 objet", "Renforcement de l'agilité": "Renforcement de l'agilité", "Renforcement de l'agilité - Dungeon Settlers Wiki": "Renforcement de l'agilité - Dungeon Settlers Wiki", "Renforcement de l'agilité icon": "Renforcement de l'agilité icon", "Renforcement de l'intelligence": "Renforcement de l'intelligence", "Renforcement de l'intelligence - Dungeon Settlers Wiki": "Renforcement de l'intelligence - Dungeon Settlers Wiki", "Renforcement de l'intelligence icon": "Renforcement de l'intelligence icon", "Renforcement de la constitution": "Renforcement de la constitution", "Renforcement de la constitution - Dungeon Settlers Wiki": "Renforcement de la constitution - Dungeon Settlers Wiki", "Renforcement de la constitution icon": "Renforcement de la constitution icon", "Renforcement de la force": "Renforcement de la force", "Renforcement de la force - Dungeon Settlers Wiki": "Renforcement de la force - Dungeon Settlers Wiki", "Renforcement de la force icon": "Renforcement de la force icon", "Renforcement de la perception": "Renforcement de la perception", "Renforcement de la perception - Dungeon Settlers Wiki": "Renforcement de la perception - Dungeon Settlers Wiki", "Renforcement de la perception icon": "Renforcement de la perception icon", "Renforcement de la volonté": "Renforcement de la volonté", "Renforcement de la volonté - Dungeon Settlers Wiki": "Renforcement de la volonté - Dungeon Settlers Wiki", "Renforcement de la volonté icon": "Renforcement de la volonté icon", "Renforcé": "Renforcé", "Renforcé - Dungeon Settlers Wiki": "Renforcé - Dungeon Settlers Wiki", "Renforcé icon": "Icône Renforcé", "Renvoi : Corps à corps": "Renvoi : Corps à corps", "Renvoi : Corps à corps - Dungeon Settlers Wiki": "Renvoi : Corps à corps - Dungeon Settlers Wiki", "Renvoi : Corps à corps icon": "Icône Renvoi : Corps à corps", "Renvoi : Physique": "Renvoi : Physique", "Renvoi : Physique - Dungeon Settlers Wiki": "Renvoi : Physique - Dungeon Settlers Wiki", "Renvoi : Physique icon": "Icône Renvoi : Physique", "Renvoi : Portée": "Renvoi : Portée", "Renvoi : Portée - Dungeon Settlers Wiki": "Renvoi : Portée - Dungeon Settlers Wiki", "Renvoi : Portée icon": "Icône Renvoi : Portée", "Renvoi d'unités": "Renvoi d'unités", "Renvoi: Magie": "Renvoi: Magie", "Renvoi: Magie - Dungeon Settlers Wiki": "Renvoi: Magie - Dungeon Settlers Wiki", "Renvoi: Magie icon": "Icône Renvoi: Magie", "Renvoie 50% des dégâts physiques subis à l'attaquant sous forme de dégâts physiques.": "Renvoie 50% des dégâts physiques subis à l'attaquant sous forme de dégâts physiques.", "Renvoie ?% des dégâts physiques subis à l'attaquant sous forme de dégâts physiques.": "Renvoie ?% des dégâts physiques subis à l'attaquant sous forme de dégâts physiques.", "Renvoie les attaques comme si elles venaient d'un miroir.": "Renvoie les attaques comme si elles venaient d'un miroir.", "Renvoie temporairement une partie des dégâts subis.": "Renvoie temporairement une partie des dégâts subis.", "Renvoie à l'attaquant 50% des dégâts magiques subis sous forme de dégâts magiques.": "Renvoie à l'attaquant 50% des dégâts magiques subis sous forme de dégâts magiques.", "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts p...": "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts p...", "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts physiques.": "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts physiques.", "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts physiques. Accordé par 1 objet": "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts physiques. Accordé par 1 objet", "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts physiques. Granted by 1 item": "Renvoie à l'attaquant 50% des dégâts physiques à distance subis, sous forme de dégâts physiques. Accordé par 1 objet", "Renvoie à l'attaquant ?% des dégâts magiques subis sous forme de dégâts magiques.": "Renvoie à l'attaquant ?% des dégâts magiques subis sous forme de dégâts magiques.", "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dé...": "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dé...", "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques.": "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques.", "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques. Accordé par 1 objet": "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques. Accordé par 1 objet", "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques. Granted by 1 item": "Renvoyer à l'attaquant 50% des dégâts physiques de corps à corps subis sous forme de dégâts physiques. Accordé par 1 objet", "Repairs": "Répare", "Repairs are done at a Repair Stand; the game tables define no material cost per repair, so \"mend back to full\" is the durability restored, not an item price.": "Les réparations se font à un Établi de réparation ; les tables du jeu ne définissent aucun coût en matériaux par réparation, donc « réparer entièrement » désigne la durabilité restaurée, non un prix d'objet.", "Repairs with": "Réparé avec", "Repeatable": "Répétable", "Repeatable 'Expedition Resolution' goals that advance clan rank": "Objectifs répétables 'Résolution de l'expédition' qui font progresser le rang du clan", "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "Butin répétable à la mort uniquement. Les bonus uniques de première élimination (pierres d'âme, etc.) figurent sur la page de chaque unité ; les boss se trouvent sur la", "Report a bug / suggest a feature": "Signaler un bug / proposer une fonctionnalité", "Represents the current emotional state of a unit.": "Représente l'état émotionnel actuel d'une unité.", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## Humeur decrease": "Représente l'état émotionnel actuel d'une unité. Vous pouvez vérifier les facteurs influant sur l'humeur via la section « Humeur » dans l'onglet « État ». ## Humeur diminue", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel.": "Représente l'état émotionnel actuel d'une unité. Vous pouvez vérifier les facteurs influençant l'humeur via l'onglet 'Humeur' dans le panneau 'Statut'.", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "Représente l'état émotionnel actuel d'une unité. Vous pouvez vérifier les facteurs influençant l'humeur via l'onglet 'Humeur' dans le panneau 'Statut'. Si Humeur est en dessous", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## Humeur decrease": "Représente l'état émotionnel actuel d'une unité. Vous pouvez vérifier les facteurs influant sur l'humeur via la section « Humeur » dans l'onglet « État ». ## Humeur diminue", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel.": "Représente l'état émotionnel actuel d'une unité. Vous pouvez vérifier les facteurs influençant l'humeur via l'onglet 'Humeur' dans le panneau 'Statut'.", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "Représente l'état émotionnel actuel d'une unité. Vous pouvez vérifier les facteurs influençant l'humeur via l'onglet 'Humeur' dans le panneau 'Statut'. Si Humeur est en dessous", "Représente l'état émotionnel actuel d'une unité.": "Représente l'état émotionnel actuel d'une unité.", "Représente l'état émotionnel actuel d'une unité. Vous pouvez consulter les facteurs influençant l'humeur via l'onglet 'Humeur' du panneau 'État'.": "Représente l'état émotionnel actuel d'une unité. Vous pouvez consulter les facteurs influençant l'humeur via l'onglet 'Humeur' du panneau 'État'.", "Représente l'état émotionnel actuel d'une unité. Vous pouvez consulter les facteurs influençant l'humeur via l'onglet 'Humeur' du panneau 'État'. Si l'humeur est inférieure à 0, Stress augmente proportionnellement. Si l'humeur est supérieure à 0, Stress diminue proportionnellement. L'humeur diminue à cause de conditions négatives comme la faim ou les séjours prolongés dans un donjon, et elle augmente grâce à des expériences positives comme le repos ou un bon repas.": "Représente l'état émotionnel actuel d'une unité. Vous pouvez consulter les facteurs influençant l'humeur via l'onglet 'Humeur' du panneau 'État'. Si l'humeur est inférieure à 0, Stress augmente proportionnellement. Si l'humeur est supérieure à 0, Stress diminue proportionnellement. L'humeur diminue à cause de conditions négatives comme la faim ou les séjours prolongés dans un donjon, et elle augmente grâce à des expériences positives comme le repos ou un bon repas.", "Représente la croissance et l'expérience d'une unité.": "Représente la croissance et l'expérience d'une unité.", "Représente la croissance et l'expérience d'une unité. Lorsque l'expérience atteint son maximum, l'unité peut": "Représente la croissance et l'expérience d'une unité. Lorsque l'expérience atteint son maximum, l'unité peut", "Représente la réputation et le rang de votre expédition de donjon. Un rang plus élevé accorde un accès plus large aux services de la guilde.": "Représente la réputation et le rang de votre expédition de donjon. Un rang plus élevé accorde un accès plus large aux services de la guilde.", "Représente la réputation et le rang de votre expédition de donjon. Un rang plus élevé accorde un accès plus large aux services de la guilde. Vous pouvez augmenter votre rang en gagnant Point de contribution. Expédition triviale Expédition insignifiante <Fonctionnalité non implémentée> Expédition établie Expédition notable Expédition réputée Expédition renommée Expédition légendaire": "Représente la réputation et le rang de votre expédition de donjon. Un rang plus élevé accorde un accès plus large aux services de la guilde. Vous pouvez augmenter votre rang en gagnant Point de contribution. Expédition triviale Expédition insignifiante <Fonctionnalité non implémentée> Expédition établie Expédition notable Expédition réputée Expédition renommée Expédition légendaire", "Représente le nombre de membres de l'expédition.": "Représente le nombre de membres de l'expédition.", "Représente le nombre de membres de l'expédition. À mesure que": "Représente le nombre de membres de l'expédition. À mesure que", "Représente les capacités principales du personnage. Par exemple, une Force élevée augmente la puissance d'attaque physique, et chaque Statistique principale détermine son": "Représente les capacités principales du personnage. Par exemple, une Force élevée augmente la puissance d'attaque physique, et chaque Statistique principale détermine son", "Représente les capacités principales du personnage. Par exemple, une Force élevée augmente la puissance d'attaque physique, et chaque Statistique principale détermine son Statistique finale. La Statistique principale peut être augmentée via Monter de niveau.": "Représente les capacités principales du personnage. Par exemple, une Force élevée augmente la puissance d'attaque physique, et chaque Statistique principale détermine son Statistique finale. La Statistique principale peut être augmentée via Monter de niveau.", "Représente les caractéristiques du personnage. Fournit divers effets.": "Représente les caractéristiques du personnage. Fournit divers effets.", "Représente une météo ordinaire sans changements notables.": "Représente une météo ordinaire sans changements notables.", "Request to Join Expedition": "Demander à Rejoindre l'Expédition", "Request to Join the Expedition": "Demande de rejoindre l'expédition", "Required Furniture": "Mobilier requis", "Required average Quality of the room's walls (corners included) and interior floor tiles": "Qualité moyenne requise des murs de la salle (coins compris) et des cases de sol intérieures", "Required equipment": "Équipement requis", "Required items": "Objets requis", "Required level": "Niveau requis", "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "Qualité totale requise de tous les bâtiments à l'intérieur de la salle sauf les murs, les portes et les cases de sol", "RequiredItemAmountFactorForLevelUpByOfferingType": "RequiredItemAmountFactorForLevelUpByOfferingType", "RequiredItemAmountForLevelUp": "RequiredItemAmountForLevelUp", "RequiredItemForLevelUp": "RequiredItemForLevelUp", "Requirement met": "Condition remplie", "Requires": "Nécessite", "Requires a Bow": "Nécessite un arc", "Requires a Club": "Nécessite une massue", "Requires a Greatsword": "Nécessite une grande épée", "Requires a Nature Staff": "Nécessite un Bâton de la Nature", "Requires a Sword": "Nécessite une épée", "Requires a Water Staff": "Nécessite un Bâton d'eau", "Requires ammo": "Nécessite des munitions", "Requires:": "Requiert :", "Res P/M": "Rés. P/M", "RescueWorkload": "RescueWorkload", "Research (1)": "Recherche (1)", "Research Complete": "Recherche terminée", "Research Insect": "Research Insect", "Research Insect2": "Research Insect2", "Research Insect3": "Research Insect3", "Research Insect4": "Research Insect4", "Research Lab bonus": "Bonus du Laboratoire de recherche", "Research Papers": "Research Papers", "Research Papers - Dungeon Settlers Wiki": "Documents de recherche - Dungeon Settlers Wiki", "Research Papers2": "Research Papers2", "Research Papers2 - Dungeon Settlers Wiki": "Documents de recherche 2 - Dungeon Settlers Wiki", "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)": "Capacité de recherche +30% (salle Médiocre) jusqu'à environ +150-210% (salles de qualité supérieure)", "Research complete": "Recherche terminée", "Research progress and crops": "Progression de la recherche et cultures", "Research requirement multiplier": "Multiplicateur d'exigence de recherche", "Research tree": "Arbre de recherche", "Research tree with unlocks": "Arbre de recherche avec déblocages", "Research tree: grid position, workload, prerequisites, unlock results.": "Arbre de recherche : position dans la grille, charge de travail, prérequis, résultats de déblocage.", "Research workload": "Charge de travail de recherche", "ResearchCapability": "ResearchCapability", "ResearchCondition": "ResearchCondition", "ResearchCycleTick": "ResearchCycleTick", "ResearchLab": "ResearchLab", "ResearchRequiredWorkloadFactorByDifficulty": "ResearchRequiredWorkloadFactorByDifficulty", "ResearchTable.json": "ResearchTable.json", "ResearchWorkloadTick": "ResearchWorkloadTick", "Researching here": "Rechercher ici", "Researching here: +120% Capacité de recherche": "Faire des recherches ici : +120% Capacité de recherche", "Researching here: +150% Capacité de recherche": "Recherche ici : +150% Capacité de recherche", "Researching here: +180% Capacité de recherche": "Recherche ici : +180% Capacité de recherche", "Researching here: +210% Capacité de recherche": "Recherche ici : +210% Capacité de recherche", "Researching here: +30% Capacité de recherche": "Faire des recherches ici : +30% Capacité de recherche", "Researching here: +60% Capacité de recherche": "Faire des recherches ici : +60% Capacité de recherche", "Researching here: +90% Capacité de recherche": "Faire des recherches ici : +90% Capacité de recherche", "Reset - sure?": "Réinitialiser - sûr ?", "Reset discoveries": "Réinitialiser les découvertes", "Reset discoveries (N)": "Réinitialiser les découvertes (N)", "Resets all learned skills and refunds the SP.": "Réinitialise toutes les compétences apprises et rembourse les PC.", "Resistance formula": "Formule de résistance", "Resistances": "Résistances", "Resolutions": "Résolutions", "Resource node": "Nœud de ressources", "Resource nodes": "Gisements de ressources", "Resource | From | Floors | Chance": "Ressource | Provenance | Sols | Chance", "Resources & Needs": "Ressources et besoins", "Resources and time are very limited, requiring precise long term planning and loss control.": "Les ressources et le temps sont très limités, nécessitant une planification précise à long terme et un contrôle des pertes.", "Resources and time are very limited, requiring precise long-term planning and loss control.": "Les ressources et le temps sont très limités, nécessitant une planification précise à long terme et un contrôle des pertes.", "Resources are extremely scarce and goods are expensive.": "Les ressources sont extrêmement rares et les biens sont chers.", "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "Les ressources sont extrêmement rares et les biens sont chers. Vos compétences en planification à long terme et en gestion délicate seront mises à l'épreuve.", "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "Les ressources sont extrêmement rares et les biens sont chers. Vos compétences en planification à long terme et en gestion délicate seront mises à l'épreuve.", "Resources per Dungeon": "Ressources par donjon", "Resources per Dungeon - Dungeon Settlers Wiki": "Ressources par donjon - Dungeon Settlers Wiki", "Resources you can gather in {#}": "Ressources récoltables dans {#}", "Resources: {#}": "Ressources : {#}", "Respawn interval & Magic Saturation": "Intervalle de réapparition et Saturation magique", "Respect the clock": "Respectez l'horloge", "Ressource essentielle à l'industrie.": "Ressource essentielle à l'industrie.", "Ressources et récolte": "Ressources et récolte", "Ressources et récolte - desc": "Ressources et récolte - desc", "Ressources par donjon - Dungeon Settlers Wiki": "Ressources par donjon - Dungeon Settlers Wiki", "Ressuscite un gobelin mort.": "Ressuscite un gobelin mort.", "Ressuscite un gobelin mort. 10s cooldown": "Ressuscite un gobelin mort. Recharge de 10s", "Ressuscite un gobelin mort. 10s de recharge": "Ressuscite un gobelin mort. 10s de recharge", "Rest": "Rest", "RestWoundDecreasePercentage": "RestWoundDecreasePercentage", "RestWoundDecreaseStructureQualityFactor": "RestWoundDecreaseStructureQualityFactor", "Restaure": "Restaure", "Restaure 10": "Restaure 10", "Restaure 10 Santé actuelle par cumul chaque seconde.": "Restaure 10 Santé actuelle par cumul chaque seconde.", "Restaure 10 Santé actuelle par cumul chaque seconde. Accordé par 2 compétences": "Restaure 10 Santé actuelle par cumul chaque seconde. Accordé par 2 compétences", "Restaure 10 Santé actuelle par cumul chaque seconde. Granted by 2 skills": "Restaure 10 Santé actuelle par cumul chaque seconde. Accordé par 2 compétences", "Restaure 100": "Restaure 100", "Restaure 300": "Restaure 300", "Restaure 300 PV en 10 secondes.": "Restaure 300 PV en 10 secondes.", "Restaure 300 Santé actuelle pendant 10 secondes.": "Restaure 300 Santé actuelle pendant 10 secondes.", "Restaure 300 Santé actuelle pendant 10 secondes. Effets : • Pommade (sur les alliés): Restaure les points de vie progressivement. Restaure 300 PV en 10 secondes.": "Restaure 300 Santé actuelle pendant 10 secondes. Effets : • Pommade (sur les alliés): Restaure les points de vie progressivement. Restaure 300 PV en 10 secondes.", "Restaure 400 PV en 10 secondes.": "Restaure 400 PV en 10 secondes.", "Restaure 800 PV en 10 secondes.": "Restaure 800 PV en 10 secondes.", "Restaure ?": "Restaure ?", "Restaure ? Énergie par cumul chaque seconde.": "Restaure ? Énergie par cumul chaque seconde.", "Restaure Santé actuelle d'une unité alliée à hauteur de 50% de Puissance d'attaque magique.": "Restaure Santé actuelle d'une unité alliée à hauteur de 50% de Puissance d'attaque magique.", "Restaure des points de vie selon une partie des dégâts infligés par l'unité.": "Restaure des points de vie selon une partie des dégâts infligés par l'unité.", "Restaure des points de vie égaux à 20% de": "Restaure des points de vie égaux à 20% de", "Restaure des points de vie égaux à 20% de Bouclier lorsque sa durée prend fin. Effects: • Bouclier: Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Restaure des points de vie égaux à 20% de Bouclier lorsque sa durée prend fin. Effets : • Bouclier : Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Restaure des points de vie égaux à 20% de Bouclier lorsque sa durée prend fin. Effets : • Bouclier: Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.": "Restaure des points de vie égaux à 20% de Bouclier lorsque sa durée prend fin. Effets : • Bouclier: Bloque les dégâts à la tête/au corps et consomme des piles équivalentes aux dégâts bloqués.", "Restaure la santé.": "Restaure la santé.", "Restaure la santé. Restaure 400 PV en 10 secondes.": "Restaure la santé. Restaure 400 PV en 10 secondes.", "Restaure la santé. Restaure 800 PV en 10 secondes.": "Restaure la santé. Restaure 800 PV en 10 secondes.", "Restaure les points de vie progressivement.": "Restaure les points de vie progressivement.", "Restaure les points de vie progressivement. Restaure 300 PV en 10 secondes.": "Restaure les points de vie progressivement. Restaure 300 PV en 10 secondes.", "Restaure progressivement la santé.": "Restaure progressivement la santé.", "Restaure progressivement la santé. Accordé par 1 objet": "Restaure progressivement la santé. Accordé par 1 objet", "Restaure progressivement la santé. Granted by 1 item": "Restaure progressivement la santé. Accordé par 1 objet", "Restaure périodiquement des points de vie selon un pourcentage de": "Restaure périodiquement des points de vie selon un pourcentage de", "Restaure périodiquement des points de vie selon un pourcentage de Santé maximale. La récupération est répartie entre Santé (tête) et Santé du torse endommagés.": "Restaure périodiquement des points de vie selon un pourcentage de Santé maximale. La récupération est répartie entre Santé (tête) et Santé du torse endommagés.", "Restaure tout": "Restaure tout", "Restaure tout Santé actuelle instantanément.": "Restaure tout Santé actuelle instantanément.", "Restaure à la cible": "Restaure à la cible", "Restaure à la cible Santé actuelle équivalente à 100% de Puissance d'attaque magique et lui confère un bonus aléatoire pendant 10 secondes. 15s cooldown": "Restaure à la cible Santé actuelle équivalente à 100% de Puissance d'attaque magique et lui confère un bonus aléatoire pendant 10 secondes. Recharge 15s", "Restaure à la cible Santé actuelle équivalente à 100% de Puissance d'attaque magique et lui confère un bonus aléatoire pendant 10 secondes. 15s de recharge": "Restaure à la cible Santé actuelle équivalente à 100% de Puissance d'attaque magique et lui confère un bonus aléatoire pendant 10 secondes. 15s de recharge", "Restaure à tous les alliés 30% de": "Restaure à tous les alliés 30% de", "Restaure à tous les alliés 30% de Énergie en entrant dans un nouvel étage.": "Restaure à tous les alliés 30% de Énergie en entrant dans un nouvel étage.", "Reste de feu de camp": "Reste de feu de camp", "Reste de feu de camp - Dungeon Settlers Wiki": "Reste de feu de camp - Dungeon Settlers Wiki", "Reste positif en toutes circonstances.": "Reste positif en toutes circonstances.", "Restes d'os d'animaux": "Restes d'os d'animaux", "Restes d'os d'animaux - Dungeon Settlers Wiki": "Restes d'os d'animaux - Dungeon Settlers Wiki", "Restes d'os d'animaux éparpillés.": "Restes d'os d'animaux éparpillés.", "Restes d'un golem de pierre géant": "Restes d'un golem de pierre géant", "Restes d'un golem de pierre géant - Dungeon Settlers Wiki": "Restes d'un golem de pierre géant - Dungeon Settlers Wiki", "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi.": "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi.", "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi. Accordé par 1 objet": "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi. Accordé par 1 objet", "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi. Granted by 1 item": "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi. Accordé par 1 objet", "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si...": "Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si...", "Resting his chin on one hand, he murmurs to himself.": "Appuyant son menton sur une main, il murmure pour lui-même.", "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\" He": "Appuyant son menton sur une main, il murmure pour lui-même. « Cela ressemble à un insecte qui aurait dû s'éteindre il y a longtemps... Quel mécanisme pourrait le garder en vie » ? Il", "Restores 15 health to an ally per cast (about 1.2/s at this cadence)": "Restaure 15 points de vie à un allié par lancement (environ 1.2/s à cette cadence)", "Restores 16 health to an ally per cast (about 1/s at this cadence)": "Restaure 16 points de vie à un allié par lancer (environ 1/s à ce rythme)", "Restores 201 health to an ally per cast (about 126.4/s at this cadence)": "Restaure 201 points de vie à un allié par lancement (environ 126.4/s à cette cadence)", "Restores 220 health to an ally per cast (about 145/s at this cadence)": "Restaure 220 points de vie à un allié par lancement (environ 145/s à ce rythme)", "Restores 300 HP over 10 seconds.": "Restaure 300 PV en 10 secondes.", "Restores 400 HP over 10 seconds.": "Restaure 400 PV en 10 secondes.", "Restores 50 health to an ally per cast (about 31.6/s at this cadence)": "Restaure 50 points de santé à un allié par lancer (environ 31,6/s à cette cadence)", "Restores 55 health to an ally per cast (about 36.3/s at this cadence)": "Restaure 55 santé à un allié par lancer (environ 36,3/s à cette cadence)", "Restores 800 HP over 10 seconds.": "Restaure 800 PV en 10 secondes.", "Restores {0}": "Restaure {0}", "Restores {0} Santé actuelle per stack every second.": "Restaure {0} Santé actuelle par cumul chaque seconde.", "Restores {0} Énergie per stack every second.": "Restaure {0} Énergie par cumul chaque seconde.", "Resulting crit chance": "Chance de critique résultante", "Retenant leur souffle dans l'ombre, leurs mains se déplacent plus vite que la lumière.": "Retenant leur souffle dans l'ombre, leurs mains se déplacent plus vite que la lumière.", "Retire UI Warning Retire Pay - desc": "Retirer l'avertissement UI Retirer le paiement - desc", "Retirer de l'emplacement rapide": "Retirer de l'emplacement rapide", "Retirer le propriétaire :": "Retirer le propriétaire :", "Retirer le sol": "Retirer le sol", "Retirer le sol - Dungeon Settlers Wiki": "Retirer le sol - Dungeon Settlers Wiki", "Retours et rapports de bugs - Dungeon Settlers Wiki": "Retours et rapports de bugs - Dungeon Settlers Wiki", "Revanche Rat Résistant au Feu, version 2 ennemis - Dungeon Settlers Wiki": "Revanche Rat Résistant au Feu, version 2 ennemis - Dungeon Settlers Wiki", "Reveal identity": "Révéler l'identité", "Revive": "Revive", "Reward": "Récompense", "Rewards": "Récompenses", "Reçoit": "Reçoit", "Reçoit Sangsue infernale pendant 720 secondes": "Reçoit Sangsue infernale pendant 720 secondes", "RichManaStone": "RichManaStone", "Rider 2 + Shaman 1 + Thrower 1": "Cavalier 2 + Chaman 1 + Lanceur 1", "Rider 4": "Cavalier 4", "Rien ne met plus l'esprit à l'aise que le bruit du vent et le bruit des oiseaux.": "Rien ne met plus l'esprit à l'aise que le bruit du vent et le bruit des oiseaux.", "Rien ne se démarque.": "Rien ne se démarque.", "Right click a skill in the 'Command Panel' quick slot to choose individ...": "Clic droit sur une compétence dans l'emplacement rapide du \"Panneau de commande\" pour choisir individ...", "Right click an item in the 'Inventory' to open the interaction menu.": "Cliquez avec le bouton droit sur un objet dans l'« Inventaire » pour ouvrir le menu d'interaction.", "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Cliquez avec le bouton droit sur un objet dans l'« Inventaire » pour ouvrir le menu d'interaction. De là, vous pouvez équiper ou consommer", "Right click to dismiss.": "Cliquez avec le bouton droit pour fermer.", "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "Le clic droit (et Alt + clic droit pour la liste complète) ouvre le menu d'interaction. Voici tous les verbes qu'il peut proposer ;", "Right-click a skill in the 'Command Panel' quick slot to choose individ...": "Clic droit sur une compétence dans l'emplacement rapide du \"Panneau de commande\" pour choisir individ...", "Right-click an item in the 'Inventory' to open the interaction menu.": "Cliquez avec le bouton droit sur un objet dans l'« Inventaire » pour ouvrir le menu d'interaction.", "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Cliquez avec le bouton droit sur un objet dans l'« Inventaire » pour ouvrir le menu d'interaction. De là, vous pouvez équiper ou consommer", "Right-click to dismiss.": "Cliquez avec le bouton droit pour fermer.", "Rigidité": "Rigidité", "Rigidité - Dungeon Settlers Wiki": "Rigidité - Dungeon Settlers Wiki", "Rigidité icon": "Icône Rigidité", "Riposte immédiatement lorsqu'il est touché par une attaque de mêlée.": "Riposte immédiatement lorsqu'il est touché par une attaque de mêlée.", "Roaring ×2, Slash ×2, Death ×1": "Roaring ×2, Slash ×2, Death ×1", "Robuste": "Robuste", "Robuste - Dungeon Settlers Wiki": "Robuste - Dungeon Settlers Wiki", "Robuste icon": "Robuste icon", "Robuste mais vulnérable au feu.": "Robuste mais vulnérable au feu.", "Roche": "Roche", "Roche (resource node)": "Roche (resource node)", "Roche (resource node) - Dungeon Settlers Wiki": "Roche (nœud de ressource) - Dungeon Settlers Wiki", "Roche (source de ressources)": "Roche (source de ressources)", "Roche (source de ressources) - Dungeon Settlers Wiki": "Roche (source de ressources) - Dungeon Settlers Wiki", "Roche palpitante": "Roche palpitante", "Roche palpitante - Dungeon Settlers Wiki": "Roche palpitante - Dungeon Settlers Wiki", "Roche palpitante icon": "Roche palpitante icon", "Roche pouvant être exploitée pour obtenir des ressources.": "Roche pouvant être exploitée pour obtenir des ressources.", "Roche pulsante": "Roche pulsante", "Roche pulsante - Dungeon Settlers Wiki": "Roche pulsante - Dungeon Settlers Wiki", "Rocher durci par la terre au fil du temps.": "Rocher durci par la terre au fil du temps.", "Rocher moyen": "Rocher moyen", "Rocher moyen (resource node)": "Rocher moyen (nœud de ressource)", "Rocher moyen (resource node) - Dungeon Settlers Wiki": "Rocher moyen (resource node) - Dungeon Settlers Wiki", "Rocher moyen (source de ressources)": "Rocher moyen (source de ressources)", "Rocher moyen (source de ressources) - Dungeon Settlers Wiki": "Rocher moyen (source de ressources) - Dungeon Settlers Wiki", "Rock Remnant": "Rock Remnant", "Rock Remnant - Dungeon Settlers Wiki": "Vestige de rocher - Dungeon Settlers Wiki", "Rock Wall Fixed": "Rock Wall Fixed", "Rock n Roll": "Rock n Roll", "Rocky Area 1": "Zone rocheuse 1", "Rocky Area 2": "Zone rocheuse 2", "Rocky Area 3": "Zone rocheuse 3", "Rohan": "Rohan", "Role": "Rôle", "Roll floor": "Relancer l'étage", "Rolls": "Tirages", "Rolls 1 random bonus from:": "Tire 1 bonus aléatoire parmi :", "Rolls 2 random bonuses from:": "Génère 2 bonus aléatoires parmi :", "Rolls as a negative regional environment effect in": "Apparaît comme effet d'environnement régional négatif dans", "Rolls as a positive regional environment effect in": "Apparaît comme effet d'environnement régional positif dans", "Ronfler bruyamment pendant son sommeil.": "Ronfler bruyamment pendant son sommeil.", "Rongeur": "Rongeur", "Rongeur - Dungeon Settlers Wiki": "Rongeur - Dungeon Settlers Wiki", "Rongeur icon": "Rongeur icône", "Room": "Salle", "Room & Spawn Odds": "Probabilités de salle et d'apparition", "Room & Spawn Odds - Dungeon Settlers Wiki": "Salles et probabilités d'apparition - Dungeon Settlers Wiki", "Room details": "Détails de la salle", "Room layouts by region": "Agencements de salles par région", "Room map": "Carte de la salle", "Room odds": "Probabilités de salle", "Room templates": "Modèles de salle", "Room templates (curated count)": "Modèles de salle (nombre sélectionné)", "Room theme": "Thème de la salle", "Room theme for range previews": "Thème de salle des aperçus de portée", "Room tiers above Decent (Impressive, Luxurious and Fantastic) are defined in the game data with their housing bonuses, but have no size, furniture or quality requirements yet, so they cannot be built in this build. Their bonuses are listed here for reference.": "Les paliers de salle au-dessus de Correct (Impressionnant, Luxueux et Fantastique) sont définis dans les données du jeu avec leurs bonus de logement, mais n'ont pas encore d'exigences de taille, de mobilier ou de qualité, ils ne peuvent donc pas être construits dans cette version. Leurs bonus sont listés ici pour référence.", "Room type": "Type de salle", "Room types": "Types de salles", "Room-composition probability tables": "Tables de probabilité de composition des salles", "Room-type mix": "Répartition des types de salle", "RoomMoodCooltime": "RoomMoodCooltime", "RoomStayMin": "RoomStayMin", "RoomType": "RoomType", "RoomType_": "RoomType_", "Rooms": "Salles", "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "Les salles sont les vraies cartes du jeu, connectées porte à porte par des couloirs. Faites glisser pour vous déplacer ; cliquez sur une salle pour l'agrandir.", "Rooms follow the authored graph positions (the intended layout)": "Les salles suivent les positions du graphe conçu (l'agencement prévu)", "Rooms:": "Salles :", "Root (before tier 1)": "Racine (avant le palier 1)", "Rotatable": "Pivotable", "Rotate floors.": "Alternez les étages.", "Rotate floors/regions - never grind a single floor to 0": "Alternez les étages/régions - ne farmez jamais un seul étage jusqu'à 0", "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops": "Alternez les étages ; un étage à 0 épuisement applique un malus de -50 % aux drops sur toute la région", "Roue brisée": "Roue brisée", "Roue brisée - Dungeon Settlers Wiki": "Roue brisée - Dungeon Settlers Wiki", "Roue dentée": "Roue dentée", "Roue dentée - Dungeon Settlers Wiki": "Roue dentée - Dungeon Settlers Wiki", "Roue dentée icon": "Roue dentée icon", "Rough DPS": "DPS approximatif", "Rows": "Lignes", "Royal Slime (+ Grand Crown, Royal Slime Soul Stone)": "Slime royal (+ Grande Couronne, Pierre d'âme du Slime royal)", "Ruche": "Ruche", "Ruche - Dungeon Settlers Wiki": "Ruche - Dungeon Settlers Wiki", "Ruche icon": "Ruche icon", "Rugueux au toucher, mais doté d'une grande puissance de perforation.": "Rugueux au toucher, mais doté d'une grande puissance de perforation.", "Rugueux, mais parfaitement utilisable.": "Rugueux, mais parfaitement utilisable.", "Run Away": "Fuite", "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0": "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0", "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0", "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0", "Rustling through the nearby undergrowth, {0} calls out to you.": "En bruissant à travers la végétation basse à proximité, {0} t'appelle.", "Rustling through the nearby undergrowth, {0} calls out to you. \"Captain, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.": "En bruissant à travers la végétation basse à proximité, {0} t'appelle. « Capitaine, il y a une ouverture cachée ici. » Quand tu enlèves les branches et les feuilles, tu trouves un trou étroit qui descend dans le creux d'un arbre tombé.", "Ruée": "Ruée", "Ruée - Dungeon Settlers Wiki": "Ruée - Dungeon Settlers Wiki", "Ruée portée et zone affichées sur une salle de donjon": "Ruée portée et zone affichées sur une salle de donjon", "Ruée tourbillonnante": "Ruée tourbillonnante", "Ruée tourbillonnante - Dungeon Settlers Wiki": "Ruée tourbillonnante - Dungeon Settlers Wiki", "Ruée tourbillonnante portée et zone affichées sur une salle de donjon": "Ruée tourbillonnante portée et zone affichées sur une salle de donjon", "Ruée vers les coccinelles": "Ruée vers les coccinelles", "Ruée vers les coccinelles - Dungeon Settlers Wiki": "Ruée vers les coccinelles - Dungeon Settlers Wiki", "Ruée vers les coccinelles portée et zone affichées sur une salle de donjon": "Ruée vers les coccinelles portée et zone affichées sur une salle de donjon", "Ruée vers les coccinelles portée et zone sur une salle de donjon": "Ruée vers les coccinelles portée et zone sur une salle de donjon", "Réapprovisionnez les munitions avant qu'elles ne soient épuisées.": "Réapprovisionnez les munitions avant qu'elles ne soient épuisées.", "Récolte": "Récolte", "Récolte :": "Récolte :", "Récompense de quête de Perion 1": "Récompense de quête de Perion 1", "Récompense de quête de Perion 1 - Dungeon Settlers Wiki": "Récompense de quête de Perion 1 - Dungeon Settlers Wiki", "Récompense de quête de Zenon 1": "Récompense de quête de Zenon 1", "Récompense de quête de Zenon 1 - Dungeon Settlers Wiki": "Récompense de quête de Zenon 1 - Dungeon Settlers Wiki", "Récompense de quête de Zenon 2": "Récompense de quête de Zenon 2", "Récompense de quête de Zenon 2 - Dungeon Settlers Wiki": "Récompense de quête de Zenon 2 - Dungeon Settlers Wiki", "Récompense de quête de Zenon 3": "Récompense de quête de Zenon 3", "Récompense de quête de Zenon 3 - Dungeon Settlers Wiki": "Récompense de quête de Zenon 3 - Dungeon Settlers Wiki", "Récompense de quête de Zenon 4": "Récompense de quête de Zenon 4", "Récompense de quête de Zenon 4 - Dungeon Settlers Wiki": "Récompense de quête de Zenon 4 - Dungeon Settlers Wiki", "Récupère 200 de durabilité par seconde": "Récupère 200 de durabilité par seconde", "Récupère de la fatigue grâce au sommeil.": "Récupère de la fatigue grâce au sommeil.", "Récupère le terrain perdu en libérant la terre opprimée.": "Récupère le terrain perdu en libérant la terre opprimée.", "Récupération rapide": "Récupération rapide", "Récupération rapide - Dungeon Settlers Wiki": "Récupération rapide - Dungeon Settlers Wiki", "Récupération rapide icon": "Récupération rapide icône", "Récupérer": "Récupérer", "Récupérer Faim jusqu'à un certain niveau peut vous faire sortir de l'état Proche de la mort.": "Récupérer la Faim jusqu'à un certain niveau peut vous faire sortir de l'état Proche de la mort.", "Réduction des dégâts (Garde)": "Réduction des dégâts (Garde)", "Réduction des dégâts (Garde) - Dungeon Settlers Wiki": "Réduction des dégâts (Garde) - Dungeon Settlers Wiki", "Réduction des dégâts (Garde) Up": "Réduction des dégâts (Garde) augmente", "Réduction des dégâts (Garde) augmente": "Réduction des dégâts (Garde) augmente", "Réduction des dégâts (Garde) augmente de 35%.": "Réduction des dégâts (Garde) augmente de 35%.", "Réduction des dégâts (Garde) augmente de ?%.": "Réduction des dégâts (Garde) augmente de ?%.", "Réduction des dégâts (Garde) icon": "Réduction des dégâts (Garde) icône", "Réduction du temps de recharge": "Réduction du temps de recharge", "Réduction du temps de recharge - Dungeon Settlers Wiki": "Réduction du temps de recharge - Dungeon Settlers Wiki", "Réduction du temps de recharge Up": "Réduction du temps de recharge augmente", "Réduction du temps de recharge augmente": "Réduction du temps de recharge augmente", "Réduction du temps de recharge augmente de 10 pendant cette exploration.": "Réduction du temps de recharge augmente de 10 pendant cette exploration.", "Réduction du temps de recharge icon": "Réduction du temps de recharge icon", "Réduction du temps de recharge Énergie maximale Vitesse de déplacement Régénération des points de vie Poids max": "Réduction du temps de recharge Énergie maximale Vitesse de déplacement Régénération des points de vie Poids max", "Réduit de cette valeur la": "Réduit de cette valeur la", "Réduit de cette valeur la Point de compétence principal requise pour apprendre les compétences principales de grande épée.": "Réduit de cette valeur la Point de compétence principal requise pour apprendre les compétences principales de grande épée.", "Réduit de cette valeur la quantité de": "Réduit de cette valeur la quantité de", "Réduit de cette valeur la quantité de Point de compétence principal requise pour apprendre les compétences principales d'épée.": "Réduit de cette valeur la quantité de Point de compétence principal requise pour apprendre les compétences principales d'épée.", "Réduit de cette valeur la quantité de Point de compétence principal requise pour apprendre les compétences principales du bouclier.": "Réduit de cette valeur la quantité de Point de compétence principal requise pour apprendre les compétences principales du bouclier.", "Réduit de cette valeur le": "Réduit de cette valeur le", "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales d'armes contondantes.": "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales d'armes contondantes.", "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales de magie de feu.": "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales de magie de feu.", "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales de magie de l'eau.": "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales de magie de l'eau.", "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales de magie de la nature.": "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales de magie de la nature.", "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales à l'arc.": "Réduit de cette valeur le Point de compétence principal requis pour apprendre les compétences principales à l'arc.", "Réduit le": "Réduit le", "Réduit les dégâts subis de 8% par cumul.": "Réduit les dégâts subis de 8% par cumul.", "Réduit les dégâts subis de ?% par cumul.": "Réduit les dégâts subis de ?% par cumul.", "Réduit légèrement la pénalité d'humeur liée au séjour dans le donjon.": "Réduit légèrement la pénalité d'humeur liée au séjour dans le donjon.", "Réduit périodiquement l'": "Réduit périodiquement l'", "Réduit périodiquement l'Humeur des unités alliées à proximité.": "Réduit périodiquement l'Humeur des unités alliées à proximité.", "Régime : Carnivore": "Régime : Carnivore", "Régime : Omnivore": "Régime : Omnivore", "Régime : Végétarien": "Régime : Végétarien", "Région 2 commun - Dungeon Settlers Wiki": "Région 2 commun - Dungeon Settlers Wiki", "Régions - Dungeon Settlers Wiki": "Régions - Dungeon Settlers Wiki", "Régler la vitesse du jeu: F1~F2": "Régler la vitesse du jeu: F1~F2", "Régénération d'énergie": "Régénération d'énergie", "Régénération d'énergie - Dungeon Settlers Wiki": "Régénération d'énergie - Dungeon Settlers Wiki", "Régénération d'énergie Up": "Régénération d'énergie augmente", "Régénération d'énergie augmente": "Régénération d'énergie augmente", "Régénération d'énergie augmente.": "Régénération d'énergie augmente.", "Régénération d'énergie icon": "Icône Régénération d'énergie", "Régénération de la faim": "Régénération de la faim", "Régénération de la faim - Dungeon Settlers Wiki": "Régénération de la faim - Dungeon Settlers Wiki", "Régénération de la faim icon": "Icône Régénération de la faim", "Régénération des points de vie": "Régénération des points de vie", "Régénération des points de vie - Dungeon Settlers Wiki": "Régénération des points de vie - Dungeon Settlers Wiki", "Régénération des points de vie augmente.": "Régénération des points de vie augmente.", "Régénération des points de vie icon": "Régénération des points de vie icône", "Réinitialisation des compétences": "Réinitialisation des compétences", "Réinitialisation des compétences - desc": "Réinitialisation des compétences - desc", "Réinitialise toutes les compétences et restitue les points de compétence.": "Réinitialise toutes les compétences et restitue les points de compétence.", "Réparation complète": "Réparation complète", "Réparer son équipement est une vertu du combattant.": "Réparer son équipement est une vertu du combattant.", "Réservoir d'eau pour mercenaires.": "Réservoir d'eau pour mercenaires.", "Résistance": "Résistance", "Résistance - Dungeon Settlers Wiki": "Résistance - Dungeon Settlers Wiki", "Résistance icon": "icône Résistance", "Résistance magique": "Résistance magique", "Résistance magique - Dungeon Settlers Wiki": "Résistance magique - Dungeon Settlers Wiki", "Résistance magique Up": "Augmentation de la résistance magique", "Résistance magique augmente": "Résistance magique augmente", "Résistance magique augmente de 10 pendant cette exploration.": "Résistance magique augmente de 10 pendant cette exploration.", "Résistance magique icon": "Icône Résistance magique", "Résistance phys.": "Résistance phys.", "Résistance physique": "Résistance physique", "Résistance physique - Dungeon Settlers Wiki": "Résistance physique - Dungeon Settlers Wiki", "Résistance physique Down": "Résistance physique diminue", "Résistance physique Up": "Augmentation de la résistance physique", "Résistance physique augmente": "Résistance physique augmente", "Résistance physique augmente de 10 pendant cette exploration.": "Résistance physique augmente de 10 pendant cette exploration.", "Résistance physique diminue": "Résistance physique diminue", "Résistance physique icon": "Icône Résistance physique", "Résistance qui réduit les dégâts magiques. Le multiplicateur de dégâts est calculé avec 100 / (100 + résistance).": "Résistance qui réduit les dégâts magiques. Le multiplicateur de dégâts est calculé avec 100 / (100 + résistance).", "Résistance qui réduit les dégâts physiques. Le multiplicateur de dégâts est calculé avec 100 / (100 + résistance).": "Résistance qui réduit les dégâts physiques. Le multiplicateur de dégâts est calculé avec 100 / (100 + résistance).", "Résolution de l'expédition": "Résolution de l'expédition", "Résolution de l'expédition - Common Mood": "Résolution de l'expédition - Common Mood", "Résolution de l'expédition - Dungeon Settlers Wiki": "Résolution de l'expédition - Dungeon Settlers Wiki", "Résolution de l'expédition - Rank 1 Food": "Résolution de l'expédition - Rank 1 Food", "Résolution de l'expédition - Rank 1 Level": "Résolution de l'expédition - Rank 1 Level", "Résolution de l'expédition - Rank 1 Research 1": "Résolution de l'expédition - Rank 1 Research 1", "Résolution de l'expédition - Rank 1 Research 2": "Résolution de l'expédition - Rank 1 Research 2", "Résolution de l'expédition - Rank 1 Research 3": "Résolution de l'expédition - Rank 1 Research 3", "Résolution de l'expédition - Rank 1 Research 4": "Résolution de l'expédition - Rank 1 Research 4", "Résolution de l'expédition - Rank 1 Research 5": "Résolution de l'expédition - Rank 1 Research 5", "Résolution de l'expédition - Rank 1 Research 6": "Résolution de l'expédition - Rank 1 Research 6", "Résolution de l'expédition - Rank 1 Research 7": "Résolution de l'expédition - Rank 1 Research 7", "Résolution de l'expédition - Rank 1 Resource 1": "Résolution de l'expédition - Rank 1 Resource 1", "Résolution de l'expédition - Rank 1 Resource 2": "Résolution de l'expédition - Rank 1 Resource 2", "Résolution de l'expédition - Rank 1 Room Type 1": "Résolution de l'expédition - Rank 1 Room Type 1", "Résolution de l'expédition - Rank 1 Room Type 2": "Résolution de l'expédition - Rank 1 Room Type 2", "Résolution de l'expédition - Rank 1 Room Type 3": "Résolution de l'expédition - Rank 1 Room Type 3", "Résolution de l'expédition - Rank 1 Room Type 4": "Résolution de l'expédition - Rank 1 Room Type 4", "Résolution de l'expédition - Rank 1 Room Type 5": "Résolution de l'expédition - Rank 1 Room Type 5", "Résolution de l'expédition - Rank 1 Room Type 6": "Résolution de l'expédition - Rank 1 Room Type 6", "Résolution de l'expédition - Rank 1 Room Type 7": "Résolution de l'expédition - Rank 1 Room Type 7", "Résolution de l'expédition - Rank 2 Elite": "Résolution de l'expédition - Rank 2 Elite", "Résolution de l'expédition - Rank 2 Food": "Résolution de l'expédition - Rank 2 Food", "Résolution de l'expédition - Rank 2 Level": "Résolution de l'expédition - Rank 2 Level", "Résolution de l'expédition - Rank 2 Research 1": "Résolution de l'expédition - Rank 2 Research 1", "Résolution de l'expédition - Rank 2 Research 10": "Résolution de l'expédition - Rank 2 Research 10", "Résolution de l'expédition - Rank 2 Research 11": "Résolution de l'expédition - Rank 2 Research 11", "Résolution de l'expédition - Rank 2 Research 12": "Résolution de l'expédition - Rank 2 Research 12", "Résolution de l'expédition - Rank 2 Research 13": "Résolution de l'expédition - Rank 2 Research 13", "Résolution de l'expédition - Rank 2 Research 14": "Résolution de l'expédition - Rank 2 Research 14", "Résolution de l'expédition - Rank 2 Research 15": "Résolution de l'expédition - Rank 2 Research 15", "Résolution de l'expédition - Rank 2 Research 16": "Résolution de l'expédition - Rank 2 Research 16", "Résolution de l'expédition - Rank 2 Research 2": "Résolution de l'expédition - Rank 2 Research 2", "Résolution de l'expédition - Rank 2 Research 3": "Résolution de l'expédition - Rank 2 Research 3", "Résolution de l'expédition - Rank 2 Research 4": "Résolution de l'expédition - Rank 2 Research 4", "Résolution de l'expédition - Rank 2 Research 5": "Résolution de l'expédition - Rank 2 Research 5", "Résolution de l'expédition - Rank 2 Research 6": "Résolution de l'expédition - Rank 2 Research 6", "Résolution de l'expédition - Rank 2 Research 7": "Résolution de l'expédition - Rank 2 Research 7", "Résolution de l'expédition - Rank 2 Research 8": "Résolution de l'expédition - Rank 2 Research 8", "Résolution de l'expédition - Rank 2 Research 9": "Résolution de l'expédition - Rank 2 Research 9", "Résolution de l'expédition - Rank 2 Resource 1": "Résolution de l'expédition - Rank 2 Resource 1", "Résolution de l'expédition - Rank 2 Resource 2": "Résolution de l'expédition - Rank 2 Resource 2", "Résolution de l'expédition - Rank 2 Room Type 1": "Résolution de l'expédition - Rank 2 Room Type 1", "Résolution de l'expédition - Rank 2 Room Type 2": "Résolution de l'expédition - Rank 2 Room Type 2", "Résolution de l'expédition - Rank 2 Room Type 3": "Résolution de l'expédition - Rank 2 Room Type 3", "Résolution de l'expédition - Rank 2 Room Type 4": "Résolution de l'expédition - Rank 2 Room Type 4", "Résolution de l'expédition - Rank 2 Room Type 5": "Résolution de l'expédition - Rank 2 Room Type 5", "Résolution de l'expédition - Rank 2 Room Type 6": "Résolution de l'expédition - Rank 2 Room Type 6", "Résolution de l'expédition - Rank 2 Room Type 7": "Résolution de l'expédition - Rank 2 Room Type 7", "Résolution de l'expédition - Rank 3 Elite": "Résolution de l'expédition - Rank 3 Elite", "Résolution de l'expédition - Rank 3 Food": "Résolution de l'expédition - Rank 3 Food", "Résolution de l'expédition - Rank 3 Level": "Résolution de l'expédition - Rank 3 Level", "Résolution de l'expédition - Rank 3 Research 1": "Résolution de l'expédition - Rank 3 Research 1", "Résolution de l'expédition - Rank 3 Research 2": "Résolution de l'expédition - Rank 3 Research 2", "Résolution de l'expédition - Rank 3 Research 3": "Résolution de l'expédition - Rank 3 Research 3", "Résolution de l'expédition - Rank 3 Research 4": "Résolution de l'expédition - Rank 3 Research 4", "Résolution de l'expédition - Rank 3 Research 5": "Résolution de l'expédition - Rank 3 Research 5", "Résolution de l'expédition - Rank 3 Research 6": "Résolution de l'expédition - Rank 3 Research 6", "Résolution de l'expédition - Rank 3 Research 7": "Résolution de l'expédition - Rank 3 Research 7", "Résolution de l'expédition - Rank 3 Resource 1": "Résolution de l'expédition - Rank 3 Resource 1", "Résolution de l'expédition - Rank 3 Resource 2": "Résolution de l'expédition - Rank 3 Resource 2", "Résolution de l'expédition - Rank 3 Room Type 1": "Résolution de l'expédition - Rank 3 Room Type 1", "Résolution de l'expédition - Rank 3 Room Type 2": "Résolution de l'expédition - Rank 3 Room Type 2", "Résolution de l'expédition - Rank 3 Room Type 3": "Résolution de l'expédition - Rank 3 Room Type 3", "Résolution de l'expédition - Rank 3 Room Type 4": "Résolution de l'expédition - Rank 3 Room Type 4", "Résolution de l'expédition - Rank 3 Room Type 5": "Résolution de l'expédition - Rank 3 Room Type 5", "Résolution de l'expédition - Rank 3 Room Type 6": "Résolution de l'expédition - Rank 3 Room Type 6", "Résolution de l'expédition - Rank 3 Room Type 7": "Résolution de l'expédition - Rank 3 Room Type 7", "Résumé des compétences": "Résumé des compétences", "Résumé des états": "Résumé des états", "Résurgence de barrière": "Résurgence de barrière", "Résurgence de barrière - Dungeon Settlers Wiki": "Résurgence de barrière - Dungeon Settlers Wiki", "Résurgence de barrière icon": "Icône Résurgence de barrière", "Résurrection": "Résurrection", "Résurrection - Dungeon Settlers Wiki": "Résurrection - Dungeon Settlers Wiki", "Résurrection icon": "Icône de Résurrection", "Résurrection portée et zone affichées sur une salle de donjon": "Résurrection portée et zone affichées sur une salle de donjon", "Résurrection portée et zone sur une salle de donjon": "Résurrection portée et zone sur une salle de donjon", "Résurrection range and area on a dungeon room": "Résurrection portée et zone dans une salle de donjon", "Résurrection range and area shown on a dungeon room": "Résurrection : portée et zone affichées sur une salle de donjon", "Réunissez-vous autour, et les conversations viennent naturellement.": "Réunissez-vous autour, et les conversations viennent naturellement.", "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de": "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de", "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de Puissance d'attaque magique à la cible et aux ennemis adjacents.": "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de Puissance d'attaque magique à la cible et aux ennemis adjacents.", "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de Puissance d'attaque magique à la cible et aux ennemis adjacents. 15s cooldown": "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de Puissance d'attaque magique à la cible et aux ennemis adjacents. 15s de recharge", "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de Puissance d'attaque magique à la cible et aux ennemis adjacents. 15s de recharge": "S'abat avec une puissante décharge magique, infligeant des dégâts équivalant à 200% de Puissance d'attaque magique à la cible et aux ennemis adjacents. 15s de recharge", "S'absorbe rapidement une fois appliqué sur la peau.": "S'absorbe rapidement une fois appliqué sur la peau.", "S'asseoir serrés rend le froid plus supportable.": "S'asseoir serrés rend le froid plus supportable.", "S'attend toujours au pire en toutes circonstances.": "S'attend toujours au pire en toutes circonstances.", "S'attend à ce que ses conditions de vie de base soient assurées.": "S'attend à ce que ses conditions de vie de base soient assurées.", "S'est lassé des jeux de cartes.": "S'est lassé des jeux de cartes.", "S'est lassé des jeux de cartes. N'a pas envie de rejouer avant un moment.": "S'est lassé des jeux de cartes. N'a pas envie de rejouer avant un moment.", "S'est lassé des jeux de dés.": "S'est lassé des jeux de dés.", "S'est lassé des jeux de dés. N'a pas envie de rejouer avant un moment.": "S'est lassé des jeux de dés. N'a pas envie de rejouer avant un moment.", "S'est lassé des jeux de fléchettes.": "S'est lassé des jeux de fléchettes.", "S'est lassé des jeux de fléchettes. N'a pas envie de rejouer avant un moment.": "S'est lassé des jeux de fléchettes. N'a pas envie de rejouer avant un moment.", "S'il en possède déjà un, il sera remplacé.": "S'il en possède déjà un, il sera remplacé.", "S'il existe un moyen qui ne nécessite pas de combat, c'est un meilleur choix.": "S'il existe un moyen qui ne nécessite pas de combat, c'est un meilleur choix.", "S'il n'y a pas d'alliés à part la": "S'il n'y a pas d'alliés à part la", "S'il n'y a pas d'alliés à part la Gloth femelle, elle abandonne le combat.": "S'il n'y a pas d'alliés à part la Gloth femelle, elle abandonne le combat.", "S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé C...": "S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé C...", "S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise": "S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise", "S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise Frappe sentinelle.": "S'il n'y a pas d'ennemis adjacents pendant 5 secondes ou plus, ou après avoir utilisé Chain Grab, il utilise Frappe sentinelle.", "S'il tombe à 0, les dégâts restants sont transférés à": "S'il tombe à 0, les dégâts restants sont transférés à", "S'il tombe à 0, les dégâts restants sont transférés à Santé (tête).": "S'il tombe à 0, les dégâts restants sont transférés à Santé (tête).", "S'il tombe à 0, vous entrerez dans un état": "S'il tombe à 0, vous entrerez dans un état", "S'il tombe à 0, vous entrerez dans un état Proche de la mort ou mourrez même si Santé du torse reste.": "S'il tombe à 0, vous entrerez dans un état Proche de la mort ou mourrez même si Santé du torse reste.", "S'interrompant un instant, elle fait mine d'être indifférente en pinçant nonchalamment la corde de son arc du bout des doigts.": "S'interrompant un instant, elle fait mine d'être indifférente en pinçant nonchalamment la corde de son arc du bout des doigts.", "SFX census (218 clips)": "Recensement SFX (218 clips)", "SKILL-TREE AFFINITIES": "AFFINITÉS D'ARBRE DE COMPÉTENCES", "SKILLS": "COMPÉTENCES", "SKILLTREE_Spear_0": "SKILLTREE_Spear_0", "SKILLTREE_Spear_1": "SKILLTREE_Spear_1", "SKILLTREE_Spear_2": "SKILLTREE_Spear_2", "SKILLTREE_Spear_3": "SKILLTREE_Spear_3", "SKILLTREE_Stake_0": "SKILLTREE_Stake_0", "SKILLTREE_Stake_1": "SKILLTREE_Stake_1", "SKILLTREE_Stake_2": "SKILLTREE_Stake_2", "SKILLTREE_Stake_3": "SKILLTREE_Stake_3", "SKILL_AccuracyPotion": "SKILL_AccuracyPotion", "SKILL_AccuracyPotion -": "SKILL_AccuracyPotion -", "SKILL_AcidSpit": "SKILL_AcidSpit", "SKILL_AcidSpit -": "SKILL_AcidSpit -", "SKILL_AcidSpread": "SKILL_AcidSpread", "SKILL_AcidSpread -": "SKILL_AcidSpread -", "SKILL_AgilityElixir": "SKILL_AgilityElixir", "SKILL_AgilityElixir -": "SKILL_AgilityElixir -", "SKILL_AidKit": "SKILL_AidKit", "SKILL_AidKit -": "SKILL_AidKit -", "SKILL_AlphaAcidSlogelSoul": "SKILL_AlphaAcidSlogelSoul", "SKILL_AlphaAcidSlogelSoul -": "SKILL_AlphaAcidSlogelSoul -", "SKILL_Anchor": "SKILL_Anchor", "SKILL_Anchor -": "SKILL_Anchor -", "SKILL_AnkleBreak": "SKILL_AnkleBreak", "SKILL_AnkleBreak -": "SKILL_AnkleBreak -", "SKILL_ArcaneEco": "SKILL_ArcaneEco", "SKILL_ArcaneEco -": "SKILL_ArcaneEco -", "SKILL_ArrowRain": "SKILL_ArrowRain", "SKILL_ArrowRain -": "SKILL_ArrowRain -", "SKILL_AshOfSolace": "SKILL_AshOfSolace", "SKILL_AshOfSolace -": "SKILL_AshOfSolace -", "SKILL_AttackSpeedPotion": "SKILL_AttackSpeedPotion", "SKILL_AttackSpeedPotion -": "SKILL_AttackSpeedPotion -", "SKILL_AutoRepair": "SKILL_AutoRepair", "SKILL_AutoRepair -": "SKILL_AutoRepair -", "SKILL_BarrierResurge": "SKILL_BarrierResurge", "SKILL_BarrierResurge -": "SKILL_BarrierResurge -", "SKILL_BaseCampsiteBedrolls": "SKILL_BaseCampsiteBedrolls", "SKILL_BaseCampsiteBedrolls -": "SKILL_BaseCampsiteBedrolls -", "SKILL_BaseCampsiteCampFire": "SKILL_BaseCampsiteCampFire", "SKILL_BaseCampsiteCampFire -": "SKILL_BaseCampsiteCampFire -", "SKILL_BaseCampsiteDeco1": "SKILL_BaseCampsiteDeco1", "SKILL_BaseCampsiteDeco1 -": "SKILL_BaseCampsiteDeco1 -", "SKILL_BaseCampsiteDeco2": "SKILL_BaseCampsiteDeco2", "SKILL_BaseCampsiteDeco2 -": "SKILL_BaseCampsiteDeco2 -", "SKILL_BaseCampsiteLesserGuardianStone": "SKILL_BaseCampsiteLesserGuardianStone", "SKILL_BaseCampsiteLesserGuardianStone -": "SKILL_BaseCampsiteLesserGuardianStone -", "SKILL_BaseCampsiteRepairstand": "SKILL_BaseCampsiteRepairstand", "SKILL_BaseCampsiteRepairstand -": "SKILL_BaseCampsiteRepairstand -", "SKILL_BasicAttack": "SKILL_BasicAttack", "SKILL_BasicAttack -": "SKILL_BasicAttack -", "SKILL_BasicBowAttack": "SKILL_BasicBowAttack", "SKILL_BasicBowAttack -": "SKILL_BasicBowAttack -", "SKILL_BasicClubAttack": "SKILL_BasicClubAttack", "SKILL_BasicClubAttack -": "SKILL_BasicClubAttack -", "SKILL_BasicGreatswordAttack": "SKILL_BasicGreatswordAttack", "SKILL_BasicGreatswordAttack -": "SKILL_BasicGreatswordAttack -", "SKILL_BasicMagicMissile": "SKILL_BasicMagicMissile", "SKILL_BasicMagicMissile -": "SKILL_BasicMagicMissile -", "SKILL_BasicMonsterBlunt": "SKILL_BasicMonsterBlunt", "SKILL_BasicMonsterBlunt -": "SKILL_BasicMonsterBlunt -", "SKILL_BasicMonsterPierce": "SKILL_BasicMonsterPierce", "SKILL_BasicMonsterPierce -": "SKILL_BasicMonsterPierce -", "SKILL_BasicMonsterSlash": "SKILL_BasicMonsterSlash", "SKILL_BasicMonsterSlash -": "SKILL_BasicMonsterSlash -", "SKILL_BasicPunchAttack": "SKILL_BasicPunchAttack", "SKILL_BasicPunchAttack -": "SKILL_BasicPunchAttack -", "SKILL_BasicRedMonsterRatAttack": "SKILL_BasicRedMonsterRatAttack", "SKILL_BasicRedMonsterRatAttack -": "SKILL_BasicRedMonsterRatAttack -", "SKILL_BasicSpearAttack": "SKILL_BasicSpearAttack", "SKILL_BasicSpearAttack -": "SKILL_BasicSpearAttack -", "SKILL_BasicSwordAttack": "SKILL_BasicSwordAttack", "SKILL_BasicSwordAttack -": "SKILL_BasicSwordAttack -", "SKILL_Bastion": "SKILL_Bastion", "SKILL_Bastion -": "SKILL_Bastion -", "SKILL_BattleCadence": "SKILL_BattleCadence", "SKILL_BattleCadence -": "SKILL_BattleCadence -", "SKILL_BattleStomp": "SKILL_BattleStomp", "SKILL_BattleStomp -": "SKILL_BattleStomp -", "SKILL_BecomeFire": "SKILL_BecomeFire", "SKILL_BecomeFire -": "SKILL_BecomeFire -", "SKILL_BlackSerum": "SKILL_BlackSerum", "SKILL_BlackSerum -": "SKILL_BlackSerum -", "SKILL_BladeGrinding": "SKILL_BladeGrinding", "SKILL_BladeGrinding -": "SKILL_BladeGrinding -", "SKILL_BladeSpirit": "SKILL_BladeSpirit", "SKILL_BladeSpirit -": "SKILL_BladeSpirit -", "SKILL_BlazingEcho": "SKILL_BlazingEcho", "SKILL_BlazingEcho -": "SKILL_BlazingEcho -", "SKILL_BlazingEchoGoblin": "SKILL_BlazingEchoGoblin", "SKILL_BlazingEchoGoblin -": "SKILL_BlazingEchoGoblin -", "SKILL_BloodRain": "SKILL_BloodRain", "SKILL_BloodRain -": "SKILL_BloodRain -", "SKILL_BloodSoakedFruit": "SKILL_BloodSoakedFruit", "SKILL_BloodSoakedFruit -": "SKILL_BloodSoakedFruit -", "SKILL_BloodTear": "SKILL_BloodTear", "SKILL_BloodTear -": "SKILL_BloodTear -", "SKILL_BloodyScratch": "SKILL_BloodyScratch", "SKILL_BloodyScratch -": "SKILL_BloodyScratch -", "SKILL_BlueBerry": "SKILL_BlueBerry", "SKILL_BlueBerry -": "SKILL_BlueBerry -", "SKILL_BraceStance": "SKILL_BraceStance", "SKILL_BraceStance -": "SKILL_BraceStance -", "SKILL_BubbleTackle": "SKILL_BubbleTackle", "SKILL_BubbleTackle -": "SKILL_BubbleTackle -", "SKILL_BulkShot": "SKILL_BulkShot", "SKILL_BulkShot -": "SKILL_BulkShot -", "SKILL_CallFemaleGloth": "SKILL_CallFemaleGloth", "SKILL_CallFemaleGloth -": "SKILL_CallFemaleGloth -", "SKILL_CallGloth": "SKILL_CallGloth", "SKILL_CallGloth -": "SKILL_CallGloth -", "SKILL_ChainGrap": "SKILL_ChainGrap", "SKILL_ChainGrap -": "SKILL_ChainGrap -", "SKILL_ChainHit": "SKILL_ChainHit", "SKILL_ChainHit -": "SKILL_ChainHit -", "SKILL_ChainKnightSentinelSoul": "SKILL_ChainKnightSentinelSoul", "SKILL_ChainKnightSentinelSoul -": "SKILL_ChainKnightSentinelSoul -", "SKILL_ChainSlash": "SKILL_ChainSlash", "SKILL_ChainSlash -": "SKILL_ChainSlash -", "SKILL_ChargeAttack": "SKILL_ChargeAttack", "SKILL_ChargeAttack -": "SKILL_ChargeAttack -", "SKILL_ChargingWhirlwind": "SKILL_ChargingWhirlwind", "SKILL_ChargingWhirlwind + Aiguisage de lame": "SKILL_ChargingWhirlwind + Aiguisage de lame", "SKILL_ChargingWhirlwind + Meulage de lame": "SKILL_ChargingWhirlwind + Meulage de lame", "SKILL_ChargingWhirlwind -": "SKILL_ChargingWhirlwind -", "SKILL_CheeringHowl": "SKILL_CheeringHowl", "SKILL_CheeringHowl -": "SKILL_CheeringHowl -", "SKILL_ClingingVines": "SKILL_ClingingVines", "SKILL_ClingingVines -": "SKILL_ClingingVines -", "SKILL_ColdFury": "SKILL_ColdFury", "SKILL_ColdFury -": "SKILL_ColdFury -", "SKILL_CombatMomentum": "SKILL_CombatMomentum", "SKILL_CombatMomentum -": "SKILL_CombatMomentum -", "SKILL_ConstitutionElixir": "SKILL_ConstitutionElixir", "SKILL_ConstitutionElixir -": "SKILL_ConstitutionElixir -", "SKILL_CrimsonRecoil": "SKILL_CrimsonRecoil", "SKILL_CrimsonRecoil -": "SKILL_CrimsonRecoil -", "SKILL_CriticalPotion": "SKILL_CriticalPotion", "SKILL_CriticalPotion -": "SKILL_CriticalPotion -", "SKILL_DeadlyFear": "SKILL_DeadlyFear", "SKILL_DeadlyFear + Aiguisage de lame": "SKILL_DeadlyFear + Aiguisage de lame", "SKILL_DeadlyFear + Meulage de lame": "SKILL_DeadlyFear + Meulage de lame", "SKILL_DeadlyFear -": "SKILL_DeadlyFear -", "SKILL_DeepWater": "SKILL_DeepWater", "SKILL_DeepWater -": "SKILL_DeepWater -", "SKILL_DeputyCaptainsInsignia": "SKILL_DeputyCaptainsInsignia", "SKILL_DeputyCaptainsInsignia -": "SKILL_DeputyCaptainsInsignia -", "SKILL_DestructiveSplit": "SKILL_DestructiveSplit", "SKILL_DestructiveSplit + Aiguisage de lame": "SKILL_DestructiveSplit + Aiguisage de lame", "SKILL_DestructiveSplit + Meulage de lame": "SKILL_DestructiveSplit + Meulage de lame", "SKILL_DestructiveSplit -": "SKILL_DestructiveSplit -", "SKILL_DevelopersLetter": "SKILL_DevelopersLetter", "SKILL_DevelopersLetter -": "SKILL_DevelopersLetter -", "SKILL_DisgustingMonsterMeat": "SKILL_DisgustingMonsterMeat", "SKILL_DisgustingMonsterMeat -": "SKILL_DisgustingMonsterMeat -", "SKILL_DistractingBlow": "SKILL_DistractingBlow", "SKILL_DistractingBlow -": "SKILL_DistractingBlow -", "SKILL_DodgePotion": "SKILL_DodgePotion", "SKILL_DodgePotion -": "SKILL_DodgePotion -", "SKILL_DoubleScratch": "SKILL_DoubleScratch", "SKILL_DoubleScratch -": "SKILL_DoubleScratch -", "SKILL_DualRequest": "SKILL_DualRequest", "SKILL_DualRequest -": "SKILL_DualRequest -", "SKILL_DustBulb": "SKILL_DustBulb", "SKILL_DustBulb -": "SKILL_DustBulb -", "SKILL_EarthCrash": "SKILL_EarthCrash", "SKILL_EarthCrash -": "SKILL_EarthCrash -", "SKILL_Eat": "SKILL_Eat", "SKILL_Eat -": "SKILL_Eat -", "SKILL_EatHerb": "SKILL_EatHerb", "SKILL_EatHerb -": "SKILL_EatHerb -", "SKILL_EbbAndFlow": "SKILL_EbbAndFlow", "SKILL_EbbAndFlow -": "SKILL_EbbAndFlow -", "SKILL_ElasticGuard": "SKILL_ElasticGuard", "SKILL_ElasticGuard -": "SKILL_ElasticGuard -", "SKILL_ElderGlothCharge": "SKILL_ElderGlothCharge", "SKILL_ElderGlothCharge -": "SKILL_ElderGlothCharge -", "SKILL_ElderGlothSoul": "SKILL_ElderGlothSoul", "SKILL_ElderGlothSoul -": "SKILL_ElderGlothSoul -", "SKILL_EmbracingWave": "SKILL_EmbracingWave", "SKILL_EmbracingWave -": "SKILL_EmbracingWave -", "SKILL_EmergencyEscape": "SKILL_EmergencyEscape", "SKILL_EmergencyEscape -": "SKILL_EmergencyEscape -", "SKILL_Evolve": "SKILL_Evolve", "SKILL_Evolve -": "SKILL_Evolve -", "SKILL_Executioner": "SKILL_Executioner", "SKILL_Executioner -": "SKILL_Executioner -", "SKILL_ExpeditionHorn": "SKILL_ExpeditionHorn", "SKILL_ExpeditionHorn -": "SKILL_ExpeditionHorn -", "SKILL_Explosion": "SKILL_Explosion", "SKILL_Explosion -": "SKILL_Explosion -", "SKILL_Explosion bonus de brûlure": "SKILL_Explosion bonus de brûlure", "SKILL_Explosion burning bonus": "SKILL_Explosion bonus de combustion", "SKILL_ExtraBubble": "SKILL_ExtraBubble", "SKILL_ExtraBubble -": "SKILL_ExtraBubble -", "SKILL_EyeBallSoul": "SKILL_EyeBallSoul", "SKILL_EyeBallSoul -": "SKILL_EyeBallSoul -", "SKILL_FastHand": "SKILL_FastHand", "SKILL_FastHand -": "SKILL_FastHand -", "SKILL_FatalVerdict": "SKILL_FatalVerdict", "SKILL_FatalVerdict -": "SKILL_FatalVerdict -", "SKILL_FineRawMeat": "SKILL_FineRawMeat", "SKILL_FineRawMeat -": "SKILL_FineRawMeat -", "SKILL_FinesseEdge": "SKILL_FinesseEdge", "SKILL_FinesseEdge -": "SKILL_FinesseEdge -", "SKILL_FireBattleMage": "SKILL_FireBattleMage", "SKILL_FireBattleMage -": "SKILL_FireBattleMage -", "SKILL_FireCloak": "SKILL_FireCloak", "SKILL_FireCloak -": "SKILL_FireCloak -", "SKILL_FireMissile": "SKILL_FireMissile", "SKILL_FireMissile -": "SKILL_FireMissile -", "SKILL_FireMissileAttack": "SKILL_FireMissileAttack", "SKILL_FireMissileAttack -": "SKILL_FireMissileAttack -", "SKILL_FireProof": "SKILL_FireProof", "SKILL_FireProof -": "SKILL_FireProof -", "SKILL_FirstAssault": "SKILL_FirstAssault", "SKILL_FirstAssault -": "SKILL_FirstAssault -", "SKILL_FlameOfLife": "SKILL_FlameOfLife", "SKILL_FlameOfLife -": "SKILL_FlameOfLife -", "SKILL_FlowSeeker": "SKILL_FlowSeeker", "SKILL_FlowSeeker -": "SKILL_FlowSeeker -", "SKILL_Fortified": "SKILL_Fortified", "SKILL_Fortified -": "SKILL_Fortified -", "SKILL_GetHugeMoney": "SKILL_GetHugeMoney", "SKILL_GetHugeMoney -": "SKILL_GetHugeMoney -", "SKILL_GetSomeMoney": "SKILL_GetSomeMoney", "SKILL_GetSomeMoney -": "SKILL_GetSomeMoney -", "SKILL_GiantStoneGolemSoul": "SKILL_GiantStoneGolemSoul", "SKILL_GiantStoneGolemSoul -": "SKILL_GiantStoneGolemSoul -", "SKILL_GlacierDrop": "SKILL_GlacierDrop", "SKILL_GlacierDrop -": "SKILL_GlacierDrop -", "SKILL_GlothCharge": "SKILL_GlothCharge", "SKILL_GlothCharge -": "SKILL_GlothCharge -", "SKILL_GlothEggOmelet": "SKILL_GlothEggOmelet", "SKILL_GlothEggOmelet -": "SKILL_GlothEggOmelet -", "SKILL_GlothLash": "SKILL_GlothLash", "SKILL_GlothLash -": "SKILL_GlothLash -", "SKILL_GlothSpit": "SKILL_GlothSpit", "SKILL_GlothSpit -": "SKILL_GlothSpit -", "SKILL_GoblinAttack": "SKILL_GoblinAttack", "SKILL_GoblinAttack -": "SKILL_GoblinAttack -", "SKILL_GoblinChiefShamanSoul": "SKILL_GoblinChiefShamanSoul", "SKILL_GoblinChiefShamanSoul -": "SKILL_GoblinChiefShamanSoul -", "SKILL_GoblinCurse": "SKILL_GoblinCurse", "SKILL_GoblinCurse -": "SKILL_GoblinCurse -", "SKILL_GoblinRun": "SKILL_GoblinRun", "SKILL_GoblinRun -": "SKILL_GoblinRun -", "SKILL_GoblinThrowerRangedAttack": "SKILL_GoblinThrowerRangedAttack", "SKILL_GoblinThrowerRangedAttack -": "SKILL_GoblinThrowerRangedAttack -", "SKILL_GoddessTears": "SKILL_GoddessTears", "SKILL_GoddessTears -": "SKILL_GoddessTears -", "SKILL_GrassPorridge": "SKILL_GrassPorridge", "SKILL_GrassPorridge -": "SKILL_GrassPorridge -", "SKILL_GreenShade": "SKILL_GreenShade", "SKILL_GreenShade -": "SKILL_GreenShade -", "SKILL_GrilledMeat": "SKILL_GrilledMeat", "SKILL_GrilledMeat -": "SKILL_GrilledMeat -", "SKILL_GrilledTurnip": "SKILL_GrilledTurnip", "SKILL_GrilledTurnip -": "SKILL_GrilledTurnip -", "SKILL_GuardBarrier": "SKILL_GuardBarrier", "SKILL_GuardBarrier -": "SKILL_GuardBarrier -", "SKILL_GuardPotion": "SKILL_GuardPotion", "SKILL_GuardPotion -": "SKILL_GuardPotion -", "SKILL_GuardiansTaunt": "SKILL_GuardiansTaunt", "SKILL_GuardiansTaunt -": "SKILL_GuardiansTaunt -", "SKILL_Hammering": "SKILL_Hammering", "SKILL_Hammering -": "SKILL_Hammering -", "SKILL_HeadAim": "SKILL_HeadAim", "SKILL_HeadAim -": "SKILL_HeadAim -", "SKILL_HealingTouch": "SKILL_HealingTouch", "SKILL_HealingTouch -": "SKILL_HealingTouch -", "SKILL_HealingTouchAttack": "SKILL_HealingTouchAttack", "SKILL_HealingTouchAttack -": "SKILL_HealingTouchAttack -", "SKILL_HellLeech": "SKILL_HellLeech", "SKILL_HellLeech -": "SKILL_HellLeech -", "SKILL_Ignition": "SKILL_Ignition", "SKILL_Ignition -": "SKILL_Ignition -", "SKILL_ImprovedGrassPorridge": "SKILL_ImprovedGrassPorridge", "SKILL_ImprovedGrassPorridge -": "SKILL_ImprovedGrassPorridge -", "SKILL_Incinerate": "SKILL_Incinerate", "SKILL_Incinerate -": "SKILL_Incinerate -", "SKILL_Incinerate detonation": "SKILL_Incinerate détonation", "SKILL_Incinerate détonation": "SKILL_Incinerate détonation", "SKILL_InevitableBlow": "SKILL_InevitableBlow", "SKILL_InevitableBlow -": "SKILL_InevitableBlow -", "SKILL_Initiative": "SKILL_Initiative", "SKILL_Initiative -": "SKILL_Initiative -", "SKILL_InnerGrove": "SKILL_InnerGrove", "SKILL_InnerGrove -": "SKILL_InnerGrove -", "SKILL_IntelligenceElixir": "SKILL_IntelligenceElixir", "SKILL_IntelligenceElixir -": "SKILL_IntelligenceElixir -", "SKILL_IronClad": "SKILL_IronClad", "SKILL_IronClad -": "SKILL_IronClad -", "SKILL_Jerky": "SKILL_Jerky", "SKILL_Jerky -": "SKILL_Jerky -", "SKILL_LadyBugCharge": "SKILL_LadyBugCharge", "SKILL_LadyBugCharge -": "SKILL_LadyBugCharge -", "SKILL_LastCinder": "SKILL_LastCinder", "SKILL_LastCinder -": "SKILL_LastCinder -", "SKILL_LifeBurst": "SKILL_LifeBurst", "SKILL_LifeBurst -": "SKILL_LifeBurst -", "SKILL_LifeCycle": "SKILL_LifeCycle", "SKILL_LifeCycle -": "SKILL_LifeCycle -", "SKILL_LumaFruit": "SKILL_LumaFruit", "SKILL_LumaFruit -": "SKILL_LumaFruit -", "SKILL_Maelstrom": "SKILL_Maelstrom", "SKILL_Maelstrom -": "SKILL_Maelstrom -", "SKILL_MagicMissile": "SKILL_MagicMissile", "SKILL_MagicMissile -": "SKILL_MagicMissile -", "SKILL_MagicResistancePotion": "SKILL_MagicResistancePotion", "SKILL_MagicResistancePotion -": "SKILL_MagicResistancePotion -", "SKILL_MagicalAttackPotion": "SKILL_MagicalAttackPotion", "SKILL_MagicalAttackPotion -": "SKILL_MagicalAttackPotion -", "SKILL_Mandrake": "SKILL_Mandrake", "SKILL_Mandrake -": "SKILL_Mandrake -", "SKILL_MeatPorridge": "SKILL_MeatPorridge", "SKILL_MeatPorridge -": "SKILL_MeatPorridge -", "SKILL_MeatSkewer": "SKILL_MeatSkewer", "SKILL_MeatSkewer -": "SKILL_MeatSkewer -", "SKILL_MeatStew": "SKILL_MeatStew", "SKILL_MeatStew -": "SKILL_MeatStew -", "SKILL_MetalCharge": "SKILL_MetalCharge", "SKILL_MetalCharge -": "SKILL_MetalCharge -", "SKILL_MetalSkinPotion": "SKILL_MetalSkinPotion", "SKILL_MetalSkinPotion -": "SKILL_MetalSkinPotion -", "SKILL_MockingGrin": "SKILL_MockingGrin", "SKILL_MockingGrin -": "SKILL_MockingGrin -", "SKILL_MonsterBarbecue": "SKILL_MonsterBarbecue", "SKILL_MonsterBarbecue -": "SKILL_MonsterBarbecue -", "SKILL_MucusSprayer": "SKILL_MucusSprayer", "SKILL_MucusSprayer -": "SKILL_MucusSprayer -", "SKILL_MudSpit": "SKILL_MudSpit", "SKILL_MudSpit -": "SKILL_MudSpit -", "SKILL_Mushroom": "SKILL_Mushroom", "SKILL_Mushroom -": "SKILL_Mushroom -", "SKILL_MushroomSkewer": "SKILL_MushroomSkewer", "SKILL_MushroomSkewer -": "SKILL_MushroomSkewer -", "SKILL_MushroomStew": "SKILL_MushroomStew", "SKILL_MushroomStew -": "SKILL_MushroomStew -", "SKILL_MysticWildHerb": "SKILL_MysticWildHerb", "SKILL_MysticWildHerb -": "SKILL_MysticWildHerb -", "SKILL_NPCBasicBowAttack": "SKILL_NPCBasicBowAttack", "SKILL_NPCBasicBowAttack -": "SKILL_NPCBasicBowAttack -", "SKILL_NatureSpirit": "SKILL_NatureSpirit", "SKILL_NatureSpirit -": "SKILL_NatureSpirit -", "SKILL_NoneAttack": "SKILL_NoneAttack", "SKILL_NoneAttack -": "SKILL_NoneAttack -", "SKILL_OatPorridge": "SKILL_OatPorridge", "SKILL_OatPorridge -": "SKILL_OatPorridge -", "SKILL_Ointment": "SKILL_Ointment", "SKILL_Ointment -": "SKILL_Ointment -", "SKILL_OpeningStrike": "SKILL_OpeningStrike", "SKILL_OpeningStrike -": "SKILL_OpeningStrike -", "SKILL_PerceptionElixir": "SKILL_PerceptionElixir", "SKILL_PerceptionElixir -": "SKILL_PerceptionElixir -", "SKILL_PhantomChain": "SKILL_PhantomChain", "SKILL_PhantomChain -": "SKILL_PhantomChain -", "SKILL_PhysicalAttackPotion": "SKILL_PhysicalAttackPotion", "SKILL_PhysicalAttackPotion -": "SKILL_PhysicalAttackPotion -", "SKILL_PiercingThrust": "SKILL_PiercingThrust", "SKILL_PiercingThrust -": "SKILL_PiercingThrust -", "SKILL_PlayerBloodyScratch": "SKILL_PlayerBloodyScratch", "SKILL_PlayerBloodyScratch -": "SKILL_PlayerBloodyScratch -", "SKILL_PommelStrike": "SKILL_PommelStrike", "SKILL_PommelStrike -": "SKILL_PommelStrike -", "SKILL_QuickDash": "SKILL_QuickDash", "SKILL_QuickDash -": "SKILL_QuickDash -", "SKILL_QuickRetreat": "SKILL_QuickRetreat", "SKILL_QuickRetreat -": "SKILL_QuickRetreat -", "SKILL_RapidFire": "SKILL_RapidFire", "SKILL_RapidFire -": "SKILL_RapidFire -", "SKILL_RapidFireAttack": "SKILL_RapidFireAttack", "SKILL_RapidFireAttack -": "SKILL_RapidFireAttack -", "SKILL_RatSwarm": "SKILL_RatSwarm", "SKILL_RatSwarm -": "SKILL_RatSwarm -", "SKILL_RecklessAssault": "SKILL_RecklessAssault", "SKILL_RecklessAssault -": "SKILL_RecklessAssault -", "SKILL_RedMonsterRatSoul": "SKILL_RedMonsterRatSoul", "SKILL_RedMonsterRatSoul -": "SKILL_RedMonsterRatSoul -", "SKILL_ReflectPotion": "SKILL_ReflectPotion", "SKILL_ReflectPotion -": "SKILL_ReflectPotion -", "SKILL_ResurrectionGoblin": "SKILL_ResurrectionGoblin", "SKILL_ResurrectionGoblin -": "SKILL_ResurrectionGoblin -", "SKILL_ReturnScroll": "SKILL_ReturnScroll", "SKILL_ReturnScroll -": "SKILL_ReturnScroll -", "SKILL_RoyalJelly": "SKILL_RoyalJelly", "SKILL_RoyalJelly -": "SKILL_RoyalJelly -", "SKILL_Run": "SKILL_Run", "SKILL_Run -": "SKILL_Run -", "SKILL_SaberGale": "SKILL_SaberGale", "SKILL_SaberGale -": "SKILL_SaberGale -", "SKILL_SavageBarrier": "SKILL_SavageBarrier", "SKILL_SavageBarrier -": "SKILL_SavageBarrier -", "SKILL_SeedBurst": "SKILL_SeedBurst", "SKILL_SeedBurst -": "SKILL_SeedBurst -", "SKILL_SentinelCry": "SKILL_SentinelCry", "SKILL_SentinelCry -": "SKILL_SentinelCry -", "SKILL_SentinelSmite": "SKILL_SentinelSmite", "SKILL_SentinelSmite -": "SKILL_SentinelSmite -", "SKILL_SentinelWarning": "SKILL_SentinelWarning", "SKILL_SentinelWarning -": "SKILL_SentinelWarning -", "SKILL_SharpEdge": "SKILL_SharpEdge", "SKILL_SharpEdge -": "SKILL_SharpEdge -", "SKILL_SharpShooter": "SKILL_SharpShooter", "SKILL_SharpShooter -": "SKILL_SharpShooter -", "SKILL_ShellHardening": "SKILL_ShellHardening", "SKILL_ShellHardening -": "SKILL_ShellHardening -", "SKILL_ShellPotion": "SKILL_ShellPotion", "SKILL_ShellPotion -": "SKILL_ShellPotion -", "SKILL_ShieldHandling": "SKILL_ShieldHandling", "SKILL_ShieldHandling -": "SKILL_ShieldHandling -", "SKILL_ShieldUp": "SKILL_ShieldUp", "SKILL_ShieldUp -": "SKILL_ShieldUp -", "SKILL_SkillCooldownPotion": "SKILL_SkillCooldownPotion", "SKILL_SkillCooldownPotion -": "SKILL_SkillCooldownPotion -", "SKILL_SkillElixir": "SKILL_SkillElixir", "SKILL_SkillElixir -": "SKILL_SkillElixir -", "SKILL_SkillResetElixir": "SKILL_SkillResetElixir", "SKILL_SkillResetElixir -": "SKILL_SkillResetElixir -", "SKILL_Slay": "SKILL_Slay", "SKILL_Slay + Aiguisage de lame": "SKILL_Slay + Aiguisage de lame", "SKILL_Slay + Meulage de lame": "SKILL_Slay + Meulage de lame", "SKILL_Slay -": "SKILL_Slay -", "SKILL_SlimePudding": "SKILL_SlimePudding", "SKILL_SlimePudding -": "SKILL_SlimePudding -", "SKILL_SnatchingPrey": "SKILL_SnatchingPrey", "SKILL_SnatchingPrey -": "SKILL_SnatchingPrey -", "SKILL_SnipingShot": "SKILL_SnipingShot", "SKILL_SnipingShot -": "SKILL_SnipingShot -", "SKILL_SnipingShot at 1 tile": "SKILL_SnipingShot à 1 case", "SKILL_SnipingShot at 16 tiles": "SKILL_SnipingShot à 16 cases", "SKILL_SnipingShot à 1 case": "SKILL_SnipingShot à 1 case", "SKILL_SnipingShot à 16 cases": "SKILL_SnipingShot à 16 cases", "SKILL_SolarBloom": "SKILL_SolarBloom", "SKILL_SolarBloom -": "SKILL_SolarBloom -", "SKILL_SpearBash": "SKILL_SpearBash", "SKILL_SpearBash -": "SKILL_SpearBash -", "SKILL_Spit": "SKILL_Spit", "SKILL_Spit -": "SKILL_Spit -", "SKILL_Split": "SKILL_Split", "SKILL_Split -": "SKILL_Split -", "SKILL_SporeSpit": "SKILL_SporeSpit", "SKILL_SporeSpit -": "SKILL_SporeSpit -", "SKILL_StealthPotion": "SKILL_StealthPotion", "SKILL_StealthPotion -": "SKILL_StealthPotion -", "SKILL_StoneCharge": "SKILL_StoneCharge", "SKILL_StoneCharge -": "SKILL_StoneCharge -", "SKILL_StoneRaise": "SKILL_StoneRaise", "SKILL_StoneRaise -": "SKILL_StoneRaise -", "SKILL_StoneStomp": "SKILL_StoneStomp", "SKILL_StoneStomp -": "SKILL_StoneStomp -", "SKILL_StoneThrow": "SKILL_StoneThrow", "SKILL_StoneThrow -": "SKILL_StoneThrow -", "SKILL_StrangeSeed": "SKILL_StrangeSeed", "SKILL_StrangeSeed -": "SKILL_StrangeSeed -", "SKILL_StrengthElixir": "SKILL_StrengthElixir", "SKILL_StrengthElixir -": "SKILL_StrengthElixir -", "SKILL_StunCharge": "SKILL_StunCharge", "SKILL_StunCharge -": "SKILL_StunCharge -", "SKILL_SummonBubbleToad": "SKILL_SummonBubbleToad", "SKILL_SummonBubbleToad -": "SKILL_SummonBubbleToad -", "SKILL_SummonBubbling": "SKILL_SummonBubbling", "SKILL_SummonBubbling -": "SKILL_SummonBubbling -", "SKILL_SummonLadybug": "SKILL_SummonLadybug", "SKILL_SummonLadybug -": "SKILL_SummonLadybug -", "SKILL_SunHeartBloom": "SKILL_SunHeartBloom", "SKILL_SunHeartBloom -": "SKILL_SunHeartBloom -", "SKILL_Swallow": "SKILL_Swallow", "SKILL_Swallow -": "SKILL_Swallow -", "SKILL_SweepingCleave": "SKILL_SweepingCleave", "SKILL_SweepingCleave -": "SKILL_SweepingCleave -", "SKILL_SwiftPotion": "SKILL_SwiftPotion", "SKILL_SwiftPotion -": "SKILL_SwiftPotion -", "SKILL_SwordCounter": "SKILL_SwordCounter", "SKILL_SwordCounter -": "SKILL_SwordCounter -", "SKILL_SwordFlow": "SKILL_SwordFlow", "SKILL_SwordFlow -": "SKILL_SwordFlow -", "SKILL_SwordmanTaunt": "SKILL_SwordmanTaunt", "SKILL_SwordmanTaunt -": "SKILL_SwordmanTaunt -", "SKILL_SwordmansResolve": "SKILL_SwordmansResolve", "SKILL_SwordmansResolve -": "SKILL_SwordmansResolve -", "SKILL_TadpoleStomp": "SKILL_TadpoleStomp", "SKILL_TadpoleStomp -": "SKILL_TadpoleStomp -", "SKILL_ThrowNet": "SKILL_ThrowNet", "SKILL_ThrowNet -": "SKILL_ThrowNet -", "SKILL_TidalMark": "SKILL_TidalMark", "SKILL_TidalMark -": "SKILL_TidalMark -", "SKILL_TongueThrust": "SKILL_TongueThrust", "SKILL_TongueThrust -": "SKILL_TongueThrust -", "SKILL_ToughRawMeat": "SKILL_ToughRawMeat", "SKILL_ToughRawMeat -": "SKILL_ToughRawMeat -", "SKILL_Turnip": "SKILL_Turnip", "SKILL_Turnip -": "SKILL_Turnip -", "SKILL_TurnipPorridge": "SKILL_TurnipPorridge", "SKILL_TurnipPorridge -": "SKILL_TurnipPorridge -", "SKILL_TurnipSalad": "SKILL_TurnipSalad", "SKILL_TurnipSalad -": "SKILL_TurnipSalad -", "SKILL_TwinThrust": "SKILL_TwinThrust", "SKILL_TwinThrust -": "SKILL_TwinThrust -", "SKILL_TwinThrustAttack": "SKILL_TwinThrustAttack", "SKILL_TwinThrustAttack -": "SKILL_TwinThrustAttack -", "SKILL_TwoHandGrip": "SKILL_TwoHandGrip", "SKILL_TwoHandGrip -": "SKILL_TwoHandGrip -", "SKILL_UseOintment": "SKILL_UseOintment", "SKILL_UseOintment -": "SKILL_UseOintment -", "SKILL_VampirePotion": "SKILL_VampirePotion", "SKILL_VampirePotion -": "SKILL_VampirePotion -", "SKILL_VerticalSlash": "SKILL_VerticalSlash", "SKILL_VerticalSlash -": "SKILL_VerticalSlash -", "SKILL_VileInsult": "SKILL_VileInsult", "SKILL_VileInsult -": "SKILL_VileInsult -", "SKILL_WaterDive": "SKILL_WaterDive", "SKILL_WaterDive -": "SKILL_WaterDive -", "SKILL_WaveCicle": "SKILL_WaveCicle", "SKILL_WaveCicle -": "SKILL_WaveCicle -", "SKILL_WeaponDeflect": "SKILL_WeaponDeflect", "SKILL_WeaponDeflect -": "SKILL_WeaponDeflect -", "SKILL_WeightPotion": "SKILL_WeightPotion", "SKILL_WeightPotion -": "SKILL_WeightPotion -", "SKILL_WhirlwindSlash": "SKILL_WhirlwindSlash", "SKILL_WhirlwindSlash -": "SKILL_WhirlwindSlash -", "SKILL_WildFlurry": "SKILL_WildFlurry", "SKILL_WildFlurry -": "SKILL_WildFlurry -", "SKILL_WildHerb": "SKILL_WildHerb", "SKILL_WildHerb -": "SKILL_WildHerb -", "SKILL_WillPowerElixir": "SKILL_WillPowerElixir", "SKILL_WillPowerElixir -": "SKILL_WillPowerElixir -", "SKILL_Withstand": "SKILL_Withstand", "SKILL_Withstand -": "SKILL_Withstand -", "SP": "SP", "SP req": "PC requis", "SPAWN CONDITIONS": "CONDITIONS D'APPARITION", "SPAWN_FesteringBurrow_Phase1_Combat1": "SPAWN_FesteringBurrow_Phase1_Combat1", "SPAWN_FesteringBurrow_Phase1_Combat2": "SPAWN_FesteringBurrow_Phase1_Combat2", "SPAWN_FesteringBurrow_Phase1_Combat3": "SPAWN_FesteringBurrow_Phase1_Combat3", "SPAWN_FesteringBurrow_Phase1_HardCombat1": "SPAWN_FesteringBurrow_Phase1_HardCombat1", "SPAWN_FesteringBurrow_Phase1_HardCombat2": "SPAWN_FesteringBurrow_Phase1_HardCombat2", "SPAWN_FesteringBurrow_Phase1_HardCombat3": "SPAWN_FesteringBurrow_Phase1_HardCombat3", "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase1_PatrolBeast1": "SPAWN_FesteringBurrow_Phase1_PatrolBeast1", "SPAWN_FesteringBurrow_Phase2_Combat1": "SPAWN_FesteringBurrow_Phase2_Combat1", "SPAWN_FesteringBurrow_Phase2_Combat2": "SPAWN_FesteringBurrow_Phase2_Combat2", "SPAWN_FesteringBurrow_Phase2_Combat3": "SPAWN_FesteringBurrow_Phase2_Combat3", "SPAWN_FesteringBurrow_Phase2_Combat4": "SPAWN_FesteringBurrow_Phase2_Combat4", "SPAWN_FesteringBurrow_Phase2_Combat5": "SPAWN_FesteringBurrow_Phase2_Combat5", "SPAWN_FesteringBurrow_Phase2_HardCombat1": "SPAWN_FesteringBurrow_Phase2_HardCombat1", "SPAWN_FesteringBurrow_Phase2_HardCombat2": "SPAWN_FesteringBurrow_Phase2_HardCombat2", "SPAWN_FesteringBurrow_Phase2_HardCombat3": "SPAWN_FesteringBurrow_Phase2_HardCombat3", "SPAWN_FesteringBurrow_Phase2_HardCombat4": "SPAWN_FesteringBurrow_Phase2_HardCombat4", "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase2_PatrolBeast1": "SPAWN_FesteringBurrow_Phase2_PatrolBeast1", "SPAWN_FesteringBurrow_Phase3_Combat1": "SPAWN_FesteringBurrow_Phase3_Combat1", "SPAWN_FesteringBurrow_Phase3_Combat2": "SPAWN_FesteringBurrow_Phase3_Combat2", "SPAWN_FesteringBurrow_Phase3_Combat3": "SPAWN_FesteringBurrow_Phase3_Combat3", "SPAWN_FesteringBurrow_Phase3_Combat4": "SPAWN_FesteringBurrow_Phase3_Combat4", "SPAWN_FesteringBurrow_Phase3_Combat5": "SPAWN_FesteringBurrow_Phase3_Combat5", "SPAWN_FesteringBurrow_Phase3_Combat6": "SPAWN_FesteringBurrow_Phase3_Combat6", "SPAWN_FesteringBurrow_Phase3_Core": "SPAWN_FesteringBurrow_Phase3_Core", "SPAWN_FesteringBurrow_Phase3_HardCombat1": "SPAWN_FesteringBurrow_Phase3_HardCombat1", "SPAWN_FesteringBurrow_Phase3_HardCombat2": "SPAWN_FesteringBurrow_Phase3_HardCombat2", "SPAWN_FesteringBurrow_Phase3_HardCombat3": "SPAWN_FesteringBurrow_Phase3_HardCombat3", "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase3_PatrolBeast1": "SPAWN_FesteringBurrow_Phase3_PatrolBeast1", "SPAWN_FesteringBurrow_Phase4_Combat1": "SPAWN_FesteringBurrow_Phase4_Combat1", "SPAWN_FesteringBurrow_Phase4_Combat2": "SPAWN_FesteringBurrow_Phase4_Combat2", "SPAWN_FesteringBurrow_Phase4_Combat3": "SPAWN_FesteringBurrow_Phase4_Combat3", "SPAWN_FesteringBurrow_Phase4_Combat4": "SPAWN_FesteringBurrow_Phase4_Combat4", "SPAWN_FesteringBurrow_Phase4_Combat5": "SPAWN_FesteringBurrow_Phase4_Combat5", "SPAWN_FesteringBurrow_Phase4_HardCombat1": "SPAWN_FesteringBurrow_Phase4_HardCombat1", "SPAWN_FesteringBurrow_Phase4_HardCombat2": "SPAWN_FesteringBurrow_Phase4_HardCombat2", "SPAWN_FesteringBurrow_Phase4_HardCombat3": "SPAWN_FesteringBurrow_Phase4_HardCombat3", "SPAWN_FesteringBurrow_Phase4_HardCombat4": "SPAWN_FesteringBurrow_Phase4_HardCombat4", "SPAWN_FesteringBurrow_Phase4_HardCombat5": "SPAWN_FesteringBurrow_Phase4_HardCombat5", "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase4_PatrolBeast1": "SPAWN_FesteringBurrow_Phase4_PatrolBeast1", "SPAWN_VeilSilence_Phase1_Combat1": "SPAWN_VeilSilence_Phase1_Combat1", "SPAWN_VeilSilence_Phase1_Combat2": "SPAWN_VeilSilence_Phase1_Combat2", "SPAWN_VeilSilence_Phase1_Combat3": "SPAWN_VeilSilence_Phase1_Combat3", "SPAWN_VeilSilence_Phase1_Combat4": "SPAWN_VeilSilence_Phase1_Combat4", "SPAWN_VeilSilence_Phase1_HardCombat1": "SPAWN_VeilSilence_Phase1_HardCombat1", "SPAWN_VeilSilence_Phase1_HardCombat2": "SPAWN_VeilSilence_Phase1_HardCombat2", "SPAWN_VeilSilence_Phase1_HardCombat3": "SPAWN_VeilSilence_Phase1_HardCombat3", "SPAWN_VeilSilence_Phase1_PatrolAnomaly1": "SPAWN_VeilSilence_Phase1_PatrolAnomaly1", "SPAWN_VeilSilence_Phase1_PatrolBeast1": "SPAWN_VeilSilence_Phase1_PatrolBeast1", "SPAWN_VeilSilence_Phase1_PatrolInsect1": "SPAWN_VeilSilence_Phase1_PatrolInsect1", "SPAWN_VeilSilence_Phase2_Combat1": "SPAWN_VeilSilence_Phase2_Combat1", "SPAWN_VeilSilence_Phase2_Combat2": "SPAWN_VeilSilence_Phase2_Combat2", "SPAWN_VeilSilence_Phase2_Combat3": "SPAWN_VeilSilence_Phase2_Combat3", "SPAWN_VeilSilence_Phase2_Combat4": "SPAWN_VeilSilence_Phase2_Combat4", "SPAWN_VeilSilence_Phase2_HardCombat1": "SPAWN_VeilSilence_Phase2_HardCombat1", "SPAWN_VeilSilence_Phase2_HardCombat2": "SPAWN_VeilSilence_Phase2_HardCombat2", "SPAWN_VeilSilence_Phase2_HardCombat3": "SPAWN_VeilSilence_Phase2_HardCombat3", "SPAWN_VeilSilence_Phase2_HardCombat4": "SPAWN_VeilSilence_Phase2_HardCombat4", "SPAWN_VeilSilence_Phase2_PatrolAnomaly1": "SPAWN_VeilSilence_Phase2_PatrolAnomaly1", "SPAWN_VeilSilence_Phase2_PatrolBeast1": "SPAWN_VeilSilence_Phase2_PatrolBeast1", "SPAWN_VeilSilence_Phase2_PatrolInsect1": "SPAWN_VeilSilence_Phase2_PatrolInsect1", "SPAWN_VeilSilence_Phase3_Combat1": "SPAWN_VeilSilence_Phase3_Combat1", "SPAWN_VeilSilence_Phase3_Combat2": "SPAWN_VeilSilence_Phase3_Combat2", "SPAWN_VeilSilence_Phase3_Combat3": "SPAWN_VeilSilence_Phase3_Combat3", "SPAWN_VeilSilence_Phase3_Combat4": "SPAWN_VeilSilence_Phase3_Combat4", "SPAWN_VeilSilence_Phase3_Combat5": "SPAWN_VeilSilence_Phase3_Combat5", "SPAWN_VeilSilence_Phase3_Combat6": "SPAWN_VeilSilence_Phase3_Combat6", "SPAWN_VeilSilence_Phase3_Core": "SPAWN_VeilSilence_Phase3_Core", "SPAWN_VeilSilence_Phase3_HardCombat1": "SPAWN_VeilSilence_Phase3_HardCombat1", "SPAWN_VeilSilence_Phase3_HardCombat2": "SPAWN_VeilSilence_Phase3_HardCombat2", "SPAWN_VeilSilence_Phase3_HardCombat3": "SPAWN_VeilSilence_Phase3_HardCombat3", "SPAWN_VeilSilence_Phase3_HardCombat4": "SPAWN_VeilSilence_Phase3_HardCombat4", "SPAWN_VeilSilence_Phase3_HardCombat5": "SPAWN_VeilSilence_Phase3_HardCombat5", "SPAWN_VeilSilence_Phase3_PatrolAnomaly1": "SPAWN_VeilSilence_Phase3_PatrolAnomaly1", "SPAWN_VeilSilence_Phase3_PatrolBeast1": "SPAWN_VeilSilence_Phase3_PatrolBeast1", "SPAWN_VeilSilence_Phase3_PatrolInsect1": "SPAWN_VeilSilence_Phase3_PatrolInsect1", "SPAWN_VeilSilence_Phase4_Combat1": "SPAWN_VeilSilence_Phase4_Combat1", "SPAWN_VeilSilence_Phase4_Combat2": "SPAWN_VeilSilence_Phase4_Combat2", "SPAWN_VeilSilence_Phase4_Combat3": "SPAWN_VeilSilence_Phase4_Combat3", "SPAWN_VeilSilence_Phase4_Combat4": "SPAWN_VeilSilence_Phase4_Combat4", "SPAWN_VeilSilence_Phase4_HardCombat1": "SPAWN_VeilSilence_Phase4_HardCombat1", "SPAWN_VeilSilence_Phase4_HardCombat2": "SPAWN_VeilSilence_Phase4_HardCombat2", "SPAWN_VeilSilence_Phase4_HardCombat3": "SPAWN_VeilSilence_Phase4_HardCombat3", "SPAWN_VeilSilence_Phase4_HardCombat4": "SPAWN_VeilSilence_Phase4_HardCombat4", "SPAWN_VeilSilence_Phase4_HardCombat5": "SPAWN_VeilSilence_Phase4_HardCombat5", "SPAWN_VeilSilence_Phase4_PatrolAnomaly1": "SPAWN_VeilSilence_Phase4_PatrolAnomaly1", "SPAWN_VeilSilence_Phase4_PatrolBeast1": "SPAWN_VeilSilence_Phase4_PatrolBeast1", "SPAWN_VeilSilence_Phase4_PatrolInsect1": "SPAWN_VeilSilence_Phase4_PatrolInsect1", "STARTING GEAR": "ÉQUIPEMENT DE DÉPART", "STATUS_Agility": "STATUS_Agility", "STATUS_Agility -": "STATUS_Agility -", "STATUS_AgilityPerModifier": "STATUS_AgilityPerModifier", "STATUS_AgilityPerModifier -": "STATUS_AgilityPerModifier -", "STATUS_AttackSpeed": "STATUS_AttackSpeed", "STATUS_AttackSpeed -": "STATUS_AttackSpeed -", "STATUS_AttackSpeedFinalMultiflier": "STATUS_AttackSpeedFinalMultiflier", "STATUS_AttackSpeedFinalMultiflier -": "STATUS_AttackSpeedFinalMultiflier -", "STATUS_AttackSpeedPerModifier": "STATUS_AttackSpeedPerModifier", "STATUS_AttackSpeedPerModifier -": "STATUS_AttackSpeedPerModifier -", "STATUS_AxeSkillAptitude": "STATUS_AxeSkillAptitude", "STATUS_AxeSkillAptitude -": "STATUS_AxeSkillAptitude -", "STATUS_Barrier": "STATUS_Barrier", "STATUS_Barrier -": "STATUS_Barrier -", "STATUS_BluntSkillAptitude": "STATUS_BluntSkillAptitude", "STATUS_BluntSkillAptitude -": "STATUS_BluntSkillAptitude -", "STATUS_BowSkillAptitude": "STATUS_BowSkillAptitude", "STATUS_BowSkillAptitude -": "STATUS_BowSkillAptitude -", "STATUS_Constitution": "STATUS_Constitution", "STATUS_Constitution -": "STATUS_Constitution -", "STATUS_ConstitutionPerModifier": "STATUS_ConstitutionPerModifier", "STATUS_ConstitutionPerModifier -": "STATUS_ConstitutionPerModifier -", "STATUS_ConstructionCapability": "STATUS_ConstructionCapability", "STATUS_ConstructionCapability -": "STATUS_ConstructionCapability -", "STATUS_ConstructionCapabilityPerModifier": "STATUS_ConstructionCapabilityPerModifier", "STATUS_ConstructionCapabilityPerModifier -": "STATUS_ConstructionCapabilityPerModifier -", "STATUS_CookingCapability": "STATUS_CookingCapability", "STATUS_CookingCapability -": "STATUS_CookingCapability -", "STATUS_CookingCapabilityPerModifier": "STATUS_CookingCapabilityPerModifier", "STATUS_CookingCapabilityPerModifier -": "STATUS_CookingCapabilityPerModifier -", "STATUS_CooldownReduction": "STATUS_CooldownReduction", "STATUS_CooldownReduction -": "STATUS_CooldownReduction -", "STATUS_CooldownReductionPerModifier": "STATUS_CooldownReductionPerModifier", "STATUS_CooldownReductionPerModifier -": "STATUS_CooldownReductionPerModifier -", "STATUS_CraftingCapability": "STATUS_CraftingCapability", "STATUS_CraftingCapability -": "STATUS_CraftingCapability -", "STATUS_CraftingCapabilityPerModifier": "STATUS_CraftingCapabilityPerModifier", "STATUS_CraftingCapabilityPerModifier -": "STATUS_CraftingCapabilityPerModifier -", "STATUS_CriticalChance": "STATUS_CriticalChance", "STATUS_CriticalChance -": "STATUS_CriticalChance -", "STATUS_CriticalChanceFinalMultiflier": "STATUS_CriticalChanceFinalMultiflier", "STATUS_CriticalChanceFinalMultiflier -": "STATUS_CriticalChanceFinalMultiflier -", "STATUS_CriticalDamageBonus": "STATUS_CriticalDamageBonus", "STATUS_CriticalDamageBonus -": "STATUS_CriticalDamageBonus -", "STATUS_CriticalMultipierFinalMultiflier": "STATUS_CriticalMultipierFinalMultiflier", "STATUS_CriticalMultipierFinalMultiflier -": "STATUS_CriticalMultipierFinalMultiflier -", "STATUS_CrossbowSkillAptitude": "STATUS_CrossbowSkillAptitude", "STATUS_CrossbowSkillAptitude -": "STATUS_CrossbowSkillAptitude -", "STATUS_DaggerSkillAptitude": "STATUS_DaggerSkillAptitude", "STATUS_DaggerSkillAptitude -": "STATUS_DaggerSkillAptitude -", "STATUS_DamageDealtBonus": "STATUS_DamageDealtBonus", "STATUS_DamageDealtBonus -": "STATUS_DamageDealtBonus -", "STATUS_DamageTakenBonus": "STATUS_DamageTakenBonus", "STATUS_DamageTakenBonus -": "STATUS_DamageTakenBonus -", "STATUS_DamageTakenBonusPerModifier": "STATUS_DamageTakenBonusPerModifier", "STATUS_DamageTakenBonusPerModifier -": "STATUS_DamageTakenBonusPerModifier -", "STATUS_DarkMagicSkillAptitude": "STATUS_DarkMagicSkillAptitude", "STATUS_DarkMagicSkillAptitude -": "STATUS_DarkMagicSkillAptitude -", "STATUS_DespairOvercomeChance": "STATUS_DespairOvercomeChance", "STATUS_DespairOvercomeChance -": "STATUS_DespairOvercomeChance -", "STATUS_DodgeChance": "STATUS_DodgeChance", "STATUS_DodgeChance -": "STATUS_DodgeChance -", "STATUS_Durability": "STATUS_Durability", "STATUS_Durability -": "STATUS_Durability -", "STATUS_Energy": "STATUS_Energy", "STATUS_Energy -": "STATUS_Energy -", "STATUS_EnergyRegeneration": "STATUS_EnergyRegeneration", "STATUS_EnergyRegeneration -": "STATUS_EnergyRegeneration -", "STATUS_EnergyRegenerationFinalMultiflier": "STATUS_EnergyRegenerationFinalMultiflier", "STATUS_EnergyRegenerationFinalMultiflier -": "STATUS_EnergyRegenerationFinalMultiflier -", "STATUS_EnergyRegenerationPerModifier": "STATUS_EnergyRegenerationPerModifier", "STATUS_EnergyRegenerationPerModifier -": "STATUS_EnergyRegenerationPerModifier -", "STATUS_Exp": "STATUS_Exp", "STATUS_Exp -": "STATUS_Exp -", "STATUS_ExpGainedBonus": "STATUS_ExpGainedBonus", "STATUS_ExpGainedBonus -": "STATUS_ExpGainedBonus -", "STATUS_ExpireSpeed": "STATUS_ExpireSpeed", "STATUS_ExpireSpeed -": "STATUS_ExpireSpeed -", "STATUS_FarmingCapability": "STATUS_FarmingCapability", "STATUS_FarmingCapability -": "STATUS_FarmingCapability -", "STATUS_FarmingCapabilityPerModifier": "STATUS_FarmingCapabilityPerModifier", "STATUS_FarmingCapabilityPerModifier -": "STATUS_FarmingCapabilityPerModifier -", "STATUS_FinalDamageMultiplier": "STATUS_FinalDamageMultiplier", "STATUS_FinalDamageMultiplier -": "STATUS_FinalDamageMultiplier -", "STATUS_FireMagicSkillAptitude": "STATUS_FireMagicSkillAptitude", "STATUS_FireMagicSkillAptitude -": "STATUS_FireMagicSkillAptitude -", "STATUS_GatheringCapability": "STATUS_GatheringCapability", "STATUS_GatheringCapability -": "STATUS_GatheringCapability -", "STATUS_GatheringCapabilityPerModifier": "STATUS_GatheringCapabilityPerModifier", "STATUS_GatheringCapabilityPerModifier -": "STATUS_GatheringCapabilityPerModifier -", "STATUS_GreatSwordSkillAptitude": "STATUS_GreatSwordSkillAptitude", "STATUS_GreatSwordSkillAptitude -": "STATUS_GreatSwordSkillAptitude -", "STATUS_GuardChance": "STATUS_GuardChance", "STATUS_GuardChance -": "STATUS_GuardChance -", "STATUS_GuardDamageReduction": "STATUS_GuardDamageReduction", "STATUS_GuardDamageReduction -": "STATUS_GuardDamageReduction -", "STATUS_HealthBody": "STATUS_HealthBody", "STATUS_HealthBody -": "STATUS_HealthBody -", "STATUS_HealthHead": "STATUS_HealthHead", "STATUS_HealthHead -": "STATUS_HealthHead -", "STATUS_HealthPercentageRegeneration": "STATUS_HealthPercentageRegeneration", "STATUS_HealthPercentageRegeneration -": "STATUS_HealthPercentageRegeneration -", "STATUS_HealthTotal": "STATUS_HealthTotal", "STATUS_HealthTotal -": "STATUS_HealthTotal -", "STATUS_HitChance": "STATUS_HitChance", "STATUS_HitChance -": "STATUS_HitChance -", "STATUS_HolyMagicSkillAptitude": "STATUS_HolyMagicSkillAptitude", "STATUS_HolyMagicSkillAptitude -": "STATUS_HolyMagicSkillAptitude -", "STATUS_Hunger": "STATUS_Hunger", "STATUS_Hunger -": "STATUS_Hunger -", "STATUS_HungerRegeneration": "STATUS_HungerRegeneration", "STATUS_HungerRegeneration -": "STATUS_HungerRegeneration -", "STATUS_HungerRegenerationPerModifier": "STATUS_HungerRegenerationPerModifier", "STATUS_HungerRegenerationPerModifier -": "STATUS_HungerRegenerationPerModifier -", "STATUS_Intelligence": "STATUS_Intelligence", "STATUS_Intelligence -": "STATUS_Intelligence -", "STATUS_IntelligencePerModifier": "STATUS_IntelligencePerModifier", "STATUS_IntelligencePerModifier -": "STATUS_IntelligencePerModifier -", "STATUS_Level": "STATUS_Level", "STATUS_Level -": "STATUS_Level -", "STATUS_LifeSteal": "STATUS_LifeSteal", "STATUS_LifeSteal -": "STATUS_LifeSteal -", "STATUS_LoggingCapability": "STATUS_LoggingCapability", "STATUS_LoggingCapability -": "STATUS_LoggingCapability -", "STATUS_LoggingCapabilityPerModifier": "STATUS_LoggingCapabilityPerModifier", "STATUS_LoggingCapabilityPerModifier -": "STATUS_LoggingCapabilityPerModifier -", "STATUS_MagicAttackPower": "STATUS_MagicAttackPower", "STATUS_MagicAttackPower -": "STATUS_MagicAttackPower -", "STATUS_MagicAttackPowerFinalMultiflier": "STATUS_MagicAttackPowerFinalMultiflier", "STATUS_MagicAttackPowerFinalMultiflier -": "STATUS_MagicAttackPowerFinalMultiflier -", "STATUS_MagicAttackPowerPerModifier": "STATUS_MagicAttackPowerPerModifier", "STATUS_MagicAttackPowerPerModifier -": "STATUS_MagicAttackPowerPerModifier -", "STATUS_MagicDamageDealtBonus": "STATUS_MagicDamageDealtBonus", "STATUS_MagicDamageDealtBonus -": "STATUS_MagicDamageDealtBonus -", "STATUS_MagicResistance": "STATUS_MagicResistance", "STATUS_MagicResistance -": "STATUS_MagicResistance -", "STATUS_MagicResistancePerModifier": "STATUS_MagicResistancePerModifier", "STATUS_MagicResistancePerModifier -": "STATUS_MagicResistancePerModifier -", "STATUS_MainSkillPoint": "STATUS_MainSkillPoint", "STATUS_MainSkillPoint -": "STATUS_MainSkillPoint -", "STATUS_MaxDurability": "STATUS_MaxDurability", "STATUS_MaxDurability -": "STATUS_MaxDurability -", "STATUS_MaxEnergy": "STATUS_MaxEnergy", "STATUS_MaxEnergy -": "STATUS_MaxEnergy -", "STATUS_MaxEnergyPerModifier": "STATUS_MaxEnergyPerModifier", "STATUS_MaxEnergyPerModifier -": "STATUS_MaxEnergyPerModifier -", "STATUS_MaxExp": "STATUS_MaxExp", "STATUS_MaxExp -": "STATUS_MaxExp -", "STATUS_MaxHealthBody": "STATUS_MaxHealthBody", "STATUS_MaxHealthBody -": "STATUS_MaxHealthBody -", "STATUS_MaxHealthHead": "STATUS_MaxHealthHead", "STATUS_MaxHealthHead -": "STATUS_MaxHealthHead -", "STATUS_MaxHealthTotal": "STATUS_MaxHealthTotal", "STATUS_MaxHealthTotal -": "STATUS_MaxHealthTotal -", "STATUS_MaxHealthTotalFinalMultiflier": "STATUS_MaxHealthTotalFinalMultiflier", "STATUS_MaxHealthTotalFinalMultiflier -": "STATUS_MaxHealthTotalFinalMultiflier -", "STATUS_MaxHealthTotalPerModifier": "STATUS_MaxHealthTotalPerModifier", "STATUS_MaxHealthTotalPerModifier -": "STATUS_MaxHealthTotalPerModifier -", "STATUS_MaxHunger": "STATUS_MaxHunger", "STATUS_MaxHunger -": "STATUS_MaxHunger -", "STATUS_MaxHungerPerModifier": "STATUS_MaxHungerPerModifier", "STATUS_MaxHungerPerModifier -": "STATUS_MaxHungerPerModifier -", "STATUS_MaxStress": "STATUS_MaxStress", "STATUS_MaxStress -": "STATUS_MaxStress -", "STATUS_MaxStressPerModifier": "STATUS_MaxStressPerModifier", "STATUS_MaxStressPerModifier -": "STATUS_MaxStressPerModifier -", "STATUS_MaxWeight": "STATUS_MaxWeight", "STATUS_MaxWeight -": "STATUS_MaxWeight -", "STATUS_MaxWeightPerModifier": "STATUS_MaxWeightPerModifier", "STATUS_MaxWeightPerModifier -": "STATUS_MaxWeightPerModifier -", "STATUS_MiningCapability": "STATUS_MiningCapability", "STATUS_MiningCapability -": "STATUS_MiningCapability -", "STATUS_MiningCapabilityPerModifier": "STATUS_MiningCapabilityPerModifier", "STATUS_MiningCapabilityPerModifier -": "STATUS_MiningCapabilityPerModifier -", "STATUS_Mood": "STATUS_Mood", "STATUS_Mood -": "STATUS_Mood -", "STATUS_MovementSpeed": "STATUS_MovementSpeed", "STATUS_MovementSpeed -": "STATUS_MovementSpeed -", "STATUS_MovementSpeedFinalMultiflier": "STATUS_MovementSpeedFinalMultiflier", "STATUS_MovementSpeedFinalMultiflier -": "STATUS_MovementSpeedFinalMultiflier -", "STATUS_MovementSpeedPerModifier": "STATUS_MovementSpeedPerModifier", "STATUS_MovementSpeedPerModifier -": "STATUS_MovementSpeedPerModifier -", "STATUS_NatureMagicSkillAptitude": "STATUS_NatureMagicSkillAptitude", "STATUS_NatureMagicSkillAptitude -": "STATUS_NatureMagicSkillAptitude -", "STATUS_Perception": "STATUS_Perception", "STATUS_Perception -": "STATUS_Perception -", "STATUS_PerceptionPerModifier": "STATUS_PerceptionPerModifier", "STATUS_PerceptionPerModifier -": "STATUS_PerceptionPerModifier -", "STATUS_PhysicalAttackPower": "STATUS_PhysicalAttackPower", "STATUS_PhysicalAttackPower -": "STATUS_PhysicalAttackPower -", "STATUS_PhysicalAttackPowerFinalMultiflier": "STATUS_PhysicalAttackPowerFinalMultiflier", "STATUS_PhysicalAttackPowerFinalMultiflier -": "STATUS_PhysicalAttackPowerFinalMultiflier -", "STATUS_PhysicalAttackPowerPerModifier": "STATUS_PhysicalAttackPowerPerModifier", "STATUS_PhysicalAttackPowerPerModifier -": "STATUS_PhysicalAttackPowerPerModifier -", "STATUS_PhysicalDamageDealtBonus": "STATUS_PhysicalDamageDealtBonus", "STATUS_PhysicalDamageDealtBonus -": "STATUS_PhysicalDamageDealtBonus -", "STATUS_PhysicalResistance": "STATUS_PhysicalResistance", "STATUS_PhysicalResistance -": "STATUS_PhysicalResistance -", "STATUS_PhysicalResistancePerModifier": "STATUS_PhysicalResistancePerModifier", "STATUS_PhysicalResistancePerModifier -": "STATUS_PhysicalResistancePerModifier -", "STATUS_PrayNeedsBonus": "STATUS_PrayNeedsBonus", "STATUS_PrayNeedsBonus -": "STATUS_PrayNeedsBonus -", "STATUS_RecreationCapability": "STATUS_RecreationCapability", "STATUS_RecreationCapability -": "STATUS_RecreationCapability -", "STATUS_RecreationCapabilityPerModifier": "STATUS_RecreationCapabilityPerModifier", "STATUS_RecreationCapabilityPerModifier -": "STATUS_RecreationCapabilityPerModifier -", "STATUS_ResearchCapability": "STATUS_ResearchCapability", "STATUS_ResearchCapability -": "STATUS_ResearchCapability -", "STATUS_ResearchCapabilityPerModifier": "STATUS_ResearchCapabilityPerModifier", "STATUS_ResearchCapabilityPerModifier -": "STATUS_ResearchCapabilityPerModifier -", "STATUS_ShieldSkillAptitude": "STATUS_ShieldSkillAptitude", "STATUS_ShieldSkillAptitude -": "STATUS_ShieldSkillAptitude -", "STATUS_SpearSkillAptitude": "STATUS_SpearSkillAptitude", "STATUS_SpearSkillAptitude -": "STATUS_SpearSkillAptitude -", "STATUS_StorageCapacity": "STATUS_StorageCapacity", "STATUS_StorageCapacity -": "STATUS_StorageCapacity -", "STATUS_Strength": "STATUS_Strength", "STATUS_Strength -": "STATUS_Strength -", "STATUS_StrengthPerModifier": "STATUS_StrengthPerModifier", "STATUS_StrengthPerModifier -": "STATUS_StrengthPerModifier -", "STATUS_Stress": "STATUS_Stress", "STATUS_Stress -": "STATUS_Stress -", "STATUS_StressDecreaseBonus": "STATUS_StressDecreaseBonus", "STATUS_StressDecreaseBonus -": "STATUS_StressDecreaseBonus -", "STATUS_StressIncreaseBonus": "STATUS_StressIncreaseBonus", "STATUS_StressIncreaseBonus -": "STATUS_StressIncreaseBonus -", "STATUS_StressModifier": "STATUS_StressModifier", "STATUS_StressModifier -": "STATUS_StressModifier -", "STATUS_StressRegenerationFinalMultiflier": "STATUS_StressRegenerationFinalMultiflier", "STATUS_StressRegenerationFinalMultiflier -": "STATUS_StressRegenerationFinalMultiflier -", "STATUS_SubSkillPoint": "STATUS_SubSkillPoint", "STATUS_SubSkillPoint -": "STATUS_SubSkillPoint -", "STATUS_SurvivalSkillAptitude": "STATUS_SurvivalSkillAptitude", "STATUS_SurvivalSkillAptitude -": "STATUS_SurvivalSkillAptitude -", "STATUS_SwordSkillAptitude": "STATUS_SwordSkillAptitude", "STATUS_SwordSkillAptitude -": "STATUS_SwordSkillAptitude -", "STATUS_TalentAgility": "STATUS_TalentAgility", "STATUS_TalentAgility -": "STATUS_TalentAgility -", "STATUS_TalentConstitution": "STATUS_TalentConstitution", "STATUS_TalentConstitution -": "STATUS_TalentConstitution -", "STATUS_TalentIntelligence": "STATUS_TalentIntelligence", "STATUS_TalentIntelligence -": "STATUS_TalentIntelligence -", "STATUS_TalentPerception": "STATUS_TalentPerception", "STATUS_TalentPerception -": "STATUS_TalentPerception -", "STATUS_TalentStrength": "STATUS_TalentStrength", "STATUS_TalentStrength -": "STATUS_TalentStrength -", "STATUS_TalentWillPower": "STATUS_TalentWillPower", "STATUS_TalentWillPower -": "STATUS_TalentWillPower -", "STATUS_TamingCapability": "STATUS_TamingCapability", "STATUS_TamingCapability -": "STATUS_TamingCapability -", "STATUS_TamingCapabilityPerModifier": "STATUS_TamingCapabilityPerModifier", "STATUS_TamingCapabilityPerModifier -": "STATUS_TamingCapabilityPerModifier -", "STATUS_VisionRange": "STATUS_VisionRange", "STATUS_VisionRange -": "STATUS_VisionRange -", "STATUS_WaterMagicSkillAptitude": "STATUS_WaterMagicSkillAptitude", "STATUS_WaterMagicSkillAptitude -": "STATUS_WaterMagicSkillAptitude -", "STATUS_Weight": "STATUS_Weight", "STATUS_Weight -": "STATUS_Weight -", "STATUS_WillPower": "STATUS_WillPower", "STATUS_WillPower -": "STATUS_WillPower -", "STATUS_WillPowerPerModifier": "STATUS_WillPowerPerModifier", "STATUS_WillPowerPerModifier -": "STATUS_WillPowerPerModifier -", "STRESS": "STRESS", "STRESS RATE": "TAUX DE STRESS", "Sa carapace durcie cliquette à chaque mouvement.": "Sa carapace durcie cliquette à chaque mouvement.", "Sa couleur rouge vif met l'eau à la bouche rien qu'en la regardant.": "Sa couleur rouge vif met l'eau à la bouche rien qu'en la regardant.", "Sa décoration somptueuse attire le regard.": "Sa décoration somptueuse attire le regard.", "Sa lame est toujours lourde et tranchante.": "Sa lame est toujours lourde et tranchante.", "Sa nuit ne se termine qu'à l'aube.": "Sa nuit ne se termine qu'à l'aube.", "Sa seule présence est imposante.": "Sa seule présence est imposante.", "Sa surface cramoisie semble imbibée de sang.": "Sa surface cramoisie semble imbibée de sang.", "Sa texture est étrange, comme si du sang y circulait.": "Sa texture est étrange, comme si du sang y circulait.", "Saber Gale": "Rafale de sabre", "Saber Gale - Dungeon Settlers Wiki": "Saber Gale - Dungeon Settlers Wiki", "Saber Gale icon": "Icône Saber Gale", "Saber Gale portée et zone affichées sur une salle de donjon": "Saber Gale portée et zone affichées sur une salle de donjon", "Saber Gale range and area shown on a dungeon room": "Saber Gale : portée et zone affichées dans une salle de donjon", "Sablier fissuré": "Sablier fissuré", "Sablier fissuré - Dungeon Settlers Wiki": "Sablier fissuré - Dungeon Settlers Wiki", "Sablier fissuré icon": "Sablier fissuré icon", "Sac de couchage en cuir": "Sac de couchage en cuir", "Sac de couchage en cuir - Dungeon Settlers Wiki": "Sac de couchage en cuir - Dungeon Settlers Wiki", "Sac de couchage en cuir brut": "Sac de couchage en cuir brut", "Sac de couchage en cuir brut - Dungeon Settlers Wiki": "Sac de couchage en cuir brut - Dungeon Settlers Wiki", "Sac de couchage en cuir brut icon": "Sac de couchage en cuir brut icon", "Sac de couchage en cuir icon": "Sac de couchage en cuir icon", "Sac de couchage en tissu": "Sac de couchage en tissu", "Sac de couchage en tissu - Dungeon Settlers Wiki": "Sac de couchage en tissu - Dungeon Settlers Wiki", "Sac en cuir": "Sac en cuir", "Sac en cuir - Dungeon Settlers Wiki": "Sac en cuir - Dungeon Settlers Wiki", "Sac en cuir icon": "Sac en cuir icon", "Sac en tissu": "Sac en tissu", "Sac en tissu - Dungeon Settlers Wiki": "Sac en tissu - Dungeon Settlers Wiki", "Sac en tissu icon": "Sac en tissu icon", "Safe Floors": "Étages sûrs", "Safe Floors (Expedition Staging)": "Étages sûrs (préparation d'expédition)", "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "Étages sûrs (Zone de préparation d'expédition) - Dungeon Settlers Wiki", "Safe floor": "Étage sûr", "Safe floors guide": "Guide des étages sûrs", "Safe-floor variant:": "Variante étage sûr :", "SafeFloor": "SafeFloor", "Saignement": "Saignement", "Saignement - Dungeon Settlers Wiki": "Saignement - Dungeon Settlers Wiki", "Saignement icon": "Saignement icône", "Saisie en chaîne": "Saisie en chaîne", "Saisie en chaîne - Dungeon Settlers Wiki": "Saisie en chaîne - Dungeon Settlers Wiki", "Saisie en chaîne icon": "Icône de Saisie en chaîne", "Saisie en chaîne portée et zone affichées sur une salle de donjon": "Saisie en chaîne portée et zone affichées sur une salle de donjon", "Saisie en chaîne portée et zone sur une salle de donjon": "Saisie en chaîne portée et zone sur une salle de donjon", "Saisie en chaîne range and area on a dungeon room": "Saisie en chaîne portée et zone dans une salle de donjon", "Saisie en chaîne range and area shown on a dungeon room": "Saisie en chaîne : portée et zone affichées sur une salle de donjon", "Salade de navets": "Salade de navets", "Salade de navets - Dungeon Settlers Wiki": "Salade de navets - Dungeon Settlers Wiki", "Salade de navets consommée": "Salade de navets consommée", "Salade de navets consommée - Dungeon Settlers Wiki": "Salade de navets consommée - Dungeon Settlers Wiki", "Salade de navets consommée icon": "Salade de navets consommée icône", "Salade de navets icon": "Salade de navets icon", "Salade de navets portée et zone affichées sur une salle de donjon": "Salade de navets portée et zone affichées sur une salle de donjon", "Salade de navets range and area shown on a dungeon room": "Salade de navets : portée et zone affichées sur une salle de donjon", "Sales bestioles ! Bon sang ! Ça gratte !!": "Sales bestioles ! Bon sang ! Ça gratte !!", "Salle d'événement commun ver de viande 1 - Dungeon Settlers Wiki": "Salle d'événement commun ver de viande 1 - Dungeon Settlers Wiki", "Salle d'événement commun ver de viande 2 - Dungeon Settlers Wiki": "Salle d'événement commun ver de viande 2 - Dungeon Settlers Wiki", "Salle de Pile de Cadavres Souillée - Dungeon Settlers Wiki": "Salle de Pile de Cadavres Souillée - Dungeon Settlers Wiki", "Salle de Xenon - Dungeon Settlers Wiki": "Salle de Xenon - Dungeon Settlers Wiki", "Salle de combat normale de petite taille - Dungeon Settlers Wiki": "Salle de combat normale de petite taille - Dungeon Settlers Wiki", "Salle de combat normale de taille moyenne - Dungeon Settlers Wiki": "Salle de combat normale de taille moyenne - Dungeon Settlers Wiki", "Salle de loisirs correcte": "Salle de loisirs correcte", "Salle de loisirs correcte - desc": "Salle de loisirs correcte - desc", "Salle de loisirs correcte - flavor": "Salle de loisirs correcte - flavor", "Salle de loisirs correcte - name": "Salle de loisirs correcte - name", "Salle de loisirs délabrée": "Salle de loisirs délabrée", "Salle de loisirs délabrée - desc": "Salle de loisirs délabrée - desc", "Salle de loisirs délabrée - flavor": "Salle de loisirs délabrée - flavor", "Salle de loisirs délabrée - name": "Salle de loisirs délabrée - name", "Salle de loisirs fantastique": "Salle de loisirs fantastique", "Salle de loisirs fantastique - desc": "Salle de loisirs fantastique - desc", "Salle de loisirs fantastique - flavor": "Salle de loisirs fantastique - flavor", "Salle de loisirs fantastique - name": "Salle de loisirs fantastique - name", "Salle de loisirs impressionnante": "Salle de loisirs impressionnante", "Salle de loisirs impressionnante - desc": "Salle de loisirs impressionnante - desc", "Salle de loisirs impressionnante - flavor": "Salle de loisirs impressionnante - flavor", "Salle de loisirs impressionnante - name": "Salle de loisirs impressionnante - name", "Salle de loisirs luxueuse": "Salle de loisirs luxueuse", "Salle de loisirs luxueuse - desc": "Salle de loisirs luxueuse - desc", "Salle de loisirs luxueuse - flavor": "Salle de loisirs luxueuse - flavor", "Salle de loisirs luxueuse - name": "Salle de loisirs luxueuse - name", "Salle de loisirs médiocre": "Salle de loisirs médiocre", "Salle de loisirs médiocre - desc": "Salle de loisirs médiocre - desc", "Salle de loisirs médiocre - flavor": "Salle de loisirs médiocre - flavor", "Salle de loisirs médiocre - name": "Salle de loisirs médiocre - name", "Salle de loisirs ordinaire": "Salle de loisirs ordinaire", "Salle de loisirs ordinaire - desc": "Salle de loisirs ordinaire - desc", "Salle de loisirs ordinaire - flavor": "Salle de loisirs ordinaire - flavor", "Salle de loisirs ordinaire - name": "Salle de loisirs ordinaire - name", "Salle du boss (démo) - Dungeon Settlers Wiki": "Salle du boss (démo) - Dungeon Settlers Wiki", "Salle du boss - Dungeon Settlers Wiki": "Salle du boss - Dungeon Settlers Wiki", "Salle exclusive Alpha Acide Slogel 1 - Dungeon Settlers Wiki": "Salle exclusive Alpha Acide Slogel 1 - Dungeon Settlers Wiki", "Salle exclusive du Rat monstre rouge 1 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 1 - Dungeon Settlers Wiki", "Salle exclusive du Rat monstre rouge 2 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 2 - Dungeon Settlers Wiki", "Salle exclusive du Rat monstre rouge 3 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 3 - Dungeon Settlers Wiki", "Salle exclusive du Rat monstre rouge 4 - Dungeon Settlers Wiki": "Salle exclusive du Rat monstre rouge 4 - Dungeon Settlers Wiki", "Salle partagée": "Salle partagée", "Salle privée": "Salle privée", "Salle vide": "Salle vide", "Salle vide minimum room layout": "Salle vide : agencement minimal", "Salle à manger": "Salle à manger", "Salle à manger correcte": "Salle à manger correcte", "Salle à manger correcte minimum room layout": "Salle à manger correcte : agencement minimal", "Salle à manger délabrée": "Salle à manger délabrée", "Salle à manger délabrée minimum room layout": "Salle à manger délabrée : agencement minimal", "Salle à manger fantastique": "Salle à manger fantastique", "Salle à manger impressionnante": "Salle à manger impressionnante", "Salle à manger luxueuse": "Salle à manger luxueuse", "Salle à manger médiocre": "Salle à manger médiocre", "Salle à manger médiocre minimum room layout": "Salle à manger médiocre : agencement minimal", "Salle à manger ordinaire": "Salle à manger ordinaire", "Salle à manger ordinaire minimum room layout": "Salle à manger ordinaire : agencement minimal", "Salles d'habitation - Dungeon Settlers Wiki": "Salles d'habitation - Dungeon Settlers Wiki", "Salles de donjon - Dungeon Settlers Wiki": "Salles de donjon - Dungeon Settlers Wiki", "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "Mêmes attaques, comportement et déclencheurs de phase que la forme de base - seules les statistiques en surbrillance diffèrent. Affronté uniquement dans le", "Sandbox": "Sandbox", "Sandbox - desc": "Bac à sable - desc", "Sandbox - flavor": "Bac à sable - flavor", "Sandbox - name": "Bac à sable - name", "Sandbox Easy": "Sandbox Easy", "Sandbox Hard": "Sandbox Hard", "Sandbox Normal": "Sandbox Normal", "Sandbox Recruitment Additional Individual Trait Grant Chance": "Chance d'octroi de traits individuels supplémentaires de recrutement en bac à sable", "Sandbox Recruitment Background Trait Max Clan Rank": "Rang de clan maximal des traits de contexte de recrutement en bac à sable", "Sandbox Recruitment Individual Trait Min Count": "Nombre minimum de traits individuels de recrutement en bac à sable", "Sandbox Recruitment Race Weights": "Poids des races de recrutement en bac à sable", "Sandbox Recruitment Talent Sum Range": "Plage de somme de talents de recrutement en bac à sable", "SandboxRecruitment_": "SandboxRecruitment_", "Sang de rat monstre rouge - desc": "Sang de rat monstre rouge - desc", "Sang et chair.": "Sang et chair.", "Sangsue infernale": "Sangsue infernale", "Sangsue infernale (20%)": "Sangsue infernale (20%)", "Sangsue infernale - Dungeon Settlers Wiki": "Sangsue infernale - Dungeon Settlers Wiki", "Sangsue infernale icon": "Icône de Sangsue infernale", "Sangsue infernale portée et zone affichées sur une salle de donjon": "Sangsue infernale portée et zone affichées sur une salle de donjon", "Sangsue infernale range and area shown on a dungeon room": "Portée et zone de Sangsue infernale affichées sur une salle de donjon", "Sans défense": "Sans défense", "Sans défense - Dungeon Settlers Wiki": "Sans défense - Dungeon Settlers Wiki", "Sans défense icon": "Sans défense icône", "Sans dégâts": "Sans dégâts", "Sans munitions, les attaques ne peuvent pas être effectuées.": "Sans munitions, les attaques ne peuvent pas être effectuées.", "Santé": "Santé", "Santé (tête)": "Santé (tête)", "Santé (tête) - Dungeon Settlers Wiki": "Santé (tête) - Dungeon Settlers Wiki", "Santé (tête) icon": "Santé (tête) icône", "Santé actuelle": "Santé actuelle", "Santé actuelle - Dungeon Settlers Wiki": "Santé actuelle - Dungeon Settlers Wiki", "Santé actuelle icon": "Santé actuelle icône", "Santé critique.": "Santé critique.", "Santé du torse": "Santé du torse", "Santé du torse - Dungeon Settlers Wiki": "Santé du torse - Dungeon Settlers Wiki", "Santé du torse icon": "Santé du torse icône", "Santé maximale": "Santé maximale", "Santé maximale - Dungeon Settlers Wiki": "Santé maximale - Dungeon Settlers Wiki", "Santé maximale icon": "Santé maximale icône", "Santé totale maximale": "Santé totale maximale", "Santé totale maximale - Dungeon Settlers Wiki": "Santé totale maximale - Dungeon Settlers Wiki", "Santé totale maximale Probabilité d'esquive Probabilité de Garde Réduction des dégâts (Garde) Résistance physique Résistance magique": "Santé totale maximale Probabilité d'esquive Probabilité de Garde Réduction des dégâts (Garde) Résistance physique Résistance magique", "Santé totale maximale icon": "Santé totale maximale icône", "Satisfait": "Satisfait", "Satisfait - Dungeon Settlers Wiki": "Satisfait - Dungeon Settlers Wiki", "Satisfait icon": "Satisfait icône", "Saturation magique": "Saturation magique", "Saturation magique - Dungeon Settlers Wiki": "Saturation magique - Dungeon Settlers Wiki", "Saturation magique icon": "Saturation magique icon", "Sauf raison particulière, les membres de l'expédition exécuteront automatiquement les ordres que vous donnez.": "Sauf raison particulière, les membres de l'expédition exécuteront automatiquement les ordres que vous donnez.", "Sauvegarde": "Sauvegarde", "Save Files": "Fichiers de sauvegarde", "Save Files (Advanced)": "Fichiers de sauvegarde (avancé)", "Save Files (Advanced) - Dungeon Settlers Wiki": "Fichiers de sauvegarde (Avancé) - Dungeon Settlers Wiki", "Save as new": "Enregistrer comme nouveau", "Save this example into your roster as a new character. It never overwrites an existing build.": "Enregistrez cet exemple dans votre équipe en tant que nouveau personnage. Il ne remplace jamais un build existant.", "Save units in the Builder to pick a team.": "Enregistrez les unités dans l'Éditeur pour choisir une équipe.", "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json", "Saved - this build autosaves as you edit": "Enregistré - ce build est sauvegardé automatiquement au fil des modifications", "Saves are plain": "Les sauvegardes sont de simples fichiers", "Savoirs de base, là où tout commence.": "Savoirs de base, là où tout commence.", "Scales with": "Évolue avec", "Scaling coefficient applied to the numeric value used for Work Progress gain": "Coefficient de mise à l'échelle appliqué à la valeur numérique utilisée pour le gain d'Avancement des travaux", "Scarabée bijou": "Scarabée bijou", "Scarabée bijou - Dungeon Settlers Wiki": "Scarabée bijou - Dungeon Settlers Wiki", "Scarabée bijou icon": "Scarabée bijou icon", "Scarabée incrusté de joyaux": "Scarabée incrusté de joyaux", "Scarabée incrusté de joyaux - Dungeon Settlers Wiki": "Scarabée incrusté de joyaux - Dungeon Settlers Wiki", "Scarabée incrusté de joyaux icon": "Scarabée incrusté de joyaux icon", "Scarabée métallique": "Scarabée métallique", "Scarabée métallique - Dungeon Settlers Wiki": "Scarabée métallique - Dungeon Settlers Wiki", "Scarabée métallique de l'Abîme": "Scarabée métallique de l'Abîme", "Scarabée métallique de l'Abîme - Dungeon Settlers Wiki": "Scarabée métallique de l'Abîme - Dungeon Settlers Wiki", "Scarabée métallique de l'Abîme variante": "Scarabée métallique de l'Abîme variante", "Scarabée métallique icon": "Icône de Scarabée métallique", "Scarabée métallique variant": "Scarabée métallique (variante)", "Scarabée métallique variante": "Scarabée métallique variante", "Scare Crow Remnant": "Scare Crow Remnant", "Scare Crow Remnant - Dungeon Settlers Wiki": "Vestige d'épouvantail - Dungeon Settlers Wiki", "ScareCrow": "ScareCrow", "Sceau royal": "Sceau royal", "Sceau royal - Dungeon Settlers Wiki": "Sceau royal - Dungeon Settlers Wiki", "Sceau royal icon": "Sceau royal icon", "Scenarios": "Scénarios", "Scenarios - Dungeon Settlers Wiki": "Scénarios - Dungeon Settlers Wiki", "Scene": "Scène", "Scenes a player actually encounters: random-pool events and reactive scenes that fire when a game condition is met. Filter by kind, where they happen, and whether they can repeat.": "Scènes qu'un joueur rencontre réellement : événements du pool aléatoire et scènes réactives qui se déclenchent lorsqu'une condition de jeu est remplie. Filtrez par type, par lieu et selon qu'elles peuvent se répéter.", "Scholar Desk": "Scholar Desk", "Scholar Desk - Dungeon Settlers Wiki": "Bureau d'érudit - Dungeon Settlers Wiki", "Scope": "Portée", "Scope quirk": "Particularité de portée", "Scout the outliers.": "Repérez les cas extrêmes.", "Screenshot mode": "Mode capture d'écran", "Screenshot mode - press Esc to exit": "Mode capture d'écran - appuyez sur Échap pour quitter", "Scroll to full stat sheet": "Défiler vers la fiche de statistiques complète", "Scénarios - Dungeon Settlers Wiki": "Scénarios - Dungeon Settlers Wiki", "Se concentre sur l'amélioration des capacités d'attaque de la grande épée.": "Se concentre sur l'amélioration des capacités d'attaque de la grande épée.", "Se concentre sur l'amélioration des capacités défensives grâce à un bouclier.": "Se concentre sur l'amélioration des capacités défensives grâce à un bouclier.", "Se contente d'une petite quantité de nourriture.": "Se contente d'une petite quantité de nourriture.", "Se cumule jusqu'à 1": "Se cumule jusqu'à 1", "Se cumule jusqu'à 10": "Se cumule jusqu'à 10", "Se cumule jusqu'à 100": "Se cumule jusqu'à 100", "Se cumule jusqu'à 15": "Se cumule jusqu'à 15", "Se cumule jusqu'à 200": "Se cumule jusqu'à 200", "Se cumule jusqu'à 2000": "Se cumule jusqu'à 2000", "Se cumule jusqu'à 3": "Se cumule jusqu'à 3", "Se cumule jusqu'à 4": "Se cumule jusqu'à 4", "Se cumule jusqu'à 5": "Se cumule jusqu'à 5", "Se cumule jusqu'à 50": "Se cumule jusqu'à 50", "Se cumule jusqu'à 6": "Se cumule jusqu'à 6", "Se cumule jusqu'à 7": "Se cumule jusqu'à 7", "Se cumule jusqu'à 99": "Se cumule jusqu'à 99", "Se cumule jusqu'à 9999": "Se cumule jusqu'à 9999", "Se cumule jusqu'à 999999": "Se cumule jusqu'à 999999", "Se cumule sans limite": "Se cumule sans limite", "Se divise en petits slimes. Ne peut se diviser que vers des tuiles vides adjacentes à gauche, à droite ou en haut.": "Se divise en petits slimes. Ne peut se diviser que vers des tuiles vides adjacentes à gauche, à droite ou en haut.", "Se précipite en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 300% de": "Se précipite en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 300% de", "Se précipite en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 300% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. 20s cooldown Effects: • Étourdissement (on units in the area): Impossible d'agir pendant une courte période.": "Se précipite en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 300% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. 20s de recharge Effets : • Étourdissement (sur les unités dans la zone) : Impossible d'agir pendant une courte période.", "Se précipite en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 300% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. 20s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.": "Se précipite en ligne droite vers la cible, repoussant tous les ennemis touchés de 2 cases, infligeant 300% de Puissance d'attaque physique en dégâts physiques, et leur appliquant Étourdissement pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit Étourdissement pendant 2 secondes. 20s de recharge Effets : • Étourdissement (sur les unités dans la zone): Impossible d'agir pendant une courte période.", "Se précipite vers la cible et la frappe avec son épée, infligeant des dégâts physiques équivalant à 180% de": "Se précipite vers la cible et la frappe avec son épée, infligeant des dégâts physiques équivalant à 180% de", "Se précipite vers la cible et la frappe avec son épée, infligeant des dégâts physiques équivalant à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique pour chaque unité de distance parcourue lors de la charge. 4 energy - 15s cooldown": "Se précipite vers la cible et la frappe avec son épée, infligeant des dégâts physiques équivalant à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique pour chaque unité de distance parcourue lors de la charge. 4 energy - 15s cooldown", "Se précipite vers la cible et la frappe avec son épée, infligeant des dégâts physiques équivalant à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique pour chaque unité de distance parcourue lors de la charge. 4 énergie - 15s de recharge": "Se précipite vers la cible et la frappe avec son épée, infligeant des dégâts physiques équivalant à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique pour chaque unité de distance parcourue lors de la charge. 4 énergie - 15s de recharge", "Se transformer en feu": "Se transformer en feu", "Se transformer en feu - Dungeon Settlers Wiki": "Se transformer en feu - Dungeon Settlers Wiki", "Se transformer en feu icon": "Icône Se transformer en feu", "Se trouve facilement en grande quantité dans les donjons.": "Se trouve facilement en grande quantité dans les donjons.", "Search Dirty Corpses": "Fouiller les cadavres souillés", "Search Dirty Corpses - Dungeon Settlers Wiki": "Fouiller des cadavres sales - Dungeon Settlers Wiki", "Search Dirty Corpses icon": "Fouiller des cadavres sales icône", "Search a monster...": "Rechercher un monstre...", "Search backgrounds by name, skill tree or bonus": "Rechercher des arrière-plans par nom, arbre de compétences ou bonus", "Search everything... ( / )": "Tout rechercher... ( / )", "Search inscriptions by name or effect": "Rechercher des inscriptions par nom ou effet", "Search results": "Résultats de recherche", "Search the wiki": "Rechercher dans le wiki", "Searchable GameSystemTable": "GameSystemTable consultable", "Secondaire": "Secondaire", "Secondary skill points gained on level up": "Points de compétence secondaire gagnés au passage de niveau", "Seconds before the monster can reuse this attack. A basic attack has no skill cooldown, so this is its effective reuse from attack speed (1 / attack speed), marked with ~. Does not change with difficulty.": "Secondes avant que le monstre puisse réutiliser cette attaque. Une attaque de base n'a pas de temps de recharge de compétence, il s'agit donc de sa réutilisation effective selon la vitesse d'attaque (1 / vitesse d'attaque), marquée ~. Ne change pas avec la difficulté.", "Seconds before the skill can be recast (before cooldown-reduction). A basic attack shows its effective reuse from attack speed, marked ~.": "Secondes avant que la compétence puisse être relancée (avant réduction du temps de recharge). Une attaque de base affiche sa réutilisation effective selon la vitesse d'attaque, marquée ~.", "Section navigation": "Navigation de section", "See": "Voir", "See Contribution - the specific value spent to rank up the clan.": "L'intervalle de récupération de l'épuisement : GAMESYSTEM_Campaign_DepletionTerm = 4 320 minutes en jeu (3 jours en jeu) par palier. Un étage farmé jusqu'à 0 nécessite 15 jours en jeu (~4,5 heures réelles en vitesse 1x) pour se remplir complètement.", "See:": "Voir :", "Seeding workload": "Charge de travail de semis", "Seedling regen": "Régén de la pousse", "Seems like it... was helpful.": "On dirait que c'était... utile.", "SelectUnit_1": "SelectUnit_1", "SelectUnit_10": "SelectUnit_10", "SelectUnit_2": "SelectUnit_2", "SelectUnit_3": "SelectUnit_3", "SelectUnit_4": "SelectUnit_4", "SelectUnit_5": "SelectUnit_5", "SelectUnit_6": "SelectUnit_6", "SelectUnit_7": "SelectUnit_7", "SelectUnit_8": "SelectUnit_8", "SelectUnit_9": "SelectUnit_9", "SelectUnit_All": "SelectUnit_All", "Selectable": "Sélectionnable", "Self & Target": "Soi et cible", "Self Repair": "Auto-réparation", "Self only": "Soi uniquement", "Self-buff into Summon": "Auto-buff vers Invocation", "Self-cast skills no longer draw a range/area grid. 48 skills (every soul-stone grant, plus stances like Twin Thrust, Anchor and Quick Retreat) carry a leftover Range value in the game data and were showing a targeting preview for something that cannot be aimed.": "Les compétences d'auto-lancement ne dessinent plus de grille de portée/zone. 48 compétences (chaque octroi de pierre d'âme, plus des postures comme Twin Thrust, Anchor et Quick Retreat) portent une valeur Range résiduelle dans les données du jeu et affichaient un aperçu de ciblage pour quelque chose qui ne peut pas être visé.", "Self-test (": "Auto-test (", "Sell value": "Valeur de vente", "Semblant avoir déjà oublié votre présence, il se replonge dans son observation.": "Semblant avoir déjà oublié votre présence, il se replonge dans son observation.", "Send feedback": "Envoyer un retour", "Send report": "Envoyer le rapport", "Sens déformés": "Sens déformés", "Sens déformés - Dungeon Settlers Wiki": "Sens déformés - Dungeon Settlers Wiki", "Sens déformés icon": "Sens déformés icon", "Sentinel Warning Active": "Alerte sentinelle active", "Sentinel Warning Active - Dungeon Settlers Wiki": "Alerte sentinelle active - Dungeon Settlers Wiki", "Sentinel Warning Active icon": "Alerte sentinelle active icon", "Sentinelle Chevalier enchaîné": "Sentinelle Chevalier enchaîné", "Sentinelle Chevalier enchaîné - Dungeon Settlers Wiki": "Sentinelle Chevalier enchaîné - Dungeon Settlers Wiki", "Sentinelle Chevalier enchaîné de l'Abîme": "Sentinelle Chevalier enchaîné de l'Abîme", "Sentinelle Chevalier enchaîné de l'Abîme - Dungeon Settlers Wiki": "Sentinelle Chevalier enchaîné de l'Abîme - Dungeon Settlers Wiki", "Sentinelle Chevalier enchaîné de l'Abîme variante": "Sentinelle Chevalier enchaîné de l'Abîme variante", "Sentinelle Chevalier enchaîné icon": "Icône Sentinelle Chevalier enchaîné", "Sentinelle Chevalier enchaîné variant": "Sentinelle Chevalier enchaîné variante", "Sentinelle Chevalier enchaîné variante": "Sentinelle Chevalier enchaîné variante", "Sentinelle de grade officier développée par l'empire pour protéger ses donjons. Contrairement aux unités produites en série, chaque Chain Knight a été conçu individuellement, possédant un jugement et un comportement de combat uniques.": "Sentinelle de grade officier développée par l'empire pour protéger ses donjons. Contrairement aux unités produites en série, chaque Chain Knight a été conçu individuellement, possédant un jugement et un comportement de combat uniques.", "Sentinels": "Sentinelles", "Separate system; not the same as the empty Forgotten Abyss region": "Système distinct ; à ne pas confondre avec la région vide de l'Abîme Oublié", "Ses yeux se mettent à luire d'un éclat bleu, et une voix d'homme sort de son bec.": "Ses yeux se mettent à luire d'un éclat bleu, et une voix d'homme sort de son bec.", "Set Game Speed Fast": "Définir la vitesse du jeu sur Rapide", "Set Game Speed Fast ({0} or screen upper-left)": "Définir la vitesse du jeu sur Rapide ({0} ou écran en haut à gauche)", "Set by the skill that applies it": "Défini par la compétence qui l'applique", "Set directly": "Défini directement", "Settled": "Stable", "Settled (20 to 40)": "Stable (20 à 40)", "Settlement needs system (hunger / rest / exhaustion)": "Système de besoins de la colonie (faim / repos / épuisement)", "Settlement task system: applied while performing the task": "Système de tâches de la colonie : appliqué pendant l'exécution de la tâche", "Settlement, buildings and research": "Colonie, bâtiments et recherche", "SettlementPortal_": "SettlementPortal_", "Settlement_": "Settlement_", "Settler emotion-bubble triggers (affecter-driven speech icons).": "Déclencheurs de bulles d'émotion des colons (icônes de dialogue pilotées par les affecters).", "Settler name pool (101 names)": "Pool de noms de colons (101 noms)", "Settler name pool (133 names)": "Réserve de noms de colons (133 noms)", "Settler name pool (134 names)": "Groupe de noms des colons (134 noms)", "Settler name pool (2 names)": "Pool de noms de colons (2 noms)", "Settler name pool (22 names)": "Groupe de noms des colons (22 noms)", "Settlers and recruiting": "Colons et recrutement", "Settlers and recruitment": "Colons et recrutement", "Seule la trace d'une prière demeure faiblement sur la pierre froide.": "Seule la trace d'une prière demeure faiblement sur la pierre froide.", "Seule une partie des Ressources utilisées dans la construction est restituée lors de la démolition.": "Seule une partie des Ressources utilisées dans la construction est restituée lors de la démolition.", "Seules les innombrables marques brodées sur le tissu se souviendront des vies qu'elle a sauvées et de la douleur qu'elle a créée.": "Seules les innombrables marques brodées sur le tissu se souviendront des vies qu'elle a sauvées et de la douleur qu'elle a créée.", "Seuls ceux qui savent lire le flux invisible peuvent contrôler sa puissance.": "Seuls ceux qui savent lire le flux invisible peuvent contrôler sa puissance.", "Seuls les Hommes-lézard les plus forts obtiennent ce rôle.": "Seuls les Hommes-lézard les plus forts obtiennent ce rôle.", "Several members' faces...": "Les visages de plusieurs membres...", "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "Plusieurs compétences cumulent un bonus qui s'estompe avec le temps ; chacune plafonne à un nombre fixe de cumuls, si bien que le bonus a un maximum clair.", "Severe": "Grave", "Severe (80+), breakdown at 100": "Grave (80+), effondrement à 100", "Severe Injury (Warning, prints once)": "Blessure grave (Avertissement, s'affiche une fois)", "Severe Overload (Caution, prints once)": "Surcharge grave (Attention, s'affiche une fois)", "Severe Stress (Warning, prints once)": "Stress grave (Avertissement, s'affiche une fois)", "Severe stress": "Stress grave", "Shadow_": "Shadow_", "Share and import": "Partager et importer", "Share this whole party as one link, or pull your real clan straight out of a save file.": "Partagez tout ce groupe en un seul lien, ou récupérez votre vrai clan directement depuis un fichier de sauvegarde.", "Shared team": "Équipe partagée", "Shared team - preview": "Équipe partagée - aperçu", "Shared team link is broken": "Le lien d'équipe partagé est rompu", "SharedRoom": "SharedRoom", "She busily organizes her goods and writes in a ledger, but perks...": "Elle organise activement ses marchandises et écrit dans un registre", "She does not seem interested in you.": "Elle ne semble pas intéressée par vous.", "She doesn't seem interested in you.": "Elle ne semble pas intéressée par vous.", "She exhales slowly, struggling to contain her emotions.": "Elle expire lentement, luttant pour contenir ses émotions.", "She gazes up at the sky for a moment, then ...": "Elle regarde le ciel un moment, puis ...", "She immediately shakes her head and snaps back sharply.": "Elle secoue immédiatement la tête et répond vivement.", "She is organizing goods and writing in a ledger when her ears perk up as you ...": "Elle organise des marchandises et écrit dans un registre quand elle dresse les oreilles", "She lets out a short scoff.": "Elle laisse échapper un court reniflement.", "She looks at you.": "Elle te regarde.", "She looks displeased.": "Elle affiche un air mécontent.", "She looks displeased. \"Hey Expedition Leader, we can't trade without a Trading Post.\"": "Elle affiche un air mécontent. \"Hé, chef d'expédition, nous ne pouvons pas commercer sans Comptoir Commercial.\"", "She looks displeased. \"Listen, Expedition Leader, I can't trade without a Trading Post.\"": "Elle affiche un air mécontent. \"Écoutez, chef d'expédition, je ne peux pas commercer sans Comptoir Commercial.\"", "She no longer mocks you as openly as before, though she still does not seem f...": "Elle ne vous moque plus aussi ouvertement qu'avant", "She struggles to catch her breath.": "Elle peine à reprendre son souffle.", "She studies the evidence in silence for a moment befor...": "Elle étudie les preuves en silence pendant un moment avan...", "She studies the evidence in silence for a moment before...": "Elle étudie les preuves en silence pendant un moment avant...", "She's surrounded by a swarm of rats and soon collapses...": "Elle est entourée par une nuée de rats et s'effondre bientôt...", "Shell Combat": "Shell Combat", "Shell Effect": "Shell Effect", "Shell End": "Shell End", "Shell Potion": "Potion de carapace", "Shell Potion - Dungeon Settlers Wiki": "Potion de coquille - Dungeon Settlers Wiki", "Shell Potion Duration": "Durée de la potion de carapace", "Shell Potion Duration - Dungeon Settlers Wiki": "Durée Potion de Coquille - Dungeon Settlers Wiki", "Shell Potion icon": "Icône de Potion de coquille", "Shell Potion range and area shown on a dungeon room": "Portée et zone de Potion de coquille affichées sur une salle de donjon", "Shell block charges": "Charges de blocage de Coquille", "Shell blocks": "Blocages de Coquille", "Shells": "Coquilles", "Shield Guardian": "Gardien du bouclier", "Shield incompatibility": "Incompatibilité du bouclier", "Shield tank (add-on)": "Tank à bouclier (complément)", "Shindong a fait preuve d'un talent extraordinaire depuis son enfance et a été à la hauteur des attentes de son entourage.": "Shindong a fait preuve d'un talent extraordinaire depuis son enfance et a été à la hauteur des attentes de son entourage.", "Shop": "Shop", "Short02_Black": "Short02_Black", "Short02_Blonde": "Short02_Blonde", "Short02_Orange": "Short02_Orange", "Short02_Red": "Short02_Red", "Short03_Black": "Short03_Black", "Short03_Brown": "Short03_Brown", "Short04_Blonde": "Short04_Blonde", "Short04_Brown": "Short04_Brown", "Short04_Red": "Short04_Red", "Short05_Black": "Short05_Black", "Short05_Blonde": "Short05_Blonde", "Short05_Brown": "Short05_Brown", "Short05_Red": "Short05_Red", "Short06_Black": "Short06_Black", "Short06_Brown": "Short06_Brown", "Short06_Orange": "Short06_Orange", "Short06_Red": "Short06_Red", "Short07_Black": "Short07_Black", "Short07_Brown": "Short07_Brown", "Short07_Orange": "Short07_Orange", "Short07_Red": "Short07_Red", "Short08_Brown": "Short08_Brown", "Short09_Black": "Short09_Black", "Short09_Red": "Short09_Red", "Short09_White": "Short09_White", "Short_Black": "Short_Black", "Short_Brown": "Short_Brown", "Short_Red": "Short_Red", "Short_White": "Short_White", "Shout ×4, Dead ×2": "Shout ×4, Dead ×2", "Show all": "Tout afficher", "Show all {#} entries": "Afficher les {#} entrées", "Show basic attacks": "Afficher les attaques de base", "Show everything": "Tout afficher", "Show in the units bar": "Afficher dans la barre des unités", "Show the Infinite Abyss corrupted form": "Afficher la forme corrompue de l'Abîme infini", "Show the sidebar (keyboard: [ )": "Afficher la barre latérale (clavier : [ )", "Show the small explanatory hint lines (everywhere)": "Afficher les petites lignes d'explication (partout)", "Show the units bar": "Afficher la barre des unités", "Show tips": "Afficher les astuces", "ShowEvent, HideAlert": "ShowEvent, HideAlert", "ShowGuide": "ShowGuide", "ShowUI_Research, HideAlert": "ShowUI_Research, HideAlert", "Showing only weapon types this character uses (from its skills + equipped weapon).": "Affiche uniquement les types d'armes que ce personnage utilise (d'après ses compétences + l'arme équipée).", "Shown for ...": "Affiché pour ...", "Shown for stock Kragas, Grande épée en bois at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour Kragas de base, Grande épée en bois au niveau 4 (niveau max). Choisissez une unité enregistrée dans la barre latérale pour recalculer pour votre build.", "Shown for stock Kragas, Grande épée en bois at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour le Kragas standard, Grande épée en bois au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Kragas, Grande épée en bois at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la recrue Kragas standard, Grande épée en bois au niveau 5 (plafond de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Liana, Arc en bois at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour Liana d'origine, Arc en bois au niveau 4 (niveau maximum). Sélectionnez une unité enregistrée dans la barre latérale pour recalculer selon votre build.", "Shown for stock Liana, Arc en bois at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la Liana standard, Arc en bois au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Liana, Arc en bois at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la recrue Liana standard, Arc en bois au niveau 5 (plafond de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Liana, Bâton de bois enflammé at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour Liana de base, Bâton de bois enflammé au niveau 4 (niveau max). Sélectionnez une unité enregistrée dans la barre latérale pour recalculer selon votre build.", "Shown for stock Liana, Bâton de bois enflammé at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la Liana standard, Bâton de bois enflammé au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Liana, Bâton de feu en bois at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la recrue Liana standard, Bâton de feu en bois au niveau 5 (plafond de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Lowell, Massue en bois at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour Lowell de base, Massue en bois au niveau 4 (niveau max). Choisissez une unité enregistrée dans la barre latérale pour recalculer pour votre build.", "Shown for stock Lowell, Massue en bois at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour le Lowell standard, Massue en bois au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Lowell, Massue en bois at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la recrue Lowell standard, Massue en bois au niveau 5 (plafond de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Lowell, Épée en bois at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour Lowell de base, Épée en bois au niveau 4 (niveau max). Choisissez une unité enregistrée dans la barre latérale pour recalculer selon votre build.", "Shown for stock Lowell, Épée en bois at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour le Lowell standard, Épée en bois au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Lowell, Épée en bois at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour Lowell standard, Épée en bois au niveau 5 (limite de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Mage recruit, Bâton Eau-Bois at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour la recrue Mage de base, Bâton Eau-Bois au niveau 4 (niveau max). Sélectionnez une unité enregistrée dans la barre latérale pour recalculer selon votre build.", "Shown for stock Mage recruit, Bâton Eau-Bois at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la recrue Mage standard, Bâton Eau-Bois au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Mage recruit, Bâton Eau-Bois at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour le recrue Mage standard, Bâton Eau-Bois au niveau 5 (plafond de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Perion, Bâton en bois de la Nature at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "Affiché pour Perion de base, Bâton en bois de la Nature au niveau 4 (niveau max). Choisissez une unité enregistrée dans la barre latérale pour recalculer pour votre build.", "Shown for stock Perion, Bâton en bois de la Nature at level 4 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour le Perion standard, Bâton en bois de la Nature au niveau 4 (niveau max). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for stock Perion, Bâton en bois de la Nature at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Affiché pour la recrue Perion standard, Bâton en bois de la Nature au niveau 5 (plafond de niveau). Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown for {#} at {#}. Pick your physical and magic units in the sidebar.": "Affiché pour {#} à {#}. Choisissez vos unités physiques et magiques dans la barre latérale.", "Shown on the profile of a settler with this background;": "Affiché sur le profil d'un colon ayant cet historique ;", "Si": "Si", "Si aucun ennemi adjacent n'est présent pendant 2 secondes, des chaînes sont lancées sur l'ennemi le plus éloigné pour le rapprocher.": "Si aucun ennemi adjacent n'est présent pendant 2 secondes, des chaînes sont lancées sur l'ennemi le plus éloigné pour le rapprocher.", "Si aucun ennemi adjacent n'est présent pendant 2 secondes, des chaînes sont lancées sur...": "Si aucun ennemi adjacent n'est présent pendant 2 secondes, des chaînes sont lancées sur...", "Si aucune action n'est entreprise, la mort surviendra bientôt !": "Si aucune action n'est entreprise, la mort surviendra bientôt !", "Si aucune action n'est entreprise, la mort surviendra bientôt!!": "Si aucune action n'est entreprise, la mort surviendra bientôt!!", "Si c'est le cas, j'augmenterai les rations.": "Si c'est le cas, j'augmenterai les rations.", "Si c'est une coutume, nous ne pouvons rien y faire.": "Si c'est une coutume, nous ne pouvons rien y faire.", "Si des dégâts réduisent la santé à 0 ou moins, le personnage entrera en": "Si des dégâts réduisent la santé à 0 ou moins, le personnage entrera en", "Si elle tombe à 0 ou moins, l'unité entre en": "Si elle tombe à 0 ou moins, l'unité entre en", "Si elle tombe à 0 ou moins, les dégâts restants sont transférés à": "Si elle tombe à 0 ou moins, les dégâts restants sont transférés à", "Si je tombe sur cette chose, je ferais mieux de fuir.": "Si je tombe sur cette chose, je ferais mieux de fuir.", "Si l'humeur est inférieure à 0,": "Si l'humeur est inférieure à 0,", "Si l'humeur est supérieure à 0,": "Si l'humeur est supérieure à 0,", "Si l'unité ne reprend pas connaissance avant l'expiration de": "Si l'unité ne reprend pas connaissance avant l'expiration de", "Si l'unité ne reprend pas conscience avant l'expiration de": "Si l'unité ne reprend pas conscience avant l'expiration de", "Si la cible se trouve à 1 tuile ou moins, les dégâts infligés sont réduits de 50%.": "Si la cible se trouve à 1 tuile ou moins, les dégâts infligés sont réduits de 50%.", "Si la faim atteint 0, l'unité devient": "Si la faim atteint 0, l'unité devient", "Si la sauvegarde manuelle est désactivée, un seul emplacement de sauvegarde sera écrasé.": "Si la sauvegarde manuelle est désactivée, un seul emplacement de sauvegarde sera écrasé.", "Si peu de discipline ? Je vais tout confisquer.": "Si peu de discipline ? Je vais tout confisquer.", "Si un bug critique survient et perturbe sérieusement le déroulement du jeu, veuillez fermer complètement le jeu et le relancer.": "Si un bug critique survient et perturbe sérieusement le déroulement du jeu, veuillez fermer complètement le jeu et le relancer.", "Si un chemin est bloqué, vérifiez votre quête et terminez-la.": "Si un chemin est bloqué, vérifiez votre quête et terminez-la.", "Si vous buvez une": "Si vous buvez une", "Si vous construisez une tombe vide, un autre": "Si vous construisez une tombe vide, un autre", "Si vous le démontez, vous pourriez trouver quelque chose d'utile.": "Si vous le démontez, vous pourriez trouver quelque chose d'utile.", "Si vous n'êtes pas prêt à répondre à leurs besoins, envisagez de retarder le": "Si vous n'êtes pas prêt à répondre à leurs besoins, envisagez de retarder le", "Si vous n'êtes pas satisfait des Statistiques principales ou de l'Inscription obtenues en priant, vous pouvez prier à nouveau. Les ressources ne sont pas remboursées.": "Si vous n'êtes pas satisfait des Statistiques principales ou de l'Inscription obtenues en priant, vous pouvez prier à nouveau. Les ressources ne sont pas remboursées.", "Si vous n'êtes pas satisfait, vous pouvez réessayer.": "Si vous n'êtes pas satisfait, vous pouvez réessayer.", "Si vous ne bougez pas pendant 10 secondes pendant le combat, les dégâts infligés augmentent de 25 % et les dégâts reçus diminuent de 15 %. Cet effet se réinitialise lorsque l'emplacement change.": "Si vous ne bougez pas pendant 10 secondes pendant le combat, les dégâts infligés augmentent de 25 % et les dégâts reçus diminuent de 15 %. Cet effet se réinitialise lorsque l'emplacement change.", "Si vous souhaitez annuler des ordres assignés, cliquez sur le bouton 'Annuler' en bas à droite ou appuyez sur la touche X pour activer le mode d'annulation.": "Si vous souhaitez annuler des ordres assignés, cliquez sur le bouton 'Annuler' en bas à droite ou appuyez sur la touche X pour activer le mode d'annulation.", "Si vous voulez qu'ils soient stockés, déposez-les simplement au sol.": "Si vous voulez qu'ils soient stockés, déposez-les simplement au sol.", "Si vous êtes à plus de 5 cases de l'invocateur, vous serez déplacé de force vers l'empl...": "Si vous êtes à plus de 5 cases de l'invocateur, vous serez déplacé de force vers l'empl...", "Si vous êtes à plus de 5 cases de l'invocateur, vous serez déplacé de force vers l'emplacement de l'invocateur.": "Si vous êtes à plus de 5 cases de l'invocateur, vous serez déplacé de force vers l'emplacement de l'invocateur.", "Si ça t'embête, tu peux toujours la vendre.": "Si ça t'embête, tu peux toujours la vendre.", "Side files": "Fichiers annexes", "Side quests: NPC requests, hunts and research favors.": "Quêtes secondaires : demandes de PNJ, chasses et faveurs de recherche.", "Sight is traced tile by tile and blocked by walls and obstacles (": "La vue est tracée case par case et bloquée par les murs et les obstacles (", "Silence": "Silence", "Silence intérieur": "Silence intérieur", "Silence intérieur - Dungeon Settlers Wiki": "Silence intérieur - Dungeon Settlers Wiki", "SilentSerenity": "SilentSerenity", "Silver": "Argent", "Silver jewelry affixes": "Affixes des bijoux en argent", "Silver rings and necklaces": "Les anneaux et colliers en argent", "Silverstream": "Silverstream", "Simple dans sa conception, mais dévastateur dans son impact.": "Simple dans sa conception, mais dévastateur dans son impact.", "Simple, mais agréable pour se reposer seul au calme.": "Simple, mais agréable pour se reposer seul au calme.", "Simple, mais assez convenable pour manger.": "Simple, mais assez convenable pour manger.", "Simple, mais suffisante pour partager un repas.": "Simple, mais suffisante pour partager un repas.", "Simple, yet sufficient for sharing a meal.": "Simple, mais suffisant pour partager un repas.", "Simple-Minded": "Simple d'esprit", "SimpleCombat": "SimpleCombat", "Simulateur d'humeur - Dungeon Settlers Wiki": "Simulateur d'humeur - Dungeon Settlers Wiki", "Simulateur d'étage de donjon (en cours) - Dungeon Settlers Wiki": "Simulateur d'étage de donjon (en cours) - Dungeon Settlers Wiki", "Simulator seed": "Graine du simulateur", "SingleAlly": "SingleAlly", "SingleHostile": "SingleHostile", "Sinking (target at 50% missing): 120% × 0.5 =": "Enlisement (cible à 50 % manquant) : 120 % × 0,5 =", "Sinking: 3rd-hit bonus": "Naufrage : bonus au 3e coup", "Site sections": "Sections du site", "Size (W×H)": "Taille (L×H)", "Skill Aptitudes": "Aptitudes de compétence", "Skill DPS - estimate": "DPS de compétence - estimation", "Skill Damage": "Dégâts de compétence", "Skill Damage divided by the energy cost. Higher = more damage per point of your shared energy pool. Free 0-energy basics are infinite (hidden by default).": "Dégâts de compétence divisés par le coût en énergie. Plus élevé = plus de dégâts par point de votre réserve d'énergie partagée. Les attaques de base gratuites à 0 énergie sont infinies (masquées par défaut).", "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "Dégâts de compétence x lancers par minute (60 / temps de recharge effectif, réduction de recharge appliquée). Rendement soutenu si vous répétiez uniquement cette compétence.", "Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.": "Les élixirs de réinitialisation des compétences ont une chance d'être trouvés dans les coffres au trésor du donjon.", "Skill Reset Potions have a chance to be found in treasure chests in the dungeon.": "Les potions de réinitialisation des compétences ont une chance d'être trouvées dans les coffres au trésor du donjon.", "Skill Tree": "Arbre de compétences", "Skill Trees": "Arbres de compétences", "Skill Trees - Dungeon Settlers Wiki": "Arbres de compétences - Dungeon Settlers Wiki", "Skill animation": "Animation de compétence", "Skill animations": "Animations de compétences", "Skill cooldowns count down faster.": "Les temps de recharge des compétences défilent plus vite.", "Skill points": "Points de compétence", "Skill points to learn": "Points de compétence requis", "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (": "Les icônes d'arbre de compétences apparaissent maintenant sur toutes les références de branche sur le site, et les deux nouveaux arbres B.0.3.40 (", "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (**Spear** and **Stake**) have their icons imported.": "Les icônes d'arbre de compétences apparaissent maintenant sur chaque référence de branche sur l'ensemble du site, et les deux nouveaux arbres B.0.3.40 (**Spear** et **Stake**) ont leurs icônes importées.", "Skill trees": "Arbres de compétences", "Skill trees, learned skills, skill points, quick slots": "Arbres de compétences, compétences apprises, points de compétence, emplacements rapides", "Skill's Elixir PS: A consumable no longer given because main skill point supply became over-supplied.": "Élixir de Compétence PS: Un consommable n'est plus attribué car l'approvisionnement principal en points de compétence est devenu surapprovisionné.", "Skill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see": "Les inscriptions d'arbre de compétences sont notables car elles octroient un arbre d'arme ou de magie que l'historique de l'unité ne fournirait normalement pas, ce qui permet de créer des hybrides inhabituels (voir", "SkillMaxRangeCorrection": "SkillMaxRangeCorrection", "SkillPointIncreaseOnLevelUp": "SkillPointIncreaseOnLevelUp", "SkillTable.json": "SkillTable.json", "SkillTreeTable.json": "SkillTreeTable.json", "Skills & trees": "Un métal de donjon Rare spécial utilisé pour l'équipement haut de gamme disponible, situé en dehors de la hiérarchie ordinaire des métaux.", "Skills and Quick Slots": "Compétences et emplacements rapides", "Skills and skill trees": "Compétences et arbres de compétences", "Skills are ranked by": "Les compétences sont classées par", "Skin": "Peau", "Skip Safe Floor": "Passer l'étage sûr", "Skip option": "Option de passage", "Skip to content": "Aller au contenu", "Slash": "Slash", "Slay (Greatsword) grants Exposed Flaw to the CASTER, not the enemy (the in-game skill text reads 'grants you Exposed Flaw'). It is a self-malus - a 500%-Physical-Attack-Power nuke that briefly makes YOU undodgeable and guarantees crits against YOU for 1s (the cost of the huge hit; killing with it cuts its cooldown 70%). It does not trigger Guard Barrier (no enemy debuff) and it does not enable Blade Spirit (it does not make your hits crit). Use Deadly Fear for the greatsword Exposed-Flaw setup instead.": "Abattre (Grande épée) accorde Faiblesse exposée au LANCEUR, pas à l'ennemi (le texte de la compétence en jeu indique « vous accorde Faiblesse exposée »). C'est un auto-malus : une frappe de 500% de Puissance d'attaque physique qui vous rend brièvement inesquivable et garantit les critiques contre VOUS pendant 1s (le prix de l'énorme coup ; tuer avec réduit son temps de recharge de 70%). Elle ne déclenche pas Barrière défensive (aucun debuff sur l'ennemi) et n'active pas Esprit de lame (elle ne rend pas vos coups critiques). Utilisez plutôt Peur mortelle pour la mise en place de Faiblesse exposée à la grande épée.", "Slay is NOT a debuff/shield synergy": "Abattre n'est PAS une synergie de debuff/bouclier", "Sleep / rest system": "Système de sommeil / repos", "Sleep quality ladder": "Échelle de qualité du sommeil", "SleepCondition": "SleepCondition", "Sleep_": "Sleep_", "Sleeping (speech bubble persists)": "Endormi (la bulle persiste)", "Sleeping here": "Dort ici", "Sleeping here: +1 Humeur": "Dormir ici : +1 Humeur", "Sleeping here: +10 Humeur": "Dormir ici : +10 Humeur", "Sleeping here: +2 Humeur": "Dormir ici : +2 Humeur", "Sleeping here: +3 Humeur": "Dormir ici : +3 Humeur", "Sleeping here: +4 Humeur": "Dormir ici : +4 Humeur", "Sleeping here: +5 Humeur": "Dormir ici : +5 Humeur", "Sleeping here: +6 Humeur": "Dormir ici : +6 Humeur", "Sleeping here: +7 Humeur": "Dormir ici : +7 Humeur", "Sleeping here: +8 Humeur": "Dormir ici : +8 Humeur", "Sleeping in a Bed (speech bubble persists)": "Endormi dans un lit (la bulle persiste)", "Sleeping in a Sleeping Bag (speech bubble persists)": "Endormi dans un sac de couchage (la bulle persiste)", "Sleeping_": "Sleeping_", "SlimUnisex": "SlimUnisex", "Slime": "Slime", "Slime géant": "Slime géant", "Slime géant - Dungeon Settlers Wiki": "Slime géant - Dungeon Settlers Wiki", "Slime géant icon": "Slime géant icon", "Slime moyen": "Slime moyen", "Slime moyen - Dungeon Settlers Wiki": "Slime moyen - Dungeon Settlers Wiki", "Slime moyen de boue": "Slime moyen de boue", "Slime moyen de boue - Dungeon Settlers Wiki": "Slime moyen de boue - Dungeon Settlers Wiki", "Slime moyen de boue de l'Abîme": "Slime moyen de boue de l'Abîme", "Slime moyen de boue de l'Abîme - Dungeon Settlers Wiki": "Slime moyen de boue de l'Abîme - Dungeon Settlers Wiki", "Slime moyen de boue de l'Abîme variante": "Slime moyen de boue de l'Abîme variante", "Slime moyen de boue icon": "Icône Slime moyen de boue", "Slime moyen de boue variant": "Slime moyen de boue variante", "Slime moyen de boue variante": "Slime moyen de boue variante", "Slime moyen de l'Abîme": "Slime moyen de l'Abîme", "Slime moyen de l'Abîme - Dungeon Settlers Wiki": "Slime moyen de l'Abîme - Dungeon Settlers Wiki", "Slime moyen de l'Abîme variante": "Slime moyen de l'Abîme variante", "Slime moyen icon": "Icône de Slime moyen", "Slime moyen variant": "Slime moyen (variante)", "Slime moyen variante": "Slime moyen variante", "Slime moyen à spores": "Slime moyen à spores", "Slime moyen à spores - Dungeon Settlers Wiki": "Slime moyen à spores - Dungeon Settlers Wiki", "Slime moyen à spores de l'Abîme": "Slime moyen à spores de l'Abîme", "Slime moyen à spores de l'Abîme - Dungeon Settlers Wiki": "Slime moyen à spores de l'Abîme - Dungeon Settlers Wiki", "Slime moyen à spores de l'Abîme variante": "Slime moyen à spores de l'Abîme variante", "Slime moyen à spores icon": "Icône de Slime moyen à spores", "Slime moyen à spores variant": "Slime moyen à spores (variante)", "Slime moyen à spores variante": "Slime moyen à spores variante", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses.": "La Limace se divise et devient nourriture pour les têtards. Crée aussi un dilemme où vaincre d'abord le têtard cause des dégâts d'Écho Arcanique de White Marmok, mais si le têtard est laissé vivant il mangera les cadavres.", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. - Dungeon Settlers Wiki": "L'Amibe se divise et devient nourriture pour les têtards. Crée également un dilemme où vaincre le têtard en premier cause les dégâts d'Écho Arcane du Marrok Blanc, mais si le têtard reste vivant il mangera les cadavres. - Dungeon Settlers Wiki", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. plan": "L'Amibe se divise et devient nourriture pour les têtards. Crée également un dilemme où vaincre le têtard en premier cause les dégâts d'Écho Arcane du Marrok Blanc, mais si le têtard reste vivant il mangera les cadavres. plan", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "Slime se divise et devient de la nourriture pour les têtards. Crée aussi un dilemme où vaincre d'abord le têtard cause White Marmok...", "SlimeCombat": "SlimeCombat", "Slogel Boueux": "Slogel Boueux", "Slogel Boueux - Dungeon Settlers Wiki": "Slogel Boueux - Dungeon Settlers Wiki", "Slogel Boueux de l'Abîme": "Slogel Boueux de l'Abîme", "Slogel Boueux de l'Abîme - Dungeon Settlers Wiki": "Slogel Boueux de l'Abîme - Dungeon Settlers Wiki", "Slogel Boueux de l'Abîme variante": "Slogel Boueux de l'Abîme variante", "Slogel Boueux variante": "Slogel Boueux variante", "Slogel acide": "Slogel acide", "Slogel acide - Dungeon Settlers Wiki": "Slogel acide - Dungeon Settlers Wiki", "Slogel acide alpha": "Slogel acide alpha", "Slogel acide alpha - Dungeon Settlers Wiki": "Slogel acide alpha - Dungeon Settlers Wiki", "Slogel acide alpha de l'Abîme": "Slogel acide alpha de l'Abîme", "Slogel acide alpha de l'Abîme - Dungeon Settlers Wiki": "Slogel acide alpha de l'Abîme - Dungeon Settlers Wiki", "Slogel acide alpha de l'Abîme variante": "Slogel acide alpha de l'Abîme variante", "Slogel acide alpha variante": "Slogel acide alpha variante", "Slogel acide aléatoire": "Slogel acide aléatoire", "Slogel acide de l'Abîme": "Slogel acide de l'Abîme", "Slogel acide de l'Abîme - Dungeon Settlers Wiki": "Slogel acide de l'Abîme - Dungeon Settlers Wiki", "Slogel acide de l'Abîme variante": "Slogel acide de l'Abîme variante", "Slogel acide variante": "Slogel acide variante", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "Slogel s'enfuit et le lanceur jette des filets, donc la bataille peut s'étirer assez longtemps, rendant le cumul de Saignement du gadget Abyss...", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat.": "Slogel s'enfuit et le lanceur jette des filets, donc le combat peut s'étirer longuement, rendant l'accumulation de Saignement du mécanisme de l'Abîme une menace sérieuse.", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. - Dungeon Settlers Wiki": "Slogel s'enfuit et le lanceur lance des filets, donc le combat peut s'étirer longtemps, ce qui rend l'accumulation de Saignement du mécanisme d'Abysse une menace sérieuse. - Dungeon Settlers Wiki", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. plan": "Slogel s'enfuit et le lanceur jette des filets, donc le combat peut s'éterniser, rendant l'accumulation de Saignement du mécanisme de l'Abîme une menace sérieuse. plan", "Slogel s'enfuit et le lanceur jette des filets, donc le combat peut s'étirer longuement, rendant l'accumulation de Saignement du mécanisme de l'Abîme une menace sérieuse. - Dungeon Settlers Wiki": "Slogel s'enfuit et le lanceur jette des filets, donc le combat peut s'étirer longuement, rendant l'accumulation de Saignement du mécanisme de l'Abîme une menace sérieuse. - Dungeon Settlers Wiki", "Slot Machine Remnant": "Slot Machine Remnant", "Slot Machine Remnant - Dungeon Settlers Wiki": "Vestige de machine à sous - Dungeon Settlers Wiki", "Slot: Accessory1": "Emplacement : Accessoire1", "Slot: Accessory2": "Emplacement : Accessoire2", "Slot: Ammo": "Emplacement : Munitions", "Slot: Body": "Emplacement : Corps", "Slot: Head": "Emplacement : Tête", "Slot: Primary": "Emplacement : Principal", "Slot: Secondary": "Emplacement : Secondaire", "Small": "Petit", "Small Blue Crystal Random": "Petit cristal bleu Aléatoire", "Small Blue Crystal Remnant": "Small Blue Crystal Remnant", "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "Vestige de petit cristal bleu - Dungeon Settlers Wiki", "Small Copper Node Random": "Small Copper Node Random", "Small Copper Node Remnant": "Small Copper Node Remnant", "Small Copper Node Remnant - Dungeon Settlers Wiki": "Vestige de petit gisement de cuivre - Dungeon Settlers Wiki", "Small Dirt Rock Fixed": "Small Dirt Rock Fixed", "Small Dirt Rock Random": "Small Dirt Rock Random", "Small Dirt Rock Remnant": "Small Dirt Rock Remnant", "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "Vestige de petit rocher terreux - Dungeon Settlers Wiki", "Small Dust Root Fixed": "Small Dust Root Fixed", "Small Dust Root Random": "Small Dust Root Random", "Small Dust Root Remnant": "Small Dust Root Remnant", "Small Dust Root Remnant - Dungeon Settlers Wiki": "Vestige de petite racine poussiéreuse - Dungeon Settlers Wiki", "Small Green Crystal Random": "Petit cristal vert Aléatoire", "Small Green Crystal Remnant": "Small Green Crystal Remnant", "Small Green Crystal Remnant - Dungeon Settlers Wiki": "Vestige de petit cristal vert - Dungeon Settlers Wiki", "Small Red Crystal Random": "Petit cristal rouge Aléatoire", "Small Red Crystal Remnant": "Small Red Crystal Remnant", "Small Red Crystal Remnant - Dungeon Settlers Wiki": "Vestige de petit cristal rouge - Dungeon Settlers Wiki", "Small Room 1": "Petite salle 1", "Small Room 10": "Petite salle 10", "Small Room 11": "Petite salle 11", "Small Room 12": "Petite salle 12", "Small Room 13": "Petite salle 13", "Small Room 14": "Petite salle 14", "Small Room 15": "Petite salle 15", "Small Room 16": "Petite salle 16", "Small Room 17": "Petite salle 17", "Small Room 18": "Petite salle 18", "Small Room 19": "Petite salle 19", "Small Room 2": "Petite salle 2", "Small Room 20": "Petite salle 20", "Small Room 21": "Petite salle 21", "Small Room 22": "Petite salle 22", "Small Room 23": "Petite salle 23", "Small Room 24": "Petite salle 24", "Small Room 25": "Petite salle 25", "Small Room 3": "Petite salle 3", "Small Room 4": "Petite salle 4", "Small Room 5": "Petite salle 5", "Small Room 6": "Petite salle 6", "Small Room 7": "Petite salle 7", "Small Room 8": "Petite salle 8", "Small Room 9": "Petite salle 9", "Small Silver Vein Random": "Small Silver Vein Random", "Small Silver Vein Remnant": "Small Silver Vein Remnant", "Small Silver Vein Remnant - Dungeon Settlers Wiki": "Vestige de petite veine d'argent - Dungeon Settlers Wiki", "Small Slime Random": "Small Slime Random", "Small Spore Slime Random": "Small Spore Slime Random", "Small Stone Golem": "Petit golem de pierre", "Small Talk Reaction": "Réaction de bavardage", "Small Talk Topic": "Sujet de bavardage", "Small Twisted Tree Fixed": "Small Twisted Tree Fixed", "Small Twisted Tree Remnant": "Small Twisted Tree Remnant", "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "Vestige de petit arbre tordu - Dungeon Settlers Wiki", "Small and fragile.": "Petit et fragile.", "Small-Sized Normal Battle Room": "Salle de combat normale de petite taille", "Small-Sized Normal Battle Room - Dungeon Settlers Wiki": "Petite salle de combat normale - Dungeon Settlers Wiki", "Small-Sized Normal Battle Room map": "Carte de la salle de combat normale de petite taille", "Small-Sized Normal Battle Room plan": "Plan de salle de combat normale de petite taille", "SmallDarkThornRadius": "SmallDarkThornRadius", "SmallStoneGolem": "SmallStoneGolem", "Smite": "Frappe", "Smite 2": "Frappe 2", "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:": "Ainsi, une invocation hérite de la totalité de la Puissance d'attaque magique de l'invocateur dans sa réserve de PV et de la moitié dans sa propre attaque. Les valeurs de base diffèrent selon la créature :", "Sobekhotep": "Sobekhotep", "Sobekneferu": "Sobekneferu", "Soi-même": "Soi-même", "Soif de sang": "Soif de sang", "Soif de sang - Dungeon Settlers Wiki": "Soif de sang - Dungeon Settlers Wiki", "Soif de sang icon": "Soif de sang icon", "Soigne pendant 7 secondes, puis retire": "Soigne pendant 7 secondes, puis retire", "Soigne pendant 7 secondes, puis retire Gravement endommagé. Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit Proche de la mort alors qu'elle subit au moins 3 effets secondaires, l'unité meurt instantanément. Effects: • Gravement endommagé (removes): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. • Proche de la mort: En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.": "Soigne pendant 7 secondes, puis retire Gravement endommagé. Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit Proche de la mort alors qu'elle subit au moins 3 effets secondaires, l'unité meurt instantanément. Effects: • Gravement endommagé (removes): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. • Proche de la mort: En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.", "Soigne pendant 7 secondes, puis retire Gravement endommagé. Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit Proche de la mort alors qu'elle subit au moins 3 effets secondaires, l'unité meurt instantanément. Effets : • Gravement endommagé (retire): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. • Proche de la mort: En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.": "Soigne pendant 7 secondes, puis retire Gravement endommagé. Accorde un effet secondaire de sérum aléatoire. Si l'unité reçoit Proche de la mort alors qu'elle subit au moins 3 effets secondaires, l'unité meurt instantanément. Effets : • Gravement endommagé (retire): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet. • Proche de la mort: En état de mort imminente, l'unité mourra lorsque la durée expirera. Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé. Dans cet état, l'unité tombe inconsciente et ne peut pas être contrôlée.", "Soigne pendant 7 secondes, puis retire Gravement endommagé. Effects: • Gravement endommagé (removes): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.": "Soigne pendant 7 secondes, puis retire Gravement endommagé. Effects: • Gravement endommagé (removes): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.", "Soigne pendant 7 secondes, puis retire Gravement endommagé. Effets : • Gravement endommagé (retire): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.": "Soigne pendant 7 secondes, puis retire Gravement endommagé. Effets : • Gravement endommagé (retire): Déclenche l'état Proche de la mort. Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.", "Soigner": "Soigner", "Soin": "Soin", "Sol": "Sol", "Sol en bois": "Sol en bois", "Sol en bois - Dungeon Settlers Wiki": "Sol en bois - Dungeon Settlers Wiki", "Sol en pierre": "Sol en pierre", "Sol en pierre - Dungeon Settlers Wiki": "Sol en pierre - Dungeon Settlers Wiki", "Sol en rondins": "Sol en rondins", "Sol en rondins - Dungeon Settlers Wiki": "Sol en rondins - Dungeon Settlers Wiki", "Sol robuste en pierre taillée.": "Sol robuste en pierre taillée.", "Soldat de la guilde": "Soldat de la guilde", "Soldat de la guilde - Dungeon Settlers Wiki": "Soldat de la guilde - Dungeon Settlers Wiki", "Soldat du Dragon de Feu": "Soldat du Dragon de Feu", "Soldat du Dragon de Feu - Dungeon Settlers Wiki": "Soldat du Dragon de Feu - Dungeon Settlers Wiki", "Soldat du Dragon de Feu icon": "Soldat du Dragon de Feu icon", "Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a": "Certains bonus de Dungeon Settlers continuent de croître ; d'autres butent sur un mur. Cette page rassemble tous les effets ayant un", "Something Small and Blue": "Quelque chose de petit et bleu", "Sommeil": "Sommeil", "Sommeil - Dungeon Settlers Wiki": "Sommeil - Dungeon Settlers Wiki", "Sommeil icon": "Sommeil icône", "Son aspect est inquiétant, comme si le sang s'y était infiltré.": "Son aspect est inquiétant, comme si le sang s'y était infiltré.", "Son bras tremble alors qu'elle tient l'arc.": "Son bras tremble alors qu'elle tient l'arc.", "Son décor somptueux attire le regard.": "Son décor somptueux attire le regard.", "Son regard acéré se pose sur vous, une main déjà près de la corde de son arc, prête à décocher une flèche au moindre geste.": "Son regard acéré se pose sur vous, une main déjà près de la corde de son arc, prête à décocher une flèche au moindre geste.", "Son regard n'a rien de celui d'un rat normal.": "Son regard n'a rien de celui d'un rat normal.", "Sortez d'ici, espèce de fantôme !": "Sortez d'ici, espèce de fantôme !", "Soudain, vous réalisez que quelque chose vous observe.": "Soudain, vous réalisez que quelque chose vous observe.", "Souffle du dragon rouge": "Souffle du dragon rouge", "Souffle du dragon rouge - Dungeon Settlers Wiki": "Souffle du dragon rouge - Dungeon Settlers Wiki", "Souffle du dragon rouge icon": "Souffle du dragon rouge icon", "Souffrance": "Souffrance", "Souffrant de faim et de froid,": "Souffrant de faim et de froid,", "Soul": "Âme", "Soul Stone": "Pierre d'âme", "Soul stone - skill grant": "Pierre d'âme - octroi de compétence", "Soul stones": "Pierres d'âme", "Soul-Stone Taming": "Apprivoisement par pierre d'âme", "Soul-stone taming": "Apprivoisement par pierre d'âme", "Soulagement": "Soulagement", "Soulagement - Dungeon Settlers Wiki": "Soulagement - Dungeon Settlers Wiki", "Soulagement icon": "Soulagement icône", "Sound Effects": "Effets sonores", "Souple et facile à plier, mais bon conducteur.": "Souple et facile à plier, mais bon conducteur.", "Souplesse du cuir brut (Armure)": "Souplesse du cuir brut (Armure)", "Souplesse du cuir brut (Armure) - Dungeon Settlers Wiki": "Souplesse du cuir brut (Armure) - Dungeon Settlers Wiki", "Souplesse du cuir brut (Armure) icon": "Souplesse du cuir brut (Armure) icône", "Souplesse du cuir brut (Casque)": "Souplesse du cuir brut (Casque)", "Souplesse du cuir brut (Casque) - Dungeon Settlers Wiki": "Souplesse du cuir brut (Casque) - Dungeon Settlers Wiki", "Souplesse du cuir brut (Casque) icon": "Souplesse du cuir brut (Casque) icône", "Source": "Source", "Sourire moqueur": "Sourire moqueur", "Sourire moqueur - Dungeon Settlers Wiki": "Sourire moqueur - Dungeon Settlers Wiki", "Sourire moqueur icon": "Icône Sourire moqueur", "Sous arbre de compétences": "Sous arbre de compétences", "Sous la corruption": "Sous la corruption", "Sous la corruption - Dungeon Settlers Wiki": "Sous la corruption - Dungeon Settlers Wiki", "Sous la corruption icon": "Icône Sous la corruption", "Sous-arbre de compétences": "Sous-arbre de compétences", "Soutien à l'équipe d'exploration (3)": "Soutien à l'équipe d'exploration (3)", "Soutien à l'équipe d'exploration (3) - Dungeon Settlers Wiki": "Soutien à l'équipe d'exploration (3) - Dungeon Settlers Wiki", "Spawn": "Apparition", "Spawn 10×": "Apparition 10×", "Spawn 1×": "Apparition 1×", "Spawn 24×": "Apparition 24×", "Spawn 2×": "Apparition 2×", "Spawn 3×": "Spawn 3×", "Spawn 4×": "Spawn 4×", "Spawn 5×": "Apparition 5×", "Spawn 8×": "Apparition 8×", "Spawn Acid Insect": "Faire apparaître un Insecte acide", "Spawn Acid Insect - Dungeon Settlers Wiki": "Invocation d'insecte acide - Dungeon Settlers Wiki", "Spawn Acid Insect icon": "Invocation d'insecte acide icon", "Spawn Blue Goblin": "Spawn Gobelin Bleu", "Spawn Blue Goblin - Dungeon Settlers Wiki": "Invoque Gobelin Bleu - Dungeon Settlers Wiki", "Spawn Eyeball": "Spawn Œil Errant", "Spawn Eyeball - Dungeon Settlers Wiki": "Invoque Globe Oculaire - Dungeon Settlers Wiki", "Spawn Gloth Pup": "Faire apparaître un Jeune Gloth", "Spawn Gloth Pup - Dungeon Settlers Wiki": "Invocation de jeune Gloth - Dungeon Settlers Wiki", "Spawn Gloth Pup icon": "Invocation de jeune Gloth icon", "Spawn Gobelin Bleu": "Spawn Gobelin Bleu", "Spawn Gobelin Bleu - Dungeon Settlers Wiki": "Spawn Gobelin Bleu - Dungeon Settlers Wiki", "Spawn Grey Monster Rat": "Faire apparaître un Rat monstre gris", "Spawn Grey Monster Rat - Dungeon Settlers Wiki": "Invocation de rat monstre gris - Dungeon Settlers Wiki", "Spawn Grey Monster Rat icon": "Invocation de rat monstre gris icon", "Spawn Grey Rat": "Faire apparaître un Rat gris", "Spawn Grey Rat - Dungeon Settlers Wiki": "Invocation de rat gris - Dungeon Settlers Wiki", "Spawn Grey Rat icon": "Invocation de rat gris icon", "Spawn Group": "Groupe d'apparition", "Spawn Groups": "Groupes d'apparition", "Spawn Groups - Dungeon Settlers Wiki": "Groupes d'apparition - Dungeon Settlers Wiki", "Spawn Male Gloth": "Faire apparaître un Gloth mâle", "Spawn Male Gloth - Dungeon Settlers Wiki": "Invocation de Gloth mâle - Dungeon Settlers Wiki", "Spawn Male Gloth icon": "Invocation de Gloth mâle icon", "Spawn Mawmurk": "Faire apparaître un Mawmurk", "Spawn Mawmurk - Dungeon Settlers Wiki": "Invocation de Mawmurk - Dungeon Settlers Wiki", "Spawn Mawmurk icon": "Invocation de Mawmurk icon", "Spawn Metal Scarab": "Faire apparaître un Scarabée métallique", "Spawn Metal Scarab - Dungeon Settlers Wiki": "Invocation de scarabée métallique - Dungeon Settlers Wiki", "Spawn Metal Scarab icon": "Invocation de scarabée métallique icon", "Spawn condition": "Condition d'apparition", "Spawn conditions": "Conditions d'apparition", "Spawn group": "Groupe d'apparition", "Spawn groups": "Groupes d'apparition", "Spawn probability {0} for large thornvines vs. small thornvines": "Probabilité d'apparition {0} des grandes lianes épineuses vs les petites", "Spawn Œil Errant": "Spawn Œil Errant", "Spawn Œil Errant - Dungeon Settlers Wiki": "Spawn Œil Errant - Dungeon Settlers Wiki", "SpawnGroup": "SpawnGroup", "SpawnGroupTable.json": "SpawnGroupTable.json", "Spawns": "Apparitions", "Spawns in": "Apparaît dans", "Spawns in base area": "Apparaît dans la zone de base", "Spawns in the world": "Apparaît dans le monde", "Spear (items, aptitude, no tree)": "Lance (objets, aptitude, pas d'arbre)", "Spear 0": "Spear 0", "Spear 1": "Spear 1", "Spear 2": "Spear 2", "Spear 3": "Spear 3", "Spears excel in range and controlling the battlefield.": "Les lances excellent en portée et en contrôle du champ de bataille.", "Special (65)": "Spécial (65)", "Special (71)": "Special (71)", "Special rooms per floor": "Salles spéciales par étage", "SpecificStorageTable": "SpecificStorageTable", "SpecificTarget": "SpecificTarget", "Specimen Large": "Specimen Large", "Specimen Large - Dungeon Settlers Wiki": "Grand spécimen - Dungeon Settlers Wiki", "Specimen Medium": "Specimen Medium", "Specimen Medium - Dungeon Settlers Wiki": "Spécimen moyen - Dungeon Settlers Wiki", "Specimen Small": "Specimen Small", "Specimen Small - Dungeon Settlers Wiki": "Petit spécimen - Dungeon Settlers Wiki", "Spell Damage Ranking": "Classement des dégâts de sort", "Spell Damage Ranking (Skill Damage, DPE)": "Classement des dégâts de sorts (Dégâts de compétence, DPE)", "Spell Damage Ranking - Dungeon Settlers Wiki": "Classement des dégâts de sorts - Dungeon Settlers Wiki", "Spells": "Sorts", "Sphère céleste": "Sphère céleste", "Sphère céleste - Dungeon Settlers Wiki": "Sphère céleste - Dungeon Settlers Wiki", "Spike Turtle Random": "Spike Turtle Random", "SpikeTurtle": "SpikeTurtle", "Spin": "Spin", "Spin End": "Spin End", "Spin Start": "Spin Start", "Spit ×3, MouthOpen ×2, ShellStart ×1": "Spit ×3, MouthOpen ×2, ShellStart ×1", "Splits from": "Se sépare de", "Splits into:": "Se divise en :", "Spoiler - click to reveal": "Spoiler - cliquez pour révéler", "Spoiler - click to reveal spawn info": "Spoiler - cliquez pour révéler les infos d'apparition", "Spoiler warning:": "Avertissement spoiler :", "Spoiler-free experience": "Expérience sans spoilers", "Spoiler-free?": "Sans spoilers ?", "Spoilers": "Spoilers", "Spoils": "Péremption", "Spore Bug investigation done, here's your reward": "L'enquête sur l'Insecte à spores est terminée, voici ta récompense", "Spore Insect Random": "Insecte à spores Aléatoire", "SporeSlimeCombat": "SporeSlimeCombat", "Spores infectieuses": "Spores infectieuses", "Spores infectieuses - Dungeon Settlers Wiki": "Spores infectieuses - Dungeon Settlers Wiki", "Spores infectieuses icon": "icône Spores infectieuses", "Spray": "Spray", "Spread Burning across a whole pack, let Ignition tax them for having it, then detonate the stacks for a burst that scales with how much Burning you piled on.": "Répandez la Combustion sur tout un groupe, laissez Allumage les taxer de la porter, puis détonez les charges pour une explosion qui évolue selon la quantité de Combustion que vous avez accumulée.", "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "Répandez la Combustion, amplifiez chaque coup contre les cibles enflammées, puis détonez les charges. Un ensemble de dégâts à distance qui ne repose pas sur les boucliers.", "SpreadingFireWarmth_": "SpreadingFireWarmth_", "Sprite animations extracted from the game's AnimatorController (": "Animations de sprites extraites de l'AnimatorController du jeu (", "Sprite height": "Hauteur du sprite", "Sprouting Shell / Shell": "Coquille Germinante / Coquille", "Sprouting Shell calculator": "Calculateur de Coquille naissante", "Spécialisé dans la défense basée sur les armes contondantes.": "Spécialisé dans la défense basée sur les armes contondantes.", "Spécialisé en combat agressif.": "Spécialisé en combat agressif.", "Square r1": "Carré r1", "Square r2": "Carré r2", "Square, radius 1": "Carré, rayon 1", "Square, radius 2": "Carré, rayon 2", "Square, radius 7": "Carré, rayon 7", "Squatting on the ground and examining the remains of a destroyed golem, he slowly turns to face you with apparent fatigu...": "Accroupi au sol et examinant les restes d'un golem détruit, il se tourne lentement vers vous avec une fatigue apparente...", "Srebrna": "Srebrna", "Stack cap": "Plafond de cumul", "Stacking": "Cumulable", "Stacks": "Cumuls", "Stacks up to 1": "Se cumule jusqu'à 1", "Stacks up to 10": "Se cumule jusqu'à 10", "Stacks up to 100": "Se cumule jusqu'à 100", "Stacks up to 15": "Se cumule jusqu'à 15", "Stacks up to 200": "Se cumule jusqu'à 200", "Stacks up to 2000": "Se cumule jusqu'à 2000", "Stacks up to 3": "Se cumule jusqu'à 3 fois", "Stacks up to 4": "Se cumule jusqu'à 4 fois", "Stacks up to 5": "Se cumule jusqu'à 5", "Stacks up to 50": "Se cumule jusqu'à 50", "Stacks up to 6": "Se cumule jusqu'à 6", "Stacks up to 7": "Se cumule jusqu'à 7", "Stacks up to 99": "Se cumule jusqu'à 99", "Stacks up to 9999": "Se cumule jusqu'à 9999", "Stacks up to 999999": "Se cumule jusqu'à 999999", "Stacks up to {#}": "Se cumule jusqu'à {#}", "Stacks without limit": "Se cumule sans limite", "Staff Crafting Complete": "Fabrication de bâtons terminée", "Staff Crafting not completed": "Fabrication de bâton non terminée", "Stage 1": "Étape 1", "Stage 2": "Étape 2", "Stage 3": "Étape 3", "Stage 4": "Étape 4", "Staghare": "Staghare", "Staghare - Dungeon Settlers Wiki": "Staghare - Dungeon Settlers Wiki", "Staghare icon": "Staghare icon", "Stake 0": "Stake 0", "Stake 1": "Stake 1", "Stake 2": "Stake 2", "Stake 3": "Stake 3", "Stalling": "Stalling", "Standalone endless-dungeon mode, separate from the campaign regions: see the": "Mode de donjon sans fin autonome, distinct des régions de campagne : voir la", "Standard": "Standard", "Standard Forest (internal)": "Forêt standard (interne)", "Standard Guild Merchant Transaction": "Transaction Standard avec le Marchand de Guilde", "Standard triangle synergy combat.": "Combat de synergie triangulaire standard.", "Standard triangle synergy combat. - Dungeon Settlers Wiki": "Combat de synergie triangle standard. - Dungeon Settlers Wiki", "Standard triangle synergy combat. To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "Combat de synergie triangulaire standard. Pour éviter l'évolution, il est tactiquement avantageux d'abattre d'abord les têtards.", "Standard triangle synergy combat. plan": "Combat de synergie triangle standard. plan", "StandardFemale": "StandardFemale", "StandardMale": "StandardMale", "Standing Banner": "Bannière Debout", "Start a random": "Démarrer un aléatoire", "Start condition": "Condition de départ", "Start delay": "Délai de départ", "Start node": "Nœud de départ", "Start quest": "Démarrer la quête", "Start_": "Start_", "Started by": "Déclenché par", "Starting buildings:": "Bâtiments de départ :", "Starting characters": "Personnages de départ", "Starting coin holdings": "Réserve de pièces de départ", "Starting durability": "Durabilité initiale", "Starting gear (what this background hands a recruit in game):": "Équipement de départ (ce que ce parcours donne à une recrue en jeu) :", "Starting items": "Objets de départ", "Starting items (1)": "Objets de départ (1)", "Starting items (19)": "Objets de départ (19)", "Starting items (2)": "Objets de départ (2)", "Starting items (26)": "Objets de départ (26)", "Starting items (3)": "Objets de départ (3)", "Starting items (4)": "Objets de départ (4)", "Starting items (5)": "Objets de départ (5)", "Starting items (6)": "Objets de départ (6)", "Starting items (7)": "Objets de départ (7)", "Starting items:": "Objets de départ :", "Starting region": "Région de départ", "Starting stress (0 to 100)": "Stress initial (0 à 100)", "Starting talent sum": "Somme de talents de départ", "Starting units:": "Unités de départ :", "StartupMuteSec": "StartupMuteSec", "Stat": "Statistique", "Stat Sheet": "Fiche de statistiques", "Stat calculator": "Calculateur de caractéristiques", "Stat changes": "Modifications de stats", "Stat definitions - percent vs flat, defaults, caps.": "Définitions des stats - pourcentage vs valeur fixe, valeurs par défaut, plafonds.", "Stat pipeline": "Chaîne de calcul des stats", "Stat reference - percent vs flat, defaults": "Référence des stats - pourcentage vs valeur fixe, valeurs par défaut", "Stat source": "Source de stat", "Stat-grade scaling": "Progression par grade de statistique", "StatAbove_Mood_-10 && StatUnder_Mood_-5": "StatAbove_Mood_-10 && StatUnder_Mood_-5", "StatAbove_Mood_-20 && StatUnder_Mood_-10": "StatAbove_Mood_-20 && StatUnder_Mood_-10", "StatAbove_Mood_-99 && StatUnder_Mood_-10": "StatAbove_Mood_-99 && StatUnder_Mood_-10", "StatIncreaseFactorByOffering": "StatIncreaseFactorByOffering", "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20": "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20", "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20": "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20", "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40": "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40", "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20": "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20", "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40": "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40", "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20": "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20", "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60": "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60", "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100": "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100", "Station de cuisson": "Station de cuisson", "Station de cuisson - Dungeon Settlers Wiki": "Station de cuisson - Dungeon Settlers Wiki", "Station de recherche": "Station de recherche", "Station de recherche - Dungeon Settlers Wiki": "Station de recherche - Dungeon Settlers Wiki", "Station de travail de base": "Station de travail de base", "Station de travail de base - Dungeon Settlers Wiki": "Station de travail de base - Dungeon Settlers Wiki", "Station de travail de base / Établi du charpentier": "Station de travail de base / Établi du charpentier", "Station(s)": "Station(s)", "Statistique détaillée calculée en dernier lieu en tenant compte de": "Statistique détaillée calculée en dernier lieu en tenant compte de", "Statistique détaillée calculée en dernier lieu en tenant compte de Statistique principale, de l'équipement, des traits, etc.": "Statistique détaillée calculée en dernier lieu en tenant compte de Statistique principale, de l'équipement, des traits, etc.", "Statistique finale": "Statistique finale", "Statistique principale": "Statistique principale", "Stats augmentées / Empoisonné": "Stats augmentées / Empoisonné", "Stats défensives d'accessoire - desc": "Stats défensives d'accessoire - desc", "Stats défensives d'accessoire - name": "Stats défensives d'accessoire - name", "Stats offensives d'accessoire - desc": "Stats offensives d'accessoire - desc", "Stats offensives d'accessoire - name": "Stats offensives d'accessoire - name", "Stats utilitaires d'accessoire - desc": "Stats utilitaires d'accessoire - desc", "Stats utilitaires d'accessoire - name": "Stats utilitaires d'accessoire - name", "Statue de Devrik": "Statue de Devrik", "Statue de Devrik - Dungeon Settlers Wiki": "Statue de Devrik - Dungeon Settlers Wiki", "Statue de Devrik 2": "Statue de Devrik 2", "Statue de Devrik 2 - Dungeon Settlers Wiki": "Statue de Devrik 2 - Dungeon Settlers Wiki", "Statue de Devrik 2 icon": "Statue de Devrik 2 icon", "Statue de Devrik 3": "Statue de Devrik 3", "Statue de Devrik 3 - Dungeon Settlers Wiki": "Statue de Devrik 3 - Dungeon Settlers Wiki", "Statue de Devrik 3 icon": "Statue de Devrik 3 icon", "Statue de Devrik 4": "Statue de Devrik 4", "Statue de Devrik 4 - Dungeon Settlers Wiki": "Statue de Devrik 4 - Dungeon Settlers Wiki", "Statue de Devrik 4 icon": "Statue de Devrik 4 icon", "Statue de Devrik icon": "Statue de Devrik icon", "Statue de déesse en bois": "Statue de déesse en bois", "Statue de déesse en bois - Dungeon Settlers Wiki": "Statue de déesse en bois - Dungeon Settlers Wiki", "Statue de la déesse": "Statue de la déesse", "Statue de la déesse - Dungeon Settlers Wiki": "Statue de la déesse - Dungeon Settlers Wiki", "Statue de la déesse du donjon": "Statue de la déesse du donjon", "Statue de la déesse du donjon - Dungeon Settlers Wiki": "Statue de la déesse du donjon - Dungeon Settlers Wiki", "Statue de la déesse à la grâce éteinte": "Statue de la déesse à la grâce éteinte", "Statue de la déesse à la grâce éteinte - Dungeon Settlers Wiki": "Statue de la déesse à la grâce éteinte - Dungeon Settlers Wiki", "Status Values": "Valeurs de statut", "StatusResistance_": "StatusResistance_", "StatusTable.json": "StatusTable.json", "StatusValue": "StatusValue", "StatusValueTable.json": "StatusValueTable.json", "Status_": "Status_", "Statuses": "Statuts", "Statuses - Dungeon Settlers Wiki": "Statuts - Dungeon Settlers Wiki", "Statuts - Dungeon Settlers Wiki": "Statuts - Dungeon Settlers Wiki", "Stay stage 1": "Palier de séjour 1", "Stay stage 2": "Palier de séjour 2", "Stay stage 3": "Palier de séjour 3", "Stay stage 4": "Palier de séjour 4", "StayPenaltyTerm": "StayPenaltyTerm", "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "La Furtivité vous garde invisible et non ciblable à toute distance. Elle prend fin dès l'instant où vous infligez des dégâts.", "Stealth to reset, not to farm.": "La furtivité pour réinitialiser, pas pour farmer.", "Steam build id": "ID de build Steam", "Sticky bar": "Barre épinglée", "Still plainly...": "Toujours clairement...", "Still to earn": "Reste à gagner", "Stimulation d'énergie": "Stimulation d'énergie", "Stimulation d'énergie - Dungeon Settlers Wiki": "Stimulation d'énergie - Dungeon Settlers Wiki", "Stimulation d'énergie icon": "Stimulation d'énergie icône", "Stimulation des PV": "Stimulation des PV", "Stimulation des PV - Dungeon Settlers Wiki": "Stimulation des PV - Dungeon Settlers Wiki", "Stimulation des PV icon": "Stimulation des PV icône", "Stock caster": "Lanceur de sort standard", "Stock caster (default)": "Lanceur par défaut", "Stock caster level": "Niveau de lanceur par défaut", "Stock level": "Niveau standard", "Stock offered at": "Stock proposé à", "Stockage": "Stockage", "Stockage - Dungeon Settlers Wiki": "Stockage - Dungeon Settlers Wiki", "Stockage - desc": "Stockage - desc", "Stockage d'équipement": "Stockage d'équipement", "Stockage d'équipement - Dungeon Settlers Wiki": "Stockage d'équipement - Dungeon Settlers Wiki", "Stockage d'équipement en pierre": "Stockage d'équipement en pierre", "Stockage d'équipement en pierre - Dungeon Settlers Wiki": "Stockage d'équipement en pierre - Dungeon Settlers Wiki", "Stockage de base": "Stockage de base", "Stockage de butin": "Stockage de butin", "Stockage de consommables": "Stockage de consommables", "Stockage de consommables - Dungeon Settlers Wiki": "Stockage de consommables - Dungeon Settlers Wiki", "Stockage de consommables en pierre": "Stockage de consommables en pierre", "Stockage de consommables en pierre - Dungeon Settlers Wiki": "Stockage de consommables en pierre - Dungeon Settlers Wiki", "Stockage de munitions": "Stockage de munitions", "Stockage de nourriture": "Stockage de nourriture", "Stockage de nourriture - Dungeon Settlers Wiki": "Stockage de nourriture - Dungeon Settlers Wiki", "Stockage de nourriture en poterie": "Stockage de nourriture en poterie", "Stockage de nourriture en poterie - Dungeon Settlers Wiki": "Stockage de nourriture en poterie - Dungeon Settlers Wiki", "Stockage de projectiles": "Stockage de projectiles", "Stockage de projectiles - Dungeon Settlers Wiki": "Stockage de projectiles - Dungeon Settlers Wiki", "Stockage de projectiles en pierre": "Stockage de projectiles en pierre", "Stockage de projectiles en pierre - Dungeon Settlers Wiki": "Stockage de projectiles en pierre - Dungeon Settlers Wiki", "Stockage de ressources": "Stockage de ressources", "Stockage de ressources - Dungeon Settlers Wiki": "Stockage de ressources - Dungeon Settlers Wiki", "Stockage de ressources en pierre": "Stockage de ressources en pierre", "Stockage de ressources en pierre - Dungeon Settlers Wiki": "Stockage de ressources en pierre - Dungeon Settlers Wiki", "Stockage intermédiaire": "Stockage intermédiaire", "Stockage intermédiaire incomplet": "Stockage intermédiaire incomplet", "Stockage intermédiaire incomplet ➜ Stockage intermédiaire incomplet": "Stockage intermédiaire incomplet ➜ Stockage intermédiaire incomplet", "Stockage spécifique": "Stockage spécifique", "Stocke davantage de projectiles ensemble.": "Stocke davantage de projectiles ensemble.", "Stocke les ressources en plus grandes quantités.": "Stocke les ressources en plus grandes quantités.", "Stone Decoration": "Stone Decoration", "Stone Decoration - Dungeon Settlers Wiki": "Décoration en pierre - Dungeon Settlers Wiki", "Stone Dining Chair": "Chaise de salle à manger en pierre", "Stone Housing Complete": "Logement en pierre terminé", "Stone Raise 1": "Élévation de pierre 1", "Stone Raise 2": "Élévation de pierre 2", "Stone Raise 3": "Élévation de pierre 3", "Storage (10)": "Stockage (10)", "Storage (13)": "Storage (13)", "Storage buildings are used to ...": "Les bâtiments de stockage servent à ...", "Storage buildings are used to stor...": "Les bâtiments de stockage servent à rang...", "Storage capacity": "Capacité de stockage", "Storage_": "Storage_", "Storm splash": "Éclaboussure d'orage", "Story": "Histoire", "Strange Niche Remnant": "Strange Niche Remnant", "Strange Niche Remnant - Dungeon Settlers Wiki": "Reste de Niche Étrange - Dungeon Settlers Wiki", "Strange smiles spread across their faces.": "D'étranges sourires se propagent sur leurs visages.", "Strange smiles spread across their faces. \"Very well. Then we shall make you @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "D'étranges sourires se propagent sur leurs visages. \"Très bien. Alors, nous vous rendrons @##$@.\" En un instant, d'innombrables voix, images et fragments de connaissances inconnues inondent l'esprit de vous et des membres de l'expédition. Tout devient plus net qu'avant - mais avec cette clarté, vous comprenez aussi des vérités que vous n'auriez jamais voulu connaître. Quand vous reprenez vos esprits, les créatures ont déjà disparu. Vous percevez le monde plus clairement que jamais, mais vous ressentez en même temps une angoisse que vous ne pouvez pas expliquer.", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...": "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, shadows stretched long, and the wind would often turn cold the moment a stranger asked their name. But the curse that lasted longest was not some eerie power, but the memory of the people who feared them.": "Des choses étranges qui étaient difficiles à expliquer se produisaient souvent autour de {0}, qui était appelé un enfant maudit. Même par les beaux jours, les ombres s'étiraient longuement, et le vent devenait souvent froid au moment où un étranger lui demandait son nom. Mais la malédiction qui a duré le plus longtemps n'était pas une certaine puissance étrange, mais le souvenir des gens qui le craignaient.", "StrategyRule_": "StrategyRule_", "Strategy_": "Strategy_", "Strength -> derived": "Force -> dérivées", "Strength Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Bonus de Force : Positif GAMESYSTEM_Environment_{affecterName}", "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de Force : Négatif GAMESYSTEM_Environment_{affecterName}", "Strength, Constitution, Willpower, Intelligence, Agility, Perception": "Force, Constitution, Force de volonté, Intelligence, Agilité, Perception", "StrengthFortify": "StrengthFortify", "StrengthPerModifier_{0}": "StrengthPerModifier_{0}", "StrengthWeaken": "StrengthWeaken", "Strength_": "Strength_", "Stress": "Stress", "Stress - Dungeon Settlers Wiki": "Stress - Dungeon Settlers Wiki", "Stress - desc": "Stress - desc", "Stress at checkpoints": "Stress aux points de contrôle", "Stress at max -> Mental Break (Stress resets); max again during it -> instant death": "Stress au max -> Rupture mentale (le Stress se réinitialise) ; de nouveau au max pendant celle-ci -> mort instantanée", "Stress du combat": "Stress du combat", "Stress du combat - Dungeon Settlers Wiki": "Stress du combat - Dungeon Settlers Wiki", "Stress du combat icon": "Stress du combat icône", "Stress faible": "Stress faible", "Stress faible - Dungeon Settlers Wiki": "Stress faible - Dungeon Settlers Wiki", "Stress faible icon": "Stress faible icône", "Stress icon": "Stress icône", "Stress is at 0 and mood keeps it there.": "Le stress est à 0 et l'humeur l'y maintient.", "Stress is at the maximum.": "Le stress est au maximum.", "Stress max.": "Stress max.", "Stress max. - Dungeon Settlers Wiki": "Stress max. - Dungeon Settlers Wiki", "Stress max. icon": "Stress max. icône", "Stress maximal": "Stress maximal", "Stress maximal - Dungeon Settlers Wiki": "Stress maximal - Dungeon Settlers Wiki", "Stress maximal icon": "Stress maximal icône", "Stress never moves": "Le stress ne bouge jamais", "Stress over time projection": "Projection du stress dans le temps", "Stress reaches 0 in {#}": "Le stress atteint 0 dans {#}", "Stress reset on mental breakdown": "Réinitialisation du stress lors d'une dépression", "Stress très élevé": "Stress très élevé", "Stress very high": "Stress très élevé", "Stress élevé": "Stress élevé", "Stress élevé - Dungeon Settlers Wiki": "Stress élevé - Dungeon Settlers Wiki", "Stress élevé icon": "Stress élevé icône", "StressEffectApplyCondition": "StressEffectApplyCondition", "StressEffectCondition": "StressEffectCondition", "Stress_": "Stress_", "Stressed": "Stressé", "Stressed (40 to 80)": "Stressé (40 à 80)", "Strike 1": "Coup 1", "Strike 2": "Coup 2", "StringValues": "StringValues", "Strongest attack per enemy": "Attaque la plus puissante par ennemi", "Structure_": "Structure_", "Structures": "Structures", "Structures intérieures": "Structures intérieures", "Str×0.05": "Str×0.05", "Str×1": "Str×1", "Str×4": "Str×4", "Studies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.": "Les études 1-2 se trouvent dans le Voile du Silence ; les 3-4 dans le Terrier purulent.", "StunImmune": "StunImmune", "Stuns for 1s once 2 stacks build up, then the stacks reset.": "Étourdit pendant 1 s une fois 2 cumuls accumulés, puis les cumuls se réinitialisent.", "Sturdy Treasure Chest Remnant": "Sturdy Treasure Chest Remnant", "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre au trésor robuste - Dungeon Settlers Wiki", "Sub": "Secondaire", "Sub SP": "SP secondaire", "Sub SP left": "PC secondaires restants", "Sub quests": "Quêtes secondaires", "Sub skill trees": "Sous-arbres de compétences", "Sub skill trees - Sub SP": "Sous-arbres de compétences - PC secondaires", "Sub trees": "Arbres secondaires", "Sub trees:": "Sous-arbres :", "Sub-faction": "Sous-faction", "Sub:": "Secondaire :", "SubBuilding": "SubBuilding", "SubBuilding (3)": "Sous-bâtiment (3)", "SubFaction": "SubFaction", "SubSkillPointIncrease": "SubSkillPointIncrease", "SubSkillTreeMinCount": "SubSkillTreeMinCount", "SubType": "SubType", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 2 compétences": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 2 compétences", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 3 compétences": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 3 compétences", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 4 compétences": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 4 compétences", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 5 compétences": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 5 compétences", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Granted by 2 inscriptions and 2 skills": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 2 compétences", "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Granted by 2 inscriptions and 3 skills": "Subit *5 dégâts physiques par seconde par pile qui ignorent la défense Accordé par 2 inscriptions et 3 compétences", "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde.": "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde.", "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Accordé par 2 inscriptions et 10 compétences": "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Accordé par 2 inscriptions et 10 compétences", "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Accordé par 2 inscriptions et 11 compétences": "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Accordé par 2 inscriptions et 11 compétences", "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Granted by 2 inscriptions and 10 skills": "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Accordé par 2 inscriptions et 10 compétences", "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Granted by 2 inscriptions and 11 skills": "Subit des dégâts magiques ignorant la défense : pile * 3 par seconde. Accordé par 2 inscriptions et 11 compétences", "Subit des dégâts sans type ignorant la défense équivalant à 1% de": "Subit des dégâts sans type ignorant la défense équivalant à 1% de", "Subit des dégâts sans type ignorant la défense équivalant à 1% de Santé maximale toutes les 10 secondes. Cet effet ne peut pas se cumuler.": "Subit des dégâts sans type ignorant la défense équivalant à 1% de Santé maximale toutes les 10 secondes. Cet effet ne peut pas se cumuler.", "Subit des dégâts sans type ignorant la défense équivalant à 1% de Santé maximale toutes...": "Subit des dégâts sans type ignorant la défense équivalant à 1% de Santé maximale toutes...", "Submergé par sa présence, vous vous retrouvez incapable de bouger.": "Submergé par sa présence, vous vous retrouvez incapable de bouger.", "Such poor discipline? I'll be confiscating all of it.": "Une si mauvaise discipline? Je vais tout confisquer.", "Suffix:": "Suffixe :", "Suggestion": "Suggestion", "Suivant la voie du chevalier dès sa jeunesse en tant qu'écuyer,": "Suivant la voie du chevalier dès sa jeunesse en tant qu'écuyer,", "Suivant le souffle sur la neige qui n'a pas su devenir pluie, le flot des souvenirs flous se déverse comme l'eau d'amorçage.": "Suivant le souffle sur la neige qui n'a pas su devenir pluie, le flot des souvenirs flous se déverse comme l'eau d'amorçage.", "Summary Panels": "Panneaux de résumé", "Summary_Inventory": "Summary_Inventory", "Summary_Skill": "Summary_Skill", "Summary_Status": "Summary_Status", "Summary_WorkPlan": "Summary_WorkPlan", "Summon": "Invocation", "Summon HP = your MAtk ×1 + base HP; summon MAtk = your MAtk ×0.5 + base MAtk (disassembly-verified). Summon abilities read your": "PV de l'invocation = votre AtqM ×1 + PV de base ; AtqM de l'invocation = votre AtqM ×0.5 + AtqM de base (vérifié par désassemblage). Les compétences d'invocation lisent votre", "Summon Ladybug": "Invoquer la coccinelle", "Summon Ladybug - Dungeon Settlers Wiki": "Summon Ladybug - Dungeon Settlers Wiki", "Summon Ladybug Count": "Nombre de coccinelles invoquées", "Summon Ladybug Count - Dungeon Settlers Wiki": "Nombre de coccinelles invoquées - Dungeon Settlers Wiki", "Summon Ladybug Count icon": "Nombre de coccinelles invoquées icon", "Summon Ladybug icon": "Icône de Summon Ladybug", "Summon Magic Attack": "Attaque magique de l'invocation", "Summon Max HP": "PV max de l'invocation", "Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP": "PV max de l'invocation = (Puissance d'attaque magique de l'invocateur x 1,0) + les PV de base de l'invocation", "Summon calculator": "Calculateur d'invocation", "Summon inherits the summoner's current HP/energy ratios": "L'invocation hérite des ratios PV/énergie actuels de l'invocateur", "Summon output, over the summon's lifetime (the cast itself deals no hit)": "Production de l'invocation, sur la durée de vie de l'invocation (le lancement lui-même n'inflige aucun coup)", "Summon scaling": "Mise à l'échelle des invocations", "Summon spam + Ebb and Flow + Extra Bubble": "Spam d'invocations + Flux et reflux + Bulle supplémentaire", "Summon stats are derived from the summoner: HP = summoner Magic Attack ×1 + base HP; summon Magic Attack = summoner Magic Attack ×0.5 + base. The stat card above shows raw table base values.": "Les statistiques d'invocation sont dérivées de l'invocateur : HP = Attaque magique de l'invocateur ×1 + HP de base ; Attaque magique de l'invocation = Attaque magique de l'invocateur ×0.5 + base. La carte de statistiques ci-dessus affiche les valeurs de base brutes de la table.", "Summon {0} 'Bubblings' at the designated location. Bubblings attack nearby enemies, and upon death they explode, dealing...": "Invoquez {0} 'Bubblings' à l'emplacement désigné. Les Bubblings attaquent les ennemis proches, et à la mort ils explosent, infligeant...", "Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "Puissance d'attaque magique propre de l'invocation = (Puissance d'attaque magique de l'invocateur x 0,5) + la Puissance d'attaque magique de base de l'invocation", "Summonable units": "Unités invocables", "Summoned Creatures": "Créatures invoquées", "Summoned Creatures - Dungeon Settlers Wiki": "Créatures invoquées - Dungeon Settlers Wiki", "Summoned Creatures guide": "guide des Créatures invoquées", "Summoned by": "Invoqué par", "Summoned by:": "Invoqué par :", "Summoned or placed by": "Invoqué ou placé par", "Summoned or placed by {#}.": "Invoqué ou placé par {#}.", "Summoned unit": "Unité invoquée", "Summoned units": "Unités invoquées", "Summoner": "Invocateur", "Summoner Magic Attack": "Attaque magique de l'invocateur", "Summoner mage": "Mage invocateur", "Summons": "Invocations", "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "Les invocations (Bubblings, Crapaud à Bulles, Ladybug...) évoluent en fonction de la", "Summons 1": "Invoque 1", "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of": "Invoque 1 'Bulle' à l'endroit désigné. Les Bulles attaquent les ennemis proches et explosent à la mort, infligeant des dégâts magiques égaux à 100% de", "Summons 2": "Invocations 2", "Summons 3 ladybug(s) at random empty locations within 3 tiles.": "Invoque 3 coccinelle(s) à des emplacements vides aléatoires dans un rayon de 3 cases.", "Summons Bubbleling: HP = your Puissance d'attaque magique + 0 = 88, Puissance d'attaque magique = half your Puissance d'attaque magique + 0 = 44 (base Puissance d'attaque physique 50.7, attack speed 0.3). Up to 2 on the field. Attacks with Tacle à bulles (100% magic, range 1)": "Invoque Bubbleling : PV = votre Puissance d'attaque magique + 0 = 88, Puissance d'attaque magique = la moitié de votre Puissance d'attaque magique + 0 = 44 (Puissance d'attaque physique de base 50.7, vitesse d'attaque 0.3). Jusqu'à 2 sur le terrain. Attaque avec Tacle à bulles (100% magiques, portée 1)", "Summons Crapaud à Bulles: HP = your Puissance d'attaque magique + 300 = 388, Puissance d'attaque magique = half your Puissance d'attaque magique + 16.9 = 61 (base Puissance d'attaque physique 50.7, attack speed 0.3). Consumes 2 Bubbleling. Up to 1 on the field. Attacks with Estocade de langue (100% magic, range 1)": "Invoque Crapaud à Bulles : PV = votre Puissance d'attaque magique + 300 = 388, Puissance d'attaque magique = moitié de votre Puissance d'attaque magique + 16.9 = 61 (Puissance d'attaque physique de base 50.7, vitesse d'attaque 0.3). Consomme 2 Bubbleling. Jusqu'à 1 sur le terrain. Attaque avec Estocade de langue (100% magique, portée 1)", "Summons {#}": "Invoque {#}", "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "Invoque {#} : PV = votre {#} + {#} = {#}, {#} = la moitié de votre {#} + {#} = {#}", "Summons {0} 'Bubbling(s)' at the designated location. Bubblings attack nearby enemies, and on death they explode, dealin...": "Invoque {0} 'Bulle(s)' à l'endroit désigné. Les Bulles attaquent les ennemis proches, et à la mort elles explosent, infligeant...", "Summons:": "Invoque :", "Sunny Wet": "Ensoleillé et humide", "Sunny Wet - Dungeon Settlers Wiki": "Ensoleillé humide - Dungeon Settlers Wiki", "Sunny Wet icon": "Ensoleillé humide icon", "Support de bannière": "Support de bannière", "Support de bannière - Dungeon Settlers Wiki": "Support de bannière - Dungeon Settlers Wiki", "Support de bannière blanche": "Support de bannière blanche", "Support de bannière blanche - Dungeon Settlers Wiki": "Support de bannière blanche - Dungeon Settlers Wiki", "Support de bannière bleue": "Support de bannière bleue", "Support de bannière bleue - Dungeon Settlers Wiki": "Support de bannière bleue - Dungeon Settlers Wiki", "Support de bannière jaune": "Support de bannière jaune", "Support de bannière jaune - Dungeon Settlers Wiki": "Support de bannière jaune - Dungeon Settlers Wiki", "Support de bannière noire": "Support de bannière noire", "Support de bannière noire - Dungeon Settlers Wiki": "Support de bannière noire - Dungeon Settlers Wiki", "Support de lanterne": "Support de lanterne", "Support de lanterne - Dungeon Settlers Wiki": "Support de lanterne - Dungeon Settlers Wiki", "Support de torche": "Support de torche", "Support de torche - Dungeon Settlers Wiki": "Support de torche - Dungeon Settlers Wiki", "Support wagons": "Chariots de soutien", "Suppression des épines de la colonie": "Suppression des épines de la colonie", "Supprime": "Supprime", "Supprime Immobilisation et Lent qui vous sont accordés et gagne Célérité pendant 5 secondes. 4 énergie - 20s de recharge Effets : • Immobilisation (retire): Impossible de se déplacer depuis la position actuelle. • Lent (retire): -30% Vitesse de déplacement • Célérité (sur l'utilisateur): +40% Vitesse de déplacement": "Supprime Immobilisation et Lent qui vous sont accordés et gagne Célérité pendant 5 secondes. 4 énergie - 20s de recharge Effets : • Immobilisation (retire): Impossible de se déplacer depuis la position actuelle. • Lent (retire): -30% Vitesse de déplacement • Célérité (sur l'utilisateur): +40% Vitesse de déplacement", "Supprimez les obstacles autour de votre colonie pour l'agrandir.": "Supprimez les obstacles autour de votre colonie pour l'agrandir.", "Supprimé (1)": "Supprimé (1)", "Supprimé (15)": "Supprimé (15)", "Supprimé (22)": "Supprimé (22)", "Supprimé (3)": "Supprimé (3)", "Supprimé (5)": "Supprimé (5)", "Supprimé (63)": "Supprimé (63)", "Supprimé (8)": "Supprimé (8)", "Supreme Mana Stones": "Pierres de mana suprêmes", "Sur ces mots, le corbeau disparaît dans l'obscurité au bruit rude de ses ailes.": "Sur ces mots, le corbeau disparaît dans l'obscurité au bruit rude de ses ailes.", "Sur ces mots, le corbeau déploie ses ailes sombres et disparaît dans le ciel.": "Sur ces mots, le corbeau déploie ses ailes sombres et disparaît dans le ciel.", "Sur le champ de bataille, son épée est son alliée la plus fidèle.": "Sur le champ de bataille, son épée est son alliée la plus fidèle.", "Surchargé": "Surchargé", "Surchargé - Dungeon Settlers Wiki": "Surchargé - Dungeon Settlers Wiki", "Surchargé icon": "Icône Surchargé", "Surely the Expedi...": "Sûrement l'Expédi...", "Surmontez l'obscurité pour augmenter la visibilité la nuit de 3": "Surmontez l'obscurité pour augmenter la visibilité la nuit de 3", "SurpisedDuration": "SurpisedDuration", "Surpris": "Surpris", "Surpris - Dungeon Settlers Wiki": "Surpris - Dungeon Settlers Wiki", "Surpris icon": "Surpris icône", "Surround yourself with a cloak of flame, granting yourself a": "Enveloppez-vous d'un manteau de flamme, vous accordant un", "Surround yourself with a cloak of flame, granting yourself a Bouclier equal to {1}% of Puissance d'attaque magique for {0} seconds, dealing {2}% of Puissance d'attaque magique as magic damage p": "Entourez-vous d'un manteau de flammes, vous accordant un Bouclier égal à {1}% de Puissance d'attaque magique pendant {0} secondes, infligeant {2}% de Puissance d'attaque magique en tant que dégâts magiques p", "Surrounding units": "Unités environnantes", "Surrounding vision range. Fog of War is updated based on this value. In the prototype, there is no 'final stat' for this value yet. Going forward, each unit will need to be given a final Vision stat. For example, how much of the map is revealed by vision could differ depending on whether a torch is used, etc.": "Portée de vision environnante. Le brouillard de guerre est mis à jour d'après cette valeur. Dans le prototype, il n'y a pas encore de « stat finale » pour cette valeur. À l'avenir, chaque unité devra recevoir une stat de Vision finale. Par exemple, la portion de carte révélée par la vision pourrait différer selon qu'une torche est utilisée ou non, etc.", "Sursaturation de mana": "Sursaturation de mana", "Sursaturation de mana - Dungeon Settlers Wiki": "Sursaturation de mana - Dungeon Settlers Wiki", "Sursaturation de mana icon": "Sursaturation de mana icon", "Survival": "Survie", "Survivant": "Survivant", "Survivant - Dungeon Settlers Wiki": "Survivant - Dungeon Settlers Wiki", "Survivant icon": "Icône Survivant", "Survivre, c'est gagner. Peu importe la méthode.": "Survivre, c'est gagner. Peu importe la méthode.", "Sustained DPS": "DPS soutenu", "Swarming Fleas GAMESYSTEM_Environment_{affecterName}": "Puces grouillantes GAMESYSTEM_Environment_{affecterName}", "SwarmingFleaEnv": "SwarmingFleaEnv", "Swing the greatsword vertically with force to deal physical damage equal to {0}% of physical attack power to units on th...": "Balancer l'épée à deux mains verticalement avec force pour infliger des dégâts physiques égaux à {0}% de la puissance d'attaque physique aux unités sur le...", "Swings the greatsword down hard vertically, dealing physical damage equal to {0}% of physical attack power to units on t...": "Balance la grande épée vers le bas vigoureusement en vertical, infligeant des dégâts physiques égaux à {0}% de la puissance d'attaque physique aux unités sur...", "Swirling Tide (water boss)": "Marée Tourbillonnante (boss d'eau)", "Sword Duelist": "Duelliste à l'épée", "Sword equipped": "Épée équipée", "Sword melee": "Corps à corps à l'épée", "Sword tree (Chain Slash)": "Arbre de l'épée (Taillade enchaînée)", "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "Arbre de l'épée (Dual Request) ou arbre du bouclier (Provocation du gardien)", "Sword, Blunt (plus gated Dagger, Axe, Spear) - can use a shield": "Épée, Contondant (plus Dague, Hache, Lance verrouillées) - peuvent utiliser un bouclier", "Symbiotic Insect": "Insecte symbiotique", "Symbiotic Insect - Dungeon Settlers Wiki": "Symbiotic Insect - Dungeon Settlers Wiki", "Symbiotic Insect Effect": "Effet d'insecte symbiotique", "Symbiotic Insect Effect - Dungeon Settlers Wiki": "Effet d'insecte symbiotique - Dungeon Settlers Wiki", "Symbiotic Insect Effect icon": "Effet d'insecte symbiotique icon", "Symbiotic Insect icon": "Symbiotic Insect icon", "Synergies": "Synergies", "Synergies - Dungeon Settlers Wiki": "Synergies - Dungeon Settlers Wiki", "System (9)": "Système (9)", "System base hit chance": "Chance de toucher de base du système", "Système d'humeur : reflète les sentiments actuels de l'unité": "Système d'humeur : reflète les sentiments actuels de l'unité", "Système de besoins de la colonie (faim / repos / épuisement)": "Système de besoins de la colonie (faim / repos / épuisement)", "Système de sommeil / repos": "Système de sommeil / repos", "Système de statut de combat : appliqué tant que la condition de déclenchement est remplie": "Système de statut de combat : appliqué tant que la condition de déclenchement est remplie", "Système de tâches de la colonie : appliqué pendant l'exécution de la tâche": "Système de tâches de la colonie : appliqué pendant l'exécution de la tâche", "Séchage": "Séchage", "Séchoir": "Séchoir", "Séchoir - Dungeon Settlers Wiki": "Séchoir - Dungeon Settlers Wiki", "Séchoir à peaux de chasseurs": "Séchoir à peaux de chasseurs", "Séchoir à peaux de chasseurs - Dungeon Settlers Wiki": "Séchoir à peaux de chasseurs - Dungeon Settlers Wiki", "Séjour au Donjon (D3)": "Séjour au Donjon (D3)", "Séjour au Donjon (D3) - Dungeon Settlers Wiki": "Séjour au Donjon (D3) - Dungeon Settlers Wiki", "Séjour au Donjon (D3) icon": "Séjour au Donjon (D3) icône", "Séjour en Donjon (D4)": "Séjour en Donjon (D4)", "Séjour en Donjon (D4) - Dungeon Settlers Wiki": "Séjour en Donjon (D4) - Dungeon Settlers Wiki", "Séjour en Donjon (D4) icon": "Séjour en Donjon (D4) icône", "Séjour en donjon (D1)": "Séjour en donjon (D1)", "Séjour en donjon (D1) - Dungeon Settlers Wiki": "Séjour en donjon (D1) - Dungeon Settlers Wiki", "Séjour en donjon (D1) icon": "Séjour en donjon (D1) icône", "Séjour en donjon (D2)": "Séjour en donjon (D2)", "Séjour en donjon (D2) - Dungeon Settlers Wiki": "Séjour en donjon (D2) - Dungeon Settlers Wiki", "Séjour en donjon (D2) icon": "Séjour en donjon (D2) icône", "Sélection d'une unité: 1~9": "Sélection d'une unité: 1~9", "Sélection et résumé": "Sélection et résumé", "Sélection et résumé - desc": "Sélection et résumé - desc", "Sélection multiple": "Sélection multiple", "Sélection multiple - desc": "Sélection multiple - desc", "Sélectionner l'unité 1": "Sélectionner l'unité 1", "Sélectionner l'unité 10": "Sélectionner l'unité 10", "Sélectionner l'unité 2": "Sélectionner l'unité 2", "Sélectionner l'unité 3": "Sélectionner l'unité 3", "Sélectionner l'unité 4": "Sélectionner l'unité 4", "Sélectionner l'unité 5": "Sélectionner l'unité 5", "Sélectionner l'unité 6": "Sélectionner l'unité 6", "Sélectionner l'unité 7": "Sélectionner l'unité 7", "Sélectionner l'unité 8": "Sélectionner l'unité 8", "Sélectionner l'unité 9": "Sélectionner l'unité 9", "Sélectionner toutes les unités": "Sélectionner toutes les unités", "Sélectionner un objet: Clic gauche": "Sélectionner un objet: Clic gauche", "Sélectionnez une unité et interagissez avec le portail du camp pour planifier une expédition. Choisissez la destination, les participants et les objets.": "Sélectionnez une unité et interagissez avec le portail du camp pour planifier une expédition. Choisissez la destination, les participants et les objets.", "Séquelle d'un état proche de la mort": "Séquelle d'un état proche de la mort", "Séquelle d'un état proche de la mort - Dungeon Settlers Wiki": "Séquelle d'un état proche de la mort - Dungeon Settlers Wiki", "Séquelle d'un état proche de la mort icon": "Séquelle d'un état proche de la mort icône", "Sérum : Engourdissement": "Sérum : Engourdissement", "Sérum : Engourdissement - Dungeon Settlers Wiki": "Sérum : Engourdissement - Dungeon Settlers Wiki", "Sérum : Engourdissement icon": "Icône Sérum : Engourdissement", "Sérum : Fragilité": "Sérum : Fragilité", "Sérum : Fragilité - Dungeon Settlers Wiki": "Sérum : Fragilité - Dungeon Settlers Wiki", "Sérum : Fragilité icon": "Icône Sérum : Fragilité", "Sérum : Hallucination": "Sérum : Hallucination", "Sérum : Hallucination - Dungeon Settlers Wiki": "Sérum : Hallucination - Dungeon Settlers Wiki", "Sérum : Hallucination icon": "Icône Sérum : Hallucination", "Sérum Noir": "Sérum Noir", "Sérum Noir - Dungeon Settlers Wiki": "Sérum Noir - Dungeon Settlers Wiki", "Sérum Noir portée et zone affichées sur une salle de donjon": "Sérum Noir portée et zone affichées sur une salle de donjon", "Sérum noir": "Sérum noir", "Sérum noir - Dungeon Settlers Wiki": "Sérum noir - Dungeon Settlers Wiki", "Sérum noir icon": "Sérum noir icon", "Sérum: Affaiblissement": "Sérum: Affaiblissement", "Sérum: Affaiblissement - Dungeon Settlers Wiki": "Sérum: Affaiblissement - Dungeon Settlers Wiki", "Sérum: Affaiblissement icon": "Icône Sérum: Affaiblissement", "Sérum: Oubli": "Sérum: Oubli", "Sérum: Oubli - Dungeon Settlers Wiki": "Sérum: Oubli - Dungeon Settlers Wiki", "Sérum: Oubli icon": "Icône Sérum: Oubli", "Sérum: Vide": "Sérum: Vide", "Sérum: Vide - Dungeon Settlers Wiki": "Sérum: Vide - Dungeon Settlers Wiki", "Sérum: Vide icon": "Icône Sérum: Vide", "Sérénité silencieuse": "Sérénité silencieuse", "Sérénité silencieuse - Dungeon Settlers Wiki": "Sérénité silencieuse - Dungeon Settlers Wiki", "Sérénité silencieuse icon": "Sérénité silencieuse icon", "Sévèrement épuisé": "Sévèrement épuisé", "Sévèrement épuisé - Dungeon Settlers Wiki": "Sévèrement épuisé - Dungeon Settlers Wiki", "Sévèrement épuisé icon": "Sévèrement épuisé icône", "TALENT PER-MODIFIER RANGES": "PLAGES PAR MODIFICATEUR DE TALENT", "TALENT ROLL RANGES": "PLAGES DE JETS DE TALENT", "TEXTKEY_AFFECTER_AbundantRation_DESC": "TEXTKEY_AFFECTER_AbundantRation_DESC", "TEXTKEY_AFFECTER_AbundantRation_NAME": "TEXTKEY_AFFECTER_AbundantRation_NAME", "TEXTKEY_AFFECTER_Adventurous_DESC": "TEXTKEY_AFFECTER_Adventurous_DESC", "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR": "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR", "TEXTKEY_AFFECTER_BeastForest_DESC": "TEXTKEY_AFFECTER_BeastForest_DESC", "TEXTKEY_AFFECTER_Bleeding_DESC": "TEXTKEY_AFFECTER_Bleeding_DESC", "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC": "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC", "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR": "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR", "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME": "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME", "TEXTKEY_AFFECTER_BloomingNature_DESC": "TEXTKEY_AFFECTER_BloomingNature_DESC", "TEXTKEY_AFFECTER_BloomingNature_NAME": "TEXTKEY_AFFECTER_BloomingNature_NAME", "TEXTKEY_AFFECTER_BlueBlood_DESC": "TEXTKEY_AFFECTER_BlueBlood_DESC", "TEXTKEY_AFFECTER_BlueBlood_FLAVOR": "TEXTKEY_AFFECTER_BlueBlood_FLAVOR", "TEXTKEY_AFFECTER_BlueBlood_NAME": "TEXTKEY_AFFECTER_BlueBlood_NAME", "TEXTKEY_AFFECTER_BlueBlood_SUBNAME": "TEXTKEY_AFFECTER_BlueBlood_SUBNAME", "TEXTKEY_AFFECTER_BlueGoblin_DESC": "TEXTKEY_AFFECTER_BlueGoblin_DESC", "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR": "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR", "TEXTKEY_AFFECTER_BlueGoblin_NAME": "TEXTKEY_AFFECTER_BlueGoblin_NAME", "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME": "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME", "TEXTKEY_AFFECTER_BraceStance_DESC": "TEXTKEY_AFFECTER_BraceStance_DESC", "TEXTKEY_AFFECTER_BraceStance_FLAVOR": "TEXTKEY_AFFECTER_BraceStance_FLAVOR", "TEXTKEY_AFFECTER_BraceStance_NAME": "TEXTKEY_AFFECTER_BraceStance_NAME", "TEXTKEY_AFFECTER_BraceStance_SUBNAME": "TEXTKEY_AFFECTER_BraceStance_SUBNAME", "TEXTKEY_AFFECTER_Burning_DESC": "TEXTKEY_AFFECTER_Burning_DESC", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME", "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC": "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC", "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR": "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR", "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME", "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME", "TEXTKEY_AFFECTER_Congestion_DESC": "TEXTKEY_AFFECTER_Congestion_DESC", "TEXTKEY_AFFECTER_Congestion_FLAVOR": "TEXTKEY_AFFECTER_Congestion_FLAVOR", "TEXTKEY_AFFECTER_Congestion_NAME": "TEXTKEY_AFFECTER_Congestion_NAME", "TEXTKEY_AFFECTER_Congestion_SUBNAME": "TEXTKEY_AFFECTER_Congestion_SUBNAME", "TEXTKEY_AFFECTER_CurseOfDead_DESC": "TEXTKEY_AFFECTER_CurseOfDead_DESC", "TEXTKEY_AFFECTER_CurseOfDead_NAME": "TEXTKEY_AFFECTER_CurseOfDead_NAME", "TEXTKEY_AFFECTER_DiffusiveFlame_DESC": "TEXTKEY_AFFECTER_DiffusiveFlame_DESC", "TEXTKEY_AFFECTER_DiffusiveFlame_NAME": "TEXTKEY_AFFECTER_DiffusiveFlame_NAME", "TEXTKEY_AFFECTER_DullTongue_DESC": "TEXTKEY_AFFECTER_DullTongue_DESC", "TEXTKEY_AFFECTER_DullTongue_FLAVOR": "TEXTKEY_AFFECTER_DullTongue_FLAVOR", "TEXTKEY_AFFECTER_ElasticityInscription_DESC": "TEXTKEY_AFFECTER_ElasticityInscription_DESC", "TEXTKEY_AFFECTER_ElderGlothSoul_DESC": "TEXTKEY_AFFECTER_ElderGlothSoul_DESC", "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR": "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR", "TEXTKEY_AFFECTER_ElderGlothSoul_NAME": "TEXTKEY_AFFECTER_ElderGlothSoul_NAME", "TEXTKEY_AFFECTER_Elf_FLAVOR": "TEXTKEY_AFFECTER_Elf_FLAVOR", "TEXTKEY_AFFECTER_EnergyBoost_DESC": "TEXTKEY_AFFECTER_EnergyBoost_DESC", "TEXTKEY_AFFECTER_EnergyBoost_NAME": "TEXTKEY_AFFECTER_EnergyBoost_NAME", "TEXTKEY_AFFECTER_EnvelopingTide_DESC": "TEXTKEY_AFFECTER_EnvelopingTide_DESC", "TEXTKEY_AFFECTER_EnvelopingTide_NAME": "TEXTKEY_AFFECTER_EnvelopingTide_NAME", "TEXTKEY_AFFECTER_EyeBallSoul_DESC": "TEXTKEY_AFFECTER_EyeBallSoul_DESC", "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR": "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR", "TEXTKEY_AFFECTER_EyeBallSoul_NAME": "TEXTKEY_AFFECTER_EyeBallSoul_NAME", "TEXTKEY_AFFECTER_ForestTeaching_DESC": "TEXTKEY_AFFECTER_ForestTeaching_DESC", "TEXTKEY_AFFECTER_ForgottenIdol_DESC": "TEXTKEY_AFFECTER_ForgottenIdol_DESC", "TEXTKEY_AFFECTER_FrenziedBall_DESC": "TEXTKEY_AFFECTER_FrenziedBall_DESC", "TEXTKEY_AFFECTER_FrenziedBall_NAME": "TEXTKEY_AFFECTER_FrenziedBall_NAME", "TEXTKEY_AFFECTER_FullMoonWolf_DESC": "TEXTKEY_AFFECTER_FullMoonWolf_DESC", "TEXTKEY_AFFECTER_FullMoonWolf_NAME": "TEXTKEY_AFFECTER_FullMoonWolf_NAME", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME", "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC": "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC", "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR", "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME", "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME", "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC": "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC", "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME": "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME", "TEXTKEY_AFFECTER_GraveDisgraced_DESC": "TEXTKEY_AFFECTER_GraveDisgraced_DESC", "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR": "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR", "TEXTKEY_AFFECTER_GraveDisgraced_NAME": "TEXTKEY_AFFECTER_GraveDisgraced_NAME", "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME": "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME", "TEXTKEY_AFFECTER_GreatestWarrior_DESC": "TEXTKEY_AFFECTER_GreatestWarrior_DESC", "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR": "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR", "TEXTKEY_AFFECTER_GreatestWarrior_NAME": "TEXTKEY_AFFECTER_GreatestWarrior_NAME", "TEXTKEY_AFFECTER_HealthBoost_DESC": "TEXTKEY_AFFECTER_HealthBoost_DESC", "TEXTKEY_AFFECTER_HealthBoost_NAME": "TEXTKEY_AFFECTER_HealthBoost_NAME", "TEXTKEY_AFFECTER_HoldingFuneral_DESC": "TEXTKEY_AFFECTER_HoldingFuneral_DESC", "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR": "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR", "TEXTKEY_AFFECTER_HoldingFuneral_NAME": "TEXTKEY_AFFECTER_HoldingFuneral_NAME", "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME": "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME", "TEXTKEY_AFFECTER_Hyperopia_DESC": "TEXTKEY_AFFECTER_Hyperopia_DESC", "TEXTKEY_AFFECTER_Hyperopia_FLAVOR": "TEXTKEY_AFFECTER_Hyperopia_FLAVOR", "TEXTKEY_AFFECTER_Hyperopia_NAME": "TEXTKEY_AFFECTER_Hyperopia_NAME", "TEXTKEY_AFFECTER_Hyperopia_SUBNAME": "TEXTKEY_AFFECTER_Hyperopia_SUBNAME", "TEXTKEY_AFFECTER_Impatient _DESC": "TEXTKEY_AFFECTER_Impatient _DESC", "TEXTKEY_AFFECTER_Impatient _FLAVOR": "TEXTKEY_AFFECTER_Impatient _FLAVOR", "TEXTKEY_AFFECTER_Impatient _NAME": "TEXTKEY_AFFECTER_Impatient _NAME", "TEXTKEY_AFFECTER_Impatient_DESC": "TEXTKEY_AFFECTER_Impatient_DESC", "TEXTKEY_AFFECTER_Impatient_FLAVOR": "TEXTKEY_AFFECTER_Impatient_FLAVOR", "TEXTKEY_AFFECTER_Impatient_NAME": "TEXTKEY_AFFECTER_Impatient_NAME", "TEXTKEY_AFFECTER_Initiative_DESC": "TEXTKEY_AFFECTER_Initiative_DESC", "TEXTKEY_AFFECTER_Initiative_FLAVOR": "TEXTKEY_AFFECTER_Initiative_FLAVOR", "TEXTKEY_AFFECTER_Initiative_NAME": "TEXTKEY_AFFECTER_Initiative_NAME", "TEXTKEY_AFFECTER_Initiative_SUBNAME": "TEXTKEY_AFFECTER_Initiative_SUBNAME", "TEXTKEY_AFFECTER_InjectedTruth_DESC": "TEXTKEY_AFFECTER_InjectedTruth_DESC", "TEXTKEY_AFFECTER_InjectedTruth_NAME": "TEXTKEY_AFFECTER_InjectedTruth_NAME", "TEXTKEY_AFFECTER_LeadershipElf_DESC": "TEXTKEY_AFFECTER_LeadershipElf_DESC", "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR": "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR", "TEXTKEY_AFFECTER_LeadershipElf_NAME": "TEXTKEY_AFFECTER_LeadershipElf_NAME", "TEXTKEY_AFFECTER_LeadershipHuman_DESC": "TEXTKEY_AFFECTER_LeadershipHuman_DESC", "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR": "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR", "TEXTKEY_AFFECTER_LeadershipHuman_NAME": "TEXTKEY_AFFECTER_LeadershipHuman_NAME", "TEXTKEY_AFFECTER_LeadershipLizard_DESC": "TEXTKEY_AFFECTER_LeadershipLizard_DESC", "TEXTKEY_AFFECTER_LeadershipLizard_FLAVOR": "TEXTKEY_AFFECTER_LeadershipLizard_FLAVOR", "TEXTKEY_AFFECTER_LeadershipLizard_NAME": "TEXTKEY_AFFECTER_LeadershipLizard_NAME", "TEXTKEY_AFFECTER_LeadershipLycan_DESC": "TEXTKEY_AFFECTER_LeadershipLycan_DESC", "TEXTKEY_AFFECTER_LeadershipLycan_FLAVOR": "TEXTKEY_AFFECTER_LeadershipLycan_FLAVOR", "TEXTKEY_AFFECTER_LeadershipLycan_NAME": "TEXTKEY_AFFECTER_LeadershipLycan_NAME", "TEXTKEY_AFFECTER_Leadership_DESC": "TEXTKEY_AFFECTER_Leadership_DESC", "TEXTKEY_AFFECTER_Leadership_FLAVOR": "TEXTKEY_AFFECTER_Leadership_FLAVOR", "TEXTKEY_AFFECTER_Leadership_NAME": "TEXTKEY_AFFECTER_Leadership_NAME", "TEXTKEY_AFFECTER_LizardMan_DESC": "TEXTKEY_AFFECTER_LizardMan_DESC", "TEXTKEY_AFFECTER_Lycan_DESC": "TEXTKEY_AFFECTER_Lycan_DESC", "TEXTKEY_AFFECTER_Lycan_FLAVOR": "TEXTKEY_AFFECTER_Lycan_FLAVOR", "TEXTKEY_AFFECTER_Lycan_NAME": "TEXTKEY_AFFECTER_Lycan_NAME", "TEXTKEY_AFFECTER_NocturnalDayTime_DESC": "TEXTKEY_AFFECTER_NocturnalDayTime_DESC", "TEXTKEY_AFFECTER_NocturnalDayTime_FLAVOR": "TEXTKEY_AFFECTER_NocturnalDayTime_FLAVOR", "TEXTKEY_AFFECTER_NocturnalDayTime_NAME": "TEXTKEY_AFFECTER_NocturnalDayTime_NAME", "TEXTKEY_AFFECTER_NocturnalDayTime_SUBNAME": "TEXTKEY_AFFECTER_NocturnalDayTime_SUBNAME", "TEXTKEY_AFFECTER_NocturnalNightTime_DESC": "TEXTKEY_AFFECTER_NocturnalNightTime_DESC", "TEXTKEY_AFFECTER_NocturnalNightTime_FLAVOR": "TEXTKEY_AFFECTER_NocturnalNightTime_FLAVOR", "TEXTKEY_AFFECTER_NocturnalNightTime_NAME": "TEXTKEY_AFFECTER_NocturnalNightTime_NAME", "TEXTKEY_AFFECTER_NocturnalNightTime_SUBNAME": "TEXTKEY_AFFECTER_NocturnalNightTime_SUBNAME", "TEXTKEY_AFFECTER_PioneeringSpirit_DESC": "TEXTKEY_AFFECTER_PioneeringSpirit_DESC", "TEXTKEY_AFFECTER_PioneeringSpirit_FLAVOR": "TEXTKEY_AFFECTER_PioneeringSpirit_FLAVOR", "TEXTKEY_AFFECTER_PioneeringSpirit_NAME": "TEXTKEY_AFFECTER_PioneeringSpirit_NAME", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_FLAVOR": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_FLAVOR", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_NAME": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_NAME", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_SUBNAME": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_SUBNAME", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_FLAVOR": "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_FLAVOR", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_NAME": "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_NAME", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_SUBNAME": "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_SUBNAME", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_FLAVOR": "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_FLAVOR", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_NAME": "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_NAME", "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_SUBNAME": "TEXTKEY_AFFECTER_PlayInImpressiveRecreationRoom_SUBNAME", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_FLAVOR": "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_FLAVOR", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_NAME": "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_NAME", "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_SUBNAME": "TEXTKEY_AFFECTER_PlayInLuxuriousRecreationRoom_SUBNAME", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_FLAVOR": "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_FLAVOR", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_NAME": "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_NAME", "TEXTKEY_AFFECTER_PlayInMediocreRecreationRoom_SUBNAME": 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"TEXTKEY_ITEM_RedCrystalRing_DESC": "TEXTKEY_ITEM_RedCrystalRing_DESC", "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC": "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC", "TEXTKEY_ITEM_RedMosterRatBlood_DESC": "TEXTKEY_ITEM_RedMosterRatBlood_DESC", "TEXTKEY_ITEM_ShellPotion_DESC": "TEXTKEY_ITEM_ShellPotion_DESC", "TEXTKEY_ITEM_ShellPotion_FLAVOR": "TEXTKEY_ITEM_ShellPotion_FLAVOR", "TEXTKEY_ITEM_SilverNecklace_DESC": "TEXTKEY_ITEM_SilverNecklace_DESC", "TEXTKEY_ITEM_SilverOre_FLAVOR": "TEXTKEY_ITEM_SilverOre_FLAVOR", "TEXTKEY_ITEM_SilverRing_DESC": "TEXTKEY_ITEM_SilverRing_DESC", "TEXTKEY_ITEM_StickyBedstraw_DESC": "TEXTKEY_ITEM_StickyBedstraw_DESC", "TEXTKEY_ITEM_StickyBedstraw_FLAVOR": "TEXTKEY_ITEM_StickyBedstraw_FLAVOR", "TEXTKEY_ITEM_StickyBedstraw_NAME": "TEXTKEY_ITEM_StickyBedstraw_NAME", "TEXTKEY_ITEM_StickyBedstraw_SUBNAME": "TEXTKEY_ITEM_StickyBedstraw_SUBNAME", "TEXTKEY_ITEM_WoodGreatSword_FLAVOR": "TEXTKEY_ITEM_WoodGreatSword_FLAVOR", "TEXTKEY_InteractionInvalid_DropFail": "TEXTKEY_InteractionInvalid_DropFail", "TEXTKEY_InteractionInvalid_IndoorDisabled": "TEXTKEY_InteractionInvalid_IndoorDisabled", "TEXTKEY_InteractionInvalid_WorkUnavailable": "TEXTKEY_InteractionInvalid_WorkUnavailable", "TEXTKEY_InteractionOption_Demolition_NoTarget": "TEXTKEY_InteractionOption_Demolition_NoTarget", "TEXTKEY_InteractionOption_ForceAttack": "TEXTKEY_InteractionOption_ForceAttack", "TEXTKEY_InteractionOption_Heal": "TEXTKEY_InteractionOption_Heal", "TEXTKEY_LOCKEDBUILDING_ItemReason": "TEXTKEY_LOCKEDBUILDING_ItemReason", "TEXTKEY_Language_PortugueseBrazil": "TEXTKEY_Language_PortugueseBrazil", "TEXTKEY_NarrativeIntroNotice_1": "TEXTKEY_NarrativeIntroNotice_1", "TEXTKEY_NarrativeIntroNotice_2": "TEXTKEY_NarrativeIntroNotice_2", "TEXTKEY_NodeE000_DESC": "TEXTKEY_NodeE000_DESC", "TEXTKEY_NodeF1200_DESC": "TEXTKEY_NodeF1200_DESC", "TEXTKEY_NodeF1300_DESC": "TEXTKEY_NodeF1300_DESC", "TEXTKEY_NodeF1400_DESC": "TEXTKEY_NodeF1400_DESC", "TEXTKEY_NodeF1410_DESC": 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"TEXTKEY_NodeR800_DESC", "TEXTKEY_NodeR820_DESC": "TEXTKEY_NodeR820_DESC", "TEXTKEY_NodeR821_DESC": "TEXTKEY_NodeR821_DESC", "TEXTKEY_NodeR822_DESC": "TEXTKEY_NodeR822_DESC", "TEXTKEY_NodeR900_DESC": "TEXTKEY_NodeR900_DESC", "TEXTKEY_NodeR910_DESC": "TEXTKEY_NodeR910_DESC", "TEXTKEY_NodeR911_DESC": "TEXTKEY_NodeR911_DESC", "TEXTKEY_NodeT1100_DESC": "TEXTKEY_NodeT1100_DESC", "TEXTKEY_NodeT910_DESC": "TEXTKEY_NodeT910_DESC", "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0": "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0", "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66": "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66", "TEXTKEY_QUEST_DiscardedSpecimen_NAME": "TEXTKEY_QUEST_DiscardedSpecimen_NAME", "TEXTKEY_QUEST_InteractEndrossi2_NAME": "TEXTKEY_QUEST_InteractEndrossi2_NAME", "TEXTKEY_QUEST_InteractEndrossi3_NAME": "TEXTKEY_QUEST_InteractEndrossi3_NAME", "TEXTKEY_QUEST_InteractEndrossi4_NAME": "TEXTKEY_QUEST_InteractEndrossi4_NAME", "TEXTKEY_QUEST_InteractEndrossi5_NAME": "TEXTKEY_QUEST_InteractEndrossi5_NAME", "TEXTKEY_QUEST_InteractEndrossi_NAME": "TEXTKEY_QUEST_InteractEndrossi_NAME", "TEXTKEY_QUEST_InteractPerion2_NAME": "TEXTKEY_QUEST_InteractPerion2_NAME", "TEXTKEY_QUEST_InteractPerion_NAME": "TEXTKEY_QUEST_InteractPerion_NAME", "TEXTKEY_QUEST_InteractXenon2_NAME": "TEXTKEY_QUEST_InteractXenon2_NAME", "TEXTKEY_QUEST_InteractXenon3_NAME": "TEXTKEY_QUEST_InteractXenon3_NAME", "TEXTKEY_QUEST_InteractXenon4_NAME": "TEXTKEY_QUEST_InteractXenon4_NAME", "TEXTKEY_QUEST_InteractXenon_NAME": "TEXTKEY_QUEST_InteractXenon_NAME", "TEXTKEY_QUEST_Main100_NAME": "TEXTKEY_QUEST_Main100_NAME", "TEXTKEY_QUEST_Rank1Research7_NAME": "TEXTKEY_QUEST_Rank1Research7_NAME", "TEXTKEY_QUEST_ResearchInsect2_NAME": "TEXTKEY_QUEST_ResearchInsect2_NAME", "TEXTKEY_QUEST_ResearchInsect3_NAME": "TEXTKEY_QUEST_ResearchInsect3_NAME", "TEXTKEY_QUEST_ResearchInsect4_NAME": "TEXTKEY_QUEST_ResearchInsect4_NAME", "TEXTKEY_QUEST_ResearchInsect_NAME": "TEXTKEY_QUEST_ResearchInsect_NAME", "TEXTKEY_RESEARCH_BoneProcessing1_NAME": "TEXTKEY_RESEARCH_BoneProcessing1_NAME", "TEXTKEY_RESEARCH_BoneProcessing2_NAME": "TEXTKEY_RESEARCH_BoneProcessing2_NAME", "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME", "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME", "TEXTKEY_RESEARCH_Grave_NAME": "TEXTKEY_RESEARCH_Grave_NAME", "TEXTKEY_RESEARCH_LeatherProcessing1_NAME": "TEXTKEY_RESEARCH_LeatherProcessing1_NAME", "TEXTKEY_RESEARCH_MetalProcessing1_NAME": "TEXTKEY_RESEARCH_MetalProcessing1_NAME", "TEXTKEY_RESEARCH_WoodProcessing1_NAME": "TEXTKEY_RESEARCH_WoodProcessing1_NAME", "TEXTKEY_RESEARCH_WoodProcessing2_NAME": "TEXTKEY_RESEARCH_WoodProcessing2_NAME", "TEXTKEY_ROOM_DecentRecreationRoom_DESC": "TEXTKEY_ROOM_DecentRecreationRoom_DESC", "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR": "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR", "TEXTKEY_ROOM_DecentRecreationRoom_NAME": "TEXTKEY_ROOM_DecentRecreationRoom_NAME", "TEXTKEY_ROOM_FantasticRecreationRoom_DESC": "TEXTKEY_ROOM_FantasticRecreationRoom_DESC", "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR": "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR", "TEXTKEY_ROOM_FantasticRecreationRoom_NAME": "TEXTKEY_ROOM_FantasticRecreationRoom_NAME", "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC": "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC", "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR": "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR", "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME": "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME", "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR": "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR", "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC": "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC", "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR": "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR", "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME": "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME", "TEXTKEY_ROOM_MediocreRecreationRoom_DESC": "TEXTKEY_ROOM_MediocreRecreationRoom_DESC", "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR": "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR", "TEXTKEY_ROOM_MediocreRecreationRoom_NAME": "TEXTKEY_ROOM_MediocreRecreationRoom_NAME", "TEXTKEY_ROOM_NormalRecreationRoom_DESC": "TEXTKEY_ROOM_NormalRecreationRoom_DESC", "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR": "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR", "TEXTKEY_ROOM_NormalRecreationRoom_NAME": "TEXTKEY_ROOM_NormalRecreationRoom_NAME", "TEXTKEY_ROOM_PoorRecreationRoom_DESC": "TEXTKEY_ROOM_PoorRecreationRoom_DESC", "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR": "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR", "TEXTKEY_ROOM_PoorRecreationRoom_NAME": "TEXTKEY_ROOM_PoorRecreationRoom_NAME", "TEXTKEY_SKILLTREE_Blunt_DESC": "TEXTKEY_SKILLTREE_Blunt_DESC", "TEXTKEY_SKILLTREE_Bow_DESC": "TEXTKEY_SKILLTREE_Bow_DESC", "TEXTKEY_SKILLTREE_Greatsword_DESC": "TEXTKEY_SKILLTREE_Greatsword_DESC", "TEXTKEY_SKILLTREE_NatureMagic_DESC": "TEXTKEY_SKILLTREE_NatureMagic_DESC", "TEXTKEY_SKILLTREE_Spear_DESC": "TEXTKEY_SKILLTREE_Spear_DESC", "TEXTKEY_SKILLTREE_Stake_DESC": "TEXTKEY_SKILLTREE_Stake_DESC", "TEXTKEY_SKILLTREE_Stake_NAME": "TEXTKEY_SKILLTREE_Stake_NAME", "TEXTKEY_SKILLTREE_Stake_SUBNAME": "TEXTKEY_SKILLTREE_Stake_SUBNAME", "TEXTKEY_SKILLTREE_WaterMagic_DESC": "TEXTKEY_SKILLTREE_WaterMagic_DESC", "TEXTKEY_SKILL_Anchor_DESC": "TEXTKEY_SKILL_Anchor_DESC", "TEXTKEY_SKILL_Anchor_FLAVOR": "TEXTKEY_SKILL_Anchor_FLAVOR", "TEXTKEY_SKILL_Anchor_NAME": "TEXTKEY_SKILL_Anchor_NAME", "TEXTKEY_SKILL_Anchor_SUBNAME": "TEXTKEY_SKILL_Anchor_SUBNAME", "TEXTKEY_SKILL_Barricade_NAME": "TEXTKEY_SKILL_Barricade_NAME", "TEXTKEY_SKILL_BasicSpearAttack_DESC": "TEXTKEY_SKILL_BasicSpearAttack_DESC", "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR": "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR", "TEXTKEY_SKILL_BasicSpearAttack_NAME": "TEXTKEY_SKILL_BasicSpearAttack_NAME", "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME": "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME", "TEXTKEY_SKILL_BattleCadence_DESC": "TEXTKEY_SKILL_BattleCadence_DESC", "TEXTKEY_SKILL_BattleCadence_FLAVOR": "TEXTKEY_SKILL_BattleCadence_FLAVOR", "TEXTKEY_SKILL_BattleCadence_NAME": "TEXTKEY_SKILL_BattleCadence_NAME", "TEXTKEY_SKILL_BattleCadence_SUBNAME": "TEXTKEY_SKILL_BattleCadence_SUBNAME", "TEXTKEY_SKILL_BraceStance_DESC": "TEXTKEY_SKILL_BraceStance_DESC", "TEXTKEY_SKILL_BraceStance_FLAVOR": "TEXTKEY_SKILL_BraceStance_FLAVOR", "TEXTKEY_SKILL_BraceStance_NAME": "TEXTKEY_SKILL_BraceStance_NAME", "TEXTKEY_SKILL_BraceStance_SUBNAME": "TEXTKEY_SKILL_BraceStance_SUBNAME", "TEXTKEY_SKILL_BuffDish_NAME": "TEXTKEY_SKILL_BuffDish_NAME", "TEXTKEY_SKILL_Builder_NAME": "TEXTKEY_SKILL_Builder_NAME", "TEXTKEY_SKILL_DeadlyFear_DESC": "TEXTKEY_SKILL_DeadlyFear_DESC", "TEXTKEY_SKILL_DeliciousInDungeon_NAME": "TEXTKEY_SKILL_DeliciousInDungeon_NAME", "TEXTKEY_SKILL_DigGround_NAME": "TEXTKEY_SKILL_DigGround_NAME", "TEXTKEY_SKILL_DoubleOutput_NAME": "TEXTKEY_SKILL_DoubleOutput_NAME", "TEXTKEY_SKILL_FabricFloor_NAME": "TEXTKEY_SKILL_FabricFloor_NAME", "TEXTKEY_SKILL_FastCooking_NAME": "TEXTKEY_SKILL_FastCooking_NAME", "TEXTKEY_SKILL_FieldRepair_NAME": "TEXTKEY_SKILL_FieldRepair_NAME", "TEXTKEY_SKILL_FireCloak_DESC": "TEXTKEY_SKILL_FireCloak_DESC", "TEXTKEY_SKILL_GreenShade_DESC": "TEXTKEY_SKILL_GreenShade_DESC", "TEXTKEY_SKILL_HeartyServing_NAME": "TEXTKEY_SKILL_HeartyServing_NAME", "TEXTKEY_SKILL_HeavyLabor_NAME": "TEXTKEY_SKILL_HeavyLabor_NAME", "TEXTKEY_SKILL_Initiative_DESC": "TEXTKEY_SKILL_Initiative_DESC", "TEXTKEY_SKILL_Initiative_FLAVOR": "TEXTKEY_SKILL_Initiative_FLAVOR", "TEXTKEY_SKILL_Initiative_NAME": "TEXTKEY_SKILL_Initiative_NAME", "TEXTKEY_SKILL_Initiative_SUBNAME": "TEXTKEY_SKILL_Initiative_SUBNAME", "TEXTKEY_SKILL_JoyOfCreation_NAME": "TEXTKEY_SKILL_JoyOfCreation_NAME", "TEXTKEY_SKILL_LoggingMuscle_NAME": "TEXTKEY_SKILL_LoggingMuscle_NAME", "TEXTKEY_SKILL_LoggingTechnique_NAME": "TEXTKEY_SKILL_LoggingTechnique_NAME", "TEXTKEY_SKILL_MetalDebris_NAME": "TEXTKEY_SKILL_MetalDebris_NAME", "TEXTKEY_SKILL_MinerPower_NAME": "TEXTKEY_SKILL_MinerPower_NAME", "TEXTKEY_SKILL_NewDiscovery_NAME": "TEXTKEY_SKILL_NewDiscovery_NAME", "TEXTKEY_SKILL_OpeningStrike_DESC": "TEXTKEY_SKILL_OpeningStrike_DESC", "TEXTKEY_SKILL_OpeningStrike_FLAVOR": "TEXTKEY_SKILL_OpeningStrike_FLAVOR", "TEXTKEY_SKILL_OpeningStrike_NAME": "TEXTKEY_SKILL_OpeningStrike_NAME", "TEXTKEY_SKILL_OpeningStrike_SUBNAME": "TEXTKEY_SKILL_OpeningStrike_SUBNAME", "TEXTKEY_SKILL_PathOfScholar_NAME": "TEXTKEY_SKILL_PathOfScholar_NAME", "TEXTKEY_SKILL_PickaxeEnhancement_NAME": "TEXTKEY_SKILL_PickaxeEnhancement_NAME", "TEXTKEY_SKILL_PiercingThrust_DESC": "TEXTKEY_SKILL_PiercingThrust_DESC", "TEXTKEY_SKILL_PiercingThrust_FLAVOR": "TEXTKEY_SKILL_PiercingThrust_FLAVOR", "TEXTKEY_SKILL_PiercingThrust_NAME": "TEXTKEY_SKILL_PiercingThrust_NAME", "TEXTKEY_SKILL_PiercingThrust_SUBNAME": "TEXTKEY_SKILL_PiercingThrust_SUBNAME", "TEXTKEY_SKILL_QuickRetreat_DESC": "TEXTKEY_SKILL_QuickRetreat_DESC", "TEXTKEY_SKILL_QuickRetreat_FLAVOR": "TEXTKEY_SKILL_QuickRetreat_FLAVOR", "TEXTKEY_SKILL_QuickRetreat_NAME": "TEXTKEY_SKILL_QuickRetreat_NAME", "TEXTKEY_SKILL_QuickRetreat_SUBNAME": "TEXTKEY_SKILL_QuickRetreat_SUBNAME", "TEXTKEY_SKILL_RapidFireAttack_DESC": "TEXTKEY_SKILL_RapidFireAttack_DESC", "TEXTKEY_SKILL_RapidFire_DESC": "TEXTKEY_SKILL_RapidFire_DESC", "TEXTKEY_SKILL_RecklessAssault_DESC": "TEXTKEY_SKILL_RecklessAssault_DESC", "TEXTKEY_SKILL_RecklessAssault_FLAVOR": "TEXTKEY_SKILL_RecklessAssault_FLAVOR", "TEXTKEY_SKILL_RecklessAssault_NAME": "TEXTKEY_SKILL_RecklessAssault_NAME", "TEXTKEY_SKILL_RecklessAssault_SUBNAME": "TEXTKEY_SKILL_RecklessAssault_SUBNAME", "TEXTKEY_SKILL_ResearchJournal_NAME": "TEXTKEY_SKILL_ResearchJournal_NAME", "TEXTKEY_SKILL_ShieldHandling_DESC": "TEXTKEY_SKILL_ShieldHandling_DESC", "TEXTKEY_SKILL_SpearBash_DESC": "TEXTKEY_SKILL_SpearBash_DESC", "TEXTKEY_SKILL_SpearBash_FLAVOR": "TEXTKEY_SKILL_SpearBash_FLAVOR", "TEXTKEY_SKILL_SpearBash_NAME": "TEXTKEY_SKILL_SpearBash_NAME", "TEXTKEY_SKILL_SpearBash_SUBNAME": "TEXTKEY_SKILL_SpearBash_SUBNAME", "TEXTKEY_SKILL_StrangeSeed_DESC": "TEXTKEY_SKILL_StrangeSeed_DESC", "TEXTKEY_SKILL_StudentDiscount_NAME": "TEXTKEY_SKILL_StudentDiscount_NAME", "TEXTKEY_SKILL_SummonLadybug_DESC": "TEXTKEY_SKILL_SummonLadybug_DESC", "TEXTKEY_SKILL_SummonLadybug_FLAVOR": "TEXTKEY_SKILL_SummonLadybug_FLAVOR", "TEXTKEY_SKILL_SummonLadybug_NAME": "TEXTKEY_SKILL_SummonLadybug_NAME", "TEXTKEY_SKILL_SummonLadybug_SUBNAME": "TEXTKEY_SKILL_SummonLadybug_SUBNAME", "TEXTKEY_SKILL_SweetSap_NAME": "TEXTKEY_SKILL_SweetSap_NAME", "TEXTKEY_SKILL_SwordmanTaunt_DESC": "TEXTKEY_SKILL_SwordmanTaunt_DESC", "TEXTKEY_SKILL_TapeMeasure_NAME": "TEXTKEY_SKILL_TapeMeasure_NAME", "TEXTKEY_SKILL_TwinThrustAttack_DESC": "TEXTKEY_SKILL_TwinThrustAttack_DESC", "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR": "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR", "TEXTKEY_SKILL_TwinThrustAttack_NAME": "TEXTKEY_SKILL_TwinThrustAttack_NAME", "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME": "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME", "TEXTKEY_SKILL_TwinThrust_DESC": "TEXTKEY_SKILL_TwinThrust_DESC", "TEXTKEY_SKILL_TwinThrust_FLAVOR": "TEXTKEY_SKILL_TwinThrust_FLAVOR", "TEXTKEY_SKILL_TwinThrust_NAME": "TEXTKEY_SKILL_TwinThrust_NAME", "TEXTKEY_SKILL_TwinThrust_SUBNAME": "TEXTKEY_SKILL_TwinThrust_SUBNAME", "TEXTKEY_SKILL_WastelessMining_NAME": "TEXTKEY_SKILL_WastelessMining_NAME", "TEXTKEY_SKILL_WoodCarrier_NAME": "TEXTKEY_SKILL_WoodCarrier_NAME", "TEXTKEY_STATUS_ExpGainedBonus_NAME": "TEXTKEY_STATUS_ExpGainedBonus_NAME", "TEXTKEY_STATUS_Exp_NAME": "TEXTKEY_STATUS_Exp_NAME", "TEXTKEY_STATUS_MaxExp_DESC": "TEXTKEY_STATUS_MaxExp_DESC", "TEXTKEY_STATUS_Mood_DESC": "TEXTKEY_STATUS_Mood_DESC", "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC": "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC", "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME": "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME", "TEXTKEY_STATUS_RecreationCapability_DESC": "TEXTKEY_STATUS_RecreationCapability_DESC", "TEXTKEY_STATUS_RecreationCapability_NAME": "TEXTKEY_STATUS_RecreationCapability_NAME", "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR": "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR", "TEXTKEY_ScenarioType_Establish_DESC": "TEXTKEY_ScenarioType_Establish_DESC", "TEXTKEY_ScenarioType_Establish_FLAVOR": "TEXTKEY_ScenarioType_Establish_FLAVOR", "TEXTKEY_ScenarioType_Establish_NAME": "TEXTKEY_ScenarioType_Establish_NAME", "TEXTKEY_ScenarioType_Sandbox_DESC": "TEXTKEY_ScenarioType_Sandbox_DESC", "TEXTKEY_ScenarioType_Sandbox_FLAVOR": "TEXTKEY_ScenarioType_Sandbox_FLAVOR", "TEXTKEY_ScenarioType_Sandbox_NAME": "TEXTKEY_ScenarioType_Sandbox_NAME", "TEXTKEY_Shared_BuffAffecter_DESC": "TEXTKEY_Shared_BuffAffecter_DESC", "TEXTKEY_Shared_DebuffAffecter_DESC": "TEXTKEY_Shared_DebuffAffecter_DESC", "TEXTKEY_Shared_EXP_DESC": "TEXTKEY_Shared_EXP_DESC", "TEXTKEY_Shared_LevelUp_DESC": "TEXTKEY_Shared_LevelUp_DESC", "TEXTKEY_Shared_Level_DESC": "TEXTKEY_Shared_Level_DESC", "TEXTKEY_Shared_MainSkillPoint_DESC": "TEXTKEY_Shared_MainSkillPoint_DESC", "TEXTKEY_Shared_SubSkillPoint_DESC": "TEXTKEY_Shared_SubSkillPoint_DESC", "TEXTKEY_Shared_SuperHigh": "TEXTKEY_Shared_SuperHigh", "TEXTKEY_Shared_SuperLow": "TEXTKEY_Shared_SuperLow", "TEXTKEY_Shared_Talent_DESC": "TEXTKEY_Shared_Talent_DESC", "TEXTKEY_SummaryOptionUI_Activate_DESC": "TEXTKEY_SummaryOptionUI_Activate_DESC", "TEXTKEY_SummaryOptionUI_Activate_NAME": "TEXTKEY_SummaryOptionUI_Activate_NAME", "TEXTKEY_SummaryOptionUI_AutoAttack_DESC": "TEXTKEY_SummaryOptionUI_AutoAttack_DESC", "TEXTKEY_SummaryOptionUI_Disabled_DESC": "TEXTKEY_SummaryOptionUI_Disabled_DESC", "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC": "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC", "TEXTKEY_TEXTFIT_DungeonResultDead_DESC": "TEXTKEY_TEXTFIT_DungeonResultDead_DESC", "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC": "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC", "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC": "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC", "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC": "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC", "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC": "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC", "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC": "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC", "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC": "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC", "TEXTKEY_Tooltip_AttackRandomTags_DESC": "TEXTKEY_Tooltip_AttackRandomTags_DESC", "TEXTKEY_Tooltip_AttackRandomTags_NAME": "TEXTKEY_Tooltip_AttackRandomTags_NAME", "TEXTKEY_Tooltip_CraftingRequiredItems": "TEXTKEY_Tooltip_CraftingRequiredItems", "TEXTKEY_Tooltip_DefenseRandomTags_DESC": "TEXTKEY_Tooltip_DefenseRandomTags_DESC", "TEXTKEY_Tooltip_DefenseRandomTags_NAME": "TEXTKEY_Tooltip_DefenseRandomTags_NAME", "TEXTKEY_Tooltip_NoExpireDuration": "TEXTKEY_Tooltip_NoExpireDuration", "TEXTKEY_Tooltip_UtilityRandomTags_DESC": "TEXTKEY_Tooltip_UtilityRandomTags_DESC", "TEXTKEY_Tooltip_UtilityRandomTags_NAME": "TEXTKEY_Tooltip_UtilityRandomTags_NAME", "TEXTKEY_UNIT_AbyssAcidInsect_DESC": "TEXTKEY_UNIT_AbyssAcidInsect_DESC", "TEXTKEY_UNIT_AbyssAcidInsect_NAME": "TEXTKEY_UNIT_AbyssAcidInsect_NAME", "TEXTKEY_UNIT_AbyssAcidSlogel_DESC": "TEXTKEY_UNIT_AbyssAcidSlogel_DESC", "TEXTKEY_UNIT_AbyssAcidSlogel_NAME": "TEXTKEY_UNIT_AbyssAcidSlogel_NAME", "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC": "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC", "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME": "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME", "TEXTKEY_UNIT_AbyssBee_DESC": "TEXTKEY_UNIT_AbyssBee_DESC", "TEXTKEY_UNIT_AbyssBee_NAME": "TEXTKEY_UNIT_AbyssBee_NAME", "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC": "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC", "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME": "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME", "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC": "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC", "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME": "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME", "TEXTKEY_UNIT_AbyssChallengerGloth_DESC": "TEXTKEY_UNIT_AbyssChallengerGloth_DESC", "TEXTKEY_UNIT_AbyssChallengerGloth_NAME": "TEXTKEY_UNIT_AbyssChallengerGloth_NAME", "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC": "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC", "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME": "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME", "TEXTKEY_UNIT_AbyssElderGloth_DESC": "TEXTKEY_UNIT_AbyssElderGloth_DESC", "TEXTKEY_UNIT_AbyssElderGloth_NAME": "TEXTKEY_UNIT_AbyssElderGloth_NAME", "TEXTKEY_UNIT_AbyssFemaleGloth_DESC": "TEXTKEY_UNIT_AbyssFemaleGloth_DESC", "TEXTKEY_UNIT_AbyssFemaleGloth_NAME": "TEXTKEY_UNIT_AbyssFemaleGloth_NAME", "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC": "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC", "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME": "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME", "TEXTKEY_UNIT_AbyssGlothPup_DESC": "TEXTKEY_UNIT_AbyssGlothPup_DESC", "TEXTKEY_UNIT_AbyssGlothPup_NAME": "TEXTKEY_UNIT_AbyssGlothPup_NAME", "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC": "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC", "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME": "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME", "TEXTKEY_UNIT_AbyssGoblinRider_DESC": "TEXTKEY_UNIT_AbyssGoblinRider_DESC", "TEXTKEY_UNIT_AbyssGoblinRider_NAME": "TEXTKEY_UNIT_AbyssGoblinRider_NAME", "TEXTKEY_UNIT_AbyssGoblinShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinShaman_DESC", "TEXTKEY_UNIT_AbyssGoblinShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinShaman_NAME", "TEXTKEY_UNIT_AbyssGoblinThrower_DESC": "TEXTKEY_UNIT_AbyssGoblinThrower_DESC", "TEXTKEY_UNIT_AbyssGoblinThrower_NAME": "TEXTKEY_UNIT_AbyssGoblinThrower_NAME", "TEXTKEY_UNIT_AbyssGoblinWorker_DESC": "TEXTKEY_UNIT_AbyssGoblinWorker_DESC", "TEXTKEY_UNIT_AbyssGoblinWorker_NAME": "TEXTKEY_UNIT_AbyssGoblinWorker_NAME", "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC": "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC", "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME": "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME", "TEXTKEY_UNIT_AbyssGreyRat_DESC": "TEXTKEY_UNIT_AbyssGreyRat_DESC", "TEXTKEY_UNIT_AbyssGreyRat_NAME": "TEXTKEY_UNIT_AbyssGreyRat_NAME", "TEXTKEY_UNIT_AbyssMaleGloth_DESC": "TEXTKEY_UNIT_AbyssMaleGloth_DESC", "TEXTKEY_UNIT_AbyssMaleGloth_NAME": "TEXTKEY_UNIT_AbyssMaleGloth_NAME", "TEXTKEY_UNIT_AbyssMawmurk_DESC": "TEXTKEY_UNIT_AbyssMawmurk_DESC", "TEXTKEY_UNIT_AbyssMawmurk_NAME": "TEXTKEY_UNIT_AbyssMawmurk_NAME", "TEXTKEY_UNIT_AbyssMediumSlime_DESC": "TEXTKEY_UNIT_AbyssMediumSlime_DESC", "TEXTKEY_UNIT_AbyssMediumSlime_NAME": "TEXTKEY_UNIT_AbyssMediumSlime_NAME", "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC": "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC", "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME": "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME", "TEXTKEY_UNIT_AbyssMetalScarab_DESC": "TEXTKEY_UNIT_AbyssMetalScarab_DESC", "TEXTKEY_UNIT_AbyssMetalScarab_NAME": "TEXTKEY_UNIT_AbyssMetalScarab_NAME", "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC": "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC", "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME": "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME", "TEXTKEY_UNIT_AbyssMudSlogel_DESC": "TEXTKEY_UNIT_AbyssMudSlogel_DESC", "TEXTKEY_UNIT_AbyssMudSlogel_NAME": "TEXTKEY_UNIT_AbyssMudSlogel_NAME", "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC": "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC", "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME": "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME", "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC": "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC", "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME": "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME", "TEXTKEY_UNIT_AbyssRedRat_DESC": "TEXTKEY_UNIT_AbyssRedRat_DESC", "TEXTKEY_UNIT_AbyssRedRat_NAME": "TEXTKEY_UNIT_AbyssRedRat_NAME", "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC": "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC", "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME": "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME", "TEXTKEY_UNIT_AbyssSmallSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSlime_DESC", "TEXTKEY_UNIT_AbyssSmallSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSlime_NAME", "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC", "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME", "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC": "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC", "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME": "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME", "TEXTKEY_UNIT_AbyssSporeInsect_DESC": "TEXTKEY_UNIT_AbyssSporeInsect_DESC", "TEXTKEY_UNIT_AbyssSporeInsect_NAME": "TEXTKEY_UNIT_AbyssSporeInsect_NAME", "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC": "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC", "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME": "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME", "TEXTKEY_UNIT_AbyssTadpole_DESC": "TEXTKEY_UNIT_AbyssTadpole_DESC", "TEXTKEY_UNIT_AbyssTadpole_NAME": "TEXTKEY_UNIT_AbyssTadpole_NAME", "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC": "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC", "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME": "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME", "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC": "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC", "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME": "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME", "TEXTKEY_UNIT_AbyssWildDog_DESC": "TEXTKEY_UNIT_AbyssWildDog_DESC", "TEXTKEY_UNIT_AbyssWildDog_NAME": "TEXTKEY_UNIT_AbyssWildDog_NAME", "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC": "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC", "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME": "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME", "TEXTKEY_UNIT_BubbleToad_DESC": "TEXTKEY_UNIT_BubbleToad_DESC", "TEXTKEY_UNIT_Bubbleling_DESC": "TEXTKEY_UNIT_Bubbleling_DESC", "TEXTKEY_UNIT_ChallengerGloth_DESC": "TEXTKEY_UNIT_ChallengerGloth_DESC", "TEXTKEY_UNIT_ElderGloth_DESC": "TEXTKEY_UNIT_ElderGloth_DESC", "TEXTKEY_UNIT_Endrossi_NAME": "TEXTKEY_UNIT_Endrossi_NAME", "TEXTKEY_UNIT_EyeBall_DESC": "TEXTKEY_UNIT_EyeBall_DESC", "TEXTKEY_UNIT_EyeBall_NAME": "TEXTKEY_UNIT_EyeBall_NAME", "TEXTKEY_UNIT_FemaleGloth_DESC": "TEXTKEY_UNIT_FemaleGloth_DESC", "TEXTKEY_UNIT_GlothPup_DESC": "TEXTKEY_UNIT_GlothPup_DESC", "TEXTKEY_UNIT_GoblinBrawler_DESC": "TEXTKEY_UNIT_GoblinBrawler_DESC", "TEXTKEY_UNIT_GoblinChiefShaman_DESC": "TEXTKEY_UNIT_GoblinChiefShaman_DESC", "TEXTKEY_UNIT_GoblinRider_DESC": "TEXTKEY_UNIT_GoblinRider_DESC", "TEXTKEY_UNIT_GoblinShaman_DESC": "TEXTKEY_UNIT_GoblinShaman_DESC", "TEXTKEY_UNIT_GoblinThrower_DESC": "TEXTKEY_UNIT_GoblinThrower_DESC", "TEXTKEY_UNIT_GoblinWorker_DESC": "TEXTKEY_UNIT_GoblinWorker_DESC", "TEXTKEY_UNIT_GreyMonsterRat_DESC": "TEXTKEY_UNIT_GreyMonsterRat_DESC", "TEXTKEY_UNIT_GuardArcher_DESC": "TEXTKEY_UNIT_GuardArcher_DESC", "TEXTKEY_UNIT_GuardArcher_NAME": "TEXTKEY_UNIT_GuardArcher_NAME", "TEXTKEY_UNIT_GuardCaptain_DESC": "TEXTKEY_UNIT_GuardCaptain_DESC", "TEXTKEY_UNIT_GuardCaptain_NAME": "TEXTKEY_UNIT_GuardCaptain_NAME", "TEXTKEY_UNIT_GuardSpearman_DESC": "TEXTKEY_UNIT_GuardSpearman_DESC", "TEXTKEY_UNIT_GuardSpearman_NAME": "TEXTKEY_UNIT_GuardSpearman_NAME", "TEXTKEY_UNIT_MaleGloth_DESC": "TEXTKEY_UNIT_MaleGloth_DESC", "TEXTKEY_UNIT_RedMonsterRat_DESC": "TEXTKEY_UNIT_RedMonsterRat_DESC", "TEXTKEY_UNIT_Xenon_DESC": "TEXTKEY_UNIT_Xenon_DESC", "TEXTKEY_UNIT_Xenon_NAME": "TEXTKEY_UNIT_Xenon_NAME", "TIMED": "MINUTÉ", "TIP: During expedition, units do n...": "ASTUCE : durant l'expédition, les unités ne...", "TIP: During expedition, units do...": "ASTUCE : durant l'expédition, les unités ne...", "TIP: Expedition members outside the portal room are considered missing.": "ASTUCE : les membres de l'expédition situés hors de la salle du portail sont considérés comme disparus.", "TIP: Some ranged attacks consume ammo, such as arrows.": "CONSEIL : Certaines attaques à distance consomment des munitions, telles que les flèches.", "TIP: Units outside the portal's room are considered missing.": "ASTUCE : les unités en dehors de la salle du portail sont considérées comme disparues.", "TODO": "TODO", "TODO (affecter)": "TODO (affecteur)", "TODO - desc": "TODO - desc", "TODO - flavor": "TODO - flavor", "TODO - name": "TODO - name", "TODO - subname": "TODO - subname", "TODO 10s cooldown Effects: • Étourdissement (on enemy): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "TODO recharge 10s Effets : • Étourdissement (sur l'ennemi) : Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "TODO 10s de recharge Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.": "Pas encore pris en charge 10s de recharge Effets : • Étourdissement (sur l'ennemi): Applique Étourdissement pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque Étourdissement est appliqué.", "TODO 5 énergie - 20s de recharge": "TODO 5 énergie - 20s de recharge", "TODO icon": "Icône TODO", "TODO portée et zone affichées sur une salle de donjon": "TODO portée et zone affichées sur une salle de donjon", "TODO portée et zone sur une salle de donjon": "TODO portée et zone sur une salle de donjon", "TODO range and area on a dungeon room": "TODO portée et zone dans une salle de donjon", "TODO range and area shown on a dungeon room": "Portée et zone de Pas encore pris en charge affichées sur une salle de donjon", "TODO variant": "Variante TODO", "TODO variante": "TODO variante", "TRADEPOOL_Endrossi": "TRADEPOOL_Endrossi", "TRADEPOOL_FesteringBurrowMerchant": "TRADEPOOL_FesteringBurrowMerchant", "TRADEPOOL_GuildMerchant1": "TRADEPOOL_GuildMerchant1", "TRADEPOOL_GuildMerchant2": "TRADEPOOL_GuildMerchant2", "TRADEPOOL_GuildMerchant3": "TRADEPOOL_GuildMerchant3", "TRADEPOOL_VeilSilenceMerchant": "TRADEPOOL_VeilSilenceMerchant", "TRAITS": "TRAITS", "Table": "Table", "Table - Dungeon Settlers Wiki": "Table - Dungeon Settlers Wiki", "Table basse": "Table basse", "Table basse - Dungeon Settlers Wiki": "Table basse - Dungeon Settlers Wiki", "Table d'appoint en bois": "Table d'appoint en bois", "Table d'appoint en bois - Dungeon Settlers Wiki": "Table d'appoint en bois - Dungeon Settlers Wiki", "Table d'opération": "Table d'opération", "Table d'opération - Dungeon Settlers Wiki": "Table d'opération - Dungeon Settlers Wiki", "Table de cartes": "Table de cartes", "Table de cartes - Dungeon Settlers Wiki": "Table de cartes - Dungeon Settlers Wiki", "Table de jeu de dés": "Table de jeu de dés", "Table de jeu de dés - Dungeon Settlers Wiki": "Table de jeu de dés - Dungeon Settlers Wiki", "Table de jeu pour jeux de dés.": "Table de jeu pour jeux de dés.", "Table en bois": "Table en bois", "Table en bois - Dungeon Settlers Wiki": "Table en bois - Dungeon Settlers Wiki", "Table en pierre": "Table en pierre", "Table en pierre - Dungeon Settlers Wiki": "Table en pierre - Dungeon Settlers Wiki", "Table ronde en bois": "Table ronde en bois", "Table ronde en bois - Dungeon Settlers Wiki": "Table ronde en bois - Dungeon Settlers Wiki", "Table ronde en pierre": "Table ronde en pierre", "Table ronde en pierre - Dungeon Settlers Wiki": "Table ronde en pierre - Dungeon Settlers Wiki", "Tables de butin - Dungeon Settlers Wiki": "Tables de butin - Dungeon Settlers Wiki", "Tacle à bulles": "Tacle à bulles", "Tacle à bulles - Dungeon Settlers Wiki": "Tacle à bulles - Dungeon Settlers Wiki", "Tacle à bulles icon": "Icône de Tacle à bulles", "Tacle à bulles portée et zone affichées sur une salle de donjon": "Tacle à bulles portée et zone affichées sur une salle de donjon", "Tacle à bulles portée et zone sur une salle de donjon": "Tacle à bulles portée et zone sur une salle de donjon", "Tacle à bulles range and area on a dungeon room": "Tacle à bulles portée et zone dans une salle de donjon", "Tacle à bulles range and area shown on a dungeon room": "Portée et zone de Tacle à bulles affichées sur une salle de donjon", "Tadpole": "Têtard", "Tadpole Evolve Random": "Têtard évolué aléatoire", "Tadpole Random": "Tadpole Random", "TadpoleEvolve": "TadpoleEvolve", "Taillade basique de monstre": "Taillade basique de monstre", "Taillade basique de monstre - Dungeon Settlers Wiki": "Taillade basique de monstre - Dungeon Settlers Wiki", "Taillade basique de monstre icon": "Icône de Taillade basique de monstre", "Taillade basique de monstre portée et zone affichées sur une salle de donjon": "Taillade basique de monstre portée et zone affichées sur une salle de donjon", "Taillade basique de monstre range and area shown on a dungeon room": "Portée et zone de Taillade basique de monstre affichées sur une salle de donjon", "Taillade enchaînée": "Taillade enchaînée", "Taillade enchaînée - Dungeon Settlers Wiki": "Taillade enchaînée - Dungeon Settlers Wiki", "Taillade enchaînée icon": "Icône Taillade enchaînée", "Taillade enchaînée portée et zone affichées sur une salle de donjon": "Taillade enchaînée portée et zone affichées sur une salle de donjon", "Taillade enchaînée range and area shown on a dungeon room": "Taillade enchaînée : portée et zone affichées dans une salle de donjon", "Taillade horizontale": "Taillade horizontale", "Taillade horizontale - Dungeon Settlers Wiki": "Taillade horizontale - Dungeon Settlers Wiki", "Taillade horizontale portée et zone affichées sur une salle de donjon": "Taillade horizontale portée et zone affichées sur une salle de donjon", "Taillade la cible puissamment, infligeant des dégâts physiques équivalant à 300% de": "Taillade la cible puissamment, infligeant des dégâts physiques équivalant à 300% de", "Taillade la cible puissamment, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique. 3 energy - 12s cooldown": "Taillade la cible puissamment, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique. 3 énergie - 12s de recharge", "Taillade la cible puissamment, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique. 3 énergie - 12s de recharge": "Taillade la cible puissamment, infligeant des dégâts physiques équivalant à 300% de Puissance d'attaque physique. 3 énergie - 12s de recharge", "Taillade tourbillonnante": "Taillade tourbillonnante", "Taillade tourbillonnante - Dungeon Settlers Wiki": "Taillade tourbillonnante - Dungeon Settlers Wiki", "Taillade tourbillonnante icon": "Icône Taillade tourbillonnante", "Taillade tourbillonnante portée et zone affichées sur une salle de donjon": "Taillade tourbillonnante portée et zone affichées sur une salle de donjon", "Taillade tourbillonnante range and area shown on a dungeon room": "Taillade tourbillonnante : portée et zone affichées dans une salle de donjon", "Taillade verticale": "Taillade verticale", "Taillade verticale - Dungeon Settlers Wiki": "Taillade verticale - Dungeon Settlers Wiki", "Taillade verticale icon": "Icône Taillade verticale", "Taillade verticale portée et zone affichées sur une salle de donjon": "Taillade verticale portée et zone affichées sur une salle de donjon", "Taillade verticale range and area shown on a dungeon room": "Taillade verticale : portée et zone affichées dans une salle de donjon", "Take 1×": "Prendre 1×", "Take defense ignoring magic damage equal to {0}% of": "Subissez des dégâts magiques ignorant la défense égaux à {0}% de", "Take defense ignoring magic damage equal to {0}% of Santé maximale per second. This effect cannot stack.": "Subissez des dégâts magiques ignorant la défense égaux à {0}% de Santé maximale par seconde. Cet effet ne peut pas s'accumuler.", "Take defense-ignoring magic damage equal to {0}% of": "Subissez des dégâts magiques ignorant la défense égaux à {0}% de", "Take defense-ignoring magic damage equal to {0}% of Santé maximale per second. This effect cannot stack.": "Subissez des dégâts magiques ignorant la défense égaux à {0}% de Santé maximale par seconde. Cet effet ne peut pas s'accumuler.", "Take defense-ignoring magic damage of stack * {0} per second.": "Prenez les dégâts magiques ignorant la défense de stack * {0} par seconde.", "Take defense-ignoring typeless damage equal to 1% of": "Subit des dégâts sans type ignorant la défense équivalant à 1% de", "Take defense-ignoring typeless damage equal to 1% of Santé maximale every 10 seconds. T...": "Subit des dégâts sans type ignorant la défense égaux à 1% de Santé maximale toutes les 10 secondes. T...", "Take defense-ignoring typeless damage equal to 1% of Santé maximale every 10 seconds. This effect cannot stack.": "Subit des dégâts sans type ignorant la défense égaux à 1% de Santé maximale toutes les 10 secondes. Cet effet ne peut pas se cumuler.", "Take defense-ignoring typeless damage equal to {0}% of [STATUS_MaxHealthTotal] every 10 seconds. This effect cannot stack.": "Subit des dégâts sans type ignorant la défense équivalant à {0}% de [STATUS_MaxHealthTotal] toutes les 10 secondes. Cet effet ne peut pas se cumuler.", "Take stack * {0} defense-ignoring physical damage per second.": "Prenez les dégâts physiques ignorant la défense du stack * {0} par seconde.", "Tal": "Tal", "Tal - Dungeon Settlers Wiki": "Tal - Dungeon Settlers Wiki", "Tal icon": "Icône Tal", "Talent": "Talent", "Talent - Constitution": "Talent - Constitution", "Talent - Constitution - Dungeon Settlers Wiki": "Talent - Constitution - Dungeon Settlers Wiki", "Talent - Constitution icon": "Talent - Constitution icône", "Talent Force de volonté": "Talent Force de volonté", "Talent Force de volonté - Dungeon Settlers Wiki": "Talent Force de volonté - Dungeon Settlers Wiki", "Talent Force de volonté icon": "Talent Force de volonté icône", "Talent Perception": "Talent Perception", "Talent Perception - Dungeon Settlers Wiki": "Talent Perception - Dungeon Settlers Wiki", "Talent Perception icon": "Talent Perception icône", "Talent d'Agilité": "Talent d'Agilité", "Talent d'Agilité - Dungeon Settlers Wiki": "Talent d'Agilité - Dungeon Settlers Wiki", "Talent d'Agilité icon": "Talent d'Agilité icône", "Talent growth": "Croissance de talent", "Talent represents a character's growth potential for a": "Le talent représente le potentiel de croissance d'un personnage pour une", "Talent represents a character's growth potential for a Statistique principale. The greater the talent, the more their Statistique principale can increase when Monter de niveau occurs. - Médiocre": "Le talent représente le potentiel de croissance d'un personnage pour une Statistique principale. Plus le talent est élevé, plus sa Statistique principale peut augmenter lors du Monter de niveau. - Médiocre", "Talent represents a character's growth potential for a Statistique principale. The greater the talent, the more their Statistique principale increases when Leveling Up. - Médiocre -": "Le talent représente le potentiel de croissance d'un personnage pour une Statistique principale. Plus le talent est élevé, plus sa Statistique principale augmente lors de la Montée de niveau. - Médiocre -", "Talent represents a character's growth potential in a": "Le talent représente le potentiel de croissance d'un personnage dans une", "Talent represents a character's growth potential in a Statistique principale. The higher the talent, the more that Statistique principale can increase during Monter de niveau. - Médiocre -": "Le talent représente le potentiel de croissance d'un personnage dans une Statistique principale. Plus le talent est élevé, plus cette Statistique principale peut augmenter pendant Monter de niveau. - Médiocre -", "Talent scaling": "Mise à l'échelle des talents", "Talent scaling (player units):": "Progression de talent (unités du joueur) :", "Talent sum (save values):": "Somme des talents (valeurs de sauvegarde) :", "Talent tendencies": "Tendances de talents", "Talent tiers": "Paliers de talent", "TalentAgilityExceptional": "TalentAgilityExceptional", "TalentAgilityGenius": "TalentAgilityGenius", "TalentAgilityModerate": "TalentAgilityModerate", "TalentAgilityOutstanding": "TalentAgilityOutstanding", "TalentAgilityPoor": "TalentAgilityPoor", "TalentConstitutionExceptional": "TalentConstitutionExceptional", "TalentConstitutionGenius": "TalentConstitutionGenius", "TalentConstitutionModerate": "TalentConstitutionModerate", "TalentConstitutionOutstanding": "TalentConstitutionOutstanding", "TalentConstitutionPoor": "TalentConstitutionPoor", "TalentIntelligenceExceptional": "TalentIntelligenceExceptional", "TalentIntelligenceGenius": "TalentIntelligenceGenius", "TalentIntelligenceModerate": "TalentIntelligenceModerate", "TalentIntelligenceOutstanding": "TalentIntelligenceOutstanding", "TalentIntelligencePoor": "TalentIntelligencePoor", "TalentPerceptionExceptional": "TalentPerceptionExceptional", "TalentPerceptionGenius": "TalentPerceptionGenius", "TalentPerceptionModerate": "TalentPerceptionModerate", "TalentPerceptionOutstanding": "TalentPerceptionOutstanding", "TalentPerceptionPoor": "TalentPerceptionPoor", "TalentStrengthExceptional": "TalentStrengthExceptional", "TalentStrengthGenius": "TalentStrengthGenius", "TalentStrengthModerate": "TalentStrengthModerate", "TalentStrengthOutstanding": "TalentStrengthOutstanding", "TalentStrengthPoor": "TalentStrengthPoor", "TalentSumRange": "TalentSumRange", "TalentWillPowerExceptional": "TalentWillPowerExceptional", "TalentWillPowerGenius": "TalentWillPowerGenius", "TalentWillPowerModerate": "TalentWillPowerModerate", "TalentWillPowerOutstanding": "TalentWillPowerOutstanding", "TalentWillPowerPoor": "TalentWillPowerPoor", "Talents": "Talents", "Talents & Stat Growth": "Talents et progression des statistiques", "Talents & Stat Growth - Dungeon Settlers Wiki": "Talents et croissance des statistiques - Dungeon Settlers Wiki", "Talents & stats": "Talents et stats", "Talents & stats guide": "Guide des talents et statistiques", "Talents et progression des statistiques - Dungeon Settlers Wiki": "Talents et progression des statistiques - Dungeon Settlers Wiki", "Talisman de Devrick": "Talisman de Devrick", "Talisman de Devrick - Dungeon Settlers Wiki": "Talisman de Devrick - Dungeon Settlers Wiki", "Talisman de Devrick icon": "Talisman de Devrick icon", "Talk to": "Parler à", "Talk to Endorsi": "Parler à Endorsi", "Talk to Endorsi twice more": "Talk to Endorsi twice more", "Talk to Perion": "Parler à Perion", "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha": "L'apprivoisement est signalé comme une fonctionnalité pas encore implémentée. Il existe **16 Pierres d'âme de monstres**, mais seulement **3 font quelque chose actuellement**, et même celles-ci n'accordent qu'un seul effet plutôt que l'« arbre de compétences de créature » complet que le design laisse entendre : la pierre du **Rat monstre rouge** accorde une compétence active (Égratignure ensanglantée), la **Alpha", "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha Acid Slogel** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "L'apprivoisement est signalé comme une fonctionnalité pas encore implémentée. Il y a **16 Pierres d'Âme de monstre**, mais seulement **3 font actuellement quelque chose**, et même celles-ci ne confèrent qu'un seul effet plutôt que l'arbre de compétences complet de créature que le design implique : la pierre **Rat Monstre Rouge** confère une compétence active (Griffure Sanglante), la pierre **Slogel Acide Alpha** confère une barrière à faible HP, et la pierre de boss **Giant Stone Golem** confère une réduction de dégâts cumulable. Les 13 autres sont des objets de collection inerte, et plusieurs de leurs monstres sources (Slime de base, Slime Royal, Slime de Sang, Araignée d'Os, Rat Monstre, Chien Enragé) n'existent pas encore comme unités actives.", "TamingCapability": "TamingCapability", "Tandis que": "Tandis que", "Tandis que vous maugréez, le corbeau pousse un croassement et secoue ses plumes.": "Tandis que vous maugréez, le corbeau pousse un croassement et secoue ses plumes.", "Tank": "Tank", "Tank - Support": "Tank - Support", "Tant que cette compétence est active, chaque attaque de base consomme 3 flèches.": "Tant que cette compétence est active, chaque attaque de base consomme 3 flèches.", "Tant que la roue continue de tourner, son voyage ne se termine jamais.": "Tant que la roue continue de tourner, son voyage ne se termine jamais.", "Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état": "Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état", "Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état Proche de la mort. Si Santé (tête) ou Faim tombe à 0, cela entraînera une mort instantanée.": "Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état Proche de la mort. Si PV (tête) ou Faim tombe à 0, cela entraînera une mort instantanée.", "Tap tooltips": "Infobulles au clic", "Tapis": "Tapis", "Tapis - Dungeon Settlers Wiki": "Tapis - Dungeon Settlers Wiki", "Tapis en peau": "Tapis en peau", "Tapis en peau - Dungeon Settlers Wiki": "Tapis en peau - Dungeon Settlers Wiki", "Tapis en tissu": "Tapis en tissu", "Tapis en tissu - Dungeon Settlers Wiki": "Tapis en tissu - Dungeon Settlers Wiki", "Tapis rouge": "Tapis rouge", "Tapis rouge - Dungeon Settlers Wiki": "Tapis rouge - Dungeon Settlers Wiki", "Tard dans la nuit, alors que tout le monde dort, un long hurlement retentit à l'extérieur de la colonie.": "Tard dans la nuit, alors que tout le monde dort, un long hurlement retentit à l'extérieur de la colonie.", "Target Max Health (not the caster's attack power)": "Points de vie max. de la cible (pas la puissance d'attaque du lanceur)", "Target burning stacks": "Cumuls de Combustion de la cible", "Target burning stacks:": "Piles de brûlure sur la cible :", "Target current HP (head + body)": "PV actuels de la cible (tête + corps)", "Target is a Boss": "La cible est un boss", "Target max HP (head + body)": "PV max de la cible (tête + corps)", "Target unit condition": "Condition de l'unité cible", "Target's combined HP fraction": "Fraction de PV combinés de la cible", "Target's missing HP": "PV manquants de la cible", "Target's missing HP (every 3rd basic)": "PV manquants de la cible (tous les 3 coups de base)", "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "Portée de ciblage 8 ; le bonus de distance culmine à 16 cases (coin le plus éloigné de la portée).", "Tas d'os": "Tas d'os", "Tas d'os (resource node)": "Tas d'os (nœud de ressources)", "Tas d'os (resource node) - Dungeon Settlers Wiki": "Tas d'os (resource node) - Dungeon Settlers Wiki", "Tas d'os (source de ressources)": "Tas d'os (source de ressources)", "Tas d'os (source de ressources) - Dungeon Settlers Wiki": "Tas d'os (source de ressources) - Dungeon Settlers Wiki", "Tas de bois": "Tas de bois", "Tas de bois - Dungeon Settlers Wiki": "Tas de bois - Dungeon Settlers Wiki", "Tas de débris magiques": "Tas de débris magiques", "Tas de débris magiques 1": "Tas de débris magiques 1", "Tas de débris magiques 1 (resource node)": "Tas de débris magiques 1 (nœud de ressources)", "Tas de débris magiques 1 (resource node) - Dungeon Settlers Wiki": "Tas de débris magiques 1 (resource node) - Dungeon Settlers Wiki", "Tas de débris magiques 1 (source de ressources)": "Tas de débris magiques 1 (source de ressources)", "Tas de débris magiques 1 (source de ressources) - Dungeon Settlers Wiki": "Tas de débris magiques 1 (source de ressources) - Dungeon Settlers Wiki", "Tas de débris magiques 2": "Tas de débris magiques 2", "Tas de débris magiques 2 (resource node)": "Tas de débris magiques 2 (nœud de ressources)", "Tas de débris magiques 2 (resource node) - Dungeon Settlers Wiki": "Tas de débris magiques 2 (resource node) - Dungeon Settlers Wiki", "Tas de débris magiques 2 (source de ressources)": "Tas de débris magiques 2 (source de ressources)", "Tas de débris magiques 2 (source de ressources) - Dungeon Settlers Wiki": "Tas de débris magiques 2 (source de ressources) - Dungeon Settlers Wiki", "Tas de débris magiques 3": "Tas de débris magiques 3", "Tas de débris magiques 3 (resource node)": "Tas de débris magiques 3 (nœud de ressources)", "Tas de débris magiques 3 (resource node) - Dungeon Settlers Wiki": "Tas de débris magiques 3 (resource node) - Dungeon Settlers Wiki", "Tas de débris magiques 3 (source de ressources)": "Tas de débris magiques 3 (source de ressources)", "Tas de débris magiques 3 (source de ressources) - Dungeon Settlers Wiki": "Tas de débris magiques 3 (source de ressources) - Dungeon Settlers Wiki", "Tas de débris magiques utiles": "Tas de débris magiques utiles", "Tas de débris magiques utiles (resource node)": "Tas de débris magiques utiles (nœud de ressources)", "Tas de débris magiques utiles (resource node) - Dungeon Settlers Wiki": "Tas de débris magiques utiles (resource node) - Dungeon Settlers Wiki", "Tas de débris magiques utiles (source de ressources)": "Tas de débris magiques utiles (source de ressources)", "Tas de débris magiques utiles (source de ressources) - Dungeon Settlers Wiki": "Tas de débris magiques utiles (source de ressources) - Dungeon Settlers Wiki", "Tas de ferraille": "Tas de ferraille", "Tas de ferraille (source de ressources)": "Tas de ferraille (source de ressources)", "Tas de ferraille (source de ressources) - Dungeon Settlers Wiki": "Tas de ferraille (source de ressources) - Dungeon Settlers Wiki", "Tas de ferraille 1": "Tas de ferraille 1", "Tas de ferraille 1 (resource node)": "Tas de ferraille 1 (nœud de ressource)", "Tas de ferraille 1 (resource node) - Dungeon Settlers Wiki": "Tas de ferraille 1 (resource node) - Dungeon Settlers Wiki", "Tas de ferraille 1 (source de ressources)": "Tas de ferraille 1 (source de ressources)", "Tas de ferraille 1 (source de ressources) - Dungeon Settlers Wiki": "Tas de ferraille 1 (source de ressources) - Dungeon Settlers Wiki", "Tas de ferraille 2": "Tas de ferraille 2", "Tas de ferraille 2 (resource node)": "Tas de ferraille 2 (nœud de ressource)", "Tas de ferraille 2 (resource node) - Dungeon Settlers Wiki": "Tas de ferraille 2 (resource node) - Dungeon Settlers Wiki", "Tas de ferraille 2 (source de ressources)": "Tas de ferraille 2 (source de ressources)", "Tas de ferraille 2 (source de ressources) - Dungeon Settlers Wiki": "Tas de ferraille 2 (source de ressources) - Dungeon Settlers Wiki", "Tas de ferraille 3": "Tas de ferraille 3", "Tas de ferraille 3 (resource node)": "Tas de ferraille 3 (nœud de ressource)", "Tas de ferraille 3 (resource node) - Dungeon Settlers Wiki": "Tas de ferraille 3 (resource node) - Dungeon Settlers Wiki", "Tas de ferraille 3 (source de ressources)": "Tas de ferraille 3 (source de ressources)", "Tas de ferraille 3 (source de ressources) - Dungeon Settlers Wiki": "Tas de ferraille 3 (source de ressources) - Dungeon Settlers Wiki", "Tas de ferraille d'événement commun 1 - Dungeon Settlers Wiki": "Tas de ferraille d'événement commun 1 - Dungeon Settlers Wiki", "Tas de ferraille d'événement commun 2 - Dungeon Settlers Wiki": "Tas de ferraille d'événement commun 2 - Dungeon Settlers Wiki", "Tas de ferraille d'événement commun 3 - Dungeon Settlers Wiki": "Tas de ferraille d'événement commun 3 - Dungeon Settlers Wiki", "Tas de paille": "Tas de paille", "Tas de paille - Dungeon Settlers Wiki": "Tas de paille - Dungeon Settlers Wiki", "Tas de pierres": "Tas de pierres", "Tas de pierres - Dungeon Settlers Wiki": "Tas de pierres - Dungeon Settlers Wiki", "Tas de rebuts magiques commun - Dungeon Settlers Wiki": "Tas de rebuts magiques commun - Dungeon Settlers Wiki", "Task": "Tâche", "Task - Dungeon Settlers Wiki": "Tâche - Dungeon Settlers Wiki", "Task icon": "Tâche icon", "TaskTalentScores": "TaskTalentScores", "Task_": "Task_", "Tasse à thé ornée": "Tasse à thé ornée", "Tasse à thé ornée - Dungeon Settlers Wiki": "Tasse à thé ornée - Dungeon Settlers Wiki", "Tasse à thé ornée icon": "Tasse à thé ornée icon", "Taunt + Mocking Grin": "Provocation + Sourire moqueur", "Taunt is a debuff that forces enemies to attack the taunter. Dual Request taunts one target (and gives you +50% damage to it, -30% damage from everyone else); Guardian's Taunt taunts a whole pack. Because Taunt is an enemy debuff, casting it also triggers Guard Barrier. Then Mocking Grin (Fortress) converts 20% of every hit you take from a taunted enemy into Barrier for 10s - so the more you are attacked, the more shield you generate, exactly inverting the usual downside of being the target. Dual Request's -30% damage taken and a shield stack (Fortified / Barrier Resurge) make this a genuinely sticky tank. The taunter and the Mocking Grin holder must be the same unit (it keys off 'your' Taunt).": "La Provocation est un débuff qui force les ennemis à attaquer celui qui provoque. Requête double provoque une seule cible (et vous donne +50 % de dégâts contre elle, -30 % de dégâts de tous les autres) ; la Provocation du gardien provoque tout un groupe. Comme la Provocation est un débuff ennemi, la lancer déclenche aussi la Barrière défensive. Ensuite, Sourire moqueur (Forteresse) convertit 20 % de chaque coup que vous encaissez d'un ennemi provoqué en Bouclier pendant 10 s, si bien que plus vous êtes attaqué, plus vous générez de bouclier, inversant exactement l'inconvénient habituel d'être la cible. Le -30 % de dégâts subis de Requête double et un cumul de bouclier (Fortifié / Résurgence de barrière) en font un tank vraiment collant. Celui qui provoque et le porteur de Sourire moqueur doivent être la même unité (il se base sur 'votre' Provocation).", "Taunt tank": "Tank de provocation", "Team": "Équipe", "Team & import": "Équipe et import", "Team 1": "Équipe 1", "Team Stats": "Statistiques de l'équipe", "Team composition": "Composition de l'équipe", "Team damage per second": "Dégâts de l'équipe par seconde", "Team energy to kill": "Énergie d'équipe pour tuer", "Team for DPS and energy": "Équipe pour DPS et énergie", "Team name for the imported party": "Nom de l'équipe pour le groupe importé", "Team name:": "Nom de l'équipe :", "Team units": "Unités d'équipe", "Tech Book x2": "Livre technique x2", "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total": "Livre technique x2 par rapport (Insecte acide, Insecte à spores, Larve carnée, Sangsue infernale) = 8 au total", "Technical support is needed.": "Un soutien technique est nécessaire.", "Teinte verte": "Teinte verte", "Teinte verte - Dungeon Settlers Wiki": "Teinte verte - Dungeon Settlers Wiki", "Teinte verte icon": "Icône Teinte verte", "Temp Tuto Skip": "Saut tuto temp", "TempTutoSkip": "TempTutoSkip", "Temp_Demo Wishlist": "Temp_Demo Wishlist", "Template weight": "Poids du modèle", "Templates in pool": "Modèles dans le pool", "Temple": "Temple", "Temple correct": "Temple correct", "Temple correct minimum room layout": "Temple correct : agencement minimal", "Temple délabré": "Temple délabré", "Temple délabré minimum room layout": "Temple délabré : agencement minimal", "Temple fantastique": "Temple fantastique", "Temple impressionnant": "Temple impressionnant", "Temple luxueux": "Temple luxueux", "Temple médiocre": "Temple médiocre", "Temple médiocre minimum room layout": "Temple médiocre : agencement minimal", "Temple ordinaire": "Temple ordinaire", "Temple ordinaire minimum room layout": "Temple ordinaire : agencement minimal", "TemplePray": "TemplePray", "Temple_": "Temple_", "Temporarily gain shell.": "Gagnez temporairement une coque.", "Temporary-buff stack caps": "Plafonds de cumul des bonus temporaires", "Temps": "Temps", "Temps dégagé. Aucun effet.": "Temps dégagé. Aucun effet.", "Tempête de sabres": "Tempête de sabres", "Tempête de sabres - Dungeon Settlers Wiki": "Tempête de sabres - Dungeon Settlers Wiki", "Tempête de sabres portée et zone affichées sur une salle de donjon": "Tempête de sabres portée et zone affichées sur une salle de donjon", "Tenevoy": "Tenevoy", "Tente de fuir un ennemi proche.": "Tente de fuir un ennemi proche.", "Tente de fuir un ennemi proche. 1s cooldown": "Tente de fuir un ennemi proche. 1s de recharge", "Tente de fuir un ennemi proche. 1s de recharge": "Tente de fuir un ennemi proche. 1s de recharge", "Tente de gobelins": "Tente de gobelins", "Tente de gobelins (resource node)": "Tente de gobelins (nœud de ressources)", "Tente de gobelins (resource node) - Dungeon Settlers Wiki": "Tente de gobelins (resource node) - Dungeon Settlers Wiki", "Tente de gobelins (source de ressources)": "Tente de gobelins (source de ressources)", "Tente de gobelins (source de ressources) - Dungeon Settlers Wiki": "Tente de gobelins (source de ressources) - Dungeon Settlers Wiki", "Tente du capitaine de la garde": "Tente du capitaine de la garde", "Tente du capitaine de la garde - Dungeon Settlers Wiki": "Tente du capitaine de la garde - Dungeon Settlers Wiki", "Terminer Le Voile du Silence": "Terminer Le Voile du Silence", "Terminez diverses quêtes secondaires fournies par la Guilde.": "Terminez diverses quêtes secondaires fournies par la Guilde.", "Terre adhérente et humide. Utilisée pour la sculpture, la cuisson ou comme matériau de construction.": "Terre adhérente et humide. Utilisée pour la sculpture, la cuisson ou comme matériau de construction.", "Terre cultivée avec sueur et sincérité.": "Terre cultivée avec sueur et sincérité.", "Terre stérile": "Terre stérile", "Terres agricoles": "Terres agricoles", "Terres agricoles - Dungeon Settlers Wiki": "Terres agricoles - Dungeon Settlers Wiki", "Terres agricoles icon": "Terres agricoles icon", "Terrier purulent": "Terrier purulent", "Terrier purulent (11)": "Terrier purulent (11)", "Terrier purulent -": "Terrier purulent -", "Test": "Test", "Test Setting": "Paramètre de test", "Test Superman": "Test Superman", "Test Superman - Dungeon Settlers Wiki": "Test Superman - Dungeon Settlers Wiki", "Test Superman icon": "Test Superman icône", "Test Test Test": "Test Test Test", "Test Test Test - Dungeon Settlers Wiki": "Test Test Test - Dungeon Settlers Wiki", "Test Test Test icon": "Test Test Test icône", "Test Trade": "Échange test", "Test Trade - Dungeon Settlers Wiki": "Échange de test - Dungeon Settlers Wiki", "Test Trade Box": "Boîte de commerce test", "Test Trade Box - Dungeon Settlers Wiki": "Boîte de test d'échange - Dungeon Settlers Wiki", "Test Trade icon": "Échange de test icon", "Test presets": "Préréglages de test", "Test unit": "Unité de test", "Test unit: Magic {#}, Physical {#}.": "Unité de test : Magique {#}, Physique {#}.", "Text & descriptions": "Texte et descriptions", "Text / Localization": "Texte / Localisation", "Text and wording": "Textes et formulations", "Text polish": "Retouches de texte", "Text varies per Expedition Resolution": "Le texte varie selon la Résolution de l'expédition", "Text varies per Expedition Resolution - see": "Le texte varie selon la résolution d'expédition : voir", "TextKeyTable_en.json": "TextKeyTable_en.json", "TextKeyTable_languages.json": "TextKeyTable_languages.json", "Textile": "Textile", "Textile - Dungeon Settlers Wiki": "Textile - Dungeon Settlers Wiki", "Textile icon": "Textile icon", "Thank you for playing the Dungeon Settlers demo.": "Merci d'avoir joué à la démo de Dungeon Settlers.", "Thank you for playing the Dungeon Settlers demo. This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of the game are still in development,": "Merci d'avoir joué à la démo de Dungeon Settlers. Cette démo a été préparée pour vous donner un aperçu précoce de la boucle de jeu principale de Dungeon Settlers. De nombreuses parties du jeu sont encore en développement,", "Thanks! Your report was sent.": "Merci ! Votre rapport a été envoyé.", "That makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "Cela rend la rotation strictement meilleure que l'attente : répartir vos explorations sur plusieurs étages (et régions) maintient chaque compteur au-dessus de zéro, si bien que vous ne subissez jamais la pénalité de région de -50% et n'avez jamais à patienter deux semaines de récupération. Farmer un étage favori jusqu'au fond est la seule habitude la plus coûteuse du jeu.", "That's quite challenging.": "C'est assez difficile.", "That's the sound of a horn.": "C'est le son d'une trompette.", "The": "Le", "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "Le bonus d'encerclement de +10% de toucher / +5% de crit par unité qui prend à revers. Note : présent dans les données mais", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring TODO if it is available.": "Le -3 de vision la nuit vous permet d'approcher davantage, mais vos propres unités sont tout aussi aveugles : emportez TODO si c'est disponible.", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring vision nocturne if it is available.": "The -3 vision at night lets you approach closer, but your own units are just as blind - bring vision nocturne if it is available.", "The Crawling Doom tutorial's scripted steps.": "Les étapes scriptées du tutoriel du Doom rampant.", "The Drifting One": "Celui qui dérive", "The EXP required to level up from the current level. Determines the maximum value of": "L'XP requise pour monter de niveau du niveau actuel. Détermine la valeur maximale de", "The EXP required to level up from the current level. Determines the maximum value of Exp.": "L'XP requise pour monter de niveau du niveau actuel. Détermine la valeur maximale de Exp.", "The EXP required to reach the next level. Determines the maximum value of": "L'XP requise pour atteindre le niveau suivant. Détermine la valeur maximale de", "The EXP required to reach the next level. Determines the maximum value of Exp.": "L'XP requise pour atteindre le niveau suivant. Détermine la valeur maximale de Exp.", "The Early-Access roadmap - the in-game": "La feuille de route d'accès anticipé ; le", "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "(spoilers).", "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record": "L'arène du mémorial du Golem ; l'apparition d'Endorsi requiert l'enregistrement KillCount_GiantStoneGolem_1", "The Infinite Abyss is a standalone endless mode, separate from the campaign regions. Its corrupted monsters drop nothing directly - you farm it through the treasure chests below. See the": "L'Abîme infini est un mode sans fin autonome, distinct des régions de campagne. Ses monstres corrompus ne lâchent rien directement - vous le farmez via les coffres au trésor ci-dessous. Voir le", "The Infinite Abyss is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "L'Abîme infini est un mode de donjon sans fin autonome, distinct de la région vide de l'Abîme Oublié sur la carte des expéditions. Il n'est que partiellement implémenté.", "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "L'Abîme infini utilise une disposition fixe à chaque étage (1-10) : une Entrée, une salle de Combat, une", "The Inscription of Gloom tradeoff": "Le compromis de l'Inscription de Mélancolie", "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "L'Inscription de renvoi renvoie 100 % de tous les types de dégâts. Les carapaces de monstres (Tortue épineuse, Tortue de cristal) renvoient à la place une partie des dégâts de mêlée / magiques.", "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "L'Inscription de la Coquille naissante transforme l'Énergie récupérée en charges de Coquille, plafonnées à 20.", "The Inspector's voice flows from the raven's beak.": "La voix de l'Inspecteur provient du bec du corbeau.", "The Intelligence talent of {#} has changed from {#} to {#}.": "Le talent d'Intelligence de {#} est passé de {#} à {#}.", "The Korean text adds a clause not in the English description: hits against a target within 1 tile deal 50% less. Not folded into the numbers.": "Le texte coréen ajoute une clause absente de la description anglaise : les coups portés contre une cible à moins de 1 case infligent 50% de moins. Non intégré aux valeurs.", "The Legendary": "La légendaire", "The Lycan expedition members exchange disappointed looks, then...": "Les membres de l'expédition lycanthrope échangent des regards déçus, puis...", "The Perception myth": "Le mythe de la Perception", "The Poison row lists a non-zero MaxStack field but its description says it cannot stack; the shipped tooltip also states its damage is per second. The exact Poison tick interval is treated on the": "La ligne du Poison affiche un champ MaxStack non nul, mais sa description indique qu'il ne peut pas se cumuler ; l'infobulle du jeu précise aussi que ses dégâts sont par seconde. L'intervalle exact des tics de Poison est traité sur la", "The Rare": "La rare", "The Sky-Colored Bird": "L'oiseau couleur du ciel", "The Strength talent of {#} has changed from {#} to {#}.": "Le talent de Force de {#} est passé de {#} à {#}.", "The TraitTable defines exactly 3 traits with": "La TraitTable définit exactement 3 traits avec", "The TraitTable defines exactly 7 traits with": "Le TraitTable définit exactement 7 traits avec", "The alternate room appearance used in range previews": "L'apparence de salle alternative utilisée dans les aperçus de portée", "The amount of experience required. {1} refers to the max experience amount at level 1. {0} is an unused placeholder, and its value is fixed to \"None\".": "La quantité d'expérience requise. {1} fait référence à la quantité d'expérience max au niveau 1. {0} est un espace réservé inutilisé, et sa valeur est fixée à « None ».", "The amount of the first item in {#} has changed from {#} to {#}.": "La quantité du premier objet dans {#} est passée de {#} à {#}.", "The amount of the second item in {#} has changed from {#} to {#}.": "La quantité du deuxième objet dans {#} est passée de {#} à {#}.", "The amount of the third item in {#} has changed from {#} to {#}.": "La quantité du troisième objet dans {#} est passée de {#} à {#}.", "The area of effect of {#} has changed from {#} to {#} tiles.": "La zone d'effet de {#} est passée de {#} à {#} tuiles.", "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...": "L'œuvre d'art est rudimentaire, mais la séquence (chasser le gibier en avant, l'encercler et frapper le coup final) est dépinte...", "The assembled connected floor map": "La carte d'étage connectée assemblée", "The attack speed of {#} has changed from {#} to {#}.": "La vitesse d'attaque de {#} est passée de {#} à {#}.", "The backgrounds available to {#} have changed from {#} to {#}.": "Les arrière-plans disponibles pour {#} sont passés de {#} à {#}.", "The base price of {#} has changed from {#} to {#}.": "Le prix de base de {#} est passé de {#} à {#}.", "The base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.": "La quantité de base cycle entre 4, 24 et 72 au sein de chaque palier de grade. Dans la version actuelle, les pierres de mana supérieures et suprêmes n'ont aucune source fiable de butin, de coffre, de recette ou de marchand, si bien que la montée en niveau ralentit fortement en pratique dès qu'une unité dépasse le niveau 5.", "The base random event": "L'événement aléatoire de base", "The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Devastation a level-5 settler starts at -9 mood expectation vs -2 on Easy.": "L'humeur de référence qu'un colon de chaque niveau attend de son traitement (standard de logement/nourriture). Une difficulté de gestion plus élevée abaisse cette référence : en Dévastation, un colon de niveau 5 démarre à une attente d'humeur de -9 contre -2 en Facile.", "The bodies of units who die in the settlement will remain where they are.": "Les corps des unités qui meurent dans la colonie resteront où ils sont.", "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po": "Les corps des unités qui meurent dans la colonie resteront où ils sont. Dans la version de démo, les corps peuvent être temporairement supprimés via le portail. Tout en portant le corps d'une unité, cliquez avec le bouton droit sur le po", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to ...": "Le corps d'un membre de l'expédition qui meurt dans la colonie restera où il est. Jusqu'à ce que le corps soit correctement enterré, ce membre de l'expédition continuera à...", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways": "Le corps d'un membre de l'expédition qui meurt dans la colonie restera où il est. Jusqu'à ce que le corps soit correctement enterré, ce membre de l'expédition continuera à occuper la population. Il y a deux façons", "The body used by {#} has changed from {#} to {#}.": "Le corps utilisé par {#} est passé de {#} à {#}.", "The bonuses granted by equipping {#} have changed from {#} to {#}.": "Les bonus accordés en équipant {#} sont passés de {#} à {#}.", "The boss room (": "La salle du boss (", "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "La borne inférieure de la plage de modificateur de Perception de {#} est passée de {#} à {#}.", "The build menu category of {#} has changed from {#} to {#}.": "La catégorie du menu de construction de {#} est passée de {#} à {#}.", "The building subtype of {#} has changed from {#} to {#}.": "Le sous-type de bâtiment de {#} est passé de {#} à {#}.", "The calculator covers the two confident stacking DoTs,": "Le calculateur couvre les deux DoT cumulables fiables,", "The campaign is split into": "La campagne est divisée en", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in": "La campagne tourne sur une horloge globale unique partagée par la colonie et toute expédition en cours ; il n'y a pas de calendrier de donjon distinct. Le temps se mesure en", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in ti...": "La campagne fonctionne sur une seule horloge globale partagée par la colonie et toute expédition active : il n'y a pas de calendrier de donjon distinct. Le temps se mesure en ti...", "The campaign's main chain is": "La chaîne principale de la campagne est", "The carapace traits that grant these reflects carry FloatValue": "Les traits de carapace qui accordent ces renvois portent FloatValue", "The caster's chance to land the hit. In My unit mode it is your unit's real hit chance (from the Builder); player targeted spells are otherwise 100%.": "La chance du lanceur de toucher. En mode Mon unité, c'est la chance de toucher réelle de votre unité (issue du Constructeur) ; les sorts ciblés du joueur sont sinon à 100%.", "The casting caster's critical-hit chance (the crit multiplier is folded into Skill Damage). In My unit mode this is your chosen caster's real crit - the magic caster's for a magic spell, the physical caster's for a physical one.": "La chance de coup critique du lanceur (le multiplicateur de critique est inclus dans les Dégâts de compétence). En mode Mon unité, c'est le critique réel de votre lanceur choisi - celui du lanceur magique pour un sort magique, celui du lanceur physique pour un sort physique.", "The catalyst in...": "Le catalyseur en...", "The categories on {#} have changed from {#} to {#}.": "Les catégories de {#} sont passées de {#} à {#}.", "The chain's internal order is": "L'ordre interne de la chaîne est", "The chance of drawing the first item from {#} has changed from {#} to {#}.": "La probabilité de tirer le premier objet de {#} est passée de {#} à {#}.", "The chance of drawing the second item from {#} has changed from {#} to {#}.": "La probabilité de tirer le deuxième objet de {#} est passée de {#} à {#}.", "The chance of drawing the third item from {#} has changed from {#} to {#}.": "La probabilité de tirer le troisième objet de {#} est passée de {#} à {#}.", "The chance of each item appearing at {#} has changed from {#} to {#}.": "La probabilité d'apparition de chaque objet chez {#} est passée de {#} à {#}.", "The check is": "La vérification porte sur", "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "La vérification porte sur les PV combinés tête+corps, pas sur une seule barre. Tout coup infligeant des dégâts qui laisse un ennemi non-boss à", "The choices offered at {#} have changed from {#} to {#}.": "Les choix proposés à {#} sont passés de {#} à {#}.", "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "Le rang de clan à partir duquel {#} apparaissent parmi les recrues est passé de {#} à {#}.", "The clan rank from which {#} starts appearing among recruits has changed from {#} to {#}.": "Le rang de clan à partir duquel {#} apparaît parmi les recrues est passé de {#} à {#}.", "The clan you begin a scenario with - the tutorial and basic starting settlers.": "Le clan avec lequel vous commencez un scénario : le tutoriel et les colons de départ de base.", "The clear forest air aids growth. All units gain experience gain bonuses.": "L'air clair de la forêt favorise la croissance. Toutes les unités gagnent des bonus d'expérience.", "The complete Dungeon Settlers database: items, monsters, skills, skill trees, buildings, events, quests, loot tables and a character builder, from the game's own data.": "La base de données complète de Dungeon Settlers : objets, monstres, compétences, arbres de compétences, bâtiments, événements, quêtes, tables de butin et un créateur de personnage, à partir des données du jeu.", "The complete in-game handbook (the Game Guide panel), 49 topics as shipped in this build. Keyword links work like the game's own hover references.": "Le manuel complet du jeu (le panneau Guide du jeu), 49 sujets tels qu'inclus dans cette version. Les liens de mots-clés fonctionnent comme les références au survol du jeu.", "The complete in-game handbook (the Game Guide panel), 50 topics as shipped in this build. Keyword links work like the game's own hover references.": "Le manuel complet dans le jeu (le panneau Guide de Jeu), 50 sujets tels que livrés dans cette version. Les liens de mots-clés fonctionnent comme les références de survol du jeu.", "The composited in-game unit icon, with its equipped gear": "L'icône d'unité composée en jeu, avec son équipement", "The condition on {#} has changed from {#} to {#}.": "La condition de {#} est passée de {#} à {#}.", "The condition that makes {#} selectable has changed from {#} to {#}.": "La condition qui rend {#} sélectionnable est passée de {#} à {#}.", "The condition that offers {#} has changed from {#} to {#}.": "La condition qui propose {#} est passée de {#} à {#}.", "The condition that raises {#} has changed from {#} to {#}.": "La condition qui déclenche {#} est passée de {#} à {#}.", "The condition that starts {#} has changed from {#} to {#}.": "La condition qui démarre {#} est passée de {#} à {#}.", "The conditions on {#} have changed from {#} to {#}.": "Les conditions de {#} sont passées de {#} à {#}.", "The conditions that make {#} selectable have changed from {#} to {#}.": "Les conditions qui rendent {#} sélectionnable sont passées de {#} à {#}.", "The conditions that offer {#} have changed from {#} to {#}.": "Les conditions qui proposent {#} sont passées de {#} à {#}.", "The conditions that raise {#} have changed from {#} to {#}.": "Les conditions qui déclenchent {#} sont passées de {#} à {#}.", "The conditions that start {#} have changed from {#} to {#}.": "Les conditions qui démarrent {#} sont passées de {#} à {#}.", "The constant is written": "La constante est écrite", "The cooldown of {#} has changed from {#} to {#}.": "Le temps de recharge de {#} est passé de {#} à {#}.", "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "Le temps de recharge de {#} est passé de {#} à {#} minutes de jeu.", "The crow looks down at you, tilts its beak, and says with an oddly playful tone,": "Le corbeau vous regarde, penche son bec, et parle avec un ton étrangement amusant :", "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in t": "Le corbeau vous regarde, penche son bec, et parle avec un ton étrangement amusant : « Écoute, il y a une limite à ce que je peux faire pour t'aider. Si tu es anéanti à nouveau, nous serons vraiment en t", "The crow looks down at you, tilts its beak, and-almost playfully-says,": "Le corbeau vous regarde, penche son bec, et dit presque en plaisantant :", "The crow looks down at you, tilts its beak, and-almost playfully-says, \"Listen, there's a limit to how much I can help. If you get wiped out again, we'll really be in trouble.\"</c": "Le corbeau vous regarde, penche son bec, et dit presque en plaisantant : « Écoute, il y a une limite à ce que je peux faire pour t'aider. Si tu es anéanti à nouveau, nous serons vraiment en trouble »", "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.": "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.", "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "L'IA personnalisée repose sur des arbres Behavior Designer dont les vérifications de distance/vision (", "The damage dealt bonus changes by current": "Le bonus de dégâts change selon le", "The damage dealt bonus changes by current Humeur × {0}%. The lower Humeur is, the more damage is dealt.": "Le bonus de dégâts change selon Humeur actuelle × {0}%. Plus l'Humeur est basse, plus les dégâts sont élevés.", "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "Le pipeline des dégâts, les coefficients de stat par point, le calcul du critique et de la résistance, la mise à l'échelle des DoT, l'encerclement et la mise à l'échelle des invocations : chaque chiffre est rattaché à sa table.", "The data ships a": "Les données incluent un", "The decoration style of {#} has changed from {#} to {#}.": "Le style de décoration de {#} est passé de {#} à {#}.", "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "Plus vous allez profondément dans un donjon, plus les ressources que vous pouvez obtenir sont riches et rares.", "The default conversation for {#} has changed from {#} to {#}.": "La conversation par défaut de {#} est passée de {#} à {#}.", "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool.": "Le recrutement par défaut, le plus courant (poids de recrutement 100 à tous les rangs de clan). La seule race avec un bonus d'expérience. Dispose du plus grand pool de noms procéduraux.", "The demo has": "La démo comporte", "The demo truth: the chain is broken on purpose": "La vérité de la démo : la chaîne est brisée volontairement", "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.": "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.", "The detection model": "Le modèle de détection", "The dev comment on that constant is explicit:": "Le commentaire du développeur sur cette constante est explicite :", "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...": "L'appareil ne répond pas, peu importe sur quels boutons tu appuies ou quels leviers tu tires. Le temps semble avoir détruit son...", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 65, with conditions and rewards) live on the": "Les trames de dialogue derrière le système de Résolution de l'expédition : l'invite de politique à la base, ainsi que ses scènes d'abandon et d'achèvement. Les résolutions elles-mêmes (les 65, avec conditions et récompenses) se trouvent sur la", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 66, with conditions and rewards) live on the": "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 66, with conditions and rewards) live on the", "The draw weight of the first item in {#} has changed from {#} to {#}.": "Le poids de tirage du premier objet dans {#} est passé de {#} à {#}.", "The draw weight of the second item in {#} has changed from {#} to {#}.": "Le poids de tirage du deuxième objet dans {#} est passé de {#} à {#}.", "The draw weight of the third item in {#} has changed from {#} to {#}.": "Le poids de tirage du troisième objet dans {#} est passé de {#} à {#}.", "The dump confirms the constants and the melee/ranged split (dev comment: [0] melee, [1] ranged) but the method bodies are stripped, so the exact arithmetic that applies the multiplier is inferred, not read line-by-line. No leash or return-to-spawn timer was found in the code - a monster that reaches": "Le dump confirme les constantes et la répartition mêlée/distance (commentaire du dev : [0] mêlée, [1] distance) mais le corps des méthodes est retiré, si bien que l'arithmétique exacte qui applique le multiplicateur est déduite, non lue ligne par ligne. Aucune laisse ni minuterie de retour au point d'apparition n'a été trouvée dans le code : un monstre qui atteint", "The dungeon runs on a day/night clock. Daytime is": "Le donjon suit un cycle jour/nuit. La journée va de", "The durability of {#} has changed from {#} to {#}.": "La durabilité de {#} est passée de {#} à {#}.", "The durability routine receives the": "La routine de durabilité reçoit les dégâts", "The duration of {#} has changed from {#} to {#}.": "La durée de {#} est passée de {#} à {#}.", "The effects applied by equipping {#} have changed from {#} to {#}.": "Les effets appliqués en équipant {#} sont passés de {#} à {#}.", "The effects carried by {#} have changed from {#} to {#}.": "Les effets portés par {#} sont passés de {#} à {#}.", "The encirclement constant is authored in the game data but no combat code reads it, so this bonus currently does nothing. The panel shows what it": "La constante d'encerclement est définie dans les données du jeu, mais aucun code de combat ne la lit, donc ce bonus ne fait actuellement rien. Le panneau montre ce qu'il", "The end delay on {#} has changed from {#} to {#}.": "Le délai de fin de {#} est passé de {#} à {#}.", "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "L'ennemi est supposé toujours toucher (100%) - aucun modèle d'esquive/garde n'existe pour les monstres dans les données.", "The energy cost of {#} has changed from {#} to {#}.": "Le coût en énergie de {#} est passé de {#} à {#}.", "The entries behind {#} have changed from {#} to {#}.": "Les entrées derrière {#} sont passées de {#} à {#}.", "The equipment required to use {#} has changed from {#} to {#}.": "L'équipement requis pour utiliser {#} est passé de {#} à {#}.", "The events linked to {#} have changed from {#} to {#}.": "Les événements liés à {#} sont passés de {#} à {#}.", "The exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your": "Le gain exact est tiré aléatoirement dans la fourchette du palier à chaque montée de niveau, puis multiplié par votre", "The exact skill it grants is not defined in stock DS_B.0.3.26 yet (gated / unreleased content).": "La compétence exacte qu'elle accorde n'est pas encore définie dans la version d'origine DS_B.0.3.26 (contenu verrouillé / non publié).", "The exact skill it grants is not defined in stock DS_B.0.3.40 yet (gated / unreleased content).": "La compétence exacte qu'elle accorde n'est pas encore définie dans la version d'origine DS_B.0.3.40 (contenu verrouillé / non publié).", "The exchange": "L'échange", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...": "Les membres de l'expédition se rassemblent un par un pour célébrer le succès de cette expédition. Leur armure est encore couverte...", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.": "Les membres de l'expédition se rassemblent un par un pour célébrer le succès de cette expédition. Leur armure est encore couverte de saleté et de poussière, mais personne n'y prête attention. Une fois que chaque œil est sur toi, tu lèves la voix. « Nous avons conquis ce tunnel maudit. Nous avons abattu les déchets pourris et tous les monstres hideux qu'il contenait. » Les membres de l'expédition se frappent mutuellement le dos et éclatent en acclamations. Les rires retentissent partout. « Mais ce n'est pas la fin. Le cœur de la calamité nous attend encore plus profondément. Porte la victoire d'aujourd'hui dans ton cœur - et demain, marchons dans une obscurité encore plus profonde ! » À ton signal, les membres de l'expédition poussent un rugissement puissant et célèbrent leur victoire ensemble.", "The expedition members have begun to doubt the expedition's recent ability to achieve its g...": "Les membres de l'expédition ont commencé à douter de la capacité récente de l'expédition à atteindre ses...", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...": "Les membres de l'expédition se plongent immédiatement dans la zone contaminée. Les polluants s'enroulent autour de leurs corps et les viol... sombres", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.": "Les membres de l'expédition se jettent immédiatement dans la zone contaminée. Les polluants s'enroulent autour de leurs corps, et un liquide violet foncé couvre leur armure et leur peau. Personne n'a un moment à consacrer à sa propre sécurité. Après avoir à peine réussi à saisir la figure qui dérive et à la traîner dehors, un membre vérifie son état. « Non... Il est déjà mort. » Chaque expression se durcit. En récupérant le corps, les membres de l'expédition découvrent une petite quantité d'argent.", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.": "Les membres de l'expédition se jettent immédiatement dans la zone contaminée. Les polluants s'enroulent autour de leurs corps, et un liquide violet foncé couvre leur armure et leur peau. Personne n'a un moment à consacrer à sa propre sécurité. Après avoir à peine réussi à saisir la figure qui dérive et à la traîner dehors, un membre vérifie son état. « Dieu merci. Il est toujours vivant ! » Le survivant reprend conscience un peu plus tard et décide de rester avec l'expédition.", "The expedition members receive meals more generous than usual and eat with visibly greater satisf...": "Les membres de l'expédition reçoivent des repas plus généreux que d'habitude et mangent avec une satisfaction visiblement...", "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...": "Les yeux des membres de l'expédition s'élargissent à tes paroles. En un instant, leurs expressions passent de l'épuisement à la surprise et...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrib...": "L'objectif ultime de l'expédition est de détruire le cœur d'Arcteon, le donjon qui se connaît lui-même, et de mettre fin à la terrible...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor...": "L'objectif ultime de l'expédition est de détruire le cœur d'Arcteon, le donjon conscient de lui-même, et mettre fin à la terrible apocalypse", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have f": "L'objectif ultime de l'expédition est de détruire le cœur d'Arcteon, le donjon conscient de lui-même, et mettre fin à la terrible apocalypse qui s'est abattue sur le monde. Puisque les expéditions récentes ont", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless. \"Captain, what if we go deeper on the next expedition?\" Someone makes the suggestion loudly in front of all the gathered members. \"If we stop here, everyone will think we're cowards.\" After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "L'objectif ultime de l'expédition est de détruire le cœur d'Arcteon, le donjon qui se connaît lui-même, et de mettre fin à la terrible apocalypse qui s'est abattue sur le monde. Depuis que les récentes expéditions n'ont pas produit de résultats visibles, les membres de l'expédition semblent devenir nerveux. « Capitaine, et si nous allions plus profond lors de la prochaine expédition ? » Quelqu'un fait la suggestion à haute voix devant tous les membres rassemblés. « Si nous arrêtons ici, tout le monde pensera que nous sommes des lâches. » Après une profonde réflexion, tu réalises que maintenant, alors que les membres sont remplis de motivation, peut être le moment parfait pour passer à la prochaine étape de l'expédition.", "The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a...": "L'objectif ultime de l'expédition est de détruire le noyau d'Arctéon, le donjon doté de conscience, et de mettre fin au terrible...", "The experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.": "L'expérience requise pour atteindre le niveau suivant grimpe selon une courbe à peu près quadratique : 30 pour atteindre le niveau 2, puis 250, 567, 1 017, 1 600, 2 315, 3 167, 4 153, 5 273, 6 531, 7 926, et enfin 9 457 pour atteindre le niveau 12.", "The eyes used by {#} have changed from {#} to {#}.": "Les yeux utilisés par {#} sont passés de {#} à {#}.", "The face portrait": "Le portrait du visage", "The facial decoration used by {#} has changed from {#} to {#}.": "La décoration faciale utilisée par {#} est passée de {#} à {#}.", "The fifth group of objects placed in {#} has changed from {#} to {#}.": "Le cinquième groupe d'éléments placés dans {#} est passé de {#} à {#}.", "The first group of items scattered in {#} has changed from {#} to {#}.": "Le premier groupe d'objets dispersés dans {#} est passé de {#} à {#}.", "The first group of objects placed in {#} has changed from {#} to {#}.": "Le premier groupe d'éléments placés dans {#} est passé de {#} à {#}.", "The first item in {#} has changed from {#} to {#}.": "Le premier objet dans {#} est passé de {#} à {#}.", "The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).": "La première région jouable et la zone du camp de base, environ 114 modèles de salle répartis sur 5 étages. Les monstres incluent le Rat gris, le Rat rouge, le Rat monstre rouge d'élite, l'Insecte acide, l'Acid Slogel, l'Alpha Acid Slogel, le Mawmurk/Mawmurk blanc, les golems de pierre (Rouge/Bleu/Jaune) et les slimes. On y trouve le marchand de donjon Aric, la chasseuse Endorsi (une donneuse de quête recrutable) et l'érudit Xenon. Les tables de butin sont préfixées DROP_R1* (à noter la numérotation du butin à base 1 face à l'identifiant de région à base 0).", "The following content is planned for Early Access. - Boss of the first region, Veil of Silence - Second region, Festeri...": "Le contenu suivant est prévu pour l'accès anticipé. - Boss de la première région, le Voile du Silence - Deuxième région, le Terrier purulen...", "The following content is planned for Early Access. - The boss of the first region, the Veil of Silence - The second reg...": "Le contenu suivant est prévu pour l'accès anticipé. - Le boss de la première région, le Voile du Silence - La deuxième régi...", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - Ach...": "Le contenu suivant est prévu pour la sortie officielle. - Les régions 3 à 6 et leurs boss - Des arbres de recherche supplémentaires - Des succ...", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - New...": "Le contenu suivant est prévu pour la sortie officielle. - Les régions 3 à 6 et leurs boss - Des arbres de recherche supplémentaires - De nouv...", "The formulas are:": "Les formules sont :", "The fourth group of objects placed in {#} has changed from {#} to {#}.": "Le quatrième groupe d'éléments placés dans {#} est passé de {#} à {#}.", "The full dataset is machine-readable:": "L'ensemble des données est lisible par machine :", "The game auto saves to a single slot on exit.": "Le jeu sauvegarde automatiquement dans un seul emplacement à la sortie.", "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "Le jeu sauvegarde automatiquement dans un seul emplacement à la sortie. Recommandé pour une expérience de jeu prévue.", "The game auto-saves to a single slot on exit.": "Le jeu sauvegarde automatiquement dans un seul emplacement à la sortie.", "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "Le jeu sauvegarde automatiquement dans un seul emplacement à la sortie. Recommandé pour une expérience de jeu prévue.", "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "Le jeu décrit la Combustion comme ignorant la défense en anglais et ignorant les barrières en coréen ; les chiffres bruts affichés ne tiennent pas compte de cette différence.", "The game data also defines an": "Les données du jeu définissent aussi une constante d'", "The game reads the": "Le jeu lit les dégâts", "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.": "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.", "The game's own Poison text (": "Le texte de Poison du jeu lui-même (", "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "Les entrées d'encyclopédie du jeu concernant l'histoire de la campagne, citées mot pour mot depuis la table de localisation.", "The game's own encyclopedia text for each expedition rank (": "Le texte d'encyclopédie du jeu pour chaque Rang d'expédition (", "The gold available at {#} has changed from {#} to {#}.": "L'or disponible chez {#} est passé de {#} à {#}.", "The goods sold at {#} have changed from {#} to {#}.": "Les marchandises vendues chez {#} sont passées de {#} à {#}.", "The greater the talent, the more their": "Plus le talent est grand, plus leur", "The greatsword excels in powerful strikes but is slower in speed.": "La grande épée excelle dans les frappes puissantes mais est plus lente.", "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "Le carré vert est la référence : une recrue avec tous ses talents Modéré n'a ni bonus ni malus.", "The guild and dungeon merchant talk shells.": "Les trames de dialogue des marchands de la guilde et du donjon.", "The hair used by {#} has changed from {#} to {#}.": "La coiffure utilisée par {#} est passée de {#} à {#}.", "The health granted by {#} has changed from {#} to {#}.": "La santé accordée par {#} est passée de {#} à {#}.", "The health of {#} has changed from {#} to {#}.": "La santé de {#} est passée de {#} à {#}.", "The higher the talent, the more that": "Plus le talent est élevé, plus cette", "The illustration shown at {#} has changed from {#} to {#}.": "L'illustration affichée à {#} est passée de {#} à {#}.", "The in-game text of {#} has changed from {#} to {#}.": "Le texte en jeu de {#} est passé de {#} à {#}.", "The in-game time it takes for one Mana Stone to be consumed when Mana Stones are used as fuel in a generator (After the prototype, fuel consumption rate will need to be adjusted separately per structure via the structure sheet)": "Le temps de jeu nécessaire pour qu'une Pierre de mana soit consommée quand les Pierres de mana sont utilisées comme carburant dans un générateur (Après le prototype, le taux de consommation de carburant devra être ajusté séparément par structure via la feuille de structure)", "The infamous Red Monster Rat that lives in the forest. It has Incredible power.": "The infamous Red Monster Rat that lives in the forest. It has Incredible power.", "The ingredient amounts for {#} have changed from {#} to {#}.": "Les quantités d'ingrédients de {#} sont passées de {#} à {#}.", "The inscription save-scumming note": "Note sur le save-scumming des inscriptions", "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a": "Les inscriptions avec lesquelles un candidat naît utilisent les mêmes poids de rareté que les tirages de montée de niveau (807 / 170 / 20 / 3 pour 1000). Les candidats possèdent aussi un", "The inspector's voice flows from the raven's beak.": "La voix de l'inspecteur s'écoule du bec du corbeau.", "The internal keyword changed for {#} events.": "Le mot-clé interne a changé pour {#} événements.", "The internal keyword changed for {#}.": "Le mot-clé interne de {#} a changé.", "The items gathered from {#} have changed from {#} to {#}.": "Les objets récoltés sur {#} sont passés de {#} à {#}.", "The keyword recorded by {#} has changed from {#} to {#}.": "Le mot-clé enregistré par {#} est passé de {#} à {#}.", "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "La quantité maximale de chaque objet en stock chez {#} est passée de {#} à {#}.", "The level required for {#} has changed from {#} to {#}.": "Le niveau requis pour {#} est passé de {#} à {#}.", "The level-5 wall is real": "Le mur du niveau 5 est bien réel", "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...": "Le liquide à l'intérieur des réservoirs en verre commence lentement à tourbillonner, et les doigts des gobelins endormis se contractent légèrement...", "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "Plus une unité reste longtemps dans un donjon, plus son Humeur diminue en raison de la Magie du donjon.", "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "Plus une unité reste longtemps dans un donjon, plus la magie du donjon abaisse progressivement son Humeur.", "The loot dropped by {#} has changed from {#} to {#}.": "Le butin lâché par {#} est passé de {#} à {#}.", "The lower": "Plus le", "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "La borne inférieure de l'ajustement de prix chez {#} est passée de {#} à {#}.", "The magic attack granted by {#} has changed from {#} to {#}.": "L'attaque magique accordée par {#} est passée de {#} à {#}.", "The magic attack of {#} has changed from {#} to {#}.": "L'attaque magique de {#} est passée de {#} à {#}.", "The main chain's finale (Main7) is killing the": "Le final de la chaîne principale (Main7) consiste à tuer le", "The main quest chain - each scene opens the next Main quest.": "La chaîne de quête principale : chaque scène ouvre la quête principale suivante.", "The main skill trees open to {#} have changed from {#} to {#}.": "Les arbres principaux de compétences ouverts à {#} sont passés de {#} à {#}.", "The management difficulty of {#} has changed from {#} to {#}.": "La difficulté de gestion de {#} est passée de {#} à {#}.", "The master clock (day / hour / min / tick)": "L'horloge maîtresse (jour / heure / min / tick)", "The materials needed to build {#} have changed from {#} to {#}.": "Les matériaux nécessaires pour construire {#} sont passés de {#} à {#}.", "The materials needed to repair {#} have changed from {#} to {#}.": "Les matériaux nécessaires pour réparer {#} sont passés de {#} à {#}.", "The materials returned for dismantling {#} have changed from {#} to {#}.": "Les matériaux rendus pour le démantèlement de {#} sont passés de {#} à {#}.", "The model": "Le modèle", "The moment you give permission, the Lycan expedition m...": "Au moment où vous donnez la permission, l'expédition lycanthrope m...", "The moment you present proof of the hunt, her expression hardens.": "Au moment où vous présentez la preuve de la chasse, son expression durcit.", "The moment you present proof of the hunt, her expression hardens. \"...What is this.\" She immediately shakes her head and snaps back sharply. \"That thing": "Au moment où vous présentez la preuve de la chasse, son expression durcit. \"...Qu'est-ce que c'est ?\" Elle secoue immédiatement la tête et répond vivement. \"Cette créature", "The monster's Magic Attack Power at the selected difficulty (drives its magic hits).": "La puissance d'attaque magique du monstre à la difficulté sélectionnée (détermine ses coups magiques).", "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "La puissance d'attaque physique du monstre à la difficulté sélectionnée (détermine ses coups physiques).", "The monster's total max health at the selected difficulty (HP scales Very Hard x1.5, Devastation x2).": "Les PV max totaux du monstre à la difficulté sélectionnée (les PV varient : Très difficile x1.5, Dévastation x2).", "The monsters in {#} have changed from {#} to {#}.": "Les monstres de {#} sont passés de {#} à {#}.", "The monsters placed in {#} have changed from {#} to {#}.": "Les monstres placés dans {#} sont passés de {#} à {#}.", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "Les paliers d'humeur (de Très malheureux à Très heureux) et les paliers de stress proviennent directement de", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from {#}; see the {#} page for every mood source and the standing modifiers in full.": "Les tranches d'humeur (de Très malheureux à Très heureux) et les tranches de stress proviennent directement de {#} ; consultez la page {#} pour toutes les sources d'humeur et l'ensemble des modificateurs permanents.", "The movement speed of {#} has changed from {#} to {#}.": "La vitesse de déplacement de {#} est passée de {#} à {#}.", "The neutral units present at the start of {#} have changed from {#} to {#}.": "Les unités neutres présentes au début de {#} sont passées de {#} à {#}.", "The newly appointed Vice Captain {0} calmly surveys the members. \"The dungeon is encroaching on the continent. If we ca...": "Le Vice-Capitaine fraîchement nommé {0} inspecte calmement les membres. « Le donjon empiète sur le continent. Si nous pouvions... »", "The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands. He immediately turns and face...": "Le Vice-Capitaine nouvellement nommé {0} reçoit humblement le badge que vous lui offrez à deux mains. Il se tourne immédiatement et fait...", "The newly appointed Vice Captain {0} quietly receives the badge you hand over. He closes his eyes briefly and inhales de...": "Le Vice-Capitaine fraîchement nommé {0} reçoit silencieusement le badge que vous lui remettez. Il ferme brièvement les yeux et inspire pro...", "The newly appointed Vice Captain {0} summons the members before a campfire. \"The dungeon will not welcome us. It will t...": "Le Vice-Capitaine fraîchement nommé {0} convoque les membres devant un feu de camp. « Le donjon ne nous accueillera pas. Il va t... »", "The newly appointed deputy captain, {0}, calmly surveys the expedition members.": "Le capitaine adjoint nouvellement nommé, {0}, examine calmement les membres de l'expédition.", "The newly appointed deputy captain, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away.\" After a brief silence, {0} continues in a resolute voice. \"Remember this: the blessing of the sacred World Tree will be with us on our journey.\" The expedition members steel themselves, their expressions firm with resolve.": "Le capitaine adjoint nouvellement nommé, {0}, examine calmement les membres de l'expédition. « Le Donjon consomme le continent. Si nous échouons à arrêter cette calamité, les forêts et les rivières - et finalement même l'Arbre-Monde - se désécheront. » Après un bref silence, {0} continue d'une voix ferme. « Souviens-toi de ceci : la bénédiction du sacré Arbre-Monde sera avec nous lors de notre voyage. » Les membres de l'expédition se raidissent, leurs expressions fermes de détermination.", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition memb": "Le commandant adjoint nouvellement nommé, {0}, accepte calmement les insignes de votre part. Ils ferment les yeux un moment et respirent comme s'ils captaient une odeur, puis examinent lentement les membres", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent,...": "Le commandant adjoint nouvellement nommé, {0}, accepte calmement les insignes de votre part. Ils ferment les yeux un moment et respirent", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire.": "Le commandant adjoint nouvellement nommé, {0}, convoque les membres de l'expédition au feu de camp.", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swall": "Le commandant adjoint nouvellement nommé, {0}, convoque les membres de l'expédition au feu de camp. « Le Donjon ne nous accueillera pas. Il nous testera sans fin et, à la fin, essaiera", "The node type of {#} has changed from {#} to {#}.": "Le type de nœud de {#} est passé de {#} à {#}.", "The odds you actually want:": "Les probabilités qui vous intéressent vraiment :", "The original room appearance used in range previews": "L'apparence de salle d'origine utilisée dans les aperçus de portée", "The other switches on the new-campaign screen, with their official descriptions.": "Les autres options de l'écran de nouvelle campagne, avec leurs descriptions officielles.", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division)": "La partie déterminant comment l'apparence du donjon change par phase selon l'étage traversé Basé sur GAMESYSTEM_Dungeon_Floor_Phase_Division, mais pour l'extensibilité c'est la division en phases pour Forest_Dark (division en 3 phases)", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) Name changed": "La partie déterminant comment l'apparence du donjon change par phase selon l'étage traversé Basé sur GAMESYSTEM_Dungeon_Floor_Phase_Division, mais pour l'extensibilité c'est la division en phases pour Forest_Dark (division en 3 phases) Nom changé", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division)": "La partie déterminant comment l'apparence du donjon change par phase selon l'étage traversé Basé sur GAMESYSTEM_Dungeon_Floor_Phase_Division, mais pour l'extensibilité c'est la division en phases pour Forest_Standard (division en 4 phases)", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) Name changed HY: Phase by floor. E.g. Floor 1 - Phase 1 / Floor 4 - Phase 3, like that.": "La partie déterminant comment l'apparence du donjon change par phase selon l'étage traversé Basé sur GAMESYSTEM_Dungeon_Floor_Phase_Division, mais pour l'extensibilité c'est la division en phases pour Forest_Standard (division en 4 phases) Nom changé HY : Phase par étage. P. ex. Étage 1 - Phase 1 / Étage 4 - Phase 3, comme ça.", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Default: 2, 4 (Phase 1's last floor is Floor 2, Phase 2's last floor is Floor 4. Since the last value is 4, Floor 4 is treated as this Region's final floor)": "La partie déterminant comment l'apparence du donjon change par phase selon l'étage traversé Par défaut : 2, 4 (Le dernier étage de la Phase 1 est l'Étage 2, le dernier étage de la Phase 2 est l'Étage 4. Comme la dernière valeur est 4, l'Étage 4 est traité comme l'étage final de cette Région)", "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}.": "Les changements de caractéristiques appliqués par pile par {#} ont été ajustés de {#} à {#}.", "The per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a": "La pénalité d'humeur par palier évolue selon la difficulté de gestion - Facile -1/-4/-7/-10, Normal -3/-6/-9/-12, jusqu'à Dévastation -6/-12/-18/-24 - et après le retour du groupe un", "The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode).": "Le seuil en pourcentage utilisé pour juger qu'un sommeil suffisant a été obtenu. Une fois endormie, l'unité ne se réveille pas tant que l'endurance n'a pas récupéré jusqu'à cette valeur. Notez qu'elle ne se réveillera pas même si une autre tâche partagée survient entre-temps (elle peut toujours être réveillée en passant de force en mode contrôle).", "The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry.": "Le pourcentage de Faim qui doit être récupéré avant de reprendre conscience, lorsque l'unité est dans un état d'« Inconscience » dû à des causes liées à la faim.", "The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty.": "Le pourcentage d'endurance qui doit être récupéré avant de reprendre connaissance, lorsque l'unité est dans un état « Inconscient » dû à des causes liées à l'endurance, comme Mortel ou la pénalité finale d'endurance.", "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "La valeur en pourcentage qui détermine combien de temps une unité dort en mode Priorité au sommeil.", "The personal traits available to {#} have changed from {#} to {#}.": "Les traits personnels disponibles pour {#} sont passés de {#} à {#}.", "The personal traits of {#} have changed from {#} to {#}.": "Les traits personnels de {#} sont passés de {#} à {#}.", "The phases {#} can appear in have changed from {#} to {#}.": "Les phases où {#} peut apparaître sont passées de {#} à {#}.", "The physical attack granted by {#} has changed from {#} to {#}.": "L'attaque physique accordée par {#} est passée de {#} à {#}.", "The physical attack of {#} has changed from {#} to {#}.": "L'attaque physique de {#} est passée de {#} à {#}.", "The pile of game beside her still reeks of fresh blood.": "Le tas de gibier à côté d'elle sent toujours le sang frais.", "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out a short scoff. <color=#a6": "Le tas de gibier à côté d'elle sent toujours le sang frais. « Ils ont des nez pointus. Ils déchirent d'abord les faibles et les effrayés. » Elle laisse échapper un court reniflement.", "The pile of slain game beside her still carries the thick scent of fresh blood.": "Le tas de gibier tué à côté d'elle porte toujours l'odeur épaisse du sang frais.", "The pile of slain game beside her still carries the thick scent of fresh blood. \"They've a keen nose for weakness. The fearful and feeble are always the first to be torn apart.\"</co": "Le tas de gibier tué à côté d'elle porte toujours l'odeur épaisse du sang frais. « Ils ont un odorat aiguisé pour la faiblesse. Les faibles et les lâches sont toujours les premiers à être déchirés. »", "The pipes are corroded in places, and pools of co...": "Les tuyaux sont corrodés à certains endroits, et des flaques", "The position of {#} on the research board has changed from {#} to {#}.": "La position de {#} sur le tableau de recherche est passée de {#} à {#}.", "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...": "Le bruit des tambours, des tuyaux animés et des murmures dans une langue inconnue se mélang...", "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.": "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.", "The preview shown for {#} has changed from {#} to {#}.": "L'aperçu affiché pour {#} est passé de {#} à {#}.", "The published data dump advertised the wrong game build (it still said B.0.3.26 while every table was B.0.3.40). Build identity is now derived, not hand-written.": "Le flux de données publié annonçait la mauvaise version du jeu (il disait toujours B.0.3.26 alors que chaque tableau était B.0.3.40). L'identité de la version est maintenant dérivée, non écrite à la main.", "The quality rating of {#} has changed from {#} to {#}.": "La note de qualité de {#} est passée de {#} à {#}.", "The random expedition-name generator combines one entry from each pool (": "Le générateur aléatoire de noms d'expédition combine une entrée de chaque réservoir (", "The range of {#} has changed from {#} to {#} tiles.": "La portée de {#} est passée de {#} à {#} tuiles.", "The rarity of {#} has changed from {#} to {#}.": "La rareté de {#} est passée de {#} à {#}.", "The raven perched on your forearm glows blue in the eyes.": "Le corbeau perché sur ton avant-bras a les yeux qui brillent en bleu.", "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy captain in your expedition is vacant.\" \"Well... there were circumstances.\" The Inspector grumbles in exasperation, then continues his lecture. \"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy captain as soon as you can. \"": "Le corbeau perché sur ton avant-bras a les yeux qui brillent en bleu. Une voix masculine bourrue sort bientôt de son bec. « J'ai reçu un rapport indiquant que le poste de capitaine adjoint de ton expédition est vacant. » « Eh bien... il y a eu des circonstances. » L'Inspecteur grogne en exaspération, puis poursuit son discours. « Plus ton expédition s'aventure loin, plus il te sera difficile de gérer seul. Comprends-tu ? Nomme un nouveau capitaine adjoint dès que tu le peux. »", "The recruit weighting for Lycans at {#} has changed from {#} to {#}.": "La pondération de recrutement des Lycans à {#} est passée de {#} à {#}.", "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "Le coût en or récurrent pour garder une unité recrutée dans votre clan ; les unités de plus haut niveau coûtent plus cher en entretien.", "The reflected amount is the post-defense damage, read BEFORE your own barrier or guard soaks it. A shield that eats the whole hit still reflects the full": "Le montant renvoyé correspond aux dégâts après défense, lus AVANT que votre propre bouclier ou garde ne les encaisse. Un bouclier qui absorbe tout le coup renvoie tout de même l'intégralité des", "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools.": "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools.", "The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.": "Le boss de fin de région du Voile du Silence (la seule région dotée d'un boss de fin dans la version actuelle). Un combat en plusieurs phases utilisant StoneStomp, StoneThrow, StoneRaise et EarthCrash. Sa dépouille vaincue reste comme décor de colonie. Le final scénarisé de la campagne Doom rampant est un combat d'élite distinct contre le Rat monstre rouge.", "The requirement to complete {#} has changed from {#} to {#}.": "La condition requise pour terminer {#} est passée de {#} à {#}.", "The research tree progresses": "L'arbre de recherche progresse", "The reward for the first kill of {#} has changed from {#} to {#}.": "La récompense pour la première élimination de {#} est passée de {#} à {#}.", "The reward for {#} has changed from {#} to {#}.": "La récompense de {#} est passée de {#} à {#}.", "The room type of {#} has changed from {#} to {#}.": "Le type de salle de {#} est passé de {#} à {#}.", "The scarecrow": "L'épouvantail", "The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.": "La zone d'ouverture scénarisée (environ 10 modèles de salle) utilisée par la chaîne de quêtes du tutoriel, où vous apprenez le contrôle de la caméra, la récolte et le combat de base contre des Rats gris faibles et un Insecte acide faible avant de retourner à la colonie. Ce n'est pas une région d'expédition rejouable.", "The second group of items scattered in {#} has changed from {#} to {#}.": "Le deuxième groupe d'objets dispersés dans {#} est passé de {#} à {#}.", "The second group of objects placed in {#} has changed from {#} to {#}.": "Le deuxième groupe d'éléments placés dans {#} est passé de {#} à {#}.", "The second item in {#} has changed from {#} to {#}.": "Le deuxième objet dans {#} est passé de {#} à {#}.", "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.": "La deuxième région (nommée en interne Shadow_Forest, présentée comme Terrier purulent). Entièrement construite avec environ 77 modèles de salle répartis sur 5 étages et déblocable après le Voile du Silence. Son bestiaire est la bande de guerre gobeline (Ouvrier, Bagarreur, Lanceur, Cavalier, Chaman, Grand-chaman), la famille de sangliers Gloth (Petit, Mâle, Femelle, Provocateur, Ancien), les Mud Slimes/Slogels, la Tortue de cristal et le Mawmurk blanc. On y trouve le marchand Cedric et l'érudit Perion. Les tables de butin sont préfixées DROP_R2*.", "The selection weight of {#} has changed from {#} to {#}.": "Le poids de sélection de {#} est passé de {#} à {#}.", "The severity of {#} has changed from {#} to {#}.": "La gravité de {#} est passée de {#} à {#}.", "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "Les six statistiques principales, PV max, Puissance d'attaque physique/magique, Vitesse d'attaque", "The sixth group of objects placed in {#} has changed from {#} to {#}.": "Le sixième groupe d'éléments placés dans {#} est passé de {#} à {#}.", "The skill point cost of {#} has changed from {#} to {#}.": "Le coût en points de compétence de {#} est passé de {#} à {#}.", "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "L'animation d'effet de la compétence, extraite des sprites du jeu. Le minutage des images est approximatif.", "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "L'effet de la compétence frappant l'épouvantail d'entraînement (le mannequin de pratique du jeu), qui recule sous le coup. Le rythme des images est approximatif.", "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "Coefficient de dégâts brut de la compétence (% de puissance d'attaque par lancement), avant critique, arme ou résistance.", "The skills granted by equipping {#} have changed from {#} to {#}.": "Les compétences accordées en équipant {#} sont passées de {#} à {#}.", "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "La quantité minimale de chaque objet en stock chez {#} est passée de {#} à {#}.", "The spawn room for {#} has changed from {#} to {#}.": "La salle d'apparition de {#} est passée de {#} à {#}.", "The stack limit on {#} has changed from {#} to {#}.": "La limite de cumul de {#} est passée de {#} à {#}.", "The start delay on {#} has changed from {#} to {#}.": "Le délai de départ de {#} est passé de {#} à {#}.", "The starting equipment for {#} has changed from {#} to {#}.": "L'équipement de départ de {#} est passé de {#} à {#}.", "The starting items for {#} have changed from {#} to {#}.": "Les objets de départ de {#} sont passés de {#} à {#}.", "The starting positions of the buildings in {#} have changed from {#} to {#}.": "Les positions de départ des bâtiments dans {#} sont passées de {#} à {#}.", "The starting skills of {#} have changed from {#} to {#}.": "Les compétences de départ de {#} sont passées de {#} à {#}.", "The starting traits of {#} have changed from {#} to {#}.": "Les traits de départ de {#} sont passés de {#} à {#}.", "The stat changes applied by {#} have been adjusted from {#} to {#}.": "Les changements de caractéristiques appliqués par {#} ont été ajustés de {#} à {#}.", "The stat changes granted by {#} have been adjusted from {#} to {#}.": "Les changements de caractéristiques accordés par {#} ont été ajustés de {#} à {#}.", "The stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).": "Les inscriptions de statistiques évoluent selon le grade bas / moyen / haut, généralement x1 / x2 / x3 (par exemple Vitesse d'attaque +10 / +20 / +30, Poids max. +20 / +40 / +60), même si certaines sont non linéaires (Vol de vie +5% / +7% / +10%, Chance de critique +5% / +10% / +15%, résistances +5% / +10% / +15%).", "The stat pipeline": "La chaîne de calcul des stats", "The step type of {#} has changed from {#} to {#}.": "Le type d'étape de {#} est passé de {#} à {#}.", "The storage capacity of {#} has changed from {#} to {#}.": "La capacité de stockage de {#} est passée de {#} à {#}.", "The sub skill trees open to {#} have changed from {#} to {#}.": "Les arbres secondaires de compétences ouverts à {#} sont passés de {#} à {#}.", "The sub-faction of {#} has changed from {#} to {#}.": "La sous-faction de {#} est passée de {#} à {#}.", "The subtype of {#} has changed from {#} to {#}.": "Le sous-type de {#} est passé de {#} à {#}.", "The summon's own abilities that quote a percent of magic attack power use the summoner's live stat, not the summon's halved value.": "Les capacités propres à l'invocation qui citent un pourcentage de puissance d'attaque magique utilisent la statistique en direct de l'invocateur, pas la valeur réduite de moitié de l'invocation.", "The summoner's LIVE Magic Attack Power": "La Puissance d'attaque magique EN TEMPS RÉEL de l'invocateur", "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "La cible ne peut pas esquiver et chaque coup restant porté contre elle est un critique garanti.", "The third group of objects placed in {#} has changed from {#} to {#}.": "Le troisième groupe d'éléments placés dans {#} est passé de {#} à {#}.", "The third item in {#} has changed from {#} to {#}.": "Le troisième objet dans {#} est passé de {#} à {#}.", "The threat radius a monster engages within (": "Le rayon de menace dans lequel un monstre s'engage (", "The three": "Les trois", "The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (": "L'infobulle affiche +6 % d'attaque physique par cumul (donc +36 % à 6 cumuls). Le modèle de statistique par cumul (", "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "La borne supérieure de la plage de modificateur de Perception de {#} est passée de {#} à {#}.", "The training scarecrow": "L'épouvantail d'entraînement", "The two": "Les deux", "The type of {#} has changed from {#} to {#}.": "Le type de {#} est passé de {#} à {#}.", "The unit condition on {#} has changed from {#} to {#}.": "La condition d'unité de {#} est passée de {#} à {#}.", "The unit died during the expedition.": "L'unité est morte pendant l'expédition.", "The unit went missing during the expedition.": "L'unité a disparu pendant l'expédition.", "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "L'unité a disparu pendant l'expédition. ASTUCE : les unités en dehors de la salle du portail sont considérées comme disparues.", "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "La borne supérieure de l'ajustement de prix chez {#} est passée de {#} à {#}.", "The value for what % of max Head Health is set when entering the Deadly state due to damage": "La valeur du % de Santé de la tête max qui est appliquée en entrant dans l'état Mortel à cause des dégâts", "The value for what % of max Stamina is set when entering the Deadly state due to damage": "La valeur du % d'Endurance max qui est appliquée en entrant dans l'état Mortel à cause des dégâts", "The values behind {#} have changed from {#} to {#}.": "Les valeurs derrière {#} sont passées de {#} à {#}.", "The values behind {#} were adjusted.": "Les valeurs de {#} ont été ajustées.", "The vision range of {#} has changed from {#} to {#} tiles.": "La portée de vue de {#} est passée de {#} à {#} tuiles.", "The wake-up is": "Le réveil n'est", "The warmth fades swiftly-only silent ruin remains.": "La chaleur s'efface rapidement - seules les ruines silencieuses restent.", "The weapon or magic tree this skill belongs to.": "L'arbre d'arme ou de magie auquel cette compétence appartient.", "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "Le vivier de recrutement par arme et niveau dans lequel le jeu puise à mesure que le rang de votre clan augmente.", "The weight of {#} has changed from {#} to {#}.": "Le poids de {#} est passé de {#} à {#}.", "The weighting of each background for {#} has changed from {#} to {#}.": "La pondération de chaque arrière-plan pour {#} est passée de {#} à {#}.", "The weighting of each personal trait for {#} has changed from {#} to {#}.": "La pondération de chaque trait personnel pour {#} est passée de {#} à {#}.", "The weighting of each sub skill tree for {#} has changed from {#} to {#}.": "La pondération de chaque arbre secondaire de compétences pour {#} est passée de {#} à {#}.", "The wording mentions 'enemy units' and a 'killing aura', but the skill data targets a single enemy (Default area, radius 0, single hostile): the damage and debuff apply to one target.": "Le texte mentionne des \"unités ennemies\" et une \"aura meurtrière\", mais les données de la compétence ciblent un seul ennemi (zone Default, rayon 0, une seule cible hostile) : les dégâts et le malus s'appliquent à une seule cible.", "The work needed for {#} has changed from {#} to {#}.": "Le travail nécessaire pour {#} est passé de {#} à {#}.", "Theme1_": "Theme1_", "Theme2_": "Theme2_", "Then": "Ensuite", "Then I'll be going.": "Alors je vais y aller.", "Then I'll increase the rations.": "Alors j'augmenterai les rations.", "Then a rustling comes from the nearby ...": "Puis un bruissement vient de près...", "Then you glance dow...": "Puis vous jetez un coup d'œil en bas...", "There are": "Il y a", "There is": "Il n'y a", "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?": "Il y a un fichier portant le même nom. Si vous enregistrez, ce fichier sera supprimé. Êtes-vous sûr de vouloir continuer ?", "There is no inscription or trait in DS_B.0.3.26 that directly reduces durability loss. Wear is managed through play instead:": "Aucune inscription ni trait dans DS_B.0.3.26 ne réduit directement la perte de durabilité. L'usure se gère plutôt par le jeu :", "There is no inscription or trait in DS_B.0.3.40 that directly reduces durability loss. Wear is managed through play instead:": "Aucune inscription ni trait dans DS_B.0.3.40 ne réduit directement la perte de durabilité. L'usure se gère plutôt par le jeu :", "There is no table constant that caps the Life Steal stat itself, nor any global ceiling on Critical Chance, Dodge or Guard chance. If the engine clamps these (for example crit at 100%), that clamp lives in code, not in the game tables, and could not be confirmed here.": "Aucune constante de table ne plafonne la statistique de Vol de vie elle-même, ni aucun plafond global sur la Chance de critique, l'Esquive ou la chance de Garde. Si le moteur les limite (par exemple le critique à 100 %), cette limite se trouve dans le code, pas dans les tables du jeu, et n'a pas pu être confirmée ici.", "There's no time for that now.": "Il n'y a pas de temps pour ça maintenant.", "These are effects that bring negative changes to a player's stats.": "Ce sont des effets qui apportent des changements négatifs aux stats du joueur.", "These are effects that bring negative changes to a player's stats. - Affaibli - Vulnérable - Lent - Boitement - Faiblesse critique -": "Ce sont des effets qui apportent des changements négatifs aux stats du joueur. - Affaibli - Vulnérable - Lent - Boitement - Faiblesse critique -", "These are effects that bring positive changes to a player's stats.": "Ce sont des effets qui apportent des changements positifs aux stats du joueur.", "These are effects that bring positive changes to a player's stats. - Offensive - Mur de fer - Fortification - Célérité - Assaut -": "Ce sont des effets qui apportent des changements positifs aux stats du joueur. - Offensive - Mur de fer - Fortification - Célérité - Assaut -", "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.": "Ce sont des événements du jeu qui se sont déroulés pendant le jeu, fournissant des explications pour diverses situations qui se sont présentées.", "These do not create the first Barrier; they multiply it, convert it to healing, or turn it into cooldown reduction. Bolt them onto a Guard Barrier or Fire Cloak engine.": "Ceux-ci ne créent pas le premier Bouclier ; ils le multiplient, le convertissent en soins ou le transforment en réduction du temps de recharge. Greffez-les sur un moteur de Barrière défensive ou de Cape de feu.", "These scripted scenes fire": "Ces scènes scriptées déclenchent", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...": "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.": "On dit que la nuit où {0} est né, les chiens du village ont hurlé jusqu'à l'aube, et l'eau du puits portait l'odeur de la terre noire. Les gens ont chuchoté pendant longtemps sur les lampes qui s'éteignaient et les bols qui se fendillaient après le passage de l'enfant, et personne n'a tendu la main en premier. Alors ils se sont habitués au bruit des portes qui se ferment plutôt qu'aux visages souriants.", "They say they can hear the song of the forest. It's something beyond my understanding, though.": "Ils disent qu'ils peuvent entendre le chant de la forêt. C'est quelque chose au-delà de ma compréhension, cependant.", "They scale with your": "Ils varient selon votre", "They then turn to face the expedition members with a triu...": "Ils se tournent alors face aux membres de l'expédition avec un air triomphal", "This attack can also damage allies.": "Cette attaque peut aussi endommager les alliés.", "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "Cette attaque touche avec une chance de toucher réduite (sa propre pénalité) ; les chiffres sont avant chance de toucher comme pour chaque compétence.", "This building is placed into the room templates below. \"Chance per floor\" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). \"Per room\" = how many of this building the template places.": "Ce bâtiment est placé dans les modèles de salle ci-dessous. « Chance par étage » = probabilité que cette salle (et donc ce bâtiment) apparaisse à cet étage : le poids du modèle face aux modèles concurrents de son type, multiplié par le nombre d'emplacements de ce type que possède l'étage (d'après les agencements d'étage conçus par le jeu). « Par salle » = combien de ce bâtiment le modèle place.", "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "Ce personnage n'a encore appris aucune compétence active offensive - seule l'attaque de base est affichée. Apprenez des compétences dans la section Arbres de compétences.", "This character has no damaging skill, summon or weapon basic attack yet.": "Ce personnage n'a encore aucune compétence offensive, invocation ou attaque de base d'arme.", "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "Cette démo a été préparée pour vous donner un aperçu précoce de la boucle de jeu principale de Dungeon Settlers.", "This expedition member went missing during the expedition.": "Ce membre de l'expédition a disparu pendant l'expédition.", "This file is not a JSON object.": "Ce fichier n'est pas un objet JSON.", "This file is not valid JSON.": "Ce fichier n'est pas un JSON valide.", "This is a": "Ceci est un", "This is a confidential playtest. Please do": "Ceci est un test confidentiel. S'il vous plaît", "This is a sample from the wiki gallery. It is not saved to your builds yet - edit it freely. Saving it (make any change, or use \"Save as new\") adds it as a new character; your own saved builds are never changed.": "C'est un exemple de la galerie wiki. Il n'est pas encore enregistré dans vos builds - modifiez-le librement. L'enregistrement (faire n'importe quel changement ou utiliser « Enregistrer en tant que nouveau ») l'ajoute en tant que nouveau personnage ; vos propres builds enregistrés ne sont jamais modifiés.", "This is an inscription: offered at level-up and on recruitment (see": "Ceci est une inscription : proposée à la montée de niveau et lors du recrutement (voir", "This is the best I can do.": "C'est le mieux que je puisse faire.", "This is the live scarecrow animation: the practice dummy's own recoil clip, played whenever a skill strikes it. In the skill cards below it appears inside each composite (the dummy standing in the target cell at the skill's range, struck by the effect, recoiling a beat after the impact); here it is on its own, exactly as extracted from the game's ScareCrow AnimatorController.": "Voici l'animation en direct de l'épouvantail : le clip de recul du mannequin d'entraînement, joué chaque fois qu'une compétence le frappe. Dans les cartes de compétence ci-dessous, il apparaît dans chaque composition (le mannequin placé dans la case cible à la portée de la compétence, frappé par l'effet, reculant un instant après l'impact) ; ici il est présenté seul, exactement tel qu'extrait de l'AnimatorController ScareCrow du jeu.", "This is the percent-modifier channel of": "Ceci est le canal de modificateur en pourcentage de", "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "Ceci est le canal de modificateur en pourcentage de {#} ; les effets ajustent ce canal, et la page principale des statistiques les liste tous.", "This layout hit a snag - try another seed or switch layout mode.": "Cet agencement a rencontré un problème - essayez une autre graine ou changez de mode d'agencement.", "This looks disgusting.": "Cela a l'air répugnant.", "This main attribute proportionally increases ma...": "Cet attribut principal augmente proportionnellement la ma...", "This major stat proportionally increases max...": "Cette statistique principale augmente proportionnellement le max...", "This page collects content that exists in the game's data for build DS_B.0.3.26 but is": "Cette page rassemble du contenu qui existe dans les données du jeu pour la version DS_B.0.3.26 mais qui n'est", "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "Cette page n'existe pas : elle a peut-être été renommée lors d'une mise à jour des données du jeu, ou le lien est obsolète.", "This page is a work in progress and is intentionally not linked from the menu or search yet. Mechanics are verified against the game data, but the write-up and the roster are still being reviewed.": "Cette page est en cours de rédaction et n'est volontairement pas encore liée depuis le menu ou la recherche. Les mécaniques sont vérifiées par rapport aux données du jeu, mais la rédaction et la liste sont encore en cours de relecture.", "This page tracks changes to": "Cette page suit les modifications apportées à", "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "Ce porridge n'a pas le croustillant auquel vous vous attendriez - c'est juste pâteux.", "This room template has no authored prefab in the game data, so no floor render exists for it.": "Ce modèle de salle n'a aucun prefab défini dans les données du jeu, donc aucun rendu d'étage n'existe pour lui.", "This section contains spoiler-gated content": "Cette section contient du contenu protégé par spoiler", "This seems complicated.": "Cela semble compliqué.", "This skill consumes a summoned Bubbling (5 energy each), so its true energy cost, and thus effective DPE, is lower than the 1-energy face value.": "Cette compétence consomme un Bubbling invoqué (5 énergie chacun), donc son véritable coût en énergie, et donc son DPE effectif, est inférieur à la valeur affichée de 1 énergie.", "This skill is cast on the caster itself. It has no target tile and no area, so there is nothing to aim: it always affects the unit that uses it.": "Cette compétence est lancée sur le lanceur lui-même. Elle n'a ni tuile cible ni zone, il n'y a donc rien à viser : elle affecte toujours l'unité qui l'utilise.", "This spell's real output is mostly its summon's own attacks, computed at the summon's derived stats and shown separately from the cast (realized over the summon's lifetime, not on cast).": "La véritable puissance de ce sort provient surtout des attaques de son invocation, calculées d'après les caractéristiques dérivées de l'invocation et affichées séparément du lancement (réalisées sur la durée de vie de l'invocation, pas au lancement).", "This team's characters (click to switch, x to delete):": "Personnages de cette équipe (cliquez pour changer, x pour supprimer) :", "This value shows how full a unit is. When": "Cette valeur indique le degré de saturation d'une unité. Quand", "This value shows how full a unit is. When Faim drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "Cette valeur indique le degré de saturation d'une unité. Lorsque la Faim tombe en dessous d'un certain niveau, l'unité cherchera automatiquement de la nourriture et la mangera, et <color=#ccb", "Thomas": "Thomas", "Thorn Purification Complete": "Purification des épines terminée", "Thorned Cliff": "Falaise épineuse", "Those additional effects come in two flavors, distinguished by an": "Ces effets supplémentaires se présentent sous deux formes, distinguées par un indicateur", "Threat (aggro) range": "Portée de menace (aggro)", "Threat range": "Portée de menace", "Three disciplines exist only as aptitude stats with no skill trees and no acquire path. **Holy Magic** and **Dark Magic** hint at a future light/dark axis, and **Survival** looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees - they don't even appear as main-skill-tree enum values.": "Trois disciplines n'existent que sous forme de statistiques d'aptitude, sans arbre de compétences ni moyen d'acquisition. **Magie sacrée** et **Magie noire** laissent entrevoir un futur axe lumière/ténèbres, et **Survie** ressemble à une discipline hors combat prévue. Elles sont plus profondément verrouillées que les arbres d'armes ébauchés : elles n'apparaissent même pas comme valeurs d'enum d'arbre de compétences principal.", "Three effects grow linearly as HP drains, each with its own ceiling. All three are 0 at full HP and reach their cap at 0 HP; the value at any point is": "Trois effets augmentent linéairement à mesure que les PV baissent, chacun avec son propre plafond. Les trois valent 0 à pleins PV et atteignent leur plafond à 0 PV ; la valeur à un instant donné est", "Three kills in quick succession stack 3 × 10% =": "Trois éliminations en succession rapide cumulent 3 × 10 % =", "Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): **Dwarf** (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), **White Demon** (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and **Tal** ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added **Lycan** trait/affecter groundwork and two placeholder names - scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.": "Trois races sont définies avec un lore complet mais ne peuvent pas être recrutées (poids de recrutement 0 et aucun pool de noms) : **Nain** (artisans des montagnes, indice d'un futur bonus d'artisanat/minage ; icône de trait uniquement), **Démon blanc** (spoiler : « des hérétiques qui ont trahi les autres races démoniaques pour se ranger du côté des humains », suggérant une faction cachée de races démoniaques ; aucun visuel), et **Tal** (« masque » ; chaque unité est censée avoir une personnalité unique ; la plus aboutie visuellement des trois). Les builds plus récents ont aussi ajouté les bases de trait/affecteur **Lycan** et deux noms provisoires, une ébauche vers une possible future race ou ennemi loup-garou, pas une race jouable. Voir la page Races pour les détails.", "Three separate effects that grow as HP drains. Enter how much HP is missing (0% = full, 100% = about to die) to read each one's current value against its cap.": "Trois effets distincts qui augmentent à mesure que les PV baissent. Entrez la quantité de PV manquants (0 % = pleins PV, 100 % = sur le point de mourir) pour lire la valeur actuelle de chacun par rapport à son plafond.", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first.": "Bataille de synergie à trois où tuer d'abord le Têtard était généralement avantageux auparavant, mais dans ce combat il y a un dilemme entre tuer d'abord le Bagarreur ou le Têtard.", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. - Dungeon Settlers Wiki": "Combat de synergie à trois voies où tuer le Têtard en premier était généralement avantageux, mais dans ce combat il y a un dilemme entre tuer d'abord le Bagarreur ou le Têtard. - Dungeon Settlers Wiki", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. plan": "Combat de synergie à trois voies où tuer le Têtard d'abord était généralement avantageux, mais dans ce combat il y a un dilemme entre tuer le Bagarreur d'abord vs. le Têtard d'abord. plan", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "Combat de synergie à trois où tuer d'abord le Têtard était généralement avantageux, mais dans ce combat il y a un...", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ...": "À travers des questions infinies, {0} a exploré le monde, remettant en question ce que les autres tenaient pour acquis et recherchant des réponses. Mais le monde n'a pas compris ces", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit": "À travers des questions infinies, {0} a exploré le monde, remettant en question ce que les autres tenaient pour acquis et recherchant des réponses. Mais le monde n'a pas compris ces idées, et l'isolement", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.": "Grâce à la recherche, vous pouvez développer de nouvelles technologies, débloquant de nouvelles recettes et bâtiments une fois terminée.", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a <": "Grâce à la recherche, vous pouvez développer de nouvelles technologies, débloquant de nouvelles recettes et bâtiments une fois terminée. ## Accédez à la fenêtre de recherche en sélectionnant un <", "Through the": "À travers le", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer...": "À travers le marais, {0} a chassé les serpents, se glissant dans les fissures étroites, goûtant l'air avec la langue, et saisissant le mouvement avec le bout des doigts. Le venin et la peau", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the": "À travers le marais, {0} a chassé les serpents, se glissant dans les fissures étroites, goûtant l'air avec la langue, et saisissant le mouvement avec le bout des doigts. Le venin et la peau ont été pris pour", "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "À travers les vignes enveloppées de brume, un corbeau vole bas avant de se poser sur votre avant-bras.", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten it": "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten it", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hur": "À travers les vignes enveloppées de brume, un corbeau vole bas avant de se poser sur votre avant-bras. « Maudit ! Cette créature a déjà anéanti deux autres équipes d'expédition pendant que nous attendions. Nous devons nous dépêcher", "Through the sacrifice of four legendary heroes,": "Grâce au sacrifice de quatre héros légendaires,", "Throw 1": "Lancer 1", "Throw 2": "Lancer 2", "Throw Dagger": "Lancer de dague", "Thrower 2 + Brawler 2": "Lanceur 2 + Bagarreur 2", "Thrower 2 + Mud Slime 2": "Lanceur 2 + Vase Boueuse 2", "Thrower 2 + Mud Slime 2 = 22": "Lanceur 2 + Limace de Boue 2 = 22", "Thrower 4 + Brawler 2 = 34": "Thrower 4 + Brawler 2 = 34", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain ...": "Enfoncer la lance vers la cible, infligeant des dégâts égaux à {0}% de la puissance d'attaque physique à toutes les unités ennemies, et gagnez ...", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain Accélération for {1} seconds.": "Enfoncer la lance vers la cible, infligeant des dégâts égaux à {0}% de la puissance d'attaque physique à toutes les unités ennemies, et gagnez Accélération pendant {1} secondes.", "Thut": "Thut", "Thut, Amenhotep, Khafra, Menkaura, Userkaf, Sobekhotep, Horemheb, Akhenaten, Ramesses, Thutmose, Neferka": "Thut, Amenhotep, Khafra, Menkaura, Userkaf, Sobekhotep, Horemheb, Akhenaten, Ramesses, Thutmose, Neferka", "Thutmose": "Thutmose", "Tick": "Tick", "Tick at least one unit": "Cochez au moins une unité", "Tick duration for one segment of 'Construction' execution": "Durée en ticks d'un segment d'exécution de « Construction »", "Tick duration for one segment of 'Research' execution": "Durée en ticks d'un segment d'exécution de « Recherche »", "Tick interval": "Intervalle de tick", "Tick interval for Guild Contact.": "Intervalle de tick pour le Contact de la guilde.", "TickAmountPerHour": "TickAmountPerHour", "TickInterval": "TickInterval", "TickPerMin": "TickPerMin", "Ticks per minute / hour / day": "Ticks par minute / heure / jour", "Tide sub-tree (Ebb and Flow, Extra Bubble)": "Sous-arbre Marée (Flux et reflux, Bulle supplémentaire)", "Tide sub-tree (Wave Cicle, optional)": "Sous-arbre de la Marée (Cycle de vague, optionnel)", "Tied to the day / night cycle (not yet active in this build).": "Lié au cycle jour / nuit (pas encore actif dans cette version).", "Tier": "Palier", "Tier 1, column 1": "Niveau 1, colonne 1", "Tier 1, column 2": "Palier 1, colonne 2", "Tier 1, column 3": "Niveau 1, colonne 3", "Tier 2, column 1": "Palier 2, colonne 1", "Tier 2, column 2": "Palier 2, colonne 2", "Tier 2, column 3": "Niveau 2, colonne 3", "Tier 3, column 2": "Palier 3, colonne 2", "Tier 4, column 1": "Palier 4, colonne 1", "Tier 4, column 2": "Palier 4, colonne 2", "Tier 4, column 3": "Palier 4, colonne 3", "Tiers sum to about 2-5 across the six stats": "Les paliers totalisent environ 2-5 sur les six statistiques", "Tige d'Arcron": "Tige d'Arcron", "Tige d'Arcron - Dungeon Settlers Wiki": "Tige d'Arcron - Dungeon Settlers Wiki", "Tige d'Arcron icon": "Tige d'Arcron icon", "Tige de cuivre": "Tige de cuivre", "Tige de cuivre - Dungeon Settlers Wiki": "Tige de cuivre - Dungeon Settlers Wiki", "Tige de cuivre icon": "Tige de cuivre icon", "Tige en carapace": "Tige en carapace", "Tige en carapace - Dungeon Settlers Wiki": "Tige en carapace - Dungeon Settlers Wiki", "Tige en carapace icon": "Tige en carapace icon", "Tige faite de l'ancien matériau Arcron. Plus résistante que le cuivre, mais moins dure que l'acier.": "Tige faite de l'ancien matériau Arcron. Plus résistante que le cuivre, mais moins dure que l'acier.", "Tige fine en cuivre travaillé. Sert de manche d'outil ou de composant.": "Tige fine en cuivre travaillé. Sert de manche d'outil ou de composant.", "TikiTaka_": "TikiTaka_", "Time & The Day/Night Clock": "Le temps et le cycle jour/nuit", "Time & The Day/Night Clock - Dungeon Settlers Wiki": "Le temps et le cycle jour/nuit - Dungeon Settlers Wiki", "Time System": "Système de temps", "Time horizon": "Horizon temporel", "Time in view to trigger": "Temps en vue pour déclencher", "Time interval range at which time-based autosave runs at the base": "Plage d'intervalle de temps à laquelle la sauvegarde automatique temporelle s'exécute à la base", "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop -": "Le temps continue de s'écouler pendant que vous êtes en expédition, et l'horloge régit discrètement une grande partie de la boucle de la colonie :", "Time of day": "Moment de la journée", "Time passes: 1 min": "Temps qui passe : 1 min", "Time passes: 5 min": "Le temps passe : 5 min", "Time spans in the description above (buff uptime, burn duration) are read from the skill's raw values and can differ from this Duration field, which is the skill's own separate duration timer.": "Les durées indiquées dans la description ci-dessus (durée du buff, durée de la combustion) sont lues à partir des valeurs brutes de la compétence et peuvent différer de ce champ Durée, qui est le minuteur de durée propre à la compétence.", "Time to kill": "Temps pour tuer", "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "Temps, en minutes, indiquant combien de temps une unité doit rester dans une pièce avant que les effets de ce type de pièce ne lui soient appliqués", "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]": "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]", "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]]": "Time.deltaTime * [GameSpeedEnum[Enum de la vitesse actuelle]]", "TimeCycle_": "TimeCycle_", "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440", "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440", "Tin (M.Atk {#})": "Tin (M.Atk {#})", "Tin (P.Atk {#})": "Tin (P.Atk {#})", "Tin (partial gear set)": "Étain (ensemble d'équipement partiel)", "Tin Dagger": "Dague d'étain", "Tin Dagger - Dungeon Settlers Wiki": "Dague d'étain - Dungeon Settlers Wiki", "Tin Dagger icon": "Dague d'étain icon", "Tin Great Sword": "Grande épée en étain", "Tin Great Sword - Dungeon Settlers Wiki": "Grande épée en étain - Dungeon Settlers Wiki", "Tin Great Sword icon": "Grande épée en étain icon", "Tin Ingot": "Lingot d'étain", "Tin Sword": "Épée d'étain", "Tin Sword - Dungeon Settlers Wiki": "Épée d'étain - Dungeon Settlers Wiki", "Tin Sword icon": "Épée d'étain icon", "Tip": "Astuce", "Tip: press": "Astuce : appuyez sur", "Tips": "Astuces", "Tips & Lore": "Astuces et lore", "Tips (39)": "Astuces (39)", "Tips and Lore": "Astuces et lore", "Tips and Lore - Dungeon Settlers Wiki": "Astuces et lore - Dungeon Settlers Wiki", "Tir de sniper": "Tir de sniper", "Tir de sniper - Dungeon Settlers Wiki": "Tir de sniper - Dungeon Settlers Wiki", "Tir de sniper icon": "Tir de sniper icône", "Tir de sniper portée et zone affichées sur une salle de donjon": "Tir de sniper portée et zone affichées sur une salle de donjon", "Tir de sniper range and area shown on a dungeon room": "Tir de sniper portée et zone affichées dans une salle de donjon", "Tir multiple": "Tir multiple", "Tir multiple - Dungeon Settlers Wiki": "Tir multiple - Dungeon Settlers Wiki", "Tir multiple icon": "Icône Tir multiple", "Tir rapide": "Tir rapide", "Tir rapide - Dungeon Settlers Wiki": "Tir rapide - Dungeon Settlers Wiki", "Tir rapide icon": "icône Tir rapide", "Tir rapide portée et zone affichées sur une salle de donjon": "Tir rapide portée et zone affichées sur une salle de donjon", "Tir rapide range and area shown on a dungeon room": "Portée et zone de Tir rapide affichées sur une salle de donjon", "Tir à la tête": "Tir à la tête", "Tir à la tête - Dungeon Settlers Wiki": "Tir à la tête - Dungeon Settlers Wiki", "Tir à la tête icon": "Tir à la tête icône", "Tir à la tête portée et zone affichées sur une salle de donjon": "Tir à la tête portée et zone affichées sur une salle de donjon", "Tir à la tête range and area shown on a dungeon room": "Tir à la tête portée et zone affichées dans une salle de donjon", "Tirant une charrette usée de village en village,": "Tirant une charrette usée de village en village,", "Tire une flèche et inflige des dégâts physiques égaux à 180% de": "Tire une flèche et inflige des dégâts physiques égaux à 180% de", "Tire une flèche et inflige des dégâts physiques égaux à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique multipliée par la distance jusqu'à la cible. 3 energy - 15s cooldown": "Tire une flèche et inflige des dégâts physiques égaux à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique multipliée par la distance jusqu'à la cible. 3 énergie - 15s de recharge", "Tire une flèche et inflige des dégâts physiques égaux à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique multipliée par la distance jusqu'à la cible. 3 énergie - 15s de recharge": "Tire une flèche et inflige des dégâts physiques égaux à 180% de Puissance d'attaque physique. Les dégâts augmentent de 30% de Puissance d'attaque physique multipliée par la distance jusqu'à la cible. 3 énergie - 15s de recharge", "Tireur d'élite": "Tireur d'élite", "Tireur d'élite - Dungeon Settlers Wiki": "Tireur d'élite - Dungeon Settlers Wiki", "Tireur d'élite icon": "icône Tireur d'élite", "Tirus": "Tirus", "Tissu épais": "Tissu épais", "Tissu épais - Dungeon Settlers Wiki": "Tissu épais - Dungeon Settlers Wiki", "Tissu épais icon": "Tissu épais icon", "Tissé plus serré pour une durabilité accrue.": "Tissé plus serré pour une durabilité accrue.", "Title Screen": "Écran-titre", "Tiye": "Tiye", "To": "À", "To a Deeper Place": "Vers un lieu plus profond", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt...": "Pour échapper à la chaleur brûlante du pays, les Lycans ont développé un rythme corporel qui les rend principalement actifs la nuit. Champ de bat...", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark...": "Pour échapper à la chaleur étouffante du pays, les Lycans ont développé un rythme corporel qui les rend principalement actifs la nuit. Les champs de bataille où la lumière disparaît et l'obscurité...", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.": "Pour échapper à la chaleur étouffante du pays, les Lycans ont développé un rythme corporel qui les rend principalement actifs la nuit. Les champs de bataille où la lumière disparaît et l'obscurité couvre le monde sont leur scène.", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage. Gain Prime de départ impayée at night. Gain the Prime de départ impayée penalty during the day.": "Pour échapper à la chaleur brûlante du pays, les Lycans ont développé un rythme corporel qui les rend principalement actifs la nuit. Les champs de bataille où la lumière disparaît et l'obscurité couvre le monde sont leur scène. Gagnez Prime de départ impayée la nuit. Gagnez la pénalité Prime de départ impayée pendant la journée.", "To learn \"{0}\", you need {1}.": "Pour apprendre \"{0}\", vous avez besoin de {1}.", "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "Pour apprendre \"{0}\", vous avez besoin de {1}. Ce n'est pas dans l'équipement ou l'inventaire de l'unité. Continuer à vérifier ?", "To mend back to full": "Pour réparer entièrement", "To pray for a level up, {0} must first reach the maximum exp.": "Pour prier pour une montée de niveau, {0} doit d'abord atteindre le maximum d'exp.", "To stop the catastrophic disaster,": "Pour arrêter la catastrophe désastreuse,", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...": "Pour {0}, les mines n'étaient pas un lieu à craindre, mais un lieu de travail et un foyer. Au milieu des pierres qui tombent et des nuages de poussière, ils restaient calmes et...", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.": "Pour {0}, les mines n'étaient pas un lieu à craindre, mais un lieu de travail et un foyer. Au milieu des pierres qui tombent et des nuages de poussière, ils restaient calmes et tenaient bon, et chaque fois qu'ils affrontaient quelque chose de plus dur que la pierre, ils trouvaient encore plus de force. Mais comme la pioche avait toujours été plus facile que les paroles, ils semblaient souvent rudes face à des sentiments compliqués.", "Toggle Bed Owner - desc": "Basculer le propriétaire du lit - desc", "Toggle Entity Inspect - desc": "Basculer l'inspection de l'entité - desc", "Toggle Entity Work Plan - desc": "Basculer le plan de travail de l'entité - desc", "Toggle your units": "Afficher/masquer vos unités", "Toggles whether the expedition party's Decision is active/inactive.": "Active ou désactive la Décision du groupe d'expédition.", "Tomb Complete": "Tombeau Complété", "Tombe": "Tombe", "Tombe anonyme déterrée": "Tombe anonyme déterrée", "Tombe anonyme déterrée - Dungeon Settlers Wiki": "Tombe anonyme déterrée - Dungeon Settlers Wiki", "Tombe normale sans nom": "Tombe normale sans nom", "Tombe normale sans nom - Dungeon Settlers Wiki": "Tombe normale sans nom - Dungeon Settlers Wiki", "Tonique de bois de cerf": "Tonique de bois de cerf", "Tonique de bois de cerf - Dungeon Settlers Wiki": "Tonique de bois de cerf - Dungeon Settlers Wiki", "Tonique de bois de cerf icon": "Tonique de bois de cerf icon", "Tonneau en bois": "Tonneau en bois", "Tonneau en bois - Dungeon Settlers Wiki": "Tonneau en bois - Dungeon Settlers Wiki", "Too large.": "Trop volumineux.", "Tools": "Outils", "Tooltip:": "Infobulle :", "TooltipHold": "TooltipHold", "Tooltips appear when you hover the mouse over items, skills, traits,": "Les infobulles apparaissent lorsque vous survolez avec la souris des objets, compétences, caractéristiques,", "Top active heal": "Meilleur soin actif", "Top hit": "Meilleur coup", "Top passive heal": "Meilleur soin passif", "Top shield": "Meilleur bouclier", "TopicRecordChance": "TopicRecordChance", "Torche": "Torche", "Torche - Dungeon Settlers Wiki": "Torche - Dungeon Settlers Wiki", "Torche icon": "Torche icon", "Tortue de cristal": "Tortue de cristal", "Tortue de cristal - Dungeon Settlers Wiki": "Tortue de cristal - Dungeon Settlers Wiki", "Tortue de cristal de l'Abîme": "Tortue de cristal de l'Abîme", "Tortue de cristal de l'Abîme - Dungeon Settlers Wiki": "Tortue de cristal de l'Abîme - Dungeon Settlers Wiki", "Tortue de cristal de l'Abîme variante": "Tortue de cristal de l'Abîme variante", "Tortue de cristal icon": "Icône Tortue de cristal", "Tortue de cristal variant": "Tortue de cristal variante", "Tortue de cristal variante": "Tortue de cristal variante", "Tortue épineuse": "Tortue épineuse", "Tortue épineuse - Dungeon Settlers Wiki": "Tortue épineuse - Dungeon Settlers Wiki", "Tortue épineuse de l'Abîme": "Tortue épineuse de l'Abîme", "Tortue épineuse de l'Abîme - Dungeon Settlers Wiki": "Tortue épineuse de l'Abîme - Dungeon Settlers Wiki", "Tortue épineuse de l'Abîme variante": "Tortue épineuse de l'Abîme variante", "Tortue épineuse icon": "Icône de Tortue épineuse", "Tortue épineuse variant": "Tortue épineuse (variante)", "Tortue épineuse variante": "Tortue épineuse variante", "Total": "Total", "Total Talent value": "Valeur totale de Talent", "Total changes": "Total des changements", "Total des points de vie, incluant": "Total des points de vie, incluant", "Total des points de vie, incluant Santé (tête) et Santé du torse": "Total des points de vie, incluant Santé (tête) et Santé du torse", "Total inscriptions": "Total des inscriptions", "Total over": "Total sur", "TotalTalent": "TotalTalent", "Totem de crâne délabré": "Totem de crâne délabré", "Totem de crâne délabré (resource node)": "Totem de crâne délabré (nœud de ressources)", "Totem de crâne délabré (resource node) - Dungeon Settlers Wiki": "Totem de crâne délabré (nœud de ressource) - Dungeon Settlers Wiki", "Totem de crâne délabré (source de ressources)": "Totem de crâne délabré (source de ressources)", "Totem de crâne délabré (source de ressources) - Dungeon Settlers Wiki": "Totem de crâne délabré (source de ressources) - Dungeon Settlers Wiki", "Toucher guérisseur": "Toucher guérisseur", "Toucher guérisseur - Dungeon Settlers Wiki": "Toucher guérisseur - Dungeon Settlers Wiki", "Toucher guérisseur icon": "icône Toucher guérisseur", "Toucher guérisseur portée et zone affichées sur une salle de donjon": "Toucher guérisseur portée et zone affichées sur une salle de donjon", "Toucher guérisseur range and area shown on a dungeon room": "Portée et zone de Toucher guérisseur affichées sur une salle de donjon", "ToughnessFortify": "ToughnessFortify", "ToughnessWeaken": "ToughnessWeaken", "Toujours tourmenté par la faim, cherchant sans cesse de la nourriture.": "Toujours tourmenté par la faim, cherchant sans cesse de la nourriture.", "Tour de l'Apocalypse": "Tour de l'Apocalypse", "Tourbillon chargé": "Tourbillon chargé", "Tourbillon chargé - Dungeon Settlers Wiki": "Tourbillon chargé - Dungeon Settlers Wiki", "Tourbillon chargé icon": "Icône Tourbillon chargé", "Tourbillon chargé portée et zone affichées sur une salle de donjon": "Tourbillon chargé portée et zone affichées sur une salle de donjon", "Tourbillon chargé range and area shown on a dungeon room": "Tourbillon chargé : portée et zone affichées dans une salle de donjon", "Tous deux vous regardent, dans l'attente de votre décision.": "Tous deux vous regardent, dans l'attente de votre décision.", "Tous les": "Tous les", "Tous les Talent gagnent 1 niveau. Talent ne peut pas dépasser le niveau maximum, Génie.": "Tous les Talent gagnent 1 niveau. Talent ne peut pas dépasser le niveau maximum, Génie.", "Tous les effets de récupération de santé que vous recevez sont augmentés de 25%.": "Tous les effets de récupération de santé que vous recevez sont augmentés de 25%.", "Tous les espaces de stockage": "Tous les espaces de stockage", "Tous les espaces de stockage - Dungeon Settlers Wiki": "Tous les espaces de stockage - Dungeon Settlers Wiki", "Tous les objets ont un poids, et il existe une limite au poids total qu'une unité peut porter.": "Tous les objets ont un poids, et il existe une limite au poids total qu'une unité peut porter.", "Tous les objets ont un poids, et il existe une limite au poids total qu'une unité peut porter. Dépasser le poids maximal déclenchera": "Tous les objets ont un poids, et il existe une limite au poids total qu'une unité peut porter. Dépasser le poids maximal déclenchera", "Tous les objets ont un poids, et il existe une limite au poids total qu'une unité peut porter. Dépasser le poids maximal déclenchera Surchargé ou Fortement surchargé, entraînant une réduction de la vitesse de déplacement et d'autres pénalités négatives.": "Tous les objets ont un poids, et il existe une limite au poids total qu'une unité peut porter. Dépasser le poids maximal déclenchera Surchargé ou Fortement surchargé, entraînant une réduction de la vitesse de déplacement et d'autres pénalités négatives.", "Tous les taux d'obtention d'Objets sont réduits de 50%.": "Tous les taux d'obtention d'Objets sont réduits de 50%.", "Tout a commencé à apparaître plus clairement qu'avant, mais en même temps, j'ai également réalisé des vérités que j'aurais préféré ne pas connaître.": "Tout a commencé à apparaître plus clairement qu'avant, mais en même temps, j'ai également réalisé des vérités que j'aurais préféré ne pas connaître.", "Tout autour d'elle se trouvent des peaux et des os soigneusement taillés.": "Tout autour d'elle se trouvent des peaux et des os soigneusement taillés.", "Tout déposer": "Tout déposer", "Tout est généreux et abondant.": "Tout est généreux et abondant.", "Tout sélectionner: Tab": "Tout sélectionner: Tab", "Tout votre corps, même votre armure, s'estompe et se fond dans le décor.": "Tout votre corps, même votre armure, s'estompe et se fond dans le décor.", "Tout à fait fascinant.": "Tout à fait fascinant.", "Toutes les": "Toutes les", "Toutes les Statistique principale diminuent.": "Toutes les Statistiques principales diminuent.", "Toutes les compétences - Dungeon Settlers Wiki": "Toutes les compétences - Dungeon Settlers Wiki", "Townsfolk - desc": "Habitants - desc", "Townsfolk - flavor": "Habitants - flavor", "Townsfolk - name": "Habitants - name", "Trade (1)": "Échange (1)", "Trade Trade Refresh Interval": "Intervalle d'actualisation du commerce commercial", "Trade and prices": "Commerce et prix", "Trade pools, chances and discounts": "Tables de commerce, chances et remises", "Trade/Join at Safe Layer": "Commerce/Rejoindre à la Couche Sécurisée", "TradePool": "TradePool", "TradePoolTable.json": "TradePoolTable.json", "TradeRefreshInterval": "TradeRefreshInterval", "Trade_": "Trade_", "Trader gold": "Or du marchand", "Trading Hall Completed": "Halle de Commerce achevée", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They ...": "En échangeant avec des étrangers, {0} a bravé le danger, vendant des trésors précieux certains jours et perdant tout aux arnaqueurs d'autres jours. Cependant, la fierté a tenu bon. Ils", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we": "En échangeant avec des étrangers, {0} a bravé le danger, vendant des trésors précieux certains jours et perdant tout aux arnaqueurs d'autres jours. Cependant, la fierté a tenu bon. Ils croyaient qu'ils", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods": "En échangeant avec des étrangers, {0} risqué le danger, certains jours vendant des trésors, d'autres jours tout perdre aux arnaqueurs. Mais la fierté inébranlable a persévéré, la conviction que ce n'était pas de simples marchandises", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was...": "En échangeant avec des étrangers, {0} risqué le danger, certains jours vendant des trésors, d'autres jours tout perdre aux arnaqueurs. Mais la fierté inébranlable a persévéré, la conviction que ce n'était", "Tragiquement, il n'existait qu'une seule manière pour qu'il accomplisse son dessein.": "Tragiquement, il n'existait qu'une seule manière pour qu'il accomplisse son dessein.", "Trait": "Trait", "Trait page:": "Page du trait :", "TraitTable.json": "TraitTable.json", "Traitement de l'Arcron": "Traitement de l'Arcron", "Traitement des carapaces 1": "Traitement des carapaces 1", "Traitement des carapaces 2": "Traitement des carapaces 2", "Traitement des carapaces II": "Traitement des carapaces II", "Traitement des carapaces III": "Traitement des carapaces III", "Traitement des os": "Traitement des os", "Traitement des os 1": "Traitement des os 1", "Traitement des os 2": "Traitement des os 2", "Traitement des os II": "Traitement des os II", "Traitement du bois": "Traitement du bois", "Traitement du bois 1": "Traitement du bois 1", "Traitement du bois 2": "Traitement du bois 2", "Traitement du bois II": "Traitement du bois II", "Traitement du cuir": "Traitement du cuir", "Traitement du cuir 1": "Traitement du cuir 1", "Traitement du cuir 1 non terminé": "Traitement du cuir 1 non terminé", "Traitement du cuir 1 non terminé ➜ Traitement du cuir 1 non terminé": "Traitement du cuir 1 non terminé ➜ Traitement du cuir 1 non terminé", "Traitement du gibier": "Traitement du gibier", "Traitement du métal": "Traitement du métal", "Traitement du métal 1": "Traitement du métal 1", "Traitement textile": "Traitement textile", "Traits": "Traits", "Traits & Inscriptions": "Traits et Inscriptions", "Traits & skills": "Traits et compétences", "Traits - Dungeon Settlers Wiki": "Traits - Dungeon Settlers Wiki", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...": "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending": "Les traits sont des éléments qui représentent les caractéristiques d'une unité et peuvent être vus dans la fenêtre de personnage. Ils peuvent être acquis ou perdus de diverses manières et ont différents impacts fonctionnels selon", "Traits individuels (1)": "Traits individuels (1)", "Traits individuels (2)": "Traits individuels (2)", "Traits individuels (3)": "Traits individuels (3)", "Traits individuels (4)": "Traits individuels (4)", "Traits individuels (5)": "Traits individuels (5)", "Traits individuels (8)": "Traits individuels (8)", "Traits obtenus en choisissant l'une des inscriptions proposées aléatoirement lors d'une montée de niveau. Ils déterminent l'orientation de croissance de l'unité, et l'inscription choisie peut modifier ses capacités de combat ou de vie quotidienne.": "Traits obtenus en choisissant l'une des inscriptions proposées aléatoirement lors d'une montée de niveau. Ils déterminent l'orientation de croissance de l'unité, et l'inscription choisie peut modifier ses capacités de combat ou de vie quotidienne.", "Traits obtenus en choisissant l'une des inscriptions présentées aléatoirement lors de la montée de niveau.": "Traits obtenus en choisissant l'une des inscriptions présentées aléatoirement lors de la montée de niveau.", "Traits obtenus grâce à l'utilisation de pierres d'âme. Une unité ne peut posséder qu'un seul trait d'âme et ne peut pas en avoir plusieurs à la fois.": "Traits obtenus grâce à l'utilisation de pierres d'âme. Une unité ne peut posséder qu'un seul trait d'âme et ne peut pas en avoir plusieurs à la fois.", "Traits pouvant être obtenus via l'utilisation de pierres d'âme.": "Traits pouvant être obtenus via l'utilisation de pierres d'âme.", "Traits qui représentent des caractéristiques uniques d'une personne, comme l'origine, la personnalité, les habitudes et les particularités.": "Traits qui représentent des caractéristiques uniques d'une personne, comme l'origine, la personnalité, les habitudes et les particularités.", "Traits qui représentent la Santé d'une Unité.": "Traits qui représentent la Santé d'une Unité.", "Traits qui représentent la personnalité, les habitudes, les talents, les faiblesses et autres qualités propres à chaque unité. Même des unités de même race ou de même origine peuvent avoir une individualité différente selon leurs traits personnels.": "Traits qui représentent la personnalité, les habitudes, les talents, les faiblesses et autres qualités propres à chaque unité. Même des unités de même race ou de même origine peuvent avoir une individualité différente selon leurs traits personnels.", "Traits qui représentent le milieu dans lequel une unité a vécu. L'environnement passé, le métier, les expériences et d'autres éléments y sont reflétés, influençant les capacités ou le tempérament de l'unité.": "Traits qui représentent le milieu dans lequel une unité a vécu. L'environnement passé, le métier, les expériences et d'autres éléments y sont reflétés, influençant les capacités ou le tempérament de l'unité.", "Traits qui représentent les caractéristiques de la race d'une Unité.": "Traits qui représentent les caractéristiques de la race d'une Unité.", "Traits qui représentent les caractéristiques propres à la race d'une unité. Ils sont accordés par défaut selon la race et reflètent sa nature ou ses différences physiques.": "Traits qui représentent les caractéristiques propres à la race d'une unité. Ils sont accordés par défaut selon la race et reflètent sa nature ou ses différences physiques.", "Traits qui représentent les expériences d'une Unité lorsqu'elle remplit certaines conditions.": "Traits qui représentent les expériences d'une Unité lorsqu'elle remplit certaines conditions.", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario": "Les traits représentent l'origine, la disposition, les caractéristiques physiques, l'historique de croissance et autres éléments déterminants d'une unité, et peuvent être vérifiés dans la fenêtre de personnage. Les traits peuvent être gagnés ou perdus de diverses", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...": "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...", "Tranchant": "Tranchant", "Tranchant - Dungeon Settlers Wiki": "Tranchant - Dungeon Settlers Wiki", "Tranchant de finesse": "Tranchant de finesse", "Tranchant de finesse - Dungeon Settlers Wiki": "Tranchant de finesse - Dungeon Settlers Wiki", "Tranchant de finesse icon": "Icône Tranchant de finesse", "Tranchant icon": "Tranchant icon", "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "Silence paisible GAMESYSTEM_Environment_{affecterName}", "Transformez-vous en feu": "Transformez-vous en feu", "Transformez-vous en feu - Dungeon Settlers Wiki": "Transformez-vous en feu - Dungeon Settlers Wiki", "Transformez-vous en feu icon": "Transformez-vous en feu icône", "Transformez-vous en feu portée et zone affichées sur une salle de donjon": "Transformez-vous en feu portée et zone affichées sur une salle de donjon", "Transformez-vous en feu range and area shown on a dungeon room": "Transformez-vous en feu portée et zone affichées dans une salle de donjon", "Transférer vers": "Transférer vers", "Transient boosts a skill build turns on mid-fight. Each folds into the same stat math as your gear (no double-count) and updates every number below.": "Boosts temporaires qu'une configuration de compétences active en plein combat. Chacun s'intègre au même calcul de statistiques que votre équipement (sans double comptage) et met à jour tous les chiffres ci-dessous.", "Transport d'un compagnon": "Transport d'un compagnon", "Transport d'un compagnon - Dungeon Settlers Wiki": "Transport d'un compagnon - Dungeon Settlers Wiki", "Transport d'un compagnon icon": "Icône Transport d'un compagnon", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...": "En voyageant entre les villages et les forteresses, {0} pensait toujours à l'itinéraire le plus rapide. Ils ne ralentissaient jamais sur les pentes ou...", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.": "En voyageant entre les villages et les forteresses, {0} pensait toujours à l'itinéraire le plus rapide. Ils ne ralentissaient jamais sur les pentes ou les routes boueuses, et même en étant à bout de souffle, ils gardaient chaque lettre près d'eux. Pourtant, après avoir porté si longtemps les paroles des autres, ils étaient maladroits quand il s'agissait d'exprimer leur propre cœur.", "Traversant d'innombrables villages,": "Traversant d'innombrables villages,", "Treasure": "Trésor", "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "Coffres au trésor, noyaux de donjon et autres conteneurs trouvés sur l'étage. Les pools complets se trouvent sur la", "Treatment": "Traitement", "Treatment (Lv{#}, {#})": "Traitement (Niv{#}, {#})", "Treatment expectation": "Attente de traitement", "Treatment expectation (mood) by unit level": "Attente de traitement (humeur) par niveau d'unité", "Treatment expectation is applied automatically from the unit level and management difficulty. Add any mood sources the settler currently has (food, sleep, room quality, needs, combat, and so on); each one adds its value to the net mood.": "L'attente de traitement est appliquée automatiquement selon le niveau de l'unité et la difficulté de gestion. Ajoutez toutes les sources d'humeur que le colon possède actuellement (nourriture, sommeil, qualité de la pièce, besoins, combat, etc.) ; chacune ajoute sa valeur à l'humeur nette.", "Treatment expectations rise with level": "Les attentes de traitement augmentent avec le niveau", "TreatmentExpectationMoodDownfallDifficulty": "TreatmentExpectationMoodDownfallDifficulty", "TreatmentExpectationMoodEasyDifficulty": "TreatmentExpectationMoodEasyDifficulty", "TreatmentExpectationMoodHardDifficulty": "TreatmentExpectationMoodHardDifficulty", "TreatmentExpectationMoodNormalDifficulty": "TreatmentExpectationMoodNormalDifficulty", "TreatmentExpectationMoodVeryHardDifficulty": "TreatmentExpectationMoodVeryHardDifficulty", "Tree": "Arbre", "Tree Of Life Fixed": "Arbre de Vie Fixe", "Tree Of Life Remnant": "Tree Of Life Remnant", "Tree Of Life Remnant - Dungeon Settlers Wiki": "Vestige d'arbre de Vie - Dungeon Settlers Wiki", "Tree position": "Position dans l'arbre", "Tree that thrives in dungeon": "Arbre qui prospère dans le donjon", "Trees": "Arbres", "Trigger": "Déclencheur", "Trigger condition": "Condition de déclenchement", "Trigger key": "Clé de déclenchement", "TriggerChance": "TriggerChance", "Triggered by a combat or unit event": "Déclenché par un événement de combat ou d'unité", "Triggered directly by its start condition.": "Déclenché directement par sa condition de départ.", "Trio Main Quest 7": "Quête principale du trio 7", "Trop lourd...": "Trop lourd...", "Trousse de secours": "Trousse de secours", "Trousse de secours - Dungeon Settlers Wiki": "Trousse de secours - Dungeon Settlers Wiki", "Trousse de secours icon": "Trousse de secours icon", "Trousse de secours portée et zone affichées sur une salle de donjon": "Trousse de secours portée et zone affichées sur une salle de donjon", "Trousse de secours range and area shown on a dungeon room": "Portée et zone de Trousse de secours affichées sur une salle de donjon", "True": "True", "Try interacting with various objects like portals and <color=#ccbe": "Essayez d'interagir avec divers objets comme les portails et <color=#ccbe", "Très affamé": "Très affamé", "Très affamé - Dungeon Settlers Wiki": "Très affamé - Dungeon Settlers Wiki", "Très affamé icon": "Très affamé icône", "Très bien.": "Très bien.", "Très difficile": "Très difficile", "Très insatisfait": "Très insatisfait", "Très insatisfait - Dungeon Settlers Wiki": "Très insatisfait - Dungeon Settlers Wiki", "Très insatisfait icon": "Très insatisfait icône", "Très lourd": "Très lourd", "Très passionné !": "Très passionné !", "Très rassurant !": "Très rassurant !", "Très robuste.": "Très robuste.", "Très satisfait": "Très satisfait", "Très satisfait - Dungeon Settlers Wiki": "Très satisfait - Dungeon Settlers Wiki", "Très satisfait icon": "Très satisfait icône", "Très stressé": "Très stressé", "Très stressé - Dungeon Settlers Wiki": "Très stressé - Dungeon Settlers Wiki", "Très stressé icon": "Très stressé icône", "Très élégant !": "Très élégant !", "Très épuisé": "Très épuisé", "Très épuisé - Dungeon Settlers Wiki": "Très épuisé - Dungeon Settlers Wiki", "Très épuisé icon": "Très épuisé icône", "Tu as faim et veux manger.": "Tu as faim et veux manger.", "Tu as forcément triché d'une manière ou d'une autre !": "Tu as forcément triché d'une manière ou d'une autre !", "Tu es un peu lourd, tu sais ?": "Tu es un peu lourd, tu sais ?", "Tu m'appelles idiot ? Je profite juste de la vie.": "Tu m'appelles idiot ? Je profite juste de la vie.", "Tu sens une légère vibration, comme si elle était vivante dans tes mains.": "Tu sens une légère vibration, comme si elle était vivante dans tes mains.", "Tu étais suspect dès le début ! Je fais confiance à": "Tu étais suspect dès le début ! Je fais confiance à", "Tuer têtard → combat de têtard mangeant ver géant. En théorie, si tu considères l'accumulation de têtards et les fais s'entre-manger, tu peux empêcher l'évolution. - Dungeon Settlers Wiki": "Tuer têtard → combat de têtard mangeant ver géant. En théorie, si tu considères l'accumulation de têtards et les fais s'entre-manger, tu peux empêcher l'évolution. - Dungeon Settlers Wiki", "Tuer un ennemi augmente votre": "Tuer un ennemi augmente votre", "Tuer un ennemi augmente votre Vitesse d'attaque de 8% pendant 5 secondes. Cette augmentation peut se produire jusqu'à 3 fois.": "Tuer un ennemi augmente votre Vitesse d'attaque de 8% pendant 5 secondes. Cette augmentation peut se produire jusqu'à 3 fois.", "Tunnel de Pierre de mana": "Tunnel de Pierre de mana", "Tunnel de Pierre de mana - Dungeon Settlers Wiki": "Tunnel de Pierre de mana - Dungeon Settlers Wiki", "Turn a summoner's Magic Attack into a summon's HP, Magic Attack and basic-attack damage for Bubbleling, Bubble Toad or any custom base stats.": "Convertissez la Puissance d'attaque magique d'un invocateur en PV, Puissance d'attaque magique et dégâts d'attaque de base d'une invocation pour Bubbleling, Crapaud à Bulles ou n'importe quelles statistiques de base personnalisées.", "Turn on to type your real in-game numbers. Each filled field overrides the computed value (equipment/trait math is bypassed for it) and the character stays a valid attacker for the Damage vs Enemy tab.": "Activez pour saisir vos vrais chiffres en jeu. Chaque champ rempli remplace la valeur calculée (le calcul équipement/trait est ignoré pour lui) et le personnage reste un attaquant valide pour l'onglet Dégâts vs Ennemi.", "Turnip Random": "Turnip Random", "Turnip Remnant": "Turnip Remnant", "Turnip Remnant - Dungeon Settlers Wiki": "Vestige de navet - Dungeon Settlers Wiki", "Tuto0 through Tuto16": "Tuto0 à Tuto16", "Tutorial (3)": "Tutoriel (3)", "Tutorial 1": "Tutoriel 1", "Tutorial 1 - Dungeon Settlers Wiki": "Tutoriel 1 - Dungeon Settlers Wiki", "Tutorial 1 map": "Carte du Tutoriel 1", "Tutorial 1 plan": "Plan Tutoriel 1", "Tutorial 2": "Tutoriel 2", "Tutorial 2 - Dungeon Settlers Wiki": "Tutoriel 2 - Dungeon Settlers Wiki", "Tutorial 2 map": "Carte du Tutoriel 2", "Tutorial 2 plan": "Plan Tutoriel 2", "Tutorial 3": "Tutoriel 3", "Tutorial 3 - Dungeon Settlers Wiki": "Tutoriel 3 - Dungeon Settlers Wiki", "Tutorial 3 map": "Carte du Tutoriel 3", "Tutorial 3 plan": "Plan Tutoriel 3", "Tutorial Chest Aid Kit Fixed": "Tutorial Chest Aid Kit Fixed", "Tutorial Chest Ointment Fixed": "Tutorial Chest Ointment Fixed", "Tutorial Common Horizontal Corridor 1": "Tutorial Common Horizontal Corridor 1", "Tutorial Common Horizontal Corridor 2": "Tutorial Common Horizontal Corridor 2", "Tutorial Common Horizontal Corridor 3": "Tutorial Common Horizontal Corridor 3", "Tutorial Common Vertical Corridor 1": "Tutorial Common Vertical Corridor 1", "Tutorial Common Vertical Corridor 2": "Tutorial Common Vertical Corridor 2", "Tutorial F1-F2": "Tutoriel F1-F2", "Tutorial F1-F4": "Tutoriel F1-F4", "Tutorial Game Over": "Tutorial Game Over", "Tutorial Game Over - Dungeon Settlers Wiki": "Tutorial Game Over - Dungeon Settlers Wiki", "Tutorial Game Over icon": "Tutorial Game Over icône", "Tutorial Region": "Région du tutoriel", "Tutorial Wood Club Fixed": "Tutorial Wood Club Fixed", "Tutorial chain": "Chaîne du tutoriel", "Tutorial quests": "Quêtes du tutoriel", "Tutorial steps, driven by the guided intro events.": "Étapes du tutoriel, pilotées par les événements d'introduction guidée.", "Tutorial, template & developer": "Tutoriel, modèle et développeur", "Tutorial.": "Tutoriel.", "Tutorial1": "Tutorial1", "Tutorial1 Chest Remnant": "Tutorial1 Chest Remnant", "Tutorial1 Chest Remnant - Dungeon Settlers Wiki": "Vestige de coffre du tutoriel 1 - Dungeon Settlers Wiki", "Tutorial2": "Tutorial2", "Tutorial3": "Tutorial3", "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0": "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0", "TutorialGameOver": "TutorialGameOver", "TutorialSeed": "TutorialSeed", "Tutoriel": "Tutoriel", "Tutoriel (Ouvrir la compétence : K)": "Tutoriel (Ouvrir la compétence : K)", "Tutoriel 0 - Open Game Guide": "Tutoriel 0 - Ouvrir le guide du jeu", "Tutoriel 0 - 게임 가이드 열기": "Tutoriel 0 - Ouvrir le guide du jeu", "Tutoriel 1": "Tutoriel 1", "Tutoriel 1 - Camera movement input, 10 or more times": "Tutoriel 1 - Saisie de mouvement de caméra, 10 fois ou plus", "Tutoriel 1 - Dungeon Settlers Wiki": "Tutoriel 1 - Dungeon Settlers Wiki", "Tutoriel 1 - 카메라 이동 조작 10 이상": "Tutoriel 1 - 카메라 이동 조작 10 이상", "Tutoriel 10 - Unit Structure": "Tutoriel 10 - Structure de l'unité", "Tutoriel 10 - 유닛 구조": "Tutoriel 10 - 유닛 구조", "Tutoriel 11 - Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "Tutoriel 11 - Récolter 9 Bois de Ruma - Terminé && Récolter 10 Buisson - Terminé", "Tutoriel 11 - 루마 나무 9개 채집 완료 && 수풀 채집 완료 10개": "Tutoriel 11 - 루마 나무 9개 채집 완료 && 수풀 채집 완료 10개", "Tutoriel 12 - Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "Tutoriel 12 - Avoir 12 Bois de Ruma - Terminé && Avoir 12 Herbe longue - Terminé", "Tutoriel 12 - 루마 나무 12개 보유 완료 && 긴 풀 12개 보유 완료": "Tutoriel 12 - 루마 나무 12개 보유 완료 && 긴 풀 12개 보유 완료", "Tutoriel 13 - Move Near the Marker": "Tutoriel 13 - Se déplacer près du marqueur", "Tutoriel 13 - 마커 근처로 이동": "Tutoriel 13 - 마커 근처로 이동", "Tutoriel 14 - Defeat the Acid Bug (0/1)": "Tutoriel 14 - Vaincre l'insecte acide (0/1)", "Tutoriel 14 - 산성충을 처치하세요 (0/1)": "Tutoriel 14 - 산성충을 처치하세요 (0/1)", "Tutoriel 15 - Move Near the Marker": "Tutoriel 15 - Se déplacer près du marqueur", "Tutoriel 15 - 마커 근처로 이동": "Tutoriel 15 - 마커 근처로 이동", "Tutoriel 16 - Move to the Settlement": "Tutoriel 16 - Se rendre à la colonie", "Tutoriel 16 - 정착지로 이동": "Tutoriel 16 - 정착지로 이동", "Tutoriel 2": "Tutoriel 2", "Tutoriel 2 - Camera wheel input, 2 or more times": "Tutoriel 2 - Utiliser la molette de la caméra, 2 fois ou plus", "Tutoriel 2 - Dungeon Settlers Wiki": "Tutoriel 2 - Dungeon Settlers Wiki", "Tutoriel 2 - 카메라 휠 조작 2 이상": "Tutoriel 2 - 카메라 휠 조작 2 이상", "Tutoriel 3": "Tutoriel 3", "Tutoriel 3 - Dungeon Settlers Wiki": "Tutoriel 3 - Dungeon Settlers Wiki", "Tutoriel 3 - Move Near the Marker": "Tutoriel 3 - Se déplacer près du marqueur", "Tutoriel 3 - 마커 근처로 이동": "Tutoriel 3 - 마커 근처로 이동", "Tutoriel 4 - Defeat 1 Weak Grey Rat": "Tutoriel 4 - Vaincre 1 Rat gris faible", "Tutoriel 4 - 허약한 회색 쥐 1마리 처치": "Tutoriel 4 - 허약한 회색 쥐 1마리 처치", "Tutoriel 5 - Move Near the Marker": "Tutoriel 5 - Se déplacer près du marqueur", "Tutoriel 5 - 마커 근처로 이동": "Tutoriel 5 - 마커 근처로 이동", "Tutoriel 6 - Interact with the Wooden Crate": "Tutoriel 6 - Interagir avec la caisse en bois", "Tutoriel 6 - 나무 상자와 상호작용": "Tutoriel 6 - 나무 상자와 상호작용", "Tutoriel 7 (Ouvrir l'inventaire : I) - Use an Ointment": "Tutoriel 7 (Ouvrir l'inventaire : I) - Utiliser une pommade", "Tutoriel 7 (Ouvrir l'inventaire : I) - 연고 사용하기": "Tutoriel 7 (Ouvrir l'inventaire : I) - 연고 사용하기", "Tutoriel 8 (Ouvrir la compétence : K) - Learn an Active Skill; Learn a Passive Skill": "Tutoriel 8 (Ouvrir la compétence : K) - Apprendre une compétence active ; Apprendre une compétence passive", "Tutoriel 8 (Ouvrir la compétence : K) - 엑티브 스킬 습득; 패시브 스킬 습득": "Tutoriel 8 (Ouvrir la compétence : K) - 엑티브 스킬 습득; 패시브 스킬 습득", "Tutoriel 9 - Defeat 2 Weak Grey Rats": "Tutoriel 9 - Vaincre 2 Rats gris faibles", "Tutoriel 9 - 허약한 회색 쥐 2마리 처치": "Tutoriel 9 - 허약한 회색 쥐 2마리 처치", "Twisted Bush Fixed": "Twisted Bush Fixed", "Twisted Forest 1": "Forêt tordue 1", "Twisted Forest 2": "Forêt tordue 2", "Twisted Forest 3": "Forêt tordue 3", "Two damage parts (physical and magic) are each mitigated by the matching resistance.": "Les deux parts de dégâts (physique et magique) sont chacune atténuées par la résistance correspondante.", "Two extra rules matter in play: a summon's": "Deux règles supplémentaires comptent en jeu : les", "Two more combat-difficulty levers pile on top of that flat scaling:": "Deux autres leviers de difficulté de combat s'ajoutent à cette mise à l'échelle fixe :", "Two separate axes over the five tiers (Easy → Devastation):": "Deux axes distincts sur les cinq paliers (Facile → Dévastation) :", "Two separate constants govern the fight once you are seen:": "Deux constantes distinctes régissent le combat une fois que vous êtes repéré :", "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "Prise à deux mains est active (arme à deux mains, main secondaire vide) : son bonus est déjà dans vos statistiques équipées.", "Two-handed weapons": "Armes à deux mains", "Two-handed weapons - the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) - occupy both hands and block the shield/off-hand slot.": "Les armes à deux mains - la Grande épée, l'Arc et les trois Bâtons élémentaires (Feu, Eau, Nature) - occupent les deux mains et bloquent l'emplacement bouclier/main secondaire.", "Type": "Type", "Type de salle": "Type de salle", "Type de salle - desc": "Type de salle - desc", "Type de salle - name": "Type de salle - name", "Type the mood number straight from the unit status panel": "Saisissez le chiffre d'humeur directement depuis le panneau de statut de l'unité", "Tâche": "Tâche", "Tâche - Dungeon Settlers Wiki": "Tâche - Dungeon Settlers Wiki", "Téléchargements et données IA - Dungeon Settlers Wiki": "Téléchargements et données IA - Dungeon Settlers Wiki", "Témoin de la mort d'autrui": "Témoin de la mort d'autrui", "Témoin de la mort d'autrui - Dungeon Settlers Wiki": "Témoin de la mort d'autrui - Dungeon Settlers Wiki", "Témoin de la mort d'autrui icon": "Témoin de la mort d'autrui icône", "Ténacité": "Ténacité", "Ténacité - Dungeon Settlers Wiki": "Ténacité - Dungeon Settlers Wiki", "Ténacité icon": "Ténacité icon", "Têtard de la forêt": "Têtard de la forêt", "Têtard de la forêt - Dungeon Settlers Wiki": "Têtard de la forêt - Dungeon Settlers Wiki", "Têtard de la forêt de l'Abîme": "Têtard de la forêt de l'Abîme", "Têtard de la forêt de l'Abîme - Dungeon Settlers Wiki": "Têtard de la forêt de l'Abîme - Dungeon Settlers Wiki", "Têtard de la forêt de l'Abîme variante": "Têtard de la forêt de l'Abîme variante", "Têtard de la forêt icon": "Icône de Têtard de la forêt", "Têtard de la forêt variant": "Têtard de la forêt (variante)", "Têtard de la forêt variante": "Têtard de la forêt variante", "Têtard évolué aléatoire": "Têtard évolué aléatoire", "Tête de cerf empaillée": "Tête de cerf empaillée", "Tête de cerf empaillée - Dungeon Settlers Wiki": "Tête de cerf empaillée - Dungeon Settlers Wiki", "Tête de cerf empaillée icon": "Tête de cerf empaillée icon", "UI": "UI", "UI maximum 30; below 0 Stress rises, above 0 Stress falls": "Maximum de l'interface 30 ; sous 0 le Stress monte, au-dessus de 0 le Stress baisse", "UI reference data": "Données de référence de l'interface", "UI_": "UI_", "UNITS": "UNITÉS", "UNITVISUAL_ElfSlimUnisex_0": "UNITVISUAL_ElfSlimUnisex_0", "UNITVISUAL_ElfSlimUnisex_1": "UNITVISUAL_ElfSlimUnisex_1", "UNITVISUAL_ElfSlimUnisex_10": "UNITVISUAL_ElfSlimUnisex_10", "UNITVISUAL_ElfSlimUnisex_11": "UNITVISUAL_ElfSlimUnisex_11", "UNITVISUAL_ElfSlimUnisex_12": "UNITVISUAL_ElfSlimUnisex_12", "UNITVISUAL_ElfSlimUnisex_13": "UNITVISUAL_ElfSlimUnisex_13", "UNITVISUAL_ElfSlimUnisex_14": "UNITVISUAL_ElfSlimUnisex_14", "UNITVISUAL_ElfSlimUnisex_15": "UNITVISUAL_ElfSlimUnisex_15", "UNITVISUAL_ElfSlimUnisex_2": "UNITVISUAL_ElfSlimUnisex_2", "UNITVISUAL_ElfSlimUnisex_3": "UNITVISUAL_ElfSlimUnisex_3", "UNITVISUAL_ElfSlimUnisex_4": "UNITVISUAL_ElfSlimUnisex_4", "UNITVISUAL_ElfSlimUnisex_5": "UNITVISUAL_ElfSlimUnisex_5", "UNITVISUAL_ElfSlimUnisex_6": "UNITVISUAL_ElfSlimUnisex_6", "UNITVISUAL_ElfSlimUnisex_7": "UNITVISUAL_ElfSlimUnisex_7", "UNITVISUAL_ElfSlimUnisex_8": "UNITVISUAL_ElfSlimUnisex_8", "UNITVISUAL_ElfSlimUnisex_9": "UNITVISUAL_ElfSlimUnisex_9", "UNITVISUAL_ElfStandardFemale_0": "UNITVISUAL_ElfStandardFemale_0", "UNITVISUAL_ElfStandardFemale_1": "UNITVISUAL_ElfStandardFemale_1", "UNITVISUAL_ElfStandardFemale_10": "UNITVISUAL_ElfStandardFemale_10", "UNITVISUAL_ElfStandardFemale_11": "UNITVISUAL_ElfStandardFemale_11", "UNITVISUAL_ElfStandardFemale_2": "UNITVISUAL_ElfStandardFemale_2", "UNITVISUAL_ElfStandardFemale_3": "UNITVISUAL_ElfStandardFemale_3", "UNITVISUAL_ElfStandardFemale_4": "UNITVISUAL_ElfStandardFemale_4", "UNITVISUAL_ElfStandardFemale_5": "UNITVISUAL_ElfStandardFemale_5", "UNITVISUAL_ElfStandardFemale_6": "UNITVISUAL_ElfStandardFemale_6", "UNITVISUAL_ElfStandardFemale_7": "UNITVISUAL_ElfStandardFemale_7", "UNITVISUAL_ElfStandardFemale_8": "UNITVISUAL_ElfStandardFemale_8", "UNITVISUAL_ElfStandardFemale_9": "UNITVISUAL_ElfStandardFemale_9", "UNITVISUAL_ElfStandardMale_0": "UNITVISUAL_ElfStandardMale_0", "UNITVISUAL_ElfStandardMale_1": "UNITVISUAL_ElfStandardMale_1", "UNITVISUAL_ElfStandardMale_10": "UNITVISUAL_ElfStandardMale_10", "UNITVISUAL_ElfStandardMale_11": "UNITVISUAL_ElfStandardMale_11", "UNITVISUAL_ElfStandardMale_12": "UNITVISUAL_ElfStandardMale_12", "UNITVISUAL_ElfStandardMale_2": "UNITVISUAL_ElfStandardMale_2", "UNITVISUAL_ElfStandardMale_3": "UNITVISUAL_ElfStandardMale_3", "UNITVISUAL_ElfStandardMale_4": "UNITVISUAL_ElfStandardMale_4", "UNITVISUAL_ElfStandardMale_5": "UNITVISUAL_ElfStandardMale_5", "UNITVISUAL_ElfStandardMale_6": "UNITVISUAL_ElfStandardMale_6", "UNITVISUAL_ElfStandardMale_7": "UNITVISUAL_ElfStandardMale_7", "UNITVISUAL_ElfStandardMale_8": "UNITVISUAL_ElfStandardMale_8", "UNITVISUAL_ElfStandardMale_9": "UNITVISUAL_ElfStandardMale_9", "UNITVISUAL_HumanFatUnisex_0": "UNITVISUAL_HumanFatUnisex_0", "UNITVISUAL_HumanFatUnisex_1": "UNITVISUAL_HumanFatUnisex_1", "UNITVISUAL_HumanFatUnisex_10": "UNITVISUAL_HumanFatUnisex_10", "UNITVISUAL_HumanFatUnisex_11": "UNITVISUAL_HumanFatUnisex_11", "UNITVISUAL_HumanFatUnisex_12": "UNITVISUAL_HumanFatUnisex_12", "UNITVISUAL_HumanFatUnisex_13": "UNITVISUAL_HumanFatUnisex_13", "UNITVISUAL_HumanFatUnisex_14": "UNITVISUAL_HumanFatUnisex_14", "UNITVISUAL_HumanFatUnisex_15": "UNITVISUAL_HumanFatUnisex_15", "UNITVISUAL_HumanFatUnisex_16": "UNITVISUAL_HumanFatUnisex_16", "UNITVISUAL_HumanFatUnisex_17": "UNITVISUAL_HumanFatUnisex_17", "UNITVISUAL_HumanFatUnisex_2": "UNITVISUAL_HumanFatUnisex_2", "UNITVISUAL_HumanFatUnisex_3": "UNITVISUAL_HumanFatUnisex_3", "UNITVISUAL_HumanFatUnisex_4": "UNITVISUAL_HumanFatUnisex_4", "UNITVISUAL_HumanFatUnisex_5": "UNITVISUAL_HumanFatUnisex_5", "UNITVISUAL_HumanFatUnisex_6": "UNITVISUAL_HumanFatUnisex_6", "UNITVISUAL_HumanFatUnisex_7": "UNITVISUAL_HumanFatUnisex_7", "UNITVISUAL_HumanFatUnisex_8": "UNITVISUAL_HumanFatUnisex_8", "UNITVISUAL_HumanFatUnisex_9": "UNITVISUAL_HumanFatUnisex_9", "UNITVISUAL_HumanStandardFemale_0": "UNITVISUAL_HumanStandardFemale_0", "UNITVISUAL_HumanStandardFemale_1": "UNITVISUAL_HumanStandardFemale_1", "UNITVISUAL_HumanStandardFemale_10": "UNITVISUAL_HumanStandardFemale_10", "UNITVISUAL_HumanStandardFemale_11": "UNITVISUAL_HumanStandardFemale_11", "UNITVISUAL_HumanStandardFemale_12": "UNITVISUAL_HumanStandardFemale_12", "UNITVISUAL_HumanStandardFemale_13": "UNITVISUAL_HumanStandardFemale_13", "UNITVISUAL_HumanStandardFemale_14": "UNITVISUAL_HumanStandardFemale_14", "UNITVISUAL_HumanStandardFemale_15": "UNITVISUAL_HumanStandardFemale_15", "UNITVISUAL_HumanStandardFemale_16": "UNITVISUAL_HumanStandardFemale_16", "UNITVISUAL_HumanStandardFemale_17": "UNITVISUAL_HumanStandardFemale_17", "UNITVISUAL_HumanStandardFemale_18": "UNITVISUAL_HumanStandardFemale_18", "UNITVISUAL_HumanStandardFemale_19": "UNITVISUAL_HumanStandardFemale_19", "UNITVISUAL_HumanStandardFemale_2": "UNITVISUAL_HumanStandardFemale_2", "UNITVISUAL_HumanStandardFemale_20": "UNITVISUAL_HumanStandardFemale_20", "UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardFemale_21", "UNITVISUAL_HumanStandardFemale_3": "UNITVISUAL_HumanStandardFemale_3", "UNITVISUAL_HumanStandardFemale_4": "UNITVISUAL_HumanStandardFemale_4", "UNITVISUAL_HumanStandardFemale_5": "UNITVISUAL_HumanStandardFemale_5", "UNITVISUAL_HumanStandardFemale_6": "UNITVISUAL_HumanStandardFemale_6", "UNITVISUAL_HumanStandardFemale_7": "UNITVISUAL_HumanStandardFemale_7", "UNITVISUAL_HumanStandardFemale_8": "UNITVISUAL_HumanStandardFemale_8", "UNITVISUAL_HumanStandardFemale_9": "UNITVISUAL_HumanStandardFemale_9", "UNITVISUAL_HumanStandardFemale_Preset": "UNITVISUAL_HumanStandardFemale_Preset", "UNITVISUAL_HumanStandardMale_0": "UNITVISUAL_HumanStandardMale_0", "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0", "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21", "UNITVISUAL_HumanStandardMale_1": "UNITVISUAL_HumanStandardMale_1", "UNITVISUAL_HumanStandardMale_10": "UNITVISUAL_HumanStandardMale_10", "UNITVISUAL_HumanStandardMale_11": "UNITVISUAL_HumanStandardMale_11", "UNITVISUAL_HumanStandardMale_12": "UNITVISUAL_HumanStandardMale_12", "UNITVISUAL_HumanStandardMale_13": "UNITVISUAL_HumanStandardMale_13", "UNITVISUAL_HumanStandardMale_14": "UNITVISUAL_HumanStandardMale_14", "UNITVISUAL_HumanStandardMale_15": "UNITVISUAL_HumanStandardMale_15", "UNITVISUAL_HumanStandardMale_16": "UNITVISUAL_HumanStandardMale_16", "UNITVISUAL_HumanStandardMale_17": "UNITVISUAL_HumanStandardMale_17", "UNITVISUAL_HumanStandardMale_18": "UNITVISUAL_HumanStandardMale_18", "UNITVISUAL_HumanStandardMale_19": "UNITVISUAL_HumanStandardMale_19", "UNITVISUAL_HumanStandardMale_2": "UNITVISUAL_HumanStandardMale_2", "UNITVISUAL_HumanStandardMale_20": "UNITVISUAL_HumanStandardMale_20", "UNITVISUAL_HumanStandardMale_21": "UNITVISUAL_HumanStandardMale_21", "UNITVISUAL_HumanStandardMale_22": "UNITVISUAL_HumanStandardMale_22", "UNITVISUAL_HumanStandardMale_3": "UNITVISUAL_HumanStandardMale_3", "UNITVISUAL_HumanStandardMale_4": "UNITVISUAL_HumanStandardMale_4", "UNITVISUAL_HumanStandardMale_5": "UNITVISUAL_HumanStandardMale_5", "UNITVISUAL_HumanStandardMale_6": "UNITVISUAL_HumanStandardMale_6", "UNITVISUAL_HumanStandardMale_7": "UNITVISUAL_HumanStandardMale_7", "UNITVISUAL_HumanStandardMale_8": "UNITVISUAL_HumanStandardMale_8", "UNITVISUAL_HumanStandardMale_9": "UNITVISUAL_HumanStandardMale_9", "UNITVISUAL_HumanStandardMale_Preset": "UNITVISUAL_HumanStandardMale_Preset", "UNITVISUAL_LizardMan_0": "UNITVISUAL_LizardMan_0", "UNITVISUAL_LizardMan_1": "UNITVISUAL_LizardMan_1", "UNITVISUAL_LizardMan_10": "UNITVISUAL_LizardMan_10", "UNITVISUAL_LizardMan_11": "UNITVISUAL_LizardMan_11", "UNITVISUAL_LizardMan_12": "UNITVISUAL_LizardMan_12", "UNITVISUAL_LizardMan_13": "UNITVISUAL_LizardMan_13", "UNITVISUAL_LizardMan_14": "UNITVISUAL_LizardMan_14", "UNITVISUAL_LizardMan_15": "UNITVISUAL_LizardMan_15", "UNITVISUAL_LizardMan_16": "UNITVISUAL_LizardMan_16", "UNITVISUAL_LizardMan_17": "UNITVISUAL_LizardMan_17", "UNITVISUAL_LizardMan_18": "UNITVISUAL_LizardMan_18", "UNITVISUAL_LizardMan_2": "UNITVISUAL_LizardMan_2", "UNITVISUAL_LizardMan_3": "UNITVISUAL_LizardMan_3", "UNITVISUAL_LizardMan_4": "UNITVISUAL_LizardMan_4", "UNITVISUAL_LizardMan_5": "UNITVISUAL_LizardMan_5", "UNITVISUAL_LizardMan_6": "UNITVISUAL_LizardMan_6", "UNITVISUAL_LizardMan_7": "UNITVISUAL_LizardMan_7", "UNITVISUAL_LizardMan_8": "UNITVISUAL_LizardMan_8", "UNITVISUAL_LizardMan_9": "UNITVISUAL_LizardMan_9", "UNITVISUAL_LizardMan_Preset": "UNITVISUAL_LizardMan_Preset", "UNITVISUAL_LycanFemale_0": "UNITVISUAL_LycanFemale_0", "UNITVISUAL_LycanFemale_1": "UNITVISUAL_LycanFemale_1", "UNITVISUAL_LycanFemale_2": "UNITVISUAL_LycanFemale_2", "UNITVISUAL_LycanFemale_3": "UNITVISUAL_LycanFemale_3", "UNITVISUAL_LycanFemale_4": "UNITVISUAL_LycanFemale_4", "UNITVISUAL_LycanFemale_5": "UNITVISUAL_LycanFemale_5", "UNITVISUAL_LycanFemale_6": "UNITVISUAL_LycanFemale_6", "UNITVISUAL_LycanFemale_7": "UNITVISUAL_LycanFemale_7", "UNITVISUAL_LycanMale_0": "UNITVISUAL_LycanMale_0", "UNITVISUAL_LycanMale_1": "UNITVISUAL_LycanMale_1", "UNITVISUAL_LycanMale_2": "UNITVISUAL_LycanMale_2", "UNITVISUAL_LycanMale_3": "UNITVISUAL_LycanMale_3", "UNITVISUAL_LycanMale_4": "UNITVISUAL_LycanMale_4", "UNITVISUAL_LycanMale_5": "UNITVISUAL_LycanMale_5", "UNITVISUAL_LycanMale_6": "UNITVISUAL_LycanMale_6", "UNITVISUAL_LycanMale_7": "UNITVISUAL_LycanMale_7", "UNIT_AbyssAcidInsect": "UNIT_AbyssAcidInsect", "UNIT_AbyssAcidInsect -": "UNIT_AbyssAcidInsect -", "UNIT_AbyssAcidSlogel": "UNIT_AbyssAcidSlogel", "UNIT_AbyssAcidSlogel -": "UNIT_AbyssAcidSlogel -", "UNIT_AbyssAlphaAcidSlogel": "UNIT_AbyssAlphaAcidSlogel", "UNIT_AbyssAlphaAcidSlogel -": "UNIT_AbyssAlphaAcidSlogel -", "UNIT_AbyssBee": "UNIT_AbyssBee", "UNIT_AbyssBee -": "UNIT_AbyssBee -", "UNIT_AbyssBlueStoneGolem": "UNIT_AbyssBlueStoneGolem", "UNIT_AbyssBlueStoneGolem -": "UNIT_AbyssBlueStoneGolem -", "UNIT_AbyssChainKnightSentinel": "UNIT_AbyssChainKnightSentinel", "UNIT_AbyssChainKnightSentinel -": "UNIT_AbyssChainKnightSentinel -", "UNIT_AbyssChallengerGloth": "UNIT_AbyssChallengerGloth", "UNIT_AbyssChallengerGloth -": "UNIT_AbyssChallengerGloth -", "UNIT_AbyssCrystalTurtle": "UNIT_AbyssCrystalTurtle", "UNIT_AbyssCrystalTurtle -": "UNIT_AbyssCrystalTurtle -", "UNIT_AbyssElderGloth": "UNIT_AbyssElderGloth", "UNIT_AbyssElderGloth -": "UNIT_AbyssElderGloth -", "UNIT_AbyssFemaleGloth": "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth -": "UNIT_AbyssFemaleGloth -", "UNIT_AbyssGiantStoneGolem": "UNIT_AbyssGiantStoneGolem", "UNIT_AbyssGiantStoneGolem -": "UNIT_AbyssGiantStoneGolem -", "UNIT_AbyssGlothPup": "UNIT_AbyssGlothPup", "UNIT_AbyssGlothPup -": "UNIT_AbyssGlothPup -", "UNIT_AbyssGoblinBrawler": "UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler -": "UNIT_AbyssGoblinBrawler -", "UNIT_AbyssGoblinChiefShaman": "UNIT_AbyssGoblinChiefShaman", "UNIT_AbyssGoblinChiefShaman -": "UNIT_AbyssGoblinChiefShaman -", "UNIT_AbyssGoblinRider": "UNIT_AbyssGoblinRider", "UNIT_AbyssGoblinRider -": "UNIT_AbyssGoblinRider -", "UNIT_AbyssGoblinShaman": "UNIT_AbyssGoblinShaman", "UNIT_AbyssGoblinShaman -": "UNIT_AbyssGoblinShaman -", "UNIT_AbyssGoblinThrower": "UNIT_AbyssGoblinThrower", "UNIT_AbyssGoblinThrower -": "UNIT_AbyssGoblinThrower -", "UNIT_AbyssGoblinWorker": "UNIT_AbyssGoblinWorker", "UNIT_AbyssGoblinWorker -": "UNIT_AbyssGoblinWorker -", "UNIT_AbyssGreyMonsterRat": "UNIT_AbyssGreyMonsterRat", "UNIT_AbyssGreyMonsterRat -": "UNIT_AbyssGreyMonsterRat -", "UNIT_AbyssGreyRat": "UNIT_AbyssGreyRat", "UNIT_AbyssGreyRat -": "UNIT_AbyssGreyRat -", "UNIT_AbyssLadybug": "UNIT_AbyssLadybug", "UNIT_AbyssLadybug -": "UNIT_AbyssLadybug -", "UNIT_AbyssMaleGloth": "UNIT_AbyssMaleGloth", "UNIT_AbyssMaleGloth -": "UNIT_AbyssMaleGloth -", "UNIT_AbyssMawmurk": "UNIT_AbyssMawmurk", "UNIT_AbyssMawmurk -": "UNIT_AbyssMawmurk -", "UNIT_AbyssMediumSlime": "UNIT_AbyssMediumSlime", "UNIT_AbyssMediumSlime -": "UNIT_AbyssMediumSlime -", "UNIT_AbyssMediumSporeSlime": "UNIT_AbyssMediumSporeSlime", "UNIT_AbyssMediumSporeSlime -": "UNIT_AbyssMediumSporeSlime -", "UNIT_AbyssMetalScarab": "UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab -": "UNIT_AbyssMetalScarab -", "UNIT_AbyssMudMediumSlime": "UNIT_AbyssMudMediumSlime", "UNIT_AbyssMudMediumSlime -": "UNIT_AbyssMudMediumSlime -", "UNIT_AbyssMudSlogel": "UNIT_AbyssMudSlogel", "UNIT_AbyssMudSlogel -": "UNIT_AbyssMudSlogel -", "UNIT_AbyssMudSmallSlime": "UNIT_AbyssMudSmallSlime", "UNIT_AbyssMudSmallSlime -": "UNIT_AbyssMudSmallSlime -", "UNIT_AbyssRedMonsterRat": "UNIT_AbyssRedMonsterRat", "UNIT_AbyssRedMonsterRat -": "UNIT_AbyssRedMonsterRat -", "UNIT_AbyssRedRat": "UNIT_AbyssRedRat", "UNIT_AbyssRedRat -": "UNIT_AbyssRedRat -", "UNIT_AbyssRedStoneGolem": "UNIT_AbyssRedStoneGolem", "UNIT_AbyssRedStoneGolem -": "UNIT_AbyssRedStoneGolem -", "UNIT_AbyssSmallSlime": "UNIT_AbyssSmallSlime", "UNIT_AbyssSmallSlime -": "UNIT_AbyssSmallSlime -", "UNIT_AbyssSmallSporeSlime": "UNIT_AbyssSmallSporeSlime", "UNIT_AbyssSmallSporeSlime -": "UNIT_AbyssSmallSporeSlime -", "UNIT_AbyssSpikeTurtle": "UNIT_AbyssSpikeTurtle", "UNIT_AbyssSpikeTurtle -": "UNIT_AbyssSpikeTurtle -", "UNIT_AbyssSporeInsect": "UNIT_AbyssSporeInsect", "UNIT_AbyssSporeInsect -": "UNIT_AbyssSporeInsect -", "UNIT_AbyssTadpole": "UNIT_AbyssTadpole", "UNIT_AbyssTadpole -": "UNIT_AbyssTadpole -", "UNIT_AbyssTadpoleEvolve": "UNIT_AbyssTadpoleEvolve", "UNIT_AbyssTadpoleEvolve -": "UNIT_AbyssTadpoleEvolve -", "UNIT_AbyssWeakAcidInsect": "UNIT_AbyssWeakAcidInsect", "UNIT_AbyssWeakAcidInsect -": "UNIT_AbyssWeakAcidInsect -", "UNIT_AbyssWeakGreyRat": "UNIT_AbyssWeakGreyRat", "UNIT_AbyssWeakGreyRat -": "UNIT_AbyssWeakGreyRat -", "UNIT_AbyssWhiteMawmurk": "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk -": "UNIT_AbyssWhiteMawmurk -", "UNIT_AbyssYellowStoneGolem": "UNIT_AbyssYellowStoneGolem", "UNIT_AbyssYellowStoneGolem -": "UNIT_AbyssYellowStoneGolem -", "UNIT_AcidInsect": "UNIT_AcidInsect", "UNIT_AcidInsect -": "UNIT_AcidInsect -", "UNIT_AcidSlogel": "UNIT_AcidSlogel", "UNIT_AcidSlogel -": "UNIT_AcidSlogel -", "UNIT_AlphaAcidSlogel": "UNIT_AlphaAcidSlogel", "UNIT_AlphaAcidSlogel -": "UNIT_AlphaAcidSlogel -", "UNIT_Bee": "UNIT_Bee", "UNIT_Bee -": "UNIT_Bee -", "UNIT_BlueGoblin": "UNIT_BlueGoblin", "UNIT_BlueGoblin -": "UNIT_BlueGoblin -", "UNIT_BlueStoneGolem": "UNIT_BlueStoneGolem", "UNIT_BlueStoneGolem -": "UNIT_BlueStoneGolem -", "UNIT_BubbleToad": "UNIT_BubbleToad", "UNIT_BubbleToad -": "UNIT_BubbleToad -", "UNIT_Bubbleling": "UNIT_Bubbleling", "UNIT_Bubbleling -": "UNIT_Bubbleling -", "UNIT_ChainKnightSentinel": "UNIT_ChainKnightSentinel", "UNIT_ChainKnightSentinel -": "UNIT_ChainKnightSentinel -", "UNIT_ChallengerGloth": "UNIT_ChallengerGloth", "UNIT_ChallengerGloth -": "UNIT_ChallengerGloth -", "UNIT_Cordyceps": "UNIT_Cordyceps", "UNIT_Cordyceps -": "UNIT_Cordyceps -", "UNIT_CrystalTurtle": "UNIT_CrystalTurtle", "UNIT_CrystalTurtle -": "UNIT_CrystalTurtle -", "UNIT_ElderGloth": "UNIT_ElderGloth", "UNIT_ElderGloth -": "UNIT_ElderGloth -", "UNIT_Endrossi": "UNIT_Endrossi", "UNIT_Endrossi -": "UNIT_Endrossi -", "UNIT_EyeBall": "UNIT_EyeBall", "UNIT_EyeBall -": "UNIT_EyeBall -", "UNIT_FemaleGloth": "UNIT_FemaleGloth", "UNIT_FemaleGloth -": "UNIT_FemaleGloth -", "UNIT_FesteringBurrowMerchant": "UNIT_FesteringBurrowMerchant", "UNIT_FesteringBurrowMerchant -": "UNIT_FesteringBurrowMerchant -", "UNIT_FireDragonClawWarrior": "UNIT_FireDragonClawWarrior", "UNIT_FireDragonClawWarrior -": "UNIT_FireDragonClawWarrior -", "UNIT_GiantStoneGolem": "UNIT_GiantStoneGolem", "UNIT_GiantStoneGolem -": "UNIT_GiantStoneGolem -", "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel": "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel", "UNIT_GlothPup": "UNIT_GlothPup", "UNIT_GlothPup -": "UNIT_GlothPup -", "UNIT_GoblinBrawler": "UNIT_GoblinBrawler", "UNIT_GoblinBrawler -": "UNIT_GoblinBrawler -", "UNIT_GoblinChiefShaman": "UNIT_GoblinChiefShaman", "UNIT_GoblinChiefShaman -": "UNIT_GoblinChiefShaman -", "UNIT_GoblinRider": "UNIT_GoblinRider", "UNIT_GoblinRider -": "UNIT_GoblinRider -", "UNIT_GoblinShaman": "UNIT_GoblinShaman", "UNIT_GoblinShaman -": "UNIT_GoblinShaman -", "UNIT_GoblinThrower": "UNIT_GoblinThrower", "UNIT_GoblinThrower -": "UNIT_GoblinThrower -", "UNIT_GoblinWorker": "UNIT_GoblinWorker", "UNIT_GoblinWorker -": "UNIT_GoblinWorker -", "UNIT_GreyMonsterRat": "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat -": "UNIT_GreyMonsterRat -", "UNIT_GreyRat": "UNIT_GreyRat", "UNIT_GreyRat -": "UNIT_GreyRat -", "UNIT_GuardArcher": "UNIT_GuardArcher", "UNIT_GuardArcher -": "UNIT_GuardArcher -", "UNIT_GuardCaptain": "UNIT_GuardCaptain", "UNIT_GuardCaptain -": "UNIT_GuardCaptain -", "UNIT_GuardSpearman": "UNIT_GuardSpearman", "UNIT_GuardSpearman -": "UNIT_GuardSpearman -", "UNIT_GuildMerchant": "UNIT_GuildMerchant", "UNIT_GuildMerchant -": "UNIT_GuildMerchant -", "UNIT_HedgeHog": "UNIT_HedgeHog", "UNIT_HedgeHog -": "UNIT_HedgeHog -", "UNIT_Heosuabi": "UNIT_Heosuabi", "UNIT_Heosuabi -": "UNIT_Heosuabi -", "UNIT_Ladybug": "UNIT_Ladybug", "UNIT_Ladybug -": "UNIT_Ladybug -", "UNIT_LargeSlime": "UNIT_LargeSlime", "UNIT_LargeSlime -": "UNIT_LargeSlime -", "UNIT_MaleGloth": "UNIT_MaleGloth", "UNIT_MaleGloth -": "UNIT_MaleGloth -", "UNIT_Mawmurk": "UNIT_Mawmurk", "UNIT_Mawmurk -": "UNIT_Mawmurk -", "UNIT_MediumSlime": "UNIT_MediumSlime", "UNIT_MediumSlime -": "UNIT_MediumSlime -", "UNIT_MediumSporeSlime": "UNIT_MediumSporeSlime", "UNIT_MediumSporeSlime -": "UNIT_MediumSporeSlime -", "UNIT_MetalScarab": "UNIT_MetalScarab", "UNIT_MetalScarab -": "UNIT_MetalScarab -", "UNIT_MudMediumSlime": "UNIT_MudMediumSlime", "UNIT_MudMediumSlime -": "UNIT_MudMediumSlime -", "UNIT_MudSlogel": "UNIT_MudSlogel", "UNIT_MudSlogel -": "UNIT_MudSlogel -", "UNIT_MudSmallSlime": "UNIT_MudSmallSlime", "UNIT_MudSmallSlime -": "UNIT_MudSmallSlime -", "UNIT_MushBiter": "UNIT_MushBiter", "UNIT_MushBiter -": "UNIT_MushBiter -", "UNIT_NeedleSpider": "UNIT_NeedleSpider", "UNIT_NeedleSpider -": "UNIT_NeedleSpider -", "UNIT_None": "UNIT_None", "UNIT_None -": "UNIT_None -", "UNIT_OldDragonClawWarrior": "UNIT_OldDragonClawWarrior", "UNIT_OldDragonClawWarrior -": "UNIT_OldDragonClawWarrior -", "UNIT_Perion": "UNIT_Perion", "UNIT_Perion -": "UNIT_Perion -", "UNIT_PlayerUnit": "UNIT_PlayerUnit", "UNIT_PlayerUnit -": "UNIT_PlayerUnit -", "UNIT_RedMonsterRat": "UNIT_RedMonsterRat", "UNIT_RedMonsterRat -": "UNIT_RedMonsterRat -", "UNIT_RedRat": "UNIT_RedRat", "UNIT_RedRat -": "UNIT_RedRat -", "UNIT_RedStoneGolem": "UNIT_RedStoneGolem", "UNIT_RedStoneGolem -": "UNIT_RedStoneGolem -", "UNIT_SmallSlime": "UNIT_SmallSlime", "UNIT_SmallSlime -": "UNIT_SmallSlime -", "UNIT_SmallSporeSlime": "UNIT_SmallSporeSlime", "UNIT_SmallSporeSlime -": "UNIT_SmallSporeSlime -", "UNIT_SpikeTurtle": "UNIT_SpikeTurtle", "UNIT_SpikeTurtle -": "UNIT_SpikeTurtle -", "UNIT_SporeInsect": "UNIT_SporeInsect", "UNIT_SporeInsect -": "UNIT_SporeInsect -", "UNIT_Staghare": "UNIT_Staghare", "UNIT_Staghare -": "UNIT_Staghare -", "UNIT_Tadpole": "UNIT_Tadpole", "UNIT_Tadpole -": "UNIT_Tadpole -", "UNIT_TadpoleEvolve": "UNIT_TadpoleEvolve", "UNIT_TadpoleEvolve -": "UNIT_TadpoleEvolve -", "UNIT_VeilSilenceMerchant": "UNIT_VeilSilenceMerchant", "UNIT_VeilSilenceMerchant -": "UNIT_VeilSilenceMerchant -", "UNIT_WeakAcidInsect": "UNIT_WeakAcidInsect", "UNIT_WeakAcidInsect -": "UNIT_WeakAcidInsect -", "UNIT_WeakGreyRat": "UNIT_WeakGreyRat", "UNIT_WeakGreyRat -": "UNIT_WeakGreyRat -", "UNIT_WeirdScarecrow": "UNIT_WeirdScarecrow", "UNIT_WeirdScarecrow -": "UNIT_WeirdScarecrow -", "UNIT_WhiteMawmurk": "UNIT_WhiteMawmurk", "UNIT_WhiteMawmurk -": "UNIT_WhiteMawmurk -", "UNIT_WildDog": "UNIT_WildDog", "UNIT_WildDog -": "UNIT_WildDog -", "UNIT_Xenon": "UNIT_Xenon", "UNIT_Xenon -": "UNIT_Xenon -", "UNIT_YellowStoneGolem": "UNIT_YellowStoneGolem", "UNIT_YellowStoneGolem -": "UNIT_YellowStoneGolem -", "UR": "UR", "Un": "Un", "Un Determin": "Un Determin", "Un affecteur pour les monstres qui change l'animation d'attente au début du combat": "Un affecteur pour les monstres qui change l'animation d'attente au début du combat", "Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Cer...": "Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Cer...", "Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : Alpha Acid Slug)": "Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : Alpha Acid Slug)", "Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : limace acide alpha)": "Un affecteur pour les monstres qui change l'animation d'attente au début du combat (Certains monstres peuvent avoir plusieurs animations d'attente ; dans ce cas, l'affecteur suivant est utilisé : limace acide alpha)", "Un alchimiste érudit en matière d'insectes. Son identité est aussi mystérieuse que le masque énigmatique qui couvre son visage.": "Un alchimiste érudit en matière d'insectes. Son identité est aussi mystérieuse que le masque énigmatique qui couvre son visage.", "Un anneau serti d'un cristal bleu.": "Un anneau serti d'un cristal bleu.", "Un anneau serti d'un cristal bleu. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_DefenseRandomTags].": "Un anneau serti d'un cristal bleu. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_DefenseRandomTags].", "Un appareil utilisé puis abandonné par les mages impériaux.": "Un appareil utilisé puis abandonné par les mages impériaux.", "Un arbre avec des ruches pleines de miel.": "Un arbre avec des ruches pleines de miel.", "Un arbre central symbolisant l'établissement.": "Un arbre central symbolisant l'établissement.", "Un arbre massif se dresse, contorsionné en formes étranges.": "Un arbre massif se dresse, contorsionné en formes étranges.", "Un arbre mystique qui brille d'une profonde aura rouge sang, dégageant une présence sombre et menaçante.": "Un arbre mystique qui brille d'une profonde aura rouge sang, dégageant une présence sombre et menaçante.", "Un arbre mystique symbolisant la vitalité.": "Un arbre mystique symbolisant la vitalité.", "Un arbre qui insuffle de la force au cœur de la colonie.": "Un arbre qui insuffle de la force au cœur de la colonie.", "Un arc durable alliant fer et bois.": "Un arc durable alliant fer et bois.", "Un arc en bois simple mais pratique.": "Un arc en bois simple mais pratique.", "Un arc en carapace.": "Un arc en carapace.", "Un arc façonné à partir des os de bêtes.": "Un arc façonné à partir des os de bêtes.", "Un arc renforcé d'éléments en bronze.": "Un arc renforcé d'éléments en bronze.", "Un arc renforcé d'éléments en cuivre.": "Un arc renforcé d'éléments en cuivre.", "Un arc renforcé d'éléments en étain.": "Un arc renforcé d'éléments en étain.", "Un arc robuste en Arcron.": "Un arc robuste en Arcron.", "Un arc robuste en bois de sang.": "Un arc robuste en bois de sang.", "Un arc robuste en bois sanguin.": "Un arc robuste en bois sanguin.", "Un archer Elfe construit sur l'aptitude +2 arc, avec des passifs Éclair pour des salves rapides et critiques depuis la ligne arrière.": "Un archer Elfe construit sur l'aptitude +2 arc, avec des passifs Blitz pour des salves rapides et critiques depuis la ligne arrière.", "Un archer de la guilde qui a appris les techniques de base du tir à l'arc. Il a été envoyé ici sur ordre de la guilde.": "Un archer de la guilde qui a appris les techniques de base du tir à l'arc. Il a été envoyé ici sur ordre de la guilde.", "Un arôme énigmatique se dégage du champignon bleu.": "Un arôme énigmatique se dégage du champignon bleu.", "Un atelier arcanique capable de fabriquer des outils magiques avec précision.": "Un atelier arcanique capable de fabriquer des outils magiques avec précision.", "Un atelier arcanique ordinaire a rendu la fabrication plus régulière.": "Un atelier arcanique ordinaire a rendu la fabrication plus régulière.", "Un atelier avec des outils et un espace de travail relativement bien aménagés.": "Un atelier avec des outils et un espace de travail relativement bien aménagés.", "Un atelier correctement équipé pour fabriquer des outils magiques.": "Un atelier correctement équipé pour fabriquer des outils magiques.", "Un atelier de métallurgie de précision.": "Un atelier de métallurgie de précision.", "Un atelier doté d'installations de base pour divers travaux.": "Un atelier doté d'installations de base pour divers travaux.", "Un atelier doté d'installations de base, mais limitées, pour fabriquer des outils magiques.": "Un atelier doté d'installations de base, mais limitées, pour fabriquer des outils magiques.", "Un atelier doté d'installations standard pour fabriquer des outils magiques.": "Un atelier doté d'installations standard pour fabriquer des outils magiques.", "Un atelier doté d'équipements haut de gamme pour les travaux de précision.": "Un atelier doté d'équipements haut de gamme pour les travaux de précision.", "Un atelier doté seulement du strict minimum pour fabriquer des outils magiques.": "Un atelier doté seulement du strict minimum pour fabriquer des outils magiques.", "Un atelier existe, mais il présente encore beaucoup de lacunes pour les fabricat...": "Un atelier existe, mais il présente encore beaucoup de lacunes pour les fabricat...", "Un atelier existe, mais il présente encore beaucoup de lacunes pour les fabrications complexes. Un environnement de travail plus efficace semble nécessaire. \"Des installations comme celles-ci ont leurs limites. Équipons cet endroit correctement.\"": "Un atelier existe, mais il présente encore beaucoup de lacunes pour les fabrications complexes. Un environnement de travail plus efficace semble nécessaire. \"Des installations comme celles-ci ont leurs limites. Équipons cet endroit correctement.\"", "Un atelier existe, mais il présente encore beaucoup de lacunes pour les fabrications complexes. Un environnement de travail plus efficace semble nécessaire. \"Des installations comme celles-ci ont leurs limites. Équipons cet endroit correctement.\" ➜ Dans l'atelier réaménagé, les travaux de fabrication sont désormais bien plus méthodiques qu'auparavant. \"Avec cela, l'efficacité du travail devrait nettement augmenter.\"": "Un atelier existe, mais il présente encore beaucoup de lacunes pour les fabrications complexes. Un environnement de travail plus efficace semble nécessaire. \"Des installations comme celles-ci ont leurs limites. Équipons cet endroit correctement.\" ➜ Dans l'atelier réaménagé, les travaux de fabrication sont désormais bien plus méthodiques qu'auparavant. \"Avec cela, l'efficacité du travail devrait nettement augmenter.\"", "Un atelier offrant un environnement adapté aux artisans qualifiés.": "Un atelier offrant un environnement adapté aux artisans qualifiés.", "Un atelier ordinaire a rendu la fabrication plus régulière.": "Un atelier ordinaire a rendu la fabrication plus régulière.", "Un avertissement émis avant l'activation des contre-mesures.": "Un avertissement émis avant l'activation des contre-mesures.", "Un avertissement émis avant l'activation des contre-mesures. Accordé par 1 compétence": "Un avertissement émis avant l'activation des contre-mesures. Accordé par 1 compétence", "Un berserk homme-lézard à deux mains s'appuyant sur l'aptitude +2 grande épée. Les passifs d'Exécution finissent les ennemis blessés pour des dégâts supplémentaires.": "Un berserk homme-lézard à deux mains s'appuyant sur l'aptitude +2 grande épée. Les passifs d'Exécution finissent les ennemis blessés pour des dégâts supplémentaires.", "Un bijou intemporel à la beauté classique.": "Un bijou intemporel à la beauté classique.", "Un biscuit sec et dur, à longue conservation.": "Un biscuit sec et dur, à longue conservation.", "Un bloc de glace massif qui gèle tout ce qui l'entoure.": "Un bloc de glace massif qui gèle tout ce qui l'entoure.", "Un bois particulier qui pousse sur la tête du": "Un bois particulier qui pousse sur la tête du", "Un bois particulier qui pousse sur la tête du Staghare.": "Un bois particulier qui pousse sur la tête du Staghare.", "Un bonus en pourcentage ajouté à l'expérience gagnée. Plus la valeur est élevée, plus": "Un bonus en pourcentage ajouté à l'expérience gagnée. Plus la valeur est élevée, plus", "Un bonus en pourcentage ajouté à l'expérience gagnée. Plus la valeur est élevée, plus Exp reçu augmente.": "Un bonus en pourcentage ajouté à l'expérience gagnée. Plus la valeur est élevée, plus Exp reçu augmente.", "Un bonus en pourcentage appliqué lorsque": "Un bonus en pourcentage appliqué lorsque", "Un bonus en pourcentage appliqué lorsque Stress augmente. Plus la valeur est élevée, plus le stress augmente.": "Un bonus en pourcentage appliqué lorsque Stress augmente. Plus la valeur est élevée, plus le stress augmente.", "Un bouclier dans sa main, la loyauté dans son cœur.": "Un bouclier dans sa main, la loyauté dans son cœur.", "Un bouclier en bois léger.": "Un bouclier en bois léger.", "Un bouclier en bronze.": "Un bouclier en bronze.", "Un bouclier en cuivre.": "Un bouclier en cuivre.", "Un bouclier en os renforcé.": "Un bouclier en os renforcé.", "Un bouclier en étain.": "Un bouclier en étain.", "Un bouclier fabriqué à partir de la carapace résistante d'un insecte.": "Un bouclier fabriqué à partir de la carapace résistante d'un insecte.", "Un bouclier fait d'os renforcés.": "Un bouclier fait d'os renforcés.", "Un bouclier robuste en Arcron.": "Un bouclier robuste en Arcron.", "Un bouclier robuste fabriqué en Bloodwood.": "Un bouclier robuste fabriqué en Bloodwood.", "Un bouclier robuste fabriqué en bois sanguin.": "Un bouclier robuste fabriqué en bois sanguin.", "Un bouclier solide forgé en fer.": "Un bouclier solide forgé en fer.", "Un buisson aux formes étranges.": "Un buisson aux formes étranges.", "Un buisson commun qui pousse dans la forêt.": "Un buisson commun qui pousse dans la forêt.", "Un buisson dont on peut récolter des myrtilles.": "Un buisson dont on peut récolter des myrtilles.", "Un buisson dégageant une aura inquiétante.": "Un buisson dégageant une aura inquiétante.", "Un bureau fourni aux marchands affiliés à la guilde.": "Un bureau fourni aux marchands affiliés à la guilde.", "Un bâton Arcron imprégné du pouvoir des esprits de l'eau.": "Un bâton Arcron imprégné du pouvoir des esprits de l'eau.", "Un bâton Arcron imprégné du pouvoir des esprits de la nature.": "Un bâton Arcron imprégné du pouvoir des esprits de la nature.", "Un bâton Arcron serti d'un grenat.": "Un bâton Arcron serti d'un grenat.", "Un bâton Arcron serti d'une opale.": "Un bâton Arcron serti d'une opale.", "Un bâton d'Arcron serti d'un péridot.": "Un bâton d'Arcron serti d'un péridot.", "Un bâton d'étain serti d'un grenat.": "Un bâton d'étain serti d'un grenat.", "Un bâton d'étain serti d'un péridot.": "Un bâton d'étain serti d'un péridot.", "Un bâton d'étain serti d'une opale.": "Un bâton d'étain serti d'une opale.", "Un bâton de bronze imprégné du pouvoir des esprits de la nature.": "Un bâton de bronze imprégné du pouvoir des esprits de la nature.", "Un bâton de bronze serti d'un grenat.": "Un bâton de bronze serti d'un grenat.", "Un bâton de bronze serti d'un péridot.": "Un bâton de bronze serti d'un péridot.", "Un bâton de bronze serti d'une opale.": "Un bâton de bronze serti d'une opale.", "Un bâton de carapace imprégné d'énergie aquatique.": "Un bâton de carapace imprégné d'énergie aquatique.", "Un bâton de carapace imprégné d'énergie de feu.": "Un bâton de carapace imprégné d'énergie de feu.", "Un bâton de carapace imprégné d'énergie naturelle.": "Un bâton de carapace imprégné d'énergie naturelle.", "Un bâton de cuivre serti d'un grenat.": "Un bâton de cuivre serti d'un grenat.", "Un bâton de cuivre serti d'un péridot.": "Un bâton de cuivre serti d'un péridot.", "Un bâton de cuivre serti d'une opale.": "Un bâton de cuivre serti d'une opale.", "Un bâton en Arcron imprégné du pouvoir des esprits du feu.": "Un bâton en Arcron imprégné du pouvoir des esprits du feu.", "Un bâton en Bloodwood imprégné par la nature.": "Un bâton en Bloodwood imprégné par la nature.", "Un bâton en bronze imprégné du pouvoir des esprits de l'eau.": "Un bâton en bronze imprégné du pouvoir des esprits de l'eau.", "Un bâton en bronze imprégné du pouvoir des esprits du feu.": "Un bâton en bronze imprégné du pouvoir des esprits du feu.", "Un bâton en cristal bleu et carapace.": "Un bâton en cristal bleu et carapace.", "Un bâton en cristal bleu et en fer.": "Un bâton en cristal bleu et en fer.", "Un bâton en cristal bleu et en os.": "Un bâton en cristal bleu et en os.", "Un bâton en cristal rouge et carapace.": "Un bâton en cristal rouge et carapace.", "Un bâton en cristal rouge et en fer.": "Un bâton en cristal rouge et en fer.", "Un bâton en cristal rouge et en os.": "Un bâton en cristal rouge et en os.", "Un bâton en cristal vert et en carapace.": "Un bâton en cristal vert et en carapace.", "Un bâton en cristal vert et en fer.": "Un bâton en cristal vert et en fer.", "Un bâton en cristal vert et en os.": "Un bâton en cristal vert et en os.", "Un bâton en cuivre imprégné du pouvoir des esprits de l'eau.": "Un bâton en cuivre imprégné du pouvoir des esprits de l'eau.", "Un bâton en cuivre imprégné du pouvoir des esprits de la nature.": "Un bâton en cuivre imprégné du pouvoir des esprits de la nature.", "Un bâton en cuivre imprégné du pouvoir des esprits du feu.": "Un bâton en cuivre imprégné du pouvoir des esprits du feu.", "Un bâton en étain imprégné du pouvoir des esprits de l'eau.": "Un bâton en étain imprégné du pouvoir des esprits de l'eau.", "Un bâton en étain imprégné du pouvoir des esprits de la nature.": "Un bâton en étain imprégné du pouvoir des esprits de la nature.", "Un bâton en étain imprégné du pouvoir des esprits du feu.": "Un bâton en étain imprégné du pouvoir des esprits du feu.", "Un bâton fait de bois imbibé de sang et de cristal bleu.": "Un bâton fait de bois imbibé de sang et de cristal bleu.", "Un bâton fait de bois imbibé de sang et de cristal rouge.": "Un bâton fait de bois imbibé de sang et de cristal rouge.", "Un bâton fait de bois imbibé de sang et de cristal vert.": "Un bâton fait de bois imbibé de sang et de cristal vert.", "Un bâton imprégné par la nature, fabriqué en bois sanguin.": "Un bâton imprégné par la nature, fabriqué en bois sanguin.", "Un bâton magique d'élément Eau, fabriqué en Bois de Sang.": "Un bâton magique d'élément Eau, fabriqué en Bois de Sang.", "Un bâton magique d'élément Eau, fabriqué en bois sanguin.": "Un bâton magique d'élément Eau, fabriqué en bois sanguin.", "Un bâton puisant la puissance de la nature dans les os de bête.": "Un bâton puisant la puissance de la nature dans les os de bête.", "Un cadavre souillé en décomposition.": "Un cadavre souillé en décomposition.", "Un camarade qui avait servi avec nous a été chassé sans recevoir la prime de départ promise.": "Un camarade qui avait servi avec nous a été chassé sans recevoir la prime de départ promise.", "Un candélabre ancien mais élégant, dont la surface conserve encore des traces de cire fondue.": "Un candélabre ancien mais élégant, dont la surface conserve encore des traces de cire fondue.", "Un candélabre rouillé.": "Un candélabre rouillé.", "Un casque de protection standard en fer.": "Un casque de protection standard en fer.", "Un casque en bronze.": "Un casque en bronze.", "Un casque en cuivre.": "Un casque en cuivre.", "Un casque en étain.": "Un casque en étain.", "Un casque fabriqué en bois robuste.": "Un casque fabriqué en bois robuste.", "Un casque fabriqué à partir de cuir traité et résistant.": "Un casque fabriqué à partir de cuir traité et résistant.", "Un casque fabriqué à partir des os d'une bête puissante.": "Un casque fabriqué à partir des os d'une bête puissante.", "Un casque fabriqué à partir des os renforcés d'une bête puissante.": "Un casque fabriqué à partir des os renforcés d'une bête puissante.", "Un casque léger en cuir.": "Un casque léger en cuir.", "Un casque renforcé par une carapace épaisse.": "Un casque renforcé par une carapace épaisse.", "Un casque robuste en Arcron.": "Un casque robuste en Arcron.", "Un casque solide fabriqué en Bloodwood.": "Un casque solide fabriqué en Bloodwood.", "Un casque solide fabriqué en bois sanguin.": "Un casque solide fabriqué en bois sanguin.", "Un centre de découverte pour les esprits curieux.": "Un centre de découverte pour les esprits curieux.", "Un centre de recherche où convergent les savoirs et les idées les plus récents.": "Un centre de recherche où convergent les savoirs et les idées les plus récents.", "Un champignon bleu pouvant provoquer des hallucinations.": "Un champignon bleu pouvant provoquer des hallucinations.", "Un champignon utilisable dans de nombreux plats.": "Un champignon utilisable dans de nombreux plats.", "Un chariot brisé devenu inutilisable.": "Un chariot brisé devenu inutilisable.", "Un clic gauche sur un espace vide annule la sélection actuelle.": "Un clic gauche sur un espace vide annule la sélection actuelle.", "Un codex utilisé par un apprenti mage de l'ancien empire.": "Un codex utilisé par un apprenti mage de l'ancien empire.", "Un codex utilisé par un mage accompli de l'ancien empire.": "Un codex utilisé par un mage accompli de l'ancien empire.", "Un coffre au trésor conçu pour être robuste.": "Un coffre au trésor conçu pour être robuste.", "Un coffre au trésor gardé par de puissants ennemis de l'abîme.": "Un coffre au trésor gardé par de puissants ennemis de l'abîme.", "Un coffre au trésor obtenu après avoir vaincu le boss de l'abîme.": "Un coffre au trésor obtenu après avoir vaincu le boss de l'abîme.", "Un coffre au trésor trouvé dans les niveaux inférieurs de l'abîme.": "Un coffre au trésor trouvé dans les niveaux inférieurs de l'abîme.", "Un coffre de stockage capable de contenir tous les types d'objets.": "Un coffre de stockage capable de contenir tous les types d'objets.", "Un coffre luxueux contenant des trésors rares.": "Un coffre luxueux contenant des trésors rares.", "Un coffre pour ranger les épées et les armes.": "Un coffre pour ranger les épées et les armes.", "Un coffre pour stocker les armes et l'équipement trouvés dans les donjons.": "Un coffre pour stocker les armes et l'équipement trouvés dans les donjons.", "Un coffre rempli de trésors symbolise les récompenses de l'aventure.": "Un coffre rempli de trésors symbolise les récompenses de l'aventure.", "Un coffre rempli des provisions de la guilde.": "Un coffre rempli des provisions de la guilde.", "Un coffre solidement verrouillé qui ne s'ouvre pas facilement.": "Un coffre solidement verrouillé qui ne s'ouvre pas facilement.", "Un collier en argent finement travaillé.": "Un collier en argent finement travaillé.", "Un collier en argent finement travaillé. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags] ou [Tooltip_UtilityRandomTags].": "Un collier en argent finement travaillé. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags] ou [Tooltip_UtilityRandomTags].", "Un collier incrusté d'un cristal bleu.": "Un collier incrusté d'un cristal bleu.", "Un collier incrusté d'un cristal bleu. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_DefenseRandomTags].": "Un collier incrusté d'un cristal bleu. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_DefenseRandomTags].", "Un collier luxueux en or pur.": "Un collier luxueux en or pur.", "Un collier orné de gemmes de grenat.": "Un collier orné de gemmes de grenat.", "Un collier orné de gemmes de péridot.": "Un collier orné de gemmes de péridot.", "Un collier serti d'un cristal rouge.": "Un collier serti d'un cristal rouge.", "Un collier serti d'un cristal rouge. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags].": "Un collier serti d'un cristal rouge. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags].", "Un collier tressé de belles fleurs.": "Un collier tressé de belles fleurs.", "Un collier tressé de belles fleurs. - While equipped: +2 Humeur": "Un collier tressé de belles fleurs. - Équipé : +2 Humeur", "Un collier tressé de belles fleurs. - Équipé: +2 Humeur": "Un collier tressé de belles fleurs. - Équipé: +2 Humeur", "Un combat délibéré où les Lanceurs lient les pieds des ennemis et les Insectes Blindés chargent pour une combo vicieuse. - Dungeon Settlers Wiki": "Un combat délibéré où les Lanceurs lient les pieds des ennemis et les Insectes Blindés chargent pour une combo vicieuse. - Dungeon Settlers Wiki", "Un combat où plusieurs mages existent et sont problématiques s'ils sont laissés sans surveillance. - Dungeon Settlers Wiki": "Un combat où plusieurs mages existent et sont problématiques s'ils sont laissés sans surveillance. - Dungeon Settlers Wiki", "Un combat où vous devez tactiquement tenir compte de la réflexion physique/magique. À part la réflexion, les specs sont définies pour être assez puissantes. - Dungeon Settlers Wiki": "Un combat où vous devez tactiquement tenir compte de la réflexion physique/magique. À part la réflexion, les specs sont définies pour être assez puissantes. - Dungeon Settlers Wiki", "Un combat à grande échelle qui existe à cause de l'Abîme et n'occurrait pas normalement. Nécessite des dégâts d'explosion pour surmonter la guérison de multiples Glowts femelles et rapidement éliminer les mâles. - Dungeon Settlers Wiki": "Un combat à grande échelle qui existe à cause de l'Abîme et n'occurrait pas normalement. Nécessite des dégâts d'explosion pour surmonter la guérison de multiples Glowts femelles et rapidement éliminer les mâles. - Dungeon Settlers Wiki", "Un combattant épée et bouclier d'une main. Enchaînez trois actifs d'Épée tandis que les passifs Guerrier et Gardien affûtent et protègent chaque coup.": "Un combattant épée et bouclier d'une main. Enchaînez trois actifs d'Épée tandis que les passifs Guerrier et Gardien affûtent et protègent chaque coup.", "Un conducteur de chariot parcourt des routes accidentées pour transporter des personnes et des marchandises vers leur destination.": "Un conducteur de chariot parcourt des routes accidentées pour transporter des personnes et des marchandises vers leur destination.", "Un corbeau arrive de loin et se pose sur votre avant-bras.": "Un corbeau arrive de loin et se pose sur votre avant-bras.", "Un corbeau se pose sur votre avant-bras, ses yeux bleus brillants.": "Un corbeau se pose sur votre avant-bras, ses yeux bleus brillants.", "Un corbeau survole les lianes épineuses et se pose devant vous. Ses yeux virent au bleu, et la voix de l'Inspecteur s'échappe bientôt de son bec.": "Un corbeau survole les lianes épineuses et se pose devant vous. Ses yeux virent au bleu, et la voix de l'Inspecteur s'échappe bientôt de son bec.", "Un corbeau survole les lianes épineuses et vient se poser sur votre bras.": "Un corbeau survole les lianes épineuses et vient se poser sur votre bras.", "Un corbeau traverse silencieusement les vignes épineuses et se pose sur votre avant-bras. Ses yeux commencent lentement à luire d'une faible lumière bleue.": "Un corbeau traverse silencieusement les vignes épineuses et se pose sur votre avant-bras. Ses yeux commencent lentement à luire d'une faible lumière bleue.", "Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).": "Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).", "Un coup lourd secoue le sol, écrasant les ennemis.": "Un coup lourd secoue le sol, écrasant les ennemis.", "Un cristal bleu brut qui émet une lueur apaisante.": "Un cristal bleu brut qui émet une lueur apaisante.", "Un cristal bleu de taille moyenne doté d'une énergie apaisante.": "Un cristal bleu de taille moyenne doté d'une énergie apaisante.", "Un cristal bleu finement taillé imprégné de l'essence de l'eau.": "Un cristal bleu finement taillé imprégné de l'essence de l'eau.", "Un cristal bleu raffiné aux propriétés magiques renforcées.": "Un cristal bleu raffiné aux propriétés magiques renforcées.", "Un cristal condensé à partir d'une eau claire et pure.": "Un cristal condensé à partir d'une eau claire et pure.", "Un cristal d'eau mystique qui tourbillonne sans fin.": "Un cristal d'eau mystique qui tourbillonne sans fin.", "Un cristal de glace qui envoie des frissons dans votre main au toucher.": "Un cristal de glace qui envoie des frissons dans votre main au toucher.", "Un cristal magique condensé par la fureur de l'océan.": "Un cristal magique condensé par la fureur de l'océan.", "Un cristal qui émet en permanence de faibles flammes.": "Un cristal qui émet en permanence de faibles flammes.", "Un cristal rare condensé de l'essence des flammes.": "Un cristal rare condensé de l'essence des flammes.", "Un cristal rouge brut qui émet une lueur calme mais puissante.": "Un cristal rouge brut qui émet une lueur calme mais puissante.", "Un cristal rouge de taille moyenne imprégné d'une énergie intense.": "Un cristal rouge de taille moyenne imprégné d'une énergie intense.", "Un cristal rouge finement taillé, imprégné de l'essence du feu.": "Un cristal rouge finement taillé, imprégné de l'essence du feu.", "Un cristal rouge flamboyant qui brûle comme des flammes.": "Un cristal rouge flamboyant qui brûle comme des flammes.", "Un cristal rouge raffiné aux propriétés magiques améliorées.": "Un cristal rouge raffiné aux propriétés magiques améliorées.", "Un cristal vert brut qui émet une douce lueur naturelle.": "Un cristal vert brut qui émet une douce lueur naturelle.", "Un cristal vert de taille moyenne qui rayonne d'énergie vitale.": "Un cristal vert de taille moyenne qui rayonne d'énergie vitale.", "Un cristal vert finement taillé, imprégné de l'essence de la nature.": "Un cristal vert finement taillé, imprégné de l'essence de la nature.", "Un cristal vert qui palpite de l'énergie vitale.": "Un cristal vert qui palpite de l'énergie vitale.", "Un cristal vert raffiné aux propriétés magiques améliorées.": "Un cristal vert raffiné aux propriétés magiques améliorées.", "Un croc glaçant d'un rat monstre, capable de percer des matériaux résistants.": "Un croc glaçant d'un rat monstre, capable de percer des matériaux résistants.", "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre.": "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre.", "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - While equipped: Les dégâts infligés augmentent à mesure que le Humeur actuel diminue.": "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé : Les dégâts infligés augmentent à mesure que le Humeur actuel diminue.", "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé: Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %. Plus Humeur est bas, plus les dégâts infligés augmentent.": "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé: Le bonus aux dégâts infligés varie selon Humeur actuel × -8 %. Plus Humeur est bas, plus les dégâts infligés augmentent.", "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé: Les dégâts infligés augmentent à mesure que le Humeur actuel diminue.": "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé: Les dégâts infligés augmentent à mesure que le Humeur actuel diminue.", "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé: Lorsqu'elle inflige des dégâts critiques, la cible reçoit Lent pendant 3 secondes.": "Un crâne sculpté doté de trois orbites, dégageant une aura profondément sinistre. - Équipé: Lorsqu'elle inflige des dégâts critiques, la cible reçoit Lent pendant 3 secondes.", "Un design de chaise simple mais pratique.": "Un design de chaise simple mais pratique.", "Un dessert obtenu en condensant la gelée de slime. Sa texture acidulée et collante est étonnamment agréable.": "Un dessert obtenu en condensant la gelée de slime. Sa texture acidulée et collante est étonnamment agréable.", "Un doux tintement chatouille le doigt, comme si une fée l'enlaçait doucement.": "Un doux tintement chatouille le doigt, comme si une fée l'enlaçait doucement.", "Un encensoir conçu pour brûler de l'encens sacré.": "Un encensoir conçu pour brûler de l'encens sacré.", "Un encensoir rituel qui dégage un flux continu de fumée parfumée.": "Un encensoir rituel qui dégage un flux continu de fumée parfumée.", "Un endroit avec des murs et un toit est un endroit où les gens peuvent vivre.": "Un endroit avec des murs et un toit est un endroit où les gens peuvent vivre.", "Un endroit isolé sans aucun indice quant à l'identité de la personne enterrée.": "Un endroit isolé sans aucun indice quant à l'identité de la personne enterrée.", "Un endroit pour garder des objets utiles.": "Un endroit pour garder des objets utiles.", "Un endroit pour stocker des flèches et autres projectiles.": "Un endroit pour stocker des flèches et autres projectiles.", "Un engrenage robuste en métal qui transmet la puissance dans divers mécanismes.": "Un engrenage robuste en métal qui transmet la puissance dans divers mécanismes.", "Un ensemble d'équipement de base pour établir un campement simple dans le donjon. La Pierre gardienne contrebalance les effets du séjour dans le donjon.": "Un ensemble d'équipement de base pour établir un campement simple dans le donjon. La Pierre gardienne contrebalance les effets du séjour dans le donjon.", "Un environnement de repos un peu meilleur aidera à soulager la fatigue des membr...": "Un environnement de repos un peu meilleur aidera à soulager la fatigue des membr...", "Un environnement de repos un peu meilleur aidera à soulager la fatigue des membres de l'expédition. \"Malgré tout, cet endroit devrait au moins sembler un peu habitable, non ?\"": "Un environnement de repos un peu meilleur aidera à soulager la fatigue des membres de l'expédition. \"Malgré tout, cet endroit devrait au moins sembler un peu habitable, non ?\"", "Un environnement de repos un peu meilleur aidera à soulager la fatigue des membres de l'expédition. \"Malgré tout, cet endroit devrait au moins sembler un peu habitable, non ?\" ➜ Les chambres privées ayant été améliorées, le repos y est désormais bien plus efficace. \"Maintenant, on peut enfin les appeler de vraies chambres privées.\"": "Un environnement de repos un peu meilleur aidera à soulager la fatigue des membres de l'expédition. \"Malgré tout, cet endroit devrait au moins sembler un peu habitable, non ?\" ➜ Les chambres privées ayant été améliorées, le repos y est désormais bien plus efficace. \"Maintenant, on peut enfin les appeler de vraies chambres privées.\"", "Un espace commun assez confortable pour que plusieurs personnes y vivent ensemble.": "Un espace commun assez confortable pour que plusieurs personnes y vivent ensemble.", "Un espace de stockage simple et efficace pour les ressources.": "Un espace de stockage simple et efficace pour les ressources.", "Un espace de travail doté d'outils de base, mais assez mal organisé.": "Un espace de travail doté d'outils de base, mais assez mal organisé.", "Un espace de travail équipé seulement d'outils vieux et insuffisants.": "Un espace de travail équipé seulement d'outils vieux et insuffisants.", "Un espace idéal pour stocker une variété d'objets.": "Un espace idéal pour stocker une variété d'objets.", "Un espace luxueux où repos et aisance viennent naturellement.": "Un espace luxueux où repos et aisance viennent naturellement.", "Un espace ne contenant que le strict minimum de documents et d'outils pour la recherche.": "Un espace ne contenant que le strict minimum de documents et d'outils pour la recherche.", "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble e...": "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble e...", "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger améliorerait aussi l'humeur de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\"": "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger améliorerait aussi l'humeur de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\"", "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger améliorerait aussi l'humeur de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\" ➜ Avec l'amélioration de la salle à manger, les membres de l'expédition prennent leurs repas bien plus confortablement qu'avant. \"Nous avons enfin un endroit où chacun peut manger l'esprit tranquille.\"": "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger améliorerait aussi l'humeur de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\" ➜ Avec l'amélioration de la salle à manger, les membres de l'expédition prennent leurs repas bien plus confortablement qu'avant. \"Nous avons enfin un endroit où chacun peut manger l'esprit tranquille.\"", "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger aurait aussi un effet positif sur l'ambiance de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\"": "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger aurait aussi un effet positif sur l'ambiance de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\"", "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger aurait aussi un effet positif sur l'ambiance de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\" ➜ Avec l'amélioration de la salle à manger, les membres de l'expédition prennent leurs repas bien plus confortablement qu'avant. \"Nous avons enfin un endroit où chacun peut manger l'esprit tranquille.\"": "Un espace où les membres peuvent manger ensemble a été aménagé, mais il semble encore étroit et inconfortable. Une meilleure salle à manger aurait aussi un effet positif sur l'ambiance de l'expédition. \"Au moins pendant les repas, tout le monde devrait pouvoir se reposer à l'aise, non ?\" ➜ Avec l'amélioration de la salle à manger, les membres de l'expédition prennent leurs repas bien plus confortablement qu'avant. \"Nous avons enfin un endroit où chacun peut manger l'esprit tranquille.\"", "Un espace pour garder la nourriture fraîche.": "Un espace pour garder la nourriture fraîche.", "Un espace privé assez satisfaisant pour en profiter seul.": "Un espace privé assez satisfaisant pour en profiter seul.", "Un espace privé avec des murs de paille et seulement un lit simple.": "Un espace privé avec des murs de paille et seulement un lit simple.", "Un espace privé avec des murs en rondins et seulement un lit simple.": "Un espace privé avec des murs en rondins et seulement un lit simple.", "Un espace privé confortable avec des murs et des sols en bois solides.": "Un espace privé confortable avec des murs et des sols en bois solides.", "Un espace privé presque parfait, au point de faire oublier la réalité.": "Un espace privé presque parfait, au point de faire oublier la réalité.", "Un espace privé raffiné, à la fois confortable et distingué.": "Un espace privé raffiné, à la fois confortable et distingué.", "Un espace sacré parfaitement propice à la prière fervente.": "Un espace sacré parfaitement propice à la prière fervente.", "Un espace sûr pour stocker les ressources.": "Un espace sûr pour stocker les ressources.", "Un espace tout à fait adapté aux recherches approfondies.": "Un espace tout à fait adapté aux recherches approfondies.", "Un espace tout à fait adapté pour dissiper la fatigue d'une longue journée.": "Un espace tout à fait adapté pour dissiper la fatigue d'une longue journée.", "Un esprit qui semble être fait de feuilles.": "Un esprit qui semble être fait de feuilles.", "Un feu chaleureux pour apaiser un corps fatigué.": "Un feu chaleureux pour apaiser un corps fatigué.", "Un feu de camp pour se reposer ou cuisiner. Sa durabilité diminue avec le temps.": "Un feu de camp pour se reposer ou cuisiner. Sa durabilité diminue avec le temps.", "Un feu de camp visiblement souvent utilisé.": "Un feu de camp visiblement souvent utilisé.", "Un fragment d'une ancienne pièce de poterie. Certains collectionneurs pourraient le trouver précieux.": "Un fragment d'une ancienne pièce de poterie. Certains collectionneurs pourraient le trouver précieux.", "Un fragment de fresque orné de motifs impériaux élaborés mais mesurés.": "Un fragment de fresque orné de motifs impériaux élaborés mais mesurés.", "Un fragment épais et robuste de carapace.": "Un fragment épais et robuste de carapace.", "Un froid glacial, comme si le temps lui-même s'était arrêté, recouvre la terre.": "Un froid glacial, comme si le temps lui-même s'était arrêté, recouvre la terre.", "Un froid qui semble capable de tout congeler engourdit même l'âme.": "Un froid qui semble capable de tout congeler engourdit même l'âme.", "Un fruit rouge au parfum délicat.": "Un fruit rouge au parfum délicat.", "Un fruit rougeoyant que l'on trouve parfois sur les arbres Luma.": "Un fruit rougeoyant que l'on trouve parfois sur les arbres Luma.", "Un geste délicat crée de magnifiques accessoires.": "Un geste délicat crée de magnifiques accessoires.", "Un gisement de cuivre moyen, bon pour l'extraction.": "Un gisement de cuivre moyen, bon pour l'extraction.", "Un gobelet d'argent autrefois utilisé lors de banquets somptueux.": "Un gobelet d'argent autrefois utilisé lors de banquets somptueux.", "Un gobelet luxueux, apprécié des nobles lors de festins extravagants.": "Un gobelet luxueux, apprécié des nobles lors de festins extravagants.", "Un golem issu de la forêt. Abandonné depuis longtemps, il fonctionne toujours.": "Un golem issu de la forêt. Abandonné depuis longtemps, il fonctionne toujours.", "Un golem laissé dans la forêt. Abandonné depuis longtemps, il fonctionne encore.": "Un golem laissé dans la forêt. Abandonné depuis longtemps, il fonctionne encore.", "Un golem laissé dans la forêt. Abandonné depuis longtemps, il fonctionne toujours.": "Un golem laissé dans la forêt. Abandonné depuis longtemps, il fonctionne toujours.", "Un grand arbre tordu en une forme grotesque.": "Un grand arbre tordu en une forme grotesque.", "Un grand gisement, riche en": "Un grand gisement, riche en", "Un grand hurlement résonne dans la colonie tout au long de la nuit.": "Un grand hurlement résonne dans la colonie tout au long de la nuit.", "Un grand meuble en bois décoratif.": "Un grand meuble en bois décoratif.", "Un grand rocher donnant une grande quantité de pierre.": "Un grand rocher donnant une grande quantité de pierre.", "Un grattement constant résonne de l'intérieur.": "Un grattement constant résonne de l'intérieur.", "Un générateur qui produit de manière fiable une petite quantité de mana.": "Un générateur qui produit de manière fiable une petite quantité de mana.", "Un homme maigre pose son gros sac à dos et expose ses objets un à un.": "Un homme maigre pose son gros sac à dos et expose ses objets un à un.", "Un homme portant un lourd paquet se repose non loin, avec l'air détendu de quelqu'un qui connaît bien cet endroit.": "Un homme portant un lourd paquet se repose non loin, avec l'air détendu de quelqu'un qui connaît bien cet endroit.", "Un humble légume qui pousse dans la terre.": "Un humble légume qui pousse dans la terre.", "Un insecte porteur de spores toxiques. Il vaut mieux ne pas s'en approcher.": "Un insecte porteur de spores toxiques. Il vaut mieux ne pas s'en approcher.", "Un insecte rempli de liquide corrosif. Il vaut mieux ne pas trop s'en approcher.": "Un insecte rempli de liquide corrosif. Il vaut mieux ne pas trop s'en approcher.", "Un insigne remis au commandant adjoint d'une expédition de guilde d'une certaine envergure.": "Un insigne remis au commandant adjoint d'une expédition de guilde d'une certaine envergure.", "Un insigne royal qui autrefois exerça un pouvoir immense.": "Un insigne royal qui autrefois exerça un pouvoir immense.", "Un instant plus tard, elle détourne le regard, soudain étrangement embarrassée.": "Un instant plus tard, elle détourne le regard, soudain étrangement embarrassée.", "Un jeune fauve des cavernes dont la bouche couvre les yeux, ce qui l'empêche de bien voir devant lui. Malgré son jeune âge, il semble hostile aux odeurs inconnues.": "Un jeune fauve des cavernes dont la bouche couvre les yeux, ce qui l'empêche de bien voir devant lui. Malgré son jeune âge, il semble hostile aux odeurs inconnues.", "Un jour devrait suffire.": "Un jour devrait suffire.", "Un joyau renfermant les vestiges du souffle de l'ancien dragon de feu.": "Un joyau renfermant les vestiges du souffle de l'ancien dragon de feu.", "Un laboratoire de recherche bien organisé, propice à la concentration.": "Un laboratoire de recherche bien organisé, propice à la concentration.", "Un laboratoire de recherche doté d'installations et de documents de base.": "Un laboratoire de recherche doté d'installations et de documents de base.", "Un laboratoire médiocre disposant de quelques documents et outils nécessaires à la recherche.": "Un laboratoire médiocre disposant de quelques documents et outils nécessaires à la recherche.", "Un laboratoire ordinaire a rendu la recherche plus régulière.": "Un laboratoire ordinaire a rendu la recherche plus régulière.", "Un lanceur de sort Nature mélangeant des fleurs offensives avec des passifs de guérison Harmonie, construit pour tenir la ligne tout en soutenant l'équipe.": "Un lanceur de sort Nature mélangeant des fleurs offensives avec des passifs de guérison Harmonie, construit pour tenir la ligne tout en soutenant l'équipe.", "Un lanceur de sort de contrôle qui invoque un Crapaud à bulle et superpose les passifs de Marée pour une pression magique constante et soutenue.": "Un lanceur de sort de contrôle qui invoque un Crapaud à Bulles et superpose les passifs de Marée pour une pression magique constante et soutenue.", "Un lanceur de sort en rafale accumulant Incinérer, Écho brûlant et Explosion, avec des passifs de Rafale alimentant les flammes d'un bâton à deux mains.": "Un lanceur de sort en rafale accumulant Incinérer, Écho Ardent et Explosion, avec des passifs de Burst alimentant les flammes d'un bâton à deux mains.", "Un lieu jonché uniquement de vestiges de la mort.": "Un lieu jonché uniquement de vestiges de la mort.", "Un lieu où l'on partage la journée autour d'un repas chaud.": "Un lieu où l'on partage la journée autour d'un repas chaud.", "Un lingot d'argent raffiné utilisé pour fabriquer des bijoux et des accessoires.": "Un lingot d'argent raffiné utilisé pour fabriquer des bijoux et des accessoires.", "Un lingot de fer raffiné utilisé pour fabriquer des armes et des armures.": "Un lingot de fer raffiné utilisé pour fabriquer des armes et des armures.", "Un lingot métallique solide raffiné à partir du fer.": "Un lingot métallique solide raffiné à partir du fer.", "Un lit en bois pour un repos simple.": "Un lit en bois pour un repos simple.", "Un lit robuste renforcé par de la pierre.": "Un lit robuste renforcé par de la pierre.", "Un livre rempli de diverses théories, formules et schémas.": "Un livre rempli de diverses théories, formules et schémas.", "Un livre renfermant des connaissances magiques.": "Un livre renfermant des connaissances magiques.", "Un long banc en bois pouvant accueillir plusieurs personnes.": "Un long banc en bois pouvant accueillir plusieurs personnes.", "Un long banc en pierre pouvant accueillir plusieurs personnes.": "Un long banc en pierre pouvant accueillir plusieurs personnes.", "Un long bâton utilisé comme matériau d'artisanat.": "Un long bâton utilisé comme matériau d'artisanat.", "Un long bâton utilisé comme matériau pour l'artisanat.": "Un long bâton utilisé comme matériau pour l'artisanat.", "Un lourd bâton d'eau fabriqué en fer raffiné.": "Un lourd bâton d'eau fabriqué en fer raffiné.", "Un léger parfum d'herbe séchée flotte dans l'air.": "Un léger parfum d'herbe séchée flotte dans l'air.", "Un léger picotement au bout des doigts.": "Un léger picotement au bout des doigts.", "Un légume racine simple que l'on peut cultiver.": "Un légume racine simple que l'on peut cultiver.", "Un légume-racine à la texture croquante et rafraîchissante.": "Un légume-racine à la texture croquante et rafraîchissante.", "Un marchand mystérieux qui prétend être un elfe. Son apparence est bien trop disgracieuse pour la réputation de sa race.": "Un marchand mystérieux qui prétend être un elfe. Son apparence est bien trop disgracieuse pour la réputation de sa race.", "Un marché satisfaisant.": "Un marché satisfaisant.", "Un massif de racines enfoui profondément dans le sol.": "Un massif de racines enfoui profondément dans le sol.", "Un matériau inconnu, impossible à reproduire avec la technologie moderne.": "Un matériau inconnu, impossible à reproduire avec la technologie moderne.", "Un matériau rare, à la fois fibre synthétique et métal, fabriqué par les anciens. Il possède des propriétés uniques : plus résistant que le cuivre mais moins que l'acier.": "Un matériau rare, à la fois fibre synthétique et métal, fabriqué par les anciens. Il possède des propriétés uniques : plus résistant que le cuivre mais moins que l'acier.", "Un messager est chargé de transmettre rapidement les nouvelles et les ordres importants.": "Un messager est chargé de transmettre rapidement les nouvelles et les ordres importants.", "Un meuble en bois décoratif.": "Un meuble en bois décoratif.", "Un minerai bleu imprégné de l'essence de l'eau.": "Un minerai bleu imprégné de l'essence de l'eau.", "Un minerai contenant du fer pouvant être transformé en métal.": "Un minerai contenant du fer pouvant être transformé en métal.", "Un minerai contenant du fer qui peut être raffiné en métal.": "Un minerai contenant du fer qui peut être raffiné en métal.", "Un minerai cramoisi imprégné de l'essence du feu.": "Un minerai cramoisi imprégné de l'essence du feu.", "Un minerai naturel contenant de l'argent.": "Un minerai naturel contenant de l'argent.", "Un minerai vert imprégné de la vitalité de la nature.": "Un minerai vert imprégné de la vitalité de la nature.", "Un modificateur en pourcentage appliqué aux dégâts magiques infligés par l'attaquant. Plus la valeur est élevée, plus les attaques et compétences magiques infligent de dégâts.": "Un modificateur en pourcentage appliqué aux dégâts magiques infligés par l'attaquant. Plus la valeur est élevée, plus les attaques et compétences magiques infligent de dégâts.", "Un modificateur en pourcentage appliqué aux dégâts physiques infligés par l'attaquant. Plus la valeur est élevée, plus les attaques et compétences physiques infligent de dégâts.": "Un modificateur en pourcentage appliqué aux dégâts physiques infligés par l'attaquant. Plus la valeur est élevée, plus les attaques et compétences physiques infligent de dégâts.", "Un modificateur en pourcentage appliqué à": "Un modificateur en pourcentage appliqué à", "Un modificateur en pourcentage appliqué à Capacité de loisirs. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": "Un modificateur en pourcentage appliqué à Capacité de loisirs. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", "Un modificateur en pourcentage appliqué à Puissance d'attaque magique. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": "Un modificateur en pourcentage appliqué à Puissance d'attaque magique. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", "Un modificateur en pourcentage appliqué à Puissance d'attaque physique. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": "Un modificateur en pourcentage appliqué à Puissance d'attaque physique. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", "Un modificateur en pourcentage appliqué à Santé maximale. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": "Un modificateur en pourcentage appliqué à Santé maximale. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", "Un modificateur en pourcentage appliqué à Vitesse d'attaque. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": "Un modificateur en pourcentage appliqué à Vitesse d'attaque. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", "Un modificateur en pourcentage appliqué à tous les dégâts infligés par l'attaquant. Plus la valeur est élevée, plus les dégâts physiques et magiques augmentent.": "Un modificateur en pourcentage appliqué à tous les dégâts infligés par l'attaquant. Plus la valeur est élevée, plus les dégâts physiques et magiques augmentent.", "Un modificateur en pourcentage appliqué à tous les dégâts subis par la cible. Les valeurs positives augmentent les dégâts reçus, tandis que les valeurs négatives les réduisent.": "Un modificateur en pourcentage appliqué à tous les dégâts subis par la cible. Les valeurs positives augmentent les dégâts reçus, tandis que les valeurs négatives les réduisent.", "Un modificateur en pourcentage appliqué à Énergie max.. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.": "Un modificateur en pourcentage appliqué à Énergie max.. Les valeurs positives l'augmentent, tandis que les valeurs négatives le réduisent.", "Un modificateur qui détermine de combien": "Un modificateur qui détermine de combien", "Un modificateur qui détermine de combien Stress augmente ou diminue périodiquement selon Humeur.": "Un modificateur qui détermine de combien Stress augmente ou diminue périodiquement selon Humeur.", "Un modèle de chaise simple et pratique.": "Un modèle de chaise simple et pratique.", "Un moment pour des jeux où le hasard rencontre la stratégie.": "Un moment pour des jeux où le hasard rencontre la stratégie.", "Un morceau d'argent pur affiné.": "Un morceau d'argent pur affiné.", "Un morceau de cuir brut.": "Un morceau de cuir brut.", "Un morceau de viande nauséabond et grotesque.": "Un morceau de viande nauséabond et grotesque.", "Un mucus désagréablement enchevêtré étouffe le pouls de la vie, entraînant tout mouvement dans un marais.": "Un mucus désagréablement enchevêtré étouffe le pouls de la vie, entraînant tout mouvement dans un marais.", "Un mur de paille qui peut être construit rapidement.": "Un mur de paille qui peut être construit rapidement.", "Un mur de rondins pour la défense élémentaire et la décoration.": "Un mur de rondins pour la défense élémentaire et la décoration.", "Un mur en bois pour la défense basique et la décoration.": "Un mur en bois pour la défense basique et la décoration.", "Un mur en bois pour la défense et la décoration de base.": "Un mur en bois pour la défense et la décoration de base.", "Un mur en bois robuste assure la sécurité.": "Un mur en bois robuste assure la sécurité.", "Un mur formé naturellement par la terre compactée.": "Un mur formé naturellement par la terre compactée.", "Un mur homme-lézard. Narguer et protéger les actifs au-dessus d'un arbre Gardien complet, construit pour absorber les dégâts physiques et maintenir l'aggro.": "Un mur homme-lézard. Narguer et protéger les actifs au-dessus d'un arbre Gardien complet, construit pour absorber les dégâts physiques et maintenir l'aggro.", "Un mur solide en pierre.": "Un mur solide en pierre.", "Un médicament qui neutralise le poison.": "Un médicament qui neutralise le poison.", "Un navet rôti au feu. Il dégage un parfum sucré.": "Un navet rôti au feu. Il dégage un parfum sucré.", "Un nouveau membre de l'expédition a rejoint le groupe.": "Un nouveau membre de l'expédition a rejoint le groupe.", "Un objet qui luit d'un bleu glacial, si froid qu'il fait frissonner rien qu'en le regardant.": "Un objet qui luit d'un bleu glacial, si froid qu'il fait frissonner rien qu'en le regardant.", "Un obélisque pour enregistrer la progression dans les Donjons.": "Un obélisque pour enregistrer la progression dans les Donjons.", "Un ouvrage de recherche compilant des théories et formules complexes.": "Un ouvrage de recherche compilant des théories et formules complexes.", "Un ouvrage de recherche compilant des théories et formules complexes. À consommer pour débloquer de nouvelles recherches.": "Un ouvrage de recherche compilant des théories et formules complexes. À consommer pour débloquer de nouvelles recherches.", "Un pack contenant les ressources essentielles pour construire une colonie.": "Un pack contenant les ressources essentielles pour construire une colonie.", "Un paquet de marchandises empilées.": "Un paquet de marchandises empilées.", "Un paquet de marchandises solidement attaché.": "Un paquet de marchandises solidement attaché.", "Un parchemin inscrit d'une magie qui téléporte instantanément l'utilisateur vers la colonie lorsqu'il est utilisé.": "Un parchemin inscrit d'une magie qui téléporte instantanément l'utilisateur vers la colonie lorsqu'il est utilisé.", "Un parterre décoré de fleurs.": "Un parterre décoré de fleurs.", "Un parterre garni de fleurs d'un jaune éclatant.": "Un parterre garni de fleurs d'un jaune éclatant.", "Un parterre garni de fleurs roses.": "Un parterre garni de fleurs roses.", "Un pas de plus et la réalité ressemble à un rêve – journal d'expédition": "Un pas de plus et la réalité ressemble à un rêve – journal d'expédition", "Un petit arbre tordu d'une manière particulière.": "Un petit arbre tordu d'une manière particulière.", "Un petit buisson symbolisant la nature de la forêt.": "Un petit buisson symbolisant la nature de la forêt.", "Un petit coffre contenant des trésors modestes.": "Un petit coffre contenant des trésors modestes.", "Un petit coffre contenant un trésor mineur.": "Un petit coffre contenant un trésor mineur.", "Un petit cristal bleu lumineux.": "Un petit cristal bleu lumineux.", "Un petit cristal d'une lueur verdâtre.": "Un petit cristal d'une lueur verdâtre.", "Un petit cristal rouge scintillant.": "Un petit cristal rouge scintillant.", "Un petit dispositif fournissant un flux infini de mana.": "Un petit dispositif fournissant un flux infini de mana.", "Un petit dispositif utile qui génère du mana.": "Un petit dispositif utile qui génère du mana.", "Un petit feu de camp utilisé par des gobelins.": "Un petit feu de camp utilisé par des gobelins.", "Un petit feu qui éclaire la nuit et vous réchauffe.": "Un petit feu qui éclaire la nuit et vous réchauffe.", "Un petit fruit au parfait équilibre entre douceur et acidité.": "Un petit fruit au parfait équilibre entre douceur et acidité.", "Un petit fruit sucré, parfait pour une collation.": "Un petit fruit sucré, parfait pour une collation.", "Un petit gisement de": "Un petit gisement de", "Un petit générateur qui produit du mana infini.": "Un petit générateur qui produit du mana infini.", "Un petit rocher couvert de terre. Peut être miné pour obtenir de la pierre.": "Un petit rocher couvert de terre. Peut être miné pour obtenir de la pierre.", "Un petit sacrifice offert à l'obscurité affamée gémit à notre place.": "Un petit sacrifice offert à l'obscurité affamée gémit à notre place.", "Un petit slime qui disperse des spores menaçantes. Mieux vaut rester à l'écart.": "Un petit slime qui disperse des spores menaçantes. Mieux vaut rester à l'écart.", "Un petit temple médiocre.": "Un petit temple médiocre.", "Un petit temple à la structure simple et aux décorations modestes.": "Un petit temple à la structure simple et aux décorations modestes.", "Un peu me suffit. Ça me donne une sensation de légèreté.": "Un peu me suffit. Ça me donne une sensation de légèreté.", "Un pilier en bois qui soutient un bâtiment.": "Un pilier en bois qui soutient un bâtiment.", "Un pilier en pierre robuste qui soutient un bâtiment.": "Un pilier en pierre robuste qui soutient un bâtiment.", "Un piège qui inflige des dégâts mortels aux ennemis.": "Un piège qui inflige des dégâts mortels aux ennemis.", "Un plan pour la planification et la conception de la Construction.": "Un plan pour la planification et la conception de la Construction.", "Un plan qui a mal tourné": "Un plan qui a mal tourné", "Un plan qui a mal tourné - Dungeon Settlers Wiki": "Un plan qui a mal tourné - Dungeon Settlers Wiki", "Un plan qui a mal tourné icon": "Un plan qui a mal tourné icône", "Un plan qui inspire des visions de structures futures.": "Un plan qui inspire des visions de structures futures.", "Un plat de navets finement hachés mélangés à des légumes frais.": "Un plat de navets finement hachés mélangés à des légumes frais.", "Un plat de navets rendu tendre en étant rôti au feu.": "Un plat de navets rendu tendre en étant rôti au feu.", "Un plat de viande croustillant à l'extérieur et juteux à l'intérieur.": "Un plat de viande croustillant à l'extérieur et juteux à l'intérieur.", "Un plat de viande de monstre rôtie.": "Un plat de viande de monstre rôtie.", "Un plat nourrissant à base de navets tendres et de céréales.": "Un plat nourrissant à base de navets tendres et de céréales.", "Un plat obtenu en rôtissant un morceau entier de viande de monstre.": "Un plat obtenu en rôtissant un morceau entier de viande de monstre.", "Un plat qui atténue quelque peu le goût nauséabond de la": "Un plat qui atténue quelque peu le goût nauséabond de la", "Un plat qui atténue quelque peu le goût nauséabond de la bouillie d'herbe.": "Un plat qui atténue quelque peu le goût nauséabond de la bouillie d'herbe.", "Un plateau pour profiter des parties de fléchettes.": "Un plateau pour profiter des parties de fléchettes.", "Un point de départ idéal pour construire une nouvelle colonie.": "Un point de départ idéal pour construire une nouvelle colonie.", "Un portail permettant de se déplacer entre les niveaux du donjon.": "Un portail permettant de se déplacer entre les niveaux du donjon.", "Un portail qui a surgi un jour de la terre corrompue.": "Un portail qui a surgi un jour de la terre corrompue.", "Un poste de cuisine de base pour cuisiner et préparer de la nourriture.": "Un poste de cuisine de base pour cuisiner et préparer de la nourriture.", "Un poste de réparation pour réparer l'équipement.": "Un poste de réparation pour réparer l'équipement.", "Un poste de travail où l'on peut tanner et préparer le cuir. Sert à fabriquer divers articles en cuir.": "Un poste de travail où l'on peut tanner et préparer le cuir. Sert à fabriquer divers articles en cuir.", "Un poste de travail robuste, marqué par les mains des charpentiers.": "Un poste de travail robuste, marqué par les mains des charpentiers.", "Un précieux coffre au trésor trouvé dans les niveaux supérieurs de l'abîme.": "Un précieux coffre au trésor trouvé dans les niveaux supérieurs de l'abîme.", "Un pudding moelleux au parfum étrangement sucré.": "Un pudding moelleux au parfum étrangement sucré.", "Un puissant bâton magique de feu fabriqué en bois de sang.": "Un puissant bâton magique de feu fabriqué en bois de sang.", "Un puissant bâton magique de feu fabriqué en bois sanguin.": "Un puissant bâton magique de feu fabriqué en bois sanguin.", "Un pétale doux et parfumé.": "Un pétale doux et parfumé.", "Un ragoût qui révèle la profondeur des saveurs des champignons. Réconforte l'estomac.": "Un ragoût qui révèle la profondeur des saveurs des champignons. Réconforte l'estomac.", "Un rat gris qui vit dans la forêt. Petit et fragile.": "Un rat gris qui vit dans la forêt. Petit et fragile.", "Un rat gris qui vit dans la forêt. Petit, mais à ne pas négliger.": "Un rat gris qui vit dans la forêt. Petit, mais à ne pas négliger.", "Un rat monstre gris qui vit dans la forêt. Il a une puissance incroyable.": "Un rat monstre gris qui vit dans la forêt. Il a une puissance incroyable.", "Un rat rouge qui vit dans la forêt.": "Un rat rouge qui vit dans la forêt.", "Un repas dans une ambiance plutôt agréable.": "Un repas dans une ambiance plutôt agréable.", "Un repas pris ici restera gravé toute une vie.": "Un repas pris ici restera gravé toute une vie.", "Un repas rustique mais réconfortant.": "Un repas rustique mais réconfortant.", "Un repos privé plutôt confortable.": "Un repos privé plutôt confortable.", "Un rocher de taille moyenne.": "Un rocher de taille moyenne.", "Un sac de couchage pratique en cuir brut.": "Un sac de couchage pratique en cuir brut.", "Un sac de couchage pratique en cuir résistant.": "Un sac de couchage pratique en cuir résistant.", "Un sac de couchage temporaire en tissu.": "Un sac de couchage temporaire en tissu.", "Un sac en cuir.": "Un sac en cuir.", "Un sac simple en tissu résistant.": "Un sac simple en tissu résistant.", "Un scarabée décoratif orné de gemmes éclatantes.": "Un scarabée décoratif orné de gemmes éclatantes.", "Un scarabée métallique qui vit dans la forêt.": "Un scarabée métallique qui vit dans la forêt.", "Un scarabée métallique qui vit dans la forêt. Il a une carapace assez dure.": "Un scarabée métallique qui vit dans la forêt. Il a une carapace assez dure.", "Un scarabée méticuleusement travaillé, orné de gemmes précieuses.": "Un scarabée méticuleusement travaillé, orné de gemmes précieuses.", "Un seul coup réduit tout en décombres.": "Un seul coup réduit tout en décombres.", "Un seul ne suffit pas du tout. Attends - le lien est perdu ?": "Un seul ne suffit pas du tout. Attends - le lien est perdu ?", "Un siège fiable qui ne cède pas, peu importe le temps passé assis.": "Un siège fiable qui ne cède pas, peu importe le temps passé assis.", "Un slime grotesque rempli de spores, qui répand un sentiment d'appréhension imminente chez quiconque s'en approche.": "Un slime grotesque rempli de spores, qui répand un sentiment d'appréhension imminente chez quiconque s'en approche.", "Un slime imposant, vaste comme un monticule de chair, renfermant une vitalité effroyable qui se divise et se multiplie sans fin.": "Un slime imposant, vaste comme un monticule de chair, renfermant une vitalité effroyable qui se divise et se multiplie sans fin.", "Un sol fait de rondins disposés.": "Un sol fait de rondins disposés.", "Un sommeil réconfortant, entouré du parfum du bois.": "Un sommeil réconfortant, entouré du parfum du bois.", "Un sommeil réconfortant, entouré par le parfum du bois.": "Un sommeil réconfortant, entouré par le parfum du bois.", "Un son mystérieux": "Un son mystérieux", "Un son mystérieux - Dungeon Settlers Wiki": "Un son mystérieux - Dungeon Settlers Wiki", "Un son mystérieux icon": "Icône Un son mystérieux", "Un starter de niveau 2 que n'importe quelle nouvelle recrue peut se permettre : épée et bouclier en bois, armure de tissu, et deux actifs d'Épée bon marché. Un premier combattant bon marché et honnête.": "Un starter de niveau 2 que n'importe quelle nouvelle recrue peut se permettre : épée et bouclier en bois, armure en tissu, et deux actifs d'Épée bon marché. Un premier combattant bon marché et honnête.", "Un stockage de base pour conserver la nourriture.": "Un stockage de base pour conserver la nourriture.", "Un stockage de base pour conserver les objets consommables.": "Un stockage de base pour conserver les objets consommables.", "Un stockage de base pour les flèches et autres projectiles utilisés au combat.": "Un stockage de base pour les flèches et autres projectiles utilisés au combat.", "Un stockage de base pour les ressources collectées.": "Un stockage de base pour les ressources collectées.", "Un stockage en pierre pour l'équipement.": "Un stockage en pierre pour l'équipement.", "Un stockage en pierre pour les objets consommables.": "Un stockage en pierre pour les objets consommables.", "Un stockage en pierre pour les projectiles.": "Un stockage en pierre pour les projectiles.", "Un stockage en pierre pour les ressources.": "Un stockage en pierre pour les ressources.", "Un stockage en poterie pour la nourriture.": "Un stockage en poterie pour la nourriture.", "Un support avec une torche.": "Un support avec une torche.", "Un support pour afficher une bannière.": "Un support pour afficher une bannière.", "Un support pour suspendre une lanterne.": "Un support pour suspendre une lanterne.", "Un support pour tenir une bougie.": "Un support pour tenir une bougie.", "Un support pour torches.": "Un support pour torches.", "Un sérum qui accorde le pouvoir de restaurer instantanément un être évanoui.": "Un sérum qui accorde le pouvoir de restaurer instantanément un être évanoui.", "Un talent qui influence l'augmentation de": "Un talent qui influence l'augmentation de", "Un tapis en tissu posé sur le sol.": "Un tapis en tissu posé sur le sol.", "Un tapis teint en rouge.": "Un tapis teint en rouge.", "Un tapis teint.": "Un tapis teint.", "Un tas d'objets abandonnés. On peut y récupérer de la ferraille.": "Un tas d'objets abandonnés. On peut y récupérer de la ferraille.", "Un tas d'os variés.": "Un tas d'os variés.", "Un tas de bois empilé.": "Un tas de bois empilé.", "Un tas de débris imprégnés de magie. On peut en extraire des ressources utiles.": "Un tas de débris imprégnés de magie. On peut en extraire des ressources utiles.", "Un tas de débris portant des résidus magiques.": "Un tas de débris portant des résidus magiques.", "Un tas de métaux étrangement tordus.": "Un tas de métaux étrangement tordus.", "Un tas de paille empilée.": "Un tas de paille empilée.", "Un tas de pierres empilées.": "Un tas de pierres empilées.", "Un tas de vieilles ferrailles laissées à l'abandon.": "Un tas de vieilles ferrailles laissées à l'abandon.", "Un temple a été bâti, mais il reste encore bien modeste. Un lieu plus convenable semble nécessaire pour que les membres puissent trouver la paix. \"Puisque c'est un lieu où l'on adresse des prières à la Déesse, apportons-y plus de soin.\"": "Un temple a été bâti, mais il reste encore bien modeste. Un lieu plus convenable semble nécessaire pour que les membres puissent trouver la paix. \"Puisque c'est un lieu où l'on adresse des prières à la Déesse, apportons-y plus de soin.\"", "Un temple a été bâti, mais il reste encore bien modeste. Un lieu plus convenable semble nécessaire pour que les membres puissent trouver la paix. \"Puisque c'est un lieu où l'on adresse des prières à la Déesse, apportons-y plus de soin.\" ➜ L'intérieur du temple dégage désormais une atmosphère bien plus ordonnée qu'auparavant. \"Même la Déesse pourrait regarder ce lieu avec une certaine satisfaction.\"": "Un temple a été bâti, mais il reste encore bien modeste. Un lieu plus convenable semble nécessaire pour que les membres puissent trouver la paix. \"Puisque c'est un lieu où l'on adresse des prières à la Déesse, apportons-y plus de soin.\" ➜ L'intérieur du temple dégage désormais une atmosphère bien plus ordonnée qu'auparavant. \"Même la Déesse pourrait regarder ce lieu avec une certaine satisfaction.\"", "Un temple a été bâti, mais il reste encore bien modeste. Un lieu plus convenable...": "Un temple a été bâti, mais il reste encore bien modeste. Un lieu plus convenable...", "Un temple rempli de décorations somptueuses révélant la majesté divine.": "Un temple rempli de décorations somptueuses révélant la majesté divine.", "Un temple à la structure soignée et aux décorations empreintes de dévotion.": "Un temple à la structure soignée et aux décorations empreintes de dévotion.", "Un temple à la structure soignée et aux décorations symboliques.": "Un temple à la structure soignée et aux décorations symboliques.", "Un terrier où persiste une puanteur de pourriture âcre. Des débris anciens à l'utilité inconnue jonchent le sol, emmêlés et pourrissant comme des détritus. Dans l'obscurité, des groupes de Goblins et de Gloths rôdent, poussant des cris étranges vers les intrus. Impossible de deviner à quoi ce lieu servait autrefois.": "Un terrier où persiste une puanteur de pourriture âcre. Des débris anciens à l'utilité inconnue jonchent le sol, emmêlés et pourrissant comme des détritus. Dans l'obscurité, des groupes de Goblins et de Gloths rôdent, poussant des cris étranges vers les intrus. Impossible de deviner à quoi ce lieu servait autrefois.", "Un tissu doux et léger.": "Un tissu doux et léger.", "Un tissu finement tissé": "Un tissu finement tissé", "Un tissu plus résistant et plus lourd.": "Un tissu plus résistant et plus lourd.", "Un tonique qui restaure la santé, préparé en décoction de bois de cerf.": "Un tonique qui restaure la santé, préparé en décoction de bois de cerf.", "Un totem construit en empilant plusieurs crânes.": "Un totem construit en empilant plusieurs crânes.", "Un totem grossier fait de crânes sommairement ligotés.": "Un totem grossier fait de crânes sommairement ligotés.", "Un totem simple façonné d'ossements.": "Un totem simple façonné d'ossements.", "Un trophée empaillé, prisé des chasseurs.": "Un trophée empaillé, prisé des chasseurs.", "Un type d'": "Un type d'", "Un type d'Rang d'expédition. Ils sont reconnus comme les meilleurs, sans conteste. - Membres max. de l'expédition : 10": "Un type d'Rang d'expédition. Ils sont reconnus comme les meilleurs, sans conteste. - Membres max. de l'expédition : 10", "Un type de": "Un type de", "Un type de Rang d'expédition. La guilde attend beaucoup de cette expédition. - Membres maximum de l'expédition : 7": "Un type de Rang d'expédition. La guilde attend beaucoup de cette expédition. - Membres maximum de l'expédition : 7", "Un type de Rang d'expédition. Presque personne ne sait même que cette expédition existe. - Membres maximum de l'expédition : 4 - Humains et hommes-lézards peuvent être recrutés": "Un type de Rang d'expédition. Presque personne ne sait même que cette expédition existe. - Membres maximum de l'expédition : 4 - Humains et hommes-lézards peuvent être recrutés", "Un type de Rang d'expédition. Une expédition célèbre, connue de beaucoup. - Membres maximum : 9": "Un type de Rang d'expédition. Une expédition célèbre, connue de beaucoup. - Membres maximum : 9", "Un type de Rang d'expédition. Une expédition qui commence à se faire un nom. - Membres maximum de l'expédition : 6": "Un type de Rang d'expédition. Une expédition qui commence à se faire un nom. - Membres maximum de l'expédition : 6", "Un type de Rang d'expédition. Une expédition reconnue pour ses compétences et ses accomplissements. - Membres maximum de l'expédition : 8": "Un type de Rang d'expédition. Une expédition reconnue pour ses compétences et ses accomplissements. - Membres maximum de l'expédition : 8", "Un type de Rang d'expédition. Une petite expédition sans distinction pour l'instant. - Membres maximum de l'expédition : 5 - Recrutement d'elfes possible - Plus d'objets disponibles chez le marchand de la guilde Il s'agit actuellement du rang le plus élevé atteignable dans le jeu.": "Un type de Rang d'expédition. Une petite expédition sans distinction pour l'instant. - Membres maximum de l'expédition : 5 - Recrutement d'elfes possible - Plus d'objets disponibles chez le marchand de la guilde Il s'agit actuellement du rang le plus élevé atteignable dans le jeu.", "Un type de bois robuste mais léger.": "Un type de bois robuste mais léger.", "Un têtard transformé après avoir dévoré les cadavres alentour. Il est devenu incomparablement plus fort qu'avant.": "Un têtard transformé après avoir dévoré les cadavres alentour. Il est devenu incomparablement plus fort qu'avant.", "Un vestige estompé d'un ancien empire, ayant résisté au passage du temps.": "Un vestige estompé d'un ancien empire, ayant résisté au passage du temps.", "Un vieil outil magique qui émet une faible lueur.": "Un vieil outil magique qui émet une faible lueur.", "Un véritable descendant des dragons ne recule jamais devant le combat ! En'kaktu !": "Un véritable descendant des dragons ne recule jamais devant le combat ! En'kaktu !", "Un éclat métallique rouge à la surface.": "Un éclat métallique rouge à la surface.", "Un épouvantail dressé pour éloigner les oiseaux ou les intrus.": "Un épouvantail dressé pour éloigner les oiseaux ou les intrus.", "Un épouvantail dégageant une aura inquiétante.": "Un épouvantail dégageant une aura inquiétante.", "Un épouvantail portant un chapeau de bouffon ridicule.": "Un épouvantail portant un chapeau de bouffon ridicule.", "Un épouvantail qui semble très solide.": "Un épouvantail qui semble très solide.", "Un équipement arcanique correct a accéléré le travail.": "Un équipement arcanique correct a accéléré le travail.", "Un équipement correct a accéléré la recherche.": "Un équipement correct a accéléré la recherche.", "Un équipement luxueux a rendu la recherche bien plus facile.": "Un équipement luxueux a rendu la recherche bien plus facile.", "Un érudit qui marmonne des paroles étranges, comme possédé par quelque chose. Ses cernes sont visibles même de loin.": "Un érudit qui marmonne des paroles étranges, comme possédé par quelque chose. Ses cernes sont visibles même de loin.", "Un établi pour fabriquer des outils de base.": "Un établi pour fabriquer des outils de base.", "Un établi pour réparer l'équipement.": "Un établi pour réparer l'équipement.", "Un établi pour traiter le bois et fabriquer divers outils.": "Un établi pour traiter le bois et fabriquer divers outils.", "Un établi pour traiter les matériaux récoltés à l'état sauvage.": "Un établi pour traiter les matériaux récoltés à l'état sauvage.", "Un établi pour verser du métal en fusion dans des moules. Indispensable pour fabriquer des pièces métalliques.": "Un établi pour verser du métal en fusion dans des moules. Indispensable pour fabriquer des pièces métalliques.", "Un état de vitalité débordante et de": "Un état de vitalité débordante et de", "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la": "Un état de vitalité débordante et d'Humeur exaltée après avoir consommé de la", "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale.": "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale.", "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale. Accordé par 1 objet": "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale. Accordé par 1 objet", "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale. Granted by 1 item": "Un état de vitalité débordante et de Humeur exaltée après avoir consommé de la gelée royale. Accordé par 1 objet", "Un étrange sourire se dessine sur leurs visages.": "Un étrange sourire se dessine sur leurs visages.", "Un œuf géant pondu par un Gloth. Extrêmement nutritif.": "Un œuf géant pondu par un Gloth. Extrêmement nutritif.", "UnDetermin": "UnDetermin", "Unattackable": "Inattaquable", "UnavailableToInteract": "UnavailableToInteract", "Unawared": "Sans défense", "Unbreakable sub-tree (empty)": "Sous-arbre Unbreakable (vide)", "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "Décochez une unité pour la masquer de la barre des unités en haut. Elle reste dans l'équipe (statistiques d'équipe + lien de partage).", "Unclassified": "Non classé", "Uncommon inscription:": "Inscription peu commune :", "Unconscious": "Inconscient", "UnconsciousSleep": "UnconsciousSleep", "UnconsciousTick": "UnconsciousTick", "Undergoing surgery (Warning, prints once)": "En cours d'opération (Avertissement, affiché une fois)", "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "Explorateur souterrain GAMESYSTEM_Environment_{affecterName}", "UndergroundExplorer": "UndergroundExplorer", "Undetectable": "Indétectable", "Une": "Une", "Une araignée géante aux pattes pointues comme des aiguilles.": "Une araignée géante aux pattes pointues comme des aiguilles.", "Une arme durable et robuste, fiable au combat.": "Une arme durable et robuste, fiable au combat.", "Une arme fiable offrant des performances équilibrées au combat.": "Une arme fiable offrant des performances équilibrées au combat.", "Une arme robuste et pratique, parfaite pour les embuscades.": "Une arme robuste et pratique, parfaite pour les embuscades.", "Une armoire en bois pour ranger des vêtements.": "Une armoire en bois pour ranger des vêtements.", "Une armoire en pierre pour ranger des vêtements.": "Une armoire en pierre pour ranger des vêtements.", "Une armure basique en cuir.": "Une armure basique en cuir.", "Une armure de fer solide offrant une grande protection.": "Une armure de fer solide offrant une grande protection.", "Une armure en bronze.": "Une armure en bronze.", "Une armure en cuivre.": "Une armure en cuivre.", "Une armure en étain.": "Une armure en étain.", "Une armure fabriquée en bois renforcé.": "Une armure fabriquée en bois renforcé.", "Une armure faite à partir de la carapace épaisse d'insectes.": "Une armure faite à partir de la carapace épaisse d'insectes.", "Une armure fiable sur le champ de bataille.": "Une armure fiable sur le champ de bataille.", "Une armure puissante fabriquée à partir de bois de sang transformé.": "Une armure puissante fabriquée à partir de bois de sang transformé.", "Une armure puissante fabriquée à partir de bois sanguin transformé.": "Une armure puissante fabriquée à partir de bois sanguin transformé.", "Une armure robuste assemblée à partir d'os de bêtes.": "Une armure robuste assemblée à partir d'os de bêtes.", "Une armure robuste en Arcron.": "Une armure robuste en Arcron.", "Une armure robuste fabriquée à partir d'os de bêtes renforcés.": "Une armure robuste fabriquée à partir d'os de bêtes renforcés.", "Une assiette bien trop raffinée pour les repas ordinaires.": "Une assiette bien trop raffinée pour les repas ordinaires.", "Une assiette brillante ornée de motifs complexes.": "Une assiette brillante ornée de motifs complexes.", "Une autre unité peut les secourir à l'aide d'outils chirurgicaux ou du": "Une autre unité peut les secourir à l'aide d'outils chirurgicaux ou du", "Une autre unité peut vous rétablir de l'état": "Une autre unité peut vous rétablir de l'état", "Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage.": "Une autre unité peut vous rétablir de l'état Proche de la mort lors d'interactions de sauvetage.", "Une bague en argent, simple mais élégante.": "Une bague en argent, simple mais élégante.", "Une bague en argent, simple mais élégante. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags] ou [Tooltip_UtilityRandomTags].": "Une bague en argent, simple mais élégante. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags] ou [Tooltip_UtilityRandomTags].", "Une bague en or pur.": "Une bague en or pur.", "Une bague ornée de gemmes d'opale.": "Une bague ornée de gemmes d'opale.", "Une bague ornée de gemmes de péridot.": "Une bague ornée de gemmes de péridot.", "Une bague qui émet parfois une résonance étrange.": "Une bague qui émet parfois une résonance étrange.", "Une bague sertie d'un cristal bleu.": "Une bague sertie d'un cristal bleu.", "Une bague sertie d'un cristal bleu. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_DefenseRandomTags].": "Une bague sertie d'un cristal bleu. Vous pouvez obtenir des stats aléatoires parmi [Tooltip_DefenseRandomTags].", "Une bannière en métal rare, rayonnante de la grandeur de l'empire.": "Une bannière en métal rare, rayonnante de la grandeur de l'empire.", "Une bannière rayonnante symbolisant l'autorité du royaume.": "Une bannière rayonnante symbolisant l'autorité du royaume.", "Une bannière à accrocher au mur.": "Une bannière à accrocher au mur.", "Une barre de fer robuste utilisée pour fabriquer des armes et des outils.": "Une barre de fer robuste utilisée pour fabriquer des armes et des outils.", "Une barre de fer solide et lourde.": "Une barre de fer solide et lourde.", "Une barricade en bois pour une défense simple.": "Une barricade en bois pour une défense simple.", "Une barricade en bois robuste pour bloquer les intrus.": "Une barricade en bois robuste pour bloquer les intrus.", "Une barrière déferle comme une vague.": "Une barrière déferle comme une vague.", "Une barrière qui absorbe un impact enveloppe votre peau.": "Une barrière qui absorbe un impact enveloppe votre peau.", "Une belle fleur de la nature.": "Une belle fleur de la nature.", "Une bibliothèque qui contient les connaissances de la forêt ancienne.": "Une bibliothèque qui contient les connaissances de la forêt ancienne.", "Une bibliothèque renfermant le savoir de la forêt ancienne.": "Une bibliothèque renfermant le savoir de la forêt ancienne.", "Une bibliothèque renfermant les connaissances de la forêt ancienne.": "Une bibliothèque renfermant les connaissances de la forêt ancienne.", "Une bille pour jouer.": "Une bille pour jouer.", "Une bouillie de viande épaisse, cuite lentement.": "Une bouillie de viande épaisse, cuite lentement.", "Une bouillie faite d'herbe. Elle a un goût affreux, mais elle satisfera votre faim immédiate.": "Une bouillie faite d'herbe. Elle a un goût affreux, mais elle satisfera votre faim immédiate.", "Une bouillie faite d'herbe. Son goût est infect, mais elle calmera votre faim immédiate.": "Une bouillie faite d'herbe. Son goût est infect, mais elle calmera votre faim immédiate.", "Une boîte ancienne et élégante, autrefois utilisée pour conserver des bijoux précieux.": "Une boîte ancienne et élégante, autrefois utilisée pour conserver des bijoux précieux.", "Une boîte ancienne marquée par le temps.": "Une boîte ancienne marquée par le temps.", "Une boîte de stockage basique pour conserver des ressources.": "Une boîte de stockage basique pour conserver des ressources.", "Une boîte mystérieuse dont le propriétaire ou l'utilité reste inconnue.": "Une boîte mystérieuse dont le propriétaire ou l'utilité reste inconnue.", "Une build grande épée Humain de niveau 4 maxée en équipement Arcron complet avec trois inscriptions - le chargement obtainable le plus puissant de la version actuelle.": "Une build grande épée Humain de niveau 4 maxée en équipement Arcron complet avec trois inscriptions - le chargement obtenable le plus puissant de la version actuelle.", "Une bête qui vit dans les grottes. Elle attaque les ennemis qui entrent sur son territoire.": "Une bête qui vit dans les grottes. Elle attaque les ennemis qui entrent sur son territoire.", "Une bête qui vit dans les grottes. Elle est relativement docile.": "Une bête qui vit dans les grottes. Elle est relativement docile.", "Une bête qui vit dans les grottes. Plus robuste que les autres mâles, ses yeux brûlent d'un rouge toujours plus vif à mesure qu'elle saigne.": "Une bête qui vit dans les grottes. Plus robuste que les autres mâles, ses yeux brûlent d'un rouge toujours plus vif à mesure qu'elle saigne.", "Une bête à laquelle tous les Gloths obéissent au seul son de sa respiration grondante. Ce monstre gigantesque, doté d'un corps massif et d'une puissance destructrice à la hauteur, possède une gueule assez vaste pour briser des rochers sans effort et avaler plusieurs gobelins en une seule fois.": "Une bête à laquelle tous les Gloths obéissent au seul son de sa respiration grondante. Ce monstre gigantesque, doté d'un corps massif et d'une puissance destructrice à la hauteur, possède une gueule assez vaste pour briser des rochers sans effort et avaler plusieurs gobelins en une seule fois.", "Une cage contenant un": "Une cage contenant un", "Une cage contenant un Mawmurk.": "Une cage contenant un Mawmurk.", "Une caisse de stockage pour les armes et armures.": "Une caisse de stockage pour les armes et armures.", "Une caisse en bois pour stocker des fournitures de base.": "Une caisse en bois pour stocker des fournitures de base.", "Une caisse en bois utilisée pour stocker des fournitures de base.": "Une caisse en bois utilisée pour stocker des fournitures de base.", "Une capacité réservée aux futures tâches de dressage.": "Une capacité réservée aux futures tâches de dressage.", "Une capacité réservée aux futures tâches de dressage. Fonctionnalité non implémentée": "Une capacité réservée aux futures tâches de dressage. Fonctionnalité non implémentée", "Une capacité utilisée pour calculer la progression des activités de loisir. Plus la valeur est élevée, plus ces activités progressent rapidement.": "Une capacité utilisée pour calculer la progression des activités de loisir. Plus la valeur est élevée, plus ces activités progressent rapidement.", "Une capacité utilisée pour calculer la progression des tâches d'agriculture et de récolte. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches d'agriculture et de récolte. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une capacité utilisée pour calculer la progression des tâches d'artisanat, de réparation et d'utilisation. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches d'artisanat, de réparation et d'utilisation. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une capacité utilisée pour calculer la progression des tâches de bûcheronnage. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches de bûcheronnage. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une capacité utilisée pour calculer la progression des tâches de construction et de démolition. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches de construction et de démolition. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une capacité utilisée pour calculer la progression des tâches de cuisine. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches de cuisine. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une capacité utilisée pour calculer la progression des tâches de minage. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches de minage. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une capacité utilisée pour calculer la progression des tâches de recherche. Plus la valeur est élevée, plus la recherche avance vite.": "Une capacité utilisée pour calculer la progression des tâches de recherche. Plus la valeur est élevée, plus la recherche avance vite.", "Une capacité utilisée pour calculer la progression des tâches de récolte. Plus la valeur est élevée, plus ces tâches avancent vite.": "Une capacité utilisée pour calculer la progression des tâches de récolte. Plus la valeur est élevée, plus ces tâches avancent vite.", "Une carapace protectrice germe comme de jeunes bourgeons.": "Une carapace protectrice germe comme de jeunes bourgeons.", "Une catastrophe s'est abattue. Le maléfique": "Une catastrophe s'est abattue. Le maléfique", "Une chaise de salle à manger en bois.": "Une chaise de salle à manger en bois.", "Une chaise de salle à manger taillée dans la pierre.": "Une chaise de salle à manger taillée dans la pierre.", "Une chaise en bois pour s'asseoir confortablement.": "Une chaise en bois pour s'asseoir confortablement.", "Une chaise en bois à la forme arrondie.": "Une chaise en bois à la forme arrondie.", "Une chaise solide en pierre.": "Une chaise solide en pierre.", "Une chaleur intense s'en dégage.": "Une chaleur intense s'en dégage.", "Une chambre commune avec les commodités de base pour vivre à plusieurs.": "Une chambre commune avec les commodités de base pour vivre à plusieurs.", "Une chambre commune délabrée et étroite partagée par plusieurs personnes.": "Une chambre commune délabrée et étroite partagée par plusieurs personnes.", "Une chambre commune médiocre partagée par plusieurs personnes.": "Une chambre commune médiocre partagée par plusieurs personnes.", "Une chambre commune offrant un confort comparable à celui d'une chambre privée.": "Une chambre commune offrant un confort comparable à celui d'une chambre privée.", "Une chambre commune si bien tenue qu'elle paraît à peine inconfortable.": "Une chambre commune si bien tenue qu'elle paraît à peine inconfortable.", "Une chambre privée avec un espace généreux et un lit bien entretenu.": "Une chambre privée avec un espace généreux et un lit bien entretenu.", "Une chambre privée luxueuse ornée de matériaux et de décorations raffinés.": "Une chambre privée luxueuse ornée de matériaux et de décorations raffinés.", "Une chasseuse qui semble de mauvaise humeur. Mieux vaut ne pas la déranger sans raison.": "Une chasseuse qui semble de mauvaise humeur. Mieux vaut ne pas la déranger sans raison.", "Une chaîne de caractères aléatoire pour générer une carte de colonie.": "Une chaîne de caractères aléatoire pour générer une carte de colonie.", "Une cheminée robuste en pierre. Elle peut réchauffer l'intérieur.": "Une cheminée robuste en pierre. Elle peut réchauffer l'intérieur.", "Une cheminée robuste en pierre. Réchauffe l'intérieur et permet de cuisiner.": "Une cheminée robuste en pierre. Réchauffe l'intérieur et permet de cuisiner.", "Une cloche en métal gravée de motifs complexes, utilisée lors de cérémonies divines.": "Une cloche en métal gravée de motifs complexes, utilisée lors de cérémonies divines.", "Une cloche fabriquée pour des rituels sacrés.": "Une cloche fabriquée pour des rituels sacrés.", "Une cloche faite d'une fleur d'écho.": "Une cloche faite d'une fleur d'écho.", "Une clôture en bois.": "Une clôture en bois.", "Une coiffe en tissu épais pour une protection renforcée.": "Une coiffe en tissu épais pour une protection renforcée.", "Une corne autrefois soufflée par les trolls, bien trop grande pour qu'un humain puisse l'utiliser.": "Une corne autrefois soufflée par les trolls, bien trop grande pour qu'un humain puisse l'utiliser.", "Une couronne grandiose et opulente. Son ancien propriétaire a fondu en une masse visqueuse sous une terrible malédiction.": "Une couronne grandiose et opulente. Son ancien propriétaire a fondu en une masse visqueuse sous une terrible malédiction.", "Une couronne richement ornée d'or et de pierres précieuses.": "Une couronne richement ornée d'or et de pierres précieuses.", "Une courte conversation, mais un changement de rythme rafraîchissant.": "Une courte conversation, mais un changement de rythme rafraîchissant.", "Une crinière cramoisie qui semble imbibée de sang.": "Une crinière cramoisie qui semble imbibée de sang.", "Une créature créée à partir des fondements les plus élémentaires de la magie de l'eau. En condensant le pouvoir magique, le Bubbleling prend la forme la plus primitive d'un esprit circulant. Il suit son maître et sert de matériau de base pour divers sorts.": "Une créature créée à partir des fondements les plus élémentaires de la magie de l'eau. En condensant le pouvoir magique, le Bubbleling prend la forme la plus primitive d'un esprit circulant. Il suit son maître et sert de matériau de base pour divers sorts.", "Une créature parasitaire qui envahit et contrôle son hôte.": "Une créature parasitaire qui envahit et contrôle son hôte.", "Une créature qui dirige la meute de Slogel, protégée par une carapace exceptionnellement résistante et dégageant une aura menaçante pour tout son entourage.": "Une créature qui dirige la meute de Slogel, protégée par une carapace exceptionnellement résistante et dégageant une aura menaçante pour tout son entourage.", "Une créature qui dérive avec grâce dans la forêt, projetant de la bave acide sur quiconque s'approche.": "Une créature qui dérive avec grâce dans la forêt, projetant de la bave acide sur quiconque s'approche.", "Une créature qui dérive avec grâce dans la grotte, projetant des crachats acides sur quiconque s'approche.": "Une créature qui dérive avec grâce dans la grotte, projetant des crachats acides sur quiconque s'approche.", "Une créature qui habite la forêt, couverte d'épines dures et pointues.": "Une créature qui habite la forêt, couverte d'épines dures et pointues.", "Une créature qui vit dans la forêt.": "Une créature qui vit dans la forêt.", "Une créature qui vit dans la grotte.": "Une créature qui vit dans la grotte.", "Une créature vivant dans la forêt.": "Une créature vivant dans la forêt.", "Une céréale basique utilisée en cuisine.": "Une céréale basique utilisée en cuisine.", "Une dague agile en Arcron.": "Une dague agile en Arcron.", "Une dague en bois légère conçue pour des frappes rapides.": "Une dague en bois légère conçue pour des frappes rapides.", "Une dague fabriquée en broyant de l'os pour en faire un tranchant.": "Une dague fabriquée en broyant de l'os pour en faire un tranchant.", "Une dague simple en cuivre.": "Une dague simple en cuivre.", "Une dague taillée dans une carapace aiguisée.": "Une dague taillée dans une carapace aiguisée.", "Une dague tranchante en bois de sang.": "Une dague tranchante en bois de sang.", "Une dague tranchante en bois sanguin.": "Une dague tranchante en bois sanguin.", "Une dent acérée au sinistre éclat rouge.": "Une dent acérée au sinistre éclat rouge.", "Une dent de monstre en forme de scie, capable de déchirer la chair facilement.": "Une dent de monstre en forme de scie, capable de déchirer la chair facilement.", "Une entité de l'Abîme prenant la forme d'un": "Une entité de l'Abîme prenant la forme d'un", "Une entité de l'Abîme prenant la forme d'un Mawmurk blanc.": "Une entité de l'Abîme prenant la forme d'un Mawmurk blanc.", "Une entité de l'Abîme prenant la forme d'un Mawmurk.": "Une entité de l'Abîme prenant la forme d'un Mawmurk.", "Une entité de l'Abîme prenant la forme d'un Slogel de boue.": "Une entité de l'Abîme prenant la forme d'un Slogel de boue.", "Une entité de l'Abîme prenant la forme d'un prêtre gobelin.": "Une entité de l'Abîme prenant la forme d'un prêtre gobelin.", "Une entité de l'Abîme prenant la forme d'une": "Une entité de l'Abîme prenant la forme d'une", "Une entité de l'Abîme prenant la forme du": "Une entité de l'Abîme prenant la forme du", "Une essence condensée contenant une énergie élémentaire d'eau de niveau moyen.": "Une essence condensée contenant une énergie élémentaire d'eau de niveau moyen.", "Une essence condensée contenant une énergie élémentaire de feu de niveau moyen.": "Une essence condensée contenant une énergie élémentaire de feu de niveau moyen.", "Une essence condensée contenant une énergie élémentaire de nature de niveau moyen.": "Une essence condensée contenant une énergie élémentaire de nature de niveau moyen.", "Une essence pure d'eau, matériau essentiel en alchimie.": "Une essence pure d'eau, matériau essentiel en alchimie.", "Une essence pure de la nature, matériau essentiel en alchimie.": "Une essence pure de la nature, matériau essentiel en alchimie.", "Une excroissance issue de la tête du staghare, dégageant une aura étrange.": "Une excroissance issue de la tête du staghare, dégageant une aura étrange.", "Une expédition célèbre, connue de beaucoup.": "Une expédition célèbre, connue de beaucoup.", "Une expédition qui commence à se faire un nom.": "Une expédition qui commence à se faire un nom.", "Une expédition reconnue pour ses compétences et ses accomplissements.": "Une expédition reconnue pour ses compétences et ses accomplissements.", "Une faible odeur métallique de sang - qui aurait dû disparaître depuis longtemps - flotte encore dans l'air.": "Une faible odeur métallique de sang - qui aurait dû disparaître depuis longtemps - flotte encore dans l'air.", "Une famine prolongée entraînera la mort.": "Une famine prolongée entraînera la mort.", "Une ferme fertile où l'on peut cultiver.": "Une ferme fertile où l'on peut cultiver.", "Une fleur aux couleurs et parfums de la nature.": "Une fleur aux couleurs et parfums de la nature.", "Une fleur de pierre sculptée qui a éclos en réponse à la résonance.": "Une fleur de pierre sculptée qui a éclos en réponse à la résonance.", "Une fleur de pierre sculptée qui réagit à la résonance.": "Une fleur de pierre sculptée qui réagit à la résonance.", "Une fleur imprégnée de l'énergie du soleil.": "Une fleur imprégnée de l'énergie du soleil.", "Une fleur mystérieuse qui éclot avec le cœur du soleil.": "Une fleur mystérieuse qui éclot avec le cœur du soleil.", "Une flèche en Arcron.": "Une flèche en Arcron.", "Une flèche en bois, simple et basique.": "Une flèche en bois, simple et basique.", "Une flèche en bronze.": "Une flèche en bronze.", "Une flèche en cuivre.": "Une flèche en cuivre.", "Une flèche en étain.": "Une flèche en étain.", "Une flèche robuste renforcée en fer.": "Une flèche robuste renforcée en fer.", "Une fois entièrement démantelée, une minuscule essence verte est découverte en son cœur. Au moins, votre curiosité est satisfaite.": "Une fois entièrement démantelée, une minuscule essence verte est découverte en son cœur. Au moins, votre curiosité est satisfaite.", "Une fois la construction terminée, un marchand de guilde s'y installe.": "Une fois la construction terminée, un marchand de guilde s'y installe.", "Une fois le Chambre marchande construit, un": "Une fois le Chambre marchande construit, un", "Une fois le rapport terminé, les membres de l'Expédition se rassemblent peu à peu autour de vous. Ils souhaitent connaître votre avis sur la voie à suivre.": "Une fois le rapport terminé, les membres de l'Expédition se rassemblent peu à peu autour de vous. Ils souhaitent connaître votre avis sur la voie à suivre.", "Une fois les préparatifs de votre discours sur le succès de l'Expédition terminés, tout le monde se rassemble. Leurs yeux brillent plus intensément que jamais, emplis d'espoir. Après avoir observé les membres de l'Expédition réunis devant vous, vous commencez lentement à parler.": "Une fois les préparatifs de votre discours sur le succès de l'Expédition terminés, tout le monde se rassemble. Leurs yeux brillent plus intensément que jamais, emplis d'espoir. Après avoir observé les membres de l'Expédition réunis devant vous, vous commencez lentement à parler.", "Une fois posée, elle ne bouge presque plus jamais.": "Une fois posée, elle ne bouge presque plus jamais.", "Une fois tous les objets utilisables récupérés, les appareils magiques abandonnés ont été laissés derrière eux sous forme d'un tas de ferraille complètement inutile.": "Une fois tous les objets utilisables récupérés, les appareils magiques abandonnés ont été laissés derrière eux sous forme d'un tas de ferraille complètement inutile.", "Une fonctionnalité permettant de construire des tombes et d'y inhumer les unités sera ajoutée dans la version complète.": "Une fonctionnalité permettant de construire des tombes et d'y inhumer les unités sera ajoutée dans la version complète.", "Une force invisible vole la force vitale de": "Une force invisible vole la force vitale de", "Une gelée semi solide à la consistance particulière.": "Une gelée semi solide à la consistance particulière.", "Une gelée semi-solide à la consistance particulière.": "Une gelée semi-solide à la consistance particulière.", "Une gemme renfermant les vestiges du souffle de l'ancien dragon de feu.": "Une gemme renfermant les vestiges du souffle de l'ancien dragon de feu.", "Une gigantesque larve de viande frétillante qui dévore sans distinction toute matière organique à proximité. Elle semble presque dépourvue de capacités de combat.": "Une gigantesque larve de viande frétillante qui dévore sans distinction toute matière organique à proximité. Elle semble presque dépourvue de capacités de combat.", "Une gorgée de bouillon fait fondre tout le corps.": "Une gorgée de bouillon fait fondre tout le corps.", "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de": "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de", "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de Puissance d'attaque magique. La graine étrange restaure chaque seconde le Santé actuelle des unités alliées adjacentes d'un montant équivalent à 15% de Puissance d'attaque magique. 3 énergie - 18s de recharge Invoque : • Graine étrange (150 PV) a Aura de régénération: Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.": "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de Puissance d'attaque magique. La graine étrange restaure chaque seconde le Santé actuelle des unités alliées adjacentes d'un montant équivalent à 15% de Puissance d'attaque magique. 3 énergie - 18s de recharge Invoque : • Graine étrange (150 PV) a Aura de régénération: Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.", "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de Puissance d'attaque magique. La graine étrange soigne chaque seconde les unités alliées adjacentes d'un montant équivalent à 15% de Puissance d'attaque magique. 7 energy - 13s cooldown Summons: • Graine étrange (150 HP) has Regeneration aura: Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.": "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de Puissance d'attaque magique. La graine étrange soigne chaque seconde les unités alliées adjacentes d'un montant équivalent à 15% de Puissance d'attaque magique. 7 énergie - 13s de recharge Invocations : • Graine étrange (150 HP) possède une aura de Régénération : Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.", "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de Puissance d'attaque magique. La graine étrange soigne chaque seconde les unités alliées adjacentes d'un montant équivalent à 15% de Puissance d'attaque magique. 7 énergie - 13s de recharge Invoque : • Graine étrange (150 PV) a Aura de régénération: Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.": "Une graine étrange germe sur la tuile ciblée, repoussant les unités à cet endroit de 1 tuiles et infligeant aux unités ennemies des dégâts équivalents à 150% de Puissance d'attaque magique. La graine étrange soigne chaque seconde les unités alliées adjacentes d'un montant équivalent à 15% de Puissance d'attaque magique. 7 énergie - 13s de recharge Invoque : • Graine étrange (150 PV) a Aura de régénération: Les unités dans un rayon de 1 gagnent une régénération de santé équivalente à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.", "Une grande bibliothèque en bois pour ranger de nombreux livres.": "Une grande bibliothèque en bois pour ranger de nombreux livres.", "Une grande table en bois, parfaite pour manger ou travailler.": "Une grande table en bois, parfaite pour manger ou travailler.", "Une grande table en pierre, lourde et robuste.": "Une grande table en pierre, lourde et robuste.", "Une grande épée fabriquée en carapace durcie.": "Une grande épée fabriquée en carapace durcie.", "Une grande épée forgée en bois sanguin, offrant une grande puissance.": "Une grande épée forgée en bois sanguin, offrant une grande puissance.", "Une grande épée massive en bois, lourde et contondante.": "Une grande épée massive en bois, lourde et contondante.", "Une grande épée massive façonnée à partir des os d'une bête puissante.": "Une grande épée massive façonnée à partir des os d'une bête puissante.", "Une grande épée standard en fer lourd.": "Une grande épée standard en fer lourd.", "Une grande épée à deux mains en cuivre.": "Une grande épée à deux mains en cuivre.", "Une hache basique en cuivre.": "Une hache basique en cuivre.", "Une hache de base en bois.": "Une hache de base en bois.", "Une hache de combat en Arcron.": "Une hache de combat en Arcron.", "Une hache en bronze.": "Une hache en bronze.", "Une hache en carapace.": "Une hache en carapace.", "Une hache en étain.": "Une hache en étain.", "Une hache faite d'os de bête durcis.": "Une hache faite d'os de bête durcis.", "Une hache robuste en bois de sang.": "Une hache robuste en bois de sang.", "Une hache robuste en bois sanguin.": "Une hache robuste en bois sanguin.", "Une hache robuste en fer raffiné.": "Une hache robuste en fer raffiné.", "Une herbe poussant naturellement aux propriétés curatives.": "Une herbe poussant naturellement aux propriétés curatives.", "Une herbe rare aux puissants effets de guérison.": "Une herbe rare aux puissants effets de guérison.", "Une herbe résistante qui prospère dans les environnements hostiles.": "Une herbe résistante qui prospère dans les environnements hostiles.", "Une imposante épée à deux mains façonnée à partir des os d'une bête puissante.": "Une imposante épée à deux mains façonnée à partir des os d'une bête puissante.", "Une installation fiable qui assure la chaleur du foyer.": "Une installation fiable qui assure la chaleur du foyer.", "Une journée compte 24 heures et le champ de vision varie selon qu'il fasse jour ou nuit.": "Une journée compte 24 heures et le champ de vision varie selon qu'il fasse jour ou nuit.", "Une journée s'est écoulée, et il est maintenant temps de décider quoi faire de": "Une journée s'est écoulée, et il est maintenant temps de décider quoi faire de", "Une lance basique en cuivre.": "Une lance basique en cuivre.", "Une lance d'estoc en Arcron.": "Une lance d'estoc en Arcron.", "Une lance durable fabriquée en bois de sang.": "Une lance durable fabriquée en bois de sang.", "Une lance en bronze.": "Une lance en bronze.", "Une lance en carapace.": "Une lance en carapace.", "Une lance en étain.": "Une lance en étain.", "Une lance solide en fer.": "Une lance solide en fer.", "Une lance taillée dans les os d'une bête.": "Une lance taillée dans les os d'une bête.", "Une lance tranchante en bois de sang.": "Une lance tranchante en bois de sang.", "Une larme solidifiée du baron vampire de l'Empire d'Elros, versée à son ultime instant après son règne de massacres.": "Une larme solidifiée du baron vampire de l'Empire d'Elros, versée à son ultime instant après son règne de massacres.", "Une larve géante qui se tortille. Utilisée comme nourriture.": "Une larve géante qui se tortille. Utilisée comme nourriture.", "Une larve sauvage et dodue. Peut être utilisée comme ingrédient culinaire.": "Une larve sauvage et dodue. Peut être utilisée comme ingrédient culinaire.", "Une lourde masse en Arcron.": "Une lourde masse en Arcron.", "Une lourde massue de fer conçue pour porter des coups écrasants.": "Une lourde massue de fer conçue pour porter des coups écrasants.", "Une légère odeur de cuir et de produits chimiques flotte ici.": "Une légère odeur de cuir et de produits chimiques flotte ici.", "Une machine à sous fonctionnelle.": "Une machine à sous fonctionnelle.", "Une masse basique en cuivre.": "Une masse basique en cuivre.", "Une masse de slime vorace qui, lorsqu'elle est affaiblie, se déchire pour engendrer d'autres individus de son espèce.": "Une masse de slime vorace qui, lorsqu'elle est affaiblie, se déchire pour engendrer d'autres individus de son espèce.", "Une masse en bronze.": "Une masse en bronze.", "Une masse en étain.": "Une masse en étain.", "Une massue durable fabriquée à partir de Bloodwood.": "Une massue durable fabriquée à partir de Bloodwood.", "Une massue durable fabriquée à partir de bois sanguin.": "Une massue durable fabriquée à partir de bois sanguin.", "Une massue en bois, simple mais robuste.": "Une massue en bois, simple mais robuste.", "Une massue en carapace.": "Une massue en carapace.", "Une massue lourde et robuste faite d'os de bête.": "Une massue lourde et robuste faite d'os de bête.", "Une massue lourde qui assène des coups puissants.": "Une massue lourde qui assène des coups puissants.", "Une odeur âcre et piquante persiste à proximité.": "Une odeur âcre et piquante persiste à proximité.", "Une offrande généreuse pour": "Une offrande généreuse pour", "Une offrande généreuse pour Monter de niveau. Les caractéristiques augmentent fortement lors du passage de niveau.": "Une offrande généreuse pour Monter de niveau. Les caractéristiques augmentent fortement lors du passage de niveau.", "Une offrande standard pour": "Une offrande standard pour", "Une offrande standard pour Monter de niveau. Les caractéristiques augmentent normalement lors de la montée de niveau.": "Une offrande standard pour Monter de niveau. Les caractéristiques augmentent normalement lors de la montée de niveau.", "Une petite bibliothèque en bois pour ranger des livres.": "Une petite bibliothèque en bois pour ranger des livres.", "Une petite et fragile créature, volatile et prête à exploser au moindre contact.": "Une petite et fragile créature, volatile et prête à exploser au moindre contact.", "Une petite expédition sans distinction pour l'instant.": "Une petite expédition sans distinction pour l'instant.", "Une petite masse de slime frémissante. Bien qu'elle paraisse insignifiante, il ne faut jamais la prendre à la légère.": "Une petite masse de slime frémissante. Bien qu'elle paraisse insignifiante, il ne faut jamais la prendre à la légère.", "Une petite masse gélatineuse frémissante. Bien qu'elle paraisse insignifiante, il ne faut jamais la sous-estimer.": "Une petite masse gélatineuse frémissante. Bien qu'elle paraisse insignifiante, il ne faut jamais la sous-estimer.", "Une petite pierre contenant l'âme d'un": "Une petite pierre contenant l'âme d'un", "Une petite pierre renfermant l'âme d'un": "Une petite pierre renfermant l'âme d'un", "Une petite pierre renfermant l'âme d'un golem de pierre géant.": "Une petite pierre renfermant l'âme d'un golem de pierre géant.", "Une petite racine poussant en terrain sec. Peut être récoltée pour obtenir des matériaux.": "Une petite racine poussant en terrain sec. Peut être récoltée pour obtenir des matériaux.", "Une petite sphère dure de la taille d'un globe oculaire.": "Une petite sphère dure de la taille d'un globe oculaire.", "Une petite veine d'où l'on peut extraire une quantité modeste d'argent.": "Une petite veine d'où l'on peut extraire une quantité modeste d'argent.", "Une petite veine qui scintille d'argent.": "Une petite veine qui scintille d'argent.", "Une pierre bleue scintillante imprégnée de l'énergie rafraîchissante de l'eau.": "Une pierre bleue scintillante imprégnée de l'énergie rafraîchissante de l'eau.", "Une pierre contenant l'âme d'un": "Une pierre contenant l'âme d'un", "Une pierre contenant l'âme d'un puissant ancien, Glott.": "Une pierre contenant l'âme d'un puissant ancien, Glott.", "Une pierre contenant l'âme d'un puissant prêtre gobelin.": "Une pierre contenant l'âme d'un puissant prêtre gobelin.", "Une pierre contenant l'âme d'un slime imprégné de sang.": "Une pierre contenant l'âme d'un slime imprégné de sang.", "Une pierre contenant l'âme du puissant Chain Knight Sentinel.": "Une pierre contenant l'âme du puissant Chain Knight Sentinel.", "Une pierre contenant l'âme scellée d'un": "Une pierre contenant l'âme scellée d'un", "Une pierre contenant l'âme scellée d'un rat monstre rouge.": "Une pierre contenant l'âme scellée d'un rat monstre rouge.", "Une pierre d'âme contenant l'essence d'un slime royal.": "Une pierre d'âme contenant l'essence d'un slime royal.", "Une pierre d'âme imprégnée de la rage d'un chien enragé.": "Une pierre d'âme imprégnée de la rage d'un chien enragé.", "Une pierre d'âme imprégnée des instincts d'un": "Une pierre d'âme imprégnée des instincts d'un", "Une pierre de mana contenant une faible puissance magique.": "Une pierre de mana contenant une faible puissance magique.", "Une pierre de mana renfermant un grand pouvoir magique.": "Une pierre de mana renfermant un grand pouvoir magique.", "Une pierre de mana à l'énergie magique modérée.": "Une pierre de mana à l'énergie magique modérée.", "Une pierre finement taillée, indispensable pour des constructions structurées et robustes.": "Une pierre finement taillée, indispensable pour des constructions structurées et robustes.", "Une pierre hautement condensée, imprégnée d'un mana puissant.": "Une pierre hautement condensée, imprégnée d'un mana puissant.", "Une pierre humide qui semble toujours être couverte de gouttelettes d'eau.": "Une pierre humide qui semble toujours être couverte de gouttelettes d'eau.", "Une pierre imprégnée d'une faible énergie magique.": "Une pierre imprégnée d'une faible énergie magique.", "Une pierre imprégnée de l'âme d'un puissant": "Une pierre imprégnée de l'âme d'un puissant", "Une pierre imprégnée de l'âme d'un puissant slogel acide.": "Une pierre imprégnée de l'âme d'un puissant slogel acide.", "Une pierre imprégnée de l'âme d'une araignée osseuse.": "Une pierre imprégnée de l'âme d'une araignée osseuse.", "Une pierre imprégnée de vie qui dégage le parfum de feuilles fraîches.": "Une pierre imprégnée de vie qui dégage le parfum de feuilles fraîches.", "Une pierre imprégnée du puissant esprit du": "Une pierre imprégnée du puissant esprit du", "Une pierre imprégnée du puissant esprit du globe oculaire.": "Une pierre imprégnée du puissant esprit du globe oculaire.", "Une pierre mystique contenant l'âme d'un Mordeur de Champignons.": "Une pierre mystique contenant l'âme d'un Mordeur de Champignons.", "Une pierre mystérieuse imprégnée de l'âme d'un": "Une pierre mystérieuse imprégnée de l'âme d'un", "Une pierre qui scelle l'âme d'un rat monstre.": "Une pierre qui scelle l'âme d'un rat monstre.", "Une pierre qui se tord périodiquement.": "Une pierre qui se tord périodiquement.", "Une pierre qui se tord périodiquement. Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.": "Une pierre qui se tord périodiquement. Après 10 secondes, la roche se brise et invoque un golem de pierre jaune.", "Une pierre qui, lorsqu'on la tient en main, est légèrement chaude.": "Une pierre qui, lorsqu'on la tient en main, est légèrement chaude.", "Une pierre raffinée et solide.": "Une pierre raffinée et solide.", "Une pierre raffinée et solide. - While equipped: Peut être utilisé comme arme": "Une pierre raffinée et solide. - Équipé : Peut être utilisé comme arme", "Une pierre raffinée et solide. - Équipé: Peut être utilisé comme arme": "Une pierre raffinée et solide. - Équipé: Peut être utilisé comme arme", "Une pierre renfermant l'âme d'un": "Une pierre renfermant l'âme d'un", "Une pierre renfermant l'âme d'un slime.": "Une pierre renfermant l'âme d'un slime.", "Une pierre renfermant l'âme d'un staghare.": "Une pierre renfermant l'âme d'un staghare.", "Une pierre rouge brillante imprégnée d'une intense énergie de feu.": "Une pierre rouge brillante imprégnée d'une intense énergie de feu.", "Une pierre rouge étincelante imprégnée de l'esprit ardent des flammes.": "Une pierre rouge étincelante imprégnée de l'esprit ardent des flammes.", "Une pierre verte rayonnante, débordante de l'énergie infinie de la nature.": "Une pierre verte rayonnante, débordante de l'énergie infinie de la nature.", "Une pierre élémentaire intermédiaire imprégnée d'une puissante énergie aquatique.": "Une pierre élémentaire intermédiaire imprégnée d'une puissante énergie aquatique.", "Une pierre élémentaire intermédiaire imprégnée d'une puissante énergie d'eau.": "Une pierre élémentaire intermédiaire imprégnée d'une puissante énergie d'eau.", "Une pile de caisses en bois empilées.": "Une pile de caisses en bois empilées.", "Une pile de poteries empilées.": "Une pile de poteries empilées.", "Une pipe somptueuse, probablement appartenant à une personne influente.": "Une pipe somptueuse, probablement appartenant à une personne influente.", "Une pipe à fumer raffinée autrefois prisée par la noblesse.": "Une pipe à fumer raffinée autrefois prisée par la noblesse.", "Une pièce d'armure robuste et fiable.": "Une pièce d'armure robuste et fiable.", "Une pièce ornée du visage de l'empereur. Elle fut autrefois la monnaie la plus répandue sur tout le continent.": "Une pièce ornée du visage de l'empereur. Elle fut autrefois la monnaie la plus répandue sur tout le continent.", "Une pièce vide sans destination précise.": "Une pièce vide sans destination précise.", "Une planche de bois fabriquée, indispensable pour la construction et la fabrication de meubles.": "Une planche de bois fabriquée, indispensable pour la construction et la fabrication de meubles.", "Une planche de bois transformée.": "Une planche de bois transformée.", "Une plante cultivée en pot.": "Une plante cultivée en pot.", "Une plante nuisible qui a poussé dans": "Une plante nuisible qui a poussé dans", "Une plante nuisible qui pousse dans": "Une plante nuisible qui pousse dans", "Une plante qui a survécu, de façon tenace, même dans un milieu aride.": "Une plante qui a survécu, de façon tenace, même dans un milieu aride.", "Une pluie fine tombe et les cultures poussent 2x plus vite.": "Une pluie fine tombe et les cultures poussent 2x plus vite.", "Une porte en bois basique permettant l'entrée et la sortie.": "Une porte en bois basique permettant l'entrée et la sortie.", "Une porte en bois grinçante évoque des souvenirs.": "Une porte en bois grinçante évoque des souvenirs.", "Une porte en bois simple permettant l'entrée et la sortie.": "Une porte en bois simple permettant l'entrée et la sortie.", "Une porte en planches permettant l'entrée et la sortie.": "Une porte en planches permettant l'entrée et la sortie.", "Une porte renforcée de pierre pour plus de stabilité.": "Une porte renforcée de pierre pour plus de stabilité.", "Une potion qui accorde une certaine quantité de points de compétence.": "Une potion qui accorde une certaine quantité de points de compétence.", "Une potion qui aiguise définitivement les sens.": "Une potion qui aiguise définitivement les sens.", "Une potion qui augmente définitivement l'agilité.": "Une potion qui augmente définitivement l'agilité.", "Une potion qui augmente définitivement l'intelligence.": "Une potion qui augmente définitivement l'intelligence.", "Une potion qui augmente définitivement la force.": "Une potion qui augmente définitivement la force.", "Une potion qui augmente l'endurance de façon permanente.": "Une potion qui augmente l'endurance de façon permanente.", "Une potion qui renforce définitivement la volonté.": "Une potion qui renforce définitivement la volonté.", "Une potion utile quand vous portez une lourde charge.": "Une potion utile quand vous portez une lourde charge.", "Une potion étrange contenant un liquide rouge palpitant.": "Une potion étrange contenant un liquide rouge palpitant.", "Une poudre d'os finement moulue.": "Une poudre d'os finement moulue.", "Une puissante grande épée à deux mains en Arcron.": "Une puissante grande épée à deux mains en Arcron.", "Une pulsation sinistre résonne entre les fissures de la roche. Quelque chose s'éveille à l'intérieur.": "Une pulsation sinistre résonne entre les fissures de la roche. Quelque chose s'éveille à l'intérieur.", "Une pure essence de feu, un matériau essentiel en alchimie.": "Une pure essence de feu, un matériau essentiel en alchimie.", "Une racine de plante étrange en forme humaine.": "Une racine de plante étrange en forme humaine.", "Une racine de poussière fraîchement germée.": "Une racine de poussière fraîchement germée.", "Une racine de poussière mature. Prête à être récoltée.": "Une racine de poussière mature. Prête à être récoltée.", "Une rare pierre de mana dotée d'une immense puissance magique.": "Une rare pierre de mana dotée d'une immense puissance magique.", "Une relique carmin semblable à un bijou, solidifiée par le dernier désespoir du baron.": "Une relique carmin semblable à un bijou, solidifiée par le dernier désespoir du baron.", "Une roche formée naturellement. Elle est dure.": "Une roche formée naturellement. Elle est dure.", "Une roche à l'allure lourde et imposante.": "Une roche à l'allure lourde et imposante.", "Une roue dentée ancienne, gravée de motifs complexes : elle n'est plus produite, mais laisse entrevoir une technologie autrefois avancée.": "Une roue dentée ancienne, gravée de motifs complexes : elle n'est plus produite, mais laisse entrevoir une technologie autrefois avancée.", "Une roue dentée laissée par une civilisation ancienne.": "Une roue dentée laissée par une civilisation ancienne.", "Une résonance mystérieuse emplit l'air.": "Une résonance mystérieuse emplit l'air.", "Une salle commune fantastique, même si seul cela aurait été mieux.": "Une salle commune fantastique, même si seul cela aurait été mieux.", "Une salle de loisirs avec seulement le strict minimum pour se reposer un instant.": "Une salle de loisirs avec seulement le strict minimum pour se reposer un instant.", "Une salle de loisirs bien organisée où les membres peuvent se reposer confortablement.": "Une salle de loisirs bien organisée où les membres peuvent se reposer confortablement.", "Une salle de loisirs dotée d'installations de base pour se détendre.": "Une salle de loisirs dotée d'installations de base pour se détendre.", "Une salle de loisirs médiocre avec quelques objets pour se détendre.": "Une salle de loisirs médiocre avec quelques objets pour se détendre.", "Une salle ordinaire a rendu la cuisine plus régulière.": "Une salle ordinaire a rendu la cuisine plus régulière.", "Une salle à manger délabrée avec seulement des tables et des chaises.": "Une salle à manger délabrée avec seulement des tables et des chaises.", "Une salle à manger médiocre équipée de tables et de chaises simples.": "Une salle à manger médiocre équipée de tables et de chaises simples.", "Une salle à manger offrant un cadre agréable pour profiter des repas.": "Une salle à manger offrant un cadre agréable pour profiter des repas.", "Une salle à manger où le simple fait de rester remonte le moral.": "Une salle à manger où le simple fait de rester remonte le moral.", "Une sculpture finement travaillée qui met en valeur le savoir-faire d'un artisan.": "Une sculpture finement travaillée qui met en valeur le savoir-faire d'un artisan.", "Une sensation inquiétante rampe sous la peau, comme si les os poussaient vers la surface.": "Une sensation inquiétante rampe sous la peau, comme si les os poussaient vers la surface.", "Une seule frappe envoie des ondes qui se propagent vers l'extérieur.": "Une seule frappe envoie des ondes qui se propagent vers l'extérieur.", "Une silhouette masquée se tient près d'une cage en bois remplie d'insectes. Après avoir observé pendant un moment les Insectes acides qui y sont enfermés, il se met à prendre des notes.": "Une silhouette masquée se tient près d'une cage en bois remplie d'insectes. Après avoir observé pendant un moment les Insectes acides qui y sont enfermés, il se met à prendre des notes.", "Une sinistre corruption violette colle lourdement à tout le corps de": "Une sinistre corruption violette colle lourdement à tout le corps de", "Une sinistre corruption violette s'accroche épaisse à tout le corps de": "Une sinistre corruption violette s'accroche épaisse à tout le corps de", "Une situation difficile": "Une situation difficile", "Une situation difficile - Dungeon Settlers Wiki": "Une situation difficile - Dungeon Settlers Wiki", "Une situation difficile icon": "Une situation difficile icône", "Une sphère céleste pour observer le mouvement des étoiles.": "Une sphère céleste pour observer le mouvement des étoiles.", "Une station de cuisine professionnelle équipée de divers outils. Vous pouvez préparer des plats complexes et délicieux.": "Une station de cuisine professionnelle équipée de divers outils. Vous pouvez préparer des plats complexes et délicieux.", "Une station de travail pour les expériences alchimiques et la fabrication de potions.": "Une station de travail pour les expériences alchimiques et la fabrication de potions.", "Une station de travail pour rechercher et développer de nouvelles technologies.": "Une station de travail pour rechercher et développer de nouvelles technologies.", "Une station de travail pour transformer la pierre en matériaux de construction.": "Une station de travail pour transformer la pierre en matériaux de construction.", "Une statue de la déesse dont la présence sacrée s'est affaiblie après avoir accordé sa bénédiction.": "Une statue de la déesse dont la présence sacrée s'est affaiblie après avoir accordé sa bénédiction.", "Une statue de pierre à l'image d'un Devrik.": "Une statue de pierre à l'image d'un Devrik.", "Une statue en bois d'une déesse où l'on peut prier.": "Une statue en bois d'une déesse où l'on peut prier.", "Une statue mystique recevant les bénédictions de la déesse.": "Une statue mystique recevant les bénédictions de la déesse.", "Une statue sacrée pour le culte et la prière.": "Une statue sacrée pour le culte et la prière.", "Une structure pour suspendre et sécher le cuir ou la nourriture. Élimine l'humidité pour améliorer la conservation.": "Une structure pour suspendre et sécher le cuir ou la nourriture. Élimine l'humidité pour améliorer la conservation.", "Une substance collante et troublante refuse de quitter le corps.": "Une substance collante et troublante refuse de quitter le corps.", "Une substance étrange située entre le solide et le liquide, formant le corps d'un slime.": "Une substance étrange située entre le solide et le liquide, formant le corps d'un slime.", "Une sueur froide coule sur votre corps comme la pluie, et votre premier sentiment est le soulagement - vous êtes encore en vie.": "Une sueur froide coule sur votre corps comme la pluie, et votre premier sentiment est le soulagement - vous êtes encore en vie.", "Une table adaptée aux jeux de cartes.": "Une table adaptée aux jeux de cartes.", "Une table basse en pierre pour poser de petits objets.": "Une table basse en pierre pour poser de petits objets.", "Une table en bois pour des tâches de base et pour les repas.": "Une table en bois pour des tâches de base et pour les repas.", "Une table en bois pour les tâches de base et les repas.": "Une table en bois pour les tâches de base et les repas.", "Une table en pierre pour travailler et manger.": "Une table en pierre pour travailler et manger.", "Une table robuste mettant en valeur le veinage naturel du bois.": "Une table robuste mettant en valeur le veinage naturel du bois.", "Une table ronde en pierre massive.": "Une table ronde en pierre massive.", "Une tasse à thé au design raffiné et aux sculptures délicates.": "Une tasse à thé au design raffiné et aux sculptures délicates.", "Une tasse à thé éblouissante décorée de délicats motifs floraux.": "Une tasse à thé éblouissante décorée de délicats motifs floraux.", "Une tentative humaine de comprendre l'ordre des cieux.": "Une tentative humaine de comprendre l'ordre des cieux.", "Une tente de gobelins un peu plus grande.": "Une tente de gobelins un peu plus grande.", "Une tente simple utilisée par des gobelins.": "Une tente simple utilisée par des gobelins.", "Une tige fabriquée à partir de carapace traitée.": "Une tige fabriquée à partir de carapace traitée.", "Une tombe déterrée dégage une présence inquiétante.": "Une tombe déterrée dégage une présence inquiétante.", "Une tombe ordinaire érigée sans nom.": "Une tombe ordinaire érigée sans nom.", "Une tombe profanée, laissée en ruines.": "Une tombe profanée, laissée en ruines.", "Une tortue mystérieuse à la carapace de cristal.": "Une tortue mystérieuse à la carapace de cristal.", "Une trousse de premiers soins basique contenant des fournitures médicales essentielles.": "Une trousse de premiers soins basique contenant des fournitures médicales essentielles.", "Une tête empaillée d'un staghare, remarquablement réaliste.": "Une tête empaillée d'un staghare, remarquablement réaliste.", "Une unité en état": "Une unité en état", "Une unité peut se remettre de cet état si elle est secourue et sort de": "Une unité peut se remettre de cet état si elle est secourue et sort de", "Une unité peut se remettre de cet état si elle est secourue et sort de Gravement endommagé, ou si une autre unité la nourrit pour retirer Extrêmement affamé.": "Une unité peut se remettre de cet état si elle est secourue et sort de l'état Gravement endommagé, ou si une autre unité la nourrit pour retirer l'état Extrêmement affamé.", "Une unité secourue conserve": "Une unité secourue conserve", "Une vague jaillit du sol, infligeant des dégâts magiques égaux à 200% de la puissance d'attaque magique aux unités ennemies sur la case ciblée et leur conférant": "Une vague jaillit du sol, infligeant des dégâts magiques égaux à 200% de la puissance d'attaque magique aux unités ennemies sur la case ciblée et leur conférant", "Une vague jaillit du sol, infligeant des dégâts magiques égaux à 200% de la puissance d'attaque magique aux unités ennemies sur la case ciblée et leur conférant Marque des marées et Perturbation pendant 10 secondes. Les invocations se déplacent vers la case ciblée, en priorisant les unités ennemies ayant Marque des marées. 1 energy - 15s cooldown Effects: • Perturbation (on enemy): -25% Probabilité de toucher": "Une vague jaillit du sol, infligeant des dégâts magiques égaux à 200% de la puissance d'attaque magique aux unités ennemies sur la case ciblée et leur conférant Marque des marées et Perturbation pendant 10 secondes. Les invocations se déplacent vers la case ciblée, en priorisant les unités ennemies ayant Marque des marées. 1 énergie - 15s de recharge Effets : • Perturbation (sur l'ennemi) : -25% Probabilité de toucher", "Une vague jaillit du sol, infligeant des dégâts magiques égaux à 200% de la puissance d'attaque magique aux unités ennemies sur la case ciblée et leur conférant Marque des marées et Perturbation pendant 10 secondes. Les invocations se déplacent vers la case ciblée, en priorisant les unités ennemies ayant Marque des marées. 1 énergie - 15s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher": "Une vague jaillit du sol, infligeant des dégâts magiques égaux à 200% de la puissance d'attaque magique aux unités ennemies sur la case ciblée et leur conférant Marque des marées et Perturbation pendant 10 secondes. Les invocations se déplacent vers la case ciblée, en priorisant les unités ennemies ayant Marque des marées. 1 énergie - 15s de recharge Effets : • Perturbation (sur l'ennemi): -25% Probabilité de toucher", "Une valeur ajoutée périodiquement à": "Une valeur ajoutée périodiquement à", "Une valeur ajoutée périodiquement à Faim. Les valeurs négatives réduisent la faim, tandis que les valeurs positives la restaurent.": "Une valeur ajoutée périodiquement à Faim. Les valeurs négatives réduisent la faim, tandis que les valeurs positives la restaurent.", "Une valeur ajoutée périodiquement à Énergie. Les valeurs négatives réduisent l'énergie, tandis que les valeurs positives la restaurent.": "Une valeur ajoutée périodiquement à Énergie. Les valeurs négatives réduisent l'énergie, tandis que les valeurs positives la restaurent.", "Une valeur soustraite de": "Une valeur soustraite de", "Une veine d'argent scintille sous la terre.": "Une veine d'argent scintille sous la terre.", "Une veine d'où l'on peut extraire du fer.": "Une veine d'où l'on peut extraire du fer.", "Une veine de taille moyenne pour l'extraction régulière d'argent.": "Une veine de taille moyenne pour l'extraction régulière d'argent.", "Une veine essentielle fournissant des ressources en fer robustes.": "Une veine essentielle fournissant des ressources en fer robustes.", "Une vieille relique dont le sable s'échappe lentement par les fissures.": "Une vieille relique dont le sable s'échappe lentement par les fissures.", "Une violente tempête engloutit l'ennemi.": "Une violente tempête engloutit l'ennemi.", "Une zone créée avec un kit de camping de donjon ne contenant que des éléments très basiques.": "Une zone créée avec un kit de camping de donjon ne contenant que des éléments très basiques.", "Une âme insouciante, toujours souriante, indifférente aux complexités du monde.": "Une âme insouciante, toujours souriante, indifférente aux complexités du monde.", "Une énergie apaisante émane du cristal bleu.": "Une énergie apaisante émane du cristal bleu.", "Une énergie mystérieuse émane du cristal rouge.": "Une énergie mystérieuse émane du cristal rouge.", "Une énergie naturelle suinte du cristal vert.": "Une énergie naturelle suinte du cristal vert.", "Une énergie sauvage et frénétique palpite au bout de vos doigts.": "Une énergie sauvage et frénétique palpite au bout de vos doigts.", "Une énorme corne que les trolls utilisaient pour s'envoyer des signaux.": "Une énorme corne que les trolls utilisaient pour s'envoyer des signaux.", "Une énorme épée à deux mains en bois, lourde et contondante.": "Une énorme épée à deux mains en bois, lourde et contondante.", "Une épée de base en bois, légère mais robuste.": "Une épée de base en bois, légère mais robuste.", "Une épée fabriquée en carapace durcie.": "Une épée fabriquée en carapace durcie.", "Une épée fabriquée à partir de bois sanguin solide et durable.": "Une épée fabriquée à partir de bois sanguin solide et durable.", "Une épée fabriquée à partir des os d'une bête puissante.": "Une épée fabriquée à partir des os d'une bête puissante.", "Une épée fabriquée à partir du Bloodwood, solide et durable.": "Une épée fabriquée à partir du Bloodwood, solide et durable.", "Une épée robuste à une main en Arcron.": "Une épée robuste à une main en Arcron.", "Une épée standard en fer massif.": "Une épée standard en fer massif.", "Une épée à deux mains forgée en bois de sang, offrant une grande puissance.": "Une épée à deux mains forgée en bois de sang, offrant une grande puissance.", "Une épée à deux mains standard en fer lourd.": "Une épée à deux mains standard en fer lourd.", "Une épée à une main basique en cuivre.": "Une épée à une main basique en cuivre.", "Une étagère en bois installée au mur.": "Une étagère en bois installée au mur.", "Une étrange extase ne laisse place à aucune autre pensée.": "Une étrange extase ne laisse place à aucune autre pensée.", "Une œuvre d'art qui capture le sourire bienveillant de la déesse.": "Une œuvre d'art qui capture le sourire bienveillant de la déesse.", "Une œuvre d'art sacrée créée par dévotion.": "Une œuvre d'art sacrée créée par dévotion.", "Unfinished": "Inachevé", "Unfortunately, the settlement does not yet even have a proper temple.": "Malheureusement, la colonie n'a pas encore même un temple convenable.", "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Ev": "Malheureusement, la colonie n'a pas encore même un temple convenable. Pour les gens du continent, ne pas avoir un endroit convenable pour prier la Déesse est quelque chose dont il faut avoir honte. \"Ev", "Unique monsters": "Monstres uniques", "Unique names do not appear in Recruitment.": "Les noms uniques n'apparaissent pas dans le Recrutement.", "Unique phase 1 - Dungeon Settlers Wiki": "Unique phase 1 - Dungeon Settlers Wiki", "Unique profiles (portraits) do not appear in Recruitment.": "Les profils uniques (portraits) n'apparaissent pas dans le Recrutement.", "UniqueExistingNames": "UniqueExistingNames", "UniqueExistingProfiles": "UniqueExistingProfiles", "Unit": "Unité", "Unit AI behaviour": "Comportement de l'IA de l'unité", "Unit Death and Bodies": "Mort d'unité et cadavres", "Unit Selection": "Sélection d'unité", "Unit Structure": "Structure de l'unité", "Unit doesn't have enough main skill points.": "L'unité n'a pas assez de points de compétence principale.", "Unit doesn't have enough sub skill points.": "L'unité n'a pas assez de points de compétence secondaire.", "Unit icon style": "Style des icônes d'unité", "Unit icons": "Icônes d'unité", "Unit level": "Niveau de l'unité", "Unit visual profiles (portraits/bodies).": "Profils visuels des unités (portraits/corps).", "Unit with Nothing to Do": "Unité sans rien à faire", "Unit's hunger consumption rate": "Taux de consommation de faim de l'unité", "UnitForClearRegion": "UnitForClearRegion", "UnitPatrolTerm": "UnitPatrolTerm", "UnitProfile": "UnitProfile", "UnitProfileTable": "UnitProfileTable", "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable - préréglages d'apparence utilisés par les candidats au recrutement et les PNJ. AppearWeight 0 = préréglage fixe (personnages de scénario), &gt;0 = poids de génération aléatoire.", "UnitProfileTable.json": "UnitProfileTable.json", "UnitRespawnTermByDifficulty": "UnitRespawnTermByDifficulty", "UnitSpeedModifier": "UnitSpeedModifier", "UnitStatusSystem_NaturalHealthPointRestorePercentage를 통한 생명력 회복량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "Applique en plus 'qualité de la structure utilisée pour le repos'*{0}% à la récupération de vie obtenue via UnitStatusSystem_NaturalHealthPointRestorePercentage.", "UnitStatusSystem_RestWoundDecreasePercentage를 통한 부상치 감소량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "Applique en plus 'qualité de la structure utilisée pour le repos'*{0}% à la réduction de blessure obtenue via UnitStatusSystem_RestWoundDecreasePercentage.", "UnitTable.json": "UnitTable.json", "UnitVisualDatabase.json": "UnitVisualDatabase.json", "Unit_": "Unit_", "Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.)": "Unit_Base_Natural HP Regen Fait récupérer {1} à l'unité toutes les {0} minutes. (Donne un peu d'extensibilité pour l'instant.)", "Units & Monsters": "Unités et monstres", "Units & Monsters - Dungeon Settlers Wiki": "Unités et monstres - Dungeon Settlers Wiki", "Units & monsters": "Des conditions propres à chaque région (météo, abondance de ressources, dangers) qui appliquent des effets positifs ou négatifs pendant une expédition ; les difficultés plus élevées génèrent davantage d'effets environnementaux négatifs.", "Units (": "Unités (", "Units (default trait):": "Unités (trait par défaut) :", "Units and Survival": "Unités et survie", "Units can grow up to level 12 by": "Les unités peuvent croître jusqu'au niveau 12 par", "Units can reach level 12 through": "Les unités peuvent atteindre le niveau 12 par", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is": "Les unités gagnent de l'expérience lors des expéditions et des combats et montent en niveau sur une échelle fixe. Le niveau maximal est", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is 12, and settlement buildings cap at level 5.": "Les unités gagnent de l'expérience lors des expéditions et des combats et montent de niveau sur une échelle fixe. Le niveau maximum est de 12, et les bâtiments de la colonie plafonnent au niveau 5.", "Units that have reached maximum EXP can perform": "Les unités qui ont atteint l'XP maximale peuvent effectuer", "Units that have reached maximum EXP can perform Consécration at the Goddess Statue to level up. During Consécration, increases to each Statistique principale are presented at random": "Les unités qui ont atteint l'XP maximale peuvent effectuer Consécration à la Statue de Déesse pour monter de niveau. Pendant Consécration, les augmentations de chaque Statistique principale sont présentées aléatoirement", "Units that have reached maximum experience can perform": "Les unités qui ont atteint l'expérience maximale peuvent effectuer", "Units that have reached maximum experience can perform Consécration at the Goddess Statue to level up. During Consécration, the increase in each Statistique principale is randomly de": "Les unités qui ont atteint l'expérience maximale peuvent effectuer Consécration à la Statue de Déesse pour monter de niveau. Pendant Consécration, l'augmentation de chaque Statistique principale est présentée aléatoirement", "Units this tree can put on the field, with their derived stats (at the stock caster, level cap) and how hard they hit. The summon output is separate from the cast that places it.": "Unités que cet arbre peut déployer sur le terrain, avec leurs statistiques dérivées (pour le lanceur de base, au niveau maximal) et la puissance de leurs coups. La sortie de l'invocation est distincte du sort qui la place.", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 20 seconds, it crumbles and returns to nature.": "Les unités dans un rayon de 1 gagnent une régénération de santé égale à 15% de la puissance d'attaque magique de l'invocateur. Après 20 secondes, elle s'effrite et retourne à la nature.", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": "Les unités dans un rayon de 1 gagnent une régénération de santé égale à 15% de la puissance d'attaque magique de l'invocateur. Après 40 secondes, elle s'effrite et retourne à la nature.", "Units:": "Unités :", "Unité": "Unité", "Unité inactive": "Unité inactive", "Unités de quête - Dungeon Settlers Wiki": "Unités de quête - Dungeon Settlers Wiki", "Unités et monstres - Dungeon Settlers Wiki": "Unités et monstres - Dungeon Settlers Wiki", "Unleashes an intense killing aura, dealing {0}% of": "Déclenche une aura de massacre intense, infligeant {0}% de", "Unleashes an intense killing aura, dealing {0}% of Puissance d'attaque physique as damage to enemy units and granting {2} Faiblesse exposée and Lent for {1} seconds.": "Déchaîne une aura meurtrière intense, infligeant {0}% de Puissance d'attaque physique comme dégâts aux unités ennemies et accordant {2} Faiblesse exposée et Lent pendant {1} secondes.", "Unleashes an intense killing aura, dealing {0}% of Puissance d'attaque physique as damage to the enemy unit and granting {2} Faiblesse exposée and Lent for {1} seconds.": "Déchaîne une aura meurtrière intense, infligeant {0}% de Puissance d'attaque physique comme dégâts à l'unité ennemie et accordant {2} Faiblesse exposée et Lent pendant {1} secondes.", "Unlike Slay (which grants Exposed Flaw to yourself), Deadly Fear applies Exposed Flaw and Slow to the enemy. Your follow-up melee attacks on that target are then guaranteed crits, feeding Blade Spirit's energy refund and Guard Barrier's shield. It is a setup, not an engine - a 15s cooldown, so you use it to mark a priority target rather than spam it - which is why it is strong rather than busted. On a greatsword unit without the Warrior tree, Deadly Fear is still worth it for the guaranteed-crit window alone.": "Contrairement à Abattre (qui vous accorde Faiblesse exposée à vous-même), Peur mortelle applique Faiblesse exposée et Lent à l'ennemi. Vos attaques de corps à corps suivantes sur cette cible sont alors des critiques garantis, alimentant le remboursement d'énergie d'Esprit de lame et le bouclier de Barrière défensive. C'est une mise en place, pas un moteur : un temps de recharge de 15s, donc vous l'utilisez pour marquer une cible prioritaire plutôt que pour la spammer, ce qui explique pourquoi elle est forte sans être cassée. Sur une unité à la grande épée sans l'arbre du Guerrier, Peur mortelle vaut encore le coup rien que pour la fenêtre de critique garanti.", "Unlock": "Déblocage", "Unlock requires:": "Déblocage requiert :", "Unlock rule": "Règle de déverrouillage", "Unlocked at clan rank 2": "Débloqué au rang de clan 2", "Unlocked by research": "Débloqué par la recherche", "Unlocked first by the research": "Déverrouillé en premier par la recherche", "Unlocked first by the research {#}.": "Déverrouillé en premier par la recherche {#}.", "Unlocks": "Débloque", "Unlocks:": "Débloque :", "Unlocks: {#} +{#} more.": "Débloque : {#} +{#} de plus.", "Unlocks: {#}.": "Débloque : {#}.", "Unofficial database - DS_B.0.3.26 (Steam build 23739108)": "Base de données non officielle - DS_B.0.3.26 (build Steam 23739108)", "Unofficial database - DS_B.0.3.40 (Steam build 24354931)": "Base de données non officielle - DS_B.0.3.40 (build Steam 24354931)", "Unreleased": "Non publié", "Unreleased & future content (spoilers)": "Contenu inédit et futur (spoilers)", "Unreleased / empty trees": "Arbres non publiés / vides", "Unreleased Magic Schools": "Écoles de magie non disponibles", "Unreleased Magic Schools (Holy / Dark / Survival)": "Écoles de magie non disponibles (Sacrée / Noire / Survie)", "Unreleased Metal Tiers": "Paliers de métal non publiés", "Unreleased Metal Tiers (Tin / Bronze / Iron)": "Paliers de métal non publiés (Étain / Bronze / Fer)", "Unreleased Races": "Races non disponibles", "Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)": "Races non disponibles (Nain / Démon blanc / Tal, plus les bases du Lycan)", "Unreleased and test template entries (10)": "Entrées de modèle non publiées et de test (10)", "Unreleased races:": "Races inédites :", "Unspawnable in stock demo": "Non générable dans la démo standard", "Up to 5 enemies": "Jusqu'à 5 ennemis", "Upcoming": "À venir", "Upcoming regions": "Régions à venir", "Updates": "Mises à jour", "Upkeep": "Entretien", "Upon killing an enemy, apply {1}": "Après avoir tué un ennemi, appliquez {1}", "Upon killing an enemy, apply {1} Combustion for {0} seconds to all enemy units adjacent to the target.": "Après avoir tué un ennemi, appliquez {1} Combustion pendant {0} secondes à toutes les unités ennemies adjacentes à la cible.", "Upon spotting you, Endorsi shows a hint of joy before turning away. She, who had been rummaging through her quiver, ope...": "En vous apercevant, Endorsi montre une trace de joie avant de se détourner. Elle, qui fouillait dans son carquois, ouvre...", "Usable": "Utilisable", "Use an Ointment": "Utiliser une pommade", "Use to permanently teach a character": "À utiliser pour enseigner définitivement à un personnage", "Use to permanently teach a character the": "Utilisez pour enseigner définitivement à un personnage le", "Use to permanently teach a character this monster's skill.": "À utiliser pour enseigner définitivement à un personnage la compétence de ce monstre.", "UseItemQuickSlot_1": "UseItemQuickSlot_1", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0", "UseSkill_0": "UseSkill_0", "UseSkill_1": "UseSkill_1", "UseSkill_2": "UseSkill_2", "UseSkill_3": "UseSkill_3", "UseSkill_4": "UseSkill_4", "Used by": "Utilisé par", "Used in": "Utilisé dans", "Used to learn active skills.": "Utilisé pour apprendre des compétences actives.", "Used to learn active skills. Earned through Monter de niveau.": "Utilisé pour apprendre des compétences actives. Gagné par Monter de niveau.", "Used to learn passive skills.": "Utilisé pour apprendre des compétences passives.", "Used to learn passive skills. Earned through Monter de niveau.": "Utilisé pour apprendre des compétences passives. Gagné par Monter de niveau.", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...": "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.": "Habitué à marcher devant les autres, {0} n'a jamais marché sur une seule brindille sous ses pieds par négligence. Ils se sont cachés dans l'herbe basse, ont regardé le vent changer de direction et ont choisi le chemin avant que ceux qui suivaient ne rencontrent le danger. Pourtant, parce qu'ils avaient toujours appris à rester silencieux en premier, il leur a fallu du temps pour exprimer leurs propres pensées.", "Useful Magic Scrap Pile Random1": "Useful Magic Scrap Pile Random1", "Useful Magic Scrap Pile Random2": "Useful Magic Scrap Pile Random2", "Userkaf": "Userkaf", "Uses the same RD.skills recipe engine as the Spell Damage Ranking and the per-skill table above - same number, no separate DamageDealt%/FDM stacking.": "Utilise le même moteur de recettes RD.skills que le Classement des dégâts de sorts et le tableau par compétence ci-dessus - même nombre, sans cumul séparé de DamageDealt%/FDM.", "Uses/summons": "Utilise/invoque", "Utile pour soigner les blessures en combat.": "Utile pour soigner les blessures en combat.", "Utile pour soigner les blessures pendant le combat.": "Utile pour soigner les blessures pendant le combat.", "Utilise un onguent pour restaurer 800": "Utilise un onguent pour restaurer 800", "Utilise un onguent pour restaurer 800 Santé actuelle en 10 secondes. 10s cooldown": "Utilise un onguent pour restaurer 800 Santé actuelle en 10 secondes. 10s de recharge", "Utilise un onguent pour restaurer 800 Santé actuelle en 10 secondes. 10s de recharge": "Utilise un onguent pour restaurer 800 Santé actuelle en 10 secondes. 10s de recharge", "Utilise une attaque chargée lorsqu'il subit des dégâts ? fois": "Utilise une attaque chargée lorsqu'il subit des dégâts ? fois", "Utilise une salle de loisirs correcte.": "Utilise une salle de loisirs correcte.", "Utilise une salle de loisirs correcte. - Dungeon Settlers Wiki": "Utilise une salle de loisirs correcte. - Dungeon Settlers Wiki", "Utilise une salle de loisirs délabrée.": "Utilise une salle de loisirs délabrée.", "Utilise une salle de loisirs délabrée. - Dungeon Settlers Wiki": "Utilise une salle de loisirs délabrée. - Dungeon Settlers Wiki", "Utilise une salle de loisirs fantastique.": "Utilise une salle de loisirs fantastique.", "Utilise une salle de loisirs fantastique. - Dungeon Settlers Wiki": "Utilise une salle de loisirs fantastique. - Dungeon Settlers Wiki", "Utilise une salle de loisirs impressionnante.": "Utilise une salle de loisirs impressionnante.", "Utilise une salle de loisirs impressionnante. - Dungeon Settlers Wiki": "Utilise une salle de loisirs impressionnante. - Dungeon Settlers Wiki", "Utilise une salle de loisirs luxueuse.": "Utilise une salle de loisirs luxueuse.", "Utilise une salle de loisirs luxueuse. - Dungeon Settlers Wiki": "Utilise une salle de loisirs luxueuse. - Dungeon Settlers Wiki", "Utilise une salle de loisirs médiocre.": "Utilise une salle de loisirs médiocre.", "Utilise une salle de loisirs médiocre. - Dungeon Settlers Wiki": "Utilise une salle de loisirs médiocre. - Dungeon Settlers Wiki", "Utilise une salle de loisirs ordinaire.": "Utilise une salle de loisirs ordinaire.", "Utilise une salle de loisirs ordinaire. - Dungeon Settlers Wiki": "Utilise une salle de loisirs ordinaire. - Dungeon Settlers Wiki", "Utiliser": "Utiliser", "Utiliser compétence 1: Q": "Utiliser compétence 1: Q", "Utiliser compétence 2: E": "Utiliser compétence 2: E", "Utiliser compétence 3: R": "Utiliser compétence 3: R", "Utiliser compétence 4: T": "Utiliser compétence 4: T", "Utiliser l'emplacement rapide d'objet 1": "Utiliser l'emplacement rapide d'objet 1", "Utiliser l'onguent": "Utiliser l'onguent", "Utiliser l'onguent - Dungeon Settlers Wiki": "Utiliser l'onguent - Dungeon Settlers Wiki", "Utiliser l'onguent icon": "Icône de Utiliser l'onguent", "Utiliser la compétence": "Utiliser la compétence", "Utiliser la compétence 1": "Utiliser la compétence 1", "Utiliser la compétence 2": "Utiliser la compétence 2", "Utiliser la compétence 3": "Utiliser la compétence 3", "Utiliser la compétence 4": "Utiliser la compétence 4", "Utiliser les murs donne une impression d'espace.": "Utiliser les murs donne une impression d'espace.", "Utilisez 'Options de comportement' dans le panneau récapitulatif de l'entité pour contrôler le comportement de l'unité.": "Utilisez 'Options de comportement' dans le panneau récapitulatif de l'entité pour contrôler le comportement de l'unité.", "Utilisez cet objet pour construire un Chambre marchande dans votre colonie.": "Utilisez cet objet pour construire un Chambre marchande dans votre colonie.", "Utilisez cet objet pour construire un [ROOM_MerchantRoom] dans votre colonie. Une fois le [ROOM_MerchantRoom] construit, un marchand de guilde sera envoyé.": "Utilisez cet objet pour construire un [ROOM_MerchantRoom] dans votre colonie. Une fois le [ROOM_MerchantRoom] construit, un marchand de guilde sera envoyé.", "Utilisez des objets de soin pour restaurer les points de vie.": "Utilisez des objets de soin pour restaurer les points de vie.", "Utilisez l'option d'action Rester sur place si vous voulez qu'une unité reste sur place.": "Utilisez l'option d'action Rester sur place si vous voulez qu'une unité reste sur place.", "Utilisez la fonction de pause de façon stratégique.": "Utilisez la fonction de pause de façon stratégique.", "Utilisez la fonction de pause de manière stratégique.": "Utilisez la fonction de pause de manière stratégique.", "Utilisez la fonction pause de façon stratégique.": "Utilisez la fonction pause de façon stratégique.", "Utilisez la fonction pause de manière stratégique.": "Utilisez la fonction pause de manière stratégique.", "Utilisez une attaque de lancer lorsqu'il subit des dégâts ? fois.": "Utilisez une attaque de lancer lorsqu'il subit des dégâts ? fois.", "Utilisez-la pour décider quels consommables utilisés automatiquement autoriser ou interdire pour vos unités.": "Utilisez-la pour décider quels consommables utilisés automatiquement autoriser ou interdire pour vos unités.", "Utilisé par": "Utilisé par", "Utilisée pour le recrutement et le commerce.": "Utilisée pour le recrutement et le commerce.", "VARIANT 1": "VARIANTE 1", "VARIANT 2": "VARIANTE 2", "VARIANT 3": "VARIANTE 3", "VARIANT {#}": "VARIANTE {#}", "VARIANTE 1": "VARIANTE 1", "VARIANTE 2": "VARIANTE 2", "VARIANTE 3": "VARIANTE 3", "Vagabondant de champ de bataille en champ de bataille,": "Vagabondant de champ de bataille en champ de bataille,", "Vague enveloppante": "Vague enveloppante", "Vague enveloppante - Dungeon Settlers Wiki": "Vague enveloppante - Dungeon Settlers Wiki", "Vague enveloppante icon": "icône Vague enveloppante", "Vague enveloppante portée et zone affichées sur une salle de donjon": "Vague enveloppante portée et zone affichées sur une salle de donjon", "Vague enveloppante range and area shown on a dungeon room": "Vague enveloppante portée et zone affichées dans une salle de donjon", "Vague intérieure": "Vague intérieure", "Vague intérieure - Dungeon Settlers Wiki": "Vague intérieure - Dungeon Settlers Wiki", "Vaincre un ennemi augmente": "Vaincre un ennemi augmente", "Vaincre un ennemi augmente Chance de critique de 10% pendant 10 secondes. Cet effet peu...": "Vaincre un ennemi augmente Chance de critique de 10% pendant 10 secondes. Cet effet peu...", "Vaincre un ennemi augmente Chance de critique de 10% pendant 10 secondes. Cet effet peut augmenter Chance de critique jusqu'à 30% au maximum.": "Vaincre un ennemi augmente Chance de critique de 10% pendant 10 secondes. Cet effet peut augmenter Chance de critique jusqu'à 30% au maximum.", "Vaincre un ennemi augmente Chance de critique de ?% pendant ? secondes. Cet effet peut augmenter Chance de critique jusqu'à ?% au maximum.": "Vaincre un ennemi augmente Chance de critique de ?% pendant ? secondes. Cet effet peut augmenter Chance de critique jusqu'à ?% au maximum.", "Vaincre un ennemi augmente Chance de critique de ?% pendant ? secondes. Cet effet peut...": "Vaincre un ennemi augmente Chance de critique de ?% pendant ? secondes. Cet effet peut...", "Vaincre un ennemi augmente Dégâts infligés de 20% pendant 5 secondes.": "Vaincre un ennemi augmente Dégâts infligés de 20% pendant 5 secondes.", "Vaincre un ennemi augmente Dégâts infligés de ?% pendant ? secondes.": "Vaincre un ennemi augmente Dégâts infligés de ?% pendant ? secondes.", "Valeur": "Valeur", "Valeurs représentant les capacités d'une unité. Chaque attribut principal correspond aux capacités suivantes :": "Valeurs représentant les capacités d'une unité. Chaque attribut principal correspond aux capacités suivantes :", "Valid save.": "Sauvegarde valide.", "Value": "Valeur", "Value for how many aptitudes are revealed when using Inspect": "Valeur du nombre d'aptitudes révélées lors de l'utilisation d'Inspecter", "Values are the authored per-unit numbers in": "Les valeurs sont les chiffres par unité définis dans", "Values before any percent modifier (inscriptions, difficulty, gear). Majors start at 10; enter a unit's major stats to see its final combat stats.": "Valeurs avant tout modificateur en pourcentage (inscriptions, difficulté, équipement). Les statistiques principales commencent à 10 ; saisissez les statistiques principales d'une unité pour voir ses statistiques de combat finales.", "Variants": "Variantes", "Varies the initial main stats by this ratio (= starting stats). Applied uniformly for now, but may need to be differentiated later based on Background, etc.": "Fait varier les stats principales initiales de ce ratio (= stats de départ). Appliqué uniformément pour l'instant, mais pourrait devoir être différencié plus tard selon le Parcours, etc.", "Vegetarian": "Végétarien", "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType": "Végétarien (13 objets), Carnivore (10), Omnivore (2) via ItemSubType", "Vegetarian by conscience: Elves gain the": "Végétariens par conscience : les Elfes gagnent le", "Vegetarian by conscience: Elves gain the [Carnal Guilt] mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "Végétarien par conscience : les Elfes reçoivent la pénalité d'humeur [Carnal Guilt] lorsqu'ils mangent de la viande, mais ignorent la pénalité d'humeur habituelle pour un régime exclusivement végétal.", "Veil Silence": "Voile du Silence", "Veil Silence Boss Giant Stone Golem": "Voile du Silence Boss Golem de pierre géant", "Veil Silence Common Combat Middle1": "Veil Silence Common Combat Middle1", "Veil Silence Common Combat Middle10": "Veil Silence Common Combat Middle10", "Veil Silence Common Combat Middle11": "Veil Silence Common Combat Middle11", "Veil Silence Common Combat Middle12": "Veil Silence Common Combat Middle12", "Veil Silence Common Combat Middle13": "Veil Silence Common Combat Middle13", "Veil Silence Common Combat Middle2": "Veil Silence Common Combat Middle2", "Veil Silence Common Combat Middle3": "Veil Silence Common Combat Middle3", "Veil Silence Common Combat Middle3 3f": "Veil Silence Common Combat Middle3 3f", "Veil Silence Common Combat Middle4": "Veil Silence Common Combat Middle4", "Veil Silence Common Combat Middle5": "Veil Silence Common Combat Middle5", "Veil Silence Common Combat Middle5 3f": "Veil Silence Common Combat Middle5 3f", "Veil Silence Common Combat Middle6": "Veil Silence Common Combat Middle6", "Veil Silence Common Combat Middle7": "Veil Silence Common Combat Middle7", "Veil Silence Common Combat Middle8": "Veil Silence Common Combat Middle8", "Veil Silence Common Combat Middle9": "Veil Silence Common Combat Middle9", "Veil Silence Common Combat Non Tree Small1": "Veil Silence Common Combat Non Tree Small1", "Veil Silence Common Combat Non Tree Small2": "Veil Silence Common Combat Non Tree Small2", "Veil Silence Common Combat Non Tree Small3": "Veil Silence Common Combat Non Tree Small3", "Veil Silence Common Combat Non Tree Small4": "Veil Silence Common Combat Non Tree Small4", "Veil Silence Common Combat Non Tree Small5": "Veil Silence Common Combat Non Tree Small5", "Veil Silence Common Combat Non Tree Small6": "Veil Silence Common Combat Non Tree Small6", "Veil Silence Common Combat Non Tree1": "Veil Silence Common Combat Non Tree1", "Veil Silence Common Combat Non Tree2": "Veil Silence Common Combat Non Tree2", "Veil Silence Common Combat Non Tree3": "Veil Silence Common Combat Non Tree3", "Veil Silence Common Combat Non Tree4": "Veil Silence Common Combat Non Tree4", "Veil Silence Common Combat Small1": "Veil Silence Common Combat Small1", "Veil Silence Common Combat Small1 3f": "Veil Silence Common Combat Small1 3f", "Veil Silence Common Combat Small2": "Veil Silence Common Combat Small2", "Veil Silence Common Combat Small2 3f": "Veil Silence Common Combat Small2 3f", "Veil Silence Common Combat Small3": "Veil Silence Common Combat Small3", "Veil Silence Common Combat Small3 3f": "Veil Silence Common Combat Small3 3f", "Veil Silence Common Core1": "Veil Silence Common Core1", "Veil Silence Common Core2": "Veil Silence Common Core2", "Veil Silence Common Elite Alpha Acid Slogel1": "Veil Silence Common Elite Alpha Acid Slogel1", "Veil Silence Common Elite Red Monster Rat1": "Veil Silence Common Elite Red Monster Rat1", "Veil Silence Common Elite Red Monster Rat2": "Veil Silence Common Elite Red Monster Rat2", "Veil Silence Common Elite Red Monster Rat3": "Veil Silence Common Elite Red Monster Rat3", "Veil Silence Common Elite Red Monster Rat4": "Veil Silence Common Elite Red Monster Rat4", "Veil Silence Common Elite Treasure Luxurious1": "Veil Silence Common Elite Treasure Luxurious1", "Veil Silence Common Elite Treasure Luxurious2": "Veil Silence Common Elite Treasure Luxurious2", "Veil Silence Common Elite Treasure Modest1": "Veil Silence Common Elite Treasure Modest1", "Veil Silence Common Elite Treasure Sturdy1": "Veil Silence Common Elite Treasure Sturdy1", "Veil Silence Common Elite Treasure Sturdy2": "Veil Silence Common Elite Treasure Sturdy2", "Veil Silence Common Event Abandoned Campsite": "Veil Silence Common Event Abandoned Campsite", "Veil Silence Common Event Abandoned Room1": "Veil Silence Common Event Abandoned Room1", "Veil Silence Common Event Abandoned Room2": "Veil Silence Common Event Abandoned Room2", "Veil Silence Common Event Ancient Library1": "Veil Silence Common Event Ancient Library1", "Veil Silence Common Event Ancient Library2": "Veil Silence Common Event Ancient Library2", "Veil Silence Common Event Ancient Library3": "Veil Silence Common Event Ancient Library3", "Veil Silence Common Event Bee Hive Tree": "Veil Silence Common Event Bee Hive Tree", "Veil Silence Common Event Blood Tree": "Veil Silence Common Event Blood Tree", "Veil Silence Common Event Codex Level1": "Veil Silence Common Event Codex Level1", "Veil Silence Common Event Echo Flower": "Voile du Silence Événement commun Fleur d'écho", "Veil Silence Common Event Endrossi": "Veil Silence Common Event Endrossi", "Veil Silence Common Event Flower": "Veil Silence Common Event Flower", "Veil Silence Common Event Herb": "Veil Silence Common Event Herb", "Veil Silence Common Event Hidden Mandrake": "Veil Silence Common Event Hidden Mandrake", "Veil Silence Common Event Lab Rat Breeding Center": "Voile du Silence Événement commun Centre d'élevage de rats de laboratoire", "Veil Silence Common Event Mandrake": "Veil Silence Common Event Mandrake", "Veil Silence Common Event Merchant": "Veil Silence Common Event Merchant", "Veil Silence Common Event Scare Crow": "Veil Silence Common Event Scare Crow", "Veil Silence Common Event Temporal Rest": "Veil Silence Common Event Temporal Rest", "Veil Silence Common Event Tree Of Life": "Veil Silence Common Event Tree Of Life", "Veil Silence Common Event Xenon": "Veil Silence Common Event Xenon", "Veil Silence Common Goddess": "Veil Silence Common Goddess", "Veil Silence Common Hard Combat Middle1": "Veil Silence Common Hard Combat Middle1", "Veil Silence Common Hard Combat Middle2": "Veil Silence Common Hard Combat Middle2", "Veil Silence Common Hard Combat Middle2 3f": "Veil Silence Common Hard Combat Middle2 3f", "Veil Silence Common Hard Combat Middle3": "Veil Silence Common Hard Combat Middle3", "Veil Silence Common Hard Combat Middle3 3f": "Veil Silence Common Hard Combat Middle3 3f", "Veil Silence Common Hard Combat Middle4": "Veil Silence Common Hard Combat Middle4", "Veil Silence Common Hard Combat Middle4 3f": "Veil Silence Common Hard Combat Middle4 3f", "Veil Silence Common Hard Combat Middle5": "Veil Silence Common Hard Combat Middle5", "Veil Silence Common Hard Combat Middle6": "Veil Silence Common Hard Combat Middle6", "Veil Silence Common Hard Combat Middle6 3f": "Veil Silence Common Hard Combat Middle6 3f", "Veil Silence Common Horizontal Corridor 1": "Veil Silence Common Horizontal Corridor 1", "Veil Silence Common Horizontal Corridor 1 3f": "Veil Silence Common Horizontal Corridor 1 3f", "Veil Silence Common Horizontal Corridor 2": "Veil Silence Common Horizontal Corridor 2", "Veil Silence Common Horizontal Corridor 2 3f": "Veil Silence Common Horizontal Corridor 2 3f", "Veil Silence Common Horizontal Corridor 3": "Veil Silence Common Horizontal Corridor 3", "Veil Silence Common Horizontal Corridor 3 3f": "Veil Silence Common Horizontal Corridor 3 3f", "Veil Silence Common Resource Blue Berry1": "Veil Silence Common Resource Blue Berry1", "Veil Silence Common Resource Blue Berry2": "Veil Silence Common Resource Blue Berry2", "Veil Silence Common Resource Blue Crystal Fake1": "Veil Silence Common Resource Blue Crystal Fake1", "Veil Silence Common Resource Blue Crystal Fake2": "Veil Silence Common Resource Blue Crystal Fake2", "Veil Silence Common Resource Blue Crystal Small1": "Veil Silence Common Resource Blue Crystal Small1", "Veil Silence Common Resource Green Crystal Fake1": "Veil Silence Common Resource Green Crystal Fake1", "Veil Silence Common Resource Green Crystal Fake2": "Veil Silence Common Resource Green Crystal Fake2", "Veil Silence Common Resource Green Crystal Small1": "Veil Silence Common Resource Green Crystal Small1", "Veil Silence Common Resource Herb1": "Veil Silence Common Resource Herb1", "Veil Silence Common Resource Herb2": "Veil Silence Common Resource Herb2", "Veil Silence Common Resource Oat": "Veil Silence Common Resource Oat", "Veil Silence Common Resource Red Crystal Fake1": "Veil Silence Common Resource Red Crystal Fake1", "Veil Silence Common Resource Red Crystal Fake2": "Veil Silence Common Resource Red Crystal Fake2", "Veil Silence Common Resource Red Crystal Small1": "Veil Silence Common Resource Red Crystal Small1", "Veil Silence Common Resource Silver Small1": "Veil Silence Common Resource Silver Small1", "Veil Silence Common Resource Tree Middle1": "Veil Silence Common Resource Tree Middle1", "Veil Silence Common Resource Tree Small1": "Veil Silence Common Resource Tree Small1", "Veil Silence Common Resource Turnip1": "Veil Silence Common Resource Turnip1", "Veil Silence Common Resource Turnip2": "Veil Silence Common Resource Turnip2", "Veil Silence Common Treasure Luxurious1": "Veil Silence Common Treasure Luxurious1", "Veil Silence Common Treasure Modest1": "Veil Silence Common Treasure Modest1", "Veil Silence Common Treasure Sturdy1": "Veil Silence Common Treasure Sturdy1", "Veil Silence Common Treasure Sturdy2": "Veil Silence Common Treasure Sturdy2", "Veil Silence Common Vertical Corridor 1": "Veil Silence Common Vertical Corridor 1", "Veil Silence Common Vertical Corridor 1 3f": "Veil Silence Common Vertical Corridor 1 3f", "Veil Silence Common Vertical Corridor 2": "Veil Silence Common Vertical Corridor 2", "Veil Silence Common Vertical Corridor 2 3f": "Veil Silence Common Vertical Corridor 2 3f", "Veil Silence F1-F2": "Voile du Silence F1-F2", "Veil Silence F1-F3": "Voile du Silence F1-F3", "Veil Silence F1-F4": "Voile du Silence F1-F4", "Veil Silence F2-F3": "Voile du Silence F2-F3", "Veil Silence F2-F4": "Voile du Silence F2-F4", "Veil Silence F3-F4": "Voile du Silence F3-F4", "Veil Silence F4": "Voile du Silence F4", "Veil Silence F5": "Veil Silence F5", "Veil Silence Merchant": "Marchand du Voile du Silence", "Veil Silence Merchant - Dungeon Settlers Wiki": "Marchand du Voile du Silence - Dungeon Settlers Wiki", "Veil Silence Merchant Fixed": "Marchand du Voile du Silence Fixe", "Veil Silence Merchant icon": "Marchand du Voile du Silence icon", "Veil Silence Phase3 Core": "Veil Silence Phase3 Core", "Veil Silence Phase3 Patrol Anomaly1": "Veil Silence Phase3 Patrol Anomaly1", "Veil Silence Phase3 Patrol Beast1": "Veil Silence Phase3 Patrol Beast1", "Veil Silence Phase3 Patrol Insect1": "Veil Silence Phase3 Patrol Insect1", "Veil Silence Phase4 Patrol Anomaly1": "Veil Silence Phase4 Patrol Anomaly1", "Veil Silence Phase4 Patrol Beast1": "Veil Silence Phase4 Patrol Beast1", "Veil Silence Phase4 Patrol Insect1": "Veil Silence Phase4 Patrol Insect1", "Veil Silence, Beast-faction monsters only: +20% Max HP (they also give +50% XP, a code-side reward not shown). Stacks with Gloth Victory. No effect on Festering Burrow or non-Beast monsters.": "Voile du Silence, monstres de la faction Bête uniquement : +20% de PV max (ils donnent aussi +50% d'XP, une récompense côté code non affichée). Cumulable avec Gloth Victory. Aucun effet sur le Terrier purulent ou les monstres non-Bête.", "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "Voile du Silence -> Terrier purulent -> Mine abandonnée -> Abîme Oublié -> Marais mort -> Tour de l'Apocalypse", "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "Le Voile du Silence et le Tutoriel ne génèrent jamais d'étage sûr (GetProperFloor)", "Veil of Silence and the Tutorial never get a safe floor at all.": "Le Voile du Silence et le Tutoriel n'ont jamais d'étage sûr.", "VeilSilence": "VeilSilence", "Veil_": "Veil_", "Veine d'Argent Moyenne": "Veine d'Argent Moyenne", "Veine d'Argent Moyenne (resource node)": "Veine d'Argent Moyenne (nœud de ressource)", "Veine d'Argent Moyenne (resource node) - Dungeon Settlers Wiki": "Veine d'Argent Moyenne (nœud de ressource) - Dungeon Settlers Wiki", "Veine d'Argent Moyenne (source de ressources)": "Veine d'Argent Moyenne (source de ressources)", "Veine d'Argent Moyenne (source de ressources) - Dungeon Settlers Wiki": "Veine d'Argent Moyenne (source de ressources) - Dungeon Settlers Wiki", "Veine de fer": "Veine de fer", "Veine de fer - Dungeon Settlers Wiki": "Veine de fer - Dungeon Settlers Wiki", "Vendre l'oiseau aiderait nos finances.": "Vendre l'oiseau aiderait nos finances.", "Verbatim in-game texts for the talent tiers (": "Textes exacts en jeu pour les paliers de talent (", "Verbatim texts from the new-campaign screen (": "Textes tels quels de l'écran de nouvelle campagne (", "Verbs (50)": "Verbes (50)", "Verbs (52)": "Verbes (52)", "Verdict fatal": "Verdict fatal", "Verdict fatal - Dungeon Settlers Wiki": "Verdict fatal - Dungeon Settlers Wiki", "Verdict fatal icon": "Icône Verdict fatal", "Verified from game code": "Vérifié à partir du code du jeu", "Verrouiller l'info-bulle": "Verrouiller l'info-bulle", "Vers les profondeurs": "Vers les profondeurs", "Vers les profondeurs - Dungeon Settlers Wiki": "Vers les profondeurs - Dungeon Settlers Wiki", "Vers les profondeurs icon": "Vers les profondeurs icon", "Version": "Version", "Version index": "Index des versions", "Versus benchmark": "Par rapport au benchmark", "Versus median": "Par rapport à la médiane", "Versus monster": "Contre le monstre", "Vertical Corridor 1": "Couloir vertical 1", "Vertical Corridor 1 - Dungeon Settlers Wiki": "Couloir vertical 1 - Dungeon Settlers Wiki", "Vertical Corridor 1 map": "carte Couloir vertical 1", "Vertical Corridor 1 plan": "Plan du couloir vertical 1", "Very Exhausted (Caution, displays once)": "Très épuisé (Attention, s'affiche une fois)", "Very Hard": "Très difficile", "Very Hard Management Difficulty - desc": "Très difficile - Gestion - desc", "Very Hard Support Wagon Berry Fixed": "Very Hard Support Wagon Berry Fixed", "Very Hard Support Wagon Grass Fixed": "Very Hard Support Wagon Grass Fixed", "Very Hard Support Wagon Hardtack Fixed": "Very Hard Support Wagon Hardtack Fixed", "Very Hard Support Wagon Ointment Fixed": "Very Hard Support Wagon Ointment Fixed", "Very Hard Support Wagon Tech Book Fixed": "Livre technique du chariot de soutien très difficile Fixe", "Very Hard Support Wagon Wood Fixed": "Very Hard Support Wagon Wood Fixed", "Very Hungry (Caution, displays once)": "Très affamé (Attention, s'affiche une fois)", "Very dissatisfied unit": "Unité très insatisfaite", "Very excellent!": "Très excellent!", "Very hearty!": "Très copieux!", "Very interesting.": "Très intéressant.", "VeryHeavyWeightApplyCondition": "VeryHeavyWeightApplyCondition", "Vestige de Fleur d'écho": "Vestige de Fleur d'écho", "Vestige de Fleur d'écho - Dungeon Settlers Wiki": "Vestige de Fleur d'écho - Dungeon Settlers Wiki", "Veuillez sélectionner le prochain sujet de recherche.": "Veuillez sélectionner le prochain sujet de recherche.", "Viande crue coriace": "Viande crue coriace", "Viande crue coriace (13.33%)": "Viande crue coriace (13.33%)", "Viande crue coriace (15.38%)": "Viande crue coriace (15.38%)", "Viande crue coriace (16.67%)": "Viande crue coriace (16.67%)", "Viande crue coriace (20%)": "Viande crue coriace (20%)", "Viande crue coriace (25%)": "Viande crue coriace (25%)", "Viande crue coriace - Dungeon Settlers Wiki": "Viande crue coriace - Dungeon Settlers Wiki", "Viande crue coriace et difficile à mâcher.": "Viande crue coriace et difficile à mâcher.", "Viande crue coriace icon": "Viande crue coriace icon", "Viande crue coriace mangée": "Viande crue coriace mangée", "Viande crue coriace mangée - Dungeon Settlers Wiki": "Viande crue coriace mangée - Dungeon Settlers Wiki", "Viande crue coriace mangée icon": "Viande crue coriace mangée icône", "Viande crue coriace portée et zone affichées sur une salle de donjon": "Viande crue coriace portée et zone affichées sur une salle de donjon", "Viande crue coriace range and area shown on a dungeon room": "Viande crue coriace : portée et zone affichées sur une salle de donjon", "Viande crue de qualité": "Viande crue de qualité", "Viande crue de qualité (34.29%)": "Viande crue de qualité (34.29%)", "Viande crue de qualité - Dungeon Settlers Wiki": "Viande crue de qualité - Dungeon Settlers Wiki", "Viande crue de qualité icon": "Viande crue de qualité icon", "Viande crue de qualité portée et zone affichées sur une salle de donjon": "Viande crue de qualité portée et zone affichées sur une salle de donjon", "Viande crue de qualité range and area shown on a dungeon room": "Viande crue de qualité : portée et zone affichées sur une salle de donjon", "Viande crue extrêmement coriace, difficile à mâcher.": "Viande crue extrêmement coriace, difficile à mâcher.", "Viande de monstre répugnante": "Viande de monstre répugnante", "Viande de monstre répugnante (25%)": "Viande de monstre répugnante (25%)", "Viande de monstre répugnante (40%)": "Viande de monstre répugnante (40%)", "Viande de monstre répugnante (50%)": "Viande de monstre répugnante (50%)", "Viande de monstre répugnante - Dungeon Settlers Wiki": "Viande de monstre répugnante - Dungeon Settlers Wiki", "Viande de monstre répugnante icon": "Viande de monstre répugnante icon", "Viande de monstre répugnante portée et zone affichées sur une salle de donjon": "Viande de monstre répugnante portée et zone affichées sur une salle de donjon", "Viande de monstre répugnante range and area shown on a dungeon room": "Viande de monstre répugnante : portée et zone affichées sur une salle de donjon", "Viande de première qualité, bien équilibrée entre gras et maigre. Délicieuse une fois cuite.": "Viande de première qualité, bien équilibrée entre gras et maigre. Délicieuse une fois cuite.", "Viande grillée": "Viande grillée", "Viande grillée - Dungeon Settlers Wiki": "Viande grillée - Dungeon Settlers Wiki", "Viande grillée icon": "Viande grillée icon", "Viande grillée portée et zone affichées sur une salle de donjon": "Viande grillée portée et zone affichées sur une salle de donjon", "Viande grillée range and area shown on a dungeon room": "Viande grillée : portée et zone affichées sur une salle de donjon", "Viande grillée. Elle dégage un arôme délicieux.": "Viande grillée. Elle dégage un arôme délicieux.", "Viande obtenue sur un monstre. Elle dégage une odeur rance, a une texture qui semble frémir et un goût amer à donner envie de vomir.": "Viande obtenue sur un monstre. Elle dégage une odeur rance, a une texture qui semble frémir et un goût amer à donner envie de vomir.", "Viande séchée": "Viande séchée", "Viande séchée - Dungeon Settlers Wiki": "Viande séchée - Dungeon Settlers Wiki", "Viande séchée d'Ate": "Viande séchée d'Ate", "Viande séchée d'Ate - Dungeon Settlers Wiki": "Viande séchée d'Ate - Dungeon Settlers Wiki", "Viande séchée d'Ate icon": "Viande séchée d'Ate icône", "Viande séchée icon": "Viande séchée icon", "Viande séchée portée et zone affichées sur une salle de donjon": "Viande séchée portée et zone affichées sur une salle de donjon", "Viande séchée range and area shown on a dungeon room": "Viande séchée : portée et zone affichées sur une salle de donjon", "Vianola": "Vianola", "Victoire de Gloth": "Victoire de Gloth", "Victoire de Gloth - Dungeon Settlers Wiki": "Victoire de Gloth - Dungeon Settlers Wiki", "Vider l'emplacement rapide": "Vider l'emplacement rapide", "Vieux Guerrier Griffe de Dragon": "Vieux Guerrier Griffe de Dragon", "Vieux Guerrier Griffe de Dragon - Dungeon Settlers Wiki": "Vieux Guerrier Griffe de Dragon - Dungeon Settlers Wiki", "Vieux Guerrier Griffe-de-Dragon": "Vieux Guerrier Griffe-de-Dragon", "Vieux Guerrier Griffe-de-Dragon - Dungeon Settlers Wiki": "Vieux Guerrier Griffe-de-Dragon - Dungeon Settlers Wiki", "Vieux Guerrier Griffe-de-Dragon icon": "Vieux Guerrier Griffe-de-Dragon icon", "Vieux coffre au trésor": "Vieux coffre au trésor", "Vieux coffre au trésor - Dungeon Settlers Wiki": "Vieux coffre au trésor - Dungeon Settlers Wiki", "Vieux coffret à bijoux": "Vieux coffret à bijoux", "Vieux coffret à bijoux - Dungeon Settlers Wiki": "Vieux coffret à bijoux - Dungeon Settlers Wiki", "Vieux coffret à bijoux icon": "Vieux coffret à bijoux icon", "View": "Vue", "View the full Arbre de compétences - Marée tree page →": "Voir la page complète de l'Arbre de compétences - Marée →", "View the full Arbre de compétences : Bouclier tree page →": "Voir la page complète de l'Arbre de compétences : Bouclier →", "View the full Arbre de compétences : Harmonie tree page →": "Voir la page complète de l'Arbre de compétences : Harmonie →", "View the full Arbre de compétences : Magie du feu tree page →": "Voir la page complète de l'arbre Arbre de compétences : Magie du feu →", "View the full Arbre de compétences Berserker tree page →": "Voir la page complète de l'Arbre de compétences Berserker →", "View the full Arbre de compétences Blitz tree page →": "Voir la page complète de l'Arbre de compétences Blitz →", "View the full Arbre de compétences Burst tree page →": "Voir la page complète de l'Arbre de compétences Burst →", "View the full Arbre de compétences d'exécution tree page →": "Voir la page complète de l'Arbre de compétences d'exécution →", "View the full Arbre de compétences d'épée tree page →": "Voir la page complète de l'arbre Arbre de compétences d'épée →", "View the full Arbre de compétences de l'arc tree page →": "Voir la page complète de l'arbre Arbre de compétences de l'arc →", "View the full Arbre de compétences de la forteresse tree page →": "Voir la page complète de l'Arbre de compétences de la forteresse →", "View the full Arbre de compétences de la grande épée tree page →": "Voir la page complète de l'arbre Arbre de compétences de la grande épée →", "View the full Arbre de compétences de la magie de l'eau tree page →": "Voir la page complète de l'Arbre de compétences de la magie de l'eau →", "View the full Arbre de compétences de magie naturelle tree page →": "Voir la page complète de l'Arbre de compétences de magie naturelle →", "View the full Arbre de compétences des armes contondantes tree page →": "Voir la page complète de l'arbre Arbre de compétences des armes contondantes →", "View the full Arbre de compétences du Gardien tree page →": "Voir la page complète de l'Arbre de compétences du Gardien →", "View the full Arbre de compétences du Guerrier tree page →": "Voir la page complète de l'Arbre de compétences du Guerrier →", "View the full {#} tree page": "Voir la page complète de {#}", "Vignes adhérentes": "Vignes adhérentes", "Vignes adhérentes - Dungeon Settlers Wiki": "Vignes adhérentes - Dungeon Settlers Wiki", "Vignes adhérentes icon": "Icône Vignes adhérentes", "Vignes adhérentes portée et zone affichées sur une salle de donjon": "Vignes adhérentes portée et zone affichées sur une salle de donjon", "Vignes adhérentes range and area shown on a dungeon room": "Vignes adhérentes portée et zone montrées dans une salle de donjon", "Vigoureux": "Vigoureux", "Vigoureux - Dungeon Settlers Wiki": "Vigoureux - Dungeon Settlers Wiki", "Vigoureux icon": "Vigoureux icône", "Visible in game": "Visible en jeu", "Vision": "Vision", "Vision Range (": "de Portée de vue (", "Vision Range coefficient is": "coefficient de Portée de vue actif est de", "Vision Range, precisely undoing the night penalty for whoever carries it.": "Portée de vue, annulant précisément la pénalité de nuit pour qui le porte.", "Vision range": "Portée de vue", "Vision range = how far it spots and chases you": "Portée de vue = distance à laquelle il vous repère et vous poursuit", "Vision range = spot/chase distance": "Portée de vue = distance de repérage/poursuite", "VisionRange": "VisionRange", "Visual profiles": "Profils visuels", "Visée à la tête": "Visée à la tête", "Visée à la tête - Dungeon Settlers Wiki": "Visée à la tête - Dungeon Settlers Wiki", "Visée à la tête icon": "Icône Visée à la tête", "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Bonus de Vitalité : Positif GAMESYSTEM_Environment_{affecterName}", "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de Vitalité : Négatif GAMESYSTEM_Environment_{affecterName}", "Vitalité de l'Arbre de Vie": "Vitalité de l'Arbre de Vie", "Vitalité de l'Arbre de Vie - Dungeon Settlers Wiki": "Vitalité de l'Arbre de Vie - Dungeon Settlers Wiki", "Vitalité de l'Arbre de Vie icon": "Vitalité de l'Arbre de Vie icône", "Vitalité du portail": "Vitalité du portail", "Vitalité du portail - Dungeon Settlers Wiki": "Vitalité du portail - Dungeon Settlers Wiki", "Vitalité du portail icon": "Vitalité du portail icône", "Vitesse d'attaque": "Vitesse d'attaque", "Vitesse d'attaque +12%.": "Vitesse d'attaque +12%.", "Vitesse d'attaque - Dungeon Settlers Wiki": "Vitesse d'attaque - Dungeon Settlers Wiki", "Vitesse d'attaque Up": "Vitesse d'attaque augmente", "Vitesse d'attaque augmente": "Vitesse d'attaque augmente", "Vitesse d'attaque augmente de 15% chaque fois que l'on subit des dégâts.": "Vitesse d'attaque augmente de 15% chaque fois que l'on subit des dégâts.", "Vitesse d'attaque augmente de 15% pendant cette exploration.": "Vitesse d'attaque augmente de 15% pendant cette exploration.", "Vitesse d'attaque augmente de 30%.": "Vitesse d'attaque augmente de 30%.", "Vitesse d'attaque augmente de 8%.": "Vitesse d'attaque augmente de 8%.", "Vitesse d'attaque augmente de ?% chaque fois que l'on subit des dégâts.": "Vitesse d'attaque augmente de ?% chaque fois que l'on subit des dégâts.", "Vitesse d'attaque augmente de ?%.": "Vitesse d'attaque augmente de ?%.", "Vitesse d'attaque augmente de ?%. Accordé par 1 compétence": "Vitesse d'attaque augmente de ?%. Accordé par 1 compétence", "Vitesse d'attaque icon": "Icône Vitesse d'attaque", "Vitesse de destruction": "Vitesse de destruction", "Vitesse de destruction - Dungeon Settlers Wiki": "Vitesse de destruction - Dungeon Settlers Wiki", "Vitesse de destruction icon": "Vitesse de destruction icône", "Vitesse de déplacement": "Vitesse de déplacement", "Vitesse de déplacement - Dungeon Settlers Wiki": "Vitesse de déplacement - Dungeon Settlers Wiki", "Vitesse de déplacement Down": "Vitesse de déplacement diminue", "Vitesse de déplacement Up": "Vitesse de déplacement augmente", "Vitesse de déplacement augmente": "Vitesse de déplacement augmente", "Vitesse de déplacement augmente de 25% pendant 15 secondes.": "Vitesse de déplacement augmente de 25% pendant 15 secondes.", "Vitesse de déplacement augmente de 5% pendant cette exploration.": "Vitesse de déplacement augmente de 5% pendant cette exploration.", "Vitesse de déplacement augmente de ?% pendant ? secondes.": "Vitesse de déplacement augmente de ?% pendant ? secondes.", "Vitesse de déplacement augmente de ?% pendant ? secondes. Accordé par 1 compétence": "Vitesse de déplacement augmente de ?% pendant ? secondes. Accordé par 1 compétence", "Vitesse de déplacement diminue": "Vitesse de déplacement diminue", "Vitesse de déplacement diminue.": "Vitesse de déplacement diminue.", "Vitesse de déplacement icon": "Icône Vitesse de déplacement", "Vitesse du jeu": "Vitesse du jeu", "Vitesse du jeu : normale": "Vitesse du jeu : normale", "Vitesse du jeu : rapide": "Vitesse du jeu : rapide", "Vivant comme porteur,": "Vivant comme porteur,", "Vivant comme un vagabond,": "Vivant comme un vagabond,", "Vivant dans la forêt,": "Vivant dans la forêt,", "Voice lines": "Répliques vocales", "Voice lines & hints": "Répliques vocales et indices", "Voile du Silence": "Voile du Silence", "Voile du Silence Boss Golem de pierre géant": "Voile du Silence Boss Golem de pierre géant", "Voile du Silence Événement commun Centre d'élevage de rats de laboratoire": "Voile du Silence Événement commun Centre d'élevage de rats de laboratoire", "Voile du Silence Événement commun Fleur d'écho": "Voile du Silence Événement commun Fleur d'écho", "Voir la feuille de route": "Voir la feuille de route", "Voir la page complète de Arbre de compétences - Marée →": "Voir la page complète de Arbre de compétences - Marée →", "Voir la page complète de Arbre de compétences : Bouclier →": "Voir la page complète de Arbre de compétences : Bouclier →", "Voir la page complète de Arbre de compétences : Harmonie →": "Voir la page complète de Arbre de compétences : Harmonie →", "Voir la page complète de Arbre de compétences : Lance →": "Voir la page complète de Arbre de compétences : Lance →", "Voir la page complète de Arbre de compétences : Magie du feu →": "Voir la page complète de Arbre de compétences : Magie du feu →", "Voir la page complète de Arbre de compétences Berserker →": "Voir la page complète de Arbre de compétences Berserker →", "Voir la page complète de Arbre de compétences Blitz →": "Voir la page complète de Arbre de compétences Blitz →", "Voir la page complète de Arbre de compétences Burst →": "Voir la page complète de Arbre de compétences Burst →", "Voir la page complète de Arbre de compétences d'exécution →": "Voir la page complète de Arbre de compétences d'exécution →", "Voir la page complète de Arbre de compétences d'épée →": "Voir la page complète de Arbre de compétences d'épée →", "Voir la page complète de Arbre de compétences de l'arc →": "Voir la page complète de Arbre de compétences de l'arc →", "Voir la page complète de Arbre de compétences de la forteresse →": "Voir la page complète de Arbre de compétences de la forteresse →", "Voir la page complète de Arbre de compétences de la grande épée →": "Voir la page complète de Arbre de compétences de la grande épée →", "Voir la page complète de Arbre de compétences de la magie de l'eau →": "Voir la page complète de Arbre de compétences de la magie de l'eau →", "Voir la page complète de Arbre de compétences de magie naturelle →": "Voir la page complète de Arbre de compétences de magie naturelle →", "Voir la page complète de Arbre de compétences des armes contondantes →": "Voir la page complète de Arbre de compétences des armes contondantes →", "Voir la page complète de Arbre de compétences des enjeux →": "Voir la page complète de Arbre de compétences des enjeux →", "Voir la page complète de Arbre de compétences du Gardien →": "Voir la page complète de Arbre de compétences du Gardien →", "Voir la page complète de Arbre de compétences du Guerrier →": "Voir la page complète de Arbre de compétences du Guerrier →", "Vol de vie": "Vol de vie", "Vol de vie - Dungeon Settlers Wiki": "Vol de vie - Dungeon Settlers Wiki", "Vol de vie Up": "Vol de vie augmente", "Vol de vie augmente": "Vol de vie augmente", "Vol de vie augmente de 3% pendant cette exploration.": "Vol de vie augmente de 3% pendant cette exploration.", "Vol de vie icon": "Vol de vie icône", "Voler, c'est mal. Je fais confiance à": "Voler, c'est mal. Je fais confiance à", "Voleur": "Voleur", "Voleur - Dungeon Settlers Wiki": "Voleur - Dungeon Settlers Wiki", "Voleur icon": "Voleur icône", "Volonté": "Volonté", "Volonté - Dungeon Settlers Wiki": "Volonté - Dungeon Settlers Wiki", "Vos ajouts à la liste de souhaits et vos retours nous apportent un grand soutien.": "Vos ajouts à la liste de souhaits et vos retours nous apportent un grand soutien.", "Vos instincts commencent à agir de façon plus mécanique.": "Vos instincts commencent à agir de façon plus mécanique.", "Vos mains tremblent légèrement tandis que vous remettez les pièces d'or.": "Vos mains tremblent légèrement tandis que vous remettez les pièces d'or.", "Vos retours nous seront très utiles pour continuer à peaufiner le jeu.": "Vos retours nous seront très utiles pour continuer à peaufiner le jeu.", "Vos talents de planification à long terme et de gestion minutieuse seront mis à rude épreuve.": "Vos talents de planification à long terme et de gestion minutieuse seront mis à rude épreuve.", "Votre corps reste fragile.": "Votre corps reste fragile.", "Votre esprit devient de plus en plus étourdi lorsque vous êtes témoin du spectacle surréaliste d'odeurs étranges, de sons de tambour décalés et de mouvements de danse bruyants.": "Votre esprit devient de plus en plus étourdi lorsque vous êtes témoin du spectacle surréaliste d'odeurs étranges, de sons de tambour décalés et de mouvements de danse bruyants.", "Votre expression se durcit face au ton brutal de l'Inspecteur, mais l'Inspecteur n'y prête aucune attention et poursuit ses grognements.": "Votre expression se durcit face au ton brutal de l'Inspecteur, mais l'Inspecteur n'y prête aucune attention et poursuit ses grognements.", "Votre regard se porte soudain plus profondément dans les fourrés où s'étendent les lianes.": "Votre regard se porte soudain plus profondément dans les fourrés où s'étendent les lianes.", "Votre réponse ne semble guère le rassurer.": "Votre réponse ne semble guère le rassurer.", "Vous accueillez chaleureusement le nouveau membre de l'expédition.": "Vous accueillez chaleureusement le nouveau membre de l'expédition.", "Vous acquiescez à sa suggestion.": "Vous acquiescez à sa suggestion.", "Vous aussi, vous ne pouvez pas bouger pendant un moment les yeux fixes.": "Vous aussi, vous ne pouvez pas bouger pendant un moment les yeux fixes.", "Vous avez examiné la situation sous plusieurs angles, mais vous n'avez rien trouvé d'immédiatement suspect.": "Vous avez examiné la situation sous plusieurs angles, mais vous n'avez rien trouvé d'immédiatement suspect.", "Vous avez gagné.": "Vous avez gagné.", "Vous avez l'impression que les yeux de l'épouvantail vous suivent.": "Vous avez l'impression que les yeux de l'épouvantail vous suivent.", "Vous avez perdu.": "Vous avez perdu.", "Vous avez soudain l'impression que quelqu'un vous observe.": "Vous avez soudain l'impression que quelqu'un vous observe.", "Vous avez survécu au seuil de la mort.": "Vous avez survécu au seuil de la mort.", "Vous avez survécu au seuil de la mort. Votre corps reste fragile. Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état": "Vous avez survécu au seuil de la mort. Votre corps reste fragile. Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état", "Vous avez survécu au seuil de la mort. Votre corps reste fragile. Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état Proche de la mort. Si Santé (tête) ou Faim tombe à 0, cela entraînera une mort instantanée.": "Vous avez survécu au seuil de la mort. Votre corps reste fragile. Tant que vous êtes dans cet état, vous ne pouvez plus entrer dans l'état Proche de la mort. Si Santé (tête) ou Faim tombe à 0, cela entraînera une mort instantanée.", "Vous avez tout brûlé et récupéré les os.": "Vous avez tout brûlé et récupéré les os.", "Vous avez vraiment bien agi.": "Vous avez vraiment bien agi.", "Vous commencez à entendre des bruits forts venant de l'autre côté de la rue.": "Vous commencez à entendre des bruits forts venant de l'autre côté de la rue.", "Vous comprenez immédiatement les intentions malhonnêtes de l'Inspecteur et ne savez pas quoi répondre.": "Vous comprenez immédiatement les intentions malhonnêtes de l'Inspecteur et ne savez pas quoi répondre.", "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pou...": "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pou...", "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pour les membres de l'expédition qui risquent leur vie sur le terrain, des repas convenables comptent plus que tout. \"Nous ne tiendrons pas longtemps le ventre vide. Nous devons nous dépêcher d'obtenir davantage de nourriture.\"": "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pour les membres de l'expédition qui risquent leur vie sur le terrain, des repas convenables comptent plus que tout. \"Nous ne tiendrons pas longtemps le ventre vide. Nous devons nous dépêcher d'obtenir davantage de nourriture.\"", "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pour les membres de l'expédition qui risquent leur vie sur le terrain, des repas convenables comptent plus que tout. \"Nous ne tiendrons pas longtemps le ventre vide. Nous devons nous dépêcher d'obtenir davantage de nourriture.\" ➜ Les membres de l'expédition peuvent désormais prendre leurs repas dans un cadre bien plus agréable qu'auparavant. \"Je ne sais pas pourquoi, mais la nourriture semble meilleure quand on mange ici.\"": "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pour les membres de l'expédition qui risquent leur vie sur le terrain, des repas convenables comptent plus que tout. \"Nous ne tiendrons pas longtemps le ventre vide. Nous devons nous dépêcher d'obtenir davantage de nourriture.\" ➜ Les membres de l'expédition peuvent désormais prendre leurs repas dans un cadre bien plus agréable qu'auparavant. \"Je ne sais pas pourquoi, mais la nourriture semble meilleure quand on mange ici.\"", "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pour les membres de l'expédition qui risquent leur vie sur le terrain, des repas convenables comptent plus que tout. \"Nous ne tiendrons pas longtemps le ventre vide. Nous devons nous dépêcher d'obtenir davantage de nourriture.\" ➜ Une fois suffisamment de nourriture stockée, les membres de l'expédition souffrent moins souvent de la faim. \"Si nous partons en expédition, mieux vaut bien manger d'abord.\"": "Vous constatez que les réserves de nourriture diminuent plus vite que prévu. Pour les membres de l'expédition qui risquent leur vie sur le terrain, des repas convenables comptent plus que tout. \"Nous ne tiendrons pas longtemps le ventre vide. Nous devons nous dépêcher d'obtenir davantage de nourriture.\" ➜ Une fois suffisamment de nourriture stockée, les membres de l'expédition souffrent moins souvent de la faim. \"Si nous partons en expédition, mieux vaut bien manger d'abord.\"", "Vous devez manger quelque chose.": "Vous devez manger quelque chose.", "Vous entendez un cri à proximité et reconnaissez immédiatement la voix de Liana, l'une de vos compagnes.": "Vous entendez un cri à proximité et reconnaissez immédiatement la voix de Liana, l'une de vos compagnes.", "Vous essayez de détourner le regard, mais bizarrement, vous n'y êtes pas autorisé.": "Vous essayez de détourner le regard, mais bizarrement, vous n'y êtes pas autorisé.", "Vous expliquez aux membres de l'expédition pourquoi l'objectif actuel de l'expédition est, en réalité, difficile à atteindre.": "Vous expliquez aux membres de l'expédition pourquoi l'objectif actuel de l'expédition est, en réalité, difficile à atteindre.", "Vous expliquez que votre première mission de reconnaissance s'est soldée par une rencontre mortelle avec l'infâme": "Vous expliquez que votre première mission de reconnaissance s'est soldée par une rencontre mortelle avec l'infâme", "Vous faites le point sur l'état récent des équipes d'expédition. Lorsque vous mentionnez que vous n'avez pas assez de membres pour venir à bout du Rat monstre rouge, l'Inspecteur vous interrompt.": "Vous faites le point sur l'état récent des équipes d'expédition. Lorsque vous mentionnez que vous n'avez pas assez de membres pour venir à bout du Rat monstre rouge, l'Inspecteur vous interrompt.", "Vous froncez les sourcils et parlez fermement.": "Vous froncez les sourcils et parlez fermement.", "Vous gagnez": "Vous gagnez", "Vous gagnez Assaut et Immobilisation pendant 14 secondes. 4 énergie - 14s de recharge Effets : • Assaut (sur l'utilisateur): +20% Puissance d'attaque physique • Immobilisation (sur l'utilisateur): Impossible de se déplacer depuis la position actuelle.": "Vous gagnez Assaut et Immobilisation pendant 14 secondes. 4 énergie - 14s de recharge Effets : • Assaut (sur l'utilisateur): +20% Puissance d'attaque physique • Immobilisation (sur l'utilisateur): Impossible de se déplacer depuis la position actuelle.", "Vous levez lentement les deux mains et reculez prudemment d'un pas.": "Vous levez lentement les deux mains et reculez prudemment d'un pas.", "Vous lui donnez une sangsue infernale et Zenon la place dans sa robe sans hésitation. Il hausse immédiatement les sourcils.": "Vous lui donnez une sangsue infernale et Zenon la place dans sa robe sans hésitation. Il hausse immédiatement les sourcils.", "Vous manquez d'Or ? Les coffres dans les donjons contiennent de l'Or.": "Vous manquez d'Or ? Les coffres dans les donjons contiennent de l'Or.", "Vous manquez de": "Vous manquez de", "Vous manquez de Énergie et souhaitez vous reposer.": "Vous manquez de Énergie et souhaitez vous reposer.", "Vous n'aurez jamais d'échardes, peu importe combien vous le touchez.": "Vous n'aurez jamais d'échardes, peu importe combien vous le touchez.", "Vous n'avez pas complètement dissipé vos doutes, mais vous devriez tout de même accueillir son retour en vie.": "Vous n'avez pas complètement dissipé vos doutes, mais vous devriez tout de même accueillir son retour en vie.", "Vous ne pouvez pas interagir avec les portails pendant le combat, faites donc attention.": "Vous ne pouvez pas interagir avec les portails pendant le combat, faites donc attention.", "Vous ne pouvez pas sauvegarder la partie manuellement dans un donjon.": "Vous ne pouvez pas sauvegarder la partie manuellement dans un donjon.", "Vous ne pouvez pas utiliser de Portails pendant le combat.": "Vous ne pouvez pas utiliser de Portails pendant le combat.", "Vous ne répondez pas et contemplez la fresque, tout en vous plongeant dans vos pensées.": "Vous ne répondez pas et contemplez la fresque, tout en vous plongeant dans vos pensées.", "Vous observez lentement les membres de l'expédition rassemblés non loin. Leurs é...": "Vous observez lentement les membres de l'expédition rassemblés non loin. Leurs é...", "Vous observez lentement les membres de l'expédition rassemblés non loin. Leurs épaules tombantes et leurs regards éteints trahissent une profonde fatigue et un fort mécontentement. \"Nous devons créer un endroit où chacun pourra reprendre un peu son souffle.\"": "Vous observez lentement les membres de l'expédition rassemblés non loin. Leurs épaules tombantes et leurs regards éteints trahissent une profonde fatigue et un fort mécontentement. \"Nous devons créer un endroit où chacun pourra reprendre un peu son souffle.\"", "Vous observez lentement les membres de l'expédition rassemblés non loin. Leurs épaules tombantes et leurs regards éteints trahissent une profonde fatigue et un fort mécontentement. \"Nous devons créer un endroit où chacun pourra reprendre un peu son souffle.\" ➜ L'atmosphère du campement est devenue bien plus lumineuse qu'auparavant. Peu à peu, une certaine sérénité commence à revenir sur les visages des membres de l'expédition. \"Oui, on peut au moins vivre ici ainsi.\"": "Vous observez lentement les membres de l'expédition rassemblés non loin. Leurs épaules tombantes et leurs regards éteints trahissent une profonde fatigue et un fort mécontentement. \"Nous devons créer un endroit où chacun pourra reprendre un peu son souffle.\" ➜ L'atmosphère du campement est devenue bien plus lumineuse qu'auparavant. Peu à peu, une certaine sérénité commence à revenir sur les visages des membres de l'expédition. \"Oui, on peut au moins vivre ici ainsi.\"", "Vous obtenez 100 pièces d'or.": "Vous obtenez 100 pièces d'or.", "Vous obtenez 800 pièces d'or.": "Vous obtenez 800 pièces d'or.", "Vous obtenez aussi un élixir de réinitialisation des compétences garanti quand votre rang d'expédition atteint": "Vous obtenez aussi un élixir de réinitialisation des compétences garanti quand votre rang d'expédition atteint", "Vous obtenez aussi une potion de réinitialisation des compétences garantie quand votre rang d'expédition atteint": "Vous obtenez aussi une potion de réinitialisation des compétences garantie quand votre rang d'expédition atteint", "Vous ordonnez aux membres de maîtriser": "Vous ordonnez aux membres de maîtriser", "Vous pensiez que l'objectif serait accompli rapidement, mais cela s'est révélé bien moins simple que prévu.": "Vous pensiez que l'objectif serait accompli rapidement, mais cela s'est révélé bien moins simple que prévu.", "Vous percevez une certaine détresse dans la voix de l'épouvantail.": "Vous percevez une certaine détresse dans la voix de l'épouvantail.", "Vous pourrez sauvegarder librement dans la colonie.": "Vous pourrez sauvegarder librement dans la colonie.", "Vous pouvez annuler vos choix passés.": "Vous pouvez annuler vos choix passés.", "Vous pouvez apprendre d'autres compétences.": "Vous pouvez apprendre d'autres compétences.", "Vous pouvez augmenter votre rang en gagnant": "Vous pouvez augmenter votre rang en gagnant", "Vous pouvez aussi accéder à 'Inventaire', 'Compétences' et 'État' via le panneau récapitulatif de l'entité.": "Vous pouvez aussi accéder à 'Inventaire', 'Compétences' et 'État' via le panneau récapitulatif de l'entité.", "Vous pouvez cliquer et glisser avec le bouton gauche de la souris pour sélectionner plusieurs unités à la fois. Ou appuyez sur la touche Tab pour sélectionner toutes les unités.": "Vous pouvez cliquer et glisser avec le bouton gauche de la souris pour sélectionner plusieurs unités à la fois. Ou appuyez sur la touche Tab pour sélectionner toutes les unités.", "Vous pouvez construire une Statue de la Déesse via le menu de construction. Les unités ayant l'expérience maximale peuvent": "Vous pouvez construire une Statue de la Déesse via le menu de construction. Les unités ayant l'expérience maximale peuvent", "Vous pouvez consulter Inventaire, Compétences et État de plusieurs unités sélectionnées à la fois.": "Vous pouvez consulter Inventaire, Compétences et État de plusieurs unités sélectionnées à la fois.", "Vous pouvez consulter les facteurs influençant l'humeur via la section 'Humeur' dans l'onglet 'État'.": "Vous pouvez consulter les facteurs influençant l'humeur via la section 'Humeur' dans l'onglet 'État'.", "Vous pouvez consulter les objets qu'une entité porte dans l''Inventaire' du panneau récapitulatif de l'entité.": "Vous pouvez consulter les objets qu'une entité porte dans l''Inventaire' du panneau récapitulatif de l'entité.", "Vous pouvez consulter les objets qu'une entité porte dans l'onglet 'Inventaire' du panneau récapitulatif de l'entité.": "Vous pouvez consulter les objets qu'une entité porte dans l'onglet 'Inventaire' du panneau récapitulatif de l'entité.", "Vous pouvez consulter vos objectifs de quête actuels dans le coin supérieur droit de l'écran.": "Vous pouvez consulter vos objectifs de quête actuels dans le coin supérieur droit de l'écran.", "Vous pouvez consulter à tout moment tous les types de salles disponibles dans la section 'Liste des salles' du Guide du jeu.": "Vous pouvez consulter à tout moment tous les types de salles disponibles dans la section 'Liste des salles' du Guide du jeu.", "Vous pouvez définir la priorité des tâches pour chaque unité.": "Vous pouvez définir la priorité des tâches pour chaque unité.", "Vous pouvez démolir des bâtiments via le 'Mode de Démolition' en bas à droite de l'écran.": "Vous pouvez démolir des bâtiments via le 'Mode de Démolition' en bas à droite de l'écran.", "Vous pouvez dépenser des points de compétence dans l'arbre de compétences secondaire pour acquérir de nouvelles compétences.": "Vous pouvez dépenser des points de compétence dans l'arbre de compétences secondaire pour acquérir de nouvelles compétences.", "Vous pouvez dépenser des points de compétence dans l'arbre principal de compétences pour acquérir de nouvelles compétences.": "Vous pouvez dépenser des points de compétence dans l'arbre principal de compétences pour acquérir de nouvelles compétences.", "Vous pouvez en obtenir en accomplissant certaines quêtes ou en remplissant des objectifs d'expédition.": "Vous pouvez en obtenir en accomplissant certaines quêtes ou en remplissant des objectifs d'expédition.", "Vous pouvez en porter davantage.": "Vous pouvez en porter davantage.", "Vous pouvez en porter plus.": "Vous pouvez en porter plus.", "Vous pouvez fabriquer des bâtons.": "Vous pouvez fabriquer des bâtons.", "Vous pouvez gagner les combats facilement.": "Vous pouvez gagner les combats facilement.", "Vous pouvez gagner un certain nombre de points de contribution en exécutant les décisions de l'équipe d'exploration.": "Vous pouvez gagner un certain nombre de points de contribution en exécutant les décisions de l'équipe d'exploration.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction de pause de façon stratégique.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction de pause de façon stratégique.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction de pause de manière stratégique.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction de pause de manière stratégique.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction pause de façon stratégique.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction pause de façon stratégique.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction pause de manière stratégique.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même en combat. Utilisez la fonction pause de manière stratégique.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même pendant le combat.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même pendant le combat.", "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même pendant le combat. Utilisez la fonction de pause de façon stratégique.": "Vous pouvez mettre le jeu en pause en appuyant sur la touche Espace même pendant le combat. Utilisez la fonction de pause de façon stratégique.", "Vous pouvez mieux percevoir les points faibles de l'ennemi.": "Vous pouvez mieux percevoir les points faibles de l'ennemi.", "Vous pouvez obtenir des stats aléatoires parmi Stats défensives d'accessoire.": "Vous pouvez obtenir des stats aléatoires parmi Stats défensives d'accessoire.", "Vous pouvez obtenir des stats aléatoires parmi Stats offensives d'accessoire, Stats défensives d'accessoire ou Stats utilitaires d'accessoire.": "Vous pouvez obtenir des stats aléatoires parmi Stats offensives d'accessoire, Stats défensives d'accessoire ou Stats utilitaires d'accessoire.", "Vous pouvez obtenir des stats aléatoires parmi Stats offensives d'accessoire.": "Vous pouvez obtenir des stats aléatoires parmi Stats offensives d'accessoire.", "Vous pouvez obtenir des stats aléatoires parmi Stats utilitaires d'accessoire.": "Vous pouvez obtenir des stats aléatoires parmi Stats utilitaires d'accessoire.", "Vous pouvez ouvrir la fenêtre Politique de consommation depuis le bouton en haut à droite de l'écran.": "Vous pouvez ouvrir la fenêtre Politique de consommation depuis le bouton en haut à droite de l'écran.", "Vous pouvez ramener les membres blessés de l'expédition à votre colonie pour les secourir.": "Vous pouvez ramener les membres blessés de l'expédition à votre colonie pour les secourir.", "Vous pouvez recruter de nouvelles unités via « Recruter » en haut à droite de l'écran.": "Vous pouvez recruter de nouvelles unités via « Recruter » en haut à droite de l'écran.", "Vous pouvez renvoyer une unité en appuyant sur le bouton sous le portrait de l'unité dans la fenêtre d'état.": "Vous pouvez renvoyer une unité en appuyant sur le bouton sous le portrait de l'unité dans la fenêtre d'état.", "Vous pouvez restaurer l'": "Vous pouvez restaurer l'", "Vous pouvez réessayer ou annuler plusieurs fois, mais les ressources consommées ne peuvent pas être récupérées.": "Vous pouvez réessayer ou annuler plusieurs fois, mais les ressources consommées ne peuvent pas être récupérées.", "Vous pouvez secourir les unités en état 'Proche de la mort' en utilisant une": "Vous pouvez secourir les unités en état 'Proche de la mort' en utilisant une", "Vous pouvez sélectionner des entités avec un clic gauche ou en faisant glisser la souris.": "Vous pouvez sélectionner des entités avec un clic gauche ou en faisant glisser la souris.", "Vous pouvez utiliser": "Vous pouvez utiliser", "Vous pouvez utiliser des onglets comme 'Inventaire' même lorsque plusieurs unités sont sélectionnées. Utilisez la touche 'Tab' pour sélectionner toutes les unités et comparer leurs informations.": "Vous pouvez utiliser des onglets comme 'Inventaire' même lorsque plusieurs unités sont sélectionnées. Utilisez la touche 'Tab' pour sélectionner toutes les unités et comparer leurs informations.", "Vous pouvez utiliser les compétences actives de l'arbre de la Nature sans équiper un bâton de la Nature.": "Vous pouvez utiliser les compétences actives de l'arbre de la Nature sans équiper un bâton de la Nature.", "Vous pouvez voir le total de toutes les ressources appartenant à l'expédition sur le côté gauche de l'écran.": "Vous pouvez voir le total de toutes les ressources appartenant à l'expédition sur le côté gauche de l'écran.", "Vous pouvez également inspecter le cadavre d'une cible morte.": "Vous pouvez également inspecter le cadavre d'une cible morte.", "Vous rassemblez les membres au même endroit et commencez à parler des objectifs de l'expédition.": "Vous rassemblez les membres au même endroit et commencez à parler des objectifs de l'expédition.", "Vous remarquez quelque chose bouger sous l'épaisse couche de corruption.": "Vous remarquez quelque chose bouger sous l'épaisse couche de corruption.", "Vous ressentez la tristesse et la colère intensément réprimées dans sa voix.": "Vous ressentez la tristesse et la colère intensément réprimées dans sa voix.", "Vous revenez à vous alors que quelqu'un secoue violemment vos épaules.": "Vous revenez à vous alors que quelqu'un secoue violemment vos épaules.", "Vous secouez la tête et chassez cette pensée inutile.": "Vous secouez la tête et chassez cette pensée inutile.", "Vous semblez occupé.": "Vous semblez occupé.", "Vous signalez votre présence en vous approchant, mais l'homme semble bien plus intéressé par les insectes que par vous. Sans même se retourner, il désigne les Insectes acides.": "Vous signalez votre présence en vous approchant, mais l'homme semble bien plus intéressé par les insectes que par vous. Sans même se retourner, il désigne les Insectes acides.", "Vous sombrez dans une profonde réflexion.": "Vous sombrez dans une profonde réflexion.", "Vous sortez votre cahier et notez étape par étape la forme, la disposition et le processus de chasse.": "Vous sortez votre cahier et notez étape par étape la forme, la disposition et le processus de chasse.", "Vous soupirez et haussez les épaules.": "Vous soupirez et haussez les épaules.", "Vous trouvez des gobelins dormant dans un cercueil de verre géant. Cependant, contrairement aux gobelins à la peau verte, leur peau est bleutée et leur physique est bien plus robuste.": "Vous trouvez des gobelins dormant dans un cercueil de verre géant. Cependant, contrairement aux gobelins à la peau verte, leur peau est bleutée et leur physique est bien plus robuste.", "Vous voulez que je plante un jardin dans mon estomac ? C'est insultant.": "Vous voulez que je plante un jardin dans mon estomac ? C'est insultant.", "Vous vous contentez de hausser les épaules et faites signe à": "Vous vous contentez de hausser les épaules et faites signe à", "Vous vous précipitez et découvrez une liane épaisse et collante, fermement enroulée autour de la jambe de": "Vous vous précipitez et découvrez une liane épaisse et collante, fermement enroulée autour de la jambe de", "Vous vous raclez la gorge avant de poursuivre.": "Vous vous raclez la gorge avant de poursuivre.", "Vous vous étiez moqué des sinistres rumeurs au sujet de ce donjon avant d'être envoyé ici, les jugeant exagérées.": "Vous vous étiez moqué des sinistres rumeurs au sujet de ce donjon avant d'être envoyé ici, les jugeant exagérées.", "Vous êtes extrêmement affamé et souhaitez manger.": "Vous êtes extrêmement affamé et souhaitez manger.", "Vous êtes extrêmement affamé et souhaitez manger. Humeur diminue.": "Vous êtes extrêmement affamé et souhaitez manger. Humeur diminue.", "Vous êtes gravement à court de": "Vous êtes gravement à court de", "Vous êtes gravement à court de Énergie et tombez inconscient.": "Vous êtes gravement à court d'Énergie et tombez inconscient.", "Vous êtes gravement à court de Énergie et tombez inconscient. Humeur diminue. Toutes les Statistique principale diminuent.": "Vous êtes gravement à court de Énergie et tombez inconscient. Humeur diminue. Toutes les Statistique principale diminuent.", "Vous êtes très affamé et souhaitez manger.": "Vous êtes très affamé et souhaitez manger.", "Vous êtes très affamé et souhaitez manger. Déclenche l'état": "Vous êtes très affamé et souhaitez manger. Déclenche l'état", "Vous êtes très affamé et souhaitez manger. Déclenche l'état Proche de la mort. Récupérer Faim jusqu'à un certain niveau peut vous faire sortir de l'état Proche de la mort.": "Vous êtes très affamé et souhaitez manger. Déclenche l'état Proche de la mort. Récupérer Faim jusqu'à un certain niveau peut vous faire sortir de l'état Proche de la mort.", "Voyou": "Voyou", "Voyou - Dungeon Settlers Wiki": "Voyou - Dungeon Settlers Wiki", "Voyou icon": "Voyou icône", "Vulnérable": "Vulnérable", "Vulnérable - Dungeon Settlers Wiki": "Vulnérable - Dungeon Settlers Wiki", "Vulnérable icon": "Icône Vulnérable", "Vénéré par de nombreux gobelins, le grand": "Vénéré par de nombreux gobelins, le grand", "Vérifié à partir du code du jeu": "Vérifié à partir du code du jeu", "WORK IN PROGRESS.": "EN COURS DE DÉVELOPPEMENT.", "Wagon Cog Wheel": "Wagon Cog Wheel", "Wagon Fixed": "Wagon Fixed", "Wagon Scraps1": "Wagon Scraps1", "Wagon Scraps1 - Dungeon Settlers Wiki": "Débris de chariot 1 - Dungeon Settlers Wiki", "Wagon Scraps2": "Wagon Scraps2", "Wagon Scraps2 - Dungeon Settlers Wiki": "Débris de chariot 2 - Dungeon Settlers Wiki", "Wagon vide": "Wagon vide", "Wagon vide (resource node)": "Wagon vide (nœud de ressource)", "Wagon vide (resource node) - Dungeon Settlers Wiki": "Wagon vide (nœud de ressources) - Dungeon Settlers Wiki", "Wagon vide (source de ressources)": "Wagon vide (source de ressources)", "Wagon vide (source de ressources) - Dungeon Settlers Wiki": "Wagon vide (source de ressources) - Dungeon Settlers Wiki", "Wait For Appear FX": "Wait For Appear FX", "Wait For Appear FX - Dungeon Settlers Wiki": "FX d'attente d'apparition - Dungeon Settlers Wiki", "Wait For Appear FX icon": "FX d'attente d'apparition icon", "Wait a little longer.": "Attendez un peu plus longtemps.", "Wait tick duration while in the Idle state. Picks a random value between {0} and {1} to act. PS: In other words, this is the tick interval applied when 'repeating' Idle.": "Durée de tick d'attente pendant l'état inactif. Choisit une valeur aléatoire entre {0} et {1} pour agir. PS : autrement dit, c'est l'intervalle de ticks appliqué lors de la « répétition » de l'état inactif.", "Wait ticks when starting the Idle state. Picks a random value between {0} and {1} to act. PS: Means that when entering the Idle BT from doing something else, it waits this many ticks before starting. The previous task is unknown.": "Ticks d'attente au démarrage de l'état inactif. Choisit une valeur aléatoire entre {0} et {1} pour agir. PS : signifie qu'en entrant dans le BT inactif depuis une autre activité, il attend ce nombre de ticks avant de commencer. La tâche précédente est inconnue.", "WakeUp": "WakeUp", "WakeUpControlSleep": "WakeUpControlSleep", "WakeUpSevereExhausted": "WakeUpSevereExhausted", "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "Walk ×3, Hit ×2, Death ×1, Stomp ×1", "Wall/Floor Q": "Q mur/sol", "Wall/floor quality is the average Quality over the floor tiles inside the room AND the walls enclosing it, corners included; buildable tiers are Straw Q0 / Log Q5 / Lumber (plank) Q10 / Stone Q15, so building walls and floor entirely from the tier matching the gate always passes. The decoration total sums the Quality of every building inside the room EXCEPT walls, doors and floor tiles - the required furniture itself counts toward it. N differs per room: the exact thresholds are the": "La qualité des murs/sols est la Qualité moyenne des cases de sol à l'intérieur de la salle ET des murs qui l'entourent, coins compris ; les paliers constructibles sont Paille Q0 / Bûche Q5 / Planche Q10 / Pierre Q15, donc construire les murs et le sol entièrement dans le palier correspondant à la condition passe toujours. Le total de décoration additionne la Qualité de chaque bâtiment à l'intérieur de la salle SAUF les murs, les portes et les cases de sol - le mobilier requis lui-même y compte. N varie selon la salle : les seuils exacts sont les", "Warning": "Avertissement", "Warning lines spoken before the sentinel engages.": "Avertissements prononcés avant que la sentinelle n'engage le combat.", "Warrior sub-tree (Blade Spirit)": "Sous-arbre Guerrier (Esprit de lame)", "Warrior sub-tree (Flow Seeker + Blade Spirit)": "Sous-arbre Guerrier (Chercheur de flux + Esprit de lame)", "Warrior sub-tree (Flow Seeker)": "Sous-arbre du Guerrier (Chercheur de flux)", "Warrior tree": "Arbre du Guerrier", "Warrior-tree skill": "Compétence de l'arbre de guerrier", "Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.": "Surveillez la durabilité de l'équipement et emportez nourriture et flèches : des armes cassées et des colons affamés écourtent les expéditions.", "Watching one of them move, he murmurs to himself.": "En regardant l'un d'eux bouger, il murmure pour lui-même.", "Water Magic tree for Bubbletoad": "Arbre de magie de l'eau pour le Bubbletoad", "Water Magic units can summon creatures (": "Les unités de magie de l'eau peuvent invoquer des créatures (", "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the summoner's Magic Attack Power rather than being a f...": "Les unités de Magie de l'eau peuvent invoquer des créatures (Bubblelings et Crapauds à Bulles), et la puissance d'une invocation évolue en fonction de la Puissance d'attaque magique de l'invocateur plutôt que d'être f...", "Water Staff": "Bâton d'eau", "Water Summoner": "Invocateur eau", "Water Wave": "Vague d'eau", "Water magic excels in healing and defense.": "La magie de l'eau excelle dans les soins et la défense.", "Water staff (Summon Bubbling is a free weapon skill)": "Bâton d'eau (Invocation : Bubbling est une compétence d'arme gratuite)", "Water staff (Summon Bubbling)": "Bâton d'eau (Invocation : Bubbling)", "WaterMagic": "WaterMagic", "WaterSummoned": "WaterSummoned", "Wawww!!": "Wawww!!", "We need a new Vice Captain.": "Nous avons besoin d'un nouveau Vice-Capitaine.", "We need to push on deeper.": "Nous devons avancer plus profondément.", "We should search inside.": "Nous devrions chercher à l'intérieur.", "Weapon": "Arme", "Weapon - attacking": "Arme - attaquer", "Weapon comparison": "Comparaison d'armes", "Weapon skill": "Compétence d'arme", "Weapon skill tree": "Arbre de compétences d'arme", "Weapon skill trees": "Arbres de compétences d'arme", "Weapon skill trees - Main SP": "Arbres de compétences d'arme - PC principaux", "Weapon wear": "Usure des armes", "Weapon wear: attacking": "Usure des armes : attaquer", "Weapon/magic skill-tree layouts (3 columns per row).": "Agencements des arbres de compétences d'arme/magie (3 colonnes par ligne).", "Weapons come in one-handed and two-handed types.": "Les armes existent en versions à une main et à deux mains.", "Wear source": "Source d'usure", "Weather": "Météo", "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "Météo [0] : Colonie [1~6] : Région 1~6 [7] : Abîme", "Weather: applied by the current dungeon weather": "Météo : appliqué par la météo actuelle du donjon", "WeatherHourMinMax": "WeatherHourMinMax", "WeatherWeightHeavyRain": "WeatherWeightHeavyRain", "WeatherWeightRain": "WeatherWeightRain", "WeatherWeightSunny": "WeatherWeightSunny", "Weaving Processing Complete": "Traitement du tissage terminé", "Weaving Processing not completed": "Traitement du tissage non terminé", "Weight share": "Part de poids", "Weight: Heavy": "Poids : Lourd", "Weight: Very Heavy": "Poids : Très lourd", "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "Les poids sont tirés parmi les événements aléatoires dont les conditions sont actuellement remplies, la probabilité effective dépend donc du contexte.", "Weizenberg": "Weizenberg", "Welcome, everyone participating in the third playtest!": "Bienvenue à tous les participants au troisième test!", "Welcome, everyone participating in the third playtest! This is a confidential playtest. Please do not stream, share, or publicly disclose any gameplay or unreleased content. A variety of content is still in development, and not all content in Region 2 is available yet. If you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know. You can access the third playtest supporters-only channel as follows: - Go to Dungeon Settlers => third-supporter-access-portal. - Copy and paste the code below in that channel to enter the third playtest supporters-only channel!": "Bienvenue à tous les participants au troisième test! Ceci est un test confidentiel. Veuillez ne pas diffuser en direct, partager ou divulguer publiquement le gameplay ou le contenu non publié. Une variété de contenu est encore en développement, et tout le contenu de la Région 2 n'est pas encore disponible. Si vous rencontrez un problème qui vous empêche de progresser ou découvrez un bug critique en jouant, veuillez utiliser la fonction de signalement de bug ou rejoindre notre Discord pour nous le faire savoir. Vous pouvez accéder au canal réservé aux supporters du troisième test comme suit: - Allez à Dungeon Settlers => portail d'accès-supporters-troisième. - Copiez et collez le code ci-dessous dans ce canal pour entrer dans le canal réservé aux supporters du troisième test!", "Well, I'm not sure about that.": "Eh bien, je ne suis pas sûr de ça.", "What a breakdown actually does: stress resets to 0 and the unit enters a": "Ce que fait réellement une dépression : le stress est remis à 0 et l'unité entre dans un", "What actually punishes long expeditions is the": "Ce qui punit réellement les longues expéditions, c'est le", "What changes it": "Ce qui l'influence", "What counts as clearing a region": "Ce qui compte comme terminer une région", "What difficulty does": "Ce que la difficulté", "What does it taste like? As long as it fills me up, who cares?": "Quel goût a-t-il? Du moment que ça me remplit, qui s'en soucie?", "What durability is": "Ce qu'est la durabilité", "What happened / what would you like?": "Que s'est-il passé / que souhaiteriez-vous ?", "What happens after picking {#} has changed from {#} to {#}.": "Ce qui se produit après avoir choisi {#} est passé de {#} à {#}.", "What is a Base Area?": "Qu'est-ce qu'une zone de base ?", "What it is": "Ce que c'est", "What it is / how you get it": "Ce que c'est / comment l'obtenir", "What must already have happened for {#} to appear has changed from {#} to {#}.": "Ce qui doit déjà s'être produit pour que {#} apparaisse est passé de {#} à {#}.", "What prevents {#} from appearing has changed from {#} to {#}.": "Ce qui empêche {#} d'apparaître est passé de {#} à {#}.", "What raises or lowers detection": "Ce qui augmente ou réduit la détection", "What scales": "Ce qui évolue", "What scales it": "Ce qui le fait évoluer", "What splendid harp playing!": "Quel magnifique jeu de harpe !", "What the data shows": "Ce que montrent les données", "What the full game presumably does is simply not cap the override (the default": "Ce que le jeu complet fait probablement, c'est simplement ne pas plafonner la surcharge (la", "What this enemy does to you": "Ce que cet ennemi vous inflige", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...": "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late guests, and arranged the remaining chairs until dawn, yet their expression rarely slipped. But after spending so long tending to other people's moods, they often noticed their own exhaustion too late.": "Qu'est-ce que ce sera aujourd'hui ? était presque une salutation pour {0}. Ils nettoyaient la bière renversée, écartaient les plaintes des clients tardifs, et arrangeaient les chaises restantes jusqu'à l'aube, mais leur expression glissait rarement. Mais après avoir passé si longtemps à s'occuper des humeurs des autres, ils remarquaient souvent leur propre épuisement trop tard.", "What you can farm here": "Ce que vous pouvez récolter ici", "What you need": "Ce qu'il vous faut", "What {#} unlock has changed from {#} to {#}.": "Ce que {#} débloquent est passé de {#} à {#}.", "What {#} unlocks has changed from {#} to {#}.": "Ce que {#} débloque est passé de {#} à {#}.", "What's New": "Nouveautés", "What's New (patch history)": "Nouveautés (historique des correctifs)", "What's New - Dungeon Settlers Wiki": "Quoi de neuf - Dungeon Settlers Wiki", "What's inside (top-level keys)": "Ce qu'ils contiennent (clés de premier niveau)", "When": "Quand", "When HP is 35% or lower, basic attacks or skills apply": "Lorsque les PV sont à 35% ou moins, les attaques de base ou les compétences appliquent", "When HP is 35% or lower, basic attacks or skills apply 5 seconds of Crack to the target.": "Lorsque les PV sont à 35% ou moins, les attaques de base ou les compétences appliquent 5 secondes de Fissure à la cible.", "When HP is 35% or lower, basic attacks or skills apply Fissure to the target for 5 seconds.": "Lorsque les PV sont à 35% ou moins, les attaques de base ou les compétences appliquent Fissure à la cible pendant 5 secondes.", "When HP is 50% or lower, magic attack power increases by 20% and damage taken increases by 30%.": "Lorsque les PV sont à 50% ou moins, la puissance d'attaque magique augmente de 20% et les dégâts subis augmentent de 30%.", "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.": "Lorsque les PV sont à {0}% ou moins, l'Attaque magique augmente de {1}% et les dégâts reçus augmentent de {2}%.", "When HP is {0}% or lower, performing a basic attack or using a skill applies": "Quand les PV sont à {0}% ou moins, une attaque de base ou l'utilisation d'une compétence applique", "When HP is {0}% or lower, performing a basic attack or using a skill applies Fissure to the target for {1} seconds. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten.": "Quand les PV sont à {0}% ou moins, une attaque de base ou l'utilisation d'une compétence applique Fissure à la cible pendant {1} secondes. Chaque personnage ne peut équiper qu'un seul Trait d'âme. S'il est déjà possédé, il sera remplacé.", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f": "Quand Lowell travaillait comme garde, il cumulait souvent les dettes dans les tavernes. La dernière qu'il a laissée avant de venir à la Terre stérile restera probablement impayée pendant longtemps, peut-être f", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo": "Quand Lowell travaillait comme garde, il cumulait souvent les dettes dans les tavernes. La dernière qu'il a laissée avant de venir à la Terre stérile restera probablement impayée pendant longtemps, peut-être fo", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long...": "Quand Lowell travaillait comme garde, il accumulait souvent des dettes dans les tavernes. La dernière qu'il a quittée avant de venir à la Terre Stérile restera probablement impayée pendant longtemps...", "When Stress maxes out the unit suffers a": "Lorsque le Stress atteint son maximum, l'unité subit une", "When a floor's counter reaches 0, the region gains the": "Quand le compteur d'un étage atteint 0, la région reçoit l'effet", "When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "Lorsqu'une entité est sélectionnée, le panneau de résumé de l'entité apparaît en bas à gauche, où vous pouvez vérifier", "When dealing damage, damage increases by {0}% × the distance to the target.": "Lors de l'infliction de dégâts, les dégâts augmentent de {0}% × la distance à la cible.", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd": "Face à une bête géante, {0} n'a pas précipité. Ils ont comblé la distance en reconstituant les traces laissées par la proie, l'odeur portée par le vent, et le moment où la forêt soudainement", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...": "Face à une bête géante, {0} n'a pas précipité. Ils ont comblé la distance en reconstituant les traces laissées par la proie, l'odeur portée par le vent, et le moment", "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "Lorsque les dégâts finaux sont appliqués, gagne une valeur de Blessure égale à {0}% des dégâts finaux.", "When guarding, recover {0}% of lost Health and gain": "Lorsque vous bloquez, récupérez {0}% des Points de vie perdus et obtenez", "When guarding, recover {0}% of lost Health and gain Fortification for {1} seconds.": "Lorsque vous bloquez, récupérez {0}% des Points de vie perdus et obtenez Mur de fer pendant {1} secondes.", "When guarding, recover {0}% of lost Health and gain Mur de fer for {1} seconds.": "Lorsque vous bloquez, récupérez {0}% des Points de vie perdus et obtenez Mur de fer pendant {1} secondes.", "When he notices you, his mouth t...": "Quand il vous remarque, sa bouche t...", "When he notices you, his mouth twists into a sly grin.": "Quand il vous remarque, sa bouche se tord en un sourire narquois.", "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "En sommeil profond dû à un épuisement sévère, se réveille une fois ce pourcentage ou plus atteint", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left clic": "Lorsqu'aucune entité n'est sélectionnée, vous pouvez ouvrir le 'Menu de construction' en bas à gauche de l'écran, cliquer à gauche sur un bâtiment à construire, puis cliquer à gauche", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-clic": "Lorsqu'aucune entité n'est sélectionnée, vous pouvez ouvrir le 'Menu de construction' en bas à gauche de l'écran, cliquer à gauche sur un bâtiment à construire, puis cliquer à gauche", "When offered": "Quand elles sont proposées", "When performing a physical attack, damage increases by an amount equal to 5% of Weight.": "Lors de l'exécution d'une attaque physique, les dégâts augmentent d'un montant égal à 5% du Poids.", "When performing a physical attack, damage increases by an amount equal to {0}% of Weight.": "Lors de l'exécution d'une attaque physique, les dégâts augmentent d'un montant égal à {0}% du Poids.", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "En revenant du donjon à la colonie, les unités déposent au sol les objets récupérés durant l'expédition.", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground. Storage buildings are used to store specific type": "En revenant du donjon à la colonie, les unités déposent au sol les objets récupérés durant l'expédition. Les bâtiments de stockage servent à ranger des types spécifiques", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground.": "En revenant du donjon à la colonie, les unités déposent au sol les objets récupérés durant l'expédition.", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground. Storage buildings are used to store specific": "En revenant du donjon à la colonie, les unités déposent au sol les objets récupérés durant l'expédition. Les bâtiments de stockage servent à ranger des types spécifiques", "When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.": "Quand les membres de l'expédition jettent leurs torches, les vignes collantes commencent à brûler férocement et cracher de la fumée noire.", "When the unit's": "Quand la", "When the unit's Énergie reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if": "Quand l'Énergie de l'unité atteint 0, elle sombre dans un profond sommeil et devient inconsciente, impossible à contrôler. ASTUCE : Pendant l'expédition, les unités ne dorment pas automatiquement même si", "When vitality is {0}% or less, it recovers on its own through the": "Quand la vitalité est à {0}% ou moins, elle se rétablit d'elle-même par le biais du", "When vitality is {0}% or less, it recovers on its own through the bug symbiotique parasitizing its body.": "Quand la vitalité est à {0}% ou moins, elle se rétablit d'elle-même par le biais du bug symbiotique parasitant son corps.", "When you accept the note, he nods with satisfaction.": "Quand vous acceptez le billet, il hocha la tête avec satisfaction.", "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect and murmurs to himself. <": "Quand vous acceptez le billet, il hocha la tête avec satisfaction. « C'est bon. Cela devrait suffire pour tester mon hypothèse. » Il se tourne vers l'insecte des spores et murmure pour lui-même.", "When you accept the request, he gives a weary nod.": "Quand vous acceptez la demande, il hocha la tête fatigué.", "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough.\"": "Quand vous acceptez la demande, il hocha la tête fatigué. « Ne te pousse pas. Une brève enquête suffira. »", "When you ask": "Quand vous demandez", "When you ask Endorsi to join the expedition team, she subtly turns her gaze beyond the forest. \"Beyond this forest live...": "Quand vous demandez à Endorsi de rejoindre l'équipe d'expédition, elle tourne subtilement son regard au-delà de la forêt. \"Au-delà de cette forêt vivent...", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods-one that ordinary arrows can't even scratch. Even t": "Quand vous demandez à Endrossi de rejoindre l'expédition, elle tourne son regard au-delà de la forêt. « Un monstre géant vit au-delà de ces bois - celui que les flèches ordinaires ne peuvent même pas égratigner. Même »", "When you assure them that the objective will soon be accomplished, the expedition members rel...": "When you assure them that the objective will soon be accomplished, the expedition members rel...", "When you begin an expedition into a region, the game can first drop you onto a": "Lorsque vous commencez une expédition dans une région, le jeu peut d'abord vous déposer sur un", "When you begin an expedition into a region, the game can first drop you onto a safe floor - a small staging area with an entrance, a corridor and a portal, b...": "Lorsque vous lancez une expédition dans une région, le jeu peut d'abord vous déposer sur un étage sûr : une petite zone de préparation avec une entrée, un couloir et un portail, m...", "When you clea...": "Quand tu nettoi...", "When you deal damage, damage increases by 3% x the distance to the target.": "Lorsque vous infligez des dégâts, les dégâts augmentent de 3% x la distance jusqu'à la cible.", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips.": "Quand vous remettez le Ver de l'Enfer à Xenon, il le glisse dans sa robe sans hésiter. Un sourire se dessine bientôt sur ses lèvres.", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Yes. So that's how it works!\"": "Quand vous remettez le Ver de l'Enfer à Xenon, il le glisse dans sa robe sans hésiter. Un sourire se dessine bientôt sur ses lèvres. « Ah... Oui. C'est comme ça que ça marche ! »", "When you hand him the investigation results, he silently opens his notebook and reads through them.": "Quand vous lui remettez les résultats de l'enquête, il ouvre silencieusement son carnet et les lit.", "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinat": "Quand vous lui remettez les résultats de l'enquête, il ouvre silencieusement son carnet et les lit. Après un court silence, son stylo commence à courir sur la page. « Oh... Fascinant »", "When you hand over the investigation report on the arcane device,": "Quand vous remettez le rapport d'enquête sur l'appareil magique,", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it appears to use Imperial magical technology": "Quand vous remettez le rapport d'enquête sur l'appareil magique, Perion le lit lentement avec des yeux fatigués. « Hmm... Comme prévu, il semble utiliser la technologie magique impériale »", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them.": "Quand vous remettez les résultats de l'enquête, Xenon ouvre silencieusement son carnet et les lit.", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tilts his head back,": "Quand vous remettez les résultats de l'enquête, Xenon ouvre silencieusement son carnet et les lit. « Oh... Quelle découverte extraordinaire. » Il penche sa tête en arrière,", "When you nod,": "Quand tu hoches la tête,", "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"": "Quand tu hoches la tête, Perion hoche tranquillement la tête en retour. « Compris. » Il réorganise les documents de mission et reprend ses notes. « Reviens quand tu auras trouvé le spécimen. »", "When you nod, he turns back to the Acid Insects without any visible excitement.": "Quand vous hochez la tête, il se tourne vers les insectes acides sans aucune excitement visible.", "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What process produces that acid...?\"": "Quand vous hochez la tête, il se tourne vers les insectes acides sans aucune excitement visible. En regardant l'un d'eux bouger, il murmure pour lui-même. « Quel processus produit cet acide » ?", "When you pray you also choose an": "Lorsque vous priez, vous choisissez aussi un", "When you show her proof of the hunt, her expression hardens.": "Quand vous lui montrez la preuve de la chasse, son expression durcit.", "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually,": "Quand vous lui montrez la preuve de la chasse, son expression durcit. \"Ce monstre n'aurait pas pu mourir si facilement. Ne mentez pas juste pour vous faire valoir.\" Mais finalement,", "When you show her proof of the kill, her expression stiffens. \"...What is this.\" She immediately shakes her head and s...": "Quand vous lui montrez la preuve de la tuerie, son expression se durcit. \"...Qu'est-ce que c'est.\" Elle secoue immédiatement la tête et...", "When you start an expedition the game assembles your": "Lorsque vous démarrez une expédition, le jeu assemble votre", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "Quand vous lui annoncez l'issue de la chasse, elle ferme lentement les yeux et expire doucement.", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky for a moment, then smiles fai": "Quand vous lui annoncez l'issue de la chasse, elle ferme lentement les yeux et expire doucement. \"...C'est terminé.\" Elle regarde le ciel un moment, puis sourit fai", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...": "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.": "Chaque fois que {0} entrait dans un col de montagne reculé, il vérifiait à nouveau la couverture du chariot et les rênes du cheval. Sur les routes sinueuses et les sentiers près de la forêt, il recherchait d'abord les endroits où les bandits pouvaient se cacher, et quand les voyages nocturnes ne pouvaient pas être évités, il essayait même de faire taire les roues. Pour cette habitude, les pas derrière lui attiraient facilement son attention même sur les voyages ordinaires.", "Where": "Où", "Where does the mood come from?": "D'où vient l'humeur ?", "Where is my save file?": "Où est mon fichier de sauvegarde ?", "Where saves live": "Où se trouvent les sauvegardes", "Where she spawns:": "Où elle apparaît :", "Where to find": "Où trouver", "Where to find her:": "Où la trouver :", "Where to find it": "Où le trouver", "Where to get this gear": "Où obtenir cet équipement", "Whether the night penalty is applied to monsters, to the player, or to both is not fully pinned down in the metadata dump - the per-unit": "La question de savoir si la pénalité de nuit s'applique aux monstres, au joueur, ou aux deux n'est pas totalement établie dans le dump de métadonnées : la classe par unité", "Whether using the attack repositions the monster (Self), shoves/pulls you (Target), does both, or neither. Charges and grabs are the movers; most attacks are stationary.": "Indique si l'utilisation de l'attaque repositionne le monstre (Soi), vous pousse/tire (Cible), les deux, ou aucun. Les charges et les saisies déplacent ; la plupart des attaques sont statiques.", "Whether {#} can happen more than once has changed from {#} to {#}.": "Le fait que {#} puisse se produire plusieurs fois est passé de {#} à {#}.", "Which": "Quelle", "Which backgrounds give which trees": "Quels parcours donnent quels arbres", "Which phase each floor uses comes from a phase table. The default table (": "La phase utilisée par chaque étage provient d'une table de phases. La table par défaut (", "While active:": "Tant qu'actif :", "While carry...": "Pendant que vous portez...", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...": "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t": "Tout en portant des charges, {0} a parlé avec d'innombrables voyageurs, certains aventuriers légendaires, d'autres portant des secrets dangereux. Leurs contes ont suscité un désir de nouveaux mondes, plantant", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan": "Tout en portant des charges, {0} a parlé avec d'innombrables voyageurs : certains aventuriers légendaires, d'autres portant des secrets dangereux. Leurs histoires ont suscité un désir de nouveaux mondes et un plan", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...": "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.": "En poursuivant l'expédition, {0} vous informe qu'ils ont découvert une étrange crevasse dans une falaise à proximité.", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As": "En poursuivant l'expédition, {0} vous informe qu'ils ont découvert une étrange fissure dans une falaise proche. \"Ça aurait l'air de faire mal si tu te faisais piquer par ça.\" Quand", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.": "En continuant l'expédition, {0} t'informe qu'ils ont découvert une fissure étrange dans une falaise à proximité. « Il semble que ce serait douloureux si tu te faisais piquer par cela. » Alors que tu examines l'écart épais de ronces envahies, tu remarques quelque chose qui brille profondément à l'intérieur.", "While continuing the expedition, {0} reports finding a strange crevice in a nearby rock wall. \"This looks like it would...": "While continuing the expedition, {0} reports finding a strange crevice in a nearby rock wall. \"This looks like it would...", "While discussing the expedition's operation with you, {0} cautiously speaks up.": "Tout en discutant de l'opération de l'expédition avec vous, {0} parle prudemment.", "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the Guild? Given our present circumstances,": "Tout en discutant de l'opération de l'expédition avec vous, {0} parle prudemment. \"Capitaine, pourquoi ne pas demander le soutien de l'expédition à la Guilde ? Étant donné nos circonstances actuelles,", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.": "Tout en demeurant dans une ancienne forêt, {0} écoutait le souffle des arbres où le vent s'était arrêté. Quand ils posaient une main sur le sol humide, les racines fanées retrouvaient leur force, et les feuilles qui bougaient sous la lumière de la lune leur montraient le chemin. Mais dans les lieux entourés de pierre et de fer, la voix de la forêt s'éloignait, et ils trouvaient difficile de maîtriser leur cœur.", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...": "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...", "While equipped": "Équipé", "While gathering, applies": "While gathering, applies", "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "Pendant le Mode de récolte (Z), faites glisser avec le clic gauche pour attribuer plusieurs structures à la collecte à la fois.", "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "Pendant le Mode de récolte (Z), faites glisser avec le clic gauche pour attribuer plusieurs structures à la collecte à la fois.", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.": "Alors que tu mènes le chemin à travers une végétation dense, {0} perd soudainement l'équilibre et s'écroule.", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward. \"Aagh!\" You hurry over and find a thick, sticky vine wound tightly around {0}'s leg. Only after pulling with all your strength do you manage to tear it free. {0} wipes away a cold sweat and glares at the vine. \"Even a massive bear would have trouble escaping once it set foot in these vines.\" You suddenly look deeper into the thicket where the vines extend. Animal and human bones-apparently the remains of victims claimed long ago-lie scattered within. These vines do not seem to be plants that happened to grow here, but predators that have waited patiently for prey.": "Alors que tu mènes le chemin à travers une végétation dense, {0} perd soudainement l'équilibre et s'écroule. « Aagh ! » Tu te précipites et trouves une épaisse vigne collante enroulée serrée autour de la jambe de {0}. Ce n'est qu'après avoir tiré de toutes tes forces que tu réussis à la déchirer. {0} essuie une sueur froide et regarde la vigne fixement. « Même un énorme ours aurait du mal à s'échapper une fois qu'il aurait mis les pieds dans ces vignes. » Tu regardes soudainement plus profondément dans le fourré où s'étendent les vignes. Les os des animaux et des humains - apparemment les restes des victimes réclamées il y a longtemps - sont éparpillés à l'intérieur. Ces vignes ne semblent pas être des plantes qui ont simplement poussé ici, mais des prédateurs qui ont attendu patiemment leur proie.", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...": "Tout en parcourant de vieux textes et des dossiers effacés, {0} a été attiré par des noms que le monde refusait de prononcer. Les nuits où la lumière des bougies vacillait bas, ils ont copié", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage": "Tout en parcourant de vieux textes et des dossiers effacés, {0} a été attiré par des noms que le monde refusait de prononcer. Les nuits où la lumière des bougies vacillait bas, ils ont copié des passages interdits", "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "Pendant le sommeil ou le repos, la valeur de Blessure sur toutes les parties du corps diminue en plus de {0}% chaque seconde.", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...": "En inspectant la région autour du peuplement, tu remarques quelque chose qui dérive lentement à travers les profondeurs de la zone contaminée...", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.": "En inspectant la région autour du peuplement, tu remarques quelque chose qui dérive lentement à travers les profondeurs de la zone contaminée. Enveloppé dans des polluants violet foncé, il est porté de plus en plus loin dans les profondeurs par le courant. Un membre de l'expédition à côté de toi plisse les yeux et parle prudemment. « Capitaine... C'est une personne ? » Tu la regardes, incapable de bouger pendant un long moment. À cette distance, tu ne peux pas dire si la personne est encore vivante - ou si c'est déjà trop tard. Une chose, cependant, est certaine : si tu attends plus longtemps, elle dérivera à jamais hors de ta portée, profondément dans la zone contaminée.", "While surveying the area, {0} discovers something and calls you over.": "Pendant que vous inspectez la zone, {0} découvre quelque chose et vous appelle.", "While surveying the area, {0} discovers something and calls you over. \"Captain, there are some strange markings here.\" Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins. It depicts goblins hunting in groups, pursuing and bringing down wild animals. {0} shrugs. \"Those monsters get up to all sorts of things, don't they?\" You say nothing, gazing at the mural as you sink into thought.": "Pendant que vous inspectez la zone, {0} découvre quelque chose et vous appelle. \"Capitaine, il y a d'étranges marques ici.\" De près, certaines parties de l'image ont été endommagées, et son style rudimentaire rend difficile la compréhension. Quoi qu'il en soit, vous reconnaissez rapidement une fresque laissée par des gobelins. Elle dépeint des gobelins chassant en groupes, poursuivant et abattant des animaux sauvages. {0} hausse les épaules. \"Ces monstres font toutes sortes de choses, non ?\" Vous ne dites rien, regardant la fresque alors que vous vous plongez dans vos pensées.", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...": "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.": "En s'occupant des jardins et des lisières de la forêt, {0} arrachait les mauvaises herbes et taillait les branches sèches chaque jour. Quand le sol durcissait, il le retournait avec une pelle, et quand l'eau s'accumulait, il ouvrait un chemin pour elle, remettant les choses en place un endroit à la fois. Pour cette raison, il ne pouvait jamais passer devant un lieu en désordre.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.": "En s'occupant de la bête qu'elle avait tuée, elle sent votre approche et se tourne rapidement pour vous faire face.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you. \"Best not come any closer.\" Her sharp gaze settles upon you, on": "En s'occupant de la bête qu'elle avait tuée, elle sent votre approche et se tourne rapidement pour vous faire face. \"Mieux vaut ne pas s'approcher davantage.\" Son regard perçant se pose sur vous, sur", "While this skill is ac...": "Tant que cette compétence est ac...", "While this skill is active, each basic attack consumes {2} arrows...": "Tant que cette compétence est active, chaque attaque de base consomme {2} flèches...", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...": "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catching overflowing mugs, warming cold stew, and laughing along with the jokes of drunks. Because of that, even in serious moments, they often tried to ease the mood with a light word first.": "Tout en travaillant dans une taverne, {0} a trouvé une place vide avant même qu'un client n'ouvre la porte. La plupart de leur journée était passée à attraper les chopes débordantes, à réchauffer le ragoût froid, et à rire avec les blagues des ivrognes. Pour cette raison, même dans les moments sérieux, ils essayaient souvent de détendre l'atmosphère avec une parole légère en premier.", "Whispers of Darkness GAMESYSTEM_Environment_{affecterName}": "Murmures des ténèbres GAMESYSTEM_Environment_{affecterName}", "White": "Blanc", "White Banner": "Bannière blanche", "White Banner - Dungeon Settlers Wiki": "Bannière Blanche - Dungeon Settlers Wiki", "White Banner Stand": "Support de bannière blanche", "White Banner Stand - Dungeon Settlers Wiki": "Support de Bannière Blanche - Dungeon Settlers Wiki", "White Mawmurk Random": "Mawmurk blanc aléatoire", "WhiteDemon": "WhiteDemon", "WhiteMawmurk": "WhiteMawmurk", "Who is Lowell?": "Qui est Lowell ?", "Whoooosh- BOUM !!": "Whoooosh- BOUM !!", "Why mood matters": "Pourquoi l'humeur compte", "Wiki": "Wiki", "Wiki updates": "Mises à jour du wiki", "Wiki updates - Dungeon Settlers Wiki": "Mises à jour du wiki - Dungeon Settlers Wiki", "Wild Herb Random": "Wild Herb Random", "Wild Herb Remnant": "Wild Herb Remnant", "Wild Herb Remnant - Dungeon Settlers Wiki": "Vestige d'herbe sauvage - Dungeon Settlers Wiki", "Wild Oats Random": "Wild Oats Random", "Wild Oats Remnant": "Wild Oats Remnant", "Wild Oats Remnant - Dungeon Settlers Wiki": "Vestige d'avoine sauvage - Dungeon Settlers Wiki", "Will": "Volonté", "Will Power": "Force de volonté", "Will be changed to a more complex effect later.": "Sera remplacé par un effet plus complexe ultérieurement.", "WillPower_": "WillPower_", "Willing to risk it all for new adventures.": "Prêt à risquer tout pour de nouvelles aventures.", "Willing to risk it all for new adventures. Gains": "Prêt à risquer tout pour de nouvelles aventures. Gagnez", "Willing to risk it all for new adventures. Gains Joie de l'aventure in dungeons and Ennui in settlements.": "Prêt à risquer tout pour de nouvelles aventures. Gagnez Joie de l'aventure dans les donjons et Ennui dans les colonies.", "Willingness to fight in melee range; Fire Battle Mage helps": "Volonté de combattre à portée de mêlée ; le Mage de combat de feu aide", "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "Bonus de Force de volonté : Positif GAMESYSTEM_Environment_{affecterName}", "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de Force de volonté : Négatif GAMESYSTEM_Environment_{affecterName}", "WillpowerFortify": "WillpowerFortify", "WillpowerWeaken": "WillpowerWeaken", "Will×0.05": "Will×0.05", "Will×0.3": "Will×0.3", "Will×0.4": "Will×0.4", "Will×2": "Will×2", "Windows": "Windows", "Windows path": "Chemin Windows", "With a loud stretch, {0} appears in front of the portal!": "Avec un grand étirement, {0} apparaît devant le portail !", "With a unit selected, right click a location to move the unit.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un emplacement pour déplacer l'unité.", "With a unit selected, right click an enemy to perform a basic attack.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un ennemi pour effectuer une attaque de base.", "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un ennemi pour effectuer une attaque de base. ## CONSEIL : Certaines attaques à distance consomment des munitions, comme les flèches.", "With a unit selected, right click an interactable object to initiate interaction.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un objet interactif pour engager l'interaction.", "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un objet interactif pour engager l'interaction. ## Essayez d'interagir avec différents objets comme les portails et <color=#ccbe", "With a unit selected, right-click a location to move the unit.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un emplacement pour déplacer l'unité.", "With a unit selected, right-click an enemy to perform a basic attack.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un ennemi pour effectuer une attaque de base.", "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un ennemi pour effectuer une attaque de base. ## CONSEIL : Certaines attaques à distance consomment des munitions, comme les flèches.", "With a unit selected, right-click an interactable object to initiate interaction.": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un objet interactif pour engager l'interaction.", "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "Avec une unité sélectionnée, cliquez avec le bouton droit sur un objet interactif pour engager l'interaction. ## Essayez d'interagir avec différents objets comme les portails et <color=#ccbe", "With help, she barely manages to lift herself up and catches her breath with difficulty.": "Avec de l'aide, elle parvient à peine à se relever et reprend son souffle avec difficulté.", "With nobody else engaged there would be no bonus.": "Sans aucun autre combattant engagé, il n'y aurait aucun bonus.", "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "Dans un rayon de 5 tuiles : +5 de régénération de santé en pourcentage (statistique de régénération continue, sans tick fixe).", "Without warning, you feel as though someone is watching you.": "Sans avertissement, vous avez l'impression que quelqu'un vous observe.", "Without warning, you feel as though someone is watching you. You look around, but no one is there. Then you glance down the cliff and see a mass of strangely shaped shadows writhing below. As though possessed of a will of its own, the mass curls into an uncanny smile directed at you. \"What lies at the foundation of this world?\" You try to look away, but some inexplicable force refuses to let you. \"Is it the surging wave? The flame that burns all things? Or nature, the cradle of life?\" The first answer that enters your mind spills unbidden from your lips.": "Sans avertissement, vous avez l'impression que quelqu'un vous observe. Vous regardez autour de vous, mais personne n'est là. Puis vous jetez un coup d'œil au-dessus de la falaise et voyez une masse d'ombres aux formes étranges se tortiller en bas. Comme si elle possédait sa propre volonté, la masse se recroqueville en un sourire étrange dirigé vers vous. \"Qu'y a-t-il à la base de ce monde ?\" Vous essayez de détourner le regard, mais une force inexplicable refuse de vous laisser partir. \"Est-ce la vague déferlante ? La flamme qui brûle toutes choses ? Ou la nature, le berceau de la vie ?\" La première réponse qui vient à votre esprit sort de vos lèvres sans que vous ne puissiez la retenir.", "Witnessed another's death (Caution, prints once)": "A été témoin de la mort d'un autre (Prudence, affiché une fois)", "Wolf": "Wolf", "Wolf All main stats -10% during the day All main stats +15% at night": "Wolf All main stats -10% during the day All main stats +15% at night", "Wood": "Bois", "Wood (M.Atk {#})": "Wood (M.Atk {#})", "Wood (P.Atk {#})": "Wood (P.Atk {#})", "Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron": "Bois -> Bois de sang -> Os -> Carapace -> Cuivre -> Argent -> Arcron", "Wood Housing not completed": "Logement en bois non terminé", "Wood Processing 1": "Traitement du bois 1", "Wood Processing 2": "Traitement du bois 2", "Wood Processing 2 Complete": "Traitement du bois 2 terminé", "Wood Processing 2 not completed": "Traitement du bois 2 non terminé", "Wood Spear": "Wood Spear", "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)": "Bois, Bois de sang, Os, Carapace, Cuivre, Argent (bijoux), Arcron (+ bijoux en cristal)", "Wooden Cage Acid Bug Remnant": "Wooden Cage Acid Bug Remnant", "Wooden Cage Acid Bug Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois d'insecte acide - Dungeon Settlers Wiki", "Wooden Cage Broken": "Wooden Cage Broken", "Wooden Cage Broken - Dungeon Settlers Wiki": "Cage en bois brisée - Dungeon Settlers Wiki", "Wooden Cage Dead Grey Rat": "Wooden Cage Dead Grey Rat", "Wooden Cage Dead Grey Rat - Dungeon Settlers Wiki": "Cage en bois avec rat gris mort - Dungeon Settlers Wiki", "Wooden Cage Empty": "Wooden Cage Empty", "Wooden Cage Empty - Dungeon Settlers Wiki": "Cage en bois vide - Dungeon Settlers Wiki", "Wooden Cage Gloth Hatchling Remnant": "Wooden Cage Gloth Hatchling Remnant", "Wooden Cage Gloth Hatchling Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois de Gloth nouveau-né - Dungeon Settlers Wiki", "Wooden Cage Grey Monster Rat Remnant": "Wooden Cage Grey Monster Rat Remnant", "Wooden Cage Grey Monster Rat Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois de rat monstre gris - Dungeon Settlers Wiki", "Wooden Cage Grey Rat Remnant": "Wooden Cage Grey Rat Remnant", "Wooden Cage Grey Rat Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois de rat gris - Dungeon Settlers Wiki", "Wooden Cage Ironcarapace Bug Remnant": "Wooden Cage Ironcarapace Bug Remnant", "Wooden Cage Ironcarapace Bug Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois d'insecte à carapace de fer - Dungeon Settlers Wiki", "Wooden Cage Male Gloth Remnant": "Wooden Cage Male Gloth Remnant", "Wooden Cage Male Gloth Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois de Gloth mâle - Dungeon Settlers Wiki", "Wooden Cage Murmok Remnant": "Wooden Cage Murmok Remnant", "Wooden Cage Murmok Remnant - Dungeon Settlers Wiki": "Vestige de cage en bois de Murmok - Dungeon Settlers Wiki", "Wooden Crate Remnant": "Wooden Crate Remnant", "Wooden Crate Remnant - Dungeon Settlers Wiki": "Vestige de caisse en bois - Dungeon Settlers Wiki", "Wooden Dining Chair": "Chaise de salle à manger en bois", "Wooden Housing Complete": "Logement en bois terminé", "Wooden Sword / Club / Bow": "Épée en bois / Massue en bois / Arc", "Work Capabilities": "Capacités de travail", "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "L'Avancement des travaux augmente tous les {0} ticks. Commun aux types Récolte et Artisanat", "Work Progress increases every {0} ticks. Research only": "L'Avancement des travaux augmente tous les {0} ticks. Recherche uniquement", "Work type": "Type de travail", "Workbench": "Établi", "Worked example": "Exemple détaillé", "Worked example.": "Exemple concret.", "Worker 2 + Mud Slime 2": "Ouvrier 2 + Vase Boueuse 2", "Worker 2 + Mud Slime 2 = 19": "Worker 2 + Mud Slime 2 = 19", "Worker 3 + Brawler 1": "Ouvrier 3 + Bagarreur 1", "Worker 3 + Fighter 1 = 17": "Worker 3 + Fighter 1 = 17", "Worker 3 + Thrower 2": "Ouvrier 3 + Lanceur 2", "Worker 4 + Fighter 2 = 28": "Worker 4 + Fighter 2 = 28", "Worker 4 + Thrower 2 = 21": "Ouvrier 4 + Lanceur 2 = 21", "Worker 6 + Brawler 1": "Ouvrier 6 + Bagarreur 1", "Workload": "Charge de travail", "Workload 10. Unlocks: Statue de déesse en bois, Planche de bois, Armure en bois, Casque en bois.": "Charge de travail 10. Débloque : Statue de déesse en bois, Planche de bois, Armure en bois, Casque en bois.", "Workload 100. Needs Livre technique 1. Unlocks: Atelier d'alchimiste, Petite bibliothèque en bois, Grande bibliothèque en bois, Sphère céleste.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Atelier d'alchimiste, Petite bibliothèque en bois, Grande bibliothèque en bois, Sphère céleste.", "Workload 100. Needs Livre technique 1. Unlocks: Grande épée en bois, Bouclier en bois, Épée longue en bois de sang, Bouclier en bois de sang.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Grande épée en bois, Bouclier en bois, Épée longue en bois de sang, Bouclier en bois de sang.", "Workload 100. Needs Livre technique 1. Unlocks: Poste de cuisine.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Poste de cuisine.", "Workload 100. Needs Livre technique 1. Unlocks: Sol en rondins, Lit en bois, Table en bois, Table ronde en bois, Chaise en bois, Chaise ronde en bois +4 more.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Sol en rondins, Lit en bois, Table en bois, Table ronde en bois, Chaise en bois, Chaise ronde en bois +4 de plus.", "Workload 100. Needs Livre technique 1. Unlocks: Tapis en tissu, Bannière, Support de bannière, Tissu épais, Coiffe en tissu épais, Armure en tissu épais.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Tapis en tissu, Bannière, Support de bannière, Tissu épais, Coiffe en tissu épais, Armure en tissu épais.", "Workload 100. Needs Livre technique 1. Unlocks: Établi du chasseur, Établi de réparation, Tapis en peau.": "Charge de travail 100. Nécessite Livre technique 1. Débloque : Établi du chasseur, Établi de réparation, Tapis en peau.", "Workload 1000. Needs Livre technique 3. Unlocks: Bouclier de carapace, Tige en carapace, Grande épée de carapace, Bâton de carapace enflammé, Bâton de carapace en cristal rouge, Bâton de carapace aquatique +3 more.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouclier de carapace, Tige en carapace, Grande épée de carapace, Bâton de carapace enflammé, Bâton de carapace en cristal rouge, Bâton de carapace aquatique +3 de plus.", "Workload 1000. Needs Livre technique 3. Unlocks: Bouillie d'herbe améliorée.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Bouillie d'herbe améliorée.", "Workload 1000. Needs Livre technique 3. Unlocks: Casque d'os renforcé, Armure d'os renforcée, Bouclier osseux renforcé.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Casque d'os renforcé, Armure d'os renforcée, Bouclier osseux renforcé.", "Workload 1000. Needs Livre technique 3. Unlocks: Four, Établi de moulage, Pile de pots, Meuble en bois, Grand meuble en bois, Étagère murale en bois +1 more.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Four, Établi de moulage, Pile de pots, Meuble en bois, Grand meuble en bois, Étagère murale en bois +1 de plus.", "Workload 1000. Needs Livre technique 3. Unlocks: Larmes de la Déesse.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Larmes de la Déesse.", "Workload 1000. Needs Livre technique 3. Unlocks: Mur en bois, Porte en bois, Sol en bois, Sol en bois, Sol en bois, Grande table en bois +4 more.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Mur en bois, Porte en bois, Sol en bois, Sol en bois, Sol en bois, Grande table en bois +4 de plus.", "Workload 1000. Needs Livre technique 3. Unlocks: Séchoir, Viande séchée.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Séchoir, Viande séchée.", "Workload 1000. Needs Livre technique 3. Unlocks: Tige d'Arcron, Épée d'Arcron, Grande épée en Arcron, Bâton de feu en Arcron, Bâton Arcron (Eau), Bâton Arcron (Nature) +6 more.": "Charge de travail 1000. Nécessite Livre technique 3. Débloque : Tige d'Arcron, Épée d'Arcron, Grande épée en Arcron, Bâton de feu en Arcron, Bâton Arcron (Eau), Bâton Arcron (Nature) +6 de plus.", "Workload 20. Unlocks: Stockage d'équipement, Sac en tissu.": "Charge de travail 20. Débloque : Stockage d'équipement, Sac en tissu.", "Workload 2500. Needs Livre technique 4. Unlocks: Atelier d'accessoires.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier d'accessoires.", "Workload 2500. Needs Livre technique 4. Unlocks: Atelier du cuir.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier du cuir.", "Workload 2500. Needs Livre technique 4. Unlocks: Atelier du tailleur de pierre, Mur de pierre, Porte en pierre, Sol en pierre, Sol en pierre, Lit en pierre +5 more.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Atelier du tailleur de pierre, Mur de pierre, Porte en pierre, Sol en pierre, Sol en pierre, Lit en pierre +5 de plus.", "Workload 2500. Needs Livre technique 4. Unlocks: Omelette d'œuf de Gloth.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Omelette d'œuf de Gloth.", "Workload 2500. Needs Livre technique 4. Unlocks: Stockage de consommables en pierre, Stockage de ressources en pierre, Stockage d'équipement en pierre, Stockage de nourriture en poterie, Stockage de projectiles en pierre.": "Charge de travail 2500. Nécessite Livre technique 4. Débloque : Stockage de consommables en pierre, Stockage de ressources en pierre, Stockage d'équipement en pierre, Stockage de nourriture en poterie, Stockage de projectiles en pierre.", "Workload 3300. Needs Livre technique 4. Unlocks: Station de cuisson.": "Charge de travail 3300. Nécessite Livre technique 4. Débloque : Station de cuisson.", "Workload 400. Needs Livre technique 2. Unlocks: Atelier de fabrication de bâtons, Pierre élémentaire de feu inférieure, Pierre élémentaire d'eau inférieure, Pierre élémentaire de nature inférieure.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Atelier de fabrication de bâtons, Pierre élémentaire de feu inférieure, Pierre élémentaire d'eau inférieure, Pierre élémentaire de nature inférieure.", "Workload 400. Needs Livre technique 2. Unlocks: Barbecue de monstre, Pudding de slime.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Barbecue de monstre, Pudding de slime.", "Workload 400. Needs Livre technique 2. Unlocks: Bouillie de viande, Bouillie de navet, Bouillie d'avoine.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bouillie de viande, Bouillie de navet, Bouillie d'avoine.", "Workload 400. Needs Livre technique 2. Unlocks: Bâton d'os, Grande Épée d'Os, Bâton d'Os de Feu, Bâton en os au cristal rouge, Bâton d'os aquatique, Bâton osseux en cristal bleu +2 more.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Bâton d'os, Grande Épée d'Os, Bâton d'Os de Feu, Bâton en os au cristal rouge, Bâton d'os aquatique, Bâton osseux en cristal bleu +2 de plus.", "Workload 400. Needs Livre technique 2. Unlocks: Campement basique, Kit de camping de base.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Campement basique, Kit de camping de base.", "Workload 400. Needs Livre technique 2. Unlocks: Casque en carapace, Armure de carapace, Épée de carapace, Massue en carapace, Arc en carapace, Flèche en carapace.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Casque en carapace, Armure de carapace, Épée de carapace, Massue en carapace, Arc en carapace, Flèche en carapace.", "Workload 400. Needs Livre technique 2. Unlocks: Ferme, Clôture en bois.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Ferme, Clôture en bois.", "Workload 400. Needs Livre technique 2. Unlocks: Feu de camp, Table de cartes.": "Charge de travail 400. Nécessite Livre technique 2. Débloque : Feu de camp, Table de cartes.", "Workload 4000. Needs Livre technique 4. Unlocks: Tapis rouge, Tapis rouge, Cheminée en pierre, Grande table en pierre, Chaise de salle à manger en pierre, Banc en pierre +6 more.": "Charge de travail 4000. Nécessite Livre technique 4. Débloque : Tapis rouge, Tapis rouge, Cheminée en pierre, Grande table en pierre, Chaise de salle à manger en pierre, Banc en pierre +6 de plus.", "Workload required for the feeding task": "Charge de travail requise pour la tâche de nourrissage", "Workload required for the rescue/surgery task": "Charge de travail requise pour la tâche de sauvetage/chirurgie", "Workload {#}.": "Charge de travail {#}.", "WorkloadDefaultTick": "WorkloadDefaultTick", "WorkloadScale": "WorkloadScale", "World": "Monde", "World lore": "Univers et lore", "World object": "Objet du monde", "Worst-case env debuffs": "Debuffs d'environnement du pire cas", "Wraps in a cloak of flame, gaining a shield equal to {1}% of magic attack power on self for {0} sec, and dealing magic d...": "S'enveloppe dans un manteau de flammes, gagnant un bouclier égal à {1}% de la puissance d'attaque magique sur soi-même pendant {0} sec, et infligeant des dégâts magiques d...", "Written": "Rédigées", "XP bonus": "Bonus d'XP", "XP to reach each level (2 to 12)": "XP pour atteindre chaque niveau (2 à 12)", "XP total to reach this level": "XP total pour atteindre ce niveau", "XP, talents, time, depletion, summons - curated guides": "XP, talents, temps, épuisement, invocations - guides sélectionnés", "Xenon": "Xenon", "Xenon (scholar)": "Xenon (érudit)", "Xenon - Dungeon Settlers Wiki": "Xenon - Dungeon Settlers Wiki", "Xenon Cat": "Chat de Xenon", "Xenon Cat - Dungeon Settlers Wiki": "Xenon Cat - Dungeon Settlers Wiki", "Xenon Cat icon": "Chat Xénon icon", "Xenon Room": "Salle de Xenon", "Xenon Room - Dungeon Settlers Wiki": "Salle de Xenon - Dungeon Settlers Wiki", "Xenon Room map": "Carte de la Salle de Xenon", "Xenon Room plan": "Plan Salle de Xenon", "Xenon flips through his notebook and reveals a page with a sketch of a dark red bug. \"There's a blood-sucking bug, and ...": "Xenon feuillette son carnet et révèle une page avec un croquis d'un insecte rouge foncé. \"Il y a un insecte qui suce le sang, et ...", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "Xenon feuillète plusieurs pages de son carnet, puis l'ouvre sur un dessin d'un insecte cramoisie foncée.", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that goblin shamans apparently carry around a": "Xenon feuillète plusieurs pages de son carnet, puis l'ouvre sur un dessin d'un insecte cramoisie foncée. « Il y a un insecte qui suce le sang que les chamans gobelins apparemment portent »", "Xenon icon": "Xenon icon", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "Xenon détourne son attention des insectes acides et se tourne vers un insecte des spores à proximité. En le regardant, les coins de sa bouche se relèvent lentement.", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it migh": "Xenon détourne son attention des insectes acides et se tourne vers un insecte des spores à proximité. En le regardant, les coins de sa bouche se relèvent lentement. « Au départ, j'ai pensé que cela aurait pu »", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.": "Xenon examine rapidement le matériel de recherche que vous lui remettez. Après un court silence, il se saisit la tête à deux mains.", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That's it! Why did it take me so long to real": "Xenon examine rapidement le matériel de recherche que vous lui remettez. Après un court silence, il se saisit la tête à deux mains. « Ah... Bien sûr ! C'est ça ! Pourquoi cela m'a-t-il pris si longtemps »", "Xenon rewards": "Récompenses de Xenon", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.": "Xenon montre peu de réaction quand vous approchez, continuant à feuilleter son carnet. Après un moment, il parle enfin.", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He taps one of the open pages.": "Xenon montre peu de réaction quand vous approchez, continuant à feuilleter son carnet. Après un moment, il parle enfin. « Vous êtes là. » Il tape sur l'une des pages ouvertes.", "Xenon turns his gaze from the acid insect and looks at a nearby spore insect. After studying it for a moment, the corner...": "Xenon détourne son regard de l'insecte acide et regarde un insecte spore à proximité. Après l'avoir étudié un moment, le coin...", "Xenon2": "Xenon2", "Xénon": "Xénon", "Xénon - Collection de sangsues infernales": "Xénon - Collection de sangsues infernales", "Xénon - Collection de sangsues infernales - Dungeon Settlers Wiki": "Xénon - Collection de sangsues infernales - Dungeon Settlers Wiki", "Xénon - Dungeon Settlers Wiki": "Xénon - Dungeon Settlers Wiki", "Xénon - Enquête sur l'insecte acide": "Xénon - Enquête sur l'insecte acide", "Xénon - Enquête sur l'insecte acide - Dungeon Settlers Wiki": "Xénon - Enquête sur l'insecte acide - Dungeon Settlers Wiki", "Xénon - Enquête sur l'insecte à spores": "Xénon - Enquête sur l'insecte à spores", "Xénon - Enquête sur l'insecte à spores - Dungeon Settlers Wiki": "Xénon - Enquête sur l'insecte à spores - Dungeon Settlers Wiki", "Xénon - Enquête sur la Larve de Viande": "Xénon - Enquête sur la Larve de Viande", "Xénon - Enquête sur la Larve de Viande - Dungeon Settlers Wiki": "Xénon - Enquête sur la Larve de Viande - Dungeon Settlers Wiki", "Yellow": "Jaune", "Yellow Banner": "Bannière jaune", "Yellow Banner - Dungeon Settlers Wiki": "Bannière Jaune - Dungeon Settlers Wiki", "Yellow Banner Stand": "Support de bannière jaune", "Yellow Banner Stand - Dungeon Settlers Wiki": "Support de Bannière Jaune - Dungeon Settlers Wiki", "Yellow Flowerbed": "Parterre de fleurs jaunes", "YellowStoneGolem": "YellowStoneGolem", "Yields": "Rendements", "You are in Stealth": "Vous êtes en Furtivité", "You are previewing a team someone shared with you. It is NOT saved to your account - review the units below, add them all, or add any single one with the button on its card.": "Vous prévisualisez une équipe que quelqu'un a partagée avec vous. Elle n'est PAS enregistrée dans votre compte - examinez les unités ci-dessous, ajoutez-les toutes, ou ajoutez-en une seule avec le bouton sur sa carte.", "You can adjust in-game settings like language and sound settings in this window.": "Vous pouvez ajuster les paramètres du jeu comme la langue et les paramètres sonores dans cette fenêtre.", "You can als...": "Vous pouvez également...", "You can check mood influencing factors via the 'Mood' section in the 'Status' tab.": "Vous pouvez vérifier les facteurs influant sur l'humeur via la section « Humeur » dans l'onglet « État ».", "You can check mood-influencing factors via the 'Mood' section in the 'Status' tab.": "Vous pouvez vérifier les facteurs influant sur l'humeur via la section « Humeur » dans l'onglet « État ».", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.": "Vous pouvez cliquer et faire glisser avec le bouton gauche de la souris pour sélectionner plusieurs unités à la fois. Ou appuyez sur la touche Tab pour sélectionner toutes les unités.", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ##": "Vous pouvez cliquer et faire glisser avec le bouton gauche de la souris pour sélectionner plusieurs unités à la fois. Ou appuyez sur la touche Tab pour sélectionner toutes les unités. ##", "You can click and drag with the left mouse button to select multiple units at once. Or press the ~ key (to the left of the number keys) to <color=#ccbeb8": "Vous pouvez cliquer et glisser avec le bouton gauche de la souris pour sélectionner plusieurs unités à la fois. Ou appuyez sur la touche ~ (à gauche des touches numériques) pour <color=#ccbeb8", "You can construct a Goddess Statue through the construction menu. Units with max experience can": "Vous pouvez construire une Statue de déesse via le menu de construction. Les unités avec l'expérience maximale peuvent", "You can construct a Goddess Statue through the construction menu. Units with max experience can Monter de niveau by interacting with the statue. ## To": "Vous pouvez construire une Statue de déesse via le menu de construction. Les unités avec l'expérience maximale peuvent Monter de niveau en interagissant avec la statue. ## À", "You can flip each separately later in Settings.": "Vous pourrez régler chacun séparément plus tard dans les Paramètres.", "You can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].": "Vous pouvez obtenir des caractéristiques aléatoires depuis [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags] ou [Tooltip_UtilityRandomTags].", "You can gain random stats from [Tooltip_AttackRandomTags].": "Vous pouvez obtenir des statistiques aléatoires de [Tooltip_AttackRandomTags].", "You can gain random stats from [Tooltip_DefenseRandomTags].": "Vous pouvez obtenir des statistiques aléatoires de [Tooltip_DefenseRandomTags].", "You can gain random stats from [Tooltip_UtilityRandomTags].": "Vous pouvez obtenir des statistiques aléatoires de [Tooltip_UtilityRandomTags].", "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "Vous ne pouvez plus porter de poids une fois que le poids actuel / poids max atteint {0}% ou plus.", "You can recruit new units through 'Recruit' in the top right corner of the screen.": "Vous pouvez recruter de nouvelles unités via « Recruter » dans le coin supérieur droit de l'écran.", "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "Vous pouvez recruter de nouvelles unités via « Recruter » dans le coin supérieur droit de l'écran. ## Chaque unité a des traits, des stats et des arbres de compétences, et le <color=#ccb", "You can recruit new units through 'Recruit' in the top-right corner of the screen.": "Vous pouvez recruter de nouvelles unités via « Recruter » dans le coin supérieur droit de l'écran.", "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "Vous pouvez recruter de nouvelles unités via « Recruter » dans le coin supérieur droit de l'écran. ## Chaque unité a des traits, des stats et des arbres de compétences, et le <color=#ccb", "You can select entities by left clicking or dragging.": "Vous pouvez sélectionner des entités en cliquant avec le bouton gauche ou en les faisant glisser.", "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "Vous pouvez sélectionner des entités en cliquant avec le bouton gauche ou en les faisant glisser. Quand une entité est sélectionnée, le panneau de résumé de l'entité apparaît en bas à gauche où vous pouvez véri", "You can select entities by left-clicking or dragging.": "Vous pouvez sélectionner des entités en cliquant avec le bouton gauche ou en les faisant glisser.", "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "Vous pouvez sélectionner des entités en cliquant avec le bouton gauche ou en les faisant glisser. Quand une entité est sélectionnée, le panneau de résumé de l'entité apparaît en bas à gauche où vous pouvez véri", "You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree": "Vous pouvez tout de même donner à une unité une arme ou une école de magie que son historique n'accorde pas, en utilisant un arbre de compétences", "You can't recruit over max population.": "Vous ne pouvez pas recruter au-delà de la population maximale.", "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...": "Tu découvres des gobelins qui dorment dans d'énormes réservoirs en verre. Contrairement aux gobelins ordinaires à peau verte, cependant, ces spécimens...", "You don't have enough items {0} to construct a building.": "Vous n'avez pas assez d'objets {0} pour construire un bâtiment.", "You examined the situation from several angles, but found nothing immediately suspicious.": "Vous avez examiné la situation sous plusieurs angles, mais n'avez rien trouvé de suspect.", "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcome them back alive all the same. Wi": "Vous avez examiné la situation sous plusieurs angles, mais n'avez rien trouvé de suspect immédiatement. Vous n'avez pas complètement mis de côté vos doutes, mais vous devriez les accueillir en vie quand même. Avec", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve.": "Tu expliques aux membres de l'expédition pourquoi l'objectif actuel de l'expédition est réalistiquement difficile à atteindre.", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve. \"Then why did we even set such a goal in the first place?\" A few expedition members grumble and voice their dissatisfaction.": "You explain to the expedition members why the current expedition objective is realistically difficult to achieve. \"Then why did we even set such a goal in the first place?\" A few expedition members grumble and voice their dissatisfaction.", "You furrow your brow and speak firmly.": "Vous fronçez les sourcils et parlez fermement.", "You furrow your brow and speak firmly. \"Others need rest too, so let's stop for today.\" The Lycan members exchange dis...": "Vous fronçez les sourcils et parlez fermement. \"Les autres ont aussi besoin de repos, alors arrêtons pour aujourd'hui.\" Les membres Lycan échangent dis...", "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disappointed looks, then slowly lo": "Vous fronçez les sourcils et parlez fermement. \"Les autres ont besoin de repos. C'est assez pour cette nuit.\" Les membres de l'expédition lycanthrope échangent des regards déçus, puis lentement lo", "You have established a basic base of operations, but the expedition has only just begun to take shape.": "Tu as établi une base d'opérations de base, mais l'expédition vient juste de commencer à prendre forme.", "You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit?": "Vous venez de dépenser des ressources pour prier. Si vous partez maintenant, ces ressources et le résultat de la prière ne seront pas sauvegardés. Êtes-vous sûr de vouloir quitter ?", "You have not completely set aside your doubts, but you should welcom...": "Vous n'avez pas complètement mis de côté vos doutes, mais vous devriez", "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "Vous entendez un cri à proximité et reconnaissez immédiatement la voix de Liana, l'une de vos compagnes.", "You hear {0} scream and coldly turn your head away.": "Vous entendez {0} crier et tournez votre tête froidement.", "You hur...": "Tu te précipites...", "You look around, but no one is there.": "Vous regardez autour de vous, mais personne n'est là.", "You order the members to seize {0}.": "Vous ordonnez aux membres de saisir {0}.", "You sigh and shrug your shoulders.": "Vous soupirez et haussez les épaules.", "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the Lycan expedition members thr": "Vous soupirez et haussez les épaules. \"Si c'est votre coutume, qu'il en soit ainsi. Assurez-vous simplement de ne pas le pousser trop loin.\" Au moment où vous donnez la permission, les membres de l'expédition lycanthrope thr", "You sigh and shrug. \"If that's your custom, so be it. But don't overdo it.\" When you give permission, the Lycan member...": "Vous soupirez et haussez les épaules. \"Si c'est votre coutume, soit. Mais n'en faites pas trop.\" Quand vous donnez la permission, le membre Lycan...", "You stamp one foot, and the expedition members begin to catch the rhythm one by one.": "Vous frappez du pied, et les membres de l'expédition commencent à attraper le rythme un par un.", "You still lose 200 HP (minus any barrier / guard). The reflect is a bonus, not a shield.": "Vous perdez tout de même 200 PV (moins tout bouclier / garde). Le renvoi est un bonus, pas un bouclier.", "You still take": "Vous subissez tout de même", "You suddenly realize that someone is watching you. You look around and see nothing, so you raise your head and look up. ...": "You suddenly realize that someone is watching you. You look around and see nothing, so you raise your head and look up. ...", "You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.": "Vous sortez votre carnet et copiez soigneusement les figures, leur arrangement et chaque étape de la chasse.", "You win the exchange - you kill": "Vous gagnez l'échange - vous tuez", "You'd better take care of it": "Tu devrais t'en occuper", "Young Glott 3 + Mud Slogel 3 = 28.5": "Young Glott 3 + Mud Slogel 3 = 28.5", "Young Glott 5 = 27.5": "Glott Jeune 5 = 27.5", "Your DPS": "Votre DPS", "Your attacker debuffed by:": "Votre attaquant affaibli par :", "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "Votre build conserve ce que vous avez équipé. Appuyez sur « équiper par défaut » pour charger ce kit de départ.", "Your clan advances through numbered": "Votre clan progresse à travers des", "Your clan advances through numbered ranks by accumulating contribution points. The rank table defines 7 ranks, but the base game caps the highest available r...": "Votre clan progresse à travers des rangs numérotés en accumulant des points de contribution. La table des rangs définit 7 rangs, mais le jeu de base plafonne le r...", "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.": "Guide du rang de clan", "Your damage on the hit": "Vos dégâts sur le coup", "Your dmg/hit": "Vos dégâts/coup", "Your inscriptions": "Vos inscriptions", "Your long term planning and delicate management skills will be put to the test.": "Vos compétences en planification à long terme et en gestion délicate seront mises à l'épreuve.", "Your long-term planning and delicate management skills will be put to the test.": "Vos compétences en planification à long terme et en gestion délicate seront mises à l'épreuve.", "Your missing HP": "Vos PV manquants", "Your report was": "Votre rapport a été", "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "Votre rotation : relancez chaque compétence offensive apprise dès que son temps de recharge le permet, en comblant chaque autre instant avec votre attaque de base.", "Your unit": "Votre unité", "Your units": "Vos unités", "Your units 1": "Vos unités 1", "Your units get a bonus too": "Vos unités reçoivent aussi un bonus", "Zeno détourna le regard du ver acide et regarda le ver de spores à proximité. Le coin de sa bouche se soulève lentement alors qu'il regarde le gars pendant un moment.": "Zeno détourna le regard du ver acide et regarda le ver de spores à proximité. Le coin de sa bouche se soulève lentement alors qu'il regarde le gars pendant un moment.", "Zenon Default": "Zenon Default", "Zenon Default - Dungeon Settlers Wiki": "Zenon par défaut - Dungeon Settlers Wiki", "Zenon Default icon": "Zenon par défaut icon", "Zenon Quest 1": "Quête de Zenon 1", "Zenon Quest 1 - Dungeon Settlers Wiki": "Quête de Zenon 1 - Dungeon Settlers Wiki", "Zenon Quest 1 Reward": "Récompense de quête de Zenon 1", "Zenon Quest 1 Reward - Dungeon Settlers Wiki": "Récompense de la quête de Zenon 1 - Dungeon Settlers Wiki", "Zenon Quest 1 Reward icon": "Récompense de la quête de Zenon 1 icon", "Zenon Quest 1 icon": "Quête de Zenon 1 icon", "Zenon Quest 2": "Quête de Zenon 2", "Zenon Quest 2 - Dungeon Settlers Wiki": "Quête de Zenon 2 - Dungeon Settlers Wiki", "Zenon Quest 2 Reward": "Récompense de quête de Zenon 2", "Zenon Quest 2 Reward - Dungeon Settlers Wiki": "Récompense de la quête de Zenon 2 - Dungeon Settlers Wiki", "Zenon Quest 2 Reward icon": "Récompense de la quête de Zenon 2 icon", "Zenon Quest 2 icon": "Quête de Zenon 2 icon", "Zenon Quest 3": "Quête de Zenon 3", "Zenon Quest 3 - Dungeon Settlers Wiki": "Quête de Zenon 3 - Dungeon Settlers Wiki", "Zenon Quest 3 Reward": "Récompense de quête de Zenon 3", "Zenon Quest 3 Reward - Dungeon Settlers Wiki": "Récompense de la quête 3 de Zenon - Dungeon Settlers Wiki", "Zenon Quest 3 Reward icon": "Récompense de la quête 3 de Zenon icon", "Zenon Quest 3 icon": "Quête de Zenon 3 icon", "Zenon Quest 4": "Quête de Zenon 4", "Zenon Quest 4 - Dungeon Settlers Wiki": "Quête de Zenon 4 - Dungeon Settlers Wiki", "Zenon Quest 4 Reward": "Récompense de quête de Zenon 4", "Zenon Quest 4 Reward - Dungeon Settlers Wiki": "Récompense de la quête 4 de Zenon - Dungeon Settlers Wiki", "Zenon Quest 4 Reward icon": "Récompense de la quête 4 de Zenon icon", "Zenon Quest 4 icon": "Quête de Zenon 4 icon", "Zenon Quest End 1": "Fin de quête de Zenon 1", "Zenon Quest End 1 - Dungeon Settlers Wiki": "Zenon Quest End 1 - Dungeon Settlers Wiki", "Zenon Quest End 1 icon": "Zenon Quest End 1 icône", "Zenon Quest End 2": "Fin de quête de Zenon 2", "Zenon Quest End 2 - Dungeon Settlers Wiki": "Zenon Quest End 2 - Dungeon Settlers Wiki", "Zenon Quest End 2 icon": "Zenon Quest End 2 icône", "Zenon Quest End 3": "Fin de quête de Zenon 3", "Zenon Quest End 3 - Dungeon Settlers Wiki": "Zenon Quest End 3 - Dungeon Settlers Wiki", "Zenon Quest End 3 icon": "Zenon Quest End 3 icône", "Zenon Quest End 4": "Fin de quête de Zenon 4", "Zenon Quest End 4 - Dungeon Settlers Wiki": "Zenon Quest End 4 - Dungeon Settlers Wiki", "Zenon Quest End 4 icon": "Zenon Quest End 4 icône", "Zenon's insect-research request line and its reward hand-ins.": "La série de requêtes de recherche sur les insectes de Zenon et ses remises de récompenses.", "Zenon: Insect Research": "Zenon : Recherche sur les insectes", "ZenonDefault": "ZenonDefault", "ZenonQuest1": "ZenonQuest1", "ZenonQuest1Reward": "ZenonQuest1Reward", "ZenonQuest2": "ZenonQuest2", "ZenonQuest2Reward": "ZenonQuest2Reward", "ZenonQuest3": "ZenonQuest3", "ZenonQuest3Reward": "ZenonQuest3Reward", "ZenonQuest4": "ZenonQuest4", "ZenonQuest4Reward": "ZenonQuest4Reward", "ZenonQuestEnd1": "ZenonQuestEnd1", "ZenonQuestEnd2": "ZenonQuestEnd2", "ZenonQuestEnd3": "ZenonQuestEnd3", "ZenonQuestEnd4": "ZenonQuestEnd4", "Zero-weight backgrounds": "Parcours à poids zéro", "Zones de base - Dungeon Settlers Wiki": "Zones de base - Dungeon Settlers Wiki", "Zoom caméra": "Zoom caméra", "Zoom in": "Zoomer", "Zoom out": "Dézoomer", "Zoomer permet de voir les unités et l'environnement en détail, tandis que dézoomer offre une vue d'ensemble.": "Zoomer permet de voir les unités et l'environnement en détail, tandis que dézoomer offre une vue d'ensemble.", "Zénon feuillette plusieurs pages de son carnet, puis l'ouvre sur le dessin d'un insecte d'un rouge cramoisi sombre.": "Zénon feuillette plusieurs pages de son carnet, puis l'ouvre sur le dessin d'un insecte d'un rouge cramoisi sombre.", "Zénon réagit à peine lorsque vous approchez et continue de feuilleter son carnet. Après un moment, il finit par prendre la parole.": "Zénon réagit à peine lorsque vous approchez et continue de feuilleter son carnet. Après un moment, il finit par prendre la parole.", "[\"AFFECTER_BellyBeggar\"]": "[\"AFFECTER_BellyBeggar\"]", "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]", "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]": 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\"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssWhiteMawmurk\"]": "[\"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssWhiteMawmurk\"]", "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssAlphaAcidSlogel\"]": "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssAlphaAcidSlogel\"]", "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssRedMonsterRat\"]": "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssRedMonsterRat\"]", "[\"UNIT_AbyssRedMonsterRat\"]": "[\"UNIT_AbyssRedMonsterRat\"]", "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGo...": "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGo...", "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinThrower\"]": "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinThrower\"]", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_Abys...": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_Abys...", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssGoblinRider\"]": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssGoblinRider\"]", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", 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\"UNIT_FemaleGloth\", \"UN...", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\"]": 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\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_Gob...": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_Gob...", "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GuildMerchant\"]": "[\"UNIT_GuildMerchant\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]", "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]": "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]", "[\"UNIT_VeilSilenceMerchant\"]": "[\"UNIT_VeilSilenceMerchant\"]", "[\"UNIT_Xenon\"]": "[\"UNIT_Xenon\"]", "[\"Warrior\", \"Blitz\", \"Execution\"]": "[\"Warrior\", \"Blitz\", \"Execution\"]", "[\"Warrior\", \"Blitz\", \"Tide\"]": "[\"Warrior\", \"Blitz\", \"Tide\"]", "[\"Warrior\", \"Guardian\", \"Blitz\"]": "[\"Warrior\", \"Guardian\", \"Blitz\"]", "[\"Warrior\", \"Guardian\", \"Burst\"]": "[\"Warrior\", \"Guardian\", \"Burst\"]", "[\"Warrior\", \"Guardian\", \"Execution\"]": "[\"Warrior\", \"Guardian\", \"Execution\"]", "[\"Warrior\", \"Guardian\", \"Fortress\"]": "[\"Warrior\", \"Guardian\", \"Fortress\"]", "[\"Warrior\", \"Guardian\", \"Stake\"]": "[\"Warrior\", \"Guardian\", \"Stake\"]", "[\"Warrior\", \"Guardian\", \"Tide\"]": "[\"Warrior\", \"Guardian\", \"Tide\"]", "[\"Warrior\", \"Stake\", \"Execution\"]": "[\"Warrior\", \"Stake\", \"Execution\"]", "[\"Warrior\", \"Tide\", \"Harmony\"]": "[\"Warrior\", \"Tide\", \"Harmony\"]", "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0] : Taille de la zone de restriction de caméra de la version alpha", "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ~ [1] : La plage horaire (début à fin) que le matin occupe dans une journée.", "[0]: BGM transition time": "[0] : Temps de transition de la BGM", "[0]: Camera maximum zoom-out value": "[0] : Valeur de zoom arrière maximum de la caméra", "[0]: Camera minimum zoom-in value": "[0] : Valeur de zoom avant minimum de la caméra", "[0]: Camera movement speed via arrow keys": "[0] : Vitesse de déplacement de la caméra via les touches fléchées", "[0]: Dazed duration (in seconds)": "[0] : Durée d'étourdissement (en secondes)", "[0]: Difference in vision range between day and night": "[0] : Différence de portée de vision entre le jour et la nuit", "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0] : Durée de l'effet « A discuté » (minutes)", "[0]: Equipment Durability deduction multiplier": "[0] : Multiplicateur de déduction de durabilité de l'équipement", "[0]: Grace period before small talk starts after entering the map (seconds)": "[0] : Délai de grâce avant le début des bavardages après l'entrée sur la carte (secondes)", "[0]: Head damage chance, [1]: Body damage chance": "[0] : Chance de dégâts à la tête, [1] : Chance de dégâts au corps", "[0]: Hours per day": "[0] : Heures par jour", "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0] : Si l'heure de départ est 8:00, la campagne commence à 8:00.", "[0]: Limping duration (in seconds)": "[0] : Durée de boitement (en secondes)", "[0]: Max Mood value shown in the UI": "[0] : Valeur d'Humeur max affichée dans l'interface", "[0]: Max equipment size": "[0] : Taille maximale de l'équipement", "[0]: Max inventory size": "[0] : Taille maximale de l'inventaire", "[0]: Max map X size [1]: Max map Y size": "[0] : Taille X maximale de la carte [1] : Taille Y maximale de la carte", "[0]: Max number of recent small-talk topics a unit stores": "[0] : Nombre max de sujets de bavardage récents qu'une unité conserve", "[0]: Max number of small-talk conversations per logic refresh": "[0] : Nombre max de conversations de bavardage par rafraîchissement de la logique", "[0]: Max player unit party size": "[0] : Taille maximale du groupe d'unités du joueur", "[0]: Max radius of the settlement area with no initial creep": "[0] : Rayon maximal de la zone de colonie sans creep initial", "[0]: Max room size": "[0] : Taille maximale de la salle", "[0]: Minimum update tick (e.g. bleed) - 60/60": "[0] : Tick de mise à jour minimal (par ex. saignement) - 60/60", "[0]: Minutes per hour - 2700/60": "[0] : Minutes par heure - 2700/60", "[0]: Near-Death aftereffect duration": "[0] : Durée de l'effet secondaire de mort imminente", "[0]: Near-Death duration": "[0] : Durée de mort imminente", "[0]: Number of previous small-talk partners blocked": "[0] : Nombre de partenaires de bavardage précédents bloqués", "[0]: Number of previously used small-talk topics blocked": "[0] : Nombre de sujets de bavardage précédemment utilisés bloqués", "[0]: Percentage of head HP recovered upon Near-Death": "[0] : Pourcentage de PV de tête récupérés lors d'une mort imminente", "[0]: Skill global cooldown": "[0] : Temps de recharge global des compétences", "[0]: Small-talk topic record chance (%)": "[0] : Chance d'enregistrement d'un sujet de bavardage (%)", "[0]: Speed correction value": "[0] : Valeur de correction de vitesse", "[0]: Speed multiplier at maximum zoom-in": "[0] : Multiplicateur de vitesse au zoom avant maximum", "[0]: Speed multiplier at minimum zoom-in": "[0] : Multiplicateur de vitesse au zoom avant minimum", "[0]: Tick unit - 1/60": "[0] : Unité de tick - 1/60", "[0]: Ticks per minute - 45/60 NOTE: When this value is 45, a day equals 64,800 ticks -> 1,082 seconds of real time, so at 1x speed a game day is about 18 real-world minutes.": "[0] : Ticks par minute - 45/60 REMARQUE : Lorsque cette valeur est 45, une journée équivaut à 64 800 ticks -> 1 082 secondes de temps réel, donc à vitesse 1x un jour de jeu dure environ 18 minutes réelles.", "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0] : Temps pendant lequel ignorer les enregistrements de sujets de bavardage d'équipement initial après l'entrée sur la carte (secondes)", "[0]: Tutorial seed": "[0] : Graine du tutoriel", "[0]: UI fade in/out duration": "[0] : Durée du fondu d'entrée/sortie de l'interface", "[0]: UI zoom in/out speed": "[0] : Vitesse de zoom avant/arrière de l'interface", "[0]: UI 상 기분 최대치": "[0] : humeur maximale dans l'UI.", "[0]: UI 줌인 아웃 속도": "[0] : vitesse de zoom avant/arrière de l'UI.", "[0]: UI 페이드 인아웃 시간": "[0] : durée du fondu d'entrée/sortie de l'UI.", "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0] : Portée de combat de l'unité (lot) <- effacée en la quittant (par conception, cela devrait suivre la valeur de vision)", "[0]: Unit small-talk check interval (seconds)": "[0] : Intervalle de vérification des bavardages des unités (secondes)", "[0]: Unit small-talk occurrence chance (%)": "[0] : Chance d'occurrence des bavardages des unités (%)", "[0]: Unit small-talk search radius (tiles)": "[0] : Rayon de recherche des bavardages des unités (tuiles)", "[0]: 분 당 틱 - 45/60 NOTE : 이 값이 45일 때 하루는 64,800틱 -> 실제 시간 1,082초 이므로 1배속 현실 시간으로 게임의 하루는 약 18분이다.": "[0] : ticks par minute - 45/60 NOTE : quand cette valeur vaut 45, une journée compte 64 800 ticks -> soit 1 082 secondes de temps réel, donc à vitesse x1 une journée de jeu dure environ 18 minutes en temps réel.", "[0]: 최소 갱신 틱 (ex) 출혈) - 60/60": "[0] : tick de rafraîchissement minimal (ex) saignement) - 60/60", "[2, 4, 5] - the last floor reaches phase 5, the boss phase": "[2, 4, 5] - le dernier étage atteint la phase 5, la phase du boss", "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "[24, 48, 72, 96, 120, 144] heures cumulées - dormante (Dev_NotUsed, aucune alerte/affecteur/événement ne l'utilise)", "[Experience Trait]": "[Experience Trait]", "[Health Trait]": "[Health Trait]", "[Inscription Trait]": "[Inscription Trait]", "[Korean dev text - hover to view]": "[Korean dev text - hover to view]", "[Personal Trait]": "[Personal Trait]", "[Race Trait]": "[Race Trait]", "[Soul Trait]": "[Soul Trait]", "[Strength]": "[Force]", "a Bow": "un arc", "a Club": "une massue", "a Fire Staff": "un bâton de feu", "a Greatsword": "une grande épée", "a Nature Staff": "un Bâton de la Nature", "a Sword": "une épée", "a Water Staff": "un Bâton d'eau", "a affiné au fil des ans les compétences héritées de ses parents. D'innombrables nuits furent consacrées à façonner des écailles pour en faire les meilleures armures de la tribu, bien que ce labeur fût souvent tenu pour acquis. Parfois, des doutes naissaient sur le véritable sens de cet art.": "a affiné au fil des ans les compétences héritées de ses parents. D'innombrables nuits furent consacrées à façonner des écailles pour en faire les meilleures armures de la tribu, bien que ce labeur fût souvent tenu pour acquis. Parfois, des doutes naissaient sur le véritable sens de cet art.", "a consacré sa vie à rester aux côtés du chef. Armé d'une force et d'une loyauté sans faille, prêt à donner sa vie, il a affronté d'innombrables ennemis. Pourtant, le véritable objectif a toujours été de gagner la confiance et de protéger la tribu.": "a consacré sa vie à rester aux côtés du chef. Armé d'une force et d'une loyauté sans faille, prêt à donner sa vie, il a affronté d'innombrables ennemis. Pourtant, le véritable objectif a toujours été de gagner la confiance et de protéger la tribu.", "a detonation": "une détonation", "a développé son endurance et sa patience, ne s'arrêtant jamais malgré le mauvais temps ou des chemins obstrués. Chaque montée, en portant de lourdes charges sur des sentiers accidentés, lui donnait l'impression de dépasser ses limites. Pourtant, une question persistait : qu'est‑ce qui attendait vraiment au bout de ce labeur sans fin ?": "a développé son endurance et sa patience, ne s'arrêtant jamais malgré le mauvais temps ou des chemins obstrués. Chaque montée, en portant de lourdes charges sur des sentiers accidentés, lui donnait l'impression de dépasser ses limites. Pourtant, une question persistait : qu'est‑ce qui attendait vraiment au bout de ce labeur sans fin ?", "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "un multiplicateur fixe de ×1,5 : des valeurs fixes, pas des plafonds vers lesquels progresser.", "a forgé sa force en portant des charges, endurcissant son corps en gravissant des montagnes avec un fardeau sur les épaules. Gagner sa vie en livrant des marchandises assurait la subsistance, mais le travail incessant régissait chaque jour. Pourtant, un but restait : être libéré du fardeau un jour et vivre une vie de liberté.": "a forgé sa force en portant des charges, endurcissant son corps en gravissant des montagnes avec un fardeau sur les épaules. Gagner sa vie en livrant des marchandises assurait la subsistance, mais le travail incessant régissait chaque jour. Pourtant, un but restait : être libéré du fardeau un jour et vivre une vie de liberté.", "a forgé son endurance au venin et à la boue, mais ses forces plus subtiles se sont estompées et affaiblies. Avec un corps inflexible et une persévérance tenace, il pourchassait sans répit les intrus, toutefois le déséquilibre déformé l'entraînait souvent plus profondément dans une solitude obscure.": "a forgé son endurance au venin et à la boue, mais ses forces plus subtiles se sont estompées et affaiblies. Avec un corps inflexible et une persévérance tenace, il pourchassait sans répit les intrus, toutefois le déséquilibre déformé l'entraînait souvent plus profondément dans une solitude obscure.", "a grandi en admirant un père qui avait servi de longues années comme capitaine de la garde de la ville, et a donc choisi la même voie. Au début, le devoir semblait noble - maintenir l'ordre, assurer la sécurité des rues. Pourtant, avec les années, la vérité est devenue de plus en plus difficile à ignorer. Le rôle relevait moins de la justice que du service aux puissants : accomplir des commissions pour les nobles et garder le silence face à des ordres injustes. Chaque compromis pesait davantage sur le cœur, jusqu'à ce que la fierté cède à un tourment silencieux.": "a grandi en admirant un père qui avait servi de longues années comme capitaine de la garde de la ville, et a donc choisi la même voie. Au début, le devoir semblait noble - maintenir l'ordre, assurer la sécurité des rues. Pourtant, avec les années, la vérité est devenue de plus en plus difficile à ignorer. Le rôle relevait moins de la justice que du service aux puissants : accomplir des commissions pour les nobles et garder le silence face à des ordres injustes. Chaque compromis pesait davantage sur le cœur, jusqu'à ce que la fierté cède à un tourment silencieux.", "a grandi en maniant la pioche au plus profond des mines. Même face à la poussière étouffante et aux parois rocheuses prêtes à s'effondrer, ses mains ne s'arrêtaient jamais, et chaque filon brisé rendait son corps plus robuste. Mais après tant d'années passées dans l'obscurité, le tumulte et la lumière de la surface lui étaient difficiles à supporter.": "a grandi en maniant la pioche au plus profond des mines. Même face à la poussière étouffante et aux parois rocheuses prêtes à s'effondrer, ses mains ne s'arrêtaient jamais, et chaque filon brisé rendait son corps plus robuste. Mais après tant d'années passées dans l'obscurité, le tumulte et la lumière de la surface lui étaient difficiles à supporter.", "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "contre un coup réduit ses dégâts de 50%, ce qui réduit l'usure de l'armure d'autant.", "a l'air complètement dévasté.": "a l'air complètement dévasté.", "a mangé de la viande grillée": "a mangé de la viande grillée", "a mangé de la viande grillée - Dungeon Settlers Wiki": "a mangé de la viande grillée - Dungeon Settlers Wiki", "a mangé de la viande grillée icon": "a mangé de la viande grillée icône", "a new {#} weapon tree": "un nouvel arbre d'armes {#}", "a parlé avec d'innombrables voyageurs - certains aventuriers légendaires, d'autres porteurs de secrets dangereux. Leurs récits ont éveillé une soif de nouveaux horizons et ont fait germer le rêve de quitter un jour la vie de porteur pour partir à l'aventure à pied.": "a parlé avec d'innombrables voyageurs - certains aventuriers légendaires, d'autres porteurs de secrets dangereux. Leurs récits ont éveillé une soif de nouveaux horizons et ont fait germer le rêve de quitter un jour la vie de porteur pour partir à l'aventure à pied.", "a summon": "une invocation", "a survécu en volant des restes et en capturant de petits animaux pour apaiser la faim. Par hasard et par persévérance, les façons des chasseurs furent imitées de loin, et ces méthodes de fortune se muèrent vite en braconnage. Mais la vérité ne tarda pas à être révélée, et la vie de traqué commença. Hélas, à la fin, il resta peu d'endroits où se cacher.": "a survécu en volant des restes et en capturant de petits animaux pour apaiser la faim. Par hasard et par persévérance, les façons des chasseurs furent imitées de loin, et ces méthodes de fortune se muèrent vite en braconnage. Mais la vérité ne tarda pas à être révélée, et la vie de traqué commença. Hélas, à la fin, il resta peu d'endroits où se cacher.", "a teint sa lame du sang d'innombrables ennemis et a vu ses camarades tomber un à un. En tant que mercenaire, la survie primait toujours, mais parfois des visages familiers revenaient dans ses rêves. À chaque fois, la discipline se durcissait à nouveau et les émotions étaient refoulées.": "a teint sa lame du sang d'innombrables ennemis et a vu ses camarades tomber un à un. En tant que mercenaire, la survie primait toujours, mais parfois des visages familiers revenaient dans ses rêves. À chaque fois, la discipline se durcissait à nouveau et les émotions étaient refoulées.", "a tenu le coup au front. Voir les camarades tomber un à un ne laissait pas de place à la faiblesse, si bien qu'on mit les sentiments de côté et qu'on apprit des techniques de survie. On parlait de camaraderie et de cause, mais en pratique on se contentait simplement de survivre au jour le jour.": "a tenu le coup au front. Voir les camarades tomber un à un ne laissait pas de place à la faiblesse, si bien qu'on mit les sentiments de côté et qu'on apprit des techniques de survie. On parlait de camaraderie et de cause, mais en pratique on se contentait simplement de survivre au jour le jour.", "abat l'Oiseau aux Mille Couleurs et en prélève la viande.": "abat l'Oiseau aux Mille Couleurs et en prélève la viande.", "abeille": "abeille", "abilities read the summoner's live Magic Attack Power": "capacités d'une invocation lisent la Puissance d'attaque magique en temps réel de l'invocateur", "absent from every race's background pool": "absent du pool de parcours de chaque race", "absorbs up to 30% of damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.": "absorbe jusqu'à 30 % des dégâts infligés (proportionnellement à vos propres PV manquants), ce qui constitue le plafond de ce soin au coup.", "abyss variant": "variante d'Abîme", "accessory": "accessoire", "accumulent du": "accumulent du", "acquired": "acquis", "action (choice": "action (choix", "active -": "actif -", "active branches": "branches actives", "actuel diminue.": "actuel diminue.", "actuel × -8 %.": "actuel × -8 %.", "actuelle tombe en dessous de 25%, octroie un": "actuelle tombe en dessous de 25%, octroie un", "adapted fo...": "adaptée pour...", "adaptée au combat, soutient les membres de l'expédition grâce à des attaques plus éblouissantes.": "adaptée au combat, soutient les membres de l'expédition grâce à des attaques plus éblouissantes.", "add a weapon to compare...": "ajouter une arme à comparer...", "added": "ajouté", "added - click to remove": "ajouté - cliquez pour retirer", "additional status effects": "des effets de statut supplémentaires", "additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).": "additions (les six statistiques principales, PV max, Puissance d'attaque physique/magique, Vitesse d'attaque, Réduction du temps de recharge, résistances fixes).", "adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.": "ajoute +1,0 Puissance d'attaque physique et +4,0 Poids max. La Puissance d'attaque physique dépend aussi de l'Agilité et de la Perception (+0,5 chacune par point) en plus d'une valeur de base, elle ne dépend donc pas uniquement de la Force.", "affect inscription rarity.": "n'affecte pas la rareté des inscriptions.", "affecters": "affecteurs", "affects the caster,": "affecte le lanceur,", "affichage 1 sur 22 modifiés": "affichage 1 sur 22 modifiés", "affichage 1 sur 23 modifiés": "affichage 1 sur 23 modifiés", "affichage 10 sur 35 modifiés": "affichage 10 sur 35 modifiés", "affichage 12 sur 15 modifiés": "affichage 12 sur 15 modifiés", "affichage 2 sur 5 modifiés": "affichage 2 sur 5 modifiés", "affichage 4 sur 25 modifiés": "affichage 4 sur 25 modifiés", "affichage 4 sur 37 modifiés": "affichage 4 sur 37 modifiés", "affichage 4 sur 44 modifiés": "affichage 4 sur 44 modifiés", "affichage 7 sur 10 modifiés": "affichage 7 sur 10 modifiés", "affichage 80 sur 169 modifiés": "affichage 80 sur 169 modifiés", "affichage 9 sur 13 modifiés": "affichage 9 sur 13 modifiés", "affiche un sourire suffisant en les prenant.": "affiche un sourire suffisant en les prenant.", "affronta bataille après bataille, repoussant les lames ennemies pour protéger le chef. Son corps était couvert de cicatrices, le prix à payer, mais il ne se retira jamais. La loyauté devint un bouclier auquel toute la tribu pouvait se fier.": "affronta bataille après bataille, repoussant les lames ennemies pour protéger le chef. Son corps était couvert de cicatrices, le prix à payer, mais il ne se retira jamais. La loyauté devint un bouclier auquel toute la tribu pouvait se fier.", "after": "après", "after resistance. With the Inscription of Reflection:": "après résistance. Avec l'Inscription de réflexion :", "again": "à nouveau", "again simply drops its target.": "abandonne simplement sa cible.", "agencement minimal de salle Atelier arcanique correct": "agencement minimal de salle Atelier arcanique correct", "agencement minimal de salle Atelier arcanique délabré": "agencement minimal de salle Atelier arcanique délabré", "agencement minimal de salle Atelier arcanique médiocre": "agencement minimal de salle Atelier arcanique médiocre", "agencement minimal de salle Atelier arcanique ordinaire": "agencement minimal de salle Atelier arcanique ordinaire", "agencement minimal de salle Atelier correct": "agencement minimal de salle Atelier correct", "agencement minimal de salle Atelier délabré": "agencement minimal de salle Atelier délabré", "agencement minimal de salle Atelier médiocre": "agencement minimal de salle Atelier médiocre", "agencement minimal de salle Atelier ordinaire": "agencement minimal de salle Atelier ordinaire", "agencement minimal de salle Chambre commune correcte": "agencement minimal de salle Chambre commune correcte", "agencement minimal de salle Chambre commune délabrée": "agencement minimal de salle Chambre commune délabrée", "agencement minimal de salle Chambre commune médiocre": "agencement minimal de salle Chambre commune médiocre", "agencement minimal de salle Chambre commune ordinaire": "agencement minimal de salle Chambre commune ordinaire", "agencement minimal de salle Chambre marchande": "agencement minimal de salle Chambre marchande", "agencement minimal de salle Chambre privée correcte": "agencement minimal de salle Chambre privée correcte", "agencement minimal de salle Chambre privée délabrée": "agencement minimal de salle Chambre privée délabrée", "agencement minimal de salle Chambre privée médiocre": "agencement minimal de salle Chambre privée médiocre", "agencement minimal de salle Chambre privée ordinaire": "agencement minimal de salle Chambre privée ordinaire", "agencement minimal de salle Laboratoire de recherche correct": "agencement minimal de salle Laboratoire de recherche correct", "agencement minimal de salle Laboratoire de recherche délabré": "agencement minimal de salle Laboratoire de recherche délabré", "agencement minimal de salle Laboratoire de recherche médiocre": "agencement minimal de salle Laboratoire de recherche médiocre", "agencement minimal de salle Laboratoire de recherche ordinaire": "agencement minimal de salle Laboratoire de recherche ordinaire", "agencement minimal de salle Salle de loisirs correcte": "agencement minimal de salle Salle de loisirs correcte", "agencement minimal de salle Salle de loisirs délabrée": "agencement minimal de salle Salle de loisirs délabrée", "agencement minimal de salle Salle de loisirs médiocre": "agencement minimal de salle Salle de loisirs médiocre", "agencement minimal de salle Salle de loisirs ordinaire": "agencement minimal de salle Salle de loisirs ordinaire", "agencement minimal de salle Salle vide": "agencement minimal de salle Salle vide", "agencement minimal de salle Salle à manger correcte": "agencement minimal de salle Salle à manger correcte", "agencement minimal de salle Salle à manger délabrée": "agencement minimal de salle Salle à manger délabrée", "agencement minimal de salle Salle à manger médiocre": "agencement minimal de salle Salle à manger médiocre", "agencement minimal de salle Salle à manger ordinaire": "agencement minimal de salle Salle à manger ordinaire", "agencement minimal de salle Temple correct": "agencement minimal de salle Temple correct", "agencement minimal de salle Temple délabré": "agencement minimal de salle Temple délabré", "agencement minimal de salle Temple médiocre": "agencement minimal de salle Temple médiocre", "agencement minimal de salle Temple ordinaire": "agencement minimal de salle Temple ordinaire", "aidait aux funérailles et s'habitua à essuyer le visage des morts et à remettre en ordre les vieux vêtements. Même dans les lieux emplis de larmes et de rancœur, les mains ne tremblaient pas, et chaque fois que la pelle recouvrait la tombe de terre, les paroles des survivants étaient écoutées en silence. Peut-être pour cette raison, il était difficile de rire dans les réunions bruyantes.": "aidait aux funérailles et s'habitua à essuyer le visage des morts et à remettre en ordre les vieux vêtements. Même dans les lieux emplis de larmes et de rancœur, les mains ne tremblaient pas, et chaque fois que la pelle recouvrait la tombe de terre, les paroles des survivants étaient écoutées en silence. Peut-être pour cette raison, il était difficile de rire dans les réunions bruyantes.", "alert fires when any equipped item drops to": "alerte se déclenche quand un objet équipé descend à", "alerts": "alertes", "all effects": "tous les effets", "all game constants": "toutes les constantes du jeu", "all of them; Tidal Mark instead pulls your summons to a marked tile. Keep Bubblings up or these spells have nothing to spend.": "toutes ; Marque de marée attire plutôt vos invocations vers une case marquée. Gardez des Bubblings actifs, sinon ces sorts n'ont rien à dépenser.", "all of your worn armor at once": "toutes vos armures portées en même temps", "all regions overview": "aperçu de toutes les régions", "all your": "tous vos", "alors qu'elle subit au moins 3 effets secondaires, l'unité meurt instantanément.": "alors qu'elle subit au moins 3 effets secondaires, l'unité meurt instantanément.", "alors que le jeu avait renommé cet emplacement en": "alors que le jeu avait renommé cet emplacement en", "also spawns on Festering Burrow's": "apparaît aussi dans le Terrier purulent, sur les", "alternate hit-receive recoil": "recul de réception de coup alternatif", "ammo items": "objets de munition", "amount and are": "montant et sont", "amoureux de la nature": "amoureux de la nature", "amoureux de la nature - Dungeon Settlers Wiki": "amoureux de la nature - Dungeon Settlers Wiki", "ancre": "ancre", "ancre - Dungeon Settlers Wiki": "ancre - Dungeon Settlers Wiki", "ancre portée et zone affichées sur une salle de donjon": "ancre portée et zone affichées sur une salle de donjon", "and": "et", "and ...": "et ...", "and Bubbletoads), and a summon's power scales off the": "et Bubbletoads), et la puissance d'une invocation dépend de la", "and a hard-hitting": "et une", "and any unit left without a team?": "et toute unité laissée sans équipe ?", "and began to drain the vitality of the world.": "et a commencé à drainer la vitalité du monde.", "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "et ne peut pas se cumuler, si bien que son plafond est une seule instance active plutôt qu'un plafond de cumuls.", "and don't settle for a weak Common (": "et ne vous contentez pas d'un commun faible (", "and grants": "et accorde", "and hold up to 8 items; a worker repairs the equipment placed in them over time. The game tables define no material cost per repair - it is a labour and time cost, not an item price. A": "et contiennent jusqu'à 8 objets ; un ouvrier répare au fil du temps l'équipement qui y est placé. Les tables du jeu ne définissent aucun coût en matériaux par réparation : c'est un coût de main-d'œuvre et de temps, pas un prix en objet. Une", "and keeps one. Rarity weights:": "et en garde une. Pondérations de rareté :", "and lets you pick an": "et vous laisse choisir une", "and more; the Abyss and Tutorial are off by default.": "et plus ; l'Abîme et le Tutoriel sont désactivés par défaut.", "and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.": "et nuit le reste du temps (la nuit réduit la portée de vue). Le calendrier change tout de même à minuit, pas à l'aube.", "and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).": "et rien dans AlertTable, AffecterTable ou EventTable ne l'utilise (il n'y a ni alerte, ni malus, ni événement de Rupture de donjon à déclencher).", "and pick one. A": "et vous en choisissez une. Un", "and pour points into stats. The mana-stone type required climbs with level:": "et de répartir des points dans les statistiques. Le type de pierre de mana requis augmente avec le niveau :", "and search a monster in": "et recherchez un monstre dans", "and the Goddess' Blessing +3% for an expedition - these simply add to the stat.": "temporaire et la Bénédiction de la déesse +3 % pour une expédition : ceux-ci s'ajoutent simplement à la statistique.", "and the campaign's": "et de la", "and the in-game tooltip lists no sight effect. So": "et l'infobulle en jeu ne mentionne aucun effet sur la vue. Ainsi, les conditions", "and traced with line-of-sight, so a wall between you and a monster blocks it (": "et se trace en ligne de vue, si bien qu'un mur entre vous et un monstre la bloque (", "any": "tout", "anywhere in the tables to independently confirm the realized cadence, and the row's non-zero MaxStack value is contradicted by that \"cannot stack\" wording. So we take the game's description at face value (per second, magic, non-stacking) and drop an earlier per-10-seconds assumption that no table backed - but treat the exact tick timing as": "nulle part dans les tables pour confirmer indépendamment la cadence réelle, et la valeur MaxStack non nulle de la ligne est contredite par la mention \"non cumulable\". Nous prenons donc la description du jeu au pied de la lettre (par seconde, magique, non cumulable) et abandonnons une hypothèse antérieure de toutes les 10 secondes qu'aucune table ne soutenait - mais nous considérons le timing exact des ticks comme", "apparaît devant le portail !": "apparaît devant le portail !", "appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.": "apparaît dépend du rang de clan : les Humains sont toujours les plus courants (poids 100), les Hommes-lézards sont courants (environ 35), et les Elfes n'apparaissent qu'à partir du rang 2 (poids 25, environ 16 % des candidats). Les Nains, les Démons blancs et les Tal ont un poids de 0 à tous les rangs et ne peuvent pas être recrutés dans la version actuelle.", "applies": "applique", "appliquant": "appliquant", "apprenant lentement": "apprenant lentement", "apprenant lentement - Dungeon Settlers Wiki": "apprenant lentement - Dungeon Settlers Wiki", "apprit à lire le grain de la pierre et à deviner le cours des filons. Même sous la faible lueur d'une lampe, la pioche s'abattait sans hésitation, et de longs tunnels étaient traversés avec du minerai lourd sur le dos. Avec les années, cette personne devint aussi stable qu'un roc, difficile à ébranler.": "apprit à lire le grain de la pierre et à deviner le cours des filons. Même sous la faible lueur d'une lampe, la pioche s'abattait sans hésitation, et de longs tunnels étaient traversés avec du minerai lourd sur le dos. Avec les années, cette personne devint aussi stable qu'un roc, difficile à ébranler.", "apprit à marcher sans laisser de traces. Dans l'obscurité, même le souffle était abaissé, et lorsque des lueurs ennemies apparaissaient, le chemin du retour était vérifié avant de s'approcher. Cela permit d'éviter bien des dangers, mais empêcha aussi de devenir pleinement proche de qui que ce soit.": "apprit à marcher sans laisser de traces. Dans l'obscurité, même le souffle était abaissé, et lorsque des lueurs ennemies apparaissaient, le chemin du retour était vérifié avant de s'approcher. Cela permit d'éviter bien des dangers, mais empêcha aussi de devenir pleinement proche de qui que ce soit.", "apprit à percer la psychologie humaine et à lire l'intention dans les plus petits gestes. La vie se jouait sans cesse sur la table de jeu, où danger et opportunité coexistaient, et à chaque victoire s'ajoutait la quête de risques plus grands - jusqu'à ce que tout se termine dans un marais d'avidité hors de contrôle.": "apprit à percer la psychologie humaine et à lire l'intention dans les plus petits gestes. La vie se jouait sans cesse sur la table de jeu, où danger et opportunité coexistaient, et à chaque victoire s'ajoutait la quête de risques plus grands - jusqu'à ce que tout se termine dans un marais d'avidité hors de contrôle.", "are empty-slot markers, not data.": "sont des marqueurs d'emplacement vide, pas des données.", "are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.": "sont données en parlant à des personnages nommés. La table des quêtes elle-même ne stocke que les objectifs - les récompenses d'objets ci-dessous sont versées par le dialogue du PNJ lorsque vous validez chaque étape.", "are in the game for": "sont présents dans le jeu pour", "are scenes you actually run into at the settlement or in the dungeon.": "sont des scènes que vous rencontrez réellement à la colonie ou dans le donjon.", "are shown - that boost has no effect on the visible rows.": "n'est affiché - ce bonus n'a aucun effet sur les lignes visibles.", "are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.": "sont les 18 inscriptions de statistiques de haut grade ainsi que les 8 octrois d'arbres de compétences de sous-classe (Guerrier, Gardien, Forteresse, Explosion, Attaque éclair, Exécution, Marée, Harmonie) et 18 effets spéciaux puissants.", "are the 18 low-grade stat inscriptions.": "sont les 18 inscriptions de statistiques de bas grade.", "are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.": "sont les 18 inscriptions de statistiques de grade moyen ainsi que les 8 octrois d'arbres de compétences d'arme/magie (Épée, Grande épée, Bouclier, Contondant, Arc, Feu, Eau, Nature) et 5 effets spéciaux.", "are the secondary sub-class trees offered alongside a main tree.": "sont les arbres de sous-classe secondaires proposés en complément d'un arbre principal.", "are the three headliners below.": "sont les trois têtes d'affiche ci-dessous.", "are the weapon and magic specializations a recruited unit can pick as its main tree.": "sont les spécialisations d'arme et de magie qu'une unité recrutée peut choisir comme arbre principal.", "area hit (Carré, radius 1). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Carré, rayon 1). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Carré, radius 2). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Carré, rayon 2). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Carré, radius 7). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Carré, rayon 7). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Cercle, radius 3). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Cercle, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Cercle, radius 5). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Cercle, rayon 5). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (ConeExceptMe, rayon 1). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Direction, radius 2). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Direction, rayon 2). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Direction, radius 7). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Direction, rayon 7). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Manhattan, rayon 1). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Manhattan, rayon 2). La métrique de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Manhattan, rayon 3). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (Manhattan, rayon 5). La mesure de distance de portée affichée est approximative ; la forme de la zone est exacte.", "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "zone touchée (cible unique). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "arrachait les mauvaises herbes et coupait les branches sèches chaque jour. Lorsque la terre durcissait, elle était retournée à la pelle, et quand l'eau stagnait, un passage lui était ouvert, remettant de l'ordre là où les mains pouvaient atteindre. À cause de cela, il était impossible de passer devant un endroit en désordre sans s'arrêter.": "arrachait les mauvaises herbes et coupait les branches sèches chaque jour. Lorsque la terre durcissait, elle était retournée à la pelle, et quand l'eau stagnait, un passage lui était ouvert, remettant de l'ordre là où les mains pouvaient atteindre. À cause de cela, il était impossible de passer devant un endroit en désordre sans s'arrêter.", "arrache plusieurs morceaux de la créature, un cri aigu résonne dans les airs.": "arrache plusieurs morceaux de la créature, un cri aigu résonne dans les airs.", "article).": "article).", "as a new team": "comme nouvelle équipe", "as a playable unit.": "en tant qu'unité jouable.", "as damage to enemy ...": "en tant que dégâts à l'ennemi ...", "as damage to enemy units and granting {2}": "comme dégâts aux unités ennemies et accordant {2}", "as damage to the enemy unit and granting {2}": "comme dégâts à l'unité ennemie et accordant {2}", "as magic damage per every 3 seconds to adjacent enemy units, and granting 1": "en tant que dégâts magiques toutes les 3 secondes aux unités ennemies adjacentes, et accordant 1", "as magic damage per every {5} seconds to adjacent enemy units, and granting 1": "en tant que dégâts magiques tous les {5} secondes aux unités ennemies adjacentes, et accordant 1", "as physical damage to the target.": "as physical damage to the target.", "at": "à", "at 2 targets (5 energy)": "à 2 cibles (5 énergie)", "at 2 targets (from the 12 s cooldown)": "à 2 cibles (sur la recharge de 12 s)", "at 3 targets (1 energy)": "à 3 cibles (1 énergie)", "at 3 targets (1 energy).": "sur 3 cibles (1 d'énergie).", "at 3 targets (10 energy)": "à 3 cibles (10 énergie)", "at 3 targets (2 energy)": "à 3 cibles (2 énergie)", "at 3 targets (4 energy)": "sur 3 cibles (4 d'énergie)", "at 3 targets (5 energy)": "sur 3 cibles (5 d'énergie)", "at 3 targets (6 energy)": "sur 3 cibles (6 énergie)", "at 3 targets (7 energy)": "sur 3 cibles (7 énergie)", "at 3 targets (from the 12 s cooldown)": "à 3 cibles (sur la recharge de 12 s)", "at 3 targets (from the 15 s cooldown)": "sur 3 cibles (avec le temps de recharge de 15 s)", "at 3 targets (from the 20 s cooldown)": "sur 3 cibles (à partir de la recharge de 20 s)", "at 3 targets (from the 30 s cooldown)": "sur 3 cibles (d'après la recharge de 30 s)", "at 3 targets (from the 40 s cooldown)": "à 3 cibles (sur la recharge de 40 s)", "at 3 targets (from the 8 s cooldown)": "sur 3 cibles (d'après la recharge de 8 s)", "at N targets": "sur N cibles", "at attack speed": "à la vitesse d'attaque", "at base": "à la base", "at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's": "au moment du lancement (donc renforcer l'invocateur renforce les sorts de l'invocation, indépendamment de sa propre attaque réduite de moitié), et une invocation apparaît en reflétant les ratios", "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "au moment de l'incantation, en plus des stats de base de la créature (rétro-ingénierie / vérifié par la communauté, pas un simple champ de table) :", "at every level-up from level 2 through 12": "à chaque montée de niveau, du niveau 2 au niveau 12", "at level N (level cap)": "au niveau N (niveau maximum)", "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "au cumul maximum). Le nombre de cumuls et leur durée sont tous deux définis par la compétence qui l'applique.", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The TODO affecter adds": "la nuit, mais la même pénalité rogne la vue de vos propres unités, si bien qu'un raid nocturne coupe dans les deux sens. L'affecteur TODO ajoute", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The vision nocturne affecter adds": "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The vision nocturne affecter adds", "at night.": "la nuit.", "at the Goddess Statue to level up.": "à la statue de la déesse pour monter de niveau.", "at the Goddess Statue.": "à la Statue de Déesse.", "at {#} targets ({#} energy)": "sur {#} cibles ({#} énergie)", "at {#} targets ({#})": "sur {#} cibles ({#})", "at {#} tile": "à {#} case", "at {#} tiles": "à {#} cases", "attack costs no durability at all - but a": "ne coûte aucune durabilité - mais un", "attack speed": "vitesse d'attaque", "attack speed {#}": "vitesse d'attaque {#}", "attack, crit, hit location, guard": "attaque, crit, zone touchée, garde", "attacking": "attaquer", "attacks & patterns": "attaques et schémas", "attacks with": "attaque avec", "attaque de charge": "attaque de charge", "atteint": "atteint", "atteint 0, l'unité reçoit les états": "atteint 0, l'unité reçoit les états", "atteint de nouveau le maximum alors que l'unité est en état": "atteint de nouveau le maximum alors que l'unité est en état", "atteint de nouveau le maximum pendant l'état": "atteint de nouveau le maximum pendant l'état", "atteint de nouveau le maximum, l'unité meurt instantanément.": "atteint de nouveau le maximum, l'unité meurt instantanément.", "atteint son maximum, elles entrent dans un état d'Effondrement Mental.": "atteint son maximum, elles entrent dans un état d'Effondrement Mental.", "atteint son maximum, l'unité entre dans un état": "atteint son maximum, l'unité entre dans un état", "atteint son maximum, l'unité entre en état": "atteint son maximum, l'unité entre en état", "atteint son maximum.": "atteint son maximum.", "attendait d'abord sa volonté. Les signes invisibles étaient lus dans l'instant où les oiseaux s'envolaient tous ensemble et dans le bref silence où le vent s'arrêtait, et la force de la forêt n'était empruntée qu'en cas de nécessité. Avec les années, le frémissement des feuilles fut écouté plus profondément que les paroles des gens.": "attendait d'abord sa volonté. Les signes invisibles étaient lus dans l'instant où les oiseaux s'envolaient tous ensemble et dans le bref silence où le vent s'arrêtait, et la force de la forêt n'était empruntée qu'en cas de nécessité. Avec les années, le frémissement des feuilles fut écouté plus profondément que les paroles des gens.", "au fil du temps. Plus la valeur est élevée, plus l'objet expire vite.": "au fil du temps. Plus la valeur est élevée, plus l'objet expire vite.", "augmente après avoir discuté avec un autre compagnon.": "augmente après avoir discuté avec un autre compagnon.", "augmente après une partie de cartes.": "augmente après une partie de cartes.", "augmente après une partie de dés.": "augmente après une partie de dés.", "augmente après une partie de fléchettes.": "augmente après une partie de fléchettes.", "augmente de 10 pendant cette exploration.": "augmente de 10 pendant cette exploration.", "augmente de 10% de": "augmente de 10% de", "augmente de 10% pendant cette exploration.": "augmente de 10% pendant cette exploration.", "augmente de 10% pendant cette expédition.": "augmente de 10% pendant cette expédition.", "augmente de 10%.": "augmente de 10%.", "augmente de 15% chaque fois que l'on subit des dégâts.": "augmente de 15% chaque fois que l'on subit des dégâts.", "augmente de 15% pendant cette exploration.": "augmente de 15% pendant cette exploration.", "augmente de 15%.": "augmente de 15%.", "augmente de 2% et": "augmente de 2% et", "augmente de 20% et le poids du bouclier équipé devient 0.": "augmente de 20% et le poids du bouclier équipé devient 0.", "augmente de 20%,": "augmente de 20%,", "augmente de 25% pendant 15 secondes.": "augmente de 25% pendant 15 secondes.", "augmente de 25%.": "augmente de 25%.", "augmente de 3% par cumul.": "augmente de 3% par cumul.", "augmente de 3% pendant cette exploration.": "augmente de 3% pendant cette exploration.", "augmente de 30% par charge.": "augmente de 30% par charge.", "augmente de 30%.": "augmente de 30%.", "augmente de 35% pendant 15 secondes.": "augmente de 35% pendant 15 secondes.", "augmente de 35% pendant 5 secondes.": "augmente de 35% pendant 5 secondes.", "augmente de 35%.": "augmente de 35%.", "augmente de 4% par cumul.": "augmente de 4% par cumul.", "augmente de 5% pendant cette exploration.": "augmente de 5% pendant cette exploration.", "augmente de 6% pendant 8 s. Peut se cumuler jusqu'à 6 fois.": "augmente de 6% pendant 8 s. Peut se cumuler jusqu'à 6 fois.", "augmente de 6% pendant 8 secondes. Peut se cumuler jusqu'à 6 fois.": "augmente de 6% pendant 8 secondes. Peut se cumuler jusqu'à 6 fois.", "augmente de 7% chaque fois que les cumuls atteignent 10/25/100/250/1000/2500.": "augmente de 7% chaque fois que les cumuls atteignent 10/25/100/250/1000/2500.", "augmente de 7%.": "augmente de 7%.", "augmente de 8%.": "augmente de 8%.", "augmente de ?% chaque fois que l'on subit des dégâts.": "augmente de ?% chaque fois que l'on subit des dégâts.", "augmente de ?% chaque fois que les cumuls atteignent ?/?/?/?/?/?.": "augmente de ?% chaque fois que les cumuls atteignent ?/?/?/?/?/?.", "augmente de ?% par charge.": "augmente de ?% par charge.", "augmente de ?% par cumul.": "augmente de ?% par cumul.", "augmente de ?% pendant ? s. Peut se cumuler jusqu'à 6 fois.": "augmente de ?% pendant ? s. Peut se cumuler jusqu'à 6 fois.", "augmente de ?% pendant ? secondes.": "augmente de ?% pendant ? secondes.", "augmente de ?%.": "augmente de ?%.", "augmente ou diminue périodiquement selon": "augmente ou diminue périodiquement selon", "augmente proportionnellement à": "augmente proportionnellement à", "augmente proportionnellement à celle-ci.": "augmente proportionnellement à celle-ci.", "augmente proportionnellement à celle-ci. Astuce : Dans l'onglet": "augmente proportionnellement à celle-ci. Astuce : Dans l'onglet", "augmente proportionnellement.": "augmente proportionnellement.", "augmente proportionnellement. Astuce : Consultez l'onglet": "augmente proportionnellement. Astuce : Consultez l'onglet", "augmente selon le nombre de cumuls.": "augmente selon le nombre de cumuls.", "augmente selon tes piles actuelles de": "augmente selon tes piles actuelles de", "augmente, l'expédition peut accueillir davantage de membres.": "augmente, l'expédition peut accueillir davantage de membres.", "augmente.": "augmente.", "augmente. Plus la valeur est élevée, plus le stress augmente.": "augmente. Plus la valeur est élevée, plus le stress augmente.", "augmentent de 10.": "augmentent de 10.", "augmentent de 15.": "augmentent de 15.", "augmentent de ?.": "augmentent de ?.", "augmentent.": "augmentent.", "authored, not active": "défini, pas actif", "auto-attacks + this skill on cooldown": "attaques automatiques + cette compétence à chaque fin de recharge", "auto-completes": "se termine automatiquement", "aux Unité ennemies adjacentes pendant 2 secondes, chaque seconde.": "aux Unité ennemies adjacentes pendant 2 secondes, chaque seconde.", "aux alliés proches.": "aux alliés proches.", "aux ennemis dans un rayon de 5 cases pendant 4 secondes.": "aux ennemis dans un rayon de 5 cases pendant 4 secondes.", "aux monstres de type Bête.": "aux monstres de type Bête.", "aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.": "aux unités alliées dans un rayon de 3 pendant 10 secondes toutes les 10 secondes.", "aux unités du joueur dans un rayon de 7 pendant 10 secondes.": "aux unités du joueur dans un rayon de 7 pendant 10 secondes.", "aux unités ennemies adjacentes toutes les secondes pendant 3 secondes. Disparaît au bout de 40 secondes.": "aux unités ennemies adjacentes toutes les secondes pendant 3 secondes. Disparaît au bout de 40 secondes.", "aux unités à portée 3 pendant 300s toutes les 2s.": "aux unités à portée 3 pendant 300s toutes les 2s.", "aux unités à portée 3 pendant 30s toutes les 2s.": "aux unités à portée 3 pendant 30s toutes les 2s.", "available": "disponible", "available, not learned": "disponible, non apprise", "avait autrefois une famille, mais après l'avoir perdue aucun lieu ne redevint jamais un foyer. La vie sur la route apportait une solitude sans fin, et pourtant, dans ce silence, il y avait une quête de soi.": "avait autrefois une famille, mais après l'avoir perdue aucun lieu ne redevint jamais un foyer. La vie sur la route apportait une solitude sans fin, et pourtant, dans ce silence, il y avait une quête de soi.", "avait été brisé pour obéir, ligoté et contraint de travailler jour et nuit, n'osant jamais rêver de fuite. Pourtant, chaque nuit le supplice de voler librement comme un oiseau hantait ses rêves. Quelle que soit la dureté de la vie, subsistait la croyance qu'un jour il serait possible de s'envoler, et, avec la résolution de ne plus vivre comme un esclave, l'entraînement en vue de l'évasion commença peu à peu.": "avait été brisé pour obéir, ligoté et contraint de travailler jour et nuit, n'osant jamais rêver de fuite. Pourtant, chaque nuit le supplice de voler librement comme un oiseau hantait ses rêves. Quelle que soit la dureté de la vie, subsistait la croyance qu'un jour il serait possible de s'envoler, et, avec la résolution de ne plus vivre comme un esclave, l'entraînement en vue de l'évasion commença peu à peu.", "avaler": "avaler", "avaler - Dungeon Settlers Wiki": "avaler - Dungeon Settlers Wiki", "avaler icon": "Icône d'avaler", "avaler portée et zone affichées sur une salle de donjon": "avaler portée et zone affichées sur une salle de donjon", "avaler portée et zone sur une salle de donjon": "avaler portée et zone sur une salle de donjon", "avaler range and area on a dungeon room": "Portée et zone d'avaler dans une salle de donjon", "avaler range and area shown on a dungeon room": "Portée et zone d'avaler affichées sur une salle de donjon", "avant d'abandonner finalement.": "avant d'abandonner finalement.", "average": "moyenne", "aversion pour les lézards": "aversion pour les lézards", "aversion pour les lézards - Dungeon Settlers Wiki": "aversion pour les lézards - Dungeon Settlers Wiki", "avg 1.2 on floor 1": "moy. 1.2 à l'étage 1", "avg 1.2 on floor 2": "moy. 1.2 au sol 2", "avg 1.3 on floor 2": "moy. 1.3 au sol 2", "avg 1.3 on floor 3": "moy. 1.3 au sol 3", "avg 1.3 on floor 4": "moy. 1.3 à l'étage 4", "avg 1.5 on floor 3": "moy. 1.5 à l'étage 3", "avg 1.5 on floor 4": "moy. 1.5 à l'étage 4", "avg 1.7 on floor 2": "moy. 1.7 au sol 2", "avg 1.8 on floor 2": "moy. 1.8 au sol 2", "avg 4.0 on floor 1": "moy. 4.0 à l'étage 1", "avg 5.8 on floor 4": "moy. 5.8 à l'étage 4", "avg 6.0 on floor 2": "moy. 6.0 au sol 2", "avg 6.0 on floor 3": "moy. 6.0 à l'étage 3", "avg 6.2 on floor 4": "moy. 6.2 au sol 4", "avg 6.3 on floor 3": "moy. 6.3 au sol 3", "avg 6.7 on floor 2": "moy. 6.7 au sol 2", "back to the attacker.": "renvoyés à l'attaquant.", "background": "origine", "background traits": "traits d'arrière-plan", "badge b-spoiler dsb-navtag": "badge b-spoiler dsb-navtag", "base +": "base +", "base camp": "camp de base", "base price adjusted by the discount roll": "prix de base ajusté par le tirage de réduction", "base x your attack bonuses)": "base x vos bonus d'attaque)", "base x your magic bonuses)": "base x vos bonus magiques)", "base {#} {#}": "{#} {#} de base", "baseline": "référence", "basic attack": "attaque de base", "basic weapon attack (mandatory root) -": "attaque d'arme de base (racine obligatoire) -", "becomes 2 on Normal (x0.67), 1 on Easy (x0.34), 4 on Very Hard and 5 on Devastation (x1.66). Only material amounts (craft & build) and research workload scale - crafting/building labour, output counts, sell prices and unlock gates stay fixed.": "devient 2 en Normal (x0.67), 1 en Facile (x0.34), 4 en Très difficile et 5 en Dévastation (x1.66). Seuls les quantités de matériaux (fabrication et construction) et la charge de travail de recherche varient ; la main-d'œuvre de fabrication/construction, le nombre de produits, les prix de vente et les conditions de déblocage restent fixes.", "before": "avant", "before any % modifier. With": "avant tout modificateur en %. Avec", "before resistance.": "avant résistance.", "behaviour & phase triggers": "comportement et déclencheurs de phase", "below). Looking for one specific skill? The": "ci-dessous). Vous cherchez une compétence précise ? La", "between them": "entre eux", "binary: everything is either Physical or Magic": "binaires : tout est soit Physique soit Magique", "bleu clair": "bleu clair", "blocked": "bloqué", "blocked after quest \"": "bloqué après la quête \"", "blocked by 2-handed": "bloqué par arme à deux mains", "blocked once": "bloqué une fois que", "bonus": "bonus", "bonus damage": "dégâts bonus", "both sides": "les deux camps", "bouillie d'herbe": "bouillie d'herbe", "boule de folie": "boule de folie", "boule de folie - Dungeon Settlers Wiki": "boule de folie - Dungeon Settlers Wiki", "bounces": "renvoie", "bounty.": "prime.", "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "effondrement à {#}, puis un second pic à {#} pendant l'Effondrement mental - c'est fatal. Environ {#} de jeu en vitesse 1x.", "brightens when she notices you, but quickly looks away.": "brille quand elle vous remarque, mais détourne rapidement le regard.", "buffed": "amélioré", "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": ", et non comme des modificateurs de détection. Considérez toute affirmation « la Perception élargit la vision » comme non confirmée.", "bug symbiotique": "bug symbiotique", "bug symbiotique - Dungeon Settlers Wiki": "bug symbiotique - Dungeon Settlers Wiki", "build a Research Station": "construisez une Station de recherche", "build resistances": "développez les résistances", "buildings": "bâtiments", "buildings that restore mood": "bâtiments qui restaurent l'humeur", "builds": "augmente", "bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.": "augmente chaque talent d'un palier (plafonné à Génie), ce qui explique pourquoi elle se cumule si bien sur une carrière complète de 12 niveaux.", "busted": "cassé", "button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does": "bouton relance les cinq, et les inscriptions que vous possédez déjà sont exclues afin que vous ne voyiez jamais de doublons. Le palier d'offrande", "buy: {#}": "achat : {#}", "by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of": "selon un montant fixe par point affiché en jeu comme « Par stat +X ». Par exemple, chaque point de", "by accumulating": "en accumulant", "by bonus": "par bonus", "by interacting with the statue.": "en interagissant avec la statue.", "by stay stage x management difficulty": "par étape de séjour x difficulté de gestion", "by unit level x management difficulty": "par niveau d'unité x difficulté de gestion", "by {0}%. When equipped with a shield,": "de {0}%. Quand équipé d'un bouclier,", "byte-exact table parsers": "parseurs de tables octet par octet", "bâton de carapace": "bâton de carapace", "bâton de fer": "bâton de fer", "bâton en bois": "bâton en bois", "béni": "béni", "béni - Dungeon Settlers Wiki": "béni - Dungeon Settlers Wiki", "campaign startings": "démarrages de campagne", "can grant a": "peut accorder un", "can increase during ...": "peut augmenter pendant ...", "can increase when ...": "peut augmenter lors ...", "can roll": "peuvent générer", "candidates": "candidats", "cannot stack": "ne peut pas se cumuler", "cap. Durability drops as the item is used and, when it hits": "plafond. La durabilité diminue à l'usage et, quand elle atteint", "capacity 1–1, workload 3000": "capacité 1–1, charge de travail 3000", "capacity 1–2, workload 4000": "capacité 1–2, charge de travail 4000", "capacity 1–4, workload 5000": "capacité 1–4, charge de travail 5000", "capped": "plafonnés", "caps at phase 4": "plafonne à la phase 4", "card wide": "carte large", "card wide dsb-guestcard": "card wide dsb-guestcard", "card wide dsb-sticky": "card wide dsb-sticky", "card wide dsb-teamtools": "card wide dsb-teamtools", "carnivore": "carnivore", "cases)": "cas)", "casse-le": "casse-le", "caster;": "lanceur ;", "cavalier gobelin": "cavalier gobelin", "centered on the caster": "centré sur le lanceur", "chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base.": ", enseigne les commandes : déplacement et zoom de caméra, se rendre aux marqueurs, tuer des Rats gris faibles, utiliser une Pommade, apprendre des compétences, récolter du bois et de l'herbe, et enfin revenir à la base.", "chaman gobelin": "chaman gobelin", "chance this room appears on that floor": "probabilité que cette salle apparaisse à cet étage", "change:": "modifie :", "changed": "modifiés", "changed -": "modifiés -", "changelog.json": "changelog.json", "chassait les serpents, se faufilant dans des interstices étroits, goûtant l'air avec la langue et saisissant le mouvement du bout des doigts. Le venin et la peau étaient prélevés pour la tribu, et la peine de cette vie devint routinière.": "chassait les serpents, se faufilant dans des interstices étroits, goûtant l'air avec la langue et saisissant le mouvement du bout des doigts. Le venin et la peau étaient prélevés pour la tribu, et la peine de cette vie devint routinière.", "chasseur de bêtes": "chasseur de bêtes", "chasseur de bêtes - Dungeon Settlers Wiki": "chasseur de bêtes - Dungeon Settlers Wiki", "chercha à sonder le monde, doutant de ce que d'autres tenaient pour acquis et se mettant en quête de réponses. Pourtant, le monde ne comprit pas, et la solitude s'installa. Malgré tout, on croyait qu'un jour une réponse serait trouvée, bien que le chemin fût reconnu comme ardu.": "chercha à sonder le monde, doutant de ce que d'autres tenaient pour acquis et se mettant en quête de réponses. Pourtant, le monde ne comprit pas, et la solitude s'installa. Malgré tout, on croyait qu'un jour une réponse serait trouvée, bien que le chemin fût reconnu comme ardu.", "chip dsb-act": "chip dsb-act", "chip dsb-act dsb-copy": "chip dsb-act dsb-copy", "chip dsb-act on": "chip dsb-act on", "chip dsb-bgchip": "chip dsb-bgchip", "chip dsb-savechip": "chip dsb-savechip", "chip dsb-showother": "chip dsb-showother", "chip dsb-treeact": "chip dsb-treeact", "choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.": "choix : minimale x1,0, ordinaire x1,2, abondante x1,5. Ainsi, une statistique de niveau Génie avec une offrande abondante peut gagner jusqu'à 10-11 points en un seul niveau.", "chosen": "choisie", "chosen - click to remove": "choisie - cliquez pour retirer", "ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant": "ciblé lance une liane crochue dans toutes les directions, infligeant 100% de la puissance d'attaque magique de la liane en dégâts magiques aux unités ennemies prises dans la liane et accordant", "ciblée en un": "ciblée en un", "clan rank": "rang de clan", "clan rank 1": "rang de clan 1", "clan rank 2": "rang de clan 2", "clan rank 3": "rang de clan 3", "clan ranks": "rangs de clan", "class does carry an": "porte bien un", "claustrophobie": "claustrophobie", "claustrophobie - Dungeon Settlers Wiki": "claustrophobie - Dungeon Settlers Wiki", "clear boss": "boss de complétion", "click to unveil": "cliquez pour révéler", "coccinelle": "coccinelle", "coccinelle - Dungeon Settlers Wiki": "coccinelle - Dungeon Settlers Wiki", "coccinelle variante": "coccinelle variante", "coccinelles": "coccinelles", "coefficient for Vision Range is": "coefficient de Perception pour la Portée de vue est de", "column is each unit's sight radius. For the full detection model, see": "colonne correspond au rayon de vue de chaque unité. Pour le modèle de détection complet, voir", "column links to that tree's full node-by-node page.": "colonne renvoie vers la page complète nœud par nœud de cet arbre.", "column showing which clan rank each background unlocks at.": "colonne montrant le rang de clan auquel chaque historique se déverrouille.", "column shows where each one actually comes from:": "colonne indique d'où provient réellement chacune d'elles :", "columns in the table below.": "colonnes du tableau ci-dessous.", "combat": "combat", "combat difficulty": "difficulté de combat", "combat stats": "statistiques de combat", "combined Max HP:": "PV max combinés :", "combined per attack cycle.": "au total par cycle d'attaque.", "come home": "rentrez à la maison", "commands": "commandes", "commands it": "le commande", "comme si elle lui pressait le sang.": "comme si elle lui pressait le sang.", "commence le rituel, le symbole gravé sur le sol commence à brûler en rouge.": "commence le rituel, le symbole gravé sur le sol commence à brûler en rouge.", "commence à montrer des signes de compréhension et de compassion.": "commence à montrer des signes de compréhension et de compassion.", "commençait avec le soufflet et le bruit du marteau. Même dans une chaleur étouffante, les doigts ne tremblaient pas, et la surface du métal était longuement examinée afin que la moindre fissure ne passe pas inaperçue. Avec les années, le son du métal finit par susciter une réaction plus rapide que les paroles des gens.": "commençait avec le soufflet et le bruit du marteau. Même dans une chaleur étouffante, les doigts ne tremblaient pas, et la surface du métal était longuement examinée afin que la moindre fissure ne passe pas inaperçue. Avec les années, le son du métal finit par susciter une réaction plus rapide que les paroles des gens.", "commençait. Une lanterne pâle à la main, les ruelles et le pied des remparts étaient parcourus, tandis que les interstices des portes closes et les toits sombres étaient inspectés un à un. À cause de cela, les petits pas de la nuit devinrent plus familiers que le tumulte du jour.": "commençait. Une lanterne pâle à la main, les ruelles et le pied des remparts étaient parcourus, tandis que les interstices des portes closes et les toits sombres étaient inspectés un à un. À cause de cela, les petits pas de la nuit devinrent plus familiers que le tumulte du jour.", "commis de taverne": "commis de taverne", "commis de taverne - Dungeon Settlers Wiki": "commis de taverne - Dungeon Settlers Wiki", "common traits": "traits communs", "conducteur de calèche": "conducteur de calèche", "conducteur de calèche - Dungeon Settlers Wiki": "conducteur de calèche - Dungeon Settlers Wiki", "confirmed detection modifiers in this build.": "pas des modificateurs de détection confirmés dans cette version.", "connaissait le cours des routes et les raccourcis mieux que quiconque. À travers les nuits sombres et les pluies battantes, les ordres étaient serrés contre la poitrine, et plus le message était urgent, plus les pas se hâtaient. Avec les années, agir d'abord devint bien plus naturel qu'attendre.": "connaissait le cours des routes et les raccourcis mieux que quiconque. À travers les nuits sombres et les pluies battantes, les ordres étaient serrés contre la poitrine, et plus le message était urgent, plus les pas se hâtaient. Avec les années, agir d'abord devint bien plus naturel qu'attendre.", "consacra son corps et sa force à un suzerain tout en restant dans l'ombre. Le rêve d'être loué sous son propre nom subsista, bien que la réalité l'ait sans cesse mis à l'épreuve. Encore aujourd'hui, chaque pas se rapproche de ce rêve.": "consacra son corps et sa force à un suzerain tout en restant dans l'ombre. Le rêve d'être loué sous son propre nom subsista, bien que la réalité l'ait sans cesse mis à l'épreuve. Encore aujourd'hui, chaque pas se rapproche de ce rêve.", "conserva sous une cape usée l'allure de son ancienne vie. Même dans des chambres d'auberge misérables, la posture restait droite, et devant les inconnus, une habitude de commandement demeurait au bout des phrases. Mais face au fait que plus personne n'était tenu d'obéir, les mots étaient souvent difficiles à choisir.": "conserva sous une cape usée l'allure de son ancienne vie. Même dans des chambres d'auberge misérables, la posture restait droite, et devant les inconnus, une habitude de commandement demeurait au bout des phrases. Mais face au fait que plus personne n'était tenu d'obéir, les mots étaient souvent difficiles à choisir.", "constant - a": " - un", "constants (448 rows). Dev comments (translated from Korean - hover for the original) document what each": "brutes (448 lignes). Commentaires des développeurs (traduits du coréen - survolez pour l'original) documentant ce que chaque", "constants (451 rows). Dev comments (translated from Korean - hover for the original) document what each": "constantes (451 lignes). Les commentaires des développeurs (traduits du coréen - survolez pour voir l'original) documentent chacun", "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "constantes, et la résolution touche/critique n'a aucun terme de position), il ne fait donc rien pour l'instant. S'il était un jour activé, il", "consume": "consomment", "consumes {#} of them": "en consomme {#}", "content not in this build": "contenu absent de ce build", "contre la cible provoquée augmente de 50% et": "contre la cible provoquée augmente de 50% et", "contre les monstres d'élite et les boss augmente de 20%.": "contre les monstres d'élite et les boss augmente de 20%.", "contribution points": "des points de contribution", "cooldown": "recharge", "copied to the clipboard": "copié dans le presse-papiers", "corridor map": "carte de couloir", "corridors.": "couloirs.", "corrompt de terres, plus son pouvoir grandit, et les monstres qui s'y trouvent deviennent encore plus redoutables.": "corrompt de terres, plus son pouvoir grandit, et les monstres qui s'y trouvent deviennent encore plus redoutables.", "corrupted form is folded into its row - open": "forme corrompue d'une créature est intégrée à sa ligne - ouvrez", "cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.": "coûtent plus cher (+200 à +2 000 or selon la rareté) - souvent une bonne affaire face aux probabilités de tirage de 2 % rare / 0,3 % légendaire.", "craft @ {#}": "fabrication @ {#}", "craft Textile x6, a Cloth Armor and Wood Arrows x2": "fabriquez Tissu x6, une Armure en tissu et Flèches en bois x2", "creates no damage instance, so it costs": "ne crée aucune instance de dégâts, cela coûte donc", "criait de colère, mais les voilà maintenant qui demandent cela avec un léger sourire au coin des lèvres.": "criait de colère, mais les voilà maintenant qui demandent cela avec un léger sourire au coin des lèvres.", "crit": "crit", "critical hit": "coup critique", "critical hits.": "coups critiques.", "crop (grown at": "culture (cultivée à", "cru": "cru", "cru - Dungeon Settlers Wiki": "cru - Dungeon Settlers Wiki", "crumb dsb-inscbrowse-h": "crumb dsb-inscbrowse-h", "crumb dsb-reveal": "crumb dsb-reveal", "crumb dsb-savestate": "crumb dsb-savestate", "crumb dsb-tip": "crumb dsb-tip", "crumb dsb-tip dsb-tallegend": "crumb dsb-tip dsb-tallegend", "crumb dsb-toast": "crumb dsb-toast", "créés par": "créés par", "cumulative campaign": "heures cumulées de", "curated/gated_content.json": "curated/gated_content.json", "curated/glossary.json": "curated/glossary.json", "curated/i18n_fr.json": "curated/i18n_fr.json", "curated/i18n_fr_overrides.json": "curated/i18n_fr_overrides.json", "curated/i18n_ja.json": "curated/i18n_ja.json", "curated/i18n_ja_overrides.json": "curated/i18n_ja_overrides.json", "curated/i18n_ko.json": "curated/i18n_ko.json", "curated/i18n_ko_overrides.json": "curated/i18n_ko_overrides.json", "curated/mechanics.json": "curated/mechanics.json", "curated/races.json": "curated/races.json", "curated/regions.json": "curated/regions.json", "current": "actuels", "cuts all item drop rates by 50%": "réduit tous les taux de butin d'objets de 50%", "cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.": "réussie réduit les dégâts subis d'environ 50 %, et un coup critique inflige 1,5x de dégâts.", "cycles 4 / 24 / 72 within each grade": "cycle 4 / 24 / 72 au sein de chaque grade", "d'un membre de l'expédition, soyez donc prudent.": "d'un membre de l'expédition, soyez donc prudent.", "d'une unité alliée à hauteur de 50% de": "d'une unité alliée à hauteur de 50% de", "d'une unité en utilisant l'option d'action Prioriser le sommeil.": "d'une unité en utilisant l'option d'action Prioriser le sommeil.", "d'une unité et à sa": "d'une unité et à sa", "d'une unité.": "d'une unité.", "d'une valeur égale à 30% de": "d'une valeur égale à 30% de", "damage": "dégâts", "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "(après que la puissance d'attaque de l'attaquant a été confrontée à votre résistance) et les renvoie", "damage to you": "dégâts contre vous", "damage vs my unit": "dégâts contre mon unité", "damage x": "dégâts x", "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": ", de sorte qu'une bulle qui absorbe entièrement un coup laisse tout de même votre armure se dégrader à la pleine valeur du coup.", "dans la fenêtre d'état pour voir pourquoi la": "dans la fenêtre d'état pour voir pourquoi la", "dans les colonies et": "dans les colonies et", "dans les colonies.": "dans les colonies.", "dans les donjons et": "dans les donjons et", "dans les donjons.": "dans les donjons.", "dans un rayon de 5 tuiles. À la deuxième utilisation,": "dans un rayon de 5 tuiles. À la deuxième utilisation,", "day counter rolls over at midnight (00:00)": "le compteur de jours change à minuit (00:00)", "day length, ticks, in-game clock": "durée du jour, ticks, horloge en jeu", "daytime from 06:00 to 20:00": "jour de 06:00 à 20:00", "db dsb-bglist": "db dsb-bglist", "db.json": "db.json", "de -1 pendant 300 secondes.": "de -1 pendant 300 secondes.", "de -2 pendant 300 secondes.": "de -2 pendant 300 secondes.", "de -3 pendant 300 secondes.": "de -3 pendant 300 secondes.", "de -4 pendant 300 secondes.": "de -4 pendant 300 secondes.", "de -5 pendant 300 secondes.": "de -5 pendant 300 secondes.", "de 1 pendant 300 secondes.": "de 1 pendant 300 secondes.", "de 1.": "de 1.", "de 10% pendant 10 secondes, jusqu'à un maximum de 30%.": "de 10% pendant 10 secondes, jusqu'à un maximum de 30%.", "de 10% pendant 10 secondes. Cet effet peut augmenter": "de 10% pendant 10 secondes. Cet effet peut augmenter", "de 10%.": "de 10%.", "de 10%. Lorsqu'un bouclier est équipé,": "de 10%. Lorsqu'un bouclier est équipé,", "de 100% pendant 180 secondes.": "de 100% pendant 180 secondes.", "de 12%.": "de 12%.", "de 12.": "de 12.", "de 20% pendant 5 secondes après avoir vaincu un ennemi.": "de 20% pendant 5 secondes après avoir vaincu un ennemi.", "de 20% pendant 5 secondes.": "de 20% pendant 5 secondes.", "de 20%.": "de 20%.", "de 25% pendant 15 secondes.": "de 25% pendant 15 secondes.", "de 3 pendant 300 secondes.": "de 3 pendant 300 secondes.", "de 3% par unité située dans un rayon d'une case.": "de 3% par unité située dans un rayon d'une case.", "de 3.": "de 3.", "de 30% par cumul de": "de 30% par cumul de", "de 30% pendant 180 secondes.": "de 30% pendant 180 secondes.", "de 30%.": "de 30%.", "de 35% lorsque vous infligez des dégâts à des ennemis sans avoir d'arme secondaire équipée.": "de 35% lorsque vous infligez des dégâts à des ennemis sans avoir d'arme secondaire équipée.", "de 35% pendant 180 secondes.": "de 35% pendant 180 secondes.", "de 4% par ennemi adjacent.": "de 4% par ennemi adjacent.", "de 40% et": "de 40% et", "de 5 pendant 300 secondes.": "de 5 pendant 300 secondes.", "de 50% pendant 180 secondes.": "de 50% pendant 180 secondes.", "de 6 pendant 300 secondes.": "de 6 pendant 300 secondes.", "de 7 pendant 300 secondes.": "de 7 pendant 300 secondes.", "de 7% à chaque fois que le nombre d'ennemis vaincus par des attaques de base atteint 10/25/100/250/1000/2500.": "de 7% à chaque fois que le nombre d'ennemis vaincus par des attaques de base atteint 10/25/100/250/1000/2500.", "de 70 pendant 180 secondes.": "de 70 pendant 180 secondes.", "de 70% pendant 180 secondes.": "de 70% pendant 180 secondes.", "de 8 pendant 300 secondes.": "de 8 pendant 300 secondes.", "de 8% pendant 5 secondes. Cette augmentation peut se produire jusqu'à 3 fois.": "de 8% pendant 5 secondes. Cette augmentation peut se produire jusqu'à 3 fois.", "de 9 pendant 300 secondes.": "de 9 pendant 300 secondes.", "de ? pendant 300 secondes.": "de ? pendant 300 secondes.", "de ? pendant ? secondes.": "de ? pendant ? secondes.", "de ?% et": "de ?% et", "de ?% par cumul de": "de ?% par cumul de", "de ?% pendant ? secondes.": "de ?% pendant ? secondes.", "de ?% pendant ? secondes. Cet effet peut augmenter": "de ?% pendant ? secondes. Cet effet peut augmenter", "de dégâts magiques aux unités ennemies adjacentes toutes les 3 secondes, et 1": "de dégâts magiques aux unités ennemies adjacentes toutes les 3 secondes, et 1", "de l'attaquant et plafonnée à 80 %.": "de l'attaquant et plafonnée à 80 %.", "de l'unité atteint 0, elle perdra connaissance et deviendra incontrôlable.": "de l'unité atteint 0, elle perdra connaissance et deviendra incontrôlable.", "de l'unité atteint 0, elle perdra connaissance et deviendra incontrôlable. La famine prolongée conduira à la mort.": "de l'unité atteint 0, elle perdra connaissance et deviendra incontrôlable. La famine prolongée conduira à la mort.", "de l'unité atteint 0, elle sombrera dans l'inconscience et deviendra incontrôlable.": "de l'unité atteint 0, elle sombrera dans l'inconscience et deviendra incontrôlable.", "de l'unité atteint 0, elle sombrera dans l'inconscience et deviendra incontrôlable. La famine prolongée entraînera la mort.": "de l'unité atteint 0, elle sombrera dans l'inconscience et deviendra incontrôlable. La famine prolongée entraînera la mort.", "de l'unité atteint 0, elle sombrera dans un sommeil profond, tombera inconsciente et ne pourra pas être contrôlée.": "de l'unité atteint 0, elle sombrera dans un sommeil profond, tombera inconsciente et ne pourra pas être contrôlée.", "de l'unité atteint 0, elle sombrera dans un sommeil profond, tombera inconsciente et ne pourra pas être contrôlée. Astuce : Pendant une expédition, les unités ne s'endorment pas automatiquement même si la": "de l'unité atteint 0, elle sombrera dans un sommeil profond, tombera inconsciente et ne pourra pas être contrôlée. Astuce : Pendant une expédition, les unités ne s'endorment pas automatiquement même si la", "de l'unité atteint 0, elle tombera dans un sommeil profond et deviendra inconsciente, impossible à contrôler.": "de l'unité atteint 0, elle tombera dans un sommeil profond et deviendra inconsciente, impossible à contrôler.", "de l'unité atteint zéro, elle tombera inconsciente et deviendra incontrôlable.": "de l'unité atteint zéro, elle tombera inconsciente et deviendra incontrôlable.", "de l'unité est faible.": "de l'unité est faible.", "de l'unité est supérieur à 0.": "de l'unité est supérieur à 0.", "de l'unité est supérieur à 0. Astuce : Plus l'unité reste longtemps dans un Donjon, plus les effets négatifs sur": "de l'unité est supérieur à 0. Astuce : Plus l'unité reste longtemps dans un Donjon, plus les effets négatifs sur", "de l'unité est supérieur à 0. Astuce : Plus l'unité reste longtemps dans un donjon, plus les effets négatifs sur": "de l'unité est supérieur à 0. Astuce : Plus l'unité reste longtemps dans un donjon, plus les effets négatifs sur", "de l'unité est très faible.": "de l'unité est très faible.", "de l'unité.": "de l'unité.", "de l'unité. Monter de niveau accorde également": "État d'humeur", "de l'État, vous pouvez vérifier pourquoi l'": "de l'État, vous pouvez vérifier pourquoi l'", "de la cible pendant 2 secondes.": "de la cible pendant 2 secondes.", "de la cible, projetant des éclats de graine dans toutes les directions, infligeant à la première unité ennemie touchée 240% de la puissance d'attaque magique en dégâts et lui infligeant": "de la cible, projetant des éclats de graine dans toutes les directions, infligeant à la première unité ennemie touchée 240% de la puissance d'attaque magique en dégâts et lui infligeant", "de la cible.": "de la cible.", "de la prochaine compétence physique de corps à corps de 100% et son": "de la prochaine compétence physique de corps à corps de 100% et son", "de près avant de prendre une décision prudente.": "de près avant de prendre une décision prudente.", "de toutes les compétences augmente de 10%.": "de toutes les compétences augmente de 10%.", "de toutes les unités diminue.": "de toutes les unités diminue.", "de toutes les unités est augmentée.": "de toutes les unités est augmentée.", "de toutes les unités est diminuée.": "de toutes les unités est diminuée.", "deals a": "inflige un", "deals magic damage equal to": "inflige des dégâts magiques équivalant à", "debuff (Mood -2) lingers a while longer.": "malus (Humeur -2) persiste encore un moment.", "debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "malus une fois l'expérience maximale atteinte, un inconvénient d'équilibrage pour leur montée en niveau plus rapide.", "debuffs whose per-second damage is fixed per stack (from": "dont les dégâts par seconde sont fixés par stack (d'après", "decides which trees it can access (see": "d'un recruté détermine à quels arbres il a accès (voir", "decisions": "décisions", "decrease": "diminuer", "decreases by 12% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "diminue de 12% pour chaque structure de plante alliée dans un rayon de 1 case. (S'applique jusqu'à un maximum de {1}%)", "decreases by 8% for each allied plant structure within 1 tile. (Applies up to a maximum of 40%)": "diminue de 8% pour chaque structure de plante alliée dans un rayon de 1 case. (S'applique jusqu'à un maximum de 40%)", "decreases by {0}% for each allied plant structure within 1 tile.": "diminue de {0}% pour chaque structure de plante alliée à 1 tuile.", "decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "diminue de {0}% pour chaque structure de plante alliée à 1 tuile. (S'applique jusqu'à un maximum de {1}%)", "defined in the data but not active in this build": "défini dans les données mais pas actif dans cette version", "delete": "supprimer", "depending on its race.": "selon sa race.", "depletion": "épuisement", "depletion counter": "compteur d'épuisement", "deployed on an expedition. Both are built from": "déployé lors d'une expédition. Les deux se construisent avec", "derived (final) stats": "statistiques dérivées (finales)", "derived, not stored": "dérivé, pas stocké", "des Acid Slogel PV": "des PV de Slogel acide", "des Slogel acide PV": "des Slogel acide PV", "des unités alliées adjacentes d'un montant équivalent à 15% de": "des unités alliées adjacentes d'un montant équivalent à 15% de", "des unités alliées à proximité.": "des unités alliées à proximité.", "des unités à proximité.": "des unités à proximité.", "des vagues qui s'enroulent autour": "des vagues qui s'enroulent autour", "des vagues qui s'enroulent autour - Dungeon Settlers Wiki": "des vagues qui s'enroulent autour - Dungeon Settlers Wiki", "descend sous un certain seuil, l'unité cherche et mange automatiquement de la nourriture, et la faim affecte négativement": "descend sous un certain seuil, l'unité cherche et mange automatiquement de la nourriture, et la faim affecte négativement", "detection-range calculator": "de portée de détection", "dev": "dev", "dev-internal": "dev-interne", "development leftovers": "restes du développement", "devient actif.": "devient actif.", "dies": "meurt", "dies instantly": "meurt instantanément", "dies)": "meurt)", "dies; blocked after quest \"": "meurt ; bloqué après la quête \"", "dies; blocked once": "meurt ; bloqué une fois", "dietary rules": "règles alimentaires", "difficulty": "difficulté", "difficulty scales material costs x0.34–x1.66 and mood -": "la difficulté ajuste les coûts des matériaux x0.34–x1.66 et l'humeur -", "difficulty scales monster health & damage (up to x2 on Devastation) plus respawns 600–1200 min, while": "la difficulté ajuste la santé et les dégâts des monstres (jusqu'à x2 en Dévastation) ainsi que les réapparitions 600–1200 min, tandis que", "difficulty scaling": "mise à l'échelle de la difficulté", "difficulty setting scales monster stats through": "Le réglage de difficulté fait évoluer les stats des monstres via", "difficulty. Nothing multiplies the drop tables themselves.": "plus facile. Rien ne multiplie les tables de butin elles-mêmes.", "diminishing returns": "rendements décroissants", "diminue de 12% par structure végétale alliée dans un rayon d'une case.": "diminue de 12% par structure végétale alliée dans un rayon d'une case.", "diminue de 2%.": "diminue de 2%.", "diminue de 2%. Les cumuls sont réinitialisés à la fin du combat.": "diminue de 2%. Les cumuls sont réinitialisés à la fin du combat.", "diminue de 2%. Se cumule jusqu'à 10 fois. Les cumuls sont réinitialisés à la fin du combat.": "diminue de 2%. Se cumule jusqu'à 10 fois. Les cumuls sont réinitialisés à la fin du combat.", "diminue de 8% par structure végétale alliée dans un rayon d'une case. (S'applique jusqu'à un maximum de 40 %)": "diminue de 8% par structure végétale alliée dans un rayon d'une case. (S'applique jusqu'à un maximum de 40 %)", "diminue en raison de conditions négatives comme une faible": "diminue en raison de conditions négatives comme une faible", "diminue lorsque": "diminue lorsque", "diminue lorsque le": "diminue lorsque le", "diminue proportionnellement.": "diminue proportionnellement.", "diminue à cause de la Magie du donjon.": "diminue à cause de la Magie du donjon.", "diminue.": "diminue.", "diminue. Plus la valeur est élevée, plus le stress diminue.": "diminue. Plus la valeur est élevée, plus le stress diminue.", "diminue. Toutes les": "diminue. Toutes les", "diminuent.": "diminuent.", "division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.": "division par défaut se comporte déjà ainsi) : le dernier étage devient l'étage du boss de phase 5, le boss se génère, et le tuer termine la région et ouvre la suivante.", "dmg /": "dégâts /", "do if the developers activate it.": "ferait si les développeurs l'activaient.", "do if the developers wire it up.": "ferait si les développeurs le branchaient.", "documents what each": "documente ce que signifie chaque", "dodged or missed": "esquivée ou manquée", "does not scale with the caster's attack power": "n'augmente pas avec la puissance d'attaque du lanceur", "does not use ammo - only a bow does.": "n'utilise pas de munitions : seul un arc en utilise.", "dont je me suis occupé était le vrai": "dont je me suis occupé était le vrai", "door-to-door": "porte à porte", "dort toujours avec indifférence.": "dort toujours avec indifférence.", "double poussée": "double poussée", "double poussée - Dungeon Settlers Wiki": "double poussée - Dungeon Settlers Wiki", "double poussée portée et zone affichées sur une salle de donjon": "double poussée portée et zone affichées sur une salle de donjon", "doubles": "double", "dps": "dps", "drain energy from their surroundings, slowly turning parts of the continent into": "drainent l'énergie de leur environnement, transformant lentement des parties du continent en", "drainent l'énergie de leurs environs, transformant lentement certaines parties du continent en": "drainent l'énergie de leurs environs, transformant lentement certaines parties du continent en", "drains": "réduit", "dressé pour éloigner les oiseaux ou les intrus.": "dressé pour éloigner les oiseaux ou les intrus.", "drop: {#}": "butin : {#}", "drops": "butin", "drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "tombe en dessous d'un certain niveau, l'unité cherchera automatiquement de la nourriture et la mangera, et <color=#ccb", "druide": "druide", "druide - Dungeon Settlers Wiki": "druide - Dungeon Settlers Wiki", "dsb-atk-row dsb-buffstep": "dsb-atk-row dsb-buffstep", "dsb-av-none\">?": "dsb-av-none\">?", "dsb-cardgrid dsb-dense": "dsb-cardgrid dsb-dense", "dsb-compsec-h crumb": "dsb-compsec-h crumb", "dsb-formula dsb-tip": "dsb-formula dsb-tip", "dsb-guestcell dsb-majcell": "dsb-guestcell dsb-majcell", "dsb-guestgrid dsb-lay-": "dsb-guestgrid dsb-lay-", "dsb-inscslot filled": "dsb-inscslot filled", "dsb-inscslot filled tree": "dsb-inscslot filled tree", "dsb-inscslot free": "dsb-inscslot free", "dsb-nonfight dsb-saveloc": "dsb-nonfight dsb-saveloc", "dsb-portrait dsb-portrait-none": "dsb-portrait dsb-portrait-none", "dsb-rehide dsb-rehide-inline": "dsb-rehide dsb-rehide-inline", "dsb-spoilcover bsec-cover": "dsb-spoilcover bsec-cover", "dsb-spoilcover dsb-spoilcover-page": "dsb-spoilcover dsb-spoilcover-page", "dsb-topstat dsb-majcell": "dsb-topstat dsb-majcell", "dsb-tree dsb-treepick": "dsb-tree dsb-treepick", "dsb-tree on": "dsb-tree on", "du lanceur en dégâts magiques et explosant immédiatement.": "du lanceur en dégâts magiques et explosant immédiatement.", "due to the corrupt magic flowing from": "à cause de la magie corrompue qui émane du", "dungeon depletion, debuff and recovery": "épuisement du donjon, malus et récupération", "dungeon phase 5": "phase de donjon 5", "dungeon rooms": "salles de donjon", "durability": "durabilité", "durability.": "durabilité.", "during": "pendant", "découvre quelque chose et vous appelle.": "découvre quelque chose et vous appelle.", "découvrit des pages arrachées et des notes scellées entre de vieilles étagères. Les avertissements interdisant de les lire ne firent que l'attirer davantage, et même les nuits où des murmures inconnus parvenaient à ses oreilles, les recherches ne s'arrêtaient pas. Avec les années, les questions dangereuses devinrent plus familières que les réponses sûres.": "découvrit des pages arrachées et des notes scellées entre de vieilles étagères. Les avertissements interdisant de les lire ne firent que l'attirer davantage, et même les nuits où des murmures inconnus parvenaient à ses oreilles, les recherches ne s'arrêtaient pas. Avec les années, les questions dangereuses devinrent plus familières que les réponses sûres.", "dégageant une aura inquiétante.": "dégageant une aura inquiétante.", "dégoût de soi": "dégoût de soi", "dégoût de soi - Dungeon Settlers Wiki": "dégoût de soi - Dungeon Settlers Wiki", "démanteler": "démanteler", "dépasse cette valeur, des effets de surcharge s'appliquent.": "dépasse cette valeur, des effets de surcharge s'appliquent.", "dépasse une certaine quantité.": "dépasse une certaine quantité.", "dérive": "dérive", "dérive - Dungeon Settlers Wiki": "dérive - Dungeon Settlers Wiki", "déserteur": "déserteur", "déserteur - Dungeon Settlers Wiki": "déserteur - Dungeon Settlers Wiki", "détectait les serpents grâce à un instinct affûté, saisissant la nuque d'un seul mouvement. Le venin servait de remède et d'arme, et sa vie ne quitta jamais le marais.": "détectait les serpents grâce à un instinct affûté, saisissant la nuque d'un seul mouvement. Le venin servait de remède et d'arme, et sa vie ne quitta jamais le marais.", "détectera la menace et déchaînera d'innombrables ennemis sur vous.": "détectera la menace et déchaînera d'innombrables ennemis sur vous.", "eat anything - their racial mood quirk is": "mangent de tout - leur particularité d'humeur raciale est", "edits did work. See": "modifications fonctionnaient. Voir", "eff": "eff", "effect (see the note under the table).": "(voir la note sous la table).", "effect, when a unit has it, restores durability every second while active.": ", quand une unité le possède, restaure de la durabilité chaque seconde tant qu'il est actif.", "effect, which": ", qui", "emotion bubbles": "bulles d'émotion", "emporta de vieilles cartes et un équipement coûteux avant de partir vers des terres inconnues. Même sur les longues routes, le col restait rarement en désordre, et devant des ruines ou des montagnes jamais vues, les yeux brillaient comme ceux d'un enfant. Mais lorsque les choses ne se déroulaient pas comme prévu, le trouble venait souvent.": "emporta de vieilles cartes et un équipement coûteux avant de partir vers des terres inconnues. Même sur les longues routes, le col restait rarement en désordre, et devant des ruines ou des montagnes jamais vues, les yeux brillaient comme ceux d'un enfant. Mais lorsque les choses ne se déroulaient pas comme prévu, le trouble venait souvent.", "empty / unreleased": "vide / non publié", "en 10 secondes.": "en 10 secondes.", "en Abîme étage 10 (~100% par étage)": "en Abîme étage 10 (~100% par étage)", "en Abîme étage 15 (~100% par étage)": "en Abîme étage 15 (~100% par étage)", "en Abîme étage 20 (~100% par étage)": "en Abîme étage 20 (~100% par étage)", "en Abîme étage 5 (~100% par étage)": "en Abîme étage 5 (~100% par étage)", "en Abîme étages 1-4 (~100% par étage)": "en Abîme étages 1-4 (~100% par étage)", "en Abîme étages 11-14 (~100% par étage)": "en Abîme étages 11-14 (~100% par étage)", "en Abîme étages 16-19 (~100% par étage)": "en Abîme étages 16-19 (~100% par étage)", "en Abîme étages 6-9 (~100% par étage)": "en Abîme étages 6-9 (~100% par étage)", "en Le Voile du Silence étage 1 (~24% par étage)": "en Le Voile du Silence étage 1 (~24% par étage)", "en Le Voile du Silence étage 3 (~91% par étage)": "en Le Voile du Silence étage 3 (~91% par étage)", "en Le Voile du Silence étage 4 (~3% par étage)": "en Le Voile du Silence étage 4 (~3% par étage)", "en Le Voile du Silence étage 5 (~100% par étage)": "en Le Voile du Silence étage 5 (~100% par étage)", "en Le Voile du Silence étages 1-4 (~26% par étage)": "en Le Voile du Silence étages 1-4 (~26% par étage)", "en Le Voile du Silence étages 1-4 (~37% par étage)": "en Le Voile du Silence étages 1-4 (~37% par étage)", "en Le Voile du Silence étages 1-4 (~61% par étage)": "en Le Voile du Silence étages 1-4 (~61% par étage)", "en Le Voile du Silence étages 1-4 (~9% par étage)": "en Le Voile du Silence étages 1-4 (~9% par étage)", "en Le Voile du Silence étages 1-5 (~24% par étage)": "en Le Voile du Silence étages 1-5 (~24% par étage)", "en Le Voile du Silence étages 1-5 (~33% par étage)": "en Le Voile du Silence étages 1-5 (~33% par étage)", "en Le Voile du Silence étages 2-4 (~38% par étage)": "en Le Voile du Silence étages 2-4 (~38% par étage)", "en Le Voile du Silence étages 2-5 (~10% par étage)": "en Le Voile du Silence étages 2-5 (~10% par étage)", "en Le Voile du Silence étages 2-5 (~100% par étage)": "en Le Voile du Silence étages 2-5 (~100% par étage)", "en Le Voile du Silence étages 3-4 (~25% par étage)": "en Le Voile du Silence étages 3-4 (~25% par étage)", "en Le Voile du Silence étages 3-4 (~6% par étage)": "en Le Voile du Silence étages 3-4 (~6% par étage)", "en Le Voile du Silence étages 4-5 (~8% par étage)": "en Le Voile du Silence étages 4-5 (~8% par étage)", "en Le Voile du Silence étages 4-5 (~9% par étage)": "en Le Voile du Silence étages 4-5 (~9% par étage)", "en Terrier purulent étage 1 (~35% par étage)": "en Terrier purulent étage 1 (~35% par étage)", "en Terrier purulent étage 1 (~38% par étage)": "en Terrier purulent étage 1 (~38% par étage)", "en Terrier purulent étage 2 (~20% par étage)": "en Terrier purulent étage 2 (~20% par étage)", "en Terrier purulent étage 2 (~21% par étage)": "en Terrier purulent étage 2 (~21% par étage)", "en Terrier purulent étage 2 (~23% par étage)": "en Terrier purulent étage 2 (~23% par étage)", "en Terrier purulent étage 2 (~25% par étage)": "en Terrier purulent étage 2 (~25% par étage)", "en Terrier purulent étage 3 (~100% par étage)": "en Terrier purulent étage 3 (~100% par étage)", "en Terrier purulent étage 4 (~57% par étage)": "en Terrier purulent étage 4 (~57% par étage)", "en Terrier purulent étages 1-2 (~35% par étage)": "en Terrier purulent étages 1-2 (~35% par étage)", "en Terrier purulent étages 1-2 (~38% par étage)": "en Terrier purulent étages 1-2 (~38% par étage)", "en Terrier purulent étages 1-4 (~100% par étage)": "en Terrier purulent étages 1-4 (~100% par étage)", "en Terrier purulent étages 1-4 (~26% par étage)": "en Terrier purulent étages 1-4 (~26% par étage)", "en Terrier purulent étages 1-4 (~59% par étage)": "en Terrier purulent étages 1-4 (~59% par étage)", "en Terrier purulent étages 1-4 (~9% par étage)": "en Terrier purulent étages 1-4 (~9% par étage)", "en Terrier purulent étages 1-5 (~10% par étage)": "en Terrier purulent étages 1-5 (~10% par étage)", "en Terrier purulent étages 1-5 (~33% par étage)": "en Terrier purulent étages 1-5 (~33% par étage)", "en Terrier purulent étages 1-5 (~35% par étage)": "en Terrier purulent étages 1-5 (~35% par étage)", "en Terrier purulent étages 1-5 (~38% par étage)": "en Terrier purulent étages 1-5 (~38% par étage)", "en Terrier purulent étages 1-5 (~9% par étage)": "en Terrier purulent étages 1-5 (~9% par étage)", "en Terrier purulent étages 3-4 (~6% par étage)": "en Terrier purulent étages 3-4 (~6% par étage)", "en Terrier purulent étages 3-5 (~10% par étage)": "en Terrier purulent étages 3-5 (~10% par étage)", "en Terrier purulent étages 3-5 (~9% par étage)": "en Terrier purulent étages 3-5 (~9% par étage)", "en Tutorial étages 1-2 (~100% par étage); Le Voile du Silence étages 1-2 (~25% par étage)": "en Tutorial étages 1-2 (~100% par étage); Le Voile du Silence étages 1-2 (~25% par étage)", "en Tutorial étages 1-4 (~100% par étage)": "en Tutoriel étages 1-4 (~100% par étage)", "en Tutorial étages 1-4 (~100% par étage); Le Voile du Silence étages 1-5 (~100% par étage)": "en Tutorial étages 1-4 (~100% par étage); Le Voile du Silence étages 1-5 (~100% par étage)", "en Tutorial étages 1-4 (~100% par étage); Le Voile du Silence étages 1-5 (~38% par étage)": "en Tutoriel étages 1-4 (~100% par étage); Le Voile du Silence étages 1-5 (~38% par étage)", "en Tutorial étages 1-5 (~100% par étage); Le Voile du Silence étages 1-5 (~100% par étage)": "en Tutorial étapes 1-5 (~100% par étape); Le Voile du Silence étapes 1-5 (~100% par étape)", "en Tutorial étages 1-5 (~100% par étage); Le Voile du Silence étages 1-5 (~38% par étage)": "en Tutorial étages 1-5 (~100% par étage); Le Voile du Silence étages 1-5 (~38% par étage)", "en dégâts aux unités ennemies et conférant 1": "en dégâts aux unités ennemies et conférant 1", "en dégâts et applique": "en dégâts et applique", "en dégâts magiques et applique 1": "en dégâts magiques et applique 1", "en dégâts magiques et applique 5": "en dégâts magiques et applique 5", "en dégâts magiques et conférant": "en dégâts magiques et conférant", "en dégâts magiques par seconde aux unités ennemies adjacentes, et accordant 1": "en dégâts magiques par seconde aux unités ennemies adjacentes, et accordant 1", "en dégâts magiques à l'unité cible et applique 1": "en dégâts magiques à l'unité cible et applique 1", "en dégâts magiques à la cible et applique 1": "en dégâts magiques à la cible et applique 1", "en dégâts magiques à la cible et applique 2": "en dégâts magiques à la cible et applique 2", "en dégâts magiques à la cible et applique 3": "en dégâts magiques à la cible et applique 3", "en dégâts magiques, ainsi que des dégâts supplémentaires égaux aux cumuls de": "en dégâts magiques, ainsi que des dégâts supplémentaires égaux aux cumuls de", "en dégâts magiques.": "en dégâts magiques.", "en dégâts physiques aux unités adjacentes à la cible.": "en dégâts physiques aux unités adjacentes à la cible.", "en dégâts physiques et appliquant": "en dégâts physiques et appliquant", "en dégâts physiques à la cible, 4 fois, avec": "en dégâts physiques à la cible, 4 fois, avec", "en dégâts physiques à la cible. Lors d'un coup critique, applique 1": "en dégâts physiques à la cible. Lors d'un coup critique, applique 1", "en dégâts physiques, et leur appliquant": "en dégâts physiques, et leur appliquant", "en dégâts physiques.": "en dégâts physiques.", "en dégâts à la cible et à tous les ennemis adjacents à vous. Inflige 1": "en dégâts à la cible et à tous les ennemis adjacents à vous. Inflige 1", "en dégâts à toutes les unités sur le chemin et sur les cases adjacentes. Cette Attaque peut toucher plusieurs fois.": "en dégâts à toutes les unités sur le chemin et sur les cases adjacentes. Cette Attaque peut toucher plusieurs fois.", "en dégâts à un seul ennemi et vous confère 1": "en dégâts à un seul ennemi et vous confère 1", "en dégâts. Un bâtiment 'Pierre palpitante' est alors placé à cet emplacement. Réinitialise la charge.": "en dégâts. Un bâtiment 'Pierre palpitante' est alors placé à cet emplacement. Réinitialise la charge.", "en entrant dans un nouvel étage.": "en entrant dans un nouvel étage.", "en interagissant avec la statue.": "en interagissant avec la statue.", "en mangeant de la nourriture carnivore.": "en mangeant de la nourriture carnivore.", "en mangeant des aliments carnés.": "en mangeant des aliments carnés.", "en mangeant des aliments végétariens.": "en mangeant des aliments végétariens.", "en tant que dégâts magiques à l'unité ciblée et applique 2": "en tant que dégâts magiques à l'unité ciblée et applique 2", "en tombant inconsciente et non réactive.": "en tombant inconsciente et non réactive.", "en vint à croire que des courants invisibles traversaient le monde. Les sorts de vieux livres étaient recopiés, et cette conviction était éprouvée en retenant de petites braises et des vents froids au bout des doigts. Mais à force de vouloir tout comprendre par la raison, la pensée venait souvent avant les mots.": "en vint à croire que des courants invisibles traversaient le monde. Les sorts de vieux livres étaient recopiés, et cette conviction était éprouvée en retenant de petites braises et des vents froids au bout des doigts. Mais à force de vouloir tout comprendre par la raison, la pensée venait souvent avant les mots.", "encirclement": "encerclement", "ending - it does not clear the region or unlock Festering Burrow (": "- elle ne nettoie pas la région et ne débloque pas le Terrier purulent (", "endommagés.": "endommagés.", "endura d'innombrables épreuves, sans jamais s'arrêter ni lors des tempêtes ni sous le soleil du désert, se forgea sur la route et garda l'espoir de trouver une voie véritable, bien que nul ne pût savoir où elle mènerait.": "endura d'innombrables épreuves, sans jamais s'arrêter ni lors des tempêtes ni sous le soleil du désert, se forgea sur la route et garda l'espoir de trouver une voie véritable, bien que nul ne pût savoir où elle mènerait.", "endura des années d'humiliation et, le jour d'une tentative d'évasion, fut repris et battu jusqu'à ce qu'une cheville soit brisée. Pourtant, le désir de liberté ne disparut jamais. Le serment de devenir un jour assez fort pour briser les chaînes de ses propres mains brûlait, et même dans le donjon où coulaient des larmes en solitaire, le rêve de se relever subsista.": "endura des années d'humiliation et, le jour d'une tentative d'évasion, fut repris et battu jusqu'à ce qu'une cheville soit brisée. Pourtant, le désir de liberté ne disparut jamais. Le serment de devenir un jour assez fort pour briser les chaînes de ses propres mains brûlait, et même dans le donjon où coulaient des larmes en solitaire, le rêve de se relever subsista.", "enemy": "ennemi", "energy": "énergie", "enfant maudit": "enfant maudit", "enfant maudit - Dungeon Settlers Wiki": "enfant maudit - Dungeon Settlers Wiki", "enfonce prudemment sa main plus profondément, supportant les piqûres répétées des épines.": "enfonce prudemment sa main plus profondément, supportant les piqûres répétées des épines.", "engaging, and who gets hit": "l'engagement, et qui se fait toucher", "enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)": "pas suffisant - le jeu inscrit les bonus de stats dans le bloc de stats de l'unité et ne les recalcule pas au chargement ; les deux endroits doivent être modifiés de manière cohérente.)", "enquête sur les bogues": "enquête sur les bogues", "entend quelque chose filer rapidement dans les buissons voisins.": "entend quelque chose filer rapidement dans les buissons voisins.", "entrait dans un col isolé, la bâche de la charrette et les rênes du cheval étaient vérifiées une fois de plus. Sur les routes sinueuses et les passages proches des bois, les endroits où des bandits pouvaient se cacher étaient d'abord repérés, et lorsque voyager de nuit était inévitable, même le bruit des roues était étouffé autant que possible. À cause de cette habitude, de simples pas derrière soi attiraient l'attention même lors d'un trajet ordinaire.": "entrait dans un col isolé, la bâche de la charrette et les rênes du cheval étaient vérifiées une fois de plus. Sur les routes sinueuses et les passages proches des bois, les endroits où des bandits pouvaient se cacher étaient d'abord repérés, et lorsque voyager de nuit était inévitable, même le bruit des roues était étouffé autant que possible. À cause de cette habitude, de simples pas derrière soi attiraient l'attention même lors d'un trajet ordinaire.", "entraîna son corps à surmonter la peur. Au fil des ans, ses mouvements devinrent plus vifs, jusqu'à pouvoir attraper un serpent avant qu'il ne se dresse pour frapper. Cette compétence rendit la survie possible dans le marais.": "entraîna son corps à surmonter la peur. Au fil des ans, ses mouvements devinrent plus vifs, jusqu'à pouvoir attraper un serpent avant qu'il ne se dresse pour frapper. Cette compétence rendit la survie possible dans le marais.", "entrepreneur": "entrepreneur", "entrepreneur - Dungeon Settlers Wiki": "entrepreneur - Dungeon Settlers Wiki", "enum, driven every time a unit moves by": "du dump, mis à jour à chaque déplacement d'unité par", "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "conditions d'environnement (±30% Perception) et l'Élixir de Perception +3 se lisent mieux comme des bonus de", "equal to 150% of": "equal to 150% of", "equal to 250% of": "égal à 250% de", "equal to 300% of": "égal à 300% de", "equal to {1}% of": "égal à {1}% de", "equip bonuses": "bonus d'équipement", "equip defaults": "équiper par défaut", "equip the weapon, no skill points": "équipez l'arme, aucun point de compétence", "equipment items": "objets d'équipement", "equipped": "équipée", "errait inlassablement dans la vase, si bien que nul n'osait s'y aventurer facilement.": "errait inlassablement dans la vase, si bien que nul n'osait s'y aventurer facilement.", "esprit pionnier": "esprit pionnier", "esprit pionnier - Dungeon Settlers Wiki": "esprit pionnier - Dungeon Settlers Wiki", "essence de la nature": "essence de la nature", "essuie une sueur froide et foudroie la liane du regard.": "essuie une sueur froide et foudroie la liane du regard.", "est accordé.": "est accordé.", "est appliqué.": "est appliqué.", "est bas, plus les dégâts infligés augmentent.": "est bas, plus les dégâts infligés augmentent.", "est bas.": "est bas.", "est bas. Utilisez l'option d'action 'Priorité de repos' si nécessaire.": "est bas. Utilisez l'option d'action 'Priorité de repos' si nécessaire.", "est difficile à gérer pendant l'exploration, mieux vaut retourner au campement.": "est difficile à gérer pendant l'exploration, mieux vaut retourner au campement.", "est déterminée aléatoirement en fonction du": "Le moral d'un colon, influencé par les besoins, la qualité de la nourriture, l'environnement et les événements. Un moral bas nuit aux performances ; un moral moyen bas et prolongé déclenche des événements de crise de moral.", "est détruite, elle explose, restaurant à toutes les unités alliées adjacentes": "est détruite, elle explose, restaurant à toutes les unités alliées adjacentes", "est faible.": "est faible.", "est faible. Utilisez l'option d'action 'Priorité de repos' si nécessaire.": "est faible. Utilisez l'option d'action 'Priorité de repos' si nécessaire.", "est inconnu.": "est inconnu.", "est inférieur à 0, le Stress augmente proportionnellement. Si": "est inférieur à 0, le Stress augmente proportionnellement. Si", "est inférieur à 50%,": "est inférieur à 50%,", "est inférieure à 0,": "est inférieure à 0,", "est inférieure à 0, le": "est inférieure à 0, le", "est limitée afin de ne pas dépasser cette valeur.": "est limitée afin de ne pas dépasser cette valeur.", "est négatif, les deux variations étant proportionnelles au niveau de": "est négatif, les deux variations étant proportionnelles au niveau de", "est positif et augmente lorsque": "est positif et augmente lorsque", "est reconnu comme un maître de l'art délicat des écailles. Les armures et ornements façonnés du bout des doigts étaient à la fois beaux et résistants, convoités par beaucoup. L'artisanat élevait l'honneur de la tribu, bien qu'il exigeât patience et solitude. Pour lui, l'artisanat n'était pas un simple moyen de subsistance, mais la vie elle‑même.": "est reconnu comme un maître de l'art délicat des écailles. Les armures et ornements façonnés du bout des doigts étaient à la fois beaux et résistants, convoités par beaucoup. L'artisanat élevait l'honneur de la tribu, bien qu'il exigeât patience et solitude. Pour lui, l'artisanat n'était pas un simple moyen de subsistance, mais la vie elle‑même.", "est remis à 0.": "est remis à 0.", "est remis à 0. Si": "est remis à 0. Si", "est supérieur à 0, le Stress diminue proportionnellement.": "est supérieur à 0, le Stress diminue proportionnellement.", "est sur le point d'exploser, mettez le jeu en pause et donnez un ordre de déplacement pour éviter l'explosion.": "est sur le point d'exploser, mettez le jeu en pause et donnez un ordre de déplacement pour éviter l'explosion.", "est suspect depuis son retour. Vous ne pouvez toujours pas lui faire confiance !": "est suspect depuis son retour. Vous ne pouvez toujours pas lui faire confiance !", "est très bas.": "est très bas.", "est très bas. Il faut manger quelque chose.": "est très bas. Il faut manger quelque chose.", "est très élevé.": "est très élevé.", "est un effet indiquant qu'une unité est en danger imminent de mort. Si l'unité ne reprend pas conscience avant l'expiration de": "est un effet indiquant qu'une unité est en danger imminent de mort. Si l'unité ne reprend pas conscience avant l'expiration de", "est à un niveau critique.": "est à un niveau critique.", "est élevé.": "est élevé.", "est élevée, plus cette stat augmentera lors de": "est élevée, plus cette stat augmentera lors de", "estimait qu'il était de son devoir d'apporter de la viande à la table familiale et au marché du village. Le travail était rude et fatigant, et même si certains le méprisaient, d'une façon ou d'une autre ce travail lui plaisait.": "estimait qu'il était de son devoir d'apporter de la viande à la table familiale et au marché du village. Le travail était rude et fatigant, et même si certains le méprisaient, d'une façon ou d'une autre ce travail lui plaisait.", "et": "et", "et 1": "et 1", "et 3 de": "et 3 de", "et accordant aux alliés proches": "et accordant aux alliés proches", "et accorde": "et accorde", "et accorde 1": "et accorde 1", "et appliquant": "et appliquant", "et applique": "et applique", "et applique 1 charges de": "et applique 1 charges de", "et applique 2": "et applique 2", "et applique ?": "et applique ?", "et applique ? charges de": "et applique ? charges de", "et augmente la régénération de santé de 3.": "et augmente la régénération de santé de 3.", "et aux membres de l'expédition de se disperser.": "et aux membres de l'expédition de se disperser.", "et conférant": "et conférant", "et de": "et de", "et de détruire cet être malveillant.": "et de détruire cet être malveillant.", "et des dégâts magiques équivalant à 100% de": "et des dégâts magiques équivalant à 100% de", "et gagner 1": "et gagner 1", "et hors combat, vous obtenez": "et hors combat, vous obtenez", "et inflige 50% de": "et inflige 50% de", "et les autres Lycans de l'expédition, qui hurlent en direction de l'immense pleine lune.": "et les autres Lycans de l'expédition, qui hurlent en direction de l'immense pleine lune.", "et les effets de recul.": "et les effets de recul.", "et lui confère un bonus aléatoire pendant 10 secondes.": "et lui confère un bonus aléatoire pendant 10 secondes.", "et modifie": "et modifie", "et repousse la cible de 3 cases.": "et repousse la cible de 3 cases.", "et repousse la cible de 3 cases. Applique": "et repousse la cible de 3 cases. Applique", "et reçoivent": "et reçoivent", "et souhaitez vous reposer.": "et souhaitez vous reposer.", "et tirant la cible vers une position adjacente.": "et tirant la cible vers une position adjacente.", "et tombez inconscient.": "et tombez inconscient.", "et tu souhaites te reposer.": "et tu souhaites te reposer.", "event": "événement", "event choices": "choix d'événement", "event nodes": "nœuds d'événement", "event random mappings": "associations aléatoires d'événements", "event, opened by using the": "événement en jeu, ouvert en utilisant l'", "events": "événements", "every": "chaque", "every 10 seconds. This effect cannot stack.": "toutes les 10 secondes. Cet effet ne peut pas se cumuler.", "every level-up": "chaque montée de niveau", "every skill, sortable": "chaque compétence, triable", "every time you land a": "chaque fois que vous portez un", "everything below exists fully authored in the game files (names, effects, dev notes) but has no live acquisition path - no pool weight, no event, no recipe. Listed here as future special recruits; details may change before release.": "tout ce qui suit existe entièrement créé dans les fichiers du jeu (noms, effets, notes de développement) mais n'a aucune voie d'acquisition active : aucun poids de pool, aucun événement, aucune recette. Répertoriés ici comme futures recrues spéciales ; les détails peuvent changer avant la sortie.", "evolves from Têtard de la forêt": "évolue depuis Têtard de la forêt", "evolves from {#}": "évolue depuis {#}", "exaltée après avoir consommé de la": "exaltée après avoir consommé de la", "examinait les poils mêlés à la terre et l'odeur du sang, devinant dans quelle direction la bête avait tourné. Habitué aux longues traques, même sur les routes paisibles, il cherchait d'abord les endroits où une embuscade pouvait attendre.": "examinait les poils mêlés à la terre et l'odeur du sang, devinant dans quelle direction la bête avait tourné. Habitué aux longues traques, même sur les routes paisibles, il cherchait d'abord les endroits où une embuscade pouvait attendre.", "examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "examine les traces du Mawmurk que vous avez ramené et hausse légèrement un sourcil.", "excellentes compétences en leadership": "excellentes compétences en leadership", "excellentes compétences en leadership (Elf)": "excellentes compétences en leadership (Elf)", "excellentes compétences en leadership (Elf) - Dungeon Settlers Wiki": "excellentes compétences en leadership (Elf) - Dungeon Settlers Wiki", "excellentes compétences en leadership (Human)": "excellentes compétences en leadership (Human)", "excellentes compétences en leadership (Human) - Dungeon Settlers Wiki": "excellentes compétences en leadership (Human) - Dungeon Settlers Wiki", "excellentes compétences en leadership (Lizardman)": "excellentes compétences en leadership (Lizardman)", "excellentes compétences en leadership (Lizardman) - Dungeon Settlers Wiki": "excellentes compétences en leadership (Lizardman) - Dungeon Settlers Wiki", "excellentes compétences en leadership (Lycan)": "excellentes compétences en leadership (Lycan)", "excellentes compétences en leadership (Lycan) - Dungeon Settlers Wiki": "excellentes compétences en leadership (Lycan) - Dungeon Settlers Wiki", "excellentes compétences en leadership - Dungeon Settlers Wiki": "excellentes compétences en leadership - Dungeon Settlers Wiki", "exhaustion": "épuisement", "exist in the game data but contain no skills yet. A recruit's": "existent dans les données du jeu mais ne contiennent encore aucune compétence. L'", "expand all equipment stats": "déployer toutes les stats d'équipement", "expected": "attendu", "expected per hit": "attendu par coup", "explorateur souterrain": "explorateur souterrain", "explorateur souterrain - Dungeon Settlers Wiki": "explorateur souterrain - Dungeon Settlers Wiki", "exploration réussie 2": "exploration réussie 2", "exploration réussie 2 - Dungeon Settlers Wiki": "exploration réussie 2 - Dungeon Settlers Wiki", "exploration à grande échelle": "exploration à grande échelle", "exploration à grande échelle - Dungeon Settlers Wiki": "exploration à grande échelle - Dungeon Settlers Wiki", "explored-ground apron": "bordure de sol exploré", "fall; Mood below 0 makes Stress rise proportionally.": "baisser le Stress ; une Humeur inférieure à 0 fait monter le Stress proportionnellement.", "false": "false", "farm crop.": "culture de la ferme.", "farming spots": "points de récolte", "farthest sight": "vue la plus lointaine", "façonnait de ses mains délicates des œuvres de beauté. Ses créations devinrent de puissantes armures pour les guerriers et lui valurent le respect au sein de la tribu. Mais, voyant l'art réduit à de simples outils de guerre, il s'interrogea de plus en plus sur la justesse de sa voie.": "façonnait de ses mains délicates des œuvres de beauté. Ses créations devinrent de puissantes armures pour les guerriers et lui valurent le respect au sein de la tribu. Mais, voyant l'art réduit à de simples outils de guerre, il s'interrogea de plus en plus sur la justesse de sa voie.", "feeding, diets and settler mood": "alimentation, régimes et humeur des colons", "feeds the burn DoT and detonator terms below (not a computeBuild token).": "alimente les termes de DoT de combustion et de détonateur ci-dessous (pas un token computeBuild).", "fewer": "moins d'", "fgroup ftop": "fgroup ftop", "field does nothing on current builds; the only save-side lever is the previous region's": "champ d'une région ne fait rien sur les builds actuels ; le seul levier côté sauvegarde est le", "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live": ", un par sauvegarde automatique de campagne (environ 1-2 Mo chacun). À côté d'eux se trouvent", "filled at runtime - a unit's name or per-Decision text": "rempli à l'exécution - le nom d'une unité ou un texte propre à la Décision", "filters dsb-facefilter": "filters dsb-facefilter", "final": "finale", "finit par revenir avec une brassée d'objets étranges.": "finit par revenir avec une brassée d'objets étranges.", "fire": "déclenchent", "fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320.": "se déclenche à votre base (pas dans le donjon) ; nécessite au moins un colon vivant ; répétable avec un temps de recharge d'événement de 4320.", "fit même de son nom un instrument de survie plutôt que de représenter l'honneur. Pourtant, lorsque les guerres prirent fin, un vide subsista. On espérait que l'épée ne servirait plus seulement à assurer la survie, mais qu'elle permettrait de retrouver l'honneur jadis perdu.": "fit même de son nom un instrument de survie plutôt que de représenter l'honneur. Pourtant, lorsque les guerres prirent fin, un vide subsista. On espérait que l'épée ne servirait plus seulement à assurer la survie, mais qu'elle permettrait de retrouver l'honneur jadis perdu.", "fixed events": "événements fixes", "flag is set and re-opens each cleared region's neighbour (": "drapeau est activé et rouvre la région voisine de chaque région terminée (", "flag on current builds - unlock state is re-derived on every load, so the edit does nothing (": "d'une région sur les versions actuelles - l'état de déblocage est re-dérivé à chaque chargement, donc la modification ne fait rien (", "flag on each stat: some are": "sur chaque statistique : certains sont des modificateurs de type", "flag that drives the unlock chain. See": "drapeau qui pilote la chaîne de déverrouillage. Voir", "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "flag, qui laisse penser que les deux camps peuvent être traités différemment, mais c'est une déduction, pas une règle confirmée.", "flamme": "flamme", "flamme diffuse": "flamme diffuse", "flamme diffuse - Dungeon Settlers Wiki": "flamme diffuse - Dungeon Settlers Wiki", "flat": "fixe", "flat 3 magic damage per stack, every second": "3 dégâts magiques fixes par cumul, chaque seconde", "flat 5 physical damage per stack, every second": "5 dégâts physiques fixes par cumul, chaque seconde", "flat amount per stack, per second": "montant fixe par cumul, par seconde", "flat, does not scale with attack power": "valeur fixe, n'évolue pas avec la puissance d'attaque", "floor-sim rollFloor:": "floor-sim rollFloor:", "floors": "étages", "flèche en bois": "flèche en bois", "folded into the stat sheet.": "intégrés à la fiche de statistiques.", "follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.": "suivent une courbe de rendements décroissants au lieu de soustraire des dégâts fixes : une valeur de R réduit les dégâts subis d'environ R / (100 + R), c'est-à-dire que vous multipliez les dégâts entrants par environ 100 / (100 + R). La résistance est donc toujours utile mais n'atteint jamais l'immunité totale.", "for": "pour", "for 10 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "pendant 10 secondes à une unité amie cible. Rebondit jusqu'à 4 fois sur les cibles alliées proches dans un rayon de 3 cases, accordant le même", "for 10 seconds, dealing 30% of": "pendant 10 secondes, infligeant 30% de", "for 10 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "pendant 10 secondes. Jusqu'à 2 Bulles peuvent être invoquées à la fois par une seule unité, et jusqu'à 4 Bulles peuvent exister sur une seule carte.", "for 10s": "pendant 10 s", "for 12 seconds and deals damage equal to 100% of": "pendant 12 secondes et inflige des dégâts égaux à 100% de", "for 12 seconds and deals damage equal to 200% of": "pendant 12 secondes et inflige des dégâts égaux à 200% de", "for 180 seconds.": "pendant 180 secondes.", "for 180s": "pendant 180s", "for 2 days. The first breakdown is survivable; only a": "pendant 2 jours. La première dépression est survivable ; seul un", "for 2 seconds.": "pendant 2 secondes.", "for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "pendant 30 secondes à une unité amie cible. Rebondit jusqu'à 4 fois sur les cibles alliées proches dans un rayon de 3 cases, accordant le même", "for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "pendant 30 secondes. Jusqu'à 2 Bulles peuvent être invoquées à la fois par une seule unité, et jusqu'à 4 Bulles peuvent exister sur une seule carte.", "for 300s": "pendant 300 s", "for 3s": "pendant 3s", "for 5 seconds.": "pendant 5 secondes.", "for 5 seconds. The attack lasts for 5 strikes.": "pendant 5 secondes. L'attaque dure 5 frappes.", "for 600s": "pendant 600s", "for 720s": "pendant 720s", "for a": "pour un", "for a heal, and a blue": "vert pour un soin, et une", "for a shield/barrier - all positive, so they sort together by size. Blank for monster skills, whose amount depends on the casting monster and the difficulty tier (see the skill's own page). The": "bleue pour un bouclier/une barrière - tous positifs, donc triés ensemble par taille. Vide pour les compétences de monstre, dont la valeur dépend du monstre et de la difficulté (voir la page de la compétence). La colonne", "for a shield/barrier - all positive, sorted together by total. Monster skills show their stated percent too; the concrete numbers per difficulty are on each skill's own page. The": "bleu pour un bouclier/une barrière - tous positifs, triés par total. Les compétences de monstre affichent aussi leur pourcentage ; les valeurs par difficulté sont sur la page de chaque compétence. La colonne", "for alert scouts, as low as": "pour les éclaireurs vigilants, aussi bas que", "for all quest-recruitable and future special characters.": "pour tous les personnages recrutables par quête et les futurs personnages spéciaux.", "for combat scaling,": "pour l'ajustement du combat,", "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:": "distincte pour chacune. La note de talent détermine de combien cette statistique augmente à chaque montée de niveau de l'unité. Les notes se répartissent sur cinq paliers :", "for each variant.": "pour chaque variante.", "for effects that item pages described in full.": "pour les effets que les pages d'objets ont décrits en détail.", "for every": "pour chaque", "for machine-consumption notes.": "pour les notes de consommation par machine.", "for mitigation purposes - the element labels on spells are only a UI color, and enemies have just two defensive stats,": "à des fins d'atténuation - les étiquettes d'élément sur les sorts ne sont qu'une couleur d'interface, et les ennemis n'ont que deux statistiques défensives,", "for most monsters, up to": "pour la plupart des monstres, jusqu'à", "for per-item obtainability.": "pour l'obtenabilité de chaque objet.", "for sluggish ones), choose day or night, and toggle Night Vision or your own Stealth. The full mechanics - line of sight, the awareness meter, aggro correction and the perception myth - are on the": "pour les lents), choisissez jour ou nuit, et activez la Vision de nuit ou votre propre Furtivité. Les mécaniques complètes (ligne de vue, jauge de vigilance, correction d'aggro et le mythe de la perception) sont sur la", "for the economy).": "pour l'économie).", "for the rest of the expedition.": "pour le reste de l'expédition.", "for their aptitudes and lore.": "pour leurs aptitudes et leur lore.", "for {#}s": "pendant {#}s", "for {0} seconds to all enemy units adjacent to the target.": "pendant {0} secondes à toutes les unités ennemies adjacentes à la cible.", "for {0} seconds, dealing {2}% of ...": "pendant {0} secondes, infligeant {2}% de...", "for {0} seconds.": "pendant {0} secondes.", "for {1} seconds.": "pendant {1} secondes.", "forgeron": "forgeron", "forgeron - Dungeon Settlers Wiki": "forgeron - Dungeon Settlers Wiki", "forward rather than granting items.": "au lieu d'accorder des objets.", "fouille les environs du cercle rituel et récupère soigneusement tout ce qui semble encore utile. Mais au moment de repartir, la sensation d'un regard glacé lui court le long du dos.": "fouille les environs du cercle rituel et récupère soigneusement tout ce qui semble encore utile. Mais au moment de repartir, la sensation d'un regard glacé lui court le long du dos.", "free": "gratuit", "free random settler": "colon aléatoire gratuit", "free, the next comes at level": "libre, la prochaine arrive au niveau", "fresque gobeline": "fresque gobeline", "fresque gobeline - Dungeon Settlers Wiki": "fresque gobeline - Dungeon Settlers Wiki", "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.": "de 5 (pleinement approvisionné) à 0 (totalement épuisé). Farmer sans cesse le même étage vide son compteur ; avec le temps, il se recharge sur un minuteur.", "from these pre-authored area templates: one is rolled per camp slot (higher": "from these pre-authored area templates: one is rolled per camp slot (higher", "full mechanics ›": "mécaniques complètes ›", "fut attiré par les noms que le monde refusait de prononcer. Les nuits où la flamme de la bougie vacillait bas, des passages interdits étaient recopiés, avec ses propres interprétations ajoutées près de symboles incompréhensibles. Mais après avoir contemplé trop de secrets, il se mit à chercher du sens même dans le silence ordinaire.": "fut attiré par les noms que le monde refusait de prononcer. Les nuits où la flamme de la bougie vacillait bas, des passages interdits étaient recopiés, avec ses propres interprétations ajoutées près de symboles incompréhensibles. Mais après avoir contemplé trop de secrets, il se mit à chercher du sens même dans le silence ordinaire.", "fut raillé comme un excentrique. Pourtant, d'innombrables textes anciens furent dévorés et la contemplation emplissait jours et nuits. Sous le regard glacial du monde, la solitude s'approfondit au point que la vérité autrefois recherchée commença à s'estomper.": "fut raillé comme un excentrique. Pourtant, d'innombrables textes anciens furent dévorés et la contemplation emplissait jours et nuits. Sous le regard glacial du monde, la solitude s'approfondit au point que la vérité autrefois recherchée commença à s'estomper.", "future": "futur", "gagna une sinistre réputation, reconnu comme sans égal dans les rues sans loi. Pourtant, au fond de lui subsistait une douleur inexprimée, et bien que la violence ait assuré la survie, elle laissait derrière elle des cauchemars qui rongeaient l'âme.": "gagna une sinistre réputation, reconnu comme sans égal dans les rues sans loi. Pourtant, au fond de lui subsistait une douleur inexprimée, et bien que la violence ait assuré la survie, elle laissait derrière elle des cauchemars qui rongeaient l'âme.", "gagnent 1 niveau.": "gagnent 1 niveau.", "gain": "gain", "gain de caractéristique : 2~4": "gain de caractéristique : 2~4", "gain de caractéristique : 2~5": "gain de caractéristique : 2~5", "gain de caractéristiques : 3~7": "gain de caractéristiques : 3~7", "gain de statistiques : 1~3": "gain de statistiques : 1~3", "gain de statistiques : 3~6": "gain de statistiques : 3~6", "game systems": "systèmes de jeu", "gameplay": "gameplay", "gardien": "gardien", "gardien - Dungeon Settlers Wiki": "gardien - Dungeon Settlers Wiki", "gated": "verrouillé", "gated (no craft/drop/trade/event source)": "verrouillé (aucune source de fabrication/butin/échange/événement)", "gated unobtainable": "verrouillé inaccessible", "gatherable resource node": "nœud de ressource récoltable", "gelée royale": "gelée royale", "generated on the fly when the level-up screen opens": "générés à la volée à l'ouverture de l'écran de montée de niveau", "get it on Steam": "disponible sur Steam", "gets lower.": "actuel qui baisse.", "getting hit": "se faire toucher", "give +10% hit and +5% crit per surrounding unit, from the first, with no stack cap - and symmetrically (enemies surrounding your units would benefit too).": "donnerait +10 % de toucher et +5 % de critique par unité entourant, dès la première, sans plafond de cumul, et de façon symétrique (les ennemis entourant vos unités en profiteraient aussi).", "gives": "donne", "globe oculaire": "globe oculaire", "globe oculaire - Dungeon Settlers Wiki": "globe oculaire - Dungeon Settlers Wiki", "gobelin bagarreur": "gobelin bagarreur", "gobelin bleu": "gobelin bleu", "gobelin bleu - Dungeon Settlers Wiki": "gobelin bleu - Dungeon Settlers Wiki", "gobelin bleu Aléatoire": "gobelin bleu Aléatoire", "gobelin bleu fixe": "gobelin bleu fixe", "gobelin lanceur": "gobelin lanceur", "gobelin ouvrier": "gobelin ouvrier", "gold": "or", "golem de pierre bleue": "golem de pierre bleue", "golem de pierre géant": "golem de pierre géant", "golem de pierre jaune": "golem de pierre jaune", "golem de pierre rouge": "golem de pierre rouge", "graine étrange": "graine étrange", "grants": "accorde", "grants Mood +3, the": "accorde Humeur +3, la", "grenouille prédatrice": "grenouille prédatrice", "grids": "grilles", "grimpe à travers les vignes collantes pour entrer. Au bout d'un moment, il peine à sortir, tenant quelques os dans ses bras.": "grimpe à travers les vignes collantes pour entrer. Au bout d'un moment, il peine à sortir, tenant quelques os dans ses bras.", "group sb-dmg": "group sb-dmg", "group sb-set": "group sb-set", "grève d'ouverture": "grève d'ouverture", "grève d'ouverture - Dungeon Settlers Wiki": "grève d'ouverture - Dungeon Settlers Wiki", "grève d'ouverture portée et zone affichées sur une salle de donjon": "grève d'ouverture portée et zone affichées sur une salle de donjon", "guaranteed on every floor": "garanties à chaque étage", "guard": "garde", "guide.": "guide.", "guild officer": "Officier de la guilde", "haine raciale": "haine raciale", "haine raciale - Dungeon Settlers Wiki": "haine raciale - Dungeon Settlers Wiki", "handling surcharge for each inscription": "surtaxe de gestion pour chaque inscription", "hard cap": "plafond strict", "harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:": "effets néfastes. Les effets néfastes affaiblissent vos unités (par ex. une statistique −30 %, une précision réduite, des nausées) ou renforcent les monstres, réduisant donc directement vos dégâts et votre survie. Nombre par palier :", "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "debuffs de statistiques d'environnement négatifs les plus sévères (-30% à une statistique principale chacun) dans votre attaquant.", "has": "a", "has 205 + 9x20 =": "a 205 + 9x20 =", "has been killed 1×": "a été éliminé 1×", "has been killed 1×; blocked after quest \"": "a été tué 1× ; bloqué après la quête \"", "has no": "n'a aucun", "has two modes:": "a deux modes :", "hatches into": "éclot en", "hausse les épaules.": "hausse les épaules.", "have no maximum defined in the tables (see the note above).": "n'ont aucun maximum défini dans les tables (voir la note ci-dessus).", "healed.": "soignés.", "healing": "soin", "heals you for a percentage of the damage you deal. The three inscription grades add a": "vous soigne d'un pourcentage des dégâts que vous infligez. Les trois grades d'inscription ajoutent un", "health/energy ratios - summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.": "de santé/énergie de l'invocateur - invoquez une créature en étant blessé et elle arrive blessée. Les invocations sont aussi retenues à environ 5 cases de leur invocateur.", "heavy hits (protects both weapon and armor),": "les coups lourds (protège à la fois l'arme et l'armure),", "helpful and": "effets bénéfiques et", "here from your extra trees": "ici depuis vos arbres supplémentaires", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.26 data yet.": "ici, c'est la refonte annoncée de ses traits de départ : aucun trait ou statistique remanié n'existe encore dans les données de DS_B.0.3.26.", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.40 data yet.": "ici, c'est la refonte annoncée de ses traits de départ : aucun trait ou statistique remanié n'existe encore dans les données de DS_B.0.3.40.", "hidden": "caché", "hidden by default": "masquées par défaut", "hidden: recruit weight 0, never rolled)": "caché : poids de recrutement 0, jamais tiré)", "hide": "masquer", "hide spoiler": "masquer le spoiler", "hide traits & skills too": "masquer aussi les caractéristiques et compétences", "hide where/how to find things": "masquer où/comment trouver les choses", "hit harder - on": "et frappent plus fort. En", "hochet": "hochet", "hochet - Dungeon Settlers Wiki": "hochet - Dungeon Settlers Wiki", "hours": "campagne", "housing rooms": "salles d'habitation", "how new regions open up": "comment les nouvelles régions s'ouvrent", "how region unlocks work": "fonctionnement du déblocage des régions", "html.dsb-mode-sf body:not(.dsb-applied)": "html.dsb-mode-sf body:not(.dsb-applied)", "hunger": "faim", "hurler, vous détournez froidement la tête.": "hurler, vous détournez froidement la tête.", "hérisson": "hérisson", "icons reload": "rechargement des icônes", "identify the entity type and its table:": "identifient le type d'entité et sa table :", "if activated (no effect in this build)": "si activé (aucun effet dans cette version)", "if the slot is NULL, the boss doesn't exist and the region won't unlock the next one": "si l'emplacement est NULL, le boss n'existe pas et la région ne déverrouillera pas la suivante", "illisibles des profils d'unité et corrigé quatre pièces d'habitation qui étaient étiquetées": "illisibles des profils d'unité et corrigé quatre pièces d'habitation qui étaient étiquetées", "imbibée de sang.": "imbibée de sang.", "impatience": "impatience", "impatience - Dungeon Settlers Wiki": "impatience - Dungeon Settlers Wiki", "imported": "importées", "imprégné d'énergie d'eau.": "imprégné d'énergie d'eau.", "imprégné d'énergie de feu.": "imprégné d'énergie de feu.", "imprégné d'énergie naturelle.": "imprégné d'énergie naturelle.", "imprégné de l'": "imprégné de l'", "imprégné du pouvoir de l'eau.": "imprégné du pouvoir de l'eau.", "in Abîme floor 10 (~100% per floor)": "à l'étage 10 de l'Abîme (~100% par étage)", "in Abîme floor 5 (~100% per floor)": "dans Abîme étage 5 (~100% par étage)", "in Abîme floors 1-4 (~100% per floor)": "dans Abîme étages 1-4 (~100% par étage)", "in Abîme floors 6-9 (~100% per floor)": "à l'Abîme aux étages 6-9 (~100% par étage)", "in Le Voile du Silence floor 1 (~24% per floor)": "dans Le Voile du Silence étage 1 (~24% par étage)", "in Le Voile du Silence floor 3 (~91% per floor)": "dans Le Voile du Silence étage 3 (~91% par étage)", "in Le Voile du Silence floor 4 (~3% per floor)": "dans Le Voile du Silence, étage 4 (~3% par étage)", "in Le Voile du Silence floor 5 (~100% per floor)": "dans Le Voile du Silence étage 5 (~100% par étage)", "in Le Voile du Silence floors 1-4 (~26% per floor)": "dans Le Voile du Silence, étages 1-4 (~26% par étage)", "in Le Voile du Silence floors 1-4 (~37% per floor)": "dans Le Voile du Silence étages 1-4 (~37% par étage)", "in Le Voile du Silence floors 1-4 (~61% per floor)": "dans Le Voile du Silence, étages 1-4 (~61% par étage)", "in Le Voile du Silence floors 1-4 (~9% per floor)": "dans Le Voile du Silence, étages 1-4 (~9% par étage)", "in Le Voile du Silence floors 1-5 (~24% per floor)": "dans Le Voile du Silence, étages 1-5 (~24% par étage)", "in Le Voile du Silence floors 1-5 (~33% per floor)": "dans Le Voile du Silence étages 1-5 (~33% par étage)", "in Le Voile du Silence floors 2-4 (~38% per floor)": "dans Le Voile du Silence étages 2-4 (~38% par étage)", "in Le Voile du Silence floors 2-5 (~10% per floor)": "dans Le Voile du Silence, étages 2 à 5 (~10% par étage)", "in Le Voile du Silence floors 3-4 (~25% per floor)": "dans Le Voile du Silence étages 3-4 (~25% par étage)", "in Le Voile du Silence floors 3-4 (~6% per floor)": "dans Le Voile du Silence, étages 3-4 (~6% par étage)", "in Le Voile du Silence floors 4-5 (~9% per floor)": "dans Le Voile du Silence étages 4-5 (~9% par étage)", "in Terrier purulent floor 1 (~38% per floor)": "dans Terrier purulent étage 1 (~38% par étage)", "in Terrier purulent floor 2 (~21% per floor)": "dans Terrier purulent étage 2 (~21% par étage)", "in Terrier purulent floor 2 (~25% per floor)": "dans Terrier purulent, étage 2 (~25% par étage)", "in Terrier purulent floor 3 (~100% per floor)": "dans Terrier purulent étage 3 (~100% par étage)", "in Terrier purulent floor 4 (~57% per floor)": "dans Terrier purulent étage 4 (~57% par étage)", "in Terrier purulent floors 1-2 (~38% per floor)": "au Terrier purulent aux étages 1-2 (~38% par étage)", "in Terrier purulent floors 1-4 (~100% per floor)": "dans Terrier purulent étages 1-4 (~100% par étage)", "in Terrier purulent floors 1-4 (~26% per floor)": "dans Terrier purulent, étages 1-4 (~26% par étage)", "in Terrier purulent floors 1-4 (~59% per floor)": "dans Terrier purulent, étages 1-4 (~59% par étage)", "in Terrier purulent floors 1-4 (~9% per floor)": "dans Terrier purulent, étages 1-4 (~9% par étage)", "in Terrier purulent floors 1-5 (~10% per floor)": "aux étages 1 à 5 du Terrier purulent (~10% par étage)", "in Terrier purulent floors 1-5 (~38% per floor)": "dans Terrier purulent, étages 1-5 (~38% par étage)", "in Terrier purulent floors 3-4 (~6% per floor)": "dans Terrier purulent, étages 3-4 (~6% par étage)", "in Terrier purulent floors 3-5 (~10% per floor)": "dans Terrier purulent, niveaux 3-5 (~10% par niveau)", "in Tutorial floors 1-2 (~100% per floor); Le Voile du Silence floors 1-2 (~25% per floor)": "dans Tutoriel étages 1-2 (~100% par étage) ; Le Voile du Silence étages 1-2 (~25% par étage)", "in Tutorial floors 1-4 (~100% per floor)": "dans les étages du Tutoriel 1-4 (~100% par étage)", "in Tutorial floors 1-4 (~100% per floor); Le Voile du Silence floors 1-5 (~38% per floor)": "dans Tutoriel étages 1-4 (~100% par étage) ; Le Voile du Silence étages 1-5 (~38% par étage)", "in Tutorial floors 1-5 (~100% per floor); Le Voile du Silence floors 1-5 (~38% per floor)": "dans Tutoriel étages 1-5 (~100% par étage) ; Le Voile du Silence étages 1-5 (~38% par étage)", "in dungeons and": "dans les donjons et", "in exchange for a permanent": "en échange d'un", "in its material tier - pick a set below.": "dans son palier de matériau - choisissez un set ci-dessous.", "in other teams": "dans d'autres équipes", "in settlements.": "dans les colonies.", "in the constant": "dans la constante", "in the melee/range reflect rows.": "dans les lignes de renvoi corps à corps/distance.", "in this build yet.": "dans cette version pour l'instant.", "in this build.": "dans ce build.", "in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.": "au total : 18 communes, 31 peu communes, 44 rares et 3 légendaires.", "in your settlement, or a": "dans votre colonie, ou à un", "in {#}": "en {#}", "in ~": "en ~", "in-game time, about {#} of play at 1x speed": "temps en jeu, environ {#} de jeu en vitesse 1x", "incendie de forêt": "incendie de forêt", "incendie de forêt - Dungeon Settlers Wiki": "incendie de forêt - Dungeon Settlers Wiki", "increases as Mood gets lower": "augmentent à mesure que l'Humeur baisse", "increases by 35% for 15 seconds.": "augmente de 35% pendant 15 secondes.", "increases by 35% for 5 seconds.": "augmente de 35% pendant 5 secondes.", "increases by {1}%,": "augmente de {1}%,", "increases by {1}%, and the weight of the equipped shield becomes 0.": "augmente de {1}%, et le poids du bouclier équipé devient 0.", "increases by {2}%, and the w...": "augmente de {2}%, et le p...", "increases when Leveling Up....": "augmente lors de la Montée de niveau....", "incrusté d'un cristal bleu.": "incrusté d'un cristal bleu.", "incrusté de cristal rouge.": "incrusté de cristal rouge.", "incrusté de cristal vert.": "incrusté de cristal vert.", "index (": "index (", "index means.": "index.", "index.json": "index.json", "indirectly": "indirectement", "individual affecters": "affecteurs individuels", "individual traits": "traits individuels", "individually capped: Low-grade": "plafonnés individuellement : bas grade", "infinite load": "chargement infini", "initiative": "initiative", "initiative - Dungeon Settlers Wiki": "initiative - Dungeon Settlers Wiki", "inné.": "inné.", "input my stats": "saisir mes stats", "inscription": "inscription", "inscription odds": "probabilités d'inscription", "inscription odds & Inscription of Perfection": "probabilités d'inscription et Inscription de la perfection", "inscriptions": "inscriptions", "inscriptions:": "inscriptions :", "insecte acide": "insecte acide", "insecte à spores": "insecte à spores", "instantanément.": "instantanément.", "instantly kills any non-boss enemy the moment it takes damage while at": "tue instantanément tout ennemi non-boss dès qu'il subit des dégâts alors qu'il est à", "instinct de survie": "instinct de survie", "instinct de survie - Dungeon Settlers Wiki": "instinct de survie - Dungeon Settlers Wiki", "integer": "entier", "interactive character planner": "planificateur de personnage interactif", "interdimensionnel isolé et mené des recherches magiques avancées.": "interdimensionnel isolé et mené des recherches magiques avancées.", "interdimensionnel isolé et mené des recherches magiques avancées. Leur vaste savoir et leurs techniques sont devenus un héritage oublié.": "interdimensionnel isolé et mené des recherches magiques avancées. Leur vaste savoir et leurs techniques sont devenus un héritage oublié.", "invoqué par Golem de pierre géant": "invoqué par Golem de pierre géant", "invoqué par Xenon": "invoqué par Xenon", "invoqué par Xénon": "invoqué par Xénon", "is": "est", "is a combo of skills, passives and status effects that produces an outsized result. This list is rated honestly:": "est une combinaison de compétences, de passifs et d'effets de statut qui produit un résultat démesuré. Cette liste est notée honnêtement :", "is a configurable what-if (type a Magic and Physical Attack). Pick a": "est un scénario hypothétique configurable (saisissez une Puissance d'attaque magique et physique). Choisissez une", "is a flat 50% damage reduction, and": "est une réduction fixe de 50 % des dégâts, et", "is a minimum layout that satisfies every gate at once: a floor of exactly the minimum area (countable cell grid), walls, floor and a door of the cheapest tier passing the Wall/Floor Q gate, the required furniture at its true occupied footprint, and a minimum decoration set reaching the Deco Q total - all drawn with the game's own tiles and sprites at in-game scale. Replicate the preview and the room qualifies.": "est un agencement minimal qui satisfait toutes les conditions à la fois : un sol correspondant exactement à la surface minimale (grille de cases dénombrable), des murs, un sol et une porte du palier le moins cher passant la condition de Qualité murs/sols, le mobilier requis à son emprise réelle, et un ensemble minimal de décorations atteignant le total de Qualité déco - le tout dessiné avec les propres tuiles et sprites du jeu à l'échelle du jeu. Reproduisez l'aperçu et la salle est validée.", "is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "est un mode de donjon sans fin autonome, distinct de la région vide de l'Abîme Oublié sur la carte d'expédition. Il n'est que partiellement implémenté.", "is above a certain threshold.": "est au-dessus d'un certain seuil.", "is examining a fragment of a golem. Without pausing as you approach, he speaks.": "examine un fragment d'un golem. Sans s'arrêter alors que tu t'approches, il parle.", "is how far it spots and chases you.": "correspond à la distance à laquelle il vous repère et vous poursuit.", "is it in the game?": "est-ce dans le jeu ?", "is its raw pick weight inside the pool.": "correspond à son poids de tirage brut au sein du pool.", "is killed (": "est tué (", "is killed her dungeon spawn is blocked and she relocates to the Festering Burrow safe floor (reward / trade / recruit dialogue only).": "tué, son apparition en donjon est bloquée et elle se déplace vers l'étage sûr du Terrier purulent (dialogues de récompense / échange / recrutement uniquement).", "is left out of the calculator on purpose - it cannot stack and its exact tick rate is unconfirmed (see the note under the table).": "est volontairement exclu du calculateur - il ne peut pas se cumuler et son taux de tick exact n'est pas confirmé (voir la note sous la table).", "is on - the default from Hard upward - monsters grow": "est actif, le réglage par défaut à partir de Difficile, les monstres deviennent", "is one use of the attack against the": "correspond à une utilisation de l'attaque contre la", "is rapidly turning the entire continent into": "transforme rapidement le continent entier en", "is replaced with the settler's own name.": "est remplacé par le nom du colon.", "is replaced with the settler's own name. One variant is rolled per settler.": "est remplacé par le nom propre du colon. Une variante est tirée par colon.", "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "est simplement 100% de ce qu'était le coup : il n'y a aucun plafond absolu ni par coup dans les données.", "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "correspond à ces dégâts par point d'énergie (efficacité). Les attaques de base gratuites ne coûtent pas d'énergie, elles sont donc", "is the average hit of one cast with the caster's critical chance folded in (crit multiplier weighted by crit chance), before any enemy resistance - the metric both tables are ranked by.": "est le coup moyen d'un lancer avec la chance de critique du lanceur incluse (multiplicateur de critique pondéré par la chance de critique), avant toute résistance ennemie - la mesure sur laquelle les deux tableaux sont classés.", "is the campaign floor a monster spawns on (1-5), blank for creatures with no fixed floor (summon-only forms and units whose spawns sit outside the tracked floor tables).": "est le sol de campagne sur lequel un monstre apparaît (1-5), vide pour les créatures sans sol fixe (formes invoquées uniquement et unités dont les apparitions se situent hors des tables de sol suivies).", "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "est le plafond). Retirez-en une ci-dessus, ou abandonnez un arbre de compétences supplémentaire, pour en placer une autre.", "is the expected hit a stock caster lands per cast at the level cap (blank for monster skills, whose hit depends on the casting monster and the difficulty tier - see the skill's own page). The": "est le coup attendu qu'un lanceur standard inflige par lancement au niveau limite (vide pour les compétences de monstres, dont le coup dépend du monstre lanceur et du niveau de difficulté - consultez la page de la compétence). Le", "is the odds of getting that item on a single open, kill or gather;": "correspond à la probabilité d'obtenir cet objet en une seule ouverture, un seul kill ou une seule récolte ;", "is the one hard counter to detection. The in-game text: \"Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi.\"": "est le seul contre absolu à la détection. Le texte en jeu : « Restez indétectable et ne pouvez pas être ciblé. Cet effet se termine immédiatement si vous infligez des dégâts à un ennemi. »", "is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working Le Voile du Silence and doubles as a": "est le seul PNJ de donjon nommé que vous pouvez recruter dans le build actuel. C'est une chasseuse de monstres qui opère au Voile du Silence et qui fait aussi office de", "is the raw per-cast amount a stock caster produces at the level cap (stat x coefficient x hits, before crit and damage-bonus multipliers), and it reads three ways: a plain number for a hit, a green": "est la valeur brute par lancement d'un lanceur standard au niveau maximum (stat x coefficient x coups, avant critique et bonus de dégâts), lue de trois façons : un nombre simple pour un coup, un", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 46 written resolutions across 7 categories; 19 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "est le système de décision de la colonie, et le nom que le jeu lui donne. De temps à autre, une résolution est proposée à la base : une courte situation assortie d'une récompense si vous la relevez. Le jeu en choisit une au hasard, pondérée par catégorie et conditionnée par votre rang de clan, puis la lance comme une quête jusqu'à ce que vous en remplissiez la condition. Il existe 46 résolutions rédigées réparties en 7 catégories ; 19 autres (toutes de rang de clan 3) sont du contenu provisoire dont le texte n'est pas encore rédigé, affichées ci-dessous comme", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories; 1 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories; 1 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as", "is the stated attack-power percentage from the skill's own description (multi-hit skills read hits×percent), and it comes in three colors: plain for a hit, a green": "est le pourcentage de puissance d'attaque indiqué dans la description de la compétence (multi-coups : coups×pourcentage), en trois couleurs : simple pour un coup, un", "is this simulator's own. Looking for plain numbers instead? See": "est propre à ce simulateur. Vous cherchez plutôt des chiffres bruts ? Voir", "is two-handed - it occupies both hands, so no shield or torch.": "est à deux mains : elle occupe les deux mains, donc pas de bouclier ni de torche.", "is walk speed (100 = normal) and": "est la vitesse de déplacement (100 = normale) et", "is worth building around, and": "vaut la peine d'être exploité, et", "is, the more damage is dealt.": "est bas, plus les dégâts sont élevés.", "is-percent": "is-percent", "it.": "le.", "item - names exactly one character:": "objet, nomme exactement un personnage :", "item list": "liste des objets", "items": "objets", "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "son Attaque physique est de 13,5 + 1x20 + 0,5x15 + 0,5x12 =", "its aura": "son aura", "its contents are granted by the dungeon event that places it, not a fixed table.": "son contenu est accordé par l'événement du donjon qui la place, pas une table fixe.", "its per-kill drop rate, a": "son taux de butin par élimination, un", "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "son taux par ouverture. Triez n'importe quelle colonne ; les tables de sources détaillées ci-dessous donnent le détail complet.", "j'ai du mal à dormir": "j'ai du mal à dormir", "j'ai du mal à dormir - Dungeon Settlers Wiki": "j'ai du mal à dormir - Dungeon Settlers Wiki", "jardinier": "jardinier", "jardinier - Dungeon Settlers Wiki": "jardinier - Dungeon Settlers Wiki", "je me souviendrai": "je me souviendrai", "jeter le flambeau": "jeter le flambeau", "jeune Gloth": "jeune Gloth", "joins your settlement": "rejoint votre colonie", "jouer avec les membres de l'Expédition à un Jeu de dés, son attention se tourne vers vous.": "jouer avec les membres de l'Expédition à un Jeu de dés, son attention se tourne vers vous.", "jusqu'à 30% au maximum.": "jusqu'à 30% au maximum.", "jusqu'à ?% au maximum.": "jusqu'à ?% au maximum.", "jusqu'à un certain niveau peut vous faire sortir de l'état": "jusqu'à un certain niveau peut vous faire sortir de l'état", "jusqu'à un maximum de 20 charges.": "jusqu'à un maximum de 20 charges.", "keep unveiled spoilers unveiled": "garder révélés les spoilers déjà révélés", "killed at least 1×": "éliminé au moins 1×", "killed at least 1×; never after": "tué au moins 1× ; jamais après", "killed at least 1×; requires quest \"": "tué au moins 1×; nécessite la quête \"", "killing the Red Monster Rat": "l'élimination du Rat monstre rouge", "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "tue l'unité. Les survivants portent un effet secondaire de dépression de 12 jours.", "l'enfer des vignes": "l'enfer des vignes", "l'enfer des vignes - Dungeon Settlers Wiki": "l'enfer des vignes - Dungeon Settlers Wiki", "l'unité devient": "l'unité devient", "la haine des elfes": "la haine des elfes", "la haine des elfes - Dungeon Settlers Wiki": "la haine des elfes - Dungeon Settlers Wiki", "la nuit.": "la nuit.", "laissée par une civilisation ancienne.": "laissée par une civilisation ancienne.", "lanceur ;": "lanceur ;", "lays out a fresh floor each click. Type or paste a seed first to reproduce that exact floor - the seed is saved in the page URL, so any roll is shareable as a link.": "agence un nouvel étage à chaque clic. Saisissez ou collez d'abord une graine pour reproduire cet étage précis - la graine est enregistrée dans l'URL de la page, donc tout tirage est partageable via un lien.", "le jour.": "le jour.", "left to right": "de gauche à droite", "les plus proches pour invoquer un Bubbletoad à l'emplacement désigné. Si le nombre de Bubbletoads invoqués dépasse 1, le Bubbletoad ayant la Santé la plus faible sera retiré.": "les plus proches pour invoquer un Bubbletoad à l'emplacement désigné. Si le nombre de Bubbletoads invoqués dépasse 1, le Bubbletoad ayant la Santé la plus faible sera retiré.", "less dmg": "dégâts en moins", "lethal": "létal", "level": "niveau", "level 1 (fresh)": "niveau 1 (de base)", "level 5": "niveau 5", "level component": "composante de niveau", "level thresholds, mana stones, race bonuses": "seuils de niveau, pierres de mana, bonus de race", "level up": "montée de niveau", "level-up prayer": "prière de montée en niveau", "lifesteal-style effects are the missing-HP ones covered above: the": "effets de type vol de vie sont ceux liés aux PV manquants vus plus haut : le", "light blue": "bleu clair", "lines connect a prerequisite to what it unlocks - corner": "les lignes relient un prérequis à ce qu'il débloque - coin", "list has every skill in one sortable, filterable table.": "liste répertorie toutes les compétences dans un seul tableau triable et filtrable.", "list with parallel": "liste à des", "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "liste ses compétences sous forme d'icônes - survolez-en une pour voir la portée et la zone de cette attaque dessinées sur une vraie salle de donjon.", "live": "AtqM en direct", "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "animations en direct au total. Les feuilles sont les propres sprites du jeu (échelle 2x) ; la synchronisation des images est approximative. Les animations ne jouent que lorsqu'elles sont visibles à l'écran.", "llms.txt": "llms.txt", "location": "emplacement", "loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot": "le butin : les quantités de butin, les taux de drop et la qualité des objets sont identiques à toutes les difficultés. La difficulté de combat n'affecte le butin qu'", "lors d'interactions de sauvetage.": "lors d'interactions de sauvetage.", "lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.": "lors d'interactions de sauvetage. Astuce : utilisez la table d'opération pour récupérer sans consommer d'objet.", "lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.": "lors d'un coup critique. Après 20 secondes, il s'effrite et retourne à la nature.", "lors du passage de niveau. Plus le rang est élevé, plus la plage de croissance augmente.": "lors du passage de niveau. Plus le rang est élevé, plus la plage de croissance augmente.", "lorsqu'elles touchent.": "lorsqu'elles touchent.", "lorsqu'il reçoit un effet alimentaire négatif, et obtient": "lorsqu'il reçoit un effet alimentaire négatif, et obtient", "lorsqu'il reçoit un effet alimentaire positif.": "lorsqu'il reçoit un effet alimentaire positif.", "lorsqu'ils mangent de la nourriture végétarienne.": "lorsqu'ils mangent de la nourriture végétarienne.", "lorsque": "lorsque", "lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage.": "lorsque les PV tombent en dessous de 30%. Cet effet ne se déclenche qu'une seule fois par étage.", "lorsque quelqu'un meurt.": "lorsque quelqu'un meurt.", "lorsque sa durée prend fin.": "lorsque sa durée prend fin.", "loup de pleine lune": "loup de pleine lune", "loup de pleine lune - Dungeon Settlers Wiki": "loup de pleine lune - Dungeon Settlers Wiki", "lowers": "réduit", "lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.": "réduit le nombre de dégâts, donc réduit aussi l'usure : une armure qui réduit le coup dure littéralement plus longtemps.", "luttait chaque jour pour survivre dans la rue, affamé et épuisé, mangeant les aliments abandonnés au bord du chemin tandis que des souvenirs d'une vie plus humaine vacillaient, mais la réalité était impitoyable. La résolution de s'échapper un jour de cette rue hostile naquit, et ce serment ne fit que renforcer la volonté et l'instinct de survie.": "luttait chaque jour pour survivre dans la rue, affamé et épuisé, mangeant les aliments abandonnés au bord du chemin tandis que des souvenirs d'une vie plus humaine vacillaient, mais la réalité était impitoyable. La résolution de s'échapper un jour de cette rue hostile naquit, et ce serment ne fit que renforcer la volonté et l'instinct de survie.", "lv1->2 {1}, lv2->3 {2} .... In other words, refers to the item 'quantity' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "lv1->2 {1}, lv2->3 {2} .... Autrement dit, fait référence à la valeur clé de « quantité » d'objet nécessaire pour monter d'un niveau au suivant. {0} est un espace réservé inutilisé, et sa valeur est fixée à « None ».", "lv1->2 {1}, lv2->3 {2} .... 즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 '수량' 키값을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "lv1->2 {1}, lv2->3 {2} .... c'est-à-dire, désigne la valeur clé de la 'quantité' d'objet nécessaire pour passer de chaque niveau au suivant. {0} est un placeholder inutilisé dont la valeur est fixée à \"None\".", "lv1->2{1},": "lv1->2{1},", "lv2->3{2}.... In other words,": "lv2->3{2}.... En d'autres termes,", "lv2->3{2}....즉": "lv2->3{2}.... c'est-à-dire", "lève de nouveau les yeux vers la lune et sourit.": "lève de nouveau les yeux vers la lune et sourit.", "macOS (native Steam build)": "macOS (version Steam native)", "macOS path": "Chemin macOS", "magic": "magique", "magic -> staves": "magie -> bâtons", "magic attack": "attaque magique", "magicien": "magicien", "magicien - Dungeon Settlers Wiki": "magicien - Dungeon Settlers Wiki", "main": "principaux", "main chain (Main0-8) ends with killing the": "chaîne principale (Main0-8) se termine en tuant le", "major": "principales", "major stats": "statistiques principales", "malus": "malus", "malédiction des morts": "malédiction des morts", "malédiction des morts - Dungeon Settlers Wiki": "malédiction des morts - Dungeon Settlers Wiki", "mana stone": "pierre de mana", "mana stones": "pierres de mana", "management": "gestion", "management difficulty": "difficulté de gestion", "mandatory": "obligatoire", "manual stats": "stats manuelles", "marchand de guilde": "marchand de guilde", "max stacks": "cumuls max", "maximum": "maximum", "mean \"3× ITEM_CopperIngot\" - split on the final": "signifient « 3× ITEM_CopperIngot » : découpez sur le dernier", "means different things by source - a": "a différentes significations selon la source : un", "means low investment for a huge payoff,": "signifie faible investissement pour un énorme rendement,", "mechanics guides": "guides de mécaniques", "meilleur guerrier": "meilleur guerrier", "meilleur guerrier - Dungeon Settlers Wiki": "meilleur guerrier - Dungeon Settlers Wiki", "melee x1.3": "mêlée x1,3", "membre d'expédition": "membre d'expédition", "mental breakdown": "dépression mentale", "mental breakdown at 100": "effondrement mental à 100", "menuisier": "menuisier", "menuisier - Dungeon Settlers Wiki": "menuisier - Dungeon Settlers Wiki", "merchant stock": "stock du marchand", "messager": "messager", "messager - Dungeon Settlers Wiki": "messager - Dungeon Settlers Wiki", "min": "min", "minerai de cuivre": "minerai de cuivre", "misanthropie": "misanthropie", "misanthropie - Dungeon Settlers Wiki": "misanthropie - Dungeon Settlers Wiki", "modified": "modifié", "modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are": "(Chance de critique, chance de toucher/esquive/garde, Vol de vie, Dégâts infligés/subis, Régénération des PV, Expérience gagnée) et certains sont des", "modifiés -": "modifiés -", "monarque exilé": "monarque exilé", "monarque exilé - Dungeon Settlers Wiki": "monarque exilé - Dungeon Settlers Wiki", "monster HP and attack. See the full economy/management axis on the": "les PV et l'attaque des monstres. Voyez l'axe complet économie/gestion sur la", "monster abilities": "capacités des monstres", "monsters -": "monstres -", "mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "malus d'humeur en mangeant des légumes, mais ignorent le malus pour un régime exclusivement carné.", "mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "malus d'humeur lorsqu'ils mangent de la viande, mais ignorent le malus d'humeur habituel pour ne manger que des légumes.", "mood stays below -3 for a sustained stretch triggers the": "d'humeur reste sous -3 pendant une durée prolongée déclenche l'événement", "mood value": "valeur d'humeur", "mood {#} x {#} per minute": "humeur {#} x {#} par minute", "mood × -0.03": "humeur × -0.03", "morale-crisis event.": "de crise de moral.", "more": "plus d'", "more in other teams": "d'autres dans d'autres équipes", "mort dans la colonie reste sur place. Tant que le corps n'a pas été enterré convenablement, ce membre d'expédition continue d'occuper une place dans la population.": "mort dans la colonie reste sur place. Tant que le corps n'a pas été enterré convenablement, ce membre d'expédition continue d'occuper une place dans la population.", "multipliée par la distance jusqu'à la cible.": "multipliée par la distance jusqu'à la cible.", "mystique": "mystique", "mystique - Dungeon Settlers Wiki": "mystique - Dungeon Settlers Wiki", "même avec les mêmes ingrédients.": "même avec les mêmes ingrédients.", "même si": "même si", "n'a jamais connu la liberté, vendu à un marchand sans savoir même si ses parents existaient et contraint à un travail sans fin. De l'aube au soir, il portait des fardeaux sur l'ordre du maître, la vie courbée sous le fouet. Pourtant, au plus profond de son être subsistait une faible lueur d'espoir de pouvoir un jour échapper à cette souffrance, un espoir qui soutenait un esprit qui sursautait au simple bruit de pas.": "n'a jamais connu la liberté, vendu à un marchand sans savoir même si ses parents existaient et contraint à un travail sans fin. De l'aube au soir, il portait des fardeaux sur l'ordre du maître, la vie courbée sous le fouet. Pourtant, au plus profond de son être subsistait une faible lueur d'espoir de pouvoir un jour échapper à cette souffrance, un espoir qui soutenait un esprit qui sursautait au simple bruit de pas.", "n'appartenait à aucun lieu, dormant chaque nuit au bord du chemin et reprenant la route à l'aube. Les histoires et les bribes de savoir recueillies auprès des autres devinrent une carte personnelle, la seule véritable possession.": "n'appartenait à aucun lieu, dormant chaque nuit au bord du chemin et reprenant la route à l'aube. Les histoires et les bribes de savoir recueillies auprès des autres devinrent une carte personnelle, la seule véritable possession.", "n'oublia jamais l'instant où la peur fit bouger son corps avant tout ordre. La nuit où il s'enfuit sur la terre humide, l'arme dans sa main devint de plus en plus lourde, et le moindre bruit de pas lui serrait le cœur. Le fait d'avoir survécu laissa une ombre plus longue que le soulagement.": "n'oublia jamais l'instant où la peur fit bouger son corps avant tout ordre. La nuit où il s'enfuit sur la terre humide, l'arme dans sa main devint de plus en plus lourde, et le moindre bruit de pas lui serrait le cœur. Le fait d'avoir survécu laissa une ombre plus longue que le soulagement.", "n'oubliait jamais ce que chaque saison exigeait. Les journées passaient à transplanter de jeunes pousses, retirer les feuilles malades et couper les lianes qui s'étendaient au-delà des clôtures. Habitué à un travail dont les résultats n'apparaissaient qu'après une longue attente, il ne se laissait pas facilement ébranler par les urgences.": "n'oubliait jamais ce que chaque saison exigeait. Les journées passaient à transplanter de jeunes pousses, retirer les feuilles malades et couper les lianes qui s'étendaient au-delà des clôtures. Habitué à un travail dont les résultats n'apparaissaient qu'après une longue attente, il ne se laissait pas facilement ébranler par les urgences.", "n'était jamais revenu du donjon, alors comment a-t-il pu revenir ainsi ?": "n'était jamais revenu du donjon, alors comment a-t-il pu revenir ainsi ?", "name + stats on each chip": "nom + statistiques sur chaque puce", "name vs. effect": "le nom face à l'effet", "naquit, les chiens du village hurlèrent jusqu'à l'aube et l'eau du puits prit une odeur de terre noire. Les gens murmurèrent longtemps au sujet des lampes éteintes et des bols fendus après le passage de l'enfant, et personne ne tendit la main en premier. Ainsi, le bruit des portes qui se ferment devint plus familier que les visages souriants.": "naquit, les chiens du village hurlèrent jusqu'à l'aube et l'eau du puits prit une odeur de terre noire. Les gens murmurèrent longtemps au sujet des lampes éteintes et des bols fendus après le passage de l'enfant, et personne ne tendit la main en premier. Ainsi, le bruit des portes qui se ferment devint plus familier que les visages souriants.", "nature épanouie": "nature épanouie", "nature épanouie - Dungeon Settlers Wiki": "nature épanouie - Dungeon Settlers Wiki", "nav.secnav .secnav-l": "nav.secnav .secnav-l", "ne baissait pas facilement la tête. Les gestes restaient soignés même avec des gants usés, et malgré des poches vides dissimulées, une ancienne autorité imprégnait la façon de parler. Mais habitué aux manières d'une cour disparue, il se retrouvait souvent en retard face aux marchandages et aux plaisanteries des routes rudes.": "ne baissait pas facilement la tête. Les gestes restaient soignés même avec des gants usés, et malgré des poches vides dissimulées, une ancienne autorité imprégnait la façon de parler. Mais habitué aux manières d'une cour disparue, il se retrouvait souvent en retard face aux marchandages et aux plaisanteries des routes rudes.", "ne foulait jamais négligemment la moindre brindille sous ses pas. Dans les herbes basses, il se dissimulait, observait le sens du vent et choisissait la route avant que ceux qui suivaient ne rencontrent le danger. Mais comme il avait toujours appris à se taire d'abord, exprimer ses propres pensées lui demandait du temps.": "ne foulait jamais négligemment la moindre brindille sous ses pas. Dans les herbes basses, il se dissimulait, observait le sens du vent et choisissait la route avant que ceux qui suivaient ne rencontrent le danger. Mais comme il avait toujours appris à se taire d'abord, exprimer ses propres pensées lui demandait du temps.", "ne laissait jamais passer une ombre mouvante dans l'obscurité. Les ruelles pleines d'eau de pluie et l'arrière des entrepôts étaient fouillés, afin de trouver les signes avant que les ennuis ne commencent plutôt qu'après. Mais après tant de longues nuits passées seul à monter la garde, il était souvent lent à rejoindre les conversations dans les lieux lumineux.": "ne laissait jamais passer une ombre mouvante dans l'obscurité. Les ruelles pleines d'eau de pluie et l'arrière des entrepôts étaient fouillés, afin de trouver les signes avant que les ennuis ne commencent plutôt qu'après. Mais après tant de longues nuits passées seul à monter la garde, il était souvent lent à rejoindre les conversations dans les lieux lumineux.", "ne montrait aucune hésitation à la chasse. Le moindre signe devant lui était aussitôt suivi, qu'il s'agisse de longues heures d'attente ou de jours de traque. Une observation aiguisée et une poursuite implacable rendaient son arc toujours plus précis.": "ne montrait aucune hésitation à la chasse. Le moindre signe devant lui était aussitôt suivi, qu'il s'agisse de longues heures d'attente ou de jours de traque. Une observation aiguisée et une poursuite implacable rendaient son arc toujours plus précis.", "ne peut pas dépasser le niveau maximum, Génie.": "ne peut pas dépasser le niveau maximum, Génie.", "ne peut être réalisé qu'une seule fois, alors réfléchissez bien avant de décider.": "ne peut être réalisé qu'une seule fois, alors réfléchissez bien avant de décider.", "ne pouvait jamais passer facilement devant des escaliers grinçants ou un chambranle de travers. Les cordeaux étaient claqués, les mesures vérifiées, et le marteau ne s'arrêtait pas tant qu'une structure instable n'avait pas retrouvé sa place. Avec les années, réparer de ses mains devint bien plus familier que réparer avec des mots.": "ne pouvait jamais passer facilement devant des escaliers grinçants ou un chambranle de travers. Les cordeaux étaient claqués, les mesures vérifiées, et le marteau ne s'arrêtait pas tant qu'une structure instable n'avait pas retrouvé sa place. Avec les années, réparer de ses mains devint bien plus familier que réparer avec des mots.", "ne put échapper au lent poids du temps. Lors du duel rituel qui désignait le Premier Croc de la tribu, la défaite survint rapidement, laissant une blessure qui ne guérirait pas. La tradition ne montra aucune pitié : l'exil attendait ceux qui faiblissaient. Banni de ses proches et de son foyer, le guerrier erra où le vent le porta, hanté par l'honneur perdu. Pourtant, le destin ne l'avait pas oublié - peu après, la route le ramena vers un lieu où son courage serait de nouveau mis à l'épreuve.": "ne put échapper au lent poids du temps. Lors du duel rituel qui désignait le Premier Croc de la tribu, la défaite survint rapidement, laissant une blessure qui ne guérirait pas. La tradition ne montra aucune pitié : l'exil attendait ceux qui faiblissaient. Banni de ses proches et de son foyer, le guerrier erra où le vent le porta, hanté par l'honneur perdu. Pourtant, le destin ne l'avait pas oublié - peu après, la route le ramena vers un lieu où son courage serait de nouveau mis à l'épreuve.", "ne quitta jamais complètement le champ de bataille. Ses épaules se raidissaient au bruit d'une porte claquée, et lorsque des pas inconnus approchaient, il cherchait d'abord une issue. Même en sachant que personne ne le poursuivait, il ne pouvait toujours pas faire confiance au silence dans son dos.": "ne quitta jamais complètement le champ de bataille. Ses épaules se raidissaient au bruit d'une porte claquée, et lorsque des pas inconnus approchaient, il cherchait d'abord une issue. Même en sachant que personne ne le poursuivait, il ne pouvait toujours pas faire confiance au silence dans son dos.", "ne ratait rien. Une odeur portée par le vent ou un brin d'herbe plié suffisait à révéler la piste d'une bête. Le temps passé seul était long, mais cela affûtait d'autant plus les sens du chasseur.": "ne ratait rien. Une odeur portée par le vent ou un brin d'herbe plié suffisait à révéler la piste d'une bête. Le temps passé seul était long, mais cela affûtait d'autant plus les sens du chasseur.", "ne se hâtait pas. La distance était réduite en reliant les traces laissées par la proie, l'odeur portée par le vent et l'instant où la forêt devenait soudain silencieuse. Mais après avoir poursuivi les menaces si longtemps, l'habitude resta de juger d'abord d'où le danger pouvait venir, même parmi les gens.": "ne se hâtait pas. La distance était réduite en reliant les traces laissées par la proie, l'odeur portée par le vent et l'instant où la forêt devenait soudain silencieuse. Mais après avoir poursuivi les menaces si longtemps, l'habitude resta de juger d'abord d'où le danger pouvait venir, même parmi les gens.", "ne sont pas encore implémentées, et divers bugs peuvent survenir.": "ne sont pas encore implémentées, et divers bugs peuvent survenir.", "ne traitait jamais avec négligence la fin d'une personne sans nom. Devant des visages inconnus, les deux mains étaient jointes avec soin, et des vies dont personne ne connaissait l'histoire étaient doucement confiées à la terre. Mais plus les adieux devenaient familiers, plus les nouveaux liens faisaient reculer d'un pas.": "ne traitait jamais avec négligence la fin d'une personne sans nom. Devant des visages inconnus, les deux mains étaient jointes avec soin, et des vies dont personne ne connaissait l'histoire étaient doucement confiées à la terre. Mais plus les adieux devenaient familiers, plus les nouveaux liens faisaient reculer d'un pas.", "nearsighted": "myope", "needs a bow": "nécessite un arc", "needs the right role or setup. Because": "nécessite le bon rôle ou la bonne configuration. Comme", "never": "jamais", "never after": "jamais ensuite", "new things": "nouveautés", "new things -": "nouveautés -", "no": "non", "no Water (or Fire/Nature) combat element": "aucun élément de combat Eau (ni Feu/Nature)", "no change": "aucun changement", "no combat code reads it": "aucun code de combat ne le lit", "no damaging skill in the data": "aucune compétence offensive dans les données", "no effect": "aucun effet", "no effect on anyone": "aucun effet sur personne", "no known source": "aucune source connue", "no map": "aucun plan", "no map{#}for this template": "aucune carte{#}pour ce modèle", "no matches": "aucun résultat", "no stat modifiers": "aucun modificateur de stat", "no target / raw damage": "aucune cible / dégâts bruts", "no tick-interval field": "aucun champ d'intervalle de tick", "no weapon": "sans arme", "noble explorateur": "noble explorateur", "noble explorateur - Dungeon Settlers Wiki": "noble explorateur - Dungeon Settlers Wiki", "non-stacking": "non cumulable", "none": "aucun", "none - all at baseline": "aucun - tout au niveau de référence", "normal event nodes": "nœuds d'événement normaux", "not": "non", "not active in this build": "pas actif dans cette version", "not enough SP for the cheapest skill left": "pas assez de PC pour la compétence la moins chère restante", "not enough main SP": "pas assez de PC principaux", "not enough sub SP": "pas assez de PC secondaires", "not in a learnable tree": "hors d'un arbre apprenable", "not in any team": "dans aucune équipe", "not in game": "absent du jeu", "not instant": "pas instantané", "not obtainable or playable yet": "pas encore obtenable ni jouable", "not obtainable yet": "pas encore obtenable", "not saved yet": "pas encore enregistré", "not stream, share, o...": "ne pas diffuser en direct, partager, o...", "not wired into the combat code": "pas relié au code de combat", "nothing": "aucun", "notice dsb-guestcard": "notice dsb-guestcard", "notice dsb-hybridnote dsb-tip": "notice dsb-hybridnote dsb-tip", "notice dsb-tip": "notice dsb-tip", "nouveautés -": "nouveautés -", "nouvelle dépêche": "nouvelle dépêche", "nouvelle dépêche - Dungeon Settlers Wiki": "nouvelle dépêche - Dungeon Settlers Wiki", "now": "maintenant", "npcspawn conditions": "conditions d'apparition de PNJ", "nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in": "événement d'incitation (3 jours de stagnation, temps de recharge de 72 heures), et l'humeur basse accumulée alimente la spirale de stress décrite dans", "null": "null", "observait d'un œil inflexible les menaces pesant sur la tribu. L'obéissance à chaque ordre assurait la sécurité du chef, bien qu'au fond de lui il désirât être plus qu'un simple protecteur.": "observait d'un œil inflexible les menaces pesant sur la tribu. L'obéissance à chaque ordre assurait la sécurité du chef, bien qu'au fond de lui il désirât être plus qu'un simple protecteur.", "of": "de", "of 20 Shells you are carrying 20 one-hit blocks; the underlying Shell status itself can technically hold up to 99, but this inscription stops feeding it at 20.": "de 20 Coquilles, vous portez 20 blocages d'un coup ; le statut Coquille sous-jacent peut techniquement en contenir jusqu'à 99, mais cette inscription cesse de l'alimenter à 20.", "of 372 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.26. See the": "des 372 objets n'ont aucune voie d'obtention dans les données du jeu (aucune recette, pool de butin, marchand, octroi d'événement, lien de farm ou départ de scénario) : ils sont de fait verrouillés/non publiés dans DS_B.0.3.26. Voir la", "of 381 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.40. See the": "des 381 objets n'ont aucune route d'obtention dans les données du jeu (aucune recette, lootpool, marchand, octroi d'événement ou démarrage de scénario) - ceux-ci sont effectivement bloqués/non libérés dans DS_B.0.3.40. Voir le", "of Acid Slogel HP": "de PV Slogel acide", "of the same monster on Hard.": "du même monstre en Difficile.", "of the {#} energy pool": "de la réserve d'énergie {#}", "of unbroken sight, only ~4 seconds of real time at 1x speed. Cross a monster's view briefly and you can often clear it before it commits; attacking one, of course, drops it straight into combat.": "de vue ininterrompue, soit seulement ~4 secondes de temps réel en vitesse 1x. Traversez brièvement le champ de vision d'un monstre et vous pouvez souvent en sortir avant qu'il s'engage ; l'attaquer, bien sûr, le fait passer directement en combat.", "of {#} HP": "de {#} PV", "offering": "offrande", "ok": "ok", "omnivore": "omnivore", "on allies": "sur les alliés", "on anyone, player or monster. The numbers below are what it": "sur qui que ce soit, joueur ou monstre. Les chiffres ci-dessous sont ce qu'il", "on dsb-rm": "sur dsb-rm", "on enemy": "sur l'ennemi", "on equip": "à l'équipement", "on that 3rd basic attack.": "sur cette 3e attaque de base.", "on the caster": "sur le lanceur", "on the field": "sur le terrain", "on the map": "sur la carte", "on units in the area": "sur les unités dans la zone", "on user": "sur l'utilisateur", "on {#}": "sur {#}", "once the": "une fois que le", "once you count the 10 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "une fois pris en compte les 10 énergies dépensées pour invoquer le Bubbling qu'il consomme - le coût affiché de 1 énergie le masque.", "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "une fois comptées les 5 énergie dépensées pour invoquer le Bubbling qu'il consomme ; le coût affiché de 1 énergie masque cela.", "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "une fois pris en compte les {#} d'énergie dépensés pour invoquer le Bubbling qu'il consomme ; le coût affiché de {#} d'énergie le masque.", "one": "une", "one full day is 64,800 ticks": "une journée complète compte 64 800 ticks", "one in-game day passes in roughly 18 real minutes": "une journée en jeu s'écoule en environ 18 minutes réelles", "one-hit blocks.": "blocages d'un coup.", "one-shot": "coup unique", "only fires when you debuff an": "ne se déclenche que lorsque vous appliquez un débuff à un", "option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (": "saute directement la zone de préparation - mais les règles sont propres à chaque région, directement issues du code de routage des étages (", "optional": "optionnel", "or below, so you get warned before something breaks mid-fight.": "ou en dessous, vous êtes ainsi averti avant qu'un objet ne casse en plein combat.", "or the": "ni les", "orange": "orange", "order matters": "l'ordre compte", "organiser des funérailles": "organiser des funérailles", "organiser des funérailles - Dungeon Settlers Wiki": "organiser des funérailles - Dungeon Settlers Wiki", "other entries": "autres entrées", "other entry": "autre entrée", "ou": "ou", "ou des séjours prolongés dans le donjon, et augmente en raison de conditions positives comme le repos ou le fait de manger de la bonne nourriture.": "ou des séjours prolongés dans le donjon, et augmente en raison de conditions positives comme le repos ou le fait de manger de la bonne nourriture.", "ou meurt même s'il lui reste": "ou meurt même s'il lui reste", "ou mourra, même si": "ou mourra, même si", "ou mourrez même si": "ou mourrez même si", "ouvre la voie à travers les broussailles épaisses, l'équilibre lui fait soudain défaut et son corps bascule en avant.": "ouvre la voie à travers les broussailles épaisses, l'équilibre lui fait soudain défaut et son corps bascule en avant.", "ouvrier minier": "ouvrier minier", "ouvrier minier - Dungeon Settlers Wiki": "ouvrier minier - Dungeon Settlers Wiki", "où le trouver": "où le trouver", "pacifiste": "pacifiste", "pacifiste - Dungeon Settlers Wiki": "pacifiste - Dungeon Settlers Wiki", "page - here it counts only as a non-stacking (capped-at-one) effect.": "page ; ici il compte seulement comme un effet non cumulable (plafonné à un).", "page for conditions and rewards.": "page pour les conditions et récompenses.", "page for every mood source and the standing modifiers in full.": "page pour toutes les sources d'humeur et l'ensemble des modificateurs permanents.", "page for the quests they belong to.": "page pour les quêtes auxquelles elles appartiennent.", "page) or a weapon basic attack / free weapon signature;": "page) ou un attaque de base d'arme / signature d'arme gratuite ;", "page).": "page).", "page);": "page) ;", "page, which counts Poison only as a non-stacking (capped-at-one) effect.": ", qui ne compte le Poison que comme un effet non cumulable (plafonné à un).", "page.": "page.", "par (à": "par (à", "par cumul": "par cumul", "par cumul chaque seconde.": "par cumul chaque seconde.", "par cumul, jusqu'à 3 cumuls": "par cumul, jusqu'à 3 cumuls", "par cumul, jusqu'à 6 cumuls": "par cumul, jusqu'à 6 cumuls", "par cumul, up to 3 stacks": "par cumul, jusqu'à 3 cumuls", "par cumul, up to 6 stacks": "par cumul, jusqu'à 6 charges", "par ennemi adjacent": "par ennemi adjacent", "par énergie (1 énergie)": "par énergie (1 énergie)", "par énergie (2 énergie)": "par énergie (2 énergie)", "par énergie (3 énergie)": "par énergie (3 énergie)", "par énergie (4 énergie)": "par énergie (4 énergie)", "par énergie (5 énergie)": "par énergie (5 énergie)", "par énergie (7 énergie)": "par énergie (7 énergie)", "par énergie sur 1 cible,": "par énergie sur 1 cible,", "parasitizing its body...": "parasitant son corps...", "parasité dans l'organisme.": "parasité dans l'organisme.", "parcourait encore et encore le même chemin. Les foyers éteints étaient vérifiés, les bruits de querelle derrière la taverne écoutés, et le sommeil repoussé jusqu'à la cloche de l'aube. Avec les années, même dans les rues calmes, les silences étranges furent les premiers à être remarqués.": "parcourait encore et encore le même chemin. Les foyers éteints étaient vérifiés, les bruits de querelle derrière la taverne écoutés, et le sommeil repoussé jusqu'à la cloche de l'aube. Avec les années, même dans les rues calmes, les silences étranges furent les premiers à être remarqués.", "parcourait les bois, un arc à la main. Il savait distinguer les traces et les odeurs d'un coup d'œil, et quand le gibier s'agitait, ses flèches fusaient avec une précision fulgurante. Un œil perçant et un corps agile devinrent bientôt son moyen de survie.": "parcourait les bois, un arc à la main. Il savait distinguer les traces et les odeurs d'un coup d'œil, et quand le gibier s'agitait, ses flèches fusaient avec une précision fulgurante. Un œil perçant et un corps agile devinrent bientôt son moyen de survie.", "parle à voix basse.": "parle à voix basse.", "passa beaucoup de temps à consigner la suie et les gouttes gelées laissées par les sorts ratés. Le feu se propageait lorsqu'on le brusquait, le vent échappait à la main lorsqu'on le contraignait, et la terre ne répondait pas facilement à ceux qui se hâtaient. La prudence apprise ainsi permit de manier la puissance, mais rendit aussi trop circonspect face aux situations inconnues.": "passa beaucoup de temps à consigner la suie et les gouttes gelées laissées par les sorts ratés. Le feu se propageait lorsqu'on le brusquait, le vent échappait à la main lorsqu'on le contraignait, et la terre ne répondait pas facilement à ceux qui se hâtaient. La prudence apprise ainsi permit de manier la puissance, mais rendit aussi trop circonspect face aux situations inconnues.", "passa plus de temps dans les ports lointains et les marchés étrangers que dans les salles de banquet. Les archives laissées par les érudits étaient fouillées, les paroles des guides locaux notées, et les blancs sur les cartes suscitaient facilement l'enthousiasme. Avec les années, les paysages inconnus finirent par manquer davantage que le confort familier.": "passa plus de temps dans les ports lointains et les marchés étrangers que dans les salles de banquet. Les archives laissées par les érudits étaient fouillées, les paroles des guides locaux notées, et les blancs sur les cartes suscitaient facilement l'enthousiasme. Avec les années, les paysages inconnus finirent par manquer davantage que le confort familier.", "passa sa vie sur les routes entre marchés, auberges, postes de contrôle et embarcadères. Quand le cheval se fatiguait, il était laissé au repos, et quand un rayon de roue se desserrait, il était réparé au bord du chemin, afin que la cargaison atteigne sa destination d'une manière ou d'une autre. Avec les années, les heures d'arrivée et la distance restante vinrent à l'esprit avant les visages des gens.": "passa sa vie sur les routes entre marchés, auberges, postes de contrôle et embarcadères. Quand le cheval se fatiguait, il était laissé au repos, et quand un rayon de roue se desserrait, il était réparé au bord du chemin, afin que la cargaison atteigne sa destination d'une manière ou d'une autre. Avec les années, les heures d'arrivée et la distance restante vinrent à l'esprit avant les visages des gens.", "passait chaque jour à aider aux entraînements et à se préparer au combat. Son corps était couvert de cicatrices, mais il ne s'est jamais rendu. Le rêve de se tenir en tant que chevalier dans une bataille honorable restait lointain, malgré un entraînement infatigable.": "passait chaque jour à aider aux entraînements et à se préparer au combat. Son corps était couvert de cicatrices, mais il ne s'est jamais rendu. Le rêve de se tenir en tant que chevalier dans une bataille honorable restait lointain, malgré un entraînement infatigable.", "passive": "passif", "pays": "rapporte", "peace returned once more, but": "la paix est revenue une fois de plus, mais", "penalty during the day.": "pénalité pendant la journée.", "pendant 1 secondes et": "pendant 1 secondes et", "pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque": "pendant 1 secondes lorsque 2 cumuls sont accumulés. Les cumuls sont réinitialisés lorsque", "pendant 1 secondes.": "pendant 1 secondes.", "pendant 1.5 secondes.": "pendant 1.5 secondes.", "pendant 10 secondes": "pendant 10 secondes", "pendant 10 secondes, infligeant 30% de": "pendant 10 secondes, infligeant 30% de", "pendant 10 secondes.": "pendant 10 secondes.", "pendant 10 secondes. Les invocations se déplacent vers la case ciblée, en priorisant les unités ennemies ayant": "pendant 10 secondes. Les invocations se déplacent vers la case ciblée, en priorisant les unités ennemies ayant", "pendant 10 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même": "pendant 10 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même", "pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte.": "pendant 10 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte.", "pendant 10s": "pendant 10s", "pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 100% de": "pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 100% de", "pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 200% de": "pendant 12 secondes, et lorsqu'il bloque une attaque au corps à corps, inflige à l'attaquant des dégâts équivalant à 200% de", "pendant 14 secondes.": "pendant 14 secondes.", "pendant 15 secondes ainsi que": "pendant 15 secondes ainsi que", "pendant 15 secondes.": "pendant 15 secondes.", "pendant 180s": "pendant 180s", "pendant 2 secondes et appliquant 2": "pendant 2 secondes et appliquant 2", "pendant 2 secondes.": "pendant 2 secondes.", "pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit": "pendant 2 secondes. En cas de collision avec un mur, la compétence est interrompue et l'utilisateur reçoit", "pendant 25 secondes. Tant que cette compétence est active,": "pendant 25 secondes. Tant que cette compétence est active,", "pendant 3 secondes aux cibles qui vous infligent des dégâts de mêlée.": "pendant 3 secondes aux cibles qui vous infligent des dégâts de mêlée.", "pendant 3 secondes à la cible.": "pendant 3 secondes à la cible.", "pendant 3 secondes.": "pendant 3 secondes.", "pendant 3 secondes. Applique 1 de": "pendant 3 secondes. Applique 1 de", "pendant 3 secondes. Tuer un ennemi avec cette attaque réduit le temps de recharge de cette compétence de 70%.": "pendant 3 secondes. Tuer un ennemi avec cette attaque réduit le temps de recharge de cette compétence de 70%.", "pendant 30 secondes, et tous les golems de pierre jaune reçoivent le maximum de": "pendant 30 secondes, et tous les golems de pierre jaune reçoivent le maximum de", "pendant 30 secondes. Pendant 30 secondes,": "pendant 30 secondes. Pendant 30 secondes,", "pendant 30 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même": "pendant 30 secondes. Rebondit jusqu'à 4 fois vers des cibles alliées proches dans un rayon de 3 cases, accordant la même", "pendant 30 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte.": "pendant 30 secondes. Une seule unité peut invoquer jusqu'à 2 Bubblings à la fois, et jusqu'à 4 Bubblings peuvent exister sur une carte.", "pendant 300 secondes.": "pendant 300 secondes.", "pendant 300s": "pendant 300s", "pendant 3s": "pendant 3s", "pendant 4 secondes.": "pendant 4 secondes.", "pendant 5 secondes": "pendant 5 secondes", "pendant 5 secondes lorsqu'il inflige des effets négatifs aux unités ennemies.": "pendant 5 secondes lorsqu'il inflige des effets négatifs aux unités ennemies.", "pendant 5 secondes.": "pendant 5 secondes.", "pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.": "pendant 5 secondes. Après 40 secondes, il s'effrite et retourne à la nature.", "pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.": "pendant 5 secondes. Au bout de 40 secondes, il s'effrite et retourne à la nature. Attaque une fois toutes les 1 secondes.", "pendant 5 secondes. Cet effet ne s'active qu'une seule fois par combat.": "pendant 5 secondes. Cet effet ne s'active qu'une seule fois par combat.", "pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds priorisent les cibles ayant le moins de coups cumulés.": "pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds priorisent les cibles ayant le moins de coups cumulés.", "pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds privilégient les cibles ayant le moins de coups cumulés.": "pendant 5 secondes. Rebondit jusqu'à 8 fois vers des cibles ennemies proches dans un rayon de 3 tuiles, infligeant les mêmes dégâts. Les rebonds privilégient les cibles ayant le moins de coups cumulés.", "pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet.": "pendant 5 secondes. Si un ennemi est positionné sur la même case ou sur une case située derrière la cible, il subit également les mêmes dégâts et le même effet.", "pendant 6 secondes ainsi que 3": "pendant 6 secondes ainsi que 3", "pendant 6 secondes tous les 3 coups d'attaque de base.": "pendant 6 secondes tous les 3 coups d'attaque de base.", "pendant 6 secondes toutes les 3 attaques de base.": "pendant 6 secondes toutes les 3 attaques de base.", "pendant 6 secondes, ainsi que": "pendant 6 secondes, ainsi que", "pendant 600 secondes.": "pendant 600 secondes.", "pendant 600s": "pendant 600s", "pendant 720 secondes": "pendant 720 secondes", "pendant 720s": "pendant 720s", "pendant 8 secondes.": "pendant 8 secondes.", "pendant ? secondes.": "pendant ? secondes.", "pendant l'Expédition est difficile, il est préférable de retourner à l'établissement.": "pendant l'Expédition est difficile, il est préférable de retourner à l'établissement.", "pendant un certain temps. Si elle retombe en": "pendant un certain temps. Si elle retombe en", "pensait toujours d'abord au chemin le plus rapide. Même sur les pentes et les routes boueuses, le pas ne ralentissait pas, et même le souffle court, les lettres restaient serrées contre la poitrine. Pourtant, à force de transmettre les paroles des autres, exprimer son propre cœur restait maladroit.": "pensait toujours d'abord au chemin le plus rapide. Même sur les pentes et les routes boueuses, le pas ne ralentissait pas, et même le souffle court, les lettres restaient serrées contre la poitrine. Pourtant, à force de transmettre les paroles des autres, exprimer son propre cœur restait maladroit.", "per (at": "par (à", "per adjacent enemy": "par ennemi adjacent", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 1.3 stacks stay up, for ~3.8/s sustained.": "par application. C'est fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.6/s), environ 1.3 cumuls restent actifs, pour ~3.8/s soutenus.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 10.6 stacks stay up, for ~53.1/s sustained.": "par application. La valeur est fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0,6/s), environ 10,6 cumuls restent actifs, soit ~53,1/s en continu.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 11.2 stacks stay up, for ~55.8/s sustained.": "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 11.2 stacks stay up, for ~55.8/s sustained.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 12.6 stacks stay up, for ~37.8/s sustained.": "par application. C'est une valeur fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.6/s), environ 12.6 cumuls restent actifs, pour ~37.8/s en continu.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 3.1 stacks stay up, for ~9.4/s sustained.": "par application. Valeur fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.6/s), environ 3.1 piles restent actives, pour ~9.4/s soutenu.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 6.3 stacks stay up, for ~18.9/s sustained.": "par application. C'est fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.6/s), environ 6.3 cumuls restent actifs, pour ~18.9/s soutenus.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 1.3 stacks stay up, for ~4/s sustained.": "par application. C'est plat (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.7/s) environ 1.3 piles restent, pour ~4/s soutenu.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 13.2 stacks stay up, for ~39.6/s sustained.": "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 13.2 stacks stay up, for ~39.6/s sustained.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 3.3 stacks stay up, for ~9.9/s sustained.": "par application. C'est fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.7/s) environ 3.3 piles restent actives, pour environ 9.9/s soutenu.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 6.6 stacks stay up, for ~19.8/s sustained.": "par application. C'est plat (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur (0.7/s) environ 6.6 piles restent, pour ~19.8/s soutenu.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed ({#}/s) about {#} stacks stay up, for ~{#}/s sustained.": "par application. C'est un montant fixe (ignore la résistance et la puissance d'attaque). Réappliqué à chaque coup : à la vitesse d'attaque de ce lanceur ({#}/s), environ {#} cumuls restent actifs, pour ~{#}/s soutenu.", "per energy (1 energy)": "par énergie (1 énergie)", "per energy (2 energy)": "par énergie (2 énergie)", "per energy (3 energy)": "par energy (3 energy)", "per energy (4 energy)": "par énergie (4 énergie)", "per energy (5 energy)": "par énergie (5 énergie)", "per energy (7 energy)": "par énergie (7 d'énergie)", "per energy ({#} energy)": "par énergie ({#} énergie)", "per energy at 1 target,": "par énergie sur 1 cible,", "per floor": "par sol", "per level)": "par niveau)", "per point of": "par point de", "per second (at attack speed)": "par seconde (à la vitesse d'attaque)", "per second (from the 10 s cooldown)": "par seconde (sur la recharge de 10 s)", "per second (from the 12 s cooldown)": "par seconde (d'après la recharge de 12 s)", "per second (from the 13 s cooldown)": "par seconde (depuis le temps de recharge de 13 s)", "per second (from the 15 s cooldown)": "par seconde (à partir du temps de recharge de 15 s)", "per second (from the 16 s cooldown)": "par seconde (sur le temps de recharge de 16 s)", "per second (from the 18 s cooldown)": "par seconde (d'après le refroidissement de 18 s)", "per second (from the 20 s cooldown)": "par seconde (d'après le refroidissement de 20 s)", "per second (from the 30 s cooldown)": "par seconde (sur la recharge de 30 s)", "per second (from the 6 s cooldown)": "par seconde (sur la recharge de 6 s)", "per second (from the 8 s cooldown)": "par seconde (à partir de la recharge de 8 s)", "per second ({#})": "par seconde ({#})", "per second at 1 target,": "par seconde sur 1 cible,", "per second sustained from Burning at this caster's attack speed (0.6/s)": "par seconde soutenu par Combustion à la vitesse d'attaque de ce lanceur (0.6/s)", "per second sustained from Burning at this caster's attack speed (0.7/s)": "par seconde soutenu par Brûlure à la vitesse d'attaque de ce lanceur (0.7/s)", "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "par seconde soutenus par son aura + Combustion à la vitesse d'attaque de ce lanceur (0.6/s)", "per second sustained from its aura + Burning at this caster's attack speed (0.7/s)": "par seconde soutenu par son aura + Combustion à la vitesse d'attaque de ce lanceur (0.7/s)", "per second sustained from {#} at this caster's attack speed ({#}/s)": "par seconde soutenu depuis {#} à la vitesse d'attaque de ce lanceur ({#}/s)", "per second vs {#}": "par seconde par rapport à {#}", "per second. This effect cannot stack.": "par seconde. Cet effet ne peut pas s'empiler.", "per stack": "par cumul", "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "par cumul chaque seconde. Ignore la défense et les boucliers, et ne dépend pas de la puissance d'attaque : seul le nombre de cumuls compte.", "per stack every second.": "par cumul chaque seconde.", "per surrounding unit": "par unité environnante", "per target": "par cible", "per target; chains to up to 8 targets within 3 tiles": "par cible ; rebondit vers jusqu'à 8 cibles dans un rayon de 3 tuiles", "percent": "pourcentage", "percent-of-Max-HP": "en pourcentage des PV max", "percentage": "pourcentage", "perdue pendant 12 secondes.": "perdue pendant 12 secondes.", "perdue, jusqu'à un maximum de 20%.": "perdue, jusqu'à un maximum de 20%.", "perdue. Cet effet ne peut se déclencher à nouveau que 60 secondes après sa dernière activation.": "perdue. Cet effet ne peut se déclencher à nouveau que 60 secondes après sa dernière activation.", "perfectionniste": "perfectionniste", "perfectionniste - Dungeon Settlers Wiki": "perfectionniste - Dungeon Settlers Wiki", "petit slime": "petit slime", "petit slime de boue": "petit slime de boue", "petit slime à spores": "petit slime à spores", "peut augmenter lors de": "peut augmenter lors de", "peut enterrer le corps. C'est la méthode funéraire la plus courante et la plus acceptable pour les membres d'expédition.": "peut enterrer le corps. C'est la méthode funéraire la plus courante et la plus acceptable pour les membres d'expédition.", "peut être secourue par une unité alliée avec": "peut être secourue par une unité alliée avec", "peut être utilisé pour retirer les ronces sombres.": "peut être utilisé pour retirer les ronces sombres.", "peuvent monter de niveau en interagissant avec la": "peuvent monter de niveau en interagissant avec la", "phase": "phase", "physical": "physique", "physical -> melee/bow": "physique -> mêlée/arc", "physical attack": "attaque physique", "pick a race first": "choisissez d'abord une race", "pick a tree, full nodes": "choisissez un arbre, tous les nœuds", "picks two of your": "choisit deux de vos", "pierre d'âme des yeux": "pierre d'âme des yeux", "pierre d'âme des yeux - Dungeon Settlers Wiki": "pierre d'âme des yeux - Dungeon Settlers Wiki", "pierre riche": "pierre riche", "pierre riche - Dungeon Settlers Wiki": "pierre riche - Dungeon Settlers Wiki", "placeholders filled from the row's": "des marqueurs remplis depuis la ligne, à partir de", "plongera temporairement l'Unité dans l'état Sévèrement épuisée. Les unités ne peuvent pas être contrôlées dans cet état.": "plongera temporairement l'Unité dans l'état Sévèrement épuisée. Les unités ne peuvent pas être contrôlées dans cet état.", "plus tard? Pourquoi pas maintenant?": "plus tard? Pourquoi pas maintenant?", "plus élevé pour rester contentes.": "plus élevé pour rester contentes.", "pool - expand recursively and multiply percentages (p₁×p₂/100).": "réserve : développez récursivement et multipliez les pourcentages (p₁×p₂/100).", "portait des traces de morsures et de griffes. Les lanières de cuir déchirées étaient renouées, les pointes de lance tordues redressées, et le souffle retenu jusqu'à ce que le cri du monstre s'éloigne. À mesure que s'accumulaient ces journées de survie, tenir bon devint plus naturel que reculer.": "portait des traces de morsures et de griffes. Les lanières de cuir déchirées étaient renouées, les pointes de lance tordues redressées, et le souffle retenu jusqu'à ce que le cri du monstre s'éloigne. À mesure que s'accumulaient ces journées de survie, tenir bon devint plus naturel que reculer.", "portant un chapeau de bouffon ridicule.": "portant un chapeau de bouffon ridicule.", "portée (0 tuiles) ;": "portée (0 tuiles) ;", "portée (1 tuile) ;": "portée (1 tuile) ;", "portée (10 tuiles) ;": "portée (10 tuiles) ;", "portée (12 tuiles) ;": "portée (12 tuiles) ;", "portée (2 tuiles) ;": "portée (2 tuiles) ;", "portée (3 tuiles) ;": "portée (3 tuiles) ;", "portée (4 tuiles) ;": "portée (4 tuiles) ;", "portée (5 tuiles) ;": "portée (5 tuiles) ;", "portée (6 tuiles) ;": "portée (6 tuiles) ;", "portée (7 tuiles) ;": "portée (7 tuiles) ;", "portée (8 tuiles) ;": "portée (8 tuiles) ;", "position de renfort": "position de renfort", "position de renfort - Dungeon Settlers Wiki": "position de renfort - Dungeon Settlers Wiki", "possible rolls": "tirages possibles", "possible rolls (exact roll not in the save):": "tirages possibles (le tirage exact n'est pas dans la sauvegarde) :", "post-defense": "après défense", "pot-de-vin": "pot-de-vin", "pot-de-vin - Dungeon Settlers Wiki": "pot-de-vin - Dungeon Settlers Wiki", "pour apporter la ruine au continent.": "pour apporter la ruine au continent.", "pour apporter la ruine au continent. Les terres alentour ont été vidées d'énergie et transformées en": "pour apporter la ruine au continent. Les terres alentour ont été vidées d'énergie et transformées en", "pour chaque 60": "pour chaque 60", "pour chaque unité de distance parcourue lors de la charge.": "pour chaque unité de distance parcourue lors de la charge.", "pour l'instant.": "pour l'instant.", "pour la même durée.": "pour la même durée.", "pour les effets que les pages d'objet décrivaient complètement.": "pour les effets que les pages d'objet décrivaient complètement.", "pour reprendre la décision d'expédition.": "pour reprendre la décision d'expédition.", "pour reprendre les décisions d'expédition.": "pour reprendre les décisions d'expédition.", "pour toutes les sources d'humeur et l'ensemble des modificateurs permanents.": "pour toutes les sources d'humeur et l'ensemble des modificateurs permanents.", "pour vous-même pendant 10 secondes, et infligez 30 % de": "pour vous-même pendant 10 secondes, et infligez 30 % de", "pour éliminer les vignes épineuses et agrandir votre zone de colonie.": "pour éliminer les vignes épineuses et agrandir votre zone de colonie.", "poussée perçante": "poussée perçante", "poussée perçante - Dungeon Settlers Wiki": "poussée perçante - Dungeon Settlers Wiki", "poussée perçante portée et zone affichées sur une salle de donjon": "poussée perçante portée et zone affichées sur une salle de donjon", "poussée perçante portée et zone sur une salle de donjon": "poussée perçante portée et zone sur une salle de donjon", "practical read": "lecture pratique", "prayer": "prière", "pre-barrier": "d'avant barrière", "prit les armes pour survivre, et le combat devint vite une autre tâche à accomplir. Sa compétence s'améliora, mais la gloire resta lointaine ; l'inquiétude se porta sur la prochaine ration et un endroit pour dormir plutôt que sur un noble dessein.": "prit les armes pour survivre, et le combat devint vite une autre tâche à accomplir. Sa compétence s'améliora, mais la gloire resta lointaine ; l'inquiétude se porta sur la prochaine ration et un endroit pour dormir plutôt que sur un noble dessein.", "prodige": "prodige", "prodige - Dungeon Settlers Wiki": "prodige - Dungeon Settlers Wiki", "progression spoilers": "spoilers de progression", "progressively": "progressivement", "protect your armor in the shipped game - the wear is calculated from the full pre-barrier damage. Only lowering the actual damage (resist, guard, dodge) helps.": "protège pas votre armure dans le jeu publié : l'usure est calculée à partir des dégâts complets avant bouclier. Seule la réduction des dégâts réels (résistance, garde, esquive) aide.", "proteste furieusement, vos poches s'alourdissent tout de même sensiblement.": "proteste furieusement, vos poches s'alourdissent tout de même sensiblement.", "provenant d'autres sources diminue de 30%.": "provenant d'autres sources diminue de 30%.", "provenant de cibles ayant des effets négatifs diminue de 12%.": "provenant de cibles ayant des effets négatifs diminue de 12%.", "préservation": "préservation", "préservation - Dungeon Settlers Wiki": "préservation - Dungeon Settlers Wiki", "prêtre gobelin": "prêtre gobelin", "prêtre gobelin - Dungeon Settlers Wiki": "prêtre gobelin - Dungeon Settlers Wiki", "puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.": "applique un malus de -50 % au taux de drop sur toute la région, et un étage épuisé met 15 jours de jeu à se repeupler.", "pâlit peu à peu.": "pâlit peu à peu.", "quests": "quêtes", "quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your": "sont des objectifs de colonie répétables - accumuler des ressources, construire des salles d'une qualité donnée, achever des recherches précises, maintenir le moral de vos colons, monter vos unités en niveau, tuer des cibles d'élite - qui font progresser votre", "quests to move them along - they are not events you stumble onto. Click any row for its full dialog graph.": "des quêtes pour les faire progresser : ce ne sont pas des événements sur lesquels vous tombez par hasard. Cliquez sur une ligne pour voir son graphe de dialogue complet.", "quests, the tutorial and the main story to advance them - you do not run into them as random events. See the": "des quêtes, le tutoriel et l'histoire principale pour les faire progresser : vous ne les rencontrez pas comme des événements aléatoires. Voir la", "qui disperse des spores menaçantes. Mieux vaut rester à l'écart.": "qui disperse des spores menaçantes. Mieux vaut rester à l'écart.", "qui semble très solide.": "qui semble très solide.", "qui vit dans la forêt.": "qui vit dans la forêt.", "qui vous sont accordés et gagne": "qui vous sont accordés et gagne", "quietly nods in return.": "hoche tranquillement la tête en retour.", "quitta le camp une nuit, laissant derrière soi son arme et son nom. Les cris et les hurlements venus de l'arrière restèrent longtemps dans ses oreilles, et même sur les chemins calmes, il se retournait sans cesse. Depuis ce jour, il prit l'habitude de reprendre son souffle avant même qu'un combat ne commence.": "quitta le camp une nuit, laissant derrière soi son arme et son nom. Les cris et les hurlements venus de l'arrière restèrent longtemps dans ses oreilles, et même sur les chemins calmes, il se retournait sans cesse. Depuis ce jour, il prit l'habitude de reprendre son souffle avant même qu'un combat ne commence.", "quitta un village paisible et fut contraint, du jour au lendemain, à abattre des hommes. La réticence céda à la routine, et la vie du champ de bataille devint une habitude. Parfois des pensées du foyer refaisaient surface, mais on ne pouvait guère y faire quoi que ce soit.": "quitta un village paisible et fut contraint, du jour au lendemain, à abattre des hommes. La réticence céda à la routine, et la vie du champ de bataille devint une habitude. Parfois des pensées du foyer refaisaient surface, mais on ne pouvait guère y faire quoi que ce soit.", "race": "race", "race modifiers:": "modificateurs de race :", "race traits": "traits de race", "raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.": "augmente la capacité de Recherche d'une unité selon la qualité de la salle : environ +30% (Médiocre) jusqu'à +150-210% (paliers Fantastique/Luxueux), accélérant les travaux de recherche.", "random": "aléatoire", "random affix": "affixe aléatoire", "random affixes": "des affixes aléatoires", "random event": "événement aléatoire", "range": "portée", "range (0 tiles);": "portée (0 cases) ;", "range (1 tile);": "portée (1 tuile) ;", "range (10 tiles);": "portée (10 cases) ;", "range (12 tiles);": "portée (12 cases) ;", "range (2 tiles);": "portée (2 cases) ;", "range (3 tiles);": "portée (3 cases) ;", "range (4 tiles);": "portée (4 tuiles);", "range (5 tiles);": "portée (5 cases) ;", "range (6 tiles);": "portée (6 cases) ;", "range (7 tiles);": "portée (7 tuiles);", "range (8 tiles);": "portée (8 cases) ;", "range and area on a dungeon room": "portée et zone sur une salle de donjon", "range and area shown on a dungeon room": "portée et zone affichées sur une salle de donjon", "ranged x1": "à distance x1", "rank at": "à", "ranks": "rangs numérotés", "rat gris": "rat gris", "rat gris faible": "rat gris faible", "rat monstre gris": "rat monstre gris", "rat monstre rouge": "rat monstre rouge", "rat rouge": "rat rouge", "rather than being a fixed statline.": "plutôt que d'être une statistique fixe.", "ration alimentaire": "ration alimentaire", "ration alimentaire - Dungeon Settlers Wiki": "ration alimentaire - Dungeon Settlers Wiki", "rations abondantes": "rations abondantes", "rations abondantes - Dungeon Settlers Wiki": "rations abondantes - Dungeon Settlers Wiki", "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "de l'unité atteint 0, elle sombre dans un profond sommeil et devient inconsciente, impossible à contrôler.", "reaches its maximum, the unit enters a": "atteint son maximum, l'unité entre dans un", "read your clan units into the builder": "charger vos unités de clan dans le builder", "reads the summoner's live stats": "lit les stats en direct de l'invocateur", "real": "réel", "real at 1x": "réel en 1x", "recharge": "recharge", "recipes": "recettes", "record (she only appears there once the Golem has actually died).": "enregistrement (elle n'apparaît là qu'une fois le Golem réellement mort).", "recovery, candidate refreshes and weather all run on it.": "la récupération, le renouvellement des candidats et la météo en dépendent tous.", "recreation": "loisirs", "recreation buildings": "bâtiments de loisirs", "recruit endorsi": "recruter Endorsi", "recruit-generation rolls:": "Tirages de génération de recrue :", "recruitable": "recrutable", "reduce that hit's damage to 1": "réduire les dégâts de ce coup à 1", "reduces wear (the guard's damage reduction is applied before the durability math runs), and a": "active réduit l'usure (la réduction de dégâts de la garde s'applique avant le calcul de durabilité), et une attaque", "reflected": "renvoyé", "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "renvoie tout de même l'intégralité du montant avant absorption. Seule la réduction des dégâts bruts de l'attaquant (votre résistance) réduit ce qui est renvoyé.", "refs that resolve to names.": "références en ligne qui se résolvent en noms.", "regarde autour de l'appareil et supprime une par une les pièces qui semblent encore intactes.": "regarde autour de l'appareil et supprime une par une les pièces qui semblent encore intactes.", "regarder la lune": "regarder la lune", "regarder la lune - Dungeon Settlers Wiki": "regarder la lune - Dungeon Settlers Wiki", "region 2": "région 2", "region level": "de la région", "region page": "page de région", "regions": "régions", "rejoignit une bande de mercenaires après avoir perdu ses parents et apprit les lois impitoyables de la survie. Considéré comme un guerrier prêt à protéger quiconque pour de l'argent, il gardait néanmoins au fond de lui un désir du foyer et de la famille perdus. Quand les combats prirent fin et que la solitude revint, il réfléchit à ce qui valait vraiment la peine d'être protégé.": "rejoignit une bande de mercenaires après avoir perdu ses parents et apprit les lois impitoyables de la survie. Considéré comme un guerrier prêt à protéger quiconque pour de l'argent, il gardait néanmoins au fond de lui un désir du foyer et de la famille perdus. Quand les combats prirent fin et que la solitude revint, il réfléchit à ce qui valait vraiment la peine d'être protégé.", "released": "sorti", "remarquable et croît plus vite que la plupart des autres.": "remarquable et croît plus vite que la plupart des autres.", "remarque votre arrivée.": "remarque votre arrivée.", "remonte au-dessus d'un certain niveau pour qu'elle puisse récupérer.": "remonte au-dessus d'un certain niveau pour qu'elle puisse récupérer.", "remove": "retirer", "removed": "supprimé", "removes": "retire", "repeatable": "répétable", "requires": "nécessite", "requires floor phase 5; the demo's phase table caps Le Voile du Silence at phase 4, so the fight (and the Terrier purulent unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "nécessite la phase d'étage 5 ; la table de phases de la démo plafonne Le Voile du Silence à la phase 4, donc le combat (et le déblocage du Terrier purulent qui suit le nettoyage d'une région) ne peut pas se déclencher dans la version d'origine DS_B.0.3.26. Voir", "requires floor phase 5; the demo's phase table caps Le Voile du Silence at phase 4, so the fight (and the Terrier purulent unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "nécessite la phase d'étage 5 ; la table de phases de la démo plafonne Le Voile du Silence à la phase 4, donc le combat (et le déblocage du Terrier purulent qui suit le nettoyage d'une région) ne peut pas se déclencher dans la version d'origine DS_B.0.3.40. Voir", "requires floor phase 5; the demo's phase table caps Terrier purulent at phase 3, so the fight (and the La mine abandonnée unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "nécessite la phase d'étage 5 ; la table de phases de la démo plafonne Terrier purulent à la phase 3, donc le combat (et le déblocage de La mine abandonnée qui suit la fin d'une région) ne peut pas se déclencher dans la version DS_B.0.3.26 d'origine. Voir", "requires floor phase 5; the demo's phase table caps Terrier purulent at phase 3, so the fight (and the La mine abandonnée unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "nécessite la phase d'étage 5 ; la table de phases de la démo plafonne Terrier purulent à la phase 3, donc le combat (et le déblocage de La mine abandonnée qui suit la fin d'une région) ne peut pas se déclencher dans la version DS_B.0.3.40 d'origine. Voir", "requires quest \"": "requires quest \"", "requis pour apprendre des compétences dans l'arbre principal correspondant. Si la valeur est négative, le coût augmente de ce montant.": "Compétences et arbres", "requis pour apprendre les compétences principales d'armes contondantes.": "requis pour apprendre les compétences principales d'armes contondantes.", "requis pour apprendre les compétences principales de l'arbalète.": "requis pour apprendre les compétences principales de l'arbalète.", "requis pour apprendre les compétences principales de la dague.": "requis pour apprendre les compétences principales de la dague.", "requis pour apprendre les compétences principales de la hache.": "requis pour apprendre les compétences principales de la hache.", "requis pour apprendre les compétences principales de la magie sacrée.": "requis pour apprendre les compétences principales de la magie sacrée.", "requis pour apprendre les compétences principales de magie de feu.": "requis pour apprendre les compétences principales de magie de feu.", "requis pour apprendre les compétences principales de magie de l'eau.": "requis pour apprendre les compétences principales de magie de l'eau.", "requis pour apprendre les compétences principales de magie de la nature.": "requis pour apprendre les compétences principales de magie de la nature.", "requis pour apprendre les compétences principales de magie sombre.": "requis pour apprendre les compétences principales de magie sombre.", "requis pour apprendre les compétences principales de survie.": "requis pour apprendre les compétences principales de survie.", "requis pour apprendre les compétences principales à l'arc.": "requis pour apprendre les compétences principales à l'arc.", "requise pour apprendre les compétences principales d'épée.": "requise pour apprendre les compétences principales d'épée.", "requise pour apprendre les compétences principales de grande épée.": "requise pour apprendre les compétences principales de grande épée.", "requise pour apprendre les compétences principales de lance.": "requise pour apprendre les compétences principales de lance.", "requise pour apprendre les compétences principales du bouclier.": "requise pour apprendre les compétences principales du bouclier.", "resists cut damage by x100/(100+R); skills are budgeted but their combat effects are": "les résistances réduisent les dégâts de x100/(100+R) ; les compétences sont budgétées mais leurs effets de combat sont", "ressent un fort sentiment d'inspiration, comme s'il comprenait vaguement les principes de la façon dont la magie circule.": "ressent un fort sentiment d'inspiration, comme s'il comprenait vaguement les principes de la façon dont la magie circule.", "resserrait les cordes du plateau de la charrette et jugeait l'état de la route au bruit des roues. Pousser des roues hors de la boue, huiler des essieux grinçants et conduire personnes comme marchandises à temps devint une habitude. Après tant d'années sur les routes, rester trop longtemps au même endroit semblait raidir le corps.": "resserrait les cordes du plateau de la charrette et jugeait l'état de la route au bruit des roues. Pousser des roues hors de la boue, huiler des essieux grinçants et conduire personnes comme marchandises à temps devint une habitude. Après tant d'années sur les routes, rester trop longtemps au même endroit semblait raidir le corps.", "rest": "repos", "reste, ou mourra instantanément s'il possède": "reste, ou mourra instantanément s'il possède", "reste.": "reste.", "restore mood: the": "restaurent l'humeur : la", "restores": "restaure", "result and": "résultat et", "retenait facilement les commandes des habitués et les accents des voyageurs. À travers les chants bruyants et les chocs de chopes, les pas allaient vite, et avant qu'une querelle n'éclate, une seule plaisanterie détournait les regards. Avec les années, une salle animée devint plus confortable qu'une pièce silencieuse.": "retenait facilement les commandes des habitués et les accents des voyageurs. À travers les chants bruyants et les chocs de chopes, les pas allaient vite, et avant qu'une querelle n'éclate, une seule plaisanterie détournait les regards. Avec les années, une salle animée devint plus confortable qu'une pièce silencieuse.", "retire vite sa main, grimaçant de douleur, puis se tourne vers vous avec une légère pointe de ressentiment dans le regard.": "retire vite sa main, grimaçant de douleur, puis se tourne vers vous avec une légère pointe de ressentiment dans le regard.", "retraite rapide": "retraite rapide", "retraite rapide - Dungeon Settlers Wiki": "retraite rapide - Dungeon Settlers Wiki", "retraite rapide portée et zone affichées sur une salle de donjon": "retraite rapide portée et zone affichées sur une salle de donjon", "revient finalement en grognant, traînant derrière soi un grand poisson à l'aspect grotesque.": "revient finalement en grognant, traînant derrière soi un grand poisson à l'aspect grotesque.", "reworked": "refonte", "reçu augmente.": "reçu augmente.", "reçues et ignore 70% des dégâts causés par": "reçues et ignore 70% des dégâts causés par", "roadmap rework": "refonte de la feuille de route", "robuste lié à la nature.": "robuste lié à la nature.", "roll": "jet", "roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).": "génèrent un seul affixe issu d'un large pool de 17 statistiques (attaque, critique, défense et utilité).", "rolled at recruit generation": "tiré lors de la génération du recrutement", "rolls defense (HP, dodge, guard, resistances), and": "génère du défensif (PV, esquive, garde, résistances), et", "rolls offense (attack, crit, hit),": "génère de l'offensif (attaque, critique, précision),", "rolls two affixes from a focused, themed pool:": "génèrent deux affixes issus d'un pool ciblé et thématique :", "rolls utility (cooldown, energy, move speed, weight).": "génère de l'utilitaire (temps de recharge, énergie, vitesse de déplacement, poids).", "ronflement": "ronflement", "ronflement - Dungeon Settlers Wiki": "ronflement - Dungeon Settlers Wiki", "room and the Portal out. So an Event room and a Treasure room are": "salle et le Portail de sortie. Ainsi une salle d'Événement et une salle de Trésor sont", "room quality": "qualité de pièce", "room template pick chance per slot": "probabilité de sélection du modèle de salle par emplacement", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Boss room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » correspond à la part de ce modèle dans ce tirage chaque fois qu'une salle de Boss est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de la disposition de l'étage (pas encore extraite) ; il s'agit donc de la chance de sélection par emplacement, et non de la chance à l'échelle de l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. La « Chance par emplacement » est la part de ce modèle dans ce tirage chaque fois qu'une salle de Combat est placée sur cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), il s'agit donc de la chance de sélection par emplacement, et non de la chance sur l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Core room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. La « chance par emplacement » correspond à la part de ce modèle dans ce tirage chaque fois qu'une salle principale est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait) ; il s'agit donc de la chance de sélection par emplacement, et non de la chance pour l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Corridor room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. La « chance par emplacement » est la part de ce tirage revenant à ce modèle chaque fois qu'une salle Couloir est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de la disposition de l'étage (pas encore extraite), il s'agit donc de la chance de sélection par emplacement, et non de la chance sur l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Elite room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » est la part de ce tirage revenant à ce modèle chaque fois qu'une salle d'élite est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), il s'agit donc de la chance de sélection par emplacement, pas de la chance à l'échelle de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a EliteTreasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » représente la part de ce modèle dans ce tirage chaque fois qu'une salle EliteTreasure est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait) ; il s'agit donc de la chance de sélection par emplacement, et non de la chance à l'échelle de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Entry room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » est la part de ce tirage revenant à ce modèle chaque fois qu'une salle d'entrée est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), il s'agit donc de la chance de sélection par emplacement, pas de la chance à l'échelle de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Event room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. La « chance par emplacement » est la part de ce tirage revenant à ce modèle chaque fois qu'une salle Événement est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de la disposition de l'étage (pas encore extraite), il s'agit donc de la chance de sélection par emplacement, et non de la chance sur l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Goddess room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » correspond à la part de ce modèle dans ce tirage chaque fois qu'une salle de Déesse est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de la disposition de l'étage (pas encore extraite) ; il s'agit donc de la chance de sélection par emplacement, et non de la chance à l'échelle de l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a HardCombat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » correspond à la part de ce modèle dans le tirage chaque fois qu'une salle HardCombat est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait) ; il s'agit donc de la probabilité de sélection par emplacement, et non de la probabilité pour l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Portal room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » est la part de ce tirage revenant à ce modèle chaque fois qu'une salle de portail est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), il s'agit donc de la chance de sélection par emplacement, pas de la chance à l'échelle de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Resource room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » représente la part de ce modèle dans ce tirage chaque fois qu'une salle de Ressources est placée à cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait) ; il s'agit donc de la chance de sélection par emplacement, et non de la chance à l'échelle de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Treasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. La \"chance par emplacement\" est la part de ce modèle dans ce tirage chaque fois qu'une salle au trésor est placée à cet étage, pondérée par le poids du modèle. Un même étage peut comporter plusieurs emplacements de salle, et leur nombre dépend de la disposition de l'étage (pas encore extraite), il s'agit donc de la chance de sélection par emplacement, et non de la chance pour l'étage entier.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial1 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » est la part de ce modèle dans ce tirage chaque fois qu'une salle Tutorial1 est placée sur cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), donc il s'agit de la chance de sélection par emplacement, et non de la chance sur l'ensemble de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial2 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » est la part de ce modèle dans ce tirage chaque fois qu'une salle Tutorial2 est placée sur cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), donc il s'agit de la chance de sélection par emplacement, et non de la chance sur l'ensemble de l'étage.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial3 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "modèles de salle. « Chance par emplacement » est la part de ce modèle dans ce tirage chaque fois qu'une salle Tutorial3 est placée sur cet étage, pondérée par le poids du modèle. Un même étage peut contenir plusieurs emplacements de salle, et leur nombre dépend de l'agencement de l'étage (pas encore extrait), donc il s'agit de la chance de sélection par emplacement, et non de la chance sur l'ensemble de l'étage.", "room, a": "salle, une", "rooms,": "salles,", "roster units - one whose Magic Attack drives the magic spells and one whose Physical Attack drives the physical spells, each with a weapon/staff quality selector calibrated to that unit's real gear;": "unités d'effectif - une dont la Puissance d'attaque magique alimente les sorts magiques et une dont la Puissance d'attaque physique alimente les sorts physiques, chacune avec un sélecteur de qualité d'arme/bâton calibré sur l'équipement réel de cette unité ;", "roue dentée": "roue dentée", "row.": "ligne.", "rows they point to carry": "lignes qu'ils pointent portent", "running sum of every mood effect currently on that unit": "somme continue de tous les effets d'humeur actuellement sur cette unité", "runs.": ".", "réagissait d'abord aux changements silencieux. Le moment où la température de l'air changeait et le faible signe de la terre sèche qui se fendillait étaient lus, et le moindre frémissement de magie suffisait à pressentir le danger. Avec les années, observer les flux alentour devint plus familier que lire les visages des gens.": "réagissait d'abord aux changements silencieux. Le moment où la température de l'air changeait et le faible signe de la terre sèche qui se fendillait étaient lus, et le moindre frémissement de magie suffisait à pressentir le danger. Avec les années, observer les flux alentour devint plus familier que lire les visages des gens.", "récompense finale": "récompense finale", "récupération rapide": "récupération rapide", "récupération rapide - Dungeon Settlers Wiki": "récupération rapide - Dungeon Settlers Wiki", "récupéré,": "récupéré,", "réduite de 30%.": "réduite de 30%.", "répara d'innombrables outils brisés et armes usées. Plier et étirer le fer chauffé exigeait force et patience, et il fallait frapper des dizaines de fois le même endroit avant que la forme voulue n'apparaisse enfin. Pourtant, face à ce qui ne pouvait être réparé aussi facilement que souhaité, les mots manquaient souvent.": "répara d'innombrables outils brisés et armes usées. Plier et étirer le fer chauffé exigeait force et patience, et il fallait frapper des dizaines de fois le même endroit avant que la forme voulue n'apparaisse enfin. Pourtant, face à ce qui ne pouvait être réparé aussi facilement que souhaité, les mots manquaient souvent.", "réussissait en quelques essais ce que les autres mettaient longtemps à apprendre. Les éloges et les attentes suivaient toujours de près, et les adultes se demandaient jusqu'où il pourrait aller. Mais habitué aux réussites faciles, il se figeait souvent devant ce qui ne se passait pas comme prévu.": "réussissait en quelques essais ce que les autres mettaient longtemps à apprendre. Les éloges et les attentes suivaient toujours de près, et les adultes se demandaient jusqu'où il pourrait aller. Mais habitué aux réussites faciles, il se figeait souvent devant ce qui ne se passait pas comme prévu.", "s (attack speed)": "s (vitesse d'attaque)", "s DPM column, and the rotation-aware exchange). No skill": "s colonne DPM, et l'échange tenant compte de la rotation). Aucune compétence", "s RequiredAmmoTypeName (": "s RequiredAmmoTypeName (", "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn": "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn", "s base stat scaled by the UNIT": "stat de base mise à l'échelle par l'UNITÉ", "s budget. A skill": "s budget. Une compétence", "s cadence =": "s cadence =", "s created by": "s créés par", "s dsb-units-changed event move the bar": "s dsb-units-changed event move the bar", "s each).": "s chacun).", "s hidden-from-bar name set so it can": "s nom masqué de la barre défini afin qu'il puisse", "s no-weapon base). Mirrors dperank": "s base sans arme). Reflète dperank", "s own attack at the summon": "s propre attaque sur l'invocation", "s own page): each row is one of THIS monster": "s propre page) : chaque ligne est l'un de CE monstre", "s placeholder glyph (site/icons/ui/, from the game": "s glyphe de remplacement (site/icons/ui/, issu du jeu", "s qui drainent l'énergie de leur environnement.": "s qui drainent l'énergie de leur environnement.", "s qui drainent l'énergie de leur environnement. La plupart des zones sont envahies par des lianes sombres et épineuses, le sol est stérile et peu de créatures survivent. L'expédition doit aménager cet endroit comme base de repos et de ravitaillement en route vers les profondeurs du": "s qui drainent l'énergie de leur environnement. La plupart des zones sont envahies par des lianes sombres et épineuses, le sol est stérile et peu de créatures survivent. L'expédition doit aménager cet endroit comme base de repos et de ravitaillement en route vers les profondeurs du", "s recompute: the caster": "s recalcule : l'incantateur", "s step to b": "s step to b", "s à travers le continent pour apporter la ruine au monde.": "s à travers le continent pour apporter la ruine au monde.", "s'approche de vous et vous fait signe avec urgence.": "s'approche de vous et vous fait signe avec urgence.", "s'emporte de colère dès qu'il vous voit.": "s'emporte de colère dès qu'il vous voit.", "s'engageait sur un chemin inconnu, il s'arrêtait d'abord pour compter les sons alentour. Aux endroits où le chant des oiseaux s'était tu et dans les faibles marques laissées sur la terre, il devinait où pouvait se cacher un danger invisible. Avec les années, il devint quelqu'un qui cherchait d'abord la sortie, même dans les lieux sûrs.": "s'engageait sur un chemin inconnu, il s'arrêtait d'abord pour compter les sons alentour. Aux endroits où le chant des oiseaux s'était tu et dans les faibles marques laissées sur la terre, il devinait où pouvait se cacher un danger invisible. Avec les années, il devint quelqu'un qui cherchait d'abord la sortie, même dans les lieux sûrs.", "s'est accroupi et a rampé dans un trou étroit, et après un moment, il en est ressorti en tenant quelque chose dans ses bras.": "s'est accroupi et a rampé dans un trou étroit, et après un moment, il en est ressorti en tenant quelque chose dans ses bras.", "s'est accroupi et s'est enfoncé plus profondément dans le trou et a commencé à chercher autour.": "s'est accroupi et s'est enfoncé plus profondément dans le trou et a commencé à chercher autour.", "s'est frayé un chemin à l'intérieur à travers les vignes collantes, mais n'a rien trouvé d'utile.": "s'est frayé un chemin à l'intérieur à travers les vignes collantes, mais n'a rien trouvé d'utile.", "s'est tourné très tôt vers le crime, défendant sa position à coups de poing et tourmentant les plus faibles. Pourtant, la nuit, en regardant le ciel sombre, il se demandait ce qu'il désirait vraiment, et, au fond, il n'y avait que des conflits et des regrets sans fin.": "s'est tourné très tôt vers le crime, défendant sa position à coups de poing et tourmentant les plus faibles. Pourtant, la nuit, en regardant le ciel sombre, il se demandait ce qu'il désirait vraiment, et, au fond, il n'y avait que des conflits et des regrets sans fin.", "s'exposait au danger - certains jours vendant des trésors, d'autres jours perdant tout face à des escrocs. Pourtant, une fierté inflexible persistait, la conviction que ce n'étaient pas de simples marchandises qui se vendaient, mais des espoirs et des rêves qui étaient offerts.": "s'exposait au danger - certains jours vendant des trésors, d'autres jours perdant tout face à des escrocs. Pourtant, une fierté inflexible persistait, la conviction que ce n'étaient pas de simples marchandises qui se vendaient, mais des espoirs et des rêves qui étaient offerts.", "s'habitua à manier les bêtes, transpirant chaque jour avec des outils lourds à la main. L'odeur du sang faisait partie de l'atelier, et le labeur dur forgea un corps plus résistant.": "s'habitua à manier les bêtes, transpirant chaque jour avec des outils lourds à la main. L'odeur du sang faisait partie de l'atelier, et le labeur dur forgea un corps plus résistant.", "s'écrie d'une voix pleine de colère. Son visage mêle fatigue et frustration.": "s'écrie d'une voix pleine de colère. Son visage mêle fatigue et frustration.", "s'éveilla, prit conscience et se donna le nom d'Arcteon.": "s'éveilla, prit conscience et se donna le nom d'Arcteon.", "s'éveilla, prit conscience et se donna le nom d'Arctéon.": "s'éveilla, prit conscience et se donna le nom d'Arctéon.", "s, before it downs you (~": "s, avant qu'il ne vous abatte (~", "s, before you kill it (~": "s, avant que vous ne le tuiez (~", "safe floor": "étage sûr", "sang bleu": "sang bleu", "sang bleu - Dungeon Settlers Wiki": "sang bleu - Dungeon Settlers Wiki", "satisfaction.": "satisfaction.", "savait bien qu'une seule lettre pouvait changer le destin de quelqu'un ou le cours d'une bataille. Ainsi, même les jambes épuisées, chaque route était parcourue jusqu'au bout, et devant des portes qui se refermaient, les derniers pas ne ralentissaient jamais. Mais après avoir vécu dans une suite d'instants urgents, les lieux paisibles rendaient souvent l'esprit inquiet.": "savait bien qu'une seule lettre pouvait changer le destin de quelqu'un ou le cours d'une bataille. Ainsi, même les jambes épuisées, chaque route était parcourue jusqu'au bout, et devant des portes qui se refermaient, les derniers pas ne ralentissaient jamais. Mais après avoir vécu dans une suite d'instants urgents, les lieux paisibles rendaient souvent l'esprit inquiet.", "savait bien que la richesse et le nom pouvaient ouvrir les chemins. De bons chevaux, un équipement solide et des lettres d'introduction soigneusement rédigées permirent de franchir bien des portes, mais ils étaient de peu d'aide face au mauvais temps et aux routes effondrées. Dans ces moments, il sentit pour la première fois que sa propre force était mise à l'épreuve.": "savait bien que la richesse et le nom pouvaient ouvrir les chemins. De bons chevaux, un équipement solide et des lettres d'introduction soigneusement rédigées permirent de franchir bien des portes, mais ils étaient de peu d'aide face au mauvais temps et aux routes effondrées. Dans ces moments, il sentit pour la première fois que sa propre force était mise à l'épreuve.", "savait juger le bon moment à la seule couleur du fer chauffé. À chaque coup de marteau sur l'enclume, des étincelles jaillissaient, et les lames émoussées comme les armures cabossées retrouvaient leur fonction entre ces mains. En retour, une obstination s'installa: croire que tout pouvait être remis droit si on le martelait assez longtemps.": "savait juger le bon moment à la seule couleur du fer chauffé. À chaque coup de marteau sur l'enclume, des étincelles jaillissaient, et les lames émoussées comme les armures cabossées retrouvaient leur fonction entre ces mains. En retour, une obstination s'installa: croire que tout pouvait être remis droit si on le martelait assez longtemps.", "savait que chaque secret avait un prix. Chaque étude de rites sans nom et de symboles anciens usait peu à peu l'esprit, mais les pas vers les vérités cachées ne s'arrêtaient pas facilement. À cause de cela, même la bonté d'autrui faisait souvent d'abord naître le soupçon d'une intention dissimulée.": "savait que chaque secret avait un prix. Chaque étude de rites sans nom et de symboles anciens usait peu à peu l'esprit, mais les pas vers les vérités cachées ne s'arrêtaient pas facilement. À cause de cela, même la bonté d'autrui faisait souvent d'abord naître le soupçon d'une intention dissimulée.", "savait que de petits soins accumulés pouvaient changer la forme d'une forêt. Même en coupant une seule branche, l'ombre restante était observée, et en corrigeant un filet d'eau, la terre alentour était tassée pour éviter qu'elle ne s'effondre. Mais habitué à façonner lentement les choses, il hésitait souvent face aux changements soudains.": "savait que de petits soins accumulés pouvaient changer la forme d'une forêt. Même en coupant une seule branche, l'ombre restante était observée, et en corrigeant un filet d'eau, la terre alentour était tassée pour éviter qu'elle ne s'effondre. Mais habitué à façonner lentement les choses, il hésitait souvent face aux changements soudains.", "scale with attack power - only the number of stacks (set by the applying skill) matters.": "pas avec la puissance d'attaque : seul le nombre de cumuls (défini par la compétence qui les applique) compte.", "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "dépendent pas de la Puissance d'attaque de l'attaquant ; la compétence appliquée décide combien de stacks sont posés. Le Poison est un effet distinct", "scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's": "ajuste l'économie (artisanat, construction, recherche, humeur des colons). Ils se choisissent séparément, vous pouvez donc jouer une économie facile avec des combats brutaux, ou l'inverse. Les chiffres ci-dessous proviennent directement des", "scales the monsters": "met à l'échelle les monstres", "scales the monsters - their health and damage - while": "ajuste les monstres (leur santé et leurs dégâts) tandis que", "scarabée métallique": "scarabée métallique", "scenario starting kit": "kit de départ du scénario", "scenario starting kit ×10": "kit de départ du scénario ×10", "scenario starting kit ×100": "kit de départ de scénario ×100", "scenario starting kit ×20": "kit de départ du scénario ×20", "scenario starting kit ×4": "kit de départ de scénario ×4", "scenario starting kit ×5": "kit de départ du scénario ×5", "scenario starting kit ×50": "kit de départ du scénario ×50", "scenes drive the policy prompt at base.": "les scènes déclenchent l'invite de politique à la base.", "scheduler -": "planificateur -", "scout": "scout", "scout - Dungeon Settlers Wiki": "scout - Dungeon Settlers Wiki", "se divise depuis Slime moyen": "se divise depuis Slime moyen", "se divise depuis Slime moyen de boue": "se divise depuis Slime moyen de boue", "se divise depuis Slime moyen à spores": "se divise depuis Slime moyen à spores", "se débat et lève vers vous un regard désespéré.": "se débat et lève vers vous un regard désespéré.", "se déplaçait silencieusement là où aucun regard ne pouvait l'atteindre, volant depuis l'enfance comme seul moyen de survie. Disparaissant comme une ombre sans laisser de trace, la peur d'être un jour attrapé demeurait un tourment constant.": "se déplaçait silencieusement là où aucun regard ne pouvait l'atteindre, volant depuis l'enfance comme seul moyen de survie. Disparaissant comme une ombre sans laisser de trace, la peur d'être un jour attrapé demeurait un tourment constant.", "se faufilait dans les maisons pour voler des trésors, vivant de ses larcins. La vie était sans cesse instable, et le désir n'était pas la simple survie mais la vraie liberté. Pourtant, ses mains étaient déjà trop profondément souillées par le péché.": "se faufilait dans les maisons pour voler des trésors, vivant de ses larcins. La vie était sans cesse instable, et le désir n'était pas la simple survie mais la vraie liberté. Pourtant, ses mains étaient déjà trop profondément souillées par le péché.", "se gratte maladroitement la tête avant de décider de garder la curieuse petite créature comme compagne.": "se gratte maladroitement la tête avant de décider de garder la curieuse petite créature comme compagne.", "se lève de son siège avec une expression amère.": "se lève de son siège avec une expression amère.", "se retira dans les montagnes et se plongea dans la contemplation. Quelle que soit la profondeur de sa réflexion, l'essence demeurait cachée, et parfois tous ses efforts semblaient vains. Pourtant il ne renonça jamais, car son cœur brûlait toujours d'un ardent désir de vérité.": "se retira dans les montagnes et se plongea dans la contemplation. Quelle que soit la profondeur de sa réflexion, l'essence demeurait cachée, et parfois tous ses efforts semblaient vains. Pourtant il ne renonça jamais, car son cœur brûlait toujours d'un ardent désir de vérité.", "se souvenait de chaque journée grâce aux échardes et aux callosités laissées dans les paumes. Le trajet de la scie était d'abord mesuré du regard, et chaque passage du rabot révélait le sens où le fil du bois se couchait. À force, même devant les gens, venait d'abord l'idée de la forme qu'il faudrait longuement tailler et ajuster.": "se souvenait de chaque journée grâce aux échardes et aux callosités laissées dans les paumes. Le trajet de la scie était d'abord mesuré du regard, et chaque passage du rabot révélait le sens où le fil du bois se couchait. À force, même devant les gens, venait d'abord l'idée de la forme qu'il faudrait longuement tailler et ajuster.", "se souvenait des soldats et des fonctionnaires qui autrefois agissaient en son nom. Désormais, même un petit paquet devait être pris en charge soi-même, mais même sur la route, l'attitude des gens et l'ordre des lieux étaient remarqués en premier. Avec les années, l'effondrement des responsabilités pesa plus lourd que la chute de rang.": "se souvenait des soldats et des fonctionnaires qui autrefois agissaient en son nom. Désormais, même un petit paquet devait être pris en charge soi-même, mais même sur la route, l'attitude des gens et l'ordre des lieux étaient remarqués en premier. Avec les années, l'effondrement des responsabilités pesa plus lourd que la chute de rang.", "se tenait toujours sous de plus grandes attentes. Les petites réussites étaient tenues pour acquises, tandis qu'un seul échec restait longtemps en mémoire. À cause de cela, même en avançant plus vite que les autres, il ne pouvait se défaire facilement de la peur d'être distancé.": "se tenait toujours sous de plus grandes attentes. Les petites réussites étaient tenues pour acquises, tandis qu'un seul échec restait longtemps en mémoire. À cause de cela, même en avançant plus vite que les autres, il ne pouvait se défaire facilement de la peur d'être distancé.", "se tourne vers vous pour répondre.": "se tourne vers vous pour répondre.", "search backgrounds by name, skill tree or bonus...": "rechercher des arrière-plans par nom, arbre de compétences ou bonus...", "sec at 1x speed": "sec à vitesse 1x", "second max-out during the collapse": "second pic maximal pendant l'effondrement", "see Construction below": "voir Construction ci-dessous", "see Spawns in the world below": "voir Apparitions dans le monde ci-dessous", "see the full comparison table": "voir le tableau comparatif complet", "seed": "graine", "selector to scale the attack - it defaults to your roster's": "sélecteur pour ajuster l'attaque, il utilise par défaut la", "self": "Soi-même", "selon la durée passée dans le": "selon la durée passée dans le", "semblait suspect, mais vous avez décidé que": "semblait suspect, mais vous avez décidé que", "semble découvrir quelque chose et s'aventure encore plus profondément à l'intérieur.": "semble découvrir quelque chose et s'aventure encore plus profondément à l'intérieur.", "sentinelle chevalier enchaîné": "sentinelle chevalier enchaîné", "sera envoyé.": "sera envoyé.", "seront importants. Si": "seront importants. Si", "serra sa poitrine et trembla de douleur, à peine capable de tenir le coup.": "serra sa poitrine et trembla de douleur, à peine capable de tenir le coup.", "sets the refill interval at": "fixe l'intervalle de recharge à", "setup + payoff": "préparation + récompense", "she waits in her own event room (": "elle attend dans sa propre salle d'événement (", "show in the units bar": "afficher dans la barre des unités", "show the higher of the physical and magic value (hover for both);": "affiche la plus élevée des valeurs physique et magique (survolez pour les deux) ;", "showing 1 of 22 changed": "affichant 1 sur 22 modifications", "showing 1 of 23 changed": "affichant 1 sur 23 modifications", "showing 10 of 35 changed": "affichage de 10 sur 35 modifiés", "showing 12 of 15 changed": "affichage de 12 sur 15 modifiés", "showing 2 of 5 changed": "affichant 2 sur 5 modifies", "showing 4 of 25 changed": "affichant 4 sur 25 modifiés", "showing 4 of 37 changed": "affichant 4 sur 37 modifications", "showing 4 of 44 changed": "affichant 4 sur 44 modifies", "showing 7 of 10 changed": "affichage de 7 sur 10 modifiés", "showing 80 of 169 changed": "affichage de 80 sur 169 modifiés", "showing 9 of 13 changed": "affichant 9 sur 13 modifications", "showing {#} of {#} changed": "affichage {#} sur {#} modifiés", "shows how often it spawns per matching room, a": "indique sa fréquence d'apparition par salle correspondante, un", "siffle brièvement un signal décalé. Bientôt, un corbeau arrive, atterrit devant vous et commence à communiquer. Lorsque vous expliquez la situation actuelle de l'équipe d'exploration et demandez le soutien de la guilde, le superviseur est réticent.": "siffle brièvement un signal décalé. Bientôt, un corbeau arrive, atterrit devant vous et commence à communiquer. Lorsque vous expliquez la situation actuelle de l'équipe d'exploration et demandez le soutien de la guilde, le superviseur est réticent.", "sight shrinks after dark": "la vue se réduit à la tombée de la nuit", "silently reads through the investigation records you brought.": "lit silencieusement les dossiers d'enquête que tu as apportés.", "single target": "cible unique", "situational": "situationnel", "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "animations d'effet de compétence (33 montrées frappant l'épouvantail, qui recule quand il encaisse le coup), et les jeux d'animation complets de", "skill pages": "pages de compétences", "skill tree -": "arbre de compétences -", "skill tree ›": "arbre de compétences ›", "skill trees": "arbres de compétences", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 40 backgrounds; the same trait-to-tree data is shown as a matrix on the": "arbres de compétences l'unité peut choisir. Les arrière-plans influencent aussi les tirages de talents de départ de l'unité. Cette page liste les 40 arrière-plans ; les mêmes données trait-vers-arbre sont présentées sous forme de matrice sur la", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 41 backgrounds; the same trait-to-tree data is shown as a matrix on the": "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 41 backgrounds; the same trait-to-tree data is shown as a matrix on the", "skills": "compétences", "slime moyen": "slime moyen", "slime moyen de boue": "slime moyen de boue", "slime moyen à spores": "slime moyen à spores", "slogel acide": "slogel acide", "slowly reads through it with tired eyes.": "le lit lentement avec des yeux fatigués.", "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "pour que les coups reçus soient plus faibles, évitez de trop frapper avec des armes fragiles de rang bois, et gardez un jeu de rechange pour les longues expéditions. L'effet", "sont importants. Si gérer": "sont importants. Si gérer", "sortait souvent au son des cloches qui résonnaient tard dans la nuit. Dans des chambres froides, les défunts étaient vêtus de leurs derniers habits, et avant l'aube, la terre près des tombes était nivelée. Les années passées près de la mort laissèrent du calme, mais les plaisanteries légères des vivants recevaient souvent une réponse tardive.": "sortait souvent au son des cloches qui résonnaient tard dans la nuit. Dans des chambres froides, les défunts étaient vêtus de leurs derniers habits, et avant l'aube, la terre près des tombes était nivelée. Les années passées près de la mort laissèrent du calme, mais les plaisanteries légères des vivants recevaient souvent une réponse tardive.", "soul-stone skill at a time - the game stores these as a dedicated": "compétence de pierre d'âme à la fois. Le jeu les stocke comme un trait dédié", "source:": "source :", "sourit légèrement, révélant des crocs acérés.": "sourit légèrement, révélant des crocs acérés.", "sourit, montrant ses crocs.": "sourit, montrant ses crocs.", "sous cet effet, elle meurt instantanément.": "sous cet effet, elle meurt instantanément.", "sous forme de": "sous forme de", "sous forme de dégâts magiques.": "sous forme de dégâts magiques.", "sous forme de dégâts physiques à toutes les unités ennemies proches.": "sous forme de dégâts physiques à toutes les unités ennemies proches.", "sous forme de dégâts physiques.": "sous forme de dégâts physiques.", "sous l'effet de la magie corrompue provenant de": "sous l'effet de la magie corrompue provenant de", "spawn groups": "groupes d'apparition", "spawn locations": "emplacements d'apparition", "spawn that is gated on the": "apparition d'Endorsi soumise à l'", "spawned 2 times in this room": "apparaît 2 fois dans cette salle", "spawned 3 times in this room": "apparaît 3 fois dans cette salle", "spawned 4 times in this room": "apparaît 4 fois dans cette salle", "spawned 6 times in this room": "généré 6 fois dans cette salle", "special effect": "effet spécial", "spell appears as its summoned creature's own attack (for example Bubble Tackle via Summon Bubbling); an offensive fire detonator (Incinerate, Explosion) also lists a": "apparaît comme l'attaque propre de la créature invoquée (par exemple Tacle à bulles via Summon Bubbling) ; un détonateur de feu offensif (Incinérer, Explosion) liste aussi une", "splits from Slime moyen": "se divise depuis Slime moyen", "splits from Slime moyen de boue": "se divise depuis Slime moyen de boue", "splits from Slime moyen à spores": "se divise depuis Slime moyen à spores", "splits from {#}": "se divise depuis {#}", "spoilers": "spoilers", "spoilers - click to reveal": "spoilers - cliquez pour révéler", "spotted": "repéré", "spécimen jeté": "spécimen jeté", "spécimen jeté - Dungeon Settlers Wiki": "spécimen jeté - Dungeon Settlers Wiki", "stacking": "cumulables", "stacks maintained x": "piles maintenues x", "stacks on the target * 10.": "cumuls sur la cible * 10.", "stacks x 3": "stacks x 3", "stacks x 5": "stacks x 5", "stacks)": "cumuls)", "staff": "bâton", "staghare": "staghare", "standard": "standard", "stands for the target's name.": "représente le nom de la cible.", "start": "début", "start delay": "délai de démarrage", "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "(l'échelle de l'interface plafonne à 30) qui pilote discrètement toute la couche de gestion. Une Humeur supérieure à 0 fait", "stat effects": "effets de stats", "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "affine la portée de vue de vos unités : le nom et le texte d'ambiance (« aiguise les sens ») le suggèrent tous deux. Les données ne le confirment pas.", "stat that defines the set of floor tiles it can currently see, with walls blocking the view. When a monster's visible tiles include one of your units it starts to notice, and after a short awareness build-up it commits to the attack. There is no separate hearing or noise sense in the code.": "qui définit l'ensemble des cases du sol qu'elle peut voir à un instant donné, les murs bloquant la vue. Lorsque les cases visibles d'un monstre incluent l'une de vos unités, il commence à la remarquer, et après une courte montée de vigilance il s'engage dans l'attaque. Il n'y a aucun sens de l'ouïe ou du bruit distinct dans le code.", "stat. Both are built in a strict order - flat first, percent last.": ". Les deux sont construites dans un ordre strict - le plat d'abord, le pourcentage en dernier.", "state, and ...": "état, et ...", "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "(Force, Constitution, Volonté, Intelligence, Agilité, Perception) qui alimentent chaque stat", "status": "statuts", "steadily": "régulièrement", "still": "tout de même", "still carries pre-release debris as raw TextAssets. Among them: prototype skill-tree XML documents from an earlier skill-system design, an abandoned tech tree that still contains a developer test entry, and stubs for a 4-player scenario mode. None of these are referenced by the live data tables - they are development leftovers from before release, not content on the current roadmap.": "contient encore des débris d'avant-lancement sous forme de TextAssets bruts. Parmi eux : des documents XML de prototype d'arbre de compétences issus d'un ancien système de compétences, un arbre technologique abandonné qui contient encore une entrée de test développeur, et des ébauches d'un mode scénario à 4 joueurs. Aucun n'est référencé par les tables de données actives : ce sont des résidus de développement d'avant la sortie, pas du contenu de la feuille de route actuelle.", "stock": "stock", "stock (unmodded) game files": "fichiers du jeu d'origine (non modifiés)", "storage buildings": "bâtiments de stockage", "story": "scénarisée", "stress resets but stays under {#} through the {#}-day collapse. In-game time, about {#} of play at 1x speed.": "le stress est réinitialisé mais reste sous {#} pendant l'effondrement de {#} jours. Temps en jeu, environ {#} de jeu en vitesse 1x.", "stress.": "le stress.", "strong": "fort", "stronger the longer a run lasts (": "plus forts à mesure que la partie dure (", "struck at the skill's range; recoils as the hit lands": "frappé à la portée de la compétence ; recule lorsque le coup atteint sa cible", "sub": "secondaires", "subi à la suite des coups critiques augmente.": "subi à la suite des coups critiques augmente.", "subs": "sous-arbres", "subtype": "sous-type", "suivait ses parents à l'abattoir, apprenant à manier les couteaux et à découper la viande. Les gestes quotidiens devinrent de plus en plus habiles, et les autres finirent par apprécier ce savoir-faire éprouvé.": "suivait ses parents à l'abattoir, apprenant à manier les couteaux et à découper la viande. Les gestes quotidiens devinrent de plus en plus habiles, et les autres finirent par apprécier ce savoir-faire éprouvé.", "suivait son maître comme une ombre, devenant un bouclier qui assurait la survie au fil d'innombrables batailles. Pourtant, une question grandissait en lui : si le rôle d'écuyer devait durer pour toujours.": "suivait son maître comme une ombre, devenant un bouclier qui assurait la survie au fil d'innombrables batailles. Pourtant, une question grandissait en lui : si le rôle d'écuyer devait durer pour toujours.", "summon": "invocation", "summoned by Golem de pierre géant": "invoqué par Golem de pierre géant", "summoned by Xenon": "invoqué par Xenon", "summoned by {#}": "invoqué par {#}", "summoner Magic Attack Power x 0.5 + base Magic Attack": "Puissance d'attaque magique de l'invocateur x 0,5 + Attaque magique de base", "summoner Magic Attack Power x 1.0 + base HP": "Puissance d'attaque magique de l'invocateur x 1,0 + PV de base", "summoner's Magic Attack Power": "Puissance d'attaque magique de l'invocateur", "summoner's live Magic Attack": "Attaque magique en direct de l'invocateur", "supprimé": "supprimé", "sur 2 cibles (5 énergie)": "sur 2 cibles (5 énergie)", "sur 3 cibles (1 énergie)": "sur 3 cibles (1 énergie)", "sur 3 cibles (1 énergie).": "sur 3 cibles (1 énergie).", "sur 3 cibles (10 énergie)": "sur 3 cibles (10 énergie)", "sur 3 cibles (2 énergie)": "sur 3 cibles (2 énergie)", "sur 3 cibles (4 énergie)": "sur 3 cibles (4 énergie)", "sur 3 cibles (5 énergie)": "sur 3 cibles (5 énergie)", "sur 3 cibles (6 énergie)": "sur 3 cibles (6 énergie)", "sur 3 cibles (7 énergie)": "sur 3 cibles (7 énergie)", "sur la cible * 10.": "sur la cible * 10.", "surprised": "surpris", "survivait à peine en mendiant, errant dans les rues en haillons et au visage sale, se faisant souvent chasser par des enfants qui lançaient des pierres. À chaque fois, les dents serrées et les larmes retenues. Un jour, dans une église abandonnée, on trouva par hasard un livre, et dans ses pages apparut une espérance inattendue. Ce livre donna le courage de se relever.": "survivait à peine en mendiant, errant dans les rues en haillons et au visage sale, se faisant souvent chasser par des enfants qui lançaient des pierres. À chaque fois, les dents serrées et les larmes retenues. Un jour, dans une église abandonnée, on trouva par hasard un livre, et dans ses pages apparut une espérance inattendue. Ce livre donna le courage de se relever.", "symmetrically": "symétriquement", "synergy": "synergie", "table new in this build": "tableau nouveau dans cette version", "table tbody tr": "table tbody tr", "tables": "tables", "tag marks a trait that only triggers past an HP threshold.": "marque un trait qui ne se déclenche qu'au-delà d'un seuil de PV.", "takes the most primal form of a circulating spi...": "prend la forme la plus primitive d'un esprit circulant...", "talent rating": "note de talent", "talent spread": "éventail de talents", "talents": "talents", "tamed monster units": "des unités de monstres apprivoisés", "target selection": "la sélection des cibles", "target you choose in \"Damage vs\"": "cible que vous choisissez dans « Dégâts contre »", "targeting": "ciblage", "targets it": "la cible", "tbody tr": "tbody tr", "template": "modèle", "tendance simple": "tendance simple", "tendance simple - Dungeon Settlers Wiki": "tendance simple - Dungeon Settlers Wiki", "text keys": "clés de texte", "that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a": "qui grimpe d'environ 120 or au niveau 1 à environ 4 200 au niveau 12 (avec une petite variation aléatoire). Puis une", "that consumes mana stones (": "qui consomme des pierres de mana (", "that get harder as you descend (the game maps each floor to an internal difficulty": "qui deviennent plus difficiles à mesure que vous descendez (le jeu associe chaque étage à une difficulté interne appelée", "that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with": "qui s'actualise toutes les 480 minutes en jeu (vous pouvez aussi inspecter les candidats pour révéler leurs talents cachés avant de vous engager). Le nombre et le niveau des candidats évoluent en fonction du", "that soaks the hit does": "qui encaisse le coup ne", "the Dungeon began the calamity of corruption once more.": "le Donjon a commencé la calamité de la corruption une fois de plus.", "the Effects list": "la liste des effets", "the Giant Stone Golem cannot actually be fought in the stock demo. Its boss room only appears at floor phase 5, but The Veil of Silence's floor-phase table caps at phase 4, so the room never generates - the Golem stays unspawnable and": "le Golem de pierre géant ne peut pas réellement être affronté dans la démo de base. Sa salle de boss n'apparaît qu'à la phase de sol 5, mais la table des phases de sol du Voile du Silence plafonne à la phase 4, donc la salle ne se génère jamais - le Golem reste impossible à faire apparaître et", "the Guild dispatched expedition teams to dungeons across the world.": "la Guilde a envoyé des équipes d'expédition aux donjons du monde entier.", "the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save (": "avant le meurtre du Rat monstre rouge (Main7). C'est ainsi que c'est conçu - pas un bug dans votre sauvegarde (", "the alerts guide": "le guide des alertes", "the build you're editing": "la configuration que vous modifiez", "the candidate already carries, priced by rarity:": "que le candidat porte déjà, tarifée selon la rareté :", "the clean escape hatch": "la sortie de secours propre", "the controls guide": "le guide des commandes", "the economy": "l'économie", "the event list": "la liste des événements", "the expedition leader": "le chef de l'expédition", "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "la somme plate, un modificateur de +50% multiplie tout votre total plat, pas seulement la base.", "the game itself": "le jeu lui-même", "the generated floor": "l'étage généré", "the handbook": "le manuel", "the hit removes (red + skull = lethal, orange over half, green under 10%). It is the ranking metric. Use the": "que le coup retire (rouge + crâne = létal, orange plus de la moitié, vert moins de 10%). C'est la mesure de classement. Utilisez le", "the monster roster": "la liste des monstres", "the music guide": "le guide de la musique", "the once-brilliant magical empire ultimately collapsed.": "l'autrefois brillant empire magique s'est finalement effondré.", "the resolutions": "les résolutions", "the skill's VFX clip": "le clip d'effets visuels de la compétence", "the small hint lines": "les petites lignes d'indication", "the spotting radius": "le rayon de repérage", "the summary": "le résumé", "the target for {0} seconds.": "la cible pendant {0} secondes.", "the target.": "la cible.", "the tips and lore": "les astuces et le lore", "the training dummy taking a hit": "le mannequin d'entraînement encaissant un coup", "thead th": "thead th", "thead th[data-sort]": "thead th[data-sort]", "these filters": "ces filtres", "they fear neither pain nor death.": "ils ne craignent ni la douleur ni la mort.", "this building": "ce bâtiment", "this event's flow and outcomes": "le déroulement et les issues de cet événement", "this inscription": "cette inscription", "this monster": "ce monstre", "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "cette page couvre du contenu non publié et futur trouvé dans les fichiers du jeu. Les sections floutées se révèlent au clic.", "this section": "cette section", "this tree is not active": "cet arbre n'est pas actif", "this weapon needs ammo": "cette arme nécessite des munitions", "this whole tree runs on Bubblings, spawned by the Water Staff's": "tout cet arbre repose sur les Bubblings, générés par le bâton d'eau", "this wiki": "ce wiki", "through exceptional leadership.": "through exceptional leadership.", "ticks": "ticks", "tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "palier d'offrande délibérément : de plus grandes offrandes achètent de plus grands gains de statistiques par niveau, mais les pierres sont le vrai goulot d'étranglement.", "tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the": "palier, qui met en balance le coût en pierres de mana et l'ampleur de vos gains de statistiques (voir les données ci-dessous et l'", "tiers and additional research.": "et des recherches supplémentaires.", "tile": "tuile", "tiles": "tuiles", "tiles (": "cases (", "tiles - only affects skills that scale with range": "cases - n'affecte que les compétences dont les dégâts varient avec la portée", "tiles - preview 1x1": "cases - aperçu 1x1", "tiles - preview 3x3": "cases - aperçu 3x3", "tiles - preview 4x4": "cases - aperçu 4x4", "tiles - preview 6x4": "tuiles - aperçu 6x4", "tiles - preview 6x6": "cases - aperçu 6x6", "tiles - preview 7x2": "cases - aperçu 7x2", "tiles - preview 8x4": "cases - aperçu 8x4", "tiles - preview 8x6": "cases - aperçu 8x6", "tiles; the AlphaAcidSlogel sees a long": "cases ; l'AlphaAcidSlogel voit loin, à", "tiles; the Slogel acide alpha de l'Abîme sees a long": "tiles; the Slogel acide alpha de l'Abîme sees a long", "tissa de nombreux liens mais ne resta jamais longtemps. N'appartenant à aucun endroit et toujours prêt à partir, de nouvelles histoires s'épanouissaient à chaque pas - pourtant le départ suivait toujours.": "tissa de nombreux liens mais ne resta jamais longtemps. N'appartenant à aucun endroit et toujours prêt à partir, de nouvelles histoires s'épanouissaient à chaque pas - pourtant le départ suivait toujours.", "to": "à", "to all units": "to all units", "to all units for 1440 min": "à toutes les unités pendant 1440 min", "to all units for 2880 min": "à toutes les unités pendant 2880 min", "to all units within range.": "à toutes les unités à portée.", "to finish the chain.": "pour terminer la chaîne.", "to join the expedition, she turns her gaze beyond the forest.": "de rejoindre l'expédition, elle tourne son regard au-delà de la forêt.", "to jump to the search box above and find the item, unit or page you were looking for.": "pour accéder à la barre de recherche ci-dessus et trouver l'objet, l'unité ou la page que vous cherchiez.", "to nearby enemies and granting nearby allies": "aux ennemis proches et accordant aux alliés proches", "to plug in a specific monster.": "pour renseigner un monstre précis.", "to refill completely, which is about": "pour se recharger complètement, soit environ", "to research": "à rechercher", "to reveal them. A": "pour les afficher. Un", "to see each spell's damage as a % of its HP; hover a Skill Damage number for the full base-attack + weapon + coefficient + crit breakdown.": "pour voir les dégâts de chaque sort en % de ses PV ; survolez un chiffre de Dégâts de compétence pour le détail complet attaque de base + arme + coefficient + critique.", "to target unit for 0 min": "to target unit for 0 min", "to target unit for 1200 min": "à l'unité cible pendant 1200 min", "to target unit for 1440 min": "à l'unité cible pendant 1440 min", "to the URL to run the built-in formula checks.": "à l'URL pour exécuter les vérifications de formule intégrées.", "to the attacker upon blocking a melee attack.": "au lanceur lors du blocage d'une attaque au corps à corps.", "to the comparison": "à la comparaison", "to the target for 5 seconds.": "à la cible pendant 5 secondes.", "to the target for {0} seconds when using single target melee skills.": "à la cible pendant {0} secondes lors de l'utilisation de compétences de mêlée mono-cible.", "to the target for {0} seconds when using single-target melee skills.": "à la cible pendant {0} secondes lors de l'utilisation de compétences de mêlée mono-cible.", "to the target for {1} s...": "à la cible pendant {1} s...", "to the unit.": "à l'unité.", "to units within 3 range for 300s every 2s.": "aux unités dans un rayon de 3 toutes les 2 secondes pendant 300 secondes.", "to units within 3 range for 30s every 2s.": "aux unités dans un rayon de 3 toutes les 2 secondes pendant 30 secondes.", "together with every other mood lever. This page stays for old links.": "avec tous les autres leviers d'humeur. Cette page reste en place pour les anciens liens.", "tombe à 0 ou moins, l'unité entrera dans l'état": "tombe à 0 ou moins, l'unité entrera dans l'état", "tombe à 0, cela entraînera une mort instantanée.": "tombe à 0, cela entraînera une mort instantanée.", "tombeau": "tombeau", "tombeau - Dungeon Settlers Wiki": "tombeau - Dungeon Settlers Wiki", "tombeau vide": "tombeau vide", "tombeau vide - Dungeon Settlers Wiki": "tombeau vide - Dungeon Settlers Wiki", "top left": "en haut à gauche", "tortue de cristal": "tortue de cristal", "tortue épineuse": "tortue épineuse", "total HP": "les PV totaux", "touche soigneusement la partie opérationnelle de l'appareil, l'appareil commence à se réveiller avec un son de vibration.": "touche soigneusement la partie opérationnelle de l'appareil, l'appareil commence à se réveiller avec un son de vibration.", "toutes les 10 secondes. Cet effet ne peut pas se cumuler.": "toutes les 10 secondes. Cet effet ne peut pas se cumuler.", "trahissait la confiance en volant tout ce dont il avait besoin pour son seul profit. Pourtant, dans le silence de la nuit, des doutes sur la voie choisie s'immisçaient. L'or et les bijoux remplissaient ses mains, mais au fond subsistait un vide qui ne pouvait être effacé.": "trahissait la confiance en volant tout ce dont il avait besoin pour son seul profit. Pourtant, dans le silence de la nuit, des doutes sur la voie choisie s'immisçaient. L'or et les bijoux remplissaient ses mains, mais au fond subsistait un vide qui ne pouvait être effacé.", "trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "trait \"Leadership\", ce qui faisait que toute description de Leadership se lisait \"New allies acquire Leadership\". Le coréen, le français et le japonais étaient déjà corrects.", "trait to tree access": "accès à l'arbre par caractéristique", "trait). Each boss's": "trait). Pour chaque boss, sa", "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": ", distinct des parcours et des inscriptions. La pierre est consommée à l'usage et ne se cumule pas (", "trait.": "trait.", "traits": "traits", "transforme rapidement l'ensemble du continent en": "transforme rapidement l'ensemble du continent en", "translate(-50%, -100%)": "translate(-50%, -100%)", "translations_ko_en.json": "translations_ko_en.json", "transporté.": "transporté.", "travaillait le bois de la forêt et est devenu fort. Même lors des tempêtes, la hache ne s'arrêtait jamais, et aucun taillis ombragé ne barrait le chemin. Mais la vie au-delà de la forêt était étrange, et devant l'inconnu il hésitait.": "travaillait le bois de la forêt et est devenu fort. Même lors des tempêtes, la hache ne s'arrêtait jamais, et aucun taillis ombragé ne barrait le chemin. Mais la vie au-delà de la forêt était étrange, et devant l'inconnu il hésitait.", "travelling merchant": "marchande ambulante", "treasure chests": "coffres au trésor", "tree -": "arbre -", "tree's active skills WITHOUT holding that staff. A hybrid build (melee weapon + magic actives) is valid - the builder never gates skills on your weapon.": "compétences actives de l'arbre SANS tenir ce bâton. Un build hybride (arme de mêlée + compétences magiques actives) est valide : le builder ne verrouille jamais les compétences en fonction de votre arme.", "triable indiquant à quel rang de clan chaque historique se déverrouille.": "triable indiquant à quel rang de clan chaque historique se déverrouille.", "trouvait souvent la réponse avant même d'être enseigné. Les règles complexes étaient vite comprises, et même devant les tâches difficiles, l'égarement durait rarement. Avec les années, il apprit à cacher les erreurs avant d'apprendre à en faire.": "trouvait souvent la réponse avant même d'être enseigné. Les règles complexes étaient vite comprises, et même devant les tâches difficiles, l'égarement durait rarement. Avec les années, il apprit à cacher les erreurs avant d'apprendre à en faire.", "trouvait une place libre avant même que le client n'ouvre la porte. La majeure partie de la journée se passait à rattraper des chopes débordantes, réchauffer des ragoûts froids et répondre avec le sourire aux plaisanteries des ivrognes. À cause de cela, même dans les moments sérieux, une parole légère venait souvent d'abord pour détendre l'atmosphère.": "trouvait une place libre avant même que le client n'ouvre la porte. La majeure partie de la journée se passait à rattraper des chopes débordantes, réchauffer des ragoûts froids et répondre avec le sourire aux plaisanteries des ivrognes. À cause de cela, même dans les moments sérieux, une parole légère venait souvent d'abord pour détendre l'atmosphère.", "true": "true", "tunnel sombre": "tunnel sombre", "tunnel sombre - Dungeon Settlers Wiki": "tunnel sombre - Dungeon Settlers Wiki", "twice more": "deux fois de plus", "two campaign bosses": "deux boss de campagne", "two independent difficulty axes": "deux axes de difficulté indépendants", "type": "type", "type of damage you take straight back at the attacker (": "type de dégâts que vous subissez directement vers l'attaquant (", "type to search...": "tapez pour rechercher...", "têtard de la forêt": "têtard de la forêt", "un bruissement dans les buissons à proximité vous appelle.": "un bruissement dans les buissons à proximité vous appelle.", "unaware": "non alerté", "unclear": "incertain", "unconfirmed": "non confirmé", "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "sous le nom pour l'écart de statistiques Base contre Abîme, et non une entrée distincte.", "une niche étrange": "une niche étrange", "une niche étrange - Dungeon Settlers Wiki": "une niche étrange - Dungeon Settlers Wiki", "unit profiles": "profils d'unité", "units": "unités", "unlock the next region (": "débloque pas la région suivante (", "unreleased": "non publié", "unreleased content": "contenu non publié", "unsourced pool": "pool sans source", "up to N stacks": "jusqu'à N charges", "up to {#} on the field": "jusqu'à {#} sur le terrain", "up to {#} stacks": "jusqu'à {#} cumuls", "use strict": "use strict", "use the Retry button freely": "utilisez librement le bouton Réessayer", "uses 1 inscription": "utilise 1 inscription", "uses ammo:": "utilise des munitions :", "utilise diverses magies noires en exploitant l'énergie bouillonnante reçue de l'être qu'ils vénèrent.": "utilise diverses magies noires en exploitant l'énergie bouillonnante reçue de l'être qu'ils vénèrent.", "vagues": "vagues", "value": "valeur", "value and a": "valeur et un", "values": "valeurs", "values from unit profiles and corrected four housing rooms that were labelled": "valeurs des profils d'unité et a corrigé quatre pièces de logement qui étaient étiquetées", "varies": "variable", "vegetarian": "végétarien", "vendait des babioles qui, malgré leur faible valeur, portaient de la passion. Les échanges avec les gens ont enseigné bien des leçons, y compris des affaires incroyables et des trahisons amères. Pourtant le voyage ne s'est jamais arrêté, toujours en quête de nouveaux chemins.": "vendait des babioles qui, malgré leur faible valeur, portaient de la passion. Les échanges avec les gens ont enseigné bien des leçons, y compris des affaires incroyables et des trahisons amères. Pourtant le voyage ne s'est jamais arrêté, toujours en quête de nouveaux chemins.", "vers": "vers", "via": "via", "via la statue de la déesse.": "via la statue de la déesse.", "via skill": "via compétence", "via the Goddess Statue.": "à la Statue de Déesse.", "via trait": "via un trait", "via {#}": "via {#}", "vigne collante": "vigne collante", "vigne collante - Dungeon Settlers Wiki": "vigne collante - Dungeon Settlers Wiki", "vision drops by": "la vision chute de", "vision nocturne": "vision nocturne", "vision nocturne (affecter)": "vision nocturne (affecter)", "vision nocturne - Dungeon Settlers Wiki": "vision nocturne - Dungeon Settlers Wiki", "vision-based and grid-based": "basée sur la vision et sur la grille", "vivait au rythme de la respiration de la forêt. Le grain du bois et le craquement des branches révélaient chaque changement alentour. N'ayant connu que la nature, les manières du monde lui semblaient maladroites, et l'inconnu était accueilli avec un cœur simple et ingénu.": "vivait au rythme de la respiration de la forêt. Le grain du bois et le craquement des branches révélaient chaque changement alentour. N'ayant connu que la nature, les manières du monde lui semblaient maladroites, et l'inconnu était accueilli avec un cœur simple et ingénu.", "vivait comme si la vie elle‑même était un pari, une seule mise pouvant tout renverser. Pourtant, chaque frisson de victoire était assombri par le vide. Risque après risque, en quête du coup décisif pour tout changer, la vérité sur ce qui était réellement désiré restait inconnue.": "vivait comme si la vie elle‑même était un pari, une seule mise pouvant tout renverser. Pourtant, chaque frisson de victoire était assombri par le vide. Risque après risque, en quête du coup décisif pour tout changer, la vérité sur ce qui était réellement désiré restait inconnue.", "vivait dans le marais profond et sombre, tirant une vitalité tenace de son air trouble. Pourtant, l'essence tordue du marais entravait la maîtrise des pouvoirs subtils. Au lieu de cela,": "vivait dans le marais profond et sombre, tirant une vitalité tenace de son air trouble. Pourtant, l'essence tordue du marais entravait la maîtrise des pouvoirs subtils. Au lieu de cela,", "voir Apparitions dans le monde ci-dessous": "voir Apparitions dans le monde ci-dessous", "voir Construction ci-dessous": "voir Construction ci-dessous", "vous fait signe d'approcher.": "vous fait signe d'approcher.", "vous informe avoir découvert une étrange crevasse dans une falaise voisine.": "vous informe avoir découvert une étrange crevasse dans une falaise voisine.", "vous regarde avec une expression d'injustice blessée.": "vous regarde avec une expression d'injustice blessée.", "vous remercie pour votre confiance.": "vous remercie pour votre confiance.", "vous tend un objet en forme de crâne doté de trois yeux.": "vous tend un objet en forme de crâne doté de trois yeux.", "voyait dans le fil du bois des formes qui n'avaient pas encore émergé. Même pour dresser un seul pilier, le chemin du poids était observé, et l'on savait bien qu'un simple interstice pouvait faire tomber une vieille maison. Mais l'habitude de tout mesurer et ajuster rendait souvent les gestes lents face aux changements soudains.": "voyait dans le fil du bois des formes qui n'avaient pas encore émergé. Même pour dresser un seul pilier, le chemin du poids était observé, et l'on savait bien qu'un simple interstice pouvait faire tomber une vieille maison. Mais l'habitude de tout mesurer et ajuster rendait souvent les gestes lents face aux changements soudains.", "vs equipped": "vs équipée", "vs my unit": "vs mon unité", "vécut au plus profond de la forêt, à écouter le son des saisons qui changeaient. L'eau courant sous les racines et la présence ténue de jeunes pousses grandissant toute la nuit étaient ressenties, et ce pouvoir n'était appelé au bout des doigts que lorsque la nature l'autorisait. Mais après s'être si longtemps abandonné au rythme de la forêt, il arrivait souvent trop tard face aux paroles rapides et aux promesses des gens.": "vécut au plus profond de la forêt, à écouter le son des saisons qui changeaient. L'eau courant sous les racines et la présence ténue de jeunes pousses grandissant toute la nuit étaient ressenties, et ce pouvoir n'était appelé au bout des doigts que lorsque la nature l'autorisait. Mais après s'être si longtemps abandonné au rythme de la forêt, il arrivait souvent trop tard face aux paroles rapides et aux promesses des gens.", "vérité infusée": "vérité infusée", "vérité infusée - Dungeon Settlers Wiki": "vérité infusée - Dungeon Settlers Wiki", "was": "avant", "weapon": "arme", "weapon quality": "qualité de l'arme", "weapon skill": "compétence d'arme", "wears down": "s'use aussi", "wears your armor.": "use votre armure.", "wears your weapon, and": "use votre arme, et", "weight": "poids", "weight of 0 means the background sits in the pool but is never rolled": "un poids de 0 signifie que le parcours figure dans le pool mais n'est jamais tiré", "weights per clan rank - relative odds when the recruitment board rolls candidates.": "poids par rang de clan - probabilités relatives lorsque le tableau de recrutement tire des candidats.", "what 1 point of each major gives": "ce que 1 point de chaque stat principale apporte", "what actually happens": "ce qui se passe réellement", "when eating vegetarian food.": "en mangeant de la nourriture végétarienne.", "when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables (": "lorsque vous planifiez votre cuisine : les Elfes subissent une pénalité d'humeur à cause de la viande, les Hommes-lézards à cause des légumes (", "when receiving a negative food effect, and gains ...": "en recevant un effet alimentaire négatif, et gagnez...", "when someone dies.": "quand quelqu'un meurt.", "when the game had renamed that slot to": "quand le jeu avait renommé ce slot en", "where": "l'endroit où", "where and how to find things": "où et comment trouver les choses", "where to find this": "où le trouver", "where to get X": "où obtenir X", "which backgrounds give which trees": "quelles origines donnent quels arbres", "while the Mental Break state is active, the unit": "pendant que l'état de Rupture mentale est actif, l'unité", "who": "qui", "who commands one of them.": "qui en commande une.", "whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.": "dont les paliers totalisent environ 2-5 sur les six statistiques, il vaut donc la peine d'inspecter les bons talents avant de payer.", "wins - it downs you in ~": "gagne - il vous abat en ~", "wishlist Dungeon Settlers on Steam": "ajouter Dungeon Settlers à votre liste de souhaits sur Steam", "with 10": "avec 10", "with Blade Grinding (+": "avec Meulage de lame (+", "with real corridors - using the actual in-game room maps. The structure, room doors and art are authentic; the exact room coordinates and corridor routing are representative (the game re-rolls them per run from a per-dungeon seed it never exposes, so in-game maps cannot be reproduced here). The": "avec de vrais couloirs - en utilisant les vraies cartes de salles du jeu. La structure, les portes des salles et les graphismes sont authentiques ; les coordonnées exactes des salles et le tracé des couloirs sont représentatifs (le jeu les retire à chaque partie à partir d'une graine propre à chaque donjon qu'il n'expose jamais, donc les cartes en jeu ne peuvent pas être reproduites ici). La", "would": "serait", "x (1 + PerModifier %)": "x (1 + PerModifier %)", "x (1 + sum of % bonuses)": "x (1 + somme des bonus en %)", "yes": "oui", "yeux fixe": "yeux fixe", "you can recruit:": "vous pouvez recruter :", "you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.": "vous mangez a de l'importance : un repas pris dans une véritable salle à manger applique son effet d'humeur bien plus longtemps qu'un repas pris à même le sol.", "you recover, up to": "que vous récupérez, jusqu'à", "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "votre propre bouclier ou garde n'encaisse le coup. Ainsi une bulle de Bouclier ou une garde réussie qui absorbe les dégâts sur votre vie", "zero": "zéro", "zone touchée (Carré, rayon 1). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Carré, rayon 1). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Carré, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Carré, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Carré, rayon 7). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Carré, rayon 7). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Cercle, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Cercle, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Cercle, rayon 5). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Cercle, rayon 5). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (ConeExceptMe, rayon 1). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (ConeExceptMe, rayon 1). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Default, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Par défaut, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Direction, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Direction, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Direction, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Direction, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Direction, rayon 7). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Direction, rayon 7). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Manhattan, rayon 1). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Manhattan, rayon 1). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Manhattan, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Manhattan, rayon 2). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Manhattan, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Manhattan, rayon 3). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (Manhattan, rayon 5). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (Manhattan, rayon 5). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "zone touchée (cible unique). La distance de portée affichée est approximative ; la forme de la zone est exacte.": "zone touchée (cible unique). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "{#} (resource node)": "{#} (source de ressources)", "{#} - hit-receive animation": "{#} - animation de réception de coup", "{#} - minimum layout meeting every requirement: {#}": "{#} - agencement minimal remplissant toutes les conditions : {#}", "{#} - room map": "{#} - plan de la salle", "{#} Down": "{#} diminue", "{#} HP": "{#} PV", "{#} HP - {#}": "{#} PV - {#}", "{#} Up": "{#} augmente", "{#} added": "{#} ajouté", "{#} additions, {#} changes and {#} removals across {#} data tables.": "{#} ajouts, {#} modifications et {#} suppressions dans {#} tables de données.", "{#} adds {#}, retunes {#} and rewords {#}.": "{#} ajoute {#}, rééquilibre {#} et retouche {#}.", "{#} adds {#}, retunes {#}, {#}, {#} and {#}, and rewords {#}.": "{#} ajoute {#}, rééquilibre {#}, {#}, {#} et {#}, et retouche {#}.", "{#} adds {#}, {#}, {#} and {#}, removes {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, rebuilds skill tree access for {#}, and rewords {#}.": "{#} ajoute {#}, {#}, {#} et {#}, supprime {#}, {#}, {#} et {#}, rééquilibre {#}, {#}, {#} et {#}, reconfigure l'accès aux arbres de compétences pour {#}, et retouche {#}.", "{#} at {#}": "{#} à {#}", "{#} attacks to break": "{#} attaques pour briser", "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "{#} agencement{#} conçu, tirés uniformément. Les probabilités ci-dessous sont calculées, non tirées.", "{#} bounces, max {#}x on {#} targets": "{#} rebonds, max {#}x sur {#} cibles", "{#} builds": "{#} builds", "{#} burning bonus": "{#} bonus de brûlure", "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} lanceur ; {#} portée ({#}) ; {#} zone touchée ({#}). La distance de portée affichée est approximative ; la forme de la zone est exacte.", "{#} casts (free skill, no energy)": "{#} lancers (compétence gratuite, pas d'énergie)", "{#} damage": "{#} dégâts", "{#} damage/second": "{#} dégâts/seconde", "{#} decorations (deco quality {#})": "{#} décorations (qualité de déco {#})", "{#} descriptions were updated.": "{#} descriptions ont été mises à jour.", "{#} detonation": "{#} détonation", "{#} dmg": "{#} dég.", "{#} dmg bonus": "bonus de {#} dégâts", "{#} energy": "{#} énergie", "{#} energy =": "{#} énergie =", "{#} energy = <b>{#}%</b> of the {#} energy pool": "{#} énergie = <b>{#}%</b> du pool {#} d'énergie", "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "{#} énergie = {#} pour lancer + {#} pour le Bubbling qu'elle consomme.", "{#} entries": "{#} entrées", "{#} floor {#} (~{#}% per floor)": "{#} étage {#} (~{#}% par étage)", "{#} floors {#}-{#} (~{#}% per floor)": "{#} étages {#}-{#} (~{#}% par étage)", "{#} gold": "{#} or", "{#} had a list reordered with no change to its contents.": "L'ordre d'une liste de {#} a changé sans que son contenu bouge.", "{#} had its internal keyword changed.": "Le mot-clé interne de {#} a changé.", "{#} has been renamed to {#}.": "{#} a été renommé en {#}.", "{#} hits to break": "{#} coups pour briser", "{#} icon": "Icône {#}", "{#} inscription": "{#} inscription", "{#} inscriptions": "{#} inscriptions", "{#} item": "{#} objet", "{#} items": "{#} objets", "{#} map": "{#} plan", "{#} menu": "menu {#}", "{#} minimum room layout": "agencement minimal de salle {#}", "{#} new weapon trees": "{#} nouveaux arbres d'armes", "{#} no longer take {#} as a sub tree.": "{#} ne prennent plus {#} comme arbre secondaire.", "{#} no longer takes {#} as a sub tree.": "{#} ne prend plus {#} comme arbre secondaire.", "{#} no longer train {#}, and also take {#} as a sub tree.": "{#} ne forment plus {#}, et prennent aussi {#} comme arbre secondaire.", "{#} no longer train {#}, and no longer take {#} as a sub tree.": "{#} ne forment plus {#}, et ne prennent plus {#} comme arbre secondaire.", "{#} no longer train {#}, and take {#} as a sub tree instead of {#}.": "{#} ne forment plus {#}, et prennent {#} comme arbre secondaire au lieu de {#}.", "{#} no longer train {#}.": "{#} ne forment plus {#}.", "{#} no longer trains {#}, and also takes {#} as a sub tree.": "{#} ne forme plus {#}, et prend aussi {#} comme arbre secondaire.", "{#} no longer trains {#}, and no longer takes {#} as a sub tree.": "{#} ne forme plus {#}, et ne prend plus {#} comme arbre secondaire.", "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#} ne forme plus {#}, et prend {#} comme arbre secondaire au lieu de {#}.", "{#} no longer trains {#}.": "{#} ne forme plus {#}.", "{#} now also take {#} as a sub tree.": "{#} prennent désormais aussi {#} comme arbre secondaire.", "{#} now also takes {#} as a sub tree.": "{#} prend désormais aussi {#} comme arbre secondaire.", "{#} now also train {#}, and also take {#} as a sub tree.": "{#} forment désormais aussi {#}, et prennent aussi {#} comme arbre secondaire.", "{#} now also train {#}, and no longer take {#} as a sub tree.": "{#} forment désormais aussi {#}, et ne prennent plus {#} comme arbre secondaire.", "{#} now also train {#}, and take {#} as a sub tree instead of {#}.": "{#} forment désormais aussi {#}, et prennent {#} comme arbre secondaire au lieu de {#}.", "{#} now also train {#}.": "{#} forment désormais aussi {#}.", "{#} now also trains {#}, and also takes {#} as a sub tree.": "{#} forme désormais aussi {#}, et prend aussi {#} comme arbre secondaire.", "{#} now also trains {#}, and no longer takes {#} as a sub tree.": "{#} forme désormais aussi {#}, et ne prend plus {#} comme arbre secondaire.", "{#} now also trains {#}, and takes {#} as a sub tree instead of {#}.": "{#} forme désormais aussi {#}, et prend {#} comme arbre secondaire au lieu de {#}.", "{#} now also trains {#}.": "{#} forme désormais aussi {#}.", "{#} now take {#} as a sub tree instead of {#}.": "{#} prennent désormais {#} comme arbre secondaire au lieu de {#}.", "{#} now takes {#} as a sub tree instead of {#}.": "{#} prend désormais {#} comme arbre secondaire au lieu de {#}.", "{#} now train {#} instead of {#}, and also take {#} as a sub tree.": "{#} forment désormais {#} au lieu de {#}, et prennent aussi {#} comme arbre secondaire.", "{#} now train {#} instead of {#}, and no longer take {#} as a sub tree.": "{#} forment désormais {#} au lieu de {#}, et ne prennent plus {#} comme arbre secondaire.", "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#} forment désormais {#} au lieu de {#}, et prennent {#} comme arbre secondaire au lieu de {#}.", "{#} now train {#} instead of {#}.": "{#} forment désormais {#} au lieu de {#}.", "{#} now trains {#} instead of {#}, and also takes {#} as a sub tree.": "{#} forme désormais {#} au lieu de {#}, et prend aussi {#} comme arbre secondaire.", "{#} now trains {#} instead of {#}, and no longer takes {#} as a sub tree.": "{#} forme désormais {#} au lieu de {#}, et ne prend plus {#} comme arbre secondaire.", "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#} forme désormais {#} au lieu de {#}, et prend {#} comme arbre secondaire au lieu de {#}.", "{#} now trains {#} instead of {#}.": "{#} forme désormais {#} au lieu de {#}.", "{#} per (at {#})": "{#} par (à {#})", "{#} per energy ({#} energy)": "{#} par énergie ({#} énergie)", "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "{#} par énergie sur 1 cible, {#} sur {#} cibles ({#} énergie)", "{#} ready-made example characters, each authored from the game's own tables and legal in build {#} - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "{#} personnages d'exemple prêts à l'emploi, chacun créé à partir des tables du jeu et légal dans le build {#} - race sortie, un historique qui accorde les arbres de compétences affichés, équipement obtainable uniquement, et niveaux dans le plafond de build. Chaque statistique est calculée par le même moteur que le Character Builder utilise. « Ouvrir dans le builder » charge un build en tant que brouillon frais que vous pouvez modifier ; il n'est jamais enregistré sur vos propres builds.", "{#} removed": "{#} supprimé", "{#} rounds (free skill, no energy)": "{#} tours (compétence gratuite, pas d'énergie)", "{#} skill": "{#} compétence", "{#} skills": "{#} compétences", "{#} stress / in-game hour": "{#} stress / heure en jeu", "{#} text entries had their wording or punctuation tidied.": "{#} entrées de texte ont vu leur formulation ou leur ponctuation corrigée.", "{#} total": "{#} au total", "{#} updates": "{#} mises à jour", "{#} variant": "{#} variante", "{#} {#}": "{#} {#}", "{#} {#} / target": "{#} {#} / cible", "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "{#} {#} dégâts par cumul, chaque seconde, en ignorant la défense et les boucliers ({#}). Exemple : 10 cumuls = {#} {#} dégâts/seconde. La durée est définie par la compétence qui l'applique.", "{#}% HP - safe for now": "{#}% PV - sûr pour l'instant", "{#}% hit / {#}% crit each": "{#}% toucher / {#}% critique chacun", "{#}% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is {#} damage every 10 seconds. Duration is set by the applying skill.": "{#}% des PV max de la cible en dégâts sans type toutes les 10 secondes, en ignorant la défense. Ne se cumule pas ; dépend des PV max de la cible, pas de la puissance d'attaque du lanceur. Exemple : sur une cible de 500 PV, cela représente {#} dégâts toutes les 10 secondes. La durée est définie par la compétence qui l'applique.", "{#}, radius {#}": "{#}, rayon {#}", "{#}, {#} hits": "{#}, {#} coups", "{#}/energy": "{#}/énergie", "{#}s cooldown": "{#}s de recharge", "{#}x the median {#} active per cast": "{#}x la médiane {#} actives par lancer", "{#}x{#} floor ({#} tiles)": "sol {#}x{#} ({#} tuiles)", "{0} : least일 때 능력치 상승 배율 {1} : ordinary일 때 능력치 상승 배율 {2} : plentiful일 때 능력치 상승 배율": "{0} : least일 때 능력치 상승 배율 {1} : ordinary일 때 능력치 상승 배율 {2} : plentiful일 때 능력치 상승 배율", "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율성은 낮아지도록 의도함. (241129 노트) Least 능력치 상승 배율: 1 소모 수량 배율: 0.5 트레이드오프 비율(효율성): 2 Ordinary 능력치 상승 배율: 1.2 소모 수량 배율: 1 트레이드오프 비율(효율성): 1.2 Plentiful 능력치 상승 배율: 1.5 소모 수량 배율: 2 트레이드오프 비율(효율성): 0.75": "{0} : multiplicateur d'augmentation de la quantité d'objets requis (généralement des pierres de mana) pour least. {1} : multiplicateur pour ordinary. {2} : multiplicateur pour plentiful. PS : plus on choisit une bonne option, plus l'efficacité de la consommation de pierres de mana par rapport à l'augmentation des caractéristiques est faible (intentionnel). (note 241129) Least : multiplicateur d'augmentation des caractéristiques : 1, multiplicateur de quantité consommée : 0.5, ratio de compromis (efficacité) : 2. Ordinary : multiplicateur d'augmentation des caractéristiques : 1.2, multiplicateur de quantité consommée : 1, ratio de compromis (efficacité) : 1.2. Plentiful : multiplicateur d'augmentation des caractéristiques : 1.5, multiplicateur de quantité consommée : 2, ratio de compromis (efficacité) : 0.75.", "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율은 낮아지도록 밸런싱에 의도함.": "{0} : multiplicateur d'augmentation de la quantité d'objets requis (généralement des pierres de mana) pour least {1} : multiplicateur pour ordinary {2} : multiplicateur pour plentiful PS : l'équilibrage vise à ce que plus on choisit une bonne option, plus l'efficacité de la consommation de pierres de mana par rapport au gain de statistiques diminue.", "{0} : 레벨1 기준 시작 보조 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0} : points de compétence secondaires de départ au niveau 1 (dans la feuille Status, les points de compétence sont indicatifs et sans effet s'ils sont modifiés, donc gérés séparément ici).", "{0} : 레벨1 기준 시작 주요 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0} : points de compétence principaux de départ au niveau 1 (dans la feuille Status, les points de compétence sont indicatifs et sans effet s'ils sont modifiés, donc gérés séparément ici).", "{0} : 모집의 후보가 갱신되는 분 단위 시간 구간 NOTE : 당분간은 테스트 편의를 위해 50으로 해둡니다. 나중에 수정 필요.": "{0} : intervalle de temps en minutes pour le renouvellement des candidats de recrutement. NOTE : réglé à 50 pour l'instant par commodité de test. À modifier plus tard.", "{0} Construction :": "{0} Construction :", "{0} beckons you over.": "{0} vous fait signe de vous rapprocher.", "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood. The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment. After examining the area, {0} speaks in a low voice. \"It looks like someone performed a ritual here. But... I don't think they ever completed it.\" The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air. \"Captain... If we interfere carelessly, we may end up just like this person.\"": "{0} vous fait signe de vous rapprocher. Dans un espace étroit caché derrière le mur, un squelette gît effondré. Il reste figé en place, une main tendue vers quelque chose hors de portée. Le sol environnant est couvert de couches et de couches de motifs complexes et d'écritures indéchiffrables. Au centre du cercle se trouvent un ancien encensoir et des pierres de mana tachées de sang séché. Le rituel semble être terminé, mais la scène donne l'impression troublante qu'il s'est arrêté au tout dernier moment. Après avoir examiné la zone, {0} parle à voix basse. \"On dirait que quelqu'un a effectué un rituel ici. Mais... je ne pense pas qu'ils l'aient jamais terminé.\" L'odeur métallique faible du sang - du sang qui aurait dû disparaître il y a longtemps - flotte toujours dans l'air. \"Capitaine... Si nous intervenons sans réfléchir, nous pourrions finir comme cette personne.\"", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.": "{0} a commencé chaque jour avec le soufflet et le son du martelage. Même dans une chaleur étouffante, ses mains restaient fermes, et ils ont étudié la surface du métal pendant longtemps pour qu'aucune fissure ne s'échappe. Au fil des années, ils ont réagi plus vite au son du métal qu'aux paroles des gens.", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...": "{0} a commencé chaque jour avec le soufflet et le son du martelage. Même dans une chaleur étouffante, ses mains restaient fermes, et ils ont étudié la surface du métal pendant longtemps pour qu'aucune fissure ne...", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.": "{0} s'avance prudemment plus loin, endurer les piqûres répétées des épines.", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns. Before long, after searching through the narrow crevice, they manage to find something. \"Hmm... this is...\"": "{0} s'avance prudemment plus loin, endurer les piqûres répétées des épines. Peu de temps après, après avoir cherché dans la crevasse étroite, ils parviennent à trouver quelque chose. \"Hmm... c'est...\"", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.": "{0} touche prudemment les commandes de l'appareil, qui commence à s'éveiller avec une légère vibration.", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration. \"Hummm...\" The catalyst inside the vessel churns, and the intricate mana circuits flicker back to life one by one. For a brief moment, {0} is struck by a powerful flash of insight, as though they have grasped the principles governing the flow of mana. But then the entire device begins to shake violently. \"Bzzzt... Bzzt!\" The next instant, the device shatters, spraying corrupted catalyst in every direction.": "{0} touche prudemment les commandes de l'appareil, qui commence à s'éveiller avec une légère vibration. « Hmmmm... » Le catalyseur à l'intérieur du récipient remue, et les circuits de mana délicats reprennent vie un par un. Pour un bref instant, {0} est frappé par un flash d'intuition puissant, comme s'il avait saisi les principes régissant la circulation du mana. Mais alors l'appareil entier commence à trembler violemment. « Bzzzt... Bzzt ! » L'instant d'après, l'appareil se brise, projetant du catalyseur corrompu dans toutes les directions.", "{0} circles the device, carefully removing each part that still appears intact.": "{0} tourne autour de l'appareil, enlevant prudemment chaque pièce qui semble encore intacte.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.": "{0} ne pouvait jamais passer facilement devant des escaliers qui grincent ou un cadre de porte tordu. Ils traçaient des lignes à la craie, vérifiaient les mesures et continuaient à marteler jusqu'à ce qu'une structure instable retrouve sa place. Au fil des années, réparer les choses avec ses mains devint bien plus familier que de les réparer avec des paroles.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...": "{0} ne pouvait jamais passer facilement devant des escaliers qui grincent ou un cadre de porte tordu. Ils traçaient des lignes à la craie, vérifiaient les mesures et continuaient à marteler jusqu'à ce...", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.": "{0} s'accroupit et rampe dans le trou étroit. Un court instant plus tard, {0} émerge en portant quelque chose dans ses bras.", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms. \"This looks fairly useful.\"": "{0} s'accroupit et rampe dans le trou étroit. Un court instant plus tard, {0} émerge en portant quelque chose dans ses bras. \"Cela semble plutôt utile.\"", "{0} crouches down, crawls deep into the hole, and begins searching every corner.": "{0} se baisse, rampe profondément dans le trou et commence à fouiller tous les coins.", "{0} doesn't have enough amount of {1} in inventory.": "{0} n'a pas assez de {1} dans l'inventaire.", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...": "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking cups, and before a quarrel could break out, they turned attention aside with a single joke. As the years passed, they came to feel more at ease in a noisy hall than in a quiet room.": "{0} se souvenait facilement des commandes des réguliers et des accents des voyageurs. Ils se déplaçaient rapidement à travers les chansons bruyantes et les tasses qui s'entrechoquaient, et avant qu'une dispute ne soit éclatée, ils détournaient l'attention avec une seule blague. Au fil des années, ils en vinrent à se sentir plus à l'aise dans une salle bruyante que dans une pièce calme.", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...": "{0} a trouvé des pages déchirées et des notes scellées cachées parmi les vieux rayons. Les mises en garde contre leur lecture n'ont fait que les rapprocher, et même les nuits où des murmures inconnus", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th": "{0} a trouvé des pages déchirées et des notes scellées cachées parmi les vieux rayons. Les mises en garde contre leur lecture n'ont fait que les rapprocher, et même les nuits où des murmures inconnus atteignaient leurs oreilles,", "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0} a été suspect depuis son retour. Vous ne pouvez toujours pas lui faire confiance !", "{0} has joined expedition clan.": "{0} a rejoint le clan d'expédition.", "{0} hears something moving quickly through the nearby bushes. Soon after, they rummage around eagerly and bring back som...": "{0} hears something moving quickly through the nearby bushes. Soon after, they rummage around eagerly and bring back som...", "{0} hears something moving swiftly through the nearby bushes.": "{0} entend quelque chose qui se déplace rapidement dans les buissons à proximité.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.": "{0} entend quelque chose qui se déplace rapidement à travers les arbustes à proximité. Après avoir fouillé pendant un moment, ils attrapent finalement quelque chose de suspect et te l'apportent. « Sshhhhk ! » La créature étrange, ressemblant à un paquet de feuilles, se débat sans aide dans l'emprise de {0} avant de finalement abandonner. « Commandant, que devrions-nous faire avec ceci ? » D'après ce que tu peux dire, la minuscule créature ne semble pas particulièrement dangereuse.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\"</colo": "{0} entend quelque chose se déplacer rapidement dans les buissons proches. Après avoir cherché pendant un moment, ils attrappent finalement quelque chose de suspect et vous l'apportent. \"Sshhhhk !\"</colo", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought ...": "{0} a chassé les serpents à travers le marais, se glissant dans les fissures étroites, goûtant l'air, et lisant les mouvements d'un serpent avec le bout de ses doigts. Leurs compétences ont apporté", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides": "{0} a chassé les serpents à travers le marais, se glissant dans les fissures étroites, goûtant l'air, et lisant les mouvements d'un serpent avec le bout de ses doigts. Leurs compétences ont apporté du venin et des peaux", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el...": "{0} est connu comme un maître de l'artisanat de petite échelle délicate. L'armure et les ornements façonnés au bout des doigts étaient à la fois beaux et solides, convoités par beaucoup. L'artisanat", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe": "{0} est connu comme un maître de l'artisanat de petite échelle délicate. L'armure et les ornements façonnés au bout des doigts étaient à la fois beaux et solides, convoités par beaucoup. L'artisanat a élevé la tribu", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra...": "{0} est connu comme un maître de l'artisanat de petite échelle délicate. L'armure et les ornements façonnés par ces mains étaient beaux, puissants et convoités par beaucoup. Leur", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr": "{0} est connu comme un maître de l'artisanat de petite échelle délicate. L'armure et les ornements façonnés par ces mains étaient beaux, puissants et convoités par beaucoup. Leur artisanat a élevé la tr", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.": "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...": "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...", "{0} looks a bit sheepish, then decides to keep the curious creature with them.": "{0} looks a bit sheepish, then decides to keep the curious creature with them.", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...": "{0} n'a jamais oublié le moment où la peur a mû son corps avant tout ordre. La nuit où ils ont fui à travers la terre humide, l'arme dans sa main devint plus lourde à chaque pas, et...", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.": "{0} n'a jamais oublié le moment où la peur a mû son corps avant tout ordre. La nuit où ils ont fui à travers la terre humide, l'arme dans sa main devint plus lourde à chaque pas, et même un seul pas faisait couler son cœur. La survie a laissé une ombre plus longue que le soulagement ne pourrait jamais le faire.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.": "{0} n'a jamais oublié ce que chaque saison exigeait. Il a passé ses journées à replanter de jeunes pousses, à enlever les feuilles malades et à tailler les vignes qui avaient grandi sur les clôtures. Parce qu'il était habitué à un travail dont les résultats n'apparaissaient qu'après une longue attente, il n'était pas facilement ébranlé par les demandes urgentes.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...": "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.": "{0} a souvent trouvé la réponse avant que quelqu'un ne lui enseigne comment. Il comprenait rapidement les règles complexes et ne peinait rarement longtemps, même avec les tâches difficiles. Au fil des années, il a appris à cacher les erreurs avant d'apprendre à en faire.", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...": "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.": "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...": "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...", "{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several...": "{0} se fraye un chemin à travers les vignes collantes et s'aventure plus profondément. Peu de temps après, ils se débattent pour en sortir avec plusieurs...", "{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.": "{0} retire rapidement sa main de douleur, puis se tourne vers toi avec un regard légèrement rancunier.", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...": "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.": "{0} se souvenait des soldats et des fonctionnaires qui se mouvaient autrefois en son nom. Maintenant, il devait s'occuper même d'un petit paquet de biens par lui-même, mais même sur la route, il remarquait d'abord le port des gens et l'ordre d'un endroit. Même au fil des années, l'effondrement de ses responsabilités pesait plus lourd que sa station abaissée.", "{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn t...": "{0} fouille autour du cercle rituel et récupère soigneusement tout ce qui semble encore utile. Mais juste au moment où ils se tournent t...", "{0} seconds the corresponding Mood lasts after eating food in a room": "{0} secondes de durée de l'humeur correspondante après avoir mangé dans une salle", "{0} seconds the corresponding Mood lasts after sleeping in a bed": "{0} secondes de durée de l'humeur correspondante après avoir dormi dans un lit", "{0} seconds the corresponding Mood lasts after sleeping in a room": "{0} secondes de durée de l'humeur correspondante après avoir dormi dans une salle", "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "{0} secondes de durée de l'humeur correspondante après avoir dormi par terre PS : à vitesse 1x, 1 heure de jeu = 45 secondes réelles.", "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0} semblait suspect, mais vous avez décidé que {1}, qui avait essayé de voler, était pire finalement.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.": "{0} a passé longtemps à enregistrer la suie et les gouttelettes gelées laissées par les sortilèges échoués. Le feu s'est propagé quand il était précipité, le vent a glissé de la main quand il était forcé, et la terre ne répondait pas facilement à ceux qui se précipitaient. La prudence apprise de cette manière a aidé à contrôler le pouvoir, mais cela l'a aussi rendu excessivement prudent face aux situations inconnues.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...": "{0} a passé longtemps à enregistrer la suie et les gouttelettes gelées laissées par les sortilèges échoués. Le feu s'est propagé quand il était précipité, le vent a glissé...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...": "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.": "{0} a passé plus de temps dans les ports lointains et les marchés étrangers que dans les salles de banquet. Ils ont recherché les registres laissés par les savants, ont noté les paroles des guides locaux, et se sont facilement enthousiasmés par les espaces vierges laissés sur les cartes. Au fil des années, ils en vinrent à regretter davantage les paysages inconnus que les conforts familiers.", "{0} struggles and looks up at you desperat...": "{0} lutte et vous regarde désespérément", "{0} terminée": "{0} terminée", "{0} terminée - name": "{0} terminée - name", "{0} thanks you for your trust.": "{0} vous remercie de votre confiance.", "{0} ticks the corresponding effect lasts at the temple, depending on quality": "{0} ticks de durée de l'effet correspondant au temple, selon la qualité", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...": "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.": "{0} a marché sur le même itinéraire encore et encore chaque nuit profonde. Ils vérifiaient les foyers froids, écoutaient les disputes derrière les tavernes, et combattaient le sommeil jusqu'à ce que la cloche de l'aube sonne. Au fil des années, ils ont commencé à remarquer d'abord les silences étranges, même dans les rues calmes.", "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ~ Lourd ~ {1} ~ Très lourd ~ {2} ~ Ne peut pas porter", "{0}'s ID: {1}": "ID de {0} : {1}", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...": "{0}'s équipement était marqué par des morsures et des griffures. Ils ont réuni les courroies de cuir déchirées, redressé les pointes de lances courbées, et ont retenu leur souffle jusqu'aux", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon": "{0}'s équipement était marqué par des morsures et des griffures. Ils ont réuni les courroies de cuir déchirées, redressé les pointes de lances courbées, et ont retenu leur souffle jusqu'aux cris du mo", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands.": "{0}, nouvellement nommé commandant adjoint, accepte respectueusement les insignes que vous présentez à deux mains.", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard ag": "{0}, nouvellement nommé commandant adjoint, accepte respectueusement les insignes que vous présentez à deux mains. Ils se tournent alors face aux membres de l'expédition avec un air triomphal, fouettant leur queue", "{0}, who had been discussing expedition operations with you, carefully speaks up. \"Commander, how about we ask the guil...": "{0}, qui discutiez des opérations d'expédition avec vous, parle attentivement. \"Commandant, et si on demandait à la guil...", "{0}: Discount percentage applied when the player sells (e.g., if 50, a resource worth 120 gold can only be sold for 60 gold;)": "{0} : Pourcentage de remise appliqué lorsque le joueur vend (p. ex., si 50, une ressource valant 120 pièces d'or ne peut être vendue que 60 pièces d'or ;)", "{0}: Hold": "{0} : Maintenir", "{0}: Maximum level a unit can reach": "{0} : Niveau maximum qu'une unité peut atteindre", "{0}: Maximum level a unit can reach in the current build": "{0} : Niveau maximum qu'une unité peut atteindre dans le build actuel", "{0}: Minimum increase {1}: Maximum increase": "{0} : Augmentation minimale {1} : Augmentation maximale", "{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation": "{0} : Nombre minimum de Caractéristiques de personnalité attachées à une unité lors de la génération des candidats au recrutement", "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0} : Nombre minimum d'arbres de compétences secondaires attachés à une unité lors de la génération des candidats au Recrutement", "{0}: Multiplier for required item (usually Mana Stone) quantity increase when Least {1}: Multiplier for required item (usually Mana Stone) quantity increase when Ordinary {2}: Multiplier for required item (usually Mana Stone) quantity increase when Plentiful PS: Intended so that the better the option chosen, the lower the Mana Stone consumption efficiency relative to the stat increase. (241129 note) Least Stat increase multiplier: 1 Consumption quantity multiplier: 0.5 Trade-off ratio (efficiency): 2 Ordinary Stat increase multiplier: 1.2 Consumption quantity multiplier: 1 Trade-off ratio (efficiency): 1.2 Plentiful Stat increase multiplier: 1.5 Consumption quantity multiplier: 2 Trade-off ratio (efficiency): 0.75": "{0} : Multiplicateur d'augmentation de la quantité d'objet requis (généralement Pierre de mana) pour Minime {1} : Multiplicateur d'augmentation de la quantité d'objet requis (généralement Pierre de mana) pour Ordinaire {2} : Multiplicateur d'augmentation de la quantité d'objet requis (généralement Pierre de mana) pour Abondant PS : Conçu pour que, meilleure est l'option choisie, plus faible est l'efficacité de consommation de Pierre de mana relative à l'augmentation de stat. (note 241129) Minime Multiplicateur d'augmentation de stat : 1 Multiplicateur de quantité consommée : 0.5 Ratio de compromis (efficacité) : 2 Ordinaire Multiplicateur d'augmentation de stat : 1.2 Multiplicateur de quantité consommée : 1 Ratio de compromis (efficacité) : 1.2 Abondant Multiplicateur d'augmentation de stat : 1.5 Multiplicateur de quantité consommée : 2 Ratio de compromis (efficacité) : 0.75", "{0}: Number of Inscriptions randomly presented on level up": "{0} : Nombre d'Inscriptions présentées aléatoirement lors du passage de niveau", "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0} : Probabilité d'accorder une Caractéristique de personnalité supplémentaire lors de la génération des candidats au recrutement (en théorie, cela peut se répéter indéfiniment)", "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0} : Probabilité d'accorder un arbre de compétences secondaire supplémentaire lors de la génération des candidats au Recrutement (en théorie, cela peut se répéter indéfiniment)", "{0}: Required item (usually Mana Stones) quantity increase multiplier for 'least' {1}: Required item (usually Mana Stones) quantity increase multiplier for 'ordinary' {2}: Required item (usually Mana Stones) quantity increase multiplier for 'plentiful' PS: Intended as balancing so that the better option you pick, the lower the efficiency of Mana Stone consumption relative to the stat increase.": "{0} : Multiplicateur d'augmentation de quantité d'objet requis (généralement Pierres de mana) pour « minime » {1} : Multiplicateur d'augmentation de quantité d'objet requis (généralement Pierres de mana) pour « ordinaire » {2} : Multiplicateur d'augmentation de quantité d'objet requis (généralement Pierres de mana) pour « abondant » PS : Conçu comme équilibrage pour que, meilleure est l'option choisie, plus faible est l'efficacité de consommation de Pierre de mana relative à l'augmentation de stat.", "{0}: Starting primary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0} : Points de compétence primaire de départ au niveau 1 (les points de compétence de la feuille de Statut sont uniquement à titre de référence et n'ont aucun effet s'ils sont modifiés, ils sont donc gérés séparément ici)", "{0}: Starting secondary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0} : Points de compétence secondaire de départ au niveau 1 (les points de compétence de la feuille de Statut sont uniquement à titre de référence et n'ont aucun effet s'ils sont modifiés, ils sont donc gérés séparément ici)", "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0} : Multiplicateur d'augmentation de statistique quand Moindre {1} : Multiplicateur d'augmentation de statistique quand Ordinaire {2} : Multiplicateur d'augmentation de statistique quand Abondant", "{0}: Time interval (in minutes) at which Recruitment candidates refresh NOTE: Set to 50 for now for testing convenience. Needs to be adjusted later.": "{0} : Intervalle de temps (en minutes) auquel les candidats au Recrutement se rafraîchissent NOTE : Réglé à 50 pour l'instant pour la commodité des tests. À ajuster plus tard.", "{0}: Time interval (in minutes) at which trade offers refresh": "{0} : Intervalle de temps (en minutes) auquel les offres de commerce se rafraîchissent", "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 아이템의 수량(FloatValues), 아이템의 종류(StringValues) HW 250905 : 원래 3->4렙 가는게 LowGrade 로 되는데, 알파 데모에서는 막아둠. 이후에는 다시 LowGrade가 되도록 수정 필요.": "{0}~{11} : quantité d'objets requise (FloatValues) et type d'objet (StringValues) pour monter de niveau à chaque niveau (1~12). HW 250905 : à l'origine le passage du niveau 3 au 4 utilisait LowGrade, mais c'est bloqué dans la démo alpha. À rétablir en LowGrade par la suite.", "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 최대 경험치 량 PS : 다항식 증가형 -> 경험치=a×(Level^b)+c 방식을 따르도록 설정. 현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 첫 탐사 끝내고 오면 2렙 갈 수 있도록 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.": "{0}~{11} : quantité maximale d'expérience requise pour monter de niveau à chaque niveau (1~12). PS : croissance polynomiale -> configuré selon expérience=a×(Level^b)+c. Formule actuellement appliquée = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE). Pour pouvoir atteindre le niveau 2 après la première exploration, seul le niveau 1 utilise exceptionnellement 30 au lieu de 48 dans cette formule.", "{0}~{11} : 모집 유닛의 1~12까지 레벨의 기준 취급 가격 NOTE : 공식 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개 12렙 때는 맨몸 유닛 == 미스릴 갑옷 3개 게임 초반에는 유닛의 상대 가치가 낮음 (왜냐면, 죽으면 다시 뽑아서 쓸 수 있도록 해야하므로) 게임 후반에는 유닛의 상대 가치가 다시 점점 높아짐": "{0}~{11} : prix de référence pour les unités de recrutement du niveau 1 à 12. NOTE : formule Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7. Intention -> en valeur de référence, au niveau 1 une unité nue == 2 armures en bois, au niveau 12 une unité nue == 3 armures en mithril. En début de partie la valeur relative des unités est faible (car il faut pouvoir en recruter de nouvelles si elles meurent). En fin de partie la valeur relative des unités remonte progressivement.", "{0}~{11}: Base handling price for Recruitment units at levels 1 through 12 NOTE: Formula Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intent -> When comparing base value, a bare unit at level 1 == 2 wooden armors At level 12, a bare unit == 3 mithril armors Early in the game, a unit's relative value is low (because units should be re-recruitable when they die) Late in the game, a unit's relative value gradually rises again": "{0}~{11} : Prix de traitement de base pour les unités de Recrutement aux niveaux 1 à 12 NOTE : Formule Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intention -> En comparant la valeur de base, une unité nue au niveau 1 == 2 armures en bois Au niveau 12, une unité nue == 3 armures en mithril En début de partie, la valeur relative d'une unité est faible (car les unités devraient être re-recrutables lorsqu'elles meurent) En fin de partie, la valeur relative d'une unité remonte progressivement", "{0}~{11}: Max experience required to level up at each level (1-12) PS: Set to follow a polynomial growth pattern -> EXP = a×(Level^b)+c. Current formula applied = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) So that players can reach level 2 right after finishing their first expedition, level 1 is an exception to this formula, using 30 instead of 48.": "{0}~{11} : Expérience max requise pour monter de niveau à chaque niveau (1-12) PS : Réglé pour suivre une croissance polynomiale -> EXP = a×(Level^b)+c. Formule actuellement appliquée = 60.9499⋅level^2.03 + 0.3528 (MISE À JOUR 260212) Ainsi les joueurs peuvent atteindre le niveau 2 juste après leur première expédition, le niveau 1 est une exception à cette formule, utilisant 30 au lieu de 48.", "{0}~{11}: Quantity of items required to level up at each level (1-12) (FloatValues), item type (StringValues) HW 250905: Originally, going from level 3->4 uses LowGrade, but this is disabled in the alpha demo. Needs to be changed back to LowGrade afterward.": "{0}~{11} : Quantité d'objets requise pour monter de niveau à chaque niveau (1-12) (FloatValues), type d'objet (StringValues) HW 250905 : À l'origine, passer du niveau 3->4 utilise LowGrade, mais c'est désactivé dans la démo alpha. À rétablir en LowGrade par la suite.", "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1} : Plage de la variance de pourcentage aléatoire qui affecte finalement le prix (min~max)", "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1} : Plage de la somme totale possible lorsque tous les Talents sont additionnés (min~max)", "{0}~{3} : 각 레벨이 되었을 때 각인을 새로 1개 습득함 >> OUTDATE : 이제는 매 레벨 얻는걸로 기획이 변경되었음.": "{0}~{3} : acquiert 1 nouvelle inscription à chaque niveau atteint. >> OBSOLÈTE : le design a changé, on en obtient désormais à chaque niveau.", "{0}~{3} : 등장하는 각인 특성의 확률 가중치 일반~전설. 실제 동작상 필수적이진 않지만 확률 파악 편의를 위해 총합 1000이 되도록 맞춰서 기입 바람(int값이어야한다).": "{0}~{3} : poids de probabilité des traits d'inscription apparaissant, de commun à légendaire. Pas strictement nécessaire au fonctionnement, mais veuillez saisir de sorte que le total fasse 1000 pour faciliter la lecture des probabilités (doit être une valeur int).", "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3} : Prix de traitement de base pour les traits d'Inscription de Commun à Légendaire accordés aux unités de Recrutement", "{0}~{3}: Gain 1 new Inscription upon reaching each level >> OUTDATED: Design has since been changed so that one is gained every level.": "{0}~{3} : Gagne 1 nouvelle Inscription en atteignant chaque niveau >> OBSOLÈTE : Le design a depuis été changé pour qu'une soit gagnée à chaque niveau.", "{0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value).": "{0}~{3} : Poids de probabilité d'apparition des traits d'Inscription, de Commun à Légendaire. Pas strictement requis pour le comportement réel, mais veuillez régler les valeurs pour qu'elles totalisent 1000, pour un suivi plus facile des probabilités (doit être une valeur entière).", "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.": "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.", "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "Confère [AFFECTER_ReflectMelee] et [AFFECTER_ReflectRange] pendant {0} secondes.", "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "Confère [AFFECTER_Stealth] pendant {0} secondes.", "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "Confère {1} [AFFECTER_Shell] pendant {0} secondes.", "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/": "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/", "~0-2% / room": "~0-2% / salle", "~1-100% / room": "~1-100% / salle", "~1-7% / room": "~1-7% / room", "~1-8% / room": "~1-8% / salle", "~100% / room": "~100% / salle", "~12-100% / room": "~12-100% / salle", "~16% / room": "~16% / room", "~16-18% / room": "~16-18% / salle", "~16-46% / room": "~16-46% / room", "~17% / room": "~17% / salle", "~17-50% / room": "~17-50% / salle", "~19% / room": "~19% / room", "~19-46% / room": "~19-46% / room", "~2-100% / room": "~2-100% / salle", "~2-25% / room": "~2-25% / salle", "~2-4% / room": "~2-4% / salle", "~21% / room": "~21% / salle", "~21-50% / room": "~21-50% / salle", "~24-26% / room": "~24-26% / salle", "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - commentaires de dev, champs réservés à l'éditeur, remaniements de localisation coréenne", "~3-24% / room": "~3-24% / room", "~3-46% / room": "~3-46% / room", "~3-50% / room": "~3-50% / salle", "~3-8% / room": "~3-8% / salle", "~4% / room": "~4% / salle", "~44% / room": "~44% / salle", "~46% / room": "~46% / room", "~5-6% / room": "~5-6% / pièce", "~50% / room": "~50% / salle", "~50% reflected": "~50% renvoyé", "~6-7% / room": "~6-7% / room", "~7% / room": "~7% / salle", "~7-8% / room": "~7-8% / salle", "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - commentaires dev, champs réservés à l'éditeur, changements de localisation coréenne", "~8-100% / room": "~8-100% / salle", "~8-25% / room": "~8-25% / salle", "~9-91% / room": "~9-91% / salle", "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0} : Très mécontent {0}~{1} : Mécontent {1}~{2} : Normal {2}~(3) : Content {3}~ : Très content", "« -Screeeeech !! »": "« -Screeeeech !! »", "« ... Hmph. »": "« ... Hmph. »", "« ......Ha. »": "« ......Ha. »", "« ......Hah. »": "« ......Hah. »", "« ...Alors, que devons-nous faire maintenant, Commandant ? »": "« ...Alors, que devons-nous faire maintenant, Commandant ? »", "« ...Grâce à vous, mes recherches ont considérablement progressé. »": "« ...Grâce à vous, mes recherches ont considérablement progressé. »", "« ...Je l'admets. Juste un peu. »": "« ...Je l'admets. Juste un peu. »", "« ...Les gens de l'Expédition de la guilde ne sont guère dignes de confiance. Faibles, jusqu'au dernier. »": "« ...Les gens de l'Expédition de la guilde ne sont guère dignes de confiance. Faibles, jusqu'au dernier. »", "« ...Qu'est-ce que c'est que ça. »": "« ...Qu'est-ce que c'est que ça. »", "« ...Quoi ? Tu es fou ? »": "« ...Quoi ? Tu es fou ? »", "« Aaaah ! »": "« Aaaah ! »", "« Agh ! »": "« Agh ! »", "« Ahhh... alors tu seras comblé de plaisir ! »": "« Ahhh... alors tu seras comblé de plaisir ! »", "« Allons, allons, ne soyez pas comme ça. Quoi qu'il en soit, le soutien que vous recevrez désormais sera différent. Mais naturellement, nous attendrons des résultats à la hauteur. »": "« Allons, allons, ne soyez pas comme ça. Quoi qu'il en soit, le soutien que vous recevrez désormais sera différent. Mais naturellement, nous attendrons des résultats à la hauteur. »", "« Alors c'était vrai. Hm... Franchement, je pensais que vous finiriez par perdre courage et prendre la fuite. »": "« Alors c'était vrai. Hm... Franchement, je pensais que vous finiriez par perdre courage et prendre la fuite. »", "« Alors la souffrance sera votre compagne ! »": "« Alors la souffrance sera votre compagne ! »", "« Alors pourquoi s'être fixé un tel objectif au départ ? »": "« Alors pourquoi s'être fixé un tel objectif au départ ? »", "« Alors suis mon conseil : mieux vaut affûter ta compétence que ton orgueil. »": "« Alors suis mon conseil : mieux vaut affûter ta compétence que ton orgueil. »", "« Avec cette balance, vous pouvez officiellement établir une chambre de commerce. Une fois construite, un marchand de la guilde sera envoyé pour la gérer. »": "« Avec cette balance, vous pouvez officiellement établir une chambre de commerce. Une fois construite, un marchand de la guilde sera envoyé pour la gérer. »", "« Bien sûr, vous vous en sortez déjà tous très bien. Mais si nous voulons obtenir des résultats lors des prochaines expéditions, il faudra adopter une approche plus proactive. En particulier, avoir un objectif clair devrait nous aider. »": "« Bien sûr, vous vous en sortez déjà tous très bien. Mais si nous voulons obtenir des résultats lors des prochaines expéditions, il faudra adopter une approche plus proactive. En particulier, avoir un objectif clair devrait nous aider. »", "« Bien sûr. Je sais à quel point vous avez tous travaillé dur. Utilisez ces pièces pour alléger un moment vos fardeaux, puis revenez avec des forces renouvelées. »": "« Bien sûr. Je sais à quel point vous avez tous travaillé dur. Utilisez ces pièces pour alléger un moment vos fardeaux, puis revenez avec des forces renouvelées. »", "« Bien. Cela devrait suffire pour vérifier mon hypothèse. »": "« Bien. Cela devrait suffire pour vérifier mon hypothèse. »", "« Bon, au moins, vous n'avez pas fini en pâture pour le Mawmurk. Quoique... je parierais que la chance y est pour plus que la compétence. »": "« Bon, au moins, vous n'avez pas fini en pâture pour le Mawmurk. Quoique... je parierais que la chance y est pour plus que la compétence. »", "« Bon... très bien. Si c'est mourir horriblement que tu veux... »": "« Bon... très bien. Si c'est mourir horriblement que tu veux... »", "« Bwoooong- »": "« Bwoooong- »", "« Capitaine d'expédition, je prépare une évaluation de votre gestion récente de l'expédition. »": "« Capitaine d'expédition, je prépare une évaluation de votre gestion récente de l'expédition. »", "« Capitaine, il y a d'étranges marques ici. »": "« Capitaine, il y a d'étranges marques ici. »", "« Capitaine... Si nous intervenons imprudemment, nous pourrions finir comme cette personne. »": "« Capitaine... Si nous intervenons imprudemment, nous pourrions finir comme cette personne. »", "« Ce n'est pas comme si j'avais déjà eu une raison de m'occuper moi-même d'un truc pareil. »": "« Ce n'est pas comme si j'avais déjà eu une raison de m'occuper moi-même d'un truc pareil. »", "« Ce truc ne meurt pas si facilement. N'invente pas des histoires juste pour te faire valoir. »": "« Ce truc ne meurt pas si facilement. N'invente pas des histoires juste pour te faire valoir. »", "« Ces créatures n'ont rien à voir avec la recherche intellectuelle. Elles sont stupides et répugnantes ! Hum... De quoi est-ce que je parlais, déjà ? »": "« Ces créatures n'ont rien à voir avec la recherche intellectuelle. Elles sont stupides et répugnantes ! Hum... De quoi est-ce que je parlais, déjà ? »", "« Ces monstres font vraiment toutes sortes de choses, pas vrai ? »": "« Ces monstres font vraiment toutes sortes de choses, pas vrai ? »", "« Cette chose n'est pas un monstre ordinaire. Va le provoquer à la légère, et il ne restera même pas assez de toi pour t'enterrer. »": "« Cette chose n'est pas un monstre ordinaire. Va le provoquer à la légère, et il ne restera même pas assez de toi pour t'enterrer. »", "« Cette fois, je dois voir un spécimen vivant de mes propres yeux. »": "« Cette fois, je dois voir un spécimen vivant de mes propres yeux. »", "« Commandant, je ne pense pas qu'il y ait vraiment quoi que ce soit là-dedans... »": "« Commandant, je ne pense pas qu'il y ait vraiment quoi que ce soit là-dedans... »", "« Comment des spores aussi minuscules peuvent-elles affaiblir à ce point un être vivant... ? »": "« Comment des spores aussi minuscules peuvent-elles affaiblir à ce point un être vivant... ? »", "« Compris, commandant. Je vois votre sincérité. Nous tiendrons encore un peu. »": "« Compris, commandant. Je vois votre sincérité. Nous tiendrons encore un peu. »", "« Eh bien, le Commandant a sûrement un plan solide. »": "« Eh bien, le Commandant a sûrement un plan solide. »", "« Eh bien, tiens donc. C'est vous le Commandant ici ? Quelle coïncidence... »": "« Eh bien, tiens donc. C'est vous le Commandant ici ? Quelle coïncidence... »", "« Et où avez-vous trouvé tout ça, exactement ? »": "« Et où avez-vous trouvé tout ça, exactement ? »", "« Et si le": "« Et si le", "« Hahaha ! Car la cupidité elle-même ne connaît pas de fin ! »": "« Hahaha ! Car la cupidité elle-même ne connaît pas de fin ! »", "« Hmm... c'est... »": "« Hmm... c'est... »", "« Hmm... si vous le dites... »": "« Hmm... si vous le dites... »", "« Hé, j'ai de belles marchandises ici. Ça vous dit d'y jeter un œil ? »": "« Hé, j'ai de belles marchandises ici. Ça vous dit d'y jeter un œil ? »", "« Il existe un insecte suceur de sang que les chamans gobelins semblent transporter avec eux et chérir pour une raison qui m'échappe. »": "« Il existe un insecte suceur de sang que les chamans gobelins semblent transporter avec eux et chérir pour une raison qui m'échappe. »", "« Il n'y a aucune honte à avoir peur, notez-le bien. Même si, pour ma part, cela ne m'est guère utile. »": "« Il n'y a aucune honte à avoir peur, notez-le bien. Même si, pour ma part, cela ne m'est guère utile. »", "« Il semble qu'il nous faille une nouvelle approche pour définir et atteindre nos objectifs d'expédition. »": "« Il semble qu'il nous faille une nouvelle approche pour définir et atteindre nos objectifs d'expédition. »", "« Il semble que j'entende parler de votre groupe un peu partout ces derniers temps. »": "« Il semble que j'entende parler de votre groupe un peu partout ces derniers temps. »", "« Ils crachent de l'acide, et pourtant leurs propres corps ne se dissolvent pas. Fascinant, n'est-ce pas ? Si je pouvais observer quelques spécimens vivants de plus, je découvrirais peut-être comment cela fonctionne... »": "« Ils crachent de l'acide, et pourtant leurs propres corps ne se dissolvent pas. Fascinant, n'est-ce pas ? Si je pouvais observer quelques spécimens vivants de plus, je découvrirais peut-être comment cela fonctionne... »", "« Ils ont le flair pour repérer la faiblesse. Les craintifs et les faibles sont toujours les premiers à se faire déchirer. »": "« Ils ont le flair pour repérer la faiblesse. Les craintifs et les faibles sont toujours les premiers à se faire déchirer. »", "« Inacceptable ! Cela bafoue les droits du chasseur ! Je n'oublierai jamais ça ! Kyarak'tu ! »": "« Inacceptable ! Cela bafoue les droits du chasseur ! Je n'oublierai jamais ça ! Kyarak'tu ! »", "« Inutile de compliquer les choses. Ce qui est chassé doit être bien mangé. »": "« Inutile de compliquer les choses. Ce qui est chassé doit être bien mangé. »", "« Je ferais n'importe quoi... si cela me permettait de me venger de cette chose. »": "« Je ferais n'importe quoi... si cela me permettait de me venger de cette chose. »", "« Je n'arrive vraiment pas à comprendre cette créature. L'adulte atteint une taille immense, mais il est incapable de se déplacer par lui-même. Comment une telle créature peut-elle faire vivre un corps aussi massif ? »": "« Je n'arrive vraiment pas à comprendre cette créature. L'adulte atteint une taille immense, mais il est incapable de se déplacer par lui-même. Comment une telle créature peut-elle faire vivre un corps aussi massif ? »", "« Je sais bien à quel point vous vous êtes tous battus, et combien d'épreuves nous avons surmontées ensemble. Nous nous trouvons à un tournant décisif. Si nous endurons cette épreuve, nous pourrons peut-être obtenir de plus grandes récompenses et bâtir un avenir meilleur. »": "« Je sais bien à quel point vous vous êtes tous battus, et combien d'épreuves nous avons surmontées ensemble. Nous nous trouvons à un tournant décisif. Si nous endurons cette épreuve, nous pourrons peut-être obtenir de plus grandes récompenses et bâtir un avenir meilleur. »", "« Le Donjon devient bien plus dangereux que nous ne le pensions. Pour commencer, suivez le protocole standard de la Guilde et effectuez les préparatifs de base nécessaires pour survivre là-dessous. »": "« Le Donjon devient bien plus dangereux que nous ne le pensions. Pour commencer, suivez le protocole standard de la Guilde et effectuez les préparatifs de base nécessaires pour survivre là-dessous. »", "« Leadership », ce qui a fait en sorte que chaque description de Leadership se lise « Les nouveaux alliés acquièrent Leadership ». Le coréen, le français et le japonais étaient déjà corrects.": "« Leadership », ce qui a fait en sorte que chaque description de Leadership se lise « Les nouveaux alliés acquièrent Leadership ». Le coréen, le français et le japonais étaient déjà corrects.", "« Les nuits où la lune est aussi grande et lumineuse, nous croyons que nos voix peuvent atteindre nos ancêtres. Hurler tous ensemble pour leur faire savoir que nous allons bien est une ancienne tradition lycan. »": "« Les nuits où la lune est aussi grande et lumineuse, nous croyons que nos voix peuvent atteindre nos ancêtres. Hurler tous ensemble pour leur faire savoir que nous allons bien est une ancienne tradition lycan. »", "« Les ressources sont rares pour le moment, mais cette difficulté passera bientôt. D'ici là, je vous demande d'endurer encore un peu et de me prêter votre force. »": "« Les ressources sont rares pour le moment, mais cette difficulté passera bientôt. D'ici là, je vous demande d'endurer encore un peu et de me prêter votre force. »", "« Maintenant, j'entends votre histoire partout. »": "« Maintenant, j'entends votre histoire partout. »", "« Mais ne prenez pas la grosse tête. Vous avez encore un long chemin devant vous. Continuez simplement votre bon travail, compris ? »": "« Mais ne prenez pas la grosse tête. Vous avez encore un long chemin devant vous. Continuez simplement votre bon travail, compris ? »", "« Mais nous ignorons encore bien trop de choses sur le Donjon. Ne pas pouvoir y entrer et le voir de mes propres yeux devient insupportable. »": "« Mais nous ignorons encore bien trop de choses sur le Donjon. Ne pas pouvoir y entrer et le voir de mes propres yeux devient insupportable. »", "« Mais qu'est-ce que vous faites à cette heure-ci ? »": "« Mais qu'est-ce que vous faites à cette heure-ci ? »", "« Merde... Vous êtes vraiment assez forts. Ça m'agace de l'admettre, mais c'est la vérité. Tss... »": "« Merde... Vous êtes vraiment assez forts. Ça m'agace de l'admettre, mais c'est la vérité. Tss... »", "« Mieux vaut ne pas approcher davantage. »": "« Mieux vaut ne pas approcher davantage. »", "« Même un ours gigantesque aurait du mal à s'échapper après avoir posé la patte dans ces lianes. »": "« Même un ours gigantesque aurait du mal à s'échapper après avoir posé la patte dans ces lianes. »", "« N'est-ce pas une perte de temps de continuer à poursuivre quelque chose qui ne fonctionne clairement pas ? »": "« N'est-ce pas une perte de temps de continuer à poursuivre quelque chose qui ne fonctionne clairement pas ? »", "« Ne cherchez plus à nous apaiser avec de belles paroles ! Nous avons déjà assez enduré, et le temps d'écouter des discours en silence est révolu depuis longtemps ! »": "« Ne cherchez plus à nous apaiser avec de belles paroles ! Nous avons déjà assez enduré, et le temps d'écouter des discours en silence est révolu depuis longtemps ! »", "« Ne me dis pas que tu trembles déjà de peur ? »": "« Ne me dis pas que tu trembles déjà de peur ? »", "« Ne prends pas la grosse tête juste parce que tu as réussi à chasser un simple Mawmurk. »": "« Ne prends pas la grosse tête juste parce que tu as réussi à chasser un simple Mawmurk. »", "« Ne vous inquiétez pas, Inspecteur. Je connais toutes les précautions à prendre. »": "« Ne vous inquiétez pas, Inspecteur. Je connais toutes les précautions à prendre. »", "« Nous l'avons fait ! Nous avons vaincu le Voile du Silence - cette forêt sombre et périlleuse. Cet exploit a été accompli grâce au courage et à la détermination de toutes les personnes présentes ici. Aucun obstacle, aucune menace n'a pu briser notre détermination inébranlable. »": "« Nous l'avons fait ! Nous avons vaincu le Voile du Silence - cette forêt sombre et périlleuse. Cet exploit a été accompli grâce au courage et à la détermination de toutes les personnes présentes ici. Aucun obstacle, aucune menace n'a pu briser notre détermination inébranlable. »", "« Nous ne cherchons pas querelle. »": "« Nous ne cherchons pas querelle. »", "« On dirait que nos progrès vers l'objectif ont ralenti, commandant. »": "« On dirait que nos progrès vers l'objectif ont ralenti, commandant. »", "« On dirait que quelqu'un a accompli un rituel ici. Mais... je ne pense pas qu'il ait été mené à son terme. »": "« On dirait que quelqu'un a accompli un rituel ici. Mais... je ne pense pas qu'il ait été mené à son terme. »", "« On dirait que vous ressemblez enfin à une véritable expédition. Même la guilde a commencé à vous traiter comme telle, avec un certain respect. »": "« On dirait que vous ressemblez enfin à une véritable expédition. Même la guilde a commencé à vous traiter comme telle, avec un certain respect. »", "« On nous enseigne que les esprits de nos ancêtres demeurent sur la lune. Aujourd'hui encore, ils parcourent des champs sans fin et veillent sur leurs descendants. »": "« On nous enseigne que les esprits de nos ancêtres demeurent sur la lune. Aujourd'hui encore, ils parcourent des champs sans fin et veillent sur leurs descendants. »", "« Oui, oui, je vous entends. Je vous enverrai quelques provisions, alors faites-en bon usage. Et il semble aussi qu'une poignée de personnes aient montré de l'intérêt à rejoindre votre expédition. »": "« Oui, oui, je vous entends. Je vous enverrai quelques provisions, alors faites-en bon usage. Et il semble aussi qu'une poignée de personnes aient montré de l'intérêt à rejoindre votre expédition. »", "« Par ici, il en apparaît un blanc de temps en temps. Il se montre rarement comme les autres, mais il est très intelligent, assez rusé pour utiliser même une magie simple. »": "« Par ici, il en apparaît un blanc de temps en temps. Il se montre rarement comme les autres, mais il est très intelligent, assez rusé pour utiliser même une magie simple. »", "« Peut-être aurions-nous obtenu de bien meilleurs résultats si la guilde avait offert davantage de soutien, inspecteur. »": "« Peut-être aurions-nous obtenu de bien meilleurs résultats si la guilde avait offert davantage de soutien, inspecteur. »", "« Pour être honnête, je ne m'attendais pas à ce que votre groupe tienne très longtemps. Pourtant, je suppose que je dois admettre que j'avais tort. Survivre dans les Terres abandonnées n'est déjà pas une mince affaire. »": "« Pour être honnête, je ne m'attendais pas à ce que votre groupe tienne très longtemps. Pourtant, je suppose que je dois admettre que j'avais tort. Survivre dans les Terres abandonnées n'est déjà pas une mince affaire. »", "« Puisqu'il s'obstine, j'ai décidé de vous laisser en juger. Que ferez-vous, Commandant ? »": "« Puisqu'il s'obstine, j'ai décidé de vous laisser en juger. Que ferez-vous, Commandant ? »", "« Qu'est-ce que ce sera aujourd'hui ? » était presque une salutation pour": "« Qu'est-ce que ce sera aujourd'hui ? » était presque une salutation pour", "« Quel processus produit cet acide... ? »": "« Quel processus produit cet acide... ? »", "« Quelles que soient les épreuves à venir, nous nous ferons confiance et avancerons ensemble ! »": "« Quelles que soient les épreuves à venir, nous nous ferons confiance et avancerons ensemble ! »", "« Quelqu'un tient absolument à rejoindre votre expédition, quoi qu'il arrive. Je l'ai averti à plusieurs reprises que ce n'était pas un lieu pour des jeux insensés, mais il a tout simplement refusé d'écouter. »": "« Quelqu'un tient absolument à rejoindre votre expédition, quoi qu'il arrive. Je l'ai averti à plusieurs reprises que ce n'était pas un lieu pour des jeux insensés, mais il a tout simplement refusé d'écouter. »", "« Qui sait... Je me promène et je ramasse tout ce qui a l'air utile. »": "« Qui sait... Je me promène et je ramasse tout ce qui a l'air utile. »", "« Savez-vous seulement ce que vous venez d'acheter ? »": "« Savez-vous seulement ce que vous venez d'acheter ? »", "« Si la terreur s'empare de vous, il n'y a aucune honte à faire demi-tour. »": "« Si la terreur s'empare de vous, il n'y a aucune honte à faire demi-tour. »", "« Si tu tombes dessus, fuis. Et si tu te sens assez téméraire pour croire que tu peux l'affronter, je te conseille d'y réfléchir à deux fois. »": "« Si tu tombes dessus, fuis. Et si tu te sens assez téméraire pour croire que tu peux l'affronter, je te conseille d'y réfléchir à deux fois. »", "« Trouvez des Insectes acides et étudiez-les pour moi. Je n'ai besoin que des résultats. »": "« Trouvez des Insectes acides et étudiez-les pour moi. Je n'ai besoin que des résultats. »", "« Tu sais, il y a un alpha qui mène la meute de Slogels dans le coin. Enfin, c'est comme ça que je l'appelle. Ne va pas le comparer aux autres. Déjà, il est plus gros... et une fois qu'il entre en rage, il fait fondre tout ce qu'il y a autour de lui... »": "« Tu sais, il y a un alpha qui mène la meute de Slogels dans le coin. Enfin, c'est comme ça que je l'appelle. Ne va pas le comparer aux autres. Déjà, il est plus gros... et une fois qu'il entre en rage, il fait fondre tout ce qu'il y a autour de lui... »", "« Un Mawmurk blanc n'est pas une bête ordinaire. Quand ils aperçoivent quelqu'un... ils ne fuient pas. Ils chassent. »": "« Un Mawmurk blanc n'est pas une bête ordinaire. Quand ils aperçoivent quelqu'un... ils ne fuient pas. Ils chassent. »", "« Voilà les marchandises qui seront échangées ici, alors regardez bien. Je réapprovisionnerai régulièrement le stock, alors ne vous en faites pas. »": "« Voilà les marchandises qui seront échangées ici, alors regardez bien. Je réapprovisionnerai régulièrement le stock, alors ne vous en faites pas. »", "« Vous autres êtes plus capables que je ne le pensais. »": "« Vous autres êtes plus capables que je ne le pensais. »", "« Vous ne manquez pas d'assurance, n'est-ce pas... ? Eh bien, vous comprendrez lorsque vous en ferez vous-même l'expérience. Bonne chance, Capitaine d'expédition. »": "« Vous ne manquez pas d'assurance, n'est-ce pas... ? Eh bien, vous comprendrez lorsque vous en ferez vous-même l'expérience. Bonne chance, Capitaine d'expédition. »", "« Vous valez mieux que je ne l'imaginais. Vraiment. »": "« Vous valez mieux que je ne l'imaginais. Vraiment. »", "« Vous voilà. »": "« Vous voilà. »", "« Vous vous demandez pourquoi nous sommes encore en vie, c'est ça ? »": "« Vous vous demandez pourquoi nous sommes encore en vie, c'est ça ? »", "« Vous êtes déjà allés au-delà de cette forêt ? Il y a un monstre qui y vit. Énorme. Les flèches ordinaires ne peuvent même pas l'égratigner. »": "« Vous êtes déjà allés au-delà de cette forêt ? Il y a un monstre qui y vit. Énorme. Les flèches ordinaires ne peuvent même pas l'égratigner. »", "« Vraiment, commandant ? »": "« Vraiment, commandant ? »", "« Ça ne m'étonnerait pas que le Murmoc finisse bientôt par se nourrir de vous. »": "« Ça ne m'étonnerait pas que le Murmoc finisse bientôt par se nourrir de vous. »", "« Écoutez bien, tout le monde. À partir de maintenant, nous allons... »": "« Écoutez bien, tout le monde. À partir de maintenant, nous allons... »", "« Étudiez la Larve de Viande pour moi. Je veux percer son secret. »": "« Étudiez la Larve de Viande pour moi. Je veux percer son secret. »", "À FAIRE": "À FAIRE", "À ce bref instant,": "À ce bref instant,", "À ce moment-là, d'innombrables voix, images et connaissances inconnues affluent simultanément dans votre esprit et dans celui des membres.": "À ce moment-là, d'innombrables voix, images et connaissances inconnues affluent simultanément dans votre esprit et dans celui des membres.", "À ce moment-là, une autre unité doit la nourrir jusqu'à ce que": "À ce moment-là, une autre unité doit la nourrir jusqu'à ce que", "À ces mots, elle en reste un instant sans voix, puis plisse les yeux avant de laisser échapper un rire incrédule.": "À ces mots, elle en reste un instant sans voix, puis plisse les yeux avant de laisser échapper un rire incrédule.", "À chaque parade, votre force d'acier est reconstituée.": "À chaque parade, votre force d'acier est reconstituée.", "À consommer pour débloquer de nouvelles recherches.": "À consommer pour débloquer de nouvelles recherches.", "À côté de lui, un chat se contente de jeter un regard dans votre direction, visiblement peu intéressé.": "À côté de lui, un chat se contente de jeter un regard dans votre direction, visiblement peu intéressé.", "À déterminer": "À déterminer", "À déterminer 5 energy - 20s cooldown": "À déterminer 5 énergie - recharge 20 s", "À déterminer 5 énergie - 20s de recharge": "À déterminer 5 énergie - 20s de recharge", "À en juger par son apparence, cette minuscule créature ne semble pas particulièrement dangereuse.": "À en juger par son apparence, cette minuscule créature ne semble pas particulièrement dangereuse.", "À en juger par son apparence, elle semble être une marchande envoyée par la guilde dans le donjon.": "À en juger par son apparence, elle semble être une marchande envoyée par la guilde dans le donjon.", "À faire": "À faire", "À genoux pour mendier une pièce, il subsiste une faible lueur d'espoir dans leurs yeux.": "À genoux pour mendier une pièce, il subsiste une faible lueur d'espoir dans leurs yeux.", "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants.": "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants.", "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).", "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).": "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points de vie manquants. Un coup de 200 dégâts guérit jusqu'à 60 PV près de 0 PV, 30 PV à la moitié de la PV et rien à la PV complète (30 % des dégâts infligés, multipliés par la fraction de PV manquants).", "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points...": "À l'attaque, absorbe jusqu'à 30% des dégâts infligés en points de vie selon les points...", "À l'explication de": "À l'explication de", "À l'extrémité du village,": "À l'extrémité du village,", "À l'équipement": "À l'équipement", "À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dé...": "À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dé...", "À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dégâts magiques à toutes les cibles proches et appliquant 1 piles de": "À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dégâts magiques à toutes les cibles proches et appliquant 1 piles de", "À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dégâts magiques à toutes les cibles proches et appliquant 1 piles de Vulnérable pendant 10 secondes.": "À la mort, son cadavre explose, infligeant 300% de sa puissance d'attaque magique en dégâts magiques à toutes les cibles proches et appliquant 1 piles de Vulnérable pendant 10 secondes.", "À mesure que": "À mesure que", "À mesure que l'expédition affronte des ennemis de plus en plus dangereux, le man...": "À mesure que l'expédition affronte des ennemis de plus en plus dangereux, le man...", "À mesure que l'expédition affronte des ennemis de plus en plus dangereux, le manque de compétence des membres devient évident. Les prochaines expéditions demanderont des personnes plus expérimentées. \"Avec nos capacités actuelles, il sera difficile d'aller plus loin.\"": "À mesure que l'expédition affronte des ennemis de plus en plus dangereux, le manque de compétence des membres devient évident. Les prochaines expéditions demanderont des personnes plus expérimentées. \"Avec nos capacités actuelles, il sera difficile d'aller plus loin.\"", "À mesure que l'expédition affronte des ennemis de plus en plus dangereux, le manque de compétence des membres devient évident. Les prochaines expéditions demanderont des personnes plus expérimentées. \"Avec nos capacités actuelles, il sera difficile d'aller plus loin.\" ➜ Après de dures épreuves, les membres de l'expédition ne sont plus des novices et peuvent désormais réagir calmement même dans les situations dangereuses. \"Bien. Vous êtes tous devenus plutôt aguerris.\"": "À mesure que l'expédition affronte des ennemis de plus en plus dangereux, le manque de compétence des membres devient évident. Les prochaines expéditions demanderont des personnes plus expérimentées. \"Avec nos capacités actuelles, il sera difficile d'aller plus loin.\" ➜ Après de dures épreuves, les membres de l'expédition ne sont plus des novices et peuvent désormais réagir calmement même dans les situations dangereuses. \"Bien. Vous êtes tous devenus plutôt aguerris.\"", "À mesure que les piles augmentent, des unités de plus en plus puissantes sont invoquées.": "À mesure que les piles augmentent, des unités de plus en plus puissantes sont invoquées.", "À mesure que votre colonie s'étend, essayez de créer diverses salles, comme des ateliers, des salles à manger et des temples.": "À mesure que votre colonie s'étend, essayez de créer diverses salles, comme des ateliers, des salles à manger et des temples.", "À moitié en plaisantant, on dirait presque le mur d'une vieille forteresse.": "À moitié en plaisantant, on dirait presque le mur d'une vieille forteresse.", "À propos de la sortie officielle": "À propos de la sortie officielle", "À travers le marais,": "À travers le marais,", "À travers les lianes enveloppées de brume, un corbeau vole bas avant de se poser sur votre avant-bras.": "À travers les lianes enveloppées de brume, un corbeau vole bas avant de se poser sur votre avant-bras.", "À venir": "À venir", "À vos mots, elle hausse un sourcil, réfléchit un instant, puis claque la langue.": "À vos mots, elle hausse un sourcil, réfléchit un instant, puis claque la langue.", "À vos paroles, l'expression des membres de l'expédition commence à changer. Même": "À vos paroles, l'expression des membres de l'expédition commence à changer. Même", "À vos paroles, les membres de l'Expédition éclatent en applaudissements et en acclamations. La fierté se lit clairement sur leurs visages.": "À vos paroles, les membres de l'Expédition éclatent en applaudissements et en acclamations. La fierté se lit clairement sur leurs visages.", "À votre approche, elle cesse un instant d'entretenir son équipement et tourne les yeux vers vous.": "À votre approche, elle cesse un instant d'entretenir son équipement et tourne les yeux vers vous.", "À votre décision, des sourires commencent à se répandre sur leurs visages et, peu après, ils regagnent leurs places, visiblement satisfaits.": "À votre décision, des sourires commencent à se répandre sur leurs visages et, peu après, ils regagnent leurs places, visiblement satisfaits.", "À votre question, son expression s'assombrit en silence. Face à cette réaction attendue, vous réfléchissez un instant, puis donnez vos instructions aux deux autres.": "À votre question, son expression s'assombrit en silence. Face à cette réaction attendue, vous réfléchissez un instant, puis donnez vos instructions aux deux autres.", "À votre réponse, il se balance doucement et murmure comme s'il souriait.": "À votre réponse, il se balance doucement et murmure comme s'il souriait.", "À votre réponse, la chose applaudit avec joie et s'écrie.": "À votre réponse, la chose applaudit avec joie et s'écrie.", "À votre réponse, la chose pousse un cri de joie.": "À votre réponse, la chose pousse un cri de joie.", "À votre réponse, la chose se tord violemment avant de rugir de fureur.": "À votre réponse, la chose se tord violemment avant de rugir de fureur.", "À votre signal, les membres de l'Expédition entrechoquent leurs coupes et vident leur boisson de fête d'un trait.": "À votre signal, les membres de l'Expédition entrechoquent leurs coupes et vident leur boisson de fête d'un trait.", "Âme de l'Œil": "Âme de l'Œil", "Âme de l'Œil - Dungeon Settlers Wiki": "Âme de l'Œil - Dungeon Settlers Wiki", "Âme de la sentinelle chevalier aux chaînes": "Âme de la sentinelle chevalier aux chaînes", "Âme de la sentinelle chevalier aux chaînes - Dungeon Settlers Wiki": "Âme de la sentinelle chevalier aux chaînes - Dungeon Settlers Wiki", "Âme de la sentinelle chevalier aux chaînes portée et zone affichées sur une salle de donjon": "Âme de la sentinelle chevalier aux chaînes portée et zone affichées sur une salle de donjon", "Âme du Gloth ancien": "Âme du Gloth ancien", "Âme du Gloth ancien - Dungeon Settlers Wiki": "Âme du Gloth ancien - Dungeon Settlers Wiki", "Âme du Gloth ancien portée et zone affichées sur une salle de donjon": "Âme du Gloth ancien portée et zone affichées sur une salle de donjon", "Âme du chaman en chef gobelin": "Âme du chaman en chef gobelin", "Âme du chaman en chef gobelin - Dungeon Settlers Wiki": "Âme du chaman en chef gobelin - Dungeon Settlers Wiki", "Âme du chaman en chef gobelin portée et zone affichées sur une salle de donjon": "Âme du chaman en chef gobelin portée et zone affichées sur une salle de donjon", "Âme du golem de pierre géant": "Âme du golem de pierre géant", "Âme du golem de pierre géant - Dungeon Settlers Wiki": "Âme du golem de pierre géant - Dungeon Settlers Wiki", "Âme du golem de pierre géant icon": "icône Âme du golem de pierre géant", "Âme du golem de pierre géant portée et zone affichées sur une salle de donjon": "Âme du golem de pierre géant portée et zone affichées sur une salle de donjon", "Âme du golem de pierre géant range and area shown on a dungeon room": "Portée et zone de Âme du golem de pierre géant affichées sur une salle de donjon", "Âme du rat monstre rouge": "Âme du rat monstre rouge", "Âme du rat monstre rouge - Dungeon Settlers Wiki": "Âme du rat monstre rouge - Dungeon Settlers Wiki", "Âme du rat monstre rouge icon": "Âme du rat monstre rouge icône", "Âme du rat monstre rouge portée et zone affichées sur une salle de donjon": "Âme du rat monstre rouge portée et zone affichées sur une salle de donjon", "Âme du rat monstre rouge range and area shown on a dungeon room": "Portée et zone de Âme du rat monstre rouge affichées sur une salle de donjon", "Âme œil": "Âme œil", "Âme œil - Dungeon Settlers Wiki": "Âme œil - Dungeon Settlers Wiki", "Âme œil portée et zone affichées sur une salle de donjon": "Âme œil portée et zone affichées sur une salle de donjon", "Ça a l'air dégoûtant.": "Ça a l'air dégoûtant.", "Ça fuit un peu, mais mieux que rien.": "Ça fuit un peu, mais mieux que rien.", "Ça laisse un mauvais pressentiment, alors n'y pensons pas.": "Ça laisse un mauvais pressentiment, alors n'y pensons pas.", "Ça n'a aucun effet.": "Ça n'a aucun effet.", "Ça ne mérite même pas de réponse.": "Ça ne mérite même pas de réponse.", "Échange": "Échange", "Échange test": "Échange test", "Échange test - Dungeon Settlers Wiki": "Échange test - Dungeon Settlers Wiki", "Échanger": "Échanger", "Écho Ardent": "Écho Ardent", "Écho Ardent - Dungeon Settlers Wiki": "Écho Ardent - Dungeon Settlers Wiki", "Écho Ardent icon": "Icône de Écho Ardent", "Écho Ardent portée et zone affichées sur une salle de donjon": "Écho Ardent portée et zone affichées sur une salle de donjon", "Écho Ardent portée et zone sur une salle de donjon": "Écho Ardent portée et zone sur une salle de donjon", "Écho Ardent range and area on a dungeon room": "Écho Ardent portée et zone dans une salle de donjon", "Écho Ardent range and area shown on a dungeon room": "Écho Ardent : portée et zone affichées sur une salle de donjon", "Écho arcanique": "Écho arcanique", "Écho arcanique - Dungeon Settlers Wiki": "Écho arcanique - Dungeon Settlers Wiki", "Écho arcanique portée et zone affichées sur une salle de donjon": "Écho arcanique portée et zone affichées sur une salle de donjon", "Écho arcanique portée et zone sur une salle de donjon": "Écho arcanique portée et zone sur une salle de donjon", "Écho flamboyant": "Écho flamboyant", "Écho flamboyant - Dungeon Settlers Wiki": "Écho flamboyant - Dungeon Settlers Wiki", "Écho flamboyant icon": "Écho flamboyant icon", "Écho incandescent": "Écho incandescent", "Écho incandescent - Dungeon Settlers Wiki": "Écho incandescent - Dungeon Settlers Wiki", "Écho incandescent portée et zone affichées sur une salle de donjon": "Écho incandescent portée et zone affichées sur une salle de donjon", "Éclat de poterie": "Éclat de poterie", "Éclat de poterie - Dungeon Settlers Wiki": "Éclat de poterie - Dungeon Settlers Wiki", "Éclat de poterie icon": "Éclat de poterie icon", "Écrasement": "Écrasement", "Écrasement - Dungeon Settlers Wiki": "Écrasement - Dungeon Settlers Wiki", "Écrasement portée et zone affichées sur une salle de donjon": "Écrasement portée et zone affichées sur une salle de donjon", "Écrasement portée et zone sur une salle de donjon": "Écrasement portée et zone sur une salle de donjon", "Écrasement terrestre": "Écrasement terrestre", "Écrasement terrestre - Dungeon Settlers Wiki": "Écrasement terrestre - Dungeon Settlers Wiki", "Écrasement terrestre icon": "Icône d'Écrasement terrestre", "Écrasement terrestre portée et zone affichées sur une salle de donjon": "Écrasement terrestre portée et zone affichées sur une salle de donjon", "Écrasement terrestre portée et zone sur une salle de donjon": "Écrasement terrestre portée et zone sur une salle de donjon", "Écrasement terrestre range and area on a dungeon room": "Écrasement terrestre : portée et zone dans une salle de donjon", "Écrasement terrestre range and area shown on a dungeon room": "Portée et zone d'Écrasement terrestre affichées sur une salle de donjon", "Écuyer": "Écuyer", "Écuyer - Dungeon Settlers Wiki": "Écuyer - Dungeon Settlers Wiki", "Écuyer icon": "Écuyer icône", "Égratignure ensanglantée": "Égratignure ensanglantée", "Égratignure ensanglantée - Dungeon Settlers Wiki": "Égratignure ensanglantée - Dungeon Settlers Wiki", "Égratignure ensanglantée icon": "Icône de Égratignure ensanglantée", "Égratignure ensanglantée portée et zone affichées sur une salle de donjon": "Égratignure ensanglantée portée et zone affichées sur une salle de donjon", "Égratignure ensanglantée range and area shown on a dungeon room": "Portée et zone de Égratignure ensanglantée affichées sur une salle de donjon", "Élan de combat": "Élan de combat", "Élan de combat - Dungeon Settlers Wiki": "Élan de combat - Dungeon Settlers Wiki", "Élan de combat icon": "icône Élan de combat", "Élevé comme écuyer d'un chevalier depuis l'enfance,": "Élevé comme écuyer d'un chevalier depuis l'enfance,", "Élixir d'Intelligence": "Élixir d'Intelligence", "Élixir d'Intelligence - Dungeon Settlers Wiki": "Élixir d'Intelligence - Dungeon Settlers Wiki", "Élixir d'Intelligence icon": "Icône d'Élixir d'Intelligence", "Élixir d'Intelligence portée et zone affichées sur une salle de donjon": "Élixir d'Intelligence portée et zone affichées sur une salle de donjon", "Élixir d'Intelligence range and area shown on a dungeon room": "Portée et zone de Élixir d'Intelligence affichées sur une salle de donjon", "Élixir d'agilité": "Élixir d'agilité", "Élixir d'agilité - Dungeon Settlers Wiki": "Élixir d'agilité - Dungeon Settlers Wiki", "Élixir d'agilité icon": "Icône d'Élixir d'agilité", "Élixir d'agilité portée et zone affichées sur une salle de donjon": "Élixir d'agilité portée et zone affichées sur une salle de donjon", "Élixir d'agilité range and area shown on a dungeon room": "Portée et zone de Élixir d'agilité affichées sur une salle de donjon", "Élixir de Constitution": "Élixir de Constitution", "Élixir de Constitution - Dungeon Settlers Wiki": "Élixir de Constitution - Dungeon Settlers Wiki", "Élixir de Constitution icon": "Icône d'Élixir de Constitution", "Élixir de Constitution portée et zone affichées sur une salle de donjon": "Élixir de Constitution portée et zone affichées sur une salle de donjon", "Élixir de Constitution range and area shown on a dungeon room": "Portée et zone de Élixir de Constitution affichées sur une salle de donjon", "Élixir de Perception": "Élixir de Perception", "Élixir de Perception - Dungeon Settlers Wiki": "Élixir de Perception - Dungeon Settlers Wiki", "Élixir de Perception icon": "Icône d'Élixir de Perception", "Élixir de Perception portée et zone affichées sur une salle de donjon": "Élixir de Perception portée et zone affichées sur une salle de donjon", "Élixir de Perception range and area shown on a dungeon room": "Portée et zone de Élixir de Perception affichées sur une salle de donjon", "Élixir de compétence": "Élixir de compétence", "Élixir de compétence (20%)": "Élixir de compétence (20%)", "Élixir de compétence - Dungeon Settlers Wiki": "Élixir de compétence - Dungeon Settlers Wiki", "Élixir de compétence icon": "Icône d'Élixir de compétence", "Élixir de compétence portée et zone affichées sur une salle de donjon": "Élixir de compétence portée et zone affichées sur une salle de donjon", "Élixir de compétence range and area shown on a dungeon room": "Portée et zone de Élixir de compétence affichées sur une salle de donjon", "Élixir de force": "Élixir de force", "Élixir de force - Dungeon Settlers Wiki": "Élixir de force - Dungeon Settlers Wiki", "Élixir de force icon": "Icône d'Élixir de force", "Élixir de force portée et zone affichées sur une salle de donjon": "Élixir de force portée et zone affichées sur une salle de donjon", "Élixir de force range and area shown on a dungeon room": "Portée et zone de Élixir de force affichées sur une salle de donjon", "Élixir de réinitialisation des compétences": "Élixir de réinitialisation des compétences", "Élixir de réinitialisation des compétences - Dungeon Settlers Wiki": "Élixir de réinitialisation des compétences - Dungeon Settlers Wiki", "Élixir de réinitialisation des compétences icon": "Icône d'Élixir de réinitialisation des compétences", "Élixir de réinitialisation des compétences portée et zone affichées sur une salle de donjon": "Élixir de réinitialisation des compétences portée et zone affichées sur une salle de donjon", "Élixir de réinitialisation des compétences range and area shown on a dungeon room": "Portée et zone de Élixir de réinitialisation des compétences affichées sur une salle de donjon", "Élixir de volonté": "Élixir de volonté", "Élixir de volonté - Dungeon Settlers Wiki": "Élixir de volonté - Dungeon Settlers Wiki", "Élixir de volonté icon": "Icône d'Élixir de volonté", "Élixir de volonté portée et zone affichées sur une salle de donjon": "Élixir de volonté portée et zone affichées sur une salle de donjon", "Élixir de volonté range and area shown on a dungeon room": "Portée et zone de Élixir de volonté affichées sur une salle de donjon", "Élévation de pierre": "Élévation de pierre", "Élévation de pierre - Dungeon Settlers Wiki": "Élévation de pierre - Dungeon Settlers Wiki", "Élévation de pierre icon": "Icône d'Élévation de pierre", "Élévation de pierre portée et zone affichées sur une salle de donjon": "Élévation de pierre portée et zone affichées sur une salle de donjon", "Élévation de pierre portée et zone sur une salle de donjon": "Élévation de pierre portée et zone sur une salle de donjon", "Élévation de pierre range and area on a dungeon room": "Élévation de pierre : portée et zone dans une salle de donjon", "Élévation de pierre range and area shown on a dungeon room": "Portée et zone d'Élévation de pierre affichées sur une salle de donjon", "Émet un son majestueux qui rallie tous les membres de l'expédition. Peut être utilisé après avoir terminé tout ce que la Guilde a confié.": "Émet un son majestueux qui rallie tous les membres de l'expédition. Peut être utilisé après avoir terminé tout ce que la Guilde a confié.", "Émet une faible chaleur lorsqu'on le tient.": "Émet une faible chaleur lorsqu'on le tient.", "Émet une faible mais persistante force vitale.": "Émet une faible mais persistante force vitale.", "Émet une faible vibration et dégage une présence imposante.": "Émet une faible vibration et dégage une présence imposante.", "Émet une énergie claire, comme les vagues de l'océan, qui rafraîchit le bout des doigts.": "Émet une énergie claire, comme les vagues de l'océan, qui rafraîchit le bout des doigts.", "Émet une énergie fraîche, irradiant une douce lueur bleue.": "Émet une énergie fraîche, irradiant une douce lueur bleue.", "Énergie": "Énergie", "Énergie - Dungeon Settlers Wiki": "Énergie - Dungeon Settlers Wiki", "Énergie faible": "Énergie faible", "Énergie icon": "Énergie icône", "Énergie max.": "Énergie max.", "Énergie max. - Dungeon Settlers Wiki": "Énergie max. - Dungeon Settlers Wiki", "Énergie max. Down": "Réduction de l'énergie max.", "Énergie max. diminue": "Énergie max. diminue", "Énergie max. icon": "Énergie max. icône", "Énergie maximale": "Énergie maximale", "Énergie maximale - Dungeon Settlers Wiki": "Énergie maximale - Dungeon Settlers Wiki", "Énergie maximale icon": "Énergie maximale icône", "Énergie sacrée condensée. Lancez cet objet pour retirer les ronces sombres qui bloquent le passage dans votre colonie.": "Énergie sacrée condensée. Lancez cet objet pour retirer les ronces sombres qui bloquent le passage dans votre colonie.", "Énergie très faible": "Énergie très faible", "Épouvantail": "Épouvantail", "Épouvantail - Dungeon Settlers Wiki": "Épouvantail - Dungeon Settlers Wiki", "Épouvantail d'événement - Dungeon Settlers Wiki": "Épouvantail d'événement - Dungeon Settlers Wiki", "Épouvantail icon": "Épouvantail icon", "Épouvantail louche": "Épouvantail louche", "Épouvantail louche - Dungeon Settlers Wiki": "Épouvantail louche - Dungeon Settlers Wiki", "Épouvantail suspect": "Épouvantail suspect", "Épouvantail suspect - Dungeon Settlers Wiki": "Épouvantail suspect - Dungeon Settlers Wiki", "Épouvantail suspect icon": "Épouvantail suspect icône", "Épouvantail étrange": "Épouvantail étrange", "Épouvantail étrange - Dungeon Settlers Wiki": "Épouvantail étrange - Dungeon Settlers Wiki", "Épouvantail étrange icon": "Épouvantail étrange icon", "Épuisement du donjon - Dungeon Settlers Wiki": "Épuisement du donjon - Dungeon Settlers Wiki", "Épuisé": "Épuisé", "Épuisé - Dungeon Settlers Wiki": "Épuisé - Dungeon Settlers Wiki", "Épuisé icon": "Épuisé icône", "Épée - name": "Épée - name", "Épée d'Arcron": "Épée d'Arcron", "Épée d'Arcron - Dungeon Settlers Wiki": "Épée d'Arcron - Dungeon Settlers Wiki", "Épée d'Arcron icon": "Épée d'Arcron icon", "Épée d'os": "Épée d'os", "Épée d'os - Dungeon Settlers Wiki": "Épée d'os - Dungeon Settlers Wiki", "Épée d'os icon": "Épée d'os icon", "Épée d'étain": "Épée d'étain", "Épée d'étain - Dungeon Settlers Wiki": "Épée d'étain - Dungeon Settlers Wiki", "Épée de carapace": "Épée de carapace", "Épée de carapace - Dungeon Settlers Wiki": "Épée de carapace - Dungeon Settlers Wiki", "Épée de carapace icon": "Épée de carapace icon", "Épée de cuivre": "Épée de cuivre", "Épée de cuivre - Dungeon Settlers Wiki": "Épée de cuivre - Dungeon Settlers Wiki", "Épée de cuivre icon": "Épée de cuivre icon", "Épée de fer": "Épée de fer", "Épée de fer - Dungeon Settlers Wiki": "Épée de fer - Dungeon Settlers Wiki", "Épée de fer icon": "Épée de fer icon", "Épée en bois": "Épée en bois", "Épée en bois - Dungeon Settlers Wiki": "Épée en bois - Dungeon Settlers Wiki", "Épée en bois de sang": "Épée en bois de sang", "Épée en bois de sang - Dungeon Settlers Wiki": "Épée en bois de sang - Dungeon Settlers Wiki", "Épée en bois de sang icon": "Épée en bois de sang icon", "Épée en bois icon": "Épée en bois icon", "Épée en bois sanguin": "Épée en bois sanguin", "Épée en bois sanguin - Dungeon Settlers Wiki": "Épée en bois sanguin - Dungeon Settlers Wiki", "Épée en bronze": "Épée en bronze", "Épée en bronze - Dungeon Settlers Wiki": "Épée en bronze - Dungeon Settlers Wiki", "Épée longue en bois de sang": "Épée longue en bois de sang", "Épée longue en bois de sang - Dungeon Settlers Wiki": "Épée longue en bois de sang - Dungeon Settlers Wiki", "Épée longue en bois de sang icon": "Épée longue en bois de sang icon", "Équipement": "Équipement", "Équipement - Stockage d'épées": "Équipement - Stockage d'épées", "Équipement - Stockage d'épées - Dungeon Settlers Wiki": "Équipement - Stockage d'épées - Dungeon Settlers Wiki", "Équipement de protection fiable fabriqué avec des os renforcés.": "Équipement de protection fiable fabriqué avec des os renforcés.", "Équipement et effets sur les statistiques - Dungeon Settlers Wiki": "Équipement et effets sur les statistiques - Dungeon Settlers Wiki", "Équiper": "Équiper", "Équipé d'un bâton de nature, l'attaque de base devient": "Équipé d'un bâton de nature, l'attaque de base devient", "Équipé d'un bâton de nature, l'attaque de base devient Toucher guérisseur. Effects: • Toucher guérisseur: Restaure Santé actuelle d'une unité alliée à hauteur de 50% de Puissance d'attaque magique.": "Équipé d'un bâton de nature, l'attaque de base devient Toucher guérisseur. Effets : • Toucher guérisseur : Restaure Santé actuelle d'une unité alliée à hauteur de 50% de Puissance d'attaque magique.", "Équipé d'un bâton de nature, l'attaque de base devient Toucher guérisseur. Effets : • Toucher guérisseur: Restaure Santé actuelle d'une unité alliée à hauteur de 50% de Puissance d'attaque magique.": "Équipé d'un bâton de nature, l'attaque de base devient Toucher guérisseur. Effets : • Toucher guérisseur: Restaure Santé actuelle d'une unité alliée à hauteur de 50% de Puissance d'attaque magique.", "Équipé: Le taux de coups critiques augmente jusqu'à 20 % proportionnellement à la vitalité perdue.": "Équipé: Le taux de coups critiques augmente jusqu'à 20 % proportionnellement à la vitalité perdue.", "Établi de moulage": "Établi de moulage", "Établi de moulage - Dungeon Settlers Wiki": "Établi de moulage - Dungeon Settlers Wiki", "Établi de réparation": "Établi de réparation", "Établi de réparation - Dungeon Settlers Wiki": "Établi de réparation - Dungeon Settlers Wiki", "Établi du charpentier": "Établi du charpentier", "Établi du charpentier - Dungeon Settlers Wiki": "Établi du charpentier - Dungeon Settlers Wiki", "Établi du chasseur": "Établi du chasseur", "Établi du chasseur - Dungeon Settlers Wiki": "Établi du chasseur - Dungeon Settlers Wiki", "Établir une base": "Établir une base", "Établir une base 100": "Établir une base 100", "Établir une base 100 - Base Construction": "Établir une base 100 - Construction de base", "Établir une base 100 - Has Room Type Amount Poor Dining Room 1": "Établir une base 100 - Has Room Type Amount Poor Dining Room 1", "Étages sûrs (préparation d'expédition) - Dungeon Settlers Wiki": "Étages sûrs (préparation d'expédition) - Dungeon Settlers Wiki", "Étagère de la Forêt Ancienne": "Étagère de la Forêt Ancienne", "Étagère de la Forêt Ancienne - Dungeon Settlers Wiki": "Étagère de la Forêt Ancienne - Dungeon Settlers Wiki", "Étagère murale en bois": "Étagère murale en bois", "Étagère murale en bois - Dungeon Settlers Wiki": "Étagère murale en bois - Dungeon Settlers Wiki", "Étal du marchand": "Étal du marchand", "État de vigilance au combat (repéré / inconscient / surpris)": "État de vigilance au combat (repéré / inconscient / surpris)", "Étendard Radieux": "Étendard Radieux", "Étendard Radieux - Dungeon Settlers Wiki": "Étendard Radieux - Dungeon Settlers Wiki", "Étendard Radieux icon": "Étendard Radieux icon", "Étonnamment léger, mais il offre une excellente protection.": "Étonnamment léger, mais il offre une excellente protection.", "Étonnamment, ils savent utiliser le feu.": "Étonnamment, ils savent utiliser le feu.", "Étourdissement": "Étourdissement", "Étourdissement - Dungeon Settlers Wiki": "Étourdissement - Dungeon Settlers Wiki", "Étourdissement icon": "Étourdissement icon", "Étrangement froide quand on la tient.": "Étrangement froide quand on la tient.", "Évasion": "Évasion", "Évasion - Dungeon Settlers Wiki": "Évasion - Dungeon Settlers Wiki", "Évasion icon": "icône Évasion", "Événement - desc": "Événement - desc", "Événement Commun Spécimen Rejeté - Dungeon Settlers Wiki": "Événement Commun Spécimen Rejeté - Dungeon Settlers Wiki", "Événement Commun Écart Impair - Dungeon Settlers Wiki": "Événement Commun Écart Impair - Dungeon Settlers Wiki", "Événement Marchand - Dungeon Settlers Wiki": "Événement Marchand - Dungeon Settlers Wiki", "Événement commun - Colonie de gobelins - Niveau 1 - Dungeon Settlers Wiki": "Événement commun - Colonie de gobelins - Niveau 1 - Dungeon Settlers Wiki", "Événement commun - Dungeon Settlers Wiki": "Événement commun - Dungeon Settlers Wiki", "Événement commun : Abri temporaire - Dungeon Settlers Wiki": "Événement commun : Abri temporaire - Dungeon Settlers Wiki", "Événement commun : Arbre de vie - Dungeon Settlers Wiki": "Événement commun : Arbre de vie - Dungeon Settlers Wiki", "Événement commun : Campement abandonné - Dungeon Settlers Wiki": "Événement commun : Campement abandonné - Dungeon Settlers Wiki", "Événement commun : Campement gobelin étape 2 - Dungeon Settlers Wiki": "Événement commun : Campement gobelin étape 2 - Dungeon Settlers Wiki", "Événement commun : Dispositif magique abandonné - Dungeon Settlers Wiki": "Événement commun : Dispositif magique abandonné - Dungeon Settlers Wiki", "Événement commun : Enclos d'élevage de rats de laboratoire - Dungeon Settlers Wiki": "Événement commun : Enclos d'élevage de rats de laboratoire - Dungeon Settlers Wiki", "Événement commun : Fleur - Dungeon Settlers Wiki": "Événement commun : Fleur - Dungeon Settlers Wiki", "Événement commun : Salle abandonnée 2 - Dungeon Settlers Wiki": "Événement commun : Salle abandonnée 2 - Dungeon Settlers Wiki", "Événement commun : Salle de l'arbre de sang - Dungeon Settlers Wiki": "Événement commun : Salle de l'arbre de sang - Dungeon Settlers Wiki", "Événement commun : Salle du codex étape 1 - Dungeon Settlers Wiki": "Événement commun : Salle du codex étape 1 - Dungeon Settlers Wiki", "Événement commun : Site de culte de Devrik - Dungeon Settlers Wiki": "Événement commun : Site de culte de Devrik - Dungeon Settlers Wiki", "Événement commun Bibliothèque antique - Dungeon Settlers Wiki": "Événement commun Bibliothèque antique - Dungeon Settlers Wiki", "Événement commun Mandragore - Dungeon Settlers Wiki": "Événement commun Mandragore - Dungeon Settlers Wiki", "Événement commun Salle abandonnée 1 - Dungeon Settlers Wiki": "Événement commun Salle abandonnée 1 - Dungeon Settlers Wiki", "Événements - Dungeon Settlers Wiki": "Événements - Dungeon Settlers Wiki", "Être assis est plutôt confortable.": "Être assis est plutôt confortable.", "Être exposé à la pluie pendant un certain temps réduit l'humeur et la vitesse de déplacement.": "Être exposé à la pluie pendant un certain temps réduit l'humeur et la vitesse de déplacement.", "Être exposé à la pluie pendant un certain temps réduit le moral et la vitesse de déplacement.": "Être exposé à la pluie pendant un certain temps réduit le moral et la vitesse de déplacement.", "Être un génie peut être davantage une malédiction qu'une bénédiction.": "Être un génie peut être davantage une malédiction qu'une bénédiction.", "Ô horloge qui s'assoupit par-delà ce seuil, ô monde qui hoche la tête et rapetisse en se révélant.": "Ô horloge qui s'assoupit par-delà ce seuil, ô monde qui hoche la tête et rapetisse en se révélant.", "×1 (quality ≥ 10)": "×1 (qualité ≥ 10)", "×1 (quality ≥ 15)": "×1 (qualité ≥ 15)", "×1 (quality ≥ 20)": "×1 (qualité ≥ 20)", "×1 (quality ≥ 5)": "×1 (qualité ≥ 5)", "×1 (qualité ≥ 10)": "×1 (qualité ≥ 10)", "×1 (qualité ≥ 15)": "×1 (qualité ≥ 15)", "×1 (qualité ≥ 20)": "×1 (qualité ≥ 20)", "×1 (qualité ≥ 5)": "×1 (qualité ≥ 5)", "×2 (quality ≥ 10)": "×2 (qualité ≥ 10)", "×2 (quality ≥ 15)": "×2 (qualité ≥ 15)", "×2 (quality ≥ 3)": "×2 (qualité ≥ 3)", "×2 (quality ≥ 5)": "×2 (qualité ≥ 5)", "×2 (qualité ≥ 10)": "×2 (qualité ≥ 10)", "×2 (qualité ≥ 15)": "×2 (qualité ≥ 15)", "×2 (qualité ≥ 3)": "×2 (qualité ≥ 3)", "×2 (qualité ≥ 5)": "×2 (qualité ≥ 5)", "×4 (quality ≥ 3)": "×4 (qualité ≥ 3)", "×4 (qualité ≥ 3)": "×4 (qualité ≥ 3)", "×6 (quality ≥ 3)": "×6 (qualité ≥ 3)", "×6 (qualité ≥ 3)": "×6 (qualité ≥ 3)", "à 1 unités ennemies dans un rayon d'une case autour de la croix de la cible, mais consommez 1 munition supplémentaire toutes les 3 attaques de base.": "à 1 unités ennemies dans un rayon d'une case autour de la croix de la cible, mais consommez 1 munition supplémentaire toutes les 3 attaques de base.", "à cause de la magie corrompue du": "à cause de la magie corrompue du", "à cause de la magie corrompue s'échappant du": "à cause de la magie corrompue s'échappant du", "à hauteur de 200% de": "à hauteur de 200% de", "à l'adversaire pendant 3 secondes.": "à l'adversaire pendant 3 secondes.", "à l'attaquant pendant 10 secondes.": "à l'attaquant pendant 10 secondes.", "à l'impact.": "à l'impact.", "à la Statue de la Déesse pour monter de niveau.": "à la Statue de la Déesse pour monter de niveau.", "à la Statue de la Déesse pour monter de niveau. Pendant": "à la Statue de la Déesse pour monter de niveau. Pendant", "à la cible et aux ennemis adjacents.": "à la cible et aux ennemis adjacents.", "à la cible et aux unités situées derrière, et appliquant": "à la cible et aux unités situées derrière, et appliquant", "à la cible pendant 10 secondes lors de l'utilisation de compétences de mêlée à cible unique.": "à la cible pendant 10 secondes lors de l'utilisation de compétences de mêlée à cible unique.", "à la cible pendant 10 secondes.": "à la cible pendant 10 secondes.", "à la cible pendant 30 secondes.": "à la cible pendant 30 secondes.", "à la cible pendant 5 secondes et": "à la cible pendant 5 secondes et", "à la cible pendant 5 secondes.": "à la cible pendant 5 secondes.", "à la cible pendant ? secondes.": "à la cible pendant ? secondes.", "à la cible.": "à la cible.", "à toutes les cibles à proximité et appliquant 10 cumuls de": "à toutes les cibles à proximité et appliquant 10 cumuls de", "à toutes les unités dans la zone.": "à toutes les unités dans la zone.", "à toutes les unités ennemies dans la zone. La pluie de flèches tombe 6 fois.": "à toutes les unités ennemies dans la zone. La pluie de flèches tombe 6 fois.", "à une unité ennemie, l'utilisateur récupère 4% de ses PV manquants actuels.": "à une unité ennemie, l'utilisateur récupère 4% de ses PV manquants actuels.", "éclot en": "éclot en", "écoutait le souffle des arbres là où le vent s'était apaisé. Quand une main se posait sur la terre humide, les racines desséchées retrouvaient de la vigueur, et les feuilles agitées sous la lune indiquaient la voie. Mais dans les lieux entourés de pierre et de fer, la voix de la forêt s'éloignait, rendant le cœur difficile à apaiser.": "écoutait le souffle des arbres là où le vent s'était apaisé. Quand une main se posait sur la terre humide, les racines desséchées retrouvaient de la vigueur, et les feuilles agitées sous la lune indiquaient la voie. Mais dans les lieux entourés de pierre et de fer, la voix de la forêt s'éloignait, rendant le cœur difficile à apaiser.", "égal à 1% de": "égal à 1% de", "égal à 100 % de vos PV perdus pendant 5 secondes.": "égal à 100 % de vos PV perdus pendant 5 secondes.", "égal à 120% de": "égal à 120% de", "égal à 15% de votre santé manquante pendant 6 secondes.": "égal à 15% de votre santé manquante pendant 6 secondes.", "égal à 150% de": "égal à 150% de", "égal à 150% de votre puissance d'attaque magique aux alliés proches pendant 10 secondes.": "égal à 150% de votre puissance d'attaque magique aux alliés proches pendant 10 secondes.", "égal à 20% des dégâts subis pendant 10 secondes.": "égal à 20% des dégâts subis pendant 10 secondes.", "égal à 200% de": "égal à 200% de", "égal à 25% des dégâts ainsi réduits pendant 3 secondes.": "égal à 25% des dégâts ainsi réduits pendant 3 secondes.", "égale à 300% de": "égale à 300% de", "élève de nouveau la voix.": "élève de nouveau la voix.", "épouvantail": "épouvantail", "équivalent à 5% de": "équivalent à 5% de", "équivalente à 100% de": "équivalente à 100% de", "équivalente à 150% de": "équivalente à 150% de", "équivalente à 250% de": "équivalente à 250% de", "était considéré comme le meilleur de cette zone sans loi. Mais au fond de lui résidait une tristesse qu'il n'exprimait jamais, et une vie de violence qui assurait sa survie rongeait aussi son âme morceau par morceau.": "était considéré comme le meilleur de cette zone sans loi. Mais au fond de lui résidait une tristesse qu'il n'exprimait jamais, et une vie de violence qui assurait sa survie rongeait aussi son âme morceau par morceau.", "était en communion avec la vitalité brute du marais, acquérant une endurance remarquable. Pourtant, son essence déformée émoussait les sens subtils et étouffait la force délicate. Les gens regardaient ce curieux déséquilibre avec admiration et crainte, et la garde du marais devint le devoir solennel de": "était en communion avec la vitalité brute du marais, acquérant une endurance remarquable. Pourtant, son essence déformée émoussait les sens subtils et étouffait la force délicate. Les gens regardaient ce curieux déséquilibre avec admiration et crainte, et la garde du marais devint le devoir solennel de", "était suivi partout par de bas murmures. Les fleurs fanées sans raison et les griffements aux fenêtres chaque nuit lui étaient toujours reprochés, et les regards effrayés se détournaient avant même que les mots ne viennent. Avec les années, même la bonté offerte devint difficile à croire.": "était suivi partout par de bas murmures. Les fleurs fanées sans raison et les griffements aux fenêtres chaque nuit lui étaient toujours reprochés, et les regards effrayés se détournaient avant même que les mots ne viennent. Avec les années, même la bonté offerte devint difficile à croire.", "évasion astucieuse": "évasion astucieuse", "évasion astucieuse - Dungeon Settlers Wiki": "évasion astucieuse - Dungeon Settlers Wiki", "évolue depuis Têtard de la forêt": "évolue depuis Têtard de la forêt", "évolue depuis Têtard de la forêt de l'Abîme": "évolue depuis Têtard de la forêt de l'Abîme", "évoluer": "évoluer", "évoluer - Dungeon Settlers Wiki": "évoluer - Dungeon Settlers Wiki", "évoluer icon": "Icône d'évoluer", "Œuf de Gloth": "Œuf de Gloth", "Œuf de Gloth (16.67%)": "Œuf de Gloth (16.67%)", "Œuf de Gloth - Dungeon Settlers Wiki": "Œuf de Gloth - Dungeon Settlers Wiki", "Œuf de Gloth icon": "Œuf de Gloth icon", "← All dungeon rooms": "← Toutes les salles de donjon", "↑ back to top": "↑ retour en haut", "→ AffecterTable,": "→ AffecterTable,", "→ BuildingTable,": "→ BuildingTable,", "→ DropTable,": "→ DropTable,", "→ ItemTable,": "→ ItemTable,", "→ ResearchTable.": "→ ResearchTable.", "→ SkillTable,": "→ SkillTable,", "→ StatusTable,": "→ StatusTable,", "→ UnitTable,": "→ UnitTable,", "→ event tables,": "→ tables d'événements,", "⟨name 2⟩": "⟨name 2⟩", "⟨name⟩": "⟨name⟩", "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color": "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color", "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "Désigne la valeur clé du 'type' d'objet nécessaire pour passer de chaque niveau au suivant. {0} est un placeholder inutilisé dont la valeur est fixée à \"None\".", "건축 workload * {0} = 파괴 태스크 수행 Workload": "workload de construction * {0} = Workload d'exécution de la tâche de démolition.", "고블린 승리 GAMESYSTEM_Environment_{affecterName}": "Victoire des gobelins GAMESYSTEM_Environment_{affecterName}", "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼": "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼", "구조/수술 태스크에서 필요로 하는 Workload": "Workload requis pour la tâche de sauvetage/opération.", "구조물이 '운반 요구' 아이템에 대해서 최대 보유 수량의 몇퍼센트 이하로 내려가면 운반 태스크를 발행하는지에 대한 기준 비율 (0~1) 기본값. EX : 마력발전기가 연료로 마석 100개까지 보관 가능하면 -> 이 값이 0.2면 20개까지 내려갔을 때 운반 태스크를 발행함.": "Ratio de référence par défaut (0~1) indiquant en dessous de quel pourcentage de la quantité maximale une structure émet une tâche de transport pour un objet 'requis au transport'. EX : si un générateur de mana peut stocker jusqu'à 100 pierres de mana comme carburant -> avec cette valeur à 0,2, une tâche de transport est émise quand il descend à 20.", "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.": "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.", "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.": "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.", "글로트 승리 GAMESYSTEM_Environment_{affecterName}": "Victoire de Gloth GAMESYSTEM_Environment_{affecterName}", "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나": "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나", "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며": "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며", "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.": "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.", "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.": "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.", "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.": "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.", "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다. 괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다. <color=#a69085>\"뭐야, 또 너야?\"</color> 잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다. <color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color> 그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.": "En vous apercevant, Endorsi montre d'abord un air heureux, puis détourne le regard. Elle fouille nonchalamment dans son carquois et ouvre la bouche comme si de rien n'était. <color=#a69085>\"Quoi, c'est encore toi ?\"</color> Après un moment de silence, elle jette un coup d'oeil à travers la forêt. <color=#a69085>\"Récemment, la forêt semble un peu calme. C'est devenu plus facile de chasser qu'avant.\"</color> Autour d'elle sont rangées des peaux fraîchement travaillées, des os et d'autres sous-produits du gibier.", "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.": "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.", "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫒아냅니다.": "Quand vous invoquez le règlement et prenez tous les gains, le visage de {0} s'effondre. <color=#a69085>\"Non, où est-ce que ça se passe, Chef ! C'est une outrage !\"</color> Vous haussez les épaules et faites un geste pour chasser {0} et les autres membres.", "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.": "Quand vous invoquez le règlement et prenez tous les gains, le visage de {0} s'effondre. <color=#a69085>\"Non, où est-ce que ça se passe, Chef ! C'est une outrage !\"</color> Vous haussez les épaules et faites un geste pour chasser {0} et les autres membres.", "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다. <color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color> 그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다. <color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color> 그는 머리가 아픈 듯 한숨을 내쉽니다.": "Quand vous lui remettez le rapport d'investigation du dispositif de magie, Péron l'examine lentement avec des yeux fatigués. <color=#a69085>\"Hmm... Il semble que la technologie magique du style impérial soit utilisée. Comme on le sait, son danger est considérable.\"</color> Il écrit quelques éléments dans le rapport puis vous remercie. <color=#a69085>\"Le donjon aspire l'énergie vitale de l'extérieur, puis la traite à nouveau et la transforme en puissante énergie magique. Nous ne pouvons pas la comprendre complètement, mais...\"</color> Il soupire comme s'il avait mal à la tête.", "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.": "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.", "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"...뭐야 이건.\"</color> 그녀는 곧바로 고개를 저으며 날카롭게 쏘아붙입니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "Quand vous lui montrez la preuve de votre chasse, son expression se durcit. <color=#a69085>\"...Qu'est-ce que c'est.\"</color> Elle secoue immédiatement la tête et parle sèchement. <color=#a69085>\"Cette créature n'est pas facile à tuer comme ça. N'invente pas de mensonges pour paraître bon.\"</color> Mais ensuite, elle ne trouve plus rien à dire. <color=#a69085>\"......Argh.\"</color> Elle se passe la main sur le visage et sourit amèrement. <color=#a69085>\"Putain, vous êtes assez forts. Je ne veux pas l'admettre, mais c'est la vérité. Pfft...\"</color> Puis elle rougit et détourne le regard avec embarras.", "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "Quand vous lui montrez la preuve de votre chasse, son expression se durcit. <color=#a69085>\"Cette créature n'est pas facile à tuer comme ça. N'invente pas de mensonges pour paraître bon.\"</color> Mais ensuite, elle ne trouve plus rien à dire. <color=#a69085>\"......Argh.\"</color> Elle se passe la main sur le visage et sourit amèrement. <color=#a69085>\"Putain, vous êtes assez forts. Je ne veux pas l'admettre, mais c'est la vérité. Pfft...\"</color> Puis elle rougit et détourne le regard avec embarras.", "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.": "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.", "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다. <color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color> 활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다. <color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color> 당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.": "Quand vous lui demandez de rejoindre l'expédition, Endorsi détourne légèrement le regard vers la forêt. <color=#a69085>\"Il y a une créature géante au-delà de cette forêt qu'une flèche ordinaire ne peut pas même égratigner. Même le meilleur chasseur perdrait facilement sa vie.\"</color> Les bras d'Endorsi qui tient son arc tremblent. <color=#a69085>\"Je ne peux pas rester tranquille jusqu'à ce que j'aie tué cette créature et vengé ma soeur.\"</color> Vous sentez une tristesse et une colère profondément refoulées dans sa voix.", "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "Balance la grande épée vers le bas vigoureusement en vertical, infligeant des dégâts physiques égaux à {0}% de la puissance d'attaque physique aux unités sur la tuile où se trouve la cible et sur la tuile juste derrière elle, et applique [AFFECTER_Stun] pendant {1} secondes.", "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 명중시 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "Balance la grande épée vers le bas vigoureusement en vertical, infligeant des dégâts physiques égaux à {0}% de la puissance d'attaque physique aux unités sur la tuile où se trouve la cible et sur la tuile juste derrière elle, et applique [AFFECTER_Stun] pendant {1} secondes en cas de coup.", "대상에게 마법 공격력의 100%의 마법 피해를 입히고 5초 동안 3의 Saignement을 부여합니다.": "대상에게 마법 공격력의 100%의 마법 피해를 입히고 5초 동안 3의 Saignement을 부여합니다.", "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.", "들끓는 벼룩 GAMESYSTEM_Environment_{affecterName}": "Essaim de puces GAMESYSTEM_Environment_{affecterName}", "마력 과포화 GAMESYSTEM_Environment_{affecterName}": "Sursaturation de mana GAMESYSTEM_Environment_{affecterName}", "마석 땅굴 GAMESYSTEM_Environment_{affecterName}": "Terrier de pierres de mana GAMESYSTEM_Environment_{affecterName}", "만약 현재 제작 스킬이 요구 제작 스킬보다 높은 경우, 높은 정도 만큼 '수작' 결과물이 나올 확률 보정치 (PS : 반대의 경우는 존재할 수 없음. 왜냐하면, 현재 제작 스킬보다 요구 제작 스킬이 높으면 제작 자체가 불가하기 때문)": "Si la compétence d'artisanat actuelle est supérieure à la compétence requise, correction de probabilité d'obtenir un résultat 'de qualité' proportionnelle à cet écart (PS : le cas inverse ne peut pas exister, car si la compétence requise est supérieure à l'actuelle, l'artisanat lui-même est impossible)", "맷집 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "Renforcement de la Constitution : positif GAMESYSTEM_Environment_{affecterName}", "맷집 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de la Constitution : négatif GAMESYSTEM_Environment_{affecterName}", "먹여주기 태스크에서 필요로 하는 Workload": "Workload requis pour la tâche de nourrissage.", "메인 던전 맥스 Floor - 탐사열망 (더 깊은 곳으로)이벤트 체크용": "Étage max du donjon principal - pour la vérification de l'événement Désir d'exploration (Vers les profondeurs).", "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "Réinitialise toutes les compétences acquises et rembourse les SP.", "무드 최대치를 의미한다. 실제 변동되며 쓰이는 값은 아니고, 주로 UI에서 게이지바 등을 표시하기 위한 최대치 기준으로 사용된다. (실제 수치는 최대값이 없음)": "Désigne la valeur maximale d'humeur. Ce n'est pas une valeur réellement variable et utilisée, elle sert surtout de référence maximale pour afficher les jauges dans l'UI. (la valeur réelle n'a pas de maximum)", "민첩 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "Renforcement de l'Agilité : positif GAMESYSTEM_Environment_{affecterName}", "민첩 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de l'Agilité : négatif GAMESYSTEM_Environment_{affecterName}", "바닥에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초 PS : 인게임 1시간은 1배속 기준 현실 시간 45초임.": "{0} secondes de durée de l'humeur correspondante lorsqu'on a dormi par terre. PS : 1 heure en jeu équivaut à 45 secondes de temps réel à vitesse x1.", "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들": "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들", "범위 내 모든 적 유닛에게 마법 공격력의 80%의 마법 피해를 입히고 5초 동안 1의 Saignement을 부여하는 지역을 형성합니다. 공격은 5회 동안 지속됩니다.": "범위 내 모든 적 유닛에게 마법 공격력의 80%의 마법 피해를 입히고 5초 동안 1의 Saignement을 부여하는 지역을 형성합니다. 공격은 5회 동안 지속됩니다.", "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.": "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.", "보석 풍뎅이 GAMESYSTEM_Environment_{affecterName}": "Scarabée bijou GAMESYSTEM_Environment_{affecterName}", "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.": "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.", "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.": "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.", "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.": "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.", "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.": "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.", "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.": "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.", "생활 능력치에 따른 슬롯 배경 표시 구간을 의미한다. {0} 미만 : Bad {1} 미만 : Normal {2} 미만 : Good {3} 미만 : Great 그 외(즉 {3} 이상인 경우)에는 Perfect": "Désigne les intervalles d'affichage de l'arrière-plan des emplacements selon la caractéristique de vie. Moins de {0} : Bad, moins de {1} : Normal, moins de {2} : Good, moins de {3} : Great, sinon (c'est-à-dire {3} ou plus) : Perfect.", "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {": "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {", "소지금 증가 속도 per tick (PS : 길드 거래가 구현되기 전까지는 주화를 얻을 방법이 없으므로, 자연 증가시킨다.)": "Vitesse d'augmentation de l'argent possédé par tick (PS : tant que le commerce de guilde n'est pas implémenté, il n'y a aucun moyen d'obtenir des pièces, donc on les fait augmenter naturellement.)", "수면 or 휴식중이라면 매초 {0}%'비율 만큼 모든 신체 부위에서 추가로 부상치가 감소한다": "En sommeil ou au repos, la valeur de blessure de toutes les parties du corps diminue en plus de {0}% par seconde.", "숲의 가르침 GAMESYSTEM_Environment_{affecterName}": "Enseignement forestier GAMESYSTEM_Environment_{affecterName}", "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.": "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.", "시간별 tick 수를 의미한다. 이것에 24를 곱하면 하루의 틱 수치를 산출해낼 수 있음.": "Désigne le nombre de ticks par heure. En le multipliant par 24, on obtient le nombre de ticks par jour.", "야수의 숲 GAMESYSTEM_Environment_{affecterName}": "Forêt des Bêtes GAMESYSTEM_Environment_{affecterName}", "어두운 땅굴 GAMESYSTEM_Environment_{affecterName}": "Terrier sombre GAMESYSTEM_Environment_{affecterName}", "어둠의 속삭임 GAMESYSTEM_Environment_{affecterName}": "Murmure Sombre GAMESYSTEM_Environment_{affecterName}", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분)": "Partie qui définit comment l'aspect du donjon change selon la phase en fonction de l'étage franchi. Basée sur GAMESYSTEM_Dungeon_Floor_Phase_Division mais, pour l'extensibilité, il s'agit de la division des phases dans Forest_Dark (3 phases)", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분) 명칭 변경됨": "Partie qui définit comment l'aspect du donjon change selon la phase en fonction de l'étage franchi. Basée sur GAMESYSTEM_Dungeon_Floor_Phase_Division mais, pour l'extensibilité, il s'agit de la division des phases dans Forest_Dark (3 phases). Nom modifié.", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분)": "Partie qui définit comment l'aspect du donjon change selon la phase en fonction de l'étage franchi. Basée sur GAMESYSTEM_Dungeon_Floor_Phase_Division mais, pour l'extensibilité, il s'agit de la division des phases dans Forest_Standard (4 phases)", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분) 명칭 변경됨 HY : 층에 따른 페이즈. 1층 - 1페이즈 / 4층 3페이즈 이런식으로.": "Partie qui définit comment l'aspect du donjon change selon la phase en fonction de l'étage franchi. Basée sur GAMESYSTEM_Dungeon_Floor_Phase_Division mais, pour l'extensibilité, il s'agit de la division des phases dans Forest_Standard (4 phases). Nom modifié. HY : phase selon l'étage. Étage 1 - phase 1 / étage 4 - phase 3, ainsi de suite.", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 기본 : 2, 4 (1페이즈의 마지막 층은 2층임, 2페이즈의 마지막 층은 4층임. 마지막이 4이므로, 4층은 이 Region의 마지막 층으로 취급됨)": "Partie qui définit comment l'aspect du donjon change selon la phase en fonction de l'étage franchi. Par défaut : 2, 4 (le dernier étage de la phase 1 est l'étage 2, le dernier étage de la phase 2 est l'étage 4. Comme le dernier est 4, l'étage 4 est traité comme le dernier étage de cette Region)", "엘프의 고향 GAMESYSTEM_Environment_{affecterName}": "Patrie des elfes GAMESYSTEM_Environment_{affecterName}", "영양 흡수 GAMESYSTEM_Environment_{affecterName}": "Absorption de nutriments GAMESYSTEM_Environment_{affecterName}", "왜곡된 감각 GAMESYSTEM_Environment_{affecterName}": "Sens déformés GAMESYSTEM_Environment_{affecterName}", "요구하는 경험치량이다 {1}은 1레벨 때 최대 경험치량을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "Quantité d'expérience requise. {1} désigne la quantité d'expérience maximale au niveau 1. {0} est un placeholder inutilisé dont la valeur est fixée à \"None\".", "운영 난이도 매우 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "Difficulté de gestion Très difficile. Valeur de pénalité d'humeur par palier de séjour au donjon. FloatValues : D1,D2,D3,D4.", "운영 난이도 매우 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "Difficulté de gestion Très difficile. Valeur d'humeur d'attente de traitement par niveau d'unité. FloatValues : Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 보통. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "Difficulté de gestion Normal. Valeur de pénalité d'humeur par palier de séjour au donjon. FloatValues : D1,D2,D3,D4.", "운영 난이도 보통. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "Difficulté de gestion Normal. Valeur d'humeur d'attente de traitement par niveau d'unité. FloatValues : Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 쉬움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "Difficulté de gestion Facile. Valeur de pénalité d'humeur par palier de séjour au donjon. FloatValues : D1,D2,D3,D4.", "운영 난이도 쉬움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "Difficulté de gestion Facile. Valeur d'humeur d'attente de traitement par niveau d'unité. FloatValues : Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "Difficulté de gestion Difficile. Valeur de pénalité d'humeur par palier de séjour au donjon. FloatValues : D1,D2,D3,D4.", "운영 난이도 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "Difficulté de gestion Difficile. Valeur d'humeur d'attente de traitement par niveau d'unité. FloatValues : Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 파멸. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "Difficulté de gestion Downfall. Valeur de pénalité d'humeur par palier de séjour au donjon. FloatValues : D1,D2,D3,D4.", "운영 난이도 파멸. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "Difficulté de gestion Downfall. Valeur d'humeur d'attente de traitement par niveau d'unité. FloatValues : Lv1,Lv2,Lv3,Lv4,Lv5.", "의지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "Renforcement de la Force de volonté : positif GAMESYSTEM_Environment_{affecterName}", "의지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de la Force de volonté : négatif GAMESYSTEM_Environment_{affecterName}", "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔": "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔", "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "Inflige des dégâts magiques égaux à {2}% de la puissance d'attaque magique aux unités ennemies adjacentes tous les {5} secondes, et applique {3} de [AFFECTER_Burning] pendant {4} secondes.", "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "Inflige des dégâts magiques égaux à {2}% de la puissance d'attaque magique aux unités ennemies adjacentes chaque seconde, et applique {3} de [AFFECTER_Burning] pendant {4} secondes.", "인지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "Renforcement de la Perception : positif GAMESYSTEM_Environment_{affecterName}", "인지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de la Perception : négatif GAMESYSTEM_Environment_{affecterName}", "전투 난이도별 던전 유닛 리스폰 주기(분). CombatDifficulty enum 순서: Easy, Normal, Hard, VeryHard, Downfall. 기존 600분 기준 Easy +100%, Normal +50%, Hard 이상 +0%.": "Cycle de réapparition des unités du donjon par difficulté de combat (minutes). Ordre de l'enum CombatDifficulty : Easy, Normal, Hard, VeryHard, Downfall. Sur la base des 600 minutes existantes : Easy +100%, Normal +50%, Hard et plus +0%.", "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘": "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘", "조사하기(Inspect) 사용시 소질을 몇개나 공개시키는지에 대한 값": "Valeur indiquant combien d'aptitudes sont révélées lors de l'utilisation d'Inspecter (Inspect).", "주변 시야 범위. 이 값을 기준으로 Fog of war를 업데이트한다. 프로토타입에는 이 값에 대한 '최종 능력치'는 존재하지 않는 상태이다. 이후로는 각 유닛이 vision 최종 능력치를 가지도록 처리할 필요가 있음. 예컨데 휏불 사용 여부에 따라 시야에 따라 맵이 밝혀지는 정도가 다르다던가.": "Portée de vision environnante. Le Fog of war est mis à jour à partir de cette valeur. Dans le prototype, aucune 'valeur finale' n'existe pour cette valeur. Par la suite, il faudra faire en sorte que chaque unité ait une valeur de vision finale. Par exemple, le degré d'éclairage de la carte selon la vision peut varier selon l'utilisation ou non d'une torche.", "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Nature로 변경 필요": "Coefficient de conversion des statistiques principales en statistiques finales NOTE : à changer en Nature", "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Water로 변경 필요": "Coefficient de conversion des statistiques principales en statistiques finales NOTE : à changer en Water", "지능 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "Renforcement de l'Intelligence : positif GAMESYSTEM_Environment_{affecterName}", "지능 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de l'Intelligence : négatif GAMESYSTEM_Environment_{affecterName}", "지역클리어를 위해 처리해야하는 적 순서에 따라서 1스테,2스테,,, 그리고 NULL 인경우 보스가 존재하지않기에 클리어해도 해금안 됨.": "Selon l'ordre des ennemis à traiter pour terminer la région : étape 1, étape 2, etc. Si NULL, aucun boss n'existe donc le déblocage ne se produit pas même après avoir terminé.", "지정한 위치에 {0}마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망시 폭발하며 근처의 적에게 마법 공격력의 {1}%의 마법 피해를 입히고, 근처의 아군에게 {5}초 동안 마법 공격력의 {2}%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 {3}마리 까지 동시에 소환될 수 있으며, 한 맵에는 최대 {4}마리 까지 존재할 수 있습니다. DEV(JH) : 소환자의 스탯에 따른 버블링의 마공/생명력 증가는 코드로만 동작하고 있다. 유저에게 나오는 설명은 없어서 직접 소환해봐야 알 수 있다. 버블스플래시의 데미지는 '소환자' 마공을 따른다. 버블태클의 데미지는 '버블링'의 마공을 따른다.": "지정한 위치에 {0}마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망시 폭발하며 근처의 적에게 마법 공격력의 {1}%의 마법 피해를 입히고, 근처의 아군에게 {5}초 동안 마법 공격력의 {2}%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 {3}마리 까지 동시에 소환될 수 있으며, 한 맵에는 최대 {4}마리 까지 존재할 수 있습니다. DEV(JH) : 소환자의 스탯에 따른 버블링의 마공/생명력 증가는 코드로만 동작하고 있다. 유저에게 나오는 설명은 없어서 직접 소환해봐야 알 수 있다. 버블스플래시의 데미지는 '소환자' 마공을 따른다. 버블태클의 데미지는 '버블링'의 마공을 따른다.", "지하탐험가 GAMESYSTEM_Environment_{affecterName}": "Explorateur souterrain GAMESYSTEM_Environment_{affecterName}", "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Nature로 변경 필요": "Valeur par défaut du système de valeurs finales (affichage F1 pourcentage) NOTE : à changer en Nature", "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Water로 변경 필요": "Valeur par défaut du système de valeurs finales (affichage F1 pourcentage) NOTE : à changer en Water", "최종능력치 시스템 기본값 (표기F0, 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)": "Valeur par défaut du système de valeurs finales (affichage F0, le traitement réel applique DevValueConvertRatio_MovementSpeed)", "침묵의 평온 GAMESYSTEM_Environment_{affecterName}": "Sérénité silencieuse GAMESYSTEM_Environment_{affecterName}", "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다. <color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color> 모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. <color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color> 깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.": "L'objectif ultime de l'expédition est de détruire le noyau d'Arctéon, le donjon doté de conscience, et de mettre fin à la terrible fin qui s'est abattue sur le monde. Comme l'expédition récente n'a pas produit de résultats visibles, les membres de l'expédition semblent mal à l'aise. <color=#a69085>\"Chef, et si nous explorons plus profondément la prochaine fois ?\"</color> À la réunion de tous les membres, quelqu'un propose à haute voix. <color=#a69085>\"Si nous nous arrêtons ici, tout le monde pensera que nous sommes des lâches.\"</color> Vous réfléchissez profondément et réalisez que c'est une bonne occasion pour l'expédition de passer à l'étape suivante, maintenant que les membres sont motivés.", "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.": "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.", "풍부한 마석 GAMESYSTEM_Environment_{affecterName}": "Pierres de mana abondantes GAMESYSTEM_Environment_{affecterName}", "풍부한 목재 GAMESYSTEM_Environment_{affecterName}": "Bois abondant GAMESYSTEM_Environment_{affecterName}", "풍부한 석재 GAMESYSTEM_Environment_{affecterName}": "Pierre abondante GAMESYSTEM_Environment_{affecterName}", "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.": "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.", "한 단위의 수면시 소요되는 틱의 기본값 {0}. 수면 중 깨기 위한 (EX : 기력이 일정 이상이거나, 매우 배고픔) 조건을 예외 처리를 위해 존재하는 변수임.": "Valeur de base des ticks nécessaires pour une unité de sommeil {0}. Variable existant pour gérer les exceptions des conditions de réveil pendant le sommeil (EX : énergie au-dessus d'un certain seuil, ou très affamé).", "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다": "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다", "해당 유닛에게 esprit pionnier을 부여합니다": "해당 유닛에게 esprit pionnier을 부여합니다", "현상수배 : 엘리트 몬스터 GAMESYSTEM_Environment_{affecterName}": "Avis de recherche : Monstre d'élite GAMESYSTEM_Environment_{affecterName}", "현재 무게/최대 무게 > {0}%이상 일 때 매우 무거움 효과를 얻는다 (무게 게이지 검은 부분) >> 240613 HW : 앞으로 매우 무거움을 없앤다.": "Lorsque poids actuel/poids maximal > {0}%, l'effet Très lourd s'applique (partie noire de la jauge de poids) >> 240613 HW : à l'avenir, supprimer Très lourd.", "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.", "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.", "힘 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "Renforcement de la Force : positif GAMESYSTEM_Environment_{affecterName}", "힘 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "Affaiblissement de la Force : négatif GAMESYSTEM_Environment_{affecterName}"}, "i18n_fr_overrides": {"5. Skill Trees": "5. Arbres de compétences", "6. Inscriptions": "6. Inscriptions", "7. Soul Stones & Acquired Traits": "7. Pierres d'âme et traits acquis", "Acquired traits": "Traits acquis", "Add a soul stone": "Ajouter une pierre d'âme", "Add an acquired trait": "Ajouter un trait acquis", "Equipped soul stone": "Pierre d'âme équipée", "Filter by bonus": "Filtrer par bonus", "No soul stones exist in this build.": "Aucune pierre d'âme dans ce build."}, "i18n_ja": {" ({#} casts)": " ({#} キャスト)", " ({#} rounds)": " ({#} ラウンド)", "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0": "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0", "\" - this is not a Dungeon Settlers save.": "」がありません - これはDungeon Settlersのセーブではありません。", "\" completed": "\" 完了", "\" completed; never after": "\" クリア済み；以降不可", "\" completes": "」が完了", "\" completes)": "\" 完了）", "\" starts automatically; report back to her - she then moves to your base as a recruit candidate. This final hunt is offered in the same talk that opens her trade stock.": "」が自動的に開始。彼女に報告すると、勧誘候補として拠点へ移動します。この最後の狩猟は、彼女の取引在庫を開くのと同じ会話で提供されます。", "\" starts automatically; report back to her for 10×": "」が自動的に開始。彼女に報告して10×を受け取る", "\" starts automatically; report back to her for 1×": "」が自動的に開始。彼女に報告して1×を受け取る", "\" starts automatically; report back to her for 8×": "」が自動的に開始。彼女に報告して8×を受け取る", "\"!CompleteResearch_AdvancedCusine\"": "\"!CompleteResearch_AdvancedCusine\"", "\"!CompleteResearch_BasicAlchemy\"": "\"!CompleteResearch_BasicAlchemy\"", "\"!CompleteResearch_BasicCuisine\"": "\"!CompleteResearch_BasicCuisine\"", "\"!CompleteResearch_BasicFarming\"": "\"!CompleteResearch_BasicFarming\"", "\"!CompleteResearch_BasicMonsterCusine\"": "\"!CompleteResearch_BasicMonsterCusine\"", "\"!CompleteResearch_BoneProcessing1\"": "\"!CompleteResearch_BoneProcessing1\"", "\"!CompleteResearch_BoneProcessing2\"": "\"!CompleteResearch_BoneProcessing2\"", "\"!CompleteResearch_BurrowMonsterCusine\"": "\"!CompleteResearch_BurrowMonsterCusine\"", "\"!CompleteResearch_CarapaceProcessing1\"": "\"!CompleteResearch_CarapaceProcessing1\"", "\"!CompleteResearch_CarapaceProcessing2\"": "\"!CompleteResearch_CarapaceProcessing2\"", "\"!CompleteResearch_HuntProcessing\"": "\"!CompleteResearch_HuntProcessing\"", "\"!CompleteResearch_RelifFood\"": "\"!CompleteResearch_RelifFood\"", "\"!CompleteResearch_StaffCrafting\"": "\"!CompleteResearch_StaffCrafting\"", "\"!CompleteResearch_WeaveProcessing\"": "\"!CompleteResearch_WeaveProcessing\"", "\"!CompleteResearch_WoodHousing\"": "\"!CompleteResearch_WoodHousing\"", "\"!CompleteResearch_WoodProcessing2\"": "\"!CompleteResearch_WoodProcessing2\"", "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"": "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"", "\"\" - Dungeon Settlers Wiki": "\"\" - Dungeon Settlers Wiki", "\"\" icon": "\"\" アイコン", "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"", "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...", "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"", "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"", "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"", "\"-Kreeeeeek!!\" {0} tears the creature's various parts apart, and a shrill scream rings out. Once it's fully taken apar...": "\"-クリーク!\" {0}は生き物のさまざまな部位を引き裂き、甲高い悲鳴が響き渡ります。 完全に分解されると...", "\"-Screeeeech!!\"": "\"-Screeeeech!!\"", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discove": "「キーッ!!!」{0}が生き物の何片かを引き裂くと、鋭い叫びが空気を通して響く。完全に解体されると、小さな緑の本質が発見される", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.": "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.", "\". There is": "」。次のものは存在しません", "\"...Hmph.\"": "\"...ふん。\"", "\"...It's over.\"": "「...終わったな。」", "\"...Thanks to you, my research h...": "\"...Thanks to you, my research h...", "\"...What is this.\"": "「...これは何だ。」", "\">open ›": "\">開く ›", "\"A gigantic monster lives beyond these woods-one that ordinary arrows can't...": "「この森の向こうに、巨大なモンスターが住んでいる…普通の矢では…", "\"Aaaah!\"": "「ああぁ！」", "\"Aaaah!\" You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses under the": "「ああぁ！」近くで悲鳴が聞こえ、それが仲間の一人リアナの声だとすぐに気づく。彼女はネズミの群れに囲まれ、やがて次のものに押しつぶされて倒れる", "\"Aagh!\"": "「あああ！」", "\"ActivateDecision_false\"": "\"ActivateDecision_false\"", "\"ActivateDecision_true\"": "\"ActivateDecision_true\"", "\"AddAffecterAll_BlessOfWorldTree\"": "\"AddAffecterAll_BlessOfWorldTree\"", "\"AddAffecterAll_ExploreAspiration_2880\"": "\"AddAffecterAll_ExploreAspiration_2880\"", "\"AddAffecterAll_MaybeHarp_1440\"": "\"AddAffecterAll_MaybeHarp_1440\"", "\"AddAffecterAll_MaybeTrumpet_1440\"": "\"AddAffecterAll_MaybeTrumpet_1440\"", "\"AddAffecterAll_PioneeringSpirit\"": "\"AddAffecterAll_PioneeringSpirit\"", "\"AddAffecterAll_SurvivalInstinct\"": "\"AddAffecterAll_SurvivalInstinct\"", "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"": "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"", "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"": "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"", "\"AddAffecter_GreatestWarrior_0\"": "\"AddAffecter_GreatestWarrior_0\"", "\"AddItem_NatureEssence_1_0\"": "\"AddItem_NatureEssence_1_0\"", "\"AddItem_NatureGreenSpirit_1_0\"": "\"AddItem_NatureGreenSpirit_1_0\"", "\"Agh!\"": "「あああ！」", "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"": "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"", "\"Ah, a customer....": "「あ、客だ...", "\"Ah... Of course! That's it! Why did it ta...": "「あ…もちろんだ！そうか！どうして…", "\"Ah... Yes. So that's how it...": "「あ…そうか。つまり…", "\"Ahhh... then you shall be filled with pleasure!\"": "\"Ahhh... then you shall be filled with pleasure!\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"": "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"": "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"", "\"At fir...": "「最初…", "\"Bald\"": "\"Bald\"", "\"BaseRandomFoodRation\"": "基地ランダム食料配給", "\"BaseRandomGazeMoon\"": "\"BaseRandomGazeMoon\"", "\"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "「地面を踏みならし始めたら気をつけろ。それは突進する合図だ。」", "\"Best not come any closer.\"": "\"それ以上近づかないのが賢明です。\"", "\"Black\"": "\"Black\"", "\"Bribe\"": "賄賂", "\"Bwoooong-\"": "\"ブゥーオーン-\"", "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to setting and achiev": "\"ブゥーオーン-\" 遠征ホルンを鳴らすと、遠征メンバーが周りに集まります。\"設定と達成に関しては新しいアプローチが必要なようです", "\"Captain, exploring the Dungeon means risking our liv...": "「隊長、ダンジョンの探索は命がけです。そこまで貧しく", "\"Captain, there are some strange markings here.\"": "「司令官、ここに奇妙な印があります。」", "\"Captain, there's a hidden opening here.\"": "「司令官、ここに隠れた入り口があります。」", "\"Captain, why don't we request expedition support from the Guild? Given our p...": "「隊長、ギルドに遠征支援を依頼しませんか?今の状況では、", "\"Captain... I found a strange vine.\"": "「司令官…奇妙なツタを見つけました。」", "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "「司令官…奇妙なツタを見つけました。」それはかなり役に立つものであるように見えます。", "\"Caution\"": "\"Caution\"", "\"Cavern_LittleFlesh\"": "\"Cavern_LittleFlesh\"", "\"Cavern_Poison\"": "\"Cavern_Poison\"", "\"Cavern_Standard\"": "\"Cavern_Standard\"", "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...", "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"", "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"": "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"", "\"ClanRank_Common\"": "\"ClanRank_Common\"", "\"ClanRank_Insignificant\"": "\"ClanRank_Insignificant\"", "\"ClearDungeon1\"": "\"ClearDungeon1\"", "\"Commander, I d...": "「司令官、俺は...", "\"CompleteResearch_AdvancedCusine\"": "\"CompleteResearch_AdvancedCusine\"", "\"CompleteResearch_BasicAlchemy\"": "\"CompleteResearch_BasicAlchemy\"", "\"CompleteResearch_BasicCuisine\"": "\"CompleteResearch_BasicCuisine\"", "\"CompleteResearch_BasicFarming\"": "\"CompleteResearch_BasicFarming\"", "\"CompleteResearch_BasicMonsterCusine\"": "\"CompleteResearch_BasicMonsterCusine\"", "\"CompleteResearch_BoneProcessing1\"": "\"CompleteResearch_BoneProcessing1\"", "\"CompleteResearch_BoneProcessing2\"": "\"CompleteResearch_BoneProcessing2\"", "\"CompleteResearch_BurrowMonsterCusine\"": "\"CompleteResearch_BurrowMonsterCusine\"", "\"CompleteResearch_CarapaceProcessing1\"": "\"CompleteResearch_CarapaceProcessing1\"", "\"CompleteResearch_CarapaceProcessing2\"": "\"CompleteResearch_CarapaceProcessing2\"", "\"CompleteResearch_HuntProcessing\"": "\"CompleteResearch_HuntProcessing\"", "\"CompleteResearch_RelifFood\"": "\"CompleteResearch_RelifFood\"", "\"CompleteResearch_StaffCrafting\"": "\"CompleteResearch_StaffCrafting\"", "\"CompleteResearch_WeaveProcessing\"": "\"CompleteResearch_WeaveProcessing\"", "\"CompleteResearch_WoodHousing\"": "\"CompleteResearch_WoodHousing\"", "\"CompleteResearch_WoodProcessing2\"": "\"CompleteResearch_WoodProcessing2\"", "\"CurrentMap_Base && Cooldown_Random6_4320\"": "\"CurrentMap_Base && Cooldown_Random6_4320\"", "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"": "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"", "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"": "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"", "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"": "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"", "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"": "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"", "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"", "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"", "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"", "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"", "\"Damn! That bastard has already wiped out two more expeditions in the meanti...": "「くっ。あの獣、この間にさらに2つの遠征隊を全滅させやがった…", "\"Damn! That thing has already wiped out two more expedition teams while we w...": "「くっ。あの獣、我々が待っている間にさらに2つの遠征隊を全滅させた…", "\"DecisionDismiss\"": "\"DecisionDismiss\"", "\"Defence\"": "\"防御\"", "\"DeputyCaptainElf\"": "\"DeputyCaptainElf\"", "\"DeputyCaptainHuamn\"": "\"DeputyCaptainHuamn\"", "\"DeputyCaptainLizard\"": "\"DeputyCaptainLizard\"", "\"DeputyCaptainLycan\"": "\"DeputyCaptainLycan\"", "\"DeputyCaptainMia\"": "\"DeputyCaptainMia\"", "\"DiscaredMagicPowerDevice\"": "\"DiscaredMagicPowerDevice\"", "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "「ゴブリンは…昆虫に血を飲まれるのを楽しむのか？ なんと奇妙な…」", "\"Don't push yourself. A brief investigation will be enough.\"": "「無理をしてはいけない。簡潔な調査で十分です。」", "\"Dungeon1RandomCliff\"": "ダンジョンランダム崖1", "\"Dungeon1RandomGreen\"": "\"Dungeon1RandomGreen\"", "\"Dungeon1RandomMusic\"": "ダンジョンランダムBGM1", "\"Dungeon1RandomWatcher\"": "ダンジョンランダム見張り1", "\"Elf01_Blue\"": "\"Elf01_Blue\"", "\"Elf01_Green\"": "\"Elf01_Green\"", "\"Elf01_White\"": "\"Elf01_White\"", "\"Elf01_Yellow\"": "\"Elf01_Yellow\"", "\"Elf02_Blue\"": "\"Elf02_Blue\"", "\"Elf02_Green\"": "\"Elf02_Green\"", "\"Elf02_White\"": "\"Elf02_White\"", "\"Elf02_Yellow\"": "\"Elf02_Yellow\"", "\"Elf03_Blue\"": "\"Elf03_Blue\"", "\"Elf03_Green\"": "\"Elf03_Green\"", "\"Elf03_Red\"": "\"Elf03_Red\"", "\"Elf03_White\"": "\"Elf03_White\"", "\"Elf03_Yellow\"": "\"Elf03_Yellow\"", "\"Elf04_Blue\"": "\"Elf04_Blue\"", "\"Elf04_Green\"": "\"Elf04_Green\"", "\"Elf04_Red\"": "\"Elf04_Red\"", "\"Elf04_White\"": "\"Elf04_White\"", "\"Elf04_Yellow\"": "\"Elf04_Yellow\"", "\"Elf05_Blue\"": "\"Elf05_Blue\"", "\"Elf05_Green\"": "\"Elf05_Green\"", "\"Elf05_White\"": "\"Elf05_White\"", "\"Elf05_Yellow\"": "\"Elf05_Yellow\"", "\"Elf06_Green\"": "\"Elf06_Green\"", "\"Elf06_Red\"": "\"Elf06_Red\"", "\"Elf06_White\"": "\"Elf06_White\"", "\"Elf06_Yellow\"": "\"Elf06_Yellow\"", "\"Elf07_Blue\"": "\"Elf07_Blue\"", "\"Elf07_Green\"": "\"Elf07_Green\"", "\"Elf07_White\"": "\"Elf07_White\"", "\"Elf08_Blue\"": "\"Elf08_Blue\"", "\"Elf08_Green\"": "\"Elf08_Green\"", "\"Elf08_White\"": "\"Elf08_White\"", "\"Elf08_Yellow\"": "\"Elf08_Yellow\"", "\"Elf09_Blue\"": "\"Elf09_Blue\"", "\"Elf09_Green\"": "\"Elf09_Green\"", "\"Elf09_Red\"": "\"Elf09_Red\"", "\"Elf10_Blue\"": "\"Elf10_Blue\"", "\"Elf10_Red\"": "\"Elf10_Red\"", "\"Elf10_White\"": "\"Elf10_White\"", "\"Elf11_Green\"": "\"Elf11_Green\"", "\"EndrossiQuestEnd2\"": "\"EndrossiQuestEnd2\"", "\"EndrossiQuestEnd3\"": "\"EndrossiQuestEnd3\"", "\"EndrossiQuestEnd4\"": "\"EndrossiQuestEnd4\"", "\"Equipment_Spear\"": "\"Equipment_Spear\"", "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"", "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"", "\"Event_Npc0\"": "\"Event_Npc0\"", "\"Event_Npc1\"": "\"Event_Npc1\"", "\"Event_Npc11\"": "\"Event_Npc11\"", "\"Event_Npc23\"": "\"Event_Npc23\"", "\"Event_Npc26\"": "\"Event_Npc26\"", "\"Event_Npc6\"": "\"Event_Npc6\"", "\"Exceptional\"": "\"卓越\"", "\"Expedition Captain, I'm p...": "「遠征隊長、準備中...", "\"Expedition Resolution\"": "「遠征決議」", "\"ExpeditionHorn\"": "\"ExpeditionHorn\"", "\"ExpeditionHornNotActive\"": "\"ExpeditionHornNotActive\"", "\"ExpeditionTeamSupport3\"": "遠征隊サポート3", "\"FaceScar01_Peach\"": "\"FaceScar01_Peach\"", "\"Farming\"": "\"Farming\"", "\"Floor\"": "\"Floor\"", "\"FloorDeco\"": "\"FloorDeco\"", "\"Furniture\"": "\"家具\"", "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...": "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...", "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!! {0} : 최소 상승치 {1} : 최대 상승치": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"としてパースして使用するため、キー名を変更しないこと!!! {0} : 最小上昇値 {1} : 最大上昇値", "\"Good. This should be enough to test my hypothesis.\"": "「良い。これは私の仮説をテストするのに十分なはずだ。」", "\"Good... Burn everything!\"": "「いい…すべてを焼き尽くせ！」", "\"Good... Life must bloom by its own power.\"": "「いい…生命は自分自身の力で花開かねばならない。」", "\"Graaagh!!\"": "「ぐああああ！！」", "\"Haa...\"": "「はぁ...」", "\"Haa...\" With help, she barely manages to lift herself up and catches her breath with difficulty. \"What about Jack and Ivan, who were with you?\"</color": "「はぁ...」助けを借りて、彼女はどうにか身を起こし、苦しそうに息を整える。「一緒にいたジャックとイヴァンはどうなったの?」</color", "\"Hahaha! Though greed itself knows no end!\"": "\"Hahaha! Though greed itself knows no end!\"", "\"Hard\"": "\"ハード\"", "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"": "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"", "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"", "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"", "\"HasGoldAbove_200\"": "\"HasGoldAbove_200\"", "\"HasPopulation && RunningQuest_HuntElderGloth\"": "\"HasPopulation && RunningQuest_HuntElderGloth\"", "\"HasPopulation\"": "\"HasPopulation\"", "\"Hey Expedition Leader, we can't trade without a Trading Post.\"": "「おい、探索隊長、交易所がなければ取引はできないぞ。」", "\"Hidden\"": "\"非表示\"", "\"Hmm... As expected, it appears to use Imperi...": "「ふむ…予想通り、それは帝国の…", "\"Hmm... if you say so...\"": "「ふむ...そう言われれば...」", "\"Hmm... if you say so...\" When you assure them that the objective will soon be accomplished, the expedition members reluctantly nod. \"Well then, surely the commander has a proper plan.\"": "「ふむ...そう言われれば...」目標がすぐに達成されることを保証すると、遠征隊員は渋々頷く。「では、指揮官は適切な計画を持っているはずだ。」", "\"Hoo...\"": "「ふう…」", "\"Hoo...\" She exhales slowly, struggling to contain her emotions. \"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "「ふう…」彼女はゆっくり息を吐き出し、感情を抑えようとしている。「地面を踏みならし始めたら気をつけろ。それは突進する合図だ。」", "\"Huh...\" She exhales as if suppressing her emotions. \"Be careful when it starts stomping its feet. That's a signal it'...": "\"ふっ...\"彼女は感情を抑えるように息を吐きます。\"足を踏み鳴らし始めたら気をつけなさい。それがそれの...という合図だ...", "\"Hummm...\"": "「フーム...」", "\"I know well how hard you have ...": "「君たちがどれほど懸命に戦ったか...", "\"I've been hearing about you all here and there lately.\" The supervisor's voice flows out through the crow's beak. \"It...": "\"I've been hearing about you all here and there lately.\" The supervisor's voice flows out through the crow's beak. \"It...", "\"I've been hearing stories about your group everywhere lately.\"": "「最近、君たちのグループについての話をいたるところで聞くようになった。」", "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.\" \"Wondering how we're still alive, are you?\" At your grumbling, the raven caws and ruffles its feathers. \"Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy captain. I'll send you an insignia; the appointment is yours to make.\" With that, the raven spreads its black wings and vanishes beyond the sky.": "「最近、君たちのグループについての話をいたるところで聞くようになった。」検査官の声がカラスのくちばしから流れる。「いよいよ、君たちも適切な遠征隊らしく見え始めたようだ。ギルドでさえ君たちをかなり有能な部隊として扱い始めている。」「俺たちがまだ生きていることに驚いているのか？」君の文句に、カラスは鳴き、羽をそよ風のように揺する。「ま、いいだろう。いずれにせよ、これからのサポートは改善されるだろう。もちろん、それに見合った成果を期待している。そして、君たちが副隊長を任命する時が来たようだ。君に章を送るから、任命は君に任せる。」こう言うと、カラスは黒い翼を広げ、空の向こうに消える。", "\"I've received ...": "「...", "\"ITEM_Bone\"": "\"ITEM_Bone\"", "\"ITEM_Clay\"": "\"ITEM_Clay\"", "\"ITEM_DisgustingMonsterMeat\"": "\"ITEM_DisgustingMonsterMeat\"", "\"ITEM_HellLeech\"": "\"ITEM_HellLeech\"", "\"ITEM_SkillElixir\"": "\"ITEM_SkillElixir\"", "\"If that is your custom, then so be it. Just don't take it too far.\"": "「それが君たちのしきたりなら、それでいい。ただし、やり過ぎるな。」", "\"Illustration_DiscardedMagicPowerDevice\"": "\"Illustration_DiscardedMagicPowerDevice\"", "\"Illustration_Endrossi\"": "\"Illustration_Endrossi\"", "\"Illustration_FesteringBurrowMerchant\"": "\"Illustration_FesteringBurrowMerchant\"", "\"Illustration_GuildMerchant\"": "\"Illustration_GuildMerchant\"", "\"Illustration_MysteriousSound\"": "\"Illustration_MysteriousSound\"", "\"Illustration_Perion\"": "\"Illustration_Perion\"", "\"Illustration_ReturnFromExpedition\"": "\"Illustration_ReturnFromExpedition\"", "\"Illustration_SmallGreenThing\"": "\"Illustration_SmallGreenThing\"", "\"Illustration_TheWatchingEntity\"": "\"Illustration_TheWatchingEntity\"", "\"Illustration_ThornvineCliff\"": "\"Illustration_ThornvineCliff\"", "\"Illustration_VentingFrustration\"": "\"Illustration_VentingFrustration\"", "\"Illustration_Xenon\"": "\"Illustration_Xenon\"", "\"Illustration_YearningForExploration\"": "\"Illustration_YearningForExploration\"", "\"Insect\"": "\"Insect\"", "\"It has been many years since the Magic Empi...": "「魔法帝国が滅びてからずいぶん…", "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "「昔から絶滅していたはずの昆虫に見えます…どのようなメカニズムが…", "\"It seems I've been hearing stories about your group from all over lately.\"": "「最近、あちこちからあなたのグループの話が聞こえてくる。」", "\"It seems I've been hearing stories about your group from all over lately.\" The inspector's voice flows from the raven's beak. \"Looks like you finally rese": "「最近、あちこちからあなたのグループの話が聞こえてくる。」監督官の声がカラスのくちばしから流れる。「どうやらようやく…", "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...": "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...", "\"It seems our progress toward the objective has slowed, commander.\"": "\"司令官、目標に向けた進捗が鈍化しているようです。\"", "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent ability to achieve its goals. <co": "\"司令官、目標に向けた進捗が鈍化しているようです。\" 遠征メンバーは遠征の最近の目標達成能力を疑うようになりました。<co", "\"It seems we need a new approach when it comes to setting and achiev": "\"設定と達成に関しては新しいアプローチが必要なようです", "\"It...": "「...", "\"KillCount_RedMonsterRat_1\"": "\"KillCount_RedMonsterRat_1\"", "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "「隊長！何度言っても、あのやつは絶対に怪しい！…」", "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"", "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"", "\"LevelAbove_2_2\"": "\"LevelAbove_2_2\"", "\"Listen, there is only so much I can do to help. If you get wiped out again, w...": "「聞け、私ができることには限界がある。もし又も全滅したなら…", "\"Listen, there's a limit to how much I can help. If you get wiped out again, we'll reall...": "「聞け、私にできることには限界がある。もし又も全滅したなら、本当に…", "\"Lo...": "「ロ...", "\"Long02_Black\"": "\"Long02_Black\"", "\"Long02_Blonde\"": "\"Long02_Blonde\"", "\"Long03_Blonde\"": "\"Long03_Blonde\"", "\"Long04_Black\"": "\"Long04_Black\"", "\"Long04_Blonde\"": "\"Long04_Blonde\"", "\"Long04_Brown\"": "\"Long04_Brown\"", "\"Long04_Orange\"": "\"Long04_Orange\"", "\"Long04_Red\"": "\"Long04_Red\"", "\"Long_Blonde\"": "\"Long_Blonde\"", "\"Long_Orange\"": "\"Long_Orange\"", "\"Long_Red\"": "\"Long_Red\"", "\"Looks like it'd hurt if you got poked by t...": "「これに突かれたら痛いだろうな。」", "\"Looks like you finally rese": "「どうやらようやく…", "\"MAX\"": "\"MAX\"", "\"Main8\"": "\"Main8\"", "\"MerchantRoom\"": "\"MerchantRoom\"", "\"Moderate\"": "\"Moderate\"", "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"": "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"", "\"ModifyClanGold_1000\"": "\"ModifyClanGold_1000\"", "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"", "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"": "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"", "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"": "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"", "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"", "\"MoodUnder-3\"": "\"MoodUnder-3\"", "\"Mustache_Black\"": "\"Mustache_Black\"", "\"Mustache_Brown\"": "\"Mustache_Brown\"", "\"Mustache_Orange\"": "\"Mustache_Orange\"", "\"Mustache_Red\"": "\"Mustache_Red\"", "\"Mustache_White\"": "\"Mustache_White\"", "\"NPC\"": "\"NPC\"", "\"NULL\"": "\"NULL\"", "\"Ngh...!\"": "「うう…！」", "\"No direct stat modifiers\"": "\"直接的なステータス修正なし\"", "\"No! I'm real! I'm the real one!\"": "「違う！本物はこっちだ！」", "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no need to tak": "「違う！本物はこっちだ！」あなたは{0}の叫びを聞き、冷たく頭を背ける。どう見てもこれは疑わしい。調べる必要はない。", "\"None\"": "\"None\"", "\"Normal\"": "\"Normal\"", "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"": "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"", "\"Now I hear tales of you lot from here and there.\" The supervisor's voice flows through the raven's beak. \"It seems yo...": "「さまざまな場所からお前たちのうわさを聞くようになったな」 監督の声が烏のくちばしから流れる。「どうやら...", "\"Oh... What an extraordinary discovery.\"": "「おお…なんと素晴らしい発見だろう。」", "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"": "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"", "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"": "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"", "\"Outstanding\"": "\"優秀\"", "\"Per-room odds\" is this node's template share whenever a matching room slot generates on those floors; a floor holds several slots, so the practical hit rate is higher. Click a node for its full breakdown.": "「部屋ごとの確率」は、対象フロアで該当する部屋スロットが生成された際の、このノードのテンプレート割合です。1フロアには複数のスロットがあるため、実際の出現率はこれより高くなります。ノードをクリックすると詳細な内訳が表示されます。", "\"Phew...\"": "「ふぅ...」", "\"Phew...\" She struggles to catch her breath. \"What about Jack and Ivan?\" At your question, her face darkens without a word. You pause for a": "「ふぅ...」彼女は息を整えるのに苦労している。「ジャックとイヴァンはどうなったの?」あなたの問いに、彼女は無言で表情を曇らせる。あなたは少しの間、", "\"QuestFinish_HuntAlphaAcidSlogel\"": "\"QuestFinish_HuntAlphaAcidSlogel\"", "\"QuestFinish_HuntElderGloth\"": "\"QuestFinish_HuntElderGloth\"", "\"QuestFinish_HuntWhiteMawmurk\"": "\"QuestFinish_HuntWhiteMawmurk\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"", "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"", "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...", "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"", "\"RankUp1to2\"": "\"RankUp1to2\"", "\"RankUp2to3\"": "\"RankUp2to3\"", "\"Raw values: 5\"": "\"生の値: 5\"", "\"Recreation\"": "\"Recreation\"", "\"Red\"": "\"Red\"", "\"Remarkable... This was no ordinary magical experi...": "\"Remarkable... This was no ordinary magical experi...", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"", "\"Short02_Orange\"": "\"Short02_Orange\"", "\"Short03_Brown\"": "\"Short03_Brown\"", "\"Short04_Brown\"": "\"Short04_Brown\"", "\"Short05_Black\"": "\"Short05_Black\"", "\"Short05_Blonde\"": "\"Short05_Blonde\"", "\"Short05_Brown\"": "\"Short05_Brown\"", "\"Short05_Red\"": "\"Short05_Red\"", "\"Short06_Brown\"": "\"Short06_Brown\"", "\"Short07_Black\"": "\"Short07_Black\"", "\"Short07_Brown\"": "\"Short07_Brown\"", "\"Short07_Orange\"": "\"Short07_Orange\"", "\"Short07_Red\"": "\"Short07_Red\"", "\"Short08_Brown\"": "\"Short08_Brown\"", "\"Short09_Black\"": "\"Short09_Black\"", "\"Short09_Red\"": "\"Short09_Red\"", "\"Short09_White\"": "\"Short09_White\"", "\"Short_Black\"": "\"Short_Black\"", "\"Short_Brown\"": "\"Short_Brown\"", "\"Short_Red\"": "\"Short_Red\"", "\"Short_White\"": "\"Short_White\"", "\"ShowAction\"": "\"ShowAction\"", "\"ShowChoiceAction_ChoiceF28100\"": "\"ShowChoiceAction_ChoiceF28100\"", "\"ShowChoiceAction_ChoiceF28110\"": "\"ShowChoiceAction_ChoiceF28110\"", "\"ShowChoiceAction_ChoiceF29110\"": "\"ShowChoiceAction_ChoiceF29110\"", "\"ShowChoiceAction_ChoiceF34100\"": "\"ShowChoiceAction_ChoiceF34100\"", "\"ShowChoiceAction_ChoiceN14110\"": "\"ShowChoiceAction_ChoiceN14110\"", "\"ShowChoiceAction_ChoiceR5100\"": "\"ShowChoiceAction_ChoiceR5100\"", "\"ShowChoiceAction_ChoiceR5110\"": "\"ShowChoiceAction_ChoiceR5110\"", "\"ShowChoiceAction_ChoiceR8100\"": "\"ShowChoiceAction_ChoiceR8100\"", "\"ShowNextNode_NodeF2710_100\"": "\"ShowNextNode_NodeF2710_100\"", "\"ShowNextNode_NodeF2810_100\"": "\"ShowNextNode_NodeF2810_100\"", "\"ShowNextNode_NodeF2811_100\"": "\"ShowNextNode_NodeF2811_100\"", "\"ShowNextNode_NodeF2910_100\"": "\"ShowNextNode_NodeF2910_100\"", "\"ShowNextNode_NodeF2911_100\"": "\"ShowNextNode_NodeF2911_100\"", "\"ShowNextNode_NodeF3010_100\"": "\"ShowNextNode_NodeF3010_100\"", "\"ShowNextNode_NodeF3410_100\"": "\"ShowNextNode_NodeF3410_100\"", "\"ShowNextNode_NodeN1411\"": "\"ShowNextNode_NodeN1411\"", "\"ShowNextNode_NodeN1411_100\"": "\"ShowNextNode_NodeN1411_100\"", "\"ShowNextNode_NodeR510_100\"": "\"ShowNextNode_NodeR510_100\"", "\"ShowNextNode_NodeR511_100\"": "\"ShowNextNode_NodeR511_100\"", "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"": "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"", "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"": "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"", "\"ShowNextNode_NodeR710_100\"": "\"ShowNextNode_NodeR710_100\"", "\"ShowNextNode_NodeR711_100\"": "\"ShowNextNode_NodeR711_100\"", "\"ShowNextNode_NodeR810_100\"": "\"ShowNextNode_NodeR810_100\"", "\"SlimUnisex\"": "\"SlimUnisex\"", "\"So you really did kill it. I can't say I expected much...\"": "「なるほど、本当にあの獣を仕留めたのか。大した期待はしていなかったが…」", "\"So, you really managed to kill the beast. I can't ...": "「なるほど、本当にあの獣を仕留めたのか…」", "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"", "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...", "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"", "\"SpawnItem_ImperialCoin_Perion_1\"": "\"SpawnItem_ImperialCoin_Perion_1\"", "\"SpawnItem_ImperialCoin_Perion_3\"": "\"SpawnItem_ImperialCoin_Perion_3\"", "\"SpawnItem_TechBook_Xenon_2\"": "\"SpawnItem_TechBook_Xenon_2\"", "\"SpawnItem_TechBook_Xenon_4\"": "\"SpawnItem_TechBook_Xenon_4\"", "\"Special\"": "\"Special\"", "\"Stalling\"": "\"Stalling\"", "\"StandardMale\"": "\"StandardMale\"", "\"Start Point\"": "スタートポイント", "\"StartQuest_InteractEndrossi2\"": "\"StartQuest_InteractEndrossi2\"", "\"StartQuest_InteractEndrossi3\"": "\"StartQuest_InteractEndrossi3\"", "\"StartQuest_InteractEndrossi4\"": "\"StartQuest_InteractEndrossi4\"", "\"StartQuest_Main7\"": "\"StartQuest_Main7\"", "\"StartQuest_Main8\"": "\"StartQuest_Main8\"", "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"": "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"", "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"", "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"": "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.": "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.", "\"Take whatever you need. Just make sure you pay a fair price.\"": "「必要なものは何でも取っていい。ただ、公正な価格を払うことを忘れずに。」", "\"TargetHeadHealthAbove_10\"": "\"TargetHeadHealthAbove_10\"", "\"TargetHeadHealthAbove_80\"": "\"TargetHeadHealthAbove_80\"", "\"Thank you, Captain!\"": "\"Thank you, Captain!\"", "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "「その遠征も疲れたよ!暖かいベッドで寝たい...」", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Several members' faces turn pale.": "「その遠征も疲れたよ!暖かいベッドで寝たい...」大きく伸びをして、{0}が門の前に現れる！メンバーの何人かの顔が青ざめる。", "\"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\"": "「その怪物がそんに簡単に死ぬはずがない。見栄を張るために嘘をつくな。」", "\"That thing": "「その生き物", "\"The Dungeon is consuming the continent...": "「ダンジョンが大陸を飲み込んでいる...", "\"The Dungeon will not welcome us. It will test us without end and, in ...": "「ダンジョンは我々を歓迎しない。それは終わりなく我々を試し…", "\"The others need their rest. That's enough for tonight.\"": "「他の皆は休息が必要だ。今晩はこれで十分だ。」", "\"Then suffering shall be your companion!\"": "\"Then suffering shall be your companion!\"", "\"Then...": "「では...", "\"Then... may the wave enfold you.\"": "「それでは…波があなたを包み込みますように。」", "\"There's a bloodsucking insect that goblin shamans appa...": "「ゴブリンのシャーマンが周りに運ぶと思われる吸血昆虫があります…", "\"They have sharp noses. They tear into the weak and frightened first.\"": "「彼らは鋭い嗅覚を持っている。彼らは弱くて怖い者に最初に襲いかかる。」", "\"They've a keen nose for weakness. The fearful and feeble are always the first ...": "「彼らは弱さに敏感な嗅覚を持っている。恐れ心と虚弱な者が常に最初に…", "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"": "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"", "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. ...": "\"正直に言うと、あなたのグループがそんなに長く続くとは思っていませんでした。でも、間違っていたことを認めなければならないようです。...", "\"Understood.\"": "\"Understood.\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"", "\"Very well. Then we shall make you @##$@.\"": "「わかりました。では、あなたを@##$@にいたしましょう。」", "\"We can't take this any longer...": "「これ以上はいられない…", "\"Wha...": "「何だ…", "\"What about Jack and Ivan, who were with you?\"</color": "「一緒にいたジャックとイヴァンはどうなったの?」</color", "\"What about Jack and Ivan?\"": "「ジャックとイヴァンはどうなったの?」", "\"What process produces that ...": "「どのような過程が…", "\"Workbench\"": "\"Workbench\"", "\"Yellow\"": "\"Yellow\"", "\"You're here.\"": "「ここにいたのか。」", "\"] .dsb-combo input": "\"] .dsb-combo input", "#1 damage": "ダメージ1位", "#c-bg .dsb-search": "#c-bg .dsb-search", "#c-eq .dsb-slotpanel .dsb-combo input": "#c-eq .dsb-slotpanel .dsb-combo input", "#c-insc .dsb-inscsearchrow .dsb-search": "#c-insc .dsb-inscsearchrow .dsb-search", "#c-save .dsb-build-portrait .dsb-bname": "#c-save .dsb-build-portrait .dsb-bname", "#c-save img.dsb-build-npc": "#c-save img.dsb-build-npc", "#c-top .dsb-nameinput": "#c-top .dsb-nameinput", "#c-top .dsb-topnpc img": "#c-top .dsb-topnpc img", "#c-trees .treewrap": "#c-trees .treewrap", "#fcount, .fcount": "#fcount, .fcount", "#fs-layoutfield button": "#fs-layoutfield button", "% CDR)": "% クールダウン短縮後）", "% crit dmg)": "% クリティカルダメージ）", "% crit, +": "% クリティカル、+", "% dmg, +": "% ダメージ, +", "% hit, consumed on use)": "% 命中、使用時に消費）", "% less dmg)": "% ダメージ減）", "% missing HP": "%の欠損HP", "% of HP": "HPの%", "% of Max HP per tick": "ティックあたり最大HPの%", "% of its HP": "HPの割合(%)", "% of its Magic Atk)": "その魔法攻撃力の%）", "% of your HP": "自分の体力に対する割合", "% to": "% を", "% total HP or below kills it instantly. Bosses are exempt.": "%以下の合算HPにするダメージ一撃は、即座に敵を倒します。ボスは対象外です。", "%. There is no per-hit ceiling on the reflected number.": "%を全量反射します。反射される数値には1発あたりの上限はありません。", "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\", "'><img loading='lazy' src='": "'><img loading='lazy' src='", "'Lowell'": "「ローウェル」", "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "「セーフフロアをスキップ」は再訪時にこれを飛ばします（許可されている場合）", "(-2) is also applied.": "（-2）も適用されます。", "(10 burning stacks)": "(燃焼10スタック)", "(10% ×2) - from": "（10% ×2）- ドロップ元", "(10.34%) - from": "(10.34%) - から", "(10.71% ×2) - from": "(10.71% ×2) - から", "(100% attack power, magic, range 5).": "（攻撃力100%、魔法、射程5）。", "(100% attack power, physical, range 1).": "（攻撃力100%、物理、射程1）。", "(100% attack power, physical, range 3).": "(攻撃力100%、物理、射程3)。", "(100% ×10) - from": "(100% ×10) - 入手元：", "(100% ×12) - from": "（100% ×12）- ドロップ元", "(100% ×16) - from": "（100% ×16） - 入手元", "(100% ×18) - from": "(100% ×18) - 入手元:", "(100% ×2) - from": "（100% ×2）- 入手元", "(100% ×20) - from": "(100% ×20) - 入手元：", "(100% ×3) - from": "(100% ×3) - 入手元：", "(100% ×30) - from": "（100% ×30）- ドロップ元", "(100% ×32) - from": "(100% ×32) - 入手元: ", "(100% ×4) - from": "(100% ×4) - 入手元：", "(100% ×40) - from": "(100% ×40) - から", "(100% ×48) - from": "(100% ×48) - 入手元: ", "(100% ×5) - from": "（100% ×5）- ドロップ元", "(100% ×50) - from": "(100% ×50) - から", "(100% ×6) - from": "（100% ×6）- ドロップ元", "(100% ×7) - from": "(100% ×7) - から", "(100% ×8) - from": "(100% ×8) - 入手元：", "(100%) - from": "（100%）- 出典：", "(11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.": "（生涯を通じて11回の機会）。刻印がレベル2、5、8、11でしか現れないという古い説明は時代遅れです。", "(11.11%) - from": "(11.11%) - から", "(12.5%) - from": "(12.5%) - から", "(13.0% dmg reduction)": "（13.0% ダメージ軽減）", "(13.04%) - from": "（13.04%）- ドロップ元", "(13.33% ×10) - from": "(13.33% ×10) - から", "(13.33% ×15) - from": "(13.33% ×15) - から", "(13.33% ×3) - from": "(13.33% ×3) - から", "(13.33% ×6) - from": "(13.33% ×6) - 入手元:", "(13.79%) - from": "(13.79%) - から", "(15.38% ×10) - from": "(15.38% ×10) - から", "(15.38% ×2) - from": "(15.38% ×2) - 入手元：", "(15.38% ×3) - from": "（15.38% ×3） - 入手元", "(15.38% ×4) - from": "(15.38% ×4) - から", "(15.38% ×40) - from": "(15.38% ×40) - 入手元:", "(15.38% ×5) - from": "(15.38% ×5) - 入手元: ", "(15.38% ×6) - from": "（15.38% ×6）- ドロップ元", "(15.38% ×8) - from": "(15.38% ×8) - 入手元:", "(15.38%) - from": "（15.38%） - 入手元", "(15.79% ×2) - from": "(15.79% ×2) - から", "(16.67% ×2) - from": "（16.67% ×2） - 入手元", "(16.67% ×6) - from": "(16.67% ×6) - から", "(16.67%) - from": "(16.67%) - 入手元：", "(16.7% dmg reduction)": "（ダメージ軽減16.7%）", "(17.65% ×2) - from": "(17.65% ×2) - から", "(18.37%) - from": "(18.37%) - から", "(18.75% ×2) - from": "（18.75% ×2）- ドロップ元", "(20% ×10) - from": "(20% ×10) - から", "(20% ×16) - from": "（20% ×16）- ドロップ元", "(20% ×3) - from": "（20% ×3）- ドロップ元", "(20% ×5) - from": "(20% ×5) - から", "(20% ×6) - from": "（20% ×6）- ドロップ元", "(20%) - from": "（20%）- 入手元", "(20.0% dmg reduction)": "(20.0% ダメージ減少)", "(20.69% ×12) - from": "(20.69% ×12) - から", "(2000 HP)": "(2000 HP)", "(21.74%) - from": "(21.74%) - から", "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - から", "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - から", "(23.08%) - from": "(23.08%) - 入手元：", "(23.1% dmg reduction)": "（ダメージ軽減 23.1%）", "(23.53%) - from": "(23.53%) - から", "(25% ×2) - from": "(25% ×2) - から", "(25% ×4) - from": "（25% ×4）- ドロップ元", "(25% ×9) - from": "(25% ×9) - から", "(25.81% ×20) - from": "(25.81% ×20) - から", "(25.81%) - from": "(25.81%) - から", "(27.78%) - from": "(27.78%) - から", "(28.57% ×2) - from": "(28.57% ×2) - から", "(28.57% ×5) - from": "(28.57% ×5) - から", "(28.6% dmg reduction)": "（ダメージ軽減28.6%）", "(3/stack/s x 1 stacks) for 2 s =": "（3/スタック/秒 × 1スタック）2秒間 =", "(3/stack/s x 1 stacks) for 5 s =": "（3/スタック/秒 × 1スタック）5秒間 =", "(3/stack/s x 2 stacks) for 10 s =": "(3/スタック/秒 x 2スタック) を10秒間 =", "(3/stack/s x 2 stacks) for 5 s =": "（3/スタック/秒 × 2スタック）5秒間 =", "(30%) - from": "（30%）- ドロップ元", "(31.58% ×3) - from": "(31.58% ×3) - 入手元:", "(32.26% ×10, 3.23% ×20) - from": "(32.26% ×10, 3.23% ×20) - 入手元: ", "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - 入手元: ", "(32.26% ×13, 3.23% ×26) - from": "(32.26% ×13, 3.23% ×26) - 入手元: ", "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - 入手元: ", "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - 入手元: ", "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - 入手元: ", "(32.26% ×4, 3.23% ×8) - from": "(32.26% ×4, 3.23% ×8) - 入手元: ", "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - 入手元: ", "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - 入手元: ", "(32.26% ×7, 3.23% ×14) - from": "(32.26% ×7, 3.23% ×14) - 入手元: ", "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - 入手元: ", "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - 入手元: ", "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - 入手元: ", "(3200 HP)": "(3200 HP)", "(33% dmg reduction)": "（ダメージ33%軽減）", "(33.3% dmg reduction)": "(ダメージ軽減33.3%)", "(33.33% ×10) - from": "（33.33% ×10）- ドロップ元", "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - 入手元: ", "(33.33% ×16) - from": "（33.33% ×16） - 入手元", "(33.33% ×18) - from": "(33.33% ×18) - 入手元: ", "(33.33% ×2) - from": "（33.33% ×2）- ドロップ元", "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - 入手元: ", "(33.33% ×4) - from": "（33.33% ×4）- ドロップ元", "(33.33% ×6) - from": "（33.33% ×6） - 入手元", "(33.33% ×8) - from": "（33.33% ×8） - 入手元", "(33.33%) - from": "(33.33%) - 提供元", "(34.29%) - from": "(34.29%) - から", "(37.04% ×2) - from": "(37.04% ×2) - から", "(37.5% dmg reduction)": "（37.5% ダメージ軽減）", "(38.46% ×150) - from": "（38.46% ×150）- ドロップ元", "(38.46% ×2) - from": "(38.46% ×2) - から", "(38.46% ×20) - from": "(38.46% ×20) - から", "(38.46% ×3) - from": "（38.46% ×3）- ドロップ元", "(4.55%) - from": "(4.55%) - 入手元：", "(40% ×10) - from": "(40% ×10) - から", "(40% ×4) - from": "(40% ×4) - 入手元: ", "(40% ×8) - from": "(40% ×8) - から", "(40%) - from": "（40%）- 入手元", "(45.45% ×2) - from": "(45.45% ×2) - から", "(5%) - from": "(5%) - 入手元:", "(5/stack/s x 3 stacks) for 6 s =": "(5/スタック/秒 x 3スタック)を6秒間 =", "(50% of price -": "（価格の50% -", "(50% ×12) - from": "(50% ×12) - から", "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - から", "(50% ×15) - from": "（50% ×15）- ドロップ元", "(50% ×2) - from": "（50% ×2）- ドロップ元", "(50% ×2, 50% ×3) - from": "（50% ×2、50% ×3）- 入手元", "(50% ×2, 50% ×4) - from": "(50% ×2, 50% ×4) - 入手元: ", "(50% ×20) - from": "(50% ×20) - から", "(50% ×20, 50% ×24) - from": "（50% ×20、50% ×24）- ドロップ元", "(50% ×4) - from": "（50% ×4）- ドロップ元", "(50% ×4, 50% ×6) - from": "（50% ×4、50% ×6） - 入手元", "(50% ×5) - from": "(50% ×5) - から", "(50% ×6) - from": "(50% ×6) - から", "(50% ×9) - from": "（50% ×9）- ドロップ元", "(50%) - from": "(50%) - 入手元：", "(50%, 25% ×2) - from": "(50%, 25% ×2) - から", "(50%, 50% ×2) - from": "（50%、50% ×2）- ドロップ元", "(53.57% ×6) - from": "(53.57% ×6) - 入手元: ", "(55.56% ×2) - from": "（55.56% ×2）- ドロップ元", "(61.22% ×4) - from": "(61.22% ×4) - から", "(62.5% ×4) - from": "(62.5% ×4) - から", "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - から", "(65.22% ×6) - from": "(65.22% ×6) - 入手元: ", "(66.67% ×12) - from": "(66.67% ×12) - から", "(66.67% ×2) - from": "(66.67% ×2) - から", "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2、33.33% ×4) - 入手元：", "(66.67% ×20, 33.33% ×24) - from": "（66.67% ×20、33.33% ×24）- ドロップ元", "(66.67% ×4, 33.33% ×8) - from": "（66.67% ×4、33.33% ×8）- ドロップ元", "(66.67%, 33.33% ×2) - from": "（66.67%、33.33% ×2） - 入手元", "(68.97% ×2) - from": "(68.97% ×2) - から", "(7.41%) - from": "(7.41%) - から", "(7.69%) - from": "（7.69%）- 出典：", "(75%) - from": "(75%) - から", "(76.92%, 23.08% ×2) - from": "(76.92%, 23.08% ×2) - から", "(8.57%) - from": "(8.57%) - から", "(80% ×8) - from": "（80% ×8）- ドロップ元", "(800 HP)": "（HP 800）", "(83.33% ×2) - from": "(83.33% ×2) - から", "(83.33% ×3) - from": "(83.33% ×3) - から", "(83.33%) - from": "(83.33%) - から", "(86.96% ×5) - from": "(86.96% ×5) - 入手元:", "(9.09%) - from": "(9.09%) - 入手元：", "(9.1% dmg reduction)": "（ダメージ軽減 9.1%）", "(9.68%) - from": "（9.68%）- ドロップ元", "(90.91% ×2) - from": "（90.91% ×2） - 入手元", "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - から", "(95%) - from": "(95%) - 入手元:", "(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder - the live model is the flat per-point one.)": "（データ内には並行して「x0.02」の成長モデルが存在しますが、未使用のプレースホルダーです。実際に稼働しているのは固定値の1ポイントあたりモデルです。）", "(Blade Grinding)": "（刃の研磨）", "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "（クリスタルシェル）は魔法ダメージを反射します。反射割合は", "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0": "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0", "(DecisionEnd)": "(DecisionEnd)", "(DecisionQuest)": "(DecisionQuest)", "(Easy x0.15 ... Hard x1 ... Devastation x2). Filter by": "（簡単 x0.15 ... ハード x1 ... 壊滅 x2）。次でフィルター：", "(For save editors: because the unlock is re-derived on every load, editing a region's": "（セーブ編集者向け：解放はロードのたびに再導出されるため、地域の", "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood": "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood", "(Hidden)": "（非表示）", "(If you edit an inscription directly instead, changing the affecter key alone is": "(代わりに刻印を直接編集する場合、affecterキーを変更するだけでは", "(Lv1 Human)": "（Lv1 人間）", "(Lv1 LizardMan)": "(Lv1 リザードマン)", "(Lv2 Human)": "（Lv2 ヒューマン）", "(Lv2 LizardMan)": "(Lv2 リザードマン)", "(Lv3 Human)": "(Lv3 人間)", "(Lv4 Human)": "（Lv4 人間）", "(Lv5 Human)": "(Lv5 人間)", "(Main0) - it holds your starting kit.": "（Main0）。開始キットが入っています。", "(Main1), then": "（Main1）、次に", "(Main2).": "（Main2）。", "(Main3) - see the recruiting advice below before you spend.": "（Main3）。お金を使う前に下記の勧誘アドバイスを確認しましょう。", "(Main4) and": "（Main4）そして", "(Main5). Gather wood, grass and easy kills; don't push deep on day 1.": "（Main5）。木材、草、倒しやすい敵を集めましょう。1日目から奥へ攻め込まないこと。", "(Main6) and start research immediately; idle research is wasted time.": "（Main6）、すぐに研究を始めましょう。研究を遊ばせるのは時間の無駄です。", "(Make sure to take a screenshot for the event!)": "（イベント用にスクリーンショットを撮ることを忘れずに！）", "(Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.": "（気分-2）を得て、完全菜食の食事では通常の気分ペナルティを無視する。", "(Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "（気分-2）を得て、完全肉食の食事ではペナルティを無視する。", "(Mood -2) whenever their XP bar is sitting at max, so level them up promptly.": "（気分-2）をXPバーが最大のとき常に得るので、早めにレベルアップさせよう。", "(NPCSC_EndrossiDungeon)": "(NPCSC_EndrossiDungeon)", "(NPCSC_EndrossiSafe)": "(NPCSC_EndrossiSafe)", "(NPCSC_FesteringBurrowMerchant)": "(NPCSC_FesteringBurrowMerchant)", "(NPCSC_GuildMerchant)": "(NPCSC_GuildMerchant)", "(NPCSC_GuildMerchantDemo)": "(NPCSC_GuildMerchantDemo)", "(NPCSC_Perion)": "(NPCSC_Perion)", "(NPCSC_VeilSilenceMerchant)": "(NPCSC_VeilSilenceMerchant)", "(NPCSC_Xenon)": "(NPCSC_Xenon)", "(NPCSC_Xenon2)": "(NPCSC_Xenon2)", "(NPCSpawn1 - binds to room)": "(NPCSpawn1 - 部屋に紐付く)", "(NPCSpawn1)": "(NPCSpawn1)", "(NPCSpawn2)": "(NPCSpawn2)", "(NPCSpawn3)": "(NPCSpawn3)", "(No item reward.)": "（アイテム報酬なし。）", "(Normal)": "（通常）", "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base": "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "(Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).": "（銀は装飾品ティアで、赤／青／緑の結晶装飾品や結晶杖がこれと並び、アクロンは頂点に位置する特殊なダンジョン金属です）。上位の金属ティア（鉄、青銅、スズ）や宝石装飾品系統はデータ上に存在しますが、まだ入手できません（制限コンテンツのページを参照）。", "(Spiny Carapace) reflects melee physical damage and the": "（棘の甲羅）は近接物理ダメージを反射し、", "(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the **Elros Empire** - the setting's hidden prime mover, revealed in an asset line: *\"The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.\"*": "（ネタバレ）4つのレジェンダリーレリックアクセサリーがデータとフレーバーのみとして存在し、それぞれが未実装のボスに紐付き、その多くが**エルロス帝国**と結びついています。この設定の隠れた黒幕は、あるアセットの一文で明かされます。*「ダンジョンコアはダンジョンを維持する装置であり、ダンジョンとはエルロス帝国の魔法実験のために創られた次元間空間である。」*", "(Stress resets to 0); if Stress maxes out": "（ストレスは0にリセットされる）。ストレスが最大になると", "(While equipped)": "（装備中）", "(a 33% cut); R = 100 lets through": "が通ります(33%カット)。R = 100では次が通り", "(a decompile shows no combat code reads the": "（デコンパイルの結果、戦闘コードが", "(after -": "（-", "(agent instructions), and": "（エージェント向け指示）、および", "(always on)": "（常時）", "(an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of": "（入口、ポータル、通路、戦闘フロア10種と宝物フロア10種のレイアウト）で構成され、", "(and": "（および", "(applied as PerModifier %).": "(PerModifier %として適用)。", "(at 150/150)": "（150/150 時）", "(at 151/148)": "（151/148時点）", "(at DiscardedMagicPowerDeviceRemnant)": "(DiscardedMagicPowerDeviceRemnantにて)", "(at DiscardedSpecimenRemnant)": "(放棄されたサンプル残骸で)", "(at Endrossi)": "（エンドルシにて）", "(at Perion)": "(ペリオンにて)", "(at StrangeNiche)": "(奇妙なニッチで)", "(at Xenon)": "（Xenonにて）", "(base": "（基礎", "(base N)": "（基礎 N）", "(baseline)": "(基準)", "(below the cap).": "（上限未満）。", "(blind discovery) and": "（ブラインド発見）と", "(bored debuff,": "(退屈デバフ、", "(by the weapon's damage type), adjusted by these, before the target's resistance:": "(武器のダメージタイプによる)。対象の耐性の前に、以下によって調整されます:", "(cached header metadata for the load menu),": "（ロードメニュー用のキャッシュされたヘッダーメタデータ）、", "(campaign counter) and": "（キャンペーンカウンター）、そして", "(choice": "（選択", "(construction)": "（建設）", "(cooking)": "（調理中）", "(costs {#})": "（コスト {#}）", "(crafting)": "（製作中）", "(crit, guard, resistance, DoT math) -": "（クリティカル、ガード、耐性、継続ダメージの計算） - ", "(damage per energy) is that Skill Damage divided by the skill's energy cost: it measures how efficiently a spell turns your shared energy pool into damage. Free basic attacks cost no energy, so they have no DPE.": "（エネルギーあたりダメージ）は、そのスキルダメージをスキルのエネルギーコストで割った値で、呪文が共有エネルギープールをどれだけ効率よくダメージに変えるかを示します。無料の通常攻撃はエネルギーを消費しないため、DPEはありません。", "(default event)": "（デフォルトイベント）", "(eating)": "（食事中）", "(empty)": "（空）", "(equipped)": "（装備中）", "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1. So an ingredient listed as": "（係数x1.0、ゲームの設計上の初期値）。ゲームはこれらに下記の係数を掛けて丸め、1を下回ることはありません。つまり次のように記載された素材は", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time), and the one-time starting Support Wagon is bigger on easier": "（簡単な設定ではリスポーンが速く、採取ボーナスの環境効果が多いため、時間あたりの総ドロップ数が増える）という間接的な形だけで、開始時の一度きりの支援ワゴンは簡単な", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time); nothing multiplies the drop tables themselves.": "（易しい設定ほどリスポーンが速く、採集ボーナスの環境効果が増えるため、時間あたりの総ドロップ数が増えます）。ドロップテーブル自体を倍化するものはありません。", "(first kill)": "（初回討伐）", "(for 10s)": "(10秒間)", "(for 300s)": "（300秒間）", "(for 600s)": "(600秒間)", "(for 720s)": "(720秒間)", "(for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "（戦闘判定は陣営を問わないため、味方にも敵にも）囲む最初のユニットから適用される。", "(for example by setting them to": "(たとえば次の値に設定するなど", "(from": "（入手元 ", "(from the dump's": "(ダンプの次から", "(graphics, sound and keybindings).": "（グラフィック、サウンド、キー割り当て）があります。", "(half health):": "（HP半分）:", "(her later talks open a trade stock). Her chain is a series of hunt quests -": "（後の会話で取引在庫が開放されます）。彼女の一連の流れは狩猟クエストの連続です：", "(hostile, on the map)": "(敵対的, マップ上)", "(how damage, resistance and guard are computed) -": "（ダメージ、耐性、ガードの計算方法）は", "(ingredient amounts shown at Normal) -": "（素材量は通常表示）", "(kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.": "（エルダー・グロスを1体討伐）は彼女のエリアに紐づいており、ギルドランクのエリート対象も兼ねています。", "(levels 2–12) a unit is offered": "(レベル2〜12)ユニットには", "(magic)": "（魔法）", "(magic): both bypass shields/barriers, the applying skill sets the stack count, and the per-second damage is fixed and never scales with attack.": "(魔法)を扱います。どちらもシールド/バリアを貫通し、付与するスキルがスタック数を設定し、1秒あたりのダメージは固定で攻撃に応じてスケールすることはありません。", "(main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "（メイン武器、オフハンド/盾または弾薬、兜、胴防具、アクセサリー2つなど）。武器は装備者のステータス由来の攻撃力に上乗せする固定の攻撃値をもたらし、装備は次を持つことがある：", "(max": "（最大", "(max +": "（最大 +", "(max 2 per unit, 4 per map). Embracing Wave, Glacier Drop and Summon: Bubble Toad": "（ユニットごとに最大2、マップごとに最大4）で生成されるバブリングで動く。包み込む波、氷塊落とし、召喚：バブルトードは", "(max range)": "（最大射程）", "(max-width: 900px)": "(max-width: 900px)", "(min range)": "（最小射程）", "(mood buffs) -": "（気分バフ）", "(needs 1)": "（必要数1）", "(needs 10)": "（必要 10）", "(needs 2)": "(2必要)", "(needs 3)": "（3必要）", "(needs 4)": "（4個必要）", "(needs 5)": "（5必要）", "(needs 6)": "（6個必要）", "(never after": "（以降は出現しない", "(new items, rebalanced skills, new content per build) see": "（新しいアイテム、リバランス済みスキル、ビルドごとの新しいコンテンツ）参照", "(no attack)": "（攻撃なし）", "(no choice text - auto/system choice)": "（選択肢テキストなし - 自動／システム選択）", "(no combat code reads it), so it shows what it would do if the developers activate it.": "（戦闘コードが読み込まないため）。開発者が有効化した場合の効果を示しています。", "(no dialog text - scripted sequence)": "（ダイアログテキストなし - スクリプト演出）", "(no notable spawns)": "（特筆すべきスポーンなし）", "(no saved units)": "（保存ユニットなし）", "(on": "（対象：", "(on allies)": "(味方に)", "(on condition)": "（条件付き）", "(on enemy)": "（敵に）", "(on the caster)": "(使用者に)", "(on units in the area)": "（範囲内のユニットに）", "(on units)": "（ユニットに）", "(on user)": "（使用者に）", "(once per cast)": "（詠唱ごとに1回）", "(override)": "（上書き）", "(params 0)": "(パラメータ 0)", "(params 0, 3)": "(params 0, 3)", "(params 1)": "(params 1)", "(per hit taken)": "（被弾ごと）", "(per hit)": "（1ヒットごと）", "(per skill use)": "（スキル使用ごと）", "(per tick)": "（ティックごと）", "(physical)": "（物理）", "(physical) and": "(物理)と", "(play buff,": "(遊びバフ、", "(pointer: coarse)": "(pointer: coarse)", "(praying)": "（祈祷中）", "(quality ≥ {#})": "（品質 ≥ {#}）", "(range 1)": "（射程1）", "(range 1, Direction radius 2 area up to 2 targets)": "（射程1、方向 半径2の範囲で最大2体）", "(raw table values) -": "(生のテーブル値) -", "(raw table values).": "（テーブルの生の値）。", "(reflect never reduces it)": "（反射はこれを軽減しません）", "(region 2's gate is clearing region 1). See": "（リージョン2の解放条件はリージョン1のクリアです）。参照", "(removes)": "（除去）", "(requires": "（必要：", "(researching)": "（研究中）", "(set in the menu bar)": "（メニューバーで設定）", "(site map for LLMs),": "（LLM向けサイトマップ）、", "(sleeping)": "（睡眠中）", "(source unconfirmed)": "（出典未確認）", "(spawn pool)": "（出現プール）", "(spoilers).": "（ネタバレ）を参照。", "(talent growth, generation rolls, gear affixes) use your chosen roll quality. The game rolls each level-up separately, so real characters scatter around these averages.": "（才能成長、生成抽選、装備の接辞）は選択した抽選品質を使用します。ゲームはレベルアップごとに個別に抽選するため、実際のキャラクターはこれらの平均値の周辺にばらつきます。", "(the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence (": "（ゴーレム記念の野営地。この出現には巨石ゴーレムの討伐記録が必要）にも出現しますが、標準ビルドでは彼女の3つの狩り依頼イベント（Event_Npc16/17/18）が、現在沈黙のヴェールにいることを追加条件としています。そのため安全フロア側の彼女は狩りを提供しません。彼女のクエストは沈黙のヴェールで受けてください（", "(the interaction spawns this statue and monsters).": "（交流するとこの像とモンスターが出現）。", "(the scenario's finale boss).": "（シナリオの最終ボス）で締めくくられます。", "(they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.": "（ランク1では引けません）、人間とリザードマンは最初から出現します。", "(timed)": "（計測）", "(unit name)": "（ユニット名）", "(unlock)": "（アンロック）", "(unreleased race)": "（未実装の種族）", "(unset)": "(未設定)", "(up to": "（最大で", "(with 10 Burning)": "（燃焼10時）", "(workload 1000)": "(作業量 1000)", "(workload 1050)": "（作業量1050）", "(workload 1100)": "（作業量 1100）", "(workload 1200)": "（作業量 1200）", "(workload 1300)": "（作業量 1300）", "(workload 1400)": "（作業量1400）", "(workload 1500)": "（作業量 1500）", "(workload 1700)": "（作業量 1700）", "(workload 1800)": "(作業量 1800)", "(workload 1900)": "（作業量 1900）", "(workload 200)": "（作業量 200）", "(workload 2100)": "(作業量2100)", "(workload 2300)": "（作業量 2300）", "(workload 2400)": "(作業量2400)", "(workload 2500)": "（作業量 2500）", "(workload 2550)": "（作業量 2550）", "(workload 300)": "（作業量 300）", "(workload 3000)": "（作業量 3000）", "(workload 3200)": "(作業量 3200)", "(workload 3500)": "(作業量 3500)", "(workload 500)": "(作業量 500)", "(workload 600)": "（作業量600）", "(workload 650)": "(作業量 650)", "(workload 700)": "(作業量 700)", "(workload 800)": "（作業量 800）", "(workload 900)": "（作業量 900）", "(workload 950)": "(作業量 950)", "({#} hits of {#})": "({#}回ヒット、各{#})", "({#}% of price - {#})": "（価格の{#}% - {#}）", "({#}/energy)": "（{#}/エネルギー）", "({#}/stack/s x {#} stacks) for {#} s =": "（{#}/スタック/秒 x {#}スタック）{#}秒間 =", "({0} or screen bottom right)": "({0}または画面右下)", "({0} or screen bottom-right)": "({0}または画面右下)", "({0} or screen upper left)": "({0} or screen upper left)", "({0} or screen upper-left)": "({0} or screen upper-left)", "(±30%) and the +3 Perception Elixir are": "（±30%）と認知+3のエリクサーは", "(アルファ酸性スロゲル), most sit at": "（アルファ酸性スロゲル）、ほとんどは", "(グロスの幼獣) up to": "（グロスの幼獣）から", "(深淵のアルファ酸性スロゲル), most sit at": "(深淵のアルファ酸性スロゲル), most sit at", ") - a per-attack-type multiplier on the aggro/threat a unit generates:": ") - ユニットが生み出すアグロ/脅威に対する攻撃タイプ別の倍率です：", ") - about": ")。約", ") - inspect the device remnant in the dungeon. Reward:": "）。ダンジョン内の装置の残骸を調査します。報酬：", ") - intro; opens the first bounty.": "）。導入で、最初の賞金首を開放します。", ") - she": "）。彼女は", ") - she moves to your base as a recruit candidate. Recruit her there via": "）。彼女は募集候補者として拠点に移動します。次から彼女を募集してください：", ") - story beats.": "）。ストーリー展開。", ") - the threat radius a monster engages within. Because it equals the standard 8-tile sight, most monsters spot and commit to you at the same distance.": ")。モンスターが交戦する脅威半径です。標準の8タイルの視界と等しいため、ほとんどのモンスターは同じ距離であなたを発見し、踏み切ります。", ") - unlocks the Alpha Acid Slogel bounty.": "）。アルファ酸性スロゲルの賞金首を解放します。", ") and offers her hunt quests only while you are inside that region.": "）にいる間だけ、彼女は狩猟クエストを提供します。", ") and only offers new hunts while you are inside 沈黙のヴェール. Once the": "）、あなたが沈黙のヴェールの中にいる間だけ新しい狩りを提供する。ひとたび", ") and protects weapon durability.": ")、武器の耐久度を保護します。", ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": "）は認知を1ポイントあたり0.02で視界に結びつけていますが、実働係数が0のため無効のようです。したがって", ") have their icons imported.": ")がアイコンをインポートしました。", ") in": "）を", ") instead indexes FloatValue[0] = 8, which would make it +8% per stack (+48% at cap) - a likely placeholder-index bug in the data. The true per-stack value (6% vs 8%) could not be confirmed without an in-game test; the stack cap of 6 is certain either way.": "）は代わりに FloatValue[0] = 8 を参照しており、これだと1スタックあたり+8%（上限で+48%）になります。データ上のプレースホルダーインデックスのバグの可能性が高いです。1スタックあたりの真の値（6%か8%か）はゲーム内テストなしには確認できませんでしたが、スタック上限が6であることはどちらにせよ確実です。", ") is authored as a constant, but a decompile of DS_B.0.3.26 shows": ")は定数として定義されていますが、DS_B.0.3.26のデコンパイル結果では次が示されています", ") is authored as a constant, but a decompile of DS_B.0.3.40 shows": ")は定数として定義されていますが、DS_B.0.3.40のデコンパイル結果では次が示されています", ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant, Perion, and an Endorsi spawn that is gated on the": "）は、本来の巨石ゴーレムのボスアリーナ全体を墓地の野営地として作り替えたものです：倒れたゴーレム、慰霊碑、木製の柵の輪。地域0のボスが倒されたことを示す公式の演出です。小道具の間にNPCが野営しています：ギルド商人、ペリオン、そして次の記録によってゲートされるエンドルシのスポーン：", ") only generates on": "）は", ") reaches phase 5 on the last floor - but Veil of Silence carries its own override,": "）は最終フロアでフェーズ5に達しますが、沈黙のヴェールは独自の上書きを持っており、", ") read the same grid vision and aggro data - not 3D cone-of-vision raycasts. Whether Awareness decays when you break line of sight is not spelled out in the data (inferred to reset or fall off, not confirmed).": ")は同じグリッド視界とアグロデータを読み取ります。3Dの視界コーンによるレイキャストではありません。視線を切ったときに認識度が減衰するかどうかはデータに明記されていません(リセットまたは減衰すると推測されますが、確認されていません)。", ") reads \"": ")には次のように書かれています「", ") runs": "）を報告すると次が実行されます：", "), and he is the companion who wakes you in the intro. What is": "）。彼はイントロであなたを起こす仲間です。ここで", "), exactly cancelling the night penalty. Defined in the data but not currently granted by any obtainable item or skill.": "）を加算し、夜間ペナルティをちょうど相殺します。データ上は定義されていますが、現在は入手可能なアイテムやスキルでは付与されません。", "), her dungeon spawn is blocked and she instead appears on the Festering Burrow safe floor (": "）、彼女のダンジョン出現がブロックされ、代わりにただれた巣穴の安全フロアに出現します（", "), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first two are fully built in this demo build; the rest are named slots or internal generator themes.": "に対応させます）。それぞれ固有のモンスター、ドロップテーブルを持ち、完成した地域にはクリアボスがいます。このデモビルドで完全に作り込まれているのは最初の2つだけで、残りは名前だけの枠か内部ジェネレーターのテーマです。", "), not in the shipped data tables.": "）。同梱のデータテーブルには含まれていません。", "), quoted verbatim - including the member cap each rank advertises.": "）を、各ランクが提示する参加人数上限も含めそのまま引用。", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.26 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "）。そのため安全フロアのエンドルシは報酬・取引・勧誘の会話のみを扱い、新しい狩猟は地域内で受注します。ストックDS_B.0.3.26ではゴーレム戦は発生しません（ボス部屋にはフロアフェーズ5が必要ですが、地域のフェーズテーブルは4で上限）。そのため安全フロア版は通常そこでは到達できません - 参照:", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.40 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "）。そのため安全フロアのエンドルシは報酬・取引・勧誘の会話のみを扱い、新しい狩猟は地域内で受注します。ストックDS_B.0.3.40ではゴーレム戦は発生しません（ボス部屋にはフロアフェーズ5が必要ですが、地域のフェーズテーブルは4で上限）。そのため安全フロア版は通常そこでは到達できません - 参照:", "), stacking on top of the flat tier scaling.": "）、一律の段階スケーリングの上に積み重なる。", "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "）。これは通常の候補者抽選とまったく同じように新しい募集対象を1体生成します。種族、背景、特性はすべてランダムです。", "), worst to best.": "）、下位から上位へ。", "). A basic swing costs": "）から少量の耐久度を消費します。基本の一振りは", "). A mixed-race roster wants a mixed pantry.": "）。多種族の編成には多様な食材庫が必要です。", "). A standard 8-tile monster effectively sees only": "）。標準的な8マスのモンスターは実質的に", "). Breaking line of sight around a corner hides you even at point-blank range.": "）。角で視線を切れば、至近距離でも身を隠せます。", "). Clearing region N is the one and only thing that opens region N+1:": "）。地域Nをクリアすることが、地域N+1を開放する唯一の手段です：", "). Combat and management difficulty are picked independently; the top tier is": "）。戦闘難易度と管理難易度は独立して選択され、最上位段階は", "). Crit chance starts at 8% and gains +0.3% per Perception.": ")。会心率は8%から始まり、認知1ごとに+0.3%上昇します。", "). Filter by region or creature type, or search by name or by an item they drop. Click a monster for its full stats, skills, spawn rooms and drop tables. A creature's": "）。リージョンや生物タイプでフィルターするか、名前やドロップアイテムで検索できます。モンスターをクリックすると、完全なステータス、スキル、スポーン部屋、ドロップテーブルが表示されます。生物の", "). Frame timing is approximate.": "）。フレームのタイミングはおおよそのものです。", "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": "）。近接は30%多くアグロを稼ぐため、モンスターがどのユニットに固執するかを左右します。タンク運用のレバーであり、最初の発見ではありません。", "). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.": "）。夜間（20:00〜06:00）は視界が狭まります。長い遠征は日を追うごとに段階的なダンジョン滞在の気分ペナルティを積み重ねます。入って、目標を達成し、帰りましょう。", "). Pick the": "）。", "). Quoted blocks are verbatim in-game text from DS_B.0.3.26.": "）。引用ブロックはDS_B.0.3.26のゲーム内テキストそのままです。", "). Quoted blocks are verbatim in-game text from DS_B.0.3.40.": "）。引用ブロックはDS_B.0.3.40のゲーム内テキストそのままです。", "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": "）。つまり100ダメージの被弾は各防具を10削り、300ダメージの被弾は30削ります。", "). The Vampire Potion adds a large temporary": "）。吸血ポーションは大きな一時的な量を追加し、", "). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": ")。ゲームは空の辞書を「復元すべきデータがある」とみなし、何も見つけられず、次の状態でハングします", "). The guild merchant is the one level-based trader: on each restock the game appends your current": "）。ギルド商人は唯一のレベル制のトレーダーで、補充のたびにゲームは現在の", "). The headline answers:": ")。要点は次の通りです:", "). The three Mawmurk/Slogel hunt offers are hard-gated to 沈黙のヴェール (": "）。3つのマウマーク/スロゲル狩りの依頼は沈黙のヴェールに固く制限されている（", "). This shortens a monster's reach, but it clips your own scouts' sight too.": "）。これはモンスターの届く範囲を縮めますが、自軍の斥候の視界も削ります。", "). Units track head and body HP separately; emptying either bar downs the unit.": ")。ユニットは頭部と胴体のHPを別々に管理します。どちらかのバーがゼロになるとユニットは戦闘不能になります。", "): from": "）：範囲は", "); outside that window it is night.": "）で、その時間外は夜です。", "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": ")。PerModifier %には、affecter、刻印、難易度が適用されます(例:", "); the growth system's fallback base is": ")。成長システムのフォールバック基礎値は次です", "* Poison rate: what the data actually supports.": "* 毒の割合: データが実際に裏付けているもの。", "+ 11 more...": "+ 11 その他...", "+ 129 more changed...": "+ 129個の変更...", "+ 13 more changed...": "+ 13 more changed...", "+ 15 more...": "+ 15 その他...", "+ 16 more changed...": "+ 16 その他変更...", "+ 2 more changed...": "他に2件変更...", "+ 32 more...": "+ 32 more...", "+ 493 more changed...": "+ 493 件の変更...", "+ 659 more...": "+ 659個以上...", "+ 84 more...": "+ 84 その他...", "+ 86 more changed...": "+ 86 件変更...", "+ New character": "＋ 新キャラクター", "+ Wishlist on Steam!": "+ Steamでウィッシュリストに追加!", "+ shield": "+ 盾", "+ talent growth per level + flat bonuses, then": "+ レベルごとの才能成長 + 固定ボーナス、その後", "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ（主要ステータス × その係数）+ 固定ボーナス、その後", "+1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.": "プレイセッション（ゲーム内約40分）ごとに+1；同じゲームを使いすぎると代わりに退屈デバフが付く。", "+1 population cap per rank from rank 2 (up to +6 at rank 7)": "ランク2からランクごとに人口上限+1（ランク7で最大+6）", "+1 to your population cap": "人口上限+1", "+1.0 Physical Attack Power and +4.0 Max Weight per point": "1ポイントごとに物理攻撃力+1.0、最大重量+4.0", "+10 Phys & Magic Resist on hit": "被弾時に物理・魔法耐性+10", "+10 Phys & Magic Resist per hit": "被弾ごとに物理・魔法耐性+10", "+10% Crit on kill (10s)": "撃破時クリティカル+10%（10秒）", "+10% Crit per kill": "撃破ごとにクリティカル+10%", "+10% Critical Chance": "クリティカル確率+10%", "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)": "周囲のユニットごとに命中+10%、クリティカル+5% - データ上は定義されているがこのビルドでは有効でない（読み取るコードがない）", "+10% hit chance": "命中率+10%", "+10% hit-chance bonus": "命中率ボーナス+10%", "+120% damage at 0 HP": "HP0でダメージ+120%", "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - プレイヤー可視", "+15% experience gained": "獲得経験値+15%", "+150 each": "各+150", "+2 and the": "+2 と", "+2 more...": "他2件...", "+2,000 gold": "+2,000ゴールド", "+20 more": "+20 その他", "+20% Damage Dealt at 0 HP": "HP0で与えるダメージ+20%", "+20% all six major stats, permanent Mood -3": "6つの主要ステータス全てに+20%、気分-3（永続）", "+20% to all six major stats": "6つの主要ステータス全てに+20%", "+200 gold": "+200ゴールド", "+23 more": "+23 追加", "+3 more...": "他3件...", "+30% Crit": "クリティカル+30%", "+30% Crit (3 stacks)": "クリティカル+30%（3スタック）", "+30% Critical Chance": "クリティカル確率+30%", "+30% damage dealt but +20% damage taken.": "与えるダメージ+30%だが受けるダメージ+20%。", "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - プレイヤーに表示", "+4 more...": "他4件...", "+40 more spawn rows not shown.": "他40件のスポーン行は非表示です。", "+400 gold": "+400ゴールド", "+41 more spawn rows not shown.": "+41の詳細は表示されていません。", "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - プレイヤーに表示", "+5 more...": "他5件...", "+5% critical chance": "クリティカル率+5%", "+5% critical-chance bonus": "クリティカル率ボーナス+5%", "+6 more...": "他6件...", "+6% Phys Atk on skill use (8s)": "スキル使用時に物理攻撃+6%（8秒）", "+6% physical attack power per stack (SKILL_SharpEdge).": "スタックごとに物理攻撃力+6%（SKILL_SharpEdge）。", "+647 more": "+647 追加", "+72 more": "+72 その他", "+800 gold": "+800ゴールド", "+Pop": "+人口", "+percent": "+数値", "+value": "+数値", "+{#} Main, +{#} Sub": "メイン+{#}、サブ+{#}", "+{#} more": "他{#}件", "+{#} more attacks not shown.": "+ 表示されていない {#} の攻撃。", "+{#}% Crit forever": "+{#}% クリティカル（永続）", "+{#}% hit, +{#}% crit": "命中+{#}%、クリティカル+{#}%", ", ...) means. Values shown as extracted.": "、...）の意味を説明します。値は抽出されたまま表示しています。", ", 10 items) or": "、10品目）または", ", 13 items),": "、13品目）、", ", 2 items), plus a few misc edibles. The class is what the racial diet rules read:": "、2品目）、さらにいくつかのその他の食用品を持つ。この分類こそが種族の食性ルールが参照するものだ：", ", FloatValue 100). It does not reduce the hit you take - you eat the full damage and the attacker eats an equal copy.": "、FloatValue 100）。受ける被弾は軽減されません。あなたは全ダメージを受け、攻撃者も同量のコピーを受けます。", ", FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.": "の状態でダメージを受けた瞬間に即死させます（、FloatValue 20）。ダメージ量は比較されません。しきい値を下回った状態で被弾すれば確定で倒せます。", ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": "、FloatValues [10, 2000, 10]）。上限に達するとゴールドは止まり、刻印は永続的に", ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": "、FloatValues [60, 1, 20]）。各殻は被弾1回で消費され、", ", High-grade": "、高級", ", Mid-grade": "、中級", ", added - click to remove": "、追加済み - クリックで削除", ", and a Barrier only matters on a unit that gets hit, shield loops are tagged by role - a shield combo on a backline caster is not busted. Each card spells out exactly which effect is applied, to whom, and how often. 11 synergies: 2 busted, 8 strong, 1 situational.": "バリアは被弾するユニットにしか意味がないため、シールドループは役割ごとにタグ付けしています。後衛キャスターへのシールドコンボは壊れ性能ではありません。各カードは、どの効果が誰に、どの頻度で適用されるかを正確に説明しています。11のシナジー: 壊れ性能2、強力8、状況依存1。", ", and each has a hard stack cap. The damage ignores defense and shields and does": "を与え、それぞれに厳格なスタック上限があります。ダメージは防御とシールドを無視し、攻撃力に応じて", ", and inline": "また、インライン", ", and settlement buildings cap at": "で、集落の建物の上限は", ", and the amount depends on the target's Max Health, not on the caster's attack power. How long it lasts is set by the skill that applies it.": "、ダメージ量は使用者の攻撃力ではなく対象の最大体力に依存する。効果時間は付与するスキルによって決まる。", ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": "であり、このステータス自身のツールチップには物理攻撃、魔法攻撃、クリティカル確率、料理しか記載されていません。休眠中の成長定数（", ", and there are no rare gathering nodes - you farm it through the": "であり、レア採取ノードは存在しません。周回は次を通じて行います:", ", and various bugs may occur.": "があり、さまざまなバグが発生する可能性があります。", ", backed by Bloody Scratch and a Rat Swarm call.": "を持ち、血染めのひっかきとネズミの群れの召喚を備えたエリートのネズミです。", ", both picked at campaign start and both running the same five tiers (": "があり、どちらもキャンペーン開始時に選択し、どちらも同じ5段階（", ", but the base game caps the highest": "が定義されていますが、基本ゲームでは到達できる最高", ", chosen - click to remove": "、選択済み - クリックで削除", ", coef 1.0)": "、係数 1.0）", ", each sealing the end of its region. Every stat, attack and drop below is joined from the game's own tables (a boss is any unit carrying the": "がおり、それぞれが自身のリージョンの終わりを封じています。以下のすべてのステータス、攻撃、ドロップはゲーム自身のテーブルから結合されています（ボスは次の特性を持つユニットです", ", enabling a deliberate misery build.": "、意図的な不幸ビルドを可能にする。", ", enemies only) and enters combat once it reaches": "、敵のみ)。次に達すると戦闘に入ります", ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": "、つまり頭部バーと胴体バーを合算した値で、いずれか一方だけではありません。バリアは計算に含まれません。", ", ignoring defense and shields. The amount is fixed: it": "、防御と盾を無視します。ダメージ量は固定で、", ", ignoring defense. It": "、防御を無視する。この効果は", ", increases to each ...": "、各エレメントの増加...", ", it drops nothing directly (the Abyss rewards you through its treasure chests).": "のみで、直接は何もドロップしません（深淵は宝箱を通じて報酬を与えます）。", ", monster": "、モンスター", ", monster damage x": "、モンスターダメージ x", ", not per room. Each floor of a region draws ONE authored layout, so \"per floor\" is the right granularity - only one layout is rolled per floor. Below, for every region and floor, is the chance that a special room type (Event, Treasure, Goddess statue, Elite, Dungeon Core...) appears, plus the per-floor odds of the rare gathering nodes (Blood Tree and friends). See a floor drawn out in the": "であり、部屋あたりではありません。地域の各階層は設計済みのレイアウトを一つだけ抽選するため、「階層あたり」が正しい粒度です（階層ごとに抽選されるレイアウトは一つだけ）。以下は、地域と階層ごとに、特殊な部屋タイプ（イベント、宝物、女神像、エリート、ダンジョンコアなど）が出現する確率と、レア採取ノード（血の樹など）の階層別確率です。実際に描画された階層は次で確認できます:", ", not whether you are first noticed.": "であり、最初に発見されるかどうかではありません。", ", or what each node yields on": "、あるいは各ノードの産出量については", ", quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.": "、クエストMain0〜8）はチュートリアルの背骨も兼ねています。正しいことをすると自動的に進行するので、やることリストとして使いましょう。", ", range {#}": "、射程 {#}", ", ranged x": "、遠隔 x", ", respawn every": "、リスポーン間隔", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–2 exist in the data, matching the demo's clan-rank cap of 2.": "。そのため下の番号付き各プールは、そのクランランクで提供される在庫です。ランクが高いほどプールは大きく、内容も良くなります。データに存在するのはティア1〜2のみで、デモのクランランク上限2に対応しています。", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–3 exist in the data, matching the demo's clan-rank cap of 3.": "、したがって、以下の各番号付きプールは、そのクラン階級で提供される在庫です - 階級が高い = より大きく、より良いプール。データには段階 1-3 のみが存在し、デモのクラン階級の上限である 3 と一致します。", ", so no generated recruit can ever roll it. A future tri-element mage/archer background waiting to be switched on.": "。そのため生成された募集対象がこれを抽選することはできません。有効化を待つ、将来の3属性の魔法使い/射手の背景です。", ", so the bonus would count from the very first flanker (no \"free\" first unit): three attackers around one enemy would give +30% hit, +15% crit. Because the combat path is faction-agnostic, it would also apply": "。したがってボーナスは最初の側面攻撃者から数えられます(最初のユニットが「無料」になることはありません)。1体の敵を囲む3体の攻撃者は+30%命中、+15%会心を与えます。戦闘の処理は陣営を問わないため、次にも適用されます", ", so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is": "に始まるため、初日は16時間しかなく、以降の日はすべて24時間です。昼と夜は別個の視覚/視界のレイヤーです：", ", so they always agree.": "とまったく同じダメージモデルで計算されるため、常に一致します。", ", spawned by the corrupt magic seeping from": "、から染み出す堕落した魔力によって生み出された", ", straight through armor. Poison is the odd one out: it is": "となり、防具を貫通します。毒は例外で、", ", the increase in e...": "、増加は e...", ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": "に達するとアイテムは破損します：装備は外され、再び機能させるには修理が必要です。装備を摩耗させる要因は2つあります。", ", up to a lifetime cap of": "を支払い、通算上限は", ", via": "、経由 ", ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": "。ここでRはそのダメージタイプに対する耐性です(収穫逓減カーブ、コミュニティ検証済み)。したがってR = 50では 100/150 =", ", which": "これは", ", which advances automatically as you play rather than being handed out by an NPC.": "で、NPCから与えられるのではなく、プレイに応じて自動的に進行します。", ", which consumes": "を行い、これが", ", while a グロスの幼獣 is nearsighted at": "一方、グロスの幼獣は近視で", ", while a 深淵のグロス幼獣 is nearsighted at": ", while a 深淵のグロス幼獣 is nearsighted at", ", while the": "を持ちますが、それらが参照する", ", you can descend to deeper floors<": "、より深い階層に降りることができます<", ", you can reset your skills.": "、スキルをリセットできます。", ", you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better": "を追加し、更新ごとの募集候補が増え（低ランクで6〜7人、最高で8〜10人）、表示される候補もより高レベルになります。高ランクではより優れた", "- **Baron Blood Tear** - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.": "- **血涙男爵** - 「エルロス帝国の吸血鬼男爵が流した硬化した涙」。将来の吸血鬼ボス/地域を示唆します。", "- **Frosty Handshake** and **Swirling Tide** - an ice-boss and an ocean/water-boss relic.": "- **冷たい握手**と**渦巻く潮流** - 氷ボスと海/水ボスのレリックです。", "- **Red Dragon Breath** - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.": "- **赤竜の吐息** - 「古代の火竜の吐息の残滓」。竜爪戦士のユニットと、リザードマンの「竜の末裔」神話に結びついています。", "- +1 energy per melee physical critical hit": "- 近接物理クリティカルごとにエネルギー+1", "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- キャストごとに+1スタック（耐火で×2）。1スタックあたり30秒間 魔法攻撃力+30%", "- +10% cooldown reduction each time you gain a Barrier": "- バリアを獲得するたびにクールタイム短縮 +10%", "- +20% to all Barrier you gain": "- 獲得する全バリアに +20%", "- +8% damage per Burning stack on the target you hit": "- 攻撃した対象の燃焼スタックごとに+8%ダメージ", "- 2 stacks on the target, then bounces up to 8 more times to nearby enemies": "- 対象に2スタック、その後近くの敵へ最大8回跳ねる", "- 2026-06-14 - updated from DS_B.0.3.21 - unlabeled interim build between B.0.3.21 and B.0.3.26": "- 2026-06-14 - DS_B.0.3.21から更新 - B.0.3.21とB.0.3.26の間のラベルなし中間ビルド", "- 2026-06-15 - updated from Build 23725069 - Steam buildid 23739108 - current build": "- 2026-06-15 - ビルド23725069から更新 - Steam buildid 23739108 - 現行ビルド", "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931": "- 2026-07-23 - DS_B.0.3.26から更新 - Steam buildid 24354931", "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 魔法攻撃力300% + スタック×30%、その後スタックをリセット", "- 4% chance per skill use to summon an extra Bubbling": "- スキル使用ごとに4%の確率で追加のバブリングを召喚", "- 8 Tech Books across the chain:": "。チェーン全体で技術書8冊：", "- A tutorial is available.": "チュートリアルが利用可能です。", "- Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel - across": "を擁します。ネズミ、スライム、スロゲルから石ゴーレム、チェインナイト・センティネルまで、ゲーム内のほぼすべての生物のアビス変種が、", "- AtkSpd": "・攻撃速度", "- Barrier = 20% of each hit you take from an enemy you taunted": "- バリア = 挑発した敵から受ける攻撃ごとの20%", "- Bored:": "- 退屈:", "- Boss": "- Boss", "- Canopener": "- Canopener", "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- 連続斬撃は単体近接スキルなので、使用すると弱点露呈を付与します", "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- 連続斬撃の4回の攻撃は弱点露呈のもとで全てクリティカルになるため、エネルギー+4", "- Core": "- Core", "- Corridor": "- Corridor", "- Crit": "・クリティカル", "- Elite": "- Elite", "- EliteTreasure": "- EliteTreasure", "- Entry": "- Entry", "- From:": "・出典：", "- Goddess": "- Goddess", "- HardCombat": "- HardCombat", "- Heavy Rain": "- 大雨", "- Hit": "・命中", "- Level 2": "- レベル 2", "- Level 4": "- レベル 4", "- MAtk": "- MAtk", "- MagRes": "・魔法耐性", "- Main SP": "- メインSP", "- Mood +2 plus +0.1% health regeneration.": "気分+2に加えて体力回復+0.1%。", "- Mood +2 while worn.": "装備中、気分+2。", "- Not needed if using Battlemage without a fire staff.": "- 火の杖なしでバトルメイジを使用する場合は不要。", "- PAtk": "- 物理攻撃力", "- PhysRes": "・物理耐性", "- Rain": "- 雨", "- Requires a Bow.": "- 弓が必要。", "- Requires a Club.": "- こん棒が必要。", "- Requires a Greatsword.": "- 大剣が必要。", "- Requires a Nature Staff.": "- 自然の杖が必要。", "- Requires a Sword.": "- 剣が必要。", "- Requires a Water Staff.": "- 水の杖が必要。", "- Res": "・耐性", "- SafeFloor": "- SafeFloor", "- Source not recorded in the game data": "・入手元はゲームデータに記録されていません", "- Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate": "（力、耐久力、意志力、知力、敏捷、認知）を持ち、それぞれに個別の", "- Sub SP": "- サブSP", "- This is the most basic starting point.": "これは最も基本的な出発点です。", "- Tier 1, column 1": "- ティア1、列1", "- Tier 1, column 2": "- ティア1、列2", "- Tier 1, column 3": "- ティア1、列3", "- Tier 2, column 1": "- ティア2、列1", "- Tier 2, column 2": "- ティア 2、列 2", "- Tier 2, column 3": "- ティア2、列3", "- Tier 3, column 2": "- ティア3、列2", "- Tier 4, column 1": "- ティア4、列1", "- Tier 4, column 2": "- ティア4、列2", "- Tier 4, column 3": "- ティア4、列3", "- Treasure": "- Treasure", "- XP": "・経験値", "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- Xenonが3タイル以内にてんとう虫を3体召喚する（SKILL_SummonLadybug）。", "- a Tadpole that has swallowed 3 corpses evolves.": "- 死体を3つ飲み込んだオタマジャクシが進化する。", "- a quick-sim unit (armour, Constitution, level, optional bonuses) or one of your saved roster units - re-mitigated by that target's resistances, shown with the": "。クイックシミュレートユニット（防具、耐久力、レベル、任意ボーナス）または保存した編成ユニットのいずれかで、その対象の耐性で再軽減され、", "- a scholar \"who mutters strange words as if possessed\". Reward:": "。「憑りつかれたように奇妙な言葉をつぶやく」学者です。報酬：", "- a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.": "（入口、通路、ポータルがあるが敵はいない小さな待機エリア）に降ろすことがあり、本物のダンジョンへ降りる前にここで態勢を整えます。内部的にはフロアインデックス-1で、フロア1の前に付加されます。各地域はそれぞれ独自のセーフフロアのテンプレートを持ちます。", "- a weakened Medium Slime splits into small slimes.": "- 弱った中型スライムが小スライムに分裂する。", "- advanced overrides on": "・詳細な上書きオン", "- after swallowing 3 corpses.": "- 死体を3つ飲み込んだ後。", "- an elite monster, not the region's clear boss.": "これはエリートモンスターであり、地域のクリアボスではない。", "- an elite rat with about": "の討伐です。約", "- and every other slot is NULL.": "で、その他のスロットはすべてNULLです。", "- and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where": "であり、標準のデモバイナリではただれた巣穴についてはそれすらもブロックされている。古い~B.0.2.x系ビルドでは代わりに解放状態が保存されており、その場合は", "- and this takes precedence over guard.": "。これはガードより優先されます。", "- applied region-wide while the region's floors are depleted": "地域の各階が枯渇している間、地域全体に適用される", "- applied to monsters by the chosen difficulty setting": "- 選択した難易度設定によってモンスターに適用される", "- awareness has hit the threshold; it locks on and engages.": "。認識が閾値に達しました。ロックオンして交戦します。", "- base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.": "基本HP 0、基本魔法攻撃0。完全に召喚者由来のユニット：魔法攻撃力80の魔道士は、HP 80 / 魔法攻撃40のバブルリングを生み出す。", "- base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).": "基本HP 300、基本魔法攻撃16.9。同じ魔法攻撃80の魔道士は、HP 380 / 魔法攻撃56.9のバブルトードを生み出す（一律300HPではない）。", "- but in the current build it is a dormant constant: the row is tagged": "が、現在のビルドでは休眠中の定数です：その行にはタグ", "- carried by": "- 所持者：", "- combat difficulty": "・戦闘難易度", "- commands it": "- が指揮します", "- consumes 2 of them": "- そのうち2個を消費", "- default": "- デフォルト", "- desc": "- 説明", "- each followed by a report-back talk with item rewards. Reporting the final hunt (": "。それぞれの後にアイテム報酬付きの報告会話が続きます。最後の狩猟（", "- each uses one inscription": "- それぞれ刻印を1つ使用します", "- enemies surrounding one of your units would get the same benefit against it.": "。あなたのユニットの1体を囲む敵も、それに対して同じ恩恵を得ます。", "- energy cost": "- エネルギー消費", "- equip bonuses": "- 装備ボーナス", "- every campaign start the game can roll: scenario type × management difficulty, with starting units, items and map buildings. Test/balance rows are dev-only presets.": "- ゲームが抽選しうるすべてのキャンペーン開始：シナリオタイプ × 運営難易度に、初期ユニット、アイテム、マップ建物が付く。テスト/バランス行は開発者専用プリセット。", "- every table as JSON plus a manifest.": "- 全テーブルをJSONで提供、マニフェスト付き。", "- every time you use a single-target melee skill": "- 単体近接スキルを使うたびに", "- extra skill tree:": "- 追加スキルツリー:", "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- ボス部屋で巨石ゴーレムと共に戦う。戦闘中、ストーンレイズにより突進の術式のスタックが最大になる（SKILL_StoneRaise）。", "- flavor": "- フレーバー", "- from {#}": "- {#}から", "- future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.": "コンテンツを集めています。将来の装備ティア、武器クラス、宝石ライン、レリックアクセサリー、種族、魔法系統、システム、地域など。（ネタバレ）と記された項目は、ゲームがプレイ中に明かしていないストーリーの詳細を暴露します。", "- generated recruits can't get it, and no authored recruit preset uses these either, so in DS_B.0.3.26 they are effectively unobtainable. The 10 backgrounds below are fully authored (names, effects, skill-tree affinities) and just need a non-zero weight to go live.": "。生成された募集対象はこれを入手できず、作成された募集プリセットもこれらを使用しないため、DS_B.0.3.26では実質的に入手不可です。以下の10種の背景は完全に作成されており（名前、効果、スキルツリー適性）、有効化するには0以外のウェイトが必要なだけです。", "- got": "、実際", "- granted by:": "- 付与元:", "- grants the": "・付与：", "- guarantees crits against that enemy": "- その敵に対してクリティカルを確定させる", "- guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and": "ギルドクエストでは実際に「気分1以上/2以上/3以上の食料」を備蓄するよう求められる。そして", "- idle or patrolling; it has not seen you.": "。待機または巡回中。あなたを見ていません。", "- inspection reveals hidden": "。調査で隠れた", "- instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "- 合計HP（頭部＋胴体）が20%以下のときにダメージを受けた非ボス敵を即座に処刑します。", "- is shown as a section inside its own entry, not as a separate boss.": "- は別のボスとしてではなく、自身のエントリ内のセクションとして表示されます。", "- kill 1 Alpha Acid Slogel. Reward:": "。アルファ酸性スロゲルを1体討伐。報酬：", "- kill 1 White Mawmurk. Reward:": "。白いマウマークを1体討伐。報酬：", "- kill 1×": "- 1×討伐", "- kill 5 Mawmurk. Reward:": "。マウマークを5体討伐。報酬：", "- kill 5×": "- 5×を討伐", "- kill it and the region flips to cleared, which immediately unlocks the next region on load.": "で指定します。これを倒すと地域はクリア済みに切り替わり、次回読み込み時に即座に次の地域がアンロックされます。", "- lines show unlock requirements - top-right corner = energy cost per cast (skill-point cost shows on hover)": "- 線は解放条件を示します - 右上の角 = 発動ごとのエネルギーコスト（スキルポイントコストはホバーで表示）", "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- 召喚時に HP = 自分の魔法攻撃力 + 300、魔法攻撃力 = 0.5 × 自分の魔法攻撃力 + 16.9 で固定", "- lv": "- Lv", "- magic attack": "- 魔法攻撃力", "- name": "- 名前", "- needs Bubblings already on the field (spawn them with Summon Bubbling).": "- フィールドにバブリングが既にいる必要がある（バブリング召喚で出現させる）。", "- never after": "- 以降は出現しない", "- no room layout ships in this build, so it is never placed": "- このビルドには部屋レイアウトが含まれていないため、配置されることはありません", "- none of the 7 race rows list it in": "。7つの種族行のいずれもこれを次に列挙していません：", "- not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.": "です。建設・購入・討伐ドロップで入手するものではありません。階の生成時に、ゲームが上記の部屋／エリアのレイアウトへ配置します。ユニットを送ってその場で採集させます。", "- not present in DropTable (unresolved)": "- DropTableに存在しない（未解決）", "- one of the best early mana-stone injections in the game (": "。ゲーム序盤で最良のマナ石供給源の一つです（", "- one of your units has entered its sight; awareness is building.": "。あなたのユニットの1体がその視界に入りました。認識が蓄積しています。", "- one trigger per Exposed Flaw application": "- 弱点露呈の付与ごとに1トリガー", "- one trigger per debuff per enemy hit by the stomp": "- 踏みつけで当たった敵ごと、デバフごとに1トリガー", "- optional: heals 4% of missing health per Burning application": "- 任意: 燃焼の付与ごとに減少HPの4%を回復", "- pages added, data corrected, bugs fixed. For changes to": "- ページ追加、データ修正、バグ修正。その他の変更については", "- paste it wherever the site owner listens.": "- サイト運営者が受け付けている場所に貼り付けてください。", "- personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more. The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from": "に等しくなります。性格、欲求、食事、睡眠、部屋の品質、天候、環境、戦闘、待遇などです。UIのゲージは30で頭打ちですが、実際の値に上限はありません。以下のすべての要因は直接", "- physical / magic hit": "・物理／魔法攻撃", "- physical attack": "- 物理攻撃力", "- pick members (up to": "・メンバーを選択（最大", "- plus Slow; 15s cooldown": "- さらに鈍足；クールダウン15秒", "- raises every one of the unit's six talents by one tier, capped at Genius.": "- ユニットの6つの才能すべてを1段階引き上げます（天才が上限）。", "- range": "- 射程", "- ranks 3 through 7 are defined in the data but locked in the current build.": "。ランク3から7はデータ上に定義されていますが、現行ビルドではロックされています。", "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- 炎の外套の燃焼が当たるたびに再展開されるため、敵が隣接している間はおよそ毎秒", "- recruit her at the base to finish the chain; Endorsi joins your clan.": "- 拠点で彼女を勧誘してチェーンを完了。エンドルシがクランに加入します。", "- recruits roll a sum in [": "- 募集ユニットは次の範囲で合計をロールします [", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.26 game tables.": "を持つすべての効果（反射、金鉱、死刑、欠損HP系の刻印、継続ダメージ、殻ブロック、一時バフ）を集め、正確な計算式、具体例、各上限が許す最大値を示します。すべての数値はDS_B.0.3.26のゲームテーブルからリアルタイムで読み取っています。", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.40 game tables.": "を持つすべての効果（反射、金鉱、死刑、欠損HP系の刻印、継続ダメージ、殻ブロック、一時バフ）を集め、正確な計算式、具体例、各上限が許す最大値を示します。すべての数値はDS_B.0.3.40のゲームテーブルからリアルタイムで読み取っています。", "- requires": "- 必要", "- res": "- 耐性", "- see the description for the exact behavior.": "- 正確な挙動は説明を参照してください。", "- see the note at the top of this page.": "。このページ上部の注記を参照してください。", "- single target, 30s; also +50% damage to it and -30% damage from others": "- 単体、30秒。加えてその対象への与ダメージ+50%、他からの被ダメージ-30%", "- so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.": "で適用されます。つまりフロアが1つでも底をつくと、回復するまでその地域の全フロアに-50%ペナルティが適用され、まだ満タンのフロアも対象になります。", "- so you can answer \"what can I gather here\" at a glance; the detailed node, monster and chest tables sit below it. Type an item name in the filter to jump straight to where it comes from. For the per-floor spawn odds of each room type and rare node, see": "そのため「ここで何を採取できるか」がひと目でわかります。詳しいノード・モンスター・宝箱の表はその下にあります。フィルターにアイテム名を入力すると、その入手元へ直接ジャンプできます。各部屋タイプとレアノードの階層別出現確率については、以下を参照してください", "- spawns at": "- 出現場所：", "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- このスキルの発動に消費される（召喚：バブリングでバブリングを生成）。", "- stock chance 100%, qty 1, fixed price": "- 在庫確率 100%、数量 1、価格固定", "- stock chance 100%, qty 10–15, price -25%...+25%": "在庫確率100%、数量10-15、価格-25%...+25%", "- stock chance 100%, qty 10–15, price 0%...+25%": "- 在庫確率 100%、数量 10–15、価格 0%…+25%", "- stock chance 100%, qty 10–20, price -25%...+25%": "- 入荷確率100%、数量10–20、価格 -25%...+25%", "- stock chance 100%, qty 10–20, price 25%...+50%": "在庫確率100%、数量10-20、価格25%...+50%", "- stock chance 100%, qty 16–24, price 0%...+25%": "- 在庫確率100%、数量16–24、価格 0%...+25%", "- stock chance 100%, qty 16–24, price 25%...+50%": "- 在庫確率 100%、数量 16～24、価格 25%...+50%", "- stock chance 100%, qty 1–2, price -25%...+25%": "- 在庫確率100%、数量1～2、価格 -25%...+25%", "- stock chance 100%, qty 20–30, price -25%...+25%": "- 在庫確率 100%、数量 20–30、価格 -25%...+25%", "- stock chance 100%, qty 2–3, price -25%...+25%": "- 在庫確率100%、数量2–3、価格 -25%...+25%", "- stock chance 100%, qty 30–20, price -25%...+25%": "在庫確率100%、数量30-20、価格-25%...+25%", "- stock chance 100%, qty 30–45, price -25%...+25%": "- 在庫確率 100%、数量 30–45、価格 -25%...+25%", "- stock chance 100%, qty 3–4, price -25%...+25%": "- 在庫確率 100%、数量 3–4、価格 -25%...+25%", "- stock chance 100%, qty 4–6, price -25%...+25%": "- 在庫確率 100%、数量 4–6、価格 -25%...+25%", "- stock chance 100%, qty 80–120, price 25%...+50%": "- 在庫確率100%、数量80–120、価格 25%...+50%", "- stock chance 100%, qty 8–12, price 0%...+25%": "- 在庫確率 100%、数量 8–12、価格 0%...+25%", "- stock chance 100%, qty 8–12, price 25%...+50%": "- 在庫確率 100%、数量 8-12、価格 25%...+50%", "- stock chance 30%, qty 1–2, price 0%...+25%": "- 在庫確率 30%、数量 1–2、価格 0%...+25%", "- stock chance 5%, qty 1, price -25%...+25%": "- 在庫確率 5%、数量 1、価格 -25%...+25%", "- stock chance 50%, qty 1–2, price -25%...+25%": "- 在庫確率 50%、数量 1–2、価格 -25%...+25%", "- stock chance 50%, qty 2–3, price -100%...-50%": "在庫確率50%、数量2-3、価格-100%...-50%", "- stock chance 50%, qty 2–3, price -25%...+25%": "- 在庫確率 50%、数量 2–3、価格 -25%…+25%", "- stock chance 50%, qty 3–4, price -25%...+25%": "- 在庫確率50%、数量3-4、価格-25%...+25%", "- stock chance 50%, qty 4–6, price -100%...-50%": "在庫確率50%、数量4-6、価格-100%...-50%", "- stock chance 50%, qty 4–6, price -25%...+25%": "- 在庫確率50%、数量4-6、価格-25%...+25%", "- subname": "- サブ名", "- targets it": "- これを対象にする", "- that is Common 80.7%, Uncommon 17%, Rare 2%, and": "を使ってレアリティを抽選します。つまりコモン80.7%、アンコモン17%、レア2%、そして", "- that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.": "これが、たとえば術者が水魔法を習得できる仕組みだ。ただしツリーの訓練は、ユニットが同時に物理的に装備できるものとは別だ。刻印があっても、両手杖と盾を同時に持たせることはできない。", "- the average damage of one cast on a single target, crit folded in.": "。単体対象への1回詠唱の平均ダメージ（クリティカル込み）。", "- the baseline: no bonus, no malus": "- 基準値: ボーナスもマイナスもなし", "- the bundle id still says \"Alpha\" even on current builds.": "。現行ビルドでもバンドルIDはまだ「Alpha」のままです。", "- the corrupted form fought in the endless": "- 無限で戦う堕落形態", "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "。命中と会心の判定には、位置や周囲のユニットに関する項がなく、この定数は一度も読み込まれません。したがって現状では次を持ちます", "- the opposite bet: damage dealt": "逆の賭け：与ダメージが", "- the taunt itself is a debuff, so it also fires Guard Barrier": "- 挑発自体がデバフなので、ガードバリアも発動します", "- the working monster Soul Stones. The dev roadmap flags monster capturing/ranching as a fast-follow Early-Access feature, and these soul traits are the visible groundwork toward": "。機能するモンスターの魂石です。開発ロードマップはモンスターの捕獲/牧場化をアーリーアクセスの早期追加機能として挙げており、これらの魂の特性は次に向けた目に見える下準備です：", "- they are identical on every": "、すべての", "- they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.": "セーブデータには保存されません。組み込みのリトライボタンに加えて、祈りの前にセーブしてリロードすると5つの選択肢が振り直されます。", "- this background appears to have been released; treat the note below as historical.": "- この背景はリリースされたと思われます。以下のメモを履歴として扱ってください。", "- title": "- タイトル", "- to all nearby enemies": "- 周囲の全ての敵に", "- to all nearby enemies (30s cooldown)": "- 周囲の全ての敵に（30秒クールタイム）", "- to every adjacent enemy, once a second for the 10s aura": "- 10秒のオーラの間、毎秒、隣接する全ての敵に", "- use": "。表示するには", "- when a Barrier expires, heal 20% of its remaining value": "- バリアが消えるとき、残存値の20%を回復", "- when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.": "- 通常攻撃がクリティカルすると、周囲の敵にも範囲ダメージ（その攻撃のダメージタイプに一致）を与えます。", "- when a unit or structure you summoned is destroyed": "- 召喚したユニットや構造物が破壊されたとき", "- when weakened / at low HP, onto adjacent empty tiles.": "- 弱体化時 / 低HP時、隣接する空きタイルへ。", "- whole nearby pack": "- 周囲の集団全体", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1 Very Hard, x1 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 イージー、x0.67 ノーマル、x1 ハード、x1 ベリーハード、x1 壊滅 (四捨五入、最低1未満にはならない)。任意の金額にマウスを置いて、すべての難易度でのコストを確認します。", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1.33 Very Hard, x1.66 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 簡単、x0.67 通常、x1 ハード、x1.33 ベリーハード、x1.66 壊滅（端数処理、1未満にはなりません）。任意の数値にカーソルを合わせると、各難易度でのコストが表示されます。", "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": "- 振っているのではなく防御しているためです。優れた武器はより多くの耐久度を持つため、威力が高く長持ちします。", "- your melee crits on the marked enemy refund energy": "- マークした敵への近接会心がエネルギーを回復", "- {#} per energy": "- エネルギーあたり{#}", "-1 to 2": "-1 〜 2", "-10% Max Energy": "-10% 最大エネルギー", "-100% to -50%": "-100% から -50%", "-25% Hit Chance.": "命中率 -25%。", "-25% to +25%": "-25%〜+25%", "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)": "D1～D4で気分-3/-6/-9/-12（イージー-1..-10、壊滅-6..-24）", "-30% Movement Speed.": "-30% 移動速度。", "-4 to -1": "-4 〜 -1", "-> report ->": "-> 報告 ->", "-> report to Xenon ->": "-> ゼノンに報告 ->", "-adjusted": "調整済み", ". 2. Inspect the": "を調査。 2. ", ". 3. Inspect the": "を調査。 3. ", ". 4. Collect a": "を調査。 4. ", ". A floor ground all the way down to 0 therefore needs 5 stacks x 3 days =": "。したがって0まで消耗しきったフロアは5スタックx3日 =", ". A melee attacker draws about 30% more aggro than a ranged one, so front-liners naturally pull the monster's attention off your casters. This steers": "。近接の攻撃者は遠隔より約30%多くアグロを稼ぐため、前衛は自然とモンスターの注意を後衛の術者からそらします。これが左右するのは", ". All four give the same aura; the race decides which trait NEW expedition members learn.": ". 4種すべて同じオーラを与え、種族は新規探索メンバーが習得する特性を決定します。", ". Also hits allies in the area": "。範囲内の味方にも命中する", ". Attacks with {#} ({#}% {#}{#}{#})": "。{#}で攻撃（{#}% {#}{#}{#}）", ". Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).": "です。レジェンダリーは3種類しかないため、特定の1つを見るのは非常にまれです（レベルアップ画面ごとにおよそ200分の1の確率）。", ". Bigger radius = it spots you from farther off.": "。半径が大きいほど、遠くからあなたを発見します。", ". Click to change, or the cross to remove.": "。クリックで変更、×で取り外し。", ". Combat difficulty only changes loot": "。戦闘難易度が変えるのは戦利品のみで", ". Consumes {#} {#}": "。{#} {#}を消費する", ". Descriptions contain": "で参照。説明には", ". Each attacks with": "。それぞれが攻撃する", ". Every time a campaign loads, the game resets every region to locked, then walks the regions whose": "。キャンペーンが読み込まれるたびに、ゲームはすべての地域をロック状態にリセットし、次にフラグが立っている地域をたどって、", ". Every unit - your settlers and every monster alike - carries a": "。すべてのユニット、つまりあなたの入植者もすべてのモンスターも同様に、次のステータスを持ちます", ". Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and": "。フロア5はフェーズ4のフロアとして生成され、フェーズ5専用のボス部屋は決して対象にならず、ゴーレムはスポーンしません。そのため沈黙のヴェールは戦闘でクリアできず、", ". Hover a card for its full description.": "。カードにカーソルを合わせると詳細説明が表示されます。", ". How many roll scales with combat difficulty (Easy 2 positive, Normal 1 positive, Hard 1 positive + 1 negative, up to Devastation 1 positive + 3 negative).": "。ロール数は戦闘難易度に応じて増減します（簡単：プラス2、通常：プラス1、ハード：プラス1＋マイナス1、壊滅：プラス1＋マイナス3まで）。", ". If the developers activate it, it would apply": "。開発者が有効化した場合、次のように適用されるだろう：", ". In the current demo data only slot 0 is filled - Veil of Silence's clear boss is the": "。現在のデモデータではスロット0のみが埋まっています。沈黙のヴェールのクリアボスは", ". It stacks up to": ". It stacks up to", ". It uses:": "。使用するもの：", ". Keep mood high and stress stays low. Which band a unit sits in:": "の危険にさらされます。気分を高く保てばストレスは低いままです。ユニットがどの帯域に入るか：", ". Let the game discard stale dungeon data itself.": "。古いダンジョンデータはゲーム自身に破棄させてください。", ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": "に基づきます。低レベルの入植者は満足しやすく（プラスの気分）、高レベルの者はより多くを期待してマイナスに傾き、管理設定が厳しいほどその傾向が強まります。", ". Most units see": "。ほとんどのユニットは次を見ます", ". Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the": "。計画上注意すべき癖があります：消耗はフロアごとにカウントされますが、ドロップペナルティは", ". On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above (": "。ニーズを満たし続けられるユニットにとっては、ゲーム内で最良のステータス強化装備の一つだが、放置されたユニットでは前述のストレスの悪循環を助長する（", ". On completion \"": "。完了時「", ". Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "。表示されるのは純粋な差分のみです。複数のビルド間で何度か変更されたものは1回だけ表示され、その開始値と終了値が示されます。変更されて戻されたものは表示されません。", ". Player-side units default to": "。プレイヤー側のユニットはデフォルトで次です", ". Positive values increase it, while negative values decre...": "。正の値はそれを増加させ、負の値は減少させます...", ". Priority is given to targets with a lower cumulative hit count.": "。優先順位は累積ヒット数が低いターゲットに与えられます。", ". Real room graph & doors, connected door-to-door.": "。実際の部屋グラフとドアで、ドアからドアへ接続されています。", ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": "。耐性が完全な無効化に達することはなく、各ポイントの価値は前のポイントよりわずかに小さくなります。", ". Same convention in construction costs, starting items, deconstruct returns and event grants.": "で分割します。建設コスト、開始アイテム、解体の戻り、イベント付与でも同じ規則です。", ". See the": "。参照:", ". Set a mood and the chart shows where stress is headed - \"if the mood stays like this\" (real settlers' moods drift as buffs wear off and needs change).": "。気分を設定すると、チャートがストレスの向かう先を示します。「気分がこのままなら」という前提です（実際の入植者の気分はバフが切れたり欲求が変化したりして変動します）。", ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": "。レベルごとの才能成長は、そのステータスの才能ティア(Poorから Genius)にレベルアップの供物倍率を掛けたもので決まります。次を参照してください", ". Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.": "が明らかになります。才能のティアはユニットの生涯を通じたステータス成長を決めます。新しい候補者は6つのステータス全体で合計およそ2〜5ティアしか持たないため、卓越や天才のステータスが1つあれば本物の掘り出し物です。", ". The campaign begins at": "。キャンペーンは", ". The coefficients are the table below (": "。係数は下の表の通りです(", ". The loss on each piece is": "。各部位の損耗は", ". The rank table defines": "を蓄積することで昇格します。ランク表では", ". The two disagree, so the exact monster reflect percentage (50% vs 100%) cannot be pinned from the tables alone - the player-facing Inscription of Reflection (100%) is unambiguous.": "を持ちます。両者が一致しないため、正確なモンスターの反射割合（50%か100%か）はテーブルだけからは確定できません。プレイヤー向けの反射刻印（100%）は明確です。", ". This matches the": "。これは次のページと一致します", ". Under CrossOver/Wine on a Mac that resolves to": "。Mac上のCrossOver／Wineでは次に解決されます：", ". Up to {#} on the field": "。フィールドに最大{#}体", ". While a player unit stays in a monster's sight, the monster builds": "。プレイヤーのユニットがモンスターの視界内にとどまる間、モンスターは次を蓄積します", ". You can change the flow with the speed control (pause, 1x, 2x and 3x settings); pausing stops the clock entirely.": "。速度コントロール（一時停止、1倍、2倍、3倍の設定）で流れを変えられます。一時停止すると時計は完全に止まります。", ". You must find the path that leads to it.": "が含まれています。それへと続くパスを見つけなければなりません。", ".chip[data-facet], .filters .chip": ".chip[data-facet], .filters .chip", ".entcell a": ".entcell a", ".entcell a[href]": ".entcell a[href]", ".filters .chip[data-facet]": ".filters .chip[data-facet]", ".fs-modes button": ".fs-modes button", ".mo-modes button": ".mo-modes button", ".mon-hp .hp-v": ".mon-hp .hp-v", ".monfilt-panel .chip[data-mboost]": ".monfilt-panel .chip[data-mboost]", ".monfilt-panel .chip[data-mfacet]": ".monfilt-panel .chip[data-mfacet]", ".pcastpanel .chip[data-bless]": ".pcastpanel .chip[data-bless]", ".pcastpanel .chip[data-pdiff]": ".pcastpanel .chip[data-pdiff]", ".pcastpanel .chip[data-pmode]": ".pcastpanel .chip[data-pmode]", ".sb-dmg-diff .sb-hint": ".sb-dmg-diff .sb-hint", ".sb-dmg-lvl .sb-segb": ".sb-dmg-lvl .sb-segb", ".tgtpanel .chip[data-tgtmode]": ".tgtpanel .chip[data-tgtmode]", "/ second": "/ 秒", "/items/ITEM_Example.html": "/items/ITEM_Example.html", "/s, magic-resisted). This runs ALONGSIDE the hits above - add it to the sustained DPS.": "/秒、魔法耐性の対象）。これは上記のヒットと並行して発生します。持続DPSに加算してください。", "/tick": "/tick", "0 (broken)": "0（破損）", "0 (empty) to 5 (full) per floor": "フロアごとに0（空）から5（満タン）", "0 6px": "0 6px", "0 HP / 0 Magic Attack (fully summoner-derived)": "HP 0 / 魔法攻撃0（完全に召喚者由来）", "0 tiles": "0 タイル", "0 with no Burning on the target, up to 1,470 at the 50-stack cap (each stack adds about 29). Does not consume the stacks.": "対象に燃焼がない場合0、50スタック上限で最大1,470（1スタックにつき約29追加）。スタックは消費しない。", "0 with no Burning on the target, up to 1,617 at the 50-stack cap (each stack adds about 32). Does not consume the stacks.": "ターゲットに燃焼がない場合0、最大50スタック時1,617 (各スタックは約32を追加)。スタックを消費しない", "0% to +25%": "0% ～ +25%", "0.1 x the damage of the hit": "被弾ダメージの0.1倍", "0.2x the median physical active per cast": "発動あたり物理アクティブ中央値の 0.2 倍", "0.4x the median magic active per cast": "1回の使用で魔法アクティブの中央値の0.4倍", "0.5 gold": "0.5ゴールド", "0.5x mana-stone cost, 1.0x stat gain": "マナ石コストx0.5、ステータス上昇x1.0", "0.6x the median physical active per cast": "1発あたり物理アクティブの中央値の0.6倍", "0.8x the median physical active per cast": "発動あたり物理アクティブ中央値の 0.8 倍", "06:00 to 20:00": "06:00から20:00", "06:00 to 20:00 (night otherwise; night lowers vision)": "06:00から20:00まで（それ以外は夜。夜は視界を下げる）", "08:00 (first day is only 16 hours)": "08:00（初日は16時間のみ）", "0x the median magic active per cast": "1回の使用で魔法アクティブの中央値の0倍", "1 (None)": "1（なし）", "1 (Primary)": "1（一次）", "1 (no stack)": "1(スタックなし)", "1 Constitution = +9 Max HP": "耐久力1 = +9 最大HP", "1 Intelligence = +1.2 Magic Attack": "知力1 = +1.2 魔法攻撃力", "1 Shell": "殻1個", "1 Shell per 60 Energy recovered": "エネルギー60回復ごとに殻1個", "1 Strength = +1 Physical Attack": "力1 = +1 物理攻撃力", "1 combo": "1コンボ", "1 decimal": "小数第1位", "1 energy to cast": "発動にエネルギー1", "1 energy to cast - 15s cooldown": "発動に 1 エネルギー - クールダウン 15 秒", "1 energy to cast - 20s cooldown": "詠唱に1エネルギー - クールタイム20秒", "1 energy to cast - 8s cooldown": "詠唱にエネルギー1 - クールダウン8秒", "1 gold": "1ゴールド", "1 in-game day": "ゲーム内1日", "1 instance only": "1インスタンスのみ", "1 magic": "1魔法", "1 on the field": "フィールド上に1", "1 other template(s) competing for this slot": "このスロットを争う他のテンプレート1種", "1 per in-game minute": "ゲーム内1分あたり1", "1 random affix from a broad 17-stat pool": "17種のステータスプールからランダムなアフィックス1つ", "1 rooms": "1部屋", "1 second": "1秒", "1 target: 105 dmg (104.7/energy) | 3 targets: 314 dmg (314.2/energy)": "対象1体：105ダメージ（104.7/エネルギー） | 対象3体：314ダメージ（314.2/エネルギー）", "1 target: 108 dmg (108.4/energy) | 3 targets: 325 dmg (325.1/energy)": "対象1体：108ダメージ（108.4/エネルギー） | 対象3体：325ダメージ（325.1/エネルギー）", "1 target: 142 dmg (35.5/energy) | 3 targets: 426 dmg (106.4/energy)": "対象1体：142ダメージ（35.5/エネルギー） | 対象3体：426ダメージ（106.4/エネルギー）", "1 target: 142 dmg (70.9/energy) | 3 targets: 426 dmg (212.8/energy)": "対象1: 142ダメージ (70.9/エネルギー) | 対象3: 426ダメージ (212.8/エネルギー)", "1 target: 157 dmg (157.1/energy) | 3 targets: 471 dmg (471.4/energy)": "対象1体：157ダメージ（157.1/エネルギー） | 対象3体：471ダメージ（471.4/エネルギー）", "1 target: 163 dmg (32.5/energy) | 3 targets: 488 dmg (97.5/energy)": "対象1体：163ダメージ（32.5/エネルギー） | 対象3体：488ダメージ（97.5/エネルギー）", "1 target: 174 dmg | 3 targets: 522 dmg": "対象1体：ダメージ174 | 対象3体：ダメージ522", "1 target: 177 dmg (17.7/energy) | 3 targets: 532 dmg (53.2/energy)": "対象1: 177ダメージ (17.7/エネルギー) | 対象3: 532ダメージ (53.2/エネルギー)", "1 target: 177 dmg | 3 targets: 532 dmg": "対象1体：177ダメージ | 対象3体：532ダメージ", "1 target: 196 dmg (28/energy) | 3 targets: 588 dmg (84/energy)": "対象1体：196ダメージ（28/エネルギー） | 対象3体：588ダメージ（84/エネルギー）", "1 target: 230 dmg (46/energy) | 3 targets: 691 dmg (138.1/energy)": "対象1体：230ダメージ（46/エネルギー） | 対象3体：691ダメージ（138.1/エネルギー）", "1 target: 266 dmg | 3 targets: 798 dmg": "対象1体：ダメージ266 | 対象3体：ダメージ798", "1 target: 27 dmg (4.4/energy) | 3 targets: 80 dmg (13.3/energy)": "対象1体：27ダメージ（4.4/エネルギー） | 対象3体：80ダメージ（13.3/エネルギー）", "1 target: 296 dmg (73.9/energy) | 3 targets: 887 dmg (221.8/energy)": "対象1: 296ダメージ (73.9/エネルギー) | 対象3: 887ダメージ (221.8/エネルギー)", "1 target: 473 dmg (94.6/energy) | 2 targets: 946 dmg (189.2/energy)": "対象1: 473ダメージ (94.6/エネルギー) | 対象2: 946ダメージ (189.2/エネルギー)", "1 target: 62 dmg | 2 targets: 124 dmg": "対象1体: ダメージ62 | 対象2体: ダメージ124", "1 target: 62 dmg | 3 targets: 187 dmg": "対象1体：ダメージ62 | 対象3体：ダメージ187", "1 target: 89 dmg | 3 targets: 266 dmg": "対象1体：ダメージ89 | 対象3体：ダメージ266", "1 target: {#} | {#} targets: {#}": "対象1体：{#} | 対象{#}体：{#}", "1 tile": "1 タイル", "1% Max HP / sec": "最大HPの1% / 秒", "1% of Max HP": "最大HPの1%", "1% of Max HP per second*": "最大HPの1%を毎秒*", "1% of Max HP per second, defense-ignoring magic, cannot stack": "最大HPの1%を毎秒、防御無視の魔法、スタック不可", "1% of the target's Max Health": "対象の最大体力の1%", "1% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is 5 damage every 10 seconds. Duration is set by the applying skill.": "10秒ごとに対象の最大体力の1%を無属性ダメージとして与え、防御を無視する。重複しない。使用者の攻撃力ではなく対象の最大体力に依存する。例: 最大体力500の対象では10秒ごとに5ダメージ。効果時間は付与するスキルによって決まる。", "1% of the target's Max Health every second": "1秒ごとに対象の最大体力の1%", "1. Inspect the": "1. ", "1. Race": "1. 種族", "1.0x mana-stone cost, 1.2x stat gain": "マナ石コストx1.0、ステータス上昇x1.2", "1.2x the median physical active per cast": "1回の詠唱あたり物理アクティブ中央値の1.2倍", "1.3x the median physical active per cast": "1回の詠唱あたり物理アクティブ中央値の1.3倍", "1.5 gold": "1.5 ゴールド", "1.5x damage": "1.5倍のダメージ", "1.5x the median magic active per cast": "発動あたり魔法アクティブ中央値の 1.5 倍", "1.5x the median physical active per cast": "詠唱1回あたり物理アクティブの中央値の1.5倍", "1.6x the median physical active per cast": "1詠唱あたり物理アクティブの中央値の1.6倍", "1.8x the median physical active per cast": "1回の使用で物理アクティブの中央値の1.8倍", "1.9x the median physical active per cast": "1詠唱あたり物理アクティブの中央値の1.9倍", "10 (floors 1-5 unique, 6-10 placeholder)": "10（フロア1〜5は固有、6〜10はプレースホルダー）", "10 Shells": "殻10個", "10 descending floors": "10層の下降フロア", "10 energy to cast": "詠唱にエネルギー10", "10 energy to cast - 40s cooldown": "詠唱にエネルギー10 - クールダウン40秒", "10 gold": "10 ゴールド", "10 gold per critical hit": "会心1回につき10ゴールド", "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "クリティカルヒットごとに10ゴールド、上限2,000ゴールド。最大スタック時にクリティカル確率+10%。", "10 rooms": "10部屋", "10 skill points to unlock": "解放にスキルポイント10", "10 魔法 per second to nearby enemies for 10 s": "10秒間、近くの敵に毎秒10魔法", "10% / kill": "10% / 撃破", "10.34% / kill": "10.34% / 撃破", "10.7/energy": "10.7/エネルギー", "10.71% / kill": "10.71% / 撃破", "100 HP": "HP 100", "100 gold": "100ゴールド", "100 resource rows - 21 nodes - 60 monster-drop rows - 34 chest rows": "資源100行 - ノード21 - モンスタードロップ60行 - 宝箱34行", "100% / kill": "100% / 撃破", "100% / open": "100% / 開放", "100% of post-defense damage (no per-hit cap)": "防御後ダメージの100%（1発あたりの上限なし）", "100% private: the file is read inside your browser and never uploaded anywhere.": "100%プライベート：ファイルはブラウザ内で読み込まれ、どこにもアップロードされません。", "1000 HP": "1000 HP", "1000 gold": "1000 ゴールド", "105 magic": "魔法 105", "105 magic damage / target": "105 魔法ダメージ / 対象", "106 physical": "物理106", "106 physical damage / target": "物理ダメージ106 / 対象", "106 physical damage / target - 35.5 per energy": "物理ダメージ106 / 対象 - エネルギーあたり35.5", "1065 gold": "1065 ゴールド", "108 direct only, up to 168 per hit target with the full 60 burn damage from one application.": "直撃のみ108、完全な60バーン効果1回で1ヒットターゲットあたり最大168。", "108 gold": "108 ゴールド", "108 magic": "108魔法", "10s cooldown": "10秒クールダウン", "10×1 tiles": "10×1 タイル", "10×2 tiles": "10×2 タイル", "11 energy = 1 to cast + 10 for the Bubbling it consumes.": "エネルギー11 = 詠唱1 + 消費するバブリング分10。", "11 gold": "11ゴールド", "11 other template(s) competing for this slot": "このスロットを争う他のテンプレート11種", "11.11% / kill": "11.11% / 撃破", "11.5 gold": "11.5 ゴールド", "110 gold": "110 ゴールド", "112 gold": "112ゴールド", "113.5 gold": "113.5 ゴールド", "114.5 gold": "114.5ゴールド", "115 physical": "115物理", "115 physical damage / target - 38.4 per energy": "115物理ダメージ / 対象 - エネルギーあたり38.4", "118 gold": "118ゴールド", "118 physical": "物理118", "118 physical damage / target": "物理ダメージ118 / 対象", "12 gold": "12 ゴールド", "12 in-game hours": "ゲーム内12時間", "12 other template(s) competing for this slot": "このスロットを争う他のテンプレート12種", "12 skill points to unlock": "解放にスキルポイント12", "12.5% / kill": "12.5% / 撃破", "120 HP": "120 HP", "120 gold": "120 ゴールド", "1200 gold": "1200ゴールド", "1200 min": "1200分", "12000 ticks (≈0.19 days)": "12000ティック (≈0.19日)", "122 gold": "122ゴールド", "122.5 gold": "122.5ゴールド", "123 gold": "123 ゴールド", "124 magic damage / target": "魔法ダメージ124 / 対象", "1247 gold": "1247 ゴールド", "125 gold": "125ゴールド", "12×8 tiles": "12×8 タイル", "13 cells (Manhattan radius 2): up to 13 targets, 2,548 total if every cell is hit. Also hits allies in the area": "13マス（マンハッタン 半径2）：最大13体、全マス命中で合計2,548。範囲内の味方にも命中する", "13 cells (Manhattan radius 2): up to 13 targets, 2,993 total if every cell is hit": "13マス（マンハッタン 半径2）：最大13体、全マス命中で合計2,993", "13 cells (Manhattan radius 2): up to 13 targets, 3,230 total if every cell is hit": "13セル (マンハッタン 半径2): 最大13ターゲット、全セル命中時3,230 総ダメージ", "13 cells (Manhattan radius 2): up to 13 targets, 5,606 total if every cell is hit. Also hits allies in the area": "13セル (マンハッタン 半径2): 最大13ターゲット、全セル命中時5,606 総ダメージ。範囲内の味方にも命中", "13 gold": "13 ゴールド", "13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)": "効果のない魂石13個（灰色ネズミ、酸性昆虫、金属スカラベ、スライム、ロイヤルスライム、ブラッドスライム、ボーンスパイダー、マッシュバイター、スタゲア、ヘッジホッグ、その他）", "13 other template(s) competing for this slot": "このスロットを争う他 13 個のテンプレート", "13.04% / open": "13.04% / 開封", "13.33% / kill": "13.33% / 撃破", "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value": "13.5 + 力x1.0 + 敏捷x0.5 + 認知x0.5 + 武器値", "13.79% / kill": "13.79% / 撃破", "130 gold": "130 ゴールド", "132 gold": "132ゴールド", "133 physical damage / target": "物理ダメージ133 / 対象", "135 gold": "135ゴールド", "13500 ticks (≈0.21 days)": "13500ティック (≈0.21日)", "14 gold": "14ゴールド", "14 skill points to unlock": "アンロックに 14 スキルポイント", "140 gold": "140ゴールド", "1408 gold": "1408 ゴールド", "142 physical": "物理142", "142 physical damage / target": "物理ダメージ142 / 対象", "142 resource rows - 26 nodes - 61 monster-drop rows - 28 chest rows": "資源142行 - ノード26 - モンスタードロップ61行 - 宝箱28行", "142.5 gold": "142.5ゴールド", "143 gold": "143ゴールド", "144 physical attack": "物理攻撃144", "1440 min": "1440分", "147 gold": "147 ゴールド", "148 gold": "148ゴールド", "15 damage/second": "ダメージ15/秒", "15 gold": "15 ゴールド", "15 in-game days": "ゲーム内15日", "15 other template(s) competing for this slot": "このスロットを争う他のテンプレート15種", "15 resource rows - 15 chest rows": "資源15行 - 宝箱15行", "15 stacks = +150 each": "15スタック = 各+150", "15 total": "合計15", "15.38% / kill": "15.38% / 撃破", "15.79% / kill": "15.79% / 撃破", "150 / sec": "150 / 秒", "150 HP": "HP150", "150 gold": "150ゴールド", "150 magic damage per second": "1秒あたり150魔法ダメージ", "1500 gold": "1500ゴールド", "151 damage / target": "ダメージ151 / 対象", "152 gold": "152 ゴールド", "157 magic": "157魔法", "157.5 gold": "157.5 ゴールド", "15s cooldown": "クールダウン 15 秒", "16 gold": "16ゴールド", "16.67% / kill": "16.67% / 撃破", "16.67% / open": "16.67% / 開封", "161 gold": "161 ゴールド", "163 magic": "163 魔法", "163 magic damage / target - 23.2 per energy": "163魔法ダメージ / 対象 - エネルギーあたり23.2", "164 resource rows - 30 nodes - 60 monster-drop rows - 43 chest rows": "164リソース行 - 30ノード - 60モンスタードロップ行 - 43チェスト行", "167.5 gold": "167.5 ゴールド", "168 gold": "168ゴールド", "169 gold": "169 ゴールド", "16s cooldown": "クールダウン16秒", "17 backgrounds": "背景17種", "17 gold": "17 ゴールド", "17 other template(s) competing for this slot": "このスロットを争う他 17 個のテンプレート", "17.5 gold": "17.5ゴールド", "173 gold": "173ゴールド", "177 physical": "177 物理", "177 physical damage / target - 35.5 per energy": "177物理ダメージ / 対象 - エネルギーあたり35.5", "178.5 gold": "178.5 ゴールド", "18 gold": "18 ゴールド", "18.37% / kill": "18.37% / 撃破", "18.75% / open": "18.75% / 開封", "180 gold": "180 ゴールド", "182 gold": "182ゴールド", "184 gold": "184 ゴールド", "184.5 gold": "184.5 ゴールド", "186 physical": "物理186", "186 physical damage / target - 46.5 per energy": "物理ダメージ186 / 対象 - エネルギーあたり46.5", "189 gold": "189 ゴールド", "19 gold": "19ゴールド", "193.5 gold": "193.5 ゴールド", "196 magic": "196魔法", "196 with no Burning on the target, up to 686 at the 50-stack cap (each stack adds about 10). Does not consume the stacks.": "対象に燃焼がない場合196、50スタック上限で最大686（1スタックにつき約10追加）。スタックは消費しない。", "1x the median magic active per cast": "1発あたり魔法アクティブの中央値の1倍", "1x the median physical active per cast": "1回の詠唱ごとに物理アクティブの中央値の1倍", "1×1 tiles": "1×1 タイル", "1×2 tiles": "1×2 タイル", "1×3 tiles": "1×3 タイル", "2 (Primary)": "2（プライマリ）", "2 affixes; Red = offense, Blue = defense, Green = utility": "アフィックス2つ。赤＝攻撃、青＝防御、緑＝汎用", "2 cells (Direction radius 2): up to 2 targets, 946 total if every cell is hit. Also hits allies in the area": "2セル (Direction 半径2): 最大2対象、全セル命中で合計946。範囲内の味方にも命中", "2 cells (Direction radius 2): up to 2 targets, 989 total if every cell is hit. Also hits allies in the area": "2セル (方向 半径2): 最大2ターゲット、全セル命中時989 総ダメージ。範囲内の味方にも命中", "2 combos": "2つのコンボ", "2 decimals": "小数点以下2桁", "2 energy to cast": "詠唱にエネルギー2", "2 energy to cast - 12s cooldown": "詠唱にエネルギー2 - クールダウン12秒", "2 energy to cast - 15s cooldown": "詠唱にエネルギー2 - クールダウン15秒", "2 energy to cast - 8s cooldown": "詠唱にエネルギー2 - クールダウン8秒", "2 in-game days": "ゲーム内2日", "2 or More Members at Level 2": "レベル2のメンバーが2人以上", "2 or More Members at Level 2 or Higher": "レベル2以上のメンバーが2人以上", "2 or More Members at Level 3 or Higher": "レベル3以上のメンバーが2人以上", "2 or More Members at Level 5 or Higher": "レベル5以上のメンバーが2人以上", "2 other template(s) competing for this slot": "このスロットを争う他のテンプレート 2 個", "2 tiles": "2マス", "2 to 5": "2 〜 5", "2+ Days of Food Reserves with Mood 1 or Higher": "気分1以上で食料備蓄2日以上", "2+ Days of Food Reserves with Mood 2 or Higher": "気分2以上で食料備蓄2日以上", "2+ Days of Food Reserves with Mood 3 or Higher": "気分3以上で食料備蓄2日以上", "2. Level & Growth": "2. レベル＆成長", "2.0x mana-stone cost, 1.5x stat gain": "マナ石コストx2.0、ステータス上昇x1.5", "2.4x the median magic active per cast": "1回の発動あたり魔法アクティブの中央値の2.4倍", "2.5 gold": "2.5ゴールド", "2.5x the median physical active per cast": "1回の詠唱あたり物理アクティブ中央値の2.5倍", "20 Constitution": "耐久力20", "20 Shell stacks": "殻20スタック", "20 Shells (each blocks one hit to 1 dmg)": "殻20個（各1発を1ダメージにブロック）", "20 Str / 15 Agi / 12 Per": "力20 / 敏捷15 / 認知12", "20 gold": "20 ゴールド", "20% / kill": "20% / 撃破", "20% / open": "20% / 開封", "20% of Max HP per tick) - needs in-game confirmation -->": "最大HPの20%（ティックごと） - ゲーム内での確認が必要 -->", "20% of its combined HP or below": "20%以下", "20.69% / kill": "20.69% / 撃破", "200 HP": "HP 200", "200 gold": "200 ゴールド", "2000 gold": "2000ゴールド", "2000 gold, then +10% Crit": "2000ゴールド、その後は会心+10%", "201 physical": "201物理", "201 physical damage / target - 67.1 per energy": "201物理ダメージ / 対象 - エネルギーあたり67.1", "209 magic": "209魔法", "209 magic damage / target - 209.5 per energy": "209魔法ダメージ / 対象 - エネルギーあたり209.5", "209.5 gold": "209.5 ゴールド", "20s cooldown": "クールダウン20秒", "21 other template(s) competing for this slot": "このスロットを争う他 21 個のテンプレート", "21.43% / kill": "21.43% / 倒す", "21.5 gold": "21.5 ゴールド", "21.74% / open": "21.74% / 開封", "216 gold": "216 ゴールド", "22 backgrounds": "22個の背景", "22 gold": "22 ゴールド", "22 other template(s) competing for this slot": "このスロットを争う他 22 個のテンプレート", "220 gold": "220 ゴールド", "222.5 gold": "222.5ゴールド", "226 gold": "226 ゴールド", "227 gold": "227 ゴールド", "229 gold": "229ゴールド", "23 gold": "23 ゴールド", "23.08% / open": "23.08% / 開封", "23.5 gold": "23.5ゴールド", "230 physical": "物理230", "230 physical damage / target": "物理ダメージ230 / 対象", "237.5 gold": "237.5ゴールド", "24 backgrounds": "背景24種", "24 gold": "24 ゴールド", "240 gold": "240ゴールド", "24000 ticks (≈0.37 days)": "24000 ティック（≈0.37 日）", "242.5 gold": "242.5 ゴールド", "244 gold": "244 ゴールド", "245 gold": "245ゴールド", "248 physical": "248物理", "248 physical damage / target - 124.1 per energy": "248物理ダメージ / 対象 - エネルギーあたり124.1", "25 gold": "25 ゴールド", "25 magic damage / target": "魔法ダメージ25 / 対象", "25% / kill": "25% / 撃破", "25% to +50%": "25%〜+50%", "25.81% / kill": "25.81% / 撃破", "250 gold": "250 ゴールド", "26 gold": "26 ゴールド", "26 room templates": "26種の部屋テンプレート", "26 rooms": "26部屋", "26.2/energy": "26.2/エネルギー", "260 gold": "260 ゴールド", "260 magic": "魔法260", "260 magic damage / target - 86.7 per energy": "魔法ダメージ260 / 対象 - エネルギーあたり86.7", "266 physical": "物理266", "266 physical damage / target": "物理ダメージ266 / 対象", "266 physical damage / target - 88.7 per energy": "物理ダメージ266 / 対象 - エネルギーあたり88.7", "27 backgrounds": "27背景", "27 gold": "27ゴールド", "27 magic per second to nearby enemies for 10 s": "近くの敵に毎秒27魔法を10秒間", "27 physical": "27物理", "27 physical damage / target": "物理ダメージ27 / 対象", "27 魔法 per second to nearby enemies for 10 s": "10秒間、近くの敵に毎秒27魔法", "27.5 gold": "27.5ゴールド", "27.78% / open": "27.78% / 開封", "28 gold": "28 ゴールド", "28.57% / kill": "28.57% / 撃破", "280 gold": "280 ゴールド", "284 physical": "284物理", "284 physical damage / target - 141.9 per energy": "284物理ダメージ / 対象 - エネルギーあたり141.9", "285 gold": "285ゴールド", "286 gold": "286 ゴールド", "29 backgrounds": "29背景", "29 gold": "29ゴールド", "29.5 gold": "29.5 ゴールド", "29.5/energy": "29.5/エネルギー", "294 gold": "294ゴールド", "294 magic": "294魔法", "294 magic damage / target - 73.5 per energy": "294魔法ダメージ / 対象 - エネルギーあたり73.5", "294 with no Burning on the target, up to 1,764 at the 50-stack cap (each stack adds about 29). Detonating consumes the stacks.": "対象に燃焼がない場合294、50スタック上限で最大1,764（1スタックにつき約29追加）。起爆でスタックを消費する。", "296 physical": "物理296", "2x the median magic active per cast": "1回の詠唱あたり魔法アクティブ中央値の2倍", "2x the median physical active per cast": "1回の使用で物理アクティブの中央値の2倍", "2×1 tiles": "2×1 タイル", "2×2 tiles": "2×2タイル", "2×3 tiles": "2×3 タイル", "3 backgrounds": "3つの背景", "3 cells (ConeExceptMe radius 1): up to 3 targets, 426 total if every cell is hit": "3セル (ConeExceptMe 半径1): 最大3対象、全セル命中で合計426", "3 cells (ConeExceptMe radius 1): up to 3 targets, 466 total if every cell is hit": "3セル (ConeExceptMe 半径1): 最大3ターゲット、全セル命中時1,941 総ダメージ", "3 combos": "3コンボ", "3 damage/second": "3 ダメージ/秒", "3 energy to cast": "発動にエネルギー3", "3 energy to cast - 12s cooldown": "詠唱にエネルギー3 - クールダウン12秒", "3 energy to cast - 15s cooldown": "詠唱にエネルギー3 - クールダウン15秒", "3 energy to cast - 18s cooldown": "詠唱にエネルギー3 - クールダウン18秒", "3 energy to cast - 20s cooldown": "詠唱にエネルギー3 - クールダウン20秒", "3 energy to cast - 6s cooldown": "詠唱にエネルギー3 - クールダウン6秒", "3 energy to cast - 8s cooldown": "発動に 3 エネルギー - クールダウン 8 秒", "3 gold": "3 ゴールド", "3 in-game days": "ゲーム内3日", "3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "スタックごとに毎秒3魔法ダメージ。防御と盾を無視（固定値で、攻撃力に依存しない。最大50スタック）。例：10スタック = 毎秒30魔法ダメージ。持続時間は付与したスキルによって決まります。", "3 magic per stack": "スタックあたり3魔法", "3 magic per stack / sec": "スタックあたり魔法3 / 秒", "3 other template(s) competing for this slot": "このスロットを争う他 3 個のテンプレート", "3 picked": "3個選択済み", "3 tiles": "3タイル", "3-Man Main Quest - Complete": "3人メインクエスト-完了", "3-Man Main Quest 0": "3人メインクエスト0", "3-Man Main Quest 1": "3人メインクエスト1", "3-Man Main Quest 2": "3人メインクエスト2", "3-Man Main Quest 3": "3人メインクエスト3", "3-Man Main Quest 4": "3人メインクエスト4", "3-Man Main Quest 5": "3人メインクエスト5", "3-Man Main Quest 6": "3人メインクエスト6", "3-Man Main Quest 8": "3人メインクエスト8", "3. Background": "3. 背景", "3.1x the median physical active per cast": "1詠唱あたり物理アクティブの中央値の3.1倍", "30 gold": "30ゴールド", "30 total": "合計30", "30% / open": "30% / 開封", "30% dmg in 2 squares on crit basic": "クリティカル通常攻撃で2マスに30%ダメージ", "30% head / 70% body": "30% 頭部 / 70% 胴体", "30% of damage": "ダメージの30%", "300 HP / 16.9 Magic Attack": "HP 300 / 魔法攻撃16.9", "300 gold": "300ゴールド", "303 gold": "303 ゴールド", "304 gold": "304ゴールド", "30s cooldown": "クールダウン30秒", "31.58% / kill": "31.58% / 撃破", "315 gold": "315 ゴールド", "32 gold": "32ゴールド", "323 with no Burning on the target, up to 1,941 at the 50-stack cap (each stack adds about 32). Detonating consumes the stacks.": "ターゲットに燃焼がない場合323、最大50スタック時1,941 (各スタックは約32を追加)。爆発でスタックを消費", "33 gold": "33ゴールド", "33.33% / kill": "33.33% / 撃破", "33.33% / open": "33.33% / 開封", "335 gold": "335 ゴールド", "338 gold": "338 ゴールド", "34.29% / kill": "34.29% / 撃破", "34.45% / kill": "34.45% / 撃破", "35 gold": "35ゴールド", "35 physical": "35物理", "35 physical damage / target - 7.1 per energy": "35物理ダメージ / 対象 - エネルギーあたり7.1", "35 rooms": "35ルーム", "355 physical": "物理355", "355 physical damage / target - 118.2 per energy": "物理ダメージ355 / 対象 - エネルギーあたり118.2", "357 gold": "357 ゴールド", "36 gold": "36 ゴールド", "36.5 gold": "36.5 ゴールド", "360 gold": "360 ゴールド", "368 gold": "368 ゴールド", "369 gold": "369 ゴールド", "37 gold": "37 ゴールド", "378 gold": "378 ゴールド", "38 gold": "38ゴールド", "38 physical": "38物理", "38.46% / open": "38.46% / 開封", "385 Max HP": "385 最大HP", "387 gold": "387 ゴールド", "39 direct only, up to 69 per hit target with the full 30 burn damage from one application.": "直撃のみで39、1回の適用による燃焼ダメージ30を全て含めると命中対象ごとに最大69。", "39 magic": "39魔法", "39 magic damage / target - 9.8 per energy": "39魔法ダメージ / 対象 - エネルギーあたり9.8", "3x the median magic active per cast": "1回の使用で魔法アクティブの中央値の3倍", "3×1 tiles": "3×1 タイル", "3×2 tiles": "3×2タイル", "3×3 tiles": "3×3 タイル", "3×4 tiles": "3×4マス", "4 energy to cast": "詠唱にエネルギー4", "4 energy to cast - 10s cooldown": "消費エネルギー4 - クールダウン10秒", "4 energy to cast - 12s cooldown": "詠唱に4エネルギー - クールタイム12秒", "4 energy to cast - 14s cooldown": "消費エネルギー4 - クールダウン14秒", "4 energy to cast - 15s cooldown": "詠唱に4エネルギー - クールタイム15秒", "4 energy to cast - 20s cooldown": "キャスト4エネルギー - 20秒クールダウン", "4 energy to cast - 30s cooldown": "詠唱にエネルギー4 - クールダウン30秒", "4 gold": "4 ゴールド", "4 other template(s) competing for this slot": "このスロットを争う他のテンプレート 4 個", "4 rooms": "4部屋", "4 tiles": "4マス", "4,320 in-game minutes - exactly 3 in-game days - per depletion stack": "消耗スタックごとに4,320ゲーム内分（ちょうどゲーム内3日）に設定します", "4,500 total HP": "総HP4,500", "4. Individual Traits": "4. 個人特性", "4.5 gold": "4.5ゴールド", "4.5 hours of real time at 1x speed": "1倍速度で実時間4.5時間", "40 gold": "40 ゴールド", "40% / kill": "40% / 撃破", "40% / open": "40% / 開封", "400 gold": "400ゴールド", "419 gold": "419 ゴールド", "42 Abyss variants": "42種のアビス変種", "42 gold": "42 ゴールド", "42 unique Abyss monsters": "42種の固有アビスモンスター", "43 direct only, up to 73 per hit target with the full 30 burn damage from one application.": "直接43のみ、1回の適用から完全な30の燃焼ダメージで最大73/ヒットターゲット", "43 gold": "43 ゴールド", "431 with no Burning on the target, up to 970 at the 50-stack cap (each stack adds about 11). Does not consume the stacks.": "ターゲットに燃焼がない場合431、最大50スタック時970 (各スタックは約11を追加)。スタックを消費しない", "432 gold": "432ゴールド", "4320 min": "4320 分", "44 gold": "44 ゴールド", "44 sources": "44個の要因", "440 gold": "440 ゴールド", "443 physical damage / target": "物理ダメージ443 / 対象", "445 gold": "445ゴールド", "448 engine/game constants; dev comments document FloatValues indices.": "448のエンジン/ゲーム定数。開発者コメントがFloatValuesのインデックスを説明。", "45 HP": "45 HP", "45 magic": "45魔法", "45.45% / kill": "45.45% / 撃破", "452 gold": "452 ゴールド", "454 gold": "454 ゴールド", "46 sources": "46個のソース", "47 gold": "47ゴールド", "473 physical": "物理473", "475 gold": "475ゴールド", "48 gold": "48 ゴールド", "48.5 gold": "48.5ゴールド", "480 gold": "480 ゴールド", "485 gold": "485 ゴールド", "488 gold": "488 ゴールド", "49 gold": "49 ゴールド", "495 / sec": "495 / 秒", "495 physical damage per second": "毎秒495物理ダメージ", "4×1 tiles": "4×1 タイル", "4×2 tiles": "4×2 タイル", "4×3 tiles": "4×3 タイル", "4×4 tiles": "4×4タイル", "4×5 tiles": "4×5 タイル", "5 (GAMESYSTEM_Dungeon_MaxFloor)": "5（GAMESYSTEM_Dungeon_MaxFloor）", "5 (Primary)": "5（メイン）", "5 cells (Manhattan radius 1): up to 5 targets, 786 total if every cell is hit. Also hits allies in the area": "5マス（マンハッタン 半径1）：最大5体、全マス命中で合計786。範囲内の味方にも命中する", "5 cells (Manhattan radius 1): up to 5 targets, 884 total if every cell is hit. Also hits allies in the area": "5セル (マンハッタン 半径1): 最大5ターゲット、全セル命中時884 総ダメージ。範囲内の味方にも命中", "5 energy to cast": "発動にエネルギー5", "5 energy to cast - 10s cooldown": "詠唱にエネルギー5 - クールダウン10秒", "5 energy to cast - 12s cooldown": "詠唱にエネルギー5 - クールダウン12秒", "5 energy to cast - 15s cooldown": "発動に 5 エネルギー - クールダウン 15 秒", "5 energy to cast - 20s cooldown": "発動にエネルギー5 - クールダウン20秒", "5 energy to cast - 30s cooldown": "詠唱に5エネルギー - クールタイム30秒", "5 energy to cast - 8s cooldown": "詠唱にエネルギー5 - クールダウン8秒", "5 floors": "5フロア", "5 floors -": "5階層 -", "5 gold": "5 ゴールド", "5 in-game minutes": "ゲーム内5分", "5 inscription choices": "5つの刻印の選択肢", "5 other template(s) competing for this slot": "このスロットを争う他のテンプレート5個", "5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "スタックごとに毎秒、防御とシールドを無視して物理ダメージ5 (固定値。攻撃力では増加しない。最大99スタック)。例：10スタック = 物理ダメージ50/秒。持続時間は付与したスキルによって設定される。", "5 physical per stack": "スタックあたり5物理", "5 physical per stack / sec": "スタックあたり物理5 / 秒", "5 random inscriptions": "ランダムなインスクリプション5個", "5 skill points to unlock": "解放にスキルポイント5", "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5スタックx3日 = ゲーム内15日（1倍で実時間約4.5時間）", "5 tiles": "5タイル", "5, with a Retry button that rerolls all of them": "5つ。すべてを引き直すリトライボタンあり", "5. Talents": "5. 才能", "50 (150/s at max)": "50 (最大時150/秒)", "50 gold": "50ゴールド", "50 stacks = 150/sec": "50スタック = 150/秒", "50% / kill": "50% / 撃破", "50% / open": "50% / 開放", "50% missing HP": "HPが50%減少", "500 gold": "500ゴールド", "53.57% / kill": "53.57% / 撃破", "532.5 gold": "532.5 ゴールド", "54 gold": "54ゴールド", "54000 ticks (≈0.83 days)": "54000 ティック（≈0.83 日）", "55 gold": "55ゴールド", "55.56% / open": "55.56% / 開封", "56 gold": "56ゴールド", "572 gold": "572ゴールド", "58 gold": "58ゴールド", "59 gold": "59 ゴールド", "591 physical": "物理591", "591 physical damage / target - 118.3 per energy": "物理ダメージ591 / 対象 - エネルギーあたり118.3", "5×3 tiles": "5×3タイル", "5×4 tiles": "5×4タイル", "6 damage/second": "6ダメージ/秒", "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "エネルギー6 = 詠唱1 + 消費するバブリング分5。", "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "エネルギー6 = 詠唱4 + 消費するバブリング分2。", "6 energy to cast": "使用に6エネルギー", "6 energy to cast - 30s cooldown": "詠唱にエネルギー6 - クールダウン30秒", "6 gold": "6ゴールド", "6 other template(s) competing for this slot": "このスロットを争う他のテンプレート6個", "6 skill points to unlock": "解放にスキルポイント6", "6 skills - click to collapse": "6個のスキル - クリックで折りたたむ", "6 stacks (see note)": "6スタック（注記参照）", "6 tiles": "6タイル", "6 total": "合計6", "6-7 at low ranks, up to 8-10 at high ranks": "低ランクで6〜7人、高ランクで最大8〜10人", "6. Skill Trees": "6. スキルツリー", "60 Energy": "エネルギー60", "60 gold": "60 ゴールド", "60 total": "合計60", "600 gold": "600ゴールド", "600 min": "600分", "606 gold": "606 ゴールド", "61 gold": "61ゴールド", "61.22% / kill": "61.22% / 撃破", "61.5 gold": "61.5 ゴールド", "62 magic": "62魔法", "62 magic damage / target": "62 魔法ダメージ / 対象", "62 magic damage / target - 31.1 per energy": "62魔法ダメージ / 対象 - エネルギーあたり31.1", "62.5% / open": "62.5% / 開封", "623.5 gold": "623.5 ゴールド", "63 magic": "63魔法", "630 gold": "630ゴールド", "64 gold": "64ゴールド", "65.22% / open": "65.22% / 開封", "66 gold": "66 ゴールド", "67.5 gold": "67.5ゴールド", "68.97% / kill": "68.97% / 撃破", "6×3 tiles": "6×3 タイル", "6×4 tiles": "6×4 タイル", "6×5 tiles": "6×5 タイル", "7 (in the clan-rank table)": "7（クランランク表内）", "7 cells (Direction radius 7): up to 7 targets, 1,138 total if every cell is hit": "7マス（方向 半径7）：最大7体、全マス命中で合計1,138", "7 cells (Direction radius 7): up to 7 targets, 1,253 total if every cell is hit": "7セル (方向 半径7): 最大7ターゲット、全セル命中時1,253 総ダメージ", "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "エネルギー7 = 詠唱に5 + 消費するバブリングに2。", "7 energy to cast": "発動に 7 エネルギー", "7 energy to cast - 13s cooldown": "詠唱にエネルギー7 - クールダウン13秒", "7 energy to cast - 30s cooldown": "詠唱に7エネルギー - クールタイム30秒", "7 equipment slots": "7つの装備スロット", "7 gold": "7ゴールド", "7 in-game days": "ゲーム内7日", "7 other template(s) competing for this slot": "このスロットと競う他の7つのテンプレート", "7 per unit": "ユニットごとに7個", "7 ranks": "7段階のランク", "7 tiles": "7マス", "7. Inscriptions": "7. 刻印", "7.14% / kill": "7.14% / 倒す", "7.5 gold": "7.5 ゴールド", "7.69% / kill": "7.69% / 撃破", "70 gold": "70 ゴールド", "70.37% / open": "70.37% / 開封", "704 gold": "704 ゴールド", "72 gold": "72ゴールド", "72000 ticks (≈1.1 days)": "72000 ティック（≈1.1 日）", "73 gold": "73 ゴールド", "73 sources": "73個の要因", "73.5 gold": "73.5 ゴールド", "74 gold": "74 ゴールド", "75 gold": "75 ゴールド", "750 gold": "750ゴールド", "76 gold": "76 ゴールド", "77.78% / kill": "77.78% / 撃破", "79 sources": "79個のソース", "7×5 tiles": "7×5タイル", "7×6 tiles": "7×6マス", "8 Luma Log + 6 Stone": "ルマの丸太8個 + 石6個", "8 gold": "8 ゴールド", "8 other template(s) competing for this slot": "このスロットを争う他のテンプレート8種", "8 skill points to unlock": "解放にスキルポイント8", "8 tiles": "8マス", "8. Equipment": "8. 装備", "8.5 gold": "8.5 ゴールド", "8.57% / kill": "8.57% / 撃破", "80.5 gold": "80.5 ゴールド", "800 HP": "HP800", "800 gold": "800ゴールド", "807 / 170 / 20 / 3 out of 1000": "1000中807 / 170 / 20 / 3", "83.33% / open": "83.33% / 開封", "84 gold": "84 ゴールド", "84.5 gold": "84.5ゴールド", "86.5 gold": "86.5ゴールド", "88 gold": "88ゴールド", "89 physical": "89 物理", "89 physical damage / target": "物理ダメージ89 / 対象", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,365 total if every cell is hit. Also hits allies in the area": "9セル (Square 半径1): 詠唱者を中心に最大8対象、全セル命中で合計2,365。範囲内の味方にも命中", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,472 total if every cell is hit. Also hits allies in the area": "9セル (正方形 半径1): キャスター中心で最大8ターゲット、全セル命中時2,472 総ダメージ。範囲内の味方にも命中", "9 cells (Square radius 1): up to 8 targets centered on the caster, 213 total if every cell is hit": "9マス（正方形 半径1）：使用者を中心に最大8体、全マス命中で合計213", "9 cells (Square radius 1): up to 8 targets centered on the caster, 233 total if every cell is hit": "9セル (正方形 半径1): キャスター中心で最大8ターゲット、全セル命中時233 総ダメージ", "9 cells (Square radius 1): up to 9 targets, 1,277 total if every cell is hit. Also hits allies in the area": "9マス（正方形 半径1）：最大9体、全マス命中で合計1,277。範囲内の味方にも命中する", "9 cells (Square radius 1): up to 9 targets, 1,335 total if every cell is hit. Also hits allies in the area": "9セル (正方形 半径1): 最大9ターゲット、全セル命中時1,335 総ダメージ。範囲内の味方にも命中", "9 gold": "9 ゴールド", "9 other template(s) competing for this slot": "このスロットを争う他 9 個のテンプレート", "9 ready-made example characters, each authored from the game's own tables and legal in build DS_B.0.3.26 - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "9 個の既製品の例キャラクターで、それぞれゲーム自体のテーブルから作成され、ビルド DS_B.0.3.26 で合法 - リリースされたレース、表示されたスキルツリーを付与する背景、入手可能な装備のみ、ビルドキャップ内のレベル。すべてのステータスは Character Builder が使用するのと同じエンジンで計算されます。「ビルダーで開く」はビルドを編集可能な新しいドラフトとして読み込みます。保存済みビルドは上書きされません。", "9. Advanced - input my stats": "9. 詳細設定 - 自分のステータスを入力", "9.09% / kill": "9.09% / 撃破", "9.5/energy": "9.5/エネルギー", "9.68% / kill": "9.68% / 撃破", "90 total": "合計90", "900 min": "900分", "9000 ticks (≈0.14 days)": "9000 ティック（≈0.14 日）", "904 gold": "904 ゴールド", "91 gold": "91ゴールド", "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)": "96（コモン18、アンコモン31、レア44、レジェンダリー3）", "96 gold": "96 ゴールド", "96 inscriptions": "96種類の刻印", "96 inscriptions with rarity odds": "96種の刻印とレアリティ確率", "96 physical": "96物理", "96 physical damage / target": "96物理ダメージ / 対象", "97 gold": "97ゴールド", "98 direct only, up to 158 per hit target with the full 60 burn damage from one application.": "直接分のみ98、1回の付与による燃焼ダメージ60を含めるとヒット対象あたり最大158。", "98 gold": "98 ゴールド", "98 magic": "魔法98", "98 magic damage / target": "魔法ダメージ98 / 対象", "99 (495/s at max)": "99 (最大時495/秒)", "99 stacks = 495/sec": "99スタック = 495/秒", "9999 HP": "9999 HP", "9×8 tiles": "9×8 タイル", ": \"発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。\" A hard on/off flag, granted by": "：「発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。」明確なオン/オフのフラグで、付与元は", ": 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so": "で測られます：45ティックで1分、60分で1時間、24時間で1日となるため、", ": Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.": "。上位マナ石と最上級マナ石は現在のビルドでは確実な入手源がないため、レベル5を超えると進行が急激に鈍ります。1ユニットを急いで育てるより、部隊全体にレベルを分散させましょう。", ": ON": "：オン", ": a successful guard cuts the damage by": ": ガードに成功するとダメージが次の分だけ軽減され", ": accepting the request runs the": "：要請を受諾すると次が実行されます：", ": after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires": "です。研究所のステップの後、「レベル2以上のユニット2体」クエスト（Main8）が", ": at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.": "：管理難易度ノーマルでは、レベル1のユニットは基本気分+8をもたらすが、レベル5までに-4へと下がっていく。熟練者はより良い部屋、食事、報酬を期待する。", ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": "：各DropTable行には3つのスロット（アイテムキー、パーセンテージ、数量）があります。スロットは別の", ": each column is a tech tier gated behind a Tech Book and clan rank. Lines connect a research project to the projects that require it; the corner number is the workload cost to complete it. Click any node to jump to its row in the table below.": "進行します。各列は技術書とクランランクで解放される技術ティアです。線は研究プロジェクトとそれを必要とするプロジェクトを結びます。角の数字は完了に必要な作業量です。任意のノードをクリックすると下の表の該当行に移動します。", ": each hit rolls": ": 各攻撃は次の判定を行います", ": each in-game day in the dungeon steps up a Dungeon Stay debuff (see": "：ダンジョン内でゲーム内の1日が経過するごとに、ダンジョン滞在デバフが強まる（参照：", ": each in-game day spent in the dungeon steps a unit up through the mood debuffs": "です：ダンジョンで過ごすゲーム内の1日ごとに、ユニットは気分デバフを1段階ずつ進みます", ": every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).": "：命中するたびにダメージに比例して装備の耐久度が減る（1ヒットあたり約10%の耐久度損失係数）。", ": every in-game minute a settler's stress changes by mood x -0.03, so happy settlers calm down and unhappy ones build stress until a": "：ゲーム内1分ごとに入植者のストレスは気分 x -0.03で変化するため、幸せな入植者は落ち着き、不幸な者は次の状態までストレスを蓄積します", ": list entries like": "：のようなリスト項目は", ": look up": "：を参照", ": multiplies damage by": ": ダメージを次の倍率で乗算します", ": no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has": "：コンパイル済みコードはそれらの定数を一切読み取らず、命中/クリティカルの判定に位置取りの項がない。よって包囲は現在のところ次のとおりだ：", ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": "後：ゴールドは出なくなりますが、恒常的に会心+10%が付きます。これにより以後の会心（および他の会心報酬効果）がより速く発生します。", ": once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.": "：十分に深く潜ると（デモ専用の判定処理があなたのフロア番号を確認し、最深フロアで発動する）、沈黙のベールがクリア扱いになり、「探索成功」とウィッシュリストの画面が表示される。ボス撃破は不要で、地域も解放されない。", ": target": "：対象", ": target HP": "：目標HP", ": target HP x": "：対象HP ×", ": the Korean": "：韓国語の", ": the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).": "：地面で寝たときの快適さによる気分は、ベッドが与える持続時間のごく一部しか続かず、本物の寝室ではベッドの効果がさらに倍になる（効果時間は135 / 1,080 / 2,160秒）。", ": the force check returns true only for that region, so the skip option is ignored there.": "：強制チェックがその地域だけでtrueを返すため、そこではスキップオプションが無視されます。", ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": "：記載された経路には供給元がありません（それを参照するユニット・建物・部屋が存在しません） - 事実上入手不可。", ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": "。テーマ別の探索ダンジョンで、前の地域をクリアすると順番に解放されます。各地域には決まった数の", ": this character can use the": ": このキャラクターは次を使用できます:", ": today each grants a single settler effect (one Soul trait per character), while the other soul stones remain inert collectibles.": "：現在それぞれが単一の開拓者効果を付与します（キャラクターごとに1つの魂特性）が、他の魂石は不活性なコレクションアイテムのままです。", "; Humans and Lizardmen are available from the start.": "からのみです。人間とリザードマンは最初から利用できます。", "; R = 200 lets through": "。R = 200では次が通ります", "; a fourth kill only refreshes the timer, it does not push past the cap.": "がスタックします。4回目のキルはタイマーを更新するだけで、上限を超えることはありません。", "; blocked after quest \"": "; クエスト後にブロック：\"", "; blocked once": "、一度ブロックされる", "; click any name for its full effect.": "から取得しています。名前をクリックすると効果の詳細を確認できます。", "; easier settings weaken monster attack, harder ones raise both HP and attack. Devastation": "。簡単な設定はモンスターの攻撃を弱め、難しい設定はHPと攻撃の両方を上げます。デヴァステーションは", "; effects adjust this channel, and the main stat page lists them all.": "。効果はこのチャンネルを調整し、メインのステータスページにそれらがすべて表示されます。", "; heavier skills cost more (commonly 2, a few cost 5); many utility and magic actions cost nothing. Because the cost is per action, a weapon lasts for hundreds to thousands of swings before it needs mending.": "を消費します。重いスキルはより多く消費し（一般的に2、まれに5）、多くの補助行動や魔法行動は消費しません。コストは行動ごとなので、武器は修復が必要になるまで数百から数千回の振りに耐えます。", "; never after": "、以後は発生しない", "; requires quest \"": "; クエスト \"を要求", "; see the": "；参照", "; stacks up to {#}": "；最大 {#} スタック", "; starts the device quest.": "。装置クエストが始まります。", "<b>{#}%</b> of {#} HP": "{#} HP の <b>{#}%</b>", "= +50% HP).": "= +50% HP)。", "= 1,440-minute steps).": "= 1,440分刻み）。", "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "＝ 10 ＋ 才能成長の期待値 ＋ 固定補正、その後 x(1 ＋ % 補正の合計)。", "= 10) and a": "= 10）と", "= 118 physical": "= 物理118", "= 160 physical + 27 physical": "= 物理160 + 物理27", "= 173 physical + 29 physical": "= 173物理 + 29物理", "= 5) per unit surrounding a target - but a decompile of this build shows it is": "= 5）を、対象を囲むユニット1体につき与えるものだが、このビルドのデコンパイルによれば次のとおりだ：", "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8）。標準の8マスの視界と一致するため、ほとんどのモンスターでは発見と交戦が同じ距離で起こります。", "= Tech Book tier required": "= 必要な技術書ティア", "= a building ability;": "= 建物の能力；", "= a player-unit skill - learnable from a skill tree (browse them on the": "= プレイヤーユニットスキル - スキルツリーから学習可能 (以下を参照)", "= base": "= 基礎値", "= clan points to reach the next rank. The base game clamps the reachable rank; higher rows exist in data.": "= 次のランクに到達するために必要なクランポイント。基本ゲームでは到達可能なランクが制限されているが、データ上にはより上位の行が存在する。", "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "＝ デフォルト ＋ sum(主要ステータス x 係数) ＋ 固定補正、その後 x(1 ＋ % 補正の合計)。", "= granted or triggered by an item;": "= アイテムによって付与または発動される；", "= its": "= その", "= learnable from a skill tree (browse them on the": "= スキルツリーから習得可能（", "= more likely), and it comes pre-placed with the buildings, props and item piles listed below. Area Type is the camp slot it can fill; Deco Style is the tileset it is drawn with. This is the layout of your home base, not a dungeon floor.": "ほど選ばれやすい）、下記の建物、装飾物、アイテムの山があらかじめ配置されています。エリアタイプは埋められるキャンプスロット、デコスタイルは描画に使われるタイルセットです。これはダンジョンのフロアではなく、あなたの本拠地のレイアウトです。", "= not currently obtainable. The": "= 現在は入手不可。", "= research workload -": "= 研究作業量 -", "= sum of the above =": "＝上記の合計＝", "= summoner Magic Attack x 0.5 + creature base attack": "= 召喚者の魔法攻撃力 x 0.5 + 召喚獣の基礎攻撃", "= summoner Magic Attack x 1 + creature base HP": "= 召喚者の魔法攻撃力 x 1 + 召喚獣の基礎HP", "= target HP / DPS": "＝目標HP / DPS", "= the status exists on Player units / Other units / Items / Buildings. Percent stats are additive percentage modifiers; talent scaling shows how each point of a major talent contributes to the stat for player units. Click a status to see everything that can impact it - items, inscriptions, traits, skills and monsters.": "= そのステータスがプレイヤーユニット / その他のユニット / アイテム / 建物に存在します。パーセント系ステータスは加算式のパーセント補正です。タレントスケーリングは、主要タレント1ポイントごとにプレイヤーユニットのステータスへどれだけ寄与するかを示します。ステータスをクリックすると、それに影響し得るすべての要素（アイテム、インスクリプション、特性、スキル、モンスター）を確認できます。", "= used by non-enemy units;": "= 敵以外のユニットが使用する；", "= used only by enemy units;": "= 敵ユニットのみが使用する；", "=100%), orange >=50%, green": "=100%)、オレンジ>=50%、緑", "A \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.": "「水」呪文は単に魔法ダメージを与えるだけだ。氷や霜の風味を持つアビリティは水魔法の演出であり、別のダメージタイプではない。", "A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "200ダメージの攻撃は、HP 0 付近では最大 60 HP、HP 半分では 30 HP、HP 満タンではなにも回復できません（与えたダメージの 30%に、失った HP の割合を乗じた値）。", "A Barrier-generating engine to amplify": "増幅する対象のバリア生成エンジン", "A Grey Monster Rat that lives in the forest. It has Incredible power.": "森に住む灰色のモンスターネズミ。信じられない力を持っている。", "A Grey Rat that lives in the forest.": "森に住むグレーラット。", "A Lizardman wall. Taunt and shield actives on top of a full Guardian tree, built to soak physical damage and hold aggro.": "トカゲ男の壁。フルガーディアンツリーの上にタント防御アクティブが乗っており、物理ダメージを吸収し、ヘイトを保持するように構築されています。", "A Metal Scarab that lives in the forest.": "森に住むメタルスカラベ。", "A barrier that absorbs one impact envelops your skin.": "1つの衝撃を吸収するバリアが肌を包みます。", "A basic attack deals damage equal to the attacker's": "通常攻撃は、攻撃者の次の値に等しいダメージを与えます", "A battle where multiple mages exist that are problematic if left unattended.": "複数の魔法使いが存在する戦闘で、ほったらかしにすると問題が生じます。", "A battle where multiple mages exist that are problematic if left unattended. - Dungeon Settlers ウィキ": "放置すると問題となる複数の魔法使いが存在する戦闘。- Dungeon Settlers ウィキ", "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful.": "物理/魔法反射を戦術的に考慮する必要がある戦闘。反射とは別に、スペックはかなり強力に設定されています。", "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. - Dungeon Settlers ウィキ": "物理/魔法反射を戦術的に考慮する必要がある戦闘。反射以外に、スペックはかなり強力に設定されている。- Dungeon Settlers ウィキ", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts a maw vast enough to crush rocks with": "すべてのグロスが唸り声の音だけで従う獣。この怪物のような巨人は、巨大な体と恐ろしい破壊力を備えており、岩を砕くのに十分な大きさの口を自慢しています", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts...": "すべてのグロスが唸り声の音だけで従う獣。この怪物のような巨人は...", "A beast that lives in caves. It attacks enemies that enter its territory.": "洞窟に住む獣。領域に入る敵を攻撃する。", "A blue-glowing mushroom that can cause hallucinations when consumed.": "青く輝くキノコで、摂取すると幻覚を引き起こす可能性があります。", "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "青く輝く物体で、見ているだけで脊髄に震えを送るほど冷たい。", "A burst caster stacking Incinerate, Blazing Echo and Explosion, with Burst passives feeding the flames from a two-handed staff.": "2 本手の杖から炎を供給するバースト パッシブを備えた、インシネレート、ブレイジング エコー、エクスプロージョンを積み重ねるバースト キャスター。", "A candidate's price is built from two parts. First a": "候補の価格は2つの要素で構成されます。まず、", "A carpet dyed red.": "赤く染めたカーペット。", "A catastrophe has struck. The wicked": "災厄が訪れた。邪悪な", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into": "災厄が訪れた。アークテオンと名乗る邪悪なダンジョンコアが、大陸全土を急速に…へと変えつつある", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into 不毛の地. ## As the expedition leader, d": "大災厄が起きた。アークテオンと名乗る邪悪なダンジョンコアが、大陸全体を急速に不毛の地へと変えつつある。 ## 派遣された探索隊のリーダーとして、", "A catastrophe has struck. The wicked ダンジョンコア・アークティオン is rapidly turning the entire continent into 不毛の地. ## As the expedition leader dispatched by the": "災厄が襲いました。邪悪なダンジョンコア・アークティオンが急速に大陸全体を不毛の地に変えています。##として派遣された探検隊のリーダーとして", "A catastrophe has struck. The wicked ダンジョンコア・アークテオン is rapidly turning the entire continent into 不毛の地. ## As the expedition leader dispatched by the": "大災厄が起きた。邪悪なダンジョンコア・アークテオンが、大陸全体を急速に不毛の地へと変えつつある。 ## によって派遣された探索隊のリーダーとして、", "A character can hold only": "キャラクターが保持できるのは", "A clamor begins to rise from across the way.": "向こう側から賑やかな音が聞こえ始めます。", "A clamor begins to rise from across the way. The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures-bright as flame-dance into view. \"We will become @##$@#(indecipherable)! Just as foretold, the price of @##$@#(indecipherable) flowers will soar beyond imagination!\" They chatter in a fever of excitement, but you can understand almost none of what they say. \"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!\" The otherworldly spectacle-the strange scent, off-beat drums, and wild dancing-leaves your thoughts increasingly hazy.": "向こう側から賑やかな音が聞こえ始めます。太鼓の音、陽気な笛、未知の言葉のつぶやきが混ざり合い、着々と近づいています。間もなく、炎のように明るい発光する人型の姿が踊って現れます。「私たちは@##$@#（読めない）になります！予言の通りに、@##$@#（読めない）の花の価格は想像を超えて高騰します！」彼らは興奮に満ちたおしゃべりをしていますが、あなたはほぼ何も理解できません。「ついに、永遠の命を得られます！もし自分自身の心さえ理解できたなら、すべてを解決できるのです！」この世界現象―奇妙な香り、非同期のドラム、野生的なダンス―があなたの思考をますます曇らせていきます。", "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.": "モンスターがドロップする（またはモンスターから作られる）収集品で、未完成のテイムシステム向けに用意されている。現在効果を持つのは3種類のみ。", "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.": "主要ステータスと装備から算出される戦闘ステータスで、物理攻撃力、最大体力、攻撃速度、クリティカル確率、各種耐性などです。ゲーム内では各主要ステータスからの「ステータスごと +X」の寄与とともに表示されます。", "A configurable what-if caster.": "設定可能な仮想の使い手。", "A control caster that summons a Bubble Toad and layers Tide passives for steady, sustained magic pressure.": "バブル トードを召喚し、タイド パッシブをレイヤーして一定の持続的な魔法圧力をかけるコントロール キャスター。", "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spi...": "水魔法の最も基本的な原理から生まれた生き物。魔力を凝縮することで、バブルリングは循環する精霊の最も原始的な形をとります...", "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves a": "水魔法の最も基本的な原理から生まれた生き物。魔力を凝縮することで、バブルリングは循環する精霊の最も原始的な形をとります。それはその主人に従い、次のように機能します", "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...": "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...", "A dark crimson blood from a monster rat.": "モンスターラットからの暗い深紅の血。", "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo.": "スロワーが敵の足を縛り、装甲昆虫が突撃して悪質なコンボを仕掛ける意図的な戦闘。", "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. - Dungeon Settlers ウィキ": "スローワーが敵の足を拘束し、装甲昆虫が突進して悪質なコンボを仕掛ける、計算された戦闘。- Dungeon Settlers ウィキ", "A dining chair carved from stone.": "石から彫られたダイニングチェア。", "A dining chair made of wood.": "木で作られたダイニングチェア。", "A dug-up grave exudes a foreboding presence.": "掘り起こされた墓は不吉な存在感を放っています。", "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "探索マップ上のダンジョンエリア。2つがプレイ可能（沈黙のヴェール、ただれた巣穴）で、残りはプレースホルダーや内部バイオームである。", "A durable frontline unit": "耐久力のある前衛ユニット", "A durable spear crafted from Bloodwood.": "ブラッドウッドから作られた耐久性のある槍。", "A faint sound seems to rise out of the silence, growing clearer by the moment. It's very sweet, but at the same time imp...": "かすかな音が沈黙の中から立ち上り、その瞬間をきっかけに、明確になっていきます。 とても甘いのですが、同時に...", "A few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful": "知っておくべき戦闘の定数がいくつかある。攻撃は頭部と胴体の命中箇所に分かれ（頭部約30%、胴体70%）、成功した", "A finely crafted silver necklace.": "精巧に作られた銀のネックレス。", "A flowerbed adorned with bright yellow flowers.": "明るい黄色い花で飾られた花壇。", "A flowerbed adorned with pink flowers.": "ピンク色の花で飾られた花壇。", "A foul-smelling and grotesque lump of meat.": "悪臭がして奇怪な肉の塊。", "A frontline melee build that takes hits": "被弾する前衛近接ビルド", "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.": "採掘とテイムに特化した前線の近接/タンク種族。すべてのクランランクで募集ウェイト約35。男性のみの自動生成名前プールを使用します。「竜の末裔」として設定され、ゲームの未公開のドラゴン設定に結び付いています。", "A full field of 2 deals about": "フィールドに2体そろうと約", "A fully authored Background trait (Common, recruit clan-rank requirement 1) that is": "完全に作成された背景特性（コモン、募集クランランク要件1）で、次のとおりです：", "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "チェイン系メカニクス（EnsnaringChains、SoulChain）に加え Sentinel Warning/Smite/Cry を用いる、完全に作り込まれたボスです。配置ボスとして存在しますが、巨石ゴーレムとは異なり、このビルドでは地域のクリアボスとして登録されていません。このエリアのミニボス層にはエルダー・グロスとゴブリン首長シャーマンが含まれます。", "A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.": "部屋もコンテンツもない未来の地域枠です。別物である無限の深淵の無限ダンジョンモード（内部地域 'Abyss'）と混同しないでください。あちらは別個のシステムであり、探索マップの地域ではありません。", "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "名称と遠征マップ枠だけが存在する未来のリージョン。部屋、モンスター、戦利品はまだありません。", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "痩せた男が巨大なバックパックを置いて、商品を1つずつ並べ始めます。", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at jus": "痩せた男は巨大なバックパックを置き、商品を一つずつ並べ始める。彼があなたに気づくと、口が狡猾な笑みにゆがむ。「あ、客だ。ちょうど", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the right time.\" He props up a large sign and taps it with one hand. - Special discount today only! \"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\" He picks up one of his wares, makes a show of polishing it, then places it back on display.": "痩せた男が巨大なバックパックを下ろし、彼の商品を1つずつ並べ始めます。彼があなたに気付くと、彼の口は狡猾な笑顔に歪みます。「ああ、顧客。あなたはちょうどいい時に来ました。」彼は大きな看板を立てかけ、片手でそれを叩きます。- 本日のみの特別割引!「今日は気が大きいのです。信じてください、このような機会はめったに来ません。」彼は彼の商品の1つを拾い、それを磨くショーを作り、それを背後に戻します。", "A good effect will be added later": "良い効果は後で追加されます", "A gruff male voice soon issues from its beak.": "すぐに荒々しい男の声がそのくちばしから発せられる。", "A harmful plant that grows in": "に生える有害な植物", "A harmful plant that grows in 不毛の地 due to the corrupt magic flowing from ダンジョンポータル. Nearby land becomes Corrupted Ground and cannot be traversed. You can use": "ダンジョンポータルから流れ出す腐敗した魔力により不毛の地に育つ有害な植物。周囲の土地は汚染された大地となり、通行できなくなる。次を使える", "A health-restoring tonic brewed from antlers.": "鹿の角から醸造された健康を回復するトニック。", "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males.": "アビスのために存在し、通常は発生しない大規模な戦闘。複数の女性グロウトの治癒を克服し、男性をすぐに倒すためにバースト火力が必要です。", "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males. - Dungeon Settlers ウィキ": "アビスのために存在する大規模な戦闘で、通常は起こらない。複数の女性グロウツの治癒を克服し、男性を素早く倒すにはバーストダメージが必要。- Dungeon Settlers ウィキ", "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "スクリプトやイベントによってワールドに配置された残置オブジェクト（例えば初期装備を届ける支援ワゴンなど）。", "A level-2 starter any fresh recruit can afford: wood sword and shield, cloth armour, and two cheap Sword actives. A cheap, honest first fighter.": "木の剣と盾、布の鎧、2 つの安い剣のアクティブなど、どの新兵でも手に入れられるレベル 2 スターター。安くて正直な最初の戦闘機。", "A life-infused stone that carries the scent of fresh leaves.": "生命が注入された石で、新鮮な葉の香りを持っています。", "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "昔ながらの採鉱場。古びた扉がそよ風に揺れ、暗い坑道が地下深くへと続く。", "A malevolent plant that has taken root in": "根を張った邪悪な植物、場所は", "A malevolent plant that has taken root in 不毛の地, spawned by the corrupt magic seeping from ダンジョンポータル. Its thorny tendrils radiate a sinister aura that unsettles the mind": "不毛の地に根を張った邪悪な植物で、ダンジョンポータルから染み出す腐敗した魔力によって生み出される。棘のあるつるは、心をかき乱す不気味なオーラを放つ", "A man with a large pack slung over his shoulder rests here with a relaxed expression, as if this place is familiar to hi...": "肩に大きなバックパックを抱えた男が、まるでこの場所に馴染んでいるかのように、リラックスした表情でここで休んでいます...", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down. Beside him, a cat merely glances i": "仮面姿の人物が昆虫でいっぱいの木製ケージの横に立っています。中に閉じ込められた酸性昆虫を観察した後、彼は何かを書き始めます。彼の横で猫はただ…", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down...": "仮面姿の人物が昆虫でいっぱいの木製ケージの横に立っています。中に閉じ込められた酸性昆虫を観察した後、彼は何かを書き始めます…", "A maxed level-4 Human greatsword build in full Arcron gear with three inscriptions - the strongest obtainable loadout in the current release.": "フル アークロン ギアと 3 つのインスクリプションを備えた、マックス レベル 4 のヒューマン大剣ビルド。現在のリリースで入手可能な最も強力な装備です。", "A melee weapon (sword / greatsword / blunt)": "近接武器（剣/大剣/鈍器）", "A melee weapon and single-target melee skills": "近接武器と単体近接スキル", "A mental breakdown resets stress to {#} and puts the unit in a Mental Collapse for {#} days, with a {#}-day aftereffect. It is not immediately lethal - only a second max-out during the break kills.": "精神崩壊はストレスを{#}にリセットし、ユニットを{#}日間の精神崩壊状態にし、{#}日間の後遺症が残ります。即座に致命的ではありません。崩壊中の2度目の最大化のみが死をもたらします。", "A monster hits you for": "モンスターがあなたに", "A monster runs through three combat states": "モンスターは3つの戦闘状態を経ます", "A nature caster blending offensive blooms with Harmony healing passives, built to hold the line while it sustains the party.": "攻撃的なブルームと調和治癒パッシブをブレンドした自然キャスター。回線を保持しながらパーティーを維持するように構築されています。", "A nature-infused staff crafted from Bloodwood.": "ブラッドウッドから作られた自然が注入された杖。", "A necklace adorned with garnet gems.": "ガーネットの宝石で飾られたネックレス。", "A necklace adorned with opal gems.": "オパールの宝石で飾られたネックレス。", "A necklace adorned with peridot gems.": "ペリドットの宝石で飾られたネックレス。", "A necklace embedded with blue crystal.": "青い水晶が埋め込まれたネックレス。", "A necklace embedded with green crystal.": "緑の水晶が埋め込まれたネックレス。", "A necklace embedded with red crystal.": "赤い水晶が埋め込まれたネックレス。", "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.": "非戦闘の作業スキル（採掘、伐採、研究、農業、制作、料理、調教、医療、建設）で、ユニットが拠点の作業をどれだけうまくこなすかを司ります。主要ステータス、種族、部屋の質で強化されます。", "A one-handed sword-and-board bruiser. Chain three Sword actives while Warrior and Guardian passives sharpen and shield every strike.": "片手剣と盾の殴打キャラクター。ウォーリアーとガーディアンのパッシブが各攻撃を研ぎ澄まし、守る間に 3 つの剣のアクティブをチェーンします。", "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.": "5（満杯）から0（消耗）までの、階層ごとの「鮮度」カウンターです。階層が0に達すると、地域全体が枯渇したダンジョンの効果を受け、時間をかけて回復するまで全ドロップ率が50%削減されます。", "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.": "レベルアップごとに主要ステータスが何ポイント上昇するかを決める、ステータスごとの評価（貧弱、中程度、優秀、卓越、天才）。才能ティアが高いほど成長が速い。", "A percentage modifier applied to": "に適用されるパーセンテージ修飾子", "A percentage modifier applied to 娯楽能力. Positive values increase it, while negative values decrease it.": "娯楽能力に適用される割合補正値です。正の値なら増加し、負の値なら減少します。", "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.": "ユニットがレベルアップ時に獲得したり、勧誘時に持って現れたりする、特性のような永続ボーナス。刻印は能力値上昇、スキルツリー全体、または特殊効果を付与し、コモン/アンコモン/レア/レジェンダリーのレアリティがある。全部で96種類。", "A portal used for inter-floor movement in dungeons.": "ダンジョン内の階間移動に使用されるポータル。", "A race's special mechanic, triggered by its condition.": "種族固有のメカニズムで、その条件によって発動します。", "A raven flies in from afar and lands upon your forearm.": "カラスは遠くから飛んできて、あなたの前腕に着地します。", "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Fors": "カラスは遠くから飛んできて、あなたの前腕に着地します。\"正直に言うと、あなたのグループがそんなに長く続くとは思っていませんでした。でも、間違っていたことを認めなければならないようです。フォース内での生存", "A raven flies over the thorn vines and perches in front of you. Its eyes tint blue, and then the Overseer's voice flows ...": "カラスがとげのあるツタの上を飛び、あなたの前に止まる。その目が青く染まり、オーバーシアーの声が流れ込む...", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak.": "ワタリガラスがとげのあるつるの上を飛び、あなたの前に着地する。その目は青くなり、インスペクターの声がくちばしから聞こえる。", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Captain, I'm preparing an evaluatio": "ワタリガラスがとげのあるつるの上を飛び、あなたの前に着地する。その目は青くなり、インスペクターの声がくちばしから聞こえる。「遠征隊長、評価を準備しています", "A raven flies over the thorny vines and settles on your arm.": "A raven flies over the thorny vines and settles on your arm.", "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"": "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"", "A raven perched on your forearm glows with blue eyes. Soon a gruff male voice flows out. \"I heard that the expedition t...": "あなたの前腕に止まっている烏が青い目で輝く。やがて、ぶっきらぼうな男の声が流れる。\"遠征の...", "A recruit's background trait decides the main and sub skill trees it can pick from. 40 backgrounds carry tree affinities in this build.": "採用ユニットの経歴特性が、選択できるメインおよびサブのスキルツリーを決定します。このビルドでは40の経歴がツリー適性を持っています。", "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.": "採用兵のバックグラウンド特性は、それが選択できるメインおよびサブスキルツリーを決定します。 このビルドでは41のバックグラウンドがツリーの親和性を持っています。", "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.": "勧誘したユニットの出自（市警備隊、密猟者、魔道士など）で、どのスキルツリーから開始するかを決め、個別の特性を持ちうる場合があります。40の背景がそれぞれ異なる武器/魔法ツリーの組み合わせに対応します。", "A red-glowing fruit occasionally found on Luma trees.": "ルマの木に時々見られる赤く輝く果実。", "A related bounty,": "関連する賞金首、", "A representative dungeon floor assembled from the game's own room graph: each roll draws one of the hand-authored room graphs for the chosen floor, fills every node with a weighted room template, and lays them out connected": "ゲーム自身の部屋グラフから組み立てた代表的なダンジョン階です。各抽選は選択した階の手作業で設計された部屋グラフの1つを引き、各ノードを重み付きの部屋テンプレートで埋め、接続して配置します", "A ring adorned with garnet gems.": "ガーネットの宝石で飾られた指輪。", "A ring adorned with opal gems.": "オパールの宝石で飾られた指輪。", "A ring adorned with peridot gems.": "ペリドットの宝石で飾られた指輪。", "A ring embedded with blue crystal.": "青い水晶が埋め込まれた指輪。", "A ring embedded with green crystal.": "緑の水晶が埋め込まれた指輪。", "A ring embedded with red crystal.": "赤い水晶が埋め込まれた指輪。", "A room is recognized as the highest-priority type whose requirements it meets: required furniture (by building subtype and quality), minimum interior size (floor tiles inside the walls), wall/floor average quality and total decoration quality. Each": "ルームは、その要件を満たす最も優先度の高いタイプとして認識されます。要件は、必要な家具（建物のサブタイプと品質による）、最小の内部サイズ（壁の内側の床タイル）、壁と床の平均品質、装飾の合計品質です。各", "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.": "ダンジョン地域への遠征です。探索中も共有のキャンペーンクロックで時間は流れ続け、野営が長すぎると段階的に激化するダンジョンブレイクの圧力が発生します。", "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.": "ゲームデータに同梱されたスケジューラ定数（累積キャンペーン時間で24/48/72/96/120/144）で、段階的に激化するダンジョンブレイクのイベント用に意図されていますが、現在のビルドでは休眠中です。Dev_NotUsedとタグ付けされ、アラート・アフェクター・イベントのいずれもこれを消費しません。実際に感じる長期探索の圧力は、ダンジョン滞在（D1～D4）の気分のはしごです。", "A separate": "別の", "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.": "入植者の士気。欲求、食事の質、環境、イベントによって変動する。気分が低いと能力が低下し、平均気分の低さが続くと士気危機イベントが発生する。", "A silver-containing ore that can be refined into ingots.": "銀を含む鉱石で、インゴットに精製できます。", "A simple yet elegant silver ring.": "シンプルながら上品な銀の指輪。", "A sini...": "シニ...", "A small but useful mana-generating device.": "小さいですが有用なマナ生成装置。", "A soldier belonging to the guild.": "ギルドに属する兵士。", "A space fully suitable for conducting in-depth research.": "深い研究を実施するのに完全に適した空間。", "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "実装済みのハイエンド装備に使われる特別なレアなダンジョン金属で、通常の金属のはしごの外側に位置します。", "A standing mood modifier every settler carries based on its": "すべての入植者が常に持つ気分補正で、その", "A stone containing the sealed soul of a red monster rat.": "赤いモンスターラットの封じられた魂を含む石。", "A stone containing the soul of a blood-infused slime.": "血液が注入されたスライムの魂を含む石。", "A stone that seals the soul of a monster rat.": "モンスターラットの魂を封じた石。", "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.": "ダンジョン次元を維持するストーリー上の装置で、設定ではエルロス帝国の実験として明かされます。固定戦利品のインタラクト対象としても登場します。", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "ターゲットタイルから奇妙な種が発芽し、その場所のユニットを{0}タイル後退させ、{1}%のダメージを与える", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of 魔法攻撃力 as damage to enemy units. The strange seed heals adjacent": "ターゲットタイルから奇妙な種が発芽し、その場所のユニットを{0}タイル後退させ、敵ユニットに{1}%の魔法攻撃力としてダメージを与えます。奇妙な種は隣接する", "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "より強い術者は、より頑丈で攻撃力の高い召喚獣を生み出します。召喚獣ごとの完全な数値は次にあります", "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "石で作られた堅牢な暖炉。内部を温め、調理を可能にします。", "A summon inherits its owner's Magic Attack: full value into HP, half into its own Magic Attack, both added to the creature's base. Some abilities (a Bubbleling's death explosion or barrier) instead read the summoner's live Magic Attack directly.": "召喚物は所有者の魔法攻撃力を継承する。全量がHPに、半分が自身の魔法攻撃力に加算され、どちらもそのクリーチャーの基礎値に上乗せされる。一部の能力（バブルリングの死亡時爆発やバリアなど）は、代わりに召喚者のリアルタイムの魔法攻撃力を直接参照する。", "A summon's stats are frozen from the summoner's Magic Attack Power at summon time (Bubbletoad HP = your Magic Attack Power + 300, its Magic Attack = half yours + 16.9; a Bubbling scales purely off your Magic Attack Power). Only Magic Attack matters, and Become Fire is the only stacking Magic-Attack self-buff in the game: each cast adds a Burning stack (doubled by Fireproof) worth +30% Magic Attack Power for 30s, and Fireproof also ignores 70% of the self-burn so stacking barely hurts. Pump Become Fire, then summon while inflated and the creature banks that power permanently. Honest ceiling: with a 15s cooldown and a 30s window you realistically land ~4-6 stacks (about +120% to +180% Magic Attack Power), not the 50-stack theoretical max, so the summon ends up roughly 2-3x its base - strong and permanent, but it takes real setup and three trees of investment. Fire Battle Mage lets you cast Become Fire with no fire staff, so you hold the water staff the summons need the whole time (a water staff grants Summon Bubbling for free; Bubbletoad needs the Water Magic tree).": "召喚物のステータスは、召喚時の召喚者の魔法攻撃力で固定されます（バブルトードのHP = 自分の魔法攻撃力 + 300、その魔法攻撃力 = 自分の半分 + 16.9。バブリングは完全に自分の魔法攻撃力に応じて変化します）。重要なのは魔法攻撃力だけで、火になるはゲーム内で唯一スタックする魔法攻撃の自己バフです。キャストごとに燃焼スタック（耐火で2倍）が付き、30秒間 魔法攻撃力+30%相当となり、耐火は自己燃焼の70%も無視するのでスタックしてもほとんど痛くありません。火になるを積み上げ、増幅された状態で召喚すれば、そのクリーチャーはその力を永続的に蓄えます。正直な上限: 15秒のクールタイムと30秒の持続時間では、現実的には約4～6スタック（魔法攻撃力およそ+120%～+180%）で、理論上の最大50スタックには届きません。したがって召喚物は基礎値のおよそ2～3倍になります。強力で永続的ですが、本格的な準備と3つのツリーへの投資が必要です。火の戦闘メイジがあれば火の杖なしで火になるをキャストできるので、召喚物が必要とする水の杖を常に持ち続けられます（水の杖は召喚 : バブリングを無料で付与します。バブルトードには水魔法ツリーが必要です）。", "A summon's stats are locked in from the summoner's Magic Attack Power at summon time. Only a Magic-Attack self-buff inflates a summon, and Become Fire is the only stacking one.": "召喚物のステータスは、召喚時の召喚者の魔法攻撃力で固定されます。召喚物を強化できるのは魔法攻撃の自己バフだけで、スタックするものは火になるだけです。", "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant).": "サポート/魔法寄りの種族。エルフはクランランク1では募集できず（ウェイト0）、ランク2以降はウェイト25で出現します（候補者あたり約16%の確率）。研究と農業のボーナスにより、強力な拠点労働者になります。データマイニングされたテキストは、将来のエルフをテーマにした地域や募集拡張（エルフの故郷環境とエルフの商人）を示唆しています。", "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "一時的にダメージを吸収するシールドのプールです（状態/アフェクターであり、装備する盾とは別物）。水魔法が味方のバリアの主な供給源です。", "A test unit": "テストユニット", "A thin man sets down a large backpack and begins displaying items one by one. Noticing you, he twists his mouth into a ...": "痩せた男が大きなバックパックを置き、アイテムを1つずつ展示し始める。あなたに気づくと、彼は口をa...", "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "探索でのパーティ全滅で、専用のイベント（初めての全滅とその後続）を発生させます。", "A tough but long-lasting dried biscuit.": "丈夫で長持ちする乾燥したビスケット。", "A two-handed Lizardman berserker leaning on the +2 greatsword aptitude. Execution passives finish wounded foes for extra damage.": "2 本手のトカゲ男狂戦士が +2 大剣適性を活かす。エクスキューション パッシブが傷ついた敵を倒し、追加ダメージを与えます。", "A two-handed weapon uses both hands, so it cannot hold a shield.": "両手武器は両手を使うため、盾を持てません。", "A unit has six": "ユニットには6つの", "A unit with": "次のユニット", "A unit's innate trait.": "ユニットの生来の特性。", "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).": "特定の武器タイプや魔法系統（剣、弓、火魔法など）に対するユニットの習熟度で、その武器での有効性をスケールさせます。種族には特徴的な適性があります（例：人間は剣/大剣/火）。", "A value indicating how many 'hours' of cumulative campaign elapsed time must pass before a Dungeon Break occurs. (Design note: Since it's currently hard to know how much cumulative settlement time corresponds to actual real-world playtime, it's hard to know how many breaks there will be per campaign before clearing the game. So for now, only the initial Dungeon Break trigger time is set. This will be adjusted later once we've checked the balance.)": "ダンジョンブレイクが発生するまでにキャンペーンの累積経過時間が何「時間」経過する必要があるかを示す値。（設計メモ: 現在、累積の入植時間が実際の現実のプレイ時間にどれだけ対応するかを知るのが難しいため、ゲームをクリアするまでにキャンペーンごとに何回ブレイクが起こるかを知るのが難しい。そのため今は初回のダンジョンブレイク発生時刻のみ設定。バランスを確認した後で後ほど調整する。）", "A variable that adjusts the base chance of an attack landing on the head (adjusts the dice value as a ratio). If this value is -1, the head is always hit. If this value is 0, there is no adjustment. If this value is 1, the chance of hitting the head is halved. The intent of this adjustment is that judging the chance purely by head HP / total max HP would make the probability too high given how critical a head hit is. However, if head HP is lowered to reduce that probability, a head hit becomes too powerful whenever it lands. Conversely, raising head HP also raises the chance of being hit in the head - creating a dilemma.": "攻撃が頭部に当たる基本確率を調整する変数（ダイス値を比率として調整する）。この値が-1の場合、常に頭部に当たる。この値が0の場合、調整はない。この値が1の場合、頭部に当たる確率は半分になる。この調整の意図は、確率を頭部HP / 総最大HPだけで判断すると、頭部ヒットがどれほど致命的かを考えると確率が高すぎるためである。しかし、その確率を下げるために頭部HPを下げると、頭部ヒットが当たるたびに強力になりすぎる。逆に頭部HPを上げると頭部に当たる確率も上がり、ジレンマが生じる。", "A wriggling giant grub. Used as food.": "蠢く巨大な幼虫。食料として使用される。", "A {0}% accuracy bonus is applied per unit surrounding the target.": "対象を囲むユニット1体につき{0}%の命中ボーナスが適用される。", "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "対象を囲むユニット1体につき{0}%のクリティカル率ボーナスが適用される。", "A アルファ酸性スロゲル (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a グロスの幼獣 (4-tile sight). Most things sit at 8.": "アルファ酸性スロゲル（視界12タイル）は部屋の反対側から仕掛けてきますが、グロスの幼獣（視界4タイル）には数タイルまで近づけます。ほとんどは8です。", "A 深淵のアルファ酸性スロゲル (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a 深淵のグロス幼獣 (4-tile sight). Most things sit at 8.": "深淵のアルファ酸性スロゲル（視界12タイル）は部屋の反対側から仕掛けてきますが、深淵のグロス幼獣（視界4タイル）には数タイルまで近づけます。ほとんどは8です。", "A 隠密 potion breaks contact cleanly, but the first hit you land drops it.": "隠密ポーションは接触をきれいに断ち切りますが、最初に攻撃を当てた時点で効果が切れます。", "AFFECTER Mandrake Scream": "AFFECTER Mandrake Scream", "AFFECTER Operate": "AFFECTER Operate", "AFFECTER Witness Dead": "AFFECTER Witness Dead", "AFFECTER_AbandonCompanion": "AFFECTER_AbandonCompanion", "AFFECTER_AbandonCompanion -": "AFFECTER_AbandonCompanion -", "AFFECTER_AbundantRation": "AFFECTER_AbundantRation", "AFFECTER_AbundantRation -": "AFFECTER_AbundantRation -", "AFFECTER_AbundantStone": "AFFECTER_AbundantStone", "AFFECTER_AbundantStone -": "AFFECTER_AbundantStone -", "AFFECTER_AbundantWood": "AFFECTER_AbundantWood", "AFFECTER_AbundantWood -": "AFFECTER_AbundantWood -", "AFFECTER_AbyssRebound": "AFFECTER_AbyssRebound", "AFFECTER_AbyssRebound -": "AFFECTER_AbyssRebound -", "AFFECTER_AbyssRebound2": "AFFECTER_AbyssRebound2", "AFFECTER_AbyssRebound2 -": "AFFECTER_AbyssRebound2 -", "AFFECTER_Acceleration": "AFFECTER_Acceleration", "AFFECTER_Acceleration -": "AFFECTER_Acceleration -", "AFFECTER_AccuracyPotion": "AFFECTER_AccuracyPotion", "AFFECTER_AccuracyPotion -": "AFFECTER_AccuracyPotion -", "AFFECTER_AcidSpread": "AFFECTER_AcidSpread", "AFFECTER_AcidSpread -": "AFFECTER_AcidSpread -", "AFFECTER_Adventurous": "AFFECTER_Adventurous", "AFFECTER_Adventurous -": "AFFECTER_Adventurous -", "AFFECTER_AgilityFortify": "AFFECTER_AgilityFortify", "AFFECTER_AgilityFortify -": "AFFECTER_AgilityFortify -", "AFFECTER_AgilityWeaken": "AFFECTER_AgilityWeaken", "AFFECTER_AgilityWeaken -": "AFFECTER_AgilityWeaken -", "AFFECTER_AllSkillUnlockMode": "AFFECTER_AllSkillUnlockMode", "AFFECTER_AllSkillUnlockMode -": "AFFECTER_AllSkillUnlockMode -", "AFFECTER_AlphaAcidSlogelSoul": "AFFECTER_AlphaAcidSlogelSoul", "AFFECTER_AlphaAcidSlogelSoul -": "AFFECTER_AlphaAcidSlogelSoul -", "AFFECTER_Ambivalence": "AFFECTER_Ambivalence", "AFFECTER_Ambivalence -": "AFFECTER_Ambivalence -", "AFFECTER_ArtOfDefense": "AFFECTER_ArtOfDefense", "AFFECTER_ArtOfDefense -": "AFFECTER_ArtOfDefense -", "AFFECTER_ArtOfDefenseAura": "AFFECTER_ArtOfDefenseAura", "AFFECTER_ArtOfDefenseAura -": "AFFECTER_ArtOfDefenseAura -", "AFFECTER_ArtOfDefenseStack": "AFFECTER_ArtOfDefenseStack", "AFFECTER_ArtOfDefenseStack -": "AFFECTER_ArtOfDefenseStack -", "AFFECTER_ArtOfFury": "AFFECTER_ArtOfFury", "AFFECTER_ArtOfFury -": "AFFECTER_ArtOfFury -", "AFFECTER_ArtOfFuryAura": "AFFECTER_ArtOfFuryAura", "AFFECTER_ArtOfFuryAura -": "AFFECTER_ArtOfFuryAura -", "AFFECTER_ArtOfFuryStack": "AFFECTER_ArtOfFuryStack", "AFFECTER_ArtOfFuryStack -": "AFFECTER_ArtOfFuryStack -", "AFFECTER_ArtOfRush": "AFFECTER_ArtOfRush", "AFFECTER_ArtOfRush -": "AFFECTER_ArtOfRush -", "AFFECTER_ArtOfRushAura": "AFFECTER_ArtOfRushAura", "AFFECTER_ArtOfRushAura -": "AFFECTER_ArtOfRushAura -", "AFFECTER_ArtOfRushStack": "AFFECTER_ArtOfRushStack", "AFFECTER_ArtOfRushStack -": "AFFECTER_ArtOfRushStack -", "AFFECTER_ArtOfThrow": "AFFECTER_ArtOfThrow", "AFFECTER_ArtOfThrow -": "AFFECTER_ArtOfThrow -", "AFFECTER_ArtOfThrowAura": "AFFECTER_ArtOfThrowAura", "AFFECTER_ArtOfThrowAura -": "AFFECTER_ArtOfThrowAura -", "AFFECTER_ArtOfThrowStack": "AFFECTER_ArtOfThrowStack", "AFFECTER_ArtOfThrowStack -": "AFFECTER_ArtOfThrowStack -", "AFFECTER_AshOfSolace": "AFFECTER_AshOfSolace", "AFFECTER_AshOfSolace -": "AFFECTER_AshOfSolace -", "AFFECTER_AttackSpeedPotion": "AFFECTER_AttackSpeedPotion", "AFFECTER_AttackSpeedPotion -": "AFFECTER_AttackSpeedPotion -", "AFFECTER_Awared": "AFFECTER_Awared", "AFFECTER_Awared -": "AFFECTER_Awared -", "AFFECTER_Awe": "AFFECTER_Awe", "AFFECTER_Awe -": "AFFECTER_Awe -", "AFFECTER_Barrier": "AFFECTER_Barrier", "AFFECTER_Barrier -": "AFFECTER_Barrier -", "AFFECTER_BaseCampsiteBedrolls": "AFFECTER_BaseCampsiteBedrolls", "AFFECTER_BaseCampsiteBedrolls -": "AFFECTER_BaseCampsiteBedrolls -", "AFFECTER_BaseCampsiteCampFire": "AFFECTER_BaseCampsiteCampFire", "AFFECTER_BaseCampsiteCampFire -": "AFFECTER_BaseCampsiteCampFire -", "AFFECTER_BaseCampsiteDeco1": "AFFECTER_BaseCampsiteDeco1", "AFFECTER_BaseCampsiteDeco1 -": "AFFECTER_BaseCampsiteDeco1 -", "AFFECTER_BaseCampsiteDeco2": "AFFECTER_BaseCampsiteDeco2", "AFFECTER_BaseCampsiteDeco2 -": "AFFECTER_BaseCampsiteDeco2 -", "AFFECTER_BaseCampsiteLesserGuardianStone": "AFFECTER_BaseCampsiteLesserGuardianStone", "AFFECTER_BaseCampsiteLesserGuardianStone -": "AFFECTER_BaseCampsiteLesserGuardianStone -", "AFFECTER_BaseCampsiteRepairstand": "AFFECTER_BaseCampsiteRepairstand", "AFFECTER_BaseCampsiteRepairstand -": "AFFECTER_BaseCampsiteRepairstand -", "AFFECTER_Bastion": "AFFECTER_Bastion", "AFFECTER_Bastion -": "AFFECTER_Bastion -", "AFFECTER_BeastForest": "AFFECTER_BeastForest", "AFFECTER_BeastForest -": "AFFECTER_BeastForest -", "AFFECTER_BeastForestEnv": "AFFECTER_BeastForestEnv", "AFFECTER_BeastForestEnv -": "AFFECTER_BeastForestEnv -", "AFFECTER_BeastHunter": "AFFECTER_BeastHunter", "AFFECTER_BeastHunter -": "AFFECTER_BeastHunter -", "AFFECTER_BecomeFire": "AFFECTER_BecomeFire", "AFFECTER_BecomeFire -": "AFFECTER_BecomeFire -", "AFFECTER_BedSleep": "AFFECTER_BedSleep", "AFFECTER_BedSleep -": "AFFECTER_BedSleep -", "AFFECTER_BeeHive": "AFFECTER_BeeHive", "AFFECTER_BeeHive -": "AFFECTER_BeeHive -", "AFFECTER_Begger": "AFFECTER_Begger", "AFFECTER_Begger -": "AFFECTER_Begger -", "AFFECTER_BellyBeggar": "AFFECTER_BellyBeggar", "AFFECTER_BellyBeggar -": "AFFECTER_BellyBeggar -", "AFFECTER_BizarrePain": "AFFECTER_BizarrePain", "AFFECTER_BizarrePain -": "AFFECTER_BizarrePain -", "AFFECTER_BizarrePleasure": "AFFECTER_BizarrePleasure", "AFFECTER_BizarrePleasure -": "AFFECTER_BizarrePleasure -", "AFFECTER_Blacksmith": "AFFECTER_Blacksmith", "AFFECTER_Blacksmith -": "AFFECTER_Blacksmith -", "AFFECTER_BladeGrinding": "AFFECTER_BladeGrinding", "AFFECTER_BladeGrinding -": "AFFECTER_BladeGrinding -", "AFFECTER_BlazingEcho": "AFFECTER_BlazingEcho", "AFFECTER_BlazingEcho -": "AFFECTER_BlazingEcho -", "AFFECTER_BlazingEchoBounce": "AFFECTER_BlazingEchoBounce", "AFFECTER_BlazingEchoBounce -": "AFFECTER_BlazingEchoBounce -", "AFFECTER_BleedImmune": "AFFECTER_BleedImmune", "AFFECTER_BleedImmune -": "AFFECTER_BleedImmune -", "AFFECTER_BleedImmuneTrait": "AFFECTER_BleedImmuneTrait", "AFFECTER_BleedImmuneTrait -": "AFFECTER_BleedImmuneTrait -", "AFFECTER_Bleeding": "AFFECTER_Bleeding", "AFFECTER_Bleeding -": "AFFECTER_Bleeding -", "AFFECTER_BlessAccuracy": "AFFECTER_BlessAccuracy", "AFFECTER_BlessAccuracy -": "AFFECTER_BlessAccuracy -", "AFFECTER_BlessAttackSpeed": "AFFECTER_BlessAttackSpeed", "AFFECTER_BlessAttackSpeed -": "AFFECTER_BlessAttackSpeed -", "AFFECTER_BlessCritical": "AFFECTER_BlessCritical", "AFFECTER_BlessCritical -": "AFFECTER_BlessCritical -", "AFFECTER_BlessDodge": "AFFECTER_BlessDodge", "AFFECTER_BlessDodge -": "AFFECTER_BlessDodge -", "AFFECTER_BlessGuard": "AFFECTER_BlessGuard", "AFFECTER_BlessGuard -": "AFFECTER_BlessGuard -", "AFFECTER_BlessMagicResistance": "AFFECTER_BlessMagicResistance", "AFFECTER_BlessMagicResistance -": "AFFECTER_BlessMagicResistance -", "AFFECTER_BlessMagicalAttack": "AFFECTER_BlessMagicalAttack", "AFFECTER_BlessMagicalAttack -": "AFFECTER_BlessMagicalAttack -", "AFFECTER_BlessMetalSkin": "AFFECTER_BlessMetalSkin", "AFFECTER_BlessMetalSkin -": "AFFECTER_BlessMetalSkin -", "AFFECTER_BlessOfWorldTree": "AFFECTER_BlessOfWorldTree", "AFFECTER_BlessOfWorldTree -": "AFFECTER_BlessOfWorldTree -", "AFFECTER_BlessPhysicalAttack": "AFFECTER_BlessPhysicalAttack", "AFFECTER_BlessPhysicalAttack -": "AFFECTER_BlessPhysicalAttack -", "AFFECTER_BlessSkillCooldown": "AFFECTER_BlessSkillCooldown", "AFFECTER_BlessSkillCooldown -": "AFFECTER_BlessSkillCooldown -", "AFFECTER_BlessSwift": "AFFECTER_BlessSwift", "AFFECTER_BlessSwift -": "AFFECTER_BlessSwift -", "AFFECTER_BlessVampire": "AFFECTER_BlessVampire", "AFFECTER_BlessVampire -": "AFFECTER_BlessVampire -", "AFFECTER_Blessed": "AFFECTER_Blessed", "AFFECTER_Blessed -": "AFFECTER_Blessed -", "AFFECTER_BlitzInscription": "AFFECTER_BlitzInscription", "AFFECTER_BlitzInscription -": "AFFECTER_BlitzInscription -", "AFFECTER_BloodDrain": "AFFECTER_BloodDrain", "AFFECTER_BloodDrain -": "AFFECTER_BloodDrain -", "AFFECTER_BloodTree": "AFFECTER_BloodTree", "AFFECTER_BloodTree -": "AFFECTER_BloodTree -", "AFFECTER_Bloodlust": "AFFECTER_Bloodlust", "AFFECTER_Bloodlust -": "AFFECTER_Bloodlust -", "AFFECTER_BloodshotInscription": "AFFECTER_BloodshotInscription", "AFFECTER_BloodshotInscription -": "AFFECTER_BloodshotInscription -", "AFFECTER_BloodyCrescent": "AFFECTER_BloodyCrescent", "AFFECTER_BloodyCrescent -": "AFFECTER_BloodyCrescent -", "AFFECTER_BloomingNature": "AFFECTER_BloomingNature", "AFFECTER_BloomingNature -": "AFFECTER_BloomingNature -", "AFFECTER_BlueBerry": "AFFECTER_BlueBerry", "AFFECTER_BlueBerry -": "AFFECTER_BlueBerry -", "AFFECTER_BlueBlood": "AFFECTER_BlueBlood", "AFFECTER_BlueBlood -": "AFFECTER_BlueBlood -", "AFFECTER_BlueGoblin": "AFFECTER_BlueGoblin", "AFFECTER_BlueGoblin -": "AFFECTER_BlueGoblin -", "AFFECTER_BluntInscription": "AFFECTER_BluntInscription", "AFFECTER_BluntInscription -": "AFFECTER_BluntInscription -", "AFFECTER_BoredCard": "AFFECTER_BoredCard", "AFFECTER_BoredCard -": "AFFECTER_BoredCard -", "AFFECTER_BoredDart": "AFFECTER_BoredDart", "AFFECTER_BoredDart -": "AFFECTER_BoredDart -", "AFFECTER_BoredDice": "AFFECTER_BoredDice", "AFFECTER_BoredDice -": "AFFECTER_BoredDice -", "AFFECTER_Boredom": "AFFECTER_Boredom", "AFFECTER_Boredom -": "AFFECTER_Boredom -", "AFFECTER_BossMonster": "AFFECTER_BossMonster", "AFFECTER_BossMonster -": "AFFECTER_BossMonster -", "AFFECTER_BowInscription": "AFFECTER_BowInscription", "AFFECTER_BowInscription -": "AFFECTER_BowInscription -", "AFFECTER_BraceStance": "AFFECTER_BraceStance", "AFFECTER_BraceStance -": "AFFECTER_BraceStance -", "AFFECTER_Break": "AFFECTER_Break", "AFFECTER_Break -": "AFFECTER_Break -", "AFFECTER_Brick": "AFFECTER_Brick", "AFFECTER_Brick -": "AFFECTER_Brick -", "AFFECTER_BubbleSplash": "AFFECTER_BubbleSplash", "AFFECTER_BubbleSplash -": "AFFECTER_BubbleSplash -", "AFFECTER_BurnImmune": "AFFECTER_BurnImmune", "AFFECTER_BurnImmune -": "AFFECTER_BurnImmune -", "AFFECTER_BurnImmuneTrait": "AFFECTER_BurnImmuneTrait", "AFFECTER_BurnImmuneTrait -": "AFFECTER_BurnImmuneTrait -", "AFFECTER_Burning": "AFFECTER_Burning", "AFFECTER_Burning -": "AFFECTER_Burning -", "AFFECTER_BurstInscription": "AFFECTER_BurstInscription", "AFFECTER_BurstInscription -": "AFFECTER_BurstInscription -", "AFFECTER_Butcher": "AFFECTER_Butcher", "AFFECTER_Butcher -": "AFFECTER_Butcher -", "AFFECTER_Butterfingers": "AFFECTER_Butterfingers", "AFFECTER_Butterfingers -": "AFFECTER_Butterfingers -", "AFFECTER_CalmLeadership": "AFFECTER_CalmLeadership", "AFFECTER_CalmLeadership -": "AFFECTER_CalmLeadership -", "AFFECTER_CampfireAura": "AFFECTER_CampfireAura", "AFFECTER_CampfireAura -": "AFFECTER_CampfireAura -", "AFFECTER_CampfireWarmth": "AFFECTER_CampfireWarmth", "AFFECTER_CampfireWarmth -": "AFFECTER_CampfireWarmth -", "AFFECTER_CapitalInscription": "AFFECTER_CapitalInscription", "AFFECTER_CapitalInscription -": "AFFECTER_CapitalInscription -", "AFFECTER_CarnalGuilt": "AFFECTER_CarnalGuilt", "AFFECTER_CarnalGuilt -": "AFFECTER_CarnalGuilt -", "AFFECTER_Carpenter": "AFFECTER_Carpenter", "AFFECTER_Carpenter -": "AFFECTER_Carpenter -", "AFFECTER_CarrierInscription": "AFFECTER_CarrierInscription", "AFFECTER_CarrierInscription -": "AFFECTER_CarrierInscription -", "AFFECTER_Carry": "AFFECTER_Carry", "AFFECTER_Carry -": "AFFECTER_Carry -", "AFFECTER_Carter": "AFFECTER_Carter", "AFFECTER_Carter -": "AFFECTER_Carter -", "AFFECTER_ChainKnightSentinelSoul": "AFFECTER_ChainKnightSentinelSoul", "AFFECTER_ChainKnightSentinelSoul -": "AFFECTER_ChainKnightSentinelSoul -", "AFFECTER_ChairSit": "AFFECTER_ChairSit", "AFFECTER_ChairSit -": "AFFECTER_ChairSit -", "AFFECTER_ChallengeInscription": "AFFECTER_ChallengeInscription", "AFFECTER_ChallengeInscription -": "AFFECTER_ChallengeInscription -", "AFFECTER_ChangeRapidFire": "AFFECTER_ChangeRapidFire", "AFFECTER_ChangeRapidFire -": "AFFECTER_ChangeRapidFire -", "AFFECTER_ChangeTwinThrust": "AFFECTER_ChangeTwinThrust", "AFFECTER_ChangeTwinThrust -": "AFFECTER_ChangeTwinThrust -", "AFFECTER_Chatted": "AFFECTER_Chatted", "AFFECTER_Chatted -": "AFFECTER_Chatted -", "AFFECTER_ChiefBodyguard": "AFFECTER_ChiefBodyguard", "AFFECTER_ChiefBodyguard -": "AFFECTER_ChiefBodyguard -", "AFFECTER_CityGuard": "AFFECTER_CityGuard", "AFFECTER_CityGuard -": "AFFECTER_CityGuard -", "AFFECTER_Claustrophobic": "AFFECTER_Claustrophobic", "AFFECTER_Claustrophobic -": "AFFECTER_Claustrophobic -", "AFFECTER_Codex": "AFFECTER_Codex", "AFFECTER_Codex -": "AFFECTER_Codex -", "AFFECTER_ColdFury": "AFFECTER_ColdFury", "AFFECTER_ColdFury -": "AFFECTER_ColdFury -", "AFFECTER_CombatMomentum": "AFFECTER_CombatMomentum", "AFFECTER_CombatMomentum -": "AFFECTER_CombatMomentum -", "AFFECTER_CombatStress": "AFFECTER_CombatStress", "AFFECTER_CombatStress -": "AFFECTER_CombatStress -", "AFFECTER_Comfort": "AFFECTER_Comfort", "AFFECTER_Comfort -": "AFFECTER_Comfort -", "AFFECTER_CompanionDead": "AFFECTER_CompanionDead", "AFFECTER_CompanionDead -": "AFFECTER_CompanionDead -", "AFFECTER_Complain": "AFFECTER_Complain", "AFFECTER_Complain -": "AFFECTER_Complain -", "AFFECTER_Congestion": "AFFECTER_Congestion", "AFFECTER_Congestion -": "AFFECTER_Congestion -", "AFFECTER_Conscript": "AFFECTER_Conscript", "AFFECTER_Conscript -": "AFFECTER_Conscript -", "AFFECTER_CookInDecentDiningRoom": "AFFECTER_CookInDecentDiningRoom", "AFFECTER_CookInDecentDiningRoom -": "AFFECTER_CookInDecentDiningRoom -", "AFFECTER_CookInFantasticDiningRoom": "AFFECTER_CookInFantasticDiningRoom", "AFFECTER_CookInFantasticDiningRoom -": "AFFECTER_CookInFantasticDiningRoom -", "AFFECTER_CookInImpressiveDiningRoom": "AFFECTER_CookInImpressiveDiningRoom", "AFFECTER_CookInImpressiveDiningRoom -": "AFFECTER_CookInImpressiveDiningRoom -", "AFFECTER_CookInLuxuriousDiningRoom": "AFFECTER_CookInLuxuriousDiningRoom", "AFFECTER_CookInLuxuriousDiningRoom -": "AFFECTER_CookInLuxuriousDiningRoom -", "AFFECTER_CookInMediocreDiningRoom": "AFFECTER_CookInMediocreDiningRoom", "AFFECTER_CookInMediocreDiningRoom -": "AFFECTER_CookInMediocreDiningRoom -", "AFFECTER_CookInNormalDiningRoom": "AFFECTER_CookInNormalDiningRoom", "AFFECTER_CookInNormalDiningRoom -": "AFFECTER_CookInNormalDiningRoom -", "AFFECTER_CookInPoorDiningRoom": "AFFECTER_CookInPoorDiningRoom", "AFFECTER_CookInPoorDiningRoom -": "AFFECTER_CookInPoorDiningRoom -", "AFFECTER_CooldownReduction": "AFFECTER_CooldownReduction", "AFFECTER_CooldownReduction -": "AFFECTER_CooldownReduction -", "AFFECTER_Corrosion": "AFFECTER_Corrosion", "AFFECTER_Corrosion -": "AFFECTER_Corrosion -", "AFFECTER_Coward": "AFFECTER_Coward", "AFFECTER_Coward -": "AFFECTER_Coward -", "AFFECTER_CraftInDecentMagicWorkshop": "AFFECTER_CraftInDecentMagicWorkshop", "AFFECTER_CraftInDecentMagicWorkshop -": "AFFECTER_CraftInDecentMagicWorkshop -", "AFFECTER_CraftInDecentWorkshop": "AFFECTER_CraftInDecentWorkshop", "AFFECTER_CraftInDecentWorkshop -": "AFFECTER_CraftInDecentWorkshop -", "AFFECTER_CraftInFantasticMagicWorkshop": "AFFECTER_CraftInFantasticMagicWorkshop", "AFFECTER_CraftInFantasticMagicWorkshop -": "AFFECTER_CraftInFantasticMagicWorkshop -", "AFFECTER_CraftInFantasticWorkshop": "AFFECTER_CraftInFantasticWorkshop", "AFFECTER_CraftInFantasticWorkshop -": "AFFECTER_CraftInFantasticWorkshop -", "AFFECTER_CraftInImpressiveMagicWorkshop": "AFFECTER_CraftInImpressiveMagicWorkshop", "AFFECTER_CraftInImpressiveMagicWorkshop -": "AFFECTER_CraftInImpressiveMagicWorkshop -", "AFFECTER_CraftInImpressiveWorkshop": "AFFECTER_CraftInImpressiveWorkshop", "AFFECTER_CraftInImpressiveWorkshop -": "AFFECTER_CraftInImpressiveWorkshop -", "AFFECTER_CraftInLuxuriousMagicWorkshop": "AFFECTER_CraftInLuxuriousMagicWorkshop", "AFFECTER_CraftInLuxuriousMagicWorkshop -": "AFFECTER_CraftInLuxuriousMagicWorkshop -", "AFFECTER_CraftInLuxuriousWorkshop": "AFFECTER_CraftInLuxuriousWorkshop", "AFFECTER_CraftInLuxuriousWorkshop -": "AFFECTER_CraftInLuxuriousWorkshop -", "AFFECTER_CraftInMediocreMagicWorkshop": "AFFECTER_CraftInMediocreMagicWorkshop", "AFFECTER_CraftInMediocreMagicWorkshop -": "AFFECTER_CraftInMediocreMagicWorkshop -", "AFFECTER_CraftInMediocreWorkshop": "AFFECTER_CraftInMediocreWorkshop", "AFFECTER_CraftInMediocreWorkshop -": "AFFECTER_CraftInMediocreWorkshop -", "AFFECTER_CraftInNormalMagicWorkshop": "AFFECTER_CraftInNormalMagicWorkshop", "AFFECTER_CraftInNormalMagicWorkshop -": "AFFECTER_CraftInNormalMagicWorkshop -", "AFFECTER_CraftInNormalWorkshop": "AFFECTER_CraftInNormalWorkshop", "AFFECTER_CraftInNormalWorkshop -": "AFFECTER_CraftInNormalWorkshop -", "AFFECTER_CraftInPoorMagicWorkshop": "AFFECTER_CraftInPoorMagicWorkshop", "AFFECTER_CraftInPoorMagicWorkshop -": "AFFECTER_CraftInPoorMagicWorkshop -", "AFFECTER_CraftInPoorWorkshop": "AFFECTER_CraftInPoorWorkshop", "AFFECTER_CraftInPoorWorkshop -": "AFFECTER_CraftInPoorWorkshop -", "AFFECTER_CreepClear": "AFFECTER_CreepClear", "AFFECTER_CreepClear -": "AFFECTER_CreepClear -", "AFFECTER_CriticalPotion": "AFFECTER_CriticalPotion", "AFFECTER_CriticalPotion -": "AFFECTER_CriticalPotion -", "AFFECTER_CriticalWeakness": "AFFECTER_CriticalWeakness", "AFFECTER_CriticalWeakness -": "AFFECTER_CriticalWeakness -", "AFFECTER_CrumbleInscription": "AFFECTER_CrumbleInscription", "AFFECTER_CrumbleInscription -": "AFFECTER_CrumbleInscription -", "AFFECTER_CrystalCarapace": "AFFECTER_CrystalCarapace", "AFFECTER_CrystalCarapace -": "AFFECTER_CrystalCarapace -", "AFFECTER_CunningGetaway": "AFFECTER_CunningGetaway", "AFFECTER_CunningGetaway -": "AFFECTER_CunningGetaway -", "AFFECTER_Curious": "AFFECTER_Curious", "AFFECTER_Curious -": "AFFECTER_Curious -", "AFFECTER_CurseOfDead": "AFFECTER_CurseOfDead", "AFFECTER_CurseOfDead -": "AFFECTER_CurseOfDead -", "AFFECTER_CurseOfFate": "AFFECTER_CurseOfFate", "AFFECTER_CurseOfFate -": "AFFECTER_CurseOfFate -", "AFFECTER_CursedChild": "AFFECTER_CursedChild", "AFFECTER_CursedChild -": "AFFECTER_CursedChild -", "AFFECTER_DarkBurrow": "AFFECTER_DarkBurrow", "AFFECTER_DarkBurrow -": "AFFECTER_DarkBurrow -", "AFFECTER_DarkThornCorruption": "AFFECTER_DarkThornCorruption", "AFFECTER_DarkThornCorruption -": "AFFECTER_DarkThornCorruption -", "AFFECTER_DarkWhisper": "AFFECTER_DarkWhisper", "AFFECTER_DarkWhisper -": "AFFECTER_DarkWhisper -", "AFFECTER_DarkWhisperEnv": "AFFECTER_DarkWhisperEnv", "AFFECTER_DarkWhisperEnv -": "AFFECTER_DarkWhisperEnv -", "AFFECTER_DayTime": "AFFECTER_DayTime", "AFFECTER_DayTime -": "AFFECTER_DayTime -", "AFFECTER_Deadly": "AFFECTER_Deadly", "AFFECTER_Deadly -": "AFFECTER_Deadly -", "AFFECTER_DeadlyAfterEffect": "AFFECTER_DeadlyAfterEffect", "AFFECTER_DeadlyAfterEffect -": "AFFECTER_DeadlyAfterEffect -", "AFFECTER_DeadlyUntargetable": "AFFECTER_DeadlyUntargetable", "AFFECTER_DeadlyUntargetable -": "AFFECTER_DeadlyUntargetable -", "AFFECTER_DeathThroesInscription": "AFFECTER_DeathThroesInscription", "AFFECTER_DeathThroesInscription -": "AFFECTER_DeathThroesInscription -", "AFFECTER_Deceleration": "AFFECTER_Deceleration", "AFFECTER_Deceleration -": "AFFECTER_Deceleration -", "AFFECTER_DeepWater": "AFFECTER_DeepWater", "AFFECTER_DeepWater -": "AFFECTER_DeepWater -", "AFFECTER_DefenseMelee": "AFFECTER_DefenseMelee", "AFFECTER_DefenseMelee -": "AFFECTER_DefenseMelee -", "AFFECTER_DepletedDungeon": "AFFECTER_DepletedDungeon", "AFFECTER_DepletedDungeon -": "AFFECTER_DepletedDungeon -", "AFFECTER_Deserter": "AFFECTER_Deserter", "AFFECTER_Deserter -": "AFFECTER_Deserter -", "AFFECTER_DevrickPendant": "AFFECTER_DevrickPendant", "AFFECTER_DevrickPendant -": "AFFECTER_DevrickPendant -", "AFFECTER_DevrikStatue": "AFFECTER_DevrikStatue", "AFFECTER_DevrikStatue -": "AFFECTER_DevrikStatue -", "AFFECTER_DevrikStatue2": "AFFECTER_DevrikStatue2", "AFFECTER_DevrikStatue2 -": "AFFECTER_DevrikStatue2 -", "AFFECTER_DevrikStatue3": "AFFECTER_DevrikStatue3", "AFFECTER_DevrikStatue3 -": "AFFECTER_DevrikStatue3 -", "AFFECTER_DevrikStatue4": "AFFECTER_DevrikStatue4", "AFFECTER_DevrikStatue4 -": "AFFECTER_DevrikStatue4 -", "AFFECTER_DiffusiveFlame": "AFFECTER_DiffusiveFlame", "AFFECTER_DiffusiveFlame -": "AFFECTER_DiffusiveFlame -", "AFFECTER_Disgraced": "AFFECTER_Disgraced", "AFFECTER_Disgraced -": "AFFECTER_Disgraced -", "AFFECTER_DisgustingMonsterMeat": "AFFECTER_DisgustingMonsterMeat", "AFFECTER_DisgustingMonsterMeat -": "AFFECTER_DisgustingMonsterMeat -", "AFFECTER_Dissatisfaction": "AFFECTER_Dissatisfaction", "AFFECTER_Dissatisfaction -": "AFFECTER_Dissatisfaction -", "AFFECTER_DistortedSenses": "AFFECTER_DistortedSenses", "AFFECTER_DistortedSenses -": "AFFECTER_DistortedSenses -", "AFFECTER_Disturbance": "AFFECTER_Disturbance", "AFFECTER_Disturbance -": "AFFECTER_Disturbance -", "AFFECTER_DisturbedSleep": "AFFECTER_DisturbedSleep", "AFFECTER_DisturbedSleep -": "AFFECTER_DisturbedSleep -", "AFFECTER_DivineInscription": "AFFECTER_DivineInscription", "AFFECTER_DivineInscription -": "AFFECTER_DivineInscription -", "AFFECTER_Dizziness": "AFFECTER_Dizziness", "AFFECTER_Dizziness -": "AFFECTER_Dizziness -", "AFFECTER_DocileGloth": "AFFECTER_DocileGloth", "AFFECTER_DocileGloth -": "AFFECTER_DocileGloth -", "AFFECTER_DodgePotion": "AFFECTER_DodgePotion", "AFFECTER_DodgePotion -": "AFFECTER_DodgePotion -", "AFFECTER_Druid": "AFFECTER_Druid", "AFFECTER_Druid -": "AFFECTER_Druid -", "AFFECTER_DullTongue": "AFFECTER_DullTongue", "AFFECTER_DullTongue -": "AFFECTER_DullTongue -", "AFFECTER_DullTongueNeg": "AFFECTER_DullTongueNeg", "AFFECTER_DullTongueNeg -": "AFFECTER_DullTongueNeg -", "AFFECTER_DullTonguePos": "AFFECTER_DullTonguePos", "AFFECTER_DullTonguePos -": "AFFECTER_DullTonguePos -", "AFFECTER_DungeonGodnessStatue": "AFFECTER_DungeonGodnessStatue", "AFFECTER_DungeonGodnessStatue -": "AFFECTER_DungeonGodnessStatue -", "AFFECTER_DungeonStayAftermath": "AFFECTER_DungeonStayAftermath", "AFFECTER_DungeonStayAftermath -": "AFFECTER_DungeonStayAftermath -", "AFFECTER_DungeonStayD1": "AFFECTER_DungeonStayD1", "AFFECTER_DungeonStayD1 -": "AFFECTER_DungeonStayD1 -", "AFFECTER_DungeonStayD2": "AFFECTER_DungeonStayD2", "AFFECTER_DungeonStayD2 -": "AFFECTER_DungeonStayD2 -", "AFFECTER_DungeonStayD3": "AFFECTER_DungeonStayD3", "AFFECTER_DungeonStayD3 -": "AFFECTER_DungeonStayD3 -", "AFFECTER_DungeonStayD4": "AFFECTER_DungeonStayD4", "AFFECTER_DungeonStayD4 -": "AFFECTER_DungeonStayD4 -", "AFFECTER_DustBulb": "AFFECTER_DustBulb", "AFFECTER_DustBulb -": "AFFECTER_DustBulb -", "AFFECTER_Dwarf": "AFFECTER_Dwarf", "AFFECTER_Dwarf -": "AFFECTER_Dwarf -", "AFFECTER_EatInDecentDiningRoom": "AFFECTER_EatInDecentDiningRoom", "AFFECTER_EatInDecentDiningRoom -": "AFFECTER_EatInDecentDiningRoom -", "AFFECTER_EatInFantasticDiningRoom": "AFFECTER_EatInFantasticDiningRoom", "AFFECTER_EatInFantasticDiningRoom -": "AFFECTER_EatInFantasticDiningRoom -", "AFFECTER_EatInImpressiveDiningRoom": "AFFECTER_EatInImpressiveDiningRoom", "AFFECTER_EatInImpressiveDiningRoom -": "AFFECTER_EatInImpressiveDiningRoom -", "AFFECTER_EatInLuxuriousDiningRoom": "AFFECTER_EatInLuxuriousDiningRoom", "AFFECTER_EatInLuxuriousDiningRoom -": "AFFECTER_EatInLuxuriousDiningRoom -", "AFFECTER_EatInMediocreDiningRoom": "AFFECTER_EatInMediocreDiningRoom", "AFFECTER_EatInMediocreDiningRoom -": "AFFECTER_EatInMediocreDiningRoom -", "AFFECTER_EatInNormalDiningRoom": "AFFECTER_EatInNormalDiningRoom", "AFFECTER_EatInNormalDiningRoom -": "AFFECTER_EatInNormalDiningRoom -", "AFFECTER_EatInPoorDiningRoom": "AFFECTER_EatInPoorDiningRoom", "AFFECTER_EatInPoorDiningRoom -": "AFFECTER_EatInPoorDiningRoom -", "AFFECTER_EchoFlower": "AFFECTER_EchoFlower", "AFFECTER_EchoFlower -": "AFFECTER_EchoFlower -", "AFFECTER_EchoFlowerRamnant": "AFFECTER_EchoFlowerRamnant", "AFFECTER_EchoFlowerRamnant -": "AFFECTER_EchoFlowerRamnant -", "AFFECTER_EchoFlowerRing": "AFFECTER_EchoFlowerRing", "AFFECTER_EchoFlowerRing -": "AFFECTER_EchoFlowerRing -", "AFFECTER_ElasticityInscription": "AFFECTER_ElasticityInscription", "AFFECTER_ElasticityInscription -": "AFFECTER_ElasticityInscription -", "AFFECTER_ElderGlothSoul": "AFFECTER_ElderGlothSoul", "AFFECTER_ElderGlothSoul -": "AFFECTER_ElderGlothSoul -", "AFFECTER_Elf": "AFFECTER_Elf", "AFFECTER_Elf -": "AFFECTER_Elf -", "AFFECTER_EliteHuntOrder": "AFFECTER_EliteHuntOrder", "AFFECTER_EliteHuntOrder -": "AFFECTER_EliteHuntOrder -", "AFFECTER_EliteMonster": "AFFECTER_EliteMonster", "AFFECTER_EliteMonster -": "AFFECTER_EliteMonster -", "AFFECTER_ElvenHomeland": "AFFECTER_ElvenHomeland", "AFFECTER_ElvenHomeland -": "AFFECTER_ElvenHomeland -", "AFFECTER_EmberInscription": "AFFECTER_EmberInscription", "AFFECTER_EmberInscription -": "AFFECTER_EmberInscription -", "AFFECTER_EmbracingWave": "AFFECTER_EmbracingWave", "AFFECTER_EmbracingWave -": "AFFECTER_EmbracingWave -", "AFFECTER_EmbracingWaveBounce": "AFFECTER_EmbracingWaveBounce", "AFFECTER_EmbracingWaveBounce -": "AFFECTER_EmbracingWaveBounce -", "AFFECTER_EndlessNight": "AFFECTER_EndlessNight", "AFFECTER_EndlessNight -": "AFFECTER_EndlessNight -", "AFFECTER_Endrossi": "AFFECTER_Endrossi", "AFFECTER_Endrossi -": "AFFECTER_Endrossi -", "AFFECTER_EnergyBoost": "AFFECTER_EnergyBoost", "AFFECTER_EnergyBoost -": "AFFECTER_EnergyBoost -", "AFFECTER_EnsnaringChainActive": "AFFECTER_EnsnaringChainActive", "AFFECTER_EnsnaringChainActive -": "AFFECTER_EnsnaringChainActive -", "AFFECTER_EnsnaringChains": "AFFECTER_EnsnaringChains", "AFFECTER_EnsnaringChains -": "AFFECTER_EnsnaringChains -", "AFFECTER_EnvelopingTide": "AFFECTER_EnvelopingTide", "AFFECTER_EnvelopingTide -": "AFFECTER_EnvelopingTide -", "AFFECTER_ExcessiveBleedingInscription": "AFFECTER_ExcessiveBleedingInscription", "AFFECTER_ExcessiveBleedingInscription -": "AFFECTER_ExcessiveBleedingInscription -", "AFFECTER_Execution": "AFFECTER_Execution", "AFFECTER_Execution -": "AFFECTER_Execution -", "AFFECTER_ExecutionInscription": "AFFECTER_ExecutionInscription", "AFFECTER_ExecutionInscription -": "AFFECTER_ExecutionInscription -", "AFFECTER_Executioner": "AFFECTER_Executioner", "AFFECTER_Executioner -": "AFFECTER_Executioner -", "AFFECTER_Exhausted": "AFFECTER_Exhausted", "AFFECTER_Exhausted -": "AFFECTER_Exhausted -", "AFFECTER_ExiledLord": "AFFECTER_ExiledLord", "AFFECTER_ExiledLord -": "AFFECTER_ExiledLord -", "AFFECTER_ExiledWarrior": "AFFECTER_ExiledWarrior", "AFFECTER_ExiledWarrior -": "AFFECTER_ExiledWarrior -", "AFFECTER_ExploreAspiration": "AFFECTER_ExploreAspiration", "AFFECTER_ExploreAspiration -": "AFFECTER_ExploreAspiration -", "AFFECTER_ExplosiveCorpse": "AFFECTER_ExplosiveCorpse", "AFFECTER_ExplosiveCorpse -": "AFFECTER_ExplosiveCorpse -", "AFFECTER_ExposedFlaw": "AFFECTER_ExposedFlaw", "AFFECTER_ExposedFlaw -": "AFFECTER_ExposedFlaw -", "AFFECTER_EyeBallSoul": "AFFECTER_EyeBallSoul", "AFFECTER_EyeBallSoul -": "AFFECTER_EyeBallSoul -", "AFFECTER_FarmGrowth": "AFFECTER_FarmGrowth", "AFFECTER_FarmGrowth -": "AFFECTER_FarmGrowth -", "AFFECTER_Ferocity": "AFFECTER_Ferocity", "AFFECTER_Ferocity -": "AFFECTER_Ferocity -", "AFFECTER_Fertile": "AFFECTER_Fertile", "AFFECTER_Fertile -": "AFFECTER_Fertile -", "AFFECTER_FesteringBurrowMerchant": "AFFECTER_FesteringBurrowMerchant", "AFFECTER_FesteringBurrowMerchant -": "AFFECTER_FesteringBurrowMerchant -", "AFFECTER_FineRawMeat": "AFFECTER_FineRawMeat", "AFFECTER_FineRawMeat -": "AFFECTER_FineRawMeat -", "AFFECTER_FireCloak": "AFFECTER_FireCloak", "AFFECTER_FireCloak -": "AFFECTER_FireCloak -", "AFFECTER_FireInscription": "AFFECTER_FireInscription", "AFFECTER_FireInscription -": "AFFECTER_FireInscription -", "AFFECTER_FireMissile": "AFFECTER_FireMissile", "AFFECTER_FireMissile -": "AFFECTER_FireMissile -", "AFFECTER_FireplaceAura": "AFFECTER_FireplaceAura", "AFFECTER_FireplaceAura -": "AFFECTER_FireplaceAura -", "AFFECTER_FireplaceWarmth": "AFFECTER_FireplaceWarmth", "AFFECTER_FireplaceWarmth -": "AFFECTER_FireplaceWarmth -", "AFFECTER_FirstAssault": "AFFECTER_FirstAssault", "AFFECTER_FirstAssault -": "AFFECTER_FirstAssault -", "AFFECTER_FlintInscription": "AFFECTER_FlintInscription", "AFFECTER_FlintInscription -": "AFFECTER_FlintInscription -", "AFFECTER_FlowerAura": "AFFECTER_FlowerAura", "AFFECTER_FlowerAura -": "AFFECTER_FlowerAura -", "AFFECTER_FlowerNecklace": "AFFECTER_FlowerNecklace", "AFFECTER_FlowerNecklace -": "AFFECTER_FlowerNecklace -", "AFFECTER_FlowerScent": "AFFECTER_FlowerScent", "AFFECTER_FlowerScent -": "AFFECTER_FlowerScent -", "AFFECTER_ForestKeeper": "AFFECTER_ForestKeeper", "AFFECTER_ForestKeeper -": "AFFECTER_ForestKeeper -", "AFFECTER_ForestTeaching": "AFFECTER_ForestTeaching", "AFFECTER_ForestTeaching -": "AFFECTER_ForestTeaching -", "AFFECTER_ForgottenIdol": "AFFECTER_ForgottenIdol", "AFFECTER_ForgottenIdol -": "AFFECTER_ForgottenIdol -", "AFFECTER_Fortification": "AFFECTER_Fortification", "AFFECTER_Fortification -": "AFFECTER_Fortification -", "AFFECTER_Fortitude": "AFFECTER_Fortitude", "AFFECTER_Fortitude -": "AFFECTER_Fortitude -", "AFFECTER_FortressInscription": "AFFECTER_FortressInscription", "AFFECTER_FortressInscription -": "AFFECTER_FortressInscription -", "AFFECTER_Fracture": "AFFECTER_Fracture", "AFFECTER_Fracture -": "AFFECTER_Fracture -", "AFFECTER_FrenziedBall": "AFFECTER_FrenziedBall", "AFFECTER_FrenziedBall -": "AFFECTER_FrenziedBall -", "AFFECTER_Frozen": "AFFECTER_Frozen", "AFFECTER_Frozen -": "AFFECTER_Frozen -", "AFFECTER_FullMoonWolf": "AFFECTER_FullMoonWolf", "AFFECTER_FullMoonWolf -": "AFFECTER_FullMoonWolf -", "AFFECTER_Gambler": "AFFECTER_Gambler", "AFFECTER_Gambler -": "AFFECTER_Gambler -", "AFFECTER_Gardener": "AFFECTER_Gardener", "AFFECTER_Gardener -": "AFFECTER_Gardener -", "AFFECTER_GatherStarted": "AFFECTER_GatherStarted", "AFFECTER_GatherStarted -": "AFFECTER_GatherStarted -", "AFFECTER_GiantInscription": "AFFECTER_GiantInscription", "AFFECTER_GiantInscription -": "AFFECTER_GiantInscription -", "AFFECTER_GiantStoneGolemPhase2": "AFFECTER_GiantStoneGolemPhase2", "AFFECTER_GiantStoneGolemPhase2 -": "AFFECTER_GiantStoneGolemPhase2 -", "AFFECTER_GiantStoneGolemSoul": "AFFECTER_GiantStoneGolemSoul", "AFFECTER_GiantStoneGolemSoul -": "AFFECTER_GiantStoneGolemSoul -", "AFFECTER_Glacier": "AFFECTER_Glacier", "AFFECTER_Glacier -": "AFFECTER_Glacier -", "AFFECTER_GloomInscription": "AFFECTER_GloomInscription", "AFFECTER_GloomInscription -": "AFFECTER_GloomInscription -", "AFFECTER_GlothEggOmelet": "AFFECTER_GlothEggOmelet", "AFFECTER_GlothEggOmelet -": "AFFECTER_GlothEggOmelet -", "AFFECTER_GlothHowling": "AFFECTER_GlothHowling", "AFFECTER_GlothHowling -": "AFFECTER_GlothHowling -", "AFFECTER_GlothLash": "AFFECTER_GlothLash", "AFFECTER_GlothLash -": "AFFECTER_GlothLash -", "AFFECTER_GlothSwarm": "AFFECTER_GlothSwarm", "AFFECTER_GlothSwarm -": "AFFECTER_GlothSwarm -", "AFFECTER_GlothVictory": "AFFECTER_GlothVictory", "AFFECTER_GlothVictory -": "AFFECTER_GlothVictory -", "AFFECTER_Goblin": "AFFECTER_Goblin", "AFFECTER_Goblin -": "AFFECTER_Goblin -", "AFFECTER_GoblinChiefShaman": "AFFECTER_GoblinChiefShaman", "AFFECTER_GoblinChiefShaman -": "AFFECTER_GoblinChiefShaman -", "AFFECTER_GoblinChiefShamanAura": "AFFECTER_GoblinChiefShamanAura", "AFFECTER_GoblinChiefShamanAura -": "AFFECTER_GoblinChiefShamanAura -", "AFFECTER_GoblinChiefShamanSoul": "AFFECTER_GoblinChiefShamanSoul", "AFFECTER_GoblinChiefShamanSoul -": "AFFECTER_GoblinChiefShamanSoul -", "AFFECTER_GoblinChiefShamanSoulStack": "AFFECTER_GoblinChiefShamanSoulStack", "AFFECTER_GoblinChiefShamanSoulStack -": "AFFECTER_GoblinChiefShamanSoulStack -", "AFFECTER_GoblinHerb": "AFFECTER_GoblinHerb", "AFFECTER_GoblinHerb -": "AFFECTER_GoblinHerb -", "AFFECTER_GoblinHuntingMethod": "AFFECTER_GoblinHuntingMethod", "AFFECTER_GoblinHuntingMethod -": "AFFECTER_GoblinHuntingMethod -", "AFFECTER_GoblinOintment": "AFFECTER_GoblinOintment", "AFFECTER_GoblinOintment -": "AFFECTER_GoblinOintment -", "AFFECTER_GoblinVictory": "AFFECTER_GoblinVictory", "AFFECTER_GoblinVictory -": "AFFECTER_GoblinVictory -", "AFFECTER_GodMode": "AFFECTER_GodMode", "AFFECTER_GodMode -": "AFFECTER_GodMode -", "AFFECTER_GoddessGuidance": "AFFECTER_GoddessGuidance", "AFFECTER_GoddessGuidance -": "AFFECTER_GoddessGuidance -", "AFFECTER_Goldmine": "AFFECTER_Goldmine", "AFFECTER_Goldmine -": "AFFECTER_Goldmine -", "AFFECTER_GoldmineInscription": "AFFECTER_GoldmineInscription", "AFFECTER_GoldmineInscription -": "AFFECTER_GoldmineInscription -", "AFFECTER_GrassPorridge": "AFFECTER_GrassPorridge", "AFFECTER_GrassPorridge -": "AFFECTER_GrassPorridge -", "AFFECTER_GraveDisgraced": "AFFECTER_GraveDisgraced", "AFFECTER_GraveDisgraced -": "AFFECTER_GraveDisgraced -", "AFFECTER_GreatestWarrior": "AFFECTER_GreatestWarrior", "AFFECTER_GreatestWarrior -": "AFFECTER_GreatestWarrior -", "AFFECTER_GreatswordInscription": "AFFECTER_GreatswordInscription", "AFFECTER_GreatswordInscription -": "AFFECTER_GreatswordInscription -", "AFFECTER_GreenShade": "AFFECTER_GreenShade", "AFFECTER_GreenShade -": "AFFECTER_GreenShade -", "AFFECTER_GrilledMeat": "AFFECTER_GrilledMeat", "AFFECTER_GrilledMeat -": "AFFECTER_GrilledMeat -", "AFFECTER_GrilledTurnip": "AFFECTER_GrilledTurnip", "AFFECTER_GrilledTurnip -": "AFFECTER_GrilledTurnip -", "AFFECTER_GrowthFatigue": "AFFECTER_GrowthFatigue", "AFFECTER_GrowthFatigue -": "AFFECTER_GrowthFatigue -", "AFFECTER_GuardPotion": "AFFECTER_GuardPotion", "AFFECTER_GuardPotion -": "AFFECTER_GuardPotion -", "AFFECTER_GuardianInscription": "AFFECTER_GuardianInscription", "AFFECTER_GuardianInscription -": "AFFECTER_GuardianInscription -", "AFFECTER_GuildGuard": "AFFECTER_GuildGuard", "AFFECTER_GuildGuard -": "AFFECTER_GuildGuard -", "AFFECTER_GuildTrade": "AFFECTER_GuildTrade", "AFFECTER_GuildTrade -": "AFFECTER_GuildTrade -", "AFFECTER_HappyFool": "AFFECTER_HappyFool", "AFFECTER_HappyFool -": "AFFECTER_HappyFool -", "AFFECTER_HappyMode": "AFFECTER_HappyMode", "AFFECTER_HappyMode -": "AFFECTER_HappyMode -", "AFFECTER_HarmonyInscription": "AFFECTER_HarmonyInscription", "AFFECTER_HarmonyInscription -": "AFFECTER_HarmonyInscription -", "AFFECTER_Haste": "AFFECTER_Haste", "AFFECTER_Haste -": "AFFECTER_Haste -", "AFFECTER_HateElf": "AFFECTER_HateElf", "AFFECTER_HateElf -": "AFFECTER_HateElf -", "AFFECTER_HateHuman": "AFFECTER_HateHuman", "AFFECTER_HateHuman -": "AFFECTER_HateHuman -", "AFFECTER_HateLizard": "AFFECTER_HateLizard", "AFFECTER_HateLizard -": "AFFECTER_HateLizard -", "AFFECTER_HateLycan": "AFFECTER_HateLycan", "AFFECTER_HateLycan -": "AFFECTER_HateLycan -", "AFFECTER_HeadAim": "AFFECTER_HeadAim", "AFFECTER_HeadAim -": "AFFECTER_HeadAim -", "AFFECTER_HealthBoost": "AFFECTER_HealthBoost", "AFFECTER_HealthBoost -": "AFFECTER_HealthBoost -", "AFFECTER_HeavyPlumbInscription": "AFFECTER_HeavyPlumbInscription", "AFFECTER_HeavyPlumbInscription -": "AFFECTER_HeavyPlumbInscription -", "AFFECTER_HeavyRain": "AFFECTER_HeavyRain", "AFFECTER_HeavyRain -": "AFFECTER_HeavyRain -", "AFFECTER_HeavyRainWet": "AFFECTER_HeavyRainWet", "AFFECTER_HeavyRainWet -": "AFFECTER_HeavyRainWet -", "AFFECTER_HeavySnorer": "AFFECTER_HeavySnorer", "AFFECTER_HeavySnorer -": "AFFECTER_HeavySnorer -", "AFFECTER_HellLeech": "AFFECTER_HellLeech", "AFFECTER_HellLeech -": "AFFECTER_HellLeech -", "AFFECTER_Heroic": "AFFECTER_Heroic", "AFFECTER_Heroic -": "AFFECTER_Heroic -", "AFFECTER_HideArmorSoft": "AFFECTER_HideArmorSoft", "AFFECTER_HideArmorSoft -": "AFFECTER_HideArmorSoft -", "AFFECTER_HideHelmetSoft": "AFFECTER_HideHelmetSoft", "AFFECTER_HideHelmetSoft -": "AFFECTER_HideHelmetSoft -", "AFFECTER_HighGradeAttackSpeedInscription": "AFFECTER_HighGradeAttackSpeedInscription", "AFFECTER_HighGradeAttackSpeedInscription -": "AFFECTER_HighGradeAttackSpeedInscription -", "AFFECTER_HighGradeCooldownReductionInscription": "AFFECTER_HighGradeCooldownReductionInscription", "AFFECTER_HighGradeCooldownReductionInscription -": "AFFECTER_HighGradeCooldownReductionInscription -", "AFFECTER_HighGradeCriticalChanceInscription": "AFFECTER_HighGradeCriticalChanceInscription", "AFFECTER_HighGradeCriticalChanceInscription -": "AFFECTER_HighGradeCriticalChanceInscription -", "AFFECTER_HighGradeCriticalDamageBonusInscription": "AFFECTER_HighGradeCriticalDamageBonusInscription", "AFFECTER_HighGradeCriticalDamageBonusInscription -": "AFFECTER_HighGradeCriticalDamageBonusInscription -", "AFFECTER_HighGradeDodgeChanceInscription": "AFFECTER_HighGradeDodgeChanceInscription", "AFFECTER_HighGradeDodgeChanceInscription -": "AFFECTER_HighGradeDodgeChanceInscription -", "AFFECTER_HighGradeGuardChanceInscription": "AFFECTER_HighGradeGuardChanceInscription", "AFFECTER_HighGradeGuardChanceInscription -": "AFFECTER_HighGradeGuardChanceInscription -", "AFFECTER_HighGradeGuardDamageReductionInscription": "AFFECTER_HighGradeGuardDamageReductionInscription", "AFFECTER_HighGradeGuardDamageReductionInscription -": "AFFECTER_HighGradeGuardDamageReductionInscription -", "AFFECTER_HighGradeHealthPercentageRegenerationInscription": "AFFECTER_HighGradeHealthPercentageRegenerationInscription", "AFFECTER_HighGradeHealthPercentageRegenerationInscription -": "AFFECTER_HighGradeHealthPercentageRegenerationInscription -", "AFFECTER_HighGradeHitChanceInscription": "AFFECTER_HighGradeHitChanceInscription", "AFFECTER_HighGradeHitChanceInscription -": "AFFECTER_HighGradeHitChanceInscription -", "AFFECTER_HighGradeLifeStealInscription": "AFFECTER_HighGradeLifeStealInscription", "AFFECTER_HighGradeLifeStealInscription -": "AFFECTER_HighGradeLifeStealInscription -", "AFFECTER_HighGradeMagicAttackPowerInscription": "AFFECTER_HighGradeMagicAttackPowerInscription", "AFFECTER_HighGradeMagicAttackPowerInscription -": "AFFECTER_HighGradeMagicAttackPowerInscription -", "AFFECTER_HighGradeMagicResistanceInscription": "AFFECTER_HighGradeMagicResistanceInscription", "AFFECTER_HighGradeMagicResistanceInscription -": "AFFECTER_HighGradeMagicResistanceInscription -", "AFFECTER_HighGradeMaxEnergyInscription": "AFFECTER_HighGradeMaxEnergyInscription", "AFFECTER_HighGradeMaxEnergyInscription -": "AFFECTER_HighGradeMaxEnergyInscription -", "AFFECTER_HighGradeMaxHealthTotalInscription": "AFFECTER_HighGradeMaxHealthTotalInscription", "AFFECTER_HighGradeMaxHealthTotalInscription -": "AFFECTER_HighGradeMaxHealthTotalInscription -", "AFFECTER_HighGradeMaxWeightInscription": "AFFECTER_HighGradeMaxWeightInscription", "AFFECTER_HighGradeMaxWeightInscription -": "AFFECTER_HighGradeMaxWeightInscription -", "AFFECTER_HighGradeMovementSpeedInscription": "AFFECTER_HighGradeMovementSpeedInscription", "AFFECTER_HighGradeMovementSpeedInscription -": "AFFECTER_HighGradeMovementSpeedInscription -", "AFFECTER_HighGradePhysicalAttackPowerInscription": "AFFECTER_HighGradePhysicalAttackPowerInscription", "AFFECTER_HighGradePhysicalAttackPowerInscription -": "AFFECTER_HighGradePhysicalAttackPowerInscription -", "AFFECTER_HighGradePhysicalResistanceInscription": "AFFECTER_HighGradePhysicalResistanceInscription", "AFFECTER_HighGradePhysicalResistanceInscription -": "AFFECTER_HighGradePhysicalResistanceInscription -", "AFFECTER_HighStressed": "AFFECTER_HighStressed", "AFFECTER_HighStressed -": "AFFECTER_HighStressed -", "AFFECTER_HoldingFuneral": "AFFECTER_HoldingFuneral", "AFFECTER_HoldingFuneral -": "AFFECTER_HoldingFuneral -", "AFFECTER_Hooligan": "AFFECTER_Hooligan", "AFFECTER_Hooligan -": "AFFECTER_Hooligan -", "AFFECTER_Human": "AFFECTER_Human", "AFFECTER_Human -": "AFFECTER_Human -", "AFFECTER_Hungry": "AFFECTER_Hungry", "AFFECTER_Hungry -": "AFFECTER_Hungry -", "AFFECTER_Hunter": "AFFECTER_Hunter", "AFFECTER_Hunter -": "AFFECTER_Hunter -", "AFFECTER_Hyperopia": "AFFECTER_Hyperopia", "AFFECTER_Hyperopia -": "AFFECTER_Hyperopia -", "AFFECTER_Immortal": "AFFECTER_Immortal", "AFFECTER_Immortal -": "AFFECTER_Immortal -", "AFFECTER_Impatient": "AFFECTER_Impatient", "AFFECTER_Impatient -": "AFFECTER_Impatient -", "AFFECTER_ImprovedGrassPorridge": "AFFECTER_ImprovedGrassPorridge", "AFFECTER_ImprovedGrassPorridge -": "AFFECTER_ImprovedGrassPorridge -", "AFFECTER_IndestructibleBuilding": "AFFECTER_IndestructibleBuilding", "AFFECTER_IndestructibleBuilding -": "AFFECTER_IndestructibleBuilding -", "AFFECTER_IndoorPerson": "AFFECTER_IndoorPerson", "AFFECTER_IndoorPerson -": "AFFECTER_IndoorPerson -", "AFFECTER_InfectiousSpores": "AFFECTER_InfectiousSpores", "AFFECTER_InfectiousSpores -": "AFFECTER_InfectiousSpores -", "AFFECTER_Initiative": "AFFECTER_Initiative", "AFFECTER_Initiative -": "AFFECTER_Initiative -", "AFFECTER_InjectedTruth": "AFFECTER_InjectedTruth", "AFFECTER_InjectedTruth -": "AFFECTER_InjectedTruth -", "AFFECTER_InnerSilence": "AFFECTER_InnerSilence", "AFFECTER_InnerSilence -": "AFFECTER_InnerSilence -", "AFFECTER_Inspiring": "AFFECTER_Inspiring", "AFFECTER_Inspiring -": "AFFECTER_Inspiring -", "AFFECTER_IntelligenceFortify": "AFFECTER_IntelligenceFortify", "AFFECTER_IntelligenceFortify -": "AFFECTER_IntelligenceFortify -", "AFFECTER_IntelligenceWeaken": "AFFECTER_IntelligenceWeaken", "AFFECTER_IntelligenceWeaken -": "AFFECTER_IntelligenceWeaken -", "AFFECTER_Invincibility": "AFFECTER_Invincibility", "AFFECTER_Invincibility -": "AFFECTER_Invincibility -", "AFFECTER_Invincible": "AFFECTER_Invincible", "AFFECTER_Invincible -": "AFFECTER_Invincible -", "AFFECTER_InvincibleMode": "AFFECTER_InvincibleMode", "AFFECTER_InvincibleMode -": "AFFECTER_InvincibleMode -", "AFFECTER_IronWall": "AFFECTER_IronWall", "AFFECTER_IronWall -": "AFFECTER_IronWall -", "AFFECTER_Jerky": "AFFECTER_Jerky", "AFFECTER_Jerky -": "AFFECTER_Jerky -", "AFFECTER_JesterInscription": "AFFECTER_JesterInscription", "AFFECTER_JesterInscription -": "AFFECTER_JesterInscription -", "AFFECTER_JewelBeetle": "AFFECTER_JewelBeetle", "AFFECTER_JewelBeetle -": "AFFECTER_JewelBeetle -", "AFFECTER_JoyOfAdventure": "AFFECTER_JoyOfAdventure", "AFFECTER_JoyOfAdventure -": "AFFECTER_JoyOfAdventure -", "AFFECTER_KnockbackImmune": "AFFECTER_KnockbackImmune", "AFFECTER_KnockbackImmune -": "AFFECTER_KnockbackImmune -", "AFFECTER_LastCinder": "AFFECTER_LastCinder", "AFFECTER_LastCinder -": "AFFECTER_LastCinder -", "AFFECTER_Leadership": "AFFECTER_Leadership", "AFFECTER_Leadership -": "AFFECTER_Leadership -", "AFFECTER_LeadershipElf": "AFFECTER_LeadershipElf", "AFFECTER_LeadershipElf -": "AFFECTER_LeadershipElf -", "AFFECTER_LeadershipHuman": "AFFECTER_LeadershipHuman", "AFFECTER_LeadershipHuman -": "AFFECTER_LeadershipHuman -", "AFFECTER_LeadershipLizard": "AFFECTER_LeadershipLizard", "AFFECTER_LeadershipLizard -": "AFFECTER_LeadershipLizard -", "AFFECTER_LeadershipLycan": "AFFECTER_LeadershipLycan", "AFFECTER_LeadershipLycan -": "AFFECTER_LeadershipLycan -", "AFFECTER_LesserGuardianAura": "AFFECTER_LesserGuardianAura", "AFFECTER_LesserGuardianAura -": "AFFECTER_LesserGuardianAura -", "AFFECTER_LesserGuardianStone": "AFFECTER_LesserGuardianStone", "AFFECTER_LesserGuardianStone -": "AFFECTER_LesserGuardianStone -", "AFFECTER_LightEater": "AFFECTER_LightEater", "AFFECTER_LightEater -": "AFFECTER_LightEater -", "AFFECTER_Limping": "AFFECTER_Limping", "AFFECTER_Limping -": "AFFECTER_Limping -", "AFFECTER_LiquidMonster": "AFFECTER_LiquidMonster", "AFFECTER_LiquidMonster -": "AFFECTER_LiquidMonster -", "AFFECTER_LizardMan": "AFFECTER_LizardMan", "AFFECTER_LizardMan -": "AFFECTER_LizardMan -", "AFFECTER_LowGradeAttackSpeedInscription": "AFFECTER_LowGradeAttackSpeedInscription", "AFFECTER_LowGradeAttackSpeedInscription -": "AFFECTER_LowGradeAttackSpeedInscription -", "AFFECTER_LowGradeCooldownReductionInscription": "AFFECTER_LowGradeCooldownReductionInscription", "AFFECTER_LowGradeCooldownReductionInscription -": "AFFECTER_LowGradeCooldownReductionInscription -", "AFFECTER_LowGradeCriticalChanceInscription": "AFFECTER_LowGradeCriticalChanceInscription", "AFFECTER_LowGradeCriticalChanceInscription -": "AFFECTER_LowGradeCriticalChanceInscription -", "AFFECTER_LowGradeCriticalDamageBonusInscription": "AFFECTER_LowGradeCriticalDamageBonusInscription", "AFFECTER_LowGradeCriticalDamageBonusInscription -": "AFFECTER_LowGradeCriticalDamageBonusInscription -", "AFFECTER_LowGradeDodgeChanceInscription": "AFFECTER_LowGradeDodgeChanceInscription", "AFFECTER_LowGradeDodgeChanceInscription -": "AFFECTER_LowGradeDodgeChanceInscription -", "AFFECTER_LowGradeGuardChanceInscription": "AFFECTER_LowGradeGuardChanceInscription", "AFFECTER_LowGradeGuardChanceInscription -": "AFFECTER_LowGradeGuardChanceInscription -", "AFFECTER_LowGradeGuardDamageReductionInscription": "AFFECTER_LowGradeGuardDamageReductionInscription", "AFFECTER_LowGradeGuardDamageReductionInscription -": "AFFECTER_LowGradeGuardDamageReductionInscription -", "AFFECTER_LowGradeHealthPercentageRegenerationInscription": "AFFECTER_LowGradeHealthPercentageRegenerationInscription", "AFFECTER_LowGradeHealthPercentageRegenerationInscription -": "AFFECTER_LowGradeHealthPercentageRegenerationInscription -", "AFFECTER_LowGradeHitChanceInscription": "AFFECTER_LowGradeHitChanceInscription", "AFFECTER_LowGradeHitChanceInscription -": "AFFECTER_LowGradeHitChanceInscription -", "AFFECTER_LowGradeLifeStealInscription": "AFFECTER_LowGradeLifeStealInscription", "AFFECTER_LowGradeLifeStealInscription -": "AFFECTER_LowGradeLifeStealInscription -", "AFFECTER_LowGradeMagicAttackPowerInscription": "AFFECTER_LowGradeMagicAttackPowerInscription", "AFFECTER_LowGradeMagicAttackPowerInscription -": "AFFECTER_LowGradeMagicAttackPowerInscription -", "AFFECTER_LowGradeMagicResistanceInscription": "AFFECTER_LowGradeMagicResistanceInscription", "AFFECTER_LowGradeMagicResistanceInscription -": "AFFECTER_LowGradeMagicResistanceInscription -", "AFFECTER_LowGradeMaxEnergyInscription": "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_LowGradeMaxEnergyInscription -": "AFFECTER_LowGradeMaxEnergyInscription -", "AFFECTER_LowGradeMaxHealthTotalInscription": "AFFECTER_LowGradeMaxHealthTotalInscription", "AFFECTER_LowGradeMaxHealthTotalInscription -": "AFFECTER_LowGradeMaxHealthTotalInscription -", "AFFECTER_LowGradeMaxWeightInscription": "AFFECTER_LowGradeMaxWeightInscription", "AFFECTER_LowGradeMaxWeightInscription -": "AFFECTER_LowGradeMaxWeightInscription -", "AFFECTER_LowGradeMovementSpeedInscription": "AFFECTER_LowGradeMovementSpeedInscription", "AFFECTER_LowGradeMovementSpeedInscription -": "AFFECTER_LowGradeMovementSpeedInscription -", "AFFECTER_LowGradePhysicalAttackPowerInscription": "AFFECTER_LowGradePhysicalAttackPowerInscription", "AFFECTER_LowGradePhysicalAttackPowerInscription -": "AFFECTER_LowGradePhysicalAttackPowerInscription -", "AFFECTER_LowGradePhysicalResistanceInscription": "AFFECTER_LowGradePhysicalResistanceInscription", "AFFECTER_LowGradePhysicalResistanceInscription -": "AFFECTER_LowGradePhysicalResistanceInscription -", "AFFECTER_LowStressed": "AFFECTER_LowStressed", "AFFECTER_LowStressed -": "AFFECTER_LowStressed -", "AFFECTER_LumaFruit": "AFFECTER_LumaFruit", "AFFECTER_LumaFruit -": "AFFECTER_LumaFruit -", "AFFECTER_Lycan": "AFFECTER_Lycan", "AFFECTER_Lycan -": "AFFECTER_Lycan -", "AFFECTER_Maelstrom": "AFFECTER_Maelstrom", "AFFECTER_Maelstrom -": "AFFECTER_Maelstrom -", "AFFECTER_Mage": "AFFECTER_Mage", "AFFECTER_Mage -": "AFFECTER_Mage -", "AFFECTER_MagicAmplification": "AFFECTER_MagicAmplification", "AFFECTER_MagicAmplification -": "AFFECTER_MagicAmplification -", "AFFECTER_MagicResistancePotion": "AFFECTER_MagicResistancePotion", "AFFECTER_MagicResistancePotion -": "AFFECTER_MagicResistancePotion -", "AFFECTER_MagicSaturation": "AFFECTER_MagicSaturation", "AFFECTER_MagicSaturation -": "AFFECTER_MagicSaturation -", "AFFECTER_MagicSmiteInscription": "AFFECTER_MagicSmiteInscription", "AFFECTER_MagicSmiteInscription -": "AFFECTER_MagicSmiteInscription -", "AFFECTER_MagicalAttackPotion": "AFFECTER_MagicalAttackPotion", "AFFECTER_MagicalAttackPotion -": "AFFECTER_MagicalAttackPotion -", "AFFECTER_MaintainOrder": "AFFECTER_MaintainOrder", "AFFECTER_MaintainOrder -": "AFFECTER_MaintainOrder -", "AFFECTER_MaintainOrderActive": "AFFECTER_MaintainOrderActive", "AFFECTER_MaintainOrderActive -": "AFFECTER_MaintainOrderActive -", "AFFECTER_MajorDissatisfaction": "AFFECTER_MajorDissatisfaction", "AFFECTER_MajorDissatisfaction -": "AFFECTER_MajorDissatisfaction -", "AFFECTER_MajorSatisfaction": "AFFECTER_MajorSatisfaction", "AFFECTER_MajorSatisfaction -": "AFFECTER_MajorSatisfaction -", "AFFECTER_ManaOversaturation": "AFFECTER_ManaOversaturation", "AFFECTER_ManaOversaturation -": "AFFECTER_ManaOversaturation -", "AFFECTER_ManaStoneBurrow": "AFFECTER_ManaStoneBurrow", "AFFECTER_ManaStoneBurrow -": "AFFECTER_ManaStoneBurrow -", "AFFECTER_Mandrake": "AFFECTER_Mandrake", "AFFECTER_Mandrake -": "AFFECTER_Mandrake -", "AFFECTER_MandrakeAwake": "AFFECTER_MandrakeAwake", "AFFECTER_MandrakeAwake -": "AFFECTER_MandrakeAwake -", "AFFECTER_MandrakeScream": "AFFECTER_MandrakeScream", "AFFECTER_MandrakeScream -": "AFFECTER_MandrakeScream -", "AFFECTER_MaybeHarp": "AFFECTER_MaybeHarp", "AFFECTER_MaybeHarp -": "AFFECTER_MaybeHarp -", "AFFECTER_MaybeSong": "AFFECTER_MaybeSong", "AFFECTER_MaybeSong -": "AFFECTER_MaybeSong -", "AFFECTER_MaybeTrumpet": "AFFECTER_MaybeTrumpet", "AFFECTER_MaybeTrumpet -": "AFFECTER_MaybeTrumpet -", "AFFECTER_Meanness": "AFFECTER_Meanness", "AFFECTER_Meanness -": "AFFECTER_Meanness -", "AFFECTER_MeatPorridge": "AFFECTER_MeatPorridge", "AFFECTER_MeatPorridge -": "AFFECTER_MeatPorridge -", "AFFECTER_MeatSkewer": "AFFECTER_MeatSkewer", "AFFECTER_MeatSkewer -": "AFFECTER_MeatSkewer -", "AFFECTER_MeatStew": "AFFECTER_MeatStew", "AFFECTER_MeatStew -": "AFFECTER_MeatStew -", "AFFECTER_MentalBreak": "AFFECTER_MentalBreak", "AFFECTER_MentalBreak -": "AFFECTER_MentalBreak -", "AFFECTER_Mercenary": "AFFECTER_Mercenary", "AFFECTER_Mercenary -": "AFFECTER_Mercenary -", "AFFECTER_Messenger": "AFFECTER_Messenger", "AFFECTER_Messenger -": "AFFECTER_Messenger -", "AFFECTER_MetalSkinPotion": "AFFECTER_MetalSkinPotion", "AFFECTER_MetalSkinPotion -": "AFFECTER_MetalSkinPotion -", "AFFECTER_MidGradeAttackSpeedInscription": "AFFECTER_MidGradeAttackSpeedInscription", "AFFECTER_MidGradeAttackSpeedInscription -": "AFFECTER_MidGradeAttackSpeedInscription -", "AFFECTER_MidGradeCooldownReductionInscription": "AFFECTER_MidGradeCooldownReductionInscription", "AFFECTER_MidGradeCooldownReductionInscription -": "AFFECTER_MidGradeCooldownReductionInscription -", "AFFECTER_MidGradeCriticalChanceInscription": "AFFECTER_MidGradeCriticalChanceInscription", "AFFECTER_MidGradeCriticalChanceInscription -": "AFFECTER_MidGradeCriticalChanceInscription -", "AFFECTER_MidGradeCriticalDamageBonusInscription": "AFFECTER_MidGradeCriticalDamageBonusInscription", "AFFECTER_MidGradeCriticalDamageBonusInscription -": "AFFECTER_MidGradeCriticalDamageBonusInscription -", "AFFECTER_MidGradeDodgeChanceInscription": "AFFECTER_MidGradeDodgeChanceInscription", "AFFECTER_MidGradeDodgeChanceInscription -": "AFFECTER_MidGradeDodgeChanceInscription -", "AFFECTER_MidGradeGuardChanceInscription": "AFFECTER_MidGradeGuardChanceInscription", "AFFECTER_MidGradeGuardChanceInscription -": "AFFECTER_MidGradeGuardChanceInscription -", "AFFECTER_MidGradeGuardDamageReductionInscription": "AFFECTER_MidGradeGuardDamageReductionInscription", "AFFECTER_MidGradeGuardDamageReductionInscription -": "AFFECTER_MidGradeGuardDamageReductionInscription -", "AFFECTER_MidGradeHealthPercentageRegenerationInscription": "AFFECTER_MidGradeHealthPercentageRegenerationInscription", "AFFECTER_MidGradeHealthPercentageRegenerationInscription -": "AFFECTER_MidGradeHealthPercentageRegenerationInscription -", "AFFECTER_MidGradeHitChanceInscription": "AFFECTER_MidGradeHitChanceInscription", "AFFECTER_MidGradeHitChanceInscription -": "AFFECTER_MidGradeHitChanceInscription -", "AFFECTER_MidGradeLifeStealInscription": "AFFECTER_MidGradeLifeStealInscription", "AFFECTER_MidGradeLifeStealInscription -": "AFFECTER_MidGradeLifeStealInscription -", "AFFECTER_MidGradeMagicAttackPowerInscription": "AFFECTER_MidGradeMagicAttackPowerInscription", "AFFECTER_MidGradeMagicAttackPowerInscription -": "AFFECTER_MidGradeMagicAttackPowerInscription -", "AFFECTER_MidGradeMagicResistanceInscription": "AFFECTER_MidGradeMagicResistanceInscription", "AFFECTER_MidGradeMagicResistanceInscription -": "AFFECTER_MidGradeMagicResistanceInscription -", "AFFECTER_MidGradeMaxEnergyInscription": "AFFECTER_MidGradeMaxEnergyInscription", "AFFECTER_MidGradeMaxEnergyInscription -": "AFFECTER_MidGradeMaxEnergyInscription -", "AFFECTER_MidGradeMaxHealthTotalInscription": "AFFECTER_MidGradeMaxHealthTotalInscription", "AFFECTER_MidGradeMaxHealthTotalInscription -": "AFFECTER_MidGradeMaxHealthTotalInscription -", "AFFECTER_MidGradeMaxWeightInscription": "AFFECTER_MidGradeMaxWeightInscription", "AFFECTER_MidGradeMaxWeightInscription -": "AFFECTER_MidGradeMaxWeightInscription -", "AFFECTER_MidGradeMovementSpeedInscription": "AFFECTER_MidGradeMovementSpeedInscription", "AFFECTER_MidGradeMovementSpeedInscription -": "AFFECTER_MidGradeMovementSpeedInscription -", "AFFECTER_MidGradePhysicalAttackPowerInscription": "AFFECTER_MidGradePhysicalAttackPowerInscription", "AFFECTER_MidGradePhysicalAttackPowerInscription -": "AFFECTER_MidGradePhysicalAttackPowerInscription -", "AFFECTER_MidGradePhysicalResistanceInscription": "AFFECTER_MidGradePhysicalResistanceInscription", "AFFECTER_MidGradePhysicalResistanceInscription -": "AFFECTER_MidGradePhysicalResistanceInscription -", "AFFECTER_Miner": "AFFECTER_Miner", "AFFECTER_Miner -": "AFFECTER_Miner -", "AFFECTER_MinorDissatisfaction": "AFFECTER_MinorDissatisfaction", "AFFECTER_MinorDissatisfaction -": "AFFECTER_MinorDissatisfaction -", "AFFECTER_MinorSatisfied": "AFFECTER_MinorSatisfied", "AFFECTER_MinorSatisfied -": "AFFECTER_MinorSatisfied -", "AFFECTER_MonsterBarbecue": "AFFECTER_MonsterBarbecue", "AFFECTER_MonsterBarbecue -": "AFFECTER_MonsterBarbecue -", "AFFECTER_MonsterDifficultyDownfall": "AFFECTER_MonsterDifficultyDownfall", "AFFECTER_MonsterDifficultyDownfall -": "AFFECTER_MonsterDifficultyDownfall -", "AFFECTER_MonsterDifficultyEasy": "AFFECTER_MonsterDifficultyEasy", "AFFECTER_MonsterDifficultyEasy -": "AFFECTER_MonsterDifficultyEasy -", "AFFECTER_MonsterDifficultyNormal": "AFFECTER_MonsterDifficultyNormal", "AFFECTER_MonsterDifficultyNormal -": "AFFECTER_MonsterDifficultyNormal -", "AFFECTER_MonsterDifficultyVeryHard": "AFFECTER_MonsterDifficultyVeryHard", "AFFECTER_MonsterDifficultyVeryHard -": "AFFECTER_MonsterDifficultyVeryHard -", "AFFECTER_MucusSprayer": "AFFECTER_MucusSprayer", "AFFECTER_MucusSprayer -": "AFFECTER_MucusSprayer -", "AFFECTER_Muddy": "AFFECTER_Muddy", "AFFECTER_Muddy -": "AFFECTER_Muddy -", "AFFECTER_Mushroom": "AFFECTER_Mushroom", "AFFECTER_Mushroom -": "AFFECTER_Mushroom -", "AFFECTER_MushroomSkewer": "AFFECTER_MushroomSkewer", "AFFECTER_MushroomSkewer -": "AFFECTER_MushroomSkewer -", "AFFECTER_MushroomStew": "AFFECTER_MushroomStew", "AFFECTER_MushroomStew -": "AFFECTER_MushroomStew -", "AFFECTER_NatureInscription": "AFFECTER_NatureInscription", "AFFECTER_NatureInscription -": "AFFECTER_NatureInscription -", "AFFECTER_NatureLover": "AFFECTER_NatureLover", "AFFECTER_NatureLover -": "AFFECTER_NatureLover -", "AFFECTER_NewRecruit": "AFFECTER_NewRecruit", "AFFECTER_NewRecruit -": "AFFECTER_NewRecruit -", "AFFECTER_NightTime": "AFFECTER_NightTime", "AFFECTER_NightTime -": "AFFECTER_NightTime -", "AFFECTER_NightVision": "AFFECTER_NightVision", "AFFECTER_NightVision -": "AFFECTER_NightVision -", "AFFECTER_NightWatch": "AFFECTER_NightWatch", "AFFECTER_NightWatch -": "AFFECTER_NightWatch -", "AFFECTER_NobleAdventurer": "AFFECTER_NobleAdventurer", "AFFECTER_NobleAdventurer -": "AFFECTER_NobleAdventurer -", "AFFECTER_NocturnalDayTime": "AFFECTER_NocturnalDayTime", "AFFECTER_NocturnalDayTime -": "AFFECTER_NocturnalDayTime -", "AFFECTER_NocturnalNightTime": "AFFECTER_NocturnalNightTime", "AFFECTER_NocturnalNightTime -": "AFFECTER_NocturnalNightTime -", "AFFECTER_NutrientAbsorption": "AFFECTER_NutrientAbsorption", "AFFECTER_NutrientAbsorption -": "AFFECTER_NutrientAbsorption -", "AFFECTER_OatPorridge": "AFFECTER_OatPorridge", "AFFECTER_OatPorridge -": "AFFECTER_OatPorridge -", "AFFECTER_Occultist": "AFFECTER_Occultist", "AFFECTER_Occultist -": "AFFECTER_Occultist -", "AFFECTER_Offensive": "AFFECTER_Offensive", "AFFECTER_Offensive -": "AFFECTER_Offensive -", "AFFECTER_Ointment": "AFFECTER_Ointment", "AFFECTER_Ointment -": "AFFECTER_Ointment -", "AFFECTER_Operate": "AFFECTER_Operate", "AFFECTER_Operate -": "AFFECTER_Operate -", "AFFECTER_Optimistic": "AFFECTER_Optimistic", "AFFECTER_Optimistic -": "AFFECTER_Optimistic -", "AFFECTER_Overloaded": "AFFECTER_Overloaded", "AFFECTER_Overloaded -": "AFFECTER_Overloaded -", "AFFECTER_Pacifist": "AFFECTER_Pacifist", "AFFECTER_Pacifist -": "AFFECTER_Pacifist -", "AFFECTER_Panic": "AFFECTER_Panic", "AFFECTER_Panic -": "AFFECTER_Panic -", "AFFECTER_Peddler": "AFFECTER_Peddler", "AFFECTER_Peddler -": "AFFECTER_Peddler -", "AFFECTER_PerceptionFortify": "AFFECTER_PerceptionFortify", "AFFECTER_PerceptionFortify -": "AFFECTER_PerceptionFortify -", "AFFECTER_PerceptionWeaken": "AFFECTER_PerceptionWeaken", "AFFECTER_PerceptionWeaken -": "AFFECTER_PerceptionWeaken -", "AFFECTER_PerfectionInscription": "AFFECTER_PerfectionInscription", "AFFECTER_PerfectionInscription -": "AFFECTER_PerfectionInscription -", "AFFECTER_Perfectionist": "AFFECTER_Perfectionist", "AFFECTER_Perfectionist -": "AFFECTER_Perfectionist -", "AFFECTER_Pessimistic": "AFFECTER_Pessimistic", "AFFECTER_Pessimistic -": "AFFECTER_Pessimistic -", "AFFECTER_Philosopher": "AFFECTER_Philosopher", "AFFECTER_Philosopher -": "AFFECTER_Philosopher -", "AFFECTER_PhysicalAttackPotion": "AFFECTER_PhysicalAttackPotion", "AFFECTER_PhysicalAttackPotion -": "AFFECTER_PhysicalAttackPotion -", "AFFECTER_PioneeringSpirit": "AFFECTER_PioneeringSpirit", "AFFECTER_PioneeringSpirit -": "AFFECTER_PioneeringSpirit -", "AFFECTER_PioneeringSpiritEffect": "AFFECTER_PioneeringSpiritEffect", "AFFECTER_PioneeringSpiritEffect -": "AFFECTER_PioneeringSpiritEffect -", "AFFECTER_PlantRage": "AFFECTER_PlantRage", "AFFECTER_PlantRage -": "AFFECTER_PlantRage -", "AFFECTER_PlayInDecentRecreationRoom": "AFFECTER_PlayInDecentRecreationRoom", "AFFECTER_PlayInDecentRecreationRoom -": "AFFECTER_PlayInDecentRecreationRoom -", "AFFECTER_PlayInFantasticRecreationRoom": "AFFECTER_PlayInFantasticRecreationRoom", "AFFECTER_PlayInFantasticRecreationRoom -": "AFFECTER_PlayInFantasticRecreationRoom -", "AFFECTER_PlayInImpressiveRecreationRoom": "AFFECTER_PlayInImpressiveRecreationRoom", "AFFECTER_PlayInImpressiveRecreationRoom -": "AFFECTER_PlayInImpressiveRecreationRoom -", "AFFECTER_PlayInLuxuriousRecreationRoom": "AFFECTER_PlayInLuxuriousRecreationRoom", "AFFECTER_PlayInLuxuriousRecreationRoom -": "AFFECTER_PlayInLuxuriousRecreationRoom -", "AFFECTER_PlayInMediocreRecreationRoom": "AFFECTER_PlayInMediocreRecreationRoom", "AFFECTER_PlayInMediocreRecreationRoom -": "AFFECTER_PlayInMediocreRecreationRoom -", "AFFECTER_PlayInNormalRecreationRoom": "AFFECTER_PlayInNormalRecreationRoom", "AFFECTER_PlayInNormalRecreationRoom -": "AFFECTER_PlayInNormalRecreationRoom -", "AFFECTER_PlayInPoorRecreationRoom": "AFFECTER_PlayInPoorRecreationRoom", "AFFECTER_PlayInPoorRecreationRoom -": "AFFECTER_PlayInPoorRecreationRoom -", "AFFECTER_PlayedCard": "AFFECTER_PlayedCard", "AFFECTER_PlayedCard -": "AFFECTER_PlayedCard -", "AFFECTER_PlayedDart": "AFFECTER_PlayedDart", "AFFECTER_PlayedDart -": "AFFECTER_PlayedDart -", "AFFECTER_PlayedDice": "AFFECTER_PlayedDice", "AFFECTER_PlayedDice -": "AFFECTER_PlayedDice -", "AFFECTER_PlayerDifficultyDownfall": "AFFECTER_PlayerDifficultyDownfall", "AFFECTER_PlayerDifficultyDownfall -": "AFFECTER_PlayerDifficultyDownfall -", "AFFECTER_PlayerDifficultyVeryHard": "AFFECTER_PlayerDifficultyVeryHard", "AFFECTER_PlayerDifficultyVeryHard -": "AFFECTER_PlayerDifficultyVeryHard -", "AFFECTER_PlayerManagementDifficultyEasy": "AFFECTER_PlayerManagementDifficultyEasy", "AFFECTER_PlayerManagementDifficultyEasy -": "AFFECTER_PlayerManagementDifficultyEasy -", "AFFECTER_PlayerManagementDifficultyHard": "AFFECTER_PlayerManagementDifficultyHard", "AFFECTER_PlayerManagementDifficultyHard -": "AFFECTER_PlayerManagementDifficultyHard -", "AFFECTER_PlayerManagementDifficultyNormal": "AFFECTER_PlayerManagementDifficultyNormal", "AFFECTER_PlayerManagementDifficultyNormal -": "AFFECTER_PlayerManagementDifficultyNormal -", "AFFECTER_PlayerManagementDifficultyVeryHard": "AFFECTER_PlayerManagementDifficultyVeryHard", "AFFECTER_PlayerManagementDifficultyVeryHard -": "AFFECTER_PlayerManagementDifficultyVeryHard -", "AFFECTER_Poacher": "AFFECTER_Poacher", "AFFECTER_Poacher -": "AFFECTER_Poacher -", "AFFECTER_Poison": "AFFECTER_Poison", "AFFECTER_Poison -": "AFFECTER_Poison -", "AFFECTER_PoisonImmune": "AFFECTER_PoisonImmune", "AFFECTER_PoisonImmune -": "AFFECTER_PoisonImmune -", "AFFECTER_PoisonImmuneTrait": "AFFECTER_PoisonImmuneTrait", "AFFECTER_PoisonImmuneTrait -": "AFFECTER_PoisonImmuneTrait -", "AFFECTER_PortalHeal": "AFFECTER_PortalHeal", "AFFECTER_PortalHeal -": "AFFECTER_PortalHeal -", "AFFECTER_PortalHealAura": "AFFECTER_PortalHealAura", "AFFECTER_PortalHealAura -": "AFFECTER_PortalHealAura -", "AFFECTER_Porter": "AFFECTER_Porter", "AFFECTER_Porter -": "AFFECTER_Porter -", "AFFECTER_PrayInDecentTemple": "AFFECTER_PrayInDecentTemple", "AFFECTER_PrayInDecentTemple -": "AFFECTER_PrayInDecentTemple -", "AFFECTER_PrayInFantasticTemple": "AFFECTER_PrayInFantasticTemple", "AFFECTER_PrayInFantasticTemple -": "AFFECTER_PrayInFantasticTemple -", "AFFECTER_PrayInImpressiveTemple": "AFFECTER_PrayInImpressiveTemple", "AFFECTER_PrayInImpressiveTemple -": "AFFECTER_PrayInImpressiveTemple -", "AFFECTER_PrayInLuxuriousTemple": "AFFECTER_PrayInLuxuriousTemple", "AFFECTER_PrayInLuxuriousTemple -": "AFFECTER_PrayInLuxuriousTemple -", "AFFECTER_PrayInMediocreTemple": "AFFECTER_PrayInMediocreTemple", "AFFECTER_PrayInMediocreTemple -": "AFFECTER_PrayInMediocreTemple -", "AFFECTER_PrayInNormalTemple": "AFFECTER_PrayInNormalTemple", "AFFECTER_PrayInNormalTemple -": "AFFECTER_PrayInNormalTemple -", "AFFECTER_PrayInPoorTemple": "AFFECTER_PrayInPoorTemple", "AFFECTER_PrayInPoorTemple -": "AFFECTER_PrayInPoorTemple -", "AFFECTER_Precision": "AFFECTER_Precision", "AFFECTER_Precision -": "AFFECTER_Precision -", "AFFECTER_Preservation": "AFFECTER_Preservation", "AFFECTER_Preservation -": "AFFECTER_Preservation -", "AFFECTER_Preservation2": "AFFECTER_Preservation2", "AFFECTER_Preservation2 -": "AFFECTER_Preservation2 -", "AFFECTER_Prodigy": "AFFECTER_Prodigy", "AFFECTER_Prodigy -": "AFFECTER_Prodigy -", "AFFECTER_ProtectionInscription": "AFFECTER_ProtectionInscription", "AFFECTER_ProtectionInscription -": "AFFECTER_ProtectionInscription -", "AFFECTER_Psychopath": "AFFECTER_Psychopath", "AFFECTER_Psychopath -": "AFFECTER_Psychopath -", "AFFECTER_PulsatingRock": "AFFECTER_PulsatingRock", "AFFECTER_PulsatingRock -": "AFFECTER_PulsatingRock -", "AFFECTER_QuickRecovery": "AFFECTER_QuickRecovery", "AFFECTER_QuickRecovery -": "AFFECTER_QuickRecovery -", "AFFECTER_RacialHatred": "AFFECTER_RacialHatred", "AFFECTER_RacialHatred -": "AFFECTER_RacialHatred -", "AFFECTER_Rain": "AFFECTER_Rain", "AFFECTER_Rain -": "AFFECTER_Rain -", "AFFECTER_RainWet": "AFFECTER_RainWet", "AFFECTER_RainWet -": "AFFECTER_RainWet -", "AFFECTER_RapidRecoverd": "AFFECTER_RapidRecoverd", "AFFECTER_RapidRecoverd -": "AFFECTER_RapidRecoverd -", "AFFECTER_RecklessAssault": "AFFECTER_RecklessAssault", "AFFECTER_RecklessAssault -": "AFFECTER_RecklessAssault -", "AFFECTER_RecoveryInscription": "AFFECTER_RecoveryInscription", "AFFECTER_RecoveryInscription -": "AFFECTER_RecoveryInscription -", "AFFECTER_RedMane": "AFFECTER_RedMane", "AFFECTER_RedMane -": "AFFECTER_RedMane -", "AFFECTER_RedManeAction": "AFFECTER_RedManeAction", "AFFECTER_RedManeAction -": "AFFECTER_RedManeAction -", "AFFECTER_RedMonsterRatPhase2": "AFFECTER_RedMonsterRatPhase2", "AFFECTER_RedMonsterRatPhase2 -": "AFFECTER_RedMonsterRatPhase2 -", "AFFECTER_RedMonsterRatPhase3": "AFFECTER_RedMonsterRatPhase3", "AFFECTER_RedMonsterRatPhase3 -": "AFFECTER_RedMonsterRatPhase3 -", "AFFECTER_RedMonsterRatSoul": "AFFECTER_RedMonsterRatSoul", "AFFECTER_RedMonsterRatSoul -": "AFFECTER_RedMonsterRatSoul -", "AFFECTER_ReflectMagic": "AFFECTER_ReflectMagic", "AFFECTER_ReflectMagic -": "AFFECTER_ReflectMagic -", "AFFECTER_ReflectMelee": "AFFECTER_ReflectMelee", "AFFECTER_ReflectMelee -": "AFFECTER_ReflectMelee -", "AFFECTER_ReflectPhysical": "AFFECTER_ReflectPhysical", "AFFECTER_ReflectPhysical -": "AFFECTER_ReflectPhysical -", "AFFECTER_ReflectRange": "AFFECTER_ReflectRange", "AFFECTER_ReflectRange -": "AFFECTER_ReflectRange -", "AFFECTER_ReflectionInscription": "AFFECTER_ReflectionInscription", "AFFECTER_ReflectionInscription -": "AFFECTER_ReflectionInscription -", "AFFECTER_ReflexiveEvasion": "AFFECTER_ReflexiveEvasion", "AFFECTER_ReflexiveEvasion -": "AFFECTER_ReflexiveEvasion -", "AFFECTER_Reinforced": "AFFECTER_Reinforced", "AFFECTER_Reinforced -": "AFFECTER_Reinforced -", "AFFECTER_Relief": "AFFECTER_Relief", "AFFECTER_Relief -": "AFFECTER_Relief -", "AFFECTER_ResearchInDecentResearchLab": "AFFECTER_ResearchInDecentResearchLab", "AFFECTER_ResearchInDecentResearchLab -": "AFFECTER_ResearchInDecentResearchLab -", "AFFECTER_ResearchInFantasticResearchLab": "AFFECTER_ResearchInFantasticResearchLab", "AFFECTER_ResearchInFantasticResearchLab -": "AFFECTER_ResearchInFantasticResearchLab -", "AFFECTER_ResearchInImpressiveResearchLab": "AFFECTER_ResearchInImpressiveResearchLab", "AFFECTER_ResearchInImpressiveResearchLab -": "AFFECTER_ResearchInImpressiveResearchLab -", "AFFECTER_ResearchInLuxuriousResearchLab": "AFFECTER_ResearchInLuxuriousResearchLab", "AFFECTER_ResearchInLuxuriousResearchLab -": "AFFECTER_ResearchInLuxuriousResearchLab -", "AFFECTER_ResearchInMediocreResearchLab": "AFFECTER_ResearchInMediocreResearchLab", "AFFECTER_ResearchInMediocreResearchLab -": "AFFECTER_ResearchInMediocreResearchLab -", "AFFECTER_ResearchInNormalResearchLab": "AFFECTER_ResearchInNormalResearchLab", "AFFECTER_ResearchInNormalResearchLab -": "AFFECTER_ResearchInNormalResearchLab -", "AFFECTER_ResearchInPoorResearchLab": "AFFECTER_ResearchInPoorResearchLab", "AFFECTER_ResearchInPoorResearchLab -": "AFFECTER_ResearchInPoorResearchLab -", "AFFECTER_RichManaStone": "AFFECTER_RichManaStone", "AFFECTER_RichManaStone -": "AFFECTER_RichManaStone -", "AFFECTER_Rodent": "AFFECTER_Rodent", "AFFECTER_Rodent -": "AFFECTER_Rodent -", "AFFECTER_Rooting": "AFFECTER_Rooting", "AFFECTER_Rooting -": "AFFECTER_Rooting -", "AFFECTER_RoyalJelly": "AFFECTER_RoyalJelly", "AFFECTER_RoyalJelly -": "AFFECTER_RoyalJelly -", "AFFECTER_Rush": "AFFECTER_Rush", "AFFECTER_Rush -": "AFFECTER_Rush -", "AFFECTER_Satisfied": "AFFECTER_Satisfied", "AFFECTER_Satisfied -": "AFFECTER_Satisfied -", "AFFECTER_ScaleCraftsman": "AFFECTER_ScaleCraftsman", "AFFECTER_ScaleCraftsman -": "AFFECTER_ScaleCraftsman -", "AFFECTER_Scout": "AFFECTER_Scout", "AFFECTER_Scout -": "AFFECTER_Scout -", "AFFECTER_SearchDirtyCorpses": "AFFECTER_SearchDirtyCorpses", "AFFECTER_SearchDirtyCorpses -": "AFFECTER_SearchDirtyCorpses -", "AFFECTER_SelfHatred": "AFFECTER_SelfHatred", "AFFECTER_SelfHatred -": "AFFECTER_SelfHatred -", "AFFECTER_SelfRepair": "AFFECTER_SelfRepair", "AFFECTER_SelfRepair -": "AFFECTER_SelfRepair -", "AFFECTER_SentinelWarning": "AFFECTER_SentinelWarning", "AFFECTER_SentinelWarning -": "AFFECTER_SentinelWarning -", "AFFECTER_SentinelWarningActive": "AFFECTER_SentinelWarningActive", "AFFECTER_SentinelWarningActive -": "AFFECTER_SentinelWarningActive -", "AFFECTER_SerumEnfeeblement": "AFFECTER_SerumEnfeeblement", "AFFECTER_SerumEnfeeblement -": "AFFECTER_SerumEnfeeblement -", "AFFECTER_SerumFrailty": "AFFECTER_SerumFrailty", "AFFECTER_SerumFrailty -": "AFFECTER_SerumFrailty -", "AFFECTER_SerumHallucination": "AFFECTER_SerumHallucination", "AFFECTER_SerumHallucination -": "AFFECTER_SerumHallucination -", "AFFECTER_SerumNumbness": "AFFECTER_SerumNumbness", "AFFECTER_SerumNumbness -": "AFFECTER_SerumNumbness -", "AFFECTER_SerumOblivion": "AFFECTER_SerumOblivion", "AFFECTER_SerumOblivion -": "AFFECTER_SerumOblivion -", "AFFECTER_SerumVoid": "AFFECTER_SerumVoid", "AFFECTER_SerumVoid -": "AFFECTER_SerumVoid -", "AFFECTER_SettlementPrefer": "AFFECTER_SettlementPrefer", "AFFECTER_SettlementPrefer -": "AFFECTER_SettlementPrefer -", "AFFECTER_SevereDamage": "AFFECTER_SevereDamage", "AFFECTER_SevereDamage -": "AFFECTER_SevereDamage -", "AFFECTER_SevereExhausted": "AFFECTER_SevereExhausted", "AFFECTER_SevereExhausted -": "AFFECTER_SevereExhausted -", "AFFECTER_SevereHungry": "AFFECTER_SevereHungry", "AFFECTER_SevereHungry -": "AFFECTER_SevereHungry -", "AFFECTER_SevereOverloaded": "AFFECTER_SevereOverloaded", "AFFECTER_SevereOverloaded -": "AFFECTER_SevereOverloaded -", "AFFECTER_SevereStressed": "AFFECTER_SevereStressed", "AFFECTER_SevereStressed -": "AFFECTER_SevereStressed -", "AFFECTER_SharpEdge": "AFFECTER_SharpEdge", "AFFECTER_SharpEdge -": "AFFECTER_SharpEdge -", "AFFECTER_SharpShooter": "AFFECTER_SharpShooter", "AFFECTER_SharpShooter -": "AFFECTER_SharpShooter -", "AFFECTER_Sharpness": "AFFECTER_Sharpness", "AFFECTER_Sharpness -": "AFFECTER_Sharpness -", "AFFECTER_Shell": "AFFECTER_Shell", "AFFECTER_Shell -": "AFFECTER_Shell -", "AFFECTER_ShellPotionDuration": "AFFECTER_ShellPotionDuration", "AFFECTER_ShellPotionDuration -": "AFFECTER_ShellPotionDuration -", "AFFECTER_ShieldInscription": "AFFECTER_ShieldInscription", "AFFECTER_ShieldInscription -": "AFFECTER_ShieldInscription -", "AFFECTER_ShieldUp": "AFFECTER_ShieldUp", "AFFECTER_ShieldUp -": "AFFECTER_ShieldUp -", "AFFECTER_ShockWaveInscription": "AFFECTER_ShockWaveInscription", "AFFECTER_ShockWaveInscription -": "AFFECTER_ShockWaveInscription -", "AFFECTER_Shooter": "AFFECTER_Shooter", "AFFECTER_Shooter -": "AFFECTER_Shooter -", "AFFECTER_SilentSerenity": "AFFECTER_SilentSerenity", "AFFECTER_SilentSerenity -": "AFFECTER_SilentSerenity -", "AFFECTER_SimpleMinded": "AFFECTER_SimpleMinded", "AFFECTER_SimpleMinded -": "AFFECTER_SimpleMinded -", "AFFECTER_SinkInscription": "AFFECTER_SinkInscription", "AFFECTER_SinkInscription -": "AFFECTER_SinkInscription -", "AFFECTER_SkillCooldownPotion": "AFFECTER_SkillCooldownPotion", "AFFECTER_SkillCooldownPotion -": "AFFECTER_SkillCooldownPotion -", "AFFECTER_Slave": "AFFECTER_Slave", "AFFECTER_Slave -": "AFFECTER_Slave -", "AFFECTER_Sleep": "AFFECTER_Sleep", "AFFECTER_Sleep -": "AFFECTER_Sleep -", "AFFECTER_SleepingBagSleep": "AFFECTER_SleepingBagSleep", "AFFECTER_SleepingBagSleep -": "AFFECTER_SleepingBagSleep -", "AFFECTER_SleptDecentPrivateRoom": "AFFECTER_SleptDecentPrivateRoom", "AFFECTER_SleptDecentPrivateRoom -": "AFFECTER_SleptDecentPrivateRoom -", "AFFECTER_SleptDecentSharedRoom": "AFFECTER_SleptDecentSharedRoom", "AFFECTER_SleptDecentSharedRoom -": "AFFECTER_SleptDecentSharedRoom -", "AFFECTER_SleptFantasticPrivateRoom": "AFFECTER_SleptFantasticPrivateRoom", "AFFECTER_SleptFantasticPrivateRoom -": "AFFECTER_SleptFantasticPrivateRoom -", "AFFECTER_SleptFantasticSharedRoom": "AFFECTER_SleptFantasticSharedRoom", "AFFECTER_SleptFantasticSharedRoom -": "AFFECTER_SleptFantasticSharedRoom -", "AFFECTER_SleptImpressivePrivateRoom": "AFFECTER_SleptImpressivePrivateRoom", "AFFECTER_SleptImpressivePrivateRoom -": "AFFECTER_SleptImpressivePrivateRoom -", "AFFECTER_SleptImpressiveSharedRoom": "AFFECTER_SleptImpressiveSharedRoom", "AFFECTER_SleptImpressiveSharedRoom -": "AFFECTER_SleptImpressiveSharedRoom -", "AFFECTER_SleptLuxuriousPrivateRoom": "AFFECTER_SleptLuxuriousPrivateRoom", "AFFECTER_SleptLuxuriousPrivateRoom -": "AFFECTER_SleptLuxuriousPrivateRoom -", "AFFECTER_SleptLuxuriousSharedRoom": "AFFECTER_SleptLuxuriousSharedRoom", "AFFECTER_SleptLuxuriousSharedRoom -": "AFFECTER_SleptLuxuriousSharedRoom -", "AFFECTER_SleptMediocrePrivateRoom": "AFFECTER_SleptMediocrePrivateRoom", "AFFECTER_SleptMediocrePrivateRoom -": "AFFECTER_SleptMediocrePrivateRoom -", "AFFECTER_SleptMediocreSharedRoom": "AFFECTER_SleptMediocreSharedRoom", "AFFECTER_SleptMediocreSharedRoom -": "AFFECTER_SleptMediocreSharedRoom -", "AFFECTER_SleptNormalPrivateRoom": "AFFECTER_SleptNormalPrivateRoom", "AFFECTER_SleptNormalPrivateRoom -": "AFFECTER_SleptNormalPrivateRoom -", "AFFECTER_SleptNormalSharedRoom": "AFFECTER_SleptNormalSharedRoom", "AFFECTER_SleptNormalSharedRoom -": "AFFECTER_SleptNormalSharedRoom -", "AFFECTER_SleptOnBed": "AFFECTER_SleptOnBed", "AFFECTER_SleptOnBed -": "AFFECTER_SleptOnBed -", "AFFECTER_SleptOnGround": "AFFECTER_SleptOnGround", "AFFECTER_SleptOnGround -": "AFFECTER_SleptOnGround -", "AFFECTER_SleptPoorPrivateRoom": "AFFECTER_SleptPoorPrivateRoom", "AFFECTER_SleptPoorPrivateRoom -": "AFFECTER_SleptPoorPrivateRoom -", "AFFECTER_SleptPoorSharedRoom": "AFFECTER_SleptPoorSharedRoom", "AFFECTER_SleptPoorSharedRoom -": "AFFECTER_SleptPoorSharedRoom -", "AFFECTER_SlimePudding": "AFFECTER_SlimePudding", "AFFECTER_SlimePudding -": "AFFECTER_SlimePudding -", "AFFECTER_SlotMachine": "AFFECTER_SlotMachine", "AFFECTER_SlotMachine -": "AFFECTER_SlotMachine -", "AFFECTER_Slow": "AFFECTER_Slow", "AFFECTER_Slow -": "AFFECTER_Slow -", "AFFECTER_SlowLearner": "AFFECTER_SlowLearner", "AFFECTER_SlowLearner -": "AFFECTER_SlowLearner -", "AFFECTER_SmashInscription": "AFFECTER_SmashInscription", "AFFECTER_SmashInscription -": "AFFECTER_SmashInscription -", "AFFECTER_SnakeCatcher": "AFFECTER_SnakeCatcher", "AFFECTER_SnakeCatcher -": "AFFECTER_SnakeCatcher -", "AFFECTER_SolarBloom": "AFFECTER_SolarBloom", "AFFECTER_SolarBloom -": "AFFECTER_SolarBloom -", "AFFECTER_SoulChain": "AFFECTER_SoulChain", "AFFECTER_SoulChain -": "AFFECTER_SoulChain -", "AFFECTER_SpawnAcidInsect": "AFFECTER_SpawnAcidInsect", "AFFECTER_SpawnAcidInsect -": "AFFECTER_SpawnAcidInsect -", "AFFECTER_SpawnBlueGoblin": "AFFECTER_SpawnBlueGoblin", "AFFECTER_SpawnBlueGoblin -": "AFFECTER_SpawnBlueGoblin -", "AFFECTER_SpawnEyeball": "AFFECTER_SpawnEyeball", "AFFECTER_SpawnEyeball -": "AFFECTER_SpawnEyeball -", "AFFECTER_SpawnGlothPup": "AFFECTER_SpawnGlothPup", "AFFECTER_SpawnGlothPup -": "AFFECTER_SpawnGlothPup -", "AFFECTER_SpawnGreyMonsterRat": "AFFECTER_SpawnGreyMonsterRat", "AFFECTER_SpawnGreyMonsterRat -": "AFFECTER_SpawnGreyMonsterRat -", "AFFECTER_SpawnGreyRat": "AFFECTER_SpawnGreyRat", "AFFECTER_SpawnGreyRat -": "AFFECTER_SpawnGreyRat -", "AFFECTER_SpawnMaleGloth": "AFFECTER_SpawnMaleGloth", "AFFECTER_SpawnMaleGloth -": "AFFECTER_SpawnMaleGloth -", "AFFECTER_SpawnMawmurk": "AFFECTER_SpawnMawmurk", "AFFECTER_SpawnMawmurk -": "AFFECTER_SpawnMawmurk -", "AFFECTER_SpawnMetalScarab": "AFFECTER_SpawnMetalScarab", "AFFECTER_SpawnMetalScarab -": "AFFECTER_SpawnMetalScarab -", "AFFECTER_SpearInscription": "AFFECTER_SpearInscription", "AFFECTER_SpearInscription -": "AFFECTER_SpearInscription -", "AFFECTER_SpellPreheat": "AFFECTER_SpellPreheat", "AFFECTER_SpellPreheat -": "AFFECTER_SpellPreheat -", "AFFECTER_SpellPreheat10": "AFFECTER_SpellPreheat10", "AFFECTER_SpellPreheat10 -": "AFFECTER_SpellPreheat10 -", "AFFECTER_SpinyCarapace": "AFFECTER_SpinyCarapace", "AFFECTER_SpinyCarapace -": "AFFECTER_SpinyCarapace -", "AFFECTER_SporeExplosive": "AFFECTER_SporeExplosive", "AFFECTER_SporeExplosive -": "AFFECTER_SporeExplosive -", "AFFECTER_SproutingShellInscription": "AFFECTER_SproutingShellInscription", "AFFECTER_SproutingShellInscription -": "AFFECTER_SproutingShellInscription -", "AFFECTER_Squire": "AFFECTER_Squire", "AFFECTER_Squire -": "AFFECTER_Squire -", "AFFECTER_StakeInscription": "AFFECTER_StakeInscription", "AFFECTER_StakeInscription -": "AFFECTER_StakeInscription -", "AFFECTER_Stealth": "AFFECTER_Stealth", "AFFECTER_Stealth -": "AFFECTER_Stealth -", "AFFECTER_StickyBedstraw": "AFFECTER_StickyBedstraw", "AFFECTER_StickyBedstraw -": "AFFECTER_StickyBedstraw -", "AFFECTER_Stiffness": "AFFECTER_Stiffness", "AFFECTER_Stiffness -": "AFFECTER_Stiffness -", "AFFECTER_StoneGolemSoulCount": "AFFECTER_StoneGolemSoulCount", "AFFECTER_StoneGolemSoulCount -": "AFFECTER_StoneGolemSoulCount -", "AFFECTER_StormInscription": "AFFECTER_StormInscription", "AFFECTER_StormInscription -": "AFFECTER_StormInscription -", "AFFECTER_StrangeSeedAura": "AFFECTER_StrangeSeedAura", "AFFECTER_StrangeSeedAura -": "AFFECTER_StrangeSeedAura -", "AFFECTER_StrengthFortify": "AFFECTER_StrengthFortify", "AFFECTER_StrengthFortify -": "AFFECTER_StrengthFortify -", "AFFECTER_StrengthWeaken": "AFFECTER_StrengthWeaken", "AFFECTER_StrengthWeaken -": "AFFECTER_StrengthWeaken -", "AFFECTER_Stun": "AFFECTER_Stun", "AFFECTER_Stun -": "AFFECTER_Stun -", "AFFECTER_StunImmune": "AFFECTER_StunImmune", "AFFECTER_StunImmune -": "AFFECTER_StunImmune -", "AFFECTER_SummonLadybugCount": "AFFECTER_SummonLadybugCount", "AFFECTER_SummonLadybugCount -": "AFFECTER_SummonLadybugCount -", "AFFECTER_SummonedCreature": "AFFECTER_SummonedCreature", "AFFECTER_SummonedCreature -": "AFFECTER_SummonedCreature -", "AFFECTER_SunHeartBloom": "AFFECTER_SunHeartBloom", "AFFECTER_SunHeartBloom -": "AFFECTER_SunHeartBloom -", "AFFECTER_Sunny": "AFFECTER_Sunny", "AFFECTER_Sunny -": "AFFECTER_Sunny -", "AFFECTER_SunnyWet": "AFFECTER_SunnyWet", "AFFECTER_SunnyWet -": "AFFECTER_SunnyWet -", "AFFECTER_Surprised": "AFFECTER_Surprised", "AFFECTER_Surprised -": "AFFECTER_Surprised -", "AFFECTER_SurvivalInstinct": "AFFECTER_SurvivalInstinct", "AFFECTER_SurvivalInstinct -": "AFFECTER_SurvivalInstinct -", "AFFECTER_SwallowCorpse": "AFFECTER_SwallowCorpse", "AFFECTER_SwallowCorpse -": "AFFECTER_SwallowCorpse -", "AFFECTER_SwallowCorpseStack": "AFFECTER_SwallowCorpseStack", "AFFECTER_SwallowCorpseStack -": "AFFECTER_SwallowCorpseStack -", "AFFECTER_SwampKeeper": "AFFECTER_SwampKeeper", "AFFECTER_SwampKeeper -": "AFFECTER_SwampKeeper -", "AFFECTER_SwarmingFlea": "AFFECTER_SwarmingFlea", "AFFECTER_SwarmingFlea -": "AFFECTER_SwarmingFlea -", "AFFECTER_SwarmingFleaEnv": "AFFECTER_SwarmingFleaEnv", "AFFECTER_SwarmingFleaEnv -": "AFFECTER_SwarmingFleaEnv -", "AFFECTER_SwiftPotion": "AFFECTER_SwiftPotion", "AFFECTER_SwiftPotion -": "AFFECTER_SwiftPotion -", "AFFECTER_SwordCounter": "AFFECTER_SwordCounter", "AFFECTER_SwordCounter -": "AFFECTER_SwordCounter -", "AFFECTER_SwordInscription": "AFFECTER_SwordInscription", "AFFECTER_SwordInscription -": "AFFECTER_SwordInscription -", "AFFECTER_SymbioticInsect": "AFFECTER_SymbioticInsect", "AFFECTER_SymbioticInsect -": "AFFECTER_SymbioticInsect -", "AFFECTER_SymbioticInsectEffect": "AFFECTER_SymbioticInsectEffect", "AFFECTER_SymbioticInsectEffect -": "AFFECTER_SymbioticInsectEffect -", "AFFECTER_Tal": "AFFECTER_Tal", "AFFECTER_Tal -": "AFFECTER_Tal -", "AFFECTER_Task": "AFFECTER_Task", "AFFECTER_Task -": "AFFECTER_Task -", "AFFECTER_TaskGodMode": "AFFECTER_TaskGodMode", "AFFECTER_TaskGodMode -": "AFFECTER_TaskGodMode -", "AFFECTER_Taunt": "AFFECTER_Taunt", "AFFECTER_Taunt -": "AFFECTER_Taunt -", "AFFECTER_TavernRunner": "AFFECTER_TavernRunner", "AFFECTER_TavernRunner -": "AFFECTER_TavernRunner -", "AFFECTER_TestSuperman": "AFFECTER_TestSuperman", "AFFECTER_TestSuperman -": "AFFECTER_TestSuperman -", "AFFECTER_TestTestTest": "AFFECTER_TestTestTest", "AFFECTER_TestTestTest -": "AFFECTER_TestTestTest -", "AFFECTER_TestTrade": "AFFECTER_TestTrade", "AFFECTER_TestTrade -": "AFFECTER_TestTrade -", "AFFECTER_Thief": "AFFECTER_Thief", "AFFECTER_Thief -": "AFFECTER_Thief -", "AFFECTER_TidalMark": "AFFECTER_TidalMark", "AFFECTER_TidalMark -": "AFFECTER_TidalMark -", "AFFECTER_TideInscription": "AFFECTER_TideInscription", "AFFECTER_TideInscription -": "AFFECTER_TideInscription -", "AFFECTER_Torch": "AFFECTER_Torch", "AFFECTER_Torch -": "AFFECTER_Torch -", "AFFECTER_TorchLight": "AFFECTER_TorchLight", "AFFECTER_TorchLight -": "AFFECTER_TorchLight -", "AFFECTER_ToughRawMeat": "AFFECTER_ToughRawMeat", "AFFECTER_ToughRawMeat -": "AFFECTER_ToughRawMeat -", "AFFECTER_ToughnessFortify": "AFFECTER_ToughnessFortify", "AFFECTER_ToughnessFortify -": "AFFECTER_ToughnessFortify -", "AFFECTER_ToughnessWeaken": "AFFECTER_ToughnessWeaken", "AFFECTER_ToughnessWeaken -": "AFFECTER_ToughnessWeaken -", "AFFECTER_Townsfolk": "AFFECTER_Townsfolk", "AFFECTER_Townsfolk -": "AFFECTER_Townsfolk -", "AFFECTER_TreatmentExpectationLv1": "AFFECTER_TreatmentExpectationLv1", "AFFECTER_TreatmentExpectationLv1 -": "AFFECTER_TreatmentExpectationLv1 -", "AFFECTER_TreatmentExpectationLv2": "AFFECTER_TreatmentExpectationLv2", "AFFECTER_TreatmentExpectationLv2 -": "AFFECTER_TreatmentExpectationLv2 -", "AFFECTER_TreatmentExpectationLv3": "AFFECTER_TreatmentExpectationLv3", "AFFECTER_TreatmentExpectationLv3 -": "AFFECTER_TreatmentExpectationLv3 -", "AFFECTER_TreatmentExpectationLv4": "AFFECTER_TreatmentExpectationLv4", "AFFECTER_TreatmentExpectationLv4 -": "AFFECTER_TreatmentExpectationLv4 -", "AFFECTER_TreatmentExpectationLv5": "AFFECTER_TreatmentExpectationLv5", "AFFECTER_TreatmentExpectationLv5 -": "AFFECTER_TreatmentExpectationLv5 -", "AFFECTER_TreeOfLifeAura": "AFFECTER_TreeOfLifeAura", "AFFECTER_TreeOfLifeAura -": "AFFECTER_TreeOfLifeAura -", "AFFECTER_TreeOfLifeAuraTrait": "AFFECTER_TreeOfLifeAuraTrait", "AFFECTER_TreeOfLifeAuraTrait -": "AFFECTER_TreeOfLifeAuraTrait -", "AFFECTER_TreeOfLifeHeal": "AFFECTER_TreeOfLifeHeal", "AFFECTER_TreeOfLifeHeal -": "AFFECTER_TreeOfLifeHeal -", "AFFECTER_Turnip": "AFFECTER_Turnip", "AFFECTER_Turnip -": "AFFECTER_Turnip -", "AFFECTER_TurnipPorridge": "AFFECTER_TurnipPorridge", "AFFECTER_TurnipPorridge -": "AFFECTER_TurnipPorridge -", "AFFECTER_TurnipSalad": "AFFECTER_TurnipSalad", "AFFECTER_TurnipSalad -": "AFFECTER_TurnipSalad -", "AFFECTER_Unawared": "AFFECTER_Unawared", "AFFECTER_Unawared -": "AFFECTER_Unawared -", "AFFECTER_UndergroundExplorer": "AFFECTER_UndergroundExplorer", "AFFECTER_UndergroundExplorer -": "AFFECTER_UndergroundExplorer -", "AFFECTER_Undertaker": "AFFECTER_Undertaker", "AFFECTER_Undertaker -": "AFFECTER_Undertaker -", "AFFECTER_UnhappyGenius": "AFFECTER_UnhappyGenius", "AFFECTER_UnhappyGenius -": "AFFECTER_UnhappyGenius -", "AFFECTER_VampirePotion": "AFFECTER_VampirePotion", "AFFECTER_VampirePotion -": "AFFECTER_VampirePotion -", "AFFECTER_VeilSilenceMerchant": "AFFECTER_VeilSilenceMerchant", "AFFECTER_VeilSilenceMerchant -": "AFFECTER_VeilSilenceMerchant -", "AFFECTER_VeryExhausted": "AFFECTER_VeryExhausted", "AFFECTER_VeryExhausted -": "AFFECTER_VeryExhausted -", "AFFECTER_VeryHungry": "AFFECTER_VeryHungry", "AFFECTER_VeryHungry -": "AFFECTER_VeryHungry -", "AFFECTER_Vigorous": "AFFECTER_Vigorous", "AFFECTER_Vigorous -": "AFFECTER_Vigorous -", "AFFECTER_Vulnerable": "AFFECTER_Vulnerable", "AFFECTER_Vulnerable -": "AFFECTER_Vulnerable -", "AFFECTER_WaitForAppearFX": "AFFECTER_WaitForAppearFX", "AFFECTER_WaitForAppearFX -": "AFFECTER_WaitForAppearFX -", "AFFECTER_Wanderer": "AFFECTER_Wanderer", "AFFECTER_Wanderer -": "AFFECTER_Wanderer -", "AFFECTER_Ward": "AFFECTER_Ward", "AFFECTER_Ward -": "AFFECTER_Ward -", "AFFECTER_WarriorInscription": "AFFECTER_WarriorInscription", "AFFECTER_WarriorInscription -": "AFFECTER_WarriorInscription -", "AFFECTER_WaterInscription": "AFFECTER_WaterInscription", "AFFECTER_WaterInscription -": "AFFECTER_WaterInscription -", "AFFECTER_Weakened": "AFFECTER_Weakened", "AFFECTER_Weakened -": "AFFECTER_Weakened -", "AFFECTER_WeightPotion": "AFFECTER_WeightPotion", "AFFECTER_WeightPotion -": "AFFECTER_WeightPotion -", "AFFECTER_WhiteDemon": "AFFECTER_WhiteDemon", "AFFECTER_WhiteDemon -": "AFFECTER_WhiteDemon -", "AFFECTER_WildHerb": "AFFECTER_WildHerb", "AFFECTER_WildHerb -": "AFFECTER_WildHerb -", "AFFECTER_WillpowerFortify": "AFFECTER_WillpowerFortify", "AFFECTER_WillpowerFortify -": "AFFECTER_WillpowerFortify -", "AFFECTER_WillpowerWeaken": "AFFECTER_WillpowerWeaken", "AFFECTER_WillpowerWeaken -": "AFFECTER_WillpowerWeaken -", "AFFECTER_Withstand": "AFFECTER_Withstand", "AFFECTER_Withstand -": "AFFECTER_Withstand -", "AFFECTER_WitnessDead": "AFFECTER_WitnessDead", "AFFECTER_WitnessDead -": "AFFECTER_WitnessDead -", "AFFECTER_WitnessUnpaidRetire": "AFFECTER_WitnessUnpaidRetire", "AFFECTER_WitnessUnpaidRetire -": "AFFECTER_WitnessUnpaidRetire -", "AFFECTER_XenonCat": "AFFECTER_XenonCat", "AFFECTER_XenonCat -": "AFFECTER_XenonCat -", "AGENTS.md": "AGENTS.md", "ALERT Low Ammo": "ALERT Low Ammo", "ALERT No Ammo": "ALERT No Ammo", "ALERT_BuildingInteractablePositionBlocked": "ALERT_BuildingInteractablePositionBlocked", "ALERT_DeadlyDamage": "ALERT_DeadlyDamage", "ALERT_DeadlyHungry": "ALERT_DeadlyHungry", "ALERT_EventOccur": "ALERT_EventOccur", "ALERT_Exhausted": "ALERT_Exhausted", "ALERT_Heavy": "ALERT_Heavy", "ALERT_Hungry": "ALERT_Hungry", "ALERT_Idle": "ALERT_Idle", "ALERT_LowAmmo": "ALERT_LowAmmo", "ALERT_LowDurability": "ALERT_LowDurability", "ALERT_LowFood": "ALERT_LowFood", "ALERT_LowHeadHp": "ALERT_LowHeadHp", "ALERT_LowHp": "ALERT_LowHp", "ALERT_LowMood": "ALERT_LowMood", "ALERT_NoAmmo": "ALERT_NoAmmo", "ALERT_NoBodyEquip": "ALERT_NoBodyEquip", "ALERT_NoFood": "ALERT_NoFood", "ALERT_NoHeadEquip": "ALERT_NoHeadEquip", "ALERT_NoResearch": "ALERT_NoResearch", "ALERT_NoWeaponEquip": "ALERT_NoWeaponEquip", "ALERT_ResearchComplete": "ALERT_ResearchComplete", "ALERT_SevereHeadHp": "ALERT_SevereHeadHp", "ALERT_SevereHp": "ALERT_SevereHp", "ALERT_Stressed": "ALERT_Stressed", "ALERT_Tutorial_CameraMove": "ALERT_Tutorial_CameraMove", "ALERT_Tutorial_CameraZoom": "ALERT_Tutorial_CameraZoom", "ALERT_Tutorial_ConsumptionPolicy": "ALERT_Tutorial_ConsumptionPolicy", "ALERT_Tutorial_DeadUnitTreatment": "ALERT_Tutorial_DeadUnitTreatment", "ALERT_Tutorial_DungeonPortal": "ALERT_Tutorial_DungeonPortal", "ALERT_Tutorial_EnergyStatus": "ALERT_Tutorial_EnergyStatus", "ALERT_Tutorial_GameObjective": "ALERT_Tutorial_GameObjective", "ALERT_Tutorial_GameSpeed": "ALERT_Tutorial_GameSpeed", "ALERT_Tutorial_GoddessTears": "ALERT_Tutorial_GoddessTears", "ALERT_Tutorial_Health": "ALERT_Tutorial_Health", "ALERT_Tutorial_Hunger": "ALERT_Tutorial_Hunger", "ALERT_Tutorial_Inspect": "ALERT_Tutorial_Inspect", "ALERT_Tutorial_InventoryItemInteraction": "ALERT_Tutorial_InventoryItemInteraction", "ALERT_Tutorial_InventoryManagement": "ALERT_Tutorial_InventoryManagement", "ALERT_Tutorial_ItemWeight": "ALERT_Tutorial_ItemWeight", "ALERT_Tutorial_LevelUp": "ALERT_Tutorial_LevelUp", "ALERT_Tutorial_MoodStatus": "ALERT_Tutorial_MoodStatus", "ALERT_Tutorial_MultiSelect": "ALERT_Tutorial_MultiSelect", "ALERT_Tutorial_Research": "ALERT_Tutorial_Research", "ALERT_Tutorial_RoomType": "ALERT_Tutorial_RoomType", "ALERT_Tutorial_SkillReset": "ALERT_Tutorial_SkillReset", "ALERT_Tutorial_SkillsAbility": "ALERT_Tutorial_SkillsAbility", "ALERT_Tutorial_Storage": "ALERT_Tutorial_Storage", "ALERT_Tutorial_StressStatus": "ALERT_Tutorial_StressStatus", "ALERT_Tutorial_TaskPriority": "ALERT_Tutorial_TaskPriority", "ALERT_Tutorial_Tooltip": "ALERT_Tutorial_Tooltip", "ALERT_Tutorial_UnitBehaviorOptions": "ALERT_Tutorial_UnitBehaviorOptions", "ALERT_Tutorial_UnitFire": "ALERT_Tutorial_UnitFire", "ALERT_VeryExhausted": "ALERT_VeryExhausted", "ALERT_VeryHeavy": "ALERT_VeryHeavy", "ALERT_VeryHungry": "ALERT_VeryHungry", "ALERT_VeryLowMood": "ALERT_VeryLowMood", "ALERT_VeryStressed": "ALERT_VeryStressed", "APTITUDES & CAPABILITIES": "適性と能力", "AVAILABLE BACKGROUND TRAITS (weight)": "取得可能な背景特性 (ウェイト)", "AVAILABLE INDIVIDUAL TRAITS (weight)": "取得可能な個別特性 (ウェイト)", "Abandoned Farm": "廃農場", "Abandoned Hut Chest1": "Abandoned Hut Chest1", "Abandoned Infirmary": "廃医務室", "Abandoned Mana Device": "打ち捨てられたマナ装置", "Abandoned Mine": "廃坑", "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "廃坑は常にセーフフロアを使う。スキップは無効（ShouldForceSafeFloor）", "Abandoned Mine forces its safe floor": "廃坑はセーフフロアを強制します", "Abandoned Village 1": "廃村 1", "Abandoned Village 2": "廃村 2", "Abandoned Village 3": "廃村 3", "Abandoned Village 4": "廃村 4", "Abandoned Village 5": "廃村 5", "Aberration Single-Faction Patrol": "アベレーション シングルファクション パトロール", "Abilities scale on": "アビリティの依存対象", "Abnormal Beast": "異常な獣", "About 100, 200, 300, 400, 500, 600, 700 per successive rank": "各ランクにつき順に約 100、200、300、400、500、600、700", "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing": "約120ゴールド（L1）から約4,200ゴールド（L12）まで、加えてわずかなランダム変動", "About 18 minutes": "約18分", "About 18 real minutes at 1x speed": "1倍速で現実の約18分", "About 2-5 total across the six stats at generation": "生成時に6つのステータス全体でおよそ2～5", "About 30% head / 70% body": "頭部約30% / 胴体70%", "About 5 tiles from the summoner": "召喚者から約5タイル", "Above, the cl...": "上空では雲が...", "Absolute": "絶対値", "Absolute (can't be removed)": "絶対（除去不可）", "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "豊富なマナ石 GAMESYSTEM_Environment_{affecterName}", "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "豊富な石 GAMESYSTEM_Environment_{affecterName}", "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "豊富な木材 GAMESYSTEM_Environment_{affecterName}", "AbundantStone": "AbundantStone", "AbundantWood": "AbundantWood", "Abyss Boss Treasure Chest (~Floor 10)": "深淵ボス宝箱（~10階）", "Abyss Common Boss Portal": "深淵 コモン ボスポータル", "Abyss Common Combat Floor1": "深淵 コモン 戦闘フロア1", "Abyss Common Combat Floor10": "深淵 コモン 戦闘フロア10", "Abyss Common Combat Floor11": "深淵 コモン 戦闘フロア11", "Abyss Common Combat Floor12": "深淵 コモン 戦闘フロア12", "Abyss Common Combat Floor13": "深淵 コモン 戦闘フロア13", "Abyss Common Combat Floor14": "深淵 コモン 戦闘フロア14", "Abyss Common Combat Floor15": "深淵 コモン 戦闘フロア15", "Abyss Common Combat Floor16": "深淵 コモン 戦闘フロア16", "Abyss Common Combat Floor17": "深淵 コモン 戦闘フロア17", "Abyss Common Combat Floor18": "深淵 コモン 戦闘フロア18", "Abyss Common Combat Floor19": "深淵 コモン 戦闘フロア19", "Abyss Common Combat Floor2": "深淵 コモン 戦闘フロア2", "Abyss Common Combat Floor20": "深淵 コモン 戦闘フロア20", "Abyss Common Combat Floor3": "深淵 コモン 戦闘フロア3", "Abyss Common Combat Floor4": "深淵 コモン 戦闘フロア4", "Abyss Common Combat Floor5": "深淵 コモン 戦闘フロア5", "Abyss Common Combat Floor6": "深淵 コモン 戦闘フロア6", "Abyss Common Combat Floor7": "深淵 コモン 戦闘フロア7", "Abyss Common Combat Floor8": "深淵 コモン 戦闘フロア8", "Abyss Common Combat Floor9": "深淵 コモン 戦闘フロア9", "Abyss Common Entry": "深淵 コモン エントリー", "Abyss Common Horizontal Corridor 1": "深淵 コモン 横廊下1", "Abyss Common Horizontal Corridor 2": "深淵 コモン 横廊下2", "Abyss Common Horizontal Corridor 3": "深淵 コモン 横廊下3", "Abyss Common Horizontal Corridor Block": "深淵 共通横通路ブロック", "Abyss Common Portal": "深淵 コモン ポータル", "Abyss Common Treasure Floor R1 Hight": "深淵 共通宝箱 床 R1 高", "Abyss Common Treasure Floor R1 Low": "深淵 共通宝箱 床 R1 低", "Abyss Common Treasure Floor R2 Hight": "深淵 共通宝箱 床 R2 高", "Abyss Common Treasure Floor R2 Low": "深淵 共通宝箱 床 R2 低", "Abyss Common Treasure Floor1": "深淵 共通宝物フロア1", "Abyss Common Treasure Floor10": "深淵 共通宝物フロア10", "Abyss Common Treasure Floor15": "深淵 共通宝箱 床15", "Abyss Common Treasure Floor2": "深淵 共通宝物フロア2", "Abyss Common Treasure Floor20": "深淵 共通宝箱 床20", "Abyss Common Treasure Floor3": "深淵 共通宝物フロア3", "Abyss Common Treasure Floor4": "深淵 共通宝物フロア4", "Abyss Common Treasure Floor5": "深淵 共通宝物フロア5", "Abyss Common Treasure Floor6": "深淵 共通宝物フロア6", "Abyss Common Treasure Floor7": "深淵 共通宝物フロア7", "Abyss Common Treasure Floor8": "深淵 共通宝物フロア8", "Abyss Common Treasure Floor9": "深淵 共通宝物フロア9", "Abyss F1": "深淵 F1", "Abyss F1-F11": "深淵 F1-F11", "Abyss F1-F2": "深淵 F1-F2", "Abyss F1-F6": "深淵 F1-F6", "Abyss F1-F9": "深淵 F1-F9", "Abyss F10": "深淵 F10", "Abyss F13": "Abyss F13", "Abyss F13-F17": "深淵 F13-F17", "Abyss F13-F18": "深淵 F13-F18", "Abyss F14-F19": "深淵 F14-F19", "Abyss F15": "深淵 F15", "Abyss F16": "深淵 F16", "Abyss F17": "深淵 F17", "Abyss F18": "深淵 F18", "Abyss F19": "深淵 F19", "Abyss F2": "深淵 F2", "Abyss F2-F12": "深淵 F2-F12", "Abyss F3": "深淵 F3", "Abyss F3-F16": "深淵 F3-F16", "Abyss F4": "深淵 F4", "Abyss F4-F12": "深淵 F4-F12", "Abyss F4-F16": "深淵 F4-F16", "Abyss F4-F7": "深淵 F4-F7", "Abyss F4-F8": "深淵 F4-F8", "Abyss F4-F9": "深淵 F4-F9", "Abyss F5": "深淵 F5", "Abyss F5-F9": "深淵 F5-F9", "Abyss F6": "深淵 F6", "Abyss F6-F15": "深淵 F6-F15", "Abyss F6-F8": "深淵 F6-F8", "Abyss F7-F15": "深淵 F7-F15", "Abyss F7-F8": "深淵 F7-F8", "Abyss F9": "深淵 F9", "Abyss High-Level Treasure Chest": "アビス高レベル宝箱", "Abyss Ladybug": "深淵のてんとう虫", "Abyss Ladybug - Dungeon Settlers Wiki": "深淵のテントウムシ - ダンジョンセトラーズ Wiki", "Abyss Ladybug icon": "深淵のテントウムシのアイコン", "Abyss Ladybug variant": "深淵のてんとう虫の亜種", "Abyss Low-Level Treasure Chest": "アビス低レベル宝箱", "Abyss Weak Acid Insect": "深淵の虚弱な酸性昆虫", "Abyss Weak Acid Insect - Dungeon Settlers Wiki": "深淵の虚弱な酸性昆虫 - Dungeon Settlers Wiki", "Abyss Weak Acid Insect icon": "深淵の虚弱な酸性昆虫 アイコン", "Abyss Weak Acid Insect variant": "深淵の虚弱な酸性昆虫の亜種", "Abyss form": "深淵形態", "Abyss variant": "深淵バリアント", "Abyss variants": "アビスバリエーション", "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "無限の深淵にいる深淵に侵食されたモンスターは、基本形態のアートに深淵の色合いを加えたものを共有します。ステータスは異なります。", "Abyss-corrupted variant": "深淵に侵食された変異体", "Abyss-variant monsters reuse their base form's sprite art, so their animations are identical to the sets above. They are listed here by name only:": "アビスバリエーションのモンスターは基本形態のスプライトアートを流用しているため、アニメーションは上記のセットと同一です。ここでは名前のみを掲載します：", "Abyss_Standard": "Abyss_Standard", "Access the research window by selecting a <": "<を選択してリサーチウィンドウにアクセスできます。", "AccumBaseTimeCondition": "AccumBaseTimeCondition", "Acid Bug investigation done, here's your reward": "酸性虫の調査完了、報酬はこちら", "Acid Insect Random": "酸性昆虫（ランダム）", "Acid Slogel Random": "酸性スロゲル（ランダム）", "AcidSlogel": "AcidSlogel", "Acquire the Stake support skill tree. Gain {0}": "杭の補助スキルツリーを習得する。サブスキルポイントを{0}獲得する。", "Acquire the Stake support skill tree. Gain {0} サブスキルポイント.": "杭の補助スキルツリーを習得する。サブスキルポイントを{0}獲得する。", "Acquire the spear skill tree. Gain {0}": "槍スキルツリーを習得します。メインスキルポイントを{0}獲得します。", "Acquire the spear skill tree. Gain {0} メインスキルポイントs.": "槍スキルツリーを習得します。メインスキルポイントを{0}獲得します。", "Acron Processing Complete": "アクロン加工 完了", "Action": "Action", "Activate it": "有効にする", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb": "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb": "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb", "Activates the Developer's Letter event.": "開発者の手紙イベントを発動する。", "Active": "アクティブ", "Active skills": "アクティブスキル", "Active team": "アクティブチーム", "Active team name": "アクティブなチーム名", "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.": "盾で能動的に防御し、受けるダメージを約半分に軽減します。被弾で失う装備の耐久度も軽減します。", "Actives": "アクティブスキル", "Add a shield in the off-hand": "オフハンドに盾を追加", "Add all": "すべて追加", "Add an inscription": "刻印を追加", "Add an inscription by name, rarity or category...": "刻印を名前、レアリティ、カテゴリで追加...", "Add every obtainable": "入手可能なすべての", "Add just this unit to one of your teams": "このユニットだけをいずれかのチームに追加", "Add mood sources": "気分源を追加", "Add more below -": "下でさらに追加 -", "Add shield": "盾を追加", "Add to": "追加先", "Add to my roster": "自分のロスターに追加", "Added (38)": "追加 (38)", "Added (5)": "追加 (5)", "Added ({#})": "追加（{#}）", "Added - click to remove": "追加済み - クリックで削除", "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "追加のスキルポイント増加（レベル3、5、7、9、11に上がる際にこの量がボーナスとして付与される）", "AdditionalIndividualTraitGrantChance": "AdditionalIndividualTraitGrantChance", "AdditionalPricesByInscriptionRarity": "AdditionalPricesByInscriptionRarity", "AdditionalPricesByLevel": "AdditionalPricesByLevel", "AdditionalSubSkillTreeGrantChance": "AdditionalSubSkillTreeGrantChance", "Adds": "加算：", "Adjusts stats according to difficulty.": "難度に応じてステータスを調整します。", "Advanced - input my stats": "詳細設定 - 自分のステータスを入力", "Advanced ON - my stats override the sheet": "詳細設定オン：自分のステータスがシートを上書きします", "Advanced Stone Housing Complete": "上級石造住宅 完了", "Advanced Wooden Housing Complete": "上級木造住宅 完了", "Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.": "上級者向け、自己責任。この記事はディスク上の生ファイルについて説明する。編集する前に必ずセーブをバックアップすること。誤った編集はキャンペーンをソフトロックさせる可能性がある。", "AffectCondition_": "AffectCondition_", "Affecter": "アフェクター", "AffecterAdded": "AffecterAdded", "AffecterPresent": "AffecterPresent", "AffecterTable.json": "AffecterTable.json", "AffecterTick": "AffecterTick", "AffecterTriggeringTickCount": "AffecterTriggeringTickCount", "Affecters": "アフェクター", "After a brief silence, his pen begins racing across the pag...": "短い沈黙の後、彼のペンはページ全体を…", "After briefly review...": "After briefly review...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.", "After finding nothing around you, you slowly lift your head and look toward the sky.": "周囲に何も見つからないまま、ゆっくり頭を上げて空を見上げる。", "After finding nothing around you, you slowly lift your head...": "After finding nothing around you, you slowly lift your head...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...": "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.": "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.": "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....": "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....", "After regaining its strength over a long age,": "長い年月をかけて力を取り戻した後、", "After returning": "帰還後", "After rummaging around for a while, they eventually catch ...": "After rummaging around for a while, they eventually catch ...", "After rummaging around for a while, they eventually catch something suspicious and bring it to you...": "しばらく探った後、最終的に何か怪しいものを捕まえ、あなたに持ってくる...", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish.": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sinister purple corruption clings thickly": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。不気味な紫色の腐敗が厚く付着している", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish.": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish. A sinister purple corruption clings thickly": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。不気味な紫色の腐敗が厚く付着している", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...": "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.": "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.", "After the 2000-gold": "2000ゴールドの", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...": "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.": "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.", "After {#}": "{#}後", "Aftereffect duration granted on mental breakdown": "精神崩壊時に付与される後遺症の持続時間", "Aggro & threat": "アグロと脅威", "Aggro Correction = [1.3, 1]": "アグロ補正 = [1.3, 1]", "Aggro Range": "アグロ範囲", "Aggro Range = 8 tiles": "アグロ範囲 = 8タイル", "Aggro and threat": "アグロと脅威", "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "攻撃タイプによるアグロ増加の補正値 {0} : 近接の補正値 {1} : 遠隔の補正値", "Aggro/threat is scaled by how you hit: melee x": "アグロ/脅威は攻撃方法で倍率がかかります：近接 x", "AggroCorrection": "AggroCorrection", "AggroRange": "AggroRange", "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "敏捷の上昇: プラス GAMESYSTEM_Environment_{affecterName}", "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "敏捷の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}", "AgilityFortify": "AgilityFortify", "AgilityWeaken": "AgilityWeaken", "Agility_": "Agility_", "Agi×0.01": "Agi×0.01", "Agi×0.05": "Agi×0.05", "Agi×0.2": "Agi×0.2", "Agi×0.5": "Agi×0.5", "Ah, so that's what it was.": "ああ、そういうことだったのか。", "Alert": "アラート", "Alert Low Ammo Count": "アラート 弾薬不足数", "AlertTable - 56 HUD alert definitions (click to expand)": "AlertTable - 56件のHUDアラート定義（クリックで展開）", "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57個のHUDアラート定義（展開するにはクリック）", "AlertTable.json": "AlertTable.json", "Alert_": "Alert_", "Alerts": "アラート", "Alerts & Warnings": "アラートと警告", "Alerts and Warnings": "アラートと警告", "Alerts and Warnings - Dungeon Settlers Wiki": "アラートと警告 - Dungeon Settlers Wiki", "Alert에 띄워주는 이벤트 발생": "アラートに表示するイベント発生", "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)": "Alertに表示されたランダムイベントが有効化された後、消えるまでに必要なゲーム内時間（1440 = 1日）", "Alert용, 적정 식량 보유일 수": "Alert用、適正な食料の保有日数", "All 110 quests, grouped by type. Anchors: link any quest as": "種類別にまとめた全110クエスト。アンカー: 任意のクエストを次のようにリンクできます", "All 114 quests, grouped by type. Anchors: link any quest as": "すべての114のクエスト、タイプ別にグループ化。 アンカー: クエストを次のようにリンクします", "All 31 edible items in build DS_B.0.3.26 - 29 obtainable, 2 gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "食用アイテム全31種（ビルドDS_B.0.3.26） - 入手可能29種、未実装/ゲート2種。「空腹」は食べたときに回復する値、「気分」は食べたときの気分変化、「持続時間」はその効果が続く長さです。列見出しをクリックで並べ替え、チップで絞り込みできます。", "All 372 items in build DS_B.0.3.26 - 241 obtainable, 131 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "ビルドDS_B.0.3.26の全372アイテム - 入手可能241、未開放/未実装131。列見出しをクリックで並べ替え、チップで絞り込み。食料の列: 気分は摂取時の気分変化（アイテムの摂取効果から算出）、消費期限はゲーム内日数での日持ちです。", "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "全372アイテム：レアリティ、種類、ステータス、重量、価格、装備効果、弾薬、修理。", "All 381 items in build DS_B.0.3.40 - 249 obtainable, 132 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "ビルドDS_B.0.3.40のすべての381アイテム-249個入手可能、132個ゲート/未リリース。列ヘッダーをクリックしてソート。チップでフィルタリング。食料列：気分は食時の気分変化（アイテムの摂取効果から解決）、腐敗は賞味期限（ゲーム日数）です。", "All 42 unique loading-screen messages (from 42 table rows - duplicates collapsed). Most are gameplay tips; a few are pure world lore about the settlers and races of the Barren Land.": "42個のユニークなロード画面メッセージ（42のテーブル行から、重複は統合）。ほとんどはゲームプレイのヒントで、いくつかは不毛の地の入植者や種族に関する純粋な世界観のロアです。", "All Genius": "すべて天才", "All Moderate (balanced)": "すべて中程度（バランス型）", "All Poor": "すべて貧弱", "All Skill Unlock Mode": "全スキルアンロック モード", "All Skill Unlock Mode - Dungeon Settlers ウィキ": "All Skill Unlock Mode - Dungeon Settlers ウィキ", "All Skill Unlock Mode アイコン": "All Skill Unlock Mode アイコン", "All Skills": "全スキル", "All Skills - Dungeon Settlers Wiki": "全スキル - Dungeon Settlers Wiki", "All bonuses": "すべてのボーナス", "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "全バフ/デバフ/特性効果：FloatValues、持続時間、スタック、可視性。", "All item drop rates reduced by 50%": "すべてのアイテムドロップ率が50%減少", "All of a sudden, you realize that something is watching you.": "突然、何かがあなたを見つめていることに気づきます。", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meani": "突然、何かがあなたを見ていることに気付く。周囲に何も見つからないまま、ゆっくり頭を上げて空を見上げる。上空では雲が奇妙で意味深な形に集まっている", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.": "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.": "遠距離のダーティバトル。スローが適用されるため、無分別に突撃すると集中砲火を浴びやすく、戦術的なダメージ分散が必要です。", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. - Dungeon Settlers ウィキ": "全員遠距離の厄介な戦い。遅延が適用されるため、無思慮に突進すると容易に集中砲火につながり、戦術的なダメージ分散が必要になります。- Dungeon Settlers ウィキ", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. マップ": "全員遠距離の厄介な戦い。遅延が適用されるため、無思慮に突進すると容易に集中砲火につながり、戦術的なダメージ分散が必要になります。マップ", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "全て遠距離のダーティ戦闘。スローが適用されているため、無思慮に突撃すると簡単に集中砲火を受けるため、戦術的tactical...", "All research": "すべての研究", "All skills with values, by weapon/magic tree": "武器/魔法ツリー別の全スキルと数値", "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "全スキル：FloatValues、クールダウン、射程、召喚（CreatureKey）。", "All tables combined into one JSON object (convenience download).": "全テーブルを1つのJSONオブジェクトにまとめたもの（便利なダウンロード）。", "All trees": "全ツリー", "All units/monsters: stats, skills, traits, drops, movement/vision.": "全ユニット/モンスター：ステータス、スキル、特性、ドロップ、移動/視界。", "All used up (level": "すべて使用済み (レベル", "All {#} edible items in build {#} - {#} obtainable, {#} gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "食用アイテム全{#}種（ビルド{#}） - 入手可能{#}種、未実装/ゲート{#}種。「空腹」は食べたときに回復する値、「気分」は食べたときの気分変化、「持続時間」はその効果が続く長さです。列見出しをクリックで並べ替え、チップで絞り込みできます。", "Ally": "味方", "Alpha Acid Slogel Exclusive Room 1": "アルファ酸性スロゲル専用部屋1", "Alpha Acid Slogel Exclusive Room 1 - Dungeon Settlers Wiki": "アルファ酸性スロゲル専用部屋1 - Dungeon Settlers Wiki", "Alpha Acid Slogel Exclusive Room 1 map": "アルファ酸性スロゲル 専用部屋1 マップ", "Alpha Acid Slogel Exclusive Room 1 マップ": "アルファ酸性スロゲル専用部屋1 マップ", "Alpha Acid Slogel Fixed": "Alpha Acid Slogel Fixed", "Alpha Acid Slogel Random": "アルファ酸性スロゲル（ランダム）", "Alpha Acid Slogel Soul Stone (works)": "アルファ酸性スロゲルの魂石（機能する）", "Alpha Sandstone Slogel Hunt Complete": "Alpha Sandstone Slogel狩り完了", "AlphaAcidSlogel": "AlphaAcidSlogel", "AlphaCameraRegionRestrict": "AlphaCameraRegionRestrict", "Already at breakdown": "すでに崩壊状態", "Already calm": "すでに落ち着いています", "Also applies 1 Burning for 5 s (15 flat damage per application, 3/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "さらに5秒間、燃焼を1付与します（1回あたり固定ダメージ15、スタックごとに3/秒）。継続ダメージは固定値で、耐性と上記のティア補正を無視します。", "Also applies 2 Bleeding for 10 s (100 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "さらに10秒間、出血を2付与します（1回あたり固定ダメージ100、スタックごとに5/秒）。継続ダメージは固定値で、耐性と上記のティア補正を無視します。", "Also applies 3 Bleeding for 6 s (90 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "さらに6秒間、出血を3付与します（1回あたり固定ダメージ90、スタックごとに5/秒）。継続ダメージは固定値で、耐性と上記のティア補正を無視します。", "Also part of scenario starting kits:": "シナリオ開始キットにも含まれる：", "Also:": "また：", "Alt pins this tooltip": "Altでこのツールチップを固定", "Always": "常時", "Always active once learned (a permanent passive, no duration):": "習得後は常時発動 (持続時間のない永続パッシブ):", "Ambience": "環境音", "Ambience (12)": "環境音（12）", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up the...": "大きな囁きの中で、遠征隊員たちがあなたの元に集まる。その中で、一人が決心したかのように前に出る...", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind.": "ざわめきの中、遠征隊員があなたを見に来る。その中で、一人が決意したかのように前に出る。", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our l": "ざわめきの中、遠征隊員があなたを見に来る。その中で、一人が決意したかのように前に出る。「これ以上はいられない。我々は命をかけ…", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\" {0} shouts in an agitated voice. A mixture of exhaustion and anger is written across their face. \"That's right! We can't take this anymore!\" The other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon, {0}'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop {0}, everyone waits for your response.": "大きな囁きの中で、遠征隊員たちがあなたの元に集まる。その中で、一人が決心したかのように前に出る。「もう我慢できない。俺たちは命がけなのに、食べ物はひどく、ろくに休む時間もない！」{0}は動揺した声で叫ぶ。疲労と怒りの混合物が彼らの顔に刻まれている。「そうだ！もう我慢できない！」他のメンバーは不平を言い、熱心に同意する。彼らの顔は極度の疲労と怒りに満ちている。やがて、{0}の文句が出る声はますます熱くなり、部屋の緊張が高まる。誰もが疲れており、状況は危険なほど不安定に見える。ついに、あなたが{0}を止めるために手を上げると、皆があなたの返答を待つ。", "Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved. \"We can't take it any...": "やかましい騒ぎの中で、隊員たちがあなたを探しに来ます。 その中の一人が決意したかのように前に出ます。 「もうこれ以上は耐えられません...」", "Amid the disaster created by its own creation,": "その創造物によって引き起こされた災害の中で、", "Ammo for": "弾薬の対象", "Amount": "数量", "Amount suffix": "数量の接尾辞", "Amounts shown are the Hard baseline.": "表示されている数値はハード基準です。", "An Elf archer built on the +2 bow aptitude, with Blitz passives for fast, high-crit volleys from the back line.": "弓適性 +2 に基づいて構築されたエルフ弓兵で、バックラインから高速で高会心の連射を行うブリッツパッシブを備えています。", "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f...": "昆虫に精通した錬金術師。その正体は謎に包まれており、彼の顔を覆う謎めいた仮面のようです...", "An archer belonging to the guild.": "ギルドに属する射手。", "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "手作業で設定された戦闘定数（ターゲットを囲むユニット1体につき命中率+10%、クリティカル確率+5%）で、ゲームデータには定義されていますが、このビルドでは戦闘コードに接続されていないため、現在は誰にも効果がありません。開発者がこれを有効化すれば、囲む最初のユニットから対称的に適用されます（戦闘の解決は陣営を問わないため、あなたに有利にも不利にも）。", "An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').": "初期段階の未来の地域。安全階層の準備部屋が4つ存在するだけです（入口、ポータル、通路、チェインナイト・センティネルの安全階層枠）。戦闘階層、実際のモンスター、ドロップはまだありません。設定上は忘れられた深淵と結び付いています（「廃坑の奥深くに忘れられた深淵が潜んでいる」）。", "An enemy with": "合算最大HPが", "An enemy-free staging area (floor index -1) generated at the start of an expedition": "遠征開始時に生成される敵のいない待機エリア（フロアインデックス-1）", "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.": "探索開始時に生成される敵のいない準備エリア（フロアインデックス-1：入口、通路、ポータル）で、「安全階をスキップ」オプションでスキップできる。地域ごとのルール：沈黙のヴェールとチュートリアルには生成されず、廃坑では必ず生成され（スキップ無効）、ただれた巣穴のものは巨石ゴーレムの記念キャンプである。", "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "必要数が 3 と表示されている素材は、簡単では 1、通常では 2、ハード / ベリーハード / 壊滅では 3 を消費します。", "An insect squirms inside his hood": "彼のフードの中で虫が蠢く", "An insect-research loop: inspect a creature in the field, then report back to Xenon.": "昆虫研究のループです。フィールドで生物を調査し、ゼノンに報告して戻ります。", "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.": "ダンジョン生成器が使用する内部のフロアレイアウトテーマであり、プレイヤーが訪れる遠征リージョンでも、部屋テーブル内のRegionNameでもありません。", "An iron-containing ore that can be processed into metal.": "鉄を含む鉱石で、金属に加工できます。", "An odd quest-order note": "クエスト順序に関する奇妙なメモ", "An officer belonging to the guild.": "ギルドに属する将校。", "An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing ...": "帝国がダンジョンを保護するために開発した士官級のセンチネル。大量生産ユニットとは異なり、各チェーンナイトは個別に製造されています...", "An unseen force drains {0}'s l...": "An unseen force drains {0}'s l...", "An upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:": "苛立った様子の狩人で、商人でもあり、彼女のチェーンの最後には仲間になります。順を追ったステップは次のとおり：", "Ancient Forest Bookshelf Random": "古の森の本棚（ランダム）", "Ancient Forest Bookshelf Remnant": "古代の森の本棚の残骸", "Ancient Forest Bookshelf Remnant - Dungeon Settlers Wiki": "古代の森の本棚の残骸 - Dungeon Settlers Wiki", "Ancient Forest Bookshelf Side Remnant": "古代の森の本棚 (側面) の残骸", "Ancient Forest Bookshelf Side Remnant - Dungeon Settlers Wiki": "古代の森の本棚（側面）の残骸 - Dungeon Settlers Wiki", "And you are": "そしてあなたは", "Andorsi": "アンドルシ", "Animations": "アニメーション", "Animations - Dungeon Settlers Wiki": "アニメーション - Dungeon Settlers Wiki", "Annihilation": "殲滅", "AnnihilationCover": "AnnihilationCover", "Anomaly": "アノマリー", "Appear %": "出現 %", "Appears in rooms": "部屋に出現", "Appears on": "出現対象", "Appears on recruits from clan rank": "クランランクの勧誘者に出現", "Appears when you interact with": "と交流すると出現します", "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "{#} と交流すると出現します（交流するとこの像とモンスターが出現）。", "Append": "URL に", "Appendix: clan name pool": "付録：クラン名プール", "Applied and maintained by the per-tick status system": "ティックごとのステータスシステムにより付与・維持される", "Applied automatically by a game system.": "ゲームシステムによって自動的に適用されます。", "Applied by a campaign event": "キャンペーンイベントによって適用", "Applied by lethal conditions": "致死状態によって適用", "Applied by specific campaign or dungeon events.": "特定のキャンペーンまたはダンジョンイベントによって適用されます。", "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "気分システムによって適用され、ユニットの生活環境、作業、イベントを反映します。", "Applied effects": "適用される効果", "Applied in the expedition results summary": "遠征結果サマリーで適用", "Applied when a companion is lost": "仲間を失ったときに付与", "Applied when a unit is released": "ユニットを解放したときに付与", "Applied while sitting on furniture": "家具に座っている間に付与", "Applies": "適用", "Applies 1 Burning =": "燃焼1を付与 =", "Applies 2 Burning =": "燃焼を2適用 =", "Applies 3 Bleeding =": "出血を3スタック付与 =", "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "UnitStatusSystem_RestWoundDecreasePercentageによる傷の減少量に、「休息に使う建造物の品質」 * {0}%を追加で適用する。", "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "UnitStatusSystem_NaturalHealthPointRestorePercentageによる体力回復量に、「休息に使う建造物の品質」 * {0}%を追加で適用する。", "Applies to": "適用対象", "Applies to nothing": "適用対象なし", "Applies {#} {#} =": "{#} {#}を付与 =", "Applies 挑発 to the target for {0} seconds when using single target melee skills.": "単体近接スキルの使用時、対象に{0}秒間挑発を付与する。", "Applies 挑発 to the target for {0} seconds when using single-target melee skills.": "単体近接スキルの使用時、対象に{0}秒間挑発を付与する。", "Apply worst-case env debuffs": "最悪ケースの環境デバフを適用", "Arcane": "秘術", "Arcron (M.Atk {#})": "アクロン（魔法攻撃 {#}）", "Arcron (P.Atk {#})": "アクロン (物攻 {#})", "Arcron Great Sword": "アークロン大剣", "Are you sure you want to delete save? All your progress will be deleted!": "セーブを削除してもよろしいですか？すべての進捗が削除されます！", "Are you sure you want to go down floor?": "本当に下の階に行きたいですか？", "Are you sure you want to unlock Research : {0}?": "研究を解除してもよろしいですか：{0}？", "Area": "エリア", "Area Room": "エリアルーム", "Area Type": "エリアタイプ", "Area {0} covered by creep from large thornvines": "大きな茨の蔓によるクリープが覆う範囲{0}", "Area {0} covered by creep from small thornvines": "小さな茨の蔓によるクリープが覆う範囲{0}", "Armor": "防具", "Armor - getting hit": "防具 - 被弾", "Armor wear": "防具の摩耗", "Armor wear = {#} x damage taken, on every worn piece. Guard halves the damage (and the wear); a dodge or miss deals no damage, so it costs nothing.": "防具の摩耗 = {#} × 受けたダメージ、装備中の各部位に適用。ガードはダメージ（と摩耗）を半減する；回避やミスはダメージを与えないため摩耗もない。", "Armor wear: getting hit": "防具の摩耗：被弾する", "Around her are neatly arranged tanned leather and bones. \"Take what you need. Just pay the right price.\"": "彼女の周りには整然と並んだなめし革と骨がある。\"必要な物を取っていい。ただし正当な代金を払うこと。\"", "Arrow for bows:": "弓用の矢：", "Arrow x1": "矢 x1", "Arrow x5": "矢 x5", "Arrow ×1": "矢 ×1", "Arrow ×3": "矢 ×3", "Arrow ×5": "矢 ×5", "Artifact": "アーティファクト", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.": "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...": "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...": "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.": "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...": "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.": "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...": "幼い頃、{0}の周りにはいつも低い囁きが付きまとっていた。理由なく枯れる花と毎晩窓を引っ掻く音は...", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratching at windows each night were always blamed on them, and frightened eyes turned away before words could be spoken. As the years passed, they could no longer easily trust even kindness offered to them.": "幼い頃、{0}の周りにはいつも低い囁きが付きまとっていた。理由なく枯れる花と毎晩窓を引っ掻く音は、いつも彼らのせいにされ、恐れた視線が言葉の前に背を向けた。月日が経つにつれ、彼らは差し出された優しさすら簡単には信じられなくなっていた。", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...": "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.": "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...": "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.": "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...": "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.": "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...": "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.": "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...": "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.": "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.", "As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).": "2つ目のロックとして、デモのバイナリは地域1を特別扱いします：沈黙のヴェールをクリアしてもただれた巣穴は開放されません（アンロックループ、利用可能地域リスト、地域リクエストのサニタイザーがいずれも地域1のハードコードされた例外を持っています）。", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether ...": "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether ...", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi": "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w...": "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w...", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain": "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps": "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...": "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...", "As th...": "As th...", "As the expedi...": "探索…", "As the expedition leader dispatched b...": "…から派遣された探索隊長として", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak.": "周囲が一瞬静かになると、あなたは深呼吸して話し始める。", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak. \"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\" At your words, the expressions of the expedition members begin to change. Even {0} starts to show hints of understanding and sympathy. \"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\" \"Understood, commander. I can see your sincerity. We'll hold on a little longer.\" Alongside {0}, the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.": "周囲が一瞬静かになると、あなたは深呼吸して話し始める。「君たちがどれほど懸命に戦ったか、そして我々がどれほど多くの困難を一緒に乗り越えたかをよく知っている。我々は重大な岐路に立たされている。この試練を耐えれば、より大きな報酬を得て、より良い未来を築くかもしれない。」あなたの言葉で、遠征隊員たちの表情は変わり始める。{0}ですら、理解と同情のしるしを見せ始める。「今は資源が不足しているが、この困難はすぐに過ぎるだろう。それまで、もう少し耐えてくれ、そして僕に君たちの力を貸してくれ。」「了解しました、指揮官。君の誠意が感じられます。もう少し持ちこたえます。」{0}と一緒に、他の遠征隊員たちは同意の頷きをする。状況は依然として厳しいが、あなたの心からの言葉が彼らの決意を新たにする。", "As the...": "As the...", "As though something unseen is fo...": "As though something unseen is fo...", "As you accept the request, he nods with a tired expression. \"Don't overdo it. A little investigation is enough.\"": "リクエストを受け入れると、彼は疲れた表情でうなずく。「無理をしないでください。少し調べれば十分です。」", "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "近づくと、ゼノンは特に反応を見せず、ノートをめくる。しばらくして、口を開く...", "As you approach, she briefly stops maintaining her equipment and looks toward you.": "あなたが近づくと、彼女は機器の保守を一瞬止めてあなたを見つめる。", "As you approach, she briefly stops maintaining her equipment and looks toward you. She no longer mocks you as openly as before, though she still does not seem fully at ease. \"You l": "あなたが近づくと、彼女は機器の保守を一瞬止めてあなたを見つめる。彼女はもはやかつてのようにあなたを公然と馬鹿にすることはないが、それでもまだ完全に落ち着いていないようだ。「あなたは…", "As you approach, she pauses the equipment she was tending to and looks at you. Unlike before, she doesn't openly sneer, ...": "あなたが近づくと、彼女は世話をしていた装備を一時停止して、あなたを見ます。以前と異なり、彼女は露骨に嘲笑しません...", "As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn ...": "この遠征の成果について演説する準備を終えると、みんなが集まります。 彼らの目は燃えるように輝き...", "As you hand over the Hell Leech, Xenon unhesitatingly places it inside his robe. He then raises his lips in a smile. \"A...": "ヘルリーチを手渡すと、ゼノンはためらうことなくそれをローブの中に入れる。彼はその後、唇を上げて微笑む。「A...", "As you hand over the investigation records of the magical device, Perion slowly reads through them with tired eyes. \"Hm...": "魔法装置の調査記録を渡すと、Perionは疲れた目でゆっくり読み進めます。\"う...", "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "調査資料を手渡すと、ゼノンはすぐにそれらにざっと目を通す。しばらくの沈黙の後、彼は頭をつかみながらwi...", "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents. \"Oh... what a re...": "調査結果を手渡すと、ゼノンは無言でノートを開き、その内容にざっと目を通す。「ああ...なんて素晴らしいre...", "As you hand over the survey results, he silently opens his notebook and skims through the contents. After a moment of s...": "調査結果を手渡すと、彼は無言でノートを開き、その内容にざっと目を通す。しばらくの沈黙の後s...", "As you invoke the rules and take all the winnings, {0}'s face falls. \"No, this isn't right, Chief! This is an outrage!\"...": "あなたが規則を引き合いに出してすべての賞金を持ち去ると、{0}の顔が落ち込みます。「いいえ、これは正しくありません、リーダー!これは暴力です!」...", "As you mention discipline and take all the stakes, {0}'s face falls. \"No, where is such a thing, commander! This is tyr...": "規律を理由にすべての賭け金を没収すると、{0}の顔が曇ります。\"いや、そんなことがどこに、隊長!これは専制...", "As you nod, he looks back at the acid insect without any particular interest. He mutters to himself as he watches the a...": "あなたが頷くと、彼は特に興味を示さずに酸バグに視線を戻す。彼は酸バグを見つめながら、独りごちる...", "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly. \"...it's over.\" After lookin...": "狩りの結果を報告すると、彼女はゆっくり目を閉じ、やがて静かに息を吐きます。\"...終わったのだ。\"その後...", "As you show evidence of the hunt, her expression hardens. \"That creature isn't something that dies so easily. Don't lie...": "狩りの証拠を見せると、彼女の表情が強張ります。\"その生物はそう簡単には死なないもの。嘘をつくな...", "As you sound the expedition horn, the expedition members gather around.": "遠征ホルンを鳴らすと、遠征メンバーが周りに集まります。", "As you take the note, he nods with satisfaction. \"Good. This should be enough to verify the hypothesis.\" He looks at t...": "ノートを受け取ると、彼は満足げに頷く。\"良い。これで仮説を検証するのに十分だろう。\" 彼は...", "As {0} begins the ritual, the patterns carved into the floor flare crimson.": "{0}が儀式を開始すると、床に彫られたパターンが深紅色に燃え上がります。", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Graaagh!!\" An unseen force drains {0}'s life as though wringing the blood from their body. The fresh blood spilling across the floor gathers at the center of the ritual circle, soaking the mana stones and filling them with an ominous crimson energy.": "{0}が儀式を始めると、床に刻まれた模様が深紅色に燃え上がります。「ぐああああ！！」目に見えない力が{0}の生命を血を搾り取るかのように吸い出します。床に溢れた新しい血が儀式の円の中央に集まり、魔力の石を吸収して不気味な深紅色のエネルギーで満たします。", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Ngh...!\" As though something unseen is forcibly draining {0}'s life force, {0} clutches their chest and trembles in agony, barely managing to endure. But nothing happens.": "{0}が儀式を始めると、床に刻まれた模様が深紅色に燃え上がります。「うう…！」目に見えない何かが{0}の生命力を無理やり吸い取るかのように、{0}は胸を掴んで苦悶の中で震えながら、かろうじて耐えています。しかし何も起こりません。", "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "{0}が生き物の体をいくつか引き裂くと、鋭い悲鳴が空中に響き渡ります。", "Ash Of Solace": "安らぎの灰", "Ash Of Solace - Dungeon Settlers Wiki": "安らぎの灰 - Dungeon Settlers Wiki", "Ash Of Solace icon": "安らぎの灰アイコン", "Ash Of Solace range and area shown on a dungeon room": "ダンジョンの部屋に表示された安らぎの灰の射程と範囲", "Asks how many hours a day is divided into (day tick = this value * hour tick)": "1日が何時間に分割されるかを指定する（日ティック = この値 * 時ティック）", "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "1時間が何分に分割されるかを指定する（分ティック = 時ティック / この値）", "Assembled 1 of {#} authored layouts - rooms follow the authored graph positions": "{#}個の設計済みレイアウトのうち1つを組み立てました。部屋は設計済みグラフの位置に従います", "AssignControlMode_CancelAssign": "AssignControlMode_CancelAssign", "AssignControlMode_Construction": "AssignControlMode_Construction", "AssignControlMode_Demolition": "AssignControlMode_Demolition", "AssignControlMode_GatherResource": "AssignControlMode_GatherResource", "AssignControlMode_MultiplePickUpMode": "AssignControlMode_MultiplePickUpMode", "At": "なお、", "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "120HP以下では、次のダメージ一撃（1ダメージ、出血のティック、反射でも）で即死します。", "At baseline (no bonus, no malus)": "基準値（ボーナスもマイナスもなし）", "At cap": "上限時", "At each level-up you are shown": "各レベルアップで", "At every level-up you pick an inscription from 5 choices -": "レベルアップのたびに5つの選択肢から刻印を1つ選びます。", "At midnight (00:00)": "深夜0時（00:00）", "At night, vision is reduced by": "夜間、視界は次のぶん減少します：", "At normal (1x) speed the clock advances about 60 ticks per real second, which means": "通常（1倍）速度では時計は実時間1秒あたり約60ティック進むため、", "At once, you and the...": "At once, you and the...", "At the": "また、", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...": "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.": "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.", "At the start of combat,": "戦闘開始時に、", "At your answer, the entity ripples gently and whispers as though smiling.": "あなたの答えに対して、その存在は優しく波打ち、笑みを浮かべているかのようにささやきます。", "At your answer, the entity ripples gently and whispers as though smiling. \"Then... may the wave enfold you.\" In that instant, a transparent current washes over you and the expedition members. It is not a violent force, but a warmth like a gentle embrace sinks deep into your bodies. When you come to your senses, the entity has already vanished.": "あなたの答えに対して、その存在は優しく波打ち、笑みを浮かべているかのようにささやきます。「それでは…波があなたを包み込みますように。」その瞬間、透明な波動があなたと遠征隊員を包み込みます。それは暴力的な力ではなく、優しく抱きしめるような温もりがあなたたちの身体の奥底に沁み込みます。正気に戻る頃には、その存在はすでに消えています。", "At your answer, the entity seems to smile with satisfaction.": "あなたの答えに対して、その存在は満足そうに笑っているようです。", "At your answer, the entity seems to smile with satisfaction. \"Good... Life must bloom by its own power.\" In that instant, warm life energy envelops you and the expedition members. Gentle warmth seeps into every wound, and you feel your withered vitality slowly returning. When you come to your senses, the entity has already vanished.": "あなたの答えに対して、その存在は満足そうに笑っているようです。「いい…生命は自分自身の力で花開かねばならない。」その瞬間、暖かい生命エネルギーがあなたと遠征隊員を包み込みます。優しい温もりがあなたたちの傷のすべてに沁み込み、萎れた活力が徐々に戻ってくるのを感じます。正気に戻る頃には、その存在はすでに消えています。", "At your answer, the entity surges violently and cries out in a voice like roaring flame.": "あなたの答えに対して、その存在は激しく波立ち、炎のような轟音で叫びます。", "At your answer, the entity surges violently and cries out in a voice like roaring flame. \"Good... Burn everything!\" In that instant, small flames spring to life across your body and those of the expedition members. Strangely, the fire does not burn your flesh, yet it flickers ceaselessly as though eager to spread to everything nearby. When you come to your senses, the entity has already vanished.": "あなたの答えに対して、その存在は激しく波立ち、炎のような轟音で叫びます。「いい…すべてを焼き尽くせ！」その瞬間、あなたと遠征隊員の身体中に小さな炎が灯ります。奇妙なことに、炎はあなたたちの肉体を焼くことはありませんが、周りのすべてに広がろうとするかのようにちらちらと揺らめいています。正気に戻る頃には、その存在はすでに消えています。", "At your answer, the thing claps with delight and cries out.": "At your answer, the thing claps with delight and cries out.", "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.": "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.", "At your answer, the thing cries out in delight.": "At your answer, the thing cries out in delight.", "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.": "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.", "At your answer, the thing writhes violently before roaring in fury.": "At your answer, the thing writhes violently before roaring in fury.", "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.": "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.", "At your question, her face darkens without a word. You pause for a": "あなたの問いに、彼女は無言で表情を曇らせる。あなたは少しの間、", "Atk": "攻撃力", "Atk Spd": "攻撃速度", "Atk spd": "攻撃速度", "AtkSpd": "攻撃速度", "Attack 2": "攻撃 2", "Attack power (physical & magic)": "攻撃力（物理・魔法）", "Attack skills - hover an icon for its reach and area on a dungeon room": "攻撃スキル - アイコンにカーソルを合わせると、ダンジョン部屋での射程と範囲が表示されます", "Attack speed": "攻撃速度", "Attack speed increases by {0}%.": "攻撃速度が{0}%増加します。", "Attack type (melee vs ranged)": "攻撃タイプ（近接と遠隔）", "Attacked": "被攻撃", "Attacked (variant)": "被攻撃 (バリエーション)", "Attacks": "攻撃", "Attacks & patterns": "攻撃とパターン", "Attacks the weakest enemy.": "最も弱い敵を攻撃する。", "Aura": "オーラ", "Authored": "設計済み", "Authored but not yet obtainable (future special recruits)": "作成済みだが未入手（将来の特別募集）", "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "このビルドでは参照先のない記述済み定数。実際に稼働している仕組みではなく、実装予定の仕組みとしてここに記載する。", "Auto (until the event)": "自動（イベントまで）", "Auto PickUp in Dungeon": "ダンジョンでの自動ピックアップ", "Auto Save Interval (Only in Settlement)": "オートセーブ間隔（決済地内のみ）", "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1": "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1", "Automatically uses skills on enemies when": "敵に対して自動的にスキルを使用するタイミング：", "Automatically uses skills on enemies when エネルギー is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "エネルギーが一定のしきい値を超えると、敵に対してスキルを自動的に使用します。'コマンドパネル'クイックスロット内のスキルを右クリックして、各スキルが自動的に使用されるかどうかを個別に選択します", "Automatically uses skills on enemies when エネルギー is above a certain threshold. Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "エネルギーが一定のしきい値を超えると、敵に対してスキルを自動的に使用します。'コマンドパネル'クイックスロット内のスキルを右クリックして、各スキルが自動的に使用されるかどうかを個別に選択します", "Autosave the current character and start a new one": "現在のキャラクターを自動保存して新しいキャラクターを開始する", "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "このキャラクターを自動保存して新しく始めます。何も失われません。下のリストやユニットバーからいつでも戻せます。", "Autosaves as you edit (name it first)": "編集中に自動保存されます（先に名前を付けてください）", "Auxiliary skill tree": "補助スキルツリー", "Availability": "利用可否", "Available cap in current build": "現行ビルドでの到達上限", "Available localization languages.": "利用可能なローカライズ言語。", "Available phases": "利用可能なフェーズ", "Average": "平均", "Average damage one cast lands on a single target for the caster chosen in 'Cast by', with critical chance folded in. Against a chosen Target it is mitigated by that monster's resistance and shown as a % of its HP (red + skull = lethal). This is the ranking metric.": "『詠唱者』で選んだ使い手が、1回詠唱で単体対象に与える平均ダメージ（クリティカル率込み）。選択した対象に対しては、そのモンスターの耐性で軽減され、HPの割合(%)で表示されます（赤＋ドクロ＝致死）。これがランキング指標です。", "Average damage one use of this attack lands on the target set in '{#}' (crit folded in, mitigated by that target's resistances) at the selected Difficulty, and the % of the target's HP it removes. Red + skull = lethal (>=100%), orange >=50%, green <10%. This is the ranking metric.": "選択した難易度で、この攻撃を1回使用したときに『{#}』で設定した対象に与える平均ダメージ（クリティカル込み、対象の耐性で軽減）と、それが対象のHPから奪う割合(%)。赤＋ドクロ＝致死(>=100%)、オレンジ>=50%、緑<10%。これがランキング指標です。", "Average mood below -3 sustained -> Growing Discontent event": "平均気分が-3を下回り続ける → 募る不満イベント", "Avg basic hit (magic staff)": "平均通常攻撃（魔法の杖）", "Avg basic hit (physical)": "平均通常攻撃（物理）", "Avg hit": "平均ヒット", "Awakened by the sound, you step outside to find {0}...": "その音で目が覚めたあなたは外に出て、{0}...を見つける。", "Awareness": "認識度", "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "プレイヤーユニットが視界範囲内にいるときに毎分蓄積される認識値（敵にのみ適用）", "Awareness value required before entering combat": "戦闘に入る前に必要な認識値", "AwarenessOnMin": "AwarenessOnMin", "AwarenessToCombat": "AwarenessToCombat", "Awaring": "認識中", "Awoooo!! Awoooo!!": "ウーウー!!ウーウー!!", "Axe (items, aptitude, no tree)": "斧（アイテム、適性あり、ツリーなし）", "Axes": "斧", "B.0.3.40 content pass + data corrections": "B.0.3.40コンテンツパス＋データ修正", "BAND": "帯", "BASEAREAROOM_Default_Big_1": "BASEAREAROOM_Default_Big_1", "BASEAREAROOM_Default_Big_2": "BASEAREAROOM_Default_Big_2", "BASEAREAROOM_Default_Big_AbandonedClinic": "BASEAREAROOM_Default_Big_AbandonedClinic", "BASEAREAROOM_Default_Big_AbandonedFarm": "BASEAREAROOM_Default_Big_AbandonedFarm", "BASEAREAROOM_Default_Big_AbandonedVillage_1": "BASEAREAROOM_Default_Big_AbandonedVillage_1", "BASEAREAROOM_Default_Big_AbandonedVillage_2": "BASEAREAROOM_Default_Big_AbandonedVillage_2", "BASEAREAROOM_Default_Big_AbandonedVillage_3": "BASEAREAROOM_Default_Big_AbandonedVillage_3", "BASEAREAROOM_Default_Big_AbandonedVillage_4": "BASEAREAROOM_Default_Big_AbandonedVillage_4", "BASEAREAROOM_Default_Big_AbandonedVillage_5": "BASEAREAROOM_Default_Big_AbandonedVillage_5", "BASEAREAROOM_Default_Big_BrokenWagon": "BASEAREAROOM_Default_Big_BrokenWagon", "BASEAREAROOM_Default_Big_FertileFarmland_1": "BASEAREAROOM_Default_Big_FertileFarmland_1", "BASEAREAROOM_Default_Big_FertileFarmland_2": "BASEAREAROOM_Default_Big_FertileFarmland_2", "BASEAREAROOM_Default_Big_FertileFarmland_3": "BASEAREAROOM_Default_Big_FertileFarmland_3", "BASEAREAROOM_Default_Big_FertileFarmland_4": "BASEAREAROOM_Default_Big_FertileFarmland_4", "BASEAREAROOM_Default_Big_FertileFarmland_5": "BASEAREAROOM_Default_Big_FertileFarmland_5", "BASEAREAROOM_Default_Big_LastRefuge": "BASEAREAROOM_Default_Big_LastRefuge", "BASEAREAROOM_Default_Big_Rock_1": "BASEAREAROOM_Default_Big_Rock_1", "BASEAREAROOM_Default_Big_Rock_2": "BASEAREAROOM_Default_Big_Rock_2", "BASEAREAROOM_Default_Big_Rock_3": "BASEAREAROOM_Default_Big_Rock_3", "BASEAREAROOM_Default_Big_TwistedForest_1": "BASEAREAROOM_Default_Big_TwistedForest_1", "BASEAREAROOM_Default_Big_TwistedForest_2": "BASEAREAROOM_Default_Big_TwistedForest_2", "BASEAREAROOM_Default_Big_TwistedForest_3": "BASEAREAROOM_Default_Big_TwistedForest_3", "BASEAREAROOM_Default_Central_1": "BASEAREAROOM_Default_Central_1", "BASEAREAROOM_Default_Central_2": "BASEAREAROOM_Default_Central_2", "BASEAREAROOM_Default_FirstFarmArea_1": "BASEAREAROOM_Default_FirstFarmArea_1", "BASEAREAROOM_Default_FirstMiniDungeonArea_1": "BASEAREAROOM_Default_FirstMiniDungeonArea_1", "BASEAREAROOM_Default_Small_1": "BASEAREAROOM_Default_Small_1", "BASEAREAROOM_Default_Small_10": "BASEAREAROOM_Default_Small_10", "BASEAREAROOM_Default_Small_11": "BASEAREAROOM_Default_Small_11", "BASEAREAROOM_Default_Small_12": "BASEAREAROOM_Default_Small_12", "BASEAREAROOM_Default_Small_13": "BASEAREAROOM_Default_Small_13", "BASEAREAROOM_Default_Small_14": "BASEAREAROOM_Default_Small_14", "BASEAREAROOM_Default_Small_15": "BASEAREAROOM_Default_Small_15", "BASEAREAROOM_Default_Small_16": "BASEAREAROOM_Default_Small_16", "BASEAREAROOM_Default_Small_17": "BASEAREAROOM_Default_Small_17", "BASEAREAROOM_Default_Small_18": "BASEAREAROOM_Default_Small_18", "BASEAREAROOM_Default_Small_19": "BASEAREAROOM_Default_Small_19", "BASEAREAROOM_Default_Small_2": "BASEAREAROOM_Default_Small_2", "BASEAREAROOM_Default_Small_20": "BASEAREAROOM_Default_Small_20", "BASEAREAROOM_Default_Small_21": "BASEAREAROOM_Default_Small_21", "BASEAREAROOM_Default_Small_22": "BASEAREAROOM_Default_Small_22", "BASEAREAROOM_Default_Small_23": "BASEAREAROOM_Default_Small_23", "BASEAREAROOM_Default_Small_24": "BASEAREAROOM_Default_Small_24", "BASEAREAROOM_Default_Small_25": "BASEAREAROOM_Default_Small_25", "BASEAREAROOM_Default_Small_3": "BASEAREAROOM_Default_Small_3", "BASEAREAROOM_Default_Small_4": "BASEAREAROOM_Default_Small_4", "BASEAREAROOM_Default_Small_5": "BASEAREAROOM_Default_Small_5", "BASEAREAROOM_Default_Small_6": "BASEAREAROOM_Default_Small_6", "BASEAREAROOM_Default_Small_7": "BASEAREAROOM_Default_Small_7", "BASEAREAROOM_Default_Small_8": "BASEAREAROOM_Default_Small_8", "BASEAREAROOM_Default_Small_9": "BASEAREAROOM_Default_Small_9", "BGMShiftTime": "BGMShiftTime", "BUILDINGS": "建物", "BUILDING_AccessoriesWorkstation": "BUILDING_AccessoriesWorkstation", "BUILDING_AccessoriesWorkstation -": "BUILDING_AccessoriesWorkstation -", "BUILDING_AdvancedCookingWorkstation": "BUILDING_AdvancedCookingWorkstation", "BUILDING_AdvancedCookingWorkstation -": "BUILDING_AdvancedCookingWorkstation -", "BUILDING_AlchemistWorkstation": "BUILDING_AlchemistWorkstation", "BUILDING_AlchemistWorkstation -": "BUILDING_AlchemistWorkstation -", "BUILDING_AllStorage": "BUILDING_AllStorage", "BUILDING_AllStorage -": "BUILDING_AllStorage -", "BUILDING_AlphaNearPortalBlock": "BUILDING_AlphaNearPortalBlock", "BUILDING_AlphaNearPortalBlock -": "BUILDING_AlphaNearPortalBlock -", "BUILDING_AncientForestBookshelf": "BUILDING_AncientForestBookshelf", "BUILDING_AncientForestBookshelf -": "BUILDING_AncientForestBookshelf -", "BUILDING_AncientForestBookshelfRemnant": "BUILDING_AncientForestBookshelfRemnant", "BUILDING_AncientForestBookshelfRemnant -": "BUILDING_AncientForestBookshelfRemnant -", "BUILDING_AncientForestBookshelfSide": "BUILDING_AncientForestBookshelfSide", "BUILDING_AncientForestBookshelfSide -": "BUILDING_AncientForestBookshelfSide -", "BUILDING_AncientForestBookshelfSideRemnant": "BUILDING_AncientForestBookshelfSideRemnant", "BUILDING_AncientForestBookshelfSideRemnant -": "BUILDING_AncientForestBookshelfSideRemnant -", "BUILDING_AnimalBoneRemains": "BUILDING_AnimalBoneRemains", "BUILDING_AnimalBoneRemains -": "BUILDING_AnimalBoneRemains -", "BUILDING_Banner": "BUILDING_Banner", "BUILDING_Banner -": "BUILDING_Banner -", "BUILDING_BannerStand": "BUILDING_BannerStand", "BUILDING_BannerStand -": "BUILDING_BannerStand -", "BUILDING_BasementStartPack": "BUILDING_BasementStartPack", "BUILDING_BasementStartPack -": "BUILDING_BasementStartPack -", "BUILDING_BasementTree": "BUILDING_BasementTree", "BUILDING_BasementTree -": "BUILDING_BasementTree -", "BUILDING_BasicCampsite": "BUILDING_BasicCampsite", "BUILDING_BasicCampsite -": "BUILDING_BasicCampsite -", "BUILDING_BasicCampsiteDeco1": "BUILDING_BasicCampsiteDeco1", "BUILDING_BasicCampsiteDeco1 -": "BUILDING_BasicCampsiteDeco1 -", "BUILDING_BasicCampsiteDeco2": "BUILDING_BasicCampsiteDeco2", "BUILDING_BasicCampsiteDeco2 -": "BUILDING_BasicCampsiteDeco2 -", "BUILDING_BasicWorkstation": "BUILDING_BasicWorkstation", "BUILDING_BasicWorkstation -": "BUILDING_BasicWorkstation -", "BUILDING_Bed": "BUILDING_Bed", "BUILDING_Bed -": "BUILDING_Bed -", "BUILDING_BeeHiveTree": "BUILDING_BeeHiveTree", "BUILDING_BeeHiveTree -": "BUILDING_BeeHiveTree -", "BUILDING_BeeHiveTreeRemnant": "BUILDING_BeeHiveTreeRemnant", "BUILDING_BeeHiveTreeRemnant -": "BUILDING_BeeHiveTreeRemnant -", "BUILDING_BigDarkThornVine": "BUILDING_BigDarkThornVine", "BUILDING_BigDarkThornVine -": "BUILDING_BigDarkThornVine -", "BUILDING_BigRock": "BUILDING_BigRock", "BUILDING_BigRock -": "BUILDING_BigRock -", "BUILDING_BigRockRemnant": "BUILDING_BigRockRemnant", "BUILDING_BigRockRemnant -": "BUILDING_BigRockRemnant -", "BUILDING_BlackBanner": "BUILDING_BlackBanner", "BUILDING_BlackBanner -": "BUILDING_BlackBanner -", "BUILDING_BlackBannerStand": "BUILDING_BlackBannerStand", "BUILDING_BlackBannerStand -": "BUILDING_BlackBannerStand -", "BUILDING_BlackCarpet": "BUILDING_BlackCarpet", "BUILDING_BlackCarpet -": "BUILDING_BlackCarpet -", "BUILDING_BlockingVine": "BUILDING_BlockingVine", "BUILDING_BlockingVine -": "BUILDING_BlockingVine -", "BUILDING_BloodTree": "BUILDING_BloodTree", "BUILDING_BloodTree -": "BUILDING_BloodTree -", "BUILDING_BloodTreeRemnant": "BUILDING_BloodTreeRemnant", "BUILDING_BloodTreeRemnant -": "BUILDING_BloodTreeRemnant -", "BUILDING_BloodTreeWithFruit": "BUILDING_BloodTreeWithFruit", "BUILDING_BloodTreeWithFruit -": "BUILDING_BloodTreeWithFruit -", "BUILDING_BloodTreeWithFruitRemnant": "BUILDING_BloodTreeWithFruitRemnant", "BUILDING_BloodTreeWithFruitRemnant -": "BUILDING_BloodTreeWithFruitRemnant -", "BUILDING_BlueBanner": "BUILDING_BlueBanner", "BUILDING_BlueBanner -": "BUILDING_BlueBanner -", "BUILDING_BlueBannerStand": "BUILDING_BlueBannerStand", "BUILDING_BlueBannerStand -": "BUILDING_BlueBannerStand -", "BUILDING_BlueCarpet": "BUILDING_BlueCarpet", "BUILDING_BlueCarpet -": "BUILDING_BlueCarpet -", "BUILDING_BlueDrunkardMushroom": "BUILDING_BlueDrunkardMushroom", "BUILDING_BlueDrunkardMushroom -": "BUILDING_BlueDrunkardMushroom -", "BUILDING_BlueberryBush": "BUILDING_BlueberryBush", "BUILDING_BlueberryBush -": "BUILDING_BlueberryBush -", "BUILDING_BlueberryBushRemnant": "BUILDING_BlueberryBushRemnant", "BUILDING_BlueberryBushRemnant -": "BUILDING_BlueberryBushRemnant -", "BUILDING_Blueprint": "BUILDING_Blueprint", "BUILDING_Blueprint -": "BUILDING_Blueprint -", "BUILDING_BonePile1": "BUILDING_BonePile1", "BUILDING_BonePile1 -": "BUILDING_BonePile1 -", "BUILDING_BonePile2": "BUILDING_BonePile2", "BUILDING_BonePile2 -": "BUILDING_BonePile2 -", "BUILDING_BoneRemains1": "BUILDING_BoneRemains1", "BUILDING_BoneRemains1 -": "BUILDING_BoneRemains1 -", "BUILDING_BoneRemains2": "BUILDING_BoneRemains2", "BUILDING_BoneRemains2 -": "BUILDING_BoneRemains2 -", "BUILDING_Bonfire": "BUILDING_Bonfire", "BUILDING_Bonfire -": "BUILDING_Bonfire -", "BUILDING_BookPile": "BUILDING_BookPile", "BUILDING_BookPile -": "BUILDING_BookPile -", "BUILDING_BookPile2": "BUILDING_BookPile2", "BUILDING_BookPile2 -": "BUILDING_BookPile2 -", "BUILDING_BottomCircleFlower": "BUILDING_BottomCircleFlower", "BUILDING_BottomCircleFlower -": "BUILDING_BottomCircleFlower -", "BUILDING_BottomRockMiddle": "BUILDING_BottomRockMiddle", "BUILDING_BottomRockMiddle -": "BUILDING_BottomRockMiddle -", "BUILDING_BottomRockSmall": "BUILDING_BottomRockSmall", "BUILDING_BottomRockSmall -": "BUILDING_BottomRockSmall -", "BUILDING_BottomStemFlower": "BUILDING_BottomStemFlower", "BUILDING_BottomStemFlower -": "BUILDING_BottomStemFlower -", "BUILDING_BrokenAncientForestBookshelf1": "BUILDING_BrokenAncientForestBookshelf1", "BUILDING_BrokenAncientForestBookshelf1 -": "BUILDING_BrokenAncientForestBookshelf1 -", "BUILDING_BrokenAncientForestBookshelf2": "BUILDING_BrokenAncientForestBookshelf2", "BUILDING_BrokenAncientForestBookshelf2 -": "BUILDING_BrokenAncientForestBookshelf2 -", "BUILDING_BrokenAncientForestBookshelfSide": "BUILDING_BrokenAncientForestBookshelfSide", "BUILDING_BrokenAncientForestBookshelfSide -": "BUILDING_BrokenAncientForestBookshelfSide -", "BUILDING_BrokenChest": "BUILDING_BrokenChest", "BUILDING_BrokenChest -": "BUILDING_BrokenChest -", "BUILDING_BrokenTreeTrunk": "BUILDING_BrokenTreeTrunk", "BUILDING_BrokenTreeTrunk -": "BUILDING_BrokenTreeTrunk -", "BUILDING_BrokenWagon": "BUILDING_BrokenWagon", "BUILDING_BrokenWagon -": "BUILDING_BrokenWagon -", "BUILDING_BrokenWagonRemnant": "BUILDING_BrokenWagonRemnant", "BUILDING_BrokenWagonRemnant -": "BUILDING_BrokenWagonRemnant -", "BUILDING_BrokenWheel": 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"BUILDING_CavernGodnessAncientWall6": "BUILDING_CavernGodnessAncientWall6", "BUILDING_CavernGodnessAncientWall6 -": "BUILDING_CavernGodnessAncientWall6 -", "BUILDING_CavernGodnessPillar": "BUILDING_CavernGodnessPillar", "BUILDING_CavernGodnessPillar -": "BUILDING_CavernGodnessPillar -", "BUILDING_CavernGodnessPillar2": "BUILDING_CavernGodnessPillar2", "BUILDING_CavernGodnessPillar2 -": "BUILDING_CavernGodnessPillar2 -", "BUILDING_CelestialSphere": "BUILDING_CelestialSphere", "BUILDING_CelestialSphere -": "BUILDING_CelestialSphere -", "BUILDING_Chair": "BUILDING_Chair", "BUILDING_Chair -": "BUILDING_Chair -", "BUILDING_ClothBedroll": "BUILDING_ClothBedroll", "BUILDING_ClothBedroll -": "BUILDING_ClothBedroll -", "BUILDING_ClothRug": "BUILDING_ClothRug", "BUILDING_ClothRug -": "BUILDING_ClothRug -", "BUILDING_CodexLevel1": "BUILDING_CodexLevel1", "BUILDING_CodexLevel1 -": "BUILDING_CodexLevel1 -", "BUILDING_CodexLevel1Remnant": "BUILDING_CodexLevel1Remnant", "BUILDING_CodexLevel1Remnant -": "BUILDING_CodexLevel1Remnant -", "BUILDING_CodexLevel2": "BUILDING_CodexLevel2", "BUILDING_CodexLevel2 -": "BUILDING_CodexLevel2 -", "BUILDING_CodexLevel2Remnant": "BUILDING_CodexLevel2Remnant", "BUILDING_CodexLevel2Remnant -": "BUILDING_CodexLevel2Remnant -", "BUILDING_ConsumableStorage": "BUILDING_ConsumableStorage", "BUILDING_ConsumableStorage -": "BUILDING_ConsumableStorage -", "BUILDING_CookingWorkstation": "BUILDING_CookingWorkstation", "BUILDING_CookingWorkstation -": "BUILDING_CookingWorkstation -", "BUILDING_DarkThornVine": "BUILDING_DarkThornVine", "BUILDING_DarkThornVine -": "BUILDING_DarkThornVine -", "BUILDING_DartPlayBoard": "BUILDING_DartPlayBoard", "BUILDING_DartPlayBoard -": "BUILDING_DartPlayBoard -", "BUILDING_DecorativeAncientBrokentileA": "BUILDING_DecorativeAncientBrokentileA", "BUILDING_DecorativeAncientBrokentileA -": "BUILDING_DecorativeAncientBrokentileA -", "BUILDING_DecorativeAncientBrokentileB": "BUILDING_DecorativeAncientBrokentileB", "BUILDING_DecorativeAncientBrokentileB -": "BUILDING_DecorativeAncientBrokentileB -", "BUILDING_DecorativeBlood": "BUILDING_DecorativeBlood", "BUILDING_DecorativeBlood -": "BUILDING_DecorativeBlood -", "BUILDING_DecorativeBloodyWallBushDown": "BUILDING_DecorativeBloodyWallBushDown", "BUILDING_DecorativeBloodyWallBushDown -": "BUILDING_DecorativeBloodyWallBushDown -", "BUILDING_DecorativeBloodyWallBushLeft": "BUILDING_DecorativeBloodyWallBushLeft", "BUILDING_DecorativeBloodyWallBushLeft -": "BUILDING_DecorativeBloodyWallBushLeft -", "BUILDING_DecorativeBloodyWallBushRight": "BUILDING_DecorativeBloodyWallBushRight", "BUILDING_DecorativeBloodyWallBushRight -": "BUILDING_DecorativeBloodyWallBushRight -", "BUILDING_DecorativeBloodyWallBushUp": "BUILDING_DecorativeBloodyWallBushUp", "BUILDING_DecorativeBloodyWallBushUp -": "BUILDING_DecorativeBloodyWallBushUp -", "BUILDING_DecorativeBone": "BUILDING_DecorativeBone", "BUILDING_DecorativeBone -": "BUILDING_DecorativeBone -", "BUILDING_DecorativeBrokenAncientForestBookshelfSideA": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA", "BUILDING_DecorativeBrokenAncientForestBookshelfSideA -": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA -", "BUILDING_DecorativeBrokenAncientForestBookshelfSideB": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB", "BUILDING_DecorativeBrokenAncientForestBookshelfSideB -": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB -", "BUILDING_DecorativeBurriedBag": "BUILDING_DecorativeBurriedBag", "BUILDING_DecorativeBurriedBag -": "BUILDING_DecorativeBurriedBag -", "BUILDING_DecorativeBurriedSewage": "BUILDING_DecorativeBurriedSewage", "BUILDING_DecorativeBurriedSewage -": "BUILDING_DecorativeBurriedSewage -", "BUILDING_DecorativeBurriedSewageSmall": "BUILDING_DecorativeBurriedSewageSmall", "BUILDING_DecorativeBurriedSewageSmall -": "BUILDING_DecorativeBurriedSewageSmall -", "BUILDING_DecorativeBurriedSkull1": "BUILDING_DecorativeBurriedSkull1", "BUILDING_DecorativeBurriedSkull1 -": "BUILDING_DecorativeBurriedSkull1 -", "BUILDING_DecorativeBurriedSkull2": "BUILDING_DecorativeBurriedSkull2", "BUILDING_DecorativeBurriedSkull2 -": "BUILDING_DecorativeBurriedSkull2 -", "BUILDING_DecorativeBurriedSkull3": "BUILDING_DecorativeBurriedSkull3", "BUILDING_DecorativeBurriedSkull3 -": "BUILDING_DecorativeBurriedSkull3 -", "BUILDING_DecorativeBurriedSomething": "BUILDING_DecorativeBurriedSomething", "BUILDING_DecorativeBurriedSomething -": "BUILDING_DecorativeBurriedSomething -", "BUILDING_DecorativeBurrowRock": "BUILDING_DecorativeBurrowRock", "BUILDING_DecorativeBurrowRock -": "BUILDING_DecorativeBurrowRock -", "BUILDING_DecorativeBush": "BUILDING_DecorativeBush", "BUILDING_DecorativeBush -": "BUILDING_DecorativeBush -", "BUILDING_DecorativeFlowingBlood": "BUILDING_DecorativeFlowingBlood", "BUILDING_DecorativeFlowingBlood -": "BUILDING_DecorativeFlowingBlood -", "BUILDING_DecorativeGrass": "BUILDING_DecorativeGrass", "BUILDING_DecorativeGrass -": "BUILDING_DecorativeGrass -", "BUILDING_DecorativeLargeBlood": "BUILDING_DecorativeLargeBlood", "BUILDING_DecorativeLargeBlood -": "BUILDING_DecorativeLargeBlood -", "BUILDING_DecorativeMouseHead": "BUILDING_DecorativeMouseHead", "BUILDING_DecorativeMouseHead -": "BUILDING_DecorativeMouseHead -", "BUILDING_DecorativePipeDown": "BUILDING_DecorativePipeDown", "BUILDING_DecorativePipeDown -": "BUILDING_DecorativePipeDown -", "BUILDING_DecorativePipeLeft": "BUILDING_DecorativePipeLeft", "BUILDING_DecorativePipeLeft -": "BUILDING_DecorativePipeLeft -", "BUILDING_DecorativePipeRight": "BUILDING_DecorativePipeRight", "BUILDING_DecorativePipeRight -": "BUILDING_DecorativePipeRight -", "BUILDING_DecorativePipeUp": "BUILDING_DecorativePipeUp", "BUILDING_DecorativePipeUp -": "BUILDING_DecorativePipeUp -", "BUILDING_DecorativePipeWall": "BUILDING_DecorativePipeWall", "BUILDING_DecorativePipeWall -": "BUILDING_DecorativePipeWall -", "BUILDING_DecorativePollutedWaterTile1": "BUILDING_DecorativePollutedWaterTile1", "BUILDING_DecorativePollutedWaterTile1 -": "BUILDING_DecorativePollutedWaterTile1 -", "BUILDING_DecorativePollutedWaterTile2": "BUILDING_DecorativePollutedWaterTile2", "BUILDING_DecorativePollutedWaterTile2 -": "BUILDING_DecorativePollutedWaterTile2 -", "BUILDING_DecorativePollutedWaterTile3": "BUILDING_DecorativePollutedWaterTile3", "BUILDING_DecorativePollutedWaterTile3 -": "BUILDING_DecorativePollutedWaterTile3 -", "BUILDING_DecorativeSewageBig1": "BUILDING_DecorativeSewageBig1", "BUILDING_DecorativeSewageBig1 -": "BUILDING_DecorativeSewageBig1 -", "BUILDING_DecorativeSewageBig2": "BUILDING_DecorativeSewageBig2", "BUILDING_DecorativeSewageBig2 -": "BUILDING_DecorativeSewageBig2 -", "BUILDING_DecorativeSewageHuge1": "BUILDING_DecorativeSewageHuge1", "BUILDING_DecorativeSewageHuge1 -": "BUILDING_DecorativeSewageHuge1 -", "BUILDING_DecorativeSewageHuge2": "BUILDING_DecorativeSewageHuge2", "BUILDING_DecorativeSewageHuge2 -": "BUILDING_DecorativeSewageHuge2 -", "BUILDING_DecorativeSewageSmall1": "BUILDING_DecorativeSewageSmall1", "BUILDING_DecorativeSewageSmall1 -": "BUILDING_DecorativeSewageSmall1 -", "BUILDING_DecorativeSewageSmall2": "BUILDING_DecorativeSewageSmall2", "BUILDING_DecorativeSewageSmall2 -": "BUILDING_DecorativeSewageSmall2 -", "BUILDING_DecorativeSewageSmall3": "BUILDING_DecorativeSewageSmall3", "BUILDING_DecorativeSewageSmall3 -": "BUILDING_DecorativeSewageSmall3 -", "BUILDING_DecorativeSmallBush": "BUILDING_DecorativeSmallBush", "BUILDING_DecorativeSmallBush -": "BUILDING_DecorativeSmallBush -", "BUILDING_DecorativeSmallGrass": "BUILDING_DecorativeSmallGrass", "BUILDING_DecorativeSmallGrass -": "BUILDING_DecorativeSmallGrass -", "BUILDING_DecorativeSmallRoot1": "BUILDING_DecorativeSmallRoot1", "BUILDING_DecorativeSmallRoot1 -": "BUILDING_DecorativeSmallRoot1 -", "BUILDING_DecorativeSmallRoot2": "BUILDING_DecorativeSmallRoot2", "BUILDING_DecorativeSmallRoot2 -": "BUILDING_DecorativeSmallRoot2 -", "BUILDING_DecorativeSmallRoot3": "BUILDING_DecorativeSmallRoot3", "BUILDING_DecorativeSmallRoot3 -": "BUILDING_DecorativeSmallRoot3 -", "BUILDING_DecorativeSmallStalagmite1": "BUILDING_DecorativeSmallStalagmite1", "BUILDING_DecorativeSmallStalagmite1 -": "BUILDING_DecorativeSmallStalagmite1 -", "BUILDING_DecorativeStalagmite": "BUILDING_DecorativeStalagmite", "BUILDING_DecorativeStalagmite -": "BUILDING_DecorativeStalagmite -", "BUILDING_DecorativeStalagmite1": "BUILDING_DecorativeStalagmite1", "BUILDING_DecorativeStalagmite1 -": "BUILDING_DecorativeStalagmite1 -", "BUILDING_DecorativeStalagmiteBig": "BUILDING_DecorativeStalagmiteBig", "BUILDING_DecorativeStalagmiteBig -": "BUILDING_DecorativeStalagmiteBig -", "BUILDING_DecorativeStalagmiteSmall": "BUILDING_DecorativeStalagmiteSmall", "BUILDING_DecorativeStalagmiteSmall -": "BUILDING_DecorativeStalagmiteSmall -", "BUILDING_DecorativeStone1": 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"BUILDING_DecorativeWallBush": "BUILDING_DecorativeWallBush", "BUILDING_DecorativeWallBush -": "BUILDING_DecorativeWallBush -", "BUILDING_DecorativeWood'sBlood": "BUILDING_DecorativeWood'sBlood", "BUILDING_DecorativeWood'sBlood -": "BUILDING_DecorativeWood'sBlood -", "BUILDING_DevricPillar1": "BUILDING_DevricPillar1", "BUILDING_DevricPillar1 -": "BUILDING_DevricPillar1 -", "BUILDING_DevricPillar2": "BUILDING_DevricPillar2", "BUILDING_DevricPillar2 -": "BUILDING_DevricPillar2 -", "BUILDING_DevricPillar3": "BUILDING_DevricPillar3", "BUILDING_DevricPillar3 -": "BUILDING_DevricPillar3 -", "BUILDING_DevricPillar4": "BUILDING_DevricPillar4", "BUILDING_DevricPillar4 -": "BUILDING_DevricPillar4 -", "BUILDING_DevrikStatue": "BUILDING_DevrikStatue", "BUILDING_DevrikStatue -": "BUILDING_DevrikStatue -", "BUILDING_DevrikStatue2": "BUILDING_DevrikStatue2", "BUILDING_DevrikStatue2 -": "BUILDING_DevrikStatue2 -", "BUILDING_DevrikStatue2Remnant": "BUILDING_DevrikStatue2Remnant", "BUILDING_DevrikStatue2Remnant -": "BUILDING_DevrikStatue2Remnant -", "BUILDING_DevrikStatue3": "BUILDING_DevrikStatue3", "BUILDING_DevrikStatue3 -": "BUILDING_DevrikStatue3 -", "BUILDING_DevrikStatue3Remnant": "BUILDING_DevrikStatue3Remnant", "BUILDING_DevrikStatue3Remnant -": "BUILDING_DevrikStatue3Remnant -", "BUILDING_DevrikStatue4": "BUILDING_DevrikStatue4", "BUILDING_DevrikStatue4 -": "BUILDING_DevrikStatue4 -", "BUILDING_DevrikStatue4Remnant": "BUILDING_DevrikStatue4Remnant", "BUILDING_DevrikStatue4Remnant -": "BUILDING_DevrikStatue4Remnant -", "BUILDING_DevrikStatueRemnant": "BUILDING_DevrikStatueRemnant", "BUILDING_DevrikStatueRemnant -": "BUILDING_DevrikStatueRemnant -", "BUILDING_DicePlayTable": "BUILDING_DicePlayTable", "BUILDING_DicePlayTable -": "BUILDING_DicePlayTable -", "BUILDING_DirtWall": "BUILDING_DirtWall", "BUILDING_DirtWall -": "BUILDING_DirtWall -", "BUILDING_DirtyCorpses": "BUILDING_DirtyCorpses", "BUILDING_DirtyCorpses -": "BUILDING_DirtyCorpses -", "BUILDING_DirtyCorpses1": "BUILDING_DirtyCorpses1", "BUILDING_DirtyCorpses1 -": "BUILDING_DirtyCorpses1 -", "BUILDING_DirtyCorpses1Remnant": "BUILDING_DirtyCorpses1Remnant", "BUILDING_DirtyCorpses1Remnant -": "BUILDING_DirtyCorpses1Remnant -", "BUILDING_DirtyCorpses2": "BUILDING_DirtyCorpses2", "BUILDING_DirtyCorpses2 -": "BUILDING_DirtyCorpses2 -", "BUILDING_DirtyCorpses2Remnant": "BUILDING_DirtyCorpses2Remnant", "BUILDING_DirtyCorpses2Remnant -": "BUILDING_DirtyCorpses2Remnant -", "BUILDING_DirtyCorpsesRemnant": "BUILDING_DirtyCorpsesRemnant", "BUILDING_DirtyCorpsesRemnant -": "BUILDING_DirtyCorpsesRemnant -", "BUILDING_DiscardedMagicPowerDevice": "BUILDING_DiscardedMagicPowerDevice", "BUILDING_DiscardedMagicPowerDevice -": "BUILDING_DiscardedMagicPowerDevice -", "BUILDING_DiscardedMagicPowerDeviceRemnant": "BUILDING_DiscardedMagicPowerDeviceRemnant", "BUILDING_DiscardedMagicPowerDeviceRemnant -": "BUILDING_DiscardedMagicPowerDeviceRemnant -", "BUILDING_DiscardedSpecimen": 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"BUILDING_ForestGodnessAncientWall4 -": "BUILDING_ForestGodnessAncientWall4 -", "BUILDING_ForestGodnessAncientWall5": "BUILDING_ForestGodnessAncientWall5", "BUILDING_ForestGodnessAncientWall5 -": "BUILDING_ForestGodnessAncientWall5 -", "BUILDING_ForestGodnessAncientWall6": "BUILDING_ForestGodnessAncientWall6", "BUILDING_ForestGodnessAncientWall6 -": "BUILDING_ForestGodnessAncientWall6 -", "BUILDING_ForestGodnessPillar": "BUILDING_ForestGodnessPillar", "BUILDING_ForestGodnessPillar -": "BUILDING_ForestGodnessPillar -", "BUILDING_ForestGodnessPillar2": "BUILDING_ForestGodnessPillar2", "BUILDING_ForestGodnessPillar2 -": "BUILDING_ForestGodnessPillar2 -", "BUILDING_ForestRoundHill": "BUILDING_ForestRoundHill", "BUILDING_ForestRoundHill -": "BUILDING_ForestRoundHill -", "BUILDING_ForestWeed": "BUILDING_ForestWeed", "BUILDING_ForestWeed -": "BUILDING_ForestWeed -", "BUILDING_GiantStoneGolemDead": "BUILDING_GiantStoneGolemDead", "BUILDING_GiantStoneGolemDead -": "BUILDING_GiantStoneGolemDead 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"BUILDING_R1AbyssEliteTreasureChest", "BUILDING_R1AbyssEliteTreasureChest -": "BUILDING_R1AbyssEliteTreasureChest -", "BUILDING_R1AbyssEliteTreasureChestRemnant": "BUILDING_R1AbyssEliteTreasureChestRemnant", "BUILDING_R1AbyssEliteTreasureChestRemnant -": "BUILDING_R1AbyssEliteTreasureChestRemnant -", "BUILDING_R1AbyssHighTreasureChest": "BUILDING_R1AbyssHighTreasureChest", "BUILDING_R1AbyssHighTreasureChest -": "BUILDING_R1AbyssHighTreasureChest -", "BUILDING_R1AbyssHighTreasureChestRemnant": "BUILDING_R1AbyssHighTreasureChestRemnant", "BUILDING_R1AbyssHighTreasureChestRemnant -": "BUILDING_R1AbyssHighTreasureChestRemnant -", "BUILDING_R1AbyssLowTreasureChest": "BUILDING_R1AbyssLowTreasureChest", "BUILDING_R1AbyssLowTreasureChest -": "BUILDING_R1AbyssLowTreasureChest -", "BUILDING_R1AbyssLowTreasureChestRemnant": "BUILDING_R1AbyssLowTreasureChestRemnant", "BUILDING_R1AbyssLowTreasureChestRemnant -": "BUILDING_R1AbyssLowTreasureChestRemnant -", "BUILDING_R2AbyssBossTreasureChest": "BUILDING_R2AbyssBossTreasureChest", "BUILDING_R2AbyssBossTreasureChest -": "BUILDING_R2AbyssBossTreasureChest -", "BUILDING_R2AbyssBossTreasureChestRemnant": "BUILDING_R2AbyssBossTreasureChestRemnant", "BUILDING_R2AbyssBossTreasureChestRemnant -": "BUILDING_R2AbyssBossTreasureChestRemnant -", "BUILDING_R2AbyssEliteTreasureChest": "BUILDING_R2AbyssEliteTreasureChest", "BUILDING_R2AbyssEliteTreasureChest -": "BUILDING_R2AbyssEliteTreasureChest -", "BUILDING_R2AbyssEliteTreasureChestRemnant": "BUILDING_R2AbyssEliteTreasureChestRemnant", "BUILDING_R2AbyssEliteTreasureChestRemnant -": "BUILDING_R2AbyssEliteTreasureChestRemnant -", "BUILDING_R2AbyssHighTreasureChest": "BUILDING_R2AbyssHighTreasureChest", "BUILDING_R2AbyssHighTreasureChest -": "BUILDING_R2AbyssHighTreasureChest -", "BUILDING_R2AbyssHighTreasureChestRemnant": "BUILDING_R2AbyssHighTreasureChestRemnant", "BUILDING_R2AbyssHighTreasureChestRemnant -": "BUILDING_R2AbyssHighTreasureChestRemnant -", "BUILDING_R2AbyssLowTreasureChest": "BUILDING_R2AbyssLowTreasureChest", "BUILDING_R2AbyssLowTreasureChest -": "BUILDING_R2AbyssLowTreasureChest -", "BUILDING_R2AbyssLowTreasureChestRemnant": "BUILDING_R2AbyssLowTreasureChestRemnant", "BUILDING_R2AbyssLowTreasureChestRemnant -": "BUILDING_R2AbyssLowTreasureChestRemnant -", "BUILDING_R2LuxuriousTreasureChest": "BUILDING_R2LuxuriousTreasureChest", "BUILDING_R2LuxuriousTreasureChest -": "BUILDING_R2LuxuriousTreasureChest -", "BUILDING_R2LuxuriousTreasureChestRemnant": "BUILDING_R2LuxuriousTreasureChestRemnant", "BUILDING_R2LuxuriousTreasureChestRemnant -": "BUILDING_R2LuxuriousTreasureChestRemnant -", "BUILDING_R2ModestTreasureChest": "BUILDING_R2ModestTreasureChest", "BUILDING_R2ModestTreasureChest -": "BUILDING_R2ModestTreasureChest -", "BUILDING_R2ModestTreasureChestRemnant": "BUILDING_R2ModestTreasureChestRemnant", "BUILDING_R2ModestTreasureChestRemnant -": "BUILDING_R2ModestTreasureChestRemnant -", "BUILDING_R2SturdyTreasureChest": "BUILDING_R2SturdyTreasureChest", "BUILDING_R2SturdyTreasureChest -": "BUILDING_R2SturdyTreasureChest -", "BUILDING_R2SturdyTreasureChestRemnant": "BUILDING_R2SturdyTreasureChestRemnant", "BUILDING_R2SturdyTreasureChestRemnant -": "BUILDING_R2SturdyTreasureChestRemnant -", "BUILDING_R2WoodenCrate": "BUILDING_R2WoodenCrate", "BUILDING_R2WoodenCrate -": "BUILDING_R2WoodenCrate -", "BUILDING_R2WoodenCrateRemnant": "BUILDING_R2WoodenCrateRemnant", "BUILDING_R2WoodenCrateRemnant -": "BUILDING_R2WoodenCrateRemnant -", "BUILDING_RagsAndWastes": "BUILDING_RagsAndWastes", "BUILDING_RagsAndWastes -": "BUILDING_RagsAndWastes -", "BUILDING_RedCarpetA": "BUILDING_RedCarpetA", "BUILDING_RedCarpetA -": "BUILDING_RedCarpetA -", "BUILDING_RedCarpetB": "BUILDING_RedCarpetB", "BUILDING_RedCarpetB -": "BUILDING_RedCarpetB -", "BUILDING_RemoveFloor": "BUILDING_RemoveFloor", "BUILDING_RemoveFloor -": "BUILDING_RemoveFloor -", "BUILDING_Repairstand": "BUILDING_Repairstand", "BUILDING_Repairstand -": "BUILDING_Repairstand -", "BUILDING_ResearchPapers": "BUILDING_ResearchPapers", "BUILDING_ResearchPapers -": "BUILDING_ResearchPapers -", "BUILDING_ResearchPapers2": "BUILDING_ResearchPapers2", "BUILDING_ResearchPapers2 -": "BUILDING_ResearchPapers2 -", "BUILDING_ResearchStation": "BUILDING_ResearchStation", "BUILDING_ResearchStation -": "BUILDING_ResearchStation -", "BUILDING_ResourceStorage": "BUILDING_ResourceStorage", "BUILDING_ResourceStorage -": "BUILDING_ResourceStorage -", "BUILDING_Rock": "BUILDING_Rock", "BUILDING_Rock -": "BUILDING_Rock -", "BUILDING_RockRemnant": "BUILDING_RockRemnant", "BUILDING_RockRemnant -": "BUILDING_RockRemnant -", "BUILDING_RockWall": "BUILDING_RockWall", "BUILDING_RockWall -": "BUILDING_RockWall -", "BUILDING_ScareCrow": "BUILDING_ScareCrow", "BUILDING_ScareCrow -": "BUILDING_ScareCrow -", "BUILDING_ScareCrow - hit-receive animation": "BUILDING_ScareCrow - hit-receive animation", "BUILDING_ScareCrowRemnant": "BUILDING_ScareCrowRemnant", "BUILDING_ScareCrowRemnant -": "BUILDING_ScareCrowRemnant -", "BUILDING_ScholarDesk": "BUILDING_ScholarDesk", "BUILDING_ScholarDesk -": "BUILDING_ScholarDesk -", "BUILDING_Screen": "BUILDING_Screen", "BUILDING_Screen -": "BUILDING_Screen -", "BUILDING_ScribeObelisk": "BUILDING_ScribeObelisk", "BUILDING_ScribeObelisk -": "BUILDING_ScribeObelisk -", "BUILDING_ShabbySkullTotem1": "BUILDING_ShabbySkullTotem1", "BUILDING_ShabbySkullTotem1 -": "BUILDING_ShabbySkullTotem1 -", "BUILDING_ShabbySkullTotem2": "BUILDING_ShabbySkullTotem2", "BUILDING_ShabbySkullTotem2 -": "BUILDING_ShabbySkullTotem2 -", "BUILDING_ShabbySkullTotem3": "BUILDING_ShabbySkullTotem3", "BUILDING_ShabbySkullTotem3 -": "BUILDING_ShabbySkullTotem3 -", "BUILDING_SlimePoop": "BUILDING_SlimePoop", "BUILDING_SlimePoop -": "BUILDING_SlimePoop -", "BUILDING_SlotMachine": "BUILDING_SlotMachine", "BUILDING_SlotMachine -": "BUILDING_SlotMachine -", "BUILDING_SlotMachineRemnant": "BUILDING_SlotMachineRemnant", "BUILDING_SlotMachineRemnant -": "BUILDING_SlotMachineRemnant -", "BUILDING_SmallBlueCrystal": "BUILDING_SmallBlueCrystal", "BUILDING_SmallBlueCrystal -": "BUILDING_SmallBlueCrystal -", "BUILDING_SmallBlueCrystalRemnant": "BUILDING_SmallBlueCrystalRemnant", "BUILDING_SmallBlueCrystalRemnant -": "BUILDING_SmallBlueCrystalRemnant -", "BUILDING_SmallCopperNode": "BUILDING_SmallCopperNode", "BUILDING_SmallCopperNode -": "BUILDING_SmallCopperNode -", "BUILDING_SmallCopperNodeRemnant": "BUILDING_SmallCopperNodeRemnant", "BUILDING_SmallCopperNodeRemnant -": "BUILDING_SmallCopperNodeRemnant -", "BUILDING_SmallDarkThornVine": "BUILDING_SmallDarkThornVine", "BUILDING_SmallDarkThornVine -": "BUILDING_SmallDarkThornVine -", "BUILDING_SmallDirtRock": "BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock -": "BUILDING_SmallDirtRock -", "BUILDING_SmallDirtRockRemnant": "BUILDING_SmallDirtRockRemnant", "BUILDING_SmallDirtRockRemnant -": "BUILDING_SmallDirtRockRemnant -", "BUILDING_SmallDustRoot": "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot -": "BUILDING_SmallDustRoot -", "BUILDING_SmallDustRootRemnant": "BUILDING_SmallDustRootRemnant", "BUILDING_SmallDustRootRemnant -": "BUILDING_SmallDustRootRemnant -", "BUILDING_SmallGreenCrystal": "BUILDING_SmallGreenCrystal", "BUILDING_SmallGreenCrystal -": "BUILDING_SmallGreenCrystal -", "BUILDING_SmallGreenCrystalRemnant": "BUILDING_SmallGreenCrystalRemnant", "BUILDING_SmallGreenCrystalRemnant -": "BUILDING_SmallGreenCrystalRemnant -", "BUILDING_SmallRedCrystal": "BUILDING_SmallRedCrystal", "BUILDING_SmallRedCrystal -": "BUILDING_SmallRedCrystal -", "BUILDING_SmallRedCrystalRemnant": "BUILDING_SmallRedCrystalRemnant", "BUILDING_SmallRedCrystalRemnant -": "BUILDING_SmallRedCrystalRemnant -", "BUILDING_SmallSilverVein": "BUILDING_SmallSilverVein", "BUILDING_SmallSilverVein -": "BUILDING_SmallSilverVein -", "BUILDING_SmallSilverVeinRemnant": "BUILDING_SmallSilverVeinRemnant", "BUILDING_SmallSilverVeinRemnant -": "BUILDING_SmallSilverVeinRemnant -", "BUILDING_SmallTwistedTree": "BUILDING_SmallTwistedTree", "BUILDING_SmallTwistedTree -": "BUILDING_SmallTwistedTree -", "BUILDING_SmallTwistedTreeRemnant": "BUILDING_SmallTwistedTreeRemnant", "BUILDING_SmallTwistedTreeRemnant -": "BUILDING_SmallTwistedTreeRemnant -", "BUILDING_SolarBloom": "BUILDING_SolarBloom", "BUILDING_SolarBloom -": "BUILDING_SolarBloom -", "BUILDING_SpecimenLarge": "BUILDING_SpecimenLarge", "BUILDING_SpecimenLarge -": "BUILDING_SpecimenLarge -", "BUILDING_SpecimenMedium": "BUILDING_SpecimenMedium", "BUILDING_SpecimenMedium -": "BUILDING_SpecimenMedium -", "BUILDING_SpecimenSmall": "BUILDING_SpecimenSmall", "BUILDING_SpecimenSmall -": "BUILDING_SpecimenSmall -", "BUILDING_StaffWorkstation": "BUILDING_StaffWorkstation", "BUILDING_StaffWorkstation -": "BUILDING_StaffWorkstation -", "BUILDING_StoneBed": "BUILDING_StoneBed", "BUILDING_StoneBed -": "BUILDING_StoneBed -", "BUILDING_StoneChair": "BUILDING_StoneChair", "BUILDING_StoneChair -": "BUILDING_StoneChair -", "BUILDING_StoneCloset": "BUILDING_StoneCloset", "BUILDING_StoneCloset -": "BUILDING_StoneCloset -", "BUILDING_StoneConsumableStorage": "BUILDING_StoneConsumableStorage", "BUILDING_StoneConsumableStorage -": "BUILDING_StoneConsumableStorage -", "BUILDING_StoneDecoration": "BUILDING_StoneDecoration", "BUILDING_StoneDecoration -": "BUILDING_StoneDecoration -", "BUILDING_StoneDiningChair": "BUILDING_StoneDiningChair", "BUILDING_StoneDiningChair -": "BUILDING_StoneDiningChair -", "BUILDING_StoneDoor": "BUILDING_StoneDoor", "BUILDING_StoneDoor -": "BUILDING_StoneDoor -", "BUILDING_StoneEquipmentStorage": "BUILDING_StoneEquipmentStorage", "BUILDING_StoneEquipmentStorage -": "BUILDING_StoneEquipmentStorage -", "BUILDING_StoneFireplace": "BUILDING_StoneFireplace", "BUILDING_StoneFireplace -": "BUILDING_StoneFireplace -", "BUILDING_StoneFloor": "BUILDING_StoneFloor", "BUILDING_StoneFloor -": "BUILDING_StoneFloor -", "BUILDING_StoneFloor2": "BUILDING_StoneFloor2", "BUILDING_StoneFloor2 -": "BUILDING_StoneFloor2 -", "BUILDING_StoneLargeTable": "BUILDING_StoneLargeTable", "BUILDING_StoneLargeTable -": "BUILDING_StoneLargeTable -", "BUILDING_StoneLongChair": "BUILDING_StoneLongChair", "BUILDING_StoneLongChair -": "BUILDING_StoneLongChair -", "BUILDING_StonePile": "BUILDING_StonePile", "BUILDING_StonePile -": "BUILDING_StonePile -", "BUILDING_StonePillar": "BUILDING_StonePillar", "BUILDING_StonePillar -": "BUILDING_StonePillar -", "BUILDING_StoneProjectileStorage": "BUILDING_StoneProjectileStorage", "BUILDING_StoneProjectileStorage -": "BUILDING_StoneProjectileStorage -", "BUILDING_StoneResourceStorage": "BUILDING_StoneResourceStorage", "BUILDING_StoneResourceStorage -": "BUILDING_StoneResourceStorage -", "BUILDING_StoneRoundTable": "BUILDING_StoneRoundTable", "BUILDING_StoneRoundTable -": "BUILDING_StoneRoundTable -", "BUILDING_StoneSideTable": "BUILDING_StoneSideTable", "BUILDING_StoneSideTable -": "BUILDING_StoneSideTable -", "BUILDING_StoneTable": "BUILDING_StoneTable", "BUILDING_StoneTable -": "BUILDING_StoneTable -", "BUILDING_StoneWall": "BUILDING_StoneWall", "BUILDING_StoneWall -": "BUILDING_StoneWall -", "BUILDING_Storage": "BUILDING_Storage", "BUILDING_Storage -": "BUILDING_Storage -", "BUILDING_StrangeNiche": "BUILDING_StrangeNiche", "BUILDING_StrangeNiche -": "BUILDING_StrangeNiche -", "BUILDING_StrangeNicheRemnant": "BUILDING_StrangeNicheRemnant", "BUILDING_StrangeNicheRemnant -": "BUILDING_StrangeNicheRemnant -", "BUILDING_StrangeSeed": "BUILDING_StrangeSeed", "BUILDING_StrangeSeed -": "BUILDING_StrangeSeed -", "BUILDING_StrawDoor": "BUILDING_StrawDoor", "BUILDING_StrawDoor -": "BUILDING_StrawDoor -", "BUILDING_StrawPile": "BUILDING_StrawPile", "BUILDING_StrawPile -": "BUILDING_StrawPile -", "BUILDING_StrawWall": "BUILDING_StrawWall", "BUILDING_StrawWall -": "BUILDING_StrawWall -", "BUILDING_SturdyTreasureChest": "BUILDING_SturdyTreasureChest", "BUILDING_SturdyTreasureChest -": "BUILDING_SturdyTreasureChest -", "BUILDING_SturdyTreasureChestRemnant": "BUILDING_SturdyTreasureChestRemnant", "BUILDING_SturdyTreasureChestRemnant -": "BUILDING_SturdyTreasureChestRemnant -", "BUILDING_SunHeartBloom": "BUILDING_SunHeartBloom", "BUILDING_SunHeartBloom -": "BUILDING_SunHeartBloom -", "BUILDING_SupportWagonDownfall": "BUILDING_SupportWagonDownfall", "BUILDING_SupportWagonDownfall -": "BUILDING_SupportWagonDownfall -", "BUILDING_SupportWagonDownfallRemnant": "BUILDING_SupportWagonDownfallRemnant", "BUILDING_SupportWagonDownfallRemnant -": "BUILDING_SupportWagonDownfallRemnant -", "BUILDING_SupportWagonEasy": "BUILDING_SupportWagonEasy", "BUILDING_SupportWagonEasy -": "BUILDING_SupportWagonEasy -", "BUILDING_SupportWagonEasyRemnant": "BUILDING_SupportWagonEasyRemnant", "BUILDING_SupportWagonEasyRemnant -": "BUILDING_SupportWagonEasyRemnant -", "BUILDING_SupportWagonHard": "BUILDING_SupportWagonHard", "BUILDING_SupportWagonHard -": "BUILDING_SupportWagonHard -", "BUILDING_SupportWagonHardRemnant": "BUILDING_SupportWagonHardRemnant", "BUILDING_SupportWagonHardRemnant -": "BUILDING_SupportWagonHardRemnant -", "BUILDING_SupportWagonNormal": "BUILDING_SupportWagonNormal", "BUILDING_SupportWagonNormal -": "BUILDING_SupportWagonNormal -", "BUILDING_SupportWagonNormalRemnant": "BUILDING_SupportWagonNormalRemnant", "BUILDING_SupportWagonNormalRemnant -": "BUILDING_SupportWagonNormalRemnant -", "BUILDING_SupportWagonVeryHard": "BUILDING_SupportWagonVeryHard", "BUILDING_SupportWagonVeryHard -": "BUILDING_SupportWagonVeryHard -", "BUILDING_SupportWagonVeryHardRemnant": "BUILDING_SupportWagonVeryHardRemnant", "BUILDING_SupportWagonVeryHardRemnant -": "BUILDING_SupportWagonVeryHardRemnant -", "BUILDING_SuspiciousScarecrow": "BUILDING_SuspiciousScarecrow", "BUILDING_SuspiciousScarecrow -": "BUILDING_SuspiciousScarecrow -", "BUILDING_Table": "BUILDING_Table", "BUILDING_Table -": "BUILDING_Table -", "BUILDING_TestTradeBox": "BUILDING_TestTradeBox", "BUILDING_TestTradeBox -": "BUILDING_TestTradeBox -", "BUILDING_TorchStand": "BUILDING_TorchStand", "BUILDING_TorchStand -": "BUILDING_TorchStand -", "BUILDING_TransparentWall": "BUILDING_TransparentWall", "BUILDING_TransparentWall -": "BUILDING_TransparentWall -", "BUILDING_TransparentWall90": "BUILDING_TransparentWall90", "BUILDING_TransparentWall90 -": "BUILDING_TransparentWall90 -", "BUILDING_TreeOfLife": "BUILDING_TreeOfLife", "BUILDING_TreeOfLife -": "BUILDING_TreeOfLife -", "BUILDING_TreeOfLifeRemnant": "BUILDING_TreeOfLifeRemnant", "BUILDING_TreeOfLifeRemnant -": "BUILDING_TreeOfLifeRemnant -", "BUILDING_Turnip": "BUILDING_Turnip", "BUILDING_Turnip -": "BUILDING_Turnip -", "BUILDING_TurnipRemnant": "BUILDING_TurnipRemnant", "BUILDING_TurnipRemnant -": "BUILDING_TurnipRemnant -", "BUILDING_Tutorial1Chest": "BUILDING_Tutorial1Chest", "BUILDING_Tutorial1Chest -": "BUILDING_Tutorial1Chest -", "BUILDING_Tutorial1ChestRemnant": "BUILDING_Tutorial1ChestRemnant", "BUILDING_Tutorial1ChestRemnant -": "BUILDING_Tutorial1ChestRemnant -", "BUILDING_TwistedBush": "BUILDING_TwistedBush", "BUILDING_TwistedBush -": "BUILDING_TwistedBush -", "BUILDING_UsefulMagicScrapPile": "BUILDING_UsefulMagicScrapPile", "BUILDING_UsefulMagicScrapPile -": "BUILDING_UsefulMagicScrapPile -", "BUILDING_WagonScraps1": "BUILDING_WagonScraps1", "BUILDING_WagonScraps1 -": "BUILDING_WagonScraps1 -", "BUILDING_WagonScraps2": "BUILDING_WagonScraps2", "BUILDING_WagonScraps2 -": "BUILDING_WagonScraps2 -", "BUILDING_Wall": "BUILDING_Wall", "BUILDING_Wall -": "BUILDING_Wall -", "BUILDING_WaterDecoForest": "BUILDING_WaterDecoForest", "BUILDING_WaterDecoForest -": "BUILDING_WaterDecoForest -", "BUILDING_WaterDecoShared": "BUILDING_WaterDecoShared", "BUILDING_WaterDecoShared -": "BUILDING_WaterDecoShared -", "BUILDING_WhiteBanner": "BUILDING_WhiteBanner", "BUILDING_WhiteBanner -": "BUILDING_WhiteBanner -", "BUILDING_WhiteBannerStand": "BUILDING_WhiteBannerStand", "BUILDING_WhiteBannerStand -": "BUILDING_WhiteBannerStand -", "BUILDING_WhiteCarpet": "BUILDING_WhiteCarpet", "BUILDING_WhiteCarpet -": "BUILDING_WhiteCarpet -", "BUILDING_WildHerb": "BUILDING_WildHerb", "BUILDING_WildHerb -": "BUILDING_WildHerb -", "BUILDING_WildHerbRemnant": "BUILDING_WildHerbRemnant", "BUILDING_WildHerbRemnant -": "BUILDING_WildHerbRemnant -", "BUILDING_WildOats": "BUILDING_WildOats", "BUILDING_WildOats -": "BUILDING_WildOats -", "BUILDING_WildOatsRemnant": "BUILDING_WildOatsRemnant", "BUILDING_WildOatsRemnant -": "BUILDING_WildOatsRemnant -", "BUILDING_WoodBarrel": "BUILDING_WoodBarrel", "BUILDING_WoodBarrel -": "BUILDING_WoodBarrel -", "BUILDING_WoodBarricade": "BUILDING_WoodBarricade", "BUILDING_WoodBarricade -": "BUILDING_WoodBarricade -", "BUILDING_WoodBed": "BUILDING_WoodBed", "BUILDING_WoodBed -": "BUILDING_WoodBed -", "BUILDING_WoodBookShelf1": "BUILDING_WoodBookShelf1", "BUILDING_WoodBookShelf1 -": "BUILDING_WoodBookShelf1 -", "BUILDING_WoodBookShelf2": "BUILDING_WoodBookShelf2", "BUILDING_WoodBookShelf2 -": "BUILDING_WoodBookShelf2 -", "BUILDING_WoodChair": "BUILDING_WoodChair", "BUILDING_WoodChair -": "BUILDING_WoodChair -", "BUILDING_WoodCloset": "BUILDING_WoodCloset", "BUILDING_WoodCloset -": "BUILDING_WoodCloset -", "BUILDING_WoodDiningChair": "BUILDING_WoodDiningChair", "BUILDING_WoodDiningChair -": "BUILDING_WoodDiningChair -", "BUILDING_WoodFence": "BUILDING_WoodFence", "BUILDING_WoodFence -": "BUILDING_WoodFence -", "BUILDING_WoodFloor": "BUILDING_WoodFloor", "BUILDING_WoodFloor -": "BUILDING_WoodFloor -", "BUILDING_WoodFloor2": "BUILDING_WoodFloor2", "BUILDING_WoodFloor2 -": "BUILDING_WoodFloor2 -", "BUILDING_WoodFloor3": "BUILDING_WoodFloor3", "BUILDING_WoodFloor3 -": "BUILDING_WoodFloor3 -", "BUILDING_WoodGodnessStatue": "BUILDING_WoodGodnessStatue", "BUILDING_WoodGodnessStatue -": "BUILDING_WoodGodnessStatue -", "BUILDING_WoodLargeTable": "BUILDING_WoodLargeTable", "BUILDING_WoodLargeTable -": "BUILDING_WoodLargeTable -", "BUILDING_WoodLongChair": "BUILDING_WoodLongChair", "BUILDING_WoodLongChair -": "BUILDING_WoodLongChair -", "BUILDING_WoodPile": "BUILDING_WoodPile", "BUILDING_WoodPile -": "BUILDING_WoodPile -", "BUILDING_WoodPillar": "BUILDING_WoodPillar", "BUILDING_WoodPillar -": "BUILDING_WoodPillar -", "BUILDING_WoodSideTable": "BUILDING_WoodSideTable", "BUILDING_WoodSideTable -": "BUILDING_WoodSideTable -", "BUILDING_WoodTable": "BUILDING_WoodTable", "BUILDING_WoodTable -": "BUILDING_WoodTable -", "BUILDING_WoodWallShelf": "BUILDING_WoodWallShelf", "BUILDING_WoodWallShelf -": "BUILDING_WoodWallShelf -", "BUILDING_WoodenCabinet": "BUILDING_WoodenCabinet", "BUILDING_WoodenCabinet -": "BUILDING_WoodenCabinet -", "BUILDING_WoodenCageAcidBug": "BUILDING_WoodenCageAcidBug", "BUILDING_WoodenCageAcidBug -": "BUILDING_WoodenCageAcidBug -", "BUILDING_WoodenCageAcidBugRemnant": "BUILDING_WoodenCageAcidBugRemnant", "BUILDING_WoodenCageAcidBugRemnant -": "BUILDING_WoodenCageAcidBugRemnant -", "BUILDING_WoodenCageBroken": "BUILDING_WoodenCageBroken", "BUILDING_WoodenCageBroken -": "BUILDING_WoodenCageBroken -", "BUILDING_WoodenCageDeadGreyRat": "BUILDING_WoodenCageDeadGreyRat", "BUILDING_WoodenCageDeadGreyRat -": "BUILDING_WoodenCageDeadGreyRat -", "BUILDING_WoodenCageEmpty": "BUILDING_WoodenCageEmpty", "BUILDING_WoodenCageEmpty -": "BUILDING_WoodenCageEmpty -", "BUILDING_WoodenCageGlothHatchling": "BUILDING_WoodenCageGlothHatchling", "BUILDING_WoodenCageGlothHatchling -": "BUILDING_WoodenCageGlothHatchling -", "BUILDING_WoodenCageGlothHatchlingRemnant": "BUILDING_WoodenCageGlothHatchlingRemnant", "BUILDING_WoodenCageGlothHatchlingRemnant -": "BUILDING_WoodenCageGlothHatchlingRemnant -", "BUILDING_WoodenCageGreyMonsterRat": "BUILDING_WoodenCageGreyMonsterRat", "BUILDING_WoodenCageGreyMonsterRat -": "BUILDING_WoodenCageGreyMonsterRat -", "BUILDING_WoodenCageGreyMonsterRatRemnant": "BUILDING_WoodenCageGreyMonsterRatRemnant", "BUILDING_WoodenCageGreyMonsterRatRemnant -": "BUILDING_WoodenCageGreyMonsterRatRemnant -", "BUILDING_WoodenCageGreyRat": "BUILDING_WoodenCageGreyRat", "BUILDING_WoodenCageGreyRat -": "BUILDING_WoodenCageGreyRat -", "BUILDING_WoodenCageGreyRatRemnant": "BUILDING_WoodenCageGreyRatRemnant", "BUILDING_WoodenCageGreyRatRemnant -": "BUILDING_WoodenCageGreyRatRemnant -", "BUILDING_WoodenCageIroncarapaceBug": "BUILDING_WoodenCageIroncarapaceBug", "BUILDING_WoodenCageIroncarapaceBug -": "BUILDING_WoodenCageIroncarapaceBug -", "BUILDING_WoodenCageIroncarapaceBugRemnant": "BUILDING_WoodenCageIroncarapaceBugRemnant", "BUILDING_WoodenCageIroncarapaceBugRemnant -": "BUILDING_WoodenCageIroncarapaceBugRemnant -", "BUILDING_WoodenCageMaleGloth": "BUILDING_WoodenCageMaleGloth", "BUILDING_WoodenCageMaleGloth -": "BUILDING_WoodenCageMaleGloth -", "BUILDING_WoodenCageMaleGlothRemnant": "BUILDING_WoodenCageMaleGlothRemnant", "BUILDING_WoodenCageMaleGlothRemnant -": "BUILDING_WoodenCageMaleGlothRemnant -", "BUILDING_WoodenCageMurmok": "BUILDING_WoodenCageMurmok", "BUILDING_WoodenCageMurmok -": "BUILDING_WoodenCageMurmok -", "BUILDING_WoodenCageMurmokRemnant": "BUILDING_WoodenCageMurmokRemnant", "BUILDING_WoodenCageMurmokRemnant -": "BUILDING_WoodenCageMurmokRemnant -", "BUILDING_WoodenCrate": "BUILDING_WoodenCrate", "BUILDING_WoodenCrate -": "BUILDING_WoodenCrate -", "BUILDING_WoodenCratePile": "BUILDING_WoodenCratePile", "BUILDING_WoodenCratePile -": "BUILDING_WoodenCratePile -", "BUILDING_WoodenCrateRemnant": "BUILDING_WoodenCrateRemnant", "BUILDING_WoodenCrateRemnant -": "BUILDING_WoodenCrateRemnant -", "BUILDING_WoodenLargeCabinet": "BUILDING_WoodenLargeCabinet", "BUILDING_WoodenLargeCabinet -": "BUILDING_WoodenLargeCabinet -", "BUILDING_WoodenRoundChair": "BUILDING_WoodenRoundChair", "BUILDING_WoodenRoundChair -": "BUILDING_WoodenRoundChair -", "BUILDING_WoodenRoundTable": "BUILDING_WoodenRoundTable", "BUILDING_WoodenRoundTable -": "BUILDING_WoodenRoundTable -", "BUILDING_XenonCat": "BUILDING_XenonCat", "BUILDING_XenonCat -": "BUILDING_XenonCat -", "BUILDING_YellowBanner": "BUILDING_YellowBanner", "BUILDING_YellowBanner -": "BUILDING_YellowBanner -", "BUILDING_YellowBannerStand": "BUILDING_YellowBannerStand", "BUILDING_YellowBannerStand -": "BUILDING_YellowBannerStand -", "BUILDING_YellowCarpet": "BUILDING_YellowCarpet", "BUILDING_YellowCarpet -": "BUILDING_YellowCarpet -", "Baby Gloth 3 + Mud Slogel 1": "グロスの幼獣3 + 泥スロゲル1", "Baby Gloth 4 + Mud Slogel 2": "グロスの幼獣 4 + 泥スロゲル 2", "Baby Gloth 5": "Baby Gloth 5", "Background / Trait": "背景／特性", "Background Music (40)": "BGM（40）", "Background pool": "背景プール", "BackgroundTraitMaxClanRank": "BackgroundTraitMaxClanRank", "Backgrounds": "背景", "Backgrounds (1)": "背景 (1)", "Backgrounds (12)": "背景 (12)", "Backgrounds (15)": "背景 (15)", "Backgrounds (17)": "背景 (17)", "Backgrounds (18)": "背景 (18)", "Backgrounds (2)": "背景 (2)", "Backgrounds (23)": "背景 (23)", "Backgrounds (3)": "背景 (3)", "Backgrounds (4)": "背景 (4)", "Backgrounds (5)": "背景 (5)", "Backgrounds (6)": "背景 (6)", "Backgrounds (8)": "背景 (8)", "Backgrounds ({#})": "背景 ({#})", "Backgrounds - Dungeon Settlers Wiki": "背景 - Dungeon Settlers Wiki", "Backgrounds decide skill-tree access.": "背景がスキルツリーへのアクセスを決定します。", "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable": "背景ページ: メインツリー、サブツリー、募集ランクでフィルタリング、ソート可能な", "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable **Recruitment rank** column showing which clan rank each background unlocks at.": "背景ページ：メインツリー、サブツリー、募集ランク でフィルタリング、および各背景がどのクランランクでロック解除されるかを示す並べ替え可能な**募集ランク**列。", "Balance Test Lv1": "バランステスト Lv1", "Balance Test Lv2": "バランステスト Lv2", "Balance Test Lv3": "バランステスト Lv3", "Balance Test Lv4": "バランステスト Lv4", "BalanceTestLv1": "BalanceTestLv1", "BalanceTestLv2": "BalanceTestLv2", "BalanceTestLv3": "BalanceTestLv3", "BalanceTestLv4": "BalanceTestLv4", "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects.": "攻防のバランスが取れていますが、腐敗ラットと蒼白いマンモスからのスペックレベルの課題があります。孢子昆虫をすぐに削減する方が良いです。", "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects. - Dungeon Settlers ウィキ": "攻撃と防御のバランスが取れているが、腐敗ラットと蒼白マンモスからスペックレベルのチャレンジがある。胞子昆虫を素早く切り落とした方が良い。- Dungeon Settlers ウィキ", "Bald": "ハゲ", "Band": "帯域", "Baron Blood Tear (vampire baron boss)": "血涙男爵（吸血鬼男爵ボス）", "Barrier amplifiers": "バリア強化", "Barrier does NOT protect equipment": "バリアは装備を保護しません", "Base %": "基本 %", "Base Areas": "拠点エリア", "Base Areas - Dungeon Settlers Wiki": "拠点エリア - Dungeon Settlers Wiki", "Base Building": "拠点建設", "Base Campsite Bedrolls": "基本野営地 寝袋", "Base Campsite Bedrolls - Dungeon Settlers Wiki": "拠点野営地の寝袋 - Dungeon Settlers Wiki", "Base Campsite Bedrolls icon": "拠点野営地の寝袋アイコン", "Base Campsite Bedrolls range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ寝袋の射程と範囲", "Base Campsite Camp Fire": "基本野営地 焚き火", "Base Campsite Camp Fire - Dungeon Settlers Wiki": "拠点野営地の焚き火 - Dungeon Settlers Wiki", "Base Campsite Camp Fire icon": "拠点野営地の焚き火アイコン", "Base Campsite Camp Fire range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ焚き火の射程と範囲", "Base Campsite Deco1": "基本野営地 装飾1", "Base Campsite Deco1 - Dungeon Settlers Wiki": "拠点野営地のDeco1 - Dungeon Settlers Wiki", "Base Campsite Deco1 icon": "Base Campsite Deco1 アイコン", "Base Campsite Deco1 range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ装飾1の射程と範囲", "Base Campsite Deco2": "基本野営地 装飾2", "Base Campsite Deco2 - Dungeon Settlers Wiki": "Base Campsite Deco2 - Dungeon Settlers Wiki", "Base Campsite Deco2 icon": "Base Campsite Deco2 アイコン", "Base Campsite Deco2 range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ装飾2の射程と範囲", "Base Campsite Lesser Guardian Stone": "基本野営地 下級守護石碑", "Base Campsite Lesser Guardian Stone - Dungeon Settlers Wiki": "拠点野営地の下級守護石碑 - Dungeon Settlers Wiki", "Base Campsite Lesser Guardian Stone icon": "拠点野営地の下級守護石碑アイコン", "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ下級守護石碑の射程と範囲", "Base Campsite Repairstand": "基本野営地 修理台", "Base Campsite Repairstand - Dungeon Settlers Wiki": "拠点野営地の修理台 - Dungeon Settlers Wiki", "Base Campsite Repairstand icon": "拠点野営地の修理台アイコン", "Base Campsite Repairstand range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ修理台の射程と範囲", "Base Construction": "基地建設", "Base critical chance": "基本クリティカル確率", "Base form": "基本形態", "Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.": "基礎値は、主要ステータスが加わる前の固定の初期値です。空欄はその主要ステータスがそのステータスに影響しないことを示します。6つの非戦闘能力(採掘、研究、料理...)はそれぞれ主要ステータス1あたり+0.05でスケールしますが、ここでは省略しています。", "Base map": "ベースマップ", "Base probability of producing a 'Fine Work' when 100% is the max.": "100%を最大としたときに「良作」を生み出す基本確率。", "Base probability of producing a 'Masterpiece' when 100% is the max.": "100%を最大としたときに「傑作」を生み出す基本確率。", "Base recruit weight": "基本募集ウェイト", "Base skill point increase": "基本のスキルポイント増加", "Base value of {0} ticks consumed per unit of sleep. If a unit actually sleeps the whole time, this is performed multiple times. Each time one unit passes, it's shown on screen as a Stamina recovery.": "睡眠1単位あたりに消費される基本値{0}ティック。ユニットが実際に全時間眠る場合、これは複数回実行される。1単位が経過するたびに、画面上にスタミナ回復として表示される。", "Base, crafting and research": "拠点・制作・研究", "Base-camp area definitions (unlock costs, bounds).": "拠点エリア定義（解放コスト、範囲）。", "BaseAreaMaxRadius": "BaseAreaMaxRadius", "BaseAreaTable.json": "BaseAreaTable.json", "BaseAutoSaveTimeIntervalHour": "BaseAutoSaveTimeIntervalHour", "BaseImplementRange": "BaseImplementRange", "BaseRandomBird": "BaseRandomBird", "BaseRandomCorruption": "BaseRandomCorruption", "BaseRandomFoodRation": "BaseRandomFoodRation", "BaseRandomGambler": "BaseRandomGambler", "BaseRandomGazeMoon": "BaseRandomGazeMoon", "BaseRandomRecruit": "BaseRandomRecruit", "Basement": "地下", "Basic": "通常", "Basic Alchemy Complete": "基礎錬金術 完了", "Basic Alchemy not completed": "基本錬金術未完了", "Basic Attack 1.2": "基本攻撃 1.2", "Basic Attack 1.3": "基本攻撃 1.3", "Basic Attack 2": "基本攻撃 2", "Basic Attack 2.1": "基本攻撃 2.1", "Basic Attack 2.2": "基本攻撃 2.2", "Basic Attack 2.3": "基本攻撃 2.3", "Basic Attack 3": "基本攻撃 3", "Basic Cooking Complete": "基礎料理 完了", "Basic Cooking not completed": "基本料理未完了", "Basic Craft Complete": "基本クラフト 完了", "Basic DPS": "基本 DPS", "Basic Dagger Attack": "基本短剣攻撃", "Basic Farming Complete": "基礎農業 完了", "Basic Farming not completed": "基本農業未完了", "Basic Monster Cooking Complete": "基本モンスター料理 完了", "Basic Monster Cooking not completed": "基本モンスター料理未完了", "Basic Spear Attack": "基本槍攻撃", "Basic Spear Attack - Dungeon Settlers Wiki": "基本槍攻撃 - Dungeon Settlers Wiki", "Basic Spear Attack icon": "基本槍攻撃アイコン", "Basic Spear Attack range and area shown on a dungeon room": "ダンジョンの部屋に表示された基本槍攻撃の射程と範囲", "Basic Template": "基本テンプレート", "Basic attack": "基本攻撃", "Basic attack (": "基本攻撃（", "Basic attack (100%": "通常攻撃（100%", "Basic attack skill": "通常攻撃スキル", "Basic attack:": "通常攻撃：", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.4s).": "通常攻撃：スキルのクールタイムがないため、再使用はモンスターの攻撃間隔（1 / 攻撃速度 = 1.4秒）。", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2.5s).": "通常攻撃：スキルクールダウンがないため、再使用間隔はモンスターの攻撃間隔（1 / 攻撃速度 = 2.5秒）になります。", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2s).": "通常攻撃：スキルのクールタイムがないため、再使用はモンスターの攻撃間隔（1 / 攻撃速度 = 2秒）。", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 3.3s).": "基本攻撃：スキルのクールダウンがないため、再使用間隔はモンスターの攻撃間隔（1÷攻撃速度＝3.3秒）になります。", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 5s).": "通常攻撃: スキルのクールダウンがないため、再使用間隔はモンスターの攻撃間隔 (1 / 攻撃速度 = 5秒) になります。", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "通常攻撃: スキルのクールダウンがないため、その再使用間隔はモンスターの攻撃間隔（1 / 攻撃速度 = {#}秒）になります。", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "通常攻撃：スキルのクールタイムがないため、再使用は武器の攻撃間隔（1 / 攻撃速度 = 1.5秒）。", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "通常攻撃：スキルのクールタイムがないため、再使用は武器の攻撃間隔（1 / 攻撃速度 = 1.6秒）。", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.7s).": "通常攻撃：スキルのクールダウンがないため、再使用は武器の攻撃間隔（1 / 攻撃速度 = 1.7秒）になります。", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "通常攻撃：スキルクールダウンがないため、再使用間隔は武器の攻撃間隔になります (1 / 攻撃速度 = {#}秒)。", "Basic attacks deal 100% Magic Attack as magic damage and apply 2 Burning stacks for 10 seconds. (Buff duration: the skill row says 5s, a data slot says 20s - in-game verification pending.)": "通常攻撃が魔法攻撃100%の魔法ダメージを与え、燃焼スタックを2つ10秒間付与します。（バフ持続時間：スキル行では5秒、データ枠では20秒となっており、ゲーム内での確認は保留中です。）", "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1": "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1", "BasicMonster": "BasicMonster", "BasicMonsterAttack": "BasicMonsterAttack", "BasicStats": "BasicStats", "Basic_": "Basic_", "Battle Stomp + Guard Barrier": "バトルストンプ + ガードバリア", "Battle Stomp hits all nearby enemies with Disturbance and Dizziness. Both are debuffs, and each application on each enemy is a Guard Barrier trigger, so stomping into a crowd banks a wall of Barrier in one cast while blunting the pack's accuracy. It is a burst, not an engine: the 30s cooldown means you cannot keep it up, so it pairs well as the opener in front of a per-tick source like Fire Cloak, or on a Blunt frontliner who just wants a big periodic shield and some crowd control.": "バトルストンプは周囲の全ての敵に妨害とめまいを与えます。どちらもデバフで、各敵への付与ごとにガードバリアのトリガーとなるため、群衆に踏み込めば1回のキャストでバリアの壁を蓄えつつ、集団の命中率を鈍らせます。これはエンジンではなくバーストです。30秒のクールタイムのため維持はできず、炎の外套のようなティックごとのソースの前の先制手として、あるいは大きな周期的シールドと少しの群衆制御を求める鈍器の前衛に組み合わせると相性が良いです。", "Battlemage exception": "戦闘メイジの例外", "Beast": "獣", "Beast Single-Faction Patrol": "ビースト シングルファクション パトロール", "BeastForestEnv": "BeastForestEnv", "Because percent bonuses apply": "割合ボーナスは", "Become Fire into Summon (stat lock-in)": "火になる → 召喚（ステータス固定）", "Become Fire stacks Magic Attack Power on yourself; a summon copies your inflated Magic Attack Power at the instant it is cast and keeps it after the buff fades.": "火になるは自分に魔法攻撃力をスタックします。召喚物は、召喚された瞬間に増幅された魔法攻撃力をコピーし、バフが消えた後もそれを保持します。", "BedMoodCooltime": "BedMoodCooltime", "Bee Hive Tree Remnant": "蜂の巣の木の残骸", "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "蜂の巣の木の残骸 - Dungeon Settlers Wiki", "Bee Hive Tree1": "蜂の巣の木1", "Bee Random": "ミツバチ（ランダム）", "Before a room counts as a given type, the game checks two quality gates (in-game tooltip wording; N is the per-room threshold):": "ルームが特定のタイプとして数えられる前に、ゲームは2つの品質条件をチェックします（ゲーム内ツールチップの表現。Nはルームごとのしきい値です）。", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.": "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...": "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...", "Before long, after searching through the...": "やがて、...を探索した後、", "Before long, the uncanny drums and...": "やがて、不気味なドラムと...", "Begger": "物乞い", "Beginner Guide: Your First Days": "初心者ガイド：最初の数日", "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "初心者ガイド：最初の数日 - Dungeon Settlers Wiki", "Behaviors": "行動", "Behaviour": "挙動", "Behaviour & phase triggers": "挙動とフェーズトリガー", "Behaviour Options": "挙動オプション", "BehaviourOption_AutoAttack": "BehaviourOption_AutoAttack", "BehaviourOption_RestFirst": "BehaviourOption_RestFirst", "BehaviourOption_WaitForOrder": "BehaviourOption_WaitForOrder", "Benchmark monster": "ベンチマークモンスター", "Berserker sub-tree (2 orphan nodes)": "狂戦士サブツリー（孤立ノード2つ）", "Beyond normal candidate rolls, a handful of characters are tied to quests and events - one is recruitable today, the rest are authored in the game files but switched off. See also": "通常の候補者抽選とは別に、一部のキャラクターはクエストやイベントに結び付いています。1名は現在募集可能で、残りはゲームファイル内に作成されていますが無効化されています。次も参照：", "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).": "作成可能な金属（銅が実装済みの鍛冶ティアの最上位で、特殊なダンジョン金属アクロンと並びます）を超えて、アイテムデータには**入手手段のない**より上位の金属ティアが3つ存在します。**鉄**が最も完成度が高く、名前付きの武器・防具・杖・弾薬の項目、さらには原材料（鉄鉱石/鉄インゴット/鉄の棒）まで揃っていますが、その装備のレシピ・ドロップ・店はありません。**青銅**と**錫**は部分的なセット（鎧、兜、盾、メイス、斧、槍、弓、矢、杖）で、大半が名前のないプレースホルダーであり、作成経路もありません。意図された将来のはしごは、銀/クリスタル/アクロンと並んで 錫 -> 青銅 -> 銅 -> 鉄 と進みます。未開放の**金**の宝飾ティアも存在します（金鉱石/金インゴットと、名前のない金の指輪・ネックレス）。", "Beyond the gated data rows, the shipped": "未開放のデータ行を超えて、出荷された", "Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** and **Tower of Apocalypse**. Datamined text also hints at a future **Elf-themed region/recruitment expansion** (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "プレイ可能な2つの地域（沈黙のヴェールとただれた巣穴）を超えて、探索マップにはダンジョン・モンスター・戦利品のない空のプレースホルダーである地域スロットが4つ予約されています。**廃坑**、**忘れられた深淵**、**死の沼**、**黙示録の塔**です。データマイニングされたテキストは、将来の**エルフをテーマにした地域/勧誘拡張**（「エルフの故郷」の環境とエルフの商人）と、帝国の遺跡のレリック群も示唆しています。", "Big": "大", "Big Rock Remnant": "大きな岩の残骸", "Big Rock Remnant - Dungeon Settlers Wiki": "大きな岩の残骸 - Dungeon Settlers Wiki", "BigDarkThornRadius": "BigDarkThornRadius", "BigDarkThornRatio": "BigDarkThornRatio", "Biggest trap": "最大の落とし穴", "Binding value": "バインド値", "Biography": "経歴", "Black": "黒", "Black Banner": "黒い旗", "Black Banner Stand": "黒い旗スタンド", "Black Banner Stand - Dungeon Settlers ウィキ": "Black Banner Stand - Dungeon Settlers ウィキ", "Black Serum": "黒い血清", "Black Serum - Dungeon Settlers Wiki": "黒い血清 - Dungeon Settlers Wiki", "Black Serum icon": "黒い血清アイコン", "Black Serum range and area shown on a dungeon room": "ダンジョンの部屋に表示された黒い血清の射程と範囲", "BlackYellow": "BlackYellow", "Blade Spirit is the only energy-restoring passive in the game (+1 energy per melee physical crit). Feed it guaranteed crits with Exposed Flaw and your attacks pay for themselves.": "刃の精霊はゲーム内で唯一のエネルギー回復パッシブです（近接物理クリティカルごとにエネルギー+1）。弱点露呈で確定クリティカルを供給すれば、攻撃が自分でコストを賄います。", "Blade Spirit is the single source of energy regeneration in Dungeon Settlers: +1 energy each time you land a melee physical critical hit. On its own it depends on your crit chance; paired with Flow Seeker's Exposed Flaw (which makes every remaining hit on the target a guaranteed crit) it fires on every hit. So a melee unit with both Warrior passives attacks at effectively no net energy cost while critting for 1.5x, and - since Exposed Flaw is a debuff - also re-arming Guard Barrier if it has it. Both are passive and cheap to slot, which is why this is the backbone of every strong melee build rather than a niche gimmick.": "刃の精霊は Dungeon Settlers における唯一のエネルギー回復源です。近接物理クリティカルを与えるたびにエネルギー+1。単体ではクリティカル確率に依存しますが、フローシーカーの弱点露呈（対象への残りの攻撃を全て確定クリティカルにする）と組み合わせると、あらゆる攻撃で発動します。したがって両方の戦士パッシブを持つ近接ユニットは、実質的にエネルギーの正味コストなしで攻撃し、1.5倍でクリティカルを出し、さらに弱点露呈はデバフなので、ガードバリアを持っていればそれも再展開します。どちらもパッシブで枠に入れるのが安価であり、これがニッチなギミックではなく、あらゆる強力な近接ビルドの背骨である理由です。", "Blazing Echo + Ignition into Incinerate / Explosion": "灼熱の残響 + 点火 → 焼却 / 爆発", "Blazing Echo seeds 2 Burning on the target and bounces up to 8 more times to nearby enemies, so one cast burns up to nine targets; Fireproof doubles every stack applied. Ignition then adds 8% damage per Burning stack to every hit you land on a burning target, so the burn you spread quietly multiplies all your damage. Finally you cash the stacks in: Incinerate deals 300% Magic Attack Power plus stacks x30% and resets them, and Explosion deals 200% Magic Attack Power to a pack plus a flat stacks x10 each (it can hit allies, so mind your own line). This is a ranged damage package - it does not want or need shields, which is why it lives on a backline mage rather than a Guard Barrier frontliner.": "灼熱の残響は対象に燃焼2を付与し、近くの敵へさらに最大8回跳ねるため、1回の詠唱で最大9体を燃やす。耐火は付与されるすべてのスタックを2倍にする。次に点火が、燃焼中の対象へのあらゆる命中に燃焼スタックごとに+8%ダメージを加えるため、広げた燃焼が静かに全ダメージを倍加させる。最後にスタックを回収する：焼却は魔法攻撃力300%にスタック×30%を加えてリセットし、爆発は群れに魔法攻撃力200%に加えて固定でスタック×10ずつを与える（味方にも当たり得るので自軍の隊列に注意）。これは遠隔ダメージ構成であり、シールドを必要とも欲しともしない。だからこそガードバリアの前衛ではなく後衛メイジに載る。", "Bleeding (physical)": "出血（物理）", "Bleeding (physical) and Burning (magic) are flat-per-second stacking DoTs. Poison is handled separately: it is defense-ignoring typeless damage worth 1% of Max HP every 10 seconds and cannot stack (confirmed from the game code - the Poison tick timer counts to 10 before firing). See the Combat Formulas and Capped Effects pages.": "出血（物理）と燃焼（魔法）は毎秒固定値でスタックするDoT。毒は別処理で、防御を無視する無属性ダメージであり、10秒ごとに最大HPの1%分与え、スタックできない（ゲームコードで確認済み。毒のティックタイマーは発動前に10までカウントする）。戦闘計算式および効果上限のページを参照。", "Bleeding and Burning are": "出血と燃焼は", "Bleeding and Burning deal a": "出血と燃焼は", "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is non-stacking with an unconfirmed tick rate, so it is documented rather than calculated.": "出血と燃焼の毎秒および一定時間の合計。スタックごとに固定で、攻撃力では変化しません。毒は非スタックでティックレートが未確認のため、計算ではなく記載にとどめています。", "Bleeding at its 99-stack cap = 99 × 5 =": "出血は99スタック上限で = 99 × 5 =", "Bleeding caps at 99 stacks, Burning at 50. Poison is separate: it cannot stack at all, so it is always a single instance of 1% Max HP.": "出血は99スタック、燃焼は50スタックが上限です。毒は別枠で、まったくスタックできないため、常に最大HPの1%の単一インスタンスです。", "Bleeding, Burning, Poison": "出血、燃焼、毒", "BleedingImmune": "BleedingImmune", "Bless": "祝福", "Bless Magic": "魔法の祝福", "Bless Magic +10%": "魔法の祝福 +10%", "Bless Phys": "物理の祝福", "Bless Phys +10%": "物理の祝福 +10%", "Blessings": "祝福", "Blind discovery": "手探りの発見", "Blind discovery is on.": "ブラインド発見がオンです。", "Blocks head and body damage, spending stacks equal to the damage blocked.": "頭部と胴体のダメージを防ぎ、防いだダメージに等しいスタックを消費します。", "Blood Rain": "血の雨", "Blood Soaked Fruit": "血に染まった果実", "Blood Soaked Fruit - Dungeon Settlers Wiki": "血染めの果実 - Dungeon Settlers Wiki", "Blood Soaked Fruit icon": "血染めの果実アイコン", "Blood Soaked Fruit range and area shown on a dungeon room": "ダンジョンの部屋に表示された血染めの果実の射程と範囲", "Blood Tear": "血涙", "Blood Tree Random": "血の樹（ランダム）", "Blood Tree Remnant": "血の樹の残骸", "Blood Tree Remnant - Dungeon Settlers Wiki": "血の樹の残骸 - Dungeon Settlers Wiki", "Blood Tree With Fruit Fixed": "実付きの血の樹 固定", "Blood Tree With Fruit Random": "実付き血の樹（ランダム）", "Blood Tree With Fruit Remnant": "実のついた血の樹の残骸", "Blood Tree With Fruit Remnant - Dungeon Settlers Wiki": "実のなった血の樹の残骸 - Dungeon Settlers Wiki", "Blood Wood Spear": "ブラッドウッド槍", "Blood type": "血液タイプ", "BloodWood (M.Atk {#})": "ブラッドウッド（魔法攻撃 {#}）", "BloodWood (P.Atk {#})": "ブラッドウッド (物攻 {#})", "Bloodwood": "ブラッドウッド", "Bloody Crescent": "血の三日月", "Bloody Crescent - Dungeon Settlers Wiki": "血の三日月 - Dungeon Settlers Wiki", "Bloody Crescent icon": "血の三日月 アイコン", "Blue": "青", "Blue Banner": "青い旗", "Blue Banner Stand": "青い旗スタンド", "Blue Banner Stand - Dungeon Settlers ウィキ": "Blue Banner Stand - Dungeon Settlers ウィキ", "Blue Berry": "ブルーベリー", "Blue Berry - Dungeon Settlers Wiki": "ブルーベリー - Dungeon Settlers Wiki", "Blue Berry Random": "ブルーベリー（ランダム）", "Blue Berry icon": "ブルーベリーアイコン", "Blue Berry range and area shown on a dungeon room": "ダンジョンの部屋に表示されたブルーベリーの射程と範囲", "Blue Crystal": "青い結晶", "Blue Goblin Bracelet": "青いゴブリンブレスレット", "Blue Goblin Bracelet - Dungeon Settlers ウィキ": "青ゴブリン ブレスレット - Dungeon Settlers ウィキ", "Blue Goblin Bracelet アイコン": "青ゴブリン ブレスレット アイコン", "Blue Goblin Fixed": "青ゴブリン 固定", "Blue Goblin Necklace": "青いゴブリンネックレス", "Blue Goblin Necklace - Dungeon Settlers ウィキ": "Blue Goblin Necklace - Dungeon Settlers ウィキ", "Blue Goblin Necklace アイコン": "Blue Goblin Necklace アイコン", "Blue Goblin Random": "青いゴブリン ランダム", "Blue Stone Golem Random": "青石ゴーレム（ランダム）", "Blue_Small": "Blue_Small", "Blueberry Bush Remnant": "ブルーベリーの茂みの残骸", "Blueberry Bush Remnant - Dungeon Settlers Wiki": "ブルーベリーの茂みの残骸 - Dungeon Settlers Wiki", "Blueprint (1)": "設計図 (1)", "Blunt tree (Battle Stomp)": "鈍器ツリー（バトルストンプ）", "Blunt weapons excel in breaking through defenses with powerful strikes.": "鈍器は強力な一撃で防御を打ち破ることに優れます。", "Body": "体", "Body Armor": "体防具", "Body Equipment Not Worn": "胴体装備未着用", "Body HP": "胴体HP", "BodyArmorRatio": "BodyArmorRatio", "BodyPartHealth_": "BodyPartHealth_", "BodyPartInjury_": "BodyPartInjury_", "Bondage": "Bondage", "Bone (M.Atk {#})": "骨（魔法攻撃 {#}）", "Bone (P.Atk {#})": "骨 (物攻 {#})", "Bone Processing 1": "骨処理1", "Bone Processing 1 Complete": "骨加工 1 完了", "Bone Processing 1 not completed": "骨加工1未完了", "Bone Processing 2": "骨処理2", "Bone Processing 2 Complete": "骨加工 2 完了", "Bone Processing 2 not completed": "骨加工2未完了", "Bone Remains1": "骨の残骸1", "Bone Remains1 - Dungeon Settlers Wiki": "骨の残骸1 - Dungeon Settlers Wiki", "Bone Remains2": "骨の残骸2", "Bone Remains2 - Dungeon Settlers Wiki": "骨の残骸2 - Dungeon Settlers Wiki", "Bonfire Complete": "焚き火 完了", "BonusCriticalRate": "BonusCriticalRate", "BonusHitRate": "BonusHitRate", "BonusSkillPointIncrease": "BonusSkillPointIncrease", "Book Pile": "本の山", "Book Pile - Dungeon Settlers Wiki": "本の山 - Dungeon Settlers Wiki", "Book Pile2": "本の山2", "Book Pile2 - Dungeon Settlers Wiki": "本の山2 - Dungeon Settlers Wiki", "Bored": "退屈", "Boss": "ボス", "Boss Guide": "ボスガイド", "Boss Guide - Dungeon Settlers Wiki": "ボスガイド - Dungeon Settlers Wiki", "Boss Portal": "ボスポータル", "Boss Portal - Dungeon Settlers Wiki": "ボスポータル - Dungeon Settlers Wiki", "Boss Portal map": "ボスポータルマップ", "Boss Room": "ボス部屋", "Boss Room - Dungeon Settlers Wiki": "ボス部屋 - Dungeon Settlers Wiki", "Boss Room Demo": "ボス部屋デモ", "Boss Room Demo - Dungeon Settlers Wiki": "ボス部屋デモ - Dungeon Settlers Wiki", "Boss Room Demo map": "ボス部屋 デモ マップ", "Boss Room Demo マップ": "ボス部屋 デモ マップ", "Boss Room map": "ボス部屋 マップ", "Boss Start": "ボス開始", "Boss Start - Dungeon Settlers Wiki": "ボス開始 - Dungeon Settlers Wiki", "Boss Start map": "ボススタートマップ", "Boss Vertical Corridor 1": "ボス縦通路1", "Boss Vertical Corridor 1 - Dungeon Settlers Wiki": "ボス縦通路1 - Dungeon Settlers Wiki", "Boss Vertical Corridor 1 map": "ボス縦通路1マップ", "Boss Vertical Corridor 1 マップ": "ボス縦通路1 マップ", "Boss monsters are exempt.": "ボスモンスターは対象外です。", "Boss names, art, locations, attacks and drops are hidden and shown as \"Boss 1\", \"Boss 2\" and so on. Reveal a boss's identity, or any single section, with the button on it - revealing one thing never reveals the rest.": "ボスの名前、アート、場所、攻撃、ドロップは非表示にされ、「ボス1」「ボス2」などと表示されます。ボタンでボスの正体や任意の単一セクションを表示できます。1つを表示しても他は表示されません。", "Boss room": "ボス部屋", "Boss room requirement": "ボス部屋の要件", "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "ボスの特性効果としきい値は、ゲームのAffecterTable / TraitTableから読み取っています。", "Bosses": "ボス", "Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.": "両地域ともコードで完全に除外されているため、そこでの遠征はトグルに関係なく常にフロア1から始まります。", "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "懸賞: エリートモンスター GAMESYSTEM_Environment_{affecterName}", "Bows allow for safe long-range attacks on enemies.": "弓は敵への安全な遠距離攻撃を可能にします。", "Brawler 3": "喧嘩屋 3", "Breakdown": "崩壊", "Bribe": "賄賂", "Bring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does": "クラフト装備（骨または甲殻ティアが安心）を備えたレベル2以上のユニットのフル部隊、ガード役の盾使い、回復アイテムを持って行きましょう。討伐でストーリーは終わりますが、次の地域を", "Bring me a Hell Leech": "地獄のヒルを持ってきて", "Broken Cart": "壊れた荷車", "Broken Wagon Remnant": "壊れた荷馬車の残骸", "Broken Wagon Remnant - Dungeon Settlers Wiki": "壊れた荷馬車の残骸 - Dungeon Settlers Wiki", "Broken Wheel": "壊れた車輪", "Broken Wheel - Dungeon Settlers Wiki": "壊れた車輪 - Dungeon Settlers Wiki", "Bronze (M.Atk {#})": "青銅（魔法攻撃 {#}）", "Bronze (P.Atk {#})": "青銅 (物攻 {#})", "Bronze (partial gear set)": "青銅（部分的な装備セット）", "Bronze Dagger": "青銅の短剣", "Bronze Dagger - Dungeon Settlers Wiki": "青銅の短剣 - Dungeon Settlers Wiki", "Bronze Dagger icon": "青銅の短剣アイコン", "Bronze Great Sword": "青銅の大剣", "Bronze Great Sword - Dungeon Settlers Wiki": "青銅の大剣 - Dungeon Settlers Wiki", "Bronze Great Sword icon": "青銅の大剣アイコン", "Bronze Ingot": "青銅インゴット", "Bronze Sword": "青銅の剣", "Bronze Sword - Dungeon Settlers Wiki": "青銅の剣 - Dungeon Settlers Wiki", "Bronze Sword icon": "青銅の剣アイコン", "Brown": "茶色", "Browse": "閲覧", "Bubble": "バブル", "Bubbleling base": "バブルリングの基本値", "Bubbletoad": "バブルトード", "Bubbletoad base": "バブルトードの基本値", "Bubbling economy:": "バブリング経済:", "Bubblings die readily (they explode on death for damage plus an ally Barrier). Ebb and Flow (Tide) grants cooldown reduction whenever a unit or structure you summoned is destroyed, so a summoner who churns through Bubblings keeps their cooldowns short and can keep the board full; Extra Bubble adds a 4%-per-skill chance of a free extra Bubbling. It is tempo, not raw power - situational, and it competes with the Become Fire lock-in for your Water tree slots - but it keeps the explode-on-death Barriers flowing to your line.": "バブリングは簡単に死にます（死亡時に爆発してダメージと味方へのバリアを与えます）。潮の満ち引き（潮汐）は、召喚したユニットや構造物が破壊されるたびにクールタイム短縮を付与するため、バブリングを次々と使い回す召喚師はクールタイムを短く保ち、盤面を埋め続けられます。エクストラバブルはスキルごとに4%の確率で無料の追加バブリングを加えます。これは生の火力ではなくテンポで、状況依存であり、水ツリーの枠を火になるの固定と取り合いますが、死亡時爆発のバリアを自軍に流し続けます。", "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "バブリングは死亡時に爆発し、それがクールタイム短縮（潮の満ち引き）を付与し、より早く再召喚できるようにします。自己増殖するテンポループです。", "Bubblings; Water Dive": "バブリングを、ウォーターダイブは", "Budget - Early game": "バジェット - 早期ゲーム", "Budget Recruit": "バジェット新兵", "Buff": "バフ", "Buff stack caps": "バフのスタック上限", "Buff window taken from the description, not the unreliable Duration column.": "バフの持続時間は信頼できないDuration列ではなく、説明文から取得。", "Buff:": "バフ:", "Buffs & debuffs (1)": "バフとデバフ (1)", "Buffs & debuffs (10)": "バフとデバフ (10)", "Buffs & debuffs (11)": "バフ・デバフ (11)", "Buffs & debuffs (114)": "バフ・デバフ (114)", "Buffs & debuffs (12)": "バフ・デバフ (12)", "Buffs & debuffs (13)": "バフ・デバフ (13)", "Buffs & debuffs (15)": "バフ・デバフ (15)", "Buffs & debuffs (2)": "バフ・デバフ (2)", "Buffs & debuffs (3)": "バフ・デバフ (3)", "Buffs & debuffs (4)": "バフとデバフ (4)", "Buffs & debuffs (5)": "バフ・デバフ（5）", "Buffs & debuffs (7)": "バフ・デバフ (7)", "Buffs & debuffs (8)": "バフ・デバフ (8)", "Buffs & debuffs ({#})": "バフとデバフ ({#})", "Bug (site)": "バグ (サイト)", "Build": "ビルド", "Build 23725069": "ビルド 23725069", "Build Easy": "建設 簡単", "Build Hard": "建設 ハード", "Build Normal": "建設 通常", "Build Renew Easy": "Build Renew Easy", "Build Renew Hard": "ビルドリニュー ハード", "Build Renew Normal": "ビルドリニュー 通常", "Build a Basic Workstation": "基本作業台を建てる", "Build it yourself from the construction menu": "建設メニューから自分で建設する", "Build it yourself from the construction menu (costs": "建設メニューから自分で建設する（コスト", "Build it yourself from the construction menu -": "建設メニューから自分で建設する -", "Build structures for various special purposes, such as level-up.": "様々な特殊な目的のための建造物を建設します。例えば、レベルアップなど。", "Build the Trading Hall": "交易所を建てる", "BuildMaxLevel": "BuildMaxLevel", "BuildMaxRegion": "BuildMaxRegion", "BuildRenew": "BuildRenew", "Building": "建物", "Building attachable": "建物に取り付け可能", "Building max level": "建物の最大レベル", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map.": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある「採集可能な構造物」から集められます。", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map. ## Click the <c": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある「採集可能な構造物」から集められます。 ## <c をクリック", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある採集可能な構造物から集められます。", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## Click the <col": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある採集可能な構造物から集められます。 ## <col をクリック", "Building's interaction area is blocked": "建物の操作エリアが塞がれている", "BuildingSpawn": "BuildingSpawn", "BuildingTable.json": "BuildingTable.json", "Buildings": "建物", "Buildings & props": "建物と設置物", "Buildings (default trait):": "建物（デフォルト特性）:", "Buildings - Dungeon Settlers Wiki": "建物 - Dungeon Settlers Wiki", "Buildings / Props": "建物 / 小道具", "Buildings: no": "建物: なし", "Buildings: yes": "建物：あり", "Burn DoT:": "燃焼DoT：", "Burn engine": "燃焼エンジン", "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "燃焼は固定値（3/スタック/秒）で魔法耐性の対象と仮定します。正確な処理内容はダンプに含まれていません。", "BurnImmune": "BurnImmune", "Burning (magic)": "燃焼（魔法）", "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "バーニングと出血は継続ダメージで、耐性と上記のティアスケーリングを無視します。", "Burrow Monster Cooking Complete": "巣穴モンスター料理 完了", "Burrow Monster Cooking incomplete": "トンネルモンスター料理未完了", "Burst sub-tree (Fireproof + Fire Battle Mage)": "バーストサブツリー（耐火 + 火の戦闘メイジ）", "Burst sub-tree (Flame of Life, optional)": "バーストサブツリー（命の炎、任意）", "Burst sub-tree (Ignition; Fireproof to double stacks)": "バーストサブツリー（点火；耐火でスタック2倍）", "But...": "しかし...", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "管理難度別 | 簡単 1 | 通常 1 | 難しい 2 | 非常に難しい 2 | 壊滅 2", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 3 | Devastation 3": "運営難易度別 | 簡単 1 | 通常 1 | ハード 2 | ベリーハード 3 | 壊滅 3", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "管理難度別 | 簡単 1 | 通常 2 | 難しい 3 | 非常に難しい 3 | 壊滅 3", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 4 | Devastation 5": "運営難易度別 | 簡単 1 | 通常 2 | ハード 3 | ベリーハード 4 | 壊滅 5", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "管理難度別 | 簡単 1 | 通常 3 | 難しい 4 | 非常に難しい 4 | 壊滅 4", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 5 | Devastation 7": "管理難易度別 | 簡単 1 | 通常 3 | ハード 4 | ベリーハード 5 | 壊滅 7", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "管理難度別 | 簡単 10 | 通常 20 | 難しい 30 | 非常に難しい 30 | 壊滅 30", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 40 | Devastation 50": "管理難易度別 | 簡単 10 | 通常 20 | ハード 30 | ベリーハード 40 | 壊滅 50", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "管理難易度別 | 簡単 1122 | 通常 2211 | ハード 3300 | ベリーハード 3300 | 破滅難易度 3300", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 4389 | Devastation 5478": "管理難易度別 | 簡単 1122 | 通常 2211 | ハード 3300 | ベリーハード 4389 | 壊滅 5478", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "管理難度別 | 簡単 136 | 通常 268 | 難しい 400 | 非常に難しい 400 | 壊滅 400", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 532 | Devastation 664": "管理難易度別 | 簡単 136 | 通常 268 | ハード 400 | ベリーハード 532 | 壊滅 664", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "管理難易度別 | 簡単 1360 | 通常 2680 | ハード 4000 | ベリーハード 4000 | 破滅難易度 4000", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 5320 | Devastation 6640": "管理難易度別 | 簡単 1360 | 通常 2680 | ハード 4000 | ベリーハード 5320 | 壊滅 6640", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "管理難度別 | 簡単 2 | 通常 3 | 難しい 5 | 非常に難しい 5 | 壊滅 5", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 7 | Devastation 8": "管理難易度別 | 簡単 2 | 通常 3 | ハード 5 | ベリーハード 7 | 壊滅 8", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "管理難度別 | 簡単 2 | 通常 4 | 難しい 6 | 非常に難しい 6 | 壊滅 6", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 8 | Devastation 10": "運営難易度別 | 簡単 2 | 通常 4 | ハード 6 | ベリーハード 8 | 壊滅 10", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 11 | Devastation 13": "管理難易度別 | 簡単 3 | 通常 5 | ハード 8 | ベリーハード 11 | 壊滅 13", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "管理難度別 | 簡単 3 | 通常 5 | 難しい 8 | 非常に難しい 8 | 壊滅 8", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "管理難度別 | 簡単 3 | 通常 7 | 難しい 10 | 非常に難しい 10 | 壊滅 10", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 13 | Devastation 17": "経営難易度別 | 簡単 3 | 通常 7 | ハード 10 | ベリーハード 13 | 壊滅 17", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "管理難度別 | 簡単 34 | 通常 67 | 難しい 100 | 非常に難しい 100 | 壊滅 100", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 133 | Devastation 166": "管理難易度別 | 簡単 34 | 通常 67 | ハード 100 | ベリーハード 133 | 壊滅 166", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "管理難度別 | 簡単 340 | 通常 670 | 難しい 1000 | 非常に難しい 1000 | 壊滅 1000", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1330 | Devastation 1660": "管理難易度別 | 簡単 340 | 通常 670 | ハード 1000 | ベリーハード 1330 | 壊滅 1660", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "管理難度別 | 簡単 4 | 通常 8 | 難しい 12 | 非常に難しい 12 | 壊滅 12", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 16 | Devastation 20": "管理難易度別 | 簡単 4 | 通常 8 | ハード 12 | ベリーハード 16 | 壊滅 20", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 15 | Devastation 15": "管理難易度別 | 簡単 5 | 通常 10 | ハード 15 | ベリーハード 15 | 壊滅 15", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 20 | Devastation 25": "管理難易度別 | 簡単 5 | 通常 10 | ハード 15 | ベリーハード 20 | 壊滅 25", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "管理難度別 | 簡単 5 | 通常 11 | 難しい 16 | 非常に難しい 16 | 壊滅 16", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 21 | Devastation 27": "管理難易度別 | 簡単 5 | 通常 11 | ハード 16 | ベリーハード 21 | 壊滅 27", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "管理難度別 | 簡単 5 | 通常 9 | 難しい 14 | 非常に難しい 14 | 壊滅 14", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 19 | Devastation 23": "管理難易度別 | 簡単 5 | 通常 9 | ハード 14 | ベリーハード 19 | 壊滅 23", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "管理難度別 | 簡単 7 | 通常 13 | 難しい 20 | 非常に難しい 20 | 壊滅 20", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 27 | Devastation 33": "管理難易度別 | 簡単 7 | 通常 13 | ハード 20 | ベリーハード 27 | 壊滅 33", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "管理難易度別 | 簡単 8 | 通常 16 | ハード 24 | ベリーハード 24 | 壊滅 24", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 32 | Devastation 40": "管理難易度別 | 簡単 8 | 通常 16 | ハード 24 | ベリーハード 32 | 壊滅 40", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "管理難度別 | 簡単 850 | 通常 1675 | 難しい 2500 | 非常に難しい 2500 | 壊滅 2500", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 3325 | Devastation 4150": "管理難易度別 | 簡単 850 | 通常 1675 | ハード 2500 | ベリーハード 3325 | 壊滅 4150", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un...": "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un...", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so": "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so", "By default, {0} is consumed every tick when mana is insufficient": "デフォルトでは、マナが不足しているときティックごとに{0}が消費される", "CADIDATEPRESET_Andorsi": "CADIDATEPRESET_Andorsi", "CADIDATEPRESET_BRankBluntLv1": "CADIDATEPRESET_BRankBluntLv1", "CADIDATEPRESET_BRankBluntLv2": "CADIDATEPRESET_BRankBluntLv2", "CADIDATEPRESET_BRankBluntLv3": "CADIDATEPRESET_BRankBluntLv3", "CADIDATEPRESET_BRankBluntLv4": "CADIDATEPRESET_BRankBluntLv4", "CADIDATEPRESET_BRankBluntLv5": "CADIDATEPRESET_BRankBluntLv5", "CADIDATEPRESET_BRankBowLv1": "CADIDATEPRESET_BRankBowLv1", "CADIDATEPRESET_BRankBowLv2": "CADIDATEPRESET_BRankBowLv2", "CADIDATEPRESET_BRankBowLv3": "CADIDATEPRESET_BRankBowLv3", "CADIDATEPRESET_BRankBowLv4": "CADIDATEPRESET_BRankBowLv4", "CADIDATEPRESET_BRankBowLv5": "CADIDATEPRESET_BRankBowLv5", "CADIDATEPRESET_BRankFireLv5": "CADIDATEPRESET_BRankFireLv5", "CADIDATEPRESET_BRankGreatSwordLv3": "CADIDATEPRESET_BRankGreatSwordLv3", "CADIDATEPRESET_BRankGreatSwordLv5": "CADIDATEPRESET_BRankGreatSwordLv5", "CADIDATEPRESET_BRankSwordLv1": "CADIDATEPRESET_BRankSwordLv1", "CADIDATEPRESET_BRankSwordLv2": "CADIDATEPRESET_BRankSwordLv2", "CADIDATEPRESET_BRankSwordLv3": "CADIDATEPRESET_BRankSwordLv3", "CADIDATEPRESET_BRankSwordLv4": "CADIDATEPRESET_BRankSwordLv4", "CADIDATEPRESET_BRankSwordLv5": "CADIDATEPRESET_BRankSwordLv5", "CADIDATEPRESET_BasicArcher": "CADIDATEPRESET_BasicArcher", "CADIDATEPRESET_BasicLizardmanWarrior": "CADIDATEPRESET_BasicLizardmanWarrior", "CADIDATEPRESET_BasicWarrior": "CADIDATEPRESET_BasicWarrior", "CADIDATEPRESET_BuildArcher": "CADIDATEPRESET_BuildArcher", "CADIDATEPRESET_BuildArcherTutoSkip": "CADIDATEPRESET_BuildArcherTutoSkip", "CADIDATEPRESET_BuildLizardman": "CADIDATEPRESET_BuildLizardman", "CADIDATEPRESET_BuildWarrior": "CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_Elf1": "CADIDATEPRESET_Elf1", "CADIDATEPRESET_Elf2": "CADIDATEPRESET_Elf2", "CADIDATEPRESET_Elf3": "CADIDATEPRESET_Elf3", "CADIDATEPRESET_Elf4": "CADIDATEPRESET_Elf4", "CADIDATEPRESET_Endrossi": "CADIDATEPRESET_Endrossi", "CADIDATEPRESET_Perion": "CADIDATEPRESET_Perion", "CADIDATEPRESET_TestArcher": "CADIDATEPRESET_TestArcher", "CADIDATEPRESET_TestCrafting": "CADIDATEPRESET_TestCrafting", "CADIDATEPRESET_TestTank": "CADIDATEPRESET_TestTank", "CADIDATEPRESET_TestWarrior": "CADIDATEPRESET_TestWarrior", "CAMPAIGNSTARTING_BalanceTestLv1": "CAMPAIGNSTARTING_BalanceTestLv1", "CAMPAIGNSTARTING_BalanceTestLv2": "CAMPAIGNSTARTING_BalanceTestLv2", "CAMPAIGNSTARTING_BalanceTestLv3": "CAMPAIGNSTARTING_BalanceTestLv3", "CAMPAIGNSTARTING_BalanceTestLv4": "CAMPAIGNSTARTING_BalanceTestLv4", "CAMPAIGNSTARTING_BuildEasy": "CAMPAIGNSTARTING_BuildEasy", "CAMPAIGNSTARTING_BuildHard": "CAMPAIGNSTARTING_BuildHard", "CAMPAIGNSTARTING_BuildNormal": "CAMPAIGNSTARTING_BuildNormal", "CAMPAIGNSTARTING_BuildRenewEasy": "CAMPAIGNSTARTING_BuildRenewEasy", "CAMPAIGNSTARTING_BuildRenewHard": "CAMPAIGNSTARTING_BuildRenewHard", "CAMPAIGNSTARTING_BuildRenewNormal": "CAMPAIGNSTARTING_BuildRenewNormal", "CAMPAIGNSTARTING_CrawlingDoomDownfall": "CAMPAIGNSTARTING_CrawlingDoomDownfall", "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto": "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto", "CAMPAIGNSTARTING_CrawlingDoomEasy": "CAMPAIGNSTARTING_CrawlingDoomEasy", "CAMPAIGNSTARTING_CrawlingDoomEasyTuto": "CAMPAIGNSTARTING_CrawlingDoomEasyTuto", "CAMPAIGNSTARTING_CrawlingDoomHard": "CAMPAIGNSTARTING_CrawlingDoomHard", "CAMPAIGNSTARTING_CrawlingDoomHardTuto": "CAMPAIGNSTARTING_CrawlingDoomHardTuto", "CAMPAIGNSTARTING_CrawlingDoomNormal": "CAMPAIGNSTARTING_CrawlingDoomNormal", "CAMPAIGNSTARTING_CrawlingDoomNormalTuto": "CAMPAIGNSTARTING_CrawlingDoomNormalTuto", "CAMPAIGNSTARTING_CrawlingDoomVeryHard": "CAMPAIGNSTARTING_CrawlingDoomVeryHard", "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto": "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto", "CAMPAIGNSTARTING_EstablishDownfall": "CAMPAIGNSTARTING_EstablishDownfall", "CAMPAIGNSTARTING_EstablishEasy": "CAMPAIGNSTARTING_EstablishEasy", "CAMPAIGNSTARTING_EstablishHard": "CAMPAIGNSTARTING_EstablishHard", "CAMPAIGNSTARTING_EstablishNormal": "CAMPAIGNSTARTING_EstablishNormal", "CAMPAIGNSTARTING_EstablishVeryHard": "CAMPAIGNSTARTING_EstablishVeryHard", "CAMPAIGNSTARTING_SandboxEasy": "CAMPAIGNSTARTING_SandboxEasy", "CAMPAIGNSTARTING_SandboxHard": "CAMPAIGNSTARTING_SandboxHard", "CAMPAIGNSTARTING_SandboxNormal": "CAMPAIGNSTARTING_SandboxNormal", "CAMPAIGNSTARTING_TempTutoSkip": "CAMPAIGNSTARTING_TempTutoSkip", "CAMPAIGNSTARTING_TestSetting": "CAMPAIGNSTARTING_TestSetting", "CKS": "CKS", "CLANRANK_1": "CLANRANK_1", "CLANRANK_2": "CLANRANK_2", "CLANRANK_3": "CLANRANK_3", "CLANRANK_4": "CLANRANK_4", "CLANRANK_5": "CLANRANK_5", "CLANRANK_6": "CLANRANK_6", "CLANRANK_7": "CLANRANK_7", "Cadence": "間隔", "Calculation order matters.": "計算順序が重要です。", "Calculators": "計算機", "Calculators - Dungeon Settlers Wiki": "計算機 - Dungeon Settlers Wiki", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...": "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.": "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.", "Camera": "カメラ", "Camera movement input, 10 or more times": "カメラ移動入力を10回以上", "Camera wheel input, 2 or more times": "カメラホイール入力を2回以上", "CameraMaxZoomSize": "CameraMaxZoomSize", "CameraMinZoomSize": "CameraMinZoomSize", "CameraMoveSpeed": "CameraMoveSpeed", "CameraZoomInOutSpeed": "CameraZoomInOutSpeed", "Camp Fire Remnant": "たき火の跡", "Camp Fire Remnant - Dungeon Settlers Wiki": "焚き火の残骸 - Dungeon Settlers Wiki", "Campaign": "キャンペーン", "Campaign floor": "キャンペーンフロア", "Campaign options": "キャンペーンオプション", "Campaign start time": "キャンペーン開始時刻", "Campaign starting setups": "キャンペーン開始構成", "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "シナリオ×難易度ごとのキャンペーン開始構成：ユニット、アイテム、マップ建物。", "CampaignStartHour": "CampaignStartHour", "CampaignStarting": "キャンペーン開始中", "CampaignStartingTable.json": "CampaignStartingTable.json", "Campaign_": "Campaign_", "Campsite Complete": "野営地 完了", "Can be obtained through": "以下を通じて取得できます：", "Can be used to acquire active skills.": "アクティブスキルを習得するために使用できます。", "Can be used to acquire active skills. Can be obtained through レベルアップ.": "アクティブスキルを習得するために使用できます。レベルアップで取得できます。", "Can be used to acquire passive skills.": "パッシブスキルを習得するために使用できます。", "Can be used to acquire passive skills. Can be obtained through レベルアップ.": "パッシブスキルを習得するために使用できます。レベルアップで取得できます。", "Can target over walls": "壁越しに対象指定可能", "Can't trade because there is no merchant room": "商人の部屋がないため取引できない", "Candidate refresh": "候補者更新", "Candidate talent sum": "候補の才能合計", "CandidatePreset": "候補プリセット", "CandidatePresetTable.json": "CandidatePresetTable.json", "CandidateRefreshInterval": "CandidateRefreshInterval", "Candidates": "候補", "Candidates already carrying": "すでに持っている候補者は", "Candidates per refresh": "更新ごとの候補数", "Cannot be worn with a bow or any staff": "弓やいずれの杖とも併用できない", "Cannot complete the trade. The target inventory does not have enough space.": "取引を完了できません。ターゲットのインベントリに十分なスペースがありません。", "Cannot dismiss expedition members who are currently working.": "現在作業中の遠征メンバーを解雇することはできません。", "Cannot stack": "スタック不可", "Cannot stack (single instance)": "スタック不可（単一インスタンス）", "Cap": "上限", "Cap reached": "上限到達", "Capability": "能力", "Capacity": "収容数", "Capital Punishment": "極刑", "Capital Punishment (execute)": "死刑（処刑）", "Capital Punishment calculator": "死刑計算機", "Capital Punishment executes non-boss enemies at or below 20% of their combined HP. It fires on any damage instance, so even chip damage triggers it once the target is low enough.": "死刑は合算HPの20%以下のボス以外の敵を処刑します。あらゆるダメージで発動するため、対象が十分に低ければ削りダメージでも発動します。", "Capital Punishment, Inscription of Perfection, Inscription of the Storm": "死刑、完璧の刻印、嵐の刻印", "Capped Effects": "上限のある効果", "Capped Effects & Bonuses": "上限のある効果とボーナス", "Capped Effects & Bonuses - Dungeon Settlers Wiki": "上限のある効果とボーナス - Dungeon Settlers Wiki", "Capped at {#} stacks (you entered {#}).": "{#}スタックで上限（{#}を入力しました）。", "Carapace": "甲殻", "Carapace (M.Atk {#})": "甲羅（魔法攻撃 {#}）", "Carapace (P.Atk {#})": "甲殻 (物攻 {#})", "Carapace Processing 1": "甲殻処理1", "Carapace Processing 2": "甲殻処理2", "Carapace Processing 2 Complete": "甲羅加工 2 完了", "Carapace Processing 2 not completed": "甲殻加工2未完了", "Carapace Processing Complete": "甲羅加工 完了", "Carapace Processing not completed": "甲殻加工未完了", "Cargo Bundle1 Remnant": "貨物の包み1の残骸", "Cargo Bundle1 Remnant - Dungeon Settlers Wiki": "貨物の束1の残骸 - Dungeon Settlers Wiki", "Cargo Bundle2 Remnant": "貨物の包み2の残骸", "Cargo Bundle2 Remnant - Dungeon Settlers Wiki": "貨物の束2の残骸 - Dungeon Settlers Wiki", "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only": "肉食から肉欲の罪悪感（気分-2）。菜食のみならペナルティなし", "Carnivore by nature: Lizardmen gain the": "生まれつきの肉食：リザードマンは次を獲得します：", "Carnivore by nature: Lizardmen gain the [Plant Rage] mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "生まれつきの肉食: リザードマンは野菜を食べると[植物の怒り]のムードペナルティを得ますが、肉のみの食事ではペナルティを無視します。", "Cast by": "発動者", "Cat: Decoration (22)": "分類：装飾 (22)", "Cat: Decoration (30)": "Cat: Decoration (30)", "Cat: Defence (1)": "分類：防御 (1)", "Cat: Defence (3)": "Cat: Defence (3)", "Cat: Farming (1)": "分類：農業 (1)", "Cat: Farming (2)": "Cat: Farming (2)", "Cat: Furniture (24)": "Cat: Furniture (24)", "Cat: Furniture (28)": "分類：家具 (28)", "Cat: Housing (17)": "分類：住宅 (17)", "Cat: Housing (20)": "Cat: Housing (20)", "Cat: None (401)": "分類：なし (401)", "Cat: None (418)": "Cat: None (418)", "Cat: Recreation (3)": "猫：娯楽(3)", "Cat: Special (3)": "分類：特殊 (3)", "Cat: Special (6)": "Cat: Special (6)", "Cat: Storage (10)": "分類：収納 (10)", "Cat: Storage (13)": "Cat: Storage (13)", "Cat: Workbench (15)": "Cat: Workbench (15)", "Cat: Workbench (16)": "分類：作業台 (16)", "Categories": "カテゴリ", "Categories:": "カテゴリー:", "Category": "カテゴリ", "Cause": "原因", "Caution": "注意", "Caution : Some expedition members are located outside the portal area!": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。", "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。フロアを下りたいと思いますか？", "Caution: Some expedition members are outside the portal area!": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。", "Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor?": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。次のフロアに下りたいと思いますか？", "Cavern Godness Ancient Wall": "洞窟の女神の古代の壁", "Cavern Godness Ancient Wall - Dungeon Settlers Wiki": "洞窟の女神の古代の壁 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall2": "洞窟の女神の古代の壁2", "Cavern Godness Ancient Wall2 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁2 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall3": "洞窟の女神の古代の壁3", "Cavern Godness Ancient Wall3 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁3 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall4": "洞窟の女神の古代の壁4", "Cavern Godness Ancient Wall4 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁4 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall5": "洞窟の女神の古代の壁5", "Cavern Godness Ancient Wall5 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁5 - Dungeon Settlers Wiki", "Cavern Godness Ancient Wall6": "洞窟の女神の古代の壁6", "Cavern Godness Ancient Wall6 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁6 - Dungeon Settlers Wiki", "Cavern Godness Pillar": "洞窟の女神の柱", "Cavern Godness Pillar - Dungeon Settlers Wiki": "洞窟の女神の柱 - Dungeon Settlers Wiki", "Cavern Godness Pillar2": "洞窟の女神の柱2", "Cavern Godness Pillar2 - Dungeon Settlers Wiki": "洞窟の女神の柱2 - Dungeon Settlers Wiki", "Cavern_LittleFlesh": "Cavern_LittleFlesh", "Cavern_Mine": "Cavern_Mine", "Cavern_Poison": "洞窟_毒", "Cavern_Standard": "Cavern_Standard", "Central": "中央", "Chain Grap": "鎖掴み", "Chain Grap 2": "鎖掴み 2", "Chain Knight Sentinel Fixed": "Chain Knight Sentinel Fixed", "Chain Knight Sentinel Random": "チェインナイト・センティネル（ランダム）", "Chain Slash + Flow Seeker + Blade Spirit": "連続斬撃 + フローシーカー + 刃の精霊", "Chain Slash strikes a single target four times for 100% Physical Attack Power each, costing 3 energy (12s cooldown). It is itself a single-target melee skill, so it triggers Flow Seeker's Exposed Flaw, which makes all four of its hits guaranteed crits. Blade Spirit then refunds 1 energy per crit = 4 energy back for a 3-energy spend. Chain Slash is therefore energy-positive: it funds itself and your other skills, crits for the full 1.5x every time, and re-arms Guard Barrier through the Exposed Flaw. This is the canonical melee energy engine.": "連続斬撃は単体を4回、それぞれ物理攻撃力の100%で攻撃し、3エネルギーを消費します（12秒クールタイム）。それ自体が単体近接スキルなので、フローシーカーの弱点露呈を発動させ、4回の攻撃全てを確定クリティカルにします。刃の精霊はクリティカルごとにエネルギー1を還元 = 3エネルギー消費に対して4エネルギーが戻ります。したがって連続斬撃はエネルギープラスです。自身と他のスキルの資金を賄い、毎回きっちり1.5倍でクリティカルを出し、弱点露呈を通じてガードバリアを再展開します。これが定番の近接エネルギーエンジンです。", "Chain Slash's four hits all crit under Exposed Flaw, so Blade Spirit refunds 4 energy against its 3-energy cost - a net-positive attack you can spam.": "連続斬撃の4回の攻撃は弱点露呈のもとで全てクリティカルになるため、刃の精霊は3エネルギーのコストに対して4エネルギーを還元します。連発できる正味プラスの攻撃です。", "ChainKnight": "ChainKnight", "ChainKnight returns stronger. Need to set up via stat variation, not just combination.": "チェーンナイトがより強く戻ってきます。組み合わせだけではなく、ステータス変動でセットアップする必要があります。", "ChainKnight returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers ウィキ": "ChainKnightはより強く戻ってくる。組み合わせだけでなく、ステータス変動で設定が必要。- Dungeon Settlers ウィキ", "Challenger Gloth 3": "チャレンジャー・グロス3", "Challenger Gloth 3 + Female Gloth 1": "チャレンジャー・グロス 3 + メスのグロス 1", "Challenger Gloth Random": "チャレンジャー・グロス（ランダム）", "Challenger Glott3 + Mud Slogel2 = 32": "Challenger Glott3 + Mud Slogel2 = 32", "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48": "Challenger Glott4 + メス Glott1 + Mud Slogel2 = 48", "Challenger Glott4 + Female Glott2 = 48": "Challenger Glott4 + メス Glott2 = 48", "Challenger Glott4 = 32": "Challenger Glott4 = 32", "ChallengerGloth": "ChallengerGloth", "Chance": "確率", "Chance per floor": "階層ごとの確率", "Chance per slot": "スロットごとの確率", "Chance that at least one room of that type is rolled on the floor. Hover a cell where a floor can hold more than one for its average count. Sort a floor column to see what that floor most likely holds.": "そのフロアでその種類の部屋が少なくとも1つ抽選される確率。フロアが複数保持できるセルにカーソルを合わせると平均数が表示されます。フロア列で並べ替えると、そのフロアが最も高い確率で保持する内容が分かります。", "Chance the node appears on the floor (its room is rolled and the node fills its slot). Click a node for what it yields, or see the": "そのノードがフロアに出現する確率（該当する部屋が抽選され、ノードがスロットを埋める）。ノードをクリックすると産出物が表示されます。または", "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "特定のテンプレートがこの階に出現する確率: p = 重み / タイプ合計、その後レイアウト全体で1 - (1 - p)^(そのタイプの部屋数)として平均化されます。", "Change Phase": "フェーズ変化", "Change Phase 2": "フェーズ変化 2", "ChangeDeltaThreshold": "ChangeDeltaThreshold", "Changelog": "変更履歴", "Changes": "変更点", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "{0}秒間の基本攻撃を{2}回の{1}%ダメージに変更", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 物理攻撃力 as physical damage to the target.": "基本攻撃を{0}秒間変更して、ターゲットに物理攻撃力の{1}%の{2}インスタンスの物理ダメージを与えます。", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 物理攻撃力 as physical damage to the target. While this skill is active, each basic attac": "基本攻撃を{0}秒間変更して、ターゲットに物理攻撃力の{1}%の{2}インスタンスの物理ダメージを与えます。このスキルがアクティブな間、各基本攻撃", "Character": "キャラクター", "Character & Team Builder": "キャラクター＆チームビルダー", "Character & Team Builder - Dungeon Settlers Wiki": "キャラクター＆チームビルダー - Dungeon Settlers Wiki", "Character Builder": "キャラクタービルダー", "Character background/individual traits.": "キャラクターの経歴/個別特性。", "Character backgrounds & individual traits": "キャラクターの経歴と個別特性", "Character name": "キャラクター名", "Charge": "チャージ", "Charge End": "突進終了", "Charge Start": "チャージ開始", "ChattedDurationMin": "ChattedDurationMin", "CheckIntervalSec": "CheckIntervalSec", "Chest": "宝箱", "Chests & containers": "宝箱とコンテナ", "Choice": "選択", "Choice E0201": "Choice E0201", "Choice E1000": "Choice E1000", "Choice F0100 - desc": "選択肢 F0100 - 説明", "Choice F13000 - desc": "選択肢 F13000 - 説明", "Choice F14000 - desc": "選択肢 F14000 - 説明", "Choice F14001 - desc": "選択肢 F14001 - 説明", "Choice F14100 - desc": "選択肢 F14100 - 説明", "Choice F14110 - desc": "選択肢 F14110 - 説明", "Choice F15000 - desc": "選択肢 F15000 - 説明", "Choice F15001 - desc": "選択肢 F15001 - 説明", "Choice F15100 - desc": "選択肢 F15100 - 説明", "Choice F15101 - desc": "選択肢 F15101 - 説明", "Choice F15110 - desc": "選択肢 F15110 - 説明", "Choice F25000": "Choice F25000", "Choice F26000": "Choice F26000", "Choice F27000": "Choice F27000", "Choice F27000 - desc": "選択肢 F27000 - 説明", "Choice F27001": "Choice F27001", "Choice F27001 - desc": "選択肢 F27001 - 説明", "Choice F27100": "Choice F27100", "Choice F27100 - desc": "選択肢 F27100 - 説明", "Choice F27110": "Choice F27110", "Choice F27110 - desc": "選択肢 F27110 - 説明", "Choice F28000": "Choice F28000", "Choice F28000 - desc": "選択肢 F28000 - 説明", "Choice F28001": "Choice F28001", "Choice F28001 - desc": "選択肢 F28001 - 説明", "Choice F28100": "Choice F28100", "Choice F28100 - desc": "Choice F28100 - 説明", "Choice F28110": "Choice F28110", "Choice F28110 - desc": "Choice F28110 - 説明", "Choice F29000": "Choice F29000", "Choice F29000 - desc": "選択肢 F29000 - 説明", "Choice F29001": "Choice F29001", "Choice F29001 - desc": "選択肢 F29001 - 説明", "Choice F29100": "Choice F29100", "Choice F29100 - desc": "選択肢 F29100 - 説明", "Choice F29110": "Choice F29110", "Choice F29110 - desc": "選択肢 F29110 - 説明", "Choice F30000": "Choice F30000", "Choice F30000 - desc": "選択肢 F30000 - 説明", "Choice F30001": "Choice F30001", "Choice F30001 - desc": "Choice F30001 - 説明", "Choice F30100": "Choice F30100", "Choice F30100 - desc": "Choice F30100 - 説明", "Choice F30110": "Choice F30110", "Choice F30110 - desc": "Choice F30110 - 説明", "Choice F31000": "Choice F31000", "Choice F31000 - desc": "選択肢 F31000 - 説明", "Choice F32000": "Choice F32000", "Choice F32000 - desc": "Choice F32000 - 説明", "Choice F33000": "Choice F33000", "Choice F33000 - desc": "選択肢 F33000 - 説明", "Choice F34000": "Choice F34000", "Choice F34000 - desc": "選択肢 F34000 - 説明", "Choice F34001": "Choice F34001", "Choice F34001 - desc": "選択肢 F34001 - 説明", "Choice F34100": "Choice F34100", "Choice F34100 - desc": "選択肢 F34100 - 説明", "Choice F34110": "Choice F34110", "Choice F34110 - desc": "選択肢 F34110 - 説明", "Choice F34120": "Choice F34120", "Choice F34120 - desc": "選択肢 F34120 - 説明", "Choice F35000": "Choice F35000", "Choice F35000 - desc": "選択肢 F35000 - 説明", "Choice F36000": "Choice F36000", "Choice F36000 - desc": "Choice F36000 - 説明", "Choice F37000": "Choice F37000", "Choice F37000 - desc": "Choice F37000 - 説明", "Choice F38000": "Choice F38000", "Choice F38000 - desc": "Choice F38000 - 説明", "Choice F39000": "Choice F39000", "Choice F39000 - desc": "Choice F39000 - 説明", "Choice F39001": "Choice F39001", "Choice F39001 - desc": "Choice F39001 - 説明", "Choice F39100": "Choice F39100", "Choice F39100 - desc": "Choice F39100 - 説明", "Choice F39110": "Choice F39110", "Choice F39110 - desc": "Choice F39110 - 説明", "Choice F39120": "Choice F39120", "Choice F39120 - desc": "Choice F39120 - 説明", "Choice F40000": "Choice F40000", "Choice F40000 - desc": "Choice F40000 - 説明", "Choice F41000": "Choice F41000", "Choice F41000 - desc": "Choice F41000 - 説明", "Choice F42000": "Choice F42000", "Choice F43000": "Choice F43000", "Choice F44000": "Choice F44000", "Choice F45000": "Choice F45000", "Choice F45000 - desc": "Choice F45000 - 説明", "Choice F45001": "Choice F45001", "Choice F45001 - desc": "Choice F45001 - 説明", "Choice F45100": "Choice F45100", "Choice F45100 - desc": "Choice F45100 - 説明", "Choice F45110": "Choice F45110", "Choice F45110 - desc": "Choice F45110 - 説明", "Choice F46000": "Choice F46000", "Choice F46000 - desc": "Choice F46000 - 説明", "Choice F46001": "Choice F46001", "Choice F46001 - desc": "Choice F46001 - 説明", "Choice F46002": "Choice F46002", "Choice F46002 - desc": "Choice F46002 - 説明", "Choice F46100": "Choice F46100", "Choice F46100 - desc": "Choice F46100 - 説明", "Choice F46101": "Choice F46101", "Choice F46101 - desc": "Choice F46101 - 説明", "Choice F46102": "Choice F46102", "Choice F46102 - desc": "Choice F46102 - 説明", "Choice F46200": "Choice F46200", "Choice F46200 - desc": "Choice F46200 - 説明", "Choice F46201": "Choice F46201", "Choice F46201 - desc": "Choice F46201 - 説明", "Choice F46202": "Choice F46202", "Choice F46202 - desc": "Choice F46202 - 説明", "Choice F46300": "Choice F46300", "Choice F46300 - desc": "Choice F46300 - 説明", "Choice F46301": "Choice F46301", "Choice F46301 - desc": "Choice F46301 - 説明", "Choice F46302": "Choice F46302", "Choice F46302 - desc": "Choice F46302 - 説明", "Choice F46400": "Choice F46400", "Choice F46400 - desc": "Choice F46400 - 説明", "Choice F46401": "Choice F46401", "Choice F46401 - desc": "Choice F46401 - 説明", "Choice F46402": "Choice F46402", "Choice F46402 - desc": "Choice F46402 - 説明", "Choice F46500": "Choice F46500", "Choice F46500 - desc": "Choice F46500 - 説明", "Choice F46501": "Choice F46501", "Choice F46501 - desc": "Choice F46501 - 説明", "Choice F46502": "Choice F46502", "Choice F46502 - desc": "Choice F46502 - 説明", "Choice F46600": "Choice F46600", "Choice F46600 - desc": "Choice F46600 - 説明", "Choice F46601": "Choice F46601", "Choice F46601 - desc": "Choice F46601 - 説明", "Choice F46602": "Choice F46602", "Choice F46602 - desc": "Choice F46602 - 説明", "Choice F46700": "Choice F46700", "Choice F46700 - desc": "Choice F46700 - 説明", "Choice F47000": "Choice F47000", "Choice F47000 - desc": "Choice F47000 - 説明", "Choice F48000": "Choice F48000", "Choice F48000 - desc": "Choice F48000 - 説明", "Choice F49000": "Choice F49000", "Choice F49000 - desc": "Choice F49000 - 説明", "Choice F49001": "Choice F49001", "Choice F49001 - desc": "Choice F49001 - 説明", "Choice F49110": "Choice F49110", "Choice F49110 - desc": "Choice F49110 - 説明", "Choice F7000": "Choice F7000", "Choice N10000": "Choice N10000", "Choice N10000 - desc": "選択肢 N10000 - 説明", "Choice N11000": "Choice N11000", "Choice N12000": "Choice N12000", "Choice N12000 - desc": "選択肢 N12000 - 説明", "Choice N12001": "Choice N12001", "Choice N12001 - desc": "選択肢 N12001 - 説明", "Choice N12100": "Choice N12100", "Choice N13000": "Choice N13000", "Choice N13000 - desc": "選択肢 N13000 - 説明", "Choice N14001": "Choice N14001", "Choice N14001 - desc": "選択肢 N14001 - 説明", "Choice N14200": "Choice N14200", "Choice N16100": "Choice N16100", "Choice N17100": "Choice N17100", "Choice N18100": "Choice N18100", "Choice N2000": "Choice N2000", "Choice N2000 - desc": "選択肢 N2000 - 説明", "Choice N2001": "Choice N2001", "Choice N2001 - desc": "選択肢 N2001 - 説明", "Choice N2100": "Choice N2100", "Choice N21000": "Choice N21000", "Choice N21000 - desc": "選択肢 N21000 - 説明", "Choice N22000": "Choice N22000", "Choice N22000 - desc": "選択肢 N22000 - 説明", "Choice N24001": "Choice N24001", "Choice N25000 - desc": "Choice N25000 - 説明", "Choice N26000 - desc": "Choice N26000 - 説明", "Choice N26001 - desc": "Choice N26001 - 説明", "Choice N27000": "Choice N27000", "Choice N27000 - desc": "Choice N27000 - 説明", "Choice N27001": "Choice N27001", "Choice N27001 - desc": "Choice N27001 - 説明", "Choice N27100": "Choice N27100", "Choice N27100 - desc": "Choice N27100 - 説明", 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"ChoiceR14002", "ChoiceR14130": "ChoiceR14130", "ChoiceR14200": "ChoiceR14200", "ChoiceR14201": "ChoiceR14201", "ChoiceR14202": "ChoiceR14202", "ChoiceR14210": "ChoiceR14210", "ChoiceR14211": "ChoiceR14211", "ChoiceR14212": "ChoiceR14212", "ChoiceR14220": "ChoiceR14220", "ChoiceR14221": "ChoiceR14221", "ChoiceR14222": "ChoiceR14222", "ChoiceR14230": "ChoiceR14230", "ChoiceR14300": "ChoiceR14300", "ChoiceR15000": "ChoiceR15000", "ChoiceR15001": "ChoiceR15001", "ChoiceR15100": "ChoiceR15100", "ChoiceR15200": "ChoiceR15200", "ChoiceR15201": "ChoiceR15201", "ChoiceR15210": "ChoiceR15210", "ChoiceR15211": "ChoiceR15211", "ChoiceR15220": "ChoiceR15220", "ChoiceR15221": "ChoiceR15221", "ChoiceR15230": "ChoiceR15230", "ChoiceR16000": "ChoiceR16000", "ChoiceR16001": "ChoiceR16001", "ChoiceR16002": "ChoiceR16002", "ChoiceR16100": "ChoiceR16100", "ChoiceR16110": "ChoiceR16110", "ChoiceR16120": "ChoiceR16120", "ChoiceR17000": "ChoiceR17000", "ChoiceR17001": "ChoiceR17001", "ChoiceR17002": "ChoiceR17002", "ChoiceR17100": "ChoiceR17100", "ChoiceR17110": "ChoiceR17110", "ChoiceR18000": "ChoiceR18000", "ChoiceR18001": "ChoiceR18001", "ChoiceR18002": "ChoiceR18002", "ChoiceR18100": "ChoiceR18100", "ChoiceR18110": "ChoiceR18110", "ChoiceR19000": "ChoiceR19000", "ChoiceR19001": "ChoiceR19001", "ChoiceR19002": "ChoiceR19002", "ChoiceR19100": "ChoiceR19100", "ChoiceR19120": "ChoiceR19120", "ChoiceR19200": "ChoiceR19200", "ChoiceR19201": "ChoiceR19201", "ChoiceR19202": "ChoiceR19202", "ChoiceR19211": "ChoiceR19211", "ChoiceR19300": "ChoiceR19300", "ChoiceR2000": "ChoiceR2000", "ChoiceR2001": "ChoiceR2001", "ChoiceR2002": "ChoiceR2002", "ChoiceR2100": "ChoiceR2100", "ChoiceR2110": "ChoiceR2110", "ChoiceR3000": "ChoiceR3000", "ChoiceR3001": "ChoiceR3001", "ChoiceR3100": "ChoiceR3100", "ChoiceR4000": "ChoiceR4000", "ChoiceR4001": "ChoiceR4001", "ChoiceR4100": "ChoiceR4100", "ChoiceR4110": "ChoiceR4110", "ChoiceR4120": "ChoiceR4120", "ChoiceR5000": "ChoiceR5000", "ChoiceR5001": "ChoiceR5001", "ChoiceR5002": "ChoiceR5002", "ChoiceR5100": "ChoiceR5100", "ChoiceR5110": "ChoiceR5110", "ChoiceR6000": "ChoiceR6000", "ChoiceR6001": "ChoiceR6001", "ChoiceR6002": "ChoiceR6002", "ChoiceR6100": "ChoiceR6100", "ChoiceR6110": "ChoiceR6110", "ChoiceR7000": "ChoiceR7000", "ChoiceR7001": "ChoiceR7001", "ChoiceR7002": "ChoiceR7002", "ChoiceR7100": "ChoiceR7100", "ChoiceR7110": "ChoiceR7110", "ChoiceR7120": "ChoiceR7120", "ChoiceR8000": "ChoiceR8000", "ChoiceR8001": "ChoiceR8001", "ChoiceR8002": "ChoiceR8002", "ChoiceR8100": "ChoiceR8100", "ChoiceR8200": "ChoiceR8200", "ChoiceR8201": "ChoiceR8201", "ChoiceR8210": "ChoiceR8210", "ChoiceR8220": "ChoiceR8220", "ChoiceR9000": "ChoiceR9000", "ChoiceR9001": "ChoiceR9001", "ChoiceR9100": "ChoiceR9100", "ChoiceR9110": "ChoiceR9110", "ChoiceT0000": "ChoiceT0000", "ChoiceT0100": "ChoiceT0100", "ChoiceT1000": "ChoiceT1000", "ChoiceT10000": "ChoiceT10000", "ChoiceT11000": "ChoiceT11000", "ChoiceT12000": "ChoiceT12000", "ChoiceT13000": "ChoiceT13000", "ChoiceT14000": "ChoiceT14000", "ChoiceT15000": "ChoiceT15000", "ChoiceT16000": "ChoiceT16000", "ChoiceT2000": "ChoiceT2000", "ChoiceT3000": "ChoiceT3000", "ChoiceT3002": "ChoiceT3002", "ChoiceT4000": "ChoiceT4000", "ChoiceT4001": "ChoiceT4001", "ChoiceT5000": "ChoiceT5000", "ChoiceT5001": "ChoiceT5001", "ChoiceT5002": "ChoiceT5002", "ChoiceT6000": "ChoiceT6000", "ChoiceT6001": "ChoiceT6001", "ChoiceT7000": "ChoiceT7000", "ChoiceT8000": "ChoiceT8000", "ChoiceT9000": "ChoiceT9000", "ChoiceT9100": "ChoiceT9100", "Choices per level-up": "レベルアップごとの選択肢", "Choose a Dungeon Settlers save file": "Dungeon Settlersのセーブファイルを選択", "Chosen - click to remove.": "選択済み - クリックで削除。", "Circle r5": "円形 r5", "Circle, radius 3": "円形、半径3", "Circle, radius 5": "円形、半径5", "Claim Reward": "報酬を獲得", "Clan Rank": "クランランク", "Clan Rank - Dungeon Settlers Wiki": "クランランク - Dungeon Settlers Wiki", "Clan Ranks": "クランランク", "Clan Ranks - Dungeon Settlers Wiki": "クランランク - Dungeon Settlers Wiki", "Clan decisions/policies with effects.": "効果付きのクラン決定/方針。", "Clan gold": "クランゴールド", "Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle": "クラン名、ゴールド、人口、募集候補、地域マップの状態、安全フロアスキップの切り替え", "Clan rank": "クランランク", "Clan rank guide": "クランランクガイド", "Clan ranks": "クラン階級", "Clan ranks: rank-up CP, population, recruit level & race weights.": "クラン階級：ランクアップCP、人口、勧誘レベル、種族の重み。", "ClanRank": "ClanRank", "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0": "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0", "ClanRankTable.json": "ClanRankTable.json", "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320": "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320", "Class": "クラス", "Clear condition": "クリア条件", "Clear filters": "フィルターをクリア", "Clear overrides / back to computed": "上書きをクリア／計算値に戻す", "Clear target": "対象をクリア", "Clear {#}": "{#}をクリア", "ClearDungeon1": "ClearDungeon1", "ClearDungeon2": "ClearDungeon2", "Clearing Rooms/map grids to {} causes an infinite load": "Rooms/mapグリッドを{}にクリアすると無限ロードを引き起こす", "Click to enlarge": "クリックで拡大", "Click to view.": "クリックして表示。", "Click to view. Right-click to dismiss.": "クリックして表示。右クリックして閉じます。", "Clip kinds": "クリップの種類", "Clips": "クリップ", "Closed the full translation backlog introduced by this game build: 513 new source strings translated, then the knock-on wave across Korean, French and Japanese. All four languages report zero untranslated segments.": "このゲームビルドで導入された翻訳バックログを完全に解決しました：513個の新しいソース文字列を翻訳し、その後、朝鮮語、フランス語、日本語全体に波及しました。すべての4つの言語が未翻訳セグメントなしのレポートを報告しました。", "Codex": "コデックス", "Codex - Dungeon Settlers Wiki": "書 - Dungeon Settlers Wiki", "Codex Level1 Remnant": "写本レベル1の残骸", "Codex Level1 Remnant - Dungeon Settlers Wiki": "書物Lv1の残骸 - Dungeon Settlers Wiki", "Codex Level2 Remnant": "写本レベル2の残骸", "Codex Level2 Remnant - Dungeon Settlers Wiki": "書物Lv2の残骸 - Dungeon Settlers Wiki", "Codex icon": "書 アイコン", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "一次ステータスが最終ステータスに変換される比率の係数値", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "一次ステータスが最終ステータスに変換される比率の係数値 NOTE: 自然に変更する必要がある", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "一次ステータスが最終ステータスに変換される比率の係数値 NOTE: 水に変更する必要がある", "Coins begin ra...": "Coins begin ra...", "Collect Hell Leeches": "ヘルリーチを集める", "Collect Hell Leeches - Interact with Xenon": "ヘルリーチを集める - ゼノンと交流する", "Combat Difficulty: {3}": "戦闘難易度：{3}", "Combat Estimates": "戦闘推定値", "Combat Formulas": "戦闘計算式", "Combat Formulas - Dungeon Settlers Wiki": "戦闘の計算式 - Dungeon Settlers Wiki", "Combat Start": "戦闘開始", "Combat and skills": "戦闘とスキル", "Combat awareness state (spotted / unaware / surprised)": "戦闘認識状態（発見 / 未認識 / 奇襲）", "Combat axis": "戦闘の軸", "Combat balance": "戦闘バランス", "Combat buffs": "戦闘バフ", "Combat conditions": "戦闘条件", "Combat difficulty": "戦闘難易度", "Combat difficulty (whole roster)": "戦闘難易度（全ロスター）", "Combat difficulty for your whole roster": "全ロスターの戦闘難易度", "Combat difficulty is applied to every monster as a hidden affecter (": "戦闘難易度は隠しアフェクターとしてすべてのモンスターに適用される（", "Combat difficulty: {#} (set it in the top bar; it scales the monster lines and the benchmark HP on Very Hard and Devastation).": "戦闘難易度: {#} (トップバーで設定; ベリーハードと破壊的上で怪物ラインとベンチマーク HP をスケーリングします)。", "Combat guide": "戦闘ガイド", "Combat pattern": "戦闘パターン", "Combat stats": "戦闘ステータス", "Combat status system: applied while the triggering condition holds": "戦闘状態システム: 発動条件が満たされている間、適用されます", "Combat: Elements & Weapons": "戦闘：属性と武器", "Combat: Elements & Weapons - Dungeon Settlers Wiki": "戦闘：属性と武器 - Dungeon Settlers Wiki", "Combat: applied when taking damage": "戦闘：被ダメージ時に適用", "Combat: elements & weapons": "戦闘: 属性と武器", "CombatRange": "CombatRange", "Combat_": "Combat_", "Combos that look like synergies but are not, once you check the data - kept here so they do not get re-suggested.": "データを確認するとシナジーに見えて実はそうではない組み合わせ。再提案されないようここに記載。", "Commands": "指示する", "Commands your": "配下に指示する", "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold": "コモン +200、アンコモン +400、レア +800、レジェンダリー +2,000 ゴールド", "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%": "コモン80.7%、アンコモン17%、レア2%、レジェンダリー0.3%", "Common 807, Uncommon 170, Rare 20, Legendary 3": "コモン807、アンコモン170、レア20、レジェンダリー3", "Common Combat Floor1": "コモン戦闘 フロア1", "Common Combat Floor1 - Dungeon Settlers ウィキ": "コモン戦闘階1 - Dungeon Settlers ウィキ", "Common Combat Floor1 マップ": "Common Combat Floor1 マップ", "Common Combat Floor10": "コモン戦闘 フロア10", "Common Combat Floor10 - Dungeon Settlers ウィキ": "コモン戦闘階10 - Dungeon Settlers ウィキ", "Common Combat Floor10 マップ": "Common Combat Floor10 マップ", "Common Combat Floor11": "コモン戦闘 フロア11", "Common Combat Floor11 - Dungeon Settlers ウィキ": "コモン戦闘階11 - Dungeon Settlers ウィキ", "Common Combat Floor12": "コモン戦闘 フロア12", "Common Combat Floor12 - Dungeon Settlers ウィキ": "コモン戦闘階12 - Dungeon Settlers ウィキ", "Common Combat Floor13": "コモン戦闘 フロア13", "Common Combat Floor13 - Dungeon Settlers ウィキ": "コモン戦闘階13 - Dungeon Settlers ウィキ", "Common Combat Floor14": "コモン戦闘 フロア14", "Common Combat Floor14 - Dungeon Settlers ウィキ": "コモン戦闘階14 - Dungeon Settlers ウィキ", "Common Combat Floor15": "コモン戦闘 フロア15", "Common Combat Floor15 - Dungeon Settlers ウィキ": "コモン戦闘階15 - Dungeon Settlers ウィキ", "Common Combat Floor16": "コモン戦闘 フロア16", "Common Combat Floor16 - Dungeon Settlers ウィキ": "コモン戦闘階16 - Dungeon Settlers ウィキ", "Common Combat Floor17": "コモン戦闘 フロア17", "Common Combat Floor17 - Dungeon Settlers ウィキ": "コモン戦闘階17 - Dungeon Settlers ウィキ", "Common Combat Floor18": "コモン戦闘 フロア18", "Common Combat Floor18 - Dungeon Settlers ウィキ": "コモン戦闘階18 - Dungeon Settlers ウィキ", "Common Combat Floor19": "コモン戦闘 フロア19", "Common Combat Floor19 - Dungeon Settlers ウィキ": "コモン戦闘階19 - Dungeon Settlers ウィキ", "Common Combat Floor2": "コモン戦闘 フロア2", "Common Combat Floor2 - Dungeon Settlers ウィキ": "コモン戦闘階2 - Dungeon Settlers ウィキ", "Common Combat Floor2 マップ": "Common Combat Floor2 マップ", "Common Combat Floor20": "コモン戦闘 フロア20", "Common Combat Floor20 - Dungeon Settlers ウィキ": "コモン戦闘階20 - Dungeon Settlers ウィキ", "Common Combat Floor3": "コモン戦闘 フロア3", "Common Combat Floor3 - Dungeon Settlers ウィキ": "コモン戦闘階3 - Dungeon Settlers ウィキ", "Common Combat Floor3 マップ": "Common Combat Floor3 マップ", "Common Combat Floor4": "コモン戦闘 フロア4", "Common Combat Floor4 - Dungeon Settlers ウィキ": "コモン戦闘階4 - Dungeon Settlers ウィキ", "Common Combat Floor4 マップ": "Common Combat Floor4 マップ", "Common Combat Floor5": "コモン戦闘 フロア5", "Common Combat Floor5 - Dungeon Settlers ウィキ": "コモン戦闘階5 - Dungeon Settlers ウィキ", "Common Combat Floor5 マップ": "Common Combat Floor5 マップ", "Common Combat Floor6": "コモン戦闘 フロア6", "Common Combat Floor6 - Dungeon Settlers ウィキ": "コモン戦闘階6 - Dungeon Settlers ウィキ", "Common Combat Floor6 マップ": "Common Combat Floor6 マップ", "Common Combat Floor7": "コモン戦闘 フロア7", "Common Combat Floor7 - Dungeon Settlers ウィキ": "コモン戦闘階7 - Dungeon Settlers ウィキ", "Common Combat Floor7 マップ": "Common Combat Floor7 マップ", "Common Combat Floor8": "コモン戦闘 フロア8", "Common Combat Floor8 - Dungeon Settlers ウィキ": "コモン戦闘階8 - Dungeon Settlers ウィキ", "Common Combat Floor8 マップ": "Common Combat Floor8 マップ", "Common Combat Floor9": "コモン戦闘 フロア9", "Common Combat Floor9 - Dungeon Settlers ウィキ": "コモン戦闘階9 - Dungeon Settlers ウィキ", "Common Combat Floor9 マップ": "Common Combat Floor9 マップ", "Common Event": "コモンイベント", "Common Event - Dungeon Settlers Wiki": "共通イベント - Dungeon Settlers Wiki", "Common Event Abandoned Campsite": "共通イベント 廃キャンプ地", "Common Event Abandoned Campsite - Dungeon Settlers Wiki": "共通イベント 放棄された野営地 - Dungeon Settlers Wiki", "Common Event Abandoned Campsite map": "共通イベント 廃キャンプ地 マップ", "Common Event Abandoned Campsite マップ": "共通イベント 廃野営地 マップ", "Common Event Abandoned Room 1": "共通イベント 廃部屋 1", "Common Event Abandoned Room 1 - Dungeon Settlers Wiki": "共通イベント 廃棄された部屋1 - Dungeon Settlers Wiki", "Common Event Abandoned Room 1 map": "共通イベント 廃部屋1 マップ", "Common Event Abandoned Room 1 マップ": "共通イベント 廃部屋1 マップ", "Common Event Abandoned Room 2": "共通イベント 放棄された部屋2", "Common Event Abandoned Room 2 - Dungeon Settlers Wiki": "共通イベント 廃部屋2 - Dungeon Settlers Wiki", "Common Event Abandoned Room 2 map": "共通イベント 廃棄された部屋2 マップ", "Common Event Abandoned Room 2 マップ": "共通イベント 廃部屋2 マップ", "Common Event Ancient Library": "共通イベント 古代図書館", "Common Event Ancient Library - Dungeon Settlers Wiki": "共通イベント 古代図書館 - Dungeon Settlers Wiki", "Common Event Ancient Library map": "共通イベント 古代図書館 マップ", "Common Event Ancient Library マップ": "共通イベント 古代図書館 マップ", "Common Event Blood Tree Room": "共通イベント 血の樹の部屋", "Common Event Blood Tree Room - Dungeon Settlers Wiki": "共通イベント 血の樹の部屋 - Dungeon Settlers Wiki", "Common Event Blood Tree Room map": "共通イベント 血の樹の部屋 マップ", "Common Event Blood Tree Room マップ": "共通イベント 血の樹の部屋 マップ", "Common Event Codex Room Stage 1": "共通イベント コーデックスの部屋 ステージ1", "Common Event Codex Room Stage 1 - Dungeon Settlers Wiki": "共通イベント 書の部屋 ステージ1 - Dungeon Settlers Wiki", "Common Event Codex Room Stage 1 map": "共通イベント 書物の部屋 段階1 マップ", "Common Event Codex Room Stage 1 マップ": "共通イベント 書物の部屋 ステージ1 マップ", "Common Event Codex Room Stage 2": "共通イベント コーデックスの部屋 ステージ2", "Common Event Codex Room Stage 2 - Dungeon Settlers Wiki": "共通イベント 書の部屋 ステージ2 - Dungeon Settlers Wiki", "Common Event Codex Room Stage 2 map": "共通イベント 書物の部屋 段階2 マップ", "Common Event Codex Room Stage 2 マップ": "共通イベント 書物の部屋 ステージ2 マップ", "Common Event Devrik Worship Site": "通常イベント デヴリク崇拝の地", "Common Event Devrik Worship Site - Dungeon Settlers Wiki": "共通イベント デヴリク信仰所 - Dungeon Settlers Wiki", "Common Event Devrik Worship Site map": "共通イベント デヴリク礼拝所 マップ", "Common Event Devrik Worship Site マップ": "共通イベント デヴリク崇拝地 マップ", "Common Event DirtyCorpses": "一般的なイベント 汚れた死体", "Common Event DirtyCorpses - Dungeon Settlers ウィキ": "コモンイベント 汚い死体 - Dungeon Settlers ウィキ", "Common Event Discarded Magic Device": "通常イベント 廃棄された魔法装置", "Common Event Discarded Magic Device - Dungeon Settlers Wiki": "共通イベント 捨てられた魔法装置 - Dungeon Settlers Wiki", "Common Event Discarded Magic Device map": "共通イベント 廃棄された魔法装置 マップ", "Common Event Discarded Magic Device マップ": "共通イベント 廃棄された魔法装置 マップ", "Common Event Discarded Specimen": "一般的な出来事 放棄された標本", "Common Event Discarded Specimen - Dungeon Settlers ウィキ": "共通イベント 廃棄標本 - ダンジョン・セトラーズ ウィキ", "Common Event DiscardedSpecimen": "一般的なイベント 廃棄された標本", "Common Event DiscardedSpecimen - Dungeon Settlers ウィキ": "コモンイベント 廃棄サンプル - Dungeon Settlers ウィキ", "Common Event Flower": "共通イベント 花", "Common Event Flower - Dungeon Settlers Wiki": "共通イベント 花 - Dungeon Settlers Wiki", "Common Event Flower map": "共通イベント 花 マップ", "Common Event Flower マップ": "共通イベント 花 マップ", "Common Event Goblin Settlement Stage 1": "共通イベント ゴブリン集落 ステージ1", "Common Event Goblin Settlement Stage 1 - Dungeon Settlers Wiki": "共通イベント ゴブリン集落 ステージ1 - Dungeon Settlers Wiki", "Common Event Goblin Settlement Stage 1 map": "共通イベント ゴブリンの集落 段階1 マップ", "Common Event Goblin Settlement Stage 1 マップ": "共通イベント ゴブリン集落 ステージ1 マップ", "Common Event Goblin Settlement Stage 2": "通常イベント ゴブリンの集落 ステージ2", "Common Event Goblin Settlement Stage 2 - Dungeon Settlers Wiki": "共通イベント ゴブリン集落 ステージ2 - Dungeon Settlers Wiki", "Common Event Goblin Settlement Stage 2 map": "共通イベント ゴブリンの集落 段階2 マップ", "Common Event Goblin Settlement Stage 2 マップ": "共通イベント ゴブリン集落 ステージ2 マップ", "Common Event Hub": "Common Event Hub", "Common Event Hub - Dungeon Settlers Wiki": "共通イベントハブ - Dungeon Settlers Wiki", "Common Event Hub - Dungeon Settlers ウィキ": "共通イベント ハブ - Dungeon Settlers ウィキ", "Common Event Hub map": "共通イベント ハブ マップ", "Common Event Hub マップ": "共通イベント ハブ マップ", "Common Event Junk Trash Pile 1": "共通イベント がらくたゴミの山1", "Common Event Junk Trash Pile 1 - Dungeon Settlers Wiki": "共通イベント がらくたの山1 - Dungeon Settlers Wiki", "Common Event Junk Trash Pile 1 map": "共通イベント がらくたの山1 マップ", "Common Event Junk Trash Pile 1 マップ": "共通イベント がらくたゴミの山1 マップ", "Common Event Junk Trash Pile 2": "共通イベント がらくたゴミの山2", "Common Event Junk Trash Pile 2 - Dungeon Settlers Wiki": "共通イベント がらくたの山2 - Dungeon Settlers Wiki", "Common Event Junk Trash Pile 2 map": "共通イベント がらくたの山2 マップ", "Common Event Junk Trash Pile 2 マップ": "共通イベント がらくたゴミの山2 マップ", "Common Event Junk Trash Pile 3": "共通イベント がらくたゴミの山3", "Common Event Junk Trash Pile 3 - Dungeon Settlers Wiki": "共通イベント がらくたの山3 - Dungeon Settlers Wiki", "Common Event Junk Trash Pile 3 map": "共通イベント がらくたの山3 マップ", "Common Event Junk Trash Pile 3 マップ": "共通イベント がらくたゴミの山3 マップ", "Common Event Lab Rat Breeding Pen": "共通イベント 実験用ネズミの繁殖檻", "Common Event Lab Rat Breeding Pen - Dungeon Settlers Wiki": "共通イベント 実験ネズミ繁殖場 - Dungeon Settlers Wiki", "Common Event Lab Rat Breeding Pen map": "共通イベント 実験ネズミ飼育場 マップ", "Common Event Lab Rat Breeding Pen マップ": "共通イベント 実験ネズミ繁殖檻 マップ", "Common Event Mandrake": "共通イベント マンドレイク", "Common Event Mandrake - Dungeon Settlers Wiki": "共通イベント マンドレイク - Dungeon Settlers Wiki", "Common Event Mandrake map": "共通イベント マンドレイク マップ", "Common Event Mandrake マップ": "共通イベント マンドレイク マップ", "Common Event Meat Worm Room 1": "共通イベント ミートワームの部屋1", "Common Event Meat Worm Room 1 - Dungeon Settlers Wiki": "共通イベント 肉ワームの部屋1 - Dungeon Settlers Wiki", "Common Event Meat Worm Room 1 map": "共通イベント ミートワームの部屋1 マップ", "Common Event Meat Worm Room 1 マップ": "共通イベント 肉ワームの部屋1 マップ", "Common Event Meat Worm Room 2": "共通イベント ミートワームの部屋2", "Common Event Meat Worm Room 2 - Dungeon Settlers Wiki": "共通イベント 肉ワームの部屋2 - Dungeon Settlers Wiki", "Common Event Meat Worm Room 2 map": "共通イベント ミートワームの部屋2 マップ", "Common Event Meat Worm Room 2 マップ": "共通イベント 肉ワームの部屋2 マップ", "Common Event Odd Gap": "一般的な出来事 奇妙な隙間", "Common Event Odd Gap - Dungeon Settlers ウィキ": "共通イベント 奇妙な隙間 - ダンジョン・セトラーズ ウィキ", "Common Event StrangeNiche": "一般的なイベント 奇妙なニッチ", "Common Event StrangeNiche - Dungeon Settlers ウィキ": "コモンイベント 奇妙なニッチ - Dungeon Settlers ウィキ", "Common Event Temporary Shelter": "共通イベント 一時避難所", "Common Event Temporary Shelter - Dungeon Settlers Wiki": "共通イベント 仮設シェルター - Dungeon Settlers Wiki", "Common Event Temporary Shelter map": "共通イベント 仮設シェルター マップ", "Common Event Temporary Shelter マップ": "共通イベント 仮設シェルター マップ", "Common Event Tree of Life": "共通イベント 生命の樹", "Common Event Tree of Life - Dungeon Settlers Wiki": "共通イベント 生命の木 - Dungeon Settlers Wiki", "Common Event Tree of Life map": "共通イベント 生命の木 マップ", "Common Event Tree of Life マップ": "共通イベント 生命の樹 マップ", "Common Event map": "共通イベントマップ", "Common Horizontal Corridor": "共通横通路", "Common Horizontal Corridor (Dead End)": "共通横通路（行き止まり）", "Common Horizontal Corridor (Dead End) - Dungeon Settlers Wiki": "共通横通路（行き止まり） - Dungeon Settlers Wiki", "Common Horizontal Corridor (Dead End) map": "共通 横通路（行き止まり） マップ", "Common Horizontal Corridor (Dead End) マップ": "共通横通路（行き止まり） マップ", "Common Horizontal Corridor - Dungeon Settlers Wiki": "共通横通路 - Dungeon Settlers Wiki", "Common Horizontal Corridor 1": "共通横通路1", "Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "共通 横通路 1 - Dungeon Settlers Wiki", "Common Horizontal Corridor 1 map": "通常の横向き通路1マップ", "Common Horizontal Corridor 1 マップ": "共通横通路1 マップ", "Common Horizontal Corridor 2": "共通横通路 2", "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "共通横通路2 - Dungeon Settlers Wiki", "Common Horizontal Corridor 2 / For Boss": "共通横通路2 / ボス用", "Common Horizontal Corridor 2 / For Boss - Dungeon Settlers Wiki": "共通横通路2 / ボス用 - Dungeon Settlers Wiki", "Common Horizontal Corridor 2 / For Boss map": "共通 横通路2 / ボス用 マップ", "Common Horizontal Corridor 2 / For Boss マップ": "共通横通路2 / ボス用 マップ", "Common Horizontal Corridor 2 map": "Common Horizontal Corridor 2 map", "Common Horizontal Corridor 2 マップ": "共通横通路2 マップ", "Common Horizontal Corridor 3": "共通横通路 3", "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "共通横通路3 - Dungeon Settlers Wiki", "Common Horizontal Corridor 3 map": "共通 水平回廊 3 マップ", "Common Horizontal Corridor 3 マップ": "共通横通路3 マップ", "Common Horizontal Corridor map": "共通 水平回廊 マップ", "Common Horizontal Corridor マップ": "共通横通路 マップ", "Common HorizontalCorridor 1": "Common HorizontalCorridor 1", "Common HorizontalCorridor 2": "Common HorizontalCorridor 2", "Common HorizontalCorridor 3": "Common HorizontalCorridor 3", "Common Magic Trash Pile": "コモン 魔法ゴミの山", "Common Magic Trash Pile - Dungeon Settlers Wiki": "共通 魔法のがらくたの山 - Dungeon Settlers Wiki", "Common Magic Trash Pile map": "共通 魔法のがらくたの山 マップ", "Common Magic Trash Pile マップ": "共通 魔法ゴミの山 マップ", "Common Mood": "共通の気分", "Common Portal": "通常ポータル", "Common Portal - Dungeon Settlers Wiki": "共通ポータル - Dungeon Settlers Wiki", "Common Portal map": "共通ポータルマップ", "Common Power1": "Common Power1", "Common Power10": "Common Power10", "Common Power11": "Common Power11", "Common Power13": "Common Power13", "Common Power15": "Common Power15", "Common Power2": "Common Power2", "Common Power3": "Common Power3", "Common Power4": "Common Power4", "Common Power5": "Common Power5", "Common Power6": "Common Power6", "Common Power7": "Common Power7", "Common Power8": "Common Power8", "Common Power9": "Common Power9", "Common Start": "通常開始", "Common Start - Dungeon Settlers Wiki": "共通スタート - Dungeon Settlers Wiki", "Common Start map": "共通スタートマップ", "Common Vertical Corridor": "共通縦通路", "Common Vertical Corridor - Dungeon Settlers Wiki": "共通縦通路 - Dungeon Settlers Wiki", "Common Vertical Corridor 1": "共通縦通路1", "Common Vertical Corridor 1 - Dungeon Settlers Wiki": "共通 縦通路 1 - Dungeon Settlers Wiki", "Common Vertical Corridor 1 map": "通常の縦向き通路1マップ", "Common Vertical Corridor 1 マップ": "共通縦通路1 マップ", "Common Vertical Corridor 2": "共通縦通路 2", "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "共通縦通路2 - Dungeon Settlers Wiki", "Common Vertical Corridor 2 map": "共通 垂直回廊 2 マップ", "Common Vertical Corridor 2 マップ": "共通縦通路2 マップ", "Common Vertical Corridor 3": "共通縦通路3", "Common Vertical Corridor 3 - Dungeon Settlers Wiki": "共通 縦の通路3 - Dungeon Settlers Wiki", "Common Vertical Corridor 3 map": "共通 縦通路3 マップ", "Common Vertical Corridor 3 マップ": "共通縦通路3 マップ", "Common Vertical Corridor map": "共通 縦通路マップ", "Common Vertical Corridor マップ": "共通縦通路 マップ", "Common horizontal corridor 1_ 7 spaces": "一般的な横廊下 1_ 7 マス", "Common horizontal corridor 1_ 7 spaces - Dungeon Settlers ウィキ": "一般的な横廊下1_7スペース - Dungeon Settlers ウィキ", "Common horizontal corridor 1_ 7 spaces マップ": "一般的な横廊下1_7スペース マップ", "Common horizontal corridor 2 / for boss_11 spaces": "一般的な横廊下 2 / ボス用 11 マス", "Common horizontal corridor 2 / for boss_11 spaces - Dungeon Settlers ウィキ": "一般的な横廊下2/ボス_11スペース - Dungeon Settlers ウィキ", "Common horizontal corridor 2 / for boss_11 spaces マップ": "一般的な横廊下2/ボス_11スペース マップ", "Common horizontal corridor 3_2 spaces": "一般的な横廊下 3_2 マス", "Common horizontal corridor 3_2 spaces - Dungeon Settlers ウィキ": "一般的な横廊下3_2スペース - Dungeon Settlers ウィキ", "Common inscription:": "コモン刻印：", "Common power drops": "一般的なパワードロップ", "CommonMood": "CommonMood", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes.": "会話が始まり、あなたは巨大ネズミの切断された頭を、乱暴にカラスの目の前へ差し出した。", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes. \"So, you really managed to kill the beast. I can't say I expected much..": "会話が始まり、あなたは巨大ネズミの切断された頭を、乱暴にカラスの目の前へ差し出した。「なるほど、本当にあの獣を仕留めたのか。大した期待はしていなかったが…", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes.": "会話が始まり、あなたは巨大ネズミの切断された頭を、カラスの目の前へ突きつけた。", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I expected much...\" The raven": "会話が始まり、あなたは巨大ネズミの切断された頭を、カラスの目の前へ突きつけた。「なるほど、本当にあの獣を仕留めたのか。大した期待はしていなかったが…」カラスが", "Community definitions plus the game's official concept texts (": "コミュニティによる定義に加え、ゲーム公式のコンセプト文（", "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "自分のキャラクターをこの敵と比較します。1体選ぶか、編集中のビルドのままにします。", "Compare versions": "バージョン比較", "Complete condition": "達成条件", "Completed, active and pending quests": "完了、進行中、保留中のクエスト", "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the": "これを完了するとシナリオのストーリーは終わるが、沈黙のベールはクリアされず、ただれた巣穴も解放されない。地域のクリアボス（またはデモの自動クリア）だけが、次のフラグを切り替える：", "Condition": "条件", "Conditions gating NPC spawns.": "NPCの出現を制限する条件。", "Conditions:": "条件：", "ConeExceptMe, radius 1": "ConeExceptMe, 半径1", "Congratulations on clearing Alpha Demo!": "アルファデモクリアおめでとうございます！", "ConsciousnessRecoveryCondition_": "ConsciousnessRecoveryCondition_", "Consequence": "結果", "Constitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.": "耐久力は最大HPと物理耐性に、意志力は最大エネルギーと状態異常耐性に、知力は魔法攻撃力と魔法耐性に、敏捷は移動速度・攻撃速度・回避に、認知はクリティカルと命中率に寄与します。", "ConstitutionPerModifier_{1}": "ConstitutionPerModifier_{1}", "Constitution_": "Constitution_", "Construction Special - desc": "建設特別 - 説明", "Construction cost": "建設コスト", "Construction costs, gathering, crafting stations, housing": "建設コスト、採集、クラフト設備、住居", "Construction material amounts": "建築資材量", "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "建設素材要求量の乗数（小数は四捨五入され、1未満に下がった場合は1に補正される）", "Construction workload": "建設作業量", "Construction workload * {0} = Workload for performing the demolition task": "建設作業量 * {0} = 解体タスクを実行するための作業量", "ConstructionCapability": "ConstructionCapability", "ConstructionCycleTick": "ConstructionCycleTick", "ConstructionMaterialAmountFactorByDifficulty": "ConstructionMaterialAmountFactorByDifficulty", "Construction_RotateLeft": "Construction_RotateLeft", "Construction_RotateRight": "Construction_RotateRight", "Consumes": "消費", "Consumes the nearest Bubbling 1 to grant": "最も近い泡立つ1を消費して付与", "Consuming a summoned Bubbling costs extra energy, so the true damage per energy is lower than this face value.": "召喚したバブリングを消費すると追加のエネルギーがかかるため、実際のエネルギーあたりダメージはこの表示値より低くなります。", "Contact (optional, if you want a reply)": "連絡先 (任意、返信が必要な場合)", "Container": "コンテナ", "Contains:": "含まれる:", "Contents": "内容", "Continue anyway?": "それでも続けますか？", "Continue to check?": "確認を続けますか？", "Contribution": "貢献度", "Contribution Point (CP)": "貢献ポイント (CP)", "Contribution to rank up": "ランクアップに必要な貢献度", "Control Modes": "操作モード", "Controls": "操作", "Controls - Dungeon Settlers Wiki": "操作 - Dungeon Settlers Wiki", "Con×0.05": "Con×0.05", "Con×0.3": "Con×0.3", "Con×9": "Con×9", "Cooked dishes also carry a": "調理された料理も次を持つ：", "Cooking here": "ここで料理する", "CookingCapability": "CookingCapability", "Cooldown": "クールタイム", "Cooldown time": "クールタイム", "Copied to clipboard.": "クリップボードにコピーしました。", "Copper": "銅", "Copper (M.Atk {#})": "銅（魔法攻撃 {#}）", "Copper (P.Atk {#})": "銅 (物攻 {#})", "Copy as text": "テキストとしてコピー", "Copy build link": "ビルドリンクをコピー", "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "共有されたすべてのユニットを名簿の新しいチームにコピーします。ここで実際に保存される数少ない操作の1つです。", "Copy path": "パスをコピー", "Copy team link": "チームリンクをコピー", "Core": "コア", "Core Room Spawn Group": "コアルームスポーングループ", "Corners beat distance.": "角は距離に勝る。", "Corrected an upstream naming error: the game's English text names the": "上流の名前付けエラーを修正しました: ゲームの英語テキストで名前が付けられた", "Corrected an upstream naming error: the game's English text names the **Pioneering Spirit** trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "上流の命名エラーを修正しました：ゲームの英語テキストは**Pioneering Spirit**特性に\"Leadership\"という名前を付けています。これにより、すべてのLeadershipの説明が\"New allies acquire Leadership\"と読むようになりました。朝鮮語、フランス語、日本語はすでに正しくなっていました。", "Corrections & myths": "訂正と誤解", "Corridor": "通路", "Corridors": "通路", "Cost by difficulty": "難易度別コスト", "Cost each": "1個あたりのコスト", "Cost to refresh recruitment": "募集を更新する際にかかる費用", "Cost:": "コスト:", "Could not lay this floor out - try another seed.": "この階を配置できませんでした。別のシードを試してください。", "Could not read that file.": "そのファイルを読み込めませんでした。", "Could not send - use \"Copy as text\" and share it manually.": "送信できませんでした。「テキストとしてコピー」を使って手動で共有してください。", "Count hits-until-break for a weapon or armor piece given the damage taken, guard and any loss reduction, and the durability you will need to mend back. The wear model is on the": "受けるダメージ、ガード、損耗軽減を踏まえて武器や防具が壊れるまでの被弾回数と、修理で戻す必要のある耐久度を算出します。摩耗モデルは", "CountDownfall": "CountDownfall", "CountEasy": "CountEasy", "CountHard": "CountHard", "CountNormal": "CountNormal", "CountVeryHard": "CountVeryHard", "Counts toward housing rooms:": "住宅部屋としてカウント：", "Craft at": "制作場所", "CraftMaxTask": "CraftMaxTask", "Craftable": "作成可能", "Crafted equipment can roll a higher quality: base chance": "製作した装備はより高い品質になることがあります：基本確率", "Crafting (16)": "制作 (16)", "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "クラフトと建築の労力、産出数、売却価格、解放条件は固定されたままです。", "Crafting here": "ここで製作中", "Crafting here (1 recipes)": "ここで制作 (1 レシピ)", "Crafting here (10 recipes)": "ここでクラフト（10レシピ）", "Crafting here (11 recipes)": "ここでクラフト（11レシピ）", "Crafting here (15 recipes)": "ここでクラフト（15レシピ）", "Crafting here (18 recipes)": "ここでクラフト（18レシピ）", "Crafting here (19 recipes)": "ここでクラフト（19レシピ）", "Crafting here (2 recipes)": "ここでクラフト（2レシピ）", "Crafting here (20 recipes)": "ここでクラフト（20レシピ）", "Crafting here (21 recipes)": "ここでクラフト（21レシピ）", "Crafting here (23 recipes)": "Crafting here (23 recipes)", "Crafting here (3 recipes)": "ここで制作 (3 レシピ)", "Crafting here (30 recipes)": "ここでクラフト（30レシピ）", "Crafting here (5 recipes)": "ここでクラフト（5レシピ）", "Crafting ingredient": "クラフト素材", "Crafting ingredient amounts": "クラフト素材量", "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "制作素材要求量の乗数（小数は四捨五入され、1未満に下がった場合は1に補正される）", "Crafting recipes by workstation": "作業台別のクラフトレシピ", "Crafting recipes: output, ingredients, workstations, workload.": "クラフトレシピ：成果物、材料、作業台、作業量。", "Crafting work amount increases by {0} every tick": "制作の作業量はティックごとに{0}増加する", "CraftingCapability": "CraftingCapability", "CraftingCondition": "CraftingCondition", "CraftingDefault": "CraftingDefault", "CraftingFabric": "CraftingFabric", "CraftingFood": "CraftingFood", "CraftingIngredientAmountFactorByDifficulty": "CraftingIngredientAmountFactorByDifficulty", "CraftingMetal": "CraftingMetal", "CraftingWood": "CraftingWood", "Crafting_": "Crafting_", "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2": "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2", "Crawling Doom Devastation": "這い寄る破滅 壊滅", "Crawling Doom Devastation Tuto": "這い寄る破滅 壊滅 チュートリアル", "Crawling Doom Easy": "Crawling Doom Easy", "Crawling Doom Easy Tuto": "這い寄る破滅 簡単 チュートリアル", "Crawling Doom Hard": "這い寄る破滅 ハード", "Crawling Doom Hard Tuto": "這い寄る破滅 ハード チュートリアル", "Crawling Doom Normal": "這い寄る破滅 通常", "Crawling Doom Normal Tuto": "這い寄る破滅 通常 チュートリアル", "Crawling Doom Tuto 1": "這い寄る破滅チュートリアル1", "Crawling Doom Tuto 1 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 1 - Dungeon Settlers Wiki", "Crawling Doom Tuto 1 icon": "這い寄る破滅 チュートリアル 1 アイコン", "Crawling Doom Tuto 10": "這い寄る破滅チュートリアル10", "Crawling Doom Tuto 10 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 10 - Dungeon Settlers Wiki", "Crawling Doom Tuto 10 icon": "這い寄る破滅 チュートリアル 10 アイコン", "Crawling Doom Tuto 12": "這い寄る破滅チュートリアル12", "Crawling Doom Tuto 12 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 12 - Dungeon Settlers Wiki", "Crawling Doom Tuto 12 icon": "這い寄る破滅 チュートリアル 12 アイコン", "Crawling Doom Tuto 13": "這い寄る破滅チュートリアル13", "Crawling Doom Tuto 13 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 13 - Dungeon Settlers Wiki", "Crawling Doom Tuto 13 icon": "這い寄る破滅 チュートリアル 13 アイコン", "Crawling Doom Tuto 14": "這い寄る破滅チュートリアル14", "Crawling Doom Tuto 14 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 14 - Dungeon Settlers Wiki", "Crawling Doom Tuto 14 icon": "這い寄る破滅 チュートリアル 14 アイコン", "Crawling Doom Tuto 15": "這い寄る破滅チュートリアル15", "Crawling Doom Tuto 15 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 15 - Dungeon Settlers Wiki", "Crawling Doom Tuto 15 icon": "這い寄る破滅 チュートリアル 15 アイコン", "Crawling Doom Tuto 16": "這い寄る破滅チュートリアル16", "Crawling Doom Tuto 16 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 16 - Dungeon Settlers Wiki", "Crawling Doom Tuto 16 icon": "這い寄る破滅 チュートリアル 16 アイコン", "Crawling Doom Tuto 2": "這い寄る破滅チュートリアル2", "Crawling Doom Tuto 2 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 2 - Dungeon Settlers Wiki", "Crawling Doom Tuto 2 icon": "這い寄る破滅 チュートリアル 2 アイコン", "Crawling Doom Tuto 3": "這い寄る破滅チュートリアル3", "Crawling Doom Tuto 3 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 3 - Dungeon Settlers Wiki", "Crawling Doom Tuto 3 icon": "這い寄る破滅 チュートリアル 3 アイコン", "Crawling Doom Tuto 4": "這い寄る破滅チュートリアル4", "Crawling Doom Tuto 4 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 4 - Dungeon Settlers Wiki", "Crawling Doom Tuto 4 icon": "這い寄る破滅 チュートリアル 4 アイコン", "Crawling Doom Tuto 5": "這い寄る破滅チュートリアル5", "Crawling Doom Tuto 5 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 5 - Dungeon Settlers Wiki", "Crawling Doom Tuto 5 icon": "這い寄る破滅 チュートリアル 5 アイコン", "Crawling Doom Tuto 6": "這い寄る破滅チュートリアル6", "Crawling Doom Tuto 6 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 6 - Dungeon Settlers Wiki", "Crawling Doom Tuto 6 icon": "這い寄る破滅 チュートリアル 6 アイコン", "Crawling Doom Tuto 7": "這い寄る破滅チュートリアル7", "Crawling Doom Tuto 7 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 7 - Dungeon Settlers Wiki", "Crawling Doom Tuto 7 icon": "這い寄る破滅 チュートリアル 7 アイコン", "Crawling Doom Tuto 8": "這い寄る破滅チュートリアル8", "Crawling Doom Tuto 8 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 8 - Dungeon Settlers Wiki", "Crawling Doom Tuto 8 icon": "這い寄る破滅 チュートリアル 8 アイコン", "Crawling Doom Very Hard": "這い寄る破滅 ベリーハード", "Crawling Doom Very Hard Tuto": "這い寄る破滅 ベリーハード チュートリアル", "CrawlingDoom": "CrawlingDoom", "CrawlingDoomTuto0": "CrawlingDoomTuto0", "CrawlingDoomTuto1": "CrawlingDoomTuto1", "CrawlingDoomTuto10": "CrawlingDoomTuto10", "CrawlingDoomTuto11": "CrawlingDoomTuto11", "CrawlingDoomTuto12": "CrawlingDoomTuto12", "CrawlingDoomTuto13": "CrawlingDoomTuto13", "CrawlingDoomTuto14": "CrawlingDoomTuto14", "CrawlingDoomTuto15": "CrawlingDoomTuto15", "CrawlingDoomTuto16": "CrawlingDoomTuto16", "CrawlingDoomTuto2": "CrawlingDoomTuto2", "CrawlingDoomTuto3": "CrawlingDoomTuto3", "CrawlingDoomTuto4": "CrawlingDoomTuto4", "CrawlingDoomTuto5": "CrawlingDoomTuto5", "CrawlingDoomTuto6": "CrawlingDoomTuto6", "CrawlingDoomTuto7": "CrawlingDoomTuto7", "CrawlingDoomTuto8": "CrawlingDoomTuto8", "CrawlingDoomTuto9": "CrawlingDoomTuto9", "Crit %": "クリティカル%", "Crit Bonus": "クリティカルボーナス", "Crit Dmg": "クリティカルダメージ", "Crit basic attack splash": "会心通常攻撃の範囲拡散", "Crit chance": "クリティカル率", "Crit rate": "クリティカル率", "Crit%": "クリティカル%", "Critical Chance, Dodge, Guard chance and Life Steal": "クリティカル確率、回避、ガード確率、ライフスティール", "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "クリティカル確率、命中率／回避率／ガード確率、ライフスティール、体力回復", "Critical Damage": "クリティカルダメージ", "Critical chance": "クリティカル確率", "Critical chance (flat)": "クリティカル確率（固定値）", "Critical damage amplification coefficient": "クリティカルダメージの増幅係数", "Critical damage bonus": "クリティカルダメージボーナス", "Critical damage bonus (flat)": "クリティカルダメージボーナス（固定値）", "Critical hit": "クリティカルヒット", "Critical hits landed": "決めた会心数", "CriticalDamageModifier": "CriticalDamageModifier", "CriticalOnlyInCombat": "CriticalOnlyInCombat", "Critically low head health": "頭部体力が危機的に低い", "Critically low health": "体力が危機的に低い", "Critically low hunger": "空腹度が危機的に低い", "Critically low stamina": "スタミナが危機的に低い", "Crits needed to cap = 2000 ÷ 10 =": "上限到達に必要な会心数 = 2000 ÷ 10 =", "Crits to reach the cap": "上限到達までの会心数", "Crops are planted from seed items at a farm building, accumulate growth progress through 3 ranks, and are harvested by gathering the grown crop building. Harvesting earlier stages yields less.": "作物は農業建物で種アイテムから植えられ、3段階のランクで成長し、育った作物の建物を収穫することで得られます。早い段階で収穫すると得られる量は少なくなります。", "Crops, growth stages, yields": "作物、成長段階、収穫量", "Crops: seed item, growth stage workloads, linked crop buildings.": "作物：種アイテム、成長段階の作業量、関連する作物建物。", "Crossbow (aptitude + tree name only, no items)": "クロスボウ（適性 + ツリー名のみ、アイテムなし）", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.": "破壊されたゴーレムの残骸を調べるため地面にしゃがむと、疲れた様子でゆっくりあなたの方に向き直る。", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years since the Magic Empire fell. Much of what": "破壊されたゴーレムの残骸を調べるため地面にしゃがむと、疲れた様子でゆっくりあなたの方に向き直る。「魔法帝国が滅びてからずいぶん経つ。", "Crow Fixed": "Crow Fixed", "Crow Fixed2": "カラス（固定）2", "Crude though ...": "Crude though ...", "Crystal Turtle 1 + Mud Slogel 3": "クリスタルタートル 1 + 泥スロゲル 3", "Crystal Turtle Random1": "クリスタルタートル（ランダム）1", "Crystal Turtle Random2": "クリスタルタートル ランダム2", "Crystal jewelry": "クリスタルの装飾品", "Crystal jewelry affixes": "結晶装飾品のアフィックス", "CunningGetaway": "CunningGetaway", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.26).": "ゲームデータとリバースエンジニアリングのメモから抽出した、厳選ゲームプレイガイド（DS_B.0.3.26）。", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.40).": "ゲームデータとリバースエンジニアリングのメモから抽出した、厳選ゲームプレイガイド（DS_B.0.3.40）。", "Curated knowledge distilled from research notes.": "研究ノートから抽出して整理した知識。", "Current character": "現在のキャラクター", "Current last floor of the Abyss": "深淵の現在の最終階", "Current mood (-30 to +30)": "現在の気分（-30〜+30）", "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom": "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom", "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish": "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish", "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320", "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320", "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320": "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320", "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320", "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320", "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0": "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0", "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0": "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0", "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320": "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320", "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch": "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch", "CurrentMap_Base &&IsIdling": "CurrentMap_Base &&IsIdling", "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)": "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)", "CurrentMap_Dungeon && EmptyEquipment_Body": "CurrentMap_Dungeon && EmptyEquipment_Body", "CurrentMap_Dungeon && EmptyEquipment_Head": "CurrentMap_Dungeon && EmptyEquipment_Head", "CurrentMap_Dungeon && EmptyEquipment_Primary": "CurrentMap_Dungeon && EmptyEquipment_Primary", "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0": "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320", "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0": "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0", "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0": "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320", "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0": "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0", "Currently selected": "現在選択中", "Curse Of Fate": "運命の呪い", "Curse Of Fate - Dungeon Settlers Wiki": "運命の呪い - Dungeon Settlers Wiki", "Curse Of Fate icon": "運命の呪い アイコン", "Custom %": "カスタム%", "Custom base HP": "カスタム基礎HP", "Custom base Magic Attack": "カスタム基礎魔法攻撃力", "Custom base stats": "カスタム基礎ステータス", "Custom reflect %": "カスタム反射%", "CustomEvent": "CustomEvent", "D1-D4 mood debuffs, one step per in-game day (1,440-min term)": "D1～D4の気分デバフ、ゲーム内1日ごとに1段階（1,440分周期）", "DEAD": "死亡", "DIES": "死亡", "DIES at {#}": "{#}で死亡", "DO-NOT list": "やってはいけないことリスト", "DPE": "DPE", "DPE (damage per energy)": "DPE（エネルギーあたりダメージ）", "DPM": "DPM", "DPS": "毎秒ダメージ", "DPS (rotation)": "DPS（ローテーション）", "DROP_AbandonedHutChest1": "DROP_AbandonedHutChest1", "DROP_AcidSlogelRandom": "DROP_AcidSlogelRandom", "DROP_AncientForestBookshelfRandom": "DROP_AncientForestBookshelfRandom", "DROP_BasementTreeFixed (empty)": "DROP_BasementTreeFixed (empty)", "DROP_BasicTemplate": "DROP_BasicTemplate", "DROP_BeeHiveTree1": "DROP_BeeHiveTree1", "DROP_BigRockFixed (empty)": "DROP_BigRockFixed (empty)", "DROP_BloodTreeRandom": "DROP_BloodTreeRandom", "DROP_BloodTreeWithFruitFixed": "DROP_BloodTreeWithFruitFixed", "DROP_BloodTreeWithFruitRandom": "DROP_BloodTreeWithFruitRandom", "DROP_BlueBerryRandom": "DROP_BlueBerryRandom", "DROP_BlueGoblinFixed": "DROP_BlueGoblinFixed", "DROP_BlueGoblinRandom": "DROP_BlueGoblinRandom", "DROP_BonePile": "DROP_BonePile", "DROP_CrowFixed": "DROP_CrowFixed", "DROP_CrowFixed2": "DROP_CrowFixed2", "DROP_DeveloperBoxFixed": "DROP_DeveloperBoxFixed", "DROP_DeveloperBoxRandom": "DROP_DeveloperBoxRandom", "DROP_Devrik": "DROP_Devrik", "DROP_DirtWallFixed": "DROP_DirtWallFixed", "DROP_DirtyCorpses": "DROP_DirtyCorpses", "DROP_DirtyCorpses2": "DROP_DirtyCorpses2", "DROP_DownfallSupportWagonAdditionalCogWeelFixed": "DROP_DownfallSupportWagonAdditionalCogWeelFixed", "DROP_DownfallSupportWagonBerryFixed": "DROP_DownfallSupportWagonBerryFixed", "DROP_DownfallSupportWagonGrassFixed": "DROP_DownfallSupportWagonGrassFixed", "DROP_DownfallSupportWagonHardtackFixed": "DROP_DownfallSupportWagonHardtackFixed", "DROP_DownfallSupportWagonOintmentFixed": "DROP_DownfallSupportWagonOintmentFixed", "DROP_DownfallSupportWagonTechBookFixed": "DROP_DownfallSupportWagonTechBookFixed", "DROP_DownfallSupportWagonWoodFixed": "DROP_DownfallSupportWagonWoodFixed", "DROP_DustRootFixed": "DROP_DustRootFixed", "DROP_DustRootGrowth2Fixed": "DROP_DustRootGrowth2Fixed", "DROP_DustRootGrowth2Random": "DROP_DustRootGrowth2Random", "DROP_DustRootRandom": "DROP_DustRootRandom", "DROP_EasySupportWagonBerryFixed": "DROP_EasySupportWagonBerryFixed", "DROP_EasySupportWagonGrassFixed": "DROP_EasySupportWagonGrassFixed", "DROP_EasySupportWagonHardtackFixed": "DROP_EasySupportWagonHardtackFixed", "DROP_EasySupportWagonOintmentFixed": "DROP_EasySupportWagonOintmentFixed", "DROP_EasySupportWagonTechBookFixed": "DROP_EasySupportWagonTechBookFixed", "DROP_EasySupportWagonWoodFixed": "DROP_EasySupportWagonWoodFixed", "DROP_EchoFlowerFixed": "DROP_EchoFlowerFixed", "DROP_EventSupplyBoxFixed1": "DROP_EventSupplyBoxFixed1", "DROP_EventSupplyBoxFixed2": "DROP_EventSupplyBoxFixed2", "DROP_EventSupplyBoxFixed3": "DROP_EventSupplyBoxFixed3", "DROP_EventSupplyBoxFixed4": "DROP_EventSupplyBoxFixed4", "DROP_EventSupplyBoxFixed5": "DROP_EventSupplyBoxFixed5", "DROP_EyeBallFixed": "DROP_EyeBallFixed", "DROP_EyeBallRandom": "DROP_EyeBallRandom", "DROP_FlowerRandom": "DROP_FlowerRandom", "DROP_ForestBushRandom": "DROP_ForestBushRandom", "DROP_GoblinChiefShamanRandom": "DROP_GoblinChiefShamanRandom", "DROP_GoblinTent1": "DROP_GoblinTent1", "DROP_GoblinTent2": "DROP_GoblinTent2", "DROP_HardSupportWagonBerryFixed": "DROP_HardSupportWagonBerryFixed", "DROP_HardSupportWagonGrassFixed": "DROP_HardSupportWagonGrassFixed", "DROP_HardSupportWagonHardtackFixed": "DROP_HardSupportWagonHardtackFixed", "DROP_HardSupportWagonOintmentFixed": "DROP_HardSupportWagonOintmentFixed", "DROP_HardSupportWagonTechBookFixed": "DROP_HardSupportWagonTechBookFixed", "DROP_HardSupportWagonWoodFixed": "DROP_HardSupportWagonWoodFixed", "DROP_IronVeinFixed": "DROP_IronVeinFixed", "DROP_JunkHeap1": "DROP_JunkHeap1", "DROP_JunkHeap10": "DROP_JunkHeap10", "DROP_JunkHeap11": "DROP_JunkHeap11", "DROP_JunkHeap12": "DROP_JunkHeap12", "DROP_JunkHeap13": "DROP_JunkHeap13", "DROP_JunkHeap14": "DROP_JunkHeap14", "DROP_JunkHeap15": "DROP_JunkHeap15", "DROP_JunkHeap16": "DROP_JunkHeap16", "DROP_JunkHeap17": "DROP_JunkHeap17", "DROP_JunkHeap18": "DROP_JunkHeap18", "DROP_JunkHeap19": "DROP_JunkHeap19", "DROP_JunkHeap2": "DROP_JunkHeap2", "DROP_JunkHeap20": "DROP_JunkHeap20", "DROP_JunkHeap3": "DROP_JunkHeap3", "DROP_JunkHeap4": "DROP_JunkHeap4", "DROP_JunkHeap5": "DROP_JunkHeap5", "DROP_JunkHeap6": "DROP_JunkHeap6", "DROP_JunkHeap7": "DROP_JunkHeap7", "DROP_JunkHeap8": "DROP_JunkHeap8", "DROP_JunkHeap9": "DROP_JunkHeap9", "DROP_LargeCopperNodeRandom": "DROP_LargeCopperNodeRandom", "DROP_LargeDirtRockFixed": "DROP_LargeDirtRockFixed", "DROP_LargeDirtRockRandom": "DROP_LargeDirtRockRandom", "DROP_LargeDustRootFixed": "DROP_LargeDustRootFixed", "DROP_LargeDustRootRandom": "DROP_LargeDustRootRandom", "DROP_LargeTwistedTreeFixed": "DROP_LargeTwistedTreeFixed", "DROP_LumaTreeFixed": "DROP_LumaTreeFixed", "DROP_LumaTreeRandom": "DROP_LumaTreeRandom", "DROP_MagicScrapPile1": "DROP_MagicScrapPile1", "DROP_MagicScrapPile2": "DROP_MagicScrapPile2", "DROP_MagicScrapPile3": "DROP_MagicScrapPile3", "DROP_MandrakeFixed": "DROP_MandrakeFixed", "DROP_MeatGrub": "DROP_MeatGrub", "DROP_MeatGrub2": "DROP_MeatGrub2", "DROP_MediumBlueCrystalRandom": "DROP_MediumBlueCrystalRandom", "DROP_MediumCopperNodeRandom": "DROP_MediumCopperNodeRandom", "DROP_MediumDirtRockFixed": "DROP_MediumDirtRockFixed", "DROP_MediumDirtRockRandom": "DROP_MediumDirtRockRandom", "DROP_MediumGreenCrystalRandom": "DROP_MediumGreenCrystalRandom", "DROP_MediumRedCrystalRandom": "DROP_MediumRedCrystalRandom", "DROP_MediumSilverVeinRandom": "DROP_MediumSilverVeinRandom", "DROP_MushroomRandom": "DROP_MushroomRandom", "DROP_NormalSupportWagonBerryFixed": "DROP_NormalSupportWagonBerryFixed", "DROP_NormalSupportWagonGrassFixed": "DROP_NormalSupportWagonGrassFixed", "DROP_NormalSupportWagonHardtackFixed": "DROP_NormalSupportWagonHardtackFixed", "DROP_NormalSupportWagonOintmentFixed": "DROP_NormalSupportWagonOintmentFixed", "DROP_NormalSupportWagonTechBookFixed": "DROP_NormalSupportWagonTechBookFixed", "DROP_NormalSupportWagonWoodFixed": "DROP_NormalSupportWagonWoodFixed", "DROP_OatsGrowth2Random": "DROP_OatsGrowth2Random", "DROP_OatsRandom": "DROP_OatsRandom", "DROP_R1AbyssTreasureBossChestRandom1": "DROP_R1AbyssTreasureBossChestRandom1", "DROP_R1AbyssTreasureBossChestRandom2": "DROP_R1AbyssTreasureBossChestRandom2", "DROP_R1AbyssTreasureEliteChestRandom1": "DROP_R1AbyssTreasureEliteChestRandom1", "DROP_R1AbyssTreasureEliteChestRandom2": "DROP_R1AbyssTreasureEliteChestRandom2", "DROP_R1AbyssTreasureHighChestRandom1": "DROP_R1AbyssTreasureHighChestRandom1", "DROP_R1AbyssTreasureHighChestRandom2": "DROP_R1AbyssTreasureHighChestRandom2", "DROP_R1AbyssTreasureLowChestRandom1": "DROP_R1AbyssTreasureLowChestRandom1", "DROP_R1AbyssTreasureLowChestRandom2": "DROP_R1AbyssTreasureLowChestRandom2", "DROP_R1CodexFixed": "DROP_R1CodexFixed", "DROP_R1DungeonCoreFixed": "DROP_R1DungeonCoreFixed", "DROP_R1DungeonCoreFixed2": "DROP_R1DungeonCoreFixed2", "DROP_R1DungeonCoreRandom1": "DROP_R1DungeonCoreRandom1", "DROP_R1LuxuriousTreasureChestRandom": "DROP_R1LuxuriousTreasureChestRandom", "DROP_R1LuxuriousTreasureChestRandom2": "DROP_R1LuxuriousTreasureChestRandom2", "DROP_R1ModestTreasureChestRandom": "DROP_R1ModestTreasureChestRandom", "DROP_R1ModestTreasureChestRandom2": "DROP_R1ModestTreasureChestRandom2", "DROP_R1NewbieTreasureChestRandom": "DROP_R1NewbieTreasureChestRandom", "DROP_R1NewbieTreasureChestRandom2": "DROP_R1NewbieTreasureChestRandom2", "DROP_R1SturdyTreasureChestRandom": "DROP_R1SturdyTreasureChestRandom", "DROP_R1SturdyTreasureChestRandom2": "DROP_R1SturdyTreasureChestRandom2", "DROP_R1WoodenCrateRandom": "DROP_R1WoodenCrateRandom", "DROP_R1WoodenCrateRandom2": "DROP_R1WoodenCrateRandom2", "DROP_R2AbyssTreasureBossChestRandom1": "DROP_R2AbyssTreasureBossChestRandom1", "DROP_R2AbyssTreasureBossChestRandom2": "DROP_R2AbyssTreasureBossChestRandom2", "DROP_R2AbyssTreasureEliteChestRandom1": "DROP_R2AbyssTreasureEliteChestRandom1", "DROP_R2AbyssTreasureEliteChestRandom2": "DROP_R2AbyssTreasureEliteChestRandom2", "DROP_R2AbyssTreasureHighChestRandom1": "DROP_R2AbyssTreasureHighChestRandom1", "DROP_R2AbyssTreasureHighChestRandom2": "DROP_R2AbyssTreasureHighChestRandom2", "DROP_R2AbyssTreasureLowChestRandom1": "DROP_R2AbyssTreasureLowChestRandom1", "DROP_R2AbyssTreasureLowChestRandom2": "DROP_R2AbyssTreasureLowChestRandom2", "DROP_R2DungeonCoreFixed": "DROP_R2DungeonCoreFixed", "DROP_R2DungeonCoreFixed2": "DROP_R2DungeonCoreFixed2", "DROP_R2DungeonCoreRandom1": "DROP_R2DungeonCoreRandom1", "DROP_R2LuxuriousTreasureChestRandom": "DROP_R2LuxuriousTreasureChestRandom", "DROP_R2LuxuriousTreasureChestRandom2": "DROP_R2LuxuriousTreasureChestRandom2", "DROP_R2ModestTreasureChestRandom": "DROP_R2ModestTreasureChestRandom", "DROP_R2ModestTreasureChestRandom2": "DROP_R2ModestTreasureChestRandom2", "DROP_R2SturdyTreasureChestRandom": "DROP_R2SturdyTreasureChestRandom", "DROP_R2SturdyTreasureChestRandom2": "DROP_R2SturdyTreasureChestRandom2", "DROP_R2WoodenCrateRandom": "DROP_R2WoodenCrateRandom", "DROP_R2WoodenCrateRandom2": "DROP_R2WoodenCrateRandom2", "DROP_RagsAndWastesFixed": "DROP_RagsAndWastesFixed", "DROP_RagsAndWastesRandom": "DROP_RagsAndWastesRandom", "DROP_RockWallFixed": "DROP_RockWallFixed", "DROP_ShabbySkullTotem": "DROP_ShabbySkullTotem", "DROP_SmallBlueCrystalRandom": "DROP_SmallBlueCrystalRandom", "DROP_SmallCopperNodeRandom": "DROP_SmallCopperNodeRandom", "DROP_SmallDirtRockFixed": "DROP_SmallDirtRockFixed", "DROP_SmallDirtRockRandom": "DROP_SmallDirtRockRandom", "DROP_SmallDustRootFixed": "DROP_SmallDustRootFixed", "DROP_SmallDustRootRandom": "DROP_SmallDustRootRandom", "DROP_SmallGreenCrystalRandom": "DROP_SmallGreenCrystalRandom", "DROP_SmallRedCrystalRandom": "DROP_SmallRedCrystalRandom", "DROP_SmallSilverVeinRandom": "DROP_SmallSilverVeinRandom", "DROP_SmallTwistedTreeFixed": "DROP_SmallTwistedTreeFixed", "DROP_TadpoleEvolveRandom": "DROP_TadpoleEvolveRandom", "DROP_TreeOfLifeFixed": "DROP_TreeOfLifeFixed", "DROP_TurnipRandom": "DROP_TurnipRandom", "DROP_TutorialChestAidKitFixed": "DROP_TutorialChestAidKitFixed", "DROP_TutorialChestOintmentFixed": "DROP_TutorialChestOintmentFixed", "DROP_TutorialWoodClubFixed": "DROP_TutorialWoodClubFixed", "DROP_TwistedBushFixed": "DROP_TwistedBushFixed", "DROP_UsefulMagicScrapPileRandom1": "DROP_UsefulMagicScrapPileRandom1", "DROP_UsefulMagicScrapPileRandom2": "DROP_UsefulMagicScrapPileRandom2", "DROP_VeryHardSupportWagonBerryFixed": "DROP_VeryHardSupportWagonBerryFixed", "DROP_VeryHardSupportWagonGrassFixed": "DROP_VeryHardSupportWagonGrassFixed", "DROP_VeryHardSupportWagonHardtackFixed": "DROP_VeryHardSupportWagonHardtackFixed", "DROP_VeryHardSupportWagonOintmentFixed": "DROP_VeryHardSupportWagonOintmentFixed", "DROP_VeryHardSupportWagonTechBookFixed": "DROP_VeryHardSupportWagonTechBookFixed", "DROP_VeryHardSupportWagonWoodFixed": "DROP_VeryHardSupportWagonWoodFixed", "DROP_WagonCogWheel": "DROP_WagonCogWheel", "DROP_WagonFixed": "DROP_WagonFixed", "DROP_WildHerbRandom": "DROP_WildHerbRandom", "DROP_WildOatsRandom": "DROP_WildOatsRandom", "DS_B.0.3.21": "DS_B.0.3.21", "DS_B.0.3.26": "DS_B.0.3.26", "DS_B.0.3.26 - build 23739108": "DS_B.0.3.26 - build 23739108", "DS_B.0.3.40": "DS_B.0.3.40", "DS_B.0.3.40 - build 24354931": "DS_B.0.3.40 - build 24354931", "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel", "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel -": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel -", "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1", "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1 -": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1 -", "DUNGEONROOM_AbandonedMine_SafeFloor_Entry": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry", "DUNGEONROOM_AbandonedMine_SafeFloor_Entry -": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry -", "DUNGEONROOM_AbandonedMine_SafeFloor_Portal": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal", "DUNGEONROOM_AbandonedMine_SafeFloor_Portal -": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal -", "DUNGEONROOM_Abyss_Common_BossPortal": "DUNGEONROOM_Abyss_Common_BossPortal", "DUNGEONROOM_Abyss_Common_BossPortal -": "DUNGEONROOM_Abyss_Common_BossPortal -", "DUNGEONROOM_Abyss_Common_Combat_Floor1": "DUNGEONROOM_Abyss_Common_Combat_Floor1", "DUNGEONROOM_Abyss_Common_Combat_Floor1 -": "DUNGEONROOM_Abyss_Common_Combat_Floor1 -", "DUNGEONROOM_Abyss_Common_Combat_Floor10": "DUNGEONROOM_Abyss_Common_Combat_Floor10", "DUNGEONROOM_Abyss_Common_Combat_Floor10 -": "DUNGEONROOM_Abyss_Common_Combat_Floor10 -", "DUNGEONROOM_Abyss_Common_Combat_Floor11": "DUNGEONROOM_Abyss_Common_Combat_Floor11", "DUNGEONROOM_Abyss_Common_Combat_Floor11 -": "DUNGEONROOM_Abyss_Common_Combat_Floor11 -", "DUNGEONROOM_Abyss_Common_Combat_Floor12": "DUNGEONROOM_Abyss_Common_Combat_Floor12", "DUNGEONROOM_Abyss_Common_Combat_Floor12 -": "DUNGEONROOM_Abyss_Common_Combat_Floor12 -", "DUNGEONROOM_Abyss_Common_Combat_Floor13": "DUNGEONROOM_Abyss_Common_Combat_Floor13", "DUNGEONROOM_Abyss_Common_Combat_Floor13 -": "DUNGEONROOM_Abyss_Common_Combat_Floor13 -", "DUNGEONROOM_Abyss_Common_Combat_Floor14": "DUNGEONROOM_Abyss_Common_Combat_Floor14", "DUNGEONROOM_Abyss_Common_Combat_Floor14 -": "DUNGEONROOM_Abyss_Common_Combat_Floor14 -", "DUNGEONROOM_Abyss_Common_Combat_Floor15": "DUNGEONROOM_Abyss_Common_Combat_Floor15", "DUNGEONROOM_Abyss_Common_Combat_Floor15 -": "DUNGEONROOM_Abyss_Common_Combat_Floor15 -", "DUNGEONROOM_Abyss_Common_Combat_Floor16": "DUNGEONROOM_Abyss_Common_Combat_Floor16", "DUNGEONROOM_Abyss_Common_Combat_Floor16 -": "DUNGEONROOM_Abyss_Common_Combat_Floor16 -", "DUNGEONROOM_Abyss_Common_Combat_Floor17": "DUNGEONROOM_Abyss_Common_Combat_Floor17", "DUNGEONROOM_Abyss_Common_Combat_Floor17 -": "DUNGEONROOM_Abyss_Common_Combat_Floor17 -", "DUNGEONROOM_Abyss_Common_Combat_Floor18": "DUNGEONROOM_Abyss_Common_Combat_Floor18", "DUNGEONROOM_Abyss_Common_Combat_Floor18 -": "DUNGEONROOM_Abyss_Common_Combat_Floor18 -", "DUNGEONROOM_Abyss_Common_Combat_Floor19": "DUNGEONROOM_Abyss_Common_Combat_Floor19", "DUNGEONROOM_Abyss_Common_Combat_Floor19 -": "DUNGEONROOM_Abyss_Common_Combat_Floor19 -", "DUNGEONROOM_Abyss_Common_Combat_Floor2": "DUNGEONROOM_Abyss_Common_Combat_Floor2", "DUNGEONROOM_Abyss_Common_Combat_Floor2 -": "DUNGEONROOM_Abyss_Common_Combat_Floor2 -", "DUNGEONROOM_Abyss_Common_Combat_Floor20": "DUNGEONROOM_Abyss_Common_Combat_Floor20", "DUNGEONROOM_Abyss_Common_Combat_Floor20 -": "DUNGEONROOM_Abyss_Common_Combat_Floor20 -", "DUNGEONROOM_Abyss_Common_Combat_Floor3": "DUNGEONROOM_Abyss_Common_Combat_Floor3", "DUNGEONROOM_Abyss_Common_Combat_Floor3 -": "DUNGEONROOM_Abyss_Common_Combat_Floor3 -", "DUNGEONROOM_Abyss_Common_Combat_Floor4": "DUNGEONROOM_Abyss_Common_Combat_Floor4", "DUNGEONROOM_Abyss_Common_Combat_Floor4 -": "DUNGEONROOM_Abyss_Common_Combat_Floor4 -", "DUNGEONROOM_Abyss_Common_Combat_Floor5": "DUNGEONROOM_Abyss_Common_Combat_Floor5", "DUNGEONROOM_Abyss_Common_Combat_Floor5 -": "DUNGEONROOM_Abyss_Common_Combat_Floor5 -", "DUNGEONROOM_Abyss_Common_Combat_Floor6": "DUNGEONROOM_Abyss_Common_Combat_Floor6", "DUNGEONROOM_Abyss_Common_Combat_Floor6 -": "DUNGEONROOM_Abyss_Common_Combat_Floor6 -", "DUNGEONROOM_Abyss_Common_Combat_Floor7": "DUNGEONROOM_Abyss_Common_Combat_Floor7", "DUNGEONROOM_Abyss_Common_Combat_Floor7 -": "DUNGEONROOM_Abyss_Common_Combat_Floor7 -", "DUNGEONROOM_Abyss_Common_Combat_Floor8": "DUNGEONROOM_Abyss_Common_Combat_Floor8", "DUNGEONROOM_Abyss_Common_Combat_Floor8 -": "DUNGEONROOM_Abyss_Common_Combat_Floor8 -", "DUNGEONROOM_Abyss_Common_Combat_Floor9": "DUNGEONROOM_Abyss_Common_Combat_Floor9", "DUNGEONROOM_Abyss_Common_Combat_Floor9 -": "DUNGEONROOM_Abyss_Common_Combat_Floor9 -", "DUNGEONROOM_Abyss_Common_Entry": "DUNGEONROOM_Abyss_Common_Entry", "DUNGEONROOM_Abyss_Common_Entry -": "DUNGEONROOM_Abyss_Common_Entry -", "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock", "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock -": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock -", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 -", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2 -", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3 -", "DUNGEONROOM_Abyss_Common_Portal": "DUNGEONROOM_Abyss_Common_Portal", "DUNGEONROOM_Abyss_Common_Portal -": "DUNGEONROOM_Abyss_Common_Portal -", "DUNGEONROOM_Abyss_Common_Treasure_Floor1": "DUNGEONROOM_Abyss_Common_Treasure_Floor1", "DUNGEONROOM_Abyss_Common_Treasure_Floor1 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor1 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor10": "DUNGEONROOM_Abyss_Common_Treasure_Floor10", "DUNGEONROOM_Abyss_Common_Treasure_Floor10 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor10 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor15": "DUNGEONROOM_Abyss_Common_Treasure_Floor15", "DUNGEONROOM_Abyss_Common_Treasure_Floor15 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor15 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor2": "DUNGEONROOM_Abyss_Common_Treasure_Floor2", "DUNGEONROOM_Abyss_Common_Treasure_Floor2 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor2 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor20": "DUNGEONROOM_Abyss_Common_Treasure_Floor20", "DUNGEONROOM_Abyss_Common_Treasure_Floor20 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor20 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor3": "DUNGEONROOM_Abyss_Common_Treasure_Floor3", "DUNGEONROOM_Abyss_Common_Treasure_Floor3 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor3 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor4": "DUNGEONROOM_Abyss_Common_Treasure_Floor4", "DUNGEONROOM_Abyss_Common_Treasure_Floor4 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor4 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor5": "DUNGEONROOM_Abyss_Common_Treasure_Floor5", "DUNGEONROOM_Abyss_Common_Treasure_Floor5 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor5 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor6": "DUNGEONROOM_Abyss_Common_Treasure_Floor6", "DUNGEONROOM_Abyss_Common_Treasure_Floor6 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor6 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor7": "DUNGEONROOM_Abyss_Common_Treasure_Floor7", "DUNGEONROOM_Abyss_Common_Treasure_Floor7 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor7 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor8": "DUNGEONROOM_Abyss_Common_Treasure_Floor8", "DUNGEONROOM_Abyss_Common_Treasure_Floor8 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor8 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor9": "DUNGEONROOM_Abyss_Common_Treasure_Floor9", "DUNGEONROOM_Abyss_Common_Treasure_Floor9 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor9 -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -", "DUNGEONROOM_FXTest_Forest_Standard": "DUNGEONROOM_FXTest_Forest_Standard", "DUNGEONROOM_FXTest_Forest_Standard -": "DUNGEONROOM_FXTest_Forest_Standard -", "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel", "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel -": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel -", "DUNGEONROOM_FesteringBurrow_Common_BossEntry": "DUNGEONROOM_FesteringBurrow_Common_BossEntry", "DUNGEONROOM_FesteringBurrow_Common_BossEntry -": "DUNGEONROOM_FesteringBurrow_Common_BossEntry -", "DUNGEONROOM_FesteringBurrow_Common_BossPortal": "DUNGEONROOM_FesteringBurrow_Common_BossPortal", "DUNGEONROOM_FesteringBurrow_Common_BossPortal -": "DUNGEONROOM_FesteringBurrow_Common_BossPortal -", "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor": "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor", "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor -": "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3 -", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4 -", "DUNGEONROOM_FesteringBurrow_Common_Core1": "DUNGEONROOM_FesteringBurrow_Common_Core1", "DUNGEONROOM_FesteringBurrow_Common_Core1 -": "DUNGEONROOM_FesteringBurrow_Common_Core1 -", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1 -", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2 -", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1 -", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1 -", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2 -", "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1", "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1 -": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1 -", "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1", "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1 -": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1 -", "DUNGEONROOM_FesteringBurrow_Common_Entry": "DUNGEONROOM_FesteringBurrow_Common_Entry", "DUNGEONROOM_FesteringBurrow_Common_Entry -": "DUNGEONROOM_FesteringBurrow_Common_Entry -", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite -": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite -", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1 -", "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2": "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2", "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2 -", "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite": "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite", "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite -": "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite -", "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses": "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses", "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses -": "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses -", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice -": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice -", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen -": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen -", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1 -", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2 -", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1 -", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2 -", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3 -": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3 -", "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile": "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile", "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile -": "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile -", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1 -", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2 -", "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant", "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant -": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant -", "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche": "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche", "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche -": "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche -", "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon", "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon -": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon -", "DUNGEONROOM_FesteringBurrow_Common_Goddess": "DUNGEONROOM_FesteringBurrow_Common_Goddess", "DUNGEONROOM_FesteringBurrow_Common_Goddess -": "DUNGEONROOM_FesteringBurrow_Common_Goddess -", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1 -": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1 -", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2 -": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7 -", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F -", "DUNGEONROOM_FesteringBurrow_Common_Portal": "DUNGEONROOM_FesteringBurrow_Common_Portal", "DUNGEONROOM_FesteringBurrow_Common_Portal -": "DUNGEONROOM_FesteringBurrow_Common_Portal -", "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper", "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper -", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1 -", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2 -", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3 -", "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom", "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom -", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1 -", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1 -", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1 -", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7 -", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F -", "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1": "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1", "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1 -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1 -", "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry": "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry", "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry -", "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem", "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem -": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem -", "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal", "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal -", "DUNGEONROOM_Tutorial_1": "DUNGEONROOM_Tutorial_1", "DUNGEONROOM_Tutorial_1 -": "DUNGEONROOM_Tutorial_1 -", "DUNGEONROOM_Tutorial_2": "DUNGEONROOM_Tutorial_2", "DUNGEONROOM_Tutorial_2 -": "DUNGEONROOM_Tutorial_2 -", "DUNGEONROOM_Tutorial_3": "DUNGEONROOM_Tutorial_3", "DUNGEONROOM_Tutorial_3 -": "DUNGEONROOM_Tutorial_3 -", "DUNGEONROOM_Tutorial_Common_Entry": "DUNGEONROOM_Tutorial_Common_Entry", "DUNGEONROOM_Tutorial_Common_Entry -": "DUNGEONROOM_Tutorial_Common_Entry -", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 -", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 -", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 -", "DUNGEONROOM_Tutorial_Common_Portal": "DUNGEONROOM_Tutorial_Common_Portal", "DUNGEONROOM_Tutorial_Common_Portal -": "DUNGEONROOM_Tutorial_Common_Portal -", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 -": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 -", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 -": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 -", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem -": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem -", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolemはフェーズ5を必要とする → 標準のデモでは決して生成されない", "DUNGEONROOM_VeilSilence_Common_BossCorridor_1": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1", "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 -", "DUNGEONROOM_VeilSilence_Common_BossEntry": "DUNGEONROOM_VeilSilence_Common_BossEntry", "DUNGEONROOM_VeilSilence_Common_BossEntry -": "DUNGEONROOM_VeilSilence_Common_BossEntry -", "DUNGEONROOM_VeilSilence_Common_BossPortal": "DUNGEONROOM_VeilSilence_Common_BossPortal", "DUNGEONROOM_VeilSilence_Common_BossPortal -": "DUNGEONROOM_VeilSilence_Common_BossPortal -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle1": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1", "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle10": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10", "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle11": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11", "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle12": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12", "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle13": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13", "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle2": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2", "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle4": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4", "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle6": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6", "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle7": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7", "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle8": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8", "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 -", "DUNGEONROOM_VeilSilence_Common_Combat_Middle9": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9", "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 -", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small1": "DUNGEONROOM_VeilSilence_Common_Combat_Small1", "DUNGEONROOM_VeilSilence_Common_Combat_Small1 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small1 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Small2": "DUNGEONROOM_VeilSilence_Common_Combat_Small2", "DUNGEONROOM_VeilSilence_Common_Combat_Small2 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small2 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f -", "DUNGEONROOM_VeilSilence_Common_Combat_Small3": "DUNGEONROOM_VeilSilence_Common_Combat_Small3", "DUNGEONROOM_VeilSilence_Common_Combat_Small3 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small3 -", "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f -", "DUNGEONROOM_VeilSilence_Common_Core1": "DUNGEONROOM_VeilSilence_Common_Core1", "DUNGEONROOM_VeilSilence_Common_Core1 -": "DUNGEONROOM_VeilSilence_Common_Core1 -", "DUNGEONROOM_VeilSilence_Common_Core2": "DUNGEONROOM_VeilSilence_Common_Core2", "DUNGEONROOM_VeilSilence_Common_Core2 -": "DUNGEONROOM_VeilSilence_Common_Core2 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 -", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 -", "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1", "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 -": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 -", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 -", "DUNGEONROOM_VeilSilence_Common_Entry": "DUNGEONROOM_VeilSilence_Common_Entry", "DUNGEONROOM_VeilSilence_Common_Entry -": "DUNGEONROOM_VeilSilence_Common_Entry -", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite -", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 -", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 -", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 -", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 -", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 -", "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree", "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree -": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree -", "DUNGEONROOM_VeilSilence_Common_Event_BloodTree": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree", "DUNGEONROOM_VeilSilence_Common_Event_BloodTree -": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree -", "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1", "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 -": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 -", "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower", "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower -": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower -", "DUNGEONROOM_VeilSilence_Common_Event_Endrossi": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi", "DUNGEONROOM_VeilSilence_Common_Event_Endrossi -": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi -", "DUNGEONROOM_VeilSilence_Common_Event_Flower": "DUNGEONROOM_VeilSilence_Common_Event_Flower", "DUNGEONROOM_VeilSilence_Common_Event_Flower -": "DUNGEONROOM_VeilSilence_Common_Event_Flower -", "DUNGEONROOM_VeilSilence_Common_Event_Herb": "DUNGEONROOM_VeilSilence_Common_Event_Herb", "DUNGEONROOM_VeilSilence_Common_Event_Herb -": "DUNGEONROOM_VeilSilence_Common_Event_Herb -", "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake", "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake -": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake -", "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter", "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter -": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter -", "DUNGEONROOM_VeilSilence_Common_Event_Mandrake": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake", "DUNGEONROOM_VeilSilence_Common_Event_Mandrake -": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake -", "DUNGEONROOM_VeilSilence_Common_Event_Merchant": "DUNGEONROOM_VeilSilence_Common_Event_Merchant", "DUNGEONROOM_VeilSilence_Common_Event_Merchant -": "DUNGEONROOM_VeilSilence_Common_Event_Merchant -", "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow", "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow -": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow -", "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest", "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest -": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest -", "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife", "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife -": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife -", "DUNGEONROOM_VeilSilence_Common_Event_Xenon": "DUNGEONROOM_VeilSilence_Common_Event_Xenon", "DUNGEONROOM_VeilSilence_Common_Event_Xenon -": "DUNGEONROOM_VeilSilence_Common_Event_Xenon -", "DUNGEONROOM_VeilSilence_Common_Goddess": "DUNGEONROOM_VeilSilence_Common_Goddess", "DUNGEONROOM_VeilSilence_Common_Goddess -": "DUNGEONROOM_VeilSilence_Common_Goddess -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 -", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 -", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f -", "DUNGEONROOM_VeilSilence_Common_Portal": "DUNGEONROOM_VeilSilence_Common_Portal", "DUNGEONROOM_VeilSilence_Common_Portal -": "DUNGEONROOM_VeilSilence_Common_Portal -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 -", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 -", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 -", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Herb1": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1", "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 -": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Herb2": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2", "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 -": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 -", "DUNGEONROOM_VeilSilence_Common_Resource_Oat": "DUNGEONROOM_VeilSilence_Common_Resource_Oat", "DUNGEONROOM_VeilSilence_Common_Resource_Oat -": "DUNGEONROOM_VeilSilence_Common_Resource_Oat -", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 -", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 -", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1", "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 -": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 -", "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 -": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 -", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 -": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1", "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1", "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 -", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 -", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f -", "Dagger (items, aptitude, no tree)": "短剣（アイテム、適性あり、ツリーなし）", "Damage": "ダメージ", "Damage Dealt +20% × missing%": "与ダメージ +20% × 減少%", "Damage Dealt.": "与ダメージ。", "Damage at cap": "上限時のダメージ", "Damage benchmark monster": "ダメージ ベンチマーク モンスター", "Damage calc": "ダメージ計算", "Damage dealt increases as current": "Damage dealt increases as current", "Damage dealt increases as current 気分 gets lower.": "Damage dealt increases as current 気分 gets lower.", "Damage increases by": "ダメージが増加します", "Damage over time": "継続ダメージ", "Damage per cast": "1回の使用あたりのダメージ", "Damage per energy": "エネルギーあたりのダメージ", "Damage per hit": "1ヒットあたりのダメージ", "Damage per hit taken": "被弾1回あたりのダメージ", "Damage per minute": "1分あたりダメージ", "Damage per second": "毎秒ダメージ", "Damage per second vs benchmark": "ベンチマーク比較での 1 秒あたりのダメージ", "Damage percentages are of the boss's attack power; reach and cooldown are in tiles / seconds. Each attack's reach and area are drawn on a real dungeon room below it (click to enlarge). Descriptions are the game's own skill text - hover a highlighted keyword, effect or summon for what it does.": "ダメージの割合はボスの攻撃力に対するものです。射程とクールダウンはタイル / 秒で表します。各攻撃の射程と範囲は、その下の実際のダンジョン部屋に描かれています（クリックで拡大）。説明文はゲーム内のスキルテキストそのものです。強調されたキーワード、効果、召喚にカーソルを合わせると、その内容が表示されます。", "Damage reduction amount on a successful guard": "ガード成功時のダメージ軽減量", "Damage source": "ダメージ源", "Damage stat source": "ダメージのステータス参照元", "Damage taken (after defense/resist)": "受けたダメージ（防御/耐性適用後）", "Damage taken = raw damage x 100 / (100 + R)": "被ダメージ = 生ダメージ x 100 / (100 + R)", "Damage taken decreases by (number of allied plant structures within 1 tile) * {0}%.": "被ダメージが(1タイル以内の味方植物構造物の数) × {0}%減少します。", "Damage taken is reduced by {0}% × the number of allied plant structures within 1 tile. (Maximum {1}% reduction)": "受けるダメージは、1タイル以内の味方の植物構造物の数×{0}%減少します。(最大{1}%減少)", "Damage taken multiplied by about 100 / (100 + Resistance)": "受けるダメージに約 100 / (100 + 耐性) を乗算", "Damage to reach it": "到達に必要なダメージ", "Damage to you": "受けるダメージ", "Damage to your units": "自軍ユニットへのダメージ", "Damage type": "ダメージタイプ", "Damage types": "ダメージタイプ", "Damage value": "ダメージ値", "Damage vs": "ダメージ対象", "Damage vs Enemy": "対 敵ダメージ", "Damage-over-time calculator": "継続ダメージ計算機", "Damage-over-time stack caps": "継続ダメージのスタック上限", "DamagePartsRatio": "DamagePartsRatio", "Dark": "ダーク", "Dark Burrow GAMESYSTEM_Environment_{affecterName}": "暗い巣穴 GAMESYSTEM_Environment_{affecterName}", "Dark Forest (internal)": "暗い森（内部）", "Dark Magic": "闇魔法", "DarkBurrow": "DarkBurrow", "DarkGreen": "DarkGreen", "DarkWhisperEnv": "DarkWhisperEnv", "Dash": "ダッシュ", "Data": "データ", "Data error (wrong game data)": "データエラー (誤ったゲームデータ)", "Data note - Sharp Edge.": "データ注記 - 鋭刃。", "Data note.": "データ注記。", "Data notes": "データに関する注記", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.26 demo; they are left out of the roster count, table and filters above.": "デフォルトの体力40のステータスのみを持ち、ダンジョンに配置されていないデータ上のプレースホルダーユニットです。素の DS_B.0.3.26 デモではどこでも戦闘に登場せず、上記の一覧数・表・フィルターには含めていません。", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.40 demo; they are left out of the roster count, table and filters above.": "デフォルトの体力40のステータスのみを持ち、ダンジョンに配置されていないデータ上のプレースホルダーユニットです。素の DS_B.0.3.40 デモではどこでも戦闘に登場せず、上記の一覧数・表・フィルターには含めていません。", "Database": "データベース", "Date": "日付", "Day & night": "昼と夜", "Day 1 checklist": "1日目チェックリスト", "Day and night": "昼と夜", "Day counter rolls over": "日数カウンターの切り替わり", "Day vision": "昼間視界", "Day, version, difficulty, playtime, current region": "日数、バージョン、難易度、プレイ時間、現在の地域", "DayInHour": "DayInHour", "DayNightVisionDiffrence": "DayNightVisionDiffrence", "DayTimes": "DayTimes", "Daytime window": "昼間の時間帯", "Dead Enter": "死亡進入", "Dead Enter 2": "死亡開始 2", "Dead Enter 3": "死亡開始 3", "Dead Swamp": "死の沼", "Dead heat on time-to-kill (~": "撃破時間は互角（約", "DeadSound": "DeadSound", "Deadly Fear + Blade Spirit": "致命的恐怖 + 刃の精霊", "Deadly Fear puts Exposed Flaw on the ENEMY, so your melee crits on it are guaranteed and Blade Spirit refunds energy - the correct greatsword Exposed-Flaw setup (Slay would only expose yourself).": "致命的恐怖は敵に弱点露呈を付与するため、その敵への近接会心が確定し、刃の精霊がエネルギーを回復する。大剣で弱点露呈を活かす正しい構成（討伐では自分自身を露呈させてしまうだけ）。", "DeadlyAfterEffectDuration": "DeadlyAfterEffectDuration", "DeadlyDuration": "DeadlyDuration", "DeadlyRecovery": "DeadlyRecovery", "Deadly_": "Deadly_", "Deal physical damage equal to {0}% of physical attack power to the target. Deal the same damage to enemies in a straight...": "対象に物理攻撃力の{0}%に等しい物理ダメージを与える。直線上の敵に同じダメージを与える...", "Dealer bite combination facing open terrain.": "オープンテレインに直面するディーラー咬傷コンボ。", "Dealer bite combination facing open terrain. - Dungeon Settlers ウィキ": "ディーラー咬み組み合わせ、開けた地形に直面。- Dungeon Settlers ウィキ", "Dealing critical damage apply": "クリティカルダメージを与える際に適用", "Dealing critical damage apply 鈍足 the target for {0} seconds.": "クリティカルダメージを与えた際、対象に{0}秒間鈍足を付与する。", "Deals 100% of magic attack power as magic damage to the target and applies 3": "対象に魔法攻撃力の100%の魔法ダメージを与え、3の", "Deals 100% of magic attack power as magic damage to the target and applies 3 出血 for 5 seconds.": "対象に魔法攻撃力の100%の魔法ダメージを与え、5秒間、出血を3付与する。", "Deals 200 fixed damage to a specific building within 2 tiles.": "2タイル以内の特定の建物に200の固定ダメージを与える。", "Deals 200 fixed damage to a specific building within 5 tiles.": "5タイル以内の特定の建物に200の固定ダメージを与える。", "Deals magic damage equal to {2}% of magic attack power to adjacent enemy units every second, and applies [AFFECTER_Burni...": "隣接する敵ユニットに毎秒魔法攻撃力の{2}%の魔法ダメージを与え、{4}秒間{3}の[AFFECTER_Burning]を付与します。", "Deals physical damage equal to 100% of physical attack power to the target.": "対象に物理攻撃力の100%に等しい物理ダメージを与えます。", "Deals physical damage equal to 100% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "対象に物理攻撃力の100%に等しい物理ダメージを与えます。攻撃経路に沿った直線上の敵にも同じ量のダメージを与えます。", "Deals physical damage equal to 100% of physical attack power to units on the target's tile and the tile behind the target.": "対象のタイルと、その背後のタイルにいるユニットに、物理攻撃力の100%に等しい物理ダメージを与えます。", "Deals physical damage equal to 65% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "対象に物理攻撃力の65%に等しい物理ダメージを与えます。攻撃経路に沿った直線上の敵にも同じ量のダメージを与えます。", "Deals physical damage equal to {0}% of Physical Attack to the target and applies": "{0}%の物理攻撃に等しい物理ダメージを対象に与え、以下を適用します", "Deals physical damage equal to {0}% of Physical Attack to the target and applies 脆弱 for {1} seconds.": "対象に物理攻撃力の{0}%に相当する物理ダメージを与え、{1}秒間脆弱を付与する。", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is affli...": "{0}%の物理攻撃に等しい物理ダメージを対象に与え、{1}マス後ろにノックバックさせます。対象は以下の影響を受けます...", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with 鈍足 for {2} seconds.": "対象に物理攻撃力の{0}%に相当する物理ダメージを与え、{1}タイル後方へ押し出す。対象は{2}秒間鈍足を得る。", "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located...": "{0}%の物理攻撃に等しい物理ダメージを対象に{1}回与えます。近くの敵に同じダメージを与えます...", "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies l...": "{0}%の物理攻撃力に等しい物理ダメージを対象に与えます。近くの敵に同じダメージを与えます...", "Deals physical damage equal to {0}% of physical attack power to units on the target's tile and the tile behind the targe...": "対象のタイルおよび対象の後ろのタイル上のユニットに、物理攻撃力の{0}%に等しい物理ダメージを与えます...", "Deals {2} instances of {1}% of": "{2}回の{1}%ダメージを与える", "Deals {2} instances of {1}% of 物理攻撃力 as physical damage to the target.": "ターゲットに物理攻撃力の{1}%の{2}インスタンスの物理ダメージを与えます。", "Deals {2} instances of {1}% of 物理攻撃力 as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "対象に物理攻撃力の{1}%の物理ダメージを{2}回与える。このスキルが有効な間、基本攻撃ごとに{2}本の矢を消費する。", "Death Throes and Devrick Pendant read how much HP YOU are missing; the Sinking Inscription reads how much the TARGET is missing. Each scales from 0 at full HP to its cap at 0 HP.": "断末魔とデヴリックのペンダントはあなたの欠損HPを参照し、沈没の刻印は対象の欠損HPを参照します。いずれも満タンHP時の0から、HP0時の上限まで増加します。", "Death Throes: 20% × 0.5 =": "断末魔: 20% × 0.5 =", "Death Throes: Damage Dealt": "断末魔：与ダメージ", "Death by starvation imminent": "餓死が差し迫っている", "Death from damage imminent": "ダメージによる死亡が差し迫っている", "Death ×1": "死亡 ×1", "Death ×1, Shout ×1, Swallow ×1": "死亡×1、叫び×1、丸呑み×1", "Death ×1, Split ×1": "死亡×1、分裂×1", "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1": "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1", "DeathRelated": "DeathRelated", "Debuff": "デバフ", "Debuff into Shield": "デバフ→盾", "Debug console command only": "デバッグコンソールコマンドのみ", "Decimals": "小数", "Decision": "決定", "Decision (policy) categories.": "決定（方針）のカテゴリ。", "DecisionCategoryTable.json": "DecisionCategoryTable.json", "DecisionDismiss": "DecisionDismiss", "DecisionInterval": "DecisionInterval", "DecisionResult": "DecisionResult", "DecisionStart": "DecisionStart", "DecisionStart2": "DecisionStart2", "DecisionTable.json": "DecisionTable.json", "Decisions": "決定", "Deco Q": "装飾 品質", "Deco Style": "装飾スタイル", "Deco style": "装飾スタイル", "Decoration (141)": "装飾 (141)", "Decorative Burried Bag": "装飾用の埋もれた袋", "Decorative Burried Bag - Dungeon Settlers Wiki": "装飾用の埋もれた袋 - Dungeon Settlers Wiki", "Decorative Burried Sewage": "装飾用の埋もれた汚水", "Decorative Burried Sewage - Dungeon Settlers Wiki": "装飾用の埋もれた汚水 - Dungeon Settlers Wiki", "Decorative Burried Sewage Small": "装飾用の埋もれた汚水（小）", "Decorative Burried Sewage Small - Dungeon Settlers Wiki": "装飾用の埋もれた汚水(小) - Dungeon Settlers Wiki", "Decorative Burried Skull1": "装飾用の埋もれた頭蓋骨1", "Decorative Burried Skull1 - Dungeon Settlers Wiki": "装飾用の埋もれた頭蓋骨1 - Dungeon Settlers Wiki", "Decorative Burried Skull2": "装飾用の埋もれた頭蓋骨2", "Decorative Burried Skull2 - Dungeon Settlers Wiki": "装飾用の埋もれた頭蓋骨2 - Dungeon Settlers Wiki", "Decorative Burried Skull3": "装飾用の埋もれた頭蓋骨3", "Decorative Burried Skull3 - Dungeon Settlers Wiki": "装飾用の埋もれた頭蓋骨3 - Dungeon Settlers Wiki", "Decorative Burried Something": "装飾用の埋もれた何か", "Decorative Burried Something - Dungeon Settlers Wiki": "装飾用の埋もれた何か - Dungeon Settlers Wiki", "Decorative Burrow Rock": "装飾用の巣穴の岩", "Decorative Burrow Rock - Dungeon Settlers Wiki": "装飾用の巣穴の岩 - Dungeon Settlers Wiki", "Decorative Pipe Down": "装飾用のパイプ（下）", "Decorative Pipe Down - Dungeon Settlers Wiki": "装飾用のパイプ(下) - Dungeon Settlers Wiki", "Decorative Pipe Left": "装飾用のパイプ（左）", "Decorative Pipe Left - Dungeon Settlers Wiki": "装飾用のパイプ(左) - Dungeon Settlers Wiki", "Decorative Pipe Right": "装飾用のパイプ（右）", "Decorative Pipe Right - Dungeon Settlers Wiki": "装飾用のパイプ(右) - Dungeon Settlers Wiki", "Decorative Pipe Up": "装飾用のパイプ（上）", "Decorative Pipe Up - Dungeon Settlers Wiki": "装飾用のパイプ(上) - Dungeon Settlers Wiki", "Decorative Pipe Wall": "装飾用のパイプ（壁）", "Decorative Pipe Wall - Dungeon Settlers Wiki": "装飾用のパイプ(壁) - Dungeon Settlers Wiki", "Decorative Polluted Water Tile1": "装飾用の汚染水タイル1", "Decorative Polluted Water Tile1 - Dungeon Settlers Wiki": "装飾汚染水タイル1 - Dungeon Settlers Wiki", "Decorative Polluted Water Tile2": "装飾用の汚染水タイル2", "Decorative Polluted Water Tile2 - Dungeon Settlers Wiki": "装飾汚染水タイル2 - Dungeon Settlers Wiki", "Decorative Polluted Water Tile3": "装飾用の汚染水タイル3", "Decorative Polluted Water Tile3 - Dungeon Settlers Wiki": "装飾汚染水タイル3 - Dungeon Settlers Wiki", "Decorative Sewage Big1": "装飾用の汚水（大）1", "Decorative Sewage Big1 - Dungeon Settlers Wiki": "装飾用の汚水(大)1 - Dungeon Settlers Wiki", "Decorative Sewage Big2": "装飾用の汚水（大）2", "Decorative Sewage Big2 - Dungeon Settlers Wiki": "装飾下水 大2 - Dungeon Settlers Wiki", "Decorative Sewage Huge1": "装飾用の汚水（特大）1", "Decorative Sewage Huge1 - Dungeon Settlers Wiki": "装飾下水 特大1 - Dungeon Settlers Wiki", "Decorative Sewage Huge2": "装飾用の汚水（特大）2", "Decorative Sewage Huge2 - Dungeon Settlers Wiki": "装飾下水 特大2 - Dungeon Settlers Wiki", "Decorative Sewage Small1": "装飾用の汚水（小）1", "Decorative Sewage Small1 - Dungeon Settlers Wiki": "装飾下水 小1 - Dungeon Settlers Wiki", "Decorative Sewage Small2": "装飾用の汚水（小）2", "Decorative Sewage Small2 - Dungeon Settlers Wiki": "装飾下水 小2 - Dungeon Settlers Wiki", "Decorative Sewage Small3": "装飾用の汚水（小）3", "Decorative Sewage Small3 - Dungeon Settlers Wiki": "装飾下水 小3 - Dungeon Settlers Wiki", "Decorative Small Root1": "装飾用の小さな根1", "Decorative Small Root1 - Dungeon Settlers Wiki": "装飾用の小さな根1 - Dungeon Settlers Wiki", "Decorative Small Root2": "装飾用の小さな根2", "Decorative Small Root2 - Dungeon Settlers Wiki": "装飾用の小さな根2 - Dungeon Settlers Wiki", "Decorative Small Root3": "装飾用の小さな根3", "Decorative Small Root3 - Dungeon Settlers Wiki": "装飾用の小さな根3 - Dungeon Settlers Wiki", "Decorative Small Stalagmite1": "装飾用の小さな石筍1", "Decorative Small Stalagmite1 - Dungeon Settlers Wiki": "装飾用の小さな石筍1 - Dungeon Settlers Wiki", "Decorative Stalagmite": "装飾用の石筍", "Decorative Stalagmite - Dungeon Settlers Wiki": "装飾石筍 - Dungeon Settlers Wiki", "Decorative Stalagmite Big": "装飾用の石筍（大）", "Decorative Stalagmite Big - Dungeon Settlers Wiki": "装飾石筍 大 - Dungeon Settlers Wiki", "Decorative Stalagmite Small": "装飾用の石筍（小）", "Decorative Stalagmite Small - Dungeon Settlers Wiki": "装飾石筍 小 - Dungeon Settlers Wiki", "Decorative Stalagmite1": "装飾用の石筍1", "Decorative Stalagmite1 - Dungeon Settlers Wiki": "装飾用の石筍1 - Dungeon Settlers Wiki", "Decorative Stone Beak": "装飾用の石のくちばし", "Decorative Stone Beak - Dungeon Settlers Wiki": "装飾石のくちばし - Dungeon Settlers Wiki", "Decorative Stone1": "装飾用の石1", "Decorative Stone1 - Dungeon Settlers Wiki": "装飾用の石1 - Dungeon Settlers Wiki", "Decorative Stone2": "装飾用の石2", "Decorative Stone2 - Dungeon Settlers Wiki": "装飾用の石2 - Dungeon Settlers Wiki", "Decorative Stone3": "装飾用の石3", "Decorative Stone3 - Dungeon Settlers Wiki": "装飾用の石3 - Dungeon Settlers Wiki", "Decorative Trash": "装飾用のゴミ", "Decorative Trash - Dungeon Settlers Wiki": "装飾ゴミ - Dungeon Settlers Wiki", "Decorative Trash Burried": "装飾用の埋もれたゴミ", "Decorative Trash Burried - Dungeon Settlers Wiki": "装飾ゴミ（埋没） - Dungeon Settlers Wiki", "Deeper dungeons contain richer and rarer resources.": "より深いダンジョンはより豊かでレアなリソースを含みます。", "Def": "防御", "Default Big Last Refuge": "デフォルトの大型 最後の避難所", "Default central room": "デフォルトの中央部屋", "Default hiring cost": "デフォルトの雇用コスト", "Default inspection cost": "デフォルトの査定コスト", "Default number of ticks {0} spent when eating food": "食事の際に消費されるデフォルトのティック数 {0}", "Default number of ticks {0} spent while playing": "遊んでいる間に消費されるデフォルトのティック数{0}", "Default number of units displayed": "表示されるユニットのデフォルト数", "Default phase table": "デフォルトのフェーズテーブル", "Default starting funds when creating a new campaign": "新しいキャンペーン作成時のデフォルト開始資金", "Default starting max population when creating a new campaign": "新しいキャンペーン作成時のデフォルト最大人口", "Default threshold ratio (0~1) for what percentage of max stock a structure's 'transport needed' item must drop below before a transport task is issued. EX: If a Mana Generator can store up to 100 Mana Stones as fuel -> with this value at 0.2, a transport task is issued once the stock drops to 20.": "建造物の「輸送が必要」なアイテムが、輸送タスクが発行される前に最大在庫の何%を下回る必要があるかのデフォルトの閾値比率（0~1）。例: マナ発電機が燃料として最大100個のマナ石を貯蔵できる場合 -> この値が0.2なら、在庫が20に下がった時点で輸送タスクが発行される。", "Default tick value spent per unit of sleep: {0}. This variable exists to handle exception conditions for waking during sleep (e.g. Stamina above a certain threshold, or Very Hungry).": "睡眠1単位あたりに消費されるデフォルトのティック値: {0}。この変数は、睡眠中に目覚める例外条件（例: スタミナが一定の閾値を超える、または非常に空腹）を処理するために存在する。", "Default tick value spent per unit of unconscious sleep: {0}.": "無意識の睡眠1単位あたりに消費されるデフォルトのティック値: {0}。", "Default traits": "デフォルト特性", "Default upkeep cost": "デフォルトの維持コスト", "Default value for a structure's maximum inventory weight.": "建造物の最大インベントリ重量のデフォルト値。", "Default value for the maximum number of members a player can hold. The max headcount may increase depending on the Expedition party's fame rank, etc.": "プレイヤーが保有できるメンバーの最大数のデフォルト値。最大人数は遠征パーティの名声ランクなどによって増加しうる。", "Default, radius 2": "Default, radius 2", "DefaultCandidateAmount": "DefaultCandidateAmount", "DefaultCarryingNeededItemThreshold": "DefaultCarryingNeededItemThreshold", "DefaultChance_": "DefaultChance_", "DefaultCraftingWorkloadIncrease": "DefaultCraftingWorkloadIncrease", "DefaultDurabilityChangePerHour": "DefaultDurabilityChangePerHour", "DefaultEnemy": "DefaultEnemy", "DefaultEnoughSleepCondition": "DefaultEnoughSleepCondition", "DefaultFactionCoin": "DefaultFactionCoin", "DefaultGatherWorkloadIncrease": "DefaultGatherWorkloadIncrease", "DefaultGold": "DefaultGold", "DefaultHitRate": "DefaultHitRate", "DefaultInspectPrice_": "DefaultInspectPrice_", "DefaultMainSkillPoint": "DefaultMainSkillPoint", "DefaultMajorStatRandomChangeRatio": "DefaultMajorStatRandomChangeRatio", "DefaultMaxMemberCount": "DefaultMaxMemberCount", "DefaultMaxPopulation": "DefaultMaxPopulation", "DefaultRecruitmentPrice_": "DefaultRecruitmentPrice_", "DefaultRequiredEatingTimeTick": "DefaultRequiredEatingTimeTick", "DefaultRequiredSleepingTimeTick": "DefaultRequiredSleepingTimeTick", "DefaultRequiredUnconsciousSleepingTimeTick": "DefaultRequiredUnconsciousSleepingTimeTick", "DefaultSkillPointIncrease": "DefaultSkillPointIncrease", "DefaultStrucutreMaxWeight": "DefaultStrucutreMaxWeight", "DefaultSubSkillPoint": "DefaultSubSkillPoint", "DefaultTick": "DefaultTick", "DefaultUpkeepPrice_": "DefaultUpkeepPrice_", "DefaultValue_": "DefaultValue_", "Defeat 1 Red Monster Rat.": "赤いモンスターネズミを1体倒す。", "Defeat 1 Weak Grey Rat": "弱い灰色ネズミを1体倒す", "Defeat 2 Weak Grey Rats": "弱い灰色ネズミを2体倒す", "Defeat the Acid Bug (0/1)": "アシッドバグを倒す (0/1)", "Defeat the Alpha Acid Slogel": "アルファ酸性スロゲルを倒す", "Defeat the Elder Gloth": "エルダー・グロスを倒す", "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "防御を無視する、スタック数×3に等しい魔法ダメージを毎秒与える（最大50スタック）。", "Defensive stats": "防御ステータス", "Defined in the data, not active in this build.": "データ上は定義されていますが、このビルドでは有効化されていません。", "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "ゲームデータには定義されていますが、まだゲーム内のソースに接続されていません（予定/未実装）。", "Delay scales with attack speed": "ディレイは攻撃速度に依存", "Delete - sure?": "削除しますか？", "Delete team": "チームを削除", "Delete team \"": "チームを削除「", "Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.": "ゲーム内でキャンペーンを削除すると、そのオートセーブファイルも削除されます。大切なものは外部にバックアップを取ってください。", "Demo Build Exclusive Guild Merchant": "デモビルド限定ギルドマーチャント", "Demo auto-clear": "デモの自動クリア", "Demo build note: the boss room": "デモビルド注記：ボス部屋", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.26では発生しません。参照：", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.40では発生しません。参照：", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.26では発生しません。参照：", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.40では発生しません。参照：", "Demo phase table (Veil of Silence)": "デモのフェーズテーブル（沈黙のベール）", "Demo truth:": "デモの真実：", "DemolitionWorkloadParam": "DemolitionWorkloadParam", "Depleted Dungeon effect": "消耗ダンジョン効果", "Depletion Term": "消耗期間", "Depletion guide": "消耗ガイド", "Depletion range": "消耗の範囲", "Depletion recovery cycle (minute interval)": "消耗の回復サイクル（分間隔）", "Depletion rule of thumb": "消耗の目安", "DepletionStack": "DepletionStack", "DepletionTerm": "DepletionTerm", "Deputy Captains Insignia": "副隊長徽章", "Deputy Captains Insignia - Dungeon Settlers ウィキ": "Deputy Captains Insignia - Dungeon Settlers ウィキ", "Deputy Captains Insignia の射程と範囲": "Deputy Captains Insignia の射程と範囲", "Deputy Captains Insignia アイコン": "Deputy Captains Insignia アイコン", "Deputy Captains Insignia ダンジョンルームに表示される射程と範囲": "Deputy Captains Insignia ダンジョンルームに表示される射程と範囲", "DeputyCaptainElf": "DeputyCaptainElf", "DeputyCaptainHuamn": "DeputyCaptainHuamn", "DeputyCaptainLizard": "DeputyCaptainLizard", "DeputyCaptainLycan": "DeputyCaptainLycan", "DeputyCaptainMia": "DeputyCaptainMia", "Derived (final) stat": "派生（最終）ステータス", "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "標準の詠唱者、レベル上限で算出：{#} = 詠唱者の{#}の半分 + {#}、{#} = 詠唱者の{#} + {#}。", "Derived from talents": "才能から算出", "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "ロードのたびに導出される：クリア済みの地域が隣接地域を開放する（OpenAdjacentRegion）。それ以外に地域を開放するものはない", "Derived stats": "派生ステータス", "Describe the bug, the wrong value (expected vs shown), or your idea...": "バグ、誤った値 (期待値と表示値)、またはアイデアを記入してください...", "Describe your settler": "入植者を設定する", "Description": "説明", "Despite the colorful spell names, damage in Dungeon Settlers is": "華やかな呪文名とは裏腹に、Dungeon Settlersのダメージは次のとおりだ：", "Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic.": "カラフルな呪文名に反して、Dungeon Settlersのダメージは二種のみです。すべては物理か魔法のいずれかです。", "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "名前に反して、認知ステータスが司るのは物理攻撃・魔法攻撃、クリティカル確率、料理です。その実働", "Detailed sources": "詳細なソース", "Detection & Aggro": "検知とアグロ", "Detection is": "探知は", "Detection range calculator": "探知範囲計算機", "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "起爆は燃焼スタックを消費し、残りの継続ダメージを放棄する。", "Detonating consumes the stacks.": "起爆でスタックを消費する。", "Detonation": "起爆", "Detonator clears the stacks after firing; set the current stack count with the slider.": "起爆は発動後にスタックを消去します。現在のスタック数はスライダーで設定してください。", "Dev / test": "開発 / テスト", "Dev Name": "開発名", "Dev comment": "開発者コメント", "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "開発者コメントは韓国語の原文から翻訳されています。開発者メモにカーソルを合わせると、ゲームのデータテーブルにある本来の原文が表示されます。", "Dev title": "開発名", "Dev-internal": "開発内部", "Dev-internal changes": "開発内部の変更", "DevValueConvertRatio_": "DevValueConvertRatio_", "Dev_NotUsed": "Dev_NotUsed", "Devastation": "壊滅", "Devastation Support Wagon Additional Cog Weel Fixed": "Devastation Support Wagon Additional Cog Weel Fixed", "Devastation Support Wagon Berry Fixed": "壊滅支援ワゴン（ベリー・固定）", "Devastation Support Wagon Grass Fixed": "壊滅支援ワゴン（草・固定）", "Devastation Support Wagon Hardtack Fixed": "壊滅支援ワゴン（乾パン・固定）", "Devastation Support Wagon Ointment Fixed": "壊滅 支援ワゴン 軟膏 固定", "Devastation Support Wagon Tech Book Fixed": "壊滅支援ワゴン（技術書・固定）", "Devastation Support Wagon Wood Fixed": "壊滅支援ワゴン（木材・固定）", "Devastation a monster has double the health and double the attack": "壊滅ではモンスターは体力2倍、攻撃2倍", "Developer Box Fixed": "開発者ボックス 固定", "Developer Box Random": "開発者ボックス（ランダム）", "Developer test settlers - not part of normal recruitment.": "開発者用テスト開拓者。通常の募集には含まれません。", "Developers Letter": "開発者の手紙", "Developers Letter - Dungeon Settlers Wiki": "開発者の手紙 - Dungeon Settlers Wiki", "Developers Letter icon": "開発者の手紙アイコン", "Developers Letter range and area shown on a dungeon room": "ダンジョンの部屋に表示された開発者の手紙の射程と範囲", "Development leftovers": "開発の残骸", "Devric Pillar1": "デヴリックの柱1", "Devric Pillar1 - Dungeon Settlers Wiki": "デヴリクの柱1 - Dungeon Settlers Wiki", "Devric Pillar2": "デヴリックの柱2", "Devric Pillar2 - Dungeon Settlers Wiki": "デヴリクの柱2 - Dungeon Settlers Wiki", "Devric Pillar3": "デヴリックの柱3", "Devric Pillar3 - Dungeon Settlers Wiki": "デヴリクの柱3 - Dungeon Settlers Wiki", "Devric Pillar4": "デヴリックの柱4", "Devric Pillar4 - Dungeon Settlers Wiki": "デヴリクの柱4 - Dungeon Settlers Wiki", "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "デヴリックのペンダントで300ダメージの一撃: 30% × 0.5 = 300の15% =", "Devrick Pendant: heal": "デヴリックのペンダント：回復", "Devrik": "デヴリク", "Devrik Statue Remnant": "デヴリック像の残骸", "Devrik Statue Remnant - Dungeon Settlers Wiki": "デヴリク像の残骸 - Dungeon Settlers Wiki", "Devrik Statue2 Remnant": "デヴリック像2の残骸", "Devrik Statue2 Remnant - Dungeon Settlers Wiki": "デヴリク像2の残骸 - Dungeon Settlers Wiki", "Devrik Statue3 Remnant": "デヴリック像3の残骸", "Devrik Statue3 Remnant - Dungeon Settlers Wiki": "デヴリク像3の残骸 - Dungeon Settlers Wiki", "Devrik Statue4 Remnant": "デヴリク像4の残骸", "Devrik Statue4 Remnant - Dungeon Settlers Wiki": "デヴリク像4の残骸 - Dungeon Settlers Wiki", "Dialog graph - 1 node": "ダイアロググラフ - 1ノード", "Dialog graph - 2 nodes": "対話グラフ - ノード2個", "Dialog graph - 3 nodes": "会話グラフ - ノード3個", "Dialog graph - 4 nodes": "会話グラフ - 4ノード", "Dialog graph - 5 nodes": "会話グラフ - 5ノード", "Dialog graph - 6 nodes": "ダイアロググラフ - 6ノード", "Dialog graph - 7 nodes": "ダイアロググラフ - 7つのノード", "Dialog graph - 8 nodes": "ダイアロググラフ - 8ノード", "Dialogue": "会話", "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood": "サイコロ遊び台+3、ダーツボード+2、カード遊びテーブル+1の気分", "Diet": "食性", "Diet: Vegetarian": "食性: 菜食", "Diet: {#}": "食性: {#}", "Dietary rules": "食事ルール", "Difficulty": "難易度", "Difficulty Devastation": "破滅難易度", "Difficulty Scaling": "難易度スケーリング", "Difficulty Scaling - Dungeon Settlers Wiki": "難易度スケーリング - Dungeon Settlers Wiki", "Difficulty scaling": "難易度スケーリング", "DiningRoom": "DiningRoom", "Direction, radius 2": "方向、半径2", "Direction, radius 3": "Direction, radius 3", "Direction, radius 7": "方向、半径7", "Dirt Wall Fixed": "土壁（固定）", "Dirty Corpses": "汚れた死体", "Dirty Corpses - desc": "汚い死体 - 説明", "Dirty Corpses - flavor": "汚い死体 - 風味", "Dirty Corpses - name": "汚い死体 - 名前", "Dirty Corpses Remnant": "汚れた死体の残骸", "Dirty Corpses Remnant - Dungeon Settlers Wiki": "汚れた死体の残骸 - Dungeon Settlers Wiki", "Dirty Corpses1 Remnant": "汚れた死体1 残骸", "Dirty Corpses2": "汚れた死体2", "Dirty Corpses2 Remnant": "汚れた死体2 残骸", "Disabled - desc": "無効 - 説明", "Disabled: Carrying another unit": "無効: 別のユニットを運搬中", "Disarm": "武装解除", "Discarded Magic Power Device Remnant": "廃棄された魔力装置の残骸", "Discarded Magic Power Device Remnant - Dungeon Settlers Wiki": "廃棄された魔力装置の残骸 - Dungeon Settlers Wiki", "Discarded Specimen Remnant": "放棄されたサンプル 残骸", "Discarded Specimen Remnant - Dungeon Settlers ウィキ": "Discarded Specimen Remnant - Dungeon Settlers ウィキ", "Discarded design_code is alive": "破棄されたdesign_codeは生きています", "Discarded specimen investigation": "破棄されたサンプル調査", "DiscaredMagicPowerDevice": "DiscaredMagicPowerDevice", "Discontent Boils Over": "不満の噴出", "Discord handle, etc.": "Discordのハンドル名など", "Discount range": "割引範囲", "Dislike the one that bites front + dislike the one that bites back": "前を咬む者が嫌い + 後ろを咬む者が嫌い", "Dislike the one that bites front + dislike the one that bites back - Dungeon Settlers ウィキ": "前をかむ者を嫌う+後ろをかむ者を嫌う - Dungeon Settlers ウィキ", "Dismantle": "分解", "Display": "表示", "Display names": "表示名", "Dissatisfied Unit": "不満のあるユニット", "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "事前ディレイ中に対象が遠くへ移動しすぎた場合にスキルをキャンセルすべき距離補正値", "Distance to target": "対象までの距離", "Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "非プレイヤー勢力のユニットが、自身の周囲の何タイル（マンハッタン距離）を通行可能タイルとして扱うかを決める距離値。これは長く回りくどい遠回りを防ぐためのもので、正確な数値自体はあまり重要ではない。さまざまな値を試して、遠回りしすぎず、かといってまったく迂回できないこともないように調整すること。", "Distance value determining how many tiles (Manhattan distance) around itself a player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "プレイヤー勢力のユニットが、自身の周囲の何タイル（マンハッタン距離）を通行可能タイルとして扱うかを決める距離値。これは長く回りくどい遠回りを防ぐためのもので、正確な数値自体はあまり重要ではない。さまざまな値を試して、遠回りしすぎず、かといってまったく迂回できないこともないように調整すること。", "Distorted Senses GAMESYSTEM_Environment_{affecterName}": "歪んだ感覚 GAMESYSTEM_Environment_{affecterName}", "DistortedSenses": "DistortedSenses", "Division": "Division", "Division_": "Division_", "Dmg / hit": "ダメージ / ヒット", "Dmg/hit": "ダメージ/ヒット", "Do not forget-it is our lives on the line!": "忘れないで、私たちの人生がかかっています！", "Do you really want to quit to the title screen?": "本当にタイトル画面に戻りますか？", "Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved progress will be lost.": "本当にタイトル画面に戻りますか？集落にいる場合はプログレスが保存されます。ダンジョンにいる場合、保存されていないプログレスはすべて失われます。", "Do you really want to quit to title?": "本当にタイトルに戻りますか？", "Do you really want to quit to title? Progress will be saved if you are in the settlement. If you are in dungeon, all unsaved progress will be lost.": "本当にタイトルに戻りますか？集落にいる場合はプログレスが保存されます。ダンジョンにいる場合、保存されていないプログレスはすべて失われます。", "DoT stack caps": "継続ダメージのスタック上限", "DoT stack-cap calculator": "継続ダメージのスタック上限計算機", "DoT status": "DoTステータス", "Dodge": "回避", "Dodge chance": "回避率", "Dodge chance (flat)": "回避率（固定値）", "DodgeChancePercentage": "DodgeChancePercentage", "Dodging or being missed": "回避または攻撃を外させる", "Does not consume the stacks.": "スタックを消費しない。", "Does not stack": "スタックしない", "Doesn't seem interested in you, busy with insect research.": "あなたには興味を示さず、虫の研究に忙しいようだ。", "Don a flame cloak, gaining a barrier equal to {1}% of magic attack power for {0} seconds. Every {5} seconds, deal magic ...": "炎のマントを身につけ、{0}秒間、魔法攻撃力の{1}%に等しいバリアを獲得する。{5}秒ごとに、魔法...", "Don't bother editing a region's": "地域の次のフラグを編集する意味はありません", "Don't edit a save while the game is running - the next autosave overwrites your work.": "ゲームの実行中にセーブを編集しないでください。次のオートセーブがあなたの変更を上書きします。", "Don't forget, it's us who are risking our lives!": "忘れないで、命を危険にさらしているのは私たちです！", "Don't worry about it. Let's just go.": "気にしないで。行きましょう。", "DopJudge": "DopJudge", "DopKilled": "DopKilled", "DopStart": "DopStart", "DopSuspicious1": "DopSuspicious1", "Doppelganger - Ambush": "ドッペルゲンガー - 待ち伏せ", "Doppelganger - Relieved Party Members": "ドッペルゲンガー - 安堵するパーティメンバー", "Doppelganger - Time for a Decision": "ドッペルゲンガー - 決断の時", "Downloads": "ダウンロード", "Downloads & AI": "ダウンロードとAI", "Downloads & AI Data": "ダウンロード & AIデータ", "Downloads & AI Data - Dungeon Settlers Wiki": "ダウンロード & AIデータ - Dungeon Settlers Wiki", "Draft.": "下書き。", "Drop / other": "ドロップ / その他", "Drop amounts and rates are fixed": "ドロップ量と確率は固定されており", "Drop pool": "ドロッププール", "Drop pool:": "ドロッププール:", "Drop pools": "ドロッププール", "Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.": "ドロッププール - 各最大3スロット、アイテムまたは入れ子のDROP_参照とパーセンテージ。", "Drop pools expanded with percentages": "パーセンテージ付きで展開したドロッププール", "Drop rate": "ドロップ率", "Drop rates are multiplied by Very Hard x0.67, Devastation x0.34, and every other tier is x1.0. Combat difficulty still does not touch loot directly, though faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time. Drop amounts and item quality are unchanged, only the rate.": "ドロップ率には倍率がかかり、ベリーハードは x0.67、壊滅は x0.34、それ以外の難易度はすべて x1.0 です。戦闘難易度が戦利品に直接影響しない点は変わりませんが、難易度が低い設定ではリスポーンが速く、採取ボーナスの環境効果も多いため、長期的に見た総ドロップ数は増えます。1 回ごとのドロップ量とアイテム品質は変わらず、変化するのはドロップ率だけです。", "DropRateFactorByDifficulty": "DropRateFactorByDifficulty", "DropTable.json": "DropTable.json", "Dropped by": "ドロップ元", "Drops": "ドロップ", "Drops & gathering": "ドロップと採集", "Drying Complete": "乾燥 完了", "Dungeon Break": "ダンジョンブレイク", "Dungeon Break and lingering too long": "ダンジョンブレイクと長居しすぎること", "Dungeon Break constant": "ダンジョンブレイク定数", "Dungeon Build Max Region": "ダンジョン 建設 最大 地域", "Dungeon Core": "ダンジョンコア", "Dungeon Core Remnant": "ダンジョンコアの残骸", "Dungeon Core Remnant - Dungeon Settlers Wiki": "ダンジョンコアの残骸 - Dungeon Settlers Wiki", "Dungeon Core2 Remnant": "ダンジョンコア2の残骸", "Dungeon Core2 Remnant - Dungeon Settlers Wiki": "ダンジョンコア2の残骸 - Dungeon Settlers Wiki", "Dungeon Depletion": "ダンジョン消耗", "Dungeon Depletion - Dungeon Settlers Wiki": "ダンジョンの消耗 - Dungeon Settlers Wiki", "Dungeon Expeditions": "ダンジョン遠征", "Dungeon Floor Simulator": "ダンジョン階層シミュレーター", "Dungeon Floor Simulator (WIP)": "ダンジョンフロアシミュレーター（作成中）", "Dungeon Floor Simulator (WIP) - Dungeon Settlers Wiki": "ダンジョン階シミュレーター（作成中） - Dungeon Settlers Wiki", "Dungeon Godness Statue": "ダンジョン女神像", "Dungeon Godness Statue - Dungeon Settlers Wiki": "ダンジョン女神像 - Dungeon Settlers Wiki", "Dungeon Godness Statue icon": "ダンジョン女神像 アイコン", "Dungeon Last Abyess Floor": "ダンジョン 最後 深淵 フロア", "Dungeon Merchant 2 Default": "ダンジョン商人2 デフォルト", "Dungeon Merchant 2 Default - Dungeon Settlers Wiki": "Dungeon Merchant 2 Default - Dungeon Settlers Wiki", "Dungeon Merchant 2 Default icon": "Dungeon Merchant 2 Default アイコン", "Dungeon Npc Quest Report Spawn Weight Multiplier": "ダンジョン NPC クエスト報告 スポーン重み係数 乗数", "Dungeon Result Dead - desc": "Dungeon Result Dead - 説明", "Dungeon Result Missing - desc": "Dungeon Result Missing - 説明", "Dungeon Rooms": "ダンジョン部屋", "Dungeon Rooms - Dungeon Settlers Wiki": "ダンジョンの部屋 - Dungeon Settlers Wiki", "Dungeon Scare Crow Remnant": "ダンジョンかかしの残骸", "Dungeon Scare Crow Remnant - Dungeon Settlers Wiki": "ダンジョンのかかしの残骸 - Dungeon Settlers Wiki", "Dungeon Settlers": "Dungeon Settlers", "Dungeon Settlers Wiki": "Dungeon Settlers ウィキ", "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Dungeon Settlers Wiki - アイテム、モンスター、スキル、戦利品、キャラクタービルダー", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.26 (Steam build 23739108). Data parsed from game tables.": "Dungeon Settlers Wiki - Dungeon Settlers DS_B.0.3.26（Steamビルド23739108）の非公式ファンデータベース。データはゲームのテーブルから解析しています。", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.40 (Steam build 24354931). Data parsed from game tables.": "Dungeon Settlers Wiki - Dungeon Settlers DS_B.0.3.40（Steamビルド24354931）の非公式ファンデータベース。データはゲームのテーブルから解析しています。", "Dungeon Settlers has": "Dungeon Settlersには", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the du...": "Dungeon Settlersはダンジョンクロウラーを包んだコロニーシムです。拠点を築き、部隊を勧誘・育成し、探索をダンジョンの奥へと進めます...", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (": "Dungeon Settlersはダンジョンクロウラーを包み込んだコロニーシムです。集落を築き、部隊を勧誘して育て、ダンジョンの奥へ遠征を進めます。メインストーリー（", "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlersはダンジョンクローラーです。ネタバレなしでは次を隠します", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is": "Dungeon Settlersは地域を固定の連鎖で開放し、そのアンロックは", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Every time a campaign loads, the game resets every region to lock...": "Dungeon Settlersは地域を固定の連鎖で開放し、そのアンロックは保存されるのではなく導出されます。キャンペーンを読み込むたびに、ゲームはすべての地域をロック状態にリセットし...", "Dungeon Settlers screenshot 1": "Dungeon Settlers スクリーンショット 1", "Dungeon Settlers screenshot 2": "Dungeon Settlers スクリーンショット 2", "Dungeon Settlers screenshot 3": "Dungeon Settlers スクリーンショット 3", "Dungeon Settlers screenshot 4": "Dungeon Settlers スクリーンショット 4", "Dungeon Settlers screenshot 5": "Dungeon Settlers スクリーンショット 5", "Dungeon Settlers screenshot 6": "Dungeon Settlers スクリーンショット 6", "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "Dungeon Settlers {#} データベース：ゲーム自身のデータから抽出した能力値、効果、入手元、相互参照。", "Dungeon Stay Aftereffect": "ダンジョン滞在後遺症", "Dungeon Stay Aftermath: Mood -2 for a while": "ダンジョン滞在の後遺症：しばらく気分-2", "Dungeon Stay ladder": "ダンジョン滞在ラダー", "Dungeon Stay penalty (Normal)": "ダンジョン滞在ペナルティ（ノーマル）", "Dungeon Unit For Clear Region": "ダンジョン ユニット クリア地域用", "Dungeon depletion": "ダンジョン消耗", "Dungeon events": "ダンジョンイベント", "Dungeon events (95) - entry nodes, categories, conditions.": "ダンジョンイベント（95）- 開始ノード、カテゴリ、条件。", "Dungeon events - nodes, choices, outcomes": "ダンジョンイベント - ノード、選択肢、結果", "Dungeon habits": "ダンジョンの習慣", "Dungeon monster patrol interval (minutes)": "ダンジョンモンスターの巡回間隔（分）", "Dungeon regions - floors, environments, unlock chain": "ダンジョン地域 - フロア、環境、解放の連鎖", "Dungeon room layouts per region.": "地域ごとのダンジョン部屋レイアウト。", "Dungeon rooms": "ダンジョン部屋", "Dungeon stay": "ダンジョン滞在", "Dungeon stay (stage {#})": "ダンジョン滞在（段階{#}）", "Dungeon unit respawn interval (minutes) by combat difficulty. CombatDifficulty enum order: Easy, Normal, Hard, VeryHard, Devastation. Based on the original 600 minutes: Easy +100%, Normal +50%, Hard and above +0%.": "戦闘難易度別のダンジョンユニットのリスポーン間隔（分）。CombatDifficultyの列挙順: 簡単、通常、ハード、ベリーハード、壊滅。元の600分を基準に: 簡単 +100%、通常 +50%、ハード以上 +0%。", "Dungeon-stay duration penalty (minute interval) [n]: interval of n minutes Warning!!! Only 3 values may be entered. Adding more causes an error, as it would try to assign something like D5.": "ダンジョン滞在時間ペナルティ（分間隔） [n]: n分の間隔 警告!!! 値は3つまでしか入力できない。それ以上追加するとD5のようなものを割り当てようとしてエラーになる。", "Dungeon-stay mood penalty": "ダンジョン滞在の気分ペナルティ", "Dungeon-stay penalty": "ダンジョン滞在ペナルティ", "Dungeon1RandomBurglary": "Dungeon1RandomBurglary", "Dungeon1RandomCliff": "Dungeon1RandomCliff", "Dungeon1RandomGreen": "Dungeon1RandomGreen", "Dungeon1RandomMusic": "Dungeon1RandomMusic", "Dungeon1RandomVineHell": "Dungeon1RandomVineHell", "Dungeon1RandomWatcher": "Dungeon1RandomWatcher", "Dungeon2RandomFrenziedBall": "Dungeon2RandomFrenziedBall", "Dungeon2RandomGoblinPaint": "Dungeon2RandomGoblinPaint", "Dungeon2RandomSealedCurse": "Dungeon2RandomSealedCurse", "Dungeon2RandomWatcher": "Dungeon2RandomWatcher", "DungeonBreak_": "DungeonBreak_", "DungeonMerchant": "DungeonMerchant", "DungeonMerchant2Default": "DungeonMerchant2Default", "DungeonMerchantDefault": "DungeonMerchantDefault", "DungeonRoomTable.json": "DungeonRoomTable.json", "DungeonSettlers.wiki": "DungeonSettlers.wiki", "DungeonStay": "DungeonStay", "DungeonStayMoodPenaltyDownfallDifficulty": "DungeonStayMoodPenaltyDownfallDifficulty", "DungeonStayMoodPenaltyEasyDifficulty": "DungeonStayMoodPenaltyEasyDifficulty", "DungeonStayMoodPenaltyHardDifficulty": "DungeonStayMoodPenaltyHardDifficulty", "DungeonStayMoodPenaltyNormalDifficulty": "DungeonStayMoodPenaltyNormalDifficulty", "DungeonStayMoodPenaltyVeryHardDifficulty": "DungeonStayMoodPenaltyVeryHardDifficulty", "Dungeon_": "Dungeon_", "Dungeons and the world": "ダンジョンと世界", "Dungeons, monsters and loot": "ダンジョン・モンスター・戦利品", "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "このビルドを新しい名前で複製し、コピーの編集を続けます。他はすべて自動保存されます。", "Duplicates": "重複", "Durability after {#} attacks": "{#}回の攻撃後の耐久度", "Durability after {#} hits": "{#}ヒット後の耐久度", "Durability cost": "耐久度コスト", "Durability loss": "耐久の減少", "Durability lost per attack": "攻撃ごとの耐久度消費", "Durability lost per hit": "被弾ごとの耐久度消費", "Durability per attack": "攻撃1回あたりの耐久度", "Durability simulator": "耐久度シミュレーター", "Duration": "持続時間", "Duration (seconds)": "継続時間（秒）", "During": "中に", "Dust Root": "塵の根", "Dust Root Fixed": "塵の根（固定）", "Dust Root Growth2 Fixed": "塵の根 成長2（固定）", "Dust Root Growth2 Random": "塵の根 成長2（ランダム）", "Dust Root Random": "塵の根（ランダム）", "Dwarf, WhiteDemon, Tal": "ドワーフ、白鬼、タル", "E/min": "E/分", "EFFECTS": "効果", "EMOTIONBUBBLE_AFFECTER_BedSleep": "EMOTIONBUBBLE_AFFECTER_BedSleep", "EMOTIONBUBBLE_AFFECTER_CarnalGuilt": "EMOTIONBUBBLE_AFFECTER_CarnalGuilt", "EMOTIONBUBBLE_AFFECTER_Heroic": "EMOTIONBUBBLE_AFFECTER_Heroic", "EMOTIONBUBBLE_AFFECTER_HighStressed": "EMOTIONBUBBLE_AFFECTER_HighStressed", "EMOTIONBUBBLE_AFFECTER_MandrakeScream": "EMOTIONBUBBLE_AFFECTER_MandrakeScream", "EMOTIONBUBBLE_AFFECTER_Operate": "EMOTIONBUBBLE_AFFECTER_Operate", "EMOTIONBUBBLE_AFFECTER_Overloaded": "EMOTIONBUBBLE_AFFECTER_Overloaded", "EMOTIONBUBBLE_AFFECTER_Panic": "EMOTIONBUBBLE_AFFECTER_Panic", "EMOTIONBUBBLE_AFFECTER_PlantRage": "EMOTIONBUBBLE_AFFECTER_PlantRage", "EMOTIONBUBBLE_AFFECTER_SevereDamage": "EMOTIONBUBBLE_AFFECTER_SevereDamage", "EMOTIONBUBBLE_AFFECTER_SevereExhausted": "EMOTIONBUBBLE_AFFECTER_SevereExhausted", "EMOTIONBUBBLE_AFFECTER_SevereHungry": "EMOTIONBUBBLE_AFFECTER_SevereHungry", "EMOTIONBUBBLE_AFFECTER_SevereOverloaded": "EMOTIONBUBBLE_AFFECTER_SevereOverloaded", "EMOTIONBUBBLE_AFFECTER_SevereStressed": "EMOTIONBUBBLE_AFFECTER_SevereStressed", "EMOTIONBUBBLE_AFFECTER_Sleep": "EMOTIONBUBBLE_AFFECTER_Sleep", "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep": "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep", "EMOTIONBUBBLE_AFFECTER_VeryExhausted": "EMOTIONBUBBLE_AFFECTER_VeryExhausted", "EMOTIONBUBBLE_AFFECTER_VeryHungry": "EMOTIONBUBBLE_AFFECTER_VeryHungry", "EMOTIONBUBBLE_AFFECTER_WitnessDead": "EMOTIONBUBBLE_AFFECTER_WitnessDead", "EMOTIONBUBBLE_ALERT_LowAmmo": "EMOTIONBUBBLE_ALERT_LowAmmo", "EMOTIONBUBBLE_ALERT_NoAmmo": "EMOTIONBUBBLE_ALERT_NoAmmo", "EMOTIONBUBBLE_TikiTakaReaction": "EMOTIONBUBBLE_TikiTakaReaction", "EMOTIONBUBBLE_TikiTakaTopic": "EMOTIONBUBBLE_TikiTakaTopic", "EMOTIONTRIGGER_LowAmmo": "EMOTIONTRIGGER_LowAmmo", "EMOTIONTRIGGER_NoAmmo": "EMOTIONTRIGGER_NoAmmo", "EMOTIONTRIGGER_TikiTakaReaction": "EMOTIONTRIGGER_TikiTakaReaction", "EMOTIONTRIGGER_TikiTakaTopic": "EMOTIONTRIGGER_TikiTakaTopic", "ENVIRONMENT EFFECTS": "環境効果", "ETC_": "ETC_", "Each Shell is spent on one incoming hit to cut that hit to 1 damage - and this takes precedence over guard. At the cap you are holding": "各殻は被弾1回に消費され、その被弾を1ダメージに抑えます。これはガードより優先されます。上限時には", "Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.": "各アクティブスキルは、実際のダンジョンルーム上に描かれた到達距離と範囲を示します。円盤は詠唱者を、リングまたはハイライトされたマスは命中するタイルを表します。画像をクリックすると拡大します。", "Each attack or weapon skill spends a small amount of durability from your": "各攻撃または武器スキルは、あなたの", "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "攻撃するたびにメイン武器の耐久度を消費します。ガードは攻撃ではないため、武器の耐久度は消費しません。", "Each character can equip o...": "Each character can equip o...", "Each character can equip only 1 Soul Trait....": "Each character can equip only 1 Soul Trait....", "Each character can equip only...": "Each character can equip only...", "Each damage type (Slash, Blunt, Pierce, and the magic elements Arcane, Fire, Ice, Lightning, Holy, Dark) has its own resistance, starting at 0. Physical Resistance gains +0.3 per Constitution, Magic Resistance +0.3 per Intelligence (": "各ダメージタイプ(斬撃、鈍器、貫通、および魔法属性の秘術、火、氷、雷、聖、闇)は、それぞれ0から始まる独自の耐性を持ちます。物理耐性は耐久力1ごとに+0.3、魔法耐性は知力1ごとに+0.3上昇します(", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...": "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.": "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.", "Each floor contains a": "各階層には", "Each floor contains a ダンジョンポータル. You must find the path that leads to it. ## Through the ダンジョンポータル, you can descend to deeper floors<": "各階層にはダンジョンポータルが含まれています。それへと続くパスを見つけなければなりません。##ダンジョンポータルを通じて、より深い階層に降りることができます<", "Each floor of the region draws from a pool of": "地域の各階層は次のプールから抽選されます", "Each in-game minute, a unit's stress moves by": "ゲーム内1分ごとに、ユニットのストレスは", "Each is recomputed on this character, then run through the same damage model as the exchange.": "各武器はこのキャラクターで再計算され、打ち合いと同じダメージモデルで処理されます。", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 480 in-game minutes (": "商人の在庫補充のたびに、各プールエントリが個別に抽選されます。アイテムは記載の確率で出現し、数量は最小値と最大値の間でランダム、価格は基本価格に記載範囲内のランダムな割引を適用したものです。在庫はゲーム内時間480分ごとに更新されます（", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 4800 in-game minutes (": "各商人の在庫更新は、すべてのプールエントリを独立してロールします：アイテムはリストされた確率で表示され、MinとMaxの間のランダムな量で、リストされた範囲のランダム割引で調整されたベース価格で表示されます。在庫は4800ゲーム内分ごとに更新されます (", "Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).": "各数値は、選択したユニット（デフォルトはレベル上限の初期状態ローウェル）に対する想定命中ダメージで、そのユニットの耐性とティアの攻撃倍率を適用した後、命中率・回避・ガードを適用する前の値です。モンスターにはエネルギーコストがなく、スキルはクールダウンのみで制限されます（エネルギーはプレイヤーユニットの資源です）。", "Each of the five choices independently rolls a rarity using shared weights of": "5つの選択肢はそれぞれ独立して、共有の重み", "Each race row pairs its": "各種族行は次を対にしています：", "Each rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds": "ランクアップごとに必要な貢献度は増え（ランク1で約100、以降200、300と700まで増加）、集落を複数の面で強化します。ランク2以降、各ランクは", "Each region names a": "各地域は", "Each report pays Tech Book x2": "各報告で技術書 x2 が支払われます", "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat": "各ステータスには割合フラグがあり、約56種が割合型、73種が固定型です", "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect...": "接近戦の基本攻撃で敵にダメージを与えるたびに、攻撃速度は{0}秒間{1}%増加します。この効果は...", "Each unit carries its own sight radius (": "各ユニットは独自の視界半径を持ちます（", "Each unit has": "各ユニットは次を持つ：", "Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack valu...": "各ユニットは7つの装備スロット（主武器、オフハンド/盾または弾薬、兜、胴鎧、アクセサリー2つなど）を持ちます。武器は固定の攻撃値を提供し...", "Each unit has traits, stats, and skill trees, and the <color=#ccb": "各ユニットには形質、ステータス、スキルツリーがあり、<color=#ccb", "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "各ユニットのスキルツリー、装備、ステータス、パッシブ。共有チームリンクと同じ表示です。共有するには上の「チームリンクをコピー」を使ってください。", "Earned through": "以下を通じて獲得：", "Earth Crash 1": "大地粉砕 1", "Earth Crash 2": "大地粉砕 2", "Earth Crash 3": "大地粉砕 3", "Easy Management": "イージーマネジメント", "Easy Operation-Difficulty Unit": "簡単 操作-難度 ユニット", "Easy Support Wagon Berry Fixed": "簡単支援ワゴン（ベリー・固定）", "Easy Support Wagon Grass Fixed": "簡単支援ワゴン（草・固定）", "Easy Support Wagon Hardtack Fixed": "簡単支援ワゴン（乾パン・固定）", "Easy Support Wagon Ointment Fixed": "簡単 支援ワゴン 軟膏 固定", "Easy Support Wagon Tech Book Fixed": "簡単支援ワゴン（技術書・固定）", "Easy Support Wagon Wood Fixed": "簡単支援ワゴン（木材・固定）", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier": "簡単と通常はモンスターを大幅に弱くし、ベリーハードと壊滅はより頑丈にする", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.": "簡単と通常ではモンスターが大幅に弱くなり、ベリーハードと壊滅では耐久力が高くなり与えるダメージも増えます。壊滅では、モンスターの体力がハードでの同じモンスターの x1.5、攻撃力も x1.5 になり、さらに攻撃速度 +20%、移動速度 +15%、クリティカル確率 +10、クリティカルダメージボーナス +50、回避率 +15 が加わります。", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats.": "4ユニットで過小評価しやすいですが、白いマンモスはこの地域の後期ゲームモンスターで、ステータスが高いです。", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. - Dungeon Settlers ウィキ": "4ユニットで侮りやすいが、ホワイトマンモスはこの地域の後期ゲームモンスターで、高いステータスを持つ。- Dungeon Settlers ウィキ", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. Unlike reg...": "4ユニットで過小評価しやすいですが、ホワイトマンモスはこの地域の後期ゲームモンスターで高いステータスを持っています。通常と異なり...", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. マップ": "4ユニットで過小評価しやすいですが、ホワイトマンモスはこの地域の後期ゲームモンスターで高いステータスを持っています。マップ", "Easy, Normal, Hard, Very Hard, Devastation": "簡単、通常、ハード、ベリーハード、壊滅", "Easy/Normal only lower monster ATTACK, not HP - so the target's % of HP is the same as Hard. Only Very Hard (x1.5) and Devastation (x2) raise monster HP.": "簡単／通常はモンスターの攻撃のみを下げHPは下げないため、対象のHP割合(%)はハードと同じです。モンスターのHPを上げるのはベリーハード(x1.5)と壊滅(x2)だけです。", "EatCondition": "EatCondition", "Eat_": "Eat_", "Eating here": "ここで食事する", "Eating_": "Eating_", "Echo Flower Corner Stone": "エコーフラワーの礎石", "Echo Flower Corner Stone - Dungeon Settlers Wiki": "エコーフラワーの隅石 - Dungeon Settlers Wiki", "Echo Flower Fixed": "エコーフラワー（固定）", "Echo Flower Ramnant": "エコーフラワーの残滓", "Echo Flower Ramnant - Dungeon Settlers Wiki": "エコーフラワーの残滓 - Dungeon Settlers Wiki", "Echo Flower Ramnant icon": "エコーフラワーの残滓 アイコン", "Echo Flower Remnant Remnant": "エコーフラワーの残骸の残骸", "Echo Flower Remnant Remnant - Dungeon Settlers Wiki": "エコーフラワーの残骸の残骸 - Dungeon Settlers Wiki", "Edgar SA": "Edgar SA", "Edgar simulated-annealing layout - the rooms are re-placed from the graph each seed, the way the game re-rolls a fresh floor every expedition": "Edgar焼きなましレイアウト - 部屋はシードごとにグラフから再配置されます。ゲームが遠征のたびに新しい階を再抽選するのと同じ仕組みです", "Edgar simulated-annealing: a freshly-shaped layout each seed, like the game re-rolling an expedition": "Edgar焼きなまし: シードごとに新しく形作られたレイアウト。ゲームが遠征を再抽選するのと同じです", "Edible": "食用可", "EenrgyEffectApplyCondition": "EenrgyEffectApplyCondition", "Effect duration granted on mental breakdown": "精神崩壊時に付与される効果の持続時間", "Effect only": "効果のみ", "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only": "エフェクトページはエフェクトが何をするかを表示するようになりました。796 個のアフェクター/特性ページは以前、", "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only *\"No direct stat modifiers\"* or *\"Raw values: 5\"* for effects that item pages described in full.": "エフェクトページはエフェクトが何をするかを説明するようになりました。796個のaffecter/特性ページは以前、アイテムページで完全に説明されていたエフェクトについてのみ*\"No direct stat modifiers\"*または*\"Raw values: 5\"*を表示していました。", "Effect:": "効果：", "Effective HP": "有効 HP", "Effective HP (magic)": "有効 HP (魔法)", "Effective HP vs magic": "対魔法の実効HP", "Effective HP vs physical": "対物理の実効HP", "Effective sight = vision range, minus {#} at night, plus {#} with Night Vision. Awareness builds at {#} per in-game minute and {#} triggers combat ({#} in-game min = ~{#} real seconds at 1x). Attacking or closing in fills it far faster.": "実効視界 = 視界範囲、夜間は{#}減少、暗視で{#}増加。警戒度はゲーム内1分あたり{#}ずつ上昇し、{#}で戦闘が始まる（ゲーム内{#}分 = 1倍速で約{#}実秒）。攻撃や接近ではるかに速く上昇する。", "Effects": "効果", "Effects & keywords": "効果とキーワード", "Effects & traits": "エフェクトと特性", "Effects - Dungeon Settlers Wiki": "効果 - Dungeon Settlers Wiki", "Effects and traits": "効果と特性", "Effects in play": "適用中の効果", "Effects that are NOT capped": "上限のない効果", "Effects that improve a player's stats.": "プレイヤーのステータスを改善する効果。", "Effects that improve a player's stats. - 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 - 魔力増幅 -": "プレイヤーのステータスを改善する効果。- 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 - 魔力増幅 -", "Effects that weaken a player's stats.": "プレイヤーのステータスを弱体化させる効果。", "Effects that weaken a player's stats. - 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 - 減速 -": "プレイヤーのステータスを弱体化させる効果。- 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 - 減速 -", "Effects:": "効果：", "Elder Gloth Fixed": "Elder Gloth Fixed", "Elder Gloth Random": "エルダー・グロス ランダム", "Elder Gloth map": "エルダー・グロス マップ", "ElderGloth": "ElderGloth", "Elf Ranger": "エルフレンジャー", "Elf Slim Unisex 0": "エルフスリム性別不問 0", "Elf Slim Unisex 1": "エルフスリム性別不問 1", "Elf Slim Unisex 10": "エルフスリム性別不問 10", "Elf Slim Unisex 11": "エルフスリム性別不問 11", "Elf Slim Unisex 12": "エルフスリム性別不問 12", "Elf Slim Unisex 13": "エルフスリム性別不問 13", "Elf Slim Unisex 14": "エルフスリム性別不問 14", "Elf Slim Unisex 15": "エルフスリム性別不問 15", "Elf Slim Unisex 2": "エルフスリム性別不問 2", "Elf Slim Unisex 3": "エルフスリム性別不問 3", "Elf Slim Unisex 4": "エルフスリム性別不問 4", "Elf Slim Unisex 5": "エルフスリム性別不問 5", "Elf Slim Unisex 6": "エルフスリム性別不問 6", "Elf Slim Unisex 7": "エルフスリム性別不問 7", "Elf Slim Unisex 8": "エルフスリム性別不問 8", "Elf Slim Unisex 9": "エルフスリム性別不問 9", "Elf Standard Female 0": "エルフ 標準 女性 0", "Elf Standard Female 1": "エルフ 標準 女性 1", "Elf Standard Female 10": "エルフ標準女性 10", "Elf Standard Female 11": "エルフ標準女性 11", "Elf Standard Female 2": "エルフ 標準 女性 2", "Elf Standard Female 3": "エルフ 標準 女性 3", "Elf Standard Female 4": "エルフ 標準 女性 4", "Elf Standard Female 5": "エルフ 標準 女性 5", "Elf Standard Female 6": "エルフ標準女性 6", "Elf Standard Female 7": "エルフ標準女性 7", "Elf Standard Female 8": "エルフ標準女性 8", "Elf Standard Female 9": "エルフ標準女性 9", "Elf Standard Male 0": "エルフ 標準 男性 0", "Elf Standard Male 1": "エルフ 標準 男性 1", "Elf Standard Male 10": "エルフ 標準 男性 10", "Elf Standard Male 11": "エルフ 標準 男性 11", "Elf Standard Male 12": "エルフ標準男性 12", "Elf Standard Male 2": "エルフ 標準 男性 2", "Elf Standard Male 3": "エルフ 標準 男性 3", "Elf Standard Male 4": "エルフ 標準 男性 4", "Elf Standard Male 5": "エルフ 標準 男性 5", "Elf Standard Male 6": "エルフ 標準 男性 6", "Elf Standard Male 7": "エルフ 標準 男性 7", "Elf Standard Male 8": "エルフ 標準 男性 8", "Elf Standard Male 9": "エルフ 標準 男性 9", "Elf diet": "エルフの食性", "Elf recruits": "エルフの募集", "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "エルフの故郷 GAMESYSTEM_Environment_{affecterName}", "Elf01_Blue": "Elf01_Blue", "Elf01_Green": "Elf01_Green", "Elf01_White": "Elf01_White", "Elf01_Yellow": "Elf01_Yellow", "Elf02_Blue": "Elf02_Blue", "Elf02_Green": "Elf02_Green", "Elf02_White": "Elf02_White", "Elf02_Yellow": "Elf02_Yellow", "Elf03_Blue": "Elf03_Blue", "Elf03_Green": "Elf03_Green", "Elf03_Red": "Elf03_Red", "Elf03_White": "Elf03_White", "Elf03_Yellow": "Elf03_Yellow", "Elf04_Blue": "Elf04_Blue", "Elf04_Green": "Elf04_Green", "Elf04_Red": "Elf04_Red", "Elf04_White": "Elf04_White", "Elf04_Yellow": "Elf04_Yellow", "Elf05_Blue": "Elf05_Blue", "Elf05_Green": "Elf05_Green", "Elf05_White": "Elf05_White", "Elf05_Yellow": "Elf05_Yellow", "Elf06_Green": "Elf06_Green", "Elf06_Red": "Elf06_Red", "Elf06_White": "Elf06_White", "Elf06_Yellow": "Elf06_Yellow", "Elf07_Blue": "Elf07_Blue", "Elf07_Green": "Elf07_Green", "Elf07_White": "Elf07_White", "Elf08_Blue": "Elf08_Blue", "Elf08_Green": "Elf08_Green", "Elf08_White": "Elf08_White", "Elf08_Yellow": "Elf08_Yellow", "Elf09_Blue": "Elf09_Blue", "Elf09_Green": "Elf09_Green", "Elf09_Red": "Elf09_Red", "Elf10_Blue": "Elf10_Blue", "Elf10_Red": "Elf10_Red", "Elf10_White": "Elf10_White", "Elf11_Green": "Elf11_Green", "ElfSlimFemale_000": "ElfSlimFemale_000", "ElfSlimFemale_001": "ElfSlimFemale_001", "ElfSlimFemale_002": "ElfSlimFemale_002", "ElfSlimFemale_003": "ElfSlimFemale_003", "ElfSlimFemale_004": "ElfSlimFemale_004", "ElfSlimFemale_005": "ElfSlimFemale_005", "ElfSlimFemale_006": "ElfSlimFemale_006", "ElfSlimFemale_007": "ElfSlimFemale_007", "ElfSlimMale_000": "ElfSlimMale_000", "ElfSlimMale_001": "ElfSlimMale_001", "ElfSlimMale_002": "ElfSlimMale_002", "ElfSlimMale_003": "ElfSlimMale_003", "ElfSlimMale_004": "ElfSlimMale_004", "ElfSlimMale_005": "ElfSlimMale_005", "ElfSlimMale_006": "ElfSlimMale_006", "ElfSlimMale_007": "ElfSlimMale_007", "ElfStandardFemale_000": "ElfStandardFemale_000", "ElfStandardFemale_001": "ElfStandardFemale_001", "ElfStandardFemale_002": "ElfStandardFemale_002", "ElfStandardFemale_003": "ElfStandardFemale_003", "ElfStandardFemale_004": "ElfStandardFemale_004", "ElfStandardFemale_005": "ElfStandardFemale_005", "ElfStandardFemale_006": "ElfStandardFemale_006", "ElfStandardFemale_007": "ElfStandardFemale_007", "ElfStandardFemale_008": "ElfStandardFemale_008", "ElfStandardFemale_009": "ElfStandardFemale_009", "ElfStandardFemale_010": "ElfStandardFemale_010", "ElfStandardFemale_011": "ElfStandardFemale_011", "ElfStandardMale_000": "ElfStandardMale_000", "ElfStandardMale_001": "ElfStandardMale_001", "ElfStandardMale_002": "ElfStandardMale_002", "ElfStandardMale_003": "ElfStandardMale_003", "ElfStandardMale_004": "ElfStandardMale_004", "ElfStandardMale_005": "ElfStandardMale_005", "ElfStandardMale_006": "ElfStandardMale_006", "ElfStandardMale_007": "ElfStandardMale_007", "ElfStandardMale_008": "ElfStandardMale_008", "ElfStandardMale_009": "ElfStandardMale_009", "ElfStandardMale_010": "ElfStandardMale_010", "ElfStandardMale_011": "ElfStandardMale_011", "Elite": "精鋭", "Elite / Boss": "エリート／ボス", "Elite Treasure": "エリート宝物", "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "エリート。総HP約4,500、物理攻撃144、血染めのひっかき + ネズミの群れ", "EliteHuntOrder": "EliteHuntOrder", "EliteTreasure": "EliteTreasure", "Elixir of Skill": "スキルの秘薬", "Elven Homeland (hinted)": "エルフの故郷（示唆）", "ElvenHomeland": "ElvenHomeland", "Elves": "エルフ", "Elves only appear from": "エルフが登場するのは", "Elves only become available at clan rank 2": "エルフはクランランク2で初めて出現するようになり", "Emotes": "エモート", "EmotionBubble": "感情バブル", "EmotionBubbleTable - 19 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 19件の入植者感情バブル（クリックで展開）", "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23個の入植者の感情バブル（展開するにはクリック）", "EmotionBubbleTable.json": "EmotionBubbleTable.json", "Encirclement": "包囲", "Encirclement (": "包囲(", "Encirclement calculator": "包囲計算機", "Encirclement_": "Encirclement_", "End delay": "終了ディレイ", "EndMainQuest": "EndMainQuest", "Endgame - Showcase": "エンドゲーム - ショーケース", "Endgame Vanguard": "エンドゲーム ヴァンガード", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "エンドルシーは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting out": "エンドルシーは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。「...フン。」彼女は沈黙の中で証拠を調べた後、", "Endorsi": "エンドルシ", "Endorsi (hunter, Veil of Silence)": "エンドルシ（狩人、沈黙のヴェール）", "Endorsi - Recruitment card": "エンドルシ - 募集カード", "Endorsi - dungeon NPC": "エンドルシ - ダンジョンNPC", "Endorsi Quest Complete - 2": "エンドルシ クエスト完了 - 2", "Endorsi Quest Complete - 3": "エンドルシ クエスト完了 - 3", "Endorsi Quest Complete - 4": "エンドルシ クエスト完了 - 4", "Endorsi also spawns on Festering Burrow's": "エンドルシはただれた巣穴の", "Endorsi gating": "エンドルシの解放条件", "Endorsi is the only dungeon NPC with a full recruitment quest chain. Steps in order:": "エンドルシは、完全な勧誘クエストチェーンを持つ唯一のダンジョンNPCです。手順は順番に:", "Endorsi map": "エンドルシ マップ", "Endorsi rewards (in order)": "エンドルシの報酬（順番）", "Endorsi's hunt-quest line and its reward hand-ins.": "エンドルシの狩猟クエストのセリフと報酬の受け渡し。", "Endrossi": "エンドルシ", "Endrossi - Dungeon Settlers Wiki": "エンドロッシ - Dungeon Settlers Wiki", "Endrossi Dungeon": "エンドルシ・ダンジョン", "Endrossi Fixed": "Endrossi Fixed", "Endrossi Quest End 1": "エンドロッシクエスト完了1", "Endrossi Quest End 1 - Dungeon Settlers Wiki": "Endrossi クエスト終了 1 - Dungeon Settlers Wiki", "Endrossi Quest End 1 icon": "Endrossi クエスト終了 1 アイコン", "Endrossi Quest End 2": "エンドロッシクエスト完了2", "Endrossi Quest End 2 - Dungeon Settlers Wiki": "Endrossi クエスト終了 2 - Dungeon Settlers Wiki", "Endrossi Quest End 2 icon": "Endrossi クエスト終了 2 アイコン", "Endrossi Quest End 3": "エンドロッシクエスト完了3", "Endrossi Quest End 3 - Dungeon Settlers Wiki": "Endrossi クエスト終了 3 - Dungeon Settlers Wiki", "Endrossi Quest End 3 icon": "Endrossi クエスト終了 3 アイコン", "Endrossi Quest End 4": "エンドロッシクエスト完了4", "Endrossi Quest End 4 - Dungeon Settlers Wiki": "Endrossi クエスト終了 4 - Dungeon Settlers Wiki", "Endrossi Quest End 4 icon": "Endrossi クエスト終了 4 アイコン", "Endrossi Safe": "エンドルシ・セーフ", "Endrossi brightens when she notices you, but quickly looks away.": "エンドルシはあなたに気づくと明るくなるが、すぐに目をそらす。", "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. \"What? You again?\"</co": "エンドルシはあなたに気づくと明るくなるが、すぐに目をそらす。何事もないふりをして、彼女は不必要に矢筒を探し回ってから話しかける。「何だ？お前か…」", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "エンドロッシは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting ou": "エンドロッシは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。「...フン。」彼女は沈黙の中で証拠を調べた後、", "Endrossi icon": "エンドロッシ アイコン", "EndrossiDefault": "EndrossiDefault", "EndrossiQuest1": "EndrossiQuest1", "EndrossiQuest1Reward": "EndrossiQuest1Reward", "EndrossiQuest2": "EndrossiQuest2", "EndrossiQuest2Reward": "EndrossiQuest2Reward", "EndrossiQuest3": "EndrossiQuest3", "EndrossiQuest3Reward": "EndrossiQuest3Reward", "EndrossiQuest4": "EndrossiQuest4", "EndrossiQuest4Reward": "EndrossiQuest4Reward", "EndrossiQuestEnd1": "EndrossiQuestEnd1", "EndrossiQuestEnd2": "EndrossiQuestEnd2", "EndrossiQuestEnd3": "EndrossiQuestEnd3", "EndrossiQuestEnd4": "EndrossiQuestEnd4", "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "敵は強く、ダンジョンは容赦ない。経験豊富な戦略プレイヤー向け。", "Enemy": "敵", "EnemyMaxCap": "EnemyMaxCap", "Energy Regen": "エネルギー自動回復", "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "エネルギー消費は考慮されません。ローテーションは各スキルが常に使用可能なエネルギーを持つと仮定します。", "Energy cost": "エネルギー消費量", "Energy loops": "エネルギー循環", "Energy per Shell": "殻あたりのエネルギー", "Energy per minute": "1分あたりエネルギー", "Energy recovered": "回復したエネルギー", "Energy spent to cast, from the unit's shared energy pool.": "詠唱に消費するエネルギー（ユニットの共有エネルギープールから）。", "Energy to kill": "敵を倒すためのエネルギー", "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "エネルギー × 1分あたり詠唱回数。連打した場合に共有エネルギープールを消費する速さ。", "EnergyBecomeThisOnDeadlyByDamage": "EnergyBecomeThisOnDeadlyByDamage", "EnergyConsumptionPanelty": "EnergyConsumptionPanelty", "EnergyEffectCondition": "EnergyEffectCondition", "EnergyNeeded": "EnergyNeeded", "EnergyRecoveryCondition": "EnergyRecoveryCondition", "EnergyRegeneration": "EnergyRegeneration", "EnergyRestoreBonus": "EnergyRestoreBonus", "EnergyRestore_": "EnergyRestore_", "Energy_": "Energy_", "English localization strings (TEXTKEY_... keys).": "英語ローカライズ文字列（TEXTKEY_...キー）。", "Ensnaring Chain Active": "絡めとる鎖 (アクティブ)", "Ensnaring Chain Active - Dungeon Settlers Wiki": "拘束の鎖発動 - Dungeon Settlers Wiki", "Ensnaring Chain Active icon": "拘束の鎖発動 アイコン", "Enter a unit's six major stats and read the resulting Max HP, Physical and Magic Attack, Attack Speed and Crit, plus what the next point in each stat buys. The full per-point coefficients are on the": "ユニットの6つの主要ステータスを入力すると、算出される最大HP、物理攻撃と魔法攻撃、攻撃速度、会心、そして各ステータスの次の1ポイントで得られる値が分かります。ポイントごとの完全な係数は", "Entertainment": "Entertainment", "Entity": "エンティティ", "Entrance, corridor and a portal into the dungeon proper": "入口、通路、そしてダンジョン本編へのポータル", "Entry": "入口", "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable": "Enum 名はハードコードされたリストではなく、ゲームビルド独自のコードダンプから読み込まれるようになりました。これにより 195 個の読み取り不可能な", "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable `UNKNOWN` values from unit profiles and corrected four housing rooms that were labelled **Merchant Room** when the game had renamed that slot to **Recreation Room**.": "列挙型の名前は、ハードコードされたリストではなく、ゲームビルド自体のコードダンプから読み取られるようになりました。これにより、ユニットプロフィールから195個の読み取り不可能な`UNKNOWN`値が削除され、**Merchant Room**というラベルが付けられていた4つのハウジングルームが修正されました。ゲームがそのスロットを**Recreation Room**に変更していました。", "Environment": "環境", "Environment effects": "環境効果", "Environment, room types and notes": "環境、部屋タイプ、メモ", "Environment:": "環境：", "Environment_": "Environment_", "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "装備ティアに合わせてオフハンドに盾を装備します。片手武器のみ。", "Equip bonuses": "装備ボーナス", "EquipDurabilityModifier": "EquipDurabilityModifier", "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20": "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20", "Equipment & Stat Effects": "装備と能力値効果", "Equipment & Stat Effects - Dungeon Settlers Wiki": "装備とステータス効果 - Dungeon Settlers Wiki", "Equipment (accessory)": "装備（アクセサリー）", "Equipment slots": "装備スロット", "Equipment, consumables, materials - stats, effects, obtention & used-in": "装備、消耗品、素材 - ステータス、効果、入手先と使用先", "EquipmentCrafting_": "EquipmentCrafting_", "EquipmentSizeMax": "EquipmentSizeMax", "Establish Devastation": "確立 壊滅", "Establish Easy": "確立 イージー", "Establish Hard": "確立 ハード", "Establish Normal": "確立 ノーマル", "Establish Recruitment Additional Individual Trait Grant Chance": "確立 募集 追加 個別 特性 付与 チャンス", "Establish Recruitment Background Trait Max Clan Rank": "確立 募集 背景 特性 最大 クラン ランク", "Establish Recruitment Individual Trait Min Count": "確立 募集 個別 特性 最少 カウント", "Establish Recruitment Race Weights": "確立 募集 種族 重み", "Establish Recruitment Talent Sum Range": "確立 募集 才能 合計 範囲", "Establish Very Hard": "確立 ベリーハード", "EstablishRecruitment_": "EstablishRecruitment_", "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "概算：平均クリティカルを織り込み、命中／回避、ガード、位置取りは無視します。耐性計算式：ダメージ × 100/(100+R)。", "Estimate how far a monster can see you right now. Enter its Vision Range (": "モンスターが今どこまであなたを視認できるかを推定します。視界範囲を入力し（", "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "推定：単一スキルのクールダウン運用で、ローテーション／エネルギー／GCDのモデル化はありません（それらは上のローテーション対応の打ち合いを参照）。", "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "概算のみ：スキル、バフ、命中／回避／ガード、位置取りは無視します。", "Etc": "その他", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...": "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.": "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...": "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.": "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.", "Event Choices": "イベント選択肢", "Event Demo Wishlist": "イベントデモ ウィッシュリスト", "Event Demo Wishlist - Dungeon Settlers Wiki": "イベント デモ ウィッシュリスト - Dungeon Settlers Wiki", "Event Demo Wishlist icon": "イベント デモ ウィッシュリスト アイコン", "Event Developer Box Remnant": "イベント開発者ボックスの残骸", "Event Developer Box Remnant - Dungeon Settlers Wiki": "イベント開発者ボックスの残骸 - Dungeon Settlers Wiki", "Event Merchant": "イベント商人", "Event Merchant - Dungeon Settlers Wiki": "イベント 商人 - Dungeon Settlers Wiki", "Event Merchant map": "イベント商人マップ", "Event Nodes": "イベントノード", "Event Random Interval": "イベント ランダム間隔", "Event Scarecrow": "イベント かかし", "Event Scarecrow - Dungeon Settlers Wiki": "イベント かかし - Dungeon Settlers Wiki", "Event Scarecrow map": "イベント かかし マップ", "Event Supply Box Fixed1": "イベント補給箱 固定1", "Event Supply Box Fixed2": "イベント補給箱 固定2", "Event Supply Box Fixed3": "イベント補給箱（固定3）", "Event Supply Box Fixed4": "イベント補給箱（固定4）", "Event Supply Box Fixed5": "Event Supply Box Fixed5", "Event Supply Box Remnant": "イベント補給箱の残骸", "Event Supply Box Remnant - Dungeon Settlers Wiki": "イベント補給箱の残骸 - Dungeon Settlers Wiki", "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of": "レンダラーが理解できなかったイベントアクションは生のコードトークンを出力していました。 盗賊イベントの待ち伏せは代わりに「Spawn 5x Mawmurk」と表示されるようになりました", "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of `SpawnMonster_Mawmurk_5`.": "レンダラーで理解できないイベントアクションが、生のコードトークンを表示しました。盗難イベントの待ち伏せは、`SpawnMonster_Mawmurk_5` の代わりに「Spawn 5x Mawmurk」と表示されるようになりました。", "Event choices - requirements and OnSelectAction outcome scripts.": "イベント選択肢 - 条件とOnSelectActionの結果スクリプト。", "Event choices:": "イベント選択肢：", "Event dialogue/step nodes linking events to choices.": "イベントと選択肢をつなぐ会話/ステップノード。", "Event that triggers an Alert popup": "アラートポップアップを発生させるイベント", "Event variable for checking the current build's max region. Once the last floor of that region is reached, the 'Yearning to Explore (Into the Depths)' event no longer appears.": "現在のビルドの最大地域を確認するためのイベント変数。その地域の最終階に到達すると、「探索への渇望（深部へ）」イベントは表示されなくなる。", "Event1": "Event1", "EventChoice": "イベント選択肢", "EventChoiceTable.json": "EventChoiceTable.json", "EventDemoWishlist": "EventDemoWishlist", "EventDeveloperLetter": "EventDeveloperLetter", "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0", "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0", "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440": "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440", "EventFinished_Tutorial0": "EventFinished_Tutorial0", "EventNode": "イベントノード", "EventNodeTable.json": "EventNodeTable.json", "EventNpcMappingTable.json": "EventNpcMappingTable.json", "EventRandomMapping": "イベントランダムマッピング", "EventRandomMappingTable.json": "EventRandomMappingTable.json", "EventTable.json": "EventTable.json", "Event_": "Event_", "Event_Decision0": "Event_Decision0", "Event_Decision0 -": "Event_Decision0 -", "Event_DecisionResult0": "Event_DecisionResult0", "Event_DecisionResult0 -": "Event_DecisionResult0 -", "Event_Event0": "Event_Event0", "Event_Event0 -": "Event_Event0 -", "Event_Event1": "Event_Event1", "Event_Event1 -": "Event_Event1 -", "Event_Fixed0": "Event_Fixed0", "Event_Fixed0 -": "Event_Fixed0 -", "Event_Fixed1": "Event_Fixed1", "Event_Fixed1 -": "Event_Fixed1 -", "Event_Fixed10": "Event_Fixed10", "Event_Fixed10 -": "Event_Fixed10 -", "Event_Fixed11": "Event_Fixed11", "Event_Fixed11 -": "Event_Fixed11 -", "Event_Fixed12": "Event_Fixed12", "Event_Fixed12 -": "Event_Fixed12 -", "Event_Fixed13": "Event_Fixed13", "Event_Fixed13 -": "Event_Fixed13 -", "Event_Fixed14": "Event_Fixed14", "Event_Fixed14 -": "Event_Fixed14 -", "Event_Fixed15": "Event_Fixed15", "Event_Fixed15 -": "Event_Fixed15 -", "Event_Fixed16": "Event_Fixed16", "Event_Fixed16 -": "Event_Fixed16 -", "Event_Fixed17": "Event_Fixed17", "Event_Fixed17 -": "Event_Fixed17 -", "Event_Fixed18": "Event_Fixed18", "Event_Fixed18 -": "Event_Fixed18 -", "Event_Fixed19": "Event_Fixed19", "Event_Fixed19 -": "Event_Fixed19 -", "Event_Fixed2": "Event_Fixed2", "Event_Fixed2 -": "Event_Fixed2 -", "Event_Fixed20": "Event_Fixed20", "Event_Fixed20 -": "Event_Fixed20 -", "Event_Fixed21": "Event_Fixed21", "Event_Fixed21 -": "Event_Fixed21 -", "Event_Fixed22": "Event_Fixed22", "Event_Fixed22 -": "Event_Fixed22 -", "Event_Fixed23": "Event_Fixed23", "Event_Fixed23 -": "Event_Fixed23 -", "Event_Fixed24": "Event_Fixed24", "Event_Fixed24 -": "Event_Fixed24 -", "Event_Fixed25": "Event_Fixed25", "Event_Fixed25 -": "Event_Fixed25 -", "Event_Fixed26": "Event_Fixed26", "Event_Fixed26 -": "Event_Fixed26 -", "Event_Fixed27": "Event_Fixed27", "Event_Fixed27 -": "Event_Fixed27 -", "Event_Fixed28": "Event_Fixed28", "Event_Fixed28 -": "Event_Fixed28 -", "Event_Fixed29": "Event_Fixed29", "Event_Fixed29 -": "Event_Fixed29 -", "Event_Fixed3": "Event_Fixed3", "Event_Fixed3 -": "Event_Fixed3 -", "Event_Fixed30": "Event_Fixed30", "Event_Fixed30 -": "Event_Fixed30 -", "Event_Fixed31": "Event_Fixed31", "Event_Fixed31 -": "Event_Fixed31 -", "Event_Fixed32": "Event_Fixed32", "Event_Fixed32 -": "Event_Fixed32 -", "Event_Fixed33": "Event_Fixed33", "Event_Fixed33 -": "Event_Fixed33 -", "Event_Fixed34": "Event_Fixed34", "Event_Fixed34 -": "Event_Fixed34 -", "Event_Fixed35": "Event_Fixed35", "Event_Fixed35 -": "Event_Fixed35 -", "Event_Fixed36": "Event_Fixed36", "Event_Fixed36 -": "Event_Fixed36 -", "Event_Fixed37": "Event_Fixed37", "Event_Fixed37 -": "Event_Fixed37 -", "Event_Fixed38": "Event_Fixed38", "Event_Fixed38 -": "Event_Fixed38 -", "Event_Fixed39": "Event_Fixed39", "Event_Fixed39 -": "Event_Fixed39 -", "Event_Fixed4": "Event_Fixed4", "Event_Fixed4 -": "Event_Fixed4 -", "Event_Fixed40": "Event_Fixed40", "Event_Fixed40 -": "Event_Fixed40 -", "Event_Fixed41": "Event_Fixed41", "Event_Fixed41 -": "Event_Fixed41 -", "Event_Fixed42": "Event_Fixed42", "Event_Fixed42 -": "Event_Fixed42 -", "Event_Fixed43": "Event_Fixed43", "Event_Fixed43 -": "Event_Fixed43 -", "Event_Fixed44": "Event_Fixed44", "Event_Fixed44 -": "Event_Fixed44 -", "Event_Fixed45": "Event_Fixed45", "Event_Fixed45 -": "Event_Fixed45 -", "Event_Fixed46": "Event_Fixed46", "Event_Fixed46 -": "Event_Fixed46 -", "Event_Fixed47": "Event_Fixed47", "Event_Fixed47 -": "Event_Fixed47 -", "Event_Fixed48": "Event_Fixed48", "Event_Fixed48 -": "Event_Fixed48 -", "Event_Fixed49": "Event_Fixed49", "Event_Fixed49 -": "Event_Fixed49 -", "Event_Fixed5": "Event_Fixed5", "Event_Fixed5 -": "Event_Fixed5 -", "Event_Fixed6": "Event_Fixed6", "Event_Fixed6 -": "Event_Fixed6 -", "Event_Fixed7": "Event_Fixed7", "Event_Fixed7 -": "Event_Fixed7 -", "Event_Fixed8": "Event_Fixed8", "Event_Fixed8 -": "Event_Fixed8 -", "Event_Fixed9": "Event_Fixed9", "Event_Fixed9 -": "Event_Fixed9 -", "Event_Npc0": "Event_Npc0", "Event_Npc0 -": "Event_Npc0 -", "Event_Npc1": "Event_Npc1", "Event_Npc1 -": "Event_Npc1 -", "Event_Npc10": "Event_Npc10", "Event_Npc10 -": "Event_Npc10 -", "Event_Npc11": "Event_Npc11", "Event_Npc11 -": "Event_Npc11 -", "Event_Npc12": "Event_Npc12", "Event_Npc12 -": "Event_Npc12 -", "Event_Npc13": "Event_Npc13", "Event_Npc13 -": "Event_Npc13 -", "Event_Npc14": "Event_Npc14", "Event_Npc14 -": "Event_Npc14 -", "Event_Npc15": "Event_Npc15", "Event_Npc15 -": "Event_Npc15 -", "Event_Npc16": "Event_Npc16", "Event_Npc16 -": "Event_Npc16 -", "Event_Npc17": "Event_Npc17", "Event_Npc17 -": "Event_Npc17 -", "Event_Npc18": "Event_Npc18", "Event_Npc18 -": "Event_Npc18 -", "Event_Npc19": "Event_Npc19", "Event_Npc19 -": "Event_Npc19 -", "Event_Npc2": "Event_Npc2", "Event_Npc2 -": "Event_Npc2 -", "Event_Npc20": "Event_Npc20", "Event_Npc20 -": "Event_Npc20 -", "Event_Npc21": "Event_Npc21", "Event_Npc21 -": "Event_Npc21 -", "Event_Npc22": "Event_Npc22", "Event_Npc22 -": "Event_Npc22 -", "Event_Npc23": "Event_Npc23", "Event_Npc23 -": "Event_Npc23 -", "Event_Npc24": "Event_Npc24", "Event_Npc24 -": "Event_Npc24 -", "Event_Npc25": "Event_Npc25", "Event_Npc25 -": "Event_Npc25 -", "Event_Npc26": "Event_Npc26", "Event_Npc26 -": "Event_Npc26 -", "Event_Npc27": "Event_Npc27", "Event_Npc27 -": "Event_Npc27 -", "Event_Npc28": "Event_Npc28", "Event_Npc28 -": "Event_Npc28 -", "Event_Npc3": "Event_Npc3", "Event_Npc3 -": "Event_Npc3 -", "Event_Npc4": "Event_Npc4", "Event_Npc4 -": "Event_Npc4 -", "Event_Npc5": "Event_Npc5", "Event_Npc5 -": "Event_Npc5 -", "Event_Npc6": "Event_Npc6", "Event_Npc6 -": "Event_Npc6 -", "Event_Npc7": "Event_Npc7", "Event_Npc7 -": "Event_Npc7 -", "Event_Npc8": "Event_Npc8", "Event_Npc8 -": "Event_Npc8 -", "Event_Npc9": "Event_Npc9", "Event_Npc9 -": "Event_Npc9 -", "Event_Random0": "Event_Random0", "Event_Random0 -": "Event_Random0 -", "Event_Random1": "Event_Random1", "Event_Random1 -": "Event_Random1 -", "Event_Random10": "Event_Random10", "Event_Random10 -": "Event_Random10 -", "Event_Random11": "Event_Random11", "Event_Random11 -": "Event_Random11 -", "Event_Random12": "Event_Random12", "Event_Random12 -": "Event_Random12 -", "Event_Random13": "Event_Random13", "Event_Random13 -": "Event_Random13 -", "Event_Random14": "Event_Random14", "Event_Random14 -": "Event_Random14 -", "Event_Random15": "Event_Random15", "Event_Random15 -": "Event_Random15 -", "Event_Random16": "Event_Random16", "Event_Random16 -": "Event_Random16 -", "Event_Random17": "Event_Random17", "Event_Random17 -": "Event_Random17 -", "Event_Random18": "Event_Random18", "Event_Random18 -": "Event_Random18 -", "Event_Random19": "Event_Random19", "Event_Random19 -": "Event_Random19 -", "Event_Random2": "Event_Random2", "Event_Random2 -": "Event_Random2 -", "Event_Random3": "Event_Random3", "Event_Random3 -": "Event_Random3 -", "Event_Random4": "Event_Random4", "Event_Random4 -": "Event_Random4 -", "Event_Random5": "Event_Random5", "Event_Random5 -": "Event_Random5 -", "Event_Random6": "Event_Random6", "Event_Random6 -": "Event_Random6 -", "Event_Random7": "Event_Random7", "Event_Random7 -": "Event_Random7 -", "Event_Random8": "Event_Random8", "Event_Random8 -": "Event_Random8 -", "Event_Random9": "Event_Random9", "Event_Random9 -": "Event_Random9 -", "Event_Tutorial0": "Event_Tutorial0", "Event_Tutorial0 -": "Event_Tutorial0 -", "Event_Tutorial1": "Event_Tutorial1", "Event_Tutorial1 -": "Event_Tutorial1 -", "Event_Tutorial10": "Event_Tutorial10", "Event_Tutorial10 -": "Event_Tutorial10 -", "Event_Tutorial11": "Event_Tutorial11", "Event_Tutorial11 -": "Event_Tutorial11 -", "Event_Tutorial12": "Event_Tutorial12", "Event_Tutorial12 -": "Event_Tutorial12 -", "Event_Tutorial13": "Event_Tutorial13", "Event_Tutorial13 -": "Event_Tutorial13 -", "Event_Tutorial14": "Event_Tutorial14", "Event_Tutorial14 -": "Event_Tutorial14 -", "Event_Tutorial15": "Event_Tutorial15", "Event_Tutorial15 -": "Event_Tutorial15 -", "Event_Tutorial16": "Event_Tutorial16", "Event_Tutorial16 -": "Event_Tutorial16 -", "Event_Tutorial2": "Event_Tutorial2", "Event_Tutorial2 -": "Event_Tutorial2 -", "Event_Tutorial3": "Event_Tutorial3", "Event_Tutorial3 -": "Event_Tutorial3 -", "Event_Tutorial4": "Event_Tutorial4", "Event_Tutorial4 -": "Event_Tutorial4 -", "Event_Tutorial5": "Event_Tutorial5", "Event_Tutorial5 -": "Event_Tutorial5 -", "Event_Tutorial6": "Event_Tutorial6", "Event_Tutorial6 -": "Event_Tutorial6 -", "Event_Tutorial7": "Event_Tutorial7", "Event_Tutorial7 -": "Event_Tutorial7 -", "Event_Tutorial8": "Event_Tutorial8", "Event_Tutorial8 -": "Event_Tutorial8 -", "Event_Tutorial9": "Event_Tutorial9", "Event_Tutorial9 -": "Event_Tutorial9 -", "Events": "イベント", "Events - Dungeon Settlers Wiki": "イベント - Dungeon Settlers Wiki", "Events and quests": "イベントとクエスト", "Events, quests and decisions": "イベント・クエスト・決定", "Every 3rd basic: +120% × target-missing%": "3回ごとの通常攻撃: +120% × 対象の減少%", "Every 480 in-game minutes": "ゲーム内480分ごと", "Every 480 in-game minutes; inspect to reveal talents first": "ゲーム内480分ごと。まず調査して才能を明らかにすること", "Every HUD alert the game can raise - 56 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "ゲームが発生させ得るすべてのHUDアラート、AlertTable の56定義を、ローカライズ名・原因・結果と結合したものです。トリガー列にはゲーム内の生の条件式を表示します。", "Every HUD alert the game can raise - 57 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "ゲームが発生させることができるすべてのHUDアラート - AlertTableの57の定義、ローカライズされた名前、原因と結果と結合されています。トリガー列は、生のゲーム内条件式を表示します。", "Every bindable action in the game (45 actions from the key-input table). All bindings are configurable in-game under Settings > Controls - default keys are not listed here because they are stored per-player (": "ゲーム内で割り当て可能なすべてのアクション（キー入力テーブルの45アクション）。すべての割り当てはゲーム内の 設定 > 操作 で設定可能です。デフォルトキーはプレイヤーごとに保存されるため、ここには記載していません（", "Every buff/debuff/trait effect in the game": "ゲーム内の全バフ/デバフ/特性効果", "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "全建物：種類、建設コスト/作業量、耐久度、収納、採集ドロップ、特性。", "Every capped effect at a glance": "上限のある効果一覧", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.26); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "このページのすべての戦闘数値は、ゲーム自身のテーブル(DS_B.0.3.26)から直接読み取られています。各値の隣にテーブルまたは定数の名前を記載しています。値はプレイヤー側のデフォルトです(モンスターは独自の基礎ステータスを使用します)。これは次と同じ計算式です", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.40); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "このページのすべての戦闘数値は、ゲーム自身のテーブル(DS_B.0.3.40)から直接読み取られています。各値の隣にテーブルまたは定数の名前を記載しています。値はプレイヤー側のデフォルトです(モンスターは独自の基礎ステータスを使用します)。これは次と同じ計算式です", "Every damage instance you take wears": "受けるダメージのたびに、", "Every damaging option this character has learned, plus its weapon basic attack and any summon - same engine as the Team tab's \"Versus monster\" and the Spell Damage Ranking. Click a row to use that attack in the Weapon comparison below.": "このキャラクターが習得したすべてのダメージ手段に、武器の通常攻撃と召喚を加えたもの。チームタブの「モンスター対決」やスペルダメージランキングと同じ計算エンジンです。行をクリックすると、その攻撃を下の武器比較に使えます。", "Every dungeon floor tracks a": "すべてのダンジョンフロアは", "Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over ...": "すべてのダンジョンの階層は、5（満杯）から0（完全消耗）までの消耗カウンターを記録します。同じ階層を繰り返し周回するとカウンターが減り、次第に...", "Every edible item carries a food class in its": "すべての食用アイテムは、その", "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "遠征のたびに、地域のプールから環境効果のセットが抽選される。戦闘難易度が高いほど、", "Every extracted animation set, one card per monster: idle, movement, attacks, the hit reaction and the death clip, plus any specials (charges, summons, extra attack variants). All sheets come from each unit's AnimatorController in the game data.": "抽出したすべてのアニメーションセットをモンスターごとに1カードで表示します：待機、移動、攻撃、被弾リアクション、死亡クリップ、加えて特殊動作（突進、召喚、追加攻撃バリエーション）。すべてのシートはゲームデータ内の各ユニットのAnimatorControllerから取得しています。", "Every figure runs the exact same damage model as the individual": "すべての数値は個別の", "Every hostile creature you actually fight in the demo, minus the two bosses (those are on the": "デモで実際に戦う敵性生物すべて、2体のボスを除く（それらはこちら", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing": "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...": "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.26).": "ウィキ上のすべての対話型計算機を1ページにまとめました。各計算機はそれぞれのメカニクスページ（見出しの下にリンク）で動作するものと同じコンポーネントなので、数値は常に一致します。すべての値はゲーム自体のテーブル（DS_B.0.3.26）に基づいています。", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.40).": "ウィキ上のすべての対話型計算機を1ページにまとめました。各計算機はそれぞれのメカニクスページ（見出しの下にリンク）で動作するものと同じコンポーネントなので、数値は常に一致します。すべての値はゲーム自体のテーブル（DS_B.0.3.40）に基づいています。", "Every item drop in build DS_B.0.3.26, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "ビルド DS_B.0.3.26 のすべてのアイテムドロップを、ソースごとに1行で掲載しています。アイテム、ソース、または地域で検索・フィルタでき、列見出しをクリックすると並べ替えられます（デフォルトはアイテム名順）。", "Every item drop in build DS_B.0.3.40, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "ビルド DS_B.0.3.40 のすべてのアイテムドロップを、ソースごとに1行で掲載しています。アイテム、ソース、または地域で検索・フィルタでき、列見出しをクリックすると並べ替えられます（デフォルトはアイテム名順）。", "Every level-up, levels 2 through 12 (11 rolls per career)": "レベルアップごと、レベル2から12まで（キャリアごとに11回）", "Every minute, all units' Stress increases or decreases by an amount equal to current Mood multiplied by this value. Since Stress must decrease when Mood is greater than 0, this value must be negative by nature.": "毎分、すべてのユニットのストレスが、現在の気分にこの値を掛けた量だけ増減する。気分が0より大きいときにストレスは減少しなければならないため、この値は本質的に負でなければならない。", "Every recruited unit is generated with one background trait, and that background sets which": "募集された各ユニットは1つの背景特性を持って生成され、その背景によって", "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "各ダンジョンで採取できるすべての資源を、資源を軸にまとめました。各地域はまず並べ替え可能な一つの表から始まり", "Every scripted dialog scene in the game, split by how you meet it.": "ゲーム内のすべてのスクリプト付きダイアログシーンを、遭遇の仕方ごとに分類しています。", "Every second, Wound value on all body parts decreases by {0}% of max health.": "毎秒、すべての身体部位の傷値が最大体力の{0}%だけ減少する。", "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "毎秒、すべての身体部位が最大体力の{0}%に等しい体力（傷を除く）を回復する。", "Every settler has a": "すべての入植者は次のステータスを持つ：", "Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 make...": "すべての入植者は気分ステータス（UIの目盛りは最大30）を持ち、これが管理レイヤー全体をひそかに動かします。気分が0より上だとストレスが下がり、0より下だと...", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.26 - the rest are in the data but gated. See also": "すべての開拓者は生成時に種族が抽選され、種族特性が武器・魔法適性、作業能力補正、才能の抽選範囲、背景プール、食性を決定します。DS_B.0.3.26で募集できるのは人間、リザードマン、エルフのみで、残りはデータ内に存在するが未開放です。次も参照：", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.40 - the rest are in the data but gated. See also": "すべての開拓者は生成時に種族が抽選され、種族特性が武器・魔法適性、作業能力補正、才能の抽選範囲、背景プール、食性を決定します。DS_B.0.3.40で募集できるのは人間、リザードマン、エルフのみで、残りはデータ内に存在するが未開放です。次も参照：", "Every skill in the game.": "ゲーム内のすべてのスキル。", "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "ゲームから抽出したすべてのスプライトアニメーションをライブ再生します：訓練用かかしの被弾リアクション、すべての", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.26, Steam build 23739108, extracted 2026-07-13). Also see": "以下の各テーブルは、ゲームのデータファイル（DS_B.0.3.26、Steamビルド 23739108、2026-07-13 抽出）から解析した正確なJSONです。あわせて", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.40, Steam build 24354931, extracted 2026-07-13). Also see": "以下の各テーブルは、ゲームのデータファイル（DS_B.0.3.40、Steamビルド 24354931、2026-07-13 抽出）から解析した正確なJSONです。あわせて", "Every table on this site is parsed byte-exact from the game's data files - items, units, skills, drop pools, events, research and more, fully cross-referenced. A colony-sim dungeon crawler by CanOpener -": "当サイトのすべてのテーブルは、ゲームのデータファイルからバイト単位で正確に解析されています。アイテム、ユニット、スキル、ドロッププール、イベント、研究などを完全に相互参照。CanOpenerによるコロニーシム型ダンジョンクローラー -", "Every tree is already active on this background.": "この背景ではすべてのツリーが既に有効です。", "Every unit has a background - it sets the class trees and the starting gear.": "すべてのユニットには背景があり、クラスツリーと初期装備を決定します。", "Every unit has six": "すべてのユニットは6つの", "Every unit has six major stats - Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate talent rating for each one. The tal...": "すべてのユニットは6つの主要ステータス（力、耐久力、意志力、知力、敏捷、認知）と、それぞれに対応する個別の才能評価を持ちます。才能は...", "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "すべてのユニット、建物、アイテムと、エンティティごとのコンポーネントデータ（ステータス、アフェクター、スキル）", "Every value comes straight from the game's own tables (StatusValueTable, GameSystemTable, TraitTable, ItemTable). The in-page self-test checks the maths.": "すべての値はゲーム自身のテーブル（StatusValueTable、GameSystemTable、TraitTable、ItemTable）から直接取得しています。ページ内のセルフテストで計算を検証しています。", "Every weapon, piece of armor and workstation has a": "すべての武器、防具、作業台は", "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "以上を1つの表にまとめました。「効果」はモンスターの視点、つまりどれだけ簡単にあなたを捕捉するかです。", "Evolves from": "進化元", "Evolves into:": "進化先：", "Example Builds": "例ビルド", "Example build": "例ビルド", "Example build loaded.": "例ビルドが読み込まれました。", "Example build: {#}": "例ビルド: {#}", "Example flat stats": "固定ステータスの例", "Example percent stats": "割合ステータスの例", "Example weapon": "武器の例", "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "例: 会心が発生した物理攻撃力47は 47 x 1.5 =", "Examples": "例", "Execute threshold": "処刑しきい値", "Execute threshold = 20% × 600 =": "処刑しきい値 = 20% × 600 =", "Executes at ≤ 20% HP (non-boss)": "HP20%以下で処刑（ボス以外）", "Executes on the next hit": "次の一撃で処刑", "Execution tree": "執行ツリー", "Execution-tree skill": "処刑ツリーのスキル", "Executioner worked example.": "執行者の計算例。", "Exp": "経験値", "Exp Gained Bonus": "経験値獲得ボーナス", "Expand all": "すべて展開", "Expand all equipment stats": "すべての装備ステータスを展開", "Expected count": "期待数", "Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.": "戦闘難易度ティアごとの、レベル上限の初期状態ローウェルに対する想定命中ダメージ。メニューバーで設定したティアがハイライトされます。保存したユニットを選ぶと、そのユニット自身の耐性が使われます。", "Expected per cast": "1回の使用あたりの期待値", "Expected rooms per floor": "階ごとの期待部屋数", "Expedition Decision": "遠征の決定", "Expedition Decision Complete": "遠征の決断が完了", "Expedition Guidelines": "遠征ガイドライン", "Expedition Horn Not Active": "探索の角笛 未発動", "Expedition Horn Not Active - Dungeon Settlers Wiki": "探索の角笛 非アクティブ - Dungeon Settlers Wiki", "Expedition Horn Not Active icon": "探索の角笛 非アクティブ アイコン", "Expedition Rank Up": "遠征ランクアップ", "Expedition Resolution quests": "遠征決議クエスト", "Expedition Resolution scenes": "遠征決議のシーン", "Expedition Resolution: Common Mood": "遠征決議: 共通ムード", "Expedition Resolution: Rank 1 Food": "遠征決議: ランク1 食料", "Expedition Resolution: Rank 1 Level": "遠征決議: ランク1 レベル", "Expedition Resolution: Rank 1 Research 1": "遠征決議: ランク1 研究 1", "Expedition Resolution: Rank 1 Research 2": "遠征決議: ランク1 研究 2", "Expedition Resolution: Rank 1 Research 3": "遠征決議: ランク1 研究 3", "Expedition Resolution: Rank 1 Research 4": "遠征決議: ランク1 研究 4", "Expedition Resolution: Rank 1 Research 5": "遠征決議: ランク1 研究 5", "Expedition Resolution: Rank 1 Research 6": "遠征決議: ランク1 研究 6", "Expedition Resolution: Rank 1 Research 7": "探索決議: Rank 1 Research 7", "Expedition Resolution: Rank 1 Resource 1": "遠征決議: ランク1 資源 1", "Expedition Resolution: Rank 1 Resource 2": "遠征決議: ランク1 資源 2", "Expedition Resolution: Rank 1 Room Type 1": "遠征決議: ランク1 部屋の種類 1", "Expedition Resolution: Rank 1 Room Type 2": "遠征決議: ランク1 部屋の種類 2", "Expedition Resolution: Rank 1 Room Type 3": "遠征決議: ランク1 部屋の種類 3", "Expedition Resolution: Rank 1 Room Type 4": "遠征決議: ランク1 部屋の種類 4", "Expedition Resolution: Rank 1 Room Type 5": "遠征決議: ランク1 部屋の種類 5", "Expedition Resolution: Rank 1 Room Type 6": "遠征決議: ランク1 部屋の種類 6", "Expedition Resolution: Rank 1 Room Type 7": "遠征決議: ランク1 部屋の種類 7", "Expedition Resolution: Rank 2 Elite": "遠征決議: ランク2 精鋭", "Expedition Resolution: Rank 2 Food": "遠征決議: ランク2 食料", "Expedition Resolution: Rank 2 Level": "遠征決議: ランク2 レベル", "Expedition Resolution: Rank 2 Research 1": "遠征決議: ランク2 研究 1", "Expedition Resolution: Rank 2 Research 10": "遠征決議: ランク2 研究 10", "Expedition Resolution: Rank 2 Research 11": "遠征決議: ランク2 研究 11", "Expedition Resolution: Rank 2 Research 12": "遠征決議: ランク2 研究 12", "Expedition Resolution: Rank 2 Research 13": "遠征決議: ランク2 研究 13", "Expedition Resolution: Rank 2 Research 14": "遠征決議: ランク2 研究 14", "Expedition Resolution: Rank 2 Research 15": "遠征決議: ランク2 研究 15", "Expedition Resolution: Rank 2 Research 16": "遠征決議: ランク2 研究 16", "Expedition Resolution: Rank 2 Research 2": "遠征決議: ランク2 研究 2", "Expedition Resolution: Rank 2 Research 3": "遠征決議: ランク2 研究 3", "Expedition Resolution: Rank 2 Research 4": "遠征決議: ランク2 研究 4", "Expedition Resolution: Rank 2 Research 5": "遠征決議: ランク2 研究 5", "Expedition Resolution: Rank 2 Research 6": "遠征決議: ランク2 研究 6", "Expedition Resolution: Rank 2 Research 7": "遠征決議: ランク2 研究 7", "Expedition Resolution: Rank 2 Research 8": "遠征決議: ランク2 研究 8", "Expedition Resolution: Rank 2 Research 9": "遠征決議: ランク2 研究 9", "Expedition Resolution: Rank 2 Resource 1": "遠征決議: ランク2 資源 1", "Expedition Resolution: Rank 2 Resource 2": "遠征決議: ランク2 資源 2", "Expedition Resolution: Rank 2 Room Type 1": "遠征決議: ランク2 部屋の種類 1", "Expedition Resolution: Rank 2 Room Type 2": "遠征決議: ランク2 部屋の種類 2", "Expedition Resolution: Rank 2 Room Type 3": "遠征決議: ランク2 部屋の種類 3", "Expedition Resolution: Rank 2 Room Type 4": "遠征決議: ランク2 部屋の種類 4", "Expedition Resolution: Rank 2 Room Type 5": "遠征決議: ランク2 部屋の種類 5", "Expedition Resolution: Rank 2 Room Type 6": "遠征決議: ランク2 部屋の種類 6", "Expedition Resolution: Rank 2 Room Type 7": "遠征決議: ランク2 部屋の種類 7", "Expedition Resolution: Rank 3 Elite": "遠征決議: ランク3 精鋭", "Expedition Resolution: Rank 3 Food": "遠征決議: ランク3 食料", "Expedition Resolution: Rank 3 Level": "遠征決議: ランク3 レベル", "Expedition Resolution: Rank 3 Research 1": "遠征決議: ランク3 研究 1", "Expedition Resolution: Rank 3 Research 2": "遠征決議: ランク3 研究 2", "Expedition Resolution: Rank 3 Research 3": "遠征決議: ランク3 研究 3", "Expedition Resolution: Rank 3 Research 4": "遠征決議: ランク3 研究 4", "Expedition Resolution: Rank 3 Research 5": "遠征決議: ランク3 研究 5", "Expedition Resolution: Rank 3 Research 6": "遠征決議: ランク3 研究 6", "Expedition Resolution: Rank 3 Research 7": "遠征決議: ランク3 研究 7", "Expedition Resolution: Rank 3 Resource 1": "遠征決議: ランク3 資源 1", "Expedition Resolution: Rank 3 Resource 2": "遠征決議: ランク3 資源 2", "Expedition Resolution: Rank 3 Room Type 1": "遠征決議: ランク3 部屋の種類 1", "Expedition Resolution: Rank 3 Room Type 2": "遠征決議: ランク3 部屋の種類 2", "Expedition Resolution: Rank 3 Room Type 3": "遠征決議: ランク3 部屋の種類 3", "Expedition Resolution: Rank 3 Room Type 4": "遠征決議: ランク3 部屋の種類 4", "Expedition Resolution: Rank 3 Room Type 5": "遠征決議: ランク3 部屋の種類 5", "Expedition Resolution: Rank 3 Room Type 6": "遠征決議: ランク3 部屋の種類 6", "Expedition Resolution: Rank 3 Room Type 7": "遠征決議: ランク3 部屋の種類 7", "Expedition Resolutions": "探検決議", "Expedition Resolutions running as quests - see the": "クエストとして進行中の遠征決議です。条件と報酬については", "Expedition decision start status": "遠征決定開始ステータス", "Expedition: worsens the longer a unit stays in the dungeon": "探索：ユニットがダンジョンに長く留まるほど悪化する", "ExpeditionHorn": "ExpeditionHorn", "ExpeditionHornNotActive": "ExpeditionHornNotActive", "ExpeditionTeamSupport3": "ExpeditionTeamSupport3", "Expeditions drain mood": "探索は気分を消耗させる", "Expires after": "経過後に失効", "Explode": "爆発", "Explosion ×1, Spitting ×1": "爆発×1、吐き出し×1", "Exposed": "公開", "Exposed to player": "プレイヤーに表示", "Extra durability-loss reduction": "追加の耐久度消費軽減", "Extra skill tree:": "追加スキルツリー:", "Extra skill trees": "追加スキルツリー", "Extraction date": "抽出日", "Extreme Exhaustion (Sleep speech bubble persists)": "極度の疲労（睡眠の吹き出しが持続）", "Extreme Hunger (Warning, prints once)": "極度の空腹（警告、1回表示）", "Eye Ball Fixed": "アイボール 固定", "Eye Ball Random": "アイボール ランダム", "Eye Ball Soul": "眼球の魂", "Eye Ball Soul - Dungeon Settlers ウィキ": "Eye Ball Soul - Dungeon Settlers ウィキ", "Eye Ball Soul の射程と範囲": "Eye Ball Soul の射程と範囲", "Eye Ball Soul アイコン": "Eye Ball Soul アイコン", "Eye Ball Soul ダンジョンルームに表示される射程と範囲": "Eye Ball Soul ダンジョンルームに表示される射程と範囲", "Eyes": "目", "FEMALE (1)": "女性 (1)", "FEMALE (11)": "女性 (11)", "FEMALE (66)": "女性 (66)", "FEMALE (67)": "女性 (67)", "FEMALE (68)": "女性 (68)", "FIRST KILL BONUS": "初回討伐ボーナス", "FIRST KILL ONLY (one time)": "初回撃破のみ（1回限り）", "FXTest": "FXTest", "Face": "顔", "Faction": "派閥", "FactionCoin": "FactionCoin", "Faction_": "Faction_", "Factor": "要因", "FadeTime": "FadeTime", "Fallenl Pillar1": "倒れた柱1", "Fallenl Pillar1 - Dungeon Settlers Wiki": "倒れた柱1 - Dungeon Settlers Wiki", "Farm (1)": "農場 (1)", "Farmed": "栽培", "Farming one floor to 0": "1つのフロアを消耗0まで狩り尽くすと", "FarmingCapability": "FarmingCapability", "FarmingTable.json": "FarmingTable.json", "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "この攻撃が届く最大距離（タイル）。1＝近接（隣接）。", "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "このスキルが届く最大距離（タイル）。1＝近接（隣接）、0＝自身／使い手中心。", "Fast learner but burns out: Humans gain the": "学習は速いが燃え尽きる：人間は次を獲得します：", "Fast learner but burns out: Humans gain the [Growth Fatigue] debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "速く学ぶが燃え尽きる: 人間は最大経験値に達すると[成長停滞]デバフを得ます。これはレベリングの速さに対するバランス上のデメリットです。", "FatUnisex": "FatUnisex", "Feature request": "機能リクエスト", "Feedback": "フィードバック", "Feedback & Bug Reports": "フィードバックとバグ報告", "Feedback & Bug Reports - Dungeon Settlers Wiki": "フィードバックとバグ報告 - Dungeon Settlers Wiki", "FeedingWorkload": "FeedingWorkload", "Feels damp and slippery to the touch.": "触ると湿った滑りやすい感覚がします。", "Female": "女性", "Female Gloth Random1": "メスのグロス（ランダム）1", "Female Gloth Random2": "メスのグロス（ランダム2）", "FemaleGloth": "FemaleGloth", "Female_Aggressive": "Female_Aggressive", "Female_Cautious": "Female_Cautious", "Female_Cool": "Female_Cool", "Female_Kind": "Female_Kind", "Female_leisurely": "Female_leisurely", "Fertile Farmland 1": "肥沃な農地 1", "Fertile Farmland 2": "肥沃な農地 2", "Fertile Farmland 3": "肥沃な農地 3", "Fertile Farmland 4": "肥沃な農地 4", "Fertile Farmland 5": "肥沃な農地 5", "Festering Burrow Common Combat Middle1": "ただれた巣穴 共通 戦闘 中1", "Festering Burrow Common Combat Middle2": "ただれた巣穴 共通 戦闘 中2", "Festering Burrow Common Combat Middle4": "Festering Burrow Common Combat Middle4", "Festering Burrow Common Combat Middle5": "ただれた巣穴 共通戦闘 中間5", "Festering Burrow Common Combat Middle6": "Festering Burrow Common Combat Middle6", "Festering Burrow Common Combat Middle7": "ただれた巣穴 共通戦闘 中間7", "Festering Burrow Common Combat Small1": "Festering Burrow Common Combat Small1", "Festering Burrow Common Combat Small3": "Festering Burrow Common Combat Small3", "Festering Burrow Common Combat Small4": "Festering Burrow Common Combat Small4", "Festering Burrow Common Core1": "ただれた巣穴 コモン コア1", "Festering Burrow Common Elite Elder Gloth1": "Festering Burrow Common Elite Elder Gloth1", "Festering Burrow Common Elite Middle1": "ただれた巣穴 共通エリート 中間1", "Festering Burrow Common Elite Treasure Luxurious1": "ただれた巣穴 コモン エリート 宝箱 豪華1", "Festering Burrow Common Elite Treasure Luxurious2": "ただれた巣穴 コモン エリート 宝箱 豪華2", "Festering Burrow Common Elite Treasure Modest1": "ただれた巣穴 コモン エリート 宝箱 質素1", "Festering Burrow Common Elite Treasure Sturdy1": "ただれた巣穴 コモン エリート 宝箱 頑丈1", "Festering Burrow Common Elite Treasure Sturdy2": "ただれた巣穴 コモン エリート 宝箱 頑丈2", "Festering Burrow Common Event Abandoned Campsite": "ただれた巣穴 共通イベント 廃キャンプ跡", "Festering Burrow Common Event Abandoned Room1": "Festering Burrow Common Event Abandoned Room1", "Festering Burrow Common Event Codex Level2": "ただれた巣穴 コモン イベント石碑 レベル2", "Festering Burrow Common Event Devric Worship Site": "ただれた巣穴 共通 イベント デヴリク崇拝の地", "Festering Burrow Common Event Dirty Corpses": "フェスタリング・バロー一般イベント 汚れた死体", "Festering Burrow Common Event Discarded Magic Power Device": "Festering Burrow Common Event Discarded Magic Power Device", "Festering Burrow Common Event Discarded Specimen": "膿むような穴 一般的なイベント 廃棄された標本", "Festering Burrow Common Event Goblin Village Stage1": "ただれた巣穴 共通イベント ゴブリンの村 ステージ1", "Festering Burrow Common Event Goblin Village Stage2": "ただれた巣穴 共通イベント ゴブリンの村 ステージ2", "Festering Burrow Common Event Junk Heap1": "ただれた巣穴 共通 イベント ガラクタの山1", "Festering Burrow Common Event Junk Heap2": "ただれた巣穴 共通 イベント ガラクタの山2", "Festering Burrow Common Event Junk Heap3": "ただれた巣穴 共通 イベント ガラクタの山3", "Festering Burrow Common Event Magic Scrap Pile": "ただれた巣穴 共通イベント 魔法スクラップの山", "Festering Burrow Common Event Meat Grub1": "Festering Burrow Common Event Meat Grub1", "Festering Burrow Common Event Meat Grub2": "Festering Burrow Common Event Meat Grub2", "Festering Burrow Common Event Merchant": "Festering Burrow Common Event Merchant", "Festering Burrow Common Event Strange Niche": "腐敗湿地 通常イベント 奇妙な隙間", "Festering Burrow Common Event Xenon": "腐った巣穴 通常イベント ゼノン", "Festering Burrow Common Goddess": "ただれた巣穴 コモン 女神", "Festering Burrow Common Hard Combat Middle1": "Festering Burrow Common Hard Combat Middle1", "Festering Burrow Common Hard Combat Middle2": "Festering Burrow Common Hard Combat Middle2", "Festering Burrow Common Resource Copper": "Festering Burrow Common Resource Copper", "Festering Burrow Common Resource Dirt Rock1": "Festering Burrow Common Resource Dirt Rock1", "Festering Burrow Common Resource Dirt Rock2": "Festering Burrow Common Resource Dirt Rock2", "Festering Burrow Common Resource Dirt Rock3": "Festering Burrow Common Resource Dirt Rock3", "Festering Burrow Common Resource Mushroom": "Festering Burrow Common Resource Mushroom", "Festering Burrow Common Treasure Luxurious1": "ただれた巣穴 コモン 宝箱 豪華1", "Festering Burrow Common Treasure Modest1": "ただれた巣穴 コモン 宝箱 質素1", "Festering Burrow Common Treasure Sturdy1": "ただれた巣穴 コモン 宝箱 頑丈1", "Festering Burrow Common Treasure Sturdy2": "ただれた巣穴 コモン 宝箱 頑丈2", "Festering Burrow F1-F3": "ただれた巣穴 F1-F3", "Festering Burrow F1-F4": "ただれた巣穴 F1-F4", "Festering Burrow F2": "ただれた巣穴 F2", "Festering Burrow F2-F4": "ただれた巣穴 F2-F4", "Festering Burrow F3-F4": "ただれた巣穴 F3-F4", "Festering Burrow F4": "ただれた巣穴 F4", "Festering Burrow F5": "ただれた巣穴 F5", "Festering Burrow Merchant": "ただれた巣穴の商人", "Festering Burrow Merchant - Dungeon Settlers Wiki": "ただれた巣穴商人 - Dungeon Settlers Wiki", "Festering Burrow Merchant icon": "ただれた巣穴商人 アイコン", "Festering Burrow Phase1 Combat1": "Festering Burrow Phase1 Combat1", "Festering Burrow Phase1 Combat2": "Festering Burrow Phase1 Combat2", "Festering Burrow Phase1 Combat3": "ただれた巣穴 フェーズ1 戦闘3", "Festering Burrow Phase1 Hard Combat1": "ただれた巣穴 フェーズ1 ハード 戦闘1", "Festering Burrow Phase1 Hard Combat2": "ただれた巣穴 フェーズ1 ハード 戦闘2", "Festering Burrow Phase1 Hard Combat3": "Festering Burrow Phase1 Hard Combat3", "Festering Burrow Phase2 Combat1": "ただれた巣穴 フェーズ2 戦闘1", "Festering Burrow Phase2 Combat2": "Festering Burrow Phase2 Combat2", "Festering Burrow Phase2 Combat3": "ただれた巣穴 フェーズ2 戦闘3", "Festering Burrow Phase2 Combat4": "ただれた巣穴 フェーズ2 戦闘4", "Festering Burrow Phase2 Combat5": "ただれた巣穴 フェーズ2 戦闘5", "Festering Burrow Phase2 Hard Combat1": "ただれた巣穴 フェーズ2 ハード 戦闘1", "Festering Burrow Phase2 Hard Combat2": "ただれた巣穴 フェーズ2 ハード 戦闘2", "Festering Burrow Phase2 Hard Combat3": "ただれた巣穴 フェーズ2 ハード 戦闘3", "Festering Burrow Phase2 Hard Combat4": "ただれた巣穴 フェーズ2 ハード 戦闘4", "Festering Burrow Phase3 Combat1": "ただれた巣穴 フェーズ3 戦闘1", "Festering Burrow Phase3 Combat2": "ただれた巣穴 フェーズ3 戦闘2", "Festering Burrow Phase3 Combat3": "ただれた巣穴 フェーズ3 戦闘3", "Festering Burrow Phase3 Combat4": "ただれた巣穴 フェーズ3 戦闘4", "Festering Burrow Phase3 Combat5": "ただれた巣穴 フェーズ3 戦闘5", "Festering Burrow Phase3 Combat6": "ただれた巣穴 フェーズ3 戦闘6", "Festering Burrow Phase3 Hard Combat1": "ただれた巣穴 フェーズ3 ハード 戦闘1", "Festering Burrow Phase3 Hard Combat2": "ただれた巣穴 フェーズ3 ハード 戦闘2", "Festering Burrow Phase3 Hard Combat3": "ただれた巣穴 フェーズ3 ハード 戦闘3", "Festering Burrow Phase4 Combat1": "ただれた巣穴 フェーズ4 戦闘1", "Festering Burrow Phase4 Combat2": "ただれた巣穴 フェーズ4 戦闘2", "Festering Burrow Phase4 Combat3": "ただれた巣穴 フェーズ4 戦闘3", "Festering Burrow Phase4 Combat4": "ただれた巣穴 フェーズ4 戦闘4", "Festering Burrow Phase4 Combat5": "ただれた巣穴 フェーズ4 戦闘5", "Festering Burrow Phase4 Hard Combat1": "ただれた巣穴 フェーズ4 ハード 戦闘1", "Festering Burrow Phase4 Hard Combat2": "ただれた巣穴 フェーズ4 ハード 戦闘2", "Festering Burrow Phase4 Hard Combat3": "ただれた巣穴 フェーズ4 ハード 戦闘3", "Festering Burrow Phase4 Hard Combat4": "ただれた巣穴 フェーズ4 ハード 戦闘4", "Festering Burrow Phase4 Hard Combat5": "ただれた巣穴 フェーズ4 ハード 戦闘5", "Festering Burrow Safe Floor Giant Stone Golem": "ただれた巣穴 安全階 巨石ゴーレム", "Festering Burrow is unreachable in the stock demo": "ただれた巣穴は標準のデモでは到達不能です", "Festering Burrow never unlocks": "ただれた巣穴は解放されません", "Festering Burrow only opens after The Veil of Silence is cleared. In the stock demo that clear cannot happen (its boss room needs floor phase 5; the region caps at phase 4), so these routes are reachable only once the region is unlocked - see": "ただれた巣穴は沈黙のヴェールをクリアした後にのみ開放されます。素のデモではそのクリアは発生しません（ボス部屋には階層フェーズ5が必要ですが、この地域はフェーズ4で頭打ちになります）。そのため、これらのルートは地域を解放して初めて到達可能になります。参照:", "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "ただれた巣穴のみ：そこのモンスターは最大HP+10%。獣の森（別地域）と重複。沈黙のヴェールや他地域には効果なし。", "Festering Burrow template": "ただれた巣穴のテンプレート", "Festering Burrow's safe floor is the Golem memorial.": "ただれた巣穴のセーフフロアはゴーレムの慰霊碑です。", "Festering Burrow_Phase 1_Normal Battle 1": "Festering Burrow_Phase 1_Normal Battle 1", "Festering Burrow_Phase 1_Normal Battle 2": "Festering Burrow_Phase 1_Normal Battle 2", "Festering Burrow_Phase 2_Normal Battle 1": "ただれた巣穴_フェーズ2_通常戦闘1", "Festering Burrow_Phase 2_Normal Battle 2": "Festering Burrow_Phase 2_Normal Battle 2", "Festering Burrow_Phase 3_Normal Battle 1": "腐敗湿地_フェーズ3_通常戦闘1", "Festering Burrow_Phase 3_Normal Battle 2": "腐敗湿地_フェーズ3_通常戦闘2", "Festering Burrow_Phase 3_Normal Battle 3": "ただれた巣穴_フェーズ3_通常戦闘3", "FesteringBurrow": "FesteringBurrow", "Fighter 2 + Slime 3 = 35.5": "Fighter 2 + Slime 3 = 35.5", "Fighter 3 + Thrower 1 = 28.5": "Fighter 3 + Thrower 1 = 28.5", "File": "ファイル", "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "埋め合わせや重複は概算です：基本攻撃とスキル使用は独立した流れとして合算され、フレーム単位のタイムラインではありません。", "Fills hunger and gains mood.": "空腹を満たし、気分が上昇する。", "Filter backgrounds by the stat bonus they grant": "付与するステータスボーナスで背景を絞り込む", "Filter backgrounds or trees...": "背景やツリーを絞り込む...", "Filter buildings...": "建物をフィルター...", "Filter by item, node or monster...": "アイテム・ノード・モンスターで絞り込み...", "Filter by key or comment...": "キーまたはコメントで絞り込み...", "Filter by name or dropped item...": "名前またはドロップアイテムでフィルター...", "Filter by name or trait...": "名前や特性で絞り込む...", "Filter events...": "イベントを絞り込み...", "Filter research...": "研究を絞り込み...", "Filter resolutions...": "探索方針を絞り込む...", "Filter tables...": "テーブルを絞り込む...", "Filter the grid below by name or effect...": "下のグリッドを名前や効果で絞り込む...", "Filter...": "フィルター...", "Filthy Corpse Pile Room": "汚れた死体の山の部屋", "Filthy Corpse Pile Room - Dungeon Settlers ウィキ": "汚い死体山の部屋 - ダンジョン・セトラーズ ウィキ", "Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills)": "最終ステータスシステムのデフォルト値（注意: 現在の設計では、Lifeステータスのデフォルト値は0に設定する必要があります。基本値は後でスキルによって処理されるためです）", "Final Stat system default value (Displayed as F0)": "最終ステータスシステムのデフォルト値（F0として表示）", "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "最終ステータスシステムのデフォルト値（F0として表示）。1分あたりの回復量（デフォルトでは減少）。", "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "最終ステータスシステムのデフォルト値（F0として表示。実際の処理ではDevValueConvertRatio_MovementSpeedを適用）", "Final Stat system default value (Displayed as F1 percent)": "最終ステータスシステムのデフォルト値 (F1のパーセントで表示)", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "最終ステータスシステムのデフォルト値（F1パーセントとして表示）NOTE: 自然に変更する必要がある", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "最終ステータスシステムのデフォルト値（F1パーセントとして表示）NOTE: 水に変更する必要がある", "Final Stat system default value (Displayed as F1)": "最終ステータスシステムのデフォルト値（F1として表示）", "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "最終ステータスシステムのデフォルト値（F2として表示）1倍速で現実の1秒あたりのヒット数", "Final stat": "最終ステータス", "FinalStats_": "FinalStats_", "Finally, I got some recognition.": "やっと認識を得ました。", "Finally, some recognition.": "ついに、何らかの認識です。", "Find Endorsi in 沈黙のヴェール - she waits in her own event room (": "沈黙のヴェールでエンドルシを見つけよう。彼女は自分専用のイベント部屋で待っている（", "Fine": "ファイン", "FineResult": "FineResult", "Finishing the main story is a separate axis from clearing regions. The": "メインストーリーのクリアは、地域のクリアとは別の軸だ。", "Fire Battlemage": "火のバトルメイジ", "Fire Cloak + Guard Barrier": "炎の外套 + ガードバリア", "Fire Cloak is a self-aura: for 10s it burns every adjacent enemy each second and gives you a Barrier worth 150% of Magic Attack Power. Because Burning is a debuff applied to an enemy, each of those per-second applications also fires Guard Barrier (Barrier = 5% Max Health Total, 5s). Against a surrounding pack that is many refreshes per second, keeping a fresh shield stacked on top of Fire Cloak's own. Add Flame of Life (Burst) and every Burning application also heals you 4% of your missing health. The catch, and why this is niche rather than busted: the aura only burns ADJACENT enemies, so it needs a fire mage built to stand in melee range (Fire Battle Mage frees the weapon and you tank up front). A backline fire mage neither procs it reliably nor needs the shield.": "炎の外套は自己オーラです。10秒間、毎秒隣接する敵全てを燃やし、魔法攻撃力の150%相当のバリアを付与します。燃焼は敵に付与されるデバフなので、その毎秒の付与ごとにガードバリアも発動します（バリア = 最大HP合計の5%、5秒）。囲んでくる集団に対しては毎秒何度も更新され、炎の外套自身のバリアに重ねて新しいシールドを維持します。命の炎（バースト）を加えると、燃焼の付与ごとに減少HPの4%も回復します。難点、そしてこれが壊れ性能ではなくニッチである理由: オーラは隣接する敵しか燃やさないため、近接距離に立つよう構築された火メイジが必要です（火の戦闘メイジは武器を解放し、前線でタンクを務めます）。後衛の火メイジは安定して発動できず、シールドも必要としません。", "Fire Cloak re-applies Burning to adjacent enemies once a second, so Guard Barrier re-arms a 5%-max-HP shield once a second (per enemy) while you stand in the pack.": "炎の外套は隣接する敵に毎秒燃焼を再付与するため、集団の中に立っている間、ガードバリアは最大HPの5%のシールドを毎秒（敵ごとに）再展開します。", "Fire Magic tree (Become Fire)": "火魔法ツリー（火になる）", "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "火魔法ツリー（灼熱の残響、焼却、爆発）", "Fire Magic tree (Fire Cloak)": "火魔法ツリー（炎の外套）", "Fire Staff": "炎の杖", "Fire staff, or Fire Battle Mage": "火の杖、または火の戦闘メイジ", "FireMagic": "FireMagic", "Fireproof Rat Rematch, 2 enemies ver.": "耐火ネズミ リマッチ、2敵版", "Fireproof Rat Rematch, 2 enemies ver. - Dungeon Settlers ウィキ": "耐火ラット再戦、2敵バージョン。- Dungeon Settlers ウィキ", "Fireproof Rat Rematch, 2 enemies ver. Requires adequate tanking capability and sustained damage output.": "防火ネズミの再戦、2体敵バージョン。適切なタンク能力と継続的なダメージ出力が必要です。", "Fireproof Rat Rematch, 2 enemies ver. マップ": "耐火ラット再戦、2敵バージョン。マップ", "First Wipe": "最初の全滅", "First part:": "前半：", "First-time trigger. Opens the handbook topic": "初回トリガー。ハンドブックのトピックを開きます", "FirstAffecter_Exhausted": "FirstAffecter_Exhausted", "FirstAffecter_HightStressed": "FirstAffecter_HightStressed", "FirstAffecter_Hungry": "FirstAffecter_Hungry", "FirstAffecter_Overloaded": "FirstAffecter_Overloaded", "FirstAffecter_PlantRage": "FirstAffecter_PlantRage", "FirstAnnihilation": "FirstAnnihilation", "FirstFarmArea": "FirstFarmArea", "FirstItem_GoddessTears": "FirstItem_GoddessTears", "FirstMiniDungeonArea": "FirstMiniDungeonArea", "FirstSettlementCorpse": "FirstSettlementCorpse", "FirstUI_EntityInventory": "FirstUI_EntityInventory", "FirstUI_EntitySkill": "FirstUI_EntitySkill", "Fit": "全体表示", "Fit width": "幅に合わせる", "Five tiers compared - material costs, respawns, mood tables": "5段階の比較 - 素材コスト、リスポーン、気分テーブル", "Fix": "修正", "Fixed": "固定", "Fixed candidate presets": "固定候補プリセット", "Fixed fraction of every hit": "各被弾の固定割合", "Fixed fraction of melee / magic hits": "近接 / 魔法被弾の固定割合", "Fixed named settlers and the elf recruit set.": "固定の固有名開拓者とエルフの募集セットです。", "Fixed recruit candidate presets - race, level, traits, talents.": "固定の勧誘候補プリセット - 種族、レベル、特性、才能。", "Fixed value reduction (already agreed upon), Natural reduction while awake, so base value is negative. (250402) - Appli...": "固定値減少(既に合意済み)、覚醒中の自然減少のため基本値は負。(250402) - 適用...", "Fixed-value decrease (already agreed upon). Since it decreases naturally while awake, the default value is negative. (2...": "固定値の減少(すでに合意済み)。起きている間は自然に減少するため、デフォルト値は負です。(2...", "Fixed27": "Fixed27", "Fixed28": "固定28", "Fixed29": "Fixed29", "Fixed30": "固定30", "Fixed32": "Fixed32", "Fixed33": "Fixed33", "Fixed34": "Fixed34", "Fixed35": "Fixed35", "Fixed36": "Fixed36", "Fixed37": "固定37", "Fixed38": "固定38", "Fixed39": "Fixed39", "Fixed40": "固定40", "Fixed41": "固定41", "Fixed45": "Fixed45", "Fixed46": "Fixed46", "Fixed47": "Fixed47", "Fixed48": "Fixed48", "Fixed49": "Fixed49", "Flat": "固定値", "Flat per stack, ignores shields/barriers, and does not scale with attack power.": "スタックごとの固定値で、シールドやバリアを無視し、攻撃力ではスケールしない。", "Flat stat": "固定値ステータス", "Flexible and lightweight, suitable for long-term wear.": "柔軟で軽量で、長期間の着用に適しています。", "FloatValues": "FloatValues", "FloatValues) - it does": "FloatValues)。次のことはしません", "Floor 1": "第1階層", "Floor 1 Battle": "フロア1 戦闘", "Floor 1 Battle - Dungeon Settlers Wiki": "フロア1 戦闘 - Dungeon Settlers Wiki", "Floor 1 Battle map": "1階 戦闘 マップ", "Floor 10": "フロア 10", "Floor 10 Battle": "フロア10 戦闘", "Floor 10 Battle - Dungeon Settlers Wiki": "フロア10 戦闘 - Dungeon Settlers Wiki", "Floor 10 Battle map": "10階 戦闘 マップ", "Floor 11": "階 11", "Floor 12": "階 12", "Floor 13": "階 13", "Floor 14": "階 14", "Floor 15": "階 15", "Floor 16": "階 16", "Floor 17": "階 17", "Floor 18": "階 18", "Floor 19": "階 19", "Floor 2": "第2階層", "Floor 2 Battle": "フロア2 戦闘", "Floor 2 Battle - Dungeon Settlers Wiki": "フロア2 戦闘 - Dungeon Settlers Wiki", "Floor 2 Battle map": "2階 戦闘 マップ", "Floor 20": "階 20", "Floor 3": "第3階層", "Floor 3 Battle": "フロア3 戦闘", "Floor 3 Battle - Dungeon Settlers Wiki": "フロア3 戦闘 - Dungeon Settlers Wiki", "Floor 3 Battle map": "3階 戦闘 マップ", "Floor 3+ Common Horizontal Corridor 1": "フロア3以上 コモン水平通路 1", "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "フロア3以降 共通横通路1 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 1 map": "フロア3以降 共通横通路1マップ", "Floor 3+ Common Horizontal Corridor 1 マップ": "3階以降 共通横通路1 マップ", "Floor 3+ Common Horizontal Corridor 2": "フロア3以上 コモン水平通路 2", "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "フロア3以降 共通横通路2 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 2 map": "フロア3以降 共通横通路2マップ", "Floor 3+ Common Horizontal Corridor 2 マップ": "3階以降 共通横通路2 マップ", "Floor 3+ Common Horizontal Corridor 3": "フロア3以上 コモン水平通路 3", "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "フロア3以降 共通横通路3 - Dungeon Settlers Wiki", "Floor 3+ Common Horizontal Corridor 3 map": "フロア3以降 共通横通路3マップ", "Floor 3+ Common Horizontal Corridor 3 マップ": "3階以降 共通横通路3 マップ", "Floor 3+ Common Vertical Corridor 1": "フロア3以上 コモン垂直通路 1", "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "フロア3以降 共通縦通路1 - Dungeon Settlers Wiki", "Floor 3+ Common Vertical Corridor 1 map": "3階以上 共通 縦通路1 マップ", "Floor 3+ Common Vertical Corridor 1 マップ": "3階以降 共通縦通路1 マップ", "Floor 3+ Common Vertical Corridor 2": "フロア3以上 コモン垂直通路 2", "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "フロア3以降 共通縦通路2 - Dungeon Settlers Wiki", "Floor 3+ Common Vertical Corridor 2 map": "3階以上 共通 縦通路2 マップ", "Floor 3+ Common Vertical Corridor 2 マップ": "3階以降 共通縦通路2 マップ", "Floor 4": "第4階層", "Floor 4 Battle": "フロア4 戦闘", "Floor 4 Battle - Dungeon Settlers Wiki": "フロア4 戦闘 - Dungeon Settlers Wiki", "Floor 4 Battle map": "4階 戦闘 マップ", "Floor 5": "5階", "Floor 5 Battle": "フロア5 戦闘", "Floor 5 Battle - Dungeon Settlers Wiki": "フロア5 戦闘 - Dungeon Settlers Wiki", "Floor 5 Battle map": "5階 戦闘 マップ", "Floor 6": "フロア 6", "Floor 6 Battle": "フロア6 戦闘", "Floor 6 Battle - Dungeon Settlers Wiki": "フロア6 戦闘 - Dungeon Settlers Wiki", "Floor 6 Battle map": "6階 戦闘 マップ", "Floor 7": "フロア 7", "Floor 7 Battle": "フロア7 戦闘", "Floor 7 Battle - Dungeon Settlers Wiki": "フロア7 戦闘 - Dungeon Settlers Wiki", "Floor 7 Battle map": "7階 戦闘 マップ", "Floor 8": "フロア 8", "Floor 8 Battle": "フロア8 戦闘", "Floor 8 Battle - Dungeon Settlers Wiki": "フロア8 戦闘 - Dungeon Settlers Wiki", "Floor 8 Battle map": "8階 戦闘 マップ", "Floor 9": "フロア 9", "Floor 9 Battle": "フロア9 戦闘", "Floor 9 Battle - Dungeon Settlers Wiki": "フロア9 戦闘 - Dungeon Settlers Wiki", "Floor 9 Battle map": "9階 戦闘 マップ", "Floor {#}": "{#}階", "Floor {#} (internal phase {#}).": "{#}階（内部フェーズ{#}）。", "Floor10_Treasure": "Floor10_Treasure", "Floor10_Treasure - Dungeon Settlers Wiki": "Floor10_Treasure - Dungeon Settlers Wiki", "Floor10_Treasure map": "10階_宝物 マップ", "Floor11_Treasure": "Floor11_Treasure", "Floor15_Treasure": "Floor15_Treasure", "Floor1_Treasure": "Floor1_Treasure", "Floor1_Treasure - Dungeon Settlers Wiki": "Floor1_Treasure - Dungeon Settlers Wiki", "Floor1_Treasure map": "1階_宝物 マップ", "Floor2_Treasure": "Floor2_Treasure", "Floor2_Treasure - Dungeon Settlers Wiki": "Floor2_Treasure - Dungeon Settlers Wiki", "Floor2_Treasure map": "2階_宝物 マップ", "Floor3_Treasure": "Floor3_Treasure", "Floor3_Treasure - Dungeon Settlers Wiki": "Floor3_Treasure - Dungeon Settlers Wiki", "Floor3_Treasure map": "3階_宝物 マップ", "Floor4_Treasure": "Floor4_Treasure", "Floor4_Treasure - Dungeon Settlers Wiki": "Floor4_Treasure - Dungeon Settlers Wiki", "Floor4_Treasure map": "4階_宝物 マップ", "Floor5_Treasure": "Floor5_Treasure", "Floor5_Treasure - Dungeon Settlers Wiki": "Floor5_Treasure - Dungeon Settlers Wiki", "Floor5_Treasure map": "5階_宝物 マップ", "Floor6_Treasure": "Floor6_Treasure", "Floor6_Treasure - Dungeon Settlers Wiki": "Floor6_Treasure - Dungeon Settlers Wiki", "Floor6_Treasure map": "6階_宝物 マップ", "Floor7_Treasure": "Floor7_Treasure", "Floor7_Treasure - Dungeon Settlers Wiki": "Floor7_Treasure - Dungeon Settlers Wiki", "Floor7_Treasure map": "7階_宝物 マップ", "Floor8_Treasure": "Floor8_Treasure", "Floor8_Treasure - Dungeon Settlers Wiki": "Floor8_Treasure - Dungeon Settlers Wiki", "Floor8_Treasure map": "8階_宝物 マップ", "Floor9_Treasure": "Floor9_Treasure", "Floor9_Treasure - Dungeon Settlers Wiki": "Floor9_Treasure - Dungeon Settlers Wiki", "Floor9_Treasure map": "9階_宝物 マップ", "FloorDeco": "FloorDeco", "Floor_": "Floor_", "Floors": "階層", "Floors per region": "地域あたりのフロア数", "Flow Seeker (Warrior) inflicts Exposed Flaw on the target whenever you use a single-target melee skill. Exposed Flaw is a debuff, so each application fires Guard Barrier. A melee unit that leans on single-target skills therefore refreshes its shield constantly just by attacking. This is the same trigger that feeds Flow Seeker + Blade Spirit, so one passive pays for both your defense (shield) and your offense (guaranteed crits / energy). Both pieces are passive, so it costs no rotation effort.": "フローシーカー（戦士）は、単体近接スキルを使うたびに対象に弱点露呈を付与します。弱点露呈はデバフなので、付与ごとにガードバリアが発動します。したがって単体スキルに依存する近接ユニットは、攻撃するだけで常にシールドを更新します。これはフローシーカー + 刃の精霊を支えるのと同じトリガーなので、1つのパッシブが防御（シールド）と攻撃（確定クリティカル/エネルギー）の両方を賄います。どちらもパッシブなので、ローテーションの手間はかかりません。", "Flow Seeker + Blade Spirit": "フローシーカー + 刃の精霊", "Flow Seeker + Guard Barrier": "フローシーカー + ガードバリア", "Flow Seeker drops Exposed Flaw on the enemy every time you use a single-target melee skill, so Guard Barrier re-arms on every such cast - and the same Exposed Flaw powers the energy loop below.": "フローシーカーは単体近接スキルを使うたびに敵に弱点露呈を付与するため、そのキャストごとにガードバリアが再展開されます。そして同じ弱点露呈が下記のエネルギーループを支えます。", "Flow Seeker's Exposed Flaw makes your hits guaranteed crits; Blade Spirit refunds energy on every melee crit - the only energy-restoring passive in the game. Your attacks pay for themselves.": "フローシーカーの弱点露呈は攻撃を確定クリティカルにします。刃の精霊は近接クリティカルごとにエネルギーを還元します。ゲーム内で唯一のエネルギー回復パッシブです。攻撃が自分でコストを賄います。", "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)": "花のネックレス+2、エコーフラワーリング+2＆HP回復+0.1%、忘れられた偶像（気分が低いほど与ダメージ増加）", "Flower Random": "花（ランダム）", "Flower Remnant": "花の残骸", "Flower Remnant - Dungeon Settlers Wiki": "花の残骸 - Dungeon Settlers Wiki", "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of": "心を集中させ、炎の弾を放ち、魔法攻撃力の200%に等しい魔法ダメージを与え、", "Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of": "心を集中させ、炎の弾を放ち、魔法攻撃力の400%に等しい魔法ダメージを与え、", "Fold all": "すべて折りたたむ", "Fold sidebar categories": "サイドバーのカテゴリを折りたたむ", "Folds the": "以下を反映：", "Food & Mood": "食料と気分", "Food & Mood - Dungeon Settlers Wiki": "食事と気分 - Dungeon Settlers Wiki", "Food & Mood guide": "食事と気分ガイド", "Food penalty": "食料ペナルティ", "Food quality requirement by level": "レベルごとの食料品質要件", "FoodHolding": "FoodHolding", "FoodIntake": "FoodIntake", "FoodPenalty": "FoodPenalty", "FoodWarningDays": "FoodWarningDays", "FootStep": "FootStep", "Footprint": "設置面積", "Footstep ×4, Death ×1": "足音×4、死亡×1", "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "10秒間：魔法攻撃150%の盾。隣接する敵は毎秒魔法攻撃30%を受け、燃焼スタックを1つ2秒間受けます。", "For 180 seconds, attack speed increases by 50%.": "180秒間、攻撃速度が50%増加する。", "For 180 seconds, critical hit rate increases by 50%": "180秒間、クリティカル率が50%増加する", "For 180 seconds, evasion rate increases by 50%": "180秒間、回避率が50%増加する", "For 180 seconds, hit rate increases by 50%": "180秒間、命中率が50%増加する", "For 180 seconds, lifesteal increases by 35%.": "180秒間、ライフスティールが35%増加する。", "For 180 seconds, magic attack power increases by 70%": "180秒間、魔法攻撃力が70%増加する", "For 180 seconds, magic resistance increases by 50%": "180秒間、魔法耐性が50%増加する", "For 180 seconds, movement speed increases by 70%.": "180秒間、移動速度が70%増加する。", "For 180 seconds, physical attack power increases by 70%": "180秒間、物理攻撃力が70%増加する", "For 180 seconds, physical resistance increases by 50%": "180秒間、物理耐性が50%増加する", "For 180 seconds, skill cooldown reduction increases by 30%.": "180秒間、スキルのクールタイム短縮が30%増加する。", "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "8秒間：通常攻撃が物理攻撃60%の3ヒットになります。", "For AI agents & tools": "AIエージェント & ツール向け", "For Alert use: appropriate number of days' worth of food to keep on hand": "アラート用: 手元に確保しておくべき適切な日数分の食料", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not f...": "一瞬、あなたの説得が部屋を落ち着かせたかのように見えたが、遠征隊員の不満は...", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily. {0} raises their voice once again. \"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\" The complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes. The situation grows ever more precarious, and the expedition members' stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.": "一瞬、あなたの説得が部屋を落ち着かせたかのように見えたが、遠征隊員の不満は簡単には消えない。{0}は再び声を上げる。「もう甘い言葉で宥めようとしないでくれ！我々はすでに十分耐えており、静かに演説を聞く時代は遥か昔に過ぎた！」不平はますます大きくなり、部屋の緊張はさらに高まる。残念ながら、あなたの試みは失敗し、彼らはあなたを怒りと疲労の目で見つめ続ける。状況はますます危険になり、遠征隊員のストレスはいつでも爆発する寸前に見える。議論の終わりに、何も解決されず、重い沈黙だけが空気に漂う。", "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "対照的に、一般に「上限がある」と思われている効果のいくつかは、ゲームデータ上では上限がありません:", "For day display": "日表示用", "For people of the continent, having no proper place to pray to the Goddess is something to...": "大陸の人々にとって、女神に祈る適切な場所がないことは...", "For some reason, it has awakened to magic.": "何らかの理由で、それは魔法に目覚めました。", "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "ダンジョンのアラートウィンドウ用: 装備品の少なくとも1つの耐久度が{0}以下", "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "ダンジョンのアラートウィンドウ用: ユニットあたりに必要な矢の最小数量はない", "For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target...": "{0}秒間、基本攻撃が修正され、{1}%の物理攻撃力に等しい物理ダメージが対象に与えられます...", "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "敵に自分を攻撃させ、受けた攻撃をバリアに変換します。純粋な前衛タンクです。", "Force enemies to hit you, then turn 20% of every hit you take into Barrier. The taunt is itself a debuff, so it fires Guard Barrier too.": "敵に自分を攻撃させ、受ける攻撃ごとの20%をバリアに変えます。挑発自体がデバフなので、ガードバリアも発動します。", "ForceRestEnoughSleepCondition": "ForceRestEnoughSleepCondition", "Forced region": "強制される地域", "Forces the target to attack whoever taunted it first.": "対象に、最初に挑発した者を攻撃させます。", "Forest": "Forest", "Forest Bush Random": "森の茂み（ランダム）", "Forest Bush Remnant": "森の茂みの残骸", "Forest Bush Remnant - Dungeon Settlers Wiki": "森の茂みの残骸 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall": "森の女神の古代の壁", "Forest Godness Ancient Wall - Dungeon Settlers Wiki": "森の女神の古代の壁 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall2": "森の女神の古代の壁2", "Forest Godness Ancient Wall2 - Dungeon Settlers Wiki": "森の女神の古代の壁2 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall3": "森の女神の古代の壁3", "Forest Godness Ancient Wall3 - Dungeon Settlers Wiki": "森の女神の古代の壁3 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall4": "森の女神の古代の壁4", "Forest Godness Ancient Wall4 - Dungeon Settlers Wiki": "森の女神の古代の壁4 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall5": "森の女神の古代の壁5", "Forest Godness Ancient Wall5 - Dungeon Settlers Wiki": "森の女神の古代の壁5 - Dungeon Settlers Wiki", "Forest Godness Ancient Wall6": "森の女神の古代の壁6", "Forest Godness Ancient Wall6 - Dungeon Settlers Wiki": "森の女神の古代の壁6 - Dungeon Settlers Wiki", "Forest Godness Pillar": "森の女神の柱", "Forest Godness Pillar - Dungeon Settlers Wiki": "森の女神の柱 - Dungeon Settlers Wiki", "Forest Godness Pillar2": "森の女神の柱2", "Forest Godness Pillar2 - Dungeon Settlers Wiki": "森の女神の柱2 - Dungeon Settlers Wiki", "Forest of Beasts +20%": "獣の森 +20%", "Forest of Beasts GAMESYSTEM_Environment_{affecterName}": "獣の森 GAMESYSTEM_Environment_{affecterName}", "Forest's Teaching GAMESYSTEM_Environment_{affecterName}": "森の教え GAMESYSTEM_Environment_{affecterName}", "ForestTeaching": "ForestTeaching", "Forest_": "Forest_", "Forest_Blood": "Forest_Blood", "Forest_Golem": "Forest_Golem", "Forest_Standard": "Forest_Standard", "Forgotten Abyss": "忘れられた深淵", "Format": "フォーマット", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1": "範囲内のすべての敵ユニットに魔法攻撃力の80%の魔法ダメージを与え、1の", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1 出血 for 5 seconds. The attack lasts for 5 strikes.": "範囲内のすべての敵ユニットに魔法攻撃力の80%の魔法ダメージを与え、5秒間、出血を1付与するゾーンを形成する。攻撃は5回持続する。", "Formula": "計算式", "Fortified + Barrier Resurge (+ Wave Cicle)": "強化された + バリア再生（+ ウェーブサイクル）", "Fortified adds 20% to every Barrier you gain. Barrier Resurge heals you for 20% of any Barrier that expires unused - so the overflow shields a debuff engine constantly generates are no longer wasted, they become a steady drip of healing. Wave Cicle (Tide) grants 10% cooldown reduction each time you gain a Barrier, so a frequent shield source (Fire Cloak, Guard Barrier) quietly accelerates your whole kit, letting you re-apply debuffs and shields faster - a self-reinforcing loop. All three are passive. On their own they do nothing; on top of a Guard Barrier build they turn debuff-into-shield into debuff-into-shield-plus-heal-plus-haste.": "強化されたは、獲得する全てのバリアに20%を追加します。バリア再生は、使われずに消えたバリアの20%を回復するため、デバフエンジンが常に生成する余剰シールドが無駄にならず、着実な回復の滴りとなります。ウェーブサイクル（潮汐）はバリアを獲得するたびにクールタイム10%短縮を付与するため、頻繁なシールドソース（炎の外套、ガードバリア）が装備全体を静かに加速させ、デバフとシールドをより速く再付与できます。自己強化ループです。3つとも全てパッシブです。単体では何もしませんが、ガードバリアビルドの上に乗せると、デバフからシールドへを、デバフからシールド＋回復＋加速へと変えます。", "Fortress sub-tree (Fortified, Barrier Resurge)": "要塞サブツリー（強化された、バリア再生）", "Fortress sub-tree (Guard Barrier)": "要塞サブツリー（ガードバリア）", "Fortress sub-tree (Mocking Grin)": "要塞サブツリー（嘲笑）", "Found wrong data, a broken page, or have an idea? Send it here. Reports go to the site owner through an anonymous form endpoint - no email addresses are exposed.": "誤ったデータ、壊れたページを見つけたり、アイデアがありますか? ここから送信してください。レポートは匿名のフォーム送信先を通じてサイト運営者に届きます。メールアドレスは公開されません。", "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (Savage Barrier, Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.": "4つの武器クラスが装備タイプとして存在し、独自の武器熟練の適性ステータスまで持っていますが、使用できません。**短剣、斧、槍**は複数の金属ティアにアイテム項目がありますが、レシピ・店・ドロップがなく、そして決定的に**スキルツリーのノードが一切ありません**。そのため、たとえ渡されてもユニットはそれで戦う術を習得できません。**クロスボウ**は最も未実装です。適性ステータスと、名前付きの「クロスボウスキルツリー」の説明（「素早く正確な遠隔攻撃」）まで持っていますが、**武器アイテムもボルトも存在しません**。2つのサブツリーも同様に未完成のスタブです。**狂戦士**は2つのノード（サベージバリア、メイルシュトローム）を持ちますが取得経路がなく、**アンブレイカブル**は空の予約済みサブツリーです。", "Fractured Cavern_Phase 1_Hard Battle 1": "割れた洞窟_フェーズ1_ハード戦1", "Fractured Cavern_Phase 1_Hard Battle 2": "割れた洞窟_フェーズ1_ハード戦2", "Fractured Cavern_Phase 1_Hard Battle 3": "Fractured Cavern_第1段階_ハード戦闘3", "Fractured Cavern_Phase 1_Normal Battle 1": "Fractured Cavern_第1段階_通常戦闘1", "Fractured Cavern_Phase 1_Normal Battle 2": "Fractured Cavern_第1段階_通常戦闘2", "Fractured Cavern_Phase 2_Hard Battle 1": "割れた洞窟_フェーズ2_ハード戦1", "Fractured Cavern_Phase 2_Hard Battle 2": "割れた洞窟_フェーズ2_ハード戦2", "Fractured Cavern_Phase 2_Normal Battle 1": "割れた洞窟_フェーズ2_通常戦1", "Fractured Cavern_Phase 2_Normal Battle 2": "Fractured Cavern_第2段階_通常戦闘2", "Fractured Cavern_Phase 3_Hard Battle 1": "割れた洞窟_フェーズ3_ハード戦1", "Fractured Cavern_Phase 3_Hard Battle 2": "割れた洞窟_フェーズ3_ハード戦2", "Fractured Cavern_Phase 3_Normal Battle 1": "割れた洞窟_フェーズ3_通常戦1", "Fractured Cavern_Phase 3_Normal Battle 2": "割れた洞窟_フェーズ3_通常戦2", "Fractured Cavern_Phase 3_Normal Battle 3": "割れた洞窟_フェーズ3_通常戦3", "Fractured Cavern_Phase 4_Hard Battle 1": "割れた洞窟_フェーズ4_ハード戦1", "Fractured Cavern_Phase 4_Hard Battle 2": "割れた洞窟_フェーズ4_ハード戦2", "Fractured Cavern_Phase 4_Normal Battle 1": "割れた洞窟_フェーズ4_通常戦1", "Fractured Cavern_Phase 4_Normal Battle 2": "割れた洞窟_フェーズ4_通常戦2", "Free": "無料", "Free - gained by levelling up": "空き - レベルアップで獲得", "Free Save Mode Off - desc": "Free Save Mode Off - 説明", "Free random settler": "無料のランダム開拓者", "Free: costs 0 energy, so damage per energy is infinite": "無料: エネルギー0で使用するため、エネルギーあたりのダメージは無限", "Fresh": "初期", "From": "取得元", "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by ": "<b>{#}:00</b>から<b>{#}:00</b>まで、視界は次のぶん減少します： ", "From backgrounds (10)": "背景から (10)", "From backgrounds (10):": "背景から (10):", "From backgrounds (15)": "背景から (15)", "From backgrounds (15):": "背景から (15):", "From backgrounds (17)": "背景から (17)", "From backgrounds (17):": "背景から(17):", "From backgrounds (18)": "経歴から (18)", "From backgrounds (18):": "背景から (18):", "From backgrounds (19)": "背景から (19)", "From backgrounds (19):": "背景から (19):", "From backgrounds (20)": "経歴から (20)", "From backgrounds (20):": "背景から (20):", "From backgrounds (23)": "経歴から (23)", "From backgrounds (23):": "背景から (23):", "From backgrounds (24)": "経歴から (24)", "From backgrounds (24):": "背景から (24):", "From backgrounds (25)": "経歴から (25)", "From backgrounds (25):": "背景から (25):", "From backgrounds (27)": "経歴から (27)", "From backgrounds (27):": "背景から (27):", "From backgrounds (5):": "背景から (5):", "From backgrounds (7)": "経歴から (7)", "From backgrounds (7):": "背景から (7):", "From backgrounds (8)": "背景から (8)", "From backgrounds (8):": "背景から (8):", "From backgrounds (9)": "経歴から (9)", "From backgrounds (9):": "背景から (9):", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...": "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.": "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.", "From clan rank 2 only": "クランランク2からのみ", "From there, you can equip. or consume": "そこから装備することができます。または消費", "From this character's skills": "このキャラクターのスキルから", "From this character's skills:": "このキャラクターのスキルから：", "From {#} surrounding unit{#}": "周囲の{#}ユニット{#}から", "Frontline blunt": "前衛の鈍器", "Frontline fire-mage (niche)": "前衛の火メイジ（ニッチ）", "Frosty Handshake (ice boss)": "冷たい握手（氷ボス）", "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "耐久度1単位あたりの燃料持続時間。耐久度1ポイントが何ゲーム内分の燃料を提供するかを意味する。", "FuelDurationPerDurability": "FuelDurationPerDurability", "Full recovery from 0": "0からの完全回復", "Full soul-stone catalog and taming status:": "完全な魂石カタログとテイム状況：", "Full step-by-step walkthrough:": "完全なステップバイステップの攻略：", "Full unit page for": "ユニット詳細ページ：", "Fully calm": "完全に平静", "Funding support is needed.": "資金支援が必要です。", "Furniture (49)": "家具 (49)", "Furniture (61)": "Furniture (61)", "Future Regions": "将来の地域", "GAMESYSTEM_": "GAMESYSTEM_", "GAMESYSTEM_Alert_LowAmmoCount": "GAMESYSTEM_Alert_LowAmmoCount", "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack": "GAMESYSTEM_Campaign_DepletionTerm = スタックごとに4,320ゲーム内分（ゲーム内3日）", "GAMESYSTEM_Dungeon_BuildMaxRegion": "GAMESYSTEM_Dungeon_BuildMaxRegion", "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4]：フェーズ4で上限となる", "GAMESYSTEM_Dungeon_LastAbyessFloor": "GAMESYSTEM_Dungeon_LastAbyessFloor", "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier": "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier", "GAMESYSTEM_Dungeon_UnitForClearRegion": "GAMESYSTEM_Dungeon_UnitForClearRegion", "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance", "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank", "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount", "GAMESYSTEM_EstablishRecruitment_RaceWeights": "GAMESYSTEM_EstablishRecruitment_RaceWeights", "GAMESYSTEM_EstablishRecruitment_TalentSumRange": "GAMESYSTEM_EstablishRecruitment_TalentSumRange", "GAMESYSTEM_Event_RandomInterval": "GAMESYSTEM_Event_RandomInterval", "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*": "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*", "GAMESYSTEM_LevelUp_BuildMaxLevel": "GAMESYSTEM_LevelUp_BuildMaxLevel", "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty": "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty", "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty": "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty", "GAMESYSTEM_Management_DropRateFactorByDifficulty": "GAMESYSTEM_Management_DropRateFactorByDifficulty", "GAMESYSTEM_Player_Idle_Start_Tick": "GAMESYSTEM_Player_Idle_Start_Tick", "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity": "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity", "GAMESYSTEM_Recruitment_RefreshCost": "GAMESYSTEM_Recruitment_RefreshCost", "GAMESYSTEM_Recruitment_UniqueExistingNames": "GAMESYSTEM_Recruitment_UniqueExistingNames", "GAMESYSTEM_Recruitment_UniqueExistingProfiles": "GAMESYSTEM_Recruitment_UniqueExistingProfiles", "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance", "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank", "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount": "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount", "GAMESYSTEM_SandboxRecruitment_RaceWeights": "GAMESYSTEM_SandboxRecruitment_RaceWeights", "GAMESYSTEM_SandboxRecruitment_TalentSumRange": "GAMESYSTEM_SandboxRecruitment_TalentSumRange", "GAMESYSTEM_Trade_PlayerSellDiscount": "GAMESYSTEM_Trade_PlayerSellDiscount", "GAMESYSTEM_Trade_TradeRefreshInterval": "GAMESYSTEM_Trade_TradeRefreshInterval", "Gain": "獲得", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can": "モンスターを倒してEXPを獲得します。EXPが最大に達したら、次のことができます", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can レベルアップ at the Goddess Statue.": "モンスターを倒してEXPを獲得します。EXPが最大に達したら、女神像でレベルアップできます。", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can": "モンスターを倒して経験を積みます。経験が最大に達したら、次のことができます", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can レベルアップ via the Goddess Statue.": "モンスターを倒して経験を積みます。経験が最大に達したら、女神像からレベルアップできます。", "Gain per level-up (base range)": "レベルアップごとの上昇（基本範囲）", "Gain the": "獲得する", "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "現在の重量 / 最大重量が{0}%以上のとき、重い効果を得る（重量ゲージの赤い部分）", "Gain the Very Heavy effect when current weight / max weight is {0}% or higher (black portion of the weight gauge) >> 240613 HW: Very Heavy will be removed going forward.": "現在の重量 / 最大重量が{0}%以上のとき、非常に重い効果を得る（重量ゲージの黒い部分）>> 240613 HW: 非常に重いは今後削除される。", "Gains": "獲得", "Gains 10": "10を獲得", "Game Constants": "ゲーム定数", "Game Constants - Dungeon Settlers Wiki": "ゲーム定数 - Dungeon Settlers Wiki", "Game build": "ゲームビルド", "Game constants": "ゲーム定数", "Game data table.": "ゲームデータテーブル。", "Game rules and alerts": "ゲームルールとアラート", "Game speed, camera, seed, scenario type": "ゲーム速度、カメラ、シード、シナリオ種別", "Game speeds": "ゲーム速度", "Game system:": "ゲームシステム:", "GameGuide": "GameGuide", "GameSpeed": "GameSpeed", "GameSpeed_Decrease": "GameSpeed_Decrease", "GameSpeed_Fast": "GameSpeed_Fast", "GameSpeed_Increase": "GameSpeed_Increase", "GameSpeed_Normal": "GameSpeed_Normal", "GameSpeed_StopOrNormal": "GameSpeed_StopOrNormal", "GameSystemTable": "GameSystemTable", "GameSystemTable.json": "GameSystemTable.json", "Gameplay": "ゲームプレイ", "Gameplay changes": "ゲームプレイの変更", "Garnet (Fire gem upgrade)": "ガーネット（火の宝石アップグレード）", "Garnet Ore": "ガーネット鉱石", "Garnet Ore - Dungeon Settlers Wiki": "ガーネット鉱石 - Dungeon Settlers Wiki", "Garnet Ore icon": "ガーネット鉱石アイコン", "Gated": "制限あり", "Gated Content": "制限コンテンツ", "Gated Content - Dungeon Settlers Wiki": "未開放コンテンツ - Dungeon Settlers Wiki", "Gated Content - Soul-Stone Taming": "未開放コンテンツ - 魂石によるテイム", "Gated Weapon Classes": "未開放の武器クラス", "Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)": "未開放の武器クラス（短剣 / 斧 / 槍 / クロスボウ）", "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction.": "未開放で最も開発が進んでいない種族：ウェイト0、名前プールなし、いかなるアートワークもなし（特性アイコンさえない）。その設定はネタバレで、より大きな魔族の敵対勢力を示唆しています。", "Gated content": "未実装コンテンツ", "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art).": "未開放。すべてのクランランクで募集ウェイトは0で自動生成名前プールもないため、ドワーフは生成も募集もできません。特性アイコンのみ存在します（キャラクターアートなし）。", "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.": "未開放。ウェイト0で名前プールもないため募集できません。未公開の3種族の中で最もアートの準備が整っており（頭部と身体のアートスロットが予約されている）、最初に登場する可能性を示唆しています。", "Gather": "Gather", "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "ルーマの木を9個採集 - 完了 && 茂みを10個採集 - 完了", "Gather Mode ({0} or screen bottom-right)": "Gather Mode ({0} or screen bottom-right)", "Gather Started": "採集開始", "Gather Started - Dungeon Settlers Wiki": "採集開始 - Dungeon Settlers Wiki", "Gather Started icon": "採集開始 アイコン", "Gather workload:": "採集作業量:", "Gather:": "採取：", "Gatherable (66)": "採取可能 (66)", "Gatherable (69)": "Gatherable (69)", "Gathered from": "採取元", "Gathering & world objects": "採取とワールドオブジェクト", "Gathering progress increases by {0} every tick": "採集の進捗はティックごとに{0}増加する", "Gathering_": "Gathering_", "Gazing at the Moon": "月を眺めて", "Gear": "装備", "Gear also": "装備はまた次のとおりだ：", "Gem Lines": "宝石ライン", "Gem Lines (Crystal upgrades + Gold)": "宝石ライン（クリスタルのアップグレード + 金）", "Gender": "性別", "Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under \"Dev-internal changes\". Korean dev text is shown in English - hover any translated value for the original.": "Steamビルド間でゲームのデータテーブルを差分比較し自動生成。内容が現存する項目は現在のデータベースへリンクする。プレイヤーが確認できる変更を先に掲載し、開発専用の変動（開発コメント、エディタフィールド、韓国語ローカライズの下書き）は「開発内部の変更」にまとめている。韓国語の開発テキストは英語で表示。翻訳された値にカーソルを合わせると原文を確認できる。", "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "生成された募集兵はこのリストから名前を取得します（TEXTKEY_PLAYERNAME キー）。", "Generated when the level-up screen opens (not saved) - reload rerolls them": "レベルアップ画面を開いたときに生成される(保存されない)。リロードで振り直される", "Generation odds by floor": "階層ごとの生成確率", "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "ルームデータに現れるジェネレーターの階層テーマやテストタグで、プレイヤーが訪れる探索地域ではありません。", "Get Huge Money": "大金を得る", "Get Huge Money - Dungeon Settlers Wiki": "大金を稼ぐ - Dungeon Settlers Wiki", "Get Huge Money icon": "大金を稼ぐアイコン", "Get Huge Money range and area shown on a dungeon room": "ダンジョンの部屋に表示された大金を稼ぐの射程と範囲", "Get Some Money": "お金を稼ぐ", "Get Some Money - Dungeon Settlers Wiki": "小金を稼ぐ - Dungeon Settlers Wiki", "Get Some Money icon": "小金を稼ぐアイコン", "Get Some Money range and area shown on a dungeon room": "ダンジョンの部屋に表示された小金を稼ぐの射程と範囲", "Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "夜になる前に食料を備蓄し、ベッドを設置しましょう。地面で寝ると、ベッドやきちんとした寝室よりもはるかに短い快適バフしか得られません。", "Get the reward after acquiring the Hell Leech": "地獄のヒルを取得した後、報酬を獲得します", "GetWoundPercentage": "GetWoundPercentage", "Getting Started": "はじめに", "Giant Stone Golem Fixed": "Giant Stone Golem Fixed", "Giant Stone Golem Fixed2": "巨石ゴーレム 固定2", "Giant Stone Golem Phase2": "巨石ゴーレム フェーズ2", "Giant Stone Golem Phase2 - Dungeon Settlers Wiki": "巨石ゴーレム フェーズ2 - Dungeon Settlers Wiki", "Giant Stone Golem Phase2 icon": "巨石ゴーレム フェーズ2 アイコン", "Giant Stone Golem Random": "巨石ゴーレム（ランダム）", "Giant Stone Golem Soul Stone (works)": "巨石ゴーレムの魂石（機能する）", "GiantStoneGolem": "GiantStoneGolem", "Given by NPC": "NPCから入手", "Glacier Drop is a weak Guard Barrier engine": "氷塊落としは弱いガードバリアエンジン", "GlobalCoolDown": "GlobalCoolDown", "Glossary": "用語集", "Glossary - Dungeon Settlers Wiki": "用語集 - Dungeon Settlers Wiki", "Gloth": "Gloth", "Gloth Pup Random": "グロスの幼獣（ランダム）", "Gloth Victory +10%": "Gloth Victory +10%", "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "グロスの勝利 GAMESYSTEM_Environment_{affecterName}", "GlothPup": "GlothPup", "GlothVictory": "GlothVictory", "Go investigate the Acid Bug for me!": "酸性虫を調べてくれ!", "Go investigate the Meat Bug": "肉虫を調べに行く", "Go investigate the discarded mana device": "廃棄されたマナ装置を調査に行く", "Go to node": "ノードへ移動", "Goblin Brawler Random": "ゴブリン・ブローラー（ランダム）", "Goblin Chief Shaman Aura": "Goblin Chief Shaman Aura", "Goblin Chief Shaman Aura - Dungeon Settlers ウィキ": "Goblin Chief Shaman Aura - Dungeon Settlers ウィキ", "Goblin Chief Shaman Aura アイコン": "Goblin Chief Shaman Aura アイコン", "Goblin Chief Shaman Fixed": "Goblin Chief Shaman Fixed", "Goblin Chief Shaman Random": "ゴブリン首長シャーマン ランダム", "Goblin Chief Shaman Soul Stack": "Goblin Chief Shaman Soul Stack", "Goblin Chief Shaman Soul Stack - Dungeon Settlers ウィキ": "Goblin Chief Shaman Soul Stack - Dungeon Settlers ウィキ", "Goblin Chief Shaman Soul Stack アイコン": "Goblin Chief Shaman Soul Stack アイコン", "Goblin Corpse1": "ゴブリンの死体1", "Goblin Corpse1 - Dungeon Settlers Wiki": "ゴブリンの死体1 - Dungeon Settlers Wiki", "Goblin Corpse2": "ゴブリンの死体2", "Goblin Corpse2 - Dungeon Settlers Wiki": "ゴブリンの死体2 - Dungeon Settlers Wiki", "Goblin Rider Random": "ゴブリンライダー（ランダム）", "Goblin Shaman Random": "ゴブリンシャーマン（ランダム）", "Goblin Tent1": "Goblin Tent1", "Goblin Tent2": "Goblin Tent2", "Goblin Thrower Random": "ゴブリン・スローワー（ランダム）", "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "ゴブリンの勝利 GAMESYSTEM_Environment_{affecterName}", "Goblin Worker Random": "ゴブリン・ワーカー（ランダム）", "GoblinBrawler": "GoblinBrawler", "GoblinChiefShaman": "GoblinChiefShaman", "GoblinRider": "GoblinRider", "GoblinShaman": "GoblinShaman", "GoblinVictory": "GoblinVictory", "GoblinWorker": "GoblinWorker", "Goddess": "女神", "Goddess Guidance": "女神の導き", "Goddess Guidance - Dungeon Settlers Wiki": "女神の導き - Dungeon Settlers Wiki", "Goddess Guidance icon": "女神の導き アイコン", "Goddess Statue": "女神像", "Goddess Statue - Dungeon Settlers Wiki": "女神像 - Dungeon Settlers Wiki", "Goddess Statue Construction && Level 2 2+ units": "女神像の建設 && レベル 2 2+ ユニット", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "女神像の祝福：魔法呪文の使い手が魔法攻撃力+10%。物理の祝福と重複する。", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "女神像の祝福：魔法呪文の使い手が魔法攻撃力+10%。{#}と重複する。", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "女神像の祝福：物理呪文の使い手が物理攻撃力+10%。魔法の祝福と重複する。", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "女神像の祝福：物理呪文の使い手が物理攻撃力+10%。{#}と重複する。", "Goddess Statue map": "女神像マップ", "Goddess Tears": "女神の涙", "Goddess Tears - Dungeon Settlers Wiki": "女神の涙 - Dungeon Settlers Wiki", "Goddess Tears icon": "女神の涙アイコン", "Goddess Tears range and area shown on a dungeon room": "ダンジョンの部屋に表示された女神の涙の射程と範囲", "Goddess statue": "女神像", "Gold Mine": "金鉱", "Gold Mine calculator": "金鉱計算機", "Gold Mine inscription": "金鉱の刻印", "Gold cap": "ゴールド上限", "Gold from the inscription is capped per expedition. Reaching the cap converts the effect into a flat crit-chance bonus, so the crits keep helping even after the gold stops.": "刻印から得られるゴールドは探索ごとに上限があります。上限に達すると効果は固定の会心率ボーナスに変換されるため、ゴールドが止まった後も会心が役立ち続けます。", "Gold jewelry tier": "金の宝飾ティア", "Gold necklaces & rings": "金のネックレスと指輪", "Gold per crit = 10; cap = 2000.": "会心あたりゴールド = 10、上限 = 2000。", "Gold per critical hit": "会心1回あたりのゴールド", "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "ゴスゴールがより強く戻ってきます。組み合わせだけではなく、ステータス変動でセットアップする必要があります。", "Gossgoal returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers ウィキ": "Gossgoalはより強く戻ってくる。組み合わせだけでなく、ステータス変動で設定が必要。- Dungeon Settlers ウィキ", "Gossgoal returns stronger. Need to set up via stat variation, not just combination. マップ": "Gossgoalはより強く戻ってきます。組み合わせだけでなく、ステータスのバリエーションを通じてセットアップする必要があります。マップ", "Grant 10×": "付与 10×", "Grant 15×": "15×付与", "Grant 1×": "1×付与", "Grant 2×": "2×付与", "Grant 30×": "30×を付与", "Grant 3×": "Grant 3×", "Grant 4×": "4×付与", "Grant 8×": "8倍付与", "Grant the active Expedition Resolution's reward": "有効な探索隊の決断の報酬を付与する", "Granted by": "付与元", "Granted by a placed building": "設置した建物によって付与", "Granted by another effect:": "別の効果によって付与:", "Granted by effect": "効果によって付与", "Granted by the dungeon event": "ダンジョンイベントにより付与", "Granted by the dungeon event {#}.": "ダンジョンイベント {#} により付与。", "Granted by {#}": "{#}により付与", "Grants": "対象ユニットに", "Grants a 137 barrier for 10 s": "137のバリアを10秒間付与", "Grants a 150 barrier for 10 s": "10秒間150のバリアを付与", "Grants a 265 barrier for 10 s": "265のバリアを10秒間付与", "Grants a 294 barrier for 30 s": "30秒間294のバリアを付与", "Grants nearby allies": "近くの味方に付与する", "Grants nearby allies 冷静な統率 through exceptional leadership.": "優れた統率力で周辺味方に冷静な統率を付与します。", "Grants nearby allies 冷静な統率 through exceptional leadership. New allies acquire 世界樹の加護.": "優れた統率力で周囲の味方に冷静な統率を付与する。 新規隊員は世界樹の加護を習得する。", "Grants nearby allies 冷静な統率 through exceptional leadership. New allies acquire 生存本能.": "優れた統率力で周囲の味方に冷静な統率を付与する。 新規隊員は生存本能を習得する。", "Grants nearby allies 冷静な統率 through exceptional leadership. New allies acquire 開拓精神.": "優れた統率力で周囲の味方に冷静な統率を付与する。 新規隊員は開拓精神を習得する。", "Grants skill:": "付与スキル：", "Grants the unit Leadership:": "対象ユニットに統率力を付与します:", "Grants the unit the Leadership trait matching its race:": "対象ユニットに種族に応じた統率力特性を付与します:", "Grants 開拓精神 to the unit.": "対象ユニットに開拓精神を付与します。", "Grants:": "付与:", "Great Guardian Stone": "上級守護石碑", "Great Guardian Stone - Dungeon Settlers Wiki": "大守護石碑 - Dungeon Settlers Wiki", "Greater (High-grade) Mana Stones": "上位（高品質）マナ石", "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5": "上位マナ石と最上級マナ石は現在のビルドで極めて希少で、レベル5を超えると進行が遅くなります", "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5": "上位/最上級マナ石はほぼ入手不可能。レベル5を超えると進行が遅くなると考えましょう", "Greatsword Reaver": "大剣レイヴァー", "Greatsword equipped": "大剣装備", "Greatsword melee": "大剣近接", "Greatsword tree (Deadly Fear)": "大剣ツリー（致命的恐怖）", "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)": "大剣、弓、火の杖、水の杖、自然の杖（盾スロットを塞ぐ）", "Green": "緑", "Green Crystal": "緑の結晶", "Green_Small": "Green_Small", "Grey Monster Rat Random": "灰色モンスターネズミ（ランダム）", "Grey Rat Random": "灰色ネズミ（ランダム）", "GreyMonsterRat": "GreyMonsterRat", "GreyRat": "GreyRat", "GroundMoodCooltime": "GroundMoodCooltime", "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "名前の接頭辞ごとにグループ化：UI、ダメージタイプ別の戦闘ヒット音、制作・採集の効果音、食事、娯楽ゲーム、イベントスティンガー。", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange...": "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange...", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit": "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo...": "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo...", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac": "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac", "Grows as a stage of the": "～の農業作物の一段階として成長する", "Grows as a stage of the {#} farm crop.": "{#} の農業作物の一段階として成長する。", "Growth Fatigue (Mood -2) while XP sits at maximum": "XPが最大の間、成長停滞（気分-2）", "Growth per level-up (GameSystemTable):": "レベルアップごとの成長 (GameSystemTable):", "Growth stages": "成長段階", "Growth to rank 1": "ランク1への成長", "Growth to rank 2": "ランク2への成長", "Growth to rank 3 (mature)": "ランク3への成長（成熟）", "Growth_": "Growth_", "Guard Barrier turns a debuff you land on an enemy into a Barrier. Skills that debuff repeatedly (per tick) or hit a whole pack refresh the shield most; the Barrier only pays off on a unit that gets hit, so these are frontline combos.": "ガードバリアは、敵に与えたデバフをバリアに変換します。繰り返し（ティックごとに）デバフを与えるスキルや、集団全体に当たるスキルが最も多くシールドを更新します。バリアは被弾するユニットにしか効果がないため、これらは前衛コンボです。", "Guard Captain Tent": "衛兵隊長のテント", "Guard Captain Tent - Dungeon Settlers Wiki": "衛兵隊長のテント - Dungeon Settlers Wiki", "Guard Rate increases by {0}%. When a shield is equipped, movement speed increases by {1}% and attack speed by {2}%, and ...": "ガード率が{0}%増加します。盾を装備している場合、移動速度が{1}%、攻撃速度が{2}%増加し...", "Guard rate increases by {0}%. When a shield is equipped, attack speed increases by {1}%, and the equipped shield's weigh...": "ガード率が{0}%増加します。盾が装備されているとき、攻撃速度が{1}%増加し、装備された盾の重さ...", "GuardReduction": "GuardReduction", "Guarding": "ガード", "Guarding (halves the hit)": "ガード（被弾を半減）", "Guarding does not cost weapon durability": "ガードは武器の耐久度を消費しません", "Guide": "ガイド", "Guide: {#}": "ガイド: {#}", "Guides & Reference": "ガイドとリファレンス", "Guild Banner": "ギルドの旗", "Guild Banner - Dungeon Settlers Wiki": "ギルドの旗 - Dungeon Settlers Wiki", "Guild Banner1": "ギルドの旗1", "Guild Banner1 - Dungeon Settlers Wiki": "ギルドバナー1 - Dungeon Settlers Wiki", "Guild Banner2": "ギルドの旗2", "Guild Banner2 - Dungeon Settlers Wiki": "ギルドバナー2 - Dungeon Settlers Wiki", "Guild Cooking Hearth": "ギルドの料理かまど", "Guild Cooking Hearth - Dungeon Settlers Wiki": "ギルド調理炉 - Dungeon Settlers Wiki", "Guild Guard": "ギルド衛兵", "Guild Guard - Dungeon Settlers Wiki": "ギルドガード - Dungeon Settlers Wiki", "Guild Guard icon": "ギルドガード アイコン", "Guild Merchant1": "ギルド商人1", "Guild Merchant2": "Guild Merchant2", "Guild Merchant3": "ギルド商人3", "Guild Tent1": "ギルドのテント1", "Guild Tent1 - Dungeon Settlers Wiki": "ギルドテント1 - Dungeon Settlers Wiki", "Guild Tent2": "ギルドのテント2", "Guild Tent2 - Dungeon Settlers Wiki": "ギルドテント2 - Dungeon Settlers Wiki", "Guild Tent3": "ギルドのテント3", "Guild Tent3 - Dungeon Settlers Wiki": "ギルドテント3 - Dungeon Settlers Wiki", "Guild Trade": "ギルド取引", "Guild Trade - Dungeon Settlers Wiki": "ギルド取引 - Dungeon Settlers Wiki", "Guild Trade icon": "ギルド取引 アイコン", "Guild archer": "ギルド射手", "Guild quests": "ギルドクエスト", "Guild rank quests": "ギルドランククエスト", "Guild soldier": "ギルド兵士", "GuildContact": "GuildContact", "GuildGuard": "GuildGuard", "GuildMerchant": "GuildMerchant", "GuildMerchantBase": "GuildMerchantBase", "GuildMerchantBase2": "GuildMerchantBase2", "GuildMerchantMadeRoom": "GuildMerchantMadeRoom", "GuildMerchantRoomQuest": "GuildMerchantRoomQuest", "GuildMerchantSafeDefault": "GuildMerchantSafeDefault", "HP": "HP", "HP 102": "HP 102", "HP 110": "HP 110", "HP 113": "HP 113", "HP 120": "HP 120", "HP 135": "HP 135", "HP 146": "HP 146", "HP 158": "HP 158", "HP 180": "HP 180", "HP 191": "HP 191", "HP 203": "HP 203", "HP 225": "HP 225", "HP 23": "HP 23", "HP 30": "HP 30", "HP 38": "HP 38", "HP 45": "体力 45", "HP 56": "HP 56", "HP 60": "HP 60", "HP 68": "HP 68", "HP 74": "HP 74", "HP 75": "HP 75", "HP 80": "HP 80", "HP 90": "体力 90", "HP 95": "HP 95", "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "HP = 召喚者の魔法攻撃 ×1 + 基礎{#}；魔法攻撃 = 召喚者の魔法攻撃 ×0.5 + 基礎{#}。", "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "対象が処刑可能な状態で持てるHPは、その最大HPの20%です。大型の敵ほど処刑可能な範囲が比例して広がります。", "HP bonus": "HPボーナス", "HP boost": "HPブースト", "HP x": "HP ×", "HP/s": "HP/秒", "HP/s to allies within": "範囲内の味方へ HP/秒", "HUD alert definitions - trigger condition, scope, click action.": "HUDアラート定義 - トリガー条件、範囲、クリック動作。", "Hair": "髪", "Hard": "ハード", "Hard Combat": "ハード戦闘", "Hard Combat Difficulty - desc": "困難な戦闘難易度 - 説明", "Hard Management": "ハードマネジメント", "Hard Management Difficulty - desc": "困難な管理難易度 - 説明", "Hard Operation-Difficulty Unit": "困難 操作-難度 ユニット", "Hard Shell x10": "硬い殻 x10", "Hard Support Wagon Berry Fixed": "ハード支援ワゴン（ベリー・固定）", "Hard Support Wagon Grass Fixed": "ハード支援ワゴン（草・固定）", "Hard Support Wagon Hardtack Fixed": "ハード支援ワゴン（乾パン・固定）", "Hard Support Wagon Ointment Fixed": "ハード 支援ワゴン 軟膏 固定", "Hard Support Wagon Tech Book Fixed": "ハード支援ワゴン（技術書・固定）", "Hard Support Wagon Wood Fixed": "ハード支援ワゴン（木材・固定）", "Hard baseline": "ハードを基準", "Hard is the baseline": "ハードが基準です", "Hard is the baseline.": "ハードが基準値。", "Hard-excluded regions": "完全に除外された地域", "HardCombat": "HardCombat", "HardLimitWeightApplyCondition": "HardLimitWeightApplyCondition", "Harvest yields": "収穫量", "Harvested from the": "収穫元:", "Has duration": "継続時間あり", "HasAffecter_Exhausted": "HasAffecter_Exhausted", "HasAffecter_Hungry": "HasAffecter_Hungry", "HasAffecter_Overloaded": "HasAffecter_Overloaded", "HasAffecter_SevereDamage": "HasAffecter_SevereDamage", "HasAffecter_SevereHungry": "HasAffecter_SevereHungry", "HasAffecter_SevereOverloaded": "HasAffecter_SevereOverloaded", "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2": "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2", "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440", "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440", "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3": "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3", "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3": "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3", "HasRoomTypeAmountUnder_MediocreDiningRoom_1": "HasRoomTypeAmountUnder_MediocreDiningRoom_1", "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1": "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1", "HasRoomTypeAmountUnder_MediocrePrivateRoom_2": "HasRoomTypeAmountUnder_MediocrePrivateRoom_2", "HasRoomTypeAmountUnder_MediocreResearchLab_1": "HasRoomTypeAmountUnder_MediocreResearchLab_1", "HasRoomTypeAmountUnder_MediocreWorkshop_1": "HasRoomTypeAmountUnder_MediocreWorkshop_1", "HasRoomTypeAmountUnder_NormalDiningRoom_1": "HasRoomTypeAmountUnder_NormalDiningRoom_1", "HasRoomTypeAmountUnder_NormalMagicWorkshop_1": "HasRoomTypeAmountUnder_NormalMagicWorkshop_1", "HasRoomTypeAmountUnder_NormalPrivateRoom_2": "HasRoomTypeAmountUnder_NormalPrivateRoom_2", "HasRoomTypeAmountUnder_NormalResearchLab_1": "HasRoomTypeAmountUnder_NormalResearchLab_1", "HasRoomTypeAmountUnder_PoorMagicWorkshop_1": "HasRoomTypeAmountUnder_PoorMagicWorkshop_1", "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2": "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2", "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1": "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1", "Have 1 Arcane Workshop of Mediocre Quality or Higher": "平凡な品質以上の魔道具工房を1つ所持", "Have 1 Arcane Workshop of Normal Quality or Higher": "普通の品質以上の魔道具工房を1つ所持", "Have 1 Arcane Workshop of Shabby Quality or Higher": "粗末な品質以上の魔道具工房を1つ所持", "Have 1 Dining Hall of Mediocre Quality or Higher": "平凡な品質以上の食堂を1つ所持", "Have 1 Dining Hall of Normal Quality or Higher": "普通の品質以上の食堂を1つ所持", "Have 1 Dining Hall of Shabby Quality or Higher": "粗末な品質以上の食堂を1つ所持", "Have 1 Research Lab of Mediocre Quality or Higher": "平凡な品質以上の研究所を1つ所持", "Have 1 Research Lab of Normal Quality or Higher": "普通の品質以上の研究所を1つ所持", "Have 1 Research Lab of Shabby Quality or Higher": "粗末な品質以上の研究所を1つ所持", "Have 1 Shrine of Mediocre Quality or Higher": "平凡な品質以上の神殿を1つ所持", "Have 1 Shrine of Normal Quality or Higher": "普通の品質以上の神殿を1つ所持", "Have 1 Shrine of Shabby Quality or Higher": "粗末な品質以上の神殿を1つ所持", "Have 1 Workshop of Mediocre Quality or Higher": "平凡な品質以上の工房を1つ所持", "Have 1 Workshop of Normal Quality or Higher": "普通の品質以上の工房を1つ所持", "Have 1 Workshop of Shabby Quality or Higher": "粗末な品質以上の工房を1つ所持", "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "ルーマの木を12個所持 - 完了 && 長草を12個所持 - 完了", "Have 2 Private Rooms of Mediocre Quality or Higher": "平凡な品質以上の個室を2つ所持", "Have 2 Private Rooms of Normal Quality or Higher": "普通の品質以上の個室を2つ所持", "Have 2 Private Rooms of Shabby Quality or Higher": "粗末な品質以上の個室を2つ所持", "Have 3 Private Rooms of Mediocre Quality or Higher": "平凡な品質以上の個室を3つ所持", "Have 3 Private Rooms of Normal Quality or Higher": "普通の品質以上の個室を3つ所持", "Have 3 Private Rooms of Shabby Quality or Higher": "粗末な品質以上の個室を3つ所持", "Have 30 or More Cloth": "布を30個以上所持", "Have 30 or More Planks": "板材を30個以上所持", "Have 30 or More Pottery": "陶器を30個以上所持", "Have 40 or More Bone": "骨を40個以上所持", "Have 40 or More Stone": "石を40個以上所持", "Have 60 or More Wood": "木材を60個以上所持", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...": "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.": "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.": "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...": "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...": "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.": "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.", "He gazes at the insect sketch again and mumbles to himself. \"Do goblins really like having insects suck their blood? Th...": "彼は虫のスケッチをもう一度見つめ、独りごちる。\"本当にゴブリンは虫に血を吸わせるのが好きなのか? それは...", "He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the \"Basic Warrior\" candidate preset named Lowell (": "彼はファイル内で待機している新キャラクターではなく、キャンペーンのデフォルトの初期戦士です。すべてのキャンペーンシナリオはローウェルという名の「Basic Warrior」候補者プリセットで始まります（", "He leans his chin on his hand and mumbles to himself. \"An insect that should have gone extinct long ago... what could t...": "彼はあごを手にのせ、独りごちる。\"遠い昔に絶滅していたはずの虫...何が...", "He looks back at the sketch of the insect and murmurs to himself.": "彼は昆虫のスケッチを見返し、自分自身にぶつぶつと言う。", "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He strokes the gray-furred cat": "彼は昆虫のスケッチを見返し、自分自身にぶつぶつと言う。「ゴブリンは…昆虫に血を飲まれるのを楽しむのか？ なんと奇妙な…」彼は灰色の毛並みの猫をなでる。", "He reorganizes the mission documents and resumes his notes....": "He reorganizes the mission documents and resumes his notes....", "He strokes the gray-f...": "彼は灰色の毛並みの…", "He taps one of the o...": "彼は開いているページの…", "He tilts his ...": "彼は頭を…", "He turns back to the Spore Insect and murmurs to him...": "彼は胞子昆虫に背を向け、自分自身にぶつぶつと…", "Head": "頭", "Head Equipment Not Worn": "頭部装備未着用", "Head HP": "頭部HP", "HeadArmorRatio": "HeadArmorRatio", "HeadHealthPointBecomeThisOnDeadlyByDamage": "HeadHealthPointBecomeThisOnDeadlyByDamage", "HeadHitRatioModifier": "HeadHitRatioModifier", "Heads up: this link was made on a different data version, so a few picks may have shifted.": "ご注意：このリンクは別のデータバージョンで作られたため、一部の選択がずれている場合があります。", "Heal": "回復", "Heal 30% of damage dealt at 0 HP": "HP0時に与ダメージの30%を回復", "Heal 30% × missing% of damage dealt": "与ダメージの 30% × 減少% を回復", "Heard a Mandrake scream (Caution, prints once)": "マンドレイクの悲鳴を聞いた（注意、1回表示）", "HeavyWeightApplyCondition": "HeavyWeightApplyCondition", "HeavyWeightCondition": "HeavyWeightCondition", "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "こんにちは！Dungeon Settlersは現在ベータ開発段階です。多くの", "Hello! Dungeon Settlers is currently in the beta development stage. There are many 未実装機能, and various bugs may occur. ## If a critical bug occurs that ser": "こんにちは！Dungeon Settlersは現在ベータ開発段階です。多くの未実装機能があり、様々なバグが発生する可能性があります。 ## 深刻に", "Hello! Dungeon Settlers is currently in the beta development stage. There are many 未実装機能, and various bugs may occur. ## If a critical bug occurs that serio": "こんにちは！Dungeon Settlersは現在ベータ開発段階です。多くの未実装機能があり、様々なバグが発生する可能性があります。 ## ゲームプレイを深刻に", "Helmet": "兜", "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence": "彼女の安全フロアでの出現にはゴーレム討伐記録が必要。狩り依頼は沈黙のヴェール内でのみ発生する", "Her sharp gaze settles ...": "彼女の鋭い視線が...", "Heroic State (buff shown during combat)": "英雄状態（戦闘中に表示されるバフ）", "Hidden": "非表示", "Hidden - click to reveal": "非表示 - クリックで表示", "Hide all site chrome for a clean shareable screenshot (Esc restores)": "共有用のきれいなスクリーンショットのためにサイトのUIをすべて隠します（Escで復元）", "Hide non-fighting bonuses": "非戦闘ボーナスを非表示", "Hide non-fighting bonuses: ON": "非戦闘ボーナスを非表示: ON", "Hide the sidebar (keyboard: [ )": "サイドバーを非表示（キーボード: [ ）", "Hide the small explanatory hint lines (everywhere)": "小さな説明ヒント行を非表示にする (すべての場所)", "Hide the units bar": "ユニットバーを非表示", "Hide this spoiler again": "このネタバレを再び隠す", "Hide unreleased": "未実装を非表示", "Hide unreleased content again": "未実装コンテンツを再び隠す", "Hide wishlist button": "ウィッシュリストボタンを非表示", "High Stress (Caution, displays once)": "高ストレス（注意、1回表示）", "High combat difficulty does not only buff monsters. Your own units get a bonus that does not exist at Hard or below (on Devastation: critical chance +10, critical damage bonus +50, dodge chance +10).": "戦闘難易度が高い場合、強化されるのはモンスターだけではありません。ハード以下では存在しないボーナスが自軍ユニットにも付与されます（壊滅の場合: クリティカル確率 +10、クリティカルダメージボーナス +50、回避率 +10）。", "Higher level units require greater Mood satisfaction to stay content.": "高レベルユニットは満足を保つために大きなムード満足度が必要です。", "Higher levels require better": "高いレベルにはより良いものが必要です", "Higher levels require greater": "高いレベルにはより多くが必要です", "Higher resistance": "耐性が高いと", "Higher-level units require greater Mood satisfaction to stay content.": "高レベルユニットは満足を保つために大きなムード満足度が必要です。", "Higher-tier rooms": "上位ティアのルーム", "Hit": "命中", "Hit 2": "ヒット 2", "Hit 3": "ヒット 3", "Hit chance (melee / ranged)": "命中率（近接 / 遠隔）", "Hit damage": "命中ダメージ", "Hit location": "命中部位", "Hit rate": "命中率", "Hit ×2": "命中×2", "Hit-location split": "命中箇所の分割", "Hits": "ヒット", "Hits / attacks": "被弾／攻撃回数", "Hits per cast": "1回の使用あたりのヒット数", "Hits to down you": "あなたを倒すのに必要なヒット数", "Hits to kill": "撃破に必要な攻撃回数", "Hits to kill you": "倒されるまでの被弾数", "Hits up to 5 enemies (30% dmg, 2-sq)": "最大5体の敵に命中（ダメージ30%、2マス）", "Hmm, fascinating. What if we took it apart?": "ふむ、興味深い。分解したらどうでしょう？", "Hmm, seems like they're fond of it.": "ふむ、彼らはそれが好きなようですね。", "Hold Shift and left click other units to add them to the selection.": "Shiftキーを押しながら左クリックして他のユニットを選択に追加します。", "Hold Shift and left-click other units to add them to the selection.": "Shiftキーを押しながら左クリックして他のユニットを選択に追加します。", "Holds": "保持内容：", "Holy": "神聖", "Holy Magic": "神聖魔法", "Home": "ホーム", "Hood": "フード", "Horn Flute Item Usage": "ホルンフルートアイテム使用", "Horn_Decision Not Activated": "Horn_Decision 未発動", "HourInMinutes": "HourInMinutes", "HourPerDay": "HourPerDay", "Housing (16)": "住宅 (16)", "Housing / Recreation": "住宅 / 娯楽", "Housing Room": "住宅ルーム", "Housing Rooms": "住宅部屋", "Housing Rooms - Dungeon Settlers Wiki": "住宅ルーム - Dungeon Settlers Wiki", "Housing Type": "住宅タイプ", "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "住居部屋の段階 - 必要な家具（サブタイプ/個数/品質）とサイズ。", "Housing type": "住宅タイプ", "HousingRoom": "住居ルーム", "HousingRoomMaxSize": "HousingRoomMaxSize", "HousingRoomTable.json": "HousingRoomTable.json", "How": "方法", "How Regions Unlock": "地域の解放方法", "How Regions Unlock (Progression)": "地域のアンロック方法（進行）", "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "地域のアンロックの仕組み（進行） - Dungeon Settlers Wiki", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.26) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "モンスターはどのようにあなたの入植者に気づき、あなたはそれに対して何ができるのか? このページはゲームのテーブル(DS_B.0.3.26)とコードダンプから直接読み取られています。各数値には出典となる定数の名前を記載し、データが確認できないものはその旨を明示しています。次のインタラクティブなものをお試しください", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.40) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "モンスターはどのようにあなたの入植者に気づき、あなたはそれに対して何ができるのか? このページはゲームのテーブル(DS_B.0.3.40)とコードダンプから直接読み取られています。各数値には出典となる定数の名前を記載し、データが確認できないものはその旨を明示しています。次のインタラクティブなものをお試しください", "How inscriptions work.": "インスクリプションの仕組み。", "How it appears": "出現方法", "How it is applied:": "適用方法:", "How monsters spot you - Vision Range, line of sight, aggro and threat, day/night, stealth - and every lever that changes it, cited to the tables and code.": "モンスターがどうやってあなたを発見するか（視界範囲、視線、アグロと脅威、昼夜、隠密）、そしてそれを変えるあらゆるレバーを、テーブルとコードに紐付けて記載。", "How room quality works": "ルーム品質の仕組み", "How skills are organized.": "スキルの分類方法。", "How the damage is calculated": "ダメージの計算方法", "How the tables join": "テーブルの結合方法", "How these numbers are computed": "これらの数値の計算方法", "How these numbers are computed.": "これらの数値の計算方法。", "How this is worked out": "計算方法", "How to obtain": "入手方法", "How weapons and armor wear out in Dungeon Settlers, what slows it down, and where to repair - with a simulator to count hits-until-break and the durability you will need to mend back.": "Dungeon Settlers で武器と防具がどのように摩耗し、何がそれを遅らせ、どこで修理できるか。破損までの回数と、修復に必要な耐久度を計算するシミュレーター付き。", "How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.": "武器が攻撃で、防具が被弾でどう摩耗するか、何がそれを軽減するか、そして修理の方法。破損までの被弾数シミュレーター付き。", "Howl": "遠吠え", "Hp Regen": "HP再生", "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0": "人間 100、リザードマン 約35、エルフ 25（ランク2以降）。ドワーフ／白鬼／タル 0", "Human Fat Unisex 0": "人間 太め ユニセックス 0", "Human Fat Unisex 1": "人間 太め ユニセックス 1", "Human Fat Unisex 10": "人間 太め ユニセックス 10", "Human Fat Unisex 11": "人間 太め ユニセックス 11", "Human Fat Unisex 12": "人間 太め ユニセックス 12", "Human Fat Unisex 13": "人間 太め ユニセックス 13", "Human Fat Unisex 14": "人間 太め ユニセックス 14", "Human Fat Unisex 15": "人間 太め ユニセックス 15", "Human Fat Unisex 16": "人間 太め ユニセックス 16", "Human Fat Unisex 17": "人間 太め ユニセックス 17", "Human Fat Unisex 2": "人間 太め ユニセックス 2", "Human Fat Unisex 3": "人間 太め ユニセックス 3", "Human Fat Unisex 4": "人間 太め ユニセックス 4", "Human Fat Unisex 5": "人間 太め ユニセックス 5", "Human Fat Unisex 6": "人間 太め ユニセックス 6", "Human Fat Unisex 7": "人間 太め ユニセックス 7", "Human Fat Unisex 8": "人間 太め ユニセックス 8", "Human Fat Unisex 9": "人間 太め ユニセックス 9", "Human Standard Female 0": "人間 標準 女性 0", "Human Standard Female 1": "人間 標準 女性 1", "Human Standard Female 10": "人間 標準 女性 10", "Human Standard Female 11": "人間 標準 女性 11", "Human Standard Female 12": "人間 標準 女性 12", "Human Standard Female 13": "人間 標準 女性 13", "Human Standard Female 14": "人間 標準 女性 14", "Human Standard Female 15": "人間 標準 女性 15", "Human Standard Female 16": "人間 標準 女性 16", "Human Standard Female 17": "人間 標準 女性 17", "Human Standard Female 18": "人間 標準 女性 18", "Human Standard Female 19": "人間 標準 女性 19", "Human Standard Female 2": "人間 標準 女性 2", "Human Standard Female 20": "人間 標準 女性 20", "Human Standard Female 21": "ヒューマン標準女性 21", "Human Standard Female 3": "人間 標準 女性 3", "Human Standard Female 4": "人間 標準 女性 4", "Human Standard Female 5": "人間 標準 女性 5", "Human Standard Female 6": "人間 標準 女性 6", "Human Standard Female 7": "人間 標準 女性 7", "Human Standard Female 8": "人間 標準 女性 8", "Human Standard Female 9": "人間 標準 女性 9", "Human Standard Female Preset": "人間 標準 女性 プリセット", "Human Standard Male 0": "人間 標準 男性 0", "Human Standard Male 1": "人間 標準 男性 1", "Human Standard Male 10": "人間 標準 男性 10", "Human Standard Male 11": "人間 標準 男性 11", "Human Standard Male 12": "人間 標準 男性 12", "Human Standard Male 13": "人間 標準 男性 13", "Human Standard Male 14": "人間 標準 男性 14", "Human Standard Male 15": "人間 標準 男性 15", "Human Standard Male 16": "人間 標準 男性 16", "Human Standard Male 17": "人間 標準 男性 17", "Human Standard Male 18": "人間 標準 男性 18", "Human Standard Male 19": "人間 標準 男性 19", "Human Standard Male 2": "人間 標準 男性 2", "Human Standard Male 20": "人間 標準 男性 20", "Human Standard Male 21": "人間 標準 男性 21", "Human Standard Male 22": "人間 標準 男性 22", "Human Standard Male 3": "人間 標準 男性 3", "Human Standard Male 4": "人間 標準 男性 4", "Human Standard Male 5": "人間 標準 男性 5", "Human Standard Male 6": "人間 標準 男性 6", "Human Standard Male 7": "人間 標準 男性 7", "Human Standard Male 8": "人間 標準 男性 8", "Human Standard Male 9": "人間 標準 男性 9", "Human Standard Male Preset": "人間 標準 男性 プリセット", "Human quirk": "人間の癖", "HumanFatFemale_000": "HumanFatFemale_000", "HumanFatFemale_001": "HumanFatFemale_001", "HumanFatFemale_002": "HumanFatFemale_002", "HumanFatFemale_003": "HumanFatFemale_003", "HumanFatFemale_004": "HumanFatFemale_004", "HumanFatFemale_005": "HumanFatFemale_005", "HumanFatFemale_006": "HumanFatFemale_006", "HumanFatFemale_007": "HumanFatFemale_007", "HumanFatFemale_008": "HumanFatFemale_008", "HumanFatMale_000": "HumanFatMale_000", "HumanFatMale_001": "HumanFatMale_001", "HumanFatMale_002": "HumanFatMale_002", "HumanFatMale_003": "HumanFatMale_003", "HumanFatMale_004": "HumanFatMale_004", "HumanFatMale_005": "HumanFatMale_005", "HumanFatMale_006": "HumanFatMale_006", "HumanFatMale_007": "HumanFatMale_007", "HumanFatMale_008": "HumanFatMale_008", "HumanStandardFemale_000": "HumanStandardFemale_000", "HumanStandardFemale_001": "HumanStandardFemale_001", "HumanStandardFemale_002": "HumanStandardFemale_002", "HumanStandardFemale_003": "HumanStandardFemale_003", "HumanStandardFemale_004": "HumanStandardFemale_004", "HumanStandardFemale_005": "HumanStandardFemale_005", "HumanStandardFemale_006": "HumanStandardFemale_006", "HumanStandardFemale_007": "HumanStandardFemale_007", "HumanStandardFemale_008": "HumanStandardFemale_008", "HumanStandardFemale_009": "HumanStandardFemale_009", "HumanStandardFemale_010": "HumanStandardFemale_010", "HumanStandardFemale_011": "HumanStandardFemale_011", "HumanStandardFemale_012": "HumanStandardFemale_012", "HumanStandardFemale_013": "HumanStandardFemale_013", "HumanStandardFemale_014": "HumanStandardFemale_014", "HumanStandardFemale_015": "HumanStandardFemale_015", "HumanStandardFemale_016": "HumanStandardFemale_016", "HumanStandardFemale_017": "HumanStandardFemale_017", "HumanStandardFemale_018": "HumanStandardFemale_018", "HumanStandardFemale_019": "HumanStandardFemale_019", "HumanStandardFemale_020": "HumanStandardFemale_020", "HumanStandardMale_000": "HumanStandardMale_000", "HumanStandardMale_001": "HumanStandardMale_001", "HumanStandardMale_002": "HumanStandardMale_002", "HumanStandardMale_003": "HumanStandardMale_003", "HumanStandardMale_004": "HumanStandardMale_004", "HumanStandardMale_005": "HumanStandardMale_005", "HumanStandardMale_006": "HumanStandardMale_006", "HumanStandardMale_007": "HumanStandardMale_007", "HumanStandardMale_008": "HumanStandardMale_008", "HumanStandardMale_009": "HumanStandardMale_009", "HumanStandardMale_010": "HumanStandardMale_010", "HumanStandardMale_011": "HumanStandardMale_011", "HumanStandardMale_012": "HumanStandardMale_012", "HumanStandardMale_013": "HumanStandardMale_013", "HumanStandardMale_014": "HumanStandardMale_014", "HumanStandardMale_015": "HumanStandardMale_015", "HumanStandardMale_016": "HumanStandardMale_016", "HumanStandardMale_017": "HumanStandardMale_017", "HumanStandardMale_018": "HumanStandardMale_018", "HumanStandardMale_019": "HumanStandardMale_019", "HumanStandardMale_020": "HumanStandardMale_020", "HumanStandardMale_021": "HumanStandardMale_021", "HumanStandardMale_022": "HumanStandardMale_022", "Humans": "人間", "Hunger restored": "回復する空腹", "HungerComsume": "HungerComsume", "HungerEffectApplyCondition": "HungerEffectApplyCondition", "HungerEffectCondition": "HungerEffectCondition", "HungerNeeded": "HungerNeeded", "HungerRecoveryCondition": "HungerRecoveryCondition", "HungerRegeneration": "HungerRegeneration", "Hunger_": "Hunger_", "Hunt Alpha Acid Slogel": "アルファ酸性スロゲルを狩る", "Hunt the Alpha Acid Slogel": "アルファ酸性スロゲルを狩る", "Hunt the Elder Gloth": "エルダー・グロスを狩る", "Hunt the White Mawmurk": "白いマウマークを狩る", "Hunters Hide Rack": "ハンターの皮なめし台", "Hunters Hide Rack - Dungeon Settlers Wiki": "ハンターの皮なめし台 - Dungeon Settlers Wiki", "Hunting Processing Complete": "狩猟加工 完了", "Hunting Processing not completed": "狩猟加工未完了", "Hybrid": "ハイブリッド", "I know the mood number": "気分の数値を知っています", "I understand for now.": "今のところ理解しました。", "I'll be waiting": "待ってます", "I'll be waiting on the Hell Leech": "地獄のヒルのことで待ってます", "I'll be waiting on the Meat Bug.": "肉虫のことで待ってます。", "I'll be waiting on the mana device": "マナ装置のことで待ってます", "I'll be waiting.": "待ってるよ。", "I'll join you.": "君に加わるよ。", "I'll join.": "参加します。", "I'll pay everyone a special bonus.": "皆に特別ボーナスを払いましょう。", "I'll set goals periodically.": "定期的に目標を設定します。", "I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience.": "私は単なる視線で殺すことの意味を理解するようになりました。それは本当に背筋が凍る経験でした。", "IN-GAME TIME": "ゲーム内時間", "ITEM_AccuracyPotion": "ITEM_AccuracyPotion", "ITEM_AcidInsectSoulStone": "ITEM_AcidInsectSoulStone", "ITEM_AcidSlogelSoulStone": "ITEM_AcidSlogelSoulStone", "ITEM_AgilityElixir": "ITEM_AgilityElixir", "ITEM_AidKit": "ITEM_AidKit", "ITEM_AlphaAcidSlogelSoulStone": "ITEM_AlphaAcidSlogelSoulStone", "ITEM_AncientCogWheel": "ITEM_AncientCogWheel", "ITEM_AncientMuralFragment": "ITEM_AncientMuralFragment", "ITEM_Antidote": "ITEM_Antidote", "ITEM_AntlerTonic": "ITEM_AntlerTonic", "ITEM_Arcron": "ITEM_Arcron", "ITEM_ArcronArmor": "ITEM_ArcronArmor", "ITEM_ArcronArrow": "ITEM_ArcronArrow", "ITEM_ArcronAxe": "ITEM_ArcronAxe", "ITEM_ArcronBow": "ITEM_ArcronBow", "ITEM_ArcronDagger": "ITEM_ArcronDagger", "ITEM_ArcronGreatSword": "ITEM_ArcronGreatSword", "ITEM_ArcronHelmet": "ITEM_ArcronHelmet", "ITEM_ArcronMace": "ITEM_ArcronMace", "ITEM_ArcronShield": "ITEM_ArcronShield", "ITEM_ArcronSpear": "ITEM_ArcronSpear", "ITEM_ArcronStick": "ITEM_ArcronStick", "ITEM_ArcronSword": "ITEM_ArcronSword", "ITEM_AshOfSolace": "ITEM_AshOfSolace", "ITEM_AttackSpeedPotion": "ITEM_AttackSpeedPotion", "ITEM_BanquetGoblet": "ITEM_BanquetGoblet", "ITEM_BaronBloodTear": "ITEM_BaronBloodTear", "ITEM_BasicCampingKit": "ITEM_BasicCampingKit", "ITEM_BlackSerum": "ITEM_BlackSerum", "ITEM_BloodSlimeSoulStone": "ITEM_BloodSlimeSoulStone", "ITEM_BloodSoakedFruit": "ITEM_BloodSoakedFruit", "ITEM_BloodWood": "ITEM_BloodWood", "ITEM_BloodWoodArmor": "ITEM_BloodWoodArmor", "ITEM_BloodWoodArrow": "ITEM_BloodWoodArrow", "ITEM_BloodWoodAxe": "ITEM_BloodWoodAxe", "ITEM_BloodWoodBow": "ITEM_BloodWoodBow", "ITEM_BloodWoodClub": "ITEM_BloodWoodClub", "ITEM_BloodWoodDagger": "ITEM_BloodWoodDagger", "ITEM_BloodWoodGreatSword": "ITEM_BloodWoodGreatSword", "ITEM_BloodWoodHelmet": "ITEM_BloodWoodHelmet", "ITEM_BloodWoodShield": "ITEM_BloodWoodShield", "ITEM_BloodWoodSpear": "ITEM_BloodWoodSpear", "ITEM_BloodWoodStick": "ITEM_BloodWoodStick", "ITEM_BloodWoodSword": "ITEM_BloodWoodSword", "ITEM_BloodstoneRing": "ITEM_BloodstoneRing", "ITEM_BlueBerry": "ITEM_BlueBerry", "ITEM_BlueCrystalBloodWoodStaff": "ITEM_BlueCrystalBloodWoodStaff", "ITEM_BlueCrystalBoneStaff": "ITEM_BlueCrystalBoneStaff", "ITEM_BlueCrystalCarapaceStaff": "ITEM_BlueCrystalCarapaceStaff", "ITEM_BlueCrystalIronStaff": "ITEM_BlueCrystalIronStaff", "ITEM_BlueCrystalNecklace": "ITEM_BlueCrystalNecklace", "ITEM_BlueCrystalOre": "ITEM_BlueCrystalOre", "ITEM_BlueCrystalRing": "ITEM_BlueCrystalRing", "ITEM_BlueCrystalWoodStaff": "ITEM_BlueCrystalWoodStaff", "ITEM_BlueGoblinBracelet": "ITEM_BlueGoblinBracelet", "ITEM_BlueGoblinNecklace": "ITEM_BlueGoblinNecklace", "ITEM_Bone": "ITEM_Bone", "ITEM_BoneArmor": "ITEM_BoneArmor", "ITEM_BoneArrow": "ITEM_BoneArrow", "ITEM_BoneAxe": "ITEM_BoneAxe", "ITEM_BoneBow": "ITEM_BoneBow", "ITEM_BoneClub": "ITEM_BoneClub", "ITEM_BoneDagger": "ITEM_BoneDagger", "ITEM_BoneGreatSword": "ITEM_BoneGreatSword", "ITEM_BoneHelmet": "ITEM_BoneHelmet", "ITEM_BoneMeal": "ITEM_BoneMeal", "ITEM_BoneShield": "ITEM_BoneShield", "ITEM_BoneSpear": "ITEM_BoneSpear", "ITEM_BoneSpiderSoulStone": "ITEM_BoneSpiderSoulStone", "ITEM_BoneStick": "ITEM_BoneStick", "ITEM_BoneSword": "ITEM_BoneSword", "ITEM_BronzeArmor": "ITEM_BronzeArmor", "ITEM_BronzeArrow": "ITEM_BronzeArrow", "ITEM_BronzeAxe": "ITEM_BronzeAxe", "ITEM_BronzeBow": "ITEM_BronzeBow", "ITEM_BronzeDagger": "ITEM_BronzeDagger", "ITEM_BronzeGreatSword": "ITEM_BronzeGreatSword", "ITEM_BronzeHelmet": "ITEM_BronzeHelmet", "ITEM_BronzeMace": "ITEM_BronzeMace", "ITEM_BronzeShield": "ITEM_BronzeShield", "ITEM_BronzeSpear": "ITEM_BronzeSpear", "ITEM_BronzeSword": "ITEM_BronzeSword", "ITEM_CarapaceArmor": "ITEM_CarapaceArmor", "ITEM_CarapaceArrow": "ITEM_CarapaceArrow", "ITEM_CarapaceAxe": "ITEM_CarapaceAxe", "ITEM_CarapaceBow": "ITEM_CarapaceBow", "ITEM_CarapaceClub": "ITEM_CarapaceClub", "ITEM_CarapaceDagger": "ITEM_CarapaceDagger", "ITEM_CarapaceGreatSword": "ITEM_CarapaceGreatSword", "ITEM_CarapaceHelmet": "ITEM_CarapaceHelmet", "ITEM_CarapaceShield": "ITEM_CarapaceShield", "ITEM_CarapaceSpear": "ITEM_CarapaceSpear", "ITEM_CarapaceStick": "ITEM_CarapaceStick", "ITEM_CarapaceSword": "ITEM_CarapaceSword", "ITEM_Ceramics": "ITEM_Ceramics", "ITEM_ChainKnightSentinelSoulStone": "ITEM_ChainKnightSentinelSoulStone", "ITEM_Clay": "ITEM_Clay", "ITEM_ClothArmor": "ITEM_ClothArmor", "ITEM_ClothBag": "ITEM_ClothBag", "ITEM_ClothCoif": "ITEM_ClothCoif", "ITEM_CogWheel": "ITEM_CogWheel", "ITEM_ConstitutionElixir": "ITEM_ConstitutionElixir", "ITEM_CopperArmor": "ITEM_CopperArmor", "ITEM_CopperArrow": "ITEM_CopperArrow", "ITEM_CopperAxe": "ITEM_CopperAxe", "ITEM_CopperBow": "ITEM_CopperBow", "ITEM_CopperDagger": "ITEM_CopperDagger", "ITEM_CopperGreatSword": "ITEM_CopperGreatSword", "ITEM_CopperHelmet": "ITEM_CopperHelmet", "ITEM_CopperIngot": "ITEM_CopperIngot", "ITEM_CopperMace": "ITEM_CopperMace", "ITEM_CopperOre": "ITEM_CopperOre", "ITEM_CopperShield": "ITEM_CopperShield", "ITEM_CopperSpear": "ITEM_CopperSpear", "ITEM_CopperStick": "ITEM_CopperStick", "ITEM_CopperSword": "ITEM_CopperSword", "ITEM_CrackedHourglass": "ITEM_CrackedHourglass", "ITEM_CriticalPotion": "ITEM_CriticalPotion", "ITEM_DecoratedPipe": "ITEM_DecoratedPipe", "ITEM_DeputyCaptainsInsignia": "ITEM_DeputyCaptainsInsignia", "ITEM_DeveloperLetter": "ITEM_DeveloperLetter", "ITEM_DevrickPendant": "ITEM_DevrickPendant", "ITEM_DevrickTalisman": "ITEM_DevrickTalisman", "ITEM_DisgustingMonsterMeat": "ITEM_DisgustingMonsterMeat", "ITEM_DodgePotion": "ITEM_DodgePotion", "ITEM_DustBulb": "ITEM_DustBulb", "ITEM_EchoFlowerRing": "ITEM_EchoFlowerRing", "ITEM_ElderGlothSoulStone": "ITEM_ElderGlothSoulStone", "ITEM_ExpeditionHorn": "ITEM_ExpeditionHorn", "ITEM_EyeBallSoulStone": "ITEM_EyeBallSoulStone", "ITEM_FadedCrystalBall": "ITEM_FadedCrystalBall", "ITEM_FineRawMeat": "ITEM_FineRawMeat", "ITEM_FireArcronStaff": "ITEM_FireArcronStaff", "ITEM_FireBloodWoodStaff": "ITEM_FireBloodWoodStaff", "ITEM_FireBoneStaff": "ITEM_FireBoneStaff", "ITEM_FireBronzeStaff": "ITEM_FireBronzeStaff", "ITEM_FireCarapaceStaff": "ITEM_FireCarapaceStaff", "ITEM_FireCopperStaff": "ITEM_FireCopperStaff", "ITEM_FireEssence": "ITEM_FireEssence", "ITEM_FireIronStaff": "ITEM_FireIronStaff", "ITEM_FireTinStaff": "ITEM_FireTinStaff", "ITEM_FireWoodStaff": "ITEM_FireWoodStaff", "ITEM_Firewood": "ITEM_Firewood", "ITEM_FlowerNecklace": "ITEM_FlowerNecklace", "ITEM_ForgottenIdol": "ITEM_ForgottenIdol", "ITEM_FortifiedBoneArmor": "ITEM_FortifiedBoneArmor", "ITEM_FortifiedBoneHelmet": "ITEM_FortifiedBoneHelmet", "ITEM_FortifiedBoneShield": "ITEM_FortifiedBoneShield", "ITEM_FrostyHandshake": "ITEM_FrostyHandshake", "ITEM_GarnetArcronStaff": "ITEM_GarnetArcronStaff", "ITEM_GarnetBronzeStaff": "ITEM_GarnetBronzeStaff", "ITEM_GarnetCopperStaff": "ITEM_GarnetCopperStaff", "ITEM_GarnetNecklace": "ITEM_GarnetNecklace", "ITEM_GarnetOre": "ITEM_GarnetOre", "ITEM_GarnetRing": "ITEM_GarnetRing", "ITEM_GarnetTinStaff": "ITEM_GarnetTinStaff", "ITEM_GiantStoneGolemSoulStone": "ITEM_GiantStoneGolemSoulStone", "ITEM_GlothEgg": "ITEM_GlothEgg", "ITEM_GlothEggOmelet": "ITEM_GlothEggOmelet", "ITEM_GoblinChiefShamanSoulStone": "ITEM_GoblinChiefShamanSoulStone", "ITEM_GoddessTears": "ITEM_GoddessTears", "ITEM_GoldNecklace": "ITEM_GoldNecklace", "ITEM_GoldRing": "ITEM_GoldRing", "ITEM_GrandCrown": "ITEM_GrandCrown", "ITEM_GrassPorridge": "ITEM_GrassPorridge", "ITEM_GreenCrystalBloodWoodStaff": "ITEM_GreenCrystalBloodWoodStaff", "ITEM_GreenCrystalBoneStaff": "ITEM_GreenCrystalBoneStaff", "ITEM_GreenCrystalCarapaceStaff": "ITEM_GreenCrystalCarapaceStaff", "ITEM_GreenCrystalIronStaff": "ITEM_GreenCrystalIronStaff", "ITEM_GreenCrystalNecklace": "ITEM_GreenCrystalNecklace", "ITEM_GreenCrystalOre": "ITEM_GreenCrystalOre", "ITEM_GreenCrystalRing": "ITEM_GreenCrystalRing", "ITEM_GreenCrystalWoodStaff": "ITEM_GreenCrystalWoodStaff", "ITEM_GreyRatSoulStone": "ITEM_GreyRatSoulStone", "ITEM_GrilledMeat": "ITEM_GrilledMeat", "ITEM_GrilledTurnip": "ITEM_GrilledTurnip", "ITEM_GuardPotion": "ITEM_GuardPotion", "ITEM_HardShell": "ITEM_HardShell", "ITEM_Hardtack": "ITEM_Hardtack", "ITEM_HedgeHogSoulStone": "ITEM_HedgeHogSoulStone", "ITEM_HellLeech": "ITEM_HellLeech", "ITEM_HideArmor": "ITEM_HideArmor", "ITEM_HideHelmet": "ITEM_HideHelmet", "ITEM_HighGradeManaStone": "ITEM_HighGradeManaStone", "ITEM_ImperialCoin": "ITEM_ImperialCoin", "ITEM_ImprovedGrassPorridge": "ITEM_ImprovedGrassPorridge", "ITEM_IntelligenceElixir": "ITEM_IntelligenceElixir", "ITEM_IronArmor": "ITEM_IronArmor", "ITEM_IronArrow": "ITEM_IronArrow", "ITEM_IronAxe": "ITEM_IronAxe", "ITEM_IronBow": "ITEM_IronBow", "ITEM_IronClub": "ITEM_IronClub", "ITEM_IronDagger": "ITEM_IronDagger", "ITEM_IronGreatSword": "ITEM_IronGreatSword", "ITEM_IronHelmet": "ITEM_IronHelmet", "ITEM_IronIngot": "ITEM_IronIngot", "ITEM_IronOre": "ITEM_IronOre", "ITEM_IronShield": "ITEM_IronShield", "ITEM_IronSpear": "ITEM_IronSpear", "ITEM_IronStick": "ITEM_IronStick", "ITEM_IronSword": "ITEM_IronSword", "ITEM_Jerky": "ITEM_Jerky", "ITEM_JewelEncrustedBeetle": "ITEM_JewelEncrustedBeetle", "ITEM_Leather": "ITEM_Leather", "ITEM_LeatherArmor": "ITEM_LeatherArmor", "ITEM_LeatherBag": "ITEM_LeatherBag", "ITEM_LeatherHelmet": "ITEM_LeatherHelmet", "ITEM_LeatherSleepingBag": "ITEM_LeatherSleepingBag", "ITEM_LowGradeFireElementalStone": "ITEM_LowGradeFireElementalStone", "ITEM_LowGradeManaStone": "ITEM_LowGradeManaStone", "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone": "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone", "ITEM_LowGradeNatureElementalStone": "ITEM_LowGradeNatureElementalStone", "ITEM_LowGradeWaterElementalStone": "ITEM_LowGradeWaterElementalStone", "ITEM_LumaFruit": "ITEM_LumaFruit", "ITEM_LumaLog": "ITEM_LumaLog", "ITEM_MagicResistancePotion": "ITEM_MagicResistancePotion", "ITEM_MagicalAttackPotion": "ITEM_MagicalAttackPotion", "ITEM_ManaStonePowder": "ITEM_ManaStonePowder", "ITEM_Mandrake": "ITEM_Mandrake", "ITEM_MeatPorridge": "ITEM_MeatPorridge", "ITEM_MeatSkewer": "ITEM_MeatSkewer", "ITEM_MeatStew": "ITEM_MeatStew", "ITEM_MerchantScales": "ITEM_MerchantScales", "ITEM_MetalScarabSoulStone": "ITEM_MetalScarabSoulStone", "ITEM_MetalSkinPotion": "ITEM_MetalSkinPotion", "ITEM_MidGradeFireElementalStone": "ITEM_MidGradeFireElementalStone", "ITEM_MidGradeFireEssence": "ITEM_MidGradeFireEssence", "ITEM_MidGradeManaStone": "ITEM_MidGradeManaStone", "ITEM_MidGradeNatureElementalStone": "ITEM_MidGradeNatureElementalStone", "ITEM_MidGradeNatureEssence": "ITEM_MidGradeNatureEssence", "ITEM_MidGradeWaterElementalStone": "ITEM_MidGradeWaterElementalStone", "ITEM_MidGradeWaterEssence": "ITEM_MidGradeWaterEssence", "ITEM_MonsterBarbecue": "ITEM_MonsterBarbecue", "ITEM_MonsterRatSoulStone": "ITEM_MonsterRatSoulStone", "ITEM_MushBiterSoulStone": "ITEM_MushBiterSoulStone", "ITEM_MushbiterTeeth": "ITEM_MushbiterTeeth", "ITEM_Mushroom": "ITEM_Mushroom", "ITEM_MushroomSkewer": "ITEM_MushroomSkewer", "ITEM_MushroomStew": "ITEM_MushroomStew", "ITEM_MysticWildHerb": "ITEM_MysticWildHerb", "ITEM_NatureArcronStaff": "ITEM_NatureArcronStaff", "ITEM_NatureBloodWoodStaff": "ITEM_NatureBloodWoodStaff", "ITEM_NatureBoneStaff": "ITEM_NatureBoneStaff", "ITEM_NatureBronzeStaff": "ITEM_NatureBronzeStaff", "ITEM_NatureCarapaceStaff": "ITEM_NatureCarapaceStaff", "ITEM_NatureCopperStaff": "ITEM_NatureCopperStaff", "ITEM_NatureEssence": "ITEM_NatureEssence", "ITEM_NatureGreenSpirit": "ITEM_NatureGreenSpirit", "ITEM_NatureIronStaff": "ITEM_NatureIronStaff", "ITEM_NatureTinStaff": "ITEM_NatureTinStaff", "ITEM_NatureWoodStaff": "ITEM_NatureWoodStaff", "ITEM_OatPorridge": "ITEM_OatPorridge", "ITEM_Oats": "ITEM_Oats", "ITEM_Ointment": "ITEM_Ointment", "ITEM_OldJewelryBox": "ITEM_OldJewelryBox", "ITEM_OpalArcronStaff": "ITEM_OpalArcronStaff", "ITEM_OpalBronzeStaff": "ITEM_OpalBronzeStaff", "ITEM_OpalCopperStaff": "ITEM_OpalCopperStaff", "ITEM_OpalNecklace": "ITEM_OpalNecklace", "ITEM_OpalOre": "ITEM_OpalOre", "ITEM_OpalRing": "ITEM_OpalRing", "ITEM_OpalTinStaff": "ITEM_OpalTinStaff", "ITEM_OrnateTeacup": "ITEM_OrnateTeacup", "ITEM_PerceptionElixir": "ITEM_PerceptionElixir", "ITEM_PeridotArcronStaff": "ITEM_PeridotArcronStaff", "ITEM_PeridotBronzeStaff": "ITEM_PeridotBronzeStaff", "ITEM_PeridotCopperStaff": "ITEM_PeridotCopperStaff", "ITEM_PeridotNecklace": "ITEM_PeridotNecklace", "ITEM_PeridotOre": "ITEM_PeridotOre", "ITEM_PeridotRing": "ITEM_PeridotRing", "ITEM_PeridotTinStaff": "ITEM_PeridotTinStaff", "ITEM_Petal": "ITEM_Petal", "ITEM_PhysicalAttackPotion": "ITEM_PhysicalAttackPotion", "ITEM_PotteryShard": "ITEM_PotteryShard", "ITEM_RabidDogSoulStone": "ITEM_RabidDogSoulStone", "ITEM_RadiantBanner": "ITEM_RadiantBanner", "ITEM_RawHide": "ITEM_RawHide", "ITEM_RawhideSleepingBag": "ITEM_RawhideSleepingBag", "ITEM_RedCrystalBloodWoodStaff": "ITEM_RedCrystalBloodWoodStaff", "ITEM_RedCrystalBoneStaff": "ITEM_RedCrystalBoneStaff", "ITEM_RedCrystalCarapaceStaff": "ITEM_RedCrystalCarapaceStaff", "ITEM_RedCrystalIronStaff": "ITEM_RedCrystalIronStaff", "ITEM_RedCrystalNecklace": "ITEM_RedCrystalNecklace", "ITEM_RedCrystalOre": "ITEM_RedCrystalOre", "ITEM_RedCrystalRing": "ITEM_RedCrystalRing", "ITEM_RedCrystalWoodStaff": "ITEM_RedCrystalWoodStaff", "ITEM_RedDragonBreath": "ITEM_RedDragonBreath", "ITEM_RedMonsterRatFang": "ITEM_RedMonsterRatFang", "ITEM_RedMonsterRatSoulStone": "ITEM_RedMonsterRatSoulStone", "ITEM_RefinedBlueCrystal": "ITEM_RefinedBlueCrystal", "ITEM_RefinedGarnet": "ITEM_RefinedGarnet", "ITEM_RefinedGreenCrystal": "ITEM_RefinedGreenCrystal", "ITEM_RefinedOpal": "ITEM_RefinedOpal", "ITEM_RefinedPeridot": "ITEM_RefinedPeridot", "ITEM_RefinedRedCrystal": "ITEM_RefinedRedCrystal", "ITEM_ReflectPotion": "ITEM_ReflectPotion", "ITEM_ReligiousArtifact": "ITEM_ReligiousArtifact", "ITEM_ReturnScroll": "ITEM_ReturnScroll", "ITEM_RitualBell": "ITEM_RitualBell", "ITEM_RitualCenser": "ITEM_RitualCenser", "ITEM_RoyalJelly": "ITEM_RoyalJelly", "ITEM_RoyalSeal": "ITEM_RoyalSeal", "ITEM_RoyalSlimeSoulStone": "ITEM_RoyalSlimeSoulStone", "ITEM_RustedCandelabrum": "ITEM_RustedCandelabrum", "ITEM_ScareCrow": "ITEM_ScareCrow", "ITEM_ShellPotion": "ITEM_ShellPotion", "ITEM_SilverIngot": "ITEM_SilverIngot", "ITEM_SilverNecklace": "ITEM_SilverNecklace", "ITEM_SilverOre": "ITEM_SilverOre", "ITEM_SilverPlate": "ITEM_SilverPlate", "ITEM_SilverRing": "ITEM_SilverRing", "ITEM_SkillCooldownPotion": "ITEM_SkillCooldownPotion", "ITEM_SkillElixir": "ITEM_SkillElixir", "ITEM_SkillResetElixir": "ITEM_SkillResetElixir", "ITEM_SlimeJelly": "ITEM_SlimeJelly", "ITEM_SlimePudding": "ITEM_SlimePudding", "ITEM_SlimeSoulStone": "ITEM_SlimeSoulStone", "ITEM_SmallWolfStatue": "ITEM_SmallWolfStatue", "ITEM_StaghareAntler": "ITEM_StaghareAntler", "ITEM_StaghareSoulStone": "ITEM_StaghareSoulStone", "ITEM_StealthPotion": "ITEM_StealthPotion", "ITEM_StickyBedstraw": "ITEM_StickyBedstraw", "ITEM_Stone": "ITEM_Stone", "ITEM_StoneBid": "ITEM_StoneBid", "ITEM_StoneBrick": "ITEM_StoneBrick", "ITEM_Straw": "ITEM_Straw", "ITEM_StrengthElixir": "ITEM_StrengthElixir", "ITEM_StuffedDeerHead": "ITEM_StuffedDeerHead", "ITEM_SwiftPotion": "ITEM_SwiftPotion", "ITEM_SwirlingTide": "ITEM_SwirlingTide", "ITEM_TechBook": "ITEM_TechBook", "ITEM_TechBook2": "ITEM_TechBook2", "ITEM_Textile": "ITEM_Textile", "ITEM_ThickClothArmor": "ITEM_ThickClothArmor", "ITEM_ThickClothCoif": "ITEM_ThickClothCoif", "ITEM_ThickTextile": "ITEM_ThickTextile", "ITEM_TinArmor": "ITEM_TinArmor", "ITEM_TinArrow": "ITEM_TinArrow", "ITEM_TinAxe": "ITEM_TinAxe", "ITEM_TinBow": "ITEM_TinBow", "ITEM_TinDagger": "ITEM_TinDagger", "ITEM_TinGreatSword": "ITEM_TinGreatSword", "ITEM_TinHelmet": "ITEM_TinHelmet", "ITEM_TinMace": "ITEM_TinMace", "ITEM_TinShield": "ITEM_TinShield", "ITEM_TinSpear": "ITEM_TinSpear", "ITEM_TinSword": "ITEM_TinSword", "ITEM_Torch": "ITEM_Torch", "ITEM_ToughRawMeat": "ITEM_ToughRawMeat", "ITEM_TrollHorn": "ITEM_TrollHorn", "ITEM_Turnip": "ITEM_Turnip", "ITEM_TurnipPorridge": "ITEM_TurnipPorridge", "ITEM_TurnipSalad": "ITEM_TurnipSalad", "ITEM_VampirePotion": "ITEM_VampirePotion", "ITEM_VeryHighGradeManaStone": "ITEM_VeryHighGradeManaStone", "ITEM_WaterArcronStaff": "ITEM_WaterArcronStaff", "ITEM_WaterBloodWoodStaff": "ITEM_WaterBloodWoodStaff", "ITEM_WaterBoneStaff": "ITEM_WaterBoneStaff", "ITEM_WaterBronzeStaff": "ITEM_WaterBronzeStaff", "ITEM_WaterCarapaceStaff": "ITEM_WaterCarapaceStaff", "ITEM_WaterCopperStaff": "ITEM_WaterCopperStaff", "ITEM_WaterEssence": "ITEM_WaterEssence", "ITEM_WaterIronStaff": "ITEM_WaterIronStaff", "ITEM_WaterTinStaff": "ITEM_WaterTinStaff", "ITEM_WaterWoodStaff": "ITEM_WaterWoodStaff", "ITEM_WeightPotion": "ITEM_WeightPotion", "ITEM_WildHerb": "ITEM_WildHerb", "ITEM_WildLongGrass": "ITEM_WildLongGrass", "ITEM_WillPowerElixir": "ITEM_WillPowerElixir", "ITEM_WoodArmor": "ITEM_WoodArmor", "ITEM_WoodArrow": "ITEM_WoodArrow", "ITEM_WoodAxe": "ITEM_WoodAxe", "ITEM_WoodBow": "ITEM_WoodBow", "ITEM_WoodClub": "ITEM_WoodClub", "ITEM_WoodDagger": "ITEM_WoodDagger", "ITEM_WoodGreatSword": "ITEM_WoodGreatSword", "ITEM_WoodHelmet": "ITEM_WoodHelmet", "ITEM_WoodPlank": "ITEM_WoodPlank", "ITEM_WoodShield": "ITEM_WoodShield", "ITEM_WoodSpear": "ITEM_WoodSpear", "ITEM_WoodStick": "ITEM_WoodStick", "ITEM_WoodSword": "ITEM_WoodSword", "Ice": "氷", "Idle": "待機", "Idle 1.2": "待機 1.2", "Idle 1.3": "待機 1.3", "Idle 2": "待機 2", "Idle 2.1": "待機 2.1", "Idle 2.2": "待機 2.2", "Idle 2.3": "待機 2.3", "Idle 3": "待機 3", "Idle ×1": "待機×1", "Idle_": "Idle_", "Idle상태 시작시 대기 틱. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 다른걸 하다가 Idle BT로 들어와 시작할 때 이 틱 만큼 대기한다는 뜻임. 이전 태스크가 뭔지는 알수 없는거고.": "Idle状態の開始時の待機ティック。{0} 〜 {1} の間のランダムな値を選んで行動。PS：他のことをしていてIdle BTに入って開始するとき、このティック分だけ待機するという意味。前のタスクが何かはわからない。", "Idle상태에서 대기 틱 시간. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 즉, Idle 을 '반복'할 때 적용되는 틱 주기임": "Idle状態での待機ティック時間。{0} 〜 {1} の間のランダムな値を選んで行動。PS：つまり、Idleを『繰り返す』ときに適用されるティック周期である。", "If 'change amount / max value' is higher than this percentage, it's treated as 'greatly increased/decreased'; if lower, it's treated as 'increased/decreased'. Not used for actual functionality - it's a reference value for indicating how fast stats are changing in the status window, etc.": "「変化量 / 最大値」がこの割合より高い場合は「大きく増加/減少」として扱い、低い場合は「増加/減少」として扱う。実際の機能には使われず、ステータスウィンドウなどで能力値がどれだけ速く変化しているかを示すための参照値。", "If Hunger % is 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied <- this one doesn't seem to exist": "空腹%が0から{0}未満: Hunger_Very Hungry {0}から{1}未満: Hunger_Hungry {1}から100以下: Hunger_Satisfied <- これは存在しないようだ", "If Mood is below": "気分が以下の場合", "If Movement Speed were reflected as-is in the code, it would be so fast it would look like teleportation. However, a movement speed value like 0.05 as used in actual development isn't appropriate for numerically representing the player's growth. Therefore, this conversion value is multiplied by the movement speed shown to the player, and the resulting value, converted to fit the Unity environment, is applied in the actual game logic code.": "移動速度をそのままコードに反映すると、テレポートのように見えるほど速くなってしまう。しかし、実際の開発で使われる0.05のような移動速度の値は、プレイヤーの成長を数値的に表すのに適していない。そのため、この変換値をプレイヤーに表示される移動速度に掛け、その結果の値をUnity環境に合わせて変換し、実際のゲームロジックコードで適用する。", "If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic": "スタミナ% が 0 から {0} 未満: Stamina_Very Exhausted {0} から {1} 未満: Stamina_Exhausted {1} から {2} 未満: Stamina_No Effect {2} から 100 以下: Stamina_Energetic", "If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe": "ストレス% が 0 から {0} 未満: Effect_Stress_Happy {0} から {1} 未満: 関連効果なし {1} から (2) 以下: Effect_Stress_High {2} から 100: Effect_Stress_Severe", "If a critical bug o...": "重大なバグが…", "If a critical bug occ...": "重大なバグが発生し…", "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "有効化された場合、敵を包囲すると位置取りが報われます。同じ対象の周囲で交戦している味方ユニット1体ごとに、攻撃者は次を得ます", "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreas...": "戦闘中{0}秒間位置を動かさない場合、与えるダメージは{1}%増加し、受けるダメージは減少します...", "If not in combat, returns home together with your companions": "戦闘中でない場合、仲間と共に帰還する", "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.": "退職金が支払われない場合、あなたのコントリビューションと他のメンバーの気分にペナルティが適用されます。", "If that's the custom, I can't help it.": "それがしきたりなら、仕方がありません。", "If the Entertainment percentage is: 0 to under {0}: Entertainment_Very Bored {0} to under {1}: Entertainment_Bored {1} to under {2}: Entertainment_No Effect {2} to 100 or below: Entertainment_Excited": "娯楽の割合が: 0以上{0}未満: Entertainment_Very Bored {0}以上{1}未満: Entertainment_Bored {1}以上{2}未満: Entertainment_No Effect {2}以上100以下: Entertainment_Excited", "If the Hunger percentage is: 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied": "空腹の割合が: 0以上{0}未満: Hunger_Very Hungry {0}以上{1}未満: Hunger_Hungry {1}以上100以下: Hunger_Satisfied", "If the current Crafting skill is higher than the required Crafting skill, a probability correction toward a 'Fine Work' result, scaled by how much higher it is (PS: The reverse case cannot exist, since crafting itself is impossible if the required Crafting skill is higher than the current Crafting skill)": "現在の制作スキルが必要な制作スキルより高い場合、その高さに応じてスケールする「良作」結果への確率補正（PS: 必要な制作スキルが現在の制作スキルより高い場合は制作そのものが不可能なので、逆のケースは存在しえない）", "If you are in a dungeon, all unsaved progress will be lost.": "ダンジョンにいる場合、保存されていないプログレスはすべて失われます。", "If you are in dungeon, all unsaved progress will be lost.": "ダンジョンにいる場合、保存されていないプログレスはすべて失われます。", "If you drink a": "を飲むと", "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset", "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset", "Ignore ...": "無視...", "Illustration:": "イラスト:", "Immobilization": "拘束", "Immune (Boss)": "無効（ボス）", "Impatient - desc": "急き立てられた - 説明", "Impatient - flavor": "急き立てられた - 風味", "Impatient - name": "急き立てられた - 名前", "Imperial Coin x1": "帝国コイン x1", "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit": "帝国コイン x1（マウマーク5体）、生皮 x8（白いマウマーク）、硬い殻 x10（アルファ酸性スロゲル）、その後エンドルシがユニットとして加入", "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1": "帝国コイン x1、その後 下級マナ石 x24 ＋ 歯車 x1", "Import a team in the Builder first, then pick your units here.": "先にビルダーでチームをインポートし、ここでユニットを選んでください。", "Import from your save": "セーブからインポート", "Import your save to load your whole team ->": "セーブをインポートしてチーム全体を読み込む ->", "Imported clan": "インポートしたクラン", "Imported team": "インポートしたチーム", "Improved Grass Porridge Complete": "改良された草粥 完了", "In Combat": "戦闘中", "In Finder press Cmd+Shift+G, paste this, press Enter.": "Finderで Cmd+Shift+G を押し、これを貼り付けてEnterを押します。", "In Surgery (Debuff, prints once)": "手術中（デバフ、1回表示）", "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...": "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...", "In an in...": "In an in...", "In an instant, countless voices, ...": "In an instant, countless voices, ...", "In data": "データ上", "In normal combat appears with workers, but in the abyss appears with throwers and brawlers.": "通常戦闘では労働者と共に現れますが、アビスではスロワーと暴力団と共に現れます。", "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. - Dungeon Settlers ウィキ": "通常戦闘ではワーカーと共に現れるが、アビスではスローワーとブローラーと共に現れる。- Dungeon Settlers ウィキ", "In that i...": "In that i...", "In that insta...": "In that insta...", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted fo...": "エロス帝国では、水の原始的な形がヒキガエルの2つの目と開いた口に似ていることを教えていました。バブルトードは改良版のバブルリングです...", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members i": "エロス帝国では、水の原始的な形がヒキガエルの2つの目と開いた口に似ていることを教えていました。戦闘に適応した改良版のバブルリングであるバブルトードは、遠征メンバーをサポートします", "In the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.": "にわたって登場します。現行ビルドでは最初の5フロアに固有の遭遇があり、フロア6〜10はプレースホルダーで、宝箱は最終報酬ではなく仮のコピー品の戦利品を使っています。アビスモンスターはまだ専用のドロップテーブルを持っていません。", "In the demo version, bodies can be temporarily removed through the portal.": "In the demo version, bodies can be temporarily removed through the portal.", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction.": "配給の最中に、{0}は自分の分を受け取り、不満をもってあなたを見つめる。", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon means risking our lives. Must we be so mis": "配給の最中に、{0}は自分の分を受け取り、不満をもってあなたを見つめる。「隊長、ダンジョンの探索は命がけです。そこまで貧しく", "In the middle of ration distribution, {0} receives his portion and looks at you with a discontented expression. \"Comman...": "配給の真っ最中、{0}は自分の分を受け取り、不満そうな表情であなたを見つめる。「指揮官comman...", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.": "沈黙の中で、最初は微かな音が聞こえるような気がしますが、やがてだんだんはっきりしてきます。", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer. It is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.": "静寂の中で、最初は微かな音が聞こえるような気がしますが、次第にはっきりしてきます。それは素晴らしく心地よいが、同時に普通の言葉では説明しきれないほど奇妙です。", "In the stock demo the Golem fight can never happen, so the chain never advances past region 0:": "標準のデモではゴーレム戦は決して発生しないため、連鎖は地域0を越えて進みません：", "In this build Perception's": "このビルドでは、認知の", "In-game Handbook": "ゲーム内ハンドブック", "In-game Handbook - Dungeon Settlers Wiki": "ゲーム内ハンドブック - Dungeon Settlers Wiki", "In-game look": "ゲーム内の見た目", "In-game look of this character with the gear equipped below": "下記の装備を着けたこのキャラクターのゲーム内の見た目", "In-game look with the equipped gear": "装備した状態のゲーム内の見た目", "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "遠征パーティ決定クエストが発動してから放棄イベントが現れるまでに必要なゲーム内時間", "In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day)": "アラートに表示されたランダムイベントが、発動後に消えるまでに必要なゲーム内時間（1440 = 1日）", "In...": "In...", "InDependent": "InDependent", "Include in the shared link:": "共有リンクに含める：", "Included in scenario starting kits:": "シナリオのスタートキットに含まれる:", "Included in scenario starting kits: {#}": "シナリオのスタートキットに含まれる: {#}", "Includes learned passive crit at full progression:": "習得済みパッシブのクリティカルを完全育成時で含む：", "Increase amount": "増加量", "Increases": "増加", "Increases Guard Rate by 40% and Guard Damage Reduction by 30% for 180 seconds.": "180秒間、ガード確率が40%、ガードダメージ軽減が30%増加する。", "Increases maximum weight by 100% for 180 seconds.": "180秒間、最大重量が100%増加する。", "Increases ガード確率 by {0}%. When equipped with a shield, 攻撃速度 increases by {1}%, and the weight of the equipped shield becomes 0.": "ガード確率が{0}%増加する。盾を装備している場合、攻撃速度が{1}%増加し、装備中の盾の重量が0になる。", "Increases ガード確率 by {0}%. When equipped with a shield, 移動速度 increases by {1}%, 攻撃速度 increases by {2}%, and the weight of the equipped shield becomes 0.": "ガード確率が{0}%増加する。盾を装備している場合、移動速度が{1}%、攻撃速度が{2}%増加し、装備中の盾の重量が0になる。", "Indestructible Building": "破壊不可能な建物", "Indestructible Building - Dungeon Settlers Wiki": "破壊不可の建物 - Dungeon Settlers Wiki", "Indestructible Building icon": "破壊不可の建物 アイコン", "Indicates the level of mental strain a unit is under.": "ユニットが受けている精神的負担のレベルを示します。", "Indicates the level of mental strain a unit is under. When ストレス reaches its maximum, the unit enters a 精神崩壊 state, and ストレス is reset to 0. ## If": "ユニットが受けている精神的負荷のレベルを示す。ストレスが最大に達すると、ユニットは精神崩壊状態に入り、ストレスは0にリセットされる。 ## もし", "Indicates the unit's rank.": "ユニットのランクを示します。", "Indicates the unit's rank. Higher levels require better 気分. Units can reach level 12 through レベルアップ.": "ユニットのランクを示します。高いレベルにはより良い気分が必要です。ユニットはレベルアップでレベル12に到達できます。", "Indicates the unit's rank. Higher levels require greater 気分 satisfaction. Units can grow up to level 12 by レベルアップ.": "ユニットのランクを示します。高いレベルにはより高い気分満足度が必要です。ユニットはレベルアップでレベル12まで成長できます。", "Individual": "個別", "Individual traits (1)": "個人特性 (1)", "Individual traits (2)": "個別特性（2）", "Individual traits (3)": "個人特性 (3)", "Individual traits (4)": "個人特性 (4)", "Individual traits (5)": "個人特性 (5)", "Individual traits ({#})": "個体特性 ({#})", "IndividualTraitMinCount": "IndividualTraitMinCount", "Indoor only": "屋内専用", "Infinite Abyss guide": "無限の深淵ガイド", "Inflicts": "付与される", "Inflicts magic damage equal to {2}% of magic attack power every {5} seconds on adjacent enemy units, and inflicts {3} st...": "隣接する敵ユニットに{5}秒ごとに魔法攻撃力の{2}%に等しい魔法ダメージを与え、{3}スタック...", "Ingredients": "材料", "Initial Depletion stack": "初期の消耗スタック", "Initial farm room": "初期の農場ルーム", "Initial mini dungeon room": "初期のミニダンジョンルーム", "Initial stat modifier total (2)": "初期ステータスボーナス合計 (2)", "Initial stat modifier total (3)": "初期ステータスボーナス合計 (3)", "InitialEquipTopicIgnoreSec": "InitialEquipTopicIgnoreSec", "InitialItemStoring_": "InitialItemStoring_", "Innate": "生来", "Innate to units of a specific race.": "特定の種族のユニットに固有。", "Innate to units with a specific background.": "特定の背景を持つユニットに固有。", "Innate:": "生得:", "Inner Silence": "内なる静寂", "Inner Silence - Dungeon Settlers Wiki": "内なる沈黙 - Dungeon Settlers Wiki", "Inner Silence icon": "内なる沈黙 アイコン", "InputBuffer": "InputBuffer", "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)": "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)", "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10": "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10", "Inscription": "刻印", "Inscription (rolled on level-up)": "刻印（レベルアップ時に抽選）", "Inscription handling surcharge": "刻印の取扱い追加料金", "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "完璧の刻印が有効: すべての才能が+1ティア (天才が上限)。", "Inscription of Reflection (100%)": "反射刻印（100%）", "Inscription rolls": "刻印のロール", "Inscription:": "刻印:", "InscriptionGrantLevels": "InscriptionGrantLevels", "InscriptionRarityWeights": "InscriptionRarityWeights", "Inscriptions": "刻印", "Inscriptions (1)": "刻印 (1)", "Inscriptions (3)": "刻印（3）", "Inscriptions (4)": "刻印 (4)", "Inscriptions ({#})": "刻印 ({#})", "Inscriptions - Dungeon Settlers Wiki": "刻印 - Dungeon Settlers Wiki", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit ...": "刻印はユニットが得られる、特性のような永続ボーナスです。入手経路は2つあり、勧誘したユニットが最初から刻印を持っている場合と、すべてのユニットが...", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones": "刻印はユニットが得られる永続的な特性のようなボーナスです。2つの経路から得られます。勧誘した者がすでに刻印を持って来る場合と、すべてのユニットが新しい刻印を提示される場合です", "Inscriptions guide": "刻印ガイド", "Inscriptions you already own are excluded from the pool": "すでに所持している刻印は候補から除外されます", "Inscriptions:": "刻印：", "Insect": "昆虫", "Insect Single-Faction Patrol": "昆虫単一陣営パトロール", "Insensitive to taste and eats anything without hesitation. Gains": "Insensitive to taste and eats anything without hesitation. Gains", "Insensitive to taste and eats anything without hesitation. Gains 鈍い味覚 when receiving a negative food effect, and gains 鈍い味覚 when receiving a positive food effe": "Insensitive to taste and eats anything without hesitation. Gains 鈍い味覚 when receiving a negative food effect, and gains 鈍い味覚 when receiving a positive food effe", "Insensitive to taste, eats anything without hesitation.": "味に敏感ではなく、ためらわずに何でも食べる。", "Inspect candidates before buying": "購入前に候補者を調べる", "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2": "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2", "Inspecting a candidate reveals hidden talents before you buy": "候補を調査すると、購入前に隠れた才能が明らかになります", "Inspection": "調査", "Instantly gains 3 Agility.": "即座に敏捷を3獲得する。", "Instantly gains 3 Intelligence.": "即座に知力を3獲得する。", "Instantly gains 3 Perception.": "即座に認知を3獲得する。", "Instantly gains 3 Stamina.": "即座に耐久力を3獲得する。", "Instantly gains 3 Strength.": "即座に力を3獲得する。", "Instantly gains 3 Will.": "即座に意志力を3獲得する。", "Instantly gains 5 skill points.": "即座にスキルポイントを5獲得する。", "Instead, the demo": "代わりに、デモは", "Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}": "知力の上昇: プラス GAMESYSTEM_Environment_{affecterName}", "Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "知力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}", "IntelligenceFortify": "IntelligenceFortify", "IntelligenceWeaken": "IntelligenceWeaken", "Intelligence_": "Intelligence_", "Interact Perion": "ペリオンと交流", "Interact Xenon": "Xenonと交流", "Interact Xenon2": "Xenonと交流2", "Interact Xenon3": "Xenonと交流3", "Interact Xenon4": "Xenonと交流4", "Interact with Endorsi": "エンドルシと対話", "Interact with Endorsi (for quest update)": "エンドルシと相互作用 (クエスト更新用)", "Interact with Perion": "ペリオンと交流する", "Interact with the Wagon": "ワゴンを調べる", "Interact with the Wooden Crate": "木箱を調べる", "Interact with the support wagon": "支援ワゴンとやり取りする", "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1": "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1", "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1": "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1", "Interaction Menu Verbs": "インタラクションメニューの動詞", "InteractionReaction": "InteractionReaction", "InteractionTopic": "InteractionTopic", "Interactions": "相互作用", "Interface": "インターフェース", "Intermediate (Mid-grade) Mana Stones": "中級（中品質）マナ石", "Intermediate Cooking Complete": "中級料理 完了", "Intermediate Cooking incomplete": "中級料理未完了", "Intermediate Storage Complete": "中級保管 完了", "Internal & tutorial": "内部・チュートリアル", "Internal developer notes changed on {#}.": "{#}の内部開発メモが変更されました。", "Internal key": "内部キー", "Internal themes & tutorial": "内部テーマ・チュートリアル", "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "遠征パーティ決定イベントが発生する間隔: ゲーム内分単位（10080 = 7日）", "Interval at which random events occur: in in-game minutes (10080, 20160)": "ランダムイベントが発生する間隔: ゲーム内分単位（10080, 20160）", "Interval between random events, in in-game minutes": "ランダムイベントが発生する間隔：ゲーム内の分単位", "Int×0.05": "Int×0.05", "Int×0.3": "Int×0.3", "Int×1.2": "Int×1.2", "InventorySizeMax": "InventorySizeMax", "Inventory_": "Inventory_", "Investigate the Acid Bug": "アシッドバグを調査する", "Investigate the Acid Bug - Interact with Xenon": "アシッドバグを調査する - ゼノンと交流する", "Investigate the Discarded Magic Power Device": "捨てられた魔力装置を調査する", "Investigate the Discarded Mana Device": "廃棄されたマナ装置を調査する", "Investigate the Meat Bug": "ミートバグを調査する", "Investigate the Meat Bug - Interact with Xenon": "ミートバグを調査する - ゼノンと交流する", "Investigate the Spore Bug": "スポアバグを調査する", "Investigate the Spore Bug - Interact with Xenon": "スポアバグを調査する - ゼノンと交流する", "Investigate {0} on the 5th floor of the dungeon.": "ダンジョンの5階で{0}を調査してください。", "Investigating the golem remains. He looks very tired.": "ゴーレムの残骸を調査している。彼はとても疲れているように見える。", "Invincibility": "無敵", "Invincibility - Dungeon Settlers Wiki": "無敵 - Dungeon Settlers Wiki", "Invincibility icon": "無敵アイコン", "Iron (M.Atk {#})": "鉄（魔法攻撃 {#}）", "Iron (P.Atk {#})": "鉄（物理攻撃 {#}）", "Iron (full gear set + Iron Ore/Ingot/Stick)": "鉄（フル装備セット + 鉄鉱石/鉄インゴット/鉄の棒）", "Iron Vein Fixed": "鉄鉱脈（固定）", "Isn't this when we should help each other?": "これが互いに助け合うべき時ではないですか?", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely.": "長い間放置されているようですが、完全に機能を停止しているようには見えません。", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of contaminated water-apparently leaked ca": "長い間放置されているようですが、完全に機能を停止しているようには見えません。パイプのいくつかは腐食しており、明らかに漏れた汚染された水の池…", "It appears to have been neglected for a long time, but does not appear to have completely stopped functioning. The pipe...": "長い間放置されていたようだが、完全に機能を停止しているようには見えない。パイプは...", "It doesn't seem like we need goals.": "目標は必要ないようです。", "It has a fairly hard shell.": "かなり硬い殻を持っています。", "It holds its place quietly through every meal.": "すべての食事を通じて静かにその場所を保ちます。", "It is a beast that lives in caves. It is relatively docile.": "洞窟に住む野獣。比較的おとなしい。", "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "洞窟に住む野獣。若いものは口が目を覆っているため、見えにくい。", "It is a code flag (it adjusts no stat), so it is all-or-nothing: while active you cannot be seen or targeted, regardless of Vision Range or distance. The catch is spelled out in the description - it ends the instant you deal damage, so it is a repositioning and scouting tool, not a way to fight unseen. Sources:": "これはコードフラグ（ステータスを一切変えません）なので、オールオアナッシングです。発動中は視界範囲や距離に関係なく、見つかることも狙われることもありません。落とし穴は説明文に明記されています。ダメージを与えた瞬間に終了するため、これは再配置と偵察のツールであり、見つからずに戦う手段ではありません。出典：", "It is a type of giant rodent that dwells in the forest.": "森に住む巨大なげっ歯動物の一種です。", "It is built from": "これは", "It is known to be a material that is good for various purposes.": "様々な目的に良い材料として知られています。", "It is natural to assume the": "当然、次のように思うでしょう：", "It is not in the unit's equipment or inventory.": "ユニットの装備またはインベントリにはありません。", "It is wonderfully soothing, yet at the same time far too strange to...": "それは素晴らしく心地よいが、同時に奇妙で...", "It is wonderfully soothing,...": "It is wonderfully soothing,...", "It looks like it could be quite useful.": "それはかなり役に立つものであるように見えます。", "It makes even a cold floor feel a bit more lived-in.": "冷たい床でさえ、少しより人間らしい空間にしてくれます。", "It starts now": "今から始まります", "It walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in": "序盤を案内します。支援ワゴンとのやり取り、基本作業台の建設、初期装備の作成、ユニット4体の募集、最初のダンジョン攻略、研究所の建設、ユニット2体をレベル2にすること、そして最後は", "It would be per surrounding unit, from the very first flanker, and symmetric (enemies surrounding your units would benefit too).": "周囲のユニットごとに、最初に側面を取った時点から適用され、対称的（あなたのユニットを囲む敵も恩恵を受ける）になる。", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "労働者を最初に対処する方が簡単です。HPが低くなると、彼らは草を食べるために逃げます。", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. - Dungeon Settlers ウィキ": "最初にワーカーを処理する方が簡単です。HPが低くなると、草を食べるために逃げます。- Dungeon Settlers ウィキ", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. マップ": "最初にワーカーを処理する方が簡単です。HPが低くなると、草を食べるために逃げます。マップ", "It's too loud, stop it right now.": "うるさすぎます。今すぐ止めてください。", "Item": "アイテム", "Item Spawns": "アイテムスポーン", "Item on-use effects are rendered by one shared component. Soul stones previously had a bespoke layout and printed their granted trait twice on the same page; food and potions used a different one again.": "アイテムの使用効果は1つの共有コンポーネントで表示されます。魂の石は以前、独自のレイアウトを持ち、同じページに付与された特性を2回印刷していました。食べ物とポーションは別のコンポーネントを使用していました。", "Item spawns": "アイテム出現", "Item storage limit for the starting storage": "開始時の保管庫のアイテム保管上限", "ItemAmountFactorByOffering": "ItemAmountFactorByOffering", "ItemTable.json": "ItemTable.json", "Item_": "Item_", "Items": "アイテム", "Items (on equip):": "アイテム（装備時）:", "Items + Buildings": "アイテム + 建物", "Items - Dungeon Settlers Wiki": "アイテム - Dungeon Settlers Wiki", "Items and equipment": "アイテムと装備", "Items, gear and crafting": "アイテム・装備・制作", "Items:": "アイテム:", "Items: no": "アイテム: なし", "Items: yes": "アイテム：あり", "Its attack:": "相手の攻撃：", "Its dmg/hit on you": "相手のあなたへのダメージ/ヒット", "Its eyes glow blue, and a man's voice issues from its beak....": "Its eyes glow blue, and a man's voice issues from its beak....", "Its frozen pillar text does say it applies Disturbance to adjacent enemies every second, but: the pillar is a spawned object whose lifetime is not in the skill data (the skill's own Duration is 0), each cast consumes a Bubbling, it is cast by a backline ranged water mage who rarely needs a shield, and it is unconfirmed whether the pillar's applications are credited to you for Guard Barrier's 'you inflict' check. Treat it as situational at best, not a per-second shield engine like Fire Cloak (a self-aura you stand in and clearly own).": "氷の柱の説明には確かに毎秒隣接する敵に妨害を付与するとあるが、柱は生成オブジェクトでその寿命はスキルデータに存在せず（スキル自体のDurationは0）、詠唱ごとにバブリングを1体消費し、シールドをめったに必要としない後衛の遠隔水メイジが詠唱し、しかも柱の付与がガードバリアの『自分が付与』判定で自分の功績として認められるかは未確認である。よくても状況次第の性能として扱い、炎の外套（自分がその中に立ち、明確に自分のものと分かる自己オーラ）のような毎秒シールドエンジンとは見なさないこと。", "Its skill": "敵のスキル", "Its template (": "そのテンプレート（", "Its thorny tendrils radiate a ...": "その茨の蔓は…を放つ。", "JSON": "JSON", "JewelBeetle": "JewelBeetle", "Jeweled Beetle GAMESYSTEM_Environment_{affecterName}": "宝石甲虫 GAMESYSTEM_Environment_{affecterName}", "Jewelry": "装飾品", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon.": "彼女の外見から判断すると、ギルドからダンジョンに派遣された商人のようです。", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon. She busily organizes her goods and writes in a ledger, but perks up her ears as you approach. <colo": "彼女の外見から判断すると、ギルドからダンジョンに派遣された商人のようです。彼女は忙しく商品を整理し、台帳に記入していますが、あなたが近づくと耳をピンと立てます。", "Judging from her appearance, she is a merchant sent by the guild into the dungeon.": "彼女の外見から判断すると、ギルドによってダンジョンに派遣された商人です。", "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that": "彼女の外見から判断すると、ギルドによってダンジョンに派遣された商人です。彼女は商品を整理し、台帳に記入していますが、あなたが近づくと耳をピンと立てます。「見たでしょ…", "Junk Heap 1": "ジャンクヒープ1", "Junk Heap 2": "ジャンクヒープ2", "Junk Heap 3": "ジャンクヒープ3", "Junk Heap1": "がらくたの山1", "Junk Heap1 Remnant": "ガラクタの山1の残骸", "Junk Heap1 Remnant - Dungeon Settlers Wiki": "がらくたの山1の残骸 - Dungeon Settlers Wiki", "Junk Heap10": "がらくたの山10", "Junk Heap11": "がらくたの山11", "Junk Heap12": "がらくたの山12", "Junk Heap13": "がらくたの山13", "Junk Heap14": "がらくたの山14", "Junk Heap15": "がらくたの山15", "Junk Heap16": "がらくたの山16", "Junk Heap17": "がらくたの山17", "Junk Heap18": "がらくたの山18", "Junk Heap19": "廃品置き場19", "Junk Heap2": "がらくたの山2", "Junk Heap2 Remnant": "ガラクタの山2の残骸", "Junk Heap2 Remnant - Dungeon Settlers Wiki": "廃品置き場2の残骸 - Dungeon Settlers Wiki", "Junk Heap20": "廃品置き場20", "Junk Heap3": "がらくたの山3", "Junk Heap3 Remnant": "ガラクタの山3の残骸", "Junk Heap3 Remnant - Dungeon Settlers Wiki": "廃品置き場3の残骸 - Dungeon Settlers Wiki", "Junk Heap4": "がらくたの山4", "Junk Heap5": "がらくたの山5", "Junk Heap6": "がらくたの山6", "Junk Heap7": "がらくたの山7", "Junk Heap8": "がらくたの山8", "Junk Heap9": "がらくたの山9", "Junk heap": "がらくたの山", "Junk heaps": "がらくたの山", "Keep this bar pinned to the top while you scroll": "スクロール中、このバーをトップにピン留めしたままにします", "Keep this build": "このビルドを保存", "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "ユニットを遠征に長く留めすぎると段階的な気分ペナルティ（4段階）が積み重なり、管理難易度が高いほど厳しくなります。帰還時には一時的な", "Key": "キー", "Key Stat": "主要ステータス", "Key numbers": "主要な数値", "Key prefixes": "キーの接頭辞", "Key stats": "主要ステータス", "Keyword": "キーワード", "Kill EXP:": "撃破経験値:", "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution.": "オタマジャクシを倒す→オタマジャクシが巨大なミミズを食べる戦闘。理論的には、オタマジャクシのスタッキングを考慮して相互に食べさせることで、進化を防ぐことができます。", "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution. - Dungeon Settlers ウィキ": "オタマジャクシを殺す→オタマジャクシが大ミミズを食べる戦闘。理論的には、オタマジャクシスタックを考慮して互いに食べさせれば、進化を防ぐことができる。- Dungeon Settlers ウィキ", "Kill the Red Monster Rat (Main7) - story end only, no region unlock": "赤いモンスターネズミの討伐（Main7）。ストーリーの結末のみで、地域の解放はなし", "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem; all other slots NULL)": "GAMESYSTEM_Dungeon_UnitForClearRegionにある地域のボスを倒す（スロット0＝巨石ゴーレム、他のスロットはすべてNULL）", "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1": "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1", "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1": "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1", "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3": "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3", "Kind": "種類", "KnockbackImmune": "KnockbackImmune", "Know exactly what protects your gear and what doesn't: an active": "装備を守るものと守らないものを正確に把握しましょう。アクティブな", "Korean sources write him as 로월; the official English localization uses \"Lowell\" (sometimes romanized \"Rowell\").": "韓国語のソースでは로월と表記されますが、公式の英語ローカライズでは「Lowell」を使用します（「Rowell」とローマ字表記されることもあります）。", "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme": "L1〜4 下級、L4〜7 中級、L7〜10 上位、L10〜12 最上級", "Lacks emotions and feels indifferent to the suffering of others.": "感情に欠け、他者の苦痛に無関心に感じる。", "Lacks emotions and feels indifferent to the suffering of others. Gains": "Lacks emotions and feels indifferent to the suffering of others. Gains", "Lacks emotions and feels indifferent to the suffering of others. Gains 他者の死を目撃 when someone dies.": "感情に乏しく、他人の苦しみにも無関心。誰かが死亡すると他者の死を目撃を獲得する。", "Large Blue Crystal Remnant": "大型の青い結晶の残骸", "Large Blue Crystal Remnant - Dungeon Settlers Wiki": "大きな青い結晶の残骸 - Dungeon Settlers Wiki", "Large Copper Node Random": "大型銅鉱脈（ランダム）", "Large Copper Node Remnant": "大型の銅鉱脈の残骸", "Large Copper Node Remnant - Dungeon Settlers Wiki": "大型銅鉱脈の残骸 - Dungeon Settlers Wiki", "Large Dirt Rock Fixed": "大きな土岩（固定）", "Large Dirt Rock Random": "大きな土岩（ランダム）", "Large Dirt Rock Remnant": "大型の土岩の残骸", "Large Dirt Rock Remnant - Dungeon Settlers Wiki": "大きな土岩の残骸 - Dungeon Settlers Wiki", "Large Dust Root Fixed": "大きな塵の根（固定）", "Large Dust Root Random": "大きな塵の根（ランダム）", "Large Dust Root Remnant": "大きな塵の根の残骸", "Large Dust Root Remnant - Dungeon Settlers Wiki": "大きな塵の根の残骸 - Dungeon Settlers Wiki", "Large Green Crystal Remnant": "大型の緑の結晶の残骸", "Large Green Crystal Remnant - Dungeon Settlers Wiki": "大きな緑の結晶の残骸 - Dungeon Settlers Wiki", "Large Red Crystal Remnant": "大型の赤い結晶の残骸", "Large Red Crystal Remnant - Dungeon Settlers Wiki": "大きな赤い結晶の残骸 - Dungeon Settlers Wiki", "Large Room 1": "大部屋 1", "Large Room 2": "大部屋 2", "Large Silver Vein Remnant": "大型銀鉱脈の残骸", "Large Silver Vein Remnant - Dungeon Settlers Wiki": "大型銀鉱脈の残骸 - Dungeon Settlers Wiki", "Large Twisted Tree Fixed": "大きな歪んだ木（固定）", "Large Twisted Tree Remnant": "大きな歪んだ木の残骸", "Large Twisted Tree Remnant - Dungeon Settlers Wiki": "ねじれた大木の残骸 - Dungeon Settlers Wiki", "Last Refuge": "最後の避難所", "LastAbyessFloor": "LastAbyessFloor", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement.": "夜遅く、みんなが眠っている間に、長い遠吠えが定住地の外から聞こえる。", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}, {1}, and the other Lycan expediti": "夜遅く、みんなが眠っている間に、長い遠吠えが定住地の外から聞こえる。ウーウー!!ウーウー!!その音で目が覚めたあなたは外に出て、{0}、{1}、そして他のライカン遠征", "Late into the night when everyone is asleep, a long howling sound echoes from outside the settlement. Awooo!! Awooo!! ...": "夜が深い時刻、皆が眠っている中、居住地の外から長く吠える音が響き渡る。アウーッ!!アウーッ!!...", "Layout": "レイアウト", "Layout saved": "レイアウトを保存しました", "Layout variants": "レイアウトのバリエーション", "Leadership - desc": "リーダーシップ - 説明", "Leadership - flavor": "リーダーシップ - 風味", "Leadership - name": "リーダーシップ - 名前", "Leadership appears four times in the game data with the identical name. Each is now labelled by race - Leadership (Human / Lizardman / Elf / Lycan) - because the race is the only thing that differs: it decides which trait new expedition members learn.": "Leadershipはゲームデータに同じ名前で4回表示されます。各キャラクターは種族によってラベル付けされるようになりました - Leadership（Human / Lizardman / Elf / Lycan） - 種族のみが異なるため：新しい遠征メンバーが学ぶ特性を決定します。", "Learn Skill : \"{0}\"?": "スキルを学習しますか：\"{0}\"？", "Learn a Passive Skill": "パッシブスキルを習得する", "Learn an Active Skill": "アクティブスキルを習得する", "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1": "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1", "Leash range": "つながれる範囲", "Least x1.0, Ordinary x1.2, Plentiful x1.5": "最少1.0倍、普通1.2倍、豊富1.5倍", "Leather Processing 1": "革処理1", "Leather Processing 1 Complete": "皮革加工 1 完了", "Leaves remnant": "残骸を残す", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...": "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.": "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.", "LeftAlt": "LeftAlt", "LeftCtrl": "LeftCtrl", "LeftShift": "LeftShift", "Legendaries": "レジェンダリー", "Legendary Relic Accessories": "レジェンダリーレリックアクセサリー", "Legendary Relic Accessories & the Elros Empire Bosses (spoiler)": "レジェンダリーレリックアクセサリーとエルロス帝国のボス（ネタバレ）", "Legendary inscription:": "レジェンダリー刻印：", "Legendary just 0.3%": "レジェンダリーはわずか0.3%", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have hap...": "一日も経たないうちに、あなたはその疑わしいメンバーに対処するよう遠征隊員に命じた。なぜこのようなことが…", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved fo": "一日も経たないうちに、あなたはその疑わしいメンバーに対処するよう遠征隊員に命じた。なぜこのようなことが起きたのか、あなたは知らなかったが、隊員たちは安心した", "Lesser (Low-grade) Mana Stones": "下級（低品質）マナ石", "Lesser Mana Stone x24 + Cogwheel x1": "下級マナ石 x24 ＋ 歯車 x1", "Let melee hold aggro.": "近接にアグロを持たせよ。", "Let stress climb and the unit risks a": "ストレスが上がるとユニットは", "Level 1": "レベル1", "Level 2": "レベル2", "Level 3": "レベル3", "Level 4": "レベル4", "Level 5": "レベル5", "Level N": "レベル N", "Level Up Build Max Level": "レベルアップ ビルド最大レベル", "Level cap": "レベル上限", "Level limit for the trait pool that can attach to a Background": "背景に付与できる特性プールのレベル制限", "Level price": "レベル価格", "Level up, or remove a tree / an inscription to add one.": "レベルアップするか、ツリー / 刻印を削除して追加してください。", "Level {#}": "レベル {#}", "Level-up inscription choices are": "レベルアップ時の刻印の選択肢は", "Level-ups + growth": "レベルアップ + 成長", "LevelAbove_2_1": "LevelAbove_2_1", "LevelUpRequiredItem": "LevelUpRequiredItem", "LevelUp_": "LevelUp_", "Level_": "Level_", "Leveling & Experience": "レベルと経験値", "Leveling & Experience - Dungeon Settlers Wiki": "レベリングと経験値 - Dungeon Settlers Wiki", "Leveling & XP": "レベリング＆XP", "Leveling & XP guide": "レベリング・XP ガイド", "Leveling is manual: a": "レベリングは手動です。マナ石を消費する", "Leveling is not automatic. When a unit has enough experience you perform a": "レベリングは自動ではありません。ユニットに十分な経験値があるとき、", "Leveling wall": "レベリングの壁", "Leveling without stalling": "停滞しないレベリング", "Levels 1-4 use": "レベル1〜4は", "Levels 10-12 use": "レベル10〜12は", "Levels 4-7 use": "レベル4〜7は", "Levels 7-10 use": "レベル7〜10は", "Life Regen": "体力自動回復", "Life Steal and vampirism": "ライフスティールと吸血", "Lightning": "雷", "Limit": "Limit", "LimpingDuration": "LimpingDuration", "Line of sight (walls)": "視線（壁）", "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "視線こそが唯一の確固たる常時制限です。壁はどんな距離でもあなたを隠しますが、開けた地面ではたとえ遠くても隠せません。", "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "かかしが攻撃を受けたときや待機中に話すセリフ。いくつかはゲームプレイのヒントも兼ねています。", "Linked creature": "リンクした生物", "Listed here only because players may notice Lycan text in the game. It is not a selectable or recruitable race; it has no units and effectively no name pool.": "プレイヤーがゲーム内でLycanのテキストに気づく可能性があるため、ここに掲載しています。選択も募集もできる種族ではなく、ユニットもなく実質的に名前プールもありません。", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t...": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t...", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t...": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t...", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though", "Lizard Man 0": "リザードマン 0", "Lizard Man 1": "リザードマン 1", "Lizard Man 10": "リザードマン 10", "Lizard Man 11": "リザードマン 11", "Lizard Man 12": "リザードマン 12", "Lizard Man 13": "リザードマン 13", "Lizard Man 14": "リザードマン 14", "Lizard Man 15": "リザードマン 15", "Lizard Man 16": "リザードマン 16", "Lizard Man 17": "リザードマン 17", "Lizard Man 18": "リザードマン 18", "Lizard Man 2": "リザードマン 2", "Lizard Man 3": "リザードマン 3", "Lizard Man 4": "リザードマン 4", "Lizard Man 5": "リザードマン 5", "Lizard Man 6": "リザードマン 6", "Lizard Man 7": "リザードマン 7", "Lizard Man 8": "リザードマン 8", "Lizard Man 9": "リザードマン 9", "Lizard Man Preset": "リザードマン プリセット", "LizardMan": "LizardMan", "LizardManOnly": "LizardManOnly", "LizardMan_000": "LizardMan_000", "LizardMan_001": "LizardMan_001", "LizardMan_002": "LizardMan_002", "LizardMan_003": "LizardMan_003", "LizardMan_004": "LizardMan_004", "LizardMan_005": "LizardMan_005", "LizardMan_006": "LizardMan_006", "LizardMan_007": "LizardMan_007", "LizardMan_008": "LizardMan_008", "LizardMan_009": "LizardMan_009", "LizardMan_010": "LizardMan_010", "LizardMan_011": "LizardMan_011", "LizardMan_012": "LizardMan_012", "LizardMan_013": "LizardMan_013", "LizardMan_014": "LizardMan_014", "LizardMan_015": "LizardMan_015", "LizardMan_016": "LizardMan_016", "LizardMan_017": "LizardMan_017", "LizardMan_018": "LizardMan_018", "LizardMan_2": "LizardMan_2", "Lizardman diet": "リザードマンの食性", "Lizardmen": "リザードマン", "Log Bench": "丸太のベンチ", "Log Bench - Dungeon Settlers Wiki": "丸太ベンチ - Dungeon Settlers Wiki", "Log Benchside": "丸太のベンチ (側面)", "Log Benchside - Dungeon Settlers Wiki": "丸太ベンチ（側面） - Dungeon Settlers Wiki", "LoggingCapability": "LoggingCapability", "LogicalRefreshInterval": "LogicalRefreshInterval", "Long ago... the Dungeon opened a portal in the land": "昔々...ダンジョンは地上にポータルを開きました", "Long02_Black": "Long02_Black", "Long02_Blonde": "Long02_Blonde", "Long02_Brown": "Long02_Brown", "Long02_Red": "Long02_Red", "Long03_Black": "Long03_Black", "Long03_Blonde": "Long03_Blonde", "Long04_Black": "Long04_Black", "Long04_Blonde": "Long04_Blonde", "Long04_Brown": "Long04_Brown", "Long04_Orange": "Long04_Orange", "Long04_Red": "Long04_Red", "Long04_White": "Long04_White", "Long_Black": "Long_Black", "Long_Blonde": "Long_Blonde", "Long_Brown": "Long_Brown", "Long_Orange": "Long_Orange", "Long_Red": "Long_Red", "Long_White": "Long_White", "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...": "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...", "Looking for recruitable quest characters (Endorsi, free random settlers) and authored-but-gated future special recruits? See": "勧誘可能なクエストキャラクター（エンドルシ、無料のランダム入植者）や、実装済みだがゲートされた将来の特別勧誘キャラクターをお探しですか？ こちらを参照:", "Looks tired": "疲れているように見える", "Looks very dangerous": "非常に危険に見える", "Loot": "戦利品", "Loot Tables": "ルートテーブル", "Loot Tables - Dungeon Settlers Wiki": "ルートテーブル - Dungeon Settlers Wiki", "Loot pool": "戦利品プール", "Loot scales with management difficulty.": "戦利品は管理難易度に応じて変動します。", "Loot status": "戦利品の状態", "Lootable structure:": "略奪可能な構造：", "Lore": "ロア", "Lore (3)": "ロア（3）", "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear": "低級/中級/高級で通常1倍/2倍/3倍。一部のステータスは非線形", "Low Durability on Equipped Item": "装備アイテムの耐久度低下", "Low Food Reserves": "食料備蓄の不足", "Low Head Health": "頭部体力低下", "Low Health": "体力低下", "Low ammo bubble": "弾薬不足の吹き出し", "Low mood also trips HUD alerts, and a squad whose": "気分が低いとHUD警告も作動し、", "Low on arrows and ammo": "矢と弾薬が不足", "LowAmmo": "LowAmmo", "LowAmmoCount": "LowAmmoCount", "LowEquipDurabilityPercent": "LowEquipDurabilityPercent", "LowFood": "LowFood", "LowHealthFirstAvoidMelee": "LowHealthFirstAvoidMelee", "Lowell ('Rowell')": "ローウェル（「Rowell」）", "Lowell (Rowell)": "ローウェル（Rowell）", "Luma Tree Fixed": "ルマツリー（固定）", "Luma Tree Random": "ルマツリー（ランダム）", "Luma Tree Remnant": "ルマツリーの残骸", "Luma Tree Remnant - Dungeon Settlers Wiki": "ルマツリーの残骸 - Dungeon Settlers Wiki", "Lumberjack": "木こり", "Luxurious Treasure Chest Remnant": "豪華宝箱の残骸", "Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "豪華宝箱の残骸 - Dungeon Settlers Wiki", "Lv": "Lv", "Lv 1": "Lv 1", "Lv 10": "Lv 10", "Lv 2": "Lv 2", "Lv 3": "Lv 3", "Lv 4": "Lv 4", "Lv 5": "Lv 5", "Lv 7": "Lv 7", "Lv1": "Lv1", "Lv2": "Lv2", "Lv3": "Lv3", "Lv4": "Lv4", "Lv5": "Lv5", "Lvl req": "レベル必要", "Lycan": "ライカン", "Lycan (groundwork only)": "ライカン（下地のみ）", "Lycan Female 0": "ライカン メス 0", "Lycan Female 1": "ライカン 女性 1", "Lycan Female 2": "ライカン 女性 2", "Lycan Female 3": "ライカン 女性 3", "Lycan Female 4": "ライカン 女性 4", "Lycan Female 5": "ライカン 女性 5", "Lycan Female 6": "ライカン 女性 6", "Lycan Female 7": "ライカン 女性 7", "Lycan Male 0": "ライカン オス 0", "Lycan Male 1": "ライカン オス 1", "Lycan Male 2": "ライカン オス 2", "Lycan Male 3": "ライカン オス 3", "Lycan Male 4": "ライカン オス 4", "Lycan Male 5": "ライカン オス 5", "Lycan Male 6": "ライカン オス 6", "Lycan Male 7": "ライカン 男性 7", "Lycan.": "ライカン。", "Lycan. Gain 未払いの退職金 at night. Gain the 未払いの退職金 penalty during the day.": "ライカン。夜間に未払いの退職金を得る。日中は未払いの退職金のペナルティを得る。", "LycanFemale": "LycanFemale", "LycanFemale_000": "LycanFemale_000", "LycanFemale_001": "LycanFemale_001", "LycanFemale_002": "LycanFemale_002", "LycanFemale_003": "LycanFemale_003", "LycanFemale_004": "LycanFemale_004", "LycanFemale_005": "LycanFemale_005", "LycanFemale_006": "LycanFemale_006", "LycanFemale_007": "LycanFemale_007", "LycanMale": "LycanMale", "LycanMale_000": "LycanMale_000", "LycanMale_001": "LycanMale_001", "LycanMale_002": "LycanMale_002", "LycanMale_003": "LycanMale_003", "LycanMale_004": "LycanMale_004", "LycanMale_005": "LycanMale_005", "LycanMale_006": "LycanMale_006", "LycanMale_007": "LycanMale_007", "M.Atk": "魔攻", "M.Atk 101": "魔法攻撃力 101", "M.Atk 23": "魔法攻撃力 23", "M.Atk 30": "魔法攻撃力 30", "M.Atk 36": "魔攻 36", "M.Atk 42": "魔法攻撃力 42", "M.Atk 45": "魔法攻撃力 45", "M.Atk 48": "魔法攻撃力 48", "M.Atk 53": "魔法攻撃力 53", "M.Atk 57": "魔攻 57", "M.Atk 60": "魔法攻撃力 60", "M.Atk 63": "魔法攻撃力 63", "M.Atk 68": "魔攻 68", "M.Atk 80": "魔法攻撃力 80", "M.Atk 86": "魔法攻撃力 86", "M.Atk 90": "魔法攻撃力 90", "MAIN-TREE AFFINITIES": "メインツリー適性", "MALE (1)": "男性 (1)", "MALE (101)": "男性 (101)", "MALE (11)": "男性 (11)", "MALE (66)": "男性 (66)", "MALE (67)": "男性 (67)", "MAP": "マップ", "MAX": "MAX", "MAtk": "魔攻", "MAtk, not the summon's halved value.": "魔法攻撃力を参照し、召喚側の半減値は使いません。", "MB is far bigger than any Dungeon Settlers save.": "MB はどのDungeon Settlersのセーブよりもはるかに大きいです。", "MISMATCH": "不一致", "Machine-readable data": "機械可読データ", "Mag Res": "魔法耐性", "MagAtk": "魔法攻撃", "MagRes": "魔法耐性", "Mage (+INT, +WIL)": "魔法使い (+INT, +WIL)", "Mage (+wisdom, ++virtue)": "魔法使い(+知恵、++徳)", "Magic": "魔法", "Magic - Fire": "魔法 - 火", "Magic - Nature support": "魔法 - 自然サポート", "Magic - Water": "魔法 - 水", "Magic Atk": "魔法攻撃", "Magic Attack": "魔法攻撃力", "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "魔力飽和（任意のキャンペーン設定）は100日目までに最大+100%を加算します。ティア倍率と加算的に働くと想定していますが、ゲーム内では未検証です。", "Magic Saturation is ON: monsters get progressively stronger the longer the fight runs, on top of the multipliers above. The exact ramp is not decoded, so it is flagged but not folded into the numbers below.": "魔力飽和がオン：戦闘が長引くほどモンスターは上記の倍率に加えて徐々に強くなります。正確な上昇曲線は未解読のため、表示のみで下の数値には反映していません。", "Magic Scrap Pile1": "魔法スクラップの山1", "Magic Scrap Pile1 Remnant": "魔法スクラップの山1の残骸", "Magic Scrap Pile1 Remnant - Dungeon Settlers Wiki": "魔法スクラップの山1の残骸 - Dungeon Settlers Wiki", "Magic Scrap Pile2": "魔法スクラップの山2", "Magic Scrap Pile2 Remnant": "魔法スクラップの山2の残骸", "Magic Scrap Pile2 Remnant - Dungeon Settlers Wiki": "魔法スクラップの山2の残骸 - Dungeon Settlers Wiki", "Magic Scrap Pile3": "魔法スクラップの山3", "Magic Scrap Pile3 Remnant": "魔法スクラップの山3の残骸", "Magic Scrap Pile3 Remnant - Dungeon Settlers Wiki": "魔法スクラップの山3の残骸 - Dungeon Settlers Wiki", "Magic attack": "魔法攻撃力", "Magic attack power": "魔法攻撃力", "Magic damage stat source": "魔法ダメージステータスの出所", "Magic res": "魔法耐性", "Magic resistance": "魔法耐性", "Magic scrap": "魔法スクラップ", "Magic scrap piles": "魔法の廃材の山", "Magic spells": "魔法呪文", "Magic stats from": "魔法ステータスの出所", "Magic, ignores defense": "魔法、防御を無視", "Magic, ignores defense & shields": "魔法、防御と盾を無視", "Magic, ignores shields": "魔法、シールドを無視", "MagicAttackPower": "MagicAttackPower", "MagicResistance_": "MagicResistance_", "MagicWorkshop": "MagicWorkshop", "Main": "メイン", "Main 1": "メイン1", "Main 1 - Dungeon Settlers Wiki": "メイン 1 - Dungeon Settlers Wiki", "Main 1 icon": "メイン 1 アイコン", "Main 2": "メイン2", "Main 2 - Dungeon Settlers Wiki": "メイン 2 - Dungeon Settlers Wiki", "Main 2 icon": "メイン 2 アイコン", "Main 4": "メイン4", "Main 4 - Dungeon Settlers Wiki": "メイン 4 - Dungeon Settlers Wiki", "Main 4 icon": "メイン 4 アイコン", "Main 5": "メイン5", "Main 5 - Dungeon Settlers Wiki": "メイン 5 - Dungeon Settlers Wiki", "Main 5 icon": "メイン 5 アイコン", "Main 6": "メイン6", "Main 6 - Dungeon Settlers Wiki": "メイン 6 - Dungeon Settlers Wiki", "Main 6 icon": "メイン 6 アイコン", "Main 7": "メイン7", "Main 7 - Dungeon Settlers Wiki": "メイン 7 - Dungeon Settlers Wiki", "Main 7 icon": "メイン 7 アイコン", "Main 8": "メイン8", "Main 8 - Dungeon Settlers Wiki": "メイン 8 - Dungeon Settlers Wiki", "Main 8 icon": "メイン 8 アイコン", "Main Quest 7": "メインクエスト7", "Main Quest 7 - Defeat Red Monster Rat": "メインクエスト7 - 赤いモンスターネズミを倒す", "Main Quest 8": "メインクエスト8", "Main Quest 8 - Defeat Red Cave Rat": "メインクエスト8 - レッドケーブラットを倒す", "Main SP": "メインSP", "Main SP left": "残りメインSP", "Main chain": "メインチェーン", "Main chain order:": "メインチェーンの順序:", "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "メインダンジョンの最大階 - 「探索への渇望（深部へ）」イベントの確認用", "Main finale": "メイン最終段階", "Main quest vs region clear": "メインクエストと地域クリア", "Main quests": "メインクエスト", "Main skill trees": "メインスキルツリー", "Main story": "メインストーリー", "Main story (Crawling Doom).": "メインストーリー（這い寄る破滅）。", "Main story chain, completed in order.": "メインストーリーのチェーン。順番にクリアします。", "Main story spine": "メインストーリーの背骨", "Main trees": "メインツリー", "Main, tutorial and NPC quest chains": "メイン、チュートリアル、NPCのクエストチェーン", "Main-quest finale": "メインクエストのフィナーレ", "Main/tutorial/NPC quest chains with objectives and rewards.": "目標と報酬付きのメイン/チュートリアル/NPCクエストチェーン。", "Main0": "Main0", "Main1": "Main1", "Main100": "Main100", "Main101": "Main101", "Main2": "Main2", "Main3": "Main3", "Main4": "Main4", "Main5": "Main5", "Main6": "Main6", "Main6 -> Main8 -> Main7": "Main6 → Main8 → Main7", "Main7": "Main7", "Main8": "Main8", "Main8 (2 units Lv2+) fires before Main7 (the boss kill)": "Main8（レベル2以上のユニット2体）がMain7（ボス討伐）より先に発火します", "Main:": "メイン:", "MainSkillPointIncrease": "MainSkillPointIncrease", "Maintain Order Active": "秩序維持 (アクティブ)", "Maintain Order Active - Dungeon Settlers Wiki": "秩序維持発動 - Dungeon Settlers Wiki", "Maintain Order Active icon": "秩序維持発動 アイコン", "Maintain an Average Mood of 5 or Higher for 12 Hours": "平均気分5以上を12時間維持する", "Major Stats": "主要ステータス", "Major stat": "主要ステータス", "Major stats": "主要ステータス", "Major stats then feed": "主要ステータスはさらに", "MajorStatIncreaseFactorForLevelUpByOfferingType": "MajorStatIncreaseFactorForLevelUpByOfferingType", "MajorStatIncrease_": "MajorStatIncrease_", "MajorStatToFinalStatFactor_": "MajorStatToFinalStatFactor_", "Make a first, short dungeon run": "最初の短いダンジョン探索を行う", "Male": "男性", "Male Gloth 3": "オスのグロス3", "Male Gloth 3 + Female Gloth 1": "オスのグロス 3 + メスのグロス 1", "Male Gloth Random": "オスのグロス（ランダム）", "Male Glowt 3 + Female Glowt 2 + Mudslowgel 1 = 40.5": "オス Glowt 3 + メス Glowt 2 + Mudslowgel 1 = 40.5", "Male Glowt 3 + Mudslowgel 2 = 27.5": "オスグロウト 3 + マッドスロウゲル 2 = 27.5", "Male Glowt 4 + Female Glowt 2 = 42": "オス Glowt 4 + メス Glowt 2 = 42", "Male Glowt 4 = 26": "オスグロウト 4 = 26", "Male faces only - no female art for": "男性の顔のみ - 次の女性アートはありません:", "MaleGloth": "MaleGloth", "Male_Aggressive": "Male_Aggressive", "Male_Barbaric": "Male_Barbaric", "Male_Cautious": "Male_Cautious", "Male_Cool": "Male_Cool", "Male_Kind": "Male_Kind", "Male_Vile": "Male_Vile", "Male_leisurely": "Male_leisurely", "Mana Oversaturation GAMESYSTEM_Environment_{affecterName}": "マナの過飽和 GAMESYSTEM_Environment_{affecterName}", "Mana Stone": "マナ石", "Mana Stone Burrow GAMESYSTEM_Environment_{affecterName}": "マナ石の巣穴 GAMESYSTEM_Environment_{affecterName}", "Mana device investigation done, here's your reward": "魔道装置の調査が完了しました。報酬です", "Mana stones spent to reach it": "到達に費やすマナストーン", "Mana-stone base quantity per prayer": "祈りごとのマナ石基本数量", "Mana-stone grade by level": "レベル別マナ石の品質", "ManaOversaturation": "ManaOversaturation", "ManaStoneBurrow": "ManaStoneBurrow", "ManaStoneReduceHour": "ManaStoneReduceHour", "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills</co": "エンティティサマリーパネルの「スキル」タブでスキルを管理します。ユニットは、スキルを習得するために使用できるメインスキルポイントとサブスキルポイントを持っています</co", "Management Construction Material Amount Factor By Difficulty": "管理 建設 素材 量 係数 難易度別", "Management Crafting Ingredient Amount Factor By Difficulty": "管理 制作 素材 量 係数 難易度別", "Management Difficulty: {2}": "管理難易度：{2}", "Management Drop Rate Factor By Difficulty": "管理 ドロップレート 係数 難易度別", "Management conditions are extremely harsh.": "管理条件が極めて厳しい。", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "マネジメント条件は非常に厳しく、資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "マネジメント条件は非常に厳しく、資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。", "Management difficulty": "管理難易度", "Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the": "管理難易度は戦闘には一切影響しない。制作、建設、研究にかかるコスト（および入植者の要求の厳しさ）をスケールする。このwikiの他の場所に記載されている素材と作業量の数値は", "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: 壊滅。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。", "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: 壊滅。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。", "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: 簡単。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。", "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: 簡単。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。", "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: ハード。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。", "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: ハード。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。", "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: 通常。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。", "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: 通常。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。", "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: ベリーハード。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。", "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: ベリーハード。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。", "Management_": "Management_", "Mandatory": "必須", "Mandatory root": "必須ルート", "Mandrake Fixed": "マンドレイク 固定", "Mandrake Remnant": "マンドレイクの残骸", "Mandrake Remnant - Dungeon Settlers Wiki": "マンドレイクの残骸 - Dungeon Settlers Wiki", "Manhattan r3": "マンハッタン r3", "Manhattan, radius 1": "マンハッタン、半径1", "Manhattan, radius 2": "マンハッタン距離、半径2", "Manhattan, radius 3": "マンハッタン、半径3", "Manhattan, radius 5": "マンハッタン、半径5", "Manifest: build/version info plus per-table row counts and schema notes.": "マニフェスト：ビルド/バージョン情報、テーブルごとの行数、スキーマ注記。", "Many parts of...": "ゲームの多くの部分は...", "Map": "マップ", "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "マップグリッド、集落、現在のダンジョンレイアウト（部屋、フロア、フェーズ）", "Map spawns": "マップ出現", "MapExpForEachLevel": "MapExpForEachLevel", "MapSizeMax": "MapSizeMax", "Marked": "マーク済み", "Masterpiece": "マスターピース", "MasterpieceResult": "MasterpieceResult", "Mature": "成熟", "Mawmurk Random": "マウマーク（ランダム）", "Max HP": "最大HP", "Max HP bonus": "最大HPボーナス", "Max Level": "最大レベル", "Max durability": "最大耐久度", "Max health": "最大体力", "Max possible (": "最大可能値（", "Max range": "最大射程", "Max stack": "最大スタック", "Max stacks": "最大スタック", "MaxCapacity": "MaxCapacity", "MaxConversationPerRefresh": "MaxConversationPerRefresh", "MaxEnergy": "MaxEnergy", "MaxExpPerLevel": "MaxExpPerLevel", "MaxFloor": "MaxFloor", "MaxFuelAmount": "MaxFuelAmount", "MaxHealth_": "MaxHealth_", "MaxHunger": "MaxHunger", "MaxLevel": "MaxLevel", "MaxMood": "MaxMood", "MaxMorale": "MaxMorale", "MaxRecreation": "MaxRecreation", "MaxStress": "MaxStress", "MaxWeight": "MaxWeight", "MaxZoomSpeedFactor": "MaxZoomSpeedFactor", "Maximum": "最大値", "Maximum (cap)": "最大（上限）", "Maximum distance at which a player's unit is judged able to move": "プレイヤーのユニットが移動可能と判定される最大距離", "Maximum distance at which a player's unit is judged able to move during combat": "戦闘中にプレイヤーのユニットが移動可能と判定される最大距離", "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "攻撃などのさまざまな状況で敵ユニットが移動可能と判定される最大距離", "Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished.": "1つの作業台で作業できる仕事の最大数。Alpha 1では暫定的に6に制限。スクロール関連の作業が終わったら制限を解除する。", "Maximum quantity of fuel items a building can hold": "建物が保持できる燃料アイテムの最大数量", "Meal classes": "食事の分類", "Meal classes and racial diets": "食事の分類と種族ごとの食性", "Meat Bug investigation done, here's your reward": "肉虫の調査完了、報酬はこちら", "Meat Grub": "ミートグラブ", "Meat Grub 1": "肉グラブ1", "Meat Grub 2": "肉グラブ2", "Meat Grub1 Remnant": "ミートグラブ1の残骸", "Meat Grub1 Remnant - Dungeon Settlers Wiki": "ミートグラブ1の残骸 - Dungeon Settlers Wiki", "Meat Grub2": "肉グラブ2", "Meat Grub2 Remnant": "ミートグラブ2の残骸", "Meat Grub2 Remnant - Dungeon Settlers Wiki": "ミートグラブ2の残骸 - Dungeon Settlers Wiki", "Meat-Eating Rage (Debuff, prints once)": "肉食の怒り（デバフ、1回表示）", "MeatGrub": "MeatGrub", "Mechanics": "メカニクス", "Mechanics - Dungeon Settlers Wiki": "メカニクス - Dungeon Settlers Wiki", "MedicineCapability": "MedicineCapability", "Medium Blue Crystal Random": "中型の青い結晶（ランダム）", "Medium Blue Crystal Remnant": "中型の青い結晶の残骸", "Medium Blue Crystal Remnant - Dungeon Settlers Wiki": "中くらいの青い結晶の残骸 - Dungeon Settlers Wiki", "Medium Copper Node Random": "中型銅鉱脈（ランダム）", "Medium Copper Node Remnant": "中型の銅鉱脈の残骸", "Medium Copper Node Remnant - Dungeon Settlers Wiki": "中型銅鉱脈の残骸 - Dungeon Settlers Wiki", "Medium Dirt Rock Fixed": "中くらいの土岩（固定）", "Medium Dirt Rock Random": "中くらいの土岩（ランダム）", "Medium Dirt Rock Remnant": "中型の土岩の残骸", "Medium Dirt Rock Remnant - Dungeon Settlers Wiki": "中くらいの土岩の残骸 - Dungeon Settlers Wiki", "Medium Green Crystal Random": "中型の緑の結晶（ランダム）", "Medium Green Crystal Remnant": "中型の緑の結晶の残骸", "Medium Green Crystal Remnant - Dungeon Settlers Wiki": "中くらいの緑の結晶の残骸 - Dungeon Settlers Wiki", "Medium Red Crystal Random": "中型の赤い結晶（ランダム）", "Medium Red Crystal Remnant": "中型の赤い結晶の残骸", "Medium Red Crystal Remnant - Dungeon Settlers Wiki": "中くらいの赤い結晶の残骸 - Dungeon Settlers Wiki", "Medium Silver Vein Random": "中程度の銀鉱脈（ランダム）", "Medium Silver Vein Remnant": "中程度の銀鉱脈の残骸", "Medium Silver Vein Remnant - Dungeon Settlers Wiki": "中程度の銀鉱脈の残骸 - Dungeon Settlers Wiki", "Medium Slime Random": "中型スライム（ランダム）", "Medium Spore Slime Random": "中型胞子スライム（ランダム）", "Medium-Sized Normal Battle Room": "中型 通常戦闘部屋", "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "中型ノーマル戦闘部屋 - Dungeon Settlers Wiki", "Medium-Sized Normal Battle Room map": "中型の通常戦闘部屋マップ", "Medium-Sized Normal Battle Room マップ": "中型通常戦闘部屋 マップ", "Melee": "近接", "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "近接は遠隔より約30%多く脅威を生み出すため、前衛の一体が打たれ弱い遠隔や術者からモンスターを遠ざけます。", "Melee skill-spammer": "近接スキル連発型", "MeleeHitChance": "MeleeHitChance", "Mend worn gear at a": "摩耗した装備を修理するには、集落にある", "Mental Break": "精神崩壊", "Mental breakdown": "精神崩壊", "Mental breakdown in {#} - survives it": "{#}で精神崩壊 - 生き延びます", "MentalBreak": "MentalBreak", "MentalBreakAfterEffectDuration": "MentalBreakAfterEffectDuration", "MentalBreakDuration": "MentalBreakDuration", "MentalBreakStressInitializer": "MentalBreakStressInitializer", "Menu": "メニュー", "Merchant": "商人", "Merchant Room": "商人の部屋", "Merchant trade pools: items, chances, amounts, discounts.": "商人の取引プール：アイテム、確率、数量、割引。", "MerchantRoom": "MerchantRoom", "Merchants": "商人", "Merchants - Dungeon Settlers Wiki": "商人 - Dungeon Settlers Wiki", "Metal Processing 1": "金属処理1", "Metal Processing 1 Complete": "金属加工 1 完了", "Metal Scarab Random": "金属スカラベ（ランダム）", "MetalScarab": "MetalScarab", "Method": "手法", "Mgmt difficulty": "管理難易度", "MiddleSlime": "MiddleSlime", "Min": "最小", "Min Size": "最小サイズ", "Min size": "最小サイズ", "MinPerHour": "MinPerHour", "MinZoomSpeedFactor": "MinZoomSpeedFactor", "Mind the": "次の点に注意：", "Mini Slime": "ミニスライム", "Minimum interior floor area, in tiles inside the walls": "最小の内部床面積（壁の内側のタイル数）", "Minimum layout meeting every requirement: {#}. Click to enlarge": "全要件を満たす最小レイアウト：{#}。クリックで拡大", "MiningCapability": "MiningCapability", "Miscellaneous": "その他", "Missing \"": "「", "Missing HP %": "減少HP %", "Missing-HP scaling": "欠損HPスケーリング", "Missing-HP scaling calculator": "減少HPスケーリング計算機", "Missing-HP scaling effects": "欠損HPスケーリング効果", "Mobility & Vision": "機動力と視界", "Modest Treasure Chest Remnant": "質素な宝箱の残骸", "Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "質素な宝箱の残骸 - Dungeon Settlers Wiki", "Modified (1)": "変更 (1)", "Modified (2)": "変更済み (2)", "Modified (3)": "変更 (3)", "Modified (42)": "変更 (42)", "Modified ({#})": "変更後 ({#})", "Modified by effects": "効果により変動", "Modified by equipment": "装備によって変化", "Modified by skills": "スキルにより変化", "Modifier Keys": "修飾キー", "ModifierPerCurrentAndRequiredCraftingGap": "ModifierPerCurrentAndRequiredCraftingGap", "Modifiers": "補正", "Monster": "モンスター", "Monster Attacks Damage Ranking": "モンスター攻撃ダメージランキング", "Monster Detection & Aggro": "モンスターの探知とアグロ", "Monster Detection & Aggro - Dungeon Settlers Wiki": "モンスターの探知とアグロ - Dungeon Settlers Wiki", "Monster Difficulty Devastation": "モンスター難易度 壊滅", "Monster Difficulty Devastation - Dungeon Settlers Wiki": "モンスター難易度 壊滅 - Dungeon Settlers Wiki", "Monster Difficulty Devastation icon": "モンスター難易度 壊滅 アイコン", "Monster Difficulty Easy": "モンスター難易度 簡単", "Monster Difficulty Easy - Dungeon Settlers Wiki": "モンスター難易度 簡単 - Dungeon Settlers Wiki", "Monster Difficulty Easy icon": "モンスター難易度 簡単 アイコン", "Monster Difficulty Normal": "モンスター難易度 通常", "Monster Difficulty Normal - Dungeon Settlers Wiki": "モンスター難易度 通常 - Dungeon Settlers Wiki", "Monster Difficulty Normal icon": "モンスター難易度 通常 アイコン", "Monster Difficulty Very Hard": "モンスター難易度 ベリーハード", "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "モンスター難易度 非常に難しい - Dungeon Settlers Wiki", "Monster Difficulty Very Hard icon": "モンスター難易度 非常に難しい アイコン", "Monster HP": "モンスターHP", "Monster Pool": "モンスタープール", "Monster Voice Kits": "モンスターボイスキット", "Monster abilities": "モンスターの能力", "Monster animations": "モンスターアニメーション", "Monster attack": "モンスター攻撃", "Monster attacks": "モンスターの攻撃", "Monster drops": "モンスターのドロップ", "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.": "通常より上のモンスター等級です。精鋭はより良い戦利品を落とし、ボスは確定のマナストーンに加えて特別なドロップを与えます。一部の刻印（例：挑戦）は精鋭とボスの敵へのダメージを特に強化します。", "Monster has Night Vision": "モンスターが夜間視界を持つ", "Monster respawn interval": "モンスターのリスポーン間隔", "Monster skills": "モンスタースキル", "Monster skills (1)": "モンスタースキル (1)", "Monster skills (2)": "モンスタースキル (2)", "Monster skills (7)": "モンスタースキル (7)", "Monster skills:": "モンスタースキル：", "Monster spawn groups: pool, counts, region/room bindings.": "モンスター出現グループ：プール、数、地域/部屋の紐付け。", "Monster stat": "モンスターステータス", "Monster thorns (Spike / Crystal Turtle)": "モンスターの茨（トゲガメ / クリスタルタートル）", "Monster thorns / carapace (50%)": "モンスターの茨 / 甲羅（50%）", "Monster thorns.": "モンスターの茨。", "Monster trait": "モンスター特性", "Monster vision range (tiles)": "モンスターの視界範囲（マス）", "Monster's Vision Range": "モンスターの視界範囲", "MonsterRat": "MonsterRat", "MonsterSkill": "MonsterSkill", "Monsters": "モンスター", "Monsters & NPCs": "モンスターとNPC", "Monsters & units": "モンスターとユニット", "Monsters - Dungeon Settlers Wiki": "モンスター - Dungeon Settlers Wiki", "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "獣族のモンスターは{0}%多くのヘルスを持ち、{1}%多くの経験値を獲得します。", "Monsters only": "モンスターのみ", "Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when": "戦闘難易度が高いほどモンスターのリスポーンが速くなり（簡単は1200分ごと、通常は900分、ハード以上は600分）、階の再充填が速まる。そして", "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "モンスターは時間とともに強化されます（AFFECTER_MagicSaturation）。上昇曲線は未解読で、表示のみで数値には反映していません。", "Monsters, NPCs and player units with stats, skills and drops": "モンスター、NPC、プレイヤーユニットのステータス、スキル、ドロップ", "Monsters, spawns and loot": "モンスター・スポーン・戦利品", "Mood & Stress": "気分とストレス", "Mood & Stress page": "気分とストレスのページ", "Mood +": "気分 +", "Mood +2 on dungeon floor 3 or deeper (Pioneering Spirit effect)": "ダンジョン3階以深でムード+2（開拓精神の効果）", "Mood +2 while on dungeon floor {#} or deeper.": "ダンジョン{#}階以深でムード+2。", "Mood +2 while on dungeon floor {0} or deeper.": "ダンジョン{0}階以深でムード+2。", "Mood +2 within 5 tiles; lingers 60 seconds.": "5マス以内で気分+2。60秒間持続。", "Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "5マス以内で気分+4、エネルギー回復+0.03。60秒間持続。（古い開発メモには+8とありますが、エンジンは+4を適用します。）", "Mood -": "気分 -", "Mood -2": "気分 -2", "Mood -2, Max Stamina -20%": "気分 -2、最大スタミナ -20%", "Mood -20": "ムード -20", "Mood -3": "気分-3", "Mood Simulator": "気分シミュレーター", "Mood Simulator - Dungeon Settlers Wiki": "気分シミュレーター - Dungeon Settlers Wiki", "Mood Value Decrease": "気分値の低下", "Mood and Stress": "気分とストレス", "Mood bonuses": "気分ボーナス", "Mood bonuses (+)": "気分ボーナス（+）", "Mood controls stress": "気分がストレスを制御します", "Mood equipment": "気分装備", "Mood is a per-settler value equal to the": "気分は入植者ごとの値で、", "Mood is the lever on Stress.": "気分はストレスを左右するレバーです。", "Mood items": "気分アイテム", "Mood penalties": "気分ペナルティ", "Mood penalties (-)": "気分ペナルティ（-）", "Mood penalty": "気分ペナルティ", "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "ユニットが遠征に長く留まるほど適用される気分ペナルティで、段階的に4段階で強まります。", "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "管理難易度によるムードペナルティ: -1 (簡単), -3 (通常), -4 (難しい), -5 (非常に難しい), -6 (壊滅的)。", "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "管理難易度によるムードペナルティ: -10 (簡単), -12 (通常), -22 (難しい), -23 (非常に難しい), -24 (壊滅的)。", "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "管理難易度によるムードペナルティ: -4 (簡単), -6 (通常), -10 (難しい), -11 (非常に難しい), -12 (壊滅的)。", "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "管理難易度によるムードペナルティ: -7 (簡単), -9 (通常), -16 (難しい), -17 (非常に難しい), -18 (壊滅的)。", "Mood scale": "気分の目盛り", "Mood status": "気分ステータス", "Mood system: reflects the unit's current feelings": "気分システム：ユニットの現在の感情を反映", "Mood when eaten": "食べたときの気分", "MoodApplyCondition": "MoodApplyCondition", "MoodMax": "MoodMax", "MoodToStressFactor": "MoodToStressFactor", "MoodUnder-3": "MoodUnder-3", "Mood_": "Mood_", "Morale crisis": "士気の危機", "Morale increases, raising": "士気が上がり、上昇します", "More Topics": "その他のトピック", "More info": "詳細情報", "More information": "詳細情報", "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "ほとんどの敵は8マス見えます。一部の斥候はそれ以上、鈍重なモンスターはそれ以下です。夜間視界を持たない限り、夜はすべての視界が短くなります。", "Move 1.2": "移動 1.2", "Move 1.3": "移動 1.3", "Move 2": "移動 2", "Move 2.1": "移動 2.1", "Move 2.2": "移動 2.2", "Move 2.3": "移動 2.3", "Move 3": "移動 3", "Move Near the Marker": "マーカーの近くへ移動", "Move Start": "移動開始", "Move column down": "列を下へ移動", "Move column up": "列を上へ移動", "Move speed (100 = normal)": "移動速度（100 = 通常）", "Move to the Dungeon": "ダンジョンへ移動する", "Move to the Settlement": "入植地へ移動", "Move ×1, Pull ×1, Smash ×1, Step ×1": "移動×1、引き寄せ×1、叩きつけ×1、踏み込み×1", "MoveCameraAlert": "MoveCameraAlert", "MoveCamera_Down": "MoveCamera_Down", "MoveCamera_Left": "MoveCamera_Left", "MoveCamera_Right": "MoveCamera_Right", "MoveCamera_Up": "MoveCamera_Up", "MoveRule_": "MoveRule_", "MoveSpd": "移動速度", "Move_": "Move_", "Movement speed": "移動速度", "Movement speed (100 = normal walker)": "移動速度（100 = 通常の歩行者）", "MovementSpeed": "MovementSpeed", "Moves": "移動", "Mucus Spray": "粘液噴射", "Mucus Sprayer summon": "粘液噴霧草の召喚", "Mud Medium Slime Random": "泥中型スライム（ランダム）", "Mud Slime 1 + Thrower 3": "中型泥スライム1 + 投擲者3", "Mud Slogel Random": "泥スロゲル（ランダム）", "Mud Small Slime Random": "泥小スライム（ランダム）", "MultipleAny": "MultipleAny", "MultipleAnyExceptMe": "MultipleAnyExceptMe", "MultipleHostile": "MultipleHostile", "Mushroom Random": "キノコ（ランダム）", "Mushroom Remnant": "キノコの残骸", "Mushroom Remnant - Dungeon Settlers Wiki": "キノコの残骸 - Dungeon Settlers Wiki", "Music & Sound": "音楽とサウンド", "Music and Sound": "音楽とサウンド", "Music and Sound - Dungeon Settlers Wiki": "音楽とサウンド - Dungeon Settlers Wiki", "My roster unit": "自分の編成ユニット", "My unit": "自分のユニット", "My, aren't you fussy.": "まあ、気難しいですね。", "Mystic Study Props": "神秘的な書斎の小道具", "Mystic Study Props - Dungeon Settlers Wiki": "神秘の書斎用品 - Dungeon Settlers Wiki", "N skills": "N スキル", "NET MOOD": "正味の気分", "NPC": "NPC", "NPC 0": "NPC 0", "NPC 1": "NPC 1", "NPC 14": "NPC 14", "NPC 21": "NPC 21", "NPC 23": "NPC 23", "NPC 24": "NPC 24", "NPC 25": "NPC 25", "NPC 26": "NPC 26", "NPC 27": "NPC 27", "NPC 28": "NPC 28", "NPC 5": "NPC 5", "NPC 6": "NPC 6", "NPC Events": "NPC イベント", "NPC Spawns": "NPC出現", "NPC side quests": "NPCのサイドクエスト", "NPC spawn:": "NPC出現：", "NPC talk": "NPC会話", "NPC → event mappings.": "NPC → イベントの対応。", "NPC/Unit": "NPC/ユニット", "NPCBasic Bow Attack": "NPC基本弓攻撃", "NPCBasic Bow Attack - Dungeon Settlers Wiki": "NPC基本弓攻撃 - Dungeon Settlers Wiki", "NPCBasic Bow Attack icon": "NPC基本弓攻撃アイコン", "NPCBasic Bow Attack range and area on a dungeon room": "ダンジョンルームでのNPCBasic 弓攻撃の射程と範囲", "NPCBasic Bow Attack range and area shown on a dungeon room": "ダンジョンの部屋に表示されたNPC基本弓攻撃の射程と範囲", "NPCSC_EndrossiDungeon": "NPCSC_EndrossiDungeon", "NPCSC_EndrossiDungeon - NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiDungeon - NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4", "NPCSC_EndrossiSafe": "NPCSC_EndrossiSafe", "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4", "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4", "NPCSC_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant", "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant", "NPCSC_GuildMerchant - NpcDead_GuildMerchant": "NPCSC_GuildMerchant - NpcDead_GuildMerchant", "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant": "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant", "NPCSC_Perion": "NPCSC_Perion", "NPCSC_Perion - NpcDead_Perion": "NPCSC_Perion - NpcDead_Perion", "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2": "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2", "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant": "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant", "NPCSC_Xenon - NpcDead_Xenon": "NPCSC_Xenon - NpcDead_Xenon", "NPCSC_Xenon2": "NPCSC_Xenon2", "NPCSC_Xenon2 - NpcDead_Xenon": "NPCSC_Xenon2 - NpcDead_Xenon", "NPCSpawnCondition": "NPC出現条件", "NPCSpawnConditionTable.json": "NPCSpawnConditionTable.json", "NPC_000": "NPC_000", "NPC_001": "NPC_001", "NULL": "NULL", "Naked": "装備なし", "Name": "名前", "Named & elf recruits": "固有名&エルフの募集", "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "データ上には存在するが、このビルドではプレイできない名前付きのキャンペーン地域です（部屋がほとんど、または全くありません）。", "Named in game text": "ゲームテキスト内で言及", "Named in text": "テキスト内で言及", "Names-only census of the 387 AudioClip assets in build sharedassets0.assets.stock_23739108. Audio files themselves are not embedded in this wiki - listen in-game.": "ビルド sharedassets0.assets.stock_23739108 内の387個の AudioClip アセットの名称のみの一覧です。音声ファイル自体はこのウィキには埋め込まれていません。ゲーム内で聴いてください。", "Natural (from your background)": "生来（背景由来）", "NaturalHealthPointRestorePercentage": "NaturalHealthPointRestorePercentage", "NaturalHealthPointRestoreStructureQualityFactor": "NaturalHealthPointRestoreStructureQualityFactor", "NaturalHealthRestoreAmount": "NaturalHealthRestoreAmount", "NaturalIncrease_": "NaturalIncrease_", "NaturalWoundDecreasePercentage": "NaturalWoundDecreasePercentage", "Nature Staff": "自然の杖", "Nature Warden": "自然のウォーデン", "Nature magic focuses on healing and enhancing vitality.": "自然魔法は回復と活力の強化に特化しています。", "NatureMagic": "NatureMagic", "Nearby land becomes Corrupted Ground and cannot ...": "周囲の土地は汚染地となり、…できなくなる。", "Neatly dressed hides and bones are arranged around her.": "整えられた動物の皮と骨が彼女の周りに並んでいる。", "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "整えられた動物の皮と骨が彼女の周りに並んでいる。「必要なものは何でも取っていい。ただ、公正な価格を払うことを忘れずに。」", "NeedAmmoWeapon && EmptyAmmo": "NeedAmmoWeapon && EmptyAmmo", "NeededFoodQualityPerLevel": "NeededFoodQualityPerLevel", "Needs {#}.": "{#}必要。", "Needs_": "Needs_", "Negative": "負", "Negative effects": "マイナス効果", "Negative mood": "マイナスの気分は", "Net mood is 0, so nothing pushes stress either way.": "正味の気分が0なので、ストレスをどちらにも動かすものはありません。", "Neutral": "中立", "Neutral units:": "中立ユニット：", "Never clear": "決してクリアしないでください", "New": "新規", "New Build": "新規ビルド", "New Character": "新規キャラクター", "New addition - quest to create two Level 2 [characters]": "新規追加 - 2つのレベル2 [キャラクター]を作成するクエスト", "New allies acquire ...": "新しい味方が取得...", "New in this build": "このビルドの新要素", "New units are hired from a pool of": "新しいユニットは", "New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before commi...": "新しいユニットは、ゲーム内480分ごとに更新される候補者プールから雇用します（決定前に候補者を調べて隠れた才能を明らかにすることもできます）...", "Newbie Treasure Chest Remnant": "初心者の宝箱の残骸", "Newbie Treasure Chest Remnant - Dungeon Settlers Wiki": "初心者の宝箱の残骸 - Dungeon Settlers Wiki", "Newly added: {#}.": "新規追加：{#}。", "Next to the wooden cage holding trapped insects, someone wearing a mask stands. He stares at the acid bug trapped inside...": "捕らえられた虫を入れた木製のケージの横に、マスクを被った誰かが立っている。彼はケージの中に捕らえられた酸バグをじっと見つめる...", "Night": "夜間", "Night is a double-edged raid.": "夜襲は諸刃の剣。", "Night vision": "夜間視界", "No Research": "研究なし", "No Research in Progress": "進行中の研究なし", "No Upper Floor": "上の階なし", "No action (ends the event).": "アクションなし（イベントを終了）。", "No additional placeholder region names in this build.": "このビルドに追加のプレースホルダー地域名はありません。", "No ammo bubble": "弾薬なしの吹き出し", "No arrows or ammunition in stock": "所持している矢および弾薬がない", "No authored layout for this floor.": "この階には作成されたレイアウトがありません。", "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "キャラクターがまだありません。キャラクタービルダータブで作成すると（名前を付けた瞬間に自動保存されます）ここに表示されます。", "No comparison available for those two builds.": "これら2つのビルドの比較は利用できません。", "No default traits or skills.": "デフォルトの特性やスキルはありません。", "No direct stat modifiers (behavioural/marker trait).": "直接のステータス補正なし（挙動/マーカー特性）。", "No edible food available (food search failed)": "食べられる食料がない（食料探索に失敗）", "No equipment": "装備なし", "No form endpoint is configured yet (see": "フォームの送信先がまだ設定されていません (参照:", "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "空き刻印スロットがありません。いずれかを削除する (選択済みの刻印をクリック) か、レベルアップして獲得してください。", "No imported roster - use Test unit, or import a team in the Builder.": "インポートされた編成がありません。テストユニットを使うか、ビルダーでチームをインポートしてください。", "No inscription matches \"": "次に一致する刻印はありません「", "No inscription matches these filters.": "これらのフィルターに一致する刻印はありません。", "No item drops.": "アイテムドロップなし。", "No known modifiers in this build.": "このビルドでは既知の修正値はありません。", "No known obtention route - gated/unreleased content.": "既知の入手経路なし。未開放/未実装コンテンツ。", "No known source": "既知の入手元なし", "No longer in the game: {#}.": "ゲームから削除：{#}。", "No map for this template": "このテンプレートのマップはありません", "No matches for these filters.": "これらのフィルターに一致するものがありません。", "No matter how you look at it, this is far too suspicious. There is no n...": "どう見てもこれは疑わしい…", "No monsters from": "からのモンスターが", "No mood change": "気分変化なし", "No mood sources added yet.": "気分源はまだ追加されていません。", "No player clan units are stored in this save.": "このセーブにはプレイヤークランのユニットが保存されていません。", "No player-facing differences between these two builds.": "この2つのビルドの間に、プレイヤーが体感する違いはありません。", "No portrait": "ポートレートなし", "No portrait sprites for": "次のポートレートスプライトがありません:", "No results for \"": "検索結果なし: \"", "No room map for this template": "このテンプレートのルームマップはありません", "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "このビルドのどの部屋や拠点エリアのレイアウトにもこの建物は配置されていません。未実装コンテンツか、特殊なメカニクスで出現する可能性があります。", "No saved builds yet": "保存済みのビルドはまだありません", "No saved roster unit - build a team in the Builder first.": "保存された編成ユニットがありません。先にビルダーでチームを作成してください。", "No skills assigned to this tree in the current build.": "現在のビルドでは、このツリーにスキルが割り当てられていません。", "No skills on this tree yet.": "このツリーにはまだスキルがありません。", "No spawn group or room placement found - likely unreleased or event-only.": "スポーングループや部屋配置が見つかりません。未実装またはイベント専用の可能性があります。", "No target - raw damage before enemy resistance.": "対象なし。敵の耐性適用前の素のダメージ。", "No tree": "ツリーなし", "No weapon": "武器なし", "No weapon equipped": "武器未装備", "No weapon skills learned yet - scoped by basic-attack damage type (": "武器スキルはまだ習得していません。基本攻撃のダメージタイプで絞り込み（", "NoManaDamagePerTick": "NoManaDamagePerTick", "Node": "ノード", "Node E000 - desc": "Node E000 - desc", "Node E010": "Node E010", "Node E020": "Node E020", "Node E100": "Node E100", "Node F1200 - desc": "Node F1200 - desc", "Node F1300 - desc": "Node F1300 - desc", "Node F1400 - desc": "Node F1400 - desc", "Node F1410 - desc": "Node F1410 - desc", "Node F1411 - desc": "Node F1411 - desc", "Node F1500 - desc": "Node F1500 - desc", "Node F1510 - desc": "Node F1510 - desc", "Node F1511 - desc": "Node F1511 - desc", "Node F1700": "Node F1700", "Node F1800": "Node F1800", "Node F2700": "Node F2700", "Node F2700 - desc": "ノード F2700 - 説明", "Node F2710": "Node F2710", "Node F2710 - desc": "ノード F2710 - 説明", "Node F2711": "Node F2711", "Node F2711 - desc": "ノード F2711 - 説明", "Node F2800": "Node F2800", "Node F2800 - desc": "Node F2800 - desc", "Node F2810": "Node F2810", "Node F2810 - desc": "Node F2810 - desc", "Node F2811": "Node F2811", "Node F2811 - desc": "Node F2811 - desc", "Node F2900": "Node F2900", "Node F2900 - desc": "Node F2900 - desc", "Node F2910": "Node F2910", "Node F2910 - desc": "ノード F2910 - 説明", "Node F2911": "Node F2911", "Node F2911 - desc": "ノード F2911 - 説明", "Node F300 - desc": "Node F300 - desc", "Node F3000": "Node F3000", "Node F3000 - desc": "Node F3000 - desc", "Node F3010": "Node F3010", "Node F3010 - desc": "Node F3010 - desc", "Node F3011": "Node F3011", "Node F3011 - desc": "Node F3011 - desc", "Node F3100": "Node F3100", "Node F3100 - desc": "Node F3100 - desc", "Node F3200": "Node F3200", "Node F3200 - desc": "Node F3200 - desc", "Node F3300": "Node F3300", "Node F3300 - desc": "Node F3300 - desc", "Node F3400": "Node F3400", "Node F3400 - desc": "Node F3400 - desc", "Node F3410": "Node F3410", "Node F3410 - desc": "ノード F3410 - 説明", "Node F3411": "Node F3411", "Node F3411 - desc": "ノード F3411 - 説明", "Node F3412": "Node F3412", "Node F3412 - desc": "ノード F3412 - 説明", "Node F3500": "Node F3500", "Node F3500 - desc": "Node F3500 - desc", "Node F3600": "Node F3600", "Node F3600 - desc": "Node F3600 - desc", "Node F3700": "Node F3700", "Node F3700 - desc": "Node F3700 - desc", "Node F3800": "Node F3800", "Node F3800 - desc": "Node F3800 - desc", "Node F3900": "Node F3900", "Node F3900 - desc": "Node F3900 - desc", "Node F3910": "Node F3910", "Node F3910 - desc": "Node F3910 - desc", "Node F3911": "Node F3911", "Node F3911 - desc": "Node F3911 - desc", "Node F3912": "Node F3912", "Node F3912 - desc": "Node F3912 - desc", "Node F4000": "Node F4000", "Node F4000 - desc": "Node F4000 - desc", "Node F4100": "Node F4100", "Node F4100 - desc": "Node F4100 - desc", "Node F4200": "Node F4200", "Node F4300": "Node F4300", "Node F4400": "Node F4400", "Node F4500": "Node F4500", "Node F4500 - desc": "Node F4500 - desc", "Node F4510": "Node F4510", "Node F4510 - desc": "Node F4510 - desc", "Node F4511": "Node F4511", "Node F4511 - desc": "Node F4511 - desc", "Node F4600": "Node F4600", "Node F4600 - desc": "Node F4600 - desc", "Node F4610": "Node F4610", "Node F4610 - desc": "Node F4610 - desc", "Node F4620": "Node F4620", "Node F4620 - desc": "Node F4620 - desc", "Node F4630": "Node F4630", "Node F4630 - desc": "Node F4630 - desc", "Node F4640": "Node F4640", "Node F4640 - desc": "Node F4640 - desc", "Node F4650": "Node F4650", "Node F4650 - desc": "Node F4650 - desc", "Node F4660": "Node F4660", "Node F4660 - desc": "Node F4660 - desc", "Node F4670": "Node F4670", "Node F4670 - desc": "Node F4670 - desc", "Node F4700": "Node F4700", "Node F4700 - desc": "Node F4700 - desc", "Node F4800": "Node F4800", "Node F4800 - desc": "Node F4800 - desc", "Node F4900": "Node F4900", "Node F4900 - desc": "Node F4900 - desc", "Node F4911": "Node F4911", "Node F4911 - desc": "Node F4911 - desc", "Node F800 - desc": "Node F800 - desc", "Node N000 - desc": "Node N000 - desc", "Node N1000": "Node N1000", "Node N1000 - desc": "Node N1000 - desc", "Node N1100": "Node N1100", "Node N1100 - desc": "Node N1100 - desc", "Node N1200": "Node N1200", "Node N1200 - desc": "Node N1200 - desc", "Node N1210": "Node N1210", "Node N1210 - desc": "Node N1210 - desc", "Node N1300": "Node N1300", "Node N1300 - desc": "Node N1300 - desc", "Node N1400": "Node N1400", "Node N1400 - desc": "Node N1400 - desc", "Node N1411": "Node N1411", "Node N1411 - desc": "Node N1411 - desc", "Node N1420": "Node N1420", "Node N1420 - desc": "Node N1420 - desc", "Node N1600 - desc": "Node N1600 - desc", "Node N1610 - desc": "Node N1610 - desc", "Node N1810": "Node N1810", "Node N1900 - desc": "Node N1900 - desc", "Node N200": "Node N200", "Node N200 - desc": "Node N200 - desc", "Node N210": "Node N210", "Node N210 - desc": "Node N210 - desc", "Node N2100": "Node N2100", "Node N2100 - desc": "ノード N2100 - 説明", "Node N2200": "Node N2200", "Node N2200 - desc": "ノード N2200 - 説明", "Node N2400": "Node N2400", "Node N2400 - desc": "ノード N2400 - 説明", "Node N2500": "Node N2500", "Node N2500 - desc": "Node N2500 - 説明", "Node N2600": "Node N2600", "Node N2600 - desc": "Node N2600 - 説明", "Node N2700": "Node N2700", "Node N2700 - desc": "Node N2700 - desc", "Node N2710": "Node N2710", "Node N2710 - desc": "Node N2710 - desc", "Node N2720": "Node N2720", "Node N2720 - desc": "Node N2720 - desc", "Node N2800": "Node N2800", "Node N2800 - desc": "Node N2800 - desc", "Node N300": "Node N300", "Node N300 - desc": "Node N300 - desc", "Node N310": "Node N310", "Node N310 - desc": "Node N310 - desc", "Node N400": "Node N400", "Node N400 - desc": "Node N400 - desc", "Node N410": "Node N410", "Node N410 - desc": "Node N410 - desc", "Node N500": "Node N500", "Node N500 - desc": "Node N500 - desc", "Node N510": "Node N510", "Node N510 - desc": "Node N510 - desc", "Node N600": "Node N600", "Node N600 - desc": "Node N600 - desc", "Node N700": "Node N700", "Node N700 - desc": "Node N700 - desc", "Node N800": "Node N800", "Node N800 - desc": "Node N800 - desc", "Node N900": "Node N900", "Node N900 - desc": "Node N900 - desc", "Node NodeD000": "ノード NodeD000", "Node NodeD010": "ノード NodeD010", "Node NodeDR000": "ノード NodeDR000", "Node NodeE000": "ノード NodeE000", "Node NodeE010": "ノード NodeE010", "Node NodeE020": "ノード NodeE020", "Node NodeE100": "ノード NodeE100", "Node NodeF000": "ノード NodeF000", "Node NodeF010": "ノード NodeF010", "Node NodeF100": "ノード NodeF100", "Node NodeF1000": "ノード NodeF1000", "Node NodeF1100": "ノード NodeF1100", "Node NodeF1200": "ノード NodeF1200", "Node NodeF1300": "ノード NodeF1300", "Node NodeF1400": "ノード NodeF1400", "Node NodeF1410": "ノード NodeF1410", "Node NodeF1411": "ノード NodeF1411", "Node NodeF1500": "ノード NodeF1500", "Node NodeF1510": "ノード NodeF1510", "Node NodeF1511": "ノード NodeF1511", "Node NodeF1600": "ノード NodeF1600", "Node NodeF1700": "ノード NodeF1700", "Node NodeF1800": "ノード NodeF1800", "Node NodeF1900": "ノード NodeF1900", "Node NodeF200": "ノード NodeF200", "Node NodeF2000": "ノード NodeF2000", "Node NodeF2100": "ノード NodeF2100", "Node NodeF2200": "ノード NodeF2200", "Node NodeF2300": "ノード NodeF2300", "Node NodeF2400": "ノード NodeF2400", "Node NodeF2500": "ノード NodeF2500", "Node NodeF2600": "ノード NodeF2600", "Node NodeF2700": "ノード NodeF2700", "Node NodeF2710": "ノード NodeF2710", "Node NodeF2711": "ノード NodeF2711", "Node NodeF2800": "ノード NodeF2800", "Node NodeF2810": "Node NodeF2810", "Node NodeF2811": "Node NodeF2811", "Node NodeF2900": "ノード NodeF2900", "Node NodeF2910": "ノード NodeF2910", "Node NodeF2911": "ノード NodeF2911", "Node NodeF300": "ノード NodeF300", "Node NodeF3000": "ノード NodeF3000", "Node NodeF3010": "Node NodeF3010", "Node NodeF3011": "Node NodeF3011", "Node NodeF3100": "ノード NodeF3100", "Node NodeF3200": "ノード NodeF3200", "Node NodeF3300": "ノード NodeF3300", "Node NodeF3400": "ノード NodeF3400", "Node NodeF3410": "ノード NodeF3410", "Node NodeF3411": "ノード NodeF3411", "Node NodeF3412": "ノード NodeF3412", "Node NodeF3500": "ノード NodeF3500", "Node NodeF3600": "ノード NodeF3600", "Node NodeF3700": "ノード NodeF3700", "Node NodeF3800": "Node NodeF3800", "Node NodeF3900": "Node NodeF3900", "Node NodeF3910": "Node NodeF3910", "Node NodeF3911": "Node NodeF3911", "Node NodeF3912": "Node NodeF3912", "Node NodeF400": "ノード NodeF400", "Node NodeF4000": "Node NodeF4000", "Node NodeF4100": "Node NodeF4100", "Node NodeF4200": "Node NodeF4200", "Node NodeF4300": "Node NodeF4300", "Node NodeF4400": "Node NodeF4400", "Node NodeF4500": "Node NodeF4500", "Node NodeF4510": "Node NodeF4510", "Node NodeF4511": "Node NodeF4511", "Node NodeF4600": "Node NodeF4600", "Node NodeF4610": "Node NodeF4610", "Node NodeF4620": "Node NodeF4620", "Node NodeF4630": "Node NodeF4630", "Node NodeF4640": "Node NodeF4640", "Node NodeF4650": "Node NodeF4650", "Node NodeF4660": "Node NodeF4660", "Node NodeF4670": "Node NodeF4670", "Node NodeF4700": "Node NodeF4700", "Node NodeF4800": "Node NodeF4800", "Node NodeF4900": "Node NodeF4900", "Node NodeF4911": "Node NodeF4911", "Node NodeF500": "ノード NodeF500", "Node NodeF600": "ノード NodeF600", "Node NodeF700": "ノード NodeF700", "Node NodeF800": "ノード NodeF800", "Node NodeF900": "ノード NodeF900", "Node NodeF911": "ノード NodeF911", "Node NodeN000": "ノード NodeN000", "Node NodeN100": "ノード NodeN100", "Node NodeN1000": "ノード NodeN1000", "Node NodeN1100": "ノード NodeN1100", "Node NodeN1200": "ノード NodeN1200", "Node NodeN1210": "ノード NodeN1210", "Node NodeN1300": "ノード NodeN1300", "Node NodeN1400": "ノード NodeN1400", "Node NodeN1411": "ノード NodeN1411", "Node NodeN1420": "ノード NodeN1420", "Node NodeN1500": "ノード NodeN1500", "Node NodeN1600": "ノード NodeN1600", "Node NodeN1610": "ノード NodeN1610", "Node NodeN1700": "ノード NodeN1700", "Node NodeN1710": "ノード NodeN1710", "Node NodeN1800": "ノード NodeN1800", "Node NodeN1810": "ノード NodeN1810", "Node NodeN1900": "ノード NodeN1900", "Node NodeN200": "ノード NodeN200", "Node NodeN2000": "ノード NodeN2000", "Node NodeN210": "ノード NodeN210", "Node NodeN2100": "ノード NodeN2100", "Node NodeN2200": "ノード NodeN2200", "Node NodeN2300": "ノード NodeN2300", "Node NodeN2400": "ノード NodeN2400", "Node NodeN2500": "ノード NodeN2500", "Node NodeN2600": "ノード NodeN2600", "Node NodeN2700": "Node NodeN2700", "Node NodeN2710": "Node NodeN2710", "Node NodeN2720": "Node NodeN2720", "Node NodeN2800": "Node NodeN2800", "Node NodeN300": "ノード NodeN300", "Node NodeN310": "ノード NodeN310", "Node NodeN400": "ノード NodeN400", "Node NodeN410": "ノード NodeN410", "Node NodeN500": "ノード NodeN500", "Node NodeN510": "ノード NodeN510", "Node NodeN600": "ノード NodeN600", "Node NodeN700": "ノード NodeN700", "Node NodeN800": "ノード NodeN800", "Node NodeN900": "ノード NodeN900", "Node NodeR000": "ノード NodeR000", "Node NodeR010": "ノード NodeR010", "Node NodeR020": "ノード NodeR020", "Node NodeR100": "ノード NodeR100", "Node NodeR1000": "Node NodeR1000", "Node NodeR1010": "Node NodeR1010", "Node NodeR1011": "Node NodeR1011", "Node NodeR110": "ノード NodeR110", "Node NodeR1100": "Node NodeR1100", "Node NodeR111": "ノード NodeR111", "Node NodeR112": "ノード NodeR112", "Node NodeR1200": "Node NodeR1200", "Node NodeR1210": "Node NodeR1210", "Node NodeR1211": "Node NodeR1211", "Node NodeR1212": "Node NodeR1212", "Node NodeR1300": "Node NodeR1300", "Node NodeR1310": "Node NodeR1310", "Node NodeR1320": "Node NodeR1320", "Node NodeR1321": "Node NodeR1321", "Node NodeR1322": "Node NodeR1322", "Node NodeR1400": "Node NodeR1400", "Node NodeR1413": "Node NodeR1413", "Node NodeR1420": "Node NodeR1420", "Node NodeR1421": "Node NodeR1421", "Node NodeR1422": "Node NodeR1422", "Node NodeR1423": "Node NodeR1423", "Node NodeR1430": "Node NodeR1430", "Node NodeR1500": "Node NodeR1500", "Node NodeR1510": "Node NodeR1510", "Node NodeR1520": "Node NodeR1520", "Node NodeR1521": "Node NodeR1521", "Node NodeR1522": "Node NodeR1522", "Node NodeR1523": "Node NodeR1523", "Node NodeR1600": "Node NodeR1600", "Node NodeR1610": "Node NodeR1610", "Node NodeR1611": "Node NodeR1611", "Node NodeR1612": "Node NodeR1612", "Node NodeR1700": "Node NodeR1700", "Node NodeR1710": "Node NodeR1710", "Node NodeR1711": "Node NodeR1711", "Node NodeR1800": "Node NodeR1800", "Node NodeR1810": "Node NodeR1810", "Node NodeR1811": "Node NodeR1811", "Node NodeR1900": "Node NodeR1900", "Node NodeR1910": "Node NodeR1910", "Node NodeR1912": "Node NodeR1912", "Node NodeR1920": "Node NodeR1920", "Node NodeR1921": "Node NodeR1921", "Node NodeR1930": "Node NodeR1930", "Node NodeR200": "ノード NodeR200", "Node NodeR210": "Node NodeR210", "Node NodeR211": "Node NodeR211", "Node NodeR300": "Node NodeR300", "Node NodeR310": "Node NodeR310", "Node NodeR400": "Node NodeR400", "Node NodeR410": "Node NodeR410", "Node NodeR411": "Node NodeR411", "Node NodeR412": "Node NodeR412", "Node NodeR500": "Node NodeR500", "Node NodeR510": "Node NodeR510", "Node NodeR511": "Node NodeR511", "Node NodeR600": "Node NodeR600", "Node NodeR610": "Node NodeR610", "Node NodeR611": "Node NodeR611", "Node NodeR700": "Node NodeR700", "Node NodeR710": "Node NodeR710", "Node NodeR711": "Node NodeR711", "Node NodeR712": "Node NodeR712", "Node NodeR800": "Node NodeR800", "Node NodeR810": "Node NodeR810", "Node NodeR820": "Node NodeR820", "Node NodeR821": "Node NodeR821", "Node NodeR822": "Node NodeR822", "Node NodeR900": "Node NodeR900", "Node NodeR910": "Node NodeR910", "Node NodeR911": "Node NodeR911", "Node NodeT000": "Node NodeT000", "Node NodeT010": "Node NodeT010", "Node NodeT100": "Node NodeT100", "Node NodeT1000": "Node NodeT1000", "Node NodeT1100": "Node NodeT1100", "Node NodeT1200": "Node NodeT1200", "Node NodeT1300": "Node NodeT1300", "Node NodeT1400": "Node NodeT1400", "Node NodeT1500": "Node NodeT1500", "Node NodeT1600": "ノード NodeT1600", "Node NodeT200": "Node NodeT200", "Node NodeT300": "Node NodeT300", "Node NodeT400": "Node NodeT400", "Node NodeT500": "Node NodeT500", "Node NodeT600": "Node NodeT600", "Node NodeT700": "Node NodeT700", "Node NodeT800": "Node NodeT800", "Node NodeT900": "Node NodeT900", "Node NodeT910": "Node NodeT910", "Node R010 - desc": "ノード R010 - 説明", "Node R020 - desc": "ノード R020 - 説明", "Node R1000": "Node R1000", "Node R1000 - desc": "Node R1000 - desc", "Node R1010": "Node R1010", "Node R1010 - desc": "Node R1010 - desc", "Node R1011": "Node R1011", "Node R1011 - desc": "Node R1011 - desc", "Node R1100": "Node R1100", "Node R1100 - desc": "Node R1100 - desc", "Node R112": "Node R112", "Node R1200": "Node R1200", "Node R1200 - desc": "Node R1200 - desc", "Node R1210": "Node R1210", "Node R1210 - desc": "Node R1210 - desc", "Node R1211": "Node R1211", "Node R1211 - desc": "Node R1211 - desc", "Node R1212": "Node R1212", "Node R1212 - desc": "Node R1212 - desc", "Node R1300": "Node R1300", "Node R1300 - desc": "Node R1300 - desc", "Node R1310": "Node R1310", "Node R1320": "Node R1320", "Node R1320 - desc": "Node R1320 - 説明", "Node R1321": "Node R1321", "Node R1321 - desc": "Node R1321 - 説明", "Node R1322": "Node R1322", "Node R1322 - desc": "Node R1322 - 説明", "Node R1400": "Node R1400", "Node R1400 - desc": "Node R1400 - 説明", "Node R1413": "Node R1413", "Node R1420": "Node R1420", "Node R1420 - desc": "Node R1420 - 説明", "Node R1421": "Node R1421", "Node R1421 - desc": "Node R1421 - 説明", "Node R1422": "Node R1422", "Node R1422 - desc": "Node R1422 - 説明", "Node R1423": "Node R1423", "Node R1423 - desc": "Node R1423 - 説明", "Node R1430": "Node R1430", "Node R1430 - desc": "Node R1430 - 説明", "Node R1500": "Node R1500", "Node R1500 - desc": "Node R1500 - 説明", "Node R1510": "Node R1510", "Node R1520": "Node R1520", "Node R1520 - desc": "Node R1520 - 説明", "Node R1521": "Node R1521", "Node R1521 - desc": "Node R1521 - 説明", "Node R1522": "Node R1522", "Node R1522 - desc": "Node R1522 - 説明", "Node R1523": "Node R1523", "Node R1523 - desc": "Node R1523 - 説明", "Node R1600": "Node R1600", "Node R1600 - desc": "Node R1600 - 説明", "Node R1610": "Node R1610", "Node R1610 - desc": "Node R1610 - 説明", "Node R1611": "Node R1611", "Node R1611 - desc": "Node R1611 - 説明", "Node R1612": "Node R1612", "Node R1612 - desc": "Node R1612 - 説明", "Node R1700": "Node R1700", "Node R1700 - desc": "Node R1700 - 説明", "Node R1710": "Node R1710", "Node R1710 - desc": "Node R1710 - 説明", "Node R1711": "Node R1711", "Node R1711 - desc": "Node R1711 - 説明", "Node R1800": "Node R1800", "Node R1800 - desc": "Node R1800 - 説明", "Node R1810": "Node R1810", "Node R1810 - desc": "Node R1810 - 説明", "Node R1811": "Node R1811", "Node R1811 - desc": "Node R1811 - 説明", "Node R1900": "Node R1900", "Node R1900 - desc": "Node R1900 - 説明", "Node R1910": "Node R1910", "Node R1912": "Node R1912", "Node R1920": "Node R1920", "Node R1920 - desc": "Node R1920 - 説明", "Node R1921": "Node R1921", "Node R1921 - desc": "Node R1921 - 説明", "Node R1930": "Node R1930", "Node R1930 - desc": "Node R1930 - 説明", "Node R410 - desc": "ノード R410 - 説明", "Node R500": "Node R500", "Node R500 - desc": "ノード R500 - 説明", "Node R510": "Node R510", "Node R510 - desc": "ノード R510 - 説明", "Node R511": "Node R511", "Node R511 - desc": "ノード R511 - 説明", "Node R600": "Node R600", "Node R600 - desc": "ノード R600 - 説明", "Node R610": "Node R610", "Node R610 - desc": "Node R610 - desc", "Node R611": "Node R611", "Node R611 - desc": "Node R611 - desc", "Node R700": "Node R700", "Node R700 - desc": "ノード R700 - 説明", "Node R710": "Node R710", "Node R710 - desc": "ノード R710 - 説明", "Node R711": "Node R711", "Node R711 - desc": "ノード R711 - 説明", "Node R712": "Node R712", "Node R712 - desc": "ノード R712 - 説明", "Node R800": "Node R800", "Node R800 - desc": "ノード R800 - 説明", "Node R810": "Node R810", "Node R820": "Node R820", "Node R820 - desc": "ノード R820 - 説明", "Node R821": "Node R821", "Node R821 - desc": "ノード R821 - 説明", "Node R822": "Node R822", "Node R822 - desc": "ノード R822 - 説明", "Node R900": "Node R900", "Node R900 - desc": "Node R900 - desc", "Node R910": "Node R910", "Node R910 - desc": "Node R910 - desc", "Node R911": "Node R911", "Node R911 - desc": "Node R911 - desc", "Node T1100 - desc": "ノード T1100 - 説明", "Node T910 - desc": "ノード T910 - 説明", "NodeD000": "NodeD000", "NodeD010": "NodeD010", "NodeDR000": "NodeDR000", "NodeE000": "NodeE000", "NodeE010": "NodeE010", "NodeE020": "NodeE020", "NodeE100": "NodeE100", "NodeF000": "NodeF000", "NodeF010": "NodeF010", "NodeF100": "NodeF100", "NodeF1000": "NodeF1000", "NodeF1100": "NodeF1100", "NodeF1200": "NodeF1200", "NodeF1300": "NodeF1300", "NodeF1400": "NodeF1400", "NodeF1410": "NodeF1410", "NodeF1411": "NodeF1411", "NodeF1500": "NodeF1500", "NodeF1510": "NodeF1510", "NodeF1511": "NodeF1511", "NodeF1600": "NodeF1600", "NodeF1700": "NodeF1700", "NodeF1800": "NodeF1800", "NodeF1900": "NodeF1900", "NodeF200": "NodeF200", "NodeF2000": "NodeF2000", "NodeF2100": "NodeF2100", "NodeF2200": "NodeF2200", "NodeF2300": "NodeF2300", "NodeF2400": "NodeF2400", "NodeF2500": "NodeF2500", "NodeF2600": "NodeF2600", "NodeF2700": "NodeF2700", "NodeF2710": "NodeF2710", "NodeF2711": "NodeF2711", "NodeF2800": "NodeF2800", "NodeF2810": "NodeF2810", "NodeF2811": "NodeF2811", "NodeF2900": "NodeF2900", "NodeF2910": "NodeF2910", "NodeF2911": "NodeF2911", "NodeF300": "NodeF300", "NodeF3000": "NodeF3000", "NodeF3010": "NodeF3010", "NodeF3011": "NodeF3011", "NodeF3100": "NodeF3100", "NodeF3200": "NodeF3200", "NodeF3300": "NodeF3300", "NodeF3400": "NodeF3400", "NodeF3410": "NodeF3410", "NodeF3411": "NodeF3411", "NodeF3412": "NodeF3412", "NodeF3500": "NodeF3500", "NodeF3600": "NodeF3600", "NodeF3700": "NodeF3700", "NodeF3800": "NodeF3800", "NodeF3900": "NodeF3900", "NodeF3910": "NodeF3910", "NodeF3911": "NodeF3911", "NodeF3912": "NodeF3912", "NodeF400": "NodeF400", "NodeF4000": "NodeF4000", "NodeF4100": "NodeF4100", "NodeF4200": "NodeF4200", "NodeF4300": "NodeF4300", "NodeF4400": "NodeF4400", "NodeF4500": "NodeF4500", "NodeF4510": "NodeF4510", "NodeF4511": "NodeF4511", "NodeF4600": "NodeF4600", "NodeF4610": "NodeF4610", "NodeF4620": "NodeF4620", "NodeF4630": "NodeF4630", "NodeF4640": "NodeF4640", "NodeF4650": "NodeF4650", "NodeF4660": "NodeF4660", "NodeF4670": "NodeF4670", "NodeF4700": "NodeF4700", "NodeF4800": "NodeF4800", "NodeF4900": "NodeF4900", "NodeF4911": "NodeF4911", "NodeF500": "NodeF500", "NodeF600": "NodeF600", "NodeF700": "NodeF700", "NodeF800": "NodeF800", "NodeF900": "NodeF900", "NodeF911": "NodeF911", "NodeN000": "NodeN000", "NodeN100": "NodeN100", "NodeN1000": "NodeN1000", "NodeN1100": "NodeN1100", "NodeN1200": "NodeN1200", "NodeN1210": "NodeN1210", "NodeN1300": "NodeN1300", "NodeN1400": "NodeN1400", "NodeN1411": "NodeN1411", "NodeN1420": "NodeN1420", "NodeN1500": "NodeN1500", "NodeN1600": "NodeN1600", "NodeN1610": "NodeN1610", "NodeN1700": "NodeN1700", "NodeN1710": "NodeN1710", "NodeN1800": "NodeN1800", "NodeN1810": "NodeN1810", "NodeN1900": "NodeN1900", "NodeN200": "NodeN200", "NodeN2000": "NodeN2000", "NodeN210": "NodeN210", "NodeN2100": "NodeN2100", "NodeN2200": "NodeN2200", "NodeN2300": "NodeN2300", "NodeN2400": "NodeN2400", "NodeN2500": "NodeN2500", "NodeN2600": "NodeN2600", "NodeN2700": "NodeN2700", "NodeN2710": "NodeN2710", "NodeN2720": "NodeN2720", "NodeN2800": "NodeN2800", "NodeN300": "NodeN300", "NodeN310": "NodeN310", "NodeN400": "NodeN400", "NodeN410": "NodeN410", "NodeN500": "NodeN500", "NodeN510": "NodeN510", "NodeN600": "NodeN600", "NodeN700": "NodeN700", "NodeN800": "NodeN800", "NodeN900": "NodeN900", "NodeR000": "NodeR000", "NodeR010": "NodeR010", "NodeR020": "NodeR020", "NodeR100": "NodeR100", "NodeR1000": "NodeR1000", "NodeR1010": "NodeR1010", "NodeR1011": "NodeR1011", "NodeR110": "NodeR110", "NodeR1100": "NodeR1100", "NodeR111": "NodeR111", "NodeR112": "NodeR112", "NodeR1200": "NodeR1200", "NodeR1210": "NodeR1210", "NodeR1211": "NodeR1211", "NodeR1212": "NodeR1212", "NodeR1300": "NodeR1300", "NodeR1310": "NodeR1310", "NodeR1320": "NodeR1320", "NodeR1321": "NodeR1321", "NodeR1322": "NodeR1322", "NodeR1400": "NodeR1400", "NodeR1413": "NodeR1413", "NodeR1420": "NodeR1420", "NodeR1421": "NodeR1421", "NodeR1422": "NodeR1422", "NodeR1423": "NodeR1423", "NodeR1430": "NodeR1430", "NodeR1500": "NodeR1500", "NodeR1510": "NodeR1510", "NodeR1520": "NodeR1520", "NodeR1521": "NodeR1521", "NodeR1522": "NodeR1522", "NodeR1523": "NodeR1523", "NodeR1600": "NodeR1600", "NodeR1610": "NodeR1610", "NodeR1611": "NodeR1611", "NodeR1612": "NodeR1612", "NodeR1700": "NodeR1700", "NodeR1710": "NodeR1710", "NodeR1711": "NodeR1711", "NodeR1800": "NodeR1800", "NodeR1810": "NodeR1810", "NodeR1811": "NodeR1811", "NodeR1900": "NodeR1900", "NodeR1910": "NodeR1910", "NodeR1912": "NodeR1912", "NodeR1920": "NodeR1920", "NodeR1921": "NodeR1921", "NodeR1930": "NodeR1930", "NodeR200": "NodeR200", "NodeR210": "NodeR210", "NodeR211": "NodeR211", "NodeR300": "NodeR300", "NodeR310": "NodeR310", "NodeR400": "NodeR400", "NodeR410": "NodeR410", "NodeR411": "NodeR411", "NodeR412": "NodeR412", "NodeR500": "NodeR500", "NodeR510": "NodeR510", "NodeR511": "NodeR511", "NodeR600": "NodeR600", "NodeR610": "NodeR610", "NodeR611": "NodeR611", "NodeR700": "NodeR700", "NodeR710": "NodeR710", "NodeR711": "NodeR711", "NodeR712": "NodeR712", "NodeR800": "NodeR800", "NodeR810": "NodeR810", "NodeR820": "NodeR820", "NodeR821": "NodeR821", "NodeR822": "NodeR822", "NodeR900": "NodeR900", "NodeR910": "NodeR910", "NodeR911": "NodeR911", "NodeT000": "NodeT000", "NodeT010": "NodeT010", "NodeT100": "NodeT100", "NodeT1000": "NodeT1000", "NodeT1100": "NodeT1100", "NodeT1200": "NodeT1200", "NodeT1300": "NodeT1300", "NodeT1400": "NodeT1400", "NodeT1500": "NodeT1500", "NodeT1600": "NodeT1600", "NodeT200": "NodeT200", "NodeT300": "NodeT300", "NodeT400": "NodeT400", "NodeT500": "NodeT500", "NodeT600": "NodeT600", "NodeT700": "NodeT700", "NodeT800": "NodeT800", "NodeT900": "NodeT900", "NodeT910": "NodeT910", "Nodes & chests": "ノードとチェスト", "Non-boss": "非ボス", "Non-damaging": "ダメージなし", "Non-fighting abilities bonus / malus": "非戦闘能力のボーナス／マイナス", "Non-player base value": "非プレイヤーの基本値", "Non-player default": "非プレイヤー初期値", "NonCombatOnly": "NonCombatOnly", "NonPlayerFactionUnitPathfindableDistance": "NonPlayerFactionUnitPathfindableDistance", "None": "なし", "None (36)": "なし (36)", "None - Dungeon Settlers Wiki": "なし - Dungeon Settlers Wiki", "None icon": "なし アイコン", "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "メカニクス的には未実装ですが、各タルは固有の個性を必ず持つように設計されています（「仮面の下の顔」、「タル」は「仮面」を意味します）。", "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.": "未実装。ロア（「強靭な耐久力と優れた職人技で名高い。山こそが我らの故郷であり要塞だ」）は、将来のクラフト/採掘の種族ボーナスを示唆しています。", "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.": "未実装。ロアでは彼らを「他の悪魔種族を裏切り人間側についたため、少なくとも公にはそう知られている異端者」と描写し、視線で殺す風味とともに、隠された悪魔種族の勢力を示唆しています。", "None of these make a shield; they multiply it, refund it as healing, and turn shield gain into cooldown reduction. Bolt them onto any Guard Barrier or Fire Cloak engine.": "これらはいずれもシールドを生み出しません。シールドを増幅し、回復として還元し、シールド獲得をクールタイム短縮に変えます。任意のガードバリアや炎の外套のエンジンに組み合わせてください。", "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss": "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss", "Normal Support Wagon Berry Fixed": "通常支援ワゴン（ベリー・固定）", "Normal Support Wagon Grass Fixed": "通常支援ワゴン（草・固定）", "Normal Support Wagon Hardtack Fixed": "通常支援ワゴン（乾パン・固定）", "Normal Support Wagon Ointment Fixed": "通常 支援ワゴン 軟膏 固定", "Normal Support Wagon Tech Book Fixed": "通常支援ワゴン（技術書・固定）", "Normal Support Wagon Wood Fixed": "通常支援ワゴン（木材・固定）", "Not a playable race yet. Newer builds added a Lycan combat-affecter family (a werewolf trait and an anti-Lycan passive) plus the first two placeholder names, groundwork toward a future werewolf-type race or enemy.": "まだプレイ可能な種族ではありません。新しいビルドではLycanの戦闘アフェクター系統（人狼の特性と対Lycanのパッシブ）と最初の2つの仮の名前が追加され、将来の人狼タイプの種族または敵への布石となっています。", "Not a save.": "セーブファイルではありません。", "Not active in this build.": "このビルドでは有効ではない。", "Not capped": "上限なし", "Not constructed, unlocked, or placed by any room, event, research, or farm in this build. It is either unreleased content or spawned by a special in-game mechanic (dungeon generation or an interactive structure that transforms during play).": "このビルドでは、どの部屋、イベント、研究、または農業によっても建設、アンロック、または配置されていません。未リリースコンテンツであるか、特殊なゲーム内メカニズム（ダンジョン生成またはプレイ中に変形するインタラクティブ構造）によって生成されます。", "Not enough data to call the exchange (one side deals no damage).": "打ち合いを判定するデータが不足しています（片方がダメージを与えません）。", "Not found in the data.": "データ内に見つかりません。", "Not housing": "住宅以外", "Not importable.": "インポートできません。", "Not modeled in this sheet": "このシートでは計算されません", "Not needed if using Battlemage without a fire staff": "火の杖なしで戦闘メイジを使う場合は不要", "Not obtainable in DS_B.0.3.26:": "DS_B.0.3.26では入手不可：", "Not obtainable in DS_B.0.3.40:": "DS_B.0.3.40では入手不可：", "Not on an expedition": "遠征中ではない", "Not recruitable": "募集不可", "Not rolled": "抽選対象外", "Not scaled by any major talent.": "いかなる主要タレントでもスケールしません。", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables.": "DS_B.0.3.40 ではスキルに接続されていません - これは意図された効果についてのデザイナー自身による説明であり、テーブルから読み取った値ではありません。", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables. (Does not appear in A2.0)": "DS_B.0.3.40 ではスキルに接続されていません - これは意図された効果についてのデザイナー自身による説明であり、テーブルから読み取った値ではありません。（A2.0 には登場しません）", "Not written yet": "未記載", "Not-in-game: hidden": "ゲーム外: 非表示", "Not-in-game: shown": "ゲーム外: 表示", "Notable drops": "注目のドロップ", "Notable room odds (per floor)": "注目部屋の確率（階ごと）", "Note the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a": "内部の順序が変わっている点に注意してください。「レベル2に到達」ステップ（Main8）はボス討伐ステップ（Main7）より先に発生します。また、最終段階は", "Notes": "備考", "Nothing (flat per stack; no attack-power scaling)": "なし（スタックごとに固定値、攻撃力スケーリングなし）", "Nothing equipped.": "何も装備していません。", "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "比較対象がまだありません。上で武器（またはファミリー全体）を追加してください。装備中の武器は常に含まれます。", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...": "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.": "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.", "Now pooled by:": "現在プール中:", "Npc": "NPC", "Npc10": "Npc10", "Npc11": "Npc11", "Npc12": "Npc12", "Npc13": "Npc13", "Npc14": "Npc14", "Npc15": "Npc15", "Npc17": "Npc17", "Npc18": "Npc18", "Npc2": "Npc2", "Npc21": "Npc21", "Npc24": "Npc24", "Npc25": "Npc25", "Npc26": "Npc26", "Npc27": "Npc27", "Npc28": "Npc28", "Npc3": "Npc3", "Npc4": "Npc4", "Npc5": "Npc5", "Npc6": "Npc6", "Npc7": "Npc7", "Npc8": "Npc8", "Npc9": "Npc9", "NpcQuestReportSpawnWeightMultiplier": "NpcQuestReportSpawnWeightMultiplier", "Number of days used for indicating food shortage in the dungeon alert window": "ダンジョンのアラートウィンドウで食料不足を示すために使う日数", "Number of environmental effects (positive/negative) by combat difficulty": "戦闘難易度別の環境効果（プラス/マイナス）の数", "Number of inventory slots": "インベントリスロットの数", "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "睡眠関連のアフェクター効果（床で睡眠、ベッドで睡眠）が発動するまでのティック数", "Numbers": "数値", "Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.": "数値は対象の耐性適用前（ダメージ x 100 / (100 + R); ほとんどのモンスターは0、装甲持ちは最大60で37.5%軽減）で、命中率、回避、ガードの適用前です。戦闘難易度は自分のダメージを変化させません。", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities:": "ユニットの能力を表す数値。各メイン能力値は以下の能力に対応する:", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities: [Strength] This main attribute proportionally increases maximum weight capacity, physical atta": "ユニットの能力を表す数値。各メイン能力値は以下の能力に対応する: [力] このメイン能力値は最大積載量、物理攻撃に比例して増加する", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities:": "ユニットの能力を表す数値。各メインステータスは以下の能力に対応する:", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: 力 This major stat proportionally increases maximum weight, physical attack power,": "ユニットの能力を表す数値。各主要ステータスは以下の能力に対応する： 力 この主要ステータスは最大重量、物理攻撃力を比例的に増加させ、", "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "栄養吸収 GAMESYSTEM_Environment_{affecterName}", "NutrientAbsorption": "NutrientAbsorption", "OPERATION_PlayableUntil_v0.3": "OPERATION_PlayableUntil_v0.3", "OPERATION_PlayableUntil_v0.4": "OPERATION_PlayableUntil_v0.4", "OPERATION_PlayableUntil_v0.5": "OPERATION_PlayableUntil_v0.5", "OPT": "選択", "OUTLOOK": "見通し", "Oats Growth2 Random": "オーツ 成長2（ランダム）", "Oats Random": "オーツ（ランダム）", "Objective": "目標", "Observe Endorsi": "エンドルシを観察", "Obtain": "入手", "Obtainable": "入手可能", "Obtained from": "入手元", "Odds: {#}": "確率: {#}", "Off:": "オフ：", "Offering": "供物", "Offering (level-up stat multiplier / mana-stone cost multiplier):": "オファリング (レベルアップ時のステータス倍率 / マナストーンコスト倍率):", "Offering multipliers": "捧げ物の倍率", "Offering tier does not change inscription rarity": "捧げ物のティアは刻印のレアリティを変えません", "Offering: Least": "捧げ物：最小", "Offering: Ordinary": "捧げ物：普通", "Offering: Plentiful": "捧げ物：豊富", "Offerings vs rarity": "捧げ物とレアリティ", "Official in-game text": "ゲーム内公式テキスト", "Official rank descriptions": "公式ランク説明", "Official tier descriptions": "公式ティア説明", "On click": "クリック時", "On deconstruct / gather": "解体 / 採集時", "On deconstruct:": "解体時:", "On equip": "装備時", "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "クエスト完了時、該当する階であれば重みを{0}倍にする（デフォルト10）", "On repeat visits the": "再訪時には", "On the scarecrow": "かかしにて", "On top of that, stalling without clearing floors fires the": "さらに、フロアをクリアせずに停滞すると", "On use": "使用時", "On use:": "使用時:", "On {#}, {#} has changed from {#} to {#}.": "{#}の{#}が{#}から{#}に変更されました。", "On-death EXP": "撃破時経験値", "On-equip effects": "装備時効果", "On:": "オン：", "On: Items": "対象：アイテム", "On: Items + Buildings": "対象：アイテム + 建物", "On: Other units + Buildings": "対象：他のユニット＋建物", "On: Player units": "対象: プレイヤーユニット", "On: Player units + Other units": "対象：プレイヤーユニット + その他ユニット", "On: Player units + Other units + Buildings": "対象: プレイヤーユニット + その他のユニット + 建物", "On: Player units + Other units + Items": "対象: プレイヤーユニット + その他ユニット + アイテム", "OnEventOccur": "OnEventOccur", "OnResearchCompleted": "OnResearchCompleted", "Once everything useful has been salvage...": "有用なものすべてが回収されたら...", "Once it is comp...": "Once it is comp...", "Once it is completely dismantled, a tiny green essence ...": "完全に解体されると、小さな緑の本質が...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn bri...": "遠征の成功に関するあなたのスピーチの準備が整うと、全員が集まる。彼らの目は...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition mem": "遠征の成功に関するあなたの演説の準備が完了すると、皆が集まる。彼らの目は以前より明るく輝き、希望で満ちている。遠征隊員を…", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak. \"We have done it! We conquered the Veil of Silence-that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\" At your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces. \"No matter what hardships lie ahead, we shall trust one another and move forward together!\" At your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.": "遠征の成功に関するあなたのスピーチの準備が整うと、全員が集まる。彼らの目は以前にも増して輝き、希望に満ちている。あなたの前に集まった遠征隊員を一瞥した後、あなたはゆっくり話し始める。「やった！我々は沈黙のベール、あの暗く危険な森を征服したのだ。この功績は、ここに立つすべての者の勇気と決意によって鍛え抜かれたものだ。どんな障害も、どんな脅威も、我々の揺るぎない決意を打ち砕くことはできなかった。」あなたの言葉で、遠征隊員たちは拍手と歓声を上げる。誇りが彼らの顔に明るく輝く。「これからどんな困難が待っていようとも、我々は互いに信頼し、一緒に進むのだ！」あなたの合図で、遠征隊員たちはカップを打ち合わせ、祝いの酒を一気に飲み干す。", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope...": "遠征の成功に関するあなたの演説の準備が完了すると、皆が集まる。彼らの目は以前より明るく輝き、希望で満ちている…", "Once the report ...": "Once the report ...", "Once you're done with the Acid Bug, investigate the Spore Bug next": "酸性虫の調査が終わったら、次は胞子虫を調べてください", "Once...": "それでは...", "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0": "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0", "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0": "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0", "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0": "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0", "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0": "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0", "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "単一のダメージモデル：hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist)。", "One depleted floor applies the -50% penalty to the whole region": "消耗したフロアが1つあると-50%ペナルティが地域全体に適用される", "One in-game day": "ゲーム内1日", "One is nowhere near enough. Wait- the link is lost?": "1つでは到底足りません。待って、リンクが失われましたか？", "One of the six core attributes - Strength, Constitution, Willpower, Intelligence, Agility, Perception - that feed derived combat stats. How fast each grows on level-up is set by its talent tier.": "派生戦闘ステータスの基礎となる6つの主要能力値（力、耐久力、意志力、知力、敏捷、認知）のひとつ。レベルアップ時の成長速度は才能ティアによって決まる。", "One point of a major stat adds the amount below to each final stat (from": "主要ステータス1ポイントは、各最終ステータスに下記の量を加算します(出典:", "One row per source.": "ソースごとに1行。", "One stomp lands two debuffs on a whole pack, so Guard Barrier fires a burst of shields at once - a strong opener, though only every 30s.": "1回の踏みつけで集団全体に2つのデバフを付与するため、ガードバリアが一度に大量のシールドを発動します。強力な先制手ですが、30秒ごとのみです。", "One-handed weapons": "片手武器", "One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.": "片手武器（剣と鈍器、加えて解放待ちの短剣、斧、槍）は盾と組み合わせて剣と盾のスタイルにできる。つまり、同じユニットで盾を弓や杖と組み合わせることは決してできない。", "One-shot": "一回限り", "Only Physical and Magic (no elemental damage types)": "物理と魔法のみ（属性ダメージタイプはなし）", "Only a bow uses ammo. Equip one in the Primary slot first.": "弾薬を使うのは弓だけです。まずメイン枠に弓を装備してください。", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...": "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.": "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.", "Only critical hits count, so the inscription is strongest on a high-crit build; a low-crit unit may never reach the cap in a single run.": "会心のみがカウントされるため、この刻印は高会心ビルドで最も強力です。会心の低いユニットは1回の探索で上限に到達しないこともあります。", "Only critical hits pay out ({#} gold each). Once you bank {#} gold you stop earning and instead gain a permanent +{#}% Critical Chance for the rest of the expedition.": "クリティカルヒットのみ報酬が出ます（1回につき{#}ゴールド）。{#}ゴールドを貯めると獲得は止まり、代わりに探索の残り時間中は永続で+{#}% クリティカル確率を得ます。", "Only the first two regions have real content; the rest are placeholders (see the": "実際のコンテンツがあるのは最初の2つの地域だけで、残りはプレースホルダーです（参照：", "Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "表示されるのは正味の差分のみです。途中のビルドで何度も変わった項目は開始値と最終値で1回だけ表示され、変わってから元に戻った項目はまったく表示されません。", "OnlyBasicAttack": "OnlyBasicAttack", "Opal (Water gem upgrade)": "オパール（水の宝石アップグレード）", "Opal Ore": "オパール鉱石", "Opal Ore - Dungeon Settlers Wiki": "オパール鉱石 - Dungeon Settlers Wiki", "Opal Ore icon": "オパール鉱石アイコン", "Open Game Guide": "ゲームガイドを開く", "Open in builder": "ビルダーで開く", "Open the Saves folder, then choose your clan .json below. The exact folder can vary by build. A browser cannot open a folder for you, so copy the path and paste it as above.": "Savesフォルダを開き、下で自分のクランの .json を選びます。正確なフォルダはビルドによって異なる場合があります。ブラウザはフォルダを開けないため、パスをコピーして上記のように貼り付けてください。", "Open trade with": "取引開始:", "OperationTable": "OperationTable", "Optional": "任意", "Options": "オプション", "Or browse and filter the full list": "または全リストを閲覧して絞り込む", "Order of computation": "計算の順序", "Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock.": "地域クリアのために倒す必要がある敵の順序: ステージ1、ステージ2など。NULLの場合はボスがいないため、クリアしても解放は発生しない。", "Other adjustments": "その他の調整", "Other future bosses in the data: a **three-phase Red Monster Rat** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the **Devrick Pendant** (with its Devrick Talisman).": "データ内の他の将来のボス：**3フェーズの赤いモンスターネズミ**のボス版（キャンペーンで戦う精鋭の赤いモンスターネズミとは別物）と、**ロイヤルスライム**（「呪いでスライムに溶けた」グランドクラウンとロイヤルスライムの魂石に結びつく）。実装済みのレジェンダリーアクセサリーは**デヴリックのペンダント**（デヴリックのタリスマンを伴う）です。", "Other mood levers": "その他の気分の要因", "Other pools": "その他のプール", "Other skills": "その他スキル", "Other skills (1)": "その他のスキル (1)", "Other skills (3)": "その他のスキル (3)", "Other skills (4)": "その他のスキル (4)", "Other skills (monster / item-granted)": "その他のスキル（モンスター／アイテム付与）", "Other units (NPC/monster): no": "その他のユニット（NPC/モンスター）: なし", "Other units (NPC/monster): yes": "他のユニット（NPC/モンスター）：はい", "Other units + Buildings": "その他のユニット + 建物", "Other/Unused": "その他/未使用", "Output": "産出", "Overloaded (Caution, displays once)": "過負荷（注意、1回表示）", "Overview": "概要", "P.Atk": "物攻", "P.Atk 11": "物理攻撃力 11", "P.Atk 15": "物理攻撃力 15", "P.Atk 17": "物理攻撃力 17", "P.Atk 20": "物理攻撃力 20", "P.Atk 21": "物理攻撃力 21", "P.Atk 23": "物攻 23", "P.Atk 23 - M.Atk 9": "物理攻撃力 23 - 魔法攻撃力 9", "P.Atk 26": "物理攻撃力 26", "P.Atk 27": "P.Atk 27", "P.Atk 30": "物攻 30", "P.Atk 30 - M.Atk 14": "物理攻撃力 30 - 魔法攻撃力 14", "P.Atk 32": "物理攻撃力 32", "P.Atk 36": "物攻 36", "P.Atk 36 - M.Atk 14": "物理攻撃力 36 - 魔法攻撃力 14", "P.Atk 41": "物理攻撃力 41", "P.Atk 42": "物攻 42", "P.Atk 42 - M.Atk 23": "物理攻撃力 42 - 魔法攻撃力 23", "P.Atk 45": "物攻 45", "P.Atk 45 - M.Atk 14": "物理攻撃力 45 - 魔法攻撃力 14", "P.Atk 48": "物理攻撃力 48", "P.Atk 53": "物攻 53", "P.Atk 53 - M.Atk 14": "物理攻撃力 53 - 魔法攻撃力 14", "P.Atk 56": "物理攻撃力 56", "P.Atk 57": "物攻 57", "P.Atk 57 - M.Atk 14": "物理攻撃力 57 - 魔法攻撃力 14", "P.Atk 60": "物攻 60", "P.Atk 60 - M.Atk 14": "物理攻撃力 60 - 魔法攻撃力 14", "P.Atk 68": "物攻 68", "P.Atk 68 - M.Atk 34": "物理攻撃力 68 - 魔法攻撃力 34", "P.Atk 71": "物理攻撃力 71", "P.Atk 77": "物理攻撃力 77", "P.Atk 80": "物理攻撃力 80", "P.Atk 90": "物理攻撃力 90", "PAtk": "物理攻撃力", "Packs a powerful strike but is vulnerable to heavy impacts.": "強力な打撃を放ちますが、重い衝撃に弱い。", "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "チェックしたユニットを1つのリンクにまとめます。開いた人の側で再構築されます。アカウントもサーバーも不要で、何も保存されません。", "Page not found": "ページが見つかりません", "Page not found - Dungeon Settlers Wiki": "ページが見つかりません - Dungeon Settlers Wiki", "Pain": "痛み", "Panic State (Debuff, prints once)": "パニック状態（デバフ、1回表示）", "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"としてパースして使用するため、キー名を変更しないこと!!! {0}: 最小上昇値 {1}: 最大上昇値", "Party per round": "1ラウンドあたりのパーティ", "Party totals": "パーティ合計", "Passive": "パッシブ", "Passive - affects self": "パッシブ：自身に作用", "Passive skills": "パッシブスキル", "Passives": "パッシブスキル", "Patrol": "巡回", "Pause, 1x, 2x, 3x": "一時停止、1倍、2倍、3倍", "Peach": "桃", "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "+1ポイントごと：耐久力 {#} HP；力 {#} / 敏捷 {#} / 認知 {#} 物理攻撃；知力 {#} / 意志 {#} / 認知 {#} 魔法攻撃。", "Per cast range": "使用ごとの射程", "Per room": "部屋ごと", "Per stack": "スタックごと", "Per stack / sec": "1スタック / 秒", "Per stack:": "スタックごと：", "Per-floor": "階ごと", "Per-floor room and node odds in {#}": "{#}のフロアごとの部屋と鉱脈の確率", "Per-level gain ranges": "レベルごとの上昇範囲", "Per-point stat calculator": "ポイント単位ステータス計算機", "Per-point stat values": "1ポイントあたりのステータス値", "Per-point values": "1ポイントあたりの値", "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "地域ごとの条件（天候、資源の豊富さ、危険）で、探索中にプラスまたはマイナスの効果を与えます。難易度が高いほどマイナスの環境効果が多く抽選されます。", "Per-region weather/effects and depletion counters": "地域ごとの天候／効果と枯渇カウンター", "Per-room odds": "部屋ごとの確率", "Per-second damage": "1秒あたりのダメージ", "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "スキル別ダメージの内訳は利用できません（ダメージランキングデータがこのページに組み込まれていません）。", "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "スキル別ダメージは利用できません（ダメージランキングデータがこのページに組み込まれていません）。", "Per-skill damage uses the same engine as skills/damage-ranking: the caster's real attack stats and crit fold into each skill's recipe, mitigated by this target's resistances. Player damage does not scale with difficulty (only the target HP does), so a skill shows the same number here as on the ranking page at the matching difficulty.": "スキル別ダメージは skills/damage-ranking と同じエンジンを使用します。詠唱者の実際の攻撃ステータスとクリティカルが各スキルの計算式に組み込まれ、この対象の耐性で軽減されます。プレイヤーのダメージは難易度でスケールしません（対象HPのみがスケールします）ので、スキルは同じ難易度ならランキングページと同じ数値を表示します。", "Per-skill damage vs": "スキル別ダメージ 対", "Per-slot": "スロットごと", "Per-status value curves/scaling.": "ステータスごとの数値カーブ/スケーリング。", "Percent": "パーセント", "Percent stat": "割合ステータス", "Percent vs flat stats": "割合ステータスと固定ステータス", "Percent?": "パーセント?", "Percentage value determining how long a unit sleeps while in forced rest mode": "強制休息モード中にユニットがどれだけ眠るかを決める割合の値", "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "認知の上昇: プラス GAMESYSTEM_Environment_{affecterName}", "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "認知の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}", "Perception myth": "認知の俗説", "PerceptionFortify": "PerceptionFortify", "PerceptionWeaken": "PerceptionWeaken", "Perception_": "Perception_", "Peridot (Nature gem upgrade)": "ペリドット（自然の宝石アップグレード）", "Peridot Ore": "ペリドット鉱石", "Peridot Ore - Dungeon Settlers Wiki": "ペリドット鉱石 - Dungeon Settlers Wiki", "Peridot Ore icon": "ペリドット鉱石アイコン", "Perion (scholar, Festering Burrow)": "ペリオン（学者、ただれた巣穴）", "Perion Default": "ペリオン デフォルト", "Perion Default - Dungeon Settlers Wiki": "Perion Default - Dungeon Settlers Wiki", "Perion Default icon": "Perion Default アイコン", "Perion Quest 1": "ペリオンクエスト1", "Perion Quest 1 - Dungeon Settlers Wiki": "Perion Quest 1 - Dungeon Settlers Wiki", "Perion Quest 1 Reward": "ペリオンクエスト1 報酬", "Perion Quest 1 Reward - Dungeon Settlers Wiki": "Perion Quest 1 Reward - Dungeon Settlers Wiki", "Perion Quest 1 Reward icon": "Perion Quest 1 Reward アイコン", "Perion Quest 1 icon": "Perion Quest 1 アイコン", "Perion Quest End 1": "ペリオンクエスト完了1", "Perion Quest End 1 - Dungeon Settlers Wiki": "ペリオン クエスト終了 1 - Dungeon Settlers Wiki", "Perion Quest End 1 icon": "ペリオン クエスト終了 1 アイコン", "Perion Quest End 2": "ペリオン クエスト 終了 2", "Perion Quest End 2 - Dungeon Settlers ウィキ": "ペリオン クエスト終了 2 - Dungeon Settlers ウィキ", "Perion Quest End 2 アイコン": "ペリオン クエスト終了 2 アイコン", "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.": "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.", "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"": "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"", "Perion rewards": "ペリオンの報酬", "Perion silently reads through the investigation records you brought.": "Perion silently reads through the investigation records you brought.", "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"": "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"", "Perion's discarded-device request line.": "ペリオンの捨てられた装置に関する依頼のセリフ。", "PerionDefault": "PerionDefault", "PerionQuest1": "PerionQuest1", "PerionQuest1Reward": "PerionQuest1Reward", "PerionQuest2": "PerionQuest2", "PerionQuest2End": "PerionQuest2End", "PerionQuestEnd1": "PerionQuestEnd1", "PerionQuestEnd2": "PerionQuestEnd2", "Permanently +3 Strength and +3 Constitution, and restores 100 HP over 10 seconds.": "永続的に力+3、耐久力+3、さらに10秒かけてHPを100回復します。", "Personality": "性格", "Per×0.05": "Per×0.05", "Per×0.3": "Per×0.3", "Per×0.4": "Per×0.4", "Per×0.5": "Per×0.5", "Phase 1 Unique": "フェーズ1固有", "Phase 1 Unique - Dungeon Settlers Wiki": "フェーズ1 固有 - Dungeon Settlers Wiki", "Phase 1 Unique map": "フェーズ1固有マップ", "Phase 2": "フェーズ2", "Phase 2 - Dungeon Settlers Wiki": "フェーズ2 - Dungeon Settlers Wiki", "Phase 2 Unique": "フェーズ2 固有", "Phase 2 Unique - Dungeon Settlers Wiki": "フェーズ2 固有 - Dungeon Settlers Wiki", "Phase 2 Unique map": "フェーズ2 固有 マップ", "Phase 2 map": "フェーズ2 マップ", "Phase change": "フェーズ変化", "Phase unit [n]: phase of floor n": "フェーズ単位 [n]: n階のフェーズ", "PhaseUnit": "PhaseUnit", "Phase_": "Phase_", "Phases": "フェーズ", "Phys": "物理", "Phys Res": "物理耐性", "Phys res": "物理耐性", "Phys. resist": "物理耐性", "PhysAtk": "物理攻撃", "PhysRes": "物理耐性", "Physical": "物理", "Physical 10 / Magic 18": "物理10 / 魔法18", "Physical 10 / Magic 40": "物理10 / 魔法40", "Physical 10 / Magic 49": "物理 10 / 魔法 49", "Physical 10 / Magic 60": "物理10 / 魔法60", "Physical 10 / Magic 63": "物理10 / 魔法63", "Physical 10 / Magic 75": "物理 10 / 魔法 75", "Physical 102 / Magic 16": "物理 102 / 魔法 16", "Physical 115 / Magic 16": "物理 115 / 魔法 16", "Physical 117 / Magic 16": "物理 117 / 魔法 16", "Physical 12 / Magic 20": "物理12 / 魔法20", "Physical 121 / Magic 20": "物理121 / 魔法20", "Physical 126 / Magic 20": "物理 126 / 魔法 20", "Physical 130 / Magic 16": "物理 130 / 魔法 16", "Physical 142 / Magic 20": "物理142 / 魔法20", "Physical 144 / Magic 20": "物理 144 / 魔法 20", "Physical 151 / Magic 16": "物理 151 / 魔法 16", "Physical 16 / Magic 135": "物理 16 / 魔法 135", "Physical 16 / Magic 170": "物理 16 / 魔法 170", "Physical 16 / Magic 58": "物理 16 / 魔法 58", "Physical 170 / Magic 16": "物理 170 / 魔法 16", "Physical 20 / Magic 108": "物理20 / 魔法108", "Physical 30 / Magic 20": "物理30 / 魔法20", "Physical 41 / Magic 20": "物理 41 / 魔法 20", "Physical 42 / Magic 20": "物理 42 / 魔法 20", "Physical 44 / Magic 20": "物理 44 / 魔法 20", "Physical 45 / Magic 20": "物理45 / 魔法20", "Physical 54 / Magic 20": "物理54 / 魔法20", "Physical 55 / Magic 16": "物理 55 / 魔法 16", "Physical 63 / Magic 20": "物理63 / 魔法20", "Physical 72 / Magic 16": "物理72 / 魔法16", "Physical 76 / Magic 20": "物理 76 / 魔法 20", "Physical 8 / Magic 117": "物理8 / 魔法117", "Physical 81 / Magic 20": "物理81 / 魔法20", "Physical 86 / Magic 20": "物理86 / 魔法20", "Physical 90 / Magic 16": "物理 90 / 魔法 16", "Physical 90 / Magic 20": "物理 90 / 魔法 20", "Physical 99 / Magic 16": "物理 99 / 魔法 16", "Physical 99 / Magic 20": "物理99 / 魔法20", "Physical Atk": "物理攻撃", "Physical Attack": "物理攻撃", "Physical Attack Power base": "物理攻撃力の基本値", "Physical Attack per skill use": "スキル使用ごとの物理攻撃", "Physical Resistance and Magic Resistance only": "物理耐性と魔法耐性のみ", "Physical attack": "物理攻撃力", "Physical attack power": "物理攻撃力", "Physical attack speed increases by {0}%.": "物理攻撃速度が{0}%増加します。", "Physical damage stat source": "物理ダメージステータスの出所", "Physical from {#}, magic from {#}.": "物理 {#} から、魔法 {#} から。", "Physical melee - Greatsword": "物理近接 - 大剣", "Physical melee - Sword": "物理近接 - 剣", "Physical res 0 / Magic res 0": "物理耐性 0 / 魔法耐性 0", "Physical res 0 / Magic res 30": "物理耐性 0 / 魔法耐性 30", "Physical res 0 / Magic res 60": "物理耐性 0 / 魔法耐性 60", "Physical res 10 / Magic res 0": "物理耐性 10 / 魔法耐性 0", "Physical res 10 / Magic res 10": "物理耐性10 / 魔法耐性10", "Physical res 10 / Magic res 30": "物理耐性 10 / 魔法耐性 30", "Physical res 15 / Magic res 0": "物理耐性 15 / 魔法耐性 0", "Physical res 20 / Magic res 0": "物理耐性 20 / 魔法耐性 0", "Physical res 25 / Magic res 0": "物理耐性25 / 魔法耐性0", "Physical res 30 / Magic res 0": "物理耐性 30 / 魔法耐性 0", "Physical res 40 / Magic res 0": "物理耐性 40 / 魔法耐性 0", "Physical res 50 / Magic res 0": "物理耐性 50 / 魔法耐性 0", "Physical res 60 / Magic res 0": "物理耐性 60 / 魔法耐性 0", "Physical resistance": "物理耐性", "Physical spells": "物理呪文", "Physical stats from": "物理ステータスの出所", "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "物理 {#}（{#}）&middot; 魔法 {#}（{#}）。装備中のティアは正確、他ティアはスケール値。", "Physical, ignores defense & shields": "物理、防御と盾を無視", "Physical, ignores shields": "物理、シールドを無視", "PhysicalAttackPower": "PhysicalAttackPower", "PhysicalAttackSpeed": "PhysicalAttackSpeed", "PhysicalCriticalChance": "PhysicalCriticalChance", "PhysicalCriticalMultiplier": "PhysicalCriticalMultiplier", "PhysicalEfficiencyAgainstArmor": "PhysicalEfficiencyAgainstArmor", "PhysicalResistance_": "PhysicalResistance_", "Pick Up Mode ({0} or screen bottom-right)": "Pick Up Mode ({0} or screen bottom-right)", "Pick a background first - it decides which trees this character has.": "まず背景を選択してください。このキャラクターが持つツリーを決定します。", "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "この募集ユニットの顔を選択 - ビルドカードに表示され、ビルドと共有リンクと共に保存されます。", "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "武器タイプを選び、次に素材セットを選択します。セットにはその武器とティア防具が含まれます。下で各スロットを調整できます。", "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "上で敵を選んでください。概算のみ：スキルのクールタイム、状態、位置取り、範囲攻撃は無視します。", "Pick any two builds to see what changed": "変更内容を確認するために任意の2つのビルドを選択してください", "Pick any two builds to see what changed between them.": "ビルドを2つ選ぶと、その間に何が変わったかを確認できます。", "Pick level, difficulty and mood effects; the net mood is computed for you": "レベル、難易度、気分効果を選ぶと、正味の気分が計算されます", "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "スキル別テーブルの行をクリックして、下の武器比較に使うこのキャラクターの攻撃を選びます。", "Pick two different builds.": "2つの異なるビルドを選択してください。", "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "最大3個まで選択 (ゲームは1個 + 30%の確率で追加をロールします)。", "Picked from SpawnGroupTable by region / phase / room type": "地域／段階／部屋タイプに応じてSpawnGroupTableから選出", "Picked up items are stored in the unit's <color=#ccb": "Picked up items are stored in the unit's <color=#ccb", "Picked-up items are stored in the unit's <color=#ccb": "Picked-up items are stored in the unit's <color=#ccb", "Pierce": "貫通", "Piercing Thrust": "貫通突き", "Pinball Time": "ピンボールタイム", "Pinball Time PS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du...": "ピンボールタイムPS:マップが大きすぎる場合、装甲甲虫が戦闘から逃げるため、サイズ調整が必要に見えるdu...", "Pink Flowerbed": "ピンク色の花壇", "Pioneering Spirit": "開拓精神", "Pioneering Spirit Effect": "開拓者精神エフェクト", "Pioneering Spirit Effect - Dungeon Settlers ウィキ": "Pioneering Spirit Effect - Dungeon Settlers ウィキ", "Pioneering Spirit Effect アイコン": "Pioneering Spirit Effect アイコン", "Placed into dungeon floors as they generate": "ダンジョンフロアが生成される際に配置される", "Placed into dungeon floors as they generate -": "ダンジョンフロアが生成される際に配置される -", "Placeholder (unused)": "プレースホルダー（未使用）", "Placeholder chest loot; no dedicated monster drop tables yet": "宝箱の戦利品はプレースホルダー。専用のモンスタードロップテーブルはまだなし", "Plain JSON, ~1-2 MB per campaign autosave": "プレーンJSON、キャンペーンのオートセーブ1つあたり約1〜2 MB", "Plan a settler - background, skills, equipment, final stats": "入植者の設計 - 経歴、スキル、装備、最終ステータス", "Planned": "予定", "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only": "菜食から植物の怒り（気分-2）。肉食のみならペナルティなし", "Plant-Eating Rage (Debuff, prints once)": "菜食の怒り（デバフ、1回表示）", "PlayLoop_": "PlayLoop_", "Playable Until v0.3": "v0.3までプレイ可能", "Playable Until v0.4": "v0.4までプレイ可能", "Playable Until v0.5": "v0.5までプレイ可能", "Player": "プレイヤー", "Player Idle Start Tick": "プレイヤー アイドル 開始 ティック", "Player Management Difficulty Easy": "プレイヤー管理難度 簡単", "Player Management Difficulty Easy - Dungeon Settlers ウィキ": "Player Management Difficulty Easy - Dungeon Settlers ウィキ", "Player Management Difficulty Easy アイコン": "Player Management Difficulty Easy アイコン", "Player Management Difficulty Hard": "プレイヤー管理難度 難しい", "Player Management Difficulty Hard - Dungeon Settlers ウィキ": "Player Management Difficulty Hard - Dungeon Settlers ウィキ", "Player Management Difficulty Hard アイコン": "Player Management Difficulty Hard アイコン", "Player default": "プレイヤー初期値", "Player skills": "プレイヤースキル", "Player skills (1)": "プレイヤースキル（1）", "Player skills (2)": "プレイヤースキル (2)", "Player skills (3)": "プレイヤースキル（3）", "Player skills:": "プレイヤースキル:", "Player spell damage ranking": "プレイヤー呪文ダメージランキング", "Player spells": "プレイヤー呪文", "Player tree": "プレイヤーツリー", "Player unit base value": "プレイヤーユニットの基本値", "Player units": "プレイヤーユニット", "Player units + Other units": "プレイヤーユニット + その他のユニット", "Player units + Other units + Buildings": "プレイヤーユニット + その他のユニット + 建物", "Player units + Other units + Items": "プレイヤーユニット + その他のユニット + アイテム", "Player units: no": "プレイヤーユニット: 対象外", "Player units: yes": "プレイヤーユニット: あり", "PlayerCombatMaxCap": "PlayerCombatMaxCap", "PlayerFactionUnitPathfindableDistance": "PlayerFactionUnitPathfindableDistance", "PlayerMaxCap": "PlayerMaxCap", "PlayerPartyMax": "PlayerPartyMax", "PlayerSellDiscount": "PlayerSellDiscount", "Player_": "Player_", "Players": "プレイヤー", "Playing already?": "すでにプレイ中？", "Playing around it": "対策・立ち回り", "Please describe the issue first.": "まず問題の内容を記入してください。", "Please leave it to me.": "それは僕に任せてください。", "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "クランが探索や目標から得るポイントで、クランランクを進めるために消費します。", "PoisonImmune": "PoisonImmune", "Polarity": "極性", "Pool": "プール", "Pool Tier": "プールティア", "Pool composition": "プール構成", "Pooled with weight 0 by": "次によってウェイト0でプールされています：", "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7": "貧弱1～3、中程度2～4、優秀2～5、卓越3～6、天才3～7", "Poor, Moderate, Outstanding, Exceptional, Genius": "貧弱、中程度、優秀、卓越、天才", "Portal_": "Portal_", "Portrait": "肖像", "Português (Brasil)": "ポルトガル語 (ブラジル)", "Position": "位置", "Position and rotation information for placement within the campsite": "野営地内への配置のための位置と回転の情報", "Positive": "正", "Positive effects": "プラス効果", "Positive mood": "プラスの気分は", "Positivity": "ポジティブ", "Possessing primal instincts,": "Possessing primal instincts,", "Practical tip": "実用的なコツ", "Practical wall": "実質的な壁", "Praying here": "ここで祈る", "Pre-built settler templates the game recruits from - grouped by role. Each card shows the settler's background, traits, inscriptions, notable talents (only the ones that differ from Moderate) and its starting gear. Filter by race or level, or search by name or trait.": "ゲームが募集に使用する構築済みの開拓者テンプレートで、役割ごとに分類されています。各カードは開拓者の背景、特性、刻印、注目すべき才能（中程度と異なるもののみ）、初期装備を表示します。種族やレベルで絞り込むか、名前や特性で検索してください。", "Pre-input ticks (previously 12)": "先行入力ティック（以前は12）", "Prefer": "好む", "Preparing for the Red Monster Rat": "赤いモンスターネズミへの備え", "Prerequisites": "前提条件", "Press Win+R, paste this, press Enter.": "Win+R を押し、これを貼り付けてEnterを押します。", "Pretending nothing is amiss, she rummages needlessly through her quiver before speaking.": "何事もないふりをして、彼女は不必要に矢筒を探し回ってから話しかける。", "Preview": "プレビュー", "Price": "価格", "PriceRamdomPerModifierRange": "PriceRamdomPerModifierRange", "Primary skill points gained on level up": "レベルアップ時に得られる一次スキルポイント", "Primary weapon": "メイン武器", "Priority": "優先度", "PrivateRoom": "PrivateRoom", "Probability": "確率", "Prodigy (future background)": "Prodigy（今後の背景）", "Produce 1 Cloth Armor": "布防具を1個生産する", "Produce 4 Cloth": "布を4個生産する", "Produce Wooden Arrows": "木の矢を生産する", "Produces": "生産", "Progress will be saved if you are in the settlement.": "決済地にいる場合、進捗が保存されます。", "Prompt": "プロンプト", "Proper meal": "適切な食事", "Properties": "プロパティ", "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "バリア適用前のダメージに比例（ヒットごとに約0.1倍）。ガードは軽減し、回避／命中失敗は消費なし、バリアは装備を保護しません", "ProposedInscriptionCount": "ProposedInscriptionCount", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.": "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain 植物の怒り when eating vegetarian food. Ignore 気分 penalty when eating carniv": "沼地の誇り高き戦士であるリザードマンは、強靭な肉体と稲妻のような反射神経を持つ。菜食を食べると植物の怒りを得る。肉食を食べても気分のペナルティを無視する。", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.": "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes. Gain 植物の怒り when eating vegetarian food. Ignore 気分 penalty when eating carniv": "沼地の誇り高き戦士であるリザードマンは、強靭な肉体と稲妻のような反射神経を持つ。菜食を食べると植物の怒りを得る。肉食を食べても気分のペナルティを無視する。", "Pull 1": "引き寄せ 1", "Pull 2": "引き寄せ 2", "QUEST_CommonMood": "QUEST_CommonMood", "QUEST_DiscardedDivice": "QUEST_DiscardedDivice", "QUEST_DiscardedSpecimen": "QUEST_DiscardedSpecimen", "QUEST_HuntAlphaAcidSlogel": "QUEST_HuntAlphaAcidSlogel", "QUEST_HuntElderGloth": "QUEST_HuntElderGloth", "QUEST_HuntMawmurk": "QUEST_HuntMawmurk", "QUEST_HuntWhiteMawmurk": "QUEST_HuntWhiteMawmurk", "QUEST_InteractEndrossi": "QUEST_InteractEndrossi", "QUEST_InteractEndrossi2": "QUEST_InteractEndrossi2", "QUEST_InteractEndrossi3": "QUEST_InteractEndrossi3", "QUEST_InteractEndrossi4": "QUEST_InteractEndrossi4", "QUEST_InteractEndrossi5": "QUEST_InteractEndrossi5", "QUEST_InteractPerion": "QUEST_InteractPerion", "QUEST_InteractPerion2": "QUEST_InteractPerion2", "QUEST_InteractXenon": "QUEST_InteractXenon", "QUEST_InteractXenon2": "QUEST_InteractXenon2", "QUEST_InteractXenon3": "QUEST_InteractXenon3", "QUEST_InteractXenon4": "QUEST_InteractXenon4", "QUEST_Main0": "QUEST_Main0", "QUEST_Main0 through Main8": "QUEST_Main0からMain8まで", "QUEST_Main0-8, the auto-advancing Crawling Doom scenario": "QUEST_Main0〜8、自動進行する這い寄る破滅シナリオ", "QUEST_Main1": "QUEST_Main1", "QUEST_Main100": "QUEST_Main100", "QUEST_Main2": "QUEST_Main2", "QUEST_Main3": "QUEST_Main3", "QUEST_Main4": "QUEST_Main4", "QUEST_Main5": "QUEST_Main5", "QUEST_Main6": "QUEST_Main6", "QUEST_Main7": "QUEST_Main7", "QUEST_Main8": "QUEST_Main8", "QUEST_Rank1Food": "QUEST_Rank1Food", "QUEST_Rank1Level": "QUEST_Rank1Level", "QUEST_Rank1Research1": "QUEST_Rank1Research1", "QUEST_Rank1Research2": "QUEST_Rank1Research2", "QUEST_Rank1Research3": "QUEST_Rank1Research3", "QUEST_Rank1Research4": "QUEST_Rank1Research4", "QUEST_Rank1Research5": "QUEST_Rank1Research5", "QUEST_Rank1Research6": "QUEST_Rank1Research6", "QUEST_Rank1Research7": "QUEST_Rank1Research7", "QUEST_Rank1Resource1": "QUEST_Rank1Resource1", "QUEST_Rank1Resource2": "QUEST_Rank1Resource2", "QUEST_Rank1RoomType1": "QUEST_Rank1RoomType1", "QUEST_Rank1RoomType2": "QUEST_Rank1RoomType2", "QUEST_Rank1RoomType3": "QUEST_Rank1RoomType3", "QUEST_Rank1RoomType4": "QUEST_Rank1RoomType4", "QUEST_Rank1RoomType5": "QUEST_Rank1RoomType5", "QUEST_Rank1RoomType6": "QUEST_Rank1RoomType6", "QUEST_Rank1RoomType7": "QUEST_Rank1RoomType7", "QUEST_Rank2Elite": "QUEST_Rank2Elite", "QUEST_Rank2Food": "QUEST_Rank2Food", "QUEST_Rank2Level": "QUEST_Rank2Level", "QUEST_Rank2Research1": "QUEST_Rank2Research1", "QUEST_Rank2Research10": "QUEST_Rank2Research10", "QUEST_Rank2Research11": "QUEST_Rank2Research11", "QUEST_Rank2Research12": "QUEST_Rank2Research12", "QUEST_Rank2Research13": "QUEST_Rank2Research13", "QUEST_Rank2Research14": "QUEST_Rank2Research14", "QUEST_Rank2Research15": "QUEST_Rank2Research15", "QUEST_Rank2Research16": "QUEST_Rank2Research16", "QUEST_Rank2Research2": "QUEST_Rank2Research2", "QUEST_Rank2Research3": "QUEST_Rank2Research3", "QUEST_Rank2Research4": "QUEST_Rank2Research4", "QUEST_Rank2Research5": "QUEST_Rank2Research5", "QUEST_Rank2Research6": "QUEST_Rank2Research6", "QUEST_Rank2Research7": "QUEST_Rank2Research7", "QUEST_Rank2Research8": "QUEST_Rank2Research8", "QUEST_Rank2Research9": "QUEST_Rank2Research9", "QUEST_Rank2Resource1": "QUEST_Rank2Resource1", "QUEST_Rank2Resource2": "QUEST_Rank2Resource2", "QUEST_Rank2RoomType1": "QUEST_Rank2RoomType1", "QUEST_Rank2RoomType2": "QUEST_Rank2RoomType2", "QUEST_Rank2RoomType3": "QUEST_Rank2RoomType3", "QUEST_Rank2RoomType4": "QUEST_Rank2RoomType4", "QUEST_Rank2RoomType5": "QUEST_Rank2RoomType5", "QUEST_Rank2RoomType6": "QUEST_Rank2RoomType6", "QUEST_Rank2RoomType7": "QUEST_Rank2RoomType7", "QUEST_Rank3Elite": "QUEST_Rank3Elite", "QUEST_Rank3Food": "QUEST_Rank3Food", "QUEST_Rank3Level": "QUEST_Rank3Level", "QUEST_Rank3Research1": "QUEST_Rank3Research1", "QUEST_Rank3Research2": "QUEST_Rank3Research2", "QUEST_Rank3Research3": "QUEST_Rank3Research3", "QUEST_Rank3Research4": "QUEST_Rank3Research4", "QUEST_Rank3Research5": "QUEST_Rank3Research5", "QUEST_Rank3Research6": "QUEST_Rank3Research6", "QUEST_Rank3Research7": "QUEST_Rank3Research7", "QUEST_Rank3Resource1": "QUEST_Rank3Resource1", "QUEST_Rank3Resource2": "QUEST_Rank3Resource2", "QUEST_Rank3RoomType1": "QUEST_Rank3RoomType1", "QUEST_Rank3RoomType2": "QUEST_Rank3RoomType2", "QUEST_Rank3RoomType3": "QUEST_Rank3RoomType3", "QUEST_Rank3RoomType4": "QUEST_Rank3RoomType4", "QUEST_Rank3RoomType5": "QUEST_Rank3RoomType5", "QUEST_Rank3RoomType6": "QUEST_Rank3RoomType6", "QUEST_Rank3RoomType7": "QUEST_Rank3RoomType7", "QUEST_ResearchInsect": "QUEST_ResearchInsect", "QUEST_ResearchInsect2": "QUEST_ResearchInsect2", "QUEST_ResearchInsect3": "QUEST_ResearchInsect3", "QUEST_ResearchInsect4": "QUEST_ResearchInsect4", "QUEST_Tuto0": "QUEST_Tuto0", "QUEST_Tuto0-16": "QUEST_Tuto0〜16", "QUEST_Tuto1": "QUEST_Tuto1", "QUEST_Tuto10": "QUEST_Tuto10", "QUEST_Tuto11": "QUEST_Tuto11", "QUEST_Tuto12": "QUEST_Tuto12", "QUEST_Tuto13": "QUEST_Tuto13", "QUEST_Tuto14": "QUEST_Tuto14", "QUEST_Tuto15": "QUEST_Tuto15", "QUEST_Tuto16": "QUEST_Tuto16", "QUEST_Tuto2": "QUEST_Tuto2", "QUEST_Tuto3": "QUEST_Tuto3", "QUEST_Tuto4": "QUEST_Tuto4", "QUEST_Tuto5": "QUEST_Tuto5", "QUEST_Tuto6": "QUEST_Tuto6", "QUEST_Tuto7": "QUEST_Tuto7", "QUEST_Tuto8": "QUEST_Tuto8", "QUEST_Tuto9": "QUEST_Tuto9", "Quest & story scenes": "クエスト＆ストーリーシーン", "Quest Units": "クエストユニット", "Quest Units - Dungeon Settlers Wiki": "クエストユニット - ダンジョンセトラーズ Wiki", "Quest scene": "クエストシーン", "Quest-order quirk": "クエスト順序の癖", "Quest-recruitable characters (current build)": "クエストで募集可能なキャラクター（現在のビルド）", "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0", "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0", "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0", "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0", "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom": "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom", "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom": "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom", "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish": "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish", "QuestFinish_Main2": "QuestFinish_Main2", "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom": "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom", "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom": "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom", "QuestFinish_Main4": "QuestFinish_Main4", "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom": "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom", "QuestFinish_Main5": "QuestFinish_Main5", "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom": "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom", "QuestFinish_Main6": "QuestFinish_Main6", "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base": "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base", "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom", "QuestFinish_Tuto1": "QuestFinish_Tuto1", "QuestFinish_Tuto10": "QuestFinish_Tuto10", "QuestFinish_Tuto11": "QuestFinish_Tuto11", "QuestFinish_Tuto12": "QuestFinish_Tuto12", "QuestFinish_Tuto14": "QuestFinish_Tuto14", "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89": "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89", "QuestFinish_Tuto6": "QuestFinish_Tuto6", "QuestTable.json": "QuestTable.json", "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0": "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0", "Quests": "クエスト", "Quests - Dungeon Settlers Wiki": "クエスト - Dungeon Settlers Wiki", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" ma...": "クエストにはいくつかの種類があります。スクリプト化されたチュートリアル、自動進行するメインストーリー、名前付きNPCのサイドクエスト、そして繰り返し可能なギルドの「探索方針」の...", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.": "クエストにはいくつかの種類があります。スクリプト化されたチュートリアル、自動で進行するメインストーリー、名前付きNPCからのサイドクエスト、そして繰り返し可能なギルドの「遠征決議」運営目標です。", "Quick add:": "クイック追加：", "Quick sets:": "クイックセット:", "R1 Abyss Boss Treasure Chest Remnant": "R1 深淵ボスの宝箱の残骸", "R1 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス ボス宝箱の残骸 - Dungeon Settlers Wiki", "R1 Abyss Elite Treasure Chest Remnant": "R1 深淵エリートの宝箱の残骸", "R1 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス エリート宝箱の残骸 - Dungeon Settlers Wiki", "R1 Abyss High Treasure Chest Remnant": "R1 深淵 (上級) の宝箱の残骸", "R1 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス 高級宝箱の残骸 - Dungeon Settlers Wiki", "R1 Abyss Low Treasure Chest Remnant": "R1 深淵 (下級) の宝箱の残骸", "R1 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス 低級宝箱の残骸 - Dungeon Settlers Wiki", "R1 Abyss Treasure Boss Chest Random1": "R1 Abyss Treasure Boss Chest Random1", "R1 Abyss Treasure Boss Chest Random2": "R1 深淵の宝 ボスチェスト ランダム2", "R1 Abyss Treasure Elite Chest Random1": "R1 深淵エリートの宝箱 ランダム1", "R1 Abyss Treasure Elite Chest Random2": "R1 深淵の宝 エリートチェスト ランダム2", "R1 Abyss Treasure High Chest Random1": "R1 Abyss Treasure High Chest Random1", "R1 Abyss Treasure High Chest Random2": "R1 深淵高層の宝箱 ランダム2", "R1 Abyss Treasure Low Chest Random1": "R1 深淵低層の宝箱 ランダム1", "R1 Abyss Treasure Low Chest Random2": "R1 深淵の宝 下級チェスト ランダム2", "R1 Abyss treasure chests": "R1 アビスの宝箱", "R1 Codex Fixed": "R1 書（固定）", "R1 Dungeon Core Fixed": "R1 ダンジョンコア 固定", "R1 Dungeon Core Fixed2": "R1 ダンジョンコア 固定2", "R1 Dungeon Core Random1": "R1 ダンジョンコア ランダム1", "R1 Luxurious Treasure Chest Random": "R1 Luxurious Treasure Chest Random", "R1 Luxurious Treasure Chest Random2": "R1 Luxurious Treasure Chest Random2", "R1 Modest Treasure Chest Random": "R1 Modest Treasure Chest Random", "R1 Modest Treasure Chest Random2": "R1 Modest Treasure Chest Random2", "R1 Newbie Treasure Chest Random": "R1 初心者用宝箱 ランダム", "R1 Newbie Treasure Chest Random2": "R1 Newbie Treasure Chest Random2", "R1 Sturdy Treasure Chest Random": "R1 Sturdy Treasure Chest Random", "R1 Sturdy Treasure Chest Random2": "R1 Sturdy Treasure Chest Random2", "R1 Wooden Crate Random": "R1 Wooden Crate Random", "R1 Wooden Crate Random2": "R1 木箱 ランダム2", "R1 chests, crates & dungeon cores": "R1 の宝箱、木箱、ダンジョンコア", "R2 Abyss Boss Treasure Chest": "R2 深淵ボス宝箱", "R2 Abyss Boss Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss Boss Treasure Chest - Dungeon Settlers ウィキ", "R2 Abyss Boss Treasure Chest Remnant": "R2 深淵ボス 宝箱 残骸", "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers ウィキ", "R2 Abyss Elite Treasure Chest": "R2 深淵エリート宝箱", "R2 Abyss Elite Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss Elite Treasure Chest - Dungeon Settlers ウィキ", "R2 Abyss Elite Treasure Chest Remnant": "R2 深淵エリート 宝箱 残骸", "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers ウィキ", "R2 Abyss High Treasure Chest": "R2 深淵ハイ宝箱", "R2 Abyss High Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss High Treasure Chest - Dungeon Settlers ウィキ", "R2 Abyss High Treasure Chest Remnant": "R2 深淵高 宝箱 残骸", "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers ウィキ", "R2 Abyss Low Treasure Chest": "R2 深淵ロー宝箱", "R2 Abyss Low Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss Low Treasure Chest - Dungeon Settlers ウィキ", "R2 Abyss Low Treasure Chest Remnant": "R2 深淵低 宝箱 残骸", "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers ウィキ", "R2 Abyss Treasure Boss Chest Random1": "R2 深淵宝物ボス宝箱 ランダム1", "R2 Abyss Treasure Boss Chest Random2": "R2 深淵宝物ボス宝箱 ランダム2", "R2 Abyss Treasure Elite Chest Random1": "R2 深淵の宝 エリート宝箱 ランダム1", "R2 Abyss Treasure Elite Chest Random2": "R2 深淵宝物エリート宝箱 ランダム2", "R2 Abyss Treasure High Chest Random1": "R2 深淵宝物ハイ宝箱 ランダム1", "R2 Abyss Treasure High Chest Random2": "R2 深淵の宝 高レベル宝箱 ランダム2", "R2 Abyss Treasure Low Chest Random1": "R2 深淵の宝 低レベル宝箱 ランダム1", "R2 Abyss Treasure Low Chest Random2": "R2 深淵宝物ロー宝箱 ランダム2", "R2 Dungeon Core Fixed": "R2 ダンジョンコア 固定", "R2 Dungeon Core Fixed2": "R2 ダンジョンコア 固定2", "R2 Dungeon Core Random1": "R2 ダンジョンコア ランダム1", "R2 Luxurious Treasure Chest Random": "R2 Luxurious Treasure Chest Random", "R2 Luxurious Treasure Chest Random2": "R2 Luxurious Treasure Chest Random2", "R2 Luxurious Treasure Chest Remnant": "R2 豪華宝箱の残骸", "R2 Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 豪華宝箱の残骸 - Dungeon Settlers Wiki", "R2 Modest Treasure Chest Random": "R2 Modest Treasure Chest Random", "R2 Modest Treasure Chest Random2": "R2 Modest Treasure Chest Random2", "R2 Modest Treasure Chest Remnant": "R2 質素な宝箱の残骸", "R2 Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 質素な宝箱の残骸 - Dungeon Settlers Wiki", "R2 Sturdy Treasure Chest Random": "R2 Sturdy Treasure Chest Random", "R2 Sturdy Treasure Chest Random2": "R2 Sturdy Treasure Chest Random2", "R2 Sturdy Treasure Chest Remnant": "R2 頑丈な宝箱の残骸", "R2 Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 頑丈な宝箱の残骸 - Dungeon Settlers Wiki", "R2 Wooden Crate Random": "R2 Wooden Crate Random", "R2 Wooden Crate Random2": "R2 木箱 ランダム2", "R2 Wooden Crate Remnant": "R2 木箱の残骸", "R2 Wooden Crate Remnant - Dungeon Settlers Wiki": "R2 木箱の残骸 - Dungeon Settlers Wiki", "R2 chests, crates & dungeon cores": "R2 の宝箱、木箱、ダンジョンコア", "RECIPE_ArcronArmor": "RECIPE_ArcronArmor", "RECIPE_ArcronArrow": "RECIPE_ArcronArrow", "RECIPE_ArcronBow": "RECIPE_ArcronBow", "RECIPE_ArcronGreatSword": "RECIPE_ArcronGreatSword", "RECIPE_ArcronHelmet": "RECIPE_ArcronHelmet", "RECIPE_ArcronMace": "RECIPE_ArcronMace", "RECIPE_ArcronShield": "RECIPE_ArcronShield", "RECIPE_ArcronSpear": "RECIPE_ArcronSpear", "RECIPE_ArcronStick": "RECIPE_ArcronStick", "RECIPE_ArcronSword": "RECIPE_ArcronSword", "RECIPE_AshOfSolace": "RECIPE_AshOfSolace", "RECIPE_BasicCampingKit": "RECIPE_BasicCampingKit", "RECIPE_BlackSerum": "RECIPE_BlackSerum", "RECIPE_BloodWoodArmor": "RECIPE_BloodWoodArmor", "RECIPE_BloodWoodArrow": "RECIPE_BloodWoodArrow", "RECIPE_BloodWoodBow": "RECIPE_BloodWoodBow", "RECIPE_BloodWoodClub": "RECIPE_BloodWoodClub", "RECIPE_BloodWoodGreatSword": "RECIPE_BloodWoodGreatSword", "RECIPE_BloodWoodHelmet": "RECIPE_BloodWoodHelmet", "RECIPE_BloodWoodShield": "RECIPE_BloodWoodShield", "RECIPE_BloodWoodSpear": "RECIPE_BloodWoodSpear", "RECIPE_BloodWoodStick": "RECIPE_BloodWoodStick", "RECIPE_BloodWoodSword": "RECIPE_BloodWoodSword", "RECIPE_BlueCrystalBloodWoodStaff": "RECIPE_BlueCrystalBloodWoodStaff", "RECIPE_BlueCrystalBoneStaff": "RECIPE_BlueCrystalBoneStaff", "RECIPE_BlueCrystalCarapaceStaff": "RECIPE_BlueCrystalCarapaceStaff", "RECIPE_BlueCrystalNecklace": "RECIPE_BlueCrystalNecklace", "RECIPE_BlueCrystalRing": "RECIPE_BlueCrystalRing", "RECIPE_BlueCrystalWoodStaff": "RECIPE_BlueCrystalWoodStaff", "RECIPE_BoneArmor": "RECIPE_BoneArmor", "RECIPE_BoneClub": "RECIPE_BoneClub", "RECIPE_BoneGreatSword": "RECIPE_BoneGreatSword", "RECIPE_BoneHelmet": "RECIPE_BoneHelmet", "RECIPE_BoneMeal": "RECIPE_BoneMeal", "RECIPE_BoneShield": "RECIPE_BoneShield", "RECIPE_BoneSpear": "RECIPE_BoneSpear", "RECIPE_BoneStick": "RECIPE_BoneStick", "RECIPE_BoneSword": "RECIPE_BoneSword", "RECIPE_CarapaceArmor": "RECIPE_CarapaceArmor", "RECIPE_CarapaceArrow": "RECIPE_CarapaceArrow", "RECIPE_CarapaceBow": "RECIPE_CarapaceBow", "RECIPE_CarapaceClub": "RECIPE_CarapaceClub", "RECIPE_CarapaceGreatSword": "RECIPE_CarapaceGreatSword", "RECIPE_CarapaceHelmet": "RECIPE_CarapaceHelmet", "RECIPE_CarapaceShield": "RECIPE_CarapaceShield", "RECIPE_CarapaceSpear": "RECIPE_CarapaceSpear", "RECIPE_CarapaceStick": "RECIPE_CarapaceStick", "RECIPE_CarapaceSword": "RECIPE_CarapaceSword", "RECIPE_Ceramics": "RECIPE_Ceramics", "RECIPE_ClothArmor": "RECIPE_ClothArmor", "RECIPE_ClothBag": "RECIPE_ClothBag", "RECIPE_ClothCoif": "RECIPE_ClothCoif", "RECIPE_CopperArmor": "RECIPE_CopperArmor", "RECIPE_CopperArrow": "RECIPE_CopperArrow", "RECIPE_CopperBow": "RECIPE_CopperBow", "RECIPE_CopperGreatSword": "RECIPE_CopperGreatSword", "RECIPE_CopperHelmet": "RECIPE_CopperHelmet", "RECIPE_CopperIngot": "RECIPE_CopperIngot", "RECIPE_CopperMace": "RECIPE_CopperMace", "RECIPE_CopperShield": "RECIPE_CopperShield", "RECIPE_CopperSpear": "RECIPE_CopperSpear", "RECIPE_CopperStick": "RECIPE_CopperStick", "RECIPE_CopperSword": "RECIPE_CopperSword", "RECIPE_FireArcronStaff": "RECIPE_FireArcronStaff", "RECIPE_FireBloodWoodStaff": "RECIPE_FireBloodWoodStaff", "RECIPE_FireBoneStaff": "RECIPE_FireBoneStaff", "RECIPE_FireCarapaceStaff": "RECIPE_FireCarapaceStaff", "RECIPE_FireCopperStaff": "RECIPE_FireCopperStaff", "RECIPE_FireWoodStaff": "RECIPE_FireWoodStaff", "RECIPE_FlowerNecklace": "RECIPE_FlowerNecklace", "RECIPE_FortifiedBoneArmor": "RECIPE_FortifiedBoneArmor", "RECIPE_FortifiedBoneHelmet": "RECIPE_FortifiedBoneHelmet", "RECIPE_FortifiedBoneShield": "RECIPE_FortifiedBoneShield", "RECIPE_GlothEggOmelet": "RECIPE_GlothEggOmelet", "RECIPE_GoddessTears": "RECIPE_GoddessTears", "RECIPE_GrassPorridge": "RECIPE_GrassPorridge", "RECIPE_GreenCrystalBloodWoodStaff": "RECIPE_GreenCrystalBloodWoodStaff", "RECIPE_GreenCrystalBoneStaff": "RECIPE_GreenCrystalBoneStaff", "RECIPE_GreenCrystalCarapaceStaff": "RECIPE_GreenCrystalCarapaceStaff", "RECIPE_GreenCrystalNecklace": "RECIPE_GreenCrystalNecklace", "RECIPE_GreenCrystalRing": "RECIPE_GreenCrystalRing", "RECIPE_GreenCrystalWoodStaff": "RECIPE_GreenCrystalWoodStaff", "RECIPE_GrilledMeat": "RECIPE_GrilledMeat", "RECIPE_GrilledTurnip": "RECIPE_GrilledTurnip", "RECIPE_HideArmor": "RECIPE_HideArmor", "RECIPE_HideHelmet": "RECIPE_HideHelmet", "RECIPE_ImprovedGrassPorridge": "RECIPE_ImprovedGrassPorridge", "RECIPE_Jerky": "RECIPE_Jerky", "RECIPE_Leather": "RECIPE_Leather", "RECIPE_LeatherArmor": "RECIPE_LeatherArmor", "RECIPE_LeatherHelmet": "RECIPE_LeatherHelmet", "RECIPE_LowGradeFireElementalStone": "RECIPE_LowGradeFireElementalStone", "RECIPE_LowGradeFireElementalStoneByExchange": "RECIPE_LowGradeFireElementalStoneByExchange", "RECIPE_LowGradeNatureElementalStone": "RECIPE_LowGradeNatureElementalStone", "RECIPE_LowGradeNatureElementalStoneByExchange": "RECIPE_LowGradeNatureElementalStoneByExchange", "RECIPE_LowGradeWaterElementalStone": "RECIPE_LowGradeWaterElementalStone", "RECIPE_LowGradeWaterElementalStoneByExchange": "RECIPE_LowGradeWaterElementalStoneByExchange", "RECIPE_ManaStonePowderByLow": "RECIPE_ManaStonePowderByLow", "RECIPE_ManaStonePowderByMid": "RECIPE_ManaStonePowderByMid", "RECIPE_MeatPorridge": "RECIPE_MeatPorridge", "RECIPE_MeatSkewer": "RECIPE_MeatSkewer", "RECIPE_MeatStew": "RECIPE_MeatStew", "RECIPE_MidGradeFireElementalStone": "RECIPE_MidGradeFireElementalStone", "RECIPE_MidGradeFireElementalStoneByExchange": "RECIPE_MidGradeFireElementalStoneByExchange", "RECIPE_MidGradeNatureElementalStone": "RECIPE_MidGradeNatureElementalStone", "RECIPE_MidGradeNatureElementalStoneByExchange": "RECIPE_MidGradeNatureElementalStoneByExchange", "RECIPE_MidGradeWaterElementalStone": "RECIPE_MidGradeWaterElementalStone", "RECIPE_MidGradeWaterElementalStoneByExchange": "RECIPE_MidGradeWaterElementalStoneByExchange", "RECIPE_MonsterBarbecue": "RECIPE_MonsterBarbecue", "RECIPE_MushroomSkewer": "RECIPE_MushroomSkewer", "RECIPE_MushroomStew": "RECIPE_MushroomStew", "RECIPE_NatureArcronStaff": "RECIPE_NatureArcronStaff", "RECIPE_NatureBloodWoodStaff": "RECIPE_NatureBloodWoodStaff", "RECIPE_NatureBoneStaff": "RECIPE_NatureBoneStaff", "RECIPE_NatureCarapaceStaff": "RECIPE_NatureCarapaceStaff", "RECIPE_NatureCopperStaff": "RECIPE_NatureCopperStaff", "RECIPE_NatureWoodStaff": "RECIPE_NatureWoodStaff", "RECIPE_OatPorridge": "RECIPE_OatPorridge", "RECIPE_Ointment": "RECIPE_Ointment", "RECIPE_RedCrystalBloodWoodStaff": "RECIPE_RedCrystalBloodWoodStaff", "RECIPE_RedCrystalBoneStaff": "RECIPE_RedCrystalBoneStaff", "RECIPE_RedCrystalCarapaceStaff": "RECIPE_RedCrystalCarapaceStaff", "RECIPE_RedCrystalNecklace": "RECIPE_RedCrystalNecklace", "RECIPE_RedCrystalRing": "RECIPE_RedCrystalRing", "RECIPE_RedCrystalWoodStaff": "RECIPE_RedCrystalWoodStaff", "RECIPE_RefinedBlueCrystal": "RECIPE_RefinedBlueCrystal", "RECIPE_RefinedGreenCrystal": "RECIPE_RefinedGreenCrystal", "RECIPE_RefinedRedCrystal": "RECIPE_RefinedRedCrystal", "RECIPE_ReturnScroll": "RECIPE_ReturnScroll", "RECIPE_SilverIngot": "RECIPE_SilverIngot", "RECIPE_SilverNecklace": "RECIPE_SilverNecklace", "RECIPE_SilverRing": "RECIPE_SilverRing", "RECIPE_SlimePudding": "RECIPE_SlimePudding", "RECIPE_StoneBrick": "RECIPE_StoneBrick", "RECIPE_Straw": "RECIPE_Straw", "RECIPE_Textile": "RECIPE_Textile", "RECIPE_ThickClothArmor": "RECIPE_ThickClothArmor", "RECIPE_ThickClothCoif": "RECIPE_ThickClothCoif", "RECIPE_ThickTextile": "RECIPE_ThickTextile", "RECIPE_Torch": "RECIPE_Torch", "RECIPE_TurnipPorridge": "RECIPE_TurnipPorridge", "RECIPE_TurnipSalad": "RECIPE_TurnipSalad", "RECIPE_WaterArcronStaff": "RECIPE_WaterArcronStaff", "RECIPE_WaterBloodWoodStaff": "RECIPE_WaterBloodWoodStaff", "RECIPE_WaterBoneStaff": "RECIPE_WaterBoneStaff", "RECIPE_WaterCarapaceStaff": "RECIPE_WaterCarapaceStaff", "RECIPE_WaterCopperStaff": "RECIPE_WaterCopperStaff", "RECIPE_WaterWoodStaff": "RECIPE_WaterWoodStaff", "RECIPE_WoodArmor": "RECIPE_WoodArmor", "RECIPE_WoodArrow": "RECIPE_WoodArrow", "RECIPE_WoodBow": "RECIPE_WoodBow", "RECIPE_WoodClub": "RECIPE_WoodClub", "RECIPE_WoodGreatSword": "RECIPE_WoodGreatSword", "RECIPE_WoodHelmet": "RECIPE_WoodHelmet", "RECIPE_WoodPlank": "RECIPE_WoodPlank", "RECIPE_WoodShield": "RECIPE_WoodShield", "RECIPE_WoodSpear": "RECIPE_WoodSpear", "RECIPE_WoodStick": "RECIPE_WoodStick", "RECIPE_WoodSword": "RECIPE_WoodSword", "RECRUIT PRESETS": "募集プリセット", "RECRUIT WEIGHT BY CLAN RANK": "クラン階級別の募集ウェイト", "RESEARCH_AdvancedCusine": "RESEARCH_AdvancedCusine", "RESEARCH_AdvancedStoneHousing": "RESEARCH_AdvancedStoneHousing", "RESEARCH_AdvancedStorage": "RESEARCH_AdvancedStorage", "RESEARCH_AdvancedWoodHousing": "RESEARCH_AdvancedWoodHousing", "RESEARCH_ArcronProcessing": "RESEARCH_ArcronProcessing", "RESEARCH_BasicAlchemy": "RESEARCH_BasicAlchemy", "RESEARCH_BasicCrafts": "RESEARCH_BasicCrafts", "RESEARCH_BasicCuisine": "RESEARCH_BasicCuisine", "RESEARCH_BasicFarming": "RESEARCH_BasicFarming", "RESEARCH_BasicMonsterCusine": "RESEARCH_BasicMonsterCusine", "RESEARCH_BasicStorage": "RESEARCH_BasicStorage", "RESEARCH_BoneProcessing1": "RESEARCH_BoneProcessing1", "RESEARCH_BoneProcessing2": "RESEARCH_BoneProcessing2", "RESEARCH_Bonfire": "RESEARCH_Bonfire", "RESEARCH_BurrowMonsterCusine": "RESEARCH_BurrowMonsterCusine", "RESEARCH_Campsite": "RESEARCH_Campsite", "RESEARCH_CarapaceProcessing1": "RESEARCH_CarapaceProcessing1", "RESEARCH_CarapaceProcessing2": "RESEARCH_CarapaceProcessing2", "RESEARCH_Drying": "RESEARCH_Drying", "RESEARCH_Grave": "RESEARCH_Grave", "RESEARCH_HuntProcessing": "RESEARCH_HuntProcessing", "RESEARCH_ImprovedGrassPorridge": "RESEARCH_ImprovedGrassPorridge", "RESEARCH_LeatherProcessing1": "RESEARCH_LeatherProcessing1", "RESEARCH_MetalProcessing1": "RESEARCH_MetalProcessing1", "RESEARCH_RelifFood": "RESEARCH_RelifFood", "RESEARCH_StaffCrafting": "RESEARCH_StaffCrafting", "RESEARCH_StoneHousing": "RESEARCH_StoneHousing", "RESEARCH_ThornPurification": "RESEARCH_ThornPurification", "RESEARCH_WeaveProcessing": "RESEARCH_WeaveProcessing", "RESEARCH_WoodHousing": "RESEARCH_WoodHousing", "RESEARCH_WoodProcessing1": "RESEARCH_WoodProcessing1", "RESEARCH_WoodProcessing2": "RESEARCH_WoodProcessing2", "ROOMTYPE_Recreation_1_0": "ROOMTYPE_Recreation_1_0", "ROOMTYPE_Recreation_1_10": "ROOMTYPE_Recreation_1_10", "ROOM_DecentDiningRoom": "ROOM_DecentDiningRoom", "ROOM_DecentMagicWorkshop": "ROOM_DecentMagicWorkshop", "ROOM_DecentPrivateRoom": "ROOM_DecentPrivateRoom", "ROOM_DecentRecreationRoom": "ROOM_DecentRecreationRoom", "ROOM_DecentResearchLab": "ROOM_DecentResearchLab", "ROOM_DecentSharedRoom": "ROOM_DecentSharedRoom", "ROOM_DecentTemple": "ROOM_DecentTemple", "ROOM_DecentWorkshop": "ROOM_DecentWorkshop", "ROOM_Default": "ROOM_Default", "ROOM_FantasticDiningRoom": "ROOM_FantasticDiningRoom", "ROOM_FantasticMagicWorkshop": "ROOM_FantasticMagicWorkshop", "ROOM_FantasticPrivateRoom": "ROOM_FantasticPrivateRoom", "ROOM_FantasticRecreationRoom": "ROOM_FantasticRecreationRoom", "ROOM_FantasticResearchLab": "ROOM_FantasticResearchLab", "ROOM_FantasticSharedRoom": "ROOM_FantasticSharedRoom", "ROOM_FantasticTemple": "ROOM_FantasticTemple", "ROOM_FantasticWorkshop": "ROOM_FantasticWorkshop", "ROOM_ImpressiveDiningRoom": "ROOM_ImpressiveDiningRoom", "ROOM_ImpressiveMagicWorkshop": "ROOM_ImpressiveMagicWorkshop", "ROOM_ImpressivePrivateRoom": "ROOM_ImpressivePrivateRoom", "ROOM_ImpressiveRecreationRoom": "ROOM_ImpressiveRecreationRoom", "ROOM_ImpressiveResearchLab": "ROOM_ImpressiveResearchLab", "ROOM_ImpressiveSharedRoom": "ROOM_ImpressiveSharedRoom", "ROOM_ImpressiveTemple": "ROOM_ImpressiveTemple", "ROOM_ImpressiveWorkshop": "ROOM_ImpressiveWorkshop", "ROOM_LuxuriousDiningRoom": "ROOM_LuxuriousDiningRoom", "ROOM_LuxuriousMagicWorkshop": "ROOM_LuxuriousMagicWorkshop", "ROOM_LuxuriousPrivateRoom": "ROOM_LuxuriousPrivateRoom", "ROOM_LuxuriousRecreationRoom": "ROOM_LuxuriousRecreationRoom", "ROOM_LuxuriousResearchLab": "ROOM_LuxuriousResearchLab", "ROOM_LuxuriousSharedRoom": "ROOM_LuxuriousSharedRoom", "ROOM_LuxuriousTemple": "ROOM_LuxuriousTemple", "ROOM_LuxuriousWorkshop": "ROOM_LuxuriousWorkshop", "ROOM_MediocreDiningRoom": "ROOM_MediocreDiningRoom", "ROOM_MediocreMagicWorkshop": "ROOM_MediocreMagicWorkshop", "ROOM_MediocrePrivateRoom": "ROOM_MediocrePrivateRoom", "ROOM_MediocreRecreationRoom": "ROOM_MediocreRecreationRoom", "ROOM_MediocreResearchLab": "ROOM_MediocreResearchLab", "ROOM_MediocreSharedRoom": "ROOM_MediocreSharedRoom", "ROOM_MediocreTemple": "ROOM_MediocreTemple", "ROOM_MediocreWorkshop": "ROOM_MediocreWorkshop", "ROOM_MerchantRoom": "ROOM_MerchantRoom", "ROOM_NormalDiningRoom": "ROOM_NormalDiningRoom", "ROOM_NormalMagicWorkshop": "ROOM_NormalMagicWorkshop", "ROOM_NormalPrivateRoom": "ROOM_NormalPrivateRoom", "ROOM_NormalRecreationRoom": "ROOM_NormalRecreationRoom", "ROOM_NormalResearchLab": "ROOM_NormalResearchLab", "ROOM_NormalSharedRoom": "ROOM_NormalSharedRoom", "ROOM_NormalTemple": "ROOM_NormalTemple", "ROOM_NormalWorkshop": "ROOM_NormalWorkshop", "ROOM_PoorDiningRoom": "ROOM_PoorDiningRoom", "ROOM_PoorMagicWorkshop": "ROOM_PoorMagicWorkshop", "ROOM_PoorPrivateRoom": "ROOM_PoorPrivateRoom", "ROOM_PoorRecreationRoom": "ROOM_PoorRecreationRoom", "ROOM_PoorResearchLab": "ROOM_PoorResearchLab", "ROOM_PoorSharedRoom": "ROOM_PoorSharedRoom", "ROOM_PoorTemple": "ROOM_PoorTemple", "ROOM_PoorWorkshop": "ROOM_PoorWorkshop", "ROOT": "必須", "Race": "種族", "Race details": "種族の詳細", "Race weights": "種族の重み", "RaceWeights": "RaceWeights", "Races": "種族", "Races (1)": "種族 (1)", "Races (2)": "種族 (2)", "Races (3)": "種族 (3)", "Races (4)": "種族 (4)", "Races (5)": "種族（5）", "Races (6)": "種族 (6)", "Races ({#})": "種族（{#}）", "Races - Dungeon Settlers Wiki": "種族 - ダンジョンセトラーズ Wiki", "Races page": "種族ページ", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.26):": "すべてのランクで募集重みがゼロの種族（DS_B.0.3.26では未実装）：", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.40):": "すべてのランクで募集重みがゼロの種族（DS_B.0.3.40では未実装）：", "Radius": "Radius", "Rags And Wastes Fixed": "Rags And Wastes Fixed", "Rags And Wastes Random": "ぼろと廃棄物（ランダム）", "Raises all six talents one tier, capped at Genius": "6つの才能すべてを1段階引き上げます（天才が上限）", "Raises mood for 300 seconds.": "300秒間、気分が上昇する。", "Random": "ランダム", "Random Events": "ランダム イベント", "Random bonuses": "ランダムボーナス", "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "ランダムイベント（ベースマップ、StartConditionごと） - 選択ウェイト100、アラートを表示。", "Random event (base-map, per StartCondition) - selection weight 3.": "ランダムイベント（ベースマップ、StartCondition別） - 選択重み3。", "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "ランダムイベント（ダンジョン、StartConditionごと） - 選択ウェイト100、アラートを表示。", "Random event pools per region/context.": "地域/状況ごとのランダムイベントプール。", "Random1": "Random1", "Random10": "Random10", "Random11": "Random11", "Random12": "Random12", "Random13": "Random13", "Random14": "Random14", "Random15": "Random15", "Random16": "Random16", "Random17": "ランダム17", "Random18": "Random18", "Random19": "ランダム19", "Random2": "Random2", "Random4": "Random4", "Random5": "Random5", "Random6": "Random6", "Random7": "Random7", "Random8": "Random8", "Random9": "Random9", "RandomDismiss": "RandomDismiss", "RandomInterval": "RandomInterval", "RandomWeight_": "RandomWeight_", "Range and area": "射程と範囲", "Range and area of Ash Of Solace": "安らぎの灰の射程と範囲", "Range and area of Base Campsite Bedrolls": "ベースキャンプ寝袋の射程と範囲", "Range and area of Base Campsite Camp Fire": "ベースキャンプ焚き火の射程と範囲", "Range and area of Base Campsite Deco1": "ベースキャンプ装飾1の射程と範囲", "Range and area of Base Campsite Deco2": "ベースキャンプ装飾2の射程と範囲", "Range and area of Base Campsite Lesser Guardian Stone": "ベースキャンプ下級守護石碑の射程と範囲", "Range and area of Base Campsite Repairstand": "ベースキャンプ修理台の射程と範囲", "Range and area of Basic Spear Attack": "基本槍攻撃の射程と範囲", "Range and area of Black Serum": "黒い血清の射程と範囲", "Range and area of Blood Soaked Fruit": "血染めの果実の射程と範囲", "Range and area of Blue Berry": "ブルーベリーの射程と範囲", "Range and area of Developers Letter": "開発者の手紙の射程と範囲", "Range and area of Get Huge Money": "大金を稼ぐの射程と範囲", "Range and area of Get Some Money": "小金を稼ぐの射程と範囲", "Range and area of Goddess Tears": "女神の涙の射程と範囲", "Range and area of NPCBasic Bow Attack": "NPC基本弓攻撃の射程と範囲", "Range and area of Shell Potion": "シェルポーションの射程と範囲", "Range and area of TODO": "TODOの射程と範囲", "Range and area of {#}": "{#} の射程と範囲", "Range in context": "文脈内の射程", "Range in which warming effects (e.g. from a campfire) are applied": "暖める効果（例: たき火から）が適用される範囲", "Range of minute intervals for how long weather lasts": "天候が続く時間の分間隔の範囲", "Range reaches past this room, so the target sits at the edge.": "射程はこの部屋を超えて届くため、対象は端に位置します。", "Ranged": "遠距離", "Ranged - Bow": "遠距離 - 弓", "Ranged fire-mage": "遠隔の火メイジ", "RangedHitChance": "RangedHitChance", "Rank": "ランク", "Rank 1 Food": "ランク1 食料", "Rank 1 Level": "ランク1 レベル", "Rank 1 Research 1": "ランク1 研究1", "Rank 1 Research 2": "ランク1 研究2", "Rank 1 Research 3": "ランク1 研究3", "Rank 1 Research 4": "ランク1 研究4", "Rank 1 Research 5": "ランク1 研究5", "Rank 1 Research 6": "ランク1 研究6", "Rank 1 Research 7": "Rank 1 Research 7", "Rank 1 Resource 1": "ランク1 資源1", "Rank 1 Resource 2": "ランク1 資源2", "Rank 1 Room Type 1": "ランク1 部屋の種類1", "Rank 1 Room Type 2": "ランク1 部屋の種類2", "Rank 1 Room Type 3": "ランク1 部屋の種類3", "Rank 1 Room Type 4": "ランク1 部屋の種類4", "Rank 1 Room Type 5": "ランク1 部屋の種類5", "Rank 1 Room Type 6": "ランク1 部屋の種類6", "Rank 1 Room Type 7": "ランク1 部屋の種類7", "Rank 2 (ranks 3-7 are locked)": "ランク2（ランク3〜7はロック）", "Rank 2 Elite": "ランク2 エリート", "Rank 2 Food": "ランク2 食料", "Rank 2 Level": "ランク2 レベル", "Rank 2 Research 1": "ランク2 研究1", "Rank 2 Research 10": "ランク2 研究10", "Rank 2 Research 11": "ランク2 研究11", "Rank 2 Research 12": "ランク2 研究12", "Rank 2 Research 13": "ランク2 研究13", "Rank 2 Research 14": "ランク2 研究14", "Rank 2 Research 15": "ランク2 研究15", "Rank 2 Research 16": "ランク2 研究16", "Rank 2 Research 2": "ランク2 研究2", "Rank 2 Research 3": "ランク2 研究3", "Rank 2 Research 4": "ランク2 研究4", "Rank 2 Research 5": "ランク2 研究5", "Rank 2 Research 6": "ランク2 研究6", "Rank 2 Research 7": "ランク2 研究7", "Rank 2 Research 8": "ランク2 研究8", "Rank 2 Research 9": "ランク2 研究9", "Rank 2 Resource 1": "ランク2 資源1", "Rank 2 Resource 2": "ランク2 資源2", "Rank 2 Room Type 1": "ランク2 部屋の種類1", "Rank 2 Room Type 2": "ランク2 部屋の種類2", "Rank 2 Room Type 3": "ランク2 部屋の種類3", "Rank 2 Room Type 4": "ランク2 部屋の種類4", "Rank 2 Room Type 5": "ランク2 部屋の種類5", "Rank 2 Room Type 6": "ランク2 部屋の種類6", "Rank 2 Room Type 7": "ランク2 部屋の種類7", "Rank 3 Elite": "ランク3 エリート", "Rank 3 Food": "ランク3 食料", "Rank 3 Level": "ランク3 レベル", "Rank 3 Research 1": "ランク3 研究1", "Rank 3 Research 2": "ランク3 研究2", "Rank 3 Research 3": "ランク3 研究3", "Rank 3 Research 4": "ランク3 研究4", "Rank 3 Research 5": "ランク3 研究5", "Rank 3 Research 6": "ランク3 研究6", "Rank 3 Research 7": "ランク3 研究7", "Rank 3 Resource 1": "ランク3 資源1", "Rank 3 Resource 2": "ランク3 資源2", "Rank 3 Room Type 1": "ランク3 部屋の種類1", "Rank 3 Room Type 2": "ランク3 部屋の種類2", "Rank 3 Room Type 3": "ランク3 部屋の種類3", "Rank 3 Room Type 4": "ランク3 部屋の種類4", "Rank 3 Room Type 5": "ランク3 部屋の種類5", "Rank 3 Room Type 6": "ランク3 部屋の種類6", "Rank 3 Room Type 7": "ランク3 部屋の種類7", "Rank also changes": "ランクは", "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "現在表示中のモンスターをスキルダメージ順（高い順）でランク付け。金の王冠が1位を示します。", "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "表示中のスキルをスキルダメージ順（高い順）でランク付け。金の王冠が1位を示します。", "Rank recruit ladder": "ランク募集ラダー", "Rank-up CP": "ランクアップCP", "Rank-up CP, recruit level & race weights": "ランクアップCP、勧誘レベル、種族の重み", "Rank1 Research1": "ランク1 研究1", "Rank1 Research2": "ランク1 研究2", "Rank1 Research3": "ランク1 研究3", "Rank1 Research4": "ランク1 研究4", "Rank1 Research5": "ランク1 研究5", "Rank1 Research6": "ランク1 研究6", "Rank1 Research7": "ランク1 研究7", "Rank1Food": "Rank1Food", "Rank1Level": "Rank1Level", "Rank1Research1": "Rank1Research1", "Rank1Research2": "Rank1Research2", "Rank1Research3": "Rank1Research3", "Rank1Research4": "Rank1Research4", "Rank1Research5": "Rank1Research5", "Rank1Research6": "Rank1Research6", "Rank1Research7": "Rank1Research7", "Rank1Resource1": "Rank1Resource1", "Rank1Resource2": "Rank1Resource2", "Rank1RoomType1": "Rank1RoomType1", "Rank1RoomType2": "Rank1RoomType2", "Rank1RoomType3": "Rank1RoomType3", "Rank1RoomType4": "Rank1RoomType4", "Rank1RoomType5": "Rank1RoomType5", "Rank1RoomType6": "Rank1RoomType6", "Rank1RoomType7": "Rank1RoomType7", "Rank2 Elite": "ランク2 エリート", "Rank2 Food": "ランク2 食糧", "Rank2 Level": "ランク2 レベル", "Rank2 Research1": "ランク2 研究1", "Rank2 Research10": "ランク2 研究10", "Rank2 Research11": "ランク2 研究11", "Rank2 Research12": "Rank2 Research12", "Rank2 Research13": "Rank2 Research13", "Rank2 Research14": "Rank2 Research14", "Rank2 Research15": "Rank2 Research15", "Rank2 Research16": "Rank2 Research16", "Rank2 Research2": "ランク2 研究2", "Rank2 Research3": "ランク2 研究3", "Rank2 Research4": "ランク2 研究4", "Rank2 Research5": "ランク2 研究5", "Rank2 Research6": "ランク2 研究6", "Rank2 Research7": "ランク2 研究7", "Rank2 Research8": "ランク2 研究8", "Rank2 Research9": "ランク2 研究9", "Rank2 Resource1": "ランク2 資源1", "Rank2 Resource2": "ランク2 資源2", "Rank2 Room Type1": "ランク2 部屋 タイプ1", "Rank2 Room Type2": "ランク2 部屋 タイプ2", "Rank2 Room Type3": "ランク2 部屋 タイプ3", "Rank2 Room Type4": "ランク2 部屋 タイプ4", "Rank2 Room Type5": "ランク2 部屋 タイプ5", "Rank2 Room Type6": "ランク2 部屋 タイプ6", "Rank2 Room Type7": "ランク2 部屋 タイプ7", "Rank2Elite": "Rank2Elite", "Rank2Food": "Rank2Food", "Rank2Level": "Rank2Level", "Rank2Research1": "Rank2Research1", "Rank2Research10": "Rank2Research10", "Rank2Research11": "Rank2Research11", "Rank2Research12": "Rank2Research12", "Rank2Research13": "Rank2Research13", "Rank2Research14": "Rank2Research14", "Rank2Research15": "Rank2Research15", "Rank2Research16": "Rank2Research16", "Rank2Research2": "Rank2Research2", "Rank2Research3": "Rank2Research3", "Rank2Research4": "Rank2Research4", "Rank2Research5": "Rank2Research5", "Rank2Research6": "Rank2Research6", "Rank2Research7": "Rank2Research7", "Rank2Research8": "Rank2Research8", "Rank2Research9": "Rank2Research9", "Rank2Resource1": "Rank2Resource1", "Rank2Resource2": "Rank2Resource2", "Rank2RoomType1": "Rank2RoomType1", "Rank2RoomType2": "Rank2RoomType2", "Rank2RoomType3": "Rank2RoomType3", "Rank2RoomType4": "Rank2RoomType4", "Rank2RoomType5": "Rank2RoomType5", "Rank2RoomType6": "Rank2RoomType6", "Rank2RoomType7": "Rank2RoomType7", "Rank3 Elite": "Rank3 Elite", "Rank3 Elite - desc": "ランク3 エリート - 説明", "Rank3 Food": "Rank3 Food", "Rank3 Food - desc": "ランク3 食料 - 説明", "Rank3 Level": "Rank3 Level", "Rank3 Level - desc": "ランク3 レベル - 説明", "Rank3 Research1": "Rank3 Research1", "Rank3 Research1 - desc": "ランク3 研究1 - 説明", "Rank3 Research2": "Rank3 Research2", "Rank3 Research2 - desc": "ランク3 研究2 - 説明", "Rank3 Research3": "Rank3 Research3", "Rank3 Research3 - desc": "ランク3 研究3 - 説明", "Rank3 Research4": "Rank3 Research4", "Rank3 Research4 - desc": "ランク3 研究4 - 説明", "Rank3 Research5": "Rank3 Research5", "Rank3 Research5 - desc": "ランク3 研究5 - 説明", "Rank3 Research6": "Rank3 Research6", "Rank3 Research6 - desc": "ランク3 研究6 - 説明", "Rank3 Research7": "Rank3 Research7", "Rank3 Research7 - desc": "ランク3 研究7 - 説明", "Rank3 Resource1": "Rank3 Resource1", "Rank3 Resource1 - desc": "ランク3 リソース1 - 説明", "Rank3 Resource2": "Rank3 Resource2", "Rank3 Resource2 - desc": "ランク3 リソース2 - 説明", "Rank3 Room Type1": "Rank3 Room Type1", "Rank3 Room Type1 - desc": "ランク3 ルームタイプ1 - 説明", "Rank3 Room Type2": "Rank3 Room Type2", "Rank3 Room Type2 - desc": "ランク3 ルームタイプ2 - 説明", "Rank3 Room Type3": "Rank3 Room Type3", "Rank3 Room Type3 - desc": "ランク3 ルームタイプ3 - 説明", "Rank3 Room Type4": "Rank3 Room Type4", "Rank3 Room Type4 - desc": "ランク3 ルームタイプ4 - 説明", "Rank3 Room Type5": "Rank3 Room Type5", "Rank3 Room Type5 - desc": "ランク3 ルームタイプ5 - 説明", "Rank3 Room Type6": "Rank3 Room Type6", "Rank3 Room Type6 - desc": "ランク3 ルームタイプ6 - 説明", "Rank3 Room Type7": "Rank3 Room Type7", "Rank3 Room Type7 - desc": "ランク3 ルームタイプ7 - 説明", "Rank3Elite": "Rank3Elite", "Rank3Food": "Rank3Food", "Rank3Level": "Rank3Level", "Rank3Research1": "Rank3Research1", "Rank3Research2": "Rank3Research2", "Rank3Research3": "Rank3Research3", "Rank3Research4": "Rank3Research4", "Rank3Research5": "Rank3Research5", "Rank3Research6": "Rank3Research6", "Rank3Research7": "Rank3Research7", "Rank3Resource1": "Rank3Resource1", "Rank3Resource2": "Rank3Resource2", "Rank3RoomType1": "Rank3RoomType1", "Rank3RoomType2": "Rank3RoomType2", "Rank3RoomType3": "Rank3RoomType3", "Rank3RoomType4": "Rank3RoomType4", "Rank3RoomType5": "Rank3RoomType5", "Rank3RoomType6": "Rank3RoomType6", "Rank3RoomType7": "Rank3RoomType7", "RankUp1to2": "RankUp1to2", "RankUp2to3": "RankUp2to3", "Ranked by Skill Damage. Free basic attacks (0 energy) are hidden by default; passives are not active casts and are excluded.": "スキルダメージでランク付け。無料の通常攻撃（エネルギー0）はデフォルトで非表示。パッシブは能動的な詠唱ではないため除外されます。", "Ranks defined": "定義されたランク数", "Rare inscription:": "レア刻印：", "Rare resource nodes per floor": "フロアごとのレア資源ノード", "Rarity chances": "レアリティ確率", "Rarity weights (per 1000)": "レアリティの重み（1000あたり）", "Rate at which a shop appears in a dungeon's Theme 1 random roll": "ダンジョンのテーマ1のランダム抽選で店が出現する確率", "Rate at which combat appears in a dungeon's Theme 1 random roll": "ダンジョンのテーマ1のランダム抽選で戦闘が出現する確率", "Rate at which resources appear in a dungeon's Theme 1 random roll": "ダンジョンのテーマ1のランダム抽選で資源が出現する確率", "Rate of increase of held coin per tick (PS: Until Guild trading is implemented there's no way to earn coin, so it increases naturally.)": "ティックごとの保有コインの増加率（PS: ギルド取引が実装されるまではコインを稼ぐ手段がないため、自然に増加する。）", "Raw": "生の", "Raw Hide x8": "生皮 x8", "Raw values": "生の値", "Raw values:": "生の値:", "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless": "最深フロアに到達すると沈黙のベールがクリア扱いになる（デモ専用の判定）。ボス撃破は不要で、いずれにせよ地域1はロックされたままとなる", "Reactive": "リアクティブ", "Reading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.": "ボーナスが「+10%」なのか「+10」なのかを読めば、どちらの種類かがわかる。", "Reads": "読み方", "Real time per day at 1x": "1倍での1日あたりの実時間", "Receive the reward": "報酬を受け取る", "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "受けるクリティカルダメージボーナス +50%（+50%を与えるはずのクリティカルが +100% を与えるようになります）。", "RecentPartnerBlockCount": "RecentPartnerBlockCount", "RecentTopicBlockCount": "RecentTopicBlockCount", "RecentTopicMaxCount": "RecentTopicMaxCount", "Recipe": "レシピ", "Recipe: {#}": "レシピ: {#}", "RecipeTable.json": "RecipeTable.json", "Recipes": "レシピ", "Recipes - Dungeon Settlers Wiki": "レシピ - Dungeon Settlers Wiki", "Recommended for intended gameplay experience.": "意図したゲームプレイ体験に推奨。", "Recover 600 Energy over a fight: 600 ÷ 60 =": "戦闘中にエネルギーを600回復: 600 ÷ 60 =", "Recover stack * {0} energy per second.": "毎秒スタック × {0} のエネルギーを回復します。", "Recover stack * {0} health per second.": "毎秒スタック × {0} の体力を回復します。", "Recover {0} Stamina every tick": "毎ティック {0} のスタミナを回復", "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "ティックごとにスタミナを{0}回復する（現在未使用。まったく使われないかも？）", "Recovery interval": "回復間隔", "Recovery runs on the campaign clock:": "回復はキャンペーン時計に従います：", "Recreaction_": "Recreaction_", "Recreation": "レクリエーション", "Recreation (3)": "娯楽 (3)", "Recreation Room": "レクリエーションルーム", "Recreation buffs": "レクリエーションのバフ", "Recreation buildings": "レクリエーション施設", "Recreation buildings - capacity, buff/bored affecters, workload.": "娯楽建物 - 収容数、バフ/退屈のaffecter、作業量。", "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "入植者が気分を回復するために使う娯楽用建物。利用すると強化アフェクターが付与され、使いすぎると退屈アフェクターが付与される。作業量＝1回の利用あたりのティック数。", "Recreation now lives on the": "余暇活動は現在こちらに移動しました：", "Recreation:": "娯楽:", "RecreationCondition": "RecreationCondition", "RecreationEffectApplyCondition": "RecreationEffectApplyCondition", "RecreationRegeneration": "RecreationRegeneration", "RecreationRoom": "休憩室", "RecreationTable.json": "RecreationTable.json", "Recreation_": "Recreation_", "Recruit Endorsi": "エンドルシを仲間にする", "Recruit Presets": "採用プリセット", "Recruit Presets - Dungeon Settlers Wiki": "募集プリセット - ダンジョンセトラーズ Wiki", "Recruit UIRefresh - desc": "Recruit UIRefresh - 説明", "Recruit candidate": "募集候補", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +200 - Uncommon +400 - Rare +800 - Legendary +2000.": "インスクリプションを持つ募集候補は、レアリティに応じて追加のゴールドがかかります: コモン +200、アンコモン +400、レア +800、レジェンダリー +2000。", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "銘文付きでロールされた採用候補者は、希少度によって追加のゴールドをかけます: Common +50 - Uncommon +100 - Rare +300 - Legendary +500。", "Recruit generation": "勧誘生成", "Recruit presets:": "募集プリセット：", "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "募集ロール品質 - ステータスロールの落ち着き先 (ゲームの募集RNGをここでは確定的にしたもの)。最低 / 平均 / 最高から選択:", "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "募集ユニットの重み // (0306) 人間、リザードマン、エルフ、ドワーフ、白鬼、タル、Lycan", "Recruit up to 4 units": "最大4ユニットを勧誘する", "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting:": "募集生成のステータスロール - ゲームの募集RNGを、下で選んだロール品質 (最低 / 平均 / 最高) で適用します。ビルダー内ではランダムではなく、設定に従います:", "Recruiting well": "上手な勧誘", "Recruitment Additional Prices By Inscription Rarity": "募集 追加 価格 刻印 レアリティ別", "Recruitment Refresh Cost": "募集 リフレッシュ コスト", "Recruitment Unique Existing Names": "募集 ユニーク既存の名前", "Recruitment Unique Existing Profiles": "募集 ユニーク既存のプロフィール", "Recruitment guide": "募集ガイド", "Recruitment pool": "募集プール", "Recruitment rank": "募集ランク", "Recruitment unit weights // (0306) Human, Lizardman, Elf, Dwarf, Baekgwi, Tal": "募集ユニットの重み // (0306) 人間、リザードマン、エルフ、ドワーフ、Baekgwi、タル", "Recruitment: applied to newly recruited units": "募集：新しく募集したユニットに適用", "RecruitmentInspectRevealTalentAmount": "RecruitmentInspectRevealTalentAmount", "Recruitment_": "Recruitment_", "Red": "Red", "Red Banner": "赤バナー", "Red Carpet": "赤いカーペット", "Red Carpet B": "赤いカーペットB", "Red Carpet B - desc": "赤いじゅうたん B - 説明", "Red Carpet B - flavor": "赤いじゅうたん B - 風味", "Red Carpet B - name": "赤いじゅうたん B - 名前", "Red Crystal": "赤い結晶", "Red Dragon Breath (ancient fire dragon)": "赤竜の吐息（古代の火竜）", "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything": "赤いモンスターネズミ（Main7）でストーリーは終わる。これは地域をクリアせず、何も解放しない", "Red Monster Rat 3-phase boss": "赤いモンスターネズミ 3フェーズボス", "Red Monster Rat Exclusive Room 1": "赤いモンスターネズミ専用部屋 1", "Red Monster Rat Exclusive Room 1 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋1 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 1 map": "赤いモンスターネズミ 専用部屋1 マップ", "Red Monster Rat Exclusive Room 1 マップ": "赤いモンスターネズミ専用部屋1 マップ", "Red Monster Rat Exclusive Room 2": "赤いモンスターネズミ専用部屋 2", "Red Monster Rat Exclusive Room 2 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋2 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 2 map": "赤いモンスターネズミ 専用部屋2 マップ", "Red Monster Rat Exclusive Room 2 マップ": "赤いモンスターネズミ専用部屋2 マップ", "Red Monster Rat Exclusive Room 3": "赤いモンスターネズミ専用部屋 3", "Red Monster Rat Exclusive Room 3 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋3 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 3 map": "赤いモンスターネズミ 専用部屋3 マップ", "Red Monster Rat Exclusive Room 3 マップ": "赤いモンスターネズミ専用部屋3 マップ", "Red Monster Rat Exclusive Room 4": "赤いモンスターネズミ専用部屋 4", "Red Monster Rat Exclusive Room 4 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋4 - Dungeon Settlers Wiki", "Red Monster Rat Exclusive Room 4 map": "赤いモンスターネズミ 専用部屋4 マップ", "Red Monster Rat Exclusive Room 4 マップ": "赤いモンスターネズミ専用部屋4 マップ", "Red Monster Rat Fixed": "Red Monster Rat Fixed", "Red Monster Rat Random": "赤いモンスターネズミ（ランダム）", "Red Monster Rat Soul Stone (works)": "赤いモンスターネズミの魂石（機能する）", "Red Rat Random": "赤いネズミ（ランダム）", "Red Stand Banner": "赤スタンドバナー", "Red Stone Golem Random": "赤石ゴーレム（ランダム）", "RedMonsterRat": "RedMonsterRat", "Red_Small": "Red_Small", "Reduces incoming damage by about 50%": "被ダメージを約50%削減する", "Reducing wear": "消耗の軽減", "Reference for every stat/status key in the game.": "ゲーム内の全ステータス/状態キーのリファレンス。", "Referenced by": "参照元", "Refers to the base Settlement Portal's durability decrease per hour.": "基本の入植地ポータルの1時間あたりの耐久度減少を指す。", "Refers to the item 'type' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "各レベルから次のレベルへレベルアップするために必要なアイテムの「種類」キー値を指す。{0}は使用しないプレースホルダーであり、値は\"None\"で固定される。", "Refers to the max Mood value. It isn't a value that actually fluctuates in use; it's mainly used as the max reference for displaying gauge bars, etc. in the UI. (The actual value has no maximum.)": "最大の気分値を指す。使用中に実際に変動する値ではなく、主にUIでゲージバーなどを表示するための最大の参照として使われる。（実際の値に上限はない。）", "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "1時間あたりのティック数を指す。これに24を掛けると1日あたりのティック数になる。", "Refers to the slot background display range based on the Life stat. Below {0}: Bad Below {1}: Normal Below {2}: Good Below {3}: Great Otherwise (i.e., {3} or higher): Perfect": "Lifeステータスに基づくスロット背景の表示範囲を指す。{0}未満: Bad {1}未満: Normal {2}未満: Good {3}未満: Great それ以外（つまり{3}以上）: Perfect", "Refined Garnet": "精製されたガーネット", "Refined Garnet - Dungeon Settlers Wiki": "精製ガーネット - Dungeon Settlers Wiki", "Refined Garnet icon": "精製ガーネットアイコン", "Refined Opal": "精製されたオパール", "Refined Opal - Dungeon Settlers Wiki": "精製オパール - Dungeon Settlers Wiki", "Refined Opal icon": "精製オパールアイコン", "Refined Peridot": "精製されたペリドット", "Refined Peridot - Dungeon Settlers Wiki": "精製ペリドット - Dungeon Settlers Wiki", "Refined Peridot icon": "精製ペリドットアイコン", "Reflect -1% of the magic damage taken back to the attacker as magic damage.": "受けた魔法ダメージの-1%を魔法ダメージとして攻撃者に跳ね返す。", "Reflect / Thorns": "反射 / 茨", "Reflect 50% of the magic damage taken back to the attacker as magic damage.": "受けた魔法ダメージの50%を魔法ダメージとして攻撃者に跳ね返す。", "Reflect and thorns": "反射と茨", "Reflect damage calculator": "反射ダメージ計算機", "Reflect fraction": "反射割合", "Reflect source": "反射の発生源", "Reflected damage = 200 × 100% =": "反射ダメージ = 200 × 100% =", "Reflects 50% of Magic Damage taken back to the attacker as Magic Damage.": "受けた魔法ダメージの50%を魔法ダメージとして攻撃者に反射する。", "Reflects 50% of Melee Damage taken back to the attacker as Physical Damage.": "受けた近接ダメージの50%を物理ダメージとして攻撃者に反射します。", "Reflects {0}% (currently: 50) of received magic damage to the attacker as neutral damage. (Infinite loop prevention)": "受けた魔法ダメージの{0}%(現在:50)を中立ダメージとして攻撃者に反射します。(無限ループ防止)", "Reflects {0}% (currently: 50) of received melee damage to the attacker as neutral damage. (Infinite loop prevention)": "受けた近接ダメージの{0}%（現在：50）を中立的なダメージとして攻撃者に反射します。（無限ループ防止）", "RefreshCost": "RefreshCost", "Regeneration aura": "再生オーラ", "Region": "地域", "Region 1 Common": "地域1 共通", "Region 1 Common - Dungeon Settlers Wiki": "地域1 コモン - Dungeon Settlers Wiki", "Region 1 Common map": "第1地域 共通マップ", "Region 1 Dungeon Merchant": "地域1 ダンジョン商人", "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "アルファサンドストーン スロゲル狩猟完了後のリージョン1エンカウンター", "Region 1 Shared": "地域1共通", "Region 1 Shared - Dungeon Settlers Wiki": "地域1 共有 - Dungeon Settlers Wiki", "Region 1 Shared map": "地域1共有マップ", "Region 2 Common": "第2地域 共通", "Region 2 Common - Dungeon Settlers Wiki": "地域2 共通 - Dungeon Settlers Wiki", "Region 2 Common map": "地域2 共通マップ", "Region 2 Dungeon Merchant": "地域2 ダンジョン商人", "Region 2 Shared": "地域2共通", "Region 2 Shared - Dungeon Settlers Wiki": "地域2 共有 - Dungeon Settlers Wiki", "Region 2 Shared map": "地域2共有マップ", "Region Unlock & Progression": "地域の解放＆進行", "Region chain": "地域の連鎖", "Region enum": "リージョン列挙値", "Region id": "リージョンID", "Regional environment effect": "地域環境効果", "Regions": "地域", "Regions - Dungeon Settlers Wiki": "地域 - Dungeon Settlers Wiki", "Related page (optional)": "関連ページ (任意)", "Related:": "関連:", "Relationship to Forgotten Abyss": "忘れられた深淵との関係", "Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 - Normal 1/0 - Hard 1/1 - Very Hard 1/2 - Devastation 1/3).": "遠征ごとの相対的な抽選ウェイト。プラス／マイナス効果が何個抽選されるかは選択した戦闘難易度によって決まります (Easy 2/0 - Normal 1/0 - Hard 1/1 - Very Hard 1/2 - Devastation 1/3)。", "Relaxed": "リラックス", "Relaxed (below 20)": "リラックス（20未満）", "Released": "解放", "Released casters use three crystal families that also route a staff's element: **Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature)**, used in both staves and random-affix jewelry. Each has a **higher-tier gem upgrade that is gated**: **Garnet** (upgrades Red/Fire), **Opal** (upgrades Blue/Water) and **Peridot** (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated **Gold** jewelry line sits above Silver.": "実装済みの術者は、杖の属性を決める3つのクリスタル系統を使います。**レッドクリスタル（火）、ブルークリスタル（水）、グリーンクリスタル（自然）**で、杖とランダム接辞の宝飾品の両方に使われます。それぞれに**未開放の上位宝石アップグレード**があります。**ガーネット**（レッド/火をアップグレード）、**オパール**（ブルー/水をアップグレード）、**ペリドット**（グリーン/自然をアップグレード）。それらの鉱石は存在しますが名前がなく、杖/宝飾品のバリエーションはレシピがなかったり接辞プールが空だったりします。未開放の**金**の宝飾ラインは銀の上に位置します。", "Released equipment tiers run": "実装済みの装備ティアは次の順です：", "Released gear tiers": "実装済みの装備ティア", "Relief Food not completed": "救援食未完了", "Relief Rations Complete": "救援食料 完了", "Remember reveals": "公開状態を記憶する", "Remnant": "レムナント", "Remnant (81)": "残骸 (81)", "Remnant (89)": "Remnant (89)", "Remove": "削除", "Remove this character": "このキャラクターを削除", "Remove this inscription tree - frees its inscription slot.": "この刻印ツリーを削除 - 刻印スロットが空きます。", "Removed (1)": "削除済み (1)", "Removed (15)": "Removed (15)", "Removed (22)": "削除 (22)", "Removed (3)": "削除 (3)", "Removed (5)": "削除 (5)", "Removed (63)": "削除済み (63)", "Removed (8)": "Removed (8)", "Removed ({#})": "削除 ({#})", "Removes": "除去", "Rendered from the game's real floor, wall and decoration tiles for this template. Edges without a wall are doorways where corridors connect this room to its neighbours. Monster, item and NPC spawn points are not shown.": "このテンプレート用に、ゲーム内の実際の床、壁、装飾タイルから描画しています。壁のない辺は、通路がこの部屋を隣接する部屋に接続する出入口です。モンスター、アイテム、NPCの出現地点は表示されていません。", "Renders the creep area at the base out to a distance of {0} from the creep": "拠点のクリープ範囲をクリープから距離{0}まで描画する", "Repairs": "修理", "Repairs are done at a Repair Stand; the game tables define no material cost per repair, so \"mend back to full\" is the durability restored, not an item price.": "修理は修理台で行います。ゲームのデータには修理ごとの素材コストが定義されていないため、「完全修理まで」は回復する耐久度を表し、アイテムの価格ではありません。", "Repairs with": "修理に使用", "Repeatable": "繰り返し可能", "Repeatable 'Expedition Resolution' goals that advance clan rank": "クランランクを進める繰り返し可能な「遠征決議」目標", "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "繰り返し入手できる死亡時ドロップのみ。一度きりの初回撃破ボーナス（ソウルストーンなど）は各ユニットのページに記載。ボスは", "Report a bug / suggest a feature": "バグを報告 / 機能を提案", "Represents the current emotional state of a unit.": "ユニットの現在の感情状態を表します。", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease": "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel.": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。気分が以下の場合", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease": "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel.": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。気分が以下の場合", "Request to Join Expedition": "遠征参加をリクエスト", "Request to Join the Expedition": "遠征への参加をリクエスト", "Required Furniture": "必要な家具", "Required average Quality of the room's walls (corners included) and interior floor tiles": "ルームの壁（角を含む）と内部床タイルに求められる平均品質", "Required equipment": "必要装備", "Required items": "必要素材", "Required level": "必要レベル", "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "壁・ドア・床タイルを除くルーム内すべての建物に求められる合計品質", "RequiredItemAmountFactorForLevelUpByOfferingType": "RequiredItemAmountFactorForLevelUpByOfferingType", "RequiredItemAmountForLevelUp": "RequiredItemAmountForLevelUp", "RequiredItemForLevelUp": "RequiredItemForLevelUp", "Requirement met": "要件を満たしています", "Requires": "必要条件", "Requires a Bow": "弓が必要", "Requires a Club": "こん棒が必要", "Requires a Greatsword": "大剣が必要", "Requires a Nature Staff": "自然の杖が必要", "Requires a Sword": "剣が必要", "Requires a Water Staff": "水の杖が必要", "Requires ammo": "弾薬が必要", "Requires:": "必要条件:", "Res P/M": "耐性 物／魔", "RescueWorkload": "RescueWorkload", "Research (1)": "研究 (1)", "Research Complete": "研究完了", "Research Insect": "昆虫の研究", "Research Insect2": "昆虫の研究2", "Research Insect3": "昆虫の研究3", "Research Insect4": "昆虫の研究4", "Research Lab bonus": "研究所ボーナス", "Research Papers": "研究論文", "Research Papers - Dungeon Settlers Wiki": "研究論文 - Dungeon Settlers Wiki", "Research Papers2": "研究論文2", "Research Papers2 - Dungeon Settlers Wiki": "研究論文2 - Dungeon Settlers Wiki", "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)": "研究能力+30%（貧弱な部屋）から最高品質の部屋でおよそ+150～210%まで", "Research complete": "研究完了", "Research progress and crops": "研究の進行状況と作物", "Research requirement multiplier": "研究要求量の乗数", "Research tree": "研究ツリー", "Research tree with unlocks": "解放要素付きの研究ツリー", "Research tree: grid position, workload, prerequisites, unlock results.": "研究ツリー：グリッド位置、作業量、前提条件、解放結果。", "Research workload": "研究作業量", "ResearchCapability": "ResearchCapability", "ResearchCondition": "ResearchCondition", "ResearchCycleTick": "ResearchCycleTick", "ResearchLab": "ResearchLab", "ResearchRequiredWorkloadFactorByDifficulty": "ResearchRequiredWorkloadFactorByDifficulty", "ResearchTable.json": "ResearchTable.json", "ResearchWorkloadTick": "ResearchWorkloadTick", "Researching here": "ここで研究する", "Reset - sure?": "リセットしますか？", "Reset discoveries": "発見をリセット", "Reset discoveries (N)": "発見をリセット (N)", "Resets all learned skills and refunds the SP.": "習得済みのスキルをすべてリセットし、SPを払い戻す。", "Resistance formula": "耐性の計算式", "Resistances": "耐性", "Resolutions": "探索方針", "Resource node": "資源ノード", "Resource nodes": "資源ノード", "Resource | From | Floors | Chance": "資源 | 入手元 | 階層 | 確率", "Resources & Needs": "リソースと欲求", "Resources and time are very limited, requiring precise long term planning and loss control.": "資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。", "Resources and time are very limited, requiring precise long-term planning and loss control.": "資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。", "Resources are extremely scarce and goods are expensive.": "資源が極めて乏しく、商品が非常に高価です。", "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "リソースは非常に不足しており、商品は高価です。あなたの長期的な計画と繊細な管理スキルが試されます。", "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "リソースは非常に不足しており、商品は高価です。あなたの長期的な計画と繊細な管理スキルが試されます。", "Resources per Dungeon": "ダンジョンごとの資源", "Resources per Dungeon - Dungeon Settlers Wiki": "ダンジョンごとの資源 - Dungeon Settlers Wiki", "Resources you can gather in {#}": "{#}で採取できる資源", "Resources: {#}": "資源: {#}", "Respawn interval & Magic Saturation": "リスポーン間隔と魔力飽和", "Respect the clock": "時間を意識しましょう", "Rest": "Rest", "RestWoundDecreasePercentage": "RestWoundDecreasePercentage", "RestWoundDecreaseStructureQualityFactor": "RestWoundDecreaseStructureQualityFactor", "Resting his chin on one hand, he murmurs to himself.": "あごを片手で支えながら、彼は自分自身にぶつぶつと言う。", "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\" He": "あごを片手で支えながら、彼は自分自身にぶつぶつと言う。「昔から絶滅していたはずの昆虫に見えます…どのようなメカニズムがそれを生かし続けることができるのでしょうか？」彼は", "Restores 15 health to an ally per cast (about 1.2/s at this cadence)": "使用ごとに味方の体力を15回復（このペースで約1.2/秒）", "Restores 16 health to an ally per cast (about 1/s at this cadence)": "キャスト時に味方に16のヘルスを回復 (このペースで約1/秒)", "Restores 201 health to an ally per cast (about 126.4/s at this cadence)": "使用ごとに味方の体力を201回復（このペースで約126.4/秒）", "Restores 220 health to an ally per cast (about 145/s at this cadence)": "キャスト1回につき味方ユニット1体に体力220を回復(このペースで約145/s)", "Restores 300 HP over 10 seconds.": "10秒かけてHPを300回復します。", "Restores 400 HP over 10 seconds.": "10秒かけてHPを400回復します。", "Restores 50 health to an ally per cast (about 31.6/s at this cadence)": "1回の発動で味方の体力を50回復（この頻度で約31.6/秒）", "Restores 55 health to an ally per cast (about 36.3/s at this cadence)": "キャスト1回につき同盟国に55のヘルスを回復します（このテンポで約36.3/秒）", "Restores 800 HP over 10 seconds.": "10秒かけてHPを800回復します。", "Restores {0}": "{0}を回復", "Restores {0} エネルギー per stack every second.": "1秒ごとにスタックあたり{0}のエネルギーを回復する。", "Restores {0} 現在の体力 per stack every second.": "1秒ごとにスタックあたり{0}の現在の体力を回復する。", "Resulting crit chance": "算出されるクリティカル確率", "Retire UI Warning Retire Pay - desc": "リタイア UI 警告 リタイア料金 - 説明", "Reveal identity": "正体を表示", "Revive": "蘇生", "Reward": "報酬", "Rewards": "報酬", "RichManaStone": "RichManaStone", "Rider 2 + Shaman 1 + Thrower 1": "騎手 2 + シャーマン 1 + 投擲者 1", "Rider 4": "騎手 4", "Right click a skill in the 'Command Panel' quick slot to choose individ...": "'コマンドパネル'クイックスロット内のスキルを右クリックして個別に選択...", "Right click an item in the 'Inventory' to open the interaction menu.": "Right click an item in the 'Inventory' to open the interaction menu.", "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume", "Right click to dismiss.": "右クリックして閉じます。", "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "右クリック（完全なリストは Alt + 右クリック）でインタラクションメニューが開きます。以下は提示され得るすべての動詞です。", "Right-click a skill in the 'Command Panel' quick slot to choose individ...": "'コマンドパネル'クイックスロット内のスキルを右クリックして個別に選択...", "Right-click an item in the 'Inventory' to open the interaction menu.": "Right-click an item in the 'Inventory' to open the interaction menu.", "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume", "Right-click to dismiss.": "右クリックして閉じます。", "Roaring ×2, Slash ×2, Death ×1": "咆哮×2、斬撃×2、死亡×1", "Rock Remnant": "岩の残骸", "Rock Remnant - Dungeon Settlers Wiki": "岩の残骸 - Dungeon Settlers Wiki", "Rock Wall Fixed": "岩壁（固定）", "Rocky Area 1": "岩場 1", "Rocky Area 2": "岩場 2", "Rocky Area 3": "岩場 3", "Role": "役割", "Roll floor": "フロアをロール", "Rolls": "抽選", "Rolls 1 random bonus from:": "以下からランダムなボーナスを1つ抽選：", "Rolls 2 random bonuses from:": "以下から2つのランダムボーナスを抽選：", "Rolls as a negative regional environment effect in": "で負の地域環境効果として発生する", "Rolls as a positive regional environment effect in": "で正の地域環境効果として発生する", "Room": "部屋", "Room & Spawn Odds": "部屋と出現確率", "Room & Spawn Odds - Dungeon Settlers Wiki": "部屋・出現確率 - Dungeon Settlers Wiki", "Room details": "部屋の詳細", "Room layouts by region": "地域別の部屋レイアウト", "Room map": "部屋マップ", "Room odds": "部屋の確率", "Room templates": "部屋テンプレート", "Room templates (curated count)": "ルームテンプレート (キュレーション数)", "Room theme": "部屋のテーマ", "Room theme for range previews": "射程プレビューの部屋テーマ", "Room tiers above Decent (Impressive, Luxurious and Fantastic) are defined in the game data with their housing bonuses, but have no size, furniture or quality requirements yet, so they cannot be built in this build. Their bonuses are listed here for reference.": "Decent より上のルームティア（Impressive、Luxurious、Fantastic）は、住宅ボーナスとともにゲームデータに定義されていますが、サイズ・家具・品質の要件がまだないため、このビルドでは建設できません。ここではボーナスを参考として掲載します。", "Room type": "部屋タイプ", "Room types": "部屋タイプ", "Room-composition probability tables": "部屋構成の確率表", "Room-type mix": "部屋タイプの構成", "RoomMoodCooltime": "RoomMoodCooltime", "RoomStayMin": "RoomStayMin", "RoomType": "RoomType", "RoomType_": "RoomType_", "Rooms": "部屋", "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "部屋は実際のゲーム内マップで、通路によってドアからドアへ接続されています。ドラッグで移動、部屋をクリックで拡大。", "Rooms follow the authored graph positions (the intended layout)": "部屋は設計済みグラフの位置に従います（意図されたレイアウト）", "Rooms:": "部屋:", "Root (before tier 1)": "根 (ティア1の前)", "Rotatable": "回転可能", "Rotate floors.": "フロアをローテーションしましょう。", "Rotate floors/regions - never grind a single floor to 0": "フロア/地域をローテーションする。単一フロアを0まで削らないこと", "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops": "フロアをローテーションしましょう。消耗0のフロアは地域全体にドロップ-50%のデバフをかけます", "Rough DPS": "おおよそのDPS", "Rows": "行数", "Royal Slime (+ Grand Crown, Royal Slime Soul Stone)": "ロイヤルスライム（+ グランドクラウン、ロイヤルスライムの魂石）", "Run Away": "逃走", "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0": "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0", "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0", "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0", "Rustling through the nearby undergrowth, {0} calls out to you.": "近くの下生えをガサガサ掻き分けながら、{0}があなたに声をかけます。", "Rustling through the nearby undergrowth, {0} calls out to you. \"Captain, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.": "近くの下生えをガサガサ掻き分けながら、{0}があなたに声をかけます。「司令官、ここに隠れた入り口があります。」枝や葉を取り除くと、倒れた木の根の中に降りていく狭い穴を見つけます。", "SFX census (218 clips)": "SFX一覧（218クリップ）", "SKILL-TREE AFFINITIES": "スキルツリー適性", "SKILLS": "スキル", "SKILLTREE_Spear_0": "SKILLTREE_Spear_0", "SKILLTREE_Spear_1": "SKILLTREE_Spear_1", "SKILLTREE_Spear_2": "SKILLTREE_Spear_2", "SKILLTREE_Spear_3": "SKILLTREE_Spear_3", "SKILLTREE_Stake_0": "SKILLTREE_Stake_0", "SKILLTREE_Stake_1": "SKILLTREE_Stake_1", "SKILLTREE_Stake_2": "SKILLTREE_Stake_2", "SKILLTREE_Stake_3": "SKILLTREE_Stake_3", "SKILL_AccuracyPotion": "SKILL_AccuracyPotion", "SKILL_AccuracyPotion -": "SKILL_AccuracyPotion -", "SKILL_AcidSpit": "SKILL_AcidSpit", "SKILL_AcidSpit -": "SKILL_AcidSpit -", "SKILL_AcidSpread": "SKILL_AcidSpread", "SKILL_AcidSpread -": "SKILL_AcidSpread -", "SKILL_AgilityElixir": "SKILL_AgilityElixir", "SKILL_AgilityElixir -": "SKILL_AgilityElixir -", "SKILL_AidKit": "SKILL_AidKit", "SKILL_AidKit -": "SKILL_AidKit -", "SKILL_AlphaAcidSlogelSoul": "SKILL_AlphaAcidSlogelSoul", "SKILL_AlphaAcidSlogelSoul -": "SKILL_AlphaAcidSlogelSoul -", "SKILL_Anchor": "SKILL_Anchor", "SKILL_Anchor -": "SKILL_Anchor -", "SKILL_AnkleBreak": "SKILL_AnkleBreak", "SKILL_AnkleBreak -": "SKILL_AnkleBreak -", "SKILL_ArcaneEco": "SKILL_ArcaneEco", "SKILL_ArcaneEco -": "SKILL_ArcaneEco -", "SKILL_ArrowRain": "SKILL_ArrowRain", "SKILL_ArrowRain -": "SKILL_ArrowRain -", "SKILL_AshOfSolace": "SKILL_AshOfSolace", "SKILL_AshOfSolace -": "SKILL_AshOfSolace -", "SKILL_AttackSpeedPotion": "SKILL_AttackSpeedPotion", "SKILL_AttackSpeedPotion -": "SKILL_AttackSpeedPotion -", "SKILL_AutoRepair": "SKILL_AutoRepair", "SKILL_AutoRepair -": "SKILL_AutoRepair -", "SKILL_BarrierResurge": "SKILL_BarrierResurge", "SKILL_BarrierResurge -": "SKILL_BarrierResurge -", "SKILL_BaseCampsiteBedrolls": "SKILL_BaseCampsiteBedrolls", "SKILL_BaseCampsiteBedrolls -": "SKILL_BaseCampsiteBedrolls -", "SKILL_BaseCampsiteCampFire": "SKILL_BaseCampsiteCampFire", "SKILL_BaseCampsiteCampFire -": "SKILL_BaseCampsiteCampFire -", "SKILL_BaseCampsiteDeco1": "SKILL_BaseCampsiteDeco1", "SKILL_BaseCampsiteDeco1 -": "SKILL_BaseCampsiteDeco1 -", "SKILL_BaseCampsiteDeco2": "SKILL_BaseCampsiteDeco2", "SKILL_BaseCampsiteDeco2 -": "SKILL_BaseCampsiteDeco2 -", "SKILL_BaseCampsiteLesserGuardianStone": "SKILL_BaseCampsiteLesserGuardianStone", "SKILL_BaseCampsiteLesserGuardianStone -": "SKILL_BaseCampsiteLesserGuardianStone -", "SKILL_BaseCampsiteRepairstand": "SKILL_BaseCampsiteRepairstand", "SKILL_BaseCampsiteRepairstand -": "SKILL_BaseCampsiteRepairstand -", "SKILL_BasicAttack": "SKILL_BasicAttack", "SKILL_BasicAttack -": "SKILL_BasicAttack -", "SKILL_BasicBowAttack": "SKILL_BasicBowAttack", "SKILL_BasicBowAttack -": "SKILL_BasicBowAttack -", "SKILL_BasicClubAttack": "SKILL_BasicClubAttack", "SKILL_BasicClubAttack -": "SKILL_BasicClubAttack -", "SKILL_BasicGreatswordAttack": "SKILL_BasicGreatswordAttack", "SKILL_BasicGreatswordAttack -": "SKILL_BasicGreatswordAttack -", "SKILL_BasicMagicMissile": "SKILL_BasicMagicMissile", "SKILL_BasicMagicMissile -": "SKILL_BasicMagicMissile -", "SKILL_BasicMonsterBlunt": "SKILL_BasicMonsterBlunt", "SKILL_BasicMonsterBlunt -": "SKILL_BasicMonsterBlunt -", "SKILL_BasicMonsterPierce": "SKILL_BasicMonsterPierce", "SKILL_BasicMonsterPierce -": "SKILL_BasicMonsterPierce -", "SKILL_BasicMonsterSlash": "SKILL_BasicMonsterSlash", "SKILL_BasicMonsterSlash -": "SKILL_BasicMonsterSlash -", "SKILL_BasicPunchAttack": "SKILL_BasicPunchAttack", "SKILL_BasicPunchAttack -": "SKILL_BasicPunchAttack -", "SKILL_BasicRedMonsterRatAttack": "SKILL_BasicRedMonsterRatAttack", "SKILL_BasicRedMonsterRatAttack -": "SKILL_BasicRedMonsterRatAttack -", "SKILL_BasicSpearAttack": "SKILL_BasicSpearAttack", "SKILL_BasicSpearAttack -": "SKILL_BasicSpearAttack -", "SKILL_BasicSwordAttack": "SKILL_BasicSwordAttack", "SKILL_BasicSwordAttack -": "SKILL_BasicSwordAttack -", "SKILL_Bastion": "SKILL_Bastion", "SKILL_Bastion -": "SKILL_Bastion -", "SKILL_BattleCadence": "SKILL_BattleCadence", "SKILL_BattleCadence -": "SKILL_BattleCadence -", "SKILL_BattleStomp": "SKILL_BattleStomp", "SKILL_BattleStomp -": "SKILL_BattleStomp -", "SKILL_BecomeFire": "SKILL_BecomeFire", "SKILL_BecomeFire -": "SKILL_BecomeFire -", "SKILL_BlackSerum": "SKILL_BlackSerum", "SKILL_BlackSerum -": "SKILL_BlackSerum -", "SKILL_BladeGrinding": "SKILL_BladeGrinding", "SKILL_BladeGrinding -": "SKILL_BladeGrinding -", "SKILL_BladeSpirit": "SKILL_BladeSpirit", "SKILL_BladeSpirit -": "SKILL_BladeSpirit -", "SKILL_BlazingEcho": "SKILL_BlazingEcho", "SKILL_BlazingEcho -": "SKILL_BlazingEcho -", "SKILL_BlazingEchoGoblin": "SKILL_BlazingEchoGoblin", "SKILL_BlazingEchoGoblin -": "SKILL_BlazingEchoGoblin -", "SKILL_BloodRain": "SKILL_BloodRain", "SKILL_BloodRain -": "SKILL_BloodRain -", "SKILL_BloodSoakedFruit": "SKILL_BloodSoakedFruit", "SKILL_BloodSoakedFruit -": "SKILL_BloodSoakedFruit -", "SKILL_BloodTear": "SKILL_BloodTear", "SKILL_BloodTear -": "SKILL_BloodTear -", "SKILL_BloodyScratch": "SKILL_BloodyScratch", "SKILL_BloodyScratch -": "SKILL_BloodyScratch -", "SKILL_BlueBerry": "SKILL_BlueBerry", "SKILL_BlueBerry -": "SKILL_BlueBerry -", "SKILL_BraceStance": "SKILL_BraceStance", "SKILL_BraceStance -": "SKILL_BraceStance -", "SKILL_BubbleTackle": "SKILL_BubbleTackle", "SKILL_BubbleTackle -": "SKILL_BubbleTackle -", "SKILL_BulkShot": "SKILL_BulkShot", "SKILL_BulkShot -": "SKILL_BulkShot -", "SKILL_CallFemaleGloth": "SKILL_CallFemaleGloth", "SKILL_CallFemaleGloth -": "SKILL_CallFemaleGloth -", "SKILL_CallGloth": "SKILL_CallGloth", "SKILL_CallGloth -": "SKILL_CallGloth -", "SKILL_ChainGrap": "SKILL_ChainGrap", "SKILL_ChainGrap -": "SKILL_ChainGrap -", "SKILL_ChainHit": "SKILL_ChainHit", "SKILL_ChainHit -": "SKILL_ChainHit -", "SKILL_ChainKnightSentinelSoul": "SKILL_ChainKnightSentinelSoul", "SKILL_ChainKnightSentinelSoul -": "SKILL_ChainKnightSentinelSoul -", "SKILL_ChainSlash": "SKILL_ChainSlash", "SKILL_ChainSlash -": "SKILL_ChainSlash -", "SKILL_ChargeAttack": "SKILL_ChargeAttack", "SKILL_ChargeAttack -": "SKILL_ChargeAttack -", "SKILL_ChargingWhirlwind": "SKILL_ChargingWhirlwind", "SKILL_ChargingWhirlwind -": "SKILL_ChargingWhirlwind -", "SKILL_CheeringHowl": "SKILL_CheeringHowl", "SKILL_CheeringHowl -": "SKILL_CheeringHowl -", "SKILL_ClingingVines": "SKILL_ClingingVines", "SKILL_ClingingVines -": "SKILL_ClingingVines -", "SKILL_ColdFury": "SKILL_ColdFury", "SKILL_ColdFury -": "SKILL_ColdFury -", "SKILL_CombatMomentum": "SKILL_CombatMomentum", "SKILL_CombatMomentum -": "SKILL_CombatMomentum -", "SKILL_ConstitutionElixir": "SKILL_ConstitutionElixir", "SKILL_ConstitutionElixir -": "SKILL_ConstitutionElixir -", "SKILL_CrimsonRecoil": "SKILL_CrimsonRecoil", "SKILL_CrimsonRecoil -": "SKILL_CrimsonRecoil -", "SKILL_CriticalPotion": "SKILL_CriticalPotion", "SKILL_CriticalPotion -": "SKILL_CriticalPotion -", "SKILL_DeadlyFear": "SKILL_DeadlyFear", "SKILL_DeadlyFear -": "SKILL_DeadlyFear -", "SKILL_DeepWater": "SKILL_DeepWater", "SKILL_DeepWater -": "SKILL_DeepWater -", "SKILL_DeputyCaptainsInsignia": "SKILL_DeputyCaptainsInsignia", "SKILL_DeputyCaptainsInsignia -": "SKILL_DeputyCaptainsInsignia -", "SKILL_DestructiveSplit": "SKILL_DestructiveSplit", "SKILL_DestructiveSplit -": "SKILL_DestructiveSplit -", "SKILL_DevelopersLetter": "SKILL_DevelopersLetter", "SKILL_DevelopersLetter -": "SKILL_DevelopersLetter -", "SKILL_DisgustingMonsterMeat": "SKILL_DisgustingMonsterMeat", "SKILL_DisgustingMonsterMeat -": "SKILL_DisgustingMonsterMeat -", "SKILL_DistractingBlow": "SKILL_DistractingBlow", "SKILL_DistractingBlow -": "SKILL_DistractingBlow -", "SKILL_DodgePotion": "SKILL_DodgePotion", "SKILL_DodgePotion -": "SKILL_DodgePotion -", "SKILL_DoubleScratch": "SKILL_DoubleScratch", "SKILL_DoubleScratch -": "SKILL_DoubleScratch -", "SKILL_DualRequest": "SKILL_DualRequest", "SKILL_DualRequest -": "SKILL_DualRequest -", "SKILL_DustBulb": "SKILL_DustBulb", "SKILL_DustBulb -": "SKILL_DustBulb -", "SKILL_EarthCrash": "SKILL_EarthCrash", "SKILL_EarthCrash -": "SKILL_EarthCrash -", "SKILL_Eat": "SKILL_Eat", "SKILL_Eat -": "SKILL_Eat -", "SKILL_EatHerb": "SKILL_EatHerb", "SKILL_EatHerb -": "SKILL_EatHerb -", "SKILL_EbbAndFlow": "SKILL_EbbAndFlow", "SKILL_EbbAndFlow -": "SKILL_EbbAndFlow -", "SKILL_ElasticGuard": "SKILL_ElasticGuard", "SKILL_ElasticGuard -": "SKILL_ElasticGuard -", "SKILL_ElderGlothCharge": "SKILL_ElderGlothCharge", "SKILL_ElderGlothCharge -": "SKILL_ElderGlothCharge -", "SKILL_ElderGlothSoul": "SKILL_ElderGlothSoul", "SKILL_ElderGlothSoul -": "SKILL_ElderGlothSoul -", "SKILL_EmbracingWave": "SKILL_EmbracingWave", "SKILL_EmbracingWave -": "SKILL_EmbracingWave -", "SKILL_EmergencyEscape": "SKILL_EmergencyEscape", "SKILL_EmergencyEscape -": "SKILL_EmergencyEscape -", "SKILL_Evolve": "SKILL_Evolve", "SKILL_Evolve -": "SKILL_Evolve -", "SKILL_Executioner": "SKILL_Executioner", "SKILL_Executioner -": "SKILL_Executioner -", "SKILL_ExpeditionHorn": "SKILL_ExpeditionHorn", "SKILL_ExpeditionHorn -": "SKILL_ExpeditionHorn -", "SKILL_Explosion": "SKILL_Explosion", "SKILL_Explosion -": "SKILL_Explosion -", "SKILL_Explosion burning bonus": "SKILL_Explosion 燃焼ボーナス", "SKILL_ExtraBubble": "SKILL_ExtraBubble", "SKILL_ExtraBubble -": "SKILL_ExtraBubble -", "SKILL_EyeBallSoul": "SKILL_EyeBallSoul", "SKILL_EyeBallSoul -": "SKILL_EyeBallSoul -", "SKILL_FastHand": "SKILL_FastHand", "SKILL_FastHand -": "SKILL_FastHand -", "SKILL_FatalVerdict": "SKILL_FatalVerdict", "SKILL_FatalVerdict -": "SKILL_FatalVerdict -", "SKILL_FineRawMeat": "SKILL_FineRawMeat", "SKILL_FineRawMeat -": "SKILL_FineRawMeat -", "SKILL_FinesseEdge": "SKILL_FinesseEdge", "SKILL_FinesseEdge -": "SKILL_FinesseEdge -", "SKILL_FireBattleMage": "SKILL_FireBattleMage", "SKILL_FireBattleMage -": "SKILL_FireBattleMage -", "SKILL_FireCloak": "SKILL_FireCloak", "SKILL_FireCloak -": "SKILL_FireCloak -", "SKILL_FireMissile": "SKILL_FireMissile", "SKILL_FireMissile -": "SKILL_FireMissile -", "SKILL_FireMissileAttack": "SKILL_FireMissileAttack", "SKILL_FireMissileAttack -": "SKILL_FireMissileAttack -", "SKILL_FireProof": "SKILL_FireProof", "SKILL_FireProof -": "SKILL_FireProof -", "SKILL_FirstAssault": "SKILL_FirstAssault", "SKILL_FirstAssault -": "SKILL_FirstAssault -", "SKILL_FlameOfLife": "SKILL_FlameOfLife", "SKILL_FlameOfLife -": "SKILL_FlameOfLife -", "SKILL_FlowSeeker": "SKILL_FlowSeeker", "SKILL_FlowSeeker -": "SKILL_FlowSeeker -", "SKILL_Fortified": "SKILL_Fortified", "SKILL_Fortified -": "SKILL_Fortified -", "SKILL_GetHugeMoney": "SKILL_GetHugeMoney", "SKILL_GetHugeMoney -": "SKILL_GetHugeMoney -", "SKILL_GetSomeMoney": "SKILL_GetSomeMoney", "SKILL_GetSomeMoney -": "SKILL_GetSomeMoney -", "SKILL_GiantStoneGolemSoul": "SKILL_GiantStoneGolemSoul", "SKILL_GiantStoneGolemSoul -": "SKILL_GiantStoneGolemSoul -", "SKILL_GlacierDrop": "SKILL_GlacierDrop", "SKILL_GlacierDrop -": "SKILL_GlacierDrop -", "SKILL_GlothCharge": "SKILL_GlothCharge", "SKILL_GlothCharge -": "SKILL_GlothCharge -", "SKILL_GlothEggOmelet": "SKILL_GlothEggOmelet", "SKILL_GlothEggOmelet -": "SKILL_GlothEggOmelet -", "SKILL_GlothLash": "SKILL_GlothLash", "SKILL_GlothLash -": "SKILL_GlothLash -", "SKILL_GlothSpit": "SKILL_GlothSpit", "SKILL_GlothSpit -": "SKILL_GlothSpit -", "SKILL_GoblinAttack": "SKILL_GoblinAttack", "SKILL_GoblinAttack -": "SKILL_GoblinAttack -", "SKILL_GoblinChiefShamanSoul": "SKILL_GoblinChiefShamanSoul", "SKILL_GoblinChiefShamanSoul -": "SKILL_GoblinChiefShamanSoul -", "SKILL_GoblinCurse": "SKILL_GoblinCurse", "SKILL_GoblinCurse -": "SKILL_GoblinCurse -", "SKILL_GoblinRun": "SKILL_GoblinRun", "SKILL_GoblinRun -": "SKILL_GoblinRun -", "SKILL_GoblinThrowerRangedAttack": "SKILL_GoblinThrowerRangedAttack", "SKILL_GoblinThrowerRangedAttack -": "SKILL_GoblinThrowerRangedAttack -", "SKILL_GoddessTears": "SKILL_GoddessTears", "SKILL_GoddessTears -": "SKILL_GoddessTears -", "SKILL_GrassPorridge": "SKILL_GrassPorridge", "SKILL_GrassPorridge -": "SKILL_GrassPorridge -", "SKILL_GreenShade": "SKILL_GreenShade", "SKILL_GreenShade -": "SKILL_GreenShade -", "SKILL_GrilledMeat": "SKILL_GrilledMeat", "SKILL_GrilledMeat -": "SKILL_GrilledMeat -", "SKILL_GrilledTurnip": "SKILL_GrilledTurnip", "SKILL_GrilledTurnip -": "SKILL_GrilledTurnip -", "SKILL_GuardBarrier": "SKILL_GuardBarrier", "SKILL_GuardBarrier -": "SKILL_GuardBarrier -", "SKILL_GuardPotion": "SKILL_GuardPotion", "SKILL_GuardPotion -": "SKILL_GuardPotion -", "SKILL_GuardiansTaunt": "SKILL_GuardiansTaunt", "SKILL_GuardiansTaunt -": "SKILL_GuardiansTaunt -", "SKILL_Hammering": "SKILL_Hammering", "SKILL_Hammering -": "SKILL_Hammering -", "SKILL_HeadAim": "SKILL_HeadAim", "SKILL_HeadAim -": "SKILL_HeadAim -", "SKILL_HealingTouch": "SKILL_HealingTouch", "SKILL_HealingTouch -": "SKILL_HealingTouch -", "SKILL_HealingTouchAttack": "SKILL_HealingTouchAttack", "SKILL_HealingTouchAttack -": "SKILL_HealingTouchAttack -", "SKILL_HellLeech": "SKILL_HellLeech", "SKILL_HellLeech -": "SKILL_HellLeech -", "SKILL_Ignition": "SKILL_Ignition", "SKILL_Ignition -": "SKILL_Ignition -", "SKILL_ImprovedGrassPorridge": "SKILL_ImprovedGrassPorridge", "SKILL_ImprovedGrassPorridge -": "SKILL_ImprovedGrassPorridge -", "SKILL_Incinerate": "SKILL_Incinerate", "SKILL_Incinerate -": "SKILL_Incinerate -", "SKILL_Incinerate detonation": "SKILL_Incinerate 起爆", "SKILL_InevitableBlow": "SKILL_InevitableBlow", "SKILL_InevitableBlow -": "SKILL_InevitableBlow -", "SKILL_Initiative": "SKILL_Initiative", "SKILL_Initiative -": "SKILL_Initiative -", "SKILL_InnerGrove": "SKILL_InnerGrove", "SKILL_InnerGrove -": "SKILL_InnerGrove -", "SKILL_IntelligenceElixir": "SKILL_IntelligenceElixir", "SKILL_IntelligenceElixir -": "SKILL_IntelligenceElixir -", "SKILL_IronClad": "SKILL_IronClad", "SKILL_IronClad -": "SKILL_IronClad -", "SKILL_Jerky": "SKILL_Jerky", "SKILL_Jerky -": "SKILL_Jerky -", "SKILL_LadyBugCharge": "SKILL_LadyBugCharge", "SKILL_LadyBugCharge -": "SKILL_LadyBugCharge -", "SKILL_LastCinder": "SKILL_LastCinder", "SKILL_LastCinder -": "SKILL_LastCinder -", "SKILL_LifeBurst": "SKILL_LifeBurst", "SKILL_LifeBurst -": "SKILL_LifeBurst -", "SKILL_LifeCycle": "SKILL_LifeCycle", "SKILL_LifeCycle -": "SKILL_LifeCycle -", "SKILL_LumaFruit": "SKILL_LumaFruit", "SKILL_LumaFruit -": "SKILL_LumaFruit -", "SKILL_Maelstrom": "SKILL_Maelstrom", "SKILL_Maelstrom -": "SKILL_Maelstrom -", "SKILL_MagicMissile": "SKILL_MagicMissile", "SKILL_MagicMissile -": "SKILL_MagicMissile -", "SKILL_MagicResistancePotion": "SKILL_MagicResistancePotion", "SKILL_MagicResistancePotion -": "SKILL_MagicResistancePotion -", "SKILL_MagicalAttackPotion": "SKILL_MagicalAttackPotion", "SKILL_MagicalAttackPotion -": "SKILL_MagicalAttackPotion -", "SKILL_Mandrake": "SKILL_Mandrake", "SKILL_Mandrake -": "SKILL_Mandrake -", "SKILL_MeatPorridge": "SKILL_MeatPorridge", "SKILL_MeatPorridge -": "SKILL_MeatPorridge -", "SKILL_MeatSkewer": "SKILL_MeatSkewer", "SKILL_MeatSkewer -": "SKILL_MeatSkewer -", "SKILL_MeatStew": "SKILL_MeatStew", "SKILL_MeatStew -": "SKILL_MeatStew -", "SKILL_MetalCharge": "SKILL_MetalCharge", "SKILL_MetalCharge -": "SKILL_MetalCharge -", "SKILL_MetalSkinPotion": "SKILL_MetalSkinPotion", "SKILL_MetalSkinPotion -": "SKILL_MetalSkinPotion -", "SKILL_MockingGrin": "SKILL_MockingGrin", "SKILL_MockingGrin -": "SKILL_MockingGrin -", "SKILL_MonsterBarbecue": "SKILL_MonsterBarbecue", "SKILL_MonsterBarbecue -": "SKILL_MonsterBarbecue -", "SKILL_MucusSprayer": "SKILL_MucusSprayer", "SKILL_MucusSprayer -": "SKILL_MucusSprayer -", "SKILL_MudSpit": "SKILL_MudSpit", "SKILL_MudSpit -": "SKILL_MudSpit -", "SKILL_Mushroom": "SKILL_Mushroom", "SKILL_Mushroom -": "SKILL_Mushroom -", "SKILL_MushroomSkewer": "SKILL_MushroomSkewer", "SKILL_MushroomSkewer -": "SKILL_MushroomSkewer -", "SKILL_MushroomStew": "SKILL_MushroomStew", "SKILL_MushroomStew -": "SKILL_MushroomStew -", "SKILL_MysticWildHerb": "SKILL_MysticWildHerb", "SKILL_MysticWildHerb -": "SKILL_MysticWildHerb -", "SKILL_NPCBasicBowAttack": "SKILL_NPCBasicBowAttack", "SKILL_NPCBasicBowAttack -": "SKILL_NPCBasicBowAttack -", "SKILL_NatureSpirit": "SKILL_NatureSpirit", "SKILL_NatureSpirit -": "SKILL_NatureSpirit -", "SKILL_NoneAttack": "SKILL_NoneAttack", "SKILL_NoneAttack -": "SKILL_NoneAttack -", "SKILL_OatPorridge": "SKILL_OatPorridge", "SKILL_OatPorridge -": "SKILL_OatPorridge -", "SKILL_Ointment": "SKILL_Ointment", "SKILL_Ointment -": "SKILL_Ointment -", "SKILL_OpeningStrike": "SKILL_OpeningStrike", "SKILL_OpeningStrike -": "SKILL_OpeningStrike -", "SKILL_PerceptionElixir": "SKILL_PerceptionElixir", "SKILL_PerceptionElixir -": "SKILL_PerceptionElixir -", "SKILL_PhantomChain": "SKILL_PhantomChain", "SKILL_PhantomChain -": "SKILL_PhantomChain -", "SKILL_PhysicalAttackPotion": "SKILL_PhysicalAttackPotion", "SKILL_PhysicalAttackPotion -": "SKILL_PhysicalAttackPotion -", "SKILL_PiercingThrust": "SKILL_PiercingThrust", "SKILL_PiercingThrust -": "SKILL_PiercingThrust -", "SKILL_PlayerBloodyScratch": "SKILL_PlayerBloodyScratch", "SKILL_PlayerBloodyScratch -": "SKILL_PlayerBloodyScratch -", "SKILL_PommelStrike": "SKILL_PommelStrike", "SKILL_PommelStrike -": "SKILL_PommelStrike -", "SKILL_QuickDash": "SKILL_QuickDash", "SKILL_QuickDash -": "SKILL_QuickDash -", "SKILL_QuickRetreat": "SKILL_QuickRetreat", "SKILL_QuickRetreat -": "SKILL_QuickRetreat -", "SKILL_RapidFire": "SKILL_RapidFire", "SKILL_RapidFire -": "SKILL_RapidFire -", "SKILL_RapidFireAttack": "SKILL_RapidFireAttack", "SKILL_RapidFireAttack -": "SKILL_RapidFireAttack -", "SKILL_RatSwarm": "SKILL_RatSwarm", "SKILL_RatSwarm -": "SKILL_RatSwarm -", "SKILL_RecklessAssault": "SKILL_RecklessAssault", "SKILL_RecklessAssault -": "SKILL_RecklessAssault -", "SKILL_RedMonsterRatSoul": "SKILL_RedMonsterRatSoul", "SKILL_RedMonsterRatSoul -": "SKILL_RedMonsterRatSoul -", "SKILL_ReflectPotion": "SKILL_ReflectPotion", "SKILL_ReflectPotion -": "SKILL_ReflectPotion -", "SKILL_ResurrectionGoblin": "SKILL_ResurrectionGoblin", "SKILL_ResurrectionGoblin -": "SKILL_ResurrectionGoblin -", "SKILL_ReturnScroll": "SKILL_ReturnScroll", "SKILL_ReturnScroll -": "SKILL_ReturnScroll -", "SKILL_RoyalJelly": "SKILL_RoyalJelly", "SKILL_RoyalJelly -": "SKILL_RoyalJelly -", "SKILL_Run": "SKILL_Run", "SKILL_Run -": "SKILL_Run -", "SKILL_SaberGale": "SKILL_SaberGale", "SKILL_SaberGale -": "SKILL_SaberGale -", "SKILL_SavageBarrier": "SKILL_SavageBarrier", "SKILL_SavageBarrier -": "SKILL_SavageBarrier -", "SKILL_SeedBurst": "SKILL_SeedBurst", "SKILL_SeedBurst -": "SKILL_SeedBurst -", "SKILL_SentinelCry": "SKILL_SentinelCry", "SKILL_SentinelCry -": "SKILL_SentinelCry -", "SKILL_SentinelSmite": "SKILL_SentinelSmite", "SKILL_SentinelSmite -": "SKILL_SentinelSmite -", "SKILL_SentinelWarning": "SKILL_SentinelWarning", "SKILL_SentinelWarning -": "SKILL_SentinelWarning -", "SKILL_SharpEdge": "SKILL_SharpEdge", "SKILL_SharpEdge -": "SKILL_SharpEdge -", "SKILL_SharpShooter": "SKILL_SharpShooter", "SKILL_SharpShooter -": "SKILL_SharpShooter -", "SKILL_ShellHardening": "SKILL_ShellHardening", "SKILL_ShellHardening -": "SKILL_ShellHardening -", "SKILL_ShellPotion": "SKILL_ShellPotion", "SKILL_ShellPotion -": "SKILL_ShellPotion -", "SKILL_ShieldHandling": "SKILL_ShieldHandling", "SKILL_ShieldHandling -": "SKILL_ShieldHandling -", "SKILL_ShieldUp": "SKILL_ShieldUp", "SKILL_ShieldUp -": "SKILL_ShieldUp -", "SKILL_SkillCooldownPotion": "SKILL_SkillCooldownPotion", "SKILL_SkillCooldownPotion -": "SKILL_SkillCooldownPotion -", "SKILL_SkillElixir": "SKILL_SkillElixir", "SKILL_SkillElixir -": "SKILL_SkillElixir -", "SKILL_SkillResetElixir": "SKILL_SkillResetElixir", "SKILL_SkillResetElixir -": "SKILL_SkillResetElixir -", "SKILL_Slay": "SKILL_Slay", "SKILL_Slay -": "SKILL_Slay -", "SKILL_SlimePudding": "SKILL_SlimePudding", "SKILL_SlimePudding -": "SKILL_SlimePudding -", "SKILL_SnatchingPrey": "SKILL_SnatchingPrey", "SKILL_SnatchingPrey -": "SKILL_SnatchingPrey -", "SKILL_SnipingShot": "SKILL_SnipingShot", "SKILL_SnipingShot -": "SKILL_SnipingShot -", "SKILL_SnipingShot at 1 tile": "SKILL_SnipingShot 1タイル時", "SKILL_SnipingShot at 16 tiles": "SKILL_SnipingShot 16タイル時", "SKILL_SolarBloom": "SKILL_SolarBloom", "SKILL_SolarBloom -": "SKILL_SolarBloom -", "SKILL_SpearBash": "SKILL_SpearBash", "SKILL_SpearBash -": "SKILL_SpearBash -", "SKILL_Spit": "SKILL_Spit", "SKILL_Spit -": "SKILL_Spit -", "SKILL_Split": "SKILL_Split", "SKILL_Split -": "SKILL_Split -", "SKILL_SporeSpit": "SKILL_SporeSpit", "SKILL_SporeSpit -": "SKILL_SporeSpit -", "SKILL_StealthPotion": "SKILL_StealthPotion", "SKILL_StealthPotion -": "SKILL_StealthPotion -", "SKILL_StoneCharge": "SKILL_StoneCharge", "SKILL_StoneCharge -": "SKILL_StoneCharge -", "SKILL_StoneRaise": "SKILL_StoneRaise", "SKILL_StoneRaise -": "SKILL_StoneRaise -", "SKILL_StoneStomp": "SKILL_StoneStomp", "SKILL_StoneStomp -": "SKILL_StoneStomp -", "SKILL_StoneThrow": "SKILL_StoneThrow", "SKILL_StoneThrow -": "SKILL_StoneThrow -", "SKILL_StrangeSeed": "SKILL_StrangeSeed", "SKILL_StrangeSeed -": "SKILL_StrangeSeed -", "SKILL_StrengthElixir": "SKILL_StrengthElixir", "SKILL_StrengthElixir -": "SKILL_StrengthElixir -", "SKILL_StunCharge": "SKILL_StunCharge", "SKILL_StunCharge -": "SKILL_StunCharge -", "SKILL_SummonBubbleToad": "SKILL_SummonBubbleToad", "SKILL_SummonBubbleToad -": "SKILL_SummonBubbleToad -", "SKILL_SummonBubbling": "SKILL_SummonBubbling", "SKILL_SummonBubbling -": "SKILL_SummonBubbling -", "SKILL_SummonLadybug": "SKILL_SummonLadybug", "SKILL_SummonLadybug -": "SKILL_SummonLadybug -", "SKILL_SunHeartBloom": "SKILL_SunHeartBloom", "SKILL_SunHeartBloom -": "SKILL_SunHeartBloom -", "SKILL_Swallow": "SKILL_Swallow", "SKILL_Swallow -": "SKILL_Swallow -", "SKILL_SweepingCleave": "SKILL_SweepingCleave", "SKILL_SweepingCleave -": "SKILL_SweepingCleave -", "SKILL_SwiftPotion": "SKILL_SwiftPotion", "SKILL_SwiftPotion -": "SKILL_SwiftPotion -", "SKILL_SwordCounter": "SKILL_SwordCounter", "SKILL_SwordCounter -": "SKILL_SwordCounter -", "SKILL_SwordFlow": "SKILL_SwordFlow", "SKILL_SwordFlow -": "SKILL_SwordFlow -", "SKILL_SwordmanTaunt": "SKILL_SwordmanTaunt", "SKILL_SwordmanTaunt -": "SKILL_SwordmanTaunt -", "SKILL_SwordmansResolve": "SKILL_SwordmansResolve", "SKILL_SwordmansResolve -": "SKILL_SwordmansResolve -", "SKILL_TadpoleStomp": "SKILL_TadpoleStomp", "SKILL_TadpoleStomp -": "SKILL_TadpoleStomp -", "SKILL_ThrowNet": "SKILL_ThrowNet", "SKILL_ThrowNet -": "SKILL_ThrowNet -", "SKILL_TidalMark": "SKILL_TidalMark", "SKILL_TidalMark -": "SKILL_TidalMark -", "SKILL_TongueThrust": "SKILL_TongueThrust", "SKILL_TongueThrust -": "SKILL_TongueThrust -", "SKILL_ToughRawMeat": "SKILL_ToughRawMeat", "SKILL_ToughRawMeat -": "SKILL_ToughRawMeat -", "SKILL_Turnip": "SKILL_Turnip", "SKILL_Turnip -": "SKILL_Turnip -", "SKILL_TurnipPorridge": "SKILL_TurnipPorridge", "SKILL_TurnipPorridge -": "SKILL_TurnipPorridge -", "SKILL_TurnipSalad": "SKILL_TurnipSalad", "SKILL_TurnipSalad -": "SKILL_TurnipSalad -", "SKILL_TwinThrust": "SKILL_TwinThrust", "SKILL_TwinThrust -": "SKILL_TwinThrust -", "SKILL_TwinThrustAttack": "SKILL_TwinThrustAttack", "SKILL_TwinThrustAttack -": "SKILL_TwinThrustAttack -", "SKILL_TwoHandGrip": "SKILL_TwoHandGrip", "SKILL_TwoHandGrip -": "SKILL_TwoHandGrip -", "SKILL_UseOintment": "SKILL_UseOintment", "SKILL_UseOintment -": "SKILL_UseOintment -", "SKILL_VampirePotion": "SKILL_VampirePotion", "SKILL_VampirePotion -": "SKILL_VampirePotion -", "SKILL_VerticalSlash": "SKILL_VerticalSlash", "SKILL_VerticalSlash -": "SKILL_VerticalSlash -", "SKILL_VileInsult": "SKILL_VileInsult", "SKILL_VileInsult -": "SKILL_VileInsult -", "SKILL_WaterDive": "SKILL_WaterDive", "SKILL_WaterDive -": "SKILL_WaterDive -", "SKILL_WaveCicle": "SKILL_WaveCicle", "SKILL_WaveCicle -": "SKILL_WaveCicle -", "SKILL_WeaponDeflect": "SKILL_WeaponDeflect", "SKILL_WeaponDeflect -": "SKILL_WeaponDeflect -", "SKILL_WeightPotion": "SKILL_WeightPotion", "SKILL_WeightPotion -": "SKILL_WeightPotion -", "SKILL_WhirlwindSlash": "SKILL_WhirlwindSlash", "SKILL_WhirlwindSlash -": "SKILL_WhirlwindSlash -", "SKILL_WildFlurry": "SKILL_WildFlurry", "SKILL_WildFlurry -": "SKILL_WildFlurry -", "SKILL_WildHerb": "SKILL_WildHerb", "SKILL_WildHerb -": "SKILL_WildHerb -", "SKILL_WillPowerElixir": "SKILL_WillPowerElixir", "SKILL_WillPowerElixir -": "SKILL_WillPowerElixir -", "SKILL_Withstand": "SKILL_Withstand", "SKILL_Withstand -": "SKILL_Withstand -", "SP": "SP", "SP req": "SP必要", "SPAWN CONDITIONS": "出現条件", "SPAWN_FesteringBurrow_Phase1_Combat1": "SPAWN_FesteringBurrow_Phase1_Combat1", "SPAWN_FesteringBurrow_Phase1_Combat2": "SPAWN_FesteringBurrow_Phase1_Combat2", "SPAWN_FesteringBurrow_Phase1_Combat3": "SPAWN_FesteringBurrow_Phase1_Combat3", "SPAWN_FesteringBurrow_Phase1_HardCombat1": "SPAWN_FesteringBurrow_Phase1_HardCombat1", "SPAWN_FesteringBurrow_Phase1_HardCombat2": "SPAWN_FesteringBurrow_Phase1_HardCombat2", "SPAWN_FesteringBurrow_Phase1_HardCombat3": "SPAWN_FesteringBurrow_Phase1_HardCombat3", "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase1_PatrolBeast1": "SPAWN_FesteringBurrow_Phase1_PatrolBeast1", "SPAWN_FesteringBurrow_Phase2_Combat1": "SPAWN_FesteringBurrow_Phase2_Combat1", "SPAWN_FesteringBurrow_Phase2_Combat2": "SPAWN_FesteringBurrow_Phase2_Combat2", "SPAWN_FesteringBurrow_Phase2_Combat3": "SPAWN_FesteringBurrow_Phase2_Combat3", "SPAWN_FesteringBurrow_Phase2_Combat4": "SPAWN_FesteringBurrow_Phase2_Combat4", "SPAWN_FesteringBurrow_Phase2_Combat5": "SPAWN_FesteringBurrow_Phase2_Combat5", "SPAWN_FesteringBurrow_Phase2_HardCombat1": "SPAWN_FesteringBurrow_Phase2_HardCombat1", "SPAWN_FesteringBurrow_Phase2_HardCombat2": "SPAWN_FesteringBurrow_Phase2_HardCombat2", "SPAWN_FesteringBurrow_Phase2_HardCombat3": "SPAWN_FesteringBurrow_Phase2_HardCombat3", "SPAWN_FesteringBurrow_Phase2_HardCombat4": "SPAWN_FesteringBurrow_Phase2_HardCombat4", "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase2_PatrolBeast1": "SPAWN_FesteringBurrow_Phase2_PatrolBeast1", "SPAWN_FesteringBurrow_Phase3_Combat1": "SPAWN_FesteringBurrow_Phase3_Combat1", "SPAWN_FesteringBurrow_Phase3_Combat2": "SPAWN_FesteringBurrow_Phase3_Combat2", "SPAWN_FesteringBurrow_Phase3_Combat3": "SPAWN_FesteringBurrow_Phase3_Combat3", "SPAWN_FesteringBurrow_Phase3_Combat4": "SPAWN_FesteringBurrow_Phase3_Combat4", "SPAWN_FesteringBurrow_Phase3_Combat5": "SPAWN_FesteringBurrow_Phase3_Combat5", "SPAWN_FesteringBurrow_Phase3_Combat6": "SPAWN_FesteringBurrow_Phase3_Combat6", "SPAWN_FesteringBurrow_Phase3_Core": "SPAWN_FesteringBurrow_Phase3_Core", "SPAWN_FesteringBurrow_Phase3_HardCombat1": "SPAWN_FesteringBurrow_Phase3_HardCombat1", "SPAWN_FesteringBurrow_Phase3_HardCombat2": "SPAWN_FesteringBurrow_Phase3_HardCombat2", "SPAWN_FesteringBurrow_Phase3_HardCombat3": "SPAWN_FesteringBurrow_Phase3_HardCombat3", "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase3_PatrolBeast1": "SPAWN_FesteringBurrow_Phase3_PatrolBeast1", "SPAWN_FesteringBurrow_Phase4_Combat1": "SPAWN_FesteringBurrow_Phase4_Combat1", "SPAWN_FesteringBurrow_Phase4_Combat2": "SPAWN_FesteringBurrow_Phase4_Combat2", "SPAWN_FesteringBurrow_Phase4_Combat3": "SPAWN_FesteringBurrow_Phase4_Combat3", "SPAWN_FesteringBurrow_Phase4_Combat4": "SPAWN_FesteringBurrow_Phase4_Combat4", "SPAWN_FesteringBurrow_Phase4_Combat5": "SPAWN_FesteringBurrow_Phase4_Combat5", "SPAWN_FesteringBurrow_Phase4_HardCombat1": "SPAWN_FesteringBurrow_Phase4_HardCombat1", "SPAWN_FesteringBurrow_Phase4_HardCombat2": "SPAWN_FesteringBurrow_Phase4_HardCombat2", "SPAWN_FesteringBurrow_Phase4_HardCombat3": "SPAWN_FesteringBurrow_Phase4_HardCombat3", "SPAWN_FesteringBurrow_Phase4_HardCombat4": "SPAWN_FesteringBurrow_Phase4_HardCombat4", "SPAWN_FesteringBurrow_Phase4_HardCombat5": "SPAWN_FesteringBurrow_Phase4_HardCombat5", "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase4_PatrolBeast1": "SPAWN_FesteringBurrow_Phase4_PatrolBeast1", "SPAWN_VeilSilence_Phase1_Combat1": "SPAWN_VeilSilence_Phase1_Combat1", "SPAWN_VeilSilence_Phase1_Combat2": "SPAWN_VeilSilence_Phase1_Combat2", "SPAWN_VeilSilence_Phase1_Combat3": "SPAWN_VeilSilence_Phase1_Combat3", "SPAWN_VeilSilence_Phase1_Combat4": "SPAWN_VeilSilence_Phase1_Combat4", "SPAWN_VeilSilence_Phase1_HardCombat1": "SPAWN_VeilSilence_Phase1_HardCombat1", "SPAWN_VeilSilence_Phase1_HardCombat2": "SPAWN_VeilSilence_Phase1_HardCombat2", "SPAWN_VeilSilence_Phase1_HardCombat3": "SPAWN_VeilSilence_Phase1_HardCombat3", "SPAWN_VeilSilence_Phase1_PatrolAnomaly1": "SPAWN_VeilSilence_Phase1_PatrolAnomaly1", "SPAWN_VeilSilence_Phase1_PatrolBeast1": "SPAWN_VeilSilence_Phase1_PatrolBeast1", "SPAWN_VeilSilence_Phase1_PatrolInsect1": "SPAWN_VeilSilence_Phase1_PatrolInsect1", "SPAWN_VeilSilence_Phase2_Combat1": "SPAWN_VeilSilence_Phase2_Combat1", "SPAWN_VeilSilence_Phase2_Combat2": "SPAWN_VeilSilence_Phase2_Combat2", "SPAWN_VeilSilence_Phase2_Combat3": "SPAWN_VeilSilence_Phase2_Combat3", "SPAWN_VeilSilence_Phase2_Combat4": "SPAWN_VeilSilence_Phase2_Combat4", "SPAWN_VeilSilence_Phase2_HardCombat1": "SPAWN_VeilSilence_Phase2_HardCombat1", "SPAWN_VeilSilence_Phase2_HardCombat2": "SPAWN_VeilSilence_Phase2_HardCombat2", "SPAWN_VeilSilence_Phase2_HardCombat3": "SPAWN_VeilSilence_Phase2_HardCombat3", "SPAWN_VeilSilence_Phase2_HardCombat4": "SPAWN_VeilSilence_Phase2_HardCombat4", "SPAWN_VeilSilence_Phase2_PatrolAnomaly1": "SPAWN_VeilSilence_Phase2_PatrolAnomaly1", "SPAWN_VeilSilence_Phase2_PatrolBeast1": "SPAWN_VeilSilence_Phase2_PatrolBeast1", "SPAWN_VeilSilence_Phase2_PatrolInsect1": "SPAWN_VeilSilence_Phase2_PatrolInsect1", "SPAWN_VeilSilence_Phase3_Combat1": "SPAWN_VeilSilence_Phase3_Combat1", "SPAWN_VeilSilence_Phase3_Combat2": "SPAWN_VeilSilence_Phase3_Combat2", "SPAWN_VeilSilence_Phase3_Combat3": "SPAWN_VeilSilence_Phase3_Combat3", "SPAWN_VeilSilence_Phase3_Combat4": "SPAWN_VeilSilence_Phase3_Combat4", "SPAWN_VeilSilence_Phase3_Combat5": "SPAWN_VeilSilence_Phase3_Combat5", "SPAWN_VeilSilence_Phase3_Combat6": "SPAWN_VeilSilence_Phase3_Combat6", "SPAWN_VeilSilence_Phase3_Core": "SPAWN_VeilSilence_Phase3_Core", "SPAWN_VeilSilence_Phase3_HardCombat1": "SPAWN_VeilSilence_Phase3_HardCombat1", "SPAWN_VeilSilence_Phase3_HardCombat2": "SPAWN_VeilSilence_Phase3_HardCombat2", "SPAWN_VeilSilence_Phase3_HardCombat3": "SPAWN_VeilSilence_Phase3_HardCombat3", "SPAWN_VeilSilence_Phase3_HardCombat4": "SPAWN_VeilSilence_Phase3_HardCombat4", "SPAWN_VeilSilence_Phase3_HardCombat5": "SPAWN_VeilSilence_Phase3_HardCombat5", "SPAWN_VeilSilence_Phase3_PatrolAnomaly1": "SPAWN_VeilSilence_Phase3_PatrolAnomaly1", "SPAWN_VeilSilence_Phase3_PatrolBeast1": "SPAWN_VeilSilence_Phase3_PatrolBeast1", "SPAWN_VeilSilence_Phase3_PatrolInsect1": "SPAWN_VeilSilence_Phase3_PatrolInsect1", "SPAWN_VeilSilence_Phase4_Combat1": "SPAWN_VeilSilence_Phase4_Combat1", "SPAWN_VeilSilence_Phase4_Combat2": "SPAWN_VeilSilence_Phase4_Combat2", "SPAWN_VeilSilence_Phase4_Combat3": "SPAWN_VeilSilence_Phase4_Combat3", "SPAWN_VeilSilence_Phase4_Combat4": "SPAWN_VeilSilence_Phase4_Combat4", "SPAWN_VeilSilence_Phase4_HardCombat1": "SPAWN_VeilSilence_Phase4_HardCombat1", "SPAWN_VeilSilence_Phase4_HardCombat2": "SPAWN_VeilSilence_Phase4_HardCombat2", "SPAWN_VeilSilence_Phase4_HardCombat3": "SPAWN_VeilSilence_Phase4_HardCombat3", "SPAWN_VeilSilence_Phase4_HardCombat4": "SPAWN_VeilSilence_Phase4_HardCombat4", "SPAWN_VeilSilence_Phase4_HardCombat5": "SPAWN_VeilSilence_Phase4_HardCombat5", "SPAWN_VeilSilence_Phase4_PatrolAnomaly1": "SPAWN_VeilSilence_Phase4_PatrolAnomaly1", "SPAWN_VeilSilence_Phase4_PatrolBeast1": "SPAWN_VeilSilence_Phase4_PatrolBeast1", "SPAWN_VeilSilence_Phase4_PatrolInsect1": "SPAWN_VeilSilence_Phase4_PatrolInsect1", "STARTING GEAR": "初期装備", "STATUS_Agility": "STATUS_Agility", "STATUS_Agility -": "STATUS_Agility -", "STATUS_AgilityPerModifier": "STATUS_AgilityPerModifier", "STATUS_AgilityPerModifier -": "STATUS_AgilityPerModifier -", "STATUS_AttackSpeed": "STATUS_AttackSpeed", "STATUS_AttackSpeed -": "STATUS_AttackSpeed -", "STATUS_AttackSpeedFinalMultiflier": "STATUS_AttackSpeedFinalMultiflier", "STATUS_AttackSpeedFinalMultiflier -": "STATUS_AttackSpeedFinalMultiflier -", "STATUS_AttackSpeedPerModifier": "STATUS_AttackSpeedPerModifier", "STATUS_AttackSpeedPerModifier -": "STATUS_AttackSpeedPerModifier -", "STATUS_AxeSkillAptitude": "STATUS_AxeSkillAptitude", "STATUS_AxeSkillAptitude -": "STATUS_AxeSkillAptitude -", "STATUS_Barrier": "STATUS_Barrier", "STATUS_Barrier -": "STATUS_Barrier -", "STATUS_BluntSkillAptitude": "STATUS_BluntSkillAptitude", "STATUS_BluntSkillAptitude -": "STATUS_BluntSkillAptitude -", "STATUS_BowSkillAptitude": "STATUS_BowSkillAptitude", "STATUS_BowSkillAptitude -": "STATUS_BowSkillAptitude -", "STATUS_Constitution": "STATUS_Constitution", "STATUS_Constitution -": "STATUS_Constitution -", "STATUS_ConstitutionPerModifier": "STATUS_ConstitutionPerModifier", "STATUS_ConstitutionPerModifier -": "STATUS_ConstitutionPerModifier -", "STATUS_ConstructionCapability": "STATUS_ConstructionCapability", "STATUS_ConstructionCapability -": "STATUS_ConstructionCapability -", "STATUS_ConstructionCapabilityPerModifier": "STATUS_ConstructionCapabilityPerModifier", "STATUS_ConstructionCapabilityPerModifier -": "STATUS_ConstructionCapabilityPerModifier -", "STATUS_CookingCapability": "STATUS_CookingCapability", "STATUS_CookingCapability -": "STATUS_CookingCapability -", "STATUS_CookingCapabilityPerModifier": "STATUS_CookingCapabilityPerModifier", "STATUS_CookingCapabilityPerModifier -": "STATUS_CookingCapabilityPerModifier -", "STATUS_CooldownReduction": "STATUS_CooldownReduction", "STATUS_CooldownReduction -": "STATUS_CooldownReduction -", "STATUS_CooldownReductionPerModifier": "STATUS_CooldownReductionPerModifier", "STATUS_CooldownReductionPerModifier -": "STATUS_CooldownReductionPerModifier -", "STATUS_CraftingCapability": "STATUS_CraftingCapability", "STATUS_CraftingCapability -": "STATUS_CraftingCapability -", "STATUS_CraftingCapabilityPerModifier": "STATUS_CraftingCapabilityPerModifier", "STATUS_CraftingCapabilityPerModifier -": "STATUS_CraftingCapabilityPerModifier -", "STATUS_CriticalChance": "STATUS_CriticalChance", "STATUS_CriticalChance -": "STATUS_CriticalChance -", "STATUS_CriticalChanceFinalMultiflier": "STATUS_CriticalChanceFinalMultiflier", "STATUS_CriticalChanceFinalMultiflier -": "STATUS_CriticalChanceFinalMultiflier -", "STATUS_CriticalDamageBonus": "STATUS_CriticalDamageBonus", "STATUS_CriticalDamageBonus -": "STATUS_CriticalDamageBonus -", "STATUS_CriticalMultipierFinalMultiflier": "STATUS_CriticalMultipierFinalMultiflier", "STATUS_CriticalMultipierFinalMultiflier -": "STATUS_CriticalMultipierFinalMultiflier -", "STATUS_CrossbowSkillAptitude": "STATUS_CrossbowSkillAptitude", "STATUS_CrossbowSkillAptitude -": "STATUS_CrossbowSkillAptitude -", "STATUS_DaggerSkillAptitude": "STATUS_DaggerSkillAptitude", "STATUS_DaggerSkillAptitude -": "STATUS_DaggerSkillAptitude -", "STATUS_DamageDealtBonus": "STATUS_DamageDealtBonus", "STATUS_DamageDealtBonus -": "STATUS_DamageDealtBonus -", "STATUS_DamageTakenBonus": "STATUS_DamageTakenBonus", "STATUS_DamageTakenBonus -": "STATUS_DamageTakenBonus -", "STATUS_DamageTakenBonusPerModifier": "STATUS_DamageTakenBonusPerModifier", "STATUS_DamageTakenBonusPerModifier -": "STATUS_DamageTakenBonusPerModifier -", "STATUS_DarkMagicSkillAptitude": "STATUS_DarkMagicSkillAptitude", "STATUS_DarkMagicSkillAptitude -": "STATUS_DarkMagicSkillAptitude -", "STATUS_DespairOvercomeChance": "STATUS_DespairOvercomeChance", "STATUS_DespairOvercomeChance -": "STATUS_DespairOvercomeChance -", "STATUS_DodgeChance": "STATUS_DodgeChance", "STATUS_DodgeChance -": "STATUS_DodgeChance -", "STATUS_Durability": "STATUS_Durability", "STATUS_Durability -": "STATUS_Durability -", "STATUS_Energy": "STATUS_Energy", "STATUS_Energy -": "STATUS_Energy -", "STATUS_EnergyRegeneration": "STATUS_EnergyRegeneration", "STATUS_EnergyRegeneration -": "STATUS_EnergyRegeneration -", "STATUS_EnergyRegenerationFinalMultiflier": "STATUS_EnergyRegenerationFinalMultiflier", "STATUS_EnergyRegenerationFinalMultiflier -": "STATUS_EnergyRegenerationFinalMultiflier -", "STATUS_EnergyRegenerationPerModifier": "STATUS_EnergyRegenerationPerModifier", "STATUS_EnergyRegenerationPerModifier -": "STATUS_EnergyRegenerationPerModifier -", "STATUS_Exp": "STATUS_Exp", "STATUS_Exp -": "STATUS_Exp -", "STATUS_ExpGainedBonus": "STATUS_ExpGainedBonus", "STATUS_ExpGainedBonus -": "STATUS_ExpGainedBonus -", "STATUS_ExpireSpeed": "STATUS_ExpireSpeed", "STATUS_ExpireSpeed -": "STATUS_ExpireSpeed -", "STATUS_FarmingCapability": "STATUS_FarmingCapability", "STATUS_FarmingCapability -": "STATUS_FarmingCapability -", "STATUS_FarmingCapabilityPerModifier": "STATUS_FarmingCapabilityPerModifier", "STATUS_FarmingCapabilityPerModifier -": "STATUS_FarmingCapabilityPerModifier -", "STATUS_FinalDamageMultiplier": "STATUS_FinalDamageMultiplier", "STATUS_FinalDamageMultiplier -": "STATUS_FinalDamageMultiplier -", "STATUS_FireMagicSkillAptitude": "STATUS_FireMagicSkillAptitude", "STATUS_FireMagicSkillAptitude -": "STATUS_FireMagicSkillAptitude -", "STATUS_GatheringCapability": "STATUS_GatheringCapability", "STATUS_GatheringCapability -": "STATUS_GatheringCapability -", "STATUS_GatheringCapabilityPerModifier": "STATUS_GatheringCapabilityPerModifier", "STATUS_GatheringCapabilityPerModifier -": "STATUS_GatheringCapabilityPerModifier -", "STATUS_GreatSwordSkillAptitude": "STATUS_GreatSwordSkillAptitude", "STATUS_GreatSwordSkillAptitude -": "STATUS_GreatSwordSkillAptitude -", "STATUS_GuardChance": "STATUS_GuardChance", "STATUS_GuardChance -": "STATUS_GuardChance -", "STATUS_GuardDamageReduction": "STATUS_GuardDamageReduction", "STATUS_GuardDamageReduction -": "STATUS_GuardDamageReduction -", "STATUS_HealthBody": "STATUS_HealthBody", "STATUS_HealthBody -": "STATUS_HealthBody -", "STATUS_HealthHead": "STATUS_HealthHead", "STATUS_HealthHead -": "STATUS_HealthHead -", "STATUS_HealthPercentageRegeneration": "STATUS_HealthPercentageRegeneration", "STATUS_HealthPercentageRegeneration -": "STATUS_HealthPercentageRegeneration -", "STATUS_HealthTotal": "STATUS_HealthTotal", "STATUS_HealthTotal -": "STATUS_HealthTotal -", "STATUS_HitChance": "STATUS_HitChance", "STATUS_HitChance -": "STATUS_HitChance -", "STATUS_HolyMagicSkillAptitude": "STATUS_HolyMagicSkillAptitude", "STATUS_HolyMagicSkillAptitude -": "STATUS_HolyMagicSkillAptitude -", "STATUS_Hunger": "STATUS_Hunger", "STATUS_Hunger -": "STATUS_Hunger -", "STATUS_HungerRegeneration": "STATUS_HungerRegeneration", "STATUS_HungerRegeneration -": "STATUS_HungerRegeneration -", "STATUS_HungerRegenerationPerModifier": "STATUS_HungerRegenerationPerModifier", "STATUS_HungerRegenerationPerModifier -": "STATUS_HungerRegenerationPerModifier -", "STATUS_Intelligence": "STATUS_Intelligence", "STATUS_Intelligence -": "STATUS_Intelligence -", "STATUS_IntelligencePerModifier": "STATUS_IntelligencePerModifier", "STATUS_IntelligencePerModifier -": "STATUS_IntelligencePerModifier -", "STATUS_Level": "STATUS_Level", "STATUS_Level -": "STATUS_Level -", "STATUS_LifeSteal": "STATUS_LifeSteal", "STATUS_LifeSteal -": "STATUS_LifeSteal -", "STATUS_LoggingCapability": "STATUS_LoggingCapability", "STATUS_LoggingCapability -": "STATUS_LoggingCapability -", "STATUS_LoggingCapabilityPerModifier": "STATUS_LoggingCapabilityPerModifier", "STATUS_LoggingCapabilityPerModifier -": "STATUS_LoggingCapabilityPerModifier -", "STATUS_MagicAttackPower": "STATUS_MagicAttackPower", "STATUS_MagicAttackPower -": "STATUS_MagicAttackPower -", "STATUS_MagicAttackPowerFinalMultiflier": "STATUS_MagicAttackPowerFinalMultiflier", "STATUS_MagicAttackPowerFinalMultiflier -": "STATUS_MagicAttackPowerFinalMultiflier -", "STATUS_MagicAttackPowerPerModifier": "STATUS_MagicAttackPowerPerModifier", "STATUS_MagicAttackPowerPerModifier -": "STATUS_MagicAttackPowerPerModifier -", "STATUS_MagicDamageDealtBonus": "STATUS_MagicDamageDealtBonus", "STATUS_MagicDamageDealtBonus -": "STATUS_MagicDamageDealtBonus -", "STATUS_MagicResistance": "STATUS_MagicResistance", "STATUS_MagicResistance -": "STATUS_MagicResistance -", "STATUS_MagicResistancePerModifier": "STATUS_MagicResistancePerModifier", "STATUS_MagicResistancePerModifier -": "STATUS_MagicResistancePerModifier -", "STATUS_MainSkillPoint": "STATUS_MainSkillPoint", "STATUS_MainSkillPoint -": "STATUS_MainSkillPoint -", "STATUS_MaxDurability": "STATUS_MaxDurability", "STATUS_MaxDurability -": "STATUS_MaxDurability -", "STATUS_MaxEnergy": "STATUS_MaxEnergy", "STATUS_MaxEnergy -": "STATUS_MaxEnergy -", "STATUS_MaxEnergyPerModifier": "STATUS_MaxEnergyPerModifier", "STATUS_MaxEnergyPerModifier -": "STATUS_MaxEnergyPerModifier -", "STATUS_MaxExp": "STATUS_MaxExp", "STATUS_MaxExp -": "STATUS_MaxExp -", "STATUS_MaxHealthBody": "STATUS_MaxHealthBody", "STATUS_MaxHealthBody -": "STATUS_MaxHealthBody -", "STATUS_MaxHealthHead": "STATUS_MaxHealthHead", "STATUS_MaxHealthHead -": "STATUS_MaxHealthHead -", "STATUS_MaxHealthTotal": "STATUS_MaxHealthTotal", "STATUS_MaxHealthTotal -": "STATUS_MaxHealthTotal -", "STATUS_MaxHealthTotalFinalMultiflier": "STATUS_MaxHealthTotalFinalMultiflier", "STATUS_MaxHealthTotalFinalMultiflier -": "STATUS_MaxHealthTotalFinalMultiflier -", "STATUS_MaxHealthTotalPerModifier": "STATUS_MaxHealthTotalPerModifier", "STATUS_MaxHealthTotalPerModifier -": "STATUS_MaxHealthTotalPerModifier -", "STATUS_MaxHunger": "STATUS_MaxHunger", "STATUS_MaxHunger -": "STATUS_MaxHunger -", "STATUS_MaxHungerPerModifier": "STATUS_MaxHungerPerModifier", "STATUS_MaxHungerPerModifier -": "STATUS_MaxHungerPerModifier -", "STATUS_MaxStress": "STATUS_MaxStress", "STATUS_MaxStress -": "STATUS_MaxStress -", "STATUS_MaxStressPerModifier": "STATUS_MaxStressPerModifier", "STATUS_MaxStressPerModifier -": "STATUS_MaxStressPerModifier -", "STATUS_MaxWeight": "STATUS_MaxWeight", "STATUS_MaxWeight -": "STATUS_MaxWeight -", "STATUS_MaxWeightPerModifier": "STATUS_MaxWeightPerModifier", "STATUS_MaxWeightPerModifier -": "STATUS_MaxWeightPerModifier -", "STATUS_MiningCapability": "STATUS_MiningCapability", "STATUS_MiningCapability -": "STATUS_MiningCapability -", "STATUS_MiningCapabilityPerModifier": "STATUS_MiningCapabilityPerModifier", "STATUS_MiningCapabilityPerModifier -": "STATUS_MiningCapabilityPerModifier -", "STATUS_Mood": "STATUS_Mood", "STATUS_Mood -": "STATUS_Mood -", "STATUS_MovementSpeed": "STATUS_MovementSpeed", "STATUS_MovementSpeed -": "STATUS_MovementSpeed -", "STATUS_MovementSpeedFinalMultiflier": "STATUS_MovementSpeedFinalMultiflier", "STATUS_MovementSpeedFinalMultiflier -": "STATUS_MovementSpeedFinalMultiflier -", "STATUS_MovementSpeedPerModifier": "STATUS_MovementSpeedPerModifier", "STATUS_MovementSpeedPerModifier -": "STATUS_MovementSpeedPerModifier -", "STATUS_NatureMagicSkillAptitude": "STATUS_NatureMagicSkillAptitude", "STATUS_NatureMagicSkillAptitude -": "STATUS_NatureMagicSkillAptitude -", "STATUS_Perception": "STATUS_Perception", "STATUS_Perception -": "STATUS_Perception -", "STATUS_PerceptionPerModifier": "STATUS_PerceptionPerModifier", "STATUS_PerceptionPerModifier -": "STATUS_PerceptionPerModifier -", "STATUS_PhysicalAttackPower": "STATUS_PhysicalAttackPower", "STATUS_PhysicalAttackPower -": "STATUS_PhysicalAttackPower -", "STATUS_PhysicalAttackPowerFinalMultiflier": "STATUS_PhysicalAttackPowerFinalMultiflier", "STATUS_PhysicalAttackPowerFinalMultiflier -": "STATUS_PhysicalAttackPowerFinalMultiflier -", "STATUS_PhysicalAttackPowerPerModifier": "STATUS_PhysicalAttackPowerPerModifier", "STATUS_PhysicalAttackPowerPerModifier -": "STATUS_PhysicalAttackPowerPerModifier -", "STATUS_PhysicalDamageDealtBonus": "STATUS_PhysicalDamageDealtBonus", "STATUS_PhysicalDamageDealtBonus -": "STATUS_PhysicalDamageDealtBonus -", "STATUS_PhysicalResistance": "STATUS_PhysicalResistance", "STATUS_PhysicalResistance -": "STATUS_PhysicalResistance -", "STATUS_PhysicalResistancePerModifier": "STATUS_PhysicalResistancePerModifier", "STATUS_PhysicalResistancePerModifier -": "STATUS_PhysicalResistancePerModifier -", "STATUS_PrayNeedsBonus": "STATUS_PrayNeedsBonus", "STATUS_PrayNeedsBonus -": "STATUS_PrayNeedsBonus -", "STATUS_RecreationCapability": "STATUS_RecreationCapability", "STATUS_RecreationCapability -": "STATUS_RecreationCapability -", "STATUS_RecreationCapabilityPerModifier": "STATUS_RecreationCapabilityPerModifier", "STATUS_RecreationCapabilityPerModifier -": "STATUS_RecreationCapabilityPerModifier -", "STATUS_ResearchCapability": "STATUS_ResearchCapability", "STATUS_ResearchCapability -": "STATUS_ResearchCapability -", "STATUS_ResearchCapabilityPerModifier": "STATUS_ResearchCapabilityPerModifier", "STATUS_ResearchCapabilityPerModifier -": "STATUS_ResearchCapabilityPerModifier -", "STATUS_ShieldSkillAptitude": "STATUS_ShieldSkillAptitude", "STATUS_ShieldSkillAptitude -": "STATUS_ShieldSkillAptitude -", "STATUS_SpearSkillAptitude": "STATUS_SpearSkillAptitude", "STATUS_SpearSkillAptitude -": "STATUS_SpearSkillAptitude -", "STATUS_StorageCapacity": "STATUS_StorageCapacity", "STATUS_StorageCapacity -": "STATUS_StorageCapacity -", "STATUS_Strength": "STATUS_Strength", "STATUS_Strength -": "STATUS_Strength -", "STATUS_StrengthPerModifier": "STATUS_StrengthPerModifier", "STATUS_StrengthPerModifier -": "STATUS_StrengthPerModifier -", "STATUS_Stress": "STATUS_Stress", "STATUS_Stress -": "STATUS_Stress -", "STATUS_StressDecreaseBonus": "STATUS_StressDecreaseBonus", "STATUS_StressDecreaseBonus -": "STATUS_StressDecreaseBonus -", "STATUS_StressIncreaseBonus": "STATUS_StressIncreaseBonus", "STATUS_StressIncreaseBonus -": "STATUS_StressIncreaseBonus -", "STATUS_StressModifier": "STATUS_StressModifier", "STATUS_StressModifier -": "STATUS_StressModifier -", "STATUS_StressRegenerationFinalMultiflier": "STATUS_StressRegenerationFinalMultiflier", "STATUS_StressRegenerationFinalMultiflier -": "STATUS_StressRegenerationFinalMultiflier -", "STATUS_SubSkillPoint": "STATUS_SubSkillPoint", "STATUS_SubSkillPoint -": "STATUS_SubSkillPoint -", "STATUS_SurvivalSkillAptitude": "STATUS_SurvivalSkillAptitude", "STATUS_SurvivalSkillAptitude -": "STATUS_SurvivalSkillAptitude -", "STATUS_SwordSkillAptitude": "STATUS_SwordSkillAptitude", "STATUS_SwordSkillAptitude -": "STATUS_SwordSkillAptitude -", "STATUS_TalentAgility": "STATUS_TalentAgility", "STATUS_TalentAgility -": "STATUS_TalentAgility -", "STATUS_TalentConstitution": "STATUS_TalentConstitution", "STATUS_TalentConstitution -": "STATUS_TalentConstitution -", "STATUS_TalentIntelligence": "STATUS_TalentIntelligence", "STATUS_TalentIntelligence -": "STATUS_TalentIntelligence -", "STATUS_TalentPerception": "STATUS_TalentPerception", "STATUS_TalentPerception -": "STATUS_TalentPerception -", "STATUS_TalentStrength": "STATUS_TalentStrength", "STATUS_TalentStrength -": "STATUS_TalentStrength -", "STATUS_TalentWillPower": "STATUS_TalentWillPower", "STATUS_TalentWillPower -": "STATUS_TalentWillPower -", "STATUS_TamingCapability": "STATUS_TamingCapability", "STATUS_TamingCapability -": "STATUS_TamingCapability -", "STATUS_TamingCapabilityPerModifier": "STATUS_TamingCapabilityPerModifier", "STATUS_TamingCapabilityPerModifier -": "STATUS_TamingCapabilityPerModifier -", "STATUS_VisionRange": "STATUS_VisionRange", "STATUS_VisionRange -": "STATUS_VisionRange -", "STATUS_WaterMagicSkillAptitude": "STATUS_WaterMagicSkillAptitude", "STATUS_WaterMagicSkillAptitude -": "STATUS_WaterMagicSkillAptitude -", "STATUS_Weight": "STATUS_Weight", "STATUS_Weight -": "STATUS_Weight -", "STATUS_WillPower": "STATUS_WillPower", "STATUS_WillPower -": "STATUS_WillPower -", "STATUS_WillPowerPerModifier": "STATUS_WillPowerPerModifier", "STATUS_WillPowerPerModifier -": "STATUS_WillPowerPerModifier -", "STRESS": "ストレス", "STRESS RATE": "ストレス変化率", "Safe Floors": "安全フロア", "Safe Floors (Expedition Staging)": "安全フロア（遠征準備）", "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "セーフフロア（遠征の待機エリア） - Dungeon Settlers Wiki", "Safe floor": "安全フロア", "Safe floors guide": "安全階ガイド", "Safe-floor variant:": "安全フロア版:", "SafeFloor": "SafeFloor", "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "攻撃、行動、フェーズ発動条件は基本形態と同じで、強調表示されたステータスのみ異なります。戦うのは", "Sandbox": "サンドボックス", "Sandbox - desc": "サンドボックス - 説明", "Sandbox - flavor": "サンドボックス - 風味", "Sandbox - name": "サンドボックス - 名前", "Sandbox Easy": "サンドボックス 簡単", "Sandbox Hard": "サンドボックス ハード", "Sandbox Normal": "サンドボックス 通常", "Sandbox Recruitment Additional Individual Trait Grant Chance": "サンドボックス 募集 追加 個別 特性 付与 チャンス", "Sandbox Recruitment Background Trait Max Clan Rank": "サンドボックス 募集 背景 特性 最大 クラン ランク", "Sandbox Recruitment Individual Trait Min Count": "サンドボックス 募集 個別 特性 最少 カウント", "Sandbox Recruitment Race Weights": "サンドボックス 募集 種族 重み", "Sandbox Recruitment Talent Sum Range": "サンドボックス 募集 才能 合計 範囲", "SandboxRecruitment_": "SandboxRecruitment_", "Save Files": "セーブファイル", "Save Files (Advanced)": "セーブファイル（上級）", "Save Files (Advanced) - Dungeon Settlers Wiki": "セーブファイル（上級） - Dungeon Settlers Wiki", "Save as new": "新規保存", "Save this example into your roster as a new character. It never overwrites an existing build.": "この例をロスターに新しいキャラクターとして保存します。既存のビルドを上書きすることはありません。", "Save units in the Builder to pick a team.": "ビルダーにユニットを保存して、チームを選択します。", "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json", "Saved - this build autosaves as you edit": "保存済み - このビルドは編集中に自動保存されます", "Saves are plain": "セーブは素の", "Scales with": "依存する値", "Scaling coefficient applied to the numeric value used for Work Progress gain": "作業進捗の獲得に使われる数値に適用されるスケーリング係数", "Scare Crow Remnant": "かかしの残骸", "Scare Crow Remnant - Dungeon Settlers Wiki": "かかしの残骸 - Dungeon Settlers Wiki", "ScareCrow": "ScareCrow", "Scenarios": "シナリオ", "Scenarios - Dungeon Settlers Wiki": "シナリオ - Dungeon Settlers Wiki", "Scene": "シーン", "Scenes a player actually encounters: random-pool events and reactive scenes that fire when a game condition is met. Filter by kind, where they happen, and whether they can repeat.": "プレイヤーが実際に遭遇するシーン: ランダムプールのイベントと、ゲーム条件を満たしたときに発火するリアクティブなシーンです。種類・発生場所・繰り返し可能かどうかで絞り込めます。", "Scholar Desk": "学者の机", "Scholar Desk - Dungeon Settlers Wiki": "学者の机 - Dungeon Settlers Wiki", "Scope": "範囲", "Scope quirk": "適用範囲の癖", "Scout the outliers.": "外れ値を偵察せよ。", "Screenshot mode": "スクリーンショットモード", "Screenshot mode - press Esc to exit": "スクリーンショットモード - Escで終了", "Scroll to full stat sheet": "完全なステータスシートまでスクロール", "Search Dirty Corpses": "汚れた死体を調べる", "Search Dirty Corpses - Dungeon Settlers Wiki": "汚れた死体を漁る - Dungeon Settlers Wiki", "Search Dirty Corpses icon": "汚れた死体を漁る アイコン", "Search a monster...": "モンスターを検索...", "Search backgrounds by name, skill tree or bonus": "背景を名前、スキルツリー、ボーナスで検索", "Search everything... ( / )": "すべて検索... ( / )", "Search inscriptions by name or effect": "刻印を名前や効果で検索", "Search results": "検索結果", "Search the wiki": "Wikiを検索", "Searchable GameSystemTable": "検索可能なGameSystemTable", "Secondary skill points gained on level up": "レベルアップ時に得られる二次スキルポイント", "Seconds before the monster can reuse this attack. A basic attack has no skill cooldown, so this is its effective reuse from attack speed (1 / attack speed), marked with ~. Does not change with difficulty.": "モンスターがこの攻撃を再使用できるまでの秒数。通常攻撃はスキルのクールタイムがないため、攻撃速度からの実効再使用時間（1 / 攻撃速度）で、~で示します。難易度では変化しません。", "Seconds before the skill can be recast (before cooldown-reduction). A basic attack shows its effective reuse from attack speed, marked ~.": "スキルを再詠唱できるまでの秒数（クールタイム短縮適用前）。通常攻撃は攻撃速度からの実効再使用時間を表示し、~で示します。", "Section navigation": "セクションナビゲーション", "See": "参照:", "See Contribution - the specific value spent to rank up the clan.": "貢献度を参照。クランのランクアップに消費される具体的な値です。", "See:": "参照:", "Seeding workload": "種まき作業量", "Seedling regen": "苗木の回復", "Seems like it... was helpful.": "どうやら...役に立ったようだ。", "SelectUnit_1": "SelectUnit_1", "SelectUnit_10": "SelectUnit_10", "SelectUnit_2": "SelectUnit_2", "SelectUnit_3": "SelectUnit_3", "SelectUnit_4": "SelectUnit_4", "SelectUnit_5": "SelectUnit_5", "SelectUnit_6": "SelectUnit_6", "SelectUnit_7": "SelectUnit_7", "SelectUnit_8": "SelectUnit_8", "SelectUnit_9": "SelectUnit_9", "SelectUnit_All": "SelectUnit_All", "Selectable": "選択可能", "Self & Target": "自身と対象", "Self Repair": "自己修復", "Self only": "自分のみ", "Self-buff into Summon": "自己バフ→召喚", "Self-cast skills no longer draw a range/area grid. 48 skills (every soul-stone grant, plus stances like Twin Thrust, Anchor and Quick Retreat) carry a leftover Range value in the game data and were showing a targeting preview for something that cannot be aimed.": "自己詠唱スキルは範囲/エリアグリッドを表示しなくなりました。48個のスキル（すべての魂の石の付与、Twin Thrust、Anchor、Quick Retreatなどのスタンスを含む）は、ゲームデータに残された範囲値を保持し、照準を定めることができないものの照準プレビューを表示していました。", "Self-test (": "セルフテスト（", "Sell value": "売却額", "Send feedback": "フィードバックを送信", "Send report": "レポートを送信", "Sentinel Warning Active": "センチネル警告 (アクティブ)", "Sentinel Warning Active - Dungeon Settlers Wiki": "センチネル警告発動 - Dungeon Settlers Wiki", "Sentinel Warning Active icon": "センチネル警告発動 アイコン", "Sentinels": "番兵値", "Separate system; not the same as the empty Forgotten Abyss region": "別のシステム。空の忘れられた深淵地域とは同一ではない", "Set Game Speed Fast": "ゲームスピード高速を設定", "Set Game Speed Fast ({0} or screen upper-left)": "Set Game Speed Fast ({0} or screen upper-left)", "Set by the skill that applies it": "それを付与するスキルによって設定されます", "Set directly": "直接設定", "Settled": "落ち着き", "Settled (20 to 40)": "落ち着き（20〜40）", "Settlement needs system (hunger / rest / exhaustion)": "拠点ニーズシステム (空腹 / 休息 / 疲労)", "Settlement task system: applied while performing the task": "拠点作業システム: 作業の実行中に適用", "Settlement, buildings and research": "居住地・建物・研究", "SettlementPortal_": "SettlementPortal_", "Settlement_": "Settlement_", "Settler emotion-bubble triggers (affecter-driven speech icons).": "入植者の感情バブルのトリガー（affecter駆動の吹き出しアイコン）。", "Settler name pool (101 names)": "開拓者名前プール（101名）", "Settler name pool (133 names)": "Settlerの名前プール（133個）", "Settler name pool (134 names)": "入植者名プール (134名)", "Settler name pool (2 names)": "開拓者名前プール（2名）", "Settler name pool (22 names)": "入植者名プール (22名)", "Settlers and recruiting": "入植者と募集", "Settlers and recruitment": "入植者と募集", "Several members' faces...": "メンバーの何人かの顔が...", "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "いくつかのスキルは時間とともに消えるバフをスタックします。それぞれ固定のスタック数で上限に達するため、バフには明確な最大値があります。", "Severe": "深刻", "Severe (80+), breakdown at 100": "重度（80以上）、100で崩壊", "Severe Injury (Warning, prints once)": "重傷（警告、1回表示）", "Severe Overload (Caution, prints once)": "深刻な過負荷（注意、1回表示）", "Severe Stress (Warning, prints once)": "深刻なストレス（警告、1回表示）", "Severe stress": "深刻なストレス", "Shadow_": "Shadow_", "Share and import": "共有とインポート", "Share this whole party as one link, or pull your real clan straight out of a save file.": "パーティ全体を1つのリンクとして共有するか、セーブファイルから実際のクランを直接読み込みます。", "Shared team": "共有チーム", "Shared team - preview": "共有チーム：プレビュー", "Shared team link is broken": "共有チームリンクが壊れています", "SharedRoom": "SharedRoom", "She busily organizes her goods and writes in a ledger, but perks...": "彼女は忙しく商品を整理し、台帳に記入していますが…", "She does not seem interested in you.": "彼女はあなたに興味がないようです。", "She doesn't seem interested in you.": "彼女はあなたに興味を持っていないようです。", "She exhales slowly, struggling to contain her emotions.": "彼女はゆっくり息を吐き出し、感情を抑えようとしている。", "She gazes up at the sky for a moment, then ...": "彼女は空を見つめ、しばらく...", "She immediately shakes her head and snaps back sharply.": "彼女はすぐに首を振り、きつく言い返す。", "She is organizing goods and writing in a ledger when her ears perk up as you ...": "彼女は商品を整理し、台帳に記入していますが、あなたが近づくと…", "She lets out a short scoff.": "彼女は短く嗤う。", "She looks at you.": "彼女があなたを見ている。", "She looks displeased.": "彼女は不満そうな表情をしている。", "She looks displeased. \"Hey Expedition Leader, we can't trade without a Trading Post.\"": "彼女は不満そうな表情をしている。「おい、探索隊長、交易所がなければ取引はできないぞ。」", "She looks displeased. \"Listen, Expedition Leader, I can't trade without a Trading Post.\"": "彼女は不満そうな表情をしている。「いいですか、探索隊長、交易所がなければ取引はできません。」", "She no longer mocks you as openly as before, though she still does not seem f...": "彼女はもはかつてのようにあなたを馬鹿にすることはないが…", "She struggles to catch her breath.": "彼女は息を整えるのに苦労している。", "She studies the evidence in silence for a moment befor...": "彼女は沈黙の中で証拠を調べた後...", "She studies the evidence in silence for a moment before...": "彼女は沈黙の中で証拠を調べた後...", "She's surrounded by a swarm of rats and soon collapses...": "彼女はネズミの群れに囲まれ、やがて倒れる…", "Shell Combat": "殻・戦闘", "Shell Effect": "殻・効果", "Shell End": "殻・終了", "Shell Potion": "殻のポーション", "Shell Potion - Dungeon Settlers Wiki": "シェルポーション - Dungeon Settlers Wiki", "Shell Potion Duration": "シェル ポーション 継続時間", "Shell Potion Duration - Dungeon Settlers ウィキ": "Shell Potion Duration - Dungeon Settlers ウィキ", "Shell Potion Duration アイコン": "Shell Potion Duration アイコン", "Shell Potion icon": "シェルポーションアイコン", "Shell Potion range and area shown on a dungeon room": "ダンジョンの部屋に表示されたシェルポーションの射程と範囲", "Shell block charges": "殻のブロックチャージ", "Shell blocks": "殻ブロック", "Shells": "殻", "Shield Guardian": "シールドガーディアン", "Shield incompatibility": "盾の非対応", "Shield tank (add-on)": "シールドタンク（アドオン）", "Shop": "ショップ", "Short02_Black": "Short02_Black", "Short02_Blonde": "Short02_Blonde", "Short02_Orange": "Short02_Orange", "Short02_Red": "Short02_Red", "Short03_Black": "Short03_Black", "Short03_Brown": "Short03_Brown", "Short04_Blonde": "Short04_Blonde", "Short04_Brown": "Short04_Brown", "Short04_Red": "Short04_Red", "Short05_Black": "Short05_Black", "Short05_Blonde": "Short05_Blonde", "Short05_Brown": "Short05_Brown", "Short05_Red": "Short05_Red", "Short06_Black": "Short06_Black", "Short06_Brown": "Short06_Brown", "Short06_Orange": "Short06_Orange", "Short06_Red": "Short06_Red", "Short07_Black": "Short07_Black", "Short07_Brown": "Short07_Brown", "Short07_Orange": "Short07_Orange", "Short07_Red": "Short07_Red", "Short08_Brown": "Short08_Brown", "Short09_Black": "Short09_Black", "Short09_Red": "Short09_Red", "Short09_White": "Short09_White", "Short_Black": "Short_Black", "Short_Brown": "Short_Brown", "Short_Red": "Short_Red", "Short_White": "Short_White", "Shout ×4, Dead ×2": "叫び×4、死亡×2", "Show all": "すべて表示", "Show all {#} entries": "{#}件すべて表示", "Show basic attacks": "通常攻撃を表示", "Show everything": "すべて表示", "Show in the units bar": "ユニットバーに表示", "Show the Infinite Abyss corrupted form": "無限の深淵の侵食形態を表示", "Show the sidebar (keyboard: [ )": "サイドバーを表示（キーボード: [ ）", "Show the small explanatory hint lines (everywhere)": "小さな説明ヒント行を表示する (すべての場所)", "Show the units bar": "ユニットバーを表示", "Show tips": "ヒントを表示", "ShowEvent, HideAlert": "ShowEvent, HideAlert", "ShowGuide": "ShowGuide", "ShowUI_Research, HideAlert": "ShowUI_Research, HideAlert", "Showing only weapon types this character uses (from its skills + equipped weapon).": "このキャラクターが使用する武器タイプのみ表示します（スキル＋装備中の武器から）。", "Shown for ...": "... に表示", "Shown for stock Kragas, 木製大剣 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのクラガス、木製大剣で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Kragas, 木製大剣 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫クラガス、木製大剣 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Kragas, 木製大剣 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Kragas ストックを示す、レベル5での 木製大剣(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Liana, 木の弓 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのリアナ、木の弓で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Liana, 木の弓 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫リアナ、木の弓 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Liana, 木の弓 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Liana ストックを示す、レベル 5 での 木の弓 (レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Liana, 炎の木の杖 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのリアナ、炎の木の杖で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Liana, 炎の木の杖 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫リアナ、炎の木の杖 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Liana, 炎の木の杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Lianaストックを示す、レベル5での 炎の木の杖(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Lowell, 木のこん棒 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのローウェル、木のこん棒で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Lowell, 木のこん棒 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫ロウェル、木のこん棒 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Lowell, 木のこん棒 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Lowell ストックを示す、レベル 5 での 木のこん棒 (レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Lowell, 木の剣 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのローウェル、木の剣で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Lowell, 木の剣 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫ロウェル、木の剣 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Lowell, 木の剣 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Lowell を示すストック、レベル 5 での 木の剣 (レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Mage recruit, 水・木の杖 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのメイジ徴募兵、水・木の杖で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Mage recruit, 水・木の杖 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫魔術師新兵、水・木の杖 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Mage recruit, 水・木の杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Mage採用のストックを示す、レベル5での 水・木の杖(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Perion, 自然木の杖 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのペリオン、自然木の杖で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。", "Shown for stock Perion, 自然木の杖 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫ペリオン、自然木の杖 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for stock Perion, 自然木の杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Perion ストックを示す、レベル5での 自然木の杖(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown for {#} at {#}. Pick your physical and magic units in the sidebar.": "{#} で {#} が表示されます。サイドバーで物理ユニットと魔法ユニットを選択してください。", "Shown on the profile of a settler with this background;": "この背景を持つ入植者のプロフィールに表示されます；", "Side files": "付随ファイル", "Side quests: NPC requests, hunts and research favors.": "サイドクエスト: NPCの依頼、狩り、研究の頼みごと。", "Sight is traced tile by tile and blocked by walls and obstacles (": "視界はマス単位でたどられ、壁や障害物に遮られます（", "SilentSerenity": "SilentSerenity", "Silver": "銀", "Silver jewelry affixes": "銀装飾品のアフィックス", "Silver rings and necklaces": "銀の指輪とネックレス", "Simple, yet sufficient for sharing a meal.": "シンプルでありながら、食事を共有するのに十分です。", "Simple-Minded": "単純思考", "SimpleCombat": "SimpleCombat", "Simulator seed": "シミュレーターシード", "SingleAlly": "SingleAlly", "SingleHostile": "SingleHostile", "Sinking (target at 50% missing): 120% × 0.5 =": "沈没（対象がHP50%減少）: 120% × 0.5 =", "Sinking: 3rd-hit bonus": "沈没：3発目ボーナス", "Site sections": "サイトセクション", "Size (W×H)": "サイズ（幅×高さ）", "Skill Aptitudes": "スキル適性", "Skill DPS - estimate": "スキルDPS（推定）", "Skill Damage": "スキルダメージ", "Skill Damage divided by the energy cost. Higher = more damage per point of your shared energy pool. Free 0-energy basics are infinite (hidden by default).": "スキルダメージをエネルギーコストで割った値。高いほど共有エネルギー1あたりのダメージが大きい。無料のエネルギー0通常攻撃は無限（デフォルトで非表示）。", "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "スキルダメージ × 1分あたり詠唱回数（60 / 実効クールタイム、クールタイム短縮適用）。このスキルだけを連打した場合の持続出力。", "Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.": "Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.", "Skill Reset Potions have a chance to be found in treasure chests in the dungeon.": "Skill Reset Potions have a chance to be found in treasure chests in the dungeon.", "Skill Tree": "スキルツリー", "Skill Trees": "スキルツリー", "Skill Trees - Dungeon Settlers Wiki": "スキルツリー - Dungeon Settlers Wiki", "Skill animation": "スキルアニメーション", "Skill animations": "スキルアニメーション", "Skill cooldowns count down faster.": "スキルのクールタイムが早く進みます。", "Skill points": "スキルポイント", "Skill points to learn": "習得に必要なスキルポイント", "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (": "スキルツリーのアイコンがサイト全体のすべてのブランチリファレンスに表示され、B.0.3.40の新しい2つのツリー(", "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (**Spear** and **Stake**) have their icons imported.": "スキルツリーのアイコンがサイト全体のすべてのブランチ参照に表示されるようになり、2つの新しいB.0.3.40ツリー（**Spear**および**Stake**）のアイコンがインポートされました。", "Skill trees": "スキルツリー", "Skill trees, learned skills, skill points, quick slots": "スキルツリー、習得スキル、スキルポイント、クイックスロット", "Skill's Elixir PS: A consumable no longer given because main skill point supply became over-supplied.": "スキルのエリキサーPS：メインスキルポイント供給が過剰になったため、もはや与えられない消耗品。", "Skill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see": "スキルツリー刻印は、ユニットの背景では通常得られない武器や魔法のツリーを付与できる点で注目に値し、変則的なハイブリッドビルドを可能にします（参照：", "SkillMaxRangeCorrection": "SkillMaxRangeCorrection", "SkillPointIncreaseOnLevelUp": "SkillPointIncreaseOnLevelUp", "SkillTable.json": "SkillTable.json", "SkillTreeTable.json": "SkillTreeTable.json", "Skills & trees": "スキルとツリー", "Skills and Quick Slots": "スキルとクイックスロット", "Skills and skill trees": "スキルとスキルツリー", "Skills are ranked by": "スキルは次の指標でランク付けされます：", "Skin": "肌", "Skip Safe Floor": "セーフフロアをスキップ", "Skip option": "スキップオプション", "Skip to content": "コンテンツへスキップ", "Slash": "斬撃", "Slay (Greatsword) grants Exposed Flaw to the CASTER, not the enemy (the in-game skill text reads 'grants you Exposed Flaw'). It is a self-malus - a 500%-Physical-Attack-Power nuke that briefly makes YOU undodgeable and guarantees crits against YOU for 1s (the cost of the huge hit; killing with it cuts its cooldown 70%). It does not trigger Guard Barrier (no enemy debuff) and it does not enable Blade Spirit (it does not make your hits crit). Use Deadly Fear for the greatsword Exposed-Flaw setup instead.": "討伐（大剣）は敵ではなく詠唱者に弱点露呈を付与する（ゲーム内スキル説明には『自分に弱点露呈を付与』とある）。これは自己マイナス効果で、物理攻撃力500%の大技であり、一時的に自分を回避不能にし、1秒間自分への会心を確定させる（大打撃の代償。これで敵を倒すとクールダウンが70%短縮）。敵デバフがないためガードバリアは発動せず、自分の攻撃を会心にしないため刃の精霊も機能させない。大剣で弱点露呈を活かすなら代わりに致命的恐怖を使うこと。", "Slay is NOT a debuff/shield synergy": "討伐はデバフ/シールドのシナジーではない", "Sleep / rest system": "睡眠 / 休息システム", "Sleep quality ladder": "睡眠の質の段階", "SleepCondition": "SleepCondition", "Sleep_": "Sleep_", "Sleeping (speech bubble persists)": "睡眠中（吹き出しが持続）", "Sleeping here": "ここで睡眠中", "Sleeping in a Bed (speech bubble persists)": "ベッドで睡眠中（吹き出しが持続）", "Sleeping in a Sleeping Bag (speech bubble persists)": "寝袋で睡眠中（吹き出しが持続）", "Sleeping_": "Sleeping_", "SlimUnisex": "SlimUnisex", "Slime": "スライム", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses.": "スライムが分裂してオタマジャクシの食料になります。オタマジャクシを最初に倒すと白いマーモクのアーケインエコーのダメージが発生しますが、オタマジャクシをそのままにすると死体を食べるというジレンマが生じます。", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. - Dungeon Settlers ウィキ": "スライムが分裂してオタマジャクシの食べ物になります。最初にオタマジャクシを倒すとWhite Marmokの神秘的なエコーダメージを引き起こすというジレンマも生じます。ただし、オタマジャクシを生き残らせると、死体を食べます。- Dungeon Settlers ウィキ", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. マップ": "スライムが分裂してオタマジャクシの食べ物になります。最初にオタマジャクシを倒すとWhite Marmokの神秘的なエコーダメージを引き起こすというジレンマも生じます。ただし、オタマジャクシを生き残らせると、死体を食べます。マップ", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "スライムが分裂してオタマジャクシのエサになる。また、オタマジャクシを最初に倒すと白いマルモクが発生するというジレンマを作り出すMarmok...", "SlimeCombat": "SlimeCombat", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "スロゲルが逃げ、スローワーがネットをキャストするため、戦闘がかなり長く続く可能性があり、深淵のギミックの出血スタック...", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat.": "スロゲルが逃げ、スロワーがネットを投げるため、戦闘がかなり長くなる可能性があり、アビスギミックの出血スタッキングが深刻な脅威になります。", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. - Dungeon Settlers ウィキ": "Slogelは逃げ、スローワーはネットを放つため、戦闘は長引く可能性があり、アビスギミックの出血スタックが深刻な脅威になる。- Dungeon Settlers ウィキ", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. マップ": "Slogelは逃げ、スローワーはネットを投げるため、戦闘がかなり長く引きずられ、深淵のギミックの出血スタックが深刻な脅威になります。マップ", "Slot Machine Remnant": "スロットマシンの残骸", "Slot Machine Remnant - Dungeon Settlers Wiki": "スロットマシンの残骸 - Dungeon Settlers Wiki", "Slot: Accessory1": "スロット：アクセサリー1", "Slot: Accessory2": "スロット：アクセサリー2", "Slot: Ammo": "スロット: 弾薬", "Slot: Body": "スロット：胴", "Slot: Head": "スロット：頭", "Slot: Primary": "スロット: プライマリ", "Slot: Secondary": "スロット：副装備", "Small": "小", "Small Blue Crystal Random": "小型の青い結晶（ランダム）", "Small Blue Crystal Remnant": "小型の青い結晶の残骸", "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "小さな青い結晶の残骸 - Dungeon Settlers Wiki", "Small Copper Node Random": "小さな銅鉱脈（ランダム）", "Small Copper Node Remnant": "小型の銅鉱脈の残骸", "Small Copper Node Remnant - Dungeon Settlers Wiki": "小型銅鉱脈の残骸 - Dungeon Settlers Wiki", "Small Dirt Rock Fixed": "小さな土岩（固定）", "Small Dirt Rock Random": "小さな土岩（ランダム）", "Small Dirt Rock Remnant": "小型の土岩の残骸", "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "小さな土岩の残骸 - Dungeon Settlers Wiki", "Small Dust Root Fixed": "小さな塵の根（固定）", "Small Dust Root Random": "小さな塵の根（ランダム）", "Small Dust Root Remnant": "小さな塵の根の残骸", "Small Dust Root Remnant - Dungeon Settlers Wiki": "小さな塵の根の残骸 - Dungeon Settlers Wiki", "Small Green Crystal Random": "小型の緑の結晶（ランダム）", "Small Green Crystal Remnant": "小型の緑の結晶の残骸", "Small Green Crystal Remnant - Dungeon Settlers Wiki": "小さな緑の結晶の残骸 - Dungeon Settlers Wiki", "Small Red Crystal Random": "小型の赤い結晶（ランダム）", "Small Red Crystal Remnant": "小型の赤い結晶の残骸", "Small Red Crystal Remnant - Dungeon Settlers Wiki": "小さな赤い結晶の残骸 - Dungeon Settlers Wiki", "Small Room 1": "小部屋 1", "Small Room 10": "小部屋 10", "Small Room 11": "小部屋 11", "Small Room 12": "小部屋 12", "Small Room 13": "小部屋 13", "Small Room 14": "小部屋 14", "Small Room 15": "小部屋 15", "Small Room 16": "小部屋 16", "Small Room 17": "小部屋 17", "Small Room 18": "小部屋 18", "Small Room 19": "小部屋 19", "Small Room 2": "小部屋 2", "Small Room 20": "小部屋 20", "Small Room 21": "小部屋 21", "Small Room 22": "小部屋 22", "Small Room 23": "小部屋 23", "Small Room 24": "小部屋 24", "Small Room 25": "小部屋 25", "Small Room 3": "小部屋 3", "Small Room 4": "小部屋 4", "Small Room 5": "小部屋 5", "Small Room 6": "小部屋 6", "Small Room 7": "小部屋 7", "Small Room 8": "小部屋 8", "Small Room 9": "小部屋 9", "Small Silver Vein Random": "小さな銀鉱脈（ランダム）", "Small Silver Vein Remnant": "小さな銀鉱脈の残骸", "Small Silver Vein Remnant - Dungeon Settlers Wiki": "小さな銀鉱脈の残骸 - Dungeon Settlers Wiki", "Small Slime Random": "小スライム（ランダム）", "Small Spore Slime Random": "小さな胞子スライム（ランダム）", "Small Stone Golem": "小型石ゴーレム", "Small Talk Reaction": "雑談の反応", "Small Talk Topic": "雑談の話題", "Small Twisted Tree Fixed": "小さな歪んだ木（固定）", "Small Twisted Tree Remnant": "小さな歪んだ木の残骸", "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "歪んだ小さな木の残骸 - Dungeon Settlers Wiki", "Small and fragile.": "小さくて壊れやすい。", "Small-Sized Normal Battle Room": "小型 通常戦闘部屋", "Small-Sized Normal Battle Room - Dungeon Settlers Wiki": "小サイズの通常戦闘部屋 - Dungeon Settlers Wiki", "Small-Sized Normal Battle Room map": "小型ノーマル戦闘部屋のマップ", "Small-Sized Normal Battle Room マップ": "小型通常戦闘部屋 マップ", "SmallDarkThornRadius": "SmallDarkThornRadius", "SmallStoneGolem": "SmallStoneGolem", "Smite": "天罰", "Smite 2": "天罰 2", "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:": "つまり召喚物は、召喚者の魔法攻撃力の全量を体力に、その半分を自身の攻撃力に引き継ぐ。基本値は生物ごとに異なる：", "Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a": "Dungeon Settlersのボーナスには伸び続けるものもあれば、頭打ちになるものもあります。このページは", "Something Small and Blue": "小さく青い何か", "Soul": "魂", "Soul Stone": "魂石", "Soul stone - skill grant": "魂石 - スキル付与", "Soul stones": "ソウルストーン", "Soul-Stone Taming": "魂石による調教", "Soul-stone taming": "魂石によるテイム", "Sound Effects": "効果音", "Spawn": "出現", "Spawn 10×": "スポーン 10×", "Spawn 1×": "出現 1×", "Spawn 24×": "スポーン 24×", "Spawn 2×": "出現 2×", "Spawn 3×": "3×出現", "Spawn 4×": "スポーン 4×", "Spawn 5×": "スポーン 5×", "Spawn 8×": "スポーン 8×", "Spawn Acid Insect": "酸性昆虫を出現させる", "Spawn Acid Insect - Dungeon Settlers Wiki": "酸性昆虫召喚 - Dungeon Settlers Wiki", "Spawn Acid Insect icon": "酸性昆虫召喚 アイコン", "Spawn Blue Goblin": "ブルー ゴブリン スポーン", "Spawn Blue Goblin - Dungeon Settlers ウィキ": "Spawn Blue Goblin - Dungeon Settlers ウィキ", "Spawn Blue Goblin アイコン": "Spawn Blue Goblin アイコン", "Spawn Eyeball": "アイボール スポーン", "Spawn Gloth Pup": "グロスの幼獣を出現させる", "Spawn Gloth Pup - Dungeon Settlers Wiki": "グロスの幼獣召喚 - Dungeon Settlers Wiki", "Spawn Gloth Pup icon": "グロスの幼獣召喚 アイコン", "Spawn Grey Monster Rat": "灰色モンスターネズミを出現させる", "Spawn Grey Monster Rat - Dungeon Settlers Wiki": "灰色モンスターネズミ召喚 - Dungeon Settlers Wiki", "Spawn Grey Monster Rat icon": "灰色モンスターネズミ召喚 アイコン", "Spawn Grey Rat": "灰色ネズミを出現させる", "Spawn Grey Rat - Dungeon Settlers Wiki": "灰色ネズミ召喚 - Dungeon Settlers Wiki", "Spawn Grey Rat icon": "灰色ネズミ召喚 アイコン", "Spawn Group": "スポーングループ", "Spawn Groups": "出現グループ", "Spawn Groups - Dungeon Settlers Wiki": "スポーングループ - Dungeon Settlers Wiki", "Spawn Male Gloth": "オスのグロスを出現させる", "Spawn Male Gloth - Dungeon Settlers Wiki": "オスのグロス召喚 - Dungeon Settlers Wiki", "Spawn Male Gloth icon": "オスのグロス召喚 アイコン", "Spawn Mawmurk": "マウマークを出現させる", "Spawn Mawmurk - Dungeon Settlers Wiki": "マウマーク召喚 - Dungeon Settlers Wiki", "Spawn Mawmurk icon": "マウマーク召喚 アイコン", "Spawn Metal Scarab": "金属スカラベを出現させる", "Spawn Metal Scarab - Dungeon Settlers Wiki": "金属スカラベ召喚 - Dungeon Settlers Wiki", "Spawn Metal Scarab icon": "金属スカラベ召喚 アイコン", "Spawn condition": "出現条件", "Spawn conditions": "出現条件", "Spawn group": "スポーングループ", "Spawn groups": "スポーングループ", "Spawn probability {0} for large thornvines vs. small thornvines": "大きな茨の蔓と小さな茨の蔓の出現確率{0}", "SpawnGroup": "スポーングループ", "SpawnGroupTable.json": "SpawnGroupTable.json", "Spawns": "出現", "Spawns in": "出現場所：", "Spawns in base area": "拠点エリアに出現", "Spawns in the world": "ワールドに出現", "Spear (items, aptitude, no tree)": "槍（アイテム、適性あり、ツリーなし）", "Spear 0": "槍 0", "Spear 1": "槍 1", "Spear 2": "槍 2", "Spear 3": "槍 3", "Spears excel in range and controlling the battlefield.": "槍は射程と戦場制御に優れています。", "Special (65)": "特殊 (65)", "Special (71)": "Special (71)", "Special rooms per floor": "フロアごとの特殊部屋", "SpecificStorageTable": "SpecificStorageTable", "SpecificTarget": "SpecificTarget", "Specimen Large": "標本（大）", "Specimen Large - Dungeon Settlers Wiki": "標本 大 - Dungeon Settlers Wiki", "Specimen Medium": "標本（中）", "Specimen Medium - Dungeon Settlers Wiki": "標本 中 - Dungeon Settlers Wiki", "Specimen Small": "標本（小）", "Specimen Small - Dungeon Settlers Wiki": "標本 小 - Dungeon Settlers Wiki", "Spell Damage Ranking": "呪文ダメージランキング", "Spell Damage Ranking (Skill Damage, DPE)": "呪文ダメージランキング（スキルダメージ、DPE）", "Spell Damage Ranking - Dungeon Settlers Wiki": "呪文ダメージランキング - Dungeon Settlers Wiki", "Spells": "スペル", "Spike Turtle Random": "トゲガメ（ランダム）", "SpikeTurtle": "SpikeTurtle", "Spin": "回転", "Spin End": "回転終了", "Spin Start": "回転開始", "Spit ×3, MouthOpen ×2, ShellStart ×1": "Spit ×3, MouthOpen ×2, ShellStart ×1", "Splits from": "分裂元：", "Splits into:": "分裂先：", "Spoiler - click to reveal": "ネタバレ - クリックで表示", "Spoiler - click to reveal spawn info": "ネタバレ - クリックでスポーン情報を表示", "Spoiler warning:": "ネタバレ注意：", "Spoiler-free experience": "ネタバレなしの体験", "Spoiler-free?": "ネタバレなし？", "Spoilers": "ネタバレ", "Spoils": "消費期限", "Spore Bug investigation done, here's your reward": "胞子虫の調査完了、報酬はこちら", "Spore Insect Random": "胞子虫（ランダム）", "SporeSlimeCombat": "SporeSlimeCombat", "Spray": "スプレー", "Spread Burning across a whole pack, let Ignition tax them for having it, then detonate the stacks for a burst that scales with how much Burning you piled on.": "群れ全体に燃焼を広げ、点火でその燃焼に応じて追加ダメージを課し、そのスタックを起爆して、積み上げた燃焼量に比例するバーストを叩き込む。", "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "燃焼を広げ、燃焼中の対象へのあらゆる攻撃を強化し、そのスタックを起爆する。シールドに依存しない遠隔ダメージ構成。", "SpreadingFireWarmth_": "SpreadingFireWarmth_", "Sprite animations extracted from the game's AnimatorController (": "ゲームのAnimatorControllerから抽出したスプライトアニメーション（", "Sprite height": "スプライトの高さ", "Sprouting Shell / Shell": "芽吹く甲殻 / 殻", "Sprouting Shell calculator": "芽吹く甲殻の計算機", "Square r1": "正方形 r1", "Square r2": "正方形 r2", "Square, radius 1": "正方形、半径1", "Square, radius 2": "正方形、半径2", "Square, radius 7": "正方形、半径7", "Squatting on the ground and examining the remains of a destroyed golem, he slowly turns to face you with apparent fatigu...": "地面にしゃがみ込み、破壊されたゴーレムの残骸を調べながら、彼は明らかな疲労を見せながらゆっくりあなたのほうを向くfatigu...", "Stack cap": "スタック上限", "Stacking": "重複", "Stacks": "スタック", "Stacks up to 1": "最大1まで重複", "Stacks up to 10": "最大10回まで重複", "Stacks up to 100": "最大100回まで重複", "Stacks up to 15": "最大15スタック", "Stacks up to 200": "最大200スタック", "Stacks up to 2000": "最大2000スタック", "Stacks up to 3": "最大 3 スタック", "Stacks up to 4": "最大 4 スタック", "Stacks up to 5": "最大5回まで重複", "Stacks up to 50": "最大50スタック", "Stacks up to 6": "最大6スタック", "Stacks up to 7": "最大7回まで重複", "Stacks up to 99": "最大99スタック", "Stacks up to 9999": "最大9999回まで重複", "Stacks up to 999999": "最大999999スタック", "Stacks up to {#}": "最大 {#} スタック", "Stacks without limit": "無制限に重複", "Staff Crafting Complete": "杖製作 完了", "Staff Crafting not completed": "スタッフ製作未完了", "Stage 1": "ステージ 1", "Stage 2": "ステージ 2", "Stage 3": "ステージ 3", "Stage 4": "ステージ4", "Stake 0": "杭 0", "Stake 1": "杭 1", "Stake 2": "杭 2", "Stake 3": "杭 3", "Stalling": "Stalling", "Standalone endless-dungeon mode, separate from the campaign regions: see the": "キャンペーン地域とは別の、独立した無限ダンジョンモードです。参照：", "Standard": "Standard", "Standard Forest (internal)": "標準の森（内部）", "Standard Guild Merchant Transaction": "標準ギルドマーチャント取引", "Standard triangle synergy combat.": "標準的な三角形シナジーの戦闘。", "Standard triangle synergy combat. - Dungeon Settlers ウィキ": "標準的な三角形シナジー戦闘。- Dungeon Settlers ウィキ", "Standard triangle synergy combat. To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "標準的な三角形相乗効果戦闘。進化を避けるには、戦術的にはオタマジャクシを最初に倒すのが有利です。", "Standard triangle synergy combat. マップ": "標準的な三角形シナジー戦闘。マップ", "StandardFemale": "StandardFemale", "StandardMale": "StandardMale", "Standing Banner": "立つバナー", "Start a random": "ランダムに開始", "Start condition": "開始条件", "Start delay": "開始ディレイ", "Start node": "開始ノード", "Start quest": "クエスト開始", "Start_": "Start_", "Started by": "開始元", "Starting buildings:": "初期建物：", "Starting characters": "初期キャラクター", "Starting coin holdings": "開始時のコイン保有量", "Starting durability": "初期耐久度", "Starting gear (what this background hands a recruit in game):": "初期装備 (この背景がゲーム内で募集ユニットに与えるもの):", "Starting items": "初期アイテム", "Starting items (1)": "初期アイテム (1)", "Starting items (19)": "初期アイテム (19)", "Starting items (2)": "初期アイテム (2)", "Starting items (26)": "初期アイテム (26)", "Starting items (3)": "初期アイテム（3）", "Starting items (4)": "初期アイテム (4)", "Starting items (5)": "初期アイテム (5)", "Starting items (6)": "初期アイテム (6)", "Starting items (7)": "初期アイテム（7）", "Starting items:": "初期アイテム：", "Starting region": "開始地域", "Starting stress (0 to 100)": "開始時のストレス（0〜100）", "Starting talent sum": "開始時の才能合計", "Starting units:": "初期ユニット：", "StartupMuteSec": "StartupMuteSec", "Stat": "能力値", "Stat Sheet": "ステータスシート", "Stat calculator": "ステータス計算機", "Stat changes": "ステータス変化", "Stat definitions - percent vs flat, defaults, caps.": "ステータス定義 - パーセント対固定値、初期値、上限。", "Stat pipeline": "ステータスのパイプライン", "Stat reference - percent vs flat, defaults": "ステータス参照 - パーセント対固定値、初期値", "Stat source": "ステータス参照元", "Stat-grade scaling": "ステータスグレードの倍率", "StatAbove_Mood_-10 && StatUnder_Mood_-5": "StatAbove_Mood_-10 && StatUnder_Mood_-5", "StatAbove_Mood_-20 && StatUnder_Mood_-10": "StatAbove_Mood_-20 && StatUnder_Mood_-10", "StatAbove_Mood_-99 && StatUnder_Mood_-10": "StatAbove_Mood_-99 && StatUnder_Mood_-10", "StatIncreaseFactorByOffering": "StatIncreaseFactorByOffering", "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20": "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20", "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20": "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20", "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40": "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40", "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20": "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20", "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40": "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40", "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20": "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20", "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60": "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60", "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100": "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100", "Station(s)": "作業台", "Status Values": "ステータス値", "StatusResistance_": "StatusResistance_", "StatusTable.json": "StatusTable.json", "StatusValue": "ステータス値", "StatusValueTable.json": "StatusValueTable.json", "Status_": "Status_", "Statuses": "ステータス", "Statuses - Dungeon Settlers Wiki": "ステータス - Dungeon Settlers Wiki", "Stay stage 1": "滞在段階1", "Stay stage 2": "滞在段階2", "Stay stage 3": "滞在段階3", "Stay stage 4": "滞在段階4", "StayPenaltyTerm": "StayPenaltyTerm", "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "隠密はどの距離でも発見されず標的にされない状態を保ちます。ダメージを与えた瞬間に終了します。", "Stealth to reset, not to farm.": "隠密はリセット用であり、稼ぎ用ではない。", "Steam build id": "SteamビルドID", "Sticky bar": "スティッキーバー", "Still plainly...": "Still plainly...", "Still to earn": "残り獲得分", "Stock caster": "標準キャスター", "Stock caster (default)": "標準の使用者（デフォルト）", "Stock caster level": "標準の使用者レベル", "Stock level": "標準レベル", "Stock offered at": "在庫の提供元：", "Stone Decoration": "石の装飾", "Stone Decoration - Dungeon Settlers Wiki": "石の装飾 - Dungeon Settlers Wiki", "Stone Dining Chair": "石製ダイニングチェア", "Stone Housing Complete": "石造住宅 完了", "Stone Raise 1": "ストーンレイズ 1", "Stone Raise 2": "ストーンレイズ 2", "Stone Raise 3": "ストーンレイズ 3", "Storage (10)": "収納 (10)", "Storage (13)": "Storage (13)", "Storage buildings are used to ...": "保管施設は…に使われる", "Storage buildings are used to stor...": "保管施設は…を保管するために使われ", "Storage capacity": "収納容量", "Storage_": "Storage_", "Storm splash": "ストームスプラッシュ", "Story": "ストーリー", "Strange Niche Remnant": "奇妙なニッチ 残骸", "Strange Niche Remnant - Dungeon Settlers ウィキ": "Strange Niche Remnant - Dungeon Settlers ウィキ", "Strange smiles spread across their faces.": "彼らの顔に奇妙な笑みが広がります。", "Strange smiles spread across their faces. \"Very well. Then we shall make you @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "彼らの顔に奇妙な笑みが広がります。「わかりました。では、あなたを@##$@にいたしましょう。」その瞬間、無数の声、イメージ、未知の知識の断片があなたと遠征隊員の心に流れ込みます。すべてが以前より鮮明になりますが、同時にあなたは決して知りたくなかった真実も把握します。正気に戻る頃には、その存在たちはすでに消えています。あなたは以前より世界を明確に認識していますが、同時に説明できない苦悩を感じています。", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...": "呪われた子と呼ばれた{0}の周りには、説明しがたい奇妙な出来事がよく起こっていた。晴れた日でも...", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, shadows stretched long, and the wind would often turn cold the moment a stranger asked their name. But the curse that lasted longest was not some eerie power, but the memory of the people who feared them.": "呪われた子と呼ばれた{0}の周りには、説明しがたい奇妙な出来事がよく起こっていた。晴れた日でも影は長く伸び、見知らぬ者が名前を尋ねた瞬間に風は冷たくなった。しかし最も長く続いた呪いは、不気味な力ではなく、彼らを恐れた人々の記憶だった。", "StrategyRule_": "StrategyRule_", "Strategy_": "Strategy_", "Strength -> derived": "力 -> 派生", "Strength Boost: Positive GAMESYSTEM_Environment_{affecterName}": "力の上昇: プラス GAMESYSTEM_Environment_{affecterName}", "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}", "Strength, Constitution, Willpower, Intelligence, Agility, Perception": "力、耐久力、意志力、知力、敏捷、認知", "StrengthFortify": "StrengthFortify", "StrengthPerModifier_{0}": "StrengthPerModifier_{0}", "StrengthWeaken": "StrengthWeaken", "Strength_": "Strength_", "Stress at checkpoints": "チェックポイントでのストレス", "Stress at max -> Mental Break (Stress resets); max again during it -> instant death": "ストレスが最大 → 精神崩壊（ストレスがリセット）。その最中に再び最大 → 即死", "Stress is at 0 and mood keeps it there.": "ストレスは0で、気分がそれを維持します。", "Stress is at the maximum.": "ストレスが最大です。", "Stress never moves": "ストレスは動きません", "Stress over time projection": "時間経過によるストレス推移予測", "Stress reaches 0 in {#}": "{#}でストレスが0に到達", "Stress reset on mental breakdown": "精神崩壊時のストレスリセット", "Stress very high": "ストレスが非常に高い", "StressEffectApplyCondition": "StressEffectApplyCondition", "StressEffectCondition": "StressEffectCondition", "Stress_": "Stress_", "Stressed": "ストレス", "Stressed (40 to 80)": "ストレス（40〜80）", "Strike 1": "強打 1", "Strike 2": "強打 2", "StringValues": "StringValues", "Strongest attack per enemy": "敵ごとの最強攻撃", "Structure_": "Structure_", "Structures": "構造物", "Str×0.05": "Str×0.05", "Str×1": "Str×1", "Str×4": "Str×4", "Studies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.": "研究1〜2は沈黙のヴェール、3〜4はただれた巣穴で行います。", "StunImmune": "StunImmune", "Stuns for 1s once 2 stacks build up, then the stacks reset.": "2スタック蓄積するとスタンし、その後スタックがリセットされます。", "Sturdy Treasure Chest Remnant": "頑丈な宝箱の残骸", "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "頑丈な宝箱の残骸 - Dungeon Settlers Wiki", "Sub": "サブ", "Sub SP": "サブSP", "Sub SP left": "残りサブSP", "Sub quests": "サブクエスト", "Sub skill trees": "サブスキルツリー", "Sub skill trees - Sub SP": "サブスキルツリー - サブSP", "Sub trees": "サブツリー", "Sub trees:": "サブツリー:", "Sub-faction": "サブ陣営", "Sub:": "サブ:", "SubBuilding": "SubBuilding", "SubBuilding (3)": "サブ建物 (3)", "SubFaction": "サブ陣営", "SubSkillPointIncrease": "SubSkillPointIncrease", "SubSkillTreeMinCount": "SubSkillTreeMinCount", "SubType": "SubType", "Such poor discipline? I'll be confiscating all of it.": "こんなに悪い規律ですか？すべて没収します。", "Suffix:": "接尾：", "Suggestion": "提案", "Summary Panels": "サマリーパネル", "Summary_Inventory": "Summary_Inventory", "Summary_Skill": "Summary_Skill", "Summary_Status": "Summary_Status", "Summary_WorkPlan": "Summary_WorkPlan", "Summon": "召喚", "Summon HP = your MAtk ×1 + base HP; summon MAtk = your MAtk ×0.5 + base MAtk (disassembly-verified). Summon abilities read your": "召喚HP = 自分の魔法攻撃力 ×1 + 基礎HP、召喚魔法攻撃力 = 自分の魔法攻撃力 ×0.5 + 基礎魔法攻撃力（逆アセンブルで確認済み）。召喚スキルは自分の", "Summon Ladybug": "てんとう虫召喚", "Summon Ladybug - Dungeon Settlers Wiki": "テントウムシ召喚 - Dungeon Settlers Wiki", "Summon Ladybug Count": "テントウムシ召喚数", "Summon Ladybug Count - Dungeon Settlers Wiki": "テントウムシ召喚数 - Dungeon Settlers Wiki", "Summon Ladybug Count icon": "テントウムシ召喚数 アイコン", "Summon Ladybug icon": "テントウムシ召喚アイコン", "Summon Magic Attack": "召喚魔法攻撃力", "Summon Max HP": "召喚物の最大HP", "Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP": "召喚物の最大HP =（召喚者の魔法攻撃力 x 1.0）+ 召喚物の基本HP", "Summon calculator": "召喚計算機", "Summon inherits the summoner's current HP/energy ratios": "召喚物は召喚者の現在のHP/エネルギー比を引き継ぐ", "Summon output, over the summon's lifetime (the cast itself deals no hit)": "召喚体の出力、召喚体の生存期間全体（詠唱自体はダメージを与えない）", "Summon scaling": "召喚のスケーリング", "Summon spam + Ebb and Flow + Extra Bubble": "召喚連発 + 潮の満ち引き + エクストラバブル", "Summon stats are derived from the summoner: HP = summoner Magic Attack ×1 + base HP; summon Magic Attack = summoner Magic Attack ×0.5 + base. The stat card above shows raw table base values.": "召喚ステータスは召喚者から算出されます：HP = 召喚者の魔法攻撃 ×1 + 基礎 HP、召喚の魔法攻撃 = 召喚者の魔法攻撃 ×0.5 + 基礎値。上のステータスカードはテーブルの生の基礎値を表示しています。", "Summon {0} 'Bubblings' at the designated location. Bubblings attack nearby enemies, and upon death they explode, dealing...": "{0}体の『Bubblings』を指定された場所に召喚する。Bubbligsは近くの敵を攻撃し、死亡時に爆発して...", "Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "召喚物自身の魔法攻撃力 =（召喚者の魔法攻撃力 x 0.5）+ 召喚物の基本魔法攻撃力", "Summonable units": "召喚可能なユニット", "Summoned Creatures": "召喚生物", "Summoned Creatures - Dungeon Settlers Wiki": "召喚生物 - Dungeon Settlers Wiki", "Summoned Creatures guide": "召喚クリーチャーガイド", "Summoned by": "召喚元：", "Summoned by:": "召喚元:", "Summoned or placed by": "により召喚または配置", "Summoned or placed by {#}.": "{#} により召喚または配置。", "Summoned unit": "召喚ユニット", "Summoned units": "召喚ユニット", "Summoner": "召喚師", "Summoner Magic Attack": "召喚者の魔法攻撃力", "Summoner mage": "召喚師メイジ", "Summons": "召喚", "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "召喚獣(バブリング、バブルトード、テントウムシ...)は次に応じてスケールします", "Summons 1": "1体召喚", "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of": "指定された場所に「泡立つ」を1体召喚します。泡立つは近くの敵を攻撃し、死亡時に爆発して、100%に等しい魔法ダメージを与えます", "Summons 2": "2体召喚", "Summons 3 ladybug(s) at random empty locations within 3 tiles.": "3マス以内のランダムな空きマスにテントウムシを3体召喚します。", "Summons {#}": "{#} を召喚", "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "{#}を召喚：HP = あなたの{#} + {#} = {#}、{#} = あなたの{#}の半分 + {#} = {#}", "Summons {0} 'Bubbling(s)' at the designated location. Bubblings attack nearby enemies, and on death they explode, dealin...": "指定した位置に{0}体の「バブリング」を召喚します。バブリングは近くの敵を攻撃し、倒されると爆発して...", "Summons:": "召喚：", "Sunny Wet": "晴れて濡れた状態", "Sunny Wet - Dungeon Settlers Wiki": "晴れ・濡れ - Dungeon Settlers Wiki", "Sunny Wet icon": "晴れ・濡れ アイコン", "Support wagons": "補給馬車", "Supreme Mana Stones": "最上級マナ石", "Surely the Expedi...": "Surely the Expedi...", "SurpisedDuration": "SurpisedDuration", "Surround yourself with a cloak of flame, granting yourself a": "炎のマントで身を包み、自分に以下を付与する:", "Surround yourself with a cloak of flame, granting yourself a バリア equal to {1}% of 魔法攻撃力 for {0} seconds, dealing {2}% of 魔法攻撃力 as magic damage p": "炎のマントで自分を囲み、{0}秒間{1}%の魔法攻撃力に等しいバリアを自分に与え、{2}%の魔法攻撃力を魔法ダメージとして与える。", "Surrounding units": "周囲のユニット", "Surrounding vision range. Fog of War is updated based on this value. In the prototype, there is no 'final stat' for this value yet. Going forward, each unit will need to be given a final Vision stat. For example, how much of the map is revealed by vision could differ depending on whether a torch is used, etc.": "周囲の視界範囲。この値に基づいて戦場の霧が更新される。プロトタイプでは、この値の「最終ステータス」はまだない。今後、各ユニットに最終的な視界ステータスを与える必要がある。例えば、松明を使うかどうかによって視界で明らかになるマップの範囲が異なりうる、など。", "Survival": "サバイバル", "Sustained DPS": "持続DPS", "Swarming Fleas GAMESYSTEM_Environment_{affecterName}": "群がるノミ GAMESYSTEM_Environment_{affecterName}", "SwarmingFleaEnv": "SwarmingFleaEnv", "Swing the greatsword vertically with force to deal physical damage equal to {0}% of physical attack power to units on th...": "大剣を縦に勢いよく振って、{0}%の物理攻撃力に等しい物理ダメージをユニットに与える...", "Swings the greatsword down hard vertically, dealing physical damage equal to {0}% of physical attack power to units on t...": "大剣を垂直に強く振り下ろし、対象がいるタイルと対象の直後ろのタイルにいるユニットに物理攻撃力の{0}%の物理ダメージを与え、{1}秒間[AFFECTER_Stun]を付与します。", "Swirling Tide (water boss)": "渦巻く潮流（水ボス）", "Sword Duelist": "剣デュエリスト", "Sword equipped": "剣装備", "Sword melee": "剣近接", "Sword tree (Chain Slash)": "剣ツリー（連続斬撃）", "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "剣ツリー（デュアルリクエスト）または盾ツリー（守護者の挑発）", "Sword, Blunt (plus gated Dagger, Axe, Spear) - can use a shield": "剣、鈍器（加えて解放待ちの短剣、斧、槍）。盾を使用できる", "Symbiotic Insect": "共生昆虫", "Symbiotic Insect - Dungeon Settlers Wiki": "共生虫 - Dungeon Settlers Wiki", "Symbiotic Insect Effect": "共生昆虫の効果", "Symbiotic Insect Effect - Dungeon Settlers Wiki": "共生昆虫効果 - Dungeon Settlers Wiki", "Symbiotic Insect Effect icon": "共生昆虫効果 アイコン", "Symbiotic Insect icon": "共生虫アイコン", "Synergies": "シナジー", "Synergies - Dungeon Settlers Wiki": "シナジー - Dungeon Settlers Wiki", "System (9)": "システム (9)", "System base hit chance": "システムの基本命中率", "TALENT PER-MODIFIER RANGES": "才能 修正値ごとの範囲", "TALENT ROLL RANGES": "才能ロール範囲", "TEXTKEY_AFFECTER_AbundantRation_DESC": "TEXTKEY_AFFECTER_AbundantRation_DESC", "TEXTKEY_AFFECTER_AbundantRation_NAME": "TEXTKEY_AFFECTER_AbundantRation_NAME", "TEXTKEY_AFFECTER_Adventurous_DESC": "TEXTKEY_AFFECTER_Adventurous_DESC", "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR": "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR", "TEXTKEY_AFFECTER_BeastForest_DESC": "TEXTKEY_AFFECTER_BeastForest_DESC", "TEXTKEY_AFFECTER_Bleeding_DESC": "TEXTKEY_AFFECTER_Bleeding_DESC", "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC": "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC", "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR": "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR", "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME": "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME", "TEXTKEY_AFFECTER_BloomingNature_DESC": "TEXTKEY_AFFECTER_BloomingNature_DESC", "TEXTKEY_AFFECTER_BloomingNature_NAME": "TEXTKEY_AFFECTER_BloomingNature_NAME", "TEXTKEY_AFFECTER_BlueBlood_DESC": "TEXTKEY_AFFECTER_BlueBlood_DESC", "TEXTKEY_AFFECTER_BlueBlood_FLAVOR": "TEXTKEY_AFFECTER_BlueBlood_FLAVOR", "TEXTKEY_AFFECTER_BlueBlood_NAME": "TEXTKEY_AFFECTER_BlueBlood_NAME", "TEXTKEY_AFFECTER_BlueBlood_SUBNAME": "TEXTKEY_AFFECTER_BlueBlood_SUBNAME", "TEXTKEY_AFFECTER_BlueGoblin_DESC": "TEXTKEY_AFFECTER_BlueGoblin_DESC", "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR": "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR", "TEXTKEY_AFFECTER_BlueGoblin_NAME": "TEXTKEY_AFFECTER_BlueGoblin_NAME", "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME": "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME", "TEXTKEY_AFFECTER_BraceStance_DESC": "TEXTKEY_AFFECTER_BraceStance_DESC", "TEXTKEY_AFFECTER_BraceStance_FLAVOR": "TEXTKEY_AFFECTER_BraceStance_FLAVOR", "TEXTKEY_AFFECTER_BraceStance_NAME": "TEXTKEY_AFFECTER_BraceStance_NAME", "TEXTKEY_AFFECTER_BraceStance_SUBNAME": "TEXTKEY_AFFECTER_BraceStance_SUBNAME", "TEXTKEY_AFFECTER_Burning_DESC": "TEXTKEY_AFFECTER_Burning_DESC", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME", "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC": "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC", "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR": "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR", "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME", "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME", "TEXTKEY_AFFECTER_Congestion_DESC": "TEXTKEY_AFFECTER_Congestion_DESC", "TEXTKEY_AFFECTER_Congestion_FLAVOR": "TEXTKEY_AFFECTER_Congestion_FLAVOR", "TEXTKEY_AFFECTER_Congestion_NAME": "TEXTKEY_AFFECTER_Congestion_NAME", "TEXTKEY_AFFECTER_Congestion_SUBNAME": "TEXTKEY_AFFECTER_Congestion_SUBNAME", "TEXTKEY_AFFECTER_CurseOfDead_DESC": "TEXTKEY_AFFECTER_CurseOfDead_DESC", "TEXTKEY_AFFECTER_CurseOfDead_NAME": "TEXTKEY_AFFECTER_CurseOfDead_NAME", "TEXTKEY_AFFECTER_DiffusiveFlame_DESC": "TEXTKEY_AFFECTER_DiffusiveFlame_DESC", "TEXTKEY_AFFECTER_DiffusiveFlame_NAME": "TEXTKEY_AFFECTER_DiffusiveFlame_NAME", "TEXTKEY_AFFECTER_DullTongue_DESC": "TEXTKEY_AFFECTER_DullTongue_DESC", "TEXTKEY_AFFECTER_DullTongue_FLAVOR": "TEXTKEY_AFFECTER_DullTongue_FLAVOR", "TEXTKEY_AFFECTER_ElasticityInscription_DESC": "TEXTKEY_AFFECTER_ElasticityInscription_DESC", "TEXTKEY_AFFECTER_ElderGlothSoul_DESC": "TEXTKEY_AFFECTER_ElderGlothSoul_DESC", "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR": "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR", "TEXTKEY_AFFECTER_ElderGlothSoul_NAME": "TEXTKEY_AFFECTER_ElderGlothSoul_NAME", "TEXTKEY_AFFECTER_Elf_FLAVOR": "TEXTKEY_AFFECTER_Elf_FLAVOR", "TEXTKEY_AFFECTER_EnergyBoost_DESC": "TEXTKEY_AFFECTER_EnergyBoost_DESC", "TEXTKEY_AFFECTER_EnergyBoost_NAME": "TEXTKEY_AFFECTER_EnergyBoost_NAME", "TEXTKEY_AFFECTER_EnvelopingTide_DESC": "TEXTKEY_AFFECTER_EnvelopingTide_DESC", "TEXTKEY_AFFECTER_EnvelopingTide_NAME": "TEXTKEY_AFFECTER_EnvelopingTide_NAME", "TEXTKEY_AFFECTER_EyeBallSoul_DESC": "TEXTKEY_AFFECTER_EyeBallSoul_DESC", "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR": "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR", "TEXTKEY_AFFECTER_EyeBallSoul_NAME": "TEXTKEY_AFFECTER_EyeBallSoul_NAME", "TEXTKEY_AFFECTER_ForestTeaching_DESC": "TEXTKEY_AFFECTER_ForestTeaching_DESC", "TEXTKEY_AFFECTER_ForgottenIdol_DESC": "TEXTKEY_AFFECTER_ForgottenIdol_DESC", "TEXTKEY_AFFECTER_FrenziedBall_DESC": "TEXTKEY_AFFECTER_FrenziedBall_DESC", "TEXTKEY_AFFECTER_FrenziedBall_NAME": "TEXTKEY_AFFECTER_FrenziedBall_NAME", "TEXTKEY_AFFECTER_FullMoonWolf_DESC": "TEXTKEY_AFFECTER_FullMoonWolf_DESC", "TEXTKEY_AFFECTER_FullMoonWolf_NAME": "TEXTKEY_AFFECTER_FullMoonWolf_NAME", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME", "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC": "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC", "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR", "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME", "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME", "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC": "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC", "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME": "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME", "TEXTKEY_AFFECTER_GraveDisgraced_DESC": "TEXTKEY_AFFECTER_GraveDisgraced_DESC", "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR": "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR", "TEXTKEY_AFFECTER_GraveDisgraced_NAME": "TEXTKEY_AFFECTER_GraveDisgraced_NAME", "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME": "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME", "TEXTKEY_AFFECTER_GreatestWarrior_DESC": "TEXTKEY_AFFECTER_GreatestWarrior_DESC", "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR": "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR", "TEXTKEY_AFFECTER_GreatestWarrior_NAME": "TEXTKEY_AFFECTER_GreatestWarrior_NAME", "TEXTKEY_AFFECTER_HealthBoost_DESC": "TEXTKEY_AFFECTER_HealthBoost_DESC", "TEXTKEY_AFFECTER_HealthBoost_NAME": "TEXTKEY_AFFECTER_HealthBoost_NAME", "TEXTKEY_AFFECTER_HoldingFuneral_DESC": "TEXTKEY_AFFECTER_HoldingFuneral_DESC", "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR": "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR", "TEXTKEY_AFFECTER_HoldingFuneral_NAME": "TEXTKEY_AFFECTER_HoldingFuneral_NAME", "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME": "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME", "TEXTKEY_AFFECTER_Hyperopia_DESC": "TEXTKEY_AFFECTER_Hyperopia_DESC", "TEXTKEY_AFFECTER_Hyperopia_FLAVOR": "TEXTKEY_AFFECTER_Hyperopia_FLAVOR", "TEXTKEY_AFFECTER_Hyperopia_NAME": "TEXTKEY_AFFECTER_Hyperopia_NAME", "TEXTKEY_AFFECTER_Hyperopia_SUBNAME": "TEXTKEY_AFFECTER_Hyperopia_SUBNAME", "TEXTKEY_AFFECTER_Impatient _DESC": "TEXTKEY_AFFECTER_Impatient _DESC", "TEXTKEY_AFFECTER_Impatient _FLAVOR": "TEXTKEY_AFFECTER_Impatient _FLAVOR", "TEXTKEY_AFFECTER_Impatient _NAME": "TEXTKEY_AFFECTER_Impatient _NAME", "TEXTKEY_AFFECTER_Impatient_DESC": "TEXTKEY_AFFECTER_Impatient_DESC", "TEXTKEY_AFFECTER_Impatient_FLAVOR": "TEXTKEY_AFFECTER_Impatient_FLAVOR", "TEXTKEY_AFFECTER_Impatient_NAME": "TEXTKEY_AFFECTER_Impatient_NAME", "TEXTKEY_AFFECTER_Initiative_DESC": "TEXTKEY_AFFECTER_Initiative_DESC", "TEXTKEY_AFFECTER_Initiative_FLAVOR": "TEXTKEY_AFFECTER_Initiative_FLAVOR", "TEXTKEY_AFFECTER_Initiative_NAME": "TEXTKEY_AFFECTER_Initiative_NAME", "TEXTKEY_AFFECTER_Initiative_SUBNAME": "TEXTKEY_AFFECTER_Initiative_SUBNAME", "TEXTKEY_AFFECTER_InjectedTruth_DESC": "TEXTKEY_AFFECTER_InjectedTruth_DESC", "TEXTKEY_AFFECTER_InjectedTruth_NAME": "TEXTKEY_AFFECTER_InjectedTruth_NAME", "TEXTKEY_AFFECTER_LeadershipElf_DESC": "TEXTKEY_AFFECTER_LeadershipElf_DESC", "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR": "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR", "TEXTKEY_AFFECTER_LeadershipElf_NAME": "TEXTKEY_AFFECTER_LeadershipElf_NAME", "TEXTKEY_AFFECTER_LeadershipHuman_DESC": "TEXTKEY_AFFECTER_LeadershipHuman_DESC", "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR": "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR", "TEXTKEY_AFFECTER_LeadershipHuman_NAME": 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"TEXTKEY_GAMEGUIDE_MultiSelect_DESC", "TEXTKEY_GAMEGUIDE_ObjectInteraction_DESC": "TEXTKEY_GAMEGUIDE_ObjectInteraction_DESC", "TEXTKEY_GAMEGUIDE_PickUp_DESC": "TEXTKEY_GAMEGUIDE_PickUp_DESC", "TEXTKEY_GAMEGUIDE_Recruitment_DESC": "TEXTKEY_GAMEGUIDE_Recruitment_DESC", "TEXTKEY_GAMEGUIDE_Research_DESC": "TEXTKEY_GAMEGUIDE_Research_DESC", "TEXTKEY_GAMEGUIDE_ResourcesGathering_DESC": "TEXTKEY_GAMEGUIDE_ResourcesGathering_DESC", "TEXTKEY_GAMEGUIDE_SelectEntity_DESC": "TEXTKEY_GAMEGUIDE_SelectEntity_DESC", "TEXTKEY_GAMEGUIDE_SkillReset_DESC": "TEXTKEY_GAMEGUIDE_SkillReset_DESC", "TEXTKEY_GAMEGUIDE_SkillsAbility_DESC": "TEXTKEY_GAMEGUIDE_SkillsAbility_DESC", "TEXTKEY_GAMEGUIDE_SleepingRoom_DESC": "TEXTKEY_GAMEGUIDE_SleepingRoom_DESC", "TEXTKEY_GAMEGUIDE_SleepingRoom_NAME": "TEXTKEY_GAMEGUIDE_SleepingRoom_NAME", "TEXTKEY_GAMEGUIDE_Storage_DESC": "TEXTKEY_GAMEGUIDE_Storage_DESC", "TEXTKEY_GAMEGUIDE_StressStatus_DESC": "TEXTKEY_GAMEGUIDE_StressStatus_DESC", "TEXTKEY_GAMEGUIDE_Tooltip_DESC": 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"TEXTKEY_ITEM_BloodstoneRing_SUBNAME", "TEXTKEY_ITEM_BlueCrystalNecklace_DESC": "TEXTKEY_ITEM_BlueCrystalNecklace_DESC", "TEXTKEY_ITEM_BlueCrystalRing_DESC": "TEXTKEY_ITEM_BlueCrystalRing_DESC", "TEXTKEY_ITEM_BlueDrunkardMushroom_FLAVOR": "TEXTKEY_ITEM_BlueDrunkardMushroom_FLAVOR", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_DESC": "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_DESC", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_FLAVOR": "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_FLAVOR", "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_NAME": "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_NAME", "TEXTKEY_ITEM_DeputyCaptainsInsignia_DESC": "TEXTKEY_ITEM_DeputyCaptainsInsignia_DESC", "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR": "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR", "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME": "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME", "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME": "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME", "TEXTKEY_ITEM_DisgustingMonsterMeat_DESC": 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TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66", "TEXTKEY_QUEST_DiscardedSpecimen_NAME": "TEXTKEY_QUEST_DiscardedSpecimen_NAME", "TEXTKEY_QUEST_InteractEndrossi2_NAME": "TEXTKEY_QUEST_InteractEndrossi2_NAME", "TEXTKEY_QUEST_InteractEndrossi3_NAME": "TEXTKEY_QUEST_InteractEndrossi3_NAME", "TEXTKEY_QUEST_InteractEndrossi4_NAME": "TEXTKEY_QUEST_InteractEndrossi4_NAME", "TEXTKEY_QUEST_InteractEndrossi5_NAME": "TEXTKEY_QUEST_InteractEndrossi5_NAME", "TEXTKEY_QUEST_InteractEndrossi_NAME": "TEXTKEY_QUEST_InteractEndrossi_NAME", "TEXTKEY_QUEST_InteractPerion2_NAME": "TEXTKEY_QUEST_InteractPerion2_NAME", "TEXTKEY_QUEST_InteractPerion_NAME": "TEXTKEY_QUEST_InteractPerion_NAME", "TEXTKEY_QUEST_InteractXenon2_NAME": "TEXTKEY_QUEST_InteractXenon2_NAME", "TEXTKEY_QUEST_InteractXenon3_NAME": "TEXTKEY_QUEST_InteractXenon3_NAME", "TEXTKEY_QUEST_InteractXenon4_NAME": "TEXTKEY_QUEST_InteractXenon4_NAME", "TEXTKEY_QUEST_InteractXenon_NAME": "TEXTKEY_QUEST_InteractXenon_NAME", "TEXTKEY_QUEST_Main100_NAME": "TEXTKEY_QUEST_Main100_NAME", "TEXTKEY_QUEST_Rank1Research7_NAME": "TEXTKEY_QUEST_Rank1Research7_NAME", "TEXTKEY_QUEST_ResearchInsect2_NAME": "TEXTKEY_QUEST_ResearchInsect2_NAME", "TEXTKEY_QUEST_ResearchInsect3_NAME": "TEXTKEY_QUEST_ResearchInsect3_NAME", "TEXTKEY_QUEST_ResearchInsect4_NAME": "TEXTKEY_QUEST_ResearchInsect4_NAME", "TEXTKEY_QUEST_ResearchInsect_NAME": "TEXTKEY_QUEST_ResearchInsect_NAME", "TEXTKEY_RESEARCH_BoneProcessing1_NAME": "TEXTKEY_RESEARCH_BoneProcessing1_NAME", "TEXTKEY_RESEARCH_BoneProcessing2_NAME": "TEXTKEY_RESEARCH_BoneProcessing2_NAME", "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME", "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME", "TEXTKEY_RESEARCH_Grave_NAME": "TEXTKEY_RESEARCH_Grave_NAME", "TEXTKEY_RESEARCH_LeatherProcessing1_NAME": 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"TEXTKEY_UNIT_AbyssElderGloth_NAME": "TEXTKEY_UNIT_AbyssElderGloth_NAME", "TEXTKEY_UNIT_AbyssFemaleGloth_DESC": "TEXTKEY_UNIT_AbyssFemaleGloth_DESC", "TEXTKEY_UNIT_AbyssFemaleGloth_NAME": "TEXTKEY_UNIT_AbyssFemaleGloth_NAME", "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC": "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC", "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME": "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME", "TEXTKEY_UNIT_AbyssGlothPup_DESC": "TEXTKEY_UNIT_AbyssGlothPup_DESC", "TEXTKEY_UNIT_AbyssGlothPup_NAME": "TEXTKEY_UNIT_AbyssGlothPup_NAME", "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC": "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC", "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME": "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME", "TEXTKEY_UNIT_AbyssGoblinRider_DESC": "TEXTKEY_UNIT_AbyssGoblinRider_DESC", "TEXTKEY_UNIT_AbyssGoblinRider_NAME": 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"TEXTKEY_UNIT_AbyssMudSmallSlime_NAME": "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME", "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC": "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC", "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME": "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME", "TEXTKEY_UNIT_AbyssRedRat_DESC": "TEXTKEY_UNIT_AbyssRedRat_DESC", "TEXTKEY_UNIT_AbyssRedRat_NAME": "TEXTKEY_UNIT_AbyssRedRat_NAME", "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC": "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC", "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME": "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME", "TEXTKEY_UNIT_AbyssSmallSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSlime_DESC", "TEXTKEY_UNIT_AbyssSmallSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSlime_NAME", "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC", "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME", "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC": "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC", "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME": "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME", "TEXTKEY_UNIT_AbyssSporeInsect_DESC": "TEXTKEY_UNIT_AbyssSporeInsect_DESC", "TEXTKEY_UNIT_AbyssSporeInsect_NAME": "TEXTKEY_UNIT_AbyssSporeInsect_NAME", "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC": "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC", "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME": "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME", "TEXTKEY_UNIT_AbyssTadpole_DESC": "TEXTKEY_UNIT_AbyssTadpole_DESC", "TEXTKEY_UNIT_AbyssTadpole_NAME": "TEXTKEY_UNIT_AbyssTadpole_NAME", "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC": "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC", "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME": "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME", "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC": "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC", "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME": "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME", "TEXTKEY_UNIT_AbyssWildDog_DESC": "TEXTKEY_UNIT_AbyssWildDog_DESC", "TEXTKEY_UNIT_AbyssWildDog_NAME": "TEXTKEY_UNIT_AbyssWildDog_NAME", "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC": "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC", "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME": "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME", "TEXTKEY_UNIT_BubbleToad_DESC": "TEXTKEY_UNIT_BubbleToad_DESC", "TEXTKEY_UNIT_Bubbleling_DESC": "TEXTKEY_UNIT_Bubbleling_DESC", "TEXTKEY_UNIT_ChallengerGloth_DESC": "TEXTKEY_UNIT_ChallengerGloth_DESC", "TEXTKEY_UNIT_ElderGloth_DESC": "TEXTKEY_UNIT_ElderGloth_DESC", "TEXTKEY_UNIT_Endrossi_NAME": "TEXTKEY_UNIT_Endrossi_NAME", "TEXTKEY_UNIT_EyeBall_DESC": "TEXTKEY_UNIT_EyeBall_DESC", "TEXTKEY_UNIT_EyeBall_NAME": "TEXTKEY_UNIT_EyeBall_NAME", "TEXTKEY_UNIT_FemaleGloth_DESC": "TEXTKEY_UNIT_FemaleGloth_DESC", "TEXTKEY_UNIT_GlothPup_DESC": "TEXTKEY_UNIT_GlothPup_DESC", "TEXTKEY_UNIT_GoblinBrawler_DESC": "TEXTKEY_UNIT_GoblinBrawler_DESC", "TEXTKEY_UNIT_GoblinChiefShaman_DESC": "TEXTKEY_UNIT_GoblinChiefShaman_DESC", "TEXTKEY_UNIT_GoblinRider_DESC": "TEXTKEY_UNIT_GoblinRider_DESC", "TEXTKEY_UNIT_GoblinShaman_DESC": "TEXTKEY_UNIT_GoblinShaman_DESC", "TEXTKEY_UNIT_GoblinThrower_DESC": "TEXTKEY_UNIT_GoblinThrower_DESC", "TEXTKEY_UNIT_GoblinWorker_DESC": "TEXTKEY_UNIT_GoblinWorker_DESC", "TEXTKEY_UNIT_GreyMonsterRat_DESC": "TEXTKEY_UNIT_GreyMonsterRat_DESC", "TEXTKEY_UNIT_GuardArcher_DESC": "TEXTKEY_UNIT_GuardArcher_DESC", "TEXTKEY_UNIT_GuardArcher_NAME": "TEXTKEY_UNIT_GuardArcher_NAME", "TEXTKEY_UNIT_GuardCaptain_DESC": "TEXTKEY_UNIT_GuardCaptain_DESC", "TEXTKEY_UNIT_GuardCaptain_NAME": "TEXTKEY_UNIT_GuardCaptain_NAME", "TEXTKEY_UNIT_GuardSpearman_DESC": "TEXTKEY_UNIT_GuardSpearman_DESC", "TEXTKEY_UNIT_GuardSpearman_NAME": "TEXTKEY_UNIT_GuardSpearman_NAME", "TEXTKEY_UNIT_MaleGloth_DESC": "TEXTKEY_UNIT_MaleGloth_DESC", "TEXTKEY_UNIT_RedMonsterRat_DESC": "TEXTKEY_UNIT_RedMonsterRat_DESC", "TEXTKEY_UNIT_Xenon_DESC": "TEXTKEY_UNIT_Xenon_DESC", "TEXTKEY_UNIT_Xenon_NAME": "TEXTKEY_UNIT_Xenon_NAME", "TIMED": "時限", "TIP: During expedition, units do n...": "ヒント: 遠征中、ユニットは...", "TIP: During expedition, units do...": "ヒント: 遠征中、ユニットは...", "TIP: Expedition members outside the portal room are considered missing.": "ヒント：ポータルの部屋の外にいる遠征メンバーは行方不明とみなされます。", "TIP: Some ranged attacks consume ammo, such as arrows.": "ヒント：矢などの一部の遠距離攻撃は弾薬を消費します。", "TIP: Units outside the portal's room are considered missing.": "ヒント：ポータルの部屋の外にいるユニットは行方不明とみなされます。", "TODO": "TODO", "TODO (affecter)": "TODO（アフェクター）", "TODO - desc": "TODO - 説明", "TODO - flavor": "TODO - フレーバー", "TODO - name": "TODO - 名前", "TODO - subname": "TODO - サブ名", "TODO icon": "TODO icon", "TODO range and area on a dungeon room": "ダンジョンルームでのTODOの射程と範囲", "TODO range and area shown on a dungeon room": "ダンジョンの部屋に表示されたTODOの射程と範囲", "TODO variant": "TODO 亜種", "TRADEPOOL_Endrossi": "TRADEPOOL_Endrossi", "TRADEPOOL_FesteringBurrowMerchant": "TRADEPOOL_FesteringBurrowMerchant", "TRADEPOOL_GuildMerchant1": "TRADEPOOL_GuildMerchant1", "TRADEPOOL_GuildMerchant2": "TRADEPOOL_GuildMerchant2", "TRADEPOOL_GuildMerchant3": "TRADEPOOL_GuildMerchant3", "TRADEPOOL_VeilSilenceMerchant": "TRADEPOOL_VeilSilenceMerchant", "TRAITS": "特性", "Tadpole": "オタマジャクシ", "Tadpole Evolve Random": "オタマジャクシ進化（ランダム）", "Tadpole Random": "オタマジャクシ（ランダム）", "TadpoleEvolve": "TadpoleEvolve", "Take 1×": "1×獲得", "Take defense ignoring magic damage equal to {0}% of": "Take defense ignoring magic damage equal to {0}% of", "Take defense ignoring magic damage equal to {0}% of 最大体力 per second. This effect cannot stack.": "毎秒、最大体力の{0}%に等しい防御無視の魔法ダメージを受ける。この効果は重複しない。", "Take defense-ignoring magic damage equal to {0}% of": "Take defense-ignoring magic damage equal to {0}% of", "Take defense-ignoring magic damage equal to {0}% of 最大体力 per second. This effect cannot stack.": "毎秒、最大体力の{0}%に等しい防御無視の魔法ダメージを受ける。この効果は重複しない。", "Take defense-ignoring magic damage of stack * {0} per second.": "1秒あたりスタック*{0}の防御無視の魔法ダメージを受ける。", "Take defense-ignoring typeless damage equal to 1% of": "次の1%に等しい防御無視の無属性ダメージを受ける", "Take defense-ignoring typeless damage equal to {0}% of [STATUS_MaxHealthTotal] every 10 seconds. This effect cannot stack.": "10秒ごとに[STATUS_MaxHealthTotal]の{0}%に等しい防御無視の無属性ダメージを受ける。この効果は重複しない。", "Take stack * {0} defense-ignoring physical damage per second.": "1秒あたりスタック*{0}の防御無視の物理ダメージを受ける。", "Talent growth": "才能成長", "Talent represents a character's growth potential for a": "才能は、あるステータスに対するキャラクターの成長ポテンシャルを表します", "Talent represents a character's growth potential for a 主要ステータス. The greater the talent, the more their 主要ステータス can increase when レベルアップ occurs. - 貧弱": "才能はキャラクターの主要ステータスの成長ポテンシャルを表します。才能が高いほど、レベルアップが起きた時に主要ステータスがより多く上昇します。 - 貧弱", "Talent represents a character's growth potential for a 主要ステータス. The greater the talent, the more their 主要ステータス increases when Leveling Up. - 貧弱 -": "才能はキャラクターの主要ステータスの成長ポテンシャルを表します。才能が高いほど、レベルアップ時に主要ステータスがより多く上昇します。 - 貧弱 -", "Talent represents a character's growth potential in a": "タレントはキャラクターの成長ポテンシャルを表します", "Talent represents a character's growth potential in a 主要ステータス. The higher the talent, the more that 主要ステータス can increase during レベルアップ. - 貧弱 -": "タレントはキャラクターの主要ステータスの成長ポテンシャルを表します。タレントが高いほど、レベルアップ中に主要ステータスが増加します。- 貧弱 -", "Talent scaling": "タレントスケーリング", "Talent scaling (player units):": "タレントスケーリング（プレイヤーユニット）：", "Talent sum (save values):": "才能合計 (セーブ値):", "Talent tendencies": "才能の傾向", "Talent tiers": "才能のティア", "TalentAgilityExceptional": "TalentAgilityExceptional", "TalentAgilityGenius": "TalentAgilityGenius", "TalentAgilityModerate": "TalentAgilityModerate", "TalentAgilityOutstanding": "TalentAgilityOutstanding", "TalentAgilityPoor": "TalentAgilityPoor", "TalentConstitutionExceptional": "TalentConstitutionExceptional", "TalentConstitutionGenius": "TalentConstitutionGenius", "TalentConstitutionModerate": "TalentConstitutionModerate", "TalentConstitutionOutstanding": "TalentConstitutionOutstanding", "TalentConstitutionPoor": "TalentConstitutionPoor", "TalentIntelligenceExceptional": "TalentIntelligenceExceptional", "TalentIntelligenceGenius": "TalentIntelligenceGenius", "TalentIntelligenceModerate": "TalentIntelligenceModerate", "TalentIntelligenceOutstanding": "TalentIntelligenceOutstanding", "TalentIntelligencePoor": "TalentIntelligencePoor", "TalentPerceptionExceptional": "TalentPerceptionExceptional", "TalentPerceptionGenius": "TalentPerceptionGenius", "TalentPerceptionModerate": "TalentPerceptionModerate", "TalentPerceptionOutstanding": "TalentPerceptionOutstanding", "TalentPerceptionPoor": "TalentPerceptionPoor", "TalentStrengthExceptional": "TalentStrengthExceptional", "TalentStrengthGenius": "TalentStrengthGenius", "TalentStrengthModerate": "TalentStrengthModerate", "TalentStrengthOutstanding": "TalentStrengthOutstanding", "TalentStrengthPoor": "TalentStrengthPoor", "TalentSumRange": "TalentSumRange", "TalentWillPowerExceptional": "TalentWillPowerExceptional", "TalentWillPowerGenius": "TalentWillPowerGenius", "TalentWillPowerModerate": "TalentWillPowerModerate", "TalentWillPowerOutstanding": "TalentWillPowerOutstanding", "TalentWillPowerPoor": "TalentWillPowerPoor", "Talents": "才能", "Talents & Stat Growth": "才能と能力値成長", "Talents & Stat Growth - Dungeon Settlers Wiki": "才能とステータス成長 - Dungeon Settlers Wiki", "Talents & stats": "才能とステータス", "Talents & stats guide": "才能・ステータスガイド", "Talk to Endorsi": "エンドルシと話す", "Talk to Endorsi twice more": "エンドルシにさらに2回話しかける", "Talk to Perion": "ペリオンに話しかける", "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha Acid Slogel** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "調教は未実装の機能としてフラグが立っています。**モンスターの魂石は16個**ありますが、現在**効果があるのは3個だけ**で、それらでさえデザインが示唆する完全な「クリーチャースキルツリー」ではなく単一の効果を付与するだけです。**赤いモンスターネズミ**の石はアクティブスキル（ブラッディスクラッチ）を、**アルファ酸性スロゲル**の石は低HP時のバリアを、**巨石ゴーレム**のボス石はスタックするダメージ軽減を付与します。残り13個は効果のない収集品で、その供給元モンスターのいくつか（通常スライム、ロイヤルスライム、ブラッドスライム、ボーンスパイダー、モンスターネズミ、狂犬）はまだ実際のユニットとして存在しません。", "TamingCapability": "TamingCapability", "Tank": "タンク", "Tank - Support": "タンク - サポート", "Tap tooltips": "タップでツールチップ", "Target Max Health (not the caster's attack power)": "対象の最大体力（使用者の攻撃力ではない）", "Target burning stacks": "対象の燃焼スタック", "Target burning stacks:": "対象の燃焼スタック：", "Target current HP (head + body)": "対象の現在HP（頭部 + 胴体）", "Target is a Boss": "対象がボスである", "Target max HP (head + body)": "対象の最大HP（頭部 + 胴体）", "Target unit condition": "対象ユニット条件", "Target's combined HP fraction": "対象の合算HP割合", "Target's missing HP": "対象の減少HP", "Target's missing HP (every 3rd basic)": "対象の欠損HP（通常攻撃3回ごと）", "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "対象範囲8。距離ボーナスは16マス（範囲の遠い隅）で最大になります。", "Task": "タスク", "Task - Dungeon Settlers Wiki": "作業 - Dungeon Settlers Wiki", "Task icon": "作業 アイコン", "TaskTalentScores": "TaskTalentScores", "Task_": "Task_", "Taunt + Mocking Grin": "挑発 + 嘲笑", "Taunt is a debuff that forces enemies to attack the taunter. Dual Request taunts one target (and gives you +50% damage to it, -30% damage from everyone else); Guardian's Taunt taunts a whole pack. Because Taunt is an enemy debuff, casting it also triggers Guard Barrier. Then Mocking Grin (Fortress) converts 20% of every hit you take from a taunted enemy into Barrier for 10s - so the more you are attacked, the more shield you generate, exactly inverting the usual downside of being the target. Dual Request's -30% damage taken and a shield stack (Fortified / Barrier Resurge) make this a genuinely sticky tank. The taunter and the Mocking Grin holder must be the same unit (it keys off 'your' Taunt).": "挑発は、敵に挑発者を攻撃させるデバフです。デュアルリクエストは1体を挑発し（その対象への与ダメージ+50%、他の全員からの被ダメージ-30%）、守護者の挑発は集団全体を挑発します。挑発は敵へのデバフなので、キャストするとガードバリアも発動します。次に嘲笑（要塞）は、挑発した敵から受ける攻撃ごとの20%を10秒間バリアに変換するため、攻撃されるほど多くのシールドを生成し、標的となる通常の欠点を完全に逆転させます。デュアルリクエストの被ダメージ-30%とシールドスタック（強化された/バリア再生）により、これは真に粘り強いタンクになります。挑発者と嘲笑の保持者は同じユニットでなければなりません（「自分の」挑発に紐づくため）。", "Taunt tank": "挑発タンク", "Team": "チーム", "Team & import": "チームとインポート", "Team 1": "チーム1", "Team Stats": "チームステータス", "Team composition": "チーム構成", "Team damage per second": "チームの 1 秒あたりのダメージ", "Team energy to kill": "敵を倒すためのチームエネルギー", "Team for DPS and energy": "DPS とエネルギーのためのチーム", "Team name for the imported party": "インポートしたパーティのチーム名", "Team name:": "チーム名：", "Team units": "チームユニット", "Tech Book x2": "技術書 x2", "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total": "報告ごとに技術書 x2（酸性昆虫、胞子虫、ミートグラブ、ヘルリーチ）＝合計8冊", "Technical support is needed.": "技術的サポートが必要です。", "Temp Tuto Skip": "Temp Tuto Skip", "TempTutoSkip": "TempTutoSkip", "Temp_Demo Wishlist": "Temp_Demo Wishlist", "Template weight": "テンプレート重み", "Templates in pool": "プール内のテンプレート", "TemplePray": "TemplePray", "Temple_": "Temple_", "Temporarily gain shell.": "一時的にシェルを獲得。", "Temporary-buff stack caps": "一時バフのスタック上限", "Test": "テスト", "Test Setting": "テスト設定", "Test Superman": "Test Superman", "Test Superman - Dungeon Settlers Wiki": "Test Superman - Dungeon Settlers Wiki", "Test Superman icon": "Test Superman アイコン", "Test Test Test": "テスト テスト テスト", "Test Test Test - Dungeon Settlers Wiki": "Test Test Test - Dungeon Settlers Wiki", "Test Test Test icon": "Test Test Test アイコン", "Test Trade": "テスト取引", "Test Trade - Dungeon Settlers Wiki": "Test Trade - Dungeon Settlers Wiki", "Test Trade Box": "テスト取引ボックス", "Test Trade Box - Dungeon Settlers Wiki": "テスト交易ボックス - Dungeon Settlers Wiki", "Test Trade icon": "Test Trade アイコン", "Test presets": "テストプリセット", "Test unit": "テストユニット", "Test unit: Magic {#}, Physical {#}.": "テストユニット：魔法 {#}、物理 {#}。", "Text & descriptions": "テキストと説明", "Text / Localization": "テキスト / ローカライズ", "Text and wording": "テキストと表現", "Text polish": "テキストの整理", "Text varies per Expedition Resolution": "探索隊の決断ごとにテキストが変化する", "Text varies per Expedition Resolution - see": "テキストは遠征の結末ごとに異なります。参照:", "TextKeyTable_en.json": "TextKeyTable_en.json", "TextKeyTable_languages.json": "TextKeyTable_languages.json", "Thank you for playing the Dungeon Settlers demo.": "Dungeon Settlers デモをプレイしていただきありがとうございます。", "Thank you for playing the Dungeon Settlers demo. This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of the game are still in development,": "Dungeon Settlers デモをプレイしていただきありがとうございます。このデモはDungeon Settlersのコアゲームプレイループを早期に見るために準備されました。ゲームの多くの部分はまだ開発中です。", "Thanks! Your report was sent.": "ありがとうございます! レポートを送信しました。", "That makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "そのため、待つよりもローテーションの方が明確に有利です：フロア（や地域）に分散して周回すればすべてのカウンターがゼロより上に保たれ、-50%の地域ペナルティを一切受けず、2週間の回復待ちに付き合わずに済みます。お気に入りのフロア1つを底まで削るのは、ゲーム内で最もコストの高い習慣です。", "That's quite challenging.": "それはかなり難しい。", "That's the sound of a horn.": "それはホルンの音ですね。", "The": "その", "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "側面をとるユニットごとの命中+10% / 会心+5%の包囲ボーナス。注意：データ上には記述されていますが、", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring TODO if it is available.": "夜間の視界-3はより近づくことを可能にしますが、自軍ユニットも同じく目が利きません。利用できるならTODOを連れて行きましょう。", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring ナイトビジョン if it is available.": "夜間の視界-3はより近づくことを可能にしますが、自軍ユニットも同じく目が利きません。利用できるならナイトビジョンを持つユニットを連れて行きましょう。", "The Crawling Doom tutorial's scripted steps.": "這い寄る破滅チュートリアルの台本化された手順。", "The Drifting One": "漂うもの", "The EXP required to level up from the current level. Determines the maximum value of": "現在のレベルからレベルアップするために必要な EXP。最大値を決定します", "The EXP required to level up from the current level. Determines the maximum value of 経験値.": "現在のレベルからレベルアップするために必要な EXP。経験値の最大値を決定します。", "The EXP required to reach the next level. Determines the maximum value of": "次のレベルに到達するために必要な EXP。最大値を決定します", "The EXP required to reach the next level. Determines the maximum value of 経験値.": "次のレベルに到達するために必要な EXP。経験値の最大値を決定します。", "The Early-Access roadmap - the in-game": "アーリーアクセスのロードマップ、ゲーム内の", "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "エルロス帝国の筋書きは未実装コンテンツ（将来のエルロスのボスと地域）へと続きます。詳しくは", "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record": "ゴーレムの慰霊碑アリーナ。そのエンドルシのスポーンにはKillCount_GiantStoneGolem_1の記録が必要", "The Infinite Abyss is a standalone endless mode, separate from the campaign regions. Its corrupted monsters drop nothing directly - you farm it through the treasure chests below. See the": "無限の深淵は、キャンペーンの地域とは別の独立したエンドレスモードです。堕落したモンスターは直接何も落とさず、下記の宝箱を通じて周回します。参照:", "The Infinite Abyss is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "無限の深淵は独立したエンドレスダンジョンモードで、探索マップ上の空の忘れられた深淵の地域とは別物です。一部実装済みです。", "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "無限の深淵は全階層（1～10）で一つの固定レイアウトを使用します: 入口、戦闘部屋、", "The Inscription of Gloom tradeoff": "憂鬱の刻印のトレードオフ", "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "反射刻印はあらゆる種類のダメージを100%跳ね返します。モンスターの甲羅（トゲガメ、クリスタルタートル）は代わりに近接 / 魔法ダメージの一部を反射します。", "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "芽吹く甲殻の刻印は回復したエネルギーを殻のチャージに変換し、上限は20です。", "The Inspector's voice flows from the raven's beak.": "検査官の声がカラスのくちばしから流れる。", "The Intelligence talent of {#} has changed from {#} to {#}.": "{#}の知力才能が{#}から{#}に変更されました。", "The Korean text adds a clause not in the English description: hits against a target within 1 tile deal 50% less. Not folded into the numbers.": "韓国語のテキストには英語の説明にない一文が追加されています。1マス以内の対象への命中はダメージが50%減少します。数値には反映されていません。", "The Legendary": "レジェンダリーの", "The Lycan expedition members exchange disappointed looks, then...": "ライカン遠征メンバーは失望の視線を交わし、その後...", "The Perception myth": "認知の俗説", "The Poison row lists a non-zero MaxStack field but its description says it cannot stack; the shipped tooltip also states its damage is per second. The exact Poison tick interval is treated on the": "毒の行にはゼロ以外のMaxStackフィールドが記載されていますが、説明ではスタックできないとされています。実装されているツールチップでもダメージは毎秒と記されています。正確な毒のティック間隔は", "The Rare": "レアの", "The Sky-Colored Bird": "空色の鳥", "The Strength talent of {#} has changed from {#} to {#}.": "{#}の力才能が{#}から{#}に変更されました。", "The TraitTable defines exactly 3 traits with": "TraitTableは次を持つ特性を正確に3つ定義しています：", "The TraitTable defines exactly 7 traits with": "TraitTableは正確に7つの特性を定義します", "The alternate room appearance used in range previews": "射程プレビューで使う別の部屋の外観", "The amount of experience required. {1} refers to the max experience amount at level 1. {0} is an unused placeholder, and its value is fixed to \"None\".": "必要な経験値の量。{1}はレベル1での最大経験値量を指す。{0}は未使用のプレースホルダーで、その値は\"None\"に固定されている。", "The amount of the first item in {#} has changed from {#} to {#}.": "{#}の1番目のアイテムの数量が{#}から{#}に変更されました。", "The amount of the second item in {#} has changed from {#} to {#}.": "{#}の2番目のアイテムの数量が{#}から{#}に変更されました。", "The amount of the third item in {#} has changed from {#} to {#}.": "{#}の3番目のアイテムの数量が{#}から{#}に変更されました。", "The area of effect of {#} has changed from {#} to {#} tiles.": "{#}の効果範囲が{#}から{#}タイルに変更されました。", "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...": "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...", "The assembled connected floor map": "組み立てられた接続済み階マップ", "The attack speed of {#} has changed from {#} to {#}.": "{#}の攻撃速度が{#}から{#}に変更されました。", "The backgrounds available to {#} have changed from {#} to {#}.": "{#}が選択できる背景が{#}から{#}に変更されました。", "The base price of {#} has changed from {#} to {#}.": "{#}の基本価格が{#}から{#}に変更されました。", "The base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.": "基本数量は各品質帯の中で4、24、72と循環します。現在のビルドでは、上位マナ石と最上級マナ石は確実なドロップ、宝箱、レシピ、商人の入手源がないため、実際にはユニットがレベル5を超えるとレベリングが急激に鈍ります。", "The base random event": "拠点のランダムイベント", "The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Devastation a level-5 settler starts at -9 mood expectation vs -2 on Easy.": "各レベルの入植者が待遇（住宅/食料の水準）に期待する基準の気分です。管理難易度が高いほど基準が下がり、壊滅ではレベル5の入植者は気分期待値-9から始まりますが、簡単では-2です。", "The bodies of units who die in the settlement will remain where they are.": "The bodies of units who die in the settlement will remain where they are.", "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po": "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to ...": "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to ...", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways": "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways", "The body used by {#} has changed from {#} to {#}.": "{#}が使用する体型が{#}から{#}に変更されました。", "The bonuses granted by equipping {#} have changed from {#} to {#}.": "{#}の装備時に付与されるボーナスが{#}から{#}に変更されました。", "The boss room (": "ボス部屋（", "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "{#}の認知補正範囲の下限が{#}から{#}に変更されました。", "The build menu category of {#} has changed from {#} to {#}.": "{#}の建設メニュー分類が{#}から{#}に変更されました。", "The building subtype of {#} has changed from {#} to {#}.": "{#}の建物サブタイプが{#}から{#}に変更されました。", "The calculator covers the two confident stacking DoTs,": "計算機は、確実にスタックする2つのDoT、", "The campaign is split into": "キャンペーンは次の単位に分かれています：", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in": "キャンペーンは、拠点と進行中の遠征が共有する単一のグローバル時計で進みます。ダンジョン専用の暦はありません。時間は", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in ti...": "キャンペーンは拠点と進行中の探索が共有する単一のグローバルクロックで動きます。ダンジョン専用のカレンダーはありません。時間はティックで計測され...", "The campaign's main chain is": "キャンペーンのメインチェーンは", "The carapace traits that grant these reflects carry FloatValue": "これらの反射を付与する甲羅の特性はFloatValue", "The caster's chance to land the hit. In My unit mode it is your unit's real hit chance (from the Builder); player targeted spells are otherwise 100%.": "使い手が攻撃を命中させる確率。自分のユニットモードでは、ユニットの実際の命中率（ビルダーから）です。それ以外ではプレイヤーの対象指定呪文は100%です。", "The casting caster's critical-hit chance (the crit multiplier is folded into Skill Damage). In My unit mode this is your chosen caster's real crit - the magic caster's for a magic spell, the physical caster's for a physical one.": "詠唱する使い手のクリティカル率（クリティカル倍率はスキルダメージに織り込み済み）。自分のユニットモードでは、選んだ使い手の実際のクリティカル率です。魔法呪文なら魔法の使い手、物理呪文なら物理の使い手のものです。", "The catalyst in...": "触媒が...", "The categories on {#} have changed from {#} to {#}.": "{#}のカテゴリーが{#}から{#}に変更されました。", "The chain's internal order is": "チェーンの内部順序は", "The chance of drawing the first item from {#} has changed from {#} to {#}.": "{#}から1番目のアイテムが引かれる確率が{#}から{#}に変更されました。", "The chance of drawing the second item from {#} has changed from {#} to {#}.": "{#}から2番目のアイテムが引かれる確率が{#}から{#}に変更されました。", "The chance of drawing the third item from {#} has changed from {#} to {#}.": "{#}から3番目のアイテムが引かれる確率が{#}から{#}に変更されました。", "The chance of each item appearing at {#} has changed from {#} to {#}.": "{#}で各アイテムが出現する確率が{#}から{#}に変更されました。", "The check is": "判定は", "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "判定は頭部+胴体の合算HPで、いずれか一方のバーだけではありません。ボス以外の敵を", "The choices offered at {#} have changed from {#} to {#}.": "{#}で提示される選択肢が{#}から{#}に変更されました。", "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "{#}が募集候補に現れ始めるクランランクが{#}から{#}に変更されました。", "The clan rank from which {#} starts appearing among recruits has changed from {#} to {#}.": "{#}が募集候補に現れ始めるクランランクが{#}から{#}に変更されました。", "The clan you begin a scenario with - the tutorial and basic starting settlers.": "シナリオ開始時のクラン。チュートリアルと基本の初期開拓者です。", "The clear forest air aids growth. All units gain experience gain bonuses.": "澄んだ森の空気が成長を助けます。すべてのユニットが経験値獲得ボーナスを得ます。", "The complete Dungeon Settlers database: items, monsters, skills, skill trees, buildings, events, quests, loot tables and a character builder, from the game's own data.": "Dungeon Settlersの完全データベース：アイテム、モンスター、スキル、スキルツリー、建物、イベント、クエスト、戦利品テーブル、キャラクタービルダーを、ゲーム自身のデータから収録。", "The complete in-game handbook (the Game Guide panel), 49 topics as shipped in this build. Keyword links work like the game's own hover references.": "完全なゲーム内ハンドブック（ゲームガイドパネル）、このビルドに同梱された49トピック。キーワードリンクはゲーム自身のホバー参照のように機能します。", "The complete in-game handbook (the Game Guide panel), 50 topics as shipped in this build. Keyword links work like the game's own hover references.": "完全なゲーム内ハンドブック(ゲームガイドパネル)、このビルドで配信された50のトピック。キーワードリンクはゲーム自体のホバーリファレンスのように機能します。", "The composited in-game unit icon, with its equipped gear": "装備を反映したゲーム内の合成ユニットアイコン", "The condition on {#} has changed from {#} to {#}.": "{#}の条件が{#}から{#}に変更されました。", "The condition that makes {#} selectable has changed from {#} to {#}.": "{#}を選択可能にする条件が{#}から{#}に変更されました。", "The condition that offers {#} has changed from {#} to {#}.": "{#}が提示される条件が{#}から{#}に変更されました。", "The condition that raises {#} has changed from {#} to {#}.": "{#}が発生する条件が{#}から{#}に変更されました。", "The condition that starts {#} has changed from {#} to {#}.": "{#}が開始される条件が{#}から{#}に変更されました。", "The conditions on {#} have changed from {#} to {#}.": "{#}の条件が{#}から{#}に変更されました。", "The conditions that make {#} selectable have changed from {#} to {#}.": "{#}を選択可能にする条件が{#}から{#}に変更されました。", "The conditions that offer {#} have changed from {#} to {#}.": "{#}が提示される条件が{#}から{#}に変更されました。", "The conditions that raise {#} have changed from {#} to {#}.": "{#}が発生する条件が{#}から{#}に変更されました。", "The conditions that start {#} have changed from {#} to {#}.": "{#}が開始される条件が{#}から{#}に変更されました。", "The constant is written": "この定数は次のように書かれています", "The cooldown of {#} has changed from {#} to {#}.": "{#}のクールタイムが{#}から{#}に変更されました。", "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "{#}のクールタイムが{#}から{#}ゲーム内分に変更されました。", "The crow looks down at you, tilts its beak, and says with an oddly playful tone,": "カラスがあなたを見下ろし、くちばしを傾ける。奇妙に遊び心を持ったような口調で言う。", "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in t": "カラスがあなたを見下ろし、くちばしを傾ける。奇妙に遊び心を持ったような口調で言う。「聞け、私ができることには限界がある。もし又も全滅したなら、本当に大変な事になるぞ。", "The crow looks down at you, tilts its beak, and-almost playfully-says,": "カラスがあなたを見下ろし、くちばしを傾ける。ほぼ遊び心を持ったような口調で言う。", "The crow looks down at you, tilts its beak, and-almost playfully-says, \"Listen, there's a limit to how much I can help. If you get wiped out again, we'll really be in trouble.\"</c": "カラスがあなたを見下ろし、くちばしを傾ける。ほぼ遊び心を持ったような口調で、「聞け、私にできることには限界がある。もし又も全滅したなら、本当に困った事になるぞ。」", "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.": "レベルアップの通貨。等級は下級（Low）、中級（Mid）、上位（High）、最上級（Supreme）があり、高レベルユニットほどレベルアップに高等級のマナ石が必要になる。", "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "カスタムAIはBehavior Designerのツリー上に構築されており、その距離/視界チェック(", "The damage dealt bonus changes by current": "The damage dealt bonus changes by current", "The damage dealt bonus changes by current 気分 × {0}%. The lower 気分 is, the more damage is dealt.": "与ダメージボーナスは現在の気分×{0}%だけ変化する。気分が低いほど与えるダメージが増加する。", "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "ダメージのパイプライン、ポイントあたりのステータス係数、クリティカルと耐性の計算、DoTのスケーリング、包囲と召喚体のスケーリング。すべての数値をそれぞれのテーブルに紐付けて記載。", "The data ships a": "データには", "The decoration style of {#} has changed from {#} to {#}.": "{#}の装飾スタイルが{#}から{#}に変更されました。", "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "ダンジョンをより深く進むほど、より豊かでレアなリソースを取得できます。", "The default conversation for {#} has changed from {#} to {#}.": "{#}の既定の会話が{#}から{#}に変更されました。", "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool.": "デフォルトで最も一般的な募集対象（すべてのクランランクで募集ウェイト100）。経験値ボーナスを持つ唯一の種族。最大の自動生成名前プールを持ちます。", "The demo has": "デモには", "The demo truth: the chain is broken on purpose": "デモの真実：連鎖は意図的に断たれている", "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.": "消耗の回復間隔：GAMESYSTEM_Campaign_DepletionTerm = 1スタックあたりゲーム内4,320分（ゲーム内3日）。0まで周回した階層が完全に回復するにはゲーム内15日（1倍速で現実の約4.5時間）が必要です。", "The detection model": "探知モデル", "The dev comment on that constant is explicit:": "その定数への開発者コメントは明確です：", "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...": "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 65, with conditions and rewards) live on the": "遠征決議システムの土台となるダイアログの外枠です。拠点での方針プロンプトに加え、その却下シーンと完了シーンが含まれます。決議そのもの（条件と報酬を含む全65件）は次に掲載しています:", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 66, with conditions and rewards) live on the": "遠征解決システムの背後にあるダイアログシェル - ベースでのポリシープロンプトとそのスキップおよび完了シーン。解決自体（条件と報酬を伴うすべて66個）は", "The draw weight of the first item in {#} has changed from {#} to {#}.": "{#}の1番目のアイテムの抽選重みが{#}から{#}に変更されました。", "The draw weight of the second item in {#} has changed from {#} to {#}.": "{#}の2番目のアイテムの抽選重みが{#}から{#}に変更されました。", "The draw weight of the third item in {#} has changed from {#} to {#}.": "{#}の3番目のアイテムの抽選重みが{#}から{#}に変更されました。", "The dump confirms the constants and the melee/ranged split (dev comment: [0] melee, [1] ranged) but the method bodies are stripped, so the exact arithmetic that applies the multiplier is inferred, not read line-by-line. No leash or return-to-spawn timer was found in the code - a monster that reaches": "ダンプは定数と近接/遠隔の区分（開発者コメント：[0] 近接、[1] 遠隔）を裏付けていますが、メソッド本体は除去されているため、倍率を適用する正確な計算は行単位で読んだものではなく推定です。コード中にリーシュやスポーン地点への帰還タイマーは見つかりませんでした。到達したモンスターは", "The dungeon runs on a day/night clock. Daytime is": "ダンジョンは昼夜のクロックで動きます。昼は", "The durability of {#} has changed from {#} to {#}.": "{#}の耐久度が{#}から{#}に変更されました。", "The durability routine receives the": "耐久計算処理が受け取るのは", "The duration of {#} has changed from {#} to {#}.": "{#}の持続時間が{#}から{#}に変更されました。", "The effects applied by equipping {#} have changed from {#} to {#}.": "{#}の装備時に適用される効果が{#}から{#}に変更されました。", "The effects carried by {#} have changed from {#} to {#}.": "{#}が持つ効果が{#}から{#}に変更されました。", "The encirclement constant is authored in the game data but no combat code reads it, so this bonus currently does nothing. The panel shows what it": "包囲の定数はゲームデータに記述されているが、戦闘コードはそれを読み取らないため、このボーナスは現在何も機能しない。パネルが示すのは、それが", "The end delay on {#} has changed from {#} to {#}.": "{#}の終了ディレイが{#}から{#}に変更されました。", "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "敵は常に命中（100%）すると仮定します。データ上、モンスターには回避／ガードのモデルがありません。", "The energy cost of {#} has changed from {#} to {#}.": "{#}のエネルギー消費量が{#}から{#}に変更されました。", "The entries behind {#} have changed from {#} to {#}.": "{#}を構成する項目が{#}から{#}に変更されました。", "The equipment required to use {#} has changed from {#} to {#}.": "{#}の使用に必要な装備が{#}から{#}に変更されました。", "The events linked to {#} have changed from {#} to {#}.": "{#}に紐づくイベントが{#}から{#}に変更されました。", "The exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your": "正確な上昇量はレベルアップごとにティアの範囲内でランダムに決まり、その後あなたの", "The exact skill it grants is not defined in stock DS_B.0.3.26 yet (gated / unreleased content).": "付与される正確なスキルは、通常のDS_B.0.3.26ではまだ定義されていない (制限付き / 未実装コンテンツ)。", "The exact skill it grants is not defined in stock DS_B.0.3.40 yet (gated / unreleased content).": "付与される正確なスキルは、通常のDS_B.0.3.40ではまだ定義されていない (制限付き / 未実装コンテンツ)。", "The exchange": "打ち合い", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...": "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.": "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.", "The expedition members have begun to doubt the expedition's recent ability to achieve its g...": "遠征メンバーは遠征の最近の目標達成能力を疑うようになりました。...", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.", "The expedition members receive meals more generous than usual and eat with visibly greater satisf...": "The expedition members receive meals more generous than usual and eat with visibly greater satisf...", "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...": "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrib...": "遠征隊の最終目標は、自我を持つダンジョンであるアルクテオンのコアを破壊し、世界に襲いかかった恐ろしい黙示録に...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor...": "遠征の最終的な目標は、自己認識を持つダンジョン・アークティオンの核を破壊し、世界に訪れた恐ろしい黙示録に…", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have f": "遠征の最終的な目標は、自己認識を持つダンジョン・アークティオンの核を破壊し、世界に訪れた恐ろしい黙示録に終止符を打つことです。最近の遠征以来…", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless. \"Captain, what if we go deeper on the next expedition?\" Someone makes the suggestion loudly in front of all the gathered members. \"If we stop here, everyone will think we're cowards.\" After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "遠征隊の最終目標は、自我を持つダンジョンであるアルクテオンのコアを破壊し、世界に襲いかかった恐ろしい黙示録に終止符を打つことだ。最近の遠征が目立った成果を上げられていないため、遠征隊員たちは落ち着かなくなっているようだ。「隊長、次の遠征でもっと深く進みませんか？」誰かが集まったすべての者の前で大声で提案する。「ここで止まれば、誰もが俺たちを臆病者だと思うだろう。」深く考えた結果、今、隊員たちが活気に満ちている間が、遠征隊の次の段階に進むための最良の機会かもしれないと気づく。", "The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a...": "The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a...", "The experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.": "次のレベルに到達するのに必要な経験値は、おおよそ二次曲線で上昇します。レベル2到達に30、以降250、567、1,017、1,600、2,315、3,167、4,153、5,273、6,531、7,926、そして最後にレベル12到達に9,457です。", "The eyes used by {#} have changed from {#} to {#}.": "{#}が使用する目が{#}から{#}に変更されました。", "The face portrait": "顔のポートレート", "The facial decoration used by {#} has changed from {#} to {#}.": "{#}が使用する顔の装飾が{#}から{#}に変更されました。", "The fifth group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される5番目のオブジェクトグループが{#}から{#}に変更されました。", "The first group of items scattered in {#} has changed from {#} to {#}.": "{#}に散らばる1番目のアイテムグループが{#}から{#}に変更されました。", "The first group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される1番目のオブジェクトグループが{#}から{#}に変更されました。", "The first item in {#} has changed from {#} to {#}.": "{#}の1番目のアイテムが{#}から{#}に変更されました。", "The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).": "最初にプレイ可能な地域であり、拠点エリアでもあります。5階層にわたって約114のルームテンプレートがあります。モンスターには灰色ネズミ、赤いネズミ、エリートの赤いモンスターネズミ、酸性昆虫、酸性スロゲル、アルファ酸性スロゲル、マウマーク／白いマウマーク、石ゴーレム（赤／青／黄）、スライムがいます。ダンジョン内商人のアリック、ハンターのエンドルシ（仲間にできるクエスト提供者）、学者の Xenon が住んでいます。ドロップテーブルは DROP_R1* の接頭辞が付きます（ドロップ名は1始まり、地域IDは0始まりである点に注意）。", "The following content is planned for Early Access. - Boss of the first region, Veil of Silence - Second region, Festeri...": "以下の内容は早期アクセスで実装予定です。- 第一地域「沈黙のヴェール」のボス - 第二地域、Festeri…", "The following content is planned for Early Access. - The boss of the first region, the Veil of Silence - The second reg...": "以下の内容は早期アクセスで実装予定です。- 第一地域「沈黙のヴェール」のボス - 第二地…", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - Ach...": "以下の内容は正式リリースで実装予定です。- 地域3〜6とそのボス - 追加の研究ツリー - Ach…", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - New...": "以下の内容は正式リリースで実装予定です。- 地域3〜6とそのボス - 追加の研究ツリー - New…", "The formulas are:": "計算式は次のとおり：", "The fourth group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される4番目のオブジェクトグループが{#}から{#}に変更されました。", "The full dataset is machine-readable:": "全データセットは機械可読です：", "The game auto saves to a single slot on exit.": "ゲームはゲーム終了時に単一スロットにオートセーブします。", "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "ゲームはゲーム終了時に単一スロットにオートセーブします。意図したゲームプレイ体験のためにお勧めします。", "The game auto-saves to a single slot on exit.": "ゲームはゲーム終了時に単一スロットにオートセーブします。", "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "ゲームはゲーム終了時に単一スロットにオートセーブします。意図したゲームプレイ体験のためにお勧めします。", "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "ゲームでは燃焼を英語で防御無視、韓国語でバリア無視と呼びますが、表示される生の数値はこの違いを無視しています。", "The game data also defines an": "ゲームデータは次のものも定義している：", "The game reads the": "ゲームは", "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.": "ユニットに適用されるあらゆる効果を指すゲーム内部の用語です。バフ、デバフ、刻印、種族特性、オーラ、状態異常はすべて「アフェクター」です。ゲーム中では主に名前付きのバフ/デバフ（バリア、燃焼、気絶）や刻印として目にします。", "The game's own Poison text (": "ゲーム自身の毒のテキスト(", "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "キャンペーンの背景設定に関するゲーム自身の百科事典項目を、ローカライズテーブルからそのまま引用しています。", "The game's own encyclopedia text for each expedition rank (": "各探索ランクに対するゲーム内の百科事典テキスト（", "The gold available at {#} has changed from {#} to {#}.": "{#}が所持するゴールドが{#}から{#}に変更されました。", "The goods sold at {#} have changed from {#} to {#}.": "{#}で販売される商品が{#}から{#}に変更されました。", "The greater the talent, the more their": "才能が高いほど、その", "The greatsword excels in powerful strikes but is slower in speed.": "大剣は強力な一撃に優れますが、速度は遅めです。", "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "緑の四角が基準値です。才能がすべて中程度の募集ユニットにはボーナスもマイナスもありません。", "The guild and dungeon merchant talk shells.": "ギルド商人とダンジョン商人が貝殻について話す。", "The hair used by {#} has changed from {#} to {#}.": "{#}が使用する髪型が{#}から{#}に変更されました。", "The health granted by {#} has changed from {#} to {#}.": "{#}が付与する体力が{#}から{#}に変更されました。", "The health of {#} has changed from {#} to {#}.": "{#}の体力が{#}から{#}に変更されました。", "The higher the talent, the more that": "タレントが高いほど", "The illustration shown at {#} has changed from {#} to {#}.": "{#}で表示される挿絵が{#}から{#}に変更されました。", "The in-game text of {#} has changed from {#} to {#}.": "{#}のゲーム内テキストが{#}から{#}に変更されました。", "The in-game time it takes for one Mana Stone to be consumed when Mana Stones are used as fuel in a generator (After the prototype, fuel consumption rate will need to be adjusted separately per structure via the structure sheet)": "マナ石が発電機の燃料として使われるとき、1個のマナ石が消費されるのにかかるゲーム内時間（プロトタイプ後、燃料消費率は建造物シートを通じて建造物ごとに個別に調整が必要になる）", "The infamous Red Monster Rat that lives in the forest. It has Incredible power.": "森に住む悪名高い赤いモンスターネズミ。信じられない力を持っている。", "The ingredient amounts for {#} have changed from {#} to {#}.": "{#}の材料数量が{#}から{#}に変更されました。", "The inscription save-scumming note": "刻印のセーブスカミングに関するメモ", "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a": "候補が生まれつき持つ刻印は、レベルアップ時の抽選と同じレアリティ重み（1000あたり 807 / 170 / 20 / 3）を使います。候補には", "The inspector's voice flows from the raven's beak.": "監督官の声がカラスのくちばしから流れる。", "The internal keyword changed for {#} events.": "{#}件のイベントの内部キーワードが変更されました。", "The internal keyword changed for {#}.": "{#}の内部キーワードが変更されました。", "The items gathered from {#} have changed from {#} to {#}.": "{#}から採取されるアイテムが{#}から{#}に変更されました。", "The keyword recorded by {#} has changed from {#} to {#}.": "{#}が記録するキーワードが{#}から{#}に変更されました。", "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#}で各アイテムが在庫される最大数量が{#}から{#}に変更されました。", "The level required for {#} has changed from {#} to {#}.": "{#}に必要なレベルが{#}から{#}に変更されました。", "The level-5 wall is real": "レベル5の壁は本物です", "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...": "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...", "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "ユニットがダンジョンに留まるほど、ダンジョンの魔法によってムードが低下します。", "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "ユニットがダンジョンに留まるほど、ダンジョンの魔法がそのムードを段々と低下させます。", "The loot dropped by {#} has changed from {#} to {#}.": "{#}がドロップする戦利品が{#}から{#}に変更されました。", "The lower": "The lower", "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "{#}の価格調整の下限が{#}から{#}に変更されました。", "The magic attack granted by {#} has changed from {#} to {#}.": "{#}が付与する魔法攻撃力が{#}から{#}に変更されました。", "The magic attack of {#} has changed from {#} to {#}.": "{#}の魔法攻撃力が{#}から{#}に変更されました。", "The main chain's finale (Main7) is killing the": "メインチェーンのフィナーレ（Main7）は", "The main quest chain - each scene opens the next Main quest.": "メインクエストの連鎖です。各シーンが次のメインクエストを開きます。", "The main skill trees open to {#} have changed from {#} to {#}.": "{#}が選択できるメインスキルツリーが{#}から{#}に変更されました。", "The management difficulty of {#} has changed from {#} to {#}.": "{#}の管理難易度が{#}から{#}に変更されました。", "The master clock (day / hour / min / tick)": "マスタークロック（日／時／分／ティック）", "The materials needed to build {#} have changed from {#} to {#}.": "{#}の建設に必要な材料が{#}から{#}に変更されました。", "The materials needed to repair {#} have changed from {#} to {#}.": "{#}の修理に必要な材料が{#}から{#}に変更されました。", "The materials returned for dismantling {#} have changed from {#} to {#}.": "{#}の解体時に返却される材料が{#}から{#}に変更されました。", "The model": "モデル", "The moment you give permission, the Lycan expedition m...": "許可を与えた瞬間、ライカン遠征メンバーが...", "The moment you present proof of the hunt, her expression hardens.": "狩りの証拠を提示した瞬間、彼女の表情が硬くなる。", "The moment you present proof of the hunt, her expression hardens. \"...What is this.\" She immediately shakes her head and snaps back sharply. \"That thing": "狩りの証拠を提示した瞬間、彼女の表情が硬くなる。「...これは何だ。」彼女はすぐに首を振り、きつく言い返す。「その生き物", "The monster's Magic Attack Power at the selected difficulty (drives its magic hits).": "選択した難易度でのモンスターの魔法攻撃力（魔法攻撃を駆動）。", "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "選択した難易度でのモンスターの物理攻撃力（物理攻撃を駆動）。", "The monster's total max health at the selected difficulty (HP scales Very Hard x1.5, Devastation x2).": "選択した難易度でのモンスターの総最大HP（HPはベリーハード x1.5、壊滅 x2でスケール）。", "The monsters in {#} have changed from {#} to {#}.": "{#}のモンスターが{#}から{#}に変更されました。", "The monsters placed in {#} have changed from {#} to {#}.": "{#}に配置されるモンスターが{#}から{#}に変更されました。", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "気分帯（とても不幸〜とても幸せ）とストレス帯は次から直接来ています", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from {#}; see the {#} page for every mood source and the standing modifiers in full.": "気分帯（とても不幸〜とても幸せ）とストレス帯は{#}から直接来ています。すべての気分源と常時修正値の詳細は{#}ページを参照してください。", "The movement speed of {#} has changed from {#} to {#}.": "{#}の移動速度が{#}から{#}に変更されました。", "The neutral units present at the start of {#} have changed from {#} to {#}.": "{#}の開始時に存在する中立ユニットが{#}から{#}に変更されました。", "The newly appointed Vice Captain {0} calmly surveys the members. \"The dungeon is encroaching on the continent. If we ca...": "新しく任命された副隊長{0}がメンバーを静かに見渡す。\"ダンジョンが大陸に迫っている。もし私たちが...", "The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands. He immediately turns and face...": "新しく任命された副隊長{0}は両手であなたが与えたバッジを恭しく受け取ります。彼はすぐに向き直し...", "The newly appointed Vice Captain {0} quietly receives the badge you hand over. He closes his eyes briefly and inhales de...": "新しく任命された副隊長{0}があなたが渡すバッジを静かに受け取る。彼は目を閉じて一呼吸し、吸い込ん...", "The newly appointed Vice Captain {0} summons the members before a campfire. \"The dungeon will not welcome us. It will t...": "新しく任命された副隊長{0}がキャンプファイアの前にメンバーを召集する。\"ダンジョンは我々を歓迎しない。それは...", "The newly appointed deputy captain, {0}, calmly surveys the expedition members.": "新たに任命された副隊長の{0}は、遠征隊員を落ち着いて眺める。", "The newly appointed deputy captain, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away.\" After a brief silence, {0} continues in a resolute voice. \"Remember this: the blessing of the sacred World Tree will be with us on our journey.\" The expedition members steel themselves, their expressions firm with resolve.": "新たに任命された副隊長の{0}は、遠征隊員を落ち着いて眺める。「ダンジョンが大陸を飲み込んでいる。この災禍を止められなければ、森と川は-やがて世界樹まで-しおれてしまうだろう。」短い沈黙の後、{0}は決然とした声で続ける。「覚えておけ。聖なる世界樹の祝福が我々の旅に付き添うだろう。」遠征隊員たちは自分たちを引き締め、表情には揺るぎない決意がみなぎる。", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition memb": "副隊長として新しく任命された{0}は、あなたから静かに徽章を受け取った。彼らは一瞬目を閉じ、香りを嗅ぐかのように息を吸い込み、その後遠征隊員を…", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent,...": "副隊長として新しく任命された{0}は、あなたから静かに徽章を受け取った。彼らは一瞬目を閉じ、香りを嗅ぐかのように息を吸い込み…", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire.": "副隊長として新しく任命された{0}は、遠征隊員をキャンプファイアに呼ぶ。", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swall": "副隊長として新しく任命された{0}は、遠征隊員をキャンプファイアに呼ぶ。「ダンジョンは我々を歓迎しない。それは終わりなく我々を試し、最終的には…", "The node type of {#} has changed from {#} to {#}.": "{#}のノードタイプが{#}から{#}に変更されました。", "The odds you actually want:": "本当に知りたい確率:", "The original room appearance used in range previews": "射程プレビューで使う元の部屋の外観", "The other switches on the new-campaign screen, with their official descriptions.": "新規キャンペーン画面のその他のスイッチと、その公式説明です。", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division)": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Darkのフェーズ区分（3フェーズ区分）", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) Name changed": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Darkのフェーズ区分（3フェーズ区分）名称変更", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division)": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Standardのフェーズ区分（4フェーズ区分）", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) Name changed HY: Phase by floor. E.g. Floor 1 - Phase 1 / Floor 4 - Phase 3, like that.": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Standardのフェーズ区分（4フェーズ区分）名称変更 HY: 階ごとのフェーズ。例: 1階 - フェーズ1 / 4階 - フェーズ3、といった具合。", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Default: 2, 4 (Phase 1's last floor is Floor 2, Phase 2's last floor is Floor 4. Since the last value is 4, Floor 4 is treated as this Region's final floor)": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 デフォルト: 2, 4（フェーズ1の最終階は2階、フェーズ2の最終階は4階。最後の値が4なので、4階がこの地域の最終階として扱われる）", "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}.": "{#}がスタックごとに適用する能力値変化が{#}から{#}に調整されました。", "The per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a": "段階ごとの気分ペナルティは経営難易度に応じて増えます：イージー-1/-4/-7/-10、ノーマル-3/-6/-9/-12、最大で壊滅-6/-12/-18/-24まで。そしてパーティーが帰還した後、", "The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode).": "十分に睡眠を取ったと判断するためのパーセンテージのしきい値。眠りに入ると、スタミナがこの値まで回復するまでユニットは目覚めません。その間に別の共有タスクが発生しても目覚めない点に注意してください（操作モードに強制切り替えすれば起こすことは可能です）。", "The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry.": "空腹などの空腹に関連する原因で「気絶」状態にあるとき、意識を取り戻すまでに空腹をどれだけ回復する必要があるかのパーセント値。", "The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty.": "『無意識』状態（デッドリーや最終スタミナペナルティなどスタミナ関連の原因による）から意識を取り戻す前に、スタミナがどれだけ回復する必要があるかを示すパーセンテージ値。", "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "睡眠優先モードのときにユニットがどれだけ眠るかを決めるパーセント値。", "The personal traits available to {#} have changed from {#} to {#}.": "{#}が取得できる個人特性が{#}から{#}に変更されました。", "The personal traits of {#} have changed from {#} to {#}.": "{#}の個人特性が{#}から{#}に変更されました。", "The phases {#} can appear in have changed from {#} to {#}.": "{#}が出現できるフェーズが{#}から{#}に変更されました。", "The physical attack granted by {#} has changed from {#} to {#}.": "{#}が付与する物理攻撃力が{#}から{#}に変更されました。", "The physical attack of {#} has changed from {#} to {#}.": "{#}の物理攻撃力が{#}から{#}に変更されました。", "The pile of game beside her still reeks of fresh blood.": "彼女の側の獲物の山は、生の血の臭いがまだ漂っている。", "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out a short scoff. <color=#a6": "彼女の側の獲物の山は、生の血の臭いがまだ漂っている。「彼らは鋭い嗅覚を持っている。彼らは弱くて怖い者に最初に襲いかかる。」彼女は短く嗤う。", "The pile of slain game beside her still carries the thick scent of fresh blood.": "彼女の側の倒れた獲物の山は、まだ生の血の濃い臭いを放っている。", "The pile of slain game beside her still carries the thick scent of fresh blood. \"They've a keen nose for weakness. The fearful and feeble are always the first to be torn apart.\"</co": "彼女の側の倒れた獲物の山は、まだ生の血の濃い臭いを放っている。「彼らは弱さに敏感な嗅覚を持っている。恐れ心と虚弱な者が常に最初に引き裂かれる。」", "The pipes are corroded in places, and pools of co...": "パイプのいくつかは腐食しており…", "The position of {#} on the research board has changed from {#} to {#}.": "{#}の研究ボード上の位置が{#}から{#}に変更されました。", "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...": "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...", "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.": "レベルアップ時に選ぶ祈りのティア（最小、普通、豊富）。マナ石のコストと能力値上昇量のトレードオフになるが、刻印のレアリティには影響しない。", "The preview shown for {#} has changed from {#} to {#}.": "{#}に表示されるプレビューが{#}から{#}に変更されました。", "The published data dump advertised the wrong game build (it still said B.0.3.26 while every table was B.0.3.40). Build identity is now derived, not hand-written.": "公開されたデータダンプが誤ったゲームビルドを公表しました（すべてのテーブルがB.0.3.40であっても、B.0.3.26と記載されていました）。ビルド識別子は手動で作成されるのではなく、導出されるようになりました。", "The quality rating of {#} has changed from {#} to {#}.": "{#}の品質評価が{#}から{#}に変更されました。", "The random expedition-name generator combines one entry from each pool (": "ランダム探索名ジェネレーターは各プールから1つずつエントリーを組み合わせる（", "The range of {#} has changed from {#} to {#} tiles.": "{#}の射程が{#}から{#}タイルに変更されました。", "The rarity of {#} has changed from {#} to {#}.": "{#}のレア度が{#}から{#}に変更されました。", "The raven perched on your forearm glows blue in the eyes.": "君の前腕に止まったカラスの目が青く光る。", "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy captain in your expedition is vacant.\" \"Well... there were circumstances.\" The Inspector grumbles in exasperation, then continues his lecture. \"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy captain as soon as you can. \"": "君の前腕に止まったカラスの目が青く光る。すぐに荒々しい男の声がそのくちばしから発せられる。「君の遠征隊の副隊長の職が空いているという報告を受けた。」「まあ...事情があったんだ。」検査官はうんざりしたように不平を言い、その後も講義を続ける。「遠征隊が深く進めば進むほど、すべてを一人で処理するのが難しくなる。わかるか？できるだけ早く新しい副隊長を任命しろ。」", "The recruit weighting for Lycans at {#} has changed from {#} to {#}.": "{#}でのライカンの募集重みが{#}から{#}に変更されました。", "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "勧誘したユニットをクランに留めておくために継続してかかるゴールドコスト。高レベルユニットほど維持費が高い。", "The reflected amount is the post-defense damage, read BEFORE your own barrier or guard soaks it. A shield that eats the whole hit still reflects the full": "反射される量は防御後のダメージで、自分のバリアやガードが受け止める前に読み取られます。被弾を丸ごと吸収するシールドでも、", "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools.": "ドロッププールが属する地域ティア。DROP_R1*プールは沈黙のヴェール、DROP_R2*プールはただれた巣穴に対応する。宝箱の戦利品とモンスターのドロップはこれらの地域ティア別プールに紐付いている。", "The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.": "沈黙のヴェールのクリアボス（現ビルドでクリアボスが設定されている唯一の地域）。StoneStomp、StoneThrow、StoneRaise、EarthCrash を用いる複数フェーズの戦闘です。倒された亡骸は拠点のオブジェクトとして残ります。這い寄る破滅キャンペーンのスクリプト化された最終決戦は、赤いモンスターネズミとの別個のエリート戦です。", "The requirement to complete {#} has changed from {#} to {#}.": "{#}の完了条件が{#}から{#}に変更されました。", "The research tree progresses": "研究ツリーは", "The reward for the first kill of {#} has changed from {#} to {#}.": "{#}の初回撃破報酬が{#}から{#}に変更されました。", "The reward for {#} has changed from {#} to {#}.": "{#}の報酬が{#}から{#}に変更されました。", "The room type of {#} has changed from {#} to {#}.": "{#}の部屋タイプが{#}から{#}に変更されました。", "The scarecrow": "かかし", "The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.": "チュートリアルのクエストチェーンで使われるスクリプト化された開始エリア（約10のルームテンプレート）。ここでカメラ操作、採集、そして弱い灰色ネズミや虚弱な酸性昆虫との基本戦闘を学んだあと、拠点に戻ります。繰り返し遊べる探索地域ではありません。", "The second group of items scattered in {#} has changed from {#} to {#}.": "{#}に散らばる2番目のアイテムグループが{#}から{#}に変更されました。", "The second group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される2番目のオブジェクトグループが{#}から{#}に変更されました。", "The second item in {#} has changed from {#} to {#}.": "{#}の2番目のアイテムが{#}から{#}に変更されました。", "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.": "2番目の地域（内部名は Shadow_Forest、表示名はただれた巣穴）。5階層にわたって約77のルームテンプレートがあり完全に作り込まれており、沈黙のヴェールをクリアすると解放されます。生息するのはゴブリンの戦団（ワーカー、ブローラー、スローワー、ライダー、シャーマン、首長シャーマン）、グロスのイノシシ一族（幼獣、オス、メス、チャレンジャー、エルダー）、泥スライム／スロゲル、クリスタルタートル、白いマウマークです。商人のセドリックと学者のペリオンが住んでいます。ドロップテーブルは DROP_R2* の接頭辞が付きます。", "The selection weight of {#} has changed from {#} to {#}.": "{#}の選択重みが{#}から{#}に変更されました。", "The severity of {#} has changed from {#} to {#}.": "{#}の深刻度が{#}から{#}に変更されました。", "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "6つの主要ステータス、最大体力、物理／魔法攻撃力、攻撃速度", "The sixth group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される6番目のオブジェクトグループが{#}から{#}に変更されました。", "The skill point cost of {#} has changed from {#} to {#}.": "{#}のスキルポイント消費が{#}から{#}に変更されました。", "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "ゲームのスプライトから抽出したスキルのエフェクトアニメーション。フレームのタイミングは概算です。", "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "訓練用のかかし（ゲームの練習用ダミー）にスキルの効果が命中し、ヒットを受けてのけぞる様子。フレームのタイミングはおおよそです。", "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "スキルの素のダメージ係数（詠唱あたりの攻撃力の割合%）。クリティカル・武器・耐性適用前。", "The skills granted by equipping {#} have changed from {#} to {#}.": "{#}の装備時に付与されるスキルが{#}から{#}に変更されました。", "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#}で各アイテムが在庫される最小数量が{#}から{#}に変更されました。", "The spawn room for {#} has changed from {#} to {#}.": "{#}の出現部屋が{#}から{#}に変更されました。", "The stack limit on {#} has changed from {#} to {#}.": "{#}の最大スタック数が{#}から{#}に変更されました。", "The start delay on {#} has changed from {#} to {#}.": "{#}の開始ディレイが{#}から{#}に変更されました。", "The starting equipment for {#} has changed from {#} to {#}.": "{#}の初期装備が{#}から{#}に変更されました。", "The starting items for {#} have changed from {#} to {#}.": "{#}の初期アイテムが{#}から{#}に変更されました。", "The starting positions of the buildings in {#} have changed from {#} to {#}.": "{#}の建物の初期配置位置が{#}から{#}に変更されました。", "The starting skills of {#} have changed from {#} to {#}.": "{#}の初期スキルが{#}から{#}に変更されました。", "The starting traits of {#} have changed from {#} to {#}.": "{#}の初期特性が{#}から{#}に変更されました。", "The stat changes applied by {#} have been adjusted from {#} to {#}.": "{#}が適用する能力値変化が{#}から{#}に調整されました。", "The stat changes granted by {#} have been adjusted from {#} to {#}.": "{#}が付与する能力値変化が{#}から{#}に調整されました。", "The stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).": "ステータス刻印は低級/中級/高級のグレードで倍率が変わり、通常は1倍/2倍/3倍です（例：攻撃速度+10/+20/+30、最大重量+20/+40/+60）。ただし一部は非線形です（ライフスティール+5%/+7%/+10%、クリティカル確率+5%/+10%/+15%、耐性+5%/+10%/+15%）。", "The stat pipeline": "ステータスのパイプライン", "The step type of {#} has changed from {#} to {#}.": "{#}のステップ種別が{#}から{#}に変更されました。", "The storage capacity of {#} has changed from {#} to {#}.": "{#}の収納容量が{#}から{#}に変更されました。", "The sub skill trees open to {#} have changed from {#} to {#}.": "{#}が選択できるサブスキルツリーが{#}から{#}に変更されました。", "The sub-faction of {#} has changed from {#} to {#}.": "{#}のサブ陣営が{#}から{#}に変更されました。", "The subtype of {#} has changed from {#} to {#}.": "{#}のサブタイプが{#}から{#}に変更されました。", "The summon's own abilities that quote a percent of magic attack power use the summoner's live stat, not the summon's halved value.": "魔法攻撃力の割合を参照する召喚体自身の能力は、召喚体の半減値ではなく召喚者のライブステータスを使用します。", "The summoner's LIVE Magic Attack Power": "召喚者のライブ魔法攻撃力", "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "対象は回避できず、残りの攻撃はすべて確定クリティカルになる。", "The third group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される3番目のオブジェクトグループが{#}から{#}に変更されました。", "The third item in {#} has changed from {#} to {#}.": "{#}の3番目のアイテムが{#}から{#}に変更されました。", "The threat radius a monster engages within (": "モンスターが交戦を始める脅威半径です（", "The three": "3種類の", "The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (": "ツールチップには1スタックあたり物理攻撃力+6%（6スタックで+36%）と表示されます。メカニクス上の1スタックあたりステータステンプレート（", "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "{#}の認知補正範囲の上限が{#}から{#}に変更されました。", "The training scarecrow": "訓練用かかし", "The two": "2つの", "The type of {#} has changed from {#} to {#}.": "{#}のタイプが{#}から{#}に変更されました。", "The unit condition on {#} has changed from {#} to {#}.": "{#}のユニット条件が{#}から{#}に変更されました。", "The unit died during the expedition.": "ユニットは遠征中に死亡しました。", "The unit went missing during the expedition.": "ユニットは遠征中に行方不明になった。", "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "ユニットは遠征中に行方不明になった。ヒント：ポータルの部屋の外にいるユニットは行方不明とみなされます。", "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "{#}の価格調整の上限が{#}から{#}に変更されました。", "The value for what % of max Head Health is set when entering the Deadly state due to damage": "ダメージによって致命状態に入るとき、最大頭部体力の何%に設定されるかの値", "The value for what % of max Stamina is set when entering the Deadly state due to damage": "ダメージによって致命状態に入るとき、最大スタミナの何%に設定されるかの値", "The values behind {#} have changed from {#} to {#}.": "{#}を構成する数値が{#}から{#}に変更されました。", "The values behind {#} were adjusted.": "{#}の数値が調整されました。", "The vision range of {#} has changed from {#} to {#} tiles.": "{#}の視界範囲が{#}から{#}タイルに変更されました。", "The wake-up is": "起動は", "The warmth fades swiftly-only silent ruin remains.": "暖かさは急速に消え去り、静寂の廃墟だけが残ります。", "The weapon or magic tree this skill belongs to.": "このスキルが属する武器または魔法のツリー。", "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "クランランクが上がるにつれてゲームが引き出す、武器とレベルの募集プールです。", "The weight of {#} has changed from {#} to {#}.": "{#}の重量が{#}から{#}に変更されました。", "The weighting of each background for {#} has changed from {#} to {#}.": "{#}の背景ごとの重みが{#}から{#}に変更されました。", "The weighting of each personal trait for {#} has changed from {#} to {#}.": "{#}の個人特性ごとの重みが{#}から{#}に変更されました。", "The weighting of each sub skill tree for {#} has changed from {#} to {#}.": "{#}のサブスキルツリーごとの重みが{#}から{#}に変更されました。", "The wording mentions 'enemy units' and a 'killing aura', but the skill data targets a single enemy (Default area, radius 0, single hostile): the damage and debuff apply to one target.": "説明文では「敵ユニット」や「殺戮のオーラ」に触れているが、スキルデータは単体の敵を対象とする（Default範囲、半径0、単体敵）。ダメージとデバフは1体の対象に適用される。", "The work needed for {#} has changed from {#} to {#}.": "{#}に必要な作業量が{#}から{#}に変更されました。", "Theme1_": "Theme1_", "Theme2_": "Theme2_", "Then": "次に", "Then I'll be going.": "では、私は行きます。", "Then I'll increase the rations.": "では、配給を増やしましょう。", "Then a rustling comes from the nearby ...": "その時、近くからガサガサという音が...。", "Then you glance dow...": "Then you glance dow...", "There are": "合計で", "There is": "次のものは存在しない：", "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?": "同じ名前のファイルがあります。保存すると、そのファイルは削除されます。続行してもよろしいですか？", "There is no inscription or trait in DS_B.0.3.26 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.26には耐久度の損耗を直接減らす刻印や特性はありません。摩耗は立ち回りで管理します：", "There is no inscription or trait in DS_B.0.3.40 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.40には耐久度の損耗を直接減らす刻印や特性はありません。摩耗は立ち回りで管理します：", "There is no table constant that caps the Life Steal stat itself, nor any global ceiling on Critical Chance, Dodge or Guard chance. If the engine clamps these (for example crit at 100%), that clamp lives in code, not in the game tables, and could not be confirmed here.": "ライフスティールのステータス自体に上限を設けるテーブル定数は存在せず、クリティカル確率、回避、ガード確率にグローバルな上限もありません。エンジンがこれらを制限している（例えばクリティカルを100%で）としても、その制限はゲームテーブルではなくコード内にあり、ここでは確認できませんでした。", "There's no time for that now.": "今それに時間を使う余裕はありません。", "These are effects that bring negative changes to a player's stats.": "これらはプレイヤーのステータスに負の変化をもたらす効果です。", "These are effects that bring negative changes to a player's stats. - 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 -": "これらはプレイヤーのステータスに負の変化をもたらす効果です。- 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 -", "These are effects that bring positive changes to a player's stats.": "これらはプレイヤーのステータスに正の変化をもたらす効果です。", "These are effects that bring positive changes to a player's stats. - 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 -": "これらはプレイヤーのステータスに正の変化をもたらす効果です。- 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 -", "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.": "これらはゲームプレイ中に発生したゲーム内イベントであり、発生した様々な状況の説明を提供します。", "These do not create the first Barrier; they multiply it, convert it to healing, or turn it into cooldown reduction. Bolt them onto a Guard Barrier or Fire Cloak engine.": "これらは最初のバリアを生み出しません。バリアを増幅し、回復に変換し、あるいはクールタイム短縮に変えます。ガードバリアや炎の外套のエンジンに組み合わせてください。", "These scripted scenes fire": "これらのスクリプト付きシーンは", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...": "{0}が生まれた夜、村の犬たちは夜明けまで遠吠えを続け、井戸の水には不可思議な臭いが漂っていたという...", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.": "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.", "They say they can hear the song of the forest. It's something beyond my understanding, though.": "彼らは森の歌が聞こえると言っています。ただし、それは私の理解を超えています。", "They scale with your": "次の値に応じてスケールします", "They then turn to face the expedition members with a triu...": "彼らは勝ち誇った態度で遠征隊員に向きを変え…", "This attack can also damage allies.": "この攻撃は味方にもダメージを与える可能性があります。", "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "この攻撃は命中率が低下した状態で命中する（固有のペナルティ）。数値は他のスキルと同様、命中率適用前の値である。", "This building is placed into the room templates below. \"Chance per floor\" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). \"Per room\" = how many of this building the template places.": "この建物は下記の部屋テンプレートに配置されます。「階層ごとの確率」= この部屋（つまりこの建物）がその階層に出現する可能性: 同種の競合テンプレートに対するそのテンプレートの重みに、その階層が持つ同種スロットの数（ゲームで作成された階層レイアウトによる）を掛けたものです。「部屋ごと」= そのテンプレートがこの建物を配置する数です。", "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "このキャラクターはまだダメージ系アクティブスキルを習得していません。基本攻撃のみ表示されます。スキルツリーのセクションでスキルを習得してください。", "This character has no damaging skill, summon or weapon basic attack yet.": "このキャラクターにはまだダメージスキル、召喚、武器の通常攻撃がありません。", "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "このデモはDungeon Settlersのコアゲームプレイループを早期に見るために準備されました。", "This expedition member went missing during the expedition.": "この遠征メンバーは遠征中に行方不明になった。", "This file is not a JSON object.": "このファイルはJSONオブジェクトではありません。", "This file is not valid JSON.": "このファイルは有効なJSONではありません。", "This is a": "これは", "This is a confidential playtest. Please do": "これは秘密のプレイテストです。以下をお願いします", "This is a sample from the wiki gallery. It is not saved to your builds yet - edit it freely. Saving it (make any change, or use \"Save as new\") adds it as a new character; your own saved builds are never changed.": "これはウィキギャラリーのサンプルです。まだビルドに保存されていません。自由に編集してください。保存すると (変更を加えるか、「新規保存」を使用)、新しいキャラクターとして追加されます。保存済みビルドは変更されません。", "This is an inscription: offered at level-up and on recruitment (see": "これは刻印です。レベルアップ時と採用時に提供されます（参照:", "This is the best I can do.": "これが私にできる最高です。", "This is the live scarecrow animation: the practice dummy's own recoil clip, played whenever a skill strikes it. In the skill cards below it appears inside each composite (the dummy standing in the target cell at the skill's range, struck by the effect, recoiling a beat after the impact); here it is on its own, exactly as extracted from the game's ScareCrow AnimatorController.": "これはかかしのライブアニメーションです：スキルが当たるたびに再生される練習用ダミー自身ののけぞりクリップです。下のスキルカードでは各合成の中に登場します（スキルの射程の対象セルに立つダミーが、エフェクトに打たれ、着弾の一拍後にのけぞる）。ここでは、ゲームのScareCrow AnimatorControllerから抽出したそのままの形で単独で表示しています。", "This is the percent-modifier channel of": "これは次のパーセント補正チャンネルです：", "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "これは{#}のパーセント補正チャンネルです。効果はこのチャンネルを調整し、メインのステータスページにそれらがすべて表示されます。", "This layout hit a snag - try another seed or switch layout mode.": "このレイアウトで問題が発生しました。別のシードを試すか、レイアウトモードを切り替えてください。", "This looks disgusting.": "これは気持ち悪く見えます。", "This main attribute proportionally increases ma...": "このメイン能力値は比例して増加する...", "This major stat proportionally increases max...": "このメインステータスは比例して最大値を増加させる...", "This page collects content that exists in the game's data for build DS_B.0.3.26 but is": "このページは、ビルドDS_B.0.3.26のゲームデータには存在するものの、", "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "このページは存在しません。ゲームデータの更新で名称が変わったか、リンクが古くなっている可能性があります。", "This page is a work in progress and is intentionally not linked from the menu or search yet. Mechanics are verified against the game data, but the write-up and the roster are still being reviewed.": "このページは作成中で、意図的にまだメニューや検索からリンクされていません。メカニクスはゲームデータと照合済みですが、記述と収録内容はまだレビュー中です。", "This page tracks changes to": "このページはこの変更を追跡しています", "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "このお粥は期待するようなサクサクした食感がなく、ただふやけています。", "This room template has no authored prefab in the game data, so no floor render exists for it.": "この部屋テンプレートにはゲームデータ内に作成済みのプレハブが存在しないため、フロアの描画はありません。", "This section contains spoiler-gated content": "このセクションにはネタバレ保護されたコンテンツが含まれます", "This seems complicated.": "これは複雑に見えます。", "This skill consumes a summoned Bubbling (5 energy each), so its true energy cost, and thus effective DPE, is lower than the 1-energy face value.": "このスキルは召喚したバブリング（各 5 エネルギー）を消費するため、実際のエネルギーコスト、ひいては実効 DPE は、表記の 1 エネルギーより低くなります。", "This skill is cast on the caster itself. It has no target tile and no area, so there is nothing to aim: it always affects the unit that uses it.": "このスキルは使用者自身に発動する。対象タイルも範囲もないため照準するものはなく、常に使用したユニットに作用する。", "This spell's real output is mostly its summon's own attacks, computed at the summon's derived stats and shown separately from the cast (realized over the summon's lifetime, not on cast).": "この呪文の実際の出力は、ほとんどが召喚体自身の攻撃であり、召喚体の派生ステータスで計算され、詠唱とは別に表示されます（詠唱時ではなく、召喚体の生存期間全体で実現されます）。", "This team's characters (click to switch, x to delete):": "このチームのキャラクター（クリックで切替、×で削除）：", "This value shows how full a unit is. When": "この値はユニットがどのくらい満腹かを示します。いつ", "This value shows how full a unit is. When 空腹 drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "この値はユニットがどのくらい満腹かを示します。空腹が一定レベル以下に低下すると、ユニットは自動的に食物を探して食べるようになり、<color=#ccb", "Thorn Purification Complete": "茨の浄化 完了", "Thorned Cliff": "棘の岩壁", "Those additional effects come in two flavors, distinguished by an": "それらの追加効果は2種類あり、次によって区別される：", "Threat (aggro) range": "脅威（アグロ）範囲", "Threat range": "脅威範囲", "Three disciplines exist only as aptitude stats with no skill trees and no acquire path. **Holy Magic** and **Dark Magic** hint at a future light/dark axis, and **Survival** looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees - they don't even appear as main-skill-tree enum values.": "3つの分野が、スキルツリーも取得経路もない適性ステータスとしてのみ存在します。**神聖魔法**と**闇魔法**は将来の光/闇の軸を示唆し、**サバイバル**は計画された非戦闘分野のようです。これらは未完成の武器ツリーよりもさらに深く閉ざされており、メインスキルツリーの列挙値としてすら現れません。", "Three effects grow linearly as HP drains, each with its own ceiling. All three are 0 at full HP and reach their cap at 0 HP; the value at any point is": "3つの効果はHPが減るにつれて直線的に増加し、それぞれに上限があります。3つとも満タンHPでは0で、HPが0のときに上限に達します。任意の時点での値は", "Three kills in quick succession stack 3 × 10% =": "立て続けの3キルで 3 × 10% = ", "Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): **Dwarf** (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), **White Demon** (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and **Tal** ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added **Lycan** trait/affecter groundwork and two placeholder names - scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.": "3つの種族が完全な設定を伴って定義されていますが、勧誘できません（勧誘重み0、名前プールなし）。**ドワーフ**（山の職人、将来の制作/採掘ボーナスの示唆。特性アイコンのみ）、**白鬼**（ネタバレ：「他の鬼族を裏切り人間側についた異端者」。隠れた鬼族派閥を示唆。アートは一切なし）、**タル**（「仮面」。各ユニットが固有の個性を持つ想定。3種の中で最もアートが整っている）。新しいビルドでは**ライカン**の特性/アフェクターの下地と、2つのプレースホルダー名も追加されました。将来ありうる人狼種族または敵への足場であり、プレイ可能な種族ではありません。詳しくは種族ページを参照してください。", "Three separate effects that grow as HP drains. Enter how much HP is missing (0% = full, 100% = about to die) to read each one's current value against its cap.": "HPが減るにつれて増加する3つの独立した効果です。減っているHPの量（0% = 満タン、100% = 瀕死）を入力して、それぞれの現在値を上限と比較して確認します。", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first.": "以前はオタマジャクシを最初に倒すのが一般的に有利だった三方向シナジーバトルですが、このバトルではブローラーを最初に倒すかオタマジャクシを最初に倒すかのジレンマがあります。", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. - Dungeon Settlers ウィキ": "以前はオタマジャクシを最初に倒すことが一般的に有利だった3方向シナジー戦闘ですが、この戦闘ではブロウラーを最初に倒すかオタマジャクシを最初に倒すかのジレンマがあります。- Dungeon Settlers ウィキ", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. マップ": "以前はオタマジャクシを最初に倒すことが一般的に有利だった3方向シナジー戦闘ですが、この戦闘ではブロウラーを最初に倒すかオタマジャクシを最初に倒すかのジレンマがあります。マップ", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "3方向のシナジー戦で、以前はオタマジャクシを最初に倒すことが一般的に有利でしたが、この戦いでは...", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ...": "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ...", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit": "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.": "研究を通じて、新しい技術を開発し、完了時に新しいレシピと建造物を解除することができます。", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a <": "研究を通じて、新しい技術を開発し、完了時に新しいレシピと建造物を解除することができます。##<を選択してリサーチウィンドウにアクセスできます。", "Through the": "を通じて", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer...": "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer...", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the": "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the", "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "霧に包まれたツルを通して、カラスが低く飛んでからあなたの前腕に着地します。", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten it": "もやに包まれた蔓の中をカラスが低く飛んで、あなたの腕に着地する。「くっ。あの獣、この間にさらに2つの遠征隊を全滅させやがった。急がねばならん", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hur": "もやに包まれた蔓の中をカラスが低く飛んで、あなたの腕に着地する。「くっ。あの獣、我々が待っている間にさらに2つの遠征隊を全滅させた。急がねば", "Through the sacrifice of four legendary heroes,": "4人の伝説的英雄の犠牲を通じて、", "Throw 1": "投擲 1", "Throw 2": "投擲 2", "Throw Dagger": "短剣投げ", "Thrower 2 + Brawler 2": "投擲者 2 + 喧嘩屋 2", "Thrower 2 + Mud Slime 2": "スローワー 2 + マッドスライム 2", "Thrower 2 + Mud Slime 2 = 22": "投擲手2 + 泥スライム2 = 22", "Thrower 4 + Brawler 2 = 34": "Thrower 4 + Brawler 2 = 34", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain ...": "対象に槍を突き刺し、{0}%の物理攻撃力に等しいダメージをすべての敵ユニットに与え、加速を得ます...", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain 加速 for {1} seconds.": "対象に向けて槍を突き出し、すべての敵ユニットに物理攻撃力の{0}%に等しいダメージを与え、{1}秒間、加速を得る。", "Tick": "Tick", "Tick at least one unit": "ユニットを少なくとも1つチェックしてください", "Tick duration for one segment of 'Construction' execution": "「建設」実行の1区間あたりのティック時間", "Tick duration for one segment of 'Research' execution": "「研究」実行の1区間あたりのティック時間", "Tick interval": "ティック間隔", "Tick interval for Guild Contact.": "ギルド連絡のティック間隔。", "TickAmountPerHour": "TickAmountPerHour", "TickInterval": "TickInterval", "TickPerMin": "TickPerMin", "Ticks per minute / hour / day": "分/時間/日あたりのティック", "Tide sub-tree (Ebb and Flow, Extra Bubble)": "潮汐サブツリー（潮の満ち引き、エクストラバブル）", "Tide sub-tree (Wave Cicle, optional)": "潮汐サブツリー（ウェーブサイクル、任意）", "Tied to the day / night cycle (not yet active in this build).": "昼夜サイクルに連動（このビルドではまだ有効ではありません）。", "Tier": "ティア", "Tier 1, column 1": "ティア1、列1", "Tier 1, column 2": "ティア1、列2", "Tier 1, column 3": "ティア1、列3", "Tier 2, column 1": "ティア2、列1", "Tier 2, column 2": "ティア 2、列 2", "Tier 2, column 3": "ティア2、列3", "Tier 3, column 2": "ティア3、列2", "Tier 4, column 1": "ティア4、列1", "Tier 4, column 2": "ティア4、列2", "Tier 4, column 3": "ティア4、列3", "Tiers sum to about 2-5 across the six stats": "6ステータス合計でティアはおよそ2〜5", "TikiTaka_": "TikiTaka_", "Time & The Day/Night Clock": "時間と昼夜サイクル", "Time & The Day/Night Clock - Dungeon Settlers Wiki": "時間と昼夜の時計 - Dungeon Settlers Wiki", "Time System": "時間システム", "Time horizon": "時間の範囲", "Time in view to trigger": "発動までの視認時間", "Time interval range at which time-based autosave runs at the base": "拠点で時間ベースのオートセーブが実行される時間間隔の範囲", "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop -": "遠征中も時間は流れ続け、時計は拠点ループの多くを静かに司ります：", "Time of day": "時間帯", "Time passes: 1 min": "経過時間：1分", "Time passes: 5 min": "時間経過: 5分", "Time spans in the description above (buff uptime, burn duration) are read from the skill's raw values and can differ from this Duration field, which is the skill's own separate duration timer.": "上記の説明にある時間（バフ持続時間、燃焼時間）はスキルの生の値から読み取られており、このDurationフィールドとは異なる場合があります。Durationはスキル独自の別個の持続タイマーです。", "Time to kill": "撃破時間", "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "その部屋タイプの効果がユニットに適用される前に、ユニットが部屋にどれだけ滞在しなければならないかを示す時間（分）", "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]": "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]", "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]]": "Time.deltaTime * [GameSpeedEnum[現在の速度Enum]]", "TimeCycle_": "TimeCycle_", "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440", "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440", "Tin (M.Atk {#})": "錫（魔法攻撃 {#}）", "Tin (P.Atk {#})": "錫 (物攻 {#})", "Tin (partial gear set)": "錫（部分的な装備セット）", "Tin Dagger": "錫の短剣", "Tin Dagger - Dungeon Settlers Wiki": "錫の短剣 - Dungeon Settlers Wiki", "Tin Dagger icon": "錫の短剣アイコン", "Tin Great Sword": "スズの大剣", "Tin Great Sword - Dungeon Settlers Wiki": "錫の大剣 - Dungeon Settlers Wiki", "Tin Great Sword icon": "錫の大剣アイコン", "Tin Ingot": "スズインゴット", "Tin Sword": "錫の剣", "Tin Sword - Dungeon Settlers Wiki": "錫の剣 - Dungeon Settlers Wiki", "Tin Sword icon": "錫の剣アイコン", "Tip": "ヒント", "Tip: press": "ヒント: ", "Tips": "ヒント", "Tips & Lore": "ヒントとロア", "Tips (39)": "ヒント（39）", "Tips and Lore": "ヒントとロア", "Tips and Lore - Dungeon Settlers Wiki": "ヒントとロア - Dungeon Settlers Wiki", "Title Screen": "タイトル画面", "To": "に", "To a Deeper Place": "より深き場所へ", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt...": "焦熱の地を逃れるために、ライカンは夜間に活動する体のリズムを発達させました。光が消え、暗闇が世界を覆う戦場が彼らのステージです...", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark...": "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark...", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.": "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage. Gain 未払いの退職金 at night. Gain the 未払いの退職金 penalty during the day.": "焦熱の地を逃れるために、ライカンは夜間に活動する体のリズムを発達させました。光が消え、暗闇が世界を覆う戦場が彼らのステージです。夜間に未払いの退職金を獲得します。昼間は未払いの退職金のペナルティを獲得します。", "To learn \"{0}\", you need {1}.": "\"{0}\"を学ぶには、{1}が必要です。", "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "「{0}」を学ぶには{1}が必要です。ユニットの装備またはインベントリにはありません。確認を続けますか？", "To mend back to full": "完全修理まで", "To pray for a level up, {0} must first reach the maximum exp.": "レベルアップを祈願するには、{0}が最初に最大経験値に到達する必要があります。", "To stop the catastrophic disaster,": "壊滅的な災害を止めるために、", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...": "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.": "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.", "Toggle Bed Owner - desc": "Toggle Bed Owner - 説明", "Toggle Entity Inspect - desc": "エンティティ検査の切り替え - 説明", "Toggle Entity Work Plan - desc": "エンティティ作業計画の切り替え - 説明", "Toggle your units": "ユニット表示を切り替え", "Toggles whether the expedition party's Decision is active/inactive.": "遠征隊の決定の有効/無効を切り替える。", "Tomb Complete": "墓完成", "Too large.": "大きすぎます。", "Tools": "ツール", "Tooltip:": "ツールチップ:", "TooltipHold": "TooltipHold", "Tooltips appear when you hover the mouse over items, skills, traits,": "アイテム、スキル、特性などにマウスを合わせるとツールチップが表示されます、", "Top active heal": "最大アクティブ回復", "Top hit": "最大ヒット", "Top passive heal": "最大パッシブ回復", "Top shield": "最高の盾", "TopicRecordChance": "TopicRecordChance", "Total": "合計", "Total Talent value": "才能の合計値", "Total changes": "変更総数", "Total inscriptions": "刻印の総数", "Total over": "期間合計", "TotalTalent": "TotalTalent", "ToughnessFortify": "ToughnessFortify", "ToughnessWeaken": "ToughnessWeaken", "Townsfolk - desc": "タウンズフォーク - 説明", "Townsfolk - flavor": "タウンズフォーク - 風味", "Townsfolk - name": "タウンズフォーク - 名前", "Trade (1)": "取引 (1)", "Trade Trade Refresh Interval": "交易 交易 リフレッシュ 間隔", "Trade and prices": "取引と価格", "Trade pools, chances and discounts": "取引プール、確率、割引", "Trade/Join at Safe Layer": "セーフレイヤーでトレード/参加", "TradePool": "トレードプール", "TradePoolTable.json": "TradePoolTable.json", "TradeRefreshInterval": "TradeRefreshInterval", "Trade_": "Trade_", "Trader gold": "商人のゴールド", "Trading Hall Completed": "交易所が完成", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They ...": "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They ...", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we": "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods": "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was...": "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was...", "Trait page:": "特性ページ：", "TraitTable.json": "TraitTable.json", "Traits & Inscriptions": "特性と銘", "Traits & skills": "特性とスキル", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...": "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending": "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario": "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...": "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...", "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "静かな沈黙 GAMESYSTEM_Environment_{affecterName}", "Transient boosts a skill build turns on mid-fight. Each folds into the same stat math as your gear (no double-count) and updates every number below.": "スキルビルドが戦闘中に発動する一時的な強化です。各バフは装備と同じステータス計算に反映され（二重計上なし）、下のすべての数値を更新します。", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...": "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.": "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.", "Treasure": "宝物", "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "フロアで見つかる宝箱、ダンジョンコア、その他のコンテナ。完全なプールは以下にあります", "Treatment": "待遇", "Treatment (Lv{#}, {#})": "治療（Lv{#}、{#}）", "Treatment expectation": "待遇期待値", "Treatment expectation (mood) by unit level": "ユニットレベル別の待遇期待値（気分）", "Treatment expectation is applied automatically from the unit level and management difficulty. Add any mood sources the settler currently has (food, sleep, room quality, needs, combat, and so on); each one adds its value to the net mood.": "治療の期待値はユニットレベルと管理難易度から自動的に適用されます。入植者が現在持っている気分源（食事、睡眠、部屋の質、欲求、戦闘など）を追加してください。それぞれの値が正味の気分に加算されます。", "Treatment expectations rise with level": "待遇への期待はレベルとともに上がる", "TreatmentExpectationMoodDownfallDifficulty": "TreatmentExpectationMoodDownfallDifficulty", "TreatmentExpectationMoodEasyDifficulty": "TreatmentExpectationMoodEasyDifficulty", "TreatmentExpectationMoodHardDifficulty": "TreatmentExpectationMoodHardDifficulty", "TreatmentExpectationMoodNormalDifficulty": "TreatmentExpectationMoodNormalDifficulty", "TreatmentExpectationMoodVeryHardDifficulty": "TreatmentExpectationMoodVeryHardDifficulty", "Tree": "ツリー", "Tree Of Life Fixed": "生命の木（固定）", "Tree Of Life Remnant": "生命の木の残骸", "Tree Of Life Remnant - Dungeon Settlers Wiki": "生命の木の残骸 - Dungeon Settlers Wiki", "Tree position": "ツリー位置", "Tree that thrives in dungeon": "ダンジョンで繁栄する木", "Trees": "ツリー", "Trigger": "トリガー", "Trigger condition": "トリガー条件", "Trigger key": "トリガーキー", "TriggerChance": "TriggerChance", "Triggered by a combat or unit event": "戦闘またはユニットイベントによって発動", "Triggered directly by its start condition.": "開始条件によって直接発動。", "Trio Main Quest 7": "三人組メインクエスト7", "True": "True", "Try interacting with various objects like portals and <color=#ccbe": "ポータルなどの様々なオブジェクトと相互作用してみてください<color=#ccbe", "Turn a summoner's Magic Attack into a summon's HP, Magic Attack and basic-attack damage for Bubbleling, Bubble Toad or any custom base stats.": "召喚者の魔法攻撃を、バブルリング、バブルトード、または任意のカスタム基礎値の召喚獣のHP、魔法攻撃、通常攻撃ダメージに変換します。", "Turn on to type your real in-game numbers. Each filled field overrides the computed value (equipment/trait math is bypassed for it) and the character stays a valid attacker for the Damage vs Enemy tab.": "オンにすると、実際のゲーム内の数値を入力できます。入力した各フィールドは計算値を上書きし（その項目は装備／特性の計算を無視します）、キャラクターは「敵へのダメージ」タブで有効な攻撃側のままになります。", "Turnip Random": "かぶ（ランダム）", "Turnip Remnant": "かぶの残骸", "Turnip Remnant - Dungeon Settlers Wiki": "カブの残骸 - Dungeon Settlers Wiki", "Tuto0 through Tuto16": "Tuto0からTuto16まで", "Tutorial (3)": "チュートリアル（3）", "Tutorial 1": "チュートリアル1", "Tutorial 1 - Dungeon Settlers Wiki": "チュートリアル1 - Dungeon Settlers Wiki", "Tutorial 1 map": "チュートリアル1 マップ", "Tutorial 2": "チュートリアル2", "Tutorial 2 - Dungeon Settlers Wiki": "チュートリアル2 - Dungeon Settlers Wiki", "Tutorial 2 map": "チュートリアル2 マップ", "Tutorial 3": "チュートリアル3", "Tutorial 3 - Dungeon Settlers Wiki": "チュートリアル3 - Dungeon Settlers Wiki", "Tutorial 3 map": "チュートリアル3 マップ", "Tutorial Chest Aid Kit Fixed": "チュートリアル宝箱 救急箱 固定", "Tutorial Chest Ointment Fixed": "チュートリアル宝箱 軟膏 固定", "Tutorial Common Horizontal Corridor 1": "チュートリアル コモン 横通路 1", "Tutorial Common Horizontal Corridor 2": "チュートリアル コモン 横通路 2", "Tutorial Common Horizontal Corridor 3": "チュートリアル コモン 横通路 3", "Tutorial Common Vertical Corridor 1": "チュートリアル コモン 縦通路 1", "Tutorial Common Vertical Corridor 2": "チュートリアル コモン 縦通路 2", "Tutorial F1-F2": "チュートリアル F1-F2", "Tutorial F1-F4": "チュートリアル F1-F4", "Tutorial Game Over": "チュートリアル ゲームオーバー", "Tutorial Game Over - Dungeon Settlers Wiki": "チュートリアル ゲームオーバー - Dungeon Settlers Wiki", "Tutorial Game Over icon": "チュートリアル ゲームオーバー アイコン", "Tutorial Region": "チュートリアル地域", "Tutorial Wood Club Fixed": "チュートリアル木の棍棒（固定）", "Tutorial chain": "チュートリアルチェーン", "Tutorial quests": "チュートリアルクエスト", "Tutorial steps, driven by the guided intro events.": "ガイド付き導入イベントで進行するチュートリアルのステップ。", "Tutorial, template & developer": "チュートリアル、テンプレート、開発用", "Tutorial.": "チュートリアル。", "Tutorial1": "Tutorial1", "Tutorial1 Chest Remnant": "チュートリアル1の宝箱の残骸", "Tutorial1 Chest Remnant - Dungeon Settlers Wiki": "チュートリアル1の宝箱の残骸 - Dungeon Settlers Wiki", "Tutorial2": "Tutorial2", "Tutorial3": "Tutorial3", "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0": "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0", "TutorialGameOver": "TutorialGameOver", "TutorialSeed": "TutorialSeed", "Twisted Bush Fixed": "歪んだ茂み（固定）", "Twisted Forest 1": "ねじれた森 1", "Twisted Forest 2": "ねじれた森 2", "Twisted Forest 3": "ねじれた森 3", "Two damage parts (physical and magic) are each mitigated by the matching resistance.": "2 つのダメージ部分（物理と魔法）は、それぞれ対応する耐性で軽減されます。", "Two extra rules matter in play: a summon's": "実戦では2つの追加ルールが重要だ。召喚物の", "Two more combat-difficulty levers pile on top of that flat scaling:": "この一律スケーリングに加えて、戦闘難易度のレバーがさらに2つ乗る：", "Two separate axes over the five tiers (Easy → Devastation):": "5段階（簡単 → 壊滅）にわたる2つの独立した軸：", "Two separate constants govern the fight once you are seen:": "一度見つかると、戦闘は2つの別々の定数によって支配されます:", "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "両手持ちが有効（両手武器、オフハンド空き）：そのボーナスはすでに装備ステータスに含まれています。", "Two-handed weapons": "両手武器", "Two-handed weapons - the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) - occupy both hands and block the shield/off-hand slot.": "両手武器、すなわち大剣、弓、そして3種すべての属性杖（火、水、自然）は両手を占有し、盾/オフハンドのスロットを塞ぐ。", "Type": "タイプ", "Type the mood number straight from the unit status panel": "ユニットステータスパネルの気分の数値を直接入力してください", "UI": "UI", "UI maximum 30; below 0 Stress rises, above 0 Stress falls": "UI最大値30。0未満でストレス上昇、0超でストレス低下", "UI reference data": "UI参照データ", "UI_": "UI_", "UNITS": "ユニット", "UNITVISUAL_ElfSlimUnisex_0": "UNITVISUAL_ElfSlimUnisex_0", "UNITVISUAL_ElfSlimUnisex_1": "UNITVISUAL_ElfSlimUnisex_1", "UNITVISUAL_ElfSlimUnisex_10": "UNITVISUAL_ElfSlimUnisex_10", "UNITVISUAL_ElfSlimUnisex_11": "UNITVISUAL_ElfSlimUnisex_11", "UNITVISUAL_ElfSlimUnisex_12": "UNITVISUAL_ElfSlimUnisex_12", "UNITVISUAL_ElfSlimUnisex_13": "UNITVISUAL_ElfSlimUnisex_13", "UNITVISUAL_ElfSlimUnisex_14": "UNITVISUAL_ElfSlimUnisex_14", "UNITVISUAL_ElfSlimUnisex_15": "UNITVISUAL_ElfSlimUnisex_15", "UNITVISUAL_ElfSlimUnisex_2": "UNITVISUAL_ElfSlimUnisex_2", "UNITVISUAL_ElfSlimUnisex_3": "UNITVISUAL_ElfSlimUnisex_3", "UNITVISUAL_ElfSlimUnisex_4": "UNITVISUAL_ElfSlimUnisex_4", "UNITVISUAL_ElfSlimUnisex_5": "UNITVISUAL_ElfSlimUnisex_5", "UNITVISUAL_ElfSlimUnisex_6": "UNITVISUAL_ElfSlimUnisex_6", "UNITVISUAL_ElfSlimUnisex_7": "UNITVISUAL_ElfSlimUnisex_7", "UNITVISUAL_ElfSlimUnisex_8": "UNITVISUAL_ElfSlimUnisex_8", "UNITVISUAL_ElfSlimUnisex_9": "UNITVISUAL_ElfSlimUnisex_9", "UNITVISUAL_ElfStandardFemale_0": "UNITVISUAL_ElfStandardFemale_0", "UNITVISUAL_ElfStandardFemale_1": "UNITVISUAL_ElfStandardFemale_1", "UNITVISUAL_ElfStandardFemale_10": "UNITVISUAL_ElfStandardFemale_10", "UNITVISUAL_ElfStandardFemale_11": "UNITVISUAL_ElfStandardFemale_11", "UNITVISUAL_ElfStandardFemale_2": "UNITVISUAL_ElfStandardFemale_2", "UNITVISUAL_ElfStandardFemale_3": "UNITVISUAL_ElfStandardFemale_3", "UNITVISUAL_ElfStandardFemale_4": "UNITVISUAL_ElfStandardFemale_4", "UNITVISUAL_ElfStandardFemale_5": "UNITVISUAL_ElfStandardFemale_5", "UNITVISUAL_ElfStandardFemale_6": "UNITVISUAL_ElfStandardFemale_6", "UNITVISUAL_ElfStandardFemale_7": "UNITVISUAL_ElfStandardFemale_7", "UNITVISUAL_ElfStandardFemale_8": "UNITVISUAL_ElfStandardFemale_8", "UNITVISUAL_ElfStandardFemale_9": "UNITVISUAL_ElfStandardFemale_9", "UNITVISUAL_ElfStandardMale_0": "UNITVISUAL_ElfStandardMale_0", "UNITVISUAL_ElfStandardMale_1": "UNITVISUAL_ElfStandardMale_1", "UNITVISUAL_ElfStandardMale_10": "UNITVISUAL_ElfStandardMale_10", "UNITVISUAL_ElfStandardMale_11": "UNITVISUAL_ElfStandardMale_11", "UNITVISUAL_ElfStandardMale_12": "UNITVISUAL_ElfStandardMale_12", "UNITVISUAL_ElfStandardMale_2": "UNITVISUAL_ElfStandardMale_2", "UNITVISUAL_ElfStandardMale_3": "UNITVISUAL_ElfStandardMale_3", "UNITVISUAL_ElfStandardMale_4": "UNITVISUAL_ElfStandardMale_4", "UNITVISUAL_ElfStandardMale_5": "UNITVISUAL_ElfStandardMale_5", "UNITVISUAL_ElfStandardMale_6": "UNITVISUAL_ElfStandardMale_6", "UNITVISUAL_ElfStandardMale_7": "UNITVISUAL_ElfStandardMale_7", "UNITVISUAL_ElfStandardMale_8": "UNITVISUAL_ElfStandardMale_8", "UNITVISUAL_ElfStandardMale_9": "UNITVISUAL_ElfStandardMale_9", "UNITVISUAL_HumanFatUnisex_0": "UNITVISUAL_HumanFatUnisex_0", "UNITVISUAL_HumanFatUnisex_1": "UNITVISUAL_HumanFatUnisex_1", "UNITVISUAL_HumanFatUnisex_10": "UNITVISUAL_HumanFatUnisex_10", "UNITVISUAL_HumanFatUnisex_11": "UNITVISUAL_HumanFatUnisex_11", "UNITVISUAL_HumanFatUnisex_12": "UNITVISUAL_HumanFatUnisex_12", "UNITVISUAL_HumanFatUnisex_13": "UNITVISUAL_HumanFatUnisex_13", "UNITVISUAL_HumanFatUnisex_14": "UNITVISUAL_HumanFatUnisex_14", "UNITVISUAL_HumanFatUnisex_15": "UNITVISUAL_HumanFatUnisex_15", "UNITVISUAL_HumanFatUnisex_16": "UNITVISUAL_HumanFatUnisex_16", "UNITVISUAL_HumanFatUnisex_17": "UNITVISUAL_HumanFatUnisex_17", "UNITVISUAL_HumanFatUnisex_2": "UNITVISUAL_HumanFatUnisex_2", "UNITVISUAL_HumanFatUnisex_3": "UNITVISUAL_HumanFatUnisex_3", "UNITVISUAL_HumanFatUnisex_4": "UNITVISUAL_HumanFatUnisex_4", "UNITVISUAL_HumanFatUnisex_5": "UNITVISUAL_HumanFatUnisex_5", "UNITVISUAL_HumanFatUnisex_6": "UNITVISUAL_HumanFatUnisex_6", "UNITVISUAL_HumanFatUnisex_7": "UNITVISUAL_HumanFatUnisex_7", "UNITVISUAL_HumanFatUnisex_8": "UNITVISUAL_HumanFatUnisex_8", "UNITVISUAL_HumanFatUnisex_9": "UNITVISUAL_HumanFatUnisex_9", "UNITVISUAL_HumanStandardFemale_0": "UNITVISUAL_HumanStandardFemale_0", "UNITVISUAL_HumanStandardFemale_1": "UNITVISUAL_HumanStandardFemale_1", "UNITVISUAL_HumanStandardFemale_10": "UNITVISUAL_HumanStandardFemale_10", "UNITVISUAL_HumanStandardFemale_11": "UNITVISUAL_HumanStandardFemale_11", "UNITVISUAL_HumanStandardFemale_12": "UNITVISUAL_HumanStandardFemale_12", "UNITVISUAL_HumanStandardFemale_13": "UNITVISUAL_HumanStandardFemale_13", "UNITVISUAL_HumanStandardFemale_14": "UNITVISUAL_HumanStandardFemale_14", "UNITVISUAL_HumanStandardFemale_15": "UNITVISUAL_HumanStandardFemale_15", "UNITVISUAL_HumanStandardFemale_16": "UNITVISUAL_HumanStandardFemale_16", "UNITVISUAL_HumanStandardFemale_17": "UNITVISUAL_HumanStandardFemale_17", "UNITVISUAL_HumanStandardFemale_18": "UNITVISUAL_HumanStandardFemale_18", "UNITVISUAL_HumanStandardFemale_19": "UNITVISUAL_HumanStandardFemale_19", "UNITVISUAL_HumanStandardFemale_2": "UNITVISUAL_HumanStandardFemale_2", "UNITVISUAL_HumanStandardFemale_20": "UNITVISUAL_HumanStandardFemale_20", "UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardFemale_21", "UNITVISUAL_HumanStandardFemale_3": "UNITVISUAL_HumanStandardFemale_3", "UNITVISUAL_HumanStandardFemale_4": "UNITVISUAL_HumanStandardFemale_4", "UNITVISUAL_HumanStandardFemale_5": "UNITVISUAL_HumanStandardFemale_5", "UNITVISUAL_HumanStandardFemale_6": "UNITVISUAL_HumanStandardFemale_6", "UNITVISUAL_HumanStandardFemale_7": "UNITVISUAL_HumanStandardFemale_7", "UNITVISUAL_HumanStandardFemale_8": "UNITVISUAL_HumanStandardFemale_8", "UNITVISUAL_HumanStandardFemale_9": "UNITVISUAL_HumanStandardFemale_9", "UNITVISUAL_HumanStandardFemale_Preset": "UNITVISUAL_HumanStandardFemale_Preset", "UNITVISUAL_HumanStandardMale_0": "UNITVISUAL_HumanStandardMale_0", "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0", "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21", "UNITVISUAL_HumanStandardMale_1": "UNITVISUAL_HumanStandardMale_1", "UNITVISUAL_HumanStandardMale_10": "UNITVISUAL_HumanStandardMale_10", "UNITVISUAL_HumanStandardMale_11": "UNITVISUAL_HumanStandardMale_11", "UNITVISUAL_HumanStandardMale_12": "UNITVISUAL_HumanStandardMale_12", "UNITVISUAL_HumanStandardMale_13": "UNITVISUAL_HumanStandardMale_13", "UNITVISUAL_HumanStandardMale_14": "UNITVISUAL_HumanStandardMale_14", "UNITVISUAL_HumanStandardMale_15": "UNITVISUAL_HumanStandardMale_15", "UNITVISUAL_HumanStandardMale_16": "UNITVISUAL_HumanStandardMale_16", "UNITVISUAL_HumanStandardMale_17": "UNITVISUAL_HumanStandardMale_17", "UNITVISUAL_HumanStandardMale_18": "UNITVISUAL_HumanStandardMale_18", "UNITVISUAL_HumanStandardMale_19": "UNITVISUAL_HumanStandardMale_19", "UNITVISUAL_HumanStandardMale_2": "UNITVISUAL_HumanStandardMale_2", "UNITVISUAL_HumanStandardMale_20": "UNITVISUAL_HumanStandardMale_20", "UNITVISUAL_HumanStandardMale_21": "UNITVISUAL_HumanStandardMale_21", "UNITVISUAL_HumanStandardMale_22": "UNITVISUAL_HumanStandardMale_22", "UNITVISUAL_HumanStandardMale_3": "UNITVISUAL_HumanStandardMale_3", "UNITVISUAL_HumanStandardMale_4": "UNITVISUAL_HumanStandardMale_4", "UNITVISUAL_HumanStandardMale_5": "UNITVISUAL_HumanStandardMale_5", "UNITVISUAL_HumanStandardMale_6": "UNITVISUAL_HumanStandardMale_6", "UNITVISUAL_HumanStandardMale_7": "UNITVISUAL_HumanStandardMale_7", "UNITVISUAL_HumanStandardMale_8": "UNITVISUAL_HumanStandardMale_8", "UNITVISUAL_HumanStandardMale_9": "UNITVISUAL_HumanStandardMale_9", "UNITVISUAL_HumanStandardMale_Preset": "UNITVISUAL_HumanStandardMale_Preset", "UNITVISUAL_LizardMan_0": "UNITVISUAL_LizardMan_0", "UNITVISUAL_LizardMan_1": "UNITVISUAL_LizardMan_1", "UNITVISUAL_LizardMan_10": "UNITVISUAL_LizardMan_10", "UNITVISUAL_LizardMan_11": "UNITVISUAL_LizardMan_11", "UNITVISUAL_LizardMan_12": "UNITVISUAL_LizardMan_12", "UNITVISUAL_LizardMan_13": "UNITVISUAL_LizardMan_13", "UNITVISUAL_LizardMan_14": "UNITVISUAL_LizardMan_14", "UNITVISUAL_LizardMan_15": "UNITVISUAL_LizardMan_15", "UNITVISUAL_LizardMan_16": "UNITVISUAL_LizardMan_16", "UNITVISUAL_LizardMan_17": "UNITVISUAL_LizardMan_17", "UNITVISUAL_LizardMan_18": "UNITVISUAL_LizardMan_18", "UNITVISUAL_LizardMan_2": "UNITVISUAL_LizardMan_2", "UNITVISUAL_LizardMan_3": "UNITVISUAL_LizardMan_3", "UNITVISUAL_LizardMan_4": "UNITVISUAL_LizardMan_4", "UNITVISUAL_LizardMan_5": "UNITVISUAL_LizardMan_5", "UNITVISUAL_LizardMan_6": "UNITVISUAL_LizardMan_6", "UNITVISUAL_LizardMan_7": "UNITVISUAL_LizardMan_7", "UNITVISUAL_LizardMan_8": "UNITVISUAL_LizardMan_8", "UNITVISUAL_LizardMan_9": "UNITVISUAL_LizardMan_9", "UNITVISUAL_LizardMan_Preset": "UNITVISUAL_LizardMan_Preset", "UNITVISUAL_LycanFemale_0": "UNITVISUAL_LycanFemale_0", "UNITVISUAL_LycanFemale_1": "UNITVISUAL_LycanFemale_1", "UNITVISUAL_LycanFemale_2": "UNITVISUAL_LycanFemale_2", "UNITVISUAL_LycanFemale_3": "UNITVISUAL_LycanFemale_3", "UNITVISUAL_LycanFemale_4": "UNITVISUAL_LycanFemale_4", "UNITVISUAL_LycanFemale_5": "UNITVISUAL_LycanFemale_5", "UNITVISUAL_LycanFemale_6": "UNITVISUAL_LycanFemale_6", "UNITVISUAL_LycanFemale_7": "UNITVISUAL_LycanFemale_7", "UNITVISUAL_LycanMale_0": "UNITVISUAL_LycanMale_0", "UNITVISUAL_LycanMale_1": "UNITVISUAL_LycanMale_1", "UNITVISUAL_LycanMale_2": "UNITVISUAL_LycanMale_2", "UNITVISUAL_LycanMale_3": "UNITVISUAL_LycanMale_3", "UNITVISUAL_LycanMale_4": "UNITVISUAL_LycanMale_4", "UNITVISUAL_LycanMale_5": "UNITVISUAL_LycanMale_5", "UNITVISUAL_LycanMale_6": "UNITVISUAL_LycanMale_6", "UNITVISUAL_LycanMale_7": "UNITVISUAL_LycanMale_7", "UNIT_AbyssAcidInsect": "UNIT_AbyssAcidInsect", "UNIT_AbyssAcidInsect -": "UNIT_AbyssAcidInsect -", "UNIT_AbyssAcidSlogel": "UNIT_AbyssAcidSlogel", "UNIT_AbyssAcidSlogel -": "UNIT_AbyssAcidSlogel -", "UNIT_AbyssAlphaAcidSlogel": "UNIT_AbyssAlphaAcidSlogel", "UNIT_AbyssAlphaAcidSlogel -": "UNIT_AbyssAlphaAcidSlogel -", "UNIT_AbyssBee": "UNIT_AbyssBee", "UNIT_AbyssBee -": "UNIT_AbyssBee -", "UNIT_AbyssBlueStoneGolem": "UNIT_AbyssBlueStoneGolem", "UNIT_AbyssBlueStoneGolem -": "UNIT_AbyssBlueStoneGolem -", "UNIT_AbyssChainKnightSentinel": "UNIT_AbyssChainKnightSentinel", "UNIT_AbyssChainKnightSentinel -": "UNIT_AbyssChainKnightSentinel -", "UNIT_AbyssChallengerGloth": "UNIT_AbyssChallengerGloth", "UNIT_AbyssChallengerGloth -": "UNIT_AbyssChallengerGloth -", "UNIT_AbyssCrystalTurtle": "UNIT_AbyssCrystalTurtle", "UNIT_AbyssCrystalTurtle -": "UNIT_AbyssCrystalTurtle -", "UNIT_AbyssElderGloth": "UNIT_AbyssElderGloth", "UNIT_AbyssElderGloth -": "UNIT_AbyssElderGloth -", "UNIT_AbyssFemaleGloth": "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth -": "UNIT_AbyssFemaleGloth -", "UNIT_AbyssGiantStoneGolem": "UNIT_AbyssGiantStoneGolem", "UNIT_AbyssGiantStoneGolem -": "UNIT_AbyssGiantStoneGolem -", "UNIT_AbyssGlothPup": "UNIT_AbyssGlothPup", "UNIT_AbyssGlothPup -": "UNIT_AbyssGlothPup -", "UNIT_AbyssGoblinBrawler": "UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler -": "UNIT_AbyssGoblinBrawler -", "UNIT_AbyssGoblinChiefShaman": "UNIT_AbyssGoblinChiefShaman", "UNIT_AbyssGoblinChiefShaman -": "UNIT_AbyssGoblinChiefShaman -", "UNIT_AbyssGoblinRider": "UNIT_AbyssGoblinRider", "UNIT_AbyssGoblinRider -": "UNIT_AbyssGoblinRider -", "UNIT_AbyssGoblinShaman": "UNIT_AbyssGoblinShaman", "UNIT_AbyssGoblinShaman -": "UNIT_AbyssGoblinShaman -", "UNIT_AbyssGoblinThrower": "UNIT_AbyssGoblinThrower", "UNIT_AbyssGoblinThrower -": "UNIT_AbyssGoblinThrower -", "UNIT_AbyssGoblinWorker": "UNIT_AbyssGoblinWorker", "UNIT_AbyssGoblinWorker -": "UNIT_AbyssGoblinWorker -", "UNIT_AbyssGreyMonsterRat": "UNIT_AbyssGreyMonsterRat", "UNIT_AbyssGreyMonsterRat -": "UNIT_AbyssGreyMonsterRat -", "UNIT_AbyssGreyRat": "UNIT_AbyssGreyRat", "UNIT_AbyssGreyRat -": "UNIT_AbyssGreyRat -", "UNIT_AbyssLadybug": "UNIT_AbyssLadybug", "UNIT_AbyssLadybug -": "UNIT_AbyssLadybug -", "UNIT_AbyssMaleGloth": "UNIT_AbyssMaleGloth", "UNIT_AbyssMaleGloth -": "UNIT_AbyssMaleGloth -", "UNIT_AbyssMawmurk": "UNIT_AbyssMawmurk", "UNIT_AbyssMawmurk -": "UNIT_AbyssMawmurk -", "UNIT_AbyssMediumSlime": "UNIT_AbyssMediumSlime", "UNIT_AbyssMediumSlime -": "UNIT_AbyssMediumSlime -", "UNIT_AbyssMediumSporeSlime": "UNIT_AbyssMediumSporeSlime", "UNIT_AbyssMediumSporeSlime -": "UNIT_AbyssMediumSporeSlime -", "UNIT_AbyssMetalScarab": "UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab -": "UNIT_AbyssMetalScarab -", "UNIT_AbyssMudMediumSlime": "UNIT_AbyssMudMediumSlime", "UNIT_AbyssMudMediumSlime -": "UNIT_AbyssMudMediumSlime -", "UNIT_AbyssMudSlogel": "UNIT_AbyssMudSlogel", "UNIT_AbyssMudSlogel -": "UNIT_AbyssMudSlogel -", "UNIT_AbyssMudSmallSlime": "UNIT_AbyssMudSmallSlime", "UNIT_AbyssMudSmallSlime -": "UNIT_AbyssMudSmallSlime -", "UNIT_AbyssRedMonsterRat": "UNIT_AbyssRedMonsterRat", "UNIT_AbyssRedMonsterRat -": "UNIT_AbyssRedMonsterRat -", "UNIT_AbyssRedRat": "UNIT_AbyssRedRat", "UNIT_AbyssRedRat -": "UNIT_AbyssRedRat -", "UNIT_AbyssRedStoneGolem": "UNIT_AbyssRedStoneGolem", "UNIT_AbyssRedStoneGolem -": "UNIT_AbyssRedStoneGolem -", "UNIT_AbyssSmallSlime": "UNIT_AbyssSmallSlime", "UNIT_AbyssSmallSlime -": "UNIT_AbyssSmallSlime -", "UNIT_AbyssSmallSporeSlime": "UNIT_AbyssSmallSporeSlime", "UNIT_AbyssSmallSporeSlime -": "UNIT_AbyssSmallSporeSlime -", "UNIT_AbyssSpikeTurtle": "UNIT_AbyssSpikeTurtle", "UNIT_AbyssSpikeTurtle -": "UNIT_AbyssSpikeTurtle -", "UNIT_AbyssSporeInsect": "UNIT_AbyssSporeInsect", "UNIT_AbyssSporeInsect -": "UNIT_AbyssSporeInsect -", "UNIT_AbyssTadpole": "UNIT_AbyssTadpole", "UNIT_AbyssTadpole -": "UNIT_AbyssTadpole -", "UNIT_AbyssTadpoleEvolve": "UNIT_AbyssTadpoleEvolve", "UNIT_AbyssTadpoleEvolve -": "UNIT_AbyssTadpoleEvolve -", "UNIT_AbyssWeakAcidInsect": "UNIT_AbyssWeakAcidInsect", "UNIT_AbyssWeakAcidInsect -": "UNIT_AbyssWeakAcidInsect -", "UNIT_AbyssWeakGreyRat": "UNIT_AbyssWeakGreyRat", "UNIT_AbyssWeakGreyRat -": "UNIT_AbyssWeakGreyRat -", "UNIT_AbyssWhiteMawmurk": "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk -": "UNIT_AbyssWhiteMawmurk -", "UNIT_AbyssYellowStoneGolem": "UNIT_AbyssYellowStoneGolem", "UNIT_AbyssYellowStoneGolem -": "UNIT_AbyssYellowStoneGolem -", "UNIT_AcidInsect": "UNIT_AcidInsect", "UNIT_AcidInsect -": "UNIT_AcidInsect -", "UNIT_AcidSlogel": "UNIT_AcidSlogel", "UNIT_AcidSlogel -": "UNIT_AcidSlogel -", "UNIT_AlphaAcidSlogel": "UNIT_AlphaAcidSlogel", "UNIT_AlphaAcidSlogel -": "UNIT_AlphaAcidSlogel -", "UNIT_Bee": "UNIT_Bee", "UNIT_Bee -": "UNIT_Bee -", "UNIT_BlueGoblin": "UNIT_BlueGoblin", "UNIT_BlueGoblin -": "UNIT_BlueGoblin -", "UNIT_BlueStoneGolem": "UNIT_BlueStoneGolem", "UNIT_BlueStoneGolem -": "UNIT_BlueStoneGolem -", "UNIT_BubbleToad": "UNIT_BubbleToad", "UNIT_BubbleToad -": "UNIT_BubbleToad -", "UNIT_Bubbleling": "UNIT_Bubbleling", "UNIT_Bubbleling -": "UNIT_Bubbleling -", "UNIT_ChainKnightSentinel": "UNIT_ChainKnightSentinel", "UNIT_ChainKnightSentinel -": "UNIT_ChainKnightSentinel -", "UNIT_ChallengerGloth": "UNIT_ChallengerGloth", "UNIT_ChallengerGloth -": "UNIT_ChallengerGloth -", "UNIT_Cordyceps": "UNIT_Cordyceps", "UNIT_Cordyceps -": "UNIT_Cordyceps -", "UNIT_CrystalTurtle": "UNIT_CrystalTurtle", "UNIT_CrystalTurtle -": "UNIT_CrystalTurtle -", "UNIT_ElderGloth": "UNIT_ElderGloth", "UNIT_ElderGloth -": "UNIT_ElderGloth -", "UNIT_Endrossi": "UNIT_Endrossi", "UNIT_Endrossi -": "UNIT_Endrossi -", "UNIT_EyeBall": "UNIT_EyeBall", "UNIT_EyeBall -": "UNIT_EyeBall -", "UNIT_FemaleGloth": "UNIT_FemaleGloth", "UNIT_FemaleGloth -": "UNIT_FemaleGloth -", "UNIT_FesteringBurrowMerchant": "UNIT_FesteringBurrowMerchant", "UNIT_FesteringBurrowMerchant -": "UNIT_FesteringBurrowMerchant -", "UNIT_FireDragonClawWarrior": "UNIT_FireDragonClawWarrior", "UNIT_FireDragonClawWarrior -": "UNIT_FireDragonClawWarrior -", "UNIT_GiantStoneGolem": "UNIT_GiantStoneGolem", "UNIT_GiantStoneGolem -": "UNIT_GiantStoneGolem -", "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel": "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel", "UNIT_GlothPup": "UNIT_GlothPup", "UNIT_GlothPup -": "UNIT_GlothPup -", "UNIT_GoblinBrawler": "UNIT_GoblinBrawler", "UNIT_GoblinBrawler -": "UNIT_GoblinBrawler -", "UNIT_GoblinChiefShaman": "UNIT_GoblinChiefShaman", "UNIT_GoblinChiefShaman -": "UNIT_GoblinChiefShaman -", "UNIT_GoblinRider": "UNIT_GoblinRider", "UNIT_GoblinRider -": "UNIT_GoblinRider -", "UNIT_GoblinShaman": "UNIT_GoblinShaman", "UNIT_GoblinShaman -": "UNIT_GoblinShaman -", "UNIT_GoblinThrower": "UNIT_GoblinThrower", "UNIT_GoblinThrower -": "UNIT_GoblinThrower -", "UNIT_GoblinWorker": "UNIT_GoblinWorker", "UNIT_GoblinWorker -": "UNIT_GoblinWorker -", "UNIT_GreyMonsterRat": "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat -": "UNIT_GreyMonsterRat -", "UNIT_GreyRat": "UNIT_GreyRat", "UNIT_GreyRat -": "UNIT_GreyRat -", "UNIT_GuardArcher": "UNIT_GuardArcher", "UNIT_GuardArcher -": "UNIT_GuardArcher -", "UNIT_GuardCaptain": "UNIT_GuardCaptain", "UNIT_GuardCaptain -": "UNIT_GuardCaptain -", "UNIT_GuardSpearman": "UNIT_GuardSpearman", "UNIT_GuardSpearman -": "UNIT_GuardSpearman -", "UNIT_GuildMerchant": "UNIT_GuildMerchant", "UNIT_GuildMerchant -": "UNIT_GuildMerchant -", "UNIT_HedgeHog": "UNIT_HedgeHog", "UNIT_HedgeHog -": "UNIT_HedgeHog -", "UNIT_Heosuabi": "UNIT_Heosuabi", "UNIT_Heosuabi -": "UNIT_Heosuabi -", "UNIT_Ladybug": "UNIT_Ladybug", "UNIT_Ladybug -": "UNIT_Ladybug -", "UNIT_LargeSlime": "UNIT_LargeSlime", "UNIT_LargeSlime -": "UNIT_LargeSlime -", "UNIT_MaleGloth": "UNIT_MaleGloth", "UNIT_MaleGloth -": "UNIT_MaleGloth -", "UNIT_Mawmurk": "UNIT_Mawmurk", "UNIT_Mawmurk -": "UNIT_Mawmurk -", "UNIT_MediumSlime": "UNIT_MediumSlime", "UNIT_MediumSlime -": "UNIT_MediumSlime -", "UNIT_MediumSporeSlime": "UNIT_MediumSporeSlime", "UNIT_MediumSporeSlime -": "UNIT_MediumSporeSlime -", "UNIT_MetalScarab": "UNIT_MetalScarab", "UNIT_MetalScarab -": "UNIT_MetalScarab -", "UNIT_MudMediumSlime": "UNIT_MudMediumSlime", "UNIT_MudMediumSlime -": "UNIT_MudMediumSlime -", "UNIT_MudSlogel": "UNIT_MudSlogel", "UNIT_MudSlogel -": "UNIT_MudSlogel -", "UNIT_MudSmallSlime": "UNIT_MudSmallSlime", "UNIT_MudSmallSlime -": "UNIT_MudSmallSlime -", "UNIT_MushBiter": "UNIT_MushBiter", "UNIT_MushBiter -": "UNIT_MushBiter -", "UNIT_NeedleSpider": "UNIT_NeedleSpider", "UNIT_NeedleSpider -": "UNIT_NeedleSpider -", "UNIT_None": "UNIT_None", "UNIT_None -": "UNIT_None -", "UNIT_OldDragonClawWarrior": "UNIT_OldDragonClawWarrior", "UNIT_OldDragonClawWarrior -": "UNIT_OldDragonClawWarrior -", "UNIT_Perion": "UNIT_Perion", "UNIT_Perion -": "UNIT_Perion -", "UNIT_PlayerUnit": "UNIT_PlayerUnit", "UNIT_PlayerUnit -": "UNIT_PlayerUnit -", "UNIT_RedMonsterRat": "UNIT_RedMonsterRat", "UNIT_RedMonsterRat -": "UNIT_RedMonsterRat -", "UNIT_RedRat": "UNIT_RedRat", "UNIT_RedRat -": "UNIT_RedRat -", "UNIT_RedStoneGolem": "UNIT_RedStoneGolem", "UNIT_RedStoneGolem -": "UNIT_RedStoneGolem -", "UNIT_SmallSlime": "UNIT_SmallSlime", "UNIT_SmallSlime -": "UNIT_SmallSlime -", "UNIT_SmallSporeSlime": "UNIT_SmallSporeSlime", "UNIT_SmallSporeSlime -": "UNIT_SmallSporeSlime -", "UNIT_SpikeTurtle": "UNIT_SpikeTurtle", "UNIT_SpikeTurtle -": "UNIT_SpikeTurtle -", "UNIT_SporeInsect": "UNIT_SporeInsect", "UNIT_SporeInsect -": "UNIT_SporeInsect -", "UNIT_Staghare": "UNIT_Staghare", "UNIT_Staghare -": "UNIT_Staghare -", "UNIT_Tadpole": "UNIT_Tadpole", "UNIT_Tadpole -": "UNIT_Tadpole -", "UNIT_TadpoleEvolve": "UNIT_TadpoleEvolve", "UNIT_TadpoleEvolve -": "UNIT_TadpoleEvolve -", "UNIT_VeilSilenceMerchant": "UNIT_VeilSilenceMerchant", "UNIT_VeilSilenceMerchant -": "UNIT_VeilSilenceMerchant -", "UNIT_WeakAcidInsect": "UNIT_WeakAcidInsect", "UNIT_WeakAcidInsect -": "UNIT_WeakAcidInsect -", "UNIT_WeakGreyRat": "UNIT_WeakGreyRat", "UNIT_WeakGreyRat -": "UNIT_WeakGreyRat -", "UNIT_WeirdScarecrow": "UNIT_WeirdScarecrow", "UNIT_WeirdScarecrow -": "UNIT_WeirdScarecrow -", "UNIT_WhiteMawmurk": "UNIT_WhiteMawmurk", "UNIT_WhiteMawmurk -": "UNIT_WhiteMawmurk -", "UNIT_WildDog": "UNIT_WildDog", "UNIT_WildDog -": "UNIT_WildDog -", "UNIT_Xenon": "UNIT_Xenon", "UNIT_Xenon -": "UNIT_Xenon -", "UNIT_YellowStoneGolem": "UNIT_YellowStoneGolem", "UNIT_YellowStoneGolem -": "UNIT_YellowStoneGolem -", "UR": "UR", "Un Determin": "Un Determin", "UnDetermin": "UnDetermin", "Unattackable": "攻撃不可", "UnavailableToInteract": "UnavailableToInteract", "Unawared": "気づいていない", "Unbreakable sub-tree (empty)": "アンブレイカブルサブツリー（空）", "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "チェックを外すと上部のユニットバーから隠せます。チームには残ります（チームステータス＋共有リンク）。", "Unclassified": "未分類", "Uncommon inscription:": "アンコモン刻印：", "Unconscious": "気絶", "UnconsciousSleep": "UnconsciousSleep", "UnconsciousTick": "UnconsciousTick", "Undergoing surgery (Warning, prints once)": "手術中（警告、1回表示）", "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "地下探検者 GAMESYSTEM_Environment_{affecterName}", "UndergroundExplorer": "UndergroundExplorer", "Undetectable": "発見不可", "Unfinished": "未完成", "Unfortunately, the settlement does not yet even have a proper temple.": "残念ながら、決済地はまだ適切な寺院さえ持っていません。", "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Ev": "残念ながら、決済地はまだ適切な寺院さえ持っていません。大陸の人々にとって、女神に祈る適切な場所がないことは恥ずべきことです。\"イベント", "Unique monsters": "固有モンスター", "Unique names do not appear in Recruitment.": "固有の名前は募集には出現しない。", "Unique profiles (portraits) do not appear in Recruitment.": "固有のプロフィール（肖像）は募集には出現しない。", "UniqueExistingNames": "UniqueExistingNames", "UniqueExistingProfiles": "UniqueExistingProfiles", "Unit": "ユニット", "Unit AI behaviour": "ユニットAIの挙動", "Unit Death and Bodies": "ユニットの死と遺体", "Unit Selection": "ユニット選択", "Unit Structure": "ユニット構成", "Unit doesn't have enough main skill points.": "ユニットのメインスキルポイントが不足しています。", "Unit doesn't have enough sub skill points.": "ユニットのサブスキルポイントが不足しています。", "Unit icon style": "ユニットアイコンのスタイル", "Unit icons": "ユニットアイコン", "Unit level": "ユニットレベル", "Unit visual profiles (portraits/bodies).": "ユニットの見た目プロファイル（立ち絵/体）。", "Unit with Nothing to Do": "何もすることがないユニット", "Unit's hunger consumption rate": "ユニットの空腹消費率", "UnitForClearRegion": "UnitForClearRegion", "UnitPatrolTerm": "UnitPatrolTerm", "UnitProfile": "ユニットプロフィール", "UnitProfileTable": "UnitProfileTable", "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable、募集候補者やNPCが使用する外見プリセット。AppearWeight 0 = 固定プリセット（シナリオキャラクター）、>0 = ランダム生成ウェイト。", "UnitProfileTable.json": "UnitProfileTable.json", "UnitRespawnTermByDifficulty": "UnitRespawnTermByDifficulty", "UnitSpeedModifier": "UnitSpeedModifier", "UnitStatusSystem_NaturalHealthPointRestorePercentage를 통한 생명력 회복량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "UnitStatusSystem_NaturalHealthPointRestorePercentageによる生命力回復量に「休息に使用する構造物のクオリティ」*{0}%を追加で適用する", "UnitStatusSystem_RestWoundDecreasePercentage를 통한 부상치 감소량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "UnitStatusSystem_RestWoundDecreasePercentageによる負傷値減少量に「休息に使用する構造物のクオリティ」*{0}%を追加で適用する", "UnitTable.json": "UnitTable.json", "UnitVisualDatabase.json": "UnitVisualDatabase.json", "Unit_": "Unit_", "Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.)": "Unit_Base_Natural HP Regen ユニットが{0}分ごとに{1}回復するようにする。（今のところ拡張性を持たせている。）", "Units & Monsters": "ユニットとモンスター", "Units & Monsters - Dungeon Settlers Wiki": "ユニット＆モンスター - Dungeon Settlers Wiki", "Units & monsters": "ユニットとモンスター", "Units (": "ユニット（", "Units (default trait):": "ユニット（デフォルト特性）:", "Units and Survival": "ユニットと生存", "Units can grow up to level 12 by": "ユニットは次によってレベル12まで成長できます", "Units can reach level 12 through": "ユニットは次によってレベル12に到達できます", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is": "ユニットは遠征と戦闘から経験値を得て、固定の段階でレベルアップします。レベル上限は", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is 12, and settlement buildings cap at level 5.": "ユニットは探索と戦闘から経験値を得て、固定のはしごに沿ってレベルアップします。レベル上限は12、拠点の建物はレベル5が上限です。", "Units that have reached maximum EXP can perform": "最大 EXP に達したユニットは実行できます", "Units that have reached maximum EXP can perform 聖別 at the Goddess Statue to level up. During 聖別, increases to each 主要ステータス are presented at random": "最大 EXP に達したユニットは女神像で聖別を実行してレベルアップできます。聖別中、各主要ステータスへの増加はランダムに提示されます", "Units that have reached maximum experience can perform": "最大経験に達したユニットは実行できます", "Units that have reached maximum experience can perform 聖別 at the Goddess Statue to level up. During 聖別, the increase in each 主要ステータス is randomly de": "最大経験に達したユニットは女神像で聖別を実行してレベルアップできます。聖別中、各主要ステータスの増加はランダムに", "Units this tree can put on the field, with their derived stats (at the stock caster, level cap) and how hard they hit. The summon output is separate from the cast that places it.": "このツリーがフィールドに出せるユニットと、その派生ステータス（標準の使用者、レベル上限時）および攻撃力。召喚された出力は、それを配置する詠唱とは別物です。", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 20 seconds, it crumbles and returns to nature.": "1範囲内のユニットは召喚者の魔法攻撃力の15%に等しい健康再生を得ます。20秒後、それは崩れ落ちて自然に戻ります。", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": "1範囲内のユニットは召喚者の魔法攻撃力の15%に等しい健康再生を得ます。40秒後、それは崩れ落ちて自然に戻ります。", "Units:": "ユニット:", "Unleashes an intense killing aura, dealing {0}% of": "激しい殺気のオーラを放出し、{0}%のダメージを与える", "Unleashes an intense killing aura, dealing {0}% of 物理攻撃力 as damage to enemy units and granting {2} 弱点露呈 and 鈍足 for {1} seconds.": "激しい殺気をぶつけ、敵ユニットに物理攻撃力の{0}%のダメージを与え、{1}秒間{2}の弱点露呈と鈍足を付与します。", "Unleashes an intense killing aura, dealing {0}% of 物理攻撃力 as damage to the enemy unit and granting {2} 弱点露呈 and 鈍足 for {1} seconds.": "激しい殺気をぶつけ、敵ユニットに物理攻撃力の{0}%のダメージを与え、{1}秒間{2}の弱点露呈と鈍足を付与します。", "Unlike Slay (which grants Exposed Flaw to yourself), Deadly Fear applies Exposed Flaw and Slow to the enemy. Your follow-up melee attacks on that target are then guaranteed crits, feeding Blade Spirit's energy refund and Guard Barrier's shield. It is a setup, not an engine - a 15s cooldown, so you use it to mark a priority target rather than spam it - which is why it is strong rather than busted. On a greatsword unit without the Warrior tree, Deadly Fear is still worth it for the guaranteed-crit window alone.": "討伐（自分に弱点露呈を付与する）とは異なり、致命的恐怖は敵に弱点露呈と鈍足を付与する。その対象への追撃近接は確定会心となり、刃の精霊のエネルギー回復とガードバリアのシールドを供給する。これはエンジンではなくお膳立てで、クールダウンは15秒。連打するのではなく優先目標をマークするために使う。だからこそ壊れではなく強力という程度に収まる。戦士ツリーを持たない大剣ユニットでも、確定会心の時間だけでも致命的恐怖は採用する価値がある。", "Unlock": "解放", "Unlock requires:": "解放に必要：", "Unlock rule": "解放ルール", "Unlocked at clan rank 2": "クランランク2で解放", "Unlocked by research": "研究で解放", "Unlocked first by the research": "最初に研究でアンロック", "Unlocked first by the research {#}.": "最初に研究 {#} でアンロック。", "Unlocks": "解放するもの", "Unlocks:": "解放:", "Unlocks: {#} +{#} more.": "解放：{#} 他 +{#}。", "Unlocks: {#}.": "解放: {#}。", "Unofficial database - DS_B.0.3.26 (Steam build 23739108)": "非公式データベース - DS_B.0.3.26（Steamビルド23739108）", "Unofficial database - DS_B.0.3.40 (Steam build 24354931)": "非公式データベース - DS_B.0.3.40（Steamビルド24354931）", "Unreleased": "未実装", "Unreleased & future content (spoilers)": "未実装 & 今後のコンテンツ（ネタバレ）", "Unreleased / empty trees": "未実装 / 空のツリー", "Unreleased Magic Schools": "未実装の魔法系統", "Unreleased Magic Schools (Holy / Dark / Survival)": "未実装の魔法系統（神聖 / 闇 / サバイバル）", "Unreleased Metal Tiers": "未実装の金属ティア", "Unreleased Metal Tiers (Tin / Bronze / Iron)": "未実装の金属ティア（錫 / 青銅 / 鉄）", "Unreleased Races": "未実装の種族", "Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)": "未実装の種族（ドワーフ / 白鬼 / タル、加えてライカンの下地）", "Unreleased and test template entries (10)": "未実装・テスト用テンプレート項目（10）", "Unreleased races:": "未公開の種族：", "Unspawnable in stock demo": "製品版デモでは出現不可", "Up to 5 enemies": "最大5体の敵", "Upcoming": "近日公開", "Upcoming regions": "今後の地域", "Updates": "アップデート", "Upkeep": "維持費", "Upon killing an enemy, apply {1}": "敵を倒す際に{1}を適用", "Upon killing an enemy, apply {1} 燃焼 for {0} seconds to all enemy units adjacent to the target.": "敵を倒したとき、対象に隣接するすべての敵ユニットに{0}秒間、{1}の燃焼を付与する。", "Upon spotting you, Endorsi shows a hint of joy before turning away. She, who had been rummaging through her quiver, ope...": "あなたを見つけたEndorsiは喜びを見せてから目をそらします。矢筒を漁っていた彼女は...", "Usable": "使用可能", "Use an Ointment": "軟膏を使う", "Use to permanently teach a character": "使用してキャラクターに永続的に習得させます", "Use to permanently teach a character the": "キャラクターに永遠に教えるために使用", "Use to permanently teach a character this monster's skill.": "使用するとキャラクターにこのモンスターのスキルを永続的に習得させる。", "UseItemQuickSlot_1": "UseItemQuickSlot_1", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0", "UseSkill_0": "UseSkill_0", "UseSkill_1": "UseSkill_1", "UseSkill_2": "UseSkill_2", "UseSkill_3": "UseSkill_3", "UseSkill_4": "UseSkill_4", "Used by": "使用者", "Used in": "使用箇所", "Used to learn active skills.": "アクティブスキルを学ぶために使用されます。", "Used to learn active skills. Earned through レベルアップ.": "アクティブスキルを学ぶために使用されます。レベルアップで獲得できます。", "Used to learn passive skills.": "パッシブスキルを学ぶために使用されます。", "Used to learn passive skills. Earned through レベルアップ.": "パッシブスキルを学ぶために使用されます。レベルアップで獲得できます。", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...": "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.": "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.", "Useful Magic Scrap Pile Random1": "有用な魔法スクラップの山（ランダム1）", "Useful Magic Scrap Pile Random2": "有用な魔法スクラップの山 ランダム2", "Uses the same RD.skills recipe engine as the Spell Damage Ranking and the per-skill table above - same number, no separate DamageDealt%/FDM stacking.": "呪文ダメージランキングや上のスキル別テーブルと同じ RD.skills レシピエンジンを使用します。数値は同一で、DamageDealt%/FDM の別途加算はありません。", "Uses/summons": "使用/召喚", "VARIANT 1": "バリエーション1", "VARIANT 2": "バリエーション2", "VARIANT 3": "バリエーション3", "VARIANT {#}": "バリアント {#}", "Valid save.": "有効なセーブです。", "Value": "値", "Value for how many aptitudes are revealed when using Inspect": "調べるを使用したときに明らかになる適性の数の値", "Values are the authored per-unit numbers in": "値は次に定義されたユニットごとの数値です", "Values before any percent modifier (inscriptions, difficulty, gear). Majors start at 10; enter a unit's major stats to see its final combat stats.": "パーセント補正（刻印、難易度、装備）を適用する前の数値。主要ステータスは10から始まる。ユニットの主要ステータスを入力すると、最終的な戦闘ステータスが表示される。", "Variants": "バリアント", "Varies the initial main stats by this ratio (= starting stats). Applied uniformly for now, but may need to be differentiated later based on Background, etc.": "初期のメインステータスをこの比率で変動させる（= 開始時のステータス）。今は一律に適用しているが、後で背景などに基づいて差別化が必要かもしれない。", "Vegetarian": "菜食", "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType": "菜食（13品目）、肉食（10）、雑食（2）、ItemSubTypeで管理", "Vegetarian by conscience: Elves gain the": "信条による菜食主義：エルフは次を獲得します：", "Vegetarian by conscience: Elves gain the [Carnal Guilt] mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "信条による菜食: エルフは肉を食べると[肉欲の罪悪感]のムードペナルティを得ますが、野菜のみを食べる場合の通常のムードペナルティは無視します。", "Veil Silence": "沈黙のヴェール", "Veil Silence Boss Giant Stone Golem": "沈黙のヴェール ボス 巨石ゴーレム", "Veil Silence Common Combat Middle1": "Veil Silence Common Combat Middle1", "Veil Silence Common Combat Middle10": "沈黙のヴェール 共通 戦闘 中10", "Veil Silence Common Combat Middle11": "Veil Silence Common Combat Middle11", "Veil Silence Common Combat Middle12": "Veil Silence Common Combat Middle12", "Veil Silence Common Combat Middle13": "Veil Silence Common Combat Middle13", "Veil Silence Common Combat Middle2": "Veil Silence Common Combat Middle2", "Veil Silence Common Combat Middle3": "Veil Silence Common Combat Middle3", "Veil Silence Common Combat Middle3 3f": "Veil Silence Common Combat Middle3 3f", "Veil Silence Common Combat Middle4": "Veil Silence Common Combat Middle4", "Veil Silence Common Combat Middle5": "Veil Silence Common Combat Middle5", "Veil Silence Common Combat Middle5 3f": "Veil Silence Common Combat Middle5 3f", "Veil Silence Common Combat Middle6": "Veil Silence Common Combat Middle6", "Veil Silence Common Combat Middle7": "Veil Silence Common Combat Middle7", "Veil Silence Common Combat Middle8": "Veil Silence Common Combat Middle8", "Veil Silence Common Combat Middle9": "Veil Silence Common Combat Middle9", "Veil Silence Common Combat Non Tree Small1": "Veil Silence Common Combat Non Tree Small1", "Veil Silence Common Combat Non Tree Small2": "Veil Silence Common Combat Non Tree Small2", "Veil Silence Common Combat Non Tree Small3": "Veil Silence Common Combat Non Tree Small3", "Veil Silence Common Combat Non Tree Small4": "Veil Silence Common Combat Non Tree Small4", "Veil Silence Common Combat Non Tree Small5": "Veil Silence Common Combat Non Tree Small5", "Veil Silence Common Combat Non Tree Small6": "Veil Silence Common Combat Non Tree Small6", "Veil Silence Common Combat Non Tree1": "Veil Silence Common Combat Non Tree1", "Veil Silence Common Combat Non Tree2": "Veil Silence Common Combat Non Tree2", "Veil Silence Common Combat Non Tree3": "Veil Silence Common Combat Non Tree3", "Veil Silence Common Combat Non Tree4": "Veil Silence Common Combat Non Tree4", "Veil Silence Common Combat Small1": "沈黙のヴェール 共通 戦闘 小1", "Veil Silence Common Combat Small1 3f": "Veil Silence Common Combat Small1 3f", "Veil Silence Common Combat Small2": "Veil Silence Common Combat Small2", "Veil Silence Common Combat Small2 3f": "Veil Silence Common Combat Small2 3f", "Veil Silence Common Combat Small3": "Veil Silence Common Combat Small3", "Veil Silence Common Combat Small3 3f": "Veil Silence Common Combat Small3 3f", "Veil Silence Common Core1": "Veil Silence Common Core1", "Veil Silence Common Core2": "沈黙のヴェール 共通コア2", "Veil Silence Common Elite Alpha Acid Slogel1": "沈黙のヴェール 共通 エリート アルファ酸性スロゲル1", "Veil Silence Common Elite Red Monster Rat1": "Veil Silence Common Elite Red Monster Rat1", "Veil Silence Common Elite Red Monster Rat2": "Veil Silence Common Elite Red Monster Rat2", "Veil Silence Common Elite Red Monster Rat3": "Veil Silence Common Elite Red Monster Rat3", "Veil Silence Common Elite Red Monster Rat4": "Veil Silence Common Elite Red Monster Rat4", "Veil Silence Common Elite Treasure Luxurious1": "Veil Silence Common Elite Treasure Luxurious1", "Veil Silence Common Elite Treasure Luxurious2": "Veil Silence Common Elite Treasure Luxurious2", "Veil Silence Common Elite Treasure Modest1": "Veil Silence Common Elite Treasure Modest1", "Veil Silence Common Elite Treasure Sturdy1": "Veil Silence Common Elite Treasure Sturdy1", "Veil Silence Common Elite Treasure Sturdy2": "Veil Silence Common Elite Treasure Sturdy2", "Veil Silence Common Event Abandoned Campsite": "沈黙のヴェール 共通イベント 廃キャンプ跡", "Veil Silence Common Event Abandoned Room1": "沈黙のヴェール 共通 イベント 廃部屋1", "Veil Silence Common Event Abandoned Room2": "沈黙のヴェール 共通 イベント 廃部屋2", "Veil Silence Common Event Ancient Library1": "Veil Silence Common Event Ancient Library1", "Veil Silence Common Event Ancient Library2": "Veil Silence Common Event Ancient Library2", "Veil Silence Common Event Ancient Library3": "Veil Silence Common Event Ancient Library3", "Veil Silence Common Event Bee Hive Tree": "Veil Silence Common Event Bee Hive Tree", "Veil Silence Common Event Blood Tree": "沈黙のヴェール 共通 イベント 血の樹", "Veil Silence Common Event Codex Level1": "ヴェイルサイレンス コモン イベント石碑 レベル1", "Veil Silence Common Event Echo Flower": "沈黙のヴェール 共通イベント エコーフラワー", "Veil Silence Common Event Endrossi": "沈黙のヴェール 共通 イベント エンドルシ", "Veil Silence Common Event Flower": "Veil Silence Common Event Flower", "Veil Silence Common Event Herb": "Veil Silence Common Event Herb", "Veil Silence Common Event Hidden Mandrake": "沈黙のヴェール 共通 イベント 隠れたマンドレイク", "Veil Silence Common Event Lab Rat Breeding Center": "沈黙のヴェール 共通イベント 実験ネズミ繁殖センター", "Veil Silence Common Event Mandrake": "Veil Silence Common Event Mandrake", "Veil Silence Common Event Merchant": "Veil Silence Common Event Merchant", "Veil Silence Common Event Scare Crow": "Veil Silence Common Event Scare Crow", "Veil Silence Common Event Temporal Rest": "Veil Silence Common Event Temporal Rest", "Veil Silence Common Event Tree Of Life": "Veil Silence Common Event Tree Of Life", "Veil Silence Common Event Xenon": "沈黙のヴェール 共通イベント ゼノン", "Veil Silence Common Goddess": "ヴェイルサイレンス コモン 女神", "Veil Silence Common Hard Combat Middle1": "Veil Silence Common Hard Combat Middle1", "Veil Silence Common Hard Combat Middle2": "Veil Silence Common Hard Combat Middle2", "Veil Silence Common Hard Combat Middle2 3f": "Veil Silence Common Hard Combat Middle2 3f", "Veil Silence Common Hard Combat Middle3": "Veil Silence Common Hard Combat Middle3", "Veil Silence Common Hard Combat Middle3 3f": "Veil Silence Common Hard Combat Middle3 3f", "Veil Silence Common Hard Combat Middle4": "Veil Silence Common Hard Combat Middle4", "Veil Silence Common Hard Combat Middle4 3f": "Veil Silence Common Hard Combat Middle4 3f", "Veil Silence Common Hard Combat Middle5": "Veil Silence Common Hard Combat Middle5", "Veil Silence Common Hard Combat Middle6": "Veil Silence Common Hard Combat Middle6", "Veil Silence Common Hard Combat Middle6 3f": "Veil Silence Common Hard Combat Middle6 3f", "Veil Silence Common Horizontal Corridor 1": "ヴェイルサイレンス コモン 横通路 1", "Veil Silence Common Horizontal Corridor 1 3f": "ヴェイルサイレンス コモン 横通路 1 3F", "Veil Silence Common Horizontal Corridor 2": "ヴェイルサイレンス コモン 横通路 2", "Veil Silence Common Horizontal Corridor 2 3f": "ヴェイルサイレンス コモン 横通路 2 3F", "Veil Silence Common Horizontal Corridor 3": "ヴェイルサイレンス コモン 横通路 3", "Veil Silence Common Horizontal Corridor 3 3f": "ヴェイルサイレンス コモン 横通路 3 3F", "Veil Silence Common Resource Blue Berry1": "沈黙のヴェール 共通 資源 ブルーベリー1", "Veil Silence Common Resource Blue Berry2": "沈黙のヴェール 共通 資源 ブルーベリー2", "Veil Silence Common Resource Blue Crystal Fake1": "Veil Silence Common Resource Blue Crystal Fake1", "Veil Silence Common Resource Blue Crystal Fake2": "Veil Silence Common Resource Blue Crystal Fake2", "Veil Silence Common Resource Blue Crystal Small1": "Veil Silence Common Resource Blue Crystal Small1", "Veil Silence Common Resource Green Crystal Fake1": "Veil Silence Common Resource Green Crystal Fake1", "Veil Silence Common Resource Green Crystal Fake2": "Veil Silence Common Resource Green Crystal Fake2", "Veil Silence Common Resource Green Crystal Small1": "Veil Silence Common Resource Green Crystal Small1", "Veil Silence Common Resource Herb1": "沈黙のヴェール 共通 資源 薬草1", "Veil Silence Common Resource Herb2": "沈黙のヴェール 共通 資源 薬草2", "Veil Silence Common Resource Oat": "沈黙のヴェール 共通 資源 オーツ", "Veil Silence Common Resource Red Crystal Fake1": "Veil Silence Common Resource Red Crystal Fake1", "Veil Silence Common Resource Red Crystal Fake2": "Veil Silence Common Resource Red Crystal Fake2", "Veil Silence Common Resource Red Crystal Small1": "Veil Silence Common Resource Red Crystal Small1", "Veil Silence Common Resource Silver Small1": "Veil Silence Common Resource Silver Small1", "Veil Silence Common Resource Tree Middle1": "Veil Silence Common Resource Tree Middle1", "Veil Silence Common Resource Tree Small1": "Veil Silence Common Resource Tree Small1", "Veil Silence Common Resource Turnip1": "沈黙のヴェール 共通 資源 かぶ1", "Veil Silence Common Resource Turnip2": "沈黙のヴェール 共通 資源 かぶ2", "Veil Silence Common Treasure Luxurious1": "Veil Silence Common Treasure Luxurious1", "Veil Silence Common Treasure Modest1": "Veil Silence Common Treasure Modest1", "Veil Silence Common Treasure Sturdy1": "Veil Silence Common Treasure Sturdy1", "Veil Silence Common Treasure Sturdy2": "Veil Silence Common Treasure Sturdy2", "Veil Silence Common Vertical Corridor 1": "ヴェイルサイレンス コモン 縦通路 1", "Veil Silence Common Vertical Corridor 1 3f": "ヴェイルサイレンス コモン 縦通路 1 3F", "Veil Silence Common Vertical Corridor 2": "ヴェイルサイレンス コモン 縦通路 2", "Veil Silence Common Vertical Corridor 2 3f": "ヴェイルサイレンス コモン 縦通路 2 3F", "Veil Silence F1-F2": "沈黙のヴェール F1-F2", "Veil Silence F1-F3": "沈黙のベール F1-F3", "Veil Silence F1-F4": "沈黙のベール F1-F4", "Veil Silence F2-F3": "沈黙のヴェール F2-F3", "Veil Silence F2-F4": "沈黙のヴェール F2-F4", "Veil Silence F3-F4": "沈黙のベール F3-F4", "Veil Silence F4": "沈黙のベール F4", "Veil Silence F5": "沈黙のベール F5", "Veil Silence Merchant": "沈黙のヴェールの商人", "Veil Silence Merchant - Dungeon Settlers Wiki": "沈黙のヴェール商人 - Dungeon Settlers Wiki", "Veil Silence Merchant Fixed": "ヴェイルサイレンス商人（固定）", "Veil Silence Merchant icon": "沈黙のヴェール商人 アイコン", "Veil Silence Phase3 Core": "Veil Silence Phase3 Core", "Veil Silence Phase3 Patrol Anomaly1": "Veil Silence Phase3 Patrol Anomaly1", "Veil Silence Phase3 Patrol Beast1": "Veil Silence Phase3 Patrol Beast1", "Veil Silence Phase3 Patrol Insect1": "Veil Silence Phase3 Patrol Insect1", "Veil Silence Phase4 Patrol Anomaly1": "Veil Silence Phase4 Patrol Anomaly1", "Veil Silence Phase4 Patrol Beast1": "Veil Silence Phase4 Patrol Beast1", "Veil Silence Phase4 Patrol Insect1": "Veil Silence Phase4 Patrol Insect1", "Veil Silence, Beast-faction monsters only: +20% Max HP (they also give +50% XP, a code-side reward not shown). Stacks with Gloth Victory. No effect on Festering Burrow or non-Beast monsters.": "沈黙のヴェール、獣勢力のモンスターのみ：最大HP+20%（さらにXP+50%を付与、表示されないコード側の報酬）。Gloth Victoryと重複。ただれた巣穴や獣以外のモンスターには効果なし。", "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "沈黙のヴェール -> ただれた巣穴 -> 廃坑 -> 忘れられた深淵 -> 死の沼 -> 黙示録の塔", "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "沈黙のヴェールとチュートリアルはセーフフロアを一切生成しない（GetProperFloor）", "Veil of Silence and the Tutorial never get a safe floor at all.": "沈黙のヴェールとチュートリアルはセーフフロアを一切得ません。", "VeilSilence": "VeilSilence", "Veil_": "Veil_", "Verbatim in-game texts for the talent tiers (": "才能ティアのゲーム内テキストそのまま（", "Verbatim texts from the new-campaign screen (": "新規キャンペーン画面のテキストそのまま（", "Verbs (51)": "動詞（51）", "Verbs (53)": "動詞 (53)", "Verified from game code": "ゲームコードから確認済み", "Version": "バージョン", "Version index": "バージョン一覧", "Versus benchmark": "ベンチマーク比較", "Versus median": "中央値との比較", "Versus monster": "モンスター相手", "Vertical Corridor 1": "垂直回廊 1", "Vertical Corridor 1 - Dungeon Settlers Wiki": "縦通路1 - Dungeon Settlers Wiki", "Vertical Corridor 1 map": "縦通路1 マップ", "Very Exhausted (Caution, displays once)": "非常に疲労困憊（注意、1回表示）", "Very Hard": "ベリーハード", "Very Hard Management Difficulty - desc": "Very Hard マネジメント難易度 - 説明", "Very Hard Support Wagon Berry Fixed": "ベリーハード支援ワゴン（ベリー・固定）", "Very Hard Support Wagon Grass Fixed": "ベリーハード支援ワゴン（草・固定）", "Very Hard Support Wagon Hardtack Fixed": "ベリーハード支援ワゴン（乾パン・固定）", "Very Hard Support Wagon Ointment Fixed": "ベリーハード 支援ワゴン 軟膏 固定", "Very Hard Support Wagon Tech Book Fixed": "ベリーハード支援ワゴン（技術書・固定）", "Very Hard Support Wagon Wood Fixed": "ベリーハード支援ワゴン（木材・固定）", "Very Hungry (Caution, displays once)": "とても空腹（注意、1回表示）", "Very dissatisfied unit": "非常に不満のあるユニット", "Very excellent!": "とても素晴らしい!", "Very hearty!": "とても心がこもっている!", "Very interesting.": "非常に興味深い。", "VeryHeavyWeightApplyCondition": "VeryHeavyWeightApplyCondition", "View": "表示", "View the full {#} tree page": "{#} ツリーの全体ページを見る", "Visible in game": "ゲーム内で表示", "Vision": "視界", "Vision Range (": "視界範囲（", "Vision Range coefficient is": "視界範囲係数は", "Vision Range, precisely undoing the night penalty for whoever carries it.": "視界範囲を加え、これを持つ者に対して夜間ペナルティをちょうど打ち消します。", "Vision range": "視界範囲", "Vision range = how far it spots and chases you": "視界範囲 = どれだけ遠くから発見して追跡してくるか", "Vision range = spot/chase distance": "視界範囲 = 発見/追跡距離", "VisionRange": "VisionRange", "Visual profiles": "外見プロファイル", "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "活力の上昇: プラス GAMESYSTEM_Environment_{affecterName}", "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "活力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}", "Voice lines": "ボイスライン", "Voice lines & hints": "ボイスライン＆ヒント", "WORK IN PROGRESS.": "作成中。", "Wagon Cog Wheel": "荷馬車の歯車", "Wagon Fixed": "ワゴン（固定）", "Wagon Scraps1": "荷馬車の残骸1", "Wagon Scraps1 - Dungeon Settlers Wiki": "ワゴンの残骸1 - Dungeon Settlers Wiki", "Wagon Scraps2": "荷馬車の残骸2", "Wagon Scraps2 - Dungeon Settlers Wiki": "ワゴンの残骸2 - Dungeon Settlers Wiki", "Wait For Appear FX": "出現FX待機", "Wait For Appear FX - Dungeon Settlers Wiki": "出現待機FX - Dungeon Settlers Wiki", "Wait For Appear FX icon": "出現待機FX アイコン", "Wait a little longer.": "もう少し待ってください。", "Wait tick duration while in the Idle state. Picks a random value between {0} and {1} to act. PS: In other words, this is the tick interval applied when 'repeating' Idle.": "待機状態中の待機ティック時間。{0}から{1}の間のランダム値を選んで行動する。PS: つまり、待機を「繰り返す」ときに適用されるティック間隔のこと。", "Wait ticks when starting the Idle state. Picks a random value between {0} and {1} to act. PS: Means that when entering the Idle BT from doing something else, it waits this many ticks before starting. The previous task is unknown.": "待機状態を開始するときの待機ティック。{0}から{1}の間のランダム値を選んで行動する。PS: 他の作業から待機BTに入るとき、開始前にこのティック数だけ待つという意味。直前の作業は不明。", "WakeUp": "WakeUp", "WakeUpControlSleep": "WakeUpControlSleep", "WakeUpSevereExhausted": "WakeUpSevereExhausted", "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "Walk ×3, Hit ×2, Death ×1, Stomp ×1", "Wall/Floor Q": "壁/床 品質", "Wall/floor quality is the average Quality over the floor tiles inside the room AND the walls enclosing it, corners included; buildable tiers are Straw Q0 / Log Q5 / Lumber (plank) Q10 / Stone Q15, so building walls and floor entirely from the tier matching the gate always passes. The decoration total sums the Quality of every building inside the room EXCEPT walls, doors and floor tiles - the required furniture itself counts toward it. N differs per room: the exact thresholds are the": "壁と床の品質は、ルーム内の床タイルとそれを囲む壁（角を含む）にわたる平均品質です。建設可能なティアは 藁 Q0 / 丸太 Q5 / 木材（板）Q10 / 石 Q15 で、条件に合うティアで壁と床をすべて造れば常に通過します。装飾の合計は、壁・ドア・床タイルを除くルーム内のすべての建物の品質を合計したもので、必要家具自体もそこに含まれます。Nはルームごとに異なり、正確なしきい値は下の表の", "Warning": "警告", "Warning lines spoken before the sentinel engages.": "センチネルが交戦する前に発する警告のセリフ。", "Warrior sub-tree (Blade Spirit)": "戦士サブツリー（刃の精霊）", "Warrior sub-tree (Flow Seeker + Blade Spirit)": "戦士サブツリー（フローシーカー + 刃の精霊）", "Warrior sub-tree (Flow Seeker)": "戦士サブツリー（フローシーカー）", "Warrior tree": "戦士ツリー", "Warrior-tree skill": "戦士ツリーのスキル", "Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.": "装備の耐久度に注意し、食料と矢を持参しましょう。壊れた武器や空腹の入植者は探索を早めに終わらせます。", "Watching one of them move, he murmurs to himself.": "その1匹の動きを観察しながら、彼は自分自身にぶつぶつと言う。", "Water Magic tree for Bubbletoad": "バブルトード用の水魔法ツリー", "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the": "水魔法のユニットは生物（バブルリングとバブルトード）を召喚でき、召喚物の力は固定のステータスではなく次に応じて変動する：", "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the summoner's Magic Attack Power rather than being a f...": "水魔法のユニットはクリーチャー（バブルリングとバブルトード）を召喚でき、召喚体の威力は固定値ではなく召喚者の魔法攻撃力に応じてスケールします...", "Water Staff": "水の杖", "Water Summoner": "水の召喚者", "Water Wave": "Water Wave", "Water magic excels in healing and defense.": "水魔法は回復と防御に優れます。", "Water staff (Summon Bubbling is a free weapon skill)": "水の杖（召喚 : バブリングは無料の武器スキル）", "Water staff (Summon Bubbling)": "水の杖（召喚 : バブリング）", "WaterMagic": "WaterMagic", "WaterSummoned": "WaterSummoned", "We need a new Vice Captain.": "新しい副隊長が必要です。", "We need to push on deeper.": "もっと奥へ進む必要があります。", "We should search inside.": "中を探索すべきですね。", "Weapon": "武器", "Weapon - attacking": "武器 - 攻撃", "Weapon comparison": "武器比較", "Weapon skill": "武器スキル", "Weapon skill tree": "武器スキルツリー", "Weapon skill trees": "武器スキルツリー", "Weapon skill trees - Main SP": "武器スキルツリー - メインSP", "Weapon wear": "武器の摩耗", "Weapon wear: attacking": "武器の摩耗：攻撃", "Weapon/magic skill-tree layouts (3 columns per row).": "武器/魔法スキルツリーのレイアウト（1行3列）。", "Weapons come in one-handed and two-handed types.": "武器には片手用と両手用のタイプがある。", "Wear source": "消耗の原因", "Weather": "天候", "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "天候 [0]: 入植地 [1~6]: 地域 1~6 [7]: 深淵", "Weather: applied by the current dungeon weather": "天候：現在のダンジョンの天候によって適用", "WeatherHourMinMax": "WeatherHourMinMax", "WeatherWeightHeavyRain": "WeatherWeightHeavyRain", "WeatherWeightRain": "WeatherWeightRain", "WeatherWeightSunny": "WeatherWeightSunny", "Weaving Processing Complete": "織物加工 完了", "Weaving Processing not completed": "織物加工未完了", "Weight share": "重み比率", "Weight: Heavy": "重量：重い", "Weight: Very Heavy": "重量：非常に重い", "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "重みは現在条件を満たしているランダムイベントの間で抽選されるため、実効確率は状況によって変わります。", "Welcome, everyone participating in the third playtest!": "第3次プレイテストにご参加いただきありがとうございます!", "Welcome, everyone participating in the third playtest! This is a confidential playtest. Please do not stream, share, or publicly disclose any gameplay or unreleased content. A variety of content is still in development, and not all content in Region 2 is available yet. If you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know. You can access the third playtest supporters-only channel as follows: - Go to Dungeon Settlers => third-supporter-access-portal. - Copy and paste the code below in that channel to enter the third playtest supporters-only channel!": "第3次プレイテストにご参加いただきありがとうございます! これは秘密のプレイテストです。ゲームプレイと未リリースのコンテンツのストリーム配信、共有、公開的な公開をしないでください。さまざまなコンテンツは現在開発中であり、リージョン2のすべてのコンテンツはまだ利用できません。さらなる進行を妨げる問題が発生した場合、または重大なバグを発見した場合は、バグレポート機能を使用するか、Discordに参加してお知らせください。第3次プレイテストのサポーター専用チャネルには、以下のようにアクセスできます：-Dungeon Settlers =>第3サポーター専用アクセスポータルに移動します。-下のコードをそのチャネルにコピーして貼り付けて、第3次プレイテストのサポーター専用チャネルにアクセスしてください！", "Well, I'm not sure about that.": "そうですね、それについてはよくわかりません。", "What a breakdown actually does: stress resets to 0 and the unit enters a": "崩壊が実際に何をするか：ストレスが0にリセットされ、ユニットは", "What actually punishes long expeditions is the": "長い遠征を実際に罰するのは", "What changes it": "何がそれを変えるか", "What counts as clearing a region": "地域のクリアとみなされる条件", "What difficulty does": "難易度が影響すること", "What does it taste like? As long as it fills me up, who cares?": "味はどんなですか？お腹が満たされている限り、誰が気にしますか？", "What durability is": "耐久度とは", "What happened / what would you like?": "何が起きましたか / どうしてほしいですか?", "What happens after picking {#} has changed from {#} to {#}.": "{#}を選んだ後に起こることが{#}から{#}に変更されました。", "What is a Base Area?": "拠点エリアとは？", "What it is": "概要", "What it is / how you get it": "概要／入手方法", "What must already have happened for {#} to appear has changed from {#} to {#}.": "{#}が出現するために先に起きている必要がある条件が{#}から{#}に変更されました。", "What prevents {#} from appearing has changed from {#} to {#}.": "{#}の出現を妨げる条件が{#}から{#}に変更されました。", "What raises or lowers detection": "探知を上げ下げするもの", "What scales": "スケールする要素", "What scales it": "何で増加するか", "What splendid harp playing!": "なんと素晴らしいハープの演奏でしょう！", "What the data shows": "データが示すもの", "What the full game presumably does is simply not cap the override (the default": "製品版がおそらく行っているのは、単にこの上書きに上限を設けないことだ（デフォルトの", "What this enemy does to you": "この敵があなたに与える被害", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...": "「本日はいかがなさいますか」は{0}にとってほぼ挨拶だった。彼らはこぼれたエールを拭き...", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late guests, and arranged the remaining chairs until dawn, yet their expression rarely slipped. But after spending so long tending to other people's moods, they often noticed their own exhaustion too late.": "「本日はいかがなさいますか」は{0}にとってほぼ挨拶だった。彼らはこぼれたエールを拭き、遅い客の苦情を聞き流し、夜明けまで残りの椅子を並べ直したが、その表情はめったに崩れることはなかった。しかし他人の気分の世話をしている間に、彼ら自身の疲労に気づくのはいつも遅すぎたのだ。", "What you can farm here": "ここで採取できるもの", "What you need": "必要なもの", "What {#} unlock has changed from {#} to {#}.": "{#}が解放する内容が{#}から{#}に変更されました。", "What {#} unlocks has changed from {#} to {#}.": "{#}が解放する内容が{#}から{#}に変更されました。", "What's New": "新着情報", "What's New (patch history)": "新着情報 (更新履歴)", "What's New - Dungeon Settlers Wiki": "更新情報 - Dungeon Settlers Wiki", "What's inside (top-level keys)": "中身（トップレベルのキー）", "When": "次の値が", "When HP is 35% or lower, basic attacks or skills apply": "HPが35%以下のとき、通常攻撃またはスキル使用時に対象へ", "When HP is 35% or lower, basic attacks or skills apply 5 seconds of Crack to the target.": "HPが35%以下のとき、通常攻撃またはスキル使用時に対象へ亀裂を5秒間付与する。", "When HP is 35% or lower, basic attacks or skills apply 亀裂 to the target for 5 seconds.": "HPが35%以下のとき、通常攻撃またはスキル使用時に対象へ亀裂を5秒間付与する。", "When HP is 50% or lower, magic attack power increases by 20% and damage taken increases by 30%.": "HPが50%以下のとき、魔法攻撃力が20%増加し、受けるダメージが30%増加する。", "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.": "HPが{0}%以下の場合、魔法攻撃が{1}%増加し、受けるダメージが{2}%増加します。", "When HP is {0}% or lower, performing a basic attack or using a skill applies": "When HP is {0}% or lower, performing a basic attack or using a skill applies", "When HP is {0}% or lower, performing a basic attack or using a skill applies 亀裂 to the target for {1} seconds. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten.": "体力が{0}%以下のとき、通常攻撃またはスキルの使用で対象に{1}秒間、亀裂を付与する。各キャラクターは魂の特性を1つしか装備できない。すでに所持している場合は上書きされる。", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f": "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo": "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long...": "ロウェルが警備員として働いていたとき、彼はしばしば居酒屋でツケを作っていました。彼が不毛の地に来る前に去った最後のツケはおそらく長い間支払われないままになるでしょう...", "When Stress maxes out the unit suffers a": "ストレスが最大になると、ユニットは次を被る：", "When a floor's counter reaches 0, the region gains the": "フロアのカウンターが0に達すると、その地域に", "When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "エンティティが選択されると、エンティティサマリーパネルが左下に表示されます。", "When dealing damage, damage increases by {0}% × the distance to the target.": "最も遠くにいる敵を優先して攻撃する。対象との距離に応じてダメージが{0}%増加する。", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd": "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...": "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...", "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "最終ダメージが適用されるとき、最終ダメージの{0}%に等しい傷値を得る。", "When guarding, recover {0}% of lost Health and gain": "ガード中、失った体力の{0}%を回復し、さらに得る", "When guarding, recover {0}% of lost Health and gain 要塞化 for {1} seconds.": "ガード中、失った体力の{0}%を回復し、{1}秒間、要塞化を得る。", "When guarding, recover {0}% of lost Health and gain 鉄壁 for {1} seconds.": "ガード中、失った体力の{0}%を回復し、{1}秒間、鉄壁を得る。", "When he notices you, his mouth t...": "彼があなたに気付くと、彼の口が...", "When he notices you, his mouth twists into a sly grin.": "彼があなたに気づくと、口が狡猾な笑みにゆがむ。", "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "極度の疲労による深い眠りのとき、このパーセント以上に達すると目覚める", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left clic": "エンティティが選択されていない場合、画面の左下にある「建設メニュー」を開き、建設する建造物を左クリックしてから左クリックできます。", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-clic": "エンティティが選択されていない場合、画面の左下にある「建設メニュー」を開き、建設する建造物を左クリックしてから左クリックできます。", "When offered": "提示されるタイミング", "When performing a physical attack, damage increases by an amount equal to 5% of Weight.": "物理攻撃時、重量の5%分だけダメージが増加します。", "When performing a physical attack, damage increases by an amount equal to {0}% of Weight.": "物理攻撃時、重量の{0}%分だけダメージが増加します。 各キャラクターは魂の特性を1つしか装備できません。 既に所持している場合は上書きされます。", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground. Storage buildings are used to store specific type": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。保管施設は特定の種類のアイテムを保管するために使われ", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground.": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground. Storage buildings are used to store specific": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。保管施設は特定の種類を保管するために使われ", "When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.": "遠征隊員が松明を投げると、粘性のツタは激しく燃え始め、黒い煙を吐き出します。", "When the unit's": "ユニットの", "When the unit's エネルギー reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if": "ユニットのエネルギーが0になると、深い眠りに落ちて意識を失い、操作できなくなる。ヒント：探索中は、たとえ次の状況でもユニットは自動的には眠らない", "When vitality is {0}% or less, it recovers on its own through the": "生命力が{0}％以下のとき、体に寄生させた共生ワームを通じて自ら回復します。", "When vitality is {0}% or less, it recovers on its own through the 共生ワーム parasitizing its body.": "生命力が{0}％以下のとき、体に寄生させた共生ワームを通じて自ら回復します。", "When you accept the note, he nods with satisfaction.": "あなたが手紙を受け取ると、彼は満足してうなずいた。", "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect and murmurs to himself. <": "あなたが手紙を受け取ると、彼は満足してうなずいた。「良い。これは私の仮説をテストするのに十分なはずだ。」彼は胞子昆虫に背を向け、自分自身にぶつぶつと言う。", "When you accept the request, he gives a weary nod.": "あなたが要求を受け入れると、彼は疲れた様子でうなずいた。", "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough.\"": "あなたが要求を受け入れると、彼は疲れた様子でうなずいた。「無理をしてはいけない。簡潔な調査で十分です。」", "When you ask Endorsi to join the expedition team, she subtly turns her gaze beyond the forest. \"Beyond this forest live...": "Endorsiに遠征隊への参加を頼むと、彼女は視線を森の向こうへ向けます。\"この森の向こうに住む...", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest.": "エンドルシに遠征への参加を求めると、彼女は森の向こうに視線を向ける。", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods-one that ordinary arrows can't even scratch. Even t": "エンドルシに遠征への参加を求めると、彼女は森の向こうに視線を向ける。「この森の向こうに、巨大なモンスターが住んでいる…普通の矢では引っかくこともできない。たとえ…", "When you assure them that the objective will soon be accomplished, the expedition members rel...": "目標がすぐに達成されることを保証すると、遠征隊員は渋々...", "When you begin an expedition into a region, the game can first drop you onto a": "地域への遠征を始めるとき、ゲームはまずあなたを", "When you begin an expedition into a region, the game can first drop you onto a safe floor - a small staging area with an entrance, a corridor and a portal, b...": "地域への探索を開始すると、ゲームはまず安全な階層にあなたを配置することがあります。入口と通路とポータルを備えた小さな準備エリアですが...", "When you clea...": "When you clea...", "When you deal damage, damage increases by 3% x the distance to the target.": "ダメージを与えた際、3% × 対象との距離の分だけダメージが増加する。", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips.": "あなたがゼノンにヘルリーチを手渡すと、彼は躊躇なくそれを彼の衣服の中に滑らせた。すぐに彼の唇に笑顔が浮かぶ。", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Yes. So that's how it works!\"": "あなたがゼノンにヘルリーチを手渡すと、彼は躊躇なくそれを彼の衣服の中に滑らせた。すぐに彼の唇に笑顔が浮かぶ。「あ…そうか。つまりそういう仕組みか！」", "When you hand him the investigation results, he silently opens his notebook and reads through them.": "あなたが調査結果を彼に手渡すと、彼は静かにノートを開き、それらを読む。", "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinat": "あなたが調査結果を彼に手渡すと、彼は静かにノートを開き、それらを読む。短い沈黙の後、彼のペンはページ全体を走り始める。「おお…素晴ら…", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.": "あなたが神秘装置に関する調査報告書を手渡すと、ペリオンは疲れた目でそれをゆっくり読む。", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it appears to use Imperial magical technology": "あなたが神秘装置に関する調査報告書を手渡すと、ペリオンは疲れた目でそれをゆっくり読む。「ふむ…予想通り、それは帝国の魔法技術を使用しているようだ…", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them.": "あなたが調査結果を手渡すと、ゼノンは静かにノートを開き、それらを読む。", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tilts his head back,": "あなたが調査結果を手渡すと、ゼノンは静かにノートを開き、それらを読む。「おお…なんと素晴らしい発見だろう。」彼は頭を後ろに傾ける。", "When you nod, Perion quietly nods in return.": "When you nod, Perion quietly nods in return.", "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"": "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"", "When you nod, he turns back to the Acid Insects without any visible excitement.": "あなたがうなずくと、彼は顕著な興奮もなく酸性昆虫に背を向けた。", "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What process produces that acid...?\"": "あなたがうなずくと、彼は顕著な興奮もなく酸性昆虫に背を向けた。その1匹の動きを観察しながら、彼は自分自身にぶつぶつと言う。「どのような過程がその酸を生み出すのだろう…？」", "When you pray you also choose an": "祈るときには", "When you show her proof of the hunt, her expression hardens.": "狩りの証拠を見せると、彼女の表情が硬くなる。", "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually,": "狩りの証拠を見せると、彼女の表情が硬くなる。「その怪物がそんに簡単に死ぬはずがない。見栄を張るために嘘をつくな。」しかし最終的に、", "When you show her proof of the kill, her expression stiffens. \"...What is this.\" She immediately shakes her head and s...": "獲物の証拠を彼女に見せると、彼女の表情が硬くなります。「...これは何だ」彼女はすぐに頭を振って...", "When you start an expedition the game assembles your": "遠征を開始すると、ゲームは次のあらかじめ作成されたエリアテンプレートから", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "狩りの結果を彼女に伝えると、彼女はゆっくり目を閉じ、静かに息を吐く。", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky for a moment, then smiles fai": "狩りの結果を彼女に伝えると、彼女はゆっくり目を閉じ、静かに息を吐く。「...終わったな。」彼女は空を見つめ、微笑み", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...": "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.": "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.", "Where": "場所", "Where does the mood come from?": "気分はどこから来るのか？", "Where is my save file?": "セーブファイルはどこ？", "Where saves live": "セーブの保存場所", "Where she spawns:": "彼女の出現場所：", "Where to find": "入手先", "Where to find her:": "彼女の居場所：", "Where to find it": "入手場所", "Where to get this gear": "この装備の入手先", "Whether the night penalty is applied to monsters, to the player, or to both is not fully pinned down in the metadata dump - the per-unit": "夜間ペナルティがモンスターに、プレイヤーに、あるいは両方に適用されるのかはメタデータのダンプでは完全には特定できていません。ユニット単位の", "Whether using the attack repositions the monster (Self), shoves/pulls you (Target), does both, or neither. Charges and grabs are the movers; most attacks are stationary.": "攻撃の使用でモンスターが移動するか（自身）、プレイヤーを押す／引くか（対象）、両方か、どちらでもないか。突進や掴みが移動系で、ほとんどの攻撃は静止です。", "Whether {#} can happen more than once has changed from {#} to {#}.": "{#}が複数回発生できるかどうかが{#}から{#}に変更されました。", "Which": "どの", "Which backgrounds give which trees": "どの経歴がどのツリーを与えるか", "Which phase each floor uses comes from a phase table. The default table (": "でのみ生成されます。各フロアがどのフェーズを使うかはフェーズテーブルで決まります。デフォルトのテーブル（", "While active:": "有効中:", "While carry...": "While carry...", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...": "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t": "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan": "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...": "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.": "遠征を続ける間、{0}は近くの崖の側面に奇妙な亀裂を発見したと知らせてくれます。", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As": "遠征を続ける中で、{0}は近くの崖に奇妙な割れ目を発見したことをあなたに知らせる。「これに突かれたら痛いだろうな。」と", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.": "遠征を続ける中、{0}が近くの崖の亀裂で奇妙な裂け目を発見したと報告します。「これに刺されたら痛いだろうな。」茂い茨で覆われた隙間を調べると、深い奥底に何か光るものが見えます。", "While continuing the expedition, {0} reports finding a strange crevice in a nearby rock wall. \"This looks like it would...": "遠征を続ける間に、{0}は近くの岩壁で奇妙な隙間を見つけたと報告します。 「これは刺さったら痛そうです...」", "While discussing the expedition's operation with you, {0} cautiously speaks up.": "遠征の作戦について議論している最中に、{0}は慎重に意見を述べる。", "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the Guild? Given our present circumstances,": "遠征の作戦について議論している最中に、{0}は慎重に意見を述べる。「隊長、ギルドに遠征支援を依頼しませんか?今の状況では、", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.": "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...": "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...", "While equipped": "装備中", "While gathering, applies": "採集中に、適用します", "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "集約モード（Z）中に左クリックをドラッグして、複数の構造を一度に収集するように割り当てます。", "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "集約モード（Z）中に左クリックをドラッグして、複数の構造を一度に収集するように割り当てます。", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.": "茂い下生えを進む中、{0}が突然バランスを崩して前のめりに倒れます。", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward. \"Aagh!\" You hurry over and find a thick, sticky vine wound tightly around {0}'s leg. Only after pulling with all your strength do you manage to tear it free. {0} wipes away a cold sweat and glares at the vine. \"Even a massive bear would have trouble escaping once it set foot in these vines.\" You suddenly look deeper into the thicket where the vines extend. Animal and human bones-apparently the remains of victims claimed long ago-lie scattered within. These vines do not seem to be plants that happened to grow here, but predators that have waited patiently for prey.": "茂い下生えを進む中、{0}が突然バランスを崩して前のめりに倒れます。「あああ！」急いで駆け寄ると、太い粘性のツタが{0}の脚にしっかり巻き付いています。全力で引っ張ってやっとツタを引き裂くことができます。{0}が冷たい汗を拭って、ツタを睨みます。「巨大な熊でさえ、このツタを踏み入れたら逃げ出すのに苦労するだろう。」あなたはツタが延びる茂みの奥深くを見つめます。動物と人間の骨―どうやら昔から多くの犠牲者の遺骨であると思われます―が散乱しています。このツタは偶然ここに育った植物ではなく、獲物を辛抱強く待ち続ける捕食者のようです。", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...": "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage": "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage", "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "睡眠中または休息中、すべての身体部位の傷値が毎秒さらに{0}%減少する。", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...": "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.": "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.", "While surveying the area, {0} discovers something and calls you over.": "周辺を調査していると、{0}が何かを発見してあなたを呼びます。", "While surveying the area, {0} discovers something and calls you over. \"Captain, there are some strange markings here.\" Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins. It depicts goblins hunting in groups, pursuing and bringing down wild animals. {0} shrugs. \"Those monsters get up to all sorts of things, don't they?\" You say nothing, gazing at the mural as you sink into thought.": "周辺を調査していると、{0}が何かを発見してあなたを呼びます。「司令官、ここに奇妙な印があります。」近くで見ると、画像の一部が傷んでおり、その粗い風合いから内容が理解しにくいものになっています。それでもあなたはすぐにゴブリンが残した壁画だと認識します。それはゴブリンが集団で狩りをし、野生動物を追いかけて倒している様子が描かれています。{0}が肩をすくめます。「あのモンスターたちは何か色々やっていますね。」あなたは何も言わず、壁画を眺めながら思いにふけります。", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...": "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.": "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.": "彼女が倒した獣の世話をしながら、彼女はあなたの接近に気づき、迅速にあなたに向き直ります。", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you. \"Best not come any closer.\" Her sharp gaze settles upon you, on": "彼女が倒した獣の世話をしながら、彼女はあなたの接近に気づき、迅速にあなたに向き直ります。\"それ以上近づかないのが賢明です。\" 彼女の鋭い視線があなたの上に落ち着きます。", "While this skill is ac...": "このスキルがアクティブな間...", "While this skill is active, each basic attack consumes {2} arrows...": "While this skill is active, each basic attack consumes {2} arrows...", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...": "居酒屋で働く中、{0}は客がドアを開ける前にその席が空いていることに気づいた。彼らの一日の大半は...", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catching overflowing mugs, warming cold stew, and laughing along with the jokes of drunks. Because of that, even in serious moments, they often tried to ease the mood with a light word first.": "居酒屋で働く中、{0}は客がドアを開ける前にその席が空いていることに気づいた。彼らの一日の大半は、あふれたジョッキを捕まえ、冷えたシチューを温め、酔っぱらいの冗談に笑っていることに費やされた。そのため、真剣な瞬間でさえ、彼らは軽い言葉でまず気分を和ませようとすることが多かった。", "Whispers of Darkness GAMESYSTEM_Environment_{affecterName}": "闇のささやき GAMESYSTEM_Environment_{affecterName}", "White": "白", "White Banner": "白い旗", "White Banner Stand": "白い旗スタンド", "White Banner Stand - Dungeon Settlers ウィキ": "White Banner Stand - Dungeon Settlers ウィキ", "White Mawmurk Random": "白いマウマーク（ランダム）", "WhiteDemon": "白鬼", "WhiteMawmurk": "WhiteMawmurk", "Who is Lowell?": "ローウェルとは？", "Why mood matters": "気分が重要な理由", "Wiki": "Wiki", "Wiki updates": "ウィキ更新", "Wild Herb Random": "野生の薬草 ランダム", "Wild Herb Remnant": "野生の薬草の残骸", "Wild Herb Remnant - Dungeon Settlers Wiki": "野生の薬草の残骸 - Dungeon Settlers Wiki", "Wild Oats Random": "野生のオーツ麦（ランダム）", "Wild Oats Remnant": "野生のオーツ麦の残骸", "Wild Oats Remnant - Dungeon Settlers Wiki": "野生のオーツ麦の残骸 - Dungeon Settlers Wiki", "Will": "意志", "Will Power": "意志力", "Will be changed to a more complex effect later.": "後でより複雑な効果に変更される予定。", "WillPower_": "WillPower_", "Willing to risk it all for new adventures.": "新しい冒険のためにすべてを危険にさらす意思がある。", "Willing to risk it all for new adventures. Gains": "Willing to risk it all for new adventures. Gains", "Willing to risk it all for new adventures. Gains 冒険の楽しさ in dungeons and 退屈 in settlements.": "新しい冒険のためにすべてを危険にさらす意思がある。ダンジョンでは冒険の楽しさを、拠点では退屈を得る。", "Willingness to fight in melee range; Fire Battle Mage helps": "近接距離で戦う意志。火の戦闘メイジが役立ちます", "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "意志力の上昇: プラス GAMESYSTEM_Environment_{affecterName}", "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "意志力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}", "WillpowerFortify": "WillpowerFortify", "WillpowerWeaken": "WillpowerWeaken", "Will×0.05": "Will×0.05", "Will×0.3": "Will×0.3", "Will×0.4": "Will×0.4", "Will×2": "Will×2", "Windows": "Windows", "Windows path": "Windowsのパス", "With a loud stretch, {0} appears in front of the portal!": "大きく伸びをして、{0}が門の前に現れる!", "With a unit selected, right click a location to move the unit.": "ユニットが選択された状態で、位置を右クリックしてユニットを移動します。", "With a unit selected, right click an enemy to perform a basic attack.": "With a unit selected, right click an enemy to perform a basic attack.", "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.", "With a unit selected, right click an interactable object to initiate interaction.": "With a unit selected, right click an interactable object to initiate interaction.", "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe", "With a unit selected, right-click a location to move the unit.": "ユニットが選択された状態で、位置を右クリックしてユニットを移動します。", "With a unit selected, right-click an enemy to perform a basic attack.": "With a unit selected, right-click an enemy to perform a basic attack.", "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.", "With a unit selected, right-click an interactable object to initiate interaction.": "With a unit selected, right-click an interactable object to initiate interaction.", "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe", "With help, she barely manages to lift herself up and catches her breath with difficulty.": "助けを借りて、彼女はどうにか身を起こし、苦しそうに息を整える。", "With nobody else engaged there would be no bonus.": "他に交戦している者がいなければ、ボーナスは発生しない。", "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "5マス以内：体力割合回復+5（継続回復ステータス、固定間隔なし）。", "Without warning, you feel as though someone is watching you.": "突然、誰かに見られている感覚を覚えます。", "Without warning, you feel as though someone is watching you. You look around, but no one is there. Then you glance down the cliff and see a mass of strangely shaped shadows writhing below. As though possessed of a will of its own, the mass curls into an uncanny smile directed at you. \"What lies at the foundation of this world?\" You try to look away, but some inexplicable force refuses to let you. \"Is it the surging wave? The flame that burns all things? Or nature, the cradle of life?\" The first answer that enters your mind spills unbidden from your lips.": "突然、誰かに見られている感覚を覚えます。周りを見回しますが、誰もいません。その時、崖の下を見下ろすと、奇妙な影が群れをなして蠢いています。まるで意志を持つかのように、その群れはあなたに向かって不気味な笑みを浮かべています。「この世界の根底にあるものは何か？」目を逸らそうとしても、得体の知れない力があなたを逃しません。「渦巻く波か。すべてを焼き尽くす炎か。生命の揺りかごである自然か？」最初にあなたの心に浮かんだ答えが、思わず口から溢れます。", "Witnessed another's death (Caution, prints once)": "死を目撃した（注意、1回表示）", "Wolf": "狼", "Wolf All main stats -10% during the day All main stats +15% at night": "狼 昼間はすべてのメインステータス-10% 夜間はすべてのメインステータス+15%", "Wood": "木材", "Wood (M.Atk {#})": "木（魔法攻撃 {#}）", "Wood (P.Atk {#})": "木材 (物攻 {#})", "Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron": "木 -> ブラッドウッド -> 骨 -> 甲殻 -> 銅 -> 銀 -> アクロン", "Wood Housing not completed": "木造住宅未完了", "Wood Processing 1": "木材処理1", "Wood Processing 2": "木材処理2", "Wood Processing 2 Complete": "木材加工 2 完了", "Wood Processing 2 not completed": "木材加工2未完了", "Wood Spear": "木の槍", "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)": "木、ブラッドウッド、骨、甲殻、銅、銀（装飾品）、アクロン（＋結晶装飾品）", "Wooden Cage Acid Bug Remnant": "木製のおり（アシッドバグ）の残骸", "Wooden Cage Acid Bug Remnant - Dungeon Settlers Wiki": "木製の檻(アシッドバグ)の残骸 - Dungeon Settlers Wiki", "Wooden Cage Broken": "木製のおり（破損）", "Wooden Cage Broken - Dungeon Settlers Wiki": "壊れた木製の檻 - Dungeon Settlers Wiki", "Wooden Cage Dead Grey Rat": "木製のおり（死んだ灰色ネズミ）", "Wooden Cage Dead Grey Rat - Dungeon Settlers Wiki": "木製の檻(死んだ灰色ネズミ) - Dungeon Settlers Wiki", "Wooden Cage Empty": "木製のおり（空）", "Wooden Cage Empty - Dungeon Settlers Wiki": "空の木製の檻 - Dungeon Settlers Wiki", "Wooden Cage Gloth Hatchling Remnant": "木製のおり（グロスの幼獣）の残骸", "Wooden Cage Gloth Hatchling Remnant - Dungeon Settlers Wiki": "木製の檻(グロスの幼体)の残骸 - Dungeon Settlers Wiki", "Wooden Cage Grey Monster Rat Remnant": "木製のおり（灰色モンスターネズミ）の残骸", "Wooden Cage Grey Monster Rat Remnant - Dungeon Settlers Wiki": "木製の檻(灰色モンスターネズミ)の残骸 - Dungeon Settlers Wiki", "Wooden Cage Grey Rat Remnant": "木製のおり（灰色ネズミ）の残骸", "Wooden Cage Grey Rat Remnant - Dungeon Settlers Wiki": "木製の檻(灰色ネズミ)の残骸 - Dungeon Settlers Wiki", "Wooden Cage Ironcarapace Bug Remnant": "木製のおり（アイアンカラペスバグ）の残骸", "Wooden Cage Ironcarapace Bug Remnant - Dungeon Settlers Wiki": "木製の檻(アイアンカラペスバグ)の残骸 - Dungeon Settlers Wiki", "Wooden Cage Male Gloth Remnant": "木製のおり（オスのグロス）の残骸", "Wooden Cage Male Gloth Remnant - Dungeon Settlers Wiki": "木製の檻(オスのグロス)の残骸 - Dungeon Settlers Wiki", "Wooden Cage Murmok Remnant": "木製のおり（マーモック）の残骸", "Wooden Cage Murmok Remnant - Dungeon Settlers Wiki": "木製の檻(マーモク)の残骸 - Dungeon Settlers Wiki", "Wooden Crate Remnant": "木箱の残骸", "Wooden Crate Remnant - Dungeon Settlers Wiki": "木箱の残骸 - Dungeon Settlers Wiki", "Wooden Dining Chair": "木製ダイニングチェア", "Wooden Housing Complete": "木造住宅 完了", "Wooden Sword / Club / Bow": "木の剣 / 木のこん棒 / 弓", "Work Capabilities": "作業能力", "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "作業進捗は{0}ティックごとに増加する。採集と制作のタイプに共通", "Work Progress increases every {0} ticks. Research only": "作業進捗は{0}ティックごとに増加する。研究のみ", "Work type": "作業タイプ", "Workbench": "作業台", "Worked example": "計算例", "Worked example.": "計算例。", "Worker 2 + Mud Slime 2": "ワーカー 2 + マッドスライム 2", "Worker 2 + Mud Slime 2 = 19": "労働者2 + 泥スライム2 = 19", "Worker 3 + Brawler 1": "ワーカー 3 + ブローラー 1", "Worker 3 + Fighter 1 = 17": "労働者3 + 戦士1 = 17", "Worker 3 + Thrower 2": "ゴブリン労働者3 + 投擲者2", "Worker 4 + Fighter 2 = 28": "Worker 4 + Fighter 2 = 28", "Worker 4 + Thrower 2 = 21": "ワーカー 4 + スローワー 2 = 21", "Worker 6 + Brawler 1": "労働者 6 + 喧嘩屋 1", "Workload": "作業量", "Workload required for the feeding task": "給餌タスクに必要な作業量", "Workload required for the rescue/surgery task": "救助・手術タスクに必要な作業量", "Workload {#}.": "作業量 {#}。", "WorkloadDefaultTick": "WorkloadDefaultTick", "WorkloadScale": "WorkloadScale", "World": "ワールド", "World lore": "世界設定", "World object": "ワールドオブジェクト", "Worst-case env debuffs": "最悪ケースの環境デバフ", "Wraps in a cloak of flame, gaining a shield equal to {1}% of magic attack power on self for {0} sec, and dealing magic d...": "炎のマントで身を包み、{0}秒間自分が魔法攻撃力の{1}%に等しいシールドを獲得し、魔法ダメージを与え...", "Written": "記述済み", "XP bonus": "経験値ボーナス", "XP to reach each level (2 to 12)": "各レベル到達に必要な経験値（2〜12）", "XP total to reach this level": "このレベルに到達するための総経験値", "XP, talents, time, depletion, summons - curated guides": "経験値、才能、時間、枯渇、召喚 - 厳選ガイド", "Xenon": "ゼノン", "Xenon (scholar)": "ゼノン（学者）", "Xenon - Dungeon Settlers Wiki": "Xenon - Dungeon Settlers Wiki", "Xenon Cat": "ゼノンの猫", "Xenon Cat - Dungeon Settlers Wiki": "Xenon Cat - Dungeon Settlers Wiki", "Xenon Cat icon": "ゼノンキャット アイコン", "Xenon Room": "ゼノンの部屋", "Xenon Room - Dungeon Settlers Wiki": "Xenonの部屋 - Dungeon Settlers Wiki", "Xenon Room map": "ゼノンの部屋 マップ", "Xenon flips through his notebook and reveals a page with a sketch of a dark red bug. \"There's a blood-sucking bug, and ...": "ゼノンがノートをめくり、暗い赤色の虫のスケッチが描かれたページを見せる。\"吸血虫がいて、...", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "ゼノンはノートの数ページをめくり、暗い深紅色の昆虫の描画を開く。", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that goblin shamans apparently carry around a": "ゼノンはノートの数ページをめくり、暗い深紅色の昆虫の描画を開く。「ゴブリンのシャーマンが周りに運ぶと思われる吸血昆虫があります…", "Xenon icon": "Xenon アイコン", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "ゼノンが酸性昆虫から目をそらし、近くの胞子昆虫に注意を向けた。それを観察するとき、彼の口の端は徐々に上がります。", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it migh": "ゼノンが酸性昆虫から目をそらし、近くの胞子昆虫に注意を向けた。それを観察するとき、彼の口の端は徐々に上がります。「最初、私はそれが…", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.": "ゼノンはあなたが彼に手渡した研究資料を素早く走査する。短い沈黙の後、彼は両手で頭をつかむ。", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That's it! Why did it take me so long to real": "ゼノンはあなたが彼に手渡した研究資料を素早く走査する。短い沈黙の後、彼は両手で頭をつかむ。「あ…もちろんだ！そうか！どうしてこんなに長くかかったんだ…", "Xenon rewards": "ゼノンの報酬", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.": "あなたが近づくと、ゼノンはほとんど反応を示さず、ノートをめくり続ける。しばらくして、彼はようやく話しかけた。", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He taps one of the open pages.": "あなたが近づくと、ゼノンはほとんど反応を示さず、ノートをめくり続ける。しばらくして、彼はようやく話しかけた。「ここにいたのか。」彼は開いているページの1つをたたく。", "Xenon turns his gaze from the acid insect and looks at a nearby spore insect. After studying it for a moment, the corner...": "ゼノンは酸バグから視線を移し、近くの胞子バグに目をやる。しばらく観察した後、口元の...", "Xenon2": "ゼノン2", "Yellow": "黄色", "Yellow Banner": "黄色い旗", "Yellow Banner Stand": "黄色い旗スタンド", "Yellow Banner Stand - Dungeon Settlers ウィキ": "Yellow Banner Stand - Dungeon Settlers ウィキ", "Yellow Flowerbed": "黄色い花壇", "YellowStoneGolem": "YellowStoneGolem", "Yields": "産出", "You are in Stealth": "隠密状態である", "You are previewing a team someone shared with you. It is NOT saved to your account - review the units below, add them all, or add any single one with the button on its card.": "誰かがあなたに共有したチームをプレビューしています。アカウントには保存されていません。下のユニットを確認し、すべて追加するか、各カードのボタンで単体を追加してください。", "You can adjust in-game settings like language and sound settings in this window.": "このウィンドウで、言語や音声設定などのゲーム内設定を調整できます。", "You can als...": "また...", "You can check mood influencing factors via the 'Mood' section in the 'Status' tab.": "You can check mood influencing factors via the 'Mood' section in the 'Status' tab.", "You can check mood-influencing factors via the 'Mood' section in the 'Status' tab.": "You can check mood-influencing factors via the 'Mood' section in the 'Status' tab.", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.": "マウス左ボタンでクリック&ドラッグすると、複数のユニットを一度に選択できます。またはTabキーを押すとすべてのユニットを選択します。", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ##": "マウス左ボタンでクリック&ドラッグすると、複数のユニットを一度に選択できます。またはTabキーを押すとすべてのユニットを選択します。 ##", "You can click and drag with the left mouse button to select multiple units at once. Or press the ~ key (to the left of the number keys) to <color=#ccbeb8": "左マウスボタンでクリック＆ドラッグして、複数のユニットを一度に選択できます。または ~ キー（数字キーの左）を押して <color=#ccbeb8", "You can construct a Goddess Statue through the construction menu. Units with max experience can": "建設メニューを通じて女神像を建設できます。最大経験値を持つユニット", "You can construct a Goddess Statue through the construction menu. Units with max experience can レベルアップ by interacting with the statue. ## To": "建設メニューを通じて女神像を建設できます。最大経験値を持つユニットは像と相互作用することでレベルアップできます。##", "You can flip each separately later in Settings.": "各項目は後で設定から個別に切り替えられます。", "You can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].": "[Tooltip_AttackRandomTags]、[Tooltip_DefenseRandomTags]、[Tooltip_UtilityRandomTags]からランダムなステータスを獲得できます。", "You can gain random stats from [Tooltip_AttackRandomTags].": "[Tooltip_AttackRandomTags]からランダムな能力値を得られる。", "You can gain random stats from [Tooltip_DefenseRandomTags].": "[Tooltip_DefenseRandomTags]からランダムな能力値を得られる。", "You can gain random stats from [Tooltip_UtilityRandomTags].": "[Tooltip_UtilityRandomTags]からランダムな能力値を得られる。", "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "現在の重量 / 最大重量が{0}%以上に達すると、それ以上重量を運べなくなる。", "You can recruit new units through 'Recruit' in the top right corner of the screen.": "You can recruit new units through 'Recruit' in the top right corner of the screen.", "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb", "You can recruit new units through 'Recruit' in the top-right corner of the screen.": "You can recruit new units through 'Recruit' in the top-right corner of the screen.", "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb", "You can select entities by left clicking or dragging.": "You can select entities by left clicking or dragging.", "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che", "You can select entities by left-clicking or dragging.": "You can select entities by left-clicking or dragging.", "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che", "You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree": "ユニットの背景が付与しない武器や魔法の系統でも、スキルツリーを使えば持たせることができる：", "You can't recruit over max population.": "最大人口を超えて採用することはできません。", "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...": "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...", "You don't have enough items {0} to construct a building.": "建造物を建設するのに十分なアイテム{0}がありません。", "You examined the situation from several angles, but found nothing immediately suspicious.": "あなたは複数の角度から状況を調べましたが、直接的な疑わしいものは見つかりませんでした。", "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcome them back alive all the same. Wi": "あなたは複数の角度から状況を調べましたが、直接的な疑わしいものは見つかりませんでした。完全に疑いを払いのけたわけではありませんが、とにかく彼らが生きて戻ってきたことを喜ぶべきです。", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve.": "遠征隊員に現在の目標が現実的に達成困難である理由を説明する。", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve. \"Then why did we even set such a goal in the first place?\" A few expedition members grumble and voice their dissatisfaction.": "遠征隊員に現在の目標が現実的に達成困難である理由を説明する。「では、なぜ最初からそんな目標を設定したのか？」数人の遠征隊員が不平を言い、不満を表明する。", "You furrow your brow and speak firmly.": "あなたは眉をひそめ、きっぱり言う。", "You furrow your brow and speak firmly. \"Others need rest too, so let's stop for today.\" The Lycan members exchange dis...": "あなたは眉をひそめて毅然と話す。「他の人も休息が必要です。今日は中止しましょう。」ライカンメンバーは不満を交わしながらdis...", "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disappointed looks, then slowly lo": "あなたは眉をひそめ、きっぱり言う。「他の皆は休息が必要だ。今晩はこれで十分だ。」ライカン遠征メンバーは失望の視線を交わし、その後ゆっくり", "You have established a basic base of operations, but the expedition has only just begun to take shape.": "You have established a basic base of operations, but the expedition has only just begun to take shape.", "You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit?": "祈願に資源を費やしたばかりです。ここを離れると、その資源と祈願結果は保存されません。終了してもよろしいですか？", "You have not completely set aside your doubts, but you should welcom...": "完全に疑いを払いのけたわけではありませんが、彼らが…", "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "近くで悲鳴が聞こえ、それが仲間の一人リアナの声だとすぐに気づく。", "You hear {0} scream and coldly turn your head away.": "あなたは{0}の叫びを聞き、冷たく頭を背ける。", "You hur...": "You hur...", "You look around, but no one is there.": "周りを見回しますが、誰もいません。", "You order the members to seize {0}.": "あなたはメンバーに{0}を拘束するよう命じた。", "You sigh and shrug your shoulders.": "あなたはため息をつき、肩をすくめる。", "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the Lycan expedition members thr": "あなたはため息をつき、肩をすくめる。「それが君たちのしきたりなら、それでいい。ただし、やり過ぎるな。」許可を与えた瞬間、ライカン遠征メンバーが", "You sigh and shrug. \"If that's your custom, so be it. But don't overdo it.\" When you give permission, the Lycan member...": "あなたはため息をついて肩をすくめる。「それがあなたのしきたりなら、しょうがない。でも無理をしないでください。」許可を与えるとライカンメンバーは...", "You stamp one foot, and the expedition members begin to catch the rhythm one by one.": "あなたが一歩踏み鳴らすと、遠征隊員たちが一人また一人とリズムに乗り始めます。", "You still lose 200 HP (minus any barrier / guard). The reflect is a bonus, not a shield.": "あなたは依然として200HPを失います（バリア / ガードを差し引いた分）。反射はボーナスであり、シールドではありません。", "You still take": "あなたは依然として", "You suddenly realize that someone is watching you. You look around and see nothing, so you raise your head and look up. ...": "あなたは突然、誰かがあなたを見ていることに気づきます。 周りを見回しても何も見つけられず、高い頭を上げて上を見上げます...", "You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.": "あなたは手帳を取り出し、その姿、配置、狩りの各段階を慎重に写します。", "You win the exchange - you kill": "打ち合いに勝利：あなたが相手を倒すまで", "You'd better take care of it": "それを処理したほうがいいですよ", "Young Glott 3 + Mud Slogel 3 = 28.5": "若いグロット 3 + マッドスロゲル 3 = 28.5", "Young Glott 5 = 27.5": "若きGlott 5 = 27.5", "Your DPS": "あなたのDPS", "Your attacker debuffed by:": "攻撃側に受けているデバフ：", "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "ビルドは装備したものをそのまま保持します。「初期装備を装備」を押すとこの初期セットを読み込みます。", "Your clan advances through numbered": "あなたのクランは番号付きの", "Your clan advances through numbered ranks by accumulating contribution points. The rank table defines 7 ranks, but the base game caps the highest available r...": "クランは貢献ポイントを蓄積して番号付きのランクを進めます。ランク表は7つのランクを定義していますが、ベースゲームでは到達可能な最高ランクに上限があり...", "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.": "クランの全体的な進行レベルです（1～7が定義、現在のビルドでは2が上限）。ランクが高いほど人口上限が上がり、勧誘が向上し、部屋と研究が開放されます。", "Your damage on the hit": "その一撃の自分のダメージ", "Your dmg/hit": "自分のダメージ/ヒット", "Your inscriptions": "あなたの刻印", "Your long term planning and delicate management skills will be put to the test.": "長期的な計画と繊細なマネジメントスキルが試されます。", "Your long-term planning and delicate management skills will be put to the test.": "あなたの長期的な計画と繊細な管理スキルが試されます。", "Your missing HP": "失っているHP", "Your report was": "レポートを", "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "ローテーション：習得済みのダメージスキルをクールダウンが明け次第すべて再使用し、それ以外の時間は基本攻撃で埋めます。", "Your unit": "自分のユニット", "Your units": "あなたのユニット", "Your units 1": "あなたのユニット 1", "Your units get a bonus too": "自軍ユニットもボーナスを獲得します", "Zenon Default": "ゼノン デフォルト", "Zenon Default - Dungeon Settlers Wiki": "Zenon Default - Dungeon Settlers Wiki", "Zenon Default icon": "Zenon Default アイコン", "Zenon Quest 1": "ゼノンクエスト1", "Zenon Quest 1 - Dungeon Settlers Wiki": "Zenon クエスト 1 - Dungeon Settlers Wiki", "Zenon Quest 1 Reward": "ゼノンクエスト1 報酬", "Zenon Quest 1 Reward - Dungeon Settlers Wiki": "Zenon Quest 1 Reward - Dungeon Settlers Wiki", "Zenon Quest 1 Reward icon": "Zenon Quest 1 Reward アイコン", "Zenon Quest 1 icon": "Zenon クエスト 1 アイコン", "Zenon Quest 2": "ゼノンクエスト2", "Zenon Quest 2 - Dungeon Settlers Wiki": "Zenon クエスト 2 - Dungeon Settlers Wiki", "Zenon Quest 2 Reward": "ゼノンクエスト2 報酬", "Zenon Quest 2 Reward - Dungeon Settlers Wiki": "Zenon Quest 2 Reward - Dungeon Settlers Wiki", "Zenon Quest 2 Reward icon": "Zenon Quest 2 Reward アイコン", "Zenon Quest 2 icon": "Zenon クエスト 2 アイコン", "Zenon Quest 3": "ゼノンクエスト3", "Zenon Quest 3 - Dungeon Settlers Wiki": "Zenon クエスト 3 - Dungeon Settlers Wiki", "Zenon Quest 3 Reward": "ゼノンクエスト3 報酬", "Zenon Quest 3 Reward - Dungeon Settlers Wiki": "Zenon Quest 3 Reward - Dungeon Settlers Wiki", "Zenon Quest 3 Reward icon": "Zenon Quest 3 Reward アイコン", "Zenon Quest 3 icon": "Zenon Quest 3 アイコン", "Zenon Quest 4": "ゼノンクエスト4", "Zenon Quest 4 - Dungeon Settlers Wiki": "Zenon Quest 4 - Dungeon Settlers Wiki", "Zenon Quest 4 Reward": "ゼノンクエスト4 報酬", "Zenon Quest 4 Reward - Dungeon Settlers Wiki": "Zenon Quest 4 Reward - Dungeon Settlers Wiki", "Zenon Quest 4 Reward icon": "Zenon Quest 4 Reward アイコン", "Zenon Quest 4 icon": "Zenon Quest 4 アイコン", "Zenon Quest End 1": "ゼノンクエスト完了1", "Zenon Quest End 1 - Dungeon Settlers Wiki": "Zenon クエスト終了 1 - Dungeon Settlers Wiki", "Zenon Quest End 1 icon": "Zenon クエスト終了 1 アイコン", "Zenon Quest End 2": "ゼノンクエスト完了2", "Zenon Quest End 2 - Dungeon Settlers Wiki": "Zenon クエスト終了 2 - Dungeon Settlers Wiki", "Zenon Quest End 2 icon": "Zenon クエスト終了 2 アイコン", "Zenon Quest End 3": "ゼノンクエスト完了3", "Zenon Quest End 3 - Dungeon Settlers Wiki": "Zenon クエスト終了 3 - Dungeon Settlers Wiki", "Zenon Quest End 3 icon": "Zenon クエスト終了 3 アイコン", "Zenon Quest End 4": "ゼノンクエスト完了4", "Zenon Quest End 4 - Dungeon Settlers Wiki": "Zenon クエスト終了 4 - Dungeon Settlers Wiki", "Zenon Quest End 4 icon": "Zenon クエスト終了 4 アイコン", "Zenon's insect-research request line and its reward hand-ins.": "ゼノンの昆虫研究の依頼ラインと、その報酬の受け渡しです。", "Zenon: Insect Research": "ゼノン：昆虫研究", "ZenonDefault": "ZenonDefault", "ZenonQuest1": "ZenonQuest1", "ZenonQuest1Reward": "ZenonQuest1Reward", "ZenonQuest2": "ZenonQuest2", "ZenonQuest2Reward": "ZenonQuest2Reward", "ZenonQuest3": "ZenonQuest3", "ZenonQuest3Reward": "ZenonQuest3Reward", "ZenonQuest4": "ZenonQuest4", "ZenonQuest4Reward": "ZenonQuest4Reward", "ZenonQuestEnd1": "ZenonQuestEnd1", "ZenonQuestEnd2": "ZenonQuestEnd2", "ZenonQuestEnd3": "ZenonQuestEnd3", "ZenonQuestEnd4": "ZenonQuestEnd4", "Zero-weight backgrounds": "ウェイト0の背景", "Zoom in": "ズームイン", "Zoom out": "ズームアウト", "[\"AFFECTER_BellyBeggar\"]": "[\"AFFECTER_BellyBeggar\"]", "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]", "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Pacifist\", \"AFFECTER_RapidRecoverd\", \"AFFECTER_CunningGetaway\", \"AFFECTER_SlowLearner\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\"...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Pacifist\", \"AFFECTER_RapidRecoverd\", \"AFFECTER_CunningGetaway\", \"AFFECTER_SlowLearner\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\"...", "[\"AFFECTER_IndestructibleBuilding\"]": "[\"AFFECTER_IndestructibleBuilding\"]", "[\"AFFECTER_Invincibility\"]": "[\"AFFECTER_Invincibility\"]", "[\"AFFECTER_Perfectionist\"]": "[\"AFFECTER_Perfectionist\"]", "[\"AFFECTER_Preservation\"]": "[\"AFFECTER_Preservation\"]", "[\"AFFECTER_Preservation2\"]": "[\"AFFECTER_Preservation2\"]", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTE...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTE...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_SnakeCatcher\", \"AFFECTER_SwampKeeper\", \"AFFECTER_ChiefBodyguard\", \"AFFECTER_ScaleCraftsman\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_D...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_SnakeCatcher\", \"AFFECTER_SwampKeeper\", \"AFFECTER_ChiefBodyguard\", \"AFFECTER_ScaleCraftsman\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_D...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Carter\", \"AFFECTER_NightWatch\", \"AFFECT...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Carter\", \"AFFECTER_NightWatch\", \"AFFECT...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTER_Blacksmith\", \"AFFE...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTER_Blacksmith\", \"AFFE...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\"]": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\"]", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\",...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\",...", "[\"AnyUnit\"]": "[\"AnyUnit\"]", "[\"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]": "[\"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]", "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_Anci...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_Anci...", "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_Brok...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_Brok...", "[\"BUILDING_BasicCampsiteDeco2\"]": "[\"BUILDING_BasicCampsiteDeco2\"]", "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBooksh...": "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBooksh...", "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\"]": "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\"]", "[\"BUILDING_EventDeveloperBox\"]": "[\"BUILDING_EventDeveloperBox\"]", "[\"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\"]": "[\"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\"]", "[\"BUILDING_GiantStoneGolemDead\"]": "[\"BUILDING_GiantStoneGolemDead\"]", "[\"BUILDING_LesserGuardianStone\"]": "[\"BUILDING_LesserGuardianStone\"]", "[\"BUILDING_LumaTree\", \"BUILDING_LumaTree\"]": "[\"BUILDING_LumaTree\", \"BUILDING_LumaTree\"]", "[\"BUILDING_MeatGrub1\", \"BUILDING_MeatGrub1\"]": "[\"BUILDING_MeatGrub1\", \"BUILDING_MeatGrub1\"]", "[\"BUILDING_MeatGrub1\"]": "[\"BUILDING_MeatGrub1\"]", "[\"BUILDING_MeatGrub2\", \"BUILDING_MeatGrub2\"]": "[\"BUILDING_MeatGrub2\", \"BUILDING_MeatGrub2\"]", "[\"BUILDING_MeatGrub2\"]": "[\"BUILDING_MeatGrub2\"]", "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mush...": "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mush...", "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\"]": "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\"]", "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_M...": "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_M...", "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\"]": "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\"]", "[\"BUILDING_RedCarpetA\", 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\"BUILDING_StoneDiningChair\", \"BUILDING_St...": "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_St...", "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]": "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]", "[\"BUILDING_WoodBarrel\", \"BUILDING_WoodBarrel\"]": "[\"BUILDING_WoodBarrel\", \"BUILDING_WoodBarrel\"]", "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", 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"[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssRedMonsterRat\"]", "[\"UNIT_AbyssRedMonsterRat\"]": "[\"UNIT_AbyssRedMonsterRat\"]", "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGo...": "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGo...", "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinThrower\"]": "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinThrower\"]", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_Abys...": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_Abys...", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssGoblinRider\"]": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssGoblinRider\"]", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssGoblinRider\"]": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssGoblinRider\"]", "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\"...": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\"...", "[\"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssTadpole\"]": "[\"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssTadpole\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UN...": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UN...", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]", "[\"UNIT_Endrossi\"]": "[\"UNIT_Endrossi\"]", "[\"UNIT_FesteringBurrowMerchant\"]": "[\"UNIT_FesteringBurrowMerchant\"]", "[\"UNIT_GiantStoneGolem\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]": "[\"UNIT_GiantStoneGolem\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]", "[\"UNIT_GiantStoneGolem\", \"UNIT_ChainKnightSentinel\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]": "[\"UNIT_GiantStoneGolem\", \"UNIT_ChainKnightSentinel\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]", "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\"]": "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\"]", "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\"]": "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\"]", "[\"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]": "[\"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]", "[\"UNIT_GoblinThrower\", \"UNIT_GoblinShaman\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinShaman\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]", "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_Gob...": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_Gob...", "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GuildMerchant\"]": "[\"UNIT_GuildMerchant\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]", "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]": "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]", "[\"UNIT_VeilSilenceMerchant\"]": "[\"UNIT_VeilSilenceMerchant\"]", "[\"UNIT_Xenon\"]": "[\"UNIT_Xenon\"]", "[\"Warrior\", \"Blitz\", \"Execution\"]": "[\"戦士\", \"ブリッツ\", \"処刑\"]", "[\"Warrior\", \"Blitz\", \"Tide\"]": "[\"Warrior\", \"Blitz\", \"Tide\"]", "[\"Warrior\", \"Guardian\", \"Blitz\"]": "[\"Warrior\", \"Guardian\", \"Blitz\"]", "[\"Warrior\", \"Guardian\", \"Burst\"]": "[\"Warrior\", \"Guardian\", \"Burst\"]", "[\"Warrior\", \"Guardian\", \"Execution\"]": "[\"Warrior\", \"Guardian\", \"Execution\"]", "[\"Warrior\", \"Guardian\", \"Fortress\"]": "[\"Warrior\", \"Guardian\", \"Fortress\"]", "[\"Warrior\", \"Guardian\", \"Stake\"]": "[\"Warrior\", \"Guardian\", \"Stake\"]", "[\"Warrior\", \"Guardian\", \"Tide\"]": "[\"Warrior\", \"Guardian\", \"Tide\"]", "[\"Warrior\", \"Stake\", \"Execution\"]": "[\"Warrior\", \"Stake\", \"Execution\"]", "[\"Warrior\", \"Tide\", \"Harmony\"]": "[\"Warrior\", \"Tide\", \"Harmony\"]", "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0]: アルファ版のカメラ制限ゾーンのサイズ", "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ～ [1]: 1日の中で朝が占める時間範囲（開始から終了）。", "[0]: BGM transition time": "[0]: BGMの切り替え時間", "[0]: Camera maximum zoom-out value": "[0]: カメラの最大ズームアウト値", "[0]: Camera minimum zoom-in value": "[0]: カメラの最小ズームイン値", "[0]: Camera movement speed via arrow keys": "[0]: 矢印キーによるカメラの移動速度", "[0]: Dazed duration (in seconds)": "[0]: 朦朧状態の持続時間（秒）", "[0]: Difference in vision range between day and night": "[0]: 昼と夜の視界範囲の差", "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0]: 「雑談した」効果の持続時間（分）", "[0]: Equipment Durability deduction multiplier": "[0]: 装備の耐久度減少の倍率", "[0]: Grace period before small talk starts after entering the map (seconds)": "[0]: マップに入ってから雑談が始まるまでの猶予期間（秒）", "[0]: Head damage chance, [1]: Body damage chance": "[0]: 頭部ダメージの確率、[1]: 胴体ダメージの確率", "[0]: Hours per day": "[0]: 1日あたりの時間", "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0]: 開始時刻が8:00なら、キャンペーンは8:00に始まる。", "[0]: Limping duration (in seconds)": "[0]: 足を引きずる状態の持続時間（秒）", "[0]: Max Mood value shown in the UI": "[0]: UIに表示される最大の気分値", "[0]: Max equipment size": "[0]: 装備の最大サイズ", "[0]: Max inventory size": "[0]: インベントリの最大サイズ", "[0]: Max map X size [1]: Max map Y size": "[0]: マップの最大Xサイズ [1]: マップの最大Yサイズ", "[0]: Max number of recent small-talk topics a unit stores": "[0]: ユニットが保存する最近の雑談トピックの最大数", "[0]: Max number of small-talk conversations per logic refresh": "[0]: ロジック更新ごとの雑談会話の最大数", "[0]: Max player unit party size": "[0]: プレイヤーユニットの最大パーティーサイズ", "[0]: Max radius of the settlement area with no initial creep": "[0]: 初期クリープのない拠点エリアの最大半径", "[0]: Max room size": "[0]: 部屋の最大サイズ", "[0]: Minimum update tick (e.g. bleed) - 60/60": "[0]: 最小更新ティック（例: 出血） - 60/60", "[0]: Minutes per hour - 2700/60": "[0]: 1時間あたりの分 - 2700/60", "[0]: Near-Death aftereffect duration": "[0]: 瀕死の後遺症の持続時間", "[0]: Near-Death duration": "[0]: 瀕死の持続時間", "[0]: Number of previous small-talk partners blocked": "[0]: ブロックされる過去の雑談相手の数", "[0]: Number of previously used small-talk topics blocked": "[0]: ブロックされる過去に使用した雑談トピックの数", "[0]: Percentage of head HP recovered upon Near-Death": "[0]: 瀕死時に回復する頭部HPの割合", "[0]: Skill global cooldown": "[0]: スキルのグローバルクールダウン", "[0]: Small-talk topic record chance (%)": "[0]: 雑談トピックの記録確率（%）", "[0]: Speed correction value": "[0]: 速度補正値", "[0]: Speed multiplier at maximum zoom-in": "[0]: 最大ズームイン時の速度倍率", "[0]: Speed multiplier at minimum zoom-in": "[0]: 最小ズームイン時の速度倍率", "[0]: Tick unit - 1/60": "[0]: ティック単位 - 1/60", "[0]: Ticks per minute - 45/60 NOTE: When this value is 45, a day equals 64,800 ticks -> 1,082 seconds of real time, so at 1x speed a game day is about 18 real-world minutes.": "[0]: 1分あたりのティック - 45/60 注: この値が45のとき、1日は64,800ティック -> 実時間1,082秒に相当し、1倍速ではゲーム内1日は実時間で約18分。", "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0]: マップに入ってから初期装備の雑談トピック記録を無視する時間（秒）", "[0]: Tutorial seed": "[0]: チュートリアルシード", "[0]: UI fade in/out duration": "[0]: UIのフェードイン/アウトの時間", "[0]: UI zoom in/out speed": "[0]: UIのズームイン/アウトの速度", "[0]: UI 상 기분 최대치": "[0]：UI上の気分の最大値", "[0]: UI 줌인 아웃 속도": "[0]：UIのズームイン/アウト速度", "[0]: UI 페이드 인아웃 시간": "[0]：UIのフェードイン/アウト時間", "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0]: ユニットの戦闘範囲（バッチ）<- そこを離れると解除される（設計上、視界値に従うべき）", "[0]: Unit small-talk check interval (seconds)": "[0]: ユニットの雑談チェック間隔（秒）", "[0]: Unit small-talk occurrence chance (%)": "[0]: ユニットの雑談発生確率（%）", "[0]: Unit small-talk search radius (tiles)": "[0]: ユニットの雑談の探索半径（タイル）", "[0]: 분 당 틱 - 45/60 NOTE : 이 값이 45일 때 하루는 64,800틱 -> 실제 시간 1,082초 이므로 1배속 현실 시간으로 게임의 하루는 약 18분이다.": "[0]: 1分あたりのティック - 45/60 NOTE：この値が45のとき1日は64,800ティック -> 実時間1,082秒なので、1倍速の現実時間でゲームの1日は約18分である。", "[0]: 최소 갱신 틱 (ex) 출혈) - 60/60": "[0]: 最小更新ティック（例：出血） - 60/60", "[2, 4, 5] - the last floor reaches phase 5, the boss phase": "[2, 4, 5]：最終フロアがフェーズ5、すなわちボスフェーズに達する", "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "[24, 48, 72, 96, 120, 144] 累積時間。休眠中（Dev_NotUsed、警告/アフェクター/イベントのいずれも参照しない）", "[Experience Trait]": "[経験値特性]", "[Health Trait]": "[体力特性]", "[Inscription Trait]": "[刻印特性]", "[Korean dev text - hover to view]": "[Korean dev text - hover to view]", "[Personal Trait]": "[個人特性]", "[Race Trait]": "[種族特性]", "[Soul Trait]": "[魂の特性]", "[Strength]": "[力]", "a Bow": "弓", "a Club": "こん棒", "a Fire Staff": "火の杖", "a Greatsword": "大剣", "a Nature Staff": "自然の杖", "a Sword": "剣", "a Water Staff": "水の杖", "a detonation": "起爆", "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "は固定の×1.5倍率です。これらは固定値であり、積み上げていく上限ではありません。", "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "すると被弾ダメージが50%減り、防具の摩耗も同じだけ減ります。", "a new {#} weapon tree": "新しい{#}武器ツリー", "a summon": "召喚ユニット", "abilities read the summoner's live Magic Attack Power": "アビリティは詠唱時の召喚者のライブ魔法攻撃力を参照する", "absent from every race's background pool": "すべての種族の背景プールに存在しません", "absorbs up to 30% of damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.": "は与ダメージの最大30%（自分の減少HPに応じて変化）を吸収し、これがその被弾時回復の上限です。", "abyss variant": "深淵の変異体", "accessory": "アクセサリー", "acquired": "習得", "action (choice": "アクション（選択", "active -": "アクティブ -", "active branches": "アクティブな分岐", "add a weapon to compare...": "比較する武器を追加...", "added": "追加", "added - click to remove": "追加済み - クリックで削除", "additional status effects": "追加のステータス効果", "additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).": "の加算値（6つの主要ステータス、最大体力、物理/魔法攻撃力、攻撃速度、クールタイム短縮、固定の耐性）。", "adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.": "1ポイントごとに物理攻撃力+1.0と最大重量+4.0が加わります。物理攻撃力は基本値に加えて敏捷と認知（各1ポイントあたり+0.5）にも依存するため、力だけで決まるわけではありません。", "affect inscription rarity.": "影響しません。", "affecters": "アフェクター", "affects the caster,": "使用者に影響し、", "after": "後に", "after resistance. With the Inscription of Reflection:": "のダメージを与えます（耐性適用後）。反射刻印がある場合：", "again": "再び", "again simply drops its target.": "に達すると単にターゲットを手放します。", "alert fires when any equipped item drops to": "装備中のアイテムが", "alerts": "アラート", "all effects": "すべての効果", "all game constants": "すべてのゲーム定数", "all of them; Tidal Mark instead pulls your summons to a marked tile. Keep Bubblings up or these spells have nothing to spend.": "すべてを、潮の印は代わりに召喚を印の付いたタイルへ引き寄せる。バブリングを維持しないと、これらの呪文は消費するものがなくなる。", "all of your worn armor at once": "装備中の防具すべてが同時に摩耗します", "all regions overview": "全地域の概要", "all your": "すべての", "alternate hit-receive recoil": "別の被弾のけぞり", "ammo items": "弾薬アイテム", "amount and are": "を加算します。個別の上限は", "and": "および", "and ...": "そして...", "and a hard-hitting": "と強力な", "and any unit left without a team?": "チームに属さなくなるユニットも削除しますか?", "and began to drain the vitality of the world.": "そして世界の生命力を吸収し始めました。", "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "であり、スタックできないため、上限はスタック数ではなく単一の継続インスタンスとなります。", "and don't settle for a weak Common (": "弱いコモンで妥協しないこと（", "and grants": "そして付与します", "and hold up to 8 items; a worker repairs the equipment placed in them over time. The game tables define no material cost per repair - it is a labour and time cost, not an item price. A": "で作られ、最大8個までの装備を収納できます。作業員が時間をかけて中の装備を修理します。ゲームのテーブルには修理ごとの素材コストは定義されておらず、アイテム代ではなく労働と時間のコストです。", "and keeps one. Rarity weights:": "が提示され、1つを保持します。レアリティの重み:", "and lets you pick an": "を消費し、", "and more; the Abyss and Tutorial are off by default.": "など。深淵とチュートリアルはデフォルトでオフです。", "and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.": "で、それ以外は夜です（夜は視界範囲を減らします）。暦は夜明けではなく深夜0時に変わります。", "and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).": "が付いており、AlertTable、AffecterTable、EventTableのいずれもこれを参照しません（発動するダンジョンブレイクの警告、デバフ、イベントは存在しません）。", "and pick one. A": "が表示され、1つを選びます。", "and pour points into stats. The mana-stone type required climbs with level:": "を選んでステータスにポイントを注ぎます。必要なマナ石の種類はレベルとともに上がります：", "and search a monster in": "でモンスターを検索すると、", "and the Goddess' Blessing +3% for an expedition - these simply add to the stat.": "女神の祝福は探索中+3%を追加します。これらは単にステータスに加算されます。", "and the campaign's": "とキャンペーンの", "and the in-game tooltip lists no sight effect. So": "であり、ゲーム内ツールチップにも視界効果は記載されていません。したがって", "and traced with line-of-sight, so a wall between you and a monster blocks it (": "、視線で追跡されるため、あなたとモンスターの間の壁がそれを遮ります(", "any": "任意", "anywhere in the tables to independently confirm the realized cadence, and the row's non-zero MaxStack value is contradicted by that \"cannot stack\" wording. So we take the game's description at face value (per second, magic, non-stacking) and drop an earlier per-10-seconds assumption that no table backed - but treat the exact tick timing as": "テーブルのどこにも実際の周期を独立して確認できるものがなく、その行の非ゼロのMaxStack値は「スタック不可」という記述と矛盾しています。そこで、ゲームの説明を額面通り(毎秒、魔法、スタックなし)に受け取り、どのテーブルも裏付けていなかった以前の10秒ごとの仮定を破棄します。ただし正確なティックのタイミングは次として扱います", "appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.": "が出現するかはクランランクで決まります。人間は常に最も一般的（重み100）、リザードマンは一般的（約35）、エルフはランク2からのみ出現します（重み25、候補の約16%）。ドワーフ、白鬼、タルは全ランクで重み0で、現行ビルドでは募集できません。", "applies": "適用：", "are empty-slot markers, not data.": "は空スロットのマーカーであり、データではありません。", "are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.": "は名前付きのキャラクターに話しかけることで与えられます。クエスト表自体は目標のみを保持しており、以下のアイテム報酬は各ステップを報告した際にNPCの会話で支払われます。", "are in the game for": "がゲームに存在する目的は", "are scenes you actually run into at the settlement or in the dungeon.": "は、入植地やダンジョンで実際に遭遇するシーンです。", "are shown - that boost has no effect on the visible rows.": "表示されていません。そのブーストは表示中の行に影響しません。", "are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.": "は18種類の高級ステータス刻印に、8種類のサブクラススキルツリー付与（戦士、守護者、要塞、バースト、ブリッツ、処刑、潮汐、調和）と18種類の強力な特殊効果を加えたものです。", "are the 18 low-grade stat inscriptions.": "は18種類の低級ステータス刻印です。", "are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.": "は18種類の中級ステータス刻印に、8種類の武器/魔法スキルツリー付与（剣、大剣、盾、鈍器、弓、火、水、自然）と5種類の特殊効果を加えたものです。", "are the secondary sub-class trees offered alongside a main tree.": "は、メインツリーと併せて提供される二次的なサブクラスツリーです。", "are the three headliners below.": "は下記の3種類の目玉刻印です。", "are the weapon and magic specializations a recruited unit can pick as its main tree.": "は、採用ユニットがメインツリーとして選択できる武器・魔法の専門分野です。", "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃(ConeExceptMe、半径1)。表示されている射程の距離指標は概算で、範囲の形状は正確です。", "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃(マンハッタン、半径1)。表示されている射程の距離指標は概算で、範囲の形状は正確です。", "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "範囲命中（マンハッタン、半径2）。表示される射程の距離指標は概算だが、範囲の形状は正確である。", "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃（マンハッタン、半径3）。表示される射程距離の指標は概算で、範囲の形状は正確です。", "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃（マンハッタン、半径5）。表示される射程距離の指標は概算で、範囲の形状は正確です。", "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "範囲ヒット（単体）。表示される射程距離はおおよその値で、範囲の形状は正確です。", "article).": "の記事を参照）。", "as a new team": "新しいチームとして", "as a playable unit.": "、操作可能なユニットとして。", "as damage to enemy ...": "敵へのダメージとして...", "as damage to enemy units and granting {2}": "敵ユニットへのダメージとして{2}を付与", "as damage to the enemy unit and granting {2}": "敵ユニットへのダメージとして{2}を付与", "as magic damage per every 3 seconds to adjacent enemy units, and granting 1": "魔法ダメージを隣接する敵ユニットに3秒ごとに与え、1を付与", "as magic damage per every {5} seconds to adjacent enemy units, and granting 1": "魔法ダメージを隣接する敵ユニットに{5}秒ごとに与え、1を付与", "as physical damage to the target.": "ターゲットへの物理ダメージとして。", "at": "で", "at 2 targets (5 energy)": "対象2の場合 (エネルギー5)", "at 2 targets (from the 12 s cooldown)": "対象2の場合 (クールダウン12秒から)", "at 3 targets (1 energy)": "対象3体時（1エネルギー）", "at 3 targets (1 energy).": "対象3体時（1エネルギー）。", "at 3 targets (10 energy)": "対象3の場合 (エネルギー10)", "at 3 targets (2 energy)": "対象3の場合 (エネルギー2)", "at 3 targets (4 energy)": "対象3体時（4エネルギー）", "at 3 targets (5 energy)": "対象3体時（5エネルギー）", "at 3 targets (6 energy)": "対象3体時（6エネルギー）", "at 3 targets (7 energy)": "対象3体時（7エネルギー）", "at 3 targets (from the 12 s cooldown)": "対象3体時（12秒のクールダウンから）", "at 3 targets (from the 15 s cooldown)": "対象3体時（15秒のクールダウンから）", "at 3 targets (from the 20 s cooldown)": "対象3体時（クールタイム20秒から）", "at 3 targets (from the 30 s cooldown)": "対象 3 体時（30 秒クールダウンから）", "at 3 targets (from the 40 s cooldown)": "対象3の場合 (クールダウン40秒から)", "at 3 targets (from the 8 s cooldown)": "対象 3 体時（8 秒クールダウンから）", "at N targets": "対象N体時", "at attack speed": "攻撃速度で", "at base": "拠点で", "at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's": "（つまり召喚者を強化すると、召喚物自身の半分の攻撃力とは無関係に召喚物の呪文が強化される）。そして召喚物は召喚者の", "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "。詠唱時点で、召喚獣自身の基礎ステータスに上乗せされます(リバースエンジニアリング / コミュニティ検証済み。単一のテーブルフィールドではありません):", "at every level-up from level 2 through 12": "レベル2から12までのレベルアップのたびに", "at level N (level cap)": "レベルN時（レベル上限）", "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "最大スタック時）。スタック数と持続時間は、付与するスキルによって決まります。", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The TODO affecter adds": "しか見えなくなります。ただし同じペナルティは自軍ユニットの視界も削るため、夜襲は諸刃の剣です。TODOのアフェクターは次を加算します：", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The ナイトビジョン affecter adds": "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The ナイトビジョン affecter adds", "at night.": "夜間。", "at the Goddess Statue to level up.": "女神像でレベルアップできます。", "at the Goddess Statue.": "女神像で。", "at {#} targets ({#} energy)": "対象{#}体時（{#}エネルギー）", "at {#} targets ({#})": "{#}体の対象に（{#}）", "at {#} tile": "{#}タイル時", "at {#} tiles": "{#}タイル時", "attack costs no durability at all - but a": "攻撃は耐久を一切消費しませんが、", "attack speed": "攻撃速度", "attack speed {#}": "攻撃速度 {#}", "attack, crit, hit location, guard": "攻撃、会心、命中部位、ガード", "attacking": "攻撃", "attacks & patterns": "攻撃とパターン", "attacks with": "攻撃手段", "authored, not active": "定義済みだが無効", "auto-attacks + this skill on cooldown": "通常攻撃＋クールタイムごとのこのスキル", "auto-completes": "自動完了する", "available": "到達可能", "available, not learned": "習得可能、未習得", "average": "平均", "avg 1.2 on floor 1": "フロア1で平均1.2", "avg 1.2 on floor 2": "階層2で平均1.2", "avg 1.3 on floor 2": "階層2で平均1.3", "avg 1.3 on floor 3": "階層3で平均1.3", "avg 1.3 on floor 4": "フロア4で平均1.3", "avg 1.5 on floor 3": "フロア3で平均1.5", "avg 1.5 on floor 4": "フロア4で平均1.5", "avg 1.7 on floor 2": "階層2で平均1.7", "avg 1.8 on floor 2": "階層2で平均1.8", "avg 4.0 on floor 1": "フロア1で平均4.0", "avg 5.8 on floor 4": "階層4で平均5.8", "avg 6.0 on floor 2": "階層2で平均6.0", "avg 6.0 on floor 3": "階層3で平均6.0", "avg 6.2 on floor 4": "階層4で平均6.2", "avg 6.3 on floor 3": "階層3で平均6.3", "avg 6.7 on floor 2": "階層2で平均6.7", "back to the attacker.": "が攻撃者に返ります。", "background": "経歴", "background traits": "背景特性", "badge b-spoiler dsb-navtag": "badge b-spoiler dsb-navtag", "base +": "基本 +", "base camp": "ベースキャンプ", "base price adjusted by the discount roll": "割引抽選で調整された基本価格", "base x your attack bonuses)": "ベース × 自分の攻撃ボーナス）", "base x your magic bonuses)": "ベース × 自分の魔法ボーナス）", "base {#} {#}": "基礎 {#} {#}", "baseline": "基準値", "basic attack": "通常攻撃", "basic weapon attack (mandatory root) -": "基本武器攻撃（必須ルート）-", "becomes 2 on Normal (x0.67), 1 on Easy (x0.34), 4 on Very Hard and 5 on Devastation (x1.66). Only material amounts (craft & build) and research workload scale - crafting/building labour, output counts, sell prices and unlock gates stay fixed.": "通常では2（x0.67）、簡単では1（x0.34）、ベリーハードでは4、壊滅では5（x1.66）になります。変動するのは素材量（クラフトと建築）と研究作業量だけです。クラフト/建築の労力、生産個数、売却価格、解放条件は固定されたままです。", "before": "前", "before any % modifier. With": "を、%補正の前に持ちます。次の場合", "before resistance.": "を耐性適用前に与えます。", "behaviour & phase triggers": "挙動とフェーズトリガー", "below). Looking for one specific skill? The": "を参照)。特定のスキルをお探しですか?", "between them": "それらの間で", "binary: everything is either Physical or Magic": "二択：すべては物理か魔法のいずれかである", "blocked": "ブロック", "blocked after quest \"": "クエスト後にブロック \"", "blocked by 2-handed": "両手武器により不可", "blocked once": "次を倒すとブロック", "bonus": "ボーナス", "bonus damage": "追加ダメージ", "both sides": "両陣営", "bounces": "は受けた", "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "{#}で崩壊し、精神崩壊に入って{#}後に2度目の最大化。これは致命的です。1倍速で約{#}のプレイ時間です。", "buffed": "バフ適用", "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": "バフであり、探知の補正ではありません。「認知が視界を広げる」という主張はすべて未確認として扱ってください。", "build a Research Station": "研究所を建てる", "build resistances": "耐性を高める", "buildings": "建物", "buildings that restore mood": "気分を回復する建物", "builds": "増やします", "bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.": "はすべての才能を1段階引き上げ（天才が上限）、そのため12レベルのキャリア全体で効果が大きく積み重なります。", "busted": "ぶっ壊れ", "button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does": "ボタンは5つすべてを振り直し、すでに所有している刻印は除外されるため重複を見ることはありません。捧げ物のティアは刻印のレアリティに", "buy: {#}": "購入：{#}", "by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of": "に、ゲーム内で「ステータスあたり+X」と表示される固定値で寄与します。例えば、", "by accumulating": "を", "by bonus": "ボーナス順", "by interacting with the statue.": "像と相互作用することでレベルアップできます。", "by stay stage x management difficulty": "滞在段階 × 管理難易度別", "by unit level x management difficulty": "ユニットレベル × 管理難易度別", "by {0}%. When equipped with a shield,": "{0}%増加します。盾を装備している場合、", "byte-exact table parsers": "バイト単位で正確なテーブルパーサー", "campaign startings": "キャンペーン開始設定", "can grant a": "は次を付与できます：", "can increase during ...": "の増加ができます...", "can increase when ...": "…のときに増加することがある。", "can roll": "は次をロールできる：", "candidates": "候補", "cannot stack": "重複しない", "cap. Durability drops as the item is used and, when it hits": "上限を持ちます。耐久度はアイテムの使用とともに減少し、", "capacity 1–1, workload 3000": "収容 1～1、作業量 3000", "capacity 1–2, workload 4000": "収容 1～2、作業量 4000", "capacity 1–4, workload 5000": "収容 1～4、作業量 5000", "capped": "上限付き", "caps at phase 4": "フェーズ4で頭打ちになります", "card wide": "カード全幅", "card wide dsb-guestcard": "card wide dsb-guestcard", "card wide dsb-sticky": "card wide dsb-sticky", "card wide dsb-teamtools": "card wide dsb-teamtools", "carnivore": "肉食", "cases)": "件）", "caster;": "詠唱者;", "centered on the caster": "使用者を中心に", "chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base.": "のチェーンが操作を教えます。カメラのパンとズーム、マーカーへの移動、弱い灰色ネズミの討伐、軟膏の使用、スキルの習得、木と草の採取、そして最後に拠点への帰還です。", "chance this room appears on that floor": "その部屋がそのフロアに出現する確率", "change:": "変えないもの：", "changed": "件の変更", "changed -": "件の変更 -", "changelog.json": "changelog.json", "chip dsb-act": "chip dsb-act", "chip dsb-act dsb-copy": "chip dsb-act dsb-copy", "chip dsb-act on": "chip dsb-act on", "chip dsb-bgchip": "chip dsb-bgchip", "chip dsb-savechip": "chip dsb-savechip", "chip dsb-showother": "chip dsb-showother", "chip dsb-treeact": "chip dsb-treeact", "choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.": "の選択で乗算されます：最少1.0倍、普通1.2倍、豊富1.5倍。つまり天才のステータスは豊富な捧げ物で1レベルあたり最大10～11ポイント上昇し得ます。", "chosen": "選択済み", "chosen - click to remove": "選択済み - クリックで削除", "clan rank": "クランランク", "clan rank 1": "クランランク 1", "clan rank 2": "クランランク2", "clan rank 3": "クラン階級 3", "clan ranks": "クランランク", "class does carry an": "クラスには", "clear boss": "クリアボス", "click to unveil": "クリックで公開", "coefficient for Vision Range is": "視界範囲に対する係数は", "column is each unit's sight radius. For the full detection model, see": "列は各ユニットの視界半径です。完全な検知モデルについては、参照", "column links to that tree's full node-by-node page.": "列は、そのツリーのノードごとの詳細ページにリンクします。", "column showing which clan rank each background unlocks at.": "各背景がどのクランランクでアンロックされるかを示す列。", "column shows where each one actually comes from:": "列は、それぞれが実際にどこから来るのかを示します:", "columns in the table below.": "列です。", "combat": "戦闘", "combat difficulty": "戦闘難易度", "combat stats": "戦闘ステータス", "combined Max HP:": "の敵：", "combined per attack cycle.": "を1攻撃サイクルあたり合計で与える。", "come home": "帰還する", "commands": "指示する", "commands it": "が指揮します", "common traits": "共通特性", "confirmed detection modifiers in this build.": "このビルドで確認された探知補正ではありません。", "constant - a": "の定数：", "constants (448 rows). Dev comments (translated from Korean - hover for the original) document what each": "定数（448行）。開発者コメント（韓国語から翻訳 - 元の文はホバーで表示）は各", "constants (451 rows). Dev comments (translated from Korean - hover for the original) document what each": "定数（451行）。 開発コメント（韓国語から翻訳 - 元の言語にマウスを合わせてください）それぞれを説明します", "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "定数を読み取っておらず、命中/クリティカル判定に位置に関する項がないことが分かりました）。そのため現在は何も機能しません。もし有効化されれば、", "consume": "消費し", "consumes {#} of them": "そのうち{#}個を消費", "content not in this build": "このビルドに含まれない内容", "contribution points": "貢献ポイント", "cooldown": "クールタイム", "copied to the clipboard": "クリップボードにコピーしました", "corridor map": "通路マップ", "corridors.": "通路。", "corrupted form is folded into its row - open": "堕落形態はその行に折り込まれています。開いてください", "cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.": "を追加コスト（レアリティにより+200〜+2,000ゴールド）で費やしますが、レア2% / レジェンダリー0.3%という抽選確率を考えるとしばしばお買い得です。", "craft @ {#}": "{#}で制作", "craft Textile x6, a Cloth Armor and Wood Arrows x2": "織物x6、布防具1つ、木の矢x2をクラフトする", "creates no damage instance, so it costs": "とダメージ自体が発生しないため、消費する耐久度は", "crit": "会心", "critical hit": "会心", "critical hits.": "回の会心。", "crop (grown at": "作物（栽培場所:", "crumb dsb-inscbrowse-h": "crumb dsb-inscbrowse-h", "crumb dsb-reveal": "crumb dsb-reveal", "crumb dsb-savestate": "crumb dsb-savestate", "crumb dsb-tip": "crumb dsb-tip", "crumb dsb-tip dsb-tallegend": "crumb dsb-tip dsb-tallegend", "crumb dsb-toast": "crumb dsb-toast", "cumulative campaign": "累積キャンペーン", "curated/gated_content.json": "curated/gated_content.json", "curated/glossary.json": "curated/glossary.json", "curated/i18n_fr.json": "curated/i18n_fr.json", "curated/i18n_fr_overrides.json": "curated/i18n_fr_overrides.json", "curated/i18n_ja.json": "curated/i18n_ja.json", "curated/i18n_ja_overrides.json": "curated/i18n_ja_overrides.json", "curated/i18n_ko.json": "curated/i18n_ko.json", "curated/i18n_ko_overrides.json": "curated/i18n_ko_overrides.json", "curated/mechanics.json": "curated/mechanics.json", "curated/races.json": "curated/races.json", "curated/regions.json": "curated/regions.json", "current": "現在の", "cuts all item drop rates by 50%": "すべてのアイテムドロップ率を50%削減します", "cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.": "は被ダメージを約50%削減し、クリティカルヒットは1.5倍のダメージを与える。", "cycles 4 / 24 / 72 within each grade": "各品質の中で4 / 24 / 72と循環", "damage": "ダメージ", "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "のダメージ数値（攻撃者の攻撃力があなたの耐性と照合された後）を読み取り、それを反射します。反射は", "damage to you": "あなたへのダメージ", "damage vs my unit": "自分のユニットへのダメージ", "damage x": "ダメージ ×", "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": "のダメージなので、攻撃を完全に吸収するバブルでも、防具はそのヒットの全値ぶんだけ劣化します。", "day counter rolls over at midnight (00:00)": "日数カウンターは深夜0時（00:00）に切り替わります", "day length, ticks, in-game clock": "1日の長さ、ティック、ゲーム内時計", "daytime from 06:00 to 20:00": "昼間は06:00から20:00まで", "db dsb-bglist": "db dsb-bglist", "db.json": "db.json", "deals a": "が与えるのは", "deals magic damage equal to": "次に等しい魔法ダメージを与える", "debuff (Mood -2) lingers a while longer.": "デバフ（気分-2）がしばらく残ります。", "debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "デバフを最大経験値に達すると獲得します。これは速いレベル上昇に対する調整用の欠点です。", "debuffs whose per-second damage is fixed per stack (from": "デバフで、1秒あたりのダメージはスタックごとに固定されています(出典:", "decides which trees it can access (see": "がアクセスできるツリーを決定します(", "decisions": "決定", "decrease": "低下", "decreases by 12% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "1タイル以内の味方植物構造物ごとに12%減少します。(最大{1}%まで適用)", "decreases by 8% for each allied plant structure within 1 tile. (Applies up to a maximum of 40%)": "1タイル以内の味方植物構造物ごとに8%減少します。(最大40%まで適用)", "decreases by {0}% for each allied plant structure within 1 tile.": "decreases by {0}% for each allied plant structure within 1 tile.", "decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)", "defined in the data but not active in this build": "データ上は定義されていますが、このビルドでは有効化されていません", "delete": "削除", "depending on its race.": "種族によって決まります。", "depletion": "消耗", "depletion counter": "消耗カウンター", "deployed on an expedition. Both are built from": "を使います。どちらも", "derived (final) stats": "派生（最終）ステータス", "derived, not stored": "保存されず、導出されます", "detection-range calculator": "探知範囲計算機", "dev": "dev", "dev-internal": "開発内部", "development leftovers": "開発の残したもの", "dies": "死亡時", "dies instantly": "即座に死亡する", "dies)": "死亡）", "dies; blocked after quest \"": "が死亡。クエスト完了後に封鎖：\"", "dies; blocked once": "が死亡。一度封鎖されます", "dietary rules": "食事ルール", "difficulty": "難易度で同一です", "difficulty scales material costs x0.34–x1.66 and mood -": "難易度は素材コストをx0.34〜x1.66に、ムードを-", "difficulty scales monster health & damage (up to x2 on Devastation) plus respawns 600–1200 min, while": "難易度はモンスターの体力とダメージを上昇させ（壊滅で最大x2）、リスポーンは600〜1200分になります。一方、", "difficulty scaling": "難易度スケーリング", "difficulty setting scales monster stats through": "難易度設定は、次を通じてモンスターのステータスをスケールします", "difficulty. Nothing multiplies the drop tables themselves.": "難易度ほど大きくなります。ドロップテーブル自体を倍化するものは何もありません。", "diminishing returns": "収穫逓減", "division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.": "分割はすでにこのように動作する）。最終フロアがフェーズ5のボスフロアとなり、ボスが生成され、それを倒すと地域がクリアされ、次の地域が開放される。", "dmg /": "ダメージ /", "do if the developers activate it.": "開発者が有効化した場合に行うであろう動作。", "do if the developers wire it up.": "開発者が実装した場合に。", "documents what each": "が各", "dodged or missed": "回避または命中失敗した", "does not scale with the caster's attack power": "使用者の攻撃力に応じて増加しません", "does not use ammo - only a bow does.": "弾薬は使用しません。使うのは弓だけです。", "door-to-door": "ドアからドアへ", "doubles": "2倍にします", "dps": "dps", "drain energy from their surroundings, slowly turning parts of the continent into": "周囲からエネルギーを吸い取り、大陸の一部を徐々に次のものへと変えていきます：", "drains": "減らし", "drop: {#}": "ドロップ: {#}", "drops": "ドロップ", "drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "が一定レベル以下に低下すると、ユニットは自動的に食物を探して食べるようになり、<color=#ccb", "dsb-atk-row dsb-buffstep": "dsb-atk-row dsb-buffstep", "dsb-av-none\">?": "dsb-av-none\">?", "dsb-cardgrid dsb-dense": "dsb-cardgrid dsb-dense", "dsb-compsec-h crumb": "dsb-compsec-h crumb", "dsb-formula dsb-tip": "dsb-formula dsb-tip", "dsb-guestcell dsb-majcell": "dsb-guestcell dsb-majcell", "dsb-guestgrid dsb-lay-": "dsb-guestgrid dsb-lay-", "dsb-inscslot filled": "dsb-inscslot filled", "dsb-inscslot filled tree": "dsb-inscslot filled tree", "dsb-inscslot free": "dsb-inscslot free", "dsb-nonfight dsb-saveloc": "dsb-nonfight dsb-saveloc", "dsb-portrait dsb-portrait-none": "dsb-portrait dsb-portrait-none", "dsb-rehide dsb-rehide-inline": "dsb-rehide dsb-rehide-inline", "dsb-spoilcover bsec-cover": "dsb-spoilcover bsec-cover", "dsb-spoilcover dsb-spoilcover-page": "dsb-spoilcover dsb-spoilcover-page", "dsb-topstat dsb-majcell": "dsb-topstat dsb-majcell", "dsb-tree dsb-treepick": "dsb-tree dsb-treepick", "dsb-tree on": "dsb-tree on", "due to the corrupt magic flowing from": "から流れ出る堕落した魔力によって", "dungeon depletion, debuff and recovery": "ダンジョンの消耗、デバフ、回復", "dungeon phase 5": "ダンジョンフェーズ5", "dungeon rooms": "ダンジョン部屋", "durability": "耐久度", "durability.": "です。", "during": "中", "eat anything - their racial mood quirk is": "何でも食べる。彼らの種族的な気分の癖は次のとおり：", "edits did work. See": "編集が効いた。参照：", "eff": "実効", "effect (see the note under the table).": "効果です(表の下の注記を参照)。", "effect, when a unit has it, restores durability every second while active.": "効果は、ユニットが持っている場合、発動中は毎秒耐久度を回復します。", "effect, which": "効果が付き、これは", "emotion bubbles": "感情バブル", "empty / unreleased": "空 / 未実装", "encirclement": "包囲", "ending - it does not clear the region or unlock Festering Burrow (": "の結末であり、地域をクリアしたり、ただれた巣穴を解放したりはしません（", "enemy": "敵", "energy": "エネルギー", "engaging, and who gets hit": "交戦、そして誰が攻撃されるか", "enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)": "不十分です。ゲームはステータスボーナスをユニットのステータスブロックに焼き込み、ロード時に再計算しません。両方の箇所を一貫して編集する必要があります。)", "enum, driven every time a unit moves by": "列挙型、ユニットが移動するたびに次によって駆動されます", "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "環境条件（認知±30%）と認知+3のエリクサーは、次のように読むのが妥当です：", "equal to 150% of": "の150%に等しい", "equal to 250% of": "250%に等しい、", "equal to 300% of": "300%に等しい", "equal to {1}% of": "{1}%に等しい", "equip bonuses": "装備ボーナス", "equip defaults": "初期装備を装備", "equip the weapon, no skill points": "武器を装備、スキルポイント不要", "equipment items": "装備アイテム", "equipped": "装備中", "event": "イベント", "event choices": "イベント選択肢", "event nodes": "イベントノード", "event random mappings": "イベントのランダム割り当て", "event, opened by using the": "イベントは、次のアイテムを使用して開きます：", "events": "イベント", "every": "あらゆる", "every 10 seconds. This effect cannot stack.": "10秒ごと。この効果は重複しない。", "every level-up": "レベルアップごとに", "every skill, sortable": "全スキル、並べ替え可能", "every time you land a": "を決めるたびに", "everything below exists fully authored in the game files (names, effects, dev notes) but has no live acquisition path - no pool weight, no event, no recipe. Listed here as future special recruits; details may change before release.": "以下のすべてはゲームファイル内に完全に作成されて存在します（名前、効果、開発メモ）が、実際の入手経路はありません。プールウェイトもイベントもレシピもありません。将来の特別募集としてここに掲載します。詳細はリリース前に変更される可能性があります。", "evolves from {#}": "{#} から進化", "exhaustion": "疲労", "exist in the game data but contain no skills yet. A recruit's": "はゲームデータ上に存在しますが、まだスキルが含まれていません。採用ユニットの", "expand all equipment stats": "すべての装備ステータスを展開", "expected": "期待値", "expected per hit": "1ヒットあたり期待値", "explored-ground apron": "explored-ground apron", "fall; Mood below 0 makes Stress rise proportionally.": "が下がる。気分が0を下回るとストレスが比例して上昇する。", "false": "false", "farm crop.": "農業作物。", "farming spots": "農業スポット", "farthest sight": "最も遠い視界", "feeding, diets and settler mood": "給餌、食性、入植者の気分", "feeds the burn DoT and detonator terms below (not a computeBuild token).": "下記の燃焼DoTおよび起爆項に影響します（computeBuildトークンではありません）。", "fewer": "少なく", "fgroup ftop": "fgroup ftop", "field does nothing on current builds; the only save-side lever is the previous region's": "フィールドを編集しても現行ビルドでは何も起こらない。セーブ側で唯一効くのは前の地域の", "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live": "ファイルで、キャンペーンのオートセーブごとに1つ（各およそ1〜2 MB）です。それらと並んで、", "filled at runtime - a unit's name or per-Decision text": "実行時に埋め込まれます。ユニット名または決定ごとのテキスト", "filters dsb-facefilter": "filters dsb-facefilter", "final": "最終", "fire": "は", "fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320.": "拠点で発生します（ダンジョン内ではない）。生存している開拓者が最低1名必要。イベントクールダウン4320で繰り返し可能です。", "fixed events": "固定イベント", "flag is set and re-opens each cleared region's neighbour (": "クリア済みの各地域の隣を再開放します（", "flag on current builds - unlock state is re-derived on every load, so the edit does nothing (": "現在のビルドでは、アンロック状態はロードごとに再導出されるため、編集しても何も起きません(", "flag on each stat: some are": "各ステータスのフラグ。一部は次のもの：", "flag that drives the unlock chain. See": "これが解放の連鎖を駆動する。参照：", "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "フラグが確かにあり、双方を別々に扱える可能性を示唆しますが、それは推定であって確定した仕様ではありません。", "flat": "固定値", "flat 3 magic damage per stack, every second": "1秒ごとにスタックあたり固定3魔法ダメージ", "flat 5 physical damage per stack, every second": "1秒ごとにスタックあたり固定5物理ダメージ", "flat amount per stack, per second": "1スタックあたり毎秒の固定量", "flat, does not scale with attack power": "固定値、攻撃力に依存しない", "floor-sim rollFloor:": "floor-sim rollFloor:", "floors": "階層", "folded into the stat sheet.": "ステータスシートに組み込まれています。", "follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.": "は固定ダメージを差し引くのではなく、逓減曲線に従う。値Rは被ダメージをおよそR /（100 + R）だけ削減する。つまり被ダメージに約100 /（100 + R）を掛けることになる。よって耐性は常に有用だが、完全な無敵には決して達しない。", "for": "対象", "for 10 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "10秒間、対象の味方ユニットに。3タイル以内の近くの味方ユニットに最大4回バウンドして、同じ効果を付与します。", "for 10 seconds, dealing 30% of": "10秒間、30%を与える", "for 10 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "10秒間。1体のユニットが同時に召喚できるバブリングは最大2体まで、1マップに存在できるバブリングは最大4体です。", "for 10s": "10秒間", "for 12 seconds and deals damage equal to 100% of": "12秒間に渡って、100%の値に等しいダメージを与え、", "for 12 seconds and deals damage equal to 200% of": "12秒間に渡って、200%の値に等しいダメージを与え、", "for 180 seconds.": "180秒間。", "for 180s": "180秒間", "for 2 days. The first breakdown is survivable; only a": "に2日間入ります。最初の崩壊は生き延びられますが、", "for 2 seconds.": "2秒間。", "for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "30秒間、対象の味方ユニットに。3タイル以内の近くの味方ユニットに最大4回バウンドして、同じ効果を付与します。", "for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "30秒間。1体のユニットが同時に召喚できるバブリングは最大2体まで、1マップに存在できるバブリングは最大4体です。", "for 300s": "300秒間", "for 3s": "3秒間", "for 5 seconds.": "5秒間。", "for 5 seconds. The attack lasts for 5 strikes.": "5秒間。攻撃は5回持続する。", "for 600s": "600秒間", "for 720s": "720秒間", "for a": "のための", "for a heal, and a blue": "は回復、青の", "for a shield/barrier - all positive, so they sort together by size. Blank for monster skills, whose amount depends on the casting monster and the difficulty tier (see the skill's own page). The": "はシールド/バリアです。すべて正の値なので大きさ順に一緒に並びます。モンスタースキルは使用モンスターと難易度で値が変わるため空欄です(スキル個別ページ参照)。", "for a shield/barrier - all positive, sorted together by total. Monster skills show their stated percent too; the concrete numbers per difficulty are on each skill's own page. The": "はシールド/バリアです。すべて正の値で合計順に並びます。モンスタースキルも記載の%を表示し、難易度ごとの実数値は各スキルのページにあります。", "for alert scouts, as low as": "が警戒斥候、最小で", "for all quest-recruitable and future special characters.": "すべてのクエスト勧誘キャラクターおよび将来の特別キャラクターについて。", "for combat scaling,": "が戦闘スケーリング用、", "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:": "があります。才能評価は、ユニットがレベルアップするたびにそのステータスがどれだけ成長するかを決めます。評価は5段階に分かれます：", "for each variant.": "各バリエーションについて。", "for effects that item pages described in full.": "アイテムページで完全に説明されたエフェクト用。", "for every": "につき", "for machine-consumption notes.": "の機械利用向け注記もご覧ください。", "for mitigation purposes - the element labels on spells are only a UI color, and enemies have just two defensive stats,": "軽減の観点では存在しない。呪文の属性ラベルは単なるUIの色でしかなく、敵は次の2つの防御ステータスしか持たない：", "for most monsters, up to": "がほとんどのモンスター、最大で", "for per-item obtainability.": "のアイテムごとの入手可否を参照してください。", "for sluggish ones), choose day or night, and toggle Night Vision or your own Stealth. The full mechanics - line of sight, the awareness meter, aggro correction and the perception myth - are on the": "が鈍重なもの）、昼か夜を選び、夜間視界や自分の隠密を切り替えます。完全なメカニクス（視線、認識メーター、アグロ補正、知覚の俗説）は", "for the economy).": "が経済用）。", "for the rest of the expedition.": "に変換され、探索の残りの間続きます。", "for their aptitudes and lore.": "で適性と設定を確認できます。", "for {#}s": "{#}秒間", "for {0} seconds to all enemy units adjacent to the target.": "対象に隣接するすべての敵ユニットに{0}秒間。", "for {0} seconds, dealing {2}% of ...": "{0}秒間、{2}%のダメージを与える...", "for {0} seconds.": "for {0} seconds.", "for {1} seconds.": "{1}秒間。", "forward rather than granting items.": "を前進させます。", "free": "無料", "free random settler": "無料のランダム開拓者", "free, the next comes at level": "空き、次はレベル", "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.": "を5（満タン）から0（完全に消耗）まで管理します。同じフロアを繰り返し狩ると、そのカウンターが減っていきます。時間が経つとタイマーで回復します。", "from these pre-authored area templates: one is rolled per camp slot (higher": "を組み立てます。キャンプスロットごとに1つが抽選され（値が高い", "full mechanics ›": "全メカニクス ›", "future": "将来", "gain": "獲得", "game systems": "ゲームシステム", "gameplay": "ゲームプレイ", "gated": "制限付き", "gated (no craft/drop/trade/event source)": "制限あり（制作/ドロップ/取引/イベントの入手元なし）", "gated unobtainable": "入手不可（ゲート）", "gatherable resource node": "採集可能な資源ノード", "generated on the fly when the level-up screen opens": "レベルアップ画面を開いたときにその場で生成され", "get it on Steam": "Steamで入手", "gets lower.": "gets lower.", "getting hit": "被弾", "give +10% hit and +5% crit per surrounding unit, from the first, with no stack cap - and symmetrically (enemies surrounding your units would benefit too).": "周囲のユニット1体につき命中+10%、クリティカル+5%を最初の1体から与え、スタック上限はありません。そして対称的に（あなたのユニットを囲む敵も同様に恩恵を受けます）。", "gives": "は次を与える：", "gold": "ゴールド", "grants": "付与", "grants Mood +3, the": "は気分+3を与え、", "grids": "グリッド", "group sb-dmg": "group sb-dmg", "group sb-set": "group sb-set", "guaranteed on every floor": "全階層で確定", "guard": "ガード", "guide.": "ガイド。", "guild officer": "ギルド将校", "handling surcharge for each inscription": "刻印ごとの取扱い追加料金", "hard cap": "厳密な上限", "harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:": "有害なものが抽選される。有害な効果はユニットを弱体化させ（例：ステータス−30%、命中率低下、吐き気）、あるいはモンスターを強化するため、あなたのダメージと生存力に直接響く。段階ごとの数：", "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "最も厳しいマイナスの環境ステータスデバフ（各主要ステータスに-30%）を攻撃側に反映します。", "has": "所持", "has 205 + 9x20 =": "は 205 + 9x20 =", "has been killed 1×": "1×討伐済み", "has been killed 1×; blocked after quest \"": "を1回撃破済み。クエスト完了後に封鎖：\"", "has no": "には次がありません:", "has two modes:": "には2つのモードがあります：", "hatches into": "孵化して次になる", "have no maximum defined in the tables (see the note above).": "はテーブル上で最大値が定義されていません（上記の注記を参照）。", "healed.": "回復。", "healing": "回復", "heals you for a percentage of the damage you deal. The three inscription grades add a": "は与えたダメージの一定割合を回復します。3段階の刻印は", "health/energy ratios - summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.": "体力/エネルギー比を反映して出現する。負傷した状態で生物を召喚すると、それも負傷した状態で現れる。召喚物はまた、召喚者から約5タイルの範囲につながれている。", "heavy hits (protects both weapon and armor),": "大ダメージを受ける被弾を避ける（武器と防具の両方を守る）、", "helpful and": "有益なものが", "here from your extra trees": "追加ツリーからここに", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.26 data yet.": "とされているのは、発表された初期特性の再構築です。再構築された特性やステータスはDS_B.0.3.26のデータにはまだ存在しません。", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.40 data yet.": "とされているのは、発表された初期特性の再構築です。再構築された特性やステータスはDS_B.0.3.40のデータにはまだ存在しません。", "hidden": "隠れている", "hidden by default": "デフォルトで非表示", "hidden: recruit weight 0, never rolled)": "非表示：募集重み0、抽選対象外）", "hide": "hide", "hide spoiler": "ネタバレを隠す", "hide traits & skills too": "特性とスキルも隠す", "hide where/how to find things": "入手場所や方法を隠す", "hit harder - on": "攻撃も強くする。", "hours": "時間", "housing rooms": "居住部屋", "how new regions open up": "新しい地域が解放される仕組み", "how region unlocks work": "地域の解放の仕組み", "html.dsb-mode-sf body:not(.dsb-applied)": "html.dsb-mode-sf body:not(.dsb-applied)", "hunger": "空腹", "icons reload": "アイコン再読み込み", "identify the entity type and its table:": "はエンティティの種類とそのテーブルを示します：", "if activated (no effect in this build)": "有効化された場合（このビルドでは効果なし）", "if the slot is NULL, the boss doesn't exist and the region won't unlock the next one": "スロットがNULLならボスは存在せず、その地域は次の地域をアンロックしません", "imported": "インポートした", "in Tutorial floors 1-4 (~100% per floor)": "チュートリアル 階層1-4（各階 約100%）", "in dungeons and": "in dungeons and", "in exchange for a permanent": "引き換えに恒久的な", "in its material tier - pick a set below.": "の素材ティアにはありません - 下でセットを選択してください。", "in other teams": "他のチームに", "in settlements.": "in settlements.", "in the constant": "を定数", "in the melee/range reflect rows.": "の近接/遠隔反射行に設定されています。", "in this build yet.": "はこのビルドにまだありません。", "in this build.": "はこのビルドにありません。", "in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.": "があります：コモン18、アンコモン31、レア44、レジェンダリー3。", "in your settlement, or a": "、または探索に配置した", "in {#}": "{#} 内", "in ~": "約", "in-game time, about {#} of play at 1x speed": "ゲーム内時間、1倍速で約{#}のプレイ時間", "increases as Mood gets lower": "気分が低いほど増加する", "increases by 35% for 15 seconds.": "15秒間35%増加します。", "increases by 35% for 5 seconds.": "5秒間35%増加します。", "increases by {1}%,": "increases by {1}%,", "increases by {1}%, and the weight of the equipped shield becomes 0.": "increases by {1}%, and the weight of the equipped shield becomes 0.", "increases by {2}%, and the w...": "increases by {2}%, and the w...", "increases when Leveling Up....": "レベルアップ時に増加する…。", "index (": "インデックス（", "index means.": "インデックスの意味を説明します。", "index.json": "index.json", "indirectly": "間接的に", "individual affecters": "個別アフェクター", "individual traits": "個人特性", "individually capped: Low-grade": "ため、等級ごとに: 低級", "infinite load": "無限ロード", "input my stats": "自分のステータスを入力", "inscription": "刻印", "inscription odds": "刻印の確率", "inscription odds & Inscription of Perfection": "刻印の確率＆完璧の刻印", "inscriptions": "刻印", "inscriptions:": "刻印：", "instantly kills any non-boss enemy the moment it takes damage while at": "は、ボス以外の敵が合算HPの", "integer": "整数", "interactive character planner": "インタラクティブなキャラクタープランナー", "is": "は", "is a combo of skills, passives and status effects that produces an outsized result. This list is rated honestly:": "は、突出した結果を生むスキル、パッシブ、状態効果の組み合わせです。このリストは率直に評価しています:", "is a configurable what-if (type a Magic and Physical Attack). Pick a": "は設定可能な仮想値です（魔法攻撃と物理攻撃を入力）。次を選び、", "is a flat 50% damage reduction, and": "は固定50%のダメージ軽減で、", "is a minimum layout that satisfies every gate at once: a floor of exactly the minimum area (countable cell grid), walls, floor and a door of the cheapest tier passing the Wall/Floor Q gate, the required furniture at its true occupied footprint, and a minimum decoration set reaching the Deco Q total - all drawn with the game's own tiles and sprites at in-game scale. Replicate the preview and the room qualifies.": "は、すべての条件を同時に満たす最小レイアウトです。ちょうど最小面積の床（数えられるセルグリッド）、壁の品質条件を通過する最安ティアの壁・床・ドア、実際の占有範囲に置かれた必要家具、そして装飾品質の合計に達する最小限の装飾セット。すべてゲーム本来のタイルとスプライトをゲーム内スケールで描いています。このプレビューを再現すればルームは条件を満たします。", "is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "は独立したエンドレスダンジョンモードで、遠征マップ上の空の忘れられた深淵地域とは別物です。部分的に実装されています。", "is above a certain threshold.": "が一定の閾値を超えているとき。", "is how far it spots and chases you.": "はあなたを発見して追跡する距離です。", "is it in the game?": "ゲーム内にありますか?", "is its raw pick weight inside the pool.": "は、プール内での生の抽選重みです。", "is killed (": "を倒すと（", "is killed her dungeon spawn is blocked and she relocates to the Festering Burrow safe floor (reward / trade / recruit dialogue only).": "が倒されると彼女のダンジョン出現がブロックされ、ただれた巣穴の安全なフロアに移動します（報酬／取引／募集ダイアログのみ）。", "is left out of the calculator on purpose - it cannot stack and its exact tick rate is unconfirmed (see the note under the table).": "は意図的に計算機から除外されています。スタックできず、正確なティック間隔が未確認だからです(表の下の注記を参照)。", "is on - the default from Hard upward - monsters grow": "が有効なとき（ハード以上ではデフォルト）、モンスターは", "is one use of the attack against the": "は、次の対象に対する攻撃1回分です：", "is rapidly turning the entire continent into": "は大陸全土を急速に…へと変えつつある", "is replaced with the settler's own name.": "入植者自身の名前に置き換えられます。", "is replaced with the settler's own name. One variant is rolled per settler.": "は入植者自身の名前に置き換えられます。入植者ごとに1つのバリエーションが抽選されます。", "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "は単に被弾量の100%です。データ上、絶対値や1発あたりの上限はありません。", "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "は、エネルギー1あたりのダメージ（効率）です。無料の通常攻撃はエネルギーを消費しないため、", "is the average hit of one cast with the caster's critical chance folded in (crit multiplier weighted by crit chance), before any enemy resistance - the metric both tables are ranked by.": "は、使用者のクリティカル率を織り込んだ1回詠唱の平均ヒット（クリティカル倍率をクリティカル率で加重）で、敵の耐性適用前の値です。両テーブルはこれでランク付けされます。", "is the campaign floor a monster spawns on (1-5), blank for creatures with no fixed floor (summon-only forms and units whose spawns sit outside the tracked floor tables).": "はモンスターがスポーンするキャンペーン階（1〜5）で、固定の階を持たない生物（召喚専用形態や、スポーンが追跡対象の階テーブル外にあるユニット）では空欄になります。", "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "が上限)。上のいずれかを削除するか、追加スキルツリーを外して別の枠を作ってください。", "is the expected hit a stock caster lands per cast at the level cap (blank for monster skills, whose hit depends on the casting monster and the difficulty tier - see the skill's own page). The": "はレベルキャップでストック キャスターが投げるキャストあたりのヒット数です (モンスタースキルの場合は空白、ヒット数はモンスターと難易度によって異なります。スキルのページを参照してください)。", "is the odds of getting that item on a single open, kill or gather;": "は、1回の開封、討伐、または採取でそのアイテムを入手する確率です。", "is the one hard counter to detection. The in-game text: \"発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。\"": "は発見に対する唯一の明確な対抗手段です。ゲーム内テキスト：「発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。」", "is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working 沈黙のヴェール and doubles as a": "は現在のビルドで徴募できる唯一の名前付きダンジョンNPCです。彼女は沈黙のヴェールで活動するモンスターハンターで、同時に", "is the raw per-cast amount a stock caster produces at the level cap (stat x coefficient x hits, before crit and damage-bonus multipliers), and it reads three ways: a plain number for a hit, a green": "は、標準キャスターが最大レベルで1回の使用で出す生の数値です(ステータス x 係数 x ヒット数、クリティカル/ダメージボーナス適用前)。表示は3通り: 通常の数字は攻撃、緑の", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 46 written resolutions across 7 categories; 19 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "は集落の意思決定システムで、ゲーム内での正式名称でもあります。時折、拠点で方針が提示されます。報酬付きの短い状況で、引き受けることができます。ゲームはカテゴリで重み付けし、クランランクで制限したうえで1つをランダムに選び、条件を満たすまでクエストとして進行させます。7カテゴリにわたって46件の記述済み探索方針があり、さらに19件（すべてクランランク3）はプレースホルダーで、プロンプト文がまだ書かれていません。以下では次のように表示されます", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories; 1 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "は集落の意思決定システムであり、ゲーム自体の名前です。 時々、基地で決議が提示されます。報酬がある短い状況です。 ゲームは、カテゴリーの加重によってランダムに1つを選択し、あなたのクランランクによってゲートされます。その後、その条件を満たすまでクエストとして実行されます。 7つのカテゴリーにわたって65の決議があります。 1つ以上（すべてのクランランク3）はプレースホルダーコンテンツで、プロンプトテキストがまだ書かれていません。以下のように表示されます", "is the stated attack-power percentage from the skill's own description (multi-hit skills read hits×percent), and it comes in three colors: plain for a hit, a green": "は、スキル説明に記載された攻撃力の割合です(多段ヒットはヒット数×%で表示)。色は3種類です: 通常は攻撃、緑の", "is this simulator's own. Looking for plain numbers instead? See": "はこのシミュレーター独自のものです。代わりに単純な数値をお探しですか？こちらを参照", "is two-handed - it occupies both hands, so no shield or torch.": "は両手武器です。両手を使うため、盾やたいまつは持てません。", "is walk speed (100 = normal) and": "は歩行速度（100 = 通常）で、", "is worth building around, and": "は中心に据えて構築する価値あり、", "is, the more damage is dealt.": "is, the more damage is dealt.", "is-percent": "is-percent", "it.": "それを", "item - names exactly one character:": "。1名のキャラクターだけを名指ししています：", "item list": "アイテム一覧", "items": "アイテム", "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "物理攻撃力は 13.5 + 1x20 + 0.5x15 + 0.5x12 =", "its aura": "そのオーラ", "its contents are granted by the dungeon event that places it, not a fixed table.": "その内容は、固定表ではなく、それを配置するダンジョンイベントによって付与されます。", "its per-kill drop rate, a": "は撃破ごとのドロップ率、", "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "は開封ごとの確率を示します。任意の列で並べ替えできます。下の詳細ソース表に完全な内訳があります。", "joins your settlement": "集落に加わります", "keep unveiled spoilers unveiled": "公開済みのネタバレは公開のまま維持", "killed at least 1×": "少なくとも1×討伐", "killed at least 1×; never after": "を最低1回撃破。以降は表示されません", "killed at least 1×; requires quest \"": "少なくとも1回倒した；クエスト必須 \"", "killing the Red Monster Rat": "赤いモンスターネズミの討伐", "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "だけがユニットを死亡させます。生存者は12日間の崩壊後遺症を負います。", "lays out a fresh floor each click. Type or paste a seed first to reproduce that exact floor - the seed is saved in the page URL, so any roll is shareable as a link.": "クリックごとに新しい階を配置します。特定の階を再現するには、まずシードを入力または貼り付けてください。シードはページURLに保存されるため、どの抽選もリンクとして共有できます。", "left to right": "左から右へ", "less dmg": "ダメージ減", "lethal": "致死", "level": "レベル", "level 1 (fresh)": "レベル1（初期）", "level 5": "レベル5", "level component": "レベル要素", "level thresholds, mana stones, race bonuses": "レベル閾値、マナ石、種族ボーナス", "level up": "レベルアップ", "level-up prayer": "レベルアップの祈り", "lifesteal-style effects are the missing-HP ones covered above: the": "のライフスティール系効果は上記の減少HP系のもので、", "light blue": "水色", "lines connect a prerequisite to what it unlocks - corner": "線は前提条件とそれが解放するものを結びます - 角の", "list has every skill in one sortable, filterable table.": "の一覧では、すべてのスキルを並べ替え・絞り込み可能な1つの表にまとめています。", "list with parallel": "リストと並列の", "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "スキルをアイコンとして一覧表示します。1つにカーソルを合わせると、その攻撃の射程と範囲が実際のダンジョン部屋上に描画されます。", "live": "現在の", "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "のライブアニメーション。シートはゲーム本来のスプライト（2倍スケール）で、フレームのタイミングは概算です。アニメーションは画面に表示されている間のみ再生されます。", "llms.txt": "llms.txt", "location": "場所", "loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot": "戦利品。ドロップ量、ドロップ率、アイテム品質はどの難易度でも同じです。戦闘難易度が戦利品に影響するのは", "lowers": "下げる", "lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.": "ダメージ数値が下がり、摩耗も減ります。被弾を軽減する防具は文字どおり長持ちします。", "lv1->2 {1}, lv2->3 {2} .... In other words, refers to the item 'quantity' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "lv1->2 {1}、lv2->3 {2} .... つまり、各レベルから次のレベルへレベルアップするために必要なアイテムの「数量」キー値を指す。{0}は未使用のプレースホルダーで、その値は\"None\"に固定されている。", "lv1->2 {1}, lv2->3 {2} .... 즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 '수량' 키값을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "lv1->2 {1}, lv2->3 {2} .... つまり、各レベルから次のレベルへ上がるために必要なアイテムの「数量」キー値を意味する。(0}は使用しないプレースホルダーであり、値は\"None\"で固定する。", "lv1->2{1},": "lv1->2{1},", "lv2->3{2}.... In other words,": "lv2->3{2}.... つまり", "lv2->3{2}....즉": "lv2->3{2}....つまり", "macOS (native Steam build)": "macOS（ネイティブSteamビルド）", "macOS path": "macOSのパス", "magic": "魔法", "magic -> staves": "魔法 -> 杖", "magic attack": "魔法攻撃力", "main": "メイン", "main chain (Main0-8) ends with killing the": "メインの流れ（Main0-8）は、次の敵を倒すことで終わる：", "major": "主要", "major stats": "主要ステータス", "malus": "マイナス", "mana stone": "マナ石", "mana stones": "マナ石", "management": "管理", "management difficulty": "管理難易度", "mandatory": "必須", "manual stats": "手動ステータス", "max stacks": "最大スタック", "maximum": "最大", "mean \"3× ITEM_CopperIngot\" - split on the final": "は「3× ITEM_CopperIngot」を意味します。最後の", "means different things by source - a": "ソースによって意味が異なります - ", "means low investment for a huge payoff,": "は少ない投資で大きな見返り、", "mechanics guides": "メカニクスガイド", "melee x1.3": "近接 x1.3", "mental breakdown": "精神崩壊", "mental breakdown at 100": "100で精神崩壊", "merchant stock": "商人の在庫", "min": "分", "modified": "変更", "modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are": "の修正値（クリティカル確率、命中/回避/ガード確率、ライフスティール、与/被ダメージ、体力回復、獲得経験値）、そして一部は次のもの：", "monster HP and attack. See the full economy/management axis on the": "モンスターのHPと攻撃を。経済/管理の軸の全体は次を参照してください", "monster abilities": "モンスターの能力", "monsters -": "モンスター -", "mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "野菜を食べると気分ペナルティを獲得しますが、肉のみの食事のペナルティは無視します。", "mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "肉を食べると気分ペナルティを獲得しますが、野菜のみを食べる際の通常の気分ペナルティは無視します。", "mood stays below -3 for a sustained stretch triggers the": "気分が一定期間-3を下回り続けた部隊は、次を発生させる：", "mood value": "気分値", "mood {#} x {#} per minute": "気分 {#} x {#} 毎分", "mood × -0.03": "気分 × -0.03", "morale-crisis event.": "士気の危機イベント。", "more": "多く", "more in other teams": "他のチームにさらに", "name + stats on each chip": "各チップに名前とステータスを表示", "name vs. effect": "名前と効果", "nav.secnav .secnav-l": "nav.secnav .secnav-l", "nearsighted": "近視", "needs a bow": "弓が必要", "needs the right role or setup. Because": "は適切な役割や構成が必要です。", "never": "なし", "never after": "それ以降は不可", "new things": "件の新規", "new things -": "件の新規 -", "no": "いいえ", "no Water (or Fire/Nature) combat element": "戦闘上の水（あるいは火/自然）属性は存在しない", "no change": "変化なし", "no combat code reads it": "戦闘コードはこれを一切読み取っていません", "no damaging skill in the data": "データにダメージスキルがありません", "no effect": "効果なし", "no effect on anyone": "誰に対しても効果がない", "no known source": "既知の入手先なし", "no map": "マップなし", "no map{#}for this template": "このテンプレート用のマップ{#}がありません", "no matches": "一致なし", "no stat modifiers": "ステータス補正なし", "no target / raw damage": "対象なし / 素のダメージ", "no tick-interval field": "ティック間隔のフィールドが存在せず", "no weapon": "武器なし", "non-stacking": "スタックしない", "none": "なし", "none - all at baseline": "なし：すべて基準値", "normal event nodes": "通常イベントノード", "not": "ない", "not active in this build": "このビルドでは有効になっていません", "not enough SP for the cheapest skill left": "残りの最安スキルに必要なSPが足りません", "not enough main SP": "メインSPが足りません", "not enough sub SP": "サブSPが足りません", "not in a learnable tree": "習得可能なツリーにはない", "not in any team": "どのチームにも属していません", "not in game": "ゲーム内に存在しない", "not instant": "即座ではありません", "not obtainable or playable yet": "まだ入手もプレイもできない", "not obtainable yet": "まだ入手不可", "not saved yet": "まだ保存されていません", "not stream, share, o...": "ストリーム配信、共有、または公開的な公開をしないでください。", "not wired into the combat code": "戦闘コードに組み込まれていない", "nothing": "なし", "notice dsb-guestcard": "通知 dsb-guestcard", "notice dsb-hybridnote dsb-tip": "notice dsb-hybridnote dsb-tip", "notice dsb-tip": "notice dsb-tip", "now": "現在", "npcspawn conditions": "NPC出現条件", "nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in": "催促イベントが発動し（停滞3日、クールダウン72時間）、蓄積した低い気分は次で説明されるストレスの悪循環を助長します：", "null": "null", "of": "の", "of 20 Shells you are carrying 20 one-hit blocks; the underlying Shell status itself can technically hold up to 99, but this inscription stops feeding it at 20.": "殻20個の上限では、20回分の1撃ブロックを持つことになります。基盤となる殻ステータス自体は技術的には最大99まで保持できますが、この刻印は20で供給を止めます。", "of 372 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.26. See the": "は、ゲームデータ上で入手経路がありません（レシピ、ドロッププール、商人、イベント付与、周回リンク、シナリオ開始のいずれもなし）。これらはDS_B.0.3.26では実質的に未開放/未実装です。詳しくは", "of 381 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.40. See the": "381個のアイテムのうち、ゲームデータに取得ルートがない（レシピ、ドロッププール、商人、イベント付与、ファームリンク、シナリオスタートなし）- これらはDS_B.0.3.40で事実上ゲート/リリースされていません。 を参照してください。", "of the same monster on Hard.": "（ハードの同じモンスター比）。", "of the {#} energy pool": "{#} エネルギープールの", "of unbroken sight, only ~4 seconds of real time at 1x speed. Cross a monster's view briefly and you can often clear it before it commits; attacking one, of course, drops it straight into combat.": "の途切れない視認、1倍速では現実時間で約4秒だけです。モンスターの視界を短時間横切るだけなら、踏み切る前に抜け出せることが多いです。もちろん攻撃すれば、そのモンスターは即座に戦闘状態になります。", "of {#} HP": "{#} HP の", "offering": "供物", "ok": "OK", "omnivore": "雑食", "on allies": "味方に", "on anyone, player or monster. The numbers below are what it": "。プレイヤーにもモンスターにも影響しません。以下の数値は、それが行うであろうものです", "on dsb-rm": "dsb-rm 上", "on enemy": "敵に", "on equip": "装備時", "on that 3rd basic attack.": "その3回目の通常攻撃時。", "on the caster": "使用者に", "on the field": "をフィールド上で", "on the map": "マップ上", "on units in the area": "エリア内のユニットに", "on user": "使用者に", "on {#}": "{#}に", "once the": "以下の対象", "once you count the 10 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "消費するバブリングの召喚に費やした10エネルギーを含めた場合。表向きの1エネルギーのコストではそれが隠れている。", "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "消費するバブリングの召喚に費やした5エネルギーを含めた場合。表向きの1エネルギーのコストではそれが隠れている。", "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "消費するバブリングの召喚に費やした{#}エネルギーを計算に入れた場合の値です。表示上の{#}エネルギーのコストはそれを隠しています。", "one": "1つ", "one full day is 64,800 ticks": "丸1日は64,800ティック", "one in-game day passes in roughly 18 real minutes": "ゲーム内の1日は実時間でおよそ18分で経過します", "one-hit blocks.": "回分の一撃ブロックを保持します。", "one-shot": "単発", "only fires when you debuff an": "は敵にデバフを与えたときにのみ発動し、", "option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (": "オプションで待機エリアを飛ばして進めますが、ルールは地域ごとで、フロアルーティングのコードそのままです（", "optional": "任意", "or below, so you get warned before something breaks mid-fight.": "以下になると警告が表示されるため、戦闘中に何かが壊れる前に知らせてくれます。", "or the": "または", "orange": "オレンジ", "order matters": "順序が重要", "other entries": "その他の項目", "other entry": "その他の項目", "page - here it counts only as a non-stacking (capped-at-one) effect.": "ページで扱います。ここでは非スタック（上限1）の効果としてのみ数えます。", "page for conditions and rewards.": "のページを参照してください。", "page for every mood source and the standing modifiers in full.": "ページですべての気分源と常時修正値の詳細を確認してください。", "page for the quests they belong to.": "ページで、それらが属するクエストを確認できます。", "page) or a weapon basic attack / free weapon signature;": "ページ) または武器の基本攻撃 / フリー武器シグネチャ;", "page).": "ページ）。", "page);": "ページで閲覧できます）；", "page, which counts Poison only as a non-stacking (capped-at-one) effect.": "ページでは、毒はスタックしない(1で上限)効果としてのみ数えられています。", "page.": "ページ。", "parasitizing its body...": "parasitizing its body...", "passive": "パッシブ", "pays": "は", "peace returned once more, but": "平和は再び訪れましたが、", "penalty during the day.": "日中のペナルティ。", "per (at": "毎（", "per adjacent enemy": "隣接する敵 1 体につき", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 1.3 stacks stay up, for ~3.8/s sustained.": "適用ごと。固定値（耐性と攻撃力を無視）。命中ごとに再適用：この使用者の攻撃速度（0.6/秒）では約1.3スタックが維持され、約3.8/秒が持続する。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 10.6 stacks stay up, for ~53.1/s sustained.": "1回の付与あたり。固定値です(耐性と攻撃力を無視)。命中ごとに再付与され、この使用者の攻撃速度(0.6/秒)では約10.6スタックが維持され、持続的に約53.1/秒になります。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 11.2 stacks stay up, for ~55.8/s sustained.": "適用ごと。 それはフラットです（抵抗力と攻撃力を無視します）。 各ヒットで再適用されます: このキャスターの攻撃速度（0.6/秒）では、約11.2スタックが維持され、約55.8/秒の持続ダメージになります。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 12.6 stacks stay up, for ~37.8/s sustained.": "1回の付与ごと。固定値です (耐性と攻撃力を無視)。ヒットごとに再付与: この使用者の攻撃速度 (0.6/秒) では約12.6スタックが維持され、持続的に約37.8/秒になります。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 3.1 stacks stay up, for ~9.4/s sustained.": "適用ごと。固定値（耐性と攻撃力を無視）。命中ごとに再適用：この使用者の攻撃速度（0.6/秒）では約3.1スタックが維持され、約9.4/秒が持続する。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 6.3 stacks stay up, for ~18.9/s sustained.": "適用ごと。固定値（耐性と攻撃力を無視）。命中ごとに再適用：この使用者の攻撃速度（0.6/秒）では約6.3スタックが維持され、約18.9/秒が持続する。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 1.3 stacks stay up, for ~4/s sustained.": "適用ごと。固定値 (耐性と攻撃力を無視)。各ヒットで再適用: このキャスターの攻撃速度 (0.7/秒) で約1.3スタックが維持され、約4/秒継続", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 13.2 stacks stay up, for ~39.6/s sustained.": "適用ごとに。それはフラット（抵抗と攻撃力を無視）です。各ヒット時に再適用：このキャスターの攻撃速度（0.7/s）で約13.2スタックが発動します、約39.6/s持続。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 3.3 stacks stay up, for ~9.9/s sustained.": "1回の適用ごと。固定値(耐性と攻撃力を無視)。各ヒット時に再適用:このキャスターの攻撃速度(0.7/s)で約3.3スタックが継続し、毎秒約9.9/sの継続ダメージになります。", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 6.6 stacks stay up, for ~19.8/s sustained.": "適用ごと。固定値 (耐性と攻撃力を無視)。各ヒットで再適用: このキャスターの攻撃速度 (0.7/秒) で約6.6スタックが維持され、約19.8/秒継続", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed ({#}/s) about {#} stacks stay up, for ~{#}/s sustained.": "適用ごと。固定値です（耐性と攻撃力を無視）。ヒットごとに再適用：この使用者の攻撃速度（{#}/秒）で約{#}スタックが維持され、~{#}/秒で持続します。", "per energy (1 energy)": "エネルギーあたり（1エネルギー）", "per energy (2 energy)": "エネルギーあたり（2 エネルギー）", "per energy (3 energy)": "エネルギーあたり（エネルギー3）", "per energy (4 energy)": "エネルギーあたり（4 エネルギー）", "per energy (5 energy)": "エネルギーあたり（5 エネルギー）", "per energy (7 energy)": "エネルギーあたり（7エネルギー）", "per energy ({#} energy)": "エネルギーあたり（{#}エネルギー）", "per energy at 1 target,": "対象1体でエネルギーあたり、", "per floor": "階層あたり", "per level)": "レベルごと)", "per point of": "1ポイントあたり：", "per second (at attack speed)": "毎秒（攻撃速度に応じて）", "per second (from the 10 s cooldown)": "秒あたり (クールダウン10秒から)", "per second (from the 12 s cooldown)": "秒あたり（クールダウン12秒から）", "per second (from the 13 s cooldown)": "毎秒（13秒のクールダウンから）", "per second (from the 15 s cooldown)": "毎秒 (15秒のクールダウンから)", "per second (from the 16 s cooldown)": "毎秒(16秒のクールダウンより)", "per second (from the 18 s cooldown)": "毎秒 (18秒クールダウンから)", "per second (from the 20 s cooldown)": "毎秒 (20秒クールダウンから)", "per second (from the 30 s cooldown)": "秒あたり (クールダウン30秒から)", "per second (from the 6 s cooldown)": "秒あたり (クールダウン6秒から)", "per second (from the 8 s cooldown)": "1秒あたり（クールタイム8秒から）", "per second ({#})": "毎秒（{#}）", "per second at 1 target,": "対象1体で毎秒、", "per second sustained from Burning at this caster's attack speed (0.6/s)": "燃焼から持続する毎秒値（この使用者の攻撃速度0.6/秒時）", "per second sustained from Burning at this caster's attack speed (0.7/s)": "このキャスターの攻撃速度(0.7/s)での燃焼による毎秒の継続ダメージ", "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "オーラ＋燃焼から持続する毎秒値（この使用者の攻撃速度0.6/秒時）", "per second sustained from its aura + Burning at this caster's attack speed (0.7/s)": "このキャスターの攻撃速度 (0.7/秒) でオーラと燃焼から毎秒継続", "per second sustained from {#} at this caster's attack speed ({#}/s)": "この使用者の攻撃速度で{#}から維持される毎秒あたり（{#}/秒）", "per second vs {#}": "1 秒あたり (対 {#})", "per second. This effect cannot stack.": "1秒あたり。この効果はスタックできません。", "per stack": "スタックあたり", "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "スタックごとに毎秒。防御とシールドを無視し、攻撃力では変化しません。スタック数だけが影響します。", "per stack every second.": "毎秒スタックごとに。", "per surrounding unit": "周囲のユニット1体ごと", "per target": "対象ごと", "per target; chains to up to 8 targets within 3 tiles": "対象ごと。3タイル以内の最大8体に連鎖する", "percent": "数値", "percent-of-Max-HP": "最大HPの割合", "percentage": "パーセント", "phase": "フェーズ", "physical": "物理", "physical -> melee/bow": "物理 -> 近接/弓", "physical attack": "物理攻撃力", "pick a race first": "まず種族を選択", "pick a tree, full nodes": "ツリーを選んで全ノード表示", "picks two of your": "は、あなたの", "placeholders filled from the row's": "行の値から埋められるプレースホルダーが含まれ、", "pool - expand recursively and multiply percentages (p₁×p₂/100).": "プールを参照する場合があります。再帰的に展開し、パーセンテージを掛け合わせます（p₁×p₂/100）。", "possible rolls": "可能なロール", "possible rolls (exact roll not in the save):": "考えられる数値（正確な値はセーブにありません）：", "post-defense": "防御後", "practical read": "実践的な読み", "prayer": "祈り", "pre-barrier": "バリア適用前", "progression spoilers": "進行のネタバレ", "progressively": "徐々に", "protect your armor in the shipped game - the wear is calculated from the full pre-barrier damage. Only lowering the actual damage (resist, guard, dodge) helps.": "防具は守られません。摩耗はバリア適用前の全ダメージから計算されます。実際のダメージ（耐性、ガード、回避）を下げることだけが有効です。", "puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.": "、地域全体にドロップ率-50%のデバフがかかり、底をついたフロアは回復に15ゲーム内日かかります。", "quests": "クエスト", "quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your": "クエストは繰り返し可能な集落目標です。資源の備蓄、指定品質の部屋の建設、特定研究の完了、住民の気分の維持、ユニットの育成、エリート対象の討伐など、アイテムを与えるのではなく", "quests to move them along - they are not events you stumble onto. Click any row for its full dialog graph.": "クエストを発火させて進行させます。ランダムに遭遇するイベントではありません。各行をクリックすると、その完全なダイアロググラフを表示できます。", "quests, the tutorial and the main story to advance them - you do not run into them as random events. See the": "クエスト、チュートリアル、メインストーリーを進行させるために発火します。ランダムイベントとして遭遇することはありません。参照:", "race": "種族", "race modifiers:": "種族補正:", "race traits": "種族特性", "raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.": "は部屋の品質に応じてユニットの研究能力を高めます：おおよそ+30%（貧弱）から+150～210%（豪華/贅沢）のティアまでで、研究作業を速めます。", "random": "ランダム", "random affix": "ランダムな接辞", "random affixes": "ランダムな接辞", "random event": "ランダムイベント", "range": "射程", "range (0 tiles);": "射程 (0タイル);", "range (1 tile);": "射程（1タイル）;", "range (10 tiles);": "射程（10タイル）；", "range (12 tiles);": "射程 (12タイル);", "range (2 tiles);": "射程 (2タイル);", "range (3 tiles);": "射程 (3タイル);", "range (4 tiles);": "射程（4マス）；", "range (5 tiles);": "範囲（5タイル）;", "range (6 tiles);": "射程(6マス);", "range (7 tiles);": "射程（7マス）；", "range (8 tiles);": "射程(8マス);", "range and area on a dungeon room": "ダンジョン部屋における射程と範囲", "range and area shown on a dungeon room": "ダンジョンルームに表示される射程と範囲", "ranged x1": "遠隔 x1", "rank at": "ランクは次で上限となります：", "ranks": "ランク", "rather than being a fixed statline.": "に応じて変動する。", "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "が0に達すると、深い眠りに落ちて意識を失い、操作できなくなります。", "reaches its maximum, the unit enters a": "が最大に達すると、ユニットは", "read your clan units into the builder": "クランのユニットをビルダーに読み込みます", "reads the summoner's live stats": "召喚者のリアルタイムのステータスを読み取る", "real": "実時間", "real at 1x": "1倍速の実時間", "recipes": "レシピ", "record (she only appears there once the Golem has actually died).": "記録（彼女はゴーレムが実際に死んだ後にのみそこに現れます）。", "recovery, candidate refreshes and weather all run on it.": "回復、候補者の更新、天候はすべてこれに従って動きます。", "recreation": "娯楽", "recreation buildings": "娯楽施設", "recruit endorsi": "エンドルシを募集", "recruit-generation rolls:": "募集生成ロール:", "recruitable": "募集可能", "reduce that hit's damage to 1": "その一撃のダメージを1に軽減します", "reduces wear (the guard's damage reduction is applied before the durability math runs), and a": "は消耗を軽減し（ガードのダメージ軽減は耐久計算の前に適用される）、", "reflected": "反射", "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "吸収前の全量を反射します。跳ね返る量を減らせるのは、攻撃者の生ダメージ（あなたの耐性）を下げることだけです。", "refs that resolve to names.": "参照は名前に解決されます。", "region 2": "地域2", "region level": "地域単位", "region page": "地域ページ", "regions": "地域", "released": "リリース済み", "remove": "削除", "removed": "削除", "removes": "除去", "repeatable": "繰り返し可能", "requires": "必要", "requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.26では発生しません。参照：", "requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.40では発生しません。参照：", "requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.26では発生しません。参照：", "requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.40では発生しません。参照：", "requires quest \"": "クエスト必須 \"", "resists cut damage by x100/(100+R); skills are budgeted but their combat effects are": "耐性はダメージを x100/(100+R) で軽減します。スキルは考慮されますが、その戦闘効果は", "rest": "休息", "restore mood: the": "は気分を回復する：", "restores": "回復する", "result and": "の結果、および", "reworked": "再設計", "roadmap rework": "ロードマップの再構築", "roll": "抽選", "roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).": "は、広い17ステータスのプール（攻撃、会心、防御、実用ステータス）から接辞を1つロールする。", "rolled at recruit generation": "採用生成時に抽選", "rolls defense (HP, dodge, guard, resistances), and": "は防御系（HP、回避、ガード、耐性）をロールし、", "rolls offense (attack, crit, hit),": "は攻撃系（攻撃、会心、命中）をロールし、", "rolls two affixes from a focused, themed pool:": "は、絞り込まれたテーマ別のプールから接辞を2つロールする：", "rolls utility (cooldown, energy, move speed, weight).": "は実用系（クールタイム、エネルギー、移動速度、重量）をロールする。", "room and the Portal out. So an Event room and a Treasure room are": "部屋、そして出口ポータル。つまりイベント部屋と宝物部屋は", "room quality": "部屋の品質", "room template pick chance per slot": "スロットごとの部屋テンプレート選出確率", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Boss room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階にボス部屋が配置される際の抽選におけるこのテンプレートの取り分で、テンプレートの重みで加重されます。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体の確率ではなく、スロットごとの選出確率です。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階に戦闘部屋が配置される際の抽選におけるこのテンプレートの割合で、テンプレートの重みで加重されます。1つの階には複数の部屋スロットが存在でき、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体ではなく、スロットごとの選出確率です。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Core room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにコア部屋が配置される際の抽選における、このテンプレートの取り分で、テンプレートの重みで重み付けされます。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアのレイアウト（未抽出）によって決まるため、これはスロットごとの選出確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Corridor room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階に通路部屋が配置される際の抽選におけるこのテンプレートの割合で、テンプレートの重みで加重されます。1つの階には複数の部屋スロットが存在でき、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体ではなく、スロットごとの選出確率です。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Elite room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアに エリート 部屋が配置される際の抽選における、このテンプレートの割合で、テンプレートのウェイトによって重み付けされます。1つのフロアには複数の部屋スロットが存在でき、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a EliteTreasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにEliteTreasure部屋が配置される際の、テンプレートの重みで重み付けされたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットを配置でき、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Entry room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアに Entry 部屋が配置される際の抽選における、このテンプレートの割合で、テンプレートのウェイトによって重み付けされます。1つのフロアには複数の部屋スロットが存在でき、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Event room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアにイベント部屋が配置される際の抽選で、テンプレート重みに応じたこのテンプレートの取り分です。1つのフロアは複数の部屋スロットを持つことができ、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはフロア全体ではなくスロットごとの選択確率です。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Goddess room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階に女神部屋が配置される際の抽選におけるこのテンプレートの取り分で、テンプレートの重みで加重されます。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体の確率ではなく、スロットごとの選出確率です。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a HardCombat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、その階にHardCombat部屋が配置される際の抽選で、このテンプレートが占める割合で、テンプレートの重みで加重される。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まる。したがってこれは階全体の確率ではなく、スロットごとの選出確率である。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Portal room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアに ポータル 部屋が配置される際の抽選における、このテンプレートの割合で、テンプレートのウェイトによって重み付けされます。1つのフロアには複数の部屋スロットが存在でき、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Resource room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアにリソース部屋が配置される際の抽選で、テンプレート重みに応じたこのテンプレートの取り分です。1つのフロアは複数の部屋スロットを持つことができ、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはフロア全体ではなくスロットごとの選択確率です。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Treasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、その階に宝物部屋が配置される際の抽選で、このテンプレートが占める割合で、テンプレートの重みで加重される。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まる。したがってこれは階全体の確率ではなく、スロットごとの選出確率である。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial1 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにTutorial1の部屋が配置される際に、テンプレートの重みで加重されたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial2 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにTutorial2の部屋が配置される際に、テンプレートの重みで加重されたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial3 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにTutorial3の部屋が配置される際に、テンプレートの重みで加重されたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。", "room, a": "部屋、", "rooms,": "部屋、", "roster units - one whose Magic Attack drives the magic spells and one whose Physical Attack drives the physical spells, each with a weapon/staff quality selector calibrated to that unit's real gear;": "編成ユニットから2体を選びます。1体の魔法攻撃力が魔法呪文を、もう1体の物理攻撃力が物理呪文を駆動し、それぞれそのユニットの実際の装備に合わせた武器/杖の品質セレクターが付きます。", "row.": "行。", "rows they point to carry": "行は", "running sum of every mood effect currently on that unit": "そのユニットに現在かかっているすべての気分効果の累計", "runs.": "が実行するものです。", "s (attack speed)": "秒（攻撃速度）", "s DPM column, and the rotation-aware exchange). No skill": "のDPM列、およびローテーションを考慮した交換)。スキルなし", "s RequiredAmmoTypeName (": "のRequiredAmmoTypeName (", "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn": "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn", "s base stat scaled by the UNIT": "のベースステータスをUNITでスケール", "s budget. A skill": "の予算。スキル", "s cadence =": "秒間隔＝", "s created by": "が作り出した", "s dsb-units-changed event move the bar": "s dsb-units-changed event move the bar", "s each).": "秒ずつ）。", "s hidden-from-bar name set so it can": "のバー非表示名が設定されており、", "s no-weapon base). Mirrors dperank": "の武器なしベース)。dperankを反映", "s own attack at the summon": "の召喚時の自身の攻撃", "s own page): each row is one of THIS monster": "s 専用ページ): 各行はこのモンスターの 1 つです", "s placeholder glyph (site/icons/ui/, from the game": "のプレースホルダーグリフ (site/icons/ui/、ゲーム由来", "s recompute: the caster": "の再計算: 詠唱者", "s step to b": "のステップから b へ", "s, before it downs you (~": "秒。相手に倒される前です（約", "s, before you kill it (~": "秒。あなたが倒す前です（約", "safe floor": "安全な階層", "satisfaction.": "満足。", "scale with attack power - only the number of stacks (set by the applying skill) matters.": "変化しません。重要なのはスタック数（付与スキルによって決まる）だけです。", "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "攻撃者の攻撃力に応じてスケールしません。付与するスキルがスタック数を決定します。毒は別の", "scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's": "は経済（制作、建設、研究、入植者のムード）をスケールする。これらは別々に選べるため、簡単な経済で過酷な戦闘、あるいはその逆も可能。以下の数値はゲームの", "scales the monsters": "はモンスターをスケールする", "scales the monsters - their health and damage - while": "はモンスター（その体力とダメージ）をスケールし、一方", "scenario starting kit": "シナリオ開始キット", "scenario starting kit ×10": "シナリオ開始キット ×10", "scenario starting kit ×100": "シナリオ開始キット ×100", "scenario starting kit ×20": "シナリオ開始キット ×20", "scenario starting kit ×4": "シナリオ開始キット ×4", "scenario starting kit ×5": "シナリオ開始キット ×5", "scenario starting kit ×50": "シナリオ開始キット ×50", "scenes drive the policy prompt at base.": "シーンは、拠点での方針プロンプトを進行させます。", "scheduler -": "スケジューラーが含まれています：", "search backgrounds by name, skill tree or bonus...": "背景を名前、スキルツリー、ボーナスで検索...", "sec at 1x speed": "秒（1倍速時）", "second max-out during the collapse": "崩壊中の2度目の最大化", "see Construction below": "以下の「建設」を参照", "see Spawns in the world below": "以下の「ワールドスポーン」を参照", "see the full comparison table": "完全な比較表を見る", "seed": "シード", "selector to scale the attack - it defaults to your roster's": "セレクターで攻撃をスケールします。デフォルトは編成の", "self": "自身", "sets the refill interval at": "は補充間隔を", "setup + payoff": "セットアップ＋ペイオフ", "she waits in her own event room (": "彼女は自分専用のイベント部屋で待機します（", "show in the units bar": "ユニットバーに表示", "show the higher of the physical and magic value (hover for both);": "物理と魔法の高い方の値を表示します（両方はカーソルで表示）；", "showing 1 of 22 changed": "1/22 個の変更を表示中", "showing 1 of 23 changed": "1/23 個の変更を表示中", "showing 10 of 35 changed": "10/35 個の変更を表示中", "showing 12 of 15 changed": "12/15 個の変更を表示中", "showing 2 of 5 changed": "変更されたもの 2 個 (全 5 個) を表示中", "showing 4 of 25 changed": "25個中4個が表示されています", "showing 4 of 37 changed": "4/37 個の変更を表示中", "showing 4 of 44 changed": "44個中4個が表示されています", "showing 7 of 10 changed": "7/10 個の変更を表示中", "showing 80 of 169 changed": "80件中169件の変更を表示中", "showing 9 of 13 changed": "9/13 個の変更を表示中", "showing {#} of {#} changed": "{#}件中{#}件の変更を表示中", "shows how often it spawns per matching room, a": "は対象の部屋ごとの出現頻度を示し、", "sight shrinks after dark": "暗くなると視界が縮む", "single target": "単体", "situational": "状況依存", "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "スキルエフェクトのアニメーション（33種がかかしを打ち、かかしは被弾してのけぞります）、そしてモンスターの完全なアニメーションセット、合計", "skill pages": "スキルページ", "skill tree -": "スキルツリー・", "skill tree ›": "スキルツリー ›", "skill trees": "スキルツリー", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 40 backgrounds; the same trait-to-tree data is shown as a matrix on the": "のスキルツリーからユニットが選択できるかが決まります。背景はユニットの初期才能のロールにも影響します。このページでは全40種の背景を掲載しています。同じ特性とツリーの対応データは次のページでマトリクスとしても表示されます:", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 41 backgrounds; the same trait-to-tree data is shown as a matrix on the": "ユニットが選択できるスキルツリー。 背景はまた、ユニットの開始才能ロールをわずかに変更します。 このページには41の背景がすべて列挙されています。 同じ特性からツリーへのデータがマトリックスとして表示されます", "skills": "スキル", "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "ことで被弾を小さくし、脆い木材級の武器を振りすぎない、長時間の探索には予備の一式を持っておく。", "soul-stone skill at a time - the game stores these as a dedicated": "の魂石スキルのみで、ゲームはこれらを専用の", "source:": "入手元：", "spawn groups": "スポーングループ", "spawn locations": "スポーン地点", "spawned 2 times in this room": "この部屋に2回スポーン", "spawned 3 times in this room": "この部屋で3回出現", "spawned 4 times in this room": "この部屋で4回出現", "spawned 6 times in this room": "このルームに6回出現", "special effect": "特殊効果", "spell appears as its summoned creature's own attack (for example Bubble Tackle via Summon Bubbling); an offensive fire detonator (Incinerate, Explosion) also lists a": "呪文は召喚したクリーチャー自身の攻撃として表示されます（例：召喚：バブリングによる泡タックル）。攻撃的な火の起爆（焼却、爆発）にも次の行が表示されます：", "splits from {#}": "{#} から分裂", "spoilers": "ネタバレ", "spoilers - click to reveal": "ネタバレ - クリックで表示", "spotted": "発見済み", "stacking": "スタックする", "stacks maintained x": "スタック維持 ×", "stacks on the target * 10.": "ターゲットのスタック * 10。", "stacks x 3": "スタック数 x 3", "stacks x 5": "スタック数 x 5", "stacks)": "スタック）", "staff": "杖", "standard": "標準", "stands for the target's name.": "は対象の名前を表します。", "start": "開始", "start delay": "開始遅延", "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "（UIの目盛りは30が上限）これが管理レイヤー全体を静かに動かしている。気分が0を超えると", "stat effects": "ステータス効果", "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "ステータスがユニットの視界の遠さを鋭くする、と。名前もフレーバー（「感覚を研ぎ澄ます」）もそれを示唆します。しかしデータはそれを裏付けません。", "stat that defines the set of floor tiles it can currently see, with walls blocking the view. When a monster's visible tiles include one of your units it starts to notice, and after a short awareness build-up it commits to the attack. There is no separate hearing or noise sense in the code.": "。これは、そのユニットが現在見える床タイルの集合を定義し、壁は視界を遮ります。モンスターの見えるタイルにあなたのユニットの1体が含まれると気づき始め、短い認識の蓄積の後に攻撃に踏み切ります。コードには聴覚や物音の感知は別途存在しません。", "stat. Both are built in a strict order - flat first, percent last.": "ステータスに影響します。どちらも厳密な順序で計算されます。まず固定値、最後に割合です。", "state, and ...": "状態になり、…", "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "ステータス(力、耐久力、意志、知力、敏捷、認知)があり、それらがすべての", "status": "ステータス", "steadily": "着実に", "still": "依然として", "still carries pre-release debris as raw TextAssets. Among them: prototype skill-tree XML documents from an earlier skill-system design, an abandoned tech tree that still contains a developer test entry, and stubs for a 4-player scenario mode. None of these are referenced by the live data tables - they are development leftovers from before release, not content on the current roadmap.": "には、生のTextAssetsとしてリリース前の残骸が今も残っています。その中には、初期のスキルシステム設計によるプロトタイプのスキルツリーXML文書、開発者のテスト項目を今も含む放棄されたテックツリー、そして4人シナリオモードのスタブがあります。これらはいずれも実働のデータテーブルから参照されておらず、リリース前の開発の残骸であって、現行ロードマップのコンテンツではありません。", "stock": "ストック", "stock (unmodded) game files": "未改造のゲームファイル", "storage buildings": "収納建物", "story": "ストーリー", "stress resets but stays under {#} through the {#}-day collapse. In-game time, about {#} of play at 1x speed.": "ストレスはリセットされますが、{#}日間の崩壊を通じて{#}未満に留まります。ゲーム内時間で、1倍速で約{#}のプレイ時間です。", "stress.": "ストレスを", "strong": "強い", "stronger the longer a run lasts (": "、プレイが長引くほど強くなる（", "struck at the skill's range; recoils as the hit lands": "スキルの射程で命中し、ヒット時にのけぞる", "sub": "サブ", "subs": "サブ", "subtype": "サブタイプ", "summon": "召喚", "summoned by Xenon": "Xenonが召喚", "summoned by {#}": "{#}によって召喚", "summoner Magic Attack Power x 0.5 + base Magic Attack": "召喚者の魔法攻撃力 x 0.5 + 基本魔法攻撃", "summoner Magic Attack Power x 1.0 + base HP": "召喚者の魔法攻撃力 x 1.0 + 基本HP", "summoner's Magic Attack Power": "召喚者の魔法攻撃力", "summoner's live Magic Attack": "召喚者のリアルタイムの魔法攻撃力", "surprised": "不意打ち", "symmetrically": "対称的に", "synergy": "シナジー", "table new in this build": "このビルドで新しいテーブル", "table tbody tr": "table tbody tr", "tables": "テーブル", "tag marks a trait that only triggers past an HP threshold.": "タグは、HPが一定のしきい値を下回ったときにのみ発動する特性を示します。", "talent rating": "才能評価", "talent spread": "才能配分", "talents": "才能", "tamed monster units": "テイムしたモンスターユニット", "target selection": "ターゲット選択", "target you choose in \"Damage vs\"": "「ダメージ対象」で選んだ対象", "targeting": "ターゲティング", "targets it": "これを対象にする", "tbody tr": "tbody tr", "template": "テンプレート", "text keys": "テキストキー", "that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a": "はレベル1で約120ゴールドから、レベル12で約4,200まで上昇します（わずかなランダム変動あり）。次に、", "that consumes mana stones (": "を行います（", "that get harder as you descend (the game maps each floor to an internal difficulty": "があり、下るほど難しくなります（ゲームは各階層を内部の難易度", "that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with": "のプールから雇用され、これはゲーム内480分ごとに更新されます（決定前に候補を調査して隠れた才能を明らかにすることもできます）。候補の数とレベルは次に応じて増減します：", "that soaks the hit does": "で被弾を受け止めても、出荷版のゲームでは", "the Dungeon began the calamity of corruption once more.": "ダンジョンは再び腐敗の災厄をもたらし始めました。", "the Effects list": "効果一覧", "the Giant Stone Golem cannot actually be fought in the stock demo. Its boss room only appears at floor phase 5, but The Veil of Silence's floor-phase table caps at phase 4, so the room never generates - the Golem stays unspawnable and": "巨石ゴーレムは標準デモでは実際には戦えません。そのボス部屋は階フェーズ5でのみ出現しますが、沈黙のヴェールの階フェーズテーブルはフェーズ4で頭打ちになるため、部屋は生成されません。ゴーレムはスポーン不可のままで、", "the Guild dispatched expedition teams to dungeons across the world.": "ギルドは世界中のダンジョンに探検隊を派遣しました。", "the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save (": "赤いモンスターネズミの討伐（Main7）より先に発火します。これは意図された作りで、セーブのバグではありません（", "the alerts guide": "アラートガイド", "the build you're editing": "編集中のビルド", "the candidate already carries, priced by rarity:": "が候補の所持刻印に対して発生し、レアリティで価格が決まります：", "the clean escape hatch": "きれいな脱出口", "the controls guide": "操作ガイド", "the economy": "経済", "the event list": "イベント一覧", "the expedition leader": "探検隊のリーダー", "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "固定値の合計に適用されるため、+50%の補正は基礎値だけでなく固定値の合計全体を乗算します。", "the game itself": "ゲーム自体", "the generated floor": "生成された階", "the handbook": "ハンドブック", "the hit removes (red + skull = lethal, orange over half, green under 10%). It is the ranking metric. Use the": "が奪う分で表示されます（赤＋ドクロ＝致死、オレンジ＝半分超、緑＝10%未満）。これがランキング指標です。", "the monster roster": "モンスター一覧", "the music guide": "音楽ガイド", "the once-brilliant magical empire ultimately collapsed.": "かつて輝かしかった魔法帝国は最終的に崩壊しました。", "the resolutions": "探索方針", "the skill's VFX clip": "スキルのVFXクリップ", "the small hint lines": "小さなヒント行", "the spotting radius": "発見半径", "the summary": "まとめ", "the target for {0} seconds.": "対象に{0}秒間。", "the target.": "対象に。", "the tips and lore": "ヒントとロア", "the training dummy taking a hit": "被弾する訓練用ダミー", "thead th": "thead th", "thead th[data-sort]": "thead th[data-sort]", "these filters": "これらのフィルター", "they fear neither pain nor death.": "原始的な本能を持ち、 痛みと死を恐れない。", "this building": "この建物", "this event's flow and outcomes": "このイベントの流れと結果", "this inscription": "この刻印", "this monster": "このモンスター", "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "このページはゲームファイル内で見つかった未実装・将来のコンテンツを扱います。ぼかされた箇所はクリックで表示されます。", "this section": "このセクション", "this tree is not active": "このツリーは有効ではありません", "this weapon needs ammo": "この武器は弾薬が必要です", "this whole tree runs on Bubblings, spawned by the Water Staff's": "このツリー全体は、水の杖の", "this wiki": "このウィキ", "through exceptional leadership.": "例外的なリーダーシップを通じて。", "ticks": "ティック", "tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "ティアは慎重に選びましょう。大きな捧げ物ほどレベルごとのステータス上昇が大きくなりますが、石こそが真のボトルネックです。", "tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the": "ティアも選び、これがマナ石のコストとステータス上昇量を天秤にかけます（下記の数値と", "tiers and additional research.": "ティアや追加の研究も解放されます。", "tile": "タイル", "tiles": "タイル", "tiles (": "タイル（", "tiles - only affects skills that scale with range": "マス - 射程でダメージが変わるスキルにのみ適用されます", "tiles - preview 1x1": "タイル - プレビュー 1x1", "tiles - preview 3x3": "タイル - プレビュー 3x3", "tiles - preview 4x4": "タイル - プレビュー 4x4", "tiles - preview 6x4": "タイル - プレビュー 6x4", "tiles - preview 6x6": "タイル - プレビュー 6x6", "tiles - preview 7x2": "タイル - プレビュー 7x2", "tiles - preview 8x4": "タイル - プレビュー 8x4", "tiles - preview 8x6": "タイル - プレビュー 8x6", "tiles; the アルファ酸性スロゲル sees a long": "タイル。アルファ酸性スロゲルは遠くまで見え", "tiles; the 深淵のアルファ酸性スロゲル sees a long": "tiles; the 深淵のアルファ酸性スロゲル sees a long", "to": "～", "to all units": "すべてのユニットへ", "to all units for 1440 min": "全ユニットに1440分間", "to all units for 2880 min": "2880分間、すべてのユニットに", "to all units within range.": "範囲内のすべてのユニットに。", "to finish the chain.": "で一連の流れを完了します。", "to jump to the search box above and find the item, unit or page you were looking for.": "を押すと上の検索ボックスに移動し、探しているアイテム、ユニット、ページを見つけられます。", "to nearby enemies and granting nearby allies": "近くの敵に与え、近くの味方に付与", "to plug in a specific monster.": "特定のモンスターを入力するために。", "to refill completely, which is about": "を完全補充に要し、これはおよそ", "to research": "研究するには", "to reveal them. A": "で表示できます。", "to see each spell's damage as a % of its HP; hover a Skill Damage number for the full base-attack + weapon + coefficient + crit breakdown.": "各呪文のダメージがHPの割合(%)として表示されます。スキルダメージの数値にカーソルを合わせると、基礎攻撃＋武器＋係数＋クリティカルの完全な内訳が見られます。", "to target unit for 0 min": "ターゲットユニットに 0 分間", "to target unit for 1200 min": "対象ユニットに1200分間", "to target unit for 1440 min": "対象ユニットに1440分間", "to the URL to run the built-in formula checks.": "を追加すると、組み込みの数式チェックを実行できます。", "to the attacker upon blocking a melee attack.": "近接攻撃をブロックする際に攻撃者に。", "to the comparison": "を比較に追加", "to the target for 5 seconds.": "を5秒間付与する。", "to the target for {0} seconds when using single target melee skills.": "to the target for {0} seconds when using single target melee skills.", "to the target for {0} seconds when using single-target melee skills.": "to the target for {0} seconds when using single-target melee skills.", "to the target for {1} s...": "to the target for {1} s...", "to the unit.": "を付与します。", "to units within 3 range for 300s every 2s.": "3範囲内のユニットに対して2秒ごとに300秒間。", "to units within 3 range for 30s every 2s.": "3範囲内のユニットに対して2秒ごとに30秒間。", "together with every other mood lever. This page stays for old links.": "他のすべての気分要素とともに掲載。このページは古いリンク用に残しています。", "top left": "左上", "total HP": "合算HP", "trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "特性「Leadership」により、すべてのLeadershipの説明が「新しい同盟国がLeadershipを獲得」と読まれていました。 韓国語、フランス語、日本語はすでに正しくなっていました。", "trait to tree access": "特性からツリーへのアクセス", "trait). Each boss's": "特性）。各ボスの", "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": "特性として、背景や刻印とは別に保存する。石は使用時に消費され、重複しない (", "trait.": "特性。", "traits": "特性", "translate(-50%, -100%)": "translate(-50%, -100%)", "translations_ko_en.json": "translations_ko_en.json", "travelling merchant": "旅の商人", "treasure chests": "宝箱", "tree -": "ツリー・", "tree's active skills WITHOUT holding that staff. A hybrid build (melee weapon + magic actives) is valid - the builder never gates skills on your weapon.": "ツリーのアクティブスキルを、その杖を装備せずに使用できます。ハイブリッドビルド (近接武器 + 魔法アクティブ) は有効で、ビルダーは武器でスキルを制限しません。", "true": "true", "two campaign bosses": "2体のキャンペーンボス", "two independent difficulty axes": "2つの独立した難易度軸", "type": "種類", "type of damage you take straight back at the attacker (": "種類のダメージをそのまま攻撃者に跳ね返します（", "type to search...": "入力して検索...", "unaware": "未察知", "unclear": "不明", "unconfirmed": "未確認", "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "名前の下で基礎値と深淵のステータス差分を確認できます。別のエントリではありません。", "unit profiles": "ユニットプロフィール", "units": "ユニット", "unlock the next region (": "解放しない点に注意（", "unreleased": "未実装", "unreleased content": "未実装コンテンツ", "unsourced pool": "入手先不明プール", "up to N stacks": "最大 N スタック", "up to {#} on the field": "フィールド上に最大{#}", "up to {#} stacks": "最大 {#} スタック", "use strict": "use strict", "use the Retry button freely": "リトライボタンを遠慮なく使い", "uses 1 inscription": "刻印を1つ使用", "uses ammo:": "使用弾薬：", "value": "数値", "value and a": "値と", "values": "数値", "values from unit profiles and corrected four housing rooms that were labelled": "ユニットプロフィールから値が削除され、「ラベル付け」されていた 4 つのハウジングルームが修正されました", "varies": "可変", "vegetarian": "菜食", "via": "経由", "via skill": "スキル経由", "via the Goddess Statue.": "女神像を通じて。", "via trait": "特性による", "via {#}": "{#}経由", "vision drops by": "視界は次のぶん減少します：", "vision-based and grid-based": "視界ベースかつグリッドベースです", "vs equipped": "装備中との比較", "vs my unit": "自ユニットとの比較", "was": "変更前", "weapon": "武器", "weapon quality": "武器の品質", "weapon skill": "武器スキル", "wears down": "すり減る", "wears your armor.": "は防具を摩耗させます。", "wears your weapon, and": "は武器を摩耗させ、", "weight": "重量", "weight of 0 means the background sits in the pool but is never rolled": "ウェイト0はその背景がプールに存在するが決して抽選されないことを意味します", "weights per clan rank - relative odds when the recruitment board rolls candidates.": "クランランクごとの重み。募集ボードが候補を抽選する際の相対確率。", "what 1 point of each major gives": "各主要ステータス1ポイントが与えるもの", "what actually happens": "実際に何が起きるか", "when eating vegetarian food.": "菜食食を食べるとき。", "when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables (": "を厨房の計画時に考慮しましょう。エルフは肉で、リザードマンは野菜で気分が下がります（", "when receiving a negative food effect, and gains ...": "when receiving a negative food effect, and gains ...", "when someone dies.": "when someone dies.", "when the game had renamed that slot to": "ゲームがそのスロットの名前を変更したとき", "where": "どこで", "where and how to find things": "物の入手場所と方法", "where to find this": "この製品の入手先", "where to get X": "Xの入手場所", "which backgrounds give which trees": "どの経歴がどのツリーを与えるか", "while the Mental Break state is active, the unit": "精神崩壊状態が続いている間に、ユニットは", "who": "誰を", "who commands one of them.": "その1つを指揮する者です。", "whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.": "も付いており、そのティアは6ステータス合計でおおよそ2〜5になります。支払う前に良い才能を調査する価値があります。", "wins - it downs you in ~": "の勝ち：相手があなたを倒すまで約", "wishlist Dungeon Settlers on Steam": "SteamでDungeon Settlersをウィッシュリストに追加", "with 10": "10で", "with Blade Grinding (+": "刃の研磨あり（+", "with real corridors - using the actual in-game room maps. The structure, room doors and art are authentic; the exact room coordinates and corridor routing are representative (the game re-rolls them per run from a per-dungeon seed it never exposes, so in-game maps cannot be reproduced here). The": "実際の通路で、ゲーム内の実マップを使用します。構造、部屋のドア、アートは本物です。正確な部屋座標と通路の経路は代表的なものです（ゲームは公開しないダンジョンごとのシードから実行のたびに再抽選するため、ゲーム内マップをここで再現することはできません）。この", "would": "なら", "x (1 + PerModifier %)": "x (1 + PerModifier %)", "x (1 + sum of % bonuses)": "x (1 + %ボーナスの合計)", "yes": "はい", "you can recruit:": "募集できるかも変えます：", "you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.": "食べるかも重要だ。きちんとした食堂で取った食事は、床で食べた場合よりもはるかに長く気分効果が持続する。", "you recover, up to": "を回復するごとに、最大", "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "あなた自身のバリアやガードが被弾を受け止める前に行われます。そのため、体力へのダメージを吸収するバリアの膜やガードの成功でも、", "zero": "ゼロ", "{#} (resource node)": "{#}（資源ノード）", "{#} - hit-receive animation": "{#} - 被弾アニメーション", "{#} - minimum layout meeting every requirement: {#}": "{#} - 全要件を満たす最小レイアウト：{#}", "{#} - room map": "{#} - 部屋マップ", "{#} Down": "{#} 低下", "{#} HP": "{#} HP", "{#} HP - {#}": "{#} HP - {#}", "{#} Up": "{#} 上昇", "{#} added": "{#}追加", "{#} additions, {#} changes and {#} removals across {#} data tables.": "追加{#}件、変更{#}件、削除{#}件、対象データテーブル{#}件。", "{#} adds {#}, retunes {#} and rewords {#}.": "{#}では{#}が追加され、{#}が調整され、{#}の文言が修正されました。", "{#} adds {#}, retunes {#}, {#}, {#} and {#}, and rewords {#}.": "{#}では{#}が追加され、{#}、{#}、{#}、{#}が調整され、{#}の文言が修正されました。", "{#} adds {#}, {#}, {#} and {#}, removes {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, rebuilds skill tree access for {#}, and rewords {#}.": "{#}では{#}、{#}、{#}、{#}が追加され、{#}、{#}、{#}、{#}が削除され、{#}、{#}、{#}、{#}が調整され、{#}のスキルツリー選択が再編され、{#}の文言が修正されました。", "{#} at {#}": "{#}（{#}）", "{#} attacks to break": "破壊まで{#}回の攻撃", "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "{#}個の設計済みレイアウト{#}、均等に抽選。以下の確率は計算値であり、抽選結果ではありません。", "{#} bounces, max {#}x on {#} targets": "{#}回跳ね返り、最大{#}回、{#}体の対象に", "{#} builds": "{#}ビルド", "{#} burning bonus": "{#} 燃焼ボーナス", "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} 詠唱者; {#} 射程（{#}）; {#} 範囲ヒット（{#}）。表示される射程距離はおおよその値で、範囲の形状は正確です。", "{#} casts (free skill, no energy)": "{#} キャスト (フリースキル、エネルギーなし)", "{#} damage": "{#} ダメージ", "{#} damage/second": "{#} ダメージ/秒", "{#} decorations (deco quality {#})": "装飾{#}個（装飾品質{#}）", "{#} descriptions were updated.": "説明{#}件が更新されました。", "{#} detonation": "{#} 起爆", "{#} dmg": "{#} ダメージ", "{#} dmg bonus": "{#} ダメージボーナス", "{#} energy": "{#} エネルギー", "{#} energy =": "{#} エネルギー =", "{#} energy = <b>{#}%</b> of the {#} energy pool": "{#} エネルギー = {#} エネルギープールの <b>{#}%</b>", "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "{#} エネルギー = 発動の {#} + 消費するバブリングの {#}。", "{#} entries": "{#}件", "{#} floor {#} (~{#}% per floor)": "{#} フロア {#}（フロアあたり約{#}%）", "{#} floors {#}-{#} (~{#}% per floor)": "{#} 階層 {#}-{#}（各階層 約{#}%）", "{#} gold": "{#} ゴールド", "{#} had a list reordered with no change to its contents.": "{#}のリストの並び順が変わりましたが、内容は同じです。", "{#} had its internal keyword changed.": "{#}の内部キーワードが変更されました。", "{#} has been renamed to {#}.": "{#}の名称が{#}に変更されました。", "{#} hits to break": "破壊まで{#}ヒット", "{#} icon": "{#} アイコン", "{#} inscription": "{#} 刻印", "{#} inscriptions": "{#} 個の刻印", "{#} item": "{#} アイテム", "{#} items": "{#} アイテム", "{#} map": "{#} マップ", "{#} menu": "{#}メニュー", "{#} minimum room layout": "{#} 最小部屋レイアウト", "{#} new weapon trees": "{#}個の新しい武器ツリー", "{#} no longer take {#} as a sub tree.": "{#}のサブツリーから{#}が外れました。", "{#} no longer takes {#} as a sub tree.": "{#}のサブツリーから{#}が外れました。", "{#} no longer train {#}, and also take {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーに{#}が追加されました。", "{#} no longer train {#}, and no longer take {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーから{#}が外れました。", "{#} no longer train {#}, and take {#} as a sub tree instead of {#}.": "{#}は{#}を訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。", "{#} no longer train {#}.": "{#}は{#}を訓練しなくなりました。", "{#} no longer trains {#}, and also takes {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーに{#}が追加されました。", "{#} no longer trains {#}, and no longer takes {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーから{#}が外れました。", "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#}は{#}を訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。", "{#} no longer trains {#}.": "{#}は{#}を訓練しなくなりました。", "{#} now also take {#} as a sub tree.": "{#}のサブツリーに{#}が追加されました。", "{#} now also takes {#} as a sub tree.": "{#}のサブツリーに{#}が追加されました。", "{#} now also train {#}, and also take {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーに{#}が追加されました。", "{#} now also train {#}, and no longer take {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーから{#}が外れました。", "{#} now also train {#}, and take {#} as a sub tree instead of {#}.": "{#}は{#}も訓練するようになり、サブツリーは{#}に変わり、{#}が外れました。", "{#} now also train {#}.": "{#}は{#}も訓練するようになりました。", "{#} now also trains {#}, and also takes {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーに{#}が追加されました。", "{#} now also trains {#}, and no longer takes {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーから{#}が外れました。", "{#} now also trains {#}, and takes {#} as a sub tree instead of {#}.": "{#}は{#}も訓練するようになり、サブツリーは{#}に変わり、{#}が外れました。", "{#} now also trains {#}.": "{#}は{#}も訓練するようになりました。", "{#} now take {#} as a sub tree instead of {#}.": "{#}のサブツリーが{#}に変わり、{#}が外れました。", "{#} now takes {#} as a sub tree instead of {#}.": "{#}のサブツリーが{#}に変わり、{#}が外れました。", "{#} now train {#} instead of {#}, and also take {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーに{#}が追加されました。", "{#} now train {#} instead of {#}, and no longer take {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーから{#}が外れました。", "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。", "{#} now train {#} instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなりました。", "{#} now trains {#} instead of {#}, and also takes {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーに{#}が追加されました。", "{#} now trains {#} instead of {#}, and no longer takes {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーから{#}が外れました。", "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。", "{#} now trains {#} instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなりました。", "{#} per (at {#})": "{#} 毎（{#} 時）", "{#} per energy ({#} energy)": "エネルギーあたり{#}（エネルギー{#}）", "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "対象1体でエネルギーあたり{#}、対象{#}体で{#}（エネルギー{#}）", "{#} ready-made example characters, each authored from the game's own tables and legal in build {#} - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "{#} 個の既製品の例キャラクターで、それぞれゲーム自体のテーブルから作成され、ビルド {#} で合法 - リリースされたレース、表示されたスキルツリーを付与する背景、入手可能な装備のみ、ビルドキャップ内のレベル。すべてのステータスは Character Builder が使用するのと同じエンジンで計算されます。「ビルダーで開く」はビルドを編集可能な新しいドラフトとして読み込みます。保存済みビルドは上書きされません。", "{#} removed": "{#}削除", "{#} rounds (free skill, no energy)": "{#} ラウンド (フリースキル、エネルギーなし)", "{#} skill": "{#} スキル", "{#} skills": "{#} スキル", "{#} stress / in-game hour": "{#} ストレス / ゲーム内時間1時間", "{#} text entries had their wording or punctuation tidied.": "テキスト項目{#}件の表現や句読点が整理されました。", "{#} total": "合計{#}", "{#} updates": "{#} 更新", "{#} variant": "{#} バリアント", "{#} {#}": "{#} {#}", "{#} {#} / target": "{#} {#} / 対象", "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "スタックごとに毎秒 {#} {#} ダメージ、防御とシールドを無視（{#}）。例：10スタック = {#} {#} ダメージ/秒。継続時間は付与したスキルによって決まります。", "{#}% HP - safe for now": "HP {#}% - 今は安全", "{#}% hit / {#}% crit each": "それぞれ命中{#}% / クリティカル{#}%", "{#}% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is {#} damage every 10 seconds. Duration is set by the applying skill.": "10秒ごとに対象の最大体力の{#}%を無属性ダメージとして与え、防御を無視する。重複しない。使用者の攻撃力ではなく対象の最大体力に依存する。例: 最大体力500の対象では10秒ごとに{#}ダメージ。効果時間は付与するスキルによって決まる。", "{#}, radius {#}": "{#}、半径{#}", "{#}, {#} hits": "{#}、{#} ヒット", "{#}/energy": "{#}/エネルギー", "{#}s cooldown": "{#}秒 クールタイム", "{#}x the median {#} active per cast": "{#}倍、中央値 {#}（1回の使用あたりアクティブ）", "{#}x{#} floor ({#} tiles)": "{#}x{#} フロア（{#}タイル）", "{0} : least일 때 능력치 상승 배율 {1} : ordinary일 때 능력치 상승 배율 {2} : plentiful일 때 능력치 상승 배율": "{0} : least（最小）のときの能力値上昇倍率 {1} : ordinary（普通）のときの能力値上昇倍率 {2} : plentiful（豊富）のときの能力値上昇倍率", "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율성은 낮아지도록 의도함. (241129 노트) Least 능력치 상승 배율: 1 소모 수량 배율: 0.5 트레이드오프 비율(효율성): 2 Ordinary 능력치 상승 배율: 1.2 소모 수량 배율: 1 트레이드오프 비율(효율성): 1.2 Plentiful 능력치 상승 배율: 1.5 소모 수량 배율: 2 트레이드오프 비율(효율성): 0.75": "{0}：least のとき必要アイテム（一般的にマナストーン）数量の上昇倍率 {1}：ordinary のとき必要アイテム（一般的にマナストーン）数量の上昇倍率 {2}：plentiful のとき必要アイテム（一般的にマナストーン）数量の上昇倍率 PS：良いオプションを選ぶほど、能力値上昇に対するマナストーン消費量の効率が低くなるよう意図している。（241129 ノート）Least 能力値上昇倍率：1 消費数量倍率：0.5 トレードオフ比率（効率性）：2 Ordinary 能力値上昇倍率：1.2 消費数量倍率：1 トレードオフ比率（効率性）：1.2 Plentiful 能力値上昇倍率：1.5 消費数量倍率：2 トレードオフ比率（効率性）：0.75", "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율은 낮아지도록 밸런싱에 의도함.": "{0} : leastのとき要求アイテム（通常はマナ石）の数量上昇倍率 {1} : ordinaryのとき要求アイテム（通常はマナ石）の数量上昇倍率 {2} : plentifulのとき要求アイテム（通常はマナ石）の数量上昇倍率 PS : 良いオプションを選ぶほど、能力値上昇に対するマナ石消費量の効率が低くなるようバランス調整で意図している。", "{0} : 레벨1 기준 시작 보조 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0}：レベル1時点の開始時の補助スキルポイント（Statusシートのスキルポイントは参考用で変更しても影響がないため、ここで別途処理）", "{0} : 레벨1 기준 시작 주요 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0}：レベル1時点の開始時の主要スキルポイント（Statusシートのスキルポイントは参考用で変更しても影響がないため、ここで別途処理）", "{0} : 모집의 후보가 갱신되는 분 단위 시간 구간 NOTE : 당분간은 테스트 편의를 위해 50으로 해둡니다. 나중에 수정 필요.": "{0}：募集の候補が更新される分単位の時間区間 NOTE：当面はテストの都合上50にしておきます。後で修正が必要。", "{0} beckons you over.": "{0}があなたを手招きします。", "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood. The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment. After examining the area, {0} speaks in a low voice. \"It looks like someone performed a ritual here. But... I don't think they ever completed it.\" The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air. \"Captain... If we interfere carelessly, we may end up just like this person.\"": "{0}があなたを手招きします。壁の後ろの狭い空間には、骸骨が倒れ込んでいます。それはその先にある何かに向かって手を伸ばしたまま、その場所に凍りついたままです。周囲の床は層状の複雑な模様と読めない文字で覆われています。その円の中央には古い香炉と乾いた血で汚れた魔力の石が置かれています。儀式は終わったように見えますが、その光景から、それが最後の瞬間で止まったのではないかという不穏な印象を受けます。その場所を調べた後、{0}は低い声で話します。「ここで誰かが儀式を行ったようです。でも…完成したことはないと思います。」今は遠い過去のはずの血の金属の香りが、今なお空気中に漂っています。「司令官…不用意に干渉すると、この人のようになってしまう可能性があります。」", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.": "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...": "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.": "{0}は慎重に深く手を入れ、トゲによる繰り返された突きに耐えます。", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns. Before long, after searching through the narrow crevice, they manage to find something. \"Hmm... this is...\"": "{0}は慎重に深く手を入れ、トゲによる繰り返された突きに耐えます。やがて、狭い亀裂を探索した後、彼らは何かを見つけることに成功します。「ふむ...これは...」", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.": "{0}は慎重にデバイスの操作盤に触れると、低い振動で目を覚ます。", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration. \"Hummm...\" The catalyst inside the vessel churns, and the intricate mana circuits flicker back to life one by one. For a brief moment, {0} is struck by a powerful flash of insight, as though they have grasped the principles governing the flow of mana. But then the entire device begins to shake violently. \"Bzzzt... Bzzt!\" The next instant, the device shatters, spraying corrupted catalyst in every direction.": "{0}は慎重にデバイスの操作盤に触れると、低い振動で目を覚ます。「フーム...」容器内の触媒が渦巻き、複雑なマナ回路が次々と点灯し始める。一瞬の間、{0}はマナの流れを支配する原理を把握したかのような、強烈な洞察に襲われる。しかし次の瞬間、デバイス全体が激しく揺れ始める。「ブーッ...ブーッ!」その瞬間、デバイスが砕け散り、腐敗した触媒が四方八方に飛び散る。", "{0} circles the device, carefully removing each part that still appears intact.": "{0}はデバイスの周りを回り、まだ無傷に見える各部品を慎重に取り外す。", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.": "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...": "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.": "{0}はしゃがみ込んで狭い穴に這い入ります。しばらくして、腕に何かを抱えて出てきます。", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms. \"This looks fairly useful.\"": "{0}はしゃがみ込んで狭い穴に這い入ります。しばらくして、腕に何かを抱えて出てきます。「これは結構役に立つかな。」", "{0} crouches down, crawls deep into the hole, and begins searching every corner.": "{0}がかがみ込み、穴の奥深くまで這って進み、あらゆる隅々を探索し始めます。", "{0} doesn't have enough amount of {1} in inventory.": "{0}のインベントリに{1}が不足しています。", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...": "{0}は常連客の注文と旅人の訛りを簡単に覚えた。彼らは歌声とジョッキの音が響く中を素早く動き回り...", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking cups, and before a quarrel could break out, they turned attention aside with a single joke. As the years passed, they came to feel more at ease in a noisy hall than in a quiet room.": "{0}は常連客の注文と旅人の訛りを簡単に覚えた。彼らは歌声とジョッキの音が響く中を素早く動き回り、争いが起こる前に一言の冗談でその場の注意をそらした。月日が経つにつれ、彼らは静かな部屋よりもうるさい酒場の方がずっと落ち着いていた。", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...": "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th": "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th", "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0}は戻ってきてからずっと疑わしい。あなたはまだ彼らを信じられない！", "{0} has joined expedition clan.": "{0}が遠征一族に参加しました。", "{0} hears something moving quickly through the nearby bushes. Soon after, they rummage around eagerly and bring back som...": "{0}は近くの茂みから何かが素早く動く音を聞きます。 その直後、彼らは熱心に周りを探り回し、何か怪しいものを連れてきます...", "{0} hears something moving swiftly through the nearby bushes.": "{0}は近くの茂みを素早く動くものの音を聞きます。", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.": "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\"</colo": "{0}は近くの茂みをすばやく動く何かの音を聞く。しばらく探った後、最終的に何か怪しいものを捕まえ、あなたに持ってくる。「シュッ!」</colo", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought ...": "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought ...", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides": "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el...": "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el...", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe": "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra...": "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra...", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr": "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.": "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...": "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...", "{0} looks a bit sheepish, then decides to keep the curious creature with them.": "{0}はやや照れた表情を見せた後、好奇心旺盛な生き物をそばに置くことにする。", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...": "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.": "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.": "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...": "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.": "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...": "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.": "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...": "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...", "{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several...": "{0}が粘性のツタをかき分けて奥へ進みます。暫くして、彼らは数本の...を持って苦労して戻ってきます。", "{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.": "{0}は痛みで素早く手を引っ込め、あなたに薄い怨嗟の表情を向けます。", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...": "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.": "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.", "{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn t...": "{0}は儀式の円の周りを探索し、まだ有用に見えるものをすべて慎重に回収します。しかし、彼らが振り返った時...", "{0} seconds the corresponding Mood lasts after eating food in a room": "部屋で食事をした後、対応する気分が持続する{0}秒", "{0} seconds the corresponding Mood lasts after sleeping in a bed": "ベッドで寝た後、対応する気分が持続する{0}秒", "{0} seconds the corresponding Mood lasts after sleeping in a room": "部屋で寝た後、対応する気分が持続する{0}秒", "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "床で寝た後、対応する気分が持続する{0}秒 PS: 1倍速では、ゲーム内1時間 = 実時間45秒。", "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0}は疑わしく見えましたが、あなたは結局盗もうとした{1}の方が悪いと判断しました。", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.": "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...": "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...": "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.": "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.", "{0} struggles and looks up at you desperat...": "{0}は必死に抵抗し、あなたを見上げ…", "{0} thanks you for your trust.": "{0}はあなたの信頼に感謝した。", "{0} ticks the corresponding effect lasts at the temple, depending on quality": "品質に応じて、寺院で対応する効果が持続する{0}ティック", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...": "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.": "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.", "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ～ 重い ～ {1} ～ 非常に重い ～ {2} ～ 運搬不可", "{0}'s ID: {1}": "{0}のID：{1}", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...": "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon": "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands.": "副隊長として新しく任命された{0}は、敬意を込めてあなたが両手で示した徽章を受け取った。", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard ag": "副隊長として新しく任命された{0}は、敬意を込めてあなたが両手で示した徽章を受け取った。その後、彼らは勝ち誇った態度で遠征隊員に向きを変え、尾を激しく…", "{0}, who had been discussing expedition operations with you, carefully speaks up. \"Commander, how about we ask the guil...": "あなたと遠征作戦について議論していた{0}は、慎重に口を開く。「司令官、ギルドに尋ねるのはどうでしょうguil...", "{0}: Discount percentage applied when the player sells (e.g., if 50, a resource worth 120 gold can only be sold for 60 gold;)": "{0}: プレイヤーが売却する際に適用される割引率（例: 50なら、120ゴールドの価値の資源は60ゴールドでしか売れない）", "{0}: Hold": "{0}: 長押し", "{0}: Maximum level a unit can reach": "{0}: ユニットが到達できる最大レベル", "{0}: Maximum level a unit can reach in the current build": "{0}: 現在のビルドでユニットが到達できる最大レベル", "{0}: Minimum increase {1}: Maximum increase": "{0}: 最小上昇値 {1}: 最大上昇値", "{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation": "{0}: 募集候補生成時にユニットへ付与される性格特性の最小数", "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0}: 募集候補生成時にユニットに付与される二次スキルツリーの最小数", "{0}: Multiplier for required item (usually Mana Stone) quantity increase when Least {1}: Multiplier for required item (usually Mana Stone) quantity increase when Ordinary {2}: Multiplier for required item (usually Mana Stone) quantity increase when Plentiful PS: Intended so that the better the option chosen, the lower the Mana Stone consumption efficiency relative to the stat increase. (241129 note) Least Stat increase multiplier: 1 Consumption quantity multiplier: 0.5 Trade-off ratio (efficiency): 2 Ordinary Stat increase multiplier: 1.2 Consumption quantity multiplier: 1 Trade-off ratio (efficiency): 1.2 Plentiful Stat increase multiplier: 1.5 Consumption quantity multiplier: 2 Trade-off ratio (efficiency): 0.75": "{0}: Leastのときの必要アイテム（通常はマナ石）数量増加の倍率 {1}: Ordinaryのときの必要アイテム（通常はマナ石）数量増加の倍率 {2}: Plentifulのときの必要アイテム（通常はマナ石）数量増加の倍率 PS: より良い選択肢を選ぶほど、能力値上昇に対するマナ石の消費効率が低くなるよう意図している。(241129 note) Least 能力値上昇倍率: 1 消費数量倍率: 0.5 トレードオフ比（効率）: 2 Ordinary 能力値上昇倍率: 1.2 消費数量倍率: 1 トレードオフ比（効率）: 1.2 Plentiful 能力値上昇倍率: 1.5 消費数量倍率: 2 トレードオフ比（効率）: 0.75", "{0}: Number of Inscriptions randomly presented on level up": "{0}: レベルアップ時にランダムに提示される刻印の数", "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: 募集候補生成時に追加の性格特性を付与する確率（理論上は無限に繰り返される可能性があります）", "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: 募集候補生成時に追加の二次スキルツリーを付与する確率（理論上は無限に繰り返しうる）", "{0}: Required item (usually Mana Stones) quantity increase multiplier for 'least' {1}: Required item (usually Mana Stones) quantity increase multiplier for 'ordinary' {2}: Required item (usually Mana Stones) quantity increase multiplier for 'plentiful' PS: Intended as balancing so that the better option you pick, the lower the efficiency of Mana Stone consumption relative to the stat increase.": "{0}: 'least'の必要アイテム（通常はマナ石）数量増加の倍率 {1}: 'ordinary'の必要アイテム（通常はマナ石）数量増加の倍率 {2}: 'plentiful'の必要アイテム（通常はマナ石）数量増加の倍率 PS: より良い選択肢を選ぶほど、能力値上昇に対するマナ石消費の効率が低くなるようバランス調整として意図している。", "{0}: Starting primary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: レベル1での開始時の一次スキルポイント（Statusシートのスキルポイントは参照用のみで、変更しても効果がないため、ここで別途扱う）", "{0}: Starting secondary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: レベル1での開始時の二次スキルポイント（Statusシートのスキルポイントは参照用のみで、変更しても効果がないため、ここで別途扱う）", "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0}: 「最小」時のステータス上昇倍率 {1}: 「普通」時のステータス上昇倍率 {2}: 「豊富」時のステータス上昇倍率", "{0}: Time interval (in minutes) at which Recruitment candidates refresh NOTE: Set to 50 for now for testing convenience. Needs to be adjusted later.": "{0}: 募集候補が更新される時間間隔（分）NOTE: テストの便宜上、今は50に設定。後で調整が必要。", "{0}: Time interval (in minutes) at which trade offers refresh": "{0}: 取引オファーが更新される時間間隔（分）", "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 아이템의 수량(FloatValues), 아이템의 종류(StringValues) HW 250905 : 원래 3->4렙 가는게 LowGrade 로 되는데, 알파 데모에서는 막아둠. 이후에는 다시 LowGrade가 되도록 수정 필요.": "{0}~{11}：各レベル（1~12）でレベルアップに必要なアイテムの数量（FloatValues）、アイテムの種類（StringValues） HW 250905：本来はレベル3->4への上昇がLowGradeになるが、アルファデモではふさいでいる。以降は再びLowGradeになるよう修正が必要。", "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 최대 경험치 량 PS : 다항식 증가형 -> 경험치=a×(Level^b)+c 방식을 따르도록 설정. 현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 첫 탐사 끝내고 오면 2렙 갈 수 있도록 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.": "{0}~{11}：各レベル（1~12）でレベルアップに必要な最大経験値量 PS：多項式増加型 -> 経験値=a×(Level^b)+c の方式に従うよう設定。現在適用中の公式 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 初回の探査を終えて戻るとレベル2に上がれるよう、レベル1のみこの公式の例外として48ではなく30を使用。", "{0}~{11} : 모집 유닛의 1~12까지 레벨의 기준 취급 가격 NOTE : 공식 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개 12렙 때는 맨몸 유닛 == 미스릴 갑옷 3개 게임 초반에는 유닛의 상대 가치가 낮음 (왜냐면, 죽으면 다시 뽑아서 쓸 수 있도록 해야하므로) 게임 후반에는 유닛의 상대 가치가 다시 점점 높아짐": "{0}~{11}：募集ユニットのレベル1~12の基準となる取り扱い価格 NOTE：公式 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 意図 -> 基準価値で比較したとき、レベル1では素の状態のユニット == 木の鎧2個、レベル12では素の状態のユニット == ミスリルの鎧3個。ゲーム序盤ではユニットの相対価値が低い（死んでも再び引いて使えるようにするため）。ゲーム後半ではユニットの相対価値が再び徐々に高くなる。", "{0}~{11}: Base handling price for Recruitment units at levels 1 through 12 NOTE: Formula Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intent -> When comparing base value, a bare unit at level 1 == 2 wooden armors At level 12, a bare unit == 3 mithril armors Early in the game, a unit's relative value is low (because units should be re-recruitable when they die) Late in the game, a unit's relative value gradually rises again": "{0}~{11}: レベル1から12までの募集ユニットの基本取扱価格 NOTE: 式 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 意図 -> 基本価値を比較すると、レベル1の素のユニット == 木の鎧2つ レベル12では、素のユニット == ミスリルの鎧3つ ゲーム序盤ではユニットの相対価値は低い（ユニットが死んだら再募集できるべきなので）ゲーム終盤では、ユニットの相対価値が再び徐々に上がる", "{0}~{11}: Max experience required to level up at each level (1-12) PS: Set to follow a polynomial growth pattern -> EXP = a×(Level^b)+c. Current formula applied = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) So that players can reach level 2 right after finishing their first expedition, level 1 is an exception to this formula, using 30 instead of 48.": "{0}~{11}: 各レベル（1-12）でレベルアップに必要な最大経験値 PS: 多項式的な成長パターンに従うよう設定 -> EXP = a×(Level^b)+c。現在適用中の式 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) プレイヤーが最初の遠征を終えた直後にレベル2へ到達できるよう、レベル1はこの式の例外で、48ではなく30を使用。", "{0}~{11}: Quantity of items required to level up at each level (1-12) (FloatValues), item type (StringValues) HW 250905: Originally, going from level 3->4 uses LowGrade, but this is disabled in the alpha demo. Needs to be changed back to LowGrade afterward.": "{0}~{11}: 各レベル（1-12）でレベルアップに必要なアイテムの数量（FloatValues）、アイテムの種類（StringValues）HW 250905: 元々はレベル3->4でLowGradeを使うが、アルファデモでは無効化されている。後でLowGradeに戻す必要がある。", "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1}: 最終的に価格に影響するランダムな変動率の範囲（最小~最大）", "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1}: すべての才能を合計したときに取り得る総和の範囲（最小~最大）", "{0}~{3} : 각 레벨이 되었을 때 각인을 새로 1개 습득함 >> OUTDATE : 이제는 매 레벨 얻는걸로 기획이 변경되었음.": "{0}~{3}：各レベルに達したとき刻印を新たに1個習得する >> OUTDATE：現在は毎レベル獲得する仕様に変更された。", "{0}~{3} : 등장하는 각인 특성의 확률 가중치 일반~전설. 실제 동작상 필수적이진 않지만 확률 파악 편의를 위해 총합 1000이 되도록 맞춰서 기입 바람(int값이어야한다).": "{0}~{3}：出現する刻印特性の確率の重み 一般~伝説。実際の動作上は必須ではないが、確率把握の便宜のため合計が1000になるように合わせて記入すること（int値でなければならない）。", "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3}: 募集ユニットに付与されるCommon～Legendaryの刻印特性の基本取扱価格", "{0}~{3}: Gain 1 new Inscription upon reaching each level >> OUTDATED: Design has since been changed so that one is gained every level.": "{0}~{3}: 各レベルに到達するたびに新しい刻印を1つ獲得 >> OUTDATED: その後、毎レベルで1つ獲得するよう設計が変更された。", "{0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value).": "{0}~{3}: 出現する刻印特性の確率重み、CommonからLegendaryまで。実際の動作には厳密には必要ないが、確率の追跡を容易にするため合計が1000になるように設定してください（整数値でなければならない）。", "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.": "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.", "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "{0}秒間、[AFFECTER_ReflectMelee]、[AFFECTER_ReflectRange]を得ます。", "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "{0}秒間、[AFFECTER_Stealth]を得ます。", "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "{0}秒間、{1}の[AFFECTER_Shell]を得ます。", "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/": "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/", "~0-2% / room": "~0-2% / 部屋", "~1-100% / room": "~1-100% / 部屋", "~1-7% / room": "~1-7% / ルーム", "~1-8% / room": "約1-8% / 部屋", "~100% / room": "~100% / 部屋", "~12-100% / room": "~12-100% / 部屋", "~16% / room": "~16% / ルーム", "~16-18% / room": "約16-18% / 部屋", "~16-46% / room": "~16-46% / ルーム", "~17% / room": "約17% / 部屋", "~17-50% / room": "約17-50% / 部屋", "~19% / room": "~19% / ルーム", "~19-46% / room": "~19-46% / ルーム", "~2-100% / room": "約2-100% / 部屋", "~2-25% / room": "約2-25% / 部屋", "~2-4% / room": "~2-4% / 部屋", "~21% / room": "~21% / 部屋", "~21-50% / room": "~21-50% / 部屋", "~24-26% / room": "約24-26% / 部屋", "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - 開発コメント、エディタ専用フィールド、韓国語ローカライズの変動", "~3-24% / room": "~3-24% / ルーム", "~3-46% / room": "~3-46% / ルーム", "~3-50% / room": "約3-50% / 部屋", "~3-8% / room": "約3-8% / 部屋", "~4% / room": "~4% / 部屋", "~44% / room": "約44% / 部屋", "~46% / room": "~46% / ルーム", "~5-6% / room": "~5-6% / ルーム", "~50% / room": "約50% / 部屋", "~50% reflected": "約50%反射", "~6-7% / room": "~6-7% / ルーム", "~7% / room": "~7% / 部屋", "~7-8% / room": "~7-8% / 部屋", "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - 開発者コメント、エディタのみのフィールド、韓国語ローカライゼーションチャーン", "~8-100% / room": "~8-100% / 部屋", "~8-25% / room": "約8-25% / 部屋", "~9-91% / room": "~9-91% / 部屋", "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0}: とても不幸 {0}~{1}: 不幸 {1}~{2}: 普通 {2}~(3): 幸せ {3}~: とても幸せ", "×1 (quality ≥ 10)": "×1（品質 ≥ 10）", "×1 (quality ≥ 15)": "×1（品質 ≥ 15）", "×1 (quality ≥ 20)": "×1（品質 ≥ 20）", "×1 (quality ≥ 5)": "×1（品質 ≥ 5）", "×2 (quality ≥ 10)": "×2（品質 ≥ 10）", "×2 (quality ≥ 15)": "×2（品質 ≥ 15）", "×2 (quality ≥ 3)": "×2（品質 ≥ 3）", "×2 (quality ≥ 5)": "×2（品質 ≥ 5）", "×4 (quality ≥ 3)": "×4（品質 ≥ 3）", "×6 (quality ≥ 3)": "×6（品質 ≥ 3）", "← All dungeon rooms": "← すべてのダンジョンルーム", "↑ back to top": "↑ トップに戻る", "→ AffecterTable,": "→ AffecterTable、", "→ BuildingTable,": "→ BuildingTable、", "→ DropTable,": "→ DropTable、", "→ ItemTable,": "→ ItemTable、", "→ ResearchTable.": "→ ResearchTable。", "→ SkillTable,": "→ SkillTable、", "→ StatusTable,": "→ StatusTable、", "→ UnitTable,": "→ UnitTable、", "→ event tables,": "→ イベントテーブル、", "⟨name 2⟩": "⟨name 2⟩", "⟨name⟩": "⟨name⟩", "ダンジョンポータルs created by ダンジョンコア・アークティオン drain energy from their surroundings, slowly turning parts of the continent into 不毛の地. As the corruption spreads, the": "ダンジョンコア・アークティオンによって作られたダンジョンポータルは周囲からエネルギーを吸収し、大陸の一部を徐々に不毛の地に変えていきます。腐敗が広がるにつれて、", "ダンジョンポータルs created by ダンジョンコア・アークテオン drain energy from their surroundings, slowly turning parts of the continent into 不毛の地. As the corruption spreads, the": "ダンジョンコア・アークテオンによって作られたダンジョンポータルは周囲からエネルギーを吸い取り、大陸の一部を徐々に不毛の地へと変えていく。腐敗が広がるにつれ、", "チュートリアル 0 - Open Game Guide": "チュートリアル 0 - ゲームガイドを開く", "チュートリアル 1 - Camera movement input, 10 or more times": "チュートリアル 1 - カメラ移動の入力を10回以上", "チュートリアル 13 - Move Near the Marker": "チュートリアル 13 - マーカーの近くへ移動", "チュートリアル 14 - Defeat the Acid Bug (0/1)": "チュートリアル 14 - 酸虫を倒す (0/1)", "チュートリアル 15 - Move Near the Marker": "チュートリアル 15 - マーカーの近くへ移動", "チュートリアル 16 - Move to the Settlement": "チュートリアル 16 - 入植地へ移動", "チュートリアル 2 - Camera wheel input, 2 or more times": "チュートリアル 2 - カメラホイールの入力を2回以上", "チュートリアル 3 - Move Near the Marker": "チュートリアル 3 - マーカーの近くへ移動", "チュートリアル 4 - Defeat 1 Weak Grey Rat": "チュートリアル 4 - 弱い灰色ネズミを1体倒す", "チュートリアル 5 - Move Near the Marker": "チュートリアル 5 - マーカーの近くへ移動", "チュートリアル 6 - Interact with the Wooden Crate": "チュートリアル 6 - 木箱を調べる", "チュートリアル 9 - Defeat 2 Weak Grey Rats": "チュートリアル 9 - 弱い灰色ネズミを2体倒す", "チュートリアル（インベントリを開く：I） 7 - Use an Ointment": "チュートリアル（インベントリを開く：I） 7 - 軟膏を使う", "チュートリアル（スキルを開く：K） 8 - Learn an Active Skill; Learn a Passive Skill": "チュートリアル（スキルを開く：K） 8 - アクティブスキルを習得；パッシブスキルを習得", "デヴリックのペンダント。 - While equipped: 攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。 A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "デヴリックのペンダント。 - 装備中: 攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。200ダメージの攻撃は、HP 0 付近では最大 60 HP、HP 半分では 30 HP、HP 満タンではなにも回復できません（与えたダメージの 30%に、失った HP の割合を乗じた値）。", "ドワーフ, 白鬼, タル, Lycan are also authored but not recruitable - see the": "ドワーフ、白鬼、タル、Lycan も作成されていますが採用不可です - を参照してください", "ドワーフ, 白鬼, タル, TODO are also authored but not recruitable - see the": "ドワーフ、白鬼、タル、TODOも制作されているが徴募できない。参照は", "メインクエスト 0 - Interact with the Wagon": "メインクエスト 0 - 荷馬車を調べる", "メインクエスト 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "メインクエスト 2 - 布を4個生産；布防具を1個生産；木の矢を生産", "メインクエスト 4 - Move to the Dungeon": "メインクエスト 4 - ダンジョンへ移動", "メインクエスト 5 - Move to the Settlement": "メインクエスト 5 - 入植地へ移動", "メインクエスト 7 - Defeat 1 Red Monster Rat.": "メインクエスト 7 - 赤いモンスターネズミを1体倒す。", "メインクエスト 7 - Goddess Statue Construction && Level 2 2+ units": "メインクエスト 7 - 女神像の建設 && レベル 2 2+ ユニット", "メインクエスト 7 - Has Building Wood Godness Statue 1": "メインクエスト 7 - Has Building Wood Godness Statue 1", "メインクエスト 8 - 2 or More Members at Level 2": "メインクエスト 8 - レベル2のメンバーが2人以上", "メインクエスト 8 - Defeat 1 Red Monster Rat.": "メインクエスト 8 - Defeat 1 Red Monster Rat.", "受けたダメージ decreases by {0}% for each allied plant structure within 1 tile.": "受けたダメージは1タイル以内の味方植物構造物ごとに{0}%減少します。", "受けたダメージ decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "受けたダメージは1タイル以内の味方植物構造物ごとに{0}%減少します。(最大{1}%まで適用)", "拠点建設 100 - Has Room Type Amount Poor Dining Room 1": "拠点建設 100 - Has Room Type Amount Poor Dining Room 1", "攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。 A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。200ダメージの攻撃は、HP 0 付近では最大 60 HP、HP 半分では 30 HP、HP 満タンではなにも回復できません（与えたダメージの 30%に、失った HP の割合を乗じた値）。", "気分が減少します。 Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "気分が減少します。 管理難易度によるムードペナルティ: -10 (簡単), -12 (通常), -22 (難しい), -23 (非常に難しい), -24 (壊滅的)。", "気分が減少します。 Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "気分が減少します。 管理難易度によるムードペナルティ: -7 (簡単), -9 (通常), -16 (難しい), -17 (非常に難しい), -18 (壊滅的)。", "気分が減少する. Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "気分が減少する. 管理難易度によるムードペナルティ: -4 (簡単), -6 (通常), -10 (難しい), -11 (非常に難しい), -12 (壊滅的)。", "気分が減少する。 Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "気分が減少する。 管理難易度によるムードペナルティ: -1 (簡単), -3 (通常), -4 (難しい), -5 (非常に難しい), -6 (壊滅的)。", "特性に\"Leadership\"という名前を付けています。これにより、すべてのLeadershipの説明が\"New allies acquire Leadership\"と読むようになりました。朝鮮語、フランス語、日本語はすでに正しくなっていました。": "特性に\"Leadership\"という名前を付けています。これにより、すべてのLeadershipの説明が\"New allies acquire Leadership\"と読むようになりました。朝鮮語、フランス語、日本語はすでに正しくなっていました。", "視界範囲 is the core number. The game's own description: \"ユニットが周囲を明らかにし、敵を確認できる視界範囲です。\" It does double duty - it reveals fog of war for your side and it is the radius a monster uses to spot you. It is measured in": "視界範囲が中心となる数値です。ゲーム内の説明：「ユニットが周囲を明らかにし、敵を確認できる視界範囲です。」これは二重の役割を果たします。味方側では戦場の霧を晴らし、モンスターがあなたを発見する半径にもなります。単位は", "認知 (Fortify / Weaken / Elixir)": "認知（強化 / 弱体化 / エリクサー）", "隠密 (potion / skill)": "隠密（薬 / スキル）", "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color": "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color", "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "各レベルから次のレベルへ上がるために必要なアイテムの「種類」キー値を意味する。(0}は使用しないプレースホルダーであり、値は\"None\"で固定する。", "건축 workload * {0} = 파괴 태스크 수행 Workload": "建築workload * {0} = 破壊タスク実行のWorkload", "고블린 승리 GAMESYSTEM_Environment_{affecterName}": "ゴブリンの勝利 GAMESYSTEM_Environment_{affecterName}", "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼": "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼", "구조/수술 태스크에서 필요로 하는 Workload": "救助/手術タスクで必要となるWorkload", "구조물이 '운반 요구' 아이템에 대해서 최대 보유 수량의 몇퍼센트 이하로 내려가면 운반 태스크를 발행하는지에 대한 기준 비율 (0~1) 기본값. EX : 마력발전기가 연료로 마석 100개까지 보관 가능하면 -> 이 값이 0.2면 20개까지 내려갔을 때 운반 태스크를 발행함.": "構造物が「運搬要求」アイテムについて、最大保有数量の何パーセント以下に下がると運搬タスクを発行するかの基準比率（0～1）の初期値。EX : 魔力発電機が燃料としてマナ石を100個まで保管できる場合 -> この値が0.2なら、20個まで下がったときに運搬タスクを発行する。", "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.": "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.", "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.": "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.", "글로트 승리 GAMESYSTEM_Environment_{affecterName}": "グロスの勝利 GAMESYSTEM_Environment_{affecterName}", "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나": "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나", "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며": "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며", "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.": "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.", "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.": "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.", "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.": "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.", "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다. 괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다. <color=#a69085>\"뭐야, 또 너야?\"</color> 잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다. <color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color> 그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.": "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다. 괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다. <color=#a69085>\"뭐야, 또 너야?\"</color> 잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다. <color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color> 그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.", "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.": "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.", "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫒아냅니다.": "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫒아냅니다.", "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.": "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.", "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다. <color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color> 그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다. <color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color> 그는 머리가 아픈 듯 한숨을 내쉽니다.": "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다. <color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color> 그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다. <color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color> 그는 머리가 아픈 듯 한숨을 내쉽니다.", "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.": "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.", "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"...뭐야 이건.\"</color> 그녀는 곧바로 고개를 저으며 날카롭게 쏘아붙입니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"...뭐야 이건.\"</color> 그녀는 곧바로 고개를 저으며 날카롭게 쏘아붙입니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.", "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.", "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.": "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.", "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다. <color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color> 활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다. <color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color> 당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.": "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다. <color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color> 활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다. <color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color> 당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.", "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.", "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 명중시 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 명중시 {1}초 동안 [AFFECTER_Stun]을 부여합니다.", "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.", "들끓는 벼룩 GAMESYSTEM_Environment_{affecterName}": "群がるノミ GAMESYSTEM_Environment_{affecterName}", "마력 과포화 GAMESYSTEM_Environment_{affecterName}": "魔力の過飽和 GAMESYSTEM_Environment_{affecterName}", "마석 땅굴 GAMESYSTEM_Environment_{affecterName}": "マナ石の巣穴 GAMESYSTEM_Environment_{affecterName}", "만약 현재 제작 스킬이 요구 제작 스킬보다 높은 경우, 높은 정도 만큼 '수작' 결과물이 나올 확률 보정치 (PS : 반대의 경우는 존재할 수 없음. 왜냐하면, 현재 제작 스킬보다 요구 제작 스킬이 높으면 제작 자체가 불가하기 때문)": "もし現在の制作スキルが要求制作スキルより高い場合、高い分だけ「秀作」の成果物が出る確率の補正値（PS : 逆のケースは存在し得ない。なぜなら、現在の制作スキルより要求制作スキルが高いと、制作そのものが不可能だから）", "맷집 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "打たれ強さの強化：ポジティブ GAMESYSTEM_Environment_{affecterName}", "맷집 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "打たれ強さの弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}", "먹여주기 태스크에서 필요로 하는 Workload": "餌やりタスクで必要となるWorkload", "메인 던전 맥스 Floor - 탐사열망 (더 깊은 곳으로)이벤트 체크용": "メインダンジョンの最大Floor - 探索熱望（より深い場所へ）イベントチェック用", "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "すべてのスキル習得をリセットし、SPを取り戻します。", "무드 최대치를 의미한다. 실제 변동되며 쓰이는 값은 아니고, 주로 UI에서 게이지바 등을 표시하기 위한 최대치 기준으로 사용된다. (실제 수치는 최대값이 없음)": "ムードの最大値を意味する。実際に変動して使われる値ではなく、主にUIでゲージバーなどを表示するための最大値の基準として使われる。（実際の数値には最大値がない）", "민첩 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "敏捷の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}", "민첩 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "敏捷の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}", "바닥에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초 PS : 인게임 1시간은 1배속 기준 현실 시간 45초임.": "床で寝たときに該当するムードが持続する{0}秒 PS：ゲーム内1時間は1倍速基準で現実時間45秒である。", "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들": "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들", "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.": "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.", "보석 풍뎅이 GAMESYSTEM_Environment_{affecterName}": "宝石コガネムシ GAMESYSTEM_Environment_{affecterName}", "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.": "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.", "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.": "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.", "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.": "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.", "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.": "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.", "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.": "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.", "생활 능력치에 따른 슬롯 배경 표시 구간을 의미한다. {0} 미만 : Bad {1} 미만 : Normal {2} 미만 : Good {3} 미만 : Great 그 외(즉 {3} 이상인 경우)에는 Perfect": "生活能力値に応じたスロット背景の表示区間を意味する。{0} 未満：Bad {1} 未満：Normal {2} 未満：Good {3} 未満：Great その他（つまり {3} 以上の場合）は Perfect", "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {": "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {", "소지금 증가 속도 per tick (PS : 길드 거래가 구현되기 전까지는 주화를 얻을 방법이 없으므로, 자연 증가시킨다.)": "所持金の増加速度 per tick（PS : ギルド取引が実装されるまでは硬貨を得る手段がないため、自然増加させる。）", "수면 or 휴식중이라면 매초 {0}%'비율 만큼 모든 신체 부위에서 추가로 부상치가 감소한다": "睡眠または休息中なら、毎秒{0}%の割合で全身の各部位から追加で負傷値が減少する", "숲의 가르침 GAMESYSTEM_Environment_{affecterName}": "森の教え GAMESYSTEM_Environment_{affecterName}", "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.": "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.", "시간별 tick 수를 의미한다. 이것에 24를 곱하면 하루의 틱 수치를 산출해낼 수 있음.": "1時間あたりのtick数を意味する。これに24を掛けると1日のtick数を算出できる。", "야수의 숲 GAMESYSTEM_Environment_{affecterName}": "野獣の森 GAMESYSTEM_Environment_{affecterName}", "어두운 땅굴 GAMESYSTEM_Environment_{affecterName}": "暗い巣穴 GAMESYSTEM_Environment_{affecterName}", "어둠의 속삭임 GAMESYSTEM_Environment_{affecterName}": "闇のささやき GAMESYSTEM_Environment_{affecterName}", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분)": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Darkでのフェーズ区分である（3フェーズ区分）", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분) 명칭 변경됨": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Darkでのフェーズ区分である（3フェーズ区分）名称変更済み", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분)": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Standardでのフェーズ区分である（4フェーズ区分）", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분) 명칭 변경됨 HY : 층에 따른 페이즈. 1층 - 1페이즈 / 4층 3페이즈 이런식으로.": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Standardでのフェーズ区分である（4フェーズ区分）名称変更済み HY : 階に応じたフェーズ。1階 - 1フェーズ / 4階 3フェーズ、といった具合。", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 기본 : 2, 4 (1페이즈의 마지막 층은 2층임, 2페이즈의 마지막 층은 4층임. 마지막이 4이므로, 4층은 이 Region의 마지막 층으로 취급됨)": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート 基本 : 2, 4（1フェーズの最終階は2階、2フェーズの最終階は4階。最後が4なので、4階はこのRegionの最終階として扱われる）", "엘프의 고향 GAMESYSTEM_Environment_{affecterName}": "エルフの故郷 GAMESYSTEM_Environment_{affecterName}", "영양 흡수 GAMESYSTEM_Environment_{affecterName}": "栄養吸収 GAMESYSTEM_Environment_{affecterName}", "왜곡된 감각 GAMESYSTEM_Environment_{affecterName}": "歪んだ感覚 GAMESYSTEM_Environment_{affecterName}", "요구하는 경험치량이다 {1}은 1레벨 때 최대 경험치량을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "要求される経験値量である。{1}は1レベル時の最大経験値量を意味する。(0}は使用しないプレースホルダーであり、値は\"None\"で固定する。", "운영 난이도 매우 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 非常に難しい。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。", "운영 난이도 매우 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 非常に難しい。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。", "운영 난이도 보통. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 通常。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。", "운영 난이도 보통. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 通常。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。", "운영 난이도 쉬움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 簡単。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。", "운영 난이도 쉬움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 簡単。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。", "운영 난이도 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 難しい。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。", "운영 난이도 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 難しい。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。", "운영 난이도 파멸. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 破滅。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。", "운영 난이도 파멸. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 破滅。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。", "의지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "意志の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}", "의지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "意志の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}", "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔": "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔", "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.", "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.", "인지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "認知の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}", "인지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "認知の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}", "전투 난이도별 던전 유닛 리스폰 주기(분). CombatDifficulty enum 순서: Easy, Normal, Hard, VeryHard, Downfall. 기존 600분 기준 Easy +100%, Normal +50%, Hard 이상 +0%.": "戦闘難易度別のダンジョンユニットのリスポーン周期（分）。CombatDifficulty enum順：Easy, Normal, Hard, VeryHard, Downfall。既存の600分基準でEasy +100%, Normal +50%, Hard以上 +0%。", "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘": "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘", "조사하기(Inspect) 사용시 소질을 몇개나 공개시키는지에 대한 값": "調査（Inspect）使用時に素質をいくつ公開するかの値", "주변 시야 범위. 이 값을 기준으로 Fog of war를 업데이트한다. 프로토타입에는 이 값에 대한 '최종 능력치'는 존재하지 않는 상태이다. 이후로는 각 유닛이 vision 최종 능력치를 가지도록 처리할 필요가 있음. 예컨데 휏불 사용 여부에 따라 시야에 따라 맵이 밝혀지는 정도가 다르다던가.": "周囲の視界範囲。この値を基準にFog of warを更新する。プロトタイプではこの値に対する「最終能力値」は存在しない状態である。今後は各ユニットがvisionの最終能力値を持つように処理する必要がある。例えば松明の使用有無によって、視界に応じてマップが照らされる度合いが異なる、といったように。", "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Nature로 변경 필요": "主要能力値が最終能力値へ変換される比率の係数値 NOTE : Natureへ変更が必要", "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Water로 변경 필요": "主要能力値が最終能力値へ変換される比率の係数値 NOTE : Waterへ変更が必要", "지능 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "知力の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}", "지능 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "知力の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}", "지역클리어를 위해 처리해야하는 적 순서에 따라서 1스테,2스테,,, 그리고 NULL 인경우 보스가 존재하지않기에 클리어해도 해금안 됨.": "地域クリアのために処理すべき敵の順序に従って1ステージ、2ステージ...、そしてNULLの場合はボスが存在しないためクリアしても解放されない。", "지정한 위치에 {0}마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망시 폭발하며 근처의 적에게 마법 공격력의 {1}%의 마법 피해를 입히고, 근처의 아군에게 {5}초 동안 마법 공격력의 {2}%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 {3}마리 까지 동시에 소환될 수 있으며, 한 맵에는 최대 {4}마리 까지 존재할 수 있습니다. DEV(JH) : 소환자의 스탯에 따른 버블링의 마공/생명력 증가는 코드로만 동작하고 있다. 유저에게 나오는 설명은 없어서 직접 소환해봐야 알 수 있다. 버블스플래시의 데미지는 '소환자' 마공을 따른다. 버블태클의 데미지는 '버블링'의 마공을 따른다.": "指定した位置に{0}体の『バブリング』を召喚します。バブリングは近くの敵を攻撃し、倒されると爆発して近くの敵に魔法攻撃力の{1}%の魔法ダメージを与え、近くの味方ユニットに{5}秒間魔法攻撃力の{2}%のシールドを付与します。バブリングは1体のユニットにより最大{3}体まで同時に召喚でき、1マップに最大{4}体まで存在できます。DEV(JH):召喚者のステータスに応じたバブリングの魔攻/生命力の増加はコードでのみ機能しています。ユーザーに表示される説明がないため、直接召喚して確認する必要があります。バブルスプラッシュのダメージは『召喚者』の魔攻を参照します。バブルタックルのダメージは『バブリング』の魔攻を参照します。", "지하탐험가 GAMESYSTEM_Environment_{affecterName}": "地下探検家 GAMESYSTEM_Environment_{affecterName}", "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Nature로 변경 필요": "最終能力値システムの初期値（表記F1パーセント）NOTE : Natureへ変更が必要", "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Water로 변경 필요": "最終能力値システムの初期値（表記F1パーセント）NOTE : Waterへ変更が必要", "최종능력치 시스템 기본값 (표기F0, 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)": "最終能力値システムの初期値（表記F0、実際の処理はDevValueConvertRatio_MovementSpeedを適用）", "침묵의 평온 GAMESYSTEM_Environment_{affecterName}": "沈黙の静穏 GAMESYSTEM_Environment_{affecterName}", "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다. <color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color> 모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. <color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color> 깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.": "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다. <color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color> 모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. <color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color> 깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.", "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.": "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.", "풍부한 마석 GAMESYSTEM_Environment_{affecterName}": "豊富なマナストーン GAMESYSTEM_Environment_{affecterName}", "풍부한 목재 GAMESYSTEM_Environment_{affecterName}": "豊富な木材 GAMESYSTEM_Environment_{affecterName}", "풍부한 석재 GAMESYSTEM_Environment_{affecterName}": "豊富な石材 GAMESYSTEM_Environment_{affecterName}", "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.": "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.", "한 단위의 수면시 소요되는 틱의 기본값 {0}. 수면 중 깨기 위한 (EX : 기력이 일정 이상이거나, 매우 배고픔) 조건을 예외 처리를 위해 존재하는 변수임.": "1単位の睡眠にかかるティックの基本値{0}。睡眠中に目覚めるための（例：気力が一定以上、または非常に空腹）条件を例外処理するために存在する変数である。", "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다": "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다", "현상수배 : 엘리트 몬스터 GAMESYSTEM_Environment_{affecterName}": "指名手配：エリートモンスター GAMESYSTEM_Environment_{affecterName}", "현재 무게/최대 무게 > {0}%이상 일 때 매우 무거움 효과를 얻는다 (무게 게이지 검은 부분) >> 240613 HW : 앞으로 매우 무거움을 없앤다.": "現在の重量/最大重量 > {0}%以上のとき、非常に重い効果を得る（重量ゲージの黒い部分）>> 240613 HW : 今後は非常に重いを廃止する。", "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "炎のマントで身を包み、{0}秒間自分が魔法攻撃力の{1}%に等しいシールドを獲得し、隣接する敵ユニットに{5}秒ごとに魔法攻撃力の{2}%の魔法ダメージを与え、{4}秒間{3}の[AFFECTER_Burning]を付与します。", "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "炎のマントで身を包み、{0}秒間自分が魔法攻撃力の{1}%に等しいシールドを獲得し、隣接する敵ユニットに毎秒魔法攻撃力の{2}%の魔法ダメージを与え、{4}秒間{3}の[AFFECTER_Burning]を付与します。", "힘 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "力の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}", "힘 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "力の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}"}, "i18n_ja_overrides": {"5. Skill Trees": "5. スキルツリー", "6. Inscriptions": "6. 刻印", "7. Soul Stones & Acquired Traits": "7. 魂石と獲得特性", "Acquired traits": "獲得特性", "Add a soul stone": "魂石を追加", "Add an acquired trait": "獲得特性を追加", "Equipped soul stone": "装備中の魂石", "Filter by bonus": "ボーナスでフィルター", "No soul stones exist in this build.": "このビルドには魂石がありません。"}, "i18n_ko": {"  Rarity: ": "  등급: ", " (about {#}/s at this cadence)": " (이 시전 속도 기준 약 초당 {#})", " (editing)": " (편집 중)", " ({#} casts)": " ({#} 시전)", " ({#} hits of {#})": " ({#}회 타격, 각 {#})", " ({#} rounds)": " ({#} 라운드)", " ({#}/energy)": " ({#}/에너지)", " +{#} more": " +{#}개 더", " - {#} per energy": " - 에너지당 {#}", " Detonating consumes the stacks.": " 기폭 시 중첩을 소모합니다.", " Does not consume the stacks.": " 중첩을 소모하지 않습니다.", " MAtk, not the summon's halved value.": " 마법 공격력을 참조합니다.", " One variant is rolled per settler.": " 정착민마다 유형 하나가 무작위로 정해집니다.", " centered on the caster": " 시전자 중심", " copy": " 복사", " for {#} s": " {#}초 동안", " here from your extra trees": " (추가 트리에서)", " on {#}": " ({#})", " template": " 템플릿", "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0": "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0", "\" - this is not a Dungeon Settlers save.": "\" - 이것은 Dungeon Settlers 세이브 파일이 아닙니다.", "\" bonus": "\" 보너스", "\" completed": "\" 완료", "\" completed; never after": "\" 완료; 이후 없음", "\" completes": "\" 완료", "\" completes)": "\" 완료)", "\" starts automatically; report back to her - she then moves to your base as a recruit candidate. This final hunt is offered in the same talk that opens her trade stock.": "\" 임무가 자동으로 시작되며, 완료 후 그녀에게 돌아가 보고하면 된다 - 이후 그녀는 모집 후보로 당신의 본거지로 이동한다. 이 마지막 사냥은 그녀의 교역 재고를 열어주는 것과 동일한 대화에서 제공된다.", "\" starts automatically; report back to her for 10×": "\" 자동으로 시작됩니다; 돌아가 10×을(를) 신고", "\" starts automatically; report back to her for 1×": "\" 자동으로 시작됩니다; 돌아가 1×을(를) 신고", "\" starts automatically; report back to her for 8×": "\" 자동으로 시작됩니다; 돌아가 8×을(를) 신고", "\"!CompleteResearch_AdvancedCusine\"": "\"!CompleteResearch_AdvancedCusine\"", "\"!CompleteResearch_BasicAlchemy\"": "\"!CompleteResearch_BasicAlchemy\"", "\"!CompleteResearch_BasicCuisine\"": "\"!CompleteResearch_BasicCuisine\"", "\"!CompleteResearch_BasicFarming\"": "\"!CompleteResearch_BasicFarming\"", "\"!CompleteResearch_BasicMonsterCusine\"": "\"!CompleteResearch_BasicMonsterCusine\"", "\"!CompleteResearch_BoneProcessing1\"": "\"!CompleteResearch_BoneProcessing1\"", "\"!CompleteResearch_BoneProcessing2\"": "\"!CompleteResearch_BoneProcessing2\"", "\"!CompleteResearch_BurrowMonsterCusine\"": "\"!CompleteResearch_BurrowMonsterCusine\"", "\"!CompleteResearch_CarapaceProcessing1\"": "\"!CompleteResearch_CarapaceProcessing1\"", "\"!CompleteResearch_CarapaceProcessing2\"": "\"!CompleteResearch_CarapaceProcessing2\"", "\"!CompleteResearch_HuntProcessing\"": "\"!CompleteResearch_HuntProcessing\"", "\"!CompleteResearch_RelifFood\"": "\"!CompleteResearch_RelifFood\"", "\"!CompleteResearch_StaffCrafting\"": "\"!CompleteResearch_StaffCrafting\"", "\"!CompleteResearch_WeaveProcessing\"": "\"!CompleteResearch_WeaveProcessing\"", "\"!CompleteResearch_WoodHousing\"": "\"!CompleteResearch_WoodHousing\"", "\"!CompleteResearch_WoodProcessing2\"": "\"!CompleteResearch_WoodProcessing2\"", "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"": "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"", "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"", "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...", "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"", "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"", "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"", "\"(Whistling a tune)\"": "\"(콧노래를 흥얼거림)\"", "\"). The guild merchant is the one level-based trader: on each restock the game appends your current": "\"). 길드 상인은 유일한 레벨 기반 거래자입니다. 각 보충 때마다 게임은 현재", "\"-Kreeeeeek!!\" {0} tears the creature's various parts apart, and a shrill scream rings out. Once it's fully taken apar...": "\"-끼익끼익!!\" {0}이(가) 생물의 여러 부위를 찢어내고 날카로운 비명이 울려 퍼진다. 완전히 분해되면...", "\"-Screeeeech!!\"": "\"-우르릉!!\"", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discove": "\"-꺅!\" {0}이 그 생물을 여러 조각으로 찢어내며 날카로운 비명이 울려 퍼집니다. 완전히 분해된 후 작은 녹색 정수가 발견됩니다.", "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.": "\"--끼익!\" {0}이/가 그 생물의 여러 조각을 찢어버리자, 날카로운 울음소리가 공기를 통해 울려 퍼집니다. 완전히 분해된 후, 그 핵심에 작은 초록색 에센스가 발견됩니다. 최소한 당신의 호기심은 만족했습니다.", "\". There is": "\". 있습니다", "\"......Hah.\"": "\"......하.\"", "\"...Guild expedition folk are hardly worth trusting. Weak, every last one of them.\"": "\"...길드 탐사단 놈들은 믿을 가치가 없어. 약하고 쓸모없는 것들이지.\"", "\"...Hmph.\"": "\"...흠.\"", "\"...It's over.\"": "\"...끝났구나.\"", "\"...So what should we do now, Commander?\"": "\"...그래서 이제 뭘 해야 합니까, 사령관?\"", "\"...Thanks to you, my research h...": "\"...당신 덕분에 제 연구가...", "\"...What is this.\"": "\"...이게 뭐야.\"", "\"...What? Are you insane?\"": "\"...뭐? 넌 미쳤어?\"", "\">open ›": "\">열기 ›", "\"A White Mawmurk is no common beast. When they catch sight of a person… they do not flee. They hunt.\"": "\"흰 마무르크는 흔한 짐승이 아니다. 사람을 보면... 도망치지 않는다. 사냥한다.\"", "\"A gigantic monster lives beyond these woods-one that ordinary arrows can't...": "\"이 숲 너머에 거대한 괴물이 살고 있어...", "\"A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light. \"There is someone who insists on joining your expedition, no matter what. I warned the…\"": "\"까마귀 한 마리가 가시덩굴 사이를 조용히 날아와 당신의 팔뚝 위에 내려앉는다. 그 눈이 서서히 희미한 푸른빛으로 빛나기 시작한다. \"누가 뭐라 해도 당신의 탐사단에 합류하겠다고 고집하는 자가 있다. 나는 경고했다…\"", "\"Aaaah!\"": "\"아아악!\"", "\"Aaaah!\" You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses under the": "\"으아아악!\" 근처에서 비명 소리가 들려옵니다. 순간 동료 중 한 명인 리아나의 목소리임을 알아챕니다. 그녀는 쥐 떼에 둘러싸여 있고, 곧 그 아래 쓰러지고 맙니다", "\"Aagh!\"": "\"아악!\"", "\"ActivateDecision_false\"": "\"ActivateDecision_false\"", "\"ActivateDecision_true\"": "\"ActivateDecision_true\"", "\"AddAffecterAll_BlessOfWorldTree\"": "\"AddAffecterAll_BlessOfWorldTree\"", "\"AddAffecterAll_ExploreAspiration_2880\"": "\"AddAffecterAll_ExploreAspiration_2880\"", "\"AddAffecterAll_MaybeHarp_1440\"": "\"AddAffecterAll_MaybeHarp_1440\"", "\"AddAffecterAll_MaybeTrumpet_1440\"": "\"AddAffecterAll_MaybeTrumpet_1440\"", "\"AddAffecterAll_PioneeringSpirit\"": "\"AddAffecterAll_PioneeringSpirit\"", "\"AddAffecterAll_SurvivalInstinct\"": "\"AddAffecterAll_SurvivalInstinct\"", "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"": "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"", "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"": "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"", "\"AddAffecter_GreatestWarrior_0\"": "\"AddAffecter_GreatestWarrior_0\"", "\"AddItem_NatureEssence_1_0\"": "\"AddItem_NatureEssence_1_0\"", "\"AddItem_NatureGreenSpirit_1_0\"": "\"AddItem_NatureGreenSpirit_1_0\"", "\"Agh!\"": "\"아!\"", "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"": "\"앗!\" {0}이/가 재빨리 손을 집어넣고는 약간 원망스러운 표정으로 당신을 향해 돌아섭니다. \"단장님, 사실 안에는 아무것도 없는 것 같은데요...\"", "\"Ah! I've got a good idea. Why don't you take me with you?\"": "\"아! 좋은 생각 났어. 나를 데려가지 않을래?\"", "\"Ah, a customer....": "\"아, 손님이네....", "\"Ah... Of course! That's it! Why did it ta...": "\"아... 그렇구나! 그거야! 내가 왜...", "\"Ah... Yes. So that's how it...": "\"아... 그래. 그런 식으로...", "\"Ahhh... then you shall be filled with pleasure!\"": "\"아... 그렇다면 그대는 쾌락으로 가득할 것이다!\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"": "\"탐사대... 던전의 가장 깊은 곳을 조사하려면 나쁜 선택이 아니군요.\"", "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"": "\"탐사대... 던전의 가장 깊은 곳을 조사하려면 나쁜 선택이 아니군요.\" 임무 문서를 간략히 검토한 후, 그는 중얼거립니다. \"하지만 저는 여전히 제국이 연구에 사용한 살아있는 표본들을 조사하라는 명령을 받았습니다. 그런 작업은 그때도 금지되었어야 하는데, 그들이 여전히 살아있는 생물들을 실험했던 것 같군요...\" 여전히 지쳐 보이지만, 그는 당신에게 약속합니다. \"그 조사를 완료하는 것을 도와주면, 그 후에 저는 탐사대에 합류하겠습니다.\"", "\"And where exactly did you get all of this?\"": "\"정확히 이 모든 걸 어디서 구했어?\"", "\"Around here, a white one appears every now and then. It rarely shows itself like the others, but it's highly intelligent-clever enough to use even simple magic.\"": "\"이 근방에는 이따금 하얀 놈이 나타난다. 다른 놈들처럼 자주 모습을 드러내지는 않지만, 대단히 영리해서 간단한 마법까지 쓸 줄 안다.\"", "\"At fir...": "\"처음엔...", "\"Balance adjustments, including the starting traits of 'Lowell'\"": "\"로월의 시작 특성을 포함한 밸런스 조정\"", "\"Bald\"": "\"Bald\"", "\"BaseRandomFoodRation\"": "\"BaseRandomFoodRation\"", "\"BaseRandomGazeMoon\"": "\"BaseRandomGazeMoon\"", "\"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "\"땅을 굴릴 때 조심해. 그게 돌진할 거라는 신호야.\"", "\"Best not come any closer.\"": "\"더 이상 가까이 오지 마.\"", "\"Better here. Still don't like it.\"": "\"여긴 낫네. 근데 여전히 싫어.\"", "\"Black\"": "\"Black\"", "\"Bribe\"": "\"Bribe\"", "\"But don't let it go to your head. You still have a long road ahead. Just keep up the good work, understood?\"": "\"하지만 우쭐대지 말게. 앞길이 멀다 계속 잘 해야 한다, 알겠나?\"", "\"Bwoooong-\"": "\"부우웅-\"", "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to setting and achiev": "\"부우웅-\" 탐사 나팔을 울리자 탐사단원들이 모여듭니다. \"목표를 세우고 달성할 때 새로운 접근이 필요한 것 같습니다", "\"Captain, exploring the Dungeon means risking our liv...": "\"대장님, 던전 탐험은 목숨을 거는 일입니다...", "\"Captain, there are some strange markings here.\"": "\"단장님, 여기 이상한 표시들이 있습니다.\"", "\"Captain, there's a hidden opening here.\"": "\"단장님, 여기 숨겨진 입구가 있습니다.\"", "\"Captain, what if we go deeper on the next expedition?\"": "\"사령관, 다음 탐사단에서 더 깊이 들어가면 어떨까요?\"", "\"Captain, why don't we request expedition support from the Guild? Given our p...": "\"대장님, 길드에 탐사 지원을 요청하는 게 어떨까요? 현재 우리의...", "\"Captain... I found a strange vine.\"": "\"Captain... I found a strange vine.\"", "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "\"단장님... 이상한 덩굴을 발견했습니다.\" 상당히 유용할 수 있을 것 같습니다.", "\"Caution\"": "\"Caution\"", "\"Cavern_LittleFlesh\"": "\"Cavern_LittleFlesh\"", "\"Cavern_Poison\"": "\"Cavern_Poison\"", "\"Cavern_Standard\"": "\"Cavern_Standard\"", "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...", "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"", "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"": "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"", "\"ClanRank_Common\"": "\"ClanRank_Common\"", "\"ClanRank_Insignificant\"": "\"ClanRank_Insignificant\"", "\"ClearDungeon1\"": "\"ClearDungeon1\"", "\"Commander, I d...": "\"단장님, 사실...", "\"Commander, I don't think there's actually anything in there...\"": "\"사령관님, 거기 실제로 뭔가 있는 건 아닌 것 같은데...\"", "\"Commander, I just saw something writhing over there...\"": "\"사령관님, 저기서 뭔가 꿈틀거리는 게 보였어요...\"", "\"Commander, I know where the portal is. But even if we leave the dungeon, the 'Abandoned Land' has nothing but useless thorny vines and dried-up trees. So we should gather resources here before we go back.\"": "\"사령관님, 포탈이 어디 있는지 압니다. 하지만 던전을 나가더라도 '버려진 땅'에는 쓸모없는 가시덩굴과 메마른 나무들뿐입니다. 그러니 돌아가기 전에 여기서 자원을 모아두는 게 좋겠습니다.\"", "\"Commander, I've never seen anything like this before.\"": "\"사령관님, 전에 본 적이 없는 거 같아요.\"", "\"Commander, just the person I wanted to see. Care for a round against me?\"": "\"사령관, 내가 딱 만나고 싶은 사람이네. 나와 한 판 할래?\"", "\"Commander, this is... a Thousand-Colored Bird. A sacred creature treasured since ancient times for its mystical beauty. Yet this barbarian here insists on eating it. It's absurd!\"": "\"사령관님, 이것은... 천 가지 색을 지닌 새입니다. 예로부터 신비로운 아름다움으로 귀히 여겨져 온 신성한 생물이지요. 그런데 이 야만인이 기어이 먹겠다고 고집하다니, 말도 안 됩니다!\"", "\"Commander, what should we do with this?\"": "\"사령관님, 이것 어떻게 할까요?\"", "\"Commander, you can't do this! This is tyranny!\"": "\"사령관, 이렇게 할 수 없어! 이건 폭정이야!\"", "\"CompleteResearch_AdvancedCusine\"": "\"CompleteResearch_AdvancedCusine\"", "\"CompleteResearch_BasicAlchemy\"": "\"CompleteResearch_BasicAlchemy\"", "\"CompleteResearch_BasicCuisine\"": "\"CompleteResearch_BasicCuisine\"", "\"CompleteResearch_BasicFarming\"": "\"CompleteResearch_BasicFarming\"", "\"CompleteResearch_BasicMonsterCusine\"": "\"CompleteResearch_BasicMonsterCusine\"", "\"CompleteResearch_BoneProcessing1\"": "\"CompleteResearch_BoneProcessing1\"", "\"CompleteResearch_BoneProcessing2\"": "\"CompleteResearch_BoneProcessing2\"", "\"CompleteResearch_BurrowMonsterCusine\"": "\"CompleteResearch_BurrowMonsterCusine\"", "\"CompleteResearch_CarapaceProcessing1\"": "\"CompleteResearch_CarapaceProcessing1\"", "\"CompleteResearch_CarapaceProcessing2\"": "\"CompleteResearch_CarapaceProcessing2\"", "\"CompleteResearch_HuntProcessing\"": "\"CompleteResearch_HuntProcessing\"", "\"CompleteResearch_RelifFood\"": "\"CompleteResearch_RelifFood\"", "\"CompleteResearch_StaffCrafting\"": "\"CompleteResearch_StaffCrafting\"", "\"CompleteResearch_WeaveProcessing\"": "\"CompleteResearch_WeaveProcessing\"", "\"CompleteResearch_WoodHousing\"": "\"CompleteResearch_WoodHousing\"", "\"CompleteResearch_WoodProcessing2\"": "\"CompleteResearch_WoodProcessing2\"", "\"CurrentMap_Base && Cooldown_Random6_4320\"": "\"CurrentMap_Base && Cooldown_Random6_4320\"", "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"": "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"", "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"": "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"", "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"": "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"", "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"": "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"", "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"", "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"", "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"", "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"", "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"", "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"", "\"Damn it!! Commander!\"": "\"빌어먹을!! 사령관!\"", "\"Damn it... You lot really are strong enough. Hate to admit it, but that's the truth. Tch...\"": "\"젠장... 너희들은 정말 강하긴 하네. 인정하기 싫지만, 그게 사실이야. 쯧...\"", "\"Damn! That bastard has already wiped out two more expeditions in the meanti...": "\"젠장! 그 놈이 벌써 탐사단 두 팀을 더 소탕했어...", "\"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten its destruction.\"": "\"젠장! 그 놈이 벌써 탐사단 두 개를 더 없애버렸어. 우리는 그놈을 빨리 없애야 해.\"", "\"Damn! That thing has already wiped out two more expedition teams while we w...": "\"젠장! 우리가 기다리는 동안 그 놈이 탐사단 두 팀을 또...", "\"DecisionDismiss\"": "\"DecisionDismiss\"", "\"Defence\"": "\"방어\"", "\"DeputyCaptainElf\"": "\"DeputyCaptainElf\"", "\"DeputyCaptainHuamn\"": "\"DeputyCaptainHuamn\"", "\"DeputyCaptainLizard\"": "\"DeputyCaptainLizard\"", "\"DeputyCaptainLycan\"": "\"DeputyCaptainLycan\"", "\"DeputyCaptainMia\"": "\"DeputyCaptainMia\"", "\"DiscaredMagicPowerDevice\"": "\"DiscaredMagicPowerDevice\"", "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "\"고블린들은... 곤충에게 피를 빨리는 걸 즐기는 건가? 정말 이상한데...\"", "\"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\"": "\"더 이상 달콤한 말로 우리를 달래려 하지 마십시오! 우리는 이미 충분히 참았고, 조용히 연설이나 듣고 있을 때는 이미 지났습니다!\"", "\"Do you even know what you just bought?\"": "\"당신은 방금 산 게 뭔지 알기나 해?\"", "\"Do you know how many lives this creature has claimed recently? Had you been just a little faster, perhaps a few of them might still be alive. Ah well... merely an observation.\"": "\"이 생물이 최근 몇 명의 목숨을 앗아갔는지 아나? 자네가 조금만 더 빨랐더라면, 그중 몇은 아직 살아 있었을지도 모르지. 뭐... 그저 해본 말이다.\"", "\"Do you... have any idea how lonely it is here? I'm all alone, all day long...\"": "\"너... 여기가 얼마나 외로운지 알기나 해? 나는 하루종일 혼자야...\"", "\"Don't get cocky just because you managed to hunt a mere Mawmurk.\"": "\"겨우 마무르크 사냥했다고 우쭐대지 마.\"", "\"Don't get greedy in the dungeon.\"": "\"던전에서 욕심부리지 마.\"", "\"Don't push yourself. A brief investigation will be enough.\"": "\"무리하지 마. 간단한 조사면 충분해.\"", "\"Don't tell me you're already trembling in fear?\"": "\"혹시 벌써 두려움에 떨리고 있는 건 아니겠지?\"", "\"Dungeon1RandomCliff\"": "\"Dungeon1RandomCliff\"", "\"Dungeon1RandomGreen\"": "\"Dungeon1RandomGreen\"", "\"Dungeon1RandomMusic\"": "\"Dungeon1RandomMusic\"", "\"Dungeon1RandomWatcher\"": "\"Dungeon1RandomWatcher\"", "\"Elf01_Blue\"": "\"Elf01_Blue\"", "\"Elf01_Green\"": "\"Elf01_Green\"", "\"Elf01_White\"": "\"Elf01_White\"", "\"Elf01_Yellow\"": "\"Elf01_Yellow\"", "\"Elf02_Blue\"": "\"Elf02_Blue\"", "\"Elf02_Green\"": "\"Elf02_Green\"", "\"Elf02_White\"": "\"Elf02_White\"", "\"Elf02_Yellow\"": "\"Elf02_Yellow\"", "\"Elf03_Blue\"": "\"Elf03_Blue\"", "\"Elf03_Green\"": "\"Elf03_Green\"", "\"Elf03_Red\"": "\"Elf03_Red\"", "\"Elf03_White\"": "\"Elf03_White\"", "\"Elf03_Yellow\"": "\"Elf03_Yellow\"", "\"Elf04_Blue\"": "\"Elf04_Blue\"", "\"Elf04_Green\"": "\"Elf04_Green\"", "\"Elf04_Red\"": "\"Elf04_Red\"", "\"Elf04_White\"": "\"Elf04_White\"", "\"Elf04_Yellow\"": "\"Elf04_Yellow\"", "\"Elf05_Blue\"": "\"Elf05_Blue\"", "\"Elf05_Green\"": "\"Elf05_Green\"", "\"Elf05_White\"": "\"Elf05_White\"", "\"Elf05_Yellow\"": "\"Elf05_Yellow\"", "\"Elf06_Green\"": "\"Elf06_Green\"", "\"Elf06_Red\"": "\"Elf06_Red\"", "\"Elf06_White\"": "\"Elf06_White\"", "\"Elf06_Yellow\"": "\"Elf06_Yellow\"", "\"Elf07_Blue\"": "\"Elf07_Blue\"", "\"Elf07_Green\"": "\"Elf07_Green\"", "\"Elf07_White\"": "\"Elf07_White\"", "\"Elf08_Blue\"": "\"Elf08_Blue\"", "\"Elf08_Green\"": "\"Elf08_Green\"", "\"Elf08_White\"": "\"Elf08_White\"", "\"Elf08_Yellow\"": "\"Elf08_Yellow\"", "\"Elf09_Blue\"": "\"Elf09_Blue\"", "\"Elf09_Green\"": "\"Elf09_Green\"", "\"Elf09_Red\"": "\"Elf09_Red\"", "\"Elf10_Blue\"": "\"Elf10_Blue\"", "\"Elf10_Red\"": "\"Elf10_Red\"", "\"Elf10_White\"": "\"Elf10_White\"", "\"Elf11_Green\"": "\"Elf11_Green\"", "\"En'tok! Lanzrai! Commander, the strong eat while the weak are eaten. We are strong, so we eat this bird. I do not understand why this should be stopped!!\"": "\"엔톡! 란즈라이! 사령관님, 강한 자는 먹고 약한 자는 먹히는 법입니다. 우리는 강하니 이 새를 먹는 겁니다. 어째서 이를 막아야 하는지 이해할 수 없습니다!!\"", "\"EndrossiQuestEnd2\"": "\"EndrossiQuestEnd2\"", "\"EndrossiQuestEnd3\"": "\"EndrossiQuestEnd3\"", "\"EndrossiQuestEnd4\"": "\"EndrossiQuestEnd4\"", "\"Equipment_Spear\"": "\"Equipment_Spear\"", "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"", "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"", "\"Event_Npc0\"": "\"Event_Npc0\"", "\"Event_Npc1\"": "\"Event_Npc1\"", "\"Event_Npc11\"": "\"Event_Npc11\"", "\"Event_Npc23\"": "\"Event_Npc23\"", "\"Event_Npc26\"": "\"Event_Npc26\"", "\"Event_Npc6\"": "\"Event_Npc6\"", "\"Everyone's busy. Same end.\"": "\"다들 바빠. 결국 같은 끝이야.\"", "\"Exceptional\"": "\"수재\"", "\"Expedition Captain, I'm p...": "\"탐사단 대장님, 이제...", "\"Expedition Resolution\"": "\"탐사단 해결\"", "\"ExpeditionHorn\"": "\"ExpeditionHorn\"", "\"ExpeditionHornNotActive\"": "\"ExpeditionHornNotActive\"", "\"ExpeditionTeamSupport3\"": "\"ExpeditionTeamSupport3\"", "\"FaceScar01_Peach\"": "\"FaceScar01_Peach\"", "\"Farming\"": "\"Farming\"", "\"First annihilation, huh… You lasted longer than I expected.\"": "\"첫 번째 섬멸이군… 나보다 오래 버티네.\"", "\"Floor\"": "\"Floor\"", "\"FloorDeco\"": "\"FloorDeco\"", "\"Furniture\"": "\"가구\"", "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...": "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...", "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!! {0} : 최소 상승치 {1} : 최대 상승치": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!! {0} : 최소 상승치 {1} : 최대 상승치", "\"Good heavens, that thing is truly horrifying.\"": "\"Good heavens, that thing is truly horrifying.\"", "\"Good. This should be enough to test my hypothesis.\"": "\"좋아. 이것으로 내 가설을 검증하기에 충분할 거야.\"", "\"Good... Burn everything!\"": "\"좋다... 모든 것을 태워버려!\"", "\"Good... Life must bloom by its own power.\"": "\"좋다... 생명은 자신의 힘으로 피어나야 한다.\"", "\"Graaagh!!\"": "\"그아아악!!\"", "\"Ha! That doesn't even tickle.\"": "\"하! 그것도 간지럽지 않아.\"", "\"Haa...\"": "\"하아...\"", "\"Haa...\" With help, she barely manages to lift herself up and catches her breath with difficulty. \"What about Jack and Ivan, who were with you?\"</color": "\"하아...\" 도움을 받아 그녀는 간신히 몸을 일으키고 힘겹게 숨을 고른다. \"당신과 함께 있던 잭과 이반은요?\"</color", "\"Hahaha! Though greed itself knows no end!\"": "\"하하하! 탐욕 자체는 끝을 모르는군!\"", "\"Halt. Turn back, or I shall strike.\"": "\"멈춰. 돌아가라, 아니면 나는 너를 치겠다.\"", "\"Hard\"": "\"어려움\"", "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"": "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"", "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"", "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"", "\"HasGoldAbove_200\"": "\"HasGoldAbove_200\"", "\"HasPopulation && RunningQuest_HuntElderGloth\"": "\"HasPopulation && RunningQuest_HuntElderGloth\"", "\"HasPopulation\"": "\"HasPopulation\"", "\"Have you gone beyond this forest yet? There's a monster living there. Huge. Ordinary arrows can't even scratch it.\"": "\"너희들이 이 숲을 벗어나 본 적 있어? 거기 살고 있는 몬스터가 있어. 거대한. 보통 화살로는 흠집도 못 낼 거야.\"", "\"Here. Consider it the price of your life.\"": "\"있어. 목숨값으로 생각해.\"", "\"Hey Expedition Leader, we can't trade without a Trading Post.\"": "\"이봐요 탐사단장, 교역소 없이는 거래할 수 없습니다.\"", "\"Hey, DO BETTER.\"": "\"헤이, 더 잘해.\"", "\"Hey, I've got some fine goods here. Care to take a look?\"": "\"이봐, 나 여기 좋은 물건들 있어. 한 번 봐줄래?\"", "\"Hey, stop slacking and get to work.\"": "\"헤이, 빈둥거리지 말고 일해.\"", "\"Hidden\"": "\"숨겨짐\"", "\"Hm, it seems to like you.\"": "\"음, 당신을 좋아하는 것 같네.\"", "\"Hmm... As expected, it appears to use Imperi...": "\"음... 역시 제국의...", "\"Hmm... if you say so...\"": "\"흠... 당신이 그렇게 말하면...\"", "\"Hmm... if you say so...\" When you assure them that the objective will soon be accomplished, the expedition members reluctantly nod. \"Well then, surely the commander has a proper plan.\"": "\"흠... 그렇다면 말이지...\" 목표가 곧 달성될 거라며 안심시키자, 원정대 일원들은 마지못해 고개를 끄덕였다. \"그럼 지휘관님이 제대로 된 계획이 있으시겠지요.\"", "\"Hmm... this is...\"": "\"음... 이건...\"", "\"Hoo...\"": "\"후...\"", "\"Hoo...\" She exhales slowly, struggling to contain her emotions. \"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "\"후...\" 그녀가 천천히 숨을 쉬며 감정을 억제하려 합니다. \"땅을 굴릴 때 조심해. 그게 돌진할 거라는 신호야.\"", "\"Huh...\" She exhales as if suppressing her emotions. \"Be careful when it starts stomping its feet. That's a signal it'...": "\"흠...\" 그녀는 감정을 억누르듯 한숨을 쉽니다. \"발을 구르기 시작할 때 조심하세요. 그것이 신호입니다...", "\"Hummm...\"": "\"음음음...\"", "\"I can do this all day.\"": "\"난 하루종일 이거 할 수 있어.\"", "\"I know well how hard you have ...": "\"나는 당신들이 얼마나 열심히 싸웠는지...", "\"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\"": "\"너희 모두가 얼마나 치열하게 싸워왔는지, 그리고 우리가 함께 얼마나 많은 고난을 헤쳐왔는지 잘 알고 있다. 우리는 지금 중요한 갈림길에 서 있다. 이 시련을 견뎌낸다면, 더 큰 보상을 얻고 더 나은 미래를 만들 수 있을 것이다.\"", "\"I last. You won't.\"": "\"난 끝까지야. 너는 아니지.\"", "\"I like this spot. Don't move me.\"": "\"이 자리 좋아. 날 옮기지 마.\"", "\"I saw a giant rat fighting a slime.\"": "\"거대한 쥐가 슬라임과 싸우는 걸 봤어.\"", "\"I wonder what's happening in there.\"": "\"저 안에서 뭐가 일어나는지 궁금해.\"", "\"I'd do anything… if it meant getting revenge on that thing.\"": "\"나는 뭐든 하겠어... 그 녀석에게 복수할 수 있다면.\"", "\"I'm so bored I could die. Yawn…\"": "\"난 너무 지루해서 죽을 것 같아. 하암…\"", "\"I've been hearing about you all here and there lately.\" The supervisor's voice flows out through the crow's beak. \"It...": "\"요즘 자네들 소식을 여기저기서 자주 들어다.\" 감독관의 목소리가 까마귀 부리를 통해 흘러나온다. \"그것...", "\"I've been hearing stories about your group everywhere lately.\"": "\"요즘 당신들 이야기가 여기저기서 들려요.\"", "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.\" \"Wondering how we're still alive, are you?\" At your grumbling, the raven caws and ruffles its feathers. \"Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy captain. I'll send you an insignia; the appointment is yours to make.\" With that, the raven spreads its black wings and vanishes beyond the sky.": "\"요즘 당신들 이야기가 여기저기서 들려요.\" 검사의 목소리가 까마귀의 부리에서 흘러나왔다. \"드디어 제대로 된 원정대처럼 보이기 시작한 것 같군요. 길드도 당신들을 꽤 유능한 집단으로 대하기 시작했어요.\" \"우리가 어떻게 살아남았는지 궁금하신 거죠?\" 당신의 투덜거림에 까마귀가 울음을 내고 깃털을 셌다. \"에라, 어쨌든 이제부터 당신이 받는 지원이 개선될 겁니다. 물론 그에 맞는 성과를 기대하겠지만요. 그리고 이제 부대장을 임명할 시간이 된 것 같군요. 휘장을 보내드리겠습니다. 임명은 당신이 하시면 됩니다.\" 그 말과 함께 까마귀는 검은 날개를 펼치고 하늘 너머로 사라졌다.", "\"I've received ...": "\"부탐사단장 자리가 비었다는 보고를 받았습니다...", "\"ITEM_Bone\"": "\"ITEM_Bone\"", "\"ITEM_Clay\"": "\"ITEM_Clay\"", "\"ITEM_DisgustingMonsterMeat\"": "\"ITEM_DisgustingMonsterMeat\"", "\"ITEM_HellLeech\"": "\"ITEM_HellLeech\"", "\"ITEM_SkillElixir\"": "\"ITEM_SkillElixir\"", "\"If terror takes hold of you, there's no shame in walking away.\"": "\"공포심이 든다면, 물러서는 게 부끄러울 건 없다.\"", "\"If that is your custom, then so be it. Just don't take it too far.\"": "\"그게 너희의 풍습이라면 그럴 수도 있지. 하지만 너무 심하게 하진 마.\"", "\"If we stop here, everyone will think we're cowards.\"": "\"여기서 멈추면, 모두가 우리를 겁쟁이라고 생각할 거야.\"", "\"If you collapse again, I won't say another word.\"": "\"다시 쓰러지면 나는 더 이상 말하지 않겠다.\"", "\"If you run into it, run. And if you're feeling bold enough to think you can take it on, I'd suggest thinking twice.\"": "\"그걸 만나면 도망쳐. 그리고 네가 감히 맞서려고 생각한다면, 한 번 더 생각해보길 권해.\"", "\"Illustration_DiscardedMagicPowerDevice\"": "\"Illustration_DiscardedMagicPowerDevice\"", "\"Illustration_Endrossi\"": "\"Illustration_Endrossi\"", "\"Illustration_FesteringBurrowMerchant\"": "\"Illustration_FesteringBurrowMerchant\"", "\"Illustration_GuildMerchant\"": "\"Illustration_GuildMerchant\"", "\"Illustration_MysteriousSound\"": "\"Illustration_MysteriousSound\"", "\"Illustration_Perion\"": "\"Illustration_Perion\"", "\"Illustration_ReturnFromExpedition\"": "\"Illustration_ReturnFromExpedition\"", "\"Illustration_SmallGreenThing\"": "\"Illustration_SmallGreenThing\"", "\"Illustration_TheWatchingEntity\"": "\"Illustration_TheWatchingEntity\"", "\"Illustration_ThornvineCliff\"": "\"Illustration_ThornvineCliff\"", "\"Illustration_VentingFrustration\"": "\"Illustration_VentingFrustration\"", "\"Illustration_Xenon\"": "\"Illustration_Xenon\"", "\"Illustration_YearningForExploration\"": "\"Illustration_YearningForExploration\"", "\"In less than a year, over half the continent has already been consumed by thorned vines spreading outward from the dungeons. Yes, much like the forsaken land you now inhabit. Make haste with your exploration. We must conquer the dungeons before we meet a dreadful end.\"": "\"채 일 년도 지나지 않아, 던전에서 뻗어 나온 가시덩굴이 이미 대륙의 절반 이상을 집어삼켰다. 그래, 지금 너희가 머물고 있는 버려진 땅과 다를 바 없지. 서둘러 탐사를 진행하도록. 끔찍한 종말을 맞기 전에 우리는 던전을 정복해야 한다.\"", "\"Insect\"": "\"Insect\"", "\"Is this world filled with suffering... or pleasure?\"": "\"이 세상은 고통으로 가득한가... 아니면 즐거움인가?\"", "\"Isn't it a waste of time to keep chasing something that clearly isn't working?\"": "\"명확히 작동하지 않는 것을 계속 쫓는 건 시간 낭비 아닌가요?\"", "\"It has been many years since the Magic Empi...": "\"마법 제국이 무너진 지 오래되었네...", "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "\"오래전에 멸종했어야 할 곤충처럼 보이는데... 무슨 원리로 계속 살아있는...", "\"It seems I've been hearing stories about your group from all over lately.\"": "\"최근에 당신의 그룹에 대한 이야기를 자주 들었다.\"", "\"It seems I've been hearing stories about your group from all over lately.\" The inspector's voice flows from the raven's beak. \"Looks like you finally rese": "\"요즘 여기저기서 자네들 이야기가 들려오더군.\" 감독관의 목소리가 까마귀의 부리에서 흘러나옵니다. \"이제 자네들이 마침내 보이기 시작했군\"", "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...": "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...", "\"It seems our progress toward the objective has slowed, commander.\"": "\"우리의 목표 달성이 느려지는 것 같습니다, 사령관.\"", "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent ability to achieve its goals. <co": "\"지휘관님, 목표를 향한 진행 속도가 느려진 것 같습니다.\" 탐사단원들은 최근 탐사단의 목표 달성 능력을 의심하기 시작했습니다. <co", "\"It seems we need a new approach when it comes to setting and achiev": "\"목표를 세우고 달성할 때 새로운 접근이 필요한 것 같습니다", "\"It seems we need a new approach when it comes to setting and achieving our expedition goals.\"": "\"탐사단의 목표를 설정하고 달성하는 데 있어 새로운 접근이 필요해 보인다.\"", "\"It seems… we're the only ones who made it.\"": "\"그런 것 같네… 우리만 빠져나온 것 같습니다.\"", "\"It's decided purely by luck, so nothing could possibly be fairer than this.\"": "\"순전히 운으로 정해지니까, 이보다 더 공정한 건 없지.\"", "\"It's noisy. Less boring.\"": "\"시끄러운 건 별로지. 지루하진 않아.\"", "\"It...": "\"It...", "\"Keep going. I've got time.\"": "\"계속해. 난 시간이 있어.\"", "\"KillCount_RedMonsterRat_1\"": "\"KillCount_RedMonsterRat_1\"", "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "\"단장! 아무리 봐도 그 녀석은 의심스럽다니까요! 저들...", "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"", "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"", "\"LevelAbove_2_2\"": "\"LevelAbove_2_2\"", "\"Listen well, everyone. From this point onward, we shall...\"": "\"모두 잘 들어. 이제부터 우리는...\"", "\"Listen, there is only so much I can do to help. If you get wiped out again, w...": "\"들어봐, 내가 도와줄 수 있는 건 한계가 있다고. 다시 소탕당하면 진짜...", "\"Listen, there's a limit to how much I can help. If you get wiped out again, we'll reall...": "\"들어봐, 내가 도와줄 수 있는 데도 한계가 있다고. 다시 소탕당하면 진짜...", "\"Listen, there's a limit to how much I can help. If you get wiped out again, we'll really be in trouble.\"": "\"들어, 내가 도울 수 있는 데는 한계가 있다. 다시 전멸당하면 정말 큰일이다.\"", "\"Lo...": "\"이것을...", "\"Long02_Black\"": "\"Long02_Black\"", "\"Long02_Blonde\"": "\"Long02_Blonde\"", "\"Long03_Blonde\"": "\"Long03_Blonde\"", "\"Long04_Black\"": "\"Long04_Black\"", "\"Long04_Blonde\"": "\"Long04_Blonde\"", "\"Long04_Brown\"": "\"Long04_Brown\"", "\"Long04_Orange\"": "\"Long04_Orange\"", "\"Long04_Red\"": "\"Long04_Red\"", "\"Long_Blonde\"": "\"Long_Blonde\"", "\"Long_Orange\"": "\"Long_Orange\"", "\"Long_Red\"": "\"Long_Red\"", "\"Looks good. Empty inside.\"": "\"봐 보기 좋지. 안이 비었어.\"", "\"Looks like it'd hurt if you got poked by t...": "\"여기에 찔리면 아플 것...", "\"Looks like it'd hurt if you got poked by this.\"": "\"이것에 찔리면 아플 것 같은데.\"", "\"Looks like you finally rese": "\"이제 자네들이 마침내 보이기 시작했군\"", "\"Looks like you finally resemble a proper expedition. Even the guild has begun treating you as a fairly respectable one.\"": "\"드디어 제대로 된 탐사단다워졌군. 길드에서도 이제 너희를 꽤 존중할 만한 탐사단으로 대우하기 시작했다.\"", "\"Luck was on your side this time, Commander!\"": "\"이번엔 운이 당신 쪽이었군요, 사령관!\"", "\"MAX\"": "\"MAX\"", "\"Main8\"": "\"Main8\"", "\"MerchantRoom\"": "\"MerchantRoom\"", "\"Moderate\"": "\"Moderate\"", "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"": "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"", "\"ModifyClanGold_1000\"": "\"ModifyClanGold_1000\"", "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"", "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"": "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"", "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"": "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"", "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"", "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"", "\"MoodUnder-3\"": "\"MoodUnder-3\"", "\"Mustache_Black\"": "\"Mustache_Black\"", "\"Mustache_Brown\"": "\"Mustache_Brown\"", "\"Mustache_Orange\"": "\"Mustache_Orange\"", "\"Mustache_Red\"": "\"Mustache_Red\"", "\"Mustache_White\"": "\"Mustache_White\"", "\"NPC\"": "\"NPC\"", "\"NULL\"": "\"NULL\"", "\"Ngh...!\"": "\"음...!\"", "\"No direct stat modifiers\"": "\"직접 스탯 수정자 없음\"", "\"No matter what hardships lie ahead, we shall trust one another and move forward together!\"": "\"앞으로 어떤 어려움이 닥치든, 우리는 서로를 믿고 함께 나아갈 것입니다!\"", "\"No need to complicate things. What is hunted should be eaten well.\"": "\"복잡하게 생각할 필요 없다. 사냥한 것은 잘 먹어야 한다.\"", "\"No shame in fear, mind you. Though I've little use for it myself.\"": "\"두려움 자체는 부끄러운 게 아니다. 물론 나는 그럴 필요가 없지만.\"", "\"No! I'm real! I'm the real one!\"": "\"아니야! 내가 진짜야! 내가 진짜 한 거야!\"", "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no need to tak": "\"아니야! 내가 진짜야! 내가 진짜 한 거야!\" {0}의 비명을 들으며 당신은 차갑게 고개를 돌려버립니다. 어떻게 봐도 이건 너무 의심스럽습니다. 더 이상 생각할 필요가 없습니다.", "\"None\"": "\"None\"", "\"Normal\"": "\"Normal\"", "\"Not that I've ever had a reason to deal with something like that myself.\"": "\"내가 그런 것을 직접 다뤄본 적은 없지만.\"", "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"": "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"", "\"Now I hear tales of you lot from here and there.\" The supervisor's voice flows through the raven's beak. \"It seems yo...": "\"이곳저곳에서 너희들에 대한 이야기를 듣고 있어.\" 감독자의 목소리가 까마귀의 부리를 통해 흘러나옵니다. \"보기에는...", "\"Now, now, don't be like that. In any case, the support you receive from here on will be different. Though naturally, we'll expect results to match.\"": "\"자, 자, 그러지 말게. 어쨌든 이제부터 받게 될 지원은 이전과 다를 것이다. 물론, 그에 걸맞은 성과를 기대하겠지만.\"", "\"Of course, you're all doing well even now. But if we want to achieve results in future expeditions, we'll need to take a more proactive approach. In particular, having a clear goal should help.\"": "\"물론, 지금도 다들 잘하고 있다. 하지만 앞으로의 탐사단에서 성과를 내려면 좀 더 적극적인 접근이 필요하다. 특히 명확한 목표가 있으면 도움이 될 것이다.\"", "\"Of course. I know well how hard you have all been working. Use these coins to ease your burdens for a while and return with renewed strength.\"": "\"물론이다. 너희 모두가 얼마나 열심히 일했는지 잘 알고 있다. 이 동전으로 잠시나마 부담을 덜고, 다시 힘을 얻어 돌아오도록 해라.\"", "\"Oh, back again. I expect nothing.\"": "\"아, 다시 왔군요. 난 아무것도 기대하지 않아.\"", "\"Oh... What an extraordinary discovery.\"": "\"오... 놀라운 발견이군.\"", "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"": "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"", "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"": "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"", "\"Or perhaps... greed?\"": "\"아니면... 탐욕일까?\"", "\"Outstanding\"": "\"인재\"", "\"Per-room odds\" is this node's template share whenever a matching room slot generates on those floors; a floor holds several slots, so the practical hit rate is higher. Click a node for its full breakdown.": "\"방당 확률\"은 해당 층에서 일치하는 방 슬롯이 생성될 때마다 이 노드의 템플릿 비중입니다. 한 층은 여러 슬롯을 가지므로 실제 등장 확률은 더 높습니다. 노드를 클릭하면 전체 세부 내역을 확인할 수 있습니다.", "\"Perhaps we might have achieved even greater results had the guild offered more support, inspector.\"": "\"만약 길드가 더 많은 지원을 했다면 훨씬 더 좋은 결과를 얻었을 것 같은데, 검사님.\"", "\"Phew...\"": "\"Phew...\"", "\"Phew...\" She struggles to catch her breath. \"What about Jack and Ivan?\" At your question, her face darkens without a word. You pause for a": "\"후우...\" 그녀는 가쁜 숨을 몰아쉰다. \"잭과 이반은요?\" 그 질문에 그녀의 얼굴이 말없이 어두워진다. 당신은 잠시", "\"Preparation was lacking from the start. No base near the portal, lack of expedition members… Still, I'll give you another chance.\"": "\"처음부터 준비가 부족했다. 포탈 근처에 기지도 없고, 탐사단 인원도 부족하고… 그래도, 한 번 더 기회를 주겠다.\"", "\"QuestFinish_HuntAlphaAcidSlogel\"": "\"QuestFinish_HuntAlphaAcidSlogel\"", "\"QuestFinish_HuntElderGloth\"": "\"QuestFinish_HuntElderGloth\"", "\"QuestFinish_HuntWhiteMawmurk\"": "\"QuestFinish_HuntWhiteMawmurk\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"", "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"", "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"", "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...", "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"", "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"", "\"Quick, quick. Chop chop.\"": "\"빨리, 빨리. 차두둑.\"", "\"Quite fascinating.\"": "\"정말 흥미로우네.\"", "\"RankUp1to2\"": "\"RankUp1to2\"", "\"RankUp2to3\"": "\"RankUp2to3\"", "\"Raw values: 5\"": "\"원본 값: 5\"", "\"Recreation\"": "\"Recreation\"", "\"Red\"": "\"Red\"", "\"Remarkable... This was no ordinary magical experi...": "\"놀랍습니다... 이것은 살아있는 생물에 대한 평범한 마법 실험이 아닙니다...", "\"Report, Expedition Commander.\"": "\"보고, 탐사단 사령관.\"", "\"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\"": "\"지금은 자원이 부족하지만, 이 고난도 곧 지나갈 것이다. 그때까지 조금만 더 견디며 힘을 보태주기를 바란다.\"", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"", "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"", "\"See that pile of rocks over there? It's not moving right now, but I heard the guild plans to send people to investigate it soon.\"": "\"저기 저 바위 더미 보이나? 지금은 움직이지 않지만, 길드에서 곧 조사할 사람을 보낼 예정이라고 들었다.\"", "\"Short02_Orange\"": "\"Short02_Orange\"", "\"Short03_Brown\"": "\"Short03_Brown\"", "\"Short04_Brown\"": "\"Short04_Brown\"", "\"Short05_Black\"": "\"Short05_Black\"", "\"Short05_Blonde\"": "\"Short05_Blonde\"", "\"Short05_Brown\"": "\"Short05_Brown\"", "\"Short05_Red\"": "\"Short05_Red\"", "\"Short06_Brown\"": "\"Short06_Brown\"", "\"Short07_Black\"": "\"Short07_Black\"", "\"Short07_Brown\"": "\"Short07_Brown\"", "\"Short07_Orange\"": "\"Short07_Orange\"", "\"Short07_Red\"": "\"Short07_Red\"", "\"Short08_Brown\"": "\"Short08_Brown\"", "\"Short09_Black\"": "\"Short09_Black\"", "\"Short09_Red\"": "\"Short09_Red\"", "\"Short09_White\"": "\"Short09_White\"", "\"Short_Black\"": "\"Short_Black\"", "\"Short_Brown\"": "\"Short_Brown\"", "\"Short_Red\"": "\"Short_Red\"", "\"Short_White\"": "\"Short_White\"", "\"ShowAction\"": "\"ShowAction\"", "\"ShowChoiceAction_ChoiceF28100\"": "\"ShowChoiceAction_ChoiceF28100\"", "\"ShowChoiceAction_ChoiceF28110\"": "\"ShowChoiceAction_ChoiceF28110\"", "\"ShowChoiceAction_ChoiceF29110\"": "\"ShowChoiceAction_ChoiceF29110\"", "\"ShowChoiceAction_ChoiceF34100\"": "\"ShowChoiceAction_ChoiceF34100\"", "\"ShowChoiceAction_ChoiceN14110\"": "\"ShowChoiceAction_ChoiceN14110\"", "\"ShowChoiceAction_ChoiceR5100\"": "\"ShowChoiceAction_ChoiceR5100\"", "\"ShowChoiceAction_ChoiceR5110\"": "\"ShowChoiceAction_ChoiceR5110\"", "\"ShowChoiceAction_ChoiceR8100\"": "\"ShowChoiceAction_ChoiceR8100\"", "\"ShowNextNode_NodeF2710_100\"": "\"ShowNextNode_NodeF2710_100\"", "\"ShowNextNode_NodeF2810_100\"": "\"ShowNextNode_NodeF2810_100\"", "\"ShowNextNode_NodeF2811_100\"": "\"ShowNextNode_NodeF2811_100\"", "\"ShowNextNode_NodeF2910_100\"": "\"ShowNextNode_NodeF2910_100\"", "\"ShowNextNode_NodeF2911_100\"": "\"ShowNextNode_NodeF2911_100\"", "\"ShowNextNode_NodeF3010_100\"": "\"ShowNextNode_NodeF3010_100\"", "\"ShowNextNode_NodeF3410_100\"": "\"ShowNextNode_NodeF3410_100\"", "\"ShowNextNode_NodeN1411\"": "\"ShowNextNode_NodeN1411\"", "\"ShowNextNode_NodeN1411_100\"": "\"ShowNextNode_NodeN1411_100\"", "\"ShowNextNode_NodeR510_100\"": "\"ShowNextNode_NodeR510_100\"", "\"ShowNextNode_NodeR511_100\"": "\"ShowNextNode_NodeR511_100\"", "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"": "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"", "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"": "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"", "\"ShowNextNode_NodeR710_100\"": "\"ShowNextNode_NodeR710_100\"", "\"ShowNextNode_NodeR711_100\"": "\"ShowNextNode_NodeR711_100\"", "\"ShowNextNode_NodeR810_100\"": "\"ShowNextNode_NodeR810_100\"", "\"Since they remain stubborn, I have decided to leave the matter to your judgment. What will you do, Commander?\"": "\"그들이 계속 고집을 부리니, 나는 이 문제를 당신의 판단에 맡기기로 결정했습니다. 뭘 할 건가요, 사령관?\"", "\"SlimUnisex\"": "\"SlimUnisex\"", "\"So it was true. Hm... I honestly thought you lot would lose your nerve and run.\"": "\"정말이었군. 흠... 솔직히 너희들이 겁을 먹고 도망칠 줄 알았어.\"", "\"So take my counsel-better to sharpen your skill than your pride.\"": "\"그래서 내 충고를 들어 - 자존심보다 기술을 연마하는 게 낫지.\"", "\"So you really did kill it. I can't say I expected much...\"": "\"그래, 정말 그것을 죽였네. 그렇게 될 줄은 기대하지 못했지만...\"", "\"So, you really managed to kill the beast. I can't ...": "\"So, you really managed to kill the beast. I can't ...", "\"So, you really managed to kill the beast. I can't say I expected much...\"": "\"그래, 정말 그 짐승을 죽였군. 많이 기대할 수 있을 것 같지는 않지만...\"", "\"Some went mad staying in the dungeon.\"": "\"어떤 놈들은 던전에 있다가 미쳤어.\"", "\"Sorry, but the deeper parts of the dungeon are blocked off... No one can get through. This is as far as you can explore for now.\"": "\"미안하지만, 던전 안쪽 깊은 곳은 막혀 있다... 아무도 지나갈 수 없다. 지금으로서는 여기까지가 탐험할 수 있는 한계다.\"", "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"", "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...", "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"", "\"SpawnItem_ImperialCoin_Perion_1\"": "\"SpawnItem_ImperialCoin_Perion_1\"", "\"SpawnItem_ImperialCoin_Perion_3\"": "\"SpawnItem_ImperialCoin_Perion_3\"", "\"SpawnItem_TechBook_Xenon_2\"": "\"SpawnItem_TechBook_Xenon_2\"", "\"SpawnItem_TechBook_Xenon_4\"": "\"SpawnItem_TechBook_Xenon_4\"", "\"Special\"": "\"Special\"", "\"Sshhhhk!\"": "\"쉬이이잇!\"", "\"Stalling\"": "\"Stalling\"", "\"StandardMale\"": "\"StandardMale\"", "\"Start Point\"": "\"Start Point\"", "\"StartQuest_InteractEndrossi2\"": "\"StartQuest_InteractEndrossi2\"", "\"StartQuest_InteractEndrossi3\"": "\"StartQuest_InteractEndrossi3\"", "\"StartQuest_InteractEndrossi4\"": "\"StartQuest_InteractEndrossi4\"", "\"StartQuest_Main7\"": "\"StartQuest_Main7\"", "\"StartQuest_Main8\"": "\"StartQuest_Main8\"", "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"": "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"", "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"", "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"": "\"생존은 전투의 힘만큼 절제도 필요합니다. 당신들 모두에게 조금 더 견디기를 부탁드립니다.\"", "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.": "\"생존은 전투의 힘만큼 절제도 필요합니다. 당신들 모두에게 조금 더 견디기를 부탁드립니다.\" 여전히 분명히 불만족한 탐사대원들은 평소의 몫을 가져가고 떠납니다.", "\"Take whatever you need. Just make sure you pay a fair price.\"": "\"필요한 걸 가져. 적절한 값은 치고 가야 하지만.\"", "\"TargetHeadHealthAbove_10\"": "\"TargetHeadHealthAbove_10\"", "\"TargetHeadHealthAbove_80\"": "\"TargetHeadHealthAbove_80\"", "\"Thank you, Captain!\"": "\"감사합니다, 단장님!\"", "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"감사합니다, 단장님!\" 탐사대원들은 평소보다 더 넉넉한 식사를 받고 눈에 띄게 더 큰 만족감으로 먹습니다.", "\"That barely scratches me.\"": "\"그건 나를 거의 긁지 못했어.\"", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "\"그 탐사도 힘들었어! 따뜻한 침대에서 자고 싶은데...\"", "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Several members' faces turn pale.": "\"그 탐사도 힘들었어! 따뜻한 침대에서 자고 싶은데...\" 큰 신음을 내며 기지개를 펴는 {0}이 포탈 앞에 나타납니다! 여럿의 얼굴이 창백해집니다.", "\"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\"": "\"그 괴물이 이렇게 쉽게 죽을 리가 없어. 자기 자랑만 하려고 거짓 말하지 마.\"", "\"That thing": "\"그 괴물", "\"That thing doesn't die that easily. Don't go making things up just to show off.\"": "\"그 녀석은 그렇게 쉽게 죽지 않아. 자랑하려고 거짓말을 지어내지 마.\"", "\"That thing's no ordinary monster. Pick a fight with it carelessly and there won't be enough left of you to bury.\"": "\"그 녀석은 보통 몬스터가 아니야. 부주의하게 싸우면 묻을 것도 남지 않을 거야.\"", "\"That's it. Short.\"": "\"됐어. 짧아.\"", "\"That's right! We can't take this anymore!\"": "\"맞아! 더 이상 못 참아!\"", "\"That's why I did it. Because I was lonely. If I don't do something like this, no one ever looks at me.\"": "\"그래서 내가 그랬어. 외로워서. 이런 걸 안 하면 아무도 나를 봐주지 않아.\"", "\"The Dungeon is consuming the continent...": "\"던전이 대륙을 집어삼키고 있습니다...", "\"The Dungeon will not welcome us. It will test us without end and, in ...": "\"던전은 우리를 환영하지 않을 겁니다. 우리를 끝없이 시험할 거고, 결국...", "\"The dungeon is insane. So are the ones who made it.\"": "\"던전이 미쳤어. 만든 놈들도 미쳤어.\"", "\"The expedition members need to be in better spirits.\"": "\"탐사단 멤버들은 더 나은 정신 상태에 있어야 합니다.\"", "\"The expedition members need to grow stronger.\"": "\"탐사단 멤버들이 더 강해져야 합니다.\"", "\"The guild handles a wide variety of goods. Ah, though things that can only be obtained in dungeons are a bit difficult for us to distribute...\"": "\"길드는 다양한 물품을 취급하고 있다. 아, 다만 던전에서만 구할 수 있는 것들은 우리가 유통하기가 좀 어렵군...\"", "\"The others need their rest. That's enough for tonight.\"": "\"다른 사람들은 쉬어야 해. 오늘은 여기까지.\"", "\"Then scouting is meaningless. I'll send you a new recruit, Kragas. Establish an outpost according to guild protocol, and prepare to strike the beast before it spreads further ruin.\"": "\"그렇다면 정찰은 의미가 없군. 새로운 신입, 크라가스를 보내주겠다. 길드 규정에 따라 전초기지를 세우고, 그 짐승이 더 큰 파멸을 퍼뜨리기 전에 처치할 준비를 하도록.\"", "\"Then suffering shall be your companion!\"": "\"그렇다면 고통이 그대의 동반자가 될 것이다!\"", "\"Then we shouldn't hesitate. We need to get out of here quickly. We have to find the portal somewhere on this floor.\"": "\"그렇다면 망설여서는 안 된다. 빨리 나가야 한다. 이 층 어딘가에서 포탈을 찾아야 한다.\"", "\"Then why did we even set such a goal in the first place?\"": "\"그럼 처음부터 왜 그런 목표를 설정했어요?\"", "\"Then...": "\"그럼...", "\"Then... may the wave enfold you.\"": "\"그렇다면... 파도가 당신을 감싸기를.\"", "\"There is someone who insists on joining your expedition, no matter what. I warned them several times that this is no place for foolish games, but they simply refused to listen.\"": "\"무슨 일이 있어도 너희 탐사단에 합류하겠다고 고집하는 자가 있다. 이곳은 어리석은 장난을 칠 곳이 아니라고 몇 번이나 경고했지만, 그자는 도무지 들으려 하지 않더군.\"", "\"There's a bloodsucking insect that goblin shamans appa...": "\"고블린 샤먼들이 가지고 다니는 흡혈곤충이 있어...", "\"There's a red tree with strange fruit.\"": "\"이상한 열매가 달린 빨간 나무가 있어.\"", "\"These here are the goods that'll be traded through this place, so take a good look. I'll keep the stock replenished regularly, so don't worry about that.\"": "\"이곳에서 거래될 물품들이 이것들이다. 잘 살펴보도록 해라. 재고는 정기적으로 보충해 둘 테니 그건 걱정하지 마라.\"", "\"They have sharp noses. They tear into the weak and frightened first.\"": "\"예리한 코를 가지고 있어. 약한 것과 두려워하는 것을 먼저 집어뜯지.\"", "\"They've a keen nose for weakness. The fearful and feeble are always the first ...": "\"그들은 약함을 민감하게 맡아챈다네. 두려워하고 약해 보이는 놈들이 가장 먼저...", "\"They've a keen nose for weakness. The fearful and feeble are always the first to be torn apart.\"": "\"그들은 약점을 잘 냄새 맡아. 겁먹은 약한 것들이 제일 먼저 찢겨나가지.\"", "\"Think this place will thrive?\"": "\"이 장소가 번영할 것 같아?\"", "\"This can't be... We struggled through hell just to make it this far.\"": "\"이럴 수가... 우리는 지옥을 헤쳐나가며 겨우 여기까지 왔는데.\"", "\"This is no ordinary object...\"": "\"이것은 보통의 물체가 아닙니다...\"", "\"This should prove very useful!\"": "\"이것은 매우 유용할 거야!\"", "\"Time flies.\"": "\"시간이 빨리 가네.\"", "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"": "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"", "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. ...": "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. ...", "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Forsaken Land is no easy feat in itself.\"": "\"솔직히 말해, 너희 무리가 이렇게 오래 버틸 줄은 몰랐다. 하지만 내가 틀렸다는 걸 인정해야겠군. 버려진 땅에서 살아남는 것 자체가 결코 쉬운 일이 아니니까.\"", "\"Too quiet over there. Makes you think.\"": "\"저기 너무 조용해. 생각하게 돼.\"", "\"Truly, commander?\"": "\"정말입니까, 사령관?\"", "\"Unacceptable! This dishonors the rights of the hunter! I will never forget this! Kyarak'tu!\"": "\"받아들일 수 없다! 이건 사냥꾼의 권리를 모욕하는 것이다! 절대 잊지 않겠다! Kyarak'tu!\"", "\"Understood, commander. I can see your sincerity. We'll hold on a little longer.\"": "\"알겠습니다, 사령관. 당신의 진심이 보입니다. 우리 조금만 더 버티겠습니다.\"", "\"Understood.\"": "\"이해했습니다.\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"", "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"", "\"Very well. Then we shall make you @##$@.\"": "\"좋다면 그렇게 하지. 너를 @##$@로 만들어주겠다.\"", "\"Wait!! Calm down...\"": "\"잠깐!! 진정해...\"", "\"Wait, wait. Just calm down for a second.\"": "\"잠깐, 잠깐. 조금만 진정해.\"", "\"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\"": "\"더는 못 참겠습니다. 목숨을 걸고 있는데 음식은 형편없고 쉴 시간조차 제대로 없습니다!\"", "\"We can't take this any longer...": "\"이제는 더 이상 견딜 수 없습니다...", "\"We have done it! We conquered the Veil of Silence-that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\"": "\"우리는 해냈다! 우리는 그 어둡고 위험한 숲, 침묵의 장막을 정복했다. 이 업적은 이 자리에 선 모두의 용기와 결의로 이루어졌다. 그 어떤 장애물도, 그 어떤 위협도 우리의 흔들림 없는 결의를 꺾을 수 없었다.\"", "\"We need a mediocre arcane workshop.\"": "\"평범한 신비한 작업장이 필요합니다.\"", "\"We need a mediocre dining room.\"": "\"평범한 식당이 필요합니다.\"", "\"We need a mediocre private room.\"": "\"평범한 개인 방이 필요합니다.\"", "\"We need a mediocre research lab.\"": "\"평범한 연구실이 필요합니다.\"", "\"We need a mediocre temple.\"": "\"평범한 사당이 필요합니다.\"", "\"We need a mediocre workshop.\"": "\"평범한 작업장이 필요합니다.\"", "\"We need a poor arcane workshop.\"": "\"형편없는 신비한 작업장이 필요합니다.\"", "\"We need a poor dining room.\"": "\"형편없는 식당이 필요합니다.\"", "\"We need a poor private room.\"": "\"우리는 초라한 개인 방이 필요합니다.\"", "\"We need a poor research lab.\"": "\"형편없는 연구실이 필요합니다.\"", "\"We need a poor temple.\"": "\"우리는 초라한 사원이 필요합니다.\"", "\"We need a poor workshop.\"": "\"형편없는 작업장이 필요합니다.\"", "\"We need more bone.\"": "\"뼈가 더 필요합니다.\"", "\"We need more cloth.\"": "\"우리는 더 많은 천이 필요합니다.\"", "\"We need more food.\"": "\"더 많은 음식이 필요합니다.\"", "\"We need more mediocre private rooms.\"": "\"평범한 개인 방이 더 필요합니다.\"", "\"We need more planks.\"": "\"판자가 더 필요합니다.\"", "\"We need more poor private rooms.\"": "\"우리는 더 많은 초라한 개인 방이 필요합니다.\"", "\"We need more wood.\"": "\"우리는 더 많은 목재가 필요합니다.\"", "\"We need to hunt the Alpha Acid Slogel.\"": "\"알파 산성 슬로겔을 사냥해야 합니다.\"", "\"We need to research Advanced Wood Housing.\"": "\"고급 목재 주택을 연구해야 합니다.\"", "\"We need to research Arcron Processing.\"": "\"아크론 가공을 연구해야 합니다.\"", "\"We need to research Basic Alchemy.\"": "\"기초 연금술을 연구해야 합니다.\"", "\"We need to research Basic Cuisine.\"": "\"기초 요리를 연구해야 합니다.\"", "\"We need to research Basic Farming.\"": "\"기초 농업을 연구해야 합니다.\"", "\"We need to research Basic Monster Cuisine.\"": "\"기초 몬스터 요리를 연구해야 합니다.\"", "\"We need to research Bone Processing 2.\"": "\"뼈 가공 2를 연구해야 합니다.\"", "\"We need to research Bone Processing.\"": "\"뼈 가공을 연구해야 합니다.\"", "\"We need to research Bonfire.\"": "\"모닥불을 연구해야 합니다.\"", "\"We need to research Campsite Setup.\"": "\"캠프장 설치를 연구해야 합니다.\"", "\"We need to research Carapace Processing 2.\"": "\"갑각 가공 2를 연구해야 합니다.\"", "\"We need to research Carapace Processing.\"": "\"갑각 가공을 연구해야 합니다.\"", "\"We need to research Dark Thorn Vine Purification.\"": "\"검은 가시 넝쿨 정화를 연구해야 합니다.\"", "\"We need to research Drying.\"": "\"건조를 연구해야 합니다.\"", "\"We need to research Hunting Processing.\"": "\"사냥 가공을 연구해야 합니다.\"", "\"We need to research Improved Grass Porridge.\"": "\"개선된 풀죽을 연구해야 합니다.\"", "\"We need to research Metal Processing.\"": "\"금속 가공을 연구해야 합니다.\"", "\"We need to research Relief Rations.\"": "\"구호 배급식을 연구해야 합니다.\"", "\"We need to research Staff Crafting.\"": "\"지팡이 제작을 연구해야 합니다.\"", "\"We need to research Textile Processing.\"": "\"직물 가공을 연구해야 합니다.\"", "\"We need to research Wood Processing 2.\"": "\"목재 가공 2를 연구해야 합니다.\"", "\"We need to research Wooden Housing.\"": "\"목재 주택을 연구해야 합니다.\"", "\"We seek no quarrel.\"": "\"우리는 싸움을 원하지 않습니다.\"", "\"Well then, surely the commander has a proper plan.\"": "\"그렇다면, 사령관이 확실히 적절한 계획이 있을 거겠네요.\"", "\"Well, at least you didn't end up as Mawmurk feed. Though... I'd wager luck had more to do with it than skill.\"": "\"뭐, 최소한 넌 모먹의 먹이가 되지는 않았네. 근데... 난 기술보다 운이 더 큰 역할을 한 것 같은데.\"", "\"Well, at least you found something.\"": "\"적어도 뭔가 찾기라도 했네.\"", "\"Well, would you look at that. You're the commander here? What a coincidence...\"": "\"어라, 저게 뭐야. 당신이 여기 사령관? 뭔가 우연 같은데...\"", "\"Well... fine. If dying horribly's what you're after...\"": "\"뭐... 알았어. 끔찍하게 죽는 게 목표라면...\"", "\"Wha...": "\"뭐...", "\"What about Jack and Ivan, who were with you?\"": "\"잭과 이반은 당신과 함께 있던 사람들인데?\"", "\"What about Jack and Ivan, who were with you?\"</color": "\"함께 있던 잭과 이반은 어떻게 된 거예요?\"</color", "\"What about Jack and Ivan?\"": "\"What about Jack and Ivan?\"", "\"What an excellent source of protein!\"": "\"단백질의 훌륭한 공급원이네요!\"", "\"What are you looking at?\"": "\"뭐하는 거야?\"", "\"What process produces that ...": "\"What process produces that ...", "\"Who knows... I just wander around and pick up whatever seems useful.\"": "\"뭐 알겠어... 나는 그냥 돌아다니며 유용해 보이는 것들을 주워 다니지.\"", "\"Why didn't you say so sooner? Hunting the monster is urgent! I'll provide the funds-recruit your own member.\"": "\"왜 더 빨리 말하지 않았어? 몬스터 사냥은 급한 일이야! 나는 자금을 제공할게 - 너도 팀원을 모집해.\"", "\"With that scale, you can officially establish a Merchant Chamber. Once it's built, a merchant from the guild will be sent to manage it.\"": "\"그 정도 규모라면 정식으로 상회를 설립할 수 있다. 건설이 끝나면 길드에서 상인을 보내 관리하게 할 것이다.\"", "\"Wondering why we're still alive, are you?\"": "\"왜 우리가 아직 살아있는지 궁금한가?\"", "\"Workbench\"": "\"Workbench\"", "\"Wouldn't surprise me if the Murmoc ends up feeding on you soon enough.\"": "\"모르목이 너희를 먹이로 만드는 데 오래 걸리지 않을 것 같은데?\"", "\"Yellow\"": "\"Yellow\"", "\"Yes, yes, I hear you. I'll send a few supplies your way, so make good use of them. And it seems a handful of people have shown interest in joining your expedition as well.\"": "\"그래, 그래, 알겠다. 물자를 좀 보내줄 테니 잘 활용하도록 해라. 그리고 몇몇 사람들이 너희 탐사단에 합류하는 데 관심을 보이는 모양이더군.\"", "\"You heartless, cold-blooded monster!\"": "\"비정한 냉혈한 괴물!\"", "\"You know, there's an alpha that leads the Slogel pack around here. That's what I call it, anyway. Don't go comparing it to the others. The thing's bigger for starters… and once it starts rampaging, it melts everything around it...\"": "\"그거 아나, 이 근방의 슬로겔 무리를 이끄는 우두머리가 있다. 뭐, 내가 그렇게 부르는 것뿐이지만. 다른 놈들과 비교하지는 말도록. 일단 덩치부터가 더 크고… 한번 날뛰기 시작하면 주변의 모든 걸 녹여버리니까...\"", "\"You lot are better than I expected. Truly.\"": "\"너희들은 내 예상보다 잘하네. 정말로.\"", "\"You lot are more capable than I expected.\"": "\"너희들이 내 생각보다 능력이 있네.\"", "\"You pathetic scum… go rot in hell!\"": "\"형편없는 쓰레기… 지옥에서 썩어버려!\"", "\"You should eat on time.\"": "\"넌 시간에 맞춰 밥을 먹어야 해.\"", "\"You'll break me with that. Cute.\"": "\"그걸로 날 부숴버릴 거야. 귀엽네.\"", "\"You'll go back in. They all do.\"": "\"넌 다시 들어갈 거야. 다들 그래.\"", "\"You're here.\"": "\"왔군.\"", "\"You've come a long way to get here. Welcome to the expedition.\"": "\"여기까지 오는데 고생이 많았겠군. 탐사단에 오신 것을 환영합니다.\"", "\"You've truly done well.\"": "\"당신은 정말 잘했습니다.\"", "\"] .dsb-combo input": "\"] .dsb-combo input", "\"…I'll admit it. Just a little.\"": "\"...인정하지. 조금만.\"", "\"…You claimed the lower levels were safe. Clearly, they are not.\"": "\"...아래 레벨이 안전하다고 했는데. 명백히 그렇지 않네.\"", "#1 damage": "#1 피해", "#c-bg .dsb-search": "#c-bg .dsb-search", "#c-eq .dsb-slotpanel .dsb-combo input": "#c-eq .dsb-slotpanel .dsb-combo input", "#c-insc .dsb-inscsearchrow .dsb-search": "#c-insc .dsb-inscsearchrow .dsb-search", "#c-save .dsb-build-portrait .dsb-bname": "#c-save .dsb-build-portrait .dsb-bname", "#c-save img.dsb-build-npc": "#c-save img.dsb-build-npc", "#c-top .dsb-nameinput": "#c-top .dsb-nameinput", "#c-top .dsb-topnpc img": "#c-top .dsb-topnpc img", "#c-trees .treewrap": "#c-trees .treewrap", "#fcount, .fcount": "#fcount, .fcount", "#fs-layoutfield button": "#fs-layoutfield button", "% - AtkSpd": "% · 공격 속도", "% CDR)": "% CDR)", "% crit dmg)": "% 치명타 피해)", "% crit, +": "% 치명타, +", "% default - monsters carry no per-unit crit-damage bonus.": "% 기본값 - 몬스터는 유닛별 치명타 피해 보너스를 가지지 않습니다.", "% dmg, +": "% 피해, +", "% hit, consumed on use)": "% 명중률, 사용 시 소모)", "% less dmg)": "% 피해 감소)", "% missing HP": "% 잃은 생명력", "% of HP": "% 생명력", "% of Max HP per tick": "틱당 최대 생명력의 %", "% of its HP": "체력 대비 %", "% of its Magic Atk)": "% 자신의 마법 공격력)", "% of your HP": "당신 생명력 대비 %", "% to": "%에서", "% total HP or below kills it instantly. Bosses are exempt.": "% 이하(전체 생명력 기준)로 만드는 모든 피해 타격은 즉시 처치합니다. 보스는 예외입니다.", "% Â- AtkSpd": "% - AtkSpd", "%, shown on the Attacker card) is NOT folded into these numbers - like the Spell Damage Ranking's Hit column, it is informational only.": "%, 공격자 카드에 표시됨)은 이 수치에 반영되지 않습니다 - 스킬 피해량 순위의 Hit 열과 마찬가지로 참고용일 뿐입니다.", "%. There is no per-hit ceiling on the reflected number.": "%. 반사되는 수치에는 타격당 상한이 없습니다.", "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\", "' building is then placed at that location. Resets the charge.": "' 건물이 그 위치에 놓입니다. 충전을 재설정합니다.", "'><img loading='lazy' src='": "'><img loading='lazy' src='", "'Lowell'": "'로웰'", "'Red Monster Rat'": "'붉은 괴물 쥐'", "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "'안전 층 건너뛰기'는 반복 방문 시 이를 우회합니다(허용되는 경우)", "'melted into slime under a curse' and a": "'저주 아래 녹아든 슬라임' 그리고", "'s entire body.": "의 전신.", "'s explanation,": "의 설명에 따라", "'s grasp before finally giving up.": "의 손에서 결국 포기한다.", "'s head.": "'s head.", "'s influence grows, and the threats within become more dangerous.": "의 영향력이 커지고 내부의 위협이 더 위험해집니다.", "'s solemn duty.": "의 엄숙한 의무.", "'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop": "의 목소리는 불만을 쏟아내며 점점 격앙되어, 실내의 긴장감을 높입니다. 모두가 지쳐 있고, 상황은 위태로울 정도로 불안정해 보입니다. 마침내 당신이 손을 들어 제지하려 하자", "(% of Max HP per tick)": "(틱당 최대 생명력 대비 %)", "(-2) is also applied.": "(-2)도 적용됨.", "(1) to the target for 5 seconds.": "(1)을 대상에게 5초 동안 부여합니다.", "(10 burning stacks)": "(10 화상 스택)", "(10% ×2) - from": "(10% ×2) - 출처:", "(10.34%) - from": "(10.34%) - from", "(10.71% ×2) - from": "(10.71% ×2) - from", "(100% attack power, magic, range 5).": "(100% 공격력, 마법, 범위 5)", "(100% attack power, physical, range 1).": "(100% 공격력, 물리, 범위 1)", "(100% attack power, physical, range 3).": "(100% 공격력, 물리, 범위 3)", "(100% when harvesting Dustroot <Stage 2>)": "(먼지 뿌리 수확 시 100% <2단계>)", "(100% when harvesting Dustroot <Stage 3>)": "(먼지 뿌리 수확 시 100% <3단계>)", "(100% when harvesting 먼지구근 <2단계>)": "(먼지구근 수확 시 100% <2단계>)", "(100% when harvesting 먼지구근 <3단계>)": "(먼지구근 수확 시 100% <3단계>)", "(100% ×10) - from": "(100% ×10) - 출처", "(100% ×12) - from": "(100% ×12) - 출처:", "(100% ×16) - from": "(100% ×16) - 출처", "(100% ×18) - from": "(100% ×18) - from", "(100% ×2) - from": "(100% ×2) - 출처", "(100% ×20) - from": "(100% ×20) - 출처", "(100% ×3) - from": "(100% ×3) - ~에서", "(100% ×30) - from": "(100% ×30) - 출처:", "(100% ×32) - from": "(100% ×32) - from", "(100% ×4) - from": "(100% ×4) - 출처", "(100% ×40) - from": "(100% ×40) - from", "(100% ×48) - from": "(100% ×48) - from", "(100% ×5) - from": "(100% ×5) - 출처:", "(100% ×50) - from": "(100% ×50) - from", "(100% ×6) - from": "(100% ×6) - 출처:", "(100% ×7) - from": "(100% ×7) - 출처", "(100% ×8) - from": "(100% ×8) - 출처", "(100%) - from": "(100%) - 출처", "(11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.": "(완전한 경력 동안 11 기회). 비문이 레벨 2, 5, 8 및 11에서만 나타난다는 이전 지침은 구식입니다.", "(11.11%) - from": "(11.11%) - from", "(12.5%) - from": "(12.5%) - from", "(13.0% dmg reduction)": "(13.0% 피해 감소)", "(13.04%) - from": "(13.04%) - 출처:", "(13.33% ×10) - from": "(13.33% ×10) - from", "(13.33% ×15) - from": "(13.33% ×15) - from", "(13.33% ×3) - from": "(13.33% ×3) - from", "(13.33% ×6) - from": "(13.33% ×6) - from", "(13.79%) - from": "(13.79%) - from", "(15.38% ×10) - from": "(15.38% ×10) - from", "(15.38% ×2) - from": "(15.38% ×2) - 출처", "(15.38% ×3) - from": "(15.38% ×3) - 출처", "(15.38% ×4) - from": "(15.38% ×4) - 출처", "(15.38% ×40) - from": "(15.38% ×40) - from", "(15.38% ×5) - from": "(15.38% ×5) - from", "(15.38% ×6) - from": "(15.38% ×6) - 출처:", "(15.38% ×8) - from": "(15.38% ×8) - from", "(15.38%) - from": "(15.38%) - ~에서", "(15.79% ×2) - from": "(15.79% ×2) - from", "(150 HP)": "(150 HP)", "(16.67% ×2) - from": "(16.67% ×2) - 출처", "(16.67% ×6) - from": "(16.67% ×6) - from", "(16.67%) - from": "(16.67%) - 출처", "(16.7% dmg reduction)": "(16.7% 피해 감소)", "(17.65% ×2) - from": "(17.65% ×2) - from", "(18.37%) - from": "(18.37%) - from", "(18.75% ×2) - from": "(18.75% ×2) - 출처:", "(20% ×10) - from": "(20% ×10) - from", "(20% ×16) - from": "(20% ×16) - 출처:", "(20% ×3) - from": "(20% ×3) - 출처:", "(20% ×5) - from": "(20% ×5) - from", "(20% ×6) - from": "(20% ×6) - 출처:", "(20%) - from": "(20%) - 출처", "(20.0% dmg reduction)": "(20.0% 피해 감소)", "(20.69% ×12) - from": "(20.69% ×12) - from", "(200 HP)": "(HP 200)", "(2000 HP)": "(2000 생명력)", "(20:00 - 06:00) 밤입니다. 시야가 [GAMESYSTEM_Campaign_DayNightVisionDiffrence]만큼 감소합니다.": "(20:00 - 06:00) 밤입니다. 시야가 [GAMESYSTEM_Campaign_DayNightVisionDiffrence]만큼 감소합니다.", "(21.74%) - from": "(21.74%) - from", "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - 출처", "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - 출처", "(23.08%) - from": "(23.08%) - 출처", "(23.1% dmg reduction)": "(23.1% 피해 감소)", "(23.53%) - from": "(23.53%) - from", "(25% ×2) - from": "(25% ×2) - 출처", "(25% ×4) - from": "(25% ×4) - 출처:", "(25% ×9) - from": "(25% ×9) - from", "(25.81% ×20) - from": "(25.81% ×20) - from", "(25.81%) - from": "(25.81%) - 출처", "(27.78%) - from": "(27.78%) - from", "(28.57% ×2) - from": "(28.57% ×2) - from", "(28.57% ×5) - from": "(28.57% ×5) - from", "(28.6% dmg reduction)": "(28.6% 피해 감소)", "(3/stack/s x 1 stacks) for 2 s =": "(3/스택/초 x 1 스택) 2초 =", "(3/stack/s x 1 stacks) for 5 s =": "(3/스택/초 x 1 스택) 5초 =", "(3/stack/s x 2 stacks) for 10 s =": "(3/중첩/초 x 2 중첩) 10초 동안 =", "(3/stack/s x 2 stacks) for 5 s =": "(3/스택/초 x 2 스택) 5초 =", "(30%) - from": "(30%) - 출처:", "(300 HP)": "(HP 300)", "(31.58% ×3) - from": "(31.58% ×3) - from", "(32.26% ×10, 3.23% ×20) - from": "(32.26% ×10, 3.23% ×20) - from", "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - from", "(32.26% ×13, 3.23% ×26) - from": "(32.26% ×13, 3.23% ×26) - from", "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - from", "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - from", "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - from", "(32.26% ×4, 3.23% ×8) - from": "(32.26% ×4, 3.23% ×8) - from", "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - from", "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - from", "(32.26% ×7, 3.23% ×14) - from": "(32.26% ×7, 3.23% ×14) - from", "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - from", "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - from", "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - from", "(3200 HP)": "(3200 HP)", "(33% dmg reduction)": "(33% 피해 감소)", "(33.3% dmg reduction)": "(33.3% 피해 감소)", "(33.33% when harvesting Dustroot <Stage 2>)": "(먼지 뿌리 수확 시 33.33% <2단계>)", "(33.33% when harvesting Dustroot <Stage 3>)": "(먼지 뿌리 수확 시 33.33% <3단계>)", "(33.33% when harvesting Oats <Stage 2>)": "(귀리 수확 시 33.33% <2단계>)", "(33.33% when harvesting 귀리 <2단계>)": "(귀리 수확 시 33.33% <2단계>)", "(33.33% when harvesting 먼지구근 <2단계>)": "(먼지구근 수확 시 33.33% <2단계>)", "(33.33% when harvesting 먼지구근 <3단계>)": "(먼지구근 수확 시 33.33% <3단계>)", "(33.33% ×10) - from": "(33.33% ×10) - 출처:", "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from", "(33.33% ×16) - from": "(33.33% ×16) - 출처", "(33.33% ×18) - from": "(33.33% ×18) - from", "(33.33% ×2) - from": "(33.33% ×2) - 출처:", "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from", "(33.33% ×4) - from": "(33.33% ×4) - 출처:", "(33.33% ×6) - from": "(33.33% ×6) - 출처", "(33.33% ×8) - from": "(33.33% ×8) - 출처", "(33.33%) - from": "(33.33%) - ~에서", "(34.29%) - from": "(34.29%) - from", "(37.04% ×2) - from": "(37.04% ×2) - 출처", "(37.5% dmg reduction)": "(37.5% 피해 감소)", "(38.46% ×150) - from": "(38.46% ×150) - 출처:", "(38.46% ×2) - from": "(38.46% ×2) - 출처", "(38.46% ×20) - from": "(38.46% ×20) - from", "(38.46% ×3) - from": "(38.46% ×3) - 출처:", "(4.55%) - from": "(4.55%) - 출처", "(40% ×10) - from": "(40% ×10) - from", "(40% ×4) - from": "(40% ×4) - from", "(40% ×8) - from": "(40% ×8) - from", "(40%) - from": "(40%) - 출처", "(45.45% ×2) - from": "(45.45% ×2) - from", "(5%) - from": "(5%) - from", "(5/stack/s x 3 stacks) for 6 s =": "(스택당 5/초 x 3 스택) 6초 동안 =", "(50% of price -": "(가격의 50% -", "(50% when harvesting Oats <Stage 3>)": "(귀리 수확 시 50% <Stage 3>)", "(50% when harvesting 귀리 <3단계>)": "(귀리 <3단계> 채집 시 50%)", "(50% ×12) - from": "(50% ×12) - from", "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - from", "(50% ×15) - from": "(50% ×15) - 출처:", "(50% ×2) - from": "(50% ×2) - 출처:", "(50% ×2, 50% ×3) - from": "(50% ×2, 50% ×3) - 출처", "(50% ×2, 50% ×4) - from": "(50% ×2, 50% ×4) - from", "(50% ×20) - from": "(50% ×20) - from", "(50% ×20, 50% ×24) - from": "(50% ×20, 50% ×24) - 출처:", "(50% ×4) - from": "(50% ×4) - 출처:", "(50% ×4, 50% ×6) - from": "(50% ×4, 50% ×6) - 출처", "(50% ×5) - from": "(50% ×5) - from", "(50% ×6) - from": "(50% ×6) - 출처", "(50% ×9) - from": "(50% ×9) - 출처:", "(50%) - from": "(50%) - 출처", "(50%, 25% ×2) - from": "(50%, 25% ×2) - from", "(50%, 50% ×2) - from": "(50%, 50% ×2) - 출처:", "(53.57% ×6) - from": "(53.57% ×6) - from", "(55.56% ×2) - from": "(55.56% ×2) - 출처:", "(61.22% ×4) - from": "(61.22% ×4) - from", "(62.5% ×4) - from": "(62.5% ×4) - 출처", "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - from", "(65.22% ×6) - from": "(65.22% ×6) - from", "(66.67% when harvesting Dustroot <Stage 2>)": "(먼지 뿌리 수확 시 66.67% <2단계>)", "(66.67% when harvesting Dustroot <Stage 3>)": "(먼지 뿌리 수확 시 66.67% <3단계>)", "(66.67% when harvesting Oats <Stage 2>)": "(귀리 수확 시 66.67% <2단계>)", "(66.67% when harvesting 귀리 <2단계>)": "(귀리 수확 시 66.67% <2단계>)", "(66.67% when harvesting 먼지구근 <2단계>)": "(먼지구근 수확 시 66.67% <2단계>)", "(66.67% when harvesting 먼지구근 <3단계>)": "(먼지구근 수확 시 66.67% <3단계>)", "(66.67% ×12) - from": "(66.67% ×12) - from", "(66.67% ×2) - from": "(66.67% ×2) - 출처", "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2, 33.33% ×4) - 출처", "(66.67% ×20, 33.33% ×24) - from": "(66.67% ×20, 33.33% ×24) - 출처:", "(66.67% ×4, 33.33% ×8) - from": "(66.67% ×4, 33.33% ×8) - 출처:", "(66.67%, 33.33% ×2) - from": "(66.67%, 33.33% ×2) - ~에서", "(68.97% ×2) - from": "(68.97% ×2) - from", "(7.41%) - from": "(7.41%) - from", "(7.69%) - from": "(7.69%) - ~에서", "(75%) - from": "(75%) - from", "(76.92%, 23.08% ×2) - from": "(76.92%, 23.08% ×2) - from", "(8.57%) - from": "(8.57%) - 출처", "(80% ×8) - from": "(80% ×8) - 출처:", "(800 HP)": "(800 생명력)", "(83.33% ×2) - from": "(83.33% ×2) - 출처", "(83.33% ×3) - from": "(83.33% ×3) - 출처", "(83.33%) - from": "(83.33%) - 출처", "(86.96% ×5) - from": "(86.96% ×5) - from", "(9.09%) - from": "(9.09%) - 출처", "(9.1% dmg reduction)": "(9.1% 피해 감소)", "(9.68%) - from": "(9.68%) - 출처:", "(90.91% ×2) - from": "(90.91% ×2) - 출처", "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - 출처", "(95%) - from": "(95%) - from", "(?) to the target for ? seconds.": "대상에게 (?)을(를) ?초 동안 부여합니다.", "(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder - the live model is the flat per-point one.)": "(데이터에는 병행하는 내부 \"x0.02\" 성장 모델이 존재하지만 사용되지 않는 자리표시자일 뿐이며, 실제로 쓰이는 모델은 포인트당 고정값 모델입니다.)", "(AlphaAcidSlogel), most sit at": "(AlphaAcidSlogel), 대부분은", "(Blade Grinding)": "(블레이드 그라인딩)", "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "(수정 껍질)은 마법 피해를 반사합니다. 반사 비율은", "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0": "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0", "(D4)": "(D4)", "(DecisionEnd)": "(DecisionEnd)", "(DecisionQuest)": "(DecisionQuest)", "(Easy x0.15 ... Hard x1 ... Devastation x2). Filter by": "(쉬움 x0.15 ... 어려움 x1 ... 파멸 x2). 필터 기준:", "(Easy x{#} ... Hard x{#} ... Devastation x{#}). Filter by": "입니다 (쉬움 x{#} ... 어려움 x{#} ... 파멸 x{#}). 다음으로 필터링:", "(For save editors: because the unlock is re-derived on every load, editing a region's": "(저장 편집기용: 잠금 해제가 모든 로드에서 다시 유도되므로, 지역의", "(Gloth Pup) up to": "(Gloth Pup) 부터", "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood": "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood", "(Hidden)": "(숨김)", "(If you edit an inscription directly instead, changing the affecter key alone is": "(대신 비문을 직접 편집하면, 영향자 키만 변경하는 것은", "(LLM용 사이트 맵),": "(LLM용 사이트 맵),", "(Lv1 Human)": "(Lv1 인간)", "(Lv1 LizardMan)": "(Lv1 도마뱀인)", "(Lv2 Human)": "(Lv2 인간)", "(Lv2 LizardMan)": "(Lv2 도마뱀인간)", "(Lv3 Human)": "(Lv3 인간)", "(Lv4 Human)": "(Lv4 인간)", "(Lv5 Human)": "(레벨5 인간)", "(Main0) - it holds your starting kit.": "(Main0) - 시작 키트를 보유합니다.", "(Main1), then": "(Main1), 그러면", "(Main2).": "(Main2).", "(Main3) - see the recruiting advice below before you spend.": "(Main3) - 지출하기 전에 아래의 모집 조언을 참조하십시오.", "(Main4) and": "(Main4) 그리고", "(Main5). Gather wood, grass and easy kills; don't push deep on day 1.": "(Main5). 나무, 풀 및 쉬운 처치를 수집합니다; 1일에는 깊게 밀지 마십시오.", "(Main6) and start research immediately; idle research is wasted time.": "(Main6) 그리고 즉시 연구를 시작합니다; 유휴 연구는 낭비된 시간입니다.", "(Make sure to take a screenshot for the event!)": "(Make sure to take a screenshot for the event!)", "(Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.": "(기분 -2) 육식 음식을 먹을 때, 모두 채식 식단의 일반적인 기분 페널티를 무시합니다.", "(Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "(기분 -2) 채식 음식을 먹을 때, 모두 육식 식단의 페널티를 무시합니다.", "(Mood -2) whenever their XP bar is sitting at max, so level them up promptly.": "(기분 -2) XP 바가 최대에 있을 때마다, 그래서 즉시 레벨을 올려주세요.", "(NPCSC_EndrossiDungeon)": "(NPCSC_EndrossiDungeon)", "(NPCSC_EndrossiSafe)": "(NPCSC_EndrossiSafe)", "(NPCSC_FesteringBurrowMerchant)": "(NPCSC_FesteringBurrowMerchant)", "(NPCSC_GuildMerchant)": "(NPCSC_GuildMerchant)", "(NPCSC_GuildMerchantDemo)": "(NPCSC_GuildMerchantDemo)", "(NPCSC_Perion)": "(NPCSC_Perion)", "(NPCSC_VeilSilenceMerchant)": "(NPCSC_VeilSilenceMerchant)", "(NPCSC_Xenon)": "(NPCSC_Xenon)", "(NPCSC_Xenon2)": "(NPCSC_Xenon2)", "(NPCSpawn1 · binds to room)": "(NPCSpawn1 · 방에 바인딩됨)", "(NPCSpawn1)": "(NPCSpawn1)", "(NPCSpawn2)": "(NPCSpawn2)", "(NPCSpawn3)": "(NPCSpawn3)", "(No item reward.)": "(아이템 보상 없음.)", "(Normal)": "(일반)", "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base": "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base", "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base", "(Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).": "(실버는 장신구 등급이며, 레드/블루/그린 크리스탈 장신구와 크리스탈 지팡이가 같은 선상에 있고, 아크론은 최상위 특수 던전 금속입니다). 더 높은 금속 등급(철, 청동, 주석)과 보석 장신구 계열은 데이터에는 존재하지만 아직 획득할 수 없습니다(게이트된 콘텐츠 페이지 참조).", "(Some monsters have multiple idle animations. This affecter is used in those cases, e.g., Alpha Acid Slug.)": "(일부 몬스터는 대기 애니메이션이 여러 개입니다. 이런 경우에 사용되는 어펙터입니다. 예: 알파 산성 슬러그.)", "(Some monsters may have multiple Idles, in which case the following Affector is used: Alpha Acid Slug)": "(일부 몬스터는 여러 Idle을 가질 수 있으며, 이 경우 다음 어펙터가 사용됩니다: Alpha Acid Slug)", "(Spiny Carapace) reflects melee physical damage and the": "(가시 껍질)은 근접 물리 피해를 반사하고", "(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the **Elros Empire** - the setting's hidden prime mover, revealed in an asset line: *\"The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.\"*": "(스포일러) 네 개의 전설 등급 유물 장신구가 데이터와 설정으로만 존재하며, 각각 아직 공개되지 않은 보스와 연결되어 있고, 대부분 **엘로스 제국**과 관련이 있다 - 이는 세계관의 숨겨진 핵심 축으로, 한 에셋 문구에서 드러난다: *\"던전 코어는 던전을, 즉 엘로스 제국의 마법 실험을 위해 창조된 차원간 공간을 유지하는 장치다.\"*", "(Stress resets to 0); if Stress maxes out": "(스트레스는 0으로 리셋됩니다); 스트레스가 최대에 도달하면", "(While equipped)": "(장착 중)", "(Work needed) A final multiplier intended to apply to": "(작업 필요) 다음에 적용할 최종 승수", "(Work needed) A final multiplier intended to apply to Attack Speed. It is not currently connected to actual calculations.": "(작업 필요) 공격 속도에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Critical Chance. It is not currently connected to actual calculations.": "(작업 필요) 치명타 확률에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Critical Damage Bonus. It is not currently connected to actual calculations.": "(작업 필요) 치명타 피해 보너스에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Energy Regeneration. It is not currently connected to actual calculations.": "(작업 필요) 에너지 재생에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Magic Attack Power. It is not currently connected to actual calculations.": "(작업 필요) 마법 공격력에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Max Health Total. It is not currently connected to actual calculations.": "(작업 필요) 총 최대 생명력에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Movement Speed. It is not currently connected to actual calculations.": "(작업 필요) 이동 속도에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Physical Attack Power. It is not currently connected to actual calculations.": "(작업 필요) 물리 공격력에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(Work needed) A final multiplier intended to apply to Stress Modifier. It is not currently connected to actual calculations.": "(작업 필요) 스트레스 보정치에 적용될 예정인 최종 배율. 현재는 실제 계산에 반영되지 않습니다.", "(a 33% cut); R = 100 lets through": "(33% 절감); R = 100은 통과시킵니다", "(a decompile shows no combat code reads the": "(decompile은 전투 코드가 다음을 읽지 않음을 표시합니다", "(after -": "(적용 후 -", "(agent instructions), and": "(에이전트 지침), 그리고", "(always on)": "(항상 켜짐)", "(an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of": "(입구, 포탈, 복도 및 10개 전투 및 10개 보물 층 레이아웃) 그리고 다음의 명단을 특징으로 합니다", "(and": "(그리고", "(applied as PerModifier %).": "(PerModifier %로 적용됨).", "(at 150/150)": "(150/150에서)", "(at 151/148)": "(151/148에서)", "(at DiscardedMagicPowerDeviceRemnant)": "(DiscardedMagicPowerDeviceRemnant에서)", "(at DiscardedSpecimenRemnant)": "(버려진표본의 잔해에서)", "(at Endrossi)": "(엔도르시에서)", "(at Least offering)": "(최소 제물 기준)", "(at Perion)": "(페리온에서)", "(at StrangeNiche)": "(이상한 틈새에서)", "(at Xenon)": "(제논에서)", "(at {#} offering)": "({#} 공물 기준)", "(base": "(기본", "(base N)": "(기본 N)", "(base area)": "(기지 구역)", "(base {#}, +{#} from {#} aptitude {#})": "(기본 {#}, +{#} ({#} 적성 {#}))", "(base {#}, -{#} from {#} aptitude)": "(기본 {#}, -{#} ({#} 적성))", "(base {#}, -{#} from {#} aptitude, min 1)": "(기본 {#}, -{#} ({#} 적성), 최소 1)", "(baseline)": "(기본)", "(below the cap).": "(상한선 이하).", "(blind discovery) and": "(블라인드 탐색), 그리고", "(bored debuff,": "(지루한 디버프,", "(by the weapon's damage type), adjusted by these, before the target's resistance:": "(무기의 피해 유형별), 대상의 저항 이전에 이러한 항목으로 조정됩니다:", "(cached header metadata for the load menu),": "(로드 메뉴의 캐시된 헤더 메타데이터),", "(campaign counter) and": "(캠페인 카운터) 그리고", "(choice": "(선택", "(construction)": "(건설)", "(cooking)": "(요리)", "(costs {#})": "(비용 {#})", "(crafting)": "(제작)", "(crit, guard, resistance, DoT math) ·": "(치명타, 방어, 저항, 지속 피해 수학) ·", "(damage per energy) is that Skill Damage divided by the skill's energy cost: it measures how efficiently a spell turns your shared energy pool into damage. Free basic attacks cost no energy, so they have no DPE.": "(에너지당 피해량)은 스킬 피해량을 해당 스킬의 에너지 소모량으로 나눈 값입니다: 공유 에너지 풀을 얼마나 효율적으로 피해로 전환하는지를 나타냅니다. 무료 기본 공격은 에너지를 소모하지 않으므로 DPE가 존재하지 않습니다.", "(default event)": "(기본 이벤트)", "(eating)": "(먹기)", "(empty)": "(비어 있음)", "(equipped)": "(장착함)", "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1. So an ingredient listed as": "(배율 x1.0, 게임의 기본 설계값)입니다. 게임은 이 수치에 아래 배율을 곱한 뒤 반올림하며, 결과가 1 미만으로 떨어지는 일은 없습니다. 따라서 재료로 표기된 수치가", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time), and the one-time starting Support Wagon is bigger on easier": "(더 쉬운 설정에서는 리스폰이 빠르고 채집 보너스 환경 효과가 더 많아 시간이 지날수록 전체 드롭량이 늘어납니다), 그리고 1회성 초기 지원 마차도 더 쉬운 설정에서", "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time); nothing multiplies the drop tables themselves.": "(쉬운 설정에서는 리스폰이 더 빠르고 채집 보너스 환경 효과가 더 많아 시간이 지날수록 총 드롭량이 늘어납니다); 드롭 테이블 자체를 배가시키는 요소는 없습니다.", "(first kill)": "(처음 처치 시)", "(for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "(전투 해결이 진영-불가지론적이므로 자신과 상대방 모두) 첫 번째 주변 유닛에서.", "(for example by setting them to": "(예를 들어 다음으로 설정하여", "(from": "(다음에서:", "(from the dump's": "(dump의", "(graphics, sound and keybindings).": "(그래픽, 사운드 및 키 바인딩).", "(half health):": "(절반 생명력):", "(her later talks open a trade stock). Her chain is a series of hunt quests -": "(그녀와의 나중 대화는 거래 재고를 엽니다). 그녀의 체인은 일련의 사냥 임무입니다 -", "(hostile, on the map)": "(적대적, 맵 위에)", "(how damage, resistance and guard are computed) ·": "(피해, 저항 및 방어가 계산되는 방법) ·", "(hunter, Veil of Silence)": "(사냥꾼, 침묵의 장막)", "(ingredient amounts shown at Normal) ·": "(재료 수량은 일반에서 표시됨) ·", "(kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.": "(Elder Gloth 1개 죽이기), 그녀의 구역 근처에 있으며 길드 등급 엘리트 대상으로도 사용됩니다.", "(level cap)": "(레벨 상한)", "(levels 2–12) a unit is offered": "(레벨 2-12) 유닛에게 제안됨", "(magic)": "(마법)", "(magic): both bypass shields/barriers, the applying skill sets the stack count, and the per-second damage is fixed and never scales with attack.": "(마법): 둘 다 실드/배리어를 무시하며, 적용하는 스킬이 중첩 수를 결정하고, 초당 피해는 고정값으로 공격력에 따라 증가하지 않습니다.", "(main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "(주무기, 보조무기/방패 또는 탄약, 투구, 몸통 방어구, 액세서리 두 개 등). 무기는 착용자의 스탯 기반 공격력 위에 고정 공격력 값을 추가로 제공하며, 장비는", "(max": "(최대", "(max +": "(최대 +", "(max 2 per unit, 4 per map). Embracing Wave, Glacier Drop and Summon: Bubble Toad": "(단위당 최대 2개, 맵당 4개). 포용하는 파도, 빙하 낙하 및 소환: 버블두꺼비", "(max range)": "(최대 범위)", "(max-width: 900px)": "(max-width: 900px)", "(min 1). It comes from your race, background, traits and items.": "(최소 1). 종족, 배경, 특성, 아이템에서 비롯됩니다.", "(min range)": "(최소 범위)", "(mood buffs) ·": "(기분 버프) ·", "(needs 1)": "(1 필요)", "(needs 10)": "(10 필요)", "(needs 2)": "(2 필요)", "(needs 3)": "(3개 필요)", "(needs 4)": "(필요: 4)", "(needs 5)": "(5개 필요)", "(needs 6)": "(필요: 6)", "(never after": "(다음 이후 절대 없음", "(new items, rebalanced skills, new content per build) see": "(새로운 아이템, 재조정된 스킬, 빌드당 새로운 콘텐츠) 참고", "(no attack)": "(공격 없음)", "(no choice text - auto/system choice)": "(선택 텍스트 없음 - 자동/시스템 선택)", "(no combat code reads it), so it shows what it would do if the developers activate it.": "(전투 코드가 읽지 않음), 따라서 개발자가 활성화했을 때 어떻게 되는지 표시합니다.", "(no dialog text - scripted sequence)": "(다이얼로그 텍스트 없음 - 스크립트 시퀀스)", "(no notable spawns)": "(주목할 만한 스폰 없음)", "(no saved units)": "(저장된 유닛 없음)", "(on": "(켜짐", "(on Yellow Stone Golems)": "(황색 돌골렘)", "(on allies)": "(아군에게)", "(on condition)": "(조건부)", "(on enemy)": "(적에게)", "(on the caster)": "(시전자에게)", "(on units in the area)": "(지역 내 유닛에)", "(on units)": "(유닛에)", "(on user)": "(사용자에게)", "(once per cast)": "(시전당 한 번)", "(override)": "(직접 지정)", "(params 0)": "(매개변수 0)", "(params 0, 3)": "(params 0, 3)", "(params 1)": "(params 1)", "(per hit taken)": "(피격당 1회)", "(per hit)": "(타격당)", "(per skill use)": "(스킬 사용당)", "(per tick)": "(틱당)", "(physical)": "(물리)", "(physical) and": "(물리) 및", "(play buff,": "(버프 재생,", "(pointer: coarse)": "(pointer: coarse)", "(praying)": "(기도 중)", "(quality ≥ {#})": "(품질 ≥ {#})", "(range 1)": "(범위 1)", "(range 1, Direction radius 2 area up to 2 targets)": "(범위 1, 방향 반경 2 영역 최대 2 대상)", "(raw table values) ·": "(원본 테이블 값) ·", "(raw table values).": "(원본 테이블 값).", "(reflect never reduces it)": "(반사는 이를 줄이지 않습니다)", "(region 2's gate is clearing region 1). See": "(지역 2의 게이트가 지역 1을 제거합니다). 참조:", "(removes)": "(제거)", "(requires": "(필요:", "(researching)": "(연구 중)", "(roll {#}: none)": "(롤 {#}: 없음)", "(room)": "(방)", "(scholar, Festering Burrow)": "(학자, 문드러진 땅굴)", "(set in the menu bar)": "(메뉴 바에서 설정)", "(site map for LLMs),": "(LLM용 사이트 맵),", "(sleeping)": "(잠자기)", "(source unconfirmed)": "(출처 미확인)", "(spawn pool)": "(스폰 풀)", "(spoilers).": "(스포일러).", "(talent growth, generation rolls, gear affixes) use your chosen roll quality. The game rolls each level-up separately, so real characters scatter around these averages.": "(재능 성장, 세대 판정, 장비 접미 효과)는 선택한 판정 등급을 사용합니다. 게임은 레벨업마다 각각 별도로 판정하므로, 실제 캐릭터들은 이 평균값 주위로 흩어지게 됩니다.", "(the Golem-memorial camp - that spawn requires the": "(골렘 기념 캠프 - 그 스폰에는", "(the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence (": "(골렘 기념 야영지 - 이 스폰에는 거대 스톤 골렘 처치 기록이 필요합니다), 하지만 기본 빌드에서는 그녀의 사냥 제안 이벤트 3개(Event_Npc16/17/18)가 추가로 현재 침묵의 장막에 있어야 한다는 조건으로 게이트되어 있어, 안전 층 사본에서는 사냥 제안을 하지 않습니다. 침묵의 장막에서 그녀의 임무를 받으세요 (", "(the interaction spawns this statue and monsters).": "(상호작용이 이 동상과 몬스터를 생성합니다).", "(the scenario's finale boss).": "(시나리오의 최종 보스).", "(they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.": "(등급 1에서는 얻을 수 없음), 인간과 도마뱀인은 처음부터 사용 가능합니다.", "(timed)": "(일시적)", "(two-handed - no shield)": "(양손 무기 - 방패 없음)", "(unit name)": "(유닛 이름)", "(unlock)": "(잠금 해제)", "(unreleased race)": "(미공개 종족)", "(unset)": "(미설정)", "(up to": "(최대", "(value set at runtime)": "(런타임에 설정된 값)", "(with 10 Burning)": "(10 화상 포함)", "(workload 1000)": "(작업량 1000)", "(workload 1050)": "(작업량 1050)", "(workload 1100)": "(작업량 1100)", "(workload 1200)": "(작업량 1200)", "(workload 1300)": "(작업량 1300)", "(workload 1400)": "(작업량 1400)", "(workload 1500)": "(작업량 1500)", "(workload 1700)": "(작업량 1700)", "(workload 1800)": "(작업량 1800)", "(workload 1900)": "(작업량 1900)", "(workload 200)": "(작업량 200)", "(workload 2100)": "(작업량 2100)", "(workload 2300)": "(작업량 2300)", "(workload 2400)": "(작업량 2400)", "(workload 2500)": "(작업량 2500)", "(workload 2550)": "(작업량 2550)", "(workload 300)": "(workload 300)", "(workload 3000)": "(작업량 3000)", "(workload 3200)": "(작업량 3200)", "(workload 3500)": "(작업량 3500)", "(workload 500)": "(작업량 500)", "(workload 600)": "(작업량 600)", "(workload 650)": "(작업량 650)", "(workload 700)": "(작업량 700)", "(workload 800)": "(작업량 800)", "(workload 900)": "(작업량 900)", "(workload 950)": "(작업량 950)", "({#}% of price - {#})": "(가격의 {#}% - {#})", "({#}/energy)": "({#}/에너지)", "({#}/stack/s x {#} stacks) for {#} s =": "({#}/중첩/초 x {#} 중첩) {#}초 동안 =", "({#}x MAtk each)": "(각 마법 공격력의 {#}배)", "({0} or screen bottom right)": "({0} 또는 화면 우측 하단)", "({0} or screen bottom-right)": "({0} 또는 화면 우측 하단)", "({0} or screen upper left)": "({0} 또는 화면 좌상단)", "({0} or screen upper-left)": "({0} 또는 화면 좌상단)", "(±30%) and the +3 Perception Elixir are": "(±30%) 및 +3 인지력 엘릭서는", "(새끼 글로트) up to": "(새끼 글로트) 최대", "(심연 알파 산성 슬로겔), most sit at": "(심연 알파 산성 슬로겔), most sit at", "(알파 산성 슬로겔), most sit at": "(알파 산성 슬로겔), 대부분은", "(에너지당 피해량)은 스킬 피해량을 해당 스킬의 에너지 소모량으로 나눈 값입니다: 공유 에너지 풀을 얼마나 효율적으로 피해로 전환하는지를 나타냅니다. 무료 기본 공격은 에너지를 소모하지 않으므로 DPE가 존재하지 않습니다.": "(에너지당 피해량)은 스킬 피해량을 해당 스킬의 에너지 소모량으로 나눈 값입니다: 공유 에너지 풀을 얼마나 효율적으로 피해로 전환하는지를 나타냅니다. 무료 기본 공격은 에너지를 소모하지 않으므로 DPE가 존재하지 않습니다.", "(틱당 최대 HP 대비 %)": "(틱당 최대 생명력 대비 %)", ") - a per-attack-type multiplier on the aggro/threat a unit generates:": ") - 유닛이 생성하는 어그로/위협에 대한 공격 유형별 승수:", ") - about": ") - 약", ") - e.g. \"Shadow Wolves Expedition\". 10 first parts × 5 suffixes = 50 possible names.": ") - 예: \"그림자 늑대 탐사단\". 앞 부분 10개 × 뒷 부분 5개 = 가능한 이름 50개", ") - e.g. \"그림자 늑대 탐사단\". 10 first parts × 5 suffixes = 50 possible names.": ") - 예: \"그림자 늑대 탐사단\". 앞부분 10개 × 접미사 5개 = 최대 50가지 이름 가능.", ") - inspect the device remnant in the dungeon. Reward:": ") - 던전의 장치 잔해를 검사합니다. 보상:", ") - intro; opens the first bounty.": ") - 소개; 첫 번째 현상금을 엽니다.", ") - she": ") - 그녀", ") - she moves to your base as a recruit candidate. Recruit her there via": ") - 그녀는 당신의 기지로 모집 후보자로 이동합니다. 그곳에서 그녀를 모집하세요:", ") - story beats.": ") - 스토리 비트.", ") - the threat radius a monster engages within. Because it equals the standard 8-tile sight, most monsters spot and commit to you at the same distance.": ") - 몬스터가 교전을 시작하는 위협 반경입니다. 이는 표준 8칸 시야와 동일하므로, 대부분의 몬스터는 발견과 교전 개시를 같은 거리에서 합니다.", ") - unlocks the": ") - 잠금 해제", ") - unlocks the Alpha Acid Slogel bounty.": ") - 알파 산성 슬로겔 현상금을 해제합니다.", ") and offers her hunt quests only while you are inside that region.": ") 그리고 당신이 그 지역에 있을 때만 사냥 임무를 제공합니다.", ") and only offers new hunts while you are inside The Veil of Silence. Once the": ") 그리고 당신이 침묵의 장막 안에 있을 때만 새로운 사냥을 제공합니다. 일단", ") and only offers new hunts while you are inside 침묵의 장막. Once the": ") 그리고 침묵의 장막 안에 있을 때만 새로운 사냥 의뢰를 제공한다. 일단", ") and protects weapon durability.": ") 그리고 무기 내구도를 보호합니다.", ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": ")는 인지력을 시각에 포인트당 0.02로 연결하지만, 라이브 계수가 0이면 비활성 상태로 보입니다. 따라서", ") have their icons imported.": ")의 아이콘을 가져왔습니다.", ") in": ")를 다음에서 확인:", ") instead indexes FloatValue[0] = 8, which would make it +8% per stack (+48% at cap) - a likely placeholder-index bug in the data. The true per-stack value (6% vs 8%) could not be confirmed without an in-game test; the stack cap of 6 is certain either way.": ") 은 대신 FloatValue[0] = 8을 참조하는데, 이렇게 되면 중첩당 +8%(상한에서 +48%)가 됩니다 - 데이터 상 자리표시자 인덱스 오류일 가능성이 있습니다. 중첩당 실제 값(6% 대 8%)은 인게임 테스트 없이는 확인할 수 없었지만, 중첩 상한이 6이라는 점은 어느 쪽이든 확실합니다.", ") is authored as a constant, but a decompile of DS_B.0.3.26 shows": ") 상수로 작성되었지만 DS_B.0.3.26의 디컴파일은 다음을 보여줍니다", ") is authored as a constant, but a decompile of DS_B.0.3.40 shows": ") 상수로 작성되었지만 DS_B.0.3.40의 디컴파일은 다음을 보여줍니다", ") is the original full": ")은 원본 완전", ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant, Perion, and an Endorsi spawn that is gated on the": ") 은 원래의 완전한 거대 스톤 골렘 보스 아레나가 무덤 야영지로 재단장된 것입니다 - 죽은 골렘, 기념비, 나무 울타리 고리들 - 지역 0 보스가 쓰러졌음을 알리는 정사적 암시입니다. NPC들은 소품들 사이에서 야영합니다: 길드 상인, 페리온, 그리고 다음 조건에 게이트된 엔도르시 스폰", ") lowers every": ")이 모든", ") names Lowell for an upcoming starting-trait balance pass.": ") 향후 예정된 시작 특성 밸런스 조정에서 로웰의 이름을 언급한다.", ") only generates on": ") 에서만 생성됩니다", ") raises every": ")이 모든", ") reaches phase 5 on the last floor - but Veil of Silence carries its own override,": ") 마지막 층에서 단계 5에 도달 - 하지만 침묵의 장막은 자체 재정의를 수행합니다,", ") read the same grid vision and aggro data - not 3D cone-of-vision raycasts. Whether Awareness decays when you break line of sight is not spelled out in the data (inferred to reset or fall off, not confirmed).": ") 도 동일한 격자 시야 및 어그로 데이터를 읽습니다 - 3D 원뿔형 시야 레이시전가 아닙니다. 시야를 벗어났을 때 인지도가 감소하는지는 데이터에 명시되어 있지 않습니다(초기화되거나 서서히 줄어드는 것으로 추정되지만 확인되지는 않았습니다).", ") reads \"": ") \"", ") runs": ") 실행", "), and he is the companion who wakes you in the intro. What is": "), 그리고 그는 인트로에서 당신을 깨우는 동반자입니다. 무엇입니까", "), exactly cancelling the night penalty. Defined in the data but not currently granted by any obtainable item or skill.": "), 야간 페널티를 정확히 취소합니다. 데이터에 정의되어 있지만 현재는 획득 가능한 항목이나 스킬로 부여되지 않습니다.", "), her dungeon spawn is blocked and she instead appears on the Festering Burrow safe floor (": "), 그녀의 던전 출현이 차단되고 대신 부패한 굴 안전 층에 나타납니다 (", "), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first two are fully built in this demo build; the rest are named slots or internal generator themes.": "), 고유한 몬스터, 전리품 목록, 그리고 완성된 지역이라면 클리어 보스를 가집니다. 이 데모 빌드에서는 처음 두 지역만 완전히 구현되어 있으며, 나머지는 이름만 붙은 슬롯이거나 내부 생성기 테마입니다.", "), not in the shipped data tables.": "), 출시된 데이터 테이블이 아닙니다.", "), quoted verbatim - including the member cap each rank advertises.": ") - 각 등급이 공시하는 인원 상한선을 포함하여 원문 그대로 인용", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.26 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "), 그러므로 안전 층의 엔도르시는 보상, 교역, 모집 대화만을 담당하며 - 새로운 사냥 의뢰는 지역 내에서 직접 수락해야 한다. 정식 버전 DS_B.0.3.26에서는 골렘 전투가 발동되지 않는데(보스 방은 층 페이즈 5가 필요하지만, 해당 지역의 페이즈 표는 4에서 상한이 걸려 있다), 따라서 안전 층 버전은 그곳에서는 보통 접근할 수 없다 - 다음을 참고하라", "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.40 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "), 그러므로 안전 층의 엔도르시는 보상, 교역, 모집 대화만을 담당하며 - 새로운 사냥 의뢰는 지역 내에서 직접 수락해야 한다. 정식 버전 DS_B.0.3.40에서는 골렘 전투가 발동되지 않는데(보스 방은 층 페이즈 5가 필요하지만, 해당 지역의 페이즈 표는 4에서 상한이 걸려 있다), 따라서 안전 층 버전은 그곳에서는 보통 접근할 수 없다 - 다음을 참고하라", "), stacking on top of the flat tier scaling.": "), 플래트 계층 스케일링 위에 쌓입니다.", "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "), 이는 일반적인 후보 추첨과 정확히 같은 새로운 모집자를 생성합니다 - 종, 배경 및 특성이 모두 무작위입니다.", "), worst to best.": "), 최악에서 최고.​", "). A basic swing costs": "). 기본 스윙 비용", "). A mixed-race roster wants a mixed pantry.": "). 혼합 종족 명단은 혼합 식료품을 원합니다.", "). A standard 8-tile monster effectively sees only": ")로 감소합니다. 표준 8타일 몬스터는 효과적으로", "). Breaking line of sight around a corner hides you even at point-blank range.": "). 모서리 주변의 시선을 끊으면 근거리에서도 숨을 수 있습니다.", "). Clearing region N is the one and only thing that opens region N+1:": "). 지역 N을 정리하는 것이 지역 N+1을 여는 유일한 것입니다:", "). Combat and management difficulty are picked independently; the top tier is": "). 전투 및 관리 난이도는 독립적으로 선택됩니다. 최상위 계층은", "). Crit chance starts at 8% and gains +0.3% per Perception.": "). 치명타 확률은 8%에서 시작하며 지각당 +0.3%를 얻습니다.", "). Filter by region or creature type, or search by name or by an item they drop. Click a monster for its full stats, skills, spawn rooms and drop tables. A creature's": "). 지역이나 몬스터 유형별로 필터링하거나, 이름 또는 드롭 아이템으로 검색할 수 있습니다. 몬스터를 클릭하면 전체 스탯, 스킬, 출현 방, 드롭 표를 볼 수 있습니다. 몬스터의", "). Frame timing is approximate.": "). 프레임 타이밍은 대략적입니다.", "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": "). 근접 공격은 어그로를 30% 더 끌기 때문에, 몬스터가 당신의 어떤 유닛에 집착할지를 좌우합니다 - 초기 발각이 아니라 탱킹을 위한 수단입니다.", "). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.": "). 밤(20:00-06:00)은 시야를 줄이며, 장기간 탐사단 파견은 날이 갈수록 던전 체류 기분 페널티가 누적됩니다. 들어가서 목표를 달성하고 돌아오십시오.", "). Pick the": "). 선택하십시오", "). Quoted blocks are verbatim in-game text from DS_B.0.3.26.": "). 인용 블록은 DS_B.0.3.26의 게임 내 텍스트를 그대로 옮긴 것입니다.", "). Quoted blocks are verbatim in-game text from DS_B.0.3.40.": "). 인용 블록은 DS_B.0.3.40의 게임 내 텍스트를 그대로 옮긴 것입니다.", "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": "). 따라서 100 피해 타격은 각 갑옷 부분에서 10을 제거합니다; 300 피해 타격은 30을 제거합니다.", "). The Vampire Potion adds a large temporary": "). 뱀파이어 포션은 큰 임시", "). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": "). 게임은 빈 dict를 \"복원할 데이터가 있습니다\"로 취급하고, 아무것도 찾지 못하고 다음에서 멈춥니다", "). The guild merchant is the one level-based trader: on each restock the game appends your current": "\"). 길드 상인은 유일한 레벨 기반 거래자입니다. 각 보충 때마다 게임은 현재", "). The headline answers:": "). 주요 답변:", "). The released Legendary accessory is the **": "). 출시된 전설적 악세사리는 **", "). The three Mawmurk/Slogel hunt offers are hard-gated to The Veil of Silence (": "). 세 개의 맘뭬크/슬로겔 사냥 제안은 침묵의 장막로 제한됩니다 (", "). The three Mawmurk/Slogel hunt offers are hard-gated to 침묵의 장막 (": "). 세 가지 마우머크/슬로겔 사냥 제안은 침묵의 장막으로 제한됩니다 (", "). This shortens a monster's reach, but it clips your own scouts' sight too.": "). 이것은 몬스터의 사거리를 단축하지만, 당신의 정찰대 시야도 제한합니다.", "). Units track head and body HP separately; emptying either bar downs the unit.": "). 유닛은 머리와 몸 생명력을 별도로 추적합니다; 두 막대 중 하나를 비우면 유닛이 쓰러집니다.", "): from": "): 부터", "): up to": "): 최대", "); outside that window it is night.": "); 그 창 밖에는 밤입니다.", "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": "); PerModifier %는 영향자, 비문 및 난이도가 적용되는 곳입니다 (예", "); the growth system's fallback base is": "); 성장 시스템의 폴백 기본값은", "* Poison rate: what the data actually supports.": "* 독 비율: 데이터가 실제로 지원하는 것.", "* distance from the target.": "* 대상으로부터의 거리.", "** (with its": "** (그 자신의", "** - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.": "** - '엘로스 제국의 흡혈귀 남작으로부터 경화된 눈물', 미래의 흡혈귀 보스/지역을 암시합니다.", "** - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.": "** - '고대 불의 용의 숨결의 잔재'로, 드래곤 클로 워리어 유닛과 리자드맨의 '용의 후예' 신화와 연결되어 있다.", "** - an ice-boss and an ocean/water-boss relic.": "** - 얼음 보스 및 해양/물 보스 유물.", "** and **": "** 그리고 **", "** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "** 보스 스톤은 중첩되는 피해 감소를 부여한다. 나머지 13개는 효과 없는 수집품이며, 그 원본이 되는 몬스터 중 일부(기본 슬라임, 로열 슬라임, 블러드 슬라임, 본 스파이더, 몬스터 랫, 래비드 도그)는 아직 실제 유닛으로 존재하지 않는다.", "** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a": "** 보스 버전 (캠페인에서 싸우는 정예 빨간 몬스터 쥐와 구별) 및 **로열 슬라임** (", "** stone grants a barrier at low HP, and the **": "** 돌은 낮은 생명력에서 배리어를 부여하고 **", "** stone grants an active skill (Bloody Scratch), the **": "** 돌은 활성 기술 (핏빛 할퀴기)을 부여합니다. **", "+ 11 more...": "+ 11개 더...", "+ 129 more changed...": "+ 129개 더 변경됨...", "+ 13 more changed...": "+ 13 more changed...", "+ 15 more...": "+ 15 more...", "+ 16 more changed...": "+ 16개 더 변경됨...", "+ 2 more changed…": "+ 2개 더 변경됨…", "+ 32 more...": "+ 32개 더보기...", "+ 493 more changed...": "+ 493 more changed...", "+ 659 more...": "+ 659 more...", "+ 84 more...": "+ 84개 추가...", "+ 86 more changed...": "+ 86 more changed...", "+ Add": "+ 추가", "+ Add a mood source...": "+ 기분 출처 추가...", "+ New": "+ 새로 만들기", "+ New character": "+ 새 캐릭터", "+ New team": "+ 새 팀", "+ Steam에 위시리스트 추가!": "+ Steam에 위시리스트 추가!", "+ Wishlist on Steam!": "+ Steam에 위시리스트 추가!", "+ detonate {#} burn stacks": "+ 연소 중첩 {#} 기폭", "+ shield": "+ 보호막", "+ talent growth per level + flat bonuses, then": "+ 레벨당 재능 성장 + 평면 보너스, 그 후", "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ (주요 스탯 x 그것의 계수) + 평면 보너스, 그 후", "+0.02 Hunger Regeneration": "허기 재생 +0.02", "+1 Energy Regeneration, +1 Hunger Regeneration, +30% Exp Gained Bonus, +100 Strength": "에너지 재생 +1, 허기 재생 +1, 경험치 획득 보너스 +30%, 힘 +100", "+1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.": "+1 플레이 세션당 (약 40게임 내 분); 같은 게임을 과도하게 사용하면 지루한 디버프가 적용됩니다.", "+1 population cap per rank from rank 2 (up to +6 at rank 7)": "등급 2부터 등급당 +1 인구 상한선(등급 7에서 +6까지)", "+1 to your population cap": "인구 상한선에 +1", "+1.0 Physical Attack Power and +4.0 Max Weight per point": "포인트당 +1.0 물리 공격력 및 +4.0 최대 무게", "+10 Phys & Magic Resist on hit": "타격 시 +10 물리 및 마법 저항", "+10 Phys & Magic Resist per hit": "타격당 +10 물리 및 마법 저항", "+10% Crit on kill (10s)": "처치 시 +10% 치명타(10초)", "+10% Crit per kill": "처치당 +10% 치명타", "+10% Critical Chance": "+10% 치명타 확률", "+10% Life Steal, -20% Max Energy": "+10% 생명력 흡수, -20% 최대 에너지", "+10% Movement Speed - A luxurious necklace made of pure gold.": "이동 속도 +10% - 순금으로 만든 화려한 목걸이.", "+10% Movement Speed - A necklace adorned with garnet gems.": "이동 속도 +10% - 가넷 보석으로 장식한 목걸이.", "+10% Movement Speed - A necklace adorned with opal gems.": "이동 속도 +10% - 오팔 보석으로 장식한 목걸이.", "+10% Movement Speed - A necklace adorned with peridot gems.": "이동 속도 +10% - 페리도트 보석으로 장식한 목걸이.", "+10% Movement Speed - A ring adorned with garnet gems.": "이동 속도 +10% - 가넷 보석으로 장식한 반지.", "+10% Movement Speed - A ring adorned with opal gems.": "이동 속도 +10% - 오팔 보석으로 장식한 반지.", "+10% Movement Speed - A ring adorned with peridot gems.": "이동 속도 +10% - 페리도트 보석으로 장식한 반지.", "+10% Movement Speed - A ring made of pure gold.": "이동 속도 +10% - 순금으로 만든 반지.", "+10% Physical Attack Power": "+10% 물리 공격력", "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)": "+주변 유닛당 명중 및 +5% 치명타 - 데이터에서 정의되었지만 이 빌드에서 활성화되지 않음 (코드가 읽지 않음)", "+10% hit chance": "+10% 명중 확률", "+10% hit-chance bonus": "+10% 명중-확률 보너스", "+10% 생명력 흡수, -20% 최대 기력 Granted by 1 item": "+10% 생명력 흡수, -20% 최대 기력 Granted by 1 item", "+10-15% Physical Attack Power": "+10-15% 물리 공격력", "+10..30 Agi": "+10..30 Agi", "+10..30 Con": "+10..30 체질", "+10..30 Int": "+10..30 Int", "+10..30 Per": "+10..30 Per", "+10..30 Str": "+10..30 Str", "+10..30 Will": "+10..30 의지", "+100% Max Health Total, +100% Physical Attack Power, +100% Magic Attack Power": "최대 생명력 총합 +100%, 물리 공격력 +100%, 마법 공격력 +100%", "+1000 Max Weight": "최대 무게 +1000", "+101 Magic Attack Power - A staff made of blue crystal and iron.": "MAtk +101 - 파란 수정과 철로 만든 지팡이.", "+101 Magic Attack Power - A staff made of green crystal and iron.": "MAtk +101 - 초록 수정과 철로 만든 지팡이.", "+101 Magic Attack Power - A staff made of red crystal and iron.": "MAtk +101 - 붉은 수정과 철로 만든 지팡이.", "+101 Magic Attack Power - 녹색 크리스탈과 강철로 만든 지팡이입니다.": "+101 Magic Attack Power - 녹색 크리스탈과 강철로 만든 지팡이입니다.", "+101 Magic Attack Power - 붉은 크리스탈과 강철로 만든 지팡이입니다.": "+101 Magic Attack Power - 붉은 크리스탈과 강철로 만든 지팡이입니다.", "+101 Magic Attack Power - 푸른 크리스탈과 강철로 만든 지팡이입니다.": "+101 Magic Attack Power - 푸른 크리스탈과 강철로 만든 지팡이입니다.", "+102 Max Health Total - A helmet made of bronze.": "최대 생명력 +102 - 청동으로 만든 투구.", "+102 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made of bronze.": "최대 생명력 +102 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 청동으로 만든 방패.", "+11 Physical Attack Power - A simple, basic wooden arrow.": "PAtk +11 - 단순하고 기본적인 나무 화살.", "+11 Physical Attack Power - 간단한 구조의 기본적인 나무 화살.": "+11 Physical Attack Power - 간단한 구조의 기본적인 나무 화살.", "+110 Max Health Total - A sturdy armor assembled from beast bones.": "최대 생명력 +110 - 야수의 뼈로 조립한 튼튼한 갑옷.", "+110 Max Health Total - 짐승의 뼈를 조합하여 만든 단단한 갑옷.": "+110 Max Health Total - 짐승의 뼈를 조합하여 만든 단단한 갑옷.", "+113 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 연철로 제작된 튼튼한 방패.": "+113 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 연철로 제작된 튼튼한 방패.", "+113 Max Health Total - A standard protective helmet made of iron.": "최대 생명력 +113 - 철로 만든 표준 보호 투구.", "+113 Max Health Total - 연철로 제작된 기본적인 보호구.": "+113 Max Health Total - 연철로 제작된 기본적인 보호구.", "+113 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A solid shield crafted from iron.": "최대 생명력 +113 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 철로 만든 견고한 방패.", "+120 Max Health Total - +20% 최대 기력 - +10 마법 저항력 - 가죽으로 제작된 기본적인 방어구입니다.": "+120 Max Health Total - +20% 최대 기력 - +10 마법 저항력 - 가죽으로 제작된 기본적인 방어구입니다.", "+120 Max Health Total - A sturdy armor assembled from beast fortified bones.": "최대 생명력 +120 - 야수의 강화된 뼈로 조립한 튼튼한 갑옷.", "+120 Max Health Total - 짐승의 뼈를 조합하여 만든 단단한 갑옷.": "+120 Max Health Total - 짐승의 뼈를 조합하여 만든 단단한 갑옷.", "+120 Max Health Total · +20% Max Energy · +10 Magic Resistance - A basic piece of armor made of leather.": "최대 생명력 +120 · 최대 에너지 +20% · Res M +10 - 가죽으로 만든 기본 갑옷.", "+120% damage at 0 HP": "0 생명력에서 +120% 피해", "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - player-visible", "+135 Max Health Total - An armor made from the thick carapace of insects.": "최대 생명력 +135 - 곤충의 두꺼운 갑각으로 만든 갑옷.", "+135 Max Health Total - 곤충의 두꺼운 갑각으로 만든 방어구.": "+135 Max Health Total - 곤충의 두꺼운 갑각으로 만든 방어구.", "+146 Max Health Total - +10 물리 저항력 - 혈목을 가공하여 제작된 강력한 갑옷.": "+146 Max Health Total - +10 물리 저항력 - 혈목을 가공하여 제작된 강력한 갑옷.", "+146 Max Health Total · +10 Physical Resistance - A powerful armor crafted from processed Bloodwood.": "최대 생명력 +146 · Res P +10 - 가공한 블러드우드로 만든 강력한 갑옷.", "+15 Physical Attack Power - Arrows carved from beast bones. Light yet piercing.": "PAtk +15 - 야수의 뼈를 깎아 만든 화살. 가벼우면서도 관통력이 있습니다.", "+15% Critical Chance": "치명타 확률 +15%", "+15% experience gained": "+15% 경험치 획득", "+150 each": "+150 각각", "+158 Max Health Total - Armor made of copper.": "최대 생명력 +158 - 구리로 만든 갑옷.", "+158 Max Health Total - 구리로 제작된 갑옷입니다.": "+158 Max Health Total - 구리로 제작된 갑옷입니다.", "+17 Physical Attack Power - Arrows made of carapace.": "PAtk +17 - 갑각으로 만든 화살.", "+17 Physical Attack Power - 갑각으로 만든 화살입니다.": "+17 Physical Attack Power - 갑각으로 만든 화살입니다.", "+180 Max Health Total - Armor made of tin.": "최대 생명력 +180 - 주석으로 만든 갑옷.", "+191 Max Health Total - +20 마법 저항력 - 아크론으로 제작된 견고한 갑옷입니다.": "+191 Max Health Total - +20 마법 저항력 - 아크론으로 제작된 견고한 갑옷입니다.", "+191 Max Health Total · +20 Magic Resistance - A sturdy suit of armor made of Arcron.": "최대 생명력 +191 · Res M +20 - 아크론으로 만든 튼튼한 갑옷 세트.", "+2 and the": "+2 그리고", "+2 more…": "+2 더…", "+2,000 gold": "+2,000 금화", "+20 Cooldown Reduction": "재사용 대기 감소 +20", "+20 Physical Attack Power - An arrow made from blood-soaked wood.": "PAtk +20 - 피에 젖은 나무로 만든 화살.", "+20 Physical Attack Power - 피로 물든 나무로 만든 화살입니다.": "+20 Physical Attack Power - 피로 물든 나무로 만든 화살입니다.", "+20 more": "+20 더 보기", "+20% Attack Speed": "공격 속도 +20%", "+20% Damage Dealt at 0 HP": "0 생명력에서 +20% 피해 입힘", "+20% Damage Taken": "+20% 받는 피해", "+20% Damage Taken, +30% Damage Dealt": "받는 피해 +20%, 가하는 피해 +30%", "+20% Dodge Chance": "회피율 +20%", "+20% Health Regeneration - It is a spirit that seems to be made of leaves.": "생명력 재생 +20% - 나뭇잎으로 만들어진 듯한 정령.", "+20% Physical Attack Power": "물리 공격력 +20%", "+20% all six major stats, permanent Mood -3": "+20% 6개 주요 스탯 모두, 영구 기분 -3", "+20% to all six major stats": "6개 주요 스탯 모두에 +20%", "+20% 받는 피해량 Granted by 1 inscription and 2 skills": "+20% 받는 피해량 Granted by 1 inscription and 2 skills", "+20% 받는 피해량 Granted by 1 inscription and 4 skills": "+20% 받는 피해량 Granted by 1 inscription and 4 skills", "+200 gold": "+200 금화", "+203 Max Health Total - Armor made of bronze.": "최대 생명력 +203 - 청동으로 만든 갑옷.", "+21 Physical Attack Power - An arrow made of copper.": "PAtk +21 - 구리로 만든 화살.", "+21 Physical Attack Power - 구리로 제작된 화살입니다.": "+21 Physical Attack Power - 구리로 제작된 화살입니다.", "+225 Max Health Total - A solid iron armor providing strong protection.": "최대 생명력 +225 - 강력한 보호력을 제공하는 견고한 철 갑옷.", "+225 Max Health Total - 연철로 제작된 튼튼한 방어구.": "+225 Max Health Total - 연철로 제작된 튼튼한 방어구.", "+23 Magic Attack Power - A wooden staff imbued with the power of water.": "MAtk +23 - 물의 힘이 깃든 나무 지팡이.", "+23 Magic Attack Power - A wooden staff infused with the essence of nature.": "MAtk +23 - 자연의 정수가 깃든 나무 지팡이.", "+23 Magic Attack Power - A wooden staff infused with the power of fire.": "MAtk +23 - 불의 힘이 깃든 나무 지팡이.", "+23 Magic Attack Power - 물을 다루는 마력을 지닌 나무 스태프.": "+23 Magic Attack Power - 물을 다루는 마력을 지닌 나무 스태프.", "+23 Magic Attack Power - 불의 마력을 품고 있는 나무 스태프.": "+23 Magic Attack Power - 불의 마력을 품고 있는 나무 스태프.", "+23 Magic Attack Power - 자연의 생명력이 깃든 나무 스태프.": "+23 Magic Attack Power - 자연의 생명력이 깃든 나무 스태프.", "+23 Max Health Total - +2% 회피율 - 가벼운 천으로 만든 머리 보호구.": "+23 Max Health Total - +2% 회피율 - 가벼운 천으로 만든 머리 보호구.", "+23 Max Health Total · +2% Dodge Chance - A lightweight headgear made of cloth.": "최대 생명력 +23 · 회피율 +2% - 천으로 만든 가벼운 머리쓰개.", "+23 Physical Attack Power - +20% 공격 속도 - 가볍고 빠르게 휘두를 수 있는 나무 단검.": "+23 Physical Attack Power - +20% 공격 속도 - 가볍고 빠르게 휘두를 수 있는 나무 단검.", "+23 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 목재로 제작된 기본적인 도끼.": "+23 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 목재로 제작된 기본적인 도끼.", "+23 Physical Attack Power - +9 Magic Attack Power - -5% 회피율 - 가벼운 목재로 만든 기본적인 창.": "+23 Physical Attack Power - +9 Magic Attack Power - -5% 회피율 - 가벼운 목재로 만든 기본적인 창.", "+23 Physical Attack Power - A basic sword made of lightweight yet sturdy wood.": "PAtk +23 - 가볍지만 튼튼한 나무로 만든 기본 검.", "+23 Physical Attack Power - A simple but practical wooden bow.": "PAtk +23 - 단순하지만 실용적인 나무 활.", "+23 Physical Attack Power - A simple yet sturdy wooden club.": "PAtk +23 - 단순하지만 튼튼한 나무 곤봉.", "+23 Physical Attack Power - 가볍고 튼튼한 목재로 만들어진 기본적인 검.": "+23 Physical Attack Power - 가볍고 튼튼한 목재로 만들어진 기본적인 검.", "+23 Physical Attack Power - 단순하지만 견고한 목재 곤봉.": "+23 Physical Attack Power - 단순하지만 견고한 목재 곤봉.", "+23 Physical Attack Power - 단순한 구조지만 실용적인 나무 활.": "+23 Physical Attack Power - 단순한 구조지만 실용적인 나무 활.", "+23 Physical Attack Power · +20% Attack Speed - A lightweight wooden dagger designed for quick strikes.": "PAtk +23 · 공격 속도 +20% - 빠른 공격을 위해 만든 가벼운 나무 단검.", "+23 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - A basic axe made of wood.": "PAtk +23 · Crit +5% · 회피율 -10% - 나무로 만든 기본 도끼.", "+23 Physical Attack Power · +9 Magic Attack Power · -5% Dodge Chance - A basic spear crafted from lightweight wood.": "PAtk +23 · MAtk +9 · 회피율 -5% - 가벼운 나무로 만든 기본 창.", "+23 more": "+23개 이상", "+26 Physical Attack Power - An arrow made of tin.": "PAtk +26 - 주석으로 만든 화살.", "+27 Physical Attack Power - An arrow made of Arcron.": "PAtk +27 - 아크론으로 만든 화살.", "+27 Physical Attack Power - An arrow made of bronze.": "PAtk +27 - 청동으로 만든 화살.", "+27 Physical Attack Power - 아크론으로 제작된 화살입니다.": "+27 Physical Attack Power - 아크론으로 제작된 화살입니다.", "+3 Mood": "기분 +3", "+3 Vision Range · +15% Hit Chance - Increases Vision Range.": "시야 범위 +3 · 명중률 +15% - 시야 범위를 늘립니다.", "+3 more…": "+3 더...", "+30 Cooldown Reduction": "+30 재사용 대기 감소", "+30 Magic Attack Power - A fire magic staff carved from beast bones.": "MAtk +30 - 야수의 뼈를 깎아 만든 화염 마법 지팡이.", "+30 Magic Attack Power - A staff harnessing nature’s power from beast bones.": "MAtk +30 - 야수의 뼈로 자연의 힘을 담아낸 지팡이.", "+30 Magic Attack Power - A water-imbued magic staff made from hardened bone.": "MAtk +30 - 단단한 뼈로 만든 물의 기운이 깃든 마법 지팡이.", "+30 Magic Attack Power - 단단한 뼈로 제작된 물속성 마법 지팡이.": "+30 Magic Attack Power - 단단한 뼈로 제작된 물속성 마법 지팡이.", "+30 Magic Attack Power - 짐승의 뼈를 깎아 만든 화염 마법 지팡이.": "+30 Magic Attack Power - 짐승의 뼈를 깎아 만든 화염 마법 지팡이.", "+30 Magic Attack Power - 짐승의 뼈에서 자연의 힘을 이끌어낸 마법 지팡이.": "+30 Magic Attack Power - 짐승의 뼈에서 자연의 힘을 이끌어낸 마법 지팡이.", "+30 Max Health Total - +10% 최대 기력 - 질긴 생가죽을 가공하여 만든 투구.": "+30 Max Health Total - +10% 최대 기력 - 질긴 생가죽을 가공하여 만든 투구.", "+30 Max Health Total · +10% Max Energy - A helmet made from tough, processed hide.": "최대 생명력 +30 · 최대 에너지 +10% - 질긴 가죽을 가공해 만든 투구.", "+30 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 짐승의 뼈를 깎아 만든 창.": "+30 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 짐승의 뼈를 깎아 만든 창.", "+30 Physical Attack Power - +20% 공격 속도 - 뼈를 갈아 날카롭게 만든 단검.": "+30 Physical Attack Power - +20% 공격 속도 - 뼈를 갈아 날카롭게 만든 단검.", "+30 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 단단한 짐승의 뼈로 만든 도끼.": "+30 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 단단한 짐승의 뼈로 만든 도끼.", "+30 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 거대한 목재를 다듬어 만든 무겁고 둔탁한 대검.": "+30 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 거대한 목재를 다듬어 만든 무겁고 둔탁한 대검.", "+30 Physical Attack Power - A bow crafted from the bones of beasts.": "PAtk +30 - 야수의 뼈로 만든 활.", "+30 Physical Attack Power - A heavy and sturdy club made from beast bones.": "PAtk +30 - 야수의 뼈로 만든 무겁고 튼튼한 곤봉.", "+30 Physical Attack Power - A sword crafted from the bones of a mighty beast.": "PAtk +30 - 강력한 야수의 뼈로 만든 검.", "+30 Physical Attack Power - 단단한 짐승의 뼈로 만든 무겁고 강한 곤봉.": "+30 Physical Attack Power - 단단한 짐승의 뼈로 만든 무겁고 강한 곤봉.", "+30 Physical Attack Power - 단단한 짐승의 뼈로 제작된 검.": "+30 Physical Attack Power - 단단한 짐승의 뼈로 제작된 검.", "+30 Physical Attack Power - 짐승의 뼈를 이어 만든 활.": "+30 Physical Attack Power - 짐승의 뼈를 이어 만든 활.", "+30 Physical Attack Power · +14 Magic Attack Power · -5% Dodge Chance - A spear carved from the bones of a beast.": "PAtk +30 · MAtk +14 · 회피율 -5% - 야수의 뼈를 깎아 만든 창.", "+30 Physical Attack Power · +20% Attack Speed - A dagger crafted by grinding bone into a sharp edge.": "PAtk +30 · 공격 속도 +20% - 뼈를 갈아 날을 세운 단검.", "+30 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - An axe made from hardened beast bones.": "PAtk +30 · Crit +5% · 회피율 -10% - 단단한 야수의 뼈로 만든 도끼.", "+30 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A massive wooden greatsword, heavy and blunt.": "PAtk +30 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 무겁고 둔중한 거대한 나무 대검.", "+30 스킬 재사용 대기 시간 감소 Granted by 2 skills": "+30 스킬 재사용 대기 시간 감소 Granted by 2 skills", "+30% Attack Speed": "+30% 공격 속도", "+30% Crit": "+30% 치명타", "+30% Crit (3 stacks)": "+30% 치명타(3 스택)", "+30% Critical Chance": "+30% 치명타 확률", "+30% Magic Attack Power": "마법 공격력 +30%", "+30% damage dealt but +20% damage taken.": "주는 피해 +30%, 받는 피해 +20%.", "+30% 공격 속도 Granted by 2 skills": "+30% 공격 속도 Granted by 2 skills", "+30..50 Agi": "+30..50 민첩성", "+30..50 Con": "+30..50 Con", "+30..50 Int": "+30..50 Int", "+30..50 Per": "+30..50 지각", "+30..50 Str": "+30..50 힘", "+30..50 Will": "+30..50 의지", "+32 Physical Attack Power - A sturdy arrow reinforced with iron.": "PAtk +32 - 철로 보강한 튼튼한 화살.", "+35% Guard Chance": "+35% 방어 확률", "+35% 가드율 Granted by 3 skills": "+35% 가드율 Granted by 3 skills", "+36 Magic Attack Power - A carapace staff imbued with fire energy.": "MAtk +36 - 화염 기운이 깃든 갑각 지팡이.", "+36 Magic Attack Power - A carapace staff imbued with nature energy.": "MAtk +36 - 자연의 기운이 깃든 갑각 지팡이.", "+36 Magic Attack Power - A carapace staff imbued with water energy.": "MAtk +36 - 물의 기운이 깃든 갑각 지팡이.", "+36 Magic Attack Power - A wooden staff embedded with blue crystal.": "MAtk +36 - 파란 수정이 박힌 나무 지팡이.", "+36 Magic Attack Power - A wooden staff embedded with green crystal.": "MAtk +36 - 초록 수정이 박힌 나무 지팡이.", "+36 Magic Attack Power - A wooden staff embedded with red crystal.": "MAtk +36 - 붉은 수정이 박힌 나무 지팡이.", "+36 Magic Attack Power - 녹색 크리스탈이 박힌 나무 지팡이입니다.": "+36 Magic Attack Power - 녹색 크리스탈이 박힌 나무 지팡이입니다.", "+36 Magic Attack Power - 물의 힘이 깃든 갑각 스태프입니다.": "+36 Magic Attack Power - 물의 힘이 깃든 갑각 스태프입니다.", "+36 Magic Attack Power - 붉은 크리스탈이 박힌 나무 지팡이입니다.": "+36 Magic Attack Power - 붉은 크리스탈이 박힌 나무 지팡이입니다.", "+36 Magic Attack Power - 자연의 힘이 깃든 갑각 스태프입니다.": "+36 Magic Attack Power - 자연의 힘이 깃든 갑각 스태프입니다.", "+36 Magic Attack Power - 푸른 크리스탈이 박힌 나무 지팡이입니다.": "+36 Magic Attack Power - 푸른 크리스탈이 박힌 나무 지팡이입니다.", "+36 Magic Attack Power - 화염의 힘이 깃든 갑각 스태프입니다.": "+36 Magic Attack Power - 화염의 힘이 깃든 갑각 스태프입니다.", "+36 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 갑각으로 만든 창입니다.": "+36 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 갑각으로 만든 창입니다.", "+36 Physical Attack Power - +20% 공격 속도 - 날카롭게 다듬은 갑각으로 만든 단검입니다.": "+36 Physical Attack Power - +20% 공격 속도 - 날카롭게 다듬은 갑각으로 만든 단검입니다.", "+36 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 갑각으로 만든 도끼입니다.": "+36 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 갑각으로 만든 도끼입니다.", "+36 Physical Attack Power - A bow made of carapace.": "PAtk +36 - 갑각으로 만든 활.", "+36 Physical Attack Power - A club made of carapace.": "PAtk +36 - 갑각으로 만든 곤봉.", "+36 Physical Attack Power - A sword crafted from hardened carapace.": "PAtk +36 - 단단한 갑각으로 만든 검.", "+36 Physical Attack Power - 갑각으로 만든 곤봉입니다.": "+36 Physical Attack Power - 갑각으로 만든 곤봉입니다.", "+36 Physical Attack Power - 갑각으로 만든 활입니다.": "+36 Physical Attack Power - 갑각으로 만든 활입니다.", "+36 Physical Attack Power - 단단한 갑각으로 제작된 검입니다.": "+36 Physical Attack Power - 단단한 갑각으로 제작된 검입니다.", "+36 Physical Attack Power · +14 Magic Attack Power · -5% Dodge Chance - A spear made of carapace.": "PAtk +36 · MAtk +14 · 회피율 -5% - 갑각으로 만든 창.", "+36 Physical Attack Power · +20% Attack Speed - A dagger made from sharpened carapace.": "PAtk +36 · 공격 속도 +20% - 날카롭게 간 갑각으로 만든 단검.", "+36 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - An axe made of carapace.": "PAtk +36 · Crit +5% · 회피율 -10% - 갑각으로 만든 도끼.", "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - 플레이어 표시", "+38 Max Health Total - +2% 회피율 - 두꺼운 천으로 제작되어 방어력이 향상된 두건.": "+38 Max Health Total - +2% 회피율 - 두꺼운 천으로 제작되어 방어력이 향상된 두건.", "+38 Max Health Total · +2% Dodge Chance - A coif made of thick cloth for enhanced protection.": "최대 생명력 +38 · 회피율 +2% - 보호력을 높인 두꺼운 천 두건.", "+4 more…": "+4 이상…", "+40 more spawn rows not shown.": "+40 추가 생성 행이 표시되지 않습니다.", "+40% Movement Speed": "+40% 이동 속도", "+40% 이동 속도 Granted by 1 skill": "+40% 이동 속도 Granted by 1 skill", "+400 gold": "+400 금화", "+41 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 거대한 짐승의 뼈로 만들어진 묵직한 대검.": "+41 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 거대한 짐승의 뼈로 만들어진 묵직한 대검.", "+41 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A massive greatsword made from the bones of a powerful beast.": "PAtk +41 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 강력한 야수의 뼈로 만든 거대한 대검.", "+41 more spawn rows not shown.": "표시되지 않은 +41개의 스폰 행.", "+42 Magic Attack Power - A nature-infused staff crafted from Bloodwood.": "MAtk +42 - 블러드우드로 만든 자연의 기운이 깃든 지팡이.", "+42 Magic Attack Power - A powerful fire magic staff made from bloodwood.": "MAtk +42 - 블러드우드로 만든 강력한 화염 마법 지팡이.", "+42 Magic Attack Power - A water-aligned magic staff crafted from Bloodwood.": "MAtk +42 - 블러드우드로 만든 물 속성 마법 지팡이.", "+42 Magic Attack Power - 혈목으로 제작된 강력한 화염 마법 스태프.": "+42 Magic Attack Power - 혈목으로 제작된 강력한 화염 마법 스태프.", "+42 Magic Attack Power - 혈목으로 제작된 물속성 마법 스태프.": "+42 Magic Attack Power - 혈목으로 제작된 물속성 마법 스태프.", "+42 Magic Attack Power - 혈목으로 제작된 자연속성 마법 스태프.": "+42 Magic Attack Power - 혈목으로 제작된 자연속성 마법 스태프.", "+42 Physical Attack Power - +20% 공격 속도 - 혈목으로 제작된 예리한 단검.": "+42 Physical Attack Power - +20% 공격 속도 - 혈목으로 제작된 예리한 단검.", "+42 Physical Attack Power - +23 Magic Attack Power - -5% 회피율 - 혈목으로 제작된 내구성이 높은 창.": "+42 Physical Attack Power - +23 Magic Attack Power - -5% 회피율 - 혈목으로 제작된 내구성이 높은 창.", "+42 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 혈목으로 제작된 튼튼한 도끼.": "+42 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 혈목으로 제작된 튼튼한 도끼.", "+42 Physical Attack Power - A durable club crafted from Bloodwood.": "PAtk +42 - 블러드우드로 만든 튼튼한 곤봉.", "+42 Physical Attack Power - A sturdy bow crafted from Bloodwood.": "PAtk +42 - 블러드우드로 만든 튼튼한 활.", "+42 Physical Attack Power - A sword crafted from the strong and durable Bloodwood.": "PAtk +42 - 강하고 내구성 좋은 블러드우드로 만든 검.", "+42 Physical Attack Power - 강력한 혈목으로 만들어진 검.": "+42 Physical Attack Power - 강력한 혈목으로 만들어진 검.", "+42 Physical Attack Power - 혈목으로 제작된 단단한 활.": "+42 Physical Attack Power - 혈목으로 제작된 단단한 활.", "+42 Physical Attack Power - 혈목으로 제작된 튼튼한 곤봉.": "+42 Physical Attack Power - 혈목으로 제작된 튼튼한 곤봉.", "+42 Physical Attack Power · +20% Attack Speed - A sharp dagger made from bloodwood.": "PAtk +42 · 공격 속도 +20% - 블러드우드로 만든 날카로운 단검.", "+42 Physical Attack Power · +23 Magic Attack Power · -5% Dodge Chance - A durable spear crafted from Bloodwood.": "PAtk +42 · MAtk +23 · 회피율 -5% - 블러드우드로 만든 튼튼한 창.", "+42 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - A sturdy axe made from Bloodwood.": "PAtk +42 · Crit +5% · 회피율 -10% - 블러드우드로 만든 튼튼한 도끼.", "+45 Magic Attack Power - A copper staff imbued with the power of fire spirits.": "MAtk +45 - 불의 정령의 힘이 깃든 구리 지팡이.", "+45 Magic Attack Power - A copper staff imbued with the power of nature spirits.": "MAtk +45 - 자연의 정령의 힘이 깃든 구리 지팡이.", "+45 Magic Attack Power - A copper staff imbued with the power of water spirits.": "MAtk +45 - 물의 정령의 힘이 깃든 구리 지팡이.", "+45 Magic Attack Power - 물 정령의 힘을 담은 구리 스태프입니다.": "+45 Magic Attack Power - 물 정령의 힘을 담은 구리 스태프입니다.", "+45 Magic Attack Power - 자연 정령의 힘을 담은 구리 스태프입니다.": "+45 Magic Attack Power - 자연 정령의 힘을 담은 구리 스태프입니다.", "+45 Magic Attack Power - 화염 정령의 힘을 담은 구리 스태프입니다.": "+45 Magic Attack Power - 화염 정령의 힘을 담은 구리 스태프입니다.", "+45 Max Health Total - +3% 회피율 - 가볍고 움직이기 편한 천으로 만든 갑옷.": "+45 Max Health Total - +3% 회피율 - 가볍고 움직이기 편한 천으로 만든 갑옷.", "+45 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 가벼운 목재로 만든 방패.": "+45 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 가벼운 목재로 만든 방패.", "+45 Max Health Total - A helmet crafted from sturdy wood.": "최대 생명력 +45 - 튼튼한 나무로 만든 투구.", "+45 Max Health Total - 튼튼한 목재로 만든 투구.": "+45 Max Health Total - 튼튼한 목재로 만든 투구.", "+45 Max Health Total · +3% Dodge Chance - An armor made of light, flexible cloth.": "최대 생명력 +45 · 회피율 +3% - 가볍고 유연한 천으로 만든 갑옷.", "+45 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made of lightweight wood.": "최대 생명력 +45 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 가벼운 나무로 만든 방패.", "+45 Physical Attack Power": "+45 Physical Attack Power", "+45 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 구리로 제작된 기본적인 창입니다.": "+45 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 구리로 제작된 기본적인 창입니다.", "+45 Physical Attack Power - +20% 공격 속도 - 아크론으로 제작된 날렵한 단검입니다.": "+45 Physical Attack Power - +20% 공격 속도 - 아크론으로 제작된 날렵한 단검입니다.", "+45 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 구리로 제작된 기본적인 도끼입니다.": "+45 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 구리로 제작된 기본적인 도끼입니다.", "+45 Physical Attack Power - A basic mace made of copper.": "PAtk +45 - 구리로 만든 기본 철퇴.", "+45 Physical Attack Power - A basic one-handed sword made of copper.": "PAtk +45 - 구리로 만든 기본 한손검.", "+45 Physical Attack Power - A bow reinforced with copper fittings.": "PAtk +45 - 구리 장식으로 보강한 활.", "+45 Physical Attack Power - 구리 장식이 사용된 활입니다.": "+45 Physical Attack Power - 구리 장식이 사용된 활입니다.", "+45 Physical Attack Power - 구리로 제작된 기본적인 곤봉입니다.": "+45 Physical Attack Power - 구리로 제작된 기본적인 곤봉입니다.", "+45 Physical Attack Power - 구리로 제작된 기본적인 한손 검입니다.": "+45 Physical Attack Power - 구리로 제작된 기본적인 한손 검입니다.", "+45 Physical Attack Power · +14 Magic Attack Power · -5% Dodge Chance - A basic spear made of copper.": "PAtk +45 · MAtk +14 · 회피율 -5% - 구리로 만든 기본 창.", "+45 Physical Attack Power · +20% Attack Speed - A nimble dagger made of Arcron.": "PAtk +45 · 공격 속도 +20% - 아크론으로 만든 날렵한 단검.", "+45 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - A basic axe made of copper.": "PAtk +45 · Crit +5% · 회피율 -10% - 구리로 만든 기본 도끼.", "+48 Magic Attack Power - A staff made of blue crystal and bone.": "MAtk +48 - 파란 수정과 뼈로 만든 지팡이.", "+48 Magic Attack Power - A staff made of green crystal and bone.": "MAtk +48 - 초록 수정과 뼈로 만든 지팡이.", "+48 Magic Attack Power - A staff made of red crystal and bone.": "MAtk +48 - 붉은 수정과 뼈로 만든 지팡이.", "+48 Magic Attack Power - 녹색 크리스탈과 뼈로 제작된 지팡이입니다.": "+48 Magic Attack Power - 녹색 크리스탈과 뼈로 제작된 지팡이입니다.", "+48 Magic Attack Power - 붉은 크리스탈과 뼈로 제작된 지팡이입니다.": "+48 Magic Attack Power - 붉은 크리스탈과 뼈로 제작된 지팡이입니다.", "+48 Magic Attack Power - 푸른 크리스탈과 뼈로 제작된 지팡이입니다.": "+48 Magic Attack Power - 푸른 크리스탈과 뼈로 제작된 지팡이입니다.", "+48 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 단단한 갑각으로 제작된 대검입니다.": "+48 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 단단한 갑각으로 제작된 대검입니다.", "+48 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A greatsword crafted from hardened carapace.": "PAtk +48 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 단단한 갑각으로 만든 대검.", "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - 플레이어 표시", "+5 more…": "+5 이상…", "+5% Life Steal - Devrick's Talisman": "흡혈 +5% - 데브릭의 부적", "+5% critical chance": "+5% 치명타 확률", "+5% critical-chance bonus": "+5% 치명타-확률 보너스", "+5-8% Critical Chance": "+5-8% 치명타 확률", "+50 Magic Resistance": "마법 저항 +50", "+50 Max Weight - A simple bag made of durable cloth.": "최대 무게 +50 - 튼튼한 천으로 만든 소박한 가방.", "+50 Physical Resistance": "물리 저항 +50", "+50% Max Health Total, +50% Physical Attack Power, +50% Magic Attack Power": "최대 생명력 총합 +50%, 물리 공격력 +50%, 마법 공격력 +50%", "+50% Physical Attack Power, +50% Magic Attack Power": "물리 공격력 +50%, 마법 공격력 +50%", "+50..70 Int": "+50..70 지능", "+53 Magic Attack Power - A tin staff imbued with the power of fire spirits.": "MAtk +53 - 불의 정령의 힘이 깃든 주석 지팡이.", "+53 Magic Attack Power - A tin staff imbued with the power of nature spirits.": "MAtk +53 - 자연의 정령의 힘이 깃든 주석 지팡이.", "+53 Magic Attack Power - A tin staff imbued with the power of water spirits.": "MAtk +53 - 물의 정령의 힘이 깃든 주석 지팡이.", "+53 Physical Attack Power": "PAtk +53", "+53 Physical Attack Power - A bow reinforced with tin fittings.": "PAtk +53 - 주석 장식으로 보강한 활.", "+53 Physical Attack Power - A mace made of tin.": "PAtk +53 - 주석으로 만든 철퇴.", "+53 Physical Attack Power - 주석 장식이 사용된 활입니다.": "+53 Physical Attack Power - 주석 장식이 사용된 활입니다.", "+53 Physical Attack Power · +14 Magic Attack Power · -5% Dodge Chance - A spear made of tin.": "PAtk +53 · MAtk +14 · 회피율 -5% - 주석으로 만든 창.", "+53 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - An axe made of tin.": "PAtk +53 · Crit +5% · 회피율 -10% - 주석으로 만든 도끼.", "+56 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 단단한 뼈를 가공하여 만든 방패.": "+56 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 단단한 뼈를 가공하여 만든 방패.", "+56 Max Health Total - A helmet crafted from the bones of a strong beast.": "최대 생명력 +56 - 강한 야수의 뼈로 만든 투구.", "+56 Max Health Total - 단단한 짐승의 뼈로 만든 투구.": "+56 Max Health Total - 단단한 짐승의 뼈로 만든 투구.", "+56 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made from reinforced bone.": "최대 생명력 +56 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 보강된 뼈로 만든 방패.", "+56 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 혈목으로 만들어져 단단하며 강한 공격력을 가진 대검.": "+56 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 혈목으로 만들어져 단단하며 강한 공격력을 가진 대검.", "+56 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A greatsword forged from bloodwood, offering great strength.": "PAtk +56 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 블러드우드로 벼려낸 강력한 대검.", "+57 Magic Attack Power - A staff made of blue crystal and carapace.": "MAtk +57 - 파란 수정과 갑각으로 만든 지팡이.", "+57 Magic Attack Power - A staff made of green crystal and carapace.": "MAtk +57 - 초록 수정과 갑각으로 만든 지팡이.", "+57 Magic Attack Power - A staff made of red crystal and carapace.": "MAtk +57 - 붉은 수정과 갑각으로 만든 지팡이.", "+57 Magic Attack Power - An Arcron staff imbued with the power of fire spirits.": "MAtk +57 - 불의 정령의 힘이 깃든 아크론 지팡이.", "+57 Magic Attack Power - An Arcron staff imbued with the power of nature spirits.": "MAtk +57 - 자연의 정령의 힘이 깃든 아크론 지팡이.", "+57 Magic Attack Power - An Arcron staff imbued with the power of water spirits.": "MAtk +57 - 물의 정령의 힘이 깃든 아크론 지팡이.", "+57 Magic Attack Power - 녹색 크리스탈과 갑각으로 만든 스태프입니다.": "+57 Magic Attack Power - 녹색 크리스탈과 갑각으로 만든 스태프입니다.", "+57 Magic Attack Power - 물 정령의 힘을 담은 아크론 스태프입니다.": "+57 Magic Attack Power - 물 정령의 힘을 담은 아크론 스태프입니다.", "+57 Magic Attack Power - 자연 정령의 힘을 담은 아크론 스태프입니다.": "+57 Magic Attack Power - 자연 정령의 힘을 담은 아크론 스태프입니다.", "+57 Magic Attack Power - 적색 크리스탈과 갑각으로 만든 스태프입니다.": "+57 Magic Attack Power - 적색 크리스탈과 갑각으로 만든 스태프입니다.", "+57 Magic Attack Power - 청색 크리스탈과 갑각으로 만든 스태프입니다.": "+57 Magic Attack Power - 청색 크리스탈과 갑각으로 만든 스태프입니다.", "+57 Magic Attack Power - 화염 정령의 힘을 담은 아크론 스태프입니다.": "+57 Magic Attack Power - 화염 정령의 힘을 담은 아크론 스태프입니다.", "+57 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 아크론으로 제작된 찌르기용 창입니다.": "+57 Physical Attack Power - +14 Magic Attack Power - -5% 회피율 - 아크론으로 제작된 찌르기용 창입니다.", "+57 Physical Attack Power - +20% 공격 속도 - 구리로 제작된 기본적인 단검입니다.": "+57 Physical Attack Power - +20% 공격 속도 - 구리로 제작된 기본적인 단검입니다.", "+57 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 아크론으로 제작된 전투용 도끼입니다.": "+57 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 아크론으로 제작된 전투용 도끼입니다.", "+57 Physical Attack Power - A heavy mace made of Arcron.": "PAtk +57 - 아크론으로 만든 무거운 철퇴.", "+57 Physical Attack Power - A sturdy bow made of Arcron.": "PAtk +57 - 아크론으로 만든 튼튼한 활.", "+57 Physical Attack Power - A sturdy one-handed sword made of Arcron.": "PAtk +57 - 아크론으로 만든 튼튼한 한손검.", "+57 Physical Attack Power - 아크론으로 제작된 견고한 한손 검입니다.": "+57 Physical Attack Power - 아크론으로 제작된 견고한 한손 검입니다.", "+57 Physical Attack Power - 아크론으로 제작된 견고한 활입니다.": "+57 Physical Attack Power - 아크론으로 제작된 견고한 활입니다.", "+57 Physical Attack Power - 아크론으로 제작된 묵직한 곤봉입니다.": "+57 Physical Attack Power - 아크론으로 제작된 묵직한 곤봉입니다.", "+57 Physical Attack Power · +14 Magic Attack Power · -5% Dodge Chance - A thrusting spear made of Arcron.": "PAtk +57 · MAtk +14 · 회피율 -5% - 아크론으로 만든 찌르기용 창.", "+57 Physical Attack Power · +20% Attack Speed - A basic dagger made of copper.": "PAtk +57 · 공격 속도 +20% - 구리로 만든 기본 단검.", "+57 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - A combat axe made of Arcron.": "PAtk +57 · Crit +5% · 회피율 -10% - 아크론으로 만든 전투 도끼.", "+6 more…": "+6 이상…", "+6% Phys Atk on skill use (8s)": "스킬 사용 시 +6% 물리 공격(8초)", "+6% physical attack power per stack (SKILL_SharpEdge).": "중첩당 물리 공격력 +6% (SKILL_SharpEdge).", "+60 Magic Attack Power - A bronze staff imbued with the power of fire spirits.": "MAtk +60 - 불의 정령의 힘이 깃든 청동 지팡이.", "+60 Magic Attack Power - A bronze staff imbued with the power of nature spirits.": "MAtk +60 - 자연의 정령의 힘이 깃든 청동 지팡이.", "+60 Magic Attack Power - A bronze staff imbued with the power of water spirits.": "MAtk +60 - 물의 정령의 힘이 깃든 청동 지팡이.", "+60 Max Health Total - +10% 최대 기력 - +5 마법 저항력 - 가죽으로 제작된 가벼운 투구입니다.": "+60 Max Health Total - +10% 최대 기력 - +5 마법 저항력 - 가죽으로 제작된 가벼운 투구입니다.", "+60 Max Health Total - +20% 최대 기력 - 질긴 가죽을 덧대어 만든 갑옷.": "+60 Max Health Total - +20% 최대 기력 - 질긴 가죽을 덧대어 만든 갑옷.", "+60 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 단단한 뼈를 가공하여 만든 방패.": "+60 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 단단한 뼈를 가공하여 만든 방패.", "+60 Max Health Total - A helmet crafted from the fortified bones of a strong beast.": "최대 생명력 +60 - 강한 야수의 강화된 뼈로 만든 투구.", "+60 Max Health Total - 단단한 짐승의 뼈로 만든 투구.": "+60 Max Health Total - 단단한 짐승의 뼈로 만든 투구.", "+60 Max Health Total · +10% Max Energy · +5 Magic Resistance - A lightweight helmet made of leather.": "최대 생명력 +60 · 최대 에너지 +10% · Res M +5 - 가죽으로 만든 가벼운 투구.", "+60 Max Health Total · +20% Max Energy - Armor made from toughened hide layers.": "최대 생명력 +60 · 최대 에너지 +20% - 강화한 가죽을 겹쳐 만든 갑옷.", "+60 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made from reinforced fortified bonee.": "최대 생명력 +60 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 보강된 강화 뼈로 만든 방패.", "+60 Physical Attack Power": "PAtk +60", "+60 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 구리로 제작된 양손용 대검입니다.": "+60 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 구리로 제작된 양손용 대검입니다.", "+60 Physical Attack Power - A bow reinforced with bronze fittings.": "PAtk +60 - 청동 장식으로 보강한 활.", "+60 Physical Attack Power - A mace made of bronze.": "PAtk +60 - 청동으로 만든 철퇴.", "+60 Physical Attack Power - 청동 장식이 사용된 활입니다.": "+60 Physical Attack Power - 청동 장식이 사용된 활입니다.", "+60 Physical Attack Power · +14 Magic Attack Power · -5% Dodge Chance - A spear made of bronze.": "PAtk +60 · MAtk +14 · 회피율 -5% - 청동으로 만든 창.", "+60 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - An axe made of bronze.": "PAtk +60 · Crit +5% · 회피율 -10% - 청동으로 만든 도끼.", "+60 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A two-handed greatsword made of copper.": "PAtk +60 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 구리로 만든 양손 대검.", "+63 Magic Attack Power - A staff made of blood-soaked wood and blue crystal.": "MAtk +63 - 피에 젖은 나무와 파란 수정으로 만든 지팡이.", "+63 Magic Attack Power - A staff made of blood-soaked wood and green crystal.": "MAtk +63 - 피에 젖은 나무와 초록 수정으로 만든 지팡이.", "+63 Magic Attack Power - A staff made of blood-soaked wood and red crystal.": "MAtk +63 - 피에 젖은 나무와 붉은 수정으로 만든 지팡이.", "+63 Magic Attack Power - 녹색 크리스탈과 피가 스며든 나무로 만든 지팡이입니다.": "+63 Magic Attack Power - 녹색 크리스탈과 피가 스며든 나무로 만든 지팡이입니다.", "+63 Magic Attack Power - 붉은 크리스탈과 피가 스며든 나무로 만든 지팡이입니다.": "+63 Magic Attack Power - 붉은 크리스탈과 피가 스며든 나무로 만든 지팡이입니다.", "+63 Magic Attack Power - 푸른 크리스탈과 피가 스며든 나무로 만든 지팡이입니다.": "+63 Magic Attack Power - 푸른 크리스탈과 피가 스며든 나무로 만든 지팡이입니다.", "+647 more": "+647개 이상", "+68 Magic Attack Power": "MAtk +68", "+68 Magic Attack Power - A copper staff fitted with a garnet.": "MAtk +68 - 가넷을 박은 구리 지팡이.", "+68 Magic Attack Power - A copper staff fitted with a peridot.": "MAtk +68 - 페리도트를 박은 구리 지팡이.", "+68 Magic Attack Power - A copper staff fitted with an opal.": "MAtk +68 - 오팔을 박은 구리 지팡이.", "+68 Magic Attack Power - A heavy water-aligned staff made of refined iron.": "MAtk +68 - 정제된 철로 만든 묵직한 물 속성 지팡이.", "+68 Magic Attack Power - A sturdy nature-aligned iron staff.": "MAtk +68 - 튼튼한 자연 속성 철 지팡이.", "+68 Magic Attack Power - 가넷이 장착된 구리 스태프입니다.": "+68 Magic Attack Power - 가넷이 장착된 구리 스태프입니다.", "+68 Magic Attack Power - 연철로 만들어진 묵직한 자연속성 마법 지팡이.": "+68 Magic Attack Power - 연철로 만들어진 묵직한 자연속성 마법 지팡이.", "+68 Magic Attack Power - 연철로 제작된 묵직한 물속성 마법 지팡이.": "+68 Magic Attack Power - 연철로 제작된 묵직한 물속성 마법 지팡이.", "+68 Magic Attack Power - 오팔이 장착된 구리 스태프입니다.": "+68 Magic Attack Power - 오팔이 장착된 구리 스태프입니다.", "+68 Magic Attack Power - 페리도트가 장착된 구리 스태프입니다.": "+68 Magic Attack Power - 페리도트가 장착된 구리 스태프입니다.", "+68 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 곤충의 단단한 갑각으로 제작된 방패.": "+68 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 곤충의 단단한 갑각으로 제작된 방패.", "+68 Max Health Total - A helmet reinforced with thick carapace.": "최대 생명력 +68 - 두꺼운 갑각으로 보강한 투구.", "+68 Max Health Total - 두꺼운 갑각을 활용하여 제작된 투구.": "+68 Max Health Total - 두꺼운 갑각을 활용하여 제작된 투구.", "+68 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made from the tough carapace of an insect.": "최대 생명력 +68 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 곤충의 질긴 갑각으로 만든 방패.", "+68 Physical Attack Power - +20% 공격 속도 - 간편하게 휴대할 수 있는 표준적인 연철 단검.": "+68 Physical Attack Power - +20% 공격 속도 - 간편하게 휴대할 수 있는 표준적인 연철 단검.", "+68 Physical Attack Power - +34 Magic Attack Power - -5% 회피율 - 연철로 제작된 튼튼한 창.": "+68 Physical Attack Power - +34 Magic Attack Power - -5% 회피율 - 연철로 제작된 튼튼한 창.", "+68 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 연철로 제작된 튼튼한 도끼.": "+68 Physical Attack Power - +5% 치명타 확률 - -10% 회피율 - 연철로 제작된 튼튼한 도끼.", "+68 Physical Attack Power - A durable bow combining iron and wood.": "PAtk +68 - 철과 나무를 결합한 내구성 좋은 활.", "+68 Physical Attack Power - A heavy iron club designed for crushing blows.": "PAtk +68 - 강타를 위해 만든 묵직한 철 곤봉.", "+68 Physical Attack Power - A standard sword made of solid iron.": "PAtk +68 - 단단한 철로 만든 표준 검.", "+68 Physical Attack Power - 단단한 연철로 만들어진 기본적인 금속 검.": "+68 Physical Attack Power - 단단한 연철로 만들어진 기본적인 금속 검.", "+68 Physical Attack Power - 연철과 목재를 조합하여 만든 튼튼한 활.": "+68 Physical Attack Power - 연철과 목재를 조합하여 만든 튼튼한 활.", "+68 Physical Attack Power - 연철로 제작된 묵직한 타격용 곤봉.": "+68 Physical Attack Power - 연철로 제작된 묵직한 타격용 곤봉.", "+68 Physical Attack Power · +20% Attack Speed - A standard iron dagger, easy to carry.": "PAtk +68 · 공격 속도 +20% - 휴대하기 쉬운 표준 철제 단검.", "+68 Physical Attack Power · +34 Magic Attack Power · -5% Dodge Chance - A solid spear made of iron.": "PAtk +68 · MAtk +34 · 회피율 -5% - 철로 만든 견고한 창.", "+68 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance - A sturdy axe made of refined iron.": "PAtk +68 · Crit +5% · 회피율 -10% - 정제된 철로 만든 튼튼한 도끼.", "+71 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance": "PAtk +71 · Crit +5% · 회피율 -10%", "+72 more": "+72 더 보기", "+74 Max Health Total - +5 물리 저항력 - 혈목으로 만들어진 튼튼한 투구.": "+74 Max Health Total - +5 물리 저항력 - 혈목으로 만들어진 튼튼한 투구.", "+74 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 혈목으로 제작된 튼튼한 방패.": "+74 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 혈목으로 제작된 튼튼한 방패.", "+74 Max Health Total · +5 Physical Resistance - A solid helmet made from Bloodwood.": "최대 생명력 +74 · Res P +5 - 블러드우드로 만든 견고한 투구.", "+74 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A sturdy shield crafted from Bloodwood.": "최대 생명력 +74 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 블러드우드로 만든 튼튼한 방패.", "+75 Max Health Total - +3% 회피율 - 더 튼튼한 직조 방식으로 만든 갑옷.": "+75 Max Health Total - +3% 회피율 - 더 튼튼한 직조 방식으로 만든 갑옷.", "+75 Max Health Total · +3% Dodge Chance - Armor made with a more durable weaving technique.": "최대 생명력 +75 · 회피율 +3% - 더 견고한 직조 기법으로 만든 갑옷.", "+77 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 아크론으로 제작된 강력한 양손 대검입니다.": "+77 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 아크론으로 제작된 강력한 양손 대검입니다.", "+77 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A powerful two-handed greatsword made of Arcron.": "PAtk +77 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 아크론으로 만든 강력한 양손 대검.", "+80 Magic Attack Power - A tin staff fitted with a garnet.": "MAtk +80 - 가넷을 박은 주석 지팡이.", "+80 Magic Attack Power - A tin staff fitted with a peridot.": "MAtk +80 - 페리도트를 박은 주석 지팡이.", "+80 Magic Attack Power - A tin staff fitted with an opal.": "MAtk +80 - 오팔을 박은 주석 지팡이.", "+80 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 구리로 제작된 방패입니다.": "+80 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 구리로 제작된 방패입니다.", "+80 Max Health Total - A helmet made of copper.": "최대 생명력 +80 - 구리로 만든 투구.", "+80 Max Health Total - 구리로 제작된 투구입니다.": "+80 Max Health Total - 구리로 제작된 투구입니다.", "+80 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made of copper.": "최대 생명력 +80 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 구리로 만든 방패.", "+80 Max Weight - A bag made of leather.": "최대 무게 +80 - 가죽으로 만든 가방.", "+80 Physical Attack Power · +5% Critical Chance · -10% Dodge Chance": "PAtk +80 · Crit +5% · 회피율 -10%", "+800 gold": "+800 금화", "+86 Magic Attack Power - An Arcron staff fitted with a garnet.": "MAtk +86 - 가넷을 박은 아크론 지팡이.", "+86 Magic Attack Power - An Arcron staff fitted with a peridot.": "MAtk +86 - 페리도트를 박은 아크론 지팡이.", "+86 Magic Attack Power - An Arcron staff fitted with an opal.": "MAtk +86 - 오팔을 박은 아크론 지팡이.", "+86 Magic Attack Power - 가넷이 장착된 아크론 스태프입니다.": "+86 Magic Attack Power - 가넷이 장착된 아크론 스태프입니다.", "+86 Magic Attack Power - 오팔이 장착된 아크론 스태프입니다.": "+86 Magic Attack Power - 오팔이 장착된 아크론 스태프입니다.", "+86 Magic Attack Power - 페리도트가 장착된 아크론 스태프입니다.": "+86 Magic Attack Power - 페리도트가 장착된 아크론 스태프입니다.", "+90 Magic Attack Power - A bronze staff fitted with a garnet.": "MAtk +90 - 가넷을 박은 청동 지팡이.", "+90 Magic Attack Power - A bronze staff fitted with a peridot.": "MAtk +90 - 페리도트를 박은 청동 지팡이.", "+90 Magic Attack Power - A bronze staff fitted with an opal.": "MAtk +90 - 오팔을 박은 청동 지팡이.", "+90 Max Health Total - A helmet made of tin.": "최대 생명력 +90 - 주석으로 만든 투구.", "+90 Max Health Total - An armor crafted from reinforced wood.": "최대 생명력 +90 - 보강된 나무로 만든 갑옷.", "+90 Max Health Total - 강화된 목재로 만든 갑옷.": "+90 Max Health Total - 강화된 목재로 만든 갑옷.", "+90 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A shield made of tin.": "최대 생명력 +90 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 주석으로 만든 방패.", "+90 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 묵직한 연철로 제작된 표준적인 대검.": "+90 Physical Attack Power - -10% 이동 속도 - -15% 명중률 - +25% 물리 공격력 - 묵직한 연철로 제작된 표준적인 대검.", "+90 Physical Attack Power · -10% Movement Speed · -15% Hit Chance · +25% Physical Attack Power - A standard greatsword made of heavy iron.": "PAtk +90 · 이동 속도 -10% · 명중률 -15% · PAtk +25% - 묵직한 철로 만든 표준 대검.", "+95 Max Health Total - +10 마법 저항력 - 아크론으로 제작된 견고한 투구입니다.": "+95 Max Health Total - +10 마법 저항력 - 아크론으로 제작된 견고한 투구입니다.", "+95 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 아크론으로 제작된 튼튼한 방패입니다.": "+95 Max Health Total - -30% 이동 속도 - -30% 공격 속도 - +8 물리 저항력 - +10% 가드율 - 아크론으로 제작된 튼튼한 방패입니다.", "+95 Max Health Total · +10 Magic Resistance - A sturdy helmet made of Arcron.": "최대 생명력 +95 · Res M +10 - 아크론으로 만든 튼튼한 투구.", "+95 Max Health Total · -30% Movement Speed · -30% Attack Speed · +8 Physical Resistance · +10% Guard Chance - A sturdy shield made of Arcron.": "최대 생명력 +95 · 이동 속도 -30% · 공격 속도 -30% · Res P +8 · 가드 확률 +10% - 아크론으로 만든 튼튼한 방패.", "+N hidden": "+N개 숨김", "+N more": "+N개 더", "+Pop": "+인구", "+percent": "+수치", "+value": "+수치", "+{#} Main, +{#} Sub": "+{#} 메인, +{#} 서브", "+{#} damage dealt but +{#} damage taken. DamageDealtBonus +{#}, DamageTakenBonus +{#} (source unconfirmed)": "피해량 +{#}, 대신 받는 피해 +{#}. DamageDealtBonus +{#}, DamageTakenBonus +{#} (출처 미확인)", "+{#} hidden": "+{#} 숨김", "+{#} more attacks not shown.": "+{#} 더 많은 공격이 표시되지 않습니다.", "+{#} physical attack power per stack (SKILL_SharpEdge).": "스택당 물리 공격력 +{#} (SKILL_SharpEdge).", "+{#} to +{#}": "+{#} ~ +{#}", "+{#}% Crit forever": "+{#}% 치명타 확률 영구 획득", "+{#}% hit, +{#}% crit": "+{#}% 명중, +{#}% 치명타", ", +{#} more": ", 외 {#}개", ", 10 items) or": ", 10개 항목) 또는", ", 100x": ", 100배", ", 12x": ", 12배", ", 13 items),": ", 13개 항목),", ", 15x": ", 15x", ", 1x": ", 1x", ", 2 items), plus a few misc edibles. The class is what the racial diet rules read:": ", 2개 항목) 및 기타 여러 식용 항목. 클래스는 인종 식단 규칙이 읽는 것입니다:", ", 20x": ", 20배", ", 2x": ", 2x", ", 30x": ", 30x", ", 32x": ", 32x", ", 3x": ", 3배", ", 47x": ", 47x", ", 5x": ", 5x", ", 6x": ", 6x", ", 8x": ", 8x", ", Arcteon created": ", Arcteon이 생성했습니다", ", FloatValue 100). It does not reduce the hit you take - you eat the full damage and the attacker eats an equal copy.": ", FloatValue 100). 입는 타격을 줄이지 않습니다 - 당신은 전체 피해를 입고 공격자는 동일한 복사본을 입습니다.", ", FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.": ", FloatValue 20). 피해 롤이 비교되지 않습니다 - 임계값을 넘고 터치되는 것은 보장된 킬입니다.", ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": ", FloatValues [10, 2000, 10]). 상한선에 도달하면 금화가 멈추고, 비문은 영구적으로 다음으로 변환됩니다", ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": ", FloatValues [60, 1, 20]). 각 쉘은 하나의 들어오는 타격으로 소비됩니다", ", High-grade": ", 고급", ", Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.": ", 소용돌이) 그러나 획득 경로가 없으며 **깨지지 않음**은 빈 예약 부트리입니다.", ", Mid-grade": ", 중급", ", Physical": ", 물리", ", added - click to remove": ", 추가됨 - 클릭하여 제거", ", an interdimensional space created for the magical experiments of the": ", 다음의 마법 실험을 위해 생성된 차원 간 공간", ", and a Barrier only matters on a unit that gets hit, shield loops are tagged by role - a shield combo on a backline caster is not busted. Each card spells out exactly which effect is applied, to whom, and how often. 11 synergies: 2 busted, 8 strong, 1 situational.": ", 배리어는 공격을 받는 유닛에게만 의미가 있으므로 실드 루프는 역할에 따라 태그가 붙습니다. 후열 캐스터에게 걸리는 실드 조합은 사기가 아닙니다. 각 카드에는 어떤 효과가 누구에게 얼마나 자주 적용되는지 정확히 명시되어 있습니다. 시너지 11개: 사기 2개, 강력함 8개, 상황에 따라 다름 1개.", ", and an": ", 그리고", ", and applying": ", 그리고 다음을 적용합니다:", ", and each has a hard stack cap. The damage ignores defense and shields and does": ", 각각 견고한 스택 상한선이 있습니다. 피해는 방어 및 방패를 무시하고", ", and inline": ", 그리고 인라인", ", and settlement buildings cap at": ", 그리고 정착촌 건물은 최대", ", and the amount depends on the target's Max Health, not on the caster's attack power. How long it lasts is set by the skill that applies it.": ", 그 양은 시전자의 공격력이 아니라 대상의 최대 생명력에 따라 결정됩니다. 지속 시간은 이를 적용하는 스킬에 의해 정해집니다.", ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": ", 그리고 이 스탯 자체의 툴팁에는 물리 공격력, 마법 공격력, 치명타 확률, 요리만 나열되어 있습니다. 사용되지 않는 성장 상수(", ", and there are no rare gathering nodes - you farm it through the": ", 그리고 드문 채집 노드는 없습니다 - 다음을 통해 농사합니다:", ", and various bugs may occur.": ", 그리고 다양한 버그가 발생할 수 있습니다.", ", backed by Bloody Scratch and a": ", 피 튀긴 긁힘 및 지원으로", ", backed by Bloody Scratch and a Rat Swarm call.": ", 핏빛 할퀴기와 쥐 떼 소환의 지원을 받는다.", ", becoming unconscious and impossible to control.": ", 의식을 잃고 제어할 수 없게 됩니다.", ", both picked at campaign start and both running the same five tiers (": ", 둘 다 캠페인 시작 시 선택되고 동일한 5개의 계층을 실행합니다 (", ", but also gains a": ", 하지만 또한 얻습니다:", ", but the base game caps the highest": ", 하지만 기본 게임은 최고를", ", causing reduced movement speed and other negative penalties.": ", 이동 속도 감소 및 기타 부정적인 페널티가 발생합니다.", ", chosen - click to remove": ", 선택됨 - 클릭하여 제거", ", coef 1.0)": ", 계수 1.0)", ", current build cap": ", 현재 빌드 상한", ", cutting trees and finding paths in the woods was natural. At misty dawn timber fell beneath the axe, and under moonlight the way was known by shadows alone. As the years passed, the forest became life itself.": ", 나무를 베고 숲에서 길을 찾는 일은 자연스러운 일이었다. 안개 낀 새벽이면 도끼 아래 나무가 쓰러졌고, 달빛 아래에서는 오직 그림자만으로 길을 알아냈다. 세월이 흐르며 숲은 곧 삶 그 자체가 되었다.", ", each sealing the end of its region. Every stat, attack and drop below is joined from the game's own tables (a boss is any unit carrying the": ", 각각 해당 지역의 결말을 봉인합니다. 아래의 모든 스탯, 공격, 드롭은 게임 자체 테이블에서 취합한 것입니다 (보스란 다음을 지닌 유닛입니다:", ", enabling a deliberate misery build.": ", 의도적인 불행 빌드를 가능하게 합니다.", ", enemies only) and enters combat once it reaches": ", 적만 해당)에 도달하면 전투에 진입합니다", ", equipment, traits, etc.": ", 장비, 특성 등.", ", everyone waits for your response.": "모두가 당신의 반응을 기다린다.", ", falling unconscious and unresponsive.": ", 의식을 잃고 반응하지 않습니다.", ", gain": ", 다음을 획득합니다:", ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": ", 즉, 머리 표시줄과 몸 표시줄을 더한 것이지, 둘 중 하나가 아닙니다. 장애물은 계산되지 않습니다.", ", ignoring defense and shields. The amount is fixed: it": ", 방어와 방패를 무시합니다. 양은 고정됩니다:", ", ignoring defense. It": ", 방어를 무시합니다. 그것은", ", increases to each ...": ", increases to each ...", ", it drops nothing directly (the Abyss rewards you through its treasure chests).": ", 직접 드롭되지 않음 (심연은 보물 상자를 통해 보상을 줍니다).", ", it uses": ", 사용합니다.", ", launching seed shards in all directions, dealing 240% of magic attack power as damage and inflicting": ", 모든 방향으로 씨앗 파편을 발사하여 240% 마법 공격력만큼 피해를 입히고 다음을 적용합니다", ", leaving most of your party slain.": ", 대부분의 파티가 살해되었다.", ", min 1": ", 최소 1", ", monster": ", 몬스터", ", monster damage x": ", 몬스터 피해량 x", ", not per room. Each floor of a region draws ONE authored layout, so \"per floor\" is the right granularity - only one layout is rolled per floor. Below, for every region and floor, is the chance that a special room type (Event, Treasure, Goddess statue, Elite, Dungeon Core...) appears, plus the per-floor odds of the rare gathering nodes (Blood Tree and friends). See a floor drawn out in the": ", 방 단위가 아니라 층 단위다. 지역의 각 층은 저작된 레이아웃을 단 하나만 그려내므로, '층 단위'가 올바른 기준이다 - 층마다 레이아웃이 딱 하나만 뽑힌다. 아래는 지역과 층마다 특수 방 종류(이벤트, 보물, 여신상, 엘리트, 던전 코어...)이 등장할 확률과, 희귀 채집 노드(블러드 트리 등)의 층별 확률을 나타낸다. 실제로 그려진 층의 예시는 다음의", ", not whether you are first noticed.": ", 당신이 먼저 발견되는지 여부가 아닙니다.", ", or if another unit feeds them to remove": "또는 다른 유닛이 먹이를 제공하여 제거할 수 있습니다", ", or what each node yields on": ", 또는 각 노드가 산출하는", ", per combat difficulty": ", 전투 난이도별", ", quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.": ", 임무 Main0-8)는 튜토리얼의 뼈대 역할도 겸합니다 - 올바른 행동을 할 때마다 자동으로 진행되므로, 할 일 목록처럼 활용하십시오.", ", range {#}": ", 사정거리 {#}", ", ranged x": ", 원거리 x", ", respawn every": ", 리스폰 주기", ", she gives up the battle.": ", 그녀는 전투를 포기합니다.", ", so be careful.": ", 따라서 주의하세요.", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–2 exist in the data, matching the demo's clan-rank cap of 2.": "), 아래 번호가 매겨진 각 풀은 해당 클랜 랭크에서 제공되는 재고입니다 - 랭크가 높을수록 더 크고 좋은 풀입니다. 데이터에는 1-2단계만 존재하며, 이는 데모의 클랜 랭크 상한인 2와 일치합니다.", ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–3 exist in the data, matching the demo's clan-rank cap of 3.": ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–3 exist in the data, matching the demo's clan-rank cap of 3.", ", so higher values take longer to reach 0.": ", 따라서 값이 높을수록 0에 도달하는 데 더 오래 걸립니다.", ", so no generated recruit can ever roll it. A future tri-element mage/archer background waiting to be switched on.": ", 따라서 생성된 모집자가 그것을 굴릴 수 없습니다. 켜질 때까지 기다리는 미래의 삼원 요소 마법사/궁수 배경.", ", so the bonus would count from the very first flanker (no \"free\" first unit): three attackers around one enemy would give +30% hit, +15% crit. Because the combat path is faction-agnostic, it would also apply": ", 즉 첫 번째로 측면을 공격하는 유닛부터 보너스가 적용됩니다(\"공짜\"로 제외되는 첫 유닛은 없습니다). 적 하나를 세 명이 둘러싸고 공격하면 명중 +30%, 치명타 +15%가 적용될 것입니다. 전투 판정은 진영을 구분하지 않으므로, 이는", ", so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is": ", 그래서 첫날만 16시간이고 이후로는 매일 온전한 24시간입니다. 낮과 밤은 별도의 시각/시야 레이어입니다. 이는", ", so they always agree.": ", 따라서 항상 일치합니다.", ", spawned by the corrupt magic seeping from": ", 에서 새어나오는 부패한 마법에 의해 생성됨", ", straight through armor. Poison is the odd one out: it is": ", 갑옷을 직접 통과. 독은 이상한 것입니다: 그것은", ", the damage dealt increases by": ", 입힌 피해가 다음만큼 증가합니다:", ", the increase in e...": ", the increase in e...", ", the increase in each": ", 각각의 증가", ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": ", 아이템이 파괴됩니다: 장비가 해제되며 다시 작동하려면 수리해야 합니다. 장비를 마모시키는 두 가지 별개의 요인이 있습니다 -", ", the more that stat will grow upon": ", 그 스탯이 더 많이 성장할수록", ", the one who caught the bird, reacts with visible agitation.": ", 새를 잡은 자가 명백히 흥분하며 반응한다.", ", the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.": ", 다른 탐사단원들도 고개를 끄덕이며 동의합니다. 상황은 여전히 가혹하지만, 당신의 진심 어린 말이 그들의 결의를 다시 불태웁니다.", ", the unit dies instantly.": ", 유닛은 즉시 죽습니다.", ", then a second max-out": ", 그 후 두 번째 최대치 도달", ", then resets the": ", 그리고 다음을 초기화합니다:", ", up to a lifetime cap of": ", 평생 상한선까지", ", up to a maximum of 20%.": ", 최대 20%까지.", ", using an Ointment, learning skills, gathering wood and grass, and finally returning to base.": ", 연고 사용, 스킬 학습, 나무 및 풀 수집, 마지막으로 기지로 돌아가기.", ", via": ", 경유:", ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": ", 여기서 R은 해당 피해 유형에 대한 저항입니다(수확 체감 곡선, 커뮤니티 검증됨). 따라서 R = 50이면 100/150 =", ", which": ", 어느", ", which advances automatically as you play rather than being handed out by an NPC.": ", 는 NPC에 의해 할당되지 않고 플레이할 때 자동으로 진행됩니다.", ", which consumes": ", 이는 소비합니다", ", which destroyed the Elros Empire.": ", Elros 제국을 파괴했습니다.", ", while a Gloth Pup is nearsighted at": ", Gloth Pup은 근시입니다", ", while a 새끼 글로트 is nearsighted at": ", 반면 새끼 글로트는 근시라서 시야가 겨우", ", while a 심연 새끼 글로트 is nearsighted at": ", while a 심연 새끼 글로트 is nearsighted at", ", while the": ", 한편", ", you can descend to deeper floors or return to your settlement.": ", 더 깊은 층으로 내려가거나 정착지로 돌아올 수 있습니다.", ", you can descend to deeper floors<": ", 더 깊은 층으로 내려갈 수 있습니다<", ", you can reset your skills.": ", 스킬을 재설정할 수 있습니다.", ", you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better": "가 추가되고, 갱신당 더 많은 모집 후보자를 얻게 되며(낮은 랭크에서는 6-7명, 최고 랭크에서는 최대 8-10명), 표시되는 후보자의 레벨도 더 높아집니다. 높은 랭크는 더 나은", ", you may choose one of three offerings for": ", 다음 중 하나의 제물을 선택할 수 있습니다", ", you must build an expedition base and destroy": ", 당신은 탐사단 기지를 건설하고 파괴해야 합니다", ", {#} hits": ", {#}회 타격", ", {#} total if every cell is hit": ", 모든 칸 명중 시 총 {#}", ", {#}s cd": ", 재사용 {#}초", ", …) means. Values shown as extracted.": ", ...)가 무엇을 의미하는지 설명합니다. 표시된 값은 추출된 그대로입니다.", "- **Baron Blood Tear** - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.": "- **남작의 핏빛 눈물(남작의 피눈물)** - '엘로스 제국 흡혈귀 남작의 굳어버린 눈물'이라는 설명으로, 향후 흡혈귀 보스나 지역의 등장을 암시합니다.", "- **Frosty Handshake** and **Swirling Tide** - an ice-boss and an ocean/water-boss relic.": "- **서리 낀 악수(얼어붙은 악수)**와 **소용돌이치는 파도(몰아치는 파도)** - 각각 얼음 보스와 바다/물 보스의 유물입니다.", "- **Red Dragon Breath** - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.": "- **붉은 용의 숨결(화룡의 숨결)** - '고대 화염룡의 숨결이 남은 잔재'라는 설명으로, 용조 전사(Dragon-Claw Warrior) 유닛과 리자드맨의 '용의 후예' 신화와 연결됩니다.", "- +1 energy per melee physical critical hit": "- 근접 물리 치명타당 에너지 +1", "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- 시전당 +1 스택 (방화벽과 함께 x2); 스택당 30초간 마법 공격력 +30%", "- +10% cooldown reduction each time you gain a Barrier": "- 배리어 획득 시마다 재사용 대기 -10%", "- +20% to all Barrier you gain": "- 획득하는 모든 배리어에 +20%", "- +8% damage per Burning stack on the target you hit": "- 피격한 대상의 화염 스택당 +8% 피해", "- 2 stacks on the target, then bounces up to 8 more times to nearby enemies": "- 대상에 2 스택, 그 후 근처 적에게 최대 8회 추가 반사", "- 2026-06-14 · updated from DS_B.0.3.21 · unlabeled interim build between B.0.3.21 and B.0.3.26": "- 2026-06-14 · DS_B.0.3.21에서 업데이트 · B.0.3.21과 B.0.3.26 사이의 미표지 임시 빌드", "- 2026-06-15 · updated from Build 23725069 · Steam buildid 23739108 - current build": "- 2026-06-15 · 빌드 23725069에서 업데이트 · Steam buildid 23739108 - 현재 빌드", "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931": "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931", "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 마법 공격력 300% + 스택 x30%, 그 후 스택 리셋", "- 4% chance per skill use to summon an extra Bubbling": "- 스킬 사용당 4% 확률로 추가 거품 소환", "- 8 Tech Books across the chain:": "- 체인 전반에 8개의 기술 서적:", "- A crimson mane that looks as if soaked in blood.": "- 피에 적신 것처럼 보이는 진홍색 갈기.", "- A ring that occasionally gives off an unusual resonance.": "- 가끔 이상한 공명을 내보내는 반지입니다.", "- A tutorial is available.": "- 튜토리얼이 제공됩니다.", "- A warning issued before countermeasures are initiated.": "- 대응 조치를 시작하기 전에 발생하는 경고입니다.", "- Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the": "- 게임의 거의 모든 생물의 심연 변형, 쥐, 슬라임, slogels에서 돌 골렘 및", "- Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel - across": "- 쥐, 슬라임, 슬로겔부터 스톤 골렘과 체인 나이트 센티널에 이르기까지 게임 내 거의 모든 크리쳐의 심연 변형체 -", "- Acquires": "- 획득", "- Additional research trees": "- 추가 연구 트리", "- After 10 seconds, the rock breaks apart and summons a": "- 10초 후, 바위가 부서지고 소환합니다", "- After taking damage 10 times, performs a throwing attack on the enemy": "- 피해를 10회 받으면 적에게 투척 공격을 가한다", "- Allowing or disallowing storage in containers": "- 용기에서의 보관함 허용 또는 거부", "- An Affector for monsters that changes the IDLE animation at the start of combat (Some monsters may have multiple Idles, in which case the following Affector is used: Alpha Acid Slug)": "- 전투 시작 시 몬스터의 대기(IDLE) 애니메이션을 변경하는 어펙터입니다(일부 몬스터는 여러 개의 대기 동작을 가질 수 있으며, 이 경우 다음 어펙터가 사용됩니다: 알파 애시드 슬러그)", "- Applies Vulnerable for 3 seconds to targets that deal melee damage to you.": "- 당신에게 근접 피해를 가하는 목표에 3초 동안 취약을 적용합니다.", "- AtkSpd": "· 공격 속도", "- Attack Speed increases by 15% whenever damage is taken.": "- 피해를 입을 때마다 공격 속도가 15% 증가합니다.", "- Auto Skill (F): Automatically uses skills on enemies when": "- 자동 스킬 (F): 다음 시 자동으로 적에게 스킬을 사용합니다", "- Balance adjustments, including the starting traits of": "- 시작 특성 포함 밸런스 조정", "- Barrier = 20% of each hit you take from an enemy you taunted": "- 배리어 = 도발한 적에게 받은 각 피격의 20%", "- Can be used as a weapon": "- 무기로 사용할 수 있습니다", "- Canopener": "- Canopener", "- Capturing and ranching certain monsters": "- 특정 몬스터 포획 및 목장화", "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- 연쇄 베기는 단일 대상 근접 스킬이므로 사용 시 취약점 적용", "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- 연쇄 베기의 4회 피격이 모두 취약점 상태에서 치명타이므로 에너지 +4", "- Continuously increases the growth of crops planted in the field.": "- 밭에 심은 작물의 성장을 계속 증가시킵니다.", "- Crit": "· 치명타", "- Damage dealt increases as current": "- 현재의입방이 많을수록 피해가 증가합니다", "- Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts": "- 마법 공격력의 120%를 6 범위 내의 대상에 마법 데미지로 입힙니다. 치명타 시", "- Deals 140% of magic attack power as magic damage to all nearby enemies and applies": "- 마법 공격력의 140%를 근처의 모든 적에 마법 데미지로 입히고 적용합니다.", "- Deals 30% additional damage to enemies with Corrosion.": "- Corrosion이 있는 적에게 30% 추가 피해를 줍니다.", "- Deals 80% of magic attack power as magic damage to all enemy targets within 6 range, and applies 1": "- 마법 공격력의 80%를 6 범위 내의 모든 적 대상에 마법 데미지로 입히고 1을 적용합니다.", "- Despite their unremarkable physique and mental fortitude, humans have become one of the continent's most prosperous races through constant cooperation and competition. They gain Growth Fatigue when…": "- 평범한 신체와 정신력에도 불구하고, 인간은 끊임없는 협력과 경쟁을 통해 대륙에서 가장 번성한 종족 중 하나가 되었다. 인간은 다음과 같은 경우 성장 피로를 얻는다…", "- Elves can be recruited": "- 엘프를 모집할 수 있음", "- Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 10 seconds.": "- 폭발하며, 마법 공격력의 100%에 해당하는 마법 피해를 주변 적에게 입히고, 주변 아군에게 10초 동안 마법 공격력의 150%에 해당하는 배리어를 부여합니다.", "- Flees when it senses a threat to its life.": "- 생명에 대한 위협을 감지하면 도망칩니다.", "- Floor {#} (internal phase {#}). Assembled {#} of {#} authored layouts - rooms follow the authored graph positions:": "- {#}층 (내부 단계 {#}). 제작된 레이아웃 중 {#}/{#} 조합됨 - 방은 제작된 그래프 배치를 따릅니다:", "- From:": "- 출처:", "- Grants": "- 부여", "- Grants immunity to": "- 면역성을 부여합니다:", "- Grants immunity to Bleeding.": "- 출혈에 대한 면역을 부여합니다.", "- Grants immunity to Burning.": "- 화상 면역을 부여합니다.", "- Has limited intelligence, but can use human-made tools at a very basic level.": "- 제한된 지능을 가지고 있지만 매우 기본적인 수준에서 인간이 만든 도구를 사용할 수 있습니다.", "- Hit": "· 명중", "- Humans and Lizardmen can be recruited": "- 인간과 도마뱀인간을 모집할 수 있습니다", "- If no adjacent enemy is present for 2 seconds, throws chains at the farthest enemy and pulls them closer.": "- 2초 동안 인접한 적이 없으면 가장 먼 적에게 연쇄를 던지고 가까이 끌어당깁니다.", "- If there are no adjacent enemies for 5 seconds or longer, or after using": "- 5초 이상 인접한 적이 없거나 사용 후", "- If there are no adjacent enemies for 5 seconds or longer, or after using Chain Grab, it uses Sentinel Smite.": "- 5초 이상 인접한 적이 없거나 Chain Grab을 사용한 후, 센티넬 스마이트를 사용합니다.", "- If there are no allies other than the female Gloth, she gives up the battle.": "- 암컷 글로트 외에 다른 동맹이 없으면, 그녀는 전투를 포기합니다.", "- If you are more than 5 squares away from the summoner, you will be forcibly moved to the summoner's location.": "- 소환사로부터 5칸 이상 떨어져 있으면, 소환사의 위치로 강제 이동됩니다.", "- Ignores": "- 무시", "- Ignores Bleeding and increases health regeneration by 3": "- 출혈을 무시하고 생명력 재생을 3씩 증가시킵니다", "- Ignores Stun and knockback effects.": "- 기절 및 넉백 효과를 무시합니다.", "- Improvements to settlement decoration": "- 정착지 장식 개선", "- Inventory (I)": "- 인벤토리 (I)", "- It possess Reflect: Magic.": "- 반사 보유: 마법.", "- It possess Reflect: Melee.": "- 반사 보유: 근전.", "- JSON 형식의 모든 테이블 및 매니페스트": "- JSON 형식의 모든 테이블 및 매니페스트", "- Learns": "- 습득합니다", "- MAtk": "· 마법 공격력", "- MagRes": "· 마법 저항력", "- Magic skills are unavailable for a certain amount of time": "- 마법 기술은 일정 시간 동안 사용할 수 없습니다", "- Main SP": "- 메인 SP", "- Maximum expedition members: 10": "- 최대 탐사단 멤버: 10", "- Maximum expedition members: 4": "- 최대 탐사단 멤버: 4", "- Maximum expedition members: 5": "- 최대 탐사단 멤버: 5", "- Maximum expedition members: 6": "- 최대 탐사단 멤버: 6", "- Maximum expedition members: 7": "- 최대 탐사단 멤버: 7", "- Maximum expedition members: 8": "- 최대 탐사단 멤버: 8", "- Maximum expedition members: 9": "- 최대 탐사단 멤버: 9", "- Mood +2 plus +0.1% health regeneration.": "- 기분 +2 및 +0.1% 생명력 재생.", "- Mood +2 while worn.": "- 착용 중 기분 +2.", "- More NPCs and events": "- 더 많은 NPC와 이벤트", "- More campaign scenarios": "- 더 많은 캠페인 시나리오", "- More inscriptions, backgrounds, and traits": "- 더 많은 각인, 배경, 특성", "- More items available from the": "- 더 많은 아이템을 다음에서 획득:", "- More random events": "- 더 많은 무작위 이벤트", "- More variety in the open lots that appear when expanding the settlement": "- 정착지 확장 시 나타나는 빈 구간의 더 많은 다양성", "- Natural (from your background)": "- 자연 습득 (배경에서)", "- New races": "- 새로운 종족들", "- New weapon types and skills": "- 새로운 무기 유형 및 스킬", "- Normal~Fast (F1~F2)": "- 보통~빠름 (F1~F2)", "- Not needed if using Battlemage without a fire staff.": "- 파이어 스태프 없이 배틀메이지를 사용하면 필요하지 않습니다.", "- Other quality-of-life improvements: units that distribute tasks more intelligently": "- 기타 편의 개선: 작업을 더 지능적으로 분배하는 유닛", "- PAtk": "· 물리 공격력", "- Pause/Resume (Space)": "- 일시정지/재개 (Space)", "- Phys -": "- 물리 -", "- PhysRes": "· 물리 저항력", "- Physical attack power increases by 10% of lost health.": "- 물리 공격력은 잃은 체력의 10%만큼 증가합니다.", "- Physical attack power increases by 30% for each stack.": "- 스택당 물리 공격력이 30% 증가합니다.", "- Prioritize Sleep (H): Prioritizes sleep when acting.": "- 수면 우선 (H): 행동할 때 수면을 우선시합니다.", "- Prioritizes attacking the target with the lowest Current Health.": "- 가장 낮은 현재 생명력을 가진 목표를 공격할 우선순위를 정합니다.", "- Priority settings for each building": "- 각 건물에 대한 우선 순위 설정", "- Recovers 200 durability per second": "- 초당 200 내구도 회복", "- Regions 3 through 6 and their bosses": "- 지역 3부터 6까지 및 보스들", "- Requires a Bow.": "- 활이 필요합니다.", "- Requires a Club.": "- 곤봉이 필요합니다.", "- Requires a Greatsword.": "- 대검이 필요합니다.", "- Requires a Nature Staff.": "- 자연 지팡이가 필요합니다.", "- Requires a Sword.": "- 검이 필요합니다.", "- Requires a Water Staff.": "- 물 지팡이가 필요합니다.", "- Res": "· 저항력", "- Sandbox scenarios": "- 샌드박스 시나리오", "- Select all units (Tab)": "- 모든 유닛 선택 (Tab)", "- Select individual units (1~9)": "- 개별 유닛 선택 (1~9)", "- Skill 1 (Q)": "- 스킬 1 (Q)", "- Skill 2 (E)": "- 스킬 2 (E)", "- Skill 3 (R)": "- 스킬 3 (R)", "- Skill 4 (T)": "- 스킬 4 (T)", "- Skills (K)": "- 스킬 (K)", "- Source not recorded in the game data": "- 게임 데이터에 출처가 기록되어 있지 않음", "- Spawns 2 every 8 seconds, up to a maximum of 10.": "- 8초마다 2개씩 생성되며 최대 10개까지.", "- Status (U)": "- 상태 (U)", "- Steam Cloud saves": "- Steam 클라우드 저장", "- Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate": "- 힘, 체질, 의지력, 지능, 민첩성, 인지력 - 그리고 별도의", "- Sub SP": "- 서브 SP", "- The Tree of Life is a powerful concentration of magical power, while at the same time granting indescribable resilience to those in its vicinity.": "- 생명의 나무는 강력한 마력이 집중된 존재이며, 동시에 주변에 있는 이들에게 형언할 수 없는 회복력을 부여합니다.", "- The Tree of Life is a powerful concentration of magical power, while at the same time granting indescribable resilience to those in its vicinity. However, if you extract the core of the tree at its center, its vitality will vanish.": "- 생명의 나무는 강력한 마력이 집중된 존재이며, 동시에 주변에 있는 이들에게 형언할 수 없는 회복력을 부여합니다. 그러나 나무 중심부의 핵을 추출하면 그 생명력은 사라지고 맙니다.", "- The boss of the first region, the Veil of Silence": "- 첫 번째 지역의 보스, 침묵의 장막", "- The portal is absorbing the surrounding energy, and some of it is leaking out to heal the wounds of those nearby.": "- 포탈이 주변 에너지를 흡수하고 있으며, 일부는 새어나와 근처의 부상을 치유하고 있습니다.", "- The scent of the flower that grows so large in the dungeon is far more enchanting and soothing than other flowers outside.": "- 던전 안에서 이토록 크게 자라난 이 꽃의 향기는 바깥의 다른 꽃들보다 훨씬 더 매혹적이고 편안합니다.", "- The second region, the Festering Burrow, and its boss": "- 두 번째 지역, 부패한 굴 및 보스", "- The warmth increases the": "- 온기가 증가시킵니다", "- This is a boss-grade monster.": "- 이것은 보스급 몬스터입니다.", "- This is an elite-grade monster.": "- 이것은 정예급 몬스터입니다.", "- This is the most basic starting point.": "- 이것이 가장 기본적인 시작점입니다.", "- Tier 1, column 1": "- 1단계, 열 1", "- Tier 1, column 2": "- 1단계, 열 2", "- Tier 1, column 3": "- 1단계, 열 3", "- Tier 2, column 1": "- 2단계, 열 1", "- Tier 2, column 2": "- 계층 2, 열 2", "- Tier 2, column 3": "- 2단계, 열 3", "- Tier 3, column 2": "- 티어 3, 열 2", "- Tier 4, column 1": "- 티어 4, 열 1", "- Tier 4, column 2": "- 티어 4, 열 2", "- Tier 4, column 3": "- 계층 4, 열 3", "- Training buildings": "- 훈련 건물", "- Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": "- 사거리 1 이내의 유닛은 소환사 마법 공격력의 15%에 해당하는 생명력 재생을 얻습니다. 40초가 지나면 무너져 자연으로 돌아갑니다.", "- Upon death, its corpse explodes, dealing 300% of its magic attack power as magic damage to all nearby targets and applying 1 stacks of Vulnerable for 10 seconds.": "- 사망 시 사체가 폭발하여 근처의 모든 대상에게 자신의 마법 공격력의 300%에 해당하는 마법 피해를 입히고 10초 동안 취약 1스택을 부여합니다.", "- Wait for Orders (G): Holds position during combat and waits for orders. Outside combat, waits in place if there is nothing to do.": "- 명령 대기 (G): 전투 중에는 위치를 유지하며 명령을 기다립니다. 전투 밖에서는 할 일이 없으면 제자리에서 대기합니다.", "- When a unit within 6 range dies, its blood is absorbed. After absorbing 3 blood, it transforms into a separate building called a Blood-Soaked Blood Tree.": "- 사거리 6 이내의 유닛이 사망하면 그 피를 흡수합니다. 피를 3회 흡수하면 '피에 젖은 피의 나무'라는 별개의 건물로 변합니다.", "- When attacking, absorbs up to 30% of damage dealt as health based on missing health.": "- 공격할 때 부족한 생명력에 따라 주는 피해의 최대 30%를 생명력으로 흡수합니다.", "- When basic attacking, inflict Slow to the opponent for 3 seconds.": "- 기본 공격 시 상대에게 3초 동안 둔화를 부여합니다.", "- When health drops to 30% or below, gains 10": "- 생명력이 30% 이하로 떨어지면 10을 획득합니다", "- When health falls below 35%, using a skill applies": "- 체력이 35% 이하로 떨어질 때, 스킬 사용 적용", "- When health falls below 35%, using a skill applies Fracture to the target for 10 seconds.": "- 체력이 35% 미만으로 떨어지면, 기술을 사용하면 대상에 10초 동안 골절을 적용합니다.", "- When it takes damage 10 times, it uses a thrown attack against the enemy.": "- 피해를 10번 받으면 적에게 던지기 공격을 사용합니다.", "- When it takes damage 5 times, it uses a charge attack against the enemy.": "- 5번 피해를 입으면, 적에게 충전 공격을 사용합니다.", "- When killed, the corpse explodes, dealing magic damage equal to 100% of Magic Attack Power to all nearby targets and applying 10 stacks of Corrosion for 3 seconds.": "- 처치되면 사체가 폭발하여 근처의 모든 대상에게 마법 공격력의 100%에 해당하는 마법 피해를 입히고 3초 동안 부식 10스택을 부여합니다.", "- When removed, it removes surrounding creeps. If there are other creeps affecting the grid around it, the creep will not be removed.": "- 제거되면 주변의 크립을 제거합니다. 주변 격자에 영향을 주는 다른 크립이 있다면 해당 크립은 제거되지 않습니다.", "- When the number of fighting Glots becomes low, they call upon the herd for help.": "- 전투 중인 Glots의 수가 줄어들면 무리에 도움을 요청합니다.", "- When your health drops to 30% or less, you gain 10": "- 당신의 생명력이 30% 이하로 떨어질 때 10을 획득합니다", "- Whenever damage is taken, Physical Resistance and Magic Resistance increase by 10. This effect stacks up to 15 times.": "- 피해를 입을 때마다, 물리 저항과 마법 저항이 10씩 증가합니다. 이 효과는 최대 15번 중첩됩니다.", "- Whenever you take damage,": "- 피해를 입을 때마다", "- While gathering, applies": "- 채집하는 동안,", "- XP": "· 경험치", "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- 제논이 3 타일 내에 무당벌레 3마리를 소환합니다 (SKILL_SummonLadybug).", "- a Tadpole that has swallowed 3 corpses evolves.": "- 3구의 시체를 삼킨 올챙이가 진화합니다.", "- a quick-sim unit (armour, Constitution, level, optional bonuses) or one of your saved roster units - re-mitigated by that target's resistances, shown with the": "- 간이 시뮬레이션 유닛(방어구, 체력, 레벨, 선택 보너스) 또는 저장된 로스터 유닛 중 하나이며, 해당 대상의 저항력으로 재계산되어", "- a scholar \"who mutters strange words as if possessed\". Reward:": "- \"소유된 것처럼 이상한 말을 중얼거리는\" 학자. 보상:", "- a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.": "- 입구, 통로, 포탈이 있지만 적은 없는 작은 대기 구역으로, 실제 던전으로 내려가기 전에 대오를 정비하는 곳입니다. 내부적으로는 층 인덱스 -1로 취급되어 층 1 앞에 추가되며, 각 지역마다 고유한 안전 층 템플릿을 가집니다.", "- a weakened Medium Slime splits into small slimes.": "- 약해진 중형 슬라임이 작은 슬라임으로 분열됩니다.", "- across": "- 걸쳐", "- advanced overrides on": "- 고급 덮어쓰기 켜짐", "- after swallowing 3 corpses.": "- 3구의 시체를 삼킨 후.", "- an elite monster, not the region's clear boss.": "- 엘리트 몬스터, 지역의 정리 보스가 아닙니다.", "- an elite rat with about": "- 약", "- and every other slot is NULL.": "- 그리고 다른 모든 슬롯은 NULL입니다.", "- and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where": "- 그리고 기본 데모 실행 파일에서는 문드러진 땅굴에 대해 이것마저 막혀 있습니다. 이전의 ~B.0.2.x 빌드에서는 대신 해금 상태가 저장되어 있었으며, 여기서", "- and this takes precedence over guard.": "- 그리고 이것은 방어보다 우선합니다.", "- applied region-wide while the region's floors are depleted": "- 지역의 층이 고갈되는 동안 전체 지역에 적용됨", "- applied to monsters by the chosen difficulty setting": "- 선택한 난이도 설정에 따라 몬스터에 적용됨", "- awareness has hit the threshold; it locks on and engages.": "- 인식이 임계값에 도달했습니다; 잠금하고 교전합니다.", "- base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.": "- 기본 생명력 0, 기본 마력 공격력 0. 순수하게 소환사에게서 파생되는 유닛입니다. 마력 공격력 80인 마법사는 생명력 80 / 마력 공격력 40의 버블링을 소환합니다.", "- base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).": "- 기본 생명력 300, 기본 마력 공격력 16.9. 마력 공격력 80인 같은 마법사는 생명력 380 / 마력 공격력 56.9의 버블토드를 소환합니다(단순히 생명력 300이 아닙니다).", "- but in the current build it is a dormant constant: the row is tagged": "- 하지만 현재 빌드에서는 휴면 상수입니다: 행에는 태그가 지정됩니다", "- carried by": "- 소유자:", "- click to equip": "- 클릭하여 장착", "- combat difficulty": "- 전투 난이도", "- default": "- 기본값", "- desc": "- desc", "- each followed by a report-back talk with item rewards. Reporting the final hunt (": "- 각각 뒤에 아이템 보상이 있는 회신 대화가 따릅니다. 최종 사냥을 신고 (", "- each uses one inscription": "- 각각 각인 1개 사용", "- enemies surrounding one of your units would get the same benefit against it.": "- 당신의 유닛 중 하나를 둘러싼 적들은 그에 대해 같은 이점을 얻을 것입니다.", "- energy cost": "- 기력 소모", "- equip bonuses": "- 장착 보너스", "- every campaign start the game can roll: scenario type × management difficulty, with starting units, items and map buildings. Test/balance rows are dev-only presets.": "- 캠페인을 시작할 때마다 게임이 굴릴 수 있는 조합입니다: 시나리오 유형 × 운영 난이도, 시작 유닛과 아이템, 맵 건물이 포함됩니다. 테스트/밸런스 행은 개발자 전용 프리셋입니다.", "- every table as JSON plus a manifest.": "- JSON 형식의 모든 테이블 및 매니페스트", "- every time you use a single-target melee skill": "- 단일 대상 근접 스킬 사용 시마다", "- extra skill tree:": "- 추가 스킬 트리:", "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- 거대 스톤 골렘의 보스 방에서 함께 싸우며, 전투 중 스톤 레이즈가 최대 돌진의 술식 중첩을 부여합니다(SKILL_StoneRaise).", "- flavor": "- 특징", "- found in {#}": "- 발견 위치: {#}", "- from {#}": "- 출처: {#}", "- future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.": "- 향후 등장할 장비 등급, 무기 계열, 보석 라인, 유물 장신구, 종족, 마법 계열, 시스템, 지역들이다. (스포일러)로 표시된 항목은 게임 플레이에서 아직 드러나지 않은 스토리 세부 사항을 포함한다.", "- generated recruits can't get it, and no authored recruit preset uses these either, so in DS_B.0.3.26 they are effectively unobtainable. The 10 backgrounds below are fully authored (names, effects, skill-tree affinities) and just need a non-zero weight to go live.": "- 생성된 모집 후보는 이를 얻을 수 없으며, 작성된 모집 프리셋 중 어느 것도 이를 사용하지 않으므로, DS_B.0.3.26에서는 사실상 획득이 불가능하다. 아래의 10개 배경은 이름, 효과, 스킬 트리 친화도까지 모두 완전히 작성되어 있으며, 0이 아닌 가중치만 부여되면 바로 적용될 수 있다.", "- got": "· 실제값", "- granted by:": "- 부여 출처:", "- grants the": "- 다음을 부여:", "- guarantees crits against that enemy": "- 그 적에 대해 치명타 보장", "- guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and": "- 길드 임무는 문자 그대로 \"기분 1+/2+/3+인 음식을\" 비축하도록 요청합니다 - 그리고", "- idle or patrolling; it has not seen you.": "- 대기 또는 순찰 중; 당신을 발견하지 못했습니다.", "- inspection reveals hidden": "- 검사는 숨겨진 것을 드러냅니다", "- instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "- 비보스 적이 결합 생명력(머리 + 몸) 20% 이하에서 피해를 입는 순간 즉시 실행합니다.", "- is shown as a section inside its own entry, not as a separate boss.": "- 별도의 보스가 아니라 자신의 항목 내 섹션으로 표시됩니다.", "- kill 1 Alpha Acid Slogel. Reward:": "- 알파 산성 슬로겔 1개 죽이기. 보상:", "- kill 1 White Mawmurk. Reward:": "- 흰색 머모크 1개 죽이기. 보상:", "- kill 1×": "- 1번 처치", "- kill 5 Mawmurk. Reward:": "- 머모크 5개 죽이기. 보상:", "- kill 5×": "- 5×을(를) 처치", "- kill it and the region flips to cleared, which immediately unlocks the next region on load.": "- 죽이면 지역이 정리됨으로 전환되어 로드 시 다음 지역을 즉시 잠금 해제합니다.", "- lines show unlock requirements · top-right corner = energy cost per cast (skill-point cost shows on hover)": "- 라인은 잠금 해제 요구사항을 표시 · 오른쪽 위 모서리 = 시전당 에너지 비용 (기술점 비용은 호버에서 표시)", "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- 소환 시점에 생명력 = 마법 공격력 + 300, 마법 공격 = 마법 공격력 x 0.5 + 16.9로 잠금", "- lv": "· 레벨", "- magic attack": "- 마법 공격력", "- name": "- 이름", "- needs Bubblings already on the field (spawn them with Summon Bubbling).": "- 이미 필드에 버블링이 필요합니다 (소환: 버블링으로 생성).", "- never after": "- 다음 이후 절대 없음", "- no room layout ships in this build, so it is never placed": "- 이 빌드에는 방 배치가 포함되어 있지 않아 배치되지 않습니다", "- none of the 7 race rows list it in": "- 7개의 종 행 중 어느 것도 다음에 나열하지 않습니다:", "- not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.": "- 건설하거나 구매하거나 처치로 얻는 것이 아닙니다. 층이 생성될 때 게임이 위에 나열된 방/구역 배치에 배치하며, 유닛을 보내 현장에서 채집합니다.", "- not present in DropTable (unresolved)": "- DropTable에 없음 (미해결)", "- one of the best early mana-stone injections in the game (": "- 게임에서 최고의 초기 마나-돌 주입 중 하나 (", "- one of your units has entered its sight; awareness is building.": "- 당신의 유닛 중 하나가 시야에 들어왔습니다; 인식이 쌓이고 있습니다.", "- one trigger per Exposed Flaw application": "- 취약점 적용 시 1회 발동", "- one trigger per debuff per enemy hit by the stomp": "- 배틀 스텀프에 맞은 적당 디버프당 1 트리거", "- optional: heals 4% of missing health per Burning application": "- 선택 사항: 화상 적용당 누락된 생명력의 4% 회복", "- pages added, data corrected, bugs fixed. For changes to": "- 추가된 페이지, 수정된 데이터, 수정된 버그. 다음에 대한 변경을 위해", "- paste it wherever the site owner listens.": "- 사이트 운영자가 받는 곳 어디에든 붙여넣으세요.", "- personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more. The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from": "- 성격, 욕구, 식사, 수면, 방 품질, 날씨, 환경, 전투, 대우 등입니다. UI 게이지는 30에서 최대치로 표시되지만, 실제 값에는 고정된 상한이 없습니다. 아래의 모든 원인은", "- physical attack": "- 물리 공격력", "- pick members (up to": "- 멤버 선택 (최대", "- plus Slow; 15s cooldown": "- 추가 슬로우; 15초 재사용 대기", "- raises every one of the unit's six talents by one tier, capped at Genius.": "- 유닛의 여섯 재능 모두를 한 계층 상승, 천재에서 최대.", "- range": "- 사거리", "- ranks 3 through 7 are defined in the data but locked in the current build.": "- 등급 3에서 7까지는 데이터에 정의되어 있지만 현재 빌드에서 잠겨 있습니다.", "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- 파이어 클록의 화상이 명중할 때마다 다시 무장되므로, 적이 인접한 동안 ~초당 1회", "- recruit her at the base to finish the chain; Endorsi joins your clan.": "- 기지에서 그녀를 모집하여 체인을 완료합니다; 엔도르시가 당신의 클랜에 가입합니다.", "- recruits roll a sum in [": "- 모집 캐릭터는 다음 범위의 합계를 굴립니다: [", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.26 game tables.": "- 반사, 골드 마인, 극형, 부족 생명력 각인, 지속 피해, 쉘 차단, 그리고 일시적 버프 - 정확한 공식과 계산 예시, 그리고 각 상한이 허용하는 최댓값을 제공합니다. 모든 수치는 DS_B.0.3.26 게임 테이블에서 실시간으로 읽어온 것입니다.", "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.40 game tables.": "- 반사, 골드 마인, 극형, 부족 생명력 각인, 지속 피해, 쉘 차단, 그리고 일시적 버프 - 정확한 공식과 계산 예시, 그리고 각 상한이 허용하는 최댓값을 제공합니다. 모든 수치는 DS_B.0.3.40 게임 테이블에서 실시간으로 읽어온 것입니다.", "- requires": "- 필요함", "- res": "· 저항력", "- rooms follow the authored graph positions": "- 방이 제작된 그래프 위치를 따릅니다", "- see the description for the exact behavior.": "- 정확한 동작은 설명을 참조하세요.", "- see the note at the top of this page.": "- 이 페이지 상단의 메모를 참조하세요.", "- single target, 30s; also +50% damage to it and -30% damage from others": "- 단일 대상, 30초; 그 대상에 +50% 피해 및 다른 곳에서 -30% 피해", "- so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.": "- 따라서 한 층이라도 바닥나면, 해당 지역의 모든 층에 -50% 페널티가 적용되며, 아직 가득 찬 층에도 회복될 때까지 이 페널티가 적용됩니다.", "- so you can answer \"what can I gather here\" at a glance; the detailed node, monster and chest tables sit below it. Type an item name in the filter to jump straight to where it comes from. For the per-floor spawn odds of each room type and rare node, see": "- 그래서 \"여기서 무엇을 채집할 수 있는지\"를 한눈에 알 수 있다; 자세한 채집 노드, 몬스터, 상자 표는 그 아래에 있다. 필터에 아이템 이름을 입력하면 해당 아이템이 어디서 나오는지로 바로 이동한다. 각 방 종류과 희귀 노드의 층별 등장 확률은 다음을 참고", "- spawns at": "- ~에서 소환됨", "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- 이 스킬에 사용됨 (소환 : 버블링으로 버블링 소환).", "- stock chance 100%, qty 1, fixed price": "- 재고 확률 100%, 수량 1, 고정 가격", "- stock chance 100%, qty 10–15, price -25%...+25%": "- 재고 확률 100%, 수량 10–15, 가격 -25%...+25%", "- stock chance 100%, qty 10–15, price 0%…+25%": "- 재고 확률 100%, 수량 10-15, 가격 0%...+25%", "- stock chance 100%, qty 10–20, price -25%…+25%": "- 재고 확률 100%, 수량 10-20, 가격 -25%...+25%", "- stock chance 100%, qty 10–20, price 25%...+50%": "- 재고 확률 100%, 수량 10–20, 가격 25%...+50%", "- stock chance 100%, qty 16–24, price 0%…+25%": "- 재고 확률 100%, 수량 16-24, 가격 0%...+25%", "- stock chance 100%, qty 16–24, price 25%...+50%": "- 재고 확률 100%, 수량 16–24, 가격 25%...+50%", "- stock chance 100%, qty 1–2, price -25%…+25%": "- 재고 확률 100%, 수량 1-2, 가격 -25%...+25%", "- stock chance 100%, qty 20–30, price -25%…+25%": "- 재고 확률 100%, 수량 20-30, 가격 -25%...+25%", "- stock chance 100%, qty 2–3, price -25%…+25%": "- 재고 확률 100%, 수량 2-3, 가격 -25%...+25%", "- stock chance 100%, qty 30–20, price -25%...+25%": "- 재고 확률 100%, 수량 30–20, 가격 -25%...+25%", "- stock chance 100%, qty 30–45, price -25%…+25%": "- 재고 확률 100%, 수량 30-45, 가격 -25%...+25%", "- stock chance 100%, qty 3–4, price -25%…+25%": "- 재고 확률 100%, 수량 3-4, 가격 -25%…+25%", "- stock chance 100%, qty 4–6, price -25%…+25%": "- 재고 확률 100%, 수량 4-6, 가격 -25%…+25%", "- stock chance 100%, qty 80–120, price 25%…+50%": "- 재고 확률 100%, 수량 80-120, 가격 25%...+50%", "- stock chance 100%, qty 8–12, price 0%…+25%": "- 재고 확률 100%, 수량 8-12, 가격 0%…+25%", "- stock chance 100%, qty 8–12, price 25%...+50%": "- 재고율 100%, 수량 8-12, 가격 25%...+50%", "- stock chance 30%, qty 1–2, price 0%…+25%": "- 재고 확률 30%, 수량 1-2, 가격 0%…+25%", "- stock chance 5%, qty 1, price -25%...+25%": "- 재고 확률 5%, 수량 1, 가격 -25%...+25%", "- stock chance 50%, qty 1–2, price -25%…+25%": "- 재고 확률 50%, 수량 1-2, 가격 -25%…+25%", "- stock chance 50%, qty 2–3, price -100%...-50%": "- 재고 확률 50%, 수량 2–3, 가격 -100%...-50%", "- stock chance 50%, qty 2–3, price -25%…+25%": "- 재고 확률 50%, 수량 2-3, 가격 -25%...+25%", "- stock chance 50%, qty 3–4, price -25%...+25%": "- 재고 확률 50%, 수량 3–4, 가격 -25%...+25%", "- stock chance 50%, qty 4–6, price -100%...-50%": "- 재고 확률 50%, 수량 4–6, 가격 -100%...-50%", "- stock chance 50%, qty 4–6, price -25%...+25%": "- 재고 확률 50%, 수량 4–6, 가격 -25%...+25%", "- subname": "- 부제목", "- survives it": "- 견뎌냅니다", "- that is Common 80.7%, Uncommon 17%, Rare 2%, and": "- 즉, 일반 80.7%, 흔하지 않은 17%, 희귀 2%, 그리고", "- that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.": "- 이런 식으로 캐스터가 이를테면 물 마법을 익힐 수 있습니다. 다만 트리를 익히는 것과 유닛이 실제로 동시에 장비할 수 있는 것은 별개입니다. 각인만으로는 유닛이 양손 지팡이와 방패를 동시에 들 수 있게 만들 수 없습니다.", "- the average damage of one cast on a single target, crit folded in.": "- 단일 목표에 한 번 시전할 때의 평균 피해, 치명타 포함.", "- the baseline: no bonus, no malus": "- 기준치: 보너스도 페널티도 없음", "- the bundle id still says \"Alpha\" even on current builds.": "- 번들 id는 현재 빌드에서도 \"Alpha\"라고 표시됩니다.", "- the corrupted form fought in the endless": "- 끝없는 곳에서 싸우는 부패한 형태", "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "- 명중과 치명타 판정에는 위치나 주변 유닛 관련 항목이 전혀 없으며, 해당 상수도 로드되지 않습니다. 따라서 현재는", "- the opposite bet: damage dealt": "- 반대 베팅: 입힌 피해", "- the taunt itself is a debuff, so it also fires Guard Barrier": "- 도발 자체가 디버프이므로 수호 배리어도 발동", "- the working monster Soul Stones. The dev roadmap flags monster capturing/ranching as a fast-follow Early-Access feature, and these soul traits are the visible groundwork toward": "- 실제로 작동하는 몬스터 소울스톤이다. 개발 로드맵은 몬스터 포획/사육을 얼리 액세스 이후 빠르게 뒤따를 기능으로 표시하고 있으며, 이 소울 특성들은 그것을 향한 눈에 보이는 기초 작업이다", "- they are identical on every": "- 모든 난이도에서 동일", "- they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.": "- 이는 세이브 파일에 저장되지 않습니다. 게임에 내장된 재시도 버튼 외에도, 기도 전에 저장한 뒤 다시 불러오면 다섯 가지 선택지가 다시 뽑힙니다.", "- this background appears to have been released; treat the note below as historical.": "- 이 배경은 출시된 것으로 보입니다; 아래 참고 사항을 역사적인 것으로 취급하세요.", "- title": "- 제목", "- to all nearby enemies": "- 모든 근처 적에게", "- to all nearby enemies (30s cooldown)": "- 모든 근처 적에게(30초 재사용 대기)", "- to every adjacent enemy, once a second for the 10s aura": "- 인접한 모든 적에게, 10초 오라 동안 초당 1회", "- use": "- 사용", "- via Mucus Sprayer": "- 점액 분사기를 통해", "- via Summon : BubbleToad": "- 소환을 통해: 버블두꺼비", "- via Summon : Bubbling": "- 소환을 통해: 거품", "- via 소환 : 버블링": "- 소환을 통해: 버블링", "- via 소환 : 버블토드": "- 소환을 통해: 버블토드", "- via 점액분사초": "- 점액분사초를 통해", "- when a Barrier expires, heal 20% of its remaining value": "- 배리어 만료 시, 남은 값의 20% 회복", "- when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.": "- 기본 공격이 치명타일 때, 근처 적에게 영역 피해(공격의 피해 유형과 일치)도 입힙니다.", "- when a unit or structure you summoned is destroyed": "- 소환한 유닛 또는 구조물이 파괴될 때", "- when weakened / at low HP, onto adjacent empty tiles.": "- 약해졌을 때 / 생명력이 낮을 때, 인접한 빈 타일로.", "- whole nearby pack": "- 근처 전체 무리", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1 Very Hard, x1 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 쉬움, x0.67 보통, x1 어려움, x1 매우 어려움, x1 파멸 (반올림, 1 이상). 모든 난이도에서의 비용을 보려면 아무 금액에나 마우스를 올립니다.", "- x0.34 Easy, x0.67 Normal, x1 Hard, x1.33 Very Hard, x1.66 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- 쉬움 x0.34, 보통 x0.67, 어려움 x1, 매우 어려움 x1.33, 파멸 x1.66 (반올림, 1 미만으로는 내려가지 않음). 임의의 수치에 마우스를 올리면 모든 난이도에서의 비용을 확인할 수 있습니다.", "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": "- 당신은 방어하고 있으며, 스윙하지 않습니다. 더 나은 무기는 더 많은 내구도를 가지므로, 더 강하게 맞고 더 오래 지속됩니다.", "- your melee crits on the marked enemy refund energy": "- 표시된 적에 대한 근접 치명타가 에너지 환급", "- {#} per energy": "- 에너지당 {#}", "- 메인 SP": "- 메인 SP", "- 모든 유닛 선택 (Tab)": "- 모든 유닛 선택 (Tab)", "- 서브 SP": "- 서브 SP", "- 일시 정지 및 재생 (Space)": "- 일시 정지 및 재생 (Space)", "- 전투 시작 시 idle 애니메이션이 바뀌는 몬스터용 어팩터 (몇몇 몬스터는 Idle이 여러개인 경우가 있다. 그럴 때 사용되는 어펙터 EX : 알파산성슬러그)": "- 전투 시작 시 idle 애니메이션이 바뀌는 몬스터용 어팩터 (몇몇 몬스터는 Idle이 여러개인 경우가 있다. 그럴 때 사용되는 어펙터 EX : 알파산성슬러그)", "-0.01 Hunger Regeneration": "허기 재생 -0.01", "-1 to 2": "-1부터 2까지", "-10% Max Energy": "-10% 최대 에너지", "-10% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -10%", "-100 Mood, +100% Despair Overcome Chance, -0.5 Hunger Regeneration": "기분 -100, 절망 극복 확률 +100%, 허기 재생 -0.5", "-100 Mood, -100% Despair Overcome Chance": "기분 -100, 절망 극복 확률 -100%", "-100% to -50%": "-100% 에서 -50%", "-2 Mood": "-2 기분", "-20% Damage Dealt": "-20% 주는 피해", "-20% Max Energy, -2 Mood": "최대 에너지 -20%, 기분 -2", "-20% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -20%", "-25% Hit Chance": "-25% 명중률", "-25% Hit Chance.": "-25% 명중 확률.", "-25% to +25%": "-25% ~ +25%", "-25% 명중률 Granted by 4 skills": "-25% 명중률 Granted by 4 skills", "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)": "D1-D4에서 -3 / -6 / -9 / -12 기분 (쉬움 -1..-10, 파멸 -6..-24)", "-30% Damage Taken": "-30% 피해 감소", "-30% Movement Speed": "-30% 이동 속도", "-30% Movement Speed.": "-30% 이동 속도.", "-30% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -30%", "-30% 받는 피해량 Granted by 1 inscription": "-30% 받는 피해량 Granted by 1 inscription", "-30% 이동 속도 Granted by 10 skills": "-30% 이동 속도 Granted by 10 skills", "-30% 이동 속도 Granted by 9 skills": "-30% 이동 속도 Granted by 9 skills", "-30..-10 Agi": "-30..-10 민첩", "-30..-10 Con": "-30..-10 Con", "-30..-10 Int": "-30..-10 Int", "-30..-10 Str": "-30..-10 근력", "-30..-10 Will": "-30..-10 Will", "-4 to -1": "-4부터 -1까지", "-40% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -40%", "-50 Magic Resistance": "-50 마법 저항력", "-50 Physical Resistance": "-50 물리 저항력", "-50 물리 저항력 Granted by 1 skill": "-50 물리 저항력 Granted by 1 skill", "-50% Dodge Chance": "-50% 회피 확률", "-50% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -50%", "-50% 회피율 Granted by 2 skills": "-50% 회피율 Granted by 2 skills", "-60% Physical Attack Power, -60% Magic Attack Power": "물리 공격력 -60%, 마법 공격력 -60%", "-60% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -60%", "-70% Movement Speed, -0.2 Energy Regeneration": "이동 속도 -70%, 에너지 재생 -0.2", "-70% Pray Needs Resource Modifier": "기도 필요 자원 수정치 -70%", "-85% Physical Attack Power, -85% Magic Attack Power": "물리 공격력 -85%, 마법 공격력 -85%", "-90% Movement Speed, -0.3 Energy Regeneration": "이동 속도 -90%, 에너지 재생 -0.3", "-> report ->": "-> 보고 ->", "-> report to Xenon ->": "-> 제논에 보고 ->", "-Can Opener": "-Can Opener", "-Canopener": "-Canopener", "-adjusted": "-보정", "-category effect, you also inflict": "-category 효과, 당신도 부여합니다.", "-day collapse. In-game time, about": "일 붕괴. 게임 내 시간으로 약", "-stack cap (each stack adds about": "-중첩 상한 (각 중첩마다 약", "-{#} to -{#}": "-{#} ~ -{#}", "-더 많은 NPC들과 이벤트들": "-더 많은 NPC들과 이벤트들", ". 2. Inspect the": ". 2. 검사", ". 3. Inspect the": ". 3. 검사", ". 4. Collect a": ". 4. 수집", ". A": ". 한", ". A floor ground all the way down to 0 therefore needs 5 stacks x 3 days =": ". 따라서 층을 완전히 0으로 갈아내려면 5 스택 x 3일 =", ". A melee attacker draws about 30% more aggro than a ranged one, so front-liners naturally pull the monster's attention off your casters. This steers": ". 근접 공격자는 원거리 공격자보다 어그로를 약 30% 더 끌기 때문에, 전방 유닛이 자연스럽게 몬스터의 주의를 시전자로부터 돌려놓습니다. 이는", ". All four give the same aura; the race decides which trait NEW expedition members learn.": ". 네 가지 모두 동일한 오라를 제공하며, 종족은 신규 탐사 단원이 습득하는 특성을 결정합니다.", ". All of your trees are learnable at once; a skill costs from its tree's pool (weapon trees = Main SP, reduced by that weapon's aptitude; auxiliary trees = Sub SP). Lines show what a skill unlocks; the corner number is its SP cost.": ". 모든 트리는 동시에 배울 수 있습니다. 스킬은 해당 트리의 풀에서 비용을 사용합니다 (무기 트리 = 메인 SP, 해당 무기 적성만큼 감소; 보조 트리 = 서브 SP). 선은 스킬이 해금하는 것을 나타내고, 모서리 숫자는 SP 비용입니다.", ". Also hits allies in the area": ". 범위 내 아군에게도 피해를 줍니다", ". Alternatively, you can carry the unit on another unit's back, bring them back to the settlement, and rescue them through surgery at the": ". 또는 유닛을 다른 유닛의 등에 업어 정착지로 데려온 뒤, 수술을 통해 구조할 수도 있습니다", ". Attacks with {#} ({#}% {#}{#}{#})": ". 공격: {#} ({#}% {#}{#}{#})", ". Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).": ". 전설 등급은 단 세 개뿐이므로 특정 각인을 보게 될 확률은 매우 낮습니다(레벨업 화면당 약 200분의 1).", ". Bigger radius = it spots you from farther off.": ". 더 큰 반경 = 더 멀리서 당신을 발견합니다.", ". Can only split towards adjacent empty tiles to the left, right, or up.": ". 왼쪽, 오른쪽 또는 위의 인접한 빈 타일로만 분열할 수 있습니다.", ". Click to change, or the cross to remove.": ". 클릭하여 변경하거나, X를 눌러 제거하세요.", ". Combat difficulty only changes loot": ". 전투 난이도는 전리품만 변경", ". Consumes": ". 소모:", ". Consumes {#} {#}": ". {#}마리의 {#} 소모", ". Damage increases by 30% of": ". 피해가 다음의 30%만큼 증가합니다:", ". Descriptions contain": ". 설명에는", ". Each attacks with": ". 각각 다음으로 공격합니다:", ". Each skill tree beyond your background is an inscription that grants +": ". 배경 외의 스킬 트리는 각인으로 취급되며, 각각 +", ". Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to 180% of": ". 스킬이 끝날 때까지 사슬에서 벗어나지 못한 적은 180%와 같은 추가 피해를 받습니다.", ". Every time a campaign loads, the game resets every region to locked, then walks the regions whose": ". 캠페인이 로드될 때마다, 게임은 모든 지역을 잠금으로 리셋한 후, 다음 지역을 진행합니다", ". Every unit - your settlers and every monster alike - carries a": ". 모든 유닛(당신의 정착민과 모든 몬스터 포함)은", ". Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and": ". 5층은 4단계 층으로 생성되며, 5단계 전용 보스방은 절대 등장하지 않고, 골렘도 스폰되지 않습니다. 그래서 침묵의 장막은 전투로는 절대 클리어할 수 없으며", ". Hover a card for its full description.": ". 카드에 마우스를 올리면 전체 설명을 볼 수 있습니다.", ". How many roll scales with combat difficulty (Easy 2 positive, Normal 1 positive, Hard 1 positive + 1 negative, up to Devastation 1 positive + 3 negative).": ". 몇 개가 나오는지는 전투 난이도에 따라 달라집니다(쉬움 긍정 2개, 보통 긍정 1개, 어려움 긍정 1개 + 부정 1개, 최대 파멸 난이도 긍정 1개 + 부정 3개).", ". If": ". 만약", ". If the developers activate it, it would apply": ". 개발자가 활성화하면, 그것이 적용될 것입니다", ". In the current demo data only slot 0 is filled - Veil of Silence's clear boss is the": ". 현재 데모 데이터에서 슬롯 0만 채워집니다 - 침묵의 장막의 정리 보스는", ". It comes from your race, background, traits and items.": ". 종족, 배경, 특성, 아이템에서 비롯됩니다.", ". It is not currently connected to actual calculations.": ". 현재 실제 계산과 연결되지 않았습니다.", ". It stacks up to": ". 최대로 스택됩니다:", ". It uses:": ". 사용:", ". Its thorny vines cause mental disturbance with gloomy magic, and adjacent land turns into contaminated ground.": ". 가시 덩굴은 어두운 마법으로 정신 혼란을 야기하며, 인접한 땅이 오염된 지면으로 변합니다.", ". Keep mood high and stress stays low. Which band a unit sits in:": ". 기분을 높게 유지하고 스트레스를 낮게 유지하세요. 유닛이 앉는 대역:", ". Large portion and very fluffy.": ". 큰 부분이고 매우 푹신합니다.", ". Let the game discard stale dungeon data itself.": ". 게임이 오래된 던전 데이터를 직접 버리게 하세요.", ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": ". 저레벨 정착민은 쉽게 만족합니다(양의 기분). 고레벨 정착민은 더 많은 것을 기대하며 부정적인 방향으로 흐르는데, 관리 난이도가 높을수록 더 심해집니다.", ". Major Stat can be increased through": ". 주요 통계는 다음을 통해 증가할 수 있습니다", ". Most units see": ". 대부분의 유닛은", ". Negative values reduce energy, while positive values restore it.": ". Negative values reduce energy, while positive values restore it.", ". Negative values reduce hunger, while positive values restore it.": ". Negative values reduce hunger, while positive values restore it.", ". Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the": ". 계획할 가치가 있는 특이한 점을 주의하십시오: 고갈은 층마다 계산되지만, 드롭 페널티는", ". On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above (": ". 필요를 잘 충족시켜 줄 수 있는 유닛에게는 게임 내 최고의 스탯 상승 요소 중 하나이지만, 방치된 유닛에게는 위에서 설명한 스트레스 악순환을 부추깁니다(", ". On completion \"": ". 완료 시 \"", ". Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": ". 순 변화만 표시됩니다: 그 사이의 빌드들에서 여러 번 변경된 항목은 시작값과 끝값을 가지고 한 번만 나타나며, 변경되었다가 다시 원래대로 돌아간 항목은 전혀 나타나지 않습니다.", ". Orphaned in childhood and left to wander alone, rainy nights meant curling up in the cracks of abandoned buildings, and cold winters meant sleep among heaps of refuse still holding warmth. People passed without a glance, yet even in hunger there was no surrender, clinging to the dream of one day sleeping peacefully in a warm home.": ". 어린 시절 고아가 되어 홀로 떠돌아야 했고, 비 오는 밤이면 버려진 건물의 틈에 몸을 웅크렸고, 추운 겨울이면 아직 온기가 남은 쓰레기 더미 속에서 잠을 청했다. 사람들은 눈길 한 번 주지 않고 지나쳤지만, 굶주림 속에서도 포기하지 않고 언젠가 따뜻한 집에서 편히 잠들 수 있는 날을 꿈꿨다.", ". Player-side units default to": ". 플레이어 측 유닛의 기본값은", ". Positive values increase it, while negative values decre...": ". Positive values increase it, while negative values decre...", ". Positive values increase it, while negative values decrease it.": ". 양수는 증가, 음수는 감소합니다.", ". Priority is given to targets with a lower cumulative hit count.": ". 누적 적중 횟수가 낮은 대상에 우선권이 부여됩니다.", ". Real room graph & doors, connected door-to-door.": ". 실제 방 그래프와 문, 문에서 문으로 연결됩니다.", ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": ". 저항은 완전한 면역에 도달하지 않으며, 각 포인트는 마지막보다 약간 덜 가치가 있습니다.", ". Rolls": ". 굴림", ". Same convention in construction costs, starting items, deconstruct returns and event grants.": ". 건설 비용, 시작 아이템, 해체 반환, 이벤트 지급에서도 동일한 규칙이 적용됩니다.", ". See the": ". 참조:", ". Set a mood and the chart shows where stress is headed - \"if the mood stays like this\" (real settlers' moods drift as buffs wear off and needs change).": ". 기분을 설정하면 차트에 스트레스가 어디로 향하는지 - 즉 \"이 기분이 계속 유지된다면\"의 결과가 표시됩니다 (실제 정착민의 기분은 버프가 사라지고 욕구가 변함에 따라 흔들립니다).", ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": ". 레벨당 재능 성장은 스탯의 재능 등급(가난함에서 천재까지) x 레벨업 제물 승수로 설정됩니다 - 참고", ". Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.": ". 재능 등급은 유닛의 평생에 걸친 스탯 성장을 결정하며, 신규 후보자는 여섯 스탯을 통틀어 약 2-5개의 등급만 가지고 있으므로, 탁월 또는 천재 등급 스탯 하나만 있어도 진정한 수확입니다.", ". The campaign begins at": ". 캠페인은", ". The coefficients are the table below (": ". 계수는 아래 테이블입니다 (", ". The loss on each piece is": ". 각 부분의 손실은", ". The rank table defines": ". 등급 테이블은", ". The recovery is split between damaged": ". The recovery is split between damaged", ". The two disagree, so the exact monster reflect percentage (50% vs 100%) cannot be pinned from the tables alone - the player-facing Inscription of Reflection (100%) is unambiguous.": ". 두 값이 서로 일치하지 않으므로, 정확한 몬스터 반사 비율(50% 대 100%)은 테이블만으로는 확정할 수 없습니다 - 플레이어용 반사의 각인(100%)은 명확합니다.", ". These vines cause mental disturbance through gloomy magic, and adjacent lands turn into contaminated ground.": ". 이 덩굴은 어두운 마법으로 정신 혼란을 야기하며, 인접한 땅이 오염된 지면으로 변합니다.", ". This effect corrupts their mind and lowers their": ". 이 효과는 그들의 마음을 타락시키고 그들의 것을 낮춥니다", ". This effect triggers only once per floor.": ". 이 효과는 층당 1번만 발동합니다.", ". This matches the": ". 이것은", ". Under CrossOver/Wine on a Mac that resolves to": ". Mac의 CrossOver/Wine 아래에서 다음으로 해결됩니다", ". Up to": ". 최대", ". Up to {#} on the field": ". 최대 {#}마리까지 유지", ". When a unit takes damage, one of these values is reduced.": ". 유닛이 피해를 입으면 이 값 중 하나가 감소합니다.", ". While a player unit stays in a monster's sight, the monster builds": ". 플레이어 유닛이 몬스터의 시야에 있는 동안, 몬스터는", ". You can change the flow with the speed control (pause, 1x, 2x and 3x settings); pausing stops the clock entirely.": ". 속도 제어 (일시중지, 1배, 2배 및 3배 설정)로 흐름을 변경할 수 있습니다; 일시중지하면 시계가 완전히 멈춥니다.", ". You can flip each separately later in Settings.": ". 각 항목은 나중에 설정에서 개별적으로 전환할 수 있습니다.", ". You must find the path that leads to it.": "이 있습니다. 그곳으로 이어지는 경로를 찾아야 합니다.", ".chip[data-facet], .filters .chip": ".chip[data-facet], .filters .chip", ".entcell a": ".entcell a", ".entcell a[href]": ".entcell a[href]", ".filters .chip[data-facet]": ".filters .chip[data-facet]", ".fs-modes button": ".fs-modes button", ".mo-modes button": ".mo-modes button", ".mon-hp .hp-v": ".mon-hp .hp-v", ".monfilt-panel .chip[data-mboost]": ".monfilt-panel .chip[data-mboost]", ".monfilt-panel .chip[data-mfacet]": ".monfilt-panel .chip[data-mfacet]", ".pcastpanel .chip[data-bless]": ".pcastpanel .chip[data-bless]", ".pcastpanel .chip[data-pdiff]": ".pcastpanel .chip[data-pdiff]", ".pcastpanel .chip[data-pmode]": ".pcastpanel .chip[data-pmode]", ".sb-dmg-diff .sb-hint": ".sb-dmg-diff .sb-hint", ".sb-dmg-lvl .sb-segb": ".sb-dmg-lvl .sb-segb", ".tgtpanel .chip[data-tgtmode]": ".tgtpanel .chip[data-tgtmode]", "/ second": "/초", "/ target": "/ 대상", "/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed": "/주괴/막대), 정작 장비를 위한 레시피, 드롭, 상점은 존재하지 않는다. **청동**과 **주석**은 부분적으로만 세트가 존재하며(방어구, 투구, 방패, 철퇴, 도끼, 창, 활, 화살, 지팡이), 대부분 이름 없는 자리표시자일 뿐 제작 경로가 없다. 의도된 향후 단계는 주석 -> 청동 -> 구리 -> 철 순으로 이어지며, 은/크리스탈/아크론과 병행된다. 막혀 있는 **금** 장신구 등급도 존재한다(이름 없는", "/items/ITEM_Example.html": "/items/ITEM_Example.html", "/s at this cadence)": "/초, 이 주기 기준)", "/s sustained.": "/초 지속.", "/s) about": "/초) 약", "/s, magic-resisted). This runs ALONGSIDE the hits above - add it to the sustained DPS.": "/초, 마법 저항 적용). 이 피해는 위의 타격과 동시에 발생하므로 지속 DPS에 더해야 합니다.", "/stack/s x": "/중첩/초 x", "/tick": "/틱", "0 (broken)": "0 (파손)", "0 (empty) to 5 (full) per floor": "층당 0(비어있음)에서 5(가득)", "0 6px": "0 6px", "0 HP / 0 Magic Attack (fully summoner-derived)": "0 생명력 / 0 마법 공격 (완전히 소환자 유래)", "0 tiles": "0 타일", "0 with no Burning on the target, up to 1,470 at the 50-stack cap (each stack adds about 29). Does not consume the stacks.": "대상에게 화상이 없으면 0이며, 50스택 상한에서는 최대 1,470까지 올라갑니다(스택당 약 29씩 증가). 스택을 소모하지 않습니다.", "0 with no Burning on the target, up to 1,617 at the 50-stack cap (each stack adds about 32). Does not consume the stacks.": "대상에게 연소가 없으면 0이며, 50스택 상한에서는 최대 1,617까지 올라갑니다(스택당 약 32씩 증가). 스택을 소모하지 않습니다.", "0% to +25%": "0% ~ +25%", "0.1 x the damage of the hit": "타격의 피해 x 0.1", "0.14 d": "0.14 일", "0.19 d": "0.19 일", "0.21 d": "0.21 일", "0.2s": "0.2s", "0.2x the median physical active per cast": "시전당 중간값 물리 공격의 0.2배", "0.37 d": "0.37 d", "0.3s": "0.3초", "0.4s": "0.4초", "0.4x the median magic active per cast": "시전당 중앙값 마법 활성의 0.4배", "0.5 gold": "0.5 골드", "0.5x mana-stone cost, 1.0x stat gain": "0.5배 마나-돌 비용, 1.0배 스탯 이득", "0.6x the median physical active per cast": "시전당 중간 물리 액티브의 0.6배", "0.83 d": "0.83 d", "0.8s": "0.8s", "0.8x the median physical active per cast": "시전당 중간값 물리 공격의 0.8배", "06:00 to 20:00": "06:00 to 20:00", "06:00 to 20:00 (night otherwise; night lowers vision)": "06:00부터 20:00까지 (그 외에는 밤; 밤은 시야를 낮춥니다)", "08:00 (first day is only 16 hours)": "08:00 (첫 날은 16시간만)", "0s": "0s", "0x the median magic active per cast": "시전당 중앙값 마법 활성의 0배", "1 (None)": "1 (없음)", "1 (Primary)": "1 (주요)", "1 (no stack)": "1 (누적 없음)", "1 Constitution = +9 Max HP": "1 체질 = 최대 생명력 +9", "1 Intelligence = +1.2 Magic Attack": "1 지능 = 마법 공격 +1.2", "1 Shell": "1 쉘", "1 Shell per 60 Energy recovered": "회복된 에너지당 1 쉘 60", "1 Strength = +1 Physical Attack": "1 힘 = 물리 공격 +1", "1 combo": "1 콤보", "1 decimal": "소수점 1자리", "1 energy to cast": "시전에 1 에너지", "1 energy to cast · 15s cooldown": "시전에 1 에너지 · 15초 재사용 대기", "1 energy to cast · 20s cooldown": "시전할 에너지 1 · 20초 재사용 대기", "1 energy to cast · 8s cooldown": "시전 비용 1 에너지 - 8초 재사용 대기시간", "1 energy · 15s cooldown": "에너지 1 · 재사용 대기 15초", "1 energy · 20s cooldown": "에너지 1 · 재사용 대기 20초", "1 energy · 8s cooldown": "에너지 1 · 쿨타임 8초", "1 gold": "1 골드", "1 in-game day": "게임 내 1일", "1 instance only": "1개 인스턴스만", "1 magic": "1 마법", "1 on the field": "1마리 유지", "1 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 1개", "1 per in-game minute": "게임 내 분당 1", "1 random affix from a broad 17-stat pool": "광범위한 17가지 스탯 풀에서 1개 무작위 접사", "1 rooms": "1 방", "1 second": "1초", "1 target:": "대상 1명:", "1 target: 105 dmg (104.7/energy) | 3 targets: 314 dmg (314.2/energy)": "1 대상: 105 피해 (104.7/에너지) | 3 대상: 314 피해 (314.2/에너지)", "1 target: 108 dmg (108.4/energy) | 3 targets: 325 dmg (325.1/energy)": "1 대상: 108 피해 (108.4/에너지) | 3 대상: 325 피해 (325.1/에너지)", "1 target: 142 dmg (35.5/energy) | 3 targets: 426 dmg (106.4/energy)": "1 대상: 142 피해 (35.5/에너지) | 3 대상: 426 피해 (106.4/에너지)", "1 target: 142 dmg (70.9/energy) | 3 targets: 426 dmg (212.8/energy)": "1 대상: 142 피해 (70.9/에너지) | 3 대상: 426 피해 (212.8/에너지)", "1 target: 157 dmg (157.1/energy) | 3 targets: 471 dmg (471.4/energy)": "1 대상: 157 피해 (157.1/에너지) | 3 대상: 471 피해 (471.4/에너지)", "1 target: 163 dmg (32.5/energy) | 3 targets: 488 dmg (97.5/energy)": "1 대상: 163 피해 (32.5/에너지) | 3 대상: 488 피해 (97.5/에너지)", "1 target: 174 dmg | 3 targets: 522 dmg": "1 목표: 174 dmg | 3 목표: 522 dmg", "1 target: 177 dmg (17.7/energy) | 3 targets: 532 dmg (53.2/energy)": "1 대상: 177 피해 (17.7/에너지) | 3 대상: 532 피해 (53.2/에너지)", "1 target: 177 dmg | 3 targets: 532 dmg": "1 대상: 177 피해 | 3 대상: 532 피해", "1 target: 196 dmg (28/energy) | 3 targets: 588 dmg (84/energy)": "1 대상: 196 피해 (28/에너지) | 3 대상: 588 피해 (84/에너지)", "1 target: 230 dmg (46/energy) | 3 targets: 691 dmg (138.1/energy)": "1 대상: 230 피해 (46/에너지) | 3 대상: 691 피해 (138.1/에너지)", "1 target: 266 dmg | 3 targets: 798 dmg": "1 목표: 266 dmg | 3 목표: 798 dmg", "1 target: 27 dmg (4.4/energy) | 3 targets: 80 dmg (13.3/energy)": "1 대상: 27 피해 (4.4/에너지) | 3 대상: 80 피해 (13.3/에너지)", "1 target: 296 dmg (73.9/energy) | 3 targets: 887 dmg (221.8/energy)": "1 대상: 296 피해 (73.9/에너지) | 3 대상: 887 피해 (221.8/에너지)", "1 target: 473 dmg (94.6/energy) | 2 targets: 946 dmg (189.2/energy)": "1 대상: 473 피해 (94.6/에너지) | 2 대상: 946 피해 (189.2/에너지)", "1 target: 62 dmg | 2 targets: 124 dmg": "1 대상: 62 피해 | 2 대상: 124 피해", "1 target: 62 dmg | 3 targets: 187 dmg": "1 목표: 62 dmg | 3 목표: 187 dmg", "1 target: 89 dmg | 3 targets: 266 dmg": "1 목표: 89 dmg | 3 목표: 266 dmg", "1 target: {#} | {#} targets: {#}": "대상 1: {#} | 대상 {#}: {#}", "1 tile": "1 타일", "1% Max HP / sec": "1% 최대 생명력 / 초", "1% of Max HP": "최대 생명력의 1%", "1% of Max HP per second*": "최대 생명력의 1% / 초*", "1% of Max HP per second, defense-ignoring magic, cannot stack": "최대 생명력의 1% / 초, 방어 무시 마법, 누적 불가", "1% of the target's Max Health": "대상의 최대 생명력의 1%", "1% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is 5 damage every 10 seconds. Duration is set by the applying skill.": "10초마다 대상 최대 생명력의 1%에 해당하는 무속성 피해를 방어력 무시로 입힙니다. 중첩되지 않으며, 시전자의 공격력이 아니라 대상의 최대 생명력에 비례합니다. 예시: 생명력 500인 대상이라면 10초마다 5의 피해를 입습니다. 지속 시간은 이를 적용하는 스킬에 의해 정해집니다.", "1% of the target's Max Health every second": "대상의 최대 생명력의 1%를 매초", "1. Inspect the": "1. 검사", "1. Race": "1. 종족", "1.0x mana-stone cost, 1.2x stat gain": "1.0배 마나-돌 비용, 1.2배 스탯 이득", "1.1 d": "1.1 d", "1.2s": "1.2초", "1.2x the median physical active per cast": "시전당 중간값 물리 활성의 1.2배", "1.3x the median physical active per cast": "시전당 중간값 물리 활성의 1.3배", "1.5 gold": "1.5 금화", "1.5x damage": "1.5배 피해", "1.5x the median magic active per cast": "시전당 중간값 마법 공격의 1.5배", "1.5x the median physical active per cast": "시전당 중간값 물리 공격의 1.5배", "1.6x the median physical active per cast": "시전당 중앙값 물리 활성의 1.6배", "1.8x the median physical active per cast": "시전당 중앙값 물리 활성의 1.8배", "1.9x the median physical active per cast": "시전당 중앙값 물리 활성의 1.9배", "10 (floors 1-5 unique, 6-10 placeholder)": "10 (층 1-5 고유, 6-10 자리표시자)", "10 Shells": "10 쉘", "10 descending floors": "10개 내려가는 층", "10 energy to cast": "시전 비용 10 에너지", "10 energy to cast · 40s cooldown": "시전 비용 10 에너지 - 40초 재사용 대기시간", "10 energy · 40s cooldown": "에너지 10 · 재사용 대기 40초", "10 gold": "10 골드", "10 gold per critical hit": "치명타당 10 금화", "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "치명타 적중마다 금화 10을 얻으며, 최대 2,000 금화까지 쌓입니다. 최대 중첩 시 치명타 확률 +10%.", "10 rooms": "10 방", "10 skill points to unlock": "잠금 해제하려면 10 스킬 포인트 필요", "10 마법 per second to nearby enemies for 10 s": "10초 동안 주변 적에게 초당 10 마법 피해", "10% / kill": "10% / 처치", "10.34% / kill": "10.34% / 처치", "10.7/energy": "10.7/기력", "10.71% / kill": "10.71% / 처치", "100 HP": "HP 100", "100 HP - A Lumber wall for basic defense and decoration.": "생명력 100 - 기본 방어와 장식용 목재 벽.", "100 HP - A banner that can be hung on the wall.": "생명력 100 - 벽에 걸 수 있는 깃발.", "100 HP - A basic wooden door for entry and exit.": "생명력 100 - 출입에 사용하는 기본적인 나무 문.", "100 HP - A celestial sphere for observing the movement of stars.": "생명력 100 - 별의 움직임을 관측하는 천구의.", "100 HP - A cloth rug placed on the floor.": "생명력 100 - 바닥에 까는 천 러그.", "100 HP - A dining chair carved from stone.": "생명력 100 - 돌을 깎아 만든 식탁 의자.", "100 HP - A dining chair made of wood.": "생명력 100 - 나무로 만든 식탁 의자.", "100 HP - A door with additional stone for greater stability.": "생명력 100 - 돌을 더해 안정성을 높인 문.", "100 HP - A large wooden cabinet used as decoration.": "생명력 100 - 장식용 큰 나무 수납장.", "100 HP - A large wooden table, perfect for dining or working.": "생명력 100 - 식사나 작업에 알맞은 큰 나무 탁자.", "100 HP - A large, heavy, and sturdy stone table.": "생명력 100 - 크고 무거우며 튼튼한 돌 탁자.", "100 HP - A log wall for basic defense and decoration.": "생명력 100 - 기본 방어와 장식용 통나무 벽.", "100 HP - A long stone bench that can seat multiple people.": "생명력 100 - 여러 명이 앉을 수 있는 긴 돌 벤치.", "100 HP - A long wooden bench that can seat multiple people.": "생명력 100 - 여러 명이 앉을 수 있는 긴 나무 벤치.", "100 HP - A lumber door for entry and exit.": "생명력 100 - 출입용 목재 문.", "100 HP - A naturally formed rock. It is hard.": "생명력 100 - 자연적으로 형성된 바위. 단단합니다.", "100 HP - A pile of stacked pottery.": "생명력 100 - 쌓아 올린 도기 더미.", "100 HP - A pile of stacked wooden crates.": "생명력 100 - 쌓아 올린 나무 상자 더미.", "100 HP - A plant grown in a pot.": "생명력 100 - 화분에서 기르는 식물.", "100 HP - A round table made of solid stone.": "생명력 100 - 단단한 돌로 만든 원형 탁자.", "100 HP - A small round table made of wood.": "생명력 100 - 나무로 만든 작은 원형 탁자.", "100 HP - A stand for displaying a banner.": "생명력 100 - 깃발을 거는 받침대.", "100 HP - A stone side table for placing small items.": "생명력 100 - 작은 물건을 놓는 돌 협탁.", "100 HP - A stone table for work and dining.": "생명력 100 - 작업과 식사를 위한 돌 탁자.", "100 HP - A stone wardrobe for storing clothes.": "생명력 100 - 옷을 보관하는 돌 옷장.", "100 HP - A straw door that can be built quickly.": "생명력 100 - 빠르게 지을 수 있는 짚 문.", "100 HP - A straw wall that can be built quickly.": "생명력 100 - 빠르게 지을 수 있는 짚 벽.", "100 HP - A sturdy bed reinforced with stone.": "생명력 100 - 돌로 보강한 튼튼한 침대.", "100 HP - A sturdy chair made of stone.": "생명력 100 - 돌로 만든 튼튼한 의자.", "100 HP - A sturdy stone pillar that supports a building.": "생명력 100 - 건물을 지지하는 튼튼한 돌 기둥.", "100 HP - A sturdy wall made of stone.": "생명력 100 - 돌로 만든 튼튼한 벽.", "100 HP - A temporary bedroll made of cloth.": "생명력 100 - 천으로 만든 임시 침낭.", "100 HP - A wall formed naturally from compacted earth.": "생명력 100 - 다져진 흙으로 자연스럽게 형성된 벽.", "100 HP - A wooden bed for simple rest.": "생명력 100 - 간단한 휴식을 위한 나무 침대.", "100 HP - A wooden cabinet used as decoration.": "생명력 100 - 장식용 나무 수납장.", "100 HP - A wooden chair for comfortable seating.": "생명력 100 - 편안하게 앉을 수 있는 나무 의자.", "100 HP - A wooden chair with a round shape.": "생명력 100 - 둥근 모양의 나무 의자.", "100 HP - A wooden pillar that supports a building.": "생명력 100 - 건물을 지지하는 나무 기둥.", "100 HP - A wooden shelf installed on the wall.": "생명력 100 - 벽에 설치하는 나무 선반.", "100 HP - A wooden table for basic tasks and dining.": "생명력 100 - 기본적인 작업과 식사를 위한 나무 탁자.", "100 HP - A wooden wall for basic defense and decoration.": "생명력 100 - 기본 방어와 장식용 목재 벽.", "100 HP - A wooden wardrobe for storing clothes.": "생명력 100 - 옷을 보관하는 나무 옷장.", "100 HP - An area created with a dungeon camping kit containing only very basic elements.": "생명력 100 - 아주 기본적인 요소만 담긴 던전 야영 키트로 만든 구역.", "100 HP - It is Flower pot": "생명력 100 - 화분입니다.", "100 HP - It is Hide rug.": "생명력 100 - 가죽 러그입니다.", "100 HP - It is Wood barrel.": "생명력 100 - 나무 통입니다.", "100 HP - It is Wood side table": "생명력 100 - 나무 협탁입니다.", "100 HP - You can save your allies.": "생명력 100 - 아군을 구조할 수 있습니다.", "100 HP - 간단한 휴식을 위한 나무 침대입니다.": "생명력 100 - 간단한 휴식을 위한 나무 침대입니다.", "100 HP - 건물을 지탱하는 나무 기둥입니다.": "생명력 100 - 건물을 지탱하는 나무 기둥입니다.", "100 HP - 건물을 지탱하는 단단한 석재 기둥입니다.": "생명력 100 - 건물을 지탱하는 단단한 석재 기둥입니다.", "100 HP - 기본적인 방어와 장식을 위한 나무 벽입니다.": "생명력 100 - 기본적인 방어와 장식을 위한 나무 벽입니다.", "100 HP - 기본적인 방어와 장식을 위한 통나무 벽입니다.": "생명력 100 - 기본적인 방어와 장식을 위한 통나무 벽입니다.", "100 HP - 기본적인 작업과 식사를 위한 나무 탁자입니다.": "생명력 100 - 기본적인 작업과 식사를 위한 나무 탁자입니다.", "100 HP - 깃발을 세워 두는 거치대입니다.": "생명력 100 - 깃발을 세워 두는 거치대입니다.", "100 HP - 나무 원형 통입니다.": "생명력 100 - 나무 원형 통입니다.", "100 HP - 나무 협탁입니다.": "생명력 100 - 나무 협탁입니다.", "100 HP - 나무로 만든 식탁 의자입니다.": "생명력 100 - 나무로 만든 식탁 의자입니다.", "100 HP - 나무로 만든 작은 원형 탁자입니다.": "생명력 100 - 나무로 만든 작은 원형 탁자입니다.", "100 HP - 단단한 돌로 만든 원형 탁자입니다.": "생명력 100 - 단단한 돌로 만든 원형 탁자입니다.", "100 HP - 돌로 만든 든든한 벽입니다.": "생명력 100 - 돌로 만든 든든한 벽입니다.", "100 HP - 돌을 깎아 만든 식탁 의자입니다.": "생명력 100 - 돌을 깎아 만든 식탁 의자입니다.", "100 HP - 돌이 추가되어 더욱 안정적인 문입니다.": "생명력 100 - 돌이 추가되어 더욱 안정적인 문입니다.", "100 HP - 둥근 형태의 나무 의자입니다.": "생명력 100 - 둥근 형태의 나무 의자입니다.", "100 HP - 무겁고 튼튼한 대형 석재 탁자입니다.": "생명력 100 - 무겁고 튼튼한 대형 석재 탁자입니다.", "100 HP - 바닥에 깔아 사용하는 천으로 만든 러그입니다.": "생명력 100 - 바닥에 깔아 사용하는 천으로 만든 러그입니다.", "100 HP - 벽에 걸 수 있는 깃발입니다.": "생명력 100 - 벽에 걸 수 있는 깃발입니다.", "100 HP - 벽에 설치하는 나무 선반입니다.": "생명력 100 - 벽에 설치하는 나무 선반입니다.", "100 HP - 별의 움직임을 관측하는 천구의입니다.": "생명력 100 - 별의 움직임을 관측하는 천구의입니다.", "100 HP - 빠르게 지을 수 있는 지푸라기 문입니다.": "생명력 100 - 빠르게 지을 수 있는 지푸라기 문입니다.", "100 HP - 빠르게 지을 수 있는 지푸라기 벽입니다.": "생명력 100 - 빠르게 지을 수 있는 지푸라기 벽입니다.", "100 HP - 생가죽으로 만든 깔개입니다.": "생명력 100 - 생가죽으로 만든 깔개입니다.", "100 HP - 석재로 만든 튼튼한 의자입니다.": "생명력 100 - 석재로 만든 튼튼한 의자입니다.", "100 HP - 석재로 보강된 든든한 침대입니다.": "생명력 100 - 석재로 보강된 든든한 침대입니다.", "100 HP - 쌓여 있는 나무 상자들입니다.": "생명력 100 - 쌓여 있는 나무 상자들입니다.", "100 HP - 아군을 살려낼 수 있습니다.": "생명력 100 - 아군을 살려낼 수 있습니다.", "100 HP - 아주 기본적인 요소들만 존재하는 던전용 야영 키트로 생성된 지역입니다.": "생명력 100 - 아주 기본적인 요소들만 존재하는 던전용 야영 키트로 생성된 지역입니다.", "100 HP - 여러 개의 도기가 쌓여 있는 더미입니다.": "생명력 100 - 여러 개의 도기가 쌓여 있는 더미입니다.", "100 HP - 여러 명이 앉을 수 있는 긴 나무 의자입니다.": "생명력 100 - 여러 명이 앉을 수 있는 긴 나무 의자입니다.", "100 HP - 여러 명이 앉을 수 있는 긴 석재 의자입니다.": "생명력 100 - 여러 명이 앉을 수 있는 긴 석재 의자입니다.", "100 HP - 옷을 보관하는 나무 옷장입니다.": "생명력 100 - 옷을 보관하는 나무 옷장입니다.", "100 HP - 옷을 보관하는 석재 옷장입니다.": "생명력 100 - 옷을 보관하는 석재 옷장입니다.", "100 HP - 음식을 차려놓거나 작업하기 좋은 대형 나무 탁자입니다.": "생명력 100 - 음식을 차려놓거나 작업하기 좋은 대형 나무 탁자입니다.", "100 HP - 자연적으로 형성된 암석입니다. 단단합니다.": "생명력 100 - 자연적으로 형성된 암석입니다. 단단합니다.", "100 HP - 자연적으로 형성된 흙으로 이루어진 벽입니다.": "생명력 100 - 자연적으로 형성된 흙으로 이루어진 벽입니다.", "100 HP - 작업과 식사를 위한 석재 탁자입니다.": "생명력 100 - 작업과 식사를 위한 석재 탁자입니다.", "100 HP - 작은 물건을 올려두는 석제 협탁입니다.": "생명력 100 - 작은 물건을 올려두는 석제 협탁입니다.", "100 HP - 장식을 위한 나무 찬장입니다.": "생명력 100 - 장식을 위한 나무 찬장입니다.", "100 HP - 장식을 위한 대형 나무 찬장입니다.": "생명력 100 - 장식을 위한 대형 나무 찬장입니다.", "100 HP - 천으로 만들어진 임시 침낭입니다.": "생명력 100 - 천으로 만들어진 임시 침낭입니다.", "100 HP - 출입이 가능한 기본적인 나무 문입니다.": "생명력 100 - 출입이 가능한 기본적인 나무 문입니다.", "100 HP - 출입이 가능한 판자 문입니다.": "생명력 100 - 출입이 가능한 판자 문입니다.", "100 HP - 편히 앉아 쉴 수 있는 나무 의자입니다.": "생명력 100 - 편히 앉아 쉴 수 있는 나무 의자입니다.", "100 HP - 화분에 심어진 식물입니다.": "생명력 100 - 화분에 심어진 식물입니다.", "100 HP - 화분입니다.": "생명력 100 - 화분입니다.", "100 gold": "100 금", "100 resource rows · 21 nodes · 60 monster-drop rows · 34 chest rows": "100 자원 행 · 21 노드 · 60 몬스터 드롭 행 · 34 상자 행", "100% / kill": "100% / 처치", "100% / open": "100% / 오픈", "100% of post-defense damage (no per-hit cap)": "방어 후 피해의 100%(타격당 상한선 없음)", "100% private: the file is read inside your browser and never uploaded anywhere.": "100% 비공개: 파일은 브라우저 내에서만 읽히며 어디에도 업로드되지 않습니다.", "1000 HP": "HP 1000", "1000 HP - A basic workstation for cooking and preparing food.": "생명력 1000 - 요리와 음식 준비를 위한 기본 작업대.", "1000 HP - A beautiful flower of nature.": "생명력 1000 - 자연이 피워낸 아름다운 꽃.", "1000 HP - A bell made from an Echo Flower.": "생명력 1000 - 메아리꽃으로 만든 종.", "1000 HP - A blue mushroom that can cause hallucinations.": "생명력 1000 - 환각을 일으킬 수 있는 푸른 버섯.", "1000 HP - A board for enjoying dart games.": "생명력 1000 - 다트 게임을 즐기는 보드.", "1000 HP - A bookshelf containing the knowledge of the ancient forest.": "생명력 1000 - 고대 숲의 지식이 담긴 책장.", "1000 HP - A bundle of cargo with various goods piled up.": "생명력 1000 - 다양한 물건이 쌓인 화물 꾸러미.", "1000 HP - A bush from which blueberries can be harvested.": "생명력 1000 - 블루베리를 채집할 수 있는 덤불.", "1000 HP - A cage holding a Gloth Pup.": "생명력 1000 - 글로트 새끼가 갇힌 우리.", "1000 HP - A cage holding a Grey Monster Rat.": "생명력 1000 - 회색 괴물쥐가 갇힌 우리.", "1000 HP - A cage holding a Grey Rat.": "생명력 1000 - 회색 쥐가 갇힌 우리.", "1000 HP - A cage holding a Male Gloth.": "생명력 1000 - 수컷 글로트가 갇힌 우리.", "1000 HP - A cage holding a Mawmurk.": "생명력 1000 - 모우머크가 갇힌 우리.", "1000 HP - A cage holding a Metal Scarab.": "생명력 1000 - 메탈 스카라베가 갇힌 우리.", "1000 HP - A cage holding an Acid Insect.": "생명력 1000 - 산성 곤충이 갇힌 우리.", "1000 HP - A campfire showing signs of frequent use.": "생명력 1000 - 자주 사용한 흔적이 있는 모닥불.", "1000 HP - A carpet dyed red.": "생명력 1000 - 붉게 물들인 카펫.", "1000 HP - A carved stone flower that reacts to resonance.": "생명력 1000 - 공명에 반응하는 조각된 돌 꽃.", "1000 HP - A common grave erected without a name.": "생명력 1000 - 이름 없이 세워진 평범한 무덤.", "1000 HP - A crude totem made of roughly tied skulls.": "생명력 1000 - 두개골을 대충 엮어 만든 조잡한 토템.", "1000 HP - A device once used and discarded by imperial mages.": "생명력 1000 - 제국 마법사들이 사용하다 버린 장치.", "1000 HP - A facility that can fire clay or ore at high temperatures. Used to make bricks or charcoal.": "생명력 1000 - 점토나 광석을 고온으로 굽는 시설. 벽돌이나 숯을 만드는 데 사용됩니다.", "1000 HP - A fertile farm where crops can be grown.": "생명력 1000 - 작물을 기를 수 있는 비옥한 농지.", "1000 HP - A flowerbed adorned with bright yellow flowers.": "생명력 1000 - 밝은 노란 꽃으로 장식된 화단.", "1000 HP - A flowerbed adorned with pink flowers.": "생명력 1000 - 분홍 꽃으로 장식된 화단.", "1000 HP - A freshly sprouted Dustroot.": "생명력 1000 - 갓 싹튼 더스트루트.", "1000 HP - A fully grown Dustroot. Ready for harvest.": "생명력 1000 - 다 자란 더스트루트. 수확할 준비가 되었습니다.", "1000 HP - A grave desecrated and left in ruins.": "생명력 1000 - 훼손된 채 방치된 무덤.", "1000 HP - A large node where abundant copper ore can be mined.": "생명력 1000 - 풍부한 구리 광석을 채굴할 수 있는 큰 광맥.", "1000 HP - A large rock that can be mined for resources.": "생명력 1000 - 채굴하여 자원을 얻을 수 있는 큰 바위.", "1000 HP - A large rock yielding a large amount of stone.": "생명력 1000 - 많은 양의 돌을 얻을 수 있는 큰 바위.", "1000 HP - A luxurious chest containing rare treasures.": "생명력 1000 - 희귀한 보물이 담긴 화려한 상자.", "1000 HP - A medium copper node, good for mining.": "생명력 1000 - 채굴하기 좋은 중간 크기 구리 광맥.", "1000 HP - A medium-sized blue crystal with a calm energy.": "생명력 1000 - 차분한 에너지를 지닌 중간 크기의 푸른 결정.", "1000 HP - A medium-sized dirt rock.": "생명력 1000 - 중간 크기의 흙 바위.", "1000 HP - A medium-sized green crystal radiating life energy.": "생명력 1000 - 생명 에너지를 발산하는 중간 크기의 녹색 결정.", "1000 HP - A medium-sized red crystal imbued with intense energy.": "생명력 1000 - 강렬한 에너지가 깃든 중간 크기의 붉은 결정.", "1000 HP - A medium-sized vein for steady silver extraction.": "생명력 1000 - 꾸준히 은을 채굴할 수 있는 중간 크기 광맥.", "1000 HP - A mystical tree symbolizing vitality.": "생명력 1000 - 생명력을 상징하는 신비한 나무.", "1000 HP - A mystical tree that glows with a deep, blood-red aura, exuding a dark and ominous presence.": "생명력 1000 - 짙은 핏빛 기운을 내뿜으며 어둡고 불길한 존재감을 풍기는 신비한 나무.", "1000 HP - A pile of assorted bones.": "생명력 1000 - 잡다한 뼈 더미.", "1000 HP - A pile of bizarrely twisted metals.": "생명력 1000 - 기괴하게 뒤틀린 금속 더미.", "1000 HP - A pile of discarded items. You can get scrap metal.": "생명력 1000 - 버려진 물건 더미. 고철을 얻을 수 있다.", "1000 HP - A pile of old scrap metal left neglected.": "생명력 1000 - 방치된 낡은 고철 더미.", "1000 HP - A pile of scrap imbued with magic. Useful resources can be recovered.": "생명력 1000 - 마법이 깃든 고철 더미. 유용한 자원을 회수할 수 있다.", "1000 HP - A play table for dice-based games.": "생명력 1000 - 주사위 게임용 놀이 탁자.", "1000 HP - A plump wild grub. Can be used as a cooking ingredient.": "생명력 1000 - 통통한 야생 굼벵이. 요리 재료로 사용할 수 있다.", "1000 HP - A portal that rose from the corrupted land one day.": "생명력 1000 - 어느 날 오염된 땅에서 솟아오른 포탈.", "1000 HP - A portal used for inter-floor movement in dungeons.": "생명력 1000 - 던전 층간 이동에 사용되는 포털.", "1000 HP - A professional cooking station equipped with various tools. You can make complex and delicious dishes.": "생명력 1000 - 다양한 도구를 갖춘 전문 요리 시설. 복잡하고 맛있는 요리를 만들 수 있습니다.", "1000 HP - A repair stand for mending equipment.": "생명력 1000 - 장비를 손질하는 수리대.", "1000 HP - A rock that can be mined for resources.": "생명력 1000 - 채굴하여 자원을 얻을 수 있는 바위.", "1000 HP - A scarecrow exuding an ominous aura.": "생명력 1000 - 불길한 기운을 내뿜는 허수아비.", "1000 HP - A scrap pile with traces of magic residue.": "생명력 1000 - 마법 잔재가 남은 고철 더미.", "1000 HP - A simple root vegetable that can be cultivated.": "생명력 1000 - 재배 가능한 평범한 뿌리채소.", "1000 HP - A simple tent used by goblins.": "생명력 1000 - 고블린이 사용하는 소박한 천막.", "1000 HP - A simple totem crafted from bones.": "생명력 1000 - 뼈로 만든 단순한 토템.", "1000 HP - A slightly larger goblin tent.": "생명력 1000 - 조금 더 큰 고블린 천막.", "1000 HP - A small campfire used by goblins.": "생명력 1000 - 고블린이 사용하는 작은 모닥불.", "1000 HP - A small chest containing modest treasures.": "생명력 1000 - 소소한 보물이 담긴 작은 상자.", "1000 HP - A small crystal with a greenish glow.": "생명력 1000 - 녹색 빛을 띠는 작은 결정.", "1000 HP - A small node containing copper ore.": "생명력 1000 - 구리 광석이 담긴 작은 광맥.", "1000 HP - A small rock covered in dirt. Can be mined to get stone.": "생명력 1000 - 흙으로 뒤덮인 작은 바위. 채굴하여 돌을 얻을 수 있다.", "1000 HP - A small vein from which a modest amount of silver can be mined.": "생명력 1000 - 소량의 은을 채굴할 수 있는 작은 광맥.", "1000 HP - A small, glowing blue crystal.": "생명력 1000 - 푸른빛을 내는 작은 결정.", "1000 HP - A small, glowing red crystal.": "생명력 1000 - 붉은빛을 내는 작은 결정.", "1000 HP - A stand used to hold torches.": "생명력 1000 - 횃불을 꽂아두는 받침대.", "1000 HP - A structure for hanging and drying leather or food. Removes moisture to improve preservation.": "생명력 1000 - 가죽이나 음식을 걸어 건조하는 시설. 수분을 제거해 보존성을 높입니다.", "1000 HP - A table suited for card games.": "생명력 1000 - 카드 게임에 적합한 탁자.", "1000 HP - A tightly bound bundle of cargo.": "생명력 1000 - 단단히 묶인 화물 꾸러미.", "1000 HP - A tool used to remove floors. Consumed resources will not be returned.": "생명력 1000 - 바닥을 철거하는 도구. 소모된 자원은 반환되지 않습니다.", "1000 HP - A totem built by stacking multiple skulls.": "생명력 1000 - 여러 개의 두개골을 쌓아 만든 토템.", "1000 HP - A trap that deals deadly damage to enemies.": "생명력 1000 - 적에게 치명적인 피해를 입히는 함정.", "1000 HP - A treasure chest built to be sturdy.": "생명력 1000 - 튼튼하게 만들어진 보물 상자.", "1000 HP - A treasure chest found in the lower levels of the Abyss.": "생명력 1000 - 심연 하위 층에서 발견되는 보물 상자.", "1000 HP - A treasure chest guarded by powerful enemies of the Abyss.": "생명력 1000 - 심연의 강력한 적들이 지키는 보물 상자.", "1000 HP - A treasure chest obtained after defeating the boss of the Abyss.": "생명력 1000 - 심연의 보스를 처치하면 얻는 보물 상자.", "1000 HP - A tree with beehives full of honey.": "생명력 1000 - 꿀이 가득한 벌집이 달린 나무.", "1000 HP - A valuable treasure chest found in the higher levels of the Abyss.": "생명력 1000 - 심연 상위 층에서 발견되는 귀중한 보물 상자.", "1000 HP - A wagon broken beyond use.": "생명력 1000 - 더 이상 쓸 수 없을 만큼 부서진 수레.", "1000 HP - A wooden crate used to store basic supplies.": "생명력 1000 - 기본 물자를 보관하는 나무 상자.", "1000 HP - A workbench for pouring molten metal into molds. Essential for crafting metal parts.": "생명력 1000 - 녹인 금속을 틀에 붓는 작업대. 금속 부품 제작에 필수적입니다.", "1000 HP - A working slot machine.": "생명력 1000 - 작동하는 슬롯머신.", "1000 HP - A workstation for alchemical experiments and potion crafting.": "생명력 1000 - 연금술 실험과 물약 제작을 위한 작업대.", "1000 HP - A workstation for crafting and decorating accessories.": "생명력 1000 - 장신구를 제작하고 장식하는 작업대.", "1000 HP - A workstation for crafting basic tools.": "생명력 1000 - 기본 도구를 제작하는 작업대.", "1000 HP - A workstation for processing materials gathered from the wild.": "생명력 1000 - 야생에서 채집한 재료를 가공하는 작업대.", "1000 HP - A workstation for processing stone into construction materials.": "생명력 1000 - 돌을 건축 자재로 가공하는 작업대.", "1000 HP - A workstation for processing wood and crafting various tools.": "생명력 1000 - 목재를 가공하고 다양한 도구를 제작하는 작업대.", "1000 HP - A workstation for repairing equipment.": "생명력 1000 - 장비를 수리하는 작업대.", "1000 HP - A workstation for researching and developing new technologies.": "생명력 1000 - 새로운 기술을 연구하고 개발하는 작업대.", "1000 HP - A workstation where you can tan and process leather. Used to craft various leather products.": "생명력 1000 - 가죽을 무두질하고 가공하는 작업대. 다양한 가죽 제품을 제작하는 데 사용됩니다.", "1000 HP - A wriggling giant grub. Used as food.": "생명력 1000 - 꿈틀거리는 거대한 굼벵이. 식량으로 사용된다.", "1000 HP - An obelisk to record progress in dungeons.": "생명력 1000 - 던전 진행 상황을 기록하는 오벨리스크.", "1000 HP - Discarded parts of old magical devices.": "생명력 1000 - 버려진 낡은 마법 장치의 부품.", "1000 HP - Freshly planted oat seeds.": "생명력 1000 - 갓 심은 귀리 씨앗.", "1000 HP - It has grown quite a bit. Early harvest is possible.": "생명력 1000 - 꽤 자랐습니다. 조기 수확이 가능합니다.", "1000 HP - It is a floor made from arranged logs.": "생명력 1000 - 통나무를 엮어 만든 바닥.", "1000 HP - It is a sturdy floor made from shaped stone.": "생명력 1000 - 다듬은 돌로 만든 튼튼한 바닥입니다.", "1000 HP - It is a wooden fence.": "생명력 1000 - 나무 울타리입니다.", "1000 HP - It is a wooden floor made from processed planks.": "생명력 1000 - 가공한 판자로 만든 나무 바닥입니다.", "1000 HP - It is an edible mushroom.": "생명력 1000 - 식용 가능한 버섯이다.", "1000 HP - It is beginning to sprout.": "생명력 1000 - 이제 막 싹트기 시작했습니다.", "1000 HP - It's remains of a giant stone golem.": "생명력 1000 - 거대한 돌 골렘의 잔해다.", "1000 HP - Mixed with rusty parts and junk.": "생명력 1000 - 녹슨 부품과 잡동사니가 뒤섞여 있다.", "1000 HP - Oat sprouts are growing.": "생명력 1000 - 귀리 새싹이 자라고 있습니다.", "1000 HP - Oats have grown quite a bit. Early harvest is possible.": "생명력 1000 - 귀리가 꽤 자랐습니다. 조기 수확이 가능합니다.", "1000 HP - Rare Mandrake used for medicinal purposes.": "생명력 1000 - 약재로 쓰이는 희귀한 맨드레이크.", "1000 HP - Scattered remains of animal bones.": "생명력 1000 - 흩어진 동물 뼈의 잔해.", "1000 HP - The blood tree has soaked up blood.": "생명력 1000 - 피를 흠뻑 빨아들인 피의 나무.", "1000 HP - The core device that sustains the dungeon, serving as a powerful energy source.": "생명력 1000 - 던전을 유지하는 핵심 장치이자 강력한 에너지원.", "1000 HP - This is an empty wagon": "생명력 1000 - 비어 있는 짐마차입니다", "1000 HP - Well-ripened oats. Ready for harvest.": "생명력 1000 - 잘 익은 귀리. 수확할 준비가 되었습니다.", "1000 HP - Wild herbs useful for healing or cooking.": "생명력 1000 - 치료나 요리에 쓰이는 야생 약초.", "1000 HP - Wild oats grown in nature.": "생명력 1000 - 자연에서 자란 야생 귀리.", "1000 HP - You can make staffs.": "생명력 1000 - 지팡이를 만들 수 있습니다.", "1000 HP - 가죽을 무두질하고 가공할 수 있는 작업대입니다. 다양한 가죽 제품을 제작합니다.": "생명력 1000 - 가죽을 무두질하고 가공할 수 있는 작업대입니다. 다양한 가죽 제품을 제작합니다.", "1000 HP - 가죽이나 음식물을 걸어서 말릴 수 있는 구조물입니다. 재료의 수분을 제거하여 보존성을 높입니다.": "생명력 1000 - 가죽이나 음식물을 걸어서 말릴 수 있는 구조물입니다. 재료의 수분을 제거하여 보존성을 높입니다.", "1000 HP - 간단한 물자를 보관할 수 있는 나무 상자입니다.": "생명력 1000 - 간단한 물자를 보관할 수 있는 나무 상자입니다.", "1000 HP - 갓 심은 귀리 씨앗입니다.": "생명력 1000 - 갓 심은 귀리 씨앗입니다.", "1000 HP - 갓 싹튼 먼지구근": "생명력 1000 - 갓 싹튼 먼지구근", "1000 HP - 강렬한 에너지를 담고 있는 중간 크기의 적수정입니다.": "생명력 1000 - 강렬한 에너지를 담고 있는 중간 크기의 적수정입니다.", "1000 HP - 고대 숲의 지식을 담고 있는 책장입니다.": "생명력 1000 - 고대 숲의 지식을 담고 있는 책장입니다.", "1000 HP - 고블린들이 사용하는 간이 천막입니다.": "생명력 1000 - 고블린들이 사용하는 간이 천막입니다.", "1000 HP - 고온으로 흙이나 광석을 구울 수 있는 시설입니다. 벽돌이나 숯을 만들 때 사용합니다.": "생명력 1000 - 고온으로 흙이나 광석을 구울 수 있는 시설입니다. 벽돌이나 숯을 만들 때 사용합니다.", "1000 HP - 구리 광석이 포함된 작은 광맥입니다.": "생명력 1000 - 구리 광석이 포함된 작은 광맥입니다.", "1000 HP - 귀리 싹이 자라나고 있습니다.": "생명력 1000 - 귀리 싹이 자라나고 있습니다.", "1000 HP - 귀리가 제법 자랐습니다. 조기 수확이 가능합니다.": "생명력 1000 - 귀리가 제법 자랐습니다. 조기 수확이 가능합니다.", "1000 HP - 귀한 보물이 담긴 화려한 보물 상자입니다.": "생명력 1000 - 귀한 보물이 담긴 화려한 보물 상자입니다.", "1000 HP - 기초적인 도구 제작이 가능한 작업대입니다.": "생명력 1000 - 기초적인 도구 제작이 가능한 작업대입니다.", "1000 HP - 꿀이 가득한 벌집이 달려있는 나무입니다.": "생명력 1000 - 꿀이 가득한 벌집이 달려있는 나무입니다.", "1000 HP - 꿈틀거리는 거대한 고기벌레입니다. 식량으로 사용됩니다.": "생명력 1000 - 꿈틀거리는 거대한 고기벌레입니다. 식량으로 사용됩니다.", "1000 HP - 나무로 된 울타리입니다.": "생명력 1000 - 나무로 된 울타리입니다.", "1000 HP - 녹슨 부품과 잡동사니가 뒤섞여 있습니다.": "생명력 1000 - 녹슨 부품과 잡동사니가 뒤섞여 있습니다.", "1000 HP - 녹인 금속을 틀에 부어 형태를 만드는 작업대입니다. 금속 부품을 제작하는 데 필수적입니다.": "생명력 1000 - 녹인 금속을 틀에 부어 형태를 만드는 작업대입니다. 금속 부품을 제작하는 데 필수적입니다.", "1000 HP - 다양한 조리 도구를 갖춘 전문적인 요리대입니다. 복잡하고 맛있는 요리를 만들 수 있습니다.": "생명력 1000 - 다양한 조리 도구를 갖춘 전문적인 요리대입니다. 복잡하고 맛있는 요리를 만들 수 있습니다.", "1000 HP - 다트 게임을 즐길 수 있는 놀이판입니다.": "생명력 1000 - 다트 게임을 즐길 수 있는 놀이판입니다.", "1000 HP - 단단히 묶여있는 화물 꾸러미입니다.": "생명력 1000 - 단단히 묶여있는 화물 꾸러미입니다.", "1000 HP - 던전을 유지하는 핵심 장치로, 강력한 에너지원입니다.": "생명력 1000 - 던전을 유지하는 핵심 장치로, 강력한 에너지원입니다.", "1000 HP - 돌을 다듬어 만든 견고한 바닥입니다.": "생명력 1000 - 돌을 다듬어 만든 견고한 바닥입니다.", "1000 HP - 마력의 잔재가 남아있는 고철 더미입니다.": "생명력 1000 - 마력의 잔재가 남아있는 고철 더미입니다.", "1000 HP - 마력이 깃든 고철들이 모여있는 더미입니다. 유용한 자원을 회수할 수 있습니다.": "생명력 1000 - 마력이 깃든 고철들이 모여있는 더미입니다. 유용한 자원을 회수할 수 있습니다.", "1000 HP - 많은 양의 돌을 얻을 수 있는 거대한 암석입니다.": "생명력 1000 - 많은 양의 돌을 얻을 수 있는 거대한 암석입니다.", "1000 HP - 먹을 수 있는 버섯입니다.": "생명력 1000 - 먹을 수 있는 버섯입니다.", "1000 HP - 목재를 가공하여 다양한 도구를 제작할 수 있는 작업대입니다.": "생명력 1000 - 목재를 가공하여 다양한 도구를 제작할 수 있는 작업대입니다.", "1000 HP - 부서져 쓸 수 없게 된 짐마차입니다.": "생명력 1000 - 부서져 쓸 수 없게 된 짐마차입니다.", "1000 HP - 분홍빛 꽃으로 장식된 화단입니다.": "생명력 1000 - 분홍빛 꽃으로 장식된 화단입니다.", "1000 HP - 붉은색으로 물들인 카펫입니다.": "생명력 1000 - 붉은색으로 물들인 카펫입니다.", "1000 HP - 블루베리를 수확할 수 있는 덤불입니다.": "생명력 1000 - 블루베리를 수확할 수 있는 덤불입니다.", "1000 HP - 비어있는 마차입니다": "생명력 1000 - 비어있는 마차입니다", "1000 HP - 뼈로 만들어진 단순한 토템입니다.": "생명력 1000 - 뼈로 만들어진 단순한 토템입니다.", "1000 HP - 새로운 기술을 연구하고 발전시킬 수 있는 작업대입니다.": "생명력 1000 - 새로운 기술을 연구하고 발전시킬 수 있는 작업대입니다.", "1000 HP - 샛노랑 꽃으로 장식된 화단입니다.": "생명력 1000 - 샛노랑 꽃으로 장식된 화단입니다.", "1000 HP - 생명력을 상징하는 신비한 나무입니다.": "생명력 1000 - 생명력을 상징하는 신비한 나무입니다.", "1000 HP - 생명의 기운이 담긴 중간 크기의 녹수정입니다.": "생명력 1000 - 생명의 기운이 담긴 중간 크기의 녹수정입니다.", "1000 HP - 석재를 가공하여 건축 자재를 제작하는 작업대입니다.": "생명력 1000 - 석재를 가공하여 건축 자재를 제작하는 작업대입니다.", "1000 HP - 심연 고층에서 발견되는 귀중한 보물상자입니다.": "생명력 1000 - 심연 고층에서 발견되는 귀중한 보물상자입니다.", "1000 HP - 심연 저층에서 발견되는 보물상자입니다.": "생명력 1000 - 심연 저층에서 발견되는 보물상자입니다.", "1000 HP - 심연의 강력한 적들이 지키던 보물상자입니다.": "생명력 1000 - 심연의 강력한 적들이 지키던 보물상자입니다.", "1000 HP - 심연의 보스를 쓰러뜨린 뒤 얻을 수 있는 보물상자입니다.": "생명력 1000 - 심연의 보스를 쓰러뜨린 뒤 얻을 수 있는 보물상자입니다.", "1000 HP - 싹이 자라나고 있습니다.": "생명력 1000 - 싹이 자라나고 있습니다.", "1000 HP - 아름다운 자연의 꽃입니다.": "생명력 1000 - 아름다운 자연의 꽃입니다.", "1000 HP - 야생 소재를 가공하기 위한 작업대입니다.": "생명력 1000 - 야생 소재를 가공하기 위한 작업대입니다.", "1000 HP - 어딘가 불길한 기운이 감도는 허수아비입니다.": "생명력 1000 - 어딘가 불길한 기운이 감도는 허수아비입니다.", "1000 HP - 여러 개의 뼈가 쌓여 있는 무더기입니다.": "생명력 1000 - 여러 개의 뼈가 쌓여 있는 무더기입니다.", "1000 HP - 여러 물건이 쌓여있는 화물 꾸러미입니다.": "생명력 1000 - 여러 물건이 쌓여있는 화물 꾸러미입니다.", "1000 HP - 여러 해골을 쌓아 올린 토템입니다.": "생명력 1000 - 여러 해골을 쌓아 올린 토템입니다.", "1000 HP - 연금술 실험과 물약 제작이 가능한 작업대입니다.": "생명력 1000 - 연금술 실험과 물약 제작이 가능한 작업대입니다.", "1000 HP - 은을 소량으로 채굴할 수 있는 작은 광맥입니다.": "생명력 1000 - 은을 소량으로 채굴할 수 있는 작은 광맥입니다.", "1000 HP - 은을 안정적으로 채굴할 수 있는 중형 광맥입니다.": "생명력 1000 - 은을 안정적으로 채굴할 수 있는 중형 광맥입니다.", "1000 HP - 음식을 조리하고 준비할 수 있는 기본적인 조리대입니다.": "생명력 1000 - 음식을 조리하고 준비할 수 있는 기본적인 조리대입니다.", "1000 HP - 자연에서 자라난 야생 귀리입니다.": "생명력 1000 - 자연에서 자라난 야생 귀리입니다.", "1000 HP - 작고 붉게 빛나는 수정입니다.": "생명력 1000 - 작고 붉게 빛나는 수정입니다.", "1000 HP - 작고 초록빛을 띠는 수정입니다.": "생명력 1000 - 작고 초록빛을 띠는 수정입니다.", "1000 HP - 작고 푸르게 빛나는 수정입니다.": "생명력 1000 - 작고 푸르게 빛나는 수정입니다.", "1000 HP - 작물을 재배할 수 있는 비옥한 밭입니다.": "생명력 1000 - 작물을 재배할 수 있는 비옥한 밭입니다.", "1000 HP - 잘 익은 귀리입니다. 수확할 준비가 되었습니다.": "생명력 1000 - 잘 익은 귀리입니다. 수확할 준비가 되었습니다.", "1000 HP - 잘 익은 먼지구근입니다. 수확할 준비가 되었습니다.": "생명력 1000 - 잘 익은 먼지구근입니다. 수확할 준비가 되었습니다.", "1000 HP - 장비를 수리하는 수리대입니다.": "생명력 1000 - 장비를 수리하는 수리대입니다.", "1000 HP - 장비를 수리하는 작업대입니다.": "생명력 1000 - 장비를 수리하는 작업대입니다.", "1000 HP - 장신구를 제작하고 꾸미는 작업대입니다.": "생명력 1000 - 장신구를 제작하고 꾸미는 작업대입니다.", "1000 HP - 재배할 수 있는 간단한 뿌리 채소입니다.": "생명력 1000 - 재배할 수 있는 간단한 뿌리 채소입니다.", "1000 HP - 적당한 크기의 흙 암석입니다.": "생명력 1000 - 적당한 크기의 흙 암석입니다.", "1000 HP - 제법 자랐습니다. 조기 수확이 가능합니다.": "생명력 1000 - 제법 자랐습니다. 조기 수확이 가능합니다.", "1000 HP - 조금 더 큰 고블린 천막입니다.": "생명력 1000 - 조금 더 큰 고블린 천막입니다.", "1000 HP - 조용한 에너지가 느껴지는 중간 크기의 청수정입니다.": "생명력 1000 - 조용한 에너지가 느껴지는 중간 크기의 청수정입니다.", "1000 HP - 조잡하게 엮은 해골 장식 토템입니다.": "생명력 1000 - 조잡하게 엮은 해골 장식 토템입니다.", "1000 HP - 주사위를 굴려 즐기는 게임용 놀이대입니다.": "생명력 1000 - 주사위를 굴려 즐기는 게임용 놀이대입니다.", "1000 HP - 지팡이를 만들 수 있습니다.": "생명력 1000 - 지팡이를 만들 수 있습니다.", "1000 HP - 짙은 붉은빛을 띠며, 어둡고 불길한 기운을 뿜어내는 나무입니다.": "생명력 1000 - 짙은 붉은빛을 띠며, 어둡고 불길한 기운을 뿜어내는 나무입니다.", "1000 HP - 채광하기 좋은 크기의 구리 광맥입니다.": "생명력 1000 - 채광하기 좋은 크기의 구리 광맥입니다.", "1000 HP - 치유나 요리에 사용할 수 있는 야생 약초입니다.": "생명력 1000 - 치유나 요리에 사용할 수 있는 야생 약초입니다.", "1000 HP - 카드 게임에 적합한 테이블입니다.": "생명력 1000 - 카드 게임에 적합한 테이블입니다.", "1000 HP - 통나무를 이어 만든 바닥입니다.": "생명력 1000 - 통나무를 이어 만든 바닥입니다.", "1000 HP - 통통하게 살이 오른 야생 고기벌레입니다. 요리 재료로 쓸 수 있습니다.": "생명력 1000 - 통통하게 살이 오른 야생 고기벌레입니다. 요리 재료로 쓸 수 있습니다.", "1000 HP - 튼튼하게 제작된 보물 상자입니다.": "생명력 1000 - 튼튼하게 제작된 보물 상자입니다.", "1000 HP - 판자를 가공해 만든 나무 바닥입니다.": "생명력 1000 - 판자를 가공해 만든 나무 바닥입니다.", "1000 HP - 평범한 보물이 담긴 작은 상자입니다.": "생명력 1000 - 평범한 보물이 담긴 작은 상자입니다.", "1000 HP - 풍부한 구리 광석을 채굴할 수 있는 대형 광맥입니다.": "생명력 1000 - 풍부한 구리 광석을 채굴할 수 있는 대형 광맥입니다.", "1000 HP - 혈목이 피를 머금었습니다.": "생명력 1000 - 혈목이 피를 머금었습니다.", "1000 HP - 흙이 묻어있는 작은 바위입니다. 채광하여 돌을 얻을 수 있습니다.": "생명력 1000 - 흙이 묻어있는 작은 바위입니다. 채광하여 돌을 얻을 수 있습니다.", "1000 HP - 희귀한 약재로 사용되는 만드레이크입니다.": "생명력 1000 - 희귀한 약재로 사용되는 만드레이크입니다.", "1000 gold": "1000 gold", "10000 HP - A harmful plant grown in the Barren Land due to corrupted magic leaking from the Dungeon Portal. These vines cause mental disturbance through gloomy magic, and adjacent lands turn into contaminated ground.": "생명력 10000 - 던전 포탈에서 새어 나온 타락한 마력으로 불모지에서 자란 유해한 식물. 이 덩굴은 음울한 마력으로 정신적 교란을 일으키며 인접한 땅을 오염된 대지로 바꿉니다.", "10000 HP - A harmful plant that grows in Barren Land due to the corrupt magic flowing from Dungeon Portal.": "생명력 10000 - 던전 포탈에서 흘러나오는 타락한 마력으로 인해 불모지에서 자라는 유해한 식물.", "105 magic": "105 마법", "105 magic damage / target": "105 마법 피해 / 목표", "106 physical": "106 물리", "106 physical damage / target": "목표당 106 물리 피해", "106 physical damage / target - 35.5 per energy": "106 물리 피해 / 대상 - 에너지당 35.5", "1065 gold": "1065 금", "108 direct only, up to 168 per hit target with the full 60 burn damage from one application.": "108 직접 피해만, 일회 적용으로 최대 60의 화염 피해 전체로 타격 대상당 최대 168까지.", "108 gold": "108 골드", "108 magic": "108 마법", "10s": "10s", "10s cooldown": "10초 재사용 대기시간", "10x": "10x", "10×1 tiles": "10×1 타일", "10×2 tiles": "10×2 타일", "10초 동안 20의 껍질을 얻습니다. 20s cooldown Effects: • 껍질 (on the caster): 피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다.": "10초 동안 20의 껍질을 얻습니다. 20s cooldown Effects: • 껍질 (on the caster): 피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다.", "11 energy = 1 to cast + 10 for the Bubbling it consumes.": "11 에너지 = 시전 1 + 소모되는 버블링 10.", "11 gold": "11 골드", "11 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 11개", "11.11% / kill": "11.11% / 처치", "11.5 gold": "11.5 골드", "110 gold": "110 골드", "112 gold": "112 골드", "113.5 gold": "113.5 골드", "114.5 gold": "114.5 골드", "115 physical": "115 물리", "115 physical damage / target - 38.4 per energy": "115 물리 피해 / 대상 - 에너지당 38.4", "118 gold": "118 금", "118 physical": "118 물리", "118 physical damage / target": "118 물리 피해 / 대상", "11x": "11x", "12 gold": "12 골드", "12 in-game hours": "게임 내 12시간", "12 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 12개", "12 skill points to unlock": "해금하려면 12 스킬 포인트 필요", "12.5% / kill": "12.5% / 처치", "120 HP": "120 생명력", "120 gold": "120 골드", "1200 gold": "1200 금화", "1200 min": "1200분", "12000 ticks (≈0.19 days)": "12000 틱 (≈0.19일)", "120s": "120초", "120s cooldown": "쿨타임 120초", "122 gold": "122 골드", "122.5 gold": "122.5 골드", "123 gold": "123 골드", "124 magic damage / target": "124 마법 피해 / 대상", "1247 gold": "1247 골드", "125 gold": "125 금화", "12s": "12s", "12x": "12x", "12×8 tiles": "12 x 8 타일", "12초 동안 요새화을 얻고, 근접 공격 가드 시 적에게 물리 공격력의 100%에 해당하는 피해를 입힙니다. 7 energy - 30s cooldown Effects: • 요새화 (on user): +35% 가드율": "12초 동안 요새화을 얻고, 근접 공격 가드 시 적에게 물리 공격력의 100%에 해당하는 피해를 입힙니다. 7 energy - 30s cooldown Effects: • 요새화 (on user): +35% 가드율", "12초 동안 자신이 잃은 현재 생명력의 120% 만큼 보호막을 얻습니다. 3 energy - 18s cooldown Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "12초 동안 자신이 잃은 현재 생명력의 120% 만큼 보호막을 얻습니다. 3 energy - 18s cooldown Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "13 cells (Manhattan radius 2): up to 13 targets, 2,548 total if every cell is hit. Also hits allies in the area": "13 칸 (맨해튼 반경 2): 최대 13 대상, 모든 칸이 적중하면 합계 2,548. 또한 영역 내의 아군에 적중", "13 cells (Manhattan radius 2): up to 13 targets, 2,993 total if every cell is hit": "13 칸 (맨해튼 반경 2): 최대 13 대상, 모든 칸이 적중하면 합계 2,993", "13 cells (Manhattan radius 2): up to 13 targets, 3,230 total if every cell is hit": "13 칸 (Manhattan 반경 2): 최대 13 대상, 3,230 합계 if 모든 cell is 명중", "13 cells (Manhattan radius 2): up to 13 targets, 5,606 total if every cell is hit. Also hits allies in the area": "13 칸 (Manhattan 반경 2): 최대 13 대상, 5,606 합계 if 모든 cell is 명중. Also 명중시킴 아군 in the 범위", "13 gold": "13 금화", "13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)": "효과 없는 소울스톤 13개(그레이 랫, 애시드 인섹트, 메탈 스캐럽, 슬라임, 로열 슬라임, 블러드 슬라임, 본 스파이더, 머시 바이터, 스택헤어, 헤지호그 등)", "13 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 13개의 다른 템플릿", "13.04% / open": "13.04% / 개방", "13.33% / kill": "13.33% / 처치", "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value": "13.5 + 힘 x1.0 + 민첩성 x0.5 + 인지력 x0.5 + 무기 값", "13.79% / kill": "13.79% / 처치", "130 gold": "130 골드", "132 gold": "132 골드", "133 physical damage / target": "133 물리 피해 / 대상", "135 gold": "135 골드", "13500 ticks (≈0.21 days)": "13500 틱 (≈0.21일)", "13s": "13초", "13x": "13x", "14 gold": "14 골드", "14 skill points to unlock": "해제하려면 스킬 포인트 14개 필요", "140 gold": "140 골드", "1408 gold": "1408 골드", "142 physical": "142 물리", "142 physical damage / target": "142 물리 피해 / 대상", "142 resource rows · 26 nodes · 61 monster-drop rows · 28 chest rows": "142 자원 행 · 26 노드 · 61 몬스터 드롭 행 · 28 상자 행", "142.5 gold": "142.5 골드", "143 gold": "143 금", "144 physical attack": "144 물리 공격", "1440 min": "1440분", "147 gold": "147 골드", "148 gold": "148 골드", "14x": "14x", "15 damage/second": "초당 15 피해", "15 gold": "15 골드", "15 in-game days": "게임 내 15일", "15 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 15개", "15 resource rows · 15 chest rows": "15 자원 행 · 15 상자 행", "15 stacks = +150 each": "15 스택 = +150 각각", "15 total": "합계 15", "15.38% / kill": "15.38% / 처치", "15.79% / kill": "15.79% / 처치", "150 / sec": "150 / 초", "150 HP - It's one big seed.": "생명력 150 - 커다란 씨앗 하나입니다.", "150 gold": "150 금", "150 magic damage per second": "초당 150 마법 피해", "1500 HP - A scarecrow wearing a ridiculous jester hat.": "생명력 1500 - 우스꽝스러운 광대 모자를 쓴 허수아비.", "1500 HP - A vein from which iron can be mined.": "생명력 1500 - 철을 채굴할 수 있는 광맥.", "1500 HP - 우스꽝스러운 광대 모자를 쓴 허수아비입니다.": "생명력 1500 - 우스꽝스러운 광대 모자를 쓴 허수아비입니다.", "1500 HP - 철을 채굴할 수 있는 광맥입니다.": "생명력 1500 - 철을 채굴할 수 있는 광맥입니다.", "1500 gold": "1500 골드", "150x": "150x", "151 damage / target": "목표당 151 피해", "152 gold": "152 골드", "157 magic": "157 마법", "157.5 gold": "157.5 골드", "15s": "15s", "15s cooldown": "15초 재사용 대기", "15x": "15배", "15초 동안 이동 속도가 25% 증가합니다. 60s cooldown": "15초 동안 이동 속도가 25% 증가합니다. 60s cooldown", "16 gold": "16 골드", "16.67% / kill": "16.67% / 처치", "16.67% / open": "16.67% / 개방", "161 gold": "161 골드", "163 magic": "163 마법", "163 magic damage / target - 23.2 per energy": "163 마법 피해 / 대상 - 에너지당 23.2", "164 resource rows - 30 nodes - 60 monster-drop rows - 43 chest rows": "164개의 리소스 행 - 30개 노드 - 60개 몬스터 드롭 행 - 43개 보물상자 행", "167.5 gold": "167.5 금", "168 gold": "168 골드", "169 gold": "169 골드", "16s": "16초", "16s cooldown": "16초 재사용 대기시간", "16x": "16x", "17 backgrounds": "17 배경", "17 gold": "17 골드", "17 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 17개의 다른 템플릿", "17.5 gold": "17.5 골드", "173 gold": "173 골드", "177 physical": "177 물리", "177 physical damage / target - 35.5 per energy": "177 물리 피해 / 대상 - 에너지당 35.5", "178.5 gold": "178.5 골드", "18 gold": "18 금", "18.37% / kill": "18.37% / 처치", "18.75% / open": "18.75% / 개방", "180 gold": "180 골드", "182 gold": "182 골드", "184 gold": "184 금", "184.5 gold": "184.5 금화", "186 physical": "186 물리", "186 physical damage / target - 46.5 per energy": "186 물리 피해 / 대상 - 에너지당 46.5", "189 gold": "189 골드", "18s": "18초", "18x": "18x", "19 gold": "19 골드", "193.5 gold": "193.5 금화", "196 magic": "196 마법", "196 with no Burning on the target, up to 686 at the 50-stack cap (each stack adds about 10). Does not consume the stacks.": "대상에게 불타기가 없을 때 196, 50스택 상한에서는 686까지 (스택당 약 10씩 추가). 스택을 소모하지 않습니다.", "1s": "1초", "1s cooldown": "재사용 대기 1초", "1x": "1x", "1x the median magic active per cast": "시전당 중간 마법 액티브의 1배", "1x the median physical active per cast": "시전당 중간 물리 활성 1배", "1× CraftingCookery (quality ≥ 0)": "1× CraftingCookery (품질 ≥ 0)", "1× CraftingCookery (quality ≥ 20)": "1× 요리제작 (품질 ≥ 20)", "1× CraftingMagic (quality ≥ 0)": "1× 제작 마법 (품질 ≥ 0)", "1× CraftingMagic (quality ≥ 10)": "1× 마법 제작 (품질 ≥ 10)", "1× CraftingWorkshop (quality ≥ 0)": "1× CraftingWorkshop (품질 ≥ 0)", "1× CraftingWorkshop (quality ≥ 10)": "1× CraftingWorkshop (품질 ≥ 10)", "1× CraftingWorkshop (quality ≥ 15)": "1x 제작 공방(품질 >= 15)", "1× LevelUp (quality ≥ 5)": "1× 레벨업 (품질 ≥ 5)", "1× Merchant (quality ≥ 0)": "1x 상인 (품질 >= 0)", "1× Research (quality ≥ 0)": "1× 연구 (품질 ≥ 0)", "1× Sleep (quality ≥ 10)": "1× 수면 (품질 ≥ 10)", "1× Sleep (quality ≥ 15)": "1× 수면 (품질 ≥ 15)", "1× Sleep (quality ≥ 5)": "1× Sleep (품질 ≥ 5)", "1× Table (quality ≥ 10)": "1× 테이블 (품질 ≥ 10)", "1× Table (quality ≥ 15)": "1× Table (품질 ≥ 15)", "1× Table (quality ≥ 5)": "1× 테이블 (품질 ≥ 5)", "1×1 tiles": "1×1 타일", "1×2 tiles": "1×2 타일", "1×3 tiles": "1×3 타일", "1타일 이상 떨어진 대상에게 돌진하여 물리 공격력의 100%의 물리 피해를 입히고 5초 동안 1의 어지러움을 부여합니다. 10s cooldown Effects: • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.": "1타일 이상 떨어진 대상에게 돌진하여 물리 공격력의 100%의 물리 피해를 입히고 5초 동안 1의 어지러움을 부여합니다. 10s cooldown Effects: • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.", "2 (Primary)": "2 (주요)", "2 affixes; Red = offense, Blue = defense, Green = utility": "2개 접사; 빨강 = 공격, 파랑 = 방어, 녹색 = 유틸리티", "2 cells (Direction radius 2): up to 2 targets, 946 total if every cell is hit. Also hits allies in the area": "2 칸 (방향 반경 2): 최대 2 대상, 모든 칸이 적중하면 합계 946. 또한 영역 내의 아군에 적중", "2 cells (Direction radius 2): up to 2 targets, 989 total if every cell is hit. Also hits allies in the area": "2 칸 (방향 반경 2): 최대 2 대상, 989 합계 if 모든 cell is 명중. Also 명중시킴 아군 in the 범위", "2 combos": "2개 콤보", "2 decimals": "소수점 2자리", "2 energy to cast": "시전에 2 에너지", "2 energy to cast · 12s cooldown": "시전 비용 2 에너지 - 12초 재사용 대기시간", "2 energy to cast · 15s cooldown": "시전 비용 2 에너지 - 15초 재사용 대기시간", "2 energy to cast · 8s cooldown": "시전에 2 에너지 · 8초 재사용 대기", "2 energy · 12s cooldown": "에너지 2 · 재사용 대기 12초", "2 energy · 15s cooldown": "에너지 2 · 쿨타임 15초", "2 energy · 8s cooldown": "에너지 2 · 재사용 대기 8초", "2 in-game days": "게임 내 2일", "2 or More Members at Level 2": "레벨 2 이상 멤버 2명 이상", "2 or More Members at Level 2 or Higher": "레벨 2 이상의 멤버 2명 이상", "2 or More Members at Level 3 or Higher": "레벨 3 이상의 멤버 2명 이상", "2 or More Members at Level 5 or Higher": "레벨 5 이상의 멤버 2명 이상", "2 other template(s) competing for this slot": "이 슬롯을 두고 다른 템플릿 2개가 경쟁 중", "2 tiles": "2 타일", "2 to 5": "2부터 5까지", "2+ Days of Food Reserves with Mood 1 or Higher": "기분 1 이상의 2일 이상의 식량 비축", "2+ Days of Food Reserves with Mood 2 or Higher": "기분 2 이상의 2일 이상의 식량 비축", "2+ Days of Food Reserves with Mood 3 or Higher": "기분 3 이상인 상태에서 2일 이상의 식량 비축", "2. Level & Growth": "2. 레벨 & 성장", "2.0x mana-stone cost, 1.5x stat gain": "2.0배 마나-돌 비용, 1.5배 스탯 이득", "2.2s": "2.2초", "2.4x the median magic active per cast": "주문당 중앙값 마법 활성의 2.4배", "2.5 gold": "2.5 골드", "2.5s": "2.5초", "2.5x the median physical active per cast": "시전당 중간값 물리 활성의 2.5배", "20 Constitution": "20 체질", "20 Shell stacks": "20 쉘 스택", "20 Shells (each blocks one hit to 1 dmg)": "20 쉘(각각 1 피해로 한 타격 차단)", "20 Str / 15 Agi / 12 Per": "20 힘 / 15 민첩성 / 12 지각", "20 gold": "20 골드", "20% / kill": "20% / 처치", "20% / open": "20% / 개방", "20% of Max HP per tick) - needs in-game confirmation -->": "최대 생명력의 20% 틱당) - 게임 내 확인 필요 -->", "20% of its combined HP or below": "결합 생명력의 20% 이하", "20.69% / kill": "20.69% / 처치", "200 HP - A flower infused with the energy of the sun.": "생명력 200 - 태양의 기운이 깃든 꽃.", "200 HP - A mysterious flower blooming with the heart of the sun.": "생명력 200 - 태양의 심장을 품고 피어난 신비로운 꽃.", "200 HP - It is a strange plant that sprays mucus.": "생명력 200 - 점액을 분사하는 기이한 식물입니다.", "200 gold": "200 금", "2000 HP - A scarecrow set up to drive away birds or intruders.": "생명력 2000 - 새나 침입자를 쫓기 위해 세운 허수아비.", "2000 HP - A small fire that lights up the dark night and keeps you warm.": "생명력 2000 - 어두운 밤을 밝히고 몸을 따뜻하게 해주는 작은 불.", "2000 HP - A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "생명력 2000 - 돌로 만든 튼튼한 벽난로. 실내를 따뜻하게 하고 요리도 할 수 있습니다.", "2000 HP - 돌로 만들어진 견고한 벽난로입니다. 실내를 따뜻하게 할 수 있습니다.": "생명력 2000 - 돌로 만들어진 견고한 벽난로입니다. 실내를 따뜻하게 할 수 있습니다.", "2000 HP - 새나 침입자를 쫓기 위해 세워 둔 허수아비입니다.": "생명력 2000 - 새나 침입자를 쫓기 위해 세워 둔 허수아비입니다.", "2000 HP - 어두운 밤을 밝히고 체온을 유지해주는 작은 불입니다.": "생명력 2000 - 어두운 밤을 밝히고 체온을 유지해주는 작은 불입니다.", "2000 gold": "2000 금", "2000 gold, then +10% Crit": "2000 금화, 그 다음 +10% 치명타", "201 physical": "201 물리", "201 physical damage / target - 67.1 per energy": "201 물리 피해 / 대상 - 에너지당 67.1", "209 magic": "209 마법", "209 magic damage / target - 209.5 per energy": "209 마법 피해 / 대상 - 에너지당 209.5", "209.5 gold": "209.5 금", "20s": "20s", "20s cooldown": "20초 재사용 대기", "20x": "20x", "21 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 21개의 다른 템플릿", "21.43% / kill": "21.43% / 처치", "21.5 gold": "21.5 금화", "21.74% / open": "21.74% / 개방", "216 gold": "216 금", "22 backgrounds": "22 배경", "22 gold": "22 골드", "22 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 22개의 다른 템플릿", "220 gold": "220 골드", "222.5 gold": "222.5 gold", "226 gold": "226 골드", "227 gold": "227 금", "229 gold": "229 골드", "22x": "22x", "23 gold": "23 골드", "23.08% / open": "23.08% / 개방", "23.5 gold": "23.5 골드", "230 physical": "230 물리", "230 physical damage / target": "230 물리 피해 / 목표", "237.5 gold": "237.5 골드", "24 backgrounds": "24 배경", "24 gold": "24 금", "240 gold": "240 금화", "24000 ticks (≈0.37 days)": "24000 틱 (≈0.37일)", "242.5 gold": "242.5 골드", "244 gold": "244 골드", "245 gold": "245 골드", "248 physical": "248 물리", "248 physical damage / target - 124.1 per energy": "248 물리 피해 / 대상 - 에너지당 124.1", "24x": "24x", "25 gold": "25 골드", "25 magic damage / target": "목표당 25 마법 피해", "25% / kill": "25% / 처치", "25% to +50%": "25%에서 +50%", "25.81% / kill": "25.81% / 처치", "250 HP - A Stand with a torch on it.": "생명력 250 - 횃불을 꽂은 받침대.", "250 HP - A campfire for resting or cooking. Its durability decreases over time.": "생명력 250 - 휴식과 요리를 위한 모닥불. 시간이 지나면 내구도가 감소합니다.", "250 HP - A stand for hanging a lantern.": "생명력 250 - 랜턴을 거는 받침대.", "250 HP - A stand for holding a candle.": "생명력 250 - 촛불을 놓는 받침대.", "250 HP - Slightly reduces the mood penalty for staying in the dungeon.": "생명력 250 - 던전에 머무는 동안의 기분 페널티를 소폭 줄여줍니다.", "250 HP - 던전 체류 무드 패널티를 약간 감소 시킵니다.": "생명력 250 - 던전 체류 무드 패널티를 약간 감소 시킵니다.", "250 HP - 랜턴을 걸어 두는 거치대입니다.": "생명력 250 - 랜턴을 걸어 두는 거치대입니다.", "250 HP - 촛불을 올려 두는 거치대입니다.": "생명력 250 - 촛불을 올려 두는 거치대입니다.", "250 HP - 횃불이 올려진 거치대 입니다.": "생명력 250 - 횃불이 올려진 거치대 입니다.", "250 HP - 휴식을 취하거나 요리를 할 수 있는 모닥불입니다. 시간 경과에 따라 내구도가 감소합니다.": "생명력 250 - 휴식을 취하거나 요리를 할 수 있는 모닥불입니다. 시간 경과에 따라 내구도가 감소합니다.", "250 gold": "250 골드", "25초 동안 요새화와 둔화를 얻습니다. 이 스킬이 지속되는 동안 가드 대미지 감소율이 35% 증가합니다. 5 energy - 30s cooldown Effects: • 요새화 (on user): +35% 가드율 • 둔화 (on user): -30% 이동 속도": "25초 동안 요새화와 둔화를 얻습니다. 이 스킬이 지속되는 동안 가드 대미지 감소율이 35% 증가합니다. 5 energy - 30s cooldown Effects: • 요새화 (on user): +35% 가드율 • 둔화 (on user): -30% 이동 속도", "26 gold": "26 금화", "26 room templates": "26개 방 템플릿", "26 rooms": "26 방", "26.2/energy": "26.2/에너지", "260 gold": "260 골드", "260 magic": "260 마법", "260 magic damage / target - 86.7 per energy": "260 마법 피해 / 목표 - 에너지당 86.7", "266 physical": "266 물리", "266 physical damage / target": "266 물리 피해 / 대상", "266 physical damage / target - 88.7 per energy": "266 물리 피해 / 대상 - 에너지당 88.7", "26x": "26x", "27 backgrounds": "27개 배경", "27 gold": "27 금화", "27 magic per second to nearby enemies for 10 s": "10초 동안 근처 적에게 초당 27 마법", "27 physical": "27 물리", "27 physical damage / target": "목표당 27 물리 피해", "27 마법 per second to nearby enemies for 10 s": "10초 동안 주변 적에게 초당 마법 피해 27", "27.5 gold": "27.5 골드", "27.78% / open": "27.78% / 개방", "28 gold": "28 골드", "28.57% / kill": "28.57% / 처치", "280 gold": "280 gold", "284 physical": "284 물리", "284 physical damage / target - 141.9 per energy": "284 물리 피해 / 대상 - 에너지당 141.9", "285 gold": "285 골드", "286 gold": "286 골드", "29 backgrounds": "29개 배경", "29 gold": "29 골드", "29.5 gold": "29.5 골드", "29.5/energy": "29.5/기력", "294 gold": "294 골드", "294 magic": "294 마법", "294 magic damage / target - 73.5 per energy": "294 마법 피해 / 대상 - 에너지당 73.5", "294 with no Burning on the target, up to 1,764 at the 50-stack cap (each stack adds about 29). Detonating consumes the stacks.": "대상에게 화상이 없으면 294이며, 50스택 상한에서는 최대 1,764까지 올라갑니다(스택당 약 29씩 증가). 발동 시 스택을 소모합니다.", "296 physical": "296 물리", "2H": "양손", "2s": "2초", "2x": "2x", "2x the median magic active per cast": "시전당 중간값 마법 활성의 2배", "2x the median physical active per cast": "시전당 중앙값 물리 활성의 2배", "2× Light (quality ≥ 3)": "2× 빛 (품질 ≥ 3)", "2× Sleep (quality ≥ 10)": "2× 수면 (품질 ≥ 10)", "2× Sleep (quality ≥ 15)": "2× 수면 (품질 ≥ 15)", "2× Sleep (quality ≥ 5)": "2× Sleep (품질 ≥ 5)", "2×1 tiles": "2×1 타일", "2×2 tiles": "2×2 타일", "2×3 tiles": "2×3 타일", "3 backgrounds": "3개의 배경", "3 cells (ConeExceptMe radius 1): up to 3 targets, 426 total if every cell is hit": "3 칸 (ConeExceptMe 반경 1): 최대 3 대상, 모든 칸이 적중하면 합계 426", "3 cells (ConeExceptMe radius 1): up to 3 targets, 466 total if every cell is hit": "3 칸 (ConeExceptMe 반경 1): 최대 3 대상, 466 합계 if 모든 cell is 명중", "3 combos": "3 조합", "3 damage/second": "3 피해/초", "3 energy to cast": "시전에 3 에너지", "3 energy to cast · 12s cooldown": "시전에 3 에너지 · 12초 재사용 대기", "3 energy to cast · 15s cooldown": "시전 비용 3 에너지 - 15초 재사용 대기시간", "3 energy to cast · 18s cooldown": "시전 비용 3 에너지 - 18초 재사용 대기시간", "3 energy to cast · 20s cooldown": "시전 비용 3 에너지 - 20초 재사용 대기시간", "3 energy to cast · 6s cooldown": "시전 비용 3 에너지 - 6초 재사용 대기시간", "3 energy to cast · 8s cooldown": "시전에 3 에너지 · 8초 재사용 대기", "3 energy · 12s cooldown": "에너지 3 · 재사용 대기 12초", "3 energy · 15s cooldown": "에너지 3 · 재사용 대기 15초", "3 energy · 18s cooldown": "에너지 3 · 재사용 대기 18초", "3 energy · 20s cooldown": "에너지 3 · 쿨타임 20초", "3 energy · 6s cooldown": "에너지 3 · 재사용 대기 6초", "3 energy · 8s cooldown": "에너지 3 · 재사용 대기 8초", "3 gold": "3 금", "3 in-game days": "게임 내 3일", "3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "스택당 매초 마법 피해 3(방어력과 보호막 무시, 고정값으로 공격력에 비례하지 않음, 최대 50스택). 예: 10스택 = 초당 마법 피해 30. 지속시간은 적용한 스킬에 의해 결정됩니다.", "3 magic per stack": "스택당 3 마법", "3 magic per stack / sec": "스택당 3 마법 / 초", "3 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 3개의 다른 템플릿", "3 picked": "3개 선택됨", "3 tiles": "3 타일", "3-Man Main Quest - Complete": "3인방 메인퀘 -완-", "3-Man Main Quest 0": "3인방 메인퀘0", "3-Man Main Quest 1": "3인방 메인퀘1", "3-Man Main Quest 2": "3인방 메인퀘2", "3-Man Main Quest 3": "3인방 메인퀘3", "3-Man Main Quest 4": "3인방 메인퀘4", "3-Man Main Quest 5": "3인방 메인퀘5", "3-Man Main Quest 6": "3인방 메인퀘6", "3-Man Main Quest 8": "3인방 메인퀘8", "3. Background": "3. 배경", "3.1x the median physical active per cast": "시전당 중앙값 물리 활동의 3.1배", "30 gold": "30 금", "30 total": "합계 30", "30% / open": "30% / 개방", "30% dmg in 2 squares on crit basic": "치명타 기본 시 2칸에 30% 피해", "30% head / 70% body": "30% 머리 / 70% 몸", "30% of damage": "피해의 30%", "300 HP": "HP 300", "300 HP - A basic storage box for keeping resources.": "생명력 300 - 자원을 보관하는 기본 보관함.", "300 HP - A basic storage for arrows and other projectiles used in combat.": "생명력 300 - 전투에 사용하는 화살 등 투사체를 보관하는 기본 보관함.", "300 HP - A basic storage for collected resources.": "생명력 300 - 채집한 자원을 보관하는 기본 보관함.", "300 HP - A basic storage for keeping consumable items.": "생명력 300 - 소모품을 보관하는 기본 보관함.", "300 HP - A basic storage for keeping food.": "생명력 300 - 음식을 보관하는 기본 보관함.", "300 HP - A bush grown in strange forms.": "생명력 300 - 이상한 모양으로 자란 덤불.", "300 HP - A chest for storing weapons and equipment found in dungeons.": "생명력 300 - 던전에서 찾은 무기와 장비를 보관하는 상자.", "300 HP - A common bush growing in the forest.": "생명력 300 - 숲에서 흔히 자라는 덤불.", "300 HP - A desk issued to merchants affiliated with the guild.": "생명력 300 - 길드 소속 상인에게 지급되는 책상.", "300 HP - A generator that reliably produces a small amount of mana.": "생명력 300 - 소량의 마나를 꾸준히 생산하는 발생기.", "300 HP - A large wooden bookshelf for storing many books.": "생명력 300 - 많은 책을 보관하는 큰 나무 책장.", "300 HP - A pottery storage for food.": "생명력 300 - 음식을 보관하는 도기 보관함.", "300 HP - A small generator that produces infinite mana.": "생명력 300 - 무한한 마나를 생산하는 작은 발생기.", "300 HP - A small wooden bookshelf for storing books.": "생명력 300 - 책을 보관하는 작은 나무 책장.", "300 HP - A stone storage for consumable items.": "생명력 300 - 소모품을 보관하는 돌 보관함.", "300 HP - A stone storage for equipment.": "생명력 300 - 장비를 보관하는 돌 보관함.", "300 HP - A stone storage for projectiles.": "생명력 300 - 투사체를 보관하는 돌 보관함.", "300 HP - A stone storage for resources.": "생명력 300 - 자원을 보관하는 돌 보관함.", "300 HP - A storage box capable of holding all types of items.": "생명력 300 - 모든 종류의 아이템을 보관할 수 있는 보관함.", "300 HP - A storage box for keeping swords and weapons.": "생명력 300 - 검과 무기를 보관하는 상자.", "300 HP - A storage box for weapons and armor.": "생명력 300 - 무기와 방어구를 보관하는 상자.", "300 HP - A wooden barricade for basic defense.": "생명력 300 - 기본 방어용 나무 바리케이드.", "300 HP - A wooden statue of a goddess where you can offer prayers.": "생명력 300 - 기도를 올릴 수 있는 여신의 목상.", "300 HP - 간단한 방어를 위한 나무 방책입니다.": "생명력 300 - 간단한 방어를 위한 나무 방책입니다.", "300 HP - 검과 무기를 보관하는 보관함입니다.": "생명력 300 - 검과 무기를 보관하는 보관함입니다.", "300 HP - 기이한 형태로 자란 덤불입니다.": "생명력 300 - 기이한 형태로 자란 덤불입니다.", "300 HP - 길드 소속 상인들에게 지급되는 책상입니다.": "생명력 300 - 길드 소속 상인들에게 지급되는 책상입니다.", "300 HP - 목재로 만들어진 여신상입니다. 이곳에서 기도를 올릴 수 있습니다.": "생명력 300 - 목재로 만들어진 여신상입니다. 이곳에서 기도를 올릴 수 있습니다.", "300 HP - 무기와 방어구를 보관할 수 있는 보관함입니다.": "생명력 300 - 무기와 방어구를 보관할 수 있는 보관함입니다.", "300 HP - 무한히 마나를 생성할 수 있는 소형 발전기입니다.": "생명력 300 - 무한히 마나를 생성할 수 있는 소형 발전기입니다.", "300 HP - 소량의 마나를 안정적으로 생성하는 발전기입니다.": "생명력 300 - 소량의 마나를 안정적으로 생성하는 발전기입니다.", "300 HP - 소모품을 보관하는 석재 보관함입니다.": "생명력 300 - 소모품을 보관하는 석재 보관함입니다.", "300 HP - 소모품을 보관할 수 있는 기본적인 보관함입니다.": "생명력 300 - 소모품을 보관할 수 있는 기본적인 보관함입니다.", "300 HP - 숲 속에서 자라는 평범한 덤불입니다.": "생명력 300 - 숲 속에서 자라는 평범한 덤불입니다.", "300 HP - 식량을 보관하는 도기 보관함입니다.": "생명력 300 - 식량을 보관하는 도기 보관함입니다.", "300 HP - 식량을 보관할 수 있는 기본적인 보관함입니다.": "생명력 300 - 식량을 보관할 수 있는 기본적인 보관함입니다.", "300 HP - 자원을 보관하는 석재 보관함입니다.": "생명력 300 - 자원을 보관하는 석재 보관함입니다.", "300 HP - 자원을 보관할 수 있는 기본적인 보관함입니다.": "생명력 300 - 자원을 보관할 수 있는 기본적인 보관함입니다.", "300 HP - 장비를 보관하는 석재 보관함입니다.": "생명력 300 - 장비를 보관하는 석재 보관함입니다.", "300 HP - 전투 중에 사용할 화살 등의 투사체를 보관하는 기본 보관함입니다.": "생명력 300 - 전투 중에 사용할 화살 등의 투사체를 보관하는 기본 보관함입니다.", "300 HP - 채집한 자원을 저장하는 기본 보관함입니다.": "생명력 300 - 채집한 자원을 저장하는 기본 보관함입니다.", "300 HP - 책을 많이 보관할 수 있는 대형 나무 책장입니다.": "생명력 300 - 책을 많이 보관할 수 있는 대형 나무 책장입니다.", "300 HP - 책을 정리하기 위한 작은 나무 책장입니다.": "생명력 300 - 책을 정리하기 위한 작은 나무 책장입니다.", "300 HP - 투사체를 보관하는 석재 보관함입니다.": "생명력 300 - 투사체를 보관하는 석재 보관함입니다.", "300 HP / 16.9 Magic Attack": "300 생명력 / 16.9 마법 공격", "300 gold": "300 금", "3000 HP": "HP 3000", "3000 HP - A carved stone flower that bloomed in response to resonance.": "생명력 3000 - 공명에 반응해 피어난 조각된 돌 꽃.", "3000 HP - A codex used by a full-fledged mage of the ancient empire.": "생명력 3000 - 고대 제국의 정식 마법사가 사용하던 마법서.", "3000 HP - A codex used by an apprentice mage of the ancient empire.": "생명력 3000 - 고대 제국의 견습 마법사가 사용하던 마법서.", "3000 HP - A goddess statue whose sacred presence has faded after granting its blessing.": "생명력 3000 - 축복을 내린 뒤 신성한 기운이 옅어진 여신상.", "3000 HP - A sacred statue for worship and prayer.": "생명력 3000 - 경배와 기도를 위한 신성한 석상.", "3000 HP - A stone statue shaped like a Devrik.": "생명력 3000 - 데브릭 모양의 석상.", "3000 HP - A tainted and decaying corpse.": "생명력 3000 - 오염되어 부패한 시체.", "3000 HP - 공명에 반응해 피어난 석조 꽃입니다.": "생명력 3000 - 공명에 반응해 피어난 석조 꽃입니다.", "3000 HP - 데브릭의 모습을 본뜬 석상입니다.": "생명력 3000 - 데브릭의 모습을 본뜬 석상입니다.", "3000 HP - 숭배와 기도를 위한 신성한 여신상입니다.": "생명력 3000 - 숭배와 기도를 위한 신성한 여신상입니다.", "3000 HP - 오염되어 썩어 가는 시체입니다.": "생명력 3000 - 오염되어 썩어 가는 시체입니다.", "303 gold": "303 골드", "304 gold": "304 골드", "30s": "30s", "30s cooldown": "30초 재사용 대기", "30x": "30x", "31.58% / kill": "31.58% / 처치", "315 gold": "315 금", "32 gold": "32 금", "323 with no Burning on the target, up to 1,941 at the 50-stack cap (each stack adds about 32). Detonating consumes the stacks.": "대상에게 연소가 없으면 323이며, 50스택 상한에서는 최대 1,941까지 올라갑니다(스택당 약 32씩 증가). 폭발시키면 스택을 소모합니다.", "32x": "32x", "33 gold": "33 금", "33.33% / kill": "33.33% / 처치", "33.33% / open": "33.33% / 오픈", "335 gold": "335 금", "338 gold": "338 금화", "34.29% / kill": "34.29% / 처치", "34.45% / kill": "34.45% / 처치", "35 gold": "35 골드", "35 physical": "35 물리", "35 physical damage / target - 7.1 per energy": "35 물리 피해 / 대상 - 에너지당 7.1", "35 rooms": "35개 방", "355 physical": "355 물리", "355 physical damage / target - 118.2 per energy": "355 물리 피해 / 대상 - 에너지당 118.2", "357 gold": "357 골드", "36 gold": "36 금", "36.5 gold": "36.5 골드", "360 gold": "360 골드", "368 gold": "368 금", "369 gold": "369 금화", "37 gold": "37 골드", "378 gold": "378 골드", "38 gold": "38 골드", "38 physical": "38 물리", "38.46% / open": "38.46% / 열기", "385 Max HP": "최대 생명력 385", "387 gold": "387 금화", "39 direct only, up to 69 per hit target with the full 30 burn damage from one application.": "39 직접 피해만, 한 번의 적용에서 30 화상 피해 전체와 함께 적중한 대상당 최대 69.", "39 magic": "39 마법", "39 magic damage / target - 9.8 per energy": "39 마법 피해 / 대상 - 에너지당 9.8", "3s": "3s", "3x": "3x", "3x the median magic active per cast": "시전당 중앙값 마법 활성의 3배", "3×1 tiles": "3×1 타일", "3×2 tiles": "3×2 타일", "3×3 tiles": "3×3 타일", "3×4 tiles": "3×4 타일", "4 energy to cast": "시전에 4 에너지", "4 energy to cast - 10s cooldown": "4 기력을 소비해 시전 - 10s 재사용 대기시간", "4 energy to cast - 14s cooldown": "4 기력을 소비해 시전 - 14s 재사용 대기시간", "4 energy to cast - 20s cooldown": "시전하는 데 4 에너지 필요 - 20초 쿨다운", "4 energy to cast · 12s cooldown": "시전할 에너지 4 · 12초 재사용 대기", "4 energy to cast · 15s cooldown": "시전할 에너지 4 · 15초 재사용 대기", "4 energy to cast · 30s cooldown": "시전 비용 4 에너지 - 30초 재사용 대기시간", "4 energy · 12s cooldown": "에너지 4 · 재사용 대기 12초", "4 energy · 15s cooldown": "에너지 4 · 재사용 대기 15초", "4 energy · 30s cooldown": "에너지 4 · 재사용 대기 30초", "4 gold": "4 금", "4 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 4개의 다른 템플릿", "4 rooms": "4 방", "4 tiles": "4 타일", "4,320 in-game minutes - exactly 3 in-game days - per depletion stack": "게임 내 4,320분 - 정확히 게임 내 3일 - 고갈 스택당", "4,500 total HP": "4,500 총 생명력", "4. Individual Traits": "4. 개별 특성", "4.5 gold": "4.5 골드", "4.5 hours of real time at 1x speed": "1배속에서 약 4.5 실시간 시간", "40 gold": "40 골드", "40% / kill": "40% / 처치", "40% / open": "40% / 개방", "400 gold": "400 금화", "40s": "40초", "419 gold": "419 금", "42 Abyss variants": "42개 심연 변형", "42 gold": "42 금화", "42 unique Abyss monsters": "42개 고유 심연 몬스터", "43 direct only, up to 73 per hit target with the full 30 burn damage from one application.": "직접 피해만으로는 43이며, 한 번의 부여로 발생하는 연소 피해 30이 모두 적용되면 적중 대상당 최대 73입니다.", "43 gold": "43 금화", "431 with no Burning on the target, up to 970 at the 50-stack cap (each stack adds about 11). Does not consume the stacks.": "대상에게 연소가 없으면 431이며, 50스택 상한에서는 최대 970까지 올라갑니다(스택당 약 11씩 증가). 스택을 소모하지 않습니다.", "432 gold": "432 골드", "4320 min": "4320분", "44 gold": "44 금", "44 sources": "44개 출처", "440 gold": "440 골드", "443 physical damage / target": "목표당 443 물리 피해", "445 gold": "445 gold", "448 engine/game constants; dev comments document FloatValues indices.": "엔진/게임 상수 448개; 개발자 코멘트에 FloatValues 인덱스가 기록되어 있습니다.", "45 HP": "45 생명력", "45 magic": "45 마법", "45.45% / kill": "45.45% / 처치", "452 gold": "452 골드", "454 gold": "454 골드", "46 sources": "46개 소스", "47 gold": "47 골드", "473 physical": "473 물리", "475 gold": "475 골드", "48 gold": "48 금화", "48.5 gold": "48.5 골드", "480 gold": "480 금화", "485 gold": "485 골드", "488 gold": "488 골드", "48x": "48x", "49 gold": "49 gold", "495 / sec": "495 / 초", "495 physical damage per second": "초당 495 물리 피해", "4s": "4초", "4x": "4x", "4× Light (quality ≥ 3)": "4× 빛 (품질 ≥ 3)", "4×1 tiles": "4x1 타일", "4×2 tiles": "4×2 타일", "4×3 tiles": "4×3 타일", "4×4 tiles": "4×4 타일", "4×5 tiles": "4×5 타일", "5 (GAMESYSTEM_Dungeon_MaxFloor)": "5 (GAMESYSTEM_Dungeon_MaxFloor)", "5 (Primary)": "5 (기본)", "5 cells (Manhattan radius 1): up to 5 targets, 786 total if every cell is hit. Also hits allies in the area": "5 칸 (맨해튼 반경 1): 최대 5 대상, 모든 칸이 적중하면 합계 786. 또한 영역 내의 아군에 적중", "5 cells (Manhattan radius 1): up to 5 targets, 884 total if every cell is hit. Also hits allies in the area": "5 칸 (Manhattan 반경 1): 최대 5 대상, 884 합계 if 모든 cell is 명중. Also 명중시킴 아군 in the 범위", "5 energy to cast": "시전에 5 에너지", "5 energy to cast · 10s cooldown": "시전 비용 5 에너지 - 10초 재사용 대기시간", "5 energy to cast · 12s cooldown": "시전 비용 5 에너지 - 12초 재사용 대기시간", "5 energy to cast · 15s cooldown": "시전에 5 에너지 · 15초 재사용 대기", "5 energy to cast · 20s cooldown": "시전에 5 에너지 · 20초 재사용 대기", "5 energy to cast · 30s cooldown": "시전할 에너지 5 · 30초 재사용 대기", "5 energy to cast · 8s cooldown": "시전 비용 5 에너지 - 8초 재사용 대기시간", "5 energy · 10s cooldown": "에너지 5 · 재사용 대기 10초", "5 energy · 12s cooldown": "에너지 5 · 재사용 대기 12초", "5 energy · 15s cooldown": "에너지 5 · 재사용 대기 15초", "5 energy · 20s cooldown": "에너지 5 · 재사용 대기 20초", "5 energy · 30s cooldown": "에너지 5 · 재사용 대기 30초", "5 energy · 8s cooldown": "에너지 5 · 쿨타임 8초", "5 floors": "5층", "5 floors ·": "5 층 ·", "5 gold": "5 금", "5 in-game minutes": "게임 내 5분", "5 inscription choices": "5개 비문 선택", "5 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 5개", "5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "스택당 매초 물리 피해 5(방어력과 보호막 무시, 고정값으로 공격력에 비례하지 않음, 최대 99스택). 예: 10스택 = 초당 물리 피해 50. 지속시간은 적용한 스킬에 의해 결정됩니다.", "5 physical per stack": "스택당 5 물리", "5 physical per stack / sec": "스택당 5 물리 / 초", "5 random inscriptions": "5개의 무작위 각인", "5 skill points to unlock": "잠금 해제하려면 5 스킬 포인트 필요", "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5 스택 x 3일 = 게임 내 15일(~1배속에서 4.5 실시간 시간)", "5 tiles": "5 타일", "5, with a Retry button that rerolls all of them": "5개, 모두 다시 롤하는 다시 시도 버튼 포함", "5. Talents": "5. 재능", "50 (150/s at max)": "50 (최대 시 150/s)", "50 gold": "50 금", "50 stacks = 150/sec": "50 스택 = 150/초", "50% / kill": "50% / 처치", "50% / open": "50% / 오픈", "50% missing HP": "50% 누락 생명력", "500 HP - A central tree symbolizing the settlement.": "생명력 500 - 정착지를 상징하는 중심 나무.", "500 HP - A large tree twisted into a grotesque shape.": "생명력 500 - 기괴하게 뒤틀린 큰 나무.", "500 HP - A massive root cluster buried deep in the ground.": "생명력 500 - 땅속 깊이 묻힌 거대한 뿌리 덩어리.", "500 HP - A pack containing essential resources for building a settlement.": "생명력 500 - 정착지 건설에 필요한 핵심 자원이 담긴 꾸러미.", "500 HP - A small root grown in dry land. Can be gathered for materials.": "생명력 500 - 건조한 땅에서 자란 작은 뿌리. 채집하여 재료를 얻을 수 있다.", "500 HP - A small tree twisted in a peculiar way.": "생명력 500 - 기묘하게 뒤틀린 작은 나무.", "500 HP - Old rags and scraps of trash are gathered here.": "생명력 500 - 낡은 헝겊과 쓰레기 조각들이 모여 있다.", "500 HP - 거대한 크기로 뒤틀린 나무입니다.": "생명력 500 - 거대한 크기로 뒤틀린 나무입니다.", "500 HP - 낡은 천조각들과 쓰레기가 모여 있습니다.": "생명력 500 - 낡은 천조각들과 쓰레기가 모여 있습니다.", "500 HP - 땅속 깊이 박혀 있는 거대한 뿌리 덩어리입니다.": "생명력 500 - 땅속 깊이 박혀 있는 거대한 뿌리 덩어리입니다.", "500 HP - 메마른 땅에서 자라난 작은 뿌리입니다. 채집하여 재료로 쓸 수 있습니다.": "생명력 500 - 메마른 땅에서 자라난 작은 뿌리입니다. 채집하여 재료로 쓸 수 있습니다.", "500 HP - 작은 크기로 뒤틀린 나무입니다.": "생명력 500 - 작은 크기로 뒤틀린 나무입니다.", "500 HP - 정착지 건설에 필요한 기본 자원을 포함한 팩입니다.": "생명력 500 - 정착지 건설에 필요한 기본 자원을 포함한 팩입니다.", "500 gold": "500 금", "53.57% / kill": "53.57% / 처치", "532.5 gold": "532.5 금", "54 gold": "54 금화", "54000 ticks (≈0.83 days)": "54000 틱 (≈0.83일)", "55 gold": "55 골드", "55.56% / open": "55.56% / 개방", "56 gold": "56 골드", "572 gold": "572 골드", "58 gold": "58 골드", "59 gold": "59 금", "591 physical": "591 물리", "591 physical damage / target - 118.3 per energy": "591 물리 피해 / 대상 - 에너지당 118.3", "5s": "5초", "5x": "5배", "5×3 tiles": "5×3 칸", "5×4 tiles": "5×4 타일", "6 damage/second": "6 피해/초", "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "6 에너지 = 시전 1 + 소모되는 버블링 5.", "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "6 에너지 = 시전 4 + 소모되는 버블링 2.", "6 energy to cast": "시전 비용 6 에너지", "6 energy to cast · 30s cooldown": "시전 비용 6 에너지 - 30초 재사용 대기시간", "6 energy · 30s cooldown": "에너지 6 · 재사용 대기 30초", "6 gold": "6 금", "6 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 6개", "6 skill points to unlock": "잠금 해제하려면 6 스킬 포인트 필요", "6 skills · click to collapse": "6 기술 · 클릭하여 축소", "6 stacks (see note)": "6 스택(참고 참조)", "6 tiles": "6 타일", "6 total": "합계 6", "6-7 at low ranks, up to 8-10 at high ranks": "낮은 등급에서 6-7, 높은 등급에서 8-10까지", "6. Skill Trees": "6. 스킬 트리", "6.6s": "6.6s", "60 Energy": "60 에너지", "60 gold": "60 금", "60 total": "총 60", "600 HP": "HP 600", "600 HP - Tree that thrives in dungeon": "생명력 600 - 던전에서 무성하게 자라는 나무", "600 HP - 던전에서 자생하는 나무입니다.": "생명력 600 - 던전에서 자생하는 나무입니다.", "600 gold": "600 골드", "600 min": "600분", "600초 동안 로열 젤리 섭취 효과를 부여합니다. Effects: • 로열 젤리 섭취 (on allies): 로열 젤리를 섭취하여 몸에 활력이 넘치고 기분이 고조된 상태입니다.": "600초 동안 로열 젤리 섭취 효과를 부여합니다. Effects: • 로열 젤리 섭취 (on allies): 로열 젤리를 섭취하여 몸에 활력이 넘치고 기분이 고조된 상태입니다.", "606 gold": "606 골드", "60s": "60초", "60s cooldown": "재사용 대기 60초", "61 gold": "61 골드", "61.22% / kill": "61.22% / 처치", "61.5 gold": "61.5 골드", "62 magic": "62 마법", "62 magic damage / target": "62 마법 피해 / 대상", "62 magic damage / target - 31.1 per energy": "62 마법 피해 / 대상 - 에너지당 31.1", "62.5% / open": "62.5% / 개방", "623.5 gold": "623.5 골드", "63 magic": "63 마법", "630 gold": "630 금", "64 gold": "64 골드", "65.22% / open": "65.22% / 개방", "66 gold": "66 골드", "67.5 gold": "67.5 골드", "68.97% / kill": "68.97% / 처치", "6s": "6초", "6x": "6x", "6× Light (quality ≥ 3)": "6× 빛 (품질 ≥ 3)", "6×3 tiles": "6×3 타일", "6×4 tiles": "6×4 타일", "6×5 tiles": "6×5 타일", "7 (in the clan-rank table)": "7(클랜 등급 테이블에서)", "7 cells (Direction radius 7): up to 7 targets, 1,138 total if every cell is hit": "7 칸 (방향 반경 7): 최대 7 대상, 모든 칸이 적중하면 합계 1,138", "7 cells (Direction radius 7): up to 7 targets, 1,253 total if every cell is hit": "7 칸 (방향 반경 7): 최대 7 대상, 1,253 합계 if 모든 cell is 명중", "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "7 에너지 = 시전 5 + 소모되는 버블링 2.", "7 energy to cast": "시전에 7 에너지 필요", "7 energy to cast · 13s cooldown": "시전 비용 7 에너지 - 13초 재사용 대기시간", "7 energy to cast · 30s cooldown": "시전할 에너지 7 · 30초 재사용 대기", "7 energy · 13s cooldown": "에너지 7 · 쿨타임 13초", "7 energy · 30s cooldown": "에너지 7 · 재사용 대기 30초", "7 equipment slots": "7개의 장비 슬롯", "7 gold": "7 골드", "7 in-game days": "게임 내 7일", "7 other template(s) competing for this slot": "이 슬롯을 위해 경쟁 중인 다른 템플릿 7개", "7 per unit": "유닛당 7개", "7 races / 40 backgrounds / 65 traits / 96 inscriptions / 191 equipables / 17 skill trees / 5 difficulties / 95 enemies": "7 종족 / 40 배경 / 65 특성 / 96 각인 / 191 장비 / 17 스킬 트리 / 5 난이도 / 95 적", "7 ranks": "7개 등급", "7 tiles": "7칸", "7. Inscriptions": "7. 각인", "7.14% / kill": "7.14% / 처치", "7.5 gold": "7.5 골드", "7.69% / kill": "7.69% / 처치", "70 gold": "70 금화", "70.37% / open": "70.37% / 개방", "704 gold": "704 골드", "72 gold": "72 골드", "72000 ticks (≈1.1 days)": "72000 틱 (≈1.1일)", "73 gold": "73 골드", "73 sources": "73개 출처", "73.5 gold": "73.5 골드", "74 gold": "74 금", "75 gold": "75 골드", "750 gold": "750 골드", "76 gold": "76 금", "77.78% / kill": "77.78% / 처치", "79 sources": "79개 소스", "7s": "7초", "7x": "7x", "7×5 tiles": "7x5 타일", "7×6 tiles": "7×6 타일", "7초 동안 치료 후, 극심한 피해를 제거합니다. Effects: • 극심한 피해 (removes): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.": "7초 동안 치료 후, 극심한 피해를 제거합니다. Effects: • 극심한 피해 (removes): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.", "7초 동안 치료 후, 극심한 피해를 제거합니다. 무작위 혈청 부작용이 생깁니다. 부작용이 3개 이상 중첩된 상황에서 죽음 임박 효과를 얻는 경우 즉시 사망합니다. Effects: • 극심한 피해 (removes): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다. • 죽음 임박: 죽음을 앞두고 있으며 지속 시간이 만료되면 사망합니다. 구조를 통해 극심한 피해에서 벗어나거나, 다른 유닛이 음식을 먹여 극심한 배고픔를 제거하면 이 상태에서 회복할 수 있습니다. 죽음 임박 상태에서는 의식불명이 되어 조작할 수 없게 됩니다.": "7초 동안 치료 후, 극심한 피해를 제거합니다. 무작위 혈청 부작용이 생깁니다. 부작용이 3개 이상 중첩된 상황에서 죽음 임박 효과를 얻는 경우 즉시 사망합니다. Effects: • 극심한 피해 (removes): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다. • 죽음 임박: 죽음을 앞두고 있으며 지속 시간이 만료되면 사망합니다. 구조를 통해 극심한 피해에서 벗어나거나, 다른 유닛이 음식을 먹여 극심한 배고픔를 제거하면 이 상태에서 회복할 수 있습니다. 죽음 임박 상태에서는 의식불명이 되어 조작할 수 없게 됩니다.", "7초 동안 치료 후, 극심한 피해를 제거합니다. 무작위 혈청 부작용이 생깁니다. 부작용이 3개 이상 중첩된 상황에서 죽음 임박 효과를 얻는 경우 즉시 사망합니다. 효과: • 극심한 피해 (제거): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다. • 죽음 임박: 죽음을 앞두고 있으며 지속 시간이 만료되면 사망합니다. 구조를 통해 극심한 피해에서 벗어나거나, 다른 유닛이 음식을 먹여 극심한 배고픔를 제거하면 이 상태에서 회복할 수 있습니다. 죽음 임박 상태에서는 의식불명이 되어 조작할 수 없게 됩니다.": "7초 동안 치료 후, 극심한 피해를 제거합니다. 무작위 혈청 부작용이 생깁니다. 부작용이 3개 이상 중첩된 상황에서 죽음 임박 효과를 얻는 경우 즉시 사망합니다. 효과: • 극심한 피해 (제거): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다. • 죽음 임박: 죽음을 앞두고 있으며 지속 시간이 만료되면 사망합니다. 구조를 통해 극심한 피해에서 벗어나거나, 다른 유닛이 음식을 먹여 극심한 배고픔를 제거하면 이 상태에서 회복할 수 있습니다. 죽음 임박 상태에서는 의식불명이 되어 조작할 수 없게 됩니다.", "7초 동안 치료 후, 극심한 피해를 제거합니다. 효과: • 극심한 피해 (제거): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.": "7초 동안 치료 후, 극심한 피해를 제거합니다. 효과: • 극심한 피해 (제거): 죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.", "8 Luma Log + 6 Stone": "8 루마 통나무 + 6 돌", "8 gold": "8 금", "8 other template(s) competing for this slot": "이 슬롯에 경합하는 다른 템플릿 8개", "8 skill points to unlock": "잠금 해제하려면 8 스킬 포인트 필요", "8 tiles": "8 타일", "8. Equipment": "8. 장비", "8.5 gold": "8.5 골드", "8.57% / kill": "8.57% / 처치", "80.5 gold": "80.5 골드", "800 HP - A massive block of ice that freezes everything around it.": "생명력 800 - 주변의 모든 것을 얼려버리는 거대한 얼음덩어리.", "800 HP - A stone that writhes periodically.": "생명력 800 - 주기적으로 꿈틀대는 돌", "800 HP - 주기적으로 꿈틀거리는 돌입니다.": "생명력 800 - 주기적으로 꿈틀거리는 돌입니다.", "800 gold": "800 금화", "807 / 170 / 20 / 3 out of 1000": "1000 중 807 / 170 / 20 / 3", "83.33% / open": "83.33% / 개방", "84 gold": "84 골드", "84.5 gold": "84.5 금", "86.5 gold": "86.5 골드", "88 gold": "88 골드", "89 physical": "89 물리", "89 physical damage / target": "89 물리 피해 / 대상", "8s": "8s", "8x": "8x", "8초 동안 기본 공격이 대상에게 물리 공격력의 60%의 물리 피해를 3회 입히는 것으로 변경됩니다. 3 energy - 12s cooldown": "8초 동안 기본 공격이 대상에게 물리 공격력의 60%의 물리 피해를 3회 입히는 것으로 변경됩니다. 3 energy - 12s cooldown", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,365 total if every cell is hit. Also hits allies in the area": "9칸(정사각형 반경 1): 시전자를 중심으로 최대 8명의 대상, 모든 칸이 적중할 경우 총 2,365. 범위 내 아군에게도 적중합니다", "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,472 total if every cell is hit. Also hits allies in the area": "9 칸 (Square 반경 1): 최대 8 대상 중심으로 the 시전자, 2,472 합계 if 모든 cell is 명중. Also 명중시킴 아군 in the 범위", "9 cells (Square radius 1): up to 8 targets centered on the caster, 213 total if every cell is hit": "9 칸 (정사각형 반경 1): 시전자 중심의 최대 8 대상, 모든 칸이 적중하면 합계 213", "9 cells (Square radius 1): up to 8 targets centered on the caster, 233 total if every cell is hit": "9 칸 (Square 반경 1): 최대 8 대상 중심으로 the 시전자, 233 합계 if 모든 cell is 명중", "9 cells (Square radius 1): up to 9 targets, 1,277 total if every cell is hit. Also hits allies in the area": "9 칸 (정사각형 반경 1): 최대 9 대상, 모든 칸이 적중하면 합계 1,277. 또한 영역 내의 아군에 적중", "9 cells (Square radius 1): up to 9 targets, 1,335 total if every cell is hit. Also hits allies in the area": "9 칸 (Square 반경 1): 최대 9 대상, 1,335 합계 if 모든 cell is 명중. Also 명중시킴 아군 in the 범위", "9 gold": "9 골드", "9 other template(s) competing for this slot": "이 슬롯을 위해 경쟁하는 9개의 다른 템플릿", "9 ready-made example characters, each authored from the game's own tables and legal in build DS_B.0.3.26 - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "9개의 준비된 예제 캐릭터, 각각 게임의 자체 테이블에서 작성되고 빌드 DS_B.0.3.26에서 정법 - 출시된 종족, 표시된 스킬 트리를 제공하는 배경, 획득 가능한 장비만, 그리고 빌드 상한 내의 레벨. 모든 스탯은 캐릭터 빌더가 사용하는 동일한 엔진으로 계산됩니다. '빌더에서 열기'는 편집할 수 있는 신선한 초안으로 빌드를 로드하며, 당신의 빌드를 절대 덮어쓰지 않습니다.", "9. Advanced - input my stats": "9. 고급 - 내 통계 입력", "9.09% / kill": "9.09% / 처치", "9.5/energy": "9.5/에너지", "9.68% / kill": "9.68% / 처치", "90 total": "총 90", "900 min": "900분", "9000 ticks (≈0.14 days)": "9000 틱 (≈0.14일)", "90000 HP - A harmful plant that grew in the Barren Land due to corrupted magic leaking from the Dungeon Portal. Its thorny vines cause mental disturbance with gloomy magic, and adjacent land turns into contaminated ground.": "생명력 90000 - 던전 포탈에서 새어 나온 타락한 마력으로 불모지에서 자란 유해한 식물. 가시덩굴이 음울한 마력으로 정신적 교란을 일으키며 인접한 땅을 오염된 대지로 바꿉니다.", "904 gold": "904 금", "91 gold": "91 골드", "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)": "96개(일반 18, 흔하지 않은 31, 희귀 44, 전설 3)", "96 gold": "96 금화", "96 inscriptions": "96개 비문", "96 inscriptions with rarity odds": "96개의 비문 (희귀도 확률 포함)", "96 physical": "96 물리", "96 physical damage / target": "96 물리 피해 / 대상", "97 gold": "97 골드", "98 direct only, up to 158 per hit target with the full 60 burn damage from one application.": "98 직접 피해만, 한 번의 적용으로 전체 60의 화염 피해를 입은 각 목표당 최대 158.", "98 gold": "98 gold", "98 magic": "98 마법", "98 magic damage / target": "98 마법 피해 / 목표", "99 (495/s at max)": "99 (최대 시 495/s)", "99 stacks = 495/sec": "99 스택 = 495/초", "9999 HP": "HP 9999", "9999 HP - A chest filled with the guild’s provisions.": "생명력 9999 - 길드의 물자로 가득 찬 상자.", "9999 HP - A mysterious box whose owner, or purpose, is unknown.": "생명력 9999 - 주인도 용도도 알 수 없는 수수께끼의 상자.", "9999 HP - A small chest containing a trivial treasure.": "생명력 9999 - 사소한 보물이 담긴 작은 상자.", "9999 HP - Contains a very small amount of supplies.": "생명력 9999 - 아주 적은 양의 보급품이 들어 있다.", "9999 HP - Contains almost no supplies.": "생명력 9999 - 보급품이 거의 들어 있지 않다.", "9999 HP - It comes with a generous support kit.": "생명력 9999 - 넉넉한 지원 물자가 들어 있다.", "9999 HP - It comes with a little support kit.": "생명력 9999 - 약간의 지원 물자가 들어 있다.", "9999 HP - It comes with a support kit.": "생명력 9999 - 지원 물자가 들어 있다.", "9999 HP - 길드의 지원품이 담긴 상자 입니다.": "생명력 9999 - 길드의 지원품이 담긴 상자 입니다.", "9999 HP - 넉넉한 지원물품이 담겨있습니다.": "생명력 9999 - 넉넉한 지원물품이 담겨있습니다.", "9999 HP - 누가 이곳에 두었을지 알 수 없는 미스터리한 상자입니다.": "생명력 9999 - 누가 이곳에 두었을지 알 수 없는 미스터리한 상자입니다.", "9999 HP - 보잘것 없는 보물이 담긴 작은 상자입니다.": "생명력 9999 - 보잘것 없는 보물이 담긴 작은 상자입니다.", "9999 HP - 지원 물품이 거의 없습니다.": "생명력 9999 - 지원 물품이 거의 없습니다.", "9999 HP - 지원 물품이 아주 조금 들어있습니다.": "생명력 9999 - 지원 물품이 아주 조금 들어있습니다.", "9999 HP - 지원물품이 담겨있습니다.": "생명력 9999 - 지원물품이 담겨있습니다.", "9999 HP - 지원물품이 아주 조금 있습니다.": "생명력 9999 - 지원물품이 아주 조금 있습니다.", "999999 HP - A blueprint for planning and designing construction.": "생명력 999999 - 건축을 계획하고 설계하기 위한 청사진.", "9x": "9x", "9×8 tiles": "9x8 타일", ": \"Remain undetected and untargetable. This effect ends immediately if you deal damage to an enemy.\" A hard on/off flag, granted by": ": \"발각되지 않고 대상 지정도 되지 않는다. 적에게 피해를 입히면 이 효과는 즉시 종료된다.\" 명확한 온/오프 플래그이며, 다음에 의해 부여됩니다:", ": \"적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 사라집니다.\" A hard on/off flag, granted by": ": \"적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 사라집니다.\" 확실한 온/오프 방식의 효과이며, 다음을 통해 얻을 수 있습니다", ": +10% Life Steal, -20% Max Energy": ": 생명력 흡수 +10%, 최대 에너지 -20%", ": +20% Damage Taken": ": 받는 피해 +20%", ": +30 Cooldown Reduction": ": 재사용 대기 감소 +30", ": +30% Attack Speed": ": 공격 속도 +30%", ": +35% Guard Chance": ": 가드 확률 +35%", ": +40% Movement Speed": ": 이동 속도 +40%", ": -20% Damage Dealt": ": 가하는 피해 -20%", ": -25% Hit Chance": ": 명중률 -25%", ": -30% Movement Speed": ": 이동 속도 -30%", ": -50 Physical Resistance": ": 물리 저항 -50", ": -50% Dodge Chance": ": 회피율 -50%", ": 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": ": 중첩당 매초 마법 피해 3 (방어력·보호막 무시, 고정값, 공격력 영향 없음, 최대 50중첩). 예: 10중첩 = 초당 마법 피해 30. 지속시간은 시전 스킬에 따라 다름.", ": 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so": ": 45 틱이 1분을 만들고, 60분이 1시간을 만들고, 24시간이 1일을 만들므로", ": 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": ": 중첩당 매초 물리 피해 5 (방어력·보호막 무시, 고정값, 공격력 영향 없음, 최대 99중첩). 예: 10중첩 = 초당 물리 피해 50. 지속시간은 시전 스킬에 따라 다름.", ": A state of overflowing vitality and heightened Mood after consuming Royal Jelly.": ": 로열젤리를 섭취한 후 활력이 넘치고 기분이 고양된 상태.", ": A stone that writhes periodically. After 10 seconds, the rock breaks apart and summons a": ": 주기적으로 꿈틀거리는 돌. 10초 후 바위가 부서지며 다음을 소환합니다:", ": Applies Stun for 1 seconds when 2 stacks accumulate. Stacks reset when Stun is applied.": ": 2중첩이 쌓이면 1초간 기절 부여. 기절 적용 시 중첩 초기화.", ": Attack the target that taunted you first.": ": 자신을 도발한 대상을 우선 공격합니다.", ": Blocks damage to the head/body, consuming stacks equal to the damage blocked.": ": 머리/몸통에 가해지는 피해를 막고, 막은 피해량만큼 중첩을 소모합니다.", ": Cannot dodge attacks and critical hits are guaranteed for the remaining hits.": ": 공격을 회피할 수 없으며, 이후 공격은 치명타가 확정됩니다.", ": Charge at a target 1 tile or more away, dealing 100% of your physical damage and apply 1 Dizziness for 5 seconds.": ": 1칸 이상 떨어진 대상에게 돌진하여 물리 피해의 100%를 입히고 5초간 현기증 1을 부여합니다.", ": Consumes 1 stack to reduce damage taken to 1. This effect takes precedence over guard.": ": 중첩 1을 소모하여 받는 피해를 1로 감소시킵니다. 이 효과는 가드보다 우선 적용됩니다.", ": Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Weakened for 5 seconds. If an enemy is positioned in the same or a rear tile as the target, they also receive the same damage and effect.": ": 대상에게 마법 공격력의 100%에 해당하는 마법 피해를 입히고 약화 1을 5초 동안 부여합니다. 대상과 같은 칸이나 뒤쪽 칸에 적이 있으면 동일한 피해와 효과를 받습니다.", ": Deals 100% of Magic Attack Power as magic damage to the target.": ": 대상에게 MAtk의 100%만큼 마법 피해.", ": Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts Dizziness for 5 seconds. After 40 seconds, it crumbles and returns to nature. Attacks once every 1 seconds.": ": 사거리 6 이내 대상에게 마법 공격력의 120%에 해당하는 마법 피해를 입힙니다. 치명타 발생 시 현기증을 5초 동안 부여합니다. 40초 후 부서져 자연으로 돌아갑니다. 1초마다 한 번씩 공격합니다.", ": Deals 140% of magic attack power as magic damage to all nearby enemies and applies Critical Weakness for 3 seconds. Applies 1 of Dizziness on a critical hit. After 20 seconds, it crumbles and returns to nature.": ": 주변 모든 적에게 마법 공격력의 140%에 해당하는 마법 피해를 입히고 치명타 약점을 3초 동안 부여합니다. 치명타 발생 시 현기증 1을 부여합니다. 20초 후 부서져 자연으로 돌아갑니다.", ": Deals 80% of magic attack power as magic damage to all enemy targets within 6 range, and applies 1 Slow and Disturbance for 5 seconds. After 40 seconds, it crumbles and returns to nature.": ": 사거리 6 이내 모든 적 대상에게 마법 공격력의 80%에 해당하는 마법 피해를 입히고 둔화 1과 교란을 5초 동안 부여합니다. 40초 후 부서져 자연으로 돌아갑니다.", ": Deals damage equal to 100% of Magic Attack Power to the target.": ": 대상에게 마법 공격력의 100%에 해당하는 피해를 입힙니다.", ": Deals physical damage equal to 100% of Physical Attack Power to the target.": ": 대상에게 물리 공격력의 100%에 해당하는 물리 피해를 입힙니다.", ": Energy indicates how energized a unit is. When tired, units fall asleep automatically, and if energy is fully depleted, the unit becomes Severely Exhausted, falling unconscious and unresponsive. Energy depletes slowly while awake and is consumed when using skills. Let the unit sleep, lie in bed, or rest near a campfire to recover energy.": ": 에너지는 유닛이 얼마나 활력 있는지를 나타냅니다. 피곤해지면 유닛은 자동으로 잠들며, 에너지가 완전히 고갈되면 극심한 탈진 상태가 되어 의식을 잃고 반응하지 않게 됩니다. 에너지는 깨어 있는 동안 서서히 소모되며 스킬 사용 시에도 소모됩니다. 유닛을 재우거나 침대에 눕히거나 모닥불 근처에서 쉬게 하면 에너지를 회복할 수 있습니다.", ": Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.": ": 상급 및 최상급 마나석은 현재 빌드에서 안정적인 입수처가 없으므로, 레벨 5를 넘어가면 진행 속도가 급격히 느려집니다. 한 유닛에 몰아주기보다 부대 전체에 레벨을 고르게 분배하십시오.", ": Head, body armor and shield durability decreases by stack * 0.2 per second.": ": 매초 머리/몸통 방어구 및 방패 내구도가 중첩 × 0.2만큼 감소.", ": Inflicts physical damage equal to 80% of Physical Attack Power twice on the target, and applies Slow for 6 seconds and 3 Bleeding.": ": 대상에게 물리 공격력의 80%에 해당하는 물리 피해를 두 번 입히고 둔화를 6초 동안, 출혈 3을 부여합니다.", ": ON": ": 켜짐", ": On the brink of death, you will die when the duration expires. A unit can recover from this state if rescued from Severely Damaged, or if another unit feeds them to remove Severely Hungry. While in the Near Death state the unit falls unconscious and cannot be controlled.": ": 죽음 직전의 상태로, 지속시간이 끝나면 사망합니다. 중상 상태에서 구조되거나 다른 유닛이 먹여주어 심각한 굶주림이 해소되면 이 상태에서 회복할 수 있습니다. 빈사 상태에서는 의식을 잃어 조작할 수 없습니다.", ": Physical attack power increases by 30% for each stack.": ": 스택당 물리 공격력이 30% 증가합니다.", ": Restore health gradually.": ": 생명력을 서서히 회복합니다.", ": Restores 10 Current Health per stack every second.": ": 중첩당 매초 생명력 10 회복.", ": Restores an ally unit's Current Health by 50% of Magic Attack Power.": ": 아군 유닛의 현재 생명력을 마법 공격력의 50%만큼 회복시킵니다.", ": The maximum energy the unit can have. Determines the maximum value of Energy.": ": 유닛이 가질 수 있는 최대 에너지량입니다. 에너지의 최댓값을 결정합니다.", ": The targeted Mucus Sprayer throws a hooked vine in all directions, dealing 100% of the vine's magic attack power as magic damage to enemy units caught in the vine and granting Rooting for 3 seconds.": ": 대상 점액분사체가 갈고리 덩굴을 전방위로 던져, 덩굴에 걸린 적 유닛에게 덩굴의 마법 공격력의 100%에 해당하는 마법 피해를 입히고 속박을 3초 동안 부여합니다.", ": Triggers the Near Death state. Other unit can restore you from the Near Death state via rescue interactions. TIP : Use surgery table to recovery without comsuming item.": ": 빈사 상태를 유발합니다. 다른 유닛이 구조 상호작용으로 빈사 상태를 해제할 수 있습니다. 팁: 수술대를 사용하면 아이템 소모 없이 회복할 수 있습니다.", ": Unable to act for a brief period.": ": 잠시 행동 불가.", ": Unable to move from the current position.": ": 현재 위치에서 이동 불가.", ": Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": ": 사거리 1 이내 유닛은 소환자 마법 공격력의 15%에 해당하는 생명력 재생을 얻습니다. 40초 후 부서져 자연으로 돌아갑니다.", ": When it takes damage 5 times, it uses a charge attack against the enemy.": ": 피해를 5회 받으면 적에게 돌진 공격을 사용합니다.", ": a successful guard cuts the damage by": ": 성공적인 방어는 피해를 다음으로 절감합니다", ": accepting the request runs the": ": 요청을 수락하면 다음을 실행합니다", ": after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires": ": 연구소 단계 후, \"레벨 2 이상의 2개 유닛\" 임무(Main8) 실행", ": at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.": ": 보통 관리 난이도에서 레벨 1 유닛은 기본 기분 +8을 제공하지만, 레벨 5가 되면 -4까지 떨어집니다. 베테랑일수록 더 나은 방, 음식, 보수를 기대하기 때문입니다.", ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": ": DropTable의 각 행에는 슬롯 3개(아이템 키, 확률, 수량)가 있습니다. 슬롯은 다른", ": each column is a tech tier gated behind a Tech Book and clan rank. Lines connect a research project to the projects that require it; the corner number is the workload cost to complete it. Click any node to jump to its row in the table below.": ": 각 열은 기술서와 클랜 등급으로 잠긴 기술 단계를 나타냅니다. 선은 연구 프로젝트를 그것을 필요로 하는 프로젝트와 연결하며, 모서리의 숫자는 완료에 필요한 작업량입니다. 노드를 클릭하면 아래 표의 해당 행으로 이동합니다.", ": each hit rolls": ": 각 피격은 다음을 롤링합니다", ": each in-game day in the dungeon steps up a Dungeon Stay debuff (see": ": 던전에서 각 게임 내 하루는 던전 머물기 디버프를 진행합니다 (참고", ": each in-game day spent in the dungeon steps a unit up through the mood debuffs": ": 던전에서 보낸 각 게임 내 하루는 유닛을 기분 디버프를 통해 진행합니다", ": every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).": ": 명중한 모든 타격은 피해량에 비례해 장비 내구도를 소모시킵니다(타격당 약 10%의 내구도 손실 비율).", ": every in-game minute a settler's stress changes by mood x -0.03, so happy settlers calm down and unhappy ones build stress until a": ": 게임 내 1분마다 정착민의 스트레스는 기분 x -0.03만큼 변화하므로, 행복한 정착민은 진정되고 불행한 정착민은 스트레스가 쌓여", ": list entries like": ": 다음과 같은 목록 항목은", ": look up": ": 조회하려면", ": multiplies damage by": ": 피해를 다음으로 곱합니다", ": no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has": ": 컴파일된 코드 어디에서도 해당 상수를 읽지 않으며, 명중/치명타 판정에는 위치 관련 항목이 없습니다. 따라서 포위 효과는 현재", ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": ": 더 이상 금화는 없지만, 상시 +10% 치명타 - 미래의 치명타(및 기타 치명타 보상 효과)가 더 빨리 옵니다.", ": none)": ": 없음)", ": once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.": ": 충분히 깊이 내려가면(데모 전용 판정 로직이 층 번호를 확인하며, 가장 깊은 층에서 발동합니다) 침묵의 장막이 클리어된 것으로 표시되고 \"탐사단 성공\"과 위시리스트 화면이 뜹니다. 보스 처치도 필요 없고 지역도 해금되지 않습니다.", ": target": ": 대상", ": target HP": ": 대상 생명력", ": target HP x": ": 대상 생명력 x", ": the Korean": ": 한국어", ": the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).": ": 바닥에서 자는 것에서 오는 안락함 기분 효과는 침대가 주는 것의 일부밖에 지속되지 않으며, 제대로 된 침실은 침대의 효과를 다시 두 배로 늘려줍니다(효과 지속시간 135초 / 1,080초 / 2,160초).", ": the force check returns true only for that region, so the skip option is ignored there.": ": 강제 확인이 해당 지역에서만 참을 반환하므로, 건너뛰기 옵션은 무시됩니다.", ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": "': 나열된 경로의 출처가 없습니다 (유닛, 건물 또는 방의 참조가 없습니다) - 실질적으로 획득 불가능합니다.", ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": ": 이전 던전을 클리어하면 순서대로 잠금 해제되는 테마 탐사 던전. 각 지역은 정해진 수의", ": this character can use the": ": 이 캐릭터는 다음을 사용할 수 있습니다:", ": today each grants a single settler effect (one Soul trait per character), while the other soul stones remain inert collectibles.": ": 현재는 각각 단 하나의 정착민 효과만을 부여하며(캐릭터당 소울 특성 하나), 그 외의 소울스톤들은 아무 효과 없는 수집품으로 남아 있다.", "; Humans and Lizardmen are available from the start.": "; 인간과 도마뱀인은 처음부터 사용 가능합니다.", "; R = 200 lets through": "; R = 200은 통과시킵니다", "; a fourth kill only refreshes the timer, it does not push past the cap.": "; 네 번째 처치는 타이머만 새로 고칩니다, 상한선을 넘지 않습니다.", "; blocked after quest \"": "; 임무 \" 이후 차단됨", "; blocked once": "; 한 번 차단됨", "; chains to up to {#} targets within {#} tiles": "; 최대 {#}명에게 연쇄 ({#}타일 이내)", "; click any name for its full effect.": "; 전체 효과를 보려면 이름을 클릭하세요.", "; easier settings weaken monster attack, harder ones raise both HP and attack. Devastation": "; 더 쉬운 설정은 몬스터 공격을 약하게 하고, 더 어려운 설정은 생명력과 공격을 모두 높입니다. 파멸", "; heavier skills cost more (commonly 2, a few cost 5); many utility and magic actions cost nothing. Because the cost is per action, a weapon lasts for hundreds to thousands of swings before it needs mending.": "; 더 무거운 스킬일수록 비용이 더 큽니다(일반적으로 2, 일부는 5). 많은 유틸리티 및 마법 행동은 비용이 전혀 들지 않습니다. 비용이 행동당 부과되므로, 무기는 수리가 필요해지기 전까지 수백에서 수천 번의 타격을 견딥니다.", "; never after": "; 이후로 절대", "; reaching this value triggers": "; 이 값에 도달하면 트리거됨", "; requires quest \"": "; 다음 퀘스트 필요 \"", "; see the": "; see the", "; stacks up to {#}": "; 최대 {#} 중첩", "; starts the device quest.": "; 장치 임무를 시작합니다.", "<Basic Controls>": "<기본 조작>", "<Build> Crafting Table": "<건설> 제작 테이블", "<Build> Research Table": "<건설> 연구 테이블", "<Controls While a Unit is Selected>": "<유닛 선택 중 조작>", "<HotKeys>": "<단축키>", "<Recruit> Secure 4 Members": "<모집> 4명 확보", "<Shortcuts>": "<단축키>", "<b>{#}%</b> of {#} HP": "<b>{#}%</b> of {#} HP", "= +50% HP).": "= HP +50%).", "= 1,440-minute steps).": "= 1,440분 스텝).", "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "= 10 + 예상 재능 성장 + 고정 수정값, 그 다음 x(1 + % 수정값의 합).", "= 10) and a": "= 10) 그리고", "= 118 physical": "= 118 물리", "= 160 physical + 27 physical": "= 160 물리 + 27 물리", "= 173 physical + 29 physical": "= 173 물리 + 29 물리", "= 5) per unit surrounding a target - but a decompile of this build shows it is": "= 5) 대상을 둘러싼 유닛당 - 하지만 이 빌드의 디컴파일은 그것이", "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8). 표준 8타일 시각과 일치하므로, 대부분의 몬스터의 경우 발견과 교전이 같은 거리에서 일어납니다.", "= MAtk 100.3 x 1% x 1.08 crit": "= 마법 공격 100.3 x 1% x 1.08 치명타", "= MAtk 100.3 x 100% x 1.08 crit": "= 마법 공격 100.3 x 100% x 1.08 치명타", "= MAtk 100.3 x 150% x 1.08 crit": "= MAtk 100.3 x 150% x 1.08 크리티컬", "= MAtk 100.3 x 240% x 1.08 crit": "= MAtk 100.3 x 240% x 1.08 crit", "= MAtk 57.6 x 100% x 1.08 crit": "= 마법 공격 57.6 x 100% x 1.08 치명타", "= MAtk 88.2 x 100% x 1.08 crit x 1.1 dmg bonus": "= 마법공격 88.2 x 100% x 1.08 치명타 x 1.1 피해 보너스", "= MAtk 88.2 x 150% x 1.08 crit x 1.1 dmg bonus": "= 마법 공격 88.2 x 150% x 1.08 치명타 x 1.1 피해 보너스", "= MAtk 88.2 x 200% x 1.08 crit x 1.1 dmg bonus": "= 마법 공격 88.2 x 200% x 1.08 치명타 x 1.1 피해 보너스", "= MAtk 91.2 x 100% x 1.074 crit": "= MAtk 91.2 x 100% x 1.074 크리", "= MAtk 91.2 x 200% x 1.074 crit": "= 마법 공격 91.2 x 200% x 1.074 치명타", "= MAtk 91.2 x 300% x 1.074 crit": "= 마법 공격 91.2 x 300% x 1.074 치명타", "= MAtk 91.2 x 40% x 1.074 crit": "= 마법 공격 91.2 x 40% x 1.074 치명타", "= PAtk 116.1 x 120% x 1.018 crit": "= 물리 공격 116.1 x 120% x 1.018 치명타", "= PAtk 116.1 x 250% x 1.018 crit": "= 물리 공격 116.1 x 250% x 1.018 치명타", "= PAtk 116.1 x 30% x 1.018 crit": "= PAtk 116.1 x 30% x 1.018 치명타", "= PAtk 116.1 x 400% x 1.018 crit": "= 물리 공격 116.1 x 400% x 1.018 치명타", "= PAtk 116.1 x 500% x 1.018 crit": "= PAtk 116.1 x 500% x 1.018 치명타", "= PAtk 82.1 x 100% x 1.08 crit": "= PAtk 82.1 x 100% x 1.08 치명타", "= PAtk 82.1 x 120% x 1.08 crit": "= 물리 공격 82.1 x 120% x 1.08 치명타", "= PAtk 82.1 x 160% x 1.08 crit (2 hits of 71)": "= PAtk 82.1 x 160% x 1.08 크리 (71의 2번 히트)", "= PAtk 82.1 x 200% x 1.08 crit": "= PAtk 82.1 x 200% x 1.08 크리티컬", "= PAtk 82.1 x 280% x 1.08 crit": "= 물리 공격 82.1 x 280% x 1.08 치명타", "= PAtk 82.1 x 30% x 1.08 crit": "= 물리 공격 82.1 x 30% x 1.08 치명타", "= PAtk 82.1 x 300% x 1.08 crit": "= 물리 공격 82.1 x 300% x 1.08 치명타", "= PAtk 82.1 x 320% x 1.08 crit (4 hits of 71)": "= 물리 공격 82.1 x 320% x 1.08 치명타 (71의 4번 적중)", "= PAtk 82.1 x 400% x 1.08 crit (4 hits of 89)": "= 물리 공격 82.1 x 400% x 1.08 치명타 (89의 4번 적중)", "= PAtk 89.3 x 100% x 1.074 crit": "= PAtk 89.3 x 100% x 1.074 치명타", "= PAtk 89.3 x 120% x 1.074 crit": "= 물리 공격 89.3 x 120% x 1.074 치명타", "= PAtk 89.3 x 240% x 1.074 crit (3 hits of 77)": "= PAtk 89.3 x 240% x 1.074 크리 (77의 3번 히트)", "= PAtk 89.3 x 240% x 1.074 crit (6 hits of 38)": "= 물리 공격 89.3 x 240% x 1.074 치명타 (38의 6번 적중)", "= PAtk 89.3 x 40% x 1.074 crit": "= 물리 공격 89.3 x 40% x 1.074 치명타", "= Tech Book tier required": "= 필요한 기술 서적 계층", "= a building ability;": "= 건물 능력;", "= a player-unit skill - learnable from a skill tree (browse them on the": "= 플레이어 유닛 스킬 - 스킬 트리에서 배우는 것이 가능(", "= base": "= 기반", "= clan points to reach the next rank. The base game clamps the reachable rank; higher rows exist in data.": "= 다음 등급에 도달하기 위한 클랜 포인트. 기본 게임은 도달 가능한 등급을 제한하며, 데이터에는 더 높은 행이 존재합니다.", "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "= 기본값 + (주요 x 계수의 합) + 고정 수정값, 그 다음 x(1 + % 수정값의 합).", "= granted or triggered by an item;": "= 아이템으로 부여되거나 트리거됨;", "= its": "= 그것의", "= learnable from a skill tree (browse them on the": "= 스킬 트리에서 배울 수 있음 (다음에서 찾아보기", "= more likely), and it comes pre-placed with the buildings, props and item piles listed below. Area Type is the camp slot it can fill; Deco Style is the tileset it is drawn with. This is the layout of your home base, not a dungeon floor.": "= 확률이 더 높음)이며, 아래에 나열된 건물, 소품, 아이템 더미가 미리 배치되어 있습니다. Area Type은 채울 수 있는 캠프 슬롯이고, Deco Style은 그려지는 타일셋입니다. 이는 던전 층이 아니라 본거지의 레이아웃입니다.", "= not currently obtainable. The": "= 현재 획득할 수 없습니다. 다음", "= research workload ·": "= 연구 작업량 ·", "= sum of the above =": "= 위 항목의 합 =", "= summoner Magic Attack x 0.5 + creature base attack": "= 소환자 마법 공격 x 0.5 + 생물 기본 공격", "= summoner Magic Attack x 1 + creature base HP": "= 소환자 마법 공격 x 1 + 생물 기본 생명력", "= target HP / DPS": "= 대상 생명력 / DPS", "= the status exists on Player units / Other units / Items / Buildings. Percent stats are additive percentage modifiers; talent scaling shows how each point of a major talent contributes to the stat for player units. Click a status to see everything that can impact it - items, inscriptions, traits, skills and monsters.": "= 해당 상태가 플레이어 유닛 / 기타 유닛 / 아이템 / 건물에 존재함을 의미합니다. 퍼센트 스탯은 가산형 퍼센트 수정치이며, 재능 배율은 주요 재능 1포인트가 플레이어 유닛의 해당 스탯에 얼마나 기여하는지를 보여줍니다. 상태를 클릭하면 아이템, 각인, 특성, 스킬, 몬스터 등 이에 영향을 줄 수 있는 모든 요소를 확인할 수 있습니다.", "= used by non-enemy units;": "= 비적 단위에서 사용됨;", "= used only by enemy units;": "= 적 단위에서만 사용됨;", "?초 동안 가드율가 ?%, 가드 대미지 감소율이 ?% 증가합니다. Granted by 1 item": "?초 동안 가드율가 ?%, 가드 대미지 감소율이 ?% 증가합니다. Granted by 1 item", "?초 동안 공격 속도가 ?% 증가합니다. Granted by 1 item": "?초 동안 공격 속도가 ?% 증가합니다. Granted by 1 item", "?초 동안 마법 공격력가 ?만큼 증가합니다. Granted by 1 item": "?초 동안 마법 공격력가 ?만큼 증가합니다. Granted by 1 item", "?초 동안 마법 저항력가 ?% 증가합니다. Granted by 1 item": "?초 동안 마법 저항력가 ?% 증가합니다. Granted by 1 item", "?초 동안 명중률가 ?% 증가합니다. Granted by 1 item": "?초 동안 명중률가 ?% 증가합니다. Granted by 1 item", "?초 동안 물리 공격력이 ?만큼 증가합니다. Granted by 1 item": "?초 동안 물리 공격력이 ?만큼 증가합니다. Granted by 1 item", "?초 동안 물리 저항력가 ?% 증가합니다. Granted by 1 item": "?초 동안 물리 저항력가 ?% 증가합니다. Granted by 1 item", "?초 동안 생명력 흡수이 ?% 증가합니다. Granted by 1 item": "?초 동안 생명력 흡수이 ?% 증가합니다. Granted by 1 item", "?초 동안 스킬 재사용 대기 시간 감소이 ?% 증가합니다. Granted by 1 item": "?초 동안 스킬 재사용 대기 시간 감소이 ?% 증가합니다. Granted by 1 item", "?초 동안 이동 속도가 ?% 증가합니다. Granted by 1 item": "?초 동안 이동 속도가 ?% 증가합니다. Granted by 1 item", "?초 동안 최대 무게가 ?% 증가합니다. Granted by 1 item": "?초 동안 최대 무게가 ?% 증가합니다. Granted by 1 item", "?초 동안 치명타 확률가 ?% 증가합니다. Granted by 1 item": "?초 동안 치명타 확률가 ?% 증가합니다. Granted by 1 item", "?초 동안 회피율가 ?% 증가합니다. Granted by 1 item": "?초 동안 회피율가 ?% 증가합니다. Granted by 1 item", "A": "A", "A \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.": "\"물\" 주문은 단순히 마법 피해를 입힙니다. 냉기와 서리 느낌의 스킬들은 별도의 피해 유형이 아니라 물 마법 계열일 뿐입니다.", "A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "200 피해 타격은 체력이 거의 0일 때 최대 60 생명력, 절반일 때 30 생명력, 만땅일 때는 아무것도 회복하지 않습니다 (입힌 피해의 30%, 잃은 생명력 비율로 곱함).", "A AlphaAcidSlogel (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a Gloth Pup (4-tile sight). Most things sit at 8.": "AlphaAcidSlogel(시야 12칸)은 방 반대편에서도 당신을 발견해 공격을 개시하지만, 글로트 새끼(시야 4칸)에게는 몇 칸 이내까지 접근해도 들키지 않을 수 있습니다. 대부분은 8칸입니다.", "A Barrier-generating engine to amplify": "배리어 생성 엔진을 증폭하기 위한", "A Difficult Situation - Dungeon Settlers Wiki": "곤란한 상황 - 던전 세틀러즈 위키", "A Difficult Situation icon": "곤란한 상황 아이콘", "A Grey Monster Rat that lives in the forest. It has Incredible power.": "숲에 사는 회색 몬스터 쥐. 엄청난 힘을 가지고 있습니다.", "A Grey Rat that lives in the forest.": "숲에 사는 회색 쥐.", "A Lizardman wall. Taunt and shield actives on top of a full Guardian tree, built to soak physical damage and hold aggro.": "도마뱀인 벽. 완전한 수호자 트리 위에 도발과 방패 액티브를 올린, 물리 피해를 흡수하고 어그로를 유지하는 빌드.", "A Metal Scarab that lives in the forest.": "숲에 사는 금속 딱정벌레입니다.", "A Mysterious Sound - Dungeon Settlers Wiki": "신비한 소리 - 던전 세틀러즈 위키", "A Mysterious Sound icon": "신비한 소리 아이콘", "A Plan Gone Awry - Dungeon Settlers Wiki": "틀어진 계획 - 던전 세틀러즈 위키", "A Plan Gone Awry icon": "틀어진 계획 아이콘", "A Stealth potion breaks contact cleanly, but the first hit you land drops it.": "은폐 포션은 접촉을 깔끔하게 끊지만, 당신이 입히는 첫 타격이 이를 제거합니다.", "A Successful Expedition - Dungeon Settlers Wiki": "성공적인 탐사 - 던전 세틀러즈 위키", "A Successful Expedition icon": "성공적인 탐사 아이콘", "A Suspicious Scarecrow - Dungeon Settlers Wiki": "수상한 허수아비 - 던전 세틀러즈 위키", "A Suspicious Scarecrow icon": "수상한 허수아비 아이콘", "A barrier that absorbs one impact envelops your skin.": "한 번의 충격을 흡수하는 보호막이 당신의 피부를 감싸줍니다.", "A basic attack deals damage equal to the attacker's": "기본 공격은 공격자의", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts a maw vast enough to crush rocks with": "모든 글로트가 그르릉대는 숨소리만 듣고도 복종하는 야수입니다. 육중한 몸과 그에 걸맞은 어마어마한 파괴력을 지닌 특대종인 이 괴물은 암석을 가볍게 부수고 여러 마리의 고블린을 한 번에 삼켜버릴 만큼 광활한 입을 자랑합니다.", "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts...": "모든 글로트가 그르릉대는 숨소리만 듣고도 복종하는 야수입니다. 육중한 몸과 그에 걸맞은 어마어마한 파괴력을 지닌 특대종인 이 괴물은 암석을 가볍게 부수고 여러 마리의 고블린을 한 번에 삼켜버릴 만큼 광활한 입을 자랑합니다.", "A beast that lives in caves. It attacks enemies that enter its territory.": "동굴에 사는 야수입니다. 영역에 진입하는 적을 공격합니다.", "A blue-glowing mushroom that can cause hallucinations when consumed.": "파란빛을 내는 버섯으로 섭취하면 환각을 일으킬 수 있습니다.", "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "파란빛이 나며 보기만 해도 오싹할 정도로 차가운 물체입니다.", "A book containing magic knowledge.": "마법 지식을 담은 책입니다.", "A burst caster stacking Incinerate, Blazing Echo and Explosion, with Burst passives feeding the flames from a two-handed staff.": "대손 스태프에서 작렬 패시브가 불꽃을 키우는 동안 화염, 작열의 메아리, 폭발을 겹쳐서 터뜨리는 버스트 캐스터.", "A cage holding a": "다음을 보유한 새장", "A cage holding an": "를 보관하고 있는 우리", "A candidate's price is built from two parts. First a": "후보자의 가격은 두 부분으로 구축됩니다. 먼저", "A capability reserved for future taming tasks.": "향후 길들이기 작업을 위해 예약된 능력입니다.", "A capability reserved for future taming tasks. Not Implemented Feature": "향후 길들이기 작업을 위해 예약된 수치입니다. 미구현 기능", "A carefree soul, always smiling, unbothered by the world's complexities.": "세상의 복잡함에 신경 쓰지 않고 항상 웃는 자유로운 영혼입니다.", "A carpet dyed red.": "빨간색으로 염색한 카펫입니다.", "A catastrophe has struck. The wicked": "재앙이 닥쳤습니다. 사악한", "A catastrophe has struck. The wicked Dungeon Core Arcteon is rapidly turning the entire continent into Barren Land. ## As the expedition leader dispatched by the": "대재앙이 일어났다. 사악한 던전 코어 아크테온이 대륙 전체를 빠르게 불모지로 바꾸어 놓고 있다. ## 파견된 탐사단의 지휘관으로서", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into": "대재앙이 일어났다. 아크테온이라는 이름을 자처한 사악한 던전 코어가 대륙 전체를 빠르게", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into Barren Land. ## As the expedition leader, d": "대재앙이 일어났다. 아크테온이라는 이름을 자처한 사악한 던전 코어가 대륙 전체를 빠르게 불모지로 바꾸어 놓고 있다. ## 탐사단의 지휘관으로서, 파", "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into 버려진 땅. ## As the expedition leader, d": "대재앙이 닥쳤다. 아크테온이라는 이름을 취한 사악한 던전 코어가 대륙 전체를 빠르게 버려진 땅으로 바꾸어 놓고 있다. ## 탐사단의 리더로서, 당", "A catastrophe has struck. The wicked 던전 코어 아크테온 is rapidly turning the entire continent into 버려진 땅. ## As the expedition leader dispatched by the": "대재앙이 닥쳤다. 사악한 던전 코어 아크테온이 대륙 전체를 빠르게 버려진 땅으로 바꾸어 놓고 있다. ## 다음에 의해 파견된 탐사단의 리더로서", "A character can hold only": "캐릭터는 다음만 보유할 수 있습니다", "A chest filled with the guild's provisions.": "길드의 물품으로 가득 찬 상자입니다.", "A clamor begins to rise from across the way.": "반대편에서 소음이 점점 커집니다.", "A clamor begins to rise from across the way. The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures-bright as flame-dance into view. \"We will become @##$@#(indecipherable)! Just as foretold, the price of @##$@#(indecipherable) flowers will soar beyond imagination!\" They chatter in a fever of excitement, but you can understand almost none of what they say. \"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!\" The otherworldly spectacle-the strange scent, off-beat drums, and wild dancing-leaves your thoughts increasingly hazy.": "반대편에서 소음이 점점 커집니다. 북 울림, 생기 있는 피리, 미지의 말들의 중얼거림이 섞여 점점 가까워집니다. 곧, 불처럼 밝게 빛나는 인간형의 인물들이 춤을 추며 나타나옵니다. \"우리가 @##$@#(알 수 없음)가 될 것입니다! 예언대로, @##$@#(알 수 없음) 꽃의 가격은 상상을 초월할 것입니다!\" 그들은 흥분으로 수다를 떨지만, 당신은 그들이 하는 말을 거의 이해할 수 없습니다. \"드디어 우리는 영원한 생명을 얻을 것입니다! 자신의 마음만 이해할 수 있다면 모든 것을 해결할 수 있습니다!\" 이 초자연적인 광경, 이상한 냄새, 어긋난 북 울림, 거친 춤이 당신의 생각을 점점 더 흐리게 합니다.", "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.": "몬스터로부터 드롭되거나(혹은 몬스터로 만들어지는) 수집품으로, 아직 완성되지 않은 길들이기 시스템을 위한 것이다. 현재는 셋만이 효과를 부여한다.", "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.": "주요 스탯과 장비로부터 계산되는 전투 스탯으로, 물리 공격력, 최대 생명력, 공격 속도, 치명타 확률, 저항 등이 있다. 게임 내에서는 각 주요 스탯이 기여하는 정도를 'Per Stat +X'로 표시한다.", "A configurable what-if caster.": "구성 가능한 가정 시전자.", "A control caster that summons a Bubble Toad and layers Tide passives for steady, sustained magic pressure.": "버블 두꺼비를 소환하고 조수 패시브를 겹쳐서 안정적이고 지속적인 마법 압박을 주는 컨트롤 캐스터.", "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spi...": "물 마법의 기초 중의 기초로 생성된 마물입니다. 마력을 응축시켜 가장 근원적인 형태의 순환하는 정령인 버블링은 제 주인을 따라다니며 다양한 마법의 기초 재료로서 사용됩니다.", "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves a": "물 마법의 기초 중의 기초로 생성된 마물입니다. 마력을 응축시켜 가장 근원적인 형태의 순환하는 정령인 버블링은 제 주인을 따라다니며 다양한 마법의 기초 재료로서 사용됩니다.", "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...": "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...", "A dark crimson blood from a monster rat.": "몬스터 쥐에서 나온 어두운 홍색의 피입니다.", "A dining chair carved from stone.": "돌에서 깎아낸 식탁 의자입니다.", "A dining chair made of wood.": "나무로 만든 식탁 의자입니다.", "A dish that somewhat improves the nauseating taste of": "의 역겨운 맛을 다소 개선한 요리", "A dug-up grave exudes a foreboding presence.": "파헤친 무덤은 불길한 기운을 내뿜습니다.", "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "탐사 지도상의 던전 구역이다. 두 곳은 플레이 가능하며(침묵의 장막, 부패한 굴), 나머지는 자리표시자이거나 내부용 생물군계다.", "A durable frontline unit": "내구성 있는 전방 유닛", "A durable spear crafted from Bloodwood.": "블러드우드로 만든 내구성 있는 창입니다.", "A faint sound seems to rise out of the silence, growing clearer by the moment. It's very sweet, but at the same time imp...": "적막한 침묵에서 희미한 소리가 떠오르는 듯하고 점점 더 명확해진다. 매우 달콤하지만 동시에 불안한...", "A famous expedition known by many.": "많은 사람들에게 알려진 유명한 탐사단입니다.", "A feature for building graves and laying units to rest will be added in the full release.": "무덤을 짓고 유닛을 안장하는 기능은 정식 출시 시 추가될 예정입니다.", "A few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful": "알아두면 좋은 몇 가지 전투 상수가 있습니다. 공격은 머리와 몸통 부위로 나뉘어 판정됩니다(머리 약 30%, 몸통 70%). 성공적인", "A few expedition members grumble and voice their dissatisfaction.": "몇몇 탐사단원들이 투덜거리며 불만을 표한다.", "A finely crafted": "정교하게 제작된", "A finely crafted sculpture showcasing an artisan's skill.": "A finely crafted sculpture showcasing an artisan's skill.", "A finely crafted silver necklace.": "정교하게 만들어진 은목걸이입니다.", "A flowerbed adorned with bright yellow flowers.": "밝은 노란색 꽃으로 장식한 화단입니다.", "A flowerbed adorned with pink flowers.": "분홍색 꽃으로 장식한 화단입니다.", "A foul-smelling and grotesque lump of meat.": "악취가 나고 기괴한 고기 덩어리입니다.", "A frontline melee build that takes hits": "전방 근접 빌드, 피격 중심", "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.": "전방 근접/탱커 종족으로, 채굴과 길들이기에 중점을 둔다. 모든 클랜 랭크에서 모집 가중치는 약 35다. 남성 전용 절차적 이름 풀을 사용한다. '용의 후예'라는 설정으로, 게임의 아직 공개되지 않은 드래곤 세계관과 연결되어 있다.", "A full field of 2 deals about": "2개의 가득 찬 필드는 약", "A fully authored Background trait (Common, recruit clan-rank requirement 1) that is": "완전히 작성된 배경 특성 (일반, 모집 클랜 등급 요구 1)이", "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "EnsnaringChains, SoulChain 사슬 메커니즘과 센티넬 워닝/Smite/Cry를 사용하는 완전히 구현된 보스입니다. 배치된 보스로 존재하지만, 거대 스톤 골렘과 달리 이 빌드에서는 지역 클리어 보스로 등록되어 있지 않습니다. 이 구역의 미니보스 등급에는 장로 글로트와 고블린 족장 주술사가 포함됩니다.", "A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.": "방이나 콘텐츠가 없는 미래 지역 슬롯입니다. 별개의 시스템이자 탐사단 지도의 지역이 아닌, 별도의 무한 심연 엔드리스 던전 모드(내부 지역명 'Abyss')와 혼동하지 마십시오.", "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "이름과 탐사 맵 슬롯으로만 존재하는 미래 지역; 아직 방, 몬스터 또는 전리품이 없습니다.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "야위어 보이는 남자가 거대한 배낭을 내려놓고 자신의 물품을 하나씩 꺼내기 시작합니다.", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at jus": "여윈 남자가 거대한 배낭을 내려놓고 물건들을 하나하나 펼쳐놓기 시작합니다. 당신을 보자 그의 입이 비꼬아 웃음을 짓습니다. \"아, 손님이네. 꼭 때맞춰", "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the right time.\" He props up a large sign and taps it with one hand. - Special discount today only! \"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\" He picks up one of his wares, makes a show of polishing it, then places it back on display.": "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the right time.\" He props up a large sign and taps it with one hand. - Special discount today only! \"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\" He picks up one of his wares, makes a show of polishing it, then places it back on display.", "A gem holding the remnants of the ancient fire dragon's breath.": "고대 불용의 호흡 잔재를 담은 보석입니다.", "A generous offering for": "다음을 위한 넉넉한 공물", "A good effect will be added later": "좋은 효과가 나중에 추가될 것입니다", "A green ore infused with nature's vitality.": "자연의 생명력이 담긴 녹색 광석입니다.", "A gruff male voice soon issues from its beak.": "곧 그 부리에서 거친 남성의 목소리가 흘러나온다.", "A harmful plant grown in the": "에서 자란 해로운 식물", "A harmful plant that grew in the": "에서 자란 해로운 식물", "A harmful plant that grows in": "다음에서 자라는 해로운 식물:", "A harmful plant that grows in Barren Land due to the corrupt magic flowing from Dungeon Portal. Nearby land becomes Corrupted Ground and cannot be traversed. You can use": "던전 포탈에서 흘러나오는 타락한 마력으로 인해 불모지에서 자라나는 유해한 식물이다. 주변 땅은 타락한 땅으로 변해 통행할 수 없게 된다. 다음을 사용하면", "A harmful plant that grows in 버려진 땅 due to the corrupt magic flowing from 던전 포탈. Nearby land becomes Corrupted Ground and cannot be traversed. You can use": "던전 포탈에서 흘러나오는 타락한 마법으로 인해 버려진 땅에서 자라나는 해로운 식물이다. 주변 땅은 오염된 땅이 되어 지나갈 수 없게 된다. 다음을 사용할 수 있다", "A health-restoring tonic brewed from antlers.": "뿔에서 우려낸 체력 회복 비약입니다.", "A jester's laugh spreads curses far and wide.": "광대의 웃음이 저주를 멀리 퍼뜨립니다.", "A jewel-like crimson relic hardened from the baron's final despair.": "A jewel-like crimson relic hardened from the baron's final despair.", "A large node where abundant": "풍부한 곳의 큰 노드", "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "스크립트나 이벤트에 의해 세계에 남겨지는 잔여 오브젝트다(예: 시작 장비를 전달하는 지원 마차).", "A level-2 starter any fresh recruit can afford: wood sword and shield, cloth armour, and two cheap Sword actives. A cheap, honest first fighter.": "신병이라면 누구나 살 수 있는 레벨 2 시작: 나무 검과 방패, 천 갑옷, 값싼 검 액티브 2개. 싸고 정직한 첫 전투원.", "A life-infused stone that carries the scent of fresh leaves.": "신선한 잎의 향기를 머금은 생명이 깃들인 돌입니다.", "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.", "A malevolent plant that has taken root in": "에 뿌리를 내린 악의적인 식물", "A malevolent plant that has taken root in Barren Land, spawned by the corrupt magic seeping from Dungeon Portal. Its thorny tendrils radiate a sinister aura that unsettles the mind": "던전 포탈에서 스며 나오는 타락한 마력에 의해 생겨나, 불모지에 뿌리내린 사악한 식물이다. 가시투성이 덩굴은 정신을 어지럽히는 불길한 기운을 내뿜는다", "A malevolent plant that has taken root in 버려진 땅, spawned by the corrupt magic seeping from 던전 포탈. Its thorny tendrils radiate a sinister aura that unsettles the mind": "버려진 땅에 뿌리내린 사악한 식물로, 던전 포탈에서 스며 나오는 타락한 마법에 의해 생겨났다. 가시 돋친 덩굴에서 정신을 어지럽히는 불길한 기운이 뿜어져 나온다", "A man carrying a large pack rests nearby with the relaxed expression of someone familiar with this place.": "큰 배낭을 들고 있는 남자가 이곳에 익숙한 사람의 편안한 표정으로 가까이서 쉬고 있다.", "A man with a large pack slung over his shoulder rests here with a relaxed expression, as if this place is familiar to hi...": "커다란 짐을 어깨에 짊어진 한 남자가 마치 이곳이 익숙하다는 듯 편안한 표정으로 쉬고 있...", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down. Beside him, a cat merely glances i": "가면을 쓴 인물이 곤충으로 가득 찬 나무 우리 옆에 서 있습니다. 안에 갇힌 산성충을 한동안 관찰한 후, 그는 뭔가를 적기 시작합니다. 그의 옆에는 고양이가 단지", "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down...": "가면을 쓴 인물이 곤충으로 가득 찬 나무 우리 옆에 서 있습니다. 안에 갇힌 산성충을 한동안 관찰한 후, 그는 뭔가를 적기 시작합니다...", "A maxed level-4 Human greatsword build in full Arcron gear with three inscriptions - the strongest obtainable loadout in the current release.": "완전 아크론 장비와 비문 3개를 장착한 휴먼 대검 레벨 4 풀 강화 빌드 - 현재 버전에서 구현 가능한 가장 강력한 세트업.", "A melee weapon (sword / greatsword / blunt)": "근접 무기 (검 / 대검 / 둔기)", "A melee weapon and single-target melee skills": "근접 무기 및 단일 대상 근접 스킬", "A mental breakdown resets stress to {#} and puts the unit in a Mental Collapse for {#} days, with a {#}-day aftereffect. It is not immediately lethal - only a second max-out during the break kills.": "정신 붕괴가 오면 스트레스가 {#}(으)로 초기화되고 유닛은 {#}일간 정신 붕괴 상태가 되며, {#}일의 후유증이 남습니다. 즉시 치명적이지는 않습니다 - 붕괴 중 두 번째로 한계에 도달할 때만 사망합니다.", "A modifier that determines how much": "A modifier that determines how much", "A modifier that determines how much Stress periodically increases or decreases based on Mood.": "기분에 따라 스트레스가 주기적으로 얼마나 증가하거나 감소하는지 결정하는 보정치.", "A moment later, she turns her gaze elsewhere, suddenly looking oddly flustered.": "잠시 후, 그녀는 시선을 돌리고, 갑자기 어쩔 줄 몰라하는 표정을 짓는다.", "A monster hits you for": "몬스터가 당신을 다음으로 타격합니다", "A monster runs through three combat states": "몬스터는 세 가지 전투 상태를 거칩니다", "A monster's tooth shaped like a saw, capable of tearing through flesh with ease.": "톱니 모양의 몬스터 이빨로, 살을 쉽게 찢을 수 있습니다.", "A mysterious stone infused with the soul of a": "의 영혼이 깃든 신비한 돌", "A nature caster blending offensive blooms with Harmony healing passives, built to hold the line while it sustains the party.": "공격적인 피어남과 조화 치유 패시브를 섞어서 전선을 지키며 팀을 지탱하는 자연 캐스터.", "A nature-infused staff crafted from Bloodwood.": "블러드우드로 만든 자연이 깃든 지팡이입니다.", "A necklace adorned with garnet gems.": "가넷으로 장식된 목걸이입니다.", "A necklace adorned with opal gems.": "오팔로 장식된 목걸이입니다.", "A necklace adorned with peridot gems.": "페리도트로 장식된 목걸이입니다.", "A necklace embedded with blue crystal.": "파란 수정이 박혀 있는 목걸이입니다.", "A necklace embedded with green crystal.": "녹색 수정이 박혀 있는 목걸이입니다.", "A necklace embedded with red crystal.": "빨간 수정이 박혀 있는 목걸이입니다.", "A new expedition member has joined.": "새로운 탐사단원이 합류했습니다.", "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.": "전투와 무관한 작업 스킬(채굴, 벌목, 연구, 농사, 제작, 요리, 길들이기, 의술, 건축)로, 유닛이 정착지 작업을 얼마나 잘 수행하는지를 좌우한다; 주요 스탯, 종족, 시설 품질에 따라 상승한다.", "A one-handed sword-and-board bruiser. Chain three Sword actives while Warrior and Guardian passives sharpen and shield every strike.": "한손 검과 방패를 든 근접 딜러. 전사와 수호자 패시브가 모든 공격을 강화하고 보호하는 동안 검 액티브 3개를 연계합니다.", "A peculiar antler that grows from the": "의 머리에서 자라는 독특한 뿔", "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.": "층별 '신선도' 수치로, 5(가득 참)에서 0(고갈)까지 내려간다. 층이 0에 도달하면 해당 지역 전체가 고갈된 던전 효과를 받아, 회복될 때까지 모든 드롭률이 50% 감소한다.", "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.": "스탯별 등급(부족, 보통, 우수, 탁월, 천재)으로, 레벨업마다 주요 스탯이 얻는 포인트 수를 결정한다. 재능 등급이 높을수록 성장 속도가 빠르다.", "A percentage bonus added to gained experience. Higher values increase the": "A percentage bonus added to gained experience. Higher values increase the", "A percentage bonus added to gained experience. Higher values increase the Exp received.": "획득 경험치에 더해지는 퍼센트 보너스. 값이 높을수록 받는 Exp가 늘어납니다.", "A percentage bonus applied when": "다음일 때 적용되는 백분율 보너스", "A percentage bonus applied when Stress decreases. Higher values make stress decrease more.": "스트레스가 감소할 때 적용되는 퍼센트 보너스. 값이 높을수록 스트레스가 더 많이 감소합니다.", "A percentage bonus applied when Stress increases. Higher values make stress increase more.": "스트레스가 증가할 때 적용되는 퍼센트 보너스. 값이 높을수록 스트레스가 더 많이 증가합니다.", "A percentage modifier applied to": "다음에 적용된 백분율 수정자", "A percentage modifier applied to Agility. Positive values increase it, while negative values decrease it.": "민첩에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Attack Speed. Positive values increase it, while negative values decrease it.": "공격 속도에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Constitution. Positive values increase it, while negative values decrease it.": "체질에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Construction Capability. Positive values increase it, while negative values decrease it.": "건설 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Cooking Capability. Positive values increase it, while negative values decrease it.": "요리 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Cooldown Reduction. Positive values increase it, while negative values decrease it.": "재사용 대기시간 감소에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Crafting Capability. Positive values increase it, while negative values decrease it.": "제작 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Damage Taken. Positive values increase it, while negative values decrease it.": "받는 피해에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Energy Regeneration. Positive values increase it, while negative values decrease it.": "에너지 재생에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Farming Capability. Positive values increase it, while negative values decrease it.": "농사 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Gathering Capability. Positive values increase it, while negative values decrease it.": "채집 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Hunger Regeneration. Positive values increase it, while negative values decrease it.": "허기 재생에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Intelligence. Positive values increase it, while negative values decrease it.": "지능에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Logging Capability. Positive values increase it, while negative values decrease it.": "벌목 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Magic Attack Power. Positive values increase it, while negative values decrease it.": "마법 공격력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Magic Resistance. Positive values increase it, while negative values decrease it.": "마법 저항에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Max Energy. Positive values increase it, while negative values decrease it.": "최대 에너지에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Max Health Total. Positive values increase it, while negative values decrease it.": "총 최대 생명력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Max Hunger. Positive values increase it, while negative values decrease it.": "최대 허기에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Max Stress. Positive values increase it, while negative values decrease it.": "최대 스트레스에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Max Weight. Positive values increase it, while negative values decrease it.": "최대 무게에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Mining Capability. Positive values increase it, while negative values decrease it.": "채굴 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Movement Speed. Positive values increase it, while negative values decrease it.": "이동 속도에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Perception. Positive values increase it, while negative values decrease it.": "지각에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Physical Attack Power. Positive values increase it, while negative values decrease it.": "물리 공격력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Physical Resistance. Positive values increase it, while negative values decrease it.": "물리 저항에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Research Capability. Positive values increase it, while negative values decrease it.": "연구 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Strength. Positive values increase it, while negative values decrease it.": "힘에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Taming Capability. Positive values increase it, while negative values decrease it.": "길들이기 능력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to Willpower. Positive values increase it, while negative values decrease it.": "의지력에 적용되는 퍼센트 보정치. 양수면 증가하고 음수면 감소합니다.", "A percentage modifier applied to 여가 능력치. Positive values increase it, while negative values decrease it.": "여가 능력치에 적용되는 비율 보정치입니다. 양수면 증가하고, 음수면 감소합니다.", "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.": "유닛이 레벨업 시 얻거나 모집될 때부터 지니고 있는 영구적인 특성형 보너스다. 각인은 스탯 상승, 스킬 트리 전체, 혹은 특수 효과를 부여하며, 일반/고급/희귀/전설 등급으로 나뉜다. 총 96개가 존재한다.", "A portal that rose from the corrupted land one day.": "한때 부패한 땅에서 솟아오른 포탈입니다.", "A portal used for inter-floor movement in dungeons.": "던전 내 층간 이동을 위한 포탈입니다.", "A race's special mechanic, triggered by its condition.": "종족의 특수 메커니즘, 그 상태에 의해 트리거됩니다.", "A random string value for generating a settlement map.": "정착지 맵 생성을 위한 무작위 문자열 값", "A raven flies in from afar and lands upon your forearm.": "까마귀가 멀리서 날아와 당신의 팔뚝에 내려앉는다.", "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Fors": "까마귀 한 마리가 멀리서 날아와 당신의 팔뚝에 내립니다. \"솔직히 당신의 그룹이 오래갈 거라고 생각하지 못했습니다. 하지만 제가 잘못했다고 인정해야 할 것 같습니다. 황폐한 땅에서 생존하는", "A raven flies over the thorn vines and perches in front of you. Its eyes tint blue, and then the Overseer's voice flows ...": "까마귀가 가시 덩굴 위를 날아다니며 당신 앞에 앉아 내려앉는다. 그 눈이 파란색으로 물들고, 그러면 감시자의 목소리가 흘러나온다...", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak.": "검은 까마귀가 가시 덩굴 위로 날아와 당신 앞에 내려앉습니다. 그 눈이 파란색으로 변하고 감독관의 목소리가 부리에서 나옵니다.", "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Captain, I'm preparing an evaluatio": "검은 까마귀가 가시 덩굴 위로 날아와 당신 앞에 내려앉습니다. 그 눈이 파란색으로 변하고 감독관의 목소리가 부리에서 나옵니다. \"탐사단 대장님, 이제 평가를", "A raven flies over the thorny vines and settles on your arm.": "까마귀가 날카로운 덩굴들 위로 날아와 당신의 팔에 앉습니다.", "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"": "까마귀가 날카로운 덩굴들 위로 날아와 당신의 팔에 앉습니다. 그 눈이 파랗게 빛나고, 그 부리에서 남성의 목소리가 흘러나옵니다. \"던전은 우리가 알던 것보다 훨씬 더 위험해지고 있습니다. 먼저 표준 길드 프로토콜을 따르고 그곳에서 생존하기 위해 필요한 기본 준비를 하세요.\" \"걱정하지 마세요, 조사관님. 저는 모든 주의사항을 외우고 있습니다.\" 당신의 대답은 그를 안심시키는 데 별로 도움이 됩니다. \"꽤 자신감이 있으시군요...? 음, 직접 경험하면 이해하실 겁니다. 탐사대장님, 행운을 빕니다.\"", "A raven perched on your forearm glows with blue eyes. Soon a gruff male voice flows out. \"I heard that the expedition t...": "팔뚝에 앉은 까마귀의 눈이 파란색으로 빛납니다. 곧 거친 남성의 목소리가 흘러나옵니다. \"탐사...", "A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light.": "까마귀 한 마리가 가시덩굴 사이를 조용히 날아 당신의 팔뚝에 내려앉습니다. 그 눈이 서서히 희미한 푸른빛으로 빛나기 시작합니다.", "A recruit's background trait decides the main and sub skill trees it can pick from. 40 backgrounds carry tree affinities in this build.": "모집된 인물의 배경 특성에 따라 선택할 수 있는 주 스킬트리와 보조 스킬트리가 결정됩니다. 이 빌드에는 스킬트리 적성을 가진 배경이 40종 있습니다.", "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.": "신병의 배경 특성은 선택할 수 있는 주 및 부 스킬 트리를 결정합니다. 이 빌드에서는 41개의 배경이 트리 친화성을 가지고 있습니다.", "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.": "모집 대상의 배경(경비병, 밀렵꾼, 마법사 등)으로, 어떤 스킬 트리를 가지고 시작하는지를 결정하며 개별 특성을 지닐 수도 있다. 40개의 배경이 각기 다른 무기/마법 트리 조합에 대응된다.", "A red-glowing fruit occasionally found on Luma trees.": "루마 나무에서 가끔 발견되는 빨간빛을 내는 과일입니다.", "A related bounty,": "관련 현상금,", "A representative dungeon floor assembled from the game's own room graph: each roll draws one of the hand-authored room graphs for the chosen floor, fills every node with a weighted room template, and lays them out connected": "게임 자체의 방 그래프로 구성한 예시 던전 층입니다: 매 굴림마다 선택한 층에 대해 직접 제작된 방 그래프 중 하나를 뽑고, 모든 노드를 가중치가 적용된 방 템플릿으로 채운 뒤, 이를", "A rescued unit retains": "구조된 유닛은 유지합니다", "A research book compiling complex theories and formulas.": "복잡한 이론과 공식을 담은 연구 서적입니다.", "A ring adorned with garnet gems.": "가넷으로 장식된 반지입니다.", "A ring adorned with opal gems.": "오팔로 장식된 반지입니다.", "A ring adorned with peridot gems.": "페리도트로 장식된 반지입니다.", "A ring embedded with blue crystal.": "파란 수정이 박혀 있는 반지입니다.", "A ring embedded with green crystal.": "녹색 수정이 박혀 있는 반지입니다.", "A ring embedded with red crystal.": "빨간 수정이 박혀 있는 반지입니다.", "A room is recognized as the highest-priority type whose requirements it meets: required furniture (by building subtype and quality), minimum interior size (floor tiles inside the walls), wall/floor average quality and total decoration quality. Each": "방은 자신이 충족하는 조건 중 가장 우선순위가 높은 유형으로 인식된다: 필요 가구(건물 하위 타입과 품질 기준), 최소 내부 크기(벽 안쪽의 바닥 타일 수), 벽/바닥 평균 품질, 총 장식 품질. 각", "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.": "던전 지역으로의 진입이다. 탐사 중에도 공유되는 캠페인 시계는 계속 흘러가며, 너무 오래 머무르면 점점 강해지는 던전 브레이크 압박이 발생한다.", "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.": "게임 데이터에 포함된 스케줄러 상수로(누적 캠페인 시간 24/48/72/96/120/144시간), 점점 강화되는 던전 브레이크 이벤트를 위한 것이다 - 현재 빌드에서는 비활성 상태로, Dev_NotUsed로 표시되어 있으며 어떤 경고, 어펙터, 이벤트도 이를 사용하지 않는다. 실제로 체감되는 장기 탐사의 압박은 던전 체류(D1-D4) 기분 단계다.", "A separate": "별도", "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.": "정착민의 사기로, 욕구, 식사 품질, 환경, 이벤트에 따라 좌우된다. 기분이 낮으면 성과에 악영향을 미치며; 평균 기분이 낮은 상태가 지속되면 사기 위기 이벤트가 발생한다.", "A shining banner symbolizing the kingdom's authority.": "왕국의 권위를 상징하는 빛나는 배너입니다.", "A silver-containing ore that can be refined into ingots.": "은이 함유된 광석으로 주괴로 정련할 수 있습니다.", "A simple yet elegant": "단순하면서도 우아한", "A simple yet elegant silver ring.": "단순하면서도 우아한 은반지입니다.", "A sini...": "한 죄수...", "A sinister purple corruption clings thickly to": "불길한 보라색 부패가 다음에 짙게 붙어있다:", "A sinister purple corruption sticks heavily to": "불길한 보라색 부패가 무겁게 붙어 있다", "A slightly better resting environment will help ease the expedition members' fatigue. \"Still, this place should at least feel somewhat livable, should it not?\"": "조금 더 나은 휴식 환경은 탐사단원들의 피로를 덜어주는 데 도움이 될 것이다. \"그래도 이곳이 어느 정도는 사람 사는 곳처럼 느껴져야 하지 않겠나?\"", "A slightly better resting environment will help ease the expedition members' fatigue. \"Still, this place should at least feel somewhat livable, should it not?\" ➜ With the private rooms improved from their previous state, rest has become much more effective. \"Now they are finally worthy of being called private rooms.\"": "조금 더 나은 휴식 환경은 탐사단원들의 피로를 덜어주는 데 도움이 될 것이다. \"그래도 이곳이 어느 정도는 사람 사는 곳처럼 느껴져야 하지 않겠나?\" ➜ 개인실이 이전보다 개선되면서, 휴식의 효과가 훨씬 커졌다. \"이제야 개인실이라고 부를 만하군.\"", "A slightly better resting environment will help ease the expedition members' fat…": "약간 더 좋은 휴식 환경이 탐사단 원들의 피로를 덜어줄 것입니다.…", "A small and unremarkable expedition for now.": "지금은 작고 눈에 띄지 않는 탐사단입니다.", "A small but useful mana-generating device.": "작지만 유용한 마력을 생성하는 장치입니다.", "A small node containing": "포함하는 작은 광맥", "A small stone containing the soul of a": "의 영혼을 담은 작은 돌", "A soldier belonging to the guild.": "길드에 속한 병사입니다.", "A soul stone infused with the instincts of an": "A soul stone infused with the instincts of an", "A space for the members to eat together has been prepared, but it still seems cramped and uncomfortable. A better dining room would also improve the mood of the expedition. \"At least during meals, everyone should be able to rest comfortably, should they not?\"": "단원들이 함께 식사할 공간이 마련되긴 했지만, 여전히 비좁고 불편해 보인다. 더 나은 식당은 탐사단의 기분도 개선해 줄 것이다. \"적어도 식사할 때만큼은 다들 편하게 쉴 수 있어야 하지 않겠나?\"", "A space for the members to eat together has been prepared, but it still seems cramped and uncomfortable. A better dining room would also improve the mood of the expedition. \"At least during meals, everyone should be able to rest comfortably, should they not?\" ➜ With the dining room improved, the expedition members enjoy their meals far more comfortably than before. \"Now we have a place where everyone can eat without worry.\"": "단원들이 함께 식사할 공간이 마련되긴 했지만, 여전히 비좁고 불편해 보인다. 더 나은 식당은 탐사단의 기분도 개선해 줄 것이다. \"적어도 식사할 때만큼은 다들 편하게 쉴 수 있어야 하지 않겠나?\" ➜ 식당이 개선되면서 탐사단원들은 이전보다 훨씬 편하게 식사를 즐기게 되었다. \"이제 다들 걱정 없이 먹을 수 있는 곳이 생겼군.\"", "A space for the members to eat together has been prepared, but it still seems cr…": "단원들이 함께 식사할 수 있는 공간이 준비되었지만, 여전히 불충분해…", "A space fully suitable for conducting in-depth research.": "심층적인 연구를 수행하기에 완전히 적합한 공간입니다.", "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "고급 공개 장비에 사용되는 특수 희귀 던전 금속으로, 일반 금속 사다리 밖에 있습니다.", "A staff harnessing nature's power from beast bones.": "A staff harnessing nature's power from beast bones.", "A standard block of metal made by melting": "을 녹여 만든 표준 금속 블록", "A standard offering for": "다음을 위한 표준 공물", "A standing mood modifier every settler carries based on its": "모든 정착민이 기반한 기본 기분 수정자", "A state of overflowing vitality and heightened": "넘치는 활력과 향상된 상태", "A state of overflowing vitality and heightened Mood after consuming Royal Jelly.": "왕실 젤리를 섭취한 후 생명력이 넘치고 기분이 높아진 상태입니다.", "A stone containing the sealed soul of a": "의 봉인된 영혼을 담은 돌", "A stone containing the sealed soul of a red monster rat.": "빨간 몬스터 쥐의 봉인된 영혼을 담은 돌입니다.", "A stone containing the soul of a": "다음의 영혼을 담은 돌입니다", "A stone containing the soul of a blood-infused slime.": "생명력이 깃든 슬라임의 영혼을 담은 돌입니다.", "A stone holding the soul of an": "의 영혼을 담은 돌", "A stone housing the soul of a": "의 영혼을 담은 돌", "A stone infused with the soul of a powerful": "강력한의 영혼이 깃든 돌", "A stone that seals the soul of a monster rat.": "몬스터 쥐의 영혼을 봉인한 돌입니다.", "A stone that writhes periodically. After 10 seconds, the rock breaks apart and summons a": "주기적으로 꿈틀거리는 돌입니다. 10초 후 바위가 부서지고 소환합니다:", "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.": "던전 차원을 유지하는 스토리 장치다; 세계관 설정에 따르면 엘로스 제국의 실험으로 밝혀진다. 고정 전리품 상호작용 오브젝트로도 등장한다.", "A strange seed sprouts from the target tile, knocking back units in that location by 1 tiles and dealing 150% of": "이상한 씨앗이 대상 타일에서 자라나 그 위치의 유닛을 1 타일 뒤로 밀고 다음의 150%를 처리합니다", "A strange seed sprouts from the target tile, knocking back units in that location by 1 tiles and dealing 150% of Magic Attack Power as damage to enemy units. The strange seed heals adjacent friendly units for 15% of Magic Attack Power every second.": "지정한 칸에서 기묘한 씨앗이 자라나 해당 위치의 유닛을 1칸 밀쳐내고 적 유닛에게 MAtk의 150%만큼 피해를 입힙니다. 기묘한 씨앗은 매초 주변 아군에게 MAtk의 15%만큼 치유를 제공합니다.", "A strange seed sprouts from the target tile, knocking back units in that location by 1 tiles and dealing 15…": "A strange seed sprouts from the target tile, knocking back units in that location by 1 tiles and dealing 15…", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of", "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of 마법 공격력 as damage to enemy units. The strange seed heals adjacent": "대상 타일에서 기묘한 씨앗이 자라나 해당 위치의 유닛을 {0}타일 밀쳐내고, 적 유닛에게는 마법 공격력의 {1}%만큼 피해를 입힙니다. 기묘한 씨앗은 인접한 아군을 회복시킵니다.", "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "더 강한 시전자는 더 튼튼하고 강력한 소환물을 만듭니다. 생물별 전체 숫자는", "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "돌로 만든 튼튼한 벽난로입니다. 내부를 따뜻하게 데우고 요리할 수 있습니다.", "A summon inherits its owner's Magic Attack: full value into HP, half into its own Magic Attack, both added to the creature's base. Some abilities (a Bubbleling's death explosion or barrier) instead read the summoner's live Magic Attack directly.": "소환수는 소환자의 마법 공격력을 물려받습니다. 전체 값은 생명력에, 절반은 소환수 자신의 마법 공격력에 더해지며, 둘 다 크리쳐의 기본값에 합산됩니다. 일부 능력(버블링의 사망 폭발이나 보호막 등)은 대신 소환자의 실시간 마법 공격력을 직접 참조합니다.", "A summon's stats are frozen from the summoner's Magic Attack Power at summon time (Bubbletoad HP = your Magic Attack Power + 300, its Magic Attack = half yours + 16.9; a Bubbling scales purely off your Magic Attack Power). Only Magic Attack matters, and Become Fire is the only stacking Magic-Attack self-buff in the game: each cast adds a Burning stack (doubled by Fireproof) worth +30% Magic Attack Power for 30s, and Fireproof also ignores 70% of the self-burn so stacking barely hurts. Pump Become Fire, then summon while inflated and the creature banks that power permanently. Honest ceiling: with a 15s cooldown and a 30s window you realistically land ~4-6 stacks (about +120% to +180% Magic Attack Power), not the 50-stack theoretical max, so the summon ends up roughly 2-3x its base - strong and permanent, but it takes real setup and three trees of investment. Fire Battle Mage lets you cast Become Fire with no fire staff, so you hold the water staff the summons need the whole time (a water staff grants Summon Bubbling for free; Bubbletoad needs the Water Magic tree).": "소환수의 능력치는 소환 시점 소환사의 마력 공격력을 기준으로 고정됩니다(버블토드의 생명력 = 마력 공격력 + 300, 마력 공격력 = 자신의 절반 + 16.9. 버블링은 순전히 마력 공격력에 비례합니다). 오직 마력 공격력만 중요하며, 게임 내에서 중첩 가능한 마력 공격력 자체 버프는 비컴 파이어가 유일합니다. 시전할 때마다 화상 중첩이 하나 추가되며(파이어프루프로 두 배), 중첩 하나당 30초 동안 마력 공격력 +30%가 붙고, 파이어프루프는 자신에게 붙는 화상 피해의 70%도 무시하므로 중첩을 쌓아도 거의 아프지 않습니다. 비컴 파이어를 최대한 쌓은 뒤 강화된 상태에서 소환하면 그 힘이 소환수에게 영구히 저장됩니다. 현실적인 상한선은 다음과 같습니다. 재사용 대기 15초, 지속시간 30초라는 조건에서 실질적으로 쌓을 수 있는 중첩은 약 4~6개(마력 공격력 약 +120%~+180%) 정도이며, 이론상 최대치인 50중첩에는 한참 못 미칩니다. 그래도 소환수는 기본치의 약 2~3배 수준이 되어 강력하고 영구적이지만, 실제로 준비 과정과 세 개 트리에 대한 투자가 필요합니다. 파이어 배틀 메이지를 쓰면 화염 지팡이 없이도 비컴 파이어를 시전할 수 있어, 소환수에 필요한 물 지팡이를 계속 들고 있을 수 있습니다(물 지팡이는 버블링 소환을 무료로 부여하며, 버블토드는 물 마법 트리가 필요합니다).", "A summon's stats are locked in from the summoner's Magic Attack Power at summon time. Only a Magic-Attack self-buff inflates a summon, and Become Fire is the only stacking one.": "소환수의 능력치는 소환 시점의 소환사 마력 공격력을 기준으로 고정됩니다. 소환수를 강화할 수 있는 것은 마력 공격력 자체 버프뿐이며, 중첩이 가능한 것은 비컴 파이어가 유일합니다.", "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant).": "서포터/캐스터 성향의 종족이다. 엘프는 클랜 랭크 1에서는 모집할 수 없으며(가중치 0), 랭크 2부터는 가중치 25로 등장한다(후보당 대략 16%의 확률). 연구와 농사 보너스 덕분에 정착지 일꾼으로서 강력하다. 데이터 마이닝된 텍스트는 향후 엘프 테마 지역이나 모집 확장(엘프 고향 환경과 엘프 상인)의 가능성을 암시한다.", "A talent that affects how much": "얼마나 많이 영향을 미치는 재능", "A talent that affects how much Agility increases when leveling up. Higher grades increase the growth range.": "레벨업 시 민첩이 얼마나 증가하는지에 영향을 주는 재능. 등급이 높을수록 성장 범위가 늘어납니다.", "A talent that affects how much Constitution increases when leveling up. Higher grades increase the growth range.": "레벨업 시 체질이 얼마나 증가하는지에 영향을 주는 재능. 등급이 높을수록 성장 범위가 늘어납니다.", "A talent that affects how much Intelligence increases when leveling up. Higher grades increase the growth range.": "레벨업 시 지능이 얼마나 증가하는지에 영향을 주는 재능. 등급이 높을수록 성장 범위가 늘어납니다.", "A talent that affects how much Perception increases when leveling up. Higher grades increase the growth range.": "레벨업 시 지각이 얼마나 증가하는지에 영향을 주는 재능. 등급이 높을수록 성장 범위가 늘어납니다.", "A talent that affects how much Strength increases when leveling up. Higher grades increase the growth range.": "레벨업 시 힘이 얼마나 증가하는지에 영향을 주는 재능. 등급이 높을수록 성장 범위가 늘어납니다.", "A talent that affects how much Willpower increases when leveling up. Higher grades increase the growth range.": "레벨업 시 의지력이 얼마나 증가하는지에 영향을 주는 재능. 등급이 높을수록 성장 범위가 늘어납니다.", "A temple has been built, but it remains rather humble. A more proper space seems necessary if the members are to find peace. \"Since this is a place to offer prayers to the Goddess, let us put more care into it.\"": "신전이 세워지긴 했지만, 여전히 다소 초라하다. 단원들이 마음의 평안을 찾으려면 좀 더 제대로 된 공간이 필요해 보인다. \"여신께 기도를 올리는 곳이니, 좀 더 정성을 들여야겠지.\"", "A temple has been built, but it remains rather humble. A more proper space seems necessary if the members are to find peace. \"Since this is a place to offer prayers to the Goddess, let us put more care into it.\" ➜ The inside of the temple now has a much more orderly atmosphere than before. \"Even the Goddess may look upon this place with some satisfaction.\"": "신전이 세워지긴 했지만, 여전히 다소 초라하다. 단원들이 마음의 평안을 찾으려면 좀 더 제대로 된 공간이 필요해 보인다. \"여신께 기도를 올리는 곳이니, 좀 더 정성을 들여야겠지.\" ➜ 신전 내부는 이전보다 훨씬 정돈된 분위기를 갖추게 되었다. \"여신께서도 이곳을 보시면 어느 정도 흡족해하실지 모르겠군.\"", "A temple has been built, but it remains rather humble. A more proper space seems…": "사당이 건설되었지만, 여전히 상당히 소박합니다. 더 적절한 공간이 필요해…", "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "일시적으로 피해를 흡수하는 보호막 수치다(장착형 방패와는 구별되는 상태/어펙터). 물 마법이 아군 배리어의 주요 공급원이다.", "A test unit": "테스트 유닛", "A thin man sets down a large backpack and begins displaying items one by one. Noticing you, he twists his mouth into a ...": "마른 체형의 남자가 큰 배낭을 내려놓고 물건들을 하나씩 펼쳐 보인다. 당신을 알아채더니, 입가를 비틀며...", "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "탐사단의 전체 파티 소멸로, 자체 이벤트를 트리거합니다(첫 괴멸 및 후속).", "A tough but long-lasting dried biscuit.": "질기지만 오래가는 마른 비스킷입니다.", "A trustworthy seat that won't give in, no matter how long you sit.": "아무리 오래 앉아도 무너지지 않을 믿을 만한 의자입니다.", "A two-handed Lizardman berserker leaning on the +2 greatsword aptitude. Execution passives finish wounded foes for extra damage.": "대검 적성 +2를 활용하는 도마뱀인 광전사. 마무리 패시브가 약해진 적을 처치하여 추가 피해를 입힙니다.", "A two-handed weapon uses both hands, so it cannot hold a shield.": "양손 무기는 양손을 모두 사용하므로 방패를 들 수 없습니다.", "A type of": "유형", "A unit can recover from this state if rescued from": "이 상태에서 벗어나면 회복할 수 있습니다", "A unit can recover from this state if rescued from Severely Damaged, or if another unit feeds them to remove Severely Hungry.": "중상 상태에서 구조되거나 다른 유닛이 먹여주어 심각한 굶주림이 해소되면 이 상태에서 회복할 수 있습니다.", "A unit has six": "유닛은 6개를 가집니다", "A unit in the": "다음 상태의 유닛", "A unit with": "다음을 가진 유닛", "A unit's innate trait.": "유닛의 선천적 특성.", "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).": "특정 무기 유형이나 마법 계열(검, 활, 화염 마법 등)에 대한 유닛의 숙련도로, 해당 무기를 얼마나 효과적으로 다루는지를 좌우한다. 종족마다 대표 적성이 있다(예: 인간은 검/대검/화염).", "A unit's task efficiency varies depending on its race and stats.": "유닛의 작업 효율은 종족과 스탯에 따라 달라집니다.", "A value indicating how many 'hours' of cumulative campaign elapsed time must pass before a Dungeon Break occurs. (Design note: Since it's currently hard to know how much cumulative settlement time corresponds to actual real-world playtime, it's hard to know how many breaks there will be per campaign before clearing the game. So for now, only the initial Dungeon Break trigger time is set. This will be adjusted later once we've checked the balance.)": "던전 브레이크가 발생하기까지 누적 캠페인 경과 시간이 몇 '시간' 지나야 하는지를 나타내는 값. (디자인 노트: 현재로서는 누적 정착지 시간이 실제 플레이 시간으로 어느 정도인지 파악하기 어려워, 게임 클리어까지 캠페인당 브레이크가 몇 번 발생할지 알기 어렵다. 그래서 일단은 최초 던전 브레이크 발동 시간만 설정해 둔다. 밸런스를 확인한 뒤 추후 조정할 예정.)", "A value periodically added to": "주기적으로 다음에 추가되는 값", "A value periodically added to Energy. Negative values reduce energy, while positive values restore it.": "주기적으로 에너지에 더해지는 값. 음수면 에너지가 감소하고, 양수면 회복됩니다.", "A value periodically added to Hunger. Negative values reduce hunger, while positive values restore it.": "주기적으로 허기에 더해지는 값. 음수면 허기가 감소하고, 양수면 회복됩니다.", "A value subtracted from": "다음에서 뺀 값", "A value subtracted from Durability over time. Higher values make the item expire faster.": "시간이 지남에 따라 내구도에서 차감되는 값. 값이 높을수록 아이템이 더 빨리 소모됩니다.", "A variable that adjusts the base chance of an attack landing on the head (adjusts the dice value as a ratio). If this value is -1, the head is always hit. If this value is 0, there is no adjustment. If this value is 1, the chance of hitting the head is halved. The intent of this adjustment is that judging the chance purely by head HP / total max HP would make the probability too high given how critical a head hit is. However, if head HP is lowered to reduce that probability, a head hit becomes too powerful whenever it lands. Conversely, raising head HP also raises the chance of being hit in the head - creating a dilemma.": "공격이 머리에 명중할 기본 확률을 조정하는 변수(주사위 값을 비율로 조정한다). 이 값이 -1이면 머리에 항상 명중한다. 0이면 조정이 없다. 1이면 머리에 맞을 확률이 절반으로 줄어든다. 이렇게 조정하는 이유는, 머리 생명력 / 전체 최대 생명력만으로 확률을 판단하면 머리 명중이 얼마나 치명적인지를 고려할 때 확률이 지나치게 높아지기 때문이다. 그렇다고 그 확률을 낮추기 위해 머리 생명력을 낮추면, 머리에 명중했을 때 그 한 방이 지나치게 강력해진다. 반대로 머리 생명력을 높이면 머리에 맞을 확률 자체가 높아진다는 딜레마가 생긴다.", "A wave erupts from the ground, dealing magic damage equal to 200% of magic attack power to enemy units on the target tile and granting them": "땅에서 파동이 솟아올라, 대상 칸에 있는 적 유닛에게 마법 공격력의 200%에 해당하는 마법 피해를 입히고 그들에게 다음을 부여합니다", "A wave erupts from the ground, dealing magic damage equal to 200% of magic attack power to enemy units on the target tile and granting them Tidal Mark and Disturbance for 10 seconds. Summons move to the target tile, prioritizing enemy units with Tidal Mark.": "땅에서 파도가 솟구쳐 지정한 칸의 적 유닛에게 마법 공격력의 200%만큼 마법 피해를 입히고 10초간 조류의 표식과 교란을 부여합니다. 소환수는 지정한 칸으로 이동하며 조류의 표식이 있는 적 유닛을 우선 노립니다.", "A workshop exists, but it still has many shortcomings when it comes to complex crafting. A more efficient working environment seems necessary. \"Facilities like these have their limits. Let us equip this place properly.\"": "공방이 있긴 하지만, 복잡한 제작에는 여전히 부족한 점이 많다. 좀 더 효율적인 작업 환경이 필요해 보인다. \"이런 시설로는 한계가 있지. 이곳을 제대로 갖춰보자.\"", "A workshop exists, but it still has many shortcomings when it comes to complex crafting. A more efficient working environment seems necessary. \"Facilities like these have their limits. Let us equip this place properly.\" ➜ Inside the improved workshop, crafting is now carried out far more systematically than before. \"With this, work efficiency should rise quite a bit.\"": "공방이 있긴 하지만, 복잡한 제작에는 여전히 부족한 점이 많다. 좀 더 효율적인 작업 환경이 필요해 보인다. \"이런 시설로는 한계가 있지. 이곳을 제대로 갖춰보자.\" ➜ 개선된 공방 안에서는 이제 제작이 이전보다 훨씬 체계적으로 이루어지고 있다. \"이 정도면 작업 효율이 꽤 오르겠군.\"", "A workshop exists, but it still has many shortcomings when it comes to complex c…": "작업장이 있지만, 복잡한 제작에는 여전히 많은 단점이 있습니다.…", "A wriggling giant grub. Used as food.": "꿈틀거리는 거대한 유충입니다. 음식으로 사용됩니다.", "A {0}% accuracy bonus is applied per unit surrounding the target.": "대상을 둘러싼 유닛당 {0}% 정확도 보너스가 적용됩니다.", "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "대상을 둘러싼 유닛당 {0}% 치명타 확률 보너스가 적용됩니다.", "A 심연 알파 산성 슬로겔 (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a 심연 새끼 글로트 (4-tile sight). Most things sit at 8.": "심연 알파 산성 슬로겔 (시야 12타일)은 방 반대편에서도 당신을 발견해 공격해 오지만, 심연 새끼 글로트 (시야 4타일)에게는 몇 타일 이내까지 접근해도 들키지 않습니다. 대부분은 8타일입니다.", "A 알파 산성 슬로겔 (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a 새끼 글로트 (4-tile sight). Most things sit at 8.": "알파 산성 슬로겔 (12칸 시야)은 방 반대편에서도 당신을 발견하지만, 새끼 글로트 (4칸 시야)에게는 몇 칸 이내까지 접근해도 들키지 않습니다. 대부분은 8칸입니다.", "A 은신 potion breaks contact cleanly, but the first hit you land drops it.": "은신 포션을 사용하면 감지를 완전히 끊을 수 있지만, 첫 공격을 가하는 순간 효과가 사라집니다.", "AFFECTER Mandrake Scream": "AFFECTER Mandrake Scream", "AFFECTER Operate": "AFFECTER Operate", "AFFECTER Witness Dead": "AFFECTER Witness Dead", "AFFECTER_AbandonCompanion": "AFFECTER_AbandonCompanion", "AFFECTER_AbandonCompanion ·": "AFFECTER_AbandonCompanion ·", "AFFECTER_AbundantRation": "AFFECTER_AbundantRation", "AFFECTER_AbundantRation -": "AFFECTER_AbundantRation -", "AFFECTER_AbundantStone": "AFFECTER_AbundantStone", "AFFECTER_AbundantStone ·": "AFFECTER_AbundantStone ·", "AFFECTER_AbundantWood": "AFFECTER_AbundantWood", "AFFECTER_AbundantWood ·": "AFFECTER_AbundantWood ·", "AFFECTER_AbyssRebound": "AFFECTER_AbyssRebound", "AFFECTER_AbyssRebound ·": "AFFECTER_AbyssRebound ·", "AFFECTER_AbyssRebound2": "AFFECTER_AbyssRebound2", "AFFECTER_AbyssRebound2 -": "AFFECTER_AbyssRebound2 -", "AFFECTER_Acceleration": "AFFECTER_Acceleration", "AFFECTER_Acceleration ·": "AFFECTER_Acceleration ·", "AFFECTER_AccuracyPotion": "AFFECTER_AccuracyPotion", "AFFECTER_AccuracyPotion ·": "AFFECTER_AccuracyPotion ·", "AFFECTER_AcidSpread": "AFFECTER_AcidSpread", "AFFECTER_AcidSpread ·": "AFFECTER_AcidSpread ·", "AFFECTER_Adventurous": "AFFECTER_Adventurous", "AFFECTER_Adventurous ·": "AFFECTER_Adventurous ·", "AFFECTER_AgilityFortify": "AFFECTER_AgilityFortify", "AFFECTER_AgilityFortify ·": "AFFECTER_AgilityFortify ·", "AFFECTER_AgilityWeaken": "AFFECTER_AgilityWeaken", "AFFECTER_AgilityWeaken ·": "AFFECTER_AgilityWeaken ·", "AFFECTER_AllSkillUnlockMode": "AFFECTER_AllSkillUnlockMode", "AFFECTER_AllSkillUnlockMode -": "AFFECTER_AllSkillUnlockMode -", "AFFECTER_AlphaAcidSlogelSoul": "AFFECTER_AlphaAcidSlogelSoul", "AFFECTER_AlphaAcidSlogelSoul ·": "AFFECTER_AlphaAcidSlogelSoul ·", "AFFECTER_Ambivalence": "AFFECTER_Ambivalence", "AFFECTER_Ambivalence ·": "AFFECTER_Ambivalence ·", "AFFECTER_ArtOfDefense": "AFFECTER_ArtOfDefense", "AFFECTER_ArtOfDefense ·": "AFFECTER_ArtOfDefense ·", "AFFECTER_ArtOfDefenseAura": "AFFECTER_ArtOfDefenseAura", "AFFECTER_ArtOfDefenseAura ·": "AFFECTER_ArtOfDefenseAura ·", "AFFECTER_ArtOfDefenseStack": "AFFECTER_ArtOfDefenseStack", "AFFECTER_ArtOfDefenseStack ·": "AFFECTER_ArtOfDefenseStack ·", "AFFECTER_ArtOfFury": "AFFECTER_ArtOfFury", "AFFECTER_ArtOfFury ·": "AFFECTER_ArtOfFury ·", "AFFECTER_ArtOfFuryAura": "AFFECTER_ArtOfFuryAura", "AFFECTER_ArtOfFuryAura ·": "AFFECTER_ArtOfFuryAura ·", "AFFECTER_ArtOfFuryStack": "AFFECTER_ArtOfFuryStack", "AFFECTER_ArtOfFuryStack ·": "AFFECTER_ArtOfFuryStack ·", "AFFECTER_ArtOfRush": "AFFECTER_ArtOfRush", "AFFECTER_ArtOfRush ·": "AFFECTER_ArtOfRush ·", "AFFECTER_ArtOfRushAura": "AFFECTER_ArtOfRushAura", "AFFECTER_ArtOfRushAura ·": "AFFECTER_ArtOfRushAura ·", "AFFECTER_ArtOfRushStack": "AFFECTER_ArtOfRushStack", "AFFECTER_ArtOfRushStack ·": "AFFECTER_ArtOfRushStack ·", "AFFECTER_ArtOfThrow": "AFFECTER_ArtOfThrow", "AFFECTER_ArtOfThrow ·": "AFFECTER_ArtOfThrow ·", "AFFECTER_ArtOfThrowAura": "AFFECTER_ArtOfThrowAura", "AFFECTER_ArtOfThrowAura ·": "AFFECTER_ArtOfThrowAura ·", "AFFECTER_ArtOfThrowStack": "AFFECTER_ArtOfThrowStack", "AFFECTER_ArtOfThrowStack ·": "AFFECTER_ArtOfThrowStack ·", "AFFECTER_AshOfSolace": "AFFECTER_AshOfSolace", "AFFECTER_AshOfSolace ·": "AFFECTER_AshOfSolace ·", "AFFECTER_AttackSpeedPotion": "AFFECTER_AttackSpeedPotion", "AFFECTER_AttackSpeedPotion ·": "AFFECTER_AttackSpeedPotion ·", "AFFECTER_Awared": "AFFECTER_Awared", "AFFECTER_Awared ·": "AFFECTER_Awared ·", "AFFECTER_Awe": "AFFECTER_Awe", "AFFECTER_Awe ·": "AFFECTER_Awe ·", "AFFECTER_Barrier": "AFFECTER_Barrier", "AFFECTER_Barrier ·": "AFFECTER_Barrier ·", "AFFECTER_BaseCampsiteBedrolls": "AFFECTER_BaseCampsiteBedrolls", "AFFECTER_BaseCampsiteBedrolls ·": "AFFECTER_BaseCampsiteBedrolls ·", "AFFECTER_BaseCampsiteCampFire": "AFFECTER_BaseCampsiteCampFire", "AFFECTER_BaseCampsiteCampFire ·": "AFFECTER_BaseCampsiteCampFire ·", "AFFECTER_BaseCampsiteDeco1": "AFFECTER_BaseCampsiteDeco1", "AFFECTER_BaseCampsiteDeco1 ·": "AFFECTER_BaseCampsiteDeco1 ·", "AFFECTER_BaseCampsiteDeco2": "AFFECTER_BaseCampsiteDeco2", "AFFECTER_BaseCampsiteDeco2 ·": "AFFECTER_BaseCampsiteDeco2 ·", "AFFECTER_BaseCampsiteLesserGuardianStone": "AFFECTER_BaseCampsiteLesserGuardianStone", "AFFECTER_BaseCampsiteLesserGuardianStone ·": "AFFECTER_BaseCampsiteLesserGuardianStone ·", "AFFECTER_BaseCampsiteRepairstand": "AFFECTER_BaseCampsiteRepairstand", "AFFECTER_BaseCampsiteRepairstand ·": "AFFECTER_BaseCampsiteRepairstand ·", "AFFECTER_Bastion": "AFFECTER_Bastion", "AFFECTER_Bastion ·": "AFFECTER_Bastion ·", "AFFECTER_BeastForest": "AFFECTER_BeastForest", "AFFECTER_BeastForest ·": "AFFECTER_BeastForest ·", "AFFECTER_BeastForestEnv": "AFFECTER_BeastForestEnv", "AFFECTER_BeastForestEnv ·": "AFFECTER_BeastForestEnv ·", "AFFECTER_BeastHunter": "AFFECTER_BeastHunter", "AFFECTER_BeastHunter ·": "AFFECTER_BeastHunter ·", "AFFECTER_BecomeFire": "AFFECTER_BecomeFire", "AFFECTER_BecomeFire ·": "AFFECTER_BecomeFire ·", "AFFECTER_BedSleep": "AFFECTER_BedSleep", "AFFECTER_BedSleep ·": "AFFECTER_BedSleep ·", "AFFECTER_BeeHive": "AFFECTER_BeeHive", "AFFECTER_BeeHive ·": "AFFECTER_BeeHive ·", "AFFECTER_Begger": "AFFECTER_Begger", "AFFECTER_Begger ·": "AFFECTER_Begger ·", "AFFECTER_BellyBeggar": "AFFECTER_BellyBeggar", "AFFECTER_BellyBeggar ·": "AFFECTER_BellyBeggar ·", "AFFECTER_BizarrePain": "AFFECTER_BizarrePain", "AFFECTER_BizarrePain ·": "AFFECTER_BizarrePain ·", "AFFECTER_BizarrePleasure": "AFFECTER_BizarrePleasure", "AFFECTER_BizarrePleasure ·": "AFFECTER_BizarrePleasure ·", "AFFECTER_Blacksmith": "AFFECTER_Blacksmith", "AFFECTER_Blacksmith ·": "AFFECTER_Blacksmith ·", "AFFECTER_BladeGrinding": "AFFECTER_BladeGrinding", "AFFECTER_BladeGrinding ·": "AFFECTER_BladeGrinding ·", "AFFECTER_BlazingEcho": "AFFECTER_BlazingEcho", "AFFECTER_BlazingEcho ·": "AFFECTER_BlazingEcho ·", "AFFECTER_BlazingEchoBounce": "AFFECTER_BlazingEchoBounce", "AFFECTER_BlazingEchoBounce ·": "AFFECTER_BlazingEchoBounce ·", "AFFECTER_BleedImmune": "AFFECTER_BleedImmune", "AFFECTER_BleedImmune ·": "AFFECTER_BleedImmune ·", "AFFECTER_BleedImmuneTrait": "AFFECTER_BleedImmuneTrait", "AFFECTER_BleedImmuneTrait ·": "AFFECTER_BleedImmuneTrait ·", "AFFECTER_Bleeding": "AFFECTER_Bleeding", "AFFECTER_Bleeding ·": "AFFECTER_Bleeding ·", "AFFECTER_BlessAccuracy": "AFFECTER_BlessAccuracy", "AFFECTER_BlessAccuracy ·": "AFFECTER_BlessAccuracy ·", "AFFECTER_BlessAttackSpeed": "AFFECTER_BlessAttackSpeed", "AFFECTER_BlessAttackSpeed ·": "AFFECTER_BlessAttackSpeed ·", "AFFECTER_BlessCritical": "AFFECTER_BlessCritical", "AFFECTER_BlessCritical ·": "AFFECTER_BlessCritical ·", "AFFECTER_BlessDodge": "AFFECTER_BlessDodge", "AFFECTER_BlessDodge ·": "AFFECTER_BlessDodge ·", "AFFECTER_BlessGuard": "AFFECTER_BlessGuard", "AFFECTER_BlessGuard ·": "AFFECTER_BlessGuard ·", "AFFECTER_BlessMagicResistance": "AFFECTER_BlessMagicResistance", "AFFECTER_BlessMagicResistance ·": "AFFECTER_BlessMagicResistance ·", "AFFECTER_BlessMagicalAttack": "AFFECTER_BlessMagicalAttack", "AFFECTER_BlessMagicalAttack ·": "AFFECTER_BlessMagicalAttack ·", "AFFECTER_BlessMetalSkin": "AFFECTER_BlessMetalSkin", "AFFECTER_BlessMetalSkin ·": "AFFECTER_BlessMetalSkin ·", "AFFECTER_BlessOfWorldTree": "AFFECTER_BlessOfWorldTree", "AFFECTER_BlessOfWorldTree -": "AFFECTER_BlessOfWorldTree -", "AFFECTER_BlessPhysicalAttack": "AFFECTER_BlessPhysicalAttack", "AFFECTER_BlessPhysicalAttack ·": "AFFECTER_BlessPhysicalAttack ·", "AFFECTER_BlessSkillCooldown": "AFFECTER_BlessSkillCooldown", "AFFECTER_BlessSkillCooldown ·": "AFFECTER_BlessSkillCooldown ·", "AFFECTER_BlessSwift": "AFFECTER_BlessSwift", "AFFECTER_BlessSwift ·": "AFFECTER_BlessSwift ·", "AFFECTER_BlessVampire": "AFFECTER_BlessVampire", "AFFECTER_BlessVampire ·": "AFFECTER_BlessVampire ·", "AFFECTER_Blessed": "AFFECTER_Blessed", "AFFECTER_Blessed ·": "AFFECTER_Blessed ·", "AFFECTER_BlitzInscription": "AFFECTER_BlitzInscription", "AFFECTER_BlitzInscription ·": "AFFECTER_BlitzInscription ·", "AFFECTER_BloodDrain": "AFFECTER_BloodDrain", "AFFECTER_BloodDrain ·": "AFFECTER_BloodDrain ·", "AFFECTER_BloodTree": "AFFECTER_BloodTree", "AFFECTER_BloodTree ·": "AFFECTER_BloodTree ·", "AFFECTER_Bloodlust": "AFFECTER_Bloodlust", "AFFECTER_Bloodlust ·": "AFFECTER_Bloodlust ·", "AFFECTER_BloodshotInscription": "AFFECTER_BloodshotInscription", "AFFECTER_BloodshotInscription ·": "AFFECTER_BloodshotInscription ·", "AFFECTER_BloodyCrescent": "AFFECTER_BloodyCrescent", "AFFECTER_BloodyCrescent ·": "AFFECTER_BloodyCrescent ·", "AFFECTER_BloomingNature": "AFFECTER_BloomingNature", "AFFECTER_BloomingNature -": "AFFECTER_BloomingNature -", "AFFECTER_BlueBerry": "AFFECTER_BlueBerry", "AFFECTER_BlueBerry ·": "AFFECTER_BlueBerry ·", "AFFECTER_BlueBlood": "푸른 피", "AFFECTER_BlueBlood -": "AFFECTER_BlueBlood -", "AFFECTER_BlueGoblin": "푸른 고블린", "AFFECTER_BlueGoblin -": "AFFECTER_BlueGoblin -", "AFFECTER_BluntInscription": "AFFECTER_BluntInscription", "AFFECTER_BluntInscription ·": "AFFECTER_BluntInscription ·", "AFFECTER_BoredCard": "AFFECTER_BoredCard", "AFFECTER_BoredCard ·": "AFFECTER_BoredCard ·", "AFFECTER_BoredDart": "AFFECTER_BoredDart", "AFFECTER_BoredDart ·": "AFFECTER_BoredDart ·", "AFFECTER_BoredDice": "AFFECTER_BoredDice", "AFFECTER_BoredDice ·": "AFFECTER_BoredDice ·", "AFFECTER_Boredom": "AFFECTER_Boredom", "AFFECTER_Boredom ·": "AFFECTER_Boredom ·", "AFFECTER_BossMonster": "AFFECTER_BossMonster", "AFFECTER_BossMonster ·": "AFFECTER_BossMonster ·", "AFFECTER_BowInscription": "AFFECTER_BowInscription", "AFFECTER_BowInscription ·": "AFFECTER_BowInscription ·", "AFFECTER_BraceStance": "AFFECTER_BraceStance", "AFFECTER_BraceStance -": "AFFECTER_BraceStance -", "AFFECTER_Break": "AFFECTER_Break", "AFFECTER_Break ·": "AFFECTER_Break ·", "AFFECTER_Brick": "AFFECTER_Brick", "AFFECTER_Brick ·": "AFFECTER_Brick ·", "AFFECTER_BubbleSplash": "AFFECTER_BubbleSplash", "AFFECTER_BubbleSplash ·": "AFFECTER_BubbleSplash ·", "AFFECTER_BurnImmune": "AFFECTER_BurnImmune", "AFFECTER_BurnImmune ·": "AFFECTER_BurnImmune ·", "AFFECTER_BurnImmuneTrait": "AFFECTER_BurnImmuneTrait", "AFFECTER_BurnImmuneTrait ·": "AFFECTER_BurnImmuneTrait ·", "AFFECTER_Burning": "AFFECTER_Burning", "AFFECTER_Burning ·": "AFFECTER_Burning ·", "AFFECTER_BurstInscription": "AFFECTER_BurstInscription", "AFFECTER_BurstInscription ·": "AFFECTER_BurstInscription ·", "AFFECTER_Butcher": "AFFECTER_Butcher", "AFFECTER_Butcher ·": "AFFECTER_Butcher ·", "AFFECTER_Butterfingers": "AFFECTER_Butterfingers", "AFFECTER_Butterfingers ·": "AFFECTER_Butterfingers ·", "AFFECTER_CalmLeadership": "AFFECTER_CalmLeadership", "AFFECTER_CalmLeadership ·": "AFFECTER_CalmLeadership ·", "AFFECTER_CampfireAura": "AFFECTER_CampfireAura", "AFFECTER_CampfireAura ·": "AFFECTER_CampfireAura ·", "AFFECTER_CampfireWarmth": "AFFECTER_CampfireWarmth", "AFFECTER_CampfireWarmth ·": "AFFECTER_CampfireWarmth ·", "AFFECTER_CapitalInscription": "AFFECTER_CapitalInscription", "AFFECTER_CapitalInscription ·": "AFFECTER_CapitalInscription ·", "AFFECTER_CarnalGuilt": "AFFECTER_CarnalGuilt", "AFFECTER_CarnalGuilt ·": "AFFECTER_CarnalGuilt ·", "AFFECTER_Carpenter": "AFFECTER_Carpenter", "AFFECTER_Carpenter ·": "AFFECTER_Carpenter ·", "AFFECTER_CarrierInscription": "AFFECTER_CarrierInscription", "AFFECTER_CarrierInscription ·": "AFFECTER_CarrierInscription ·", "AFFECTER_Carry": "AFFECTER_Carry", "AFFECTER_Carry ·": "AFFECTER_Carry ·", "AFFECTER_Carter": "AFFECTER_Carter", "AFFECTER_Carter ·": "AFFECTER_Carter ·", "AFFECTER_ChainKnightSentinelSoul": "쇠사슬 기사 파수병 영혼", "AFFECTER_ChainKnightSentinelSoul -": "AFFECTER_ChainKnightSentinelSoul -", "AFFECTER_ChairSit": "AFFECTER_ChairSit", "AFFECTER_ChairSit ·": "AFFECTER_ChairSit ·", "AFFECTER_ChallengeInscription": "AFFECTER_ChallengeInscription", "AFFECTER_ChallengeInscription ·": "AFFECTER_ChallengeInscription ·", "AFFECTER_ChangeRapidFire": "AFFECTER_ChangeRapidFire", "AFFECTER_ChangeRapidFire ·": "AFFECTER_ChangeRapidFire ·", "AFFECTER_ChangeTwinThrust": "AFFECTER_ChangeTwinThrust", "AFFECTER_ChangeTwinThrust -": "AFFECTER_ChangeTwinThrust -", "AFFECTER_Chatted": "AFFECTER_Chatted", "AFFECTER_Chatted ·": "AFFECTER_Chatted ·", "AFFECTER_ChiefBodyguard": "AFFECTER_ChiefBodyguard", "AFFECTER_ChiefBodyguard ·": "AFFECTER_ChiefBodyguard ·", "AFFECTER_CityGuard": "AFFECTER_CityGuard", "AFFECTER_CityGuard ·": "AFFECTER_CityGuard ·", "AFFECTER_Claustrophobic": "AFFECTER_Claustrophobic", "AFFECTER_Claustrophobic ·": "AFFECTER_Claustrophobic ·", "AFFECTER_Codex": "AFFECTER_Codex", "AFFECTER_Codex ·": "AFFECTER_Codex ·", "AFFECTER_ColdFury": "AFFECTER_ColdFury", "AFFECTER_ColdFury ·": "AFFECTER_ColdFury ·", "AFFECTER_CombatMomentum": "AFFECTER_CombatMomentum", "AFFECTER_CombatMomentum ·": "AFFECTER_CombatMomentum ·", "AFFECTER_CombatStress": "AFFECTER_CombatStress", "AFFECTER_CombatStress ·": "AFFECTER_CombatStress ·", "AFFECTER_Comfort": "AFFECTER_Comfort", "AFFECTER_Comfort ·": "AFFECTER_Comfort ·", "AFFECTER_CompanionDead": "AFFECTER_CompanionDead", "AFFECTER_CompanionDead ·": "AFFECTER_CompanionDead ·", "AFFECTER_Complain": "AFFECTER_Complain", "AFFECTER_Complain ·": "AFFECTER_Complain ·", "AFFECTER_Congestion": "혼잡", "AFFECTER_Congestion -": "AFFECTER_Congestion -", "AFFECTER_Conscript": "AFFECTER_Conscript", "AFFECTER_Conscript ·": "AFFECTER_Conscript ·", "AFFECTER_CookInDecentDiningRoom": "AFFECTER_CookInDecentDiningRoom", "AFFECTER_CookInDecentDiningRoom ·": "AFFECTER_CookInDecentDiningRoom ·", "AFFECTER_CookInFantasticDiningRoom": "AFFECTER_CookInFantasticDiningRoom", "AFFECTER_CookInFantasticDiningRoom ·": "AFFECTER_CookInFantasticDiningRoom ·", "AFFECTER_CookInImpressiveDiningRoom": "AFFECTER_CookInImpressiveDiningRoom", "AFFECTER_CookInImpressiveDiningRoom ·": "AFFECTER_CookInImpressiveDiningRoom ·", "AFFECTER_CookInLuxuriousDiningRoom": "AFFECTER_CookInLuxuriousDiningRoom", "AFFECTER_CookInLuxuriousDiningRoom ·": "AFFECTER_CookInLuxuriousDiningRoom ·", "AFFECTER_CookInMediocreDiningRoom": "AFFECTER_CookInMediocreDiningRoom", "AFFECTER_CookInMediocreDiningRoom ·": "AFFECTER_CookInMediocreDiningRoom ·", "AFFECTER_CookInNormalDiningRoom": "AFFECTER_CookInNormalDiningRoom", "AFFECTER_CookInNormalDiningRoom ·": "AFFECTER_CookInNormalDiningRoom ·", "AFFECTER_CookInPoorDiningRoom": "AFFECTER_CookInPoorDiningRoom", "AFFECTER_CookInPoorDiningRoom ·": "AFFECTER_CookInPoorDiningRoom ·", "AFFECTER_CooldownReduction": "AFFECTER_CooldownReduction", "AFFECTER_CooldownReduction ·": "AFFECTER_CooldownReduction ·", "AFFECTER_Corrosion": "AFFECTER_Corrosion", "AFFECTER_Corrosion ·": "AFFECTER_Corrosion ·", "AFFECTER_Coward": "AFFECTER_Coward", "AFFECTER_Coward ·": "AFFECTER_Coward ·", "AFFECTER_CraftInDecentMagicWorkshop": "AFFECTER_CraftInDecentMagicWorkshop", "AFFECTER_CraftInDecentMagicWorkshop ·": "AFFECTER_CraftInDecentMagicWorkshop ·", "AFFECTER_CraftInDecentWorkshop": "AFFECTER_CraftInDecentWorkshop", "AFFECTER_CraftInDecentWorkshop ·": "AFFECTER_CraftInDecentWorkshop ·", "AFFECTER_CraftInFantasticMagicWorkshop": "AFFECTER_CraftInFantasticMagicWorkshop", "AFFECTER_CraftInFantasticMagicWorkshop ·": "AFFECTER_CraftInFantasticMagicWorkshop ·", "AFFECTER_CraftInFantasticWorkshop": "AFFECTER_CraftInFantasticWorkshop", "AFFECTER_CraftInFantasticWorkshop ·": "AFFECTER_CraftInFantasticWorkshop ·", "AFFECTER_CraftInImpressiveMagicWorkshop": "AFFECTER_CraftInImpressiveMagicWorkshop", "AFFECTER_CraftInImpressiveMagicWorkshop ·": "AFFECTER_CraftInImpressiveMagicWorkshop ·", "AFFECTER_CraftInImpressiveWorkshop": "AFFECTER_CraftInImpressiveWorkshop", "AFFECTER_CraftInImpressiveWorkshop ·": "AFFECTER_CraftInImpressiveWorkshop ·", "AFFECTER_CraftInLuxuriousMagicWorkshop": "AFFECTER_CraftInLuxuriousMagicWorkshop", "AFFECTER_CraftInLuxuriousMagicWorkshop ·": "AFFECTER_CraftInLuxuriousMagicWorkshop ·", "AFFECTER_CraftInLuxuriousWorkshop": "AFFECTER_CraftInLuxuriousWorkshop", "AFFECTER_CraftInLuxuriousWorkshop ·": "AFFECTER_CraftInLuxuriousWorkshop ·", "AFFECTER_CraftInMediocreMagicWorkshop": "AFFECTER_CraftInMediocreMagicWorkshop", "AFFECTER_CraftInMediocreMagicWorkshop ·": "AFFECTER_CraftInMediocreMagicWorkshop ·", "AFFECTER_CraftInMediocreWorkshop": "AFFECTER_CraftInMediocreWorkshop", "AFFECTER_CraftInMediocreWorkshop ·": "AFFECTER_CraftInMediocreWorkshop ·", "AFFECTER_CraftInNormalMagicWorkshop": "AFFECTER_CraftInNormalMagicWorkshop", "AFFECTER_CraftInNormalMagicWorkshop ·": "AFFECTER_CraftInNormalMagicWorkshop ·", "AFFECTER_CraftInNormalWorkshop": "AFFECTER_CraftInNormalWorkshop", "AFFECTER_CraftInNormalWorkshop ·": "AFFECTER_CraftInNormalWorkshop ·", "AFFECTER_CraftInPoorMagicWorkshop": "AFFECTER_CraftInPoorMagicWorkshop", "AFFECTER_CraftInPoorMagicWorkshop ·": "AFFECTER_CraftInPoorMagicWorkshop ·", "AFFECTER_CraftInPoorWorkshop": "AFFECTER_CraftInPoorWorkshop", "AFFECTER_CraftInPoorWorkshop ·": "AFFECTER_CraftInPoorWorkshop ·", "AFFECTER_CreepClear": "AFFECTER_CreepClear", "AFFECTER_CreepClear ·": "AFFECTER_CreepClear ·", "AFFECTER_CriticalPotion": "AFFECTER_CriticalPotion", "AFFECTER_CriticalPotion ·": "AFFECTER_CriticalPotion ·", "AFFECTER_CriticalWeakness": "AFFECTER_CriticalWeakness", "AFFECTER_CriticalWeakness ·": "AFFECTER_CriticalWeakness ·", "AFFECTER_CrumbleInscription": "AFFECTER_CrumbleInscription", "AFFECTER_CrumbleInscription ·": "AFFECTER_CrumbleInscription ·", "AFFECTER_CrystalCarapace": "AFFECTER_CrystalCarapace", "AFFECTER_CrystalCarapace ·": "AFFECTER_CrystalCarapace ·", "AFFECTER_CunningGetaway": "AFFECTER_CunningGetaway", "AFFECTER_CunningGetaway ·": "AFFECTER_CunningGetaway ·", "AFFECTER_Curious": "AFFECTER_Curious", "AFFECTER_Curious ·": "AFFECTER_Curious ·", "AFFECTER_CurseOfDead": "AFFECTER_CurseOfDead", "AFFECTER_CurseOfDead -": "AFFECTER_CurseOfDead -", "AFFECTER_CurseOfFate": "AFFECTER_CurseOfFate", "AFFECTER_CurseOfFate ·": "AFFECTER_CurseOfFate ·", "AFFECTER_CursedChild": "AFFECTER_CursedChild", "AFFECTER_CursedChild ·": "AFFECTER_CursedChild ·", "AFFECTER_DarkBurrow": "AFFECTER_DarkBurrow", "AFFECTER_DarkBurrow ·": "AFFECTER_DarkBurrow ·", "AFFECTER_DarkThornCorruption": "AFFECTER_DarkThornCorruption", "AFFECTER_DarkThornCorruption ·": "AFFECTER_DarkThornCorruption ·", "AFFECTER_DarkWhisper": "AFFECTER_DarkWhisper", "AFFECTER_DarkWhisper ·": "AFFECTER_DarkWhisper ·", "AFFECTER_DarkWhisperEnv": "AFFECTER_DarkWhisperEnv", "AFFECTER_DarkWhisperEnv ·": "AFFECTER_DarkWhisperEnv ·", "AFFECTER_DayTime": "AFFECTER_DayTime", "AFFECTER_DayTime ·": "AFFECTER_DayTime ·", "AFFECTER_Deadly": "AFFECTER_Deadly", "AFFECTER_Deadly ·": "AFFECTER_Deadly ·", "AFFECTER_DeadlyAfterEffect": "AFFECTER_DeadlyAfterEffect", "AFFECTER_DeadlyAfterEffect ·": "AFFECTER_DeadlyAfterEffect ·", "AFFECTER_DeadlyUntargetable": "AFFECTER_DeadlyUntargetable", "AFFECTER_DeadlyUntargetable ·": "AFFECTER_DeadlyUntargetable ·", "AFFECTER_DeathThroesInscription": "AFFECTER_DeathThroesInscription", "AFFECTER_DeathThroesInscription ·": "AFFECTER_DeathThroesInscription ·", "AFFECTER_Deceleration": "AFFECTER_Deceleration", "AFFECTER_Deceleration ·": "AFFECTER_Deceleration ·", "AFFECTER_DeepWater": "AFFECTER_DeepWater", "AFFECTER_DeepWater ·": "AFFECTER_DeepWater ·", "AFFECTER_DefenseMelee": "AFFECTER_DefenseMelee", "AFFECTER_DefenseMelee ·": "AFFECTER_DefenseMelee ·", "AFFECTER_DepletedDungeon": "AFFECTER_DepletedDungeon", "AFFECTER_DepletedDungeon ·": "AFFECTER_DepletedDungeon ·", "AFFECTER_Deserter": "AFFECTER_Deserter", "AFFECTER_Deserter ·": "AFFECTER_Deserter ·", "AFFECTER_DevrickPendant": "AFFECTER_DevrickPendant", "AFFECTER_DevrickPendant ·": "AFFECTER_DevrickPendant ·", "AFFECTER_DevrikStatue": "AFFECTER_DevrikStatue", "AFFECTER_DevrikStatue ·": "AFFECTER_DevrikStatue ·", "AFFECTER_DevrikStatue2": "AFFECTER_DevrikStatue2", "AFFECTER_DevrikStatue2 ·": "AFFECTER_DevrikStatue2 ·", "AFFECTER_DevrikStatue3": "AFFECTER_DevrikStatue3", "AFFECTER_DevrikStatue3 ·": "AFFECTER_DevrikStatue3 ·", "AFFECTER_DevrikStatue4": "AFFECTER_DevrikStatue4", "AFFECTER_DevrikStatue4 ·": "AFFECTER_DevrikStatue4 ·", "AFFECTER_DiffusiveFlame": "AFFECTER_DiffusiveFlame", "AFFECTER_DiffusiveFlame -": "AFFECTER_DiffusiveFlame -", "AFFECTER_Disgraced": "AFFECTER_Disgraced", "AFFECTER_Disgraced ·": "AFFECTER_Disgraced ·", "AFFECTER_DisgustingMonsterMeat": "AFFECTER_DisgustingMonsterMeat", "AFFECTER_DisgustingMonsterMeat ·": "AFFECTER_DisgustingMonsterMeat ·", "AFFECTER_Dissatisfaction": "AFFECTER_Dissatisfaction", "AFFECTER_Dissatisfaction ·": "AFFECTER_Dissatisfaction ·", "AFFECTER_DistortedSenses": "AFFECTER_DistortedSenses", "AFFECTER_DistortedSenses ·": "AFFECTER_DistortedSenses ·", "AFFECTER_Disturbance": "AFFECTER_Disturbance", "AFFECTER_Disturbance ·": "AFFECTER_Disturbance ·", "AFFECTER_DisturbedSleep": "AFFECTER_DisturbedSleep", "AFFECTER_DisturbedSleep ·": "AFFECTER_DisturbedSleep ·", "AFFECTER_DivineInscription": "AFFECTER_DivineInscription", "AFFECTER_DivineInscription ·": "AFFECTER_DivineInscription ·", "AFFECTER_Dizziness": "AFFECTER_Dizziness", "AFFECTER_Dizziness ·": "AFFECTER_Dizziness ·", "AFFECTER_DocileGloth": "AFFECTER_DocileGloth", "AFFECTER_DocileGloth ·": "AFFECTER_DocileGloth ·", "AFFECTER_DodgePotion": "AFFECTER_DodgePotion", "AFFECTER_DodgePotion ·": "AFFECTER_DodgePotion ·", "AFFECTER_Druid": "AFFECTER_Druid", "AFFECTER_Druid ·": "AFFECTER_Druid ·", "AFFECTER_DullTongue": "AFFECTER_DullTongue", "AFFECTER_DullTongue ·": "AFFECTER_DullTongue ·", "AFFECTER_DullTongueNeg": "AFFECTER_DullTongueNeg", "AFFECTER_DullTongueNeg ·": "AFFECTER_DullTongueNeg ·", "AFFECTER_DullTonguePos": "AFFECTER_DullTonguePos", "AFFECTER_DullTonguePos ·": "AFFECTER_DullTonguePos ·", "AFFECTER_DungeonGodnessStatue": "AFFECTER_DungeonGodnessStatue", "AFFECTER_DungeonGodnessStatue ·": "AFFECTER_DungeonGodnessStatue ·", "AFFECTER_DungeonStayAftermath": "AFFECTER_DungeonStayAftermath", "AFFECTER_DungeonStayAftermath ·": "AFFECTER_DungeonStayAftermath ·", "AFFECTER_DungeonStayD1": "AFFECTER_DungeonStayD1", "AFFECTER_DungeonStayD1 ·": "AFFECTER_DungeonStayD1 ·", "AFFECTER_DungeonStayD2": "AFFECTER_DungeonStayD2", "AFFECTER_DungeonStayD2 ·": "AFFECTER_DungeonStayD2 ·", "AFFECTER_DungeonStayD3": "AFFECTER_DungeonStayD3", "AFFECTER_DungeonStayD3 ·": "AFFECTER_DungeonStayD3 ·", "AFFECTER_DungeonStayD4": "AFFECTER_DungeonStayD4", "AFFECTER_DungeonStayD4 ·": "AFFECTER_DungeonStayD4 ·", "AFFECTER_DustBulb": "AFFECTER_DustBulb", "AFFECTER_DustBulb ·": "AFFECTER_DustBulb ·", "AFFECTER_Dwarf": "AFFECTER_Dwarf", "AFFECTER_Dwarf ·": "AFFECTER_Dwarf ·", "AFFECTER_EatInDecentDiningRoom": "AFFECTER_EatInDecentDiningRoom", "AFFECTER_EatInDecentDiningRoom ·": "AFFECTER_EatInDecentDiningRoom ·", "AFFECTER_EatInFantasticDiningRoom": "AFFECTER_EatInFantasticDiningRoom", "AFFECTER_EatInFantasticDiningRoom ·": "AFFECTER_EatInFantasticDiningRoom ·", "AFFECTER_EatInImpressiveDiningRoom": "AFFECTER_EatInImpressiveDiningRoom", "AFFECTER_EatInImpressiveDiningRoom ·": "AFFECTER_EatInImpressiveDiningRoom ·", "AFFECTER_EatInLuxuriousDiningRoom": "AFFECTER_EatInLuxuriousDiningRoom", "AFFECTER_EatInLuxuriousDiningRoom ·": "AFFECTER_EatInLuxuriousDiningRoom ·", "AFFECTER_EatInMediocreDiningRoom": "AFFECTER_EatInMediocreDiningRoom", "AFFECTER_EatInMediocreDiningRoom ·": "AFFECTER_EatInMediocreDiningRoom ·", "AFFECTER_EatInNormalDiningRoom": "AFFECTER_EatInNormalDiningRoom", "AFFECTER_EatInNormalDiningRoom ·": "AFFECTER_EatInNormalDiningRoom ·", "AFFECTER_EatInPoorDiningRoom": "AFFECTER_EatInPoorDiningRoom", "AFFECTER_EatInPoorDiningRoom ·": "AFFECTER_EatInPoorDiningRoom ·", "AFFECTER_EchoFlower": "AFFECTER_EchoFlower", "AFFECTER_EchoFlower ·": "AFFECTER_EchoFlower ·", "AFFECTER_EchoFlowerRamnant": "AFFECTER_EchoFlowerRamnant", "AFFECTER_EchoFlowerRamnant ·": "AFFECTER_EchoFlowerRamnant ·", "AFFECTER_EchoFlowerRing": "AFFECTER_EchoFlowerRing", "AFFECTER_EchoFlowerRing ·": "AFFECTER_EchoFlowerRing ·", "AFFECTER_ElasticityInscription": "AFFECTER_ElasticityInscription", "AFFECTER_ElasticityInscription ·": "AFFECTER_ElasticityInscription ·", "AFFECTER_ElderGlothSoul": "그로스 장로 영혼", "AFFECTER_ElderGlothSoul -": "AFFECTER_ElderGlothSoul -", "AFFECTER_Elf": "AFFECTER_Elf", "AFFECTER_Elf ·": "AFFECTER_Elf ·", "AFFECTER_EliteHuntOrder": "AFFECTER_EliteHuntOrder", "AFFECTER_EliteHuntOrder ·": "AFFECTER_EliteHuntOrder ·", "AFFECTER_EliteMonster": "AFFECTER_EliteMonster", "AFFECTER_EliteMonster ·": "AFFECTER_EliteMonster ·", "AFFECTER_ElvenHomeland": "AFFECTER_ElvenHomeland", "AFFECTER_ElvenHomeland ·": "AFFECTER_ElvenHomeland ·", "AFFECTER_EmberInscription": "AFFECTER_EmberInscription", "AFFECTER_EmberInscription ·": "AFFECTER_EmberInscription ·", "AFFECTER_EmbracingWave": "AFFECTER_EmbracingWave", "AFFECTER_EmbracingWave ·": "AFFECTER_EmbracingWave ·", "AFFECTER_EmbracingWaveBounce": "AFFECTER_EmbracingWaveBounce", "AFFECTER_EmbracingWaveBounce ·": "AFFECTER_EmbracingWaveBounce ·", "AFFECTER_EndlessNight": "AFFECTER_EndlessNight", "AFFECTER_EndlessNight ·": "AFFECTER_EndlessNight ·", "AFFECTER_Endrossi": "AFFECTER_Endrossi", "AFFECTER_Endrossi ·": "AFFECTER_Endrossi ·", "AFFECTER_EnergyBoost": "AFFECTER_EnergyBoost", "AFFECTER_EnergyBoost ·": "AFFECTER_EnergyBoost ·", "AFFECTER_EnsnaringChainActive": "AFFECTER_EnsnaringChainActive", "AFFECTER_EnsnaringChainActive ·": "AFFECTER_EnsnaringChainActive ·", "AFFECTER_EnsnaringChains": "AFFECTER_EnsnaringChains", "AFFECTER_EnsnaringChains ·": "AFFECTER_EnsnaringChains ·", "AFFECTER_EnvelopingTide": "AFFECTER_EnvelopingTide", "AFFECTER_EnvelopingTide -": "AFFECTER_EnvelopingTide -", "AFFECTER_ExcessiveBleedingInscription": "AFFECTER_ExcessiveBleedingInscription", "AFFECTER_ExcessiveBleedingInscription ·": "AFFECTER_ExcessiveBleedingInscription ·", "AFFECTER_Execution": "AFFECTER_Execution", "AFFECTER_Execution ·": "AFFECTER_Execution ·", "AFFECTER_ExecutionInscription": "AFFECTER_ExecutionInscription", "AFFECTER_ExecutionInscription ·": "AFFECTER_ExecutionInscription ·", "AFFECTER_Executioner": "AFFECTER_Executioner", "AFFECTER_Executioner ·": "AFFECTER_Executioner ·", "AFFECTER_Exhausted": "AFFECTER_Exhausted", "AFFECTER_Exhausted ·": "AFFECTER_Exhausted ·", "AFFECTER_ExiledLord": "AFFECTER_ExiledLord", "AFFECTER_ExiledLord ·": "AFFECTER_ExiledLord ·", "AFFECTER_ExiledWarrior": "AFFECTER_ExiledWarrior", "AFFECTER_ExiledWarrior ·": "AFFECTER_ExiledWarrior ·", "AFFECTER_ExploreAspiration": "AFFECTER_ExploreAspiration", "AFFECTER_ExploreAspiration ·": "AFFECTER_ExploreAspiration ·", "AFFECTER_ExplosiveCorpse": "AFFECTER_ExplosiveCorpse", "AFFECTER_ExplosiveCorpse ·": "AFFECTER_ExplosiveCorpse ·", "AFFECTER_ExposedFlaw": "AFFECTER_ExposedFlaw", "AFFECTER_ExposedFlaw ·": "AFFECTER_ExposedFlaw ·", "AFFECTER_EyeBallSoul": "안구 영혼", "AFFECTER_EyeBallSoul -": "AFFECTER_EyeBallSoul -", "AFFECTER_FarmGrowth": "AFFECTER_FarmGrowth", "AFFECTER_FarmGrowth ·": "AFFECTER_FarmGrowth ·", "AFFECTER_Ferocity": "AFFECTER_Ferocity", "AFFECTER_Ferocity ·": "AFFECTER_Ferocity ·", "AFFECTER_Fertile": "AFFECTER_Fertile", "AFFECTER_Fertile ·": "AFFECTER_Fertile ·", "AFFECTER_FesteringBurrowMerchant": "AFFECTER_FesteringBurrowMerchant", "AFFECTER_FesteringBurrowMerchant ·": "AFFECTER_FesteringBurrowMerchant ·", "AFFECTER_FineRawMeat": "AFFECTER_FineRawMeat", "AFFECTER_FineRawMeat ·": "AFFECTER_FineRawMeat ·", "AFFECTER_FireCloak": "AFFECTER_FireCloak", "AFFECTER_FireCloak ·": "AFFECTER_FireCloak ·", "AFFECTER_FireInscription": "AFFECTER_FireInscription", "AFFECTER_FireInscription ·": "AFFECTER_FireInscription ·", "AFFECTER_FireMissile": "AFFECTER_FireMissile", "AFFECTER_FireMissile ·": "AFFECTER_FireMissile ·", "AFFECTER_FireplaceAura": "AFFECTER_FireplaceAura", "AFFECTER_FireplaceAura ·": "AFFECTER_FireplaceAura ·", "AFFECTER_FireplaceWarmth": "AFFECTER_FireplaceWarmth", "AFFECTER_FireplaceWarmth ·": "AFFECTER_FireplaceWarmth ·", "AFFECTER_FirstAssault": "AFFECTER_FirstAssault", "AFFECTER_FirstAssault ·": "AFFECTER_FirstAssault ·", "AFFECTER_FlintInscription": "AFFECTER_FlintInscription", "AFFECTER_FlintInscription ·": "AFFECTER_FlintInscription ·", "AFFECTER_FlowerAura": "AFFECTER_FlowerAura", "AFFECTER_FlowerAura ·": "AFFECTER_FlowerAura ·", "AFFECTER_FlowerNecklace": "AFFECTER_FlowerNecklace", "AFFECTER_FlowerNecklace ·": "AFFECTER_FlowerNecklace ·", "AFFECTER_FlowerScent": "AFFECTER_FlowerScent", "AFFECTER_FlowerScent ·": "AFFECTER_FlowerScent ·", "AFFECTER_ForestKeeper": "AFFECTER_ForestKeeper", "AFFECTER_ForestKeeper ·": "AFFECTER_ForestKeeper ·", "AFFECTER_ForestTeaching": "AFFECTER_ForestTeaching", "AFFECTER_ForestTeaching ·": "AFFECTER_ForestTeaching ·", "AFFECTER_ForgottenIdol": "AFFECTER_ForgottenIdol", "AFFECTER_ForgottenIdol ·": "AFFECTER_ForgottenIdol ·", "AFFECTER_Fortification": "AFFECTER_Fortification", "AFFECTER_Fortification ·": "AFFECTER_Fortification ·", "AFFECTER_Fortitude": "AFFECTER_Fortitude", "AFFECTER_Fortitude ·": "AFFECTER_Fortitude ·", "AFFECTER_FortressInscription": "AFFECTER_FortressInscription", "AFFECTER_FortressInscription ·": "AFFECTER_FortressInscription ·", "AFFECTER_Fracture": "AFFECTER_Fracture", "AFFECTER_Fracture ·": "AFFECTER_Fracture ·", "AFFECTER_FrenziedBall": "AFFECTER_FrenziedBall", "AFFECTER_FrenziedBall -": "AFFECTER_FrenziedBall -", "AFFECTER_Frozen": "AFFECTER_Frozen", "AFFECTER_Frozen ·": "AFFECTER_Frozen ·", "AFFECTER_FullMoonWolf": "AFFECTER_FullMoonWolf", "AFFECTER_FullMoonWolf -": "AFFECTER_FullMoonWolf -", "AFFECTER_Gambler": "AFFECTER_Gambler", "AFFECTER_Gambler ·": "AFFECTER_Gambler ·", "AFFECTER_Gardener": "AFFECTER_Gardener", "AFFECTER_Gardener ·": "AFFECTER_Gardener ·", "AFFECTER_GatherStarted": "AFFECTER_GatherStarted", "AFFECTER_GatherStarted ·": "AFFECTER_GatherStarted ·", "AFFECTER_GiantInscription": "AFFECTER_GiantInscription", "AFFECTER_GiantInscription ·": "AFFECTER_GiantInscription ·", "AFFECTER_GiantStoneGolemPhase2": "AFFECTER_GiantStoneGolemPhase2", "AFFECTER_GiantStoneGolemPhase2 ·": "AFFECTER_GiantStoneGolemPhase2 ·", "AFFECTER_GiantStoneGolemSoul": "AFFECTER_GiantStoneGolemSoul", "AFFECTER_GiantStoneGolemSoul ·": "AFFECTER_GiantStoneGolemSoul ·", "AFFECTER_Glacier": "AFFECTER_Glacier", "AFFECTER_Glacier ·": "AFFECTER_Glacier ·", "AFFECTER_GloomInscription": "AFFECTER_GloomInscription", "AFFECTER_GloomInscription ·": "AFFECTER_GloomInscription ·", "AFFECTER_GlothEggOmelet": "AFFECTER_GlothEggOmelet", "AFFECTER_GlothEggOmelet ·": "AFFECTER_GlothEggOmelet ·", "AFFECTER_GlothHowling": "AFFECTER_GlothHowling", "AFFECTER_GlothHowling ·": "AFFECTER_GlothHowling ·", "AFFECTER_GlothLash": "AFFECTER_GlothLash", "AFFECTER_GlothLash ·": "AFFECTER_GlothLash ·", "AFFECTER_GlothSwarm": "AFFECTER_GlothSwarm", "AFFECTER_GlothSwarm ·": "AFFECTER_GlothSwarm ·", "AFFECTER_GlothVictory": "AFFECTER_GlothVictory", "AFFECTER_GlothVictory ·": "AFFECTER_GlothVictory ·", "AFFECTER_Goblin": "AFFECTER_Goblin", "AFFECTER_Goblin ·": "AFFECTER_Goblin ·", "AFFECTER_GoblinChiefShaman": "고블린 족장 샤먼", "AFFECTER_GoblinChiefShaman -": "AFFECTER_GoblinChiefShaman -", "AFFECTER_GoblinChiefShamanAura": "AFFECTER_GoblinChiefShamanAura", "AFFECTER_GoblinChiefShamanAura -": "AFFECTER_GoblinChiefShamanAura -", "AFFECTER_GoblinChiefShamanSoul": "고블린 족장 샤먼 영혼", "AFFECTER_GoblinChiefShamanSoul -": "AFFECTER_GoblinChiefShamanSoul -", "AFFECTER_GoblinChiefShamanSoulStack": "AFFECTER_GoblinChiefShamanSoulStack", "AFFECTER_GoblinChiefShamanSoulStack -": "AFFECTER_GoblinChiefShamanSoulStack -", "AFFECTER_GoblinHerb": "AFFECTER_GoblinHerb", "AFFECTER_GoblinHerb ·": "AFFECTER_GoblinHerb ·", "AFFECTER_GoblinHuntingMethod": "AFFECTER_GoblinHuntingMethod", "AFFECTER_GoblinHuntingMethod -": "AFFECTER_GoblinHuntingMethod -", "AFFECTER_GoblinOintment": "AFFECTER_GoblinOintment", "AFFECTER_GoblinOintment ·": "AFFECTER_GoblinOintment ·", "AFFECTER_GoblinVictory": "AFFECTER_GoblinVictory", "AFFECTER_GoblinVictory ·": "AFFECTER_GoblinVictory ·", "AFFECTER_GodMode": "AFFECTER_GodMode", "AFFECTER_GodMode ·": "AFFECTER_GodMode ·", "AFFECTER_GoddessGuidance": "AFFECTER_GoddessGuidance", "AFFECTER_GoddessGuidance ·": "AFFECTER_GoddessGuidance ·", "AFFECTER_Goldmine": "AFFECTER_Goldmine", "AFFECTER_Goldmine ·": "AFFECTER_Goldmine ·", "AFFECTER_GoldmineInscription": "AFFECTER_GoldmineInscription", "AFFECTER_GoldmineInscription ·": "AFFECTER_GoldmineInscription ·", "AFFECTER_GrassPorridge": "AFFECTER_GrassPorridge", "AFFECTER_GrassPorridge ·": "AFFECTER_GrassPorridge ·", "AFFECTER_GraveDisgraced": "AFFECTER_GraveDisgraced", "AFFECTER_GraveDisgraced -": "AFFECTER_GraveDisgraced -", "AFFECTER_GreatestWarrior": "AFFECTER_GreatestWarrior", "AFFECTER_GreatestWarrior -": "AFFECTER_GreatestWarrior -", "AFFECTER_GreatswordInscription": "AFFECTER_GreatswordInscription", "AFFECTER_GreatswordInscription ·": "AFFECTER_GreatswordInscription ·", "AFFECTER_GreenShade": "AFFECTER_GreenShade", "AFFECTER_GreenShade ·": "AFFECTER_GreenShade ·", "AFFECTER_GrilledMeat": "AFFECTER_GrilledMeat", "AFFECTER_GrilledMeat ·": "AFFECTER_GrilledMeat ·", "AFFECTER_GrilledTurnip": "AFFECTER_GrilledTurnip", "AFFECTER_GrilledTurnip ·": "AFFECTER_GrilledTurnip ·", "AFFECTER_GrowthFatigue": "AFFECTER_GrowthFatigue", "AFFECTER_GrowthFatigue ·": "AFFECTER_GrowthFatigue ·", "AFFECTER_GuardPotion": "AFFECTER_GuardPotion", "AFFECTER_GuardPotion ·": "AFFECTER_GuardPotion ·", "AFFECTER_GuardianInscription": "AFFECTER_GuardianInscription", "AFFECTER_GuardianInscription ·": "AFFECTER_GuardianInscription ·", "AFFECTER_GuildGuard": "AFFECTER_GuildGuard", "AFFECTER_GuildGuard ·": "AFFECTER_GuildGuard ·", "AFFECTER_GuildTrade": "AFFECTER_GuildTrade", "AFFECTER_GuildTrade ·": "AFFECTER_GuildTrade ·", "AFFECTER_HappyFool": "AFFECTER_HappyFool", "AFFECTER_HappyFool ·": "AFFECTER_HappyFool ·", "AFFECTER_HappyMode": "AFFECTER_HappyMode", "AFFECTER_HappyMode ·": "AFFECTER_HappyMode ·", "AFFECTER_HarmonyInscription": "AFFECTER_HarmonyInscription", "AFFECTER_HarmonyInscription ·": "AFFECTER_HarmonyInscription ·", "AFFECTER_Haste": "AFFECTER_Haste", "AFFECTER_Haste ·": "AFFECTER_Haste ·", "AFFECTER_HateElf": "AFFECTER_HateElf", "AFFECTER_HateElf ·": "AFFECTER_HateElf ·", "AFFECTER_HateHuman": "AFFECTER_HateHuman", "AFFECTER_HateHuman ·": "AFFECTER_HateHuman ·", "AFFECTER_HateLizard": "AFFECTER_HateLizard", "AFFECTER_HateLizard ·": "AFFECTER_HateLizard ·", "AFFECTER_HateLycan": "AFFECTER_HateLycan", "AFFECTER_HateLycan ·": "AFFECTER_HateLycan ·", "AFFECTER_HeadAim": "AFFECTER_HeadAim", "AFFECTER_HeadAim ·": "AFFECTER_HeadAim ·", "AFFECTER_HealthBoost": "AFFECTER_HealthBoost", "AFFECTER_HealthBoost ·": "AFFECTER_HealthBoost ·", "AFFECTER_HeavyPlumbInscription": "AFFECTER_HeavyPlumbInscription", "AFFECTER_HeavyPlumbInscription ·": "AFFECTER_HeavyPlumbInscription ·", "AFFECTER_HeavyRain": "AFFECTER_HeavyRain", "AFFECTER_HeavyRain ·": "AFFECTER_HeavyRain ·", "AFFECTER_HeavyRainWet": "AFFECTER_HeavyRainWet", "AFFECTER_HeavyRainWet ·": "AFFECTER_HeavyRainWet ·", "AFFECTER_HeavySnorer": "AFFECTER_HeavySnorer", "AFFECTER_HeavySnorer ·": "AFFECTER_HeavySnorer ·", "AFFECTER_HellLeech": "AFFECTER_HellLeech", "AFFECTER_HellLeech ·": "AFFECTER_HellLeech ·", "AFFECTER_Heroic": "AFFECTER_Heroic", "AFFECTER_Heroic ·": "AFFECTER_Heroic ·", "AFFECTER_HideArmorSoft": "AFFECTER_HideArmorSoft", "AFFECTER_HideArmorSoft ·": "AFFECTER_HideArmorSoft ·", "AFFECTER_HideHelmetSoft": "AFFECTER_HideHelmetSoft", "AFFECTER_HideHelmetSoft ·": "AFFECTER_HideHelmetSoft ·", "AFFECTER_HighGradeAttackSpeedInscription": "AFFECTER_HighGradeAttackSpeedInscription", "AFFECTER_HighGradeAttackSpeedInscription ·": "AFFECTER_HighGradeAttackSpeedInscription ·", "AFFECTER_HighGradeCooldownReductionInscription": "AFFECTER_HighGradeCooldownReductionInscription", "AFFECTER_HighGradeCooldownReductionInscription ·": "AFFECTER_HighGradeCooldownReductionInscription ·", "AFFECTER_HighGradeCriticalChanceInscription": "AFFECTER_HighGradeCriticalChanceInscription", "AFFECTER_HighGradeCriticalChanceInscription ·": "AFFECTER_HighGradeCriticalChanceInscription ·", "AFFECTER_HighGradeCriticalDamageBonusInscription": "AFFECTER_HighGradeCriticalDamageBonusInscription", "AFFECTER_HighGradeCriticalDamageBonusInscription ·": "AFFECTER_HighGradeCriticalDamageBonusInscription ·", "AFFECTER_HighGradeDodgeChanceInscription": "AFFECTER_HighGradeDodgeChanceInscription", "AFFECTER_HighGradeDodgeChanceInscription ·": "AFFECTER_HighGradeDodgeChanceInscription ·", "AFFECTER_HighGradeGuardChanceInscription": "AFFECTER_HighGradeGuardChanceInscription", "AFFECTER_HighGradeGuardChanceInscription ·": "AFFECTER_HighGradeGuardChanceInscription ·", "AFFECTER_HighGradeGuardDamageReductionInscription": "AFFECTER_HighGradeGuardDamageReductionInscription", "AFFECTER_HighGradeGuardDamageReductionInscription ·": "AFFECTER_HighGradeGuardDamageReductionInscription ·", "AFFECTER_HighGradeHealthPercentageRegenerationInscription": "AFFECTER_HighGradeHealthPercentageRegenerationInscription", "AFFECTER_HighGradeHealthPercentageRegenerationInscription ·": "AFFECTER_HighGradeHealthPercentageRegenerationInscription ·", "AFFECTER_HighGradeHitChanceInscription": "AFFECTER_HighGradeHitChanceInscription", "AFFECTER_HighGradeHitChanceInscription ·": "AFFECTER_HighGradeHitChanceInscription ·", "AFFECTER_HighGradeLifeStealInscription": "AFFECTER_HighGradeLifeStealInscription", "AFFECTER_HighGradeLifeStealInscription ·": "AFFECTER_HighGradeLifeStealInscription ·", "AFFECTER_HighGradeMagicAttackPowerInscription": "AFFECTER_HighGradeMagicAttackPowerInscription", "AFFECTER_HighGradeMagicAttackPowerInscription ·": "AFFECTER_HighGradeMagicAttackPowerInscription ·", "AFFECTER_HighGradeMagicResistanceInscription": "AFFECTER_HighGradeMagicResistanceInscription", "AFFECTER_HighGradeMagicResistanceInscription ·": "AFFECTER_HighGradeMagicResistanceInscription ·", "AFFECTER_HighGradeMaxEnergyInscription": "AFFECTER_HighGradeMaxEnergyInscription", "AFFECTER_HighGradeMaxEnergyInscription ·": "AFFECTER_HighGradeMaxEnergyInscription ·", "AFFECTER_HighGradeMaxHealthTotalInscription": "AFFECTER_HighGradeMaxHealthTotalInscription", "AFFECTER_HighGradeMaxHealthTotalInscription ·": "AFFECTER_HighGradeMaxHealthTotalInscription ·", "AFFECTER_HighGradeMaxWeightInscription": "AFFECTER_HighGradeMaxWeightInscription", "AFFECTER_HighGradeMaxWeightInscription ·": "AFFECTER_HighGradeMaxWeightInscription ·", "AFFECTER_HighGradeMovementSpeedInscription": "AFFECTER_HighGradeMovementSpeedInscription", "AFFECTER_HighGradeMovementSpeedInscription ·": "AFFECTER_HighGradeMovementSpeedInscription ·", "AFFECTER_HighGradePhysicalAttackPowerInscription": "AFFECTER_HighGradePhysicalAttackPowerInscription", "AFFECTER_HighGradePhysicalAttackPowerInscription ·": "AFFECTER_HighGradePhysicalAttackPowerInscription ·", "AFFECTER_HighGradePhysicalResistanceInscription": "AFFECTER_HighGradePhysicalResistanceInscription", "AFFECTER_HighGradePhysicalResistanceInscription ·": "AFFECTER_HighGradePhysicalResistanceInscription ·", "AFFECTER_HighStressed": "AFFECTER_HighStressed", "AFFECTER_HighStressed ·": "AFFECTER_HighStressed ·", "AFFECTER_HoldingFuneral": "AFFECTER_HoldingFuneral", "AFFECTER_HoldingFuneral -": "AFFECTER_HoldingFuneral -", "AFFECTER_Hooligan": "AFFECTER_Hooligan", "AFFECTER_Hooligan ·": "AFFECTER_Hooligan ·", "AFFECTER_Human": "AFFECTER_Human", "AFFECTER_Human ·": "AFFECTER_Human ·", "AFFECTER_Hungry": "AFFECTER_Hungry", "AFFECTER_Hungry ·": "AFFECTER_Hungry ·", "AFFECTER_Hunter": "AFFECTER_Hunter", "AFFECTER_Hunter ·": "AFFECTER_Hunter ·", "AFFECTER_Hyperopia": "원시", "AFFECTER_Hyperopia -": "AFFECTER_Hyperopia -", "AFFECTER_Immortal": "AFFECTER_Immortal", "AFFECTER_Immortal ·": "AFFECTER_Immortal ·", "AFFECTER_Impatient": "AFFECTER_Impatient", "AFFECTER_Impatient ·": "AFFECTER_Impatient ·", "AFFECTER_ImprovedGrassPorridge": "AFFECTER_ImprovedGrassPorridge", "AFFECTER_ImprovedGrassPorridge ·": "AFFECTER_ImprovedGrassPorridge ·", "AFFECTER_IndestructibleBuilding": "AFFECTER_IndestructibleBuilding", "AFFECTER_IndestructibleBuilding ·": "AFFECTER_IndestructibleBuilding ·", "AFFECTER_IndoorPerson": "AFFECTER_IndoorPerson", "AFFECTER_IndoorPerson ·": "AFFECTER_IndoorPerson ·", "AFFECTER_InfectiousSpores": "AFFECTER_InfectiousSpores", "AFFECTER_InfectiousSpores ·": "AFFECTER_InfectiousSpores ·", "AFFECTER_Initiative": "AFFECTER_Initiative", "AFFECTER_Initiative -": "AFFECTER_Initiative -", "AFFECTER_InjectedTruth": "AFFECTER_InjectedTruth", "AFFECTER_InjectedTruth -": "AFFECTER_InjectedTruth -", "AFFECTER_InnerSilence": "AFFECTER_InnerSilence", "AFFECTER_InnerSilence ·": "AFFECTER_InnerSilence ·", "AFFECTER_Inspiring": "AFFECTER_Inspiring", "AFFECTER_Inspiring ·": "AFFECTER_Inspiring ·", "AFFECTER_IntelligenceFortify": "AFFECTER_IntelligenceFortify", "AFFECTER_IntelligenceFortify ·": "AFFECTER_IntelligenceFortify ·", "AFFECTER_IntelligenceWeaken": "AFFECTER_IntelligenceWeaken", "AFFECTER_IntelligenceWeaken ·": "AFFECTER_IntelligenceWeaken ·", "AFFECTER_Invincibility": "AFFECTER_Invincibility", "AFFECTER_Invincibility ·": "AFFECTER_Invincibility ·", "AFFECTER_Invincible": "AFFECTER_Invincible", "AFFECTER_Invincible ·": "AFFECTER_Invincible ·", "AFFECTER_InvincibleMode": "AFFECTER_InvincibleMode", "AFFECTER_InvincibleMode ·": "AFFECTER_InvincibleMode ·", "AFFECTER_IronWall": "AFFECTER_IronWall", "AFFECTER_IronWall ·": "AFFECTER_IronWall ·", "AFFECTER_Jerky": "AFFECTER_Jerky", "AFFECTER_Jerky ·": "AFFECTER_Jerky ·", "AFFECTER_JesterInscription": "AFFECTER_JesterInscription", "AFFECTER_JesterInscription ·": "AFFECTER_JesterInscription ·", "AFFECTER_JewelBeetle": "AFFECTER_JewelBeetle", "AFFECTER_JewelBeetle ·": "AFFECTER_JewelBeetle ·", "AFFECTER_JoyOfAdventure": "AFFECTER_JoyOfAdventure", "AFFECTER_JoyOfAdventure ·": "AFFECTER_JoyOfAdventure ·", "AFFECTER_KnockbackImmune": "AFFECTER_KnockbackImmune", "AFFECTER_KnockbackImmune ·": "AFFECTER_KnockbackImmune ·", "AFFECTER_LastCinder": "AFFECTER_LastCinder", "AFFECTER_LastCinder ·": "AFFECTER_LastCinder ·", "AFFECTER_Leadership": "AFFECTER_Leadership", "AFFECTER_Leadership ·": "AFFECTER_Leadership ·", "AFFECTER_LeadershipElf": "엘프 리더십", "AFFECTER_LeadershipElf -": "AFFECTER_LeadershipElf -", "AFFECTER_LeadershipHuman": "AFFECTER_LeadershipHuman", "AFFECTER_LeadershipHuman -": "AFFECTER_LeadershipHuman -", "AFFECTER_LeadershipLizard": "AFFECTER_LeadershipLizard", "AFFECTER_LeadershipLizard -": "AFFECTER_LeadershipLizard -", "AFFECTER_LeadershipLycan": "라이칸 리더십", "AFFECTER_LeadershipLycan -": "AFFECTER_LeadershipLycan -", "AFFECTER_LesserGuardianAura": "AFFECTER_LesserGuardianAura", "AFFECTER_LesserGuardianAura ·": "AFFECTER_LesserGuardianAura ·", "AFFECTER_LesserGuardianStone": "AFFECTER_LesserGuardianStone", "AFFECTER_LesserGuardianStone ·": "AFFECTER_LesserGuardianStone ·", "AFFECTER_LightEater": "AFFECTER_LightEater", "AFFECTER_LightEater ·": "AFFECTER_LightEater ·", "AFFECTER_Limping": "AFFECTER_Limping", "AFFECTER_Limping ·": "AFFECTER_Limping ·", "AFFECTER_LiquidMonster": "AFFECTER_LiquidMonster", "AFFECTER_LiquidMonster ·": "AFFECTER_LiquidMonster ·", "AFFECTER_LizardMan": "AFFECTER_LizardMan", "AFFECTER_LizardMan ·": "AFFECTER_LizardMan ·", "AFFECTER_LowGradeAttackSpeedInscription": "AFFECTER_LowGradeAttackSpeedInscription", "AFFECTER_LowGradeAttackSpeedInscription ·": "AFFECTER_LowGradeAttackSpeedInscription ·", "AFFECTER_LowGradeCooldownReductionInscription": "AFFECTER_LowGradeCooldownReductionInscription", "AFFECTER_LowGradeCooldownReductionInscription ·": "AFFECTER_LowGradeCooldownReductionInscription ·", "AFFECTER_LowGradeCriticalChanceInscription": "AFFECTER_LowGradeCriticalChanceInscription", "AFFECTER_LowGradeCriticalChanceInscription ·": "AFFECTER_LowGradeCriticalChanceInscription ·", "AFFECTER_LowGradeCriticalDamageBonusInscription": "AFFECTER_LowGradeCriticalDamageBonusInscription", "AFFECTER_LowGradeCriticalDamageBonusInscription ·": "AFFECTER_LowGradeCriticalDamageBonusInscription ·", "AFFECTER_LowGradeDodgeChanceInscription": "AFFECTER_LowGradeDodgeChanceInscription", "AFFECTER_LowGradeDodgeChanceInscription ·": "AFFECTER_LowGradeDodgeChanceInscription ·", "AFFECTER_LowGradeGuardChanceInscription": "AFFECTER_LowGradeGuardChanceInscription", "AFFECTER_LowGradeGuardChanceInscription ·": "AFFECTER_LowGradeGuardChanceInscription ·", "AFFECTER_LowGradeGuardDamageReductionInscription": "AFFECTER_LowGradeGuardDamageReductionInscription", "AFFECTER_LowGradeGuardDamageReductionInscription ·": "AFFECTER_LowGradeGuardDamageReductionInscription ·", "AFFECTER_LowGradeHealthPercentageRegenerationInscription": "AFFECTER_LowGradeHealthPercentageRegenerationInscription", "AFFECTER_LowGradeHealthPercentageRegenerationInscription ·": "AFFECTER_LowGradeHealthPercentageRegenerationInscription ·", "AFFECTER_LowGradeHitChanceInscription": "AFFECTER_LowGradeHitChanceInscription", "AFFECTER_LowGradeHitChanceInscription ·": "AFFECTER_LowGradeHitChanceInscription ·", "AFFECTER_LowGradeLifeStealInscription": "AFFECTER_LowGradeLifeStealInscription", "AFFECTER_LowGradeLifeStealInscription ·": "AFFECTER_LowGradeLifeStealInscription ·", "AFFECTER_LowGradeMagicAttackPowerInscription": "AFFECTER_LowGradeMagicAttackPowerInscription", "AFFECTER_LowGradeMagicAttackPowerInscription ·": "AFFECTER_LowGradeMagicAttackPowerInscription ·", "AFFECTER_LowGradeMagicResistanceInscription": "AFFECTER_LowGradeMagicResistanceInscription", "AFFECTER_LowGradeMagicResistanceInscription ·": "AFFECTER_LowGradeMagicResistanceInscription ·", "AFFECTER_LowGradeMaxEnergyInscription": "AFFECTER_LowGradeMaxEnergyInscription", "AFFECTER_LowGradeMaxEnergyInscription ·": "AFFECTER_LowGradeMaxEnergyInscription ·", "AFFECTER_LowGradeMaxHealthTotalInscription": "AFFECTER_LowGradeMaxHealthTotalInscription", "AFFECTER_LowGradeMaxHealthTotalInscription ·": "AFFECTER_LowGradeMaxHealthTotalInscription ·", "AFFECTER_LowGradeMaxWeightInscription": "AFFECTER_LowGradeMaxWeightInscription", "AFFECTER_LowGradeMaxWeightInscription ·": "AFFECTER_LowGradeMaxWeightInscription ·", "AFFECTER_LowGradeMovementSpeedInscription": "AFFECTER_LowGradeMovementSpeedInscription", "AFFECTER_LowGradeMovementSpeedInscription ·": "AFFECTER_LowGradeMovementSpeedInscription ·", "AFFECTER_LowGradePhysicalAttackPowerInscription": "AFFECTER_LowGradePhysicalAttackPowerInscription", "AFFECTER_LowGradePhysicalAttackPowerInscription ·": "AFFECTER_LowGradePhysicalAttackPowerInscription ·", "AFFECTER_LowGradePhysicalResistanceInscription": "AFFECTER_LowGradePhysicalResistanceInscription", "AFFECTER_LowGradePhysicalResistanceInscription ·": "AFFECTER_LowGradePhysicalResistanceInscription ·", "AFFECTER_LowStressed": "AFFECTER_LowStressed", "AFFECTER_LowStressed ·": "AFFECTER_LowStressed ·", "AFFECTER_LumaFruit": "AFFECTER_LumaFruit", "AFFECTER_LumaFruit ·": "AFFECTER_LumaFruit ·", "AFFECTER_Lycan": "AFFECTER_Lycan", "AFFECTER_Lycan ·": "AFFECTER_Lycan ·", "AFFECTER_Maelstrom": "AFFECTER_Maelstrom", "AFFECTER_Maelstrom ·": "AFFECTER_Maelstrom ·", "AFFECTER_Mage": "AFFECTER_Mage", "AFFECTER_Mage ·": "AFFECTER_Mage ·", "AFFECTER_MagicAmplification": "AFFECTER_MagicAmplification", "AFFECTER_MagicAmplification ·": "AFFECTER_MagicAmplification ·", "AFFECTER_MagicResistancePotion": "AFFECTER_MagicResistancePotion", "AFFECTER_MagicResistancePotion ·": "AFFECTER_MagicResistancePotion ·", "AFFECTER_MagicSaturation": "AFFECTER_MagicSaturation", "AFFECTER_MagicSaturation ·": "AFFECTER_MagicSaturation ·", "AFFECTER_MagicSmiteInscription": "AFFECTER_MagicSmiteInscription", "AFFECTER_MagicSmiteInscription ·": "AFFECTER_MagicSmiteInscription ·", "AFFECTER_MagicalAttackPotion": "AFFECTER_MagicalAttackPotion", "AFFECTER_MagicalAttackPotion ·": "AFFECTER_MagicalAttackPotion ·", "AFFECTER_MaintainOrder": "AFFECTER_MaintainOrder", "AFFECTER_MaintainOrder ·": "AFFECTER_MaintainOrder ·", "AFFECTER_MaintainOrderActive": "AFFECTER_MaintainOrderActive", "AFFECTER_MaintainOrderActive ·": "AFFECTER_MaintainOrderActive ·", "AFFECTER_MajorDissatisfaction": "AFFECTER_MajorDissatisfaction", "AFFECTER_MajorDissatisfaction ·": "AFFECTER_MajorDissatisfaction ·", "AFFECTER_MajorSatisfaction": "AFFECTER_MajorSatisfaction", "AFFECTER_MajorSatisfaction ·": "AFFECTER_MajorSatisfaction ·", "AFFECTER_ManaOversaturation": "AFFECTER_ManaOversaturation", "AFFECTER_ManaOversaturation ·": "AFFECTER_ManaOversaturation ·", "AFFECTER_ManaStoneBurrow": "AFFECTER_ManaStoneBurrow", "AFFECTER_ManaStoneBurrow ·": "AFFECTER_ManaStoneBurrow ·", "AFFECTER_Mandrake": "AFFECTER_Mandrake", "AFFECTER_Mandrake ·": "AFFECTER_Mandrake ·", "AFFECTER_MandrakeAwake": "AFFECTER_MandrakeAwake", "AFFECTER_MandrakeAwake ·": "AFFECTER_MandrakeAwake ·", "AFFECTER_MandrakeScream": "AFFECTER_MandrakeScream", "AFFECTER_MandrakeScream ·": "AFFECTER_MandrakeScream ·", "AFFECTER_MaybeHarp": "AFFECTER_MaybeHarp", "AFFECTER_MaybeHarp ·": "AFFECTER_MaybeHarp ·", "AFFECTER_MaybeSong": "AFFECTER_MaybeSong", "AFFECTER_MaybeSong ·": "AFFECTER_MaybeSong ·", "AFFECTER_MaybeTrumpet": "AFFECTER_MaybeTrumpet", "AFFECTER_MaybeTrumpet ·": "AFFECTER_MaybeTrumpet ·", "AFFECTER_Meanness": "AFFECTER_Meanness", "AFFECTER_Meanness ·": "AFFECTER_Meanness ·", "AFFECTER_MeatPorridge": "AFFECTER_MeatPorridge", "AFFECTER_MeatPorridge ·": "AFFECTER_MeatPorridge ·", "AFFECTER_MeatSkewer": "AFFECTER_MeatSkewer", "AFFECTER_MeatSkewer ·": "AFFECTER_MeatSkewer ·", "AFFECTER_MeatStew": "AFFECTER_MeatStew", "AFFECTER_MeatStew ·": "AFFECTER_MeatStew ·", "AFFECTER_MentalBreak": "AFFECTER_MentalBreak", "AFFECTER_MentalBreak ·": "AFFECTER_MentalBreak ·", "AFFECTER_Mercenary": "AFFECTER_Mercenary", "AFFECTER_Mercenary ·": "AFFECTER_Mercenary ·", "AFFECTER_Messenger": "AFFECTER_Messenger", "AFFECTER_Messenger ·": "AFFECTER_Messenger ·", "AFFECTER_MetalSkinPotion": "AFFECTER_MetalSkinPotion", "AFFECTER_MetalSkinPotion ·": "AFFECTER_MetalSkinPotion ·", "AFFECTER_MidGradeAttackSpeedInscription": "AFFECTER_MidGradeAttackSpeedInscription", "AFFECTER_MidGradeAttackSpeedInscription ·": "AFFECTER_MidGradeAttackSpeedInscription ·", "AFFECTER_MidGradeCooldownReductionInscription": "AFFECTER_MidGradeCooldownReductionInscription", "AFFECTER_MidGradeCooldownReductionInscription ·": "AFFECTER_MidGradeCooldownReductionInscription ·", "AFFECTER_MidGradeCriticalChanceInscription": "AFFECTER_MidGradeCriticalChanceInscription", "AFFECTER_MidGradeCriticalChanceInscription ·": "AFFECTER_MidGradeCriticalChanceInscription ·", "AFFECTER_MidGradeCriticalDamageBonusInscription": "AFFECTER_MidGradeCriticalDamageBonusInscription", "AFFECTER_MidGradeCriticalDamageBonusInscription ·": "AFFECTER_MidGradeCriticalDamageBonusInscription ·", "AFFECTER_MidGradeDodgeChanceInscription": "AFFECTER_MidGradeDodgeChanceInscription", "AFFECTER_MidGradeDodgeChanceInscription ·": "AFFECTER_MidGradeDodgeChanceInscription ·", "AFFECTER_MidGradeGuardChanceInscription": "AFFECTER_MidGradeGuardChanceInscription", "AFFECTER_MidGradeGuardChanceInscription ·": "AFFECTER_MidGradeGuardChanceInscription ·", "AFFECTER_MidGradeGuardDamageReductionInscription": "AFFECTER_MidGradeGuardDamageReductionInscription", "AFFECTER_MidGradeGuardDamageReductionInscription ·": "AFFECTER_MidGradeGuardDamageReductionInscription ·", "AFFECTER_MidGradeHealthPercentageRegenerationInscription": "AFFECTER_MidGradeHealthPercentageRegenerationInscription", "AFFECTER_MidGradeHealthPercentageRegenerationInscription ·": "AFFECTER_MidGradeHealthPercentageRegenerationInscription ·", "AFFECTER_MidGradeHitChanceInscription": "AFFECTER_MidGradeHitChanceInscription", "AFFECTER_MidGradeHitChanceInscription ·": "AFFECTER_MidGradeHitChanceInscription ·", "AFFECTER_MidGradeLifeStealInscription": "AFFECTER_MidGradeLifeStealInscription", "AFFECTER_MidGradeLifeStealInscription ·": "AFFECTER_MidGradeLifeStealInscription ·", "AFFECTER_MidGradeMagicAttackPowerInscription": "AFFECTER_MidGradeMagicAttackPowerInscription", "AFFECTER_MidGradeMagicAttackPowerInscription ·": "AFFECTER_MidGradeMagicAttackPowerInscription ·", "AFFECTER_MidGradeMagicResistanceInscription": "AFFECTER_MidGradeMagicResistanceInscription", "AFFECTER_MidGradeMagicResistanceInscription ·": "AFFECTER_MidGradeMagicResistanceInscription ·", "AFFECTER_MidGradeMaxEnergyInscription": "AFFECTER_MidGradeMaxEnergyInscription", "AFFECTER_MidGradeMaxEnergyInscription ·": "AFFECTER_MidGradeMaxEnergyInscription ·", "AFFECTER_MidGradeMaxHealthTotalInscription": "AFFECTER_MidGradeMaxHealthTotalInscription", "AFFECTER_MidGradeMaxHealthTotalInscription ·": "AFFECTER_MidGradeMaxHealthTotalInscription ·", "AFFECTER_MidGradeMaxWeightInscription": "AFFECTER_MidGradeMaxWeightInscription", "AFFECTER_MidGradeMaxWeightInscription ·": "AFFECTER_MidGradeMaxWeightInscription ·", "AFFECTER_MidGradeMovementSpeedInscription": "AFFECTER_MidGradeMovementSpeedInscription", "AFFECTER_MidGradeMovementSpeedInscription ·": "AFFECTER_MidGradeMovementSpeedInscription ·", "AFFECTER_MidGradePhysicalAttackPowerInscription": "AFFECTER_MidGradePhysicalAttackPowerInscription", "AFFECTER_MidGradePhysicalAttackPowerInscription ·": "AFFECTER_MidGradePhysicalAttackPowerInscription ·", "AFFECTER_MidGradePhysicalResistanceInscription": "AFFECTER_MidGradePhysicalResistanceInscription", "AFFECTER_MidGradePhysicalResistanceInscription ·": "AFFECTER_MidGradePhysicalResistanceInscription ·", "AFFECTER_Miner": "AFFECTER_Miner", "AFFECTER_Miner ·": "AFFECTER_Miner ·", "AFFECTER_MinorDissatisfaction": "AFFECTER_MinorDissatisfaction", "AFFECTER_MinorDissatisfaction ·": "AFFECTER_MinorDissatisfaction ·", "AFFECTER_MinorSatisfied": "AFFECTER_MinorSatisfied", "AFFECTER_MinorSatisfied ·": "AFFECTER_MinorSatisfied ·", "AFFECTER_MonsterBarbecue": "AFFECTER_MonsterBarbecue", "AFFECTER_MonsterBarbecue ·": "AFFECTER_MonsterBarbecue ·", "AFFECTER_MonsterDifficultyDownfall": "AFFECTER_MonsterDifficultyDownfall", "AFFECTER_MonsterDifficultyDownfall ·": "AFFECTER_MonsterDifficultyDownfall ·", "AFFECTER_MonsterDifficultyEasy": "AFFECTER_MonsterDifficultyEasy", "AFFECTER_MonsterDifficultyEasy ·": "AFFECTER_MonsterDifficultyEasy ·", "AFFECTER_MonsterDifficultyNormal": "AFFECTER_MonsterDifficultyNormal", "AFFECTER_MonsterDifficultyNormal ·": "AFFECTER_MonsterDifficultyNormal ·", "AFFECTER_MonsterDifficultyVeryHard": "AFFECTER_MonsterDifficultyVeryHard", "AFFECTER_MonsterDifficultyVeryHard ·": "AFFECTER_MonsterDifficultyVeryHard ·", "AFFECTER_MucusSprayer": "AFFECTER_MucusSprayer", "AFFECTER_MucusSprayer ·": "AFFECTER_MucusSprayer ·", "AFFECTER_Muddy": "AFFECTER_Muddy", "AFFECTER_Muddy ·": "AFFECTER_Muddy ·", "AFFECTER_Mushroom": "AFFECTER_Mushroom", "AFFECTER_Mushroom ·": "AFFECTER_Mushroom ·", "AFFECTER_MushroomSkewer": "AFFECTER_MushroomSkewer", "AFFECTER_MushroomSkewer ·": "AFFECTER_MushroomSkewer ·", "AFFECTER_MushroomStew": "AFFECTER_MushroomStew", "AFFECTER_MushroomStew ·": "AFFECTER_MushroomStew ·", "AFFECTER_NatureInscription": "AFFECTER_NatureInscription", "AFFECTER_NatureInscription ·": "AFFECTER_NatureInscription ·", "AFFECTER_NatureLover": "AFFECTER_NatureLover", "AFFECTER_NatureLover ·": "AFFECTER_NatureLover ·", "AFFECTER_NewRecruit": "AFFECTER_NewRecruit", "AFFECTER_NewRecruit ·": "AFFECTER_NewRecruit ·", "AFFECTER_NightTime": "AFFECTER_NightTime", "AFFECTER_NightTime ·": "AFFECTER_NightTime ·", "AFFECTER_NightVision": "AFFECTER_NightVision", "AFFECTER_NightVision ·": "AFFECTER_NightVision ·", "AFFECTER_NightWatch": "AFFECTER_NightWatch", "AFFECTER_NightWatch ·": "AFFECTER_NightWatch ·", "AFFECTER_NobleAdventurer": "AFFECTER_NobleAdventurer", "AFFECTER_NobleAdventurer ·": "AFFECTER_NobleAdventurer ·", "AFFECTER_NocturnalDayTime": "AFFECTER_NocturnalDayTime", "AFFECTER_NocturnalDayTime ·": "AFFECTER_NocturnalDayTime ·", "AFFECTER_NocturnalNightTime": "AFFECTER_NocturnalNightTime", "AFFECTER_NocturnalNightTime ·": "AFFECTER_NocturnalNightTime ·", "AFFECTER_NutrientAbsorption": "AFFECTER_NutrientAbsorption", "AFFECTER_NutrientAbsorption ·": "AFFECTER_NutrientAbsorption ·", "AFFECTER_OatPorridge": "AFFECTER_OatPorridge", "AFFECTER_OatPorridge ·": "AFFECTER_OatPorridge ·", "AFFECTER_Occultist": "AFFECTER_Occultist", "AFFECTER_Occultist ·": "AFFECTER_Occultist ·", "AFFECTER_Offensive": "AFFECTER_Offensive", "AFFECTER_Offensive ·": "AFFECTER_Offensive ·", "AFFECTER_Ointment": "AFFECTER_Ointment", "AFFECTER_Ointment ·": "AFFECTER_Ointment ·", "AFFECTER_Operate": "AFFECTER_Operate", "AFFECTER_Operate ·": "AFFECTER_Operate ·", "AFFECTER_Optimistic": "AFFECTER_Optimistic", "AFFECTER_Optimistic ·": "AFFECTER_Optimistic ·", "AFFECTER_Overloaded": "AFFECTER_Overloaded", "AFFECTER_Overloaded ·": "AFFECTER_Overloaded ·", "AFFECTER_Pacifist": "AFFECTER_Pacifist", "AFFECTER_Pacifist ·": "AFFECTER_Pacifist ·", "AFFECTER_Panic": "AFFECTER_Panic", "AFFECTER_Panic ·": "AFFECTER_Panic ·", "AFFECTER_Peddler": "AFFECTER_Peddler", "AFFECTER_Peddler ·": "AFFECTER_Peddler ·", "AFFECTER_PerceptionFortify": "AFFECTER_PerceptionFortify", "AFFECTER_PerceptionFortify ·": "AFFECTER_PerceptionFortify ·", "AFFECTER_PerceptionWeaken": "AFFECTER_PerceptionWeaken", "AFFECTER_PerceptionWeaken ·": "AFFECTER_PerceptionWeaken ·", "AFFECTER_PerfectionInscription": "AFFECTER_PerfectionInscription", "AFFECTER_PerfectionInscription ·": "AFFECTER_PerfectionInscription ·", "AFFECTER_Perfectionist": "AFFECTER_Perfectionist", "AFFECTER_Perfectionist ·": "AFFECTER_Perfectionist ·", "AFFECTER_Pessimistic": "AFFECTER_Pessimistic", "AFFECTER_Pessimistic ·": "AFFECTER_Pessimistic ·", "AFFECTER_Philosopher": "AFFECTER_Philosopher", "AFFECTER_Philosopher ·": "AFFECTER_Philosopher ·", "AFFECTER_PhysicalAttackPotion": "AFFECTER_PhysicalAttackPotion", "AFFECTER_PhysicalAttackPotion ·": "AFFECTER_PhysicalAttackPotion ·", "AFFECTER_PioneeringSpirit": "AFFECTER_PioneeringSpirit", "AFFECTER_PioneeringSpirit -": "AFFECTER_PioneeringSpirit -", "AFFECTER_PioneeringSpiritEffect": "AFFECTER_PioneeringSpiritEffect", "AFFECTER_PioneeringSpiritEffect -": "AFFECTER_PioneeringSpiritEffect -", "AFFECTER_PlantRage": "AFFECTER_PlantRage", "AFFECTER_PlantRage ·": "AFFECTER_PlantRage ·", "AFFECTER_PlayInDecentRecreationRoom": "AFFECTER_PlayInDecentRecreationRoom", "AFFECTER_PlayInDecentRecreationRoom -": "AFFECTER_PlayInDecentRecreationRoom -", "AFFECTER_PlayInFantasticRecreationRoom": "AFFECTER_PlayInFantasticRecreationRoom", "AFFECTER_PlayInFantasticRecreationRoom -": "AFFECTER_PlayInFantasticRecreationRoom -", "AFFECTER_PlayInImpressiveRecreationRoom": "AFFECTER_PlayInImpressiveRecreationRoom", "AFFECTER_PlayInImpressiveRecreationRoom -": "AFFECTER_PlayInImpressiveRecreationRoom -", "AFFECTER_PlayInLuxuriousRecreationRoom": "AFFECTER_PlayInLuxuriousRecreationRoom", "AFFECTER_PlayInLuxuriousRecreationRoom -": "AFFECTER_PlayInLuxuriousRecreationRoom -", "AFFECTER_PlayInMediocreRecreationRoom": "AFFECTER_PlayInMediocreRecreationRoom", "AFFECTER_PlayInMediocreRecreationRoom -": "AFFECTER_PlayInMediocreRecreationRoom -", "AFFECTER_PlayInNormalRecreationRoom": "AFFECTER_PlayInNormalRecreationRoom", "AFFECTER_PlayInNormalRecreationRoom -": "AFFECTER_PlayInNormalRecreationRoom -", "AFFECTER_PlayInPoorRecreationRoom": "AFFECTER_PlayInPoorRecreationRoom", "AFFECTER_PlayInPoorRecreationRoom -": "AFFECTER_PlayInPoorRecreationRoom -", "AFFECTER_PlayedCard": "AFFECTER_PlayedCard", "AFFECTER_PlayedCard ·": "AFFECTER_PlayedCard ·", "AFFECTER_PlayedDart": "AFFECTER_PlayedDart", "AFFECTER_PlayedDart ·": "AFFECTER_PlayedDart ·", "AFFECTER_PlayedDice": "AFFECTER_PlayedDice", "AFFECTER_PlayedDice ·": "AFFECTER_PlayedDice ·", "AFFECTER_PlayerDifficultyDownfall": "AFFECTER_PlayerDifficultyDownfall", "AFFECTER_PlayerDifficultyDownfall -": "AFFECTER_PlayerDifficultyDownfall -", "AFFECTER_PlayerDifficultyVeryHard": "AFFECTER_PlayerDifficultyVeryHard", "AFFECTER_PlayerDifficultyVeryHard -": "AFFECTER_PlayerDifficultyVeryHard -", "AFFECTER_PlayerManagementDifficultyEasy": "AFFECTER_PlayerManagementDifficultyEasy", "AFFECTER_PlayerManagementDifficultyEasy ·": "AFFECTER_PlayerManagementDifficultyEasy ·", "AFFECTER_PlayerManagementDifficultyHard": "AFFECTER_PlayerManagementDifficultyHard", "AFFECTER_PlayerManagementDifficultyHard ·": "AFFECTER_PlayerManagementDifficultyHard ·", "AFFECTER_PlayerManagementDifficultyNormal": "AFFECTER_PlayerManagementDifficultyNormal", "AFFECTER_PlayerManagementDifficultyNormal -": "AFFECTER_PlayerManagementDifficultyNormal -", "AFFECTER_PlayerManagementDifficultyVeryHard": "AFFECTER_PlayerManagementDifficultyVeryHard", "AFFECTER_PlayerManagementDifficultyVeryHard -": "AFFECTER_PlayerManagementDifficultyVeryHard -", "AFFECTER_Poacher": "AFFECTER_Poacher", "AFFECTER_Poacher ·": "AFFECTER_Poacher ·", "AFFECTER_Poison": "AFFECTER_Poison", "AFFECTER_Poison ·": "AFFECTER_Poison ·", "AFFECTER_PoisonImmune": "AFFECTER_PoisonImmune", "AFFECTER_PoisonImmune ·": "AFFECTER_PoisonImmune ·", "AFFECTER_PoisonImmuneTrait": "AFFECTER_PoisonImmuneTrait", "AFFECTER_PoisonImmuneTrait ·": "AFFECTER_PoisonImmuneTrait ·", "AFFECTER_PortalHeal": "AFFECTER_PortalHeal", "AFFECTER_PortalHeal ·": "AFFECTER_PortalHeal ·", "AFFECTER_PortalHealAura": "AFFECTER_PortalHealAura", "AFFECTER_PortalHealAura ·": "AFFECTER_PortalHealAura ·", "AFFECTER_Porter": "AFFECTER_Porter", "AFFECTER_Porter ·": "AFFECTER_Porter ·", "AFFECTER_PrayInDecentTemple": "AFFECTER_PrayInDecentTemple", "AFFECTER_PrayInDecentTemple ·": "AFFECTER_PrayInDecentTemple ·", "AFFECTER_PrayInFantasticTemple": "AFFECTER_PrayInFantasticTemple", "AFFECTER_PrayInFantasticTemple ·": "AFFECTER_PrayInFantasticTemple ·", "AFFECTER_PrayInImpressiveTemple": "AFFECTER_PrayInImpressiveTemple", "AFFECTER_PrayInImpressiveTemple ·": "AFFECTER_PrayInImpressiveTemple ·", "AFFECTER_PrayInLuxuriousTemple": "AFFECTER_PrayInLuxuriousTemple", "AFFECTER_PrayInLuxuriousTemple ·": "AFFECTER_PrayInLuxuriousTemple ·", "AFFECTER_PrayInMediocreTemple": "AFFECTER_PrayInMediocreTemple", "AFFECTER_PrayInMediocreTemple ·": "AFFECTER_PrayInMediocreTemple ·", "AFFECTER_PrayInNormalTemple": "AFFECTER_PrayInNormalTemple", "AFFECTER_PrayInNormalTemple ·": "AFFECTER_PrayInNormalTemple ·", "AFFECTER_PrayInPoorTemple": "AFFECTER_PrayInPoorTemple", "AFFECTER_PrayInPoorTemple ·": "AFFECTER_PrayInPoorTemple ·", "AFFECTER_Precision": "AFFECTER_Precision", "AFFECTER_Precision ·": "AFFECTER_Precision ·", "AFFECTER_Preservation": "AFFECTER_Preservation", "AFFECTER_Preservation -": "AFFECTER_Preservation -", "AFFECTER_Preservation2": "AFFECTER_Preservation2", "AFFECTER_Preservation2 -": "AFFECTER_Preservation2 -", "AFFECTER_Prodigy": "AFFECTER_Prodigy", "AFFECTER_Prodigy ·": "AFFECTER_Prodigy ·", "AFFECTER_ProtectionInscription": "AFFECTER_ProtectionInscription", "AFFECTER_ProtectionInscription ·": "AFFECTER_ProtectionInscription ·", "AFFECTER_Psychopath": "AFFECTER_Psychopath", "AFFECTER_Psychopath ·": "AFFECTER_Psychopath ·", "AFFECTER_PulsatingRock": "AFFECTER_PulsatingRock", "AFFECTER_PulsatingRock ·": "AFFECTER_PulsatingRock ·", "AFFECTER_QuickRecovery": "AFFECTER_QuickRecovery", "AFFECTER_QuickRecovery ·": "AFFECTER_QuickRecovery ·", "AFFECTER_RacialHatred": "AFFECTER_RacialHatred", "AFFECTER_RacialHatred ·": "AFFECTER_RacialHatred ·", "AFFECTER_Rain": "AFFECTER_Rain", "AFFECTER_Rain ·": "AFFECTER_Rain ·", "AFFECTER_RainWet": "AFFECTER_RainWet", "AFFECTER_RainWet ·": "AFFECTER_RainWet ·", "AFFECTER_RapidRecoverd": "AFFECTER_RapidRecoverd", "AFFECTER_RapidRecoverd ·": "AFFECTER_RapidRecoverd ·", "AFFECTER_RecklessAssault": "AFFECTER_RecklessAssault", "AFFECTER_RecklessAssault -": "AFFECTER_RecklessAssault -", "AFFECTER_RecoveryInscription": "AFFECTER_RecoveryInscription", "AFFECTER_RecoveryInscription ·": "AFFECTER_RecoveryInscription ·", "AFFECTER_RedMane": "AFFECTER_RedMane", "AFFECTER_RedMane ·": "AFFECTER_RedMane ·", "AFFECTER_RedManeAction": "AFFECTER_RedManeAction", "AFFECTER_RedManeAction ·": "AFFECTER_RedManeAction ·", "AFFECTER_RedMonsterRatPhase2": "AFFECTER_RedMonsterRatPhase2", "AFFECTER_RedMonsterRatPhase2 ·": "AFFECTER_RedMonsterRatPhase2 ·", "AFFECTER_RedMonsterRatPhase3": "AFFECTER_RedMonsterRatPhase3", "AFFECTER_RedMonsterRatPhase3 ·": "AFFECTER_RedMonsterRatPhase3 ·", "AFFECTER_RedMonsterRatSoul": "AFFECTER_RedMonsterRatSoul", "AFFECTER_RedMonsterRatSoul ·": "AFFECTER_RedMonsterRatSoul ·", "AFFECTER_ReflectMagic": "AFFECTER_ReflectMagic", "AFFECTER_ReflectMagic ·": "AFFECTER_ReflectMagic ·", "AFFECTER_ReflectMelee": "AFFECTER_ReflectMelee", "AFFECTER_ReflectMelee ·": "AFFECTER_ReflectMelee ·", "AFFECTER_ReflectPhysical": "AFFECTER_ReflectPhysical", "AFFECTER_ReflectPhysical ·": "AFFECTER_ReflectPhysical ·", "AFFECTER_ReflectRange": "AFFECTER_ReflectRange", "AFFECTER_ReflectRange ·": "AFFECTER_ReflectRange ·", "AFFECTER_ReflectionInscription": "AFFECTER_ReflectionInscription", "AFFECTER_ReflectionInscription ·": "AFFECTER_ReflectionInscription ·", "AFFECTER_ReflexiveEvasion": "AFFECTER_ReflexiveEvasion", "AFFECTER_ReflexiveEvasion ·": "AFFECTER_ReflexiveEvasion ·", "AFFECTER_Reinforced": "AFFECTER_Reinforced", "AFFECTER_Reinforced ·": "AFFECTER_Reinforced ·", "AFFECTER_Relief": "AFFECTER_Relief", "AFFECTER_Relief ·": "AFFECTER_Relief ·", "AFFECTER_ResearchInDecentResearchLab": "AFFECTER_ResearchInDecentResearchLab", "AFFECTER_ResearchInDecentResearchLab ·": "AFFECTER_ResearchInDecentResearchLab ·", "AFFECTER_ResearchInFantasticResearchLab": "AFFECTER_ResearchInFantasticResearchLab", "AFFECTER_ResearchInFantasticResearchLab ·": "AFFECTER_ResearchInFantasticResearchLab ·", "AFFECTER_ResearchInImpressiveResearchLab": "AFFECTER_ResearchInImpressiveResearchLab", "AFFECTER_ResearchInImpressiveResearchLab ·": "AFFECTER_ResearchInImpressiveResearchLab ·", "AFFECTER_ResearchInLuxuriousResearchLab": "AFFECTER_ResearchInLuxuriousResearchLab", "AFFECTER_ResearchInLuxuriousResearchLab ·": "AFFECTER_ResearchInLuxuriousResearchLab ·", "AFFECTER_ResearchInMediocreResearchLab": "AFFECTER_ResearchInMediocreResearchLab", "AFFECTER_ResearchInMediocreResearchLab ·": "AFFECTER_ResearchInMediocreResearchLab ·", "AFFECTER_ResearchInNormalResearchLab": "AFFECTER_ResearchInNormalResearchLab", "AFFECTER_ResearchInNormalResearchLab ·": "AFFECTER_ResearchInNormalResearchLab ·", "AFFECTER_ResearchInPoorResearchLab": "AFFECTER_ResearchInPoorResearchLab", "AFFECTER_ResearchInPoorResearchLab ·": "AFFECTER_ResearchInPoorResearchLab ·", "AFFECTER_RichManaStone": "AFFECTER_RichManaStone", "AFFECTER_RichManaStone ·": "AFFECTER_RichManaStone ·", "AFFECTER_Rodent": "AFFECTER_Rodent", "AFFECTER_Rodent ·": "AFFECTER_Rodent ·", "AFFECTER_Rooting": "AFFECTER_Rooting", "AFFECTER_Rooting ·": "AFFECTER_Rooting ·", "AFFECTER_RoyalJelly": "AFFECTER_RoyalJelly", "AFFECTER_RoyalJelly ·": "AFFECTER_RoyalJelly ·", "AFFECTER_Rush": "AFFECTER_Rush", "AFFECTER_Rush ·": "AFFECTER_Rush ·", "AFFECTER_Satisfied": "AFFECTER_Satisfied", "AFFECTER_Satisfied ·": "AFFECTER_Satisfied ·", "AFFECTER_ScaleCraftsman": "AFFECTER_ScaleCraftsman", "AFFECTER_ScaleCraftsman ·": "AFFECTER_ScaleCraftsman ·", "AFFECTER_Scout": "AFFECTER_Scout", "AFFECTER_Scout ·": "AFFECTER_Scout ·", "AFFECTER_SearchDirtyCorpses": "AFFECTER_SearchDirtyCorpses", "AFFECTER_SearchDirtyCorpses ·": "AFFECTER_SearchDirtyCorpses ·", "AFFECTER_SelfHatred": "AFFECTER_SelfHatred", "AFFECTER_SelfHatred ·": "AFFECTER_SelfHatred ·", "AFFECTER_SelfRepair": "AFFECTER_SelfRepair", "AFFECTER_SelfRepair ·": "AFFECTER_SelfRepair ·", "AFFECTER_SentinelWarning": "AFFECTER_SentinelWarning", "AFFECTER_SentinelWarning ·": "AFFECTER_SentinelWarning ·", "AFFECTER_SentinelWarningActive": "AFFECTER_SentinelWarningActive", "AFFECTER_SentinelWarningActive ·": "AFFECTER_SentinelWarningActive ·", "AFFECTER_SerumEnfeeblement": "AFFECTER_SerumEnfeeblement", "AFFECTER_SerumEnfeeblement ·": "AFFECTER_SerumEnfeeblement ·", "AFFECTER_SerumFrailty": "AFFECTER_SerumFrailty", "AFFECTER_SerumFrailty ·": "AFFECTER_SerumFrailty ·", "AFFECTER_SerumHallucination": "AFFECTER_SerumHallucination", "AFFECTER_SerumHallucination ·": "AFFECTER_SerumHallucination ·", "AFFECTER_SerumNumbness": "AFFECTER_SerumNumbness", "AFFECTER_SerumNumbness ·": "AFFECTER_SerumNumbness ·", "AFFECTER_SerumOblivion": "AFFECTER_SerumOblivion", "AFFECTER_SerumOblivion ·": "AFFECTER_SerumOblivion ·", "AFFECTER_SerumVoid": "AFFECTER_SerumVoid", "AFFECTER_SerumVoid ·": "AFFECTER_SerumVoid ·", "AFFECTER_SettlementPrefer": "AFFECTER_SettlementPrefer", "AFFECTER_SettlementPrefer ·": "AFFECTER_SettlementPrefer ·", "AFFECTER_SevereDamage": "AFFECTER_SevereDamage", "AFFECTER_SevereDamage ·": "AFFECTER_SevereDamage ·", "AFFECTER_SevereExhausted": "AFFECTER_SevereExhausted", "AFFECTER_SevereExhausted ·": "AFFECTER_SevereExhausted ·", "AFFECTER_SevereHungry": "AFFECTER_SevereHungry", "AFFECTER_SevereHungry ·": "AFFECTER_SevereHungry ·", "AFFECTER_SevereOverloaded": "AFFECTER_SevereOverloaded", "AFFECTER_SevereOverloaded ·": "AFFECTER_SevereOverloaded ·", "AFFECTER_SevereStressed": "AFFECTER_SevereStressed", "AFFECTER_SevereStressed ·": "AFFECTER_SevereStressed ·", "AFFECTER_SharpEdge": "AFFECTER_SharpEdge", "AFFECTER_SharpEdge ·": "AFFECTER_SharpEdge ·", "AFFECTER_SharpShooter": "AFFECTER_SharpShooter", "AFFECTER_SharpShooter ·": "AFFECTER_SharpShooter ·", "AFFECTER_Sharpness": "AFFECTER_Sharpness", "AFFECTER_Sharpness ·": "AFFECTER_Sharpness ·", "AFFECTER_Shell": "AFFECTER_Shell", "AFFECTER_Shell ·": "AFFECTER_Shell ·", "AFFECTER_ShellPotionDuration": "AFFECTER_ShellPotionDuration", "AFFECTER_ShellPotionDuration -": "AFFECTER_ShellPotionDuration -", "AFFECTER_ShieldInscription": "AFFECTER_ShieldInscription", "AFFECTER_ShieldInscription ·": "AFFECTER_ShieldInscription ·", "AFFECTER_ShieldUp": "AFFECTER_ShieldUp", "AFFECTER_ShieldUp ·": "AFFECTER_ShieldUp ·", "AFFECTER_ShockWaveInscription": "AFFECTER_ShockWaveInscription", "AFFECTER_ShockWaveInscription ·": "AFFECTER_ShockWaveInscription ·", "AFFECTER_Shooter": "AFFECTER_Shooter", "AFFECTER_Shooter ·": "AFFECTER_Shooter ·", "AFFECTER_SilentSerenity": "AFFECTER_SilentSerenity", "AFFECTER_SilentSerenity ·": "AFFECTER_SilentSerenity ·", "AFFECTER_SimpleMinded": "AFFECTER_SimpleMinded", "AFFECTER_SimpleMinded ·": "AFFECTER_SimpleMinded ·", "AFFECTER_SinkInscription": "AFFECTER_SinkInscription", "AFFECTER_SinkInscription ·": "AFFECTER_SinkInscription ·", "AFFECTER_SkillCooldownPotion": "AFFECTER_SkillCooldownPotion", "AFFECTER_SkillCooldownPotion ·": "AFFECTER_SkillCooldownPotion ·", "AFFECTER_Slave": "AFFECTER_Slave", "AFFECTER_Slave ·": "AFFECTER_Slave ·", "AFFECTER_Sleep": "AFFECTER_Sleep", "AFFECTER_Sleep ·": "AFFECTER_Sleep ·", "AFFECTER_SleepingBagSleep": "AFFECTER_SleepingBagSleep", "AFFECTER_SleepingBagSleep ·": "AFFECTER_SleepingBagSleep ·", "AFFECTER_SleptDecentPrivateRoom": "AFFECTER_SleptDecentPrivateRoom", "AFFECTER_SleptDecentPrivateRoom ·": "AFFECTER_SleptDecentPrivateRoom ·", "AFFECTER_SleptDecentSharedRoom": "AFFECTER_SleptDecentSharedRoom", "AFFECTER_SleptDecentSharedRoom ·": "AFFECTER_SleptDecentSharedRoom ·", "AFFECTER_SleptFantasticPrivateRoom": "AFFECTER_SleptFantasticPrivateRoom", "AFFECTER_SleptFantasticPrivateRoom ·": "AFFECTER_SleptFantasticPrivateRoom ·", "AFFECTER_SleptFantasticSharedRoom": "AFFECTER_SleptFantasticSharedRoom", "AFFECTER_SleptFantasticSharedRoom ·": "AFFECTER_SleptFantasticSharedRoom ·", "AFFECTER_SleptImpressivePrivateRoom": "AFFECTER_SleptImpressivePrivateRoom", "AFFECTER_SleptImpressivePrivateRoom ·": "AFFECTER_SleptImpressivePrivateRoom ·", "AFFECTER_SleptImpressiveSharedRoom": "AFFECTER_SleptImpressiveSharedRoom", "AFFECTER_SleptImpressiveSharedRoom ·": "AFFECTER_SleptImpressiveSharedRoom ·", "AFFECTER_SleptLuxuriousPrivateRoom": "AFFECTER_SleptLuxuriousPrivateRoom", "AFFECTER_SleptLuxuriousPrivateRoom ·": "AFFECTER_SleptLuxuriousPrivateRoom ·", "AFFECTER_SleptLuxuriousSharedRoom": "AFFECTER_SleptLuxuriousSharedRoom", "AFFECTER_SleptLuxuriousSharedRoom ·": "AFFECTER_SleptLuxuriousSharedRoom ·", "AFFECTER_SleptMediocrePrivateRoom": "AFFECTER_SleptMediocrePrivateRoom", "AFFECTER_SleptMediocrePrivateRoom ·": "AFFECTER_SleptMediocrePrivateRoom ·", "AFFECTER_SleptMediocreSharedRoom": "AFFECTER_SleptMediocreSharedRoom", "AFFECTER_SleptMediocreSharedRoom ·": "AFFECTER_SleptMediocreSharedRoom ·", "AFFECTER_SleptNormalPrivateRoom": "AFFECTER_SleptNormalPrivateRoom", "AFFECTER_SleptNormalPrivateRoom ·": "AFFECTER_SleptNormalPrivateRoom ·", "AFFECTER_SleptNormalSharedRoom": "AFFECTER_SleptNormalSharedRoom", "AFFECTER_SleptNormalSharedRoom ·": "AFFECTER_SleptNormalSharedRoom ·", "AFFECTER_SleptOnBed": "AFFECTER_SleptOnBed", "AFFECTER_SleptOnBed ·": "AFFECTER_SleptOnBed ·", "AFFECTER_SleptOnGround": "AFFECTER_SleptOnGround", "AFFECTER_SleptOnGround ·": "AFFECTER_SleptOnGround ·", "AFFECTER_SleptPoorPrivateRoom": "AFFECTER_SleptPoorPrivateRoom", "AFFECTER_SleptPoorPrivateRoom ·": "AFFECTER_SleptPoorPrivateRoom ·", "AFFECTER_SleptPoorSharedRoom": "AFFECTER_SleptPoorSharedRoom", "AFFECTER_SleptPoorSharedRoom ·": "AFFECTER_SleptPoorSharedRoom ·", "AFFECTER_SlimePudding": "AFFECTER_SlimePudding", "AFFECTER_SlimePudding ·": "AFFECTER_SlimePudding ·", "AFFECTER_SlotMachine": "AFFECTER_SlotMachine", "AFFECTER_SlotMachine ·": "AFFECTER_SlotMachine ·", "AFFECTER_Slow": "AFFECTER_Slow", "AFFECTER_Slow ·": "AFFECTER_Slow ·", "AFFECTER_SlowLearner": "AFFECTER_SlowLearner", "AFFECTER_SlowLearner ·": "AFFECTER_SlowLearner ·", "AFFECTER_SmashInscription": "AFFECTER_SmashInscription", "AFFECTER_SmashInscription ·": "AFFECTER_SmashInscription ·", "AFFECTER_SnakeCatcher": "AFFECTER_SnakeCatcher", "AFFECTER_SnakeCatcher ·": "AFFECTER_SnakeCatcher ·", "AFFECTER_SolarBloom": "AFFECTER_SolarBloom", "AFFECTER_SolarBloom ·": "AFFECTER_SolarBloom ·", "AFFECTER_SoulChain": "AFFECTER_SoulChain", "AFFECTER_SoulChain ·": "AFFECTER_SoulChain ·", "AFFECTER_SpawnAcidInsect": "AFFECTER_SpawnAcidInsect", "AFFECTER_SpawnAcidInsect ·": "AFFECTER_SpawnAcidInsect ·", "AFFECTER_SpawnBlueGoblin": "AFFECTER_SpawnBlueGoblin", "AFFECTER_SpawnBlueGoblin -": "AFFECTER_SpawnBlueGoblin -", "AFFECTER_SpawnEyeball": "AFFECTER_SpawnEyeball", "AFFECTER_SpawnEyeball -": "AFFECTER_SpawnEyeball -", "AFFECTER_SpawnGlothPup": "AFFECTER_SpawnGlothPup", "AFFECTER_SpawnGlothPup ·": "AFFECTER_SpawnGlothPup ·", "AFFECTER_SpawnGreyMonsterRat": "AFFECTER_SpawnGreyMonsterRat", "AFFECTER_SpawnGreyMonsterRat ·": "AFFECTER_SpawnGreyMonsterRat ·", "AFFECTER_SpawnGreyRat": "AFFECTER_SpawnGreyRat", "AFFECTER_SpawnGreyRat ·": "AFFECTER_SpawnGreyRat ·", "AFFECTER_SpawnMaleGloth": "AFFECTER_SpawnMaleGloth", "AFFECTER_SpawnMaleGloth ·": "AFFECTER_SpawnMaleGloth ·", "AFFECTER_SpawnMawmurk": "AFFECTER_SpawnMawmurk", "AFFECTER_SpawnMawmurk ·": "AFFECTER_SpawnMawmurk ·", "AFFECTER_SpawnMetalScarab": "AFFECTER_SpawnMetalScarab", "AFFECTER_SpawnMetalScarab ·": "AFFECTER_SpawnMetalScarab ·", "AFFECTER_SpearInscription": "AFFECTER_SpearInscription", "AFFECTER_SpearInscription -": "AFFECTER_SpearInscription -", "AFFECTER_SpellPreheat": "AFFECTER_SpellPreheat", "AFFECTER_SpellPreheat ·": "AFFECTER_SpellPreheat ·", "AFFECTER_SpellPreheat10": "AFFECTER_SpellPreheat10", "AFFECTER_SpellPreheat10 ·": "AFFECTER_SpellPreheat10 ·", "AFFECTER_SpinyCarapace": "AFFECTER_SpinyCarapace", "AFFECTER_SpinyCarapace ·": "AFFECTER_SpinyCarapace ·", "AFFECTER_SporeExplosive": "AFFECTER_SporeExplosive", "AFFECTER_SporeExplosive ·": "AFFECTER_SporeExplosive ·", "AFFECTER_SproutingShellInscription": "AFFECTER_SproutingShellInscription", "AFFECTER_SproutingShellInscription ·": "AFFECTER_SproutingShellInscription ·", "AFFECTER_Squire": "AFFECTER_Squire", "AFFECTER_Squire ·": "AFFECTER_Squire ·", "AFFECTER_StakeInscription": "AFFECTER_StakeInscription", "AFFECTER_StakeInscription -": "AFFECTER_StakeInscription -", "AFFECTER_Stealth": "AFFECTER_Stealth", "AFFECTER_Stealth ·": "AFFECTER_Stealth ·", "AFFECTER_StickyBedstraw": "AFFECTER_StickyBedstraw", "AFFECTER_StickyBedstraw -": "AFFECTER_StickyBedstraw -", "AFFECTER_Stiffness": "AFFECTER_Stiffness", "AFFECTER_Stiffness ·": "AFFECTER_Stiffness ·", "AFFECTER_StoneGolemSoulCount": "AFFECTER_StoneGolemSoulCount", "AFFECTER_StoneGolemSoulCount ·": "AFFECTER_StoneGolemSoulCount ·", "AFFECTER_StormInscription": "AFFECTER_StormInscription", "AFFECTER_StormInscription ·": "AFFECTER_StormInscription ·", "AFFECTER_StrangeSeedAura": "AFFECTER_StrangeSeedAura", "AFFECTER_StrangeSeedAura ·": "AFFECTER_StrangeSeedAura ·", "AFFECTER_StrengthFortify": "AFFECTER_StrengthFortify", "AFFECTER_StrengthFortify ·": "AFFECTER_StrengthFortify ·", "AFFECTER_StrengthWeaken": "AFFECTER_StrengthWeaken", "AFFECTER_StrengthWeaken ·": "AFFECTER_StrengthWeaken ·", "AFFECTER_Stun": "AFFECTER_Stun", "AFFECTER_Stun ·": "AFFECTER_Stun ·", "AFFECTER_StunImmune": "AFFECTER_StunImmune", "AFFECTER_StunImmune ·": "AFFECTER_StunImmune ·", "AFFECTER_SummonLadybugCount": "AFFECTER_SummonLadybugCount", "AFFECTER_SummonLadybugCount ·": "AFFECTER_SummonLadybugCount ·", "AFFECTER_SummonedCreature": "AFFECTER_SummonedCreature", "AFFECTER_SummonedCreature ·": "AFFECTER_SummonedCreature ·", "AFFECTER_SunHeartBloom": "AFFECTER_SunHeartBloom", "AFFECTER_SunHeartBloom ·": "AFFECTER_SunHeartBloom ·", "AFFECTER_Sunny": "AFFECTER_Sunny", "AFFECTER_Sunny ·": "AFFECTER_Sunny ·", "AFFECTER_SunnyWet": "AFFECTER_SunnyWet", "AFFECTER_SunnyWet ·": "AFFECTER_SunnyWet ·", "AFFECTER_Surprised": "AFFECTER_Surprised", "AFFECTER_Surprised ·": "AFFECTER_Surprised ·", "AFFECTER_SurvivalInstinct": "AFFECTER_SurvivalInstinct", "AFFECTER_SurvivalInstinct -": "AFFECTER_SurvivalInstinct -", "AFFECTER_SwallowCorpse": "AFFECTER_SwallowCorpse", "AFFECTER_SwallowCorpse ·": "AFFECTER_SwallowCorpse ·", "AFFECTER_SwallowCorpseStack": "AFFECTER_SwallowCorpseStack", "AFFECTER_SwallowCorpseStack ·": "AFFECTER_SwallowCorpseStack ·", "AFFECTER_SwampKeeper": "AFFECTER_SwampKeeper", "AFFECTER_SwampKeeper ·": "AFFECTER_SwampKeeper ·", "AFFECTER_SwarmingFlea": "AFFECTER_SwarmingFlea", "AFFECTER_SwarmingFlea ·": "AFFECTER_SwarmingFlea ·", "AFFECTER_SwarmingFleaEnv": "AFFECTER_SwarmingFleaEnv", "AFFECTER_SwarmingFleaEnv ·": "AFFECTER_SwarmingFleaEnv ·", "AFFECTER_SwiftPotion": "AFFECTER_SwiftPotion", "AFFECTER_SwiftPotion ·": "AFFECTER_SwiftPotion ·", "AFFECTER_SwordCounter": "AFFECTER_SwordCounter", "AFFECTER_SwordCounter ·": "AFFECTER_SwordCounter ·", "AFFECTER_SwordInscription": "AFFECTER_SwordInscription", "AFFECTER_SwordInscription ·": "AFFECTER_SwordInscription ·", "AFFECTER_SymbioticInsect": "AFFECTER_SymbioticInsect", "AFFECTER_SymbioticInsect ·": "AFFECTER_SymbioticInsect ·", "AFFECTER_SymbioticInsectEffect": "AFFECTER_SymbioticInsectEffect", "AFFECTER_SymbioticInsectEffect ·": "AFFECTER_SymbioticInsectEffect ·", "AFFECTER_Tal": "AFFECTER_Tal", "AFFECTER_Tal ·": "AFFECTER_Tal ·", "AFFECTER_Task": "AFFECTER_Task", "AFFECTER_Task ·": "AFFECTER_Task ·", "AFFECTER_TaskGodMode": "AFFECTER_TaskGodMode", "AFFECTER_TaskGodMode ·": "AFFECTER_TaskGodMode ·", "AFFECTER_Taunt": "AFFECTER_Taunt", "AFFECTER_Taunt ·": "AFFECTER_Taunt ·", "AFFECTER_TavernRunner": "AFFECTER_TavernRunner", "AFFECTER_TavernRunner -": "AFFECTER_TavernRunner -", "AFFECTER_TestSuperman": "AFFECTER_TestSuperman", "AFFECTER_TestSuperman ·": "AFFECTER_TestSuperman ·", "AFFECTER_TestTestTest": "AFFECTER_TestTestTest", "AFFECTER_TestTestTest ·": "AFFECTER_TestTestTest ·", "AFFECTER_TestTrade": "AFFECTER_TestTrade", "AFFECTER_TestTrade ·": "AFFECTER_TestTrade ·", "AFFECTER_Thief": "AFFECTER_Thief", "AFFECTER_Thief ·": "AFFECTER_Thief ·", "AFFECTER_TidalMark": "AFFECTER_TidalMark", "AFFECTER_TidalMark ·": "AFFECTER_TidalMark ·", "AFFECTER_TideInscription": "AFFECTER_TideInscription", "AFFECTER_TideInscription ·": "AFFECTER_TideInscription ·", "AFFECTER_Torch": "AFFECTER_Torch", "AFFECTER_Torch ·": "AFFECTER_Torch ·", "AFFECTER_TorchLight": "AFFECTER_TorchLight", "AFFECTER_TorchLight ·": "AFFECTER_TorchLight ·", "AFFECTER_ToughRawMeat": "AFFECTER_ToughRawMeat", "AFFECTER_ToughRawMeat ·": "AFFECTER_ToughRawMeat ·", "AFFECTER_ToughnessFortify": "AFFECTER_ToughnessFortify", "AFFECTER_ToughnessFortify ·": "AFFECTER_ToughnessFortify ·", "AFFECTER_ToughnessWeaken": "AFFECTER_ToughnessWeaken", "AFFECTER_ToughnessWeaken ·": "AFFECTER_ToughnessWeaken ·", "AFFECTER_Townsfolk": "AFFECTER_Townsfolk", "AFFECTER_Townsfolk ·": "AFFECTER_Townsfolk ·", "AFFECTER_TreatmentExpectationLv1": "AFFECTER_TreatmentExpectationLv1", "AFFECTER_TreatmentExpectationLv1 ·": "AFFECTER_TreatmentExpectationLv1 ·", "AFFECTER_TreatmentExpectationLv2": "AFFECTER_TreatmentExpectationLv2", "AFFECTER_TreatmentExpectationLv2 ·": "AFFECTER_TreatmentExpectationLv2 ·", "AFFECTER_TreatmentExpectationLv3": "AFFECTER_TreatmentExpectationLv3", "AFFECTER_TreatmentExpectationLv3 ·": "AFFECTER_TreatmentExpectationLv3 ·", "AFFECTER_TreatmentExpectationLv4": "AFFECTER_TreatmentExpectationLv4", "AFFECTER_TreatmentExpectationLv4 ·": "AFFECTER_TreatmentExpectationLv4 ·", "AFFECTER_TreatmentExpectationLv5": "AFFECTER_TreatmentExpectationLv5", "AFFECTER_TreatmentExpectationLv5 ·": "AFFECTER_TreatmentExpectationLv5 ·", "AFFECTER_TreeOfLifeAura": "AFFECTER_TreeOfLifeAura", "AFFECTER_TreeOfLifeAura ·": "AFFECTER_TreeOfLifeAura ·", "AFFECTER_TreeOfLifeAuraTrait": "AFFECTER_TreeOfLifeAuraTrait", "AFFECTER_TreeOfLifeAuraTrait ·": "AFFECTER_TreeOfLifeAuraTrait ·", "AFFECTER_TreeOfLifeHeal": "AFFECTER_TreeOfLifeHeal", "AFFECTER_TreeOfLifeHeal ·": "AFFECTER_TreeOfLifeHeal ·", "AFFECTER_Turnip": "AFFECTER_Turnip", "AFFECTER_Turnip ·": "AFFECTER_Turnip ·", "AFFECTER_TurnipPorridge": "AFFECTER_TurnipPorridge", "AFFECTER_TurnipPorridge ·": "AFFECTER_TurnipPorridge ·", "AFFECTER_TurnipSalad": "AFFECTER_TurnipSalad", "AFFECTER_TurnipSalad ·": "AFFECTER_TurnipSalad ·", "AFFECTER_Unawared": "AFFECTER_Unawared", "AFFECTER_Unawared ·": "AFFECTER_Unawared ·", "AFFECTER_UndergroundExplorer": "AFFECTER_UndergroundExplorer", "AFFECTER_UndergroundExplorer ·": "AFFECTER_UndergroundExplorer ·", "AFFECTER_Undertaker": "AFFECTER_Undertaker", "AFFECTER_Undertaker ·": "AFFECTER_Undertaker ·", "AFFECTER_UnhappyGenius": "AFFECTER_UnhappyGenius", "AFFECTER_UnhappyGenius ·": "AFFECTER_UnhappyGenius ·", "AFFECTER_VampirePotion": "AFFECTER_VampirePotion", "AFFECTER_VampirePotion ·": "AFFECTER_VampirePotion ·", "AFFECTER_VeilSilenceMerchant": "AFFECTER_VeilSilenceMerchant", "AFFECTER_VeilSilenceMerchant ·": "AFFECTER_VeilSilenceMerchant ·", "AFFECTER_VeryExhausted": "AFFECTER_VeryExhausted", "AFFECTER_VeryExhausted ·": "AFFECTER_VeryExhausted ·", "AFFECTER_VeryHungry": "AFFECTER_VeryHungry", "AFFECTER_VeryHungry ·": "AFFECTER_VeryHungry ·", "AFFECTER_Vigorous": "AFFECTER_Vigorous", "AFFECTER_Vigorous ·": "AFFECTER_Vigorous ·", "AFFECTER_Vulnerable": "AFFECTER_Vulnerable", "AFFECTER_Vulnerable ·": "AFFECTER_Vulnerable ·", "AFFECTER_WaitForAppearFX": "AFFECTER_WaitForAppearFX", "AFFECTER_WaitForAppearFX ·": "AFFECTER_WaitForAppearFX ·", "AFFECTER_Wanderer": "AFFECTER_Wanderer", "AFFECTER_Wanderer ·": "AFFECTER_Wanderer ·", "AFFECTER_Ward": "AFFECTER_Ward", "AFFECTER_Ward ·": "AFFECTER_Ward ·", "AFFECTER_WarriorInscription": "AFFECTER_WarriorInscription", "AFFECTER_WarriorInscription ·": "AFFECTER_WarriorInscription ·", "AFFECTER_WaterInscription": "AFFECTER_WaterInscription", "AFFECTER_WaterInscription ·": "AFFECTER_WaterInscription ·", "AFFECTER_Weakened": "AFFECTER_Weakened", "AFFECTER_Weakened ·": "AFFECTER_Weakened ·", "AFFECTER_WeightPotion": "AFFECTER_WeightPotion", "AFFECTER_WeightPotion ·": "AFFECTER_WeightPotion ·", "AFFECTER_WhiteDemon": "AFFECTER_WhiteDemon", "AFFECTER_WhiteDemon ·": "AFFECTER_WhiteDemon ·", "AFFECTER_WildHerb": "AFFECTER_WildHerb", "AFFECTER_WildHerb ·": "AFFECTER_WildHerb ·", "AFFECTER_WillpowerFortify": "AFFECTER_WillpowerFortify", "AFFECTER_WillpowerFortify ·": "AFFECTER_WillpowerFortify ·", "AFFECTER_WillpowerWeaken": "AFFECTER_WillpowerWeaken", "AFFECTER_WillpowerWeaken ·": "AFFECTER_WillpowerWeaken ·", "AFFECTER_Withstand": "AFFECTER_Withstand", "AFFECTER_Withstand ·": "AFFECTER_Withstand ·", "AFFECTER_WitnessDead": "AFFECTER_WitnessDead", "AFFECTER_WitnessDead ·": "AFFECTER_WitnessDead ·", "AFFECTER_WitnessUnpaidRetire": "AFFECTER_WitnessUnpaidRetire", "AFFECTER_WitnessUnpaidRetire ·": "AFFECTER_WitnessUnpaidRetire ·", "AFFECTER_XenonCat": "AFFECTER_XenonCat", "AFFECTER_XenonCat ·": "AFFECTER_XenonCat ·", "AFTER 12H": "12시간 후", "AGENTS.md": "AGENTS.md", "AI 에이전트 및 도구용": "AI 에이전트 및 도구용", "ALERT Low Ammo": "ALERT Low Ammo", "ALERT No Ammo": "ALERT No Ammo", "ALERT_BuildingInteractablePositionBlocked": "ALERT_BuildingInteractablePositionBlocked", "ALERT_DeadlyDamage": "ALERT_DeadlyDamage", "ALERT_DeadlyHungry": "ALERT_DeadlyHungry", "ALERT_EventOccur": "ALERT_EventOccur", "ALERT_Exhausted": "ALERT_Exhausted", "ALERT_Heavy": "ALERT_Heavy", "ALERT_Hungry": "ALERT_Hungry", "ALERT_Idle": "ALERT_Idle", "ALERT_LowAmmo": "ALERT_LowAmmo", "ALERT_LowDurability": "ALERT_LowDurability", "ALERT_LowFood": "ALERT_LowFood", "ALERT_LowHeadHp": "ALERT_LowHeadHp", "ALERT_LowHp": "ALERT_LowHp", "ALERT_LowMood": "ALERT_LowMood", "ALERT_NoAmmo": "ALERT_NoAmmo", "ALERT_NoBodyEquip": "ALERT_NoBodyEquip", "ALERT_NoFood": "ALERT_NoFood", "ALERT_NoHeadEquip": "ALERT_NoHeadEquip", "ALERT_NoResearch": "ALERT_NoResearch", "ALERT_NoWeaponEquip": "ALERT_NoWeaponEquip", "ALERT_ResearchComplete": "ALERT_ResearchComplete", "ALERT_SevereHeadHp": "ALERT_SevereHeadHp", "ALERT_SevereHp": "ALERT_SevereHp", "ALERT_Stressed": "ALERT_Stressed", "ALERT_Tutorial_CameraMove": "ALERT_Tutorial_CameraMove", "ALERT_Tutorial_CameraZoom": "ALERT_Tutorial_CameraZoom", "ALERT_Tutorial_ConsumptionPolicy": "ALERT_Tutorial_ConsumptionPolicy", "ALERT_Tutorial_DeadUnitTreatment": "ALERT_Tutorial_DeadUnitTreatment", "ALERT_Tutorial_DungeonPortal": "ALERT_Tutorial_DungeonPortal", "ALERT_Tutorial_EnergyStatus": "ALERT_Tutorial_EnergyStatus", "ALERT_Tutorial_GameObjective": "ALERT_Tutorial_GameObjective", "ALERT_Tutorial_GameSpeed": "ALERT_Tutorial_GameSpeed", "ALERT_Tutorial_GoddessTears": "ALERT_Tutorial_GoddessTears", "ALERT_Tutorial_Health": "ALERT_Tutorial_Health", "ALERT_Tutorial_Hunger": "ALERT_Tutorial_Hunger", "ALERT_Tutorial_Inspect": "ALERT_Tutorial_Inspect", "ALERT_Tutorial_InventoryItemInteraction": "ALERT_Tutorial_InventoryItemInteraction", "ALERT_Tutorial_InventoryManagement": "ALERT_Tutorial_InventoryManagement", "ALERT_Tutorial_ItemWeight": "ALERT_Tutorial_ItemWeight", "ALERT_Tutorial_LevelUp": "ALERT_Tutorial_LevelUp", "ALERT_Tutorial_MoodStatus": "ALERT_Tutorial_MoodStatus", "ALERT_Tutorial_MultiSelect": "ALERT_Tutorial_MultiSelect", "ALERT_Tutorial_Research": "ALERT_Tutorial_Research", "ALERT_Tutorial_RoomType": "ALERT_Tutorial_RoomType", "ALERT_Tutorial_SkillReset": "ALERT_Tutorial_SkillReset", "ALERT_Tutorial_SkillsAbility": "ALERT_Tutorial_SkillsAbility", "ALERT_Tutorial_Storage": "ALERT_Tutorial_Storage", "ALERT_Tutorial_StressStatus": "ALERT_Tutorial_StressStatus", "ALERT_Tutorial_TaskPriority": "ALERT_Tutorial_TaskPriority", "ALERT_Tutorial_Tooltip": "ALERT_Tutorial_Tooltip", "ALERT_Tutorial_UnitBehaviorOptions": "ALERT_Tutorial_UnitBehaviorOptions", "ALERT_Tutorial_UnitFire": "ALERT_Tutorial_UnitFire", "ALERT_VeryExhausted": "ALERT_VeryExhausted", "ALERT_VeryHeavy": "ALERT_VeryHeavy", "ALERT_VeryHungry": "ALERT_VeryHungry", "ALERT_VeryLowMood": "ALERT_VeryLowMood", "ALERT_VeryStressed": "ALERT_VeryStressed", "APTITUDES & CAPABILITIES": "적성 & 능력", "AVAILABLE BACKGROUND TRAITS (weight)": "사용 가능한 배경 특성 (무게)", "AVAILABLE INDIVIDUAL TRAITS (weight)": "사용 가능한 개인 특성 (무게)", "Abandoned Companion - Dungeon Settlers Wiki": "동료를 포탈에 버림 - 던전 세틀러즈 위키", "Abandoned Companion icon": "동료를 포탈에 버림 아이콘", "Abandoned Farm": "버려진 농장", "Abandoned Hut Chest1": "버려진 오두막 상자1", "Abandoned Infirmary": "버려진 의무실", "Abandoned Mana Device": "버려진 마나 장치", "Abandoned Mine": "버려진 광산", "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "폐기된 광산은 항상 안전 층을 사용합니다 - 건너뛰기 비활성화됨(ShouldForceSafeFloor)", "Abandoned Mine forces its safe floor": "폐기된 광산은 안전 층을 강제합니다", "Abandoned Village 1": "버려진 마을 1", "Abandoned Village 2": "버려진 마을 2", "Abandoned Village 3": "버려진 마을 3", "Abandoned Village 4": "버려진 마을 4", "Abandoned Village 5": "버려진 마을 5", "AbandonedMine": "AbandonedMine", "Aberration Single-Faction Patrol": "변칙 단일-파벌 순찰", "Abilities scale on": "능력이 스케일됨", "Abnormal Beast": "이상 야수", "About 100, 200, 300, 400, 500, 600, 700 per successive rank": "각 연속 등급당 약 100, 200, 300, 400, 500, 600, 700", "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing": "약 120 금화(L1)부터 약 4,200 금화(L12)까지, 약간의 무작위 변동 포함", "About 18 minutes": "약 18분", "About 18 real minutes at 1x speed": "1배속에서 약 18 실시간 분", "About 2-5 total across the six stats at generation": "생성 시 여섯 스탯 전체에서 약 2-5", "About 30% head / 70% body": "약 30% 머리 / 70% 몸", "About 5 tiles from the summoner": "소환자로부터 약 5 타일", "Above, the cl...": "하늘 위에서...", "Above, the clouds gather into a strange and meaningful shape.": "위에서, 구름들이 이상하고 의미 있는 형태로 모인다.", "Absolute": "절대", "Absolute (can't be removed)": "절대 (제거 불가)", "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "풍부한 마석 GAMESYSTEM_Environment_{affecterName}", "Abundant Stone - Dungeon Settlers Wiki": "풍부한 석재 - 던전 세틀러즈 위키", "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "풍부한 석재 GAMESYSTEM_Environment_{affecterName}", "Abundant Stone icon": "풍부한 석재 아이콘", "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "풍부한 목재 GAMESYSTEM_Environment_{affecterName}", "Abundant Wood - Dungeon Settlers Wiki": "풍부한 목재 - 던전 세틀러즈 위키", "Abundant Wood icon": "풍부한 목재 아이콘", "Abundant rations": "풍족한 배급", "AbundantStone": "AbundantStone", "AbundantWood": "AbundantWood", "Abyss": "심연", "Abyss (1)": "심연 (1)", "Abyss Boss Treasure Chest (~Floor 10)": "심연 보스 보물상자 (~10층)", "Abyss Boss Treasure Chest - Dungeon Settlers Wiki": "심연 보스 보물상자 - 던전 세틀러즈 위키", "Abyss Common Boss Portal": "Abyss Common Boss Portal", "Abyss Common Combat Floor1": "Abyss Common Combat Floor1", "Abyss Common Combat Floor10": "심연 일반 전투 층10", "Abyss Common Combat Floor11": "Abyss Common Combat Floor11", "Abyss Common Combat Floor12": "Abyss Common Combat Floor12", "Abyss Common Combat Floor13": "Abyss Common Combat Floor13", "Abyss Common Combat Floor14": "Abyss Common Combat Floor14", "Abyss Common Combat Floor15": "Abyss Common Combat Floor15", "Abyss Common Combat Floor16": "Abyss Common Combat Floor16", "Abyss Common Combat Floor17": "Abyss Common Combat Floor17", "Abyss Common Combat Floor18": "Abyss Common Combat Floor18", "Abyss Common Combat Floor19": "Abyss Common Combat Floor19", "Abyss Common Combat Floor2": "Abyss Common Combat Floor2", "Abyss Common Combat Floor20": "Abyss Common Combat Floor20", "Abyss Common Combat Floor3": "Abyss Common Combat Floor3", "Abyss Common Combat Floor4": "Abyss Common Combat Floor4", "Abyss Common Combat Floor5": "Abyss Common Combat Floor5", "Abyss Common Combat Floor6": "Abyss Common Combat Floor6", "Abyss Common Combat Floor7": "Abyss Common Combat Floor7", "Abyss Common Combat Floor8": "Abyss Common Combat Floor8", "Abyss Common Combat Floor9": "Abyss Common Combat Floor9", "Abyss Common Entry": "Abyss Common Entry", "Abyss Common Horizontal Corridor 1": "Abyss Common Horizontal Corridor 1", "Abyss Common Horizontal Corridor 2": "Abyss Common Horizontal Corridor 2", "Abyss Common Horizontal Corridor 3": "Abyss Common Horizontal Corridor 3", "Abyss Common Horizontal Corridor Block": "어비스 일반 수평 복도 블록", "Abyss Common Portal": "Abyss Common Portal", "Abyss Common Treasure Floor R1 Hight": "Abyss Common Treasure Floor R1 Hight", "Abyss Common Treasure Floor R1 Low": "Abyss Common Treasure Floor R1 Low", "Abyss Common Treasure Floor R2 Hight": "Abyss Common Treasure Floor R2 Hight", "Abyss Common Treasure Floor R2 Low": "Abyss Common Treasure Floor R2 Low", "Abyss Common Treasure Floor1": "어비스 일반 보물 층1", "Abyss Common Treasure Floor10": "심연 공통 보물 10층", "Abyss Common Treasure Floor15": "Abyss Common Treasure Floor15", "Abyss Common Treasure Floor2": "어비스 일반 보물 층2", "Abyss Common Treasure Floor20": "Abyss Common Treasure Floor20", "Abyss Common Treasure Floor3": "어비스 일반 보물 층3", "Abyss Common Treasure Floor4": "어비스 일반 보물 층4", "Abyss Common Treasure Floor5": "심연 공통 보물 5층", "Abyss Common Treasure Floor6": "심연 공통 보물 6층", "Abyss Common Treasure Floor7": "심연 공통 보물 7층", "Abyss Common Treasure Floor8": "심연 공통 보물 8층", "Abyss Common Treasure Floor9": "심연 공통 보물 9층", "Abyss Elite Treasure Chest - Dungeon Settlers Wiki": "심연 엘리트 보물상자 - 던전 세틀러즈 위키", "Abyss F1": "심연 F1", "Abyss F1-F11": "심연 F1-F11", "Abyss F1-F2": "Abyss F1-F2", "Abyss F1-F6": "심연 F1-F6", "Abyss F1-F9": "심연 F1-F9", "Abyss F10": "심연 F10", "Abyss F13": "심연 F13", "Abyss F13-F17": "심연 F13-F17", "Abyss F13-F18": "Abyss F13-F18", "Abyss F14-F19": "심연 F14-F19", "Abyss F15": "Abyss F15", "Abyss F16": "심연 F16", "Abyss F17": "Abyss F17", "Abyss F18": "심연 F18", "Abyss F19": "심연 F19", "Abyss F2": "심연 F2", "Abyss F2-F12": "Abyss F2-F12", "Abyss F3": "심연 F3", "Abyss F3-F16": "심연 F3-F16", "Abyss F4": "심연 F4", "Abyss F4-F12": "심연 F4-F12", "Abyss F4-F16": "Abyss F4-F16", "Abyss F4-F7": "심연 F4-F7", "Abyss F4-F8": "심연 F4-F8", "Abyss F4-F9": "심연 F4-F9", "Abyss F5": "심연 F5", "Abyss F5-F9": "심연 F5-F9", "Abyss F6": "심연 F6", "Abyss F6-F15": "심연 F6-F15", "Abyss F6-F8": "심연 F6-F8", "Abyss F7-F15": "Abyss F7-F15", "Abyss F7-F8": "심연 F7-F8", "Abyss F9": "심연 F9", "Abyss F{#}": "심연 F{#}", "Abyss F{#}-F{#}": "심연 F{#}-F{#}", "Abyss High-Level Treasure Chest": "심연 상급 보물 상자", "Abyss High-Level Treasure Chest - Dungeon Settlers Wiki": "심연 고층 보물상자 - 던전 세틀러즈 위키", "Abyss Ladybug": "심연 무당벌레", "Abyss Ladybug - Dungeon Settlers Wiki": "심연 무당벌레 - 던전 세틀러즈 위키", "Abyss Ladybug icon": "심연 무당벌레 아이콘", "Abyss Ladybug variant": "심연 무당벌레 변형", "Abyss Low-Level Treasure Chest": "심연 하급 보물 상자", "Abyss Low-Level Treasure Chest - Dungeon Settlers Wiki": "심연 저층 보물상자 - 던전 세틀러즈 위키", "Abyss Rebound - Dungeon Settlers Wiki": "심연의 메아리 - 던전 세틀러즈 위키", "Abyss Rebound icon": "심연의 메아리 아이콘", "Abyss Weak Acid Insect": "심연 약산 곤충", "Abyss Weak Acid Insect - Dungeon Settlers Wiki": "심연 약한 산성 곤충 - 던전 세틀러즈 위키", "Abyss Weak Acid Insect icon": "심연 약한 산성 곤충 아이콘", "Abyss Weak Acid Insect variant": "심연 약한 산 곤충 변형", "Abyss enemies in dungeons do not gain Magic Saturation.": "던전의 심연 적군이 마력 포화를 얻지 않습니다.", "Abyss enemies in dungeons gain Magic Saturation, growing stronger as days pass.": "던전의 심연 적군이 마력 포화를 얻고 날이 지날수록 강해집니다.", "Abyss form": "심연 형태", "Abyss variant": "심연 변형", "Abyss variants": "심연 변형", "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "무한 심연에 등장하는 심연-오염 몬스터는 기본 형태의 그래픽에 심연빛 색조를 입힌 모습을 공유하지만, 능력치는 서로 다릅니다.", "Abyss-corrupted variant": "심연 오염 변형", "Abyss-variant monsters reuse their base form's sprite art, so their animations are identical to the sets above. They are listed here by name only:": "Abyss 변종 몬스터는 원본 형태의 스프라이트 아트를 그대로 재사용하므로, 애니메이션은 위의 세트와 동일합니다. 여기서는 이름만 나열합니다:", "Abyss_Standard": "Abyss_Standard", "Acceleration - Dungeon Settlers Wiki": "가속 - 던전 세틀러즈 위키", "Acceleration icon": "가속 아이콘", "Access the research window by selecting a <": "다음을 선택하여 연구 창을 엽니다<", "Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top-right corner of the screen.": "연구 건물을 선택한 후 '연구'를 클릭하거나, 화면 오른쪽 상단의 '연구' 버튼을 눌러 연구 창에 접근할 수 있습니다.", "Accessories Workstation - Dungeon Settlers Wiki": "장신구 제작대 - 던전 세틀러즈 위키", "Accessory Attack Stats - desc": "악세서리 공격 스탯 - 설명", "Accessory Attack Stats - name": "악세서리 공격 스탯 - 이름", "Accessory Defense Stats - desc": "악세서리 방어 스탯 - 설명", "Accessory Defense Stats - name": "악세서리 방어 스탯 - 이름", "Accessory Utility Stats - desc": "악세서리 유틸리티 스탯 - 설명", "Accessory Utility Stats - name": "악세서리 유틸리티 스탯 - 이름", "AccumBaseTimeCondition": "AccumBaseTimeCondition", "Accuracy Potion - Dungeon Settlers Wiki": "명중 물약 - 던전 세틀러즈 위키", "Accuracy Potion icon": "명중 물약 아이콘", "Accuracy Potion range and area shown on a dungeon room": "던전 방에 표시된 정확도 물약의 범위와 영역", "Acid Bug investigation done, here's your reward": "산성 벌레 조사 완료, 보상이야", "Acid Insect - Dungeon Settlers Wiki": "산성충 - 던전 세틀러즈 위키", "Acid Insect Cage - Dungeon Settlers Wiki": "산성충 우리 - 던전 세틀러즈 위키", "Acid Insect Random": "산성 곤충 랜덤", "Acid Insect Soul Stone - Dungeon Settlers Wiki": "산성충 영혼석 - 던전 세틀러즈 위키", "Acid Insect Soul Stone icon": "산성충 영혼석 아이콘", "Acid Insect icon": "산성충 아이콘", "Acid Insect variant": "산성 곤충 변형", "Acid Slogel - Dungeon Settlers Wiki": "산성 슬로겔 - 던전 세틀러즈 위키", "Acid Slogel Random": "산성 슬로겔 랜덤", "Acid Slogel Soul Stone - Dungeon Settlers Wiki": "산성 슬로겔 영혼석 - 던전 세틀러즈 위키", "Acid Slogel Soul Stone icon": "산성 슬로겔 영혼석 아이콘", "Acid Slogel icon": "산성 슬로겔 아이콘", "Acid Slogel variant": "산성 스로젤 변형", "Acid Spit - Dungeon Settlers Wiki": "에시드 스핏 - 던전 세틀러즈 위키", "Acid Spit icon": "에시드 스핏 아이콘", "Acid Spit range and area on a dungeon room": "던전 방에서 산 침 범위 및 면적", "Acid Spit range and area shown on a dungeon room": "던전 방에 표시된 산성 침뱉기의 범위와 영역", "Acid Spread - Dungeon Settlers Wiki": "에시드 스프레드 - 던전 세틀러즈 위키", "Acid Spread icon": "에시드 스프레드 아이콘", "Acid Spread range and area on a dungeon room": "던전 방에서 산 확산 범위 및 면적", "Acid Spread range and area shown on a dungeon room": "던전 방에 표시된 산성 확산의 범위와 영역", "AcidSlogel": "AcidSlogel", "Acorn Processing": "도토리 가공", "Acquire the Stake support skill tree. Gain {0}": "말뚝 보조 스킬 트리를 습득합니다. {0}개를 얻습니다", "Acquire the Stake support skill tree. Gain {0} 보조 스킬 포인트.": "말뚝 보조 스킬 트리를 습득합니다. {0}개의 보조 스킬 포인트를 얻습니다.", "Acquire the blitz skill tree. Gain 5": "번개 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the blitz skill tree. Gain 5 Sub Skill Points.": "번개 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the blunt skill tree. Gain 5": "둔기 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the blunt skill tree. Gain 5 Main Skill Points.": "둔기 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the bow skill tree. Gain 5": "활 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the bow skill tree. Gain 5 Main Skill Points.": "활 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the burst skill tree. Gain 5": "폭발 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the burst skill tree. Gain 5 Sub Skill Points.": "집중 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the execution skill tree. Gain 5": "처형 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the execution skill tree. Gain 5 Sub Skill Points.": "처형 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the fire magic skill tree. Gain 5": "화염 마법 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the fire magic skill tree. Gain 5 Main Skill Points.": "화염 마법 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the fortress skill tree. Gain 5": "요새 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the fortress skill tree. Gain 5 Sub Skill Points.": "요새 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the greatsword skill tree. Gain 5": "대검 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the greatsword skill tree. Gain 5 Main Skill Points.": "대검 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the guardian skill tree. Gain 5": "보호자 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the guardian skill tree. Gain 5 Sub Skill Points.": "수호자 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the harmony skill tree. Gain 5": "조화 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the harmony skill tree. Gain 5 Sub Skill Points.": "조화 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the nature magic skill tree. Gain 5": "자연 마법 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the nature magic skill tree. Gain 5 Main Skill Points.": "자연 마법 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the shield skill tree. Gain 5": "방패 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the shield skill tree. Gain 5 Main Skill Points.": "방패 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the spear skill tree. Gain {0}": "창 스킬 트리를 습득합니다. {0}개를 얻습니다", "Acquire the spear skill tree. Gain {0} 주요 스킬 포인트s.": "창 스킬 트리를 습득합니다. {0}개의 주요 스킬 포인트를 얻습니다.", "Acquire the sword skill tree. Gain 5": "검 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the sword skill tree. Gain 5 Main Skill Points.": "검 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquire the tide skill tree. Gain 5": "조수 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the tide skill tree. Gain 5 Sub Skill Points.": "물결 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the warrior skill tree. Gain 5": "전사 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the warrior skill tree. Gain 5 Sub Skill Points.": "전사 스킬 트리를 획득합니다. 보조 스킬 포인트 5를 획득합니다.", "Acquire the water magic skill tree. Gain 5": "수 마법 스킬 트리를 획득합니다. 5를 얻습니다.", "Acquire the water magic skill tree. Gain 5 Main Skill Points.": "물 마법 스킬 트리를 획득합니다. 주 스킬 포인트 5를 획득합니다.", "Acquired in play (not rolled from your background; the game does not record the exact source)": "플레이 중 획득 (배경에서 롤된 것이 아니며, 게임 데이터에 정확한 출처가 기록되지 않음)", "Acquires": "다음을 획득합니다:", "Acquires Bloody Scratch.": "피투성이 상처를 획득합니다.", "Acron": "아크론", "Acron Arrow": "아크론 화살", "Acron Greatsword": "아크론 대검", "Acron Processing Complete": "아크론 가공 완료", "Acron Shield": "아크론 방패", "Acron Spear": "아크론 창", "Acting as though it's no great matter, she tosses a few coins your way with a smirk.": "아무것도 아닌 양 행동하며, 그녀는 피식 웃으며 당신에게 몇 개의 동전을 던진다.", "Action": "Action", "Activate it": "Activate it", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "'줍기' 버튼을 우측 하단에서 클릭하거나 C 키를 눌러 줍기 모드를 활성화합니다.", "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb": "'줍기' 버튼을 우측 하단에서 클릭하거나 C 키를 눌러 줍기 모드를 활성화합니다. 줍기한 아이템은 유닛의 <color=#ccb", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "오른쪽 하단의 '획득' 버튼을 클릭하거나 C 키를 눌러 획득 모드를 활성화하세요.", "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb": "'줍기'버튼을 우측 하단에서 클릭하거나 C키를 눌러 줍기 모드를 활성화합니다. 줍기한 아이템은 유닛의 <color=#ccb", "Activates the": "활성화", "Activates the Developer's Letter event.": "개발자의 편지 이벤트를 활성화합니다.", "Active": "활성", "Active skills": "액티브 스킬", "Active team": "활성 팀", "Active team name": "활성 팀 이름", "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.": "방패로 적극적으로 막아 받는 피해를 약 절반으로 줄이는 행동이다. 타격으로 인한 장비 내구도 손실도 줄여준다.", "Actives": "액티브", "Add": "추가", "Add Berserker - uses {#} inscription | Sub SP": "버서커 추가 - 각인 {#}개 사용 | 서브 SP", "Add Blitz - uses {#} inscription | Sub SP": "블리츠 추가 - 각인 {#}개 사용 | 서브 SP", "Add Bow - uses {#} inscription | Main SP": "활 추가 - 각인 {#}개 사용 | 메인 SP", "Add Burst - uses {#} inscription | Sub SP": "버스트 추가 - 각인 {#}개 사용 | 서브 SP", "Add Fire Magic - uses {#} inscription | Main SP": "화염 마법 추가 - 각인 {#}개 사용 | 메인 SP", "Add Harmony - uses {#} inscription | Sub SP": "하모니 추가 - 각인 {#}개 사용 | 서브 SP", "Add Nature Magic - uses {#} inscription | Main SP": "자연 마법 추가 - 각인 {#}개 사용 | 메인 SP", "Add Sword - uses {#} inscription | Main SP": "검 추가 - 각인 {#}개 사용 | 메인 SP", "Add Tide - uses {#} inscription | Sub SP": "타이드 추가 - 각인 {#}개 사용 | 서브 SP", "Add Warrior - uses {#} inscription | Sub SP": "워리어 추가 - 각인 {#}개 사용 | 서브 SP", "Add Water Magic - uses {#} inscription | Main SP": "물 마법 추가 - 각인 {#}개 사용 | 메인 SP", "Add a shield in the off-hand": "보조 무기 슬롯에 방패 추가", "Add all": "모두 추가", "Add an inscription": "각인 추가", "Add an inscription by name, rarity or category...": "이름, 희귀도, 카테고리로 각인 추가...", "Add every obtainable": "획득 가능한 모든", "Add just this unit to one of your teams": "이 유닛만 내 팀 중 하나에 추가", "Add mood sources": "기분 출처 추가", "Add more below -": "아래에서 더 추가하세요 -", "Add more below - {#} free, the next comes at level {#}.": "아래에서 더 추가하세요 - {#}개 남음, 다음은 레벨 {#}에 얻습니다.", "Add shield": "방패 추가", "Add to": "추가할 곳:", "Add to my roster": "내 로스터에 추가", "Add {#} - {#}": "{#} 추가 - {#}", "Added (38)": "추가됨 (38)", "Added (5)": "추가됨 (5)", "Added ({#})": "추가됨 ({#})", "Added - click to remove": "추가됨 - 클릭하여 제거", "Added to {#}": "{#}에 추가됨", "Added:": "추가됨:", "Adding a tree here uses one; a weapon tree then draws Main SP, an auxiliary tree Sub SP.": "여기서 트리를 추가하면 1개를 사용합니다. 무기 트리는 메인 SP를, 보조 트리는 서브 SP를 사용합니다.", "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "추가 스킬 포인트 증가 (3, 5, 7, 9, 11 레벨로 진행할 때 이 양만큼 보너스로 부여됨)", "AdditionalIndividualTraitGrantChance": "AdditionalIndividualTraitGrantChance", "AdditionalPricesByInscriptionRarity": "AdditionalPricesByInscriptionRarity", "AdditionalPricesByLevel": "AdditionalPricesByLevel", "AdditionalSubSkillTreeGrantChance": "AdditionalSubSkillTreeGrantChance", "Additionally, wall quality requirements include corners, while floor quality requirements are determined based on the tiles inside the enclosed walls.": "또한 벽 품질 요건에는 모서리가 포함되며, 바닥 품질 요건은 벽으로 둘러싸인 안쪽의 타일을 기준으로 결정됩니다.", "Additionally, wall quality requirements include room corners, while floor quality requirements are determined based on the floor tiles located inside the walls.": "또한 벽 품질 요건에는 방의 모서리가 포함되며, 바닥 품질 요건은 벽 안쪽에 위치한 바닥 타일을 기준으로 결정됩니다.", "Adds": "추가합니다", "Adjust Game Speed: F1~F2": "게임 속도 조정: F1~F2", "Adjusts stats according to difficulty.": "Adjusts stats according to difficulty.", "Advanced - input my stats": "고급 - 내 능력치 입력", "Advanced ON - my stats override the sheet": "고급 모드 켜짐 - 내 능력치가 시트를 덮어씁니다", "Advanced ON â my stats override the sheet": "고급 모드 ON â 내 스탯이 시트를 덮어씁니다", "Advanced Stone Housing Complete": "고급 돌 집 완료", "Advanced Wooden Housing Complete": "고급 목재 주택 완료", "Advanced â input my stats": "고급 - 내 능력치 입력", "Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.": "고급 내용이며, 이용은 전적으로 본인 책임입니다. 이 문서는 디스크에 저장된 원본 파일을 설명합니다. 파일을 건드리기 전에 항상 세이브를 백업하세요. 잘못된 수정은 캠페인을 소프트락시킬 수 있습니다.", "Adventurer's Temperament": "모험가의 기질", "Adventurous - Dungeon Settlers Wiki": "모험가 체질 - 던전 세틀러즈 위키", "Adventurous icon": "모험가 체질 아이콘", "AffectCondition_": "AffectCondition_", "Affecter": "어펙터", "Affecter for monsters whose idle animation changes when combat starts.": "전투 시작 시 대기 애니메이션이 바뀌는 몬스터를 위한 어펙터입니다.", "AffecterAdded": "AffecterAdded", "AffecterPresent": "AffecterPresent", "AffecterTable.json": "AffecterTable.json", "AffecterTick": "AffecterTick", "AffecterTriggeringTickCount": "AffecterTriggeringTickCount", "Affecters": "영향자", "After 10 seconds, the rock breaks apart and summons a": "10초 후 바위가 깨어져 다음을 소환합니다", "After 10 seconds, the rock breaks apart and summons a Yellow Stone Golem.": "10초 후, 돌이 부서지고 노란 석상 골렘을 소환합니다.", "After a Mental Collapse, if": "정신 붕괴 후", "After a brief pause, she casts you a sidelong glance and gives a small shrug.": "잠시 침묵한 후, 그녀는 당신을 흘깃 보고 어깨를 으쓱한다.", "After a brief silence, his pen begins racing across the pag...": "잠깐의 침묵 후 펜이 페이지를 휘저으며...", "After a brief silence, the inspector's voice cuts back in.": "짧은 침묵 후 조사관의 목소리가 다시 끼어든다.", "After briefly review...": "임무 문서를 간략히...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...": "전장을 누비고 경비소를 통과하며 편지를 전한 {0}는 모든 길과 지름길을 누구보다 잘 알았다. 어둠 속과 폭우 속을...", "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.", "After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "깊이 고민한 끝에, 지금 단원들이 의욕에 차 있는 이 순간이야말로 탐사단이 다음 단계로 나아갈 완벽한 기회일지도 모른다는 생각이 듭니다.", "After finding nothing around you, you slowly lift your head and look toward the sky.": "당신 주변에서 아무것도 찾지 못한 후, 천천히 고개를 들고 하늘을 본다.", "After finding nothing around you, you slowly lift your head...": "주변에서 아무것도 찾지 못한 후, 천천히 고개를 들어...", "After getting a few signatures from you, she returns to the Merchant Chamber.": "당신에게서 서명을 받은 후, 그녀는 상인의 방으로 돌아간다.", "After informing the guild that a Thousand-Colored Bird had been captured, a buyer was fortunately found before long.": "천색 새가 잡혔다는 것을 길드에 알린 후, 다행히 곧 구매자가 나타났다.", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...", "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.": "양초 불꽃이 흔들리고 물잔에 파문이 퍼지는 것을 오래 지켜본 {0}는 보이지 않는 흐름이 세상을 움직인다고 믿게 되었다. 낡은 책에서 주문을 베껴 손가락 끝에서 작은 불씨와 찬바람을 불러내며 그 믿음을 시험했다. 하지만 모든 것을 이성으로 이해하려 했던 탓에 생각에 빠지곤 말을 찾지 못했다.", "After looking around the settlement, you realize that the expedition members have no proper places of their own to rest. An environment where they cannot even rest properly will eventually harm future expeditions. \"Even if it is small, everyone needs a space of their own.\"": "정착지를 둘러보다, 탐사단원들에게 제대로 쉴 수 있는 자기만의 공간이 없다는 것을 깨닫는다. 제대로 쉴 수조차 없는 환경은 결국 앞으로의 탐사에 악영향을 줄 것이다. \"작더라도, 다들 자기만의 공간이 필요해.\"", "After looking around the settlement, you realize that the expedition members have no proper places of their own to rest. An environment where they cannot even rest properly will eventually harm future expeditions. \"Even if it is small, everyone needs a space of their own.\" ➜ Even if they are crude, having private rooms now allows the expedition members to rest more steadily than before. \"If nothing else, a place to lie down should be comfortable if we are to live like people.\"": "정착지를 둘러보다, 탐사단원들에게 제대로 쉴 수 있는 자기만의 공간이 없다는 것을 깨닫는다. 제대로 쉴 수조차 없는 환경은 결국 앞으로의 탐사에 악영향을 줄 것이다. \"작더라도, 다들 자기만의 공간이 필요해.\" ➜ 비록 투박하더라도, 개인 방이 생기자 탐사단원들이 예전보다 훨씬 안정적으로 쉴 수 있게 되었다. \"다른 건 몰라도, 사람답게 살려면 누울 자리는 편해야지.\"", "After looking around the settlement, you realize that the expedition members hav…": "정착촌을 둘러본 후, 탐사단 멤버들이…", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...": "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...", "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.": "땅을 잃고 방랑자가 된 후에도 {0}는 낡은 외투 아래에 이전의 거동을 간직했다. 낡은 여인숙 방에서도 자세를 유지했으며 낯선 사람 앞에서도 명령하는 습관이 말 끝에 묻어났다. 하지만 더 이상 자신을 따를 의무가 있는 사람이 없다는 사실 앞에서 무슨 말을 해야 할지 자주 헷갈렸다.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.": "기본 정착지 건설 완료 보고를 받자, 조사관은 차분한 목소리로 말합니다. \"그렇다면 이제 탐사를 시작할 수 있겠군요. 아시다시피, 그 저주받은 덩굴들이 지금도 대륙을 집어삼키고 있습니다.\" 잠깐 멈춘 후, 낮은 목소리로 덧붙입니다. \"탐사대들이 대륙 전역에 파견되지만, 버려진 땅에서 살아남는 이는 거의 없습니다. 경계를 늦추지 마세요.\" 한 마디를 마친 후, 까마귀는 날개를 퍼덕이며 날아올랍니다.", "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....": "기본 정착지 건설 완료 보고를 받자, 조사관은 차분한 목소리로 말합니다...", "After regaining its strength over a long age,": "오랜 시간에 걸쳐 힘을 수복한 던전에 의해 다시 한번 침식의 재앙 시작되었습니다.", "After returning": "돌아온 후", "After rummaging around for a while, they eventually catch ...": "한동안 이리저리 뒤지다가, 결국...", "After rummaging around for a while, they eventually catch something suspicious and bring it to you.": "한참 동안 뒤져본 후, 결국 의심스러운 뭔가를 잡아 당신에게 가져온다.", "After rummaging around for a while, they eventually catch something suspicious and bring it to you...": "한참 뒤지다가 의심스러운 무언가를 결국 잡아 당신에게 가져옵니다...", "After seizing control of the": "다음을 제어한 후", "After selecting an entity, click 'Inspect' to view detailed information about enemies and other objects.": "엔티티를 선택한 후 '조사'를 클릭하여 적 및 기타 객체에 대한 자세한 정보를 확인하세요.", "After struggling for quite some time within the corrupted zone,": "부패 지역 내에서 한참 동안 힘겹게 움직인 후", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish.": "부패 지역에서 한참을 고생한 끝에 {0}이 드디어 돌아옵니다. 크고 흉측하게 생긴 물고기를 질질 끌며 신음을 냅니다.", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sinister purple corruption clings thickly": "부패 지역에서 한참을 고생한 끝에 {0}이 드디어 돌아옵니다. 크고 흉측하게 생긴 물고기를 질질 끌며 신음을 냅니다. 불길한 자주색 오염이 흙처럼 묻어있습니다.", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish.": "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish.", "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish. A sinister purple corruption clings thickly": "부패 지역에서 한참을 고생한 끝에 {0}이 드디어 돌아옵니다. 크고 흉측하게 생긴 물고기를 질질 끌며 신음을 냅니다. 불길한 자주색 오염이 흙처럼 묻어있습니다.", "After struggling through the corrupted zone for some time,": "부패 지역을 한참 동안 힘겹게 지난 후", "After stumbling about in the corrupted zone for quite some time,": "부패 지역 내에서 한참 동안 비틀거린 후", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...": "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...", "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.": "전투의 포성을 견딘 {0}는 어느 밤 무기와 이름을 버리고 진을 빠져나왔다. 뒤에서 들리던 외침과 비명은 오랫동안 귀에 맴돌았으며, 조용한 길 위에서도 자꾸만 뒤를 돌아봤다. 그날 이후 싸움이 시작되기 전에 숨을 고르는 법을 배웠다.", "After taking damage 10 times, performs a throwing attack on the enemy": "피해를 10회 받으면 적에게 투척 공격을 가한다", "After taking damage 5 times, performs a charge attack on the enemy": "피해를 5회 받으면 적에게 돌진 공격을 가한다", "After the 2000-gold": "2000 금화 후", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...": "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...", "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.": "거친 나무를 깎으며 보낸 세월 속에서 {0}는 매일을 손의 가시와 굳은살로 기억했다. 톱질할 경로를 먼저 눈으로 재었으며, 대패질할 때마다 나뭇결이 어느 쪽으로 흐르는지 살펴봤다. 그래서 사람을 볼 때도 오래 깎고 정교하게 맞춰야 할 형태를 먼저 생각했다.", "After {#}": "{#} 후", "Aftereffect duration granted on mental breakdown": "정신 붕괴 시 부여되는 후효과 지속 시간", "Aggro & threat": "어그로 및 위협", "Aggro Correction = [1.3, 1]": "어그로 수정 = [1.3, 1]", "Aggro Range": "어그로 범위", "Aggro Range = 8 tiles": "어그로 범위 = 8타일", "Aggro and threat": "어그로 및 위협", "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "공격 유형별 어그로 증가 보정 값 {0} : 근접 보정 값 {1} : 원거리 보정 값", "Aggro/threat is scaled by how you hit: melee x": "어그로/위협은 공격 방식에 따라 조정됩니다: 근접 x", "AggroCorrection": "AggroCorrection", "AggroRange": "AggroRange", "Agi": "Agi", "Agility - Dungeon Settlers Wiki": "민첩 - 던전 세틀러즈 위키", "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "민첩 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "Agility Elixir - Dungeon Settlers Wiki": "민첩의 영약 - 던전 세틀러즈 위키", "Agility Elixir icon": "민첩의 영약 아이콘", "Agility Elixir range and area shown on a dungeon room": "던전 방에 표시된 민첩성 엘릭서의 범위 및 영역", "Agility Fortify - Dungeon Settlers Wiki": "민첩 강화 - 던전 세틀러즈 위키", "Agility Fortify icon": "민첩 강화 아이콘", "Agility Weaken - Dungeon Settlers Wiki": "민첩 약화 - 던전 세틀러즈 위키", "Agility Weaken icon": "민첩 약화 아이콘", "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "민첩 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "Agility icon": "민첩 아이콘", "Agility: Exceptional (+{#}-{#} per level)": "민첩: 탁월 (레벨당 +{#}~{#})", "Agility: Genius (+{#}-{#} per level)": "민첩: 천재 (레벨당 +{#}~{#})", "Agility: Moderate (+{#}-{#} per level) - the baseline: no bonus, no malus": "민첩: 보통 (레벨당 +{#}~{#}) - 기준치: 보너스도 페널티도 없음", "Agility: Outstanding (+{#}-{#} per level)": "민첩: 우수 (레벨당 +{#}~{#})", "Agility: Poor (+{#}-{#} per level)": "민첩: 낮음 (레벨당 +{#}~{#})", "AgilityFortify": "AgilityFortify", "AgilityWeaken": "AgilityWeaken", "Agility_": "Agility_", "Agi×0.01": "Agi×0.01", "Agi×0.05": "민첩성×0.05", "Agi×0.2": "Agi×0.2", "Agi×0.5": "Agi×0.5", "Ah, so that's what it was.": "아, 그런거였군.", "Aid Kit - Dungeon Settlers Wiki": "응급 처치 도구 - 던전 세틀러즈 위키", "Aid Kit icon": "응급 처치 도구 아이콘", "Aid Kit range and area shown on a dungeon room": "던전 방에 표시된 구급약 상자의 범위와 영역", "Alchemist Workstation - Dungeon Settlers Wiki": "연금술 작업대 - 던전 세틀러즈 위키", "Alert": "경고", "Alert Low Ammo Count": "Alert Low Ammo Count", "AlertTable - 56 HUD alert definitions (click to expand)": "알람테이블 - 56개 HUD 알람 정의 (확장하려면 클릭)", "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57 HUD alert definitions (click to expand)", "AlertTable.json": "AlertTable.json", "Alert_": "Alert_", "Alerts": "Alerts", "Alerts & Warnings": "경고 & 주의", "Alerts and Warnings": "경고 및 주의", "Alerts and Warnings - Dungeon Settlers Wiki": "경고 및 주의 - 던전 정착자 위키", "Alert에 띄워주는 이벤트 발생": "Alert에 띄워주는 이벤트 발생", "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)": "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)", "Alert용, 적정 식량 보유일 수": "Alert용, 적정 식량 보유일 수", "All": "전체", "All 110 quests, grouped by type. Anchors: link any quest as": "모든 110개의 임무, 유형별로 그룹화됨. 앵커: 임무를 다음과 같이 연결:", "All 114 quests, grouped by type. Anchors: link any quest as": "모든 114개의 퀘스트, 유형별로 분류됨. 앵커: 모든 퀘스트를 다음과 같이 링크:", "All 372 items in build DS_B.0.3.26 - 241 obtainable, 131 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "빌드 DS_B.0.3.26의 아이템 총 372개 - 획득 가능 241개, 잠김/미공개 131개. 열 머리글을 클릭하면 정렬되고, 칩을 클릭하면 필터링됩니다. 음식 관련 열: Mood는 섭취 시 변하는 기분 수치(아이템의 섭취 효과에서 산출), Spoils는 게임 내 날짜 기준 유통기한입니다.", "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "전체 아이템 372개: 희귀도, 종류, 능력치, 무게, 가격, 장착 효과, 탄약, 수리.", "All 38 unique loading-screen messages (from 42 table rows - duplicates collapsed). Most are gameplay tips; a few are pure world lore about the settlers and races of the Barren Land.": "고유한 로딩 화면 메시지 38개 전부입니다 (표의 42개 행에서 중복을 제거함). 대부분은 게임플레이 팁이며, 일부는 불모지의 정착민과 종족에 관한 순수한 세계관 서술입니다.", "All 381 items in build DS_B.0.3.40 - 249 obtainable, 132 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "빌드 DS_B.0.3.40의 모든 381개 아이템 - 249개 획득 가능, 132개 제한/미출시. 열 머리글을 클릭하여 정렬; 칩으로 필터링. 음식 열: 기분은 섭취 시 기분 변화(아이템의 섭취 효과에서 해석), 부패는 게임 일 단위 유통 기한.", "All Berserker skills, in full": "모든 버서커 스킬, 전체", "All Blitz skills, in full": "모든 번개 스킬, 전체", "All Blunt skills, in full": "모든 둔탁 스킬, 완전히", "All Bow skills, in full": "모든 활 스킬, 완전히", "All Burst skills, in full": "모든 폭발 스킬, 전체", "All Execution skills, in full": "모든 처형 스킬, 완전히", "All Fire Magic skills, in full": "모든 화염 마법 스킬, 전체", "All Fortress skills, in full": "모든 요새 스킬, 완전히", "All Genius": "전체 천재", "All Greatsword skills, in full": "모든 대검 스킬, 전체", "All Guardian skills, in full": "모든 수호자 스킬, 완전히", "All Harmony skills, in full": "모든 조화 스킬, 완전히", "All Major Stat decrease.": "모든 주요 스탯이 감소합니다.", "All Moderate (balanced)": "모두 적절 (균형잡힘)", "All Nature Magic skills, in full": "모든 자연 마법 스킬, 전체", "All Poor": "전체 낮음", "All Shield skills, in full": "모든 방패 스킬, 전체", "All Skill Unlock Mode": "모든 스킬 잠금 해제 모드", "All Skill Unlock Mode - 던전 세틀러즈 위키": "모든 스킬 잠금 해제 모드 - 던전 세틀러즈 위키", "All Skill Unlock Mode 아이콘": "모든 스킬 잠금 해제 모드 아이콘", "All Skills": "모든 스킬", "All Skills - Dungeon Settlers Wiki": "모든 스킬 - 던전 정착자 위키", "All Storage - Dungeon Settlers Wiki": "모든 것 보관함 - 던전 세틀러즈 위키", "All Sword skills, in full": "모든 검 스킬, 전체", "All Talent increase by one level. Talent cannot exceed the maximum level, Genius.": "모든 재능이 한 수준 증가합니다. 재능은 최대 수준인 천재를 초과할 수 없습니다.", "All Tide skills, in full": "모든 파도 스킬, 전체", "All Warrior skills, in full": "모든 전사 스킬, 전체", "All Water Magic skills, in full": "모든 물 마법 스킬, 전체", "All bonuses": "모든 보너스", "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "모든 버프/디버프/특성 효과: FloatValues, 지속시간, 중첩, 표시 여부.", "All healing effects you receive increase by 25%.": "받는 모든 치유 효과가 25% 증가합니다.", "All health recovery effects you receive are increased by 25%.": "받는 모든 생명력 회복 효과가 25% 증가합니다.", "All item drop rates reduced by 50%": "모든 항목 드롭율 50% 감소", "All items have weight, and there is a limit to the total weight a unit can carry.": "모든 아이템에는 무게가 있으며, 유닛이 운반할 수 있는 총 무게에 제한이 있습니다.", "All of a sudden, you realize that something is watching you.": "갑자기, 당신은 뭔가가 당신을 지켜보고 있다는 것을 깨닫는다.", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meani": "갑자기 누군가가 당신을 보고 있다는 걸 느낍니다. 주변에 아무것도 없다는 걸 확인한 후 천천히 고개를 들어 하늘을 봅니다. 하늘 위에서 구름이 이상하고 불길", "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.": "갑자기, 무언가가 당신을 보고 있다는 것을 깨닫습니다. 주변에서 아무것도 찾지 못한 후, 천천히 고개를 들어 하늘을 봅니다. 위에서 구름들이 이상하고 의미 있는 모양으로 모입니다. 그것이 거의 살아있는 것처럼 보이며, 의도를 가지고 있는 것처럼 이상한 미소를 짓고 있습니다. \"이 세상은 고통으로 가득할까... 아니면 쾌락으로?\" 그 존재에 압도된 당신은 움직일 수 없게 됩니다. \"혹은... 탐욕?\" 본능적으로 당신은 답을 선택합니다.", "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "모두 원거리 전투다. 둔화가 적용되어 있으므로, 무심코 돌진하면 집중 포격에 쉽게 당하니, 전술적...", "All research": "모든 연구", "All skills with values, by weapon/magic tree": "모든 스킬 (무기/마법 트리별 값 포함)", "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "모든 스킬: FloatValues, 재사용 대기시간, 사거리, 소환수(CreatureKey).", "All tables combined into one JSON object (convenience download).": "모든 표를 하나의 JSON 객체로 합친 파일(편의용 다운로드).", "All trees": "모든 트리", "All units/monsters: stats, skills, traits, drops, movement/vision.": "모든 유닛/몬스터: 능력치, 스킬, 특성, 드랍, 이동/시야.", "All used up (level": "모두 사용됨 (레벨", "All used up. Level": "모두 사용됨. 레벨", "All used up. Level {#} gives one more, or remove one above.": "모두 사용했습니다. 레벨 {#}에서 하나 더 얻거나, 위에서 하나를 제거하세요.", "All {#} edible items in build {#} - {#} obtainable, {#} gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "모든 식용 아이템 {#}개 (빌드 {#}) 중 {#}개 획득 가능, {#}개 미공개/잠김. 허기는 섭취 시 회복되는 수치이며, 기분은 섭취 시 기분 변화, 지속시간은 그 효과가 지속되는 시간입니다. 열 제목을 클릭하면 정렬되고, 칩으로 필터링할 수 있습니다.", "All 검 스킬 트리 skills, in full": "검 스킬 트리의 모든 스킬 (전체)", "All 광전사 스킬 트리 skills, in full": "광전사 스킬 트리의 모든 스킬 (전체)", "All 급습 스킬 트리 skills, in full": "급습 스킬 트리의 모든 스킬 (전체)", "All 대검 스킬 트리 skills, in full": "대검 스킬 트리의 모든 스킬 (전체)", "All 둔기 스킬 트리 skills, in full": "둔기 스킬 트리의 모든 스킬 (전체)", "All 물 마법 스킬 트리 skills, in full": "물 마법 스킬 트리의 모든 스킬 (전체)", "All 방패 스킬 트리 skills, in full": "방패 스킬 트리의 모든 스킬 (전체)", "All 수호자 스킬 트리 skills, in full": "수호자 스킬 트리의 모든 스킬 (전체)", "All 요새 스킬 트리 skills, in full": "요새 스킬 트리의 모든 스킬 (전체)", "All 자연 마법 스킬 트리 skills, in full": "자연 마법 스킬 트리의 모든 스킬 (전체)", "All 작렬 스킬 트리 skills, in full": "작렬 스킬 트리의 모든 스킬 (전체)", "All 조화 스킬 트리 skills, in full": "조화 스킬 트리의 모든 스킬 (전체)", "All 처형 스킬 트리 skills, in full": "처형 스킬 트리의 모든 스킬 (전체)", "All 투사 스킬 트리 skills, in full": "투사 스킬 트리의 모든 스킬 (전체)", "All 파도 스킬 트리 skills, in full": "파도 스킬 트리의 모든 스킬 (전체)", "All 화염 마법 스킬 트리 skills, in full": "화염 마법 스킬 트리의 모든 스킬 (전체)", "All 활 스킬 트리 skills, in full": "활 스킬 트리의 모든 스킬 (전체)", "Allied units can be quickly selected with hotkeys. Holding Shift while selecting adds to the current selection.": "동맹 유닛은 핫키로 빠르게 선택할 수 있습니다. 선택 시 Shift를 누르면 현재 선택에 추가됩니다.", "Allows the use of active skills from the Fire skill tree without equipping a Fire Staff.": "파이어 스태프를 장착하지 않아도 파이어 스킬 트리의 액티브 스킬을 사용할 수 있습니다.", "Ally": "동료", "Alongside": "곁에서", "Alpha Acid Slogel - Dungeon Settlers Wiki": "알파 산성 슬로겔 - 던전 세틀러즈 위키", "Alpha Acid Slogel Exclusive Room 1": "알파 산성 슬로젤 전용 방 1", "Alpha Acid Slogel Exclusive Room 1 - Dungeon Settlers Wiki": "알파 산성 슬로겔 전용 방 1 - 던전 세틀러즈 위키", "Alpha Acid Slogel Exclusive Room 1 map": "알파 산성 슬로겔 전용 방 1 맵", "Alpha Acid Slogel Fixed": "알파 산성 슬로겔 고정", "Alpha Acid Slogel Hunt - Dungeon Settlers Wiki": "알파산성슬로겔 사냥 - 던전 세틀러즈 위키", "Alpha Acid Slogel Hunt Complete - Dungeon Settlers Wiki": "알파 산성 슬로갤 사냥 완료 - 던전 세틀러즈 위키", "Alpha Acid Slogel Hunt Complete icon": "알파 산성 슬로갤 사냥 완료 아이콘", "Alpha Acid Slogel Hunt icon": "알파산성슬로겔 사냥 아이콘", "Alpha Acid Slogel Random": "알파 산성 슬로겔 랜덤", "Alpha Acid Slogel Soul - Dungeon Settlers Wiki": "알파 산성 슬로겔 영혼 - 던전 세틀러즈 위키", "Alpha Acid Slogel Soul Stone (works)": "알파 산성 슬로겔 영혼 돌 (작동)", "Alpha Acid Slogel Soul Stone - Dungeon Settlers Wiki": "알파 산성 슬로겔 영혼석 - 던전 세틀러즈 위키", "Alpha Acid Slogel Soul Stone icon": "알파 산성 슬로겔 영혼석 아이콘", "Alpha Acid Slogel Soul icon": "알파 산성 슬로겔 영혼 아이콘", "Alpha Acid Slogel Soul range and area shown on a dungeon room": "던전 방에 표시된 알파 산성 슬로겔 영혼의 범위와 영역", "Alpha Acid Slogel icon": "알파 산성 슬로겔 아이콘", "Alpha Acid Slogel variant": "알파 산성 슬로겔 변형", "Alpha Sandstone Slogel Hunt Complete": "알파 산성 슬로겔 사냥 완료", "AlphaAcidSlogel": "AlphaAcidSlogel", "AlphaAcidSlogel - Dungeon Settlers Wiki": "알파 산성 슬로겔 - 던전 세틀러즈 위키", "AlphaAcidSlogel icon": "알파 산성 슬로겔 아이콘", "AlphaAcidSlogel variant": "AlphaAcidSlogel 변형", "AlphaCameraRegionRestrict": "AlphaCameraRegionRestrict", "Already at breakdown": "이미 붕괴 상태", "Already calm": "이미 안정 상태", "Also applies 1 Burning for 5 s (15 flat damage per application, 3/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "또한 5초간 화상 1을 적용합니다(적용당 고정 피해 15, 스택당 초당 3). 지속 피해는 고정값이며 저항과 위의 등급 배율의 영향을 받지 않습니다.", "Also applies 2 Bleeding for 10 s (100 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "또한 10초간 출혈 2를 적용합니다(적용당 고정 피해 100, 스택당 초당 5). 지속 피해는 고정값이며 저항과 위의 등급 배율의 영향을 받지 않습니다.", "Also applies 3 Bleeding for 6 s (90 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "또한 6초간 출혈 3을 적용합니다(적용당 고정 피해 90, 스택당 초당 5). 지속 피해는 고정값이며 저항과 위의 등급 배율의 영향을 받지 않습니다.", "Also part of scenario starting kits:": "또한 시나리오 시작 키트의 일부:", "Also, monsters may respawn or patrol the area over time, so avoid staying in the": "또한 몬스터가 시간에 따라 다시 나타나거나 지역을 순찰할 수 있으므로 다음에 머무르는 것을 피하세요", "Also:": "또한:", "Alt + 우클릭 : 모든 상호작용 표시": "Alt + 우클릭 : 모든 상호작용 표시", "Alt pins this tooltip": "Alt 키로 이 툴팁 고정", "Always": "항상", "Always active once learned (a permanent passive, no duration):": "습득 시 항상 활성화됨 (지속시간 없는 영구 패시브):", "Ambience": "분위기", "Ambience (12)": "분위기 (12)", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up the...": "웅성거리는 소리 속에서 탐사대원들이 당신을 찾아옵니다. 그들 중 한 명이 결심이 선 듯 앞으로 나섭니다...", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind.": "웅성거리는 소리 속에서, 탐사단원들이 당신을 찾아옵니다. 그중 한 명이 마음을 굳힌 듯 앞으로 나섭니다.", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our l": "크고 작은 중얼거림 속에서 탐사대원들이 당신에게 다가옵니다. 그 중 한 명이 결심한 듯 앞으로 나섭니다. \"이제는 더 이상 견딜 수 없습니다. 우리는 목숨을\"", "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\" {0} shouts in an agitated voice. A mixture of exhaustion and anger is written across their face. \"That's right! We can't take this anymore!\" The other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon, {0}'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop {0}, everyone waits for your response.": "웅성거리는 소리 속에서 탐사대원들이 당신을 찾아옵니다. 그들 중 한 명이 결심이 선 듯 앞으로 나섭니다. \"더 이상 견딜 수 없습니다. 우리는 목숨을 걸고 있는데 먹을 것도 형편없고 쉴 시간도 거의 없습니다!\" {0}이/가 흥분한 목소리로 외칩니다. 피로와 분노가 섞인 표정이 그들의 얼굴에 떠 있습니다. \"맞습니다! 더 이상 견딜 수 없어요!\" 다른 대원들은 투덜대며 적극적으로 동의합니다. 그들의 얼굴은 극심한 피로와 분노로 가득합니다. 곧 {0}의 목소리가 불평을 쏟아내며 점점 높아지고, 실내의 긴장이 고조됩니다. 모두가 지쳐 있고, 상황은 위험할 정도로 불안정해 보입니다. 마침내 당신이 손을 들어 {0}을/를 멈추려 하자, 모두가 당신의 대답을 기다립니다.", "Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved. \"We can't take it any...": "시끄러운 중얼거림 속에서 대원들이 당신을 찾아온다. 그 중 한 명이 결연한 표정으로 앞으로 나선다. \"우리 더 이상 못 견디겠어...", "Amid the disaster created by its own creation,": "스스로의 창조물이 만들어낸 재앙 속에서 찬란했던 마법 제국은 결국 무너지고 말았습니다.", "Ammo": "탄약", "Ammo for": "~의 탄약", "AmmoStorage": "탄약 보관함", "Among the Lizardmen, there is a legend that they are Descendants of Dragons from long ago.": "도마뱀인 사이에서는 그들이 오래전 용의 후손이라는 전설이 있습니다.", "Among the many beasts encountered during expeditions, the Alpha Acid Slogel is especially infamous among expedition members. If we can bring this beast down, the Guild is sure to recognize our achievement. \"Prepare thoroughly, everyone. It is time to show what we are capable of.\"": "탐사 중 마주치는 수많은 야수들 중에서도, 알파 애시드 슬로겔은 탐사단원들 사이에서 특히 악명이 높다. 이 야수를 쓰러뜨릴 수 있다면, 길드도 분명 우리의 성과를 인정할 것이다. \"다들 단단히 준비해라. 우리의 실력을 보여줄 때다.\"", "Among the many beasts encountered during expeditions, the Alpha Acid Slogel is especially infamous among expedition members. If we can bring this beast down, the Guild is sure to recognize our achievement. \"Prepare thoroughly, everyone. It is time to show what we are capable of.\" ➜ The successful hunt of the Alpha Acidic Slogel has given the expedition members confidence. It will also give the Guild reason to recognize the expedition's capabilities. \"Disgusting thing, but less formidable than I expected.\"": "탐사 중 마주치는 수많은 야수들 중에서도, 알파 애시드 슬로겔은 탐사단원들 사이에서 특히 악명이 높다. 이 야수를 쓰러뜨릴 수 있다면, 길드도 분명 우리의 성과를 인정할 것이다. \"다들 단단히 준비해라. 우리의 실력을 보여줄 때다.\" ➜ 알파 애시드 슬로겔 사냥에 성공하면서 탐사단원들은 자신감을 얻었다. 이는 길드가 탐사단의 실력을 인정할 이유도 되어줄 것이다. \"역겨운 놈이었지만, 생각보다는 별것 아니었군.\"", "Among the many beasts encountered during expeditions, the Alpha Acid Slogel is e…": "탐사 중 만나는 많은 야수 중에서 알파 산성 슬로겔이 특히…", "Amount": "수량", "Amount suffix": "수량 접미사", "Amounts shown are the Hard baseline.": "표시된 양은 어려움 기본값입니다.", "An Affector for monsters that changes the IDLE animation at the start of combat": "전투 시작 시 IDLE 애니메이션을 변경하는 몬스터용 어펙터", "An Affector for monsters that changes the IDLE animation at the start of combat (Some m…": "전투 시작 시 IDLE 애니메이션을 변경하는 몬스터용 효과입니다…", "An Elf archer built on the +2 bow aptitude, with Blitz passives for fast, high-crit volleys from the back line.": "활 적성 +2를 활용한 엘프 궁수. 번개 패시브로 뒤에서 빠르고 높은 치명타율의 집중 사격을 합니다.", "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f...": "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f...", "An archer belonging to the guild.": "An archer belonging to the guild.", "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "게임 데이터에 정의되어 있는 전투 상수(대상을 둘러싼 유닛 한 명당 명중률 +10%, 치명타 확률 +5%)이지만, 이번 빌드의 전투 코드에는 연결되어 있지 않아 현재는 누구에게도 영향을 주지 않는다. 개발진이 이를 활성화한다면, 전투 판정이 진영과 무관하게 이루어지므로 대칭적으로(아군과 적군 모두에게) 첫 번째로 둘러싼 유닛부터 적용될 것이다.", "An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').": "초기 단계의 미래 지역입니다. 안전 층 대기실은 4개(입구, 포탈, 통로, 사슬 기사 센티넬 안전 층 슬롯)만 존재하며, 아직 전투 층이나 실제 몬스터, 전리품은 없습니다. 세계관 설정상 잊혀진 심연과 연결되어 있습니다('버려진 광산 깊은 곳에는 잊혀진 심연이 있다').", "An enemy with": "적을 가지고", "An enemy-free staging area (floor index -1) generated at the start of an expedition": "탐사단 시작 시 생성되는 적 없는 스테이징 영역(층 인덱스 -1)", "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the": "적이 없는 대기 구역이다(층 인덱스 -1: 입구, 통로, 포탈)으로, 탐사 시작 시 생성되며 안전 층 건너뛰기 옵션으로 생략할 수 있다. 지역별 규칙: 침묵의 장막과 튜토리얼에는 절대 생성되지 않고, 버려진 광산은 강제로 생성되며(건너뛰기 비활성화), 부패한 굴의 경우는", "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.": "탐사 시작 시 생성되는 적이 없는 대기 구역(층 인덱스 -1: 입구, 통로, 포탈)으로, '안전 층 건너뛰기' 옵션으로 건너뛸 수 있습니다. 지역별 규칙: 침묵의 장막과 튜토리얼은 안전 층이 생성되지 않고, 버려진 광산은 반드시 생성되며(건너뛰기 불가), 문드러진 땅굴의 안전 층은 거대 스톤 골렘 추모 캠프입니다.", "An expedition recognized for its skill and accomplishments.": "기술과 성과로 인정받은 탐사단입니다.", "An expedition that has begun to make a name for itself.": "이름을 알리기 시작한 탐사단입니다.", "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "3으로 표기된 재료는 쉬움에서 1, 보통에서 2, 어려움 / 매우 어려움 / 파멸에서 3이 소모됩니다.", "An insect squirms inside his hood": "벌레가 그의 후드 안에서 꿈틀거린다", "An insect-research loop: inspect a creature in the field, then report back to Xenon.": "곤충 연구 루프: 현장에서 생물을 검사한 후 제논에게 보고합니다.", "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.": "던전 생성기가 사용하는 내부 층 배치 테마이며, 플레이어가 방문하는 탐사단 지역도 아니고 방 테이블의 RegionName도 아닙니다.", "An iron-containing ore that can be processed into metal.": "철이 함유된 광석으로 금속으로 가공할 수 있습니다.", "An odd quest-order note": "이상한 임무 순서 참고", "An officer belonging to the guild.": "An officer belonging to the guild.", "An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing ...": "제국이 던전을 수호하기 위해 제작한 센티넬 중, 장교급 통솔자 역할을 맡은 특수 개체입니다. 다른 센티넬들과 달리 각 개체가 개별적으로 제작되어 독자적인 판단과 전투 방식을 지니고 있습니다.", "An omelet made with a giant": "거대한로 만든 계란말이", "An unseen force drains {0}'s l...": "보이지 않는 힘이 {0}의 생명을...", "An upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:": "상인이기도 한 화난 사냥꾼 - 그리고 그녀의 체인 끝에서 모집할 수 있습니다. 순서대로 단계:", "Ancient Cogwheel - Dungeon Settlers Wiki": "고대 톱니바퀴 - 던전 세틀러즈 위키", "Ancient Cogwheel icon": "고대 톱니바퀴 아이콘", "Ancient Forest Bookshelf (Side) - Dungeon Settlers Wiki": "고대 숲 책장 (옆면) - 던전 세틀러즈 위키", "Ancient Forest Bookshelf - Dungeon Settlers Wiki": "고대 숲 책장 - 던전 세틀러즈 위키", "Ancient Forest Bookshelf Random": "고대 숲 책장 무작위", "Ancient Forest Bookshelf Remnant": "고대 숲 책장 유해", "Ancient Forest Bookshelf Remnant - Dungeon Settlers Wiki": "고대 숲 책장 잔해 - 던전 세틀러즈 위키", "Ancient Forest Bookshelf Side Remnant": "고대 숲 책장 옆 유해", "Ancient Forest Bookshelf Side Remnant - Dungeon Settlers Wiki": "고대 숲 책장 옆 잔해 - 던전 세틀러즈 위키", "Ancient Gear": "고대 톱니바퀴", "Ancient Mural Fragment - Dungeon Settlers Wiki": "고대 벽화 조각 - 던전 세틀러즈 위키", "Ancient Mural Fragment icon": "고대 벽화 조각 아이콘", "And you are": "And you are", "Andorsi": "앙도르시", "Animal Bone Remains - Dungeon Settlers Wiki": "동물 뼈 잔해 - 던전 세틀러즈 위키", "Animations": "애니메이션", "Animations - Dungeon Settlers Wiki": "애니메이션 - 던전 세틀러즈 위키", "Ankle Break - Dungeon Settlers Wiki": "앵클 브레이크 - 던전 세틀러즈 위키", "Ankle Break icon": "앵클 브레이크 아이콘", "Ankle Break range and area shown on a dungeon room": "던전 방에서 표시된 발목 부러뜨리기 범위 및 영역", "Annihilation": "괴멸", "AnnihilationCover": "AnnihilationCover", "Anomaly": "이상", "Another unit can rescue them using surgical tools or Black Serum.": "다른 유닛이 수술 도구 또는 검은 혈청을 사용하여 그들을 구조할 수 있습니다.", "Antidote - Dungeon Settlers Wiki": "해독제 - 던전 세틀러즈 위키", "Antidote icon": "해독제 아이콘", "Antler Tonic - Dungeon Settlers Wiki": "녹용탕 - 던전 세틀러즈 위키", "Antler Tonic icon": "녹용탕 아이콘", "Appear %": "출현 %", "Appears in rooms": "방에 나타남", "Appears on": "나타나는 위치", "Appears on recruits from clan rank": "클랜 순위에서 모집에 나타남", "Appears when you interact with": "상호작용할 때 나타남", "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "{#}와 상호작용할 때 나타납니다 (상호작용이 이 동상과 몬스터를 생성합니다).", "Append": "추가", "Appendix: clan name pool": "부록: 클랜 이름 풀", "Applied and maintained by the per-tick status system": "틱당 상태 시스템에 의해 적용 및 유지됨", "Applied automatically by a game system.": "게임 시스템에 의해 자동으로 적용됩니다.", "Applied by a campaign event": "캠페인 이벤트에 의해 적용됨", "Applied by lethal conditions": "치명적 조건으로 적용됨", "Applied by specific campaign or dungeon events.": "특정 캠페인 또는 던전 이벤트에 의해 적용됩니다.", "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "기분 시스템에 의해 적용됨 - 유닛의 생활 조건, 작업 및 이벤트를 반영합니다.", "Applied effects": "적용된 효과", "Applied in the expedition results summary": "탐사단 결과 요약에 적용됨", "Applied when a companion is lost": "동료를 잃었을 때 적용됨", "Applied when a unit is released": "유닛이 해제될 때 적용됩니다", "Applied while sitting on furniture": "가구에 앉아 있을 때 적용됨", "Applies": "적용", "Applies 1 Burning =": "1 화염을 적용합니다 =", "Applies 1 stacks of": "1 스택의 다음을 적용합니다:", "Applies 1 stacks of Burning for 5 seconds to target when performing a basic attack while HP is below 50%.": "생명력이 50% 미만일 때 기본 공격 시 대상에게 5초간 화상 1중첩을 부여합니다.", "Applies 2 Burning =": "2 화상 적용 =", "Applies 3 Bleeding =": "3 출혈 적용 =", "Applies Rooting for 1 seconds and Slow for 3 seconds to the target.": "대상에게 속박을 1초, 둔화를 3초 동안 부여합니다.", "Applies Slow to the target for 5 seconds and Break for 5 seconds.": "대상에게 둔화를 5초, 브레이크를 5초 동안 부여합니다.", "Applies Stun for 1 seconds when 2 stacks accumulate. Stacks reset when Stun is applied.": "2개의 스택이 누적되면 1초 동안 기절을 적용합니다. 기절이 적용되면 스택이 재설정됩니다.", "Applies Taunt to the target for 10 seconds when using single-target melee skills.": "단일 대상 근접 스킬 사용 시 대상에게 10초간 도발을 부여합니다.", "Applies Taunt to the target for 30 seconds. Damage Dealt against the taunted target increases by 50%, and Damage Taken from other sources decreases by 30%.": "대상에게 30초간 도발을 부여합니다. 도발된 대상에게 가하는 피해가 50% 증가하고, 다른 대상으로부터 받는 피해가 30% 감소합니다.", "Applies Taunt to the target for 30 seconds. Damage Dealt against the taunted target increases by 50%, and D…": "대상에게 30초 동안 도발을 적용합니다. 도발당한 대상에 대한 입힌 피해가 50% 증가하고, D...", "Applies Vulnerable for 3 seconds to targets that deal melee damage to you.": "당신에게 근거리 피해를 주는 대상에게 3초 동안 취약함을 부여합니다.", "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "UnitStatusSystem_RestWoundDecreasePercentage에서 나오는 상처(Wound) 감소량에 '휴식에 사용한 구조물의 품질' * {0}%를 추가로 적용한다.", "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "UnitStatusSystem_NaturalHealthPointRestorePercentage에서 나오는 생명력 회복량에 '휴식에 사용한 구조물의 품질' * {0}%를 추가로 적용한다.", "Applies to": "다음에 적용됩니다:", "Applies to nothing": "아무것도 적용되지 않음", "Applies {#} {#} =": "{#} {#} 적용 =", "Applies 도발 to the target for {0} seconds when using single target melee skills.": "단일 적 대상 근접 스킬 사용 시 대상에게 {0}초 동안 도발을 부여합니다.", "Applies 도발 to the target for {0} seconds when using single-target melee skills.": "단일 적 대상 근접 스킬 사용 시 대상에게 {0}초 동안 도발을 부여합니다.", "Apply worst-case env debuffs": "최악의 환경 디버프 적용", "Apprentice Mage's Codex - Dungeon Settlers Wiki": "견습 마법사의 코덱스 - 던전 세틀러즈 위키", "Arcane": "신비", "Arcane Eco - Dungeon Settlers Wiki": "아케인 에코 - 던전 세틀러즈 위키", "Arcane Eco icon": "아케인 에코 아이콘", "Arcane Eco range and area on a dungeon room": "던전 방에서 신비 에코 범위 및 면적", "Arcane Eco range and area shown on a dungeon room": "던전 방에 표시된 신비한 에코의 범위와 영역", "Arcron": "아크론", "Arcron (16.67%)": "아크론 (16.67%)", "Arcron (M.Atk {#})": "아크론 (마법 공격력 {#})", "Arcron (P.Atk {#})": "아크론 (물리 공격력 {#})", "Arcron - Dungeon Settlers Wiki": "아크론 - 던전 세틀러즈 위키", "Arcron Armor - Dungeon Settlers Wiki": "아크론 갑옷 - 던전 세틀러즈 위키", "Arcron Armor icon": "아크론 갑옷 아이콘", "Arcron Arrow - Dungeon Settlers Wiki": "아크론 화살 - 던전 세틀러즈 위키", "Arcron Arrow icon": "아크론 화살 아이콘", "Arcron Axe - Dungeon Settlers Wiki": "아크론 도끼 - 던전 세틀러즈 위키", "Arcron Axe icon": "아크론 도끼 아이콘", "Arcron Bow - Dungeon Settlers Wiki": "아크론 활 - 던전 세틀러즈 위키", "Arcron Bow icon": "아크론 활 아이콘", "Arcron Dagger - Dungeon Settlers Wiki": "아크론 단검 - 던전 세틀러즈 위키", "Arcron Dagger icon": "아크론 단검 아이콘", "Arcron Great Sword": "아크론 대검", "Arcron Greatsword - Dungeon Settlers Wiki": "아크론 대검 - 던전 세틀러즈 위키", "Arcron Greatsword icon": "아크론 대검 아이콘", "Arcron Helmet - Dungeon Settlers Wiki": "아크론 투구 - 던전 세틀러즈 위키", "Arcron Helmet icon": "아크론 투구 아이콘", "Arcron Mace - Dungeon Settlers Wiki": "아크론 곤봉 - 던전 세틀러즈 위키", "Arcron Mace icon": "아크론 곤봉 아이콘", "Arcron Rod - Dungeon Settlers Wiki": "아크론 막대 - 던전 세틀러즈 위키", "Arcron Rod icon": "아크론 막대 아이콘", "Arcron Shield - Dungeon Settlers Wiki": "아크론 방패 - 던전 세틀러즈 위키", "Arcron Shield icon": "아크론 방패 아이콘", "Arcron Spear - Dungeon Settlers Wiki": "아크론 창 - 던전 세틀러즈 위키", "Arcron Spear icon": "아크론 창 아이콘", "Arcron Sword - Dungeon Settlers Wiki": "아크론 검 - 던전 세틀러즈 위키", "Arcron Sword icon": "아크론 검 아이콘", "Arcron icon": "아크론 아이콘", "Arcron set: 아크론 검, 아크론 투구, 아크론 갑옷, 아크론 화살": "아크론 세트: 아크론 검, 아크론 투구, 아크론 갑옷, 아크론 화살", "Are you sure you want to delete save? All your progress will be deleted!": "Are you sure you want to delete save? All your progress will be deleted!", "Are you sure you want to go down floor?": "정말 다음층으로 내려가시겠습니까?", "Are you sure you want to unlock Research : {0}?": "Are you sure you want to unlock Research : {0}?", "Area": "범위", "Area Room": "영역 방", "Area Type": "영역 유형", "Area {0} covered by creep from large thornvines": "큰 가시덩굴의 확산으로 덮인 영역 {0}", "Area {0} covered by creep from small thornvines": "작은 가시덩굴의 확산으로 덮인 영역 {0}", "Aric - Dungeon Settlers Wiki": "에릭 - 던전 세틀러즈 위키", "Aric icon": "에릭 아이콘", "Armor": "갑옷", "Armor - getting hit": "갑옷 - 맞음", "Armor wear": "갑옷 내구도", "Armor wear = {#} x damage taken, on every worn piece. Guard halves the damage (and the wear); a dodge or miss deals no damage, so it costs nothing.": "방어구 마모 = 받은 피해 x {#}, 착용 중인 모든 부위에 적용됩니다. 가드는 피해(와 마모)를 절반으로 줄이며, 회피나 빗나감은 피해가 없어 마모도 없습니다.", "Armor wear: getting hit": "갑옷 마모: 맞음", "Around her are neatly arranged tanned leather and bones. \"Take what you need. Just pay the right price.\"": "그녀 주변에는 정렬된 무두질 가죽과 뼈들이 있습니다. \"필요한 것을 가져가세요. 올바른 가격만 지불하면 됩니다.\"", "Arrow Rain - Dungeon Settlers Wiki": "애로우 레인 - 던전 세틀러즈 위키", "Arrow Rain icon": "애로우 레인 아이콘", "Arrow Rain range and area shown on a dungeon room": "던전 방에서 표시된 화살비 범위 및 영역", "Arrow for bows:": "활의 화살:", "Arrow x1": "화살 x1", "Arrow x5": "화살 x5", "Arrow ×1": "화살 ×1", "Arrow ×3": "화살 x3", "Arrow ×5": "화살 x5", "Art Of Rush - Dungeon Settlers Wiki": "돌진의 술식 - 던전 세틀러즈 위키", "Art Of Rush Aura - Dungeon Settlers Wiki": "돌진의 술식 아우라 - 던전 세틀러즈 위키", "Art Of Rush Aura icon": "돌진의 술식 아우라 아이콘", "Art Of Rush icon": "돌진의 술식 아이콘", "Art Of Throw - Dungeon Settlers Wiki": "투척의 술식 - 던전 세틀러즈 위키", "Art Of Throw Aura - Dungeon Settlers Wiki": "투척의 술식 아우라 - 던전 세틀러즈 위키", "Art Of Throw Aura icon": "투척의 술식 아우라 아이콘", "Art Of Throw icon": "투척의 술식 아이콘", "Art of Defence - Dungeon Settlers Wiki": "방어의 술식 - 던전 세틀러즈 위키", "Art of Defence Aura - Dungeon Settlers Wiki": "방어의 술식 아우라 - 던전 세틀러즈 위키", "Art of Defence Aura icon": "방어의 술식 아우라 아이콘", "Art of Defence icon": "방어의 술식 아이콘", "Art of Fury - Dungeon Settlers Wiki": "분노의 술식 - 던전 세틀러즈 위키", "Art of Fury Aura - Dungeon Settlers Wiki": "분노의 술식 아우라 - 던전 세틀러즈 위키", "Art of Fury Aura icon": "분노의 술식 아우라 아이콘", "Art of Fury icon": "분노의 술식 아이콘", "Art of Rush - Dungeon Settlers Wiki": "돌진의 술식 - 던전 세틀러즈 위키", "Art of Rush icon": "돌진의 술식 아이콘", "Art of Throw - Dungeon Settlers Wiki": "투척의 술식 - 던전 세틀러즈 위키", "Art of Throw icon": "투척의 술식 아이콘", "Artifact": "유물", "As": "로서", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.": "대장장이로서 {0}는 수많은 부러진 도구와 닳은 무기를 수리했다. 달아오른 철을 접고 펴는 것은 힘과 인내를 요구했으며, 같은 곳을 수십 번 두드린 후에야 원하는 형태가 마침내 나타났다. 하지만 자신이 원하는 대로 수리할 수 없는 것들에 마주치면 말을 잃고는 했다.", "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...": "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...": "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...", "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.": "목수로서 {0}는 아직 드러나지 않은 나뭇결 속의 형태를 볼 수 있었다. 기둥 하나를 세울 때도 무게가 어디로 흐를지 지켜봤으며, 작은 틈 하나도 오래된 집을 무너뜨릴 수 있다는 것을 잘 알았다. 하지만 모든 것을 재고 맞추는 데 익숙해서 갑작스러운 변화 앞에서는 손이 느렸다.", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...": "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...", "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.": "마부로서 {0}는 시장과 여인숙, 검문소, 나룻터 사이의 길 위에서 인생을 보냈다. 말이 지치면 쉬게 하고, 바퀴살이 느슨해지면 길가에서 고쳐 어떻게든 짐을 목적지에 전달했다. 세월이 지나면서 사람의 얼굴보다 도착 시간과 남은 거리를 먼저 생각했다.", "As a child abandoned to the streets,": "거리로 버려진 아이로서,", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...": "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...", "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratching at windows each night were always blamed on them, and frightened eyes turned away before words could be spoken. As the years passed, they could no longer easily trust even kindness offered to them.": "어렸을 때부터 {0}를 따라다니던 것은 낮은 중얼거림이었다. 이유 없이 시든 꽃과 밤마다 창문을 긁는 소리는 항상 아이 탓으로 돌려졌으며, 무서운 눈빛은 말도 걸기 전에 돌아섰다. 세월이 지나면서 누군가가 건네는 친절도 쉽게 믿을 수 없게 되었다.", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...": "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...", "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.": "드루이드로서 {0}는 깊은 숲에서 계절이 바뀌는 소리를 들으며 살았다. 뿌리 아래로 흐르는 물과 밤새 자라나는 새순의 희미한 기척을 느껴 자연이 허락할 때만 그 힘을 손끝에 불렀다. 하지만 오랫동안 숲의 리듬에 자신을 맡긴 탓에 사람의 빠른 말과 약속에는 늘 늦었다.", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...": "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...", "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.": "정원사로서 {0}는 작은 보살핌이 모여 시간이 지나면서 숲의 형태를 바꿀 수 있다는 것을 알았다. 한 줄기를 잘라낼 때도 남을 그림자를 지켜봤으며, 시냇물을 정할 때는 주변의 흙을 다져 무너지지 않게 했다. 하지만 천천히 형태를 만드는 데 익숙해서 갑작스러운 변화 앞에서는 망설였다.", "As a hooligan,": "깡패로서,", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...": "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...", "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.": "야간 경비원으로서 {0}는 어둠 속에서 움직이는 그림자를 절대 무시하지 않았다. 빗이 고인 골목과 창고 뒤를 샅샅이 수색하며 문제가 생긴 후가 아니라 전에 신호를 포착하려 했다. 하지만 오랜 밤을 혼자 경비하다 보니 밝은 곳의 대화에 참여하기는 늘 느렸다.", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...": "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...", "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.": "귀족 모험가로서 {0}는 부와 이름이 길을 열어준다는 것을 잘 알았다. 좋은 말, 견고한 장비, 정성스러운 소개장이 많은 문을 열어주었지만 혹독한 날씨와 끊긴 길 앞에서는 별로 도움이 되지 않았다. 그 순간들에야 자신의 힘이 시험받고 있다는 것을 처음 느꼈다.", "As a scale craftsman,": "비늘 공예인으로서,", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...": "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...", "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.": "정찰병으로서 {0}는 자취를 남기지 않고 걷는 법을 배웠다. 어둠 속에서는 숨소리까지 줄였으며 적의 불빛이 보이면 더 가까이 가기 전에 물러날 길을 확인했다. 그것이 많은 위험을 피하는 데 도움이 되었지만 누구와도 완전히 친해질 수 없게 만들었다.", "As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).": "두 번째 잠금장치로, 데모 실행 파일은 지역 1을 특별 취급합니다. 침묵의 장막을 클리어해도 문드러진 땅굴은 열리지 않습니다(해금 루프, 이용 가능 지역 목록, 지역 요청 검증 로직 모두에 지역 1에 대한 하드코딩된 예외가 들어 있습니다).", "As a snake catcher,": "뱀 포수로서,", "As a squire sworn to a liege,": "주인에게 충성하는 종자로서,", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether ...": "주군에게 충성하는 종자로서, {0}은 그림자처럼 따랐고 무수한 전투에서 살아남을 수 있게 해주는 방패가 되었습니다. 그러나 안에서는 의문이...", "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi": "주군에게 충성하는 종자로서, {0}은 그림자처럼 따랐고 무수한 전투에서 살아남을 수 있게 해주는 방패가 되었습니다. 그러나 안에서는 의문이 자라났습니다. 종자의 역할이", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w...": "주군에게 충성하는 종자로서, {0}은 기사를 그림자처럼 따랐고 무수한 전투에서 방패 역할을 했습니다. 그러나 깊은 마음 속에서 의문이...", "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain": "주군에게 충성하는 종자로서, {0}은 기사를 그림자처럼 따랐고 무수한 전투에서 방패 역할을 했습니다. 그러나 깊은 마음 속에서 의문이 자라났습니다. 과연 그들은", "As a wandering peddler,": "떠돌이 행상으로서,", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps": "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps", "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...": "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...", "As stacks increase, increasingly stronger units are summoned.": "스택이 증가하면서 점점 더 강한 유닛이 소환됩니다.", "As the chief's guard,": "족장의 경호원으로서,", "As the corruption spreads, the": "부패가 퍼질수록", "As the expedition faces increasingly dangerous enemies, the members' lack of skill is becoming clear. Future expeditions will require more experienced people. \"With our current skills alone, it will be difficult to move forward.\"": "탐사에서 점점 더 위험한 적들과 마주하면서, 단원들의 실력 부족이 드러나고 있다. 앞으로의 탐사에는 더 노련한 이들이 필요할 것이다. \"지금의 실력만으로는 앞으로 나아가기 어렵다.\"", "As the expedition faces increasingly dangerous enemies, the members' lack of skill is becoming clear. Future expeditions will require more experienced people. \"With our current skills alone, it will be difficult to move forward.\" ➜ Through hardship, the expedition members have moved beyond their days as novices and can now respond calmly even in dangerous situations. \"Good. Everyone has become quite seasoned now.\"": "탐사에서 점점 더 위험한 적들과 마주하면서, 단원들의 실력 부족이 드러나고 있다. 앞으로의 탐사에는 더 노련한 이들이 필요할 것이다. \"지금의 실력만으로는 앞으로 나아가기 어렵다.\" ➜ 고난을 겪으며 탐사단원들은 초보 시절을 벗어나, 이제 위험한 상황에서도 침착하게 대응할 수 있게 되었다. \"좋아. 다들 이제 제법 노련해졌군.\"", "As the expedition faces increasingly dangerous enemies, the members' lack of ski…": "탐사단이 점점 더 위험한 적들과 맞닥뜨리면서, 단원들의 기술 부족이…", "As the expedition leader dispatched by the": "에 의해 파견된 탐사단의 지도자로서", "As the expedition leader dispatched b…": "파견된 탐사단장으로서…", "As the expedi…": "탐사…", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak.": "주변이 한 순간 조용해지고, 당신은 깊은 숨을 쉬고 말하기 시작한다.", "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak. \"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\" At your words, the expressions of the expedition members begin to change. Even {0} starts to show hints of understanding and sympathy. \"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\" \"Understood, commander. I can see your sincerity. We'll hold on a little longer.\" Alongside {0}, the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.": "주변이 잠시 조용해지자, 당신은 깊게 숨을 쉬며 말을 시작합니다. \"나는 당신들이 얼마나 열심히 싸웠는지, 우리가 함께 얼마나 많은 고난을 극복했는지 잘 알고 있습니다. 우리는 결정적인 갈림길에 서 있습니다. 이 시련을 견디면 더 큰 보상을 얻고 더 나은 미래를 만들 수 있을 것입니다.\" 당신의 말에 탐사대원들의 표정이 변하기 시작합니다. 심지어 {0}까지도 이해와 동정의 힌트를 보이기 시작합니다. \"현재로서는 자원이 부족하지만, 이 고난도 곧 지나갈 것입니다. 그때까지 조금 더 견디고 나에게 힘을 빌려주길 부탁합니다.\" \"이해했습니다, 단장님. 당신의 진심이 보입니다. 우리가 조금 더 견딜 수 있겠습니다.\" {0}과 함께, 다른 탐사대원들도 동의하며 고개를 끄덕입니다. 상황은 여전히 혹독하지만, 당신의 진심 어린 말이 그들의 결의를 다시 불태웁니다.", "As they argue heatedly amongst themselves,": "그들이 서로 열띤 논쟁을 하던 중", "As the…": "… 처럼", "As though something unseen is fo...": "보이지 않는 무언가가 ...", "As th…": "… 처럼", "As you accept the request, he nods with a tired expression. \"Don't overdo it. A little investigation is enough.\"": "요청을 받아들이자, 그는 피곤한 표정으로 고개를 끄덕인다. \"너무 무리하지 마. 조금의 조사면 충분하다.\"", "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "당신이 다가가자, 제논은 별다른 반응 없이 노트를 넘기다가, 잠시 후 입을 엽니다....", "As you approach, she briefly stops maintaining her equipment and looks toward you.": "당신이 다가오자, 그녀는 잠깐 장비 점검을 멈추고 당신을 본다.", "As you approach, she briefly stops maintaining her equipment and looks toward you. She no longer mocks you as openly as before, though she still does not seem fully at ease. \"You l": "당신이 다가가면 그녀는 잠깐 장비 정비를 멈추고 당신을 바라봅니다. 이제는 예전만큼 노골적으로 조롱하지 않지만 여전히 편해 보이지 않습니다. \"넌", "As you approach, she pauses the equipment she was tending to and looks at you. Unlike before, she doesn't openly sneer, ...": "다가가자 그녀는 다루던 장비를 멈추고 너를 본다. 전과 달리, 그녀는 노골적으로 비웃지 않으며...", "As you casually raise your hand, the scarecrow flinches again and continues.": "당신이 무심코 손을 올리자, 허수아비가 다시 움찔하고 계속한다.", "As you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.": "자란 가시로 가득한 틈을 살피자, 안쪽 깊숙이 무언가 반짝이는 게 보인다.", "As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn ...": "이번 탐험 결과에 대해 연설할 준비를 마치자 모두가 모여든다. 그들의 눈이 불타오르고 있다...", "As you grumble, the raven lets out a caw and shakes its feathers.": "중얼거리자 까마귀가 울음소리를 내며 깃털을 흔든다.", "As you hand over the Hell Leech, Xenon unhesitatingly places it inside his robe. He then raises his lips in a smile. \"A...": "헬 거머를 건넬 때, 지논이 망설임 없이 그것을 로브 안에 넣는다. 그리고는 입가에 미소를 띠며. \"...", "As you hand over the investigation records of the magical device, Perion slowly reads through them with tired eyes. \"Hm...": "당신이 마법 장치의 조사 기록을 건네자, 페리온은 피곤한 눈으로 천천히 읽습니다. \"음...", "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "조사 자료를 건넬 때, 지논이 빠르게 훑어본다. 침묵 후, 그는 머리를 부여잡으며...", "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents. \"Oh... what a re...": "조사 결과를 건넬 때, 지논이 침묵하며 노트를 열고 내용을 훑어본다. \"아... 정말 ...", "As you hand over the survey results, he silently opens his notebook and skims through the contents. After a moment of s...": "조사 결과를 건넬 때, 그는 침묵하며 노트를 열고 내용을 훑어본다. 잠깐의 침묵 후...", "As you invoke the rules and take all the winnings, {0}'s face falls. \"No, this isn't right, Chief! This is an outrage!\"...": "규칙을 호출하고 모든 상금을 가져가자 {0}의 얼굴이 떨어진다. \"아니다, 이건 맞지 않아, 족장! 이건 말도 안 돼!\"...", "As you mention discipline and take all the stakes, {0}'s face falls. \"No, where is such a thing, commander! This is tyr...": "규율을 언급하고 모든 말뚝을 가져가자, {0}의 얼굴이 내려앉습니다. \"아니오, 어디 그런 것이 있습니까, 사령관! 이것은 폭...", "As you nod, he looks back at the acid insect without any particular interest. He mutters to himself as he watches the a...": "당신이 고개를 끄덕이자, 그는 별다른 관심 없이 산성 곤충을 돌아봅니다. 그는 산성 곤충을 지켜보며 혼잣말을...", "As you purchase the merchant's scale, she stares at you intently.": "당신이 상인의 저울을 구매하자, 그녀는 당신을 집중해서 바라본다.", "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly. \"...it's over.\" After lookin...": "사냥의 결과를 전하자, 그녀는 천천히 눈을 감고 곧 부드럽게 한숨을 쉽니다. \"...끝났어요.\" 본 후...", "As you show evidence of the hunt, her expression hardens. \"That creature isn't something that dies so easily. Don't lie...": "사냥의 증거를 보여주자, 그녀의 표정이 굳어집니다. \"그 생물은 그렇게 쉽게 죽지 않는 것입니다. 거짓말하지...", "As you sound the expedition horn, the expedition members gather around.": "당신이 탐사단 나팔을 울리자 탐사단 멤버들이 모여든다.", "As you speak to her, she sits upon a nearby rock.": "당신이 그녀에게 말을 걸자, 그녀는 근처 바위에 앉는다.", "As you stare at": "당신이 바라본다", "As you take the note, he nods with satisfaction. \"Good. This should be enough to verify the hypothesis.\" He looks at t...": "당신이 메모를 받자, 그는 만족감 있게 고개를 끄덕입니다. \"좋아. 이것으로 가설을 검증하기에 충분해야 해.\" 그는...", "As you watch the expedition members move, you realize many of them still lack experience. To advance into more dangerous regions, you will need more seasoned people. \"If we are to survive, we need to become stronger than we are now.\"": "탐사단원들이 움직이는 모습을 지켜보다, 아직 경험이 부족한 이들이 많다는 것을 깨닫는다. 더 위험한 지역으로 나아가려면 더 노련한 사람들이 필요하다. \"살아남으려면 지금보다 더 강해져야 해.\"", "As you watch the expedition members move, you realize many of them still lack experience. To advance into more dangerous regions, you will need more seasoned people. \"If we are to survive, we need to become stronger than we are now.\" ➜ The expedition members are now gradually gaining experience. They have clearly improved in many ways compared to before. \"They feel quite reliable now.\"": "탐사단원들이 움직이는 모습을 지켜보다, 아직 경험이 부족한 이들이 많다는 것을 깨닫는다. 더 위험한 지역으로 나아가려면 더 노련한 사람들이 필요하다. \"살아남으려면 지금보다 더 강해져야 해.\" ➜ 탐사단원들이 이제 조금씩 경험을 쌓아가고 있다. 예전보다 여러 면에서 눈에 띄게 나아졌다. \"이제 제법 믿음직하군.\"", "As you watch the expedition members move, you realize many of them still lack ex…": "탐사단 멤버들이 움직이는 것을 지켜보면서 많은 사람들이 여전히 경험이 부족하다는 것을 깨닫습니다…", "As you wave them off, the expedition members scratch their heads and return to their duties.": "당신이 손을 흔들자, 탐사단원들은 머리를 긁으며 자신의 임무로 돌아간다.", "As you whistle off-beat, a crow slips from the thorn vines and perches on your arm. Its eyes glow blue, a gravelly voice breaking forth.": "박자가 어긋난 휘파람을 불자, 가시덩굴 사이에서 까마귀 한 마리가 미끄러지듯 나와 당신의 팔에 내려앉습니다. 그 눈이 파랗게 빛나며, 걸걸한 목소리가 흘러나옵니다.", "As your settlement expands, try creating various rooms such as workshops, dining halls, and temples.": "정착지가 확장됨에 따라 작업장, 식당, 사원 등 다양한 방 만들기를 시도하세요.", "As {0} begins the ritual, the patterns carved into the floor flare crimson.": "As {0} begins the ritual, the patterns carved into the floor flare crimson.", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Graaagh!!\" An unseen force drains {0}'s life as though wringing the blood from their body. The fresh blood spilling across the floor gathers at the center of the ritual circle, soaking the mana stones and filling them with an ominous crimson energy.": "{0}이(가) 의식을 시작하자, 바닥에 새겨진 무늬가 진홍색으로 타오른다. \"그아아악!!\" 보이지 않는 힘이 피를 짜내듯 {0}의 생명력을 빨아낸다. 쏟아지는 신선한 피가 바닥을 적시며 의식 원의 중앙에 모여 마나 돌들을 적시고 불길한 진홍색 에너지로 가득 채운다.", "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Ngh...!\" As though something unseen is forcibly draining {0}'s life force, {0} clutches their chest and trembles in agony, barely managing to endure. But nothing happens.": "{0}이(가) 의식을 시작하자, 바닥에 새겨진 무늬가 진홍색으로 타오른다. \"음...!\" 보이지 않는 무언가가 {0}의 생명력을 무자비하게 빨아내는 것처럼, {0}은(는) 가슴을 움켜쥐고 고통으로 떨리지만 간신히 견딘다. 하지만 아무 일도 일어나지 않는다.", "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.", "Ash Of Solace": "위로의 재", "Ash Of Solace - Dungeon Settlers Wiki": "위로의 재 - 던전 세틀러즈 위키", "Ash Of Solace icon": "위로의 재 아이콘", "Ash Of Solace range and area shown on a dungeon room": "던전 방에 표시된 위로의 재의 범위와 영역", "Ash of Solace - Dungeon Settlers Wiki": "안식의 재 - 던전 세틀러즈 위키", "Ash of Solace icon": "안식의 재 아이콘", "Ashes of Rest": "안식의 재", "Asks how many hours a day is divided into (day tick = this value * hour tick)": "하루가 몇 시간으로 나누어지는지를 나타냅니다 (일 틱 = 이 값 * 시간 틱)", "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "한 시간이 몇 분으로 나누어지는지를 나타냅니다 (분 틱 = 시간 틱 / 이 값)", "Aspiration for Exploration - Dungeon Settlers Wiki": "탐사의 열망 - 던전 세틀러즈 위키", "Aspiration for Exploration icon": "탐사의 열망 아이콘", "Assembled 1 of": "조립됨: 1 /", "Assembled 1 of {#} authored layouts - rooms follow the authored graph positions": "제작된 레이아웃 {#}개 중 1개를 조립했습니다 - 방들은 제작된 그래프 위치를 따릅니다", "AssignControlMode_CancelAssign": "AssignControlMode_CancelAssign", "AssignControlMode_Construction": "AssignControlMode_Construction", "AssignControlMode_Demolition": "AssignControlMode_Demolition", "AssignControlMode_GatherResource": "AssignControlMode_GatherResource", "AssignControlMode_MultiplePickUpMode": "AssignControlMode_MultiplePickUpMode", "At": "에서", "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "120 생명력 이하에서 다음 피해 타격 - 1 피해, 출혈 틱 또는 반사 - 즉시 죽입니다.", "At any time, you can check all available room types in the 'Room List' section of the Game Guide.": "언제든지 게임 가이드의 '방 목록' 섹션에서 사용 가능한 모든 방 종류을 확인할 수 있습니다.", "At baseline (no bonus, no malus)": "기준치 (보너스/페널티 없음)", "At cap": "상한선에서", "At each level-up you are shown": "각 레벨 업에서 당신은", "At every level-up you pick an inscription from 5 choices -": "모든 레벨 업에서 5개 선택 중 비문을 선택합니다 -", "At midnight (00:00)": "자정(00:00)에", "At night, an unknown voice is heard in the silence. At night, all units gain": "밤에, 침묵 속에서 정체 모를 목소리가 들립니다. 밤에, 모든 유닛이 얻습니다:", "At night, an unknown voice is heard in the silence. At night, all units gain Dark Whisper.": "밤에 침묵 속에서 알 수 없는 목소리가 들립니다. 밤에 모든 유닛이 어두운 속삭임을 얻습니다.", "At night, units'": "밤에 유닛의", "At night, vision is reduced by": "밤에는 시각이", "At normal (1x) speed the clock advances about 60 ticks per real second, which means": "정상 (1배) 속도에서 시계는 실제 초당 약 60 틱 진행하므로", "At once, you and the expedition members are swept away by a wave of overwhelming ecstasy.": "한순간 당신과 탐사단 멤버들은 압도적인 황홀감의 파도에 휩싸인다.", "At once, you and the...": "순간, 당신과 탐사대원들은...", "At that point, another unit must feed them until": "이때 다른 유닛이 다음까지 먹이를 줘야 합니다", "At the": "에", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...": "마을 끝자락에서 {0}는 장례를 돕다 보니 죽은 이의 얼굴을 닦고 낡은 옷을 정돈하는 일에 익숙해졌다. 눈물과 원망이 가득한 곳에서도...", "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.": "마을 끝자락에서 {0}는 장례를 돕다 보니 죽은 이의 얼굴을 닦고 낡은 옷을 정돈하는 일에 익숙해졌다. 눈물과 원망이 가득한 곳에서도 손은 흔들리지 않았으며, 삽질로 무덤을 덮을 때마다 조용히 남은 사람들의 말을 들었다. 어쩌면 그래서인지 명랑한 사람들 속에서는 웃음짓기가 어색했다.", "At the start of combat,": "전투 시작 시", "At the start of combat, Physical Attack Power increases by 35% for 5 seconds.": "At the start of combat, Physical Attack Power increases by 35% for 5 seconds.", "At the start of combat, gain a": "전투 시작 시 다음을 얻습니다.", "At the start of combat, gain a Barrier equal to 200% of lost Current Health for 20 seconds. This effect can only trigger again after 60 seconds have passed since its last activation.": "전투 시작 시 잃은 현재 생명력의 200%에 해당하는 배리어를 20초 동안 얻습니다. 이 효과는 마지막 발동 후 60초가 지나야 다시 발동할 수 있습니다.", "At the start of combat, gain a Barrier equal to 200% of lost Current Health for 20 seco…": "전투 시작 시, 잃은 현재 생명력의 200%만큼 보호막을 20초 동안 획득합니다…", "At your answer, the entity ripples gently and whispers as though smiling.": "당신의 대답에 그 존재는 부드럽게 일렁이며 미소 짓는 것처럼 속삭입니다.", "At your answer, the entity ripples gently and whispers as though smiling. \"Then... may the wave enfold you.\" In that instant, a transparent current washes over you and the expedition members. It is not a violent force, but a warmth like a gentle embrace sinks deep into your bodies. When you come to your senses, the entity has already vanished.": "당신의 대답에 그 존재는 부드럽게 일렁이며 미소 짓는 것처럼 속삭입니다. \"그렇다면... 파도가 당신을 감싸기를.\" 순간, 투명한 흐름이 당신과 탐사대원들을 덮칩니다. 폭력적인 힘이 아니라, 부드러운 포옹 같은 따스함이 당신들의 몸 깊숙이 스며듭니다. 정신을 차릴 때쯤, 그 존재는 이미 사라져 있습니다.", "At your answer, the entity seems to smile with satisfaction.": "당신의 대답에 그 존재는 만족스럽게 미소 짓는 것처럼 보입니다.", "At your answer, the entity seems to smile with satisfaction. \"Good... Life must bloom by its own power.\" In that instant, warm life energy envelops you and the expedition members. Gentle warmth seeps into every wound, and you feel your withered vitality slowly returning. When you come to your senses, the entity has already vanished.": "당신의 대답에 그 존재는 만족스럽게 미소 짓는 것처럼 보입니다. \"좋다... 생명은 자신의 힘으로 피어나야 한다.\" 순간, 따뜻한 생명력이 당신과 탐사대원들을 감싼다. 부드러운 따스함이 모든 상처에 스며들고, 시들어버린 당신의 활력이 천천히 돌아오는 것을 느낍니다. 정신을 차릴 때쯤, 그 존재는 이미 사라져 있습니다.", "At your answer, the entity surges violently and cries out in a voice like roaring flame.": "당신의 대답에 그 존재는 폭력적으로 솟아올랐으며 불타오르는 목소리로 외칩니다.", "At your answer, the entity surges violently and cries out in a voice like roaring flame. \"Good... Burn everything!\" In that instant, small flames spring to life across your body and those of the expedition members. Strangely, the fire does not burn your flesh, yet it flickers ceaselessly as though eager to spread to everything nearby. When you come to your senses, the entity has already vanished.": "당신의 대답에 그 존재는 폭력적으로 솟아올랐으며 불타오르는 목소리로 외칩니다. \"좋다... 모든 것을 태워버려!\" 순간, 작은 불꽃들이 당신과 탐사대원들의 몸에 피어올릅니다. 이상하게도, 불이 당신의 살을 태우지는 않지만, 주변의 모든 것에 번지고 싶은 것처럼 부단히 흔들립니다. 정신을 차릴 때쯤, 그 존재는 이미 사라져 있습니다.", "At your answer, the thing claps with delight and cries out.": "당신의 대답에 그것은 기쁨으로 박수를 치며 울음을 내는다.", "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.": "당신의 대답에 그 존재는 기쁨으로 손뼉을 치며 외칩니다. \"하하하! 그러나 탐욕 자체는 끝이 없을지니!\" 순간 하늘에서 동전이 퍼붓기 시작하고, 당신과 탐사대원들은 황급히 그것들을 모으려 합니다. 정신을 차릴 때쯤, 그것은 이미 사라져 있습니다.", "At your answer, the thing cries out in delight.": "당신의 대답에 그것은 기쁨의 울음을 내는다.", "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.": "당신의 대답에 그 존재는 기쁨으로 외칩니다. \"아... 그렇다면 당신은 쾌락으로 가득할 것이다!\" 순간, 당신과 탐사대원들은 압도적인 황홀감의 파도에 휩쓸립니다. 정신을 차릴 때쯤, 그것은 이미 사라져 있습니다.", "At your answer, the thing writhes violently before roaring in fury.": "당신의 대답에 그것은 격렬히 꿈틀거렸다가 분노의 울음을 내는다.", "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.": "당신의 대답에 그 존재는 폭력적으로 몸부림치다가 분노로 울부짖습니다. \"그렇다면 고통이 당신의 동반자가 될 것이다!\" 순간, 견딜 수 없는 고통이 당신과 탐사대원들을 덮쳐오고, 몸과 영혼이 모두 찢어지는 것 같습니다. 정신을 차릴 때쯤, 그것은 이미 사라져 있습니다.", "At your decision, smiles begin to spread across their faces, and before long they return to their places, seemingly satisfied.": "당신의 결정에 그들의 얼굴에 미소가 번지기 시작하고, 얼마 지나지 않아 만족한 듯 각자의 자리로 돌아갑니다.", "At your question, her expression darkens in silence. Seeing the reaction you expected, you think for a moment, then give instructions to the two of them.": "당신의 질문에 그녀의 표정이 말없이 어두워집니다. 예상했던 반응을 확인한 당신은 잠시 생각하더니, 두 사람에게 지시를 내립니다.", "At your question, her face darkens without a word. You pause for a": "당신의 질문에 그녀의 얼굴이 말없이 어두워진다. 당신은 한 순간 멈춘다.", "At your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.": "당신의 신호에 탐사단원들이 잔을 부딪히고 축배주를 한 번에 마신다.", "At your words, she falls briefly speechless before narrowing her eyes and letting out a disbelieving laugh.": "당신의 말에 그녀는 한 순간 말을 잃었다가, 눈을 좁혀 믿을 수 없다는 웃음을 흘린다.", "At your words, she raises an eyebrow, thinks for a moment, and clicks her tongue.": "당신의 말에 그녀는 눈썹을 올리고, 한 순간 생각한 후, 혀를 찬다.", "At your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces.": "당신의 말에 탐사단원들이 박수와 환호로 터져 나온다. 자부심이 그들의 얼굴에 분명히 드러난다.", "At your words, the expressions of the expedition members begin to change. Even": "당신의 말에 탐사단원들의 표정이 변하기 시작한다. 심지어", "Ate Blueberry - Dungeon Settlers Wiki": "블루 베리 섭취 - 던전 세틀러즈 위키", "Ate Blueberry icon": "블루 베리 섭취 아이콘", "Ate Disgusting Monster Meat - Dungeon Settlers Wiki": "역겨운 괴물 고기 섭취 - 던전 세틀러즈 위키", "Ate Disgusting Monster Meat icon": "역겨운 괴물 고기 섭취 아이콘", "Ate Dust Bulb - Dungeon Settlers Wiki": "먼지 구근 섭취 - 던전 세틀러즈 위키", "Ate Dust Bulb icon": "먼지 구근 섭취 아이콘", "Ate Fine Raw Meat - Dungeon Settlers Wiki": "양호한 생고기 섭취 - 던전 세틀러즈 위키", "Ate Fine Raw Meat icon": "양호한 생고기 섭취 아이콘", "Ate Gloth Egg Omelet - Dungeon Settlers Wiki": "글로트 에그 오믈렛 섭취 - 던전 세틀러즈 위키", "Ate Gloth Egg Omelet icon": "글로트 에그 오믈렛 섭취 아이콘", "Ate Grass Porridge - Dungeon Settlers Wiki": "풀 죽 섭취 - 던전 세틀러즈 위키", "Ate Grass Porridge icon": "풀 죽 섭취 아이콘", "Ate Grilled Meat - Dungeon Settlers Wiki": "고기 구이 섭취 - 던전 세틀러즈 위키", "Ate Grilled Meat icon": "고기 구이 섭취 아이콘", "Ate Grilled Turnip - Dungeon Settlers Wiki": "순무 구이 섭취 - 던전 세틀러즈 위키", "Ate Grilled Turnip icon": "순무 구이 섭취 아이콘", "Ate Improved Grass Porridge - Dungeon Settlers Wiki": "개량된 풀 죽 섭취 - 던전 세틀러즈 위키", "Ate Improved Grass Porridge icon": "개량된 풀 죽 섭취 아이콘", "Ate Jerky - Dungeon Settlers Wiki": "육포 섭취 - 던전 세틀러즈 위키", "Ate Jerky icon": "육포 섭취 아이콘", "Ate Luma Fruit - Dungeon Settlers Wiki": "루마 열매 섭취 - 던전 세틀러즈 위키", "Ate Luma Fruit icon": "루마 열매 섭취 아이콘", "Ate Meat Porridge - Dungeon Settlers Wiki": "고기죽 섭취 - 던전 세틀러즈 위키", "Ate Meat Porridge icon": "고기죽 섭취 아이콘", "Ate Meat Skewer - Dungeon Settlers Wiki": "고기 꼬치 섭취 - 던전 세틀러즈 위키", "Ate Meat Skewer icon": "고기 꼬치 섭취 아이콘", "Ate Meat Stew - Dungeon Settlers Wiki": "고기 스튜 섭취 - 던전 세틀러즈 위키", "Ate Meat Stew icon": "고기 스튜 섭취 아이콘", "Ate Mushroom - Dungeon Settlers Wiki": "버섯 섭취 - 던전 세틀러즈 위키", "Ate Mushroom Skewer - Dungeon Settlers Wiki": "버섯 꼬치 섭취 - 던전 세틀러즈 위키", "Ate Mushroom Skewer icon": "버섯 꼬치 섭취 아이콘", "Ate Mushroom Stew - Dungeon Settlers Wiki": "버섯 스튜 섭취 - 던전 세틀러즈 위키", "Ate Mushroom Stew icon": "버섯 스튜 섭취 아이콘", "Ate Mushroom icon": "버섯 섭취 아이콘", "Ate Oat Porridge - Dungeon Settlers Wiki": "귀리죽 섭취 - 던전 세틀러즈 위키", "Ate Oat Porridge icon": "귀리죽 섭취 아이콘", "Ate Slime Pudding - Dungeon Settlers Wiki": "슬라임 푸딩 섭취 - 던전 세틀러즈 위키", "Ate Slime Pudding icon": "슬라임 푸딩 섭취 아이콘", "Ate Tough Raw Meat - Dungeon Settlers Wiki": "질긴 생고기 섭취 - 던전 세틀러즈 위키", "Ate Tough Raw Meat icon": "질긴 생고기 섭취 아이콘", "Ate Turnip - Dungeon Settlers Wiki": "순무 섭취 - 던전 세틀러즈 위키", "Ate Turnip Salad - Dungeon Settlers Wiki": "순무 샐러드 섭취 - 던전 세틀러즈 위키", "Ate Turnip Salad icon": "순무 샐러드 섭취 아이콘", "Ate Turnip icon": "순무 섭취 아이콘", "Ate in a decent dining room. - Dungeon Settlers Wiki": "괜찮은 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in a decent dining room. icon": "괜찮은 식당에서 먹음 아이콘", "Ate in a fantastic dining room. - Dungeon Settlers Wiki": "환상적인 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in a fantastic dining room. icon": "환상적인 식당에서 먹음 아이콘", "Ate in a luxurious dining room. - Dungeon Settlers Wiki": "호화로운 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in a luxurious dining room. icon": "호화로운 식당에서 먹음 아이콘", "Ate in a mediocre dining room. - Dungeon Settlers Wiki": "그저 그런 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in a mediocre dining room. icon": "그저 그런 식당에서 먹음 아이콘", "Ate in a normal dining room. - Dungeon Settlers Wiki": "평범한 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in a normal dining room. icon": "평범한 식당에서 먹음 아이콘", "Ate in a poor dining room. - Dungeon Settlers Wiki": "허름한 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in a poor dining room. icon": "허름한 식당에서 먹음 아이콘", "Ate in an impressive dining room. - Dungeon Settlers Wiki": "근사한 식당에서 먹음 - 던전 세틀러즈 위키", "Ate in an impressive dining room. icon": "근사한 식당에서 먹음 아이콘", "Atk": "공격력", "Atk Spd": "공격 속도", "Atk spd": "공속", "AtkSpd": "공격 속도", "Attack": "공격", "Attack - Dungeon Settlers Wiki": "공격 - 던전 세틀러즈 위키", "Attack 2": "공격 2", "Attack : Magic Missile": "공격 : 매직 미사일", "Attack : Magic Missile - Dungeon Settlers Wiki": "공격: 마법 미사일 - 던전 세틀러즈 위키", "Attack : Magic Missile icon": "공격: 마법 미사일 아이콘", "Attack : Magic Missile range and area on a dungeon room": "공격: 던전 방에서 마법 미사일 범위 및 영역", "Attack : Magic Missile range and area shown on a dungeon room": "던전 방에 표시된 공격: 마법 미사일의 범위와 영역", "Attack Speed - Dungeon Settlers Wiki": "공격 속도 - 던전 세틀러즈 위키", "Attack Speed Final Multiplier - Dungeon Settlers Wiki": "물리 공격 속도 최종 배율 - 던전 세틀러즈 위키", "Attack Speed Final Multiplier icon": "물리 공격 속도 최종 배율 아이콘", "Attack Speed Potion - Dungeon Settlers Wiki": "공속 물약 - 던전 세틀러즈 위키", "Attack Speed Potion icon": "공속 물약 아이콘", "Attack Speed Potion range and area shown on a dungeon room": "던전 방에 표시된 공격 속도 물약의 범위와 영역", "Attack Speed icon": "공격 속도 아이콘", "Attack Speed increases by 15% during this exploration.": "이번 탐사 중 공격 속도가 15% 증가합니다.", "Attack Speed increases by 15% whenever damage is taken.": "피해를 받을 때마다 공격 속도가 15% 증가합니다.", "Attack Speed increases by 30%.": "공격 속도가 30% 증가합니다.", "Attack Speed increases by ?% whenever damage is taken.": "피해를 받을 때마다 공격 속도가 ?% 증가합니다.", "Attack Speed increases by ?%.": "공격 속도가 ?% 증가합니다.", "Attack icon": "공격 아이콘", "Attack power (physical & magic)": "공격력 (물리 & 마법)", "Attack range and area on a dungeon room": "던전 방에서 공격 범위 및 영역", "Attack range and area shown on a dungeon room": "던전 방에 표시된 공격의 범위와 영역", "Attack skills - hover an icon for its reach and area on a dungeon room": "공격 스킬 - 던전 방에서 도달 범위와 영역에 대한 아이콘 가리킴", "Attack speed": "공격 속도", "Attack speed increases by 2%.": "공격 속도가 2% 증가합니다.", "Attack speed increases by 25% for 15 seconds at the start of combat.": "전투 시작 시 공격 속도가 15초 동안 25% 증가한다.", "Attack speed increases by 25%.": "공격 속도가 25% 증가합니다.", "Attack speed increases by ?%.": "공격 속도 increases by ?%.", "Attack speed increases by {0}%.": "공격 속도가 {0}% 증가합니다.", "Attack type (melee vs ranged)": "공격 유형(근접 vs 원거리)", "Attack: Spear": "공격: 창", "Attacked": "공격됨", "Attacked (variant)": "공격됨 (변형)", "Attacker": "공격자", "Attacks": "공격", "Attacks & patterns": "공격 및 패턴", "Attacks the weakest enemy.": "가장 약한 적을 공격합니다.", "Aura": "오라", "Authored": "저자 작성", "Authored but not yet obtainable (future special recruits)": "작성되었지만 아직 얻을 수 없음 (미래 특수 모집자)", "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "이 빌드에 소비자가 없는 작성된 상수 - 라이브가 아닌 가능한 메커니즘으로 여기에 문서화됨.", "Auto (until the event)": "자동 (이벤트까지)", "Auto PickUp in Dungeon": "Auto PickUp in Dungeon", "Auto Repair - Dungeon Settlers Wiki": "오토 리페어 - 던전 세틀러즈 위키", "Auto Repair icon": "오토 리페어 아이콘", "Auto Save Interval (Only in Settlement)": "Auto Save Interval (Only in Settlement)", "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1": "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1", "Automatically uses skills on enemies when": "Automatically uses skills on enemies when", "Automatically uses skills on enemies when 기력 is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "기력이 일정 수치 이상일 때 자동으로 적들에게 스킬을 사용합니다. '명령 패널'의 스킬 퀵슬롯을 우클릭하여, 자동 스킬이 활성화된 상태일 때 각 스킬을 자동으로 사용할지 여부를 개별적으로 지정할 수 있습니다.", "Automatically uses skills on enemies when 기력 is above a certain threshold. Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "기력이 일정 수치 이상일 때 자동으로 적들에게 스킬을 사용합니다. '명령 패널'의 스킬 퀵슬롯을 우클릭하여, 자동 스킬이 활성화된 상태일 때 각 스킬을 자동으로 사용할지 여부를 개별적으로 지정할 수 있습니다.", "Autosave the current character and start a new one": "현재 캐릭터 자동 저장 후 새 캐릭터 시작", "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "이 캐릭터를 자동 저장하고 새로 시작합니다. 아무것도 사라지지 않으며, 아래 목록이나 유닛 바에서 언제든 다시 전환할 수 있습니다.", "Autosaves as you edit (name it first)": "편집하는 즉시 자동 저장됩니다 (먼저 이름을 지정하세요)", "Auxiliary skill tree": "보조 스킬 트리", "Availability": "가용성", "Available cap in current build": "현재 빌드에서 사용 가능한 상한선", "Available localization languages.": "지원되는 현지화 언어.", "Available phases": "사용 가능한 단계", "Average": "평균", "Average damage one cast lands on a single target for the caster chosen in 'Cast by', with critical chance folded in. Against a chosen Target it is mitigated by that monster's resistance and shown as a % of its HP (red + skull = lethal). This is the ranking metric.": "'시전자:'에서 선택한 시전자가 단일 대상에게 1회 시전으로 입히는 평균 피해량이며, 치명타 확률이 반영되어 있습니다. 선택한 대상에 대해서는 해당 몬스터의 저항이 적용되어 생명력 대비 %로 표시됩니다 (빨간색 + 해골 = 즉사). 이것이 순위를 매기는 기준 지표입니다.", "Average damage one use of this attack lands on the target set in 'Damage vs' (crit folded in, mitigated by that target's resistances) at the selected Difficulty, and the % of the target's HP it removes. Red + skull = lethal (>=100%), orange >=50%, green <10%. This is the ranking metric.": "선택한 난이도에서 이 공격 1회가 'Damage vs'에 설정된 대상에게 입히는 평균 피해입니다 (치명타 반영, 대상 저항 적용). 대상 생명력 대비 %도 표시됩니다. 빨강 + 해골 = 치명적 (>=100%), 주황 >=50%, 초록 <10%. 이 값이 순위 기준입니다.", "Average damage one use of this attack lands on the target set in '{#}' (crit folded in, mitigated by that target's resistances) at the selected Difficulty, and the % of the target's HP it removes. Red + skull = lethal (>=100%), orange >=50%, green <10%. This is the ranking metric.": "선택한 난이도에서 이 공격 1회가 '{#}'에 설정된 대상에게 입히는 평균 피해입니다 (치명타 반영, 대상 저항 적용). 대상 생명력 대비 %도 표시됩니다. 빨강 + 해골 = 치명적 (>=100%), 주황 >=50%, 초록 <10%. 이 값이 순위 기준입니다.", "Average mood below -3 sustained -> Growing Discontent event": "평균 기분 -3 미만 지속 -> 성장하는 불만 이벤트", "Average wall/floor": "평균 벽/바닥", "Avg basic hit (magic staff)": "평균 기본 공격 (마법 지팡이)", "Avg basic hit (physical)": "평균 기본 공격 (물리)", "Avg hit": "평균 피해", "Awakened by the sound, you step outside to find {0}...": "소리에 깨어 밖으로 나가니 {0}을...", "Aware - Dungeon Settlers Wiki": "인지함 - 던전 세틀러즈 위키", "Aware icon": "인지함 아이콘", "Awareness": "인식", "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "플레이어 유닛이 시야 범위 내에 있을 때 분당 누적되는 인식 값 (적에게만 적용)", "Awareness value required before entering combat": "전투에 진입하기 전에 필요한 인식 값", "AwarenessOnMin": "AwarenessOnMin", "AwarenessToCombat": "AwarenessToCombat", "Awaring": "각성", "Awe - Dungeon Settlers Wiki": "두려움 - 던전 세틀러즈 위키", "Awe icon": "두려움 아이콘", "Awoooo!! Awoooo!!": "\"아우우!\" \"아우우!\"", "Axe (items, aptitude, no tree)": "도끼 (아이템, 적성, 트리 없음)", "Axe Skill Aptitude": "도끼 스킬 적성", "Axe Skill Aptitude - Dungeon Settlers Wiki": "도끼 스킬 적성 - 던전 세틀러즈 위키", "Axe Skill Aptitude icon": "Axe Skill Aptitude icon", "Axe, Spear and Dagger are unreleased in this build - they have no skill tree, no obtainable item and placeholder worn art, so they are not offered here (their item pages stay in the database).": "도끼, 창, 단검은 이번 빌드에서 미공개 상태입니다 - 스킬트리와 획득 가능한 아이템이 없고 착용 아트도 임시본이라 여기서는 제공되지 않습니다 (해당 아이템 페이지는 데이터베이스에 남아 있습니다).", "Axes": "도끼", "B": "B", "B.0.3.40 content pass + data corrections": "B.0.3.40 콘텐츠 패스 + 데이터 수정", "BAND": "구간", "BASEAREAROOM_Default_Big_1": "BASEAREAROOM_Default_Big_1", "BASEAREAROOM_Default_Big_2": "BASEAREAROOM_Default_Big_2", "BASEAREAROOM_Default_Big_AbandonedClinic": "BASEAREAROOM_Default_Big_AbandonedClinic", "BASEAREAROOM_Default_Big_AbandonedFarm": "BASEAREAROOM_Default_Big_AbandonedFarm", "BASEAREAROOM_Default_Big_AbandonedVillage_1": "BASEAREAROOM_Default_Big_AbandonedVillage_1", "BASEAREAROOM_Default_Big_AbandonedVillage_2": "BASEAREAROOM_Default_Big_AbandonedVillage_2", "BASEAREAROOM_Default_Big_AbandonedVillage_3": "BASEAREAROOM_Default_Big_AbandonedVillage_3", "BASEAREAROOM_Default_Big_AbandonedVillage_4": "BASEAREAROOM_Default_Big_AbandonedVillage_4", "BASEAREAROOM_Default_Big_AbandonedVillage_5": "BASEAREAROOM_Default_Big_AbandonedVillage_5", "BASEAREAROOM_Default_Big_BrokenWagon": "BASEAREAROOM_Default_Big_BrokenWagon", "BASEAREAROOM_Default_Big_FertileFarmland_1": "BASEAREAROOM_Default_Big_FertileFarmland_1", "BASEAREAROOM_Default_Big_FertileFarmland_2": "BASEAREAROOM_Default_Big_FertileFarmland_2", "BASEAREAROOM_Default_Big_FertileFarmland_3": "BASEAREAROOM_Default_Big_FertileFarmland_3", "BASEAREAROOM_Default_Big_FertileFarmland_4": "BASEAREAROOM_Default_Big_FertileFarmland_4", "BASEAREAROOM_Default_Big_FertileFarmland_5": "BASEAREAROOM_Default_Big_FertileFarmland_5", "BASEAREAROOM_Default_Big_LastRefuge": "BASEAREAROOM_Default_Big_LastRefuge", "BASEAREAROOM_Default_Big_Rock_1": "BASEAREAROOM_Default_Big_Rock_1", "BASEAREAROOM_Default_Big_Rock_2": "BASEAREAROOM_Default_Big_Rock_2", "BASEAREAROOM_Default_Big_Rock_3": "BASEAREAROOM_Default_Big_Rock_3", "BASEAREAROOM_Default_Big_TwistedForest_1": "BASEAREAROOM_Default_Big_TwistedForest_1", "BASEAREAROOM_Default_Big_TwistedForest_2": "BASEAREAROOM_Default_Big_TwistedForest_2", "BASEAREAROOM_Default_Big_TwistedForest_3": "BASEAREAROOM_Default_Big_TwistedForest_3", "BASEAREAROOM_Default_Central_1": "BASEAREAROOM_Default_Central_1", "BASEAREAROOM_Default_Central_2": "BASEAREAROOM_Default_Central_2", "BASEAREAROOM_Default_FirstFarmArea_1": "BASEAREAROOM_Default_FirstFarmArea_1", "BASEAREAROOM_Default_FirstMiniDungeonArea_1": "BASEAREAROOM_Default_FirstMiniDungeonArea_1", "BASEAREAROOM_Default_Small_1": "BASEAREAROOM_Default_Small_1", "BASEAREAROOM_Default_Small_10": "BASEAREAROOM_Default_Small_10", "BASEAREAROOM_Default_Small_11": "BASEAREAROOM_Default_Small_11", "BASEAREAROOM_Default_Small_12": "BASEAREAROOM_Default_Small_12", "BASEAREAROOM_Default_Small_13": "BASEAREAROOM_Default_Small_13", "BASEAREAROOM_Default_Small_14": "BASEAREAROOM_Default_Small_14", "BASEAREAROOM_Default_Small_15": "BASEAREAROOM_Default_Small_15", "BASEAREAROOM_Default_Small_16": "BASEAREAROOM_Default_Small_16", "BASEAREAROOM_Default_Small_17": "BASEAREAROOM_Default_Small_17", "BASEAREAROOM_Default_Small_18": "BASEAREAROOM_Default_Small_18", "BASEAREAROOM_Default_Small_19": "BASEAREAROOM_Default_Small_19", "BASEAREAROOM_Default_Small_2": "BASEAREAROOM_Default_Small_2", "BASEAREAROOM_Default_Small_20": "BASEAREAROOM_Default_Small_20", "BASEAREAROOM_Default_Small_21": "BASEAREAROOM_Default_Small_21", "BASEAREAROOM_Default_Small_22": "BASEAREAROOM_Default_Small_22", "BASEAREAROOM_Default_Small_23": "BASEAREAROOM_Default_Small_23", "BASEAREAROOM_Default_Small_24": "BASEAREAROOM_Default_Small_24", "BASEAREAROOM_Default_Small_25": "BASEAREAROOM_Default_Small_25", "BASEAREAROOM_Default_Small_3": "BASEAREAROOM_Default_Small_3", "BASEAREAROOM_Default_Small_4": "BASEAREAROOM_Default_Small_4", "BASEAREAROOM_Default_Small_5": "BASEAREAROOM_Default_Small_5", "BASEAREAROOM_Default_Small_6": "BASEAREAROOM_Default_Small_6", "BASEAREAROOM_Default_Small_7": "BASEAREAROOM_Default_Small_7", "BASEAREAROOM_Default_Small_8": "BASEAREAROOM_Default_Small_8", "BASEAREAROOM_Default_Small_9": "BASEAREAROOM_Default_Small_9", "BGMShiftTime": "BGMShiftTime", "BUILDINGS": "건물", "BUILDING_AccessoriesWorkstation": "BUILDING_AccessoriesWorkstation", "BUILDING_AccessoriesWorkstation ·": "BUILDING_AccessoriesWorkstation ·", "BUILDING_AdvancedCookingWorkstation": "BUILDING_AdvancedCookingWorkstation", "BUILDING_AdvancedCookingWorkstation ·": "BUILDING_AdvancedCookingWorkstation ·", "BUILDING_AlchemistWorkstation": "BUILDING_AlchemistWorkstation", "BUILDING_AlchemistWorkstation ·": "BUILDING_AlchemistWorkstation ·", "BUILDING_AllStorage": "BUILDING_AllStorage", "BUILDING_AllStorage ·": "BUILDING_AllStorage ·", "BUILDING_AlphaNearPortalBlock": "BUILDING_AlphaNearPortalBlock", "BUILDING_AlphaNearPortalBlock ·": "BUILDING_AlphaNearPortalBlock ·", "BUILDING_AncientForestBookshelf": "BUILDING_AncientForestBookshelf", "BUILDING_AncientForestBookshelf ·": "BUILDING_AncientForestBookshelf ·", "BUILDING_AncientForestBookshelfRemnant": "BUILDING_AncientForestBookshelfRemnant", "BUILDING_AncientForestBookshelfRemnant ·": "BUILDING_AncientForestBookshelfRemnant ·", "BUILDING_AncientForestBookshelfSide": "BUILDING_AncientForestBookshelfSide", "BUILDING_AncientForestBookshelfSide ·": "BUILDING_AncientForestBookshelfSide ·", "BUILDING_AncientForestBookshelfSideRemnant": "BUILDING_AncientForestBookshelfSideRemnant", "BUILDING_AncientForestBookshelfSideRemnant ·": "BUILDING_AncientForestBookshelfSideRemnant ·", "BUILDING_AnimalBoneRemains": "BUILDING_AnimalBoneRemains", "BUILDING_AnimalBoneRemains ·": "BUILDING_AnimalBoneRemains ·", "BUILDING_Banner": "BUILDING_Banner", "BUILDING_Banner ·": "BUILDING_Banner ·", "BUILDING_BannerStand": "BUILDING_BannerStand", "BUILDING_BannerStand ·": "BUILDING_BannerStand ·", "BUILDING_BasementStartPack": "BUILDING_BasementStartPack", "BUILDING_BasementStartPack ·": "BUILDING_BasementStartPack ·", "BUILDING_BasementTree": "BUILDING_BasementTree", "BUILDING_BasementTree ·": "BUILDING_BasementTree ·", "BUILDING_BasicCampsite": "BUILDING_BasicCampsite", "BUILDING_BasicCampsite ·": "BUILDING_BasicCampsite ·", "BUILDING_BasicCampsiteDeco1": "BUILDING_BasicCampsiteDeco1", "BUILDING_BasicCampsiteDeco1 ·": "BUILDING_BasicCampsiteDeco1 ·", "BUILDING_BasicCampsiteDeco2": "BUILDING_BasicCampsiteDeco2", "BUILDING_BasicCampsiteDeco2 ·": "BUILDING_BasicCampsiteDeco2 ·", "BUILDING_BasicWorkstation": "BUILDING_BasicWorkstation", "BUILDING_BasicWorkstation ·": "BUILDING_BasicWorkstation ·", "BUILDING_Bed": "BUILDING_Bed", "BUILDING_Bed ·": "BUILDING_Bed ·", "BUILDING_BeeHiveTree": "BUILDING_BeeHiveTree", "BUILDING_BeeHiveTree ·": "BUILDING_BeeHiveTree ·", "BUILDING_BeeHiveTreeRemnant": "BUILDING_BeeHiveTreeRemnant", "BUILDING_BeeHiveTreeRemnant ·": "BUILDING_BeeHiveTreeRemnant ·", "BUILDING_BigDarkThornVine": "BUILDING_BigDarkThornVine", "BUILDING_BigDarkThornVine ·": "BUILDING_BigDarkThornVine ·", "BUILDING_BigRock": "BUILDING_BigRock", "BUILDING_BigRock ·": "BUILDING_BigRock ·", "BUILDING_BigRockRemnant": "BUILDING_BigRockRemnant", "BUILDING_BigRockRemnant ·": "BUILDING_BigRockRemnant ·", "BUILDING_BlackBanner": "BUILDING_BlackBanner", "BUILDING_BlackBanner -": "BUILDING_BlackBanner -", "BUILDING_BlackBannerStand": "BUILDING_BlackBannerStand", "BUILDING_BlackBannerStand -": "BUILDING_BlackBannerStand -", "BUILDING_BlackCarpet": "BUILDING_BlackCarpet", "BUILDING_BlackCarpet -": "BUILDING_BlackCarpet -", "BUILDING_BlockingVine": "BUILDING_BlockingVine", "BUILDING_BlockingVine ·": "BUILDING_BlockingVine ·", "BUILDING_BloodTree": "BUILDING_BloodTree", "BUILDING_BloodTree ·": "BUILDING_BloodTree ·", "BUILDING_BloodTreeRemnant": "BUILDING_BloodTreeRemnant", "BUILDING_BloodTreeRemnant ·": "BUILDING_BloodTreeRemnant ·", "BUILDING_BloodTreeWithFruit": "BUILDING_BloodTreeWithFruit", "BUILDING_BloodTreeWithFruit ·": "BUILDING_BloodTreeWithFruit ·", "BUILDING_BloodTreeWithFruitRemnant": "BUILDING_BloodTreeWithFruitRemnant", "BUILDING_BloodTreeWithFruitRemnant ·": "BUILDING_BloodTreeWithFruitRemnant ·", "BUILDING_BlueBanner": "BUILDING_BlueBanner", "BUILDING_BlueBanner -": "BUILDING_BlueBanner -", "BUILDING_BlueBannerStand": "BUILDING_BlueBannerStand", "BUILDING_BlueBannerStand -": "BUILDING_BlueBannerStand -", "BUILDING_BlueCarpet": "BUILDING_BlueCarpet", "BUILDING_BlueCarpet -": "BUILDING_BlueCarpet -", "BUILDING_BlueDrunkardMushroom": "BUILDING_BlueDrunkardMushroom", "BUILDING_BlueDrunkardMushroom ·": "BUILDING_BlueDrunkardMushroom ·", "BUILDING_BlueberryBush": "BUILDING_BlueberryBush", "BUILDING_BlueberryBush ·": "BUILDING_BlueberryBush ·", "BUILDING_BlueberryBushRemnant": "BUILDING_BlueberryBushRemnant", "BUILDING_BlueberryBushRemnant ·": "BUILDING_BlueberryBushRemnant ·", "BUILDING_Blueprint": "BUILDING_Blueprint", "BUILDING_Blueprint ·": "BUILDING_Blueprint ·", "BUILDING_BonePile1": "BUILDING_BonePile1", "BUILDING_BonePile1 ·": "BUILDING_BonePile1 ·", "BUILDING_BonePile2": "BUILDING_BonePile2", "BUILDING_BonePile2 ·": "BUILDING_BonePile2 ·", "BUILDING_BoneRemains1": "BUILDING_BoneRemains1", "BUILDING_BoneRemains1 ·": "BUILDING_BoneRemains1 ·", "BUILDING_BoneRemains2": "BUILDING_BoneRemains2", "BUILDING_BoneRemains2 ·": "BUILDING_BoneRemains2 ·", "BUILDING_Bonfire": "BUILDING_Bonfire", "BUILDING_Bonfire ·": "BUILDING_Bonfire ·", "BUILDING_BookPile": "BUILDING_BookPile", "BUILDING_BookPile ·": "BUILDING_BookPile ·", "BUILDING_BookPile2": "BUILDING_BookPile2", "BUILDING_BookPile2 ·": "BUILDING_BookPile2 ·", "BUILDING_BottomCircleFlower": "BUILDING_BottomCircleFlower", "BUILDING_BottomCircleFlower ·": "BUILDING_BottomCircleFlower ·", "BUILDING_BottomRockMiddle": "BUILDING_BottomRockMiddle", "BUILDING_BottomRockMiddle ·": "BUILDING_BottomRockMiddle ·", "BUILDING_BottomRockSmall": "BUILDING_BottomRockSmall", "BUILDING_BottomRockSmall ·": "BUILDING_BottomRockSmall ·", "BUILDING_BottomStemFlower": "BUILDING_BottomStemFlower", "BUILDING_BottomStemFlower ·": "BUILDING_BottomStemFlower ·", "BUILDING_BrokenAncientForestBookshelf1": "BUILDING_BrokenAncientForestBookshelf1", "BUILDING_BrokenAncientForestBookshelf1 ·": "BUILDING_BrokenAncientForestBookshelf1 ·", "BUILDING_BrokenAncientForestBookshelf2": "BUILDING_BrokenAncientForestBookshelf2", "BUILDING_BrokenAncientForestBookshelf2 ·": "BUILDING_BrokenAncientForestBookshelf2 ·", "BUILDING_BrokenAncientForestBookshelfSide": "BUILDING_BrokenAncientForestBookshelfSide", "BUILDING_BrokenAncientForestBookshelfSide ·": "BUILDING_BrokenAncientForestBookshelfSide ·", "BUILDING_BrokenChest": "BUILDING_BrokenChest", "BUILDING_BrokenChest ·": "BUILDING_BrokenChest ·", "BUILDING_BrokenTreeTrunk": "BUILDING_BrokenTreeTrunk", "BUILDING_BrokenTreeTrunk ·": "BUILDING_BrokenTreeTrunk ·", "BUILDING_BrokenWagon": "BUILDING_BrokenWagon", "BUILDING_BrokenWagon ·": "BUILDING_BrokenWagon ·", "BUILDING_BrokenWagonRemnant": "BUILDING_BrokenWagonRemnant", "BUILDING_BrokenWagonRemnant ·": "BUILDING_BrokenWagonRemnant ·", "BUILDING_BrokenWheel": "BUILDING_BrokenWheel", "BUILDING_BrokenWheel ·": "BUILDING_BrokenWheel ·", "BUILDING_CampFire": "BUILDING_CampFire", "BUILDING_CampFire ·": "BUILDING_CampFire ·", "BUILDING_CampFireRemnant": "BUILDING_CampFireRemnant", "BUILDING_CampFireRemnant ·": "BUILDING_CampFireRemnant ·", "BUILDING_CandleStand": "BUILDING_CandleStand", "BUILDING_CandleStand ·": "BUILDING_CandleStand ·", "BUILDING_CardPlayTable": "BUILDING_CardPlayTable", "BUILDING_CardPlayTable ·": "BUILDING_CardPlayTable ·", "BUILDING_CargoBundle1": "BUILDING_CargoBundle1", "BUILDING_CargoBundle1 ·": "BUILDING_CargoBundle1 ·", "BUILDING_CargoBundle1Remnant": "BUILDING_CargoBundle1Remnant", "BUILDING_CargoBundle1Remnant ·": "BUILDING_CargoBundle1Remnant ·", "BUILDING_CargoBundle2": "BUILDING_CargoBundle2", "BUILDING_CargoBundle2 ·": "BUILDING_CargoBundle2 ·", "BUILDING_CargoBundle2Remnant": "BUILDING_CargoBundle2Remnant", "BUILDING_CargoBundle2Remnant ·": "BUILDING_CargoBundle2Remnant ·", "BUILDING_CarpenterWorkstation": "BUILDING_CarpenterWorkstation", "BUILDING_CarpenterWorkstation ·": "BUILDING_CarpenterWorkstation ·", "BUILDING_CastingWorkbench": "BUILDING_CastingWorkbench", "BUILDING_CastingWorkbench ·": "BUILDING_CastingWorkbench ·", "BUILDING_CavernGodnessAncientWall": "BUILDING_CavernGodnessAncientWall", "BUILDING_CavernGodnessAncientWall ·": "BUILDING_CavernGodnessAncientWall ·", "BUILDING_CavernGodnessAncientWall2": "BUILDING_CavernGodnessAncientWall2", "BUILDING_CavernGodnessAncientWall2 ·": "BUILDING_CavernGodnessAncientWall2 ·", "BUILDING_CavernGodnessAncientWall3": "BUILDING_CavernGodnessAncientWall3", "BUILDING_CavernGodnessAncientWall3 ·": "BUILDING_CavernGodnessAncientWall3 ·", "BUILDING_CavernGodnessAncientWall4": "BUILDING_CavernGodnessAncientWall4", "BUILDING_CavernGodnessAncientWall4 ·": "BUILDING_CavernGodnessAncientWall4 ·", "BUILDING_CavernGodnessAncientWall5": "BUILDING_CavernGodnessAncientWall5", "BUILDING_CavernGodnessAncientWall5 ·": "BUILDING_CavernGodnessAncientWall5 ·", "BUILDING_CavernGodnessAncientWall6": "BUILDING_CavernGodnessAncientWall6", "BUILDING_CavernGodnessAncientWall6 ·": "BUILDING_CavernGodnessAncientWall6 ·", "BUILDING_CavernGodnessPillar": "BUILDING_CavernGodnessPillar", "BUILDING_CavernGodnessPillar ·": "BUILDING_CavernGodnessPillar ·", "BUILDING_CavernGodnessPillar2": "BUILDING_CavernGodnessPillar2", "BUILDING_CavernGodnessPillar2 ·": "BUILDING_CavernGodnessPillar2 ·", "BUILDING_CelestialSphere": "BUILDING_CelestialSphere", "BUILDING_CelestialSphere ·": "BUILDING_CelestialSphere ·", "BUILDING_Chair": "BUILDING_Chair", "BUILDING_Chair ·": "BUILDING_Chair ·", "BUILDING_ClothBedroll": "BUILDING_ClothBedroll", "BUILDING_ClothBedroll ·": "BUILDING_ClothBedroll ·", "BUILDING_ClothRug": "BUILDING_ClothRug", "BUILDING_ClothRug ·": "BUILDING_ClothRug ·", "BUILDING_CodexLevel1": "BUILDING_CodexLevel1", "BUILDING_CodexLevel1 ·": "BUILDING_CodexLevel1 ·", "BUILDING_CodexLevel1Remnant": "BUILDING_CodexLevel1Remnant", "BUILDING_CodexLevel1Remnant ·": "BUILDING_CodexLevel1Remnant ·", "BUILDING_CodexLevel2": "BUILDING_CodexLevel2", "BUILDING_CodexLevel2 ·": "BUILDING_CodexLevel2 ·", "BUILDING_CodexLevel2Remnant": "BUILDING_CodexLevel2Remnant", "BUILDING_CodexLevel2Remnant ·": "BUILDING_CodexLevel2Remnant ·", "BUILDING_ConsumableStorage": "BUILDING_ConsumableStorage", "BUILDING_ConsumableStorage ·": "BUILDING_ConsumableStorage ·", "BUILDING_CookingWorkstation": "BUILDING_CookingWorkstation", "BUILDING_CookingWorkstation ·": "BUILDING_CookingWorkstation ·", "BUILDING_DarkThornVine": "BUILDING_DarkThornVine", "BUILDING_DarkThornVine ·": "BUILDING_DarkThornVine ·", "BUILDING_DartPlayBoard": "BUILDING_DartPlayBoard", "BUILDING_DartPlayBoard ·": "BUILDING_DartPlayBoard ·", "BUILDING_DecorativeAncientBrokentileA": "BUILDING_DecorativeAncientBrokentileA", "BUILDING_DecorativeAncientBrokentileA ·": "BUILDING_DecorativeAncientBrokentileA ·", "BUILDING_DecorativeAncientBrokentileB": "BUILDING_DecorativeAncientBrokentileB", "BUILDING_DecorativeAncientBrokentileB ·": "BUILDING_DecorativeAncientBrokentileB ·", "BUILDING_DecorativeBlood": "BUILDING_DecorativeBlood", "BUILDING_DecorativeBlood ·": "BUILDING_DecorativeBlood ·", "BUILDING_DecorativeBloodyWallBushDown": "BUILDING_DecorativeBloodyWallBushDown", "BUILDING_DecorativeBloodyWallBushDown ·": "BUILDING_DecorativeBloodyWallBushDown ·", "BUILDING_DecorativeBloodyWallBushLeft": "BUILDING_DecorativeBloodyWallBushLeft", "BUILDING_DecorativeBloodyWallBushLeft ·": "BUILDING_DecorativeBloodyWallBushLeft ·", "BUILDING_DecorativeBloodyWallBushRight": "BUILDING_DecorativeBloodyWallBushRight", "BUILDING_DecorativeBloodyWallBushRight ·": "BUILDING_DecorativeBloodyWallBushRight ·", "BUILDING_DecorativeBloodyWallBushUp": "BUILDING_DecorativeBloodyWallBushUp", "BUILDING_DecorativeBloodyWallBushUp ·": "BUILDING_DecorativeBloodyWallBushUp ·", "BUILDING_DecorativeBone": "BUILDING_DecorativeBone", "BUILDING_DecorativeBone ·": "BUILDING_DecorativeBone ·", "BUILDING_DecorativeBrokenAncientForestBookshelfSideA": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA", "BUILDING_DecorativeBrokenAncientForestBookshelfSideA ·": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA ·", "BUILDING_DecorativeBrokenAncientForestBookshelfSideB": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB", "BUILDING_DecorativeBrokenAncientForestBookshelfSideB ·": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB ·", "BUILDING_DecorativeBurriedBag": "BUILDING_DecorativeBurriedBag", "BUILDING_DecorativeBurriedBag ·": "BUILDING_DecorativeBurriedBag ·", "BUILDING_DecorativeBurriedSewage": "BUILDING_DecorativeBurriedSewage", "BUILDING_DecorativeBurriedSewage ·": "BUILDING_DecorativeBurriedSewage ·", "BUILDING_DecorativeBurriedSewageSmall": "BUILDING_DecorativeBurriedSewageSmall", "BUILDING_DecorativeBurriedSewageSmall ·": "BUILDING_DecorativeBurriedSewageSmall ·", "BUILDING_DecorativeBurriedSkull1": "BUILDING_DecorativeBurriedSkull1", "BUILDING_DecorativeBurriedSkull1 ·": "BUILDING_DecorativeBurriedSkull1 ·", "BUILDING_DecorativeBurriedSkull2": "BUILDING_DecorativeBurriedSkull2", "BUILDING_DecorativeBurriedSkull2 ·": "BUILDING_DecorativeBurriedSkull2 ·", "BUILDING_DecorativeBurriedSkull3": "BUILDING_DecorativeBurriedSkull3", "BUILDING_DecorativeBurriedSkull3 ·": "BUILDING_DecorativeBurriedSkull3 ·", "BUILDING_DecorativeBurriedSomething": "BUILDING_DecorativeBurriedSomething", "BUILDING_DecorativeBurriedSomething ·": "BUILDING_DecorativeBurriedSomething ·", "BUILDING_DecorativeBurrowRock": "BUILDING_DecorativeBurrowRock", "BUILDING_DecorativeBurrowRock ·": "BUILDING_DecorativeBurrowRock ·", "BUILDING_DecorativeBush": "BUILDING_DecorativeBush", "BUILDING_DecorativeBush ·": "BUILDING_DecorativeBush ·", "BUILDING_DecorativeFlowingBlood": "BUILDING_DecorativeFlowingBlood", "BUILDING_DecorativeFlowingBlood ·": "BUILDING_DecorativeFlowingBlood ·", "BUILDING_DecorativeGrass": "BUILDING_DecorativeGrass", "BUILDING_DecorativeGrass ·": "BUILDING_DecorativeGrass ·", "BUILDING_DecorativeLargeBlood": "BUILDING_DecorativeLargeBlood", "BUILDING_DecorativeLargeBlood ·": "BUILDING_DecorativeLargeBlood ·", "BUILDING_DecorativeMouseHead": "BUILDING_DecorativeMouseHead", "BUILDING_DecorativeMouseHead ·": "BUILDING_DecorativeMouseHead ·", "BUILDING_DecorativePipeDown": "BUILDING_DecorativePipeDown", "BUILDING_DecorativePipeDown ·": "BUILDING_DecorativePipeDown ·", "BUILDING_DecorativePipeLeft": "BUILDING_DecorativePipeLeft", "BUILDING_DecorativePipeLeft ·": "BUILDING_DecorativePipeLeft ·", "BUILDING_DecorativePipeRight": "BUILDING_DecorativePipeRight", "BUILDING_DecorativePipeRight ·": "BUILDING_DecorativePipeRight ·", "BUILDING_DecorativePipeUp": "BUILDING_DecorativePipeUp", "BUILDING_DecorativePipeUp ·": "BUILDING_DecorativePipeUp ·", "BUILDING_DecorativePipeWall": "BUILDING_DecorativePipeWall", "BUILDING_DecorativePipeWall ·": "BUILDING_DecorativePipeWall ·", "BUILDING_DecorativePollutedWaterTile1": "BUILDING_DecorativePollutedWaterTile1", "BUILDING_DecorativePollutedWaterTile1 ·": "BUILDING_DecorativePollutedWaterTile1 ·", "BUILDING_DecorativePollutedWaterTile2": "BUILDING_DecorativePollutedWaterTile2", "BUILDING_DecorativePollutedWaterTile2 ·": "BUILDING_DecorativePollutedWaterTile2 ·", "BUILDING_DecorativePollutedWaterTile3": "BUILDING_DecorativePollutedWaterTile3", "BUILDING_DecorativePollutedWaterTile3 ·": "BUILDING_DecorativePollutedWaterTile3 ·", "BUILDING_DecorativeSewageBig1": "BUILDING_DecorativeSewageBig1", "BUILDING_DecorativeSewageBig1 ·": "BUILDING_DecorativeSewageBig1 ·", "BUILDING_DecorativeSewageBig2": "BUILDING_DecorativeSewageBig2", "BUILDING_DecorativeSewageBig2 ·": "BUILDING_DecorativeSewageBig2 ·", "BUILDING_DecorativeSewageHuge1": "BUILDING_DecorativeSewageHuge1", "BUILDING_DecorativeSewageHuge1 ·": "BUILDING_DecorativeSewageHuge1 ·", "BUILDING_DecorativeSewageHuge2": "BUILDING_DecorativeSewageHuge2", "BUILDING_DecorativeSewageHuge2 ·": "BUILDING_DecorativeSewageHuge2 ·", "BUILDING_DecorativeSewageSmall1": "BUILDING_DecorativeSewageSmall1", "BUILDING_DecorativeSewageSmall1 ·": "BUILDING_DecorativeSewageSmall1 ·", "BUILDING_DecorativeSewageSmall2": "BUILDING_DecorativeSewageSmall2", "BUILDING_DecorativeSewageSmall2 ·": "BUILDING_DecorativeSewageSmall2 ·", "BUILDING_DecorativeSewageSmall3": "BUILDING_DecorativeSewageSmall3", "BUILDING_DecorativeSewageSmall3 ·": "BUILDING_DecorativeSewageSmall3 ·", "BUILDING_DecorativeSmallBush": "BUILDING_DecorativeSmallBush", "BUILDING_DecorativeSmallBush ·": "BUILDING_DecorativeSmallBush ·", "BUILDING_DecorativeSmallGrass": "BUILDING_DecorativeSmallGrass", "BUILDING_DecorativeSmallGrass ·": "BUILDING_DecorativeSmallGrass ·", "BUILDING_DecorativeSmallRoot1": "BUILDING_DecorativeSmallRoot1", "BUILDING_DecorativeSmallRoot1 ·": "BUILDING_DecorativeSmallRoot1 ·", "BUILDING_DecorativeSmallRoot2": "BUILDING_DecorativeSmallRoot2", "BUILDING_DecorativeSmallRoot2 ·": "BUILDING_DecorativeSmallRoot2 ·", "BUILDING_DecorativeSmallRoot3": "BUILDING_DecorativeSmallRoot3", "BUILDING_DecorativeSmallRoot3 ·": "BUILDING_DecorativeSmallRoot3 ·", "BUILDING_DecorativeSmallStalagmite1": "BUILDING_DecorativeSmallStalagmite1", "BUILDING_DecorativeSmallStalagmite1 ·": "BUILDING_DecorativeSmallStalagmite1 ·", "BUILDING_DecorativeStalagmite": "BUILDING_DecorativeStalagmite", "BUILDING_DecorativeStalagmite ·": "BUILDING_DecorativeStalagmite ·", "BUILDING_DecorativeStalagmite1": "BUILDING_DecorativeStalagmite1", "BUILDING_DecorativeStalagmite1 ·": "BUILDING_DecorativeStalagmite1 ·", "BUILDING_DecorativeStalagmiteBig": "BUILDING_DecorativeStalagmiteBig", "BUILDING_DecorativeStalagmiteBig ·": "BUILDING_DecorativeStalagmiteBig ·", "BUILDING_DecorativeStalagmiteSmall": "BUILDING_DecorativeStalagmiteSmall", "BUILDING_DecorativeStalagmiteSmall ·": "BUILDING_DecorativeStalagmiteSmall ·", "BUILDING_DecorativeStone1": "BUILDING_DecorativeStone1", "BUILDING_DecorativeStone1 ·": "BUILDING_DecorativeStone1 ·", "BUILDING_DecorativeStone2": "BUILDING_DecorativeStone2", "BUILDING_DecorativeStone2 ·": "BUILDING_DecorativeStone2 ·", "BUILDING_DecorativeStone3": "BUILDING_DecorativeStone3", "BUILDING_DecorativeStone3 ·": "BUILDING_DecorativeStone3 ·", "BUILDING_DecorativeStoneBeak": "BUILDING_DecorativeStoneBeak", "BUILDING_DecorativeStoneBeak ·": "BUILDING_DecorativeStoneBeak ·", "BUILDING_DecorativeTrash": "BUILDING_DecorativeTrash", "BUILDING_DecorativeTrash ·": "BUILDING_DecorativeTrash ·", "BUILDING_DecorativeTrashBurried": "BUILDING_DecorativeTrashBurried", "BUILDING_DecorativeTrashBurried ·": "BUILDING_DecorativeTrashBurried ·", "BUILDING_DecorativeWallBloodA": "BUILDING_DecorativeWallBloodA", "BUILDING_DecorativeWallBloodA ·": "BUILDING_DecorativeWallBloodA ·", "BUILDING_DecorativeWallBloodB": "BUILDING_DecorativeWallBloodB", "BUILDING_DecorativeWallBloodB ·": "BUILDING_DecorativeWallBloodB ·", "BUILDING_DecorativeWallBush": "BUILDING_DecorativeWallBush", "BUILDING_DecorativeWallBush ·": "BUILDING_DecorativeWallBush ·", "BUILDING_DecorativeWood'sBlood": "BUILDING_DecorativeWood'sBlood", "BUILDING_DecorativeWood'sBlood ·": "BUILDING_DecorativeWood'sBlood ·", "BUILDING_DevricPillar1": "BUILDING_DevricPillar1", "BUILDING_DevricPillar1 ·": "BUILDING_DevricPillar1 ·", "BUILDING_DevricPillar2": "BUILDING_DevricPillar2", "BUILDING_DevricPillar2 ·": "BUILDING_DevricPillar2 ·", "BUILDING_DevricPillar3": "BUILDING_DevricPillar3", "BUILDING_DevricPillar3 ·": "BUILDING_DevricPillar3 ·", "BUILDING_DevricPillar4": "BUILDING_DevricPillar4", "BUILDING_DevricPillar4 ·": "BUILDING_DevricPillar4 ·", "BUILDING_DevrikStatue": "BUILDING_DevrikStatue", "BUILDING_DevrikStatue ·": "BUILDING_DevrikStatue ·", "BUILDING_DevrikStatue2": "BUILDING_DevrikStatue2", "BUILDING_DevrikStatue2 ·": "BUILDING_DevrikStatue2 ·", "BUILDING_DevrikStatue2Remnant": "BUILDING_DevrikStatue2Remnant", "BUILDING_DevrikStatue2Remnant ·": "BUILDING_DevrikStatue2Remnant ·", "BUILDING_DevrikStatue3": "BUILDING_DevrikStatue3", "BUILDING_DevrikStatue3 ·": "BUILDING_DevrikStatue3 ·", "BUILDING_DevrikStatue3Remnant": "BUILDING_DevrikStatue3Remnant", "BUILDING_DevrikStatue3Remnant ·": "BUILDING_DevrikStatue3Remnant ·", "BUILDING_DevrikStatue4": "BUILDING_DevrikStatue4", "BUILDING_DevrikStatue4 ·": "BUILDING_DevrikStatue4 ·", "BUILDING_DevrikStatue4Remnant": "BUILDING_DevrikStatue4Remnant", "BUILDING_DevrikStatue4Remnant ·": "BUILDING_DevrikStatue4Remnant ·", "BUILDING_DevrikStatueRemnant": "BUILDING_DevrikStatueRemnant", "BUILDING_DevrikStatueRemnant ·": "BUILDING_DevrikStatueRemnant ·", "BUILDING_DicePlayTable": "BUILDING_DicePlayTable", "BUILDING_DicePlayTable ·": "BUILDING_DicePlayTable ·", "BUILDING_DirtWall": "BUILDING_DirtWall", "BUILDING_DirtWall ·": "BUILDING_DirtWall ·", "BUILDING_DirtyCorpses": "BUILDING_DirtyCorpses", "BUILDING_DirtyCorpses ·": "BUILDING_DirtyCorpses ·", "BUILDING_DirtyCorpses1": "BUILDING_DirtyCorpses1", "BUILDING_DirtyCorpses1 -": "BUILDING_DirtyCorpses1 -", "BUILDING_DirtyCorpses1Remnant": "BUILDING_DirtyCorpses1Remnant", "BUILDING_DirtyCorpses1Remnant -": "BUILDING_DirtyCorpses1Remnant -", "BUILDING_DirtyCorpses2": "BUILDING_DirtyCorpses2", "BUILDING_DirtyCorpses2 -": "BUILDING_DirtyCorpses2 -", "BUILDING_DirtyCorpses2Remnant": "BUILDING_DirtyCorpses2Remnant", "BUILDING_DirtyCorpses2Remnant -": "BUILDING_DirtyCorpses2Remnant -", "BUILDING_DirtyCorpsesRemnant": "BUILDING_DirtyCorpsesRemnant", "BUILDING_DirtyCorpsesRemnant ·": "BUILDING_DirtyCorpsesRemnant ·", "BUILDING_DiscardedMagicPowerDevice": "BUILDING_DiscardedMagicPowerDevice", "BUILDING_DiscardedMagicPowerDevice ·": "BUILDING_DiscardedMagicPowerDevice ·", "BUILDING_DiscardedMagicPowerDeviceRemnant": "BUILDING_DiscardedMagicPowerDeviceRemnant", "BUILDING_DiscardedMagicPowerDeviceRemnant ·": "BUILDING_DiscardedMagicPowerDeviceRemnant ·", "BUILDING_DiscardedSpecimen": "BUILDING_DiscardedSpecimen", "BUILDING_DiscardedSpecimen -": "BUILDING_DiscardedSpecimen -", "BUILDING_DiscardedSpecimenRemnant": "BUILDING_DiscardedSpecimenRemnant", "BUILDING_DiscardedSpecimenRemnant -": "BUILDING_DiscardedSpecimenRemnant -", "BUILDING_Door": "BUILDING_Door", "BUILDING_Door ·": "BUILDING_Door ·", "BUILDING_DryingRack": "BUILDING_DryingRack", "BUILDING_DryingRack ·": "BUILDING_DryingRack ·", "BUILDING_DungeonCore": "BUILDING_DungeonCore", "BUILDING_DungeonCore ·": "BUILDING_DungeonCore ·", "BUILDING_DungeonCore2": "BUILDING_DungeonCore2", "BUILDING_DungeonCore2 ·": "BUILDING_DungeonCore2 ·", "BUILDING_DungeonCore2Remnant": "BUILDING_DungeonCore2Remnant", "BUILDING_DungeonCore2Remnant ·": "BUILDING_DungeonCore2Remnant ·", "BUILDING_DungeonCoreRemnant": "BUILDING_DungeonCoreRemnant", "BUILDING_DungeonCoreRemnant ·": "BUILDING_DungeonCoreRemnant ·", "BUILDING_DungeonFloorPortal": "BUILDING_DungeonFloorPortal", "BUILDING_DungeonFloorPortal ·": "BUILDING_DungeonFloorPortal ·", "BUILDING_DungeonFloorPortal2": "BUILDING_DungeonFloorPortal2", "BUILDING_DungeonFloorPortal2 ·": "BUILDING_DungeonFloorPortal2 ·", "BUILDING_DungeonFloorPortalAbyss": "BUILDING_DungeonFloorPortalAbyss", "BUILDING_DungeonFloorPortalAbyss ·": "BUILDING_DungeonFloorPortalAbyss ·", "BUILDING_DungeonRepairstand": "BUILDING_DungeonRepairstand", "BUILDING_DungeonRepairstand ·": "BUILDING_DungeonRepairstand ·", "BUILDING_DungeonScareCrow": "BUILDING_DungeonScareCrow", "BUILDING_DungeonScareCrow ·": "BUILDING_DungeonScareCrow ·", "BUILDING_DungeonScareCrowRemnant": "BUILDING_DungeonScareCrowRemnant", "BUILDING_DungeonScareCrowRemnant ·": "BUILDING_DungeonScareCrowRemnant ·", "BUILDING_DungeonSpikeTrap": "BUILDING_DungeonSpikeTrap", "BUILDING_DungeonSpikeTrap ·": "BUILDING_DungeonSpikeTrap ·", "BUILDING_DungeonWeaponChest": "BUILDING_DungeonWeaponChest", "BUILDING_DungeonWeaponChest ·": "BUILDING_DungeonWeaponChest ·", "BUILDING_DustRoot": "BUILDING_DustRoot", "BUILDING_DustRoot ·": "BUILDING_DustRoot ·", "BUILDING_DustRootGrowth0": "BUILDING_DustRootGrowth0", "BUILDING_DustRootGrowth0 ·": "BUILDING_DustRootGrowth0 ·", "BUILDING_DustRootGrowth1": "BUILDING_DustRootGrowth1", "BUILDING_DustRootGrowth1 ·": "BUILDING_DustRootGrowth1 ·", "BUILDING_DustRootGrowth2": "BUILDING_DustRootGrowth2", "BUILDING_DustRootGrowth2 ·": "BUILDING_DustRootGrowth2 ·", "BUILDING_EchoFlower": "BUILDING_EchoFlower", "BUILDING_EchoFlower ·": "BUILDING_EchoFlower ·", "BUILDING_EchoFlowerBell": "BUILDING_EchoFlowerBell", "BUILDING_EchoFlowerBell ·": "BUILDING_EchoFlowerBell ·", "BUILDING_EchoFlowerBell2": "BUILDING_EchoFlowerBell2", "BUILDING_EchoFlowerBell2 ·": "BUILDING_EchoFlowerBell2 ·", "BUILDING_EchoFlowerBell3": "BUILDING_EchoFlowerBell3", "BUILDING_EchoFlowerBell3 ·": "BUILDING_EchoFlowerBell3 ·", "BUILDING_EchoFlowerBell4": "BUILDING_EchoFlowerBell4", "BUILDING_EchoFlowerBell4 ·": "BUILDING_EchoFlowerBell4 ·", "BUILDING_EchoFlowerCornerStone": "BUILDING_EchoFlowerCornerStone", "BUILDING_EchoFlowerCornerStone ·": "BUILDING_EchoFlowerCornerStone ·", "BUILDING_EchoFlowerRemnant": "BUILDING_EchoFlowerRemnant", "BUILDING_EchoFlowerRemnant ·": "BUILDING_EchoFlowerRemnant ·", "BUILDING_EchoFlowerRemnantRemnant": "BUILDING_EchoFlowerRemnantRemnant", "BUILDING_EchoFlowerRemnantRemnant ·": "BUILDING_EchoFlowerRemnantRemnant ·", "BUILDING_EquipmentStorage": "BUILDING_EquipmentStorage", "BUILDING_EquipmentStorage ·": "BUILDING_EquipmentStorage ·", "BUILDING_EquipmentSwordStorage": "BUILDING_EquipmentSwordStorage", "BUILDING_EquipmentSwordStorage ·": "BUILDING_EquipmentSwordStorage ·", "BUILDING_EventDeveloperBox": "BUILDING_EventDeveloperBox", "BUILDING_EventDeveloperBox ·": "BUILDING_EventDeveloperBox ·", "BUILDING_EventDeveloperBoxRemnant": "BUILDING_EventDeveloperBoxRemnant", "BUILDING_EventDeveloperBoxRemnant ·": "BUILDING_EventDeveloperBoxRemnant ·", "BUILDING_EventSupplyBox": "BUILDING_EventSupplyBox", "BUILDING_EventSupplyBox ·": "BUILDING_EventSupplyBox ·", "BUILDING_EventSupplyBoxRemnant": "BUILDING_EventSupplyBoxRemnant", "BUILDING_EventSupplyBoxRemnant ·": "BUILDING_EventSupplyBoxRemnant ·", "BUILDING_FallenTreeHorizontal": "BUILDING_FallenTreeHorizontal", "BUILDING_FallenTreeHorizontal ·": "BUILDING_FallenTreeHorizontal ·", "BUILDING_FallenTreeVertical": "BUILDING_FallenTreeVertical", "BUILDING_FallenTreeVertical ·": "BUILDING_FallenTreeVertical ·", "BUILDING_FallenlPillar1": "BUILDING_FallenlPillar1", "BUILDING_FallenlPillar1 ·": "BUILDING_FallenlPillar1 ·", "BUILDING_Farm": "BUILDING_Farm", "BUILDING_Farm ·": "BUILDING_Farm ·", "BUILDING_Flower": "BUILDING_Flower", "BUILDING_Flower ·": "BUILDING_Flower ·", "BUILDING_FlowerBed1": "BUILDING_FlowerBed1", "BUILDING_FlowerBed1 ·": "BUILDING_FlowerBed1 ·", "BUILDING_FlowerBed2": "BUILDING_FlowerBed2", "BUILDING_FlowerBed2 ·": "BUILDING_FlowerBed2 ·", "BUILDING_FlowerPot": "BUILDING_FlowerPot", "BUILDING_FlowerPot ·": "BUILDING_FlowerPot ·", "BUILDING_FlowerRemnant": "BUILDING_FlowerRemnant", "BUILDING_FlowerRemnant ·": "BUILDING_FlowerRemnant ·", "BUILDING_FoodStorage": "BUILDING_FoodStorage", "BUILDING_FoodStorage ·": "BUILDING_FoodStorage ·", "BUILDING_ForestBush": "BUILDING_ForestBush", "BUILDING_ForestBush ·": "BUILDING_ForestBush ·", "BUILDING_ForestBushRemnant": "BUILDING_ForestBushRemnant", "BUILDING_ForestBushRemnant ·": "BUILDING_ForestBushRemnant ·", "BUILDING_ForestGodnessAncientWall": "BUILDING_ForestGodnessAncientWall", "BUILDING_ForestGodnessAncientWall ·": "BUILDING_ForestGodnessAncientWall ·", "BUILDING_ForestGodnessAncientWall2": "BUILDING_ForestGodnessAncientWall2", "BUILDING_ForestGodnessAncientWall2 ·": "BUILDING_ForestGodnessAncientWall2 ·", "BUILDING_ForestGodnessAncientWall3": "BUILDING_ForestGodnessAncientWall3", "BUILDING_ForestGodnessAncientWall3 ·": "BUILDING_ForestGodnessAncientWall3 ·", "BUILDING_ForestGodnessAncientWall4": "BUILDING_ForestGodnessAncientWall4", "BUILDING_ForestGodnessAncientWall4 ·": "BUILDING_ForestGodnessAncientWall4 ·", "BUILDING_ForestGodnessAncientWall5": "BUILDING_ForestGodnessAncientWall5", "BUILDING_ForestGodnessAncientWall5 ·": "BUILDING_ForestGodnessAncientWall5 ·", "BUILDING_ForestGodnessAncientWall6": "BUILDING_ForestGodnessAncientWall6", "BUILDING_ForestGodnessAncientWall6 ·": "BUILDING_ForestGodnessAncientWall6 ·", "BUILDING_ForestGodnessPillar": "BUILDING_ForestGodnessPillar", "BUILDING_ForestGodnessPillar ·": "BUILDING_ForestGodnessPillar ·", "BUILDING_ForestGodnessPillar2": "BUILDING_ForestGodnessPillar2", "BUILDING_ForestGodnessPillar2 ·": "BUILDING_ForestGodnessPillar2 ·", "BUILDING_ForestRoundHill": "BUILDING_ForestRoundHill", "BUILDING_ForestRoundHill ·": "BUILDING_ForestRoundHill ·", "BUILDING_ForestWeed": "BUILDING_ForestWeed", "BUILDING_ForestWeed ·": "BUILDING_ForestWeed ·", "BUILDING_GiantStoneGolemDead": "BUILDING_GiantStoneGolemDead", "BUILDING_GiantStoneGolemDead ·": "BUILDING_GiantStoneGolemDead ·", "BUILDING_Glacier": "BUILDING_Glacier", "BUILDING_Glacier ·": "BUILDING_Glacier ·", "BUILDING_GlacierDown": "BUILDING_GlacierDown", "BUILDING_GlacierDown ·": "BUILDING_GlacierDown ·", "BUILDING_GlacierLeft": "BUILDING_GlacierLeft", "BUILDING_GlacierLeft ·": "BUILDING_GlacierLeft ·", "BUILDING_GlacierRight": "BUILDING_GlacierRight", "BUILDING_GlacierRight ·": "BUILDING_GlacierRight ·", "BUILDING_GlacierUp": "BUILDING_GlacierUp", "BUILDING_GlacierUp ·": "BUILDING_GlacierUp ·", "BUILDING_GoblinCampfire1": "BUILDING_GoblinCampfire1", "BUILDING_GoblinCampfire1 ·": "BUILDING_GoblinCampfire1 ·", "BUILDING_GoblinCampfire2": "BUILDING_GoblinCampfire2", "BUILDING_GoblinCampfire2 ·": "BUILDING_GoblinCampfire2 ·", "BUILDING_GoblinCorpse1": "BUILDING_GoblinCorpse1", "BUILDING_GoblinCorpse1 ·": "BUILDING_GoblinCorpse1 ·", "BUILDING_GoblinCorpse2": "BUILDING_GoblinCorpse2", "BUILDING_GoblinCorpse2 ·": "BUILDING_GoblinCorpse2 ·", "BUILDING_GoblinTent1": "BUILDING_GoblinTent1", "BUILDING_GoblinTent1 ·": "BUILDING_GoblinTent1 ·", "BUILDING_GoblinTent1side": "BUILDING_GoblinTent1side", "BUILDING_GoblinTent1side ·": "BUILDING_GoblinTent1side ·", "BUILDING_GoblinTent2": "BUILDING_GoblinTent2", "BUILDING_GoblinTent2 ·": "BUILDING_GoblinTent2 ·", "BUILDING_GoblinTent2side": "BUILDING_GoblinTent2side", "BUILDING_GoblinTent2side ·": "BUILDING_GoblinTent2side ·", "BUILDING_GoblinTorchStand": "BUILDING_GoblinTorchStand", "BUILDING_GoblinTorchStand ·": "BUILDING_GoblinTorchStand ·", "BUILDING_GodnessStatue": "BUILDING_GodnessStatue", "BUILDING_GodnessStatue ·": "BUILDING_GodnessStatue ·", "BUILDING_GodnessStatue2": "BUILDING_GodnessStatue2", "BUILDING_GodnessStatue2 ·": "BUILDING_GodnessStatue2 ·", "BUILDING_GodnessStatue2Remnant": "BUILDING_GodnessStatue2Remnant", "BUILDING_GodnessStatue2Remnant ·": "BUILDING_GodnessStatue2Remnant ·", "BUILDING_GodnessStatueRemnant": "BUILDING_GodnessStatueRemnant", "BUILDING_GodnessStatueRemnant ·": "BUILDING_GodnessStatueRemnant ·", "BUILDING_Grave": "BUILDING_Grave", "BUILDING_Grave -": "BUILDING_Grave -", "BUILDING_GraveUsed": "BUILDING_GraveUsed", "BUILDING_GraveUsed -": "BUILDING_GraveUsed -", "BUILDING_GreatGuardianStone": "BUILDING_GreatGuardianStone", "BUILDING_GreatGuardianStone ·": "BUILDING_GreatGuardianStone ·", "BUILDING_GuardCaptainTent": "BUILDING_GuardCaptainTent", "BUILDING_GuardCaptainTent ·": "BUILDING_GuardCaptainTent ·", "BUILDING_GuildBanner": "BUILDING_GuildBanner", "BUILDING_GuildBanner ·": "BUILDING_GuildBanner ·", "BUILDING_GuildBanner1": "BUILDING_GuildBanner1", "BUILDING_GuildBanner1 ·": "BUILDING_GuildBanner1 ·", "BUILDING_GuildBanner2": "BUILDING_GuildBanner2", "BUILDING_GuildBanner2 ·": "BUILDING_GuildBanner2 ·", "BUILDING_GuildCookingHearth": "BUILDING_GuildCookingHearth", "BUILDING_GuildCookingHearth ·": "BUILDING_GuildCookingHearth ·", "BUILDING_GuildMerchantDesk": "BUILDING_GuildMerchantDesk", "BUILDING_GuildMerchantDesk ·": "BUILDING_GuildMerchantDesk ·", "BUILDING_GuildTent1": "BUILDING_GuildTent1", "BUILDING_GuildTent1 ·": "BUILDING_GuildTent1 ·", "BUILDING_GuildTent2": "BUILDING_GuildTent2", "BUILDING_GuildTent2 ·": "BUILDING_GuildTent2 ·", "BUILDING_GuildTent3": "BUILDING_GuildTent3", "BUILDING_GuildTent3 ·": "BUILDING_GuildTent3 ·", "BUILDING_HideRug": "BUILDING_HideRug", "BUILDING_HideRug ·": "BUILDING_HideRug ·", "BUILDING_HunterWorkstation": "BUILDING_HunterWorkstation", "BUILDING_HunterWorkstation ·": "BUILDING_HunterWorkstation ·", "BUILDING_HuntersHideRack": "BUILDING_HuntersHideRack", "BUILDING_HuntersHideRack ·": "BUILDING_HuntersHideRack ·", "BUILDING_InstrumentPanel": "BUILDING_InstrumentPanel", "BUILDING_InstrumentPanel ·": "BUILDING_InstrumentPanel ·", "BUILDING_IronVein": "BUILDING_IronVein", "BUILDING_IronVein ·": "BUILDING_IronVein ·", "BUILDING_JunkHeap1": "BUILDING_JunkHeap1", "BUILDING_JunkHeap1 ·": "BUILDING_JunkHeap1 ·", "BUILDING_JunkHeap1Remnant": "BUILDING_JunkHeap1Remnant", "BUILDING_JunkHeap1Remnant ·": "BUILDING_JunkHeap1Remnant ·", "BUILDING_JunkHeap2": "BUILDING_JunkHeap2", "BUILDING_JunkHeap2 ·": "BUILDING_JunkHeap2 ·", "BUILDING_JunkHeap2Remnant": "BUILDING_JunkHeap2Remnant", "BUILDING_JunkHeap2Remnant ·": "BUILDING_JunkHeap2Remnant ·", "BUILDING_JunkHeap3": "BUILDING_JunkHeap3", "BUILDING_JunkHeap3 ·": "BUILDING_JunkHeap3 ·", "BUILDING_JunkHeap3Remnant": "BUILDING_JunkHeap3Remnant", "BUILDING_JunkHeap3Remnant ·": "BUILDING_JunkHeap3Remnant ·", "BUILDING_Kiln": "BUILDING_Kiln", "BUILDING_Kiln ·": "BUILDING_Kiln ·", "BUILDING_LanternStand": "BUILDING_LanternStand", "BUILDING_LanternStand ·": "BUILDING_LanternStand ·", "BUILDING_LargeBlueCrystalRemnant": "BUILDING_LargeBlueCrystalRemnant", "BUILDING_LargeBlueCrystalRemnant ·": "BUILDING_LargeBlueCrystalRemnant ·", "BUILDING_LargeCopperNode": "BUILDING_LargeCopperNode", "BUILDING_LargeCopperNode ·": "BUILDING_LargeCopperNode ·", "BUILDING_LargeCopperNodeRemnant": "BUILDING_LargeCopperNodeRemnant", "BUILDING_LargeCopperNodeRemnant ·": "BUILDING_LargeCopperNodeRemnant ·", "BUILDING_LargeDirtRock": "BUILDING_LargeDirtRock", "BUILDING_LargeDirtRock ·": "BUILDING_LargeDirtRock ·", "BUILDING_LargeDirtRockRemnant": "BUILDING_LargeDirtRockRemnant", "BUILDING_LargeDirtRockRemnant ·": "BUILDING_LargeDirtRockRemnant ·", "BUILDING_LargeDustRoot": "BUILDING_LargeDustRoot", "BUILDING_LargeDustRoot ·": "BUILDING_LargeDustRoot ·", "BUILDING_LargeDustRootRemnant": "BUILDING_LargeDustRootRemnant", "BUILDING_LargeDustRootRemnant ·": "BUILDING_LargeDustRootRemnant ·", "BUILDING_LargeGreenCrystalRemnant": "BUILDING_LargeGreenCrystalRemnant", "BUILDING_LargeGreenCrystalRemnant ·": "BUILDING_LargeGreenCrystalRemnant ·", "BUILDING_LargeRedCrystalRemnant": "BUILDING_LargeRedCrystalRemnant", "BUILDING_LargeRedCrystalRemnant ·": "BUILDING_LargeRedCrystalRemnant ·", "BUILDING_LargeSilverVeinRemnant": "BUILDING_LargeSilverVeinRemnant", "BUILDING_LargeSilverVeinRemnant ·": "BUILDING_LargeSilverVeinRemnant ·", "BUILDING_LargeTwistedTree": "BUILDING_LargeTwistedTree", "BUILDING_LargeTwistedTree ·": "BUILDING_LargeTwistedTree ·", "BUILDING_LargeTwistedTreeRemnant": "BUILDING_LargeTwistedTreeRemnant", "BUILDING_LargeTwistedTreeRemnant ·": "BUILDING_LargeTwistedTreeRemnant ·", "BUILDING_LeatherWorkstation": "BUILDING_LeatherWorkstation", "BUILDING_LeatherWorkstation ·": "BUILDING_LeatherWorkstation ·", "BUILDING_LesserGuardianStone": "BUILDING_LesserGuardianStone", "BUILDING_LesserGuardianStone ·": "BUILDING_LesserGuardianStone ·", "BUILDING_LogBench": "BUILDING_LogBench", "BUILDING_LogBench ·": "BUILDING_LogBench ·", "BUILDING_LogBenchside": "BUILDING_LogBenchside", "BUILDING_LogBenchside ·": "BUILDING_LogBenchside ·", "BUILDING_LogDoor": "BUILDING_LogDoor", "BUILDING_LogDoor ·": "BUILDING_LogDoor ·", "BUILDING_LogFloor": "BUILDING_LogFloor", "BUILDING_LogFloor ·": "BUILDING_LogFloor ·", "BUILDING_LogOnStoneHorizontal": "BUILDING_LogOnStoneHorizontal", "BUILDING_LogOnStoneHorizontal ·": "BUILDING_LogOnStoneHorizontal ·", "BUILDING_LogOnStoneVertical": "BUILDING_LogOnStoneVertical", "BUILDING_LogOnStoneVertical ·": "BUILDING_LogOnStoneVertical ·", "BUILDING_LogWall": "BUILDING_LogWall", "BUILDING_LogWall ·": "BUILDING_LogWall ·", "BUILDING_LumaTree": "BUILDING_LumaTree", "BUILDING_LumaTree ·": "BUILDING_LumaTree ·", "BUILDING_LumaTreeRemnant": "BUILDING_LumaTreeRemnant", "BUILDING_LumaTreeRemnant ·": "BUILDING_LumaTreeRemnant ·", "BUILDING_LumberDoor": "BUILDING_LumberDoor", "BUILDING_LumberDoor ·": "BUILDING_LumberDoor ·", "BUILDING_LumberWall": "BUILDING_LumberWall", "BUILDING_LumberWall ·": "BUILDING_LumberWall ·", "BUILDING_LuxuriousTreasureChest": "BUILDING_LuxuriousTreasureChest", "BUILDING_LuxuriousTreasureChest ·": "BUILDING_LuxuriousTreasureChest ·", "BUILDING_LuxuriousTreasureChestRemnant": "BUILDING_LuxuriousTreasureChestRemnant", "BUILDING_LuxuriousTreasureChestRemnant ·": "BUILDING_LuxuriousTreasureChestRemnant ·", "BUILDING_MagicScrapPile1": "BUILDING_MagicScrapPile1", "BUILDING_MagicScrapPile1 ·": "BUILDING_MagicScrapPile1 ·", "BUILDING_MagicScrapPile1Remnant": "BUILDING_MagicScrapPile1Remnant", "BUILDING_MagicScrapPile1Remnant ·": "BUILDING_MagicScrapPile1Remnant ·", "BUILDING_MagicScrapPile2": "BUILDING_MagicScrapPile2", "BUILDING_MagicScrapPile2 ·": "BUILDING_MagicScrapPile2 ·", "BUILDING_MagicScrapPile2Remnant": "BUILDING_MagicScrapPile2Remnant", "BUILDING_MagicScrapPile2Remnant ·": "BUILDING_MagicScrapPile2Remnant ·", "BUILDING_MagicScrapPile3": "BUILDING_MagicScrapPile3", "BUILDING_MagicScrapPile3 ·": "BUILDING_MagicScrapPile3 ·", "BUILDING_MagicScrapPile3Remnant": "BUILDING_MagicScrapPile3Remnant", "BUILDING_MagicScrapPile3Remnant ·": "BUILDING_MagicScrapPile3Remnant ·", "BUILDING_ManaController": "BUILDING_ManaController", "BUILDING_ManaController ·": "BUILDING_ManaController ·", "BUILDING_ManaGeneratorInfiniteSmall": "BUILDING_ManaGeneratorInfiniteSmall", "BUILDING_ManaGeneratorInfiniteSmall ·": "BUILDING_ManaGeneratorInfiniteSmall ·", "BUILDING_ManaGeneratorSmall": "BUILDING_ManaGeneratorSmall", "BUILDING_ManaGeneratorSmall ·": "BUILDING_ManaGeneratorSmall ·", "BUILDING_ManaPipeHorizontal": "BUILDING_ManaPipeHorizontal", "BUILDING_ManaPipeHorizontal ·": "BUILDING_ManaPipeHorizontal ·", "BUILDING_ManaPipeVertical": "BUILDING_ManaPipeVertical", "BUILDING_ManaPipeVertical ·": "BUILDING_ManaPipeVertical ·", "BUILDING_ManaReceiver": "BUILDING_ManaReceiver", "BUILDING_ManaReceiver ·": "BUILDING_ManaReceiver ·", "BUILDING_ManaTransister": "BUILDING_ManaTransister", "BUILDING_ManaTransister ·": "BUILDING_ManaTransister ·", "BUILDING_Mandrake": "BUILDING_Mandrake", "BUILDING_Mandrake ·": "BUILDING_Mandrake ·", "BUILDING_MandrakeRemnant": "BUILDING_MandrakeRemnant", "BUILDING_MandrakeRemnant ·": "BUILDING_MandrakeRemnant ·", "BUILDING_MasonWorkstation": "BUILDING_MasonWorkstation", "BUILDING_MasonWorkstation ·": "BUILDING_MasonWorkstation ·", "BUILDING_MeatGrub1": "BUILDING_MeatGrub1", "BUILDING_MeatGrub1 ·": "BUILDING_MeatGrub1 ·", "BUILDING_MeatGrub1Remnant": "BUILDING_MeatGrub1Remnant", "BUILDING_MeatGrub1Remnant ·": "BUILDING_MeatGrub1Remnant ·", "BUILDING_MeatGrub2": "BUILDING_MeatGrub2", "BUILDING_MeatGrub2 ·": "BUILDING_MeatGrub2 ·", "BUILDING_MeatGrub2Remnant": "BUILDING_MeatGrub2Remnant", "BUILDING_MeatGrub2Remnant ·": "BUILDING_MeatGrub2Remnant ·", "BUILDING_MediumBlueCrystal": "BUILDING_MediumBlueCrystal", "BUILDING_MediumBlueCrystal ·": "BUILDING_MediumBlueCrystal ·", "BUILDING_MediumBlueCrystalRemnant": "BUILDING_MediumBlueCrystalRemnant", "BUILDING_MediumBlueCrystalRemnant ·": "BUILDING_MediumBlueCrystalRemnant ·", "BUILDING_MediumCopperNode": "BUILDING_MediumCopperNode", "BUILDING_MediumCopperNode ·": "BUILDING_MediumCopperNode ·", "BUILDING_MediumCopperNodeRemnant": "BUILDING_MediumCopperNodeRemnant", "BUILDING_MediumCopperNodeRemnant ·": "BUILDING_MediumCopperNodeRemnant ·", "BUILDING_MediumDirtRock": "BUILDING_MediumDirtRock", "BUILDING_MediumDirtRock ·": "BUILDING_MediumDirtRock ·", "BUILDING_MediumDirtRockRemnant": "BUILDING_MediumDirtRockRemnant", "BUILDING_MediumDirtRockRemnant ·": "BUILDING_MediumDirtRockRemnant ·", "BUILDING_MediumGreenCrystal": "BUILDING_MediumGreenCrystal", "BUILDING_MediumGreenCrystal ·": "BUILDING_MediumGreenCrystal ·", "BUILDING_MediumGreenCrystalRemnant": "BUILDING_MediumGreenCrystalRemnant", "BUILDING_MediumGreenCrystalRemnant ·": "BUILDING_MediumGreenCrystalRemnant ·", "BUILDING_MediumRedCrystal": "BUILDING_MediumRedCrystal", "BUILDING_MediumRedCrystal ·": "BUILDING_MediumRedCrystal ·", "BUILDING_MediumRedCrystalRemnant": "BUILDING_MediumRedCrystalRemnant", "BUILDING_MediumRedCrystalRemnant ·": "BUILDING_MediumRedCrystalRemnant ·", "BUILDING_MediumSilverVein": "BUILDING_MediumSilverVein", "BUILDING_MediumSilverVein ·": "BUILDING_MediumSilverVein ·", "BUILDING_MediumSilverVeinRemnant": "BUILDING_MediumSilverVeinRemnant", "BUILDING_MediumSilverVeinRemnant ·": "BUILDING_MediumSilverVeinRemnant ·", "BUILDING_ModestTreasureChest": "BUILDING_ModestTreasureChest", "BUILDING_ModestTreasureChest ·": "BUILDING_ModestTreasureChest ·", "BUILDING_ModestTreasureChestRemnant": "BUILDING_ModestTreasureChestRemnant", "BUILDING_ModestTreasureChestRemnant ·": "BUILDING_ModestTreasureChestRemnant ·", "BUILDING_MucusSprayer": "BUILDING_MucusSprayer", "BUILDING_MucusSprayer ·": "BUILDING_MucusSprayer ·", "BUILDING_Mushroom": "BUILDING_Mushroom", "BUILDING_Mushroom ·": "BUILDING_Mushroom ·", "BUILDING_Mushroom2": "BUILDING_Mushroom2", "BUILDING_Mushroom2 -": "BUILDING_Mushroom2 -", "BUILDING_Mushroom3": "버섯 3", "BUILDING_Mushroom3 -": "BUILDING_Mushroom3 -", "BUILDING_MushroomRemnant": "BUILDING_MushroomRemnant", "BUILDING_MushroomRemnant ·": "BUILDING_MushroomRemnant ·", "BUILDING_MysticStudyProps": "BUILDING_MysticStudyProps", "BUILDING_MysticStudyProps ·": "BUILDING_MysticStudyProps ·", "BUILDING_NamelessGraveDugUp": "BUILDING_NamelessGraveDugUp", "BUILDING_NamelessGraveDugUp ·": "BUILDING_NamelessGraveDugUp ·", "BUILDING_NamelessGraveNormal": "BUILDING_NamelessGraveNormal", "BUILDING_NamelessGraveNormal ·": "BUILDING_NamelessGraveNormal ·", "BUILDING_NewbieTreasureChest": "BUILDING_NewbieTreasureChest", "BUILDING_NewbieTreasureChest ·": "BUILDING_NewbieTreasureChest ·", "BUILDING_NewbieTreasureChestRemnant": "BUILDING_NewbieTreasureChestRemnant", "BUILDING_NewbieTreasureChestRemnant ·": "BUILDING_NewbieTreasureChestRemnant ·", "BUILDING_Oats": "BUILDING_Oats", "BUILDING_Oats ·": "BUILDING_Oats ·", "BUILDING_OatsGrowth0": "BUILDING_OatsGrowth0", "BUILDING_OatsGrowth0 ·": "BUILDING_OatsGrowth0 ·", "BUILDING_OatsGrowth1": "BUILDING_OatsGrowth1", "BUILDING_OatsGrowth1 ·": "BUILDING_OatsGrowth1 ·", "BUILDING_OatsGrowth2": "BUILDING_OatsGrowth2", "BUILDING_OatsGrowth2 ·": "BUILDING_OatsGrowth2 ·", "BUILDING_OperatingTable": "BUILDING_OperatingTable", "BUILDING_OperatingTable ·": "BUILDING_OperatingTable ·", "BUILDING_PortalLevel1": "BUILDING_PortalLevel1", "BUILDING_PortalLevel1 ·": "BUILDING_PortalLevel1 ·", "BUILDING_PotPile": "BUILDING_PotPile", "BUILDING_PotPile ·": "BUILDING_PotPile ·", "BUILDING_PottedPlant": "BUILDING_PottedPlant", "BUILDING_PottedPlant ·": "BUILDING_PottedPlant ·", "BUILDING_PotteryFoodStorage": "BUILDING_PotteryFoodStorage", "BUILDING_PotteryFoodStorage ·": "BUILDING_PotteryFoodStorage ·", "BUILDING_ProjectilesStorage": "BUILDING_ProjectilesStorage", "BUILDING_ProjectilesStorage ·": "BUILDING_ProjectilesStorage ·", "BUILDING_PulsatingRock": "BUILDING_PulsatingRock", "BUILDING_PulsatingRock ·": "BUILDING_PulsatingRock ·", "BUILDING_R1AbyssBossTreasureChest": "BUILDING_R1AbyssBossTreasureChest", "BUILDING_R1AbyssBossTreasureChest ·": "BUILDING_R1AbyssBossTreasureChest ·", "BUILDING_R1AbyssBossTreasureChestRemnant": "BUILDING_R1AbyssBossTreasureChestRemnant", "BUILDING_R1AbyssBossTreasureChestRemnant ·": "BUILDING_R1AbyssBossTreasureChestRemnant ·", "BUILDING_R1AbyssEliteTreasureChest": "BUILDING_R1AbyssEliteTreasureChest", "BUILDING_R1AbyssEliteTreasureChest ·": "BUILDING_R1AbyssEliteTreasureChest ·", "BUILDING_R1AbyssEliteTreasureChestRemnant": "BUILDING_R1AbyssEliteTreasureChestRemnant", "BUILDING_R1AbyssEliteTreasureChestRemnant ·": "BUILDING_R1AbyssEliteTreasureChestRemnant ·", "BUILDING_R1AbyssHighTreasureChest": "BUILDING_R1AbyssHighTreasureChest", "BUILDING_R1AbyssHighTreasureChest ·": "BUILDING_R1AbyssHighTreasureChest ·", "BUILDING_R1AbyssHighTreasureChestRemnant": "BUILDING_R1AbyssHighTreasureChestRemnant", "BUILDING_R1AbyssHighTreasureChestRemnant ·": "BUILDING_R1AbyssHighTreasureChestRemnant ·", "BUILDING_R1AbyssLowTreasureChest": "BUILDING_R1AbyssLowTreasureChest", "BUILDING_R1AbyssLowTreasureChest ·": "BUILDING_R1AbyssLowTreasureChest ·", "BUILDING_R1AbyssLowTreasureChestRemnant": "BUILDING_R1AbyssLowTreasureChestRemnant", "BUILDING_R1AbyssLowTreasureChestRemnant ·": "BUILDING_R1AbyssLowTreasureChestRemnant ·", "BUILDING_R2AbyssBossTreasureChest": "BUILDING_R2AbyssBossTreasureChest", "BUILDING_R2AbyssBossTreasureChest -": "BUILDING_R2AbyssBossTreasureChest -", "BUILDING_R2AbyssBossTreasureChestRemnant": "BUILDING_R2AbyssBossTreasureChestRemnant", "BUILDING_R2AbyssBossTreasureChestRemnant -": "BUILDING_R2AbyssBossTreasureChestRemnant -", "BUILDING_R2AbyssEliteTreasureChest": "BUILDING_R2AbyssEliteTreasureChest", "BUILDING_R2AbyssEliteTreasureChest -": "BUILDING_R2AbyssEliteTreasureChest -", "BUILDING_R2AbyssEliteTreasureChestRemnant": "BUILDING_R2AbyssEliteTreasureChestRemnant", "BUILDING_R2AbyssEliteTreasureChestRemnant -": "BUILDING_R2AbyssEliteTreasureChestRemnant -", "BUILDING_R2AbyssHighTreasureChest": "BUILDING_R2AbyssHighTreasureChest", "BUILDING_R2AbyssHighTreasureChest -": "BUILDING_R2AbyssHighTreasureChest -", "BUILDING_R2AbyssHighTreasureChestRemnant": "BUILDING_R2AbyssHighTreasureChestRemnant", "BUILDING_R2AbyssHighTreasureChestRemnant -": "BUILDING_R2AbyssHighTreasureChestRemnant -", "BUILDING_R2AbyssLowTreasureChest": "BUILDING_R2AbyssLowTreasureChest", "BUILDING_R2AbyssLowTreasureChest -": "BUILDING_R2AbyssLowTreasureChest -", "BUILDING_R2AbyssLowTreasureChestRemnant": "BUILDING_R2AbyssLowTreasureChestRemnant", "BUILDING_R2AbyssLowTreasureChestRemnant -": "BUILDING_R2AbyssLowTreasureChestRemnant -", "BUILDING_R2LuxuriousTreasureChest": "BUILDING_R2LuxuriousTreasureChest", "BUILDING_R2LuxuriousTreasureChest ·": "BUILDING_R2LuxuriousTreasureChest ·", "BUILDING_R2LuxuriousTreasureChestRemnant": "BUILDING_R2LuxuriousTreasureChestRemnant", "BUILDING_R2LuxuriousTreasureChestRemnant ·": "BUILDING_R2LuxuriousTreasureChestRemnant ·", "BUILDING_R2ModestTreasureChest": "BUILDING_R2ModestTreasureChest", "BUILDING_R2ModestTreasureChest ·": "BUILDING_R2ModestTreasureChest ·", "BUILDING_R2ModestTreasureChestRemnant": "BUILDING_R2ModestTreasureChestRemnant", "BUILDING_R2ModestTreasureChestRemnant ·": "BUILDING_R2ModestTreasureChestRemnant ·", "BUILDING_R2SturdyTreasureChest": "BUILDING_R2SturdyTreasureChest", "BUILDING_R2SturdyTreasureChest ·": "BUILDING_R2SturdyTreasureChest ·", "BUILDING_R2SturdyTreasureChestRemnant": "BUILDING_R2SturdyTreasureChestRemnant", "BUILDING_R2SturdyTreasureChestRemnant ·": "BUILDING_R2SturdyTreasureChestRemnant ·", "BUILDING_R2WoodenCrate": "BUILDING_R2WoodenCrate", "BUILDING_R2WoodenCrate ·": "BUILDING_R2WoodenCrate ·", "BUILDING_R2WoodenCrateRemnant": "BUILDING_R2WoodenCrateRemnant", "BUILDING_R2WoodenCrateRemnant ·": "BUILDING_R2WoodenCrateRemnant ·", "BUILDING_RagsAndWastes": "BUILDING_RagsAndWastes", "BUILDING_RagsAndWastes ·": "BUILDING_RagsAndWastes ·", "BUILDING_RedCarpetA": "BUILDING_RedCarpetA", "BUILDING_RedCarpetA ·": "BUILDING_RedCarpetA ·", "BUILDING_RedCarpetB": "BUILDING_RedCarpetB", "BUILDING_RedCarpetB ·": "BUILDING_RedCarpetB ·", "BUILDING_RemoveFloor": "BUILDING_RemoveFloor", "BUILDING_RemoveFloor ·": "BUILDING_RemoveFloor ·", "BUILDING_Repairstand": "BUILDING_Repairstand", "BUILDING_Repairstand ·": "BUILDING_Repairstand ·", "BUILDING_ResearchPapers": "BUILDING_ResearchPapers", "BUILDING_ResearchPapers ·": "BUILDING_ResearchPapers ·", "BUILDING_ResearchPapers2": "BUILDING_ResearchPapers2", "BUILDING_ResearchPapers2 ·": "BUILDING_ResearchPapers2 ·", "BUILDING_ResearchStation": "BUILDING_ResearchStation", "BUILDING_ResearchStation ·": "BUILDING_ResearchStation ·", "BUILDING_ResourceStorage": "BUILDING_ResourceStorage", "BUILDING_ResourceStorage ·": "BUILDING_ResourceStorage ·", "BUILDING_Rock": "BUILDING_Rock", "BUILDING_Rock ·": "BUILDING_Rock ·", "BUILDING_RockRemnant": "BUILDING_RockRemnant", "BUILDING_RockRemnant ·": "BUILDING_RockRemnant ·", "BUILDING_RockWall": "BUILDING_RockWall", "BUILDING_RockWall ·": "BUILDING_RockWall ·", "BUILDING_ScareCrow": "BUILDING_ScareCrow", "BUILDING_ScareCrow - hit-receive animation": "BUILDING_ScareCrow - hit-receive animation", "BUILDING_ScareCrow ·": "BUILDING_ScareCrow ·", "BUILDING_ScareCrowRemnant": "BUILDING_ScareCrowRemnant", "BUILDING_ScareCrowRemnant ·": "BUILDING_ScareCrowRemnant ·", "BUILDING_ScholarDesk": "BUILDING_ScholarDesk", "BUILDING_ScholarDesk ·": "BUILDING_ScholarDesk ·", "BUILDING_Screen": "BUILDING_Screen", "BUILDING_Screen ·": "BUILDING_Screen ·", "BUILDING_ScribeObelisk": "BUILDING_ScribeObelisk", "BUILDING_ScribeObelisk ·": "BUILDING_ScribeObelisk ·", "BUILDING_ShabbySkullTotem1": "BUILDING_ShabbySkullTotem1", "BUILDING_ShabbySkullTotem1 ·": "BUILDING_ShabbySkullTotem1 ·", "BUILDING_ShabbySkullTotem2": "BUILDING_ShabbySkullTotem2", "BUILDING_ShabbySkullTotem2 ·": "BUILDING_ShabbySkullTotem2 ·", "BUILDING_ShabbySkullTotem3": "BUILDING_ShabbySkullTotem3", "BUILDING_ShabbySkullTotem3 ·": "BUILDING_ShabbySkullTotem3 ·", "BUILDING_SlimePoop": "BUILDING_SlimePoop", "BUILDING_SlimePoop ·": "BUILDING_SlimePoop ·", "BUILDING_SlotMachine": "BUILDING_SlotMachine", "BUILDING_SlotMachine ·": "BUILDING_SlotMachine ·", "BUILDING_SlotMachineRemnant": "BUILDING_SlotMachineRemnant", "BUILDING_SlotMachineRemnant ·": "BUILDING_SlotMachineRemnant ·", "BUILDING_SmallBlueCrystal": "BUILDING_SmallBlueCrystal", "BUILDING_SmallBlueCrystal ·": "BUILDING_SmallBlueCrystal ·", "BUILDING_SmallBlueCrystalRemnant": "BUILDING_SmallBlueCrystalRemnant", "BUILDING_SmallBlueCrystalRemnant ·": "BUILDING_SmallBlueCrystalRemnant ·", "BUILDING_SmallCopperNode": "BUILDING_SmallCopperNode", "BUILDING_SmallCopperNode ·": "BUILDING_SmallCopperNode ·", "BUILDING_SmallCopperNodeRemnant": "BUILDING_SmallCopperNodeRemnant", "BUILDING_SmallCopperNodeRemnant ·": "BUILDING_SmallCopperNodeRemnant ·", "BUILDING_SmallDarkThornVine": "BUILDING_SmallDarkThornVine", "BUILDING_SmallDarkThornVine ·": "BUILDING_SmallDarkThornVine ·", "BUILDING_SmallDirtRock": "BUILDING_SmallDirtRock", "BUILDING_SmallDirtRock ·": "BUILDING_SmallDirtRock ·", "BUILDING_SmallDirtRockRemnant": "BUILDING_SmallDirtRockRemnant", "BUILDING_SmallDirtRockRemnant ·": "BUILDING_SmallDirtRockRemnant ·", "BUILDING_SmallDustRoot": "BUILDING_SmallDustRoot", "BUILDING_SmallDustRoot ·": "BUILDING_SmallDustRoot ·", "BUILDING_SmallDustRootRemnant": "BUILDING_SmallDustRootRemnant", "BUILDING_SmallDustRootRemnant ·": "BUILDING_SmallDustRootRemnant ·", "BUILDING_SmallGreenCrystal": "BUILDING_SmallGreenCrystal", "BUILDING_SmallGreenCrystal ·": "BUILDING_SmallGreenCrystal ·", "BUILDING_SmallGreenCrystalRemnant": "BUILDING_SmallGreenCrystalRemnant", "BUILDING_SmallGreenCrystalRemnant ·": "BUILDING_SmallGreenCrystalRemnant ·", "BUILDING_SmallRedCrystal": "BUILDING_SmallRedCrystal", "BUILDING_SmallRedCrystal ·": "BUILDING_SmallRedCrystal ·", "BUILDING_SmallRedCrystalRemnant": "BUILDING_SmallRedCrystalRemnant", "BUILDING_SmallRedCrystalRemnant ·": "BUILDING_SmallRedCrystalRemnant ·", "BUILDING_SmallSilverVein": "BUILDING_SmallSilverVein", "BUILDING_SmallSilverVein ·": "BUILDING_SmallSilverVein ·", "BUILDING_SmallSilverVeinRemnant": "BUILDING_SmallSilverVeinRemnant", "BUILDING_SmallSilverVeinRemnant ·": "BUILDING_SmallSilverVeinRemnant ·", "BUILDING_SmallTwistedTree": "BUILDING_SmallTwistedTree", "BUILDING_SmallTwistedTree ·": "BUILDING_SmallTwistedTree ·", "BUILDING_SmallTwistedTreeRemnant": "BUILDING_SmallTwistedTreeRemnant", "BUILDING_SmallTwistedTreeRemnant ·": "BUILDING_SmallTwistedTreeRemnant ·", "BUILDING_SolarBloom": "BUILDING_SolarBloom", "BUILDING_SolarBloom ·": "BUILDING_SolarBloom ·", "BUILDING_SpecimenLarge": "BUILDING_SpecimenLarge", "BUILDING_SpecimenLarge ·": "BUILDING_SpecimenLarge ·", "BUILDING_SpecimenMedium": "BUILDING_SpecimenMedium", "BUILDING_SpecimenMedium ·": "BUILDING_SpecimenMedium ·", "BUILDING_SpecimenSmall": "BUILDING_SpecimenSmall", "BUILDING_SpecimenSmall ·": "BUILDING_SpecimenSmall ·", "BUILDING_StaffWorkstation": "BUILDING_StaffWorkstation", "BUILDING_StaffWorkstation ·": "BUILDING_StaffWorkstation ·", "BUILDING_StoneBed": "BUILDING_StoneBed", "BUILDING_StoneBed ·": "BUILDING_StoneBed ·", "BUILDING_StoneChair": "BUILDING_StoneChair", "BUILDING_StoneChair ·": "BUILDING_StoneChair ·", "BUILDING_StoneCloset": "BUILDING_StoneCloset", "BUILDING_StoneCloset ·": "BUILDING_StoneCloset ·", "BUILDING_StoneConsumableStorage": "BUILDING_StoneConsumableStorage", "BUILDING_StoneConsumableStorage ·": "BUILDING_StoneConsumableStorage ·", "BUILDING_StoneDecoration": "BUILDING_StoneDecoration", "BUILDING_StoneDecoration ·": "BUILDING_StoneDecoration ·", "BUILDING_StoneDiningChair": "BUILDING_StoneDiningChair", "BUILDING_StoneDiningChair ·": "BUILDING_StoneDiningChair ·", "BUILDING_StoneDoor": "BUILDING_StoneDoor", "BUILDING_StoneDoor ·": "BUILDING_StoneDoor ·", "BUILDING_StoneEquipmentStorage": "BUILDING_StoneEquipmentStorage", "BUILDING_StoneEquipmentStorage ·": "BUILDING_StoneEquipmentStorage ·", "BUILDING_StoneFireplace": "BUILDING_StoneFireplace", "BUILDING_StoneFireplace ·": "BUILDING_StoneFireplace ·", "BUILDING_StoneFloor": "BUILDING_StoneFloor", "BUILDING_StoneFloor ·": "BUILDING_StoneFloor ·", "BUILDING_StoneFloor2": "BUILDING_StoneFloor2", "BUILDING_StoneFloor2 ·": "BUILDING_StoneFloor2 ·", "BUILDING_StoneLargeTable": "BUILDING_StoneLargeTable", "BUILDING_StoneLargeTable ·": "BUILDING_StoneLargeTable ·", "BUILDING_StoneLongChair": "BUILDING_StoneLongChair", "BUILDING_StoneLongChair ·": "BUILDING_StoneLongChair ·", "BUILDING_StonePile": "BUILDING_StonePile", "BUILDING_StonePile -": "BUILDING_StonePile -", "BUILDING_StonePillar": "BUILDING_StonePillar", "BUILDING_StonePillar ·": "BUILDING_StonePillar ·", "BUILDING_StoneProjectileStorage": "BUILDING_StoneProjectileStorage", "BUILDING_StoneProjectileStorage ·": "BUILDING_StoneProjectileStorage ·", "BUILDING_StoneResourceStorage": "BUILDING_StoneResourceStorage", "BUILDING_StoneResourceStorage ·": "BUILDING_StoneResourceStorage ·", "BUILDING_StoneRoundTable": "BUILDING_StoneRoundTable", "BUILDING_StoneRoundTable ·": "BUILDING_StoneRoundTable ·", "BUILDING_StoneSideTable": "BUILDING_StoneSideTable", "BUILDING_StoneSideTable ·": "BUILDING_StoneSideTable ·", "BUILDING_StoneTable": "BUILDING_StoneTable", "BUILDING_StoneTable ·": "BUILDING_StoneTable ·", "BUILDING_StoneWall": "BUILDING_StoneWall", "BUILDING_StoneWall ·": "BUILDING_StoneWall ·", "BUILDING_Storage": "BUILDING_Storage", "BUILDING_Storage ·": "BUILDING_Storage ·", "BUILDING_StrangeNiche": "BUILDING_StrangeNiche", "BUILDING_StrangeNiche -": "BUILDING_StrangeNiche -", "BUILDING_StrangeNicheRemnant": "BUILDING_StrangeNicheRemnant", "BUILDING_StrangeNicheRemnant -": "BUILDING_StrangeNicheRemnant -", "BUILDING_StrangeSeed": "BUILDING_StrangeSeed", "BUILDING_StrangeSeed ·": "BUILDING_StrangeSeed ·", "BUILDING_StrawDoor": "BUILDING_StrawDoor", "BUILDING_StrawDoor ·": "BUILDING_StrawDoor ·", "BUILDING_StrawPile": "BUILDING_StrawPile", "BUILDING_StrawPile -": "BUILDING_StrawPile -", "BUILDING_StrawWall": "BUILDING_StrawWall", "BUILDING_StrawWall ·": "BUILDING_StrawWall ·", "BUILDING_SturdyTreasureChest": "BUILDING_SturdyTreasureChest", "BUILDING_SturdyTreasureChest ·": "BUILDING_SturdyTreasureChest ·", "BUILDING_SturdyTreasureChestRemnant": "BUILDING_SturdyTreasureChestRemnant", "BUILDING_SturdyTreasureChestRemnant ·": "BUILDING_SturdyTreasureChestRemnant ·", "BUILDING_SunHeartBloom": "BUILDING_SunHeartBloom", "BUILDING_SunHeartBloom ·": "BUILDING_SunHeartBloom ·", "BUILDING_SupportWagonDownfall": "BUILDING_SupportWagonDownfall", "BUILDING_SupportWagonDownfall ·": "BUILDING_SupportWagonDownfall ·", "BUILDING_SupportWagonDownfallRemnant": "BUILDING_SupportWagonDownfallRemnant", "BUILDING_SupportWagonDownfallRemnant ·": "BUILDING_SupportWagonDownfallRemnant ·", "BUILDING_SupportWagonEasy": "BUILDING_SupportWagonEasy", "BUILDING_SupportWagonEasy ·": "BUILDING_SupportWagonEasy ·", "BUILDING_SupportWagonEasyRemnant": "BUILDING_SupportWagonEasyRemnant", "BUILDING_SupportWagonEasyRemnant ·": "BUILDING_SupportWagonEasyRemnant ·", "BUILDING_SupportWagonHard": "BUILDING_SupportWagonHard", "BUILDING_SupportWagonHard ·": "BUILDING_SupportWagonHard ·", "BUILDING_SupportWagonHardRemnant": "BUILDING_SupportWagonHardRemnant", "BUILDING_SupportWagonHardRemnant ·": "BUILDING_SupportWagonHardRemnant ·", "BUILDING_SupportWagonNormal": "BUILDING_SupportWagonNormal", "BUILDING_SupportWagonNormal ·": "BUILDING_SupportWagonNormal ·", "BUILDING_SupportWagonNormalRemnant": "BUILDING_SupportWagonNormalRemnant", "BUILDING_SupportWagonNormalRemnant ·": "BUILDING_SupportWagonNormalRemnant ·", "BUILDING_SupportWagonVeryHard": "BUILDING_SupportWagonVeryHard", "BUILDING_SupportWagonVeryHard ·": "BUILDING_SupportWagonVeryHard ·", "BUILDING_SupportWagonVeryHardRemnant": "BUILDING_SupportWagonVeryHardRemnant", "BUILDING_SupportWagonVeryHardRemnant ·": "BUILDING_SupportWagonVeryHardRemnant ·", "BUILDING_SuspiciousScarecrow": "BUILDING_SuspiciousScarecrow", "BUILDING_SuspiciousScarecrow ·": "BUILDING_SuspiciousScarecrow ·", "BUILDING_Table": "BUILDING_Table", "BUILDING_Table ·": "BUILDING_Table ·", "BUILDING_TestTradeBox": "BUILDING_TestTradeBox", "BUILDING_TestTradeBox ·": "BUILDING_TestTradeBox ·", "BUILDING_TorchStand": "BUILDING_TorchStand", "BUILDING_TorchStand ·": "BUILDING_TorchStand ·", "BUILDING_TransparentWall": "BUILDING_TransparentWall", "BUILDING_TransparentWall ·": "BUILDING_TransparentWall ·", "BUILDING_TransparentWall90": "BUILDING_TransparentWall90", "BUILDING_TransparentWall90 ·": "BUILDING_TransparentWall90 ·", "BUILDING_TreeOfLife": "BUILDING_TreeOfLife", "BUILDING_TreeOfLife ·": "BUILDING_TreeOfLife ·", "BUILDING_TreeOfLifeRemnant": "BUILDING_TreeOfLifeRemnant", "BUILDING_TreeOfLifeRemnant ·": "BUILDING_TreeOfLifeRemnant ·", "BUILDING_Turnip": "BUILDING_Turnip", "BUILDING_Turnip ·": "BUILDING_Turnip ·", "BUILDING_TurnipRemnant": "BUILDING_TurnipRemnant", "BUILDING_TurnipRemnant ·": "BUILDING_TurnipRemnant ·", "BUILDING_Tutorial1Chest": "BUILDING_Tutorial1Chest", "BUILDING_Tutorial1Chest ·": "BUILDING_Tutorial1Chest ·", "BUILDING_Tutorial1ChestRemnant": "BUILDING_Tutorial1ChestRemnant", "BUILDING_Tutorial1ChestRemnant ·": "BUILDING_Tutorial1ChestRemnant ·", "BUILDING_TwistedBush": "BUILDING_TwistedBush", "BUILDING_TwistedBush ·": "BUILDING_TwistedBush ·", "BUILDING_UsefulMagicScrapPile": "BUILDING_UsefulMagicScrapPile", "BUILDING_UsefulMagicScrapPile ·": "BUILDING_UsefulMagicScrapPile ·", "BUILDING_WagonScraps1": "BUILDING_WagonScraps1", "BUILDING_WagonScraps1 ·": "BUILDING_WagonScraps1 ·", "BUILDING_WagonScraps2": "BUILDING_WagonScraps2", "BUILDING_WagonScraps2 ·": "BUILDING_WagonScraps2 ·", "BUILDING_Wall": "BUILDING_Wall", "BUILDING_Wall ·": "BUILDING_Wall ·", "BUILDING_WaterDecoForest": "BUILDING_WaterDecoForest", "BUILDING_WaterDecoForest ·": "BUILDING_WaterDecoForest ·", "BUILDING_WaterDecoShared": "BUILDING_WaterDecoShared", "BUILDING_WaterDecoShared ·": "BUILDING_WaterDecoShared ·", "BUILDING_WhiteBanner": "BUILDING_WhiteBanner", "BUILDING_WhiteBanner -": "BUILDING_WhiteBanner -", "BUILDING_WhiteBannerStand": "BUILDING_WhiteBannerStand", "BUILDING_WhiteBannerStand -": "BUILDING_WhiteBannerStand -", "BUILDING_WhiteCarpet": "BUILDING_WhiteCarpet", "BUILDING_WhiteCarpet -": "BUILDING_WhiteCarpet -", "BUILDING_WildHerb": "BUILDING_WildHerb", "BUILDING_WildHerb ·": "BUILDING_WildHerb ·", "BUILDING_WildHerbRemnant": "BUILDING_WildHerbRemnant", "BUILDING_WildHerbRemnant ·": "BUILDING_WildHerbRemnant ·", "BUILDING_WildOats": "BUILDING_WildOats", "BUILDING_WildOats ·": "BUILDING_WildOats ·", "BUILDING_WildOatsRemnant": "BUILDING_WildOatsRemnant", "BUILDING_WildOatsRemnant ·": "BUILDING_WildOatsRemnant ·", "BUILDING_WoodBarrel": "BUILDING_WoodBarrel", "BUILDING_WoodBarrel ·": "BUILDING_WoodBarrel ·", "BUILDING_WoodBarricade": "BUILDING_WoodBarricade", "BUILDING_WoodBarricade ·": "BUILDING_WoodBarricade ·", "BUILDING_WoodBed": "BUILDING_WoodBed", "BUILDING_WoodBed ·": "BUILDING_WoodBed ·", "BUILDING_WoodBookShelf1": "BUILDING_WoodBookShelf1", "BUILDING_WoodBookShelf1 ·": "BUILDING_WoodBookShelf1 ·", "BUILDING_WoodBookShelf2": "BUILDING_WoodBookShelf2", "BUILDING_WoodBookShelf2 ·": "BUILDING_WoodBookShelf2 ·", "BUILDING_WoodChair": "BUILDING_WoodChair", "BUILDING_WoodChair ·": "BUILDING_WoodChair ·", "BUILDING_WoodCloset": "BUILDING_WoodCloset", "BUILDING_WoodCloset ·": "BUILDING_WoodCloset ·", "BUILDING_WoodDiningChair": "BUILDING_WoodDiningChair", "BUILDING_WoodDiningChair ·": "BUILDING_WoodDiningChair ·", "BUILDING_WoodFence": "BUILDING_WoodFence", "BUILDING_WoodFence ·": "BUILDING_WoodFence ·", "BUILDING_WoodFloor": "BUILDING_WoodFloor", "BUILDING_WoodFloor ·": "BUILDING_WoodFloor ·", "BUILDING_WoodFloor2": "BUILDING_WoodFloor2", "BUILDING_WoodFloor2 ·": "BUILDING_WoodFloor2 ·", "BUILDING_WoodFloor3": "BUILDING_WoodFloor3", "BUILDING_WoodFloor3 ·": "BUILDING_WoodFloor3 ·", "BUILDING_WoodGodnessStatue": "BUILDING_WoodGodnessStatue", "BUILDING_WoodGodnessStatue ·": "BUILDING_WoodGodnessStatue ·", "BUILDING_WoodLargeTable": "BUILDING_WoodLargeTable", "BUILDING_WoodLargeTable ·": "BUILDING_WoodLargeTable ·", "BUILDING_WoodLongChair": "BUILDING_WoodLongChair", "BUILDING_WoodLongChair ·": "BUILDING_WoodLongChair ·", "BUILDING_WoodPile": "BUILDING_WoodPile", "BUILDING_WoodPile -": "BUILDING_WoodPile -", "BUILDING_WoodPillar": "BUILDING_WoodPillar", "BUILDING_WoodPillar ·": "BUILDING_WoodPillar ·", "BUILDING_WoodSideTable": "BUILDING_WoodSideTable", "BUILDING_WoodSideTable ·": "BUILDING_WoodSideTable ·", "BUILDING_WoodTable": "BUILDING_WoodTable", "BUILDING_WoodTable ·": "BUILDING_WoodTable ·", "BUILDING_WoodWallShelf": "BUILDING_WoodWallShelf", "BUILDING_WoodWallShelf ·": "BUILDING_WoodWallShelf ·", "BUILDING_WoodenCabinet": "BUILDING_WoodenCabinet", "BUILDING_WoodenCabinet ·": "BUILDING_WoodenCabinet ·", "BUILDING_WoodenCageAcidBug": "BUILDING_WoodenCageAcidBug", "BUILDING_WoodenCageAcidBug ·": "BUILDING_WoodenCageAcidBug ·", "BUILDING_WoodenCageAcidBugRemnant": "BUILDING_WoodenCageAcidBugRemnant", "BUILDING_WoodenCageAcidBugRemnant ·": "BUILDING_WoodenCageAcidBugRemnant ·", "BUILDING_WoodenCageBroken": "BUILDING_WoodenCageBroken", "BUILDING_WoodenCageBroken ·": "BUILDING_WoodenCageBroken ·", "BUILDING_WoodenCageDeadGreyRat": "BUILDING_WoodenCageDeadGreyRat", "BUILDING_WoodenCageDeadGreyRat ·": "BUILDING_WoodenCageDeadGreyRat ·", "BUILDING_WoodenCageEmpty": "BUILDING_WoodenCageEmpty", "BUILDING_WoodenCageEmpty ·": "BUILDING_WoodenCageEmpty ·", "BUILDING_WoodenCageGlothHatchling": "BUILDING_WoodenCageGlothHatchling", "BUILDING_WoodenCageGlothHatchling ·": "BUILDING_WoodenCageGlothHatchling ·", "BUILDING_WoodenCageGlothHatchlingRemnant": "BUILDING_WoodenCageGlothHatchlingRemnant", "BUILDING_WoodenCageGlothHatchlingRemnant ·": "BUILDING_WoodenCageGlothHatchlingRemnant ·", "BUILDING_WoodenCageGreyMonsterRat": "BUILDING_WoodenCageGreyMonsterRat", "BUILDING_WoodenCageGreyMonsterRat ·": "BUILDING_WoodenCageGreyMonsterRat ·", "BUILDING_WoodenCageGreyMonsterRatRemnant": "BUILDING_WoodenCageGreyMonsterRatRemnant", "BUILDING_WoodenCageGreyMonsterRatRemnant ·": "BUILDING_WoodenCageGreyMonsterRatRemnant ·", "BUILDING_WoodenCageGreyRat": "BUILDING_WoodenCageGreyRat", "BUILDING_WoodenCageGreyRat ·": "BUILDING_WoodenCageGreyRat ·", "BUILDING_WoodenCageGreyRatRemnant": "BUILDING_WoodenCageGreyRatRemnant", "BUILDING_WoodenCageGreyRatRemnant ·": "BUILDING_WoodenCageGreyRatRemnant ·", "BUILDING_WoodenCageIroncarapaceBug": "BUILDING_WoodenCageIroncarapaceBug", "BUILDING_WoodenCageIroncarapaceBug ·": "BUILDING_WoodenCageIroncarapaceBug ·", "BUILDING_WoodenCageIroncarapaceBugRemnant": "BUILDING_WoodenCageIroncarapaceBugRemnant", "BUILDING_WoodenCageIroncarapaceBugRemnant ·": "BUILDING_WoodenCageIroncarapaceBugRemnant ·", "BUILDING_WoodenCageMaleGloth": "BUILDING_WoodenCageMaleGloth", "BUILDING_WoodenCageMaleGloth ·": "BUILDING_WoodenCageMaleGloth ·", "BUILDING_WoodenCageMaleGlothRemnant": "BUILDING_WoodenCageMaleGlothRemnant", "BUILDING_WoodenCageMaleGlothRemnant ·": "BUILDING_WoodenCageMaleGlothRemnant ·", "BUILDING_WoodenCageMurmok": "BUILDING_WoodenCageMurmok", "BUILDING_WoodenCageMurmok ·": "BUILDING_WoodenCageMurmok ·", "BUILDING_WoodenCageMurmokRemnant": "BUILDING_WoodenCageMurmokRemnant", "BUILDING_WoodenCageMurmokRemnant ·": "BUILDING_WoodenCageMurmokRemnant ·", "BUILDING_WoodenCrate": "BUILDING_WoodenCrate", "BUILDING_WoodenCrate ·": "BUILDING_WoodenCrate ·", "BUILDING_WoodenCratePile": "BUILDING_WoodenCratePile", "BUILDING_WoodenCratePile ·": "BUILDING_WoodenCratePile ·", "BUILDING_WoodenCrateRemnant": "BUILDING_WoodenCrateRemnant", "BUILDING_WoodenCrateRemnant ·": "BUILDING_WoodenCrateRemnant ·", "BUILDING_WoodenLargeCabinet": "BUILDING_WoodenLargeCabinet", "BUILDING_WoodenLargeCabinet ·": "BUILDING_WoodenLargeCabinet ·", "BUILDING_WoodenRoundChair": "BUILDING_WoodenRoundChair", "BUILDING_WoodenRoundChair ·": "BUILDING_WoodenRoundChair ·", "BUILDING_WoodenRoundTable": "BUILDING_WoodenRoundTable", "BUILDING_WoodenRoundTable ·": "BUILDING_WoodenRoundTable ·", "BUILDING_XenonCat": "BUILDING_XenonCat", "BUILDING_XenonCat ·": "BUILDING_XenonCat ·", "BUILDING_YellowBanner": "BUILDING_YellowBanner", "BUILDING_YellowBanner -": "BUILDING_YellowBanner -", "BUILDING_YellowBannerStand": "BUILDING_YellowBannerStand", "BUILDING_YellowBannerStand -": "BUILDING_YellowBannerStand -", "BUILDING_YellowCarpet": "BUILDING_YellowCarpet", "BUILDING_YellowCarpet -": "BUILDING_YellowCarpet -", "Baby Gloth 3 + Mud Slogel 1": "새끼 글로트 3 + 진흙 슬로겔 1", "Baby Gloth 4 + Mud Slogel 2": "새끼 글로트 4 + 진흙 슬로겔 2", "Baby Gloth 5": "새끼 글로트 5", "Background": "배경", "Background / Trait": "배경 / 특성", "Background Music (40)": "배경 음악 (40)", "Background pool": "배경 풀", "Background trait": "배경 특성", "BackgroundTraitMaxClanRank": "BackgroundTraitMaxClanRank", "Backgrounds": "배경", "Backgrounds (1)": "배경 (1)", "Backgrounds (12)": "배경 (12)", "Backgrounds (15)": "배경 (15)", "Backgrounds (17)": "배경 (17)", "Backgrounds (18)": "배경 (18)", "Backgrounds (2)": "배경 (2)", "Backgrounds (23)": "배경 (23)", "Backgrounds (3)": "배경 (3)", "Backgrounds (4)": "배경 (4)", "Backgrounds (5)": "Backgrounds (5)", "Backgrounds (6)": "배경 (6)", "Backgrounds (8)": "배경 (8)", "Backgrounds ({#})": "배경 ({#})", "Backgrounds - Dungeon Settlers Wiki": "배경 - 던전 세틀러즈 위키", "Backgrounds decide skill-tree access.": "배경은 스킬 트리 접근을 결정합니다.", "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable": "배경 페이지: 주 트리, 보조 트리, 모집 랭크로 필터링하고, 정렬 가능한", "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable **Recruitment rank** column showing which clan rank each background unlocks at.": "배경 페이지: 주요 트리, 서브 트리 및 모집 등급별로 필터링하고, 각 배경이 어느 클랜 랭크에서 잠금 해제되는지 나타내는 정렬 가능한 **모집 등급** 열을 추가했습니다.", "Backgrounds whose recruit-pool weight is {#} for this race can never be rolled in game (the data is in the tables, the content is not in the build). Hidden by default. This toggle only affects this section.": "이 종족에서 모집 풀 가중치가 {#}인 배경은 게임에서 절대 뽑히지 않습니다(테이블에는 데이터가 있지만 빌드에는 콘텐츠가 없습니다). 기본적으로 숨겨져 있으며, 이 토글은 이 섹션에만 적용됩니다.", "Balance Test Lv1": "밸런스 테스트 Lv1", "Balance Test Lv2": "밸런스 테스트 Lv2", "Balance Test Lv3": "밸런스 테스트 Lv3", "Balance Test Lv4": "밸런스 테스트 Lv4", "BalanceTestLv1": "BalanceTestLv1", "BalanceTestLv2": "BalanceTestLv2", "BalanceTestLv3": "BalanceTestLv3", "BalanceTestLv4": "BalanceTestLv4", "Balanced resource flow that requires a moderate level of management strategy.": "적당한 수준의 관리 전략이 필요한 균형 잡힌 자원 흐름.", "Bald": "대머리", "Band": "대역", "Banner - Dungeon Settlers Wiki": "깃발 - 던전 세틀러즈 위키", "Banner Stand - Dungeon Settlers Wiki": "깃발 거치대 - 던전 세틀러즈 위키", "Banquet Goblet - Dungeon Settlers Wiki": "연회용 술잔 - 던전 세틀러즈 위키", "Banquet Goblet icon": "연회용 술잔 아이콘", "Baron Blood Tear (vampire baron boss)": "남작 피의 눈물 (흡혈귀 남작 보스)", "Baron Blood Tear - Dungeon Settlers Wiki": "남작의 피눈물 - 던전 세틀러즈 위키", "Baron Blood Tear icon": "남작의 피눈물 아이콘", "Baron's Bloody Tears": "남작의 피눈물", "Barrier": "보호막", "Barrier - Dungeon Settlers Wiki": "보호막 - 던전 세틀러즈 위키", "Barrier Resurge - Dungeon Settlers Wiki": "배리어 리서지 - 던전 세틀러즈 위키", "Barrier Resurge icon": "배리어 리서지 아이콘", "Barrier amplifiers": "배리어 증폭기", "Barrier does NOT protect equipment": "배리어는 장비를 보호하지 않습니다", "Barrier icon": "보호막 아이콘", "Base %": "기본 %", "Base Areas": "기지 영역", "Base Areas - Dungeon Settlers Wiki": "기본 영역 - 던전 세틀러즈 위키", "Base Building": "기지 건설", "Base Campsite Bedrolls": "기본 캠프 침구류", "Base Campsite Bedrolls - Dungeon Settlers Wiki": "기지 캠프사이트 침낭 - 던전 세틀러즈 위키", "Base Campsite Bedrolls icon": "기지 캠프사이트 침낭 아이콘", "Base Campsite Bedrolls range and area shown on a dungeon room": "던전 방에 표시된 기본 캠프 침구의 범위 및 영역", "Base Campsite Camp Fire": "기본 캠프 모닥불", "Base Campsite Camp Fire - Dungeon Settlers Wiki": "기지 캠프사이트 모닥불 - 던전 세틀러즈 위키", "Base Campsite Camp Fire icon": "기지 캠프사이트 모닥불 아이콘", "Base Campsite Camp Fire range and area shown on a dungeon room": "던전 방에 표시된 기본 야영지 모닥불의 범위와 영역", "Base Campsite Deco1": "기본 캠프 장식1", "Base Campsite Deco1 - Dungeon Settlers Wiki": "기지 캠프사이트 장식 1 - 던전 세틀러즈 위키", "Base Campsite Deco1 icon": "기지 캠프사이트 장식 1 아이콘", "Base Campsite Deco1 range and area shown on a dungeon room": "던전 방에 표시된 기본 야영지 장식1의 범위와 영역", "Base Campsite Deco2": "기본 캠프 장식2", "Base Campsite Deco2 - Dungeon Settlers Wiki": "기지 캠프장 장식2 - 던전 세틀러즈 위키", "Base Campsite Deco2 icon": "기지 캠프장 장식2 아이콘", "Base Campsite Deco2 range and area shown on a dungeon room": "던전 방에 표시된 기본 야영지 장식2의 범위와 영역", "Base Campsite Lesser Guardian Stone": "기본 캠프 하위 수호자 돌", "Base Campsite Lesser Guardian Stone - Dungeon Settlers Wiki": "기지 캠프장 소형 수호석 - 던전 세틀러즈 위키", "Base Campsite Lesser Guardian Stone icon": "기지 캠프장 소형 수호석 아이콘", "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "던전 방에 표시된 기본 야영지 하급 수호자 돌의 범위와 영역", "Base Campsite Repairstand": "기본 캠프 수리대", "Base Campsite Repairstand - Dungeon Settlers Wiki": "기지 캠프장 수리 스탠드 - 던전 세틀러즈 위키", "Base Campsite Repairstand icon": "기지 캠프장 수리 스탠드 아이콘", "Base Campsite Repairstand range and area shown on a dungeon room": "던전 방에 표시된 기본 야영지 수리대의 범위와 영역", "Base Construction": "거점 구축", "Base critical chance": "기본 치명타 확률", "Base form": "기본 형태", "Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.": "기본값은 주요 스탯이 적용되기 전의 고정 시작값입니다. 빈칸은 해당 주요 스탯이 그 능력치에 영향을 주지 않음을 의미합니다. 여섯 가지 비전투 능력(채굴, 연구, 요리 등)은 각각 주요 스탯 1당 +0.05씩 증가하며, 여기서는 다루지 않습니다.", "Base map": "기본 맵", "Base probability of producing a 'Fine Work' when 100% is the max.": "100%가 최대일 때 '정교한 작품' 생산의 기본 확률", "Base probability of producing a 'Masterpiece' when 100% is the max.": "100%가 최대일 때 '걸작' 생산의 기본 확률", "Base recruit weight": "기본 모집 무게", "Base skill point increase": "기본 스킬 포인트 증가", "Base value of {0} ticks consumed per unit of sleep. If a unit actually sleeps the whole time, this is performed multiple times. Each time one unit passes, it's shown on screen as a Stamina recovery.": "수면 1단위당 소비되는 기본값 {0}틱. 유닛이 실제로 그 시간 내내 잠을 잔다면 이 과정이 여러 번 수행된다. 1단위가 지날 때마다 화면에는 스태미나 회복으로 표시된다.", "Base, crafting and research": "기지, 제작 및 연구", "Base-camp area definitions (unlock costs, bounds).": "기지 구역 정의(해금 비용, 경계).", "BaseAreaMaxRadius": "BaseAreaMaxRadius", "BaseAreaTable.json": "BaseAreaTable.json", "BaseAutoSaveTimeIntervalHour": "BaseAutoSaveTimeIntervalHour", "BaseImplementRange": "BaseImplementRange", "BasePortal": "BasePortal", "BaseRandomBird": "BaseRandomBird", "BaseRandomCorruption": "BaseRandomCorruption", "BaseRandomFoodRation": "BaseRandomFoodRation", "BaseRandomGambler": "BaseRandomGambler", "BaseRandomGazeMoon": "BaseRandomGazeMoon", "BaseRandomRecruit": "BaseRandomRecruit", "Basement": "지하실", "Basement Tree - Dungeon Settlers Wiki": "정착지 나무 - 던전 세틀러즈 위키", "Basic": "기본 공격", "Basic Alchemy Complete": "기본 연금술 완료", "Basic Alchemy not completed": "Basic Alchemy not completed", "Basic Attack - Dungeon Settlers Wiki": "기본 공격 - 던전 세틀러즈 위키", "Basic Attack 1.2": "기본 공격 1.2", "Basic Attack 1.3": "기본 공격 1.3", "Basic Attack 2": "기본 공격 2", "Basic Attack 2.1": "기본 공격 2.1", "Basic Attack 2.2": "기본 공격 2.2", "Basic Attack 2.3": "기본 공격 2.3", "Basic Attack 3": "기본 공격 3", "Basic Attack icon": "기본 공격 아이콘", "Basic Attack range and area shown on a dungeon room": "던전 방에 표시된 기본 공격의 범위와 영역", "Basic Bow Attack - Dungeon Settlers Wiki": "공격 : 활 - 던전 세틀러즈 위키", "Basic Bow Attack icon": "공격 : 활 아이콘", "Basic Bow Attack range and area shown on a dungeon room": "던전 방에 표시된 기본 활 공격 범위 및 면적", "Basic Camping Kit - Dungeon Settlers Wiki": "기본 야영 키트 - 던전 세틀러즈 위키", "Basic Camping Kit icon": "기본 야영 키트 아이콘", "Basic Campsite - Dungeon Settlers Wiki": "하급 야영지 - 던전 세틀러즈 위키", "Basic Club Attack - Dungeon Settlers Wiki": "공격:둔기 - 던전 세틀러즈 위키", "Basic Club Attack icon": "공격:둔기 아이콘", "Basic Club Attack range and area shown on a dungeon room": "던전 방에서 표시된 기본 곤봉 공격 범위 및 영역", "Basic Cooking Complete": "기본 요리 완료", "Basic Cooking not completed": "Basic Cooking not completed", "Basic Craft Complete": "기본 제작 완료", "Basic DPS": "기본 DPS", "Basic Dagger Attack": "기본 단검 공격", "Basic Farming Complete": "기본 농사 완료", "Basic Farming not completed": "Basic Farming not completed", "Basic Greatsword Attack - Dungeon Settlers Wiki": "공격:대검 - 던전 세틀러즈 위키", "Basic Greatsword Attack icon": "공격:대검 아이콘", "Basic Greatsword Attack range and area shown on a dungeon room": "던전 방에서 표시된 기본 대검 공격 범위 및 영역", "Basic Magic Missile - Dungeon Settlers Wiki": "공격 : 매직 미사일 - 던전 세틀러즈 위키", "Basic Magic Missile icon": "공격 : 매직 미사일 아이콘", "Basic Magic Missile range and area on a dungeon room": "기본 마법 미사일의 범위와 영역", "Basic Magic Missile range and area shown on a dungeon room": "던전 방에 표시된 기본 마법 미사일 범위 및 영역", "Basic Monster Blunt - Dungeon Settlers Wiki": "기본 몬스터 타격 - 던전 세틀러즈 위키", "Basic Monster Blunt icon": "기본 몬스터 타격 아이콘", "Basic Monster Blunt range and area on a dungeon room": "던전 방에서 기본 몬스터 둔기 범위 및 영역", "Basic Monster Blunt range and area shown on a dungeon room": "던전 방에 표시된 기본 몬스터 둔기의 범위와 영역", "Basic Monster Cooking Complete": "기본 몬스터 요리 완료", "Basic Monster Cooking not completed": "Basic Monster Cooking not completed", "Basic Monster Pierce - Dungeon Settlers Wiki": "기본 몬스터 관통 - 던전 세틀러즈 위키", "Basic Monster Pierce icon": "기본 몬스터 관통 아이콘", "Basic Monster Pierce range and area on a dungeon room": "던전 방에서 기본 몬스터 찌르기 범위 및 면적", "Basic Monster Pierce range and area shown on a dungeon room": "던전 방에 표시된 기본 몬스터 피어스의 범위와 영역", "Basic Monster Slash - Dungeon Settlers Wiki": "기본 몬스터 베기 - 던전 세틀러즈 위키", "Basic Monster Slash icon": "기본 몬스터 베기 아이콘", "Basic Monster Slash range and area shown on a dungeon room": "던전 방에 표시된 기본 몬스터 베기의 범위 및 영역", "Basic Punch Attack - Dungeon Settlers Wiki": "공격:주먹 - 던전 세틀러즈 위키", "Basic Punch Attack icon": "공격:주먹 아이콘", "Basic Punch Attack range and area on a dungeon room": "던전 방에서의 기본 펀치 공격 범위 및 영역", "Basic Punch Attack range and area shown on a dungeon room": "던전 방에 표시된 기본 펀치 공격의 범위와 영역", "Basic Spear Attack": "기본 창 공격", "Basic Spear Attack - Dungeon Settlers Wiki": "기본 창 공격 - 던전 정착자 위키", "Basic Spear Attack icon": "기본 창 공격 아이콘", "Basic Spear Attack range and area shown on a dungeon room": "던전 방에 표시된 기본 창 공격의 범위 및 영역", "Basic Sword Attack - Dungeon Settlers Wiki": "공격:검 - 던전 세틀러즈 위키", "Basic Sword Attack icon": "공격:검 아이콘", "Basic Sword Attack range and area on a dungeon room": "기본 검 공격의 범위와 영역", "Basic Sword Attack range and area shown on a dungeon room": "던전 방에서 표시된 기본 검 공격 범위 및 영역", "Basic Template": "기본 템플릿", "Basic Workstation - Dungeon Settlers Wiki": "기초 제작대 - 던전 세틀러즈 위키", "Basic Workstation / Carpenter Workstation": "기본 작업 공간 / 목수 작업 공간", "Basic attack": "기본 공격", "Basic attack (": "기본 공격 (", "Basic attack (100%": "기본 공격 (100%", "Basic attack is changed to deal 40% of physical attack power as physical damage to the target, 2 times.": "기본 공격이 대상에게 물리 공격력의 40%의 물리 피해를 2회 입히도록 변경됩니다.", "Basic attack is changed to deal ?% of physical attack power as physical damage to the target, ? times.": "기본 공격이 변경되어 대상에게 물리 공격력의 ?%%의 물리 피해를 ?회 줍니다.", "Basic attack skill": "기본 공격 스킬", "Basic attack:": "기본 공격:", "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "기본 공격: 스킬 재사용 대기시간이 없어, 재사용 간격은 몬스터의 공격 간격입니다 (1 / 공격 속도 = {#}초).", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "기본 공격: 스킬 재사용 대기이 없어 재사용 간격이 무기의 공격 간격(1 / 공격 속도 = 1.5s)과 동일합니다.", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "기본 공격: 스킬 재사용 대기이 없어 재사용 간격이 무기의 공격 간격(1 / 공격 속도 = 1.6s)과 동일합니다.", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.7s).": "기본 공격: 스킬 재사용 대기이 없어 재사용 간격이 무기의 공격 간격(1 / 공격 속도 = 1.7s)과 동일합니다.", "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "기본 공격: 스킬 재사용 대기시간이 없어, 재사용 간격은 무기의 공격 간격입니다 (1 / 공격 속도 = {#}초).", "Basic attacks apply ?": "기본 공격이 ?을 적용합니다", "Basic attacks apply ? Burning to the target for ? seconds.": "기본 공격이 대상에게 ? 초 동안 발화 ?를 부여합니다.", "Basic attacks deal 100% Magic Attack as magic damage and apply 2 Burning stacks for 10 seconds. (Buff duration: the skill row says 5s, a data slot says 20s - in-game verification pending.)": "기본 공격이 마법 공격력의 100%를 마법 피해로 입히고 연소 2중첩을 10초 동안 부여합니다. (버프 지속 시간: 스킬 항목에는 5초로 표시되나 데이터 슬롯에는 20초로 되어 있어 인게임 확인이 필요합니다.)", "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1": "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1", "BasicMonster": "BasicMonster", "BasicMonsterAttack": "BasicMonsterAttack", "BasicStats": "BasicStats", "Basic_": "Basic_", "Bastion - Dungeon Settlers Wiki": "바스티온 - 던전 세틀러즈 위키", "Bastion icon": "바스티온 아이콘", "Battle Stomp + Guard Barrier": "전투 일격 + 방어 장벽", "Battle Stomp - Dungeon Settlers Wiki": "배틀 스텀프 - 던전 세틀러즈 위키", "Battle Stomp hits all nearby enemies with Disturbance and Dizziness. Both are debuffs, and each application on each enemy is a Guard Barrier trigger, so stomping into a crowd banks a wall of Barrier in one cast while blunting the pack's accuracy. It is a burst, not an engine: the 30s cooldown means you cannot keep it up, so it pairs well as the opener in front of a per-tick source like Fire Cloak, or on a Blunt frontliner who just wants a big periodic shield and some crowd control.": "배틀 스톰프는 주변의 모든 적에게 교란과 현기증을 겁니다. 둘 다 디버프이며, 적 하나하나에 적용될 때마다 가드 배리어가 발동하므로, 무리 속에서 사용하면 한 번의 시전으로 벽처럼 두꺼운 배리어를 쌓으면서 적들의 명중률도 낮출 수 있습니다. 이것은 지속적인 엔진이 아니라 순간 폭발형 스킬입니다. 재사용 대기이 30초라 계속 유지할 수는 없으므로, 파이어 클록처럼 틱마다 발동하는 스킬 앞의 오프너로 사용하거나, 큰 주기적 실드와 약간의 군중 제어를 원하는 둔기 전열 유닛에게 잘 맞습니다.", "Battle Stomp icon": "배틀 스텀프 아이콘", "Battle Stomp range and area shown on a dungeon room": "던전 방에서 표시된 전투 짓밟기 범위 및 영역", "Battlemage exception": "전투 마법사 예외", "Beast": "야수", "Beast Forest - Dungeon Settlers Wiki": "야수의 숲 - 던전 세틀러즈 위키", "Beast Forest icon": "야수의 숲 아이콘", "Beast Hunter - Dungeon Settlers Wiki": "야수 사냥꾼 - 던전 세틀러즈 위키", "Beast Hunter icon": "야수 사냥꾼 아이콘", "Beast Single-Faction Patrol": "야수 단일-파벌 순찰", "Beast-type monsters and Anomaly-type monsters are hostile to each other.": "야수형 몬스터와 이상형 몬스터는 서로 적대적입니다.", "BeastForestEnv": "BeastForestEnv", "Because percent bonuses apply": "퍼센트 보너스가 적용되기 때문에", "Become Fire - Dungeon Settlers Wiki": "비컴 파이어 - 던전 세틀러즈 위키", "Become Fire icon": "비컴 파이어 아이콘", "Become Fire into Summon (stat lock-in)": "화염 변신 후 소환 (스탯 잠금)", "Become Fire range and area shown on a dungeon room": "던전 방에서 표시된 화염 범위 및 영역", "Become Fire stacks Magic Attack Power on yourself; a summon copies your inflated Magic Attack Power at the instant it is cast and keeps it after the buff fades.": "비컴 파이어는 자신의 마력 공격력을 중첩시킵니다. 소환수는 시전되는 순간 강화된 마력 공격력을 그대로 복사해 가져가며, 버프가 사라진 뒤에도 이를 유지합니다.", "Becomes the priority target for summons that were summoned by water magic.": "물마법으로 소환된 소환수의 우선 타겟이 됩니다.", "Bed - Dungeon Settlers Wiki": "나무 침대 - 던전 세틀러즈 위키", "BedMoodCooltime": "BedMoodCooltime", "Bee - Dungeon Settlers Wiki": "꿀벌 - 던전 세틀러즈 위키", "Bee Hive Tree (resource node)": "벌집 나무 (자원 노드)", "Bee Hive Tree (resource node) - Dungeon Settlers Wiki": "벌집 나무 (자원 노드) - 던전 세틀러즈 위키", "Bee Hive Tree Remnant": "벌집 나무 유해", "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "벌집 나무 잔해 - 던전 세틀러즈 위키", "Bee Hive Tree1": "Bee Hive Tree1", "Bee Random": "꿀벌 랜덤", "Bee icon": "꿀벌 아이콘", "Bee variant": "벌 변형", "Beehive - Dungeon Settlers Wiki": "벌집 - 던전 세틀러즈 위키", "Beehive icon": "벌집 아이콘", "Before a room counts as a given type, the game checks two quality gates (in-game tooltip wording; N is the per-room threshold):": "방이 특정 유형으로 인정되기 전에, 게임은 두 가지 품질 조건을 확인한다(게임 내 툴팁 표현 기준; N은 방마다 다른 기준값이다):", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.": "자연을 부르기 전에 {0}는 먼저 자연의 뜻을 기다렸다. 새들이 모두 일어나는 순간과 바람이 멎는 짧은 침묵에서 보이지 않는 신호를 읽으며, 필요할 때만 숲의 힘을 빌었다. 세월이 지나면서 사람의 말보다 나뭇잎 떨림을 더 깊이 들었다.", "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...": "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...", "Before long, after searching through the narrow crevice, they manage to find something.": "오래지 않아, 좁은 틈을 뒤지고 난 후, 그들은 무언가를 찾는다.", "Before long, after searching through the...": "Before long, after searching through the...", "Before long, the uncanny drums and...": "곧, 이상한 북 울림과...", "Beggar - Dungeon Settlers Wiki": "거지 - 던전 세틀러즈 위키", "Beggar icon": "거지 아이콘", "Beggars do not suffer negative mood effects from food.": "거지들은 음식으로 인한 부정적 기분 효과를 받지 않습니다.", "Beggars do whatever it takes to survive in extreme poverty.": "거지들은 극심한 빈곤 속에서 생존하기 위해 무엇이든 합니다.", "Begger": "거지", "Beginner Guide: Your First Days": "초보자 가이드: 처음 며칠", "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "초보자 가이드: 첫 날 - 던전 세틀러즈 위키", "Behaviors": "행동", "Behaviour": "행동", "Behaviour & phase triggers": "행동 및 단계 트리거", "Behaviour Options": "행동 옵션", "BehaviourOption_AutoAttack": "BehaviourOption_AutoAttack", "BehaviourOption_RestFirst": "BehaviourOption_RestFirst", "BehaviourOption_WaitForOrder": "BehaviourOption_WaitForOrder", "Belly Beggar - Dungeon Settlers Wiki": "뱃속의 거지 - 던전 세틀러즈 위키", "Belly Beggar icon": "뱃속의 거지 아이콘", "Benchmark monster": "벤치마크 몬스터", "Beneath the Corruption - Dungeon Settlers Wiki": "오염 아래 - 던전 세틀러즈 위키", "Beneath the Corruption icon": "오염 아래 아이콘", "Berserker Skill Tree - Dungeon Settlers Wiki": "광전사 스킬 트리 - 던전 세틀러즈 위키", "Berserker Skill Tree overview": "버서커 스킬 트리 개요", "Berserker sub-tree (2 orphan nodes)": "광전사 부트리 (2개의 고아 노드)", "Beyond normal candidate rolls, a handful of characters are tied to quests and events - one is recruitable today, the rest are authored in the game files but switched off. See also": "일반적인 후보 추첨 외에도, 소수의 캐릭터가 퀘스트 및 이벤트와 연계되어 있다 - 그중 한 명은 현재 모집이 가능하며, 나머지는 게임 파일에 작성되어 있지만 비활성화되어 있다. 다음도 참고하라", "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (": "제작 가능한 금속(구리가 현재 공개된 대장기술 최고 등급이며, 특수 던전 금속인 아크론도 있음) 외에도, 아이템 데이터에는 **획득할 방법이 전혀 없는** 세 단계의 상위 금속이 존재한다. **철**이 가장 완성도가 높다: 이름은 물론 원재료까지 포함한 무기, 방어구, 지팡이, 탄약 항목이 전부 갖춰져 있지만(", "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).": "제작 가능한 금속들(구리가 현재 공개된 최고 등급의 제련 금속이며, 여기에 던전 전용 특수 금속인 아크론이 더해집니다) 외에도, 아이템 데이터에는 **얻을 방법이 전혀 없는** 상위 금속 등급 세 가지가 존재합니다. **철(Iron)**이 가장 완성도가 높아, 무기·방어구·지팡이·탄약 항목이 이름과 원재료(철광석/철괴/철봉)까지 모두 갖춰져 있지만, 이 장비들을 위한 제작법·드랍·상점은 존재하지 않습니다. **청동(Bronze)**과 **주석(Tin)**은 일부만 구현된 세트(방어구, 투구, 방패, 철퇴, 도끼, 창, 활, 화살, 지팡이)로, 대부분 이름 없는 자리표시자일 뿐 제작 경로가 없습니다. 의도된 향후 등급 체계는 주석 -> 청동 -> 구리 -> 철 순이며, 은/크리스탈/아크론과 나란히 존재합니다. 잠긴 **금(Gold)** 장신구 등급도 존재합니다(이름 없는 금반지와 금목걸이가 딸린 금광석/금괴).", "Beyond the gated data rows, the shipped": "제한된 데이터 행을 넘어서, 배송된", "Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** and **Tower of Apocalypse**. Datamined text also hints at a future **Elf-themed region/recruitment expansion** (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "플레이 가능한 두 지역(침묵의 장막, 부패한 굴) 외에도, 탐사 지도에는 던전도 몬스터도 전리품도 없는 빈 자리표시자 네 곳이 예약되어 있다: **버려진 광산**, **잊혀진 심연**, **죽은 늪**, **종말의 탑**이다. 데이터 마이닝된 텍스트는 또한 향후 **엘프 테마 지역/모집 확장**('엘프의 고향' 환경과 엘프 상인)과 제국 유적 유물 군집의 가능성도 암시한다.", "Big": "큼", "Big Dark Thorn Vine - Dungeon Settlers Wiki": "거대 암흑 가시 덩굴 - 던전 세틀러즈 위키", "Big Rock (resource node)": "Big Rock (resource node)", "Big Rock (resource node) - Dungeon Settlers Wiki": "큰 바위 (자원 노드) - 던전 세틀러즈 위키", "Big Rock Remnant": "큰 바위 유해", "Big Rock Remnant - Dungeon Settlers Wiki": "큰 바위 조각 - 던전 세틀러즈 위키", "BigDarkThornRadius": "BigDarkThornRadius", "BigDarkThornRatio": "BigDarkThornRatio", "Biggest trap": "가장 큰 함정", "Binding value": "바인딩 값", "Biography": "전기", "Bitten by a venomous serpent in youth,": "젊을 때 독사에 물려서,", "Bizarre Pain - Dungeon Settlers Wiki": "기이한 고통 - 던전 세틀러즈 위키", "Bizarre Pain icon": "기이한 고통 아이콘", "Bizarre Pleasure - Dungeon Settlers Wiki": "기이한 쾌락 - 던전 세틀러즈 위키", "Bizarre Pleasure icon": "기이한 쾌락 아이콘", "Black": "검은색", "Black Banner": "검은 깃발", "Black Banner Stand": "검은 깃발 거치대", "Black Banner Stand - 던전 세틀러즈 위키": "검은 깃발 스탠드 - 던전 세틀러즈 위키", "Black Serum": "검은 혈청", "Black Serum - Dungeon Settlers Wiki": "검은 혈청 - 던전 세틀러즈 위키", "Black Serum icon": "검은 혈청 아이콘", "Black Serum range and area shown on a dungeon room": "던전 방에 표시된 검은 혈청의 범위와 영역", "BlackYellow": "BlackYellow", "Blacksmith - Dungeon Settlers Wiki": "대장장이 - 던전 세틀러즈 위키", "Blacksmith icon": "대장장이 아이콘", "Blade Grinding - Dungeon Settlers Wiki": "블레이드 그라인딩 - 던전 세틀러즈 위키", "Blade Grinding icon": "블레이드 그라인딩 아이콘", "Blade Spirit - Dungeon Settlers Wiki": "블레이드 스프릿 - 던전 세틀러즈 위키", "Blade Spirit icon": "블레이드 스프릿 아이콘", "Blade Spirit is the only energy-restoring passive in the game (+1 energy per melee physical crit). Feed it guaranteed crits with Exposed Flaw and your attacks pay for themselves.": "블레이드 스피릿은 게임에서 유일하게 에너지를 회복시켜 주는 패시브입니다(근접 물리 치명타 시 에너지 +1). 노출된 약점으로 확정 치명타를 만들어 먹여주면 공격이 스스로 비용을 충당합니다.", "Blade Spirit is the single source of energy regeneration in Dungeon Settlers: +1 energy each time you land a melee physical critical hit. On its own it depends on your crit chance; paired with Flow Seeker's Exposed Flaw (which makes every remaining hit on the target a guaranteed crit) it fires on every hit. So a melee unit with both Warrior passives attacks at effectively no net energy cost while critting for 1.5x, and - since Exposed Flaw is a debuff - also re-arming Guard Barrier if it has it. Both are passive and cheap to slot, which is why this is the backbone of every strong melee build rather than a niche gimmick.": "블레이드 스피릿은 던전 세틀러즈에서 에너지를 회복시키는 유일한 수단입니다. 근접 물리 치명타를 적중시킬 때마다 에너지가 +1됩니다. 단독으로는 치명타 확률에 좌우되지만, 플로우 시커의 노출된 약점(대상에 대한 이후 공격을 모두 확정 치명타로 만들어 줌)과 함께 쓰면 매 공격마다 발동합니다. 따라서 두 전사 패시브를 모두 가진 근접 유닛은 사실상 에너지 소모 없이 1.5배 치명타로 공격할 수 있고, 노출된 약점이 디버프이므로 가드 배리어가 있다면 그것도 함께 재발동시킵니다. 둘 다 패시브라 장착 비용도 낮으므로, 이는 틈새 콤보가 아니라 강력한 모든 근접 빌드의 근간이 됩니다.", "Blank = keep computed (shown as a hint). Filled = override. ": "비워두면 계산값 유지 (힌트로 표시). 입력하면 덮어씁니다. ", "Blazing Echo + Ignition into Incinerate / Explosion": "타오르는 메아리 + 점화 -> 소각 / 폭발", "Blazing Echo - Dungeon Settlers Wiki": "블레이징 에코 - 던전 세틀러즈 위키", "Blazing Echo Bounce - Dungeon Settlers Wiki": "블레이징 에코 타격 횟수 - 던전 세틀러즈 위키", "Blazing Echo Bounce icon": "블레이징 에코 타격 횟수 아이콘", "Blazing Echo icon": "블레이징 에코 아이콘", "Blazing Echo seeds 2 Burning on the target and bounces up to 8 more times to nearby enemies, so one cast burns up to nine targets; Fireproof doubles every stack applied. Ignition then adds 8% damage per Burning stack to every hit you land on a burning target, so the burn you spread quietly multiplies all your damage. Finally you cash the stacks in: Incinerate deals 300% Magic Attack Power plus stacks x30% and resets them, and Explosion deals 200% Magic Attack Power to a pack plus a flat stacks x10 each (it can hit allies, so mind your own line). This is a ranged damage package - it does not want or need shields, which is why it lives on a backline mage rather than a Guard Barrier frontliner.": "블레이징 에코는 대상에게 화상 2중첩을 심고 주변 적에게 최대 8번 더 튕기므로, 한 번의 시전으로 최대 9명의 대상을 태울 수 있습니다. 파이어프루프는 적용되는 모든 중첩을 두 배로 만들어 줍니다. 이그니션은 화상이 걸린 대상에게 가하는 모든 타격에 화상 중첩당 8%의 피해를 추가하므로, 퍼뜨린 화상이 은근히 모든 피해를 증폭시킵니다. 마지막으로 중첩을 회수합니다. 인시너레이트는 마력 공격력의 300%에 중첩당 30%를 더한 피해를 입히고 중첩을 초기화하며, 익스플로전은 무리에게 마력 공격력의 200%에 중첩당 고정 10을 더한 피해를 입힙니다(아군도 맞을 수 있으니 아군 위치에 주의해야 합니다). 이는 실드가 필요 없는 원거리 딜링 패키지이므로, 가드 배리어를 쓰는 전열 유닛보다 후열 마법사에게 더 어울립니다.", "BlazingEcho - Dungeon Settlers Wiki": "블레이징 에코 - 던전 세틀러즈 위키", "BlazingEcho icon": "블레이징 에코 아이콘", "BlazingEcho range and area on a dungeon room": "던전 방에서 타오르는 에코 범위 및 면적", "BlazingEcho range and area shown on a dungeon room": "타오르는 메아리 범위 및 던전 방의 영역", "Bleed Immunity - Dungeon Settlers Wiki": "출혈 면역 - 던전 세틀러즈 위키", "Bleed Immunity icon": "출혈 면역 아이콘", "Bleeding": "출혈", "Bleeding (physical)": "출혈 (물리)", "Bleeding (physical) and Burning (magic) are flat-per-second stacking DoTs. Poison is handled separately: it is defense-ignoring typeless damage worth 1% of Max HP every 10 seconds and cannot stack (confirmed from the game code - the Poison tick timer counts to 10 before firing). See the Combat Formulas and Capped Effects pages.": "출혈(물리)과 화상(마법)은 초당 고정 피해로 중첩되는 도트 효과입니다. 독은 별도로 처리됩니다. 독은 방어력을 무시하는 속성 없는 피해로 10초마다 최대 생명력의 1%만큼 피해를 입히며 중첩되지 않습니다(게임 코드로 확인됨. 독 틱 타이머는 발동 전 10까지 셉니다). 전투 공식 및 효과 상한 페이지를 참고하세요.", "Bleeding - Dungeon Settlers Wiki": "출혈 - 던전 세틀러즈 위키", "Bleeding and Burning are": "출혈과 화염은", "Bleeding and Burning deal a": "출혈 및 화상은", "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is non-stacking with an unconfirmed tick rate, so it is documented rather than calculated.": "출혈과 화상의 초당 피해 및 지속시간 동안의 총 피해 - 스택당 고정값이며, 공격력에 따라 증가하지 않는다. 중독은 중첩되지 않으며 틱 속도가 확인되지 않아, 계산 대신 문서로만 기록되어 있다.", "Bleeding at its 99-stack cap = 99 × 5 =": "99 스택 상한선에서 출혈 = 99 × 5 =", "Bleeding caps at 99 stacks, Burning at 50. Poison is separate: it cannot stack at all, so it is always a single instance of 1% Max HP.": "출혈은 99중첩, 화상은 50중첩에서 상한에 도달합니다. 중독은 별개로, 전혀 중첩되지 않으므로 항상 최대 생명력의 1%에 해당하는 단일 인스턴스로 적용됩니다.", "Bleeding icon": "출혈 아이콘", "Bleeding, Burning, Poison": "출혈, 화염, 독", "BleedingImmune": "출혈면역", "Bless": "축복", "Bless Magic": "축복 마법", "Bless Magic +10%": "축복 마법 +10%", "Bless Phys": "축복 물리", "Bless Phys +10%": "축복 물리 +10%", "Blessed - Dungeon Settlers Wiki": "축복받음 - 던전 세틀러즈 위키", "Blessed icon": "축복받음 아이콘", "Blessing of the World Tree": "세계수의 가호", "Blessings": "축복", "Blind discovery": "블라인드 발견", "Blind discovery is on.": "암산 발견이 켜져 있습니다.", "Blitz Skill Tree - Dungeon Settlers Wiki": "급습 스킬 트리 - 던전 세틀러즈 위키", "Blitz Skill Tree overview": "번개 스킬 트리 개요", "Blocks head and body damage, spending stacks equal to the damage blocked.": "머리와 몸 피해를 차단하며 차단된 피해만큼의 스택을 소비합니다.", "Blood Drain - Dungeon Settlers Wiki": "흡혈 - 던전 세틀러즈 위키", "Blood Drain icon": "흡혈 아이콘", "Blood Rain": "혈우", "Blood Slime Soul Stone - Dungeon Settlers Wiki": "블러드 슬라임 영혼석 - 던전 세틀러즈 위키", "Blood Slime Soul Stone icon": "블러드 슬라임 영혼석 아이콘", "Blood Soaked Fruit": "핏빛 젖은 과일", "Blood Soaked Fruit - Dungeon Settlers Wiki": "피에 젖은 과일 - 던전 정착자 위키", "Blood Soaked Fruit icon": "피에 젖은 과일 아이콘", "Blood Soaked Fruit range and area shown on a dungeon room": "던전 방에 표시된 피에 젖은 과일의 범위 및 영역", "Blood Tear": "피눈물", "Blood Tree (resource node)": "피의 나무 (자원 채집지)", "Blood Tree (resource node) - Dungeon Settlers Wiki": "피 나무(자원 노드) - 던전 세틀러즈 위키", "Blood Tree Blood Absorption - Dungeon Settlers Wiki": "혈목 나무 시체 흡수 - 던전 세틀러즈 위키", "Blood Tree Blood Absorption icon": "혈목 나무 시체 흡수 아이콘", "Blood Tree Random": "핏빛 나무 랜덤", "Blood Tree Remnant": "피의 나무 유해", "Blood Tree Remnant - Dungeon Settlers Wiki": "피 나무 잔해 - 던전 세틀러즈 위키", "Blood Tree With Fruit Fixed": "열매 맺은 혈목 나무 고정", "Blood Tree With Fruit Random": "열매 맺은 핏빛 나무 랜덤", "Blood Tree With Fruit Remnant": "열매가 있는 피의 나무 유해", "Blood Tree With Fruit Remnant - Dungeon Settlers Wiki": "과실이 있는 피 나무 조각 - 던전 세틀러즈 위키", "Blood Wood Spear": "혈목창", "Blood stone ring": "혈석 반지", "Blood type": "혈액형", "Blood-Soaked Blood Tree (resource node)": "피에 젖은 혈액 나무 (자원 노드)", "Blood-Soaked Blood Tree (resource node) - Dungeon Settlers Wiki": "피에 젖은 피 나무 (자원 노드) - 던전 세틀러즈 위키", "Blood-Soaked Fruit - Dungeon Settlers Wiki": "피를 머금은 열매 - 던전 세틀러즈 위키", "Blood-Soaked Fruit icon": "피를 머금은 열매 아이콘", "BloodWood": "혈목", "BloodWood (M.Atk {#})": "혈목 (마법 공격력 {#})", "BloodWood (P.Atk {#})": "혈목 (물리 공격력 {#})", "Bloodlust - Dungeon Settlers Wiki": "피갈망 - 던전 세틀러즈 위키", "Bloodlust icon": "피갈망 아이콘", "Bloodshot Inscription - Dungeon Settlers Wiki": "혈격의 각인 - 던전 세틀러즈 위키", "Bloodshot Inscription icon": "혈격의 각인 아이콘", "Bloodwood": "혈목", "Bloodwood Armor - Dungeon Settlers Wiki": "혈목 갑옷 - 던전 세틀러즈 위키", "Bloodwood Armor icon": "혈목 갑옷 아이콘", "Bloodwood Arrow - Dungeon Settlers Wiki": "혈목 화살 - 던전 세틀러즈 위키", "Bloodwood Arrow icon": "혈목 화살 아이콘", "Bloodwood Axe - Dungeon Settlers Wiki": "혈목 도끼 - 던전 세틀러즈 위키", "Bloodwood Axe icon": "혈목 도끼 아이콘", "Bloodwood Bow - Dungeon Settlers Wiki": "혈목 활 - 던전 세틀러즈 위키", "Bloodwood Bow icon": "혈목 활 아이콘", "Bloodwood Club - Dungeon Settlers Wiki": "혈목 곤봉 - 던전 세틀러즈 위키", "Bloodwood Club icon": "혈목 곤봉 아이콘", "Bloodwood Dagger - Dungeon Settlers Wiki": "혈목 단검 - 던전 세틀러즈 위키", "Bloodwood Dagger icon": "혈목 단검 아이콘", "Bloodwood Great Sword - Dungeon Settlers Wiki": "혈목 대검 - 던전 세틀러즈 위키", "Bloodwood Great Sword icon": "혈목 대검 아이콘", "Bloodwood Greatsword": "혈목 대검", "Bloodwood Helmet - Dungeon Settlers Wiki": "혈목 투구 - 던전 세틀러즈 위키", "Bloodwood Helmet icon": "혈목 투구 아이콘", "Bloodwood Log - Dungeon Settlers Wiki": "혈목 통나무 - 던전 세틀러즈 위키", "Bloodwood Log icon": "혈목 통나무 아이콘", "Bloodwood Shield - Dungeon Settlers Wiki": "혈목 방패 - 던전 세틀러즈 위키", "Bloodwood Shield icon": "혈목 방패 아이콘", "Bloodwood Spear - Dungeon Settlers Wiki": "혈목 창 - 던전 세틀러즈 위키", "Bloodwood Spear icon": "혈목 창 아이콘", "Bloodwood Stick - Dungeon Settlers Wiki": "혈목 막대기 - 던전 세틀러즈 위키", "Bloodwood Stick icon": "혈목 막대기 아이콘", "Bloodwood Sword - Dungeon Settlers Wiki": "혈목 검 - 던전 세틀러즈 위키", "Bloodwood Sword icon": "혈목 검 아이콘", "Bloodwood set: 혈목 검, 혈목 투구, 혈목 갑옷, 혈목 화살": "혈목 세트: 혈목 검, 혈목 투구, 혈목 갑옷, 혈목 화살", "Bloody Crescent": "피 묻은 초승달", "Bloody Crescent - Dungeon Settlers Wiki": "피의 초승달 - 던전 세틀러즈 위키", "Bloody Crescent icon": "피의 초승달 icon", "Bloody Scratch - Dungeon Settlers Wiki": "핏빛 할퀴기 - 던전 세틀러즈 위키", "Bloody Scratch icon": "핏빛 할퀴기 아이콘", "Bloody Scratch range and area on a dungeon room": "던전 방에서 피 많은 긁힘 범위 및 면적", "Bloody Scratch range and area shown on a dungeon room": "던전 방에서 표시된 핏빛 할퀴기 범위 및 영역", "Blooming Echo Flower - Dungeon Settlers Wiki": "개화한 메아리 꽃 - 던전 세틀러즈 위키", "Blooming nature": "피어나는 자연", "Blue": "파란색", "Blue Banner": "파란 깃발", "Blue Banner Stand": "파란 깃발 거치대", "Blue Banner Stand - 던전 세틀러즈 위키": "파란 깃발 스탠드 - 던전 세틀러즈 위키", "Blue Berry": "블루베리", "Blue Berry - Dungeon Settlers Wiki": "파란 베리 - 던전 세틀러즈 위키", "Blue Berry Random": "블루 베리 랜덤", "Blue Berry icon": "파란 베리 아이콘", "Blue Berry range and area shown on a dungeon room": "던전 방에 표시된 파란 베리의 범위와 영역", "Blue Crystal": "파란 크리스탈", "Blue Crystal Bloodwood Staff - Dungeon Settlers Wiki": "푸른 크리스탈 혈목 스태프 - 던전 세틀러즈 위키", "Blue Crystal Bloodwood Staff icon": "푸른 크리스탈 혈목 스태프 아이콘", "Blue Crystal Bone Staff - Dungeon Settlers Wiki": "푸른 크리스탈 본 스태프 - 던전 세틀러즈 위키", "Blue Crystal Bone Staff icon": "푸른 크리스탈 본 스태프 아이콘", "Blue Crystal Carapace Staff - Dungeon Settlers Wiki": "청색 크리스탈 갑각 스태프 - 던전 세틀러즈 위키", "Blue Crystal Carapace Staff icon": "청색 크리스탈 갑각 스태프 아이콘", "Blue Crystal Iron Staff - Dungeon Settlers Wiki": "푸른 크리스탈 철 스태프 - 던전 세틀러즈 위키", "Blue Crystal Iron Staff icon": "푸른 크리스탈 철 스태프 아이콘", "Blue Crystal Necklace - Dungeon Settlers Wiki": "푸른 크리스탈 목걸이 - 던전 세틀러즈 위키", "Blue Crystal Necklace icon": "푸른 크리스탈 목걸이 아이콘", "Blue Crystal Ore (33.33%)": "파란 수정 광석 (33.33%)", "Blue Crystal Ore - Dungeon Settlers Wiki": "청수정 원석 - 던전 세틀러즈 위키", "Blue Crystal Ore icon": "청수정 원석 아이콘", "Blue Crystal Ring - Dungeon Settlers Wiki": "푸른 크리스탈 반지 - 던전 세틀러즈 위키", "Blue Crystal Ring icon": "푸른 크리스탈 반지 아이콘", "Blue Crystal Wood Staff - Dungeon Settlers Wiki": "푸른 크리스탈 나무 스태프 - 던전 세틀러즈 위키", "Blue Crystal Wood Staff icon": "푸른 크리스탈 나무 스태프 아이콘", "Blue Drunkard Mushroom (resource node)": "Blue Drunkard Mushroom (resource node)", "Blue Drunkard Mushroom (resource node) - Dungeon Settlers Wiki": "푸른 취한 버섯(자원 노드) - 던전 세틀러즈 위키", "Blue Goblin Bracelet": "청고블린 팔찌", "Blue Goblin Bracelet - 던전 세틀러즈 위키": "청고블린 팔찌 - 던전 세틀러즈 위키", "Blue Goblin Bracelet 아이콘": "청고블린 팔찌 아이콘", "Blue Goblin Fixed": "청고블린 고정", "Blue Goblin Necklace": "청고블린 목걸이", "Blue Goblin Necklace - 던전 세틀러즈 위키": "청고블린 목걸이 - 던전 세틀러즈 위키", "Blue Goblin Necklace 아이콘": "청고블린 목걸이 아이콘", "Blue Goblin Random": "청고블린 랜덤", "Blue Goblin bracelet": "청고블린 팔찌", "Blue Goblin necklace": "청고블린 목걸이", "Blue Stone Golem - Dungeon Settlers Wiki": "파란 스톤 골렘 - 던전 세틀러즈 위키", "Blue Stone Golem Random": "파란 스톤 골렘 랜덤", "Blue Stone Golem icon": "파란 스톤 골렘 아이콘", "Blue Stone Golem variant": "파란 돌 골렘 변형", "Blue_Small": "Blue_Small", "Blueberry - Dungeon Settlers Wiki": "블루 베리 - 던전 세틀러즈 위키", "Blueberry Bush (resource node)": "블루베리 덤불 (자원 채집지)", "Blueberry Bush (resource node) - Dungeon Settlers Wiki": "블루베리 숲(자원 노드) - 던전 세틀러즈 위키", "Blueberry Bush Remnant": "블루베리 덤불 유해", "Blueberry Bush Remnant - Dungeon Settlers Wiki": "블루베리 숲 조각 - 던전 세틀러즈 위키", "Blueberry icon": "블루 베리 아이콘", "Blueprint (1)": "청사진 (1)", "Blueprint - Dungeon Settlers Wiki": "청사진 - 던전 세틀러즈 위키", "Blunt": "둔기", "Blunt (one-handed)": "둔기 (한손)", "Blunt Skill Aptitude": "둔기 적성", "Blunt Skill Aptitude - Dungeon Settlers Wiki": "둔기 기술 소질 - 던전 세틀러즈 위키", "Blunt Skill Aptitude icon": "둔기 기술 소질 아이콘", "Blunt Skill Tree - Dungeon Settlers Wiki": "둔기 스킬 트리 - 던전 세틀러즈 위키", "Blunt Skill Tree overview": "둔탁 스킬 트리 개요", "Blunt skill tree - available, not learned": "둔기 스킬 트리 - 습득 가능, 미습득", "Blunt tree (Battle Stomp)": "둔기 트리 (전투 쿵)", "Blunt weapons excel in breaking through defenses with powerful strikes.": "무딘 무기는 강력한 공격으로 방어를 뚫는 데 우수합니다.", "Body": "몸", "Body Armor": "몸통 방어구", "Body Equipment Not Worn": "몸 방어구 미착용", "Body HP": "몸통 생명력", "Body HP ratio (body)": "신체 생명력 비율 (몸)", "Body HP ratio (head)": "신체 생명력 비율 (머리)", "BodyArmorRatio": "BodyArmorRatio", "BodyPartHealth_": "BodyPartHealth_", "BodyPartInjury_": "BodyPartInjury_", "Bondage": "속박", "Bone": "뼈", "Bone (20%)": "뼈 (20%)", "Bone (20.69%)": "뼈 (20.69%)", "Bone (25%)": "뼈 (25%)", "Bone (40%)": "뼈 (40%)", "Bone (50%)": "뼈 (50%)", "Bone (M.Atk {#})": "뼈 (마법 공격력 {#})", "Bone (P.Atk {#})": "뼈 (물리 공격력 {#})", "Bone - Dungeon Settlers Wiki": "뼈 - 던전 세틀러즈 위키", "Bone Armor - Dungeon Settlers Wiki": "뼈 갑옷 - 던전 세틀러즈 위키", "Bone Armor icon": "뼈 갑옷 아이콘", "Bone Arrow - Dungeon Settlers Wiki": "뼈 화살 - 던전 세틀러즈 위키", "Bone Arrow icon": "뼈 화살 아이콘", "Bone Axe - Dungeon Settlers Wiki": "뼈 도끼 - 던전 세틀러즈 위키", "Bone Axe icon": "뼈 도끼 아이콘", "Bone Bow - Dungeon Settlers Wiki": "뼈 활 - 던전 세틀러즈 위키", "Bone Bow icon": "뼈 활 아이콘", "Bone Club - Dungeon Settlers Wiki": "뼈 곤봉 - 던전 세틀러즈 위키", "Bone Club icon": "뼈 곤봉 아이콘", "Bone Dagger - Dungeon Settlers Wiki": "뼈 단검 - 던전 세틀러즈 위키", "Bone Dagger icon": "뼈 단검 아이콘", "Bone Great Sword - Dungeon Settlers Wiki": "뼈 대검 - 던전 세틀러즈 위키", "Bone Great Sword icon": "뼈 대검 아이콘", "Bone Greatsword": "뼈 대검", "Bone Helmet - Dungeon Settlers Wiki": "뼈 투구 - 던전 세틀러즈 위키", "Bone Helmet icon": "뼈 투구 아이콘", "Bone Meal - Dungeon Settlers Wiki": "뼛가루 - 던전 세틀러즈 위키", "Bone Meal icon": "뼛가루 아이콘", "Bone Pile (resource node)": "뼈 더미 (자원 노드)", "Bone Pile (resource node) - Dungeon Settlers Wiki": "뼈 무더기 (자원 노드) - 던전 세틀러즈 위키", "Bone Powder": "뼛가루", "Bone Processing 1": "Bone Processing 1", "Bone Processing 1 Complete": "뼈 처리 1 완료", "Bone Processing 1 not completed": "Bone Processing 1 not completed", "Bone Processing 2": "Bone Processing 2", "Bone Processing 2 Complete": "뼈 가공 2 완료", "Bone Processing 2 not completed": "Bone Processing 2 not completed", "Bone Remains1": "뼈 유골1", "Bone Remains1 - Dungeon Settlers Wiki": "뼈 유적1 - 던전 세틀러즈 위키", "Bone Remains2": "뼈 유골2", "Bone Remains2 - Dungeon Settlers Wiki": "뼈 잔해2 - 던전 세틀러즈 위키", "Bone Shield - Dungeon Settlers Wiki": "뼈 방패 - 던전 세틀러즈 위키", "Bone Shield icon": "뼈 방패 아이콘", "Bone Spear - Dungeon Settlers Wiki": "뼈 창 - 던전 세틀러즈 위키", "Bone Spear icon": "뼈 창 아이콘", "Bone Spider Soul Stone - Dungeon Settlers Wiki": "뼈거미 영혼석 - 던전 세틀러즈 위키", "Bone Spider Soul Stone icon": "뼈거미 영혼석 아이콘", "Bone Stick - Dungeon Settlers Wiki": "뼈 막대기 - 던전 세틀러즈 위키", "Bone Stick icon": "뼈 막대기 아이콘", "Bone Sword - Dungeon Settlers Wiki": "뼈 검 - 던전 세틀러즈 위키", "Bone Sword icon": "뼈 검 아이콘", "Bone icon": "뼈 아이콘", "Bone set: 뼈 검, 뼈 투구, 뼈 갑옷, 뼈 화살": "뼈 세트: 뼈 검, 뼈 투구, 뼈 갑옷, 뼈 화살", "Bonfire - Dungeon Settlers Wiki": "화톳불 - 던전 세틀러즈 위키", "Bonfire Complete": "모닥불 완료", "Bonus": "보너스", "BonusCriticalRate": "BonusCriticalRate", "BonusHitRate": "BonusHitRate", "BonusSkillPointIncrease": "BonusSkillPointIncrease", "Book Pile": "책 더미", "Book Pile - Dungeon Settlers Wiki": "책 더미 - 던전 세틀러즈 위키", "Book Pile2": "책 더미2", "Book Pile2 - Dungeon Settlers Wiki": "책 더미2 - 던전 세틀러즈 위키", "Bored": "지루해함", "Boredom - Dungeon Settlers Wiki": "따분한 - 던전 세틀러즈 위키", "Boredom icon": "따분한 아이콘", "Born with rare innate": "드문 선천적 태생", "Boss": "보스", "Boss Guide": "보스 가이드", "Boss Guide - Dungeon Settlers Wiki": "보스 가이드 - 던전 세틀러즈 위키", "Boss Monster - Dungeon Settlers Wiki": "보스 몬스터 - 던전 세틀러즈 위키", "Boss Monster icon": "보스 몬스터 아이콘", "Boss Portal": "보스 포탈", "Boss Portal - Dungeon Settlers Wiki": "보스 포탈 - 던전 세틀러즈 위키", "Boss Portal map": "보스 포탈 맵", "Boss Room": "보스 방", "Boss Room - Dungeon Settlers Wiki": "보스 방 - 던전 세틀러즈 위키", "Boss Room Demo": "보스 방 데모", "Boss Room Demo - Dungeon Settlers Wiki": "보스 방 데모 - 던전 세틀러즈 위키", "Boss Room Demo map": "보스 방 데모 맵", "Boss Room map": "보스 방 지도", "Boss Start": "보스 시작", "Boss Start - Dungeon Settlers Wiki": "보스 시작 - 던전 세틀러즈 위키", "Boss Start map": "보스 시작 맵", "Boss Vertical Corridor 1": "보스 수직 복도 1", "Boss Vertical Corridor 1 - Dungeon Settlers Wiki": "보스 수직 복도 1 - 던전 세틀러즈 위키", "Boss Vertical Corridor 1 map": "보스 수직 복도 1 맵", "Boss monsters are exempt.": "보스 몬스터는 제외됩니다.", "Boss names, art, locations, attacks and drops are hidden and shown as \"Boss 1\", \"Boss 2\" and so on. Reveal a boss's identity, or any single section, with the button on it - revealing one thing never reveals the rest.": "보스의 이름, 아트, 위치, 공격, 드롭은 숨겨져 있으며 \"Boss 1\", \"Boss 2\" 등으로 표시됩니다. 버튼을 눌러 보스의 정체나 개별 항목을 하나씩 공개할 수 있습니다 - 하나를 공개해도 나머지는 공개되지 않습니다.", "Boss room": "보스 방", "Boss room requirement": "보스 방 요구사항", "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "보스 특성 효과 및 임계값은 게임의 AffecterTable / TraitTable에서 읽습니다. A", "Boss {#}": "보스 {#}", "Bosses": "보스", "Both of them stare at you, awaiting your decision.": "둘 다 당신을 바라보며 당신의 결정을 기다린다.", "Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.": "두 지역 모두 코드에서 강제 제외되므로, 해당 지역의 탐사단은 토글에 관계없이 항상 1층에서 시작합니다.", "Bounces prioritize targets with the lowest cumulative hits.": "반사는 누적 히트가 가장 낮은 대상을 우선적으로 합니다.", "Bounces up to 8 times to nearby enemy targets within 3 tiles, dealing the same damage.": "3타일 범위 내 근처 적 대상으로 최대 8번 반사되어 동일한 피해를 입힙니다.", "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "현상수배 : 엘리트 몬스터 GAMESYSTEM_Environment_{affecterName}", "Bow": "활", "Bow (two-handed - no shield)": "활 (양손 - 방패 불가)", "Bow Skill Aptitude": "궁술 적성", "Bow Skill Aptitude - Dungeon Settlers Wiki": "활 스킬 적성 - 던전 세틀러즈 위키", "Bow Skill Aptitude icon": "활 스킬 적성 아이콘", "Bow Skill Tree - Dungeon Settlers Wiki": "활 스킬 트리 - 던전 세틀러즈 위키", "Bow Skill Tree overview": "활 스킬 트리 개요", "Bows allow for safe long-range attacks on enemies.": "Bows allow for safe long-range attacks on enemies.", "Brawler 3": "싸움꾼 3", "Break - Dungeon Settlers Wiki": "파손 - 던전 세틀러즈 위키", "Break icon": "파손 아이콘", "Breakdown": "정신 붕괴", "Bribe": "뇌물", "Brick - Dungeon Settlers Wiki": "벽돌 - 던전 세틀러즈 위키", "Brick icon": "벽돌 아이콘", "Bring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does": "레벨 2 이상의 유닛으로 구성된 풀 부대와 제작 장비(뼈 또는 갑각 등급이면 무난함), 가드를 담당할 방패 사용자, 그리고 회복 아이템을 챙겨가십시오. 이를 처치하면 스토리가 끝나지만, 유의할 점은", "Bring me a Hell Leech": "지옥 거머리를 가져와줄래", "Broken Ancient Forest Bookshelf (Side) - Dungeon Settlers Wiki": "부서진 고대 숲 책장 (옆면) - 던전 세틀러즈 위키", "Broken Ancient Forest Bookshelf1": "Broken Ancient Forest Bookshelf1", "Broken Ancient Forest Bookshelf1 - Dungeon Settlers Wiki": "부서진 고대 숲 책장1 - 던전 세틀러즈 위키", "Broken Ancient Forest Bookshelf2": "부서진 고대 숲 책장2", "Broken Ancient Forest Bookshelf2 - Dungeon Settlers Wiki": "부러진 고대 숲 책장2 - 던전 세틀러즈 위키", "Broken Cart": "부러진 수레", "Broken Wagon - Dungeon Settlers Wiki": "부서진 짐마차 - 던전 세틀러즈 위키", "Broken Wagon Remnant": "부러진 마차 유해", "Broken Wagon Remnant - Dungeon Settlers Wiki": "부서진 마차 유적 - 던전 세틀러즈 위키", "Broken Wheel": "부러진 바퀴", "Broken Wheel - Dungeon Settlers Wiki": "부러진 바퀴 - 던전 세틀러즈 위키", "Bronze": "청동", "Bronze (M.Atk {#})": "청동 (마법 공격력 {#})", "Bronze (P.Atk {#})": "청동 (물리 공격력 {#})", "Bronze (partial gear set)": "청동 (부분 장비 세트)", "Bronze Armor - Dungeon Settlers Wiki": "청동 갑옷 - 던전 세틀러즈 위키", "Bronze Armor icon": "청동 갑옷 아이콘", "Bronze Arrow - Dungeon Settlers Wiki": "청동 화살 - 던전 세틀러즈 위키", "Bronze Arrow icon": "청동 화살 아이콘", "Bronze Axe - Dungeon Settlers Wiki": "청동 도끼 - 던전 세틀러즈 위키", "Bronze Axe icon": "청동 도끼 아이콘", "Bronze Bow - Dungeon Settlers Wiki": "청동 활 - 던전 세틀러즈 위키", "Bronze Bow icon": "청동 활 아이콘", "Bronze Dagger": "청동 단검", "Bronze Dagger - Dungeon Settlers Wiki": "청동 단검 - 던전 세틀러즈 위키", "Bronze Dagger icon": "청동 단검 아이콘", "Bronze Great Sword": "청동 대검", "Bronze Great Sword - Dungeon Settlers Wiki": "청동 대검 - 던전 세틀러즈 위키", "Bronze Great Sword icon": "Bronze Great Sword icon", "Bronze Greatsword": "청동 대검", "Bronze Helmet - Dungeon Settlers Wiki": "청동 투구 - 던전 세틀러즈 위키", "Bronze Helmet icon": "청동 투구 아이콘", "Bronze Ingot": "청동 주괴", "Bronze Mace - Dungeon Settlers Wiki": "청동 곤봉 - 던전 세틀러즈 위키", "Bronze Mace icon": "청동 곤봉 아이콘", "Bronze Shield - Dungeon Settlers Wiki": "청동 방패 - 던전 세틀러즈 위키", "Bronze Shield icon": "청동 방패 아이콘", "Bronze Spear - Dungeon Settlers Wiki": "청동 창 - 던전 세틀러즈 위키", "Bronze Spear icon": "청동 창 아이콘", "Bronze Sword": "청동 검", "Bronze Sword - Dungeon Settlers Wiki": "청동 검 - 던전 세틀러즈 위키", "Bronze Sword icon": "청동 검 아이콘", "Brown": "갈색", "Browse": "보기", "Bubble": "버블", "Bubble Tackle - Dungeon Settlers Wiki": "버블 태클 - 던전 세틀러즈 위키", "Bubble Tackle icon": "버블 태클 아이콘", "Bubble Tackle range and area on a dungeon room": "버블 태클의 범위와 영역", "Bubble Tackle range and area shown on a dungeon room": "던전 방에 표시된 거품 태클의 범위와 영역", "Bubble Toad - Dungeon Settlers Wiki": "버블토드 - 던전 세틀러즈 위키", "Bubble Toad icon": "버블토드 아이콘", "Bubble Toad summon": "버블두꺼비 소환", "Bubbleling - Dungeon Settlers Wiki": "버블링 - 던전 세틀러즈 위키", "Bubbleling base": "거품 기본", "Bubbleling icon": "버블링 아이콘", "Bubbleling summon": "거품 소환", "Bubblelings": "버블링스", "Bubbletoad": "거품두꺼비", "Bubbletoad base": "거품두꺼비 기본", "Bubbling economy:": "거품 경제:", "Bubblings die readily (they explode on death for damage plus an ally Barrier). Ebb and Flow (Tide) grants cooldown reduction whenever a unit or structure you summoned is destroyed, so a summoner who churns through Bubblings keeps their cooldowns short and can keep the board full; Extra Bubble adds a 4%-per-skill chance of a free extra Bubbling. It is tempo, not raw power - situational, and it competes with the Become Fire lock-in for your Water tree slots - but it keeps the explode-on-death Barriers flowing to your line.": "버블링은 쉽게 죽습니다(죽을 때 피해를 입히며 폭발하고 아군에게 배리어를 부여합니다). 에브 앤 플로우(파도)는 소환한 유닛이나 구조물이 파괴될 때마다 재사용 대기을 감소시켜 주므로, 버블링을 계속 소모하는 소환사는 재사용 대기을 짧게 유지하며 전장을 계속 채울 수 있습니다. 엑스트라 버블은 스킬당 4% 확률로 추가 버블링을 무료로 얻게 해줍니다. 이는 순수한 화력이 아니라 템포를 위한 조합이며 상황에 따라 다르고, 물 트리 슬롯을 두고 비컴 파이어 고정 빌드와 경쟁하게 되지만, 죽을 때 터지는 배리어를 아군 전열에 계속 공급해 줍니다.", "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "버블링은 죽을 때 폭발하며, 이는 재사용 대기 감소(에브 앤 플로우)를 제공해 더 빨리 재소환할 수 있게 해줍니다. 스스로를 강화하는 템포 순환입니다.", "Bubblings; Water Dive": "거품; 물 다이브", "Budget - Early game": "저가형 - 초반", "Budget Recruit": "저가형 신병", "Buff": "버프", "Buff stack caps": "버프 스택 상한선", "Buff window taken from the description, not the unreliable Duration column.": "신뢰할 수 없는 지속시간 열이 아닌 설명에서 가져온 버프 창입니다.", "Buff:": "버프:", "Buffs & debuffs (1)": "강화 & 약화 (1)", "Buffs & debuffs (10)": "강화 & 약화 (10)", "Buffs & debuffs (11)": "버프 및 디버프 (11)", "Buffs & debuffs (114)": "버프 & 디버프 (114)", "Buffs & debuffs (12)": "Buffs & debuffs (12)", "Buffs & debuffs (13)": "버프/디버프 (13)", "Buffs & debuffs (15)": "버프 & 디버프 (15)", "Buffs & debuffs (2)": "버프 & 디버프 (2)", "Buffs & debuffs (3)": "버프 & 디버프 (3)", "Buffs & debuffs (4)": "강화 & 약화 (4)", "Buffs & debuffs (5)": "버프 & 디버프 (5)", "Buffs & debuffs (7)": "버프 & 디버프 (7)", "Buffs & debuffs (8)": "버프 & 디버프 (8)", "Buffs & debuffs ({#})": "버프 & 디버프 ({#})", "Bug (site)": "버그 (사이트)", "Build": "건설", "Build 23725069": "Build 23725069", "Build Easy": "빌드 쉬움", "Build Hard": "빌드 어려움", "Build Normal": "빌드 일반", "Build Renew Easy": "건설 재개 쉬움", "Build Renew Hard": "건설 재개 어려움", "Build Renew Normal": "건설 재개 보통", "Build a Basic Workstation": "기본 작업대 구축", "Build it yourself from the construction menu": "건설 메뉴에서 직접 지으세요", "Build it yourself from the construction menu (costs": "건설 메뉴에서 직접 지으세요 (비용", "Build it yourself from the construction menu -": "건설 메뉴에서 직접 지으세요 -", "Build structures for various special purposes, such as level-up.": "Build structures for various special purposes, such as level-up.", "Build the Trading Hall": "무역 홀 건설", "BuildMaxLevel": "BuildMaxLevel", "BuildMaxRegion": "BuildMaxRegion", "BuildRenew": "BuildRenew", "Builder": "빌더", "Builder ›": "빌더 ›", "Building": "건물", "Building Merchant Chamber - Dungeon Settlers Wiki": "상단실 만들기 - 던전 세틀러즈 위키", "Building Merchant Chamber icon": "상단실 만들기 아이콘", "Building attachable": "건물 부착 가능", "Building max level": "건물 최대 레벨", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map.": "기지를 건설하고 탐사단을 준비하려면 많은 자원이 필요합니다. 맵에서 발견되는 '채집 가능한 구조물'에서 자원을 모을 수 있습니다.", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map. ## Click the <c": "기지를 건설하고 탐사단을 준비하려면 많은 자원이 필요합니다. 맵에서 발견되는 '채집 가능한 구조물'에서 자원을 모을 수 있습니다. ## 다음을 클릭하세요: <c", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "거점을 건설하고 탐사단을 준비하려면 많은 자원이 필요합니다. 맵에서 발견되는 채집 가능한 구조물에서 자원을 모을 수 있습니다.", "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## Click the <col": "기지를 건설하고 탐사단을 준비하려면 많은 자원이 필요합니다. 맵에서 발견되는 채집 가능한 구조물에서 자원을 모을 수 있습니다. ## 다음을 클릭하세요: <col", "Building's interaction area is blocked": "건물의 상호작용 영역이 차단됨", "BuildingSpawn": "BuildingSpawn", "BuildingTable.json": "BuildingTable.json", "Buildings": "건물", "Buildings & props": "건물 & 소품", "Buildings (default trait):": "건물 (기본 특성):", "Buildings - Dungeon Settlers Wiki": "건물 - 던전 세틀러즈 위키", "Buildings / Props": "건물 / 소품", "Buildings cannot be constructed nearby.": "근처에는 건물을 건설할 수 없습니다.", "Buildings: no": "건물: 아니오", "Buildings: yes": "건물: 예", "Bulk Shot - Dungeon Settlers Wiki": "벌크 샷 - 던전 세틀러즈 위키", "Bulk Shot icon": "벌크 샷 아이콘", "Burn DoT:": "연소 지속 피해:", "Burn Immunity - Dungeon Settlers Wiki": "연소 면역 - 던전 세틀러즈 위키", "Burn Immunity icon": "연소 면역 아이콘", "Burn engine": "불 엔진", "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "연소는 고정 수치(중첩당 초당 3)이며 마법 저항이 적용되는 것으로 가정합니다 - 정확한 메서드 본문은 덤프에 없습니다.", "BurnImmune": "BurnImmune", "Burning": "연소", "Burning (magic)": "화염 (마법)", "Burning - Dungeon Settlers Wiki": "연소 - 던전 세틀러즈 위키", "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "화상과 출혈은 고정 도트 피해이며, 저항력과 상위의 티어 스케일링을 무시합니다.", "Burning icon": "연소 아이콘", "Burrow Monster Cooking Complete": "굴 몬스터 요리 완료", "Burrow Monster Cooking incomplete": "Burrow Monster Cooking incomplete", "Burst Skill Tree - Dungeon Settlers Wiki": "작렬 스킬 트리 - 던전 세틀러즈 위키", "Burst Skill Tree overview": "폭발 스킬 트리 개요", "Burst sub-tree (Fireproof + Fire Battle Mage)": "폭발 서브트리 (방화벽 + 화염 전투 마법사)", "Burst sub-tree (Flame of Life, optional)": "폭발 부분 트리(생명의 불꽃, 선택 사항)", "Burst sub-tree (Ignition; Fireproof to double stacks)": "폭발 서브트리 (점화; 방화벽으로 스택 2배)", "But be careful. The moment you touch a core, the": "하지만 주의하세요. 코어를 터치하는 순간", "But before long, she finds herself at a loss for words.": "하지만 곧, 그녀는 할 말을 잃는다.", "But soon, something seems to cross her mind, and she falls briefly into thought.": "하지만 곧, 뭔가 그녀의 마음에 떠오르고, 그녀는 잠깐 생각에 잠긴다.", "But with a raised hand, you bid them stand down.": "하지만 당신은 손을 올려 그들을 멈춘다.", "But...": "하지만...", "Butcher - Dungeon Settlers Wiki": "백정 - 던전 세틀러즈 위키", "Butcher icon": "백정 아이콘", "Butterfingers - Dungeon Settlers Wiki": "덜렁이 - 던전 세틀러즈 위키", "Butterfingers icon": "덜렁이 아이콘", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "운영 난이도별 | 쉬움 1 | 보통 1 | 어려움 2 | 매우 어려움 2 | 파멸 2", "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 3 | Devastation 3": "관리 난이도별 | 쉬움 1 | 보통 1 | 어려움 2 | 매우 어려움 3 | 파멸 3", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "운영 난이도별 | 쉬움 1 | 보통 2 | 어려움 3 | 매우 어려움 3 | 파멸 3", "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 4 | Devastation 5": "관리 난이도별 | 쉬움 1 | 보통 2 | 어려움 3 | 매우 어려움 4 | 파멸 5", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "운영 난이도별 | 쉬움 1 | 보통 3 | 어려움 4 | 매우 어려움 4 | 파멸 4", "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 5 | Devastation 7": "관리 난이도별 | 쉬움 1 | 보통 3 | 어려움 4 | 매우 어려움 5 | 파멸 7", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "운영 난이도별 | 쉬움 10 | 보통 20 | 어려움 30 | 매우 어려움 30 | 파멸 30", "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 40 | Devastation 50": "관리 난이도별 | 쉬움 10 | 보통 20 | 어려움 30 | 매우 어려움 40 | 파멸 50", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "By Management difficulty | 쉬움 1122 | 보통 2211 | 어려움 3300 | Very 어려움 3300 | 파멸 3300", "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 4389 | Devastation 5478": "관리 난이도별 | 쉬움 1122 | 보통 2211 | 어려움 3300 | 매우 어려움 4389 | 파멸 5478", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "운영 난이도별 | 쉬움 136 | 보통 268 | 어려움 400 | 매우 어려움 400 | 파멸 400", "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 532 | Devastation 664": "관리 난이도별 | 쉬움 136 | 보통 268 | 어려움 400 | 매우 어려움 532 | 파멸 664", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "By Management difficulty | 쉬움 1360 | 보통 2680 | 어려움 4000 | Very 어려움 4000 | 파멸 4000", "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 5320 | Devastation 6640": "관리 난이도별 | 쉬움 1360 | 보통 2680 | 어려움 4000 | 매우 어려움 5320 | 파멸 6640", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "운영 난이도별 | 쉬움 2 | 보통 3 | 어려움 5 | 매우 어려움 5 | 파멸 5", "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 7 | Devastation 8": "관리 난이도별 | 쉬움 2 | 보통 3 | 어려움 5 | 매우 어려움 7 | 파멸 8", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "운영 난이도별 | 쉬움 2 | 보통 4 | 어려움 6 | 매우 어려움 6 | 파멸 6", "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 8 | Devastation 10": "관리 난이도별 | 쉬움 2 | 보통 4 | 어려움 6 | 매우 어려움 8 | 파멸 10", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 11 | Devastation 13": "관리 난이도별 | 쉬움 3 | 보통 5 | 어려움 8 | 매우 어려움 11 | 파멸 13", "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "운영 난이도별 | 쉬움 3 | 보통 5 | 어려움 8 | 매우 어려움 8 | 파멸 8", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "운영 난이도별 | 쉬움 3 | 보통 7 | 어려움 10 | 매우 어려움 10 | 파멸 10", "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 13 | Devastation 17": "관리 난이도별 | 쉬움 3 | 보통 7 | 어려움 10 | 매우 어려움 13 | 파멸 17", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "운영 난이도별 | 쉬움 34 | 보통 67 | 어려움 100 | 매우 어려움 100 | 파멸 100", "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 133 | Devastation 166": "관리 난이도별 | 쉬움 34 | 보통 67 | 어려움 100 | 매우 어려움 133 | 파멸 166", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "운영 난이도별 | 쉬움 340 | 보통 670 | 어려움 1000 | 매우 어려움 1000 | 파멸 1000", "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1330 | Devastation 1660": "관리 난이도별 | 쉬움 340 | 보통 670 | 어려움 1000 | 매우 어려움 1330 | 파멸 1660", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "운영 난이도별 | 쉬움 4 | 보통 8 | 어려움 12 | 매우 어려움 12 | 파멸 12", "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 16 | Devastation 20": "관리 난이도별 | 쉬움 4 | 보통 8 | 어려움 12 | 매우 어려움 16 | 파멸 20", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 15 | Devastation 15": "운영 난이도별 | 쉬움 5 | 보통 10 | 어려움 15 | 매우 어려움 15 | 파멸 15", "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 20 | Devastation 25": "관리 난이도별 | 쉬움 5 | 보통 10 | 어려움 15 | 매우 어려움 20 | 파멸 25", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "운영 난이도별 | 쉬움 5 | 보통 11 | 어려움 16 | 매우 어려움 16 | 파멸 16", "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 21 | Devastation 27": "관리 난이도별 | 쉬움 5 | 보통 11 | 어려움 16 | 매우 어려움 21 | 파멸 27", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "운영 난이도별 | 쉬움 5 | 보통 9 | 어려움 14 | 매우 어려움 14 | 파멸 14", "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 19 | Devastation 23": "관리 난이도별 | 쉬움 5 | 보통 9 | 어려움 14 | 매우 어려움 19 | 파멸 23", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "운영 난이도별 | 쉬움 7 | 보통 13 | 어려움 20 | 매우 어려움 20 | 파멸 20", "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 27 | Devastation 33": "관리 난이도별 | 쉬움 7 | 보통 13 | 어려움 20 | 매우 어려움 27 | 파멸 33", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "운영 난이도별 | 쉬움 8 | 보통 16 | 어려움 24 | 매우 어려움 24 | 파멸 24", "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 32 | Devastation 40": "관리 난이도별 | 쉬움 8 | 보통 16 | 어려움 24 | 매우 어려움 32 | 파멸 40", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "운영 난이도별 | 쉬움 850 | 보통 1675 | 어려움 2500 | 매우 어려움 2500 | 파멸 2500", "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 3325 | Devastation 4150": "관리 난이도별 | 쉬움 850 | 보통 1675 | 어려움 2500 | 매우 어려움 3325 | 파멸 4150", "By asking endless questions,": "끝없는 질문으로,", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un...": "{0}은 끝없는 질문으로 세상을 탐구하려 했습니다. 다른 이들이 당연하게 여기는 것을 의심하고 답을 찾아 나섰습니다. 그러나 세상은 이해하지...", "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so": "{0}은 끝없는 질문으로 세상을 탐구하려 했습니다. 다른 이들이 당연하게 여기는 것을 의심하고 답을 찾아 나섰습니다. 그러나 세상은 이해하지 못했고, 그로 인해", "By default, the free save option is turned off when starting a new game, so pay close attention to your save timing.": "기본적으로 새 게임을 시작할 때 자유 저장 옵션이 꺼져 있으므로 저장 시간에 주의를 기울이세요.", "By default, {0} is consumed every tick when mana is insufficient": "기본적으로 마나가 부족할 때 매 틱마다 {0}이 소비됩니다", "By the time you regain your senses, it has already disappeared.": "정신을 차릴 때쯤이면 그것은 이미 사라져 있다.", "By the time you regain your senses, it has already vanished.": "당신이 정신을 차렸을 때, 그것은 이미 사라졌다.", "CADIDATEPRESET_Andorsi": "CADIDATEPRESET_Andorsi", "CADIDATEPRESET_BRankBluntLv1": "CADIDATEPRESET_BRankBluntLv1", "CADIDATEPRESET_BRankBluntLv2": "CADIDATEPRESET_BRankBluntLv2", "CADIDATEPRESET_BRankBluntLv3": "CADIDATEPRESET_BRankBluntLv3", "CADIDATEPRESET_BRankBluntLv4": "CADIDATEPRESET_BRankBluntLv4", "CADIDATEPRESET_BRankBluntLv5": "CADIDATEPRESET_BRankBluntLv5", "CADIDATEPRESET_BRankBowLv1": "CADIDATEPRESET_BRankBowLv1", "CADIDATEPRESET_BRankBowLv2": "CADIDATEPRESET_BRankBowLv2", "CADIDATEPRESET_BRankBowLv3": "CADIDATEPRESET_BRankBowLv3", "CADIDATEPRESET_BRankBowLv4": "CADIDATEPRESET_BRankBowLv4", "CADIDATEPRESET_BRankBowLv5": "CADIDATEPRESET_BRankBowLv5", "CADIDATEPRESET_BRankFireLv5": "CADIDATEPRESET_BRankFireLv5", "CADIDATEPRESET_BRankGreatSwordLv3": "CADIDATEPRESET_BRankGreatSwordLv3", "CADIDATEPRESET_BRankGreatSwordLv5": "CADIDATEPRESET_BRankGreatSwordLv5", "CADIDATEPRESET_BRankSwordLv1": "CADIDATEPRESET_BRankSwordLv1", "CADIDATEPRESET_BRankSwordLv2": "CADIDATEPRESET_BRankSwordLv2", "CADIDATEPRESET_BRankSwordLv3": "CADIDATEPRESET_BRankSwordLv3", "CADIDATEPRESET_BRankSwordLv4": "CADIDATEPRESET_BRankSwordLv4", "CADIDATEPRESET_BRankSwordLv5": "CADIDATEPRESET_BRankSwordLv5", "CADIDATEPRESET_BasicArcher": "CADIDATEPRESET_BasicArcher", "CADIDATEPRESET_BasicLizardmanWarrior": "CADIDATEPRESET_BasicLizardmanWarrior", "CADIDATEPRESET_BasicWarrior": "CADIDATEPRESET_BasicWarrior", "CADIDATEPRESET_BuildArcher": "CADIDATEPRESET_BuildArcher", "CADIDATEPRESET_BuildArcherTutoSkip": "CADIDATEPRESET_BuildArcherTutoSkip", "CADIDATEPRESET_BuildLizardman": "CADIDATEPRESET_BuildLizardman", "CADIDATEPRESET_BuildWarrior": "CADIDATEPRESET_BuildWarrior", "CADIDATEPRESET_Elf1": "CADIDATEPRESET_Elf1", "CADIDATEPRESET_Elf2": "CADIDATEPRESET_Elf2", "CADIDATEPRESET_Elf3": "CADIDATEPRESET_Elf3", "CADIDATEPRESET_Elf4": "CADIDATEPRESET_Elf4", "CADIDATEPRESET_Endrossi": "CADIDATEPRESET_Endrossi", "CADIDATEPRESET_Perion": "CADIDATEPRESET_Perion", "CADIDATEPRESET_TestArcher": "CADIDATEPRESET_TestArcher", "CADIDATEPRESET_TestCrafting": "CADIDATEPRESET_TestCrafting", "CADIDATEPRESET_TestTank": "CADIDATEPRESET_TestTank", "CADIDATEPRESET_TestWarrior": "CADIDATEPRESET_TestWarrior", "CAMPAIGNSTARTING_BalanceTestLv1": "CAMPAIGNSTARTING_BalanceTestLv1", "CAMPAIGNSTARTING_BalanceTestLv2": "CAMPAIGNSTARTING_BalanceTestLv2", "CAMPAIGNSTARTING_BalanceTestLv3": "CAMPAIGNSTARTING_BalanceTestLv3", "CAMPAIGNSTARTING_BalanceTestLv4": "CAMPAIGNSTARTING_BalanceTestLv4", "CAMPAIGNSTARTING_BuildEasy": "CAMPAIGNSTARTING_BuildEasy", "CAMPAIGNSTARTING_BuildHard": "CAMPAIGNSTARTING_BuildHard", "CAMPAIGNSTARTING_BuildNormal": "CAMPAIGNSTARTING_BuildNormal", "CAMPAIGNSTARTING_BuildRenewEasy": "CAMPAIGNSTARTING_BuildRenewEasy", "CAMPAIGNSTARTING_BuildRenewHard": "CAMPAIGNSTARTING_BuildRenewHard", "CAMPAIGNSTARTING_BuildRenewNormal": "CAMPAIGNSTARTING_BuildRenewNormal", "CAMPAIGNSTARTING_CrawlingDoomDownfall": "CAMPAIGNSTARTING_CrawlingDoomDownfall", "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto": "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto", "CAMPAIGNSTARTING_CrawlingDoomEasy": "CAMPAIGNSTARTING_CrawlingDoomEasy", "CAMPAIGNSTARTING_CrawlingDoomEasyTuto": "CAMPAIGNSTARTING_CrawlingDoomEasyTuto", "CAMPAIGNSTARTING_CrawlingDoomHard": "CAMPAIGNSTARTING_CrawlingDoomHard", "CAMPAIGNSTARTING_CrawlingDoomHardTuto": "CAMPAIGNSTARTING_CrawlingDoomHardTuto", "CAMPAIGNSTARTING_CrawlingDoomNormal": "CAMPAIGNSTARTING_CrawlingDoomNormal", "CAMPAIGNSTARTING_CrawlingDoomNormalTuto": "CAMPAIGNSTARTING_CrawlingDoomNormalTuto", "CAMPAIGNSTARTING_CrawlingDoomVeryHard": "CAMPAIGNSTARTING_CrawlingDoomVeryHard", "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto": "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto", "CAMPAIGNSTARTING_EstablishDownfall": "CAMPAIGNSTARTING_EstablishDownfall", "CAMPAIGNSTARTING_EstablishEasy": "CAMPAIGNSTARTING_EstablishEasy", "CAMPAIGNSTARTING_EstablishHard": "CAMPAIGNSTARTING_EstablishHard", "CAMPAIGNSTARTING_EstablishNormal": "CAMPAIGNSTARTING_EstablishNormal", "CAMPAIGNSTARTING_EstablishVeryHard": "CAMPAIGNSTARTING_EstablishVeryHard", "CAMPAIGNSTARTING_SandboxEasy": "CAMPAIGNSTARTING_SandboxEasy", "CAMPAIGNSTARTING_SandboxHard": "CAMPAIGNSTARTING_SandboxHard", "CAMPAIGNSTARTING_SandboxNormal": "CAMPAIGNSTARTING_SandboxNormal", "CAMPAIGNSTARTING_TempTutoSkip": "CAMPAIGNSTARTING_TempTutoSkip", "CAMPAIGNSTARTING_TestSetting": "CAMPAIGNSTARTING_TestSetting", "CERTAIN": "확실", "CKS": "CKS", "CLANRANK_1": "CLANRANK_1", "CLANRANK_2": "CLANRANK_2", "CLANRANK_3": "CLANRANK_3", "CLANRANK_4": "CLANRANK_4", "CLANRANK_5": "CLANRANK_5", "CLANRANK_6": "CLANRANK_6", "CLANRANK_7": "CLANRANK_7", "Cadence": "주기", "Calculation order matters.": "계산 순서가 중요합니다.", "Calculators": "계산기", "Calculators - Dungeon Settlers Wiki": "계산기 - 던전 정착자 위키", "Call Female Gloth - Dungeon Settlers Wiki": "암컷 글로트 소환 - 던전 세틀러즈 위키", "Call Female Gloth icon": "암컷 글로트 소환 아이콘", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...": "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...", "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.": "천재라 불리던 {0}는 항상 더 큰 기대 아래에 있었다. 작은 성취는 당연히 여겨졌지만 단 한 번의 실패는 오래 기억되었다. 그래서 남보다 빠르게 앞서 나갔지만 뒤처질 두려움을 쉽게 떨쳐낼 수 없었다.", "Calls for aid from nearby packs.": "근처 무리에 도움을 요청합니다.", "Calls for aid from nearby packs. As stacks increase, increasingly stronger units are su…": "근처 무리에 도움을 요청합니다. 스택이 증가하면서 점점 더 강한 유닛이…", "Calm Leadership - Dungeon Settlers Wiki": "침착한 통솔 - 던전 세틀러즈 위키", "Calm Leadership icon": "침착한 통솔 아이콘", "Camera": "카메라", "Camera Movement: WASD": "카메라 이동: WASD", "Camera movement input, 10 or more times": "카메라 이동 입력, 10회 이상", "Camera wheel input, 2 or more times": "카메라 휠 입력, 2회 이상", "CameraMaxZoomSize": "CameraMaxZoomSize", "CameraMinZoomSize": "CameraMinZoomSize", "CameraMoveSpeed": "CameraMoveSpeed", "CameraZoomInOutSpeed": "CameraZoomInOutSpeed", "Camp Fire - Dungeon Settlers Wiki": "모닥불 - 던전 세틀러즈 위키", "Camp Fire / Cooking Workstation": "캠프 파이어 / 요리 작업 공간", "Camp Fire Remnant": "모닥불 유적", "Camp Fire Remnant - Dungeon Settlers Wiki": "캠프 파이어 잔해 - 던전 세틀러즈 위키", "Campaign": "캠페인", "Campaign floor": "캠페인 층", "Campaign options": "캠페인 옵션", "Campaign start time": "캠페인 시작 시간", "Campaign starting setups": "캠페인 시작 설정", "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "시나리오 × 난이도별 캠페인 시작 설정: 유닛, 아이템, 맵 건물.", "CampaignStartHour": "CampaignStartHour", "CampaignStarting": "CampaignStarting", "CampaignStartingTable.json": "CampaignStartingTable.json", "Campaign_": "Campaign_", "Campfire - Dungeon Settlers Wiki": "캠프 파이어 - 던전 세틀러즈 위키", "Campfire icon": "캠프 파이어 아이콘", "Campsite Complete": "캠프장 완료", "Can be obtained through": "다음을 통해 얻을 수 있습니다", "Can be used to acquire active skills.": "활성 스킬을 획득하는 데 사용할 수 있습니다.", "Can be used to acquire active skills. Can be obtained through 레벨 상승.": "Can be used to acquire active skills. Can be obtained through 레벨 상승.", "Can be used to acquire passive skills.": "수동 스킬을 획득하는 데 사용할 수 있습니다.", "Can be used to acquire passive skills. Can be obtained through 레벨 상승.": "Can be used to acquire passive skills. Can be obtained through 레벨 상승.", "Can target over walls": "벽 너머에 대상 지정 가능", "Can't trade because there is no merchant room": "상인실이 없어서 거래할 수 없습니다", "Cancel Mode: X": "모드 취소: X", "Cancel Selection Mode: Right Click": "선택 모드 취소: 우클릭", "Candidate refresh": "후보 새로고침", "Candidate talent sum": "후보자 재능 합계", "CandidatePreset": "CandidatePreset", "CandidatePresetTable.json": "CandidatePresetTable.json", "CandidateRefreshInterval": "CandidateRefreshInterval", "Candidates": "후보", "Candidates already carrying": "이미 소유한 후보자", "Candidates per refresh": "새로고침당 후보자", "Candle Stand - Dungeon Settlers Wiki": "촛불 거치대 - 던전 세틀러즈 위키", "Cannot be worn with a bow or any staff": "활이나 지팡이와 함께 착용할 수 없습니다", "Cannot complete the trade. The target inventory does not have enough space.": "Cannot complete the trade. The target inventory does not have enough space.", "Cannot dismiss expedition members who are currently working.": "Cannot dismiss expedition members who are currently working.", "Cannot stack": "스택 불가", "Cannot stack (single instance)": "스택 불가(단일 인스턴스)", "Cap": "상한", "Cap (": "상한 (", "Cap ({#})": "상한 ({#})", "Cap reached": "상한 도달", "Capability": "능력", "Capable of steady growth and reliable results.": "꾸준한 성장과 신뢰할 수 있는 결과가 가능합니다.", "Capacity": "용량", "Capital Punishment": "수도 징벌", "Capital Punishment (execute)": "극형(실행)", "Capital Punishment Inscription - Dungeon Settlers Wiki": "사형의 각인 - 던전 세틀러즈 위키", "Capital Punishment Inscription icon": "사형의 각인 아이콘", "Capital Punishment calculator": "극형 계산기", "Capital Punishment executes non-boss enemies at or below 20% of their combined HP. It fires on any damage instance, so even chip damage triggers it once the target is low enough.": "극형은 보스가 아닌 적의 생명력이 합산 최대치의 20% 이하일 때 즉시 처형합니다. 어떤 피해 판정에서도 발동하므로, 대상의 생명력이 충분히 낮아지면 사소한 피해로도 발동합니다.", "Capital Punishment, Inscription of Perfection, Inscription of the Storm": "극형, 완벽의 비문, 폭풍의 비문", "Capped Effects": "제한된 효과", "Capped Effects & Bonuses": "제한된 효과 및 보너스", "Capped Effects & Bonuses - Dungeon Settlers Wiki": "제한된 효과 및 보너스 - 던전 세틀러즈 위키", "Capped at {#} stacks (you entered {#}).": "최대 {#} 중첩으로 제한됩니다 (입력값: {#}).", "Capture and domesticate Gloth, a 2nd Region monster.": "2영역 몬스터인 Gloth를 포획하고 길들입니다.", "Carapace": "갑각", "Carapace (M.Atk {#})": "갑각 (마법 공격력 {#})", "Carapace (P.Atk {#})": "갑각 (물리 공격력 {#})", "Carapace Armor - Dungeon Settlers Wiki": "갑각 갑옷 - 던전 세틀러즈 위키", "Carapace Armor icon": "갑각 갑옷 아이콘", "Carapace Arrow - Dungeon Settlers Wiki": "갑각 화살 - 던전 세틀러즈 위키", "Carapace Arrow icon": "갑각 화살 아이콘", "Carapace Axe - Dungeon Settlers Wiki": "갑각 도끼 - 던전 세틀러즈 위키", "Carapace Axe icon": "갑각 도끼 아이콘", "Carapace Bow - Dungeon Settlers Wiki": "갑각 활 - 던전 세틀러즈 위키", "Carapace Bow icon": "갑각 활 아이콘", "Carapace Club - Dungeon Settlers Wiki": "갑각 곤봉 - 던전 세틀러즈 위키", "Carapace Club icon": "갑각 곤봉 아이콘", "Carapace Dagger - Dungeon Settlers Wiki": "갑각 단검 - 던전 세틀러즈 위키", "Carapace Dagger icon": "갑각 단검 아이콘", "Carapace Greatsword - Dungeon Settlers Wiki": "갑각 대검 - 던전 세틀러즈 위키", "Carapace Greatsword icon": "갑각 대검 아이콘", "Carapace Helmet - Dungeon Settlers Wiki": "갑각 투구 - 던전 세틀러즈 위키", "Carapace Helmet icon": "갑각 투구 아이콘", "Carapace Processing 1": "Carapace Processing 1", "Carapace Processing 2": "Carapace Processing 2", "Carapace Processing 2 Complete": "갑각 가공 2 완료", "Carapace Processing 2 not completed": "Carapace Processing 2 not completed", "Carapace Processing Complete": "키틴질 처리 완료", "Carapace Processing not completed": "Carapace Processing not completed", "Carapace Shield - Dungeon Settlers Wiki": "갑각 방패 - 던전 세틀러즈 위키", "Carapace Shield icon": "갑각 방패 아이콘", "Carapace Spear - Dungeon Settlers Wiki": "갑각 창 - 던전 세틀러즈 위키", "Carapace Spear icon": "갑각 창 아이콘", "Carapace Stick - Dungeon Settlers Wiki": "갑각 막대기 - 던전 세틀러즈 위키", "Carapace Stick icon": "갑각 막대기 아이콘", "Carapace Sword - Dungeon Settlers Wiki": "갑각 검 - 던전 세틀러즈 위키", "Carapace Sword icon": "갑각 검 아이콘", "Carapace set: 갑각 검, 갑각 투구, 갑각 갑옷, 갑각 화살": "갑각 세트: 갑각 검, 갑각 투구, 갑각 갑옷, 갑각 화살", "Card Play Table - Dungeon Settlers Wiki": "카드 놀이 테이블 - 던전 세틀러즈 위키", "Cards": "카드", "Cargo Bundle 1 - Dungeon Settlers Wiki": "화물 꾸러미 1 - 던전 세틀러즈 위키", "Cargo Bundle 2 - Dungeon Settlers Wiki": "화물 꾸러미 2 - 던전 세틀러즈 위키", "Cargo Bundle1 Remnant": "짐 보따리1 유해", "Cargo Bundle1 Remnant - Dungeon Settlers Wiki": "화물 묶음1 유적 - 던전 세틀러즈 위키", "Cargo Bundle2 Remnant": "짐 보따리2 유해", "Cargo Bundle2 Remnant - Dungeon Settlers Wiki": "화물 꾸러미2 조각 - 던전 세틀러즈 위키", "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only": "육식 음식에서 육체적 죄책감 (기분 -2); 채식 전용에 대한 페널티 없음", "Carnal Guilt - Dungeon Settlers Wiki": "육식 죄책감 - 던전 세틀러즈 위키", "Carnal Guilt icon": "육식 죄책감 아이콘", "Carnivore": "육식", "Carnivore by nature: Lizardmen gain the": "자연 육식동물: 도마뱀 인간은", "Carnivore by nature: Lizardmen gain the [Plant Rage] mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "타고난 육식성: 리저드맨은 채소를 먹으면 [식물 분노] 기분 페널티를 받지만, 고기만 먹는 식단에 대한 페널티는 무시합니다.", "Carpenter - Dungeon Settlers Wiki": "목수 - 던전 세틀러즈 위키", "Carpenter Workstation - Dungeon Settlers Wiki": "목공대 - 던전 세틀러즈 위키", "Carpenter icon": "목수 아이콘", "Carrying a Companion - Dungeon Settlers Wiki": "동료 업기 - 던전 세틀러즈 위키", "Carrying a Companion icon": "동료 업기 아이콘", "Carter - Dungeon Settlers Wiki": "마차꾼 - 던전 세틀러즈 위키", "Carter icon": "마차꾼 아이콘", "Cast by": "시전자:", "Casting Workbench - Dungeon Settlers Wiki": "주조 작업대 - 던전 세틀러즈 위키", "Cat: Decoration (22)": "분류: 장식 (22)", "Cat: Decoration (30)": "Cat: Decoration (30)", "Cat: Defence (1)": "분류: 방어 (1)", "Cat: Defence (3)": "Cat: Defence (3)", "Cat: Farming (1)": "분류: 농업 (1)", "Cat: Farming (2)": "Cat: Farming (2)", "Cat: Furniture (24)": "Cat: Furniture (24)", "Cat: Furniture (28)": "분류: 가구 (28)", "Cat: Housing (17)": "분류: 주택 (17)", "Cat: Housing (20)": "Cat: Housing (20)", "Cat: None (401)": "분류: 없음 (401)", "Cat: None (418)": "Cat: None (418)", "Cat: Recreation (3)": "고양이: Recreation (3)", "Cat: Special (3)": "분류: 특수 (3)", "Cat: Special (6)": "Cat: Special (6)", "Cat: Storage (10)": "분류: 보관소 (10)", "Cat: Storage (13)": "Cat: Storage (13)", "Cat: Workbench (15)": "Cat: Workbench (15)", "Cat: Workbench (16)": "분류: 작업대 (16)", "Categories": "카테고리", "Categories:": "카테고리:", "Category": "카테고리", "Cause": "원인", "Caution": "주의", "Caution : Some expedition members are located outside the portal area!": "Caution : Some expedition members are located outside the portal area!", "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?": "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?", "Caution: If this is your first expedition, the second floor is extremely difficult. It's strongly recommended to follow the main objectives first.": "주의: 첫 탐사단이라면 2층은 매우 어렵습니다. 먼저 주요 목표를 따르는 것을 강력히 권장합니다.", "Caution: Some expedition members are outside the portal area!": "Caution: Some expedition members are outside the portal area!", "Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor?": "<color=#f16071>주의 : 포탈 영역 밖에 위치한 탐사 단원들이 있습니다!</color> 정말 다음층으로 내려가시겠습니까?", "Cavern Godness Ancient Wall": "동굴 여신 고대 벽", "Cavern Godness Ancient Wall - Dungeon Settlers Wiki": "동굴 여신 고대 벽 - 던전 세틀러즈 위키", "Cavern Godness Ancient Wall2": "동굴 여신 고대 벽2", "Cavern Godness Ancient Wall2 - Dungeon Settlers Wiki": "동굴 여신 고대 벽2 - 던전 세틀러즈 위키", "Cavern Godness Ancient Wall3": "동굴 여신 고대 벽3", "Cavern Godness Ancient Wall3 - Dungeon Settlers Wiki": "동굴 여신 고대 벽3 - 던전 세틀러즈 위키", "Cavern Godness Ancient Wall4": "동굴 여신 고대 벽4", "Cavern Godness Ancient Wall4 - Dungeon Settlers Wiki": "동굴 여신 고대 벽4 - 던전 세틀러즈 위키", "Cavern Godness Ancient Wall5": "동굴 여신 고대 벽5", "Cavern Godness Ancient Wall5 - Dungeon Settlers Wiki": "동굴 여신 고대 벽5 - 던전 세틀러즈 위키", "Cavern Godness Ancient Wall6": "동굴 여신 고대 벽6", "Cavern Godness Ancient Wall6 - Dungeon Settlers Wiki": "동굴 여신 고대 벽6 - 던전 세틀러즈 위키", "Cavern Godness Pillar": "동굴 여신 기둥", "Cavern Godness Pillar - Dungeon Settlers Wiki": "동굴 여신 기둥 - 던전 세틀러즈 위키", "Cavern Godness Pillar2": "동굴 여신 기둥2", "Cavern Godness Pillar2 - Dungeon Settlers Wiki": "동굴 여신 기둥2 - 던전 세틀러즈 위키", "Cavern_LittleFlesh": "Cavern_LittleFlesh", "Cavern_Mine": "Cavern_Mine", "Cavern_Poison": "독소 동굴", "Cavern_Standard": "Cavern_Standard", "Cedric - Dungeon Settlers Wiki": "세드릭 - 던전 세틀러즈 위키", "Cedric icon": "세드릭 아이콘", "Celestial Sphere - Dungeon Settlers Wiki": "천구의 - 던전 세틀러즈 위키", "Central": "중앙", "Ceramics - Dungeon Settlers Wiki": "세라믹 - 던전 세틀러즈 위키", "Ceramics icon": "세라믹 아이콘", "Chain Grab - Dungeon Settlers Wiki": "체인 그랩 - 던전 세틀러즈 위키", "Chain Grab icon": "체인 그랩 아이콘", "Chain Grab range and area on a dungeon room": "연쇄 집어잡기 범위 및 던전 방의 영역", "Chain Grab range and area shown on a dungeon room": "던전 방에 표시된 사슬 집기의 범위 및 영역", "Chain Grap": "연쇄 집어잡기", "Chain Grap 2": "연쇄 집어잡기 2", "Chain Hit - Dungeon Settlers Wiki": "체인 히트 - 던전 세틀러즈 위키", "Chain Hit icon": "체인 히트 아이콘", "Chain Hit range and area on a dungeon room": "연쇄 타격 범위 및 던전 방의 영역", "Chain Hit range and area shown on a dungeon room": "던전 방에 표시된 연쇄 타격의 범위와 영역", "Chain Knight Sentinel - Dungeon Settlers Wiki": "체인 나이트 센티넬 - 던전 세틀러즈 위키", "Chain Knight Sentinel Fixed": "체인 나이트 센티널 고정", "Chain Knight Sentinel Random": "체인 나이트 센티넬 랜덤", "Chain Knight Sentinel icon": "체인 나이트 센티넬 아이콘", "Chain Knight Sentinel soul": "체인 나이트 센티넬 영혼", "Chain Knight Sentinel variant": "사슬 기사 센티널 변형", "Chain Slash + Flow Seeker + Blade Spirit": "연쇄 베기 + 흐름 추적자 + 검 정신", "Chain Slash - Dungeon Settlers Wiki": "체인 슬래시 - 던전 세틀러즈 위키", "Chain Slash icon": "체인 슬래시 아이콘", "Chain Slash range and area shown on a dungeon room": "던전 방에서 표시된 연쇄 베기 범위 및 영역", "Chain Slash strikes a single target four times for 100% Physical Attack Power each, costing 3 energy (12s cooldown). It is itself a single-target melee skill, so it triggers Flow Seeker's Exposed Flaw, which makes all four of its hits guaranteed crits. Blade Spirit then refunds 1 energy per crit = 4 energy back for a 3-energy spend. Chain Slash is therefore energy-positive: it funds itself and your other skills, crits for the full 1.5x every time, and re-arms Guard Barrier through the Exposed Flaw. This is the canonical melee energy engine.": "체인 슬래시는 단일 대상에게 물리 공격력의 100%에 해당하는 타격을 네 번 가하며, 에너지 3을 소모합니다(재사용 대기 12초). 그 자체가 단일 대상 근접 스킬이므로 플로우 시커의 노출된 약점을 발동시키며, 이로 인해 네 번의 타격이 모두 확정 치명타가 됩니다. 그러면 블레이드 스피릿이 치명타 하나당 에너지 1을 환급해 총 4 에너지를 돌려주므로, 3 에너지를 소모하고도 이득을 봅니다. 따라서 체인 슬래시는 에너지 순이익 스킬로, 자기 자신과 다른 스킬의 비용을 충당하고 매번 온전한 1.5배 치명타를 내며 노출된 약점을 통해 가드 배리어도 다시 발동시킵니다. 이것이 근접 에너지 엔진의 전형입니다.", "Chain Slash's four hits all crit under Exposed Flaw, so Blade Spirit refunds 4 energy against its 3-energy cost - a net-positive attack you can spam.": "체인 슬래시의 네 번의 타격은 노출된 약점 아래에서 모두 치명타가 되므로, 블레이드 스피릿이 에너지 4를 환급해 3 에너지 비용을 상쇄하고도 남습니다. 순이익이 나는 공격이라 계속 사용할 수 있습니다.", "ChainKnight": "ChainKnight", "Chair - Dungeon Settlers Wiki": "의자 - 던전 세틀러즈 위키", "Challenger Gloth - Dungeon Settlers Wiki": "도전자 글로트 - 던전 세틀러즈 위키", "Challenger Gloth 3": "도전자 글로트 3", "Challenger Gloth 3 + Female Gloth 1": "도전자 글로트 3 + 암컷 글로트 1", "Challenger Gloth Random": "도전자 글로트 랜덤", "Challenger Gloth icon": "도전자 글로트 아이콘", "Challenger Gloth variant": "도전자 글로트 변형", "Challenger Glott3 + Mud Slogel2 = 32": "도전자 글로트3+머드슬로겔2 = 32", "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48": "도전자 글로트4+암컷 글로트1+머드슬로겔2 = 48", "Challenger Glott4 + Female Glott2 = 48": "도전자 글로트4+암컷 글로트2 = 48", "Challenger Glott4 = 32": "도전자 글로트4 = 32", "ChallengerGloth": "ChallengerGloth", "Chance": "확률", "Chance per floor": "층당 확률", "Chance per slot": "슬롯당 확률", "Chance that at least one room of that type is rolled on the floor. Hover a cell where a floor can hold more than one for its average count. Sort a floor column to see what that floor most likely holds.": "해당 층에서 이 유형의 방이 최소 1개 이상 뽑힐 확률입니다. 한 층이 2개 이상을 가질 수 있는 칸에 마우스를 올리면 평균 개수를 볼 수 있습니다. 층 열을 정렬하면 그 층이 가장 많이 보유할 가능성이 있는 방을 확인할 수 있습니다.", "Chance the node appears on the floor (its room is rolled and the node fills its slot). Click a node for what it yields, or see the": "이 노드가 층에 등장할 확률입니다(해당 방이 뽑히고 노드가 그 슬롯을 채웁니다). 노드를 클릭하면 무엇을 얻을 수 있는지 확인할 수 있으며, 또는 다음을 참고하세요", "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "특정 템플릿이 이 층에 등장할 확률: p = 가중치 / 유형 합계, 이후 레이아웃 전체에 대해 1 - (1 - p)^(해당 유형 방 수)로 평균.", "Change Phase": "페이즈 변환", "Change Phase 2": "페이즈 변환 2", "ChangeDeltaThreshold": "ChangeDeltaThreshold", "Changelog": "변경 내역", "Changes": "변경", "Changes the basic attack for 8 seconds to deal 3 instances of 60% of": "8초 동안 기본 공격을 다음의 60%의 3 인스턴스를 처리하도록 변경합니다", "Changes the basic attack for 8 seconds to deal 3 instances of 60% of Physical Attack Power as physical damage to the target.": "8초간 기본 공격이 변경되어 대상에게 PAtk의 60%에 해당하는 물리 피해를 3회 입힙니다.", "Changes the basic attack for 8 seconds to deal 3 instances of 60% of Physical Attack Power as physical dama…": "Changes the basic attack for 8 seconds to deal 3 instances of 60% of Physical Attack Power as physical dama…", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "{0}초 동안 기본 공격을 변경하여 {2}회 {1}%의 피해를 입힙니다", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 물리 공격력 as physical damage to the target.": "{0}초 동안 기본 공격이 대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다.", "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 물리 공격력 as physical damage to the target. While this skill is active, each basic attac": "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 물리 공격력 as physical damage to the target. While this skill is active, each basic attac", "Changes the basic attack to deal ? instances of physical damage equal to ?% of": "기본 공격을 변경하여 ?% 물리 공격력과 같은 ? 인스턴스의 물리 피해를", "Changes the basic attack to deal ? instances of physical damage equal to ?% of Physical Attack Power to the target.": "기본 공격이 대상에게 물리 공격력의 ?%에 해당하는 물리 피해를 ?회 입히도록 변경됩니다.", "Changes the basic attack to deal ? instances of physical damage equal to ?% of Physical…": "기본 공격을 변경하여 물리 공격력의 ?%만큼 물리 피해 ? 인스턴스를 줍니다…", "Changes the basic attack to deal magic damage equal to ?% of": "기본 공격을 다음의 ?%와 같은 마법 피해로 변경합니다", "Changes the basic attack to deal magic damage equal to ?% of Magic Attack Power to the target and applies ? Burning for ? seconds.": "기본 공격이 대상에게 마법 공격력의 ?%에 해당하는 마법 피해를 입히고 화상 ?를 ?초 동안 부여하도록 변경됩니다.", "Changes the basic attack to deal magic damage equal to ?% of Magic Attack Power to the…": "기본 공격을 변경하여 ?% 마법 공격력만큼 대상에게 마법 피해를 줍니다…", "Character": "캐릭터", "Character & Team Builder": "캐릭터 & 팀 빌더", "Character & Team Builder - Dungeon Settlers Wiki": "캐릭터 & 팀 빌더 - 던전 세틀러즈 위키", "Character Builder": "캐릭터 빌더", "Character background/individual traits.": "캐릭터 배경/개인 특성.", "Character backgrounds & individual traits": "캐릭터 배경 및 개인 특성", "Character name": "캐릭터 이름", "Charge": "충전", "Charge Attack - Dungeon Settlers Wiki": "차지 어택 - 던전 세틀러즈 위키", "Charge Attack icon": "차지 어택 아이콘", "Charge Attack range and area shown on a dungeon room": "던전 방에서 표시된 돌진 공격 범위 및 영역", "Charge End": "돌격 종료", "Charge Start": "충전 시작", "Charge at a target 1 tile or more away, dealing 100% of your physical damage and apply 1": "1칸 이상 떨어진 목표에 돌진하여 당신의 물리 피해의 100%를 입히고 1개를 적용합니다:", "Charge at a target 1 tile or more away, dealing 100% of your physical damage and apply 1 Dizziness for 5 seconds.": "1칸 이상 떨어진 대상에게 돌진하여 물리 피해의 100%를 입히고 5초간 현기증 1을 부여합니다.", "Charges in a straight line toward the target direction, pushing all hit targets back by 2 tiles, dealing physical damage equal to 300% of": "대상 방향으로 직선으로 돌진하여, 맞은 모든 대상을 2칸 뒤로 밀어내며 300%에 해당하는 물리 피해를 입힙니다", "Charges in a straight line toward the target direction, pushing all hit targets back by 2 tiles, dealing physical damage equal to 300% of Physical Attack Power, and applying Stun for 1.5 seconds.": "대상 방향으로 직선 돌진하여 맞은 모든 대상을 2칸 밀쳐내고, 물리 공격력의 300%에 해당하는 물리 피해를 입히며, 기절을 1.5초 동안 부여합니다.", "Charges in a straight line toward the target direction, pushing all hit targets back by 2 tiles, dealing physical damage equal to 300% of Physical Attack Power, and applying Stun for 1.5 seconds. Instantly destroys structures on collision. If it hits a dead end, the skill is interrupted and the caster is afflicted with Stun for 1.5 seconds.": "대상 방향으로 직선 돌진하여 맞은 모든 대상을 2칸 밀쳐내고, 물리 공격력의 300%에 해당하는 물리 피해를 입히며, 기절을 1.5초 동안 부여합니다. 충돌 시 구조물을 즉시 파괴합니다. 막다른 곳에 부딪히면 스킬이 중단되고 시전자에게 기절이 1.5초 동안 부여됩니다.", "Charges in a straight line toward the target direction, pushing all hit targets back by 2 tiles, dealing ph…": "Charges in a straight line toward the target direction, pushing all hit targets back by 2 tiles, dealing ph…", "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 300% of": "목표를 향해 직선으로 돌진하여 맞은 모든 적을 2칸 밀어내고 300%의", "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 300% of Physical Attack Power as physical damage, and applying them Stun for 2 seconds. If colliding with a wall, the skill is interrupted and the user gets Stun for 2 seconds.": "대상을 향해 직선으로 돌진하여 맞은 모든 적을 2칸 밀쳐내고 PAtk의 300%만큼 물리 피해를 입히며 2초간 기절을 부여합니다. 벽에 부딪히면 스킬이 중단되고 시전자에게 2초간 기절이 부여됩니다.", "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 300% of Phy…": "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 300% of Phy…", "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 500% of": "목표를 향해 직선으로 돌진하여 맞은 모든 적을 2칸 밀어내고 500%의", "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 500% of Physical Attack Power as physical damage, and applying Stun for 2 seconds. If colliding with a wall, the skill is interrupted and the user gets Stun for 2 seconds.": "대상을 향해 직선으로 돌진하여 맞은 모든 적을 2칸 밀쳐내고 PAtk의 500%만큼 물리 피해를 입히며 2초간 기절을 부여합니다. 벽에 부딪히면 스킬이 중단되고 시전자에게 2초간 기절이 부여됩니다.", "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 500% of Phy…": "Charges in a straight line toward the target, knocking back all enemies hit by 2 tiles, dealing 500% of Phy…", "Charges to the designated tile, dealing 120% of": "지정된 칸으로 돌진하여 다음의 120%를 입힙니다:", "Charges to the designated tile, dealing 120% of Physical Attack Power as damage to all units in the path and adjacent tiles. This attack can hit multiple times.": "지정한 칸으로 돌진하여 경로와 인접한 칸의 모든 유닛에게 PAtk의 120%만큼 피해를 입힙니다. 이 공격은 여러 번 적중할 수 있습니다.", "Charges to the designated tile, dealing 120% of Physical Attack Power as damage to all units in the path and adjacent tiles. This attack can hit multiple times. This attack can also damage allies.": "지정한 칸으로 돌진하여 경로와 인접한 칸의 모든 유닛에게 PAtk의 120%만큼 피해를 입힙니다. 이 공격은 여러 번 적중할 수 있으며, 아군에게도 피해를 입힐 수 있습니다.", "Charges to the designated tile, dealing 120% of Physical Attack Power as damage to all units in the path an…": "Charges to the designated tile, dealing 120% of Physical Attack Power as damage to all units in the path an…", "Charges toward the target and slashes with a sword, dealing physical damage equal to 180% of": "대상으로 돌진하여 검으로 베어 다음의 180%와 같은 물리 피해를 입힙니다:", "Charges toward the target and slashes with a sword, dealing physical damage equal to 180% of Physical Attack Power.": "대상을 향해 돌진하여 검으로 베어 PAtk의 180%에 해당하는 물리 피해를 입힙니다.", "Charges toward the target and slashes with a sword, dealing physical damage equal to 180% of Physical Attack Power. The damage increases by 30% of Physical Attack Power for each unit of distance charged.": "대상을 향해 돌진하여 검으로 베어 PAtk의 180%에 해당하는 물리 피해를 입힙니다. 돌진한 거리 1칸당 피해량이 PAtk의 30%만큼 증가합니다.", "Charges toward the target and slashes with a sword, dealing physical damage equal to 180% of Physical Attac…": "Charges toward the target and slashes with a sword, dealing physical damage equal to 180% of Physical Attac…", "Charges, dealing physical damage equal to 100% of": "충전, 100% 물리 피해 부여", "Charges, dealing physical damage equal to 100% of Physical Attack Power to the target,": "돌진하여 대상에게 물리 공격력의 100%에 해당하는 물리 피해를 입히고,", "Charges, dealing physical damage equal to 100% of Physical Attack Power to the target, applying Stun for 2 seconds, and applying 2 Bleeding for 10 seconds.": "돌진하여 대상에게 물리 공격력의 100%에 해당하는 물리 피해를 입히고, 기절을 2초 동안, 출혈 2를 10초 동안 부여합니다.", "Charges, dealing physical damage equal to 100% of Physical Attack Power to the target, applying Stun for 2…": "Charges, dealing physical damage equal to 100% of Physical Attack Power to the target, applying Stun for 2…", "Charging Whirlwind - Dungeon Settlers Wiki": "차징 휠윈드 - 던전 세틀러즈 위키", "Charging Whirlwind icon": "차징 휠윈드 아이콘", "Charging Whirlwind range and area shown on a dungeon room": "던전 방에서 표시된 충전 회오리 범위 및 영역", "Chatted - Dungeon Settlers Wiki": "잡담을 나눔 - 던전 세틀러즈 위키", "Chatted icon": "잡담을 나눔 아이콘", "ChattedDurationMin": "ChattedDurationMin", "CheckIntervalSec": "CheckIntervalSec", "Cheering Howl - Dungeon Settlers Wiki": "치어링 하울 - 던전 세틀러즈 위키", "Cheering Howl icon": "치어링 하울 아이콘", "Cheering Howl range and area on a dungeon room": "던전 방에서 응원 울음 범위 및 면적", "Cheering Howl range and area shown on a dungeon room": "던전 방에 표시된 응원 울음의 범위 및 영역", "Chest": "상자", "Chests & containers": "상자 & 용기", "Chief Bodyguard - Dungeon Settlers Wiki": "족장 호위병 - 던전 세틀러즈 위키", "Chief Bodyguard icon": "족장 호위병 아이콘", "Choice": "선택", "Choice E0201": "Choice E0201", "Choice E1000": "Choice E1000", "Choice F0100 - desc": "Choice F0100 - desc", "Choice F13000 - desc": "Choice F13000 - desc", "Choice F14000 - desc": "Choice F14000 - desc", "Choice F14001 - desc": "Choice F14001 - desc", "Choice F14100 - desc": "Choice F14100 - desc", "Choice F14110 - desc": "Choice F14110 - desc", "Choice F15000 - desc": "Choice F15000 - desc", "Choice F15001 - desc": "Choice F15001 - desc", "Choice F15100 - desc": "Choice F15100 - desc", "Choice F15101 - desc": "Choice F15101 - desc", "Choice F15110 - desc": "Choice F15110 - desc", "Choice F25000": "Choice F25000", "Choice F26000": "Choice F26000", "Choice F27000": "Choice F27000", "Choice F27000 - desc": "Choice F27000 - desc", "Choice F27001": "Choice F27001", "Choice F27001 - desc": "Choice F27001 - desc", "Choice F27100": "Choice F27100", "Choice F27100 - desc": "Choice F27100 - desc", "Choice F27110": "Choice F27110", "Choice F27110 - desc": "Choice F27110 - desc", "Choice F28000": "Choice F28000", "Choice F28000 - desc": "Choice F28000 - desc", "Choice F28001": "Choice F28001", "Choice F28001 - desc": "Choice F28001 - desc", "Choice F28100": "Choice F28100", "Choice F28100 - desc": "Choice F28100 - desc", "Choice F28110": "Choice F28110", "Choice F28110 - desc": "Choice F28110 - desc", "Choice F29000": "Choice F29000", "Choice F29000 - desc": "Choice F29000 - desc", "Choice F29001": "Choice F29001", "Choice F29001 - desc": "Choice F29001 - desc", "Choice F29100": "Choice F29100", "Choice F29100 - desc": "Choice F29100 - desc", "Choice F29110": "Choice F29110", "Choice F29110 - desc": "Choice F29110 - desc", "Choice F30000": "Choice F30000", "Choice F30000 - desc": "Choice F30000 - desc", "Choice F30001": "Choice F30001", "Choice F30001 - desc": "Choice F30001 - desc", "Choice F30100": "Choice F30100", "Choice F30100 - desc": "Choice F30100 - desc", "Choice F30110": "Choice F30110", "Choice F30110 - desc": "Choice F30110 - desc", "Choice F31000": "Choice F31000", "Choice F31000 - desc": "Choice F31000 - desc", "Choice F32000": "Choice F32000", "Choice F32000 - desc": "Choice F32000 - desc", "Choice F33000": "Choice F33000", "Choice F33000 - desc": "Choice F33000 - desc", "Choice F34000": "Choice F34000", "Choice F34000 - desc": "Choice F34000 - desc", "Choice F34001": "Choice F34001", "Choice F34001 - desc": "Choice F34001 - desc", "Choice F34100": "Choice F34100", "Choice F34100 - desc": "Choice F34100 - desc", "Choice F34110": "Choice F34110", "Choice F34110 - desc": "Choice F34110 - desc", "Choice F34120": "Choice F34120", "Choice F34120 - desc": "Choice F34120 - desc", "Choice F35000": "Choice F35000", "Choice F35000 - desc": "Choice F35000 - desc", "Choice F36000": "Choice F36000", "Choice F36000 - desc": "Choice F36000 - desc", "Choice F37000": "Choice F37000", "Choice F37000 - desc": "Choice F37000 - desc", "Choice F38000": "Choice F38000", "Choice F38000 - desc": "Choice F38000 - desc", "Choice F39000": "Choice F39000", "Choice F39000 - desc": "Choice F39000 - desc", "Choice F39001": "Choice F39001", "Choice F39001 - desc": "Choice F39001 - desc", "Choice F39100": "Choice F39100", "Choice F39100 - desc": "Choice F39100 - desc", "Choice F39110": "Choice F39110", "Choice F39110 - desc": "Choice F39110 - desc", "Choice F39120": "Choice F39120", "Choice F39120 - desc": "Choice F39120 - desc", "Choice F40000": "Choice F40000", "Choice F40000 - desc": "Choice F40000 - desc", "Choice F41000": "Choice F41000", "Choice F41000 - desc": "Choice F41000 - desc", "Choice F42000": "Choice F42000", "Choice F43000": "Choice F43000", "Choice F44000": "Choice F44000", "Choice F45000": "Choice F45000", "Choice F45000 - desc": "Choice F45000 - desc", "Choice F45001": "Choice F45001", "Choice F45001 - desc": "Choice F45001 - desc", "Choice F45100": "Choice F45100", "Choice F45100 - desc": "Choice F45100 - desc", "Choice F45110": "Choice F45110", "Choice F45110 - desc": "Choice F45110 - desc", "Choice F46000": "Choice F46000", "Choice F46000 - desc": "Choice F46000 - desc", "Choice F46001": "Choice F46001", "Choice F46001 - desc": "Choice F46001 - desc", "Choice F46002": "Choice F46002", "Choice F46002 - desc": "Choice F46002 - desc", "Choice F46100": "Choice F46100", "Choice F46100 - desc": "Choice F46100 - desc", "Choice F46101": "Choice F46101", "Choice F46101 - desc": "Choice F46101 - desc", "Choice F46102": "Choice F46102", "Choice F46102 - desc": "Choice F46102 - desc", "Choice F46200": "Choice F46200", "Choice F46200 - desc": "Choice F46200 - desc", "Choice F46201": "Choice F46201", "Choice F46201 - desc": "Choice F46201 - desc", "Choice F46202": "Choice F46202", "Choice F46202 - desc": "Choice F46202 - desc", "Choice F46300": "Choice F46300", "Choice F46300 - desc": "Choice F46300 - desc", "Choice F46301": "Choice F46301", "Choice F46301 - desc": "Choice F46301 - desc", "Choice F46302": "Choice F46302", "Choice F46302 - desc": "Choice F46302 - desc", "Choice F46400": "Choice F46400", "Choice F46400 - desc": "Choice F46400 - desc", "Choice F46401": "Choice F46401", "Choice F46401 - desc": "Choice F46401 - desc", "Choice F46402": "Choice 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"ChoiceR17110": "ChoiceR17110", "ChoiceR18000": "ChoiceR18000", "ChoiceR18001": "ChoiceR18001", "ChoiceR18002": "ChoiceR18002", "ChoiceR18100": "ChoiceR18100", "ChoiceR18110": "ChoiceR18110", "ChoiceR19000": "ChoiceR19000", "ChoiceR19001": "ChoiceR19001", "ChoiceR19002": "ChoiceR19002", "ChoiceR19100": "ChoiceR19100", "ChoiceR19120": "ChoiceR19120", "ChoiceR19200": "ChoiceR19200", "ChoiceR19201": "ChoiceR19201", "ChoiceR19202": "ChoiceR19202", "ChoiceR19211": "ChoiceR19211", "ChoiceR19300": "ChoiceR19300", "ChoiceR2000": "ChoiceR2000", "ChoiceR2001": "ChoiceR2001", "ChoiceR2002": "ChoiceR2002", "ChoiceR2100": "ChoiceR2100", "ChoiceR2110": "ChoiceR2110", "ChoiceR3000": "ChoiceR3000", "ChoiceR3001": "ChoiceR3001", "ChoiceR3100": "ChoiceR3100", "ChoiceR4000": "ChoiceR4000", "ChoiceR4001": "ChoiceR4001", "ChoiceR4100": "ChoiceR4100", "ChoiceR4110": "ChoiceR4110", "ChoiceR4120": "ChoiceR4120", "ChoiceR5000": "ChoiceR5000", "ChoiceR5001": "ChoiceR5001", "ChoiceR5002": "ChoiceR5002", "ChoiceR5100": "ChoiceR5100", "ChoiceR5110": "ChoiceR5110", "ChoiceR6000": "ChoiceR6000", "ChoiceR6001": "ChoiceR6001", "ChoiceR6002": "ChoiceR6002", "ChoiceR6100": "ChoiceR6100", "ChoiceR6110": "ChoiceR6110", "ChoiceR7000": "ChoiceR7000", "ChoiceR7001": "ChoiceR7001", "ChoiceR7002": "ChoiceR7002", "ChoiceR7100": "ChoiceR7100", "ChoiceR7110": "ChoiceR7110", "ChoiceR7120": "ChoiceR7120", "ChoiceR8000": "ChoiceR8000", "ChoiceR8001": "ChoiceR8001", "ChoiceR8002": "ChoiceR8002", "ChoiceR8100": "ChoiceR8100", "ChoiceR8200": "ChoiceR8200", "ChoiceR8201": "ChoiceR8201", "ChoiceR8210": "ChoiceR8210", "ChoiceR8220": "ChoiceR8220", "ChoiceR9000": "ChoiceR9000", "ChoiceR9001": "ChoiceR9001", "ChoiceR9100": "ChoiceR9100", "ChoiceR9110": "ChoiceR9110", "ChoiceT0000": "ChoiceT0000", "ChoiceT0100": "ChoiceT0100", "ChoiceT1000": "ChoiceT1000", "ChoiceT10000": "ChoiceT10000", "ChoiceT11000": "ChoiceT11000", "ChoiceT12000": "ChoiceT12000", "ChoiceT13000": "ChoiceT13000", "ChoiceT14000": "ChoiceT14000", "ChoiceT15000": "ChoiceT15000", "ChoiceT16000": "ChoiceT16000", "ChoiceT2000": "ChoiceT2000", "ChoiceT3000": "ChoiceT3000", "ChoiceT3002": "ChoiceT3002", "ChoiceT4000": "ChoiceT4000", "ChoiceT4001": "ChoiceT4001", "ChoiceT5000": "ChoiceT5000", "ChoiceT5001": "ChoiceT5001", "ChoiceT5002": "ChoiceT5002", "ChoiceT6000": "ChoiceT6000", "ChoiceT6001": "ChoiceT6001", "ChoiceT7000": "ChoiceT7000", "ChoiceT8000": "ChoiceT8000", "ChoiceT9000": "ChoiceT9000", "ChoiceT9100": "ChoiceT9100", "Choices per level-up": "레벨 업당 선택", "Choose a Dungeon Settlers save file": "Dungeon Settlers 세이브 파일 선택", "Chosen - click to remove.": "선택됨 - 클릭하여 제거.", "Circle": "원형", "Circle r5": "원형 r5", "Circle, radius 3": "원, 반경 3", "Circle, radius 5": "원형, 반경 5", "City Guard - Dungeon Settlers Wiki": "도시 경비병 - 던전 세틀러즈 위키", "City Guard icon": "도시 경비병 아이콘", "City-born": "도시 태생", "Claim Reward": "보상 수령", "Clan Rank": "클랜 순위", "Clan Rank - Dungeon Settlers Wiki": "클랜 등급 - 던전 세틀러즈 위키", "Clan Ranks": "클랜 순위", "Clan Ranks - Dungeon Settlers Wiki": "클랜 등급 - 던전 정착자 위키", "Clan decisions/policies with effects.": "효과가 있는 클랜 결정/정책.", "Clan gold": "클랜 금", "Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle": "클랜 이름, 금, 인구, 모집 후보자, 지역 지도 상태, 안전 층 스킵 토글", "Clan rank": "클랜 등급", "Clan rank guide": "클랜 랭크 가이드", "Clan ranks": "클랜 등급", "Clan ranks: rank-up CP, population, recruit level & race weights.": "클랜 랭크: 랭크 상승 CP, 인구, 모집 레벨 및 종족 가중치.", "ClanRank": "클랜 등급", "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0": "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0", "ClanRankTable.json": "ClanRankTable.json", "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320": "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320", "Class": "클래스", "Claustrophobia": "폐쇄공포증", "Claustrophobic - Dungeon Settlers Wiki": "폐소공포증 - 던전 세틀러즈 위키", "Claustrophobic icon": "폐소공포증 아이콘", "Clay (15.38%)": "진흙 (15.38%)", "Clay - Dungeon Settlers Wiki": "점토 - 던전 세틀러즈 위키", "Clay icon": "점토 아이콘", "Clear": "지우기", "Clear Owner :": "소유자 해제:", "Clear Veil of Silence": "침묵의 장막 클리어", "Clear condition": "정리 조건", "Clear filters": "필터 초기화", "Clear overrides / back to computed": "재정의 지우기 / 계산값으로 복귀", "Clear target": "대상 지우기", "Clear {#}": "{#} 클리어", "ClearDungeon1": "ClearDungeon1", "ClearDungeon2": "ClearDungeon2", "Clearing Rooms/map grids to {} causes an infinite load": "방/지도 그리드를 {}로 지우면 무한 로드가 발생합니다", "Clearly has": "명확히", "Click a slot to equip it. Unobtainable items (no craft, drop, trade, quest or research source in this build) are tagged \"gated\" and sort to the bottom of every list.": "슬롯을 클릭하여 장착하세요. 획득 불가능한 아이템(이번 빌드에서 제작, 드롭, 거래, 임무, 연구 경로가 없는 아이템)은 \"잠김\"으로 표시되며 모든 목록의 맨 아래에 정렬됩니다.", "Click a slot to equip it. Unobtainable items (no craft, drop, trade, quest or research source in this build) are tagged \"{#}\" and sort to the bottom of every list.": "슬롯을 클릭하여 장착하세요. 획득 불가 아이템(이 빌드에 제작/드랍/거래/퀘스트/연구 출처 없음)은 \"{#}\" 태그가 붙고 모든 목록의 맨 아래로 정렬됩니다.", "Click the 'Gather' button at the bottom right or press the Z key to activate Gather Mode. While Gather Mode is active, left-click or drag the targets you want to gather from to assign them.": "화면 오른쪽 아래의 '채집' 버튼을 클릭하거나 Z 키를 눌러 채집 모드를 활성화하세요. 채집 모드가 활성화된 동안 채집하고 싶은 대상을 좌클릭하거나 드래그하여 지정할 수 있습니다.", "Click to enlarge": "클릭하여 확대", "Click to view.": "클릭하여 보기.", "Click to view. Right-click to dismiss.": "클릭하여 보기. 우클릭하여 닫기.", "Clinging Vines - Dungeon Settlers Wiki": "클링 바인즈 - 던전 세틀러즈 위키", "Clinging Vines icon": "클링 바인즈 아이콘", "Clinging Vines range and area shown on a dungeon room": "던전 방에서 표시된 매달린 덩굴 범위 및 영역", "Clip kinds": "클립 유형", "Clips": "클립", "Closed the full translation backlog introduced by this game build: 513 new source strings translated, then the knock-on wave across Korean, French and Japanese. All four languages report zero untranslated segments.": "이 게임 빌드로 인한 전체 번역 미처리 작업을 완료했습니다: 513개의 새로운 소스 문자열이 번역되었으며, 한국어, 프랑스어 및 일본어에 걸친 연쇄 효과가 반영되었습니다. 4개 언어 모두 번역되지 않은 세그먼트가 0개입니다.", "Closing your eyes, you focus deeply and contemplate the true nature of the sound.": "눈을 감고, 당신은 깊이 집중하며 그 소리의 참된 본질을 생각한다.", "Cloth": "천", "Cloth Armor - Dungeon Settlers Wiki": "천 갑옷 - 던전 세틀러즈 위키", "Cloth Armor icon": "천 갑옷 아이콘", "Cloth Bag - Dungeon Settlers Wiki": "천 가방 - 던전 세틀러즈 위키", "Cloth Bag icon": "천 가방 아이콘", "Cloth Bedroll - Dungeon Settlers Wiki": "천 침낭 - 던전 세틀러즈 위키", "Cloth Coif - Dungeon Settlers Wiki": "두건 - 던전 세틀러즈 위키", "Cloth Coif icon": "두건 아이콘", "Cloth Rug - Dungeon Settlers Wiki": "천 양탄자 - 던전 세틀러즈 위키", "Codex": "코덱스", "Codex - Dungeon Settlers Wiki": "코덱스 - 던전 세틀러즈 위키", "Codex Level1 Remnant": "코덱스 레벨1 유적", "Codex Level1 Remnant - Dungeon Settlers Wiki": "기록서 레벨1 잔해 - 던전 세틀러즈 위키", "Codex Level2 Remnant": "코덱스 레벨2 유적", "Codex Level2 Remnant - Dungeon Settlers Wiki": "기록서 레벨2 잔해 - 던전 세틀러즈 위키", "Codex icon": "코덱스 아이콘", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "주요 스탯이 최종 스탯으로 변환되는 비율의 계수 값", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "주요 능력치가 최종 능력치로 변환되는 비율에 대한 계수값 참고: 자연으로 변경 필요", "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "주요 능력치가 최종 능력치로 변환되는 비율에 대한 계수값 참고: 물로 변경 필요", "Cogwheel - Dungeon Settlers Wiki": "톱니바퀴 - 던전 세틀러즈 위키", "Cogwheel icon": "톱니바퀴 아이콘", "Coins begin ra...": "순간 하늘에서 동전이 퍼붓기 시작하고...", "Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them.": "동전이 하늘에서 쏟아져 내리고 당신과 탐사단 멤버들은 필사적으로 그것들을 모아댄다.", "Cold Fury - Dungeon Settlers Wiki": "콜드 퓨리 - 던전 세틀러즈 위키", "Cold Fury icon": "콜드 퓨리 아이콘", "Cold sweat pours down your body like rain, and your first feeling is relief-you're still alive.": "차가운 땀이 빗소리처럼 흐르고, 처음 느낌은 안도감-당신은 여전히 살아있다.", "Collect Hell Leeches": "지옥 거머리 수집", "Collect Hell Leeches - Interact with Xenon": "지옥 거머리 수집 - 제논과 상호작용", "Combat Difficulty: {3}": "Combat Difficulty: {3}", "Combat Estimates": "전투 예상치", "Combat Formulas": "전투 공식", "Combat Formulas - Dungeon Settlers Wiki": "전투 수식 - 던전 세틀러즈 위키", "Combat Momentum - Dungeon Settlers Wiki": "컴뱃 모멘텀 - 던전 세틀러즈 위키", "Combat Momentum icon": "컴뱃 모멘텀 아이콘", "Combat Start": "전투 시작", "Combat Stress - Dungeon Settlers Wiki": "전투 스트레스 - 던전 세틀러즈 위키", "Combat Stress icon": "전투 스트레스 아이콘", "Combat and skills": "전투 및 스킬", "Combat awareness state (spotted / unaware / surprised)": "전투 인지 상태 (발각됨 / 미인지 / 기습당함)", "Combat axis": "전투 축", "Combat balance": "전투 밸런스", "Combat buffs": "전투 버프", "Combat conditions": "전투 조건", "Combat difficulty": "전투 난이도", "Combat difficulty (whole roster)": "전투 난이도 (전체 로스터)", "Combat difficulty for your whole roster": "로스터 전체에 적용되는 전투 난이도", "Combat difficulty is applied to every monster as a hidden affecter (": "전투 난이도는 숨겨진 영향 요소로 모든 몬스터에 적용됩니다 (", "Combat difficulty scales the target HP and the monster's incoming damage (shown above); your own damage per hit does not.": "전투 난이도는 대상 생명력과 몬스터가 주는 피해(위에 표시)를 조정하며, 내 타격당 피해는 변하지 않습니다.", "Combat difficulty:": "전투 난이도:", "Combat difficulty: {#} (set it in the top bar; affects the monster lines only).": "전투 난이도: {#} (상단 바에서 설정, 몬스터 항목에만 적용).", "Combat difficulty: {#} (set it in the top bar; it scales the monster lines and the benchmark HP on Very Hard and Devastation).": "전투 난이도: {#}(상단 바에서 설정; Very Hard 및 Devastation에서 몬스터 라인과 벤치마크 생명력을 조정합니다).", "Combat guide": "전투 가이드", "Combat pattern": "전투 패턴", "Combat stats": "전투 스탯", "Combat status system: applied while the triggering condition holds": "전투 상태 시스템: 발동 조건이 유지되는 동안 적용됨", "Combat: Elements & Weapons": "전투: 원소 & 무기", "Combat: Elements & Weapons - Dungeon Settlers Wiki": "전투: 요소 & 무기 - 던전 세틀러즈 위키", "Combat: applied when taking damage": "전투: 피해를 입을 때 적용됨", "Combat: elements & weapons": "전투: 요소 & 무기", "CombatRange": "CombatRange", "Combat_": "Combat_", "Combos that look like synergies but are not, once you check the data - kept here so they do not get re-suggested.": "데이터를 확인하면 시너지처럼 보이지만 아닌 콤보 - 재제안되지 않도록 여기에 보관.", "Comfort - Dungeon Settlers Wiki": "안락한 - 던전 세틀러즈 위키", "Comfort icon": "안락한 아이콘", "Command all Bubblings to immediately dash to the designated tile, dealing 100% of the caster's": "모든 버블링에게 지정된 칸으로 즉시 대시하도록 명령하여 시전자의 다음의 100%를 입힙니다:", "Command all Bubblings to immediately dash to the designated tile, dealing 100% of the caster's Magic Attack Power as magic damage and bursting immediately.": "모든 버블링에게 지정한 칸으로 즉시 돌진하도록 명령하여 시전자 MAtk의 100%만큼 마법 피해를 입히고 즉시 터집니다.", "Command all Bubblings to immediately dash to the designated tile, dealing 100% of the caster's Magic Attack…": "Command all Bubblings to immediately dash to the designated tile, dealing 100% of the caster's Magic Attack…", "Commands": "명령", "Commands your": "다음을 명령합니다:", "Common": "일반", "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold": "일반 +200, 흔하지 않은 +400, 희귀 +800, 전설 +2,000 금화", "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%": "일반 80.7%, 흔하지 않은 17%, 희귀 2%, 전설 0.3%", "Common 807, Uncommon 170, Rare 20, Legendary 3": "일반 807, 흔하지 않은 170, 희귀 20, 전설 3", "Common Event": "일반 이벤트", "Common Event - Dungeon Settlers Wiki": "공통 이벤트 - 던전 세틀러즈 위키", "Common Event Abandoned Campsite": "일반 이벤트 버려진 캠프장", "Common Event Abandoned Campsite - Dungeon Settlers Wiki": "공통 이벤트 버려진 야영지 - 던전 세틀러즈 위키", "Common Event Abandoned Campsite map": "공통 이벤트 포기된 야영지 지도", "Common Event Abandoned Room 1": "일반 이벤트 버려진 방 1", "Common Event Abandoned Room 1 - Dungeon Settlers Wiki": "공통 이벤트 버려진 방 1 - 던전 세틀러즈 위키", "Common Event Abandoned Room 1 map": "공통 이벤트 포기된 방 1 지도", "Common Event Abandoned Room 2": "일반 이벤트 버려진 방 2", "Common Event Abandoned Room 2 - Dungeon Settlers Wiki": "일반 이벤트 버려진 방 2 - 던전 세틀러즈 위키", "Common Event Abandoned Room 2 map": "공통 이벤트 버려진 방 2 맵", "Common Event Ancient Library": "일반 이벤트 고대 도서관", "Common Event Ancient Library - Dungeon Settlers Wiki": "공통 이벤트 고대 도서관 - 던전 세틀러즈 위키", "Common Event Ancient Library map": "일반 이벤트 고대 도서관 지도", "Common Event Blood Tree Room": "일반 이벤트 혈액 나무 방", "Common Event Blood Tree Room - Dungeon Settlers Wiki": "일반 이벤트 혈액 나무 방 - 던전 세틀러즈 위키", "Common Event Blood Tree Room map": "공통 이벤트 피 나무 방 맵", "Common Event Codex Room Stage 1": "일반 이벤트 코덱스 방 단계 1", "Common Event Codex Room Stage 1 - Dungeon Settlers Wiki": "일반 이벤트 코덱스 방 단계 1 - 던전 세틀러즈 위키", "Common Event Codex Room Stage 1 map": "공통 이벤트 코덱스 방 Stage 1 맵", "Common Event Codex Room Stage 2": "일반 이벤트 코덱스 방 단계 2", "Common Event Codex Room Stage 2 - Dungeon Settlers Wiki": "일반 이벤트 코덱스 방 단계 2 - 던전 세틀러즈 위키", "Common Event Codex Room Stage 2 map": "공통 이벤트 코덱스 방 Stage 2 맵", "Common Event Devrik Worship Site": "공통 이벤트 데브릭 예배소", "Common Event Devrik Worship Site - Dungeon Settlers Wiki": "보통 이벤트 데브릭 예배 장소 - 던전 세틀러즈 위키", "Common Event Devrik Worship Site map": "공통 이벤트 데브릭 숭배 장소 맵", "Common Event Discarded Magic Device": "보통 이벤트 버려진 마법 장치", "Common Event Discarded Magic Device - Dungeon Settlers Wiki": "일반 이벤트 버려진 마법 장치 - 던전 세틀러즈 위키", "Common Event Discarded Magic Device map": "공통 이벤트 버려진 마법 장치 맵", "Common Event Flower": "일반 이벤트 꽃", "Common Event Flower - Dungeon Settlers Wiki": "일반 이벤트 꽃 - 던전 세틀러즈 위키", "Common Event Flower map": "공통 이벤트 꽃 맵", "Common Event Goblin Settlement Stage 1": "보통 이벤트 고블린 정착지 1단계", "Common Event Goblin Settlement Stage 1 - Dungeon Settlers Wiki": "일반 이벤트 고블린 정착촌 단계 1 - 던전 세틀러즈 위키", "Common Event Goblin Settlement Stage 1 map": "공통 이벤트 고블린 정착지 Stage 1 맵", "Common Event Goblin Settlement Stage 2": "보통 이벤트 고블린 정착지 2단계", "Common Event Goblin Settlement Stage 2 - Dungeon Settlers Wiki": "일반 이벤트 고블린 정착촌 단계 2 - 던전 세틀러즈 위키", "Common Event Goblin Settlement Stage 2 map": "공통 이벤트 고블린 정착지 Stage 2 맵", "Common Event Hub": "보통 이벤트 허브", "Common Event Hub - Dungeon Settlers Wiki": "일반 이벤트 허브 - 던전 세틀러즈 위키", "Common Event Hub map": "공통 이벤트 허브 맵", "Common Event Junk Trash Pile 1": "일반 이벤트 쓰레기 더미 1", "Common Event Junk Trash Pile 1 - Dungeon Settlers Wiki": "일반 이벤트 쓰레기 더미 1 - 던전 세틀러즈 위키", "Common Event Junk Trash Pile 1 map": "공통 이벤트 쓰레기 더미 1 맵", "Common Event Junk Trash Pile 2": "일반 이벤트 쓰레기 더미 2", "Common Event Junk Trash Pile 2 - Dungeon Settlers Wiki": "일반 이벤트 쓰레기 더미 2 - 던전 세틀러즈 위키", "Common Event Junk Trash Pile 2 map": "공통 이벤트 쓰레기 더미 2 맵", "Common Event Junk Trash Pile 3": "일반 이벤트 쓰레기 더미 3", "Common Event Junk Trash Pile 3 - Dungeon Settlers Wiki": "일반 이벤트 쓰레기 더미 3 - 던전 세틀러즈 위키", "Common Event Junk Trash Pile 3 map": "공통 이벤트 쓰레기 더미 3 맵", "Common Event Lab Rat Breeding Pen": "일반 이벤트 실험용 쥐 번식 우리", "Common Event Lab Rat Breeding Pen - Dungeon Settlers Wiki": "일반 이벤트 실험실 쥐 사육장 - 던전 세틀러즈 위키", "Common Event Lab Rat Breeding Pen map": "공통 이벤트 실험실 쥐 번식장 맵", "Common Event Mandrake": "일반 이벤트 만드레이크", "Common Event Mandrake - Dungeon Settlers Wiki": "공통 이벤트 맨드레이크 - 던전 세틀러즈 위키", "Common Event Mandrake map": "공통 이벤트 맨드레이크 지도", "Common Event Meat Worm Room 1": "일반 이벤트 고기 벌레 방 1", "Common Event Meat Worm Room 1 - Dungeon Settlers Wiki": "일반 이벤트 고기 벌레 방 1 - 던전 세틀러즈 위키", "Common Event Meat Worm Room 1 map": "공통 이벤트 고기 벌레 방 1 맵", "Common Event Meat Worm Room 2": "일반 이벤트 고기 벌레 방 2", "Common Event Meat Worm Room 2 - Dungeon Settlers Wiki": "일반 이벤트 고기 벌레 방 2 - 던전 세틀러즈 위키", "Common Event Meat Worm Room 2 map": "공통 이벤트 고기 벌레 방 2 맵", "Common Event Temporary Shelter": "일반 이벤트 임시 대피소", "Common Event Temporary Shelter - Dungeon Settlers Wiki": "일반 이벤트 임시 쉼터 - 던전 세틀러즈 위키", "Common Event Temporary Shelter map": "공통 이벤트 임시 대피소 맵", "Common Event Tree of Life": "일반 이벤트 생명의 나무", "Common Event Tree of Life - Dungeon Settlers Wiki": "일반 이벤트 생명의 나무 - 던전 세틀러즈 위키", "Common Event Tree of Life map": "공통 이벤트 생명의 나무 맵", "Common Event map": "공통 이벤트 지도", "Common Horizontal Corridor": "일반 수평 복도", "Common Horizontal Corridor (Dead End)": "공통 수평 복도 (막다른 길)", "Common Horizontal Corridor (Dead End) - Dungeon Settlers Wiki": "일반 수평 복도 (막다른 길) - 던전 세틀러즈 위키", "Common Horizontal Corridor (Dead End) map": "공통 수평 복도 (막다른 골목) 맵", "Common Horizontal Corridor - Dungeon Settlers Wiki": "공통 수평 복도 - 던전 세틀러즈 위키", "Common Horizontal Corridor 1": "일반 수평 복도 1", "Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "보통 가로 복도 1 - 던전 세틀러즈 위키", "Common Horizontal Corridor 1 map": "보통 가로 복도 1 맵", "Common Horizontal Corridor 2": "일반 수평 복도 2", "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "공통 수평 복도 2 - 던전 세틀러즈 위키", "Common Horizontal Corridor 2 / For Boss": "공통 수평 복도 2 / 보스용", "Common Horizontal Corridor 2 / For Boss - Dungeon Settlers Wiki": "일반 수평 복도 2 / 보스용 - 던전 세틀러즈 위키", "Common Horizontal Corridor 2 / For Boss map": "공통 수평 복도 2 / 보스용 맵", "Common Horizontal Corridor 2 map": "일반 가로 복도 2 지도", "Common Horizontal Corridor 3": "일반 수평 복도 3", "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "공통 수평 복도 3 - 던전 세틀러즈 위키", "Common Horizontal Corridor 3 map": "일반 가로 복도 3 지도", "Common Horizontal Corridor map": "일반 가로 복도 지도", "Common Magic Trash Pile": "일반 마법 쓰레기 더미", "Common Magic Trash Pile - Dungeon Settlers Wiki": "일반 마법 쓰레기 더미 - 던전 세틀러즈 위키", "Common Magic Trash Pile map": "공통 마법 쓰레기 더미 맵", "Common Mood": "공통 기분", "Common Portal": "보통 포탈", "Common Portal - Dungeon Settlers Wiki": "공통 포탈 - 던전 세틀러즈 위키", "Common Portal map": "보통 포탈 맵", "Common Power1": "공통 파워1", "Common Power10": "공통 파워10", "Common Power11": "공통 파워11", "Common Power13": "공통 파워13", "Common Power15": "공통 파워15", "Common Power2": "공통 파워2", "Common Power3": "공통 파워3", "Common Power4": "공통 파워4", "Common Power5": "공통 파워5", "Common Power6": "공통 파워6", "Common Power7": "공통 파워7", "Common Power8": "공통 파워8", "Common Power9": "공통 파워9", "Common Start": "보통 시작", "Common Start - Dungeon Settlers Wiki": "일반 시작 - 던전 세틀러즈 위키", "Common Start map": "보통 시작 맵", "Common Vertical Corridor": "일반 수직 복도", "Common Vertical Corridor - Dungeon Settlers Wiki": "공통 수직 복도 - 던전 세틀러즈 위키", "Common Vertical Corridor 1": "일반 수직 복도 1", "Common Vertical Corridor 1 - Dungeon Settlers Wiki": "보통 세로 복도 1 - 던전 세틀러즈 위키", "Common Vertical Corridor 1 map": "보통 세로 복도 1 맵", "Common Vertical Corridor 2": "일반 수직 복도 2", "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "공통 수직 복도 2 - 던전 세틀러즈 위키", "Common Vertical Corridor 2 map": "일반 세로 복도 2 지도", "Common Vertical Corridor 3": "일반 수직 복도 3", "Common Vertical Corridor 3 - Dungeon Settlers Wiki": "일반 수직 복도 3 - 던전 세틀러즈 위키", "Common Vertical Corridor 3 map": "공통 수직 복도 3 맵", "Common Vertical Corridor map": "보통 세로 복도 맵", "Common horizontal corridor 1_ 7 spaces": "공통 수평 복도 1_ 7칸", "Common horizontal corridor 2 / for boss_11 spaces": "공통 수평 복도 2 / 보스용_11칸", "Common inscription:": "일반 비문:", "Common power drops": "공통 전력 드롭", "CommonMood": "CommonMood", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes.": "통신이 시작되고, 당신은 거대한 쥐의 잘린 머리를 까마귀의 눈 앞에 대략적으로 제시한다.", "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes. \"So, you really managed to kill the beast. I can't say I expected much..": "통신이 시작되고, 당신은 거대한 쥐의 잘린 머리를 까마귀 눈앞에 들어 보입니다. \"그래, 정말 그 짐승을 죽였네. 그렇게 될 줄은 기대하지 못했는데..\"", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes.": "통신이 시작되고, 당신은 거대한 쥐의 잘린 머리를 까마귀 눈앞에 내밀었습니다.", "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I expected much...\" The raven": "통신이 시작되고, 당신은 거대한 쥐의 잘린 머리를 까마귀 눈앞에 내밀었습니다. \"그래, 정말 그것을 죽였네. 그렇게 될 줄은 기대하지 못했지만...\" 까마귀는", "Community definitions plus the game's official concept texts (": "커뮤니티 정의 및 게임 공식 개념 텍스트 (", "Companion Dead - Dungeon Settlers Wiki": "동료의 죽음 - 던전 세틀러즈 위키", "Companion Dead icon": "동료의 죽음 아이콘", "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "이 적을 상대로 원하는 캐릭터를 비교해보세요 - 하나를 선택하거나 편집 중인 빌드를 그대로 사용할 수 있습니다.", "Compare versions": "버전 비교", "Comparing: ": "비교 중: ", "Complete condition": "완료 조건", "Completed, active and pending quests": "완료, 활성 및 보류 중인 임무", "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the": "이를 완료하면 시나리오 스토리는 끝나지만 침묵의 장막이 클리어되지는 않고 문드러진 땅굴도 해금되지 않습니다. 지역의 클리어 보스(또는 데모의 자동 클리어)만이", "Con": "Con", "Condense rocks from the ground and hurl them at the target tile, dealing 200% of": "땅에서 바위를 모아 목표 타일로 던져 200%의 피해를 가하고", "Condense rocks from the ground and hurl them at the target tile, dealing 200% of Physical Attack Power as damage to all enemies in the area. A 'Pulsating Rock' building is then placed at that location. Resets the charge.": "땅에서 바위를 응축시켜 지정한 칸에 던져 범위 내 모든 적에게 PAtk의 200%만큼 피해를 입힙니다. 이후 해당 위치에 '고동치는 바위' 구조물이 설치되며 충전이 초기화됩니다.", "Condense rocks from the ground and hurl them at the target tile, dealing 200% of Physical Attack Power as d…": "Condense rocks from the ground and hurl them at the target tile, dealing 200% of Physical Attack Power as d…", "Condition": "조건", "Conditions gating NPC spawns.": "NPC 출현을 제한하는 조건.", "Conditions:": "조건:", "ConeExceptMe": "부채꼴 (시전자 제외)", "ConeExceptMe, radius 1": "ConeExceptMe, 반경 1", "Congratulations on clearing Alpha Demo!": "Congratulations on clearing Alpha Demo!", "ConsciousnessRecoveryCondition_": "ConsciousnessRecoveryCondition_", "Conscript - Dungeon Settlers Wiki": "징집병 - 던전 세틀러즈 위키", "Conscript icon": "징집병 아이콘", "Conscripted and pushed into war,": "징집되어 전쟁에 투입되면서,", "Consequence": "결과", "Constitution - Dungeon Settlers Wiki": "맷집 - 던전 세틀러즈 위키", "Constitution Elixir - Dungeon Settlers Wiki": "맷집의 영약 - 던전 세틀러즈 위키", "Constitution Elixir icon": "맷집의 영약 아이콘", "Constitution Elixir range and area shown on a dungeon room": "던전 방에 표시된 구성 엘릭서의 범위와 영역", "Constitution Fortify - Dungeon Settlers Wiki": "맷집 강화 - 던전 세틀러즈 위키", "Constitution Fortify icon": "맷집 강화 아이콘", "Constitution Weaken - Dungeon Settlers Wiki": "맷집 약화 - 던전 세틀러즈 위키", "Constitution Weaken icon": "맷집 약화 아이콘", "Constitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.": "체질은 최대 생명력과 물리 저항에 영향을 주고, 의지력은 최대 에너지와 상태이상 저항에 영향을 주며, 지능은 마법 공격력과 마법 저항에 영향을 주고, 민첩은 이동 속도, 공격 속도, 회피에 영향을 주며, 지각은 치명타 및 명중률에 영향을 줍니다.", "Constitution icon": "맷집 아이콘", "Constitution: Exceptional (+{#}-{#} per level)": "체질: 탁월 (레벨당 +{#}~{#})", "Constitution: Genius (+{#}-{#} per level)": "체질: 천재 (레벨당 +{#}~{#})", "Constitution: Moderate (+{#}-{#} per level) - the baseline: no bonus, no malus": "체질: 보통 (레벨당 +{#}~{#}) - 기준치: 보너스도 페널티도 없음", "Constitution: Outstanding (+{#}-{#} per level)": "체질: 우수 (레벨당 +{#}~{#})", "Constitution: Poor (+{#}-{#} per level)": "체질: 낮음 (레벨당 +{#}~{#})", "ConstitutionPerModifier_{1}": "ConstitutionPerModifier_{1}", "Constitution_": "Constitution_", "Construction Capability - Dungeon Settlers Wiki": "건축 능력치 - 던전 세틀러즈 위키", "Construction Capability icon": "건축 능력치 아이콘", "Construction Special - desc": "Construction Special - desc", "Construction cost": "건설 비용", "Construction costs, gathering, crafting stations, housing": "건설 비용, 채집, 제작소, 주택", "Construction material amounts": "건설 자재 수량", "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "건설 재료 요구량 배수 (소수점 이하 반올림, 1 미만으로 감소하면 1로 수정됨)", "Construction workload": "건설 작업량", "Construction workload * {0} = Workload for performing the demolition task": "건설 작업량 * {0} = 철거 작업 수행을 위한 작업량", "ConstructionCapability": "ConstructionCapability", "ConstructionCycleTick": "ConstructionCycleTick", "ConstructionMaterialAmountFactorByDifficulty": "ConstructionMaterialAmountFactorByDifficulty", "Construction_RotateLeft": "Construction_RotateLeft", "Construction_RotateRight": "Construction_RotateRight", "Consumable Storage - Dungeon Settlers Wiki": "소모품 보관함 - 던전 세틀러즈 위키", "ConsumableStorage": "소비품 보관함", "Consumables Storage": "Consumables Storage", "Consumed to unlock new research.": "새로운 연구를 잠금 해제하기 위해 소비됩니다.", "Consumes": "소비", "Consumes the nearest 1 Bubbling(s) to drop a glacier onto the target tile. Knocks back units at that location by 1 tile(s), dealing 150% magic attack power damage if they are enemy units. The frozen pillar applies": "가장 가까운 버블링 1마리를 소모하여 대상 타일에 빙하를 떨어뜨립니다. 해당 위치의 유닛을 1칸 밀쳐내며, 적 유닛일 경우 마법 공격력의 150%에 해당하는 피해를 입힙니다. 얼어붙은 기둥은", "Consumes the nearest 2": "가장 가까운 2를 소비합니다:", "Consumes the nearest 2 Bubblelings to summon a Bubbletoad at the designated location. If the number of summoned Bubbletoads exceeds 1, the Bubbletoad with the lowest health will be removed.": "가장 가까운 버블링 2마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환된 버블토드가 2마리를 초과하면 생명력이 가장 낮은 버블토드가 제거됩니다.", "Consumes the nearest 2 Bubbling(s) to summon a Bubbletoad at the designated location. If the number of summoned Bubbletoads exceeds 1, the Bubbletoad with the lowest health is removed.": "가장 가까운 버블링 2마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환된 버블토드의 수가 1마리를 초과하면, 생명력이 가장 낮은 버블토드가 제거됩니다.", "Consumes the nearest Bubbling 1 to cause a glacier to fall on the target tile, knocking back units at that location 1 tiles and dealing 150% of magic damage to enemy units. The frozen pillar grants": "가장 가까운 버블링 1마리를 소모하여 대상 칸에 빙하를 떨어뜨리고, 해당 위치의 유닛을 1칸 밀어내며 적 유닛에게 마법 피해의 150%를 입힙니다. 얼어붙은 기둥은 다음을 부여합니다", "Consumes the nearest Bubbling 1 to cause a glacier to fall on the target tile, knocking back units at that location 1 tiles and dealing 150% of magic damage to enemy units. The frozen pillar grants Disturbance to adjacent enemy units for 2 seconds every second.": "가장 가까운 버블링 1마리를 소모하여 지정한 칸에 빙하를 떨어뜨려 해당 위치의 유닛을 1칸 밀쳐내고 적 유닛에게 마법 피해 150%를 입힙니다. 얼음 기둥은 매초 주변 적 유닛에게 2초간 교란을 부여합니다.", "Consumes the nearest Bubbling 1 to grant": "가장 가까운 버블링 1을 소비하여 다음을 부여합니다:", "Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 10 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same Barrier. Priority is given to targets with a lower cumulative hit count.": "가장 가까운 버블링 1마리를 소모하여 대상 아군 유닛에게 10초간 MAtk의 300%에 해당하는 보호막을 부여합니다. 3칸 이내의 주변 아군 대상에게 최대 4회 튕기며 동일한 보호막을 부여합니다. 누적 피격 횟수가 적은 대상이 우선 선택됩니다.", "Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 10 seconds to a ta…": "Consumes the nearest Bubbling 1 to grant Barrier equal to 300% of Magic Attack Power for 10 seconds to a ta…", "Consuming a summoned Bubbling costs extra energy, so the true damage per energy is lower than this face value.": "소환된 버블링을 소모하면 추가 에너지가 들기 때문에, 실제 에너지당 피해량은 이 표면상 수치보다 낮습니다.", "Contact (optional, if you want a reply)": "연락처 (선택사항, 답변을 원하는 경우)", "Container": "용기", "Contains spoiler-gated content": "스포일러로 가려진 콘텐츠 포함", "Contains:": "포함:", "Content we plan to update quickly during Early Access": "얼리 액세스 중에 빠르게 업데이트할 계획인 콘텐츠", "Contents": "내용", "Continue anyway?": "Continue anyway?", "Continue to check?": "Continue to check?", "Contribution": "기여", "Contribution Point (CP)": "기여도 포인트 (CP)", "Contribution to rank up": "등급 상승에 기여", "Control Modes": "조작 모드", "Control game speed using the 'Speed Control' buttons at the top left of the screen.": "화면 왼쪽 상단의 '속도 조절' 버튼을 사용하여 게임 속도를 제어하세요.", "Controls": "조종", "Controls - Dungeon Settlers Wiki": "조작 - 던전 정착자 위키", "Con×0.05": "Con×0.05", "Con×0.3": "Con×0.3", "Con×9": "Con×9", "Cooked dishes also carry a": "요리된 요리도", "Cooking :": "요리:", "Cooking Capability - Dungeon Settlers Wiki": "요리 능력치 - 던전 세틀러즈 위키", "Cooking Capability icon": "요리 능력치 아이콘", "Cooking Capability {#}": "요리 능력 {#}", "Cooking Workstation - Dungeon Settlers Wiki": "조리대 - 던전 세틀러즈 위키", "Cooking here": "여기서 요리", "Cooking here: +120% Cooking Capability": "여기서 요리: +120% 요리 능력", "Cooking here: +120% 요리 능력치": "여기서 요리: +120% 요리 능력치", "Cooking here: +30% Cooking Capability": "여기서 요리: +30% 요리 능력", "Cooking here: +30% 요리 능력치": "여기서 요리: +30% 요리 능력치", "Cooking here: +60% Cooking Capability": "여기서 요리: +60% 요리 능력", "Cooking here: +60% 요리 능력치": "여기서 요리: +60% 요리 능력치", "Cooking here: +90% Cooking Capability": "여기서 요리: +90% 요리 능력", "Cooking here: +90% 요리 능력치": "여기서 요리: +90% 요리 능력치", "Cooking in a decent dining room. - Dungeon Settlers Wiki": "괜찮은 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in a decent dining room. icon": "괜찮은 식당에서 요리함 아이콘", "Cooking in a fantastic dining room. - Dungeon Settlers Wiki": "환상적인 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in a fantastic dining room. icon": "환상적인 식당에서 요리함 아이콘", "Cooking in a luxurious dining room. - Dungeon Settlers Wiki": "호화로운 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in a luxurious dining room. icon": "호화로운 식당에서 요리함 아이콘", "Cooking in a mediocre dining room. - Dungeon Settlers Wiki": "그저 그런 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in a mediocre dining room. icon": "그저 그런 식당에서 요리함 아이콘", "Cooking in a normal dining room. - Dungeon Settlers Wiki": "평범한 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in a normal dining room. icon": "평범한 식당에서 요리함 아이콘", "Cooking in a poor dining room. - Dungeon Settlers Wiki": "허름한 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in a poor dining room. icon": "허름한 식당에서 요리함 아이콘", "Cooking in an impressive dining room. - Dungeon Settlers Wiki": "근사한 식당에서 요리함 - 던전 세틀러즈 위키", "Cooking in an impressive dining room. icon": "근사한 식당에서 요리함 아이콘", "CookingCapability": "CookingCapability", "Cooldown": "스킬 재사용 대기 시간 감소", "Cooldown Reduction - Dungeon Settlers Wiki": "스킬 재사용 대기 시간 감소 - 던전 세틀러즈 위키", "Cooldown Reduction Max Energy Movement Speed Health Regeneration Max Weight": "쿨타임 감소 최대 기력 이동 속도 생명력 재생 최대 무게", "Cooldown Reduction icon": "스킬 재사용 대기 시간 감소 아이콘", "Cooldown Reduction increases by 10 during this exploration.": "이번 탐사 중 재사용 대기 감소가 10 증가합니다.", "Cooldown time": "재사용 대기시간", "Copied to clipboard.": "클립보드에 복사되었습니다.", "Copied!": "복사됨!", "Copied! (": "복사됨! (", "Copied! ({#} unit, {#} chars)": "복사됨! (유닛 {#}개, {#}자)", "Copied! ({#} units, {#} chars)": "복사됨! (유닛 {#}개, {#}자)", "Copper": "구리", "Copper (M.Atk {#})": "구리 (마법 공격력 {#})", "Copper (P.Atk {#})": "구리 (물리 공격력 {#})", "Copper Armor - Dungeon Settlers Wiki": "구리 갑옷 - 던전 세틀러즈 위키", "Copper Armor icon": "구리 갑옷 아이콘", "Copper Arrow - Dungeon Settlers Wiki": "구리 화살 - 던전 세틀러즈 위키", "Copper Arrow icon": "구리 화살 아이콘", "Copper Axe - Dungeon Settlers Wiki": "구리 도끼 - 던전 세틀러즈 위키", "Copper Axe icon": "구리 도끼 아이콘", "Copper Bow - Dungeon Settlers Wiki": "구리 활 - 던전 세틀러즈 위키", "Copper Bow icon": "구리 활 아이콘", "Copper Dagger - Dungeon Settlers Wiki": "구리 단검 - 던전 세틀러즈 위키", "Copper Dagger icon": "구리 단검 아이콘", "Copper Greatsword - Dungeon Settlers Wiki": "구리 대검 - 던전 세틀러즈 위키", "Copper Greatsword icon": "구리 대검 아이콘", "Copper Helmet - Dungeon Settlers Wiki": "구리 투구 - 던전 세틀러즈 위키", "Copper Helmet icon": "구리 투구 아이콘", "Copper Ingot - Dungeon Settlers Wiki": "구리 주괴 - 던전 세틀러즈 위키", "Copper Ingot icon": "구리 주괴 아이콘", "Copper Mace - Dungeon Settlers Wiki": "구리 곤봉 - 던전 세틀러즈 위키", "Copper Mace icon": "구리 곤봉 아이콘", "Copper Ore - Dungeon Settlers Wiki": "구리 광석 - 던전 세틀러즈 위키", "Copper Ore icon": "구리 광석 아이콘", "Copper Rod - Dungeon Settlers Wiki": "구리 막대 - 던전 세틀러즈 위키", "Copper Rod icon": "구리 막대 아이콘", "Copper Shield - Dungeon Settlers Wiki": "구리 방패 - 던전 세틀러즈 위키", "Copper Shield icon": "구리 방패 아이콘", "Copper Spear - Dungeon Settlers Wiki": "구리 창 - 던전 세틀러즈 위키", "Copper Spear icon": "구리 창 아이콘", "Copper Sword - Dungeon Settlers Wiki": "구리 검 - 던전 세틀러즈 위키", "Copper Sword icon": "구리 검 아이콘", "Copper set: 구리 검, 구리 투구, 구리 갑옷, 구리 화살": "구리 세트: 구리 검, 구리 투구, 구리 갑옷, 구리 화살", "Copy as text": "텍스트로 복사", "Copy build link": "빌드 링크 복사", "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "공유된 모든 유닛을 내 로스터의 새 팀으로 복사합니다. 여기서 실제로 저장되는 몇 안 되는 작업 중 하나입니다.", "Copy path": "경로 복사", "Copy team link": "팀 링크 복사", "Cordyceps - Dungeon Settlers Wiki": "동충하초 - 던전 세틀러즈 위키", "Cordyceps icon": "동충하초 아이콘", "Core": "핵심", "Core Room Spawn Group": "핵심 방 스폰 그룹", "Corners beat distance.": "모서리가 거리를 이깁니다.", "Corrected an upstream naming error: the game's English text names the": "상위 명명 오류를 수정했습니다: 게임의 영어 텍스트에서 다음을 명명합니다", "Corrected an upstream naming error: the game's English text names the **Pioneering Spirit** trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "업스트림 명명 오류를 수정했습니다: 게임의 영어 텍스트는 **Pioneering Spirit** 특성의 이름을 \"Leadership\"으로 지정하여 모든 Leadership 설명이 \"New allies acquire Leadership\"으로 읽혔습니다. 한국어, 프랑스어 및 일본어는 이미 정확했습니다.", "Corrections & myths": "수정 & 신화", "Corridor": "복도", "Corridors": "복도", "Corrosion - Dungeon Settlers Wiki": "부식 - 던전 세틀러즈 위키", "Corrosion icon": "부식 아이콘", "Cost": "소모", "Cost by difficulty": "난이도별 비용", "Cost each": "각 비용", "Cost to refresh recruitment": "모집 초기화시에 드는 비용", "Cost:": "비용:", "Could not lay this floor out - try another seed.": "이 층을 배치할 수 없습니다. 다른 시드를 시도해 보세요.", "Could not read that file.": "해당 파일을 읽을 수 없습니다.", "Could not send - use \"Copy as text\" and share it manually.": "전송할 수 없습니다 - \"텍스트로 복사\"를 사용해 직접 공유하세요.", "Could not send â use \"Copy as text\" and share it manually.": "전송할 수 없습니다 â \"텍스트로 복사\"를 사용해 직접 공유해 주세요.", "Count hits-until-break for a weapon or armor piece given the damage taken, guard and any loss reduction, and the durability you will need to mend back. The wear model is on the": "받는 피해량, 가드 여부, 손실 감소를 바탕으로 무기나 방어구가 부서지기까지 필요한 타격 횟수를 계산하고, 다시 수리하는 데 필요한 내구도를 확인할 수 있다. 마모 모델은 다음 페이지에 있다", "CountDownfall": "CountDownfall", "CountEasy": "CountEasy", "CountHard": "CountHard", "CountNormal": "CountNormal", "CountVeryHard": "CountVeryHard", "Counts toward housing rooms:": "주택 방으로 계산:", "Coward - Dungeon Settlers Wiki": "겁쟁이 - 던전 세틀러즈 위키", "Coward icon": "겁쟁이 아이콘", "Cracked Hourglass - Dungeon Settlers Wiki": "금이 간 모래시계 - 던전 세틀러즈 위키", "Cracked Hourglass icon": "금이 간 모래시계 아이콘", "Craft at": "제작 위치", "CraftMaxTask": "CraftMaxTask", "Craftable": "제작 가능", "Crafted equipment can roll a higher quality: base chance": "제작된 장비는 더 높은 품질을 얻을 수 있습니다: 기본 확률", "Crafting (16)": "제작 (16)", "Crafting :": "제작:", "Crafting Capability - Dungeon Settlers Wiki": "제작 능력치 - 던전 세틀러즈 위키", "Crafting Capability icon": "제작 능력치 아이콘", "Crafting Capability {#}": "제작 능력 {#}", "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "제작 및 건설 노동력, 산출 개수, 판매 가격, 해금 조건은 고정됩니다.", "Crafting here": "여기서 제작", "Crafting here (1 recipes)": "여기서 제작 (1개 레시피)", "Crafting here (10 recipes)": "여기서 제작 (10개 레시피)", "Crafting here (11 recipes)": "여기서 제작 (11개 레시피)", "Crafting here (15 recipes)": "여기서 제작(15가지 레시피)", "Crafting here (18 recipes)": "여기서 제작(18가지 레시피)", "Crafting here (19 recipes)": "여기서 제작(19가지 레시피)", "Crafting here (2 recipes)": "여기서 제작 (2개 레시피)", "Crafting here (20 recipes)": "여기서 제작 (20개 레시피)", "Crafting here (21 recipes)": "여기서 제작 (21개 레시피)", "Crafting here (23 recipes)": "Crafting here (23 recipes)", "Crafting here (3 recipes)": "여기서 제작 (3개 레시피)", "Crafting here (30 recipes)": "여기서 제작(30가지 레시피)", "Crafting here (5 recipes)": "여기서 제작 (5개 레시피)", "Crafting here: +120% Crafting Capability": "여기서 제작: +120% 제작 능력", "Crafting here: +120% 제작 능력치": "여기서 제작 시: 제작 능력치 +120%", "Crafting here: +30% Crafting Capability": "여기서 제작: +30% 제작 능력", "Crafting here: +30% 제작 능력치": "여기서 제작: +30% 제작 능력치", "Crafting here: +60% Crafting Capability": "여기서 제작: +60% 제작 능력", "Crafting here: +60% 제작 능력치": "여기서 제작: +60% 제작 능력치", "Crafting here: +90% Crafting Capability": "여기서 제작: +90% 제작 능력", "Crafting here: +90% 제작 능력치": "여기서 제작: +90% 제작 능력치", "Crafting in a decent arcane workshop. - Dungeon Settlers Wiki": "괜찮은 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in a decent arcane workshop. icon": "괜찮은 마도구 공방에서 제작함 아이콘", "Crafting in a decent workshop. - Dungeon Settlers Wiki": "괜찮은 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in a decent workshop. icon": "괜찮은 작업장에서 제작함 아이콘", "Crafting in a fantastic arcane workshop. - Dungeon Settlers Wiki": "환상적인 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in a fantastic arcane workshop. icon": "환상적인 마도구 공방에서 제작함 아이콘", "Crafting in a fantastic workshop. - Dungeon Settlers Wiki": "환상적인 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in a fantastic workshop. icon": "환상적인 작업장에서 제작함 아이콘", "Crafting in a luxurious arcane workshop. - Dungeon Settlers Wiki": "호화로운 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in a luxurious arcane workshop. icon": "호화로운 마도구 공방에서 제작함 아이콘", "Crafting in a luxurious workshop. - Dungeon Settlers Wiki": "호화로운 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in a luxurious workshop. icon": "호화로운 작업장에서 제작함 아이콘", "Crafting in a mediocre arcane workshop. - Dungeon Settlers Wiki": "그저 그런 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in a mediocre arcane workshop. icon": "그저 그런 마도구 공방에서 제작함 아이콘", "Crafting in a mediocre workshop. - Dungeon Settlers Wiki": "그저 그런 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in a mediocre workshop. icon": "그저 그런 작업장에서 제작함 아이콘", "Crafting in a normal arcane workshop. - Dungeon Settlers Wiki": "평범한 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in a normal arcane workshop. icon": "평범한 마도구 공방에서 제작함 아이콘", "Crafting in a normal workshop. - Dungeon Settlers Wiki": "평범한 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in a normal workshop. icon": "평범한 작업장에서 제작함 아이콘", "Crafting in a poor arcane workshop. - Dungeon Settlers Wiki": "허름한 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in a poor arcane workshop. icon": "허름한 마도구 공방에서 제작함 아이콘", "Crafting in a poor workshop. - Dungeon Settlers Wiki": "허름한 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in a poor workshop. icon": "허름한 작업장에서 제작함 아이콘", "Crafting in an impressive arcane workshop. - Dungeon Settlers Wiki": "근사한 마도구 공방에서 제작함 - 던전 세틀러즈 위키", "Crafting in an impressive arcane workshop. icon": "근사한 마도구 공방에서 제작함 아이콘", "Crafting in an impressive workshop. - Dungeon Settlers Wiki": "근사한 작업장에서 제작함 - 던전 세틀러즈 위키", "Crafting in an impressive workshop. icon": "근사한 작업장에서 제작함 아이콘", "Crafting ingredient": "제작 재료", "Crafting ingredient amounts": "제작 재료 수량", "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "제작 재료 요구량 배수 (소수점 이하 반올림, 1 미만으로 감소하면 1로 수정됨)", "Crafting recipes by workstation": "작업대별 제작 레시피", "Crafting recipes: output, ingredients, workstations, workload.": "제작 레시피: 결과물, 재료, 제작대, 작업량.", "Crafting work amount increases by {0} every tick": "제작 작업량이 매 틱마다 {0}만큼 증가", "CraftingCapability": "CraftingCapability", "CraftingCondition": "CraftingCondition", "CraftingCookery": "CraftingCookery", "CraftingDefault": "CraftingDefault", "CraftingFabric": "CraftingFabric", "CraftingFood": "CraftingFood", "CraftingIngredientAmountFactorByDifficulty": "CraftingIngredientAmountFactorByDifficulty", "CraftingMagic": "제작 마법", "CraftingMetal": "CraftingMetal", "CraftingWood": "CraftingWood", "CraftingWorkshop": "CraftingWorkshop", "Crafting_": "Crafting_", "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2": "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2", "Crawling Doom": "기어오는 파멸", "Crawling Doom Devastation": "기어오는 파멸 (파멸 난이도)", "Crawling Doom Devastation Tuto": "기어오는 파멸 (파멸 난이도) 튜토리얼", "Crawling Doom Easy": "기어오는 파멸 쉬움", "Crawling Doom Easy Tuto": "기어오는 파멸 쉬움 튜토리얼", "Crawling Doom Hard": "기어오는 파멸 어려움", "Crawling Doom Hard Tuto": "기어오는 파멸 어려움 튜토리얼", "Crawling Doom Normal": "기어오는 파멸 보통", "Crawling Doom Normal Tuto": "기어오는 파멸 보통 튜토리얼", "Crawling Doom Tuto 1": "기어오는 파멸 튜토 1", "Crawling Doom Tuto 1 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 1 - 던전 세틀러즈 위키", "Crawling Doom Tuto 1 icon": "크롤링 둠 튜토리얼 1 아이콘", "Crawling Doom Tuto 10": "기어오는 파멸 튜토 10", "Crawling Doom Tuto 10 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 10 - 던전 세틀러즈 위키", "Crawling Doom Tuto 10 icon": "크롤링 둠 튜토리얼 10 아이콘", "Crawling Doom Tuto 12": "기어오는 파멸 튜토 12", "Crawling Doom Tuto 12 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 12 - 던전 세틀러즈 위키", "Crawling Doom Tuto 12 icon": "크롤링 둠 튜토리얼 12 아이콘", "Crawling Doom Tuto 13": "기어오는 파멸 튜토 13", "Crawling Doom Tuto 13 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 13 - 던전 세틀러즈 위키", "Crawling Doom Tuto 13 icon": "크롤링 둠 튜토리얼 13 아이콘", "Crawling Doom Tuto 14": "기어오는 파멸 튜토 14", "Crawling Doom Tuto 14 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 14 - 던전 세틀러즈 위키", "Crawling Doom Tuto 14 icon": "크롤링 둠 튜토리얼 14 아이콘", "Crawling Doom Tuto 15": "기어오는 파멸 튜토 15", "Crawling Doom Tuto 15 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 15 - 던전 세틀러즈 위키", "Crawling Doom Tuto 15 icon": "크롤링 둠 튜토리얼 15 아이콘", "Crawling Doom Tuto 16": "기어오는 파멸 튜토 16", "Crawling Doom Tuto 16 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 16 - 던전 세틀러즈 위키", "Crawling Doom Tuto 16 icon": "크롤링 둠 튜토리얼 16 아이콘", "Crawling Doom Tuto 2": "기어오는 파멸 튜토 2", "Crawling Doom Tuto 2 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 2 - 던전 세틀러즈 위키", "Crawling Doom Tuto 2 icon": "크롤링 둠 튜토리얼 2 아이콘", "Crawling Doom Tuto 3": "기어오는 파멸 튜토 3", "Crawling Doom Tuto 3 - Dungeon Settlers Wiki": "Crawling Doom 튜토리얼 3 - 던전 세틀러즈 위키", "Crawling Doom Tuto 3 icon": "Crawling Doom 튜토리얼 3 아이콘", "Crawling Doom Tuto 4": "기어오는 파멸 튜토 4", "Crawling Doom Tuto 4 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 4 - 던전 세틀러즈 위키", "Crawling Doom Tuto 4 icon": "크롤링 둠 튜토리얼 4 아이콘", "Crawling Doom Tuto 5": "기어오는 파멸 튜토 5", "Crawling Doom Tuto 5 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 5 - 던전 세틀러즈 위키", "Crawling Doom Tuto 5 icon": "크롤링 둠 튜토리얼 5 아이콘", "Crawling Doom Tuto 6": "기어오는 파멸 튜토 6", "Crawling Doom Tuto 6 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 6 - 던전 세틀러즈 위키", "Crawling Doom Tuto 6 icon": "크롤링 둠 튜토리얼 6 아이콘", "Crawling Doom Tuto 7": "기어오는 파멸 튜토 7", "Crawling Doom Tuto 7 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 7 - 던전 세틀러즈 위키", "Crawling Doom Tuto 7 icon": "크롤링 둠 튜토리얼 7 아이콘", "Crawling Doom Tuto 8": "기어오는 파멸 튜토 8", "Crawling Doom Tuto 8 - Dungeon Settlers Wiki": "크롤링 둠 튜토리얼 8 - 던전 세틀러즈 위키", "Crawling Doom Tuto 8 icon": "크롤링 둠 튜토리얼 8 아이콘", "Crawling Doom Very Hard": "기어오는 파멸 매우 어려움", "Crawling Doom Very Hard Tuto": "기어오는 파멸 매우 어려움 튜토리얼", "CrawlingDoom": "CrawlingDoom", "CrawlingDoomTuto0": "CrawlingDoomTuto0", "CrawlingDoomTuto1": "CrawlingDoomTuto1", "CrawlingDoomTuto10": "CrawlingDoomTuto10", "CrawlingDoomTuto11": "CrawlingDoomTuto11", "CrawlingDoomTuto12": "CrawlingDoomTuto12", "CrawlingDoomTuto13": "CrawlingDoomTuto13", "CrawlingDoomTuto14": "CrawlingDoomTuto14", "CrawlingDoomTuto15": "CrawlingDoomTuto15", "CrawlingDoomTuto16": "CrawlingDoomTuto16", "CrawlingDoomTuto2": "CrawlingDoomTuto2", "CrawlingDoomTuto3": "CrawlingDoomTuto3", "CrawlingDoomTuto4": "CrawlingDoomTuto4", "CrawlingDoomTuto5": "CrawlingDoomTuto5", "CrawlingDoomTuto6": "CrawlingDoomTuto6", "CrawlingDoomTuto7": "CrawlingDoomTuto7", "CrawlingDoomTuto8": "CrawlingDoomTuto8", "CrawlingDoomTuto9": "CrawlingDoomTuto9", "Creates a rain of arrows that deals physical damage equal to 40% of": "다음의 40%와 같은 물리 피해를 입히는 화살비를 생성합니다:", "Creates a rain of arrows that deals physical damage equal to 40% of Physical Attack Power to all enemy units within the area. The rain of arrows drops for 6 times.": "화살비를 만들어 범위 내 모든 적 유닛에게 PAtk의 40%만큼 물리 피해를 입힙니다. 화살비는 총 6회 떨어집니다.", "Creates a rain of arrows that deals physical damage equal to 40% of Physical Attack Power to all enemy unit…": "Creates a rain of arrows that deals physical damage equal to 40% of Physical Attack Power to all enemy unit…", "Crimson Recoil - Dungeon Settlers Wiki": "크림슨 리코일 - 던전 세틀러즈 위키", "Crimson Recoil icon": "크림슨 리코일 아이콘", "Crit": "치명타 확률", "Crit %": "치명타 확률", "Crit Bonus": "치명타 피해 보너스", "Crit Dmg": "치명타 피해", "Crit Potion": "치명 물약", "Crit basic attack splash": "치명타 기본 공격 스플래시", "Crit chance": "치명타 확률", "Crit rate": "치명타 확률", "Crit%": "치명타 확률", "Critical Chance - Dungeon Settlers Wiki": "치명타 확률 - 던전 세틀러즈 위키", "Critical Chance Final Multiplier - Dungeon Settlers Wiki": "물리 치명타 확률 최종 배율 - 던전 세틀러즈 위키", "Critical Chance Final Multiplier icon": "물리 치명타 확률 최종 배율 아이콘", "Critical Chance icon": "치명타 확률 아이콘", "Critical Chance increases by 10% during this exploration.": "이번 탐사 중 치명타 확률이 10% 증가합니다.", "Critical Chance increases by ?% each time stacks reach ?/?/?/?/?/?.": "스택이 ?/?/?/?/?/?에 도달할 때마다 극대 확률이 ?% 증가합니다.", "Critical Chance, Dodge, Guard chance and Life Steal": "치명타 확률, 회피, 방어 확률 및 생명력 흡수", "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "치명타 확률, 명중/회피/방어 확률, 생명력 흡수, 생명력 재생", "Critical Damage": "치명 피해", "Critical Damage Bonus - Dungeon Settlers Wiki": "치명타 피해 보너스 - 던전 세틀러즈 위키", "Critical Damage Bonus icon": "치명타 피해 보너스 아이콘", "Critical Damage Bonus taken from critical hits increases.": "극대타에서 받는 극대 피해 보너스가 증가합니다.", "Critical Multiplier Final Multiplier - Dungeon Settlers Wiki": "물리 치명타 배율 최종 배율 - 던전 세틀러즈 위키", "Critical Multiplier Final Multiplier icon": "물리 치명타 배율 최종 배율 아이콘", "Critical Potion - Dungeon Settlers Wiki": "치명 물약 - 던전 세틀러즈 위키", "Critical Potion icon": "치명 물약 아이콘", "Critical Potion range and area shown on a dungeon room": "던전 방에 표시된 치명타 물약의 범위와 영역", "Critical Weakness - Dungeon Settlers Wiki": "약점 노출 - 던전 세틀러즈 위키", "Critical Weakness icon": "약점 노출 아이콘", "Critical chance": "치명타 확률", "Critical chance (flat)": "치명타 확률 (고정값)", "Critical chance increases up to 20% in proportion to lost HP.": "치명타 확률이 잃은 생명력에 비례하여 20%까지 증가한다.", "Critical damage amplification coefficient": "치명타 피해 증폭 계수", "Critical damage bonus": "치명타 피해 보너스", "Critical damage bonus (flat)": "치명타 피해 보너스 (고정값)", "Critical hit": "치명타", "Critical hits landed": "착지한 치명타", "CriticalChance +{#} (source unconfirmed)": "CriticalChance +{#} (출처 미확인)", "CriticalChance +{#} (출처 미확인)": "CriticalChance +{#} (출처 미확인)", "CriticalDamageModifier": "CriticalDamageModifier", "CriticalOnlyInCombat": "CriticalOnlyInCombat", "Critically low head health": "머리 생명력 위험", "Critically low health": "생명력 위험", "Critically low hunger": "음식 부족 위험", "Critically low stamina": "기력 부족 위험", "Crits needed to cap = 2000 ÷ 10 =": "상한선에 필요한 치명타 = 2000 ÷ 10 =", "Crits to reach the cap": "상한 도달에 필요한 치명타", "Crops are planted from seed items at a farm building, accumulate growth progress through 3 ranks, and are harvested by gathering the grown crop building. Harvesting earlier stages yields less.": "작물은 농장 건물에서 씨앗 아이템으로 심으며, 3단계에 걸쳐 성장 진행도가 쌓이고, 다 자란 작물 건물을 수확하여 얻는다. 이른 단계에서 수확하면 더 적은 양을 얻는다.", "Crops, growth stages, yields": "농작물, 성장 단계, 수확량", "Crops: seed item, growth stage workloads, linked crop buildings.": "작물: 씨앗 아이템, 생장 단계별 작업량, 연결된 작물 건물.", "Cross": "십자", "Crossbow (aptitude + tree name only, no items)": "석궁 (적성 + 트리 이름만, 아이템 없음)", "Crossbow Skill Aptitude": "석궁 스킬 적성", "Crossbow Skill Aptitude - Dungeon Settlers Wiki": "석궁 스킬 적성 - 던전 세틀러즈 위키", "Crossbow Skill Aptitude icon": "석궁 스킬 적성 아이콘", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.": "파괴된 골렘의 유해를 검사하며 쭉 웅크린 상태에서 그가 당신을 향해 천천히 돌아섭니다. 피곤해 보입니다.", "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years since the Magic Empire fell. Much of what": "파괴된 골렘의 유해를 검사하며 쭉 웅크린 상태에서 그가 당신을 향해 천천히 돌아섭니다. 피곤해 보입니다. \"마법 제국이 무너진 지 오래되었네. 그때 남겨진", "Crow Fixed": "까마귀 고정", "Crow Fixed2": "까마귀 고정2", "Crude though ...": "투박하지만...", "Crystal Shell - Dungeon Settlers Wiki": "수정 등껍질 - 던전 세틀러즈 위키", "Crystal Shell icon": "수정 등껍질 아이콘", "Crystal Turtle - Dungeon Settlers Wiki": "수정 거북 - 던전 세틀러즈 위키", "Crystal Turtle 1 + Mud Slogel 3": "수정 거북 1 + 진흙 슬로겔 3", "Crystal Turtle Random1": "수정 거북 랜덤1", "Crystal Turtle Random2": "크리스탈 거북이 Random2", "Crystal Turtle icon": "수정 거북 아이콘", "Crystal Turtle variant": "수정 거북이 변형", "Crystal jewelry": "크리스탈 보석", "Crystal jewelry affixes": "크리스탈 보석 접사", "Cunning Getaway - Dungeon Settlers Wiki": "교활한 도주 - 던전 세틀러즈 위키", "Cunning Getaway icon": "교활한 도주 아이콘", "CunningGetaway": "교활한 도주", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.26).": "게임 데이터 및 역공학 노트에서 추출한 선별된 게임플레이 가이드(DS_B.0.3.26).", "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.40).": "게임 데이터 및 역공학 노트에서 추출한 선별된 게임플레이 가이드(DS_B.0.3.40).", "Curated knowledge distilled from research notes.": "연구 노트를 바탕으로 정리한 엄선된 지식입니다.", "Curious - Dungeon Settlers Wiki": "호기심 많은 - 던전 세틀러즈 위키", "Curious icon": "호기심 많은 아이콘", "Current": "현재", "Current Health - Dungeon Settlers Wiki": "현재 생명력 - 던전 세틀러즈 위키", "Current Health icon": "현재 생명력 아이콘", "Current character": "현재 캐릭터", "Current last floor of the Abyss": "현재 어비스의 마지막 층", "Current mood (-30 to +30)": "현재 기분 (-30 ~ +30)", "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom": "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom", "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish": "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish", "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320", "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320", "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320": "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320", "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320", "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320", "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0": "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0", "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0": "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0", "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320": "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320", "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch": "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch", "CurrentMap_Base &&IsIdling": "CurrentMap_Base &&IsIdling", "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)": "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)", "CurrentMap_Dungeon && EmptyEquipment_Body": "CurrentMap_Dungeon && EmptyEquipment_Body", "CurrentMap_Dungeon && EmptyEquipment_Head": "CurrentMap_Dungeon && EmptyEquipment_Head", "CurrentMap_Dungeon && EmptyEquipment_Primary": "CurrentMap_Dungeon && EmptyEquipment_Primary", "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0": "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320", "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320", "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0": "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0", "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0", "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0", "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0": "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320", "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320", "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0": "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0", "Currently selected": "현재 선택됨", "Curse Of Fate": "운명의 저주", "Curse Of Fate - Dungeon Settlers Wiki": "운명의 저주 - 던전 세틀러즈 위키", "Curse Of Fate icon": "운명의 저주 icon", "Curse of the Dead": "망자의 저주", "Cursed Child - Dungeon Settlers Wiki": "저주받은 아이 - 던전 세틀러즈 위키", "Cursed Child icon": "저주받은 아이 아이콘", "Custom %": "사용자 정의 %", "Custom base HP": "사용자 정의 기본 체력", "Custom base Magic Attack": "사용자 정의 기본 마법 공격", "Custom base stats": "사용자 정의 기본 능력치", "Custom reflect %": "사용자 정의 반사 %", "CustomEvent": "CustomEvent", "Cut Blue Crystal": "세공된 청수정", "Cut Green Crystal": "세공된 녹수정", "Cut Red Crystal": "세공된 적수정", "D1-D4 mood debuffs, one step per in-game day (1,440-min term)": "D1-D4 기분 디버프, 게임 내 하루당 1 스텝 (1,440분 항)", "DEAD": "사망", "DEV : 코드로 자동 처리됨": "DEV : 코드로 자동 처리됨", "DIES": "사망", "DIES at": "사망 시점:", "DIES at {#}": "{#}에 사망", "DO-NOT list": "DO-NOT 목록", "DPE": "DPE", "DPE (damage per energy)": "DPE (에너지당 피해량)", "DPM": "DPM", "DPS": "초당 피해량", "DPS (rotation)": "DPS (로테이션)", "DPS = damage per hit x attack speed, both taken from the fully recomputed character (weapon flat stats, affixes on other slots, traits and inscriptions all still apply). Sorted best DPS first; \"vs equipped\" is the DPS delta against {#}, whose row is your real loadout - the same number as the exchange above. Bows you ADD are given the arrow chosen above, so you can compare projectiles. Staffs deal Magic damage, so they are read against the target's magic resistance.": "DPS = 타격당 피해 x 공격 속도이며, 둘 다 완전히 재계산된 캐릭터 기준입니다 (무기 고정 스탯, 다른 슬롯의 접사, 특성과 각인 모두 적용). 최고 DPS 순 정렬; \"vs 장착 중\"은 {#} 대비 DPS 차이로, 해당 행이 실제 장비이며 위의 교전 수치와 같습니다. 추가한 활에는 위에서 선택한 화살이 적용되어 투사체를 비교할 수 있습니다. 지팡이는 마법 피해이므로 대상의 마법 저항력 기준으로 계산됩니다.", "DROP_AbandonedHutChest1": "DROP_AbandonedHutChest1", "DROP_AcidSlogelRandom": "DROP_AcidSlogelRandom", "DROP_AncientForestBookshelfRandom": "DROP_AncientForestBookshelfRandom", "DROP_BasementTreeFixed (empty)": "DROP_BasementTreeFixed (비어있음)", "DROP_BasicTemplate": "DROP_BasicTemplate", "DROP_BeeHiveTree1": "DROP_BeeHiveTree1", "DROP_BigRockFixed (empty)": "DROP_BigRockFixed (empty)", "DROP_BloodTreeRandom": "DROP_BloodTreeRandom", "DROP_BloodTreeWithFruitFixed": "DROP_BloodTreeWithFruitFixed", "DROP_BloodTreeWithFruitRandom": "DROP_BloodTreeWithFruitRandom", "DROP_BlueBerryRandom": "DROP_BlueBerryRandom", "DROP_BlueGoblinFixed": "DROP_BlueGoblinFixed", "DROP_BlueGoblinRandom": "DROP_BlueGoblinRandom", "DROP_BonePile": "DROP_BonePile", "DROP_CrowFixed": "DROP_CrowFixed", "DROP_CrowFixed2": "DROP_CrowFixed2", "DROP_DeveloperBoxFixed": "DROP_DeveloperBoxFixed", "DROP_DeveloperBoxRandom": "DROP_DeveloperBoxRandom", "DROP_Devrik": "DROP_Devrik", "DROP_DirtWallFixed": "DROP_DirtWallFixed", "DROP_DirtyCorpses": "DROP_DirtyCorpses", "DROP_DirtyCorpses2": "DROP_DirtyCorpses2", "DROP_DownfallSupportWagonAdditionalCogWeelFixed": "DROP_DownfallSupportWagonAdditionalCogWeelFixed", "DROP_DownfallSupportWagonBerryFixed": "DROP_DownfallSupportWagonBerryFixed", "DROP_DownfallSupportWagonGrassFixed": "DROP_DownfallSupportWagonGrassFixed", "DROP_DownfallSupportWagonHardtackFixed": "DROP_DownfallSupportWagonHardtackFixed", "DROP_DownfallSupportWagonOintmentFixed": "DROP_DownfallSupportWagonOintmentFixed", "DROP_DownfallSupportWagonTechBookFixed": "DROP_DownfallSupportWagonTechBookFixed", "DROP_DownfallSupportWagonWoodFixed": "DROP_DownfallSupportWagonWoodFixed", "DROP_DustRootFixed": "DROP_DustRootFixed", "DROP_DustRootGrowth2Fixed": "DROP_DustRootGrowth2Fixed", "DROP_DustRootGrowth2Random": "DROP_DustRootGrowth2Random", "DROP_DustRootRandom": "DROP_DustRootRandom", "DROP_EasySupportWagonBerryFixed": "DROP_EasySupportWagonBerryFixed", "DROP_EasySupportWagonGrassFixed": "DROP_EasySupportWagonGrassFixed", "DROP_EasySupportWagonHardtackFixed": "DROP_EasySupportWagonHardtackFixed", "DROP_EasySupportWagonOintmentFixed": "DROP_EasySupportWagonOintmentFixed", "DROP_EasySupportWagonTechBookFixed": "DROP_EasySupportWagonTechBookFixed", "DROP_EasySupportWagonWoodFixed": "DROP_EasySupportWagonWoodFixed", "DROP_EchoFlowerFixed": "DROP_EchoFlowerFixed", "DROP_EventSupplyBoxFixed1": "DROP_EventSupplyBoxFixed1", "DROP_EventSupplyBoxFixed2": "DROP_EventSupplyBoxFixed2", "DROP_EventSupplyBoxFixed3": "DROP_EventSupplyBoxFixed3", "DROP_EventSupplyBoxFixed4": "DROP_EventSupplyBoxFixed4", "DROP_EventSupplyBoxFixed5": "DROP_EventSupplyBoxFixed5", "DROP_EyeBallFixed": "DROP_EyeBallFixed", "DROP_EyeBallRandom": "DROP_EyeBallRandom", "DROP_FlowerRandom": "DROP_FlowerRandom", "DROP_ForestBushRandom": "DROP_ForestBushRandom", "DROP_GoblinChiefShamanRandom": "DROP_GoblinChiefShamanRandom", "DROP_GoblinTent1": "DROP_GoblinTent1", "DROP_GoblinTent2": "DROP_GoblinTent2", "DROP_HardSupportWagonBerryFixed": "DROP_HardSupportWagonBerryFixed", "DROP_HardSupportWagonGrassFixed": "DROP_HardSupportWagonGrassFixed", "DROP_HardSupportWagonHardtackFixed": "DROP_HardSupportWagonHardtackFixed", "DROP_HardSupportWagonOintmentFixed": "DROP_HardSupportWagonOintmentFixed", "DROP_HardSupportWagonTechBookFixed": "DROP_HardSupportWagonTechBookFixed", "DROP_HardSupportWagonWoodFixed": "DROP_HardSupportWagonWoodFixed", "DROP_IronVeinFixed": "DROP_IronVeinFixed", "DROP_JunkHeap1": "DROP_JunkHeap1", "DROP_JunkHeap10": "DROP_JunkHeap10", "DROP_JunkHeap11": "DROP_JunkHeap11", "DROP_JunkHeap12": "DROP_JunkHeap12", "DROP_JunkHeap13": "DROP_JunkHeap13", "DROP_JunkHeap14": "DROP_JunkHeap14", "DROP_JunkHeap15": "DROP_JunkHeap15", "DROP_JunkHeap16": "DROP_JunkHeap16", "DROP_JunkHeap17": "DROP_JunkHeap17", "DROP_JunkHeap18": "DROP_JunkHeap18", "DROP_JunkHeap19": "DROP_JunkHeap19", "DROP_JunkHeap2": "DROP_JunkHeap2", "DROP_JunkHeap20": "DROP_JunkHeap20", "DROP_JunkHeap3": "DROP_JunkHeap3", "DROP_JunkHeap4": "DROP_JunkHeap4", "DROP_JunkHeap5": "DROP_JunkHeap5", "DROP_JunkHeap6": "DROP_JunkHeap6", "DROP_JunkHeap7": "DROP_JunkHeap7", "DROP_JunkHeap8": "DROP_JunkHeap8", "DROP_JunkHeap9": "DROP_JunkHeap9", "DROP_LargeCopperNodeRandom": "DROP_LargeCopperNodeRandom", "DROP_LargeDirtRockFixed": "DROP_LargeDirtRockFixed", "DROP_LargeDirtRockRandom": "DROP_LargeDirtRockRandom", "DROP_LargeDustRootFixed": "DROP_LargeDustRootFixed", "DROP_LargeDustRootRandom": "DROP_LargeDustRootRandom", "DROP_LargeTwistedTreeFixed": "DROP_LargeTwistedTreeFixed", "DROP_LumaTreeFixed": "DROP_LumaTreeFixed", "DROP_LumaTreeRandom": "DROP_LumaTreeRandom", "DROP_MagicScrapPile1": "DROP_MagicScrapPile1", "DROP_MagicScrapPile2": "DROP_MagicScrapPile2", "DROP_MagicScrapPile3": "DROP_MagicScrapPile3", "DROP_MandrakeFixed": "DROP_MandrakeFixed", "DROP_MeatGrub": "DROP_MeatGrub", "DROP_MeatGrub2": "DROP_MeatGrub2", "DROP_MediumBlueCrystalRandom": "DROP_MediumBlueCrystalRandom", "DROP_MediumCopperNodeRandom": "DROP_MediumCopperNodeRandom", "DROP_MediumDirtRockFixed": "DROP_MediumDirtRockFixed", "DROP_MediumDirtRockRandom": "DROP_MediumDirtRockRandom", "DROP_MediumGreenCrystalRandom": "DROP_MediumGreenCrystalRandom", "DROP_MediumRedCrystalRandom": "DROP_MediumRedCrystalRandom", "DROP_MediumSilverVeinRandom": "DROP_MediumSilverVeinRandom", "DROP_MushroomRandom": "DROP_MushroomRandom", "DROP_NormalSupportWagonBerryFixed": "DROP_NormalSupportWagonBerryFixed", "DROP_NormalSupportWagonGrassFixed": "DROP_NormalSupportWagonGrassFixed", "DROP_NormalSupportWagonHardtackFixed": "DROP_NormalSupportWagonHardtackFixed", "DROP_NormalSupportWagonOintmentFixed": "DROP_NormalSupportWagonOintmentFixed", "DROP_NormalSupportWagonTechBookFixed": "DROP_NormalSupportWagonTechBookFixed", "DROP_NormalSupportWagonWoodFixed": "DROP_NormalSupportWagonWoodFixed", "DROP_OatsGrowth2Random": "DROP_OatsGrowth2Random", "DROP_OatsRandom": "DROP_OatsRandom", "DROP_R1AbyssTreasureBossChestRandom1": "DROP_R1AbyssTreasureBossChestRandom1", "DROP_R1AbyssTreasureBossChestRandom2": "DROP_R1AbyssTreasureBossChestRandom2", "DROP_R1AbyssTreasureEliteChestRandom1": "DROP_R1AbyssTreasureEliteChestRandom1", "DROP_R1AbyssTreasureEliteChestRandom2": "DROP_R1AbyssTreasureEliteChestRandom2", "DROP_R1AbyssTreasureHighChestRandom1": "DROP_R1AbyssTreasureHighChestRandom1", "DROP_R1AbyssTreasureHighChestRandom2": "DROP_R1AbyssTreasureHighChestRandom2", "DROP_R1AbyssTreasureLowChestRandom1": "DROP_R1AbyssTreasureLowChestRandom1", "DROP_R1AbyssTreasureLowChestRandom2": "DROP_R1AbyssTreasureLowChestRandom2", "DROP_R1CodexFixed": "DROP_R1CodexFixed", "DROP_R1DungeonCoreFixed": "DROP_R1DungeonCoreFixed", "DROP_R1DungeonCoreFixed2": "DROP_R1DungeonCoreFixed2", "DROP_R1DungeonCoreRandom1": "DROP_R1DungeonCoreRandom1", "DROP_R1LuxuriousTreasureChestRandom": "DROP_R1LuxuriousTreasureChestRandom", "DROP_R1LuxuriousTreasureChestRandom2": "DROP_R1LuxuriousTreasureChestRandom2", "DROP_R1ModestTreasureChestRandom": "DROP_R1ModestTreasureChestRandom", "DROP_R1ModestTreasureChestRandom2": "DROP_R1ModestTreasureChestRandom2", "DROP_R1NewbieTreasureChestRandom": "DROP_R1NewbieTreasureChestRandom", "DROP_R1NewbieTreasureChestRandom2": "DROP_R1NewbieTreasureChestRandom2", "DROP_R1SturdyTreasureChestRandom": "DROP_R1SturdyTreasureChestRandom", "DROP_R1SturdyTreasureChestRandom2": "DROP_R1SturdyTreasureChestRandom2", "DROP_R1WoodenCrateRandom": "DROP_R1WoodenCrateRandom", "DROP_R1WoodenCrateRandom2": "DROP_R1WoodenCrateRandom2", "DROP_R2AbyssTreasureBossChestRandom1": "DROP_R2AbyssTreasureBossChestRandom1", "DROP_R2AbyssTreasureBossChestRandom2": "DROP_R2AbyssTreasureBossChestRandom2", "DROP_R2AbyssTreasureEliteChestRandom1": "DROP_R2AbyssTreasureEliteChestRandom1", "DROP_R2AbyssTreasureEliteChestRandom2": "DROP_R2AbyssTreasureEliteChestRandom2", "DROP_R2AbyssTreasureHighChestRandom1": "DROP_R2AbyssTreasureHighChestRandom1", "DROP_R2AbyssTreasureHighChestRandom2": "DROP_R2AbyssTreasureHighChestRandom2", "DROP_R2AbyssTreasureLowChestRandom1": "DROP_R2AbyssTreasureLowChestRandom1", "DROP_R2AbyssTreasureLowChestRandom2": "DROP_R2AbyssTreasureLowChestRandom2", "DROP_R2DungeonCoreFixed": "DROP_R2DungeonCoreFixed", "DROP_R2DungeonCoreFixed2": "DROP_R2DungeonCoreFixed2", "DROP_R2DungeonCoreRandom1": "DROP_R2DungeonCoreRandom1", "DROP_R2LuxuriousTreasureChestRandom": "DROP_R2LuxuriousTreasureChestRandom", "DROP_R2LuxuriousTreasureChestRandom2": "DROP_R2LuxuriousTreasureChestRandom2", "DROP_R2ModestTreasureChestRandom": "DROP_R2ModestTreasureChestRandom", "DROP_R2ModestTreasureChestRandom2": "DROP_R2ModestTreasureChestRandom2", "DROP_R2SturdyTreasureChestRandom": "DROP_R2SturdyTreasureChestRandom", "DROP_R2SturdyTreasureChestRandom2": "DROP_R2SturdyTreasureChestRandom2", "DROP_R2WoodenCrateRandom": "DROP_R2WoodenCrateRandom", "DROP_R2WoodenCrateRandom2": "DROP_R2WoodenCrateRandom2", "DROP_RagsAndWastesFixed": "DROP_RagsAndWastesFixed", "DROP_RagsAndWastesRandom": "DROP_RagsAndWastesRandom", "DROP_RockWallFixed": "DROP_RockWallFixed", "DROP_ShabbySkullTotem": "DROP_ShabbySkullTotem", "DROP_SmallBlueCrystalRandom": "DROP_SmallBlueCrystalRandom", "DROP_SmallCopperNodeRandom": "DROP_SmallCopperNodeRandom", "DROP_SmallDirtRockFixed": "DROP_SmallDirtRockFixed", "DROP_SmallDirtRockRandom": "DROP_SmallDirtRockRandom", "DROP_SmallDustRootFixed": "DROP_SmallDustRootFixed", "DROP_SmallDustRootRandom": "DROP_SmallDustRootRandom", "DROP_SmallGreenCrystalRandom": "DROP_SmallGreenCrystalRandom", "DROP_SmallRedCrystalRandom": "DROP_SmallRedCrystalRandom", "DROP_SmallSilverVeinRandom": "DROP_SmallSilverVeinRandom", "DROP_SmallTwistedTreeFixed": "DROP_SmallTwistedTreeFixed", "DROP_TadpoleEvolveRandom": "DROP_TadpoleEvolveRandom", "DROP_TreeOfLifeFixed": "DROP_TreeOfLifeFixed", "DROP_TurnipRandom": "DROP_TurnipRandom", "DROP_TutorialChestAidKitFixed": "DROP_TutorialChestAidKitFixed", "DROP_TutorialChestOintmentFixed": "DROP_TutorialChestOintmentFixed", "DROP_TutorialWoodClubFixed": "DROP_TutorialWoodClubFixed", "DROP_TwistedBushFixed": "DROP_TwistedBushFixed", "DROP_UsefulMagicScrapPileRandom1": "DROP_UsefulMagicScrapPileRandom1", "DROP_UsefulMagicScrapPileRandom2": "DROP_UsefulMagicScrapPileRandom2", "DROP_VeryHardSupportWagonBerryFixed": "DROP_VeryHardSupportWagonBerryFixed", "DROP_VeryHardSupportWagonGrassFixed": "DROP_VeryHardSupportWagonGrassFixed", "DROP_VeryHardSupportWagonHardtackFixed": "DROP_VeryHardSupportWagonHardtackFixed", "DROP_VeryHardSupportWagonOintmentFixed": "DROP_VeryHardSupportWagonOintmentFixed", "DROP_VeryHardSupportWagonTechBookFixed": "DROP_VeryHardSupportWagonTechBookFixed", "DROP_VeryHardSupportWagonWoodFixed": "DROP_VeryHardSupportWagonWoodFixed", "DROP_WagonCogWheel": "DROP_WagonCogWheel", "DROP_WagonFixed": "DROP_WagonFixed", "DROP_WildHerbRandom": "DROP_WildHerbRandom", "DROP_WildOatsRandom": "DROP_WildOatsRandom", "DS_B.0.3.21": "DS_B.0.3.21", "DS_B.0.3.26": "DS_B.0.3.26", "DS_B.0.3.26 - build 23739108": "DS_B.0.3.26 - build 23739108", "DS_B.0.3.40": "DS_B.0.3.40", "DS_B.0.3.40 - build 24354931": "DS_B.0.3.40 - build 24354931", "DS_B.{#}.{#}": "DS_B.{#}.{#}", "DS_B.{#}.{#} - build {#}": "DS_B.{#}.{#} - 빌드 {#}", "DS_B.{#}.{#} - 빌드 {#}": "DS_B.{#}.{#} - 빌드 {#}", "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel", "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel ·": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel ·", "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1", "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1 ·": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1 ·", "DUNGEONROOM_AbandonedMine_SafeFloor_Entry": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry", "DUNGEONROOM_AbandonedMine_SafeFloor_Entry ·": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry ·", "DUNGEONROOM_AbandonedMine_SafeFloor_Portal": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal", "DUNGEONROOM_AbandonedMine_SafeFloor_Portal ·": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal ·", "DUNGEONROOM_Abyss_Common_BossPortal": "DUNGEONROOM_Abyss_Common_BossPortal", "DUNGEONROOM_Abyss_Common_BossPortal ·": "DUNGEONROOM_Abyss_Common_BossPortal ·", "DUNGEONROOM_Abyss_Common_Combat_Floor1": "DUNGEONROOM_Abyss_Common_Combat_Floor1", "DUNGEONROOM_Abyss_Common_Combat_Floor1 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor1 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor10": "DUNGEONROOM_Abyss_Common_Combat_Floor10", "DUNGEONROOM_Abyss_Common_Combat_Floor10 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor10 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor11": "DUNGEONROOM_Abyss_Common_Combat_Floor11", "DUNGEONROOM_Abyss_Common_Combat_Floor11 -": "DUNGEONROOM_Abyss_Common_Combat_Floor11 -", "DUNGEONROOM_Abyss_Common_Combat_Floor12": "DUNGEONROOM_Abyss_Common_Combat_Floor12", "DUNGEONROOM_Abyss_Common_Combat_Floor12 -": "DUNGEONROOM_Abyss_Common_Combat_Floor12 -", "DUNGEONROOM_Abyss_Common_Combat_Floor13": "DUNGEONROOM_Abyss_Common_Combat_Floor13", "DUNGEONROOM_Abyss_Common_Combat_Floor13 -": "DUNGEONROOM_Abyss_Common_Combat_Floor13 -", "DUNGEONROOM_Abyss_Common_Combat_Floor14": "DUNGEONROOM_Abyss_Common_Combat_Floor14", "DUNGEONROOM_Abyss_Common_Combat_Floor14 -": "DUNGEONROOM_Abyss_Common_Combat_Floor14 -", "DUNGEONROOM_Abyss_Common_Combat_Floor15": "DUNGEONROOM_Abyss_Common_Combat_Floor15", "DUNGEONROOM_Abyss_Common_Combat_Floor15 -": "DUNGEONROOM_Abyss_Common_Combat_Floor15 -", "DUNGEONROOM_Abyss_Common_Combat_Floor16": "DUNGEONROOM_Abyss_Common_Combat_Floor16", "DUNGEONROOM_Abyss_Common_Combat_Floor16 -": "DUNGEONROOM_Abyss_Common_Combat_Floor16 -", "DUNGEONROOM_Abyss_Common_Combat_Floor17": "DUNGEONROOM_Abyss_Common_Combat_Floor17", "DUNGEONROOM_Abyss_Common_Combat_Floor17 -": "DUNGEONROOM_Abyss_Common_Combat_Floor17 -", "DUNGEONROOM_Abyss_Common_Combat_Floor18": "DUNGEONROOM_Abyss_Common_Combat_Floor18", "DUNGEONROOM_Abyss_Common_Combat_Floor18 -": "DUNGEONROOM_Abyss_Common_Combat_Floor18 -", "DUNGEONROOM_Abyss_Common_Combat_Floor19": "DUNGEONROOM_Abyss_Common_Combat_Floor19", "DUNGEONROOM_Abyss_Common_Combat_Floor19 -": "DUNGEONROOM_Abyss_Common_Combat_Floor19 -", "DUNGEONROOM_Abyss_Common_Combat_Floor2": "DUNGEONROOM_Abyss_Common_Combat_Floor2", "DUNGEONROOM_Abyss_Common_Combat_Floor2 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor2 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor20": "DUNGEONROOM_Abyss_Common_Combat_Floor20", "DUNGEONROOM_Abyss_Common_Combat_Floor20 -": "DUNGEONROOM_Abyss_Common_Combat_Floor20 -", "DUNGEONROOM_Abyss_Common_Combat_Floor3": "DUNGEONROOM_Abyss_Common_Combat_Floor3", "DUNGEONROOM_Abyss_Common_Combat_Floor3 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor3 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor4": "DUNGEONROOM_Abyss_Common_Combat_Floor4", "DUNGEONROOM_Abyss_Common_Combat_Floor4 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor4 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor5": "DUNGEONROOM_Abyss_Common_Combat_Floor5", "DUNGEONROOM_Abyss_Common_Combat_Floor5 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor5 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor6": "DUNGEONROOM_Abyss_Common_Combat_Floor6", "DUNGEONROOM_Abyss_Common_Combat_Floor6 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor6 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor7": "DUNGEONROOM_Abyss_Common_Combat_Floor7", "DUNGEONROOM_Abyss_Common_Combat_Floor7 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor7 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor8": "DUNGEONROOM_Abyss_Common_Combat_Floor8", "DUNGEONROOM_Abyss_Common_Combat_Floor8 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor8 ·", "DUNGEONROOM_Abyss_Common_Combat_Floor9": "DUNGEONROOM_Abyss_Common_Combat_Floor9", "DUNGEONROOM_Abyss_Common_Combat_Floor9 ·": "DUNGEONROOM_Abyss_Common_Combat_Floor9 ·", "DUNGEONROOM_Abyss_Common_Entry": "DUNGEONROOM_Abyss_Common_Entry", "DUNGEONROOM_Abyss_Common_Entry ·": "DUNGEONROOM_Abyss_Common_Entry ·", "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock", "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock ·": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock ·", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 ·": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 ·", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2 ·": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2 ·", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3", "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3 -", "DUNGEONROOM_Abyss_Common_Portal": "DUNGEONROOM_Abyss_Common_Portal", "DUNGEONROOM_Abyss_Common_Portal ·": "DUNGEONROOM_Abyss_Common_Portal ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor1": "DUNGEONROOM_Abyss_Common_Treasure_Floor1", "DUNGEONROOM_Abyss_Common_Treasure_Floor1 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor1 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor10": "DUNGEONROOM_Abyss_Common_Treasure_Floor10", "DUNGEONROOM_Abyss_Common_Treasure_Floor10 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor10 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor15": "심연 흔한 보물 15층", "DUNGEONROOM_Abyss_Common_Treasure_Floor15 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor15 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor2": "DUNGEONROOM_Abyss_Common_Treasure_Floor2", "DUNGEONROOM_Abyss_Common_Treasure_Floor2 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor2 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor20": "심연 흔한 보물 20층", "DUNGEONROOM_Abyss_Common_Treasure_Floor20 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor20 -", "DUNGEONROOM_Abyss_Common_Treasure_Floor3": "DUNGEONROOM_Abyss_Common_Treasure_Floor3", "DUNGEONROOM_Abyss_Common_Treasure_Floor3 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor3 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor4": "DUNGEONROOM_Abyss_Common_Treasure_Floor4", "DUNGEONROOM_Abyss_Common_Treasure_Floor4 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor4 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor5": "DUNGEONROOM_Abyss_Common_Treasure_Floor5", "DUNGEONROOM_Abyss_Common_Treasure_Floor5 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor5 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor6": "DUNGEONROOM_Abyss_Common_Treasure_Floor6", "DUNGEONROOM_Abyss_Common_Treasure_Floor6 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor6 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor7": "DUNGEONROOM_Abyss_Common_Treasure_Floor7", "DUNGEONROOM_Abyss_Common_Treasure_Floor7 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor7 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor8": "DUNGEONROOM_Abyss_Common_Treasure_Floor8", "DUNGEONROOM_Abyss_Common_Treasure_Floor8 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor8 ·", "DUNGEONROOM_Abyss_Common_Treasure_Floor9": "DUNGEONROOM_Abyss_Common_Treasure_Floor9", "DUNGEONROOM_Abyss_Common_Treasure_Floor9 ·": "DUNGEONROOM_Abyss_Common_Treasure_Floor9 ·", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight": "심연 흔한 보물 층 R1 높음", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low": "심연 흔한 보물 층 R1 낮음", "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight": "심연 흔한 보물 층 R2 높음", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low": "심연 흔한 보물 층 R2 낮음", "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -", "DUNGEONROOM_FXTest_Forest_Standard": "DUNGEONROOM_FXTest_Forest_Standard", "DUNGEONROOM_FXTest_Forest_Standard ·": "DUNGEONROOM_FXTest_Forest_Standard ·", "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel", "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel ·": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel ·", "DUNGEONROOM_FesteringBurrow_Common_BossEntry": "DUNGEONROOM_FesteringBurrow_Common_BossEntry", "DUNGEONROOM_FesteringBurrow_Common_BossEntry ·": "DUNGEONROOM_FesteringBurrow_Common_BossEntry ·", "DUNGEONROOM_FesteringBurrow_Common_BossPortal": "DUNGEONROOM_FesteringBurrow_Common_BossPortal", "DUNGEONROOM_FesteringBurrow_Common_BossPortal ·": "DUNGEONROOM_FesteringBurrow_Common_BossPortal ·", "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor": "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor", "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor ·": "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7", "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3 ·", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4", "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4 ·": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4 ·", "DUNGEONROOM_FesteringBurrow_Common_Core1": "DUNGEONROOM_FesteringBurrow_Common_Core1", "DUNGEONROOM_FesteringBurrow_Common_Core1 ·": "DUNGEONROOM_FesteringBurrow_Common_Core1 ·", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1 ·": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1 ·", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2 ·": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2 ·", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1 ·": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1 ·", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1 ·": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1 ·", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2", "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2 ·": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2 ·", "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1", "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1 ·": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1 ·", "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1", "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1 ·": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1 ·", "DUNGEONROOM_FesteringBurrow_Common_Entry": "DUNGEONROOM_FesteringBurrow_Common_Entry", "DUNGEONROOM_FesteringBurrow_Common_Entry ·": "DUNGEONROOM_FesteringBurrow_Common_Entry ·", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite ·": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite ·", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1", "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2": "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2", "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite": "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite", "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite ·": "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite ·", "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses": "고름이 흐르는 굴 흔한 이벤트 더러운 시체", "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses -": "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses -", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice ·": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice ·", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen", "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen -": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen -", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2", "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3", "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile": "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile", "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile ·": "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile ·", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2", "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2 ·": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2 ·", "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant", "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant ·": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant ·", "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche": "고름이 흐르는 굴 흔한 이벤트 이상한 틈새", "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche -": "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche -", "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon", "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon -": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon -", "DUNGEONROOM_FesteringBurrow_Common_Goddess": "DUNGEONROOM_FesteringBurrow_Common_Goddess", "DUNGEONROOM_FesteringBurrow_Common_Goddess ·": "DUNGEONROOM_FesteringBurrow_Common_Goddess ·", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1 ·": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1 ·", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2", "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2 ·": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7 ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7 ·", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F", "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F ·": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F ·", "DUNGEONROOM_FesteringBurrow_Common_Portal": "DUNGEONROOM_FesteringBurrow_Common_Portal", "DUNGEONROOM_FesteringBurrow_Common_Portal ·": "DUNGEONROOM_FesteringBurrow_Common_Portal ·", "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper", "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper ·": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper ·", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1 ·": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1 ·", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2 ·": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2 ·", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3", "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3 ·": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3 ·", "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom", "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom ·": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom ·", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1 ·": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1 ·", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1 ·": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1 ·", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1 ·": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1 ·", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2", "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2 ·": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7 ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7 ·", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F", "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F ·": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F ·", "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1": "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1", "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1 ·": "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1 ·", "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry": "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry", "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry ·": "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry ·", "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem", "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem ·": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem ·", "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal", "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal ·": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal ·", "DUNGEONROOM_Tutorial_1": "DUNGEONROOM_Tutorial_1", "DUNGEONROOM_Tutorial_1 ·": "DUNGEONROOM_Tutorial_1 ·", "DUNGEONROOM_Tutorial_2": "DUNGEONROOM_Tutorial_2", "DUNGEONROOM_Tutorial_2 ·": "DUNGEONROOM_Tutorial_2 ·", "DUNGEONROOM_Tutorial_3": "DUNGEONROOM_Tutorial_3", "DUNGEONROOM_Tutorial_3 ·": "DUNGEONROOM_Tutorial_3 ·", "DUNGEONROOM_Tutorial_Common_Entry": "DUNGEONROOM_Tutorial_Common_Entry", "DUNGEONROOM_Tutorial_Common_Entry ·": "DUNGEONROOM_Tutorial_Common_Entry ·", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 ·": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 ·", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 ·": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 ·", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3", "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 ·": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 ·", "DUNGEONROOM_Tutorial_Common_Portal": "DUNGEONROOM_Tutorial_Common_Portal", "DUNGEONROOM_Tutorial_Common_Portal ·": "DUNGEONROOM_Tutorial_Common_Portal ·", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 ·": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 ·", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2", "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 ·": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 ·", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem은 단계 5 필요 -> 주식 데모에서 절대 생성되지 않음", "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem ·": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem ·", "DUNGEONROOM_VeilSilence_Common_BossCorridor_1": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1", "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 ·": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 ·", "DUNGEONROOM_VeilSilence_Common_BossEntry": "DUNGEONROOM_VeilSilence_Common_BossEntry", "DUNGEONROOM_VeilSilence_Common_BossEntry ·": "DUNGEONROOM_VeilSilence_Common_BossEntry ·", "DUNGEONROOM_VeilSilence_Common_BossPortal": "DUNGEONROOM_VeilSilence_Common_BossPortal", "DUNGEONROOM_VeilSilence_Common_BossPortal ·": "DUNGEONROOM_VeilSilence_Common_BossPortal ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle1": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1", "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle10": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10", "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle11": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11", "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle12": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12", "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle13": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13", "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle2": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2", "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle4": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4", "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle6": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6", "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle7": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7", "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle8": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8", "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Middle9": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9", "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4", "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 ·", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6", "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 ·": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Small1": "DUNGEONROOM_VeilSilence_Common_Combat_Small1", "DUNGEONROOM_VeilSilence_Common_Combat_Small1 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Small1 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f ·": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f ·", "DUNGEONROOM_VeilSilence_Common_Combat_Small2": "DUNGEONROOM_VeilSilence_Common_Combat_Small2", "DUNGEONROOM_VeilSilence_Common_Combat_Small2 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Small2 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f ·": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f ·", "DUNGEONROOM_VeilSilence_Common_Combat_Small3": "DUNGEONROOM_VeilSilence_Common_Combat_Small3", "DUNGEONROOM_VeilSilence_Common_Combat_Small3 ·": "DUNGEONROOM_VeilSilence_Common_Combat_Small3 ·", "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f", "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f ·": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f ·", "DUNGEONROOM_VeilSilence_Common_Core1": "DUNGEONROOM_VeilSilence_Common_Core1", "DUNGEONROOM_VeilSilence_Common_Core1 ·": "DUNGEONROOM_VeilSilence_Common_Core1 ·", "DUNGEONROOM_VeilSilence_Common_Core2": "DUNGEONROOM_VeilSilence_Common_Core2", "DUNGEONROOM_VeilSilence_Common_Core2 ·": "DUNGEONROOM_VeilSilence_Common_Core2 ·", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 ·": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 ·", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 ·": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 ·", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 ·": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 ·", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 ·": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 ·", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2", "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 ·": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 ·", "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1", "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 ·": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 ·", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 ·": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 ·", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 ·": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 ·", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 ·": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 ·", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4", "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 ·": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 ·", "DUNGEONROOM_VeilSilence_Common_Entry": "DUNGEONROOM_VeilSilence_Common_Entry", "DUNGEONROOM_VeilSilence_Common_Entry ·": "DUNGEONROOM_VeilSilence_Common_Entry ·", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite ·": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite ·", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 ·": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 ·", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2", "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 ·": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 ·", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 ·": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 ·", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 ·": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 ·", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3", "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 ·": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 ·", "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree", "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree ·": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree ·", "DUNGEONROOM_VeilSilence_Common_Event_BloodTree": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree", "DUNGEONROOM_VeilSilence_Common_Event_BloodTree ·": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree ·", "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1", "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 ·": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 ·", "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower", "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower ·": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower ·", "DUNGEONROOM_VeilSilence_Common_Event_Endrossi": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi", "DUNGEONROOM_VeilSilence_Common_Event_Endrossi ·": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi ·", "DUNGEONROOM_VeilSilence_Common_Event_Flower": "DUNGEONROOM_VeilSilence_Common_Event_Flower", "DUNGEONROOM_VeilSilence_Common_Event_Flower ·": "DUNGEONROOM_VeilSilence_Common_Event_Flower ·", "DUNGEONROOM_VeilSilence_Common_Event_Herb": "DUNGEONROOM_VeilSilence_Common_Event_Herb", "DUNGEONROOM_VeilSilence_Common_Event_Herb ·": "DUNGEONROOM_VeilSilence_Common_Event_Herb ·", "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake", "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake ·": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake ·", "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter", "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter ·": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter ·", "DUNGEONROOM_VeilSilence_Common_Event_Mandrake": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake", "DUNGEONROOM_VeilSilence_Common_Event_Mandrake ·": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake ·", "DUNGEONROOM_VeilSilence_Common_Event_Merchant": "DUNGEONROOM_VeilSilence_Common_Event_Merchant", "DUNGEONROOM_VeilSilence_Common_Event_Merchant ·": "DUNGEONROOM_VeilSilence_Common_Event_Merchant ·", "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow", "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow ·": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow ·", "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest", "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest ·": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest ·", "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife", "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife ·": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife ·", "DUNGEONROOM_VeilSilence_Common_Event_Xenon": "DUNGEONROOM_VeilSilence_Common_Event_Xenon", "DUNGEONROOM_VeilSilence_Common_Event_Xenon ·": "DUNGEONROOM_VeilSilence_Common_Event_Xenon ·", "DUNGEONROOM_VeilSilence_Common_Goddess": "DUNGEONROOM_VeilSilence_Common_Goddess", "DUNGEONROOM_VeilSilence_Common_Goddess ·": "DUNGEONROOM_VeilSilence_Common_Goddess ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 ·", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f", "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f ·": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f ·", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 ·": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 ·", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f ·": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f ·", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 ·": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 ·", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f ·": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f ·", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 ·": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 ·", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f", "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f ·": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f ·", "DUNGEONROOM_VeilSilence_Common_Portal": "DUNGEONROOM_VeilSilence_Common_Portal", "DUNGEONROOM_VeilSilence_Common_Portal ·": "DUNGEONROOM_VeilSilence_Common_Portal ·", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2", "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 ·": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 ·", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 ·": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 ·", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 ·": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 ·", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_Herb1": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1", "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_Herb2": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2", "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 ·": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 ·", "DUNGEONROOM_VeilSilence_Common_Resource_Oat": "DUNGEONROOM_VeilSilence_Common_Resource_Oat", "DUNGEONROOM_VeilSilence_Common_Resource_Oat ·": "DUNGEONROOM_VeilSilence_Common_Resource_Oat ·", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 ·": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 ·", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1", "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1", "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 ·": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 ·", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2", "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 ·": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 ·", "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1", "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 ·": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 ·", "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1", "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 ·": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 ·", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 ·": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 ·", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2", "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 ·": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 ·", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 ·": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 ·", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f ·": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f ·", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 ·": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 ·", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f", "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f ·": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f ·", "Dagger (items, aptitude, no tree)": "단검 (아이템, 적성, 트리 없음)", "Dagger Skill Aptitude": "단검 스킬 적성", "Dagger Skill Aptitude - Dungeon Settlers Wiki": "단검 스킬 적성 - 던전 세틀러즈 위키", "Dagger Skill Aptitude icon": "단검 스킬 적성 아이콘", "Damage": "피해", "Damage Dealt +20% × missing%": "피해 입힘 +20% × 누락%", "Damage Dealt - Dungeon Settlers Wiki": "주는 피해량 - 던전 세틀러즈 위키", "Damage Dealt against Elite and Boss monsters increases by 20%.": "정예 및 보스 몬스터에게 주는 피해가 20% 증가합니다.", "Damage Dealt icon": "주는 피해량 아이콘", "Damage Dealt increases proportionally to lost Current Health, up to a maximum of 20%.": "주는 피해가 잃은 현재 생명력에 비례하여 증가하며, 최대 20%까지 증가합니다.", "Damage Dealt.": "피해 입힘.", "Damage Taken - Dungeon Settlers Wiki": "받는 피해량 - 던전 세틀러즈 위키", "Damage Taken decreases by 12% for each allied plant structure within 1 tile.": "1 타일 이내의 각 연합군 식물 구조물에 대해 입은 피해 12% 감소.", "Damage Taken from targets with negative effects decreases by 12%.": "부정적 효과가 있는 대상으로부터의 입은 피해 12% 감소.", "Damage Taken icon": "받는 피해량 아이콘", "Damage Taken increases based on the number of stacks.": "받는 피해가 스택 수에 따라 증가합니다.", "Damage at cap": "상한선에서 피해", "Damage benchmark monster": "피해 벤치마크 몬스터", "Damage calc": "피해 계산", "Damage calc ›": "피해 계산 ›", "Damage dealt by basic attacks increases by 25%, but main weapon Durability decreases twice as fast on basic attacks.": "기본 공격으로 입히는 피해량이 25% 증가하지만, 기본 공격 시 주 무기의 내구도가 2배 빠르게 감소합니다.", "Damage dealt increases as current": "현재에 따라 입힌 피해가 증가합니다", "Damage dealt increases as current Mood gets lower.": "현재 기분이 낮을수록 주는 피해가 증가합니다.", "Damage dealt increases as current 기분 gets lower.": "Damage dealt increases as current 기분 gets lower.", "Damage dealt increases by 25%, and damage taken decreases by 15%.": "주는 피해가 25% 증가하고, 받는 피해가 15% 감소합니다.", "Damage dealt increases by ?%, and damage taken decreases by ?%.": "입히는 피해량은 ?% 증가하고, 받는 피해량은 ?% 감소합니다.", "Damage increases by": "피해가 다음만큼 증가합니다:", "Damage increases by Burning stacks on the target * 10.": "대상의 화상 스택 * 10만큼 피해가 증가합니다.", "Damage over time": "시간에 따른 피해", "Damage per cast": "시전당 피해", "Damage per energy": "에너지당 피해", "Damage per hit": "타격당 피해", "Damage per hit taken": "맞은 피해당 손상", "Damage per minute": "분당 피해량", "Damage per second": "초당 피해", "Damage per second vs benchmark": "벤치마크 대비 초당 피해", "Damage percentages are of the boss's attack power; reach and cooldown are in tiles / seconds. Each attack's reach and area are drawn on a real dungeon room below it (click to enlarge). Descriptions are the game's own skill text - hover a highlighted keyword, effect or summon for what it does.": "피해 퍼센트는 보스의 공격력 기준입니다. 사거리와 재사용 대기시간은 각각 타일 / 초 단위입니다. 각 공격의 사거리와 범위는 아래 실제 던전 방 위에 표시됩니다(클릭하면 확대). 설명은 게임 자체의 스킬 텍스트이며, 강조된 키워드, 효과, 소환수에 마우스를 올리면 그 효과를 확인할 수 있습니다.", "Damage reduction amount on a successful guard": "성공적인 방어 시 피해 감소량", "Damage source": "피해 출처", "Damage stat source": "피해 능력치 출처", "Damage taken (after defense/resist)": "입은 피해(방어/저항 후)", "Damage taken = raw damage x 100 / (100 + R)": "받은 피해 = 원본 피해 x 100 / (100 + R)", "Damage taken decreases by (number of allied plant structures within 1 tile) * {0}%.": "받는 피해량이 (인접 타일 내 아군 식물 구조물 개수) * {0}% 만큼 감소합니다.", "Damage taken is reduced by {0}% × the number of allied plant structures within 1 tile. (Maximum {1}% reduction)": "1타일 이내 위치한 아군 식물 구조물의 수 * {0}% 만큼 받는 피해가 감소합니다. (최대 {1}%까지 적용 가능합니다)", "Damage taken multiplied by about 100 / (100 + Resistance)": "받은 피해는 약 100 / (100 + 저항)으로 곱해집니다", "Damage to reach it": "도달에 필요한 피해량", "Damage to you": "당신이 받는 피해", "Damage to your units": "당신의 유닛에 대한 피해", "Damage type": "피해 유형", "Damage types": "피해 유형", "Damage value": "피해 값", "Damage vs": "대상 피해량", "Damage vs Enemy": "적 대상 피해", "Damage-over-time calculator": "지속 피해 계산기", "Damage-over-time stack caps": "지속 시간 스택 상한선", "DamagePartsRatio": "DamagePartsRatio", "Dark": "어둠", "Dark Burrow - Dungeon Settlers Wiki": "어두운 땅굴 - 던전 세틀러즈 위키", "Dark Burrow GAMESYSTEM_Environment_{affecterName}": "어두운 땅굴 GAMESYSTEM_Environment_{affecterName}", "Dark Burrow icon": "어두운 땅굴 아이콘", "Dark Forest (internal)": "어두운 숲 (내부)", "Dark Magic": "어두운 마법", "Dark Magic Skill Aptitude": "암흑 마법 스킬 적성", "Dark Magic Skill Aptitude - Dungeon Settlers Wiki": "암흑 마법 기술 소질 - 던전 세틀러즈 위키", "Dark Magic Skill Aptitude icon": "암흑 마법 기술 소질 아이콘", "Dark Serum - Dungeon Settlers Wiki": "검은 혈청 - 던전 세틀러즈 위키", "Dark Serum icon": "검은 혈청 아이콘", "Dark Thorn Corruption - Dungeon Settlers Wiki": "암흑 가시 오염 - 던전 세틀러즈 위키", "Dark Thorn Corruption icon": "암흑 가시 오염 아이콘", "Dark Thorn Creep - Dungeon Settlers Wiki": "암흑 가시덩굴 - 던전 세틀러즈 위키", "Dark Thorn Creep icon": "암흑 가시덩굴 아이콘", "Dark Thorn Vine - Dungeon Settlers Wiki": "암흑 가시 덩굴 - 던전 세틀러즈 위키", "Dark Whisper - Dungeon Settlers Wiki": "어둠의 속삭임 - 던전 세틀러즈 위키", "Dark Whisper icon": "어둠의 속삭임 아이콘", "DarkBurrow": "DarkBurrow", "DarkGreen": "진한 녹색", "DarkWhisperEnv": "DarkWhisperEnv", "Dart Board": "다트 판", "Dart Play Board - Dungeon Settlers Wiki": "다트 놀이판 - 던전 세틀러즈 위키", "Dash": "대시", "Data": "데이터", "Data error (wrong game data)": "데이터 오류 (잘못된 게임 데이터)", "Data note - Sharp Edge.": "데이터 참고 - 날카로운 모서리.", "Data note.": "데이터 메모.", "Data notes": "데이터 참고", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.26 demo; they are left out of the roster count, table and filters above.": "기본 40-생명력 스탯 블록만 가진 데이터 전용 자리표시자 유닛으로, 던전에 배치되어 있지 않습니다. 순정 DS_B.0.3.26 데모에서는 어디에서도 전투하지 않으며, 위의 로스터 수, 표, 필터에서 제외되어 있습니다.", "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.40 demo; they are left out of the roster count, table and filters above.": "기본 40-생명력 스탯 블록만 가진 데이터 전용 자리표시자 유닛으로, 던전에 배치되어 있지 않습니다. 순정 DS_B.0.3.40 데모에서는 어디에서도 전투하지 않으며, 위의 로스터 수, 표, 필터에서 제외되어 있습니다.", "Database": "데이터베이스", "Date": "날짜", "Day & night": "낮 및 밤", "Day 1 checklist": "1일 체크리스트", "Day Time - Dungeon Settlers Wiki": "낮 - 던전 세틀러즈 위키", "Day Time icon": "낮 아이콘", "Day and night": "낮과 밤", "Day counter rolls over": "일 카운터 롤오버", "Day vision": "주간 시야", "Day, version, difficulty, playtime, current region": "날, 버전, 난이도, 플레이 시간, 현재 지역", "DayInHour": "DayInHour", "DayNightVisionDiffrence": "DayNightVisionDiffrence", "DayTimes": "DayTimes", "Daytime window": "낮 시간 창", "Dead Enter": "사망 진입", "Dead Enter 2": "사망 진입 2", "Dead Enter 3": "사망 진입 3", "Dead Swamp": "죽음의 늪지", "Dead heat on time-to-kill (~": "처치 시간이 동률입니다 (약", "DeadSound": "DeadSound", "DeadSwamp": "DeadSwamp", "Deadly Fear + Blade Spirit": "치명적 공포 + 검 정신", "Deadly Fear - Dungeon Settlers Wiki": "데들리 피어 - 던전 세틀러즈 위키", "Deadly Fear icon": "데들리 피어 아이콘", "Deadly Fear puts Exposed Flaw on the ENEMY, so your melee crits on it are guaranteed and Blade Spirit refunds energy - the correct greatsword Exposed-Flaw setup (Slay would only expose yourself).": "데들리 피어는 노출된 약점을 적에게 겁니다. 그래서 그 적에 대한 근접 치명타가 확정되고 블레이드 스피릿이 에너지를 환급해 줍니다. 이것이 대검용 노출된 약점 세팅의 올바른 방법입니다(슬레이는 자기 자신에게만 노출된 약점을 겁니다).", "Deadly Fear range and area shown on a dungeon room": "던전 방에 표시된 치명적 공포 범위 및 면적", "Deadly Untargetable - Dungeon Settlers Wiki": "데들리로 인한 타겟 불가 - 던전 세틀러즈 위키", "Deadly Untargetable icon": "데들리로 인한 타겟 불가 아이콘", "DeadlyAfterEffectDuration": "DeadlyAfterEffectDuration", "DeadlyDuration": "DeadlyDuration", "DeadlyRecovery": "DeadlyRecovery", "Deadly_": "Deadly_", "Deal 100% of": "100% 피해를 입힙니다", "Deal 100% of Magic Attack Power as magic damage to the target and applies 2Burning for 10 seconds.": "Deal 100% of Magic Attack Power as magic damage to the target and applies 2Burning for 10 seconds.", "Deal physical damage equal to 200% of physical attack power to the target, and apply": "대상에게 물리 공격력의 200%에 해당하는 피해량을 입히고,", "Deal physical damage equal to 250% of physical attack power to the target, and knock them back 3 tiles. The target gains": "대상에게 물리 공격력의 250%에 해당하는 피해량을 입히고, 그들을 3칸 밀어낸다. 대상은 다음을 얻는다", "Deal physical damage equal to 40% of physical attack power to the target 2 times. Deal the same damage to enemies in a straight line in the direction of the attack.": "물리 공격력의 40%에 해당하는 물리 피해를 대상에게 2회 입힙니다. 공격 방향의 일직선상에 있는 적들에게 같은 피해를 입힙니다.", "Deal physical damage equal to 65% of physical attack power to the target. Deal the same damage to enemies in a straight line in the direction of the attack.": "대상에게 물리 공격력의 65%에 해당하는 피해량을 입힌다. 공격 방향의 일직선 상의 적에게 같은 피해량을 입힌다.", "Deal physical damage equal to {0}% of physical attack power to the target. Deal the same damage to enemies in a straight...": "물리 공격력의 {0}%에 해당하는 물리 피해를 대상에게 입힙니다. 일직선상에 있는 적들에게 같은 피해를...", "Dealing critical damage apply": "치명타를 입히면 적용합니다", "Dealing critical damage apply 둔화 the target for {0} seconds.": "치명타를 입히면 대상에게 {0}초 동안 둔화를 적용합니다.", "Dealing damage to an enemy with 20% health or below guarantees a kill.": "체력이 20% 이하인 적에게 피해를 입히면 반드시 처치합니다.", "Deals 100% of": "100%를 줍니다", "Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Vulnerable for 3 seconds.": "Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Vulnerable for 3 seconds.", "Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Weakened for 5 seconds. If an enemy is positioned in the same or a rear tile as the target, they also receive the same damage and effect.": "대상에게 MAtk의 100%만큼 마법 피해를 입히고 5초간 약화 1을 부여합니다. 대상과 같은 줄 또는 뒤쪽 칸에 있는 적도 동일한 피해와 효과를 받습니다.", "Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Weakened for 5 seconds. If an…": "Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Weakened for 5 seconds. If an…", "Deals 100% of Magic Attack Power as magic damage to the target and applies 3 Corrosion and Slow for 2 seconds.": "Deals 100% of Magic Attack Power as magic damage to the target and applies 3 Corrosion and Slow for 2 seconds.", "Deals 100% of Magic Attack Power as magic damage to the target and applies 5 Corrosion for 2 seconds.": "Deals 100% of Magic Attack Power as magic damage to the target and applies 5 Corrosion for 2 seconds.", "Deals 100% of Magic Attack Power as magic damage to the target unit. It then bounces to up to 4 nearby enemy targets within 3 tiles, dealing the same damage. Prioritizes targets with fewer accumulated hits for bouncing.": "대상 유닛에게 MAtk의 100%만큼 마법 피해를 입힙니다. 이후 3칸 이내의 주변 적 대상에게 최대 4회 튕기며 동일한 피해를 입힙니다. 누적 피격 횟수가 적은 대상이 우선 선택됩니다.", "Deals 100% of Magic Attack Power as magic damage to the target unit. It then bounces to up to 4 nearby enem…": "Deals 100% of Magic Attack Power as magic damage to the target unit. It then bounces to up to 4 nearby enem…", "Deals 100% of Magic Attack Power as magic damage to the target.": "목표에 마법 공격력의 100%를 마법 피해로 입힙니다.", "Deals 100% of Magic Attack Power as magic damage.": "Deals 100% of Magic Attack Power as magic damage.", "Deals 100% of Physical Attack Power as damage to the target and 50% of Physical Attack Power as physical damage to units adjacent to the target.": "대상에게 PAtk의 100%만큼 피해를 입히고, 대상 주변 유닛에게 PAtk의 50%만큼 물리 피해를 입힙니다.", "Deals 100% of Physical Attack Power as damage to the target and 50% of Physical Attack Power as physical da…": "Deals 100% of Physical Attack Power as damage to the target and 50% of Physical Attack Power as physical da…", "Deals 100% of Physical Attack Power as physical damage to the target.": "Deals 100% of Physical Attack Power as physical damage to the target.", "Deals 100% of Physical Attack Power as physical damage to the target. Upon a critical hit, applies 1 Dizziness for 10 seconds.": "대상에게 PAtk의 100%만큼 물리 피해를 입힙니다. 치명타 시 10초간 현기증 1을 부여합니다.", "Deals 100% of Physical Attack Power as physical damage to the target. Upon a critical hit, applies 1 Dizzin…": "Deals 100% of Physical Attack Power as physical damage to the target. Upon a critical hit, applies 1 Dizzin…", "Deals 100% of magic attack power as magic damage to the target and applies 3": "대상에게 마법 공격력의 100%의 마법 피해를 입히고 3의", "Deals 100% of magic attack power as magic damage to the target and applies 3 출혈 for 5 seconds.": "대상에게 마법 공격력의 100%의 마법 피해를 입히고 5초 동안 3의 출혈을 부여합니다.", "Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts": "범위 6 내 대상에게 마법 공격력의 120%만큼 마법 피해를 입힙니다. 치명타 시 적용됩니다", "Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts Dizziness for 5 seconds. After 40 seconds, it crumbles and returns to nature. Attacks once every 1 seconds.": "사거리 6 이내의 대상에게 마법 공격력의 120%에 해당하는 마법 피해를 입힙니다. 치명타 적중 시 5초간 현기증을 부여합니다. 40초 후 부서져 자연으로 돌아갑니다. 1초마다 한 번씩 공격합니다.", "Deals 120% of your magic attack power as magic damage to targets within 6 range. On a c…": "6 범위 내의 대상에게 마법 공격력의 120%만큼 마법 피해를 줍니다. 극대타 시…", "Deals 140% of magic attack power as magic damage to all nearby enemies and applies": "모든 근처 적에게 마법 공격력의 140%를 마법 피해로 입히고 적용합니다", "Deals 140% of magic attack power as magic damage to all nearby enemies and applies Critical Weakness for 3 seconds. Applies 1 of Dizziness on a critical hit. After 20 seconds, it crumbles and returns to nature.": "주변의 모든 적에게 마법 공격력의 140%에 해당하는 마법 피해를 입히고 3초간 치명적 약점을 적용합니다. 치명타 적중 시 현기증 1을 적용합니다. 20초 후 부서져 자연으로 돌아갑니다.", "Deals 140% of magic attack power as magic damage to all nearby enemies and applies Crit…": "모든 근처 적에게 마법 공격력의 140%만큼 마법 피해를 주고 극대를…", "Deals 200 fixed damage to a specific building within 2 tiles.": "2칸 내의 특정 건물에 200 고정 피해를 입힙니다.", "Deals 200 fixed damage to a specific building within 5 tiles.": "5타일에 안에 있는 특정 건물에 200의 고정 피해를 입힙니다.", "Deals 280% of": "다음의 280%를 입힙니다:", "Deals 280% of Physical Attack Power as physical damage to the target and grants 1 Stiffness and 1 Dizziness for 8 seconds.": "대상에게 PAtk의 280%만큼 물리 피해를 입히고 8초간 경직 1과 현기증 1을 부여합니다.", "Deals 280% of Physical Attack Power as physical damage to the target and grants 1 Stiffness and 1 Dizziness…": "Deals 280% of Physical Attack Power as physical damage to the target and grants 1 Stiffness and 1 Dizziness…", "Deals 3 instances of 80% of": "80%의 3개 인스턴스를 입힙니다", "Deals 3 instances of 80% of Physical Attack Power as physical damage to the target.": "Deals 3 instances of 80% of Physical Attack Power as physical damage to the target.", "Deals 30% additional damage to enemies with": "다음을 가진 적에게 30% 추가 피해를 줍니다:", "Deals 30% additional damage to enemies with Corrosion.": "부식이 있는 적에게 추가로 30% 피해를 줍니다.", "Deals 40% of": "40% 부여", "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 1 Burning for 5 seconds.": "대상 유닛에게 마법 공격력의 40%에 해당하는 마법 피해를 입히고 화상 1을 5초 동안 부여합니다.", "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 1 Burning for 5 seconds. Bounces up to 8 times to nearby enemy targets within 3 tiles, dealing the same damage. Bounces prioritize targets with the lowest cumulative hits.": "대상 유닛에게 마법 공격력의 40%에 해당하는 마법 피해를 입히고 화상 1을 5초 동안 부여합니다. 3칸 이내의 인접한 적 대상에게 최대 8회까지 튕겨 동일한 피해를 입힙니다. 튕길 때는 누적 피격 횟수가 가장 적은 대상을 우선합니다.", "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 1 Burning for 5 seconds. Bo…": "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 1 Burning for 5 seconds. Bo…", "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 2 Burning for 5 seconds.": "대상 유닛에게 마법 공격력의 40%에 해당하는 마법 피해를 입히고 화상 2를 5초 동안 부여합니다.", "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 2 Burning for 5 seconds. Bounces up to 8 times to nearby enemy targets within 3 tiles, dealing the same damage. Bounces prioritize targets with the lowest cumulative hits.": "대상 유닛에게 마법 공격력의 40%에 해당하는 마법 피해를 입히고 화상 2를 5초 동안 부여합니다. 3칸 이내의 인접한 적 대상에게 최대 8회까지 튕겨 동일한 피해를 입힙니다. 튕길 때는 누적 피격 횟수가 가장 적은 대상을 우선합니다.", "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 2 Burning for 5 seconds. Bo…": "Deals 40% of Magic Attack Power as magic damage to the target unit and applies 2 Burning for 5 seconds. Bo…", "Deals 500% of": "다음의 500%를 피해로 입힙니다", "Deals 500% of Physical Attack Power as damage to a single enemy and grants you 1 Exposed Flaw for 3 seconds. Killing an enemy with this attack reduces the cooldown of this skill by 70%.": "적 하나에게 PAtk의 500%만큼 피해를 입히고 3초간 약점 노출 1을 자신에게 부여합니다. 이 공격으로 적을 처치하면 이 스킬의 재사용 대기이 70% 감소합니다.", "Deals 500% of Physical Attack Power as damage to a single enemy and grants you 1 Exposed Flaw for 3 seconds…": "Deals 500% of Physical Attack Power as damage to a single enemy and grants you 1 Exposed Flaw for 3 seconds…", "Deals 80% of": "다음의 80%를 입힙니다:", "Deals 80% of Physical Attack Power as physical damage to the target 4 times with 30% reduced Hit Chance.": "물리 공격력의 80%만큼 물리 피해를 대상에게 4회 가하며, 명중률은 30% 감소합니다.", "Deals 80% of magic attack power as magic damage to all enemy targets within 6 range, and applies 1": "6 범위 내의 모든 적 대상에게 마법 공격력의 80%를 마법 피해로 입히고 1을 적용합니다", "Deals 80% of magic attack power as magic damage to all enemy targets within 6 range, and applies 1 Slow and Disturbance for 5 seconds. After 40 seconds, it crumbles and returns to nature.": "사거리 6 이내의 모든 적 대상에게 마법 공격력의 80%에 해당하는 마법 피해를 입히고, 5초간 둔화 1과 방해를 적용합니다. 40초 후 부서져 자연으로 돌아갑니다.", "Deals 80% of magic attack power as magic damage to all enemy targets within 6 range, an…": "6 범위 내의 모든 적 대상에게 마법 공격력의 80%만큼 마법 피해를…", "Deals additional magic damage equal to 10% of physical attack power on basic attack hits.": "기본 공격 히트 시 물리 공격력의 10%와 같은 추가 마법 피해를 입힙니다.", "Deals additional physical damage to adjacent 1 tiles for 30% of the damage dealt on basic attack.": "기본 공격에 가한 피해의 30%에 해당하는 인접한 1 타일에 추가 물리 피해를 가합니다.", "Deals additional physical damage to adjacent 1 tiles for 30% of the damage dealt on bas…": "기본 공격에서 주는 피해의 30%만큼 인접한 1 칸에 추가 물리 피해를 줍니다…", "Deals damage equal to 100% of": "100%의 피해를 입힙니다:", "Deals damage equal to 100% of Magic Attack Power to the target.": "Deals damage equal to 100% of Magic Attack Power to the target.", "Deals magic damage equal to 100% of": "100%의 마법 피해를 입힙니다:", "Deals magic damage equal to 100% of Magic Attack Power to a single enemy target and applies Rooting for 5 seconds.": "단일 적 대상에게 MAtk의 100%만큼 마법 피해를 입히고 5초간 속박을 부여합니다.", "Deals magic damage equal to 100% of Magic Attack Power to a single enemy target and applies Rooting for 5 s…": "Deals magic damage equal to 100% of Magic Attack Power to a single enemy target and applies Rooting for 5 s…", "Deals magic damage equal to ?% of": "마법 피해를 ?%로 입힙니다", "Deals magic damage equal to ?% of Magic Attack Power per second to adjacent enemy units and applies ? stacks of Burning for ? seconds.": "인접한 적 유닛에게 매초 마법 공격력의 ?%에 해당하는 마법 피해를 입히고 화상 ?스택을 ?초 동안 부여합니다.", "Deals magic damage equal to ?% of Magic Attack Power per second to adjacent enemy units…": "매초 마법 공격력의 ?%만큼 인접한 적에게 마법 피해를 줍니다…", "Deals magic damage equal to {2}% of magic attack power to adjacent enemy units every second, and applies [AFFECTER_Burni...": "{2}% 마법 공격력과 같은 마법 피해를 인접한 적 유닛에 매초 입히고, [AFFECTER_Burni...를 적용함", "Deals physical damage equal to 100% of": "100%와 동일한 물리 피해를 줍니다", "Deals physical damage equal to 100% of Physical Attack Power and magic damage equal to 100% of Magic Attack Power.": "PAtk의 100%만큼 물리 피해와 MAtk의 100%만큼 마법 피해를 입힙니다.", "Deals physical damage equal to 100% of Physical Attack Power and magic damage equal to 100% of Magic Attack…": "물리 공격력의 100%와 같은 물리 피해와 마법 공격력의 100%와 같은 마법 피해를 가합니다…", "Deals physical damage equal to 100% of Physical Attack Power to the target 4 times.": "Deals physical damage equal to 100% of Physical Attack Power to the target 4 times.", "Deals physical damage equal to 100% of Physical Attack Power to the target.": "대상에 물리 공격력의 100%와 같은 물리 피해를 가합니다.", "Deals physical damage equal to 100% of Physical Attack Power to the target. This attack activates quickly.": "Deals physical damage equal to 100% of Physical Attack Power to the target. This attack activates quickly.", "Deals physical damage equal to 100% of Physical Attack Power.": "PAtk의 100%만큼 물리 피해를 입힙니다.", "Deals physical damage equal to 100% of Physical Attack Power. If the target is within 1 tile, the damage dealt is reduced by 50%.": "PAtk의 100%만큼 물리 피해를 입힙니다. 대상이 1칸 이내에 있으면 피해량이 50% 감소합니다.", "Deals physical damage equal to 100% of Physical Attack Power. If the target is within 1 tile, the damage de…": "Deals physical damage equal to 100% of Physical Attack Power. If the target is within 1 tile, the damage de…", "Deals physical damage equal to 100% of physical attack power to the target.": "대상에게 물리 공격력의 100%와 같은 물리 피해를 입힙니다.", "Deals physical damage equal to 100% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "대상에게 물리 공격력의 100%에 해당하는 물리 피해를 줍니다. 공격 경로를 따라 일직선상에 위치한 적들에게 동일한 양의 피해를 줍니다.", "Deals physical damage equal to 100% of physical attack power to units on the target's tile and the tile behind the target.": "대상이 있는 타일과 그 뒤 타일에 있는 유닛에게 물리 공격력의 100%에 해당하는 물리 피해를 입힙니다.", "Deals physical damage equal to 120% of": "다음의 120%와 같은 물리 피해를 입힙니다:", "Deals physical damage equal to 120% of Physical Attack Power and knocks the target back by 3 tile.": "물리 공격력의 120%에 해당하는 물리 피해를 입히고 대상을 3칸 밀쳐냅니다.", "Deals physical damage equal to 120% of Physical Attack Power and knocks the target back by 3 tile. Applies Slow to the target for 5 seconds and Break for 5 seconds.": "물리 공격력의 120%에 해당하는 물리 피해를 입히고 대상을 3칸 밀쳐냅니다. 대상에게 둔화를 5초, 브레이크를 5초 동안 부여합니다.", "Deals physical damage equal to 120% of Physical Attack Power and knocks the target back by 3 tile. Applies…": "Deals physical damage equal to 120% of Physical Attack Power and knocks the target back by 3 tile. Applies…", "Deals physical damage equal to 150% of": "150%의 물리 피해를 입힙니다:", "Deals physical damage equal to 150% of Physical Attack Power to the target and applies Disturbance for 5 seconds.": "대상에게 PAtk의 150%만큼 물리 피해를 입히고 5초간 교란을 부여합니다.", "Deals physical damage equal to 150% of Physical Attack Power to the target and applies Disturbance for 5 se…": "Deals physical damage equal to 150% of Physical Attack Power to the target and applies Disturbance for 5 se…", "Deals physical damage equal to 30% of": "다음의 30%와 동일한 물리 피해를 처리합니다", "Deals physical damage equal to 30% of Physical Attack Power to the target.": "Deals physical damage equal to 30% of Physical Attack Power to the target.", "Deals physical damage equal to 65% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "대상에게 물리 공격력의 65%에 해당하는 물리 피해를 줍니다. 공격 경로를 따라 일직선상에 위치한 적들에게 동일한 양의 피해를 줍니다.", "Deals physical damage equal to 80% of": "80%의 물리 피해를 입힙니다:", "Deals physical damage equal to 80% of Physical Attack Power to the target twice, and applies Slow for 5 seconds": "대상에게 PAtk의 80%만큼 물리 피해를 2회 입히고 5초간 둔화를 부여합니다", "Deals physical damage equal to 80% of Physical Attack Power to the target twice, and applies Slow for 5 sec…": "Deals physical damage equal to 80% of Physical Attack Power to the target twice, and applies Slow for 5 sec…", "Deals physical damage equal to {0}% of Physical Attack to the target and applies": "물리 공격력의 {0}%에 해당하는 피해를 대상에게 입히고 적용합니다", "Deals physical damage equal to {0}% of Physical Attack to the target and applies 취약 for {1} seconds.": "물리 공격력의 {0}%에 해당하는 피해를 대상에게 입히고 {1}초 동안 취약을 적용합니다.", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is affli...": "물리 공격력의 {0}%에 해당하는 피해를 대상에게 입히고 {1}칸 뒤로 밀어냅니다. 대상은...", "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with 둔화 for {2} seconds.": "물리 공격력의 {0}%에 해당하는 피해를 대상에게 입히고 {1}칸 뒤로 밀어냅니다. 대상은 {2}초 동안 둔화 상태에 걸립니다.", "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located...": "물리 공격력의 {0}%에 해당하는 피해를 대상에게 {1}회 입힙니다. 주변 적에게도 동일한 피해를 입힙니다...", "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies l...": "물리 공격력의 {0}%에 해당하는 물리 피해를 대상에게 입힙니다. 주변 적에게도 동일한 양의 피해를 입힙니다...", "Deals physical damage equal to {0}% of physical attack power to units on the target's tile and the tile behind the targe...": "Deals physical damage equal to {0}% of physical attack power to units on the target's tile and the tile behind the targe...", "Deals {2} instances of {1}% of": "{2}회 {1}%의 피해를 입힙니다", "Deals {2} instances of {1}% of 물리 공격력 as physical damage to the target.": "대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입힙니다.", "Deals {2} instances of {1}% of 물리 공격력 as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "대상에게 물리 공격력의 {1}%의 물리 피해를 {2}회 입힙니다. 이 스킬이 활성화된 상태에서는 기본 공격마다 {2}개의 화살을 소모합니다.", "Death Throes and Devrick Pendant read how much HP YOU are missing; the Sinking Inscription reads how much the TARGET is missing. Each scales from 0 at full HP to its cap at 0 HP.": "발악과 데브릭 팬던트는 자신이 잃은 생명력을 참조하고, 침몰의 각인은 대상이 잃은 생명력을 참조합니다. 각 효과는 생명력이 가득 찼을 때 0에서 시작해 생명력이 0일 때 상한에 도달합니다.", "Death Throes: 20% × 0.5 =": "죽음의 고통: 20% × 0.5 =", "Death Throes: Damage Dealt": "발악: 가하는 피해", "Death by starvation imminent": "아사 위험", "Death from damage imminent": "사망 위험", "Death ×1": "사망 ×1", "Death ×1, Shout ×1, Swallow ×1": "사망 ×1, 외침 ×1, 삼키기 ×1", "Death ×1, Split ×1": "사망 ×1, 분열 ×1", "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1": "사망 ×3, 채찍질 ×2, 부활 ×2, 달리기 ×2, 웃음 ×2, 거미줄 투사 ×2, 조롱 ×1", "DeathRelated": "DeathRelated", "Debuff": "디버프", "Debuff into Shield": "디버프를 방패로", "Debug console command only": "디버그 콘솔 명령만 사용", "Deceleration - Dungeon Settlers Wiki": "감속 - 던전 세틀러즈 위키", "Deceleration icon": "감속 아이콘", "Decent Arcane Workshop minimum room layout": "적절한 신비 작업장 최소 방 레이아웃", "Decent Dining Room minimum room layout": "적절한 식당 최소 방 레이아웃", "Decent Private Room minimum room layout": "적절한 개인실 최소 방 레이아웃", "Decent Research Lab minimum room layout": "적절한 연구소 최소 방 레이아웃", "Decent Shared Room minimum room layout": "적절한 공용실 최소 방 레이아웃", "Decent Temple minimum room layout": "적절한 사원 최소 방 레이아웃", "Decent Workshop minimum room layout": "적절한 작업장 최소 방 레이아웃", "Decimals": "소수점", "Decision": "결정", "Decision (policy) categories.": "결정(정책) 분류.", "DecisionCategoryTable.json": "DecisionCategoryTable.json", "DecisionDismiss": "DecisionDismiss", "DecisionInterval": "DecisionInterval", "DecisionResult": "DecisionResult", "DecisionStart": "DecisionStart", "DecisionStart2": "DecisionStart2", "DecisionTable.json": "DecisionTable.json", "Decisions": "의사결정", "Deco Q": "장식 Q", "Deco Style": "장식 스타일", "Deco style": "데코 스타일", "Decorated Pipe - Dungeon Settlers Wiki": "장식된 담뱃대 - 던전 세틀러즈 위키", "Decorated Pipe icon": "장식된 담뱃대 아이콘", "Decoration (141)": "장식 (141)", "Decorative - Dungeon Settlers Wiki": "장식품 - 던전 세틀러즈 위키", "Decorative Burried Bag": "장식용 묻힌 가방", "Decorative Burried Bag - Dungeon Settlers Wiki": "장식 매장된 가방 - 던전 세틀러즈 위키", "Decorative Burried Sewage": "장식용 묻힌 하수", "Decorative Burried Sewage - Dungeon Settlers Wiki": "장식 매장된 하수 - 던전 세틀러즈 위키", "Decorative Burried Sewage Small": "장식용 묻힌 작은 하수", "Decorative Burried Sewage Small - Dungeon Settlers Wiki": "장식 매장된 하수 작음 - 던전 세틀러즈 위키", "Decorative Burried Skull1": "장식용 묻힌 해골1", "Decorative Burried Skull1 - Dungeon Settlers Wiki": "장식 매장된 해골1 - 던전 세틀러즈 위키", "Decorative Burried Skull2": "장식용 묻힌 해골2", "Decorative Burried Skull2 - Dungeon Settlers Wiki": "장식용 묻힌 해골2 - 던전 세틀러즈 위키", "Decorative Burried Skull3": "장식용 묻힌 해골3", "Decorative Burried Skull3 - Dungeon Settlers Wiki": "장식 묻힌 해골3 - 던전 세틀러즈 위키", "Decorative Burried Something": "장식용 묻힌 뭔가", "Decorative Burried Something - Dungeon Settlers Wiki": "장식 매장된 무언가 - 던전 세틀러즈 위키", "Decorative Burrow Rock": "장식용 굴파 바위", "Decorative Burrow Rock - Dungeon Settlers Wiki": "장식 굴 바위 - 던전 세틀러즈 위키", "Decorative Pipe Down": "장식용 파이프 아래", "Decorative Pipe Down - Dungeon Settlers Wiki": "장식 파이프 아래로 - 던전 세틀러즈 위키", "Decorative Pipe Left": "장식용 파이프 왼쪽", "Decorative Pipe Left - Dungeon Settlers Wiki": "장식 파이프 왼쪽 - 던전 세틀러즈 위키", "Decorative Pipe Right": "장식용 파이프 오른쪽", "Decorative Pipe Right - Dungeon Settlers Wiki": "장식 파이프 오른쪽 - 던전 세틀러즈 위키", "Decorative Pipe Up": "장식용 파이프 위", "Decorative Pipe Up - Dungeon Settlers Wiki": "장식 파이프 위로 - 던전 세틀러즈 위키", "Decorative Pipe Wall": "장식용 파이프 벽", "Decorative Pipe Wall - Dungeon Settlers Wiki": "장식 파이프 벽 - 던전 세틀러즈 위키", "Decorative Polluted Water Tile1": "장식용 오염된 물 타일1", "Decorative Polluted Water Tile1 - Dungeon Settlers Wiki": "장식 오염된 물 타일1 - 던전 세틀러즈 위키", "Decorative Polluted Water Tile2": "장식용 오염된 물 타일2", "Decorative Polluted Water Tile2 - Dungeon Settlers Wiki": "장식 오염된 물 타일2 - 던전 세틀러즈 위키", "Decorative Polluted Water Tile3": "장식용 오염된 물 타일3", "Decorative Polluted Water Tile3 - Dungeon Settlers Wiki": "장식 오염된 물 타일3 - 던전 세틀러즈 위키", "Decorative Sewage Big1": "장식용 큰 하수1", "Decorative Sewage Big1 - Dungeon Settlers Wiki": "장식 하수 큼1 - 던전 세틀러즈 위키", "Decorative Sewage Big2": "장식용 큰 하수2", "Decorative Sewage Big2 - Dungeon Settlers Wiki": "장식 오수 큼2 - 던전 세틀러즈 위키", "Decorative Sewage Huge1": "장식용 거대 하수1", "Decorative Sewage Huge1 - Dungeon Settlers Wiki": "장식 오수 거대1 - 던전 세틀러즈 위키", "Decorative Sewage Huge2": "장식용 거대 하수2", "Decorative Sewage Huge2 - Dungeon Settlers Wiki": "장식 오수 거대2 - 던전 세틀러즈 위키", "Decorative Sewage Small1": "장식용 작은 하수1", "Decorative Sewage Small1 - Dungeon Settlers Wiki": "장식 하수 작음1 - 던전 세틀러즈 위키", "Decorative Sewage Small2": "장식용 작은 하수2", "Decorative Sewage Small2 - Dungeon Settlers Wiki": "장식 오수 작음2 - 던전 세틀러즈 위키", "Decorative Sewage Small3": "장식용 작은 하수3", "Decorative Sewage Small3 - Dungeon Settlers Wiki": "장식 오수 작음3 - 던전 세틀러즈 위키", "Decorative Small Root1": "장식용 작은 뿌리1", "Decorative Small Root1 - Dungeon Settlers Wiki": "장식 작은 뿌리1 - 던전 세틀러즈 위키", "Decorative Small Root2": "장식용 작은 뿌리2", "Decorative Small Root2 - Dungeon Settlers Wiki": "장식 작은 뿌리2 - 던전 세틀러즈 위키", "Decorative Small Root3": "장식용 작은 뿌리3", "Decorative Small Root3 - Dungeon Settlers Wiki": "장식 작은 뿌리3 - 던전 세틀러즈 위키", "Decorative Small Stalagmite1": "장식용 작은 석순1", "Decorative Small Stalagmite1 - Dungeon Settlers Wiki": "장식 작은 석순1 - 던전 세틀러즈 위키", "Decorative Stalagmite": "장식용 석순", "Decorative Stalagmite - Dungeon Settlers Wiki": "장식 석순 - 던전 세틀러즈 위키", "Decorative Stalagmite Big": "장식용 큰 석순", "Decorative Stalagmite Big - Dungeon Settlers Wiki": "장식 큰 석순 - 던전 세틀러즈 위키", "Decorative Stalagmite Small": "장식용 작은 석순", "Decorative Stalagmite Small - Dungeon Settlers Wiki": "장식 종유석 작음 - 던전 세틀러즈 위키", "Decorative Stalagmite1": "장식용 석순1", "Decorative Stalagmite1 - Dungeon Settlers Wiki": "장식 종유석1 - 던전 세틀러즈 위키", "Decorative Stone Beak": "장식용 돌 부리", "Decorative Stone Beak - Dungeon Settlers Wiki": "장식 돌 부리 - 던전 세틀러즈 위키", "Decorative Stone1": "장식용 돌1", "Decorative Stone1 - Dungeon Settlers Wiki": "장식용 돌1 - 던전 세틀러즈 위키", "Decorative Stone2": "장식용 돌2", "Decorative Stone2 - Dungeon Settlers Wiki": "장식 돌2 - 던전 세틀러즈 위키", "Decorative Stone3": "장식용 돌3", "Decorative Stone3 - Dungeon Settlers Wiki": "장식 돌3 - 던전 세틀러즈 위키", "Decorative Trash": "장식용 쓰레기", "Decorative Trash - Dungeon Settlers Wiki": "장식 쓰레기 - 던전 세틀러즈 위키", "Decorative Trash Burried": "장식용 묻힌 쓰레기", "Decorative Trash Burried - Dungeon Settlers Wiki": "장식 묻힌 쓰레기 - 던전 세틀러즈 위키", "Dedicating life to solitary study,": "고독한 연구에 인생을 바치면서,", "Deep Water - Dungeon Settlers Wiki": "심해 - 던전 세틀러즈 위키", "Deep Water icon": "심해 아이콘", "Deeper dungeons contain richer and rarer resources.": "더 깊은 던전에는 더 풍부하고 희귀한 자원이 있습니다.", "Def": "방어력", "Default": "기본", "Default Big Last Refuge": "기본 크기 마지막 피난처", "Default central room": "기본 중앙 방", "Default hiring cost": "기본 고용 비용", "Default inspection cost": "기본 검사 비용", "Default number of ticks {0} spent when eating food": "음식을 먹을 때 소비되는 기본 틱 수 {0}", "Default number of ticks {0} spent while playing": "플레이하면서 소요되는 기본 틱 수 {0}", "Default number of units displayed": "표시되는 유닛의 기본 개수", "Default phase table": "기본 단계 테이블", "Default starting funds when creating a new campaign": "새 캠페인을 만들 때의 기본 시작 자금", "Default starting max population when creating a new campaign": "새 캠페인을 만들 때의 기본 최대 인구", "Default threshold ratio (0~1) for what percentage of max stock a structure's 'transport needed' item must drop below before a transport task is issued. EX: If a Mana Generator can store up to 100 Mana Stones as fuel -> with this value at 0.2, a transport task is issued once the stock drops to 20.": "구조물의 '운반 필요' 아이템이 최대 보유량의 몇 퍼센트 이하로 떨어져야 운반 태스크가 발행되는지에 대한 기본 임계 비율(0~1). 예: 마력 발전기가 연료로 마석을 최대 100개까지 저장할 수 있는 경우 -> 이 값이 0.2면 재고가 20개까지 떨어졌을 때 운반 태스크가 발행된다.", "Default tick value spent per unit of sleep: {0}. This variable exists to handle exception conditions for waking during sleep (e.g. Stamina above a certain threshold, or Very Hungry).": "수면 1단위당 소비되는 기본 틱 값: {0}. 이 변수는 수면 중 깨어나는 예외 상황(예: 스태미나가 특정 임계값 이상이거나 Very Hungry 상태일 때)을 처리하기 위해 존재한다.", "Default tick value spent per unit of unconscious sleep: {0}.": "무의식 수면 중 단위당 기본 틱 값: {0}.", "Default traits": "기본 특성", "Default upkeep cost": "기본 유지 비용", "Default value for a structure's maximum inventory weight.": "구조물의 최대 인벤토리 무게에 대한 기본값.", "Default value for the maximum number of members a player can hold. The max headcount may increase depending on the Expedition party's fame rank, etc.": "플레이어가 보유할 수 있는 최대 인원수의 기본값. 최대 인원수는 탐사단 파티의 명성 등급 등에 따라 증가할 수 있다.", "Default, radius 2": "기본값, 반경 2", "DefaultCandidateAmount": "DefaultCandidateAmount", "DefaultCarryingNeededItemThreshold": "DefaultCarryingNeededItemThreshold", "DefaultChance_": "DefaultChance_", "DefaultCraftingWorkloadIncrease": "DefaultCraftingWorkloadIncrease", "DefaultDurabilityChangePerHour": "DefaultDurabilityChangePerHour", "DefaultEnemy": "일반 적", "DefaultEnoughSleepCondition": "DefaultEnoughSleepCondition", "DefaultFactionCoin": "DefaultFactionCoin", "DefaultGatherWorkloadIncrease": "DefaultGatherWorkloadIncrease", "DefaultGold": "DefaultGold", "DefaultHitRate": "DefaultHitRate", "DefaultInspectPrice_": "DefaultInspectPrice_", "DefaultMainSkillPoint": "DefaultMainSkillPoint", "DefaultMajorStatRandomChangeRatio": "DefaultMajorStatRandomChangeRatio", "DefaultMaxMemberCount": "DefaultMaxMemberCount", "DefaultMaxPopulation": "DefaultMaxPopulation", "DefaultRecruitmentPrice_": "DefaultRecruitmentPrice_", "DefaultRequiredEatingTimeTick": "DefaultRequiredEatingTimeTick", "DefaultRequiredSleepingTimeTick": "DefaultRequiredSleepingTimeTick", "DefaultRequiredUnconsciousSleepingTimeTick": "DefaultRequiredUnconsciousSleepingTimeTick", "DefaultSkillPointIncrease": "DefaultSkillPointIncrease", "DefaultStrucutreMaxWeight": "DefaultStrucutreMaxWeight", "DefaultSubSkillPoint": "DefaultSubSkillPoint", "DefaultTick": "DefaultTick", "DefaultUpkeepPrice_": "DefaultUpkeepPrice_", "DefaultValue_": "DefaultValue_", "Defeat 1 Red Monster Rat.": "Red Monster Rat 1체 격파", "Defeat 1 Weak Grey Rat": "약한 회색 쥐 1체 격파", "Defeat 2 Weak Grey Rats": "약한 회색 쥐 2체 격파", "Defeat the Acid Bug (0/1)": "산성 벌레 격파 (0/1)", "Defeat the Alpha Acid Slogel": "Alpha Acid 슬로겔 격파", "Defeat the Elder Gloth": "장로 글로트 격퇴", "Defeating an enemy increases": "적을 격퇴하면 다음을 증가시킵니다:", "Defeating an enemy increases Critical Chance by ?% for ? seconds. This effect can increase Critical Chance by up to ?%.": "적을 처치하면 ?초 동안 치명타 확률이 ?% 증가합니다. 이 효과는 최대 ?%까지 치명타 확률을 증가시킬 수 있습니다.", "Defeating an enemy increases Critical Chance by ?% for ? seconds. This effect can incre…": "적을 처치하면 ? 초 동안 극대 확률이 ?% 증가합니다. 이 효과는…", "Defeating an enemy increases Damage Dealt by ?% for ? seconds.": "적을 처치하면 ? 초 동안 주는 피해가 ?% 증가합니다.", "Defense Potion": "방어 물약", "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "방어력을 무시하고 매초 중첩x3의 마법 피해를 입음 (최대 50 중첩).", "Defense: Melee - Dungeon Settlers Wiki": "방어:근접 - 던전 세틀러즈 위키", "Defense: Melee icon": "방어:근접 아이콘", "Defensive stats": "방어 스탯", "Defined in the data, not active in this build.": "데이터에 정의되어 있지만 이 빌드에서는 활성화되지 않습니다.", "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "게임 데이터에 정의되어 있지만 게임 내 출처에 아직 연결되지 않음 (계획됨 / 미출시).", "Delay scales with attack speed": "지연은 공격 속도에 따라 조정", "Delete - sure?": "삭제 - 확실합니까?", "Delete team": "팀 삭제", "Delete team \"": "팀 삭제: \"", "Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.": "게임 내 캠페인을 삭제하면 자동 저장 파일도 삭제됩니다 - 관심 있는 모든 항목의 외부 백업을 유지하세요.", "Delicious food improves a unit's": "맛있는 음식은 유닛의 다음을 개선합니다", "Demo Build Exclusive Guild Merchant": "데모빌드 전용 길드상인", "Demo auto-clear": "데모 자동 정리", "Demo build note: the boss room": "데모 빌드 참고: 보스 방", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps Festering Burrow at phase 3, so the fight (and the The Abandoned Mine unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "데모 빌드 참고: 이 보스 방은 층 페이즈 5를 요구하지만, 데모의 페이즈 테이블은 '문드러진 땅굴'을 페이즈 3으로 제한하고 있어 기본 DS_B.0.3.26에서는 이 전투(및 지역 클리어 후 해금되는 '버려진 광산')가 발생할 수 없습니다. 참고:", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps The Veil of Silence at phase 4, so the fight (and the Festering Burrow unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "데모 빌드 참고: 이 보스 방은 층 페이즈 5를 요구하지만, 데모의 페이즈 테이블은 '침묵의 장막'을 페이즈 4로 제한하고 있어 기본 DS_B.0.3.26에서는 이 전투(및 지역 클리어 후 해금되는 '문드러진 땅굴')가 발생할 수 없습니다. 참고:", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 문드러진 땅굴 at phase 3, so the fight (and the 버려진 광산 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "데모 빌드 참고: 이 보스 방은 층 단계 5를 요구하지만, 데모의 단계 테이블은 문드러진 땅굴을 단계 3까지만 허용하므로, 해당 전투(그리고 지역 클리어 후 해금되는 버려진 광산)는 정식 DS_B.0.3.26에서는 발동할 수 없습니다. 참고:", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 문드러진 땅굴 at phase 3, so the fight (and the 버려진 광산 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "데모 빌드 참고: 이 보스 방은 층 단계 5를 요구하지만, 데모의 단계 테이블은 문드러진 땅굴을 단계 3까지만 허용하므로, 해당 전투(그리고 지역 클리어 후 해금되는 버려진 광산)는 정식 DS_B.0.3.40에서는 발동할 수 없습니다. 참고:", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 침묵의 장막 at phase 4, so the fight (and the 문드러진 땅굴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "데모 빌드 참고: 이 보스 방은 층 단계 5를 요구하지만, 데모의 단계 테이블은 침묵의 장막을 단계 4까지만 허용하므로, 해당 전투(그리고 지역 클리어 후 해금되는 문드러진 땅굴)는 정식 DS_B.0.3.26에서는 발동할 수 없습니다. 참고:", "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 침묵의 장막 at phase 4, so the fight (and the 문드러진 땅굴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "데모 빌드 참고: 이 보스 방은 층 단계 5를 요구하지만, 데모의 단계 테이블은 침묵의 장막을 단계 4까지만 허용하므로, 해당 전투(그리고 지역 클리어 후 해금되는 문드러진 땅굴)는 정식 DS_B.0.3.40에서는 발동할 수 없습니다. 참고:", "Demo phase table (Veil of Silence)": "데모 단계 테이블 (침묵의 장막)", "Demo truth:": "데모 진실:", "Demolition Mode: V": "철거 모드: V", "Demolition:": "철거:", "DemolitionWorkloadParam": "DemolitionWorkloadParam", "Depleted Dungeon - Dungeon Settlers Wiki": "고갈된 던전 - 던전 세틀러즈 위키", "Depleted Dungeon effect": "고갈된 던전 효과", "Depleted Dungeon icon": "고갈된 던전 아이콘", "Depletion Term": "고갈 기간", "Depletion guide": "소진 가이드", "Depletion range": "고갈 범위", "Depletion recovery cycle (minute interval)": "고갈 회복 주기 (분 단위 간격)", "Depletion rule of thumb": "고갈 경험칙", "DepletionStack": "DepletionStack", "DepletionTerm": "DepletionTerm", "Deputy Captains Insignia": "부대장 휘장", "Deputy Captains Insignia - 던전 세틀러즈 위키": "Deputy Captains Insignia - 던전 세틀러즈 위키", "Deputy Captains Insignia 던전 방 기준 사거리 및 범위": "Deputy Captains Insignia 던전 방 기준 사거리 및 범위", "Deputy Captains Insignia 아이콘": "Deputy Captains Insignia 아이콘", "Deputy Captains Insignia의 사거리 및 범위": "Deputy Captains Insignia의 사거리 및 범위", "DeputyCaptainElf": "DeputyCaptainElf", "DeputyCaptainHuamn": "DeputyCaptainHuamn", "DeputyCaptainLizard": "DeputyCaptainLizard", "DeputyCaptainLycan": "DeputyCaptainLycan", "DeputyCaptainMia": "DeputyCaptainMia", "Derived (final) stat": "파생된 (최종) 통계", "Derived at the stock caster, level cap: MAtk = half the caster MAtk + 0, HP = the caster MAtk + 0.": "기본 시전자에서 파생, 레벨 상한: 마법 공격 = 시전자 마법 공격의 절반 + 0, 생명력 = 시전자 마법 공격 + 0.", "Derived at the stock caster, level cap: MAtk = half the caster MAtk + 16.9, HP = the caster MAtk + 300.": "기본 시전자에서 파생, 레벨 상한: 마법 공격 = 시전자 마법 공격의 절반 + 16.9, 생명력 = 시전자 마법 공격 + 300.", "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "기준 시전자, 레벨 상한에서 계산: {#} = 시전자 {#}의 절반 + {#}, {#} = 시전자 {#} + {#}.", "Derived from talents": "재능에서 파생됨", "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "모든 로드에서 유래: 정리된 지역이 이웃을 엽니다 (OpenAdjacentRegion); 아무것도 다른 지역을 열지 않습니다", "Derived stats": "파생 통계", "Describe the bug, the wrong value (expected vs shown), or your idea…": "버그, 잘못된 값 (예상 vs 표시됨), 또는 아이디어를 설명하세요…", "Describe your settler": "정착자를 설명하세요", "Description": "설명", "Deserter - Dungeon Settlers Wiki": "탈영병 - 던전 세틀러즈 위키", "Deserter icon": "탈영병 아이콘", "Despair Overcome Chance - Dungeon Settlers Wiki": "절망 극복 확률 - 던전 세틀러즈 위키", "Despair Overcome Chance icon": "절망 극복 확률 아이콘", "Despair Overcome Chance {#}": "절망 극복 확률 {#}", "Despite the colorful spell names, damage in Dungeon Settlers is": "화려한 주문 이름에도 불구하고, Dungeon Settlers의 피해는", "Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic.": "화려한 주문 이름에도 불구하고, Dungeon Settlers의 피해는 이진적입니다: 모든 것이 물리 또는 마법 중 하나입니다.", "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "이름에도 불구하고, 인지력 스탯은 물리 및 마법 공격, 치명타 확률 및 요리를 관장합니다 - 현재", "Despite their unremarkable physique and mental fortitude, humans have become one of the continent's most prosperous races through constant cooperation and competition.": "평범한 신체 능력과 정신력에도 불구하고, 인간은 끊임없는 협력과 경쟁을 통해 대륙에서 가장 번영한 종족 중 하나가 되었습니다.", "Destroying a hidden 'Dungeon Core' can reduce the corruption level.": "숨겨진 '던전 코어'를 파괴하면 부패 수준을 낮출 수 있습니다.", "Destructive Split - Dungeon Settlers Wiki": "디스트럭티브 스플릿 - 던전 세틀러즈 위키", "Destructive Split icon": "디스트럭티브 스플릿 아이콘", "Destructive Split range and area shown on a dungeon room": "던전 방에서 표시된 파괴적 분할 범위 및 영역", "Detail ability which is finally calculated by reflecting": "최종적으로 다음을 반영하여 계산되는 상세 능력", "Detailed sources": "자세한 출처", "Detection & Aggro": "탐지 & 공격성", "Detection is": "탐지는", "Detection range calculator": "탐지 범위 계산기", "Detonates the target's": "대상의 폭발을 유발합니다", "Detonates the target's strange seed, launching seed shards in all directions, dealing 240% of magic attack power as damage and inflicting Vulnerable for 10 seconds to the first enemy unit hit.": "대상의 기묘한 씨앗을 폭발시켜 씨앗 파편을 사방으로 날려보내며, 최초로 맞은 적 유닛에게 마법 공격력의 240%만큼 피해를 입히고 10초간 취약을 부여합니다.", "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "기폭은 화상 스택을 소비하여 나머지 지속 피해를 포기합니다.", "Detonating consumes the stacks.": "폭발 시 중첩을 소모합니다.", "Detonation": "기폭", "Detonator clears the stacks after firing; set the current stack count with the slider.": "기폭 장치는 발동 후 중첩을 소멸시킵니다. 현재 중첩 수는 슬라이더로 설정하세요.", "Dev / test": "개발 / 테스트", "Dev Name": "개발 이름", "Dev comment": "개발자 코멘트", "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "개발자 코멘트는 원문 한국어에서 번역되었습니다 - 개발자 노트에 마우스를 올리면 게임 데이터 테이블의 실제 원문을 확인할 수 있습니다.", "Dev title": "개발 제목", "Dev-internal": "개발자 내부", "Dev-internal changes": "개발자 내부 변경사항", "DevValueConvertRatio_": "DevValueConvertRatio_", "Dev_NotUsed": "Dev_NotUsed", "Devastation": "파멸", "Devastation Support Wagon Additional Cog Weel Fixed": "텅 빈 지원 마차 추가 톱니바퀴 고정", "Devastation Support Wagon Berry Fixed": "텅 빈 지원 마차 베리 고정", "Devastation Support Wagon Grass Fixed": "텅 빈 지원 마차 풀 고정", "Devastation Support Wagon Hardtack Fixed": "텅 빈 지원 마차 경정 고정", "Devastation Support Wagon Ointment Fixed": "텅 빈 지원 마차 연고 고정", "Devastation Support Wagon Tech Book Fixed": "텅 빈 지원 마차 기술 책 고정", "Devastation Support Wagon Wood Fixed": "텅 빈 지원 마차 나무 고정", "Devastation a monster has double the health and double the attack": "파멸에서 몬스터는 생명력이 2배, 공격력이 2배입니다", "Developer Box Fixed": "개발자 상자 고정", "Developer Box Random": "개발자 상자 랜덤", "Developer test settlers - not part of normal recruitment.": "개발자 테스트 정착민 - 정상 모집의 일부가 아닙니다.", "Developer's Letter - Dungeon Settlers Wiki": "개발자의 편지 - 던전 세틀러즈 위키", "Developer's Letter icon": "개발자의 편지 아이콘", "Developers Letter": "개발자 편지", "Developers Letter - Dungeon Settlers Wiki": "개발자의 편지 - 던전 세틀러즈 위키", "Developers Letter icon": "개발자의 편지 아이콘", "Developers Letter range and area shown on a dungeon room": "던전 방에 표시된 개발자의 편지의 범위와 영역", "Development leftovers": "개발 잔존물", "Devric Pillar1": "데브릭 기둥1", "Devric Pillar1 - Dungeon Settlers Wiki": "데브릭 기둥1 - 던전 세틀러즈 위키", "Devric Pillar2": "데브릭 기둥2", "Devric Pillar2 - Dungeon Settlers Wiki": "데브릭 기둥2 - 던전 세틀러즈 위키", "Devric Pillar3": "데브릭 기둥3", "Devric Pillar3 - Dungeon Settlers Wiki": "데브릭 기둥3 - 던전 세틀러즈 위키", "Devric Pillar4": "데브릭 기둥4", "Devric Pillar4 - Dungeon Settlers Wiki": "데브릭 기둥4 - 던전 세틀러즈 위키", "Devrick Pendant - Dungeon Settlers Wiki": "데브릭 팬던트 - 던전 세틀러즈 위키", "Devrick Pendant icon": "데브릭 팬던트 아이콘", "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "300 피해 타격에 데브릭 펜던트: 30% × 0.5 = 300의 15% =", "Devrick Pendant: heal": "데브릭 팬던트: 회복", "Devrick Talisman - Dungeon Settlers Wiki": "데브릭 탈리스만 - 던전 세틀러즈 위키", "Devrick Talisman icon": "데브릭 탈리스만 아이콘", "Devrik": "데브릭", "Devrik Statue - Dungeon Settlers Wiki": "데브릭 석상 - 던전 세틀러즈 위키", "Devrik Statue Remnant": "데브릭 상 유적", "Devrik Statue Remnant - Dungeon Settlers Wiki": "데브릭 상 조각 - 던전 세틀러즈 위키", "Devrik Statue icon": "데브릭 석상 아이콘", "Devrik Statue2": "데브릭 상2", "Devrik Statue2 - Dungeon Settlers Wiki": "데브릭 동상2 - 던전 세틀러즈 위키", "Devrik Statue2 Remnant": "데브릭 상2 유적", "Devrik Statue2 Remnant - Dungeon Settlers Wiki": "데브릭 상2 조각 - 던전 세틀러즈 위키", "Devrik Statue2 icon": "데브릭 동상2 icon", "Devrik Statue3": "데브릭 상3", "Devrik Statue3 - Dungeon Settlers Wiki": "데브릭 동상3 - 던전 세틀러즈 위키", "Devrik Statue3 Remnant": "데브릭 상3 유적", "Devrik Statue3 Remnant - Dungeon Settlers Wiki": "데브릭 상 3 잔해 - 던전 세틀러즈 위키", "Devrik Statue3 icon": "데브릭 동상3 icon", "Devrik Statue4": "Devrik Statue4", "Devrik Statue4 - Dungeon Settlers Wiki": "데브릭 상 4 - 던전 정착자 위키", "Devrik Statue4 Remnant": "데브릭 동상4 유적", "Devrik Statue4 Remnant - Dungeon Settlers Wiki": "데브릭 동상4 유적 - 던전 세틀러즈 위키", "Devrik Statue4 icon": "데브릭 상 4 아이콘", "Dialog graph - 1 node": "다이얼로그 그래프 - 1 노드", "Dialog graph - 2 nodes": "대화 그래프 - 2개 노드", "Dialog graph - 3 nodes": "대화 그래프 - 3개 노드", "Dialog graph - 4 nodes": "대화 그래프 - 4 노드", "Dialog graph - 5 nodes": "대화 그래프 - 5 노드", "Dialog graph - 6 nodes": "대화 그래프 - 6 노드", "Dialog graph - 7 nodes": "대사 그래프 - 7개 노드", "Dialog graph - 8 nodes": "대사 그래프 - 8개 노드", "Dialogue": "대사", "Dice Game Table": "주사위 게임 테이블", "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood": "주사위 놀이 테이블 +3, 다트 놀이 보드 +2, 카드 놀이 테이블 +1 기분", "Dice Play Table - Dungeon Settlers Wiki": "주사위 놀이대 - 던전 세틀러즈 위키", "Diet": "식성", "Diet: Carnivore": "Diet: Carnivore", "Diet: Omnivore": "식성: 잡식주의자", "Diet: Vegetarian": "식성: 채식주의자", "Diet: {#}": "식성: {#}", "Dietary rules": "식이 규칙", "Difficulty": "난이도", "Difficulty Devastation": "파멸 난이도", "Difficulty Scaling": "난이도 스케일링", "Difficulty Scaling - Dungeon Settlers Wiki": "난이도 스케일링 - 던전 정착자 위키", "Difficulty scaling": "난이도 조정", "DiningRoom": "DiningRoom", "Direction": "방향", "Direction, radius 2": "방향, 반경 2", "Direction, radius 3": "방향, 반경 3", "Direction, radius 7": "방향, 반경 7", "Dirt Wall (resource node)": "흙 벽 (자원 채집지)", "Dirt Wall (resource node) - Dungeon Settlers Wiki": "흙 벽 (자원 노드) - 던전 세틀러즈 위키", "Dirt Wall Fixed": "흙 벽 고정", "Dirty Corpses": "더러운 시체들", "Dirty Corpses - desc": "Dirty Corpses - desc", "Dirty Corpses - flavor": "Dirty Corpses - flavor", "Dirty Corpses - name": "Dirty Corpses - name", "Dirty Corpses Remnant": "더러운 시체 유적", "Dirty Corpses Remnant - Dungeon Settlers Wiki": "더러운 시체 조각 - 던전 세틀러즈 위키", "Dirty Corpses1 Remnant": "더러운 시체 1 유해", "Dirty Corpses2": "오염된 시체2", "Dirty Corpses2 Remnant": "더러운 시체 2 유해", "Disabled - desc": "비활성화됨", "Disabled: Carrying another unit": "Disabled: Carrying another unit", "Disarm": "해제", "Discarded Arcane Device - Dungeon Settlers Wiki": "폐기된 마력장치 - 던전 세틀러즈 위키", "Discarded Arcane Device icon": "폐기된 마력장치 아이콘", "Discarded Magic Power Device Remnant": "버려진 마력 장치 유해", "Discarded Magic Power Device Remnant - Dungeon Settlers Wiki": "버려진 마법 동력 장치 잔해 - 던전 세틀러즈 위키", "Discarded Mana Device - Dungeon Settlers Wiki": "폐기된 마력 장치 - 던전 세틀러즈 위키", "Discarded Specimen Remnant": "버려진 표본 유해", "Discarded Specimen Remnant - 던전 세틀러즈 위키": "버려진 표본 유물 - 던전 세틀러즈 위키", "Discarded design_code is alive": "폐기된 기획_코드는 살아있음", "Discarded specimen investigation": "폐기된 표본 조사", "DiscaredMagicPowerDevice": "DiscaredMagicPowerDevice", "Discontent Boils Over": "불만이 끓어오르다", "Discontent with the Decision - Dungeon Settlers Wiki": "결정에 대한 불만 - 던전 세틀러즈 위키", "Discontent with the Decision icon": "결정에 대한 불만 아이콘", "Discord handle, etc.": "Discord 핸들 등", "Discount range": "할인 범위", "Disgraced - Dungeon Settlers Wiki": "모욕 당함 - 던전 세틀러즈 위키", "Disgraced icon": "모욕 당함 아이콘", "Disgusting Monster Meat (25%)": "혐오스러운 몬스터 고기 (25%)", "Disgusting Monster Meat (50%)": "혐오스러운 몬스터 고기 (50%)", "Disgusting Monster Meat - Dungeon Settlers Wiki": "역겨운 괴물 고기 - 던전 세틀러즈 위키", "Disgusting Monster Meat icon": "역겨운 괴물 고기 아이콘", "Disgusting Monster Meat range and area shown on a dungeon room": "던전 방에 표시된 역겨운 몬스터 고기의 범위와 영역", "Dislikes conflict and combat, feeling more at ease in peaceful situations. Gains": "갈등과 전투를 싫어하고 평화로운 상황에서 더 편해 합니다. 얻음:", "Dislikes conflict and combat, feeling more at ease in peaceful situations. Gains Combat Stress during combat and Relief outside of combat.": "갈등과 전투를 싫어하며 평화로운 상황에서 더 안정감을 느낍니다. 전투 중에는 전투 스트레스를, 전투 밖에서는 안도감을 얻습니다.", "Dislikes conflict and combat, feeling more at ease in peaceful situations. Gains Combat…": "갈등과 전투를 싫어하며, 평화로운 상황에서 더 편하게 느낍니다…", "Dismantle": "해체한다", "Dismiss": "닫기", "Display": "표시", "Display names": "표시 이름", "Displays remarkable": "주목할 만한 것을 표시합니다", "Dissatisfied - Dungeon Settlers Wiki": "불만스러움 - 던전 세틀러즈 위키", "Dissatisfied Unit": "불만족한 유닛", "Dissatisfied icon": "불만스러움 아이콘", "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "사전 지연 중에 대상이 너무 멀리 이동하면 기술을 취소해야 하는 거리 보정 값", "Distance to target": "대상까지의 거리", "Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "비플레이어 진영 유닛이 자신을 기준으로 몇 타일(맨해튼 거리)까지를 이동 가능한 타일로 취급할지를 결정하는 거리 값. 지나치게 멀리 돌아가는 우회를 막기 위한 값이므로, 정확한 수치 자체는 크게 중요하지 않다. 값을 이것저것 바꿔가며 너무 멀리 돌아가지도, 전혀 우회하지 못하지도 않도록 조정할 것.", "Distance value determining how many tiles (Manhattan distance) around itself a player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "플레이어 진영 유닛이 자신을 기준으로 몇 타일(맨해튼 거리)까지를 이동 가능한 타일로 취급할지를 결정하는 거리 값. 지나치게 멀리 돌아가는 우회를 막기 위한 값이므로, 정확한 수치 자체는 크게 중요하지 않다. 값을 이것저것 바꿔가며 너무 멀리 돌아가지도, 전혀 우회하지 못하지도 않도록 조정할 것.", "Distorted Senses - Dungeon Settlers Wiki": "왜곡된 감각 - 던전 세틀러즈 위키", "Distorted Senses GAMESYSTEM_Environment_{affecterName}": "왜곡된 감각 GAMESYSTEM_Environment_{affecterName}", "Distorted Senses icon": "왜곡된 감각 아이콘", "DistortedSenses": "DistortedSenses", "Distracting Blow - Dungeon Settlers Wiki": "디스트랙팅 블로우 - 던전 세틀러즈 위키", "Distracting Blow icon": "디스트랙팅 블로우 아이콘", "Distracting Blow range and area on a dungeon room": "던전 방에서 주의산만 타격 범위 및 면적", "Distracting Blow range and area shown on a dungeon room": "던전 방에 표시된 산만한 타격의 범위 및 영역", "Disturbance - Dungeon Settlers Wiki": "방해 - 던전 세틀러즈 위키", "Disturbance icon": "방해 아이콘", "Disturbed Sleep - Dungeon Settlers Wiki": "잠을 설침 - 던전 세틀러즈 위키", "Disturbed Sleep icon": "잠을 설침 아이콘", "Divine Inscription - Dungeon Settlers Wiki": "신력의 각인 - 던전 세틀러즈 위키", "Divine Inscription icon": "신력의 각인 아이콘", "Division": "Division", "Division_": "Division_", "Dizziness - Dungeon Settlers Wiki": "어지러움 - 던전 세틀러즈 위키", "Dizziness icon": "어지러움 아이콘", "Dmg / hit": "타격당 피해", "Dmg/hit": "타격당 피해", "Do not forget-it is our lives on the line!": "잊지 마세요 - 우리의 목숨이 걸려있습니다!", "Do not play this difficulty, we warned you. Enemies are unreasonably strong.": "이 난이도를 하지 마세요. 우리가 경고했습니다. 적이 부당하게 강합니다.", "Do you really want to quit to the title screen?": "Do you really want to quit to the title screen?", "Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved progress will be lost.": "정말로 타이틀 화면으로 나가시겠습니까? 정착지에서는 지금까지의 진행이 저장됩니다. <color=#f16071>던전에서는 저장되지 않은 모든 진행 사항을 잃게 됩니다.</color>", "Do you really want to quit to title?": "Do you really want to quit to title?", "Do you really want to quit to title? Progress will be saved if you are in the settlement. If you are in dungeon, all unsaved progress will be lost.": "정말로 타이틀 화면으로 나가시겠습니까? 정착지에서는 지금까지의 진행이 저장됩니다. <color=#f16071>던전에서는 저장되지 않은 모든 진행 사항을 잃게 됩니다.</color>", "DoT stack caps": "지속 피해 스택 상한선", "DoT stack-cap calculator": "지속 피해 스택-상한선 계산기", "DoT status": "지속피해 상태", "Docile Gloth - Dungeon Settlers Wiki": "유순한 글로트 - 던전 세틀러즈 위키", "Docile Gloth icon": "유순한 글로트 아이콘", "Dodge": "회피율", "Dodge Chance - Dungeon Settlers Wiki": "회피율 - 던전 세틀러즈 위키", "Dodge Chance icon": "회피율 아이콘", "Dodge Chance increases by 10% during this exploration.": "이번 탐사 중 회피율이 10% 증가합니다.", "Dodge Potion - Dungeon Settlers Wiki": "회피 물약 - 던전 세틀러즈 위키", "Dodge Potion icon": "회피 물약 아이콘", "Dodge Potion range and area shown on a dungeon room": "던전 방에 표시된 회피 물약의 범위와 영역", "Dodge chance": "회피율", "Dodge chance (flat)": "회피율 (고정값)", "DodgeChancePercentage": "DodgeChancePercentage", "Dodging or being missed": "회피 또는 빗나감", "Does not apply to Boss Monsters.": "보스 몬스터에는 적용되지 않습니다.", "Does not apply to Boss monsters.": "보스 몬스터에게는 적용되지 않습니다.", "Does not consume the stacks.": "중첩을 소모하지 않습니다.", "Does not stack": "중첩되지 않음", "Doesn't feel like playing again for a while.": "한동안 다시 놀고 싶지 않습니다.", "Doesn't seem interested in you, busy with insect research.": "곤충 연구를 하느라 당신에게 관심이 없어보입니다.", "Dokkaebi Club - Dungeon Settlers Wiki": "도깨비방망이 - 던전 세틀러즈 위키", "Dokkaebi Club icon": "도깨비방망이 아이콘", "Don a flame cloak, gaining a barrier equal to {1}% of magic attack power for {0} seconds. Every {5} seconds, deal magic ...": "화염 망토를 걸치고, {0}초간 마법 공격력의 {1}%에 해당하는 보호막을 획득합니다. 매 {5}초마다, 마법...", "Don't bother editing a region's": "지역을 편집하려고 하지 마세요", "Don't bother with it. Let's move on.": "신경 쓰지 말자. 계속 가자.", "Don't edit a save while the game is running - the next autosave overwrites your work.": "게임이 실행 중인 동안 저장을 편집하지 마세요 - 다음 자동 저장이 작업을 덮어씁니다.", "Don't forget, it's us who are risking our lives!": "Don't forget, it's us who are risking our lives!", "Don't worry about it. Let's just go.": "신경 쓰지 마. 그냥 가자.", "Door - Dungeon Settlers Wiki": "문 - 던전 세틀러즈 위키", "DopJudge": "DopJudge", "DopKilled": "DopKilled", "DopStart": "DopStart", "DopSuspicious1": "DopSuspicious1", "Doppelganger - Ambush": "도플갱어 - 기습", "Doppelganger - Assault - Dungeon Settlers Wiki": "도플갱어-습격 - 던전 세틀러즈 위키", "Doppelganger - Assault icon": "도플갱어-습격 아이콘", "Doppelganger - Relieved Expedition Members - Dungeon Settlers Wiki": "도플갱어 - 안심한 단원들 - 던전 세틀러즈 위키", "Doppelganger - Relieved Expedition Members icon": "도플갱어 - 안심한 단원들 아이콘", "Doppelganger - Relieved Party Members": "도플갱어 - 안도한 파티 멤버", "Doppelganger - Time for a Decision": "도플갱어 - 결정할 시간", "Doppelganger - Time to Decide - Dungeon Settlers Wiki": "도플갱어 - 결정의 시간 - 던전 세틀러즈 위키", "Doppelganger - Time to Decide icon": "도플갱어 - 결정의 시간 아이콘", "Doppelganger? - Dungeon Settlers Wiki": "도플갱어? - 던전 세틀러즈 위키", "Doppelganger? icon": "도플갱어? 아이콘", "Double Scratch - Dungeon Settlers Wiki": "더블 스크래치 - 던전 세틀러즈 위키", "Double Scratch icon": "더블 스크래치 아이콘", "Double Scratch range and area on a dungeon room": "던전 방에서 이중 긁힘 범위 및 면적", "Double Scratch range and area shown on a dungeon room": "던전 방에 표시된 이중 긁기의 범위와 영역", "Downloads": "다운로드", "Downloads & AI": "다운로드 & AI", "Downloads & AI Data": "다운로드 및 AI 데이터", "Downloads & AI Data - Dungeon Settlers Wiki": "다운로드 및 AI 데이터 - 던전 세틀러즈 위키", "Draft.": "초안.", "Drag unit portraits at the top of the screen to change their hotkey order.": "화면 상단의 유닛 초상화를 드래그하여 단축키 순서를 변경하세요.", "Drag while holding the middle mouse button, or use the W/A/S/D keys to move the camera.": "마우스 중간 버튼을 누른 상태에서 드래그하거나 W/A/S/D 키를 사용하여 카메라를 이동하세요.", "Dragged into service as a conscript,": "징집병으로 강제로 복무하게 되면서,", "Drawn by the loud commotion, you step outside to find expedition members gathered around a bird that appears to have just fallen from the sky, its elegant feathers shimmering in brilliant colors.": "요란한 소란에 이끌려 밖으로 나가보니, 탐사단원들이 방금 하늘에서 떨어진 듯한 새 한 마리 주위에 모여 있습니다. 그 우아한 깃털이 눈부신 색채로 반짝입니다.", "Drifting from battlefield to battlefield,": "전장에서 전장으로 떠돌면서,", "Drop / other": "드롭 / 기타", "Drop amounts and rates are fixed": "드롭 양과 확률은 고정", "Drop pool": "드롭 풀", "Drop pool:": "드롭 풀:", "Drop pools": "드랍 풀", "Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.": "드랍 풀 - 각각 최대 3개 슬롯, 아이템 또는 확률이 있는 중첩 DROP_ 참조.", "Drop pools expanded with percentages": "드롭 풀 (백분율 포함)", "Drop rate": "드랍률", "Drop rates are multiplied by Very Hard x0.67, Devastation x0.34, and every other tier is x1.0. Combat difficulty still does not touch loot directly, though faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time. Drop amounts and item quality are unchanged, only the rate.": "드랍률에는 매우 어려움 x0.67, 파멸 x0.34의 배율이 적용되며, 나머지 모든 난이도는 x1.0입니다. 전투 난이도는 여전히 전리품에 직접 영향을 주지 않지만, 더 쉬운 설정에서는 리스폰이 빠르고 채집 보너스 환경 효과가 더 많아 시간이 지날수록 누적 드랍 횟수가 늘어납니다. 드랍 수량과 아이템 품질은 변하지 않고, 드랍률만 달라집니다.", "DropRateFactorByDifficulty": "DropRateFactorByDifficulty", "DropTable.json": "DropTable.json", "Dropped by": "드롭 대상:", "Drops": "드롭", "Drops & gathering": "드롭 & 수집", "Druid - Dungeon Settlers Wiki": "드루이드 - 던전 세틀러즈 위키", "Druid icon": "드루이드 아이콘", "Drying Complete": "건조 완료", "Drying Rack - Dungeon Settlers Wiki": "건조대 - 던전 세틀러즈 위키", "Duel Request - Dungeon Settlers Wiki": "듀얼 리퀘스트 - 던전 세틀러즈 위키", "Duel Request icon": "듀얼 리퀘스트 아이콘", "Duel Request range and area shown on a dungeon room": "던전 방에서 표시된 결투 신청 범위 및 영역", "Dug Up Nameless Grave - Dungeon Settlers Wiki": "이름 모를 무덤 (파헤쳐짐) - 던전 세틀러즈 위키", "Dull Palate - Dungeon Settlers Wiki": "둔감한 혀 - 던전 세틀러즈 위키", "Dull Palate icon": "둔감한 혀 아이콘", "Dull Tongue - Dungeon Settlers Wiki": "둔감한 혀 - 던전 세틀러즈 위키", "Dull Tongue icon": "둔감한 혀 아이콘", "Dummy Affector for monsters has multiple idle animation - Dungeon Settlers Wiki": "idle여러개인 몬스터용 더미 어펙터 - 던전 세틀러즈 위키", "Dummy Affector for monsters has multiple idle animation icon": "idle여러개인 몬스터용 더미 어펙터 아이콘", "Dungeon Break": "던전 파괴", "Dungeon Break and lingering too long": "던전 파괴 및 너무 오래 머물기", "Dungeon Break constant": "던전 파괴 상수", "Dungeon Build Max Region": "Dungeon Build Max Region", "Dungeon Core": "던전 코어", "Dungeon Core <Replica> (resource node)": "던전 핵 <복제본> (자원 노드)", "Dungeon Core <Replica> (resource node) - Dungeon Settlers Wiki": "던전 핵심 <복제본> (자원 노드) - 던전 세틀러즈 위키", "Dungeon Core Remnant": "던전 코어 유해", "Dungeon Core Remnant - Dungeon Settlers Wiki": "던전 코어 유적 - 던전 세틀러즈 위키", "Dungeon Core2 Remnant": "던전 코어2 유해", "Dungeon Core2 Remnant - Dungeon Settlers Wiki": "던전 핵2 조각 - 던전 세틀러즈 위키", "Dungeon Corruption - desc": "던전 부패 - 설명", "Dungeon Depletion": "던전 고갈", "Dungeon Depletion - Dungeon Settlers Wiki": "던전 고갈 - 던전 세틀러즈 위키", "Dungeon Expeditions": "던전 탐사", "Dungeon Floor Portal - Dungeon Settlers Wiki": "던전 계층 포탈 - 던전 세틀러즈 위키", "Dungeon Floor Simulator": "던전 층 시뮬레이터", "Dungeon Floor Simulator (WIP)": "던전 층 시뮬레이터 (제작 중)", "Dungeon Floor Simulator (WIP) - Dungeon Settlers Wiki": "던전 층 시뮬레이터 (개발 중) - 던전 세틀러즈 위키", "Dungeon Godness Statue": "던전 여신상", "Dungeon Godness Statue - Dungeon Settlers Wiki": "던전 여신 동상 - 던전 세틀러즈 위키", "Dungeon Godness Statue icon": "던전 여신 동상 icon", "Dungeon Last Abyess Floor": "Dungeon Last Abyess Floor", "Dungeon Merchant - Dungeon Settlers Wiki": "던전 상인 - 던전 세틀러즈 위키", "Dungeon Merchant 2 Default": "던전 상인 2 기본값", "Dungeon Merchant 2 Default - Dungeon Settlers Wiki": "던전 상인 2 기본 - 던전 세틀러즈 위키", "Dungeon Merchant 2 Default icon": "던전 상인 2 기본 아이콘", "Dungeon Merchant icon": "던전 상인 아이콘", "Dungeon Npc Quest Report Spawn Weight Multiplier": "Dungeon Npc Quest Report Spawn Weight Multiplier", "Dungeon Portals created by Dungeon Core Arcteon drain energy from their surroundings, slowly turning parts of the continent into Barren Land. As the corruption spreads, the": "던전 코어 아크테온이 만들어낸 던전 포탈은 주변으로부터 에너지를 빨아들여, 대륙의 일부를 서서히 황무지로 바꾸어 놓습니다. 오염이 퍼져나가면서,", "Dungeon Repair Stand - Dungeon Settlers Wiki": "던전 수리대 - 던전 세틀러즈 위키", "Dungeon Result Dead - desc": "던전 결과 사망 - 설명", "Dungeon Result Missing - desc": "던전 결과 실종 - 설명", "Dungeon Rooms": "던전 방", "Dungeon Rooms - Dungeon Settlers Wiki": "던전 방 - 던전 세틀러즈 위키", "Dungeon Scare Crow Remnant": "던전 허수아비 유해", "Dungeon Scare Crow Remnant - Dungeon Settlers Wiki": "던전 허수아비 조각 - 던전 세틀러즈 위키", "Dungeon Settlers": "던전 세틀러즈", "Dungeon Settlers Wiki": "던전 세틀러즈 위키", "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Dungeon Settlers Wiki - 아이템, 몬스터, 스킬, 전리품 및 캐릭터 빌더", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.26 (Steam build 23739108). Data parsed from game tables.": "던전 세틀러즈 위키 - 던전 세틀러즈 DS_B.0.3.26(스팀 빌드 23739108)을 위한 비공식 팬 데이터베이스입니다. 데이터는 게임 테이블에서 파싱했습니다.", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.40 (Steam build 24354931). Data parsed from game tables.": "던전 세틀러즈 위키 - 던전 세틀러즈 DS_B.0.3.40(스팀 빌드 24354931)을 위한 비공식 팬 데이터베이스입니다. 데이터는 게임 테이블에서 파싱했습니다.", "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.{#}.{#} (Steam build {#}). Data parsed from game tables.": "던전 세틀러즈 위키 - 던전 세틀러즈 DS_B.{#}.{#} (Steam 빌드 {#})을 위한 비공식 팬 데이터베이스입니다. 데이터는 게임 테이블에서 파싱했습니다.", "Dungeon Settlers has": "던전 정착자는 다음을 가집니다:", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (": "던전 세틀러즈스는 던전 크롤러를 감싼 콜로니 시뮬레이션 게임입니다: 정착지를 건설하고, 부대를 모집해 레벨업시키며, 던전 속으로 더 깊이 탐사를 이어갑니다. 메인 스토리(", "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the du…": "던전 세틀러즈스는 던전 크롤러를 감싼 콜로니 시뮬레이션 게임입니다: 정착지를 건설하고, 부대를 모집해 레벨업시키며, 던전 속으로 더 깊이 탐사를 이어갑니다…", "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlers는 던전 크롤러입니다. 스포일러 없음 모드는 다음을 숨깁니다", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is": "Dungeon Settlers는 지역을 고정된 체인으로 열고, 잠금 해제는", "Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Every time a campaign loads, the game resets every region to lock…": "던전 세틀러즈스는 지역을 고정된 순서로 개방하며, 해금 여부는 저장되는 값이 아니라 매번 다시 계산됩니다. 캠페인을 불러올 때마다 게임은 모든 지역을 잠금 상태로…", "Dungeon Settlers screenshot 1": "Dungeon Settlers 스크린샷 1", "Dungeon Settlers screenshot 2": "Dungeon Settlers 스크린샷 2", "Dungeon Settlers screenshot 3": "Dungeon Settlers 스크린샷 3", "Dungeon Settlers screenshot 4": "Dungeon Settlers 스크린샷 4", "Dungeon Settlers screenshot 5": "Dungeon Settlers 스크린샷 5", "Dungeon Settlers screenshot 6": "Dungeon Settlers 스크린샷 6", "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "던전 세틀러즈 {#} 데이터베이스: 게임 자체 데이터 기반의 능력치, 효과, 출처 및 상호 참조.", "Dungeon Settlers 세이브 파일 선택": "Dungeon Settlers 세이브 파일 선택", "Dungeon Settlers 스크린샷 {#}": "Dungeon Settlers 스크린샷 {#}", "Dungeon Settlers는 던전 크롤러입니다. 스포일러 없음 모드는 다음을 숨깁니다": "Dungeon Settlers는 던전 크롤러입니다. 스포일러 없음 모드는 다음을 숨깁니다", "Dungeon Spike Trap - Dungeon Settlers Wiki": "던전 가시 함정 - 던전 세틀러즈 위키", "Dungeon Stay (D1) - Dungeon Settlers Wiki": "던전 체류 (D1) - 던전 세틀러즈 위키", "Dungeon Stay (D1) icon": "던전 체류 (D1) 아이콘", "Dungeon Stay (D2) - Dungeon Settlers Wiki": "던전 체류 (D2) - 던전 세틀러즈 위키", "Dungeon Stay (D2) icon": "던전 체류 (D2) 아이콘", "Dungeon Stay (D3) - Dungeon Settlers Wiki": "던전 체류 (D3) - 던전 세틀러즈 위키", "Dungeon Stay (D3) icon": "던전 체류 (D3) 아이콘", "Dungeon Stay (D4) - Dungeon Settlers Wiki": "던전 체류 (D4) - 던전 세틀러즈 위키", "Dungeon Stay (D4) icon": "던전 체류 (D4) 아이콘", "Dungeon Stay Aftereffect": "던전 체류 후유증", "Dungeon Stay Aftermath - Dungeon Settlers Wiki": "던전 체류 후유증 - 던전 세틀러즈 위키", "Dungeon Stay Aftermath icon": "던전 체류 후유증 아이콘", "Dungeon Stay Aftermath: Mood -2 for a while": "던전 머물기 여파: 한동안 기분 -2", "Dungeon Stay ladder": "던전 체류 사다리", "Dungeon Stay penalty (Normal)": "던전 머물기 페널티 (정상)", "Dungeon Unit For Clear Region": "Dungeon Unit For Clear Region", "Dungeon Weapon Chest - Dungeon Settlers Wiki": "던전 보물상자 - 던전 세틀러즈 위키", "Dungeon depletion": "던전 고갈", "Dungeon events": "던전 이벤트", "Dungeon events (95) - entry nodes, categories, conditions.": "던전 이벤트(95개) - 시작 노드, 분류, 조건.", "Dungeon events - nodes, choices, outcomes": "던전 이벤트 - 노드, 선택, 결과", "Dungeon habits": "던전 습관", "Dungeon monster patrol interval (minutes)": "던전 몬스터 순찰 간격 (분)", "Dungeon regions - floors, environments, unlock chain": "던전 지역 - 층, 환경, 잠금 해제 체인", "Dungeon room layouts per region.": "지역별 던전 방 배치.", "Dungeon rooms": "던전 방", "Dungeon stay": "던전 체류", "Dungeon stay (stage": "던전 체류 (단계", "Dungeon stay (stage {#})": "던전 체류 ({#}단계)", "Dungeon unit respawn interval (minutes) by combat difficulty. CombatDifficulty enum order: Easy, Normal, Hard, VeryHard, Devastation. Based on the original 600 minutes: Easy +100%, Normal +50%, Hard and above +0%.": "전투 난이도별 던전 유닛 리스폰 주기(분). CombatDifficulty enum 순서: 쉬움, 보통, 어려움, VeryHard, 파멸. 기존 600분 기준 쉬움 +100%, 보통 +50%, 어려움 이상 +0%.", "Dungeon-stay duration penalty (minute interval) [n]: interval of n minutes Warning!!! Only 3 values may be entered. Adding more causes an error, as it would try to assign something like D5.": "던전 체류 시간 페널티(분 간격) [n]: n분 간격 경고!!! 값은 3개까지만 입력할 수 있다. 더 추가하면 D5 같은 값을 할당하려다 오류가 발생한다.", "Dungeon-stay mood penalty": "던전 체류 기분 페널티", "Dungeon-stay penalty": "던전 체류 페널티", "Dungeon1RandomBurglary": "Dungeon1RandomBurglary", "Dungeon1RandomCliff": "Dungeon1RandomCliff", "Dungeon1RandomGreen": "Dungeon1RandomGreen", "Dungeon1RandomMusic": "Dungeon1RandomMusic", "Dungeon1RandomVineHell": "Dungeon1RandomVineHell", "Dungeon1RandomWatcher": "Dungeon1RandomWatcher", "Dungeon2RandomFrenziedBall": "Dungeon2RandomFrenziedBall", "Dungeon2RandomGoblinPaint": "Dungeon2RandomGoblinPaint", "Dungeon2RandomSealedCurse": "Dungeon2RandomSealedCurse", "Dungeon2RandomWatcher": "Dungeon2RandomWatcher", "DungeonBreak_": "DungeonBreak_", "DungeonMerchant": "던전 상인", "DungeonMerchant2Default": "DungeonMerchant2Default", "DungeonMerchantDefault": "DungeonMerchantDefault", "DungeonPortal": "DungeonPortal", "DungeonRoomTable.json": "DungeonRoomTable.json", "DungeonSettlers.wiki": "DungeonSettlers.wiki", "DungeonStay": "DungeonStay", "DungeonStayMoodPenaltyDownfallDifficulty": "DungeonStayMoodPenaltyDownfallDifficulty", "DungeonStayMoodPenaltyEasyDifficulty": "DungeonStayMoodPenaltyEasyDifficulty", "DungeonStayMoodPenaltyHardDifficulty": "DungeonStayMoodPenaltyHardDifficulty", "DungeonStayMoodPenaltyNormalDifficulty": "DungeonStayMoodPenaltyNormalDifficulty", "DungeonStayMoodPenaltyVeryHardDifficulty": "DungeonStayMoodPenaltyVeryHardDifficulty", "Dungeon_": "Dungeon_", "Dungeons and the world": "던전과 세계", "Dungeons, monsters and loot": "던전, 몬스터 및 전리품", "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "이 빌드를 새 이름으로 복제하여 사본을 계속 편집합니다. 나머지는 자동으로 저장됩니다.", "Duplicates": "복제", "Durability - Dungeon Settlers Wiki": "내구도 - 던전 세틀러즈 위키", "Durability after": "사용 후 내구도", "Durability after {#} attacks": "{#}회 공격 후 내구도", "Durability after {#} hits": "{#}회 타격 후 내구도", "Durability cost": "내구도 비용", "Durability icon": "내구도 아이콘", "Durability loss": "내구도 손실", "Durability lost per": "회당 내구도 손실", "Durability lost per attack": "공격당 내구도 감소", "Durability lost per hit": "타격당 내구도 감소", "Durability of equipped head/body armor and shield decreases by Stacks*0.2 per second.": "장착한 머리/몸통 방어구와 방패의 내구도가 초당 스택×0.2씩 감소합니다.", "Durability per attack": "공격당 내구도", "Durability simulator": "내구도 시뮬레이터", "Duration": "지속시간", "Duration (seconds)": "지속시간 (초)", "During": "동안", "Dust Bulb - Dungeon Settlers Wiki": "먼지 구근 - 던전 세틀러즈 위키", "Dust Bulb icon": "먼지 구근 아이콘", "Dust Bulb range and area shown on a dungeon room": "던전 방에 표시된 먼지 전구의 범위와 영역", "Dust Root": "먼지 뿌리", "Dust Root Fixed": "먼지 뿌리 고정", "Dust Root Growth2 Fixed": "먼지 뿌리 성장2 Fixed", "Dust Root Growth2 Random": "먼지 뿌리 성장2 무작위", "Dust Root Random": "먼지 뿌리 무작위", "Dustroot <Stage 0> - Dungeon Settlers Wiki": "먼지구근 <0단계> - 던전 세틀러즈 위키", "Dustroot <Stage 1> - Dungeon Settlers Wiki": "먼지구근 <1단계> - 던전 세틀러즈 위키", "Dustroot <Stage 2> (resource node)": "더스트루트 <2단계> (자원 노드)", "Dustroot <Stage 2> (resource node) - Dungeon Settlers Wiki": "먼지뿌리 <2단계>(자원 노드) - 던전 세틀러즈 위키", "Dustroot <Stage 3> (resource node)": "먼지뿌리 <단계 3> (자원 노드)", "Dustroot <Stage 3> (resource node) - Dungeon Settlers Wiki": "먼지뿌리 <3단계> (자원 노드) - 던전 세틀러즈 위키", "Dwarf - Dungeon Settlers Wiki": "드워프 - 던전 세틀러즈 위키", "Dwarf icon": "드워프 아이콘", "Dwarf, White Demon, Tal, Lycan are also authored but not recruitable - see the": "드워프, 흰 악마, 탈, 늑대인간도 작성되었지만 모집할 수 없습니다 - 다음을 참조하세요:", "Dwarf, WhiteDemon, Tal": "드워프, 화이트 데몬, 탈", "Dwarves are known for their great stamina and master craftsmanship, thriving deep withi…": "드워프는 위대한 체력과 숙련된 장인 정신으로 유명하며, 깊은…", "E/min": "E/분", "EFFECTS": "효과", "EMOTIONBUBBLE_AFFECTER_BedSleep": "EMOTIONBUBBLE_AFFECTER_BedSleep", "EMOTIONBUBBLE_AFFECTER_CarnalGuilt": "EMOTIONBUBBLE_AFFECTER_CarnalGuilt", "EMOTIONBUBBLE_AFFECTER_Heroic": "EMOTIONBUBBLE_AFFECTER_Heroic", "EMOTIONBUBBLE_AFFECTER_HighStressed": "EMOTIONBUBBLE_AFFECTER_HighStressed", "EMOTIONBUBBLE_AFFECTER_MandrakeScream": "EMOTIONBUBBLE_AFFECTER_MandrakeScream", "EMOTIONBUBBLE_AFFECTER_Operate": "EMOTIONBUBBLE_AFFECTER_Operate", "EMOTIONBUBBLE_AFFECTER_Overloaded": "EMOTIONBUBBLE_AFFECTER_Overloaded", "EMOTIONBUBBLE_AFFECTER_Panic": "EMOTIONBUBBLE_AFFECTER_Panic", "EMOTIONBUBBLE_AFFECTER_PlantRage": "EMOTIONBUBBLE_AFFECTER_PlantRage", "EMOTIONBUBBLE_AFFECTER_SevereDamage": "EMOTIONBUBBLE_AFFECTER_SevereDamage", "EMOTIONBUBBLE_AFFECTER_SevereExhausted": "EMOTIONBUBBLE_AFFECTER_SevereExhausted", "EMOTIONBUBBLE_AFFECTER_SevereHungry": "EMOTIONBUBBLE_AFFECTER_SevereHungry", "EMOTIONBUBBLE_AFFECTER_SevereOverloaded": "EMOTIONBUBBLE_AFFECTER_SevereOverloaded", "EMOTIONBUBBLE_AFFECTER_SevereStressed": "EMOTIONBUBBLE_AFFECTER_SevereStressed", "EMOTIONBUBBLE_AFFECTER_Sleep": "EMOTIONBUBBLE_AFFECTER_Sleep", "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep": "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep", "EMOTIONBUBBLE_AFFECTER_VeryExhausted": "EMOTIONBUBBLE_AFFECTER_VeryExhausted", "EMOTIONBUBBLE_AFFECTER_VeryHungry": "EMOTIONBUBBLE_AFFECTER_VeryHungry", "EMOTIONBUBBLE_AFFECTER_WitnessDead": "EMOTIONBUBBLE_AFFECTER_WitnessDead", "EMOTIONBUBBLE_ALERT_LowAmmo": "EMOTIONBUBBLE_ALERT_LowAmmo", "EMOTIONBUBBLE_ALERT_NoAmmo": "EMOTIONBUBBLE_ALERT_NoAmmo", "EMOTIONBUBBLE_TikiTakaReaction": "EMOTIONBUBBLE_TikiTakaReaction", "EMOTIONBUBBLE_TikiTakaTopic": "EMOTIONBUBBLE_TikiTakaTopic", "EMOTIONTRIGGER_LowAmmo": "EMOTIONTRIGGER_LowAmmo", "EMOTIONTRIGGER_NoAmmo": "EMOTIONTRIGGER_NoAmmo", "EMOTIONTRIGGER_TikiTakaReaction": "EMOTIONTRIGGER_TikiTakaReaction", "EMOTIONTRIGGER_TikiTakaTopic": "EMOTIONTRIGGER_TikiTakaTopic", "ENVIRONMENT EFFECTS": "환경 효과", "ETC_": "ETC_", "EXP": "경험치", "Each Shell is spent on one incoming hit to cut that hit to 1 damage - and this takes precedence over guard. At the cap you are holding": "각 껍질은 들어오는 공격 하나에 소모되어 그 피해를 1로 줄이며, 이는 가드보다 우선 적용됩니다. 상한에 도달하면", "Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.": "각 액티브 스킬은 실제 던전 방 위에 사거리와 범위를 표시합니다. 원반은 시전자를, 고리 또는 강조된 칸은 타격되는 타일을 나타냅니다. 이미지를 클릭하면 확대됩니다.", "Each attack or weapon skill spends a small amount of durability from your": "각 공격 또는 무기 스킬은 당신의", "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "각 공격은 주요 무기의 내구도를 소비합니다. 가드는 공격하지 않으므로 무기 내구도를 소비하지 않습니다.", "Each character can equip o...": "각 캐릭터는 다음을 장착할 수 있습니다...", "Each character can equip only 1 Soul Trait.": "각 캐릭터는 1개의 영혼 특성만 장비할 수 있습니다.", "Each character can equip only 1 Soul Trait....": "각 캐릭터는 1개의 영혼 특성만 장착할 수 있습니다...", "Each character can equip only...": "각 캐릭터는 다음만 장착할 수 있습니다...", "Each damage type (Slash, Blunt, Pierce, and the magic elements Arcane, Fire, Ice, Lightning, Holy, Dark) has its own resistance, starting at 0. Physical Resistance gains +0.3 per Constitution, Magic Resistance +0.3 per Intelligence (": "각 피해 유형(베기, 타격, 관통과 마법 속성인 비전, 화염, 냉기, 번개, 신성, 암흑)은 각자 고유한 저항을 가지며 0에서 시작합니다. 물리 저항은 건강 1당 +0.3, 마법 저항은 지능 1당 +0.3씩 증가합니다(", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...": "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...", "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.": "매일 새벽마다 {0}는 짐수레 위의 줄을 팽팽이 조이고 바퀴 소리로 길을 판단했다. 바퀴를 진흙에서 밀어내고, 삐걱거리는 축에 기름을 치고, 사람과 물자를 제때 원하는 곳에 가져다주는 일에 익숙해졌다. 오래 길 위에 있다 보니 한 곳에 오래 머물면 몸이 경직되는 기분이 들었다.", "Each floor contains a": "각 층에는", "Each floor contains a 던전 포탈. You must find the path that leads to it. ## Through the 던전 포탈, you can descend to deeper floors<": "각 층에는 던전 포탈이 존재합니다. 포탈까지 가는 경로를 찾아야 합니다. ## 던전 포탈을 통해 더 깊은 층으로 이동하거나 정착지로 귀환할 수 있습니다.", "Each floor of the region draws from a pool of": "지역의 각 층은 다음의 풀에서 그립니다", "Each in-game minute, a unit's stress moves by": "게임 내 매분, 유닛의 스트레스 이동", "Each is recomputed on this character, then run through the same damage model as the exchange.": "각각 이 캐릭터 기준으로 다시 계산된 뒤, 교환과 동일한 피해량 모델을 거칩니다.", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 480 in-game minutes (": "상인 재입고는 풀 항목마다 독립적으로 확률을 굴립니다. 아이템은 표시된 확률로 등장하며, 최소(Min)와 최대(Max) 사이의 무작위 수량으로, 기본 가격에 표시된 범위 내 무작위 할인을 적용한 가격으로 나타납니다. 재고는 게임 내 480분마다 갱신됩니다(", "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 4800 in-game minutes (": "각 상인의 재고 새로고침은 모든 풀 항목을 독립적으로 롤합니다: 항목은 나열된 확률로 나타나며, Min과 Max 사이의 무작위 양으로, 나열된 범위에서 무작위 할인이 적용된 기본 가격으로 제공됩니다. 재고는 게임 내 4800분마다 새로고침됩니다 (", "Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).": "각 수치는 선택한 유닛(기본값은 레벨 상한에 도달한 기본 로웰)을 기준으로 한 예상 피해량이며, 해당 유닛의 저항과 난이도 등급의 공격 배율을 적용한 뒤, 명중률, 회피, 가드 적용 전 값입니다. 몬스터는 에너지 소모가 없습니다. 몬스터의 스킬은 재사용 대기으로만 제한됩니다(에너지는 플레이어 유닛의 자원입니다).", "Each of the five choices independently rolls a rarity using shared weights of": "5개 선택 각각은 다음의 공유 가중치를 사용하여 희귀도를 독립적으로 결정합니다", "Each race row pairs its": "각 종 행은", "Each rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds": "랭크를 올릴 때마다 더 많은 공헌도가 필요하며(랭크 1은 약 100, 이후 200, 300 순으로 700까지 증가), 여러 방식으로 정착지를 향상시킵니다: 랭크 2부터는 랭크마다", "Each region names a": "각 지역은 이름을", "Each report pays": "각 보고는", "Each report pays Tech Book x2": "보고할 때마다 기술 서적 x2를 지급합니다", "Each skill point is earned by": "각 스킬 포인트는 다음으로 얻어집니다", "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat": "각 스탯은 is-percent 플래그를 가집니다; 약 56개 스탯은 퍼센트 기반, 73개 평면", "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect...": "근접 기본 공격으로 적에게 피해를 입힐 때마다 공격 속도가 {0}초 동안 {1}% 증가합니다. 이 효과는...", "Each time the number of units or structures you summon reaches 10/25/100/250/1000/2500,": "소환하는 유닛 또는 구조의 수가 10/25/100/250/1000/2500에 도달할 때마다,", "Each time the number of units or structures you summon reaches 10/25/100/250/1000/2500, Max Energy increases by 7%.": "소환한 유닛/구조물 수가 10/25/100/250/1000/2500에 도달할 때마다 최대 에너지가 7% 증가합니다.", "Each time the number of units or structures you summon reaches 10/25/100/250/1000/2500, Max Energy increase…": "소환하는 유닛이나 구조물의 개수가 10/25/100/250/1000/2500에 도달할 때마다 최대 에너지가 증가합니다…", "Each time you reach ?/?/?/?/?/? stacks,": "?/?/?/?/?/?개 스택에 도달할 때마다,", "Each time you reach ?/?/?/?/?/? stacks, Max Energy increases by ?%.": "?/?/?/?/?/? 스택에 도달할 때마다 최대 에너지가 ?% 증가합니다.", "Each time you take damage,": "피해를 입할 때마다", "Each time you take damage, Damage Dealt increases by 2% and Damage Taken decreases by 2%. Stacks reset after combat ends.": "피해를 받을 때마다 가하는 피해가 2% 증가하고 받는 피해가 2% 감소합니다. 전투 종료 후 스택이 초기화됩니다.", "Each time you take damage, Damage Dealt increases by 2% and Damage Taken decreases by 2…": "피해를 받을 때마다 주는 피해가 2% 증가하고 받는 피해가 2% 감소합니다…", "Each time you take damage, stacks increase.": "피해를 입을 때마다 스택이 증가합니다.", "Each time you take damage, stacks increase. For each stack, Damage Dealt increases by 2…": "피해를 받을 때마다 스택이 증가합니다. 스택당 주는 피해가 2% 증가합니다…", "Each unit carries its own sight radius (": "각 유닛은 고유한 시야 반경을 가집니다(", "Each unit has": "각 유닛은", "Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack valu…": "각 유닛은 장비 슬롯 7개(주무기, 보조무기/방패 또는 탄약, 투구, 갑옷, 장신구 2개 등)를 가집니다. 무기는 고정된 공격력…", "Each unit has traits, stats, and skill trees, and the <color=#ccb": "각 유닛은 특성, 능력치, 스킬 트리를 가지고 있으며, <color=#ccb", "Each unit has traits, stats, and skill trees, and the recruitment list is refreshed periodically as time passes.": "각 유닛은 특성, 스탯, 스킬 트리를 가지고 있으며, 모집 목록은 시간이 지남에 따라 주기적으로 새로고쳐집니다.", "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "각 유닛의 스킬 트리, 장비, 스탯, 패시브까지 - 공유 팀 링크에 표시되는 것과 동일한 구성입니다. 위의 \"팀 링크 복사\"로 공유하세요.", "Eager to push further into the dungeon and achieve greater expedition results.": "던전을 더 깊이 진행하여 더 큰 탐사 결과를 달성하고 싶어 합니다.", "Earned through": "Earned through", "Earning notoriety on the streets,": "거리에서 악명을 얻으면서,", "Earth Crash - Dungeon Settlers Wiki": "대지 분쇄 - 던전 세틀러즈 위키", "Earth Crash 1": "대지 충돌 1", "Earth Crash 2": "대지 충돌 2", "Earth Crash 3": "대지 충돌 3", "Earth Crash icon": "대지 분쇄 아이콘", "Earth Crash range and area on a dungeon room": "대지 충돌 범위 및 던전 방의 영역", "Earth Crash range and area shown on a dungeon room": "던전 방에 표시된 지구 충돌의 범위와 영역", "Easy": "쉬움", "Easy Management": "쉬움 운영", "Easy Operation-Difficulty Unit": "쉬움 Operation-Difficulty Unit", "Easy Support Wagon Berry Fixed": "쉬움 보급 마차 베리 고정", "Easy Support Wagon Grass Fixed": "쉬움 보급 마차 풀 고정", "Easy Support Wagon Hardtack Fixed": "쉬움 보급 마차 경정 고정", "Easy Support Wagon Ointment Fixed": "쉬움 보급 마차 연고 고정", "Easy Support Wagon Tech Book Fixed": "쉬움 보급 마차 기술 책 고정", "Easy Support Wagon Wood Fixed": "쉬움 보급 마차 나무 고정", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier": "쉬움과 보통은 몬스터를 훨씬 약하게 만듭니다. 매우 어려움과 파멸는 그들을 더 탱킹하게 만듭니다", "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.": "쉬움과 보통은 몬스터를 훨씬 약하게 만들고, 매우 어려움과 파멸은 몬스터를 더 튼튼하게 만들며 더 큰 피해를 입히게 합니다. 파멸에서 몬스터는 어려움의 동일한 몬스터에 비해 생명력 x1.5, 공격력 x1.5를 가지며, 여기에 더해 공격 속도 +20%, 이동 속도 +15%, 치명타 확률 +10, 치명타 피해 보너스 +50, 회피율 +15가 추가됩니다.", "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. Unlike reg...": "4개의 유닛으로 과소평가하기 쉽지만, 흰 매머드는 이 지역의 후반 몬스터로 높은 스탯을 가지고 있습니다. 일반...", "Easy, Normal, Hard, Very Hard, Devastation": "쉬움, 보통, 어려움, 매우 어려움, 파멸", "Easy/Normal only lower monster ATTACK, not HP - so the target's % of HP is the same as Hard. Only Very Hard (x1.5) and Devastation (x2) raise monster HP.": "쉬움/보통 난이도는 몬스터의 공격력만 낮추고 체력은 낮추지 않으므로, 대상 체력 대비 %는 어려움과 동일합니다. 매우 어려움(x1.5)과 파멸(x2)만 몬스터 체력을 높입니다.", "Eat - Dungeon Settlers Wiki": "먹기 - 던전 세틀러즈 위키", "Eat Herbs - Dungeon Settlers Wiki": "약초 먹기 - 던전 세틀러즈 위키", "Eat Herbs icon": "약초 먹기 아이콘", "Eat herbs to restore 400": "약초를 먹어서 400을(를) 회복합니다", "Eat herbs to restore 400 Current Health over 10 seconds.": "Eat herbs to restore 400 Current Health over 10 seconds.", "Eat icon": "먹기 아이콘", "Eat range and area shown on a dungeon room": "던전 방에 표시된 먹기의 범위와 영역", "EatCondition": "EatCondition", "Eat_": "Eat_", "Eating here": "여기서 식사", "Eating here: +1 Mood": "여기서 먹기: +1 기분", "Eating here: +1 기분": "여기서 먹기: +1 기분", "Eating here: +2 Mood": "여기서 먹기: +2 기분", "Eating here: +2 기분": "여기서 먹기: +2 기분", "Eating here: +3 Mood": "여기서 먹기: +3 기분", "Eating here: +3 기분": "여기서 먹기: +3 기분", "Eating here: +4 Mood": "여기서 먹기: +4 기분", "Eating here: +4 기분": "여기서 먹기: +4 기분", "Eating_": "Eating_", "Ebb And Flow - Dungeon Settlers Wiki": "밀물과 썰물 - 던전 세틀러즈 위키", "Ebb And Flow icon": "밀물과 썰물 아이콘", "Echo Flower - Dungeon Settlers Wiki": "메아리 꽃 - 던전 세틀러즈 위키", "Echo Flower Bell - Dungeon Settlers Wiki": "메아리 꽃 종 - 던전 세틀러즈 위키", "Echo Flower Corner Stone": "메아리 꽃 모퉁이 돌", "Echo Flower Corner Stone - Dungeon Settlers Wiki": "에코 플라워 모서리 돌 - 던전 세틀러즈 위키", "Echo Flower Fixed": "에코 플라워 고정", "Echo Flower Ramnant": "메아리 꽃 유적", "Echo Flower Ramnant - Dungeon Settlers Wiki": "에코 꽃 잔재 - 던전 세틀러즈 위키", "Echo Flower Ramnant icon": "에코 꽃 잔재 icon", "Echo Flower Remnant Remnant": "메아리 꽃 유적 유적", "Echo Flower Remnant Remnant - Dungeon Settlers Wiki": "에코 꽃 조각 조각 - 던전 세틀러즈 위키", "Echo Flower Ring - Dungeon Settlers Wiki": "메아리 꽃 반지 - 던전 세틀러즈 위키", "Echo Flower Ring icon": "메아리 꽃 반지 아이콘", "Echo Flower icon": "메아리 꽃 아이콘", "Edgar SA": "Edgar SA", "Edgar simulated-annealing layout - the rooms are re-placed from the graph each seed, the way the game re-rolls a fresh floor every expedition": "Edgar simulated-annealing 레이아웃 - 매 시드마다 그래프에서 방들이 다시 배치됩니다. 게임이 매 탐사마다 층을 새로 굴리는 방식과 동일합니다.", "Edgar simulated-annealing: a freshly-shaped layout each seed, like the game re-rolling an expedition": "Edgar 시뮬레이션된 어닐링: 각 시드마다 새로 형성된 레이아웃, 게임에서 탐사단을 다시 굴리는 것처럼", "Edgar 시뮬레이션된 어닐링: 각 시드마다 새로 형성된 레이아웃, 게임에서 탐사단을 다시 굴리는 것처럼": "Edgar 시뮬레이션된 어닐링: 각 시드마다 새로 형성된 레이아웃, 게임에서 탐사단을 다시 굴리는 것처럼", "Edible": "식용", "EenrgyEffectApplyCondition": "EenrgyEffectApplyCondition", "Effect duration granted on mental breakdown": "정신 붕괴 시 부여되는 효과 지속 시간", "Effect only": "효과만", "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only": "효과 페이지는 이제 효과가 무엇인지 설명합니다. 796개의 affecter/특성 페이지는 이전에만 표시했습니다", "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only *\"No direct stat modifiers\"* or *\"Raw values: 5\"* for effects that item pages described in full.": "효과 페이지는 이제 효과가 무엇을 하는지 설명합니다. 796개의 affecter/특성 페이지는 이전에 아이템 페이지에서 완전히 설명한 효과에 대해 *\"No direct stat modifiers\"* 또는 *\"Raw values: 5\"*만 표시했습니다.", "Effect:": "효과:", "Effective HP": "유효 생명력", "Effective HP (magic)": "유효 생명력(마법)", "Effective HP vs magic": "마법 대비 유효 생명력", "Effective HP vs physical": "물리 대비 유효 생명력", "Effective sight = vision range, minus {#} at night, plus {#} with Night Vision. Awareness builds at {#} per in-game minute and {#} triggers combat ({#} in-game min = ~{#} real seconds at 1x). Attacking or closing in fills it far faster.": "실질 시야 = 시야 범위에서 밤에는 {#}을 빼고, 야간 시야가 있으면 {#}을 더한 값입니다. 경계도는 게임 내 1분당 {#}씩 쌓이며 {#}이 되면 전투가 시작됩니다 (게임 내 {#}분 = 1배속 기준 약 {#}초). 공격하거나 가까이 접근하면 훨씬 빨리 쌓입니다.", "Effects": "효과", "Effects & keywords": "효과 & 키워드", "Effects & traits": "효과 & 특성", "Effects - Dungeon Settlers Wiki": "효과 - 던전 세틀러즈 위키", "Effects and traits": "효과 및 특성", "Effects in play": "진행 중인 효과", "Effects that are NOT capped": "상한선이 없는 효과", "Effects that improve a player's stats.": "Effects that improve a player's stats.", "Effects that improve a player's stats. - 공세 - 철벽 - 요새화 - 신속 - 맹공 - 마력 증폭 -": "Effects that improve a player's stats. - 공세 - 철벽 - 요새화 - 신속 - 맹공 - 마력 증폭 -", "Effects that weaken a player's stats.": "Effects that weaken a player's stats.", "Effects that weaken a player's stats. - 쇠약 - 취약 - 둔화 - 절뚝거림 - 약점 노출 - 감속 -": "Effects that weaken a player's stats. - 쇠약 - 취약 - 둔화 - 절뚝거림 - 약점 노출 - 감속 -", "Effects:": "효과:", "Elastic Guard - Dungeon Settlers Wiki": "엘라스틱 가드 - 던전 세틀러즈 위키", "Elastic Guard icon": "엘라스틱 가드 아이콘", "Elder Gloth - Dungeon Settlers Wiki": "장로 글로트 - 던전 세틀러즈 위키", "Elder Gloth Charge - Dungeon Settlers Wiki": "엘더 글로트 차지 - 던전 세틀러즈 위키", "Elder Gloth Charge icon": "엘더 글로트 차지 아이콘", "Elder Gloth Charge range and area on a dungeon room": "던전 방에서 노인 글로트 충전 범위 및 면적", "Elder Gloth Charge range and area shown on a dungeon room": "던전 방에 표시된 노년 글로트 돌진의 범위와 영역", "Elder Gloth Fixed": "노인 글로트 고정", "Elder Gloth Hunt Complete - Dungeon Settlers Wiki": "장로 글로트 사냥 완료 - 던전 세틀러즈 위키", "Elder Gloth Hunt Complete icon": "장로 글로트 사냥 완료 아이콘", "Elder Gloth Random": "엘더 글로트 랜덤", "Elder Gloth icon": "장로 글로트 아이콘", "Elder Gloth map": "노인 글로트 맵", "Elder Gloth variant": "노인 글로트 변형", "Elder Glott Soul": "장로 글로트 영혼", "Elder Glott Soul Stone": "장로 글로트 영혼석", "ElderGloth": "ElderGloth", "Elf - Dungeon Settlers Wiki": "엘프 - 던전 세틀러즈 위키", "Elf Hater - Dungeon Settlers Wiki": "엘프 혐오 - 던전 세틀러즈 위키", "Elf Hater icon": "엘프 혐오 아이콘", "Elf Ranger": "엘프 레인저", "Elf Slim Unisex 0": "엘프 슬림 중성 0", "Elf Slim Unisex 1": "엘프 슬림 중성 1", "Elf Slim Unisex 10": "엘프 슬림 중성 10", "Elf Slim Unisex 11": "엘프 슬림 중성 11", "Elf Slim Unisex 12": "엘프 슬림 중성 12", "Elf Slim Unisex 13": "엘프 슬림 중성 13", "Elf Slim Unisex 14": "엘프 슬림 중성 14", "Elf Slim Unisex 15": "엘프 슬림 중성 15", "Elf Slim Unisex 2": "엘프 슬림 중성 2", "Elf Slim Unisex 3": "엘프 슬림 중성 3", "Elf Slim Unisex 4": "엘프 슬림 중성 4", "Elf Slim Unisex 5": "엘프 슬림 중성 5", "Elf Slim Unisex 6": "엘프 슬림 중성 6", "Elf Slim Unisex 7": "엘프 슬림 중성 7", "Elf Slim Unisex 8": "엘프 슬림 중성 8", "Elf Slim Unisex 9": "엘프 슬림 중성 9", "Elf Standard Female 0": "엘프 표준 여성 0", "Elf Standard Female 1": "엘프 표준 여성 1", "Elf Standard Female 10": "엘프 표준 여성 10", "Elf Standard Female 11": "엘프 표준 여성 11", "Elf Standard Female 2": "엘프 표준 여성 2", "Elf Standard Female 3": "엘프 표준 여성 3", "Elf Standard Female 4": "엘프 표준 여성 4", "Elf Standard Female 5": "엘프 표준 여성 5", "Elf Standard Female 6": "엘프 표준 여성 6", "Elf Standard Female 7": "엘프 표준 여성 7", "Elf Standard Female 8": "엘프 표준 여성 8", "Elf Standard Female 9": "엘프 표준 여성 9", "Elf Standard Male 0": "엘프 표준 남성 0", "Elf Standard Male 1": "엘프 표준 남성 1", "Elf Standard Male 10": "엘프 표준 남성 10", "Elf Standard Male 11": "엘프 표준 남성 11", "Elf Standard Male 12": "엘프 표준 남성 12", "Elf Standard Male 2": "엘프 표준 남성 2", "Elf Standard Male 3": "엘프 표준 남성 3", "Elf Standard Male 4": "엘프 표준 남성 4", "Elf Standard Male 5": "엘프 표준 남성 5", "Elf Standard Male 6": "엘프 표준 남성 6", "Elf Standard Male 7": "엘프 표준 남성 7", "Elf Standard Male 8": "엘프 표준 남성 8", "Elf Standard Male 9": "엘프 표준 남성 9", "Elf diet": "엘프 식단", "Elf icon": "엘프 아이콘", "Elf recruits": "엘프 모집", "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "엘프의 고향 GAMESYSTEM_Environment_{affecterName}", "Elf01_Blue": "Elf01_Blue", "Elf01_Green": "Elf01_Green", "Elf01_White": "Elf01_White", "Elf01_Yellow": "Elf01_Yellow", "Elf02_Blue": "Elf02_Blue", "Elf02_Green": "Elf02_Green", "Elf02_White": "Elf02_White", "Elf02_Yellow": "Elf02_Yellow", "Elf03_Blue": "Elf03_Blue", "Elf03_Green": "Elf03_Green", "Elf03_Red": "Elf03_Red", "Elf03_White": "Elf03_White", "Elf03_Yellow": "Elf03_Yellow", "Elf04_Blue": "Elf04_Blue", "Elf04_Green": "Elf04_Green", "Elf04_Red": "Elf04_Red", "Elf04_White": "Elf04_White", "Elf04_Yellow": "Elf04_Yellow", "Elf05_Blue": "Elf05_Blue", "Elf05_Green": "Elf05_Green", "Elf05_White": "Elf05_White", "Elf05_Yellow": "Elf05_Yellow", "Elf06_Green": "Elf06_Green", "Elf06_Red": "Elf06_Red", "Elf06_White": "Elf06_White", "Elf06_Yellow": "Elf06_Yellow", "Elf07_Blue": "Elf07_Blue", "Elf07_Green": "Elf07_Green", "Elf07_White": "Elf07_White", "Elf08_Blue": "Elf08_Blue", "Elf08_Green": "Elf08_Green", "Elf08_White": "Elf08_White", "Elf08_Yellow": "Elf08_Yellow", "Elf09_Blue": "Elf09_Blue", "Elf09_Green": "Elf09_Green", "Elf09_Red": "Elf09_Red", "Elf10_Blue": "Elf10_Blue", "Elf10_Red": "Elf10_Red", "Elf10_White": "Elf10_White", "Elf11_Green": "Elf11_Green", "ElfSlimFemale_000": "ElfSlimFemale_000", "ElfSlimFemale_001": "ElfSlimFemale_001", "ElfSlimFemale_002": "ElfSlimFemale_002", "ElfSlimFemale_003": "ElfSlimFemale_003", "ElfSlimFemale_004": "ElfSlimFemale_004", "ElfSlimFemale_005": "ElfSlimFemale_005", "ElfSlimFemale_006": "ElfSlimFemale_006", "ElfSlimFemale_007": "ElfSlimFemale_007", "ElfSlimMale_000": "ElfSlimMale_000", "ElfSlimMale_001": "ElfSlimMale_001", "ElfSlimMale_002": "ElfSlimMale_002", "ElfSlimMale_003": "ElfSlimMale_003", "ElfSlimMale_004": "ElfSlimMale_004", "ElfSlimMale_005": "ElfSlimMale_005", "ElfSlimMale_006": "ElfSlimMale_006", "ElfSlimMale_007": "ElfSlimMale_007", "ElfStandardFemale_000": "ElfStandardFemale_000", "ElfStandardFemale_001": "ElfStandardFemale_001", "ElfStandardFemale_002": "ElfStandardFemale_002", "ElfStandardFemale_003": "ElfStandardFemale_003", "ElfStandardFemale_004": "ElfStandardFemale_004", "ElfStandardFemale_005": "ElfStandardFemale_005", "ElfStandardFemale_006": "ElfStandardFemale_006", "ElfStandardFemale_007": "ElfStandardFemale_007", "ElfStandardFemale_008": "ElfStandardFemale_008", "ElfStandardFemale_009": "ElfStandardFemale_009", "ElfStandardFemale_010": "ElfStandardFemale_010", "ElfStandardFemale_011": "ElfStandardFemale_011", "ElfStandardMale_000": "ElfStandardMale_000", "ElfStandardMale_001": "ElfStandardMale_001", "ElfStandardMale_002": "ElfStandardMale_002", "ElfStandardMale_003": "ElfStandardMale_003", "ElfStandardMale_004": "ElfStandardMale_004", "ElfStandardMale_005": "ElfStandardMale_005", "ElfStandardMale_006": "ElfStandardMale_006", "ElfStandardMale_007": "ElfStandardMale_007", "ElfStandardMale_008": "ElfStandardMale_008", "ElfStandardMale_009": "ElfStandardMale_009", "ElfStandardMale_010": "ElfStandardMale_010", "ElfStandardMale_011": "ElfStandardMale_011", "Elite": "엘리트", "Elite / Boss": "엘리트 / 보스", "Elite Hunt Order - Dungeon Settlers Wiki": "정예 토벌령 - 던전 세틀러즈 위키", "Elite Hunt Order icon": "정예 토벌령 아이콘", "Elite Monster - Dungeon Settlers Wiki": "정예 몬스터 - 던전 세틀러즈 위키", "Elite Monster icon": "정예 몬스터 아이콘", "Elite Treasure": "엘리트 보물", "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "정예; ~4,500 총 생명력, 144 물리 공격, 피 튀긴 긁힘 + 쥐 무리", "EliteHuntOrder": "EliteHuntOrder", "EliteTreasure": "엘리트 보물", "Elixir of Agility": "민첩의 영약", "Elixir of Constitution": "맷집의 영약", "Elixir of Intelligence": "지능의 영약", "Elixir of Perception": "인지의 영약", "Elixir of Skill": "기술 엘릭서", "Elixir of Strength": "힘의 영약", "Elixir of Willpower": "의지의 영약", "Elven Homeland (hinted)": "엘프의 고향 (암시됨)", "Elven Homeland - Dungeon Settlers Wiki": "엘프의 고향 - 던전 세틀러즈 위키", "Elven Homeland icon": "엘프의 고향 아이콘", "ElvenHomeland": "ElvenHomeland", "Elves": "엘프", "Elves only appear from": "엘프는 다음에서만 나타납니다", "Elves only become available at clan rank 2": "엘프는 클랜 등급 2에서만 사용 가능합니다", "Elves possess a deep understanding of magic and nature, renowned for their sharp senses and wisdom.": "엘프들은 마법과 자연에 대한 깊은 이해를 가지고 있으며, 예리한 감각과 지혜로 유명합니다.", "Embracing Wave - Dungeon Settlers Wiki": "임브레이싱 웨이브 - 던전 세틀러즈 위키", "Embracing Wave Bounce - Dungeon Settlers Wiki": "임브레이싱 웨이브 타격 횟수 - 던전 세틀러즈 위키", "Embracing Wave Bounce icon": "임브레이싱 웨이브 타격 횟수 아이콘", "Embracing Wave icon": "임브레이싱 웨이브 아이콘", "Embracing Wave range and area shown on a dungeon room": "던전 방에서 표시된 포용 파도 범위 및 영역", "Emergency Escape - Dungeon Settlers Wiki": "비상 탈출 - 던전 세틀러즈 위키", "Emergency Escape icon": "비상 탈출 아이콘", "Emergency Escape range and area on a dungeon room": "긴급 탈출의 범위와 영역", "Emergency Escape range and area shown on a dungeon room": "던전 방에 표시된 긴급 탈출의 범위 및 영역", "Emotes": "Emotes", "EmotionBubble": "EmotionBubble", "EmotionBubbleTable - 19 settler emotion bubbles (click to expand)": "감정 버블 테이블 - 19개 정착자 감정 버블 (클릭하여 펼치기)", "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)", "EmotionBubbleTable.json": "EmotionBubbleTable.json", "Empty Armor - click to equip": "빈 갑옷 - 클릭하여 장착", "Empty Helmet - click to equip": "빈 투구 - 클릭하여 장착", "Empty Necklace - click to equip": "빈 목걸이 - 클릭하여 장착", "Empty Off-hand - click to equip": "빈 보조 무기 - 클릭하여 장착", "Empty Ring - click to equip": "빈 반지 - 클릭하여 장착", "Empty Room minimum room layout": "빈 방 최소 방 레이아웃", "Empty Support Wagon - Dungeon Settlers Wiki": "텅 빈 지원 마차 - 던전 세틀러즈 위키", "Empty Wagon (resource node)": "빈 수레 (자원 노드)", "Empty Wagon (resource node) - Dungeon Settlers Wiki": "빈 마차 (자원 노드) - 던전 세틀러즈 위키", "Empty Weapon - click to equip": "빈 무기 - 클릭하여 장착", "Empty {#} - click to equip": "{#} 비어 있음 - 클릭하여 장착", "Encirclement": "포위", "Encirclement (": "포위 (", "Encirclement calculator": "포위 계산기", "Encirclement_": "Encirclement_", "End delay": "종료 지연", "EndMainQuest": "EndMainQuest", "Endgame - Showcase": "후반 - 전시", "Endgame Vanguard": "후반 선봉", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "엔도르시는 당신이 가져온 모먹의 흔적을 검사하고 살짝 눈썹을 올린다.", "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting out": "엔도르시가 당신이 가져온 머모크의 흔적을 살펴보며 눈썹을 약간 올립니다. \"...음.\" 그녀가 증거를 잠시 조용히 살펴보다 입을 엽니다.", "Endorsi": "엔드르실", "Endorsi (hunter, Veil of Silence)": "엔도르시 (사냥꾼, 침묵의 장막)", "Endorsi - Dungeon Settlers Wiki": "엔도르시 - 던전 세틀러즈 위키", "Endorsi - Recruitment card": "엔도르시 - 모집 카드", "Endorsi - dungeon NPC": "엔도르시 - 던전 NPC", "Endorsi Quest Complete - 2": "Endorsi Quest Complete - 2", "Endorsi Quest Complete - 3": "Endorsi Quest Complete - 3", "Endorsi Quest Complete - 4": "Endorsi Quest Complete - 4", "Endorsi also spawns on Festering Burrow's": "엔도르시는 문드러진 땅굴에도 등장합니다", "Endorsi gating": "엔도르시 게이트", "Endorsi icon": "엔도르시 아이콘", "Endorsi is the only dungeon NPC with a full recruitment quest chain. Steps in order:": "엔도르시는 완전한 모집 임무 체인을 가진 유일한 던전 NPC입니다. 단계별로:", "Endorsi map": "엔도르시 맵", "Endorsi rewards (in order)": "엔도르시 보상 (순서대로)", "Endorsi's hunt-quest line and its reward hand-ins.": "엔도르시의 사냥 임무 라인과 보상 제출.", "Endrossi": "엔도르시", "Endrossi - Dungeon Settlers Wiki": "엔도르시 - 던전 세틀러즈 위키", "Endrossi Dungeon": "엔도르시 던전", "Endrossi Fixed": "엔도르시 고정", "Endrossi Quest End 1": "엔도르시 임무 끝 1", "Endrossi Quest End 1 - Dungeon Settlers Wiki": "엔도르시 임무 완료 1 - 던전 세틀러즈 위키", "Endrossi Quest End 1 icon": "엔도르시 임무 완료 1 아이콘", "Endrossi Quest End 2": "엔도르시 임무 끝 2", "Endrossi Quest End 2 - Dungeon Settlers Wiki": "엔도르시 임무 종료 2 - 던전 세틀러즈 위키", "Endrossi Quest End 2 icon": "엔도르시 임무 종료 2 아이콘", "Endrossi Quest End 3": "엔도르시 임무 끝 3", "Endrossi Quest End 3 - Dungeon Settlers Wiki": "엔도르시 임무 완료 3 - 던전 세틀러즈 위키", "Endrossi Quest End 3 icon": "엔도르시 임무 완료 3 아이콘", "Endrossi Quest End 4": "엔도르시 임무 끝 4", "Endrossi Quest End 4 - Dungeon Settlers Wiki": "엔도르시 임무 종료 4 - 던전 세틀러즈 위키", "Endrossi Quest End 4 icon": "엔도르시 임무 종료 4 아이콘", "Endrossi Safe": "엔도르시 안전", "Endrossi brightens when she notices you, but quickly looks away.": "엔도르시가 당신을 보고 밝아지지만 금세 시선을 돌립니다.", "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. \"What? You again?\"</co": "엔도르시가 당신을 보고 밝아지지만 금세 시선을 돌립니다. 아무것도 아닌 척 하며 화살통을 쓸데없이 뒤지다가 입을 엽니다. \"뭐? 넌 또?\"</co", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "엔도르시가 당신이 가져온 머모크의 흔적을 살펴보며 눈썹을 약간 올립니다.", "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting ou": "엔도르시가 당신이 가져온 머모크의 흔적을 살펴보며 눈썹을 약간 올립니다. \"...음.\" 그녀가 증거를 잠시 조용히 살펴보다 입을 엽니다.", "Endrossi icon": "엔도르시 icon", "EndrossiDefault": "EndrossiDefault", "EndrossiQuest1": "EndrossiQuest1", "EndrossiQuest1Reward": "EndrossiQuest1Reward", "EndrossiQuest2": "EndrossiQuest2", "EndrossiQuest2Reward": "EndrossiQuest2Reward", "EndrossiQuest3": "EndrossiQuest3", "EndrossiQuest3Reward": "EndrossiQuest3Reward", "EndrossiQuest4": "EndrossiQuest4", "EndrossiQuest4Reward": "EndrossiQuest4Reward", "EndrossiQuestEnd1": "EndrossiQuestEnd1", "EndrossiQuestEnd2": "EndrossiQuestEnd2", "EndrossiQuestEnd3": "EndrossiQuestEnd3", "EndrossiQuestEnd4": "EndrossiQuestEnd4", "Enemies are formidable! For players familiar with the game seeking a merciless challenge.": "적이 강력합니다! 무자비한 도전을 원하는 게임에 익숙한 플레이어용.", "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "적이 강하고 던전은 용서하지 않습니다. 숙련된 전략 플레이어용.", "Enemies are weak.": "적이 약합니다.", "Enemies with 20% HP or less are instantly executed upon taking damage.": "생명력이 20% 이하인 적은 피해를 입을 때 즉시 처형됩니다.", "Enemies with 20% HP or less are instantly executed upon taking damage. Does not apply t…": "20% 이하의 생명력을 가진 적은 피해를 받을 때 즉시 처형됩니다…", "Enemy": "적", "EnemyMaxCap": "EnemyMaxCap", "Energy": "기력", "Energy - Dungeon Settlers Wiki": "기력 - 던전 세틀러즈 위키", "Energy Boost - Dungeon Settlers Wiki": "기력 촉진 - 던전 세틀러즈 위키", "Energy Boost icon": "기력 촉진 아이콘", "Energy Regen": "에너지 재생", "Energy Regen Amount": "에너지 재생량", "Energy Regeneration - Dungeon Settlers Wiki": "기력 재생량 - 던전 세틀러즈 위키", "Energy Regeneration Final Multiplier - Dungeon Settlers Wiki": "에너지 재생 최종 배율 - 던전 세틀러즈 위키", "Energy Regeneration Final Multiplier icon": "에너지 재생 최종 배율 아이콘", "Energy Regeneration icon": "기력 재생량 아이콘", "Energy Regeneration increases.": "에너지 재생이 증가합니다.", "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "에너지 예산은 강제되지 않습니다 - 로테이션은 모든 스킬이 항상 시전할 에너지가 있다고 가정합니다.", "Energy cost": "에너지 비용", "Energy depletes slowly while awake and is consumed when using skills.": "에너지는 깨어있을 때 천천히 소모되며 스킬 사용 시 소비됩니다.", "Energy icon": "기력 아이콘", "Energy indicates how energized a unit is.": "에너지는 유닛이 얼마나 활력이 있는지를 나타냅니다.", "Energy indicates how energized a unit is. When tired, units fall asleep automatically, and if energy is fully depleted, the unit becomes Severely Exhausted, falling unconscious and unresponsive. Energy depletes slowly while awake and is consumed when using skills. Let the unit sleep, lie in bed, or rest near a campfire to recover energy.": "에너지는 유닛이 얼마나 활력이 있는지를 나타냅니다. 피곤해지면 유닛은 자동으로 잠들며, 에너지가 완전히 고갈되면 유닛은 '극심한 탈진' 상태가 되어 의식을 잃고 반응하지 않게 됩니다. 에너지는 깨어 있는 동안 서서히 줄어들며 스킬을 사용할 때도 소모됩니다. 유닛을 재우거나 침대에 눕히거나 모닥불 근처에서 쉬게 하면 에너지를 회복할 수 있습니다.", "Energy loops": "에너지 루프", "Energy per Shell": "껍질당 기력", "Energy per minute": "분당 에너지", "Energy recovered": "회복된 에너지", "Energy spent to cast, from the unit's shared energy pool.": "시전에 소모되는 에너지로, 유닛의 공유 에너지 풀에서 차감됩니다.", "Energy to kill": "킬 에너지", "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "에너지 x 분당 시전 횟수 - 연속 사용 시 이 스킬이 공유 에너지 풀을 얼마나 빠르게 소모시키는지를 나타냅니다.", "Energy {#} 소모 · 재사용 대기시간 {#}초": "Energy {#} 소모 · 재사용 대기시간 {#}초", "EnergyBecomeThisOnDeadlyByDamage": "EnergyBecomeThisOnDeadlyByDamage", "EnergyConsumptionPanelty": "EnergyConsumptionPanelty", "EnergyEffectCondition": "EnergyEffectCondition", "EnergyNeeded": "EnergyNeeded", "EnergyRecoveryCondition": "EnergyRecoveryCondition", "EnergyRegeneration": "EnergyRegeneration", "EnergyRestoreBonus": "EnergyRestoreBonus", "EnergyRestore_": "EnergyRestore_", "Energy_": "Energy_", "English localization strings (TEXTKEY_... keys).": "영어 현지화 문자열(TEXTKEY_... 키).", "Enjoyed Card Games - Dungeon Settlers Wiki": "카드 놀이를 즐김 - 던전 세틀러즈 위키", "Enjoyed Card Games icon": "카드 놀이를 즐김 아이콘", "Enjoyed Dart Games - Dungeon Settlers Wiki": "다트 놀이를 즐김 - 던전 세틀러즈 위키", "Enjoyed Dart Games icon": "다트 놀이를 즐김 아이콘", "Enjoyed Dice Games - Dungeon Settlers Wiki": "주사위 놀이를 즐김 - 던전 세틀러즈 위키", "Enjoyed Dice Games icon": "주사위 놀이를 즐김 아이콘", "Ensnaring Chain Active": "올가미 사슬 활성화", "Ensnaring Chain Active - Dungeon Settlers Wiki": "얽힌 사슬 활성 - 던전 세틀러즈 위키", "Ensnaring Chain Active icon": "얽힌 사슬 활성 icon", "Ensnaring Chains - Dungeon Settlers Wiki": "옭아매는 사슬 - 던전 세틀러즈 위키", "Ensnaring Chains icon": "옭아매는 사슬 아이콘", "Enter a unit's six major stats and read the resulting Max HP, Physical and Magic Attack, Attack Speed and Crit, plus what the next point in each stat buys. The full per-point coefficients are on the": "유닛의 6가지 주요 스탯을 입력하면 결과로 나오는 최대 생명력, 물리 및 마법 공격력, 공격 속도, 치명타, 그리고 각 스탯에 1포인트를 더 투자했을 때 얻는 효과를 확인할 수 있다.", "Entering the forest at dawn's first light, the hunter emerges quietly at dusk.": "새벽의 첫 빛에 숲에 들어가는 사냥꾼은 황혼에 조용히 나타난다.", "Entertainment": "Entertainment", "Entity": "Entity", "Entity names follow the game's own localization; articles stay English": "엔티티 이름은 게임 자체의 현지화를 따릅니다; 기사는 영어로 유지됩니다", "Entrance, corridor and a portal into the dungeon proper": "입구, 복도 및 적절한 던전으로의 포탈", "Entry": "항목", "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable": "Enum 이름은 이제 하드코딩된 목록 대신 게임 빌드의 자체 코드 덤프에서 읽힙니다. 이는 195개의 읽을 수 없는 항목을 제거했습니다", "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable `UNKNOWN` values from unit profiles and corrected four housing rooms that were labelled **Merchant Room** when the game had renamed that slot to **Recreation Room**.": "Enum 이름은 이제 하드코딩된 목록 대신 게임 빌드의 코드 덤프에서 읽힙니다. 이것은 유닛 프로필에서 195개의 읽을 수 없는 `UNKNOWN` 값을 제거했고 게임이 해당 슬롯을 **Recreation Room**으로 이름을 변경했을 때 **Merchant Room**으로 표시되었던 4개의 주택 방을 수정했습니다.", "Environment": "환경", "Environment effects": "환경 효과", "Environment, room types and notes": "환경, 방 종류 및 메모", "Environment:": "환경:", "Environment_": "Environment_", "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "장비 등급에 맞는 방패를 보조 무기 슬롯에 장착합니다. 한손 무기 전용입니다.", "Equip bonuses": "장비 보너스", "EquipDurabilityModifier": "EquipDurabilityModifier", "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20": "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20", "Equipment & Stat Effects": "장비 & 스탯 효과", "Equipment & Stat Effects - Dungeon Settlers Wiki": "장비 & 스탯 효과 - 던전 세틀러즈 위키", "Equipment (accessory)": "장비(악세사리)", "Equipment Storage - Dungeon Settlers Wiki": "장비 보관함 - 던전 세틀러즈 위키", "Equipment Sword Storage - Dungeon Settlers Wiki": "검 보관함 - 던전 세틀러즈 위키", "Equipment slots": "장비 슬롯", "Equipment, consumables, materials - stats, effects, obtention & used-in": "장비, 소비 아이템, 재료 - 스탯, 효과, 획득 및 사용처", "EquipmentCrafting_": "EquipmentCrafting_", "EquipmentSizeMax": "EquipmentSizeMax", "EquipmentStorage": "장비 보관함", "Escape - Dungeon Settlers Wiki": "탈출 - 던전 세틀러즈 위키", "Escape icon": "탈출 아이콘", "Essence of Flame": "화염의 정수", "Establish Devastation": "파멸 난이도 설정", "Establish Easy": "쉬움 난이도 설정", "Establish Hard": "어려움 난이도 설정", "Establish Normal": "보통 난이도 설정", "Establish Recruitment Additional Individual Trait Grant Chance": "Establish Recruitment Additional Individual Trait Grant Chance", "Establish Recruitment Background Trait Max Clan Rank": "Establish Recruitment Background Trait Max Clan Rank", "Establish Recruitment Individual Trait Min Count": "Establish Recruitment Individual Trait Min Count", "Establish Recruitment Race Weights": "Establish Recruitment Race Weights", "Establish Recruitment Talent Sum Range": "Establish Recruitment Talent Sum Range", "Establish Very Hard": "매우 어려움 난이도 설정", "EstablishRecruitment_": "EstablishRecruitment_", "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "추정치 - 평균 치명타 반영, 명중/회피, 가드, 위치 선정 무시. 저항 공식: 피해 × 100/(100+R).", "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × {#}/({#}+R).": "추정치 - 평균 치명타가 반영되며, 명중/회피, 가드, 위치는 무시합니다. 저항 공식: 피해 × {#}/({#}+R).", "Estimate - one basic attack per exchange, average crit folded in on both sides; ignores skills, attack speed differences, hit/dodge/guard, positioning and healing. Monster threat = the worse of its physical hit vs your PhysRes and its magic hit vs your MagRes (type labelled per member).": "추정치 - 교전당 기본 공격 1회, 양측 모두 평균 치명타 반영; 스킬, 공격 속도 차이, 명중/회피/가드, 위치 선정과 회복은 무시합니다. 몬스터 위협도 = 물리 공격 vs 내 물리 저항력과 마법 공격 vs 내 마법 저항력 중 더 나쁜 쪽 (구성원별 유형 표시).", "Estimate how far a monster can see you right now. Enter its Vision Range (": "몬스터가 현재 얼마나 멀리 당신을 볼 수 있는지 추정합니다. 시야 범위 입력 (", "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "추정치: 재사용 대기 중인 단일 스킬 기준이며, 로테이션/기력/GCD는 반영하지 않았습니다 (이에 대해서는 위의 로테이션 반영 교전을 참고하세요).", "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "추정치일 뿐입니다 - 스킬, 버프, 명중/회피/가드, 위치 선정을 무시합니다.", "Estimates only â ignores skills, buffs, hit/dodge/guard and positioning.": "추정치일 뿐입니다 â 스킬, 버프, 명중/회피/가드, 위치는 무시합니다.", "Etc": "기타", "Evasion Potion": "회피 물약", "Even after Early Access, we will continue updating the game with new content and regions, while making it more stable and deeper.": "얼리 액세스 이후에도, 저희는 게임을 더욱 안정적이고 깊이 있게 다듬는 동시에 새로운 콘텐츠와 지역으로 계속 업데이트할 것입니다.", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...": "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...", "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.": "유배를 당한 후에도 {0}는 쉽게 고개를 숙이지 않았다. 헤진 장갑 속에서도 제스처는 깔끔했으며 빈 주머니를 숨기면서도 말투에는 옛 권위가 남아있었다. 하지만 사라진 궁전의 방식에 익숙한 탓에 거친 길의 흥정과 농담에는 늘 뒤처졌다.", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...": "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...", "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.": "군복을 벗은 후에도 {0}는 전장을 완전히 떠나지 못했다. 문이 쾅 닫히는 소리에 어깨가 오그라들었으며 낯선 발소리가 다가오면 먼저 빠져나갈 길을 찾았다. 아무도 자신을 쫓지 않는다는 것을 알아도 등 뒤의 침묵을 믿을 수 없었다.", "Even during combat, you can freely pause combat by pressing the 'Space'.": "전투 중에도 'Space'를 누르면 언제든지 전투를 일시정지할 수 있습니다.", "Even in this state, you can use the unit summary panel's 'Inventory', 'Skills', and 'Status' tabs to quickly check relevant information.": "이 상태에서도 유닛 요약 패널의 '인벤토리', '스킬', '상태' 탭을 사용해 관련 정보를 빠르게 확인할 수 있습니다.", "Event Choices": "이벤트 선택", "Event Demo Wishlist": "이벤트 데모 위시리스트", "Event Demo Wishlist - Dungeon Settlers Wiki": "이벤트 데모 위시리스트 - 던전 세틀러즈 위키", "Event Demo Wishlist icon": "이벤트 데모 위시리스트 아이콘", "Event Developer Box Remnant": "이벤트 개발자 상자 유해", "Event Developer Box Remnant - Dungeon Settlers Wiki": "이벤트 개발자 상자 잔해 - 던전 세틀러즈 위키", "Event Merchant": "이벤트 상인", "Event Merchant - Dungeon Settlers Wiki": "이벤트 상인 - 던전 세틀러즈 위키", "Event Merchant map": "이벤트 상인 지도", "Event Nodes": "이벤트 노드", "Event Random Interval": "이벤트 무작위 간격", "Event Scarecrow": "이벤트 허수아비", "Event Scarecrow - Dungeon Settlers Wiki": "이벤트 허수아비 - 던전 세틀러즈 위키", "Event Scarecrow map": "이벤트 허수아비 맵", "Event Supply Box Fixed1": "이벤트 보급 상자 Fixed1", "Event Supply Box Fixed2": "이벤트 보급 상자 Fixed2", "Event Supply Box Fixed3": "이벤트 보급 상자 Fixed3", "Event Supply Box Fixed4": "이벤트 보급 상자 Fixed4", "Event Supply Box Fixed5": "추가 보급품 상자 고정5", "Event Supply Box Remnant": "이벤트 보급 상자 유해", "Event Supply Box Remnant - Dungeon Settlers Wiki": "이벤트 공급 상자 조각 - 던전 세틀러즈 위키", "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of": "렌더러가 이해하지 못한 이벤트 작업은 원본 코드 토큰을 출력했습니다. 도둑질 이벤트의 매복은 이제 \"Spawn 5x Mawmurk\" 대신", "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of `SpawnMonster_Mawmurk_5`.": "렌더러가 이해하지 못한 이벤트 액션이 원본 코드 토큰을 출력했습니다. 도둑질 이벤트의 기습은 이제 \"Spawn 5x Mawmurk\" 대신 `SpawnMonster_Mawmurk_5`로 읽힙니다.", "Event choices - requirements and OnSelectAction outcome scripts.": "이벤트 선택지 - 조건 및 OnSelectAction 결과 스크립트.", "Event choices:": "이벤트 선택:", "Event dialogue/step nodes linking events to choices.": "이벤트를 선택지와 연결하는 이벤트 대화/단계 노드.", "Event that triggers an Alert popup": "경고 팝업을 트리거하는 이벤트", "Event variable for checking the current build's max region. Once the last floor of that region is reached, the 'Yearning to Explore (Into the Depths)' event no longer appears.": "현재 빌드의 최대 지역을 확인하기 위한 이벤트 변수. 해당 지역의 마지막 층에 도달하면 '탐험에 대한 갈망(더 깊은 곳으로)' 이벤트가 더 이상 등장하지 않는다.", "Event1": "Event1", "EventChoice": "EventChoice", "EventChoiceTable.json": "EventChoiceTable.json", "EventDemoWishlist": "EventDemoWishlist", "EventDeveloperLetter": "EventDeveloperLetter", "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0", "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0", "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440": "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440", "EventFinished_Tutorial0": "EventFinished_Tutorial0", "EventNode": "EventNode", "EventNodeTable.json": "EventNodeTable.json", "EventNpcMappingTable.json": "EventNpcMappingTable.json", "EventRandomMapping": "EventRandomMapping", "EventRandomMappingTable.json": "EventRandomMappingTable.json", "EventTable.json": "EventTable.json", "Event_": "Event_", "Event_Decision0": "Event_Decision0", "Event_Decision0 ·": "Event_Decision0 ·", "Event_DecisionResult0": "Event_DecisionResult0", "Event_DecisionResult0 ·": "Event_DecisionResult0 ·", "Event_Event0": "Event_Event0", "Event_Event0 ·": "Event_Event0 ·", "Event_Event1": "Event_Event1", "Event_Event1 ·": "Event_Event1 ·", "Event_Fixed0": "Event_Fixed0", "Event_Fixed0 ·": "Event_Fixed0 ·", "Event_Fixed1": "Event_Fixed1", "Event_Fixed1 ·": "Event_Fixed1 ·", "Event_Fixed10": "Event_Fixed10", "Event_Fixed10 ·": "Event_Fixed10 ·", "Event_Fixed11": "Event_Fixed11", "Event_Fixed11 ·": "Event_Fixed11 ·", "Event_Fixed12": "Event_Fixed12", "Event_Fixed12 ·": "Event_Fixed12 ·", "Event_Fixed13": "Event_Fixed13", "Event_Fixed13 ·": "Event_Fixed13 ·", "Event_Fixed14": "Event_Fixed14", "Event_Fixed14 ·": "Event_Fixed14 ·", "Event_Fixed15": "Event_Fixed15", "Event_Fixed15 ·": "Event_Fixed15 ·", "Event_Fixed16": "Event_Fixed16", "Event_Fixed16 ·": "Event_Fixed16 ·", "Event_Fixed17": "Event_Fixed17", "Event_Fixed17 ·": "Event_Fixed17 ·", "Event_Fixed18": "Event_Fixed18", "Event_Fixed18 ·": "Event_Fixed18 ·", "Event_Fixed19": "Event_Fixed19", "Event_Fixed19 ·": "Event_Fixed19 ·", "Event_Fixed2": "Event_Fixed2", "Event_Fixed2 ·": "Event_Fixed2 ·", "Event_Fixed20": "Event_Fixed20", "Event_Fixed20 ·": "Event_Fixed20 ·", "Event_Fixed21": "Event_Fixed21", "Event_Fixed21 ·": "Event_Fixed21 ·", "Event_Fixed22": "Event_Fixed22", "Event_Fixed22 ·": "Event_Fixed22 ·", "Event_Fixed23": "Event_Fixed23", "Event_Fixed23 ·": "Event_Fixed23 ·", "Event_Fixed24": "Event_Fixed24", "Event_Fixed24 ·": "Event_Fixed24 ·", "Event_Fixed25": "Event_Fixed25", "Event_Fixed25 ·": "Event_Fixed25 ·", "Event_Fixed26": "Event_Fixed26", "Event_Fixed26 ·": "Event_Fixed26 ·", "Event_Fixed27": "Event_Fixed27", "Event_Fixed27 ·": "Event_Fixed27 ·", "Event_Fixed28": "Event_Fixed28", "Event_Fixed28 ·": "Event_Fixed28 ·", "Event_Fixed29": "Event_Fixed29", "Event_Fixed29 ·": "Event_Fixed29 ·", "Event_Fixed3": "Event_Fixed3", "Event_Fixed3 ·": "Event_Fixed3 ·", "Event_Fixed30": "Event_Fixed30", "Event_Fixed30 ·": "Event_Fixed30 ·", "Event_Fixed31": "Event_Fixed31", "Event_Fixed31 ·": "Event_Fixed31 ·", "Event_Fixed32": "Event_Fixed32", "Event_Fixed32 ·": "Event_Fixed32 ·", "Event_Fixed33": "Event_Fixed33", "Event_Fixed33 ·": "Event_Fixed33 ·", "Event_Fixed34": "Event_Fixed34", "Event_Fixed34 ·": "Event_Fixed34 ·", "Event_Fixed35": "Event_Fixed35", "Event_Fixed35 ·": "Event_Fixed35 ·", "Event_Fixed36": "Event_Fixed36", "Event_Fixed36 ·": "Event_Fixed36 ·", "Event_Fixed37": "Event_Fixed37", "Event_Fixed37 ·": "Event_Fixed37 ·", "Event_Fixed38": "Event_Fixed38", "Event_Fixed38 -": "Event_Fixed38 -", "Event_Fixed39": "Event_Fixed39", "Event_Fixed39 -": "Event_Fixed39 -", "Event_Fixed4": "Event_Fixed4", "Event_Fixed4 ·": "Event_Fixed4 ·", "Event_Fixed40": "Event_Fixed40", "Event_Fixed40 -": "Event_Fixed40 -", "Event_Fixed41": "Event_Fixed41", "Event_Fixed41 -": "Event_Fixed41 -", "Event_Fixed42": "Event_Fixed42", "Event_Fixed42 -": "Event_Fixed42 -", "Event_Fixed43": "Event_Fixed43", "Event_Fixed43 -": "Event_Fixed43 -", "Event_Fixed44": "Event_Fixed44", "Event_Fixed44 -": "Event_Fixed44 -", "Event_Fixed45": "Event_Fixed45", "Event_Fixed45 -": "Event_Fixed45 -", "Event_Fixed46": "Event_Fixed46", "Event_Fixed46 -": "Event_Fixed46 -", "Event_Fixed47": "Event_Fixed47", "Event_Fixed47 -": "Event_Fixed47 -", "Event_Fixed48": "Event_Fixed48", "Event_Fixed48 -": "Event_Fixed48 -", "Event_Fixed49": "Event_Fixed49", "Event_Fixed49 -": "Event_Fixed49 -", "Event_Fixed5": "Event_Fixed5", "Event_Fixed5 ·": "Event_Fixed5 ·", "Event_Fixed6": "Event_Fixed6", "Event_Fixed6 ·": "Event_Fixed6 ·", "Event_Fixed7": "Event_Fixed7", "Event_Fixed7 ·": "Event_Fixed7 ·", "Event_Fixed8": "Event_Fixed8", "Event_Fixed8 ·": "Event_Fixed8 ·", "Event_Fixed9": "Event_Fixed9", "Event_Fixed9 ·": "Event_Fixed9 ·", "Event_Npc0": "Event_Npc0", "Event_Npc0 ·": "Event_Npc0 ·", "Event_Npc1": "Event_Npc1", "Event_Npc1 ·": "Event_Npc1 ·", "Event_Npc10": "Event_Npc10", "Event_Npc10 ·": "Event_Npc10 ·", "Event_Npc11": "Event_Npc11", "Event_Npc11 ·": "Event_Npc11 ·", "Event_Npc12": "Event_Npc12", "Event_Npc12 ·": "Event_Npc12 ·", "Event_Npc13": "Event_Npc13", "Event_Npc13 ·": "Event_Npc13 ·", "Event_Npc14": "Event_Npc14", "Event_Npc14 ·": "Event_Npc14 ·", "Event_Npc15": "Event_Npc15", "Event_Npc15 ·": "Event_Npc15 ·", "Event_Npc16": "Event_Npc16", "Event_Npc16 ·": "Event_Npc16 ·", "Event_Npc17": "Event_Npc17", "Event_Npc17 ·": "Event_Npc17 ·", "Event_Npc18": "Event_Npc18", "Event_Npc18 ·": "Event_Npc18 ·", "Event_Npc19": "Event_Npc19", "Event_Npc19 ·": "Event_Npc19 ·", "Event_Npc2": "Event_Npc2", "Event_Npc2 ·": "Event_Npc2 ·", "Event_Npc20": "Event_Npc20", "Event_Npc20 ·": "Event_Npc20 ·", "Event_Npc21": "Event_Npc21", "Event_Npc21 ·": "Event_Npc21 ·", "Event_Npc22": "Event_Npc22", "Event_Npc22 ·": "Event_Npc22 ·", "Event_Npc23": "Event_Npc23", "Event_Npc23 ·": "Event_Npc23 ·", "Event_Npc24": "Event_Npc24", "Event_Npc24 ·": "Event_Npc24 ·", "Event_Npc25": "Event_Npc25", "Event_Npc25 ·": "Event_Npc25 ·", "Event_Npc26": "Event_Npc26", "Event_Npc26 ·": "Event_Npc26 ·", "Event_Npc27": "Event_Npc27", "Event_Npc27 -": "Event_Npc27 -", "Event_Npc28": "Event_Npc28", "Event_Npc28 -": "Event_Npc28 -", "Event_Npc3": "Event_Npc3", "Event_Npc3 ·": "Event_Npc3 ·", "Event_Npc4": "Event_Npc4", "Event_Npc4 ·": "Event_Npc4 ·", "Event_Npc5": "Event_Npc5", "Event_Npc5 ·": "Event_Npc5 ·", "Event_Npc6": "Event_Npc6", "Event_Npc6 ·": "Event_Npc6 ·", "Event_Npc7": "Event_Npc7", "Event_Npc7 ·": "Event_Npc7 ·", "Event_Npc8": "Event_Npc8", "Event_Npc8 ·": "Event_Npc8 ·", "Event_Npc9": "Event_Npc9", "Event_Npc9 ·": "Event_Npc9 ·", "Event_Random0": "Event_Random0", "Event_Random0 ·": "Event_Random0 ·", "Event_Random1": "Event_Random1", "Event_Random1 ·": "Event_Random1 ·", "Event_Random10": "Event_Random10", "Event_Random10 -": "Event_Random10 -", "Event_Random11": "Event_Random11", "Event_Random11 -": "Event_Random11 -", "Event_Random12": "Event_Random12", "Event_Random12 -": "Event_Random12 -", "Event_Random13": "무작위 이벤트 13", "Event_Random13 -": "Event_Random13 -", "Event_Random14": "Event_Random14", "Event_Random14 -": "Event_Random14 -", "Event_Random15": "Event_Random15", "Event_Random15 -": "Event_Random15 -", "Event_Random16": "Event_Random16", "Event_Random16 -": "Event_Random16 -", "Event_Random17": "Event_Random17", "Event_Random17 -": "Event_Random17 -", "Event_Random18": "Event_Random18", "Event_Random18 -": "Event_Random18 -", "Event_Random19": "Event_Random19", "Event_Random19 -": "Event_Random19 -", "Event_Random2": "Event_Random2", "Event_Random2 ·": "Event_Random2 ·", "Event_Random3": "Event_Random3", "Event_Random3 ·": "Event_Random3 ·", "Event_Random4": "Event_Random4", "Event_Random4 ·": "Event_Random4 ·", "Event_Random5": "Event_Random5", "Event_Random5 ·": "Event_Random5 ·", "Event_Random6": "Event_Random6", "Event_Random6 ·": "Event_Random6 ·", "Event_Random7": "Event_Random7", "Event_Random7 ·": "Event_Random7 ·", "Event_Random8": "Event_Random8", "Event_Random8 ·": "Event_Random8 ·", "Event_Random9": "Event_Random9", "Event_Random9 -": "Event_Random9 -", "Event_Tutorial0": "Event_Tutorial0", "Event_Tutorial0 ·": "Event_Tutorial0 ·", "Event_Tutorial1": "Event_Tutorial1", "Event_Tutorial1 ·": "Event_Tutorial1 ·", "Event_Tutorial10": "Event_Tutorial10", "Event_Tutorial10 ·": "Event_Tutorial10 ·", "Event_Tutorial11": "Event_Tutorial11", "Event_Tutorial11 ·": "Event_Tutorial11 ·", "Event_Tutorial12": "Event_Tutorial12", "Event_Tutorial12 ·": "Event_Tutorial12 ·", "Event_Tutorial13": "Event_Tutorial13", "Event_Tutorial13 ·": "Event_Tutorial13 ·", "Event_Tutorial14": "Event_Tutorial14", "Event_Tutorial14 ·": "Event_Tutorial14 ·", "Event_Tutorial15": "Event_Tutorial15", "Event_Tutorial15 ·": "Event_Tutorial15 ·", "Event_Tutorial16": "Event_Tutorial16", "Event_Tutorial16 ·": "Event_Tutorial16 ·", "Event_Tutorial2": "Event_Tutorial2", "Event_Tutorial2 ·": "Event_Tutorial2 ·", "Event_Tutorial3": "Event_Tutorial3", "Event_Tutorial3 ·": "Event_Tutorial3 ·", "Event_Tutorial4": "Event_Tutorial4", "Event_Tutorial4 ·": "Event_Tutorial4 ·", "Event_Tutorial5": "Event_Tutorial5", "Event_Tutorial5 ·": "Event_Tutorial5 ·", "Event_Tutorial6": "Event_Tutorial6", "Event_Tutorial6 ·": "Event_Tutorial6 ·", "Event_Tutorial7": "Event_Tutorial7", "Event_Tutorial7 ·": "Event_Tutorial7 ·", "Event_Tutorial8": "Event_Tutorial8", "Event_Tutorial8 ·": "Event_Tutorial8 ·", "Event_Tutorial9": "Event_Tutorial9", "Event_Tutorial9 ·": "Event_Tutorial9 ·", "Events": "이벤트", "Events - Dungeon Settlers Wiki": "이벤트 - 던전 세틀러즈 위키", "Events and quests": "이벤트 및 임무", "Events, quests and decisions": "이벤트, 임무 및 의사결정", "Every 3 basic attacks, deal additional physical damage equal to 30% of physical attack power to the target.": "3번의 기본 공격마다, 대상에게 물리 공격력의 30%에 해당하는 추가 피해량을 입힌다.", "Every 3rd Basic Attack deals up to 120% increased damage based on the target's missing HP.": "3번째 기본 공격마다 대상의 누락된 생명력에 따라 최대 120% 증가된 피해를 입힙니다.", "Every 3rd Basic Attack deals up to 120% increased damage based on the target’s missing HP.": "기본 공격 3회마다 대상의 잃은 생명력에 비례해 최대 120% 증가한 피해를 입힙니다.", "Every 3rd basic: +120% × target-missing%": "3번째 기본마다: +120% × 대상-누락%", "Every 480 in-game minutes": "게임 내 480분마다", "Every 480 in-game minutes; inspect to reveal talents first": "게임 내 480분마다; 먼저 재능을 드러내기 위해 검사", "Every HUD alert the game can raise - 56 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "게임이 띄울 수 있는 모든 HUD 알림입니다 - AlertTable에서 가져온 56개 정의를, 현지화된 이름과 원인, 결과와 함께 연결했습니다. 트리거 열은 게임 내 원본 조건식을 보여줍니다.", "Every HUD alert the game can raise - 57 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "게임이 발생시킬 수 있는 모든 HUD 알림 - AlertTable의 57개 정의, 지역화된 이름, 원인 및 결과와 함께 연결됨. 트리거 열은 원시 게임 내 조건 표현식을 표시합니다.", "Every bindable action in the game (45 actions from the key-input table). All bindings are configurable in-game under Settings > Controls - default keys are not listed here because they are stored per-player (": "게임 내 모든 바인딩 가능한 동작입니다 (키 입력 표 기준 45개 동작). 모든 바인딩은 게임 내 설정 > 조작에서 설정할 수 있으며, 기본 키는 플레이어별로 저장되기 때문에 여기에는 표시되지 않습니다 (", "Every buff/debuff/trait effect in the game": "게임의 모든 버프/디버프/특성 효과", "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "모든 건물: 종류, 건설 비용/작업량, 내구도, 저장공간, 채집 드랍, 특성.", "Every capped effect at a glance": "모든 제한된 효과 한눈에", "Every choice has a cost, and even small waste can lead to downfall.": "모든 선택에는 비용이 있으며, 작은 낭비도 멸망으로 이어질 수 있습니다.", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.26); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "이 페이지의 모든 전투 수치는 게임 자체의 테이블(DS_B.0.3.26)에서 그대로 가져온 것이며, 각 수치 옆에 해당 테이블이나 상수 이름이 표시되어 있습니다. 값은 플레이어 기준 기본값입니다(몬스터는 자체 기본 능력치를 사용합니다). 이는 다음과 동일한 계산식입니다", "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.40); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "이 페이지의 모든 전투 수치는 게임 자체의 테이블(DS_B.0.3.40)에서 그대로 가져온 것이며, 각 수치 옆에 해당 테이블이나 상수 이름이 표시되어 있습니다. 값은 플레이어 기준 기본값입니다(몬스터는 자체 기본 능력치를 사용합니다). 이는 다음과 동일한 계산식입니다", "Every damage instance you take wears": "입는 모든 피해 인스턴스는", "Every damaging option this character has learned, plus its weapon basic attack and any summon - same engine as the Team tab's \"Versus monster\" and the Spell Damage Ranking. Click a row to use that attack in the Weapon comparison below.": "이 캐릭터가 배운 모든 피해 옵션과 무기 기본 공격, 소환수까지 - 팀 탭의 \"몬스터 대비\"와 스킬 피해량 순위와 동일한 엔진입니다. 행을 클릭하면 아래 무기 비교에서 해당 공격을 사용합니다.", "Every dungeon floor tracks a": "모든 던전 층은", "Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over …": "모든 던전 층은 5(완전히 채워짐)에서 0(완전히 고갈됨)까지 내려가는 고갈 카운터를 추적합니다. 같은 층을 반복해서 파밍하면 이 카운터가 줄어들며…", "Every edible item carries a food class in its": "모든 식용 항목은", "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "모든 탐사는 지역의 풀에서 환경 효과 세트를 굴립니다. 높은 전투 난이도 굴림", "Every extracted animation set, one card per monster: idle, movement, attacks, the hit reaction and the death clip, plus any specials (charges, summons, extra attack variants). All sheets come from each unit's AnimatorController in the game data.": "추출된 모든 애니메이션 세트로, 몬스터당 카드 하나입니다: 대기, 이동, 공격, 피격 반응, 사망 클립, 그리고 특수 동작(돌진, 소환, 추가 공격 변형)까지 포함합니다. 모든 시트는 게임 데이터 내 각 유닛의 AnimatorController에서 가져온 것입니다.", "Every figure runs the exact same damage model as the individual": "모든 수치는 개별 주문과 동일한 피해 모델을 실행합니다", "Every hostile creature you actually fight in the demo, minus the two bosses (those are on the": "데모에서 실제로 싸우는 모든 적대적인 생물, 두 보스 제외 (그것들은", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing": "모든 사냥은 부서진 덫과 깊게 패인 발자국을 남겼습니다. {0}은 흙 속의 털과 피 냄새를 살피며 짐승이 어느 방향으로 향했을지 추측했습니다. 성장하면서", "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...": "모든 사냥은 부서진 덫과 깊게 패인 발자국을 남겼습니다. {0}은 흙 속의 털과 피 냄새를 살피며 짐승이 어느 방향으로 향했을지 추측했습니다...", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.26).": "위키의 모든 대화형 계산기를 한 페이지에 모아두었다. 각각은 해당 메커니즘 페이지(제목 아래에 링크됨)에서 실행되는 것과 동일한 컴포넌트이므로, 수치는 항상 일치한다. 모든 값은 게임 자체의 테이블(DS_B.0.3.26)에서 가져온 것이다.", "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.40).": "위키의 모든 대화형 계산기를 한 페이지에 모아두었다. 각각은 해당 메커니즘 페이지(제목 아래에 링크됨)에서 실행되는 것과 동일한 컴포넌트이므로, 수치는 항상 일치한다. 모든 값은 게임 자체의 테이블(DS_B.0.3.40)에서 가져온 것이다.", "Every item drop in build DS_B.0.3.26, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "빌드 DS_B.0.3.26의 모든 아이템 드랍을 출처당 한 행씩 정리했습니다. 아이템, 출처, 지역으로 검색하거나 필터링할 수 있으며, 열 제목을 클릭하면 정렬됩니다(기본 정렬은 아이템 이름순입니다).", "Every item drop in build DS_B.0.3.40, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "빌드 DS_B.0.3.40의 모든 아이템 드랍을 출처당 한 행씩 정리했습니다. 아이템, 출처, 지역으로 검색하거나 필터링할 수 있으며, 열 제목을 클릭하면 정렬됩니다(기본 정렬은 아이템 이름순입니다).", "Every level-up, levels 2 through 12 (11 rolls per career)": "모든 레벨 업, 레벨 2부터 12까지(경력당 11 롤)", "Every minute, all units' Stress increases or decreases by an amount equal to current Mood multiplied by this value. Since Stress must decrease when Mood is greater than 0, this value must be negative by nature.": "매분 모든 유닛의 스트레스는 현재 기분에 이 값을 곱한 만큼 증가하거나 감소한다. 기분이 0보다 클 때는 스트레스가 감소해야 하므로, 이 값은 본질적으로 음수여야 한다.", "Every recruited unit is generated with one background trait, and that background sets which": "모든 모집된 단위는 하나의 배경 특성으로 생성되며, 그 배경은 다음을 결정합니다", "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "각 던전에서 수집할 수 있는 모든 자원, 자원 우선. 각 지역은 하나의 정렬 가능한 테이블로 시작합니다 -", "Every scripted dialog scene in the game, split by how you meet it.": "게임의 모든 스크립트된 대화 장면, 만나는 방식에 따라 분류됨.", "Every second, Wound value on all body parts decreases by {0}% of max health.": "매초 모든 신체 부위의 부상 값이 최대 생명력의 {0}%만큼 감소합니다.", "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "매초 모든 신체 부위가 최대 생명력의 {0}%만큼 생명력 회복 (부상 제외).", "Every settler has a": "모든 정착자는", "Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 make…": "모든 정착민은 관리 레이어 전체를 조용히 움직이는 기분 스탯(UI 상 최대치는 30)을 가집니다. 기분이 0보다 높으면 스트레스가 줄어들고, 기분이 0보다 낮으면…", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.26 - the rest are in the data but gated. See also": "모든 정착민은 생성 시 종족이 결정된다; 종족 특성은 무기/마법 숙련도, 작업 능력 보정치, 재능 판정 범위, 배경 풀, 식습관을 결정한다. DS_B.0.3.26에서는 인간, 리자드맨, 엘프만 모집이 가능하며 - 나머지는 데이터에는 존재하지만 막혀 있다. 다음도 참고하라", "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.40 - the rest are in the data but gated. See also": "모든 정착민은 생성 시 종족이 결정된다; 종족 특성은 무기/마법 숙련도, 작업 능력 보정치, 재능 판정 범위, 배경 풀, 식습관을 결정한다. DS_B.0.3.40에서는 인간, 리자드맨, 엘프만 모집이 가능하며 - 나머지는 데이터에는 존재하지만 막혀 있다. 다음도 참고하라", "Every skill in the game.": "게임의 모든 스킬입니다.", "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "게임에서 추출한 모든 스프라이트 애니메이션, 라이브 재생: 훈련용 허수아비의 히트 반동, 모두", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.26, Steam build 23739108, extracted 2026-07-13). Also see": "아래의 모든 표는 게임 데이터 파일(DS_B.0.3.26, Steam 빌드 23739108, 2026-07-13 추출)에서 파싱한 정확한 JSON입니다. 또한 다음도 참고하세요", "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.40, Steam build 24354931, extracted 2026-07-13). Also see": "아래의 모든 표는 게임 데이터 파일(DS_B.0.3.40, Steam 빌드 24354931, 2026-07-13 추출)에서 파싱한 정확한 JSON입니다. 또한 다음도 참고하세요", "Every table on this site is parsed byte-exact from the game's data files - items, units, skills, drop pools, events, research and more, fully cross-referenced. A colony-sim dungeon crawler by CanOpener -": "이 사이트의 모든 표는 게임 데이터 파일에서 바이트 단위로 정확하게 파싱되었습니다 - 아이템, 유닛, 스킬, 드롭 목록, 이벤트, 연구 등을 완전히 상호 참조합니다. CanOpener 제작의 콜로니 시뮬레이션 던전 크롤러 -", "Every time you deal damage with a basic melee attack, attack speed increases by 2% for 5 seconds. Can increase up to 30%. This effect resets when your position changes.": "기본 근거리 공격으로 피해를 입힐 때마다, 공격 속도가 5초 동안 2% 증가한다. 최대 30%까지 증가할 수 있다. 위치가 변하면 이 효과는 초기화된다.", "Every tree is already active on this background.": "이 배경에서는 모든 트리가 이미 활성화되어 있습니다.", "Every unit has a background - it sets the class trees and the starting gear.": "모든 유닛은 배경을 가지며, 이는 클래스 트리와 시작 장비를 결정합니다.", "Every unit has a background - it sets the class trees and the starting gear. {#} of {#} are in the game for 인간 ({#} hidden: recruit weight {#}, never rolled).": "모든 유닛은 배경을 가지며, 이는 직업 트리와 초기 장비를 결정합니다. 인간의 경우 {#}개 중 {#}개가 게임에 존재합니다 ({#}개 숨김: 모집 가중치 {#}, 절대 뽑히지 않음).", "Every unit has six": "모든 유닛은", "Every unit has six major stats - Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate talent rating for each one. The tal…": "모든 유닛은 힘, 체질, 의지력, 지능, 민첩, 지각이라는 여섯 가지 주요 스탯을 가지며, 각각에 대해 별도의 재능 등급을 가집니다. 재능…", "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "모든 유닛, 건물 및 항목, 엔티티당 컴포넌트 데이터 (스탯, 영향자, 스킬) 포함", "Every value comes straight from the game's own tables (StatusValueTable, GameSystemTable, TraitTable, ItemTable). The in-page self-test checks the maths.": "모든 수치는 게임 자체의 테이블(StatusValueTable, GameSystemTable, TraitTable, ItemTable)에서 직접 가져온 것입니다. 페이지 내 자체 테스트가 계산을 검증합니다.", "Every weapon, piece of armor and workstation has a": "모든 무기, 갑옷 및 작업대는", "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "위의 모든 내용을 한 표에 넣습니다. \"효과\"는 몬스터의 관점입니다 - 얼마나 쉽게 당신을 집어줍니다.", "Everything is generous and abundant.": "모든 것이 넉넉하고 풍부합니다.", "Evolve - Dungeon Settlers Wiki": "진화 - 던전 세틀러즈 위키", "Evolve icon": "진화 아이콘", "Evolves from": "진화:", "Evolves into a stronger form.": "더 강력한 형태로 진화합니다.", "Evolves into:": "진화:", "Example Builds": "예제 빌드", "Example build": "예제 빌드", "Example build loaded.": "예제 빌드가 로드되었습니다.", "Example build: {#}": "예제 빌드: {#}", "Example flat stats": "평면 스탯 예", "Example percent stats": "퍼센트 스탯 예", "Example weapon": "예시 무기", "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "예: 치명타인 47 물리 공격은 47 x 1.5 =", "Examples": "예시", "Exceeding the maximum weight will trigger": "최대 무게를 초과하면 다음이 발동됩니다:", "Exceeding the maximum weight will trigger Overloaded or Severely Overloaded, causing reduced movement speed and other negative penalties.": "최대 무게를 초과하면 과적 또는 심각한 과적 상태가 발생하여 이동 속도 감소 등 부정적인 페널티를 받습니다.", "Exceptional": "수재", "Exceptional Leadership": "뛰어난 통솔", "Execute threshold": "처형 임계값", "Execute threshold = 20% × 600 =": "실행 임계값 = 20% × 600 =", "Executes at <= 20% HP (non-boss)": "<= 20% 생명력에서 실행(보스 제외)", "Executes at ≤ 20% HP (non-boss)": "≤ 20% 생명력에서 실행(보스 제외)", "Executes on the next hit": "다음 공격에 처형됩니다", "Execution - Dungeon Settlers Wiki": "처형 - 던전 세틀러즈 위키", "Execution Skill Tree - Dungeon Settlers Wiki": "처형 스킬 트리 - 던전 세틀러즈 위키", "Execution Skill Tree overview": "처형 스킬 트리 개요", "Execution icon": "처형 아이콘", "Execution skill tree - available, not learned": "처형 스킬 트리 - 습득 가능, 미습득", "Execution tree": "실행 트리", "Execution-tree skill": "실행 트리 스킬", "Executioner - Dungeon Settlers Wiki": "익세큐셔너 - 던전 세틀러즈 위키", "Executioner icon": "익세큐셔너 아이콘", "Executioner worked example.": "처형인 작동 예시.", "Exhausted - Dungeon Settlers Wiki": "탈진 - 던전 세틀러즈 위키", "Exhausted icon": "탈진 아이콘", "Exiled Lord - Dungeon Settlers Wiki": "추방된 군주 - 던전 세틀러즈 위키", "Exiled Lord icon": "추방된 군주 아이콘", "Exiled Warrior - Dungeon Settlers Wiki": "추방된 전사 - 던전 세틀러즈 위키", "Exiled Warrior icon": "추방된 전사 아이콘", "Exp": "경험치", "Exp - Dungeon Settlers Wiki": "경험치 - 던전 세틀러즈 위키", "Exp Gained Bonus": "Exp Gained Bonus", "Exp Gained Bonus - Dungeon Settlers Wiki": "경험치 획득 보너스 - 던전 세틀러즈 위키", "Exp Gained Bonus icon": "경험치 획득 보너스 아이콘", "Exp icon": "경험치 아이콘", "Expand all": "모두 펼치기", "Expand all equipment stats": "모든 장비 스탯 펼치기", "Expected count": "예상 개수", "Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.": "레벨 상한에 도달한 기본 로웰을 기준으로 전투 난이도별 예상 피해량입니다. 메뉴 바에서 설정한 난이도가 강조 표시되며, 저장된 유닛을 선택하면 해당 유닛 고유의 저항을 사용합니다.", "Expected hit against your unit": "당신의 유닛에 대한 예상 피해량", "Expected hit against your unit {#}, per combat difficulty tier. The tier set in the menu bar is highlighted; the cells use this unit's resistances.": "내 유닛 {#}이 받는 예상 피해 (전투 난이도별). 메뉴 바에서 설정한 난이도가 강조되며, 각 칸은 이 유닛의 저항력을 반영합니다.", "Expected per cast": "시전당 예상", "Expected rooms per floor": "층당 예상 방 수", "Expedition Decision": "탐사단 결정", "Expedition Decision Complete": "탐사단 결정 완료", "Expedition Guidelines": "탐사단 지침", "Expedition Horn - Dungeon Settlers Wiki": "탐사단 뿔피리 - 던전 세틀러즈 위키", "Expedition Horn Not Active": "탐사단 혼 미활성", "Expedition Horn Not Active - Dungeon Settlers Wiki": "탐사단 나팔이 활성화되지 않음 - 던전 세틀러즈 위키", "Expedition Horn Not Active icon": "탐사단 나팔이 활성화되지 않음 아이콘", "Expedition Horn icon": "탐사단 뿔피리 아이콘", "Expedition Horn range and area shown on a dungeon room": "던전 방에 표시된 탐사단 뿔의 범위와 영역", "Expedition Member - Dungeon Settlers Wiki": "탐사 인원 - 던전 세틀러즈 위키", "Expedition Member icon": "탐사 인원 아이콘", "Expedition Policy - Dungeon Settlers Wiki": "탐사 방침 - 던전 세틀러즈 위키", "Expedition Policy icon": "탐사 방침 아이콘", "Expedition Rank Increased - Dungeon Settlers Wiki": "탐사단 등급 상승 - 던전 세틀러즈 위키", "Expedition Rank Increased icon": "탐사단 등급 상승 아이콘", "Expedition Rank Up": "탐사단 등급 상승", "Expedition Resolution - Common Mood": "탐사단 해결 - 일반 기분", "Expedition Resolution - Dungeon Settlers Wiki": "탐사단 결단 - 던전 세틀러즈 위키", "Expedition Resolution - Rank 1 Food": "탐사단 해결 - 등급 1 식량", "Expedition Resolution - Rank 1 Level": "탐사단 해결 - 등급 1 레벨", "Expedition Resolution - Rank 1 Research 1": "탐사단 해결 - 등급 1 연구 1", "Expedition Resolution - Rank 1 Research 2": "탐사단 해결 - 등급 1 연구 2", "Expedition Resolution - Rank 1 Research 3": "탐사단 해결 - 등급 1 연구 3", "Expedition Resolution - Rank 1 Research 4": "탐사단 해결 - 등급 1 연구 4", "Expedition Resolution - Rank 1 Research 5": "탐사단 해결 - 등급 1 연구 5", "Expedition Resolution - Rank 1 Research 6": "탐사단 해결 - 등급 1 연구 6", "Expedition Resolution - Rank 1 Resource 1": "탐사단 해결 - 등급 1 자원 1", "Expedition Resolution - Rank 1 Resource 2": "탐사단 해결 - 등급 1 자원 2", "Expedition Resolution - Rank 1 Room Type 1": "탐사단 해결 - 등급 1 방 종류 1", "Expedition Resolution - Rank 1 Room Type 2": "탐사단 해결 - 등급 1 방 종류 2", "Expedition Resolution - Rank 1 Room Type 3": "탐사단 해결 - 등급 1 방 종류 3", "Expedition Resolution - Rank 1 Room Type 4": "탐사단 해결 - 등급 1 방 종류 4", "Expedition Resolution - Rank 1 Room Type 5": "탐사단 해결 - 등급 1 방 종류 5", "Expedition Resolution - Rank 1 Room Type 6": "탐사단 해결 - 등급 1 방 종류 6", "Expedition Resolution - Rank 1 Room Type 7": "탐사단 해결 - 등급 1 방 종류 7", "Expedition Resolution - Rank 2 Elite": "탐사단 해결 - 등급 2 정예", "Expedition Resolution - Rank 2 Food": "탐사단 해결 - 등급 2 식량", "Expedition Resolution - Rank 2 Level": "탐사단 해결 - 등급 2 레벨", "Expedition Resolution - Rank 2 Research 1": "탐사단 해결 - 등급 2 연구 1", "Expedition Resolution - Rank 2 Research 10": "탐사단 해결 - 등급 2 연구 10", "Expedition Resolution - Rank 2 Research 11": "탐사단 해결 - 등급 2 연구 11", "Expedition Resolution - Rank 2 Research 12": "탐사단 해결 - 랭크 2 연구 12", "Expedition Resolution - Rank 2 Research 13": "탐사단 해결 - 랭크 2 연구 13", "Expedition Resolution - Rank 2 Research 14": "탐사단 해결 - 랭크 2 연구 14", "Expedition Resolution - Rank 2 Research 15": "탐사단 해결 - 랭크 2 연구 15", "Expedition Resolution - Rank 2 Research 16": "탐사단 해결 - 랭크 2 연구 16", "Expedition Resolution - Rank 2 Research 2": "탐사단 해결 - 등급 2 연구 2", "Expedition Resolution - Rank 2 Research 3": "탐사단 해결 - 등급 2 연구 3", "Expedition Resolution - Rank 2 Research 4": "탐사단 해결 - 등급 2 연구 4", "Expedition Resolution - Rank 2 Research 5": "탐사단 해결 - 등급 2 연구 5", "Expedition Resolution - Rank 2 Research 6": "탐사단 해결 - 등급 2 연구 6", "Expedition Resolution - Rank 2 Research 7": "탐사단 해결 - 등급 2 연구 7", "Expedition Resolution - Rank 2 Research 8": "탐사단 해결 - 등급 2 연구 8", "Expedition Resolution - Rank 2 Research 9": "탐사단 해결 - 등급 2 연구 9", "Expedition Resolution - Rank 2 Resource 1": "탐사단 해결 - 등급 2 자원 1", "Expedition Resolution - Rank 2 Resource 2": "탐사단 해결 - 등급 2 자원 2", "Expedition Resolution - Rank 2 Room Type 1": "탐사단 해결 - 등급 2 방 종류 1", "Expedition Resolution - Rank 2 Room Type 2": "탐사단 해결 - 등급 2 방 종류 2", "Expedition Resolution - Rank 2 Room Type 3": "탐사단 해결 - 등급 2 방 종류 3", "Expedition Resolution - Rank 2 Room Type 4": "탐사단 해결 - 등급 2 방 종류 4", "Expedition Resolution - Rank 2 Room Type 5": "탐사단 해결 - 등급 2 방 종류 5", "Expedition Resolution - Rank 2 Room Type 6": "탐사단 해결 - 등급 2 방 종류 6", "Expedition Resolution - Rank 2 Room Type 7": "탐사단 해결 - 등급 2 방 종류 7", "Expedition Resolution - Rank 3 Elite": "탐사단 해결 - 랭크 3 정예", "Expedition Resolution - Rank 3 Food": "탐사단 해결 - 랭크 3 식량", "Expedition Resolution - Rank 3 Level": "탐사단 해결 - 랭크 3 레벨", "Expedition Resolution - Rank 3 Research 1": "탐사단 해결 - 랭크 3 연구 1", "Expedition Resolution - Rank 3 Research 2": "탐사단 해결 - 랭크 3 연구 2", "Expedition Resolution - Rank 3 Research 3": "탐사단 해결 - 랭크 3 연구 3", "Expedition Resolution - Rank 3 Research 4": "탐사단 해결 - 랭크 3 연구 4", "Expedition Resolution - Rank 3 Research 5": "탐사단 해결 - 랭크 3 연구 5", "Expedition Resolution - Rank 3 Research 6": "탐사단 해결 - 랭크 3 연구 6", "Expedition Resolution - Rank 3 Research 7": "탐사단 해결 - 랭크 3 연구 7", "Expedition Resolution - Rank 3 Resource 1": "탐사단 해결 - 랭크 3 자원 1", "Expedition Resolution - Rank 3 Resource 2": "탐사단 해결 - 랭크 3 자원 2", "Expedition Resolution - Rank 3 Room Type 1": "탐사단 해결 - 랭크 3 방 타입 1", "Expedition Resolution - Rank 3 Room Type 2": "탐사단 해결 - 랭크 3 방 타입 2", "Expedition Resolution - Rank 3 Room Type 3": "탐사단 해결 - 랭크 3 방 타입 3", "Expedition Resolution - Rank 3 Room Type 4": "탐사단 해결 - 랭크 3 방 타입 4", "Expedition Resolution - Rank 3 Room Type 5": "탐사단 해결 - 랭크 3 방 타입 5", "Expedition Resolution - Rank 3 Room Type 6": "탐사단 해결 - 랭크 3 방 타입 6", "Expedition Resolution - Rank 3 Room Type 7": "탐사단 해결 - 랭크 3 방 타입 7", "Expedition Resolution Complete - Dungeon Settlers Wiki": "탐사단 결단 완료 - 던전 세틀러즈 위키", "Expedition Resolution Complete icon": "탐사단 결단 완료 아이콘", "Expedition Resolution icon": "탐사단 결단 아이콘", "Expedition Resolution quests": "탐사단 해결 임무", "Expedition Resolution scenes": "탐사단 해결 장면", "Expedition Resolution: Common Mood": "탐사단 해결: 일반 기분", "Expedition Resolution: Rank 1 Food": "탐사단 해결: 등급 1 식량", "Expedition Resolution: Rank 1 Level": "탐사단 해결: 등급 1 레벨", "Expedition Resolution: Rank 1 Research 1": "탐사단 해결: 등급 1 연구 1", "Expedition Resolution: Rank 1 Research 2": "탐사단 해결: 등급 1 연구 2", "Expedition Resolution: Rank 1 Research 3": "탐사단 해결: 등급 1 연구 3", "Expedition Resolution: Rank 1 Research 4": "탐사단 해결: 등급 1 연구 4", "Expedition Resolution: Rank 1 Research 5": "탐사단 해결: 등급 1 연구 5", "Expedition Resolution: Rank 1 Research 6": "탐사단 해결: 등급 1 연구 6", "Expedition Resolution: Rank 1 Research 7": "원정대 결의: 등급 1 연구 7", "Expedition Resolution: Rank 1 Resource 1": "탐사단 해결: 등급 1 자원 1", "Expedition Resolution: Rank 1 Resource 2": "탐사단 해결: 등급 1 자원 2", "Expedition Resolution: Rank 1 Room Type 1": "탐사단 해결: 등급 1 방 종류 1", "Expedition Resolution: Rank 1 Room Type 2": "탐사단 해결: 등급 1 방 종류 2", "Expedition Resolution: Rank 1 Room Type 3": "탐사단 해결: 등급 1 방 종류 3", "Expedition Resolution: Rank 1 Room Type 4": "탐사단 해결: 등급 1 방 종류 4", "Expedition Resolution: Rank 1 Room Type 5": "탐사단 해결: 등급 1 방 종류 5", "Expedition Resolution: Rank 1 Room Type 6": "탐사단 해결: 등급 1 방 종류 6", "Expedition Resolution: Rank 1 Room Type 7": "탐사단 해결: 등급 1 방 종류 7", "Expedition Resolution: Rank 2 Elite": "탐사단 해결: 등급 2 정예", "Expedition Resolution: Rank 2 Food": "탐사단 해결: 등급 2 식량", "Expedition Resolution: Rank 2 Level": "탐사단 해결: 등급 2 레벨", "Expedition Resolution: Rank 2 Research 1": "탐사단 해결: 등급 2 연구 1", "Expedition Resolution: Rank 2 Research 10": "탐사단 해결: 등급 2 연구 10", "Expedition Resolution: Rank 2 Research 11": "탐사단 해결: 랭크 2 연구 11", "Expedition Resolution: Rank 2 Research 12": "탐사단 해결: 랭크 2 연구 12", "Expedition Resolution: Rank 2 Research 13": "탐사단 해결: 랭크 2 연구 13", "Expedition Resolution: Rank 2 Research 14": "탐사단 해결: 랭크 2 연구 14", "Expedition Resolution: Rank 2 Research 15": "탐사단 해결: 랭크 2 연구 15", "Expedition Resolution: Rank 2 Research 16": "탐사단 해결: 랭크 2 연구 16", "Expedition Resolution: Rank 2 Research 2": "탐사단 해결: 등급 2 연구 2", "Expedition Resolution: Rank 2 Research 3": "탐사단 해결: 등급 2 연구 3", "Expedition Resolution: Rank 2 Research 4": "탐사단 해결: 등급 2 연구 4", "Expedition Resolution: Rank 2 Research 5": "탐사단 해결: 등급 2 연구 5", "Expedition Resolution: Rank 2 Research 6": "탐사단 해결: 등급 2 연구 6", "Expedition Resolution: Rank 2 Research 7": "탐사단 해결: 등급 2 연구 7", "Expedition Resolution: Rank 2 Research 8": "탐사단 해결: 등급 2 연구 8", "Expedition Resolution: Rank 2 Research 9": "탐사단 해결: 등급 2 연구 9", "Expedition Resolution: Rank 2 Resource 1": "탐사단 해결: 등급 2 자원 1", "Expedition Resolution: Rank 2 Resource 2": "탐사단 해결: 등급 2 자원 2", "Expedition Resolution: Rank 2 Room Type 1": "탐사단 해결: 등급 2 방 종류 1", "Expedition Resolution: Rank 2 Room Type 2": "탐사단 해결: 등급 2 방 종류 2", "Expedition Resolution: Rank 2 Room Type 3": "탐사단 해결: 등급 2 방 종류 3", "Expedition Resolution: Rank 2 Room Type 4": "탐사단 해결: 등급 2 방 종류 4", "Expedition Resolution: Rank 2 Room Type 5": "탐사단 해결: 등급 2 방 종류 5", "Expedition Resolution: Rank 2 Room Type 6": "탐사단 해결: 등급 2 방 종류 6", "Expedition Resolution: Rank 2 Room Type 7": "탐사단 해결: 등급 2 방 종류 7", "Expedition Resolution: Rank 3 Elite": "탐사단 해결: 랭크 3 정예", "Expedition Resolution: Rank 3 Food": "탐사단 해결: 랭크 3 식량", "Expedition Resolution: Rank 3 Level": "탐사단 해결: 랭크 3 레벨", "Expedition Resolution: Rank 3 Research 1": "탐사단 해결: 랭크 3 연구 1", "Expedition Resolution: Rank 3 Research 2": "탐사단 해결: 랭크 3 연구 2", "Expedition Resolution: Rank 3 Research 3": "탐사단 해결: 랭크 3 연구 3", "Expedition Resolution: Rank 3 Research 4": "탐사단 해결: 랭크 3 연구 4", "Expedition Resolution: Rank 3 Research 5": "탐사단 해결: 랭크 3 연구 5", "Expedition Resolution: Rank 3 Research 6": "탐사단 해결: 랭크 3 연구 6", "Expedition Resolution: Rank 3 Research 7": "탐사단 해결: 랭크 3 연구 7", "Expedition Resolution: Rank 3 Resource 1": "탐사단 해결: 랭크 3 자원 1", "Expedition Resolution: Rank 3 Resource 2": "탐사단 해결: 랭크 3 자원 2", "Expedition Resolution: Rank 3 Room Type 1": "탐사단 해결: 랭크 3 방 타입 1", "Expedition Resolution: Rank 3 Room Type 2": "탐사단 해결: 랭크 3 방 타입 2", "Expedition Resolution: Rank 3 Room Type 3": "탐사단 해결: 랭크 3 방 타입 3", "Expedition Resolution: Rank 3 Room Type 4": "탐사단 해결: 랭크 3 방 타입 4", "Expedition Resolution: Rank 3 Room Type 5": "탐사단 해결: 랭크 3 방 타입 5", "Expedition Resolution: Rank 3 Room Type 6": "탐사단 해결: 랭크 3 방 타입 6", "Expedition Resolution: Rank 3 Room Type 7": "탐사단 해결: 랭크 3 방 타입 7", "Expedition Resolutions": "원정 해결 방안", "Expedition Resolutions running as quests - see the": "임무로 실행되는 탐사단 해결 - 참고:", "Expedition decision start status": "탐사단 결단 시작여부", "Expedition members construct the building over time.": "탐사단 멤버는 시간이 지남에 따라 건물을 건설합니다.", "Expedition: worsens the longer a unit stays in the dungeon": "탐사단: 유닛이 던전에 머물수록 악화됨", "ExpeditionHorn": "ExpeditionHorn", "ExpeditionHornNotActive": "ExpeditionHornNotActive", "ExpeditionTeamSupport3": "ExpeditionTeamSupport3", "Expeditions drain mood": "탐사단은 기분을 소진합니다", "ExpireSpeed - Dungeon Settlers Wiki": "파기 속도 - 던전 세틀러즈 위키", "ExpireSpeed icon": "파기 속도 아이콘", "Expires after": "만료 후", "Explode": "폭발", "Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting": "폭발하여 근처 적에게 마법 공격력의 100%만큼 마법 피해를 입히고 다음을 부여합니다:", "Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, and granting Barrier equal to 150% of your magic attack power to nearby allies for 10 seconds.": "폭발하여 주변 적에게 자신의 마법 공격력의 100%에 해당하는 마법 피해를 입히고, 주변 아군에게 자신의 마법 공격력의 150%에 해당하는 배리어를 10초 동안 부여합니다.", "Explodes, dealing 100% of your magic attack power as magic damage to nearby enemies, an…": "폭발하여 마법 공격력의 100%만큼 근처 적에게 마법 피해를 주고…", "Explosion - Dungeon Settlers Wiki": "익스플로전 - 던전 세틀러즈 위키", "Explosion icon": "익스플로전 아이콘", "Explosion range and area shown on a dungeon room": "던전 방에서 표시된 폭발 범위 및 영역", "Explosion ×1, Spitting ×1": "폭발 ×1, 침뱉기 ×1", "Explosive Corpse - Dungeon Settlers Wiki": "폭발성 시체 - 던전 세틀러즈 위키", "Explosive Corpse icon": "폭발성 시체 아이콘", "Exposed": "노출", "Exposed Flaw - Dungeon Settlers Wiki": "빈틈 - 던전 세틀러즈 위키", "Exposed Flaw icon": "빈틈 아이콘", "Exposed to player": "플레이어에게 노출", "Exposure to the dungeon's twisted magic gradually erodes sanity over time.": "던전의 왜곡된 마법 노출은 시간이 지남에 따라 정신을 점진적으로 침식합니다.", "Extra Bubble - Dungeon Settlers Wiki": "엑스트라 버블 - 던전 세틀러즈 위키", "Extra Bubble icon": "엑스트라 버블 아이콘", "Extra durability-loss reduction": "추가 내구도 손실 감소", "Extra skill tree:": "추가 스킬 트리:", "Extra skill trees": "추가 스킬 트리", "Extraction date": "추출 날짜", "Extreme Exhaustion (Sleep speech bubble persists)": "극도의 피로 (수면 말풍선 지속)", "Extreme Hunger (Warning, prints once)": "극도의 배고픔 (경고, 1회 표시)", "Eye Ball Fixed": "눈알 고정", "Eye Ball Random": "눈알 랜덤", "Eye Ball Soul": "눈알 영혼", "Eye Ball Soul - 던전 세틀러즈 위키": "Eye Ball Soul - 던전 세틀러즈 위키", "Eye Ball Soul 던전 방 기준 사거리 및 범위": "Eye Ball Soul 던전 방 기준 사거리 및 범위", "Eye Ball Soul 아이콘": "Eye Ball Soul 아이콘", "Eye Ball Soul의 사거리 및 범위": "Eye Ball Soul의 사거리 및 범위", "Eyeball": "눈알", "Eyeball soul": "눈알 영혼", "Eyeball soul stone": "눈알 영혼석", "Eyes": "눈", "F1 0% · F2 0% · F3 0% · F4 0%": "F1 0% · F2 0% · F3 0% · F4 0%", "F1 0% · F2 100% · F3 0% · F4 100%": "F1 0% · F2 100% · F3 0% · F4 100%", "F1 0% · F2 20% · F3 20% · F4 20% · F5 20%": "F1 0% · F2 20% · F3 20% · F4 20% · F5 20%", "F1 0% · F2 26% · F3 0% · F4 26%": "F1 0% · F2 26% · F3 0% · F4 26%", "F1 0% · F2 26% · F3 0% · F4 9%": "F1 0% · F2 26% · F3 0% · F4 9%", "F1 0% · F2 29% · F3 0% · F4 10%": "F1 0% · F2 29% · F3 0% · F4 10%", "F1 0% · F2 29% · F3 0% · F4 29%": "F1 0% · F2 29% · F3 0% · F4 29%", "F1 0% · F2 9% · F3 0% · F4 3%": "F1 0% · F2 9% · F3 0% · F4 3%", "F1 0% · F2 9% · F3 0% · F4 9%": "F1 0% · F2 9% · F3 0% · F4 9%", "F1 10% · F2 11%": "F1 10% · F2 11%", "F1 100%": "F1 100%", "F1 100% · F2 100%": "F1 100% · F2 100%", "F1 100% · F2 100% · F3 100% · F4 100%": "F1 100% · F2 100% · F3 100% · F4 100%", "F1 100% · F2 100% · F3 100% · F4 100% · F5 100% · F6 100% · F7 100% · F8 100% · F9 100% · F10 100%": "F1 100% · F2 100% · F3 100% · F4 100% · F5 100% · F6 100% · F7 100% · F8 100% · F9 100% · F10 100%", "F1 100% · F2 100% · F4 100%": "F1 100% · F2 100% · F4 100%", "F1 11% · F2 13% · F3 12% · F4 12%": "F1 11% · F2 13% · F3 12% · F4 12%", "F1 12% · F2 12%": "F1 12% · F2 12%", "F1 17% · F2 11%": "F1 17% · F2 11%", "F1 17% · F2 11% · F3 17% · F4 11%": "F1 17% · F2 11% · F3 17% · F4 11%", "F1 18% · F2 12% · F3 18% · F4 22%": "F1 18% · F2 12% · F3 18% · F4 22%", "F1 18% · F2 4% · F3 18% · F4 13%": "F1 18% · F2 4% · F3 18% · F4 13%", "F1 19%": "F1 19%", "F1 2% · F2 2%": "F1 2% · F2 2%", "F1 24%": "F1 24%", "F1 24% · F2 10% · F3 10% · F4 9% · F5 0%": "F1 24% · F2 10% · F3 10% · F4 9% · F5 0%", "F1 25% · F2 13%": "F1 25% · F2 13%", "F1 25% · F2 13% · F3 10%": "F1 25% · F2 13% · F3 10%", "F1 34% · F2 37%": "F1 34% · F2 37%", "F1 34% · F2 37% · F3 35% · F4 34%": "F1 34% · F2 37% · F3 35% · F4 34%", "F1 38%": "F1 38%", "F1 39% · F2 50% · F3 43% · F4 25%": "F1 39% · F2 50% · F3 43% · F4 25%", "F1 39% · F2 53%": "F1 39% · F2 53%", "F1 39% · F2 53% · F3 86% · F4 84%": "F1 39% · F2 53% · F3 86% · F4 84%", "F1 50%": "F1 50%", "F1 50% · F2 12% · F3 50% · F4 12%": "F1 50% · F2 12% · F3 50% · F4 12%", "F1 59% · F2 15% · F3 59% · F4 44%": "F1 59% · F2 15% · F3 59% · F4 44%", "F1 59% · F2 39% · F3 59% · F4 61%": "F1 59% · F2 39% · F3 59% · F4 61%", "F1 6% · F2 1% · F3 6% · F4 4%": "F1 6% · F2 1% · F3 6% · F4 4%", "F1 6% · F2 4% · F3 10% · F4 10% · F5 0%": "F1 6% · F2 4% · F3 10% · F4 10% · F5 0%", "F1 6% · F2 4% · F3 6% · F4 8%": "F1 6% · F2 4% · F3 6% · F4 8%", "F1 6% · F2 6%": "F1 6% · F2 6%", "F1 8% · F2 3% · F3 7% · F4 7% · F5 7%": "F1 8% · F2 3% · F3 7% · F4 7% · F5 7%", "F10 100%": "F10 100%", "F2 0% · F3 0% · F4 0% · F5 0%": "F2 0% · F3 0% · F4 0% · F5 0%", "F2 1% · F3 1% · F4 1% · F5 0%": "F2 1% · F3 1% · F4 1% · F5 0%", "F2 1% · F3 1% · F4 1% · F5 1%": "F2 1% · F3 1% · F4 1% · F5 1%", "F2 10% · F3 10% · F4 9% · F5 0%": "F2 10% · F3 10% · F4 9% · F5 0%", "F2 100%": "F2 100%", "F2 11%": "F2 11%", "F2 15% · F3 15% · F4 13% · F5 0%": "F2 15% · F3 15% · F4 13% · F5 0%", "F2 16% · F3 16% · F4 15%": "F2 16% · F3 16% · F4 15%", "F2 17%": "F2 17%", "F2 2%": "F2 2%", "F2 21%": "F2 21%", "F2 21% · F3 47% · F4 47% · F5 0%": "F2 21% · F3 47% · F4 47% · F5 0%", "F2 25%": "F2 25%", "F2 26%": "F2 26%", "F2 3% · F3 3% · F4 3% · F5 0%": "F2 3% · F3 3% · F4 3% · F5 0%", "F2 37%": "F2 37%", "F2 37% · F3 35% · F4 34%": "F2 37% · F3 35% · F4 34%", "F2 38% · F3 30% · F4 36%": "F2 38% · F3 30% · F4 36%", "F2 4% · F3 10% · F4 10% · F5 0%": "F2 4% · F3 10% · F4 10% · F5 0%", "F2 4% · F3 3% · F4 3% · F5 0%": "F2 4% · F3 3% · F4 3% · F5 0%", "F2 8% · F3 7% · F4 7% · F5 7%": "F2 8% · F3 7% · F4 7% · F5 7%", "F3 0% · F4 0%": "F3 0% · F4 0%", "F3 10%": "F3 10%", "F3 10% · F4 10%": "F3 10% · F4 10%", "F3 10% · F4 10% · F5 0%": "F3 10% · F4 10% · F5 0%", "F3 10% · F4 9% · F5 0%": "F3 10% · F4 9% · F5 0%", "F3 100%": "F3 100%", "F3 16% · F4 15%": "F3 16% · F4 15%", "F3 17% · F4 11%": "F3 17% · F4 11%", "F3 2% · F4 2%": "F3 2% · F4 2%", "F3 20% · F4 25%": "F3 20% · F4 25%", "F3 26% · F4 25%": "F3 26% · F4 25%", "F3 35% · F4 34%": "F3 35% · F4 34%", "F3 41% · F4 39%": "F3 41% · F4 39%", "F3 5% · F4 6%": "F3 5% · F4 6%", "F3 6% · F4 3%": "F3 6% · F4 3%", "F3 8% · F4 8%": "F3 8% · F4 8%", "F3 9%": "F3 9%", "F3 91%": "F3 91%", "F4 1%": "F4 1%", "F4 100%": "F4 100%", "F4 3%": "F4 3%", "F4 33%": "F4 33%", "F4 57%": "F4 57%", "F4 9% · F5 0%": "F4 9% · F5 0%", "F5 100%": "F5 100%", "F6 100%": "F6 100%", "F7 100%": "F7 100%", "F8 100%": "F8 100%", "F9 100%": "F9 100%", "FEMALE (1)": "여성 (1)", "FEMALE (11)": "여성(11)", "FEMALE (66)": "여성 (66)", "FEMALE (67)": "여성 (67)", "FEMALE (68)": "여성(68)", "FIRST KILL BONUS": "첫 처치 보너스", "FIRST KILL ONLY (one time)": "첫 킬 전용 (1회)", "FOR DEV": "FOR DEV", "FXTest": "FXTest", "Face": "얼굴", "Faction": "진영", "FactionCoin": "FactionCoin", "Faction_": "Faction_", "Factor": "요소", "FadeTime": "FadeTime", "Faded Crystal Ball - Dungeon Settlers Wiki": "빛바랜 수정구 - 던전 세틀러즈 위키", "Faded Crystal Ball icon": "빛바랜 수정구 아이콘", "Fallenl Pillar1": "떨어진 기둥1", "Fallenl Pillar1 - Dungeon Settlers Wiki": "쓰러진 기둥1 - 던전 세틀러즈 위키", "Farm (1)": "농장 (1)", "Farm - Dungeon Settlers Wiki": "밭 - 던전 세틀러즈 위키", "Farmed": "재배", "Farming - Dungeon Settlers Wiki": "농사 - 던전 세틀러즈 위키", "Farming Capability - Dungeon Settlers Wiki": "농사 능력치 - 던전 세틀러즈 위키", "Farming Capability icon": "농사 능력치 아이콘", "Farming one floor to 0": "한 층을 0으로 농사", "FarmingCapability": "FarmingCapability", "FarmingTable.json": "FarmingTable.json", "Farmland - Dungeon Settlers Wiki": "밭 - 던전 세틀러즈 위키", "Farmland icon": "밭 아이콘", "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "이 공격이 도달할 수 있는 최대 거리(타일)입니다. 1 = 근접(인접).", "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "이 스킬이 도달할 수 있는 최대 거리(타일 단위)입니다. 1 = 근접(인접 칸); 0 = 자신 / 시전자를 중심으로 함.", "Fast Hand - Dungeon Settlers Wiki": "패스트 핸드 - 던전 세틀러즈 위키", "Fast Hand icon": "패스트 핸드 아이콘", "Fast Recovery": "빠른 회복", "Fast learner but burns out: Humans gain the": "빠른 학습자이지만 지침: 인간은", "Fast learner but burns out: Humans gain the [Growth Fatigue] debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "빠른 학습, 그러나 번아웃: 인간은 최대 경험치에 도달하면 [성장 피로] 디버프를 얻으며, 이는 빠른 레벨업에 대한 균형 장치입니다.", "FatUnisex": "FatUnisex", "Fatal Verdict - Dungeon Settlers Wiki": "페이탈 버딕트 - 던전 세틀러즈 위키", "Fatal Verdict icon": "페이탈 버딕트 아이콘", "Faylen, Rubarae, Elyon, Imizael, Ashera, Phelorna, Zilyana, Vianola, Alyndra, Serhael, Lisariel, Taelwis, Elysael, Myrwen, Calienna, Oriella, Ellarien, Kaerisa, Liandra, Sereilia, Orphia, Velinea, Arisael, Calienna, Sylarena, Iola, Ellawien, Tyriel, Myrseira, Rovellian, Adriel, Serianna, Calisera, Ellphia, Naerolin, Bielisa, Ariella, Letisia, Siluena, Perianna, Iseria, Oraphilia, Elenora, Sailena, Lubiena, Abelisa, Ari, Ira, Luna, Niel, Sael, Ella, Lani, Mira, Risa, Nora, Adela, Calian, Elisa, Rianna, Durie, Velia, Tirael, Sophira, Zenia, Rosera": "Faylen, Rubarae, Elyon, Imizael, Ashera, Phelorna, Zilyana, Vianola, Alyndra, Serhael, Lisariel, Taelwis, Elysael, Myrwen, Calienna, Oriella, Ellarien, Kaerisa, Liandra, Sereilia, Orphia, Velinea, Arisael, Calienna, Sylarena, Iola, Ellawien, Tyriel, Myrseira, Rovellian, Adriel, Serianna, Calisera, Ellphia, Naerolin, Bielisa, Ariella, Letisia, Siluena, Perianna, Iseria, Oraphilia, Elenora, Sailena, Lubiena, Abelisa, Ari, Ira, Luna, Niel, Sael, Ella, Lani, Mira, Risa, Nora, Adela, Calian, Elisa, Rianna, Durie, Velia, Tirael, Sophira, Zenia, Rosera", "Feature request": "기능 요청", "Feed": "먹이주기", "Feedback": "피드백", "Feedback & Bug Reports": "피드백 및 버그 신고", "Feedback & Bug Reports - Dungeon Settlers Wiki": "피드백 및 버그 신고 - 던전 세틀러즈 위키", "FeedingWorkload": "FeedingWorkload", "Feels damp and slippery to the touch.": "촉감이 축축하고 미끄럽습니다.", "Female": "여성", "Female Gloth - Dungeon Settlers Wiki": "암컷 글로트 - 던전 세틀러즈 위키", "Female Gloth Random1": "암컷 글로트 랜덤1", "Female Gloth Random2": "암컷 글로트 Random2", "Female Gloth icon": "암컷 글로트 아이콘", "Female Gloth variant": "암컷 글로트 변형", "Female Gloths": "암컷 Gloth", "FemaleGloth": "FemaleGloth", "Female_Aggressive": "Female_Aggressive", "Female_Cautious": "Female_Cautious", "Female_Cool": "Female_Cool", "Female_Kind": "Female_Kind", "Female_leisurely": "Female_leisurely", "Ferocity - Dungeon Settlers Wiki": "흉폭함 - 던전 세틀러즈 위키", "Ferocity icon": "흉폭함 아이콘", "Fertile Farmland 1": "비옥한 농지 1", "Fertile Farmland 2": "비옥한 농지 2", "Fertile Farmland 3": "비옥한 농지 3", "Fertile Farmland 4": "비옥한 농지 4", "Fertile Farmland 5": "비옥한 농지 5", "Fertility - Dungeon Settlers Wiki": "비옥함 - 던전 세틀러즈 위키", "Fertility icon": "비옥함 아이콘", "Festering Burrow": "문드러진 땅굴", "Festering Burrow (11)": "곪아있는 굴 (11)", "Festering Burrow Common Combat Middle1": "문드러진 땅굴 공통 전투 중간1", "Festering Burrow Common Combat Middle2": "문드러진 땅굴 공통 전투 중간2", "Festering Burrow Common Combat Middle4": "고름 나는 굴 일반 전투 중간4", "Festering Burrow Common Combat Middle5": "썩은 굴 공통 전투 Middle5", "Festering Burrow Common Combat Middle6": "고름 나는 굴 일반 전투 중간6", "Festering Burrow Common Combat Middle7": "썩은 굴 공통 전투 Middle7", "Festering Burrow Common Combat Small1": "고름 구멍 일반 전투 작음1", "Festering Burrow Common Combat Small3": "고름 나는 굴 공통 전투 소형3", "Festering Burrow Common Combat Small4": "고름 나는 굴 일반 전투 작음4", "Festering Burrow Common Core1": "문드러진 땅굴 공통 중심1", "Festering Burrow Common Elite Elder Gloth1": "고름 나는 굴 일반 정예 장로 글로트1", "Festering Burrow Common Elite Middle1": "썩은 굴 공통 엘리트 Middle1", "Festering Burrow Common Elite Treasure Luxurious1": "고름 나는 굴 공통 엘리트 보물 호화1", "Festering Burrow Common Elite Treasure Luxurious2": "고름 나는 굴 공통 엘리트 보물 호화2", "Festering Burrow Common Elite Treasure Modest1": "고름 구멍 일반 엘리트 보물 수수한1", "Festering Burrow Common Elite Treasure Sturdy1": "고름 구멍 일반 엘리트 보물 튼튼1", "Festering Burrow Common Elite Treasure Sturdy2": "고름 구멍 일반 엘리트 보물 튼튼2", "Festering Burrow Common Event Abandoned Campsite": "썩은 굴 공통 이벤트 포기된 야영지", "Festering Burrow Common Event Abandoned Room1": "고름 나는 굴 일반 이벤트 버려진 방1", "Festering Burrow Common Event Codex Level2": "고름 나는 굴 공통 이벤트 전서 레벨2", "Festering Burrow Common Event Devric Worship Site": "문드러진 땅굴 공통 이벤트 데브릭 신전", "Festering Burrow Common Event Dirty Corpses": "문드러진 땅굴 흔한 이벤트 오염된 시체", "Festering Burrow Common Event Discarded Magic Power Device": "고름 나는 굴 공통 이벤트 버려진 마법 전력 장치", "Festering Burrow Common Event Discarded Specimen": "문드러진 땅굴 공통 이벤트 폐기된 표본", "Festering Burrow Common Event Goblin Village Stage1": "썩은 굴 보통 이벤트 고블린 마을 1단계", "Festering Burrow Common Event Goblin Village Stage2": "썩은 굴 보통 이벤트 고블린 마을 2단계", "Festering Burrow Common Event Junk Heap1": "문드러진 땅굴 공통 이벤트 쓰레기더미1", "Festering Burrow Common Event Junk Heap2": "문드러진 땅굴 공통 이벤트 쓰레기더미2", "Festering Burrow Common Event Junk Heap3": "문드러진 땅굴 공통 이벤트 쓰레기더미3", "Festering Burrow Common Event Magic Scrap Pile": "문드러진 땅굴 일반 이벤트 마법 자투리 더미", "Festering Burrow Common Event Meat Grub1": "고름 나는 굴 일반 이벤트 고기 애벌레1", "Festering Burrow Common Event Meat Grub2": "고름 나는 굴 일반 이벤트 고기 애벌레2", "Festering Burrow Common Event Merchant": "고름 나는 굴 일반 이벤트 상인", "Festering Burrow Common Event Strange Niche": "문드러진 땅굴 공통 이벤트 기이한 틈새", "Festering Burrow Common Event Xenon": "고름이 흐르는 굴 흔한 이벤트 제논", "Festering Burrow Common Goddess": "고름 나는 굴 공통 여신", "Festering Burrow Common Hard Combat Middle1": "고름 나는 굴 일반 어려움 전투 중간1", "Festering Burrow Common Hard Combat Middle2": "고름 나는 굴 일반 어려움 전투 중간2", "Festering Burrow Common Resource Copper": "썩은 굴 공통 자원 구리", "Festering Burrow Common Resource Dirt Rock1": "고름 나는 굴 일반 자원 흙 바위1", "Festering Burrow Common Resource Dirt Rock2": "고름 나는 굴 일반 자원 흙 바위2", "Festering Burrow Common Resource Dirt Rock3": "고름 나는 굴 일반 자원 흙 바위3", "Festering Burrow Common Resource Mushroom": "썩은 굴 공통 자원 버섯", "Festering Burrow Common Treasure Luxurious1": "고름 나는 굴 공통 보물 호화1", "Festering Burrow Common Treasure Modest1": "고름 구멍 일반 보물 수수한1", "Festering Burrow Common Treasure Sturdy1": "고름 구멍 일반 보물 튼튼1", "Festering Burrow Common Treasure Sturdy2": "고름 구멍 일반 보물 튼튼2", "Festering Burrow F1-F3": "고름 나는 굴 F1-F3", "Festering Burrow F1-F4": "문드러진 땅굴 F1-F4", "Festering Burrow F2": "화농성 굴착 F2", "Festering Burrow F2-F4": "썩은 굴 F2-F4", "Festering Burrow F3-F4": "문드러진 땅굴 F3-F4", "Festering Burrow F4": "문드러진 땅굴 F4", "Festering Burrow F5": "썩은 굴 F5", "Festering Burrow F{#}": "문드러진 땅굴 F{#}", "Festering Burrow F{#}-F{#}": "문드러진 땅굴 F{#}-F{#}", "Festering Burrow Merchant": "썩은 굴 상인", "Festering Burrow Merchant - Dungeon Settlers Wiki": "곪는 굴 상인 - 던전 세틀러즈 위키", "Festering Burrow Merchant icon": "곪는 굴 상인 icon", "Festering Burrow Phase1 Combat1": "곪은 굴 1단계 전투1", "Festering Burrow Phase1 Combat2": "곪은 굴 1단계 전투2", "Festering Burrow Phase1 Combat3": "문드러진 땅굴 페이즈1 전투3", "Festering Burrow Phase1 Hard Combat1": "문드러진 땅굴 페이즈1 Hard 전투1", "Festering Burrow Phase1 Hard Combat2": "문드러진 땅굴 페이즈1 Hard 전투2", "Festering Burrow Phase1 Hard Combat3": "곪은 굴 1단계 어려움 전투3", "Festering Burrow Phase2 Combat1": "문드러진 땅굴 페이즈2 전투1", "Festering Burrow Phase2 Combat2": "곪은 굴 2단계 전투2", "Festering Burrow Phase2 Combat3": "문드러진 땅굴 페이즈2 전투3", "Festering Burrow Phase2 Combat4": "문드러진 땅굴 페이즈2 전투4", "Festering Burrow Phase2 Combat5": "문드러진 땅굴 페이즈2 전투5", "Festering Burrow Phase2 Hard Combat1": "문드러진 땅굴 페이즈2 Hard 전투1", "Festering Burrow Phase2 Hard Combat2": "문드러진 땅굴 페이즈2 Hard 전투2", "Festering Burrow Phase2 Hard Combat3": "문드러진 땅굴 페이즈2 Hard 전투3", "Festering Burrow Phase2 Hard Combat4": "문드러진 땅굴 페이즈2 Hard 전투4", "Festering Burrow Phase3 Combat1": "문드러진 땅굴 페이즈3 전투1", "Festering Burrow Phase3 Combat2": "문드러진 땅굴 페이즈3 전투2", "Festering Burrow Phase3 Combat3": "문드러진 땅굴 페이즈3 전투3", "Festering Burrow Phase3 Combat4": "문드러진 땅굴 페이즈3 전투4", "Festering Burrow Phase3 Combat5": "문드러진 땅굴 페이즈3 전투5", "Festering Burrow Phase3 Combat6": "문드러진 땅굴 페이즈3 전투6", "Festering Burrow Phase3 Hard Combat1": "문드러진 땅굴 페이즈3 Hard 전투1", "Festering Burrow Phase3 Hard Combat2": "문드러진 땅굴 페이즈3 Hard 전투2", "Festering Burrow Phase3 Hard Combat3": "문드러진 땅굴 페이즈3 Hard 전투3", "Festering Burrow Phase4 Combat1": "문드러진 땅굴 페이즈4 전투1", "Festering Burrow Phase4 Combat2": "문드러진 땅굴 페이즈4 전투2", "Festering Burrow Phase4 Combat3": "문드러진 땅굴 페이즈4 전투3", "Festering Burrow Phase4 Combat4": "문드러진 땅굴 페이즈4 전투4", "Festering Burrow Phase4 Combat5": "문드러진 땅굴 페이즈4 전투5", "Festering Burrow Phase4 Hard Combat1": "문드러진 땅굴 페이즈4 Hard 전투1", "Festering Burrow Phase4 Hard Combat2": "문드러진 땅굴 페이즈4 Hard 전투2", "Festering Burrow Phase4 Hard Combat3": "문드러진 땅굴 페이즈4 Hard 전투3", "Festering Burrow Phase4 Hard Combat4": "문드러진 땅굴 페이즈4 Hard 전투4", "Festering Burrow Phase4 Hard Combat5": "문드러진 땅굴 페이즈4 Hard 전투5", "Festering Burrow Safe Floor Giant Stone Golem": "문드러진 땅굴의 안전층 거대 스톤 골렘", "Festering Burrow is unreachable in the stock demo": "문드러진 땅굴은 주식 데모에서 도달 불가능합니다", "Festering Burrow never unlocks": "썩는 굴은 절대 잠금 해제되지 않습니다", "Festering Burrow only opens after The Veil of Silence is cleared. In the stock demo that clear cannot happen (its boss room needs floor phase 5; the region caps at phase 4), so these routes are reachable only once the region is unlocked - see": "문드러진 땅굴(Festering Burrow)은 침묵의 장막(The Veil of Silence)을 클리어해야만 열린다. 기본 데모에서는 그 클리어가 불가능하므로(보스방이 층 페이즈 5를 요구하지만, 이 지역은 페이즈 4가 상한이다), 이 경로들은 지역이 해금되어야만 접근할 수 있다 - 참고", "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "문드러진 땅굴 한정: 이곳의 몬스터는 최대 생명력 +10%를 얻습니다. 야수의 숲(다른 지역)과 중첩됩니다. 침묵의 장막이나 다른 지역에는 효과가 없습니다.", "Festering Burrow template": "문드러진 땅굴 템플릿", "Festering Burrow ·": "문드러진 땅굴 ·", "Festering Burrow's safe floor is the Golem memorial.": "문드러진 땅굴의 안전 층은 골렘 기념비입니다.", "Festering Burrow_Phase 1_Normal Battle 1": "곪은 굴_1단계_일반 전투 1", "Festering Burrow_Phase 1_Normal Battle 2": "곪은 굴_1단계_일반 전투 2", "Festering Burrow_Phase 2_Normal Battle 1": "문드러진 땅굴_Phase 2_보통 전투 1", "Festering Burrow_Phase 2_Normal Battle 2": "곪은 굴_2단계_일반 전투 2", "Festering Burrow_Phase 3_Normal Battle 1": "Festering Burrow_Phase 3_Normal Battle 1", "Festering Burrow_Phase 3_Normal Battle 2": "Festering Burrow_Phase 3_Normal Battle 2", "Festering Burrow_Phase 3_Normal Battle 3": "문드러진 땅굴_Phase 3_보통 전투 3", "FesteringBurrow": "FesteringBurrow", "Fighter 2 + Slime 3 = 35.5": "싸움꾼2+슬라임3 = 35.5", "Fighter 3 + Thrower 1 = 28.5": "싸움꾼3+투척꾼1 = 28.5", "File": "파일", "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "필러/중첩은 근사치입니다: 기본 공격과 스킬 시전은 프레임 단위로 정확한 타임라인이 아니라 독립적인 흐름으로 합산됩니다.", "Fills hunger and gains mood.": "배고픔을 채우고 기분을 얻습니다.", "Filter backgrounds by the stat bonus they grant": "부여하는 능력치 보너스로 배경 필터링", "Filter backgrounds or trees…": "배경 또는 트리 필터...", "Filter buildings…": "건물 필터링...", "Filter by item, node or monster...": "아이템, 노드 또는 몬스터로 필터링...", "Filter by key or comment…": "키 또는 댓글로 필터링...", "Filter by name or dropped item...": "이름 또는 드롭된 아이템으로 필터링...", "Filter by name or trait...": "이름 또는 특성으로 필터링...", "Filter events…": "이벤트 필터링...", "Filter research…": "연구 필터링…", "Filter resolutions…": "해결 방법 필터링…", "Filter tables...": "표 필터링...", "Filter the grid below by name or effect...": "아래 목록을 이름 또는 효과로 필터링...", "Filter…": "필터...", "Final Damage Final Multiplier - Dungeon Settlers Wiki": "최종 데미지 최종 배율 - 던전 세틀러즈 위키", "Final Damage Final Multiplier icon": "최종 데미지 최종 배율 아이콘", "Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills)": "최종 스탯 시스템 기본값(주의: 현재 설계상 생명력 스탯의 기본값은 반드시 0으로 설정해야 합니다. 기본값은 이후 스킬에서 처리되기 때문입니다)", "Final Stat system default value (Displayed as F0)": "최종능력치 시스템 기본값 (F0로 표시)", "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "최종능력치 시스템 기본값 (F0로 표시) 분당 회복량 (기본적으로는 감소)", "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "최종 능력치 시스템 기본값 (F0으로 표시됨; 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)", "Final Stat system default value (Displayed as F1 percent)": "최종능력치 시스템 기본값 (F1 퍼센트로 표시)", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "최종 능력치 시스템 기본값 (F1 백분율로 표시됨) 참고: 자연으로 변경 필요", "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "최종 능력치 시스템 기본값 (F1 백분율로 표시됨) 참고: 물로 변경 필요", "Final Stat system default value (Displayed as F1)": "최종능력치 시스템 기본값 (표기F1)", "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "최종 능력치 시스템 기본값 (F2으로 표시됨) 1배 속도에서 실시간 1초당 타격 수", "Final stat": "최종 능력치", "FinalStats_": "FinalStats_", "Finally, I got some recognition.": "드디어 인정받았습니다.", "Finally, some recognition.": "드디어, 인정받다.", "Find Endorsi in The Veil of Silence - she waits in her own event room (": "침묵의 장막에서 엔도르시를 찾으세요 - 그녀는 자신의 이벤트 방에서 기다립니다 (", "Find Endorsi in 침묵의 장막 - she waits in her own event room (": "침묵의 장막에서 엔도르시를 찾으세요 - 그녀는 자신의 이벤트 방에서 기다립니다 (", "Finder에서 Cmd+Shift+G를 누르고 이것을 붙여넣은 뒤 Enter를 누르세요.": "Finder에서 Cmd+Shift+G를 누르고 이것을 붙여넣은 뒤 Enter를 누르세요.", "Fine": "좋음", "Fine Raw Meat (34.29%)": "좋은 생고기 (34.29%)", "Fine Raw Meat - Dungeon Settlers Wiki": "질 좋은 생고기 - 던전 세틀러즈 위키", "Fine Raw Meat icon": "질 좋은 생고기 아이콘", "Fine Raw Meat range and area shown on a dungeon room": "던전 방에 표시된 고급 생고기의 범위와 영역", "FineResult": "FineResult", "Finesse Edge - Dungeon Settlers Wiki": "피니스 엣지 - 던전 세틀러즈 위키", "Finesse Edge icon": "피니스 엣지 아이콘", "Finishing the main story is a separate axis from clearing regions. The": "주요 스토리를 완료하는 것은 지역을 정리하는 것과 별개의 축입니다.", "Fire Arcron Staff - Dungeon Settlers Wiki": "화염 정령 아크론 스태프 - 던전 세틀러즈 위키", "Fire Arcron Staff icon": "화염 정령 아크론 스태프 아이콘", "Fire Battle Mage - Dungeon Settlers Wiki": "파이어 배틀 메이지 - 던전 세틀러즈 위키", "Fire Battle Mage icon": "파이어 배틀 메이지 아이콘", "Fire Battlemage": "화염 배틀메이지", "Fire Bloodwood Staff - Dungeon Settlers Wiki": "화염의 혈목 스태프 - 던전 세틀러즈 위키", "Fire Bloodwood Staff icon": "화염의 혈목 스태프 아이콘", "Fire Bone Staff - Dungeon Settlers Wiki": "화염의 뼈 스태프 - 던전 세틀러즈 위키", "Fire Bone Staff icon": "화염의 뼈 스태프 아이콘", "Fire Bronze Staff - Dungeon Settlers Wiki": "화염 정령 청동 스태프 - 던전 세틀러즈 위키", "Fire Bronze Staff icon": "화염 정령 청동 스태프 아이콘", "Fire Carapace Staff - Dungeon Settlers Wiki": "화염 갑각 스태프 - 던전 세틀러즈 위키", "Fire Carapace Staff icon": "화염 갑각 스태프 아이콘", "Fire Cloak + Guard Barrier": "화염 망토 + 방어 장벽", "Fire Cloak - Dungeon Settlers Wiki": "파이어 클록 - 던전 세틀러즈 위키", "Fire Cloak icon": "파이어 클록 아이콘", "Fire Cloak is a self-aura: for 10s it burns every adjacent enemy each second and gives you a Barrier worth 150% of Magic Attack Power. Because Burning is a debuff applied to an enemy, each of those per-second applications also fires Guard Barrier (Barrier = 5% Max Health Total, 5s). Against a surrounding pack that is many refreshes per second, keeping a fresh shield stacked on top of Fire Cloak's own. Add Flame of Life (Burst) and every Burning application also heals you 4% of your missing health. The catch, and why this is niche rather than busted: the aura only burns ADJACENT enemies, so it needs a fire mage built to stand in melee range (Fire Battle Mage frees the weapon and you tank up front). A backline fire mage neither procs it reliably nor needs the shield.": "파이어 클록은 자체 오라 스킬로, 10초 동안 매초 인접한 모든 적을 불태우고 마력 공격력의 150%에 해당하는 배리어를 부여합니다. 화상은 적에게 적용되는 디버프이므로, 매초 적용될 때마다 가드 배리어도 함께 발동합니다(배리어 = 최대 생명력의 5%, 지속시간 5초). 사방이 적으로 둘러싸인 상황에서는 이 발동이 초당 여러 번 일어나므로, 파이어 클록 자체의 배리어 위에 새로운 실드가 계속 쌓입니다. 플레임 오브 라이프(버스트)를 추가하면 화상이 적용될 때마다 잃은 생명력의 4%도 회복됩니다. 다만 이 조합이 사기가 아니라 틈새 조합인 이유가 있습니다. 이 오라는 인접한 적만 불태우므로 근접 거리에 서 있는 화염 마법사가 필요합니다(파이어 배틀 메이지는 무기 슬롯을 비워주고 앞에서 탱킹할 수 있게 해줍니다). 후열의 화염 마법사는 이 효과를 안정적으로 발동시키지도 못하고 실드가 필요하지도 않습니다.", "Fire Cloak range and area shown on a dungeon room": "던전 방에서 표시된 화염 망토 범위 및 영역", "Fire Cloak re-applies Burning to adjacent enemies once a second, so Guard Barrier re-arms a 5%-max-HP shield once a second (per enemy) while you stand in the pack.": "파이어 클록은 인접한 적에게 1초마다 화상을 재적용하므로, 무리 속에 서 있는 동안 가드 배리어가 1초마다(적 하나당) 최대 생명력의 5%에 해당하는 실드를 다시 발동시킵니다.", "Fire Copper Staff - Dungeon Settlers Wiki": "화염 정령 구리 스태프 - 던전 세틀러즈 위키", "Fire Copper Staff icon": "화염 정령 구리 스태프 아이콘", "Fire Dragon's Breath": "화룡의 숨결", "Fire Essence (10.71%)": "화염의 정수 (10.71%)", "Fire Essence (15.79%)": "화염의 정수 (15.79%)", "Fire Essence (9.68%)": "화염의 정수 (9.68%)", "Fire Essence - Dungeon Settlers Wiki": "화염의 정수 - 던전 세틀러즈 위키", "Fire Essence icon": "화염의 정수 아이콘", "Fire Iron Staff - Dungeon Settlers Wiki": "화염의 연철 스태프 - 던전 세틀러즈 위키", "Fire Iron Staff icon": "화염의 연철 스태프 아이콘", "Fire Magic": "화염 마법", "Fire Magic Skill Aptitude": "화염 마법 적성", "Fire Magic Skill Aptitude - Dungeon Settlers Wiki": "화염 마법 기술 소질 - 던전 세틀러즈 위키", "Fire Magic Skill Aptitude icon": "화염 마법 기술 소질 아이콘", "Fire Magic Skill Tree - Dungeon Settlers Wiki": "화염 마법 스킬 트리 - 던전 세틀러즈 위키", "Fire Magic Skill Tree overview": "화염 마법 스킬 트리 개요", "Fire Magic tree (Become Fire)": "화염 마법 트리 (화염 변신)", "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "화염 마법 트리 (타오르는 메아리, 소각, 폭발)", "Fire Magic tree (Fire Cloak)": "화염 마법 트리(화염 망토)", "Fire Missile - Dungeon Settlers Wiki": "파이어 미사일 - 던전 세틀러즈 위키", "Fire Missile icon": "파이어 미사일 아이콘", "Fire Missile range and area shown on a dungeon room": "화염 미사일 범위 및 던전 방의 영역", "Fire Staff": "화염 스태프", "Fire Staff (two-handed - no shield)": "불 지팡이 (양손 - 방패 불가)", "Fire Tin Staff - Dungeon Settlers Wiki": "화염 정령 주석 스태프 - 던전 세틀러즈 위키", "Fire Tin Staff icon": "화염 정령 주석 스태프 아이콘", "Fire Wooden Staff - Dungeon Settlers Wiki": "화염의 나무 스태프 - 던전 세틀러즈 위키", "Fire Wooden Staff icon": "화염의 나무 스태프 아이콘", "Fire staff, or Fire Battle Mage": "화염 지팡이 또는 화염 전투 마법사", "FireDragonClawWarrior - Dungeon Settlers Wiki": "화염 용조병 - 던전 세틀러즈 위키", "FireDragonClawWarrior icon": "화염 용조병 아이콘", "FireMagic": "FireMagic", "Fireplace - Dungeon Settlers Wiki": "벽난로 - 던전 세틀러즈 위키", "Fireplace icon": "벽난로 아이콘", "Fireproof - Dungeon Settlers Wiki": "파이어 프루프 - 던전 세틀러즈 위키", "Fireproof Rat Rematch, 2 enemies ver. Requires adequate tanking capability and sustained damage output.": "방화쥐 재전투, 2마리 버전. 충분한 탱킹 능력과 지속적인 피해량 출력이 필요합니다.", "Fireproof icon": "파이어 프루프 아이콘", "Fires an arrow, dealing physical damage equal to 180% of": "화살을 발사하여 다음의 180%와 같은 물리 피해를 입힙니다:", "Fires an arrow, dealing physical damage equal to 180% of Physical Attack Power. Damage increases by 30% of Physical Attack Power * distance from the target.": "화살을 발사하여 PAtk의 180%만큼 물리 피해를 입힙니다. 피해량은 대상과의 거리 × PAtk의 30%만큼 증가합니다.", "Fires an arrow, dealing physical damage equal to 180% of Physical Attack Power. Damage increases by 30% of…": "Fires an arrow, dealing physical damage equal to 180% of Physical Attack Power. Damage increases by 30% of…", "Firewood - Dungeon Settlers Wiki": "땔감 - 던전 세틀러즈 위키", "Firewood icon": "땔감 아이콘", "First Aid": "응급처치", "First Aid Kit": "응급 처치 도구", "First Annihilation - Dungeon Settlers Wiki": "첫번째 전멸 - 던전 세틀러즈 위키", "First Annihilation icon": "첫번째 전멸 아이콘", "First Assault - Dungeon Settlers Wiki": "선제 공격 - 던전 세틀러즈 위키", "First Assault icon": "선제 공격 아이콘", "First Wipe": "첫 번째 와이프", "First part:": "앞 부분:", "First-time trigger. Opens the handbook topic": "첫 사용 트리거. 핸드북 주제 열기", "FirstAffecter_Exhausted": "FirstAffecter_Exhausted", "FirstAffecter_HightStressed": "FirstAffecter_HightStressed", "FirstAffecter_Hungry": "FirstAffecter_Hungry", "FirstAffecter_Overloaded": "FirstAffecter_Overloaded", "FirstAffecter_PlantRage": "FirstAffecter_PlantRage", "FirstAnnihilation": "FirstAnnihilation", "FirstFarmArea": "FirstFarmArea", "FirstItem_GoddessTears": "FirstItem_GoddessTears", "FirstMiniDungeonArea": "FirstMiniDungeonArea", "FirstSettlementCorpse": "FirstSettlementCorpse", "FirstUI_EntityInventory": "FirstUI_EntityInventory", "FirstUI_EntitySkill": "FirstUI_EntitySkill", "Fit": "맞춤", "Fit width": "너비에 맞추기", "Five tiers compared - material costs, respawns, mood tables": "5가지 계층 비교 - 재료 비용, 부활, 기분 테이블", "Fix": "수정", "Fixed": "고정", "Fixed candidate presets": "고정 후보 프리셋", "Fixed fraction of every hit": "모든 타격의 고정 비율", "Fixed fraction of melee / magic hits": "근접 / 마법 타격의 고정 비율", "Fixed named settlers and the elf recruit set.": "고정된 명명된 정착민 및 엘프 모집 세트입니다.", "Fixed recruit candidate presets - race, level, traits, talents.": "고정 모집 후보 프리셋 - 종족, 레벨, 특성, 재능.", "Fixed value reduction (already agreed upon), Natural reduction while awake, so base value is negative. (250402) - Appli...": "고정값 감소(이미 합의됨), 깨어있는 동안 자연 감소, 따라서 기본값은 음수입니다. (250402) - 적용...", "Fixed-value decrease (already agreed upon). Since it decreases naturally while awake, the default value is negative. (2...": "고정값 감소 (이미 합의됨). 깨어 있는 동안 자연스럽게 감소하므로 기본값은 음수입니다. (2...", "Fixed27": "Fixed27", "Fixed28": "Fixed28", "Fixed29": "Fixed29", "Fixed30": "Fixed30", "Fixed32": "Fixed32", "Fixed33": "Fixed33", "Fixed34": "Fixed34", "Fixed35": "Fixed35", "Fixed36": "Fixed36", "Fixed37": "Fixed37", "Fixed38": "Fixed38", "Fixed39": "고정39", "Fixed40": "Fixed40", "Fixed41": "Fixed41", "Fixed45": "Fixed45", "Fixed46": "Fixed46", "Fixed47": "Fixed47", "Fixed48": "Fixed48", "Fixed49": "Fixed49", "Flame Of Life - Dungeon Settlers Wiki": "플레임 오브 라이프 - 던전 세틀러즈 위키", "Flame Of Life icon": "플레임 오브 라이프 아이콘", "Flat": "고정", "Flat per stack, ignores shields/barriers, and does not scale with attack power.": "중첩당 고정 수치이며, 보호막을 무시하고 공격력에 비례하지 않습니다.", "Flat stat": "고정 스탯", "Fleas are infested. When sleeping, gain": "벼룩이 감염되었습니다. 자를 때 다음을 얻습니다", "Fleas are infested. When sleeping, gain Swarming Flea for 300 seconds.": "벼룩이 창궐했습니다. 잠을 자면 300초 동안 떼지어 몰려드는 벼룩을 획득합니다.", "Fleas have infested the area. While sleeping, gain": "이 지역에 벼룩이 들끓고 있습니다. 수면 중 다음을 얻습니다:", "Flexible and lightweight, suitable for long-term wear.": "유연하고 가벼워 장기간 착용하기에 적합합니다.", "FloatValues": "FloatValues", "FloatValues) - it does": "FloatValues) - 그것은", "Floor 1": "층 1", "Floor 1 Battle": "1층 전투", "Floor 1 Battle - Dungeon Settlers Wiki": "층 1 전투 - 던전 세틀러즈 위키", "Floor 1 Battle map": "1층 전투 맵", "Floor 10": "10층", "Floor 10 Battle": "10층 전투", "Floor 10 Battle - Dungeon Settlers Wiki": "층 10 전투 - 던전 세틀러즈 위키", "Floor 10 Battle map": "10층 전투 맵", "Floor 11": "11층", "Floor 12": "12층", "Floor 13": "13층", "Floor 14": "14층", "Floor 15": "15층", "Floor 16": "16층", "Floor 17": "17층", "Floor 18": "18층", "Floor 19": "19층", "Floor 2": "층 2", "Floor 2 Battle": "2층 전투", "Floor 2 Battle - Dungeon Settlers Wiki": "2층 전투 - 던전 세틀러즈 위키", "Floor 2 Battle map": "2층 전투 맵", "Floor 20": "20층", "Floor 3": "층 3", "Floor 3 Battle": "3층 전투", "Floor 3 Battle - Dungeon Settlers Wiki": "층 3 전투 - 던전 세틀러즈 위키", "Floor 3 Battle map": "3층 전투 맵", "Floor 3+ Common Horizontal Corridor 1": "3층 이상 보통 가로 복도 1", "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "층 3+ 일반 수평 복도 1 - 던전 세틀러즈 위키", "Floor 3+ Common Horizontal Corridor 1 map": "3층 이상 공통 수평 복도 1 맵", "Floor 3+ Common Horizontal Corridor 2": "3층 이상 보통 가로 복도 2", "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "층 3+ 일반 수평 복도 2 - 던전 세틀러즈 위키", "Floor 3+ Common Horizontal Corridor 2 map": "3층 이상 공통 수평 복도 2 맵", "Floor 3+ Common Horizontal Corridor 3": "3층 이상 보통 가로 복도 3", "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "층 3+ 일반 수평 복도 3 - 던전 세틀러즈 위키", "Floor 3+ Common Horizontal Corridor 3 map": "3층 이상 공통 수평 복도 3 맵", "Floor 3+ Common Vertical Corridor 1": "3층 이상 보통 세로 복도 1", "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "층 3+ 일반 수직 복도 1 - 던전 세틀러즈 위키", "Floor 3+ Common Vertical Corridor 1 map": "3층 이상 공통 수직 복도 1 맵", "Floor 3+ Common Vertical Corridor 2": "3층 이상 보통 세로 복도 2", "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "3층 이상 일반 수직 복도 2 - 던전 세틀러즈 위키", "Floor 3+ Common Vertical Corridor 2 map": "3층 이상 공통 수직 복도 2 맵", "Floor 4": "층 4", "Floor 4 Battle": "4층 전투", "Floor 4 Battle - Dungeon Settlers Wiki": "층 4 전투 - 던전 세틀러즈 위키", "Floor 4 Battle map": "4층 전투 맵", "Floor 5": "층 5", "Floor 5 Battle": "5층 전투", "Floor 5 Battle - Dungeon Settlers Wiki": "층 5 전투 - 던전 세틀러즈 위키", "Floor 5 Battle map": "5층 전투 맵", "Floor 6": "층 6", "Floor 6 Battle": "6층 전투", "Floor 6 Battle - Dungeon Settlers Wiki": "층 6 전투 - 던전 세틀러즈 위키", "Floor 6 Battle map": "6층 전투 맵", "Floor 7": "층 7", "Floor 7 Battle": "7층 전투", "Floor 7 Battle - Dungeon Settlers Wiki": "층 7 전투 - 던전 세틀러즈 위키", "Floor 7 Battle map": "7층 전투 맵", "Floor 8": "층 8", "Floor 8 Battle": "8층 전투", "Floor 8 Battle - Dungeon Settlers Wiki": "층 8 전투 - 던전 세틀러즈 위키", "Floor 8 Battle map": "8층 전투 맵", "Floor 9": "층 9", "Floor 9 Battle": "9층 전투", "Floor 9 Battle - Dungeon Settlers Wiki": "층 9 전투 - 던전 세틀러즈 위키", "Floor 9 Battle map": "9층 전투 맵", "Floor {#}": "{#}층", "Floor {#} (internal phase {#}). ": "{#}층 (내부 페이즈 {#}). ", "Floor10_Treasure": "Floor10_Treasure", "Floor10_Treasure - Dungeon Settlers Wiki": "Floor10_Treasure - Dungeon Settlers Wiki", "Floor10_Treasure map": "Floor10_Treasure 맵", "Floor11_Treasure": "11층 보물", "Floor15_Treasure": "15층 보물", "Floor1_Treasure": "Floor1_Treasure", "Floor1_Treasure - Dungeon Settlers Wiki": "Floor1_Treasure - Dungeon Settlers Wiki", "Floor1_Treasure map": "Floor1_Treasure 맵", "Floor2_Treasure": "Floor2_Treasure", "Floor2_Treasure - Dungeon Settlers Wiki": "2층 보물 - 던전 세틀러즈 위키", "Floor2_Treasure map": "Floor2_Treasure 맵", "Floor3_Treasure": "Floor3_Treasure", "Floor3_Treasure - Dungeon Settlers Wiki": "Floor3_Treasure - Dungeon Settlers Wiki", "Floor3_Treasure map": "Floor3_Treasure 맵", "Floor4_Treasure": "Floor4_Treasure", "Floor4_Treasure - Dungeon Settlers Wiki": "Floor4_Treasure - Dungeon Settlers Wiki", "Floor4_Treasure map": "Floor4_Treasure 맵", "Floor5_Treasure": "Floor5_Treasure", "Floor5_Treasure - Dungeon Settlers Wiki": "Floor5_Treasure - Dungeon Settlers Wiki", "Floor5_Treasure map": "Floor5_Treasure 맵", "Floor6_Treasure": "Floor6_Treasure", "Floor6_Treasure - Dungeon Settlers Wiki": "Floor6_Treasure - Dungeon Settlers Wiki", "Floor6_Treasure map": "Floor6_Treasure 맵", "Floor7_Treasure": "Floor7_Treasure", "Floor7_Treasure - Dungeon Settlers Wiki": "Floor7_Treasure - Dungeon Settlers Wiki", "Floor7_Treasure map": "Floor7_Treasure 맵", "Floor8_Treasure": "Floor8_Treasure", "Floor8_Treasure - Dungeon Settlers Wiki": "Floor8_Treasure - Dungeon Settlers Wiki", "Floor8_Treasure map": "Floor8_Treasure 맵", "Floor9_Treasure": "Floor9_Treasure", "Floor9_Treasure - Dungeon Settlers Wiki": "Floor9_Treasure - Dungeon Settlers Wiki", "Floor9_Treasure map": "Floor9_Treasure 맵", "FloorDeco": "FloorDeco", "Floor_": "Floor_", "Floors": "층", "Floors per region": "지역당 층", "Flow Seeker (Warrior) inflicts Exposed Flaw on the target whenever you use a single-target melee skill. Exposed Flaw is a debuff, so each application fires Guard Barrier. A melee unit that leans on single-target skills therefore refreshes its shield constantly just by attacking. This is the same trigger that feeds Flow Seeker + Blade Spirit, so one passive pays for both your defense (shield) and your offense (guaranteed crits / energy). Both pieces are passive, so it costs no rotation effort.": "플로우 시커(전사)는 단일 대상 근접 스킬을 사용할 때마다 대상에게 노출된 약점을 부여합니다. 노출된 약점은 디버프이므로, 적용될 때마다 가드 배리어가 발동합니다. 따라서 단일 대상 스킬 위주로 싸우는 근접 유닛은 그냥 공격하는 것만으로도 실드를 계속 갱신하게 됩니다. 이는 플로우 시커 + 블레이드 스피릿을 함께 살려주는 것과 같은 트리거이므로, 패시브 하나로 방어(실드)와 공격(확정 치명타 / 에너지) 양쪽을 모두 챙길 수 있습니다. 두 패시브 모두 자동으로 작동하므로 별도의 조작이 필요하지 않습니다.", "Flow Seeker + Blade Spirit": "흐름 추적자 + 검 정신", "Flow Seeker + Guard Barrier": "흐름 추적자 + 수호 배리어", "Flow Seeker - Dungeon Settlers Wiki": "플로 시커 - 던전 세틀러즈 위키", "Flow Seeker drops Exposed Flaw on the enemy every time you use a single-target melee skill, so Guard Barrier re-arms on every such cast - and the same Exposed Flaw powers the energy loop below.": "플로우 시커는 단일 대상 근접 스킬을 사용할 때마다 적에게 노출된 약점을 겁니다. 그래서 그런 스킬을 시전할 때마다 가드 배리어가 다시 발동하며, 동일한 노출된 약점이 아래의 에너지 순환도 강화합니다.", "Flow Seeker icon": "플로 시커 아이콘", "Flow Seeker's Exposed Flaw makes your hits guaranteed crits; Blade Spirit refunds energy on every melee crit - the only energy-restoring passive in the game. Your attacks pay for themselves.": "플로우 시커의 노출된 약점은 공격을 확정 치명타로 만들어 주고, 블레이드 스피릿은 근접 치명타마다 에너지를 환급해 줍니다. 게임에서 유일한 에너지 회복 패시브입니다. 공격이 스스로 비용을 충당하게 됩니다.", "Flower (resource node)": "꽃 (자원 채집지)", "Flower (resource node) - Dungeon Settlers Wiki": "꽃 (자원 노드) - 던전 세틀러즈 위키", "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)": "꽃 목걸이 +2, 에코 꽃 반지 +2 & +0.1% 생명력 재생, 잊힌 우상 (낮은 기분에서 더 많은 피해)", "Flower Necklace - Dungeon Settlers Wiki": "꽃 목걸이 - 던전 세틀러즈 위키", "Flower Necklace icon": "꽃 목걸이 아이콘", "Flower Petal": "꽃잎", "Flower Pot - Dungeon Settlers Wiki": "화분 - 던전 세틀러즈 위키", "Flower Random": "꽃 랜덤", "Flower Remnant": "꽃 유해", "Flower Remnant - Dungeon Settlers Wiki": "꽃 조각 - 던전 세틀러즈 위키", "Flower Scent - Dungeon Settlers Wiki": "꽃향기 - 던전 세틀러즈 위키", "Flower Scent icon": "꽃향기 아이콘", "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of": "마음을 집중하여 다음의 200%와 같은 마법 피해를 입히는 화염 발사체를 발사합니다:", "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of Magic Attack Power to all units within range.": "정신을 집중해 화염 투사체를 발사하여 사거리 내 모든 유닛에게 마법 공격력의 200%에 해당하는 마법 피해를 입힙니다.", "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of Magic Attack Power to all units within range. Damage increases by Burning stacks on the target * 10. This attack can also damage allies.": "정신을 집중해 화염 투사체를 발사하여 사거리 내 모든 유닛에게 마법 공격력의 200%에 해당하는 마법 피해를 입힙니다. 대상의 화상 스택 * 10만큼 피해가 증가합니다. 이 공격은 아군에게도 피해를 입힐 수 있습니다.", "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of Magic Attack Power…": "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of Magic Attack Power…", "Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of": "Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of", "Focuses the mind, gaining": "마음을 집중하여 다음을 획득합니다:", "Focuses the mind, gaining Rush and Fortification for 15 seconds.": "정신을 집중하여 15초간 쇄도와 요새화를 얻습니다.", "Fold all": "모두 접기", "Fold sidebar categories": "사이드바 카테고리 접기", "Folds the": "다음을 반영합니다:", "Following the knight's path as a squire from youth,": "청소년 시절부터 종자로서 기사의 길을 따르면서,", "Food & Mood": "음식 & 기분", "Food & Mood - Dungeon Settlers Wiki": "음식 & 기분 - 던전 세틀러즈 위키", "Food & Mood guide": "음식 & 기분 가이드", "Food Storage - Dungeon Settlers Wiki": "식량 보관함 - 던전 세틀러즈 위키", "Food penalty": "음식 페널티", "Food quality requirement by level": "레벨별 음식 품질 요구 사항", "FoodHolding": "FoodHolding", "FoodIntake": "FoodIntake", "FoodPenalty": "FoodPenalty", "FoodStorage": "FoodStorage", "FoodWarningDays": "FoodWarningDays", "FootStep": "FootStep", "Footprint": "발자국", "Footstep ×4, Death ×1": "발소리 ×4, 사망 ×1", "For": "용도", "For 10 sec, basic attacks are changed to deal physical damage equal to 40% of physical attack power to the target, 2 times.": "10초 동안 기본 공격이 대상에게 물리 공격력의 40%의 물리 피해를 2회 입히는 것으로 변경됩니다.", "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "10초 동안 마법 공격력의 150%에 해당하는 보호막을 얻습니다. 인접한 적은 초당 마법 공격력의 30% 피해와 함께 2초 동안 연소 1중첩을 받습니다.", "For 15 seconds, ranged physical attacks against enemies damage": "15초 동안, 적에 대한 원거리 물리 공격이 피해를 입힙니다", "For 15 seconds, ranged physical attacks against enemies damage Head Health on hit.": "15초 동안 적에 대한 원거리 물리 공격이 명중 시 머리 생명력에 피해를 줍니다.", "For 180 seconds, attack speed increases by 50%.": "180초 동안 공격 속도가 50% 증가합니다.", "For 180 seconds, critical hit rate increases by 50%": "180초 동안 치명타율이 50% 증가합니다.", "For 180 seconds, evasion rate increases by 50%": "180초 동안 회피율이 50% 증가합니다.", "For 180 seconds, hit rate increases by 50%": "180초 동안 적중률이 50% 증가합니다.", "For 180 seconds, lifesteal increases by 35%.": "180초 동안 생명력 흡수가 35% 증가합니다.", "For 180 seconds, magic attack power increases by 70%": "180초 동안 마법 공격력이 70% 증가합니다.", "For 180 seconds, magic resistance increases by 50%": "180초 동안 마법 저항력이 50% 증가합니다.", "For 180 seconds, movement speed increases by 70%.": "180초 동안 이동 속도가 70% 증가합니다.", "For 180 seconds, physical attack power increases by 70%": "180초 동안 물리 공격력이 70% 증가합니다.", "For 180 seconds, physical resistance increases by 50%": "180초 동안 물리 저항력이 50% 증가합니다.", "For 180 seconds, skill cooldown reduction increases by 30%.": "180초 동안 스킬 재사용 대기시간 감소가 30% 증가합니다.", "For 20 seconds, changes the basic attack to deal 100% of": "20초 동안 기본 공격을 다음의 100%를 처리하도록 변경합니다", "For 20 seconds, changes the basic attack to deal 100% of Magic Attack Power as magic damage to the target and applies 2Burning for 10 seconds.": "20초간 기본 공격이 변경되어 대상에게 MAtk의 100%만큼 마법 피해를 입히고 10초간 화상 2를 부여합니다.", "For 20 seconds, changes the basic attack to deal 100% of Magic Attack Power as magic damage to the target a…": "For 20 seconds, changes the basic attack to deal 100% of Magic Attack Power as magic damage to the target a…", "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "8초 동안 기본 공격이 각각 물리 공격력의 60%에 해당하는 3회 타격으로 바뀝니다.", "For AI agents & tools": "AI 에이전트 및 도구용", "For Alert use: appropriate number of days' worth of food to keep on hand": "경고용: 보유해야 할 적절한 음식의 일 수", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not f...": "잠깐, 당신의 설득이 실내를 진정시킨 것 같지만, 탐사대원들의 불만은...", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily.": "잠시 동안은 당신의 설득이 분위기를 가라앉힌 듯 보이지만, 탐사단원들의 불만은 그리 쉽게 사라지지 않습니다.", "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily. {0} raises their voice once again. \"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\" The complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes. The situation grows ever more precarious, and the expedition members' stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.": "잠깐, 당신의 설득이 실내를 진정시킨 것 같지만, 탐사대원들의 불만은 쉽게 사라지지 않습니다. {0}이/가 다시 목소리를 높입니다. \"이제 더 이상 좋은 말로 우리를 달래려 하지 마세요! 우리는 이미 충분히 견뎌냈고, 조용히 말을 듣는 시간은 이미 지났습니다!\" 불평은 더 커지고, 실내의 긴장은 더욱 심해집니다. 안타깝게도, 당신의 시도는 실패했고, 그들은 계속해서 분노와 피로가 가득한 눈으로 당신을 바라봅니다. 상황은 점점 더 위험해지고, 탐사대원들의 스트레스는 언제든 폭발할 준비가 된 것 같습니다. 논의가 끝날 때쯤, 아무것도 해결되지 않으면서 오직 무거운 침묵만 공기 중에 떠 있습니다.", "For certain structures or items, double-clicking will select all identical objects visible on screen.": "특정 구조물이나 아이템의 경우 더블클릭하면 화면에 보이는 모든 동일한 객체가 선택됩니다.", "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "대조적으로, 일반적으로 가정되는 몇 가지 \"상한선\"은 게임 데이터에 상한선이 없습니다:", "For day display": "일 표시용", "For each stack,": "각 스택에 대해", "For each stack, Damage Dealt increases by 2% and Damage Taken decreases by 2%.": "스택당 가하는 피해가 2% 증가하고, 받는 피해가 2% 감소합니다.", "For elves, this forest evokes memories of home. The effect applies to all elf units.": "엘프에게 있어 이 숲은 고향의 기억을 떠올리게 합니다. 이 효과는 모든 엘프 유닛에게 적용됩니다.", "For example, [Tuto_TooltipEx1]": "예를 들어 [Tuto_TooltipEx1]", "For example, you can ban units from eating high-quality food so they only consume allowed food, or restrict them to specific types of healing items.": "예를 들어, 유닛이 고급 음식을 먹지 못하도록 금지하여 허용된 음식만 섭취하게 하거나, 특정 종류의 치료 아이템만 사용하도록 제한할 수 있습니다.", "For people of the continent, having no proper place to pray to the Goddess is something to...": "대륙의 사람들에게는 여신께 기도할 제대로 된 장소가 없다는 것은...", "For some reason, it has awakened to magic.": "어떤 이유인지 마법에 눈을 떴습니다.", "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "던전 경보 창에서 사용: 장착된 아이템 중 내구도가 {0} 이하", "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "던전 경보 창에서 사용: 유닛당 필요한 화살의 최소 수량이 없음", "For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target...": "{0}초 동안 기본 공격이 변경되어 대상에게 물리 공격력의 {1}%에 해당하는 피해를 입힙니다...", "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "적을 강제로 공격하게 한 후, 받은 피해를 배리어로 전환. 순수 전방 탱킹.", "Force enemies to hit you, then turn 20% of every hit you take into Barrier. The taunt is itself a debuff, so it fires Guard Barrier too.": "적이 당신을 공격하도록 강제한 뒤, 받는 모든 피해의 20%를 배리어로 전환합니다. 도발 자체도 디버프이므로 가드 배리어 역시 함께 발동합니다.", "ForceRestEnoughSleepCondition": "ForceRestEnoughSleepCondition", "Forced into conscription,": "징집을 강요받으면서,", "Forced region": "강제 지역", "Forces the target to attack whoever taunted it first.": "대상을 먼저 도발한 자를 공격하도록 강제합니다.", "Forcibly disables free saves.": "무료 세이브를 강제로 비활성화합니다.", "Forest": "Forest", "Forest Bush (resource node)": "숲 덤불 (자원 노드)", "Forest Bush (resource node) - Dungeon Settlers Wiki": "숲 덤불 (자원 노드) - 던전 세틀러즈 위키", "Forest Bush Random": "숲 관목 랜덤", "Forest Bush Remnant": "숲 덤불 유해", "Forest Bush Remnant - Dungeon Settlers Wiki": "숲 덤불 잔해 - 던전 세틀러즈 위키", "Forest Godness Ancient Wall": "숲 여신 고대 벽", "Forest Godness Ancient Wall - Dungeon Settlers Wiki": "숲 여신 고대 벽 - 던전 세틀러즈 위키", "Forest Godness Ancient Wall2": "숲 여신 고대 벽2", "Forest Godness Ancient Wall2 - Dungeon Settlers Wiki": "숲 여신 고대 벽2 - 던전 세틀러즈 위키", "Forest Godness Ancient Wall3": "숲 여신 고대 벽3", "Forest Godness Ancient Wall3 - Dungeon Settlers Wiki": "숲 여신 고대 벽3 - 던전 세틀러즈 위키", "Forest Godness Ancient Wall4": "숲 여신 고대 벽4", "Forest Godness Ancient Wall4 - Dungeon Settlers Wiki": "숲 여신 고대 벽4 - 던전 세틀러즈 위키", "Forest Godness Ancient Wall5": "숲 여신 고대 벽5", "Forest Godness Ancient Wall5 - Dungeon Settlers Wiki": "숲 여신 고대 벽5 - 던전 세틀러즈 위키", "Forest Godness Ancient Wall6": "숲 여신 고대 벽6", "Forest Godness Ancient Wall6 - Dungeon Settlers Wiki": "숲 여신 고대 벽6 - 던전 세틀러즈 위키", "Forest Godness Pillar": "숲 여신 기둥", "Forest Godness Pillar - Dungeon Settlers Wiki": "숲 여신 기둥 - 던전 세틀러즈 위키", "Forest Godness Pillar2": "숲 여신 기둥2", "Forest Godness Pillar2 - Dungeon Settlers Wiki": "숲 여신 기둥2 - 던전 세틀러즈 위키", "Forest Keeper - Dungeon Settlers Wiki": "숲지기 - 던전 세틀러즈 위키", "Forest Keeper icon": "숲지기 아이콘", "Forest Tadpole - Dungeon Settlers Wiki": "숲 올챙이 - 던전 세틀러즈 위키", "Forest Tadpole icon": "숲 올챙이 아이콘", "Forest Tadpole variant": "숲 올챙이 변형", "Forest Teaching - Dungeon Settlers Wiki": "숲의 가르침 - 던전 세틀러즈 위키", "Forest Teaching icon": "숲의 가르침 아이콘", "Forest of Beasts +20%": "야수의 숲 +20%", "Forest of Beasts +{#}": "야수의 숲 +{#}", "Forest of Beasts GAMESYSTEM_Environment_{affecterName}": "야수의 숲 GAMESYSTEM_Environment_{affecterName}", "Forest's Teaching GAMESYSTEM_Environment_{affecterName}": "숲의 가르침 GAMESYSTEM_Environment_{affecterName}", "ForestTeaching": "ForestTeaching", "Forest_": "Forest_", "Forest_Blood": "Forest_Blood", "Forest_Golem": "Forest_Golem", "Forest_Standard": "Forest_Standard", "Forgotten Abyss": "잊혀진 심연", "Forgotten Idol - Dungeon Settlers Wiki": "잊혀진 우상 - 던전 세틀러즈 위키", "Forgotten Idol icon": "잊혀진 우상 아이콘", "ForgottenAbyss": "ForgottenAbyss", "Format": "형식", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1": "범위 내 모든 적 유닛에게 마법 공격력의 80%의 마법 피해를 입히고 1의", "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1 출혈 for 5 seconds. The attack lasts for 5 strikes.": "범위 내 모든 적 유닛에게 마법 공격력의 80%의 마법 피해를 입히고 5초 동안 1의 출혈을 부여하는 지역을 형성합니다. 공격은 5회 동안 지속됩니다.", "Formula": "공식", "Fortification - Dungeon Settlers Wiki": "요새화 - 던전 세틀러즈 위키", "Fortification icon": "요새화 아이콘", "Fortified + Barrier Resurge (+ Wave Cicle)": "강화 + 배리어 재생 (+ 파도 순환)", "Fortified - Dungeon Settlers Wiki": "포티파이드 - 던전 세틀러즈 위키", "Fortified Bone Armor - Dungeon Settlers Wiki": "보강된 뼈 갑옷 - 던전 세틀러즈 위키", "Fortified Bone Armor icon": "보강된 뼈 갑옷 아이콘", "Fortified Bone Helmet - Dungeon Settlers Wiki": "보강된 뼈 투구 - 던전 세틀러즈 위키", "Fortified Bone Helmet icon": "보강된 뼈 투구 아이콘", "Fortified Bone Shield - Dungeon Settlers Wiki": "보강된 뼈 방패 - 던전 세틀러즈 위키", "Fortified Bone Shield icon": "보강된 뼈 방패 아이콘", "Fortified adds 20% to every Barrier you gain. Barrier Resurge heals you for 20% of any Barrier that expires unused - so the overflow shields a debuff engine constantly generates are no longer wasted, they become a steady drip of healing. Wave Cicle (Tide) grants 10% cooldown reduction each time you gain a Barrier, so a frequent shield source (Fire Cloak, Guard Barrier) quietly accelerates your whole kit, letting you re-apply debuffs and shields faster - a self-reinforcing loop. All three are passive. On their own they do nothing; on top of a Guard Barrier build they turn debuff-into-shield into debuff-into-shield-plus-heal-plus-haste.": "포티파이드는 얻는 모든 배리어에 20%를 추가합니다. 배리어 리서지는 사용되지 않고 소멸한 배리어의 20%만큼 생명력을 회복시켜 주므로, 디버프 엔진이 끊임없이 만들어내는 초과분 실드가 낭비되지 않고 꾸준한 회복으로 바뀝니다. 웨이브 사이클(파도)은 배리어를 얻을 때마다 재사용 대기을 10% 감소시켜 주므로, 실드를 자주 만들어내는 스킬(파이어 클록, 가드 배리어)이 은근히 전체 스킬셋의 속도를 높여주어 디버프와 실드를 더 빠르게 재적용하게 되는 자체 강화 순환이 만들어집니다. 세 가지 모두 패시브입니다. 이들만으로는 아무 효과도 없지만, 가드 배리어 빌드 위에 얹으면 '디버프를 실드로'였던 조합이 '디버프를 실드 더하기 회복 더하기 가속으로' 바뀝니다.", "Fortified icon": "포티파이드 아이콘", "Fortitude - Dungeon Settlers Wiki": "강인함 - 던전 세틀러즈 위키", "Fortitude icon": "강인함 아이콘", "Fortress Skill Tree - Dungeon Settlers Wiki": "요새 스킬 트리 - 던전 세틀러즈 위키", "Fortress Skill Tree overview": "요새 스킬 트리 개요", "Fortress skill tree - available, not learned": "요새 스킬 트리 - 습득 가능, 미습득", "Fortress sub-tree (Fortified, Barrier Resurge)": "요새 서브트리 (강화, 배리어 재생)", "Fortress sub-tree (Guard Barrier)": "요새 서브트리 (방벽)", "Fortress sub-tree (Mocking Grin)": "요새 서브트리 (조롱하는 미소)", "Found wrong data, a broken page, or have an idea? Send it here. Reports go to the site owner through an anonymous form endpoint - no email addresses are exposed.": "잘못된 데이터나 깨진 페이지를 발견했거나, 좋은 아이디어가 있으신가요? 여기로 보내주세요. 제보 내용은 익명 양식을 통해 사이트 운영자에게 전달되며, 이메일 주소는 노출되지 않습니다.", "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (": "네 가지 무기 계열이 장비 종류로 존재하며 자체 무기 숙련 적성치까지 갖추고 있지만, 실제로는 사용할 수 없다. **단검, 도끼, 창**은 여러 금속 등급에 걸쳐 아이템 항목이 존재하지만 레시피도, 상점도, 드롭도 없으며 - 결정적으로 - **스킬 트리 노드가 아예 존재하지 않아서**, 유닛에게 쥐여준다 해도 그것으로 싸우는 법을 배울 수 없다. **석궁**은 가장 미완성 상태다: 적성치는 있고 '석궁 스킬 트리'('빠르고 정확한 원거리 공격')라는 설명까지 붙어 있지만, **무기 아이템도 볼트도 존재하지 않는다**. 두 개의 하위 트리 또한 마찬가지로 미완성 상태다: **버서커**는 두 개의 노드를 가지고 있으며(", "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (Savage Barrier, Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.": "네 가지 무기 종류가 장착 타입으로 존재하며 각자의 무기 숙련 능력치까지 있지만, 실제로는 사용할 수 없습니다. **단검, 도끼, 창**은 여러 금속 등급에 걸쳐 아이템 항목은 있지만 제작법·상점·드랍이 없고, 결정적으로 **스킬 트리 노드가 전혀 없어서** 설령 손에 쥐여줘도 유닛이 그것으로 싸우는 법을 배울 수 없습니다. **석궁(Crossbow)**은 구현이 가장 미흡한데, 숙련 능력치와 '빠르고 정확한 원거리 공격'이라는 설명이 붙은 '석궁 스킬 트리'라는 이름까지 있지만 **무기 아이템도 화살(볼트)도 존재하지 않습니다**. 두 개의 하위 트리도 마찬가지로 미완성 상태입니다: **광전사(Berserker)**는 노드 두 개(광포한 방벽, 소용돌이)는 있지만 습득 경로가 없고, **불굴(Unbreakable)**은 예약만 된 빈 하위 트리입니다.", "Fracture - Dungeon Settlers Wiki": "균열 - 던전 세틀러즈 위키", "Fracture icon": "균열 아이콘", "Fractured Cavern_Phase 1_Hard Battle 1": "문드러진 땅굴_페이즈 1_하드 전투 1", "Fractured Cavern_Phase 1_Hard Battle 2": "문드러진 땅굴_페이즈 1_하드 전투 2", "Fractured Cavern_Phase 1_Hard Battle 3": "문드러진 땅굴_페이즈 1_하드 전투 3", "Fractured Cavern_Phase 1_Normal Battle 1": "문드러진 땅굴_페이즈 1_일반 전투 1", "Fractured Cavern_Phase 1_Normal Battle 2": "문드러진 땅굴_페이즈 1_일반 전투 2", "Fractured Cavern_Phase 2_Hard Battle 1": "문드러진 땅굴_페이즈 2_하드 전투 1", "Fractured Cavern_Phase 2_Hard Battle 2": "문드러진 땅굴_페이즈 2_하드 전투 2", "Fractured Cavern_Phase 2_Normal Battle 1": "문드러진 땅굴_페이즈 2_일반 전투 1", "Fractured Cavern_Phase 2_Normal Battle 2": "문드러진 땅굴_페이즈 2_일반 전투 2", "Fractured Cavern_Phase 3_Hard Battle 1": "문드러진 땅굴_페이즈 3_하드 전투 1", "Fractured Cavern_Phase 3_Hard Battle 2": "문드러진 땅굴_페이즈 3_하드 전투 2", "Fractured Cavern_Phase 3_Normal Battle 1": "문드러진 땅굴_페이즈 3_일반 전투 1", "Fractured Cavern_Phase 3_Normal Battle 2": "문드러진 땅굴_페이즈 3_일반 전투 2", "Fractured Cavern_Phase 3_Normal Battle 3": "문드러진 땅굴_페이즈 3_일반 전투 3", "Fractured Cavern_Phase 4_Hard Battle 1": "문드러진 땅굴_페이즈 4_하드 전투 1", "Fractured Cavern_Phase 4_Hard Battle 2": "문드러진 땅굴_페이즈 4_하드 전투 2", "Fractured Cavern_Phase 4_Normal Battle 1": "문드러진 땅굴_페이즈 4_일반 전투 1", "Fractured Cavern_Phase 4_Normal Battle 2": "문드러진 땅굴_페이즈 4_일반 전투 2", "Free": "자유", "Free - gained by levelling up": "무료 - 레벨업으로 획득", "Free Save Mode Off - desc": "Free Save Mode Off - desc", "Free random settler": "무료 무작위 정착자", "Free: costs 0 energy, so damage per energy is infinite": "무료: 에너지 소모량이 0이므로 에너지당 피해량이 무한대입니다.", "Fresh": "초기", "From": "출처", "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by ": "<b>{#}:00</b>부터 <b>{#}:00</b>까지 시야가 다음만큼 감소합니다: ", "From an early age,": "어린 시절부터,", "From backgrounds (10)": "배경에서 (10)", "From backgrounds (10):": "배경에서 (10):", "From backgrounds (15)": "배경에서 (15)", "From backgrounds (15):": "배경에서 (15):", "From backgrounds (17)": "배경에서 (17)", "From backgrounds (17):": "배경에서 (17):", "From backgrounds (18)": "배경 (18)에서", "From backgrounds (18):": "배경 (18)에서:", "From backgrounds (19)": "배경에서 (19)", "From backgrounds (19):": "배경에서 (19):", "From backgrounds (20)": "배경 (20)에서", "From backgrounds (20):": "배경 (20)에서:", "From backgrounds (23)": "배경 (23)에서", "From backgrounds (23):": "배경에서 (23):", "From backgrounds (24)": "배경 (24)에서", "From backgrounds (24):": "배경에서 (24):", "From backgrounds (25)": "배경 (25)에서", "From backgrounds (25):": "배경 (25)에서:", "From backgrounds (27)": "배경 (27)에서", "From backgrounds (27):": "배경에서 (27):", "From backgrounds (5):": "배경에서 (5):", "From backgrounds (7)": "배경 (7)에서", "From backgrounds (7):": "배경에서 (7):", "From backgrounds (8)": "배경에서 (8)", "From backgrounds (8):": "배경에서 (8):", "From backgrounds (9)": "배경 (9)에서", "From backgrounds (9):": "배경에서 (9):", "From birth,": "태어날 때부터,", "From childhood,": "어린 시절부터,", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...": "어린 시절부터 {0}는 광산 깊은 곳에서 곡괭이를 휘둘렀다. 질식할 듯한 먼지와 무너질 듯한 돌벽 앞에서도...", "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.": "어린 시절부터 {0}는 광산 깊은 곳에서 곡괭이를 휘둘렀다. 질식할 듯한 먼지와 무너질 듯한 돌벽 앞에서도 일을 멈추지 않았으며, 광맥을 부수기마다 몸은 더욱 강해졌다. 하지만 오랫동안 어둠 속에서 지낸 후 지표면의 소음과 밝음에 적응하기는 힘들었다.", "From clan rank 2 only": "클랜 등급 2에서만", "From there, you can equip. or consume": "거기에서 장착하거나 사용할 수 있습니다.", "From there, you can equip. or consume items.": "거기에서 장비를 장착하거나 아이템을 소비할 수 있습니다.", "From this character's skills": "이 캐릭터의 스킬로부터", "From this character's skills:": "이 캐릭터의 스킬로부터:", "From what you can tell, the tiny creature does not seem particularly dangerous.": "당신이 알 수 있는 한, 작은 생물은 특히 위험해 보이지 않는다.", "From {#} surrounding unit{#}": "주변 유닛 {#}마리로부터", "Frontline blunt": "전선 둔기", "Frontline fire-mage (niche)": "전선 화염 마법사(틈새)", "Frosty Handshake (ice boss)": "서리가 내린 악수 (얼음 보스)", "Frosty Handshake - Dungeon Settlers Wiki": "얼어붙은 악수 - 던전 세틀러즈 위키", "Frosty Handshake icon": "얼어붙은 악수 아이콘", "Frozen - Dungeon Settlers Wiki": "빙결 - 던전 세틀러즈 위키", "Frozen Handshake": "얼어붙은 악수", "Frozen icon": "빙결 아이콘", "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "내구도 단위당 연료 지속 시간. 내구도 1포인트가 제공하는 게임 내 연료 분 수를 의미합니다.", "FuelDurationPerDurability": "FuelDurationPerDurability", "Fulfill different room types such as private rooms to gain bonuses. This is especially useful for managing": "개인실 같은 다양한 방 종류을 충족하여 보너스를 얻으세요. 이는 다음을 관리하는 데 특히 유용합니다", "Full": "전체 보기", "Full Repair": "완전 수리", "Full recovery from 0": "0에서 완전 회복", "Full soul-stone catalog and taming status:": "완전한 영혼 돌 카탈로그 및 길들이기 상태:", "Full step-by-step walkthrough:": "완전한 단계별 설명:", "Full unit page for": "전체 유닛 페이지", "Fully calm": "완전히 안정됨", "Funding support is needed.": "자금 지원이 필요합니다.", "Furniture (49)": "가구 (49)", "Furniture (61)": "Furniture (61)", "Future": "예정", "Future Regions": "미래 지역", "GAMESYSTEM_": "GAMESYSTEM_", "GAMESYSTEM_Alert_LowAmmoCount": "GAMESYSTEM_Alert_LowAmmoCount", "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack": "GAMESYSTEM_Campaign_DepletionTerm = 게임 내 4,320분(게임 내 3일) 스택당", "GAMESYSTEM_Dungeon_BuildMaxRegion": "GAMESYSTEM_Dungeon_BuildMaxRegion", "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - 단계 4에서 제한됨", "GAMESYSTEM_Dungeon_LastAbyessFloor": "GAMESYSTEM_Dungeon_LastAbyessFloor", "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier": "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier", "GAMESYSTEM_Dungeon_UnitForClearRegion": "GAMESYSTEM_Dungeon_UnitForClearRegion", "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance", "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank", "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount", "GAMESYSTEM_EstablishRecruitment_RaceWeights": "GAMESYSTEM_EstablishRecruitment_RaceWeights", "GAMESYSTEM_EstablishRecruitment_TalentSumRange": "GAMESYSTEM_EstablishRecruitment_TalentSumRange", "GAMESYSTEM_Event_RandomInterval": "GAMESYSTEM_Event_RandomInterval", "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*": "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*", "GAMESYSTEM_LevelUp_BuildMaxLevel": "GAMESYSTEM_LevelUp_BuildMaxLevel", "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty": "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty", "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty": "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty", "GAMESYSTEM_Management_DropRateFactorByDifficulty": "GAMESYSTEM_Management_DropRateFactorByDifficulty", "GAMESYSTEM_Player_Idle_Start_Tick": "GAMESYSTEM_Player_Idle_Start_Tick", "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity": "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity", "GAMESYSTEM_Recruitment_RefreshCost": "GAMESYSTEM_Recruitment_RefreshCost", "GAMESYSTEM_Recruitment_UniqueExistingNames": "GAMESYSTEM_Recruitment_UniqueExistingNames", "GAMESYSTEM_Recruitment_UniqueExistingProfiles": "GAMESYSTEM_Recruitment_UniqueExistingProfiles", "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance", "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank", "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount": "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount", "GAMESYSTEM_SandboxRecruitment_RaceWeights": "GAMESYSTEM_SandboxRecruitment_RaceWeights", "GAMESYSTEM_SandboxRecruitment_TalentSumRange": "GAMESYSTEM_SandboxRecruitment_TalentSumRange", "GAMESYSTEM_Trade_PlayerSellDiscount": "GAMESYSTEM_Trade_PlayerSellDiscount", "GAMESYSTEM_Trade_TradeRefreshInterval": "GAMESYSTEM_Trade_TradeRefreshInterval", "Gain": "획득", "Gain 1": "1을 얻습니다.", "Gain 1 Shell for every 60 Energy recovered,": "에너지를 60 회복할 때마다 쉘 1을 얻으며,", "Gain 1 Shell for every 60 Energy recovered, up to a maximum of 20 stacks.": "회복된 에너지 60마다 방어막 1을 획득하며, 최대 20 스택까지 획득합니다.", "Gain 10": "10을 얻습니다.", "Gain 10 Shell when HP falls below 30%. This effect triggers only once per floor.": "생명력이 30% 미만이 되면 쉘 10을 얻습니다. 이 효과는 층당 한 번만 발동합니다.", "Gain 10 Shell when HP falls below 30%. This effect triggers only once per floor. Each…": "생명력이 30% 이하로 떨어지면 방어막 10을 획득합니다. 이 효과는 층당 한 번만 발동합니다…", "Gain 10 gold each time you deal Critical Damage. You can gain up to 2000 gold. Once the maximum is reached, you can no longer gain gold, but": "치명적 피해를 입힐 때마다 골드 10을 획득합니다. 최대 골드 2000까지 얻을 수 있습니다. 최대치에 도달하면 더 이상 골드를 얻을 수 없지만", "Gain 10 gold each time you deal Critical Damage. You can gain up to 2000 gold. Once the maximum is reached, you can no longer gain gold, but Critical Chance increases by 10%.": "치명타 피해를 입힐 때마다 골드 10을 얻습니다. 최대 골드 2000까지 얻을 수 있으며, 최대치에 도달하면 더 이상 골드를 얻을 수 없는 대신 치명타 확률이 10% 증가합니다.", "Gain 10 gold each time you deal Critical Damage. You can gain up to 2000 gold. Once the…": "극대 피해를 줄 때마다 금화 10을 획득합니다. 최대 2000 금화까지 획득 가능합니다…", "Gain Carnal Guilt when eating carnivore food.": "육식 음식을 먹으면 육식 죄책감을 얻습니다.", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can": "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can", "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can 레벨 상승 at the Goddess Statue.": "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can 레벨 상승 at the Goddess Statue.", "Gain Haste and Acceleration for 30 seconds, and all Yellow Stone Golems gain maximum Art Of Rush.": "30초간 신속과 가속을 얻으며, 모든 노란 돌 골렘이 최대 쇄도의 기예를 얻습니다.", "Gain Plant Rage when eating vegetarian food.": "채식 음식을 먹으면 식물 분노를 얻습니다.", "Gain Shell for 20 for 10 seconds.": "10초간 쉘 20을 얻습니다.", "Gain TODO at night.": "밤에 TODO를 얻습니다.", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can": "몬스터를 처치하여 경험을 얻습니다. 경험이 최대에 도달하면, 당신은", "Gain experience by defeating monsters. Once the experience reaches the maximum, you can 레벨 상승 via the Goddess Statue.": "Gain experience by defeating monsters. Once the experience reaches the maximum, you can 레벨 상승 via the Goddess Statue.", "Gain per level-up (base range)": "레벨 상승 당 획득(기본 범위)", "Gain the": "다음을 얻습니다.", "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "현재 무게 / 최대 무게가 {0}% 이상일 때 무거움 효과 획득 (무게 게이지의 빨간 부분)", "Gain the TODO penalty during the day.": "낮에 TODO 페널티를 얻습니다.", "Gain the Very Heavy effect when current weight / max weight is {0}% or higher (black portion of the weight gauge) >> 240613 HW: Very Heavy will be removed going forward.": "현재 무게 / 최대 무게가 {0}% 이상이면 Very Heavy 효과를 얻는다(무게 게이지의 검은 부분) >> 240613 HW: Very Heavy는 향후 제거될 예정.", "Gained by consuming valuables from dungeon.": "던전의 귀중품을 소비하여 획득합니다.", "Gains": "얻음", "Gains 10": "10 획득", "Gains 10 Shell for 180 seconds.": "180초 동안 10의 껍질을 얻습니다.", "Gains 10 껍질 for 180 seconds.": "180초 동안 껍질 10개를 얻습니다.", "Gains 20": "20 획득.", "Gains 30": "30 획득.", "Gains Fortification for 12 seconds and deals damage equal to 100% of Physical Attack Power to the attacker upon blocking a melee attack.": "12초간 요새화를 얻으며, 근접 공격을 막아낼 시 공격자에게 PAtk의 100%에 해당하는 피해를 입힙니다.", "Gains Fortification for 12 seconds and deals damage equal to 100% of Physical Attack Power to the attacker…": "Gains Fortification for 12 seconds and deals damage equal to 100% of Physical Attack Power to the attacker…", "Gains Reflect: Melee and Reflect: Range for 180 seconds.": "180초 동안 반사: 근접 및 반사: 범위 획득.", "Gains Stealth for 180 seconds.": "180초 동안 은신을 얻습니다.", "Gains a barrier of 300 for 15 seconds at the start of combat.": "전투 시작 시 15초간 300의 보호막을 획득합니다.", "Gains 반사:근접 물리 and 반사:원거리 for 180 seconds.": "180초 동안 반사:근접 물리 및 반사:원거리를 얻습니다.", "Gains 은신 for 180 seconds.": "180초 동안 은신을 얻습니다.", "Gambler - Dungeon Settlers Wiki": "도박사 - 던전 세틀러즈 위키", "Gambler icon": "도박사 아이콘", "Game Constants": "게임 상수", "Game Constants - Dungeon Settlers Wiki": "게임 상수 - 던전 정착자 위키", "Game Guide": "게임 가이드", "Game build": "게임 빌드", "Game constants": "게임 상수", "Game data table.": "게임 데이터 테이블.", "Game rules and alerts": "게임 규칙 및 알림", "Game speed, camera, seed, scenario type": "게임 속도, 카메라, 시드, 시나리오 유형", "Game speeds": "게임 속도", "Game system:": "게임 시스템:", "GameGuide": "GameGuide", "GameSpeed": "GameSpeed", "GameSpeed_Decrease": "GameSpeed_Decrease", "GameSpeed_Fast": "GameSpeed_Fast", "GameSpeed_Increase": "GameSpeed_Increase", "GameSpeed_Normal": "GameSpeed_Normal", "GameSpeed_StopOrNormal": "GameSpeed_StopOrNormal", "GameSystemTable": "GameSystemTable", "GameSystemTable.json": "GameSystemTable.json", "Gameplay": "게임플레이", "Gameplay changes": "게임플레이 변경사항", "Gardener - Dungeon Settlers Wiki": "정원사 - 던전 세틀러즈 위키", "Gardener icon": "정원사 아이콘", "Garnet (Fire gem upgrade)": "가넷 (화염 보석 업그레이드)", "Garnet Arcron Staff - Dungeon Settlers Wiki": "가넷 아크론 스태프 - 던전 세틀러즈 위키", "Garnet Arcron Staff icon": "가넷 아크론 스태프 아이콘", "Garnet Bronze Staff - Dungeon Settlers Wiki": "가넷 청동 스태프 - 던전 세틀러즈 위키", "Garnet Bronze Staff icon": "가넷 청동 스태프 아이콘", "Garnet Copper Staff - Dungeon Settlers Wiki": "가넷 구리 스태프 - 던전 세틀러즈 위키", "Garnet Copper Staff icon": "가넷 구리 스태프 아이콘", "Garnet Necklace - Dungeon Settlers Wiki": "가넷 목걸이 - 던전 세틀러즈 위키", "Garnet Necklace icon": "가넷 목걸이 아이콘", "Garnet Ore": "가넷 광석", "Garnet Ore - Dungeon Settlers Wiki": "석류석 광석 - 던전 세틀러즈 위키", "Garnet Ore icon": "석류석 광석 아이콘", "Garnet Ring - Dungeon Settlers Wiki": "가넷 반지 - 던전 세틀러즈 위키", "Garnet Ring icon": "가넷 반지 아이콘", "Garnet Tin Staff - Dungeon Settlers Wiki": "가넷 주석 스태프 - 던전 세틀러즈 위키", "Garnet Tin Staff icon": "가넷 주석 스태프 아이콘", "Gated": "제한됨", "Gated Content": "제한 콘텐츠", "Gated Content - Dungeon Settlers Wiki": "제한된 콘텐츠 - 던전 세틀러즈 위키", "Gated Content - Soul-Stone Taming": "제한된 콘텐츠 - 영혼 돌 길들이기", "Gated Weapon Classes": "제한된 무기 클래스", "Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)": "제한된 무기 클래스 (단검 / 도끼 / 창 / 석궁)", "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction.": "막혀 있으며 가장 개발이 덜 된 종족이다: 가중치 0, 이름 풀 없음, 그리고 그 어떤 아트워크도 없다(특성 아이콘조차 없음). 이 종족의 설정은 더 큰 마족 종족 적대 세력을 암시하는 스포일러다.", "Gated content": "차단된 콘텐츠", "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art).": "막혀 있다. 모든 클랜 랭크에서 모집 가중치가 0이며 절차적 이름 풀도 없어서, 드워프는 생성되거나 모집될 수 없다. 특성 아이콘만 존재할 뿐(캐릭터 아트는 없음).", "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.": "막혀 있다. 가중치 0에 이름 풀도 없어서 모집할 수 없다. 아직 공개되지 않은 세 종족 중 아트 작업이 가장 진행된 상태이며(머리와 몸통용 아트 슬롯이 예약되어 있음), 가장 먼저 등장할 가능성을 시사한다.", "Gather": "Gather", "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "Ruma 목재 9개 채집 - 완료 && 덤불 10개 채집 - 완료", "Gather Mode ({0} or screen bottom-right)": "채집 모드 ({0} 또는 화면 우하단)", "Gather Mode: Z": "수집 모드: Z", "Gather Started": "수집 시작됨", "Gather Started - Dungeon Settlers Wiki": "수집 시작됨 - 던전 세틀러즈 위키", "Gather Started icon": "수집 시작됨 아이콘", "Gather workload:": "수집 작업량:", "Gather:": "수집:", "Gatherable (66)": "수집 가능 (66)", "Gatherable (69)": "Gatherable (69)", "Gathered from": "~에서 수집됨", "Gathering & world objects": "수집 & 세계 객체", "Gathering :": "수집:", "Gathering Capability - Dungeon Settlers Wiki": "채집 능력치 - 던전 세틀러즈 위키", "Gathering Capability icon": "채집 능력치 아이콘", "Gathering Capability {#}": "채집 능력 {#}", "Gathering progress increases by {0} every tick": "채집 진행도가 매 틱마다 {0}만큼 증가", "Gathering_": "Gathering_", "Gazing at the Moon": "달을 바라보며", "Gear": "장비", "Gear also": "장비도", "Gem Lines": "보석 라인", "Gem Lines (Crystal upgrades + Gold)": "보석 라인 (크리스탈 업그레이드 + 골드)", "Gender": "성별", "Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under \"Dev-internal changes\". Korean dev text is shown in English - hover any translated value for the original.": "스팀 빌드 간 게임 데이터 테이블을 비교(diff)하여 자동으로 생성되었습니다. 항목은 콘텐츠가 아직 존재하는 경우 현재 데이터베이스로 연결됩니다. 플레이어가 체감할 수 있는 변경 사항이 먼저 나열되며, 개발자 전용 변경(개발자 코멘트, 에디터 필드, 한국어 로컬라이제이션 초안)은 \"내부 개발 변경 사항\" 아래에 접혀 있습니다. 한국어 개발자 텍스트는 영어로 표시되며 - 번역된 값에 마우스를 올리면 원문을 볼 수 있습니다.", "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "생성된 모집인은 이 목록(TEXTKEY_PLAYERNAME 키)에서 이름을 가져옵니다.", "Generated when the level-up screen opens (not saved) - reload rerolls them": "레벨업 화면이 열릴 때 생성됨 (저장 안 됨) - 다시 로드하면 다시 롤합니다", "Generation odds by floor": "층별 생성 확률", "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "방 데이터에 표시되지만 플레이어가 방문하지 않는 탐사 지역인 생성기 층 테마 및 테스트 태그.", "Generous support wagon - Dungeon Settlers Wiki": "넉넉한 지원 마차 - 던전 세틀러즈 위키", "Genius": "천재", "Gentle Warmth - Dungeon Settlers Wiki": "잔잔한 온기 - 던전 세틀러즈 위키", "Gentle Warmth icon": "잔잔한 온기 아이콘", "Gentle rain falls, and crops grow 2x faster.": "부드러운 비가 내리고 작물이 2배 빠르게 성장합니다.", "Germinates the target": "대상을 발아시킵니다", "Germinates the target Solar Bloom into a Sunheart Bloom.": "지정한 솔라블룸을 선하트블룸으로 발아시킵니다.", "Germinates the target strange seed into a Mucus Sprayer.": "지정한 기묘한 씨앗을 점액 분사체로 발아시킵니다.", "Germinates the target strange seed into a Solar Bloom.": "지정한 기묘한 씨앗을 솔라블룸으로 발아시킵니다.", "Get Huge Money": "거대한 돈 얻기", "Get Huge Money - Dungeon Settlers Wiki": "큰 돈 획득 - 던전 정착자 위키", "Get Huge Money icon": "큰 돈 획득 아이콘", "Get Huge Money range and area shown on a dungeon room": "던전 방에 표시된 큰 돈 획득의 범위 및 영역", "Get Some Money": "돈 획득하기", "Get Some Money - Dungeon Settlers Wiki": "돈 벌기 - 던전 세틀러즈 위키", "Get Some Money icon": "돈 벌기 아이콘", "Get Some Money range and area shown on a dungeon room": "던전 방에 표시된 돈 벌기의 범위와 영역", "Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "밤이 되기 전에 식량을 비축하고 침대를 마련해 두십시오 - 맨바닥에서 자면 침대나 제대로 된 침실보다 편안함 버프가 훨씬 짧게 지속됩니다.", "Get the reward after acquiring the Hell Leech": "지옥 거머리를 획득한 후 보상을 받으세요", "GetWoundPercentage": "GetWoundPercentage", "Getting Started": "시작 가이드", "Giant Stone Golem - Dungeon Settlers Wiki": "거대 스톤 골렘 - 던전 세틀러즈 위키", "Giant Stone Golem Fixed": "거대한 돌 골렘 고정", "Giant Stone Golem Fixed2": "거대 스톤 골렘 고정2", "Giant Stone Golem Phase2": "거대한 돌 골렘 Phase2", "Giant Stone Golem Phase2 - Dungeon Settlers Wiki": "거대한 돌 골렘 2단계 - 던전 세틀러즈 위키", "Giant Stone Golem Phase2 icon": "거대한 돌 골렘 2단계 아이콘", "Giant Stone Golem Random": "거대 석골렘 무작위", "Giant Stone Golem Soul - Dungeon Settlers Wiki": "거대 스톤 골렘 영혼 - 던전 세틀러즈 위키", "Giant Stone Golem Soul Stone (works)": "거대한 돌 골렘 영혼 돌 (작동)", "Giant Stone Golem Soul Stone - Dungeon Settlers Wiki": "거대스톤골렘 영혼석 - 던전 세틀러즈 위키", "Giant Stone Golem Soul Stone icon": "거대스톤골렘 영혼석 아이콘", "Giant Stone Golem Soul icon": "거대 스톤 골렘 영혼 아이콘", "Giant Stone Golem Soul range and area shown on a dungeon room": "던전 방에 표시된 거대 스톤 골렘 영혼의 범위와 영역", "Giant Stone Golem icon": "거대 스톤 골렘 아이콘", "Giant Stone Golem variant": "거대한 돌 골렘 변형", "Giant's Inscription": "거인의 비문", "Giant's Inscription - Dungeon Settlers Wiki": "거인의 비문 - 던전 세틀러즈 위키", "Giant's Inscription icon": "거인의 비문 아이콘", "GiantStoneGolem": "GiantStoneGolem", "Given by NPC": "NPC가 제공", "Gives up combat if there are no allies other than female Gloths.": "암컷 글로트 외에 다른 아군이 없으면 전투를 포기한다.", "Glacier - Dungeon Settlers Wiki": "빙하 - 던전 세틀러즈 위키", "Glacier Drop - Dungeon Settlers Wiki": "빙하 낙하 - 던전 세틀러즈 위키", "Glacier Drop icon": "빙하 낙하 아이콘", "Glacier Drop is a weak Guard Barrier engine": "빙하 낙하(Glacier Drop)는 약한 수호 배리어 엔진입니다", "Glacier Drop range and area shown on a dungeon room": "던전 방에서 표시된 빙하 낙하 범위 및 영역", "Glacier icon": "빙하 아이콘", "GlobalCoolDown": "GlobalCoolDown", "Glossary": "용어집", "Glossary - Dungeon Settlers Wiki": "용어집 - 던전 정착자 위키", "Glot Egg": "글로트 알", "Gloth": "Gloth", "Gloth Charge - Dungeon Settlers Wiki": "글로트 차지 - 던전 세틀러즈 위키", "Gloth Charge icon": "글로트 차지 아이콘", "Gloth Charge range and area on a dungeon room": "던전 방에서 글로트 충전 범위 및 영역", "Gloth Charge range and area shown on a dungeon room": "던전 방에 표시된 Gloth 돌진의 범위 및 영역", "Gloth Egg (16.67%)": "글로트 계란 (16.67%)", "Gloth Egg - Dungeon Settlers Wiki": "글로트 알 - 던전 세틀러즈 위키", "Gloth Egg Omelet - Dungeon Settlers Wiki": "글로트 알 오믈렛 - 던전 세틀러즈 위키", "Gloth Egg Omelet icon": "글로트 알 오믈렛 아이콘", "Gloth Egg Omelet range and area shown on a dungeon room": "던전 방에 표시된 글로트 계란 계란말이의 범위와 영역", "Gloth Egg icon": "글로트 알 아이콘", "Gloth Howling - Dungeon Settlers Wiki": "글로트 하울링 - 던전 세틀러즈 위키", "Gloth Howling icon": "글로트 하울링 아이콘", "Gloth Lash - Dungeon Settlers Wiki": "글로트 래쉬 - 던전 세틀러즈 위키", "Gloth Lash icon": "글로트 래쉬 아이콘", "Gloth Pup - Dungeon Settlers Wiki": "새끼 글로트 - 던전 세틀러즈 위키", "Gloth Pup Cage - Dungeon Settlers Wiki": "새끼 글로트 우리 - 던전 세틀러즈 위키", "Gloth Pup Random": "새끼 글로트 랜덤", "Gloth Pup icon": "새끼 글로트 아이콘", "Gloth Pup variant": "글로트 새끼 변형", "Gloth Spit - Dungeon Settlers Wiki": "글로트 스핏 - 던전 세틀러즈 위키", "Gloth Spit icon": "글로트 스핏 아이콘", "Gloth Spit range and area on a dungeon room": "던전 방에서 글로트 침 범위 및 면적", "Gloth Spit range and area shown on a dungeon room": "던전 방에 표시된 글로트 침뱉기의 범위와 영역", "Gloth Swarm - Dungeon Settlers Wiki": "글로트 무리 - 던전 세틀러즈 위키", "Gloth Swarm icon": "글로트 무리 아이콘", "Gloth Victory +10%": "글로트 승리 +10%", "Gloth Victory +{#}": "글로트의 승리 +{#}", "Gloth Victory - Dungeon Settlers Wiki": "글로트 승리 - 던전 세틀러즈 위키", "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "글로트 승리 GAMESYSTEM_Environment_{affecterName}", "Gloth Victory icon": "글로트 승리 아이콘", "Gloth egg": "글로트 계란", "Gloth won the battle against the Goblin. Gloth's maximum health increases by 10%.": "글로트가 고블린과의 전투에서 승리했습니다. 글로트의 최대 생명력 10% 증가.", "GlothPup": "GlothPup", "GlothVictory": "GlothVictory", "Go investigate the Acid Bug for me!": "산성 벌레를 조사해줄 수 있을까!", "Go investigate the Meat Bug": "고기 벌레를 조사해줄 수 있을까", "Go investigate the discarded mana device": "버려진 마나 장치를 조사해줄 수 있을까", "Go to node": "노드로 이동", "Goblin - Dungeon Settlers Wiki": "고블린 - 던전 세틀러즈 위키", "Goblin Attack - Dungeon Settlers Wiki": "고블린 공격 - 던전 세틀러즈 위키", "Goblin Attack icon": "고블린 공격 아이콘", "Goblin Attack range and area on a dungeon room": "던전 방에서의 고블린 공격 범위 및 영역", "Goblin Attack range and area shown on a dungeon room": "던전 방에 표시된 고블린 공격의 범위와 영역", "Goblin Brawler - Dungeon Settlers Wiki": "고블린 싸움꾼 - 던전 세틀러즈 위키", "Goblin Brawler Random": "고블린 싸움꾼 랜덤", "Goblin Brawler icon": "고블린 싸움꾼 아이콘", "Goblin Brawler variant": "고블린 격투사 변형", "Goblin Campfire - Dungeon Settlers Wiki": "고블린 모닥불 - 던전 세틀러즈 위키", "Goblin Chief Shaman - Dungeon Settlers Wiki": "고블린 사제 - 던전 세틀러즈 위키", "Goblin Chief Shaman Aura": "고블린 제사장 오라", "Goblin Chief Shaman Aura - 던전 세틀러즈 위키": "Goblin Chief Shaman Aura - 던전 세틀러즈 위키", "Goblin Chief Shaman Aura 아이콘": "고블린 제사장 오라 아이콘", "Goblin Chief Shaman Fixed": "고블린 족장 주술사 고정", "Goblin Chief Shaman Random": "고블린 족장 무술사 랜덤", "Goblin Chief Shaman Soul Stack": "고블린 제사장 영혼 스택", "Goblin Chief Shaman Soul Stack - 던전 세틀러즈 위키": "Goblin Chief Shaman Soul Stack - 던전 세틀러즈 위키", "Goblin Chief Shaman Soul Stack 아이콘": "Goblin Chief Shaman Soul Stack 아이콘", "Goblin Chief Shaman icon": "고블린 사제 아이콘", "Goblin Chief Shaman variant": "고블린 족장 무당 변형", "Goblin Corpse1": "고블린 시체1", "Goblin Corpse1 - Dungeon Settlers Wiki": "고블린 시체1 - 던전 세틀러즈 위키", "Goblin Corpse2": "고블린 시체2", "Goblin Corpse2 - Dungeon Settlers Wiki": "고블린 시체2 - 던전 세틀러즈 위키", "Goblin Curse - Dungeon Settlers Wiki": "고블린 저주 - 던전 세틀러즈 위키", "Goblin Curse icon": "고블린 저주 아이콘", "Goblin Curse range and area on a dungeon room": "던전 방에서 고블린 저주 범위 및 면적", "Goblin Curse range and area shown on a dungeon room": "던전 방에 표시된 고블린 저주의 범위와 영역", "Goblin Flee - Dungeon Settlers Wiki": "고블린 도주 - 던전 세틀러즈 위키", "Goblin Flee icon": "고블린 도주 아이콘", "Goblin Flee range and area on a dungeon room": "던전 방에서 고블린 도망치기 범위 및 영역", "Goblin Flee range and area shown on a dungeon room": "던전 방에 표시된 고블린 도망의 범위와 영역", "Goblin Herb - Dungeon Settlers Wiki": "고블린 약초 - 던전 세틀러즈 위키", "Goblin Herb icon": "고블린 약초 아이콘", "Goblin Ointment - Dungeon Settlers Wiki": "고블린 연고 - 던전 세틀러즈 위키", "Goblin Ointment icon": "고블린 연고 아이콘", "Goblin Rider - Dungeon Settlers Wiki": "고블린 라이더 - 던전 세틀러즈 위키", "Goblin Rider Random": "고블린 라이더 랜덤", "Goblin Rider icon": "고블린 라이더 아이콘", "Goblin Rider variant": "고블린 기병 변형", "Goblin Shaman - Dungeon Settlers Wiki": "고블린 주술사 - 던전 세틀러즈 위키", "Goblin Shaman Random": "고블린 주술사 랜덤", "Goblin Shaman Soul": "고블린 제사장 영혼", "Goblin Shaman Soul Stone": "고블린 제사장 영혼석", "Goblin Shaman icon": "고블린 주술사 아이콘", "Goblin Shaman variant": "고블린 무당 변형", "Goblin Tent (resource node)": "고블린 천막 (자원 노드)", "Goblin Tent (resource node) - Dungeon Settlers Wiki": "고블린 천막 (자원 노드) - 던전 세틀러즈 위키", "Goblin Tent1": "고블린 천막1", "Goblin Tent2": "고블린 천막2", "Goblin Throw - Dungeon Settlers Wiki": "고블린 투척 - 던전 세틀러즈 위키", "Goblin Throw icon": "고블린 투척 아이콘", "Goblin Throw range and area on a dungeon room": "던전 방에서 고블린 던지기 범위 및 면적", "Goblin Throw range and area shown on a dungeon room": "던전 방에 표시된 고블린 던지기의 범위와 영역", "Goblin Thrower - Dungeon Settlers Wiki": "고블린 투척꾼 - 던전 세틀러즈 위키", "Goblin Thrower Random": "고블린 투척꾼 랜덤", "Goblin Thrower icon": "고블린 투척꾼 아이콘", "Goblin Thrower variant": "고블린 투수 변형", "Goblin Torch Stand - Dungeon Settlers Wiki": "고블린 횃불 받침대 - 던전 세틀러즈 위키", "Goblin Victory - Dungeon Settlers Wiki": "고블린 승리 - 던전 세틀러즈 위키", "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "고블린 승리 GAMESYSTEM_Environment_{affecterName}", "Goblin Victory icon": "고블린 승리 아이콘", "Goblin Worker - Dungeon Settlers Wiki": "고블린 일꾼 - 던전 세틀러즈 위키", "Goblin Worker Random": "고블린 일꾼 랜덤", "Goblin Worker icon": "고블린 일꾼 아이콘", "Goblin Worker variant": "고블린 일꾼 변형", "Goblin icon": "고블린 아이콘", "Goblin-style Hunting": "고블린식 사냥법", "GoblinBrawler": "GoblinBrawler", "GoblinChiefShaman": "GoblinChiefShaman", "GoblinRider": "GoblinRider", "GoblinShaman": "GoblinShaman", "GoblinVictory": "GoblinVictory", "GoblinWorker": "GoblinWorker", "God Mode - Dungeon Settlers Wiki": "신모드 - 던전 세틀러즈 위키", "God Mode icon": "신모드 아이콘", "Goddess": "여신", "Goddess Guidance": "여신의 인도", "Goddess Guidance - Dungeon Settlers Wiki": "여신의 인도 - 던전 세틀러즈 위키", "Goddess Guidance icon": "여신의 인도 아이콘", "Goddess Statue": "여신상", "Goddess Statue - Dungeon Settlers Wiki": "여신상 - 던전 세틀러즈 위키", "Goddess Statue Construction && Level 2 2+ units": "여신상 건설 && 2레벨 2명 이상", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "여신상의 축복: 마법 계열 시전자는 마법 공격력이 10% 증가합니다. Bless Phys와 중첩됩니다.", "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "여신상 축복: 마법 주문 시전자가 마법 공격력 +10%를 얻습니다. {#}과 중첩됩니다.", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "여신상의 축복: 물리 계열 시전자는 물리 공격력이 10% 증가합니다. Bless Magic과 중첩됩니다.", "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "여신상 축복: 물리 주문 시전자가 물리 공격력 +10%를 얻습니다. {#}과 중첩됩니다.", "Goddess Statue map": "여신상 지도", "Goddess Statue with Faded Grace - Dungeon Settlers Wiki": "은총이 사그라든 여신상 - 던전 세틀러즈 위키", "Goddess Tears": "여신의 눈물", "Goddess Tears - Dungeon Settlers Wiki": "여신의 눈물 - 던전 정착자 위키", "Goddess Tears icon": "여신의 눈물 아이콘", "Goddess Tears range and area shown on a dungeon room": "던전 방에 표시된 여신의 눈물의 범위 및 영역", "Goddess statue": "여신상", "Goddess' Blessing - Dungeon Settlers Wiki": "여신의 축복 - 던전 세틀러즈 위키", "Goddess' Blessing icon": "여신의 축복 아이콘", "Goddess's Tears": "여신의 눈물", "Goddess's Tears - Dungeon Settlers Wiki": "여신의 눈물 - 던전 세틀러즈 위키", "Goddess's Tears icon": "Goddess's Tears icon", "Godness Statue - Dungeon Settlers Wiki": "여신상 - 던전 세틀러즈 위키", "Gold Mine": "금광", "Gold Mine calculator": "금광 계산기", "Gold Mine inscription": "금광 비문", "Gold Necklace - Dungeon Settlers Wiki": "금 목걸이 - 던전 세틀러즈 위키", "Gold Necklace icon": "금 목걸이 아이콘", "Gold Ring - Dungeon Settlers Wiki": "금 반지 - 던전 세틀러즈 위키", "Gold Ring icon": "금 반지 아이콘", "Gold cap": "금화 상한선", "Gold from the inscription is capped per expedition. Reaching the cap converts the effect into a flat crit-chance bonus, so the crits keep helping even after the gold stops.": "이 각인으로 얻는 골드는 탐사단 1회당 상한이 있습니다. 상한에 도달하면 효과가 고정 치명타 확률 보너스로 전환되므로, 골드 획득이 멈춘 뒤에도 치명타는 계속 도움이 됩니다.", "Gold jewelry tier": "금 보석 계층", "Gold necklaces & rings": "금 목걸이 및 반지", "Gold per crit = 10; cap = 2000.": "치명타당 금화 = 10; 상한선 = 2000.", "Gold per critical hit": "치명타당 금화", "Gold rings": "금 반지", "Goldmine Inscription - Dungeon Settlers Wiki": "금광의 각인 - 던전 세틀러즈 위키", "Goldmine Inscription icon": "금광의 각인 아이콘", "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "강해져서 돌아온 거스골. 조합 말고, 스탯 변주로 다른 경험이 되도록 세팅 필요.", "Grand Crown - Dungeon Settlers Wiki": "거대한 왕관 - 던전 세틀러즈 위키", "Grand Crown icon": "거대한 왕관 아이콘", "Grant 10×": "10배 부여", "Grant 15×": "부여 15×", "Grant 1×": "1× 부여", "Grant 2×": "부여 2×", "Grant 30×": "부여 30×", "Grant 3×": "부여 3배", "Grant 4×": "4× 부여", "Grant 8×": "부여 8배", "Grant the active Expedition Resolution's reward": "활성 탐사단 해결 방식의 보상을 부여하십시오", "Granted by": "부여자", "Granted by 1 inscription": "각인 1개로 부여됨", "Granted by 1 inscription and 12 skills": "각인 1개와 스킬 12개로 부여됨", "Granted by 1 inscription and 4 skills": "각인 1개와 스킬 4개로 부여됨", "Granted by 1 inscription and 8 skills": "각인 1개와 스킬 8개로 부여됨", "Granted by 1 inscription, 2 items and 2 skills": "각인 1개, 아이템 2개, 스킬 2개로 부여됨", "Granted by 1 item": "아이템 1개로 획득", "Granted by 1 skill": "스킬 1개로 획득", "Granted by 10 skills": "스킬 10개로 부여됨", "Granted by 2 inscriptions and 11 skills": "각인 2개와 스킬 11개로 부여됨", "Granted by 2 inscriptions and 3 skills": "각인 2개와 스킬 3개로 부여됨", "Granted by 2 items": "아이템 2개로 부여됨", "Granted by 2 skills": "스킬 2개로 획득", "Granted by 3 skills": "스킬 3개로 획득", "Granted by 4 skills": "스킬 4개로 부여됨", "Granted by 5 skills": "스킬 5개로 획득", "Granted by a placed building": "배치된 건물에서 부여됨", "Granted by another effect:": "다른 효과에 의해 부여됨:", "Granted by effect": "효과로 부여됨", "Granted by the dungeon event": "던전 이벤트에 의해 부여", "Granted by the dungeon event {#}.": "던전 이벤트 {#}에 의해 부여됩니다.", "Granted by {#}": "부여 출처: {#}", "Grants": "해당 유닛에게", "Grants Barrier equal to 120% of lost Current Health for 12 seconds.": "Grants Barrier equal to 120% of lost Current Health for 12 seconds.", "Grants Barrier equal to 25% of damage reduced by guard for 3 seconds when guarding.": "가드 시 가드로 경감한 피해의 25%에 해당하는 보호막을 3초간 부여합니다.", "Grants Barrier equal to 30% of Max Health Total for 5 seconds when current Current Health falls below 25%. This effect activates only once per battle.": "현재 생명력이 25% 이하로 떨어지면 5초간 최대 생명력의 30%에 해당하는 보호막을 부여합니다. 이 효과는 전투당 1회만 발동합니다.", "Grants Barrier equal to 30% of Max Health Total for 5 seconds when current Current Health falls below 25%.…": "현재 생명력이 25% 이하로 떨어지면 5초 동안 최대 생명력 총합의 30%와 같은 방어막을 부여합니다…", "Grants Barrier equal to 5% of Max Health Total for 5 seconds upon inflicting negative effects on enemy units.": "Grants Barrier equal to 5% of Max Health Total for 5 seconds upon inflicting negative effects on enemy units.", "Grants Beast Forest to beast monsters.": "야수 몬스터에게 야수의 숲을 부여합니다.", "Grants Disturbance for 3 seconds to adjacent enemy units every second. Disappears after 40 seconds.": "매초 인접한 적 유닛에게 교란을 3초 동안 부여합니다. 40초 후 사라집니다.", "Grants Disturbance for 3 seconds to adjacent enemy units every second. Disappears after…": "매초 인접한 적에게 3초 동안 교란을 부여합니다. 다음 후에 사라집니다…", "Grants Fortification and Slow for 25 seconds. While this skill lasts, Guard Damage Reduction increases by 35%.": "25초 동안 강화와 둔화를 부여합니다. 이 기술이 지속되는 동안 방어 피해 경감이 35% 증가합니다.", "Grants Lesser Guardian Ward to player units within 7 distance for 10 seconds.": "7 거리 내의 플레이어 유닛에게 10초 동안 소수 수호자 방어를 부여합니다.", "Grants Torch's Light to allied units within 3 range for 10 seconds every 10 seconds.": "10초마다 3 범위 내의 동맹 유닛에게 10초 동안 횃불의 빛을 부여합니다.", "Grants a": "다음을 부여합니다:", "Grants a 137 barrier for 10 s": "10초 동안 137 배리어 부여", "Grants a 150 barrier for 10 s": "부여 a 150 보호막 동안 10 s", "Grants a 265 barrier for 10 s": "10초 동안 265 배리어 부여", "Grants a 294 barrier for 30 s": "부여 a 294 보호막 동안 30 s", "Grants a random serum side effect. If the unit gets": "무작위 혈청 부작용을 부여합니다. 유닛이 다음을 받으면:", "Grants a random serum side effect. If the unit gets Near Death while suffering from 3 side effects, unit dies instantly.": "무작위 혈청 부작용을 부여합니다. 부작용 3개를 앓는 상태에서 빈사 상태가 되면 유닛은 즉사합니다.", "Grants a {#} barrier": "{#}의 보호막 부여", "Grants immunity to": "면역을 부여합니다.", "Grants immunity to Bleeding.": "출혈 면역을 부여합니다.", "Grants immunity to Burning.": "화상 면역을 부여합니다.", "Grants immunity to Poison.": "독 면역을 부여합니다.", "Grants nearby allies": "주변 아군에게 부여합니다:", "Grants nearby allies Calm Leadership through exceptional leadership.": "뛰어난 리더십을 통해 근처 동맹에 차분한 리더십을 부여합니다.", "Grants nearby allies 침착한 통솔 through exceptional leadership.": "탁월한 리더십으로 근처 아군에게 침착한 통솔을 부여합니다.", "Grants nearby allies 침착한 통솔 through exceptional leadership. New allies acquire 개척 정신.": "탁월한 리더십으로 근처 아군에게 침착한 통솔을 부여합니다. 새로운 아군은 개척 정신을 습득합니다.", "Grants nearby allies 침착한 통솔 through exceptional leadership. New allies acquire 생존 본능.": "탁월한 리더십으로 근처 아군에게 침착한 통솔을 부여합니다. 새로운 아군은 생존 본능을 습득합니다.", "Grants nearby allies 침착한 통솔 through exceptional leadership. New allies acquire 세계수의 가호.": "탁월한 리더십으로 근처 아군에게 침착한 통솔을 부여합니다. 새로운 아군은 세계수의 가호를 습득합니다.", "Grants skill:": "스킬 부여:", "Grants the": "다음을 부여합니다:", "Grants the Ash of Solace effect.": "위안의 재 효과를 부여합니다.", "Grants the Royal Jelly Consumption effect for 600 seconds.": "600초간 로열젤리 섭취 효과를 부여합니다.", "Grants the unit Leadership:": "해당 유닛에게 통솔력을 부여합니다:", "Grants the unit the Leadership trait matching its race:": "해당 유닛에게 종족에 맞는 통솔력 특성을 부여합니다:", "Grants 개척 정신 to the unit.": "해당 유닛에게 개척 정신을 부여합니다.", "Grants:": "부여:", "Grass Porridge - Dungeon Settlers Wiki": "풀 죽 - 던전 세틀러즈 위키", "Grass Porridge icon": "풀 죽 아이콘", "Grass Porridge range and area shown on a dungeon room": "던전 방에 표시된 풀 죽의 범위와 영역", "Great Guardian Stone": "위대한 수호자의 돌", "Great Guardian Stone - Dungeon Settlers Wiki": "위대한 수호자 돌 - 던전 세틀러즈 위키", "Great Sword Skill Aptitude": "대검 스킬 적성", "Great Sword Skill Aptitude - Dungeon Settlers Wiki": "대검 스킬 적성 - 던전 세틀러즈 위키", "Great Sword Skill Aptitude icon": "Great Sword Skill Aptitude icon", "Greater (High-grade) Mana Stones": "상급 (고등급) 마나-돌", "Greater Mana Stone - Dungeon Settlers Wiki": "상급 마석 - 던전 세틀러즈 위키", "Greater Mana Stone icon": "상급 마석 아이콘", "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5": "현재 빌드에서 상급 및 최고급 마나-돌은 극히 드물어 레벨 5 이후의 진행을 늦춥니다", "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5": "더 크고 숭고한 마나 돌은 거의 획득할 수 없습니다 - 레벨 5를 넘어서 느린 진행을 기대하십시오", "Greatest warrior": "최고의 전사", "Greatly increases": "크게 증가", "Greatly increases Attack Speed.": "공격 속도가 크게 증가합니다.", "Greatly increases Cooldown Reduction.": "재사용 대기 감소가 크게 증가합니다.", "Greatly increases Critical Chance.": "치명타 확률이 크게 증가합니다.", "Greatly increases Critical Damage Bonus.": "치명타 피해 보너스가 크게 증가합니다.", "Greatly increases Dodge Chance.": "회피율이 크게 증가합니다.", "Greatly increases Guard Chance.": "가드 확률이 크게 증가합니다.", "Greatly increases Guard Damage Reduction.": "가드 피해 감소가 크게 증가합니다.", "Greatly increases Health Regeneration.": "생명력 재생이 크게 증가합니다.", "Greatly increases Hit Chance.": "명중률이 크게 증가합니다.", "Greatly increases Life Steal.": "생명력 흡수가 크게 증가합니다.", "Greatly increases Magic Attack Power.": "마법 공격력이 크게 증가합니다.", "Greatly increases Magic Resistance.": "마법 저항이 크게 증가합니다.", "Greatly increases Max Energy.": "최대 에너지가 크게 증가합니다.", "Greatly increases Max Health Total.": "최대 생명력 총합이 크게 증가합니다.", "Greatly increases Max Weight.": "최대 무게가 크게 증가합니다.", "Greatly increases Movement Speed.": "이동 속도가 크게 증가합니다.", "Greatly increases Physical Attack Power.": "물리 공격력이 크게 증가합니다.", "Greatly increases Physical Resistance.": "물리 저항이 크게 증가합니다.", "Greatsword": "대검", "Greatsword (two-handed - no shield)": "대검 (양손 - 방패 불가)", "Greatsword Reaver": "대검 약탈자", "Greatsword Skill Tree - Dungeon Settlers Wiki": "대검 스킬 트리 - 던전 세틀러즈 위키", "Greatsword Skill Tree overview": "대검 스킬 트리 개요", "Greatsword equipped": "대검 장착", "Greatsword melee": "대검 근접", "Greatsword skill tree - available, not learned": "대검 스킬 트리 - 습득 가능, 미습득", "Greatsword tree (Deadly Fear)": "대검 트리 (치명적 공포)", "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)": "대검, 활, 화염 지팡이, 물 지팡이, 자연 지팡이 (방패 슬롯 차단)", "Green": "초록색", "Green Crystal": "녹색 크리스탈", "Green Crystal Bloodwood Staff - Dungeon Settlers Wiki": "녹색 크리스탈 혈목 스태프 - 던전 세틀러즈 위키", "Green Crystal Bloodwood Staff icon": "녹색 크리스탈 혈목 스태프 아이콘", "Green Crystal Bone Staff - Dungeon Settlers Wiki": "녹색 크리스탈 본 스태프 - 던전 세틀러즈 위키", "Green Crystal Bone Staff icon": "녹색 크리스탈 본 스태프 아이콘", "Green Crystal Carapace Staff - Dungeon Settlers Wiki": "녹색 크리스탈 갑각 스태프 - 던전 세틀러즈 위키", "Green Crystal Carapace Staff icon": "녹색 크리스탈 갑각 스태프 아이콘", "Green Crystal Iron Staff - Dungeon Settlers Wiki": "녹색 크리스탈 철 스태프 - 던전 세틀러즈 위키", "Green Crystal Iron Staff icon": "녹색 크리스탈 철 스태프 아이콘", "Green Crystal Necklace - Dungeon Settlers Wiki": "녹색 크리스탈 목걸이 - 던전 세틀러즈 위키", "Green Crystal Necklace icon": "녹색 크리스탈 목걸이 아이콘", "Green Crystal Ore (33.33%)": "초록 수정 광석 (33.33%)", "Green Crystal Ore - Dungeon Settlers Wiki": "녹수정 원석 - 던전 세틀러즈 위키", "Green Crystal Ore icon": "녹수정 원석 아이콘", "Green Crystal Ring - Dungeon Settlers Wiki": "녹색 크리스탈 반지 - 던전 세틀러즈 위키", "Green Crystal Ring icon": "녹색 크리스탈 반지 아이콘", "Green Crystal Wood Staff - Dungeon Settlers Wiki": "녹색 크리스탈 나무 스태프 - 던전 세틀러즈 위키", "Green Crystal Wood Staff icon": "녹색 크리스탈 나무 스태프 아이콘", "Green Shade - Dungeon Settlers Wiki": "그린 셰이드 - 던전 세틀러즈 위키", "Green Shade icon": "그린 셰이드 아이콘", "Green_Small": "Green_Small", "Grey Monster Rat - Dungeon Settlers Wiki": "회색 괴물쥐 - 던전 세틀러즈 위키", "Grey Monster Rat Cage - Dungeon Settlers Wiki": "회색 괴물쥐 우리 - 던전 세틀러즈 위키", "Grey Monster Rat Random": "회색 괴물쥐 랜덤", "Grey Monster Rat icon": "회색 괴물쥐 아이콘", "Grey Monster Rat variant": "회색 몬스터 쥐 변형", "Grey Rat - Dungeon Settlers Wiki": "회색쥐 - 던전 세틀러즈 위키", "Grey Rat Cage - Dungeon Settlers Wiki": "회색쥐 우리 - 던전 세틀러즈 위키", "Grey Rat Random": "회색쥐 랜덤", "Grey Rat Soul Stone - Dungeon Settlers Wiki": "회색쥐 영혼석 - 던전 세틀러즈 위키", "Grey Rat Soul Stone icon": "회색쥐 영혼석 아이콘", "Grey Rat icon": "회색쥐 아이콘", "Grey Rat variant": "회색 쥐 변형", "GreyMonsterRat": "GreyMonsterRat", "GreyRat": "GreyRat", "Grilled Meat - Dungeon Settlers Wiki": "고기 구이 - 던전 세틀러즈 위키", "Grilled Meat icon": "고기 구이 아이콘", "Grilled Meat range and area shown on a dungeon room": "던전 방에 표시된 구운 고기의 범위와 영역", "Grilled Turnip - Dungeon Settlers Wiki": "순무 구이 - 던전 세틀러즈 위키", "Grilled Turnip icon": "순무 구이 아이콘", "Grilled Turnip range and area shown on a dungeon room": "던전 방에 표시된 구운 순무의 범위와 영역", "Grilled food greatly boosts": "구운 음식은 다음을 크게 증가시킵니다", "GroundMoodCooltime": "GroundMoodCooltime", "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "이름 접두사별로 그룹화했습니다 - UI, 피해 유형별 전투 타격음, 제작/채집 폴리 사운드, 식사, 오락 게임, 이벤트 스팅어.", "Grow 2x faster.": "2배 빠르게 성장합니다.", "Growing Discontent - Dungeon Settlers Wiki": "터져나오는 불만 - 던전 세틀러즈 위키", "Growing Discontent icon": "터져나오는 불만 아이콘", "Growing up among gangs,": "조직 폭력배 사이에서 자라면서,", "Growing up in gambling dens,": "도박장에서 자라면서,", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange...": "도박장에서 자라난 {0}은 인간의 심리를 꿰뚫고 작은 몸짓에서 의도를 읽는 법을 배웠습니다. 삶은 항상 도박판 위에 있었고, 위험과...", "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit": "도박장에서 자라난 {0}은 인간의 심리를 꿰뚫고 작은 몸짓에서 의도를 읽는 법을 배웠습니다. 삶은 항상 도박판 위에 있었고, 위험과 기회가 공존했습니다.", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo...": "도박장에서 자라난 {0}은 사람을 읽고 작은 움직임에서 의도를 감지하는 법을 배웠습니다. 삶은 항상 위험과 기회 사이의 도박이었고...", "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac": "도박장에서 자라난 {0}은 사람을 읽고 작은 움직임에서 의도를 감지하는 법을 배웠습니다. 삶은 항상 위험과 기회 사이의 도박이었고, 매순간이 중요했습니다.", "Growing up learning scale craftsmanship,": "비늘 공예를 배우며 자라면서,", "Growing up on battlefields,": "전장에서 자라면서,", "Grown Tired of Card Games - Dungeon Settlers Wiki": "카드 놀이에 질림 - 던전 세틀러즈 위키", "Grown Tired of Card Games icon": "카드 놀이에 질림 아이콘", "Grown Tired of Dart Games - Dungeon Settlers Wiki": "다트 놀이에 질림 - 던전 세틀러즈 위키", "Grown Tired of Dart Games icon": "다트 놀이에 질림 아이콘", "Grown Tired of Dice Games - Dungeon Settlers Wiki": "주사위 놀이에 질림 - 던전 세틀러즈 위키", "Grown Tired of Dice Games icon": "주사위 놀이에 질림 아이콘", "Grown tired of card games.": "카드 게임에 지쳤습니다.", "Grown tired of dart games.": "다트 게임에 지쳤습니다.", "Grown tired of dice games.": "주사위 게임에 지쳤습니다.", "Grows as a stage of the": "농장 작물의 단계로 자람", "Grows as a stage of the {#} farm crop.": "{#} 농장 작물의 단계로 자랍니다.", "Growth Fatigue (Mood -2) while XP sits at maximum": "XP가 최대에 있는 동안 성장 피로 (기분 -2)", "Growth Fatigue - Dungeon Settlers Wiki": "성장 정체 - 던전 세틀러즈 위키", "Growth Fatigue icon": "성장 정체 아이콘", "Growth per level-up (GameSystemTable):": "레벨업당 성장치 (GameSystemTable):", "Growth per level-up (GameSystemTable): P = Poor {#}-{#} / M = Moderate {#}-{#} (baseline) / O = Outstanding {#}-{#} / E = Exceptional {#}-{#} / G = Genius {#}-{#}": "레벨업당 성장치 (GameSystemTable): P = 낮음 {#}~{#} / M = 보통 {#}~{#} (기준치) / O = 우수 {#}~{#} / E = 탁월 {#}~{#} / G = 천재 {#}~{#}", "Growth potential is very limited.": "성장 잠재력이 매우 제한적입니다.", "Growth stages": "성장 단계", "Growth to rank 1": "등급 1로 성장", "Growth to rank 2": "등급 2로 성장", "Growth to rank 3 (mature)": "등급 3으로 성장 (성숙)", "Growth_": "Growth_", "Guard": "가드율", "Guard Barrier - Dungeon Settlers Wiki": "가드 베리어 - 던전 세틀러즈 위키", "Guard Barrier icon": "가드 베리어 아이콘", "Guard Barrier turns a debuff you land on an enemy into a Barrier. Skills that debuff repeatedly (per tick) or hit a whole pack refresh the shield most; the Barrier only pays off on a unit that gets hit, so these are frontline combos.": "가드 배리어는 적에게 건 디버프를 배리어로 전환합니다. 매 틱마다 반복적으로 디버프를 걸거나 무리 전체를 타격하는 스킬이 실드를 가장 자주 갱신하며, 배리어는 공격을 받는 유닛에게만 효과를 발휘하므로 이런 조합은 전열용입니다.", "Guard Captain Tent": "경비대장 천막", "Guard Captain Tent - Dungeon Settlers Wiki": "근위대 캡틴 텐트 - 던전 세틀러즈 위키", "Guard Chance - Dungeon Settlers Wiki": "가드율 - 던전 세틀러즈 위키", "Guard Chance icon": "가드율 아이콘", "Guard Chance increases by 10% during this exploration.": "이번 탐사 중 가드 확률이 10% 증가합니다.", "Guard Chance increases by ?% per stack.": "스택당 방어 확률이 ?% 증가합니다.", "Guard Chance increases.": "방어 확률이 증가합니다.", "Guard Damage Reduction - Dungeon Settlers Wiki": "가드 대미지 감소율 - 던전 세틀러즈 위키", "Guard Damage Reduction Rate": "보호막 피해 감소율", "Guard Damage Reduction icon": "가드 대미지 감소율 아이콘", "Guard Damage Reduction increases by ?%.": "방어 피해 감소가 ?% 증가합니다.", "Guard Potion - Dungeon Settlers Wiki": "방어 물약 - 던전 세틀러즈 위키", "Guard Potion icon": "방어 물약 아이콘", "Guard Potion range and area shown on a dungeon room": "던전 방에 표시된 방어 물약의 범위와 영역", "Guard Rate increases by {0}%. When a shield is equipped, movement speed increases by {1}% and attack speed by {2}%, and ...": "Guard Rate increases by {0}%. When a shield is equipped, movement speed increases by {1}% and attack speed by {2}%, and ...", "Guard rate increases by {0}%. When a shield is equipped, attack speed increases by {1}%, and the equipped shield's weigh...": "방어 확률이 {0}% 증가합니다. 방패를 장착했을 때, 공격 속도가 {1}% 증가하고, 장착된 방패의 무게...", "Guard rate increases.": "가드율이 증가합니다.", "GuardReduction": "GuardReduction", "Guardian Skill Tree - Dungeon Settlers Wiki": "수호자 스킬 트리 - 던전 세틀러즈 위키", "Guardian Skill Tree overview": "수호자 스킬 트리 개요", "Guardian skill tree - available, not learned": "수호자 스킬 트리 - 습득 가능, 미습득", "Guardian's Taunt - Dungeon Settlers Wiki": "가디언즈 타운트 - 던전 세틀러즈 위키", "Guardian's Taunt icon": "가디언즈 타운트 아이콘", "Guardian's Taunt range and area shown on a dungeon room": "던전 방에서 표시된 수호자의 도발 범위 및 영역", "Guarding": "방어", "Guarding (halves the hit)": "가드 (맞춤 절반)", "Guarding does not cost weapon durability": "방어는 무기 내구도를 소비하지 않습니다", "Guide": "가이드", "Guide: {#}": "가이드: {#}", "Guides & Reference": "가이드 & 참고", "Guild Banner": "길드 깃발", "Guild Banner - Dungeon Settlers Wiki": "길드 깃발 - 던전 세틀러즈 위키", "Guild Banner1": "길드 깃발1", "Guild Banner1 - Dungeon Settlers Wiki": "길드 배너1 - 던전 세틀러즈 위키", "Guild Banner2": "길드 깃발2", "Guild Banner2 - Dungeon Settlers Wiki": "길드 깃발2 - 던전 세틀러즈 위키", "Guild Cooking Hearth": "길드 요리 화로", "Guild Cooking Hearth - Dungeon Settlers Wiki": "길드 요리 난로 - 던전 세틀러즈 위키", "Guild Guard": "길드 경비대", "Guild Guard - Dungeon Settlers Wiki": "길드 경비 - 던전 세틀러즈 위키", "Guild Guard icon": "길드 경비 icon", "Guild Merchant - Dungeon Settlers Wiki": "길드 상인 - 던전 세틀러즈 위키", "Guild Merchant - pool tier 1": "길드 상인 - 풀 계층 1", "Guild Merchant - pool tier 2": "길드 상인 - 풀 계층 2", "Guild Merchant icon": "길드 상인 아이콘", "Guild Merchant's Desk - Dungeon Settlers Wiki": "길드 상인의 책상 - 던전 세틀러즈 위키", "Guild Merchant1": "길드 상인1", "Guild Merchant2": "길드 상인2", "Guild Merchant3": "길드 상인3", "Guild Tent1": "길드 천막1", "Guild Tent1 - Dungeon Settlers Wiki": "길드 천막1 - 던전 세틀러즈 위키", "Guild Tent2": "길드 천막2", "Guild Tent2 - Dungeon Settlers Wiki": "길드 천막2 - 던전 세틀러즈 위키", "Guild Tent3": "길드 천막3", "Guild Tent3 - Dungeon Settlers Wiki": "길드 천막3 - 던전 세틀러즈 위키", "Guild Trade": "길드 거래", "Guild Trade - Dungeon Settlers Wiki": "길드 거래 - 던전 정착자 위키", "Guild Trade icon": "길드 거래 아이콘", "Guild archer": "Guild archer", "Guild archer - Dungeon Settlers Wiki": "길드 소속 궁수 - 던전 세틀러즈 위키", "Guild archer icon": "길드 소속 궁수 아이콘", "Guild quests": "길드 임무", "Guild rank quests": "길드 등급 임무", "Guild soldier": "Guild soldier", "Guild soldier - Dungeon Settlers Wiki": "길드 소속 병사 - 던전 세틀러즈 위키", "Guild soldier icon": "길드 소속 병사 아이콘", "GuildContact": "GuildContact", "GuildGuard": "길드 경비병", "GuildMerchant": "길드 상인", "GuildMerchantBase": "GuildMerchantBase", "GuildMerchantBase2": "GuildMerchantBase2", "GuildMerchantMadeRoom": "GuildMerchantMadeRoom", "GuildMerchantRoomQuest": "GuildMerchantRoomQuest", "GuildMerchantSafeDefault": "GuildMerchantSafeDefault", "HP": "생명력", "HP -": "HP -", "HP 102": "생명력 102", "HP 110": "생명력 110", "HP 113": "생명력 113", "HP 120": "생명력 120", "HP 135": "생명력 135", "HP 146": "생명력 146", "HP 158": "생명력 158", "HP 180": "생명력 180", "HP 191": "생명력 191", "HP 203": "생명력 203", "HP 225": "생명력 225", "HP 23": "생명력 23", "HP 30": "생명력 30", "HP 38": "생명력 38", "HP 388 · MAtk 61 · PAtk 50.7 · attack speed 0.3 · crit 5% · 1 on the field": "생명력 388 · 마법 공격 61 · 물리 공격 50.7 · 공격 속도 0.3 · 치명타 5% · 1개 현장", "HP 45": "생명력 45", "HP 56": "생명력 56", "HP 60": "HP 60", "HP 68": "생명력 68", "HP 74": "생명력 74", "HP 75": "생명력 75", "HP 80": "생명력 80", "HP 88 · MAtk 44.1 · PAtk 50.7 · attack speed 0.3 · crit 5% · up to 2 on the field": "생명력 88 · 마법 공격 44.1 · 물리 공격 50.7 · 공격 속도 0.3 · 치명타 5% · 최대 2개 현장", "HP 90": "생명력 90", "HP 95": "생명력 95", "HP = summoner Magic Attack x1 +": "생명력 = 소환자 마법 공격력 x1 +", "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "생명력 = 소환자 마법 공격력 x1 + 기본 {#}; 마법 공격력 = 소환자 마법 공격력 x0.5 + 기본 {#}.", "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "대상이 처형당할 수 있는 생명력 상한은 자신의 최대 생명력의 20%이며, 더 강한 적일수록 처형 가능 구간도 그만큼 커집니다.", "HP bonus": "생명력 보너스", "HP boost": "생명력 증가", "HP x": "생명력 x", "HP x{#}": "HP x{#}", "HP {#}": "HP {#}", "HP {#} · PAtk {#} · MAtk {#} · Crit {#} x{#} · AtkSpd {#} · Res {#}/{#} · Hit {#}": "HP {#} · PAtk {#} · MAtk {#} · Crit {#} x{#} · AtkSpd {#} · Res {#}/{#} · Hit {#}", "HP Â-": "HP -", "HP 재생": "생명력 재생", "HP/s": "생명력/초", "HP/s to allies within": "생명력/초를 범위 내 아군에게", "HUD alert definitions - trigger condition, scope, click action.": "HUD 알림 정의 - 발동 조건, 범위, 클릭 동작.", "HUD 및 편의 기능 개선": "HUD 및 편의 기능 개선", "HUD와 편의 기능을 개선하여 게임 플레이 경험을 향상시킵니다.": "HUD와 편의 기능을 개선하여 게임 플레이 경험을 향상시킵니다.", "Hah… a demanding one, aren't you.": "하… 까다로운 놈이군.", "Hair": "머리", "Hammering - Dungeon Settlers Wiki": "해머링 - 던전 세틀러즈 위키", "Hammering icon": "해머링 아이콘", "Hammering range and area shown on a dungeon room": "던전 방에서 표시된 망치질 범위 및 영역", "Happy Fool - Dungeon Settlers Wiki": "행복한 바보 - 던전 세틀러즈 위키", "Happy Fool icon": "행복한 바보 아이콘", "Hard": "어려움", "Hard Combat": "어려운 전투", "Hard Combat Difficulty - desc": "Hard Combat Difficulty - desc", "Hard Management": "어려움 운영", "Hard Management Difficulty - desc": "Hard Management Difficulty - desc", "Hard Operation-Difficulty Unit": "어려움 Operation-Difficulty Unit", "Hard Shell (13.33%)": "단단한 껍질 (13.33%)", "Hard Shell (25.81%)": "단단한 껍질 (25.81%)", "Hard Shell (28.57%)": "단단한 껍질 (28.57%)", "Hard Shell (33.33%)": "단단한 껍질 (33.33%)", "Hard Shell (66.67%)": "단단한 껍질 (66.67%)", "Hard Shell - Dungeon Settlers Wiki": "갑각 껍질 - 던전 세틀러즈 위키", "Hard Shell icon": "갑각 껍질 아이콘", "Hard Shell x10": "단단한 껍질 x10", "Hard Support Wagon Berry Fixed": "어려움 보급 마차 베리 고정", "Hard Support Wagon Grass Fixed": "어려움 보급 마차 풀 고정", "Hard Support Wagon Hardtack Fixed": "어려움 보급 마차 경정 고정", "Hard Support Wagon Ointment Fixed": "어려움 보급 마차 연고 고정", "Hard Support Wagon Tech Book Fixed": "어려움 보급 마차 기술 책 고정", "Hard Support Wagon Wood Fixed": "어려움 보급 마차 나무 고정", "Hard baseline": "어려움 기준", "Hard is the baseline": "어려움이 기본값입니다", "Hard is the baseline.": "어려움이 기준선입니다.", "Hard-excluded regions": "강제 제외된 지역", "HardCombat": "고난도 전투", "HardLimitWeightApplyCondition": "HardLimitWeightApplyCondition", "Hardly anyone even knows this expedition exists.": "거의 아무도 이 탐사단의 존재를 알지 못합니다.", "Hardtack - Dungeon Settlers Wiki": "건빵 - 던전 세틀러즈 위키", "Hardtack icon": "건빵 아이콘", "Harmony Skill Tree - Dungeon Settlers Wiki": "조화 스킬 트리 - 던전 세틀러즈 위키", "Harmony Skill Tree overview": "조화 스킬 트리 개요", "Harvest yields": "수확 산출량", "Harvested from the": "수확 대상:", "Has": "보유", "Has duration": "지속시간 있음", "Has low intelligence, but can use items made by humans at a very basic level.": "지능은 낮지만 인간이 만든 물건을 아주 기초적인 수준으로 사용할 수 있다.", "Has not ventured deeper for quite some time.": "꽤 오랫동안 더 깊이 진행하지 않았습니다.", "Has primal instincts,": "원시적 본능을 가지고 있으며,", "HasAffecter_Exhausted": "HasAffecter_Exhausted", "HasAffecter_Hungry": "HasAffecter_Hungry", "HasAffecter_Overloaded": "HasAffecter_Overloaded", "HasAffecter_SevereDamage": "HasAffecter_SevereDamage", "HasAffecter_SevereHungry": "HasAffecter_SevereHungry", "HasAffecter_SevereOverloaded": "HasAffecter_SevereOverloaded", "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2": "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2", "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440", "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440", "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3": "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3", "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3": "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3", "HasRoomTypeAmountUnder_MediocreDiningRoom_1": "HasRoomTypeAmountUnder_MediocreDiningRoom_1", "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1": "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1", "HasRoomTypeAmountUnder_MediocrePrivateRoom_2": "HasRoomTypeAmountUnder_MediocrePrivateRoom_2", "HasRoomTypeAmountUnder_MediocreResearchLab_1": "HasRoomTypeAmountUnder_MediocreResearchLab_1", "HasRoomTypeAmountUnder_MediocreWorkshop_1": "HasRoomTypeAmountUnder_MediocreWorkshop_1", "HasRoomTypeAmountUnder_NormalDiningRoom_1": "HasRoomTypeAmountUnder_NormalDiningRoom_1", "HasRoomTypeAmountUnder_NormalMagicWorkshop_1": "HasRoomTypeAmountUnder_NormalMagicWorkshop_1", "HasRoomTypeAmountUnder_NormalPrivateRoom_2": "HasRoomTypeAmountUnder_NormalPrivateRoom_2", "HasRoomTypeAmountUnder_NormalResearchLab_1": "HasRoomTypeAmountUnder_NormalResearchLab_1", "HasRoomTypeAmountUnder_PoorMagicWorkshop_1": "HasRoomTypeAmountUnder_PoorMagicWorkshop_1", "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2": "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2", "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1": "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1", "Haste - Dungeon Settlers Wiki": "신속 - 던전 세틀러즈 위키", "Haste Potion": "신속 물약", "Haste icon": "신속 아이콘", "Hates Elves": "엘프를 싫어함", "Hates Humans": "인간을 싫어함", "Hates Lizards": "도마뱀을 싫어함", "Hates Lycans": "라이칸을 싫어함", "Have 1 Arcane Workshop of Mediocre Quality or Higher": "평범한 품질 이상의 신비로운 작업실 1개 보유", "Have 1 Arcane Workshop of Normal Quality or Higher": "일반 등급 이상의 신비 작업장 1개 보유", "Have 1 Arcane Workshop of Shabby Quality or Higher": "초라한 품질 이상의 신비로운 작업실 1개 보유", "Have 1 Dining Hall of Mediocre Quality or Higher": "평범한 품질 이상의 식당 1개 보유", "Have 1 Dining Hall of Normal Quality or Higher": "일반 등급 이상의 식당 1개 보유", "Have 1 Dining Hall of Shabby Quality or Higher": "초라한 품질 이상의 식당 1개 보유", "Have 1 Research Lab of Mediocre Quality or Higher": "평범한 품질 이상의 연구실 1개 보유", "Have 1 Research Lab of Normal Quality or Higher": "일반 등급 이상의 연구실 1개 보유", "Have 1 Research Lab of Shabby Quality or Higher": "초라한 품질 이상의 연구실 1개 보유", "Have 1 Shrine of Mediocre Quality or Higher": "평범한 품질 이상의 신전 1개 보유", "Have 1 Shrine of Normal Quality or Higher": "일반 등급 이상의 사당 1개 보유", "Have 1 Shrine of Shabby Quality or Higher": "초라한 품질 이상의 신전 1개 보유", "Have 1 Workshop of Mediocre Quality or Higher": "평범한 품질 이상의 작업실 1개 보유", "Have 1 Workshop of Normal Quality or Higher": "일반 등급 이상의 작업장 1개 보유", "Have 1 Workshop of Shabby Quality or Higher": "초라한 품질 이상의 작업실 1개 보유", "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "Ruma 목재 12개 보유 - 완료 && 긴 풀 12개 보유 - 완료", "Have 2 Private Rooms of Mediocre Quality or Higher": "평범한 품질 이상의 개인 방 2개 보유", "Have 2 Private Rooms of Normal Quality or Higher": "일반 등급 이상의 개인실 2개 보유", "Have 2 Private Rooms of Shabby Quality or Higher": "초라한 품질 이상의 개인 방 2개 보유", "Have 3 Private Rooms of Mediocre Quality or Higher": "평범한 품질 이상의 개인 방 3개 보유", "Have 3 Private Rooms of Normal Quality or Higher": "일반 등급 이상의 개인실 3개 보유", "Have 3 Private Rooms of Shabby Quality or Higher": "초라한 품질 이상의 개인 방 3개 보유", "Have 30 or More Cloth": "옷감 30개 이상 보유", "Have 30 or More Planks": "판자 30개 이상 보유", "Have 30 or More Pottery": "도자기 30개 이상 보유", "Have 40 or More Bone": "뼈 40개 이상 보유", "Have 40 or More Stone": "돌 40개 이상 보유", "Have 60 or More Wood": "목재 60개 이상 보유", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...": "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...", "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.": "원소의 힘을 배운 {0}는 음성이 없는 변화에 먼저 반응했다. 기온이 바뀌는 순간과 마른 흙이 갈라지는 희미한 신호를 읽어냈으며, 작은 마력의 진동만으로도 위험을 감지했다. 세월이 지나면서 사람의 얼굴을 읽기보다 주변의 흐름을 관찰하는 것이 더 익숙해졌다.", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...", "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.": "장례인으로 살아온 {0}는 이름 없는 사람의 죽음도 소홀히 하지 않았다. 낯선 얼굴 앞에서 두 손을 정중히 모으고 아무도 모르는 이야기의 삶을 흙 속에 조용히 묻었다. 하지만 헤어짐에 익숙해질수록 새로운 인연으로부터는 한 발 물러나곤 했다.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.": "작렬하는 화로 앞에서 살아온 {0}는 달아오른 철의 색만으로 적절한 순간을 판단할 수 있었다. 모루에 망치를 내리칠 때마다 불꽃이 튀었으며, 무디어진 칼날과 움푹 패인 갑옷이 그들의 손을 거쳐 다시 제 역할을 하게 되었다. 대신 그들은 충분히 오래 두드리면 무엇이든 고쳐질 것이라 믿을 만큼 완고해졌다.", "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...": "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...": "지하에서 살아온 {0}는 돌의 결을 읽고 광맥의 경로를 감지하는 법을 배웠다. 희미한 등불 빛으로도...", "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.": "지하에서 살아온 {0}는 돌의 결을 읽고 광맥의 경로를 감지하는 법을 배웠다. 희미한 등불 빛으로도 주저 없이 곡괭이를 내리쳤으며, 무거운 광석을 등에 진 채 긴 갱도를 누볐다. 세월이 지나면서 그들은 단단한 바위처럼 흔들리기 어려운 존재가 되었다.", "He briefly explains the rules of the game.": "그는 게임의 규칙을 간단히 설명한다.", "He gazes at the insect sketch again and mumbles to himself. \"Do goblins really like having insects suck their blood? Th...": "그는 다시 곤충 스케치를 바라보며 중얼거린다. \"고블린들이 정말 벌레가 피를 빨도록 좋아하나? ...", "He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the \"Basic Warrior\" candidate preset named Lowell (": "그는 파일 속에서 대기 중인 새로운 캐릭터가 아니다 - 그는 캠페인의 기본 시작 전사다: 모든 캠페인 시나리오는 \"기본 전사\" 후보 프리셋인 로웰이라는 이름으로 시작된다(", "He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the \"Basic Warrior\" candidate preset named Lowell (), and he is the companion who wakes you in the intro. What is": "그는 파일 속에서 대기 중인 새로운 캐릭터가 아니다 - 그는 캠페인의 기본 시작 전사다: 모든 캠페인 시나리오는 \"기본 전사\" 후보 프리셋인 로웰이라는 이름으로 시작되며(), 그는 인트로에서 당신을 깨우는 동료이기도 하다. 무엇이", "He leans his chin on his hand and mumbles to himself. \"An insect that should have gone extinct long ago... what could t...": "그는 턱을 손에 올리고 중얼거린다. \"오래전에 멸종했어야 할 곤충... 무엇이 될 수...", "He lets out a hearty laugh as he lays out his wares.": "그는 상품을 펼치며 크게 웃음을 흘린다.", "He looks back at the sketch of the insect and murmurs to himself.": "그가 그 곤충의 스케치를 다시 보며 중얼거립니다.", "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He strokes the gray-furred cat": "그가 그 곤충의 스케치를 다시 보며 중얼거립니다. \"고블린들은... 곤충에게 피를 빨리는 걸 즐기는 건가? 정말 이상한데...\" 회색 털을 가진 고양이를 쓸어내립니다.", "He reorganizes the mission documents and resumes his notes....": "그는 임무 문서를 다시 정리하고 메모를 계속합니다...", "He strokes the gray-f...": "그가 회색 털을...", "He taps one of the o...": "그는 펼쳐진 페이지 중 하나를...", "He tilts his ...": "그가 고개를...", "He turns back to the Spore Insect and murmurs to him...": "그는 다시 포자충으로 돌아가 중얼거립니다...", "He watches you closely, waiting for your answer.": "그는 당신의 대답을 기다리며 당신을 주의깊게 본다.", "Head": "머리", "Head Aim - Dungeon Settlers Wiki": "헤드 에임 - 던전 세틀러즈 위키", "Head Aim icon": "헤드 에임 아이콘", "Head Equipment Not Worn": "머리 방어구 미착용", "Head HP": "머리 생명력", "Head Health - Dungeon Settlers Wiki": "머리 생명력 - 던전 세틀러즈 위키", "Head Health icon": "머리 생명력 아이콘", "Head, body armor and shield durability decreases by stack * 0.2 per second.": "머리, 몸 갑옷 및 방패 내구도가 스택 * 0.2씩 감소합니다.", "HeadArmorRatio": "HeadArmorRatio", "HeadHealthPointBecomeThisOnDeadlyByDamage": "HeadHealthPointBecomeThisOnDeadlyByDamage", "HeadHitRatioModifier": "HeadHitRatioModifier", "Heads up: this link was made on a different data version, so a few picks may have shifted.": "참고: 이 링크는 다른 데이터 버전에서 생성되어, 일부 선택 항목이 달라졌을 수 있습니다.", "Headshot - Dungeon Settlers Wiki": "헤드샷 - 던전 세틀러즈 위키", "Headshot icon": "헤드샷 아이콘", "Headshot range and area shown on a dungeon room": "던전 방에 표시된 헤드샷 범위 및 면적", "Heal": "치유", "Heal 30% of damage dealt at 0 HP": "0 생명력에서 입힌 피해의 30% 회복", "Heal 30% × missing% of damage dealt": "입힌 피해의 30% × 누락% 회복", "Healing Touch - Dungeon Settlers Wiki": "힐링 터치 - 던전 세틀러즈 위키", "Healing Touch icon": "힐링 터치 아이콘", "Healing Touch range and area shown on a dungeon room": "던전 방에 표시된 치유의 손길의 범위와 영역", "Heals for 7 seconds, then removes": "7초 동안 회복한 다음 제거합니다.", "Heals for 7 seconds, then removes Severely Damaged.": "7초간 치유 후 중상 상태를 해제합니다.", "Heals for 7 seconds, then removes Severely Damaged. Grants a random serum side effect. If the unit gets Near Death while suffering from 3 side effects, unit dies instantly.": "7초에 걸쳐 치유한 뒤 중상 상태를 제거합니다. 무작위 혈청 부작용을 부여합니다. 부작용 3개를 앓는 상태에서 빈사 상태가 되면 유닛은 즉사합니다.", "Heals over 7 seconds, then removes": "7초에 걸쳐 회복시킨 후, 다음을 제거합니다:", "Health Boost - Dungeon Settlers Wiki": "생명력 촉진 - 던전 세틀러즈 위키", "Health Boost icon": "생명력 촉진 아이콘", "Health Regeneration - Dungeon Settlers Wiki": "생명력 비율 재생량 - 던전 세틀러즈 위키", "Health Regeneration icon": "생명력 비율 재생량 아이콘", "Health consists of": "생명력은 다음으로 구성됩니다", "Heard a Mandrake Scream - Dungeon Settlers Wiki": "맨드레이크 비명을 들음 - 던전 세틀러즈 위키", "Heard a Mandrake Scream icon": "맨드레이크 비명을 들음 아이콘", "Heard a Mandrake scream (Caution, prints once)": "맨드레이크의 비명을 들음 (주의, 1회 출력)", "Heard a Mandrake's Scream": "만드라고라의 비명을 들음", "Heavy Rain - Dungeon Settlers Wiki": "폭우 - 던전 세틀러즈 위키", "Heavy Rain icon": "폭우 아이콘", "Heavy Snorer - Dungeon Settlers Wiki": "코골이 - 던전 세틀러즈 위키", "Heavy Snorer icon": "코골이 아이콘", "HeavyWeightApplyCondition": "HeavyWeightApplyCondition", "HeavyWeightCondition": "HeavyWeightCondition", "Hedge Hog Soul Stone - Dungeon Settlers Wiki": "고슴도치 영혼석 - 던전 세틀러즈 위키", "Hedge Hog Soul Stone icon": "고슴도치 영혼석 아이콘", "HedgeHog - Dungeon Settlers Wiki": "고슴도치 - 던전 세틀러즈 위키", "HedgeHog icon": "고슴도치 아이콘", "Hell Leech - Dungeon Settlers Wiki": "지옥 거머리 - 던전 세틀러즈 위키", "Hell Leech icon": "지옥 거머리 아이콘", "Hell Leech range and area shown on a dungeon room": "던전 방에 표시된 지옥 거머리의 범위와 영역", "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "안녕하세요! 던전 세틀러즈은 현재 베타 개발 단계에 있습니다. 많은", "Hello! Dungeon Settlers is currently in the beta development stage. There are many Not Implemented Feature, and various bugs may occur. ## If a critical bug occurs that ser": "안녕하세요! 던전 세틀러즈스는 현재 베타 개발 단계에 있습니다. 아직 구현되지 않은 기능이 많으며 다양한 버그가 발생할 수 있습니다. ## 만약 치명적인 버그가 발생하여 매우 심", "Hello! Dungeon Settlers is currently in the beta development stage. There are many Not Implemented Feature, and various bugs may occur. ## If a critical bug occurs that serio": "안녕하세요! 던전 세틀러즈스는 현재 베타 개발 단계에 있습니다. 아직 구현되지 않은 기능이 많으며 다양한 버그가 발생할 수 있습니다. ## 만약 치명적인 버그가 발생하여 매우 심각", "Hello! Dungeon Settlers is currently in the beta development stage. There are many 미구현된 기능, and various bugs may occur. ## If a critical bug occurs that ser": "안녕하세요! Dungeon Settlers는 현재 베타 개발 단계입니다. 미구현된 기능이 많으며, 다양한 버그가 발생할 수 있습니다. ## 만약 심각한 치명적인 버그가 발생하여", "Hello! Dungeon Settlers is currently in the beta development stage. There are many 미구현된 기능, and various bugs may occur. ## If a critical bug occurs that serio": "안녕하세요! Dungeon Settlers는 현재 베타 개발 단계입니다. 미구현된 기능이 많으며, 다양한 버그가 발생할 수 있습니다. ## 만약 게임 진행에 심각한 지장을 주는 치명적인 버그가 발생한다면", "Helmet": "투구", "Heosuabi - Dungeon Settlers Wiki": "허수아비 - 던전 세틀러즈 위키", "Heosuabi icon": "허수아비 아이콘", "Her fingertips idly pluck at the bowstring.": "그녀의 손끝이 무의식적으로 활줄을 튕긴다.", "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence": "그녀의 안전 층 스폰에는 골렘 킬 기록이 필요합니다; 사냥 제안은 침묵의 장막 내부에서만 트리거됩니다", "Her sharp gaze settles ...": "그녀의 날카로운 눈빛이...", "Her sharp gaze settles upon you, one hand already poised near the bowstring, ready to loose an arrow at a moment's notice.": "그녀의 날카로운 시선이 당신에게 고정되고, 한 손은 이미 활시위 가까이에 놓여 언제든 화살을 쏠 준비가 되어 있습니다.", "Heroic Spirit - Dungeon Settlers Wiki": "영웅심 - 던전 세틀러즈 위키", "Heroic Spirit icon": "영웅심 아이콘", "Heroic State (buff shown during combat)": "영웅 상태 (전투 중 표시되는 버프)", "Hidden": "숨김", "Hidden - click to reveal": "숨김 - 클릭하여 표시", "Hide Armor - Dungeon Settlers Wiki": "생가죽 갑옷 - 던전 세틀러즈 위키", "Hide Armor icon": "생가죽 갑옷 아이콘", "Hide Helmet - Dungeon Settlers Wiki": "생가죽 투구 - 던전 세틀러즈 위키", "Hide Helmet icon": "생가죽 투구 아이콘", "Hide Rug - Dungeon Settlers Wiki": "생가죽 깔개 - 던전 세틀러즈 위키", "Hide all site chrome for a clean shareable screenshot (Esc restores)": "깔끔한 공유용 스크린샷을 위해 모든 사이트 UI 숨기기 (Esc로 복원)", "Hide non-fighting bonuses": "비전투 보너스 숨기기", "Hide non-fighting bonuses: ON": "비전투 보너스 숨기기: 켜짐", "Hide the sidebar (keyboard: [ )": "사이드바 숨기기 (단축키: [ )", "Hide the small explanatory hint lines (everywhere)": "작은 설명 힌트 줄 숨기기 (전체 적용)", "Hide the units bar": "유닛 바 숨기기", "Hide this spoiler again": "이 스포일러 다시 숨기기", "Hide unreleased": "미공개 콘텐츠 숨기기", "Hide unreleased content again": "미공개 콘텐츠 다시 숨기기", "Hide wishlist button": "위시리스트 버튼 숨기기", "Hide {#} again": "{#} 다시 숨기기", "Hides the work/labour effects (Mining, Crafting, Cooking, carry weight, hunger...) on the race, background and trait cards. Mood, XP gain and all combat stats always stay visible.": "종족, 배경, 특성 카드에서 작업/노동 관련 효과(채굴, 제작, 요리, 소지 무게, 허기 등)를 숨깁니다. 기분, XP 획득량, 모든 전투 스탯은 항상 표시됩니다.", "High Stress (Caution, displays once)": "높은 스트레스 (주의, 1회 표시)", "High Stressed - Dungeon Settlers Wiki": "높은 스트레스 - 던전 세틀러즈 위키", "High Stressed icon": "높은 스트레스 아이콘", "High combat difficulty does not only buff monsters. Your own units get a bonus that does not exist at Hard or below (on Devastation: critical chance +10, critical damage bonus +50, dodge chance +10).": "높은 전투 난이도는 몬스터만 강화하는 것이 아닙니다. 아군 유닛도 어려움 이하에서는 존재하지 않는 보너스를 받습니다 (파멸 기준: 치명타 확률 +10, 치명타 피해 보너스 +50, 회피율 +10).", "High-grade Attack Speed Inscription - Dungeon Settlers Wiki": "상급 공격 속도 각인 - 던전 세틀러즈 위키", "High-grade Attack Speed Inscription icon": "상급 공격 속도 각인 아이콘", "High-grade Cooldown Reduction Inscription - Dungeon Settlers Wiki": "상급 재사용 대기시간 감소 각인 - 던전 세틀러즈 위키", "High-grade Cooldown Reduction Inscription icon": "상급 재사용 대기시간 감소 각인 아이콘", "High-grade Critical Chance Inscription - Dungeon Settlers Wiki": "상급 치명타 확률 각인 - 던전 세틀러즈 위키", "High-grade Critical Chance Inscription icon": "상급 치명타 확률 각인 아이콘", "High-grade Critical Damage Inscription - Dungeon Settlers Wiki": "상급 치명타 피해 각인 - 던전 세틀러즈 위키", "High-grade Critical Damage Inscription icon": "상급 치명타 피해 각인 아이콘", "High-grade Dodge Chance Inscription - Dungeon Settlers Wiki": "상급 회피 각인 - 던전 세틀러즈 위키", "High-grade Dodge Chance Inscription icon": "상급 회피 각인 아이콘", "High-grade Guard Chance Inscription - Dungeon Settlers Wiki": "상급 가드 확률 각인 - 던전 세틀러즈 위키", "High-grade Guard Chance Inscription icon": "상급 가드 확률 각인 아이콘", "High-grade Guard Damage Reduction Inscription - Dungeon Settlers Wiki": "상급 가드 피해 감소 각인 - 던전 세틀러즈 위키", "High-grade Guard Damage Reduction Inscription icon": "상급 가드 피해 감소 각인 아이콘", "High-grade Health Regeneration Inscription - Dungeon Settlers Wiki": "상급 생명력 재생 각인 - 던전 세틀러즈 위키", "High-grade Health Regeneration Inscription icon": "상급 생명력 재생 각인 아이콘", "High-grade Hit Chance Inscription - Dungeon Settlers Wiki": "상급 명중 각인 - 던전 세틀러즈 위키", "High-grade Hit Chance Inscription icon": "상급 명중 각인 아이콘", "High-grade Life Steal Inscription - Dungeon Settlers Wiki": "상급 생명력 흡수 각인 - 던전 세틀러즈 위키", "High-grade Life Steal Inscription icon": "상급 생명력 흡수 각인 아이콘", "High-grade Magic Attack Inscription - Dungeon Settlers Wiki": "상급 마법 공격 각인 - 던전 세틀러즈 위키", "High-grade Magic Attack Inscription icon": "상급 마법 공격 각인 아이콘", "High-grade Magic Resistance Inscription - Dungeon Settlers Wiki": "상급 마법 저항 각인 - 던전 세틀러즈 위키", "High-grade Magic Resistance Inscription icon": "상급 마법 저항 각인 아이콘", "High-grade Mana Stone": "상급 마석", "High-grade Max Energy Inscription - Dungeon Settlers Wiki": "상급 기력 각인 - 던전 세틀러즈 위키", "High-grade Max Energy Inscription icon": "상급 기력 각인 아이콘", "High-grade Max Health Inscription - Dungeon Settlers Wiki": "상급 생명력 각인 - 던전 세틀러즈 위키", "High-grade Max Health Inscription icon": "상급 생명력 각인 아이콘", "High-grade Max Weight Inscription - Dungeon Settlers Wiki": "상급 적재량 각인 - 던전 세틀러즈 위키", "High-grade Max Weight Inscription icon": "상급 적재량 각인 아이콘", "High-grade Movement Speed Inscription - Dungeon Settlers Wiki": "상급 이동 속도 각인 - 던전 세틀러즈 위키", "High-grade Movement Speed Inscription icon": "상급 이동 속도 각인 아이콘", "High-grade Physical Attack Inscription - Dungeon Settlers Wiki": "상급 물리 공격 각인 - 던전 세틀러즈 위키", "High-grade Physical Attack Inscription icon": "상급 물리 공격 각인 아이콘", "High-grade Physical Resistance Inscription - Dungeon Settlers Wiki": "상급 물리 저항 각인 - 던전 세틀러즈 위키", "High-grade Physical Resistance Inscription icon": "상급 물리 저항 각인 아이콘", "Higher level units require greater Mood satisfaction to stay content.": "더 높은 수준의 유닛은 만족한 상태를 유지하기 위해 더 큰 기분 만족도가 필요합니다.", "Higher levels require better": "Higher levels require better", "Higher levels require greater": "높은 수준은 더 큼을 요구합니다", "Higher resistance": "더 높은 저항", "Higher-level units require greater": "높은 레벨의 유닛은 더 큰", "Higher-level units require greater Mood satisfaction to stay content.": "더 높은 수준의 유닛은 만족한 상태를 유지하기 위해 더 큰 기분 만족도가 필요합니다.", "Higher-tier rooms": "상위 등급 방", "Highly Dissatisfied - Dungeon Settlers Wiki": "매우 불만스러움 - 던전 세틀러즈 위키", "Highly Dissatisfied icon": "매우 불만스러움 아이콘", "Highly Satisfied - Dungeon Settlers Wiki": "매우 만족스러움 - 던전 세틀러즈 위키", "Highly Satisfied icon": "매우 만족스러움 아이콘", "Hit": "명중률", "Hit (clip)": "피격", "Hit 2": "명중 2", "Hit 3": "명중 3", "Hit Chance - Dungeon Settlers Wiki": "명중률 - 던전 세틀러즈 위키", "Hit Chance icon": "명중률 아이콘", "Hit Chance increases by 10% during this expedition.": "이번 탐사 중 명중률이 10% 증가합니다.", "Hit chance (melee / ranged)": "명중률 (근접 / 원거리)", "Hit damage": "타격 피해", "Hit location": "피격 위치", "Hit rate": "명중률", "Hit ×2": "타격 ×2", "Hit-location split": "피격-위치 분할", "Hits": "타격 수", "Hits / attacks": "맞춤 / 공격", "Hits per cast": "시전당 타격 수", "Hits to down you": "나를 쓰러뜨리는 데 필요한 타격 수", "Hits to kill": "처치까지 타격 수", "Hits to kill you": "당신을 쓰러뜨리는 타격 수", "Hits up to 5 enemies (30% dmg, 2-sq)": "최대 5개 적 타격(30% 피해, 2-칸)", "Hmm, fascinating. What if we took it apart?": "흠, 흥미롭네요. 분해해보면 어떨까요?", "Hmm, seems like they're fond of it.": "흠, 그들이 이것을 좋아하는 것 같네.", "Hmm. My apologies. Let's move on.": "음. 죄송하네. 계속 가자.", "Hold Shift and left click other units to add them to the selection.": "Shift를 누른 후 다른 유닛을 좌클릭하여 선택에 추가합니다.", "Hold Shift and left-click other units to add them to the selection.": "Shift를 누르고 다른 유닛을 좌클릭하여 선택에 추가하세요.", "Holding Funeral - desc": "장례식 진행 - 설명", "Holding Funeral - flavor": "장례식 진행 - 플레이버", "Holding Funeral - name": "장례식 진행 - 이름", "Holding Funeral - subname": "장례식 진행 - 부제", "Holds": "보유", "Holds nearly limitless potential.": "거의 무한한 잠재력을 가지고 있습니다.", "Holy": "신성", "Holy Magic": "성스러운 마법", "Holy Magic Skill Aptitude": "신성 마법 스킬 적성", "Holy Magic Skill Aptitude - Dungeon Settlers Wiki": "신성 마법 스킬 적성 - 던전 세틀러즈 위키", "Holy Magic Skill Aptitude icon": "Holy Magic Skill Aptitude icon", "Home": "홈", "Homebody": "집돌이", "Hood": "후드", "Hooligan - Dungeon Settlers Wiki": "불한당 - 던전 세틀러즈 위키", "Hooligan icon": "불한당 아이콘", "Horn Flute Item Usage": "뿔피리 아이템 사용", "Horn_Decision Not Activated": "Horn_Decision 미활성화", "HourInMinutes": "HourInMinutes", "HourPerDay": "HourPerDay", "Housing (16)": "주택 (16)", "Housing / Recreation": "주택 / 오락", "Housing Room": "주거 방", "Housing Rooms": "주택 방", "Housing Rooms - Dungeon Settlers Wiki": "거주 방 - 던전 정착자 위키", "Housing Type": "주택 유형", "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "주거 방 등급 - 필요 가구(하위종류/개수/품질) 및 크기.", "Housing type": "주거 유형", "HousingRoom": "HousingRoom", "HousingRoomMaxSize": "HousingRoomMaxSize", "HousingRoomTable.json": "HousingRoomTable.json", "How": "방법", "How Regions Unlock": "지역 잠금 해제 방법", "How Regions Unlock (Progression)": "지역이 잠금 해제되는 방식 (진행)", "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "지역이 잠금 해제되는 방법 (진행) - 던전 세틀러즈 위키", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.26) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "몬스터는 어떻게 당신의 정착민을 알아차리며, 이에 대해 무엇을 할 수 있을까요? 이 페이지는 게임의 테이블(DS_B.0.3.26)과 코드 덤프에서 그대로 읽어온 것입니다; 각 수치는 그것이 유래한 상수의 이름을 밝히며, 데이터로 확인할 수 없는 부분은 그렇게 표시됩니다. 인터랙티브", "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.40) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "몬스터는 어떻게 당신의 정착민을 알아차리며, 이에 대해 무엇을 할 수 있을까요? 이 페이지는 게임의 테이블(DS_B.0.3.40)과 코드 덤프에서 그대로 읽어온 것입니다; 각 수치는 그것이 유래한 상수의 이름을 밝히며, 데이터로 확인할 수 없는 부분은 그렇게 표시됩니다. 인터랙티브", "How inscriptions work.": "각인이 어떻게 작동하는지입니다.", "How it appears": "나타나는 방식", "How it is applied:": "적용 방식:", "How monsters spot you - Vision Range, line of sight, aggro and threat, day/night, stealth - and every lever that changes it, cited to the tables and code.": "몬스터가 당신을 발견하는 방식 - 시야 범위, 시선, 어그로와 위협, 낮/밤, 은신 - 그리고 이를 바꾸는 모든 요소를 테이블과 코드를 인용해 설명합니다.", "How room quality works": "방 품질 작동 방식", "How skills are organized.": "스킬이 어떻게 조직되어 있는지.", "How the damage is calculated": "피해 계산 방법", "How the tables join": "표들이 어떻게 연결되는가", "How these numbers are computed": "이 숫자들이 어떻게 계산되는지", "How these numbers are computed.": "이 숫자들이 어떻게 계산되는지.", "How this is worked out": "이렇게 계산됩니다", "How to obtain": "획득 방법", "How weapons and armor wear out in Dungeon Settlers, what slows it down, and where to repair - with a simulator to count hits-until-break and the durability you will need to mend back.": "던전 세틀러즈스에서 무기와 방어구가 어떻게 마모되는지, 무엇이 이를 늦춰주는지, 어디서 수리할 수 있는지 - 파괴까지 남은 타격 수와 원상 복구에 필요한 내구도를 계산하는 시뮬레이터와 함께 설명합니다.", "How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.": "공격할 때 무기가, 피격당할 때 방어구가 어떻게 마모되는지, 무엇이 이를 줄여주는지, 그리고 어떻게 수리하는지 - 파괴까지 남은 타격 수 시뮬레이터와 함께 설명합니다.", "However, previous offerings are not returned, and each": "다만 이전 제물은 반환되지 않으며, 각", "However, the detailed schedule and priorities may be adjusted depending on development progress and player feedback.": "다만, 자세한 일정과 우선 순위는 개발 진행 상황과 플레이어 피드백에 따라 조정될 수 있습니다.", "Howl": "울음", "Hp Regen": "생명력 재생", "Human - Dungeon Settlers Wiki": "인간 - 던전 세틀러즈 위키", "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0": "인간 100, 도마뱀인 ~35, 엘프 25(등급 2+); 드워프/백색 악마/탈 0", "Human Fat Unisex 0": "인간 비만 중성 0", "Human Fat Unisex 1": "인간 비만 중성 1", "Human Fat Unisex 10": "인간 비만 중성 10", "Human Fat Unisex 11": "인간 비만 중성 11", "Human Fat Unisex 12": "인간 비만 중성 12", "Human Fat Unisex 13": "인간 비만 중성 13", "Human Fat Unisex 14": "휴먼 뚱뚱한 중성 14", "Human Fat Unisex 15": "휴먼 뚱뚱한 중성 15", "Human Fat Unisex 16": "휴먼 뚱뚱한 중성 16", "Human Fat Unisex 17": "휴먼 뚱뚱한 중성 17", "Human Fat Unisex 2": "인간 비만 중성 2", "Human Fat Unisex 3": "인간 비만 중성 3", "Human Fat Unisex 4": "인간 비만 중성 4", "Human Fat Unisex 5": "인간 비만 중성 5", "Human Fat Unisex 6": "인간 비만 중성 6", "Human Fat Unisex 7": "인간 비만 중성 7", "Human Fat Unisex 8": "인간 비만 중성 8", "Human Fat Unisex 9": "인간 비만 중성 9", "Human Hater - Dungeon Settlers Wiki": "인간 혐오 - 던전 세틀러즈 위키", "Human Hater icon": "인간 혐오 아이콘", "Human Standard Female 0": "인간 표준 여성 0", "Human Standard Female 1": "인간 표준 여성 1", "Human Standard Female 10": "인간 표준 여성 10", "Human Standard Female 11": "인간 표준 여성 11", "Human Standard Female 12": "인간 표준 여성 12", "Human Standard Female 13": "인간 표준 여성 13", "Human Standard Female 14": "인간 표준 여성 14", "Human Standard Female 15": "인간 표준 여성 15", "Human Standard Female 16": "인간 표준 여성 16", "Human Standard Female 17": "인간 표준 여성 17", "Human Standard Female 18": "인간 표준 여성 18", "Human Standard Female 19": "인간 표준 여성 19", "Human Standard Female 2": "인간 표준 여성 2", "Human Standard Female 20": "인간 표준 여성 20", "Human Standard Female 21": "휴먼 표준 여성 21", "Human Standard Female 3": "인간 표준 여성 3", "Human Standard Female 4": "인간 표준 여성 4", "Human Standard Female 5": "인간 표준 여성 5", "Human Standard Female 6": "인간 표준 여성 6", "Human Standard Female 7": "인간 표준 여성 7", "Human Standard Female 8": "인간 표준 여성 8", "Human Standard Female 9": "인간 표준 여성 9", "Human Standard Female Preset": "인간 표준 여성 사전설정", "Human Standard Male 0": "인간 표준 남성 0", "Human Standard Male 1": "인간 표준 남성 1", "Human Standard Male 10": "인간 표준 남성 10", "Human Standard Male 11": "인간 표준 남성 11", "Human Standard Male 12": "인간 표준 남성 12", "Human Standard Male 13": "인간 표준 남성 13", "Human Standard Male 14": "인간 표준 남성 14", "Human Standard Male 15": "인간 표준 남성 15", "Human Standard Male 16": "인간 표준 남성 16", "Human Standard Male 17": "인간 표준 남성 17", "Human Standard Male 18": "인간 표준 남성 18", "Human Standard Male 19": "인간 표준 남성 19", "Human Standard Male 2": "인간 표준 남성 2", "Human Standard Male 20": "인간 표준 남성 20", "Human Standard Male 21": "인간 표준 남성 21", "Human Standard Male 22": "인간 표준 남성 22", "Human Standard Male 3": "인간 표준 남성 3", "Human Standard Male 4": "인간 표준 남성 4", "Human Standard Male 5": "인간 표준 남성 5", "Human Standard Male 6": "인간 표준 남성 6", "Human Standard Male 7": "인간 표준 남성 7", "Human Standard Male 8": "인간 표준 남성 8", "Human Standard Male 9": "인간 표준 남성 9", "Human Standard Male Preset": "인간 표준 남성 사전설정", "Human icon": "인간 아이콘", "Human quirk": "인간 특이점", "HumanFatFemale_000": "HumanFatFemale_000", "HumanFatFemale_001": "HumanFatFemale_001", "HumanFatFemale_002": "HumanFatFemale_002", "HumanFatFemale_003": "HumanFatFemale_003", "HumanFatFemale_004": "HumanFatFemale_004", "HumanFatFemale_005": "HumanFatFemale_005", "HumanFatFemale_006": "HumanFatFemale_006", "HumanFatFemale_007": "HumanFatFemale_007", "HumanFatFemale_008": "HumanFatFemale_008", "HumanFatFemale_{#}": "HumanFatFemale_{#}", "HumanFatMale_000": "HumanFatMale_000", "HumanFatMale_001": "HumanFatMale_001", "HumanFatMale_002": "HumanFatMale_002", "HumanFatMale_003": "HumanFatMale_003", "HumanFatMale_004": "HumanFatMale_004", "HumanFatMale_005": "HumanFatMale_005", "HumanFatMale_006": "HumanFatMale_006", "HumanFatMale_007": "HumanFatMale_007", "HumanFatMale_008": "HumanFatMale_008", "HumanFatMale_{#}": "HumanFatMale_{#}", "HumanStandardFemale_000": "HumanStandardFemale_000", "HumanStandardFemale_001": "HumanStandardFemale_001", "HumanStandardFemale_002": "HumanStandardFemale_002", "HumanStandardFemale_003": "HumanStandardFemale_003", "HumanStandardFemale_004": "HumanStandardFemale_004", "HumanStandardFemale_005": "HumanStandardFemale_005", "HumanStandardFemale_006": "HumanStandardFemale_006", "HumanStandardFemale_007": "HumanStandardFemale_007", "HumanStandardFemale_008": "HumanStandardFemale_008", "HumanStandardFemale_009": "HumanStandardFemale_009", "HumanStandardFemale_010": "HumanStandardFemale_010", "HumanStandardFemale_011": "HumanStandardFemale_011", "HumanStandardFemale_012": "HumanStandardFemale_012", "HumanStandardFemale_013": "HumanStandardFemale_013", "HumanStandardFemale_014": "HumanStandardFemale_014", "HumanStandardFemale_015": "HumanStandardFemale_015", "HumanStandardFemale_016": "HumanStandardFemale_016", "HumanStandardFemale_017": "HumanStandardFemale_017", "HumanStandardFemale_018": "HumanStandardFemale_018", "HumanStandardFemale_019": "HumanStandardFemale_019", "HumanStandardFemale_020": "HumanStandardFemale_020", "HumanStandardFemale_{#}": "HumanStandardFemale_{#}", "HumanStandardMale_000": "HumanStandardMale_000", "HumanStandardMale_001": "HumanStandardMale_001", "HumanStandardMale_002": "HumanStandardMale_002", "HumanStandardMale_003": "HumanStandardMale_003", "HumanStandardMale_004": "HumanStandardMale_004", "HumanStandardMale_005": "HumanStandardMale_005", "HumanStandardMale_006": "HumanStandardMale_006", "HumanStandardMale_007": "HumanStandardMale_007", "HumanStandardMale_008": "HumanStandardMale_008", "HumanStandardMale_009": "HumanStandardMale_009", "HumanStandardMale_010": "HumanStandardMale_010", "HumanStandardMale_011": "HumanStandardMale_011", "HumanStandardMale_012": "HumanStandardMale_012", "HumanStandardMale_013": "HumanStandardMale_013", "HumanStandardMale_014": "HumanStandardMale_014", "HumanStandardMale_015": "HumanStandardMale_015", "HumanStandardMale_016": "HumanStandardMale_016", "HumanStandardMale_017": "HumanStandardMale_017", "HumanStandardMale_018": "HumanStandardMale_018", "HumanStandardMale_019": "HumanStandardMale_019", "HumanStandardMale_020": "HumanStandardMale_020", "HumanStandardMale_021": "HumanStandardMale_021", "HumanStandardMale_022": "HumanStandardMale_022", "HumanStandardMale_{#}": "HumanStandardMale_{#}", "Humans": "인간", "Hunger": "배고픔", "Hunger - Dungeon Settlers Wiki": "허기 - 던전 세틀러즈 위키", "Hunger Regeneration - Dungeon Settlers Wiki": "배고픔 재생량 - 던전 세틀러즈 위키", "Hunger Regeneration -{#}": "허기 회복 -{#}", "Hunger Regeneration icon": "배고픔 재생량 아이콘", "Hunger icon": "허기 아이콘", "Hunger restored": "배고픔 해소", "Hunger 회복 -{#}": "Hunger 회복 -{#}", "HungerComsume": "HungerComsume", "HungerEffectApplyCondition": "HungerEffectApplyCondition", "HungerEffectCondition": "HungerEffectCondition", "HungerNeeded": "HungerNeeded", "HungerRecoveryCondition": "HungerRecoveryCondition", "HungerRegeneration": "HungerRegeneration", "Hunger_": "Hunger_", "Hungry - Dungeon Settlers Wiki": "배고픔 - 던전 세틀러즈 위키", "Hungry icon": "배고픔 아이콘", "Hunt": "사냥", "Hunt Alpha Acid Slogel": "알파 산 슬로젤 사냥", "Hunt Complete": "사냥 완료", "Hunt Mawmurk - Dungeon Settlers Wiki": "머모크 사냥 - 던전 세틀러즈 위키", "Hunt Mawmurk icon": "머모크 사냥 아이콘", "Hunt the Alpha Acid Slogel": "Alpha Acid 슬로겔 사냥", "Hunt the Elder Gloth": "Elder Gloth 사냥", "Hunt the White Mawmurk": "White 머모크 사냥", "Hunter - Dungeon Settlers Wiki": "사냥꾼 - 던전 세틀러즈 위키", "Hunter Workstation - Dungeon Settlers Wiki": "사냥꾼 작업대 - 던전 세틀러즈 위키", "Hunter icon": "사냥꾼 아이콘", "Hunters Hide Rack": "사냥꾼 모피 선반", "Hunters Hide Rack - Dungeon Settlers Wiki": "사냥꾼 가죽 랙 - 던전 세틀러즈 위키", "Hunting Processing Complete": "사냥 처리 완료", "Hunting Processing not completed": "Hunting Processing not completed", "Hybrid": "혼합형", "I": "I", "I know the mood number": "기분 번호를 알고 있습니다", "I understand for now.": "일단 알겠소.", "I'll be waiting": "나는 기다리고 있을 거야", "I'll be waiting on the Hell Leech": "지옥 거머리에서 나는 기다리고 있을 거야", "I'll be waiting on the Meat Bug.": "고기 벌레에서 나는 기다리겠어.", "I'll be waiting on the mana device": "마나 장치에서 나는 기다리겠어", "I'll be waiting.": "나는 기다리겠어.", "I'll join you.": "저도 참여하겠습니다.", "I'll join.": "난 참가하겠어.", "I'll pay everyone a special bonus.": "모두에게 특별 보너스를 주겠습니다.", "I'll pay out a special bonus for everyone.": "모두에게 특별 보너스를 주겠습니다.", "I'll set goals periodically.": "I'll set goals periodically.", "I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience.": "나는 단순한 시선으로 죽인다는 것이 무엇을 의미하는지 이해하게 되었습니다. 정말 소름 끼치는 경험이었습니다.", "IN-GAME TIME": "게임 내 시간", "ITEM_AccuracyPotion": "ITEM_AccuracyPotion", "ITEM_AcidInsectSoulStone": "ITEM_AcidInsectSoulStone", "ITEM_AcidSlogelSoulStone": "ITEM_AcidSlogelSoulStone", "ITEM_AgilityElixir": "ITEM_AgilityElixir", "ITEM_AidKit": "ITEM_AidKit", "ITEM_AlphaAcidSlogelSoulStone": "ITEM_AlphaAcidSlogelSoulStone", "ITEM_AncientCogWheel": "ITEM_AncientCogWheel", "ITEM_AncientMuralFragment": "ITEM_AncientMuralFragment", "ITEM_Antidote": "ITEM_Antidote", "ITEM_AntlerTonic": "ITEM_AntlerTonic", "ITEM_Arcron": "ITEM_Arcron", "ITEM_ArcronArmor": "ITEM_ArcronArmor", "ITEM_ArcronArrow": "ITEM_ArcronArrow", "ITEM_ArcronAxe": "ITEM_ArcronAxe", "ITEM_ArcronBow": "ITEM_ArcronBow", "ITEM_ArcronDagger": "ITEM_ArcronDagger", "ITEM_ArcronGreatSword": "ITEM_ArcronGreatSword", "ITEM_ArcronHelmet": "ITEM_ArcronHelmet", "ITEM_ArcronMace": "ITEM_ArcronMace", "ITEM_ArcronShield": "ITEM_ArcronShield", "ITEM_ArcronSpear": "ITEM_ArcronSpear", "ITEM_ArcronStick": "ITEM_ArcronStick", "ITEM_ArcronSword": "ITEM_ArcronSword", "ITEM_AshOfSolace": "ITEM_AshOfSolace", "ITEM_AttackSpeedPotion": "ITEM_AttackSpeedPotion", "ITEM_BanquetGoblet": "ITEM_BanquetGoblet", "ITEM_BaronBloodTear": "ITEM_BaronBloodTear", "ITEM_BasicCampingKit": "ITEM_BasicCampingKit", "ITEM_BlackSerum": "ITEM_BlackSerum", "ITEM_BloodSlimeSoulStone": "ITEM_BloodSlimeSoulStone", "ITEM_BloodSoakedFruit": "ITEM_BloodSoakedFruit", "ITEM_BloodWood": "ITEM_BloodWood", "ITEM_BloodWoodArmor": "ITEM_BloodWoodArmor", "ITEM_BloodWoodArrow": "ITEM_BloodWoodArrow", "ITEM_BloodWoodAxe": "ITEM_BloodWoodAxe", "ITEM_BloodWoodBow": "ITEM_BloodWoodBow", "ITEM_BloodWoodClub": "ITEM_BloodWoodClub", "ITEM_BloodWoodDagger": "ITEM_BloodWoodDagger", "ITEM_BloodWoodGreatSword": "ITEM_BloodWoodGreatSword", "ITEM_BloodWoodHelmet": "ITEM_BloodWoodHelmet", "ITEM_BloodWoodShield": "ITEM_BloodWoodShield", "ITEM_BloodWoodSpear": "ITEM_BloodWoodSpear", "ITEM_BloodWoodStick": "ITEM_BloodWoodStick", "ITEM_BloodWoodSword": "ITEM_BloodWoodSword", "ITEM_BloodstoneRing": "ITEM_BloodstoneRing", "ITEM_BlueBerry": "ITEM_BlueBerry", "ITEM_BlueCrystalBloodWoodStaff": "ITEM_BlueCrystalBloodWoodStaff", "ITEM_BlueCrystalBoneStaff": "ITEM_BlueCrystalBoneStaff", "ITEM_BlueCrystalCarapaceStaff": "ITEM_BlueCrystalCarapaceStaff", "ITEM_BlueCrystalIronStaff": "ITEM_BlueCrystalIronStaff", "ITEM_BlueCrystalNecklace": "ITEM_BlueCrystalNecklace", "ITEM_BlueCrystalOre": "ITEM_BlueCrystalOre", "ITEM_BlueCrystalRing": "ITEM_BlueCrystalRing", "ITEM_BlueCrystalWoodStaff": "ITEM_BlueCrystalWoodStaff", "ITEM_BlueGoblinBracelet": "ITEM_BlueGoblinBracelet", "ITEM_BlueGoblinNecklace": "푸른 고블린 목걸이", "ITEM_Bone": "ITEM_Bone", "ITEM_BoneArmor": "ITEM_BoneArmor", "ITEM_BoneArrow": "ITEM_BoneArrow", "ITEM_BoneAxe": "ITEM_BoneAxe", "ITEM_BoneBow": "ITEM_BoneBow", "ITEM_BoneClub": "ITEM_BoneClub", "ITEM_BoneDagger": "ITEM_BoneDagger", "ITEM_BoneGreatSword": "ITEM_BoneGreatSword", "ITEM_BoneHelmet": "ITEM_BoneHelmet", "ITEM_BoneMeal": "ITEM_BoneMeal", "ITEM_BoneShield": "ITEM_BoneShield", "ITEM_BoneSpear": "ITEM_BoneSpear", "ITEM_BoneSpiderSoulStone": "ITEM_BoneSpiderSoulStone", "ITEM_BoneStick": "ITEM_BoneStick", "ITEM_BoneSword": "ITEM_BoneSword", "ITEM_BronzeArmor": "ITEM_BronzeArmor", "ITEM_BronzeArrow": "ITEM_BronzeArrow", "ITEM_BronzeAxe": "ITEM_BronzeAxe", "ITEM_BronzeBow": "ITEM_BronzeBow", "ITEM_BronzeDagger": "ITEM_BronzeDagger", "ITEM_BronzeGreatSword": "ITEM_BronzeGreatSword", "ITEM_BronzeHelmet": "ITEM_BronzeHelmet", "ITEM_BronzeMace": "ITEM_BronzeMace", "ITEM_BronzeShield": "ITEM_BronzeShield", "ITEM_BronzeSpear": "ITEM_BronzeSpear", "ITEM_BronzeSword": "ITEM_BronzeSword", "ITEM_CarapaceArmor": "ITEM_CarapaceArmor", "ITEM_CarapaceArrow": "ITEM_CarapaceArrow", "ITEM_CarapaceAxe": "ITEM_CarapaceAxe", "ITEM_CarapaceBow": "ITEM_CarapaceBow", "ITEM_CarapaceClub": "ITEM_CarapaceClub", "ITEM_CarapaceDagger": "ITEM_CarapaceDagger", "ITEM_CarapaceGreatSword": "ITEM_CarapaceGreatSword", "ITEM_CarapaceHelmet": "ITEM_CarapaceHelmet", "ITEM_CarapaceShield": "ITEM_CarapaceShield", "ITEM_CarapaceSpear": "ITEM_CarapaceSpear", "ITEM_CarapaceStick": "ITEM_CarapaceStick", "ITEM_CarapaceSword": "ITEM_CarapaceSword", "ITEM_Ceramics": "ITEM_Ceramics", "ITEM_ChainKnightSentinelSoulStone": "쇠사슬 기사 파수병 영혼석", "ITEM_Clay": "ITEM_Clay", "ITEM_ClothArmor": "ITEM_ClothArmor", "ITEM_ClothBag": "ITEM_ClothBag", "ITEM_ClothCoif": "ITEM_ClothCoif", "ITEM_CogWheel": "ITEM_CogWheel", "ITEM_ConstitutionElixir": "ITEM_ConstitutionElixir", "ITEM_CopperArmor": "ITEM_CopperArmor", "ITEM_CopperArrow": "ITEM_CopperArrow", "ITEM_CopperAxe": "ITEM_CopperAxe", "ITEM_CopperBow": "ITEM_CopperBow", "ITEM_CopperDagger": "ITEM_CopperDagger", "ITEM_CopperGreatSword": "ITEM_CopperGreatSword", "ITEM_CopperHelmet": "ITEM_CopperHelmet", "ITEM_CopperIngot": "ITEM_CopperIngot", "ITEM_CopperMace": "ITEM_CopperMace", "ITEM_CopperOre": "ITEM_CopperOre", "ITEM_CopperShield": "ITEM_CopperShield", "ITEM_CopperSpear": "ITEM_CopperSpear", "ITEM_CopperStick": "ITEM_CopperStick", "ITEM_CopperSword": "ITEM_CopperSword", "ITEM_CrackedHourglass": "ITEM_CrackedHourglass", "ITEM_CriticalPotion": "ITEM_CriticalPotion", "ITEM_DecoratedPipe": "ITEM_DecoratedPipe", "ITEM_DeputyCaptainsInsignia": "부대장 훈장", "ITEM_DeveloperLetter": "ITEM_DeveloperLetter", "ITEM_DevrickPendant": "ITEM_DevrickPendant", "ITEM_DevrickTalisman": "ITEM_DevrickTalisman", "ITEM_DisgustingMonsterMeat": "ITEM_DisgustingMonsterMeat", "ITEM_DodgePotion": "ITEM_DodgePotion", "ITEM_DustBulb": "ITEM_DustBulb", "ITEM_EchoFlowerRing": "ITEM_EchoFlowerRing", "ITEM_ElderGlothSoulStone": "그로스 장로 영혼석", "ITEM_ExpeditionHorn": "ITEM_ExpeditionHorn", "ITEM_EyeBallSoulStone": "안구 영혼석", "ITEM_FadedCrystalBall": "ITEM_FadedCrystalBall", "ITEM_FineRawMeat": "ITEM_FineRawMeat", "ITEM_FireArcronStaff": "ITEM_FireArcronStaff", "ITEM_FireBloodWoodStaff": "ITEM_FireBloodWoodStaff", "ITEM_FireBoneStaff": "ITEM_FireBoneStaff", "ITEM_FireBronzeStaff": "ITEM_FireBronzeStaff", "ITEM_FireCarapaceStaff": "ITEM_FireCarapaceStaff", "ITEM_FireCopperStaff": "ITEM_FireCopperStaff", "ITEM_FireEssence": "ITEM_FireEssence", "ITEM_FireIronStaff": "ITEM_FireIronStaff", "ITEM_FireTinStaff": "ITEM_FireTinStaff", "ITEM_FireWoodStaff": "ITEM_FireWoodStaff", "ITEM_Firewood": "ITEM_Firewood", "ITEM_FlowerNecklace": "ITEM_FlowerNecklace", "ITEM_ForgottenIdol": "ITEM_ForgottenIdol", "ITEM_FortifiedBoneArmor": "ITEM_FortifiedBoneArmor", "ITEM_FortifiedBoneHelmet": "ITEM_FortifiedBoneHelmet", "ITEM_FortifiedBoneShield": "ITEM_FortifiedBoneShield", "ITEM_FrostyHandshake": "ITEM_FrostyHandshake", "ITEM_GarnetArcronStaff": "ITEM_GarnetArcronStaff", "ITEM_GarnetBronzeStaff": "ITEM_GarnetBronzeStaff", "ITEM_GarnetCopperStaff": "ITEM_GarnetCopperStaff", "ITEM_GarnetNecklace": "ITEM_GarnetNecklace", "ITEM_GarnetOre": "ITEM_GarnetOre", "ITEM_GarnetRing": "ITEM_GarnetRing", "ITEM_GarnetTinStaff": "ITEM_GarnetTinStaff", "ITEM_GiantStoneGolemSoulStone": "ITEM_GiantStoneGolemSoulStone", "ITEM_GlothEgg": "ITEM_GlothEgg", "ITEM_GlothEggOmelet": "ITEM_GlothEggOmelet", "ITEM_GoblinChiefShamanSoulStone": "고블린 족장 샤먼 영혼석", "ITEM_GoddessTears": "ITEM_GoddessTears", "ITEM_GoldNecklace": "ITEM_GoldNecklace", "ITEM_GoldRing": "ITEM_GoldRing", "ITEM_GrandCrown": "ITEM_GrandCrown", "ITEM_GrassPorridge": "ITEM_GrassPorridge", "ITEM_GreenCrystalBloodWoodStaff": "ITEM_GreenCrystalBloodWoodStaff", "ITEM_GreenCrystalBoneStaff": "ITEM_GreenCrystalBoneStaff", "ITEM_GreenCrystalCarapaceStaff": "ITEM_GreenCrystalCarapaceStaff", "ITEM_GreenCrystalIronStaff": "ITEM_GreenCrystalIronStaff", "ITEM_GreenCrystalNecklace": "ITEM_GreenCrystalNecklace", "ITEM_GreenCrystalOre": "ITEM_GreenCrystalOre", "ITEM_GreenCrystalRing": "ITEM_GreenCrystalRing", "ITEM_GreenCrystalWoodStaff": "ITEM_GreenCrystalWoodStaff", "ITEM_GreyRatSoulStone": "ITEM_GreyRatSoulStone", "ITEM_GrilledMeat": "ITEM_GrilledMeat", "ITEM_GrilledTurnip": "ITEM_GrilledTurnip", "ITEM_GuardPotion": "ITEM_GuardPotion", "ITEM_HardShell": "ITEM_HardShell", "ITEM_Hardtack": "ITEM_Hardtack", "ITEM_HedgeHogSoulStone": "ITEM_HedgeHogSoulStone", "ITEM_HellLeech": "ITEM_HellLeech", "ITEM_HideArmor": "ITEM_HideArmor", "ITEM_HideHelmet": "ITEM_HideHelmet", "ITEM_HighGradeManaStone": "ITEM_HighGradeManaStone", "ITEM_ImperialCoin": "ITEM_ImperialCoin", "ITEM_ImprovedGrassPorridge": "ITEM_ImprovedGrassPorridge", "ITEM_IntelligenceElixir": "ITEM_IntelligenceElixir", "ITEM_IronArmor": "ITEM_IronArmor", "ITEM_IronArrow": "ITEM_IronArrow", "ITEM_IronAxe": "ITEM_IronAxe", "ITEM_IronBow": "ITEM_IronBow", "ITEM_IronClub": "ITEM_IronClub", "ITEM_IronDagger": "ITEM_IronDagger", "ITEM_IronGreatSword": "ITEM_IronGreatSword", "ITEM_IronHelmet": "ITEM_IronHelmet", "ITEM_IronIngot": "ITEM_IronIngot", "ITEM_IronOre": "ITEM_IronOre", "ITEM_IronShield": "ITEM_IronShield", "ITEM_IronSpear": "ITEM_IronSpear", "ITEM_IronStick": "ITEM_IronStick", "ITEM_IronSword": "ITEM_IronSword", "ITEM_Jerky": "ITEM_Jerky", "ITEM_JewelEncrustedBeetle": "ITEM_JewelEncrustedBeetle", "ITEM_Leather": "ITEM_Leather", "ITEM_LeatherArmor": "ITEM_LeatherArmor", "ITEM_LeatherBag": "ITEM_LeatherBag", "ITEM_LeatherHelmet": "ITEM_LeatherHelmet", "ITEM_LeatherSleepingBag": "ITEM_LeatherSleepingBag", "ITEM_LowGradeFireElementalStone": "ITEM_LowGradeFireElementalStone", "ITEM_LowGradeManaStone": "ITEM_LowGradeManaStone", "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone": "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone", "ITEM_LowGradeNatureElementalStone": "ITEM_LowGradeNatureElementalStone", "ITEM_LowGradeWaterElementalStone": "ITEM_LowGradeWaterElementalStone", "ITEM_LumaFruit": "ITEM_LumaFruit", "ITEM_LumaLog": "ITEM_LumaLog", "ITEM_MagicResistancePotion": "ITEM_MagicResistancePotion", "ITEM_MagicalAttackPotion": "ITEM_MagicalAttackPotion", "ITEM_ManaStonePowder": "ITEM_ManaStonePowder", "ITEM_Mandrake": "ITEM_Mandrake", "ITEM_MeatPorridge": "ITEM_MeatPorridge", "ITEM_MeatSkewer": "ITEM_MeatSkewer", "ITEM_MeatStew": "ITEM_MeatStew", "ITEM_MerchantScales": "ITEM_MerchantScales", "ITEM_MetalScarabSoulStone": "ITEM_MetalScarabSoulStone", "ITEM_MetalSkinPotion": "ITEM_MetalSkinPotion", "ITEM_MidGradeFireElementalStone": "ITEM_MidGradeFireElementalStone", "ITEM_MidGradeFireEssence": "ITEM_MidGradeFireEssence", "ITEM_MidGradeManaStone": "ITEM_MidGradeManaStone", "ITEM_MidGradeNatureElementalStone": "ITEM_MidGradeNatureElementalStone", "ITEM_MidGradeNatureEssence": "ITEM_MidGradeNatureEssence", "ITEM_MidGradeWaterElementalStone": "ITEM_MidGradeWaterElementalStone", "ITEM_MidGradeWaterEssence": "ITEM_MidGradeWaterEssence", "ITEM_MonsterBarbecue": "ITEM_MonsterBarbecue", "ITEM_MonsterRatSoulStone": "ITEM_MonsterRatSoulStone", "ITEM_MushBiterSoulStone": "ITEM_MushBiterSoulStone", "ITEM_MushbiterTeeth": "ITEM_MushbiterTeeth", "ITEM_Mushroom": "ITEM_Mushroom", "ITEM_MushroomSkewer": "ITEM_MushroomSkewer", "ITEM_MushroomStew": "ITEM_MushroomStew", "ITEM_MysticWildHerb": "ITEM_MysticWildHerb", "ITEM_NatureArcronStaff": "ITEM_NatureArcronStaff", "ITEM_NatureBloodWoodStaff": "ITEM_NatureBloodWoodStaff", "ITEM_NatureBoneStaff": "ITEM_NatureBoneStaff", "ITEM_NatureBronzeStaff": "ITEM_NatureBronzeStaff", "ITEM_NatureCarapaceStaff": "ITEM_NatureCarapaceStaff", "ITEM_NatureCopperStaff": "ITEM_NatureCopperStaff", "ITEM_NatureEssence": "ITEM_NatureEssence", "ITEM_NatureGreenSpirit": "ITEM_NatureGreenSpirit", "ITEM_NatureIronStaff": "ITEM_NatureIronStaff", "ITEM_NatureTinStaff": "ITEM_NatureTinStaff", "ITEM_NatureWoodStaff": "ITEM_NatureWoodStaff", "ITEM_OatPorridge": "ITEM_OatPorridge", "ITEM_Oats": "ITEM_Oats", "ITEM_Ointment": "ITEM_Ointment", "ITEM_OldJewelryBox": "ITEM_OldJewelryBox", "ITEM_OpalArcronStaff": "ITEM_OpalArcronStaff", "ITEM_OpalBronzeStaff": "ITEM_OpalBronzeStaff", "ITEM_OpalCopperStaff": "ITEM_OpalCopperStaff", "ITEM_OpalNecklace": "ITEM_OpalNecklace", "ITEM_OpalOre": "ITEM_OpalOre", "ITEM_OpalRing": "ITEM_OpalRing", "ITEM_OpalTinStaff": "ITEM_OpalTinStaff", "ITEM_OrnateTeacup": "ITEM_OrnateTeacup", "ITEM_PerceptionElixir": "ITEM_PerceptionElixir", "ITEM_PeridotArcronStaff": "ITEM_PeridotArcronStaff", "ITEM_PeridotBronzeStaff": "ITEM_PeridotBronzeStaff", "ITEM_PeridotCopperStaff": "ITEM_PeridotCopperStaff", "ITEM_PeridotNecklace": "ITEM_PeridotNecklace", "ITEM_PeridotOre": "ITEM_PeridotOre", "ITEM_PeridotRing": "ITEM_PeridotRing", "ITEM_PeridotTinStaff": "ITEM_PeridotTinStaff", "ITEM_Petal": "ITEM_Petal", "ITEM_PhysicalAttackPotion": "ITEM_PhysicalAttackPotion", "ITEM_PotteryShard": "ITEM_PotteryShard", "ITEM_RabidDogSoulStone": "ITEM_RabidDogSoulStone", "ITEM_RadiantBanner": "ITEM_RadiantBanner", "ITEM_RawHide": "ITEM_RawHide", "ITEM_RawhideSleepingBag": "ITEM_RawhideSleepingBag", "ITEM_RedCrystalBloodWoodStaff": "ITEM_RedCrystalBloodWoodStaff", "ITEM_RedCrystalBoneStaff": "ITEM_RedCrystalBoneStaff", "ITEM_RedCrystalCarapaceStaff": "ITEM_RedCrystalCarapaceStaff", "ITEM_RedCrystalIronStaff": "ITEM_RedCrystalIronStaff", "ITEM_RedCrystalNecklace": "ITEM_RedCrystalNecklace", "ITEM_RedCrystalOre": "ITEM_RedCrystalOre", "ITEM_RedCrystalRing": "ITEM_RedCrystalRing", "ITEM_RedCrystalWoodStaff": "ITEM_RedCrystalWoodStaff", "ITEM_RedDragonBreath": "ITEM_RedDragonBreath", "ITEM_RedMonsterRatFang": "ITEM_RedMonsterRatFang", "ITEM_RedMonsterRatSoulStone": "ITEM_RedMonsterRatSoulStone", "ITEM_RefinedBlueCrystal": "ITEM_RefinedBlueCrystal", "ITEM_RefinedGarnet": "ITEM_RefinedGarnet", "ITEM_RefinedGreenCrystal": "ITEM_RefinedGreenCrystal", "ITEM_RefinedOpal": "ITEM_RefinedOpal", "ITEM_RefinedPeridot": "ITEM_RefinedPeridot", "ITEM_RefinedRedCrystal": "ITEM_RefinedRedCrystal", "ITEM_ReflectPotion": "ITEM_ReflectPotion", "ITEM_ReligiousArtifact": "ITEM_ReligiousArtifact", "ITEM_ReturnScroll": "ITEM_ReturnScroll", "ITEM_RitualBell": "ITEM_RitualBell", "ITEM_RitualCenser": "ITEM_RitualCenser", "ITEM_RoyalJelly": "ITEM_RoyalJelly", "ITEM_RoyalSeal": "ITEM_RoyalSeal", "ITEM_RoyalSlimeSoulStone": "ITEM_RoyalSlimeSoulStone", "ITEM_RustedCandelabrum": "ITEM_RustedCandelabrum", "ITEM_ScareCrow": "ITEM_ScareCrow", "ITEM_ShellPotion": "ITEM_ShellPotion", "ITEM_SilverIngot": "ITEM_SilverIngot", "ITEM_SilverNecklace": "ITEM_SilverNecklace", "ITEM_SilverOre": "ITEM_SilverOre", "ITEM_SilverPlate": "ITEM_SilverPlate", "ITEM_SilverRing": "ITEM_SilverRing", "ITEM_SkillCooldownPotion": "ITEM_SkillCooldownPotion", "ITEM_SkillElixir": "ITEM_SkillElixir", "ITEM_SkillResetElixir": "ITEM_SkillResetElixir", "ITEM_SlimeJelly": "ITEM_SlimeJelly", "ITEM_SlimePudding": "ITEM_SlimePudding", "ITEM_SlimeSoulStone": "ITEM_SlimeSoulStone", "ITEM_SmallWolfStatue": "ITEM_SmallWolfStatue", "ITEM_StaghareAntler": "ITEM_StaghareAntler", "ITEM_StaghareSoulStone": "ITEM_StaghareSoulStone", "ITEM_StealthPotion": "ITEM_StealthPotion", "ITEM_StickyBedstraw": "끈기 있는 벼룩 거름", "ITEM_Stone": "ITEM_Stone", "ITEM_StoneBid": "ITEM_StoneBid", "ITEM_StoneBrick": "ITEM_StoneBrick", "ITEM_Straw": "ITEM_Straw", "ITEM_StrengthElixir": "ITEM_StrengthElixir", "ITEM_StuffedDeerHead": "ITEM_StuffedDeerHead", "ITEM_SwiftPotion": "ITEM_SwiftPotion", "ITEM_SwirlingTide": "ITEM_SwirlingTide", "ITEM_TechBook": "ITEM_TechBook", "ITEM_TechBook2": "ITEM_TechBook2", "ITEM_TechBook{#}": "ITEM_TechBook{#}", "ITEM_Textile": "ITEM_Textile", "ITEM_ThickClothArmor": "ITEM_ThickClothArmor", "ITEM_ThickClothCoif": "ITEM_ThickClothCoif", "ITEM_ThickTextile": "ITEM_ThickTextile", "ITEM_TinArmor": "ITEM_TinArmor", "ITEM_TinArrow": "ITEM_TinArrow", "ITEM_TinAxe": "ITEM_TinAxe", "ITEM_TinBow": "ITEM_TinBow", "ITEM_TinDagger": "ITEM_TinDagger", "ITEM_TinGreatSword": "ITEM_TinGreatSword", "ITEM_TinHelmet": "ITEM_TinHelmet", "ITEM_TinMace": "ITEM_TinMace", "ITEM_TinShield": "ITEM_TinShield", "ITEM_TinSpear": "ITEM_TinSpear", "ITEM_TinSword": "ITEM_TinSword", "ITEM_Torch": "ITEM_Torch", "ITEM_ToughRawMeat": "ITEM_ToughRawMeat", "ITEM_TrollHorn": "ITEM_TrollHorn", "ITEM_Turnip": "ITEM_Turnip", "ITEM_TurnipPorridge": "ITEM_TurnipPorridge", "ITEM_TurnipSalad": "ITEM_TurnipSalad", "ITEM_VampirePotion": "ITEM_VampirePotion", "ITEM_VeryHighGradeManaStone": "ITEM_VeryHighGradeManaStone", "ITEM_WaterArcronStaff": "ITEM_WaterArcronStaff", "ITEM_WaterBloodWoodStaff": "ITEM_WaterBloodWoodStaff", "ITEM_WaterBoneStaff": "ITEM_WaterBoneStaff", "ITEM_WaterBronzeStaff": "ITEM_WaterBronzeStaff", "ITEM_WaterCarapaceStaff": "ITEM_WaterCarapaceStaff", "ITEM_WaterCopperStaff": "ITEM_WaterCopperStaff", "ITEM_WaterEssence": "ITEM_WaterEssence", "ITEM_WaterIronStaff": "ITEM_WaterIronStaff", "ITEM_WaterTinStaff": "ITEM_WaterTinStaff", "ITEM_WaterWoodStaff": "ITEM_WaterWoodStaff", "ITEM_WeightPotion": "ITEM_WeightPotion", "ITEM_WildHerb": "ITEM_WildHerb", "ITEM_WildLongGrass": "ITEM_WildLongGrass", "ITEM_WillPowerElixir": "ITEM_WillPowerElixir", "ITEM_WoodArmor": "ITEM_WoodArmor", "ITEM_WoodArrow": "ITEM_WoodArrow", "ITEM_WoodAxe": "ITEM_WoodAxe", "ITEM_WoodBow": "ITEM_WoodBow", "ITEM_WoodClub": "ITEM_WoodClub", "ITEM_WoodDagger": "ITEM_WoodDagger", "ITEM_WoodGreatSword": "ITEM_WoodGreatSword", "ITEM_WoodHelmet": "ITEM_WoodHelmet", "ITEM_WoodPlank": "ITEM_WoodPlank", "ITEM_WoodShield": "ITEM_WoodShield", "ITEM_WoodSpear": "ITEM_WoodSpear", "ITEM_WoodStick": "ITEM_WoodStick", "ITEM_WoodSword": "ITEM_WoodSword", "Ice": "얼음", "Idle": "유휴", "Idle 1.2": "대기 1.2", "Idle 1.3": "대기 1.3", "Idle 2": "대기 2", "Idle 2.1": "대기 2.1", "Idle 2.2": "대기 2.2", "Idle 2.3": "대기 2.3", "Idle 3": "대기 3", "Idle ×1": "대기 ×1", "Idle_": "Idle_", "Idle상태 시작시 대기 틱. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 다른걸 하다가 Idle BT로 들어와 시작할 때 이 틱 만큼 대기한다는 뜻임. 이전 태스크가 뭔지는 알수 없는거고.": "Idle상태 시작시 대기 틱. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 다른걸 하다가 Idle BT로 들어와 시작할 때 이 틱 만큼 대기한다는 뜻임. 이전 태스크가 뭔지는 알수 없는거고.", "Idle상태에서 대기 틱 시간. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 즉, Idle 을 '반복'할 때 적용되는 틱 주기임": "Idle상태에서 대기 틱 시간. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 즉, Idle 을 '반복'할 때 적용되는 틱 주기임", "If": "만약", "If 'change amount / max value' is higher than this percentage, it's treated as 'greatly increased/decreased'; if lower, it's treated as 'increased/decreased'. Not used for actual functionality - it's a reference value for indicating how fast stats are changing in the status window, etc.": "'변화량 / 최댓값'이 이 퍼센트보다 높으면 '크게 증가/감소'로, 낮으면 '증가/감소'로 처리한다. 실제 기능에는 사용되지 않으며, 상태창 등에서 능력치가 얼마나 빠르게 변하는지를 나타내기 위한 참고용 값이다.", "If Head Health or Hunger drops to 0, it will result in instant death instead.": "머리 생명력 또는 허기가 0이 되면 대신 즉사합니다.", "If Hunger % is 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied <- this one doesn't seem to exist": "허기 % 가 0 이상 {0} 미만이면: 허기_Very Hungry {0} 이상 {1} 미만이면: 허기_Hungry {1} 이상 100 이하이면: 허기_Satisfied <- 이 항목은 존재하지 않는 것 같다", "If Mood is above 0,": "기분이 0 이상이면,", "If Mood is above 0, Stress decreases proportionally.": "기분이 0 초과면 스트레스가 비례하여 감소합니다.", "If Mood is below": "If Mood is below", "If Mood is below 0,": "기분이 0 이하면,", "If Mood is below 0, Stress increases proportionally.": "기분이 0 미만이면 스트레스가 비례하여 증가합니다.", "If Movement Speed were reflected as-is in the code, it would be so fast it would look like teleportation. However, a movement speed value like 0.05 as used in actual development isn't appropriate for numerically representing the player's growth. Therefore, this conversion value is multiplied by the movement speed shown to the player, and the resulting value, converted to fit the Unity environment, is applied in the actual game logic code.": "이동 속도(Movement Speed)를 코드에 그대로 반영하면 순간이동처럼 보일 만큼 지나치게 빨라진다. 그러나 실제 개발에서 사용하는 0.05 같은 이동 속도 값은 플레이어의 성장을 수치로 나타내기에 적합하지 않다. 따라서 플레이어에게 보여지는 이동 속도에 이 변환값을 곱하고, 그렇게 나온 결과값을 Unity 환경에 맞게 변환하여 실제 게임 로직 코드에 적용한다.", "If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic": "Stamina %가 0 이상 {0} 미만이면: Stamina_Very Exhausted, {0} 이상 {1} 미만이면: Stamina_Exhausted, {1} 이상 {2} 미만이면: Stamina_No Effect, {2} 이상 100 이하이면: Stamina_Energetic", "If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe": "스트레스 %가 0 이상 {0} 미만이면: Effect_스트레스_Happy, {0} 이상 {1} 미만이면: 관련 효과 없음, {1} 이상 (2) 이하이면: Effect_스트레스_High, {2} 이상 100이면: Effect_스트레스_Severe", "If a critical bug occurs that seriously disrupts gameplay, please close the game completely and restart it.": "심각한 버그가 발생하여 게임플레이에 지장을 주는 경우 게임을 완전히 종료한 후 다시 시작하세요.", "If a critical bug occ…": "중대한 버그가 발생하면…", "If a critical bug o…": "중대한 버그가 발생하면…", "If a path is blocked, check your quest and complete it.": "경로가 차단되면 임무를 확인하고 완료하세요.", "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "만약 활성화된다면, 적을 포위하는 것이 위치 선정에 대한 보상을 줄 것입니다. 같은 대상을 함께 공격하는 아군 유닛 한 명당, 공격자는", "If already owned, it will be overwritten.": "이미 소유한 경우 덮어쓰기됩니다.", "If damage reduces health to 0 or below, the character will enter": "피해가 생명력을 0 이하로 줄이면 캐릭터는", "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreas...": "전투 중 {0}초 동안 위치를 이동하지 않으면 입히는 피해가 {1}% 증가하고 받는 피해가 감소합니다...", "If free saving is disabled, a single save slot will be overwritten.": "자유 저장이 비활성화되면 단일 저장 슬롯이 덮어씌워집니다.", "If hunger reaches 0, the unit becomes": "배고픔이 0에 도달하면 유닛은 다음 상태가 됩니다:", "If hunger reaches 0, the unit becomes Severely Hungry and Near Death,": "허기가 0에 도달하면 유닛은 심각한 굶주림 상태가 되어 빈사 상태에 빠집니다,", "If it drops to 0, the remaining damage transfers to": "0에 도달하면 남은 피해가 다음으로 이전됩니다:", "If it drops to 0, the remaining damage transfers to Head Health.": "0이 되면 남은 피해가 머리 생명력으로 전이됩니다.", "If it drops to 0, you will enter a": "0에 도달하면 다음 상태에 진입합니다:", "If it drops to 0, you will enter a Near Death state or die even if Torso Health remains.": "0이 되면 몸통 생명력이 남아 있어도 빈사 상태에 빠지거나 사망합니다.", "If it falls to 0 or below, remaining damage transfers to": "0 이하로 떨어지면 남은 피해가 다음으로 이전됩니다", "If it falls to 0 or below, the unit enters": "0 이하로 떨어지면 유닛은", "If it moves 5 or more tiles away from its summoner, it is forcibly teleported to the summoner's location.": "소환자로부터 5칸 이상 떨어지면 강제로 소환자의 위치로 순간이동된다.", "If no action is taken, death will occur soon!!": "조치를 취하지 않으면 곧 사망합니다!!", "If no adjacent enemy is present for 2 seconds, throws chains at the farthest enemy and pulls them closer.": "2초 동안 인접한 적이 없으면 가장 먼 적에게 사슬을 던지고 그들을 가깝게 당깁니다.", "If no adjacent enemy is present for 2 seconds, throws chains at the farthest enemy and…": "2초 동안 인접한 적이 없으면, 가장 먼 적에게 사슬을 던집니다…", "If not in combat, returns home together with your companions": "전투 중이 아니면 동료들과 함께 집으로 돌아갑니다.", "If position does not move for 10 seconds during combat, damage dealt increases by 25% and damage taken decreases by 15%. This effect resets if position changes.": "전투 중 위치가 10초 동안 움직이지 않으면, 주는 피해가 25% 증가하고 받는 피해가 15% 감소한다. 위치가 변하면 이 효과는 초기화된다.", "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.": "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.", "If that's the custom, I can't help it.": "그게 관습이라면 어쩔 수 없지.", "If the Entertainment percentage is: 0 to under {0}: Entertainment_Very Bored {0} to under {1}: Entertainment_Bored {1} to under {2}: Entertainment_No Effect {2} to 100 or below: Entertainment_Excited": "Entertainment 퍼센트가: 0 이상 {0} 미만: Entertainment_Very Bored {0} 이상 {1} 미만: Entertainment_Bored {1} 이상 {2} 미만: Entertainment_No Effect {2} 이상 100 이하: Entertainment_Excited", "If the Hunger percentage is: 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied": "허기 퍼센트가: 0 이상 {0} 미만: 허기_Very Hungry {0} 이상 {1} 미만: 허기_Hungry {1} 이상 100 이하: 허기_Satisfied", "If the current Crafting skill is higher than the required Crafting skill, a probability correction toward a 'Fine Work' result, scaled by how much higher it is (PS: The reverse case cannot exist, since crafting itself is impossible if the required Crafting skill is higher than the current Crafting skill)": "현재 제작 스킬이 요구 제작 스킬보다 높을 경우, 그 차이만큼 '수작(Fine Work)' 결과물이 나올 확률 보정치가 적용된다 (PS: 반대의 경우는 존재할 수 없다. 요구 제작 스킬이 현재 제작 스킬보다 높으면 제작 자체가 불가능하기 때문이다)", "If the target is within 1 tile, the damage dealt is reduced by 50%.": "대상이 1 타일 이내이면 처리된 피해가 50% 감소합니다.", "If the unit does not regain consciousness before": "유닛이 다음 전에 의식을 회복하지 못하면", "If the unit fails to regain consciousness before": "유닛이 다음 전에 의식을 회복하지 못하면:", "If the unit fails to regain consciousness before Near Death expires, it will die permanently.": "빈사 상태가 끝나기 전에 의식을 되찾지 못하면 유닛은 영구히 사망합니다.", "If there are no adjacent enemies for 5 seconds or longer, or after using": "5초 이상 인접한 적이 없거나 다음을 사용한 후:", "If there are no adjacent enemies for 5 seconds or longer, or after using Chain Grab, it uses Sentinel Smite.": "인접한 적이 5초 이상 없거나 사슬 붙잡기를 사용한 후에는 파수꾼의 강타를 사용합니다.", "If there are no adjacent enemies for 5 seconds or longer, or after using Chain Grab, it…": "5초 이상 인접한 적이 없거나 사슬 잡기를 사용한 후, 그것은…", "If there are no allies other than the": "다음을 제외한 아군이 없으면:", "If you are in a dungeon, all unsaved progress will be lost.": "If you are in a dungeon, all unsaved progress will be lost.", "If you are in dungeon, all unsaved progress will be lost.": "If you are in dungeon, all unsaved progress will be lost.", "If you are more than 5 squares away from the summoner, you will be forcibly moved to the summoner's location.": "소환자로부터 5칸 이상 떨어져 있으면 강제로 소환자의 위치로 이동합니다.", "If you are more than 5 squares away from the summoner, you will be forcibly moved to th…": "소환자로부터 5칸 이상 떨어져 있으면, 강제로 이동됩니다…", "If you are unsatisfied with Major Stats or Inscription granted by praying, you can pray again. Resources are not refunded.": "기도로 부여받은 주 스탯이나 각인이 마음에 들지 않는다면 다시 기도할 수 있습니다. 자원은 환불되지 않습니다.", "If you drink a": "다음을 마시면", "If you drink a 스킬 초기화의 영약, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "스킬 초기화의 영약을 마시면 스킬을 초기화할 수 있습니다. 스킬 초기화 엘릭서는 던전의 보물 상자에서 발견될 수 있습니다. 또한 보장된 스킬 초기화", "If you drink a 스킬 초기화의 영약, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "스킬 초기화의 영약을 마시면 스킬을 초기화할 수 있습니다. 스킬 초기화 포션은 던전의 보물 상자에서 발견될 수 있습니다. 또한 보장된 스킬 초기화", "If you want items to be stored, simply drop them on the ground.": "아이템을 저장하려면 땅에 떨어뜨리면 됩니다.", "If you want to cancel assigned orders, click the 'Cancel' button at the bottom right or press the X key to activate Cancel Mode.": "지정된 명령을 취소하려면 화면 오른쪽 아래의 '취소' 버튼을 클릭하거나 X 키를 눌러 취소 모드를 활성화하세요.", "If you're not ready to meet their needs, consider delaying the": "필요를 충족할 준비가 되지 않았다면 다음 연기를 고려하세요", "If you're not satisfied, you can retry.": "만족하지 않으면 다시 시도할 수 있습니다.", "Ignite yourself, immediately gaining 1 stacks of": "자신을 점화하여 즉시 1 스택의", "Ignite yourself, immediately gaining 1 stacks of Burning for 30 seconds. For 30 seconds, Magic Attack Power increases by current Burning stacks * 30%.": "스스로에게 불을 붙여 즉시 30초간 화상 1중첩을 얻습니다. 30초간 MAtk가 현재 화상 중첩 × 30%만큼 증가합니다.", "Ignite yourself, immediately gaining 1 stacks of Burning for 30 seconds. For 30 seconds, Magic Attack Power…": "Ignite yourself, immediately gaining 1 stacks of Burning for 30 seconds. For 30 seconds, Magic Attack Power…", "Ignition - Dungeon Settlers Wiki": "점화 - 던전 세틀러즈 위키", "Ignition icon": "점화 아이콘", "Ignore": "무시", "Ignore ...": "무시...", "Ignore Mood penalty when eating carnivore food.": "육식 음식을 먹어도 기분 페널티를 무시합니다.", "Ignore Mood penalty when eating vegetarian food.": "채식 음식을 먹어도 기분 페널티를 무시합니다.", "Ignores": "무시", "Ignores Bleeding and increases health regeneration by 3": "출혈을 무시하고 생명력 재생을 3씩 증가시킵니다", "Ignores Stun and knockback effects.": "기절 및 넉백 효과를 무시합니다.", "Illustration:": "일러스트레이션:", "Immobilization": "속박", "Immortal - Dungeon Settlers Wiki": "불사 - 던전 세틀러즈 위키", "Immortal icon": "불사 아이콘", "Immune (Boss)": "면역 (보스)", "Immune to": "면역됨:", "Immune to Stun effects.": "기절 효과에 면역입니다.", "Impatience": "조급함", "Impatient - Dungeon Settlers Wiki": "성급함 - 던전 세틀러즈 위키", "Impatient - desc": "Impatient - desc", "Impatient - flavor": "Impatient - flavor", "Impatient - name": "Impatient - name", "Impatient icon": "성급함 아이콘", "Impending Doom - desc": "임박한 재앙 - 설명", "Imperial Coin - Dungeon Settlers Wiki": "제국 동전 - 던전 세틀러즈 위키", "Imperial Coin icon": "제국 동전 아이콘", "Imperial Coin x1": "제국 동전 x1", "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit": "제국 동전 x1 (마우머크 5마리), 생가죽 x8 (화이트 마우머크), 단단한 껍질 x10 (알파 애시드 슬로겔), 그 후 엔도르시가 유닛으로 합류", "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1": "제국 동전 x1, 그 후 하급 마나-돌 x24 + 톱니바퀴 x1", "Import a team in the Builder first, then pick your units here.": "먼저 빌더에서 팀을 불러온 다음, 여기에서 유닛을 선택하세요.", "Import from your save": "세이브에서 불러오기", "Import your save to load your whole team ->": "당신의 세이브를 가져와서 전체 팀을 로드하세요 ->", "Import {#} character": "캐릭터 {#}명 가져오기", "Import {#} characters": "캐릭터 {#}명 가져오기", "Imported": "가져옴", "Imported clan": "가져온 클랜", "Imported team": "가져온 팀", "Imported {#} character as the new team \"{#}\". Switch teams at the top of the Team tab; edit any unit freely.": "캐릭터 {#}명을 새 팀 \"{#}\"(으)로 가져왔습니다. 팀 탭 상단에서 팀을 전환할 수 있으며, 어느 유닛이든 자유롭게 수정할 수 있습니다.", "Imported {#} characters as the new team \"{#}\". Switch teams at the top of the Team tab; edit any unit freely.": "캐릭터 {#}명을 새 팀 \"{#}\"(으)로 가져왔습니다. 팀 탭 상단에서 팀을 전환할 수 있으며, 어느 유닛이든 자유롭게 수정할 수 있습니다.", "Imported: name, portrait, race, background, level, gear items, talents, individual traits, learned skills and inscriptions, plus each unit real attribute values (Strength, Constitution, ...) read straight from the save - the builder computes the derived combat stats from those, since the save stores attributes, not the finished combat sheet. NOT read from the save (re-add after import): per-item affix rolls (random-roll jewelry loses its stat bonuses). The builder ties skill trees to the background plus a few inscription slots, so a unit with many extra trees or inscriptions keeps as much as fits (skill-bearing trees first).": "가져오는 항목: 이름, 초상화, 종족, 배경, 레벨, 장비 아이템, 재능, 개별 특성, 배운 스킬과 각인, 그리고 각 유닛의 실제 속성값(힘, 맷집, ...)을 세이브에서 그대로 읽습니다 - 세이브에는 완성된 전투 시트가 아니라 속성이 저장되므로, 빌더가 파생 전투 스탯을 계산합니다. 세이브에서 읽지 않는 것(가져온 후 다시 추가): 아이템별 접사 굴림(무작위 굴림 장신구는 스탯 보너스를 잃습니다). 빌더는 스킬 트리를 배경 + 몇 개의 각인 슬롯에 연결하므로, 추가 트리나 각인이 많은 유닛은 맞는 만큼 유지합니다 (스킬 보유 트리 우선).", "Importing...": "가져오는 중...", "Improved Grass Porridge - Dungeon Settlers Wiki": "개량된 풀 죽 - 던전 세틀러즈 위키", "Improved Grass Porridge Complete": "개선된 풀죽 완료", "Improved Grass Porridge icon": "개량된 풀 죽 아이콘", "Improved Grass Porridge range and area shown on a dungeon room": "던전 방에 표시된 개선된 풀 죽의 범위와 영역", "In Combat": "전투 중", "In Finder press Cmd+Shift+G, paste this, press Enter.": "Finder에서 Cmd+Shift+G를 누르고 이것을 붙여넣은 뒤 Enter를 누르세요.", "In Surgery (Debuff, prints once)": "수술 중 (디버프, 1회 표시)", "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...": "벽 뒤의 좁은 공간 속에 해골이 무너져 있다. 그것은 한 자리에 얼어붙어 있다...", "In an in...": "순간, 견딜 수 없는...", "In an instant, countless voices, ...": "순간, 수많은 목소리가 ...", "In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart.": "순식간에, 몸과 영혼이 찢겨나가는 듯한 견딜 수 없는 고통이 당신과 탐사단원들을 덮칩니다.", "In data": "데이터에 있음", "In that i...": "순간, 투명한...", "In that insta...": "순간, 따뜻한...", "In the Consume Policy menu, you can allow or prohibit units from using items.": "소비 정책 메뉴에서 유닛이 아이템을 사용하도록 허용하거나 금지할 수 있습니다.", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted fo...": "엘로스 제국에서는 물의 근원적인 형태를 두꺼비의 두 눈과 벌린 입을 닮았다고 가르치곤 했습니다. 버블링을 좀 더 전투에 적합하도록 개선한 버블토드는 더 현란한 공격으로 대원들의 전투를 보조합니다.", "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members i": "엘로스 제국에서는 물의 근원적인 형태를 두꺼비의 두 눈과 벌린 입을 닮았다고 가르치곤 했습니다. 버블링을 좀 더 전투에 적합하도록 개선한 버블토드는 더 현란한 공격으로 대원들의 전투를 보조합니다.", "In the Inventory, you can drag items to nearby units to transfer them conveniently.": "인벤토리에서 아이템을 근처 유닛으로 드래그하여 편리하게 이전할 수 있습니다.", "In the battle between Goblins and Gloths, the Gloths were victorious. Gloths' max health increases by 10%.": "고블린과 글로트의 전투에서 글로트가 승리했습니다. 글로트의 최대 생명력이 10% 증가합니다.", "In the battle between Goblins and Gloths, the Goblins were victorious. Goblins' movement speed increases by 10.": "고블린과 글로트의 전투에서 고블린이 승리했습니다. 고블린의 이동 속도가 10만큼 증가합니다.", "In the crafting queue, tasks can be repeated a set number of times, until a target quantity is reached, or indefinitely depending on the selected option.": "제작 대기열에서 작업은 선택한 옵션에 따라 정해진 횟수만큼, 목표 수량에 도달할 때까지, 또는 무한히 반복될 수 있습니다.", "In the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.": "현재 빌드에서는 처음 다섯 층에만 고유한 조우가 있고 6~10층은 임시 배치일 뿐이며, 보물 상자는 최종 보상이 아니라 임시로 복사해 넣은 전리품을 사용합니다. 심연의 몬스터들은 아직 자체 전용 드랍 테이블을 가지고 있지 않습니다.", "In the dark of night,": "한밤중에,", "In the demo version, bodies can be temporarily removed through the portal.": "데모 버전에서는 포탈을 통해 시체를 임시로 제거할 수 있습니다.", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction.": "식량 배분 중 {0}이 자신의 몫을 받고 공개적으로 불만을 드러내며 당신을 봅니다.", "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon means risking our lives. Must we be so mis": "식량 배분 중 {0}이 자신의 몫을 받고 공개적으로 불만을 드러내며 당신을 봅니다. \"대장님, 던전 탐험은 목숨을 거는 일입니다. 우리가 이렇게까지 절약", "In the middle of ration distribution, {0} receives his portion and looks at you with a discontented expression. \"Comman...": "식량 배급 중에, {0}이 자신의 몫을 받고 불만족한 표정으로 당신을 바라본다. \"지휘관...", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.": "침묵 속에서, 당신은 처음엔 희미한 소리를 듣는 것 같지만, 점차 더 명확해진다.", "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer. It is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.": "침묵 속에서 처음엔 미약한 소리로 들리지만 점차 명확해집니다. 정말 편안하면서도 동시에 일반적인 말로는 표현할 수 없을 만큼 묘한 느낌입니다.", "In the stock demo the Golem fight can never happen, so the chain never advances past region 0:": "주식 데모에서 Golem 전투는 결코 일어날 수 없으므로, 체인은 지역 0을 지나 진행되지 않습니다:", "In this build Perception's": "이 빌드에서 인지력의", "In this state, the unit must be fed by another ally until hunger is restored above a certain threshold to recover.": "이 상태에서 유닛은 배고픔이 특정 임계값 이상으로 복구될 때까지 다른 동료가 먹여야 회복됩니다.", "In-game Handbook": "게임 내 핸드북", "In-game Handbook - Dungeon Settlers Wiki": "게임 내 핸드북 - 던전 정착자 위키", "In-game look": "인게임 모습", "In-game look of this character with the gear equipped below": "아래 장착 장비를 착용한 이 캐릭터의 인게임 모습", "In-game look with the equipped gear": "장착 장비를 착용한 인게임 모습", "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "탐사단 결정 임무가 활성화된 후 중단 이벤트가 나타날 때까지 필요한 게임 내 시간", "In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day)": "경고에 표시된 무작위 이벤트가 활성화된 후 사라지는 데 필요한 게임 내 시간 (1440 = 1일)", "In...": "순간...", "InDependent": "InDependent", "Incinerate - Dungeon Settlers Wiki": "인시너레이트 - 던전 세틀러즈 위키", "Incinerate icon": "인시너레이트 아이콘", "Incinerate range and area shown on a dungeon room": "던전 방에서 표시된 소각 범위 및 영역", "Include in the shared link:": "공유 링크에 포함:", "Included in scenario starting kits:": "시나리오 시작 키트에 포함:", "Included in scenario starting kits: {#}": "시나리오 시작 키트에 포함: {#}", "Includes learned passive crit at full progression:": "완전히 성장했을 때 습득한 패시브 치명타 포함:", "Increase amount": "증가량", "Increases": "증가", "Increases Attack Speed by 12%.": "공격 속도 12% 증가.", "Increases Attack Speed by ?% for ? seconds.": "?초 동안 공격 속도가 ?% 증가합니다.", "Increases Attack Speed.": "공격 속도가 증가합니다.", "Increases Barrier gain by 20%.": "보호막 획득량이 20% 증가합니다.", "Increases Cooldown Reduction by 12.": "Increases Cooldown Reduction by 12.", "Increases Cooldown Reduction by ?% for ? seconds.": "?초 동안 재사용 대기 감소가 ?% 증가합니다.", "Increases Cooldown Reduction.": "재사용 대기 감소가 증가합니다.", "Increases Critical Chance by 10% for 10 seconds upon defeating an enemy, up to a maximum of 30%.": "적을 처치하면 10초 동안 치명타 확률 10% 증가, 최대 30%까지.", "Increases Critical Chance by 7% each time the number of enemies defeated with basic attacks reaches 10/25/100/250/1000/2500.": "기본 공격으로 처치한 적의 수가 10/25/100/250/1000/2500에 도달할 때마다 치명타 확률이 7%씩 증가합니다.", "Increases Critical Chance by 7% each time the number of enemies defeated with basic attacks reaches 10/25/1…": "기본 공격으로 처치한 적의 수가 10/25/1…에 도달할 때마다 치명타 확률 7% 증가.", "Increases Critical Chance by ?% for ? seconds.": "?초 동안 치명타 확률이 ?% 증가합니다.", "Increases Critical Chance.": "치명타 확률이 증가합니다.", "Increases Critical Damage Bonus.": "치명타 피해 보너스가 증가합니다.", "Increases Damage Dealt by 20% for 5 seconds upon defeating an enemy.": "적을 처치하면 5초 동안 가한 피해 20% 증가.", "Increases Damage Dealt of the next melee physical skill by 100% and its Hit Chance by 30%.": "다음 근접 물리 스킬의 입힌 피해를 100%, 명중 확률을 30% 증가시킵니다.", "Increases Dodge Chance by ?% for ? seconds.": "?초 동안 회피율이 ?% 증가합니다.", "Increases Dodge Chance.": "회피율이 증가합니다.", "Increases Guard Chance by 10%. When equipped with a shield, Movement Speed increases by 20%, Attack Speed increases by 20%, and the weight of the equipped shield becomes 0.": "가드 확률이 10% 증가합니다. 방패 장착 시 이동 속도가 20%, 공격 속도가 20% 증가하며 장착한 방패의 무게가 0이 됩니다.", "Increases Guard Chance by 10%. When equipped with a shield, Movement Speed increases by 20%, Attack Speed i…": "방어 확률을 10% 증가시킵니다. 방패를 장착하면 이동속도가 20% 증가하고, 공격속도가…", "Increases Guard Chance by 12%.": "Increases Guard Chance by 12%.", "Increases Guard Chance by 4% for each adjacent enemy.": "Increases Guard Chance by 4% for each adjacent enemy.", "Increases Guard Chance by ?% and Guard Damage Reduction by ?% for ? seconds.": "?초 동안 가드 확률이 ?%, 가드 피해 감소가 ?% 증가합니다.", "Increases Guard Chance.": "가드 확률이 증가합니다.", "Increases Guard Damage Reduction.": "가드 피해 감소가 증가합니다.", "Increases Guard Rate by 40% and Guard Damage Reduction by 30% for 180 seconds.": "방어율을 40%, 방어 피해 감소를 30%로 180초 동안 증가합니다.", "Increases Health Regeneration.": "생명력 재생이 증가합니다.", "Increases Hit Chance by ?% for ? seconds.": "?초 동안 명중률이 ?% 증가합니다.", "Increases Hit Chance.": "명중률이 증가합니다.", "Increases Life Steal by ?% for ? seconds.": "?초 동안 생명력 흡수가 ?% 증가합니다.", "Increases Life Steal.": "생명력 흡수가 증가합니다.", "Increases Magic Attack Power by ? for ? seconds.": "?초 동안 마법 공격력이 ? 증가합니다.", "Increases Magic Attack Power by ?% per Burning stack.": "발화 스택당 마법 공격력이 ?% 증가합니다.", "Increases Magic Attack Power.": "마법 공격력이 증가합니다.", "Increases Magic Resistance by ?% for ? seconds.": "?초 동안 마법 저항이 ?% 증가합니다.", "Increases Magic Resistance.": "마법 저항이 증가합니다.", "Increases Max Energy.": "최대 에너지가 증가합니다.", "Increases Max Health Total.": "최대 생명력 총합이 증가합니다.", "Increases Max Weight by ?% for ? seconds.": "?초 동안 최대 무게가 ?% 증가합니다.", "Increases Max Weight.": "최대 무게가 증가합니다.", "Increases Movement Speed by 25% for 15 seconds.": "Increases Movement Speed by 25% for 15 seconds.", "Increases Movement Speed by ?% for ? seconds.": "?초 동안 이동 속도가 ?% 증가합니다.", "Increases Movement Speed.": "이동 속도가 증가합니다.", "Increases Physical Attack Power by 3% for each unit within 1 tile.": "Increases Physical Attack Power by 3% for each unit within 1 tile.", "Increases Physical Attack Power by 35% when dealing damage to enemies without equipping a secondary weapon.": "Increases Physical Attack Power by 35% when dealing damage to enemies without equipping a secondary weapon.", "Increases Physical Attack Power by ? for ? seconds.": "?초 동안 물리 공격력이 ? 증가합니다.", "Increases Physical Attack Power.": "물리 공격력이 증가합니다.", "Increases Physical Resistance by ?% for ? seconds.": "?초 동안 물리 저항이 ?% 증가합니다.", "Increases Physical Resistance.": "물리 저항이 증가합니다.", "Increases all": "모든 것을 증가시킵니다:", "Increases all Major Stat, but also gains a Mood penalty.": "모든 주요 통계를 증가시키지만 기분 페널티도 받습니다.", "Increases damage by 15% of your current weight when performing melee physical attacks.": "근접 물리 공격을 수행할 때 현재 무게의 15%만큼 피해를 증가시킵니다.", "Increases damage dealt by 25% on basic attacks, but major equipment durability decreases twice as fast.": "기본 공격의 피해를 25% 증가하지만 주요 장비 내구도가 2배 빠르게 감소합니다.", "Increases damage dealt by 25% on basic attacks, but major equipment durability decrease…": "기본 공격의 주는 피해를 25% 증가시키지만, 주요 장비 내구도가 감소합니다…", "Increases maximum weight by 100% for 180 seconds.": "최대 무게를 100% 증가시킵니다 180초 동안.", "Increases the amount of": "다음의 양을 증가시킵니다:", "Increases the amount of Burning stacks gained by 100% and ignores 70% of damage from Burning.": "화상 중첩 획득량이 100% 증가하고 화상으로 인한 피해의 70%를 무시합니다.", "Increases 가드율 by {0}%. When equipped with a shield, 공격 속도 increases by {1}%, and the weight of the equipped shield becomes 0.": "가드율이 {0}% 증가합니다. 방패 장착 시 공격 속도가 {1}% 증가하며, 장착한 방패의 무게가 0이 됩니다.", "Increases 가드율 by {0}%. When equipped with a shield, 이동 속도 increases by {1}%, 공격 속도 increases by {2}%, and the weight of the equipped shield becomes 0.": "가드율이 {0}% 증가합니다. 방패 장착 시 이동 속도가 {1}%, 공격 속도가 {2}% 증가하며, 장착한 방패의 무게가 0이 됩니다.", "Indestructible Building": "파괴 불가능한 건물", "Indestructible Building - Dungeon Settlers Wiki": "파괴 불가 건물 - 던전 세틀러즈 위키", "Indestructible Building icon": "파괴 불가 건물 icon", "Indicates the level of mental strain a unit is under.": "유닛이 받고 있는 정신적 긴장의 수준을 나타냅니다.", "Indicates the level of mental strain a unit is under. If": "유닛이 받는 정신적 스트레스의 수준을 나타냅니다. 만약", "Indicates the level of mental strain a unit is under. If Mood is below 0, Stress increases proportionally. If Mood is above 0, Stress decreases proportionally.": "유닛이 받는 정신적 부담의 정도를 나타냅니다. 기분이 0 미만이면 스트레스가 비례하여 증가하고, 기분이 0 초과면 스트레스가 비례하여 감소합니다.", "Indicates the level of mental strain a unit is under. When Stress reaches its maximum, the unit enters a Mental Collapse state, and Stress is reset to 0. ## If": "유닛이 받고 있는 정신적 부담의 정도를 나타냅니다. 스트레스가 최대치에 도달하면 유닛은 '정신 붕괴' 상태가 되며, 스트레스는 0으로 초기화됩니다. ## If", "Indicates the level of mental strain a unit is under. When 스트레스 reaches its maximum, the unit enters a 정신 붕괴 state, and 스트레스 is reset to 0. ## If": "유닛이 받고 있는 정신적 스트레스의 정도를 나타냅니다. 스트레스가 최대치에 도달하면 유닛은 정신 붕괴 상태가 되며, 스트레스는 0으로 초기화됩니다. ## 만약", "Indicates the unit's rank.": "단위의 랭크를 나타냅니다.", "Indicates the unit's rank. Higher levels require better 기분. Units can reach level 12 through 레벨 상승.": "Indicates the unit's rank. Higher levels require better 기분. Units can reach level 12 through 레벨 상승.", "Indicates the unit's rank. Higher levels require greater 기분 satisfaction. Units can grow up to level 12 by 레벨 상승.": "단원의 수준을 의미합니다. 레벨이 높을수록 보다 높은 기분 충족을 요구합니다. 레벨 상승을 통해 최대 12레벨까지 성장시킬 수 있습니다.", "Individual": "개별", "Individual trait": "개별 특성", "Individual traits (1)": "개인 특성 (1)", "Individual traits (2)": "개인 특성 (2)", "Individual traits (3)": "개인 특성 (3)", "Individual traits (4)": "Individual traits (4)", "Individual traits (5)": "개인 특성 (5)", "Individual traits ({#})": "개별 특성 ({#})", "IndividualTraitMinCount": "IndividualTraitMinCount", "Indoor Person - Dungeon Settlers Wiki": "실내파 - 던전 세틀러즈 위키", "Indoor Person icon": "실내파 아이콘", "Indoor only": "실내만", "Inevitable Blow - Dungeon Settlers Wiki": "인에비터블 블로우 - 던전 세틀러즈 위키", "Inevitable Blow icon": "인에비터블 블로우 아이콘", "Infectious Spores - Dungeon Settlers Wiki": "전염성 포자 - 던전 세틀러즈 위키", "Infectious Spores icon": "전염성 포자 아이콘", "Infinite Abyss - Dungeon Settlers Wiki": "무한 심연 - 던전 세틀러즈 위키", "Infinite Abyss guide": "무한 심연 가이드", "Infinite Small Mana Generator - Dungeon Settlers Wiki": "무한소형마력발전기 - 던전 세틀러즈 위키", "Inflicts": "발생", "Inflicts 2": "2를 부여", "Inflicts 2 Bleeding for 6 seconds on every 3 basic attacks.": "기본 공격 3회마다 6초 동안 출혈 2를 부여합니다.", "Inflicts 2 Burning for 6 seconds on every 3 basic attacks.": "기본 공격 3회마다 6초 동안 발화 2를 부여합니다.", "Inflicts 60% of": "60%의", "Inflicts 60% of Physical Attack Power as physical damage twice on the target, and applies Slow for 6 seconds and Bleeding of 3.": "대상에게 물리 공격력의 60%에 해당하는 물리 피해를 두 번 입히고, 6초간 둔화와 3의 출혈을 적용합니다.", "Inflicts 60% of Physical Attack Power as physical damage twice on the target, and applies Slow for 6 second…": "Inflicts 60% of Physical Attack Power as physical damage twice on the target, and applies Slow for 6 second…", "Inflicts magic damage equal to {2}% of magic attack power every {5} seconds on adjacent enemy units, and inflicts {3} st...": "인접한 적 유닛에게 매 {5}초마다 마법 공격력의 {2}%에 해당하는 마법 피해량을 입히고, {3}...", "Inflicts physical damage equal to 80% of": "80%와 같은 물리 피해를 입힙니다", "Inflicts physical damage equal to 80% of Physical Attack Power twice on the target, and applies Slow for 6 seconds and 3 Bleeding.": "대상에게 물리 공격력의 80%에 해당하는 물리 피해를 두 차례 입히고, 6초간 둔화와 출혈 3을 적용합니다.", "Inflicts physical damage equal to 80% of Physical Attack Power twice on the target, and applies Slow for 6…": "Inflicts physical damage equal to 80% of Physical Attack Power twice on the target, and applies Slow for 6…", "Ingredients": "재료", "Initial Depletion stack": "초기 고갈 스택", "Initial farm room": "초기 농장 방", "Initial mini dungeon room": "초기 미니 던전 방", "Initial stat modifier total (2)": "Initial stat modifier total (2)", "Initial stat modifier total (3)": "Initial stat modifier total (3)", "InitialEquipTopicIgnoreSec": "InitialEquipTopicIgnoreSec", "InitialItemStoring_": "InitialItemStoring_", "Injected truth": "주입된 진실", "Inline": "인라인", "Innate": "선천적", "Innate to units of a specific race.": "특정 종족의 유닛에 선천적.", "Innate to units with a specific background.": "특정 배경을 가진 유닛에게 선천적.", "Innate:": "선천적:", "Inner Grove - Dungeon Settlers Wiki": "이너 그루브 - 던전 세틀러즈 위키", "Inner Grove icon": "이너 그루브 아이콘", "Inner Silence": "내적 침묵", "Inner Silence - Dungeon Settlers Wiki": "내면의 침묵 - 던전 정착자 위키", "Inner Silence icon": "내면의 침묵 아이콘", "InputBuffer": "InputBuffer", "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)": "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)", "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10": "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10", "Inscription": "각인", "Inscription (rolled on level-up)": "비문(레벨 상승 시 결정)", "Inscription handling surcharge": "비문 취급 할증료", "Inscription of Blitz - Dungeon Settlers Wiki": "급습의 각인 - 던전 세틀러즈 위키", "Inscription of Blitz icon": "급습의 각인 아이콘", "Inscription of Blunt - Dungeon Settlers Wiki": "둔기 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Blunt icon": "둔기 수련의 각인 아이콘", "Inscription of Bow - Dungeon Settlers Wiki": "활 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Bow icon": "활 수련의 각인 아이콘", "Inscription of Burst - Dungeon Settlers Wiki": "작렬의 각인 - 던전 세틀러즈 위키", "Inscription of Burst icon": "작렬의 각인 아이콘", "Inscription of Challenge - Dungeon Settlers Wiki": "도전의 각인 - 던전 세틀러즈 위키", "Inscription of Challenge icon": "도전의 각인 아이콘", "Inscription of Crumble - Dungeon Settlers Wiki": "바스라짐의 각인 - 던전 세틀러즈 위키", "Inscription of Crumble icon": "바스라짐의 각인 아이콘", "Inscription of Death Throes - Dungeon Settlers Wiki": "발악의 각인 - 던전 세틀러즈 위키", "Inscription of Death Throes icon": "발악의 각인 아이콘", "Inscription of Elasticity - Dungeon Settlers Wiki": "탄성의 각인 - 던전 세틀러즈 위키", "Inscription of Elasticity icon": "탄성의 각인 아이콘", "Inscription of Embers - Dungeon Settlers Wiki": "불씨의 각인 - 던전 세틀러즈 위키", "Inscription of Embers icon": "불씨의 각인 아이콘", "Inscription of Excessive Bleeding - Dungeon Settlers Wiki": "과출혈의 각인 - 던전 세틀러즈 위키", "Inscription of Excessive Bleeding icon": "과출혈의 각인 아이콘", "Inscription of Execution - Dungeon Settlers Wiki": "처형의 각인 - 던전 세틀러즈 위키", "Inscription of Execution icon": "처형의 각인 아이콘", "Inscription of Fire magic - Dungeon Settlers Wiki": "불 마법 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Fire magic icon": "불 마법 수련의 각인 아이콘", "Inscription of Fortress - Dungeon Settlers Wiki": "요새의 각인 - 던전 세틀러즈 위키", "Inscription of Fortress icon": "요새의 각인 아이콘", "Inscription of Gloom - Dungeon Settlers Wiki": "우울의 각인 - 던전 세틀러즈 위키", "Inscription of Gloom icon": "우울의 각인 아이콘", "Inscription of Greatsword - Dungeon Settlers Wiki": "대검 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Greatsword icon": "대검 수련의 각인 아이콘", "Inscription of Guardian - Dungeon Settlers Wiki": "수호자의 각인 - 던전 세틀러즈 위키", "Inscription of Guardian icon": "수호자의 각인 아이콘", "Inscription of Harmony - Dungeon Settlers Wiki": "조화의 각인 - 던전 세틀러즈 위키", "Inscription of Harmony icon": "조화의 각인 아이콘", "Inscription of Magic Smite - Dungeon Settlers Wiki": "마격의 각인 - 던전 세틀러즈 위키", "Inscription of Magic Smite icon": "마격의 각인 아이콘", "Inscription of Nature magic - Dungeon Settlers Wiki": "자연 마법 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Nature magic icon": "자연 마법 수련의 각인 아이콘", "Inscription of Perfection - Dungeon Settlers Wiki": "완벽의 각인 - 던전 세틀러즈 위키", "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "완벽의 각인 활성화: 모든 재능 +1 등급 (천재 등급에서 상한).", "Inscription of Perfection icon": "완벽의 각인 아이콘", "Inscription of Protection - Dungeon Settlers Wiki": "보호의 각인 - 던전 세틀러즈 위키", "Inscription of Protection icon": "보호의 각인 아이콘", "Inscription of Recovery - Dungeon Settlers Wiki": "회복의 각인 - 던전 세틀러즈 위키", "Inscription of Recovery icon": "회복의 각인 아이콘", "Inscription of Reflection (100%)": "반사 비문(100%)", "Inscription of Reflection - Dungeon Settlers Wiki": "반사의 각인 - 던전 세틀러즈 위키", "Inscription of Reflection icon": "반사의 각인 아이콘", "Inscription of Shield - Dungeon Settlers Wiki": "방패 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Shield icon": "방패 수련의 각인 아이콘", "Inscription of Sword - Dungeon Settlers Wiki": "검 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Sword icon": "검 수련의 각인 아이콘", "Inscription of Tide - Dungeon Settlers Wiki": "파도의 각인 - 던전 세틀러즈 위키", "Inscription of Tide icon": "파도의 각인 아이콘", "Inscription of Warrior - Dungeon Settlers Wiki": "투사의 각인 - 던전 세틀러즈 위키", "Inscription of Warrior icon": "투사의 각인 아이콘", "Inscription of Water magic - Dungeon Settlers Wiki": "물 마법 수련의 각인 - 던전 세틀러즈 위키", "Inscription of Water magic icon": "물 마법 수련의 각인 아이콘", "Inscription of the Carrier - Dungeon Settlers Wiki": "짐꾼의 각인 - 던전 세틀러즈 위키", "Inscription of the Carrier icon": "짐꾼의 각인 아이콘", "Inscription of the Flint - Dungeon Settlers Wiki": "부싯돌의 각인 - 던전 세틀러즈 위키", "Inscription of the Flint icon": "부싯돌의 각인 아이콘", "Inscription of the Gold Mine - Dungeon Settlers Wiki": "금광의 각인 - 던전 세틀러즈 위키", "Inscription of the Gold Mine icon": "금광의 각인 아이콘", "Inscription of the Heavy Plumb - Dungeon Settlers Wiki": "천근추의 각인 - 던전 세틀러즈 위키", "Inscription of the Heavy Plumb icon": "천근추의 각인 아이콘", "Inscription of the Jester - Dungeon Settlers Wiki": "광대의 각인 - 던전 세틀러즈 위키", "Inscription of the Jester icon": "광대의 각인 아이콘", "Inscription of the Shockwave - Dungeon Settlers Wiki": "충격파의 각인 - 던전 세틀러즈 위키", "Inscription of the Shockwave icon": "충격파의 각인 아이콘", "Inscription of the Sprouting Shell - Dungeon Settlers Wiki": "돋아나는 껍질의 각인 - 던전 세틀러즈 위키", "Inscription of the Sprouting Shell icon": "돋아나는 껍질의 각인 아이콘", "Inscription of the Storm - Dungeon Settlers Wiki": "폭풍의 각인 - 던전 세틀러즈 위키", "Inscription of the Storm icon": "폭풍의 각인 아이콘", "Inscription rolls": "비문 롤", "Inscription trait": "각인 특성", "Inscription:": "각인:", "InscriptionGrantLevels": "InscriptionGrantLevels", "InscriptionRarityWeights": "InscriptionRarityWeights", "Inscriptions": "각인", "Inscriptions (1)": "비문 (1)", "Inscriptions (3)": "비문 (3)", "Inscriptions (4)": "Inscriptions (4)", "Inscriptions ({#})": "각인 ({#})", "Inscriptions - Dungeon Settlers Wiki": "비문 - 던전 세틀러즈 위키", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones": "각인은 유닛이 얻을 수 있는 영구적인 특성 같은 보너스입니다. 각인을 얻는 경로는 두 가지입니다. 모집된 인원이 처음부터 각인을 가지고 올 수도 있고, 모든 유닛에게 새로운 각인이 제안되기도 합니다", "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit …": "각인은 유닛이 얻을 수 있는 영구적인 특성 형태의 보너스입니다. 각인은 두 가지 경로로 생기는데, 모집병이 이미 각인을 지닌 채 합류하거나, 모든 유닛이…", "Inscriptions guide": "비문 가이드", "Inscriptions you already own are excluded from the pool": "이미 소유한 비문은 풀에서 제외됩니다", "Inscriptions:": "비문:", "Insect": "곤충", "Insect Single-Faction Patrol": "곤충 단일군파 순찰", "Insensitive to taste and eats anything without hesitation. Gains": "맛에 둔감하여 무엇이든 가리지 않고 먹습니다. 부정적 음식 효과를 얻을 때 [AFFECTER_DullTonguePos]를 얻고 긍정적 음식 효과를 얻을 때 [AFFECTER_DullTongueNeg]를 얻습니다.", "Insensitive to taste and eats anything without hesitation. Gains 둔감한 혀 when receiving a negative food effect, and gains 둔감한 혀 when receiving a positive food effe": "Insensitive to taste and eats anything without hesitation. Gains 둔감한 혀 when receiving a negative food effect, and gains 둔감한 혀 when receiving a positive food effe", "Insensitive to taste, eats anything without hesitation.": "미각이 둔감하여 망설임 없이 무엇이든 먹습니다.", "Inspect candidates before buying": "구매하기 전에 후보자 검사", "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2": "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2", "Inspecting a candidate reveals hidden talents before you buy": "후보자를 검사하면 구매 전에 숨겨진 재능이 드러납니다", "Inspection": "검사", "Inspiring - Dungeon Settlers Wiki": "고무적인 - 던전 세틀러즈 위키", "Inspiring icon": "고무적인 아이콘", "Instantly burns the target, dealing 300% of": "대상을 즉시 태워 다음의 300%를 입힙니다:", "Instantly burns the target, dealing 300% of Magic Attack Power as magic damage and additional damage equal to Burning stacks * 30% of Magic Attack Power, then resets the Burning stacks.": "대상을 즉시 불태워 MAtk의 300%만큼 마법 피해와 화상 중첩 × MAtk의 30%에 해당하는 추가 피해를 입힌 뒤 화상 중첩을 초기화합니다.", "Instantly burns the target, dealing 300% of Magic Attack Power as magic damage and additional damage equal…": "Instantly burns the target, dealing 300% of Magic Attack Power as magic damage and additional damage equal…", "Instantly destroys structures on collision. If it hits a dead end, the skill is interrupted and the caster is afflicted with": "충돌 시 구조물을 즉시 파괴합니다. 막다른 곳에 부딪히면 스킬이 중단되며 시전자는 다음 상태에 걸립니다", "Instantly destroys structures on collision. If it hits a dead end, the skill is interrupted and the caster is afflicted with Stun for 1.5 seconds.": "충돌 시 구조물을 즉시 파괴합니다. 막다른 곳에 부딪히면 스킬이 중단되고 시전자에게 기절이 1.5초 동안 부여됩니다.", "Instantly dies when": "다음 시 즉사:", "Instantly dies when Stress reaches its maximum.": "스트레스가 최대에 도달하면 즉시 죽습니다.", "Instantly gain 3": "즉시 3을 획득합니다.", "Instantly gain 3 Strength and 3 Constitution.": "즉시 힘 3, 체력 3을 얻습니다.", "Instantly gain 3 Strength and 3 Constitution. Restore 100 Current Health over 10 seconds.": "즉시 근력 3과 체력 3을 획득합니다. 10초 동안 현재 생명력 100을 회복합니다.", "Instantly gains 3 Agility.": "즉시 3 민첩성을 획득합니다.", "Instantly gains 3 Intelligence.": "즉시 3 지능을 획득합니다.", "Instantly gains 3 Perception.": "즉시 3 지각을 획득합니다.", "Instantly gains 3 Stamina.": "즉시 3 체력을 획득합니다.", "Instantly gains 3 Strength.": "즉시 3 힘을 획득합니다.", "Instantly gains 3 Will.": "즉시 3 의지력을 획득합니다.", "Instantly gains 5 skill points.": "즉시 5 기술 포인트를 획득합니다.", "Instantly grants the": "즉시 다음을 부여합니다:", "Instantly grants the Bloodlust trait.": "즉시 피의 갈증 특성을 부여합니다.", "Instantly restores all": "즉시 모든 것을 회복합니다:", "Instantly restores all Current Health.": "Instantly restores all Current Health.", "Instead of the building being completed instantly, a building blueprint is placed.": "건물이 즉시 완료되는 대신 건물 청사진이 배치됩니다.", "Instead, the demo": "대신, 데모", "Instinctively, you choose your answer.": "본능적으로 당신은 답을 선택한다.", "Insults the opponent, dealing 100% of": "상대를 모욕하여 다음의 100%를 입힙니다:", "Insults the opponent, dealing 100% of Magic Attack Power as magic damage and granting Taunt and Vulnerable for 10 seconds.": "상대를 도발하여 MAtk의 100%만큼 마법 피해를 입히고 10초간 도발과 취약을 부여합니다.", "Insults the opponent, dealing 100% of Magic Attack Power as magic damage and granting Taunt and Vulnerable…": "Insults the opponent, dealing 100% of Magic Attack Power as magic damage and granting Taunt and Vulnerable…", "Int": "Int", "Intelligence - Dungeon Settlers Wiki": "지능 - 던전 세틀러즈 위키", "Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}": "지능 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "Intelligence Elixir - Dungeon Settlers Wiki": "지능의 영약 - 던전 세틀러즈 위키", "Intelligence Elixir icon": "지능의 영약 아이콘", "Intelligence Elixir range and area shown on a dungeon room": "던전 방에 표시된 지능 엘릭서의 범위 및 영역", "Intelligence Fortify - Dungeon Settlers Wiki": "지능 강화 - 던전 세틀러즈 위키", "Intelligence Fortify icon": "지능 강화 아이콘", "Intelligence Weaken - Dungeon Settlers Wiki": "지능 약화 - 던전 세틀러즈 위키", "Intelligence Weaken icon": "지능 약화 아이콘", "Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "지능 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "Intelligence icon": "지능 아이콘", "Intelligence: Exceptional (+{#}-{#} per level)": "지능: 탁월 (레벨당 +{#}~{#})", "Intelligence: Genius (+{#}-{#} per level)": "지능: 천재 (레벨당 +{#}~{#})", "Intelligence: Moderate (+{#}-{#} per level) - the baseline: no bonus, no malus": "지능: 보통 (레벨당 +{#}~{#}) - 기준치: 보너스도 페널티도 없음", "Intelligence: Outstanding (+{#}-{#} per level)": "지능: 우수 (레벨당 +{#}~{#})", "Intelligence: Poor (+{#}-{#} per level)": "지능: 낮음 (레벨당 +{#}~{#})", "IntelligenceFortify": "IntelligenceFortify", "IntelligenceWeaken": "IntelligenceWeaken", "Intelligence_": "Intelligence_", "Interact Perion": "페리온과 상호작용", "Interact Xenon": "제논과 상호작용", "Interact Xenon2": "제논과 상호작용 2", "Interact Xenon3": "제논과 상호작용 3", "Interact Xenon4": "제논과 상호작용 4", "Interact with": "상호작용", "Interact with Endorsi": "엔도르시와 상호작용", "Interact with Endorsi (for quest update)": "Interact with Endorsi (for quest update)", "Interact with Perion": "Perion과 상호작용", "Interact with the Wagon": "수레와 상호작용", "Interact with the Wooden Crate": "목재 상자와 상호작용", "Interact with the support wagon": "지원 마차와 상호작용", "Interact: Right Click": "상호작용: 우클릭", "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1": "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1", "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1": "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1", "Interacting here": "여기서 상호작용", "Interaction Menu Verbs": "상호작용 메뉴 동사", "InteractionReaction": "InteractionReaction", "InteractionTopic": "InteractionTopic", "Interactions": "상호작용", "Interface": "인터페이스", "Intermediate (Mid-grade) Mana Stones": "중급 (중등급) 마나-돌", "Intermediate Cooking Complete": "중급 요리 완료", "Intermediate Cooking incomplete": "Intermediate Cooking incomplete", "Intermediate Fire Elemental Stone - Dungeon Settlers Wiki": "중급 화염의 정령석 - 던전 세틀러즈 위키", "Intermediate Fire Elemental Stone icon": "중급 화염의 정령석 아이콘", "Intermediate Mana Stone (33.33%)": "중급 마나석 (33.33%)", "Intermediate Mana Stone (40%)": "중급 마나석 (40%)", "Intermediate Mana Stone - Dungeon Settlers Wiki": "중급 마석 - 던전 세틀러즈 위키", "Intermediate Mana Stone icon": "중급 마석 아이콘", "Intermediate Nature Elemental Stone - Dungeon Settlers Wiki": "중급 자연의 정령석 - 던전 세틀러즈 위키", "Intermediate Nature Elemental Stone icon": "중급 자연의 정령석 아이콘", "Intermediate Storage Complete": "중급 보관함 완료", "Intermediate Water Elemental Stone - Dungeon Settlers Wiki": "중급 물의 정령석 - 던전 세틀러즈 위키", "Intermediate Water Elemental Stone icon": "중급 물의 정령석 아이콘", "Internal & tutorial": "내부 & 튜토리얼", "Internal developer notes changed on {#}.": "{#}의 내부 개발자 메모가 변경되었습니다.", "Internal key": "내부 키", "Internal themes & tutorial": "내부 테마 & 튜토리얼", "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "탐사단 결정 이벤트가 발생하는 간격: 게임 내 분 단위 (10080 = 7일)", "Interval at which random events occur: in in-game minutes (10080, 20160)": "무작위 이벤트가 발생하는 간격: 게임 내 분 단위 (10080, 20160)", "Interval between random events, in in-game minutes": "랜덤 이벤트가 발생 하는 텀 : 게임 내 분 단위", "Into the Deeper Depths - Dungeon Settlers Wiki": "더 깊은 곳으로 - 던전 세틀러즈 위키", "Into the Deeper Depths icon": "더 깊은 곳으로 아이콘", "Int×0.05": "Int×0.05", "Int×0.3": "Int×0.3", "Int×1.2": "Int×1.2", "Inventory Tab : I": "인벤토리 탭: I", "Inventory is": "인벤토리가", "InventorySizeMax": "InventorySizeMax", "Inventory_": "Inventory_", "Investigate the Acid Bug": "산성 벌레 조사", "Investigate the Acid Bug - Interact with Xenon": "산성 벌레 조사 - 제논과 상호작용", "Investigate the Discarded Magic Power Device": "버려진 마법 전력 장치 조사", "Investigate the Discarded Mana Device": "버려진 마나 장치 조사", "Investigate the Meat Bug": "고기 벌레 조사", "Investigate the Meat Bug - Interact with Xenon": "고기 벌레 조사 - 제논과 상호작용", "Investigate the Spore Bug": "포자 벌레 조사", "Investigate the Spore Bug - Interact with Xenon": "포자 벌레 조사 - 제논과 상호작용", "Investigate {0} on the 5th floor of the dungeon.": "던전의 5층에서 {0}을(를) 조사합니다.", "Investigating the golem remains. He looks very tired.": "골렘 유해를 조사 중. 그는 매우 피곤해 보인다.", "Invincibility": "무적", "Invincibility - Dungeon Settlers Wiki": "무적 상태 - 던전 세틀러즈 위키", "Invincibility icon": "무적 상태 icon", "Invincible - Dungeon Settlers Wiki": "무적 - 던전 세틀러즈 위키", "Invincible icon": "무적 아이콘", "Iron": "철", "Iron (M.Atk {#})": "철 (마법 공격력 {#})", "Iron (P.Atk {#})": "철 (물리 공격력 {#})", "Iron (full gear set + Iron Ore/Ingot/Stick)": "철 (전체 장비 세트 + 철광석/주괴/막대)", "Iron Armor - Dungeon Settlers Wiki": "연철 갑옷 - 던전 세틀러즈 위키", "Iron Armor icon": "연철 갑옷 아이콘", "Iron Arrow - Dungeon Settlers Wiki": "연철 화살 - 던전 세틀러즈 위키", "Iron Arrow icon": "연철 화살 아이콘", "Iron Axe - Dungeon Settlers Wiki": "연철 도끼 - 던전 세틀러즈 위키", "Iron Axe icon": "연철 도끼 아이콘", "Iron Bow - Dungeon Settlers Wiki": "연철 활 - 던전 세틀러즈 위키", "Iron Bow icon": "연철 활 아이콘", "Iron Clad - Dungeon Settlers Wiki": "철 클래드 - 던전 세틀러즈 위키", "Iron Clad icon": "철 클래드 아이콘", "Iron Club - Dungeon Settlers Wiki": "연철 곤봉 - 던전 세틀러즈 위키", "Iron Club icon": "연철 곤봉 아이콘", "Iron Dagger - Dungeon Settlers Wiki": "연철 단검 - 던전 세틀러즈 위키", "Iron Dagger icon": "연철 단검 아이콘", "Iron Great Sword - Dungeon Settlers Wiki": "연철 대검 - 던전 세틀러즈 위키", "Iron Great Sword icon": "연철 대검 아이콘", "Iron Helmet - Dungeon Settlers Wiki": "연철 투구 - 던전 세틀러즈 위키", "Iron Helmet icon": "연철 투구 아이콘", "Iron Ingot - Dungeon Settlers Wiki": "연철 주괴 - 던전 세틀러즈 위키", "Iron Ingot icon": "연철 주괴 아이콘", "Iron Ore - Dungeon Settlers Wiki": "철광석 - 던전 세틀러즈 위키", "Iron Ore icon": "철광석 아이콘", "Iron Shield - Dungeon Settlers Wiki": "연철 방패 - 던전 세틀러즈 위키", "Iron Shield icon": "연철 방패 아이콘", "Iron Spear - Dungeon Settlers Wiki": "연철 창 - 던전 세틀러즈 위키", "Iron Spear icon": "연철 창 아이콘", "Iron Stick - Dungeon Settlers Wiki": "강철 막대기 - 던전 세틀러즈 위키", "Iron Stick icon": "강철 막대기 아이콘", "Iron Sword - Dungeon Settlers Wiki": "연철 검 - 던전 세틀러즈 위키", "Iron Sword icon": "연철 검 아이콘", "Iron Vein - Dungeon Settlers Wiki": "철 광맥 - 던전 세틀러즈 위키", "Iron Vein Fixed": "철 광맥 고정", "Iron Wall - Dungeon Settlers Wiki": "철벽 - 던전 세틀러즈 위키", "Iron Wall icon": "철벽 아이콘", "Is immune to": "면역입니다", "Is immune to Bleed Immunity.": "출혈 면역에 면역입니다.", "Is immune to Burn Immunity.": "화상 면역에 면역입니다.", "Is immune to Poison Immunity.": "독 면역에 면역입니다.", "Isn't this when we should help each other?": "이럴 때 서로 돕는거 아니겠습니까?", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely.": "이곳은 오랫동안 버려진 것으로 보이지만, 완전히 기능을 멈춘 것은 아닌 것 같습니다.", "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of contaminated water-apparently leaked ca": "이곳은 오랫동안 버려진 것으로 보이지만, 완전히 기능을 멈춘 것은 아닌 것 같습니다. 파이프가 부식된 부분도 있고, 오염된 물웅덩이가 있습니다. 분명 어딘가에서 샌 것 같습니다.", "It appears to have been neglected for a long time, but does not appear to have completely stopped functioning. The pipe...": "오랫동안 방치된 것 같지만, 완전히 작동을 멈춘 것은 아닌 것 같습니다. 파이프...", "It can be earned by completing certain quests or fulfilling Expedition Resolutions.": "특정 임무를 완료하거나 탐사단 해결책을 이행하여 획득할 수 있습니다.", "It doesn't look like anything special, but you can hear the clinking sound of gold coins inside the envelope.": "특별해 보이지는 않지만 봉투 안에서 금화가 울리는 소리를 들을 수 있습니다.", "It doesn't seem like we need goals.": "It doesn't seem like we need goals.", "It doesn’t look like anything special, but you can hear the clinking sound of gold coins inside the envelope.": "특별해 보이지는 않지만, 봉투 안에서 금화가 짤랑거리는 소리가 들립니다.", "It has a fairly hard shell.": "상당히 단단한 껍질을 가지고 있습니다.", "It has no effect on expedition activities.": "탐사단 활동에 영향을 주지 않습니다.", "It holds its place quietly through every meal.": "모든 식사 동안 조용히 제 자리를 지킵니다.", "It is a beast that lives in caves. It is relatively docile.": "동굴에 사는 야수입니다. 상대적으로 온순합니다.", "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "동굴에 사는 야수입니다. 입이 눈을 덮고 있어서 어린 것들은 보기 어렵습니다.", "It is a code flag (it adjusts no stat), so it is all-or-nothing: while active you cannot be seen or targeted, regardless of Vision Range or distance. The catch is spelled out in the description - it ends the instant you deal damage, so it is a repositioning and scouting tool, not a way to fight unseen. Sources:": "이것은 (어떤 스탯도 조정하지 않는) 코드 플래그이므로 전부 아니면 전무입니다: 활성화되어 있는 동안에는 시야 범위나 거리와 무관하게 발각되거나 대상으로 지정될 수 없습니다. 함정은 설명에 명시되어 있습니다 - 피해를 입히는 순간 즉시 종료되므로, 이는 보이지 않게 싸우는 수단이 아니라 위치 재조정과 정찰을 위한 도구입니다. 출처:", "It is a type of giant rodent that dwells in the forest.": "숲에 사는 대형 설치류의 한 종류입니다.", "It is built from": "그것은 구성되어 있습니다", "It is difficult to uncover new knowledge without a proper research space. \"If we are to survive, we will need more knowledge.\"": "제대로 된 연구 공간 없이는 새로운 지식을 발견하기 어렵다. \"살아남으려면 더 많은 지식이 필요하다.\"", "It is difficult to uncover new knowledge without a proper research space. \"If we are to survive, we will need more knowledge.\" ➜ With a space prepared for research, the expedition members can now focus on their studies more fully. \"Good. Now we can conduct our research properly.\"": "제대로 된 연구 공간 없이는 새로운 지식을 발견하기 어렵다. \"살아남으려면 더 많은 지식이 필요하다.\" ➜ 연구를 위한 공간이 마련되면서 탐사단원들은 이제 연구에 더 온전히 집중할 수 있게 되었다. \"좋아. 이제야 제대로 된 연구를 할 수 있겠군.\"", "It is difficult to uncover new knowledge without a proper research space. \"If w…": "적절한 연구 공간이 없으면 새로운 지식을 밝히기 어렵습니다. \"If w…", "It is known to be a material that is good for various purposes.": "다양한 용도로 좋다고 알려진 재료입니다.", "It is natural to assume the": "다음을 가정하는 것은 자연스럽습니다", "It is not in the unit's equipment or inventory.": "It is not in the unit's equipment or inventory.", "It is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.": "그것은 기분 좋게 진정시키지만, 동시에 보통의 말로 표현하기에는 너무 이상하다.", "It is wonderfully soothing, yet at the same time far too strange to...": "정말 편안하면서도 동시에 일반적인 말로는 표현할 수 없을 만큼...", "It is wonderfully soothing,...": "정말 마음을 진정시켜 주는...", "It looks like it could be quite useful.": "It looks like it could be quite useful.", "It makes even a cold floor feel a bit more lived-in.": "차가운 바닥도 조금은 살기 좋은 느낌이 들게 합니다.", "It possess": "그것은 소유", "It possess Reflect: Magic.": "마법 반사를 가집니다.", "It possess Reflect: Melee.": "근거리 반사를 가집니다.", "It requires some strategy, but a little cleverness is enough to handle it.": "약간의 전략이 필요하지만 조금의 영리함만으로도 충분합니다.", "It seems almost alive, wearing a peculiar smile as though it possesses intent.": "그것은 거의 살아있는 것 같으며, 의도를 가진 것처럼 이상한 미소를 띠고 있다.", "It seems increasingly difficult to meet our growing needs with roughly worked wood alone. Properly processed planks are essential for construction and crafting. \"The time has come to secure more properly processed planks.\"": "거칠게 다듬은 목재만으로는 늘어나는 수요를 감당하기가 점점 어려워지는 듯하다. 제대로 가공된 판자는 건축과 제작에 필수적이다. \"이제 제대로 가공된 판자를 더 확보해야 할 때가 왔다.\"", "It seems increasingly difficult to meet our growing needs with roughly worked wood alone. Properly processed planks are essential for construction and crafting. \"The time has come to secure more properly processed planks.\" ➜ With well-processed planks steadily secured, the settlement's construction quality has improved noticeably. \"If we put these to good use, we can make this place much better.\"": "거칠게 다듬은 목재만으로는 늘어나는 수요를 감당하기가 점점 어려워지는 듯하다. 제대로 가공된 판자는 건축과 제작에 필수적이다. \"이제 제대로 가공된 판자를 더 확보해야 할 때가 왔다.\" ➜ 잘 가공된 판자를 꾸준히 확보하면서 정착지의 건축 품질이 눈에 띄게 향상되었다. \"이걸 잘 활용하면 이곳을 훨씬 더 좋게 만들 수 있겠군.\"", "It seems increasingly difficult to meet our growing needs with roughly worked wo…": "대충 만들어진 목재로는 점점 증가하는 우리의 필요를 충족하기 어려워 보입니다.…", "It serves as a stepping stone between the settlement and the dungeon where": "정착지와 던전 사이의 디딤돌 역할을 하며,", "It serves as a stepping stone between the settlement and the dungeon where Dungeon Core Arcteon is found, and expedition members can explore it.": "정착지와 던전 코어 아크테온이 있는 던전 사이를 잇는 발판 역할을 하며, 탐사단원이 탐사할 수 있습니다.", "It starts now": "It starts now", "It walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in": "이 임무는 초반 플레이를 안내합니다. 지원 마차와 상호작용하고, 기본 작업대를 짓고, 초기 장비를 제작하고, 유닛 네 명을 모집하고, 첫 던전 진행을 마치고, 연구소를 짓고, 유닛 두 명을 레벨 2로 만드는 과정을 거쳐 마지막으로", "It was difficult to handle proper magical tools in such an unstable environment. \"We will need a place to craft magical tools.\"": "이렇게 불안정한 환경에서는 제대로 된 마법 도구를 다루기 어려웠다. \"마법 도구를 제작할 공간이 필요하다.\"", "It was difficult to handle proper magical tools in such an unstable environment. \"We will need a place to craft magical tools.\" ➜ With a dedicated space for crafting magical tools, maintaining and making them feels far easier. \"Here, we can focus only on the work that needs doing.\"": "이렇게 불안정한 환경에서는 제대로 된 마법 도구를 다루기 어려웠다. \"마법 도구를 제작할 공간이 필요하다.\" ➜ 마법 도구 제작을 위한 전용 공간이 생기면서, 이를 관리하고 만드는 일이 훨씬 수월해졌다. \"여기서라면 해야 할 일에만 집중할 수 있겠군.\"", "It was difficult to handle proper magical tools in such an unstable environment.…": "불안정한 환경에서 제대로 된 마법 도구를 다루기가 어려웠습니다.…", "It would be per surrounding unit, from the very first flanker, and symmetric (enemies surrounding your units would benefit too).": "이는 첫 번째 측면 공격자부터 주변 유닛마다 적용되며, 양방향으로 작용합니다(아군을 둘러싼 적도 동일하게 이득을 봅니다).", "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "일꾼을 먼저 처리하는게 수월하나. 피가 낮아지면 약초 먹으러 도망친다.", "It's not hard to guess what happened here.": "여기서 무엇이 일어났는지 추측하기 어렵지 않습니다.", "It's remains of a": "그것의 유해는", "It's too loud, stop it right now.": "시끄러우니 당장 멈추게.", "Item": "아이템", "Item Spawns": "아이템 스폰", "Item on-use effects are rendered by one shared component. Soul stones previously had a bespoke layout and printed their granted trait twice on the same page; food and potions used a different one again.": "아이템 사용 효과는 하나의 공유 컴포넌트로 렌더링됩니다. 영혼석은 이전에 맞춤 레이아웃을 가지고 있었고 부여된 특성을 같은 페이지에 두 번 인쇄했습니다. 음식과 포션은 다른 것을 사용했습니다.", "Item spawns": "아이템 스폰", "Item storage limit for the starting storage": "시작 저장소의 아이템 저장 한도", "ItemAmountFactorByOffering": "ItemAmountFactorByOffering", "ItemTable.json": "ItemTable.json", "Item_": "Item_", "Items": "아이템", "Items (on equip):": "아이템 (장비 시):", "Items + Buildings": "아이템 + 건물", "Items - Dungeon Settlers Wiki": "아이템 - 던전 세틀러즈 위키", "Items / Ammo": "아이템 / 탄약", "Items / Consumable": "아이템 / 소모품", "Items / Equipment": "아이템 / 장비", "Items / Food": "아이템 / 음식", "Items / Resource": "아이템 / 자원", "Items and equipment": "아이템 및 장비", "Items, gear and crafting": "아이템, 장비 및 제작", "Items:": "아이템:", "Items: no": "아이템: 아니오", "Items: yes": "아이템: 예", "Its attack:": "이 유닛의 공격:", "Its dmg/hit on you": "적이 나에게 주는 타격당 피해", "Its eyes glow blue, and a man's voice issues from its beak....": "그 눈이 파랗게 빛나고, 그 부리에서 남성의 목소리가 흘러나옵니다...", "Its frozen pillar text does say it applies Disturbance to adjacent enemies every second, but: the pillar is a spawned object whose lifetime is not in the skill data (the skill's own Duration is 0), each cast consumes a Bubbling, it is cast by a backline ranged water mage who rarely needs a shield, and it is unconfirmed whether the pillar's applications are credited to you for Guard Barrier's 'you inflict' check. Treat it as situational at best, not a per-second shield engine like Fire Cloak (a self-aura you stand in and clearly own).": "얼어붙은 기둥의 설명에는 매초 인접한 적에게 교란을 적용한다고 적혀 있지만, 다음과 같은 점을 유의해야 합니다. 이 기둥은 스킬 데이터에 지속시간이 기록되지 않은 소환 오브젝트이며(스킬 자체의 지속시간은 0입니다), 시전할 때마다 버블링을 하나 소모하고, 이 스킬은 실드가 거의 필요 없는 후열 원거리 물 마법사가 사용합니다. 또한 이 기둥의 적용이 가드 배리어의 '당신이 건 디버프' 판정에 포함되는지도 확인되지 않았습니다. 파이어 클록처럼 당신이 직접 서서 소유하는 자체 오라형 초당 실드 엔진이 아니라, 잘해야 상황에 따라 다른 효과 정도로 취급해야 합니다.", "Its skill": "적의 스킬", "Its template (": "그 템플릿(", "Its thorny tendrils radiate a …": "그것의 가시 많은 덩굴은 … 을(를) 방출합니다", "JSON": "JSON", "Jerky - Dungeon Settlers Wiki": "육포 - 던전 세틀러즈 위키", "Jerky icon": "육포 아이콘", "Jerky range and area shown on a dungeon room": "던전 방에 표시된 육포의 범위와 영역", "Jewel Beetle - Dungeon Settlers Wiki": "보석 풍뎅이 - 던전 세틀러즈 위키", "Jewel Beetle icon": "보석 풍뎅이 아이콘", "Jewel Encrusted Beetle - Dungeon Settlers Wiki": "보석 장식 풍뎅이 - 던전 세틀러즈 위키", "Jewel Encrusted Beetle icon": "보석 장식 풍뎅이 아이콘", "JewelBeetle": "JewelBeetle", "Jeweled Beetle GAMESYSTEM_Environment_{affecterName}": "보석 풍뎅이 GAMESYSTEM_Environment_{affecterName}", "Jewelry": "보석", "Joined the Expedition": "원정대에 합류함", "Joy of Adventure - Dungeon Settlers Wiki": "모험의 즐거움 - 던전 세틀러즈 위키", "Joy of Adventure icon": "모험의 즐거움 아이콘", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon.": "그녀의 외모로 보아, 그녀는 길드가 던전에 보낸 상인인 것 같다.", "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon. She busily organizes her goods and writes in a ledger, but perks up her ears as you approach. <colo": "모습으로 보아 그녀는 길드에서 던전으로 파견한 상인인 것 같습니다. 그녀는 분주하게 물품을 정리하고 장부를 작성하지만, 당신이 다가오자 귀를 쫑긋 세웁니다. <colo", "Judging from her appearance, she is a merchant sent by the guild into the dungeon.": "모습으로 보아 그녀는 길드에서 던전으로 보낸 상인입니다.", "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that": "모습으로 보아 그녀는 길드에서 던전으로 보낸 상인입니다. 그녀는 물품을 정리하고 장부를 쓰고 있다가 당신이 다가오자 귀를 쫑긋 세웁니다. \"저것 봤어?\"", "Junk Heap 1": "쓰레기 더미 1", "Junk Heap 1 (resource node)": "쓰레기 더미 1 (자원 노드)", "Junk Heap 1 (resource node) - Dungeon Settlers Wiki": "쓰레기 더미 1 (자원 노드) - 던전 세틀러즈 위키", "Junk Heap 2": "쓰레기 더미 2", "Junk Heap 2 (resource node)": "쓰레기 더미 2 (자원 노드)", "Junk Heap 2 (resource node) - Dungeon Settlers Wiki": "쓰레기 더미 2 (자원 노드) - 던전 세틀러즈 위키", "Junk Heap 3": "쓰레기 더미 3", "Junk Heap 3 (resource node)": "쓰레기 더미 3 (자원 노드)", "Junk Heap 3 (resource node) - Dungeon Settlers Wiki": "쓰레기 더미 3 (자원 노드) - 던전 세틀러즈 위키", "Junk Heap1": "잡동사니 더미1", "Junk Heap1 Remnant": "쓰레기 더미1 유적", "Junk Heap1 Remnant - Dungeon Settlers Wiki": "쓰레기 더미1 유적 - 던전 세틀러즈 위키", "Junk Heap10": "잡동사니 더미10", "Junk Heap11": "잡동사니 더미11", "Junk Heap12": "잡동사니 더미12", "Junk Heap13": "잡동사니 더미13", "Junk Heap14": "잡동사니 더미14", "Junk Heap15": "잡동사니 더미15", "Junk Heap16": "잡동사니 더미16", "Junk Heap17": "잡동사니 더미17", "Junk Heap18": "잡동사니 더미18", "Junk Heap19": "쓰레기 더미 19", "Junk Heap2": "잡동사니 더미2", "Junk Heap2 Remnant": "쓰레기더미2 유해", "Junk Heap2 Remnant - Dungeon Settlers Wiki": "쓰레기 더미2 조각 - 던전 세틀러즈 위키", "Junk Heap20": "쓰레기 더미 20", "Junk Heap3": "잡동사니 더미3", "Junk Heap3 Remnant": "쓰레기더미3 유해", "Junk Heap3 Remnant - Dungeon Settlers Wiki": "쓰레기 더미3 잔해 - 던전 세틀러즈 위키", "Junk Heap4": "잡동사니 더미4", "Junk Heap5": "잡동사니 더미5", "Junk Heap6": "잡동사니 더미6", "Junk Heap7": "잡동사니 더미7", "Junk Heap8": "잡동사니 더미8", "Junk Heap9": "잡동사니 더미9", "Junk heap": "쓰레기 더미", "Junk heaps": "쓰레기 더미", "Just don't come begging for mercy after losing to me.": "내게 지고서 자비를 구하지는 마.", "Keep multiple parties. Switch the active team or make a new one; imports and shared-team adds land in their own team.": "여러 파티를 유지하세요. 활성 팀을 전환하거나 새로 만들 수 있으며, 불러오기와 공유 팀 추가는 각자의 팀에 반영됩니다.", "Keep this bar pinned to the top while you scroll": "스크롤 중 이 바를 상단에 고정", "Keep this build": "이 빌드 저장", "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "유닛을 탐사단에 너무 오래 두면 점점 심해지는 기분 페널티(4단계)가 쌓이며, 관리 난이도가 높을수록 더 가혹해집니다. 귀환 시, 일시적인", "Key": "키", "Key Stat": "주요 능력치", "Key numbers": "핵심 수치", "Key prefixes": "키 접두사", "Key stats": "주요 능력치", "Keyword": "키워드", "Kill EXP:": "처치 EXP:", "Kill the Red Monster Rat (Main7) - story end only, no region unlock": "빨간 괴물 쥐 죽이기 (Main7) - 스토리 끝만, 지역 잠금 해제 없음", "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem; all other slots NULL)": "GAMESYSTEM_Dungeon_UnitForClearRegion에서 지역의 보스를 죽입니다 (슬롯 0 = 거대한 돌 골렘; 모든 다른 슬롯 NULL)", "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1": "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1", "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1": "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1", "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3": "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3", "Killing an enemy increases your": "적을 처치하면 다음이 증가합니다:", "Killing an enemy increases your Attack Speed by 8% for 5 seconds. This increase can occur up to 3 times.": "적을 처치하면 5초 동안 공격 속도 8% 증가. 최대 3회까지 발생.", "Kiln - Dungeon Settlers Wiki": "가마 - 던전 세틀러즈 위키", "Kind": "종류", "Kitchen Cooking Station - Dungeon Settlers Wiki": "주방 요리대 - 던전 세틀러즈 위키", "Knockback Immunity - Dungeon Settlers Wiki": "넉백 면역 - 던전 세틀러즈 위키", "Knockback Immunity icon": "넉백 면역 아이콘", "KnockbackImmune": "KnockbackImmune", "Know exactly what protects your gear and what doesn't: an active": "정확히 무엇이 당신의 장비를 보호하고 무엇이 보호하지 않는지 알아보세요: 활성", "Known as heretics who betrayed their fellow demons to side with humans, at least that's how the tales go.": "동족 악마를 배신하고 인간의 편에 선 이단자로 알려짐, 적어도 이야기 속에서는.", "Known as heretics who betrayed their fellow demons to side with humans, at least that's…": "인간의 편에 서기 위해 동족 악마를 배반한 이단자로 알려져 있습니다…", "Korean sources write him as 로월; the official English localization uses \"Lowell\" (sometimes romanized \"Rowell\").": "한국 소스는 그를 로월로 표기합니다; 공식 영어 현지화는 \"Lowell\" (때때로 로마자로 \"Rowell\")을 사용합니다.", "Kragas is one of those who believe in this legend.": "크래가스는 이 전설을 믿는 사람 중 한 명입니다.", "Kragas, Grolak, Tarkan, Verkan, Allachie, Maltar, Zarbos, Lektar, For'dak, Dronach, Sark, Grashk, Zorak, Kardok, Tragon, Ul'zak, Rakdos, Brokan, Sharg, Drakson, Korgas, Kragno, Mol'grash, Ternak, Sargon, Zakrol, Razork, Grator, Prax, Kornak, Targ, Brakor, Zul'lak, Sragon, Golak, Krentak, Vardok, Dor'zak, Karax, Urtok, Zargon, Brashk, Khrog, Trak, Skallak, R'kand, Drokan, Malako, Prashk, Kro'zak, Sharnak, Torg, Rakos, Grokan, Braz'rak, Kartak, Sarok, Drakan, Ullok, Z'rak, Kalos, Bro'kand, Pragon, Krashk, Tarbor, Groval, Rokand, Srakor, Por'kan, Draksond, Vakros, Zakor, Kraddon, Sharok, Grakor, R'dor, Karvos, Praxon, Dorkan, Zrakson, Kor'vak, Srakson, Barok, Grozan, Trakor, Zarg, Prollak, Ullak, Kazrak, R'kald, Moldrak, Srag, Krodan, Torgrak, Varkand, Zrokan, Prakos, Karnil, Droval, Shargond, Gravor": "Kragas, Grolak, Tarkan, Verkan, Allachie, Maltar, Zarbos, Lektar, For'dak, Dronach, Sark, Grashk, Zorak, Kardok, Tragon, Ul'zak, Rakdos, Brokan, Sharg, Drakson, Korgas, Kragno, Mol'grash, Ternak, Sargon, Zakrol, Razork, Grator, Prax, Kornak, Targ, Brakor, Zul'lak, Sragon, Golak, Krentak, Vardok, Dor'zak, Karax, Urtok, Zargon, Brashk, Khrog, Trak, Skallak, R'kand, Drokan, Malako, Prashk, Kro'zak, Sharnak, Torg, Rakos, Grokan, Braz'rak, Kartak, Sarok, Drakan, Ullok, Z'rak, Kalos, Bro'kand, Pragon, Krashk, Tarbor, Groval, Rokand, Srakor, Por'kan, Draksond, Vakros, Zakor, Kraddon, Sharok, Grakor, R'dor, Karvos, Praxon, Dorkan, Zrakson, Kor'vak, Srakson, Barok, Grozan, Trakor, Zarg, Prollak, Ullak, Kazrak, R'kald, Moldrak, Srag, Krodan, Torgrak, Varkand, Zrokan, Prakos, Karnil, Droval, Shargond, Gravor", "L1": "L1", "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme": "L1-4 하급, L4-7 중급, L7-10 상급, L10-12 최고급", "L10": "L10", "L11": "L11", "L12": "L12", "L2": "L2", "L3": "L3", "L4": "L4", "L5": "L5", "L6": "L6", "L7": "L7", "L8": "L8", "L9": "L9", "LOCKED: {#}": "잠김: {#}", "LV.": "LV.", "Lacks emotions and feels indifferent to the suffering of others.": "감정이 없고 다른 사람의 고통에 무관심합니다.", "Lacks emotions and feels indifferent to the suffering of others. Gains": "감정이 없으며, 타인의 고통에 무감각합니다. 누군가 죽으면 [AFFECTER_WitnessDead]을 얻습니다.", "Lacks emotions and feels indifferent to the suffering of others. Gains 타인의 죽음을 봄 when someone dies.": "감정이 없으며, 타인의 고통에 무감각합니다. 누군가 죽으면 타인의 죽음을 봄을 얻습니다.", "LadyBug Charge - Dungeon Settlers Wiki": "무당벌레 돌진 - 던전 세틀러즈 위키", "LadyBug Charge icon": "무당벌레 돌진 아이콘", "LadyBug Charge range and area on a dungeon room": "던전 방에서 무당벌레 충전 범위 및 면적", "LadyBug Charge range and area shown on a dungeon room": "던전 방에 표시된 무당벌레 돌진의 범위와 영역", "Ladybug - Dungeon Settlers Wiki": "무당벌레 - 던전 세틀러즈 위키", "Ladybug icon": "무당벌레 아이콘", "Ladybug variant": "무당벌레 변형", "Language": "언어", "Language for entity names": "엔티티 이름의 언어", "Lantern Stand - Dungeon Settlers Wiki": "랜턴 거치대 - 던전 세틀러즈 위키", "Large Blue Crystal Remnant": "큰 파란 수정 유해", "Large Blue Crystal Remnant - Dungeon Settlers Wiki": "큰 파란색 수정 잔해 - 던전 세틀러즈 위키", "Large Copper Node (resource node)": "큰 구리 광맥 (자원 채집지)", "Large Copper Node (resource node) - Dungeon Settlers Wiki": "큰 구리 광맥(자원 노드) - 던전 세틀러즈 위키", "Large Copper Node Random": "큰 구리 광맥 랜덤", "Large Copper Node Remnant": "큰 구리 광맥 유해", "Large Copper Node Remnant - Dungeon Settlers Wiki": "큰 구리 광맥 조각 - 던전 세틀러즈 위키", "Large Dirt Rock (resource node)": "큰 흙 바위 (자원 노드)", "Large Dirt Rock (resource node) - Dungeon Settlers Wiki": "대형 흙 바위 (자원 노드) - 던전 세틀러즈 위키", "Large Dirt Rock Fixed": "큰 흙돌 고정", "Large Dirt Rock Random": "대형 흙 바위 무작위", "Large Dirt Rock Remnant": "큰 흙 바위 유해", "Large Dirt Rock Remnant - Dungeon Settlers Wiki": "대형 흙 바위 유적 - 던전 세틀러즈 위키", "Large Dust Root (resource node)": "대형 더스트루트 (자원 노드)", "Large Dust Root (resource node) - Dungeon Settlers Wiki": "큰 먼지뿌리 (자원 노드) - 던전 세틀러즈 위키", "Large Dust Root Fixed": "큰 먼지 뿌리 고정", "Large Dust Root Random": "대형 먼지 뿌리 무작위", "Large Dust Root Remnant": "큰 흙먼지 뿌리 유해", "Large Dust Root Remnant - Dungeon Settlers Wiki": "큰 먼지뿌리 조각 - 던전 세틀러즈 위키", "Large Goblin Tent (resource node)": "큰 고블린 천막 (자원 노드)", "Large Goblin Tent (resource node) - Dungeon Settlers Wiki": "큰 고블린 천막 (자원 노드) - 던전 세틀러즈 위키", "Large Green Crystal Remnant": "큰 초록 수정 유해", "Large Green Crystal Remnant - Dungeon Settlers Wiki": "큰 초록색 수정 잔해 - 던전 세틀러즈 위키", "Large Red Crystal Remnant": "큰 빨강 수정 유해", "Large Red Crystal Remnant - Dungeon Settlers Wiki": "큰 빨간색 수정 잔해 - 던전 세틀러즈 위키", "Large Room 1": "큰 방 1", "Large Room 2": "큰 방 2", "Large Silver Vein Remnant": "큰 은광 유해", "Large Silver Vein Remnant - Dungeon Settlers Wiki": "큰 은광맥 조각 - 던전 세틀러즈 위키", "Large Slime - Dungeon Settlers Wiki": "대형 슬라임 - 던전 세틀러즈 위키", "Large Slime icon": "대형 슬라임 아이콘", "Large Stone Table - Dungeon Settlers Wiki": "대형 석재 탁자 - 던전 세틀러즈 위키", "Large Twisted Tree (resource node)": "큰 비틀린 나무 (자원 채집지)", "Large Twisted Tree (resource node) - Dungeon Settlers Wiki": "큰 뒤틀린 나무 (자원 노드) - 던전 세틀러즈 위키", "Large Twisted Tree Fixed": "큰 뒤틀린 나무 고정", "Large Twisted Tree Remnant": "큰 비틀린 나무 유해", "Large Twisted Tree Remnant - Dungeon Settlers Wiki": "큰 뒤틀린 나무 잔해 - 던전 세틀러즈 위키", "Large Wooden Bookshelf - Dungeon Settlers Wiki": "대형 나무 책장 - 던전 세틀러즈 위키", "Large Wooden Cabinet - Dungeon Settlers Wiki": "대형 나무 찬장 - 던전 세틀러즈 위키", "Large Wooden Table - Dungeon Settlers Wiki": "대형 나무 탁자 - 던전 세틀러즈 위키", "Last Cinder - Dungeon Settlers Wiki": "라스트 신더 - 던전 세틀러즈 위키", "Last Cinder icon": "라스트 신더 아이콘", "Last Refuge": "마지막 피난처", "LastAbyessFloor": "LastAbyessFloor", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement.": "한밤중에 모두가 자고 있는데 정착지 밖에서 긴 울음소리가 울려 퍼집니다.", "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}, {1}, and the other Lycan expediti": "한밤중에 모두가 자고 있는데 정착지 밖에서 긴 울음소리가 울려 퍼집니다. \"아우우!\" \"아우우!\" 소리에 깨어 밖으로 나가니 {0}, {1}, 그리고 다른 라이칸 탐사", "Late into the night when everyone is asleep, a long howling sound echoes from outside the settlement. Awooo!! Awooo!! ...": "한밤중에 모두가 잠든 상황에서, 정착촌 밖에서 길고 애절한 울음소리가 울려 퍼진다. 아우우!! 아우우!!...", "Layout": "레이아웃", "Layout saved": "레이아웃 저장됨", "Layout variants": "배치 변형", "Leadership - Dungeon Settlers Wiki": "뛰어난 통솔력 - 던전 세틀러즈 위키", "Leadership - desc": "Leadership - desc", "Leadership - flavor": "Leadership - flavor", "Leadership - name": "Leadership - name", "Leadership appears four times in the game data with the identical name. Each is now labelled by race - Leadership (Human / Lizardman / Elf / Lycan) - because the race is the only thing that differs: it decides which trait new expedition members learn.": "리더십은 동일한 이름으로 게임 데이터에 4번 나타납니다. 각각은 이제 종족으로 표시되어 있습니다 - 리더십 (Human / Lizardman / Elf / Lycan) - 종족만이 차이가 있기 때문입니다. 이것은 새로운 탐험 멤버가 배울 특성을 결정합니다.", "Leadership icon": "뛰어난 통솔력 아이콘", "Learn Skill : \"{0}\"?": "Learn Skill : \"{0}\"?", "Learn a Passive Skill": "수동 스킬 학습", "Learn an Active Skill": "활성 스킬 학습", "Learn an Active Skill Learn a Passive Skill": "액티브 스킬 배우기 패시브 스킬 배우기", "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1": "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1", "Learned skills can be added to quick slots by right-clicking in the 'Skill' window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the 'Command Panel' or use hotkeys to activate them.": "배운 스킬은 '스킬' 창에서 마우스 오른쪽 버튼을 클릭하거나 스킬 아이콘을 퀵슬롯으로 드래그하여 등록할 수 있습니다. 유닛이 선택된 상태에서 '명령 패널'의 스킬을 클릭하거나 단축키를 사용해 발동할 수 있습니다.", "Learns": "습득", "Learns the skill": "스킬을 배웁니다", "Learns the skill Bloody Scratch.": "피의 할퀴기 스킬을 습득합니다.", "Learns the skill Bloody Scratch. Each character can equip only 1 Soul Trait. If alread…": "피의 할퀴기 스킬을 배웁니다. 각 캐릭터는 영혼 특성을 1개만 장착할 수 있습니다…", "Leash range": "리시 범위", "Least x1.0, Ordinary x1.2, Plentiful x1.5": "최소 x1.0, 일반 x1.2, 풍부 x1.5", "Least ×{#} stats / ×{#} stones": "최소 능력치 ×{#} / 마나석 ×{#}", "Leather": "가죽", "Leather - Dungeon Settlers Wiki": "가죽 - 던전 세틀러즈 위키", "Leather Armor - Dungeon Settlers Wiki": "가죽 갑옷 - 던전 세틀러즈 위키", "Leather Armor icon": "가죽 갑옷 아이콘", "Leather Bag - Dungeon Settlers Wiki": "가죽 가방 - 던전 세틀러즈 위키", "Leather Bag icon": "가죽 가방 아이콘", "Leather Helmet - Dungeon Settlers Wiki": "가죽 투구 - 던전 세틀러즈 위키", "Leather Helmet icon": "가죽 투구 아이콘", "Leather Processing 1": "가죽 가공 1", "Leather Processing 1 Complete": "가죽 가공 1 완료", "Leather Sleeping Bag - Dungeon Settlers Wiki": "가죽 침낭 - 던전 세틀러즈 위키", "Leather Sleeping Bag icon": "가죽 침낭 아이콘", "Leather Workstation - Dungeon Settlers Wiki": "가죽 가공대 - 던전 세틀러즈 위키", "Leather icon": "가죽 아이콘", "Leather set: 가죽 투구, 가죽 갑옷, 가죽 가방": "가죽 세트: 가죽 투구, 가죽 갑옷, 가죽 가방", "Leaves remnant": "잔해 남김", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...": "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...", "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.": "편안한 저택을 뒤에 두고 {0}는 낡은 지도와 비싼 장비를 챙겨 미지의 땅으로 떠났다. 긴 여로에서도 옷깃을 제대로 맞추는 일을 잊지 않았으며, 본 적 없는 폐허와 산 앞에서는 아이처럼 눈이 빛났다. 하지만 일이 계획대로 풀리지 않으면 쉽게 당황했다.", "Left-click a node to set it as your research target.": "노드를 좌클릭하여 연구 대상으로 설정하세요.", "Left-clicking empty space clears the current selection.": "빈 공간을 좌클릭하면 현재 선택이 해제됩니다.", "LeftAlt": "LeftAlt", "LeftCtrl": "LeftCtrl", "LeftShift": "LeftShift", "Legendaries": "전설들", "Legendary": "전설", "Legendary Relic Accessories": "전설적 유물 악세사리", "Legendary Relic Accessories & the Elros Empire Bosses (spoiler)": "전설적 유물 악세사리 및 엘로스 제국 보스 (스포일러)", "Legendary inscription:": "전설 비문:", "Legendary just 0.3%": "전설 단 0.3%", "Leisure Stat": "여가 능력치", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have hap...": "하루도 채 지나지 않아 당신은 탐사대원들에게 의심스러운 대원을 처리하도록 명령했습니다. 어떻게 이런 일이 일어날 수 있었는지 몰랐지만...", "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved fo": "하루도 채 지나지 않아 당신은 탐사대원들에게 의심스러운 대원을 처리하도록 명령했습니다. 어떻게 이런 일이 일어날 수 있었는지 몰랐지만, 대원들은 안도했습니다.", "Lesser (Low-grade) Mana Stones": "하급 (저등급) 마나-돌", "Lesser Fire Elemental Stone - Dungeon Settlers Wiki": "하급 화염의 정령석 - 던전 세틀러즈 위키", "Lesser Fire Elemental Stone icon": "하급 화염의 정령석 아이콘", "Lesser Guardian Stone - Dungeon Settlers Wiki": "하급 수호 비석 - 던전 세틀러즈 위키", "Lesser Guardian Stone icon": "하급 수호 비석 아이콘", "Lesser Guardian Ward - Dungeon Settlers Wiki": "하급 수호 비석 - 던전 세틀러즈 위키", "Lesser Guardian Ward icon": "하급 수호 비석 아이콘", "Lesser Mana Stone (100%)": "하급 마나석 (100%)", "Lesser Mana Stone (32.26%)": "하급 마나 스톤 (32.26%)", "Lesser Mana Stone (33.33%)": "하급 마나석 (33.33%)", "Lesser Mana Stone - Dungeon Settlers Wiki": "하급 마석 - 던전 세틀러즈 위키", "Lesser Mana Stone icon": "하급 마석 아이콘", "Lesser Mana Stone x24 + Cogwheel x1": "하급 마석 x24 + 톱니바퀴 x1", "Lesser Nature Elemental Stone - Dungeon Settlers Wiki": "하급 자연의 정령석 - 던전 세틀러즈 위키", "Lesser Nature Elemental Stone icon": "하급 자연의 정령석 아이콘", "Lesser Water Elemental Stone - Dungeon Settlers Wiki": "하급 물의 정령석 - 던전 세틀러즈 위키", "Lesser Water Elemental Stone icon": "하급 물의 정령석 아이콘", "Let melee hold aggro.": "근접이 어그로를 유지하도록 하십시오.", "Let stress climb and the unit risks a": "스트레스가 증가하도록 두면 유닛이 위험에 빠진다", "Let the unit sleep, lie in bed, or rest near a campfire to recover energy.": "유닛이 자거나 침대에 누우거나 모닥불 근처에서 휴식하도록 하여 에너지를 회복하세요.", "Level": "레벨", "Level (cap {#}, current build cap {#})": "레벨 (상한 {#}, 현재 빌드 상한 {#})", "Level - Dungeon Settlers Wiki": "레벨 - 던전 세틀러즈 위키", "Level 1": "레벨 1", "Level 1 grants": "레벨 1에서 다음을 부여:", "Level 1 grants {#}/{#} main/sub SP, each level-up +{#}/+{#}. Each skill tree beyond your background is an inscription that grants +{#} to that pool (weapon tree = Main SP, auxiliary = Sub SP)": "레벨 1은 메인/서브 SP를 {#}/{#} 부여하며, 레벨업마다 +{#}/+{#} 증가합니다. 배경 외의 각 스킬 트리는 각인으로 취급되어 해당 풀에 +{#}를 부여합니다 (무기 트리 = 메인 SP, 보조 트리 = 서브 SP)", "Level 2": "레벨 2", "Level 3": "레벨 3", "Level 4": "레벨 4", "Level 5": "레벨 5", "Level N": "레벨 N", "Level Up Build Max Level": "Level Up Build Max Level", "Level cap": "레벨 캡", "Level icon": "레벨 아이콘", "Level limit for the trait pool that can attach to a Background": "배경에 붙을 수 있는 특성 풀의 레벨 제한", "Level price": "레벨 가격", "Level up, or remove a tree / an inscription to add one.": "레벨업을 하거나, 트리나 각인을 제거해 새로 추가하세요.", "Level {#}": "레벨 {#}", "Level {#} Leather unit": "레벨 {#} 가죽 유닛", "Level {#} {#} + shield unit": "레벨 {#} {#} + 방패 유닛", "Level {#} {#} unit": "레벨 {#} {#} 유닛", "Level-up inscription choices are": "레벨업 비문 선택은", "Level-ups + growth": "레벨업 + 성장", "LevelAbove_2_1": "LevelAbove_2_1", "LevelUp": "LevelUp", "LevelUpRequiredItem": "LevelUpRequiredItem", "LevelUp_": "LevelUp_", "Level_": "Level_", "Leveling & Experience": "레벨업 & 경험", "Leveling & Experience - Dungeon Settlers Wiki": "레벨링 & 경험 - 던전 세틀러즈 위키", "Leveling & XP": "레벨링 & XP", "Leveling & XP guide": "레벨링 & XP 가이드", "Leveling is manual: a": "레벨 올리기는 수동입니다:", "Leveling is not automatic. When a unit has enough experience you perform a": "레벨링은 자동이 아닙니다. 유닛이 충분한 경험을 가지면 수행합니다", "Leveling up also grants": "레벨 업은 또한 다음을 부여합니다", "Leveling wall": "레벨 올리기 벽", "Leveling without stalling": "정체 없이 레벨 올리기", "Levels 1-4 use": "레벨 1-4는 사용합니다", "Levels 10-12 use": "레벨 10-12는 사용합니다", "Levels 4-7 use": "레벨 4-7은 사용합니다", "Levels 7-10 use": "레벨 7-10은 사용합니다", "Liana has paid more in Fines than she has earned from Poaching.": "리아나는 밀렵으로 벌어들인 것보다 벌금으로 더 많이 지불했습니다.", "Liana, Ameris, Fiona, Isolde, Meriel, Aria, Annabel, Serena, Lyrian, Sherry, Pionela, Eris, Sophia, Mariela, Alice, Pamela, Cassiel, Adera, Lyra, Reina, Merisa, Serina, Tiana, Veranica, Aicial, Emilia, Lena, Ayla, Camilla, Elysia, Rebecca, Elara, Davina, Selena, Roselyn, Amalie, Bianca, Kalina, Deiana, Lubella, Josephine, Seraphina, Cordelia, Iliana, Natalie, Viola, Evelyn, Daria, Leticia, Marcella, Adeline, Priscilla, Loretta, Evalyn, Luciana, Teresa, Helena, Estella, Clarice, Ariella, Brielle, Celeste, Monica, Katrina, Eliana, Rosalind, Lyra": "Liana, Ameris, Fiona, Isolde, Meriel, Aria, Annabel, Serena, Lyrian, Sherry, Pionela, Eris, Sophia, Mariela, Alice, Pamela, Cassiel, Adera, Lyra, Reina, Merisa, Serina, Tiana, Veranica, Aicial, Emilia, Lena, Ayla, Camilla, Elysia, Rebecca, Elara, Davina, Selena, Roselyn, Amalie, Bianca, Kalina, Deiana, Lubella, Josephine, Seraphina, Cordelia, Iliana, Natalie, Viola, Evelyn, Daria, Leticia, Marcella, Adeline, Priscilla, Loretta, Evalyn, Luciana, Teresa, Helena, Estella, Clarice, Ariella, Brielle, Celeste, Monica, Katrina, Eliana, Rosalind, Lyra", "Life Burst - Dungeon Settlers Wiki": "라이프 버스트 - 던전 세틀러즈 위키", "Life Burst icon": "라이프 버스트 아이콘", "Life Cycle - Dungeon Settlers Wiki": "라이프 사이클 - 던전 세틀러즈 위키", "Life Cycle icon": "라이프 사이클 아이콘", "Life Regen": "생명력 재생", "Life Steal - Dungeon Settlers Wiki": "생명력 흡수 - 던전 세틀러즈 위키", "Life Steal and vampirism": "생명력 흡수 및 흡혈", "Life Steal icon": "생명력 흡수 아이콘", "Life Steal increases by 3% during this exploration.": "이번 탐사 중 생명력 흡수가 3% 증가합니다.", "Lifesteal": "생명력 흡수", "Lifesteal Potion": "흡혈 물약", "Light Eater - Dungeon Settlers Wiki": "소식가 - 던전 세틀러즈 위키", "Light Eater icon": "소식가 아이콘", "Light Footwork - Dungeon Settlers Wiki": "가벼운 몸놀림 - 던전 세틀러즈 위키", "Light Footwork icon": "가벼운 몸놀림 아이콘", "Lightning": "번개", "Limit": "Limit", "Limping - Dungeon Settlers Wiki": "절뚝거림 - 던전 세틀러즈 위키", "Limping icon": "절뚝거림 아이콘", "LimpingDuration": "LimpingDuration", "Line": "직선", "Line of sight (walls)": "시선(벽)", "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "시선은 유일한 강력한 항상 켜진 제한입니다. 벽은 어떤 범위에서든 당신을 숨기고; 개활지는 하지 않습니다, 아무리 멀어도.", "Line up against": "다음을 상대로 비교:", "Line up against {#} on {#}. ": "{#} 상대 비교 ({#}). ", "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "허수아비가 타격을 받거나 유휴 상태일 때 말하는 라인 - 여러 줄이 게임 플레이 힌트로 작동합니다.", "Linked creature": "연결된 생물", "Liquid Monster - Dungeon Settlers Wiki": "액체 괴물 - 던전 세틀러즈 위키", "Liquid Monster icon": "액체 괴물 아이콘", "List": "목록", "Listed here only because players may notice Lycan text in the game. It is not a selectable or recruitable race; it has no units and effectively no name pool.": "여기 기재된 이유는 단지 플레이어가 게임 내에서 라이칸 관련 텍스트를 발견할 수 있기 때문이다. 선택하거나 모집할 수 있는 종족이 아니며, 유닛도 없고 사실상 이름 풀도 없다.", "Little is known about this mysterious race, other than their distinct, individual perso…": "이 신비한 종족에 대해 알려진 것은 거의 없지만, 그들의 뚜렷한 개인적 특성…", "Living as a butcher,": "정육점 주인으로 살면서,", "Living as a porter,": "짐꾼으로 살면서,", "Living as a thief,": "도둑으로 살면서,", "Living as a wanderer,": "방랑자로 살면서,", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t...": "방랑자로서 살아온 {0}은 무수한 시련을 견뎌냈습니다. 폭풍 속에서도, 사막의 햇빛 아래에서도 멈추지 않았습니다. 길 위에서 자신을...", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though": "방랑자로서 살아온 {0}은 무수한 시련을 견뎌냈습니다. 폭풍 속에서도, 사막의 햇빛 아래에서도 멈추지 않았습니다. 길 위에서 자신을 단련하고 참된 길을 찾을 희망을 품었습니다.", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t...": "방랑자로서 살아온 {0}은 무수한 시련을 견뎌냈습니다. 폭풍 속에서도, 사막의 햇빛 아래에서도 멈추지 않았습니다. 길 위에서 자신을...", "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though": "방랑자로서 살아온 {0}은 무수한 시련을 견뎌냈습니다. 폭풍 속에서도, 사막의 햇빛 아래에서도 멈추지 않았습니다. 길 위에서 자신을 단련하고 참된 길을 찾을 희망을 품었습니다.", "Living in the forest,": "숲에서 살면서,", "Lizard Hater - Dungeon Settlers Wiki": "도마뱀 혐오 - 던전 세틀러즈 위키", "Lizard Hater icon": "도마뱀 혐오 아이콘", "Lizard Man 0": "리자드맨 0", "Lizard Man 1": "리자드맨 1", "Lizard Man 10": "리자드맨 10", "Lizard Man 11": "리자드맨 11", "Lizard Man 12": "리자드맨 12", "Lizard Man 13": "리자드맨 13", "Lizard Man 14": "리자드맨 14", "Lizard Man 15": "리자드맨 15", "Lizard Man 16": "리자드맨 16", "Lizard Man 17": "리자드맨 17", "Lizard Man 18": "리자드맨 18", "Lizard Man 2": "리자드맨 2", "Lizard Man 3": "리자드맨 3", "Lizard Man 4": "리자드맨 4", "Lizard Man 5": "리자드맨 5", "Lizard Man 6": "리자드맨 6", "Lizard Man 7": "리자드맨 7", "Lizard Man 8": "리자드맨 8", "Lizard Man 9": "리자드맨 9", "Lizard Man Preset": "도마뱀 Man 사전설정", "LizardMan": "LizardMan", "LizardManOnly": "LizardManOnly", "LizardMan_000": "LizardMan_000", "LizardMan_001": "LizardMan_001", "LizardMan_002": "LizardMan_002", "LizardMan_003": "LizardMan_003", "LizardMan_004": "LizardMan_004", "LizardMan_005": "LizardMan_005", "LizardMan_006": "LizardMan_006", "LizardMan_007": "LizardMan_007", "LizardMan_008": "LizardMan_008", "LizardMan_009": "LizardMan_009", "LizardMan_010": "LizardMan_010", "LizardMan_011": "LizardMan_011", "LizardMan_012": "LizardMan_012", "LizardMan_013": "LizardMan_013", "LizardMan_014": "LizardMan_014", "LizardMan_015": "LizardMan_015", "LizardMan_016": "LizardMan_016", "LizardMan_017": "LizardMan_017", "LizardMan_018": "LizardMan_018", "LizardMan_2": "LizardMan_2", "Lizardman - Dungeon Settlers Wiki": "리자드맨 - 던전 세틀러즈 위키", "Lizardman diet": "도마뱀인간 식단", "Lizardman icon": "리자드맨 아이콘", "Lizardmen": "도마뱀인간", "Loading-screen lore: \"When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps forever.\"": "로딩 화면 배경 이야기: \"로웰이 경비병으로 일하던 시절, 그는 술집에서 외상을 달아놓는 일이 잦았다. 황무지로 오기 전 마지막으로 남긴 외상은 아마 오랫동안-어쩌면 영원히-갚지 못한 채로 남을 것이다.\"", "Loading-screen lore: \"로웰은 경비병으로 일하며 술집에서 종종 외상을 달아 두곤 했습니다. 버려진 땅으로 오기 전 남겨 둔 마지막 외상은 아마도 오랫동안, 어쩌면 영원히 갚지 않은 채로 남아 있겠지요.\"": "로딩 화면 배경 이야기: \"로웰은 경비병으로 일하며 술집에서 종종 외상을 달아 두곤 했습니다. 버려진 땅으로 오기 전 남겨 둔 마지막 외상은 아마도 오랫동안, 어쩌면 영원히 갚지 않은 채로 남아 있겠지요.\"", "Log - Dungeon Settlers Wiki": "통나무 - 던전 세틀러즈 위키", "Log Bench": "통나무 벤치", "Log Bench - Dungeon Settlers Wiki": "나무 벤치 - 던전 세틀러즈 위키", "Log Benchside": "통나무 벤치 옆", "Log Benchside - Dungeon Settlers Wiki": "나무 벤치 옆 - 던전 세틀러즈 위키", "Log Door - Dungeon Settlers Wiki": "통나무 문 - 던전 세틀러즈 위키", "Log Floor - Dungeon Settlers Wiki": "통나무 바닥 - 던전 세틀러즈 위키", "Log Wall + Log Floor + Log Door": "통나무 벽 + 통나무 바닥 + 통나무 문", "Log Wall - Dungeon Settlers Wiki": "통나무 벽 - 던전 세틀러즈 위키", "Log icon": "통나무 아이콘", "Logging Capability - Dungeon Settlers Wiki": "벌목 능력치 - 던전 세틀러즈 위키", "Logging Capability icon": "벌목 능력치 아이콘", "Logging Capability {#}": "벌목 능력 {#}", "LoggingCapability": "LoggingCapability", "LogicalRefreshInterval": "LogicalRefreshInterval", "Logs drop rate increases by 100%.": "목재 드롭율이 100% 증가합니다.", "Long ago... the Dungeon opened a portal in the land": "오래 전… 던전이 대지에 포탈을 열어 세상의 생기를 빨아들이기 시작했습니다.", "Long02_Black": "Long02_Black", "Long02_Blonde": "Long02_Blonde", "Long02_Brown": "Long02_Brown", "Long02_Red": "Long02_Red", "Long03_Black": "Long03_Black", "Long03_Blonde": "Long03_Blonde", "Long04_Black": "Long04_Black", "Long04_Blonde": "Long04_Blonde", "Long04_Brown": "Long04_Brown", "Long04_Orange": "Long04_Orange", "Long04_Red": "Long04_Red", "Long04_White": "Long04_White", "Long_Black": "Long_Black", "Long_Blonde": "Long_Blonde", "Long_Brown": "Long_Brown", "Long_Orange": "Long_Orange", "Long_Red": "Long_Red", "Long_White": "Long_White", "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...": "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...", "Looking for recruitable quest characters (Endorsi, free random settlers) and authored-but-gated future special recruits? See": "모집 가능한 임무 캐릭터(엔도르시, 무료 무작위 정착민)와 게임 파일에는 작성되어 있지만 아직 막혀 있는 미래의 특별 모집 대상을 찾고 계신가요? 다음을 참고하세요", "Looks tired": "지쳐 보인다", "Looks very dangerous": "매우 위험해 보인다", "Loot": "전리품", "Loot Tables": "전리품 표", "Loot Tables - Dungeon Settlers Wiki": "전리품 테이블 - 던전 세틀러즈 위키", "Loot pool": "전리품 풀", "Loot scales with management difficulty.": "전리품은 관리 난이도에 따라 조정됩니다.", "Loot status": "전리품 상태", "Lootable structure:": "약탈 가능한 구조물:", "LootingStorage": "LootingStorage", "Lore": "배경설정", "Lore (0)": "로어 (0)", "Lore (3)": "설화 (3)", "Losing much through gambling made": "도박으로 많은 것을 잃으면서", "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear": "낮음 / 중간 / 높음 보통 1배 / 2배 / 3배; 일부 스탯 비선형", "Low Durability on Equipped Item": "장착된 아이템의 낮은 내구도", "Low Food Reserves": "낮은 식량 보관함", "Low Head Health": "낮은 머리 생명력", "Low Health": "낮은 생명력", "Low Stressed - Dungeon Settlers Wiki": "낮은 스트레스 - 던전 세틀러즈 위키", "Low Stressed icon": "낮은 스트레스 아이콘", "Low ammo bubble": "탄약 부족 말풍선", "Low mood also trips HUD alerts, and a squad whose": "낮은 기분은 HUD 경고를 트리거하고, 다음 분대", "Low on arrows and ammo": "화살과 탄약 부족", "Low-grade Attack Speed Inscription - Dungeon Settlers Wiki": "하급 공격 속도 각인 - 던전 세틀러즈 위키", "Low-grade Attack Speed Inscription icon": "하급 공격 속도 각인 아이콘", "Low-grade Cooldown Reduction Inscription - Dungeon Settlers Wiki": "하급 재사용 대기시간 감소 각인 - 던전 세틀러즈 위키", "Low-grade Cooldown Reduction Inscription icon": "하급 재사용 대기시간 감소 각인 아이콘", "Low-grade Critical Chance Inscription - Dungeon Settlers Wiki": "하급 치명타 확률 각인 - 던전 세틀러즈 위키", "Low-grade Critical Chance Inscription icon": "하급 치명타 확률 각인 아이콘", "Low-grade Critical Damage Inscription - Dungeon Settlers Wiki": "하급 치명타 피해 각인 - 던전 세틀러즈 위키", "Low-grade Critical Damage Inscription icon": "하급 치명타 피해 각인 아이콘", "Low-grade Dodge Chance Inscription - Dungeon Settlers Wiki": "하급 회피 각인 - 던전 세틀러즈 위키", "Low-grade Dodge Chance Inscription icon": "하급 회피 각인 아이콘", "Low-grade Guard Chance Inscription - Dungeon Settlers Wiki": "하급 가드 확률 각인 - 던전 세틀러즈 위키", "Low-grade Guard Chance Inscription icon": "하급 가드 확률 각인 아이콘", "Low-grade Guard Damage Reduction Inscription - Dungeon Settlers Wiki": "하급 가드 피해 감소 각인 - 던전 세틀러즈 위키", "Low-grade Guard Damage Reduction Inscription icon": "하급 가드 피해 감소 각인 아이콘", "Low-grade Health Regeneration Inscription - Dungeon Settlers Wiki": "하급 생명력 재생 각인 - 던전 세틀러즈 위키", "Low-grade Health Regeneration Inscription icon": "하급 생명력 재생 각인 아이콘", "Low-grade Hit Chance Inscription - Dungeon Settlers Wiki": "하급 명중 각인 - 던전 세틀러즈 위키", "Low-grade Hit Chance Inscription icon": "하급 명중 각인 아이콘", "Low-grade Life Steal Inscription - Dungeon Settlers Wiki": "하급 생명력 흡수 각인 - 던전 세틀러즈 위키", "Low-grade Life Steal Inscription icon": "하급 생명력 흡수 각인 아이콘", "Low-grade Magic Attack Inscription - Dungeon Settlers Wiki": "하급 마법 공격 각인 - 던전 세틀러즈 위키", "Low-grade Magic Attack Inscription icon": "하급 마법 공격 각인 아이콘", "Low-grade Magic Resistance Inscription - Dungeon Settlers Wiki": "하급 마법 저항 각인 - 던전 세틀러즈 위키", "Low-grade Magic Resistance Inscription icon": "하급 마법 저항 각인 아이콘", "Low-grade Mana Stone": "하급 마석", "Low-grade Max Energy Inscription - Dungeon Settlers Wiki": "하급 기력 각인 - 던전 세틀러즈 위키", "Low-grade Max Energy Inscription icon": "하급 기력 각인 아이콘", "Low-grade Max Health Inscription - Dungeon Settlers Wiki": "하급 생명력 각인 - 던전 세틀러즈 위키", "Low-grade Max Health Inscription icon": "하급 생명력 각인 아이콘", "Low-grade Max Weight Inscription - Dungeon Settlers Wiki": "하급 적재량 각인 - 던전 세틀러즈 위키", "Low-grade Max Weight Inscription icon": "하급 적재량 각인 아이콘", "Low-grade Movement Speed Inscription - Dungeon Settlers Wiki": "하급 이동 속도 각인 - 던전 세틀러즈 위키", "Low-grade Movement Speed Inscription icon": "하급 이동 속도 각인 아이콘", "Low-grade Physical Attack Inscription - Dungeon Settlers Wiki": "하급 물리 공격 각인 - 던전 세틀러즈 위키", "Low-grade Physical Attack Inscription icon": "하급 물리 공격 각인 아이콘", "Low-grade Physical Resistance Inscription - Dungeon Settlers Wiki": "하급 물리 저항 각인 - 던전 세틀러즈 위키", "Low-grade Physical Resistance Inscription icon": "하급 물리 저항 각인 아이콘", "LowAmmo": "LowAmmo", "LowAmmoCount": "LowAmmoCount", "LowEquipDurabilityPercent": "LowEquipDurabilityPercent", "LowFood": "LowFood", "LowHealthFirstAvoidMelee": "LowHealthFirstAvoidMelee", "Lowell ('Rowell')": "로월 ('로웰')", "Lowell (Rowell)": "로웰 (Rowell)", "Lowell, Maxwell, Tirus, Edorrick, Leo, Kane, Thomas, Rohan, Lucas, Kasper, Jayden, Leon, Raymond, Karev, Derion, Allegro, Christopher, Leonis, Benedict, Alexius, Darren, Andreas, Nicholas, Jeremy, Brendon, Theodor, Glen, Gregory, Petro, Galax, John, Darian, Marcus, Aldrin, Cedric, Derrick, Evander, Harris, Isaac, Joshua, Raiel, Mallick, Nathan, Aldric, Percival, Quentin, Llewellyn, Theoren, Taren, Ulric, Valentin, William, Xebian, Johan, Jacob, Dominic, Alric, Brandon, Corin, Darius, Edwin, Felix, Gabriel, Hector, Ivan, Julian": "Lowell, Maxwell, Tirus, Edorrick, Leo, Kane, Thomas, Rohan, Lucas, Kasper, Jayden, Leon, Raymond, Karev, Derion, Allegro, Christopher, Leonis, Benedict, Alexius, Darren, Andreas, Nicholas, Jeremy, Brendon, Theodor, Glen, Gregory, Petro, Galax, John, Darian, Marcus, Aldrin, Cedric, Derrick, Evander, Harris, Isaac, Joshua, Raiel, Mallick, Nathan, Aldric, Percival, Quentin, Llewellyn, Theoren, Taren, Ulric, Valentin, William, Xebian, Johan, Jacob, Dominic, Alric, Brandon, Corin, Darius, Edwin, Felix, Gabriel, Hector, Ivan, Julian", "Lowell, the one who woke you, lowers his head in despair.": "당신을 깨운 로웰이 절망적으로 고개를 숙인다.", "Luma Fruit - Dungeon Settlers Wiki": "루마 열매 - 던전 세틀러즈 위키", "Luma Fruit icon": "루마 열매 아이콘", "Luma Fruit range and area shown on a dungeon room": "던전 방에 표시된 루마 과일의 범위 및 영역", "Luma Tree (resource node)": "루마 나무 (자원 노드)", "Luma Tree (resource node) - Dungeon Settlers Wiki": "루마 나무 (자원 노드) - 던전 세틀러즈 위키", "Luma Tree Fixed": "루마 나무 고정", "Luma Tree Random": "루마 나무 랜덤", "Luma Tree Remnant": "루마 나무 유해", "Luma Tree Remnant - Dungeon Settlers Wiki": "루마 나무 조각 - 던전 세틀러즈 위키", "Lumber Door - Dungeon Settlers Wiki": "판자 문 - 던전 세틀러즈 위키", "Lumber Wall + Wood Floor + Lumber Door": "목재 벽 + 목재 바닥 + 목재 문", "Lumber Wall - Dungeon Settlers Wiki": "판자 벽 - 던전 세틀러즈 위키", "Lumberjack": "목재꾼", "Luxurious Treasure Chest - Dungeon Settlers Wiki": "호화로운 보물 상자 - 던전 세틀러즈 위키", "Luxurious Treasure Chest Remnant": "호화로운 보물 상자 유해", "Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "호화 보물 상자 조각 - 던전 세틀러즈 위키", "Lv": "Lv", "Lv 1": "Lv 1", "Lv 10": "레벨 10", "Lv 2": "Lv 2", "Lv 3": "레벨 3", "Lv 4": "Lv 4", "Lv 5": "레벨 5", "Lv 7": "Lv 7", "Lv {#}": "Lv {#}", "Lv1": "레벨1", "Lv2": "레벨2", "Lv3": "레벨3", "Lv4": "레벨4", "Lv5": "Lv5", "Lvl req": "레벨 요구", "Lycan (groundwork only)": "늑대인간 (기초만)", "Lycan - Dungeon Settlers Wiki": "라이칸 - 던전 세틀러즈 위키", "Lycan Female 0": "라이칸 여성 0", "Lycan Female 1": "라이칸 여성 1", "Lycan Female 2": "라이칸 여성 2", "Lycan Female 3": "라이칸 여성 3", "Lycan Female 4": "라이칸 여성 4", "Lycan Female 5": "라이칸 여성 5", "Lycan Female 6": "라이칸 여성 6", "Lycan Female 7": "라이칸 여성 7", "Lycan Hater - Dungeon Settlers Wiki": "라이칸 혐오 - 던전 세틀러즈 위키", "Lycan Hater icon": "라이칸 혐오 아이콘", "Lycan Male 0": "라이칸 남성 0", "Lycan Male 1": "라이칸 남성 1", "Lycan Male 2": "라이칸 남성 2", "Lycan Male 3": "라이칸 남성 3", "Lycan Male 4": "라이칸 남성 4", "Lycan Male 5": "라이칸 남성 5", "Lycan Male 6": "라이칸 남성 6", "Lycan Male 7": "라이칸 남성 7", "Lycan icon": "라이칸 아이콘", "Lycan.": "라이칸.", "Lycan. Gain TODO at night. Gain the TODO penalty during the day.": "라이칸. 밤에 TODO를 얻습니다. 낮에 TODO 페널티를 얻습니다.", "Lycan. Gain 야행성 - 야간 at night. Gain the 야행성 - 주간 penalty during the day.": "라이칸. 밤에는 야행성 - 야간 효과를 얻습니다. 낮에는 야행성 - 주간 패널티를 받습니다.", "LycanFemale": "LycanFemale", "LycanFemale_000": "LycanFemale_000", "LycanFemale_001": "LycanFemale_001", "LycanFemale_002": "LycanFemale_002", "LycanFemale_003": "LycanFemale_003", "LycanFemale_004": "LycanFemale_004", "LycanFemale_005": "LycanFemale_005", "LycanFemale_006": "LycanFemale_006", "LycanFemale_007": "LycanFemale_007", "LycanMale": "LycanMale", "LycanMale_000": "LycanMale_000", "LycanMale_001": "LycanMale_001", "LycanMale_002": "LycanMale_002", "LycanMale_003": "LycanMale_003", "LycanMale_004": "LycanMale_004", "LycanMale_005": "LycanMale_005", "LycanMale_006": "LycanMale_006", "LycanMale_007": "LycanMale_007", "M.Atk": "마법 공격력", "M.Atk 101": "마법공격 101", "M.Atk 23": "마법공격 23", "M.Atk 30": "마법공격 30", "M.Atk 36": "마법공격력 36", "M.Atk 42": "마법공격 42", "M.Atk 45": "마법공격 45", "M.Atk 48": "마법공격 48", "M.Atk 53": "M.Atk 53", "M.Atk 57": "마법공격력 57", "M.Atk 60": "M.Atk 60", "M.Atk 63": "마법공격 63", "M.Atk 68": "마법공격력 68", "M.Atk 80": "M.Atk 80", "M.Atk 86": "M.Atk 86", "M.Atk 90": "M.Atk 90", "M.Atk {#}": "M.Atk {#}", "M.Res": "마법 저항", "MAIN-TREE AFFINITIES": "주요 트리 친화성", "MALE (1)": "남성 (1)", "MALE (101)": "남성 (101)", "MALE (11)": "남성(11)", "MALE (66)": "남성 (66)", "MALE (67)": "남성 (67)", "MAP": "지도", "MAX": "최대", "MAtk": "마법 공격력", "MAtk, not the summon's halved value.": "마법 공격력을 참조하며, 소환수의 절반값을 사용하지 않습니다.", "MB is far bigger than any Dungeon Settlers save.": "MB는 어떤 던전 세틀러즈 세이브 파일보다도 훨씬 큽니다.", "MISMATCH": "불일치", "Machine-readable data": "기계 판독 가능 데이터", "Maelstrom - Dungeon Settlers Wiki": "마엘스트롬 - 던전 세틀러즈 위키", "Maelstrom icon": "마엘스트롬 아이콘", "Mag Res": "마법 저항력", "MagAtk": "마법 공격력", "MagRes": "마법 저항", "Mage (+INT, +WIL)": "Mage (+INT, +WIL)", "Mage (+wisdom, ++virtue)": "마법사(+지, ++의)", "Mage - Dungeon Settlers Wiki": "마법사 - 던전 세틀러즈 위키", "Mage icon": "마법사 아이콘", "Mage's Codex - Dungeon Settlers Wiki": "정식 마법사의 코덱스 - 던전 세틀러즈 위키", "Magic": "마법", "Magic - Fire": "마법 - 화염", "Magic - Nature support": "마법 - 자연 지원", "Magic - Water": "마법 - 수로", "Magic Amplification - Dungeon Settlers Wiki": "마력 증폭 - 던전 세틀러즈 위키", "Magic Amplification icon": "마력 증폭 아이콘", "Magic Atk": "마법 공격", "Magic Attack": "마법 공격", "Magic Attack Power - Dungeon Settlers Wiki": "마법 공격력 - 던전 세틀러즈 위키", "Magic Attack Power Final Multiplier - Dungeon Settlers Wiki": "마법 공격력 최종 배율 - 던전 세틀러즈 위키", "Magic Attack Power Final Multiplier icon": "마법 공격력 최종 배율 아이콘", "Magic Attack Power icon": "마법 공격력 아이콘", "Magic Attack Power increases by 10% during this exploration.": "이번 탐사 중 마법 공격력이 10% 증가합니다.", "Magic Book - Dungeon Settlers Wiki": "마법 서적 - 던전 세틀러즈 위키", "Magic Book icon": "마법 서적 아이콘", "Magic Damage Dealt - Dungeon Settlers Wiki": "주는 마법 피해량 - 던전 세틀러즈 위키", "Magic Damage Dealt icon": "주는 마법 피해량 아이콘", "Magic Resistance - Dungeon Settlers Wiki": "마법 저항력 - 던전 세틀러즈 위키", "Magic Resistance Potion - Dungeon Settlers Wiki": "마법 저항 물약 - 던전 세틀러즈 위키", "Magic Resistance Potion icon": "마법 저항 물약 아이콘", "Magic Resistance Potion range and area shown on a dungeon room": "던전 방에 표시된 마법 저항 물약의 범위와 영역", "Magic Resistance icon": "마법 저항력 아이콘", "Magic Resistance increases by 10 during this exploration.": "이번 탐사 중 마법 저항이 10 증가합니다.", "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "마력 포화(선택적 캠페인 옵션)는 100일 차까지 최대 +100%를 추가합니다. 등급 배율과 가산으로 적용된다고 가정하며, 게임 내에서 검증되지 않았습니다.", "Magic Saturation - Dungeon Settlers Wiki": "마력 포화 - 던전 세틀러즈 위키", "Magic Saturation icon": "마력 포화 아이콘", "Magic Saturation is ON: monsters get progressively stronger the longer the fight runs, on top of the multipliers above. The exact ramp is not decoded, so it is flagged but not folded into the numbers below.": "마력 포화가 ON 상태입니다: 전투가 길어질수록 몬스터가 위의 배율에 더해 점점 강해집니다. 정확한 증가 폭은 아직 분석되지 않았으므로, 표시는 되지만 아래 수치에는 반영되지 않습니다.", "Magic Saturation: ON": "마력 포화: ON", "Magic Scrap Pile 1 (resource node)": "마법 자투리 더미 1 (자원 노드)", "Magic Scrap Pile 1 (resource node) - Dungeon Settlers Wiki": "마법 스크랩 더미 1 (자원 노드) - 던전 세틀러즈 위키", "Magic Scrap Pile 2 (resource node)": "마법 자투리 더미 2 (자원 노드)", "Magic Scrap Pile 2 (resource node) - Dungeon Settlers Wiki": "마법 스크랩 더미 2(자원 노드) - 던전 세틀러즈 위키", "Magic Scrap Pile 3 (resource node)": "마법 자투리 더미 3 (자원 노드)", "Magic Scrap Pile 3 (resource node) - Dungeon Settlers Wiki": "마법 폐기물 더미 3 (자원 노드) - 던전 세틀러즈 위키", "Magic Scrap Pile1": "마법 폐기물 더미1", "Magic Scrap Pile1 Remnant": "매직 스크랩 파일1 유적", "Magic Scrap Pile1 Remnant - Dungeon Settlers Wiki": "마법 폐기물 더미1 유적 - 던전 세틀러즈 위키", "Magic Scrap Pile2": "매직 스크랩 더미 2", "Magic Scrap Pile2 Remnant": "마법 폐기물 더미2 유해", "Magic Scrap Pile2 Remnant - Dungeon Settlers Wiki": "마법 스크랩 더미2 조각 - 던전 세틀러즈 위키", "Magic Scrap Pile3": "매직 스크랩 더미 3", "Magic Scrap Pile3 Remnant": "마법 폐기물 더미3 유해", "Magic Scrap Pile3 Remnant - Dungeon Settlers Wiki": "마법 스크랩 더미3 잔해 - 던전 세틀러즈 위키", "Magic Tome": "마법 서적", "Magic attack": "마법 공격", "Magic attack power": "마법 공격력", "Magic damage stat source": "마법 피해 스탯 출처", "Magic res": "마법 저항", "Magic resistance": "마법 저항", "Magic scrap": "마법 폐기물", "Magic scrap piles": "마법 스크랩 더미", "Magic spells": "마법 주문", "Magic stats from": "마법 스탯 출처", "Magic, ignores defense": "마법, 방어 무시", "Magic, ignores defense & shields": "마법, 방어 및 보호막 무시", "Magic, ignores shields": "마법, 방패 무시", "MagicAttackPower": "MagicAttackPower", "MagicAttackPowerPerModifier +{#} (source unconfirmed)": "MagicAttackPowerPerModifier +{#} (출처 미확인)", "MagicAttackPowerPerModifier +{#} (출처 미확인)": "MagicAttackPowerPerModifier +{#} (출처 미확인)", "MagicResistance_": "MagicResistance_", "MagicWorkshop": "MagicWorkshop", "Magical Attack Potion - Dungeon Settlers Wiki": "마공 물약 - 던전 세틀러즈 위키", "Magical Attack Potion icon": "마공 물약 아이콘", "Magical Attack Potion range and area shown on a dungeon room": "던전 방에 표시된 마법 공격 포션의 범위 및 영역", "Magical tool crafting is gradually taking shape, but it is still hard to call it stable. With an improved workshop, the work could be done far more efficiently. \"Magic can become dangerous with even the smallest mistake. We need a better workshop.\"": "마법 도구 제작이 점차 자리를 잡아가고 있지만, 아직 안정적이라고 하기는 어렵다. 공방을 개선하면 훨씬 효율적으로 작업할 수 있을 것이다. \"마법은 작은 실수 하나로도 위험해질 수 있다. 더 나은 공방이 필요하다.\"", "Magical tool crafting is gradually taking shape, but it is still hard to call it stable. With an improved workshop, the work could be done far more efficiently. \"Magic can become dangerous with even the smallest mistake. We need a better workshop.\" ➜ In the improved arcane workshop, magical tool materials can now be handled more stably. \"Now this space looks rather proper.\"": "마법 도구 제작이 점차 자리를 잡아가고 있지만, 아직 안정적이라고 하기는 어렵다. 공방을 개선하면 훨씬 효율적으로 작업할 수 있을 것이다. \"마법은 작은 실수 하나로도 위험해질 수 있다. 더 나은 공방이 필요하다.\" ➜ 개선된 마법 공방에서는 이제 마법 도구 재료를 더 안정적으로 다룰 수 있게 되었다. \"이제야 이 공간이 제법 그럴듯해 보이는군.\"", "Magical tool crafting is gradually taking shape, but it is still hard to call it…": "마법 도구 제작이 점차 형태를 갖추고 있지만, 여전히 그것을 성공이라…", "Main": "주요", "Main 1": "메인 1", "Main 1 - Dungeon Settlers Wiki": "주요 1 - 던전 세틀러즈 위키", "Main 1 icon": "주요 1 아이콘", "Main 2": "메인 2", "Main 2 - Dungeon Settlers Wiki": "메인 2 - 던전 세틀러즈 위키", "Main 2 icon": "메인 2 아이콘", "Main 4": "메인 4", "Main 4 - Dungeon Settlers Wiki": "메인 4 - 던전 세틀러즈 위키", "Main 4 icon": "메인 4 아이콘", "Main 5": "메인 5", "Main 5 - Dungeon Settlers Wiki": "메인 5 - 던전 세틀러즈 위키", "Main 5 icon": "메인 5 아이콘", "Main 6": "메인 6", "Main 6 - Dungeon Settlers Wiki": "메인 6 - 던전 세틀러즈 위키", "Main 6 icon": "메인 6 아이콘", "Main 7": "메인 7", "Main 7 - Dungeon Settlers Wiki": "주요 7 - 던전 세틀러즈 위키", "Main 7 icon": "주요 7 아이콘", "Main 8": "메인 8", "Main 8 - Dungeon Settlers Wiki": "메인 8 - 던전 세틀러즈 위키", "Main 8 icon": "메인 8 아이콘", "Main Quest 0": "메인 임무 0", "Main Quest 0 - Interact with the Wagon": "메인 임무 0 - 마차와 상호작용", "Main Quest 1": "메인 임무 1", "Main Quest 1 - <Build> Crafting Table": "메인 임무 1 - <제작> 제작 테이블 건설", "Main Quest 2": "메인 임무 2", "Main Quest 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "메인 임무 2 - 천 4개 생산; 천 갑옷 1개 생산; 목재 화살 생산", "Main Quest 3": "메인 임무 3", "Main Quest 3 - <Recruit> Secure 4 Members": "메인 임무 3 - <모집> 4명 확보", "Main Quest 4": "메인 임무 4", "Main Quest 4 - Move to the Dungeon": "메인 임무 4 - 던전으로 이동", "Main Quest 5": "메인 임무 5", "Main Quest 5 - Move to the Settlement": "메인 임무 5 - 정착지로 이동", "Main Quest 6": "메인 임무 6", "Main Quest 6 - <Build> Research Table": "메인 임무 6 - <제작> 연구 테이블 건설", "Main Quest 7": "메인퀘 7", "Main Quest 7 - Defeat 1 Red Monster Rat.": "메인 임무 7 - 빨간 괴물 쥐 1마리 격퇴.", "Main Quest 7 - Defeat Red Monster Rat": "메인 퀘스트 7 - 빨간 괴물쥐 격파", "Main Quest 8": "메인 임무 8", "Main Quest 8 - 2 or More Members at Level 2": "메인 임무 8 - 2명 이상이 레벨 2 달성", "Main Quest 8 - Defeat Red Cave Rat": "메인퀘8-붉괴쥐 처치", "Main SP": "메인 SP", "Main SP left": "남은 메인 SP", "Main SkillPoint - Dungeon Settlers Wiki": "주요 스킬 포인트 - 던전 세틀러즈 위키", "Main SkillPoint icon": "주요 스킬 포인트 아이콘", "Main chain": "주요 체인", "Main chain order:": "메인 체인 순서:", "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "메인 던전 최대 층 - '더 깊은 곳으로 탐험하고 싶은 열망' 이벤트 확인용", "Main finale": "주요 결말", "Main quest vs region clear": "주요 임무 대 지역 정리", "Main quests": "메인 임무", "Main skill trees": "주 스킬 트리", "Main skill trees are displayed at the top of the skill window, while Sub skill trees are listed below the divider.": "주 스킬 트리는 스킬 창 상단에 표시되고 보조 스킬 트리는 분할선 아래에 나열됩니다.", "Main skills require the correct type of equipment to be equipped.": "주 스킬은 올바른 유형의 장비를 장착해야 합니다.", "Main story": "메인 스토리", "Main story (Crawling Doom).": "주요 스토리 (기어가는 재난).", "Main story chain, completed in order.": "메인 스토리 체인, 순서대로 완료", "Main story spine": "주요 이야기 척추", "Main trees": "주 트리", "Main, +": "메인, +", "Main, tutorial and NPC quest chains": "메인, 튜토리얼 및 NPC 임무 체인", "Main-quest finale": "주요-임무 결말", "Main/tutorial/NPC quest chains with objectives and rewards.": "목표와 보상이 있는 메인/튜토리얼/NPC 임무 체인.", "Main0": "Main0", "Main0-8: wagon -> workstation -> starter gear -> 4 recruits -> first run -> return -> Research Station -> 2 units Lv2+ -> Red Monster Rat": "Main0-8: 마차 -> 작업대 -> 초기 장비 -> 모집 4명 -> 첫 던전 진행 -> 귀환 -> 연구소 -> 유닛 2명 Lv2+ -> 붉은 몬스터 쥐", "Main1": "Main1", "Main100": "Main100", "Main101": "Main101", "Main2": "Main2", "Main3": "Main3", "Main4": "Main4", "Main5": "Main5", "Main6": "Main6", "Main6 -> Main8 -> Main7": "Main6 -> Main8 -> Main7", "Main7": "Main7", "Main8": "Main8", "Main8 (2 units Lv2+) fires before Main7 (the boss kill)": "Main8(2개 유닛 Lv2+)은 Main7(보스 처치)보다 먼저 실행됩니다", "Main:": "주요:", "MainSkillPointIncrease": "MainSkillPointIncrease", "Maintain Order - Dungeon Settlers Wiki": "질서 유지 - 던전 세틀러즈 위키", "Maintain Order Active": "질서 유지 활성화", "Maintain Order Active - Dungeon Settlers Wiki": "질서 유지 활성 - 던전 세틀러즈 위키", "Maintain Order Active icon": "질서 유지 활성 icon", "Maintain Order icon": "질서 유지 아이콘", "Maintain an Average Mood of 5 or Higher for 12 Hours": "12시간 동안 평균 기분 5 이상 유지", "Major Stats": "주요 스탯", "Major stat": "주요 능력치", "Major stats": "주요 능력치", "Major stats then feed": "주요 스탯은 이후", "MajorStatIncreaseFactorForLevelUpByOfferingType": "MajorStatIncreaseFactorForLevelUpByOfferingType", "MajorStatIncrease_": "MajorStatIncrease_", "MajorStatToFinalStatFactor_": "MajorStatToFinalStatFactor_", "Make a first, short dungeon run": "첫 번째, 짧은 던전 실행", "Male": "남성", "Male Gloth - Dungeon Settlers Wiki": "수컷 글로트 - 던전 세틀러즈 위키", "Male Gloth 3": "수컷 글로트 3", "Male Gloth 3 + Female Gloth 1": "수컷 글로트 3 + 암컷 글로트 1", "Male Gloth Cage - Dungeon Settlers Wiki": "수컷 글로트 우리 - 던전 세틀러즈 위키", "Male Gloth Random": "수컷 글로트 랜덤", "Male Gloth icon": "수컷 글로트 아이콘", "Male Gloth variant": "수컷 글로트 변형", "Male Glowt 3 + Female Glowt 2 + Mudslowgel 1 = 40.5": "수컷 글로트3+암컷 글로트2+머드슬로겔1 = 40.5", "Male Glowt 3 + Mudslowgel 2 = 27.5": "수컷 글로트3+머드슬로겔2 = 27.5", "Male Glowt 4 + Female Glowt 2 = 42": "수컷 글로트4+암컷 글로트2 = 42", "Male Glowt 4 = 26": "수컷 글로트4 = 26", "Male faces only - no female art for": "남성 얼굴만 있음 - 여성 아트 없음:", "MaleGloth": "수컷 글로트", "Male_Aggressive": "Male_Aggressive", "Male_Barbaric": "Male_Barbaric", "Male_Cautious": "Male_Cautious", "Male_Cool": "Male_Cool", "Male_Kind": "Male_Kind", "Male_Vile": "Male_Vile", "Male_leisurely": "Male_leisurely", "Malus": "페널티", "Mana Oversaturation - Dungeon Settlers Wiki": "마력 과포화 - 던전 세틀러즈 위키", "Mana Oversaturation GAMESYSTEM_Environment_{affecterName}": "마력 과포화 GAMESYSTEM_Environment_{affecterName}", "Mana Oversaturation icon": "마력 과포화 아이콘", "Mana Stone": "마나석", "Mana Stone Burrow - Dungeon Settlers Wiki": "마석 땅굴 - 던전 세틀러즈 위키", "Mana Stone Burrow GAMESYSTEM_Environment_{affecterName}": "마석 땅굴 GAMESYSTEM_Environment_{affecterName}", "Mana Stone Burrow icon": "마석 땅굴 아이콘", "Mana Stone Powder - Dungeon Settlers Wiki": "마석 가루 - 던전 세틀러즈 위키", "Mana Stone Powder icon": "마석 가루 아이콘", "Mana device investigation done, here's your reward": "마나 장치 조사 완료, 보상입니다", "Mana stones spent to reach it": "도달하는 데 사용된 마나석", "Mana-stone base quantity per prayer": "기도당 마나-돌 기본 수량", "Mana-stone grade by level": "레벨별 마나-돌 등급", "ManaOversaturation": "ManaOversaturation", "ManaStone drop amount increases by 100%.": "마나 스톤 드롭량이 100% 증가합니다.", "ManaStoneBurrow": "ManaStoneBurrow", "ManaStoneReduceHour": "ManaStoneReduceHour", "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills.": "개체 요약 패널의 '스킬' 탭에서 스킬을 관리할 수 있습니다. 유닛은 주 스킬 포인트와 보조 스킬 포인트를 가지고 있으며, 이를 사용해 스킬을 배울 수 있습니다.", "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills</co": "'스킬' 탭을 통해 스킬을 관리합니다. 엔티티 요약 패널에서 유닛의 주 스킬 포인트와 부 스킬 포인트를 사용하여 스킬을 배울 수 있습니다</co", "Management Construction Material Amount Factor By Difficulty": "Management Construction Material Amount Factor By Difficulty", "Management Crafting Ingredient Amount Factor By Difficulty": "Management Crafting Ingredient Amount Factor By Difficulty", "Management Difficulty: {2}": "Management Difficulty: {2}", "Management Drop Rate Factor By Difficulty": "Management Drop Rate Factor By Difficulty", "Management begins on the brink of collapse.": "관리는 붕괴 직전에서 시작됩니다.", "Management conditions are extremely harsh.": "관리 조건이 매우 가혹합니다.", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "운영 환경이 매우 가혹합니다. 자원과 시간의 여유가 거의 없으며, <color=#ccbeb8>정교한 장기 계획과 손실 관리</color>가 필요합니다.", "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "운영 환경이 매우 가혹합니다. 자원과 시간의 여유가 거의 없으며, <color=#ccbeb8>정교한 장기 계획과 손실 관리</color>가 필요합니다.", "Management difficulty": "관리 난이도", "Management difficulty (material/research cost x0.34-1.66 + mood) is a separate axis and does not affect combat.": "관리 난이도(재료/연구 비용 x0.34-1.66 + 기분)는 별도의 축이며 전투에 영향을 주지 않습니다.", "Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the": "관리 난이도는 전투에는 전혀 영향을 주지 않습니다. 제작, 건설, 연구에 드는 비용(그리고 정착민이 얼마나 까다로운지)을 조정합니다. 이 위키의 다른 곳에 나열된 재료와 작업량 수치는", "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "운영 난이도: 파멸. 던전 체류 단계별 기분 페널티값. FloatValues: D1, D2, D3, D4.", "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "경영 난이도: 파멸. 유닛 레벨별 대우 기대치에 대한 기분 값. FloatValues: Lv1, Lv2, Lv3, Lv4, 레벨5.", "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "운영 난이도: 쉬움. 던전 체류 단계별 기분 페널티값. FloatValues: D1, D2, D3, D4.", "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "운영 난이도: 쉬움. 유닛 레벨별 처우 기대치 기분값. FloatValues: Lv1, Lv2, Lv3, Lv4, 레벨5.", "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "운영 난이도: 어려움. 던전 체류 단계별 기분 페널티값. FloatValues: D1, D2, D3, D4.", "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "운영 난이도: 어려움. 유닛 레벨별 처우 기대치 기분값. FloatValues: Lv1, Lv2, Lv3, Lv4, 레벨5.", "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "운영 난이도: 보통. 던전 체류 단계별 기분 페널티값. FloatValues: D1, D2, D3, D4.", "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "경영 난이도: 보통. 유닛 레벨별 대우 기대치에 대한 기분 값. FloatValues: Lv1, Lv2, Lv3, Lv4, 레벨5.", "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "운영 난이도: 매우 어려움. 던전 체류 단계별 기분 페널티값. FloatValues: D1, D2, D3, D4.", "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "경영 난이도: 매우 어려움. 유닛 레벨별 대우 기대치에 대한 기분 값. FloatValues: Lv1, Lv2, Lv3, Lv4, 레벨5.", "Management_": "Management_", "Mandatory": "필수", "Mandatory root": "필수 루트", "Mandrake (resource node)": "만드라고라 (자원 채집지)", "Mandrake (resource node) - Dungeon Settlers Wiki": "만드라고라 (자원 노드) - 던전 세틀러즈 위키", "Mandrake - Dungeon Settlers Wiki": "만드레이크 - 던전 세틀러즈 위키", "Mandrake Awakened - Dungeon Settlers Wiki": "만드레이크 깨어남 - 던전 세틀러즈 위키", "Mandrake Awakened icon": "만드레이크 깨어남 아이콘", "Mandrake Awakening": "만드라고라 각성", "Mandrake Fixed": "만드레이크 고정", "Mandrake Remnant": "만드라고라 유해", "Mandrake Remnant - Dungeon Settlers Wiki": "만드라고라 조각 - 던전 세틀러즈 위키", "Mandrake icon": "만드레이크 아이콘", "Mandrake range and area shown on a dungeon room": "던전 방에 표시된 만드라고라의 범위 및 영역", "Manhattan": "마름모", "Manhattan r3": "맨해튼 r3", "Manhattan, radius 1": "맨해튼, 반경 1", "Manhattan, radius 2": "맨해튼, 반경 2", "Manhattan, radius 3": "맨해튼, 반경 3", "Manhattan, radius 5": "맨해튼, 반경 5", "Manifest: build/version info plus per-table row counts and schema notes.": "매니페스트: 빌드/버전 정보와 표별 행 수 및 스키마 설명.", "Many parts of the game are still in development, and some content and systems are limited in the demo version.": "게임의 많은 부분이 아직 개발 중이며, 일부 콘텐츠와 시스템은 데모 버전에서 제한되어 있습니다.", "Many parts of...": "많은 부분이...", "Map": "맵", "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "지도 그리드, 정착촌 및 현재 던전 레이아웃 (방, 층, 단계)", "Map spawns": "맵 스폰", "MapExpForEachLevel": "MapExpForEachLevel", "MapSizeMax": "MapSizeMax", "Marked": "표시됨", "Mason Workstation - Dungeon Settlers Wiki": "석공대 - 던전 세틀러즈 위키", "Masterpiece": "걸작", "MasterpieceResult": "MasterpieceResult", "Mature": "성숙", "Mawmurk - Dungeon Settlers Wiki": "머모크 - 던전 세틀러즈 위키", "Mawmurk Cage - Dungeon Settlers Wiki": "머모크 우리 - 던전 세틀러즈 위키", "Mawmurk Hunt Complete - Dungeon Settlers Wiki": "머모크 사냥 완료 - 던전 세틀러즈 위키", "Mawmurk Hunt Complete icon": "머모크 사냥 완료 아이콘", "Mawmurk Random": "머모크 랜덤", "Mawmurk icon": "머모크 아이콘", "Mawmurk variant": "머머크 변형", "Max": "최대", "Max Durability - Dungeon Settlers Wiki": "최대 내구도 - 던전 세틀러즈 위키", "Max Durability icon": "최대 내구도 아이콘", "Max Energy - Dungeon Settlers Wiki": "최대 기력 - 던전 세틀러즈 위키", "Max Energy icon": "최대 기력 아이콘", "Max HP": "최대 생명력", "Max HP bonus": "최대 생명력 보너스", "Max Health (Head) - Dungeon Settlers Wiki": "머리 최대 생명력 - 던전 세틀러즈 위키", "Max Health (Head) icon": "머리 최대 생명력 아이콘", "Max Health (Torso) - Dungeon Settlers Wiki": "몸통 최대 생명력 - 던전 세틀러즈 위키", "Max Health (Torso) icon": "몸통 최대 생명력 아이콘", "Max Health Total - Dungeon Settlers Wiki": "최대 생명력 - 던전 세틀러즈 위키", "Max Health Total Dodge Chance Guard Chance Guard Damage Reduction Physical Resistance Magic Resistance": "최대 생명력 회피 확률 방어 확률 방어 데미지 감소 물리 저항 마법 저항", "Max Health Total Final Multiplier - Dungeon Settlers Wiki": "최대 체력 최종 배율 - 던전 세틀러즈 위키", "Max Health Total Final Multiplier icon": "최대 체력 최종 배율 아이콘", "Max Health Total icon": "최대 생명력 아이콘", "Max Hunger - Dungeon Settlers Wiki": "최대 배고픔 - 던전 세틀러즈 위키", "Max Hunger icon": "최대 배고픔 아이콘", "Max Hunger {#}": "최대 허기 {#}", "Max Level": "최대 레벨", "Max Stress - Dungeon Settlers Wiki": "최대 스트레스 - 던전 세틀러즈 위키", "Max Stress icon": "최대 스트레스 아이콘", "Max Stress {#}": "최대 스트레스 {#}", "Max Weight - Dungeon Settlers Wiki": "최대 무게 - 던전 세틀러즈 위키", "Max Weight icon": "최대 무게 아이콘", "Max Weight {#}": "최대 무게 {#}", "Max durability": "최대 내구도", "Max health": "최대 생명력", "Max possible (": "최대 가능치 (", "Max range": "최대 사정거리", "Max stack": "최대 스택", "Max stacks": "최대 스택", "MaxCapacity": "MaxCapacity", "MaxConversationPerRefresh": "MaxConversationPerRefresh", "MaxEnergy": "MaxEnergy", "MaxExp - Dungeon Settlers Wiki": "최대 경험치 - 던전 세틀러즈 위키", "MaxExp icon": "최대 경험치 아이콘", "MaxExpPerLevel": "MaxExpPerLevel", "MaxFloor": "MaxFloor", "MaxFuelAmount": "MaxFuelAmount", "MaxHealth_": "MaxHealth_", "MaxHunger": "MaxHunger", "MaxLevel": "MaxLevel", "MaxMood": "MaxMood", "MaxMorale": "MaxMorale", "MaxRecreation": "MaxRecreation", "MaxStress": "MaxStress", "MaxWeight": "MaxWeight", "MaxZoomSpeedFactor": "MaxZoomSpeedFactor", "Maximum": "최대", "Maximum (cap)": "최대(상한선)", "Maximum distance at which a player's unit is judged able to move": "플레이어 유닛이 이동할 수 있다고 판단되는 최대 거리", "Maximum distance at which a player's unit is judged able to move during combat": "전투 중 플레이어 유닛이 이동할 수 있다고 판단되는 최대 거리", "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "적 유닛이 공격 등 다양한 상황에서 이동할 수 있다고 판단되는 최대 거리", "Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished.": "하나의 작업대(Workstation)에서 동시에 수행할 수 있는 최대 작업 수. Alpha 1에서는 임시로 6으로 제한되어 있다. 스크롤 관련 작업이 끝나면 이 제한을 제거할 것.", "Maximum quantity of fuel items a building can hold": "건물이 보유할 수 있는 연료 아이템의 최대 수량", "Meal classes": "식사 등급", "Meal classes and racial diets": "식사 등급 및 인종 식단", "Meanness - Dungeon Settlers Wiki": "비열함 - 던전 세틀러즈 위키", "Meanness icon": "비열함 아이콘", "Measured against this same character with no background, traits, inscriptions or gear. These stats drive work, needs and mood - they never touch combat.": "배경, 특성, 각인, 장비가 전혀 없는 동일 캐릭터를 기준으로 측정한 값입니다. 이 스탯들은 작업, 욕구, 기분에 영향을 주며 전투에는 관여하지 않습니다.", "Meat Bug investigation done, here's your reward": "고기 벌레 조사 완료, 보상이야", "Meat Grub": "Meat Grub", "Meat Grub 1": "고기 벌레 1", "Meat Grub 1 (resource node)": "고기 애벌레 1 (자원 채집지)", "Meat Grub 1 (resource node) - Dungeon Settlers Wiki": "고기 애벌레 1 (자원 채집지) - 던전 세틀러즈 위키", "Meat Grub 2": "고기 벌레 2", "Meat Grub 2 (resource node)": "고기 애벌레 2 (자원 채집지)", "Meat Grub 2 (resource node) - Dungeon Settlers Wiki": "고기 유충 2(자원 노드) - 던전 세틀러즈 위키", "Meat Grub1 Remnant": "고기 애벌레1 유해", "Meat Grub1 Remnant - Dungeon Settlers Wiki": "고기 구더기1 유적 - 던전 세틀러즈 위키", "Meat Grub2": "고기 벌레2", "Meat Grub2 Remnant": "고기 애벌레2 유해", "Meat Grub2 Remnant - Dungeon Settlers Wiki": "고기 유충2 조각 - 던전 세틀러즈 위키", "Meat Porridge - Dungeon Settlers Wiki": "고기 죽 - 던전 세틀러즈 위키", "Meat Porridge icon": "고기 죽 아이콘", "Meat Porridge range and area shown on a dungeon room": "던전 방에 표시된 고기 죽의 범위와 영역", "Meat Skewer - Dungeon Settlers Wiki": "고기 꼬치구이 - 던전 세틀러즈 위키", "Meat Skewer icon": "고기 꼬치구이 아이콘", "Meat Skewer range and area shown on a dungeon room": "던전 방에 표시된 고기 꼬치의 범위와 영역", "Meat Stew - Dungeon Settlers Wiki": "고기 스튜 - 던전 세틀러즈 위키", "Meat Stew icon": "고기 스튜 아이콘", "Meat Stew range and area shown on a dungeon room": "던전 방에 표시된 고기 스튜의 범위와 영역", "Meat Worm 2": "Meat Worm 2", "Meat-Eating Rage (Debuff, prints once)": "육식 분노 (디버프, 1회 표시)", "MeatGrub": "MeatGrub", "Mechanics": "메커니즘", "Mechanics - Dungeon Settlers Wiki": "게임 메커니즘 - 던전 세틀러즈 위키", "MedicineCapability": "MedicineCapability", "Mediocre Arcane Workshop minimum room layout": "평범한 신비 작업장 최소 방 레이아웃", "Mediocre Dining Room minimum room layout": "평범한 식당 최소 방 레이아웃", "Mediocre Private Room minimum room layout": "평범한 개인실 최소 방 레이아웃", "Mediocre Research Lab minimum room layout": "평범한 연구소 최소 방 레이아웃", "Mediocre Shared Room minimum room layout": "평범한 공용실 최소 방 레이아웃", "Mediocre Temple minimum room layout": "평범한 사원 최소 방 레이아웃", "Mediocre Workshop minimum room layout": "평범한 작업장 최소 방 레이아웃", "Medium Blue Crystal (resource node)": "중간 파란 수정 (자원 채집지)", "Medium Blue Crystal (resource node) - Dungeon Settlers Wiki": "중형 파란 크리스탈 (자원 노드) - 던전 세틀러즈 위키", "Medium Blue Crystal Random": "중간 파란 결정 랜덤", "Medium Blue Crystal Remnant": "중간 파란 수정 유해", "Medium Blue Crystal Remnant - Dungeon Settlers Wiki": "중간 파란 결정석 조각 - 던전 세틀러즈 위키", "Medium Copper Node (resource node)": "중형 구리 광산 (자원 노드)", "Medium Copper Node (resource node) - Dungeon Settlers Wiki": "중형 구리 노드 (자원 노드) - 던전 세틀러즈 위키", "Medium Copper Node Random": "중간 구리 광맥 랜덤", "Medium Copper Node Remnant": "중간 구리 광맥 유해", "Medium Copper Node Remnant - Dungeon Settlers Wiki": "중형 구리 노드 유적 - 던전 세틀러즈 위키", "Medium Dirt Rock (resource node)": "중형 흙 바위 (자원 노드)", "Medium Dirt Rock (resource node) - Dungeon Settlers Wiki": "중형 흙 바위 (자원 노드) - 던전 세틀러즈 위키", "Medium Dirt Rock Fixed": "중간 흙돌 고정", "Medium Dirt Rock Random": "중형 흙 바위 무작위", "Medium Dirt Rock Remnant": "중간 흙 바위 유해", "Medium Dirt Rock Remnant - Dungeon Settlers Wiki": "중간 흙 돌 조각 - 던전 세틀러즈 위키", "Medium Green Crystal (resource node)": "중간 초록 수정 (자원 채집지)", "Medium Green Crystal (resource node) - Dungeon Settlers Wiki": "중간 초록색 수정 (자원 노드) - 던전 세틀러즈 위키", "Medium Green Crystal Random": "중형 녹색 결정 무작위", "Medium Green Crystal Remnant": "중간 초록 수정 유해", "Medium Green Crystal Remnant - Dungeon Settlers Wiki": "중간 초록 결정석 조각 - 던전 세틀러즈 위키", "Medium Mud Slime - Dungeon Settlers Wiki": "중형 진흙 슬라임 - 던전 세틀러즈 위키", "Medium Mud Slime icon": "중형 진흙 슬라임 아이콘", "Medium Mud Slime variant": "중형 진흙 슬라임 변형", "Medium Red Crystal (resource node)": "중간 빨강 수정 (자원 채집지)", "Medium Red Crystal (resource node) - Dungeon Settlers Wiki": "중간 빨간 결정석(자원 노드) - 던전 세틀러즈 위키", "Medium Red Crystal Random": "중형 붉은 결정 무작위", "Medium Red Crystal Remnant": "중간 빨강 수정 유해", "Medium Red Crystal Remnant - Dungeon Settlers Wiki": "중간 빨간색 수정 잔해 - 던전 세틀러즈 위키", "Medium Silver Vein (resource node)": "중간 은광 (자원 채집지)", "Medium Silver Vein (resource node) - Dungeon Settlers Wiki": "중간 은광맥(자원 노드) - 던전 세틀러즈 위키", "Medium Silver Vein Random": "중형 은맥 무작위", "Medium Silver Vein Remnant": "중간 은광 유해", "Medium Silver Vein Remnant - Dungeon Settlers Wiki": "중형 은광맥 유적 - 던전 세틀러즈 위키", "Medium Slime - Dungeon Settlers Wiki": "중형 슬라임 - 던전 세틀러즈 위키", "Medium Slime Random": "중형 슬라임 랜덤", "Medium Slime icon": "중형 슬라임 아이콘", "Medium Slime variant": "중형 슬라임 변형", "Medium Spore Slime - Dungeon Settlers Wiki": "중형 포자 슬라임 - 던전 세틀러즈 위키", "Medium Spore Slime Random": "중형 포자 슬라임 랜덤", "Medium Spore Slime icon": "중형 포자 슬라임 아이콘", "Medium Spore Slime variant": "중형 포자 슬라임 변형", "Medium-Sized Normal Battle Room": "중간 크기 일반 전투 방", "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "중간 크기 일반 전투 방 - 던전 세틀러즈 위키", "Medium-Sized Normal Battle Room map": "중간 크기 일반 전투 방 맵", "Melee": "근접", "Melee attacks against units under": "다음 상태의 유닛에게 가하는 근접 공격은", "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "근접은 원거리보다 약 30% 더 많은 위협을 생성하므로, 전선 유닛이 몬스터를 당신의 약한 원거리 및 시전자로부터 멀리 유지합니다.", "Melee skill-spammer": "근접 스킬 연타형", "MeleeHitChance": "MeleeHitChance", "Mend worn gear at a": "마모된 장비를 다음에서 수리", "Mental Break": "정신 붕괴", "Mental Collapse - Dungeon Settlers Wiki": "정신 붕괴 - 던전 세틀러즈 위키", "Mental Collapse icon": "정신 붕괴 아이콘", "Mental Collapse: Panic - Dungeon Settlers Wiki": "정신 붕괴:공황 - 던전 세틀러즈 위키", "Mental Collapse: Panic icon": "정신 붕괴:공황 아이콘", "Mental breakdown": "정신 붕괴", "Mental breakdown in": "정신 붕괴까지", "Mental breakdown in {#} - survives it": "{#} 후 정신 붕괴 - 생존합니다", "MentalBreak": "MentalBreak", "MentalBreakAfterEffectDuration": "MentalBreakAfterEffectDuration", "MentalBreakDuration": "MentalBreakDuration", "MentalBreakStressInitializer": "MentalBreakStressInitializer", "Menu": "메뉴", "Mercenary - Dungeon Settlers Wiki": "용병 - 던전 세틀러즈 위키", "Mercenary icon": "용병 아이콘", "Merchant": "상인", "Merchant Chamber Completed - Dungeon Settlers Wiki": "상단실 완성 - 던전 세틀러즈 위키", "Merchant Chamber Completed icon": "상단실 완성 아이콘", "Merchant Chamber minimum room layout": "상인의 방 최소 방 레이아웃", "Merchant Room": "상인 방", "Merchant trade pools: items, chances, amounts, discounts.": "상인 거래 풀: 아이템, 확률, 수량, 할인.", "Merchant's Table": "상인의 테이블", "Merchant's scales - Dungeon Settlers Wiki": "상인의 저울 - 던전 세틀러즈 위키", "Merchant's scales icon": "상인의 저울 아이콘", "MerchantRoom": "MerchantRoom", "Merchants": "상인", "Merchants - Dungeon Settlers Wiki": "상인 - 던전 세틀러즈 위키", "Messenger - Dungeon Settlers Wiki": "전령 - 던전 세틀러즈 위키", "Messenger icon": "전령 아이콘", "Metal Charge - Dungeon Settlers Wiki": "메탈 차지 - 던전 세틀러즈 위키", "Metal Charge icon": "메탈 차지 아이콘", "Metal Charge range and area on a dungeon room": "던전 방에서 금속 충전 범위 및 면적", "Metal Charge range and area shown on a dungeon room": "던전 방에 표시된 금속 돌진의 범위 및 영역", "Metal Processing 1": "금속 가공 1", "Metal Processing 1 Complete": "금속 처리 1 완료", "Metal Scarab - Dungeon Settlers Wiki": "철갑충 - 던전 세틀러즈 위키", "Metal Scarab Cage - Dungeon Settlers Wiki": "철갑충 우리 - 던전 세틀러즈 위키", "Metal Scarab Random": "금속 딱정벌레 랜덤", "Metal Scarab Soul Stone - Dungeon Settlers Wiki": "철갑충 영혼석 - 던전 세틀러즈 위키", "Metal Scarab Soul Stone icon": "철갑충 영혼석 아이콘", "Metal Scarab icon": "철갑충 아이콘", "Metal Scarab variant": "금속 풍뎅이 변형", "Metal Skin Potion - Dungeon Settlers Wiki": "철갑 피부 포션 - 던전 세틀러즈 위키", "Metal Skin Potion icon": "철갑 피부 포션 아이콘", "Metal Skin Potion range and area shown on a dungeon room": "던전 방에 표시된 금속 피부 포션의 범위 및 영역", "MetalScarab": "MetalScarab", "Method": "방법", "Mgmt difficulty": "관리 난이도", "Mid-Grade Fire Essence (10.34%)": "중급 화염의 정수 (10.34%)", "Mid-Grade Fire Essence (9.68%)": "중급 화염의 정수 (9.68%)", "Mid-Grade Fire Essence - Dungeon Settlers Wiki": "중급 화염의 정령 정수 - 던전 세틀러즈 위키", "Mid-Grade Fire Essence icon": "중급 화염의 정령 정수 아이콘", "Mid-Grade Nature Essence - Dungeon Settlers Wiki": "중급 자연의 정령 정수 - 던전 세틀러즈 위키", "Mid-Grade Nature Essence icon": "중급 자연의 정령 정수 아이콘", "Mid-Grade Water Essence (8.57%)": "중급 수의 정수 (8.57%)", "Mid-Grade Water Essence - Dungeon Settlers Wiki": "중급 물의 정령 정수 - 던전 세틀러즈 위키", "Mid-Grade Water Essence icon": "중급 물의 정령 정수 아이콘", "Mid-grade Attack Speed Inscription - Dungeon Settlers Wiki": "중급 공격 속도 각인 - 던전 세틀러즈 위키", "Mid-grade Attack Speed Inscription icon": "중급 공격 속도 각인 아이콘", "Mid-grade Cooldown Reduction Inscription - Dungeon Settlers Wiki": "중급 재사용 대기시간 감소 각인 - 던전 세틀러즈 위키", "Mid-grade Cooldown Reduction Inscription icon": "중급 재사용 대기시간 감소 각인 아이콘", "Mid-grade Critical Chance Inscription - Dungeon Settlers Wiki": "중급 치명타 확률 각인 - 던전 세틀러즈 위키", "Mid-grade Critical Chance Inscription icon": "중급 치명타 확률 각인 아이콘", "Mid-grade Critical Damage Inscription - Dungeon Settlers Wiki": "중급 치명타 피해 각인 - 던전 세틀러즈 위키", "Mid-grade Critical Damage Inscription icon": "중급 치명타 피해 각인 아이콘", "Mid-grade Dodge Chance Inscription - Dungeon Settlers Wiki": "중급 회피 각인 - 던전 세틀러즈 위키", "Mid-grade Dodge Chance Inscription icon": "중급 회피 각인 아이콘", "Mid-grade Guard Chance Inscription - Dungeon Settlers Wiki": "중급 가드 확률 각인 - 던전 세틀러즈 위키", "Mid-grade Guard Chance Inscription icon": "중급 가드 확률 각인 아이콘", "Mid-grade Guard Damage Reduction Inscription - Dungeon Settlers Wiki": "중급 가드 피해 감소 각인 - 던전 세틀러즈 위키", "Mid-grade Guard Damage Reduction Inscription icon": "중급 가드 피해 감소 각인 아이콘", "Mid-grade Health Regeneration Inscription - Dungeon Settlers Wiki": "중급 생명력 재생 각인 - 던전 세틀러즈 위키", "Mid-grade Health Regeneration Inscription icon": "중급 생명력 재생 각인 아이콘", "Mid-grade Hit Chance Inscription - Dungeon Settlers Wiki": "중급 명중 각인 - 던전 세틀러즈 위키", "Mid-grade Hit Chance Inscription icon": "중급 명중 각인 아이콘", "Mid-grade Life Steal Inscription - Dungeon Settlers Wiki": "중급 생명력 흡수 각인 - 던전 세틀러즈 위키", "Mid-grade Life Steal Inscription icon": "중급 생명력 흡수 각인 아이콘", "Mid-grade Magic Attack Inscription - Dungeon Settlers Wiki": "중급 마법 공격 각인 - 던전 세틀러즈 위키", "Mid-grade Magic Attack Inscription icon": "중급 마법 공격 각인 아이콘", "Mid-grade Magic Resistance Inscription - Dungeon Settlers Wiki": "중급 마법 저항 각인 - 던전 세틀러즈 위키", "Mid-grade Magic Resistance Inscription icon": "중급 마법 저항 각인 아이콘", "Mid-grade Mana Stone": "중급 마석", "Mid-grade Max Energy Inscription - Dungeon Settlers Wiki": "중급 기력 각인 - 던전 세틀러즈 위키", "Mid-grade Max Energy Inscription icon": "중급 기력 각인 아이콘", "Mid-grade Max Health Inscription - Dungeon Settlers Wiki": "중급 생명력 각인 - 던전 세틀러즈 위키", "Mid-grade Max Health Inscription icon": "중급 생명력 각인 아이콘", "Mid-grade Max Weight Inscription - Dungeon Settlers Wiki": "중급 적재량 각인 - 던전 세틀러즈 위키", "Mid-grade Max Weight Inscription icon": "중급 적재량 각인 아이콘", "Mid-grade Movement Speed Inscription - Dungeon Settlers Wiki": "중급 이동 속도 각인 - 던전 세틀러즈 위키", "Mid-grade Movement Speed Inscription icon": "중급 이동 속도 각인 아이콘", "Mid-grade Physical Attack Inscription - Dungeon Settlers Wiki": "중급 물리 공격 각인 - 던전 세틀러즈 위키", "Mid-grade Physical Attack Inscription icon": "중급 물리 공격 각인 아이콘", "Mid-grade Physical Resistance Inscription - Dungeon Settlers Wiki": "중급 물리 저항 각인 - 던전 세틀러즈 위키", "Mid-grade Physical Resistance Inscription icon": "중급 물리 저항 각인 아이콘", "MidGradeManaStones drop with a 5% probability when mining stone.": "채석 시 중급 마나 스톤이 5% 확률로 드롭됩니다.", "MiddleSlime": "MiddleSlime", "Min": "최소", "Min Size": "최소 크기", "Min size": "최소 크기", "MinPerHour": "MinPerHour", "MinZoomSpeedFactor": "MinZoomSpeedFactor", "Mind the": "다음에 주의하십시오", "Miner - Dungeon Settlers Wiki": "광부 - 던전 세틀러즈 위키", "Miner icon": "광부 아이콘", "Mini Slime": "미니 슬라임", "Mini Slime - Dungeon Settlers Wiki": "소형 슬라임 - 던전 세틀러즈 위키", "Mini Slime icon": "소형 슬라임 아이콘", "Mini Slime variant": "미니 슬라임 변형", "Minimal Support Wagon - Dungeon Settlers Wiki": "거의 없는 지원 마차 - 던전 세틀러즈 위키", "Minimum interior floor area, in tiles inside the walls": "벽 내부의 최소 내부 바닥 면적 (타일 단위)", "Minimum layout meeting every requirement. Click to enlarge": "모든 요구 사항을 충족하는 최소 배치. 클릭하여 확대", "Minimum layout meeting every requirement: 1x1 floor (1 tiles); Straw Wall + Log Floor + Straw Door. Click to enlarge": "모든 요구사항을 충족하는 최소 레이아웃: 1x1 바닥 (1 타일); 짚 벽 + 통나무 바닥 + 짚 문. 확대하려면 클릭", "Minimum layout meeting every requirement: 1x1 floor (1 tiles); 짚 벽 + 통나무 바닥 + 짚 문. Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 1x1 바닥(타일 1개); 짚 벽 + 통나무 바닥 + 짚 문. 클릭하면 확대", "Minimum layout meeting every requirement: 3x3 floor (9 tiles); Straw Wall + Log Floor + Straw Door. Click to enlarge": "모든 요구사항을 충족하는 최소 레이아웃: 3x3 바닥 (9타일); 짚 벽 + 통나무 바닥 + 짚 문. 확대하려면 클릭하세요", "Minimum layout meeting every requirement: 3x3 floor (9 tiles); 짚 벽 + 통나무 바닥 + 짚 문. Click to enlarge": "모든 요구 조건을 충족하는 최소 배치: 3x3 바닥(9칸); 짚 벽 + 통나무 바닥 + 짚 문. 클릭하면 확대됩니다.", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Log Wall + Log Floor + Log Door; 1 decorations (deco quality 30). Click to enlarge": "모든 조건을 충족하는 최소 배치: 4x4 바닥(16타일); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식 1개(장식 품질 30). 클릭하면 확대", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Log Wall + Log Floor + Log Door; 1 decorations (deco quality 35). Click to enlarge": "모든 요구 조건을 충족하는 최소 배치: 4x4 바닥(타일 16개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식 1개(장식 품질 35). 클릭하면 확대됩니다", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Log Wall + Log Floor + Log Door; 1 decorations (deco quality 40). Click to enlarge": "모든 조건을 충족하는 최소 배치: 4x4 바닥(16타일); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식 1개(장식 품질 40). 클릭하면 확대", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); Log Wall + Log Floor + Log Door; 2 decorations (deco quality 80). Click to enlarge": "모든 조건을 충족하는 최소 배치: 4x4 바닥(16타일); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식 2개(장식 품질 80). 클릭하면 확대", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); 통나무 벽 + 통나무 바닥 + 통나무 문; 1 decorations (deco quality 30). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 4x4 바닥(타일 16개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식품 1개(장식 품질 30). 클릭하면 확대", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); 통나무 벽 + 통나무 바닥 + 통나무 문; 1 decorations (deco quality 35). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 4x4 바닥(타일 16개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식품 1개(장식 품질 35). 클릭하면 확대", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); 통나무 벽 + 통나무 바닥 + 통나무 문; 1 decorations (deco quality 40). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 4x4 바닥(타일 16개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식품 1개(장식 품질 40). 클릭하면 확대", "Minimum layout meeting every requirement: 4x4 floor (16 tiles); 통나무 벽 + 통나무 바닥 + 통나무 문; 2 decorations (deco quality 80). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 4x4 바닥(타일 16개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식품 2개(장식 품질 80). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Log Wall + Log Floor + Log Door; 2 decorations (deco quality 70). Click to enlarge": "모든 요구 조건을 충족하는 최소 배치: 6x4 바닥(타일 24개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식 2개(장식 품질 70). 클릭하면 확대됩니다", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Log Wall + Log Floor + Log Door; 2 decorations (deco quality 81). Click to enlarge": "모든 조건을 충족하는 최소 배치: 6x4 바닥(24타일); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식 2개(장식 품질 81). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Lumber Wall + Wood Floor + Lumber Door; 2 decorations (deco quality 65). Click to enlarge": "모든 조건을 충족하는 최소 배치: 6x4 바닥(24타일); 목재 벽 + 나무 바닥 + 목재 문; 장식 2개(장식 품질 65). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Lumber Wall + Wood Floor + Lumber Door; 2 decorations (deco quality 70). Click to enlarge": "모든 요구 조건을 충족하는 최소 배치: 6x4 바닥(타일 24개); 목재 벽 + 나무 바닥 + 목재 문; 장식 2개(장식 품질 70). 클릭하면 확대됩니다", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); Lumber Wall + Wood Floor + Lumber Door; 5 decorations (deco quality 140). Click to enlarge": "모든 조건을 충족하는 최소 배치: 6x4 바닥(24타일); 목재 벽 + 나무 바닥 + 목재 문; 장식 5개(장식 품질 140). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 통나무 벽 + 통나무 바닥 + 통나무 문; 2 decorations (deco quality 70). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 6x4 바닥(타일 24개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식품 2개(장식 품질 70). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 통나무 벽 + 통나무 바닥 + 통나무 문; 2 decorations (deco quality 81). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 6x4 바닥(타일 24개); 통나무 벽 + 통나무 바닥 + 통나무 문; 장식품 2개(장식 품질 81). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 판자 벽 + 나무 바닥 + 판자 문; 2 decorations (deco quality 65). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 6x4 바닥(타일 24개); 판자 벽 + 나무 바닥 + 판자 문; 장식품 2개(장식 품질 65). 클릭하면 확대", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 판자 벽 + 나무 바닥 + 판자 문; 2 decorations (deco quality 70). Click to enlarge": "모든 요구 조건을 충족하는 최소 배치: 6x4 바닥(24칸); 판자 벽 + 나무 바닥 + 판자 문; 장식품 2개(장식 품질 70). 클릭하면 확대됩니다.", "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 판자 벽 + 나무 바닥 + 판자 문; 5 decorations (deco quality 140). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 6x4 바닥(타일 24개); 판자 벽 + 나무 바닥 + 판자 문; 장식품 5개(장식 품질 140). 클릭하면 확대", "Minimum layout meeting every requirement: 6x6 floor (36 tiles); Lumber Wall + Wood Floor + Lumber Door; 5 decorations (deco quality 135). Click to enlarge": "모든 조건을 충족하는 최소 배치: 6x6 바닥(36타일); 목재 벽 + 나무 바닥 + 목재 문; 장식 5개(장식 품질 135). 클릭하면 확대", "Minimum layout meeting every requirement: 6x6 floor (36 tiles); Lumber Wall + Wood Floor + Lumber Door; 5 decorations (deco quality 141). Click to enlarge": "모든 조건을 충족하는 최소 배치: 6x6 바닥(36타일); 목재 벽 + 나무 바닥 + 목재 문; 장식 5개(장식 품질 141). 클릭하면 확대", "Minimum layout meeting every requirement: 6x6 floor (36 tiles); 판자 벽 + 나무 바닥 + 판자 문; 5 decorations (deco quality 135). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 6x6 바닥(타일 36개); 판자 벽 + 나무 바닥 + 판자 문; 장식품 5개(장식 품질 135). 클릭하면 확대", "Minimum layout meeting every requirement: 6x6 floor (36 tiles); 판자 벽 + 나무 바닥 + 판자 문; 5 decorations (deco quality 141). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 6x6 바닥(타일 36개); 판자 벽 + 나무 바닥 + 판자 문; 장식품 5개(장식 품질 141). 클릭하면 확대", "Minimum layout meeting every requirement: 7x2 floor (14 tiles); Straw Wall + Log Floor + Straw Door. Click to enlarge": "모든 요구사항을 만족하는 최소 레이아웃: 7x2 바닥 (14 타일); 짚 벽 + 통나무 바닥 + 짚 문. 클릭하여 확대", "Minimum layout meeting every requirement: 7x2 floor (14 tiles); 짚 벽 + 통나무 바닥 + 짚 문. Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 7x2 바닥(타일 14개); 짚 벽 + 통나무 바닥 + 짚 문. 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Stone Wall + Stone Floor + Stone Door; 10 decorations (deco quality 270). Click to enlarge": "모든 조건을 충족하는 최소 배치: 8x4 바닥(32타일); 석재 벽 + 석재 바닥 + 석재 문; 장식 10개(장식 품질 270). 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Stone Wall + Stone Floor + Stone Door; 5 decorations (deco quality 125). Click to enlarge": "모든 조건을 충족하는 최소 배치: 8x4 바닥(32타일); 석재 벽 + 석재 바닥 + 석재 문; 장식 5개(장식 품질 125). 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Stone Wall + Stone Floor + Stone Door; 5 decorations (deco quality 130). Click to enlarge": "모든 요건을 충족하는 최소 레이아웃: 8x4 바닥 (타일 32개); 돌벽 + 돌바닥 + 돌문; 장식 5개 (장식 품질 130). 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); Stone Wall + Stone Floor + Stone Door; 5 decorations (deco quality 135). Click to enlarge": "모든 요구 조건을 충족하는 최소 배치: 8x4 바닥(타일 32개); 석재 벽 + 석재 바닥 + 석재 문; 장식 5개(장식 품질 135). 클릭하면 확대됩니다", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 석재 벽 + 석재 바닥 + 석재 문; 10 decorations (deco quality 270). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 8x4 바닥(타일 32개); 석재 벽 + 석재 바닥 + 석재 문; 장식품 10개(장식 품질 270). 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 석재 벽 + 석재 바닥 + 석재 문; 5 decorations (deco quality 125). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 8x4 바닥(타일 32개); 석재 벽 + 석재 바닥 + 석재 문; 장식품 5개(장식 품질 125). 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 석재 벽 + 석재 바닥 + 석재 문; 5 decorations (deco quality 130). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 8x4 바닥(타일 32개); 석재 벽 + 석재 바닥 + 석재 문; 장식품 5개(장식 품질 130). 클릭하면 확대", "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 석재 벽 + 석재 바닥 + 석재 문; 5 decorations (deco quality 135). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 8x4 바닥(타일 32개); 석재 벽 + 석재 바닥 + 석재 문; 장식품 5개(장식 품질 135). 클릭하면 확대", "Minimum layout meeting every requirement: 8x6 floor (48 tiles); Stone Wall + Stone Floor + Stone Door; 10 decorations (deco quality 269). Click to enlarge": "모든 조건을 충족하는 최소 배치: 8x6 바닥(48타일); 석재 벽 + 석재 바닥 + 석재 문; 장식 10개(장식 품질 269). 클릭하면 확대", "Minimum layout meeting every requirement: 8x6 floor (48 tiles); Stone Wall + Stone Floor + Stone Door; 10 decorations (deco quality 275). Click to enlarge": "모든 조건을 충족하는 최소 배치: 8x6 바닥(48타일); 석재 벽 + 석재 바닥 + 석재 문; 장식 10개(장식 품질 275). 클릭하면 확대", "Minimum layout meeting every requirement: 8x6 floor (48 tiles); 석재 벽 + 석재 바닥 + 석재 문; 10 decorations (deco quality 269). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 8x6 바닥(타일 48개); 석재 벽 + 석재 바닥 + 석재 문; 장식품 10개(장식 품질 269). 클릭하면 확대", "Minimum layout meeting every requirement: 8x6 floor (48 tiles); 석재 벽 + 석재 바닥 + 석재 문; 10 decorations (deco quality 275). Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: 8x6 바닥(타일 48개); 석재 벽 + 석재 바닥 + 석재 문; 장식품 10개(장식 품질 275). 클릭하면 확대", "Minimum layout meeting every requirement: {#}. Click to enlarge": "모든 요구 사항을 충족하는 최소 배치: {#}. 클릭하여 확대", "Mining Capability - Dungeon Settlers Wiki": "채광 능력치 - 던전 세틀러즈 위키", "Mining Capability icon": "채광 능력치 아이콘", "Mining Capability {#}": "채굴 능력 {#}", "MiningCapability": "MiningCapability", "Miscellaneous": "기타", "Missing \"": "누락: \"", "Missing HP %": "누락 생명력 %", "Missing-HP scaling": "누락된 생명력 스케일링", "Missing-HP scaling calculator": "누락된 생명력 스케일링 계산기", "Missing-HP scaling effects": "누락된 생명력 스케일링 효과", "Mobility & Vision": "기동력 & 시야", "Mocking Grin - Dungeon Settlers Wiki": "모킹 그린 - 던전 세틀러즈 위키", "Mocking Grin icon": "모킹 그린 아이콘", "Moderate": "범재", "Modest Treasure Chest - Dungeon Settlers Wiki": "수수한 보물 상자 - 던전 세틀러즈 위키", "Modest Treasure Chest Remnant": "소박한 보물 상자 유해", "Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "수수한 보물 상자 잔해 - 던전 세틀러즈 위키", "Modified (1)": "수정됨 (1)", "Modified (2)": "수정됨 (2)", "Modified (3)": "수정됨 (3)", "Modified (42)": "Modified (42)", "Modified ({#})": "수정됨 ({#})", "Modified by effects": "수정하는 효과", "Modified by equipment": "수정하는 장비", "Modified by skills": "수정하는 스킬", "Modifier Keys": "수정자 키", "ModifierPerCurrentAndRequiredCraftingGap": "ModifierPerCurrentAndRequiredCraftingGap", "Modifiers": "수정자", "Moments ago": "잠시 전", "Monster": "몬스터", "Monster Attacks Damage Ranking": "몬스터 공격 피해량 순위", "Monster Barbecue - Dungeon Settlers Wiki": "괴물 통구이 - 던전 세틀러즈 위키", "Monster Barbecue icon": "괴물 통구이 아이콘", "Monster Barbecue range and area shown on a dungeon room": "던전 방에 표시된 몬스터 바비큐의 범위와 영역", "Monster Detection & Aggro": "몬스터 탐지 & 어그로", "Monster Detection & Aggro - Dungeon Settlers Wiki": "몬스터 탐지 및 어그로 - 던전 세틀러즈 위키", "Monster Difficulty Devastation": "몬스터 난이도 파멸", "Monster Difficulty Devastation - Dungeon Settlers Wiki": "몬스터 난이도 파멸 - 던전 세틀러즈 위키", "Monster Difficulty Devastation icon": "몬스터 난이도 파멸 icon", "Monster Difficulty Easy": "몬스터 난이도 쉬움", "Monster Difficulty Easy - Dungeon Settlers Wiki": "몬스터 난이도 쉬움 - 던전 정착자 위키", "Monster Difficulty Easy icon": "몬스터 난이도 쉬움 아이콘", "Monster Difficulty Normal": "몬스터 난이도 보통", "Monster Difficulty Normal - Dungeon Settlers Wiki": "몬스터 난이도 보통 - 던전 세틀러즈 위키", "Monster Difficulty Normal icon": "몬스터 난이도 보통 icon", "Monster Difficulty Very Hard": "몬스터 난이도 매우 어려움", "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "몬스터 난이도 매우 어려움 - 던전 세틀러즈 위키", "Monster Difficulty Very Hard icon": "몬스터 난이도 매우 어려움 icon", "Monster HP": "몬스터 생명력", "Monster Pool": "몬스터 풀", "Monster Rat Soul Stone - Dungeon Settlers Wiki": "괴물쥐 영혼석 - 던전 세틀러즈 위키", "Monster Rat Soul Stone icon": "괴물쥐 영혼석 아이콘", "Monster Voice Kits": "몬스터 음성 키트", "Monster abilities": "몬스터 능력", "Monster animations": "몬스터 애니메이션", "Monster attack": "몬스터 공격", "Monster attacks": "몬스터 공격", "Monster crit damage uses the": "몬스터 치명타 피해량은 다음을 사용합니다:", "Monster crit damage uses the {#}% default - monsters carry no per-unit crit-damage bonus.": "몬스터 치명타 피해는 기본값 {#}%를 사용합니다 - 몬스터는 유닛별 치명타 피해 보너스가 없습니다.", "Monster drops": "몬스터 드롭", "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.": "일반 등급보다 높은 몬스터 등급이다. 정예는 더 좋은 전리품을 드롭하며; 보스는 마나석을 확정 지급하고 특수 드롭도 준다. 일부 각인(예: 도전)은 정예와 보스 적에게 주는 피해를 특별히 증가시킨다.", "Monster has Night Vision": "몬스터가 야시감 보유", "Monster respawn interval": "몬스터 리스폰 간격", "Monster skills": "몬스터 스킬", "Monster skills:": "몬스터 스킬:", "Monster spawn groups: pool, counts, region/room bindings.": "몬스터 출현 그룹: 풀, 개수, 지역/방 연결.", "Monster stat": "몬스터 능력치", "Monster thorns (Spike / Crystal Turtle)": "몬스터 가시(스파이크 / 수정 거북)", "Monster thorns / carapace (50%)": "몬스터 가시/껍질(50%)", "Monster thorns.": "몬스터 가시.", "Monster trait": "몬스터 특성", "Monster vision range (tiles)": "몬스터 시야 범위 (타일)", "Monster's Vision Range": "몬스터의 시야 범위", "MonsterRat": "MonsterRat", "MonsterSkill": "MonsterSkill", "Monsters": "몬스터", "Monsters & NPCs": "몬스터 & NPC", "Monsters & units": "몬스터 & 유닛", "Monsters - Dungeon Settlers Wiki": "몬스터 - 던전 세틀러즈 위키", "Monsters of the Beast Faction have 20% more health and receive 50% more experience.": "야수 진영의 괴물은 20% 더 많은 생명력을 가지며 50% 더 많은 경험을 얻습니다.", "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "야수 진영의 몬스터는 {0}% 더 많은 체력을 가지며 {1}% 더 많은 경험치를 받습니다.", "Monsters only": "몬스터만", "Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when": "몬스터는 전투 난이도가 높을수록 더 빠르게 리스폰합니다(쉬움 1200분, 보통 900분, 어려움 이상 600분마다). 그래서 층이 더 빨리 다시 채워집니다. 그리고", "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "몬스터는 시간이 지날수록 강해집니다 (AFFECTER_MagicSaturation). 증가 폭은 아직 해석되지 않았으며 표시만 될 뿐 수치에는 반영되지 않습니다.", "Monsters, NPCs and player units with stats, skills and drops": "몬스터, NPC 및 플레이어 유닛 (스탯, 스킬, 드롭 포함)", "Monsters, spawns and loot": "몬스터, 스폰 및 전리품", "Mood & Stress": "기분 & 스트레스", "Mood & Stress page": "기분 & 스트레스 페이지", "Mood +": "기분 +", "Mood +2 on dungeon floor 3 or deeper (Pioneering Spirit effect)": "던전 3층 이상에서 무드+2 (개척 정신 효과)", "Mood +2 while on dungeon floor {#} or deeper.": "던전 {#}층 이상에서 무드 +2.", "Mood +2 while on dungeon floor {0} or deeper.": "던전 {0}층 이상에서 무드 +2.", "Mood +2 within 5 tiles; lingers 60 seconds.": "5타일 이내 기분 +2. 60초 동안 지속됩니다.", "Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "5타일 이내 기분 +4, 에너지 재생량 +0.03. 60초 동안 지속됩니다. (오래된 개발 메모에는 +8로 적혀 있으나 엔진은 +4를 적용합니다.)", "Mood -": "기분 -", "Mood - Dungeon Settlers Wiki": "기분 - 던전 세틀러즈 위키", "Mood -2": "기분 -2", "Mood -2, Max Stamina -20%": "기분 -2, 최대 체력 -20%", "Mood -20": "무드 -20", "Mood -3": "기분 -3", "Mood Simulator": "기분 시뮬레이터", "Mood Simulator - Dungeon Settlers Wiki": "기분 시뮬레이터 - 던전 정착자 위키", "Mood Value Decrease": "기분 값 감소", "Mood and Stress": "기분과 스트레스", "Mood bonuses": "기분 보너스", "Mood bonuses (+)": "기분 보너스 (+)", "Mood controls stress": "기분이 스트레스를 조절합니다", "Mood decreases due to negative conditions like hunger or extended dungeon stays, and increases through positive experiences like resting or eating good food.": "기분은 허기나 장시간의 던전 체류와 같은 부정적인 상황으로 인해 감소하며, 휴식이나 좋은 음식 섭취와 같은 긍정적인 경험을 통해 증가합니다.", "Mood decreases.": "기분이 감소합니다.", "Mood equipment": "기분 장비", "Mood icon": "기분 아이콘", "Mood increases after chatting with another companion.": "다른 동료와 대화한 후 기분이 증가합니다.", "Mood increases after enjoying a game of cards.": "카드 게임을 즐긴 후 기분이 증가합니다.", "Mood increases after enjoying a game of darts.": "다트 게임을 즐긴 후 기분이 증가합니다.", "Mood increases after enjoying a game of dice.": "주사위 게임을 즐긴 후 기분이 증가합니다.", "Mood increases.": "기분이 증가합니다.", "Mood increases. Energy Regeneration increases.": "기분 증가. 에너지 재생 증가.", "Mood is a per-settler value equal to the": "기분은 정착민별 값으로 다음과 같음", "Mood is the lever on Stress.": "기분은 스트레스의 레버입니다.", "Mood items": "기분 항목", "Mood penalties": "기분 페널티", "Mood penalties (-)": "기분 페널티 (-)", "Mood penalty": "기분 페널티", "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "유닛이 탐사단에 더 오래 머물수록 적용되는 기분 페널티, 4단계의 증가 단계", "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "관리 난이도별 기분 페널티: -1 (쉬움), -3 (보통), -4 (어려움), -5 (매우 어려움), -6 (황폐).", "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "관리 난이도별 기분 페널티: -10 (쉬움), -12 (보통), -22 (어려움), -23 (매우 어려움), -24 (황폐).", "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "관리 난이도별 기분 페널티: -4 (쉬움), -6 (보통), -10 (어려움), -11 (매우 어려움), -12 (황폐).", "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "관리 난이도별 기분 페널티: -7 (쉬움), -9 (보통), -16 (어려움), -17 (매우 어려움), -18 (황폐).", "Mood scale": "기분 척도", "Mood status": "기분 상태", "Mood system: reflects the unit's current feelings": "기분 시스템: 유닛의 현재 감정을 반영합니다.", "Mood when eaten": "섭취 시 기분", "MoodApplyCondition": "MoodApplyCondition", "MoodMax": "MoodMax", "MoodToStressFactor": "MoodToStressFactor", "MoodUnder-3": "MoodUnder-3", "Mood_": "Mood_", "Morale crisis": "사기 위기", "Morale increases, raising": "사기가 증가하여 상승합니다", "More Topics": "더 많은 주제", "More info": "자세히 보기", "More information": "자세한 정보", "Most areas are overrun by dark thorned vines, the soil is barren, and few creatures survive.": "대부분의 지역은 어두운 가시 덩굴로 뒤덮여 있고, 토양은 불모이며, 생물이 거의 없습니다.", "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "대부분의 적은 8타일을 볼 수 있다; 일부 정찰형은 더 멀리, 굼뜬 몬스터는 더 짧게 본다. 밤이 되면 야간 시야가 없는 한 모두의 시야가 줄어든다.", "Move": "이동 속도", "Move & Basic Attack: Right Click": "이동 및 기본 공격: 우클릭", "Move 1.2": "이동 1.2", "Move 1.3": "이동 1.3", "Move 2": "이동 2", "Move 2.1": "이동 2.1", "Move 2.2": "이동 2.2", "Move 2.3": "이동 2.3", "Move 3": "이동 3", "Move Near the Marker": "마커 근처로 이동", "Move Start": "이동 시작", "Move all": "모두 이동", "Move column down": "열 아래로 이동", "Move column up": "열 위로 이동", "Move half of": "절반 이동", "Move speed (100 = normal)": "이동 속도 (100 = 일반)", "Move to the Dungeon": "던전으로 이동", "Move to the Settlement": "정착지로 이동", "Move ×1, Pull ×1, Smash ×1, Step ×1": "이동 ×1, 끌기 ×1, 산산조각 ×1, 발걸음 ×1", "MoveCameraAlert": "MoveCameraAlert", "MoveCamera_Down": "MoveCamera_Down", "MoveCamera_Left": "MoveCamera_Left", "MoveCamera_Right": "MoveCamera_Right", "MoveCamera_Up": "MoveCamera_Up", "MoveRule_": "MoveRule_", "MoveSpd": "이동 속도", "Move_": "Move_", "Movement Speed - Dungeon Settlers Wiki": "이동 속도 - 던전 세틀러즈 위키", "Movement Speed Final Multiplier - Dungeon Settlers Wiki": "이동 속도 최종 배율 - 던전 세틀러즈 위키", "Movement Speed Final Multiplier icon": "이동 속도 최종 배율 아이콘", "Movement Speed decreases.": "이동 속도가 감소합니다.", "Movement Speed icon": "이동 속도 아이콘", "Movement Speed increases by 5% during this exploration.": "이번 탐사 중 이동 속도가 5% 증가합니다.", "Movement Speed increases by ?% for ? seconds.": "?초 동안 이동 속도가 ?% 증가합니다.", "Movement speed": "이동 속도", "Movement speed (100 = normal walker)": "이동 속도 (100 = 일반 보행자)", "MovementSpeed": "이동속도", "Moves": "이동", "Mucus Spray": "점액 분사", "Mucus Sprayer - Dungeon Settlers Wiki": "점액분사초 - 던전 세틀러즈 위키", "Mucus Sprayer icon": "점액분사초 아이콘", "Mucus Sprayer range and area shown on a dungeon room": "던전 방에서 표시된 점액 분사기 범위 및 영역", "Mucus Sprayer summon": "점액 분사기 소환", "Mud Medium Slime Random": "진흙 중형 슬라임 랜덤", "Mud Slime 1 + Thrower 3": "진흙 슬라임 1 + 투척꾼 3", "Mud Slogel Random": "진흙 슬로겔 랜덤", "Mud Small Slime Random": "진흙 작은 슬라임 랜덤", "Mud Spit - Dungeon Settlers Wiki": "머드 스핏 - 던전 세틀러즈 위키", "Mud Spit icon": "머드 스핏 아이콘", "Mud Spit range and area on a dungeon room": "던전 방에서 진흙 침 범위 및 면적", "Mud Spit range and area shown on a dungeon room": "던전 방에 표시된 진흙 침뱉기의 범위와 영역", "MudSlogel - Dungeon Settlers Wiki": "진흙 슬로겔 - 던전 세틀러즈 위키", "MudSlogel icon": "진흙 슬로겔 아이콘", "MudSlogel variant": "MudSlogel 변형", "Muddy - Dungeon Settlers Wiki": "진흙 투성이 - 던전 세틀러즈 위키", "Muddy icon": "진흙 투성이 아이콘", "Multi-Selection - desc": "다중 선택 - 설명", "Multi-hit / AoE skills use their full recipe value (already folded into each row above); positioning and AoE spread onto multiple targets are ignored.": "다단 타격 / 범위 스킬은 전체 레시피 값을 사용합니다 (위의 각 행에 이미 반영됨); 위치 선정과 여러 대상으로의 범위 확산은 무시됩니다.", "MultipleAny": "전체 다수", "MultipleAnyExceptMe": "자신 제외 다수", "MultipleBuilding": "MultipleBuilding", "MultipleHostile": "적 다수", "Mush Biter Soul Stone - Dungeon Settlers Wiki": "이빨 버섯 영혼석 - 던전 세틀러즈 위키", "Mush Biter Soul Stone icon": "이빨 버섯 영혼석 아이콘", "MushBiter - Dungeon Settlers Wiki": "이빨 버섯 - 던전 세틀러즈 위키", "MushBiter icon": "이빨 버섯 아이콘", "Mushbiter Teeth - Dungeon Settlers Wiki": "머쉬바이터 이빨 - 던전 세틀러즈 위키", "Mushbiter Teeth icon": "머쉬바이터 이빨 아이콘", "Mushbiter Tooth": "머쉬바이터 이빨", "Mushroom (resource node)": "버섯 (자원 채집지)", "Mushroom (resource node) - Dungeon Settlers Wiki": "버섯 (자원 노드) - 던전 세틀러즈 위키", "Mushroom - Dungeon Settlers Wiki": "버섯 - 던전 세틀러즈 위키", "Mushroom Random": "버섯 랜덤", "Mushroom Remnant": "버섯 유해", "Mushroom Remnant - Dungeon Settlers Wiki": "버섯 잔해 - 던전 세틀러즈 위키", "Mushroom Skewer - Dungeon Settlers Wiki": "버섯 꼬치구이 - 던전 세틀러즈 위키", "Mushroom Skewer icon": "버섯 꼬치구이 아이콘", "Mushroom Skewer range and area shown on a dungeon room": "던전 방에 표시된 버섯 꼬치의 범위와 영역", "Mushroom Stew - Dungeon Settlers Wiki": "버섯 스튜 - 던전 세틀러즈 위키", "Mushroom Stew icon": "버섯 스튜 아이콘", "Mushroom Stew range and area shown on a dungeon room": "던전 방에 표시된 버섯 스튜의 범위 및 영역", "Mushroom icon": "버섯 아이콘", "Mushroom range and area shown on a dungeon room": "던전 방에 표시된 버섯의 범위와 영역", "Music & Sound": "음악 & 소리", "Music and Sound": "음악 및 음향", "Music and Sound - Dungeon Settlers Wiki": "음악 및 음향 - 던전 정착자 위키", "My roster unit": "내 로스터 유닛", "My unit": "내 유닛", "My, aren't you fussy.": "My, aren't you fussy.", "Mysterious Wild Herb": "신비한 야생 약초", "Mystic Study Props": "신비한 서재 소품", "Mystic Study Props - Dungeon Settlers Wiki": "신비로운 연구 소품 - 던전 세틀러즈 위키", "Mystic Wild Herb - Dungeon Settlers Wiki": "신비한 야생 약초 - 던전 세틀러즈 위키", "Mystic Wild Herb icon": "신비한 야생 약초 아이콘", "Mystic Wild Herb range and area shown on a dungeon room": "던전 방에 표시된 신비로운 야생 허브의 범위와 영역", "N": "N", "N skills": "N개 스킬", "NET MOOD": "순 기분", "NPC": "NPC", "NPC Events": "NPC 이벤트", "NPC Spawns": "NPC 생성", "NPC side quests": "NPC 부가 임무", "NPC spawn:": "NPC 소환:", "NPC talk": "NPC 대화", "NPC → event mappings.": "NPC → 이벤트 매핑.", "NPC/Unit": "NPC/유닛", "NPC1": "NPC1", "NPC25": "NPC25", "NPC26": "NPC26", "NPCBasic Bow Attack": "NPC 기본 활 공격", "NPCBasic Bow Attack - Dungeon Settlers Wiki": "NPC 기본 활 공격 - 던전 세틀러즈 위키", "NPCBasic Bow Attack icon": "NPC 기본 활 공격 아이콘", "NPCBasic Bow Attack range and area on a dungeon room": "던전 방에서 NPC 기본 활 공격 범위 및 면적", "NPCBasic Bow Attack range and area shown on a dungeon room": "던전 방에 표시된 NPC 기본 활 공격의 범위와 영역", "NPCSC_EndrossiDungeon": "NPCSC_EndrossiDungeon", "NPCSC_EndrossiDungeon · NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiDungeon · NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4", "NPCSC_EndrossiSafe": "NPCSC_EndrossiSafe", "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4", "NPCSC_EndrossiSafe · KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe · KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4", "NPCSC_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant", "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant", "NPCSC_GuildMerchant · NpcDead_GuildMerchant": "NPCSC_GuildMerchant · NpcDead_GuildMerchant", "NPCSC_GuildMerchantDemo · NpcDead_GuildMerchant": "NPCSC_GuildMerchantDemo · NpcDead_GuildMerchant", "NPCSC_Perion": "NPCSC_Perion", "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2": "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2", "NPCSC_Perion · NpcDead_Perion": "NPCSC_Perion · NpcDead_Perion", "NPCSC_VeilSilenceMerchant · NpcDead_VeilSilenceMerchant": "NPCSC_VeilSilenceMerchant · NpcDead_VeilSilenceMerchant", "NPCSC_Xenon · NpcDead_Xenon": "NPCSC_Xenon · NpcDead_Xenon", "NPCSC_Xenon2": "NPCSC_Xenon2", "NPCSC_Xenon2 - NpcDead_Xenon": "NPCSC_Xenon2 - NpcDead_Xenon", "NPCSpawnCondition": "NPCSpawnCondition", "NPCSpawnConditionTable.json": "NPCSpawnConditionTable.json", "NPC_000": "NPC_000", "NPC_001": "NPC_001", "NPCs": "NPC", "NULL": "NULL", "Naked": "맨몸", "Name": "이름", "Named & elf recruits": "명명된 & 엘프 모집", "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "데이터에 존재하지만 이 빌드에서는 플레이할 수 없는 명명된 캠페인 지역 (방이 거의 없거나 없음).", "Named in game text": "게임 텍스트에 명명됨", "Named in text": "텍스트에 명명됨", "Nameless Normal Grave - Dungeon Settlers Wiki": "이름 모를 무덤 (보통) - 던전 세틀러즈 위키", "Names-only census of the 387 AudioClip assets in build sharedassets0.assets.stock_23739108. Audio files themselves are not embedded in this wiki - listen in-game.": "빌드 sharedassets0.assets.stock_23739108에 포함된 AudioClip 에셋 387개의 이름만 정리한 목록입니다. 오디오 파일 자체는 이 위키에 포함되어 있지 않으니 게임 내에서 직접 들어보세요.", "Natural (from your background)": "고유 (배경에서)", "NaturalHealthPointRestorePercentage": "NaturalHealthPointRestorePercentage", "NaturalHealthPointRestoreStructureQualityFactor": "NaturalHealthPointRestoreStructureQualityFactor", "NaturalHealthRestoreAmount": "NaturalHealthRestoreAmount", "NaturalIncrease_": "NaturalIncrease_", "NaturalWoundDecreasePercentage": "NaturalWoundDecreasePercentage", "Nature Arcron Staff - Dungeon Settlers Wiki": "자연 정령 아크론 스태프 - 던전 세틀러즈 위키", "Nature Arcron Staff icon": "자연 정령 아크론 스태프 아이콘", "Nature Bloodwood Staff - Dungeon Settlers Wiki": "자연의 혈목 스태프 - 던전 세틀러즈 위키", "Nature Bloodwood Staff icon": "자연의 혈목 스태프 아이콘", "Nature Bone Staff - Dungeon Settlers Wiki": "자연의 뼈 스태프 - 던전 세틀러즈 위키", "Nature Bone Staff icon": "자연의 뼈 스태프 아이콘", "Nature Bronze Staff - Dungeon Settlers Wiki": "자연 정령 청동 스태프 - 던전 세틀러즈 위키", "Nature Bronze Staff icon": "자연 정령 청동 스태프 아이콘", "Nature Carapace Staff - Dungeon Settlers Wiki": "자연 갑각 스태프 - 던전 세틀러즈 위키", "Nature Carapace Staff icon": "자연 갑각 스태프 아이콘", "Nature Copper Staff - Dungeon Settlers Wiki": "자연 정령 구리 스태프 - 던전 세틀러즈 위키", "Nature Copper Staff icon": "자연 정령 구리 스태프 아이콘", "Nature Essence (10%)": "자연 에센스 (10%)", "Nature Essence (7.69%)": "자연의 정수 (7.69%)", "Nature Essence (9.09%)": "자연의 본질 (9.09%)", "Nature Essence - Dungeon Settlers Wiki": "자연의 정수 - 던전 세틀러즈 위키", "Nature Essence icon": "자연의 정수 아이콘", "Nature Iron Staff - Dungeon Settlers Wiki": "자연의 연철 스태프 - 던전 세틀러즈 위키", "Nature Iron Staff icon": "자연의 연철 스태프 아이콘", "Nature Lover - Dungeon Settlers Wiki": "자연 애호가 - 던전 세틀러즈 위키", "Nature Lover icon": "자연 애호가 아이콘", "Nature Magic": "자연 마법", "Nature Magic Skill Aptitude": "자연 마법 스킬 적성", "Nature Magic Skill Aptitude - Dungeon Settlers Wiki": "자연 마법 스킬 적성 - 던전 세틀러즈 위키", "Nature Magic Skill Aptitude icon": "Nature Magic Skill Aptitude icon", "Nature Magic Skill Tree - Dungeon Settlers Wiki": "자연 마법 스킬 트리 - 던전 세틀러즈 위키", "Nature Magic Skill Tree overview": "자연 마법 스킬 트리 개요", "Nature Spirit - Dungeon Settlers Wiki": "네이쳐 스피릿 - 던전 세틀러즈 위키", "Nature Spirit icon": "네이쳐 스피릿 아이콘", "Nature Staff": "자연 스태프", "Nature Staff (two-handed - no shield)": "자연 지팡이 (양손 - 방패 불가)", "Nature Tin Staff - Dungeon Settlers Wiki": "자연 정령 주석 스태프 - 던전 세틀러즈 위키", "Nature Tin Staff icon": "자연 정령 주석 스태프 아이콘", "Nature Warden": "자연 파수꾼", "Nature Wooden Staff - Dungeon Settlers Wiki": "자연의 나무 스태프 - 던전 세틀러즈 위키", "Nature Wooden Staff icon": "자연의 나무 스태프 아이콘", "Nature magic focuses on healing and enhancing vitality.": "자연 마법은 치유와 생명력 강화에 중점을 둡니다.", "NatureMagic": "NatureMagic", "Near Death - Dungeon Settlers Wiki": "죽음 임박 - 던전 세틀러즈 위키", "Near Death Aftereffect - Dungeon Settlers Wiki": "죽음 임박 후유증 - 던전 세틀러즈 위키", "Near Death Aftereffect icon": "죽음 임박 후유증 아이콘", "Near Death icon": "죽음 임박 아이콘", "Nearby land becomes Corrupted Ground and cannot be traversed.": "근처 땅이 부패 지역이 되어 통행할 수 없습니다.", "Nearby land becomes Corrupted Ground and cannot …": "근처 땅이 부패한 지역이 되고 … 할 수 없습니다", "Neatly dressed hides and bones are arranged around her.": "깔끔하게 정리된 가죽과 뼈가 그녀 주위에 놓여있습니다.", "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "깔끔하게 정리된 가죽과 뼈가 그녀 주위에 놓여있습니다. \"필요한 걸 가져. 적절한 값은 치고 가야 하지만.\"", "Necklace": "목걸이", "Need some rest.": "약간의 휴식이 필요합니다.", "Need to eat something.": "무언가를 먹어야 합니다.", "NeedAmmoWeapon && EmptyAmmo": "NeedAmmoWeapon && EmptyAmmo", "NeededFoodQualityPerLevel": "NeededFoodQualityPerLevel", "Needle Spider - Dungeon Settlers Wiki": "바늘 거미 - 던전 세틀러즈 위키", "Needle Spider icon": "바늘 거미 아이콘", "Needs {#}.": "필요: {#}.", "Needs_": "Needs_", "Negative": "부정", "Negative effects": "부정적인 효과", "Negative mood": "부정적 기분", "Net Throwing - Dungeon Settlers Wiki": "그물 투척 - 던전 세틀러즈 위키", "Net Throwing icon": "그물 투척 아이콘", "Net Throwing range and area on a dungeon room": "던전 방에서 그물 던지기 범위 및 면적", "Net Throwing range and area shown on a dungeon room": "던전 방에 표시된 그물 던지기의 범위와 영역", "Net mood is 0, so nothing pushes stress either way.": "순 기분이 0이라 스트레스를 어느 쪽으로도 밀지 않습니다.", "Neutral": "중립", "Neutral units:": "중립 유닛:", "Never clear": "절대 지우지 마세요", "New": "새로 만들기", "New Build": "새 빌드", "New Character": "새 캐릭터", "New Recruit - Dungeon Settlers Wiki": "탐사단 합류 - 던전 세틀러즈 위키", "New Recruit icon": "탐사단 합류 아이콘", "New addition - quest to create two Level 2 [characters]": "새로운 추가 - 레벨 2 [캐릭터] 2개를 만드는 퀘스트", "New allies acquire ...": "신규 단원들이 ... 를(을) 습득합니다", "New in this build": "이번 빌드의 신규 요소", "New units are hired from a pool of": "새 유닛은 풀에서 고용됩니다", "New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before commi…": "새로운 유닛은 게임 내 480분마다 갱신되는 후보자 풀에서 고용됩니다(모집을 확정하기 전에 후보자를 살펴보아 숨겨진 재능을…", "Newbie Treasure Chest Remnant": "초보자 보물 상자 유해", "Newbie Treasure Chest Remnant - Dungeon Settlers Wiki": "초보자 보물 상자 조각 - 던전 세틀러즈 위키", "Newly added: {#}.": "신규 추가: {#}.", "Next to the wooden cage holding trapped insects, someone wearing a mask stands. He stares at the acid bug trapped inside...": "갇힌 곤충을 보관하는 나무 우리 옆에 마스크를 쓴 누군가가 서 있습니다. 그는 안에 갇힌 산성 벌레를...", "Night": "밤", "Night Time - Dungeon Settlers Wiki": "밤 - 던전 세틀러즈 위키", "Night Time icon": "밤 아이콘", "Night Vision (affecter)": "야시 (어펙터)", "Night Vision - Dungeon Settlers Wiki": "야간 투시 - 던전 세틀러즈 위키", "Night Vision icon": "야간 투시 아이콘", "Night Watcher": "야간 감시자", "Night Watchman - Dungeon Settlers Wiki": "야경꾼 - 던전 세틀러즈 위키", "Night Watchman icon": "야경꾼 아이콘", "Night is a double-edged raid.": "밤은 양날의 습격입니다.", "Night vision": "야간 시야", "No Research": "진행중인 연구 없음", "No Research in Progress": "진행 중인 연구 없음", "No Upper Floor": "상단실 없음", "No action (ends the event).": "작업 없음 (이벤트 종료).", "No additional placeholder region names in this build.": "이 빌드에는 추가 자리 표시자 지역 이름이 없습니다.", "No ammo bubble": "탄약 없음 말풍선", "No arrows or ammunition in stock": "보유 화살 및 탄약 없음", "No authored layout for this floor.": "이 층에 설정된 배치가 없습니다.", "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "아직 캐릭터가 없습니다. 캐릭터 빌더 탭에서 하나를 만들면 (이름을 지정하는 즉시 자동 저장됩니다) 여기에 나타납니다.", "No comparison available for those two builds.": "해당 두 빌드에 대한 비교가 불가능합니다.", "No default traits or skills.": "기본 특성이나 기술이 없습니다.", "No direct stat modifiers (behavioural/marker trait).": "직접 스탯 수정자 없음 (행동/마커 특성).", "No edible food available (food search failed)": "먹을 수 있는 음식이 없음 (음식 수색 실패)", "No equipment": "장비 없음", "No form endpoint is configured yet (see": "아직 폼 엔드포인트가 설정되지 않았습니다 (참고", "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "남은 각인 슬롯이 없습니다. 하나를 제거하거나(선택된 각인을 클릭) 레벨업하여 슬롯을 더 얻으세요.", "No imported roster - use Test unit, or import a team in the Builder.": "가져온 로스터가 없습니다 - 테스트 유닛을 사용하거나 빌더에서 팀을 가져오세요.", "No inscription free (all": "남은 각인 슬롯 없음 (모든", "No inscription free (all {#} used - level {#} is your current cap). ": "남은 각인이 없습니다 (전부 {#}개 사용 - 레벨 {#}이 현재 상한). ", "No inscription matches \"": "일치하는 각인 없음: \"", "No inscription matches these filters.": "이 필터와 일치하는 각인이 없습니다.", "No item drops.": "아이템 드롭 없음.", "No known modifiers in this build.": "이 빌드에서 알려진 수정자가 없습니다.", "No known obtention route - gated/unreleased content.": "알려진 획득 경로 없음 - 제한됨/미출시 콘텐츠.", "No known source": "알려진 출처 없음", "No longer in the game: {#}.": "게임에서 삭제: {#}.", "No map for this template": "이 템플릿에 대한 맵 없음", "No matches for these filters.": "이 필터와 일치하는 항목이 없습니다.", "No matter how you look at it, this is far too suspicious. There is no n...": "어떻게 봐도 이건 너무 의심스럽습니다. 더 이상...", "No monsters from": "다음에서 온 몬스터가", "No mood change": "기분 변화 없음", "No mood sources added yet.": "아직 추가된 기분 소스가 없습니다.", "No player clan units are stored in this save.": "이 세이브에는 저장된 플레이어 클랜 유닛이 없습니다.", "No player-facing differences between these two builds.": "두 빌드 사이에 플레이어가 체감할 차이가 없습니다.", "No portrait": "초상화 없음", "No portrait sprites for": "초상화 스프라이트 없음:", "No results for \"": "검색 결과 없음: \"", "No room map for this template": "이 템플릿에 대한 방 맵 없음", "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "이 빌드의 방 또는 거점 구역 배치에는 이 건물이 배치되지 않습니다. 아직 공개되지 않은 콘텐츠이거나 특수 메커니즘으로 생성되는 것으로 보입니다.", "No saved builds yet": "저장된 빌드가 아직 없습니다", "No saved roster unit - build a team in the Builder first.": "저장된 로스터 유닛이 없습니다. 먼저 빌더에서 팀을 구성하세요.", "No skills assigned to this tree in the current build.": "현재 빌드에서 이 트리에 할당된 스킬이 없습니다.", "No skills on this tree yet.": "이 트리에는 아직 스킬이 없습니다.", "No spawn group or room placement found - likely unreleased or event-only.": "스폰 그룹 또는 방 배치를 찾을 수 없음 - 아마도 미출시 또는 이벤트 전용.", "No target - raw damage before enemy resistance.": "대상 없음 - 적 저항 적용 전의 순수 피해량입니다.", "No tree": "트리 없음", "No weapon": "무기 없음", "No weapon equipped": "무기 미장착", "No weapon skills learned yet - scoped by basic-attack damage type (": "아직 배운 무기 스킬이 없습니다 - 기본 공격 피해 유형 기준으로 표시 (", "No {#} background matches {#}.": "{#} 배경 중 {#}에 맞는 것이 없습니다.", "NoManaDamagePerTick": "NoManaDamagePerTick", "Noble Adventurer - Dungeon Settlers Wiki": "귀족 탐험가 - 던전 세틀러즈 위키", "Noble Adventurer icon": "귀족 탐험가 아이콘", "Node": "노드", "Node E000 - desc": "Node E000 - desc", "Node E010": "Node E010", "Node E020": "Node E020", "Node E100": "노드 E100", "Node F1200 - desc": "Node F1200 - desc", "Node F1300 - desc": "Node F1300 - desc", "Node F1400 - desc": "Node F1400 - desc", "Node F1410 - desc": "Node F1410 - desc", "Node F1411 - desc": "Node F1411 - desc", "Node F1500 - desc": "Node F1500 - desc", "Node F1510 - desc": "Node F1510 - desc", "Node F1511 - desc": "Node F1511 - desc", "Node F1700": "Node F1700", "Node F1800": "Node F1800", "Node F2700": "Node F2700", "Node F2700 - desc": "Node F2700 - desc", "Node F2710": "노드 F2710", "Node F2710 - desc": "Node F2710 - desc", "Node F2711": "노드 F2711", "Node F2711 - desc": "Node F2711 - desc", "Node F2800": "Node F2800", "Node F2800 - desc": "Node F2800 - desc", "Node F2810": "Node F2810", "Node F2810 - desc": "Node F2810 - desc", "Node F2811": "Node F2811", "Node F2811 - desc": "Node F2811 - desc", "Node F2900": "Node F2900", "Node F2900 - desc": "Node F2900 - desc", "Node F2910": "노드 F2910", "Node F2910 - desc": "Node F2910 - desc", "Node F2911": "노드 F2911", "Node F2911 - desc": "Node F2911 - desc", "Node F300 - desc": "Node F300 - desc", "Node F3000": "Node F3000", "Node F3000 - desc": "Node F3000 - desc", "Node F3010": "Node F3010", "Node F3010 - desc": "Node F3010 - desc", "Node F3011": "Node F3011", "Node F3011 - desc": "Node F3011 - desc", "Node F3100": "Node F3100", "Node F3100 - desc": "Node F3100 - desc", "Node F3200": "Node F3200", "Node F3200 - desc": "Node F3200 - desc", "Node F3300": "Node F3300", "Node F3300 - desc": "Node F3300 - desc", "Node F3400": "Node F3400", "Node F3400 - desc": "Node F3400 - desc", "Node F3410": "노드 F3410", "Node F3410 - desc": "Node F3410 - desc", "Node F3411": "노드 F3411", "Node F3411 - desc": "Node F3411 - desc", "Node F3412": "노드 F3412", "Node F3412 - desc": "Node F3412 - desc", "Node F3500": "Node F3500", "Node F3500 - desc": "Node F3500 - desc", "Node F3600": "Node F3600", "Node F3600 - desc": "Node F3600 - desc", "Node F3700": "Node F3700", "Node F3700 - desc": "Node F3700 - desc", "Node F3800": "Node F3800", "Node F3800 - desc": "Node F3800 - desc", "Node F3900": "Node F3900", "Node F3900 - desc": "Node F3900 - desc", "Node F3910": "Node F3910", "Node F3910 - desc": "Node F3910 - desc", "Node F3911": "Node F3911", "Node F3911 - desc": "Node F3911 - desc", "Node F3912": "Node F3912", "Node F3912 - desc": "Node F3912 - desc", "Node F4000": "Node F4000", "Node F4000 - desc": "Node F4000 - desc", "Node F4100": "Node F4100", "Node F4100 - desc": "Node F4100 - desc", "Node F4200": "Node F4200", "Node F4300": "Node F4300", "Node F4400": "Node F4400", "Node F4500": "Node F4500", "Node F4500 - desc": "Node F4500 - desc", "Node F4510": "Node F4510", "Node F4510 - desc": "Node F4510 - desc", "Node F4511": "Node F4511", "Node F4511 - desc": "Node F4511 - desc", "Node F4600": "Node F4600", "Node F4600 - desc": "Node F4600 - desc", "Node F4610": "Node F4610", "Node F4610 - desc": "Node F4610 - desc", "Node F4620": "Node F4620", "Node F4620 - desc": "Node F4620 - desc", "Node F4630": "Node F4630", "Node F4630 - desc": "Node F4630 - desc", "Node F4640": "Node F4640", "Node F4640 - desc": "Node F4640 - desc", "Node F4650": "Node F4650", "Node F4650 - desc": "Node F4650 - desc", "Node F4660": "Node F4660", "Node F4660 - desc": "Node F4660 - desc", "Node F4670": "Node F4670", "Node F4670 - desc": "Node F4670 - desc", "Node F4700": "Node F4700", "Node F4700 - desc": "Node F4700 - desc", "Node F4800": "Node F4800", "Node F4800 - desc": "Node F4800 - desc", "Node F4900": "Node F4900", "Node F4900 - desc": "Node F4900 - desc", "Node F4911": "Node F4911", "Node F4911 - desc": "Node F4911 - desc", "Node F800 - desc": "Node F800 - desc", "Node N000 - desc": "Node N000 - desc", "Node N1000": "Node N1000", "Node N1000 - desc": "Node N1000 - desc", "Node N1100": "Node N1100", "Node N1100 - desc": "Node N1100 - desc", "Node N1200": "Node N1200", "Node N1200 - desc": "Node N1200 - desc", "Node N1210": "Node N1210", "Node N1210 - desc": "Node N1210 - desc", "Node N1300": "Node N1300", "Node N1300 - desc": "Node N1300 - desc", "Node N1400": "Node N1400", "Node N1400 - desc": "Node N1400 - desc", "Node N1411": "Node N1411", "Node N1411 - desc": "Node N1411 - desc", "Node N1420": "Node N1420", "Node N1420 - desc": "Node N1420 - desc", "Node N1600 - desc": "Node N1600 - desc", "Node N1610 - desc": "Node N1610 - desc", "Node N1810": "Node N1810", "Node N1900 - desc": "Node N1900 - desc", "Node N200": "Node N200", "Node N200 - desc": "Node N200 - desc", "Node N210": "Node N210", "Node N210 - desc": "Node N210 - desc", "Node N2100": "Node N2100", "Node N2100 - desc": "Node N2100 - desc", "Node N2200": "Node N2200", "Node N2200 - desc": "Node N2200 - desc", "Node N2400": "Node N2400", "Node N2400 - desc": "Node N2400 - desc", "Node N2500": "Node N2500", "Node N2500 - desc": "Node N2500 - desc", "Node N2600": "Node N2600", "Node N2600 - desc": "Node N2600 - desc", "Node N2700": "Node N2700", "Node N2700 - desc": "Node N2700 - desc", "Node N2710": "Node N2710", "Node N2710 - desc": "Node N2710 - desc", "Node N2720": "Node N2720", "Node N2720 - desc": "Node N2720 - desc", "Node N2800": "Node N2800", "Node N2800 - desc": "Node N2800 - desc", "Node N300": "Node N300", "Node N300 - desc": "Node N300 - desc", "Node N310": "Node N310", "Node N310 - desc": "Node N310 - desc", "Node N400": "Node N400", "Node N400 - desc": "Node N400 - desc", "Node N410": "Node N410", "Node N410 - desc": "Node N410 - desc", "Node N500": "Node N500", "Node N500 - desc": "Node N500 - desc", "Node N510": "Node N510", "Node N510 - desc": "Node N510 - desc", "Node N600": "Node N600", "Node N600 - desc": "Node N600 - desc", "Node N700": "Node N700", "Node N700 - desc": "Node N700 - desc", "Node N800": "Node N800", "Node N800 - desc": "Node N800 - desc", "Node N900": "Node N900", "Node N900 - desc": "Node N900 - desc", "Node NodeD000": "Node NodeD000", "Node NodeD010": "Node NodeD010", "Node NodeDR000": "Node NodeDR000", "Node NodeE000": "Node NodeE000", "Node NodeE010": "Node NodeE010", "Node NodeE020": "Node NodeE020", "Node NodeE100": "Node NodeE100", "Node NodeF000": "Node NodeF000", "Node NodeF010": "Node NodeF010", "Node NodeF100": "Node NodeF100", "Node NodeF1000": "Node NodeF1000", "Node NodeF1100": "Node NodeF1100", "Node NodeF1200": "Node NodeF1200", 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NodeF2911", "Node NodeF300": "Node NodeF300", "Node NodeF3000": "Node NodeF3000", "Node NodeF3010": "Node NodeF3010", "Node NodeF3011": "Node NodeF3011", "Node NodeF3100": "Node NodeF3100", "Node NodeF3200": "Node NodeF3200", "Node NodeF3300": "Node NodeF3300", "Node NodeF3400": "Node NodeF3400", "Node NodeF3410": "Node NodeF3410", "Node NodeF3411": "Node NodeF3411", "Node NodeF3412": "Node NodeF3412", "Node NodeF3500": "Node NodeF3500", "Node NodeF3600": "Node NodeF3600", "Node NodeF3700": "Node NodeF3700", "Node NodeF3800": "Node NodeF3800", "Node NodeF3900": "Node NodeF3900", "Node NodeF3910": "Node NodeF3910", "Node NodeF3911": "Node NodeF3911", "Node NodeF3912": "Node NodeF3912", "Node NodeF400": "Node NodeF400", "Node NodeF4000": "Node NodeF4000", "Node NodeF4100": "Node NodeF4100", "Node NodeF4200": "Node NodeF4200", "Node NodeF4300": "Node NodeF4300", "Node NodeF4400": "Node NodeF4400", "Node NodeF4500": "Node NodeF4500", "Node NodeF4510": "Node NodeF4510", "Node NodeF4511": 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NodeN1420", "Node NodeN1500": "Node NodeN1500", "Node NodeN1600": "Node NodeN1600", "Node NodeN1610": "Node NodeN1610", "Node NodeN1700": "Node NodeN1700", "Node NodeN1710": "Node NodeN1710", "Node NodeN1800": "Node NodeN1800", "Node NodeN1810": "Node NodeN1810", "Node NodeN1900": "Node NodeN1900", "Node NodeN200": "Node NodeN200", "Node NodeN2000": "Node NodeN2000", "Node NodeN210": "Node NodeN210", "Node NodeN2100": "Node NodeN2100", "Node NodeN2200": "Node NodeN2200", "Node NodeN2300": "Node NodeN2300", "Node NodeN2400": "Node NodeN2400", "Node NodeN2500": "Node NodeN2500", "Node NodeN2600": "Node NodeN2600", "Node NodeN2700": "Node NodeN2700", "Node NodeN2710": "Node NodeN2710", "Node NodeN2720": "Node NodeN2720", "Node NodeN2800": "Node NodeN2800", "Node NodeN300": "Node NodeN300", "Node NodeN310": "Node NodeN310", "Node NodeN400": "Node NodeN400", "Node NodeN410": "Node NodeN410", "Node NodeN500": "Node NodeN500", "Node NodeN510": "Node NodeN510", "Node NodeN600": "Node NodeN600", "Node NodeN700": "Node NodeN700", "Node NodeN800": "Node NodeN800", "Node NodeN900": "Node NodeN900", "Node NodeR000": "Node NodeR000", "Node NodeR010": "Node NodeR010", "Node NodeR020": "Node NodeR020", "Node NodeR100": "Node NodeR100", "Node NodeR1000": "Node NodeR1000", "Node NodeR1010": "Node NodeR1010", "Node NodeR1011": "Node NodeR1011", "Node NodeR110": "Node NodeR110", "Node NodeR1100": "Node NodeR1100", "Node NodeR111": "Node NodeR111", "Node NodeR112": "Node NodeR112", "Node NodeR1200": "Node NodeR1200", "Node NodeR1210": "Node NodeR1210", "Node NodeR1211": "Node NodeR1211", "Node NodeR1212": "Node NodeR1212", "Node NodeR1300": "Node NodeR1300", "Node NodeR1310": "Node NodeR1310", "Node NodeR1320": "Node NodeR1320", "Node NodeR1321": "Node NodeR1321", "Node NodeR1322": "Node NodeR1322", "Node NodeR1400": "Node NodeR1400", "Node NodeR1413": "Node NodeR1413", "Node NodeR1420": "Node NodeR1420", "Node NodeR1421": "Node NodeR1421", "Node NodeR1422": "Node NodeR1422", 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"Node R1521": "노드 R1521", "Node R1521 - desc": "Node R1521 - desc", "Node R1522": "노드 R1522", "Node R1522 - desc": "Node R1522 - desc", "Node R1523": "노드 R1523", "Node R1523 - desc": "Node R1523 - desc", "Node R1600": "노드 R1600", "Node R1600 - desc": "Node R1600 - desc", "Node R1610": "노드 R1610", "Node R1610 - desc": "Node R1610 - desc", "Node R1611": "노드 R1611", "Node R1611 - desc": "Node R1611 - desc", "Node R1612": "노드 R1612", "Node R1612 - desc": "Node R1612 - desc", "Node R1700": "노드 R1700", "Node R1700 - desc": "Node R1700 - desc", "Node R1710": "노드 R1710", "Node R1710 - desc": "Node R1710 - desc", "Node R1711": "노드 R1711", "Node R1711 - desc": "Node R1711 - desc", "Node R1800": "노드 R1800", "Node R1800 - desc": "Node R1800 - desc", "Node R1810": "노드 R1810", "Node R1810 - desc": "Node R1810 - desc", "Node R1811": "노드 R1811", "Node R1811 - desc": "Node R1811 - desc", "Node R1900": "노드 R1900", "Node R1900 - desc": "Node R1900 - desc", "Node R1910": "노드 R1910", "Node R1912": "노드 R1912", "Node R1920": "노드 R1920", "Node R1920 - desc": "Node R1920 - desc", "Node R1921": "노드 R1921", "Node R1921 - desc": "Node R1921 - desc", "Node R1930": "노드 R1930", "Node R1930 - desc": "Node R1930 - desc", "Node R410 - desc": "Node R410 - desc", "Node R500": "Node R500", "Node R500 - desc": "Node R500 - desc", "Node R510": "Node R510", "Node R510 - desc": "Node R510 - desc", "Node R511": "Node R511", "Node R511 - desc": "Node R511 - desc", "Node R600": "Node R600", "Node R600 - desc": "Node R600 - desc", "Node R610": "Node R610", "Node R610 - desc": "Node R610 - desc", "Node R611": "Node R611", "Node R611 - desc": "Node R611 - desc", "Node R700": "Node R700", "Node R700 - desc": "Node R700 - desc", "Node R710": "노드 R710", "Node R710 - desc": "Node R710 - desc", "Node R711": "Node R711", "Node R711 - desc": "Node R711 - desc", "Node R712": "Node R712", "Node R712 - desc": "Node R712 - desc", "Node R800": "Node R800", "Node R800 - desc": "Node R800 - desc", "Node R810": "Node 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"NodeR111", "NodeR112": "NodeR112", "NodeR1200": "NodeR1200", "NodeR1210": "NodeR1210", "NodeR1211": "NodeR1211", "NodeR1212": "NodeR1212", "NodeR1300": "NodeR1300", "NodeR1310": "NodeR1310", "NodeR1320": "NodeR1320", "NodeR1321": "NodeR1321", "NodeR1322": "NodeR1322", "NodeR1400": "NodeR1400", "NodeR1413": "NodeR1413", "NodeR1420": "NodeR1420", "NodeR1421": "NodeR1421", "NodeR1422": "NodeR1422", "NodeR1423": "NodeR1423", "NodeR1430": "노드 R1430", "NodeR1500": "NodeR1500", "NodeR1510": "NodeR1510", "NodeR1520": "NodeR1520", "NodeR1521": "NodeR1521", "NodeR1522": "NodeR1522", "NodeR1523": "NodeR1523", "NodeR1600": "NodeR1600", "NodeR1610": "NodeR1610", "NodeR1611": "NodeR1611", "NodeR1612": "NodeR1612", "NodeR1700": "NodeR1700", "NodeR1710": "NodeR1710", "NodeR1711": "NodeR1711", "NodeR1800": "NodeR1800", "NodeR1810": "NodeR1810", "NodeR1811": "NodeR1811", "NodeR1900": "NodeR1900", "NodeR1910": "NodeR1910", "NodeR1912": "NodeR1912", "NodeR1920": "NodeR1920", "NodeR1921": "NodeR1921", "NodeR1930": "NodeR1930", "NodeR200": "NodeR200", "NodeR210": "NodeR210", "NodeR211": "NodeR211", "NodeR300": "NodeR300", "NodeR310": "NodeR310", "NodeR400": "NodeR400", "NodeR410": "NodeR410", "NodeR411": "NodeR411", "NodeR412": "NodeR412", "NodeR500": "NodeR500", "NodeR510": "NodeR510", "NodeR511": "NodeR511", "NodeR600": "NodeR600", "NodeR610": "NodeR610", "NodeR611": "NodeR611", "NodeR700": "NodeR700", "NodeR710": "NodeR710", "NodeR711": "NodeR711", "NodeR712": "NodeR712", "NodeR800": "NodeR800", "NodeR810": "NodeR810", "NodeR820": "NodeR820", "NodeR821": "NodeR821", "NodeR822": "NodeR822", "NodeR900": "NodeR900", "NodeR910": "NodeR910", "NodeR911": "NodeR911", "NodeT000": "NodeT000", "NodeT010": "NodeT010", "NodeT100": "NodeT100", "NodeT1000": "NodeT1000", "NodeT1100": "NodeT1100", "NodeT1200": "NodeT1200", "NodeT1300": "NodeT1300", "NodeT1400": "NodeT1400", "NodeT1500": "NodeT1500", "NodeT1600": "NodeT1600", "NodeT200": "NodeT200", "NodeT300": "NodeT300", "NodeT400": "NodeT400", "NodeT500": "NodeT500", "NodeT600": "NodeT600", "NodeT700": "NodeT700", "NodeT800": "NodeT800", "NodeT900": "NodeT900", "NodeT910": "NodeT910", "Nodes & chests": "자원 노드 & 상자", "Non-boss": "비보스", "Non-damaging": "피해 없음", "Non-fighting abilities bonus / malus": "비전투 능력 보너스/페널티", "Non-player base value": "플레이어 아닌 기본값", "Non-player default": "비플레이어 기본값", "NonCombatOnly": "NonCombatOnly", "NonPlayerFactionUnitPathfindableDistance": "NonPlayerFactionUnitPathfindableDistance", "None": "없음", "None (36)": "없음 (36)", "None - Dungeon Settlers Wiki": "없음 - 던전 세틀러즈 위키", "None icon": "없음 아이콘", "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "시스템적으로 구현된 것은 없지만, 각 탈(Tal)은 반드시 고유한 개성을 갖도록 설계되어 있다('가면 뒤의 얼굴'; '탈'은 '가면'을 의미한다).", "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.": "구현된 것이 없다. 세계관 설정('강인한 체력과 뛰어난 손재주로 유명하며, 산은 우리의 고향이자 요새다')은 향후 제작/채굴 종족 보너스를 암시한다.", "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-rac": "아직 아무것도 구현되지 않았습니다. 설정상 이들은 '다른 마족을 배신하고 인간 편에 섰다고, 적어도 공식적으로는 알려진 이단자'로 묘사되며, 시선으로 죽이는 콘셉트를 가진 숨겨진 마", "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.": "구현된 것이 없다. 세계관 설정에서는 이들을 '다른 마족 종족을 배신하고 인간 편에 섰다고, 적어도 공식적으로는 알려진 이단자들'로 묘사하며, 시선으로 죽이는 설정과 함께 숨겨진 마족 종족 세력의 존재를 암시한다.", "None of these make a shield; they multiply it, refund it as healing, and turn shield gain into cooldown reduction. Bolt them onto any Guard Barrier or Fire Cloak engine.": "이 효과들 중 어느 것도 실드를 직접 만들어내지는 않지만, 실드를 증폭하고 회복으로 환원하며 실드 획득을 재사용 대기 감소로 전환해 줍니다. 가드 배리어나 파이어 클록 엔진에 조합해서 사용하세요.", "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss": "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss", "Normal": "보통", "Normal Arcane Workshop minimum room layout": "일반 신비 작업장 최소 방 레이아웃", "Normal Dining Room minimum room layout": "일반 식당 최소 방 레이아웃", "Normal Private Room minimum room layout": "일반 개인실 최소 방 레이아웃", "Normal Research Lab minimum room layout": "일반 연구소 최소 방 레이아웃", "Normal Shared Room minimum room layout": "일반 공용실 최소 방 레이아웃", "Normal Support Wagon Berry Fixed": "보통 보급 마차 베리 고정", "Normal Support Wagon Grass Fixed": "보통 보급 마차 풀 고정", "Normal Support Wagon Hardtack Fixed": "보통 보급 마차 경정 고정", "Normal Support Wagon Ointment Fixed": "보통 보급 마차 연고 고정", "Normal Support Wagon Tech Book Fixed": "보통 보급 마차 기술 책 고정", "Normal Support Wagon Wood Fixed": "보통 보급 마차 나무 고정", "Normal Temple minimum room layout": "일반 사원 최소 방 레이아웃", "Normal Workshop minimum room layout": "일반 작업장 최소 방 레이아웃", "Not a playable race yet. Newer builds added a Lycan combat-affecter family (a werewolf trait and an anti-Lycan passive) plus the first two placeholder names, groundwork toward a future werewolf-type r": "아직 플레이 가능한 종족이 아닙니다. 최신 빌드에서는 라이칸 전투 어펙터 계열(늑대인간 특성과 안티 라이칸 패시브)과 임시 이름 두 개가 추가되어 향후 늑대인간형 종", "Not a playable race yet. Newer builds added a Lycan combat-affecter family (a werewolf trait and an anti-Lycan passive) plus the first two placeholder names, groundwork toward a future werewolf-type race or enemy.": "아직 플레이 가능한 종족이 아니다. 최신 빌드에서는 라이칸 전투 어펙터 계열(늑대인간 특성과 안티 라이칸 패시브)과 함께 처음 두 개의 임시 이름이 추가되었으며, 이는 향후 늑대인간형 종족이나 적으로 등장하기 위한 기초 작업이다.", "Not a save.": "세이브 파일이 아닙니다.", "Not active in this build.": "이 빌드에서 활성화되지 않습니다.", "Not available yet": "아직 이용 불가", "Not capped": "상한선 없음", "Not constructed, unlocked, or placed by any room, event, research, or farm in this build. It is either unreleased content or spawned by a special in-game mechanic (dungeon generation or an interactive structure that transforms during play).": "이 빌드에서 어떤 방, 이벤트, 연구, 또는 농장으로도 지어지지 않았으며, 잠금이 해제되지도 않았고, 배치되지도 않았습니다. 이것은 미공개 콘텐츠이거나 특별한 게임 내 메커니즘(던전 생성 또는 플레이 중 변환되는 상호작용 구조)에 의해 생성된 것입니다.", "Not enough data to call the exchange (one side deals no damage).": "교환 결과를 판단할 데이터가 충분하지 않습니다 (한쪽이 피해를 전혀 주지 못함).", "Not found in the data.": "데이터에서 찾을 수 없습니다.", "Not housing": "주택 아님", "Not importable.": "가져올 수 없습니다.", "Not long after the Merchant Chamber is completed, a merchant is dispatched from the guild. After settling her belongings into the chamber, she approaches you carrying a stack of documents.": "상회가 완공된 지 얼마 지나지 않아, 길드에서 상인이 파견됩니다. 그녀는 상회 안에 짐을 정리한 뒤, 서류 뭉치를 들고 당신에게 다가옵니다.", "Not long after, all you and your team could do was flee for your lives.": "얼마 지나지 않아, 당신과 팀이 할 수 있는 일은 목숨을 건져 도망치는 것뿐이었다.", "Not modeled in this sheet": "이 시트에서는 계산되지 않음", "Not needed if using Battlemage without a fire staff": "화염 지팡이 없이 전투 마법사를 사용하는 경우 필요하지 않습니다", "Not obtainable in DS_B.0.3.26:": "DS_B.0.3.26에서는 얻을 수 없음:", "Not obtainable in DS_B.0.3.40:": "DS_B.0.3.40에서는 얻을 수 없음:", "Not on an expedition": "탐사 중 아님", "Not recruitable": "모집 불가", "Not rolled": "등장하지 않음", "Not scaled by any major talent.": "어떤 주요 재능으로도 스케일되지 않습니다.", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables.": "DS_B.0.3.40에서는 스킬에 연결되어 있지 않습니다 - 이는 테이블에서 읽어온 값이 아니라, 의도된 효과에 대한 개발진 자신의 설명입니다.", "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables. (Does not appear in A2.0)": "DS_B.0.3.40에서는 스킬에 연결되어 있지 않습니다 - 이는 테이블에서 읽어온 값이 아니라, 의도된 효과에 대한 개발진 자신의 설명입니다. (A2.0에는 등장하지 않습니다)", "Not written yet": "아직 작성되지 않음", "Not-in-game: hidden": "게임 미포함: 숨김", "Not-in-game: shown": "게임 미포함: 표시됨", "Notable drops": "주목할 만한 드롭", "Notable room odds (per floor)": "주요 방 확률 (층당)", "Note the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a": "특이한 내부 순서에 주의하세요. \"레벨 2 도달\" 단계(Main8)가 보스 처치 단계(Main7)보다 먼저 발동합니다. 또한 마지막 단계는", "Note: Only items held in the inventory of allied units or buildings are considered part of your expedition's resources.": "주의: 동맹 유닛 또는 건물의 인벤토리에 들어 있는 항목만 탐사단의 자원으로 간주됩니다.", "Notes": "참고", "Nothing (flat per stack; no attack-power scaling)": "없음 (스택당 고정; 공격력 스케일링 없음)", "Nothing equipped.": "장착된 것이 없습니다.", "Nothing stands out.": "눈에 띄는 것이 없습니다.", "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "아직 비교할 무기가 없습니다 - 위에서 무기(또는 전체 계열)를 추가하세요. 장착한 무기는 항상 포함됩니다.", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...": "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...", "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.": "어린 나이부터 눈에 띄던 {0}는 남이 오래 걸려 배우는 것을 몇 번 시도만 해도 해냈다. 칭찬과 기대는 항상 뒤따랐으며 어른들은 얼마나 멀리 갈 수 있을지 궁금해했다. 하지만 쉬운 성공에 익숙해진 후로는 뜻대로 풀리지 않는 것 앞에서 자주 얼어붙었다.", "Now pooled by:": "현재 풀링 기준:", "Now, you understand their meaning better than anyone.": "이제, 당신은 누구보다 그들의 의미를 잘 이해합니다.", "Npc": "Npc", "Npc0": "Npc0", "Npc1": "NPC1", "Npc10": "Npc10", "Npc11": "Npc11", "Npc12": "Npc12", "Npc13": "Npc13", "Npc14": "Npc14", "Npc15": "Npc15", "Npc17": "NPC17", "Npc18": "NPC18", "Npc2": "Npc2", "Npc21": "Npc21", "Npc23": "Npc23", "Npc24": "Npc24", "Npc25": "NPC25", "Npc26": "NPC26", "Npc27": "Npc27", "Npc28": "Npc28", "Npc3": "Npc3", "Npc4": "Npc4", "Npc5": "Npc5", "Npc6": "Npc6", "Npc7": "Npc7", "Npc8": "Npc8", "Npc9": "Npc9", "NpcQuestReportSpawnWeightMultiplier": "NpcQuestReportSpawnWeightMultiplier", "Number of days used for indicating food shortage in the dungeon alert window": "던전 경보 창에서 음식 부족을 나타내는 데 사용되는 일수", "Number of environmental effects (positive/negative) by combat difficulty": "전투 난이도별 환경 효과 수 (긍정/부정)", "Number of inventory slots": "인벤토리 슬롯 수", "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "수면 관련 Affecter 효과(바닥에 누워 자기, 침대에서 자기)가 발동될 때까지의 틱 수", "Numbers": "숫자", "Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.": "수치는 대상 저항 적용 전입니다 (피해 x 100 / (100 + R); 대부분의 몬스터는 0, 중갑 몬스터는 최대 60으로 37.5% 감소). 명중률, 회피, 가드도 적용 전입니다. 전투 난이도는 내 피해량을 바꾸지 않습니다.", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities:": "유닛의 능력을 나타내는 숫자입니다. 각 주요 속성은 다음 능력에 해당합니다:", "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities: [Strength] This main attribute proportionally increases maximum weight capacity, physical atta": "유닛의 능력을 나타내는 수치입니다. 각 주 속성은 다음과 같은 능력에 대응합니다: [Strength] 이 주 속성은 최대 무게 용량, 물리 공", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities:": "유닛의 능력을 나타내는 숫자입니다. 각 주요 스탯은 다음 능력에 해당합니다:", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: Strength This major stat proportionally increases maximum weight, physical attack power,": "유닛의 능력을 나타내는 수치입니다. 각 주 스탯은 다음과 같은 능력에 대응합니다: 힘 이 주 스탯은 최대 무게, 물리 공격력,", "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: 힘 This major stat proportionally increases maximum weight, physical attack power,": "유닛의 능력을 수치로 나타낸 것입니다. 각 주요 능력치는 다음 능력과 대응됩니다: 힘 이 주요 능력치는 최대 무게, 물리 공격력을 비례하여 증가시키며,", "Nutrient Absorption - Dungeon Settlers Wiki": "영양 흡수 - 던전 세틀러즈 위키", "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "영양 흡수 GAMESYSTEM_Environment_{affecterName}", "Nutrient Absorption icon": "영양 흡수 아이콘", "NutrientAbsorption": "NutrientAbsorption", "Nuvian, Kuskyn, Aire, Aldein, Vesstan, Airdan, Merellien, Elnaril, Beluar, Rothilion, Caillen, Draemorr, Elbanor, Silvarion, Taelyn, Iserion, Kaldrion, Serevas, Eldurin, Laedon, Varien, Irian, Torvan, Phailos, Nordren, Alvarion, Dreivar, Sylenor, Orindar, Kaelus, Reinhar, Velian, Rodarion, Tyreon, Elbran, Calion, Serios, Darylos, Myran, Ardelion, Varendir, Silvanor, Kaeldrin, Eltarion, Osrien, Ryianden, Rae, Kail, Elon, Rian, Durin, Bell, Tian, Sorin, Zeil, Roan, Arion, Kaled, Elas, Riand, Durael, Velion, Tyreon, Sovar, Zeran, Rodean, Perion": "Nuvian, Kuskyn, Aire, Aldein, Vesstan, Airdan, Merellien, Elnaril, Beluar, Rothilion, Caillen, Draemorr, Elbanor, Silvarion, Taelyn, Iserion, Kaldrion, Serevas, Eldurin, Laedon, Varien, Irian, Torvan, Phailos, Nordren, Alvarion, Dreivar, Sylenor, Orindar, Kaelus, Reinhar, Velian, Rodarion, Tyreon, Elbran, Calion, Serios, Darylos, Myran, Ardelion, Varendir, Silvanor, Kaeldrin, Eltarion, Osrien, Ryianden, Rae, Kail, Elon, Rian, Durin, Bell, Tian, Sorin, Zeil, Roan, Arion, Kaled, Elas, Riand, Durael, Velion, Tyreon, Sovar, Zeran, Rodean, Perion", "O": "O", "OPERATION_PlayableUntil_v0.3": "OPERATION_PlayableUntil_v0.3", "OPERATION_PlayableUntil_v0.4": "OPERATION_PlayableUntil_v0.4", "OPERATION_PlayableUntil_v0.5": "OPERATION_PlayableUntil_v0.5", "OPT": "선택", "OUTLOOK": "전망", "Oat Porridge - Dungeon Settlers Wiki": "귀리 죽 - 던전 세틀러즈 위키", "Oat Porridge icon": "귀리 죽 아이콘", "Oat Porridge range and area shown on a dungeon room": "던전 방에 표시된 귀리 죽의 범위 및 영역", "Oats - Dungeon Settlers Wiki": "귀리 - 던전 세틀러즈 위키", "Oats <Stage 0> - Dungeon Settlers Wiki": "귀리 <0단계> - 던전 세틀러즈 위키", "Oats <Stage 1> - Dungeon Settlers Wiki": "귀리 <1단계> - 던전 세틀러즈 위키", "Oats <Stage 2> (resource node)": "귀리 <2단계> (자원 채집지)", "Oats <Stage 2> (resource node) - Dungeon Settlers Wiki": "귀리 <단계 2> (자원 노드) - 던전 세틀러즈 위키", "Oats <Stage 3> (resource node)": "귀리 <3단계> (자원 채집지)", "Oats <Stage 3> (resource node) - Dungeon Settlers Wiki": "귀리 <단계 3> (자원 노드) - 던전 세틀러즈 위키", "Oats Growth2 Random": "귀리 성장2 Random", "Oats Random": "귀리 랜덤", "Oats icon": "귀리 아이콘", "Objective": "목표", "Observe Endorsi": "엔도르시 관찰하기", "Observe Endorsi - Dungeon Settlers Wiki": "엔도르시 관찰하기 - 던전 세틀러즈 위키", "Observe Endorsi icon": "엔도르시 관찰하기 아이콘", "Obtain": "획득", "Obtainable": "획득 가능", "Obtained from": "얻은 출처", "Occasionally, a wide clearing may be found beyond the corruption.": "때때로 부패 너머에 넓은 개간지가 있을 수 있습니다.", "Occultist - Dungeon Settlers Wiki": "신비학자 - 던전 세틀러즈 위키", "Occultist icon": "신비학자 아이콘", "Odds: {#}": "확률: {#}", "Off-hand": "보조 무기", "Off:": "꺼짐:", "Offensive - Dungeon Settlers Wiki": "공세 - 던전 세틀러즈 위키", "Offensive icon": "공세 아이콘", "Offer Mana Stones to the Goddess as a consecration to request a": "여신에게 마나석을 공물로 제공하여 다음을 요청합니다", "Offering": "공물", "Offering (level-up stat multiplier / mana-stone cost multiplier):": "제물 (레벨업 능력치 배율 / 마나석 소모 배율):", "Offering multipliers": "제물 배수", "Offering tier does not change inscription rarity": "제물 계층은 비문 희귀도를 변경하지 않습니다", "Offering: Least": "제물: 최소", "Offering: Ordinary": "제물: 일반", "Offering: Plentiful": "제물: 풍부", "Offerings vs rarity": "제물 vs 희귀도", "Official in-game text": "공식 게임 내 텍스트", "Official rank descriptions": "공식 등급 설명", "Official tier descriptions": "공식 계층 설명", "Ointment (31.58%)": "연고 (31.58%)", "Ointment - Dungeon Settlers Wiki": "연고 - 던전 세틀러즈 위키", "Ointment icon": "연고 아이콘", "Ointment range and area shown on a dungeon room": "던전 방에 표시된 연고의 범위와 영역", "Old Jewelry Box - Dungeon Settlers Wiki": "오래된 예물함 - 던전 세틀러즈 위키", "Old Jewelry Box icon": "오래된 예물함 아이콘", "Old Treasure Chest - Dungeon Settlers Wiki": "낡은 보물 상자 - 던전 세틀러즈 위키", "OldDragonClawWarrior - Dungeon Settlers Wiki": "낡은 용조병 - 던전 세틀러즈 위키", "OldDragonClawWarrior icon": "낡은 용조병 아이콘", "Ominous News - Dungeon Settlers Wiki": "불길한 소식 - 던전 세틀러즈 위키", "Ominous News icon": "불길한 소식 아이콘", "Omnivore": "잡식", "On basic attack hit, deals additional magic damage equal to 10% of physical attack power.": "기본 공격 적중 시, 물리 공격력의 10%에 해당하는 추가 마법 피해를 입힙니다.", "On basic attack hit, deals additional physical damage equal to 30% of the damage dealt to the target, to other enemies within 1 tiles of the target.": "기본 공격 적중 시, 대상에게 입힌 피해량의 30%에 해당하는 추가 물리 피해를 대상으로부터 1타일 이내의 다른 적에게 입힙니다.", "On basic attack, applies": "기본 공격 시 부여:", "On basic attack, grants the target": "기본 공격 시 대상에게 부여한다", "On click": "클릭 시", "On deconstruct / gather": "해체 / 수집시", "On deconstruct:": "해체시:", "On equip": "장착 시", "On melee physical attacks, damage increases by 15% of Weight.": "근접 물리 공격 시, 무게의 15%만큼 피해량이 증가합니다.", "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "퀘스트 완료했을때 해당하는 층이라면 가중치를 {0}배(일단 기본 10) 만큼 증가시킴", "On repeat visits the": "반복 방문 시", "On the brink of death, you will die when the duration expires.": "죽음의 직전 상태입니다. 지속 시간이 끝나면 사망합니다.", "On the brink of death, you will die when the duration expires. A unit can recover from this state if rescued from Severely Damaged, or if another unit feeds them to remove Severely Hungry. While in the Near Death state the unit falls unconscious and cannot be controlled.": "죽음의 문턱에 선 상태로, 지속시간이 끝나면 사망합니다. '심각한 부상' 상태에서 구조되거나, 다른 유닛이 먹여주어 '극심한 허기'가 해소되면 이 상태에서 회복할 수 있습니다. 빈사 상태인 동안 유닛은 의식을 잃고 조작할 수 없습니다.", "On the scarecrow": "허수아비에서", "On top of that, stalling without clearing floors fires the": "그 위에, 층을 정리하지 않고 정체하면", "On use": "사용 시", "On use:": "사용시:", "On {#}, {#} has changed from {#} to {#}.": "{#}의 {#}이(가) {#}에서 {#}(으)로 변경되었습니다.", "On-death EXP": "사망시 EXP", "On-equip effects": "장비 시 효과", "On:": "켜짐:", "On: Items": "대상: 아이템", "On: Items + Buildings": "켜기: 아이템 + 건물", "On: Other units + Buildings": "켜기: 다른 단위 + 건물", "On: Player units": "켜기: 플레이어 유닛", "On: Player units + Other units": "켜짐: 플레이어 유닛 + 다른 유닛", "On: Player units + Other units + Buildings": "대상: 플레이어 유닛 + 다른 유닛 + 건물", "On: Player units + Other units + Items": "켜짐: 플레이어 유닛 + 다른 유닛 + 아이템", "OnEventOccur": "OnEventOccur", "OnResearchCompleted": "OnResearchCompleted", "Once celebrated as the tribe's most promising warrior,": "한때 부족에서 가장 유망한 전사로 칭송받았던", "Once everything useful has been salvage...": "유용한 것들을 모두 회수한 후...", "Once it is comp...": "완전히 분해된 후...", "Once it is completely dismantled, a tiny green essence ...": "완전히 분해된 후 작은 녹색 정수가...", "Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.": "완전히 해체하고 나자, 그 핵심부에서 작은 초록빛 정수가 발견됩니다. 적어도 당신의 호기심만은 충족된 셈입니다.", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn bri...": "당신의 탐사 성공에 관한 연설 준비가 완료되자, 모두가 모입니다. 그들의 눈이 전보다 밝게...", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition mem": "탐사단의 성공에 관한 당신의 연설 준비가 끝나면 모두가 모여듭니다. 그들의 눈은 그 어느 때보다 밝게 빛나며 희망으로 가득 찹니다. 탐사대원들을 한 바퀴 살펴본 후", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak.": "탐사단의 성공에 관한 연설 준비가 끝나자, 모두가 모여듭니다. 그들의 눈은 그 어느 때보다 밝게 타오르며 희망으로 가득 차 있습니다. 앞에 모인 탐사단원들을 둘러본 뒤, 당신은 천천히 말을 시작합니다.", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak. \"We have done it! We conquered the Veil of Silence-that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\" At your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces. \"No matter what hardships lie ahead, we shall trust one another and move forward together!\" At your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.": "당신의 탐사 성공에 관한 연설 준비가 완료되자, 모두가 모입니다. 그들의 눈이 전보다 밝게 빛나고 희망으로 가득합니다. 당신 앞에 모인 탐사대원들을 살펴본 후, 천천히 말을 시작합니다. \"우리가 해냈습니다! 침묵의 장막, 즉 그 어둡고 위험한 숲을 정복했습니다. 이 성취는 여기 서 있는 모두의 용기와 결단력으로 이루어진 것입니다. 어떤 장애물도, 어떤 위협도 우리의 흔들리지 않는 결의를 깨뜨릴 수 없었습니다.\" 당신의 말에 탐사대원들이 박수와 환호성으로 터져 나옵니다. 자부심이 그들의 얼굴에 명확하게 빛납니다. \"앞에 무엇이 있든 우리는 서로를 믿고 함께 나아갈 것입니다!\" 당신의 신호에 탐사대원들이 잔을 부딪치고 축하 음료를 한 입에 마십니다.", "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope...": "탐사단의 성공에 관한 당신의 연설 준비가 끝나면 모두가 모여듭니다. 그들의 눈은 그 어느 때보다 밝게 빛나며 희망으로 가득...", "Once the Merchant Chamber is built, a": "상인 방이 완성되면,", "Once the [ROOM_MerchantRoom] is built, a Guild Merchant will be dispatched.": "[ROOM_MerchantRoom]이 건설되면 길드 상인이 파견됩니다.", "Once the report ...": "보고서를 받자...", "Once the report concludes, the expedition members gradually gather around you. They wish to hear your thoughts on the path ahead.": "보고가 끝나자, 탐사단원들이 서서히 당신 주위로 모여듭니다. 그들은 앞으로 나아갈 길에 대한 당신의 생각을 듣고 싶어 합니다.", "Once you're done with the Acid Bug, investigate the Spore Bug next": "산성 벌레 조사가 끝나면 다음으로 포자 벌레를 조사해줄래", "Once...": "한번...", "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0": "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0", "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0": "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0", "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0": "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0", "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0": "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0", "One Who Finds Joy - Dungeon Settlers Wiki": "불여락지자 - 던전 세틀러즈 위키", "One Who Finds Joy icon": "불여락지자 아이콘", "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "단일 피해 모델: 타격 = 공격력 x 계수 x (1 + 치명타% x 치명타피해%) x (1 + DamageDealt%) x FDM x 100/(100+저항력).", "One depleted floor applies the -50% penalty to the whole region": "하나의 고갈된 층은 -50% 페널티를 전체 지역에 적용합니다", "One in-game day": "게임 내 1일", "One is nowhere near enough. Wait- the link is lost?": "하나는 턱없이 부족하다. 잠깐 - 연결이 끊겼나?", "One of the six core attributes - Strength, Constitution, Willpower, Intelligence, Agility, Perception - that feed derived combat stats. How fast each grows on level-up is set by its talent tier.": "여섯 가지 핵심 능력치 중 하나다 - 힘, 체력, 의지력, 지능, 민첩, 지각 - 이며, 파생 전투 스탯의 기반이 된다. 레벨업 시 각각이 얼마나 빠르게 성장하는지는 재능 등급에 따라 결정된다.", "One person marvels that it sounds like the call of a magnificent horn, while another insists it resembles the elegant melody of a harp.": "한 사람은 그것이 웅장한 뿔피리 소리 같다며 감탄하고, 다른 한 사람은 우아한 하프 선율을 닮았다고 주장합니다.", "One point of a major stat adds the amount below to each final stat (from": "주요 스탯 1 포인트는 각 최종 스탯에 아래 양을 추가합니다 (출처", "One row per source.": "출처마다 한 줄씩입니다.", "One stomp lands two debuffs on a whole pack, so Guard Barrier fires a burst of shields at once - a strong opener, though only every 30s.": "한 번의 스톰프로 무리 전체에 디버프 두 개가 걸리므로, 가드 배리어가 한 번에 실드를 대량으로 발동시킵니다. 강력한 오프너지만 30초에 한 번만 사용할 수 있습니다.", "One-handed weapons": "한손 무기", "One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.": "한손 무기(검과 둔기, 그리고 아직 잠긴 단검, 도끼, 창)는 방패와 함께 착용해 방패-무기 조합으로 플레이할 수 있습니다. 즉 같은 유닛에서 방패는 활이나 지팡이와는 절대 함께 사용할 수 없습니다.", "One-shot": "일회용", "Only Physical and Magic (no elemental damage types)": "물리 및 마법만 (요소 피해 유형 없음)", "Only a bow uses ammo. Equip one in the Primary slot first.": "활만 화살을 사용합니다. 먼저 주무기 슬롯에 장착하세요.", "Only a portion of Resources used in construction is refunded when demolished.": "건설에 사용된 자원의 일부만 철거 시 환불됩니다.", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...": "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...", "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.": "모두가 잠든 후에야 {0}의 순찰이 시작되었다. 희미한 등불을 들고 골목과 성벽 아래를 누비며 닫힌 문 틈과 어두운 지붕을 하나씩 살폈다. 그래서 낮의 소음보다 밤의 조용한 발소리에 더 익숙해졌다.", "Only critical hits count, so the inscription is strongest on a high-crit build; a low-crit unit may never reach the cap in a single run.": "치명타만 집계되므로, 이 각인은 치명타 확률이 높은 빌드에서 가장 강력합니다. 치명타 확률이 낮은 유닛은 한 판 안에 상한에 도달하지 못할 수도 있습니다.", "Only critical hits pay out ({#} gold each). Once you bank {#} gold you stop earning and instead gain a permanent +{#}% Critical Chance for the rest of the expedition.": "치명타만 보상을 줍니다 (1회당 {#} 골드). {#} 골드를 모으면 더 이상 골드를 얻지 않는 대신, 남은 원정 동안 영구적으로 치명타 확률 +{#}%를 얻습니다.", "Only the first two regions have real content; the rest are placeholders (see the": "처음 두 지역만 실제 콘텐츠를 가집니다; 나머지는 자리표시자입니다 (참고", "Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "순 변화만 표시됩니다. 중간 빌드에서 여러 번 바뀐 항목은 시작 값과 최종 값으로 한 번만 나오고, 바뀌었다가 되돌아온 항목은 아예 나오지 않습니다.", "OnlyBasicAttack": "OnlyBasicAttack", "Opal (Water gem upgrade)": "오팔 (물 보석 업그레이드)", "Opal Arcron Staff - Dungeon Settlers Wiki": "오팔 아크론 스태프 - 던전 세틀러즈 위키", "Opal Arcron Staff icon": "오팔 아크론 스태프 아이콘", "Opal Bronze Staff - Dungeon Settlers Wiki": "오팔 청동 스태프 - 던전 세틀러즈 위키", "Opal Bronze Staff icon": "오팔 청동 스태프 아이콘", "Opal Copper Staff - Dungeon Settlers Wiki": "오팔 구리 스태프 - 던전 세틀러즈 위키", "Opal Copper Staff icon": "오팔 구리 스태프 아이콘", "Opal Necklace - Dungeon Settlers Wiki": "오팔 목걸이 - 던전 세틀러즈 위키", "Opal Necklace icon": "오팔 목걸이 아이콘", "Opal Ore": "오팔 광석", "Opal Ore - Dungeon Settlers Wiki": "오팔 광석 - 던전 세틀러즈 위키", "Opal Ore icon": "오팔 광석 아이콘", "Opal Ring - Dungeon Settlers Wiki": "오팔 반지 - 던전 세틀러즈 위키", "Opal Ring icon": "오팔 반지 아이콘", "Opal Tin Staff - Dungeon Settlers Wiki": "오팔 주석 스태프 - 던전 세틀러즈 위키", "Opal Tin Staff icon": "오팔 주석 스태프 아이콘", "Open Game Guide": "게임 가이드 열기", "Open in builder": "빌더에서 열기", "Open the Saves folder, then choose your clan .json below. The exact folder can vary by build. A browser cannot open a folder for you, so copy the path and paste it as above.": "Saves 폴더를 연 다음 아래에서 클랜 .json 파일을 선택하세요. 정확한 폴더 위치는 빌드에 따라 다를 수 있습니다. 브라우저는 폴더를 직접 열어줄 수 없으므로 위와 같이 경로를 복사해 붙여넣으세요.", "Open trade with": "거래 개시", "Operating Table - Dungeon Settlers Wiki": "수술대 - 던전 세틀러즈 위키", "OperationTable": "OperationTable", "Optimistic - Dungeon Settlers Wiki": "낙관적인 - 던전 세틀러즈 위키", "Optimistic icon": "낙관적인 아이콘", "Optional": "선택 사항", "Options": "옵션", "Or browse and filter the full list": "또는 전체 목록을 둘러보고 필터링", "Order of computation": "계산 순서", "Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock.": "지역 클리어를 위해 처치해야 하는 적의 순서: Stage 1, Stage 2 등. NULL이면 보스가 없다는 뜻이므로, 클리어해도 해금이 발생하지 않는다.", "Ordinary ×{#} stats / ×{#} stones": "보통 능력치 ×{#} / 마나석 ×{#}", "Ornate Teacup - Dungeon Settlers Wiki": "화려한 찻잔 - 던전 세틀러즈 위키", "Ornate Teacup icon": "화려한 찻잔 아이콘", "Other adjustments": "기타 조정", "Other future bosses in the data: a **three-phase": "데이터의 기타 미래 보스: **삼상", "Other future bosses in the data: a **three-phase Red Monster Rat** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the **Devrick Pendant** (with its Devrick Talisman).": "데이터에 존재하는 그 외 미래 보스: **3페이즈 붉은 괴물쥐**(붉은 괴물쥐) 보스 버전(캠페인에서 싸우는 엘리트 붉은 괴물쥐과는 다른 개체)과, '저주로 인해 슬라임으로 녹아버렸다'는 대왕관(거대한 왕관) 및 로열 슬라임 소울스톤과 연결된 **로열 슬라임**(Royal Slime)이 있습니다. 이미 출시된 전설 등급 액세서리는 **데브릭 펜던트**(Devrick Pendant, 데브릭 탈리스만 포함)입니다.", "Other mood levers": "다른 기분 레버", "Other pools": "다른 풀", "Other skills": "기타 스킬", "Other skills (monster / item-granted)": "기타 스킬 (몬스터 / 아이템 부여)", "Other unit can restore you from the": "다른 유닛이 당신을 다음에서 복구할 수 있습니다", "Other unit can restore you from the Near Death state via rescue interactions.": "다른 유닛이 구조 행동을 통해 빈사 상태에서 벗어나게 해줄 수 있습니다.", "Other units (NPC/monster): no": "다른 유닛 (NPC/몬스터): 아니오", "Other units (NPC/monster): yes": "다른 유닛 (NPC/몬스터): 예", "Other units + Buildings": "기타 유닛 + 건물", "Other/Unused": "기타/미사용", "Output": "출력", "Outstanding": "인재", "Overloaded (Caution, displays once)": "과부하 (주의, 1회 표시)", "Overloaded - Dungeon Settlers Wiki": "과적 - 던전 세틀러즈 위키", "Overloaded icon": "과적 아이콘", "Overview": "개요", "Overwhelmed by its presence, you find yourself unable to move.": "그것의 존재에 압도되어, 당신은 움직일 수 없다는 것을 알게 된다.", "P": "P", "P.Atk": "물리 공격력", "P.Atk 11": "물리 공격 11", "P.Atk 15": "물리 공격 15", "P.Atk 17": "물리 공격 17", "P.Atk 20": "물리 공격 20", "P.Atk 21": "물리 공격 21", "P.Atk 23": "물리공격력 23", "P.Atk 23 · M.Atk 9": "물리 공격 23 · 마법 공격 9", "P.Atk 26": "물리 공격 26", "P.Atk 27": "물리 공격력 27", "P.Atk 30": "물리공격력 30", "P.Atk 30 · M.Atk 14": "물리 공격 30 · 마법 공격 14", "P.Atk 32": "물리 공격 32", "P.Atk 36": "물리공격력 36", "P.Atk 36 · M.Atk 14": "물리 공격 36 · 마법 공격 14", "P.Atk 41": "물리 공격 41", "P.Atk 42": "물리공격력 42", "P.Atk 42 · M.Atk 23": "물리 공격 42 · 마법 공격 23", "P.Atk 45": "물리공격력 45", "P.Atk 45 · M.Atk 14": "물리 공격 45 · 마법 공격 14", "P.Atk 48": "물리 공격 48", "P.Atk 53": "물리공격력 53", "P.Atk 53 · M.Atk 14": "물리 공격 53 · 마법 공격 14", "P.Atk 56": "물리 공격 56", "P.Atk 57": "물리공격력 57", "P.Atk 57 · M.Atk 14": "물리 공격 57 · 마법 공격 14", "P.Atk 60": "물리공격력 60", "P.Atk 60 · M.Atk 14": "물리 공격 60 · 마법 공격 14", "P.Atk 68": "물리공격력 68", "P.Atk 68 · M.Atk 34": "물리 공격 68 · 마법 공격 34", "P.Atk 71": "물리 공격 71", "P.Atk 77": "물리 공격 77", "P.Atk 80": "물리 공격 80", "P.Atk 90": "물리 공격 90", "P.Res": "물리 저항", "P/O/I/B": "P/O/I/B", "PAtk": "물리 공격력", "Pacifist - Dungeon Settlers Wiki": "평화주의자 - 던전 세틀러즈 위키", "Pacifist icon": "평화주의자 아이콘", "Packs a powerful strike but is vulnerable to heavy impacts.": "강력한 타격을 날리지만 무거운 충격에 약합니다.", "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "체크한 유닛들을 하나의 링크로 압축합니다. 링크를 여는 사람은 유닛을 그대로 재구성하며, 계정도 서버도 저장도 필요 없습니다.", "Page": "페이지", "Page not found": "페이지를 찾을 수 없습니다", "Page not found - Dungeon Settlers Wiki": "페이지를 찾을 수 없음 - 던전 세틀러즈 위키", "Pain": "고통", "Pain reduces": "고통은 감소합니다", "Pain reduces Mood": "고통은 기분을 감소시킵니다", "Panic State (Debuff, prints once)": "공황 상태 (디버프, 1회 표시)", "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱되어 사용되므로 키 이름을 변경하지 마세요!!! {0}: 최소 증가량 {1}: 최대 증가량", "Party per round": "라운드당 파티", "Party totals": "파티 총합", "Passing through countless villages,": "수많은 마을을 지나가며,", "Passive": "패시브", "Passive - affects self": "패시브 - 자신에게 적용", "Passive skills": "패시브 스킬", "Passives": "패시브", "Patrol": "순찰", "Pause, 1x, 2x, 3x": "일시중지, 1배, 2배, 3배", "Pause/Resume Game: Space": "게임 일시정지/재개: Space", "Pay close attention to a unit's": "유닛의 주의를 기울이세요", "Peach": "복숭아", "Peddler - Dungeon Settlers Wiki": "행상인 - 던전 세틀러즈 위키", "Peddler icon": "행상인 아이콘", "Per": "인지", "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "+1 포인트당: 맷집 {#} 생명력; 힘 {#} / 민첩 {#} / 인지 {#} 물리 공격력; 지능 {#} / 의지 {#} / 인지 {#} 마법 공격력.", "Per cast range": "시전당 범위", "Per room": "방당", "Per stack": "스택당", "Per stack / sec": "스택당 / 초", "Per stack:": "스택당:", "Per-floor": "층당", "Per-floor room and node odds in {#}": "{#}의 층별 방 및 노드 확률", "Per-level gain ranges": "레벨당 획득 범위", "Per-point stat calculator": "포인트당 능력치 계산기", "Per-point stat values": "포인트당 스탯 값", "Per-point values": "포인트당 값", "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "지역별 조건(날씨, 자원 풍부도, 위험 요소)으로, 탐사 중 긍정적이거나 부정적인 효과를 적용한다; 난이도가 높을수록 부정적인 환경 효과가 더 많이 발생한다.", "Per-region weather/effects and depletion counters": "지역당 날씨/효과 및 소진 카운터", "Per-room odds": "방마다 확률", "Per-second damage": "초당 피해", "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "스킬별 피해량 분석을 사용할 수 없습니다 (피해량 순위 데이터가 이 페이지에 포함되지 않았습니다).", "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "스킬별 피해량을 사용할 수 없습니다 (피해량 순위 데이터가 이 페이지에 포함되지 않았습니다).", "Per-skill damage uses the same engine as skills/damage-ranking: the caster's real attack stats and crit fold into each skill's recipe, mitigated by this target's resistances. Player damage does not scale with difficulty (only the target HP does), so a skill shows the same number here as on the ranking page at the matching difficulty.": "스킬별 피해량은 스킬/피해량 순위와 동일한 엔진을 사용합니다: 시전자의 실제 공격 스탯과 치명타가 각 스킬의 계산식에 반영되며, 이 대상의 저항력으로 감소됩니다. 플레이어 피해량은 난이도에 따라 변하지 않으므로 (대상 생명력만 변함), 스킬은 여기서도 일치하는 난이도의 순위 페이지와 동일한 수치를 보여줍니다.", "Per-skill damage vs": "스킬별 피해량 대", "Per-slot": "슬롯당", "Per-status value curves/scaling.": "능력치별 수치 곡선/스케일링.", "Percent": "퍼센트", "Percent stat": "백분율 스탯", "Percent vs flat stats": "퍼센트 대 평면 스탯", "Percent?": "퍼센트?", "Percentage value determining how long a unit sleeps while in forced rest mode": "강제 휴식 모드에서 유닛이 얼마나 오래 자는지를 결정하는 백분율 값", "Perception (Fortify / Weaken / Elixir)": "인지력(강화/약화/엘릭서)", "Perception - Dungeon Settlers Wiki": "인지 - 던전 세틀러즈 위키", "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "인지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "Perception Elixir - Dungeon Settlers Wiki": "인지의 영약 - 던전 세틀러즈 위키", "Perception Elixir icon": "인지의 영약 아이콘", "Perception Elixir range and area shown on a dungeon room": "던전 방에 표시된 지각 엘릭서의 범위와 영역", "Perception Fortify - Dungeon Settlers Wiki": "인지 강화 - 던전 세틀러즈 위키", "Perception Fortify icon": "인지 강화 아이콘", "Perception Weaken - Dungeon Settlers Wiki": "인지 약화 - 던전 세틀러즈 위키", "Perception Weaken icon": "인지 약화 아이콘", "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "인지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "Perception icon": "인지 아이콘", "Perception myth": "인지력 신화", "Perception: Exceptional (+{#}-{#} per level)": "지각: 탁월 (레벨당 +{#}~{#})", "Perception: Genius (+{#}-{#} per level)": "지각: 천재 (레벨당 +{#}~{#})", "Perception: Moderate (+{#}-{#} per level) - the baseline: no bonus, no malus": "지각: 보통 (레벨당 +{#}~{#}) - 기준치: 보너스도 페널티도 없음", "Perception: Outstanding (+{#}-{#} per level)": "지각: 우수 (레벨당 +{#}~{#})", "Perception: Poor (+{#}-{#} per level)": "지각: 낮음 (레벨당 +{#}~{#})", "PerceptionFortify": "PerceptionFortify", "PerceptionWeaken": "PerceptionWeaken", "Perception_": "Perception_", "Perfectionist - Dungeon Settlers Wiki": "완벽주의자 - 던전 세틀러즈 위키", "Perfectionist icon": "완벽주의자 아이콘", "Perhaps a Harp - Dungeon Settlers Wiki": "아마도 하프소리 - 던전 세틀러즈 위키", "Perhaps a Harp icon": "아마도 하프소리 아이콘", "Perhaps a Trumpet - Dungeon Settlers Wiki": "아마도 나팔소리 - 던전 세틀러즈 위키", "Perhaps a Trumpet icon": "아마도 나팔소리 아이콘", "Perhaps a Woman's Song - Dungeon Settlers Wiki": "아마도 여인의 노래 - 던전 세틀러즈 위키", "Perhaps a Woman's Song icon": "아마도 여인의 노래 아이콘", "Peridot (Nature gem upgrade)": "페리도트 (자연 보석 업그레이드)", "Peridot Arcron Staff - Dungeon Settlers Wiki": "페리도트 아크론 스태프 - 던전 세틀러즈 위키", "Peridot Arcron Staff icon": "페리도트 아크론 스태프 아이콘", "Peridot Bronze Staff - Dungeon Settlers Wiki": "페리도트 청동 스태프 - 던전 세틀러즈 위키", "Peridot Bronze Staff icon": "페리도트 청동 스태프 아이콘", "Peridot Copper Staff - Dungeon Settlers Wiki": "페리도트 구리 스태프 - 던전 세틀러즈 위키", "Peridot Copper Staff icon": "페리도트 구리 스태프 아이콘", "Peridot Necklace - Dungeon Settlers Wiki": "페리도트 목걸이 - 던전 세틀러즈 위키", "Peridot Necklace icon": "페리도트 목걸이 아이콘", "Peridot Ore": "페리도트 광석", "Peridot Ore - Dungeon Settlers Wiki": "페리도트 광석 - 던전 세틀러즈 위키", "Peridot Ore icon": "페리도트 광석 아이콘", "Peridot Ring - Dungeon Settlers Wiki": "페리도트 반지 - 던전 세틀러즈 위키", "Peridot Ring icon": "페리도트 반지 아이콘", "Peridot Tin Staff - Dungeon Settlers Wiki": "페리도트 주석 스태프 - 던전 세틀러즈 위키", "Peridot Tin Staff icon": "페리도트 주석 스태프 아이콘", "Periodically boosts the": "주기적으로 다음을 강화합니다", "Periodically boosts the Mood of nearby units.": "주기적으로 주변 유닛의 기분을 상승시킵니다.", "Periodically lowers the": "주기적으로 감소시킵니다", "Periodically lowers the Mood of nearby units.": "주기적으로 주변 유닛의 기분을 저하시킵니다.", "Periodically restores health by a percentage of": "Periodically restores health by a percentage of", "Periodically restores health by a percentage of Max Health Total. The recovery is split between damaged Head Health and Torso Health.": "주기적으로 총 최대 생명력의 일정 비율만큼 생명력을 회복합니다. 회복량은 손상된 머리 생명력과 몸통 생명력에 나누어 적용됩니다.", "Perion (scholar, Festering Burrow)": "페리온 (학자, 문드러진 땅굴)", "Perion - Dungeon Settlers Wiki": "페리온 - 던전 세틀러즈 위키", "Perion Default": "페리온 기본값", "Perion Default - Dungeon Settlers Wiki": "페리온 기본 - 던전 세틀러즈 위키", "Perion Default icon": "페리온 기본 아이콘", "Perion Quest 1": "페리온 임무 1", "Perion Quest 1 - Dungeon Settlers Wiki": "페리온 임무 1 - 던전 세틀러즈 위키", "Perion Quest 1 Reward": "페리온 임무 1 보상", "Perion Quest 1 Reward - Dungeon Settlers Wiki": "페리온 임무 1 보상 - 던전 세틀러즈 위키", "Perion Quest 1 Reward icon": "페리온 임무 1 보상 아이콘", "Perion Quest 1 icon": "페리온 임무 1 아이콘", "Perion Quest End 1": "페리온 임무 끝 1", "Perion Quest End 1 - Dungeon Settlers Wiki": "페리온 임무 종료 1 - 던전 세틀러즈 위키", "Perion Quest End 1 icon": "페리온 임무 종료 1 아이콘", "Perion Quest End 2": "페리온 퀘스트 끝 2", "Perion Quest End 2 - 던전 세틀러즈 위키": "Perion Quest End 2 - 던전 세틀러즈 위키", "Perion Quest End 2 아이콘": "Perion Quest End 2 아이콘", "Perion icon": "페리온 아이콘", "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.": "페리온은 골렘의 조각을 검사하고 있습니다. 당신이 다가가도 멈추지 않고 그는 말합니다.", "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"": "페리온은 골렘의 조각을 검사하고 있습니다. 당신이 다가가도 멈추지 않고 그는 말합니다. \"...당신 덕분에 제 연구가 상당한 진전을 이루었습니다.\" 그는 불만족스러운 표정으로 머리를 한쪽으로 넘깁니다. \"하지만 던전에 대해 아직도 알지 못하는 것이 너무 많습니다. 직접 들어가서 보지 못하는 것이 더 이상 견딜 수 없을 정도입니다.\"", "Perion rewards": "페리온 보상", "Perion silently reads through the investigation records you brought.": "페리온은 당신이 가져온 조사 기록을 조용히 읽습니다.", "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"": "페리온은 당신이 가져온 조사 기록을 조용히 읽습니다. \"놀랍습니다... 이것은 살아있는 생물에 대한 평범한 마법 실험이 아닙니다. 그들이 고대의 존재들 자체까지도 연구했다는 의미입니다.\" 잠깐의 생각 후, 조용한 한숨을 내쉽니다. \"그들이 무엇을 이루려고 했는지에 대해서는... 이제 알 방법이 없습니다.\" 그는 문서들을 깔끔하게 정렬하여 가방에 넣습니다. \"제가 약속을 지키겠습니다. 남은 일을 마친 후에 저는 정착지로 향할 것입니다. 이제부터 저는 탐사대의 일원으로서 던전을 직접 조사하겠습니다.\"", "Perion's discarded-device request line.": "페리온의 버려진 장치 의뢰 라인.", "PerionDefault": "PerionDefault", "PerionQuest1": "PerionQuest1", "PerionQuest1Reward": "PerionQuest1Reward", "PerionQuest2": "PerionQuest2", "PerionQuest2End": "PerionQuest2End", "PerionQuestEnd1": "PerionQuestEnd1", "PerionQuestEnd2": "PerionQuestEnd2", "Permanently +3 Strength and +3 Constitution, and restores 100 HP over 10 seconds.": "영구적으로 힘 +3, 맷집 +3을 얻고, 10초에 걸쳐 생명력을 100 회복합니다.", "Personality": "성격", "Per×0.05": "Per×0.05", "Per×0.3": "Per×0.3", "Per×0.4": "Per×0.4", "Per×0.5": "Per×0.5", "Pessimistic - Dungeon Settlers Wiki": "비관적인 - 던전 세틀러즈 위키", "Pessimistic icon": "비관적인 아이콘", "Petal - Dungeon Settlers Wiki": "꽃잎 - 던전 세틀러즈 위키", "Petal icon": "꽃잎 아이콘", "Phantom Chain - Dungeon Settlers Wiki": "팬텀 체인 - 던전 세틀러즈 위키", "Phantom Chain icon": "팬텀 체인 아이콘", "Phantom Chain range and area on a dungeon room": "환각 연쇄 범위 및 던전 방의 영역", "Phantom Chain range and area shown on a dungeon room": "던전 방에 표시된 팬텀 체인의 범위와 영역", "Phase 1": "1단계", "Phase 1 Unique": "단계 1 고유", "Phase 1 Unique - Dungeon Settlers Wiki": "1단계 유니크 - 던전 세틀러즈 위키", "Phase 1 Unique map": "1단계 유니크 맵", "Phase 1 맵": "1단계 맵", "Phase 2": "2단계", "Phase 2 - Dungeon Settlers Wiki": "단계 2 - 던전 세틀러즈 위키", "Phase 2 Unique": "2단계 유니크", "Phase 2 Unique - Dungeon Settlers Wiki": "Phase 2 고유 - 던전 세틀러즈 위키", "Phase 2 Unique map": "Phase 2 고유 맵", "Phase 2 map": "Phase 2 맵", "Phase 2 고유": "2단계 유니크", "Phase 2 고유 맵": "2단계 유니크 맵", "Phase 2 맵": "2단계 맵", "Phase change": "페이즈 변환", "Phase unit [n]: phase of floor n": "페이즈 단위 [n]: n층의 페이즈", "Phase {#} Unique": "{#}단계 고유", "Phase {#} Unique map": "{#}단계 고유 맵", "PhaseUnit": "PhaseUnit", "Phase_": "Phase_", "Phases": "단계", "Philosopher - Dungeon Settlers Wiki": "철학자 - 던전 세틀러즈 위키", "Philosopher icon": "철학자 아이콘", "Phys": "물리", "Phys Res": "물리 저항력", "Phys res": "물리 저항", "Phys. resist": "물리 저항력", "PhysAtk": "물리 공격력", "PhysRes": "물리 저항", "Physical": "물리", "Physical 10 / Magic 18": "물리 10 / 마법 18", "Physical 10 / Magic 40": "물리 10 / 마법 40", "Physical 10 / Magic 49": "물리 10 / 마법 49", "Physical 10 / Magic 60": "물리 10 / 마법 60", "Physical 10 / Magic 63": "물리 10 / 마법 63", "Physical 10 / Magic 75": "물리 10 / 마법 75", "Physical 102 / Magic 16": "물리 102 / 마법 16", "Physical 115 / Magic 16": "물리 115 / 마법 16", "Physical 117 / Magic 16": "물리 117 / 마법 16", "Physical 12 / Magic 20": "물리 12 / 마법 20", "Physical 121 / Magic 20": "물리 121 / 마법 20", "Physical 126 / Magic 20": "물리 126 / 마법 20", "Physical 130 / Magic 16": "물리 130 / 마법 16", "Physical 142 / Magic 20": "물리 142 / 마법 20", "Physical 144 / Magic 20": "물리 144 / 마법 20", "Physical 151 / Magic 16": "물리 151 / 마법 16", "Physical 16 / Magic 135": "물리 16 / 마법 135", "Physical 16 / Magic 170": "물리 16 / 마법 170", "Physical 16 / Magic 58": "물리 16 / 마법 58", "Physical 170 / Magic 16": "물리 170 / 마법 16", "Physical 20 / Magic 108": "물리 20 / 마법 108", "Physical 30 / Magic 20": "물리 30 / 마법 20", "Physical 41 / Magic 20": "물리 41 / 마법 20", "Physical 42 / Magic 20": "물리 42 / 마법 20", "Physical 44 / Magic 20": "물리 44 / 마법 20", "Physical 45 / Magic 20": "물리 45 / 마법 20", "Physical 54 / Magic 20": "물리 54 / 마법 20", "Physical 55 / Magic 16": "물리 55 / 마법 16", "Physical 63 / Magic 20": "물리 63 / 마법 20", "Physical 72 / Magic 16": "물리 72 / 마법 16", "Physical 76 / Magic 20": "물리 76 / 마법 20", "Physical 8 / Magic 117": "물리 8 / 마법 117", "Physical 81 / Magic 20": "물리 81 / 마법 20", "Physical 86 / Magic 20": "물리 86 / 마법 20", "Physical 90 / Magic 16": "물리 90 / 마법 16", "Physical 90 / Magic 20": "물리 90 / 마법 20", "Physical 99 / Magic 16": "물리 99 / 마법 16", "Physical 99 / Magic 20": "물리 99 / 마법 20", "Physical Atk": "물리 공격", "Physical Attack": "물리 공격력", "Physical Attack Potion - Dungeon Settlers Wiki": "물공 물약 - 던전 세틀러즈 위키", "Physical Attack Potion icon": "물공 물약 아이콘", "Physical Attack Potion range and area shown on a dungeon room": "던전 방에 표시된 물리 공격 물약의 범위와 영역", "Physical Attack Power - Dungeon Settlers Wiki": "물리 공격력 - 던전 세틀러즈 위키", "Physical Attack Power Final Multiplier - Dungeon Settlers Wiki": "물리 공격력 최종 배율 - 던전 세틀러즈 위키", "Physical Attack Power Final Multiplier icon": "물리 공격력 최종 배율 아이콘", "Physical Attack Power Magic Attack Power Attack Speed Critical Chance Critical Damage Bonus Hit Chance": "물리 공격력 마법 공격력 공격 속도 치명타 확률 치명타 데미지 보너스 적중 확률", "Physical Attack Power base": "물리 공격력 기본", "Physical Attack Power icon": "물리 공격력 아이콘", "Physical Attack Power increases by 10% during this exploration.": "이번 탐사 중 물리 공격력이 10% 증가합니다.", "Physical Attack Power increases by ?% for each stack.": "각 스택당 물리 공격력이 ?% 증가합니다.", "Physical Attack Power increases by ?% per stack.": "스택당 물리 공격력이 ?% 증가합니다.", "Physical Attack Power increases by ?%.": "물리 공격력이 ?% 증가합니다.", "Physical Attack per skill use": "스킬 사용당 물리 공격", "Physical Damage Dealt - Dungeon Settlers Wiki": "주는 물리 피해량 - 던전 세틀러즈 위키", "Physical Damage Dealt icon": "주는 물리 피해량 아이콘", "Physical Resistance - Dungeon Settlers Wiki": "물리 저항력 - 던전 세틀러즈 위키", "Physical Resistance and Magic Resistance only": "물리 저항 및 마법 저항만", "Physical Resistance icon": "물리 저항력 아이콘", "Physical Resistance increases by 10 during this exploration.": "이번 탐사 중 물리 저항이 10 증가합니다.", "Physical attack": "물리 공격", "Physical attack power": "물리 공격력", "Physical attack power increases by 10% of lost health": "잃은 생명력의 10%만큼 물리 공격력이 증가한다", "Physical attack power increases by 10% of lost health.": "물리 공격력이 잃은 생명력의 10% 증가합니다.", "Physical attack power increases by 30% for each stack.": "물리 공격력이 스택당 30%씩 증가합니다.", "Physical attack speed increases by {0}%.": "물리 공격 속도가 {0}% 증가합니다.", "Physical damage stat source": "물리 피해 스탯 출처", "Physical from {#}, magic from {#}.": "물리 {#}, 마법 {#}.", "Physical melee - Greatsword": "물리 근접 - 대검", "Physical melee - Sword": "물리 근접 - 검", "Physical res 0 / Magic res 0": "물리 저항 0 / 마법 저항 0", "Physical res 0 / Magic res 30": "물리 저항 0 / 마법 저항 30", "Physical res 0 / Magic res 60": "물리 저항 0 / 마법 저항 60", "Physical res 10 / Magic res 0": "물리 저항 10 / 마법 저항 0", "Physical res 10 / Magic res 10": "물리 저항 10 / 마법 저항 10", "Physical res 10 / Magic res 30": "물리 저항 10 / 마법 저항 30", "Physical res 15 / Magic res 0": "물리 저항 15 / 마법 저항 0", "Physical res 20 / Magic res 0": "물리 저항 20 / 마법 저항 0", "Physical res 25 / Magic res 0": "물리 저항 25 / 마법 저항 0", "Physical res 30 / Magic res 0": "물리 저항 30 / 마법 저항 0", "Physical res 40 / Magic res 0": "물리 저항 40 / 마법 저항 0", "Physical res 50 / Magic res 0": "물리 저항 50 / 마법 저항 0", "Physical res 60 / Magic res 0": "물리 저항 60 / 마법 저항 0", "Physical resistance": "물리 저항", "Physical spells": "물리 주문", "Physical stats from": "물리 스탯 출처", "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "물리 {#} ({#}) &middot; 마법 {#} ({#}). 장착한 등급은 정확한 값이며, 다른 등급은 비례 환산됩니다.", "Physical, ignores defense & shields": "물리, 방어 및 보호막 무시", "Physical, ignores shields": "물리, 방패 무시", "PhysicalAttackPower": "PhysicalAttackPower", "PhysicalAttackSpeed": "PhysicalAttackSpeed", "PhysicalCriticalChance": "PhysicalCriticalChance", "PhysicalCriticalMultiplier": "PhysicalCriticalMultiplier", "PhysicalEfficiencyAgainstArmor": "PhysicalEfficiencyAgainstArmor", "PhysicalResistance_": "PhysicalResistance_", "Pick Up :": "획득:", "Pick Up Mode ({0} or screen bottom-right)": "줍기 모드 ({0} 또는 화면 우하단)", "Pick a background first - it decides which trees this character has.": "먼저 배경을 선택하세요 - 이 캐릭터가 가질 트리를 결정합니다.", "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "이 모집 유닛의 얼굴을 선택하세요 - 빌드 카드에 표시되며 빌드 및 공유 링크와 함께 저장됩니다.", "Pick a face for this recruit â shown on the Build card, saved with the build and its share link.": "이 모집 후보의 얼굴을 선택하세요 â 빌드 카드에 표시되며 빌드와 공유 링크에 저장됩니다.", "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "무기 유형을 고른 뒤 재료 세트를 선택하세요 - 세트에는 해당 무기와 그 등급의 방어구가 포함됩니다. 아래에서 슬롯별로 조정할 수 있습니다.", "Pick a weapon type, then a material set â the set brings that weapon plus the tier armour. Tweak any slot below.": "무기 종류를 선택한 다음 재료 세트를 선택하세요 â 세트를 선택하면 해당 무기와 그 등급의 방어구가 함께 적용됩니다. 아래에서 각 슬롯을 조정할 수 있습니다.", "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "위에서 적을 선택하세요. 추정치일 뿐이며 스킬 재사용 대기, 상태 효과, 위치, 광역 효과는 무시합니다.", "Pick any two builds to see what changed": "변경된 사항을 보려면 두 개의 빌드를 선택하세요", "Pick any two builds to see what changed between them.": "빌드를 두 개 고르면 그 사이에 무엇이 바뀌었는지 볼 수 있습니다.", "Pick level, difficulty and mood effects; the net mood is computed for you": "레벨, 난이도 및 기분 효과를 선택하세요. 순 기분이 계산됩니다", "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "아래 무기 비교를 위해 스킬별 표에서 행을 클릭하여 이 캐릭터의 공격을 선택하세요.", "Pick two different builds.": "두 개의 다른 빌드를 선택하세요.", "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "최대 3개까지 선택 가능 (게임은 1개 + 30% 확률로 추가 획득을 굴립니다).", "Pick up to {#} (the game rolls {#} + a {#} chance of extras). {#} of {#} are in the game for 인간 ({#} hidden: recruit weight {#}, never rolled). Hover a card for its full description.": "최대 {#}개까지 선택하세요 (게임은 {#}개 + {#} 확률로 추가 특성을 굴립니다). 인간의 경우 {#}개 중 {#}개가 게임에 존재합니다 ({#}개 숨김: 모집 가중치 {#}, 절대 뽑히지 않음). 카드에 마우스를 올리면 전체 설명을 볼 수 있습니다.", "Picked from SpawnGroupTable by region / phase / room type": "지역 / 단계 / 방 종류별로 SpawnGroupTable에서 선택됨", "Picked up items are stored in the unit's <color=#ccb": "줍기한 아이템은 유닛의 <color=#ccb", "Picked-up items are stored in the unit's 'Inventory'.": "획득한 아이템은 유닛의 '인벤토리'에 저장됩니다.", "Picked-up items are stored in the unit's <color=#ccb": "줍기한 아이템은 유닛의 <color=#ccb", "Pickup Mode: C": "획득 모드: C", "Pierce": "찌르기", "Piercing Thrust": "관통 돌진", "Pinball Time PS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du...": "핀볼 타임 PS: 맵이 너무 크면, 갑옷 입은 딱정벌레가 전투에서 도망칠 수 있으므로, 크기 조정이 필요해 보인다...", "Pink Flowerbed": "분홍 화단", "Pink Flowerbed - Dungeon Settlers Wiki": "분홍 화단 - 던전 세틀러즈 위키", "Pioneer Spirit": "개척 정신", "Pioneering Spirit": "개척 정신", "Pioneering Spirit Effect": "개척정신 효과", "Pioneering Spirit Effect - 던전 세틀러즈 위키": "Pioneering Spirit Effect - 던전 세틀러즈 위키", "Pioneering Spirit Effect 아이콘": "Pioneering Spirit Effect 아이콘", "Placed into dungeon floors as they generate": "던전 층이 생성될 때 배치됩니다", "Placed into dungeon floors as they generate -": "던전 층이 생성될 때 배치됨 -", "Placeholder (unused)": "플레이스홀더 (미사용)", "Placeholder chest loot; no dedicated monster drop tables yet": "자리표시자 상자 전리품; 아직 전용 몬스터 드롭 테이블 없음", "Plain JSON, ~1-2 MB per campaign autosave": "평면 JSON, 캠페인 자동 저장당 ~1-2 MB", "Plan a settler - background, skills, equipment, final stats": "정착자 계획 - 배경, 스킬, 장비, 최종 스탯", "Planned": "계획됨", "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only": "채식 음식에서 식물 분노 (기분 -2); 육식 전용에 대한 페널티 없음", "Plant Rage - Dungeon Settlers Wiki": "채식 분노 - 던전 세틀러즈 위키", "Plant Rage icon": "채식 분노 아이콘", "Plant-Eating Rage (Debuff, prints once)": "식물식 분노 (디버프, 1회 표시)", "PlayLoop_": "PlayLoop_", "Playable Until v0.3": "플레이 가능한 버전: v0.3", "Playable Until v0.4": "플레이 가능한 버전: v0.4", "Playable Until v0.5": "플레이 가능한 버전: v0.5", "Player": "플레이어", "Player Idle Start Tick": "Player Idle Start Tick", "Player Management Difficulty Easy": "플레이어 운영 난이도 쉬움", "Player Management Difficulty Easy - 던전 세틀러즈 위키": "플레이어 관리 난이도 쉬움 - 던전 세틀러즈 위키", "Player Management Difficulty Easy 아이콘": "플레이어 관리 난이도 쉬움 아이콘", "Player Management Difficulty Hard": "플레이어 운영 난이도 어려움", "Player Management Difficulty Hard - 던전 세틀러즈 위키": "플레이어 관리 난이도 어려움 - 던전 세틀러즈 위키", "Player Management Difficulty Hard 아이콘": "플레이어 관리 난이도 어려움 아이콘", "Player default": "플레이어 기본값", "Player skills": "플레이어 스킬", "Player skills:": "플레이어 스킬:", "Player spell damage ranking": "플레이어 주문 피해 순위", "Player spells": "플레이어 주문", "Player tree": "플레이어 트리", "Player unit base value": "플레이어 유닛 기본값", "Player units": "플레이어 유닛", "Player units + Other units": "플레이어 유닛 + 기타 유닛", "Player units + Other units + Buildings": "플레이어 유닛 + 기타 유닛 + 건물", "Player units + Other units + Items": "플레이어 유닛 + 기타 유닛 + 아이템", "Player units: no": "플레이어 유닛: 아니오", "Player units: yes": "플레이어 유닛: 예", "PlayerCombatMaxCap": "PlayerCombatMaxCap", "PlayerFactionUnitPathfindableDistance": "PlayerFactionUnitPathfindableDistance", "PlayerMaxCap": "PlayerMaxCap", "PlayerPartyMax": "PlayerPartyMax", "PlayerSellDiscount": "PlayerSellDiscount", "Player_": "Player_", "Players": "플레이어", "Playing already?": "이미 플레이 중이신가요?", "Playing around it": "그것을 중심으로 플레이", "Please describe the issue first.": "먼저 문제를 설명해 주세요.", "Please leave it to me.": "맡겨주시오.", "Plentiful ×{#} stats / ×{#} stones": "풍부 능력치 ×{#} / 마나석 ×{#}", "Poacher - Dungeon Settlers Wiki": "밀렵꾼 - 던전 세틀러즈 위키", "Poacher icon": "밀렵꾼 아이콘", "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "클랜이 탐사단 및 목표에서 획득한 포인트로, 클랜 랭크를 높이는 데 사용됩니다.", "Poison - Dungeon Settlers Wiki": "중독 - 던전 세틀러즈 위키", "Poison Immunity - Dungeon Settlers Wiki": "중독 면역 - 던전 세틀러즈 위키", "Poison Immunity icon": "중독 면역 아이콘", "Poison icon": "중독 아이콘", "PoisonImmune": "PoisonImmune", "Polarity": "극성", "Pommel Strike - Dungeon Settlers Wiki": "폼멜 스트라이크 - 던전 세틀러즈 위키", "Pommel Strike icon": "폼멜 스트라이크 아이콘", "Pommel Strike range and area shown on a dungeon room": "던전 방에서 표시된 손잡이 치기 범위 및 영역", "Pool": "풀", "Pool Tier": "풀 계층", "Pool composition": "풀 구성", "Pooled with weight 0 by": "가중치 0으로 풀링됨", "Poor": "둔재", "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7": "부실 1-3, 보통 2-4, 뛰어남 2-5, 탁월함 3-6, 천재 3-7", "Poor Arcane Workshop minimum room layout": "열악한 신비 작업장 최소 방 레이아웃", "Poor Dining Room minimum room layout": "열악한 식당 최소 방 레이아웃", "Poor Private Room minimum room layout": "열악한 개인실 최소 방 레이아웃", "Poor Research Lab minimum room layout": "열악한 연구소 최소 방 레이아웃", "Poor Shared Room minimum room layout": "열악한 공용실 최소 방 레이아웃", "Poor Temple minimum room layout": "열악한 사원 최소 방 레이아웃", "Poor Workshop minimum room layout": "열악한 작업장 최소 방 레이아웃", "Poor support wagons - Dungeon Settlers Wiki": "빈약한 지원 마차 - 던전 세틀러즈 위키", "Poor, Moderate, Outstanding, Exceptional, Genius": "부실, 보통, 뛰어남, 탁월함, 천재", "Portal Vitality - Dungeon Settlers Wiki": "포탈의 활력 - 던전 세틀러즈 위키", "Portal Vitality icon": "포탈의 활력 아이콘", "Portal aura - Dungeon Settlers Wiki": "포탈의 아우라 - 던전 세틀러즈 위키", "Portal aura icon": "포탈의 아우라 아이콘", "Portal_": "Portal_", "Porter - Dungeon Settlers Wiki": "짐꾼 - 던전 세틀러즈 위키", "Porter icon": "짐꾼 아이콘", "Portrait": "초상화", "Português (Brasil)": "Português (Brasil)", "Position": "위치", "Position and rotation information for placement within the campsite": "캠프사이트 내 배치를 위한 위치 및 회전 정보", "Positive": "긍정", "Positive effects": "긍정적인 효과", "Positive mood": "긍정적 기분", "Positivity": "긍정성", "Possesses an ordinary level of": "일반적인 수준의", "Possessing primal instincts,": "원초적 본능을 지닌", "Pot Pile - Dungeon Settlers Wiki": "항아리 더미 - 던전 세틀러즈 위키", "Potted Plant - Dungeon Settlers Wiki": "화분 식물 - 던전 세틀러즈 위키", "Pottery Food Storage - Dungeon Settlers Wiki": "도기 식량 보관함 - 던전 세틀러즈 위키", "Pottery Shard - Dungeon Settlers Wiki": "도자기 파편 - 던전 세틀러즈 위키", "Pottery Shard icon": "도자기 파편 아이콘", "Powerfully slashes the target, dealing physical damage equal to 300% of": "대상을 강하게 베어 다음의 300%와 같은 물리 피해를 입힙니다:", "Powerfully slashes the target, dealing physical damage equal to 300% of Physical Attack Power.": "Powerfully slashes the target, dealing physical damage equal to 300% of Physical Attack Power.", "Powerfully slashes vertically with the greatsword, dealing 400% of": "대검으로 수직으로 강하게 베어 다음의 400%를 입힙니다:", "Powerfully slashes vertically with the greatsword, dealing 400% of Physical Attack Power to the target and units behind it, applying Stun for 1 seconds.": "대검으로 강하게 세로로 베어 대상과 그 뒤에 있는 유닛에게 PAtk의 400%에 해당하는 피해를 입히고 1초간 기절을 부여합니다.", "Powerfully slashes vertically with the greatsword, dealing 400% of Physical Attack Power to the target and units behind it, applying Stun for 1 seconds. This attack can also damage allies.": "대검으로 강하게 세로로 베어 대상과 그 뒤에 있는 유닛에게 PAtk의 400%에 해당하는 피해를 입히고 1초간 기절을 부여합니다. 이 공격은 아군에게도 피해를 입힐 수 있습니다.", "Powerfully slashes vertically with the greatsword, dealing 400% of Physical Attack Power to the target and…": "Powerfully slashes vertically with the greatsword, dealing 400% of Physical Attack Power to the target and…", "Practical tip": "실용적인 팁", "Practical wall": "실질적인 벽", "Pray Needs Resource Modifier - Dungeon Settlers Wiki": "기도시 필요 자원 배율 - 던전 세틀러즈 위키", "Pray Needs Resource Modifier icon": "기도시 필요 자원 배율 아이콘", "Praying here": "여기서 기도", "Praying here: -10% Pray Needs Resource Modifier": "여기서 기도: -10% 기도 필요 자원 수정자", "Praying here: -10% 기도시 필요 자원 배율": "여기서 기도: -10% 기도시 필요 자원 배율", "Praying here: -20% Pray Needs Resource Modifier": "여기서 기도: -20% 기도 필요 자원 수정자", "Praying here: -20% 기도시 필요 자원 배율": "여기서 기도: -20% 기도시 필요 자원 배율", "Praying here: -30% Pray Needs Resource Modifier": "여기서 기도: -30% 기도 필요 자원 수정자", "Praying here: -30% 기도시 필요 자원 배율": "여기서 기도: -30% 기도시 필요 자원 배율", "Praying here: -40% Pray Needs Resource Modifier": "여기서 기도: -40% 기도 필요 자원 수정자", "Praying here: -40% 기도시 필요 자원 배율": "여기서 기도: -40% 기도시 필요 자원 배율", "Praying in a decent temple. - Dungeon Settlers Wiki": "괜찮은 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in a decent temple. icon": "괜찮은 신전에서 기도함(미표기됨) 아이콘", "Praying in a fantastic temple. - Dungeon Settlers Wiki": "환상적인 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in a fantastic temple. icon": "환상적인 신전에서 기도함(미표기됨) 아이콘", "Praying in a luxurious temple. - Dungeon Settlers Wiki": "호화로운 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in a luxurious temple. icon": "호화로운 신전에서 기도함(미표기됨) 아이콘", "Praying in a mediocre temple. - Dungeon Settlers Wiki": "그저 그런 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in a mediocre temple. icon": "그저 그런 신전에서 기도함(미표기됨) 아이콘", "Praying in a normal temple. - Dungeon Settlers Wiki": "평범한 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in a normal temple. icon": "평범한 신전에서 기도함(미표기됨) 아이콘", "Praying in a poor temple. - Dungeon Settlers Wiki": "허름한 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in a poor temple. icon": "허름한 신전에서 기도함(미표기됨) 아이콘", "Praying in an impressive temple. - Dungeon Settlers Wiki": "근사한 신전에서 기도함(미표기됨) - 던전 세틀러즈 위키", "Praying in an impressive temple. icon": "근사한 신전에서 기도함(미표기됨) 아이콘", "Pre-built settler templates the game recruits from - grouped by role. Each card shows the settler's background, traits, inscriptions, notable talents (only the ones that differ from Moderate) and its starting gear. Filter by race or level, or search by name or trait.": "게임이 정착민을 모집할 때 사용하는 사전 제작된 템플릿입니다 - 역할별로 그룹화되어 있습니다. 각 카드에는 정착민의 배경, 특성, 각인, 주목할 만한 재능(보통과 다른 경우만) 및 시작 장비가 표시됩니다. 종족이나 레벨로 필터링하거나 이름 또는 특성으로 검색할 수 있습니다.", "Pre-input ticks (previously 12)": "사전 입력 틱 (이전 12)", "Precision - Dungeon Settlers Wiki": "정밀 - 던전 세틀러즈 위키", "Precision icon": "정밀 아이콘", "Predatory Frog - Dungeon Settlers Wiki": "포식자 개구리 - 던전 세틀러즈 위키", "Predatory Frog icon": "포식자 개구리 아이콘", "Predatory Frog variant": "포식 개구리 변형", "Prefer": "선호", "Prefers Settlement": "정착 선호", "Prefers stable surroundings and feels more comfortable in settlements. Gains": "안정적인 환경을 선호하며 정착지에서 더 편안함을 느낍니다. 획득", "Prefers stable surroundings and feels more comfortable in settlements. Gains Comfort in settlements and Awe in dungeons.": "안정적인 환경을 선호하며 정착지에서 더 편안함을 느낍니다. 정착지에서는 안락함을, 던전에서는 경외감을 얻습니다.", "Prefers stable surroundings and feels more comfortable in settlements. Gains Comfort in…": "안정적인 환경을 선호하며 정착지에서 더 편하게 느낍니다…", "Preparing for the": "준비를", "Preparing for the Red Monster Rat": "붉은 괴물쥐를 상대할 준비", "Prerequisites": "필수 조건", "Press Win+R, paste this, press Enter.": "Win+R을 누르고 이것을 붙여넣은 뒤 Enter를 누르세요.", "Press the Tab key to select all units at once.": "Tab 키를 눌러 모든 유닛을 한 번에 선택하세요.", "Pretending nothing is amiss, she rummages needlessly through her quiver before speaking.": "아무것도 아닌 척 하며 화살통을 쓸데없이 뒤지다가 입을 엽니다.", "Preview": "미리보기", "Price": "가격", "PriceRamdomPerModifierRange": "PriceRamdomPerModifierRange", "Primal": "원시", "Primary skill points gained on level up": "레벨업 시 획득하는 주요 스킬 포인트", "Primary weapon": "주요 무기", "Prioritizes attacking the farthest enemy. Damage increases by 10% * distance to target.": "가장 먼 적을 우선 공격한다. 피해량이 10% * 대상까지의 거리만큼 증가한다.", "Prioritizes attacking the target with the lowest": "다음이 가장 낮은 대상을 우선하여 공격합니다:", "Prioritizes attacking the target with the lowest Current Health.": "현재 생명력이 가장 낮은 대상을 우선적으로 공격합니다.", "Prioritizes attacking the target with the lowest current health.": "현재 생명력이 가장 낮은 대상을 우선적으로 공격합니다.", "Priority": "우선순위", "PrivateRoom": "PrivateRoom", "Probability": "확률", "Prodigy (future background)": "천재 (미공개 배경)", "Prodigy - Dungeon Settlers Wiki": "신동 - 던전 세틀러즈 위키", "Prodigy icon": "신동 아이콘", "Produce 1 Cloth Armor": "천 갑옷 1개 생산", "Produce 4 Cloth": "옷감 4개 생산", "Produce 4 Cloth Produce 1 Cloth Armor Produce Wooden Arrows": "천 4개 생산 천 갑옷 1개 생산 나무 화살 생산", "Produce Wooden Arrows": "나무 화살 생산", "Produces": "생성", "Progress will be saved if you are in the settlement.": "Progress will be saved if you are in the settlement.", "Progression unlock": "진행 해금", "Projectile Storage - Dungeon Settlers Wiki": "투사체 보관함 - 던전 세틀러즈 위키", "Prolonged starvation will lead to death.": "장시간 기아는 죽음으로 이어질 것입니다.", "Prompt": "프롬프트", "Proper meal": "적절한 식사", "Properties": "속성", "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "배리어 적용 전 피해량에 비례합니다(타격당 약 0.1배 비율). 가드는 이를 줄여주고, 회피/빗나감은 비용이 전혀 들지 않으며, 배리어는 장비를 보호해 주지 않습니다.", "ProposedInscriptionCount": "ProposedInscriptionCount", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.": "늪지의 긍지 높은 전사인 리자드맨들은 강인한 신체와 뛰어난 반사 신경을 가지고 있습니다. 채식 음식 섭취 시 [AFFECTER_PlantRage]를 얻습니다. 육식 음식 섭취 시 [STATUS_Mood] 패널티를 무시합니다.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain 채식 분노 when eating vegetarian food. Ignore 기분 penalty when eating carniv": "늪지의 긍지 높은 전사인 리자드맨들은 강인한 신체와 뛰어난 반사 신경을 가지고 있습니다. 채식 음식 섭취 시 채식 분노를 얻습니다. 육식 음식 섭취 시 기분 패널티를 무시합니다.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.": "습지의 자랑스러운 전사들인 도마뱀인간은 강력한 몸과 번개같이 빠른 반사신경을 소유합니다.", "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes. Gain 채식 분노 when eating vegetarian food. Ignore 기분 penalty when eating carniv": "늪지의 긍지 높은 전사인 리자드맨들은 강인한 신체와 뛰어난 반사 신경을 가지고 있습니다. 채식 음식 섭취 시 채식 분노를 얻습니다. 육식 음식 섭취 시 기분 패널티를 무시합니다.", "Provides brief calm when inhaled and increases": "흡입할 때 잠깐의 고요함을 제공하고 다음을 증가합니다", "Provides brief calm when inhaled and increases Mood.": "흡입할 때 잠깐의 진정을 제공하고 기분을 증가시킵니다.", "Psychopath - Dungeon Settlers Wiki": "싸이코패스 - 던전 세틀러즈 위키", "Psychopath icon": "싸이코패스 아이콘", "Pull 1": "끌어당기기 1", "Pull 2": "끌어당기기 2", "Pulling a worn cart from village to village,": "낡은 수레를 마을에서 마을로 끌어다니면서,", "Pulsating Rock - Dungeon Settlers Wiki": "맥동하는 바위 - 던전 세틀러즈 위키", "Pulsating Rock icon": "맥동하는 바위 아이콘", "Pursuing truth in seclusion,": "은둔하며 진리를 추구하면서,", "QUEST_CommonMood": "QUEST_CommonMood", "QUEST_DiscardedDivice": "QUEST_DiscardedDivice", "QUEST_DiscardedSpecimen": "QUEST_DiscardedSpecimen", "QUEST_HuntAlphaAcidSlogel": "QUEST_HuntAlphaAcidSlogel", "QUEST_HuntElderGloth": "QUEST_HuntElderGloth", "QUEST_HuntMawmurk": "QUEST_HuntMawmurk", "QUEST_HuntWhiteMawmurk": "QUEST_HuntWhiteMawmurk", "QUEST_InteractEndrossi": "QUEST_InteractEndrossi", "QUEST_InteractEndrossi2": "QUEST_InteractEndrossi2", "QUEST_InteractEndrossi3": "QUEST_InteractEndrossi3", "QUEST_InteractEndrossi4": "QUEST_InteractEndrossi4", "QUEST_InteractEndrossi5": "QUEST_InteractEndrossi5", "QUEST_InteractPerion": "QUEST_InteractPerion", "QUEST_InteractPerion2": "QUEST_InteractPerion2", "QUEST_InteractXenon": "QUEST_InteractXenon", "QUEST_InteractXenon2": "QUEST_InteractXenon2", "QUEST_InteractXenon3": "QUEST_InteractXenon3", "QUEST_InteractXenon4": "QUEST_InteractXenon4", "QUEST_Main0": "QUEST_Main0", "QUEST_Main0 through Main8": "QUEST_Main0부터 Main8까지", "QUEST_Main0-8, the auto-advancing Crawling Doom scenario": "QUEST_Main0-8, 자동 진행 기어가는 재난 시나리오", "QUEST_Main1": "QUEST_Main1", "QUEST_Main100": "QUEST_Main100", "QUEST_Main2": "QUEST_Main2", "QUEST_Main3": "QUEST_Main3", "QUEST_Main4": "QUEST_Main4", "QUEST_Main5": "QUEST_Main5", "QUEST_Main6": "QUEST_Main6", "QUEST_Main7": "QUEST_Main7", "QUEST_Main8": "QUEST_Main8", "QUEST_Rank1Food": "QUEST_Rank1Food", "QUEST_Rank1Level": "QUEST_Rank1Level", "QUEST_Rank1Research1": "QUEST_Rank1Research1", "QUEST_Rank1Research2": "QUEST_Rank1Research2", "QUEST_Rank1Research3": "QUEST_Rank1Research3", "QUEST_Rank1Research4": "QUEST_Rank1Research4", "QUEST_Rank1Research5": "QUEST_Rank1Research5", "QUEST_Rank1Research6": "QUEST_Rank1Research6", "QUEST_Rank1Research7": "QUEST_Rank1Research7", "QUEST_Rank1Resource1": "QUEST_Rank1Resource1", "QUEST_Rank1Resource2": "QUEST_Rank1Resource2", "QUEST_Rank1RoomType1": "QUEST_Rank1RoomType1", "QUEST_Rank1RoomType2": "QUEST_Rank1RoomType2", "QUEST_Rank1RoomType3": "QUEST_Rank1RoomType3", "QUEST_Rank1RoomType4": "QUEST_Rank1RoomType4", "QUEST_Rank1RoomType5": "QUEST_Rank1RoomType5", "QUEST_Rank1RoomType6": "QUEST_Rank1RoomType6", "QUEST_Rank1RoomType7": "QUEST_Rank1RoomType7", "QUEST_Rank2Elite": "QUEST_Rank2Elite", "QUEST_Rank2Food": "QUEST_Rank2Food", "QUEST_Rank2Level": "QUEST_Rank2Level", "QUEST_Rank2Research1": "QUEST_Rank2Research1", "QUEST_Rank2Research10": "QUEST_Rank2Research10", "QUEST_Rank2Research11": "QUEST_Rank2Research11", "QUEST_Rank2Research12": "QUEST_Rank2Research12", "QUEST_Rank2Research13": "QUEST_Rank2Research13", "QUEST_Rank2Research14": "QUEST_Rank2Research14", "QUEST_Rank2Research15": "QUEST_Rank2Research15", "QUEST_Rank2Research16": "QUEST_Rank2Research16", "QUEST_Rank2Research2": "QUEST_Rank2Research2", "QUEST_Rank2Research3": "QUEST_Rank2Research3", "QUEST_Rank2Research4": "QUEST_Rank2Research4", "QUEST_Rank2Research5": "QUEST_Rank2Research5", "QUEST_Rank2Research6": "QUEST_Rank2Research6", "QUEST_Rank2Research7": "QUEST_Rank2Research7", "QUEST_Rank2Research8": "QUEST_Rank2Research8", "QUEST_Rank2Research9": "QUEST_Rank2Research9", "QUEST_Rank2Resource1": "QUEST_Rank2Resource1", "QUEST_Rank2Resource2": "QUEST_Rank2Resource2", "QUEST_Rank2RoomType1": "QUEST_Rank2RoomType1", "QUEST_Rank2RoomType2": "QUEST_Rank2RoomType2", "QUEST_Rank2RoomType3": "QUEST_Rank2RoomType3", "QUEST_Rank2RoomType4": "QUEST_Rank2RoomType4", "QUEST_Rank2RoomType5": "QUEST_Rank2RoomType5", "QUEST_Rank2RoomType6": "QUEST_Rank2RoomType6", "QUEST_Rank2RoomType7": "QUEST_Rank2RoomType7", "QUEST_Rank3Elite": "QUEST_Rank3Elite", "QUEST_Rank3Food": "QUEST_Rank3Food", "QUEST_Rank3Level": "QUEST_Rank3Level", "QUEST_Rank3Research1": "QUEST_Rank3Research1", "QUEST_Rank3Research2": "QUEST_Rank3Research2", "QUEST_Rank3Research3": "QUEST_Rank3Research3", "QUEST_Rank3Research4": "QUEST_Rank3Research4", "QUEST_Rank3Research5": "QUEST_Rank3Research5", "QUEST_Rank3Research6": "QUEST_Rank3Research6", "QUEST_Rank3Research7": "QUEST_Rank3Research7", "QUEST_Rank3Resource1": "QUEST_Rank3Resource1", "QUEST_Rank3Resource2": "QUEST_Rank3Resource2", "QUEST_Rank3RoomType1": "QUEST_Rank3RoomType1", "QUEST_Rank3RoomType2": "QUEST_Rank3RoomType2", "QUEST_Rank3RoomType3": "QUEST_Rank3RoomType3", "QUEST_Rank3RoomType4": "QUEST_Rank3RoomType4", "QUEST_Rank3RoomType5": "QUEST_Rank3RoomType5", "QUEST_Rank3RoomType6": "QUEST_Rank3RoomType6", "QUEST_Rank3RoomType7": "QUEST_Rank3RoomType7", "QUEST_ResearchInsect": "QUEST_ResearchInsect", "QUEST_ResearchInsect2": "QUEST_ResearchInsect2", "QUEST_ResearchInsect3": "QUEST_ResearchInsect3", "QUEST_ResearchInsect4": "QUEST_ResearchInsect4", "QUEST_Tuto0": "QUEST_Tuto0", "QUEST_Tuto0-16": "QUEST_Tuto0-16", "QUEST_Tuto1": "QUEST_Tuto1", "QUEST_Tuto10": "QUEST_Tuto10", "QUEST_Tuto11": "QUEST_Tuto11", "QUEST_Tuto12": "QUEST_Tuto12", "QUEST_Tuto13": "QUEST_Tuto13", "QUEST_Tuto14": "QUEST_Tuto14", "QUEST_Tuto15": "QUEST_Tuto15", "QUEST_Tuto16": "QUEST_Tuto16", "QUEST_Tuto2": "QUEST_Tuto2", "QUEST_Tuto3": "QUEST_Tuto3", "QUEST_Tuto4": "QUEST_Tuto4", "QUEST_Tuto5": "QUEST_Tuto5", "QUEST_Tuto6": "QUEST_Tuto6", "QUEST_Tuto7": "QUEST_Tuto7", "QUEST_Tuto8": "QUEST_Tuto8", "QUEST_Tuto9": "QUEST_Tuto9", "Quest & story scenes": "임무 및 스토리 장면", "Quest Units": "임무 유닛", "Quest Units - Dungeon Settlers Wiki": "임무 유닛 - 던전 세틀러즈 위키", "Quest scene": "임무 장면", "Quest scene · Endorsi": "퀘스트 장면 · 엔도르시", "Quest scene · Main story": "퀘스트 장면 · 메인 스토리", "Quest scene · Merchants": "퀘스트 장면 · 상인", "Quest scene · Perion": "퀘스트 장면 · 페리온", "Quest scene · Tutorial": "퀘스트 장면 · 튜토리얼", "Quest scene · Zenon: Insect Research": "퀘스트 장면 · 제논: 곤충 연구", "Quest-order quirk": "임무 순서 괴이함", "Quest-recruitable characters (current build)": "임무 모집 가능 캐릭터 (현재 빌드)", "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0", "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0", "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0", "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0", "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom": "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom", "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom": "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom", "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish": "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish", "QuestFinish_Main2": "QuestFinish_Main2", "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom": "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom", "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom": "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom", "QuestFinish_Main4": "QuestFinish_Main4", "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom": "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom", "QuestFinish_Main5": "QuestFinish_Main5", "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom": "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom", "QuestFinish_Main6": "QuestFinish_Main6", "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom", "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base": "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base", "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom", "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom", "QuestFinish_Tuto1": "QuestFinish_Tuto1", "QuestFinish_Tuto10": "QuestFinish_Tuto10", "QuestFinish_Tuto11": "QuestFinish_Tuto11", "QuestFinish_Tuto12": "QuestFinish_Tuto12", "QuestFinish_Tuto14": "QuestFinish_Tuto14", "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89": "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89", "QuestFinish_Tuto6": "QuestFinish_Tuto6", "QuestTable.json": "QuestTable.json", "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0": "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0", "Quests": "임무", "Quests - Dungeon Settlers Wiki": "임무 - 던전 세틀러즈 위키", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.": "임무에는 몇 가지 종류가 있습니다. 스크립트로 짜인 튜토리얼, 자동으로 진행되는 메인 스토리, 이름이 있는 NPC가 주는 사이드 임무, 그리고 반복 가능한 길드 \"탐사단 해결\" 관리 목표입니다.", "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" ma…": "임무에는 몇 가지 종류가 있습니다: 스크립트로 짜인 튜토리얼, 자동으로 진행되는 메인 스토리, 이름이 있는 NPC의 사이드 임무, 그리고 반복 가능한 길드 \"탐사단 해결\"…", "Quick Dash - Dungeon Settlers Wiki": "퀵 대쉬 - 던전 세틀러즈 위키", "Quick Dash icon": "퀵 대쉬 아이콘", "Quick Dash range and area shown on a dungeon room": "던전 방에 표시된 빠른 대시 범위 및 면적", "Quick Recovery - Dungeon Settlers Wiki": "빠른 회복 - 던전 세틀러즈 위키", "Quick Recovery icon": "빠른 회복 아이콘", "Quick add:": "빠른 추가:", "Quick sets:": "빠른 세트:", "Quickly charges at the target, dealing 200% of": "대상을 향해 빠르게 돌진하여 다음의 200%를 처리합니다", "Quickly charges at the target, dealing 200% of Physical Attack Power as physical damage and applying Stun for 1 seconds.": "대상에게 빠르게 돌진하여 PAtk의 200%만큼 물리 피해를 입히고 1초간 기절을 부여합니다.", "Quickly charges at the target, dealing 200% of Physical Attack Power as physical damage and applying Stun f…": "Quickly charges at the target, dealing 200% of Physical Attack Power as physical damage and applying Stun f…", "Quickly dash to the designated tile, then gain": "지정된 타일로 빠르게 대시한 후, 획득", "Quickly dash to the designated tile, then gain Acceleration for 15 seconds.": "지정한 칸으로 빠르게 돌진한 뒤 15초간 가속을 얻습니다.", "Quickly dashes to the designated tile, then gains": "지정한 타일로 빠르게 돌진한 후, 자신에게 다음 효과 부여:", "R1": "R1", "R1 Abyss Boss Treasure Chest Remnant": "R1 심연 보스 보물 상자 유해", "R1 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 심연 보스 보물 상자 조각 - 던전 세틀러즈 위키", "R1 Abyss Elite Treasure Chest Remnant": "R1 심연 엘리트 보물 상자 유해", "R1 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 어비스 엘리트 보물 상자 잔해 - 던전 세틀러즈 위키", "R1 Abyss High Treasure Chest Remnant": "R1 심연 상급 보물 상자 유해", "R1 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 어비스 높은 보물 상자 잔해 - 던전 세틀러즈 위키", "R1 Abyss Low Treasure Chest Remnant": "R1 심연 하급 보물 상자 유해", "R1 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 심연 저급 보물 상자 조각 - 던전 세틀러즈 위키", "R1 Abyss Treasure Boss Chest Random1": "R1 심연 보물 보스 상자 무작위1", "R1 Abyss Treasure Boss Chest Random2": "R1 심연 보물 보스 상자 무작위2", "R1 Abyss Treasure Elite Chest Random1": "R1 심연 보물 엘리트 상자 랜덤1", "R1 Abyss Treasure Elite Chest Random2": "R1 심연 보물 엘리트 상자 무작위2", "R1 Abyss Treasure High Chest Random1": "R1 심연 보물 고급 상자 무작위1", "R1 Abyss Treasure High Chest Random2": "R1 심연 보물 상급 상자 랜덤2", "R1 Abyss Treasure Low Chest Random1": "R1 심연 보물 하급 상자 랜덤1", "R1 Abyss Treasure Low Chest Random2": "R1 심연 보물 낮은 상자 무작위2", "R1 Abyss treasure chests": "R1 심연 보물 상자", "R1 Codex Fixed": "R1 코덱스 고정", "R1 Dungeon Core Fixed": "R1 던전 코어 고정", "R1 Dungeon Core Fixed2": "R1 던전 코어 고정2", "R1 Dungeon Core Random1": "R1 던전 코어 랜덤1", "R1 Luxurious Treasure Chest Random": "R1 화려한 보물 상자 무작위", "R1 Luxurious Treasure Chest Random2": "R1 화려한 보물 상자 무작위2", "R1 Modest Treasure Chest Random": "R1 소박한 보물 상자 무작위", "R1 Modest Treasure Chest Random2": "R1 소박한 보물 상자 무작위2", "R1 Newbie Treasure Chest Random": "R1 초보자 보물 상자 무작위", "R1 Newbie Treasure Chest Random2": "R1 초보자 보물 상자 무작위2", "R1 Sturdy Treasure Chest Random": "R1 튼튼한 보물 상자 무작위", "R1 Sturdy Treasure Chest Random2": "R1 튼튼한 보물 상자 무작위2", "R1 Wooden Crate Random": "R1 나무 상자 무작위", "R1 Wooden Crate Random2": "R1 나무 상자 무작위2", "R1 chests, crates & dungeon cores": "R1 상자, 상자 & 던전 핵", "R2": "R2", "R2 Abyss Boss Treasure Chest": "R2 Abyss Boss Treasure Chest", "R2 Abyss Boss Treasure Chest - 던전 세틀러즈 위키": "R2 심연 보스 보물상자 - 던전 세틀러즈 위키", "R2 Abyss Boss Treasure Chest Remnant": "R2 심연 보스 보물 상자 유해", "R2 Abyss Boss Treasure Chest Remnant - 던전 세틀러즈 위키": "R2 심연 보스 보물상자 유물 - 던전 세틀러즈 위키", "R2 Abyss Elite Treasure Chest": "R2 Abyss Elite Treasure Chest", "R2 Abyss Elite Treasure Chest - 던전 세틀러즈 위키": "R2 심연 정예 보물상자 - 던전 세틀러즈 위키", "R2 Abyss Elite Treasure Chest Remnant": "R2 심연 정예 보물 상자 유해", "R2 Abyss Elite Treasure Chest Remnant - 던전 세틀러즈 위키": "R2 심연 정예 보물상자 유물 - 던전 세틀러즈 위키", "R2 Abyss High Treasure Chest": "R2 Abyss High Treasure Chest", "R2 Abyss High Treasure Chest - 던전 세틀러즈 위키": "R2 심연 높음 보물상자 - 던전 세틀러즈 위키", "R2 Abyss High Treasure Chest Remnant": "R2 심연 높은 보물 상자 유해", "R2 Abyss High Treasure Chest Remnant - 던전 세틀러즈 위키": "R2 심연 높음 보물상자 유물 - 던전 세틀러즈 위키", "R2 Abyss Low Treasure Chest": "R2 Abyss Low Treasure Chest", "R2 Abyss Low Treasure Chest - 던전 세틀러즈 위키": "R2 심연 낮음 보물상자 - 던전 세틀러즈 위키", "R2 Abyss Low Treasure Chest Remnant": "R2 심연 낮은 보물 상자 유해", "R2 Abyss Low Treasure Chest Remnant - 던전 세틀러즈 위키": "R2 심연 낮음 보물상자 유물 - 던전 세틀러즈 위키", "R2 Abyss Treasure Boss Chest Random1": "R2 심연 보물 보스 상자 랜덤1", "R2 Abyss Treasure Boss Chest Random2": "R2 심연 보물 보스 상자 랜덤2", "R2 Abyss Treasure Elite Chest Random1": "R2 심연 보물 엘리트 상자 랜덤1", "R2 Abyss Treasure Elite Chest Random2": "R2 심연 보물 엘리트 상자 랜덤2", "R2 Abyss Treasure High Chest Random1": "R2 심연 보물 고층 상자 랜덤1", "R2 Abyss Treasure High Chest Random2": "R2 Abyss Treasure High Chest Random2", "R2 Abyss Treasure Low Chest Random1": "R2 심연 보물 저층 상자 랜덤1", "R2 Abyss Treasure Low Chest Random2": "R2 심연 보물 저층 상자 랜덤2", "R2 Dungeon Core Fixed": "R2 던전 코어 고정", "R2 Dungeon Core Fixed2": "R2 던전 코어 고정2", "R2 Dungeon Core Random1": "R2 던전 코어 랜덤1", "R2 Luxurious Treasure Chest Random": "R2 화려한 보물 상자 무작위", "R2 Luxurious Treasure Chest Random2": "R2 화려한 보물 상자 무작위2", "R2 Luxurious Treasure Chest Remnant": "R2 호화로운 보물 상자 유해", "R2 Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 호화로운 보물 상자 유적 - 던전 세틀러즈 위키", "R2 Modest Treasure Chest Random": "R2 소박한 보물 상자 무작위", "R2 Modest Treasure Chest Random2": "R2 소박한 보물 상자 무작위2", "R2 Modest Treasure Chest Remnant": "R2 소박한 보물 상자 유해", "R2 Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 수수한 보물 상자 잔해 - 던전 세틀러즈 위키", "R2 Sturdy Treasure Chest Random": "R2 튼튼한 보물 상자 무작위", "R2 Sturdy Treasure Chest Random2": "R2 튼튼한 보물 상자 무작위2", "R2 Sturdy Treasure Chest Remnant": "R2 견고한 보물 상자 유해", "R2 Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 튼튼한 보물 상자 잔해 - 던전 세틀러즈 위키", "R2 Wooden Crate Random": "R2 나무 상자 무작위", "R2 Wooden Crate Random2": "R2 나무 상자 무작위2", "R2 Wooden Crate Remnant": "R2 나무 상자 유해", "R2 Wooden Crate Remnant - Dungeon Settlers Wiki": "R2 나무 상자 잔해 - 던전 세틀러즈 위키", "R2 chests, crates & dungeon cores": "R2 상자, 상자 & 던전 핵", "R3": "R3", "R4": "R4", "R5": "R5", "R6": "R6", "R7": "R7", "RECIPE_ArcronArmor": "RECIPE_ArcronArmor", "RECIPE_ArcronArrow": "RECIPE_ArcronArrow", "RECIPE_ArcronBow": "RECIPE_ArcronBow", "RECIPE_ArcronGreatSword": "RECIPE_ArcronGreatSword", "RECIPE_ArcronHelmet": "RECIPE_ArcronHelmet", "RECIPE_ArcronMace": "RECIPE_ArcronMace", "RECIPE_ArcronShield": "RECIPE_ArcronShield", "RECIPE_ArcronSpear": "RECIPE_ArcronSpear", "RECIPE_ArcronStick": "RECIPE_ArcronStick", "RECIPE_ArcronSword": "RECIPE_ArcronSword", "RECIPE_AshOfSolace": "RECIPE_AshOfSolace", "RECIPE_BasicCampingKit": "RECIPE_BasicCampingKit", "RECIPE_BlackSerum": "RECIPE_BlackSerum", "RECIPE_BloodWoodArmor": "RECIPE_BloodWoodArmor", "RECIPE_BloodWoodArrow": "RECIPE_BloodWoodArrow", "RECIPE_BloodWoodBow": "RECIPE_BloodWoodBow", "RECIPE_BloodWoodClub": "RECIPE_BloodWoodClub", "RECIPE_BloodWoodGreatSword": "RECIPE_BloodWoodGreatSword", "RECIPE_BloodWoodHelmet": "RECIPE_BloodWoodHelmet", "RECIPE_BloodWoodShield": "RECIPE_BloodWoodShield", "RECIPE_BloodWoodSpear": "RECIPE_BloodWoodSpear", "RECIPE_BloodWoodStick": "RECIPE_BloodWoodStick", "RECIPE_BloodWoodSword": "RECIPE_BloodWoodSword", "RECIPE_BlueCrystalBloodWoodStaff": "RECIPE_BlueCrystalBloodWoodStaff", "RECIPE_BlueCrystalBoneStaff": "RECIPE_BlueCrystalBoneStaff", "RECIPE_BlueCrystalCarapaceStaff": "RECIPE_BlueCrystalCarapaceStaff", "RECIPE_BlueCrystalNecklace": "RECIPE_BlueCrystalNecklace", "RECIPE_BlueCrystalRing": "RECIPE_BlueCrystalRing", "RECIPE_BlueCrystalWoodStaff": "RECIPE_BlueCrystalWoodStaff", "RECIPE_BoneArmor": "RECIPE_BoneArmor", "RECIPE_BoneClub": "RECIPE_BoneClub", "RECIPE_BoneGreatSword": "RECIPE_BoneGreatSword", "RECIPE_BoneHelmet": "RECIPE_BoneHelmet", "RECIPE_BoneMeal": "RECIPE_BoneMeal", "RECIPE_BoneShield": "RECIPE_BoneShield", "RECIPE_BoneSpear": "RECIPE_BoneSpear", "RECIPE_BoneStick": "RECIPE_BoneStick", "RECIPE_BoneSword": "RECIPE_BoneSword", "RECIPE_CarapaceArmor": "RECIPE_CarapaceArmor", "RECIPE_CarapaceArrow": "RECIPE_CarapaceArrow", "RECIPE_CarapaceBow": "RECIPE_CarapaceBow", "RECIPE_CarapaceClub": "RECIPE_CarapaceClub", "RECIPE_CarapaceGreatSword": "RECIPE_CarapaceGreatSword", "RECIPE_CarapaceHelmet": "RECIPE_CarapaceHelmet", "RECIPE_CarapaceShield": "RECIPE_CarapaceShield", "RECIPE_CarapaceSpear": "RECIPE_CarapaceSpear", "RECIPE_CarapaceStick": "RECIPE_CarapaceStick", "RECIPE_CarapaceSword": "RECIPE_CarapaceSword", "RECIPE_Ceramics": "RECIPE_Ceramics", "RECIPE_ClothArmor": "RECIPE_ClothArmor", "RECIPE_ClothBag": "RECIPE_ClothBag", "RECIPE_ClothCoif": "RECIPE_ClothCoif", "RECIPE_CopperArmor": "RECIPE_CopperArmor", "RECIPE_CopperArrow": "RECIPE_CopperArrow", "RECIPE_CopperBow": "RECIPE_CopperBow", "RECIPE_CopperGreatSword": "RECIPE_CopperGreatSword", "RECIPE_CopperHelmet": "RECIPE_CopperHelmet", "RECIPE_CopperIngot": "RECIPE_CopperIngot", "RECIPE_CopperMace": "RECIPE_CopperMace", "RECIPE_CopperShield": "RECIPE_CopperShield", "RECIPE_CopperSpear": "RECIPE_CopperSpear", "RECIPE_CopperStick": "RECIPE_CopperStick", "RECIPE_CopperSword": "RECIPE_CopperSword", "RECIPE_FireArcronStaff": "RECIPE_FireArcronStaff", "RECIPE_FireBloodWoodStaff": "RECIPE_FireBloodWoodStaff", "RECIPE_FireBoneStaff": "RECIPE_FireBoneStaff", "RECIPE_FireCarapaceStaff": "RECIPE_FireCarapaceStaff", "RECIPE_FireCopperStaff": "RECIPE_FireCopperStaff", "RECIPE_FireWoodStaff": "RECIPE_FireWoodStaff", "RECIPE_FlowerNecklace": "RECIPE_FlowerNecklace", "RECIPE_FortifiedBoneArmor": "RECIPE_FortifiedBoneArmor", "RECIPE_FortifiedBoneHelmet": "RECIPE_FortifiedBoneHelmet", "RECIPE_FortifiedBoneShield": "RECIPE_FortifiedBoneShield", "RECIPE_GlothEggOmelet": "RECIPE_GlothEggOmelet", "RECIPE_GoddessTears": "RECIPE_GoddessTears", "RECIPE_GrassPorridge": "RECIPE_GrassPorridge", "RECIPE_GreenCrystalBloodWoodStaff": "RECIPE_GreenCrystalBloodWoodStaff", "RECIPE_GreenCrystalBoneStaff": "RECIPE_GreenCrystalBoneStaff", "RECIPE_GreenCrystalCarapaceStaff": "RECIPE_GreenCrystalCarapaceStaff", "RECIPE_GreenCrystalNecklace": "RECIPE_GreenCrystalNecklace", "RECIPE_GreenCrystalRing": "RECIPE_GreenCrystalRing", "RECIPE_GreenCrystalWoodStaff": "RECIPE_GreenCrystalWoodStaff", "RECIPE_GrilledMeat": "RECIPE_GrilledMeat", "RECIPE_GrilledTurnip": "RECIPE_GrilledTurnip", "RECIPE_HideArmor": "RECIPE_HideArmor", "RECIPE_HideHelmet": "RECIPE_HideHelmet", "RECIPE_ImprovedGrassPorridge": "RECIPE_ImprovedGrassPorridge", "RECIPE_Jerky": "RECIPE_Jerky", "RECIPE_Leather": "RECIPE_Leather", "RECIPE_LeatherArmor": "RECIPE_LeatherArmor", "RECIPE_LeatherHelmet": "RECIPE_LeatherHelmet", "RECIPE_LowGradeFireElementalStone": "RECIPE_LowGradeFireElementalStone", "RECIPE_LowGradeFireElementalStoneByExchange": "RECIPE_LowGradeFireElementalStoneByExchange", "RECIPE_LowGradeNatureElementalStone": "RECIPE_LowGradeNatureElementalStone", "RECIPE_LowGradeNatureElementalStoneByExchange": "RECIPE_LowGradeNatureElementalStoneByExchange", "RECIPE_LowGradeWaterElementalStone": "RECIPE_LowGradeWaterElementalStone", "RECIPE_LowGradeWaterElementalStoneByExchange": "RECIPE_LowGradeWaterElementalStoneByExchange", "RECIPE_ManaStonePowderByLow": "RECIPE_ManaStonePowderByLow", "RECIPE_ManaStonePowderByMid": "RECIPE_ManaStonePowderByMid", "RECIPE_MeatPorridge": "RECIPE_MeatPorridge", "RECIPE_MeatSkewer": "RECIPE_MeatSkewer", "RECIPE_MeatStew": "RECIPE_MeatStew", "RECIPE_MidGradeFireElementalStone": "RECIPE_MidGradeFireElementalStone", "RECIPE_MidGradeFireElementalStoneByExchange": "RECIPE_MidGradeFireElementalStoneByExchange", "RECIPE_MidGradeNatureElementalStone": "RECIPE_MidGradeNatureElementalStone", "RECIPE_MidGradeNatureElementalStoneByExchange": "RECIPE_MidGradeNatureElementalStoneByExchange", "RECIPE_MidGradeWaterElementalStone": "RECIPE_MidGradeWaterElementalStone", "RECIPE_MidGradeWaterElementalStoneByExchange": "RECIPE_MidGradeWaterElementalStoneByExchange", "RECIPE_MonsterBarbecue": "RECIPE_MonsterBarbecue", "RECIPE_MushroomSkewer": "RECIPE_MushroomSkewer", "RECIPE_MushroomStew": "RECIPE_MushroomStew", "RECIPE_NatureArcronStaff": "RECIPE_NatureArcronStaff", "RECIPE_NatureBloodWoodStaff": "RECIPE_NatureBloodWoodStaff", "RECIPE_NatureBoneStaff": "RECIPE_NatureBoneStaff", "RECIPE_NatureCarapaceStaff": "RECIPE_NatureCarapaceStaff", "RECIPE_NatureCopperStaff": "RECIPE_NatureCopperStaff", "RECIPE_NatureWoodStaff": "RECIPE_NatureWoodStaff", "RECIPE_OatPorridge": "RECIPE_OatPorridge", "RECIPE_Ointment": "RECIPE_Ointment", "RECIPE_RedCrystalBloodWoodStaff": "RECIPE_RedCrystalBloodWoodStaff", "RECIPE_RedCrystalBoneStaff": "RECIPE_RedCrystalBoneStaff", "RECIPE_RedCrystalCarapaceStaff": "RECIPE_RedCrystalCarapaceStaff", "RECIPE_RedCrystalNecklace": "RECIPE_RedCrystalNecklace", "RECIPE_RedCrystalRing": "RECIPE_RedCrystalRing", "RECIPE_RedCrystalWoodStaff": "RECIPE_RedCrystalWoodStaff", "RECIPE_RefinedBlueCrystal": "RECIPE_RefinedBlueCrystal", "RECIPE_RefinedGreenCrystal": "RECIPE_RefinedGreenCrystal", "RECIPE_RefinedRedCrystal": "RECIPE_RefinedRedCrystal", "RECIPE_ReturnScroll": "RECIPE_ReturnScroll", "RECIPE_SilverIngot": "RECIPE_SilverIngot", "RECIPE_SilverNecklace": "RECIPE_SilverNecklace", "RECIPE_SilverRing": "RECIPE_SilverRing", "RECIPE_SlimePudding": "RECIPE_SlimePudding", "RECIPE_StoneBrick": "RECIPE_StoneBrick", "RECIPE_Straw": "RECIPE_Straw", "RECIPE_Textile": "RECIPE_Textile", "RECIPE_ThickClothArmor": "RECIPE_ThickClothArmor", "RECIPE_ThickClothCoif": "RECIPE_ThickClothCoif", "RECIPE_ThickTextile": "RECIPE_ThickTextile", "RECIPE_Torch": "RECIPE_Torch", "RECIPE_TurnipPorridge": "RECIPE_TurnipPorridge", "RECIPE_TurnipSalad": "RECIPE_TurnipSalad", "RECIPE_WaterArcronStaff": "RECIPE_WaterArcronStaff", "RECIPE_WaterBloodWoodStaff": "RECIPE_WaterBloodWoodStaff", "RECIPE_WaterBoneStaff": "RECIPE_WaterBoneStaff", "RECIPE_WaterCarapaceStaff": "RECIPE_WaterCarapaceStaff", "RECIPE_WaterCopperStaff": "RECIPE_WaterCopperStaff", "RECIPE_WaterWoodStaff": "RECIPE_WaterWoodStaff", "RECIPE_WoodArmor": "RECIPE_WoodArmor", "RECIPE_WoodArrow": "RECIPE_WoodArrow", "RECIPE_WoodBow": "RECIPE_WoodBow", "RECIPE_WoodClub": "RECIPE_WoodClub", "RECIPE_WoodGreatSword": "RECIPE_WoodGreatSword", "RECIPE_WoodHelmet": "RECIPE_WoodHelmet", "RECIPE_WoodPlank": "RECIPE_WoodPlank", "RECIPE_WoodShield": "RECIPE_WoodShield", "RECIPE_WoodSpear": "RECIPE_WoodSpear", "RECIPE_WoodStick": "RECIPE_WoodStick", "RECIPE_WoodSword": "RECIPE_WoodSword", "RECRUIT PRESETS": "모집 프리셋", "RECRUIT WEIGHT BY CLAN RANK": "클랜 순위별 모집 가중치", "RESEARCH_AdvancedCusine": "RESEARCH_AdvancedCusine", "RESEARCH_AdvancedStoneHousing": "RESEARCH_AdvancedStoneHousing", "RESEARCH_AdvancedStorage": "RESEARCH_AdvancedStorage", "RESEARCH_AdvancedWoodHousing": "RESEARCH_AdvancedWoodHousing", "RESEARCH_ArcronProcessing": "RESEARCH_ArcronProcessing", "RESEARCH_BasicAlchemy": "RESEARCH_BasicAlchemy", "RESEARCH_BasicCrafts": "RESEARCH_BasicCrafts", "RESEARCH_BasicCuisine": "RESEARCH_BasicCuisine", "RESEARCH_BasicFarming": "RESEARCH_BasicFarming", "RESEARCH_BasicMonsterCusine": "RESEARCH_BasicMonsterCusine", "RESEARCH_BasicStorage": "RESEARCH_BasicStorage", "RESEARCH_BoneProcessing1": "RESEARCH_BoneProcessing1", "RESEARCH_BoneProcessing2": "RESEARCH_BoneProcessing2", "RESEARCH_Bonfire": "RESEARCH_Bonfire", "RESEARCH_BurrowMonsterCusine": "RESEARCH_BurrowMonsterCusine", "RESEARCH_Campsite": "RESEARCH_Campsite", "RESEARCH_CarapaceProcessing1": "RESEARCH_CarapaceProcessing1", "RESEARCH_CarapaceProcessing2": "RESEARCH_CarapaceProcessing2", "RESEARCH_Drying": "RESEARCH_Drying", "RESEARCH_Grave": "RESEARCH_Grave", "RESEARCH_HuntProcessing": "RESEARCH_HuntProcessing", "RESEARCH_ImprovedGrassPorridge": "RESEARCH_ImprovedGrassPorridge", "RESEARCH_LeatherProcessing1": "RESEARCH_LeatherProcessing1", "RESEARCH_MetalProcessing1": "RESEARCH_MetalProcessing1", "RESEARCH_RelifFood": "RESEARCH_RelifFood", "RESEARCH_StaffCrafting": "RESEARCH_StaffCrafting", "RESEARCH_StoneHousing": "RESEARCH_StoneHousing", "RESEARCH_ThornPurification": "RESEARCH_ThornPurification", "RESEARCH_WeaveProcessing": "RESEARCH_WeaveProcessing", "RESEARCH_WoodHousing": "RESEARCH_WoodHousing", "RESEARCH_WoodProcessing1": "RESEARCH_WoodProcessing1", "RESEARCH_WoodProcessing2": "RESEARCH_WoodProcessing2", "ROOMTYPE_Recreation_1_0": "ROOMTYPE_Recreation_1_0", "ROOMTYPE_Recreation_1_10": "ROOMTYPE_Recreation_1_10", "ROOM_DecentDiningRoom": "ROOM_DecentDiningRoom", "ROOM_DecentMagicWorkshop": "ROOM_DecentMagicWorkshop", "ROOM_DecentPrivateRoom": "ROOM_DecentPrivateRoom", "ROOM_DecentRecreationRoom": "ROOM_DecentRecreationRoom", "ROOM_DecentResearchLab": "ROOM_DecentResearchLab", "ROOM_DecentSharedRoom": "ROOM_DecentSharedRoom", "ROOM_DecentTemple": "ROOM_DecentTemple", "ROOM_DecentWorkshop": "ROOM_DecentWorkshop", "ROOM_Default": "ROOM_Default", "ROOM_FantasticDiningRoom": "ROOM_FantasticDiningRoom", "ROOM_FantasticMagicWorkshop": "ROOM_FantasticMagicWorkshop", "ROOM_FantasticPrivateRoom": "ROOM_FantasticPrivateRoom", "ROOM_FantasticRecreationRoom": "ROOM_FantasticRecreationRoom", "ROOM_FantasticResearchLab": "ROOM_FantasticResearchLab", "ROOM_FantasticSharedRoom": "ROOM_FantasticSharedRoom", "ROOM_FantasticTemple": "ROOM_FantasticTemple", "ROOM_FantasticWorkshop": "ROOM_FantasticWorkshop", "ROOM_ImpressiveDiningRoom": "ROOM_ImpressiveDiningRoom", "ROOM_ImpressiveMagicWorkshop": "ROOM_ImpressiveMagicWorkshop", "ROOM_ImpressivePrivateRoom": "ROOM_ImpressivePrivateRoom", "ROOM_ImpressiveRecreationRoom": "ROOM_ImpressiveRecreationRoom", "ROOM_ImpressiveResearchLab": "ROOM_ImpressiveResearchLab", "ROOM_ImpressiveSharedRoom": "ROOM_ImpressiveSharedRoom", "ROOM_ImpressiveTemple": "ROOM_ImpressiveTemple", "ROOM_ImpressiveWorkshop": "ROOM_ImpressiveWorkshop", "ROOM_LuxuriousDiningRoom": "ROOM_LuxuriousDiningRoom", "ROOM_LuxuriousMagicWorkshop": "ROOM_LuxuriousMagicWorkshop", "ROOM_LuxuriousPrivateRoom": "ROOM_LuxuriousPrivateRoom", "ROOM_LuxuriousRecreationRoom": "ROOM_LuxuriousRecreationRoom", "ROOM_LuxuriousResearchLab": "ROOM_LuxuriousResearchLab", "ROOM_LuxuriousSharedRoom": "ROOM_LuxuriousSharedRoom", "ROOM_LuxuriousTemple": "ROOM_LuxuriousTemple", "ROOM_LuxuriousWorkshop": "ROOM_LuxuriousWorkshop", "ROOM_MediocreDiningRoom": "ROOM_MediocreDiningRoom", "ROOM_MediocreMagicWorkshop": "ROOM_MediocreMagicWorkshop", "ROOM_MediocrePrivateRoom": "ROOM_MediocrePrivateRoom", "ROOM_MediocreRecreationRoom": "ROOM_MediocreRecreationRoom", "ROOM_MediocreResearchLab": "ROOM_MediocreResearchLab", "ROOM_MediocreSharedRoom": "ROOM_MediocreSharedRoom", "ROOM_MediocreTemple": "ROOM_MediocreTemple", "ROOM_MediocreWorkshop": "ROOM_MediocreWorkshop", "ROOM_MerchantRoom": "ROOM_MerchantRoom", "ROOM_NormalDiningRoom": "ROOM_NormalDiningRoom", "ROOM_NormalMagicWorkshop": "ROOM_NormalMagicWorkshop", "ROOM_NormalPrivateRoom": "ROOM_NormalPrivateRoom", "ROOM_NormalRecreationRoom": "ROOM_NormalRecreationRoom", "ROOM_NormalResearchLab": "ROOM_NormalResearchLab", "ROOM_NormalSharedRoom": "ROOM_NormalSharedRoom", "ROOM_NormalTemple": "ROOM_NormalTemple", "ROOM_NormalWorkshop": "ROOM_NormalWorkshop", "ROOM_PoorDiningRoom": "ROOM_PoorDiningRoom", "ROOM_PoorMagicWorkshop": "ROOM_PoorMagicWorkshop", "ROOM_PoorPrivateRoom": "ROOM_PoorPrivateRoom", "ROOM_PoorRecreationRoom": "ROOM_PoorRecreationRoom", "ROOM_PoorResearchLab": "ROOM_PoorResearchLab", "ROOM_PoorSharedRoom": "ROOM_PoorSharedRoom", "ROOM_PoorTemple": "ROOM_PoorTemple", "ROOM_PoorWorkshop": "ROOM_PoorWorkshop", "ROOT": "필수", "Rabid Dog Soul Stone - Dungeon Settlers Wiki": "광견 영혼석 - 던전 세틀러즈 위키", "Rabid Dog Soul Stone icon": "광견 영혼석 아이콘", "Race": "종족", "Race details": "종족 상세", "Race trait": "종족 특성", "Race weights": "종족 가중치", "RaceWeights": "RaceWeights", "Races": "종족", "Races (1)": "종족 (1)", "Races (2)": "종족 (2)", "Races (3)": "종족 (3)", "Races (4)": "Races (4)", "Races (5)": "종족 (5)", "Races (6)": "종족 (6)", "Races ({#})": "종족 ({#})", "Races - Dungeon Settlers Wiki": "종 - 던전 세틀러즈 위키", "Races page": "종 페이지", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.26):": "모든 등급에서 모집 가중치가 0인 종족 (DS_B.0.3.26에서 미공개):", "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.40):": "모든 등급에서 모집 가중치가 0인 종족 (DS_B.0.3.40에서 미공개):", "Racial Hatred - Dungeon Settlers Wiki": "종족 혐오 - 던전 세틀러즈 위키", "Racial Hatred icon": "종족 혐오 아이콘", "Radiant Banner - Dungeon Settlers Wiki": "찬란한 휘장 - 던전 세틀러즈 위키", "Radiant Banner icon": "찬란한 휘장 아이콘", "Radius": "Radius", "Rags And Wastes - Dungeon Settlers Wiki": "쓰레기와 천조각들 (천 갑옷,투구, 일정확률로 무기) - 던전 세틀러즈 위키", "Rags And Wastes Fixed": "쓰레기와 천조각들 (천 갑옷,투구, 일정확률로 무기) 고정", "Rags And Wastes Random": "넝마와 폐기물 랜덤", "Rain - Dungeon Settlers Wiki": "비 - 던전 세틀러즈 위키", "Rain icon": "비 아이콘", "Raised as a knight's squire from childhood,": "어린 시절부터 기사의 종자로 양육받은", "Raises all six talents one tier, capped at Genius": "모든 여섯 재능을 한 계층 상승, 천재에서 최대", "Raises mood for 300 seconds.": "300초 동안 기분을 올립니다.", "Raising the priority of tasks a unit is good at helps your settlement run more efficiently.": "유닛이 잘하는 작업의 우선순위를 높이면 정착지가 더 효율적으로 운영되는 데 도움이 됩니다.", "Random": "무작위", "Random Events": "랜덤 이벤트", "Random bonuses": "무작위 보너스", "Random event": "무작위 이벤트", "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "무작위 이벤트 (기본 지도, StartCondition당) - 선택 가중치 100, 경고 표시.", "Random event (base-map, per StartCondition) - selection weight 3.": "무작위 이벤트 (기본 맵, StartCondition 당) - 선택 가중치 3.", "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "무작위 이벤트 (던전, StartCondition당) - 선택 가중치 100, 경고 표시.", "Random event pools per region/context.": "지역/상황별 랜덤 이벤트 풀.", "Random rolls (": "무작위 굴림 (", "Random rolls ({#} of {#} possible; set which stats rolled and each value in its range):": "무작위 굴림 ({#}/{#} 가능; 어떤 스탯이 굴려졌는지와 각 값을 범위 내에서 설정하세요):", "Random1": "Random1", "Random10": "Random10", "Random11": "무작위 11", "Random12": "무작위12", "Random13": "Random13", "Random14": "Random14", "Random15": "Random15", "Random16": "무작위 16", "Random17": "Random17", "Random18": "무작위18", "Random19": "Random19", "Random2": "Random2", "Random4": "Random4", "Random5": "Random5", "Random6": "Random6", "Random7": "Random7", "Random8": "Random8", "Random9": "무작위9", "RandomDismiss": "RandomDismiss", "RandomInterval": "RandomInterval", "RandomWeight_": "RandomWeight_", "Randomize": "무작위", "Range and area": "범위 및 영역", "Range and area of Accuracy Potion": "정확도 물약의 범위와 영역", "Range and area of Acid Spit": "산성 침뱉기의 범위와 영역", "Range and area of Acid Spread": "산성 확산의 범위와 영역", "Range and area of Agility Elixir": "민첩성 엘릭서의 범위 및 영역", "Range and area of Aid Kit": "구급약 상자의 범위와 영역", "Range and area of Alpha Acid Slogel Soul": "알파 산성 슬로겔 영혼의 범위와 영역", "Range and area of Ankle Break": "발목 부러뜨리기의 범위와 영역", "Range and area of Arcane Eco": "신비한 에코의 범위와 영역", "Range and area of Arrow Rain": "화살 비의 범위와 영역", "Range and area of Ash Of Solace": "위로의 재의 범위와 영역", "Range and area of Attack": "공격의 범위와 영역", "Range and area of Attack : Magic Missile": "공격: 마법 미사일의 범위와 영역", "Range and area of Attack Speed Potion": "공격 속도 물약의 범위와 영역", "Range and area of Base Campsite Bedrolls": "기본 캠프 침구의 범위 및 영역", "Range and area of Base Campsite Camp Fire": "기본 야영지 모닥불의 범위와 영역", "Range and area of Base Campsite Deco1": "기본 야영지 장식1의 범위와 영역", "Range and area of Base Campsite Deco2": "기본 야영지 장식2의 범위와 영역", "Range and area of Base Campsite Lesser Guardian Stone": "기본 야영지 하급 수호자 돌의 범위와 영역", "Range and area of Base Campsite Repairstand": "기본 야영지 수리대의 범위와 영역", "Range and area of Basic Attack": "기본 공격의 범위와 영역", "Range and area of Basic Bow Attack": "기본 활 공격의 범위 및 영역", "Range and area of Basic Club Attack": "기본 곤봉 공격의 범위와 영역", "Range and area of Basic Greatsword Attack": "기본 대검 공격의 범위와 영역", "Range and area of Basic Magic Missile": "기본 마법 미사일의 범위와 영역", "Range and area of Basic Monster Blunt": "기본 몬스터 둔기의 범위와 영역", "Range and area of Basic Monster Pierce": "기본 몬스터 피어스의 범위와 영역", "Range and area of Basic Monster Slash": "기본 몬스터 베기의 범위 및 영역", "Range and area of Basic Punch Attack": "기본 펀치 공격의 범위와 영역", "Range and area of Basic Spear Attack": "기본 창 공격의 범위 및 영역", "Range and area of Basic Sword Attack": "기본 검 공격의 범위와 영역", "Range and area of Battle Stomp": "전투 내려찍기의 범위와 영역", "Range and area of Become Fire": "불이 되기의 범위 및 영역", "Range and area of Black Serum": "검은 혈청의 범위와 영역", "Range and area of BlazingEcho": "타오르는 메아리의 범위 및 영역", "Range and area of Blood Soaked Fruit": "피에 젖은 과일의 범위 및 영역", "Range and area of Bloody Scratch": "핏빛 할퀴기의 범위 및 영역", "Range and area of Blue Berry": "파란 베리의 범위와 영역", "Range and area of Bubble Tackle": "거품 태클의 범위와 영역", "Range and area of Chain Grab": "사슬 집기의 범위 및 영역", "Range and area of Chain Hit": "연쇄 타격의 범위와 영역", "Range and area of Chain Slash": "연쇄 베기의 범위와 영역", "Range and area of Charge Attack": "돌진 공격의 범위와 영역", "Range and area of Charging Whirlwind": "충전 소용돌이의 범위와 영역", "Range and area of Cheering Howl": "응원 울음의 범위 및 영역", "Range and area of Clinging Vines": "집착하는 포도나무의 범위와 영역", "Range and area of Constitution Elixir": "구성 엘릭서의 범위와 영역", "Range and area of Critical Potion": "치명타 물약의 범위와 영역", "Range and area of Deadly Fear": "치명적 공포의 범위 및 영역", "Range and area of Destructive Split": "파괴적 분할의 범위와 영역", "Range and area of Developers Letter": "개발자의 편지의 범위와 영역", "Range and area of Disgusting Monster Meat": "역겨운 몬스터 고기의 범위와 영역", "Range and area of Distracting Blow": "산만한 일격의 범위와 영역", "Range and area of Dodge Potion": "회피 물약의 범위와 영역", "Range and area of Double Scratch": "이중 긁기의 범위와 영역", "Range and area of Duel Request": "결투 요청의 범위와 영역", "Range and area of Dust Bulb": "먼지 전구의 범위와 영역", "Range and area of Earth Crash": "지구 충돌의 범위와 영역", "Range and area of Eat": "먹기의 범위와 영역", "Range and area of Elder Gloth Charge": "노년 글로트 돌진의 범위와 영역", "Range and area of Embracing Wave": "포용하는 파도의 범위와 영역", "Range and area of Emergency Escape": "긴급 탈출의 범위 및 영역", "Range and area of Expedition Horn": "탐사단 뿔의 범위와 영역", "Range and area of Explosion": "폭발의 범위와 영역", "Range and area of Fine Raw Meat": "고급 생고기의 범위와 영역", "Range and area of Fire Cloak": "화염 외투의 범위 및 영역", "Range and area of Fire Missile": "화염탄의 범위 및 영역", "Range and area of Get Huge Money": "큰 돈 획득의 범위 및 영역", "Range and area of Get Some Money": "돈 벌기의 범위와 영역", "Range and area of Giant Stone Golem Soul": "거대 스톤 골렘 영혼의 범위와 영역", "Range and area of Glacier Drop": "빙하 낙하의 범위와 영역", "Range and area of Gloth Charge": "Gloth 돌진의 범위 및 영역", "Range and area of Gloth Egg Omelet": "글로트 계란 계란말이의 범위와 영역", "Range and area of Gloth Spit": "글로트 침뱉기의 범위와 영역", "Range and area of Goblin Attack": "고블린 공격의 범위와 영역", "Range and area of Goblin Curse": "고블린 저주의 범위와 영역", "Range and area of Goblin Flee": "고블린 도망의 범위와 영역", "Range and area of Goblin Throw": "고블린 던지기의 범위와 영역", "Range and area of Goddess Tears": "여신의 눈물의 범위 및 영역", "Range and area of Grass Porridge": "풀 죽의 범위와 영역", "Range and area of Grilled Meat": "구운 고기의 범위와 영역", "Range and area of Grilled Turnip": "구운 순무의 범위와 영역", "Range and area of Guard Potion": "방어 물약의 범위와 영역", "Range and area of Guardian's Taunt": "수호자의 조롱의 범위와 영역", "Range and area of Hammering": "망치질의 범위와 영역", "Range and area of Headshot": "헤드샷의 범위 및 영역", "Range and area of Healing Touch": "치유의 손길의 범위와 영역", "Range and area of Hell Leech": "지옥 거머리의 범위와 영역", "Range and area of Improved Grass Porridge": "개선된 풀 죽의 범위와 영역", "Range and area of Incinerate": "소각의 범위와 영역", "Range and area of Intelligence Elixir": "지능 엘릭서의 범위 및 영역", "Range and area of Jerky": "육포의 범위와 영역", "Range and area of LadyBug Charge": "무당벌레 돌진의 범위와 영역", "Range and area of Luma Fruit": "루마 과일의 범위 및 영역", "Range and area of Magic Resistance Potion": "마법 저항 물약의 범위와 영역", "Range and area of Magical Attack Potion": "마법 공격 포션의 범위 및 영역", "Range and area of Mandrake": "만드라고라의 범위 및 영역", "Range and area of Meat Porridge": "고기 죽의 범위와 영역", "Range and area of Meat Skewer": "고기 꼬치의 범위와 영역", "Range and area of Meat Stew": "고기 스튜의 범위와 영역", "Range and area of Metal Charge": "금속 돌진의 범위 및 영역", "Range and area of Metal Skin Potion": "금속 피부 포션의 범위 및 영역", "Range and area of Monster Barbecue": "몬스터 바비큐의 범위와 영역", "Range and area of Mucus Sprayer": "점액 분사기의 범위 및 영역", "Range and area of Mud Spit": "진흙 침뱉기의 범위와 영역", "Range and area of Mushroom": "버섯의 범위와 영역", "Range and area of Mushroom Skewer": "버섯 꼬치의 범위와 영역", "Range and area of Mushroom Stew": "버섯 스튜의 범위 및 영역", "Range and area of Mystic Wild Herb": "신비로운 야생 허브의 범위와 영역", "Range and area of NPCBasic Bow Attack": "NPC 기본 활 공격의 범위와 영역", "Range and area of Net Throwing": "그물 던지기의 범위와 영역", "Range and area of Oat Porridge": "귀리 죽의 범위 및 영역", "Range and area of Ointment": "연고의 범위와 영역", "Range and area of Perception Elixir": "지각 엘릭서의 범위와 영역", "Range and area of Phantom Chain": "팬텀 체인의 범위와 영역", "Range and area of Physical Attack Potion": "물리 공격 물약의 범위와 영역", "Range and area of Pommel Strike": "검격의 범위와 영역", "Range and area of Quick Dash": "빠른 대시의 범위 및 영역", "Range and area of Rapid Fire": "빠른 연사의 범위 및 영역", "Range and area of Red Monster Rat Soul": "빨간 몬스터 쥐 영혼의 범위와 영역", "Range and area of Reflect Potion": "반사 포션의 범위 및 영역", "Range and area of Resurrection": "부활의 범위와 영역", "Range and area of Return Scroll": "귀환 두루마리의 범위와 영역", "Range and area of Royal Jelly": "로열 젤리의 범위와 영역", "Range and area of Run": "달리기의 범위와 영역", "Range and area of Saber Gale": "세이버 돌풍의 범위와 영역", "Range and area of Seed Burst": "씨앗 폭발의 범위와 영역", "Range and area of Sentinel Smite": "파수꾼 강타의 범위 및 영역", "Range and area of Shell Potion": "껍질 물약의 범위와 영역", "Range and area of Skill Cooldown Potion": "스킬 재사용 대기 물약의 범위와 영역", "Range and area of Skill Elixir": "스킬 엘릭서의 범위 및 영역", "Range and area of Skill Reset Elixir": "스킬 재설정 엘릭서의 범위와 영역", "Range and area of Slay": "처단의 범위 및 영역", "Range and area of Slime Pudding": "슬라임 푸딩의 범위와 영역", "Range and area of Snatching Prey": "먹이 낚아채기의 범위와 영역", "Range and area of Sniping Shot": "저격 사격의 범위 및 영역", "Range and area of Solar Bloom": "태양 꽃의 범위와 영역", "Range and area of Spit": "침뱉기의 범위와 영역", "Range and area of Spore Spit": "포자 뱉기의 범위 및 영역", "Range and area of Stealth Potion": "은신 물약의 범위와 영역", "Range and area of Stomp": "내려찍기의 범위와 영역", "Range and area of Stone Charge": "돌 돌진의 범위와 영역", "Range and area of Stone Raise": "돌 들어올리기의 범위와 영역", "Range and area of Stone Stomp": "돌 내려찍기의 범위와 영역", "Range and area of Stone Throw": "돌 던지기의 범위와 영역", "Range and area of Strange Seed": "이상한 씨앗의 범위 및 영역", "Range and area of Strength Elixir": "힘 엘릭서의 범위와 영역", "Range and area of Stun Charge": "기절 돌진의 범위와 영역", "Range and area of Summon : BubbleToad": "소환: 버블두꺼비의 범위와 영역", "Range and area of Summon : Bubbling": "소환 : 거품의 범위 및 영역", "Range and area of Sunheart Bloom": "태양의 심장 피는 꽃의 범위 및 영역", "Range and area of Swallow": "제비의 범위 및 영역", "Range and area of Sweeping Cleave": "쓸어내는 가르기의 범위 및 영역", "Range and area of Swift Potion": "빠른 포션의 범위 및 영역", "Range and area of Sword Barrier": "검 장벽의 범위 및 영역", "Range and area of Sword Flow": "검 흐름의 범위와 영역", "Range and area of Tidal Mark": "조수 표시의 범위와 영역", "Range and area of Tongue Thrust": "혀 찌르기의 범위 및 영역", "Range and area of Tough Raw Meat": "질긴 생고기의 범위와 영역", "Range and area of Turnip": "순무의 범위와 영역", "Range and area of Turnip Porridge": "순무 죽의 범위 및 영역", "Range and area of Turnip Salad": "순무 샐러드의 범위와 영역", "Range and area of Vampire Potion": "뱀파이어 물약의 범위와 영역", "Range and area of Vertical Slash": "수직 베기의 범위와 영역", "Range and area of Vile Insult": "저주의 모욕의 범위와 영역", "Range and area of Water Dive": "물 다이브의 범위와 영역", "Range and area of Weight Potion": "무게 물약의 범위와 영역", "Range and area of Whirlwind Slash": "소용돌이 가르기의 범위 및 영역", "Range and area of Wild Flurry": "광란의 연타의 범위와 영역", "Range and area of Wild Herb": "야생 허브의 범위 및 영역", "Range and area of Will Power Elixir": "의지력 엘릭서의 범위 및 영역", "Range and area of {#}": "{#}의 사거리 및 범위", "Range and area of 가디언즈 타운트": "가디언즈 타운트의 사거리와 범위", "Range and area of 고블린 공격": "고블린 공격의 사거리와 범위", "Range and area of 고블린 도주": "고블린 도주의 사거리와 범위", "Range and area of 고블린 저주": "고블린 저주의 사거리와 범위", "Range and area of 고블린 투척": "고블린 투척의 사거리와 범위", "Range and area of 공격": "공격의 사거리와 범위", "Range and area of 공격 : 매직 미사일": "공격 : 매직 미사일의 사거리와 범위", "Range and area of 공격 : 활": "공격 : 활의 사거리와 범위", "Range and area of 공격:검": "공격:검의 사거리와 범위", "Range and area of 공격:대검": "공격:대검의 사거리와 범위", "Range and area of 공격:둔기": "공격:둔기의 사거리와 범위", "Range and area of 공격:주먹": "공격:주먹의 사거리와 범위", "Range and area of 그물 투척": "그물 투척의 사거리와 범위", "Range and area of 글로트 스핏": "글로트 스핏의 사거리와 범위", "Range and area of 글로트 차지": "글로트 차지의 사거리와 범위", "Range and area of 기묘한 씨앗": "기묘한 씨앗의 사거리와 범위", "Range and area of 기본 공격": "기본 공격의 사거리와 범위", "Range and area of 기본 몬스터 관통": "기본 몬스터 관통의 사거리와 범위", "Range and area of 기본 몬스터 베기": "기본 몬스터 베기의 사거리와 범위", "Range and area of 기본 몬스터 타격": "기본 몬스터 타격의 사거리와 범위", "Range and area of 대지 분쇄": "대지 분쇄의 사거리와 범위", "Range and area of 더블 스크래치": "더블 스크래치의 사거리와 범위", "Range and area of 데들리 피어": "데들리 피어의 사거리와 범위", "Range and area of 도주": "도주의 사거리와 범위", "Range and area of 돌 던지기": "돌 던지기의 사거리와 범위", "Range and area of 듀얼 리퀘스트": "듀얼 리퀘스트의 사거리와 범위", "Range and area of 디스트랙팅 블로우": "디스트랙팅 블로우의 사거리와 범위", "Range and area of 디스트럭티브 스플릿": "디스트럭티브 스플릿의 사거리와 범위", "Range and area of 레피드 파이어": "레피드 파이어의 사거리와 범위", "Range and area of 리저렉션": "리저렉션의 사거리와 범위", "Range and area of 머드 스핏": "머드 스핏의 사거리와 범위", "Range and area of 메탈 차지": "메탈 차지의 사거리와 범위", "Range and area of 무당벌레 돌진": "무당벌레 돌진의 사거리와 범위", "Range and area of 바일 인설트": "바일 인설트의 사거리와 범위", "Range and area of 배틀 스텀프": "배틀 스텀프의 사거리와 범위", "Range and area of 버블 태클": "버블 태클의 사거리와 범위", "Range and area of 버티컬 슬래시": "버티컬 슬래시의 사거리와 범위", "Range and area of 블레이징 에코": "블레이징 에코의 사거리와 범위", "Range and area of 비상 탈출": "비상 탈출의 사거리와 범위", "Range and area of 비컴 파이어": "비컴 파이어의 사거리와 범위", "Range and area of 빙하 낙하": "빙하 낙하의 사거리와 범위", "Range and area of 삼키기": "삼키기의 사거리와 범위", "Range and area of 세이버 게일": "세이버 게일의 사거리와 범위", "Range and area of 센티넬 스마이트": "센티넬 스마이트의 사거리와 범위", "Range and area of 소드 베리어": "소드 베리어의 사거리와 범위", "Range and area of 소드 플로우": "소드 플로우의 사거리와 범위", "Range and area of 소환 : 버블링": "소환 : 버블링의 사거리와 범위", "Range and area of 소환 : 버블토드": "소환 : 버블토드의 사거리와 범위", "Range and area of 스나이핑 샷": "스나이핑 샷의 사거리와 범위", "Range and area of 스내칭 프레이": "스내칭 프레이의 사거리와 범위", "Range and area of 스위핑 클리브": "스위핑 클리브의 사거리와 범위", "Range and area of 스턴 차지": "스턴 차지의 사거리와 범위", "Range and area of 스텀프": "스텀프의 사거리와 범위", "Range and area of 스톤 레이즈": "스톤 레이즈의 사거리와 범위", "Range and area of 스톤 스톰프": "스톤 스톰프의 사거리와 범위", "Range and area of 스톤 차지": "스톤 차지의 사거리와 범위", "Range and area of 스포어 스핏": "스포어 스핏의 사거리와 범위", "Range and area of 스핏": "스핏의 사거리와 범위", "Range and area of 슬레이": "슬레이의 사거리와 범위", "Range and area of 시드 버스트": "시드 버스트의 사거리와 범위", "Range and area of 아케인 에코": "아케인 에코의 사거리와 범위", "Range and area of 애로우 레인": "애로우 레인의 사거리와 범위", "Range and area of 앵클 브레이크": "앵클 브레이크의 사거리와 범위", "Range and area of 에시드 스프레드": "에시드 스프레드의 사거리와 범위", "Range and area of 에시드 스핏": "에시드 스핏의 사거리와 범위", "Range and area of 엘더 글로트 차지": "엘더 글로트 차지의 사거리와 범위", "Range and area of 와일드 플러리": "와일드 플러리의 사거리와 범위", "Range and area of 워터 다이브": "워터 다이브의 사거리와 범위", "Range and area of 익스플로전": "익스플로전의 사거리와 범위", "Range and area of 인시너레이트": "인시너레이트의 사거리와 범위", "Range and area of 임브레이싱 웨이브": "임브레이싱 웨이브의 사거리와 범위", "Range and area of 점액분사초": "점액분사초의 사거리와 범위", "Range and area of 차지 어택": "차지 어택의 사거리와 범위", "Range and area of 차징 휠윈드": "차징 휠윈드의 사거리와 범위", "Range and area of 체인 그랩": "체인 그랩의 사거리와 범위", "Range and area of 체인 슬래시": "체인 슬래시의 사거리와 범위", "Range and area of 체인 히트": "체인 히트의 사거리와 범위", "Range and area of 치어링 하울": "치어링 하울의 사거리와 범위", "Range and area of 퀵 대쉬": "퀵 대쉬의 사거리와 범위", "Range and area of 클링 바인즈": "클링 바인즈의 사거리와 범위", "Range and area of 태양심화": "태양심화의 사거리와 범위", "Range and area of 태양화": "태양화의 사거리와 범위", "Range and area of 텅 스러스트": "텅 스러스트의 사거리와 범위", "Range and area of 파도의 표식": "파도의 표식의 사거리와 범위", "Range and area of 파이어 미사일": "파이어 미사일의 사거리와 범위", "Range and area of 파이어 클록": "파이어 클록의 사거리와 범위", "Range and area of 팬텀 체인": "팬텀 체인의 사거리와 범위", "Range and area of 폼멜 스트라이크": "폼멜 스트라이크의 사거리와 범위", "Range and area of 핏빛 할퀴기": "핏빛 할퀴기의 사거리와 범위", "Range and area of 해머링": "해머링의 사거리와 범위", "Range and area of 헤드샷": "헤드샷의 사거리와 범위", "Range and area of 휠윈드 슬래시": "휠윈드 슬래시의 사거리와 범위", "Range and area of 힐링 터치": "힐링 터치의 사거리와 범위", "Range and area on a dungeon room": "던전 방 기준 사거리 및 범위", "Range in context": "컨텍스트에서의 범위", "Range in which warming effects (e.g. from a campfire) are applied": "난방 효과 (예: 캠프파이어)가 적용되는 범위", "Range of minute intervals for how long weather lasts": "날씨가 지속되는 시간의 분 단위 간격 범위", "Range reaches past this room, so the target sits at the edge.": "범위가 이 방을 넘어 도달하므로 목표가 가장자리에 앉습니다.", "Ranged": "원거리", "Ranged - Bow": "원거리 - 활", "Ranged fire-mage": "원거리 화염 마법사", "Ranged physical attacks deal damage directly to": "원거리 물리 공격이 직접 피해를 입힙니다", "Ranged physical attacks deal damage directly to Head Health on hit.": "원거리 물리 공격이 명중하면 머리 부위 생명력에 직접 피해를 줍니다.", "RangedHitChance": "RangedHitChance", "Rank": "랭크", "Rank 1 - Trivial Expedition": "등급 1 - 사소한 탐사단", "Rank 1 - 하찮은 탐사단": "Rank 1 - 하찮은 탐사단", "Rank 1 Food": "등급 1 음식", "Rank 1 Level": "등급 1 레벨", "Rank 1 Research 1": "1급 연구 1", "Rank 1 Research 2": "1급 연구 2", "Rank 1 Research 3": "1급 연구 3", "Rank 1 Research 4": "1급 연구 4", "Rank 1 Research 5": "1급 연구 5", "Rank 1 Research 6": "1급 연구 6", "Rank 1 Research 7": "등급 1 연구 7", "Rank 1 Resource 1": "등급 1 자원 1", "Rank 1 Resource 2": "등급 1 자원 2", "Rank 1 Room Type 1": "등급 1 방 종류 1", "Rank 1 Room Type 2": "등급 1 방 종류 2", "Rank 1 Room Type 3": "등급 1 방 종류 3", "Rank 1 Room Type 4": "등급 1 방 종류 4", "Rank 1 Room Type 5": "1급 방 종류 5", "Rank 1 Room Type 6": "1급 방 종류 6", "Rank 1 Room Type 7": "1급 방 종류 7", "Rank 2 (ranks 3-7 are locked)": "등급 2(등급 3-7이 잠김)", "Rank 2 - Insignificant Expedition": "등급 2 - 미미한 탐사단", "Rank 2 - 변변찮은 탐사단": "Rank 2 - 변변찮은 탐사단", "Rank 2 Elite": "2급 정예", "Rank 2 Food": "2급 음식", "Rank 2 Level": "2급 레벨", "Rank 2 Research 1": "2급 연구 1", "Rank 2 Research 10": "2급 연구 10", "Rank 2 Research 11": "2급 연구 11", "Rank 2 Research 12": "2급 연구 12", "Rank 2 Research 13": "2급 연구 13", "Rank 2 Research 14": "2급 연구 14", "Rank 2 Research 15": "2급 연구 15", "Rank 2 Research 16": "2급 연구 16", "Rank 2 Research 2": "2급 연구 2", "Rank 2 Research 3": "2급 연구 3", "Rank 2 Research 4": "2급 연구 4", "Rank 2 Research 5": "2급 연구 5", "Rank 2 Research 6": "2급 연구 6", "Rank 2 Research 7": "2급 연구 7", "Rank 2 Research 8": "2급 연구 8", "Rank 2 Research 9": "2급 연구 9", "Rank 2 Resource 1": "2급 자원 1", "Rank 2 Resource 2": "2급 자원 2", "Rank 2 Room Type 1": "2급 방 종류 1", "Rank 2 Room Type 2": "2급 방 종류 2", "Rank 2 Room Type 3": "2급 방 종류 3", "Rank 2 Room Type 4": "2급 방 종류 4", "Rank 2 Room Type 5": "2급 방 종류 5", "Rank 2 Room Type 6": "2급 방 종류 6", "Rank 2 Room Type 7": "2급 방 종류 7", "Rank 3 - Established Expedition": "등급 3 - 정립된 탐사단", "Rank 3 - 자리잡은 탐사단": "Rank 3 - 자리잡은 탐사단", "Rank 3 Elite": "3급 정예", "Rank 3 Food": "3급 음식", "Rank 3 Level": "3급 레벨", "Rank 3 Research 1": "3급 연구 1", "Rank 3 Research 2": "3급 연구 2", "Rank 3 Research 3": "3급 연구 3", "Rank 3 Research 4": "3급 연구 4", "Rank 3 Research 5": "3급 연구 5", "Rank 3 Research 6": "3급 연구 6", "Rank 3 Research 7": "3급 연구 7", "Rank 3 Resource 1": "3급 자원 1", "Rank 3 Resource 2": "3급 자원 2", "Rank 3 Room Type 1": "3급 방 종류 1", "Rank 3 Room Type 2": "3급 방 종류 2", "Rank 3 Room Type 3": "3급 방 종류 3", "Rank 3 Room Type 4": "3급 방 종류 4", "Rank 3 Room Type 5": "3급 방 종류 5", "Rank 3 Room Type 6": "3급 방 종류 6", "Rank 3 Room Type 7": "3급 방 종류 7", "Rank 4 - Notable Expedition": "등급 4 - 주목할 만한 탐사단", "Rank 4 - 주목받는 탐사단": "Rank 4 - 주목받는 탐사단", "Rank 5 - Reputable Expedition": "등급 5 - 평판 좋은 탐사단", "Rank 5 - 평판있는 탐사단": "Rank 5 - 평판있는 탐사단", "Rank 6 - Renowned Expedition": "등급 6 - 유명한 탐사단", "Rank 6 - 유명한 탐사단": "Rank 6 - 유명한 탐사단", "Rank 7 - Legendary Expedition": "등급 7 - 전설의 탐사단", "Rank 7 - 전설적인 탐사단": "Rank 7 - 전설적인 탐사단", "Rank also changes": "등급은 또한 변경합니다", "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "현재 표시된 몬스터들 중 스킬 피해량 순위이며, 높은 순서입니다. 금색 왕관이 1위를 표시합니다.", "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "표시된 스킬 중 스킬 피해량 기준으로 순위를 매기며, 높은 순서대로 정렬됩니다. 금관은 1위를 표시합니다.", "Rank recruit ladder": "랭크 모집 사다리", "Rank-up CP": "등급 상승 CP", "Rank-up CP, recruit level & race weights": "등급 상승 CP, 모집 레벨 및 종족 가중치", "Rank1 Research1": "Rank1 Research1", "Rank1 Research2": "Rank1 Research2", "Rank1 Research3": "Rank1 Research3", "Rank1 Research4": "Rank1 Research4", "Rank1 Research5": "Rank1 Research5", "Rank1 Research6": "Rank1 Research6", "Rank1 Research7": "Rank1 Research7", "Rank1Food": "Rank1Food", "Rank1Level": "Rank1Level", "Rank1Research1": "Rank1Research1", "Rank1Research2": "Rank1Research2", "Rank1Research3": "Rank1Research3", "Rank1Research4": "Rank1Research4", "Rank1Research5": "Rank1Research5", "Rank1Research6": "Rank1Research6", "Rank1Research7": "Rank1Research7", "Rank1Resource1": "Rank1Resource1", "Rank1Resource2": "Rank1Resource2", "Rank1RoomType1": "Rank1RoomType1", "Rank1RoomType2": "Rank1RoomType2", "Rank1RoomType3": "Rank1RoomType3", "Rank1RoomType4": "Rank1RoomType4", "Rank1RoomType5": "Rank1RoomType5", "Rank1RoomType6": "Rank1RoomType6", "Rank1RoomType7": "Rank1RoomType7", "Rank2 Elite": "Rank2 Elite", "Rank2 Food": "Rank2 Food", "Rank2 Level": "Rank2 Level", "Rank2 Research1": "Rank2 Research1", "Rank2 Research10": "Rank2 Research10", "Rank2 Research11": "Rank2 Research11", "Rank2 Research12": "Rank2 Research12", "Rank2 Research13": "Rank2 Research13", "Rank2 Research14": "Rank2 Research14", "Rank2 Research15": "Rank2 Research15", "Rank2 Research16": "Rank2 Research16", "Rank2 Research2": "Rank2 Research2", "Rank2 Research3": "Rank2 Research3", "Rank2 Research4": "Rank2 Research4", "Rank2 Research5": "Rank2 Research5", "Rank2 Research6": "Rank2 Research6", "Rank2 Research7": "Rank2 Research7", "Rank2 Research8": "Rank2 Research8", "Rank2 Research9": "Rank2 Research9", "Rank2 Resource1": "Rank2 Resource1", "Rank2 Resource2": "Rank2 Resource2", "Rank2 Room Type1": "Rank2 Room Type1", "Rank2 Room Type2": "Rank2 Room Type2", "Rank2 Room Type3": "Rank2 Room Type3", "Rank2 Room Type4": "Rank2 Room Type4", "Rank2 Room Type5": "Rank2 Room Type5", "Rank2 Room Type6": "Rank2 Room Type6", "Rank2 Room Type7": "Rank2 Room Type7", "Rank2Elite": "Rank2Elite", "Rank2Food": "Rank2Food", "Rank2Level": "Rank2Level", "Rank2Research1": "Rank2Research1", "Rank2Research10": "Rank2Research10", "Rank2Research11": "Rank2Research11", "Rank2Research12": "Rank2Research12", "Rank2Research13": "Rank2Research13", "Rank2Research14": "Rank2Research14", "Rank2Research15": "Rank2Research15", "Rank2Research16": "Rank2Research16", "Rank2Research2": "Rank2Research2", "Rank2Research3": "Rank2Research3", "Rank2Research4": "Rank2Research4", "Rank2Research5": "Rank2Research5", "Rank2Research6": "Rank2Research6", "Rank2Research7": "Rank2Research7", "Rank2Research8": "Rank2Research8", "Rank2Research9": "Rank2Research9", "Rank2Resource1": "Rank2Resource1", "Rank2Resource2": "Rank2Resource2", "Rank2RoomType1": "Rank2RoomType1", "Rank2RoomType2": "Rank2RoomType2", "Rank2RoomType3": "Rank2RoomType3", "Rank2RoomType4": "Rank2RoomType4", "Rank2RoomType5": "Rank2RoomType5", "Rank2RoomType6": "Rank2RoomType6", "Rank2RoomType7": "Rank2RoomType7", "Rank3 Elite": "Rank3 Elite", "Rank3 Elite - desc": "등급3 엘리트 - desc", "Rank3 Food": "Rank3 Food", "Rank3 Food - desc": "등급3 음식 - desc", "Rank3 Level": "Rank3 Level", "Rank3 Level - desc": "등급3 레벨 - desc", "Rank3 Research1": "Rank3 Research1", "Rank3 Research1 - desc": "등급3 연구1 - desc", "Rank3 Research2": "Rank3 Research2", "Rank3 Research2 - desc": "등급3 연구2 - desc", "Rank3 Research3": "Rank3 Research3", "Rank3 Research3 - desc": "등급3 연구3 - desc", "Rank3 Research4": "Rank3 Research4", "Rank3 Research4 - desc": "등급3 연구4 - desc", "Rank3 Research5": "Rank3 Research5", "Rank3 Research5 - desc": "등급3 연구5 - desc", "Rank3 Research6": "Rank3 Research6", "Rank3 Research6 - desc": "등급3 연구6 - desc", "Rank3 Research7": "Rank3 Research7", "Rank3 Research7 - desc": "등급3 연구7 - desc", "Rank3 Resource1": "Rank3 Resource1", "Rank3 Resource1 - desc": "등급3 자원1 - desc", "Rank3 Resource2": "Rank3 Resource2", "Rank3 Resource2 - desc": "등급3 자원2 - desc", "Rank3 Room Type1": "Rank3 Room Type1", "Rank3 Room Type1 - desc": "등급3 방 타입1 - desc", "Rank3 Room Type2": "Rank3 Room Type2", "Rank3 Room Type2 - desc": "등급3 방 타입2 - desc", "Rank3 Room Type3": "Rank3 Room Type3", "Rank3 Room Type3 - desc": "등급3 방 타입3 - desc", "Rank3 Room Type4": "Rank3 Room Type4", "Rank3 Room Type4 - desc": "등급3 방 타입4 - desc", "Rank3 Room Type5": "Rank3 Room Type5", "Rank3 Room Type5 - desc": "등급3 방 타입5 - desc", "Rank3 Room Type6": "Rank3 Room Type6", "Rank3 Room Type6 - desc": "등급3 방 타입6 - desc", "Rank3 Room Type7": "Rank3 Room Type7", "Rank3 Room Type7 - desc": "등급3 방 타입7 - desc", "Rank3Elite": "Rank3Elite", "Rank3Food": "Rank3Food", "Rank3Level": "Rank3Level", "Rank3Research1": "Rank3Research1", "Rank3Research2": "Rank3Research2", "Rank3Research3": "Rank3Research3", "Rank3Research4": "Rank3Research4", "Rank3Research5": "Rank3Research5", "Rank3Research6": "Rank3Research6", "Rank3Research7": "Rank3Research7", "Rank3Resource1": "Rank3Resource1", "Rank3Resource2": "Rank3Resource2", "Rank3RoomType1": "Rank3RoomType1", "Rank3RoomType2": "Rank3RoomType2", "Rank3RoomType3": "Rank3RoomType3", "Rank3RoomType4": "Rank3RoomType4", "Rank3RoomType5": "Rank3RoomType5", "Rank3RoomType6": "Rank3RoomType6", "Rank3RoomType7": "Rank3RoomType7", "RankUp1to2": "RankUp1to2", "RankUp2to3": "RankUp2to3", "Ranked by Skill Damage. Free basic attacks (0 energy) are hidden by default; passives are not active casts and are excluded.": "스킬 피해량 기준으로 정렬됩니다. 무료 기본 공격(에너지 0)은 기본적으로 숨겨지며, 패시브는 능동 시전이 아니므로 제외됩니다.", "Ranked by basic-attack damage only; weapons whose real output is mostly skills/DoT (staves especially) are understated here - see the skill DPS above.": "기본 공격 피해만으로 순위를 매깁니다; 실제 출력이 주로 스킬/지속 피해인 무기(특히 지팡이)는 여기서 과소평가됩니다 - 위의 스킬 DPS를 참고하세요.", "Ranks defined": "정의된 등급", "Rapid Fire - Dungeon Settlers Wiki": "레피드 파이어 - 던전 세틀러즈 위키", "Rapid Fire icon": "레피드 파이어 아이콘", "Rapid Fire range and area shown on a dungeon room": "연사 범위 및 던전 방의 영역", "Rapid Recovery - Dungeon Settlers Wiki": "빠른 회복력 - 던전 세틀러즈 위키", "Rapid Recovery icon": "빠른 회복력 아이콘", "Rare": "희귀", "Rare inscription:": "희귀 비문:", "Rare resource nodes per floor": "층마다 희귀 자원 노드", "Rarity chances": "희귀도 확률", "Rarity weights (per 1000)": "희귀도 가중치(1000당)", "Rarity:": "희귀도:", "Rat Swarm - Dungeon Settlers Wiki": "쥐 떼 - 던전 세틀러즈 위키", "Rat Swarm icon": "쥐 떼 아이콘", "Rate at which a shop appears in a dungeon's Theme 1 random roll": "던전의 Theme 1 무작위 롤에서 상점이 나타날 확률", "Rate at which combat appears in a dungeon's Theme 1 random roll": "던전의 Theme 1 무작위 롤에서 전투가 나타날 확률", "Rate at which resources appear in a dungeon's Theme 1 random roll": "던전의 Theme 1 무작위 롤에서 자원이 나타날 확률", "Rate of increase of held coin per tick (PS: Until Guild trading is implemented there's no way to earn coin, so it increases naturally.)": "틱당 보유 코인 증가율 (PS: 길드 거래가 구현되기 전까지는 코인을 벌 방법이 없으므로 자연 증가한다.)", "Raw": "원본", "Raw Blue Crystal": "청수정 원석", "Raw Green Crystal": "녹수정 원석", "Raw Hide (53.57%)": "생 가죽 (53.57%)", "Raw Hide (7.69%)": "생 가죽 (7.69%)", "Raw Hide - Dungeon Settlers Wiki": "생가죽 - 던전 세틀러즈 위키", "Raw Hide icon": "생가죽 아이콘", "Raw Hide x8": "생가죽 x8", "Raw Red Crystal": "적수정 원석", "Raw values": "원시 값", "Raw values:": "원시 값:", "Rawhide": "생가죽", "Rawhide Sleeping Bag - Dungeon Settlers Wiki": "생가죽 침낭 - 던전 세틀러즈 위키", "Rawhide Sleeping Bag icon": "생가죽 침낭 아이콘", "Re-applied on each hit: at this caster's attack speed (": "매 타격마다 재적용: 이 시전자의 공격 속도로 (", "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless": "가장 깊은 층에 도달하면 침묵의 장막이 클리어된 것으로 표시됩니다(데모 전용 판정이며 보스 처치는 필요 없습니다). 그리고 지역 1은 그와 상관없이 계속 잠긴 상태로 남습니다", "Reaching the maximum experience and feeling growth has stalled causes": "최대 경험치에 도달하고 성장이 정체됐다고 느끼면 발생합니다", "Reaching the maximum experience and feeling growth has stalled causes Mood to decrease.": "최대 경험치에 도달하고 성장이 정체되었다고 느끼면 기분이 감소합니다.", "Reactive": "반응형", "Reactive event": "반응형 이벤트", "Reading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.": "보너스가 \"+10%\"인지 \"+10\"인지 읽으면 어떤 종류인지 알 수 있습니다.", "Reading {#} ...": "{#} 읽는 중 ...", "Reads": "읽음", "Ready to fight anyone for coin,": "돈을 위해 누구와도 싸울 준비가 되어,", "Real time per day at 1x": "1배에서 일당 실제 시간", "Receive": "다음을 받습니다:", "Receive Hell Leech for 720 seconds": "720초간 헬 리치를 받습니다", "Receive the reward": "보상 수령", "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "받는 치명타 피해 보너스 +50% (원래 +50%인 치명타가 +100%가 됩니다).", "Receives": "받음", "Recent expeditions have been using more and more bone as a resource. Processed bone can be useful for weapons, tools, and various forms of crafting. \"Considering what lies ahead, we should keep enough bone in reserve as well.\"": "최근 탐사에서는 뼈를 자원으로 사용하는 일이 점점 늘고 있다. 가공된 뼈는 무기와 도구, 그리고 다양한 제작에 유용하게 쓰일 수 있다. \"앞으로의 일을 생각하면, 뼈도 충분히 비축해 두어야겠지.\"", "Recent expeditions have been using more and more bone as a resource. Processed bone can be useful for weapons, tools, and various forms of crafting. \"Considering what lies ahead, we should keep enough bone in reserve as well.\" ➜ With enough bone secured, there is now more breathing room for crafting and processing. \"With this much, we should not have to worry about running short on materials for a while.\"": "최근 탐사에서는 뼈를 자원으로 사용하는 일이 점점 늘고 있다. 가공된 뼈는 무기와 도구, 그리고 다양한 제작에 유용하게 쓰일 수 있다. \"앞으로의 일을 생각하면, 뼈도 충분히 비축해 두어야겠지.\" ➜ 뼈를 충분히 확보하면서 제작과 가공에 여유가 생겼다. \"이 정도면 당분간 재료가 부족할 걱정은 없겠군.\"", "Recent expeditions have been using more and more bone as a resource. Processed b…": "최근 탐사단에서는 자원으로 뼈를 점점 더 많이 사용하고 있습니다. 처리된 b…", "RecentPartnerBlockCount": "RecentPartnerBlockCount", "RecentTopicBlockCount": "RecentTopicBlockCount", "RecentTopicMaxCount": "RecentTopicMaxCount", "Recipe": "레시피", "Recipe: {#}": "레시피: {#}", "RecipeTable.json": "RecipeTable.json", "Recipes": "레시피", "Recipes - Dungeon Settlers Wiki": "레시피 - 던전 세틀러즈 위키", "Recommended for intended gameplay experience.": "의도된 게임플레이 경험을 위해 권장됩니다.", "Recommended for players familiar with strategy games but new to this one.": "전략 게임에 익숙하지만 이 게임에 처음인 플레이어를 위한 권장 사항.", "Recommended for players who haven't played many strategy games before.": "이전에 전략 게임을 많이 해본 적이 없는 플레이어를 위한 권장 사항.", "Recover 600 Energy over a fight: 600 ÷ 60 =": "전투 중 600 에너지 회복: 600 ÷ 60 =", "Recover stack * {0} energy per second.": "스택당 초당 {0} 에너지 회복.", "Recover stack * {0} health per second.": "스택당 초당 {0} 생명력 회복.", "Recover {0} Stamina every tick": "매 틱마다 {0} 스태미나 회복", "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "매 틱마다 {0} 스태미나 회복 (현재 사용되지 않음. 사용되지 않을 수도 있음)", "Recovering": "회복", "Recovering Hunger to a certain level can restore you from the Near Death state.": "허기를 일정 수준까지 회복하면 빈사 상태에서 벗어날 수 있습니다.", "Recovers 200 durability per second": "초당 200 내구도 회복", "Recovery interval": "회복 간격", "Recovery runs on the campaign clock:": "회복은 캠페인 시계에서 실행됩니다:", "Recreaction_": "Recreaction_", "Recreation": "휴양", "Recreation (3)": "레크리에이션 (3)", "Recreation - Dungeon Settlers Wiki": "오락 - 던전 세틀러즈 위키", "Recreation Room": "휴게실", "Recreation buffs": "오락 버프", "Recreation buildings": "오락 건물", "Recreation buildings - capacity, buff/bored affecters, workload.": "여가 건물 - 수용 인원, 버프/지루함 효과, 작업량.", "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "정착민이 기분을 회복하기 위해 이용하는 오락 시설입니다. 이용하면 버프 효과가 부여되며, 과도하게 이용하면 지루함 효과가 적용됩니다. 작업량 = 1회 이용당 틱 수.", "Recreation now lives on the": "휴식은 이제", "Recreation:": "재생성:", "RecreationCondition": "RecreationCondition", "RecreationEffectApplyCondition": "RecreationEffectApplyCondition", "RecreationRegeneration": "RecreationRegeneration", "RecreationRoom": "휴게실", "RecreationTable.json": "RecreationTable.json", "Recreation_": "Recreation_", "Recruit Endorsi": "엔도르시 모집", "Recruit Presets": "모집 프리셋", "Recruit Presets - Dungeon Settlers Wiki": "모집 프리셋 - 던전 세틀러즈 위키", "Recruit UIRefresh - desc": "모집 UI 새로고침 - 설명", "Recruit candidate": "모집 후보", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +200 · Uncommon +400 · Rare +800 · Legendary +2000.": "각인이 부여된 모집 후보는 희귀도에 따라 추가 골드가 든다: 일반 +200 · 고급 +400 · 희귀 +800 · 전설 +2000.", "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "명각으로 굴려진 신병 후보자는 희귀도에 따라 추가 금을 소비합니다: 일반 +50 - 언커먼 +100 - 레어 +300 - 전설 +500.", "Recruit generation": "모집 생성", "Recruit presets:": "모집 프리셋:", "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "모집 굴림 품질 - 능력치 굴림이 어디에 위치할지 결정합니다 (게임의 모집 RNG를 여기서는 결정적으로 고정). 최악 / 평균 / 최고 중 선택하세요:", "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "모집 유닛의 가중치 // (0306) 인간, 리자드맨, 엘프, 드워프, 백귀, 탈, 라이칸", "Recruit up to 4 units": "최대 4개 유닛 모집", "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting:": "모집 생성 능력치 굴림 - 게임의 모집 RNG를 아래에서 선택한 굴림 품질(최악 / 평균 / 최고)에 맞춰 적용합니다. 빌더에서는 무작위가 아니며 설정한 값을 그대로 따릅니다:", "Recruiting well": "잘 모집하기", "Recruitment - Dungeon Settlers Wiki": "모집 - 던전 세틀러즈 위키", "Recruitment Additional Prices By Inscription Rarity": "Recruitment Additional Prices By Inscription Rarity", "Recruitment Refresh Cost": "Recruitment Refresh Cost", "Recruitment Unique Existing Names": "Recruitment Unique Existing Names", "Recruitment Unique Existing Profiles": "Recruitment Unique Existing Profiles", "Recruitment guide": "모집 가이드", "Recruitment pool": "모집 풀", "Recruitment rank": "모집 랭크", "Recruitment unit weights // (0306) Human, Lizardman, Elf, Dwarf, Baekgwi, Tal": "모집 유닛 가중치 // (0306) 인간, 도마뱀인간, 엘프, 드워프, 백귀, 탈", "Recruitment: applied to newly recruited units": "모집: 새로 모집된 유닛에 적용됨", "RecruitmentInspectRevealTalentAmount": "RecruitmentInspectRevealTalentAmount", "Recruitment_": "Recruitment_", "Red": "빨강", "Red Banner": "빨간 배너", "Red Carpet": "빨간 카펫", "Red Carpet - Dungeon Settlers Wiki": "붉은 카펫 - 던전 세틀러즈 위키", "Red Carpet B": "빨간 카펫 B", "Red Carpet B - desc": "Red Carpet B - desc", "Red Carpet B - flavor": "Red Carpet B - flavor", "Red Carpet B - name": "Red Carpet B - name", "Red Crystal": "빨간 크리스탈", "Red Crystal Bloodwood Staff - Dungeon Settlers Wiki": "붉은 크리스탈 혈목 스태프 - 던전 세틀러즈 위키", "Red Crystal Bloodwood Staff icon": "붉은 크리스탈 혈목 스태프 아이콘", "Red Crystal Bone Staff - Dungeon Settlers Wiki": "붉은 크리스탈 본 스태프 - 던전 세틀러즈 위키", "Red Crystal Bone Staff icon": "붉은 크리스탈 본 스태프 아이콘", "Red Crystal Carapace Staff - Dungeon Settlers Wiki": "적색 크리스탈 갑각 스태프 - 던전 세틀러즈 위키", "Red Crystal Carapace Staff icon": "적색 크리스탈 갑각 스태프 아이콘", "Red Crystal Iron Staff - Dungeon Settlers Wiki": "붉은 크리스탈 철 스태프 - 던전 세틀러즈 위키", "Red Crystal Iron Staff icon": "붉은 크리스탈 철 스태프 아이콘", "Red Crystal Necklace - Dungeon Settlers Wiki": "붉은 크리스탈 목걸이 - 던전 세틀러즈 위키", "Red Crystal Necklace icon": "붉은 크리스탈 목걸이 아이콘", "Red Crystal Ore (33.33%)": "빨간 수정 광석 (33.33%)", "Red Crystal Ore - Dungeon Settlers Wiki": "적수정 원석 - 던전 세틀러즈 위키", "Red Crystal Ore icon": "적수정 원석 아이콘", "Red Crystal Ring - Dungeon Settlers Wiki": "붉은 크리스탈 반지 - 던전 세틀러즈 위키", "Red Crystal Ring icon": "붉은 크리스탈 반지 아이콘", "Red Crystal Wood Staff - Dungeon Settlers Wiki": "붉은 크리스탈 나무 스태프 - 던전 세틀러즈 위키", "Red Crystal Wood Staff icon": "붉은 크리스탈 나무 스태프 아이콘", "Red Dragon Breath (ancient fire dragon)": "빨간 용의 숨 (고대 화염 용)", "Red Dragon Breath - Dungeon Settlers Wiki": "화룡의 숨결 - 던전 세틀러즈 위키", "Red Dragon Breath icon": "화룡의 숨결 아이콘", "Red Mane - Dungeon Settlers Wiki": "붉은 갈기 - 던전 세틀러즈 위키", "Red Mane icon": "붉은 갈기 아이콘", "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything": "빨간 괴물 쥐 (Main7)은 스토리를 끝냅니다; 지역을 정리하거나 아무것도 잠금 해제하지 않습니다", "Red Monster Rat - Dungeon Settlers Wiki": "붉은 괴물쥐 - 던전 세틀러즈 위키", "Red Monster Rat 3-phase boss": "빨간 몬스터 쥐 3단계 보스", "Red Monster Rat Exclusive Room 1": "빨간 몬스터 쥐 전용 방 1", "Red Monster Rat Exclusive Room 1 - Dungeon Settlers Wiki": "빨간 몬스터 쥐 전용 방 1 - 던전 세틀러즈 위키", "Red Monster Rat Exclusive Room 1 map": "빨간 괴물 쥐 전용 방 1 맵", "Red Monster Rat Exclusive Room 2": "빨간 몬스터 쥐 전용 방 2", "Red Monster Rat Exclusive Room 2 - Dungeon Settlers Wiki": "빨간 몬스터 쥐 전용 방 2 - 던전 세틀러즈 위키", "Red Monster Rat Exclusive Room 2 map": "빨간 괴물 쥐 전용 방 2 맵", "Red Monster Rat Exclusive Room 3": "빨간 몬스터 쥐 전용 방 3", "Red Monster Rat Exclusive Room 3 - Dungeon Settlers Wiki": "빨간 몬스터 쥐 전용 방 3 - 던전 세틀러즈 위키", "Red Monster Rat Exclusive Room 3 map": "빨간 괴물 쥐 전용 방 3 맵", "Red Monster Rat Exclusive Room 4": "빨간 몬스터 쥐 전용 방 4", "Red Monster Rat Exclusive Room 4 - Dungeon Settlers Wiki": "빨간 몬스터 쥐 전용 방 4 - 던전 세틀러즈 위키", "Red Monster Rat Exclusive Room 4 map": "빨간 괴물 쥐 전용 방 4 맵", "Red Monster Rat Fang - Dungeon Settlers Wiki": "붉은 괴물쥐 송곳니 - 던전 세틀러즈 위키", "Red Monster Rat Fang icon": "붉은 괴물쥐 송곳니 아이콘", "Red Monster Rat Fixed": "빨강 몬스터 쥐 고정", "Red Monster Rat Phase 2 - Dungeon Settlers Wiki": "붉은 괴물쥐 페이즈 2 - 던전 세틀러즈 위키", "Red Monster Rat Phase 2 icon": "붉은 괴물쥐 페이즈 2 아이콘", "Red Monster Rat Phase 3 - Dungeon Settlers Wiki": "붉은 괴물쥐 페이즈 3 - 던전 세틀러즈 위키", "Red Monster Rat Phase 3 icon": "붉은 괴물쥐 페이즈 3 아이콘", "Red Monster Rat Random": "붉은 괴물쥐 랜덤", "Red Monster Rat Soul - Dungeon Settlers Wiki": "붉은 괴물쥐 영혼 - 던전 세틀러즈 위키", "Red Monster Rat Soul Stone (works)": "빨간 몬스터 쥐 영혼 돌 (작동)", "Red Monster Rat Soul Stone - Dungeon Settlers Wiki": "붉은 괴물쥐 영혼석 - 던전 세틀러즈 위키", "Red Monster Rat Soul Stone icon": "붉은 괴물쥐 영혼석 아이콘", "Red Monster Rat Soul icon": "붉은 괴물쥐 영혼 아이콘", "Red Monster Rat Soul range and area shown on a dungeon room": "던전 방에 표시된 빨간 몬스터 쥐 영혼의 범위와 영역", "Red Monster Rat icon": "붉은 괴물쥐 아이콘", "Red Monster Rat variant": "빨간 몬스터 쥐 변형", "Red Monster Rat.": "붉은 괴물 쥐.", "Red Rat - Dungeon Settlers Wiki": "붉은쥐 - 던전 세틀러즈 위키", "Red Rat Random": "빨강 쥐 랜덤", "Red Rat icon": "붉은쥐 아이콘", "Red Rat variant": "빨간 쥐 변형", "Red Stand Banner": "빨간 스탠드 배너", "Red Stone Golem - Dungeon Settlers Wiki": "붉은 스톤 골렘 - 던전 세틀러즈 위키", "Red Stone Golem Random": "붉은 스톤 골렘 랜덤", "Red Stone Golem icon": "붉은 스톤 골렘 아이콘", "Red Stone Golem variant": "빨간 돌 골렘 변형", "RedMonsterRat": "RedMonsterRat", "Red_Small": "Red_Small", "Reduces damage taken by ?% per stack.": "스택당 받는 피해를 ?% 감소합니다.", "Reduces incoming damage by about 50%": "들어오는 피해를 약 50% 줄입니다", "Reduces the": "다음을 감소시킵니다", "Reduces the Main SkillPoint required to learn main axe skills by this value.": "이 값만큼 메인 도끼 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main blunt weapon skills by this value.": "이 값만큼 메인 둔기 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main bow skills by this value.": "이 값만큼 메인 활 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main crossbow skills by this value.": "이 값만큼 메인 석궁 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main dagger skills by this value.": "이 값만큼 메인 단검 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main dark magic skills by this value.": "이 값만큼 메인 암흑 마법 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main fire magic skills by this value.": "이 값만큼 메인 화염 마법 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main great sword skills by this value.": "이 값만큼 메인 대검 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main holy magic skills by this value.": "이 값만큼 메인 신성 마법 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main nature magic skills by this value.": "이 값만큼 메인 자연 마법 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main shield skills by this value.": "이 값만큼 메인 방패 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main spear skills by this value.": "이 값만큼 메인 창 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main survival skills by this value.": "이 값만큼 메인 생존 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main sword skills by this value.": "이 값만큼 메인 검 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reduces the Main SkillPoint required to learn main water magic skills by this value.": "이 값만큼 메인 물 마법 스킬 습득에 필요한 메인 SP가 줄어듭니다.", "Reducing wear": "마모 감소", "Reference for every stat/status key in the game.": "게임의 모든 스탯/상태 키에 대한 참조입니다.", "Referenced by": "참조자", "Referenced by skills": "기술에 의해 참조됨", "Refers to the base Settlement Portal's durability decrease per hour.": "기지 정착촌 포탈의 시간당 내구도 감소를 나타냅니다.", "Refers to the item 'type' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 'type' 키 값을 나타낸다. {0}은 사용되지 않는 자리표시자이며, 값은 \"None\"으로 고정되어 있다.", "Refers to the max Mood value. It isn't a value that actually fluctuates in use; it's mainly used as the max reference for displaying gauge bars, etc. in the UI. (The actual value has no maximum.)": "최대 기분 값을 나타낸다. 실제 사용 중에 변동하는 값은 아니며, 주로 UI에서 게이지 바 등을 표시할 때 최대 기준값으로 사용된다. (실제 값에는 최댓값이 없다.)", "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "시간당 틱 수를 나타냅니다. 이를 24로 곱하면 하루의 틱 수를 얻습니다.", "Refers to the slot background display range based on the Life stat. Below {0}: Bad Below {1}: Normal Below {2}: Good Below {3}: Great Otherwise (i.e., {3} or higher): Perfect": "생명력 수치를 기준으로 한 슬롯 배경 표시 범위를 나타낸다. {0} 미만: Bad {1} 미만: 보통 {2} 미만: Good {3} 미만: Great 그 외(즉, {3} 이상): Perfect", "Refined Blue Crystal - Dungeon Settlers Wiki": "세공된 청수정 - 던전 세틀러즈 위키", "Refined Blue Crystal icon": "세공된 청수정 아이콘", "Refined Garnet": "정련된 가넷", "Refined Garnet - Dungeon Settlers Wiki": "정제된 석류석 - 던전 세틀러즈 위키", "Refined Garnet icon": "정제된 석류석 아이콘", "Refined Green Crystal - Dungeon Settlers Wiki": "세공된 녹수정 - 던전 세틀러즈 위키", "Refined Green Crystal icon": "세공된 녹수정 아이콘", "Refined Opal": "정제 오팔", "Refined Opal - Dungeon Settlers Wiki": "정제된 오팔 - 던전 세틀러즈 위키", "Refined Opal icon": "정제된 오팔 아이콘", "Refined Peridot": "정제 페리도트", "Refined Peridot - Dungeon Settlers Wiki": "정제된 올리빈 - 던전 세틀러즈 위키", "Refined Peridot icon": "정제된 올리빈 아이콘", "Refined Red Crystal (40%)": "정제된 빨간 수정 (40%)", "Refined Red Crystal - Dungeon Settlers Wiki": "세공된 적수정 - 던전 세틀러즈 위키", "Refined Red Crystal icon": "세공된 적수정 아이콘", "Reflect -1% of the magic damage taken back to the attacker as magic damage.": "받은 마법 피해의 -1%를 공격자에게 마법 피해로 반사합니다.", "Reflect / Thorns": "반사 / 가시", "Reflect 50% of the magic damage taken back to the attacker as magic damage.": "받은 마법 피해의 50%를 공격자에게 마법 피해로 반사합니다.", "Reflect 50% of the melee physical damage taken back to the attacker as physical damage.": "받은 근접 물리 피해의 50%를 공격자에게 물리 피해로 반사합니다.", "Reflect 50% of the range physical damage taken back to the attacker as physical damage.": "받은 원거리 물리 피해의 50%를 물리 피해로 공격자에게 반사합니다.", "Reflect ?% of the magic damage taken back to the attacker as magic damage.": "받은 마법 피해의 ?%를 공격자에게 마법 피해로 반사합니다.", "Reflect ?% of the physical damage taken back to the attacker as physical damage.": "받은 물리 피해의 ?%를 물리 피해로 공격자에게 반사합니다.", "Reflect Potion - Dungeon Settlers Wiki": "반사 물약 - 던전 세틀러즈 위키", "Reflect Potion icon": "반사 물약 아이콘", "Reflect Potion range and area shown on a dungeon room": "던전 방에 표시된 반사 포션의 범위 및 영역", "Reflect and thorns": "반사 및 가시", "Reflect damage calculator": "반사 피해 계산기", "Reflect fraction": "반사 비율", "Reflect source": "반사 소스", "Reflect: Magic - Dungeon Settlers Wiki": "반사:마법 - 던전 세틀러즈 위키", "Reflect: Magic icon": "반사:마법 아이콘", "Reflect: Melee - Dungeon Settlers Wiki": "반사:근접 물리 - 던전 세틀러즈 위키", "Reflect: Melee icon": "반사:근접 물리 아이콘", "Reflect: Physical - Dungeon Settlers Wiki": "반사:물리 - 던전 세틀러즈 위키", "Reflect: Physical icon": "반사:물리 아이콘", "Reflect: Range - Dungeon Settlers Wiki": "반사:원거리 - 던전 세틀러즈 위키", "Reflect: Range icon": "반사:원거리 아이콘", "Reflected damage = 200 × 100% =": "반사 피해 = 200 × 100% =", "Reflects 100% of all types of damage taken back to the attacker.": "받은 모든 피해의 100%를 공격자에게 반사합니다.", "Reflects 50% of Magic Damage taken back to the attacker as Magic Damage.": "받은 마법 피해의 50%를 공격자에게 마법 피해로 반사합니다.", "Reflects 50% of Melee Damage taken back to the attacker as Physical Damage.": "받은 근접 피해의 50%를 공격자에게 물리 피해로 되돌림.", "Reflects {0}% (currently: 50) of received magic damage to the attacker as neutral damage. (Infinite loop prevention)": "받은 마법 피해의 {0}%(현재 : 50)를 상대에게 반사하여 무속성 피해를 입힙니다.(무한 루프 방지)", "Reflects {0}% (currently: 50) of received melee damage to the attacker as neutral damage. (Infinite loop prevention)": "받은 근접 피해의 {0}%(현재 : 50)를 상대에게 반사하여 무속성 피해를 입힙니다.(무한 루프 방지)", "Reflexive Evasion - Dungeon Settlers Wiki": "날쎈 움직임 - 던전 세틀러즈 위키", "Reflexive Evasion icon": "날쎈 움직임 아이콘", "RefreshCost": "RefreshCost", "Regeneration aura": "재생 오라", "Region": "지역", "Region 1 Common": "지역 1 일반", "Region 1 Common - Dungeon Settlers Wiki": "지역 1 보통 - 던전 세틀러즈 위키", "Region 1 Common map": "지역 1 일반 맵", "Region 1 Dungeon Merchant": "지역 1 지하감옥 상인", "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "알산슬 완료 후 1지역 인카운터", "Region 1 Shared": "지역 1 공유", "Region 1 Shared - Dungeon Settlers Wiki": "지역 1 공유 - 던전 세틀러즈 위키", "Region 1 Shared map": "지역 1 공유 맵", "Region 2 Common": "지역 2 일반", "Region 2 Common - Dungeon Settlers Wiki": "지역 2 일반 - 던전 세틀러즈 위키", "Region 2 Common map": "지역 2 보통 맵", "Region 2 Dungeon Merchant": "지역 2 지하감옥 상인", "Region 2 Shared": "지역 2 공유", "Region 2 Shared - Dungeon Settlers Wiki": "지역 2 공유 - 던전 세틀러즈 위키", "Region 2 Shared map": "지역 2 공유 맵", "Region Unlock & Progression": "지역 해금 & 진행", "Region chain": "지역 체인", "Region enum": "지역 열거", "Region id": "지역 ID", "Region {#} Common": "{#}지역 공용", "Region {#} Common map": "{#}지역 공용 맵", "Region {#} Shared": "{#}지역 공유", "Region {#} Shared map": "{#}지역 공유 맵", "Regional environment effect": "지역 환경 효과", "Regions": "지역", "Regions - Dungeon Settlers Wiki": "지역 - 던전 정착자 위키", "Reinforced - Dungeon Settlers Wiki": "보강 - 던전 세틀러즈 위키", "Reinforced Bone Shield": "보강된 뼈 방패", "Reinforced icon": "보강 아이콘", "Related page (optional)": "관련 페이지 (선택사항)", "Related:": "관련:", "Relationship to Forgotten Abyss": "잊힌 심연과의 관계", "Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 · Normal 1/0 · Hard 1/1 · Very Hard 1/2 · Devastation 1/3).": "탐사단당 상대적 추첨 가중치입니다. 긍정/부정 효과가 몇 개나 나오는지는 선택한 전투 난이도에 따라 달라집니다(쉬움 2/0 · 보통 1/0 · 어려움 1/1 · 매우 어려움 1/2 · 파멸 1/3).", "Relaxed": "이완함", "Relaxed (below 20)": "이완함 (20 미만)", "Released": "출시됨", "Released casters use three crystal families that also route a staff's element: **Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature)**, used in both staves and random-affix jewelry. Each has a **higher-tier gem upgrade that is gated**: **Garnet** (upgrades Red/Fire), **Opal** (upgrades Blue/Water) and **Peridot** (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated **Gold** jewelry line sits above Silver.": "공개된 캐스터 계열은 지팡이의 속성을 결정하는 세 가지 크리스탈 계열을 사용한다: **레드 크리스탈(화염), 블루 크리스탈(물), 그린 크리스탈(자연)**로, 지팡이와 무작위 옵션 장신구 모두에 쓰인다. 각각은 **막혀 있는 상위 등급 보석 업그레이드**를 가지고 있다: **가넷**(레드/화염 업그레이드), **오팔**(블루/물 업그레이드), **페리도트**(그린/자연 업그레이드)다. 이들의 원석은 존재하지만 이름이 없으며, 지팡이/장신구 변형에는 레시피가 없거나 옵션 풀이 비어 있다. 막혀 있는 **금** 장신구 라인은 은보다 상위에 위치한다.", "Released equipment tiers run": "출시된 장비 등급 실행", "Released gear tiers": "출시된 장비 등급", "Relief - Dungeon Settlers Wiki": "안도감 - 던전 세틀러즈 위키", "Relief Food not completed": "Relief Food not completed", "Relief Rations Complete": "구호 식량 완료", "Relief icon": "안도감 아이콘", "Religious Artifact - Dungeon Settlers Wiki": "종교적 미술품 - 던전 세틀러즈 위키", "Religious Artifact icon": "종교적 미술품 아이콘", "Remain undetected and untargetable. This effect ends immediately if you deal damage to…": "탐지되지 않고 선택 불가능합니다. 이 효과는 당신이 피해를 주면 즉시 끝납니다…", "Remains of a giant stone golem - Dungeon Settlers Wiki": "거대 스톤 골렘의 잔해 - 던전 세틀러즈 위키", "Remember reveals": "공개 내용 기억하기", "Remember that you can perform them more easily by using 'Drag' control.": "'드래그' 제어를 사용하여 더 쉽게 수행할 수 있음을 기억하세요.", "Remnant": "잔해", "Remnant (81)": "유적 (81)", "Remnant (89)": "Remnant (89)", "Remove": "제거", "Remove Floor - Dungeon Settlers Wiki": "바닥 제거 - 던전 세틀러즈 위키", "Remove this character": "이 캐릭터 삭제", "Remove this inscription tree - frees its inscription slot.": "이 각인 트리를 제거합니다 - 각인 슬롯이 비워집니다.", "Remove {#}": "{#} 해제", "Removed ({#})": "제거됨 ({#})", "Removes": "제거합니다", "Rendered from the game's real floor, wall and decoration tiles for this template. Edges without a wall are doorways where corridors connect this room to its neighbours. Monster, item and NPC spawn points are not shown.": "이 템플릿은 게임에 실제로 쓰이는 바닥, 벽, 장식 타일로 렌더링되었습니다. 벽이 없는 가장자리는 통로가 이 방과 인접한 방을 연결하는 출입구입니다. 몬스터, 아이템, NPC 스폰 지점은 표시되지 않습니다.", "Renders the creep area at the base out to a distance of {0} from the creep": "확산 영역을 기지에서 확산으로부터 {0}의 거리까지 렌더링합니다", "Repair Stand - Dungeon Settlers Wiki": "수리대 - 던전 세틀러즈 위키", "Repairs": "수리", "Repairs are done at a Repair Stand; the game tables define no material cost per repair, so \"mend back to full\" is the durability restored, not an item price.": "수리는 수리대에서 이루어집니다. 게임 테이블에는 수리당 재료 비용이 정의되어 있지 않으므로, \"완전 수리\"는 아이템 가격이 아니라 회복되는 내구도를 의미합니다.", "Repairs with": "수리 대상", "Repeatable": "반복 가능", "Repeatable 'Expedition Resolution' goals that advance clan rank": "반복 가능한 '탐사단 해결' 목표가 클랜 등급을 진행합니다", "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "반복 가능한 처치 시 드롭만 해당합니다. 최초 처치 1회 보너스(영혼석 등)는 각 유닛 페이지에 있으며, 보스는 다음에 있습니다", "Report a bug / suggest a feature": "버그 보고 / 기능 제안", "Report of Achievement - Dungeon Settlers Wiki": "성과 보고 - 던전 세틀러즈 위키", "Report of Achievement icon": "성과 보고 아이콘", "Represents a unit's growth and experience.": "Represents a unit's growth and experience.", "Represents a unit’s growth and experience.": "유닛의 성장과 경험치를 나타냅니다.", "Represents how much your expedition has contributed to dungeon exploration.": "탐사단이 던전 탐사에 얼마나 기여했는지 나타냅니다.", "Represents ordinary weather with no notable changes.": "특별한 변화가 없는 일반적인 날씨를 나타냅니다.", "Represents the character's core abilities. For example, high Strength increases physical attack power, and each Major Stat determines its related": "캐릭터의 핵심 능력을 나타낸다. 예를 들어 힘이 높으면 물리 공격력이 증가하며, 각 주요 스탯은 그와 관련된", "Represents the current emotional state of a unit.": "유닛의 현재 감정 상태를 나타냅니다.", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## 기분 decrease": "유닛의 현재 감정 상태를 나타냅니다. '상태' 탭의 '기분' 섹션에서 기분에 영향을 주는 요소를 확인할 수 있습니다. ## 기분 감소", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel.": "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel.", "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## 기분 decrease": "유닛의 현재 감정 상태를 나타냅니다. '상태' 탭의 '기분' 섹션에서 기분에 영향을 주는 요소를 확인할 수 있습니다. ## 기분 감소", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel.": "유닛의 현재 감정 상태를 나타냅니다. '상태' 패널의 '기분' 탭에서 기분에 영향을 주는 요인을 확인할 수 있습니다.", "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below", "Represents the number of expedition members.": "탐사단 멤버의 수를 나타냅니다.", "Represents the reputation and standing of your dungeon expedition. Higher ranks grant broader access to guild services.": "던전 탐사단의 평판과 지위를 나타냅니다. 높은 랭크는 길드 서비스에 더 광범위한 액세스를 부여합니다.", "Request to Join - Dungeon Settlers Wiki": "합류 요청 - 던전 세틀러즈 위키", "Request to Join Expedition": "원정대 참여 요청", "Request to Join icon": "합류 요청 아이콘", "Request to Join the Expedition": "탐사단 참가 요청", "Required Furniture": "필수 가구", "Required average Quality of the room's walls (corners included) and interior floor tiles": "방의 벽 (모서리 포함) 및 내부 바닥 타일의 필수 평균 품질", "Required equipment": "필수 장비", "Required items": "필요 아이템", "Required level": "필수 레벨", "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "벽, 문 및 바닥 타일을 제외한 방 내부의 모든 건물의 필수 총 품질", "RequiredItemAmountFactorForLevelUpByOfferingType": "RequiredItemAmountFactorForLevelUpByOfferingType", "RequiredItemAmountForLevelUp": "RequiredItemAmountForLevelUp", "RequiredItemForLevelUp": "RequiredItemForLevelUp", "Requirement met": "요구 사항 충족", "Requires": "필수", "Requires a Bow": "활 필요", "Requires a Club": "클럽 필요", "Requires a Greatsword": "대검 필요", "Requires a Nature Staff": "자연 지팡이 필요", "Requires a Sword": "검 필요", "Requires a Water Staff": "물의 지팡이 필요", "Requires ammo": "탄약 필요", "Requires:": "필수:", "Res": "저항력", "Res P/M": "저항 물/마", "RescueWorkload": "RescueWorkload", "Research (1)": "연구 (1)", "Research - Dungeon Settlers Wiki": "연구 - 던전 세틀러즈 위키", "Research Capability - Dungeon Settlers Wiki": "연구 능력치 - 던전 세틀러즈 위키", "Research Capability icon": "연구 능력치 아이콘", "Research Capability {#}": "연구 능력 {#}", "Research Complete": "연구 완료", "Research Insect": "곤충 연구", "Research Insect2": "곤충 연구 2", "Research Insect3": "곤충 연구 3", "Research Insect4": "곤충 연구 4", "Research Lab bonus": "연구소 보너스", "Research Papers": "연구 논문", "Research Papers - Dungeon Settlers Wiki": "연구 논문 - 던전 세틀러즈 위키", "Research Papers2": "연구 논문2", "Research Papers2 - Dungeon Settlers Wiki": "연구 논문2 - 던전 세틀러즈 위키", "Research Station - Dungeon Settlers Wiki": "연구대 - 던전 세틀러즈 위키", "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)": "연구 능력 +30%(부실 방) ~ 약 +150-210%(최상급 방)", "Research complete": "연구 완료", "Research progress and crops": "연구 진행 및 작물", "Research requirement multiplier": "연구 요구량 배수", "Research tree": "연구 트리", "Research tree with unlocks": "잠금 해제가 있는 연구 트리", "Research tree: grid position, workload, prerequisites, unlock results.": "연구 트리: 격자 위치, 작업량, 선행 조건, 해금 결과.", "Research workload": "연구 업무량", "ResearchCapability": "ResearchCapability", "ResearchCondition": "ResearchCondition", "ResearchCycleTick": "ResearchCycleTick", "ResearchLab": "ResearchLab", "ResearchRequiredWorkloadFactorByDifficulty": "ResearchRequiredWorkloadFactorByDifficulty", "ResearchTable.json": "ResearchTable.json", "ResearchWorkloadTick": "ResearchWorkloadTick", "Researching here": "여기서 연구", "Researching here: +120% Research Capability": "여기서 연구: +120% 연구 능력", "Researching here: +120% 연구 능력치": "여기서 연구: +120% 연구 능력치", "Researching here: +30% Research Capability": "여기서 연구: +30% 연구 능력", "Researching here: +30% 연구 능력치": "여기서 연구: +30% 연구 능력치", "Researching here: +60% Research Capability": "여기서 연구: +60% 연구 능력", "Researching here: +60% 연구 능력치": "여기서 연구: +60% 연구 능력치", "Researching here: +90% Research Capability": "여기서 연구: +90% 연구 능력", "Researching here: +90% 연구 능력치": "여기서 연구: +90% 연구 능력치", "Researching in a decent research lab. - Dungeon Settlers Wiki": "괜찮은 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in a decent research lab. icon": "괜찮은 연구실에서 연구함 아이콘", "Researching in a fantastic research lab. - Dungeon Settlers Wiki": "환상적인 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in a fantastic research lab. icon": "환상적인 연구실에서 연구함 아이콘", "Researching in a luxurious research lab. - Dungeon Settlers Wiki": "호화로운 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in a luxurious research lab. icon": "호화로운 연구실에서 연구함 아이콘", "Researching in a mediocre research lab. - Dungeon Settlers Wiki": "그저 그런 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in a mediocre research lab. icon": "그저 그런 연구실에서 연구함 아이콘", "Researching in a normal research lab. - Dungeon Settlers Wiki": "평범한 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in a normal research lab. icon": "평범한 연구실에서 연구함 아이콘", "Researching in a poor research lab. - Dungeon Settlers Wiki": "허름한 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in a poor research lab. icon": "허름한 연구실에서 연구함 아이콘", "Researching in an impressive research lab. - Dungeon Settlers Wiki": "근사한 연구실에서 연구함 - 던전 세틀러즈 위키", "Researching in an impressive research lab. icon": "근사한 연구실에서 연구함 아이콘", "Reset": "초기화", "Reset - sure?": "초기화 - 확실합니까?", "Reset discoveries": "발견 기록 초기화", "Reset discoveries (": "발견 기록 초기화 (", "Reset discoveries (N)": "발견 기록 초기화 (N)", "Reset discoveries ({#})": "발견 기록 초기화 ({#})", "Resets all learned skills and refunds the SP.": "배운 모든 스킬을 초기화하고 SP를 환불합니다.", "Resistance formula": "저항 공식", "Resistances": "저항력", "Resolutions": "해결 방법", "Resource Storage - Dungeon Settlers Wiki": "자원 보관함 - 던전 세틀러즈 위키", "Resource node": "자원 노드", "Resource nodes": "자원 노드", "Resource | From | Floors | Chance": "자원 | 출처 | 층 | 확률", "ResourceStorage": "ResourceStorage", "Resources & Needs": "자원 & 욕구", "Resources and Gathering - desc": "자원 및 채집 - 설명", "Resources and time are very limited, requiring precise long term planning and loss control.": "Resources and time are very limited, requiring precise long term planning and loss control.", "Resources and time are very limited, requiring precise long-term planning and loss control.": "자원과 시간이 매우 제한되어 정확한 장기 계획과 손실 조절이 필요합니다.", "Resources are extremely scarce and goods are expensive.": "자원은 매우 부족하고 상품은 비쌉니다.", "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "자원들이 턱없이 부족하고 물건은 값비쌉니다. <color=#ccbeb8>장기적인 계획과 섬세한 관리 능력</color>이 시험받습니다.", "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "자원들이 턱없이 부족하고 물건은 값비쌉니다. <color=#ccbeb8>장기적인 계획과 섬세한 관리 능력</color>이 시험받습니다.", "Resources per Dungeon": "던전당 자원", "Resources per Dungeon - Dungeon Settlers Wiki": "던전당 자원 - 던전 정착자 위키", "Resources you can gather in {#}": "{#}에서 채집할 수 있는 자원", "Resources: {#}": "자원: {#}", "Respawn interval & Magic Saturation": "리스폰 간격 & 마력 포화", "Respect the clock": "시계를 존중하십시오", "Rest": "Rest", "RestWoundDecreasePercentage": "RestWoundDecreasePercentage", "RestWoundDecreaseStructureQualityFactor": "RestWoundDecreaseStructureQualityFactor", "Resting his chin on one hand, he murmurs to himself.": "한 손으로 턱을 괴고 중얼거립니다.", "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\" He": "한 손으로 턱을 괴고 중얼거립니다. \"오래전에 멸종했어야 할 곤충처럼 보이는데... 무슨 원리로 계속 살아있는 거야?\" 그는", "Restore 100": "100을 회복합니다.", "Restore 100 Current Health over 10 seconds.": "10초에 걸쳐 현재 생명력 100을 회복합니다.", "Restores 10": "10 회복", "Restores 10 Current Health per stack every second.": "매초 스택당 10 현재 생명력을 회복합니다.", "Restores 100": "100을 회복합니다.", "Restores 100 Current Health over 10 seconds.": "10초에 걸쳐 현재 생명력 100을 회복합니다.", "Restores 15 health to an ally per cast (about 1.2/s at this cadence)": "시전당 동맹에 15 생명력 회복 (이 속도에서 약 1.2/s)", "Restores 16 health to an ally per cast (about 1/s at this cadence)": "회복 16 생명력 to an 아군 per cast (약 1/s 에서 this cadence)", "Restores 201 health to an ally per cast (about 126.4/s at this cadence)": "시전당 아군에게 201 생명력 회복 (이 속도에서 약 126.4/초)", "Restores 220 health to an ally per cast (about 145/s at this cadence)": "회복 220 생명력 to an 아군 per cast (약 145/s 에서 this cadence)", "Restores 30% of": "30%를 회복합니다.", "Restores 30% of Energy to all allies upon entering a new floor.": "새 층에 진입할 때 모든 동료의 에너지를 30%만큼 회복합니다.", "Restores 300": "300을 회복합니다.", "Restores 300 Current Health for 10 seconds.": "Restores 300 Current Health for 10 seconds.", "Restores 300 HP over 10 seconds.": "10초에 걸쳐 생명력을 300 회복합니다.", "Restores 400 HP over 10 seconds.": "10초에 걸쳐 생명력을 400 회복합니다.", "Restores 50 health to an ally per cast (about 31.6/s at this cadence)": "주문당 아군에게 50의 생명력을 복원합니다(이 속도에서 약 31.6/초)", "Restores 55 health to an ally per cast (about 36.3/s at this cadence)": "시전당 아군에게 55 체력을 복구합니다 (이 속도에서 약 36.3/s)", "Restores 800 HP over 10 seconds.": "10초에 걸쳐 생명력을 800 회복합니다.", "Restores ?": "? 회복", "Restores ? Energy per stack every second.": "매초 스택당 ? 에너지를 회복합니다.", "Restores ?% health over ? seconds.": "? 초에 걸쳐 생명력의 ?%를 회복합니다.", "Restores an ally unit's": "아군 단위의 복원", "Restores an ally unit's Current Health by 50% of Magic Attack Power.": "아군 유닛의 현재 생명력을 마법 공격력의 50%로 회복합니다.", "Restores health equal to 20% of the": "다음의 20%와 같은 생명력을 회복합니다:", "Restores health equal to 20% of the Barrier when its duration expires.": "보호막 지속시간이 끝나면 남은 보호막의 20%만큼 생명력을 회복합니다.", "Restores the target's": "목표의", "Restores the target's Current Health by 100% of Magic Attack Power and grants a random buff for 10 seconds.": "대상의 생명력을 마법 공격력의 100%만큼 회복시키고 10초 동안 무작위 버프를 부여합니다.", "Restores {#} health to an ally per cast": "시전당 아군의 생명력을 {#} 회복", "Restores {0}": "{0} 회복", "Restores {0} Current Health per stack every second.": "매 초마다 스택당 현재 생명력 {0}을(를) 회복합니다.", "Restores {0} Energy per stack every second.": "매 초마다 스택당 기력 {0}을(를) 회복합니다.", "Restores {0} 기력 per stack every second.": "매초 중첩당 기력을 {0} 회복합니다.", "Restores {0} 현재 생명력 per stack every second.": "매초 중첩당 현재 생명력을 {0} 회복합니다.", "Resulting crit chance": "최종 치명타 확률", "Resurrection - Dungeon Settlers Wiki": "리저렉션 - 던전 세틀러즈 위키", "Resurrection icon": "리저렉션 아이콘", "Resurrection range and area on a dungeon room": "던전 방에서 부활 범위 및 면적", "Resurrection range and area shown on a dungeon room": "던전 방에 표시된 부활의 범위와 영역", "Retire UI Warning Retire Pay - desc": "Retire UI Warning Retire Pay - desc", "Return Scroll - Dungeon Settlers Wiki": "귀환 스크롤 - 던전 세틀러즈 위키", "Return Scroll icon": "귀환 스크롤 아이콘", "Return Scroll range and area shown on a dungeon room": "던전 방에 표시된 귀환 두루마리의 범위와 영역", "Returning from the depths of the corruption,": "부패의 깊은 곳에서 돌아오며", "Reveal identity": "정체 공개", "Revive": "부활", "Reward": "보상", "Rewards": "보상", "Rich ManaStone - Dungeon Settlers Wiki": "풍부한 마석 - 던전 세틀러즈 위키", "Rich ManaStone icon": "풍부한 마석 아이콘", "RichManaStone": "RichManaStone", "Rider 2 + Shaman 1 + Thrower 1": "라이더 2 + 주술사 1 + 투척꾼 1", "Rider 4": "라이더 4", "Right click a skill in the 'Command Panel' quick slot to choose individ...": "Right click a skill in the 'Command Panel' quick slot to choose individ...", "Right click an item in the 'Inventory' to open the interaction menu.": "'소지품'에서 아이템을 우클릭하여 상호작용 메뉴를 열 수 있습니다.", "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "'소지품'에서 아이템을 우클릭하여 상호작용 메뉴를 열 수 있습니다. 여기서 아이템을 장착하거나 사용할 수 있습니다.", "Right click to dismiss.": "우클릭하여 닫기.", "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "우클릭(전체 목록은 Alt + 우클릭)하면 상호작용 메뉴가 열립니다. 다음은 제공할 수 있는 모든 동사입니다", "Right-click a skill in the 'Command Panel' quick slot to choose individ...": "Right-click a skill in the 'Command Panel' quick slot to choose individ...", "Right-click an item in the 'Inventory' to open the interaction menu.": "'인벤토리'의 항목을 우클릭하여 상호작용 메뉴를 열 수 있습니다.", "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "'소지품'에서 아이템을 우클릭하여 상호작용 메뉴를 열 수 있습니다. 여기서 아이템을 장착하거나 사용할 수 있습니다.", "Right-click to dismiss.": "우클릭하여 닫기.", "Ring": "반지", "Ritual Bell - Dungeon Settlers Wiki": "의식용 종 - 던전 세틀러즈 위키", "Ritual Bell icon": "의식용 종 아이콘", "Ritual Censer - Dungeon Settlers Wiki": "의식용 향로 - 던전 세틀러즈 위키", "Ritual Censer icon": "의식용 향로 아이콘", "Roaring ×2, Slash ×2, Death ×1": "포효 ×2, 베기 ×2, 사망 ×1", "Roasted Meat": "고기 구이", "Roasted Turnip": "순무 구이", "Rock (resource node)": "Rock (resource node)", "Rock (resource node) - Dungeon Settlers Wiki": "바위 (자원 노드) - 던전 세틀러즈 위키", "Rock Remnant": "바위 유해", "Rock Remnant - Dungeon Settlers Wiki": "바위 조각 - 던전 세틀러즈 위키", "Rock Wall Fixed": "암석 벽 고정", "RockWall (resource node)": "바위 벽 (자원 채집지)", "RockWall (resource node) - Dungeon Settlers Wiki": "돌 벽 (자원 노드) - 던전 세틀러즈 위키", "Rocky Area 1": "바위 영역 1", "Rocky Area 2": "바위 영역 2", "Rocky Area 3": "바위 영역 3", "Rodent - Dungeon Settlers Wiki": "설치류 - 던전 세틀러즈 위키", "Rodent icon": "설치류 아이콘", "Role": "역할", "Roll floor": "롤 바닥", "Rolls": "주사위", "Rolls 1 random bonus from:": "다음 중 1개의 무작위 보너스를 획득:", "Rolls 2 random bonuses from:": "다음에서 2개의 무작위 보너스를 굴립니다:", "Rolls as a negative regional environment effect in": "다음에서 부정적인 지역 환경 효과로 선택됩니다", "Rolls as a positive regional environment effect in": "다음에서 긍정적인 지역 환경 효과로 선택됩니다", "Rolls {#} negative environment effect ({#} positive).": "부정적 환경 효과 {#}개가 결정됩니다 (긍정 {#}개).", "Rolls {#} negative environment effects ({#} positive).": "부정적 환경 효과 {#}개가 결정됩니다 (긍정 {#}개).", "Room": "방", "Room & Spawn Odds": "방 & 스폰 확률", "Room & Spawn Odds - Dungeon Settlers Wiki": "방 & 스폰 확률 - 던전 정착자 위키", "Room details": "방 상세 정보", "Room layouts by region": "지역별 방 배치", "Room map": "방 맵", "Room odds": "방 확률", "Room templates": "방 템플릿", "Room templates (curated count)": "방 템플릿(선정 수)", "Room theme": "방 테마", "Room theme for range previews": "사정거리 미리보기 방 테마", "Room tiers above Decent (Impressive, Luxurious and Fantastic) are defined in the game data with their housing bonuses, but have no size, furniture or quality requirements yet, so they cannot be built in this build. Their bonuses are listed here for reference.": "괜찮음(Decent) 등급보다 높은 방 등급(근사함, 호화로움, 환상적)은 하우징 보너스와 함께 게임 데이터에 정의되어 있으나, 아직 크기/가구/품질 요구 사항이 없어 이 빌드에서는 건설할 수 없습니다. 참고를 위해 해당 보너스를 여기에 표시합니다.", "Room type": "방 종류", "Room types": "방 종류", "Room-composition probability tables": "방 구성 확률 표", "Room-type mix": "방 유형 구성", "RoomMoodCooltime": "RoomMoodCooltime", "RoomStayMin": "RoomStayMin", "RoomType": "RoomType", "RoomType_": "RoomType_", "Rooms": "방", "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "방들은 실제 게임 내 지도이며, 통로로 문과 문이 연결되어 있습니다. 드래그로 이동하고, 방을 클릭하면 확대됩니다.", "Rooms follow the authored graph positions (the intended layout)": "방은 작성된 그래프 위치를 따릅니다 (의도된 레이아웃)", "Rooms that meet certain conditions-such as size, the number and quality of placed structures, and the quality of walls and floors-will be classified as specific room types like": "크기, 배치된 구조물의 수와 품질, 벽과 바닥의 품질 등 특정 조건을 충족하는 방은 다음과 같은 특정 유형의 방으로 분류됩니다", "Rooms:": "방:", "Root (before tier 1)": "루트 (1단계 이전)", "Rooting - Dungeon Settlers Wiki": "이동 불가 - 던전 세틀러즈 위키", "Rooting icon": "이동 불가 아이콘", "Rotatable": "회전 가능", "Rotate floors.": "층을 회전시키십시오.", "Rotate floors/regions - never grind a single floor to 0": "층/지역을 회전하십시오 - 단일 층을 0으로 갈지 마십시오", "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops": "층을 회전; 0-고갈 층은 전체 지역을 -50% 드롭으로 디버프합니다", "Rough DPS": "대략적인 DPS", "Round Wooden Chair - Dungeon Settlers Wiki": "원형 나무 의자 - 던전 세틀러즈 위키", "Rows": "행", "Royal Jelly - Dungeon Settlers Wiki": "로열 젤리 - 던전 세틀러즈 위키", "Royal Jelly Consumption - Dungeon Settlers Wiki": "로열 젤리 섭취 - 던전 세틀러즈 위키", "Royal Jelly Consumption icon": "로열 젤리 섭취 아이콘", "Royal Jelly icon": "로열 젤리 아이콘", "Royal Jelly range and area shown on a dungeon room": "던전 방에 표시된 로열 젤리의 범위와 영역", "Royal Seal - Dungeon Settlers Wiki": "황실의 도장 - 던전 세틀러즈 위키", "Royal Seal icon": "황실의 도장 아이콘", "Royal Slime (+ Grand Crown, Royal Slime Soul Stone)": "로열 슬라임 (+ 거대한 왕관, 로열 슬라임 영혼 돌)", "Royal Slime Soul Stone - Dungeon Settlers Wiki": "로열 슬라임 영혼석 - 던전 세틀러즈 위키", "Royal Slime Soul Stone icon": "로열 슬라임 영혼석 아이콘", "Ruma Fruit": "루마 열매", "Run - Dungeon Settlers Wiki": "도주 - 던전 세틀러즈 위키", "Run Away": "도망치기", "Run icon": "도주 아이콘", "Run range and area on a dungeon room": "던전 방에서의 달리기 범위 및 영역", "Run range and area shown on a dungeon room": "던전 방에 표시된 달리기의 범위와 영역", "Running her fingertips across the white fur, she turns her gaze toward you.": "하얀 털 위를 손가락끝으로 쓸며, 그녀는 시선을 당신에게로 향한다.", "Running low on Gold? Treasure chests in dungeons contain Gold.": "금이 부족합니까? 던전의 보물상자에 금이 들어 있습니다.", "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0": "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0", "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0", "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0", "Rush - Dungeon Settlers Wiki": "맹공 - 던전 세틀러즈 위키", "Rush icon": "맹공 아이콘", "Rusted Candelabrum - Dungeon Settlers Wiki": "녹슨 촛대 - 던전 세틀러즈 위키", "Rusted Candelabrum icon": "녹슨 촛대 아이콘", "Rusted Candlestick": "녹슨 촛대", "Rustling through the nearby undergrowth, {0} calls out to you.": "근처 덤풀을 헤치며, {0}이/가 당신을 부릅니다.", "Rustling through the nearby undergrowth, {0} calls out to you. \"Captain, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.": "근처 덤풀을 헤치며, {0}이/가 당신을 부릅니다. \"단장님, 여기 숨겨진 입구가 있습니다.\" 가지와 잎을 치워내면 쓰러진 나무의 속 안으로 내려가는 좁은 구멍을 발견합니다.", "SFX census (218 clips)": "음향 효과 조사 (218 클립)", "SKILL-TREE AFFINITIES": "스킬 트리 친화성", "SKILLS": "스킬", "SKILLTREE_Spear_0": "SKILLTREE_Spear_0", "SKILLTREE_Spear_1": "SKILLTREE_Spear_1", "SKILLTREE_Spear_2": "SKILLTREE_Spear_2", "SKILLTREE_Spear_3": "SKILLTREE_Spear_3", "SKILLTREE_Stake_0": "SKILLTREE_Stake_0", "SKILLTREE_Stake_1": "SKILLTREE_Stake_1", "SKILLTREE_Stake_2": "SKILLTREE_Stake_2", "SKILLTREE_Stake_3": "SKILLTREE_Stake_3", "SKILL_AccuracyPotion": "SKILL_AccuracyPotion", "SKILL_AccuracyPotion ·": "SKILL_AccuracyPotion ·", "SKILL_AcidSpit": "SKILL_AcidSpit", "SKILL_AcidSpit ·": "SKILL_AcidSpit ·", "SKILL_AcidSpread": "SKILL_AcidSpread", "SKILL_AcidSpread ·": "SKILL_AcidSpread ·", "SKILL_AgilityElixir": "SKILL_AgilityElixir", "SKILL_AgilityElixir ·": "SKILL_AgilityElixir ·", "SKILL_AidKit": "SKILL_AidKit", "SKILL_AidKit ·": "SKILL_AidKit ·", "SKILL_AlphaAcidSlogelSoul": "SKILL_AlphaAcidSlogelSoul", "SKILL_AlphaAcidSlogelSoul ·": "SKILL_AlphaAcidSlogelSoul ·", "SKILL_Anchor": "SKILL_Anchor", "SKILL_Anchor -": "SKILL_Anchor -", "SKILL_AnkleBreak": "SKILL_AnkleBreak", "SKILL_AnkleBreak ·": "SKILL_AnkleBreak ·", "SKILL_ArcaneEco": "SKILL_ArcaneEco", "SKILL_ArcaneEco ·": "SKILL_ArcaneEco ·", "SKILL_ArrowRain": "SKILL_ArrowRain", "SKILL_ArrowRain ·": "SKILL_ArrowRain ·", "SKILL_AshOfSolace": "SKILL_AshOfSolace", "SKILL_AshOfSolace ·": "SKILL_AshOfSolace ·", "SKILL_AttackSpeedPotion": "SKILL_AttackSpeedPotion", "SKILL_AttackSpeedPotion ·": "SKILL_AttackSpeedPotion ·", "SKILL_AutoRepair": "SKILL_AutoRepair", "SKILL_AutoRepair ·": "SKILL_AutoRepair ·", "SKILL_BarrierResurge": "SKILL_BarrierResurge", "SKILL_BarrierResurge ·": "SKILL_BarrierResurge ·", "SKILL_BaseCampsiteBedrolls": "SKILL_BaseCampsiteBedrolls", "SKILL_BaseCampsiteBedrolls ·": "SKILL_BaseCampsiteBedrolls ·", "SKILL_BaseCampsiteCampFire": "SKILL_BaseCampsiteCampFire", "SKILL_BaseCampsiteCampFire ·": "SKILL_BaseCampsiteCampFire ·", "SKILL_BaseCampsiteDeco1": "SKILL_BaseCampsiteDeco1", "SKILL_BaseCampsiteDeco1 ·": "SKILL_BaseCampsiteDeco1 ·", "SKILL_BaseCampsiteDeco2": "SKILL_BaseCampsiteDeco2", "SKILL_BaseCampsiteDeco2 ·": "SKILL_BaseCampsiteDeco2 ·", "SKILL_BaseCampsiteLesserGuardianStone": "SKILL_BaseCampsiteLesserGuardianStone", "SKILL_BaseCampsiteLesserGuardianStone ·": "SKILL_BaseCampsiteLesserGuardianStone ·", "SKILL_BaseCampsiteRepairstand": "SKILL_BaseCampsiteRepairstand", "SKILL_BaseCampsiteRepairstand ·": "SKILL_BaseCampsiteRepairstand ·", "SKILL_BasicAttack": "SKILL_BasicAttack", "SKILL_BasicAttack ·": "SKILL_BasicAttack ·", "SKILL_BasicBowAttack": "SKILL_BasicBowAttack", "SKILL_BasicBowAttack ·": "SKILL_BasicBowAttack ·", "SKILL_BasicClubAttack": "SKILL_BasicClubAttack", "SKILL_BasicClubAttack ·": "SKILL_BasicClubAttack ·", "SKILL_BasicGreatswordAttack": "SKILL_BasicGreatswordAttack", "SKILL_BasicGreatswordAttack ·": "SKILL_BasicGreatswordAttack ·", "SKILL_BasicMagicMissile": "SKILL_BasicMagicMissile", "SKILL_BasicMagicMissile ·": "SKILL_BasicMagicMissile ·", "SKILL_BasicMonsterBlunt": "SKILL_BasicMonsterBlunt", "SKILL_BasicMonsterBlunt ·": "SKILL_BasicMonsterBlunt ·", "SKILL_BasicMonsterPierce": "SKILL_BasicMonsterPierce", "SKILL_BasicMonsterPierce ·": "SKILL_BasicMonsterPierce ·", "SKILL_BasicMonsterSlash": "SKILL_BasicMonsterSlash", "SKILL_BasicMonsterSlash ·": "SKILL_BasicMonsterSlash ·", "SKILL_BasicPunchAttack": "SKILL_BasicPunchAttack", "SKILL_BasicPunchAttack ·": "SKILL_BasicPunchAttack ·", "SKILL_BasicRedMonsterRatAttack": "SKILL_BasicRedMonsterRatAttack", "SKILL_BasicRedMonsterRatAttack ·": "SKILL_BasicRedMonsterRatAttack ·", "SKILL_BasicSpearAttack": "SKILL_BasicSpearAttack", "SKILL_BasicSpearAttack ·": "SKILL_BasicSpearAttack ·", "SKILL_BasicSwordAttack": "SKILL_BasicSwordAttack", "SKILL_BasicSwordAttack ·": "SKILL_BasicSwordAttack ·", "SKILL_Bastion": "SKILL_Bastion", "SKILL_Bastion ·": "SKILL_Bastion ·", "SKILL_BattleCadence": "SKILL_BattleCadence", "SKILL_BattleCadence -": "SKILL_BattleCadence -", "SKILL_BattleStomp": "SKILL_BattleStomp", "SKILL_BattleStomp ·": "SKILL_BattleStomp ·", "SKILL_BecomeFire": "SKILL_BecomeFire", "SKILL_BecomeFire ·": "SKILL_BecomeFire ·", "SKILL_BlackSerum": "SKILL_BlackSerum", "SKILL_BlackSerum ·": "SKILL_BlackSerum ·", "SKILL_BladeGrinding": "SKILL_BladeGrinding", "SKILL_BladeGrinding ·": "SKILL_BladeGrinding ·", "SKILL_BladeSpirit": "SKILL_BladeSpirit", "SKILL_BladeSpirit ·": "SKILL_BladeSpirit ·", "SKILL_BlazingEcho": "SKILL_BlazingEcho", "SKILL_BlazingEcho ·": "SKILL_BlazingEcho ·", "SKILL_BlazingEchoGoblin": "SKILL_BlazingEchoGoblin", "SKILL_BlazingEchoGoblin ·": "SKILL_BlazingEchoGoblin ·", "SKILL_BloodRain": "SKILL_BloodRain", "SKILL_BloodRain -": "SKILL_BloodRain -", "SKILL_BloodSoakedFruit": "SKILL_BloodSoakedFruit", "SKILL_BloodSoakedFruit ·": "SKILL_BloodSoakedFruit ·", "SKILL_BloodTear": "SKILL_BloodTear", "SKILL_BloodTear -": "SKILL_BloodTear -", "SKILL_BloodyScratch": "SKILL_BloodyScratch", "SKILL_BloodyScratch ·": "SKILL_BloodyScratch ·", "SKILL_BlueBerry": "SKILL_BlueBerry", "SKILL_BlueBerry ·": "SKILL_BlueBerry ·", "SKILL_BraceStance": "SKILL_BraceStance", "SKILL_BraceStance -": "SKILL_BraceStance -", "SKILL_BubbleTackle": "SKILL_BubbleTackle", "SKILL_BubbleTackle ·": "SKILL_BubbleTackle ·", "SKILL_BulkShot": "SKILL_BulkShot", "SKILL_BulkShot ·": "SKILL_BulkShot ·", "SKILL_CallFemaleGloth": "SKILL_CallFemaleGloth", "SKILL_CallFemaleGloth ·": "SKILL_CallFemaleGloth ·", "SKILL_CallGloth": "SKILL_CallGloth", "SKILL_CallGloth ·": "SKILL_CallGloth ·", "SKILL_ChainGrap": "SKILL_ChainGrap", "SKILL_ChainGrap ·": "SKILL_ChainGrap ·", "SKILL_ChainHit": "SKILL_ChainHit", "SKILL_ChainHit ·": "SKILL_ChainHit ·", "SKILL_ChainKnightSentinelSoul": "SKILL_ChainKnightSentinelSoul", "SKILL_ChainKnightSentinelSoul -": "SKILL_ChainKnightSentinelSoul -", "SKILL_ChainSlash": "SKILL_ChainSlash", "SKILL_ChainSlash ·": "SKILL_ChainSlash ·", "SKILL_ChargeAttack": "SKILL_ChargeAttack", "SKILL_ChargeAttack ·": "SKILL_ChargeAttack ·", "SKILL_ChargingWhirlwind": "SKILL_ChargingWhirlwind", "SKILL_ChargingWhirlwind + Blade Grinding": "SKILL_ChargingWhirlwind + Blade Grinding", "SKILL_ChargingWhirlwind ·": "SKILL_ChargingWhirlwind ·", "SKILL_CheeringHowl": "SKILL_CheeringHowl", "SKILL_CheeringHowl ·": "SKILL_CheeringHowl ·", "SKILL_ClingingVines": "SKILL_ClingingVines", "SKILL_ClingingVines ·": "SKILL_ClingingVines ·", "SKILL_ColdFury": "SKILL_ColdFury", "SKILL_ColdFury ·": "SKILL_ColdFury ·", "SKILL_CombatMomentum": "SKILL_CombatMomentum", "SKILL_CombatMomentum ·": "SKILL_CombatMomentum ·", "SKILL_ConstitutionElixir": "SKILL_ConstitutionElixir", "SKILL_ConstitutionElixir ·": "SKILL_ConstitutionElixir ·", "SKILL_CrimsonRecoil": "SKILL_CrimsonRecoil", "SKILL_CrimsonRecoil ·": "SKILL_CrimsonRecoil ·", "SKILL_CriticalPotion": "SKILL_CriticalPotion", "SKILL_CriticalPotion ·": "SKILL_CriticalPotion ·", "SKILL_DeadlyFear": "SKILL_DeadlyFear", "SKILL_DeadlyFear + Blade Grinding": "SKILL_DeadlyFear + Blade Grinding", "SKILL_DeadlyFear ·": "SKILL_DeadlyFear ·", "SKILL_DeepWater": "SKILL_DeepWater", "SKILL_DeepWater ·": "SKILL_DeepWater ·", "SKILL_DeputyCaptainsInsignia": "SKILL_DeputyCaptainsInsignia", "SKILL_DeputyCaptainsInsignia -": "SKILL_DeputyCaptainsInsignia -", "SKILL_DestructiveSplit": "SKILL_DestructiveSplit", "SKILL_DestructiveSplit + Blade Grinding": "SKILL_DestructiveSplit + Blade Grinding", "SKILL_DestructiveSplit ·": "SKILL_DestructiveSplit ·", "SKILL_DevelopersLetter": "SKILL_DevelopersLetter", "SKILL_DevelopersLetter ·": "SKILL_DevelopersLetter ·", "SKILL_DisgustingMonsterMeat": "SKILL_DisgustingMonsterMeat", "SKILL_DisgustingMonsterMeat ·": "SKILL_DisgustingMonsterMeat ·", "SKILL_DistractingBlow": "SKILL_DistractingBlow", "SKILL_DistractingBlow ·": "SKILL_DistractingBlow ·", "SKILL_DodgePotion": "SKILL_DodgePotion", "SKILL_DodgePotion ·": "SKILL_DodgePotion ·", "SKILL_DoubleScratch": "SKILL_DoubleScratch", "SKILL_DoubleScratch ·": "SKILL_DoubleScratch ·", "SKILL_DualRequest": "SKILL_DualRequest", "SKILL_DualRequest ·": "SKILL_DualRequest ·", "SKILL_DustBulb": "SKILL_DustBulb", "SKILL_DustBulb ·": "SKILL_DustBulb ·", "SKILL_EarthCrash": "SKILL_EarthCrash", "SKILL_EarthCrash ·": "SKILL_EarthCrash ·", "SKILL_Eat": "SKILL_Eat", "SKILL_Eat ·": "SKILL_Eat ·", "SKILL_EatHerb": "SKILL_EatHerb", "SKILL_EatHerb ·": "SKILL_EatHerb ·", "SKILL_EbbAndFlow": "SKILL_EbbAndFlow", "SKILL_EbbAndFlow ·": "SKILL_EbbAndFlow ·", "SKILL_ElasticGuard": "SKILL_ElasticGuard", "SKILL_ElasticGuard ·": "SKILL_ElasticGuard ·", "SKILL_ElderGlothCharge": "SKILL_ElderGlothCharge", "SKILL_ElderGlothCharge ·": "SKILL_ElderGlothCharge ·", "SKILL_ElderGlothSoul": "SKILL_ElderGlothSoul", "SKILL_ElderGlothSoul -": "SKILL_ElderGlothSoul -", "SKILL_EmbracingWave": "SKILL_EmbracingWave", "SKILL_EmbracingWave ·": "SKILL_EmbracingWave ·", "SKILL_EmergencyEscape": "SKILL_EmergencyEscape", "SKILL_EmergencyEscape ·": "SKILL_EmergencyEscape ·", "SKILL_Evolve": "SKILL_Evolve", "SKILL_Evolve ·": "SKILL_Evolve ·", "SKILL_Executioner": "SKILL_Executioner", "SKILL_Executioner ·": "SKILL_Executioner ·", "SKILL_ExpeditionHorn": "SKILL_ExpeditionHorn", "SKILL_ExpeditionHorn ·": "SKILL_ExpeditionHorn ·", "SKILL_Explosion": "SKILL_Explosion", "SKILL_Explosion burning bonus": "SKILL_Explosion burning bonus", "SKILL_Explosion ·": "SKILL_Explosion ·", "SKILL_ExtraBubble": "SKILL_ExtraBubble", "SKILL_ExtraBubble ·": "SKILL_ExtraBubble ·", "SKILL_EyeBallSoul": "SKILL_EyeBallSoul", "SKILL_EyeBallSoul -": "SKILL_EyeBallSoul -", "SKILL_FastHand": "SKILL_FastHand", "SKILL_FastHand ·": "SKILL_FastHand ·", "SKILL_FatalVerdict": "SKILL_FatalVerdict", "SKILL_FatalVerdict ·": "SKILL_FatalVerdict ·", "SKILL_FineRawMeat": "SKILL_FineRawMeat", "SKILL_FineRawMeat ·": "SKILL_FineRawMeat ·", "SKILL_FinesseEdge": "SKILL_FinesseEdge", "SKILL_FinesseEdge ·": "SKILL_FinesseEdge ·", "SKILL_FireBattleMage": "SKILL_FireBattleMage", "SKILL_FireBattleMage ·": "SKILL_FireBattleMage ·", "SKILL_FireCloak": "SKILL_FireCloak", "SKILL_FireCloak ·": "SKILL_FireCloak ·", "SKILL_FireMissile": "SKILL_FireMissile", "SKILL_FireMissile ·": "SKILL_FireMissile ·", "SKILL_FireMissileAttack": "SKILL_FireMissileAttack", "SKILL_FireMissileAttack ·": "SKILL_FireMissileAttack ·", "SKILL_FireProof": "SKILL_FireProof", "SKILL_FireProof ·": "SKILL_FireProof ·", "SKILL_FirstAssault": "SKILL_FirstAssault", "SKILL_FirstAssault ·": "SKILL_FirstAssault ·", "SKILL_FlameOfLife": "SKILL_FlameOfLife", "SKILL_FlameOfLife ·": "SKILL_FlameOfLife ·", "SKILL_FlowSeeker": "SKILL_FlowSeeker", "SKILL_FlowSeeker ·": "SKILL_FlowSeeker ·", "SKILL_Fortified": "SKILL_Fortified", "SKILL_Fortified ·": "SKILL_Fortified ·", "SKILL_GetHugeMoney": "SKILL_GetHugeMoney", "SKILL_GetHugeMoney ·": "SKILL_GetHugeMoney ·", "SKILL_GetSomeMoney": "SKILL_GetSomeMoney", "SKILL_GetSomeMoney ·": "SKILL_GetSomeMoney ·", "SKILL_GiantStoneGolemSoul": "SKILL_GiantStoneGolemSoul", "SKILL_GiantStoneGolemSoul ·": "SKILL_GiantStoneGolemSoul ·", "SKILL_GlacierDrop": "SKILL_GlacierDrop", "SKILL_GlacierDrop ·": "SKILL_GlacierDrop ·", "SKILL_GlothCharge": "SKILL_GlothCharge", "SKILL_GlothCharge ·": "SKILL_GlothCharge ·", "SKILL_GlothEggOmelet": "SKILL_GlothEggOmelet", "SKILL_GlothEggOmelet ·": "SKILL_GlothEggOmelet ·", "SKILL_GlothLash": "SKILL_GlothLash", "SKILL_GlothLash ·": "SKILL_GlothLash ·", "SKILL_GlothSpit": "SKILL_GlothSpit", "SKILL_GlothSpit ·": "SKILL_GlothSpit ·", "SKILL_GoblinAttack": "SKILL_GoblinAttack", "SKILL_GoblinAttack ·": "SKILL_GoblinAttack ·", "SKILL_GoblinChiefShamanSoul": "SKILL_GoblinChiefShamanSoul", "SKILL_GoblinChiefShamanSoul -": "SKILL_GoblinChiefShamanSoul -", "SKILL_GoblinCurse": "SKILL_GoblinCurse", "SKILL_GoblinCurse ·": "SKILL_GoblinCurse ·", "SKILL_GoblinRun": "SKILL_GoblinRun", "SKILL_GoblinRun ·": "SKILL_GoblinRun ·", "SKILL_GoblinThrowerRangedAttack": "SKILL_GoblinThrowerRangedAttack", "SKILL_GoblinThrowerRangedAttack ·": "SKILL_GoblinThrowerRangedAttack ·", "SKILL_GoddessTears": "SKILL_GoddessTears", "SKILL_GoddessTears ·": "SKILL_GoddessTears ·", "SKILL_GrassPorridge": "SKILL_GrassPorridge", "SKILL_GrassPorridge ·": "SKILL_GrassPorridge ·", "SKILL_GreenShade": "SKILL_GreenShade", "SKILL_GreenShade ·": "SKILL_GreenShade ·", "SKILL_GrilledMeat": "SKILL_GrilledMeat", "SKILL_GrilledMeat ·": "SKILL_GrilledMeat ·", "SKILL_GrilledTurnip": "SKILL_GrilledTurnip", "SKILL_GrilledTurnip ·": "SKILL_GrilledTurnip ·", "SKILL_GuardBarrier": "SKILL_GuardBarrier", "SKILL_GuardBarrier ·": "SKILL_GuardBarrier ·", "SKILL_GuardPotion": "SKILL_GuardPotion", "SKILL_GuardPotion ·": "SKILL_GuardPotion ·", "SKILL_GuardiansTaunt": "SKILL_GuardiansTaunt", "SKILL_GuardiansTaunt ·": "SKILL_GuardiansTaunt ·", "SKILL_Hammering": "SKILL_Hammering", "SKILL_Hammering ·": "SKILL_Hammering ·", "SKILL_HeadAim": "SKILL_HeadAim", "SKILL_HeadAim ·": "SKILL_HeadAim ·", "SKILL_HealingTouch": "SKILL_HealingTouch", "SKILL_HealingTouch ·": "SKILL_HealingTouch ·", "SKILL_HealingTouchAttack": "SKILL_HealingTouchAttack", "SKILL_HealingTouchAttack ·": "SKILL_HealingTouchAttack ·", "SKILL_HellLeech": "SKILL_HellLeech", "SKILL_HellLeech ·": "SKILL_HellLeech ·", "SKILL_Ignition": "SKILL_Ignition", "SKILL_Ignition ·": "SKILL_Ignition ·", "SKILL_ImprovedGrassPorridge": "SKILL_ImprovedGrassPorridge", "SKILL_ImprovedGrassPorridge ·": "SKILL_ImprovedGrassPorridge ·", "SKILL_Incinerate": "SKILL_Incinerate", "SKILL_Incinerate detonation": "SKILL_Incinerate detonation", "SKILL_Incinerate ·": "SKILL_Incinerate ·", "SKILL_InevitableBlow": "SKILL_InevitableBlow", "SKILL_InevitableBlow ·": "SKILL_InevitableBlow ·", "SKILL_Initiative": "SKILL_Initiative", "SKILL_Initiative -": "SKILL_Initiative -", "SKILL_InnerGrove": "SKILL_InnerGrove", "SKILL_InnerGrove ·": "SKILL_InnerGrove ·", "SKILL_IntelligenceElixir": "SKILL_IntelligenceElixir", "SKILL_IntelligenceElixir ·": "SKILL_IntelligenceElixir ·", "SKILL_IronClad": "SKILL_IronClad", "SKILL_IronClad ·": "SKILL_IronClad ·", "SKILL_Jerky": "SKILL_Jerky", "SKILL_Jerky ·": "SKILL_Jerky ·", "SKILL_LadyBugCharge": "SKILL_LadyBugCharge", "SKILL_LadyBugCharge ·": "SKILL_LadyBugCharge ·", "SKILL_LastCinder": "SKILL_LastCinder", "SKILL_LastCinder ·": "SKILL_LastCinder ·", "SKILL_LifeBurst": "SKILL_LifeBurst", "SKILL_LifeBurst ·": "SKILL_LifeBurst ·", "SKILL_LifeCycle": "SKILL_LifeCycle", "SKILL_LifeCycle ·": "SKILL_LifeCycle ·", "SKILL_LumaFruit": "SKILL_LumaFruit", "SKILL_LumaFruit ·": "SKILL_LumaFruit ·", "SKILL_Maelstrom": "SKILL_Maelstrom", "SKILL_Maelstrom ·": "SKILL_Maelstrom ·", "SKILL_MagicMissile": "SKILL_MagicMissile", "SKILL_MagicMissile ·": "SKILL_MagicMissile ·", "SKILL_MagicResistancePotion": "SKILL_MagicResistancePotion", "SKILL_MagicResistancePotion ·": "SKILL_MagicResistancePotion ·", "SKILL_MagicalAttackPotion": "SKILL_MagicalAttackPotion", "SKILL_MagicalAttackPotion ·": "SKILL_MagicalAttackPotion ·", "SKILL_Mandrake": "SKILL_Mandrake", "SKILL_Mandrake ·": "SKILL_Mandrake ·", "SKILL_MeatPorridge": "SKILL_MeatPorridge", "SKILL_MeatPorridge ·": "SKILL_MeatPorridge ·", "SKILL_MeatSkewer": "SKILL_MeatSkewer", "SKILL_MeatSkewer ·": "SKILL_MeatSkewer ·", "SKILL_MeatStew": "SKILL_MeatStew", "SKILL_MeatStew ·": "SKILL_MeatStew ·", "SKILL_MetalCharge": "SKILL_MetalCharge", "SKILL_MetalCharge ·": "SKILL_MetalCharge ·", "SKILL_MetalSkinPotion": "SKILL_MetalSkinPotion", "SKILL_MetalSkinPotion ·": "SKILL_MetalSkinPotion ·", "SKILL_MockingGrin": "SKILL_MockingGrin", "SKILL_MockingGrin ·": "SKILL_MockingGrin ·", "SKILL_MonsterBarbecue": "SKILL_MonsterBarbecue", "SKILL_MonsterBarbecue ·": "SKILL_MonsterBarbecue ·", "SKILL_MucusSprayer": "SKILL_MucusSprayer", "SKILL_MucusSprayer ·": "SKILL_MucusSprayer ·", "SKILL_MudSpit": "SKILL_MudSpit", "SKILL_MudSpit ·": "SKILL_MudSpit ·", "SKILL_Mushroom": "SKILL_Mushroom", "SKILL_Mushroom ·": "SKILL_Mushroom ·", "SKILL_MushroomSkewer": "SKILL_MushroomSkewer", "SKILL_MushroomSkewer ·": "SKILL_MushroomSkewer ·", "SKILL_MushroomStew": "SKILL_MushroomStew", "SKILL_MushroomStew ·": "SKILL_MushroomStew ·", "SKILL_MysticWildHerb": "SKILL_MysticWildHerb", "SKILL_MysticWildHerb ·": "SKILL_MysticWildHerb ·", "SKILL_NPCBasicBowAttack": "SKILL_NPCBasicBowAttack", "SKILL_NPCBasicBowAttack ·": "SKILL_NPCBasicBowAttack ·", "SKILL_NatureSpirit": "SKILL_NatureSpirit", "SKILL_NatureSpirit ·": "SKILL_NatureSpirit ·", "SKILL_NoneAttack": "SKILL_NoneAttack", "SKILL_NoneAttack ·": "SKILL_NoneAttack ·", "SKILL_OatPorridge": "SKILL_OatPorridge", "SKILL_OatPorridge ·": "SKILL_OatPorridge ·", "SKILL_Ointment": "SKILL_Ointment", "SKILL_Ointment ·": "SKILL_Ointment ·", "SKILL_OpeningStrike": "SKILL_OpeningStrike", "SKILL_OpeningStrike -": "SKILL_OpeningStrike -", "SKILL_PerceptionElixir": "SKILL_PerceptionElixir", "SKILL_PerceptionElixir ·": "SKILL_PerceptionElixir ·", "SKILL_PhantomChain": "SKILL_PhantomChain", "SKILL_PhantomChain ·": "SKILL_PhantomChain ·", "SKILL_PhysicalAttackPotion": "SKILL_PhysicalAttackPotion", "SKILL_PhysicalAttackPotion ·": "SKILL_PhysicalAttackPotion ·", "SKILL_PiercingThrust": "SKILL_PiercingThrust", "SKILL_PiercingThrust -": "SKILL_PiercingThrust -", "SKILL_PlayerBloodyScratch": "SKILL_PlayerBloodyScratch", "SKILL_PlayerBloodyScratch ·": "SKILL_PlayerBloodyScratch ·", "SKILL_PommelStrike": "SKILL_PommelStrike", "SKILL_PommelStrike ·": "SKILL_PommelStrike ·", "SKILL_QuickDash": "SKILL_QuickDash", "SKILL_QuickDash ·": "SKILL_QuickDash ·", "SKILL_QuickRetreat": "SKILL_QuickRetreat", "SKILL_QuickRetreat -": "SKILL_QuickRetreat -", "SKILL_RapidFire": "SKILL_RapidFire", "SKILL_RapidFire ·": "SKILL_RapidFire ·", "SKILL_RapidFireAttack": "SKILL_RapidFireAttack", "SKILL_RapidFireAttack ·": "SKILL_RapidFireAttack ·", "SKILL_RatSwarm": "SKILL_RatSwarm", "SKILL_RatSwarm ·": "SKILL_RatSwarm ·", "SKILL_RecklessAssault": "SKILL_RecklessAssault", "SKILL_RecklessAssault -": "SKILL_RecklessAssault -", "SKILL_RedMonsterRatSoul": "SKILL_RedMonsterRatSoul", "SKILL_RedMonsterRatSoul ·": "SKILL_RedMonsterRatSoul ·", "SKILL_ReflectPotion": "SKILL_ReflectPotion", "SKILL_ReflectPotion ·": "SKILL_ReflectPotion ·", "SKILL_ResurrectionGoblin": "SKILL_ResurrectionGoblin", "SKILL_ResurrectionGoblin ·": "SKILL_ResurrectionGoblin ·", "SKILL_ReturnScroll": "SKILL_ReturnScroll", "SKILL_ReturnScroll ·": "SKILL_ReturnScroll ·", "SKILL_RoyalJelly": "SKILL_RoyalJelly", "SKILL_RoyalJelly ·": "SKILL_RoyalJelly ·", "SKILL_Run": "SKILL_Run", "SKILL_Run ·": "SKILL_Run ·", "SKILL_SaberGale": "SKILL_SaberGale", "SKILL_SaberGale ·": "SKILL_SaberGale ·", "SKILL_SavageBarrier": "SKILL_SavageBarrier", "SKILL_SavageBarrier ·": "SKILL_SavageBarrier ·", "SKILL_SeedBurst": "SKILL_SeedBurst", "SKILL_SeedBurst ·": "SKILL_SeedBurst ·", "SKILL_SentinelCry": "SKILL_SentinelCry", "SKILL_SentinelCry ·": "SKILL_SentinelCry ·", "SKILL_SentinelSmite": "SKILL_SentinelSmite", "SKILL_SentinelSmite ·": "SKILL_SentinelSmite ·", "SKILL_SentinelWarning": "SKILL_SentinelWarning", "SKILL_SentinelWarning ·": "SKILL_SentinelWarning ·", "SKILL_SharpEdge": "SKILL_SharpEdge", "SKILL_SharpEdge ·": "SKILL_SharpEdge ·", "SKILL_SharpShooter": "SKILL_SharpShooter", "SKILL_SharpShooter ·": "SKILL_SharpShooter ·", "SKILL_ShellHardening": "SKILL_ShellHardening", "SKILL_ShellHardening ·": "SKILL_ShellHardening ·", "SKILL_ShellPotion": "SKILL_ShellPotion", "SKILL_ShellPotion ·": "SKILL_ShellPotion ·", "SKILL_ShieldHandling": "SKILL_ShieldHandling", "SKILL_ShieldHandling ·": "SKILL_ShieldHandling ·", "SKILL_ShieldUp": "SKILL_ShieldUp", "SKILL_ShieldUp ·": "SKILL_ShieldUp ·", "SKILL_SkillCooldownPotion": "SKILL_SkillCooldownPotion", "SKILL_SkillCooldownPotion ·": "SKILL_SkillCooldownPotion ·", "SKILL_SkillElixir": "SKILL_SkillElixir", "SKILL_SkillElixir ·": "SKILL_SkillElixir ·", "SKILL_SkillResetElixir": "SKILL_SkillResetElixir", "SKILL_SkillResetElixir ·": "SKILL_SkillResetElixir ·", "SKILL_Slay": "SKILL_Slay", "SKILL_Slay + Blade Grinding": "SKILL_Slay + Blade Grinding", "SKILL_Slay ·": "SKILL_Slay ·", "SKILL_SlimePudding": "SKILL_SlimePudding", "SKILL_SlimePudding ·": "SKILL_SlimePudding ·", "SKILL_SnatchingPrey": "SKILL_SnatchingPrey", "SKILL_SnatchingPrey ·": "SKILL_SnatchingPrey ·", "SKILL_SnipingShot": "SKILL_SnipingShot", "SKILL_SnipingShot at 1 tile": "SKILL_SnipingShot at 1 tile", "SKILL_SnipingShot at 16 tiles": "SKILL_SnipingShot at 16 tiles", "SKILL_SnipingShot at {#} tile": "SKILL_SnipingShot ({#}칸 거리)", "SKILL_SnipingShot at {#} tiles": "SKILL_SnipingShot ({#}칸 거리)", "SKILL_SnipingShot ·": "SKILL_SnipingShot ·", "SKILL_SolarBloom": "SKILL_SolarBloom", "SKILL_SolarBloom ·": "SKILL_SolarBloom ·", "SKILL_SpearBash": "SKILL_SpearBash", "SKILL_SpearBash -": "SKILL_SpearBash -", "SKILL_Spit": "SKILL_Spit", "SKILL_Spit ·": "SKILL_Spit ·", "SKILL_Split": "SKILL_Split", "SKILL_Split ·": "SKILL_Split ·", "SKILL_SporeSpit": "SKILL_SporeSpit", "SKILL_SporeSpit ·": "SKILL_SporeSpit ·", "SKILL_StealthPotion": "SKILL_StealthPotion", "SKILL_StealthPotion ·": "SKILL_StealthPotion ·", "SKILL_StoneCharge": "SKILL_StoneCharge", "SKILL_StoneCharge ·": "SKILL_StoneCharge ·", "SKILL_StoneRaise": "SKILL_StoneRaise", "SKILL_StoneRaise ·": "SKILL_StoneRaise ·", "SKILL_StoneStomp": "SKILL_StoneStomp", "SKILL_StoneStomp ·": "SKILL_StoneStomp ·", "SKILL_StoneThrow": "SKILL_StoneThrow", "SKILL_StoneThrow ·": "SKILL_StoneThrow ·", "SKILL_StrangeSeed": "SKILL_StrangeSeed", "SKILL_StrangeSeed ·": "SKILL_StrangeSeed ·", "SKILL_StrengthElixir": "SKILL_StrengthElixir", "SKILL_StrengthElixir ·": "SKILL_StrengthElixir ·", "SKILL_StunCharge": "SKILL_StunCharge", "SKILL_StunCharge ·": "SKILL_StunCharge ·", "SKILL_SummonBubbleToad": "SKILL_SummonBubbleToad", "SKILL_SummonBubbleToad ·": "SKILL_SummonBubbleToad ·", "SKILL_SummonBubbling": "SKILL_SummonBubbling", "SKILL_SummonBubbling ·": "SKILL_SummonBubbling ·", "SKILL_SummonLadybug": "SKILL_SummonLadybug", "SKILL_SummonLadybug ·": "SKILL_SummonLadybug ·", "SKILL_SunHeartBloom": "SKILL_SunHeartBloom", "SKILL_SunHeartBloom ·": "SKILL_SunHeartBloom ·", "SKILL_Swallow": "SKILL_Swallow", "SKILL_Swallow ·": "SKILL_Swallow ·", "SKILL_SweepingCleave": "SKILL_SweepingCleave", "SKILL_SweepingCleave ·": "SKILL_SweepingCleave ·", "SKILL_SwiftPotion": "SKILL_SwiftPotion", "SKILL_SwiftPotion ·": "SKILL_SwiftPotion ·", "SKILL_SwordCounter": "SKILL_SwordCounter", "SKILL_SwordCounter ·": "SKILL_SwordCounter ·", "SKILL_SwordFlow": "SKILL_SwordFlow", "SKILL_SwordFlow ·": "SKILL_SwordFlow ·", "SKILL_SwordmanTaunt": "SKILL_SwordmanTaunt", "SKILL_SwordmanTaunt ·": "SKILL_SwordmanTaunt ·", "SKILL_SwordmansResolve": "SKILL_SwordmansResolve", "SKILL_SwordmansResolve ·": "SKILL_SwordmansResolve ·", "SKILL_TadpoleStomp": "SKILL_TadpoleStomp", "SKILL_TadpoleStomp ·": "SKILL_TadpoleStomp ·", "SKILL_ThrowNet": "SKILL_ThrowNet", "SKILL_ThrowNet ·": "SKILL_ThrowNet ·", "SKILL_TidalMark": "SKILL_TidalMark", "SKILL_TidalMark ·": "SKILL_TidalMark ·", "SKILL_TongueThrust": "SKILL_TongueThrust", "SKILL_TongueThrust ·": "SKILL_TongueThrust ·", "SKILL_ToughRawMeat": "SKILL_ToughRawMeat", "SKILL_ToughRawMeat ·": "SKILL_ToughRawMeat ·", "SKILL_Turnip": "SKILL_Turnip", "SKILL_Turnip ·": "SKILL_Turnip ·", "SKILL_TurnipPorridge": "SKILL_TurnipPorridge", "SKILL_TurnipPorridge ·": "SKILL_TurnipPorridge ·", "SKILL_TurnipSalad": "SKILL_TurnipSalad", "SKILL_TurnipSalad ·": "SKILL_TurnipSalad ·", "SKILL_TwinThrust": "SKILL_TwinThrust", "SKILL_TwinThrust -": "SKILL_TwinThrust -", "SKILL_TwinThrustAttack": "SKILL_TwinThrustAttack", "SKILL_TwinThrustAttack -": "SKILL_TwinThrustAttack -", "SKILL_TwoHandGrip": "SKILL_TwoHandGrip", "SKILL_TwoHandGrip ·": "SKILL_TwoHandGrip ·", "SKILL_UseOintment": "SKILL_UseOintment", "SKILL_UseOintment ·": "SKILL_UseOintment ·", "SKILL_VampirePotion": "SKILL_VampirePotion", "SKILL_VampirePotion ·": "SKILL_VampirePotion ·", "SKILL_VerticalSlash": "SKILL_VerticalSlash", "SKILL_VerticalSlash ·": "SKILL_VerticalSlash ·", "SKILL_VileInsult": "SKILL_VileInsult", "SKILL_VileInsult ·": "SKILL_VileInsult ·", "SKILL_WaterDive": "SKILL_WaterDive", "SKILL_WaterDive ·": "SKILL_WaterDive ·", "SKILL_WaveCicle": "SKILL_WaveCicle", "SKILL_WaveCicle ·": "SKILL_WaveCicle ·", "SKILL_WeaponDeflect": "SKILL_WeaponDeflect", "SKILL_WeaponDeflect ·": "SKILL_WeaponDeflect ·", "SKILL_WeightPotion": "SKILL_WeightPotion", "SKILL_WeightPotion ·": "SKILL_WeightPotion ·", "SKILL_WhirlwindSlash": "SKILL_WhirlwindSlash", "SKILL_WhirlwindSlash ·": "SKILL_WhirlwindSlash ·", "SKILL_WildFlurry": "SKILL_WildFlurry", "SKILL_WildFlurry ·": "SKILL_WildFlurry ·", "SKILL_WildHerb": "SKILL_WildHerb", "SKILL_WildHerb ·": "SKILL_WildHerb ·", "SKILL_WillPowerElixir": "SKILL_WillPowerElixir", "SKILL_WillPowerElixir ·": "SKILL_WillPowerElixir ·", "SKILL_Withstand": "SKILL_Withstand", "SKILL_Withstand ·": "SKILL_Withstand ·", "SP": "스킬 포인트", "SP req": "SP 요구", "SPAWN CONDITIONS": "소환 조건", "SPAWN_FesteringBurrow_Phase1_Combat1": "SPAWN_FesteringBurrow_Phase1_Combat1", "SPAWN_FesteringBurrow_Phase1_Combat2": "SPAWN_FesteringBurrow_Phase1_Combat2", "SPAWN_FesteringBurrow_Phase1_Combat3": "SPAWN_FesteringBurrow_Phase1_Combat3", "SPAWN_FesteringBurrow_Phase1_HardCombat1": "SPAWN_FesteringBurrow_Phase1_HardCombat1", "SPAWN_FesteringBurrow_Phase1_HardCombat2": "SPAWN_FesteringBurrow_Phase1_HardCombat2", "SPAWN_FesteringBurrow_Phase1_HardCombat3": "SPAWN_FesteringBurrow_Phase1_HardCombat3", "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase1_PatrolBeast1": "SPAWN_FesteringBurrow_Phase1_PatrolBeast1", "SPAWN_FesteringBurrow_Phase2_Combat1": "SPAWN_FesteringBurrow_Phase2_Combat1", "SPAWN_FesteringBurrow_Phase2_Combat2": "SPAWN_FesteringBurrow_Phase2_Combat2", "SPAWN_FesteringBurrow_Phase2_Combat3": "SPAWN_FesteringBurrow_Phase2_Combat3", "SPAWN_FesteringBurrow_Phase2_Combat4": "SPAWN_FesteringBurrow_Phase2_Combat4", "SPAWN_FesteringBurrow_Phase2_Combat5": "SPAWN_FesteringBurrow_Phase2_Combat5", "SPAWN_FesteringBurrow_Phase2_HardCombat1": "SPAWN_FesteringBurrow_Phase2_HardCombat1", "SPAWN_FesteringBurrow_Phase2_HardCombat2": "SPAWN_FesteringBurrow_Phase2_HardCombat2", "SPAWN_FesteringBurrow_Phase2_HardCombat3": "SPAWN_FesteringBurrow_Phase2_HardCombat3", "SPAWN_FesteringBurrow_Phase2_HardCombat4": "SPAWN_FesteringBurrow_Phase2_HardCombat4", "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase2_PatrolBeast1": "SPAWN_FesteringBurrow_Phase2_PatrolBeast1", "SPAWN_FesteringBurrow_Phase3_Combat1": "SPAWN_FesteringBurrow_Phase3_Combat1", "SPAWN_FesteringBurrow_Phase3_Combat2": "SPAWN_FesteringBurrow_Phase3_Combat2", "SPAWN_FesteringBurrow_Phase3_Combat3": "SPAWN_FesteringBurrow_Phase3_Combat3", "SPAWN_FesteringBurrow_Phase3_Combat4": "SPAWN_FesteringBurrow_Phase3_Combat4", "SPAWN_FesteringBurrow_Phase3_Combat5": "SPAWN_FesteringBurrow_Phase3_Combat5", "SPAWN_FesteringBurrow_Phase3_Combat6": "SPAWN_FesteringBurrow_Phase3_Combat6", "SPAWN_FesteringBurrow_Phase3_Core": "SPAWN_FesteringBurrow_Phase3_Core", "SPAWN_FesteringBurrow_Phase3_HardCombat1": "SPAWN_FesteringBurrow_Phase3_HardCombat1", "SPAWN_FesteringBurrow_Phase3_HardCombat2": "SPAWN_FesteringBurrow_Phase3_HardCombat2", "SPAWN_FesteringBurrow_Phase3_HardCombat3": "SPAWN_FesteringBurrow_Phase3_HardCombat3", "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase3_PatrolBeast1": "SPAWN_FesteringBurrow_Phase3_PatrolBeast1", "SPAWN_FesteringBurrow_Phase4_Combat1": "SPAWN_FesteringBurrow_Phase4_Combat1", "SPAWN_FesteringBurrow_Phase4_Combat2": "SPAWN_FesteringBurrow_Phase4_Combat2", "SPAWN_FesteringBurrow_Phase4_Combat3": "SPAWN_FesteringBurrow_Phase4_Combat3", "SPAWN_FesteringBurrow_Phase4_Combat4": "SPAWN_FesteringBurrow_Phase4_Combat4", "SPAWN_FesteringBurrow_Phase4_Combat5": "SPAWN_FesteringBurrow_Phase4_Combat5", "SPAWN_FesteringBurrow_Phase4_HardCombat1": "SPAWN_FesteringBurrow_Phase4_HardCombat1", "SPAWN_FesteringBurrow_Phase4_HardCombat2": "SPAWN_FesteringBurrow_Phase4_HardCombat2", "SPAWN_FesteringBurrow_Phase4_HardCombat3": "SPAWN_FesteringBurrow_Phase4_HardCombat3", "SPAWN_FesteringBurrow_Phase4_HardCombat4": "SPAWN_FesteringBurrow_Phase4_HardCombat4", "SPAWN_FesteringBurrow_Phase4_HardCombat5": "SPAWN_FesteringBurrow_Phase4_HardCombat5", "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1", "SPAWN_FesteringBurrow_Phase4_PatrolBeast1": "SPAWN_FesteringBurrow_Phase4_PatrolBeast1", "SPAWN_VeilSilence_Phase1_Combat1": "SPAWN_VeilSilence_Phase1_Combat1", "SPAWN_VeilSilence_Phase1_Combat2": "SPAWN_VeilSilence_Phase1_Combat2", "SPAWN_VeilSilence_Phase1_Combat3": "SPAWN_VeilSilence_Phase1_Combat3", "SPAWN_VeilSilence_Phase1_Combat4": "SPAWN_VeilSilence_Phase1_Combat4", "SPAWN_VeilSilence_Phase1_HardCombat1": "SPAWN_VeilSilence_Phase1_HardCombat1", "SPAWN_VeilSilence_Phase1_HardCombat2": "SPAWN_VeilSilence_Phase1_HardCombat2", "SPAWN_VeilSilence_Phase1_HardCombat3": "SPAWN_VeilSilence_Phase1_HardCombat3", "SPAWN_VeilSilence_Phase1_PatrolAnomaly1": "SPAWN_VeilSilence_Phase1_PatrolAnomaly1", "SPAWN_VeilSilence_Phase1_PatrolBeast1": "SPAWN_VeilSilence_Phase1_PatrolBeast1", "SPAWN_VeilSilence_Phase1_PatrolInsect1": "SPAWN_VeilSilence_Phase1_PatrolInsect1", "SPAWN_VeilSilence_Phase2_Combat1": "SPAWN_VeilSilence_Phase2_Combat1", "SPAWN_VeilSilence_Phase2_Combat2": "SPAWN_VeilSilence_Phase2_Combat2", "SPAWN_VeilSilence_Phase2_Combat3": "SPAWN_VeilSilence_Phase2_Combat3", "SPAWN_VeilSilence_Phase2_Combat4": "SPAWN_VeilSilence_Phase2_Combat4", "SPAWN_VeilSilence_Phase2_HardCombat1": "SPAWN_VeilSilence_Phase2_HardCombat1", "SPAWN_VeilSilence_Phase2_HardCombat2": "SPAWN_VeilSilence_Phase2_HardCombat2", "SPAWN_VeilSilence_Phase2_HardCombat3": "SPAWN_VeilSilence_Phase2_HardCombat3", "SPAWN_VeilSilence_Phase2_HardCombat4": "SPAWN_VeilSilence_Phase2_HardCombat4", "SPAWN_VeilSilence_Phase2_PatrolAnomaly1": "SPAWN_VeilSilence_Phase2_PatrolAnomaly1", "SPAWN_VeilSilence_Phase2_PatrolBeast1": "SPAWN_VeilSilence_Phase2_PatrolBeast1", "SPAWN_VeilSilence_Phase2_PatrolInsect1": "SPAWN_VeilSilence_Phase2_PatrolInsect1", "SPAWN_VeilSilence_Phase3_Combat1": "SPAWN_VeilSilence_Phase3_Combat1", "SPAWN_VeilSilence_Phase3_Combat2": "SPAWN_VeilSilence_Phase3_Combat2", "SPAWN_VeilSilence_Phase3_Combat3": "SPAWN_VeilSilence_Phase3_Combat3", "SPAWN_VeilSilence_Phase3_Combat4": "SPAWN_VeilSilence_Phase3_Combat4", "SPAWN_VeilSilence_Phase3_Combat5": "SPAWN_VeilSilence_Phase3_Combat5", "SPAWN_VeilSilence_Phase3_Combat6": "SPAWN_VeilSilence_Phase3_Combat6", "SPAWN_VeilSilence_Phase3_Core": "SPAWN_VeilSilence_Phase3_Core", "SPAWN_VeilSilence_Phase3_HardCombat1": "SPAWN_VeilSilence_Phase3_HardCombat1", "SPAWN_VeilSilence_Phase3_HardCombat2": "SPAWN_VeilSilence_Phase3_HardCombat2", "SPAWN_VeilSilence_Phase3_HardCombat3": "SPAWN_VeilSilence_Phase3_HardCombat3", "SPAWN_VeilSilence_Phase3_HardCombat4": "SPAWN_VeilSilence_Phase3_HardCombat4", "SPAWN_VeilSilence_Phase3_HardCombat5": "SPAWN_VeilSilence_Phase3_HardCombat5", "SPAWN_VeilSilence_Phase3_PatrolAnomaly1": "SPAWN_VeilSilence_Phase3_PatrolAnomaly1", "SPAWN_VeilSilence_Phase3_PatrolBeast1": "SPAWN_VeilSilence_Phase3_PatrolBeast1", "SPAWN_VeilSilence_Phase3_PatrolInsect1": "SPAWN_VeilSilence_Phase3_PatrolInsect1", "SPAWN_VeilSilence_Phase4_Combat1": "SPAWN_VeilSilence_Phase4_Combat1", "SPAWN_VeilSilence_Phase4_Combat2": "SPAWN_VeilSilence_Phase4_Combat2", "SPAWN_VeilSilence_Phase4_Combat3": "SPAWN_VeilSilence_Phase4_Combat3", "SPAWN_VeilSilence_Phase4_Combat4": "SPAWN_VeilSilence_Phase4_Combat4", "SPAWN_VeilSilence_Phase4_HardCombat1": "SPAWN_VeilSilence_Phase4_HardCombat1", "SPAWN_VeilSilence_Phase4_HardCombat2": "SPAWN_VeilSilence_Phase4_HardCombat2", "SPAWN_VeilSilence_Phase4_HardCombat3": "SPAWN_VeilSilence_Phase4_HardCombat3", "SPAWN_VeilSilence_Phase4_HardCombat4": "SPAWN_VeilSilence_Phase4_HardCombat4", "SPAWN_VeilSilence_Phase4_HardCombat5": "SPAWN_VeilSilence_Phase4_HardCombat5", "SPAWN_VeilSilence_Phase4_PatrolAnomaly1": "SPAWN_VeilSilence_Phase4_PatrolAnomaly1", "SPAWN_VeilSilence_Phase4_PatrolBeast1": "SPAWN_VeilSilence_Phase4_PatrolBeast1", "SPAWN_VeilSilence_Phase4_PatrolInsect1": "SPAWN_VeilSilence_Phase4_PatrolInsect1", "STARTING GEAR": "시작 장비", "STATUS_Agility": "STATUS_Agility", "STATUS_Agility ·": "STATUS_Agility ·", "STATUS_AgilityPerModifier": "STATUS_AgilityPerModifier", "STATUS_AgilityPerModifier ·": "STATUS_AgilityPerModifier ·", "STATUS_AttackSpeed": "STATUS_AttackSpeed", "STATUS_AttackSpeed ·": "STATUS_AttackSpeed ·", "STATUS_AttackSpeedFinalMultiflier": "STATUS_AttackSpeedFinalMultiflier", "STATUS_AttackSpeedFinalMultiflier ·": "STATUS_AttackSpeedFinalMultiflier ·", "STATUS_AttackSpeedPerModifier": "STATUS_AttackSpeedPerModifier", "STATUS_AttackSpeedPerModifier ·": "STATUS_AttackSpeedPerModifier ·", "STATUS_AxeSkillAptitude": "STATUS_AxeSkillAptitude", "STATUS_AxeSkillAptitude ·": "STATUS_AxeSkillAptitude ·", "STATUS_Barrier": "STATUS_Barrier", "STATUS_Barrier ·": "STATUS_Barrier ·", "STATUS_BluntSkillAptitude": "STATUS_BluntSkillAptitude", "STATUS_BluntSkillAptitude ·": "STATUS_BluntSkillAptitude ·", "STATUS_BowSkillAptitude": "STATUS_BowSkillAptitude", "STATUS_BowSkillAptitude ·": "STATUS_BowSkillAptitude ·", "STATUS_Constitution": "STATUS_Constitution", "STATUS_Constitution ·": "STATUS_Constitution ·", "STATUS_ConstitutionPerModifier": "STATUS_ConstitutionPerModifier", "STATUS_ConstitutionPerModifier ·": "STATUS_ConstitutionPerModifier ·", "STATUS_ConstructionCapability": "STATUS_ConstructionCapability", "STATUS_ConstructionCapability ·": "STATUS_ConstructionCapability ·", "STATUS_ConstructionCapabilityPerModifier": "STATUS_ConstructionCapabilityPerModifier", "STATUS_ConstructionCapabilityPerModifier ·": "STATUS_ConstructionCapabilityPerModifier ·", "STATUS_CookingCapability": "STATUS_CookingCapability", "STATUS_CookingCapability ·": "STATUS_CookingCapability ·", "STATUS_CookingCapabilityPerModifier": "STATUS_CookingCapabilityPerModifier", "STATUS_CookingCapabilityPerModifier ·": "STATUS_CookingCapabilityPerModifier ·", "STATUS_CooldownReduction": "STATUS_CooldownReduction", "STATUS_CooldownReduction ·": "STATUS_CooldownReduction ·", "STATUS_CooldownReductionPerModifier": "STATUS_CooldownReductionPerModifier", "STATUS_CooldownReductionPerModifier ·": "STATUS_CooldownReductionPerModifier ·", "STATUS_CraftingCapability": "STATUS_CraftingCapability", "STATUS_CraftingCapability ·": "STATUS_CraftingCapability ·", "STATUS_CraftingCapabilityPerModifier": "STATUS_CraftingCapabilityPerModifier", "STATUS_CraftingCapabilityPerModifier ·": "STATUS_CraftingCapabilityPerModifier ·", "STATUS_CriticalChance": "STATUS_CriticalChance", "STATUS_CriticalChance ·": "STATUS_CriticalChance ·", "STATUS_CriticalChanceFinalMultiflier": "STATUS_CriticalChanceFinalMultiflier", "STATUS_CriticalChanceFinalMultiflier ·": "STATUS_CriticalChanceFinalMultiflier ·", "STATUS_CriticalDamageBonus": "STATUS_CriticalDamageBonus", "STATUS_CriticalDamageBonus ·": "STATUS_CriticalDamageBonus ·", "STATUS_CriticalMultipierFinalMultiflier": "STATUS_CriticalMultipierFinalMultiflier", "STATUS_CriticalMultipierFinalMultiflier ·": "STATUS_CriticalMultipierFinalMultiflier ·", "STATUS_CrossbowSkillAptitude": "STATUS_CrossbowSkillAptitude", "STATUS_CrossbowSkillAptitude ·": "STATUS_CrossbowSkillAptitude ·", "STATUS_DaggerSkillAptitude": "STATUS_DaggerSkillAptitude", "STATUS_DaggerSkillAptitude ·": "STATUS_DaggerSkillAptitude ·", "STATUS_DamageDealtBonus": "STATUS_DamageDealtBonus", "STATUS_DamageDealtBonus ·": "STATUS_DamageDealtBonus ·", "STATUS_DamageTakenBonus": "STATUS_DamageTakenBonus", "STATUS_DamageTakenBonus ·": "STATUS_DamageTakenBonus ·", "STATUS_DamageTakenBonusPerModifier": "STATUS_DamageTakenBonusPerModifier", "STATUS_DamageTakenBonusPerModifier ·": "STATUS_DamageTakenBonusPerModifier ·", "STATUS_DarkMagicSkillAptitude": "STATUS_DarkMagicSkillAptitude", "STATUS_DarkMagicSkillAptitude ·": "STATUS_DarkMagicSkillAptitude ·", "STATUS_DespairOvercomeChance": "STATUS_DespairOvercomeChance", "STATUS_DespairOvercomeChance ·": "STATUS_DespairOvercomeChance ·", "STATUS_DodgeChance": "STATUS_DodgeChance", "STATUS_DodgeChance ·": "STATUS_DodgeChance ·", "STATUS_Durability": "STATUS_Durability", "STATUS_Durability ·": "STATUS_Durability ·", "STATUS_Energy": "STATUS_Energy", "STATUS_Energy ·": "STATUS_Energy ·", "STATUS_EnergyRegeneration": "STATUS_EnergyRegeneration", "STATUS_EnergyRegeneration ·": "STATUS_EnergyRegeneration ·", "STATUS_EnergyRegenerationFinalMultiflier": "STATUS_EnergyRegenerationFinalMultiflier", "STATUS_EnergyRegenerationFinalMultiflier ·": "STATUS_EnergyRegenerationFinalMultiflier ·", "STATUS_EnergyRegenerationPerModifier": "STATUS_EnergyRegenerationPerModifier", "STATUS_EnergyRegenerationPerModifier ·": "STATUS_EnergyRegenerationPerModifier ·", "STATUS_Exp": "STATUS_Exp", "STATUS_Exp ·": "STATUS_Exp ·", "STATUS_ExpGainedBonus": "STATUS_ExpGainedBonus", "STATUS_ExpGainedBonus ·": "STATUS_ExpGainedBonus ·", "STATUS_ExpireSpeed": "STATUS_ExpireSpeed", "STATUS_ExpireSpeed ·": "STATUS_ExpireSpeed ·", "STATUS_FarmingCapability": "STATUS_FarmingCapability", "STATUS_FarmingCapability ·": "STATUS_FarmingCapability ·", "STATUS_FarmingCapabilityPerModifier": "STATUS_FarmingCapabilityPerModifier", "STATUS_FarmingCapabilityPerModifier ·": "STATUS_FarmingCapabilityPerModifier ·", "STATUS_FinalDamageMultiplier": "STATUS_FinalDamageMultiplier", "STATUS_FinalDamageMultiplier ·": "STATUS_FinalDamageMultiplier ·", "STATUS_FireMagicSkillAptitude": "STATUS_FireMagicSkillAptitude", "STATUS_FireMagicSkillAptitude ·": "STATUS_FireMagicSkillAptitude ·", "STATUS_GatheringCapability": "STATUS_GatheringCapability", "STATUS_GatheringCapability ·": "STATUS_GatheringCapability ·", "STATUS_GatheringCapabilityPerModifier": "STATUS_GatheringCapabilityPerModifier", "STATUS_GatheringCapabilityPerModifier ·": "STATUS_GatheringCapabilityPerModifier ·", "STATUS_GreatSwordSkillAptitude": "STATUS_GreatSwordSkillAptitude", "STATUS_GreatSwordSkillAptitude ·": "STATUS_GreatSwordSkillAptitude ·", "STATUS_GuardChance": "STATUS_GuardChance", "STATUS_GuardChance ·": "STATUS_GuardChance ·", "STATUS_GuardDamageReduction": "STATUS_GuardDamageReduction", "STATUS_GuardDamageReduction ·": "STATUS_GuardDamageReduction ·", "STATUS_HealthBody": "STATUS_HealthBody", "STATUS_HealthBody ·": "STATUS_HealthBody ·", "STATUS_HealthHead": "STATUS_HealthHead", "STATUS_HealthHead ·": "STATUS_HealthHead ·", "STATUS_HealthPercentageRegeneration": "STATUS_HealthPercentageRegeneration", "STATUS_HealthPercentageRegeneration ·": "STATUS_HealthPercentageRegeneration ·", "STATUS_HealthTotal": "STATUS_HealthTotal", "STATUS_HealthTotal ·": "STATUS_HealthTotal ·", "STATUS_HitChance": "STATUS_HitChance", "STATUS_HitChance ·": "STATUS_HitChance ·", "STATUS_HolyMagicSkillAptitude": "STATUS_HolyMagicSkillAptitude", "STATUS_HolyMagicSkillAptitude ·": "STATUS_HolyMagicSkillAptitude ·", "STATUS_Hunger": "STATUS_Hunger", "STATUS_Hunger ·": "STATUS_Hunger ·", "STATUS_HungerRegeneration": "STATUS_HungerRegeneration", "STATUS_HungerRegeneration ·": "STATUS_HungerRegeneration ·", "STATUS_HungerRegenerationPerModifier": "STATUS_HungerRegenerationPerModifier", "STATUS_HungerRegenerationPerModifier ·": "STATUS_HungerRegenerationPerModifier ·", "STATUS_Intelligence": "STATUS_Intelligence", "STATUS_Intelligence ·": "STATUS_Intelligence ·", "STATUS_IntelligencePerModifier": "STATUS_IntelligencePerModifier", "STATUS_IntelligencePerModifier ·": "STATUS_IntelligencePerModifier ·", "STATUS_Level": "STATUS_Level", "STATUS_Level ·": "STATUS_Level ·", "STATUS_LifeSteal": "STATUS_LifeSteal", "STATUS_LifeSteal ·": "STATUS_LifeSteal ·", "STATUS_LoggingCapability": "STATUS_LoggingCapability", "STATUS_LoggingCapability ·": "STATUS_LoggingCapability ·", "STATUS_LoggingCapabilityPerModifier": "STATUS_LoggingCapabilityPerModifier", "STATUS_LoggingCapabilityPerModifier ·": "STATUS_LoggingCapabilityPerModifier ·", "STATUS_MagicAttackPower": "STATUS_MagicAttackPower", "STATUS_MagicAttackPower ·": "STATUS_MagicAttackPower ·", "STATUS_MagicAttackPowerFinalMultiflier": "STATUS_MagicAttackPowerFinalMultiflier", "STATUS_MagicAttackPowerFinalMultiflier ·": "STATUS_MagicAttackPowerFinalMultiflier ·", "STATUS_MagicAttackPowerPerModifier": "STATUS_MagicAttackPowerPerModifier", "STATUS_MagicAttackPowerPerModifier ·": "STATUS_MagicAttackPowerPerModifier ·", "STATUS_MagicDamageDealtBonus": "STATUS_MagicDamageDealtBonus", "STATUS_MagicDamageDealtBonus ·": "STATUS_MagicDamageDealtBonus ·", "STATUS_MagicResistance": "STATUS_MagicResistance", "STATUS_MagicResistance ·": "STATUS_MagicResistance ·", "STATUS_MagicResistancePerModifier": "STATUS_MagicResistancePerModifier", "STATUS_MagicResistancePerModifier ·": "STATUS_MagicResistancePerModifier ·", "STATUS_MainSkillPoint": "STATUS_MainSkillPoint", "STATUS_MainSkillPoint ·": "STATUS_MainSkillPoint ·", "STATUS_MaxDurability": "STATUS_MaxDurability", "STATUS_MaxDurability ·": "STATUS_MaxDurability ·", "STATUS_MaxEnergy": "STATUS_MaxEnergy", "STATUS_MaxEnergy ·": "STATUS_MaxEnergy ·", "STATUS_MaxEnergyPerModifier": "STATUS_MaxEnergyPerModifier", "STATUS_MaxEnergyPerModifier ·": "STATUS_MaxEnergyPerModifier ·", "STATUS_MaxExp": "STATUS_MaxExp", "STATUS_MaxExp ·": "STATUS_MaxExp ·", "STATUS_MaxHealthBody": "STATUS_MaxHealthBody", "STATUS_MaxHealthBody ·": "STATUS_MaxHealthBody ·", "STATUS_MaxHealthHead": "STATUS_MaxHealthHead", "STATUS_MaxHealthHead ·": "STATUS_MaxHealthHead ·", "STATUS_MaxHealthTotal": "STATUS_MaxHealthTotal", "STATUS_MaxHealthTotal ·": "STATUS_MaxHealthTotal ·", "STATUS_MaxHealthTotalFinalMultiflier": "STATUS_MaxHealthTotalFinalMultiflier", "STATUS_MaxHealthTotalFinalMultiflier ·": "STATUS_MaxHealthTotalFinalMultiflier ·", "STATUS_MaxHealthTotalPerModifier": "STATUS_MaxHealthTotalPerModifier", "STATUS_MaxHealthTotalPerModifier ·": "STATUS_MaxHealthTotalPerModifier ·", "STATUS_MaxHunger": "STATUS_MaxHunger", "STATUS_MaxHunger ·": "STATUS_MaxHunger ·", "STATUS_MaxHungerPerModifier": "STATUS_MaxHungerPerModifier", "STATUS_MaxHungerPerModifier ·": "STATUS_MaxHungerPerModifier ·", "STATUS_MaxStress": "STATUS_MaxStress", "STATUS_MaxStress ·": "STATUS_MaxStress ·", "STATUS_MaxStressPerModifier": "STATUS_MaxStressPerModifier", "STATUS_MaxStressPerModifier ·": "STATUS_MaxStressPerModifier ·", "STATUS_MaxWeight": "STATUS_MaxWeight", "STATUS_MaxWeight ·": "STATUS_MaxWeight ·", "STATUS_MaxWeightPerModifier": "STATUS_MaxWeightPerModifier", "STATUS_MaxWeightPerModifier ·": "STATUS_MaxWeightPerModifier ·", "STATUS_MiningCapability": "STATUS_MiningCapability", "STATUS_MiningCapability ·": "STATUS_MiningCapability ·", "STATUS_MiningCapabilityPerModifier": "STATUS_MiningCapabilityPerModifier", "STATUS_MiningCapabilityPerModifier ·": "STATUS_MiningCapabilityPerModifier ·", "STATUS_Mood": "STATUS_Mood", "STATUS_Mood ·": "STATUS_Mood ·", "STATUS_MovementSpeed": "STATUS_MovementSpeed", "STATUS_MovementSpeed ·": "STATUS_MovementSpeed ·", "STATUS_MovementSpeedFinalMultiflier": "STATUS_MovementSpeedFinalMultiflier", "STATUS_MovementSpeedFinalMultiflier ·": "STATUS_MovementSpeedFinalMultiflier ·", "STATUS_MovementSpeedPerModifier": "STATUS_MovementSpeedPerModifier", "STATUS_MovementSpeedPerModifier ·": "STATUS_MovementSpeedPerModifier ·", "STATUS_NatureMagicSkillAptitude": "STATUS_NatureMagicSkillAptitude", "STATUS_NatureMagicSkillAptitude ·": "STATUS_NatureMagicSkillAptitude ·", "STATUS_Perception": "STATUS_Perception", "STATUS_Perception ·": "STATUS_Perception ·", "STATUS_PerceptionPerModifier": "STATUS_PerceptionPerModifier", "STATUS_PerceptionPerModifier ·": "STATUS_PerceptionPerModifier ·", "STATUS_PhysicalAttackPower": "STATUS_PhysicalAttackPower", "STATUS_PhysicalAttackPower ·": "STATUS_PhysicalAttackPower ·", "STATUS_PhysicalAttackPowerFinalMultiflier": "STATUS_PhysicalAttackPowerFinalMultiflier", "STATUS_PhysicalAttackPowerFinalMultiflier ·": "STATUS_PhysicalAttackPowerFinalMultiflier ·", "STATUS_PhysicalAttackPowerPerModifier": "STATUS_PhysicalAttackPowerPerModifier", "STATUS_PhysicalAttackPowerPerModifier ·": "STATUS_PhysicalAttackPowerPerModifier ·", "STATUS_PhysicalDamageDealtBonus": "STATUS_PhysicalDamageDealtBonus", "STATUS_PhysicalDamageDealtBonus ·": "STATUS_PhysicalDamageDealtBonus ·", "STATUS_PhysicalResistance": "STATUS_PhysicalResistance", "STATUS_PhysicalResistance ·": "STATUS_PhysicalResistance ·", "STATUS_PhysicalResistancePerModifier": "STATUS_PhysicalResistancePerModifier", "STATUS_PhysicalResistancePerModifier ·": "STATUS_PhysicalResistancePerModifier ·", "STATUS_PrayNeedsBonus": "STATUS_PrayNeedsBonus", "STATUS_PrayNeedsBonus ·": "STATUS_PrayNeedsBonus ·", "STATUS_RecreationCapability": "STATUS_RecreationCapability", "STATUS_RecreationCapability -": "STATUS_RecreationCapability -", "STATUS_RecreationCapabilityPerModifier": "STATUS_RecreationCapabilityPerModifier", "STATUS_RecreationCapabilityPerModifier -": "STATUS_RecreationCapabilityPerModifier -", "STATUS_ResearchCapability": "STATUS_ResearchCapability", "STATUS_ResearchCapability ·": "STATUS_ResearchCapability ·", "STATUS_ResearchCapabilityPerModifier": "STATUS_ResearchCapabilityPerModifier", "STATUS_ResearchCapabilityPerModifier ·": "STATUS_ResearchCapabilityPerModifier ·", "STATUS_ShieldSkillAptitude": "STATUS_ShieldSkillAptitude", "STATUS_ShieldSkillAptitude ·": "STATUS_ShieldSkillAptitude ·", "STATUS_SpearSkillAptitude": "STATUS_SpearSkillAptitude", "STATUS_SpearSkillAptitude ·": "STATUS_SpearSkillAptitude ·", "STATUS_StorageCapacity": "STATUS_StorageCapacity", "STATUS_StorageCapacity ·": "STATUS_StorageCapacity ·", "STATUS_Strength": "STATUS_Strength", "STATUS_Strength ·": "STATUS_Strength ·", "STATUS_StrengthPerModifier": "STATUS_StrengthPerModifier", "STATUS_StrengthPerModifier ·": "STATUS_StrengthPerModifier ·", "STATUS_Stress": "STATUS_Stress", "STATUS_Stress ·": "STATUS_Stress ·", "STATUS_StressDecreaseBonus": "STATUS_StressDecreaseBonus", "STATUS_StressDecreaseBonus ·": "STATUS_StressDecreaseBonus ·", "STATUS_StressIncreaseBonus": "STATUS_StressIncreaseBonus", "STATUS_StressIncreaseBonus ·": "STATUS_StressIncreaseBonus ·", "STATUS_StressModifier": "STATUS_StressModifier", "STATUS_StressModifier ·": "STATUS_StressModifier ·", "STATUS_StressRegenerationFinalMultiflier": "STATUS_StressRegenerationFinalMultiflier", "STATUS_StressRegenerationFinalMultiflier ·": "STATUS_StressRegenerationFinalMultiflier ·", "STATUS_SubSkillPoint": "STATUS_SubSkillPoint", "STATUS_SubSkillPoint ·": "STATUS_SubSkillPoint ·", "STATUS_SurvivalSkillAptitude": "STATUS_SurvivalSkillAptitude", "STATUS_SurvivalSkillAptitude ·": "STATUS_SurvivalSkillAptitude ·", "STATUS_SwordSkillAptitude": "STATUS_SwordSkillAptitude", "STATUS_SwordSkillAptitude ·": "STATUS_SwordSkillAptitude ·", "STATUS_TalentAgility": "STATUS_TalentAgility", "STATUS_TalentAgility ·": "STATUS_TalentAgility ·", "STATUS_TalentConstitution": "STATUS_TalentConstitution", "STATUS_TalentConstitution ·": "STATUS_TalentConstitution ·", "STATUS_TalentIntelligence": "STATUS_TalentIntelligence", "STATUS_TalentIntelligence ·": "STATUS_TalentIntelligence ·", "STATUS_TalentPerception": "STATUS_TalentPerception", "STATUS_TalentPerception ·": "STATUS_TalentPerception ·", "STATUS_TalentStrength": "STATUS_TalentStrength", "STATUS_TalentStrength ·": "STATUS_TalentStrength ·", "STATUS_TalentWillPower": "STATUS_TalentWillPower", "STATUS_TalentWillPower ·": "STATUS_TalentWillPower ·", "STATUS_TamingCapability": "STATUS_TamingCapability", "STATUS_TamingCapability ·": "STATUS_TamingCapability ·", "STATUS_TamingCapabilityPerModifier": "STATUS_TamingCapabilityPerModifier", "STATUS_TamingCapabilityPerModifier ·": "STATUS_TamingCapabilityPerModifier ·", "STATUS_VisionRange": "STATUS_VisionRange", "STATUS_VisionRange ·": "STATUS_VisionRange ·", "STATUS_WaterMagicSkillAptitude": "STATUS_WaterMagicSkillAptitude", "STATUS_WaterMagicSkillAptitude ·": "STATUS_WaterMagicSkillAptitude ·", "STATUS_Weight": "STATUS_Weight", "STATUS_Weight ·": "STATUS_Weight ·", "STATUS_WillPower": "STATUS_WillPower", "STATUS_WillPower ·": "STATUS_WillPower ·", "STATUS_WillPowerPerModifier": "STATUS_WillPowerPerModifier", "STATUS_WillPowerPerModifier ·": "STATUS_WillPowerPerModifier ·", "STRESS": "스트레스", "STRESS RATE": "스트레스 변화율", "Saber Gale - Dungeon Settlers Wiki": "세이버 게일 - 던전 세틀러즈 위키", "Saber Gale icon": "세이버 게일 아이콘", "Saber Gale range and area shown on a dungeon room": "던전 방에서 표시된 군도 폭풍 범위 및 영역", "Safe Floors": "안전 층", "Safe Floors (Expedition Staging)": "안전한 층 (탐사단 스테이징)", "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "안전 층(탐사단 스테이징) - 던전 세틀러즈 위키", "Safe floor": "안전한 층", "Safe floors guide": "안전 층 가이드", "Safe-floor variant:": "안전 층 변형:", "SafeFloor": "안전 층", "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "기본 형태와 동일한 공격, 행동 및 단계 트리거 - 강조된 스탯만 다릅니다. 오직 다음에서만 전투:", "Sandbox": "Sandbox", "Sandbox - desc": "Sandbox - desc", "Sandbox - flavor": "Sandbox - flavor", "Sandbox - name": "Sandbox - name", "Sandbox Easy": "샌드박스 쉬움", "Sandbox Hard": "샌드박스 어려움", "Sandbox Normal": "샌드박스 보통", "Sandbox Recruitment Additional Individual Trait Grant Chance": "Sandbox Recruitment Additional Individual Trait Grant Chance", "Sandbox Recruitment Background Trait Max Clan Rank": "Sandbox Recruitment Background Trait Max Clan Rank", "Sandbox Recruitment Individual Trait Min Count": "Sandbox Recruitment Individual Trait Min Count", "Sandbox Recruitment Race Weights": "Sandbox Recruitment Race Weights", "Sandbox Recruitment Talent Sum Range": "Sandbox Recruitment Talent Sum Range", "SandboxRecruitment_": "SandboxRecruitment_", "Satisfied - Dungeon Settlers Wiki": "만족스러움 - 던전 세틀러즈 위키", "Satisfied icon": "만족스러움 아이콘", "Satisfies": "만족", "Satisfies Hunger and changes Mood by ? for 300 seconds.": "허기를 만족하고 300초 동안 Mood를 ? 변경합니다.", "Satisfies Hunger and grants Wild Herb.": "허기를 충족시키고 야생 약초를 부여합니다.", "Satisfies Hunger and grants Wild Herb. Restores 100 Current Health over 10 seconds.": "허기를 만족시키고 Wild Herb를 부여합니다. 10초 동안 현재 생명력 100을 회복합니다.", "Savage Barrier - Dungeon Settlers Wiki": "세비지 베리어 - 던전 세틀러즈 위키", "Savage Barrier icon": "세비지 베리어 아이콘", "Save Files": "저장 파일", "Save Files (Advanced)": "세이브 파일 (고급)", "Save Files (Advanced) - Dungeon Settlers Wiki": "저장 파일 (고급) - 던전 세틀러즈 위키", "Save as new": "새로 저장", "Save this example into your roster as a new character. It never overwrites an existing build.": "이 예제를 새 캐릭터로 당신의 명단에 저장하세요. 기존 빌드를 절대 덮어쓰지 않습니다.", "Save units in the Builder to pick a team.": "팀을 선택하려면 빌더에서 유닛을 저장하세요.", "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json", "Saved - this build autosaves as you edit": "저장됨 - 이 빌드는 편집할 때마다 자동 저장됩니다", "Saves are plain": "저장은 평면입니다", "Saves 폴더를 연 다음 아래에서 클랜 .json 파일을 선택하세요. 정확한 폴더 위치는 빌드에 따라 다를 수 있습니다. 브라우저는 폴더를 직접 열어줄 수 없으므로 위와 같이 경로를 복사해 붙여넣으세요.": "Saves 폴더를 연 다음 아래에서 클랜 .json 파일을 선택하세요. 정확한 폴더 위치는 빌드에 따라 다를 수 있습니다. 브라우저는 폴더를 직접 열어줄 수 없으므로 위와 같이 경로를 복사해 붙여넣으세요.", "Saving...": "저장 중...", "Scale Craftsman - Dungeon Settlers Wiki": "비늘 공예가 - 던전 세틀러즈 위키", "Scale Craftsman icon": "비늘 공예가 아이콘", "Scales with": "조정되는 것:", "Scaling coefficient applied to the numeric value used for Work Progress gain": "작업 진행률 획득에 사용되는 숫자값에 적용되는 스케일링 계수", "Scare Crow Remnant": "허수아비 유해", "Scare Crow Remnant - Dungeon Settlers Wiki": "허수아비 유적 - 던전 세틀러즈 위키", "ScareCrow": "ScareCrow", "Scarecrow - Dungeon Settlers Wiki": "허수아비 - 던전 세틀러즈 위키", "Scarecrow icon": "허수아비 아이콘", "Scenario": "시나리오", "Scenarios": "시나리오", "Scenarios - Dungeon Settlers Wiki": "시나리오 - 던전 세틀러즈 위키", "Scene": "장면", "Scenes a player actually encounters: random-pool events and reactive scenes that fire when a game condition is met. Filter by kind, where they happen, and whether they can repeat.": "플레이어가 실제로 마주치는 장면입니다: 무작위 풀 이벤트와 특정 게임 조건이 충족될 때 발동하는 반응형 장면. 종류, 발생 장소, 반복 가능 여부로 필터링할 수 있습니다.", "Scholar Desk": "학자 책상", "Scholar Desk - Dungeon Settlers Wiki": "학자 책상 - 던전 세틀러즈 위키", "School": "계열", "Scope": "범위", "Scope quirk": "범위 특이한 점", "Scout - Dungeon Settlers Wiki": "정찰병 - 던전 세틀러즈 위키", "Scout icon": "정찰병 아이콘", "Scout the outliers.": "이상값을 정찰하십시오.", "Screenshot mode": "스크린샷 모드", "Screenshot mode - press Esc to exit": "스크린샷 모드 - Esc 키로 종료", "Scribe Obelisk - Dungeon Settlers Wiki": "기록의 비석 (던전에서 저장) - 던전 세틀러즈 위키", "Scroll the mouse wheel up to zoom in and down to zoom out.": "마우스 휠을 위로 스크롤하여 확대하고 아래로 스크롤하여 축소하세요.", "Scroll to full stat sheet": "전체 통계 시트로 스크롤", "Search Dirty Corpses": "더러운 시체 검색", "Search Dirty Corpses - Dungeon Settlers Wiki": "더러운 시체 수색 - 던전 정착자 위키", "Search Dirty Corpses icon": "더러운 시체 수색 아이콘", "Search a monster...": "몬스터 검색...", "Search backgrounds by name, skill tree or bonus": "이름, 스킬 트리, 보너스로 배경 검색", "Search everything… ( / )": "모든 것 검색... ( / )", "Search inscriptions by name or effect": "이름 또는 효과로 각인 검색", "Search results": "검색 결과", "Search the wiki": "위키 검색", "Searchable GameSystemTable": "검색 가능한 GameSystemTable", "Secondary skill points gained on level up": "레벨업 시 획득하는 보조 스킬 포인트", "Seconds before the monster can reuse this attack. A basic attack has no skill cooldown, so this is its effective reuse from attack speed (1 / attack speed), marked with ~. Does not change with difficulty.": "몬스터가 이 공격을 다시 사용하기까지 걸리는 초입니다. 기본 공격은 스킬 재사용 대기시간이 없어 공격 속도로부터 계산한 실질 재사용 시간(1 / 공격 속도)이며 ~로 표시됩니다. 난이도에 따라 변하지 않습니다.", "Seconds before the skill can be recast (before cooldown-reduction). A basic attack shows its effective reuse from attack speed, marked ~.": "스킬을 다시 시전할 수 있을 때까지의 초 단위 시간입니다(재사용 대기 감소 적용 전). 기본 공격은 공격 속도에서 계산된 실질 재사용 간격을 ~ 표시와 함께 보여줍니다.", "Section navigation": "섹션 네비게이션", "See": "참조", "See Contribution - the specific value spent to rank up the clan.": "기여도 참조 - 클랜 랭크를 올리는 데 사용하는 특정 값.", "See:": "참조:", "Seed Burst - Dungeon Settlers Wiki": "시드 버스트 - 던전 세틀러즈 위키", "Seed Burst icon": "시드 버스트 아이콘", "Seed Burst range and area shown on a dungeon room": "던전 방에 표시된 씨앗 폭발의 범위와 영역", "Seeding workload": "파종 작업량", "Seedling regen": "묘목 재생", "Seems like it... was helpful.": "도움이... 된 것 같군.", "Select All Units: Tab": "모든 유닛 선택: Tab", "Select Individual Unit: 1~9": "개별 유닛 선택: 1~9", "Select Object: Left Click": "객체 선택: 좌클릭", "Select a unit and interact with the settlement portal to plan an expedition. Choose the destination, participants, and items.": "유닛을 선택한 후 정착지 포탈과 상호작용하여 탐사단을 계획하세요. 목적지와 참가자, 아이템을 선택합니다.", "SelectUnit_1": "SelectUnit_1", "SelectUnit_10": "SelectUnit_10", "SelectUnit_2": "SelectUnit_2", "SelectUnit_3": "SelectUnit_3", "SelectUnit_4": "SelectUnit_4", "SelectUnit_5": "SelectUnit_5", "SelectUnit_6": "SelectUnit_6", "SelectUnit_7": "SelectUnit_7", "SelectUnit_8": "SelectUnit_8", "SelectUnit_9": "SelectUnit_9", "SelectUnit_All": "SelectUnit_All", "Selectable": "선택 가능", "Self": "자신", "Self & Target": "자신 & 대상", "Self Hatred - Dungeon Settlers Wiki": "자기 혐오 - 던전 세틀러즈 위키", "Self Hatred icon": "자기 혐오 아이콘", "Self Repair": "자체 수리", "Self only": "자기 자신만", "Self-buff into Summon": "자체 버프를 소환으로", "Self-cast skills no longer draw a range/area grid. 48 skills (every soul-stone grant, plus stances like Twin Thrust, Anchor and Quick Retreat) carry a leftover Range value in the game data and were showing a targeting preview for something that cannot be aimed.": "자가 시전 스킬은 더 이상 범위/영역 그리드를 표시하지 않습니다. 48개의 스킬(모든 영혼석 부여 및 Twin Thrust, Anchor, Quick Retreat 같은 자세)은 게임 데이터에 남은 Range 값을 포함하고 있었으며 조준할 수 없는 것에 대한 대상 지정 미리보기를 표시하고 있었습니다.", "Self-test (": "자체 테스트 (", "SelfRepair - Dungeon Settlers Wiki": "자가수리 - 던전 세틀러즈 위키", "SelfRepair icon": "자가수리 아이콘", "Sell value": "판매 가격", "Send feedback": "피드백 보내기", "Send report": "신고 보내기", "Sentinel Smite - Dungeon Settlers Wiki": "센티넬 스마이트 - 던전 세틀러즈 위키", "Sentinel Smite icon": "센티넬 스마이트 아이콘", "Sentinel Smite range and area on a dungeon room": "파수병 때리기 범위 및 던전 방의 영역", "Sentinel Smite range and area shown on a dungeon room": "던전 방에 표시된 파수꾼 강타의 범위 및 영역", "Sentinel Warning - Dungeon Settlers Wiki": "센티넬 워닝 - 던전 세틀러즈 위키", "Sentinel Warning Active": "센티널 경고 활성화", "Sentinel Warning Active - Dungeon Settlers Wiki": "센티널 경고 활성화 - 던전 세틀러즈 위키", "Sentinel Warning Active icon": "센티넬 워닝 Active 아이콘", "Sentinel Warning icon": "센티넬 워닝 아이콘", "Sentinel's Warning - Dungeon Settlers Wiki": "센티넬의 경고 - 던전 세틀러즈 위키", "Sentinel's Warning icon": "센티넬의 경고 아이콘", "Sentinels": "센티널", "Separate system; not the same as the empty Forgotten Abyss region": "별도 시스템; 빈 잊힌 심연 지역과 동일하지 않습니다", "Serum: Enfeeblement - Dungeon Settlers Wiki": "혈청 : 무력 - 던전 세틀러즈 위키", "Serum: Enfeeblement icon": "혈청 : 무력 아이콘", "Serum: Frailty - Dungeon Settlers Wiki": "혈청 : 왜소 - 던전 세틀러즈 위키", "Serum: Frailty icon": "혈청 : 왜소 아이콘", "Serum: Hallucination - Dungeon Settlers Wiki": "혈청 : 환청 - 던전 세틀러즈 위키", "Serum: Hallucination icon": "혈청 : 환청 아이콘", "Serum: Numbness - Dungeon Settlers Wiki": "혈청 : 둔감 - 던전 세틀러즈 위키", "Serum: Numbness icon": "혈청 : 둔감 아이콘", "Serum: Oblivion - Dungeon Settlers Wiki": "혈청 : 망각 - 던전 세틀러즈 위키", "Serum: Oblivion icon": "혈청 : 망각 아이콘", "Serum: Void - Dungeon Settlers Wiki": "혈청 : 허무 - 던전 세틀러즈 위키", "Serum: Void icon": "혈청 : 허무 아이콘", "Serving as the chief's guard,": "족장의 경호원으로 섬기면서,", "Set Game Speed Fast": "게임 속도 빠르게 설정", "Set Game Speed Fast ({0} or screen upper-left)": "게임 속도를 빠르게 설정 ({0} 또는 화면 좌상단)", "Set Owner :": "소유자 설정:", "Set by the skill that applies it": "적용하는 스킬에 의해 설정됨", "Set directly": "직접 설정", "Set in the menu bar - one setting for your whole roster. It scales every monster via AFFECTER_MonsterDifficulty": "메뉴 바에서 설정하는, 로스터 전체에 적용되는 공통 설정입니다. AFFECTER_MonsterDifficulty를 통해 모든 몬스터에 적용됩니다", "Set in the menu bar - one setting for your whole roster. It scales every monster via AFFECTER_MonsterDifficulty (Hard = baseline). Negative environment effects debuff your units (each a random ~-30% stat). Your own damage per hit is not changed by difficulty. Management difficulty (material/research cost x0.34-1.66 + mood) is a separate axis and does not affect combat.": "메뉴 바에서 설정하며 로스터 전체에 적용되는 하나의 설정입니다. AFFECTER_MonsterDifficulty를 통해 모든 몬스터에 적용됩니다 (어려움 = 기준). 부정적 환경 효과는 유닛에게 디버프를 줍니다 (각각 무작위 약 -30% 스탯). 내 타격당 피해는 난이도의 영향을 받지 않습니다. 관리 난이도 (재료/연구 비용 x0.34-1.66 + 기분)는 별도의 축이며 전투에 영향을 주지 않습니다.", "Set in the menu bar - one setting for your whole roster. It scales every monster via AFFECTER_MonsterDifficulty (Hard = baseline). Negative environment effects debuff your units (each a random ~-{#} stat). Your own damage per hit is not changed by difficulty. Management difficulty (material/research cost x{#}-{#} + mood) is a separate axis and does not affect combat.": "메뉴 바에서 설정하는 로스터 전체 공통 설정입니다. AFFECTER_MonsterDifficulty를 통해 모든 몬스터에 적용됩니다 (어려움 = 기준치). 부정적 환경 효과는 유닛에게 디버프를 줍니다 (각각 무작위로 약 -{#} 스탯). 타격당 피해량 자체는 난이도의 영향을 받지 않습니다. 관리 난이도(재료/연구 비용 x{#}-{#} + 기분)는 별도의 축이며 전투에 영향을 주지 않습니다.", "Settled": "정착함", "Settled (20 to 40)": "정착함 (20 ~ 40)", "Settlement Portal - Dungeon Settlers Wiki": "정착지 포탈 - 던전 세틀러즈 위키", "Settlement Start Pack - Dungeon Settlers Wiki": "정착지 시작 팩 - 던전 세틀러즈 위키", "Settlement needs system (hunger / rest / exhaustion)": "정착지 필요 시스템 (허기 / 휴식 / 탈진)", "Settlement task system: applied while performing the task": "정착지 작업 시스템: 작업을 수행하는 동안 적용됨", "Settlement, buildings and research": "정착지, 건물 및 연구", "Settlement-Oriented - Dungeon Settlers Wiki": "정착지 선호 - 던전 세틀러즈 위키", "Settlement-Oriented icon": "정착지 선호 아이콘", "SettlementPortal_": "SettlementPortal_", "Settlement_": "Settlement_", "Settler emotion-bubble triggers (affecter-driven speech icons).": "정착민 감정 말풍선 발동 조건(효과 기반 말풍선 아이콘).", "Settler name pool (101 names)": "정착자 이름 풀 (101 개 이름)", "Settler name pool (133 names)": "정착민 이름 풀 (133 이름)", "Settler name pool (134 names)": "정착자 이름 풀(134개 이름)", "Settler name pool (2 names)": "정착자 이름 풀 (2개 이름)", "Settler name pool (22 names)": "정착자 이름 풀(22개 이름)", "Settlers and recruiting": "정착민 및 모집", "Settlers and recruitment": "정착민 및 모집", "Several expedition members stiffen at the open provocation and begin to step forward.": "몇 명의 탐사단원들이 노골적인 도발에 몸이 경직되고 앞으로 나가려고 한다.", "Several members' faces...": "Several members' faces...", "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "여러 스킬은 시간이 지나면 사라지는 버프를 중첩시키며, 각각 고정된 중첩 수에서 상한에 도달하므로 버프에는 명확한 최댓값이 있습니다.", "Severe": "심각함", "Severe (80+), breakdown at 100": "심각함 (80+), 100에서 붕괴", "Severe Injury (Warning, prints once)": "중상 (경고, 1회 표시)", "Severe Overload (Caution, prints once)": "심각한 과부하 (주의, 1회 표시)", "Severe Stress (Warning, prints once)": "심각한 스트레스 (경고, 1회 표시)", "Severe stress": "심각한 스트레스", "Severely Damaged - Dungeon Settlers Wiki": "극심한 피해 - 던전 세틀러즈 위키", "Severely Damaged icon": "극심한 피해 아이콘", "Severely Exhausted - Dungeon Settlers Wiki": "극심한 탈진 - 던전 세틀러즈 위키", "Severely Exhausted icon": "극심한 탈진 아이콘", "Severely Hungry - Dungeon Settlers Wiki": "극심한 배고픔 - 던전 세틀러즈 위키", "Severely Hungry icon": "극심한 배고픔 아이콘", "Severely Overloaded - Dungeon Settlers Wiki": "극심한 과적 - 던전 세틀러즈 위키", "Severely Overloaded icon": "극심한 과적 아이콘", "Severely Stressed - Dungeon Settlers Wiki": "심각한 스트레스 - 던전 세틀러즈 위키", "Severely Stressed icon": "심각한 스트레스 아이콘", "Shabby Skull Totem (resource node)": "낡은 해골 토템 (자원 노드)", "Shabby Skull Totem (resource node) - Dungeon Settlers Wiki": "낡은 해골 토템 (자원 채집지) - 던전 세틀러즈 위키", "Shadow_": "Shadow_", "Share and import": "공유 및 불러오기", "Share this whole party as one link, or pull your real clan straight out of a save file.": "파티 전체를 하나의 링크로 공유하거나, 세이브 파일에서 실제 클랜을 바로 불러올 수 있습니다.", "Shared team": "공유된 팀", "Shared team - preview": "공유된 팀 - 미리보기", "Shared team link is broken": "공유 팀 링크가 손상되었습니다", "SharedRoom": "SharedRoom", "Sharp Edge (PhysicalAttackPower +{#}):": "샤프 엣지 (PhysicalAttackPower +{#}):", "Sharp Edge - Dungeon Settlers Wiki": "샤프 엣지 - 던전 세틀러즈 위키", "Sharp Edge icon": "샤프 엣지 아이콘", "Sharp Shooter - Dungeon Settlers Wiki": "샤프 슈터 - 던전 세틀러즈 위키", "Sharp Shooter icon": "샤프 슈터 아이콘", "Sharpness - Dungeon Settlers Wiki": "예리함 - 던전 세틀러즈 위키", "Sharpness icon": "예리함 아이콘", "Sharpshooter - Dungeon Settlers Wiki": "샤프 슈터 - 던전 세틀러즈 위키", "Sharpshooter icon": "샤프 슈터 아이콘", "She brushes her fingers across the fur and adds mockingly,": "그녀는 털 위로 손가락을 문지르며 비웃으며 말한다", "She busily organizes her goods and writes in a ledger, but perks up her ears as you approach.": "그녀는 바쁘게 물품을 정리하고 장부에 기록하지만, 당신이 다가오자 귀를 쫑긋 세운다.", "She busily organizes her goods and writes in a ledger, but perks...": "그녀는 분주하게 물품을 정리하고 장부를 작성하지만, 당신이 다가오자...", "She does not seem interested in you.": "그녀는 당신에게 관심이 없어 보입니다.", "She doesn't seem interested in you.": "그녀는 너에게 관심이 없어 보인다.", "She exhales slowly, struggling to contain her emotions.": "그녀가 천천히 숨을 쉬며 감정을 억제하려 합니다.", "She falls silent for a moment, staring off into the distance, before turning back to you with faint sadness in her eyes.": "그녀는 한 순간 침묵하며 멀리를 바라보다가, 희미한 슬픔을 담은 눈으로 당신을 돌아본다.", "She gazes up at the sky for a moment, then ...": "그녀가 하늘을 한 순간 바라보다...", "She greets you while organizing the inventory.": "그녀는 인벤토리를 정리하며 당신을 인사한다.", "She immediately shakes her head and snaps back sharply.": "그녀는 즉시 고개를 흔들고 날카롭게 쏘아붙인다.", "She is organizing goods and writing in a ledger when her ears perk up as you ...": "그녀는 물품을 정리하고 장부를 쓰고 있다가 당신이 다가오자...", "She lets out a brief scoff.": "그녀는 짧은 비웃음을 흘린다.", "She lets out a faint chuckle at your reply.": "그녀는 당신의 대답에 약한 웃음을 짓는다.", "She lets out a short scoff.": "그녀가 짧게 코웃음을 칩니다.", "She looks at you.": "그녀가 당신을 봅니다.", "She looks displeased.": "그녀는 불쾌해 보입니다.", "She looks displeased. \"Hey Expedition Leader, we can't trade without a Trading Post.\"": "그녀는 불만스러운 표정입니다. \"이봐요, 탐사단장, 상인실이 없으면 거래할 수 없어.\"", "She looks displeased. \"Listen, Expedition Leader, I can't trade without a Trading Post.\"": "그녀는 불만스러운 표정입니다. \"들어봐요, 탐사단장님, 상인실이 없으면 거래할 수 없어요.\"", "She looks you up and down as though she can hardly believe what she's hearing.": "그녀는 자신이 듣는 말을 도저히 믿을 수 없다는 표정으로 당신을 위아래로 훑어본다.", "She meets your gaze.": "그녀가 당신과 눈을 마주친다.", "She no longer mocks you as openly as before, though she still does not seem f...": "이제는 예전만큼 노골적으로 조롱하지 않지만 여전히 편해 보이지 않습니다...", "She no longer mocks you as openly as before, though she still does not seem fully at ease.": "그녀는 이전처럼 당신을 공개적으로 조롱하지 않지만, 여전히 완전히 편해 보이지는 않는다.", "She nudges a pebble with the tip of her boot, as though something about the situation displeases her.": "그녀는 부츠의 끝으로 자갈을 밀어냄으로써, 마치 상황에 뭔가 불만이 있는 것처럼 보인다.", "She pulls out a piece of white fur from inside her coat and shows it to you.": "그녀는 코트 안에서 하얀 털 한 조각을 꺼내 당신에게 보여준다.", "She rubs a hand across her face and lets out a bitter laugh.": "그녀는 손으로 얼굴을 비비고 씁쓸한 웃음을 흘린다.", "She struggles to catch her breath.": "그녀는 숨을 고르려고 애쓴다.", "She studies the evidence in silence for a moment befor...": "그녀가 증거를 잠시 조용히 살펴보다...", "She studies the evidence in silence for a moment before letting out a faint scoff.": "그녀는 증거를 침묵 속에서 한 순간 살펴본 후, 작은 비웃음을 흘린다.", "She studies the evidence in silence for a moment before...": "그녀가 증거를 잠시 조용히 살펴보다...", "She trails off, then points through several entries on the list as she explains.": "그녀는 말을 끝내고, 설명하며 목록의 여러 항목을 가리킨다.", "She's surrounded by a swarm of rats and soon collapses under their attack.": "그녀는 쥐 무리에 둘러싸여 곧 그들의 공격으로 무너진다.", "She's surrounded by a swarm of rats and soon collapses…": "그녀는 쥐떼에 둘러싸여 곧 쓰러집니다…", "Shell - Dungeon Settlers Wiki": "껍질 - 던전 세틀러즈 위키", "Shell Combat": "껍질 전투", "Shell Effect": "껍질 효과", "Shell End": "껍질 끝", "Shell Hardening - Dungeon Settlers Wiki": "쉘 하드닝 - 던전 세틀러즈 위키", "Shell Hardening icon": "쉘 하드닝 아이콘", "Shell Portion - Dungeon Settlers Wiki": "껍질 물약 - 던전 세틀러즈 위키", "Shell Portion icon": "껍질 물약 아이콘", "Shell Potion": "껍질 물약", "Shell Potion - Dungeon Settlers Wiki": "껍질 물약 - 던전 세틀러즈 위키", "Shell Potion Duration": "쉘 포션 지속시간", "Shell Potion Duration - 던전 세틀러즈 위키": "Shell Potion Duration - 던전 세틀러즈 위키", "Shell Potion Duration 아이콘": "Shell Potion Duration 아이콘", "Shell Potion icon": "껍질 물약 아이콘", "Shell Potion range and area shown on a dungeon room": "던전 방에 표시된 껍질 물약의 범위와 영역", "Shell block charges": "쉘 블록 충전", "Shell blocks": "쉘 블록", "Shell icon": "껍질 아이콘", "Shells": "껍질", "Shield Guardian": "방패 수호자", "Shield Handling - Dungeon Settlers Wiki": "실드 핸들링 - 던전 세틀러즈 위키", "Shield Handling icon": "실드 핸들링 아이콘", "Shield Skill Aptitude": "방패술 적성", "Shield Skill Aptitude - Dungeon Settlers Wiki": "방패 기술 소질 - 던전 세틀러즈 위키", "Shield Skill Aptitude icon": "방패 기술 소질 아이콘", "Shield Skill Tree - Dungeon Settlers Wiki": "방패 스킬 트리 - 던전 세틀러즈 위키", "Shield Skill Tree overview": "방패 스킬 트리 개요", "Shield Up - Dungeon Settlers Wiki": "실드 업 - 던전 세틀러즈 위키", "Shield Up icon": "실드 업 아이콘", "Shield incompatibility": "방패 호환성 불가", "Shield skill tree - available, not learned": "방패 스킬 트리 - 습득 가능, 미습득", "Shield tank (add-on)": "방패 탱크 (추가)", "Shift 키를 누른 채 다른 유닛을 좌클릭하여 추가 선택할 수 있습니다.": "Shift 키를 누른 채 다른 유닛을 좌클릭하여 추가 선택할 수 있습니다.", "Shooter - Dungeon Settlers Wiki": "난사광 - 던전 세틀러즈 위키", "Shooter icon": "난사광 아이콘", "Shop": "상점", "Short02_Black": "Short02_Black", "Short02_Blonde": "Short02_Blonde", "Short02_Orange": "Short02_Orange", "Short02_Red": "Short02_Red", "Short03_Black": "Short03_Black", "Short03_Brown": "Short03_Brown", "Short04_Blonde": "Short04_Blonde", "Short04_Brown": "Short04_Brown", "Short04_Red": "Short04_Red", "Short05_Black": "Short05_Black", "Short05_Blonde": "Short05_Blonde", "Short05_Brown": "Short05_Brown", "Short05_Red": "Short05_Red", "Short06_Black": "Short06_Black", "Short06_Brown": "Short06_Brown", "Short06_Orange": "Short06_Orange", "Short06_Red": "Short06_Red", "Short07_Black": "Short07_Black", "Short07_Brown": "Short07_Brown", "Short07_Orange": "Short07_Orange", "Short07_Red": "Short07_Red", "Short08_Brown": "Short08_Brown", "Short09_Black": "Short09_Black", "Short09_Red": "Short09_Red", "Short09_White": "Short09_White", "Short_Black": "Short_Black", "Short_Brown": "Short_Brown", "Short_Red": "Short_Red", "Short_White": "Short_White", "Shout ×4, Dead ×2": "외침 ×4, 사망 ×2", "Show all": "모두 보기", "Show all {#} entries": "전체 {#}개 항목 보기", "Show basic attacks": "기본 공격 표시", "Show everything": "모두 표시", "Show in the units bar": "유닛 바에 표시", "Show the Infinite Abyss corrupted form": "무한 심연 오염된 형태 표시", "Show the sidebar (keyboard: [ )": "사이드바 표시 (단축키: [ )", "Show the small explanatory hint lines (everywhere)": "작은 설명 힌트 문구 표시 (모든 곳)", "Show the units bar": "유닛 바 표시", "Show tips": "팁 표시", "ShowEvent, HideAlert": "ShowEvent, HideAlert", "ShowGuide": "ShowGuide", "ShowUI_Research, HideAlert": "ShowUI_Research, HideAlert", "Showing only weapon types this character uses (from its skills + equipped weapon).": "이 캐릭터가 사용하는 무기 종류만 표시합니다 (스킬 + 장착 무기 기준).", "Shown for ...": "표시 대상: ...", "Shown for stock Kragas, Wooden Great Sword at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "레벨 4(레벨 상한)의 기본 크라가스, 나무 대검 기준으로 표시됩니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산됩니다.", "Shown for stock Kragas, 나무 대검 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 크라가스(나무 대검) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Kragas, 나무 대검 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 크라가스, 나무 대검 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Kragas, 나무 대검 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Kragas, 나무 대검 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for stock Liana, Fire Wooden Staff at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "레벨 4(레벨 상한)의 기본 리아나, 불 나무 지팡이 기준으로 표시됩니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산됩니다.", "Shown for stock Liana, Wooden Bow at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "스톡 Liana, Wooden Bow at level 4 (레벨 캡)에 대해 표시됩니다. 빌드에 대해 다시 계산하려면 사이드바에서 저장된 유닛을 선택하세요.", "Shown for stock Liana, 나무 활 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 리아나(나무 활) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Liana, 나무 활 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 리아나, 나무 활 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Liana, 나무 활 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Liana, 나무 활 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for stock Liana, 화염의 나무 스태프 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 리아나(화염의 나무 스태프) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Liana, 화염의 나무 스태프 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 리아나, 화염의 나무 스태프 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Liana, 화염의 나무 스태프 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Liana, 화염의 나무 스태프 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for stock Lowell, Wooden Club at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "레벨 4(레벨 상한)의 기본 로웰, 나무 곤봉 기준으로 표시됩니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산됩니다.", "Shown for stock Lowell, Wooden Sword at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "레벨 4(레벨 상한)의 기본 로웰, 나무 검 기준으로 표시됩니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산됩니다.", "Shown for stock Lowell, 나무 검 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 로웰(나무 검) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Lowell, 나무 검 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 로웰, 나무 검 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Lowell, 나무 검 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Lowell, 나무 검 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for stock Lowell, 나무 곤봉 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 로웰(나무 곤봉) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Lowell, 나무 곤봉 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 로웰, 나무 곤봉 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Lowell, 나무 곤봉 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Lowell, 나무 곤봉 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for stock Mage recruit, Water Wooden Staff at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "레벨 4(레벨 상한)의 기본 메이지 모집병, 물 나무 지팡이 기준으로 표시됩니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산됩니다.", "Shown for stock Mage recruit, 물의 나무 스태프 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 마법사 모집병(물의 나무 스태프) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Mage recruit, 물의 나무 스태프 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 메이지 신병, 물의 나무 스태프 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Mage recruit, 물의 나무 스태프 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Mage recruit, 물의 나무 스태프 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for stock Perion, Nature Wooden Staff at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "레벨 4(레벨 상한)의 기본 페리온, 자연 나무 지팡이 기준으로 표시됩니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산됩니다.", "Shown for stock Perion, 자연의 나무 스태프 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "기본 페리온(자연의 나무 스태프) 기준, 레벨 4(레벨 상한) 수치입니다. 사이드바에서 저장된 유닛을 선택하면 내 빌드 기준으로 다시 계산됩니다.", "Shown for stock Perion, 자연의 나무 스태프 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "기본 페리온, 자연의 나무 스태프 레벨 4(레벨 상한)의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown for stock Perion, 자연의 나무 스태프 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "기본 구성인 Perion, 자연의 나무 스태프 5레벨(최대)일 때의 정보입니다. 사이드바에서 물리/마법 단위를 선택하세요.", "Shown for your unit {#}. Pick \"Stock caster\" in the sidebar for the reference caster.": "내 유닛 {#} 기준. 기준 시전자를 보려면 사이드바에서 \"기본 시전자\"를 선택하세요.", "Shown for {#} at {#}. Pick a saved unit in the sidebar to recompute for your build.": "{#} 기준 ({#}). 사이드바에서 저장된 유닛을 선택하면 내 빌드로 다시 계산합니다.", "Shown for {#} at {#}. Pick your physical and magic units in the sidebar.": "({#}) {#}의 경우입니다. 사이드바에서 물리 유닛과 마법 유닛을 선택하세요.", "Shown on the profile of a settler with this background;": "이 배경을 가진 정착민의 프로필에 표시됨;", "Shows little to no": "거의 또는 전혀 보여주지 않습니다", "Side files": "보조 파일", "Side quests: NPC requests, hunts and research favors.": "사이드 임무: NPC 요청, 사냥 및 연구 호의", "Sight is traced tile by tile and blocked by walls and obstacles (": "시각은 타일별로 추적되며 벽과 장애물에 의해 차단됩니다(", "Silent Serenity - Dungeon Settlers Wiki": "침묵의 평온 - 던전 세틀러즈 위키", "Silent Serenity icon": "침묵의 평온 아이콘", "SilentSerenity": "SilentSerenity", "Silver": "은", "Silver Ingot - Dungeon Settlers Wiki": "은 주괴 - 던전 세틀러즈 위키", "Silver Ingot icon": "은 주괴 아이콘", "Silver Necklace - Dungeon Settlers Wiki": "은 목걸이 - 던전 세틀러즈 위키", "Silver Necklace icon": "은 목걸이 아이콘", "Silver Ore - Dungeon Settlers Wiki": "은 광석 - 던전 세틀러즈 위키", "Silver Ore icon": "은 광석 아이콘", "Silver Plate - Dungeon Settlers Wiki": "은제 접시 - 던전 세틀러즈 위키", "Silver Plate icon": "은제 접시 아이콘", "Silver Ring - Dungeon Settlers Wiki": "은 반지 - 던전 세틀러즈 위키", "Silver Ring icon": "은 반지 아이콘", "Silver jewelry affixes": "은 보석 접사", "Silver rings": "은 반지", "Silver rings and necklaces": "은반지와 목걸이", "Silver set: 은 목걸이, 은 반지": "은 세트: 은 목걸이, 은 반지", "Simple, yet sufficient for sharing a meal.": "간단하지만 식사를 함께하기에 충분합니다.", "Simple-Minded": "단순 사고", "Simple-Minded - Dungeon Settlers Wiki": "단순한 성향 - 던전 세틀러즈 위키", "Simple-Minded icon": "단순한 성향 아이콘", "SimpleCombat": "SimpleCombat", "Simulator seed": "시뮬레이터 시드", "SingleAlly": "아군 단일", "SingleHostile": "적 단일", "Sinking (target at 50% missing): 120% × 0.5 =": "침몰(대상 50% 누락): 120% × 0.5 =", "Sinking Inscription - Dungeon Settlers Wiki": "침몰의 각인 - 던전 세틀러즈 위키", "Sinking Inscription icon": "침몰의 각인 아이콘", "Sinking: 3rd-hit bonus": "침몰: 3번째 타격 보너스", "Site sections": "사이트 섹션", "Sitting on a Chair - Dungeon Settlers Wiki": "의자에 앉음 - 던전 세틀러즈 위키", "Sitting on a Chair icon": "의자에 앉음 아이콘", "Size (W×H)": "크기 (W×H)", "Skill": "스킬", "Skill 30s cooldown Summons: • 무당벌레 (2000 HP) attacks with 무당벌레 돌진: 1타일 이상 떨어진 대상에게 돌진하여 물리 공격력의 100%의 물리 피해를 입히고 5초 동안 1의 어지러움을 부여합니다.": "Skill 30s cooldown Summons: • 무당벌레 (2000 생명력) attacks with 무당벌레 돌진: 1타일 이상 떨어진 대상에게 돌진하여 물리 공격력의 100%의 물리 피해를 입히고 5초 동안 1의 어지러움을 부여합니다.", "Skill Aptitudes": "스킬 적성", "Skill Cooldown Potion - Dungeon Settlers Wiki": "스킬 재사용 물약 - 던전 세틀러즈 위키", "Skill Cooldown Potion icon": "스킬 재사용 물약 아이콘", "Skill Cooldown Potion range and area shown on a dungeon room": "던전 방에 표시된 스킬 재사용 대기 물약의 범위와 영역", "Skill DPS - estimate": "스킬 DPS - 추정치", "Skill Damage": "스킬 피해량", "Skill Damage divided by the energy cost. Higher = more damage per point of your shared energy pool. Free 0-energy basics are infinite (hidden by default).": "스킬 피해량을 에너지 비용으로 나눈 값입니다. 값이 높을수록 공유 에너지 풀 1당 더 많은 피해를 준다는 뜻입니다. 에너지 소모가 0인 무료 기본 공격은 무한대이며(기본적으로 숨겨짐).", "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "스킬 피해량 x 분당 시전 횟수(60 / 유효 재사용 대기, 재사용 대기 감소 적용)입니다. 이 스킬 하나만 연속으로 사용했을 때의 지속 출력입니다.", "Skill Elixir (20%)": "스킬 엘릭서 (20%)", "Skill Elixir - Dungeon Settlers Wiki": "스킬의 영약 - 던전 세틀러즈 위키", "Skill Elixir icon": "스킬의 영약 아이콘", "Skill Elixir range and area shown on a dungeon room": "던전 방에 표시된 스킬 엘릭서의 범위 및 영역", "Skill Reset Elixir - Dungeon Settlers Wiki": "스킬 초기화의 영약 - 던전 세틀러즈 위키", "Skill Reset Elixir icon": "스킬 초기화의 영약 아이콘", "Skill Reset Elixir range and area shown on a dungeon room": "던전 방에 표시된 스킬 재설정 엘릭서의 범위와 영역", "Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.": "스킬 초기화 엘릭서는 던전의 보물 상자에서 발견될 수 있습니다.", "Skill Reset Potions have a chance to be found in treasure chests in the dungeon.": "스킬 재설정 물약은 던전의 보물상자에서 발견될 확률이 있습니다.", "Skill Tab : K": "스킬 탭: K", "Skill Tree": "스킬 트리", "Skill Trees": "스킬 트리", "Skill Trees - Dungeon Settlers Wiki": "스킬 트리 - 던전 정착자 위키", "Skill Use1: Q": "스킬 사용1: Q", "Skill Use2: E": "스킬 사용2: E", "Skill Use3: R": "스킬 사용3: R", "Skill Use4: T": "스킬 사용4: T", "Skill animation": "스킬 애니메이션", "Skill animations": "스킬 애니메이션", "Skill cooldowns count down faster.": "기술 재사용 대기이 더 빠르게 카운트 다운됩니다.", "Skill points": "스킬 포인트", "Skill points to learn": "배우기 위한 스킬 포인트", "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (": "스킬 트리 아이콘이 이제 사이트 전체의 모든 분기 참고에 표시되며, 새로운 B.0.3.40 트리 2개 (", "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (**Spear** and **Stake**) have their icons imported.": "스킬 트리 아이콘은 이제 사이트 전체의 모든 분기 참조에 나타나며, 두 개의 새로운 B.0.3.40 트리(**Spear** 및 **Stake**)의 아이콘이 가져와졌습니다.", "Skill trees": "스킬 트리", "Skill trees, learned skills, skill points, quick slots": "스킬 트리, 학습한 스킬, 스킬 포인트, 빠른 슬롯", "Skill 재사용 대기 30초 소환: • 무당벌레 (생명력 2000) 공격 - 무당벌레 돌진: 1타일 이상 떨어진 대상에게 돌진하여 물리 공격력의 100%의 물리 피해를 입히고 5초 동안 1의 어지러움을 부여합니다.": "Skill 재사용 대기 30초 소환: • 무당벌레 (생명력 2000) 공격 - 무당벌레 돌진: 1타일 이상 떨어진 대상에게 돌진하여 물리 공격력의 100%의 물리 피해를 입히고 5초 동안 1의 어지러움을 부여합니다.", "Skill's Elixir PS: A consumable no longer given because main skill point supply became over-supplied.": "스킬의 엘릭서 PS: 주요 스킬 포인트 공급이 과다해져 더 이상 지급되지 않는 소비 아이템입니다.", "Skill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see": "스킬트리 각인은 해당 유닛의 배경으로는 원래 얻을 수 없는 무기 또는 마법 트리를 부여한다는 점에서 특별하며, 이를 통해 독특한 하이브리드 조합을 만들 수 있습니다(참고:", "Skill: ": "스킬: ", "SkillMaxRangeCorrection": "SkillMaxRangeCorrection", "SkillPointIncreaseOnLevelUp": "SkillPointIncreaseOnLevelUp", "SkillTable.json": "SkillTable.json", "SkillTreeTable.json": "SkillTreeTable.json", "Skilled at escaping dangerous situations. Immune to": "위험한 상황에서 탈출하는 데 숙련됨. 다음에 면역:", "Skilled at escaping dangerous situations. Immune to Limping.": "위험한 상황에서 벗어나는 데 능숙합니다. 절뚝거림에 면역입니다.", "Skills & trees": "스킬 및 트리", "Skills and Quick Slots": "스킬 및 빠른 슬롯", "Skills and skill trees": "스킬 및 스킬 트리", "Skills are ranked by": "스킬은 다음 기준으로 순위가 지정됩니다", "Skin": "피부", "Skip Safe Floor": "안전 층 건너뛰기", "Skip option": "건너뛰기 옵션", "Skip to content": "콘텐츠로 건너뛰기", "Slam the ground forcefully, shaking it. Knocks back all surrounding units by 3 tiles, deals 200 of": "땅을 강하게 내려쳐 진동을 일으킵니다. 주변의 모든 유닛을 3 타일 밀어내고 200의 피해를 가하고", "Slam the ground forcefully, shaking it. Knocks back all surrounding units by 3 tiles, deals 200 of Physical Attack Power as damage, and inflicts Slow for 2 seconds.": "땅을 강하게 내리쳐 흔듭니다. 주변 모든 유닛을 3칸 밀쳐내고 PAtk 200에 해당하는 피해를 입히며 2초간 둔화를 부여합니다.", "Slam the ground forcefully, shaking it. Knocks back all surrounding units by 3 tiles, deals 200 of Physical…": "Slam the ground forcefully, shaking it. Knocks back all surrounding units by 3 tiles, deals 200 of Physical…", "Slams down with a powerful surge of magic, dealing damage equal to 200% of": "강력한 마법 파동으로 내려쳐 200%와 같은 피해를 가합니다.", "Slams down with a powerful surge of magic, dealing damage equal to 200% of Magic Attack Power to the target and enemies adjacent to it.": "강력한 마력의 파동으로 내리쳐 대상과 그 주변 적에게 마법 공격력의 200%에 해당하는 피해를 입힙니다.", "Slams down with a powerful surge of magic, dealing damage equal to 200% of Magic Attack Power to the target…": "Slams down with a powerful surge of magic, dealing damage equal to 200% of Magic Attack Power to the target…", "Slash": "베기", "Slave - Dungeon Settlers Wiki": "노예 - 던전 세틀러즈 위키", "Slave icon": "노예 아이콘", "Slay (Greatsword) grants Exposed Flaw to the CASTER, not the enemy (the in-game skill text reads 'grants you Exposed Flaw'). It is a self-malus - a 500%-Physical-Attack-Power nuke that briefly makes YOU undodgeable and guarantees crits against YOU for 1s (the cost of the huge hit; killing with it cuts its cooldown 70%). It does not trigger Guard Barrier (no enemy debuff) and it does not enable Blade Spirit (it does not make your hits crit). Use Deadly Fear for the greatsword Exposed-Flaw setup instead.": "슬레이(대검)는 노출된 약점을 적이 아니라 시전자 본인에게 부여합니다(게임 내 스킬 설명에도 '자신에게 노출된 약점을 부여'라고 적혀 있습니다). 이는 일종의 자기 페널티로, 물리 공격력의 500%에 달하는 강력한 일격을 날리는 대신 1초 동안 회피 불가 상태가 되고 자신에 대한 치명타가 확정됩니다(거대한 피해에 대한 대가이며, 이 스킬로 처치하면 재사용 대기이 70% 감소합니다). 적에게 거는 디버프가 아니므로 가드 배리어를 발동시키지 않으며, 자신의 공격을 치명타로 만들어 주지도 않으므로 블레이드 스피릿도 활성화하지 않습니다. 대검용 노출된 약점 세팅에는 슬레이 대신 데들리 피어를 사용하세요.", "Slay - Dungeon Settlers Wiki": "슬레이 - 던전 세틀러즈 위키", "Slay icon": "슬레이 아이콘", "Slay is NOT a debuff/shield synergy": "슬레이는 디버프/방패 시너지가 아닙니다", "Slay range and area shown on a dungeon room": "던전 방에 표시된 처형 범위 및 면적", "Sleep (Bed) - Dungeon Settlers Wiki": "수면(침대) - 던전 세틀러즈 위키", "Sleep (Bed) icon": "수면(침대) 아이콘", "Sleep (Sleeping Bag) - Dungeon Settlers Wiki": "수면(침낭) - 던전 세틀러즈 위키", "Sleep (Sleeping Bag) icon": "수면(침낭) 아이콘", "Sleep - Dungeon Settlers Wiki": "수면 - 던전 세틀러즈 위키", "Sleep / rest system": "수면 / 휴식 시스템", "Sleep icon": "수면 아이콘", "Sleep quality ladder": "수면 질 사다리", "SleepCondition": "SleepCondition", "Sleep_": "Sleep_", "Sleeping (speech bubble persists)": "수면 중 (말풍선 지속)", "Sleeping here": "여기서 수면", "Sleeping here: +1 Mood": "여기서 자기: +1 기분", "Sleeping here: +1 기분": "여기서 수면: +1 기분", "Sleeping here: +2 Mood": "여기서 자기: +2 기분", "Sleeping here: +2 기분": "여기서 수면: +2 기분", "Sleeping here: +3 Mood": "여기서 자기: +3 기분", "Sleeping here: +3 기분": "여기서 수면: +3 기분", "Sleeping here: +4 Mood": "여기서 자기: +4 기분", "Sleeping here: +4 기분": "여기서 수면: +4 기분", "Sleeping here: +5 Mood": "여기서 자기: +5 기분", "Sleeping here: +5 기분": "여기서 수면: +5 기분", "Sleeping here: +6 Mood": "여기서 자기: +6 기분", "Sleeping here: +6 기분": "여기서 수면: +6 기분", "Sleeping in a Bed (speech bubble persists)": "침대에서 수면 중 (말풍선 지속)", "Sleeping in a Sleeping Bag (speech bubble persists)": "침낭에서 수면 중 (말풍선 지속)", "Sleeping_": "Sleeping_", "Slept": "수면", "Slept in a decent private room. - Dungeon Settlers Wiki": "괜찮은 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a decent private room. icon": "괜찮은 개인실의 잠자리에서 잤음 아이콘", "Slept in a decent shared room. - Dungeon Settlers Wiki": "괜찮은 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a decent shared room. icon": "괜찮은 공용실의 잠자리에서 잤음 아이콘", "Slept in a fantastic private room. - Dungeon Settlers Wiki": "환상적인 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a fantastic private room. icon": "환상적인 개인실의 잠자리에서 잤음 아이콘", "Slept in a fantastic shared room. - Dungeon Settlers Wiki": "환상적인 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a fantastic shared room. icon": "환상적인 공용실의 잠자리에서 잤음 아이콘", "Slept in a luxurious private room. - Dungeon Settlers Wiki": "호화로운 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a luxurious private room. icon": "호화로운 개인실의 잠자리에서 잤음 아이콘", "Slept in a luxurious shared room. - Dungeon Settlers Wiki": "호화로운 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a luxurious shared room. icon": "호화로운 공용실의 잠자리에서 잤음 아이콘", "Slept in a mediocre private room. - Dungeon Settlers Wiki": "그저 그런 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a mediocre private room. icon": "그저 그런 개인실의 잠자리에서 잤음 아이콘", "Slept in a mediocre shared room. - Dungeon Settlers Wiki": "그저 그런 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a mediocre shared room. icon": "그저 그런 공용실의 잠자리에서 잤음 아이콘", "Slept in a normal private room. - Dungeon Settlers Wiki": "평범한 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a normal private room. icon": "평범한 개인실의 잠자리에서 잤음 아이콘", "Slept in a normal shared room. - Dungeon Settlers Wiki": "평범한 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a normal shared room. icon": "평범한 공용실의 잠자리에서 잤음 아이콘", "Slept in a poor private room. - Dungeon Settlers Wiki": "허름한 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a poor private room. icon": "허름한 개인실의 잠자리에서 잤음 아이콘", "Slept in a poor shared room. - Dungeon Settlers Wiki": "허름한 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in a poor shared room. icon": "허름한 공용실의 잠자리에서 잤음 아이콘", "Slept in an impressive private room. - Dungeon Settlers Wiki": "근사한 개인실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in an impressive private room. icon": "근사한 개인실의 잠자리에서 잤음 아이콘", "Slept in an impressive shared room. - Dungeon Settlers Wiki": "근사한 공용실의 잠자리에서 잤음 - 던전 세틀러즈 위키", "Slept in an impressive shared room. icon": "근사한 공용실의 잠자리에서 잤음 아이콘", "Slept on Bed - Dungeon Settlers Wiki": "침대에서 잤음 - 던전 세틀러즈 위키", "Slept on Bed icon": "침대에서 잤음 아이콘", "Slept on Ground - Dungeon Settlers Wiki": "바닥에서 잤음 - 던전 세틀러즈 위키", "Slept on Ground icon": "바닥에서 잤음 아이콘", "Slightly Dissatisfied - Dungeon Settlers Wiki": "약간 불만스러움 - 던전 세틀러즈 위키", "Slightly Dissatisfied icon": "약간 불만스러움 아이콘", "Slightly Satisfied - Dungeon Settlers Wiki": "약간 만족스러움 - 던전 세틀러즈 위키", "Slightly Satisfied icon": "약간 만족스러움 아이콘", "Slightly increases": "약간 증가", "Slightly increases Attack Speed.": "공격 속도가 소폭 증가합니다.", "Slightly increases Cooldown Reduction.": "재사용 대기 감소가 소폭 증가합니다.", "Slightly increases Critical Chance.": "치명타 확률이 소폭 증가합니다.", "Slightly increases Critical Damage Bonus.": "치명타 피해 보너스가 소폭 증가합니다.", "Slightly increases Dodge Chance.": "회피율이 소폭 증가합니다.", "Slightly increases Guard Chance.": "가드 확률이 소폭 증가합니다.", "Slightly increases Guard Damage Reduction.": "가드 피해 감소가 소폭 증가합니다.", "Slightly increases Health Regeneration.": "생명력 재생이 소폭 증가합니다.", "Slightly increases Hit Chance.": "명중률이 소폭 증가합니다.", "Slightly increases Life Steal.": "생명력 흡수가 소폭 증가합니다.", "Slightly increases Magic Attack Power.": "마법 공격력이 소폭 증가합니다.", "Slightly increases Magic Resistance.": "마법 저항이 소폭 증가합니다.", "Slightly increases Max Energy.": "최대 에너지가 소폭 증가합니다.", "Slightly increases Max Health Total.": "최대 생명력 총합이 소폭 증가합니다.", "Slightly increases Max Weight.": "최대 무게가 소폭 증가합니다.", "Slightly increases Movement Speed.": "이동 속도가 소폭 증가합니다.", "Slightly increases Physical Attack Power.": "물리 공격력이 소폭 증가합니다.", "Slightly increases Physical Resistance.": "물리 저항이 소폭 증가합니다.", "SlimUnisex": "SlimUnisex", "Slime": "슬라임", "Slime Jelly (45.45%)": "슬라임 젤리 (45.45%)", "Slime Jelly (50%)": "슬라임 젤리 (50%)", "Slime Jelly (61.22%)": "슬라임 젤리 (61.22%)", "Slime Jelly (68.97%)": "슬라임 젤리 (68.97%)", "Slime Jelly (75%)": "슬라임 젤리 (75%)", "Slime Jelly - Dungeon Settlers Wiki": "슬라임 젤리 - 던전 세틀러즈 위키", "Slime Jelly icon": "슬라임 젤리 아이콘", "Slime Pudding - Dungeon Settlers Wiki": "슬라임 푸딩 - 던전 세틀러즈 위키", "Slime Pudding icon": "슬라임 푸딩 아이콘", "Slime Pudding range and area shown on a dungeon room": "던전 방에 표시된 슬라임 푸딩의 범위와 영역", "Slime Soul Stone - Dungeon Settlers Wiki": "슬라임 영혼석 - 던전 세틀러즈 위키", "Slime Soul Stone icon": "슬라임 영혼석 아이콘", "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "슬라임이 분열하여 올챙이의 먹이가 된다. 또한 올챙이를 먼저 물리치면 화이트 마모크가 진화하는 딜레마를 만든다...", "SlimeCombat": "SlimeCombat", "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "슬로겔이 도망치고 투척자가 그물을 던지므로, 전투가 상당히 오래 끌어지면서 어비스 기믹의 출혈 중첩...", "Slot": "슬롯", "Slot Machine - Dungeon Settlers Wiki": "슬롯머신 - 던전 세틀러즈 위키", "Slot Machine Remnant": "슬롯머신 유적", "Slot Machine Remnant - Dungeon Settlers Wiki": "슬롯 머신 조각 - 던전 세틀러즈 위키", "Slot Machine icon": "슬롯머신 아이콘", "Slot: Accessory1": "슬롯: 악세서리1", "Slot: Accessory2": "슬롯: 악세서리2", "Slot: Ammo": "슬롯: 탄약", "Slot: Body": "슬롯: 몸", "Slot: Head": "슬롯: 머리", "Slot: Primary": "슬롯: 주요", "Slot: Secondary": "슬롯: 보조", "Slots": "슬롯", "Slow - Dungeon Settlers Wiki": "둔화 - 던전 세틀러즈 위키", "Slow Learner - Dungeon Settlers Wiki": "느린 학습가 - 던전 세틀러즈 위키", "Slow Learner icon": "느린 학습가 아이콘", "Slow icon": "둔화 아이콘", "Small": "작음", "Small Blue Crystal (resource node)": "작은 파란 수정 (자원 채집지)", "Small Blue Crystal (resource node) - Dungeon Settlers Wiki": "작은 파란 결정석(자원 노드) - 던전 세틀러즈 위키", "Small Blue Crystal Random": "작은 파란 결정 랜덤", "Small Blue Crystal Remnant": "작은 파란 수정 유해", "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "작은 파란 결정석 조각 - 던전 세틀러즈 위키", "Small Copper Node (resource node)": "작은 구리 광맥 (자원 채집지)", "Small Copper Node (resource node) - Dungeon Settlers Wiki": "작은 구리 광맥 (자원 노드) - 던전 세틀러즈 위키", "Small Copper Node Random": "작은 구리 광맥 랜덤", "Small Copper Node Remnant": "작은 구리 광맥 유해", "Small Copper Node Remnant - Dungeon Settlers Wiki": "작은 구리 광맥 잔해 - 던전 세틀러즈 위키", "Small Dark Thorn Vine - Dungeon Settlers Wiki": "작은 암흑 가시 덩굴 - 던전 세틀러즈 위키", "Small Dirt Rock (resource node)": "소형 흙 바위 (자원 노드)", "Small Dirt Rock (resource node) - Dungeon Settlers Wiki": "작은 흙 돌(자원 노드) - 던전 세틀러즈 위키", "Small Dirt Rock Fixed": "작은 흙돌 고정", "Small Dirt Rock Random": "소형 흙 바위 무작위", "Small Dirt Rock Remnant": "작은 흙 바위 유해", "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "작은 흙 바위 잔해 - 던전 세틀러즈 위키", "Small Dust Root (resource node)": "소형 더스트루트 (자원 노드)", "Small Dust Root (resource node) - Dungeon Settlers Wiki": "작은 먼지뿌리 (자원 노드) - 던전 세틀러즈 위키", "Small Dust Root Fixed": "작은 먼지 뿌리 고정", "Small Dust Root Random": "소형 먼지 뿌리 무작위", "Small Dust Root Remnant": "작은 흙먼지 뿌리 유해", "Small Dust Root Remnant - Dungeon Settlers Wiki": "작은 먼지뿌리 잔해 - 던전 세틀러즈 위키", "Small Green Crystal (resource node)": "작은 초록 수정 (자원 채집지)", "Small Green Crystal (resource node) - Dungeon Settlers Wiki": "작은 초록색 수정 (자원 노드) - 던전 세틀러즈 위키", "Small Green Crystal Random": "소형 녹색 결정 무작위", "Small Green Crystal Remnant": "작은 초록 수정 유해", "Small Green Crystal Remnant - Dungeon Settlers Wiki": "작은 초록 결정석 조각 - 던전 세틀러즈 위키", "Small Mana Generator - Dungeon Settlers Wiki": "소형마력발전기 - 던전 세틀러즈 위키", "Small Mud Slime - Dungeon Settlers Wiki": "소형 진흙 슬라임 - 던전 세틀러즈 위키", "Small Mud Slime icon": "소형 진흙 슬라임 아이콘", "Small Mud Slime variant": "소형 진흙 슬라임 변형", "Small Red Crystal (resource node)": "작은 빨강 수정 (자원 채집지)", "Small Red Crystal (resource node) - Dungeon Settlers Wiki": "작은 빨간색 수정 (자원 노드) - 던전 세틀러즈 위키", "Small Red Crystal Random": "소형 붉은 결정 무작위", "Small Red Crystal Remnant": "작은 빨강 수정 유해", "Small Red Crystal Remnant - Dungeon Settlers Wiki": "작은 빨간 결정석 조각 - 던전 세틀러즈 위키", "Small Room 1": "작은 방 1", "Small Room 10": "작은 방 10", "Small Room 11": "작은 방 11", "Small Room 12": "작은 방 12", "Small Room 13": "작은 방 13", "Small Room 14": "작은 방 14", "Small Room 15": "작은 방 15", "Small Room 16": "작은 방 16", "Small Room 17": "작은 방 17", "Small Room 18": "작은 방 18", "Small Room 19": "작은 방 19", "Small Room 2": "작은 방 2", "Small Room 20": "작은 방 20", "Small Room 21": "작은 방 21", "Small Room 22": "작은 방 22", "Small Room 23": "작은 방 23", "Small Room 24": "작은 방 24", "Small Room 25": "작은 방 25", "Small Room 3": "작은 방 3", "Small Room 4": "작은 방 4", "Small Room 5": "작은 방 5", "Small Room 6": "작은 방 6", "Small Room 7": "작은 방 7", "Small Room 8": "작은 방 8", "Small Room 9": "작은 방 9", "Small Silver Vein (resource node)": "작은 은광 (자원 채집지)", "Small Silver Vein (resource node) - Dungeon Settlers Wiki": "작은 은 광맥 (자원 노드) - 던전 세틀러즈 위키", "Small Silver Vein Random": "소형 은맥 무작위", "Small Silver Vein Remnant": "작은 은광 유해", "Small Silver Vein Remnant - Dungeon Settlers Wiki": "작은 은 광맥 잔해 - 던전 세틀러즈 위키", "Small Slime - Dungeon Settlers Wiki": "소형 슬라임 - 던전 세틀러즈 위키", "Small Slime Random": "작은 슬라임 랜덤", "Small Slime icon": "소형 슬라임 아이콘", "Small Slime variant": "작은 슬라임 변형", "Small Spore Slime - Dungeon Settlers Wiki": "소형 포자 슬라임 - 던전 세틀러즈 위키", "Small Spore Slime Random": "작은 포자 슬라임 랜덤", "Small Spore Slime icon": "소형 포자 슬라임 아이콘", "Small Spore Slime variant": "소형 포자 슬라임 변형", "Small Stone Golem": "작은 돌 골렘", "Small Talk Reaction": "잡담 반응", "Small Talk Topic": "잡담 주제", "Small Twisted Tree (resource node)": "작은 비틀린 나무 (자원 채집지)", "Small Twisted Tree (resource node) - Dungeon Settlers Wiki": "작은 뒤틀린 나무 (자원 노드) - 던전 세틀러즈 위키", "Small Twisted Tree Fixed": "작은 뒤틀린 나무 고정", "Small Twisted Tree Remnant": "작은 비틀린 나무 유해", "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "작은 구불구불한 나무 조각 - 던전 세틀러즈 위키", "Small Wolf Statue - Dungeon Settlers Wiki": "작은 늑대 조각상 - 던전 세틀러즈 위키", "Small Wolf Statue icon": "작은 늑대 조각상 아이콘", "Small Wooden Bookshelf - Dungeon Settlers Wiki": "작은 나무 책장 - 던전 세틀러즈 위키", "Small and fragile.": "작고 약합니다.", "Small-Sized Normal Battle Room": "소형 일반 전투 방", "Small-Sized Normal Battle Room - Dungeon Settlers Wiki": "소형 일반 전투실 - 던전 세틀러즈 위키", "Small-Sized Normal Battle Room map": "소형 일반 전투 방 맵", "SmallDarkThornRadius": "SmallDarkThornRadius", "SmallStoneGolem": "SmallStoneGolem", "Smash Inscription - Dungeon Settlers Wiki": "격파의 각인 - 던전 세틀러즈 위키", "Smash Inscription icon": "격파의 각인 아이콘", "Smite": "때리기", "Smite 2": "때리기 2", "Snake Catcher - Dungeon Settlers Wiki": "뱀잡이 - 던전 세틀러즈 위키", "Snake Catcher icon": "뱀잡이 아이콘", "Snatching Prey - Dungeon Settlers Wiki": "스내칭 프레이 - 던전 세틀러즈 위키", "Snatching Prey icon": "스내칭 프레이 아이콘", "Snatching Prey range and area shown on a dungeon room": "던전 방에서 표시된 먹이 탈취 범위 및 영역", "Sniping Shot - Dungeon Settlers Wiki": "스나이핑 샷 - 던전 세틀러즈 위키", "Sniping Shot icon": "스나이핑 샷 아이콘", "Sniping Shot range and area shown on a dungeon room": "던전 방에서 표시된 저격 사격 범위 및 영역", "Snoring": "코골이", "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:": "따라서 소환수는 소환사의 마력 공격력 전체를 생명력 풀에, 그 절반을 자신의 공격력에 물려받습니다. 기본값은 생물마다 다릅니다:", "Softness of Rawhide (Armor) - Dungeon Settlers Wiki": "생가죽의 부드러움 (갑옷) - 던전 세틀러즈 위키", "Softness of Rawhide (Armor) icon": "생가죽의 부드러움 (갑옷) 아이콘", "Softness of Rawhide (Helmet) - Dungeon Settlers Wiki": "생가죽의 부드러움 (투구) - 던전 세틀러즈 위키", "Softness of Rawhide (Helmet) icon": "생가죽의 부드러움 (투구) 아이콘", "Solar Bloom - Dungeon Settlers Wiki": "태양화 - 던전 세틀러즈 위키", "Solar Bloom icon": "태양화 아이콘", "Solar Bloom range and area shown on a dungeon room": "던전 방에서 표시된 태양 개화 범위 및 영역", "Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a": "Dungeon Settlers의 일부 보너스는 계속 증가합니다; 다른 것들은 벽에 부딪힙니다. 이 페이지는", "Some members were still trying to sleep in unsatisfactory conditions. For the good of the whole expedition, more private rooms seem necessary. \"Everyone needs proper rest if we are to endure the next expedition.\"": "일부 단원들은 여전히 만족스럽지 못한 환경에서 잠을 청하고 있었다. 탐사단 전체를 위해서는 더 많은 개인실이 필요해 보인다. \"다음 탐사를 버텨내려면 모두에게 제대로 된 휴식이 필요하다.\"", "Some members were still trying to sleep in unsatisfactory conditions. For the good of the whole expedition, more private rooms seem necessary. \"Everyone needs proper rest if we are to endure the next expedition.\" ➜ More expedition members can now rest in stable private spaces. \"Now no one should have to wander around looking for a place to rest.\"": "일부 단원들은 여전히 만족스럽지 못한 환경에서 잠을 청하고 있었다. 탐사단 전체를 위해서는 더 많은 개인실이 필요해 보인다. \"다음 탐사를 버텨내려면 모두에게 제대로 된 휴식이 필요하다.\" ➜ 이제 더 많은 탐사단원들이 안정된 개인 공간에서 쉴 수 있게 되었다. \"이제 누구도 쉴 곳을 찾아 헤맬 필요는 없겠군.\"", "Some members were still trying to sleep in unsatisfactory conditions. For the go…": "일부 단원들은 여전히 만족스럽지 못한 환경에서 자려고 노력하고 있었습니다. 더 나은…", "Some structures, such as beds or Research Stations, can only be constructed indoors.": "침대 또는 연구 스테이션 같은 일부 구조물은 실내에서만 건설할 수 있습니다.", "Someone makes the suggestion loudly in front of all the gathered members.": "모인 모든 멤버들 앞에서 누군가 그 제안을 크게 말한다.", "Something Small and Blue": "작고 파란 뭔가", "Soul": "영혼", "Soul Chain - Dungeon Settlers Wiki": "영혼 사슬 - 던전 세틀러즈 위키", "Soul Chain icon": "영혼 사슬 아이콘", "Soul Stone": "소울 스톤", "Soul stone · skill grant": "영혼석 · 기술 부여", "Soul stones": "소울스톤", "Soul trait": "영혼 특성", "Soul traits ({#})": "영혼 특성 ({#})", "Soul-Stone Taming": "영혼 돌 길들이기", "Soul-stone taming": "영혼 돌 길들이기", "Sound Effects": "음향 효과", "Spawn": "스폰", "Spawn 10×": "스폰 10×", "Spawn 1×": "1× 소환", "Spawn 24×": "생성 24×", "Spawn 2×": "2× 소환", "Spawn 3×": "3× 소환", "Spawn 4×": "소환 4x", "Spawn 5×": "생성 5×", "Spawn 8×": "스폰 8×", "Spawn Acid Insect": "산 곤충 소환", "Spawn Acid Insect - Dungeon Settlers Wiki": "산성 곤충 소환 - 던전 세틀러즈 위키", "Spawn Acid Insect icon": "산성 곤충 소환 icon", "Spawn Blue Goblin": "푸른 고블린 소환", "Spawn Blue Goblin - 던전 세틀러즈 위키": "청고블린 소환 - 던전 세틀러즈 위키", "Spawn Blue Goblin 아이콘": "청고블린 소환 아이콘", "Spawn Eyeball": "안구 소환", "Spawn Gloth Pup": "글로트 새끼 소환", "Spawn Gloth Pup - Dungeon Settlers Wiki": "글로트 새끼 소환 - 던전 세틀러즈 위키", "Spawn Gloth Pup icon": "글로트 새끼 소환 아이콘", "Spawn Grey Monster Rat": "회색 몬스터 쥐 소환", "Spawn Grey Monster Rat - Dungeon Settlers Wiki": "회색 괴물 쥐 소환 - 던전 세틀러즈 위키", "Spawn Grey Monster Rat icon": "회색 괴물 쥐 소환 icon", "Spawn Grey Rat": "회색 쥐 소환", "Spawn Grey Rat - Dungeon Settlers Wiki": "회색 쥐 소환 - 던전 세틀러즈 위키", "Spawn Grey Rat icon": "회색 쥐 소환 아이콘", "Spawn Group": "스폰 그룹", "Spawn Groups": "스폰 그룹", "Spawn Groups - Dungeon Settlers Wiki": "스폰 그룹 - 던전 정착자 위키", "Spawn Male Gloth": "수컷 글로트 소환", "Spawn Male Gloth - Dungeon Settlers Wiki": "수컷 글로트 소환 - 던전 세틀러즈 위키", "Spawn Male Gloth icon": "수컷 글로트 소환 아이콘", "Spawn Mawmurk": "모우뭬크 소환", "Spawn Mawmurk - Dungeon Settlers Wiki": "모모르크 소환 - 던전 세틀러즈 위키", "Spawn Mawmurk icon": "모모르크 소환 icon", "Spawn Metal Scarab": "금속 풍뎅이 소환", "Spawn Metal Scarab - Dungeon Settlers Wiki": "금속 딱정벌레 소환 - 던전 세틀러즈 위키", "Spawn Metal Scarab icon": "금속 딱정벌레 소환 icon", "Spawn condition": "스폰 조건", "Spawn conditions": "소환 조건", "Spawn group": "스폰 그룹", "Spawn groups": "스폰 그룹", "Spawn probability {0} for large thornvines vs. small thornvines": "큰 가시덩굴 대 작은 가시덩굴의 생성 확률 {0}", "SpawnGroup": "SpawnGroup", "SpawnGroupTable.json": "SpawnGroupTable.json", "Spawns": "스폰", "Spawns 2 every 8 seconds, up to a maximum of 10.": "8초마다 2개 스폰, 최대 10개까지.", "Spawns in": "~에서 소환됨", "Spawns in base area": "기지 지역에 스폰", "Spawns in the world": "세계에서 스폰", "Spear (items, aptitude, no tree)": "창 (아이템, 적성, 트리 없음)", "Spear 0": "Spear 0", "Spear 1": "Spear 1", "Spear 2": "Spear 2", "Spear 3": "Spear 3", "Spear Skill Aptitude": "창 스킬 적성", "Spear Skill Aptitude - Dungeon Settlers Wiki": "창 기술 소질 - 던전 세틀러즈 위키", "Spear Skill Aptitude icon": "창 기술 소질 아이콘", "Spear training inscription": "창 수련의 각인", "Spears excel in range and controlling the battlefield.": "Spears excel in range and controlling the battlefield.", "Special": "특수", "Special (65)": "특수 (65)", "Special (71)": "Special (71)", "Special rooms per floor": "층마다 특수 방", "Special structures, such as operating tables, will be added.": "수술대와 같은 특수 구조가 추가됩니다.", "SpecificStorageTable": "SpecificStorageTable", "SpecificTarget": "SpecificTarget", "Specimen Large": "표본 큼", "Specimen Large - Dungeon Settlers Wiki": "표본 큼 - 던전 세틀러즈 위키", "Specimen Medium": "표본 중간", "Specimen Medium - Dungeon Settlers Wiki": "표본 중간 - 던전 세틀러즈 위키", "Specimen Small": "표본 작음", "Specimen Small - Dungeon Settlers Wiki": "표본 작음 - 던전 세틀러즈 위키", "Spell Damage Ranking": "주문 피해 순위", "Spell Damage Ranking (Skill Damage, DPE)": "주문 피해 순위 (스킬 피해량, DPE)", "Spell Damage Ranking - Dungeon Settlers Wiki": "주문 피해 순위 - 던전 세틀러즈 위키", "Spell Preheat10": "주문 예열10", "Spell Preheat10 - Dungeon Settlers Wiki": "주문 사전 가열 10 - 던전 세틀러즈 위키", "Spell Preheat10 icon": "주문 사전 가열 10 icon", "Spell Preheating - Dungeon Settlers Wiki": "마력 예열 - 던전 세틀러즈 위키", "Spell Preheating icon": "마력 예열 아이콘", "Spells": "주문", "Spews acid on all enemies within range. Deals magic damage equal to 100% of": "범위 내의 모든 적에게 산을 뿜습니다. 100%의 마법 피해를 입힙니다:", "Spews acid on all enemies within range. Deals magic damage equal to 100% of Magic Attack Power and inflicting Slow and Corrosion for 10 seconds": "범위 내 모든 적에게 산성 물질을 내뿜습니다. MAtk의 100%만큼 마법 피해를 입히고 10초간 둔화와 부식을 부여합니다", "Spews acid on all enemies within range. Deals magic damage equal to 100% of Magic Attack Power and inflicti…": "Spews acid on all enemies within range. Deals magic damage equal to 100% of Magic Attack Power and inflicti…", "Spike Turtle - Dungeon Settlers Wiki": "가시 거북 - 던전 세틀러즈 위키", "Spike Turtle Random": "가시 거북 랜덤", "Spike Turtle icon": "가시 거북 아이콘", "Spike Turtle variant": "가시 거북이 변형", "SpikeTurtle": "SpikeTurtle", "Spin": "회전", "Spin End": "회전 종료", "Spin Start": "회전 시작", "Spiny Carapace - Dungeon Settlers Wiki": "가시등껍질 - 던전 세틀러즈 위키", "Spiny Carapace icon": "가시등껍질 아이콘", "Spit - Dungeon Settlers Wiki": "스핏 - 던전 세틀러즈 위키", "Spit icon": "스핏 아이콘", "Spit range and area on a dungeon room": "던전 방에서 침 범위 및 영역", "Spit range and area shown on a dungeon room": "던전 방에 표시된 침뱉기의 범위와 영역", "Spit ×3, MouthOpen ×2, ShellStart ×1": "뱉기 ×3, 입 열기 ×2, 껍질 시작 ×1", "Split - Dungeon Settlers Wiki": "분할 - 던전 세틀러즈 위키", "Split icon": "분할 아이콘", "Splits from": "다음에서 분열:", "Splits into": "분열됨", "Splits into small slimes. Can only split toward empty tiles adjacent up, down, left, or right.": "작은 슬라임으로 분열합니다. 상하좌우로 인접한 빈 타일 방향으로만 분열할 수 있습니다.", "Splits into:": "다음으로 분열:", "Spoiler - click to reveal": "스포일러 - 클릭해서 보기:", "Spoiler - click to reveal spawn info": "스포일러 - 클릭하여 스폰 정보 표시", "Spoiler warning:": "스포일러 경고:", "Spoiler-free experience": "스포일러 없는 경험", "Spoiler-free?": "스포일러 없음?", "Spoilers": "스포일러", "Spoils": "약탈품", "Spore Bug investigation done, here's your reward": "포자 벌레 조사 완료, 보상이야", "Spore Insect - Dungeon Settlers Wiki": "포자충 - 던전 세틀러즈 위키", "Spore Insect Random": "포자 곤충 랜덤", "Spore Insect icon": "포자충 아이콘", "Spore Insect variant": "포자 곤충 변형", "Spore Spit - Dungeon Settlers Wiki": "스포어 스핏 - 던전 세틀러즈 위키", "Spore Spit icon": "스포어 스핏 아이콘", "Spore Spit range and area on a dungeon room": "던전 방에서 포자 침 범위 및 면적", "Spore Spit range and area shown on a dungeon room": "던전 방에 표시된 포자 뱉기의 범위 및 영역", "SporeSlimeCombat": "SporeSlimeCombat", "Spray": "분사", "Spread Burning across a whole pack, let Ignition tax them for having it, then detonate the stacks for a burst that scales with how much Burning you piled on.": "무리 전체에 화상을 퍼뜨리고, 이그니션으로 화상이 걸린 상태 자체에 추가 피해를 물린 뒤, 중첩을 폭발시켜 쌓아둔 화상량에 비례하는 순간 폭딜을 냅니다.", "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "화상을 퍼뜨리고, 화상이 걸린 대상에 대한 모든 타격을 증폭시킨 뒤, 중첩을 폭발시킵니다. 실드에 의존하지 않는 원거리 딜링 패키지입니다.", "Spreading flames": "확산성 불꽃", "SpreadingFireWarmth_": "SpreadingFireWarmth_", "Sprite animations extracted from the game's AnimatorController (": "게임의 AnimatorController에서 추출한 스프라이트 애니메이션 (", "Sprite height": "스프라이트 높이", "Sprouting Shell / Shell": "발아 쉘 / 쉘", "Sprouting Shell calculator": "발아 쉘 계산기", "Square": "사각형", "Square r1": "정사각형 r1", "Square r2": "정사각형 r2", "Square, radius 1": "사각형, 반경 1", "Square, radius 2": "정사각형, 반경 2", "Square, radius 7": "정사각형, 반경 7", "Squatting on the ground and examining the remains of a destroyed golem, he slowly turns to face you with apparent fatigu...": "땅에 쭈그리고 앉아 파괴된 골렘의 유해를 살피며, 그는 천천히 몸을 돌려 당신을 마주본다. 명백한 피로...", "Squeal! - Dungeon Settlers Wiki": "꾸익! - 던전 세틀러즈 위키", "Squeal! icon": "꾸익! 아이콘", "Squire - Dungeon Settlers Wiki": "종자 - 던전 세틀러즈 위키", "Squire icon": "종자 아이콘", "Stack cap": "중첩 상한", "Stacking": "중첩", "Stacks": "중첩", "Stacks reset after combat ends.": "전투가 끝나면 스택이 재설정됩니다.", "Stacks up to {#}": "최대 {#}회 중첩", "Stacks without limit": "제한 없이 중첩", "Staff Crafting Complete": "지팡이 제작 완료", "Staff Crafting not completed": "Staff Crafting not completed", "Staff Workstation - Dungeon Settlers Wiki": "지팡이 제작대 - 던전 세틀러즈 위키", "Stage 1": "1단계", "Stage 1 맵": "1단계 맵", "Stage 2": "2단계", "Stage 2 맵": "2단계 맵", "Stage 3": "3단계", "Stage 4": "4단계", "Staghare - Dungeon Settlers Wiki": "사슴토 - 던전 세틀러즈 위키", "Staghare Antler - Dungeon Settlers Wiki": "사슴토 녹용 - 던전 세틀러즈 위키", "Staghare Antler icon": "사슴토 녹용 아이콘", "Staghare Soul Stone - Dungeon Settlers Wiki": "사슴토 영혼석 - 던전 세틀러즈 위키", "Staghare Soul Stone icon": "사슴토 영혼석 아이콘", "Staghare icon": "사슴토 아이콘", "Stake 0": "Stake 0", "Stake 1": "Stake 1", "Stake 2": "Stake 2", "Stake 3": "Stake 3", "Stake Inscription": "말뚝의 각인", "Stalling": "Stalling", "Standalone endless-dungeon mode, separate from the campaign regions: see the": "캠페인 지역과 별개의 독립형 무한 던전 모드: 참조", "Standard": "Standard", "Standard Forest (internal)": "표준 숲 (내부)", "Standard Guild Merchant Transaction": "일반적인 길드 상인 거래", "Standard triangle synergy combat. To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "표준적인 삼각형 시너지 전투. 진화를 피하려면, 올챙이를 먼저 제거하는 것이 전술적으로 유리하다.", "StandardFemale": "StandardFemale", "StandardMale": "StandardMale", "Standing Banner": "깃발", "Start a random": "무작위 시작", "Start condition": "시작 조건", "Start delay": "시작 지연", "Start node": "시작 노드", "Start quest": "시작 임무", "Start_": "Start_", "Started by": "시작자", "Starting buildings:": "시작 건물:", "Starting characters": "시작 캐릭터", "Starting coin holdings": "시작 동전 보유", "Starting durability": "시작 내구도", "Starting gear (what this background hands a recruit in game):": "초기 장비 (게임에서 이 배경이 모집 캐릭터에게 지급하는 장비):", "Starting items": "시작 아이템", "Starting items (1)": "시작 아이템 (1)", "Starting items (19)": "시작 항목 (19)", "Starting items (2)": "시작 아이템 (2)", "Starting items (26)": "시작 항목 (26)", "Starting items (3)": "시작 아이템 (3개)", "Starting items (4)": "시작 아이템 (4)", "Starting items (5)": "시작 아이템(5개)", "Starting items (6)": "시작 아이템 (6)", "Starting items (7)": "시작 아이템 (7)", "Starting items:": "시작 아이템:", "Starting region": "시작 지역", "Starting stress (0 to 100)": "초기 스트레스 (0 ~ 100)", "Starting talent sum": "시작 재능 합계", "Starting units:": "시작 유닛:", "StartupMuteSec": "StartupMuteSec", "Stat": "스탯", "Stat Sheet": "통계 시트", "Stat Sheet >": "스탯 시트 >", "Stat calculator": "능력치 계산기", "Stat changes": "스탯 변화", "Stat definitions - percent vs flat, defaults, caps.": "능력치 정의 - 퍼센트 대 고정값, 기본값, 상한.", "Stat pipeline": "스탯 파이프라인", "Stat reference - percent vs flat, defaults": "스탯 참고 - 백분율 대 고정, 기본값", "Stat source": "능력치 출처", "Stat-grade scaling": "스탯 등급 스케일링", "StatAbove_Mood_-10 && StatUnder_Mood_-5": "StatAbove_Mood_-10 && StatUnder_Mood_-5", "StatAbove_Mood_-20 && StatUnder_Mood_-10": "StatAbove_Mood_-20 && StatUnder_Mood_-10", "StatAbove_Mood_-99 && StatUnder_Mood_-10": "StatAbove_Mood_-99 && StatUnder_Mood_-10", "StatIncreaseFactorByOffering": "StatIncreaseFactorByOffering", "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20": "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20", "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20": "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20", "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40": "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40", "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20": "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20", "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40": "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40", "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20": "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20", "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60": "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60", "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100": "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100", "Station": "제작대", "Station(s)": "스테이션", "Stats": "능력치", "Stats increase normally when leveling up.": "레벨 업 시 통계가 정상적으로 증가합니다.", "Stats increase significantly when leveling up.": "레벨 업 시 통계가 현저하게 증가합니다.", "Stats increase slightly when leveling up.": "레벨 업 시 통계가 약간 증가합니다.", "Status Tab : U": "상태 탭: U", "Status Values": "Status Values", "StatusResistance_": "StatusResistance_", "StatusTable.json": "StatusTable.json", "StatusValue": "StatusValue", "StatusValueTable.json": "StatusValueTable.json", "Status_": "Status_", "Statuses": "상태", "Statuses - Dungeon Settlers Wiki": "상태 - 던전 세틀러즈 위키", "Stay stage 1": "체류 단계 1", "Stay stage 2": "체류 단계 2", "Stay stage 3": "체류 단계 3", "Stay stage 4": "체류 단계 4", "StayPenaltyTerm": "StayPenaltyTerm", "Stealth (potion / skill)": "은폐(포션/스킬)", "Stealth - Dungeon Settlers Wiki": "은신 - 던전 세틀러즈 위키", "Stealth Potion - Dungeon Settlers Wiki": "은신 물약 - 던전 세틀러즈 위키", "Stealth Potion icon": "은신 물약 아이콘", "Stealth Potion range and area shown on a dungeon room": "던전 방에 표시된 은신 물약의 범위와 영역", "Stealth icon": "은신 아이콘", "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "은신 상태에서는 거리에 상관없이 적에게 보이지 않고 공격 대상으로도 지정되지 않습니다. 피해를 입히는 즉시 해제됩니다.", "Stealth to reset, not to farm.": "재설정하려면 은폐를 사용하고, 농사를 짓지 마십시오.", "Steam build id": "Steam 빌드 ID", "Steam 빌드 ID": "Steam 빌드 ID", "Steam에서 구하기": "Steam에서 구하기", "Sticky bar": "고정 바", "Sticky vine": "끈끈이 덩굴", "Stiff Body - Dungeon Settlers Wiki": "뻐근한 몸 - 던전 세틀러즈 위키", "Stiff Body icon": "뻐근한 몸 아이콘", "Stiffness - Dungeon Settlers Wiki": "경직 - 던전 세틀러즈 위키", "Stiffness icon": "경직 아이콘", "Still plainly...": "여전히 분명히 불만족한...", "Still to earn": "남은 획득량", "Stock caster": "기본 시전자", "Stock caster (default)": "기본 시전자 (기본값)", "Stock caster level": "기본 시전자 레벨", "Stock level": "기본 레벨", "Stock offered at": "다음에서 제공되는 재고", "Stomp - Dungeon Settlers Wiki": "스텀프 - 던전 세틀러즈 위키", "Stomp forcefully, dealing 100% of": "강하게 밟아 100%의 피해를 가하고", "Stomp forcefully, dealing 100% of Physical Attack Power as damage to the target and all nearby enemies adjacent to you. Inflicts 1 Dizziness for 5 seconds.": "강하게 발을 굴러 대상과 자신 주변의 모든 적에게 PAtk의 100%만큼 피해를 입힙니다. 5초간 현기증 1을 부여합니다.", "Stomp forcefully, dealing 100% of Physical Attack Power as damage to the target and all nearby enemies adja…": "Stomp forcefully, dealing 100% of Physical Attack Power as damage to the target and all nearby enemies adja…", "Stomp icon": "스텀프 아이콘", "Stomp range and area on a dungeon room": "던전 방에서 짓밟기 범위 및 면적", "Stomp range and area shown on a dungeon room": "던전 방에 표시된 내려찍기의 범위와 영역", "Stomps its foot, dealing 200% of": "발을 구르며 200%의", "Stomps its foot, dealing 200% of Physical Attack Power as physical damage to all nearby enemy units.": "Stomps its foot, dealing 200% of Physical Attack Power as physical damage to all nearby enemy units.", "Stomps out forcefully, dealing 30% of": "세게 짓밟아 다음의 30%를 물리 피해로 입힙니다:", "Stomps out forcefully, dealing 30% of Physical Attack Power as physical damage to all nearby enemies and applying Disturbance for 15 seconds and Dizziness of 1.": "강하게 발을 굴러 주변 모든 적에게 PAtk의 30%만큼 물리 피해를 입히고 15초간 교란과 현기증 1을 부여합니다.", "Stomps out forcefully, dealing 30% of Physical Attack Power as physical damage to all nearby enemies and ap…": "Stomps out forcefully, dealing 30% of Physical Attack Power as physical damage to all nearby enemies and ap…", "Stone (16.67%)": "돌 (16.67%)", "Stone (25.81%)": "돌 (25.81%)", "Stone - Dungeon Settlers Wiki": "석재 - 던전 세틀러즈 위키", "Stone Bed - Dungeon Settlers Wiki": "석재 침대 - 던전 세틀러즈 위키", "Stone Bench - Dungeon Settlers Wiki": "긴 석재 의자 - 던전 세틀러즈 위키", "Stone Bid - Dungeon Settlers Wiki": "돌 구슬 - 던전 세틀러즈 위키", "Stone Bid icon": "돌 구슬 아이콘", "Stone Brick - Dungeon Settlers Wiki": "벽돌 - 던전 세틀러즈 위키", "Stone Brick icon": "벽돌 아이콘", "Stone Chair - Dungeon Settlers Wiki": "석재 의자 - 던전 세틀러즈 위키", "Stone Charge - Dungeon Settlers Wiki": "스톤 차지 - 던전 세틀러즈 위키", "Stone Charge icon": "스톤 차지 아이콘", "Stone Charge range and area on a dungeon room": "던전 방에서 돌 충전 범위 및 면적", "Stone Charge range and area shown on a dungeon room": "던전 방에 표시된 돌 돌진의 범위와 영역", "Stone Consumable Storage - Dungeon Settlers Wiki": "석재 소모품 보관함 - 던전 세틀러즈 위키", "Stone Consumables Storage": "Stone Consumables Storage", "Stone Decoration": "돌 장식", "Stone Decoration - Dungeon Settlers Wiki": "돌 장식 - 던전 세틀러즈 위키", "Stone Dining Chair": "돌 식탁 의자", "Stone Dining Chair - Dungeon Settlers Wiki": "석재 식탁 의자 - 던전 세틀러즈 위키", "Stone Door - Dungeon Settlers Wiki": "석재 문 - 던전 세틀러즈 위키", "Stone Equipment Storage - Dungeon Settlers Wiki": "석재 장비 보관함 - 던전 세틀러즈 위키", "Stone Fireplace - Dungeon Settlers Wiki": "석재 벽난로 - 던전 세틀러즈 위키", "Stone Floor - Dungeon Settlers Wiki": "석재 바닥 - 던전 세틀러즈 위키", "Stone Housing Complete": "돌 집 완료", "Stone Marble": "돌 구슬", "Stone Pillar - Dungeon Settlers Wiki": "석재 기둥 - 던전 세틀러즈 위키", "Stone Projectile Storage - Dungeon Settlers Wiki": "석재 투사체 보관함 - 던전 세틀러즈 위키", "Stone Raise - Dungeon Settlers Wiki": "스톤 레이즈 - 던전 세틀러즈 위키", "Stone Raise 1": "돌 올리기 1", "Stone Raise 2": "돌 올리기 2", "Stone Raise 3": "돌 올리기 3", "Stone Raise icon": "스톤 레이즈 아이콘", "Stone Raise range and area on a dungeon room": "돌 올리기 범위 및 던전 방의 영역", "Stone Raise range and area shown on a dungeon room": "던전 방에 표시된 돌 들어올리기의 범위와 영역", "Stone Resource Storage - Dungeon Settlers Wiki": "석재 자원 보관함 - 던전 세틀러즈 위키", "Stone Round Table - Dungeon Settlers Wiki": "석재 원형 탁자 - 던전 세틀러즈 위키", "Stone Side Table - Dungeon Settlers Wiki": "석제 협탁 - 던전 세틀러즈 위키", "Stone Stomp - Dungeon Settlers Wiki": "스톤 스톰프 - 던전 세틀러즈 위키", "Stone Stomp icon": "스톤 스톰프 아이콘", "Stone Stomp range and area on a dungeon room": "돌 구르기 범위 및 던전 방의 영역", "Stone Stomp range and area shown on a dungeon room": "던전 방에 표시된 돌 내려찍기의 범위와 영역", "Stone Table - Dungeon Settlers Wiki": "석재 탁자 - 던전 세틀러즈 위키", "Stone Throw - Dungeon Settlers Wiki": "돌 던지기 - 던전 세틀러즈 위키", "Stone Throw icon": "돌 던지기 아이콘", "Stone Throw range and area on a dungeon room": "돌 던지기 범위 및 던전 방의 영역", "Stone Throw range and area shown on a dungeon room": "던전 방에 표시된 돌 던지기의 범위와 영역", "Stone Wall + Stone Floor + Stone Door": "돌 벽 + 돌 바닥 + 돌 문", "Stone Wall - Dungeon Settlers Wiki": "석재 벽 - 던전 세틀러즈 위키", "Stone Wardrobe - Dungeon Settlers Wiki": "석재 옷장 - 던전 세틀러즈 위키", "Stone drop amount increases by 100%.": "돌 드롭량이 100% 증가합니다.", "Stone icon": "석재 아이콘", "Storage (10)": "보관소 (10)", "Storage (13)": "Storage (13)", "Storage - Dungeon Settlers Wiki": "보관함 - 던전 세틀러즈 위키", "Storage Buildings can hold items depending on the types they are designed to store.": "보관함 건물은 저장하도록 설계된 유형에 따라 아이템을 보관할 수 있습니다.", "Storage and Carrying Items - desc": "보관 및 아이템 운반 - 설명", "Storage buildings are used to store specific types of items, and units will automatically transport items left on the ground into storage.": "보관함 건물은 특정 종류의 아이템을 저장하는 데 사용되며, 유닛은 바닥에 놓인 아이템을 자동으로 보관함으로 옮깁니다.", "Storage buildings are used to stor…": "보관 건물은 … 저장하는 데 사용됩니다", "Storage buildings are used to …": "보관 건물은 … 사용됩니다", "Storage capacity": "보관함 용량", "StorageCapacity - Dungeon Settlers Wiki": "보관함 용량 - 던전 세틀러즈 위키", "StorageCapacity icon": "보관함 용량 아이콘", "Storage_": "Storage_", "Storm splash": "폭풍 스플래시", "Story": "스토리", "Str": "Str", "Strange Niche Remnant": "이상한 틈새 유해", "Strange Niche Remnant - 던전 세틀러즈 위키": "낯선 틈새 유물 - 던전 세틀러즈 위키", "Strange Seed - Dungeon Settlers Wiki": "기묘한 씨앗 - 던전 세틀러즈 위키", "Strange Seed icon": "기묘한 씨앗 아이콘", "Strange Seed range and area shown on a dungeon room": "던전 방에 표시된 이상한 씨앗 범위 및 면적", "Strange seed aura - Dungeon Settlers Wiki": "이상한 씨앗의 아우라 - 던전 세틀러즈 위키", "Strange seed aura icon": "이상한 씨앗의 아우라 아이콘", "Strange smiles spread across their faces.": "이상한 미소가 그들의 얼굴에 퍼집니다.", "Strange smiles spread across their faces. \"Very well. Then we shall make you @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "이상한 미소가 그들의 얼굴에 퍼집니다. \"그렇다면 좋습니다. 우리가 당신을 @##$@로 만들 것입니다.\" 순간, 셀 수 없는 목소리, 이미지, 미지의 지식 조각들이 당신과 탐사대원들의 마음에 물밀듯 밀려들어옵니다. 모든 것이 이전보다 더 선명하게 초점이 맞춰집니다. 하지만 그 명확함과 함께, 당신은 절대 알고 싶지 않았던 진실도 깨닫게 됩니다. 정신을 차릴 때쯤, 그 존재들은 이미 사라져 있습니다. 당신은 전보다 세상을 더 명확하게 인식하지만, 동시에 설명할 수 없는 고통을 느낍니다.", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...": "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...", "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, shadows stretched long, and the wind would often turn cold the moment a stranger asked their name. But the curse that lasted longest was not some eerie power, but the memory of the people who feared them.": "저주받은 아이라 불렸던 {0} 주변에는 설명하기 어려운 이상한 일들이 자주 일어났다. 맑은 날에도 그림자는 길게 드리웠고, 낯선 사람이 이름을 물으면 바람은 차가워졌다. 하지만 가장 오래 남은 저주는 초자연적 힘이 아니라 자신을 두려워하던 사람들의 기억이었다.", "Strategic use of pause is essential for achieving victory.": "일시정지의 전략적 사용이 승리를 달성하는 데 필수적입니다.", "StrategyRule_": "StrategyRule_", "Strategy_": "Strategy_", "Straw - Dungeon Settlers Wiki": "짚 - 던전 세틀러즈 위키", "Straw Door - Dungeon Settlers Wiki": "짚 문 - 던전 세틀러즈 위키", "Straw Wall + Log Floor + Straw Door": "짚 벽 + 통나무 바닥 + 짚 문", "Straw Wall - Dungeon Settlers Wiki": "짚 벽 - 던전 세틀러즈 위키", "Straw icon": "짚 아이콘", "Straw pile": "짚 더미", "Strength - Dungeon Settlers Wiki": "힘 - 던전 세틀러즈 위키", "Strength -> derived": "힘 -> 파생", "Strength Boost: Positive GAMESYSTEM_Environment_{affecterName}": "힘 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "Strength Elixir - Dungeon Settlers Wiki": "힘의 영약 - 던전 세틀러즈 위키", "Strength Elixir icon": "힘의 영약 아이콘", "Strength Elixir range and area shown on a dungeon room": "던전 방에 표시된 힘 엘릭서의 범위와 영역", "Strength Fortify - Dungeon Settlers Wiki": "힘 강화 - 던전 세틀러즈 위키", "Strength Fortify icon": "힘 강화 아이콘", "Strength Weaken - Dungeon Settlers Wiki": "힘 약화 - 던전 세틀러즈 위키", "Strength Weaken icon": "힘 약화 아이콘", "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "힘 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "Strength icon": "힘 아이콘", "Strength, Constitution, Willpower, Intelligence, Agility, Perception": "힘, 체질, 의지력, 지능, 민첩성, 인지력", "Strength: Exceptional (+{#}-{#} per level)": "힘: 탁월 (레벨당 +{#}~{#})", "Strength: Genius (+{#}-{#} per level)": "힘: 천재 (레벨당 +{#}~{#})", "Strength: Moderate (+{#}-{#} per level) - the baseline: no bonus, no malus": "힘: 보통 (레벨당 +{#}~{#}) - 기준치: 보너스도 페널티도 없음", "Strength: Outstanding (+{#}-{#} per level)": "힘: 우수 (레벨당 +{#}~{#})", "Strength: Poor (+{#}-{#} per level)": "힘: 낮음 (레벨당 +{#}~{#})", "StrengthFortify": "StrengthFortify", "StrengthPerModifier_{0}": "StrengthPerModifier_{0}", "StrengthWeaken": "StrengthWeaken", "Strength_": "Strength_", "Stress": "Stress", "Stress - Dungeon Settlers Wiki": "스트레스 - 던전 세틀러즈 위키", "Stress - desc": "스트레스 - 설명", "Stress Decrease Bonus - Dungeon Settlers Wiki": "스트레스 감소 추가량 - 던전 세틀러즈 위키", "Stress Decrease Bonus icon": "스트레스 감소 추가량 아이콘", "Stress Increase Bonus - Dungeon Settlers Wiki": "스트레스 증가 추가량 - 던전 세틀러즈 위키", "Stress Increase Bonus icon": "스트레스 증가 추가량 아이콘", "Stress Modifier - Dungeon Settlers Wiki": "스트레스 계수 - 던전 세틀러즈 위키", "Stress Modifier icon": "스트레스 계수 아이콘", "Stress Regeneration Final Multiplier - Dungeon Settlers Wiki": "스트레스 회복 최종 배율 - 던전 세틀러즈 위키", "Stress Regeneration Final Multiplier icon": "스트레스 회복 최종 배율 아이콘", "Stress at checkpoints": "체크포인트에서 스트레스", "Stress at max -> Mental Break (Stress resets); max again during it -> instant death": "최대 스트레스 -> 정신 붕괴 (스트레스 리셋); 그 동안 다시 최대 -> 즉시 사망", "Stress icon": "스트레스 아이콘", "Stress is at 0 and mood keeps it there.": "스트레스가 0이며 기분이 이를 유지해 줍니다.", "Stress is at the maximum.": "스트레스가 최대치입니다.", "Stress never moves": "스트레스가 변하지 않음", "Stress over time projection": "시간에 따른 스트레스 예측", "Stress reaches 0 in {#}": "{#} 후 스트레스가 0에 도달합니다", "Stress reset on mental breakdown": "정신 붕괴 시 스트레스 재설정", "Stress very high": "스트레스 매우 높음", "StressEffectApplyCondition": "StressEffectApplyCondition", "StressEffectCondition": "StressEffectCondition", "Stress_": "Stress_", "Stressed": "스트레스함", "Stressed (40 to 80)": "스트레스함 (40 ~ 80)", "Strike 1": "내려치기 1", "Strike 2": "내려치기 2", "Strikes hard with the shield, applying": "방패로 세게 쳐서 다음을 적용합니다:", "Strikes hard with the shield, applying Taunt to enemies within 5 tiles for 4 seconds.": "방패로 강하게 내리쳐 5칸 이내의 적에게 4초간 도발을 부여합니다.", "Strikes the target with the pommel of the sword, dealing physical damage equal to 120% of": "검의 손잡이로 대상을 쳐서 다음의 120%와 같은 물리 피해를 입힙니다:", "Strikes the target with the pommel of the sword, dealing physical damage equal to 120% of Physical Attack Power and applying Stun for 1 seconds.": "검자루로 대상을 가격하여 PAtk의 120%에 해당하는 물리 피해를 입히고 1초간 기절을 부여합니다.", "Strikes the target with the pommel of the sword, dealing physical damage equal to 120% of Physical Attack P…": "Strikes the target with the pommel of the sword, dealing physical damage equal to 120% of Physical Attack P…", "StringValues": "StringValues", "Strongest attack per enemy": "적당 최강 공격", "Structure_": "Structure_", "Structures": "구조물", "Str×0.05": "힘×0.05", "Str×1": "Str×1", "Str×4": "Str×4", "Studies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.": "연구 1-2는 침묵의 장막에 있습니다; 3-4는 문드러진 땅굴에 있습니다.", "Studying here": "여기서 학습", "Stuffed Deer Head - Dungeon Settlers Wiki": "사슴토 머리 박제 - 던전 세틀러즈 위키", "Stuffed Deer Head icon": "사슴토 머리 박제 아이콘", "Stun - Dungeon Settlers Wiki": "기절 - 던전 세틀러즈 위키", "Stun Charge - Dungeon Settlers Wiki": "스턴 차지 - 던전 세틀러즈 위키", "Stun Charge icon": "스턴 차지 아이콘", "Stun Charge range and area shown on a dungeon room": "던전 방에서 표시된 기절 돌진 범위 및 영역", "Stun Immunity - Dungeon Settlers Wiki": "기절 면역 - 던전 세틀러즈 위키", "Stun Immunity icon": "기절 면역 아이콘", "Stun icon": "기절 아이콘", "StunImmune": "StunImmune", "Stuns for 1s once 2 stacks build up, then the stacks reset.": "2 스택이 쌓이면 1초 동안 기절, 그러면 스택이 재설정됩니다.", "Sturdy - Dungeon Settlers Wiki": "튼튼 - 던전 세틀러즈 위키", "Sturdy Treasure Chest - Dungeon Settlers Wiki": "견고한 보물 상자 - 던전 세틀러즈 위키", "Sturdy Treasure Chest Remnant": "견고한 보물 상자 유해", "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "튼튼한 보물 상자 잔해 - 던전 세틀러즈 위키", "Sturdy icon": "튼튼 아이콘", "Sub": "보조", "Sub SP": "서브 SP", "Sub SP left": "남은 서브 SP", "Sub SkillPoint - Dungeon Settlers Wiki": "보조 스킬 포인트 - 던전 세틀러즈 위키", "Sub SkillPoint icon": "보조 스킬 포인트 아이콘", "Sub quests": "서브 임무", "Sub skill trees": "보조 스킬 트리", "Sub skill trees - Sub SP": "보조 스킬 트리 - 서브 SP", "Sub trees": "보조 트리", "Sub trees:": "보조 트리:", "Sub-faction": "세부 진영", "Sub-traits": "보조 특성", "Sub-type": "세부 유형", "Sub:": "보조:", "SubBuilding": "부속 건물", "SubBuilding (3)": "하위건물 (3)", "SubFaction": "세부 진영", "SubSkillPointIncrease": "SubSkillPointIncrease", "SubSkillTreeMinCount": "SubSkillTreeMinCount", "SubType": "부분유형", "Such poor discipline? I'll be confiscating all of it.": "이렇게 나쁜 훈련? 이 모두를 몰수하겠어.", "Suffering from hunger and cold,": "기아와 추위로 고통받으면서,", "Suffix:": "뒷 부분:", "Suggestion": "제안", "Summary Panels": "요약 패널", "Summary_Inventory": "Summary_Inventory", "Summary_Skill": "Summary_Skill", "Summary_Status": "Summary_Status", "Summary_WorkPlan": "Summary_WorkPlan", "Summon": "소환", "Summon : BubbleToad - Dungeon Settlers Wiki": "소환 : 버블토드 - 던전 세틀러즈 위키", "Summon : BubbleToad icon": "소환 : 버블토드 아이콘", "Summon : BubbleToad range and area shown on a dungeon room": "던전 방에서 표시된 소환: 버블 두꺼비 범위 및 영역", "Summon : Bubbling - Dungeon Settlers Wiki": "소환 : 버블링 - 던전 세틀러즈 위키", "Summon : Bubbling icon": "소환 : 버블링 아이콘", "Summon : Bubbling range and area shown on a dungeon room": "던전 방에서 표시된 소환: 버블링 범위 및 영역", "Summon HP = your MAtk ×1 + base HP;": "소환수 생명력 = 자신의 마법 공격력 ×1 + 기본 생명력;", "Summon HP = your MAtk ×1 + base HP; summon MAtk = your MAtk ×0.5 + base MAtk (disassembly-verified). Summon abilities read your ": "소환수 생명력 = 내 마법 공격력 ×1 + 기본 생명력; 소환수 마법 공격력 = 내 마법 공격력 ×0.5 + 기본값 (디스어셈블리 검증). 소환수 능력은 소환수의 절반 값이 아니라 내 ", "Summon Ladybug": "무당벌레 소환", "Summon Ladybug - Dungeon Settlers Wiki": "무당벌레 소환 - 던전 세틀러즈 위키", "Summon Ladybug Count": "무당벌레 소환 수", "Summon Ladybug Count - Dungeon Settlers Wiki": "무당벌레 소환 개수 - 던전 세틀러즈 위키", "Summon Ladybug Count icon": "무당벌레 소환 개수 아이콘", "Summon Ladybug icon": "무당벌레 소환 아이콘", "Summon Magic Attack": "소환 마법 공격", "Summon Max HP": "소환 최대 생명력", "Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP": "소환 최대 생명력 = (소환자의 마법 공격력 x 1.0) + 소환물의 기본 생명력", "Summon abilities read your": "소환수 능력은 자신의", "Summon calculator": "소환수 계산기", "Summon inherits the summoner's current HP/energy ratios": "소환물은 소환자의 현재 생명력/에너지 비율을 상속합니다", "Summon output, over the summon's lifetime (the cast itself deals no hit)": "소환수 산출량, 소환수의 수명 동안 (시전 자체는 타격을 주지 않음)", "Summon scaling": "소환 스케일링", "Summon spam + Ebb and Flow + Extra Bubble": "소환 반복 + 밀물과 썰물 + 추가 버블", "Summon stats are derived from the summoner: HP = summoner Magic Attack ×1 + base HP; summon Magic Attack = summoner Magic Attack ×0.5 + base. The stat card above shows raw table base values.": "소환수의 스탯은 소환자로부터 파생됩니다: 생명력 = 소환자 마법 공격력 ×1 + 기본 생명력; 소환수 마법 공격력 = 소환자 마법 공격력 ×0.5 + 기본값. 위의 스탯 카드는 원본 테이블의 기본값을 나타냅니다.", "Summon {0} 'Bubblings' at the designated location. Bubblings attack nearby enemies, and upon death they explode, dealing...": "지정된 위치에 {0}개의 '버블링'을 소환합니다. 버블링은 근처 적들을 공격하며, 죽을 때 폭발하여...", "Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "소환물 자체 마법 공격력 = (소환자의 마법 공격력 x 0.5) + 소환물의 기본 마법 공격력", "Summonable units": "소환 가능한 단위", "Summoned Creature - Dungeon Settlers Wiki": "소환수 - 던전 세틀러즈 위키", "Summoned Creature icon": "소환수 아이콘", "Summoned Creatures": "소환된 생물", "Summoned Creatures - Dungeon Settlers Wiki": "소환된 생물 - 던전 세틀러즈 위키", "Summoned Creatures guide": "소환 생물 가이드", "Summoned by": "소환자", "Summoned or placed by": "소환되거나 배치", "Summoned or placed by {#}.": "{#}에 의해 소환되거나 배치됩니다.", "Summoned unit": "소환된 유닛", "Summoned units": "소환된 유닛", "Summoner": "소환사", "Summoner Magic Attack": "소환사 마법 공격", "Summoner mage": "소환사 마법사", "Summons": "소환", "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "소환물 (버블, 거품두꺼비, 무당벌레…)은 다음을 기준으로 스케일됩니다", "Summons 1": "1을 소환합니다", "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of": "지정한 위치에 '버블링' 1마리를 소환합니다. 버블링은 근처의 적을 공격하며, 사망 시 폭발하여 100%에 해당하는 마법 피해를 입힙니다", "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of Magic Attack Power to nearby enemies and granting nearby allies Barrier equal to 150% of Magic Attack Power for 10 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "지정한 위치에 '버블링' 1마리를 소환합니다. 버블링은 주변 적을 공격하며 사망 시 폭발하여 주변 적에게 MAtk의 100%만큼 마법 피해를 입히고 주변 아군에게 10초간 MAtk의 150%에 해당하는 보호막을 부여합니다. 유닛 1명당 최대 2마리, 맵 전체에는 최대 4마리까지 소환 가능합니다.", "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dea…": "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dea…", "Summons 2": "소환 2", "Summons 2 Red Rat within 5 tiles. On the second use, Attack Speed increases.": "5 타일 이내에 빨간 쥐 2마리 소환. 두 번째 사용 시 공격 속도 증가.", "Summons 2 female Gloths.": "암컷 글로트 2마리를 소환합니다.", "Summons 3 ladybug(s) at random empty locations within 3 tiles.": "3 타일 이내의 무작위 빈 위치에 무당벌레 3마리를 소환합니다.", "Summons Bubble Toad: HP = your MAtk + 300 = 388, MAtk = half your MAtk + 16.9 = 61 (base PAtk 50.7, attack speed 0.3). Consumes 2 Bubbleling. Up to 1 on the field. Attacks with Tongue Thrust (100% magic, range 1)": "버블토드를 소환합니다: 생명력 = 내 MAtk + 300 = 388, MAtk = 내 MAtk의 절반 + 16.9 = 61(기본 PAtk 50.7, 공격 속도 0.3). 버블링 2마리를 소모합니다. 필드에 최대 1마리. 혀 찌르기로 공격(마법 100%, 사거리 1)", "Summons Bubbleling: HP = your MAtk + 0 = 88, MAtk = half your MAtk + 0 = 44 (base PAtk 50.7, attack speed 0.3). Up to 2 on the field. Attacks with Bubble Tackle (100% magic, range 1)": "버블링을 소환합니다: 생명력 = 내 MAtk + 0 = 88, MAtk = 내 MAtk의 절반 + 0 = 44(기본 PAtk 50.7, 공격 속도 0.3). 필드에 최대 2마리. 버블 태클로 공격(마법 100%, 사거리 1)", "Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for 3 seconds, dealing damage equal to 100% of": "근처의 모든 적에게 영혼의 사슬을 소환하여, 사슬로 연결된 대상을 3초 동안 매초 마법 번개로 타격하며, 100%에 해당하는 피해를 입힙니다", "Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for 3 seconds, dealing damage equal to 100% of Magic Attack Power. Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to 180% of Magic Attack Power and are affected by Rooting for 4 seconds.": "주변 모든 적에게 영혼의 사슬을 소환하여 3초간 매초 사슬에 묶인 대상에게 마법 번개로 MAtk의 100%만큼 피해를 입힙니다. 스킬 종료 시까지 사슬에서 벗어나지 못한 적은 추가로 MAtk의 180%만큼 피해를 입고 4초간 속박에 걸립니다.", "Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every seco…": "Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every seco…", "Summons vines from the ground 7 tiles in the target direction, dealing 150% of magic attack power as damage to enemy units and inflicting": "대상 방향으로 땅에서 7칸에 걸쳐 덩굴을 소환하여, 적 유닛에게 마법 공격력의 150%에 해당하는 피해를 입히고 다음을 가합니다", "Summons vines from the ground 7 tiles in the target direction, dealing 150% of magic attack power as damage to enemy units and inflicting Rooting and Stiffness for 3 seconds.": "지정한 방향으로 7칸 범위에 덩굴을 소환하여 적 유닛에게 마법 공격력의 150%만큼 피해를 입히고 3초간 속박과 경직을 부여합니다.", "Summons {#}": "소환: {#}", "Summons {#}: HP = your MAtk + {#} = {#}, MAtk = half your MAtk + {#} = {#}": "{#} 소환: 생명력 = 내 마법 공격력 + {#} = {#}, 마법 공격력 = 내 마법 공격력의 절반 + {#} = {#}", "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "{#} 소환: 생명력 = 내 {#} + {#} = {#}, {#} = 내 {#}의 절반 + {#} = {#}", "Summons {0} 'Bubbling(s)' at the designated location. Bubblings attack nearby enemies, and on death they explode, dealin...": "Summons {0} 'Bubbling(s)' at the designated location. Bubblings attack nearby enemies, and on death they explode, dealin...", "Summons 버블링: HP = your MAtk + 0 = 88, MAtk = half your MAtk + 0 = 44 (base PAtk 50.7, attack speed 0.3). Up to 2 on the field. Attacks with 버블 태클 (100% magic, range 1)": "소환: 버블링: 생명력 = 자신의 MAtk + 0 = 88, MAtk = 자신의 MAtk의 절반 + 0 = 44 (기본 PAtk 50.7, 공격 속도 0.3). 필드에 최대 2마리까지 소환 가능. 버블 태클로 공격 (마법 100%, 사거리 1)", "Summons 버블토드: HP = your MAtk + 300 = 388, MAtk = half your MAtk + 16.9 = 61 (base PAtk 50.7, attack speed 0.3). Consumes 2 버블링. Up to 1 on the field. Attacks with 텅 스러스트 (100% magic, range 1)": "소환: 버블토드: 생명력 = 자신의 MAtk + 300 = 388, MAtk = 자신의 MAtk의 절반 + 16.9 = 61 (기본 PAtk 50.7, 공격 속도 0.3). 버블링 2마리 소모. 필드에 최대 1마리까지 소환 가능. 텅 스러스트로 공격 (마법 100%, 사거리 1)", "Summons:": "소환:", "Sunheart Bloom - Dungeon Settlers Wiki": "태양심화 - 던전 세틀러즈 위키", "Sunheart Bloom icon": "태양심화 아이콘", "Sunheart Bloom range and area shown on a dungeon room": "던전 방에서 표시된 태양심 개화 범위 및 영역", "Sunny - Dungeon Settlers Wiki": "맑음 - 던전 세틀러즈 위키", "Sunny Wet": "Sunny Wet", "Sunny Wet - Dungeon Settlers Wiki": "화창하고 습함 - 던전 세틀러즈 위키", "Sunny Wet icon": "화창하고 습함 icon", "Sunny icon": "맑음 아이콘", "Superior Mana Stone - Dungeon Settlers Wiki": "최상급 마석 - 던전 세틀러즈 위키", "Superior Mana Stone icon": "최상급 마석 아이콘", "SupplyBox - Dungeon Settlers Wiki": "추가 보급품 상자 - 던전 세틀러즈 위키", "Support wagon - Dungeon Settlers Wiki": "지원 마차 - 던전 세틀러즈 위키", "Support wagons": "지원 마차", "Supreme Grade Mana Stone": "최상급 마석", "Supreme Mana Stones": "최고급 마나-돌", "Surely the Expedi...": "분명히 탐사대...", "Surely the Expedition Leader already has a solid plan in mind!": "탐사단장님은 확실히 확실한 계획이 있을 거야!", "Surging Wave": "몰아치는 파도", "SurpisedDuration": "SurpisedDuration", "Surprised - Dungeon Settlers Wiki": "어리둥절 - 던전 세틀러즈 위키", "Surprised icon": "어리둥절 아이콘", "Surround yourself with a cloak of flame, granting yourself a": "자신을 화염의 망토로 둘러싸 자신에게 다음을 부여합니다:", "Surround yourself with a cloak of flame, granting yourself a Barrier equal to 150% of Magic Attack Power for 10 seconds, dealing 30% of Magic Attack Power as magic damage per second to adjacent enemy units, and granting 1 Burning for 2 seconds.": "불꽃 망토로 자신을 감싸 10초간 MAtk의 150%에 해당하는 보호막을 얻고, 주변 적 유닛에게 매초 MAtk의 30%만큼 마법 피해를 입히며 2초간 화상 1을 부여합니다.", "Surround yourself with a cloak of flame, granting yourself a Barrier equal to 150% of Magic Attack Power fo…": "Surround yourself with a cloak of flame, granting yourself a Barrier equal to 150% of Magic Attack Power fo…", "Surround yourself with a cloak of flame, granting yourself a 보호막 equal to {1}% of 마법 공격력 for {0} seconds, dealing {2}% of 마법 공격력 as magic damage p": "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%에 해당하는 보호막을 얻고, 인접한 적 유닛에게 주기적으로 마법 공격력의 {2}%의 마법 피해를 입힙니다.", "Surrounding units": "주변 유닛", "Surrounding vision range. Fog of War is updated based on this value. In the prototype, there is no 'final stat' for this value yet. Going forward, each unit will need to be given a final Vision stat. For example, how much of the map is revealed by vision could differ depending on whether a torch is used, etc.": "주변 시야 범위. 이 값을 기준으로 Fog of War가 업데이트된다. 프로토타입 단계에서는 이 값에 대한 '최종 능력치'가 아직 존재하지 않는다. 앞으로는 각 유닛에 최종 Vision 수치를 부여해야 할 필요가 있다. 예를 들어 횃불 사용 여부에 따라 시야로 밝혀지는 맵의 범위가 달라지는 식이다.", "Survival": "생존", "Survival Skill Aptitude": "생존 스킬 적성", "Survival Skill Aptitude - Dungeon Settlers Wiki": "생존 기술 소질 - 던전 세틀러즈 위키", "Survival Skill Aptitude icon": "생존 기술 소질 아이콘", "Survivor - Dungeon Settlers Wiki": "생존자 - 던전 세틀러즈 위키", "Survivor icon": "생존자 아이콘", "Suspicious Scarecrow - Dungeon Settlers Wiki": "수상한 허수아비 - 던전 세틀러즈 위키", "Sustained DPS": "지속 DPS", "Swallow - Dungeon Settlers Wiki": "삼키기 - 던전 세틀러즈 위키", "Swallow Corpse - Dungeon Settlers Wiki": "시체 삼키기 - 던전 세틀러즈 위키", "Swallow Corpse icon": "시체 삼키기 아이콘", "Swallow a corpse to recover 30% of": "시체를 삼켜 30%의", "Swallow a corpse to recover 30% of Max Health Total and gain 1 Swallow Corpse.": "Swallow a corpse to recover 30% of Max Health Total and gain 1 Swallow Corpse.", "Swallow icon": "삼키기 아이콘", "Swallow range and area on a dungeon room": "던전 방에서 삼키기 범위 및 면적", "Swallow range and area shown on a dungeon room": "던전 방에 표시된 제비의 범위 및 영역", "Swamp Keeper - Dungeon Settlers Wiki": "늪지기 - 던전 세틀러즈 위키", "Swamp Keeper icon": "늪지기 아이콘", "Swarming Flea - Dungeon Settlers Wiki": "들끓는 벼룩 - 던전 세틀러즈 위키", "Swarming Flea icon": "들끓는 벼룩 아이콘", "Swarming Fleas GAMESYSTEM_Environment_{affecterName}": "들끓는 벼룩 GAMESYSTEM_Environment_{affecterName}", "SwarmingFleaEnv": "SwarmingFleaEnv", "Sweeping Cleave - Dungeon Settlers Wiki": "스위핑 클리브 - 던전 세틀러즈 위키", "Sweeping Cleave icon": "스위핑 클리브 아이콘", "Sweeping Cleave range and area shown on a dungeon room": "던전 방에서 표시된 휩쓰는 칼날 범위 및 영역", "Swift Potion - Dungeon Settlers Wiki": "신속 물약 - 던전 세틀러즈 위키", "Swift Potion icon": "신속 물약 아이콘", "Swift Potion range and area shown on a dungeon room": "던전 방에 표시된 빠른 포션의 범위 및 영역", "Swing the greatsword vertically with force to deal physical damage equal to {0}% of physical attack power to units on th...": "대검을 수직으로 힘껏 휘둘러 대상 유닛에게 물리 공격력의 {0}%에 해당하는 물리 피해량을 입힙니다...", "Swings the greatsword down hard vertically, dealing physical damage equal to {0}% of physical attack power to units on t...": "대검을 수직으로 세게 휘둘러, 범위 내의 유닛에 {0}% 물리 공격력과 같은 물리 피해를 입힘...", "Swings the greatsword widely, dealing 250% of": "대검을 크게 휘둘러 다음의 250%를 처리합니다", "Swings the greatsword widely, dealing 250% of Physical Attack Power as physical damage to all units around the user.": "대검을 크게 휘둘러 시전자 주변 모든 유닛에게 PAtk의 250%만큼 물리 피해를 입힙니다.", "Swings the greatsword widely, dealing 250% of Physical Attack Power as physical damage to all units around the user. This attack can also damage allies.": "대검을 크게 휘둘러 시전자 주변 모든 유닛에게 PAtk의 250%만큼 물리 피해를 입힙니다. 이 공격은 아군에게도 피해를 입힐 수 있습니다.", "Swings the greatsword widely, dealing 250% of Physical Attack Power as physical damage to all units around…": "Swings the greatsword widely, dealing 250% of Physical Attack Power as physical damage to all units around…", "Swings the sword forward, dealing 2 instances of physical damage equal to 80% of": "검을 앞으로 휘둘러 80%와 동일한 물리 피해의 2개 인스턴스를 줍니다", "Swings the sword forward, dealing 2 instances of physical damage equal to 80% of Physical Attack Power to all units in the area.": "검을 앞으로 휘둘러 범위 내 모든 유닛에게 PAtk의 80%에 해당하는 물리 피해를 2회 입힙니다.", "Swings the sword forward, dealing 2 instances of physical damage equal to 80% of Physical Attack Power to a…": "Swings the sword forward, dealing 2 instances of physical damage equal to 80% of Physical Attack Power to a…", "Swirling Tide (water boss)": "소용돌이치는 조류 (물 보스)", "Swirling Tide - Dungeon Settlers Wiki": "몰아치는 파도 - 던전 세틀러즈 위키", "Swirling Tide icon": "몰아치는 파도 아이콘", "Sword": "검", "Sword (one-handed)": "검 (한손)", "Sword Barrier - Dungeon Settlers Wiki": "소드 베리어 - 던전 세틀러즈 위키", "Sword Barrier icon": "소드 베리어 아이콘", "Sword Barrier range and area shown on a dungeon room": "던전 방에 표시된 검 배리어 범위 및 면적", "Sword Counter - Dungeon Settlers Wiki": "소드 카운터 - 던전 세틀러즈 위키", "Sword Counter icon": "소드 카운터 아이콘", "Sword Duelist": "검 무술가", "Sword Flow - Dungeon Settlers Wiki": "소드 플로우 - 던전 세틀러즈 위키", "Sword Flow icon": "소드 플로우 아이콘", "Sword Flow range and area shown on a dungeon room": "던전 방에서 표시된 검 흐름 범위 및 영역", "Sword Skill Aptitude": "검술 적성", "Sword Skill Aptitude - Dungeon Settlers Wiki": "검술 적성 - 던전 세틀러즈 위키", "Sword Skill Aptitude icon": "Sword Skill Aptitude icon", "Sword Skill Tree - Dungeon Settlers Wiki": "검 스킬 트리 - 던전 세틀러즈 위키", "Sword Skill Tree overview": "검 스킬 트리 개요", "Sword equipped": "검 장착", "Sword melee": "검 근접", "Sword tree (Chain Slash)": "검 트리 (연쇄 베기)", "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "검 트리 (이중 요청) 또는 방패 트리 (수호자의 도발)", "Sword, Blunt (plus gated Dagger, Axe, Spear) - can use a shield": "검, 둔기 (그리고 제한된 단검, 도끼, 창) - 방패 사용 가능", "Swordsman's Resolve - Dungeon Settlers Wiki": "소드맨스 리졸브 - 던전 세틀러즈 위키", "Swordsman's Resolve icon": "소드맨스 리졸브 아이콘", "Swordsman's Taunt - Dungeon Settlers Wiki": "소드맨 타운트 - 던전 세틀러즈 위키", "Swordsman's Taunt icon": "소드맨 타운트 아이콘", "Symbiotic Insect": "공생 곤충", "Symbiotic Insect - Dungeon Settlers Wiki": "공생 벌레 - 던전 세틀러즈 위키", "Symbiotic Insect Effect": "공생 곤충 효과", "Symbiotic Insect Effect - Dungeon Settlers Wiki": "공생 곤충 효과 - 던전 세틀러즈 위키", "Symbiotic Insect Effect icon": "공생 곤충 효과 icon", "Symbiotic Insect icon": "공생 벌레 아이콘", "Synergies": "상승효과", "Synergies - Dungeon Settlers Wiki": "상승효과 - 던전 세틀러즈 위키", "System (9)": "시스템 (9)", "System base hit chance": "시스템 기본 명중 확률", "T#": "T#", "T1": "T1", "T2": "T2", "T3": "T3", "T4": "T4", "TALENT PER-MODIFIER RANGES": "재능 당 수정자 범위", "TALENT ROLL RANGES": "재능 선택 범위", "TBD": "TBD", "TBD 5 energy - 20s cooldown": "미정 5 에너지 - 20s 재사용 대기", "TBD 에너지 5 - 재사용 대기 20초": "TBD 에너지 5 - 재사용 대기 20초", "TEXTKEY_AFFECTER_AbundantRation_DESC": "TEXTKEY_AFFECTER_AbundantRation_DESC", "TEXTKEY_AFFECTER_AbundantRation_NAME": "TEXTKEY_AFFECTER_AbundantRation_NAME", "TEXTKEY_AFFECTER_Adventurous_DESC": "TEXTKEY_AFFECTER_Adventurous_DESC", "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR": "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR", "TEXTKEY_AFFECTER_BeastForest_DESC": "TEXTKEY_AFFECTER_BeastForest_DESC", "TEXTKEY_AFFECTER_Bleeding_DESC": "TEXTKEY_AFFECTER_Bleeding_DESC", "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC": "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC", "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR": "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR", "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME": "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME", "TEXTKEY_AFFECTER_BloomingNature_DESC": "TEXTKEY_AFFECTER_BloomingNature_DESC", "TEXTKEY_AFFECTER_BloomingNature_NAME": "TEXTKEY_AFFECTER_BloomingNature_NAME", "TEXTKEY_AFFECTER_BlueBlood_DESC": "TEXTKEY_AFFECTER_BlueBlood_DESC", "TEXTKEY_AFFECTER_BlueBlood_FLAVOR": "TEXTKEY_AFFECTER_BlueBlood_FLAVOR", "TEXTKEY_AFFECTER_BlueBlood_NAME": "TEXTKEY_AFFECTER_BlueBlood_NAME", "TEXTKEY_AFFECTER_BlueBlood_SUBNAME": "TEXTKEY_AFFECTER_BlueBlood_SUBNAME", "TEXTKEY_AFFECTER_BlueGoblin_DESC": "TEXTKEY_AFFECTER_BlueGoblin_DESC", "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR": "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR", "TEXTKEY_AFFECTER_BlueGoblin_NAME": "TEXTKEY_AFFECTER_BlueGoblin_NAME", "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME": "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME", "TEXTKEY_AFFECTER_BraceStance_DESC": "TEXTKEY_AFFECTER_BraceStance_DESC", "TEXTKEY_AFFECTER_BraceStance_FLAVOR": "TEXTKEY_AFFECTER_BraceStance_FLAVOR", "TEXTKEY_AFFECTER_BraceStance_NAME": "TEXTKEY_AFFECTER_BraceStance_NAME", "TEXTKEY_AFFECTER_BraceStance_SUBNAME": "TEXTKEY_AFFECTER_BraceStance_SUBNAME", "TEXTKEY_AFFECTER_Burning_DESC": "TEXTKEY_AFFECTER_Burning_DESC", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR", "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME", "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC": "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC", "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR": "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR", "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME", "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME", "TEXTKEY_AFFECTER_Congestion_DESC": "TEXTKEY_AFFECTER_Congestion_DESC", "TEXTKEY_AFFECTER_Congestion_FLAVOR": "TEXTKEY_AFFECTER_Congestion_FLAVOR", "TEXTKEY_AFFECTER_Congestion_NAME": "TEXTKEY_AFFECTER_Congestion_NAME", "TEXTKEY_AFFECTER_Congestion_SUBNAME": "TEXTKEY_AFFECTER_Congestion_SUBNAME", "TEXTKEY_AFFECTER_CurseOfDead_DESC": "TEXTKEY_AFFECTER_CurseOfDead_DESC", "TEXTKEY_AFFECTER_CurseOfDead_NAME": "TEXTKEY_AFFECTER_CurseOfDead_NAME", "TEXTKEY_AFFECTER_DiffusiveFlame_DESC": "TEXTKEY_AFFECTER_DiffusiveFlame_DESC", "TEXTKEY_AFFECTER_DiffusiveFlame_NAME": "TEXTKEY_AFFECTER_DiffusiveFlame_NAME", "TEXTKEY_AFFECTER_DullTongue_DESC": "TEXTKEY_AFFECTER_DullTongue_DESC", "TEXTKEY_AFFECTER_DullTongue_FLAVOR": "TEXTKEY_AFFECTER_DullTongue_FLAVOR", "TEXTKEY_AFFECTER_ElasticityInscription_DESC": "TEXTKEY_AFFECTER_ElasticityInscription_DESC", "TEXTKEY_AFFECTER_ElderGlothSoul_DESC": "TEXTKEY_AFFECTER_ElderGlothSoul_DESC", "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR": "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR", "TEXTKEY_AFFECTER_ElderGlothSoul_NAME": "TEXTKEY_AFFECTER_ElderGlothSoul_NAME", "TEXTKEY_AFFECTER_Elf_FLAVOR": "TEXTKEY_AFFECTER_Elf_FLAVOR", "TEXTKEY_AFFECTER_EnergyBoost_DESC": "TEXTKEY_AFFECTER_EnergyBoost_DESC", "TEXTKEY_AFFECTER_EnergyBoost_NAME": "TEXTKEY_AFFECTER_EnergyBoost_NAME", "TEXTKEY_AFFECTER_EnvelopingTide_DESC": "TEXTKEY_AFFECTER_EnvelopingTide_DESC", "TEXTKEY_AFFECTER_EnvelopingTide_NAME": "TEXTKEY_AFFECTER_EnvelopingTide_NAME", "TEXTKEY_AFFECTER_EyeBallSoul_DESC": "TEXTKEY_AFFECTER_EyeBallSoul_DESC", "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR": "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR", "TEXTKEY_AFFECTER_EyeBallSoul_NAME": "TEXTKEY_AFFECTER_EyeBallSoul_NAME", "TEXTKEY_AFFECTER_ForestTeaching_DESC": "TEXTKEY_AFFECTER_ForestTeaching_DESC", "TEXTKEY_AFFECTER_ForgottenIdol_DESC": "TEXTKEY_AFFECTER_ForgottenIdol_DESC", "TEXTKEY_AFFECTER_FrenziedBall_DESC": "TEXTKEY_AFFECTER_FrenziedBall_DESC", "TEXTKEY_AFFECTER_FrenziedBall_NAME": "TEXTKEY_AFFECTER_FrenziedBall_NAME", "TEXTKEY_AFFECTER_FullMoonWolf_DESC": "TEXTKEY_AFFECTER_FullMoonWolf_DESC", "TEXTKEY_AFFECTER_FullMoonWolf_NAME": "TEXTKEY_AFFECTER_FullMoonWolf_NAME", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR", "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME", "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC": "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC", "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR", "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME", "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME", "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC": "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC", "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME": "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME", "TEXTKEY_AFFECTER_GraveDisgraced_DESC": "TEXTKEY_AFFECTER_GraveDisgraced_DESC", "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR": "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR", "TEXTKEY_AFFECTER_GraveDisgraced_NAME": "TEXTKEY_AFFECTER_GraveDisgraced_NAME", "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME": "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME", "TEXTKEY_AFFECTER_GreatestWarrior_DESC": "TEXTKEY_AFFECTER_GreatestWarrior_DESC", "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR": "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR", "TEXTKEY_AFFECTER_GreatestWarrior_NAME": "TEXTKEY_AFFECTER_GreatestWarrior_NAME", "TEXTKEY_AFFECTER_HealthBoost_DESC": "TEXTKEY_AFFECTER_HealthBoost_DESC", "TEXTKEY_AFFECTER_HealthBoost_NAME": "TEXTKEY_AFFECTER_HealthBoost_NAME", "TEXTKEY_AFFECTER_HoldingFuneral_DESC": "TEXTKEY_AFFECTER_HoldingFuneral_DESC", "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR": "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR", "TEXTKEY_AFFECTER_HoldingFuneral_NAME": "TEXTKEY_AFFECTER_HoldingFuneral_NAME", "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME": "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME", "TEXTKEY_AFFECTER_Hyperopia_DESC": "TEXTKEY_AFFECTER_Hyperopia_DESC", "TEXTKEY_AFFECTER_Hyperopia_FLAVOR": "TEXTKEY_AFFECTER_Hyperopia_FLAVOR", "TEXTKEY_AFFECTER_Hyperopia_NAME": "TEXTKEY_AFFECTER_Hyperopia_NAME", "TEXTKEY_AFFECTER_Hyperopia_SUBNAME": "TEXTKEY_AFFECTER_Hyperopia_SUBNAME", "TEXTKEY_AFFECTER_Impatient _DESC": "TEXTKEY_AFFECTER_Impatient _DESC", "TEXTKEY_AFFECTER_Impatient _FLAVOR": "TEXTKEY_AFFECTER_Impatient _FLAVOR", "TEXTKEY_AFFECTER_Impatient _NAME": "TEXTKEY_AFFECTER_Impatient _NAME", "TEXTKEY_AFFECTER_Impatient_DESC": "TEXTKEY_AFFECTER_Impatient_DESC", "TEXTKEY_AFFECTER_Impatient_FLAVOR": "TEXTKEY_AFFECTER_Impatient_FLAVOR", "TEXTKEY_AFFECTER_Impatient_NAME": "TEXTKEY_AFFECTER_Impatient_NAME", "TEXTKEY_AFFECTER_Initiative_DESC": "TEXTKEY_AFFECTER_Initiative_DESC", "TEXTKEY_AFFECTER_Initiative_FLAVOR": "TEXTKEY_AFFECTER_Initiative_FLAVOR", "TEXTKEY_AFFECTER_Initiative_NAME": "TEXTKEY_AFFECTER_Initiative_NAME", "TEXTKEY_AFFECTER_Initiative_SUBNAME": "TEXTKEY_AFFECTER_Initiative_SUBNAME", "TEXTKEY_AFFECTER_InjectedTruth_DESC": "TEXTKEY_AFFECTER_InjectedTruth_DESC", "TEXTKEY_AFFECTER_InjectedTruth_NAME": "TEXTKEY_AFFECTER_InjectedTruth_NAME", "TEXTKEY_AFFECTER_LeadershipElf_DESC": "TEXTKEY_AFFECTER_LeadershipElf_DESC", "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR": "TEXTKEY_AFFECTER_LeadershipElf_FLAVOR", "TEXTKEY_AFFECTER_LeadershipElf_NAME": "TEXTKEY_AFFECTER_LeadershipElf_NAME", "TEXTKEY_AFFECTER_LeadershipHuman_DESC": "TEXTKEY_AFFECTER_LeadershipHuman_DESC", "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR": "TEXTKEY_AFFECTER_LeadershipHuman_FLAVOR", "TEXTKEY_AFFECTER_LeadershipHuman_NAME": "TEXTKEY_AFFECTER_LeadershipHuman_NAME", "TEXTKEY_AFFECTER_LeadershipLizard_DESC": "TEXTKEY_AFFECTER_LeadershipLizard_DESC", "TEXTKEY_AFFECTER_LeadershipLizard_FLAVOR": "TEXTKEY_AFFECTER_LeadershipLizard_FLAVOR", "TEXTKEY_AFFECTER_LeadershipLizard_NAME": "TEXTKEY_AFFECTER_LeadershipLizard_NAME", "TEXTKEY_AFFECTER_LeadershipLycan_DESC": "TEXTKEY_AFFECTER_LeadershipLycan_DESC", "TEXTKEY_AFFECTER_LeadershipLycan_FLAVOR": "TEXTKEY_AFFECTER_LeadershipLycan_FLAVOR", "TEXTKEY_AFFECTER_LeadershipLycan_NAME": "TEXTKEY_AFFECTER_LeadershipLycan_NAME", "TEXTKEY_AFFECTER_Leadership_DESC": "TEXTKEY_AFFECTER_Leadership_DESC", "TEXTKEY_AFFECTER_Leadership_FLAVOR": "TEXTKEY_AFFECTER_Leadership_FLAVOR", "TEXTKEY_AFFECTER_Leadership_NAME": "TEXTKEY_AFFECTER_Leadership_NAME", "TEXTKEY_AFFECTER_LizardMan_DESC": "TEXTKEY_AFFECTER_LizardMan_DESC", "TEXTKEY_AFFECTER_Lycan_DESC": "TEXTKEY_AFFECTER_Lycan_DESC", "TEXTKEY_AFFECTER_Lycan_FLAVOR": "TEXTKEY_AFFECTER_Lycan_FLAVOR", "TEXTKEY_AFFECTER_Lycan_NAME": "TEXTKEY_AFFECTER_Lycan_NAME", "TEXTKEY_AFFECTER_NocturnalDayTime_DESC": "TEXTKEY_AFFECTER_NocturnalDayTime_DESC", "TEXTKEY_AFFECTER_NocturnalDayTime_FLAVOR": "TEXTKEY_AFFECTER_NocturnalDayTime_FLAVOR", "TEXTKEY_AFFECTER_NocturnalDayTime_NAME": "TEXTKEY_AFFECTER_NocturnalDayTime_NAME", "TEXTKEY_AFFECTER_NocturnalDayTime_SUBNAME": "TEXTKEY_AFFECTER_NocturnalDayTime_SUBNAME", "TEXTKEY_AFFECTER_NocturnalNightTime_DESC": "TEXTKEY_AFFECTER_NocturnalNightTime_DESC", "TEXTKEY_AFFECTER_NocturnalNightTime_FLAVOR": "TEXTKEY_AFFECTER_NocturnalNightTime_FLAVOR", "TEXTKEY_AFFECTER_NocturnalNightTime_NAME": "TEXTKEY_AFFECTER_NocturnalNightTime_NAME", "TEXTKEY_AFFECTER_NocturnalNightTime_SUBNAME": "TEXTKEY_AFFECTER_NocturnalNightTime_SUBNAME", "TEXTKEY_AFFECTER_PioneeringSpirit_DESC": "TEXTKEY_AFFECTER_PioneeringSpirit_DESC", "TEXTKEY_AFFECTER_PioneeringSpirit_FLAVOR": "TEXTKEY_AFFECTER_PioneeringSpirit_FLAVOR", "TEXTKEY_AFFECTER_PioneeringSpirit_NAME": "TEXTKEY_AFFECTER_PioneeringSpirit_NAME", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_FLAVOR": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_FLAVOR", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_NAME": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_NAME", "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_SUBNAME": "TEXTKEY_AFFECTER_PlayInDecentRecreationRoom_SUBNAME", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_DESC": "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_DESC", "TEXTKEY_AFFECTER_PlayInFantasticRecreationRoom_FLAVOR": 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"TEXTKEY_ITEM_DeputyCaptainsInsignia_DESC", "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR": "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR", "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME": "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME", "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME": "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME", "TEXTKEY_ITEM_DisgustingMonsterMeat_DESC": "TEXTKEY_ITEM_DisgustingMonsterMeat_DESC", "TEXTKEY_ITEM_ElderGlothSoulStone_DESC": "TEXTKEY_ITEM_ElderGlothSoulStone_DESC", "TEXTKEY_ITEM_ElderGlothSoulStone_FLAVOR": "TEXTKEY_ITEM_ElderGlothSoulStone_FLAVOR", "TEXTKEY_ITEM_ElderGlothSoulStone_NAME": "TEXTKEY_ITEM_ElderGlothSoulStone_NAME", "TEXTKEY_ITEM_EyeBallSoulStone_DESC": "TEXTKEY_ITEM_EyeBallSoulStone_DESC", "TEXTKEY_ITEM_EyeBallSoulStone_FLAVOR": "TEXTKEY_ITEM_EyeBallSoulStone_FLAVOR", "TEXTKEY_ITEM_EyeBallSoulStone_NAME": "TEXTKEY_ITEM_EyeBallSoulStone_NAME", "TEXTKEY_ITEM_FrostyHandshake_FLAVOR": "TEXTKEY_ITEM_FrostyHandshake_FLAVOR", "TEXTKEY_ITEM_GarnetNecklace_DESC": "TEXTKEY_ITEM_GarnetNecklace_DESC", "TEXTKEY_ITEM_GarnetRing_DESC": "TEXTKEY_ITEM_GarnetRing_DESC", "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_DESC": "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_DESC", "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_FLAVOR": "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_FLAVOR", "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_NAME": "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_NAME", "TEXTKEY_ITEM_GreenCrystalNecklace_DESC": "TEXTKEY_ITEM_GreenCrystalNecklace_DESC", "TEXTKEY_ITEM_GreenCrystalRing_DESC": "TEXTKEY_ITEM_GreenCrystalRing_DESC", "TEXTKEY_ITEM_Hardtack_DESC": "TEXTKEY_ITEM_Hardtack_DESC", "TEXTKEY_ITEM_HideHelmet_FLAVOR": "TEXTKEY_ITEM_HideHelmet_FLAVOR", "TEXTKEY_ITEM_IronOre_FLAVOR": "TEXTKEY_ITEM_IronOre_FLAVOR", "TEXTKEY_ITEM_LowGradeNatureElementalStone_DESC": "TEXTKEY_ITEM_LowGradeNatureElementalStone_DESC", "TEXTKEY_ITEM_LumaFruit_FLAVOR": "TEXTKEY_ITEM_LumaFruit_FLAVOR", "TEXTKEY_ITEM_LumaLog_FLAVOR": "TEXTKEY_ITEM_LumaLog_FLAVOR", "TEXTKEY_ITEM_MonsterRatSoulStone_DESC": "TEXTKEY_ITEM_MonsterRatSoulStone_DESC", "TEXTKEY_ITEM_NatureBloodWoodStaff_DESC": "TEXTKEY_ITEM_NatureBloodWoodStaff_DESC", "TEXTKEY_ITEM_OpalNecklace_DESC": "TEXTKEY_ITEM_OpalNecklace_DESC", "TEXTKEY_ITEM_OpalRing_DESC": "TEXTKEY_ITEM_OpalRing_DESC", "TEXTKEY_ITEM_PeridotNecklace_DESC": "TEXTKEY_ITEM_PeridotNecklace_DESC", "TEXTKEY_ITEM_PeridotRing_DESC": "TEXTKEY_ITEM_PeridotRing_DESC", "TEXTKEY_ITEM_RedCrystalNecklace_DESC": "TEXTKEY_ITEM_RedCrystalNecklace_DESC", "TEXTKEY_ITEM_RedCrystalRing_DESC": "TEXTKEY_ITEM_RedCrystalRing_DESC", "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC": "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC", "TEXTKEY_ITEM_RedMosterRatBlood_DESC": "TEXTKEY_ITEM_RedMosterRatBlood_DESC", "TEXTKEY_ITEM_ShellPotion_DESC": "TEXTKEY_ITEM_ShellPotion_DESC", "TEXTKEY_ITEM_ShellPotion_FLAVOR": "TEXTKEY_ITEM_ShellPotion_FLAVOR", "TEXTKEY_ITEM_SilverNecklace_DESC": "TEXTKEY_ITEM_SilverNecklace_DESC", "TEXTKEY_ITEM_SilverOre_FLAVOR": "TEXTKEY_ITEM_SilverOre_FLAVOR", "TEXTKEY_ITEM_SilverRing_DESC": "TEXTKEY_ITEM_SilverRing_DESC", "TEXTKEY_ITEM_StickyBedstraw_DESC": "TEXTKEY_ITEM_StickyBedstraw_DESC", "TEXTKEY_ITEM_StickyBedstraw_FLAVOR": "TEXTKEY_ITEM_StickyBedstraw_FLAVOR", "TEXTKEY_ITEM_StickyBedstraw_NAME": "TEXTKEY_ITEM_StickyBedstraw_NAME", "TEXTKEY_ITEM_StickyBedstraw_SUBNAME": "TEXTKEY_ITEM_StickyBedstraw_SUBNAME", "TEXTKEY_ITEM_WoodGreatSword_FLAVOR": "TEXTKEY_ITEM_WoodGreatSword_FLAVOR", "TEXTKEY_InteractionInvalid_DropFail": "TEXTKEY_InteractionInvalid_DropFail", "TEXTKEY_InteractionInvalid_IndoorDisabled": "TEXTKEY_InteractionInvalid_IndoorDisabled", "TEXTKEY_InteractionInvalid_WorkUnavailable": "TEXTKEY_InteractionInvalid_WorkUnavailable", "TEXTKEY_InteractionOption_Demolition_NoTarget": "TEXTKEY_InteractionOption_Demolition_NoTarget", "TEXTKEY_InteractionOption_ForceAttack": "TEXTKEY_InteractionOption_ForceAttack", "TEXTKEY_InteractionOption_Heal": "TEXTKEY_InteractionOption_Heal", "TEXTKEY_LOCKEDBUILDING_ItemReason": "TEXTKEY_LOCKEDBUILDING_ItemReason", "TEXTKEY_Language_PortugueseBrazil": "TEXTKEY_Language_PortugueseBrazil", "TEXTKEY_NarrativeIntroNotice_1": "TEXTKEY_NarrativeIntroNotice_1", "TEXTKEY_NarrativeIntroNotice_2": "TEXTKEY_NarrativeIntroNotice_2", "TEXTKEY_NodeE000_DESC": "TEXTKEY_NodeE000_DESC", "TEXTKEY_NodeF1200_DESC": "TEXTKEY_NodeF1200_DESC", "TEXTKEY_NodeF1300_DESC": "TEXTKEY_NodeF1300_DESC", "TEXTKEY_NodeF1400_DESC": "TEXTKEY_NodeF1400_DESC", "TEXTKEY_NodeF1410_DESC": "TEXTKEY_NodeF1410_DESC", "TEXTKEY_NodeF1411_DESC": "TEXTKEY_NodeF1411_DESC", "TEXTKEY_NodeF1500_DESC": "TEXTKEY_NodeF1500_DESC", "TEXTKEY_NodeF1510_DESC": "TEXTKEY_NodeF1510_DESC", "TEXTKEY_NodeF1511_DESC": "TEXTKEY_NodeF1511_DESC", "TEXTKEY_NodeF2700_DESC": "TEXTKEY_NodeF2700_DESC", "TEXTKEY_NodeF2710_DESC": "TEXTKEY_NodeF2710_DESC", "TEXTKEY_NodeF2711_DESC": "TEXTKEY_NodeF2711_DESC", "TEXTKEY_NodeF2800_DESC": "TEXTKEY_NodeF2800_DESC", "TEXTKEY_NodeF2810_DESC": 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"TEXTKEY_NodeR1000_DESC": "TEXTKEY_NodeR1000_DESC", "TEXTKEY_NodeR1010_DESC": "TEXTKEY_NodeR1010_DESC", "TEXTKEY_NodeR1011_DESC": "TEXTKEY_NodeR1011_DESC", "TEXTKEY_NodeR1100_DESC": "TEXTKEY_NodeR1100_DESC", "TEXTKEY_NodeR1200_DESC": "TEXTKEY_NodeR1200_DESC", "TEXTKEY_NodeR1210_DESC": "TEXTKEY_NodeR1210_DESC", "TEXTKEY_NodeR1211_DESC": "TEXTKEY_NodeR1211_DESC", "TEXTKEY_NodeR1212_DESC": "TEXTKEY_NodeR1212_DESC", "TEXTKEY_NodeR1300_DESC": "TEXTKEY_NodeR1300_DESC", "TEXTKEY_NodeR1320_DESC": "TEXTKEY_NodeR1320_DESC", "TEXTKEY_NodeR1321_DESC": "TEXTKEY_NodeR1321_DESC", "TEXTKEY_NodeR1322_DESC": "TEXTKEY_NodeR1322_DESC", "TEXTKEY_NodeR1400_DESC": "TEXTKEY_NodeR1400_DESC", "TEXTKEY_NodeR1420_DESC": "TEXTKEY_NodeR1420_DESC", "TEXTKEY_NodeR1421_DESC": "TEXTKEY_NodeR1421_DESC", "TEXTKEY_NodeR1422_DESC": "TEXTKEY_NodeR1422_DESC", "TEXTKEY_NodeR1423_DESC": "TEXTKEY_NodeR1423_DESC", "TEXTKEY_NodeR1430_DESC": "TEXTKEY_NodeR1430_DESC", "TEXTKEY_NodeR1500_DESC": "TEXTKEY_NodeR1500_DESC", "TEXTKEY_NodeR1520_DESC": "TEXTKEY_NodeR1520_DESC", "TEXTKEY_NodeR1521_DESC": "TEXTKEY_NodeR1521_DESC", "TEXTKEY_NodeR1522_DESC": "TEXTKEY_NodeR1522_DESC", "TEXTKEY_NodeR1523_DESC": "TEXTKEY_NodeR1523_DESC", "TEXTKEY_NodeR1600_DESC": "TEXTKEY_NodeR1600_DESC", "TEXTKEY_NodeR1610_DESC": "TEXTKEY_NodeR1610_DESC", "TEXTKEY_NodeR1611_DESC": "TEXTKEY_NodeR1611_DESC", "TEXTKEY_NodeR1612_DESC": "TEXTKEY_NodeR1612_DESC", "TEXTKEY_NodeR1700_DESC": "TEXTKEY_NodeR1700_DESC", "TEXTKEY_NodeR1710_DESC": "TEXTKEY_NodeR1710_DESC", "TEXTKEY_NodeR1711_DESC": "TEXTKEY_NodeR1711_DESC", "TEXTKEY_NodeR1800_DESC": "TEXTKEY_NodeR1800_DESC", "TEXTKEY_NodeR1810_DESC": "TEXTKEY_NodeR1810_DESC", "TEXTKEY_NodeR1811_DESC": "TEXTKEY_NodeR1811_DESC", "TEXTKEY_NodeR1900_DESC": "TEXTKEY_NodeR1900_DESC", "TEXTKEY_NodeR1920_DESC": "TEXTKEY_NodeR1920_DESC", "TEXTKEY_NodeR1921_DESC": "TEXTKEY_NodeR1921_DESC", "TEXTKEY_NodeR1930_DESC": "TEXTKEY_NodeR1930_DESC", "TEXTKEY_NodeR410_DESC": "TEXTKEY_NodeR410_DESC", "TEXTKEY_NodeR500_DESC": "TEXTKEY_NodeR500_DESC", "TEXTKEY_NodeR510_DESC": "TEXTKEY_NodeR510_DESC", "TEXTKEY_NodeR511_DESC": "TEXTKEY_NodeR511_DESC", "TEXTKEY_NodeR600_DESC": "TEXTKEY_NodeR600_DESC", "TEXTKEY_NodeR610_DESC": "TEXTKEY_NodeR610_DESC", "TEXTKEY_NodeR611_DESC": "TEXTKEY_NodeR611_DESC", "TEXTKEY_NodeR700_DESC": "TEXTKEY_NodeR700_DESC", "TEXTKEY_NodeR710_DESC": "TEXTKEY_NodeR710_DESC", "TEXTKEY_NodeR711_DESC": "TEXTKEY_NodeR711_DESC", "TEXTKEY_NodeR712_DESC": "TEXTKEY_NodeR712_DESC", "TEXTKEY_NodeR800_DESC": "TEXTKEY_NodeR800_DESC", "TEXTKEY_NodeR820_DESC": "TEXTKEY_NodeR820_DESC", "TEXTKEY_NodeR821_DESC": "TEXTKEY_NodeR821_DESC", "TEXTKEY_NodeR822_DESC": "TEXTKEY_NodeR822_DESC", "TEXTKEY_NodeR900_DESC": "TEXTKEY_NodeR900_DESC", "TEXTKEY_NodeR910_DESC": "TEXTKEY_NodeR910_DESC", "TEXTKEY_NodeR911_DESC": "TEXTKEY_NodeR911_DESC", "TEXTKEY_NodeT1100_DESC": "TEXTKEY_NodeT1100_DESC", "TEXTKEY_NodeT910_DESC": "TEXTKEY_NodeT910_DESC", "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0": "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0", "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66": "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66", "TEXTKEY_QUEST_DiscardedSpecimen_NAME": "TEXTKEY_QUEST_DiscardedSpecimen_NAME", "TEXTKEY_QUEST_InteractEndrossi2_NAME": "TEXTKEY_QUEST_InteractEndrossi2_NAME", "TEXTKEY_QUEST_InteractEndrossi3_NAME": "TEXTKEY_QUEST_InteractEndrossi3_NAME", "TEXTKEY_QUEST_InteractEndrossi4_NAME": "TEXTKEY_QUEST_InteractEndrossi4_NAME", "TEXTKEY_QUEST_InteractEndrossi5_NAME": "TEXTKEY_QUEST_InteractEndrossi5_NAME", "TEXTKEY_QUEST_InteractEndrossi_NAME": "TEXTKEY_QUEST_InteractEndrossi_NAME", "TEXTKEY_QUEST_InteractPerion2_NAME": "TEXTKEY_QUEST_InteractPerion2_NAME", "TEXTKEY_QUEST_InteractPerion_NAME": "TEXTKEY_QUEST_InteractPerion_NAME", "TEXTKEY_QUEST_InteractXenon2_NAME": "TEXTKEY_QUEST_InteractXenon2_NAME", "TEXTKEY_QUEST_InteractXenon3_NAME": "TEXTKEY_QUEST_InteractXenon3_NAME", "TEXTKEY_QUEST_InteractXenon4_NAME": "TEXTKEY_QUEST_InteractXenon4_NAME", "TEXTKEY_QUEST_InteractXenon_NAME": "TEXTKEY_QUEST_InteractXenon_NAME", "TEXTKEY_QUEST_Main100_NAME": "TEXTKEY_QUEST_Main100_NAME", "TEXTKEY_QUEST_Rank1Research7_NAME": "TEXTKEY_QUEST_Rank1Research7_NAME", "TEXTKEY_QUEST_ResearchInsect2_NAME": "TEXTKEY_QUEST_ResearchInsect2_NAME", "TEXTKEY_QUEST_ResearchInsect3_NAME": "TEXTKEY_QUEST_ResearchInsect3_NAME", "TEXTKEY_QUEST_ResearchInsect4_NAME": "TEXTKEY_QUEST_ResearchInsect4_NAME", "TEXTKEY_QUEST_ResearchInsect_NAME": "TEXTKEY_QUEST_ResearchInsect_NAME", "TEXTKEY_RESEARCH_BoneProcessing1_NAME": "TEXTKEY_RESEARCH_BoneProcessing1_NAME", "TEXTKEY_RESEARCH_BoneProcessing2_NAME": "TEXTKEY_RESEARCH_BoneProcessing2_NAME", "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME", "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME", "TEXTKEY_RESEARCH_Grave_NAME": "TEXTKEY_RESEARCH_Grave_NAME", "TEXTKEY_RESEARCH_LeatherProcessing1_NAME": "TEXTKEY_RESEARCH_LeatherProcessing1_NAME", "TEXTKEY_RESEARCH_MetalProcessing1_NAME": "TEXTKEY_RESEARCH_MetalProcessing1_NAME", "TEXTKEY_RESEARCH_WoodProcessing1_NAME": "TEXTKEY_RESEARCH_WoodProcessing1_NAME", "TEXTKEY_RESEARCH_WoodProcessing2_NAME": "TEXTKEY_RESEARCH_WoodProcessing2_NAME", "TEXTKEY_ROOM_DecentRecreationRoom_DESC": "TEXTKEY_ROOM_DecentRecreationRoom_DESC", "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR": "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR", "TEXTKEY_ROOM_DecentRecreationRoom_NAME": "TEXTKEY_ROOM_DecentRecreationRoom_NAME", "TEXTKEY_ROOM_FantasticRecreationRoom_DESC": "TEXTKEY_ROOM_FantasticRecreationRoom_DESC", "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR": "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR", "TEXTKEY_ROOM_FantasticRecreationRoom_NAME": "TEXTKEY_ROOM_FantasticRecreationRoom_NAME", "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC": "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC", "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR": "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR", "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME": "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME", "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR": "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR", "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC": "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC", "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR": "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR", "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME": "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME", "TEXTKEY_ROOM_MediocreRecreationRoom_DESC": "TEXTKEY_ROOM_MediocreRecreationRoom_DESC", "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR": "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR", "TEXTKEY_ROOM_MediocreRecreationRoom_NAME": "TEXTKEY_ROOM_MediocreRecreationRoom_NAME", "TEXTKEY_ROOM_NormalRecreationRoom_DESC": "TEXTKEY_ROOM_NormalRecreationRoom_DESC", "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR": "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR", "TEXTKEY_ROOM_NormalRecreationRoom_NAME": "TEXTKEY_ROOM_NormalRecreationRoom_NAME", "TEXTKEY_ROOM_PoorRecreationRoom_DESC": "TEXTKEY_ROOM_PoorRecreationRoom_DESC", "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR": "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR", "TEXTKEY_ROOM_PoorRecreationRoom_NAME": "TEXTKEY_ROOM_PoorRecreationRoom_NAME", "TEXTKEY_SKILLTREE_Blunt_DESC": "TEXTKEY_SKILLTREE_Blunt_DESC", "TEXTKEY_SKILLTREE_Bow_DESC": "TEXTKEY_SKILLTREE_Bow_DESC", "TEXTKEY_SKILLTREE_Greatsword_DESC": "TEXTKEY_SKILLTREE_Greatsword_DESC", "TEXTKEY_SKILLTREE_NatureMagic_DESC": "TEXTKEY_SKILLTREE_NatureMagic_DESC", "TEXTKEY_SKILLTREE_Spear_DESC": "TEXTKEY_SKILLTREE_Spear_DESC", "TEXTKEY_SKILLTREE_Stake_DESC": "TEXTKEY_SKILLTREE_Stake_DESC", "TEXTKEY_SKILLTREE_Stake_NAME": "TEXTKEY_SKILLTREE_Stake_NAME", "TEXTKEY_SKILLTREE_Stake_SUBNAME": "TEXTKEY_SKILLTREE_Stake_SUBNAME", "TEXTKEY_SKILLTREE_WaterMagic_DESC": "TEXTKEY_SKILLTREE_WaterMagic_DESC", "TEXTKEY_SKILL_Anchor_DESC": "TEXTKEY_SKILL_Anchor_DESC", "TEXTKEY_SKILL_Anchor_FLAVOR": "TEXTKEY_SKILL_Anchor_FLAVOR", "TEXTKEY_SKILL_Anchor_NAME": "TEXTKEY_SKILL_Anchor_NAME", "TEXTKEY_SKILL_Anchor_SUBNAME": "TEXTKEY_SKILL_Anchor_SUBNAME", "TEXTKEY_SKILL_Barricade_NAME": "TEXTKEY_SKILL_Barricade_NAME", "TEXTKEY_SKILL_BasicSpearAttack_DESC": "TEXTKEY_SKILL_BasicSpearAttack_DESC", "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR": "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR", "TEXTKEY_SKILL_BasicSpearAttack_NAME": "TEXTKEY_SKILL_BasicSpearAttack_NAME", "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME": "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME", "TEXTKEY_SKILL_BattleCadence_DESC": "TEXTKEY_SKILL_BattleCadence_DESC", "TEXTKEY_SKILL_BattleCadence_FLAVOR": "TEXTKEY_SKILL_BattleCadence_FLAVOR", "TEXTKEY_SKILL_BattleCadence_NAME": "TEXTKEY_SKILL_BattleCadence_NAME", "TEXTKEY_SKILL_BattleCadence_SUBNAME": "TEXTKEY_SKILL_BattleCadence_SUBNAME", "TEXTKEY_SKILL_BraceStance_DESC": "TEXTKEY_SKILL_BraceStance_DESC", "TEXTKEY_SKILL_BraceStance_FLAVOR": "TEXTKEY_SKILL_BraceStance_FLAVOR", "TEXTKEY_SKILL_BraceStance_NAME": "TEXTKEY_SKILL_BraceStance_NAME", "TEXTKEY_SKILL_BraceStance_SUBNAME": "TEXTKEY_SKILL_BraceStance_SUBNAME", "TEXTKEY_SKILL_BuffDish_NAME": "TEXTKEY_SKILL_BuffDish_NAME", "TEXTKEY_SKILL_Builder_NAME": "TEXTKEY_SKILL_Builder_NAME", "TEXTKEY_SKILL_DeadlyFear_DESC": "TEXTKEY_SKILL_DeadlyFear_DESC", "TEXTKEY_SKILL_DeliciousInDungeon_NAME": "TEXTKEY_SKILL_DeliciousInDungeon_NAME", "TEXTKEY_SKILL_DigGround_NAME": "TEXTKEY_SKILL_DigGround_NAME", "TEXTKEY_SKILL_DoubleOutput_NAME": "TEXTKEY_SKILL_DoubleOutput_NAME", "TEXTKEY_SKILL_FabricFloor_NAME": "TEXTKEY_SKILL_FabricFloor_NAME", "TEXTKEY_SKILL_FastCooking_NAME": "TEXTKEY_SKILL_FastCooking_NAME", "TEXTKEY_SKILL_FieldRepair_NAME": "TEXTKEY_SKILL_FieldRepair_NAME", "TEXTKEY_SKILL_FireCloak_DESC": "TEXTKEY_SKILL_FireCloak_DESC", "TEXTKEY_SKILL_GreenShade_DESC": "TEXTKEY_SKILL_GreenShade_DESC", "TEXTKEY_SKILL_HeartyServing_NAME": "TEXTKEY_SKILL_HeartyServing_NAME", "TEXTKEY_SKILL_HeavyLabor_NAME": "TEXTKEY_SKILL_HeavyLabor_NAME", "TEXTKEY_SKILL_Initiative_DESC": "TEXTKEY_SKILL_Initiative_DESC", "TEXTKEY_SKILL_Initiative_FLAVOR": "TEXTKEY_SKILL_Initiative_FLAVOR", "TEXTKEY_SKILL_Initiative_NAME": "TEXTKEY_SKILL_Initiative_NAME", "TEXTKEY_SKILL_Initiative_SUBNAME": "TEXTKEY_SKILL_Initiative_SUBNAME", "TEXTKEY_SKILL_JoyOfCreation_NAME": "TEXTKEY_SKILL_JoyOfCreation_NAME", "TEXTKEY_SKILL_LoggingMuscle_NAME": "TEXTKEY_SKILL_LoggingMuscle_NAME", "TEXTKEY_SKILL_LoggingTechnique_NAME": "TEXTKEY_SKILL_LoggingTechnique_NAME", "TEXTKEY_SKILL_MetalDebris_NAME": "TEXTKEY_SKILL_MetalDebris_NAME", "TEXTKEY_SKILL_MinerPower_NAME": "TEXTKEY_SKILL_MinerPower_NAME", "TEXTKEY_SKILL_NewDiscovery_NAME": "TEXTKEY_SKILL_NewDiscovery_NAME", "TEXTKEY_SKILL_OpeningStrike_DESC": "TEXTKEY_SKILL_OpeningStrike_DESC", "TEXTKEY_SKILL_OpeningStrike_FLAVOR": "TEXTKEY_SKILL_OpeningStrike_FLAVOR", "TEXTKEY_SKILL_OpeningStrike_NAME": "TEXTKEY_SKILL_OpeningStrike_NAME", "TEXTKEY_SKILL_OpeningStrike_SUBNAME": "TEXTKEY_SKILL_OpeningStrike_SUBNAME", "TEXTKEY_SKILL_PathOfScholar_NAME": "TEXTKEY_SKILL_PathOfScholar_NAME", "TEXTKEY_SKILL_PickaxeEnhancement_NAME": "TEXTKEY_SKILL_PickaxeEnhancement_NAME", "TEXTKEY_SKILL_PiercingThrust_DESC": "TEXTKEY_SKILL_PiercingThrust_DESC", "TEXTKEY_SKILL_PiercingThrust_FLAVOR": "TEXTKEY_SKILL_PiercingThrust_FLAVOR", "TEXTKEY_SKILL_PiercingThrust_NAME": "TEXTKEY_SKILL_PiercingThrust_NAME", "TEXTKEY_SKILL_PiercingThrust_SUBNAME": "TEXTKEY_SKILL_PiercingThrust_SUBNAME", "TEXTKEY_SKILL_QuickRetreat_DESC": "TEXTKEY_SKILL_QuickRetreat_DESC", "TEXTKEY_SKILL_QuickRetreat_FLAVOR": "TEXTKEY_SKILL_QuickRetreat_FLAVOR", "TEXTKEY_SKILL_QuickRetreat_NAME": "TEXTKEY_SKILL_QuickRetreat_NAME", "TEXTKEY_SKILL_QuickRetreat_SUBNAME": "TEXTKEY_SKILL_QuickRetreat_SUBNAME", "TEXTKEY_SKILL_RapidFireAttack_DESC": "TEXTKEY_SKILL_RapidFireAttack_DESC", "TEXTKEY_SKILL_RapidFire_DESC": "TEXTKEY_SKILL_RapidFire_DESC", "TEXTKEY_SKILL_RecklessAssault_DESC": "TEXTKEY_SKILL_RecklessAssault_DESC", "TEXTKEY_SKILL_RecklessAssault_FLAVOR": "TEXTKEY_SKILL_RecklessAssault_FLAVOR", "TEXTKEY_SKILL_RecklessAssault_NAME": "TEXTKEY_SKILL_RecklessAssault_NAME", "TEXTKEY_SKILL_RecklessAssault_SUBNAME": "TEXTKEY_SKILL_RecklessAssault_SUBNAME", "TEXTKEY_SKILL_ResearchJournal_NAME": "TEXTKEY_SKILL_ResearchJournal_NAME", "TEXTKEY_SKILL_ShieldHandling_DESC": "TEXTKEY_SKILL_ShieldHandling_DESC", "TEXTKEY_SKILL_SpearBash_DESC": "TEXTKEY_SKILL_SpearBash_DESC", "TEXTKEY_SKILL_SpearBash_FLAVOR": "TEXTKEY_SKILL_SpearBash_FLAVOR", "TEXTKEY_SKILL_SpearBash_NAME": "TEXTKEY_SKILL_SpearBash_NAME", "TEXTKEY_SKILL_SpearBash_SUBNAME": "TEXTKEY_SKILL_SpearBash_SUBNAME", "TEXTKEY_SKILL_StrangeSeed_DESC": "TEXTKEY_SKILL_StrangeSeed_DESC", "TEXTKEY_SKILL_StudentDiscount_NAME": "TEXTKEY_SKILL_StudentDiscount_NAME", "TEXTKEY_SKILL_SummonLadybug_DESC": "TEXTKEY_SKILL_SummonLadybug_DESC", "TEXTKEY_SKILL_SummonLadybug_FLAVOR": "TEXTKEY_SKILL_SummonLadybug_FLAVOR", "TEXTKEY_SKILL_SummonLadybug_NAME": "TEXTKEY_SKILL_SummonLadybug_NAME", "TEXTKEY_SKILL_SummonLadybug_SUBNAME": "TEXTKEY_SKILL_SummonLadybug_SUBNAME", "TEXTKEY_SKILL_SweetSap_NAME": "TEXTKEY_SKILL_SweetSap_NAME", "TEXTKEY_SKILL_SwordmanTaunt_DESC": "TEXTKEY_SKILL_SwordmanTaunt_DESC", "TEXTKEY_SKILL_TapeMeasure_NAME": "TEXTKEY_SKILL_TapeMeasure_NAME", "TEXTKEY_SKILL_TwinThrustAttack_DESC": "TEXTKEY_SKILL_TwinThrustAttack_DESC", "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR": "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR", "TEXTKEY_SKILL_TwinThrustAttack_NAME": "TEXTKEY_SKILL_TwinThrustAttack_NAME", "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME": "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME", "TEXTKEY_SKILL_TwinThrust_DESC": "TEXTKEY_SKILL_TwinThrust_DESC", "TEXTKEY_SKILL_TwinThrust_FLAVOR": "TEXTKEY_SKILL_TwinThrust_FLAVOR", "TEXTKEY_SKILL_TwinThrust_NAME": "TEXTKEY_SKILL_TwinThrust_NAME", "TEXTKEY_SKILL_TwinThrust_SUBNAME": "TEXTKEY_SKILL_TwinThrust_SUBNAME", "TEXTKEY_SKILL_WastelessMining_NAME": "TEXTKEY_SKILL_WastelessMining_NAME", "TEXTKEY_SKILL_WoodCarrier_NAME": "TEXTKEY_SKILL_WoodCarrier_NAME", "TEXTKEY_STATUS_ExpGainedBonus_NAME": "TEXTKEY_STATUS_ExpGainedBonus_NAME", "TEXTKEY_STATUS_Exp_NAME": "TEXTKEY_STATUS_Exp_NAME", "TEXTKEY_STATUS_MaxExp_DESC": "TEXTKEY_STATUS_MaxExp_DESC", "TEXTKEY_STATUS_Mood_DESC": "TEXTKEY_STATUS_Mood_DESC", "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC": "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC", "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME": "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME", "TEXTKEY_STATUS_RecreationCapability_DESC": "TEXTKEY_STATUS_RecreationCapability_DESC", "TEXTKEY_STATUS_RecreationCapability_NAME": "TEXTKEY_STATUS_RecreationCapability_NAME", "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR": "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR", "TEXTKEY_ScenarioType_Establish_DESC": "TEXTKEY_ScenarioType_Establish_DESC", "TEXTKEY_ScenarioType_Establish_FLAVOR": "TEXTKEY_ScenarioType_Establish_FLAVOR", "TEXTKEY_ScenarioType_Establish_NAME": "TEXTKEY_ScenarioType_Establish_NAME", "TEXTKEY_ScenarioType_Sandbox_DESC": "TEXTKEY_ScenarioType_Sandbox_DESC", "TEXTKEY_ScenarioType_Sandbox_FLAVOR": "TEXTKEY_ScenarioType_Sandbox_FLAVOR", "TEXTKEY_ScenarioType_Sandbox_NAME": "TEXTKEY_ScenarioType_Sandbox_NAME", "TEXTKEY_Shared_BuffAffecter_DESC": "TEXTKEY_Shared_BuffAffecter_DESC", "TEXTKEY_Shared_DebuffAffecter_DESC": "TEXTKEY_Shared_DebuffAffecter_DESC", "TEXTKEY_Shared_EXP_DESC": "TEXTKEY_Shared_EXP_DESC", "TEXTKEY_Shared_LevelUp_DESC": "TEXTKEY_Shared_LevelUp_DESC", "TEXTKEY_Shared_Level_DESC": "TEXTKEY_Shared_Level_DESC", "TEXTKEY_Shared_MainSkillPoint_DESC": "TEXTKEY_Shared_MainSkillPoint_DESC", "TEXTKEY_Shared_SubSkillPoint_DESC": "TEXTKEY_Shared_SubSkillPoint_DESC", "TEXTKEY_Shared_SuperHigh": "TEXTKEY_Shared_SuperHigh", "TEXTKEY_Shared_SuperLow": "TEXTKEY_Shared_SuperLow", "TEXTKEY_Shared_Talent_DESC": "TEXTKEY_Shared_Talent_DESC", "TEXTKEY_SummaryOptionUI_Activate_DESC": "TEXTKEY_SummaryOptionUI_Activate_DESC", "TEXTKEY_SummaryOptionUI_Activate_NAME": "TEXTKEY_SummaryOptionUI_Activate_NAME", "TEXTKEY_SummaryOptionUI_AutoAttack_DESC": "TEXTKEY_SummaryOptionUI_AutoAttack_DESC", "TEXTKEY_SummaryOptionUI_Disabled_DESC": "TEXTKEY_SummaryOptionUI_Disabled_DESC", "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC": "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC", "TEXTKEY_TEXTFIT_DungeonResultDead_DESC": "TEXTKEY_TEXTFIT_DungeonResultDead_DESC", "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC": "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC", "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC": "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC", "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC": "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC", "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC": "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC", "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC": "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC", "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC": "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC", "TEXTKEY_Tooltip_AttackRandomTags_DESC": "TEXTKEY_Tooltip_AttackRandomTags_DESC", "TEXTKEY_Tooltip_AttackRandomTags_NAME": "TEXTKEY_Tooltip_AttackRandomTags_NAME", "TEXTKEY_Tooltip_CraftingRequiredItems": "TEXTKEY_Tooltip_CraftingRequiredItems", "TEXTKEY_Tooltip_DefenseRandomTags_DESC": "TEXTKEY_Tooltip_DefenseRandomTags_DESC", "TEXTKEY_Tooltip_DefenseRandomTags_NAME": "TEXTKEY_Tooltip_DefenseRandomTags_NAME", "TEXTKEY_Tooltip_NoExpireDuration": "TEXTKEY_Tooltip_NoExpireDuration", "TEXTKEY_Tooltip_UtilityRandomTags_DESC": "TEXTKEY_Tooltip_UtilityRandomTags_DESC", "TEXTKEY_Tooltip_UtilityRandomTags_NAME": "TEXTKEY_Tooltip_UtilityRandomTags_NAME", "TEXTKEY_UNIT_AbyssAcidInsect_DESC": "TEXTKEY_UNIT_AbyssAcidInsect_DESC", "TEXTKEY_UNIT_AbyssAcidInsect_NAME": "TEXTKEY_UNIT_AbyssAcidInsect_NAME", "TEXTKEY_UNIT_AbyssAcidSlogel_DESC": "TEXTKEY_UNIT_AbyssAcidSlogel_DESC", "TEXTKEY_UNIT_AbyssAcidSlogel_NAME": "TEXTKEY_UNIT_AbyssAcidSlogel_NAME", "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC": "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC", "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME": "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME", "TEXTKEY_UNIT_AbyssBee_DESC": "TEXTKEY_UNIT_AbyssBee_DESC", "TEXTKEY_UNIT_AbyssBee_NAME": "TEXTKEY_UNIT_AbyssBee_NAME", "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC": "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC", "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME": "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME", "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC": "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC", "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME": "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME", "TEXTKEY_UNIT_AbyssChallengerGloth_DESC": "TEXTKEY_UNIT_AbyssChallengerGloth_DESC", "TEXTKEY_UNIT_AbyssChallengerGloth_NAME": "TEXTKEY_UNIT_AbyssChallengerGloth_NAME", "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC": "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC", "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME": "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME", "TEXTKEY_UNIT_AbyssElderGloth_DESC": "TEXTKEY_UNIT_AbyssElderGloth_DESC", "TEXTKEY_UNIT_AbyssElderGloth_NAME": "TEXTKEY_UNIT_AbyssElderGloth_NAME", "TEXTKEY_UNIT_AbyssFemaleGloth_DESC": "TEXTKEY_UNIT_AbyssFemaleGloth_DESC", "TEXTKEY_UNIT_AbyssFemaleGloth_NAME": "TEXTKEY_UNIT_AbyssFemaleGloth_NAME", "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC": "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC", "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME": "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME", "TEXTKEY_UNIT_AbyssGlothPup_DESC": "TEXTKEY_UNIT_AbyssGlothPup_DESC", "TEXTKEY_UNIT_AbyssGlothPup_NAME": "TEXTKEY_UNIT_AbyssGlothPup_NAME", "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC": "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC", "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME": "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC", "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME", "TEXTKEY_UNIT_AbyssGoblinRider_DESC": "TEXTKEY_UNIT_AbyssGoblinRider_DESC", "TEXTKEY_UNIT_AbyssGoblinRider_NAME": "TEXTKEY_UNIT_AbyssGoblinRider_NAME", "TEXTKEY_UNIT_AbyssGoblinShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinShaman_DESC", "TEXTKEY_UNIT_AbyssGoblinShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinShaman_NAME", "TEXTKEY_UNIT_AbyssGoblinThrower_DESC": "TEXTKEY_UNIT_AbyssGoblinThrower_DESC", "TEXTKEY_UNIT_AbyssGoblinThrower_NAME": "TEXTKEY_UNIT_AbyssGoblinThrower_NAME", "TEXTKEY_UNIT_AbyssGoblinWorker_DESC": "TEXTKEY_UNIT_AbyssGoblinWorker_DESC", "TEXTKEY_UNIT_AbyssGoblinWorker_NAME": "TEXTKEY_UNIT_AbyssGoblinWorker_NAME", "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC": "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC", "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME": "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME", "TEXTKEY_UNIT_AbyssGreyRat_DESC": "TEXTKEY_UNIT_AbyssGreyRat_DESC", "TEXTKEY_UNIT_AbyssGreyRat_NAME": "TEXTKEY_UNIT_AbyssGreyRat_NAME", "TEXTKEY_UNIT_AbyssMaleGloth_DESC": "TEXTKEY_UNIT_AbyssMaleGloth_DESC", "TEXTKEY_UNIT_AbyssMaleGloth_NAME": "TEXTKEY_UNIT_AbyssMaleGloth_NAME", "TEXTKEY_UNIT_AbyssMawmurk_DESC": "TEXTKEY_UNIT_AbyssMawmurk_DESC", "TEXTKEY_UNIT_AbyssMawmurk_NAME": "TEXTKEY_UNIT_AbyssMawmurk_NAME", "TEXTKEY_UNIT_AbyssMediumSlime_DESC": "TEXTKEY_UNIT_AbyssMediumSlime_DESC", "TEXTKEY_UNIT_AbyssMediumSlime_NAME": "TEXTKEY_UNIT_AbyssMediumSlime_NAME", "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC": "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC", "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME": "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME", "TEXTKEY_UNIT_AbyssMetalScarab_DESC": "TEXTKEY_UNIT_AbyssMetalScarab_DESC", "TEXTKEY_UNIT_AbyssMetalScarab_NAME": "TEXTKEY_UNIT_AbyssMetalScarab_NAME", "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC": "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC", "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME": "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME", "TEXTKEY_UNIT_AbyssMudSlogel_DESC": "TEXTKEY_UNIT_AbyssMudSlogel_DESC", "TEXTKEY_UNIT_AbyssMudSlogel_NAME": "TEXTKEY_UNIT_AbyssMudSlogel_NAME", "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC": "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC", "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME": "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME", "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC": "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC", "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME": "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME", "TEXTKEY_UNIT_AbyssRedRat_DESC": "TEXTKEY_UNIT_AbyssRedRat_DESC", "TEXTKEY_UNIT_AbyssRedRat_NAME": "TEXTKEY_UNIT_AbyssRedRat_NAME", "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC": "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC", "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME": "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME", "TEXTKEY_UNIT_AbyssSmallSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSlime_DESC", "TEXTKEY_UNIT_AbyssSmallSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSlime_NAME", "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC", "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME", "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC": "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC", "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME": "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME", "TEXTKEY_UNIT_AbyssSporeInsect_DESC": "TEXTKEY_UNIT_AbyssSporeInsect_DESC", "TEXTKEY_UNIT_AbyssSporeInsect_NAME": "TEXTKEY_UNIT_AbyssSporeInsect_NAME", "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC": "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC", "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME": "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME", "TEXTKEY_UNIT_AbyssTadpole_DESC": "TEXTKEY_UNIT_AbyssTadpole_DESC", "TEXTKEY_UNIT_AbyssTadpole_NAME": "TEXTKEY_UNIT_AbyssTadpole_NAME", "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC": "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC", "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME": "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME", "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC": "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC", "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME": "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME", "TEXTKEY_UNIT_AbyssWildDog_DESC": "TEXTKEY_UNIT_AbyssWildDog_DESC", "TEXTKEY_UNIT_AbyssWildDog_NAME": "TEXTKEY_UNIT_AbyssWildDog_NAME", "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC": "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC", "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME": "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME", "TEXTKEY_UNIT_BubbleToad_DESC": "TEXTKEY_UNIT_BubbleToad_DESC", "TEXTKEY_UNIT_Bubbleling_DESC": "TEXTKEY_UNIT_Bubbleling_DESC", "TEXTKEY_UNIT_ChallengerGloth_DESC": "TEXTKEY_UNIT_ChallengerGloth_DESC", "TEXTKEY_UNIT_ElderGloth_DESC": "TEXTKEY_UNIT_ElderGloth_DESC", "TEXTKEY_UNIT_Endrossi_NAME": "TEXTKEY_UNIT_Endrossi_NAME", "TEXTKEY_UNIT_EyeBall_DESC": "TEXTKEY_UNIT_EyeBall_DESC", "TEXTKEY_UNIT_EyeBall_NAME": "TEXTKEY_UNIT_EyeBall_NAME", "TEXTKEY_UNIT_FemaleGloth_DESC": "TEXTKEY_UNIT_FemaleGloth_DESC", "TEXTKEY_UNIT_GlothPup_DESC": "TEXTKEY_UNIT_GlothPup_DESC", "TEXTKEY_UNIT_GoblinBrawler_DESC": "TEXTKEY_UNIT_GoblinBrawler_DESC", "TEXTKEY_UNIT_GoblinChiefShaman_DESC": "TEXTKEY_UNIT_GoblinChiefShaman_DESC", "TEXTKEY_UNIT_GoblinRider_DESC": "TEXTKEY_UNIT_GoblinRider_DESC", "TEXTKEY_UNIT_GoblinShaman_DESC": "TEXTKEY_UNIT_GoblinShaman_DESC", "TEXTKEY_UNIT_GoblinThrower_DESC": "TEXTKEY_UNIT_GoblinThrower_DESC", "TEXTKEY_UNIT_GoblinWorker_DESC": "TEXTKEY_UNIT_GoblinWorker_DESC", "TEXTKEY_UNIT_GreyMonsterRat_DESC": "TEXTKEY_UNIT_GreyMonsterRat_DESC", "TEXTKEY_UNIT_GuardArcher_DESC": "TEXTKEY_UNIT_GuardArcher_DESC", "TEXTKEY_UNIT_GuardArcher_NAME": "TEXTKEY_UNIT_GuardArcher_NAME", "TEXTKEY_UNIT_GuardCaptain_DESC": "TEXTKEY_UNIT_GuardCaptain_DESC", "TEXTKEY_UNIT_GuardCaptain_NAME": "TEXTKEY_UNIT_GuardCaptain_NAME", "TEXTKEY_UNIT_GuardSpearman_DESC": "TEXTKEY_UNIT_GuardSpearman_DESC", "TEXTKEY_UNIT_GuardSpearman_NAME": "TEXTKEY_UNIT_GuardSpearman_NAME", "TEXTKEY_UNIT_MaleGloth_DESC": "TEXTKEY_UNIT_MaleGloth_DESC", "TEXTKEY_UNIT_RedMonsterRat_DESC": "TEXTKEY_UNIT_RedMonsterRat_DESC", "TEXTKEY_UNIT_Xenon_DESC": "TEXTKEY_UNIT_Xenon_DESC", "TEXTKEY_UNIT_Xenon_NAME": "TEXTKEY_UNIT_Xenon_NAME", "TIMED": "시간 제한", "TIP :": "팁 :", "TIP : '수면 중시' 행동 옵션을 활용하여 유닛의 기력을 회복시켜보세요.": "TIP : '수면 중시' 행동 옵션을 활용하여 유닛의 기력을 회복시켜보세요.", "TIP : 1레벨 유닛은 1개의 엑티브, 1개의 패시브 스킬을 익힐 수 있는 SP를 보유합니다. 스킬은 매우 중요하니 반드시 각 유닛에게 적절한 스킬을 익히고 적극적으로 사용하세요!": "TIP : 1레벨 유닛은 1개의 엑티브, 1개의 패시브 스킬을 익힐 수 있는 SP를 보유합니다. 스킬은 매우 중요하니 반드시 각 유닛에게 적절한 스킬을 익히고 적극적으로 사용하세요!", "TIP : A level 1 unit has enough SP to learn one active and one passive skill. Skills are essential, make sure to learn and use them effectively!": "팁 : 레벨 1 유닛은 액티브 스킬 1개와 패시브 스킬 1개를 배울 수 있는 SP를 가지고 있습니다. 스킬은 필수이니 반드시 배워서 효과적으로 활용하세요!", "TIP : Dungeon corruption level is currently": "팁: 던전 부패 수준은 현재", "TIP : Higher-level units expect better treatment, so manage food, equipment, and facilities carefully to avoid discontent.": "팁 : 레벨이 높은 유닛일수록 더 나은 대우를 기대하므로, 불만이 생기지 않도록 음식과 장비, 시설을 신경 써서 관리하세요.", "TIP : Use surgery table to recovery without comsuming item.": "팁: 아이템을 소비하지 않고 회복하려면 수술대를 사용하세요.", "TIP : You can use the": "팁: 당신은 다음을 사용할 수 있습니다", "TIP : 개체를 선택 중인 상태에서는 '건설 메뉴'가 가려집니다. 건설을 하기 위해서는 우선 선택을 해제하세요.": "TIP : 개체를 선택 중인 상태에서는 '건설 메뉴'가 가려집니다. 건설을 하기 위해서는 우선 선택을 해제하세요.", "TIP : 게임 조작법 및 모든 가이드 내용은 화면 우측 상단의 도움말 메뉴 혹은 CapsLock 버튼을 눌러 다시 확인할 수 있습니다.": "TIP : 게임 조작법 및 모든 가이드 내용은 화면 우측 상단의 도움말 메뉴 혹은 CapsLock 버튼을 눌러 다시 확인할 수 있습니다.", "TIP : 던전 세틀러즈는 '도전적인 난이도'가 의도된 게임입니다. 한번의 시도로 끝까지 클리어하기 굉장히 어렵습니다. 만약 상황이 너무 안좋아지거나 패배한다면 게임을 종료하고, 새로운 캠페인으로 여러번 시도하는 것을 주저하지 마세요!": "TIP : 던전 세틀러즈는 '도전적인 난이도'가 의도된 게임입니다. 한번의 시도로 끝까지 클리어하기 굉장히 어렵습니다. 만약 상황이 너무 안좋아지거나 패배한다면 게임을 종료하고, 새로운 캠페인으로 여러번 시도하는 것을 주저하지 마세요!", "TIP : 던전에 체류한 시간에 비례해": "TIP : 던전에 체류한 시간에 비례해", "TIP : 던전에 체류한 시간에 비례해 기분에 부정적인 영향을 주는 던전 체류 효과를 얻습니다. 탐사중 단원의 기분을 관리하기 어렵다면 우선은 정착지로 복귀하는 것이 좋습니다.": "TIP : 던전에 체류한 시간에 비례해 기분에 부정적인 영향을 주는 던전 체류 효과를 얻습니다. 탐사중 단원의 기분을 관리하기 어렵다면 우선은 정착지로 복귀하는 것이 좋습니다.", "TIP : 레벨이 높은 유닛은 더 높은": "TIP : 레벨이 높은 유닛은 더 높은", "TIP : 레벨이 높은 유닛일수록 더 나은 대우를 기대하므로 음식, 장비, 생활 환경 등을 잘 관리하여 불만이 쌓이지 않도록 하세요.": "TIP : 레벨이 높은 유닛일수록 더 나은 대우를 기대하므로 음식, 장비, 생활 환경 등을 잘 관리하여 불만이 쌓이지 않도록 하세요.", "TIP : 맛없는 음식은 단원의": "TIP : 맛없는 음식은 단원의", "TIP : 맵이 전환 될 때 마다 게임이 자동 저장 됩니다.": "TIP : 맵이 전환 될 때 마다 게임이 자동 저장 됩니다.", "TIP : 상대의 능력치와 특성 파악은 전투에서 매우 중요합니다. 새로운 적을 만나면 적극적으로 조사해보세요.": "TIP : 상대의 능력치와 특성 파악은 전투에서 매우 중요합니다. 새로운 적을 만나면 적극적으로 조사해보세요.", "TIP : 상태창의": "TIP : 상태창의", "TIP : 상태창의 기분 탭에서 어떤 이유로 기분이 좋지 않은지 확인할 수 있습니다.": "TIP : 상태창의 기분 탭에서 어떤 이유로 기분이 좋지 않은지 확인할 수 있습니다.", "TIP : 생명력이 부족할 때는 연고를 사용해 회복해보세요.": "TIP : 생명력이 부족할 때는 연고를 사용해 회복해보세요.", "TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.": "TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.", "TIP : 스스로 음식을 섭취할 수 없는 상태입니다. 다른 유닛이 먹여줄 수 있는 음식이 있다면, 이 유닛에게 대신 음식을 먹여줄 수 있습니다.": "TIP : 스스로 음식을 섭취할 수 없는 상태입니다. 다른 유닛이 먹여줄 수 있는 음식이 있다면, 이 유닛에게 대신 음식을 먹여줄 수 있습니다.", "TIP : 우선 실내가 되기 위해서는 모서리를 포함하여 공간이 문과 벽으로 둘러싸여야 합니다.": "TIP : 우선 실내가 되기 위해서는 모서리를 포함하여 공간이 문과 벽으로 둘러싸여야 합니다.", "TIP : 유닛이 보유한 아이템을 수동으로 보관함에 넣는 기능은 존재하지 않습니다.": "TIP : 유닛이 보유한 아이템을 수동으로 보관함에 넣는 기능은 존재하지 않습니다.", "TIP : 음식 제작법에 따라 상승시켜주는 기분과 허기 회복량에 차이가 있습니다. 식량이 부족하다면, 동일 식재료를 쓰더라도 허기를 더 많이 회복시킬 수 있는 음식 제작법을 권장합니다.": "TIP : 음식 제작법에 따라 상승시켜주는 기분과 허기 회복량에 차이가 있습니다. 식량이 부족하다면, 동일 식재료를 쓰더라도 허기를 더 많이 회복시킬 수 있는 음식 제작법을 권장합니다.", "TIP : 일부 원거리 공격은 탄약을 소모합니다. 탄약이 고갈되지 않도록 주의하세요.": "TIP : 일부 원거리 공격은 탄약을 소모합니다. 탄약이 고갈되지 않도록 주의하세요.", "TIP : 전투 중 대열 유지가 필요할 때는 '명령 대기'를 활용하세요.": "TIP : 전투 중 대열 유지가 필요할 때는 '명령 대기'를 활용하세요.", "TIP : 전투 중에도 시간을 멈추고 고민하거나 재개시 수행할 행동을 지정할 수 있습니다.": "TIP : 전투 중에도 시간을 멈추고 고민하거나 재개시 수행할 행동을 지정할 수 있습니다.", "TIP : 채집과 줍기는 매우 반복적으로 필요한 조작입니다. '드래그'를 통해서 편하게 조작할 수 있다는 점을 기억해주세요.": "TIP : 채집과 줍기는 매우 반복적으로 필요한 조작입니다. '드래그'를 통해서 편하게 조작할 수 있다는 점을 기억해주세요.", "TIP : 탐사 중에는": "TIP : 탐사 중에는", "TIP : 탐사중 유닛이 사망하거나, 새로운 단원을 모집하는 것은 흔한 일입니다.": "TIP : 탐사중 유닛이 사망하거나, 새로운 단원을 모집하는 것은 흔한 일입니다.", "TIP : 탐사중에는 기력이 낮아져도 자동으로 수면하지 않습니다. 필요시 '휴식 우선' 행동 옵션을 사용하세요.": "TIP : 탐사중에는 기력이 낮아져도 자동으로 수면하지 않습니다. 필요시 '휴식 우선' 행동 옵션을 사용하세요.", "TIP : 튜토리얼에서는 임무를 완수하기 전까지 통로가 막혀있을 수 있습니다.": "TIP : 튜토리얼에서는 임무를 완수하기 전까지 통로가 막혀있을 수 있습니다.", "TIP : 현재 던전 침식 단계는": "TIP : 현재 던전 침식 단계는", "TIP: Bad-tasting food can reduce an expedition member's": "팁: 맛없는 음식은 탐사단원의", "TIP: Check the": "팁: 다음을 확인하세요", "TIP: Different cooking methods affect": "팁: 다양한 요리 방법은 다음에 영향을 미칩니다", "TIP: Dungeon Settlers is designed to be a challenging game. Clearing it in a single attempt is very difficult. If the situation turns too unfavorable or you are defeated, don't hesitate to quit and start a new campaign to try again multiple times!": "팁: 던전 세틀러즈스는 도전적인 게임으로 설계되었습니다. 한 번에 클리어하기는 매우 어렵습니다. 상황이 너무 불리해지거나 패배했다면 주저하지 말고 종료한 뒤 새 캠페인을 시작해 여러 번 다시 도전해 보세요!", "TIP: During expedition, units do not automatically sleep even if": "팁: 탐사 중 유닛은 다음과 같아도 자동으로 잠들지 않습니다", "TIP: During expedition, units do n…": "팁: 탐사 중에 유닛은… 하지 않습니다", "TIP: During expedition, units do…": "팁: 탐사 중에 유닛은…", "TIP: During expedition, units will not automatically sleep even if": "팁: 탐사 중 유닛은 다음과 같아도 자동으로 잠들지 않습니다", "TIP: Expedition members outside the portal room are considered missing.": "팁: 포탈 방 밖의 탐사단 멤버는 실종된 것으로 간주됩니다.", "TIP: Gathering and picking up items are actions you'll repeat often.": "팁: 수집 및 아이템 획득은 자주 반복하는 행동입니다.", "TIP: High-level units expect better": "팁: 높은 레벨의 유닛은 더 나은", "TIP: In the": "팁: ", "TIP: In the tutorial, some paths may remain blocked until you complete the quest.": "팁: 튜토리얼에서는 임무를 완료할 때까지 일부 경로가 차단되어 있을 수 있습니다.", "TIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.": "팁: 탐사단 활동 중 유닛이 사망하거나 새 대원을 모집하는 일은 흔합니다. 게임 초반에는 모집을 너무 망설이지 마세요.", "TIP: Lizardmen dislike vegetarian food. By banning vegetarian meals, you can prevent them from eating it and maintain their": "팁: 리자드맨은 채식 음식을 싫어합니다. 채식 식사를 금지하면 이를 먹지 않도록 막아 그들의", "TIP: Some ranged attacks consume ammo, such as arrows.": "팁: 화살과 같은 일부 원거리 공격은 탄약을 소비합니다.", "TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out.": "팁: 화살과 같은 일부 원거리 공격은 탄약을 소비합니다. 부족하지 않도록 주의하세요.", "TIP: The game auto-saves whenever the map changes.": "팁: 지도가 변경될 때마다 게임이 자동 저장됩니다.", "TIP: The longer the unit stays in a dungeon, the stronger the negative effects on": "팁: 유닛이 던전에 머물수록 다음에 대한 부정적인 영향이 강해집니다:", "TIP: The unit cannot feed itself. If another unit has food, you can feed it to this unit.": "팁: 유닛은 자신에게 먹이를 줄 수 없습니다. 다른 유닛에 음식이 있으면 이 유닛에 먹이를 줄 수 있습니다.", "TIP: There is no function to manually place items carried by a unit into storage.": "팁: 유닛이 운반하는 아이템을 수동으로 보관함에 배치하는 기능이 없습니다.", "TIP: To qualify as an indoor space, the area must be fully enclosed by walls and doors, including corners.": "팁: 실내 공간으로 인정되려면 모서리를 포함한 벽과 문으로 완전히 둘러싸여 있어야 합니다.", "TIP: Understanding enemy stats and traits is critical in battle. Inspect new enemy types actively.": "팁: 전투에서 적의 스탯과 특성을 이해하는 것이 중요합니다. 새로운 적 타입을 적극적으로 조사하세요.", "TIP: Units outside the portal's room are considered missing.": "팁: 포탈 방 밖의 유닛은 실종된 것으로 간주됩니다.", "TIP: Use 'Wait for Orders' when you need to maintain formation during combat.": "팁: 전투 중 대형을 유지해야 할 때 '명령 대기'를 사용하세요.", "TIP: Use ointment to recover health when unit's health is low.": "팁: 유닛의 생명력이 낮을 때 연고를 사용하여 생명력을 회복하세요.", "TIP: Use the 'Prioritize Sleep' behavior option to help restore energy efficiently.": "팁: '수면 우선' 행동 옵션을 사용하여 에너지를 효율적으로 회복하는 데 도움이 됩니다.", "TIP: When an Acid Bug is about to explode, pause the game and issue a move command to dodge the blast.": "팁: 산성충이 폭발하려고 할 때 게임을 일시정지하고 움직임 명령을 내려 폭발을 피하세요.", "TIP: While an entity is selected, the 'Construction Menu' is hidden. Clear the selection first to begin construction.": "팁: 엔티티를 선택하면 '건설 메뉴'가 숨겨집니다. 건설을 시작하려면 먼저 선택을 해제하세요.", "TIP: You can pause time even during combat to plan your next move or assign actions before resuming.": "팁: 전투 중에도 시간을 일시정지하여 다음 이동을 계획하거나 행동을 지정한 후 재개할 수 있습니다.", "TIP: You can revisit the game controls and all guide content by pressing the Help menu at the top right of the screen or the CapsLock key.": "팁: 화면 오른쪽 상단의 도움말 메뉴를 누르거나 CapsLock 키를 눌러 게임 조작법과 모든 가이드 내용을 언제든 다시 볼 수 있습니다.", "TIP: 리자드맨은 채식을 하면": "TIP: 리자드맨은 채식을 하면", "TIP: 산성충이 폭발하는 순간에 맞춰 정지하고, 폭발 범위 밖으로 이동 명령을 내려 대처할 수 있습니다.": "TIP: 산성충이 폭발하는 순간에 맞춰 정지하고, 폭발 범위 밖으로 이동 명령을 내려 대처할 수 있습니다.", "TODO": "TODO", "TODO - Dungeon Settlers Wiki": "로깅 테크닉 - 던전 세틀러즈 위키", "TODO icon": "로깅 테크닉 아이콘", "TRADEPOOL_Endrossi": "TRADEPOOL_Endrossi", "TRADEPOOL_FesteringBurrowMerchant": "TRADEPOOL_FesteringBurrowMerchant", "TRADEPOOL_GuildMerchant1": "TRADEPOOL_GuildMerchant1", "TRADEPOOL_GuildMerchant2": "TRADEPOOL_GuildMerchant2", "TRADEPOOL_GuildMerchant3": "TRADEPOOL_GuildMerchant3", "TRADEPOOL_VeilSilenceMerchant": "TRADEPOOL_VeilSilenceMerchant", "TRAITS": "특성", "Table - Dungeon Settlers Wiki": "테이블 - 던전 세틀러즈 위키", "Tab키를 눌러 모든 유닛을 한번에 선택할 수 있습니다.": "Tab키를 눌러 모든 유닛을 한번에 선택할 수 있습니다.", "Tadpole": "Tadpole", "Tadpole Evolve Random": "올챙이 진화 랜덤", "Tadpole Random": "올챙이 랜덤", "TadpoleEvolve": "TadpoleEvolve", "Tainted Corpse (resource node)": "오염된 시체 (자원 노드)", "Tainted Corpse (resource node) - Dungeon Settlers Wiki": "오염된 시체(자원 노드) - 던전 세틀러즈 위키", "Take 1×": "1× 획득", "Take care of": "다음을 돌봅니다", "Take defense ignoring magic damage equal to {0}% of": "초당 [STATUS_MaxHealthTotal]의 {0}%에 해당하는 방어 무시 마법 피해를 받습니다. 이 효과는 중첩되지 않습니다.", "Take defense ignoring magic damage equal to {0}% of 최대 생명력 per second. This effect cannot stack.": "초당 최대 생명력의 {0}%에 해당하는 방어 무시 마법 피해를 받습니다. 이 효과는 중첩되지 않습니다.", "Take defense-ignoring magic damage equal to {0}% of": "Take defense-ignoring magic damage equal to {0}% of", "Take defense-ignoring magic damage equal to {0}% of 최대 생명력 per second. This effect cannot stack.": "초당 최대 생명력의 {0}%에 해당하는 방어 무시 마법 피해를 받습니다. 이 효과는 중첩되지 않습니다.", "Take defense-ignoring magic damage of stack * 3 per second.": "초당 스택 * 3 방어 무시 마법 피해를 입습니다.", "Take defense-ignoring magic damage of stack * {0} per second.": "방어력을 무시하는 마법 피해를 초당 스택 * {0}만큼 입습니다.", "Take defense-ignoring typeless damage equal to 1% of": "다음의 1%에 해당하는 방어 무시 무속성 피해를 입습니다", "Take defense-ignoring typeless damage equal to 1% of Max Health Total every 10 seconds. This effect cannot stack.": "10초마다 최대 생명력 총합의 1%에 해당하는 방어 무시 무속성 피해를 받습니다. 이 효과는 중첩되지 않습니다.", "Take defense-ignoring typeless damage equal to 1% of Max Health Total every 10 seconds.…": "매 10초마다 방어를 무시하는 무속성 피해를 최대 생명력의 1%만큼 받습니다…", "Take defense-ignoring typeless damage equal to 1% of 최대 생명력 every 10 seconds. This effe...": "10초마다 최대 생명력의 1%에 해당하는 방어 무시 속성 없는 피해를 입습니다. 이 효과...", "Take defense-ignoring typeless damage equal to 1% of 최대 생명력 every 10 seconds. This effect cannot stack.": "10초마다 최대 생명력의 1%에 해당하는 방어 무시 무속성 피해를 입습니다. 이 효과는 중첩되지 않습니다.", "Take defense-ignoring typeless damage equal to {0}% of [STATUS_MaxHealthTotal] every 10 seconds. This effect cannot stack.": "10초마다 [STATUS_MaxHealthTotal]의 {0}%에 해당하는 방어 무시 무속성 피해를 받습니다. 이 효과는 중첩되지 않습니다.", "Take stack * 5 defense-ignoring physical damage per second.": "초당 스택 * 5 방어 무시 물리 피해를 입습니다.", "Take stack * {0} defense-ignoring physical damage per second.": "초당 스택 * {0}의 방어력을 무시하는 물리 피해를 입습니다.", "Takes no damage.": "피해를 받지 않습니다.", "Taking Accuracy Potion - Dungeon Settlers Wiki": "명중 물약 섭취 - 던전 세틀러즈 위키", "Taking Accuracy Potion icon": "명중 물약 섭취 아이콘", "Taking Attack Speed Potion - Dungeon Settlers Wiki": "공격 속도 물약 섭취 - 던전 세틀러즈 위키", "Taking Attack Speed Potion icon": "공격 속도 물약 섭취 아이콘", "Taking Critical Potion - Dungeon Settlers Wiki": "치명타 물약 섭취 - 던전 세틀러즈 위키", "Taking Critical Potion icon": "치명타 물약 섭취 아이콘", "Taking Dodge Potion - Dungeon Settlers Wiki": "회피 물약 섭취 - 던전 세틀러즈 위키", "Taking Dodge Potion icon": "회피 물약 섭취 아이콘", "Taking Guard Potion - Dungeon Settlers Wiki": "방어 물약 섭취 - 던전 세틀러즈 위키", "Taking Guard Potion icon": "방어 물약 섭취 아이콘", "Taking Magic Resistance Potion - Dungeon Settlers Wiki": "마법 저항 물약 섭취 - 던전 세틀러즈 위키", "Taking Magic Resistance Potion icon": "마법 저항 물약 섭취 아이콘", "Taking Magical Attack Potion - Dungeon Settlers Wiki": "마법 공격력 물약 섭취 - 던전 세틀러즈 위키", "Taking Magical Attack Potion icon": "마법 공격력 물약 섭취 아이콘", "Taking Metal Skin Potion - Dungeon Settlers Wiki": "철갑 피부 물약 섭취 - 던전 세틀러즈 위키", "Taking Metal Skin Potion icon": "철갑 피부 물약 섭취 아이콘", "Taking Physical Attack Potion - Dungeon Settlers Wiki": "물리 공격력 물약 섭취 - 던전 세틀러즈 위키", "Taking Physical Attack Potion icon": "물리 공격력 물약 섭취 아이콘", "Taking Skill Cooldown Potion - Dungeon Settlers Wiki": "스킬 재사용 물약 섭취 - 던전 세틀러즈 위키", "Taking Skill Cooldown Potion icon": "스킬 재사용 물약 섭취 아이콘", "Taking Swift Potion - Dungeon Settlers Wiki": "신속 물약 섭취 - 던전 세틀러즈 위키", "Taking Swift Potion icon": "신속 물약 섭취 아이콘", "Taking Vampire Potion - Dungeon Settlers Wiki": "흡혈 물약 섭취 - 던전 세틀러즈 위키", "Taking Vampire Potion icon": "흡혈 물약 섭취 아이콘", "Taking Weight Potion - Dungeon Settlers Wiki": "무게 물약 섭취 - 던전 세틀러즈 위키", "Taking Weight Potion icon": "무게 물약 섭취 아이콘", "Tal - Dungeon Settlers Wiki": "탈 - 던전 세틀러즈 위키", "Tal icon": "탈 아이콘", "Talent Agility - Dungeon Settlers Wiki": "민첩 재능 - 던전 세틀러즈 위키", "Talent Agility icon": "민첩 재능 아이콘", "Talent Constitution - Dungeon Settlers Wiki": "맷집 재능 - 던전 세틀러즈 위키", "Talent Constitution icon": "맷집 재능 아이콘", "Talent Intelligence - Dungeon Settlers Wiki": "지능 재능 - 던전 세틀러즈 위키", "Talent Intelligence icon": "지능 재능 아이콘", "Talent Perception - Dungeon Settlers Wiki": "인지 재능 - 던전 세틀러즈 위키", "Talent Perception icon": "인지 재능 아이콘", "Talent Strength - Dungeon Settlers Wiki": "힘 재능 - 던전 세틀러즈 위키", "Talent Strength icon": "힘 재능 아이콘", "Talent Willpower - Dungeon Settlers Wiki": "의지 재능 - 던전 세틀러즈 위키", "Talent Willpower icon": "의지 재능 아이콘", "Talent growth": "재능 성장", "Talent represents a character's growth potential for a": "재능은 다음을 위한 캐릭터의 성장 가능성을 나타냅니다:", "Talent represents a character's growth potential for a Major Stat. The greater the talent, the more their Major Stat can increase when Level Up occurs. - Poor": "재능은 캐릭터의 주 스탯 성장 잠재력을 나타냅니다. 재능이 클수록 레벨업 시 주 스탯이 더 많이 상승할 수 있습니다. - 낮음", "Talent represents a character's growth potential for a Major Stat. The greater the talent, the more their Major Stat increases when Leveling Up. - Poor -": "재능은 캐릭터의 주 스탯 성장 잠재력을 나타냅니다. 재능이 클수록 레벨업 시 주 스탯이 더 많이 상승합니다. - 낮음 -", "Talent represents a character's growth potential for a 주요 능력치. The greater the talent, the more their 주요 능력치 can increase when 레벨 상승 occurs. - 둔재": "재능은 캐릭터의 주요 능력치 성장 잠재력을 나타냅니다. 재능이 높을수록 레벨 상승 시 주요 능력치가 더 많이 상승할 수 있습니다. - 둔재", "Talent represents a character's growth potential for a 주요 능력치. The greater the talent, the more their 주요 능력치 increases when Leveling Up. - 둔재 -": "재능은 캐릭터의 주요 능력치 성장 잠재력을 나타냅니다. 재능이 높을수록 레벨업 시 주요 능력치가 더 많이 상승합니다. - 둔재 -", "Talent represents a character's growth potential in a": "Talent represents a character's growth potential in a", "Talent represents a character's growth potential in a 주요 능력치. The higher the talent, the more that 주요 능력치 can increase during 레벨 상승. - 둔재 -": "Talent represents a character's growth potential in a 주요 능력치. The higher the talent, the more that 주요 능력치 can increase during 레벨 상승. - 둔재 -", "Talent scaling": "재능 스케일", "Talent scaling (player units):": "재능 스케일 (플레이어 유닛):", "Talent sum (save values):": "재능 합계 (저장값):", "Talent sum (save values): {#} - recruits roll a sum in [{#}, {#}].": "재능 합계 (저장값): {#} - 모집 캐릭터는 [{#}, {#}] 범위의 합계를 굴립니다.", "Talent tendencies": "재능 성향", "Talent tiers": "재능 계층", "TalentAgilityExceptional": "TalentAgilityExceptional", "TalentAgilityGenius": "TalentAgilityGenius", "TalentAgilityModerate": "TalentAgilityModerate", "TalentAgilityOutstanding": "TalentAgilityOutstanding", "TalentAgilityPoor": "TalentAgilityPoor", "TalentConstitutionExceptional": "TalentConstitutionExceptional", "TalentConstitutionGenius": "TalentConstitutionGenius", "TalentConstitutionModerate": "TalentConstitutionModerate", "TalentConstitutionOutstanding": "TalentConstitutionOutstanding", "TalentConstitutionPoor": "TalentConstitutionPoor", "TalentIntelligenceExceptional": "TalentIntelligenceExceptional", "TalentIntelligenceGenius": "TalentIntelligenceGenius", "TalentIntelligenceModerate": "TalentIntelligenceModerate", "TalentIntelligenceOutstanding": "TalentIntelligenceOutstanding", "TalentIntelligencePoor": "TalentIntelligencePoor", "TalentPerceptionExceptional": "TalentPerceptionExceptional", "TalentPerceptionGenius": "TalentPerceptionGenius", "TalentPerceptionModerate": "TalentPerceptionModerate", "TalentPerceptionOutstanding": "TalentPerceptionOutstanding", "TalentPerceptionPoor": "TalentPerceptionPoor", "TalentStrengthExceptional": "TalentStrengthExceptional", "TalentStrengthGenius": "TalentStrengthGenius", "TalentStrengthModerate": "TalentStrengthModerate", "TalentStrengthOutstanding": "TalentStrengthOutstanding", "TalentStrengthPoor": "TalentStrengthPoor", "TalentSumRange": "TalentSumRange", "TalentWillPowerExceptional": "TalentWillPowerExceptional", "TalentWillPowerGenius": "TalentWillPowerGenius", "TalentWillPowerModerate": "TalentWillPowerModerate", "TalentWillPowerOutstanding": "TalentWillPowerOutstanding", "TalentWillPowerPoor": "TalentWillPowerPoor", "Talents": "재능", "Talents & Stat Growth": "재능 & 스탯 성장", "Talents & Stat Growth - Dungeon Settlers Wiki": "재능 및 스탯 성장 - 던전 세틀러즈 위키", "Talents & stats": "재능 & 능력치", "Talents & stats guide": "재능 & 스탯 가이드", "Talk to": "대화", "Talk to Endorsi": "엔드르실과 대화하기", "Talk to Endorsi twice more": "엔도르시와 두 번 더 대화하기", "Talk to Perion": "페리온과 대화하기", "Taming Capability - Dungeon Settlers Wiki": "조련 능력치 (얼리엑세스 미포함) - 던전 세틀러즈 위키", "Taming Capability icon": "조련 능력치 (얼리엑세스 미포함) 아이콘", "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **": "길들이기는 아직 구현되지 않은 기능으로 표시되어 있다. **16개의 몬스터 소울스톤**이 존재하지만, 현재 **실제로 작동하는 것은 3개**뿐이며, 그마저도 설계상 의도된 완전한 '생물 스킬 트리'가 아니라 단일 효과만을 부여한다: **", "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha Acid Slogel** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "길들이기(Taming)는 아직 구현되지 않은 기능으로 표시되어 있습니다. **몬스터 소울스톤은 16개**가 존재하지만 현재 **실제로 효과가 있는 것은 3개뿐**이며, 그마저도 설계상 의도된 완전한 '크리처 스킬 트리'가 아니라 단일 효과만 부여합니다: **붉은 괴물쥐** 소울스톤은 액티브 스킬(피의 할퀴기)을 부여하고, **알파 산성 슬로겔** 소울스톤은 체력이 낮을 때 방벽을 부여하며, **거대 스톤 골렘** 보스 소울스톤은 중첩되는 피해 감소를 부여합니다. 나머지 13개는 아무 효과도 없는 수집품일 뿐이며, 그 원본이 되는 몬스터들(기본 슬라임, 로열 슬라임, 블러드 슬라임, 본 스파이더, 몬스터 랫, 광견) 중 다수는 아직 실제 유닛으로 존재하지 않습니다.", "TamingCapability": "TamingCapability", "Tank": "탱크", "Tank - Support": "탱크 - 지원", "Tap tooltips": "탭하여 툴팁 보기", "Target Max Health (not the caster's attack power)": "대상 최대 생명력 (시전자의 공격력이 아님)", "Target burning stacks": "대상 화상 중첩", "Target burning stacks:": "대상의 화상 중첩:", "Target current HP (head + body)": "대상 현재 생명력(머리 + 몸)", "Target is a Boss": "대상이 보스입니다", "Target max HP (head + body)": "대상 최대 생명력(머리 + 몸)", "Target unit condition": "대상 유닛 조건", "Target's combined HP fraction": "대상의 결합 생명력 비율", "Target's missing HP": "대상의 누락된 생명력", "Target's missing HP (every 3rd basic)": "대상의 누락된 생명력(3번째 기본마다)", "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "사거리 8; 거리 보너스는 16타일(사거리의 대각선 끝)에서 최대치에 도달합니다.", "Task": "작업", "Task - Dungeon Settlers Wiki": "작업 - 던전 세틀러즈 위키", "Task icon": "작업 아이콘", "TaskTalentScores": "TaskTalentScores", "Task_": "Task_", "Taunt + Mocking Grin": "도발 + 조롱하는 미소", "Taunt - Dungeon Settlers Wiki": "도발 - 던전 세틀러즈 위키", "Taunt icon": "도발 아이콘", "Taunt is a debuff that forces enemies to attack the taunter. Dual Request taunts one target (and gives you +50% damage to it, -30% damage from everyone else); Guardian's Taunt taunts a whole pack. Because Taunt is an enemy debuff, casting it also triggers Guard Barrier. Then Mocking Grin (Fortress) converts 20% of every hit you take from a taunted enemy into Barrier for 10s - so the more you are attacked, the more shield you generate, exactly inverting the usual downside of being the target. Dual Request's -30% damage taken and a shield stack (Fortified / Barrier Resurge) make this a genuinely sticky tank. The taunter and the Mocking Grin holder must be the same unit (it keys off 'your' Taunt).": "도발은 적이 도발을 건 유닛을 공격하도록 강제하는 디버프입니다. 듀얼 리퀘스트는 대상 하나를 도발하며(그 대상에게 주는 피해 +50%, 다른 모든 적에게 받는 피해 -30%), 가디언즈 도발은 무리 전체를 도발합니다. 도발도 적에게 거는 디버프이므로, 시전하면 가드 배리어도 함께 발동합니다. 여기에 모킹 그린(요새)은 도발이 걸린 적에게 받는 모든 피해의 20%를 10초 동안 배리어로 전환해 주므로, 공격을 많이 받을수록 실드가 더 많이 생성되어 표적이 되는 것의 일반적인 단점을 정확히 뒤집습니다. 듀얼 리퀘스트의 받는 피해 -30%와 실드 중첩(포티파이드 / 배리어 리서지)이 더해지면 진정한 의미의 끈끈한 탱커가 완성됩니다. 도발을 건 유닛과 모킹 그린을 가진 유닛은 반드시 같은 유닛이어야 합니다('당신이 건' 도발을 기준으로 작동하기 때문입니다).", "Taunt tank": "도발 탱크", "Team": "팀", "Team & import": "팀 & 가져오기", "Team & import ›": "팀 & 가져오기 ›", "Team 1": "팀 1", "Team Stats": "팀 통계", "Team composition": "팀 구성", "Team damage per second": "팀 초당 피해", "Team energy to kill": "팀 킬 에너지", "Team for DPS and energy": "DPS 및 에너지 팀", "Team name for the imported party": "가져온 파티의 팀 이름", "Team name:": "팀 이름:", "Team units": "팀 유닛", "Team {#}": "팀 {#}", "Team {#} - pick members (up to {#})": "팀 {#} - 멤버 선택 (최대 {#}명)", "Teams": "팀", "Tech Book - Dungeon Settlers Wiki": "기술 서적 - 던전 세틀러즈 위키", "Tech Book icon": "기술 서적 아이콘", "Tech Book x2": "기술서 x2", "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total": "보고당 기술 서적 x2 (산성 곤충, 포자 곤충, 고기 애벌레, 지옥 거머리) = 8개 합계", "Technical Manual": "기술 서적", "Technical support is needed.": "기술 지원이 필요합니다.", "Temp Tuto Skip": "Temp Tuto Skip", "TempTutoSkip": "TempTutoSkip", "Temp_Demo Wishlist": "Temp_Demo Wishlist", "Template weight": "템플릿 가중치", "Templates in pool": "풀의 템플릿", "TemplePray": "TemplePray", "Temple_": "Temple_", "Temporarily gain shell.": "일시적으로 껍질을 얻습니다.", "Temporary-buff stack caps": "임시 버프 스택 상한선", "Test": "테스트", "Test Setting": "테스트 설정", "Test Superman": "Test Superman", "Test Superman - Dungeon Settlers Wiki": "테스트 슈퍼맨 - 던전 세틀러즈 위키", "Test Superman icon": "테스트 슈퍼맨 아이콘", "Test Test Test": "Test Test Test", "Test Test Test - Dungeon Settlers Wiki": "테스트 테스트 테스트 - 던전 세틀러즈 위키", "Test Test Test - 던전 세틀러즈 위키": "Test Test Test - 던전 세틀러즈 위키", "Test Test Test icon": "테스트 테스트 테스트 아이콘", "Test Test Test 아이콘": "Test Test Test 아이콘", "Test Trade": "테스트 거래", "Test Trade - Dungeon Settlers Wiki": "시험 거래 - 던전 세틀러즈 위키", "Test Trade Box": "테스트 거래 상자", "Test Trade Box - Dungeon Settlers Wiki": "시험 거래 상자 - 던전 세틀러즈 위키", "Test Trade icon": "시험 거래 아이콘", "Test presets": "테스트 프리셋", "Test unit": "테스트 유닛", "Test unit: Magic": "테스트 유닛: 마법", "Test unit: Magic {#}, Physical {#}.": "테스트 유닛: 마법 {#}, 물리 {#}.", "Text & descriptions": "텍스트 & 설명", "Text / Localization": "텍스트 / 지역화", "Text and wording": "문구 및 표현", "Text polish": "문구 정리", "Text varies per Expedition Resolution": "탐사단 해결 방식에 따라 텍스트가 다릅니다", "Text varies per Expedition Resolution - see": "탐사단 해결에 따라 텍스트 변함 - 참고:", "TextKeyTable_en.json": "TextKeyTable_en.json", "TextKeyTable_languages.json": "TextKeyTable_languages.json", "Textile - Dungeon Settlers Wiki": "천 - 던전 세틀러즈 위키", "Textile icon": "천 아이콘", "Thank you for playing the Dungeon Settlers demo.": "Dungeon Settlers 데모를 플레이해 주셔서 감사합니다.", "Thank you for playing the Dungeon Settlers demo. This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of the game are still in development,": "던전 세틀러즈 데모를 플레이해주셔서 감사합니다. 이 데모는 던전 세틀러즈의 핵심 게임플레이 루프를 미리 경험하게 하기 위해 준비되었습니다. 게임의 많은 부분이 아직 개발 중입니다.", "Thank you, as always, for your support!": "항상 응원해 주셔서 감사합니다!", "Thanks! Your report was sent.": "감사합니다! 신고가 전송되었습니다.", "That makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "이 때문에 로테이션이 기다리는 것보다 확실히 낫습니다. 여러 층(그리고 여러 지역)에 걸쳐 진행을 분산시키면 모든 카운터를 0 이상으로 유지할 수 있어, -50% 지역 페널티를 겪지 않고 2주에 걸친 회복 기간을 감수할 필요도 없습니다. 좋아하는 층 하나만 바닥날 때까지 파밍하는 것은 게임에서 가장 비용이 큰 습관입니다.", "That's clearly the sound of a horn.": "그건 분명히 나팔 소리야.", "That's quite challenging.": "상당히 난해하군.", "That's rather cheap for the price of a life.": "목숨값치고는 꽤 싼데.", "That's the sound of a horn.": "나팔 소리군요.", "That's unfortunate.": "그건 안타깝네.", "The": "그", "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "근처 포위 단위당 +10% 적중 / +5% 치명 보너스. 주의: 데이터에 작성되었지만", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring Night Vision if it is available.": "밤의 시야 -3 페널티 덕분에 더 가까이 접근할 수 있지만, 당신의 유닛도 똑같이 앞을 보기 어려워집니다 - 가능하다면 야간 시야를 챙겨가십시오.", "The -3 vision at night lets you approach closer, but your own units are just as blind - bring 야간 투시 if it is available.": "밤에는 시야가 -3 되어 더 가까이 접근할 수 있지만, 아군 유닛도 똑같이 시야가 어두워집니다. 가능하다면 야간 투시를 챙기세요.", "The Abandoned Mine (13)": "버려진 광산 (13)", "The Agility of all units is decreased.": "모든 유닛의 민첩이 감소합니다.", "The Agility of all units is increased.": "모든 유닛의 민첩이 증가합니다.", "The Constitution of all units is decreased.": "모든 유닛의 체력이 감소합니다.", "The Constitution of all units is increased.": "모든 유닛의 체력이 증가합니다.", "The Crawling Doom tutorial's scripted steps.": "크롤링 둠 튜토리얼의 스크립트된 단계.", "The Drifting One": "표류하는 것", "The Dungeon Core is a device that maintains the": "던전 핵심은 다음을 유지하는 장치입니다", "The Dungeon Guild is an organization established with the support of multiple nations to prevent the crises brought to the world by": "던전 길드는 여러 국가의 지원을 받아, 다음으로 인해 세상에 닥친 위기를 막기 위해 설립된 조직이다", "The EXP required to level up from the current level. Determines the maximum value of": "현재 레벨에서 레벨 업하는 데 필요한 EXP. 다음의 최대값을 결정합니다", "The EXP required to level up from the current level. Determines the maximum value of Exp.": "현재 레벨에서 레벨업하는 데 필요한 EXP. Exp의 최대값을 결정합니다.", "The EXP required to level up from the current level. Determines the maximum value of 경험치.": "현재 레벨에서 레벨업하는 데 필요한 경험치입니다. 경험치의 최대치를 정합니다.", "The EXP required to reach the next level. Determines the maximum value of": "현재 레벨에서 다음 레벨업까지 필요한 경험치입니다. [STATUS_Exp]의 최대치를 정합니다.", "The EXP required to reach the next level. Determines the maximum value of 경험치.": "현재 레벨에서 다음 레벨업까지 필요한 경험치입니다. 경험치의 최대치를 정합니다.", "The Early-Access roadmap (event node": "얼리 액세스 로드맵 (이벤트 노드", "The Early-Access roadmap - the in-game": "얼리 액세스 로드맵 - 게임 내", "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "Elros 제국 스레드는 미공개 콘텐츠(향후 Elros 보스 및 지역)에서 계속됩니다: 참조", "The Gambler - Dungeon Settlers Wiki": "도박꾼 - 던전 세틀러즈 위키", "The Gambler icon": "도박꾼 아이콘", "The Goblins won the battle against Gloth. The Goblins' movement speed increases by 10.": "고블린이 글로트와의 전투에서 승리했습니다. 고블린의 이동 속도 10 증가.", "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record": "골렘 기념비 경기장; 엔도르시 생성은 KillCount_GiantStoneGolem_1 기록이 필요합니다", "The Infinite Abyss is a standalone endless mode, separate from the campaign regions. Its corrupted monsters drop nothing directly - you farm it through the treasure chests below. See the": "무한 심연(Infinite Abyss)은 캠페인 지역과는 별개로 독립된 무한 모드다. 이곳의 타락한 몬스터는 직접적으로 아무것도 드롭하지 않는다 - 아래의 보물상자를 통해 파밍하게 된다. 다음을 참고", "The Infinite Abyss is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "무한 심연은 탐사단 지도 상의 비어 있는 잊혀진 심연 지역과는 별개인, 독립적인 엔드리스 던전 모드입니다. 일부만 구현되어 있습니다.", "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "무한의 심연은 모든 층 (1-10)에서 하나의 고정 레이아웃을 사용합니다: 입장, 전투 방, ", "The Inscription of Gloom tradeoff": "우울함의 비문 트레이드오프", "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "반사의 각인은 모든 피해 유형의 100%를 튕겨냅니다. 몬스터의 갑각(가시 거북, 크리스탈 거북)은 대신 근접/마법 피해의 일부를 반사합니다.", "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "발아 쉘의 비문은 회복된 에너지를 쉘 충전으로 변환하며, 20에서 최대입니다.", "The Inspector's voice flows from the raven's beak.": "검사의 목소리가 까마귀의 부리에서 흘러나왔다.", "The Intelligence of all units is decreased.": "모든 유닛의 지능이 감소합니다.", "The Intelligence of all units is increased.": "모든 유닛의 지능이 증가합니다.", "The Intelligence talent of {#} has changed from {#} to {#}.": "{#}의 지능 재능이 {#}에서 {#}(으)로 변경되었습니다.", "The Korean text adds a clause not in the English description: hits against a target within 1 tile deal 50% less. Not folded into the numbers.": "한국어 텍스트에는 영어 설명에 없는 문구가 추가되어 있습니다: 대상과의 거리가 1타일 이내인 경우 피해가 50% 감소합니다. 이 내용은 수치에는 반영되어 있지 않습니다.", "The Legendary": "전설적인", "The Little Green One - Dungeon Settlers Wiki": "작고 푸른 것 - 던전 세틀러즈 위키", "The Little Green One icon": "작고 푸른 것 아이콘", "The Lycan expedition members exchange disappointed looks, then...": "라이칸 탐사대원들이 실망스러운 눈빛으로 서로를 바라본 후...", "The Perception myth": "인지력 신화", "The Perception of all units is decreased.": "모든 유닛의 지각이 감소합니다.", "The Perception of all units is increased.": "모든 유닛의 지각이 증가합니다.", "The Poison row lists a non-zero MaxStack field but its description says it cannot stack; the shipped tooltip also states its damage is per second. The exact Poison tick interval is treated on the": "중독 항목에는 0이 아닌 MaxStack 값이 표시되어 있지만, 설명에는 중첩되지 않는다고 되어 있습니다; 실제 출시된 툴팁 또한 피해가 초당으로 적용된다고 명시합니다. 정확한 중독 틱 간격은", "The Rare": "희귀", "The Recruitment List is updated periodically.": "모집 목록은 주기적으로 업데이트됩니다.", "The Red Terror - Dungeon Settlers Wiki": "붉은 공포 - 던전 세틀러즈 위키", "The Red Terror icon": "붉은 공포 아이콘", "The Sentinel gains 30": "센티널이 30을 얻습니다.", "The Sentinel gains 30 Health Boost for 10 seconds.": "파수병이 10초간 생명력 회복 30을 얻습니다.", "The Sky-Colored Bird": "하늘색 새", "The Strength of all units is decreased.": "모든 유닛의 힘이 감소합니다.", "The Strength of all units is increased.": "모든 유닛의 힘이 증가합니다.", "The Strength talent of {#} has changed from {#} to {#}.": "{#}의 힘 재능이 {#}에서 {#}(으)로 변경되었습니다.", "The Thousand-Colored Bird - Dungeon Settlers Wiki": "천색조 - 던전 세틀러즈 위키", "The Thousand-Colored Bird icon": "천색조 아이콘", "The TraitTable defines exactly 3 traits with": "TraitTable은 정확히 3개의 특성을 정의합니다", "The TraitTable defines exactly 7 traits with": "TraitTable은 정확히 7가지 특성을 정의합니다", "The Tree of Life is a powerful concentration of magical power, while at the same time g…": "생명의 나무는 강력한 마법력의 집중이며 동시에 g…", "The Veil of Silence (11)": "침묵의 장막 (11)", "The Veil of Silence ·": "침묵의 장막 ·", "The Watching Presence - Dungeon Settlers Wiki": "바라보는 존재 - 던전 세틀러즈 위키", "The Watching Presence icon": "바라보는 존재 아이콘", "The Willpower of all units is decreased.": "모든 유닛의 의지력이 감소합니다.", "The Willpower of all units is increased.": "모든 유닛의 의지력이 증가합니다.", "The alternate room appearance used in range previews": "사정거리 미리보기에 사용되는 대체 방 모습", "The amount of Mana Stones offered determines the bonus to stat increases.": "제공되는 마나석의 양은 능력치 증가에 대한 보너스를 결정합니다.", "The amount of experience required. {1} refers to the max experience amount at level 1. {0} is an unused placeholder, and its value is fixed to \"None\".": "요구 경험치량. {1}은 1레벨의 최대 경험치량을 가리킨다. {0}은 사용되지 않는 자리표시자이며, 값은 \"None\"으로 고정되어 있다.", "The amount of the first item in {#} has changed from {#} to {#}.": "{#}의 첫 번째 아이템 수량이 {#}에서 {#}(으)로 변경되었습니다.", "The amount of the second item in {#} has changed from {#} to {#}.": "{#}의 두 번째 아이템 수량이 {#}에서 {#}(으)로 변경되었습니다.", "The amount of the third item in {#} has changed from {#} to {#}.": "{#}의 세 번째 아이템 수량이 {#}에서 {#}(으)로 변경되었습니다.", "The ancient magical empire destroyed by": "다음에 의해 파괴된 고대 마법 제국", "The area of effect of {#} has changed from {#} to {#} tiles.": "{#}의 효과 범위가 {#}에서 {#}타일로 변경되었습니다.", "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...": "예술 작품은 투박하지만, 먹이를 앞으로 몰아붙이고, 그것을 포위하고, 최종 일격을 가하는 순서가...", "The assembled connected floor map": "조립된 연결된 층 맵", "The attack speed of {#} has changed from {#} to {#}.": "{#}의 공격 속도가 {#}에서 {#}(으)로 변경되었습니다.", "The backgrounds available to {#} have changed from {#} to {#}.": "{#}이(가) 선택할 수 있는 배경이 {#}에서 {#}(으)로 변경되었습니다.", "The base chance for attacks to hit. It is compared against the target's": "공격이 명중할 기본 확률입니다. 대상의 다음과 비교됩니다:", "The base chance for attacks to hit. It is compared against the target's Dodge Chance.": "공격이 명중할 기본 확률. 대상의 회피 확률과 비교됩니다.", "The base price of {#} has changed from {#} to {#}.": "{#}의 기본 가격이 {#}에서 {#}(으)로 변경되었습니다.", "The base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.": "기본 수량은 각 등급 구간 안에서 4, 24, 72로 순환합니다. 현재 빌드에서는 그레이터와 슈프림 마나석을 안정적으로 얻을 수 있는 드랍, 상자, 레시피, 상인 판매처가 없어서, 유닛이 레벨 5를 넘어가면 실질적으로 레벨업 속도가 급격히 느려집니다.", "The base random event": "기지 무작위 이벤트", "The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Devastation a level-5 settler starts at -9 mood expectation vs -2 on Easy.": "각 레벨의 정착민이 대우(주거/식사 수준)로부터 기대하는 기본 기분 값입니다. 관리 난이도가 높을수록 이 기준값은 낮아집니다 - 파멸에서는 레벨 5 정착민의 기분 기대치가 -9로 시작하는 반면 쉬움에서는 -2입니다.", "The basic currency of the continent.": "대륙의 기본 화폐입니다.", "The better the room, the higher the required quality of its walls and furnishings.": "방이 좋을수록 벽과 가구의 필요한 품질이 높아집니다.", "The bodies of units who die in the settlement will remain where they are.": "정착지에서 죽은 유닛의 시체는 그대로 남아있습니다.", "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po": "정착지에서 사망한 유닛의 시신은 그 자리에 남아 있습니다. 데모 버전에서는 포탈을 통해 시신을 일시적으로 제거할 수 있습니다. 유닛의 시신을 나르는 동안 포탈을...", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to ...": "정착지에서 사망한 탐사대원의 시신은 그 자리에 남아 있습니다. 시신이 제대로 매장될 때까지 그 탐사대원은 계속 인구를 차지하게 됩니다...", "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways": "정착지에서 사망한 탐사대원의 시신은 그 자리에 남아 있습니다. 시신이 제대로 매장될 때까지 그 탐사대원은 계속 인구를 차지하게 됩니다. 두 가지 방법이 있습니다.", "The body used by {#} has changed from {#} to {#}.": "{#}이(가) 사용하는 신체가 {#}에서 {#}(으)로 변경되었습니다.", "The bonuses granted by equipping {#} have changed from {#} to {#}.": "{#} 장착 시 부여되는 보너스가 {#}에서 {#}(으)로 변경되었습니다.", "The boss room (": "보스 방 (", "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "{#}의 인지 보정 범위 하한이 {#}에서 {#}(으)로 변경되었습니다.", "The build menu category of {#} has changed from {#} to {#}.": "{#}의 건설 메뉴 분류가 {#}에서 {#}(으)로 변경되었습니다.", "The building subtype of {#} has changed from {#} to {#}.": "{#}의 건물 하위 유형이 {#}에서 {#}(으)로 변경되었습니다.", "The buyer is overjoyed and willingly pays a hefty sum to acquire the creature.": "구매자는 매우 기뻐하며 그 생물을 얻기 위해 거금을 기꺼이 지불한다.", "The calculator covers the two confident stacking DoTs,": "계산기는 두 가지 확실한 누적 DoT를 다룹니다,", "The campaign is split into": "캠페인은 다음과 같이 나뉩니다:", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in": "캠페인은 정착지와 진행 중인 탐사단이 공유하는 하나의 전역 시계로 돌아갑니다. 별도의 던전 달력은 존재하지 않습니다. 시간은", "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in ti…": "캠페인은 정착지와 진행 중인 탐사단이 공유하는 단일한 전역 시계로 흘러가며, 별도의 던전 달력은 없습니다. 시간은 틱(tick) 단위로…", "The campaign's main chain is": "캠페인의 주요 체인은", "The carapace traits that grant these reflects carry FloatValue": "이러한 반사를 부여하는 껍질 특성은 FloatValue를 가집니다", "The caster is affected by the target's": "시전자는 목표의 영향을 받습니다.", "The caster is affected by the target's Taunt for 2 seconds.": "시전자는 대상의 도발에 2초 동안 걸립니다.", "The caster's chance to land the hit. In My unit mode it is your unit's real hit chance (from the Builder); player targeted spells are otherwise 100%.": "시전자의 명중 확률입니다. '내 유닛' 모드에서는 (빌더에서 가져온) 유닛의 실제 명중률이 표시되며, 그 외의 경우 플레이어를 대상으로 하는 주문은 100%로 처리됩니다.", "The casting caster's critical-hit chance (the crit multiplier is folded into Skill Damage). In My unit mode this is your chosen caster's real crit - the magic caster's for a magic spell, the physical caster's for a physical one.": "시전자의 치명타 확률입니다(치명타 배율은 스킬 피해량에 이미 반영되어 있습니다). '내 유닛' 모드에서는 선택한 시전자의 실제 치명타 확률이 표시되며, 마법 주문이면 마법 시전자의, 물리 스킬이면 물리 시전자의 치명타 확률이 적용됩니다.", "The catalyst in...": "용기 안의 촉매가...", "The categories on {#} have changed from {#} to {#}.": "{#}의 분류가 {#}에서 {#}(으)로 변경되었습니다.", "The chain's internal order is": "체인의 내부 순서는", "The chance of drawing the first item from {#} has changed from {#} to {#}.": "{#}에서 첫 번째 아이템이 뽑힐 확률이 {#}에서 {#}(으)로 변경되었습니다.", "The chance of drawing the second item from {#} has changed from {#} to {#}.": "{#}에서 두 번째 아이템이 뽑힐 확률이 {#}에서 {#}(으)로 변경되었습니다.", "The chance of drawing the third item from {#} has changed from {#} to {#}.": "{#}에서 세 번째 아이템이 뽑힐 확률이 {#}에서 {#}(으)로 변경되었습니다.", "The chance of each item appearing at {#} has changed from {#} to {#}.": "{#}에서 각 아이템이 등장할 확률이 {#}에서 {#}(으)로 변경되었습니다.", "The chance to dodge attacks. It is subtracted from the attacker's": "공격을 회피할 확률입니다. 공격자의 다음에서 차감됩니다:", "The chance to dodge attacks. It is subtracted from the attacker's Hit Chance and is capped at 80%.": "공격을 회피할 확률. 공격자의 명중 확률에서 차감되며 최대 80%로 제한됩니다.", "The chance to overcome": "극복할 확률", "The chance to overcome Mental Collapse when Stress reaches its maximum.": "스트레스가 최대치에 도달했을 때 정신 붕괴를 극복할 확률.", "The check is": "확인은", "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "판정은 어느 한쪽 바만이 아니라 머리와 몸통 생명력을 합산해 이루어집니다. 보스가 아닌 적을", "The choices offered at {#} have changed from {#} to {#}.": "{#}에서 제시되는 선택지가 {#}에서 {#}(으)로 변경되었습니다.", "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "{#}이(가) 모집 후보에 등장하기 시작하는 클랜 등급이 {#}에서 {#}(으)로 변경되었습니다.", "The clan rank from which {#} starts appearing among recruits has changed from {#} to {#}.": "{#}이(가) 모집 후보에 등장하기 시작하는 클랜 등급이 {#}에서 {#}(으)로 변경되었습니다.", "The clan you begin a scenario with - the tutorial and basic starting settlers.": "시나리오를 시작하는 클랜 - 튜토리얼 및 기본 시작 정착민입니다.", "The clear forest air aids growth. All units gain experience gain bonuses.": "맑은 숲 공기가 성장을 돕습니다. 모든 유닛이 경험치 획득 보너스를 얻습니다.", "The cobblestones of the street were home to": "거리의 자갈길이 다음의 집이었던", "The complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes.": "불만은 점점 더 커지고, 실내의 긴장감은 한층 더 고조됩니다. 안타깝게도 당신의 시도는 실패했고, 그들은 분노와 피로가 서린 눈빛으로 계속 당신을 바라봅니다.", "The complete Dungeon Settlers database: items, monsters, skills, skill trees, buildings, events, quests, loot tables and a character builder, from the game's own data.": "던전 세틀러즈 종합 데이터베이스: 아이템, 몬스터, 스킬, 스킬 트리, 건물, 이벤트, 퀘스트, 전리품 테이블과 캐릭터 빌더까지, 모두 게임 자체 데이터에서 추출했습니다.", "The complete in-game handbook (the Game Guide panel), 49 topics as shipped in this build. Keyword links work like the game's own hover references.": "게임 내 핸드북 전체(게임 가이드 패널)이며, 이 빌드 기준 49개 항목이 포함되어 있습니다. 키워드 링크는 게임 자체의 마우스오버 참조처럼 작동합니다.", "The complete in-game handbook (the Game Guide panel), 50 topics as shipped in this build. Keyword links work like the game's own hover references.": "완전한 게임 내 핸드북(게임 가이드 패널), 이 빌드에서 제공하는 50개 주제. 키워드 링크는 게임의 자체 마우스 오버 참조처럼 작동합니다.", "The composited in-game unit icon, with its equipped gear": "장비를 착용한 모습이 합성된 인게임 유닛 아이콘", "The condition on {#} has changed from {#} to {#}.": "{#}의 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The condition that makes {#} selectable has changed from {#} to {#}.": "{#}을(를) 선택할 수 있게 하는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The condition that offers {#} has changed from {#} to {#}.": "{#}이(가) 제시되는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The condition that raises {#} has changed from {#} to {#}.": "{#}이(가) 발생하는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The condition that starts {#} has changed from {#} to {#}.": "{#}이(가) 시작되는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The conditions on {#} have changed from {#} to {#}.": "{#}의 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The conditions that make {#} selectable have changed from {#} to {#}.": "{#}을(를) 선택할 수 있게 하는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The conditions that offer {#} have changed from {#} to {#}.": "{#}이(가) 제시되는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The conditions that raise {#} have changed from {#} to {#}.": "{#}이(가) 발생하는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The conditions that start {#} have changed from {#} to {#}.": "{#}이(가) 시작되는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The constant is written": "상수는 다음과 같이 작성됩니다", "The cooldown of {#} has changed from {#} to {#}.": "{#}의 재사용 대기시간이 {#}에서 {#}(으)로 변경되었습니다.", "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "{#}의 재사용 대기시간이 {#}에서 {#} 게임 내 분으로 변경되었습니다.", "The corruption created by the thorn vines will also be removed.": "가시 덩굴로 인한 부패도 제거됩니다.", "The crow gives a shake of one wing, then flies back into the mist. You set your jaw and begin preparing once more.": "까마귀는 한쪽 날개를 흔들고 안개 속으로 날아간다. 당신은 턱을 꾹 물고 다시 준비를 시작한다.", "The crow looks down at you, tilts its beak, and says with an oddly playful tone,": "까마귀가 당신을 내려다보며 부리를 기울이고 장난스러운 톤으로 말합니다.", "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in t": "까마귀가 당신을 내려다보며 부리를 기울이고 장난스러운 톤으로 말합니다. \"들어봐, 내가 도와줄 수 있는 건 한계가 있다고. 다시 소탕당하면 진짜 곤란할 거야.\"", "The crow looks down at you, tilts its beak, and-almost playfully-says,": "까마귀가 당신을 내려다보고, 부리를 기울이고, -거의 장난스럽게- 말한다,", "The crow looks down at you, tilts its beak, and-almost playfully-says, \"Listen, there's a limit to how much I can help. If you get wiped out again, we'll really be in trouble.\"</c": "까마귀가 당신을 내려다보며 부리를 기울이고, 장난스럽게 말합니다. \"들어봐, 내가 도와줄 수 있는 데도 한계가 있다고. 다시 소탕당하면 진짜 문제가 생긴다고.\"</c", "The crow tilts its head, unblinking.": "까마귀가 고개를 기울이며 눈을 깜빡이지 않는다.", "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.": "레벨업의 재화다. 등급은 하급, 중급, 상급, 최상급으로 나뉜다; 레벨이 높은 유닛일수록 더 높은 등급의 마나석이 필요하다.", "The current research room seems unable to keep up with the growing amount of research and records. The time has come to prepare a better research environment. \"If we are to build our knowledge, we should start by improving the research environment.\"": "현재의 연구실은 늘어나는 연구량과 기록을 감당하지 못하는 듯하다. 이제 더 나은 연구 환경을 마련해야 할 때가 왔다. \"지식을 쌓으려면, 먼저 연구 환경부터 개선해야겠지.\"", "The current research room seems unable to keep up with the growing amount of research and records. The time has come to prepare a better research environment. \"If we are to build our knowledge, we should start by improving the research environment.\" ➜ With the research facilities expanded, the speed and efficiency of research have improved greatly. \"Good. Now we can conduct research worthy of the name.\"": "현재의 연구실은 늘어나는 연구량과 기록을 감당하지 못하는 듯하다. 이제 더 나은 연구 환경을 마련해야 할 때가 왔다. \"지식을 쌓으려면, 먼저 연구 환경부터 개선해야겠지.\" ➜ 연구 시설이 확장되면서 연구의 속도와 효율이 크게 향상되었다. \"좋아. 이제야 이름값 하는 연구를 할 수 있겠군.\"", "The current research room seems unable to keep up with the growing amount of res…": "현재의 연구실은 증가하는 연구량을 따라가지 못하는 것 같습니다.…", "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "사용자 정의 AI는 거리/시각 확인이 있는 행동 디자이너 트리로 구축됩니다(", "The damage dealt bonus changes by current": "현재 [STATUS_Mood] × {0} % 만큼 주는 데미지량 보너스가 변동 됩니다. [STATUS_Mood]수치가 낮을수록 주는 피해량이 증가합니다.", "The damage dealt bonus changes by current 기분 × {0}%. The lower 기분 is, the more damage is dealt.": "현재 기분 × {0}% 만큼 주는 피해량 보너스가 변동됩니다. 기분 수치가 낮을수록 주는 피해량이 증가합니다.", "The damage increases by 30% of": "피해가 다음의 30%만큼 증가합니다:", "The damage increases by 30% of Physical Attack Power for each unit of distance charged.": "돌진한 거리 1칸당 피해량이 PAtk의 30%만큼 증가합니다.", "The damage of the next melee physical skill increases by ?%, and": "다음 근접 물리 스킬의 피해가 ?%만큼 증가하고", "The damage of the next melee physical skill increases by ?%, and Hit Chance increases by ?%.": "다음 근접 물리 스킬의 피해가 ?%, 명중률이 ?% 증가합니다.", "The damage of the next melee physical skill increases by ?%, and Hit Chance increases b…": "다음 근거리 물리 스킬의 피해가 ?% 증가하고, 명중률이 증가합니다…", "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "데미지 처리 과정, 포인트당 스탯 계수, 치명타 및 저항 계산, DoT 배율, 포위 및 소환수 배율까지 - 모든 수치가 해당 테이블과 함께 인용되어 있습니다.", "The data ships a": "데이터는", "The decoration style of {#} has changed from {#} to {#}.": "{#}의 장식 양식이 {#}에서 {#}(으)로 변경되었습니다.", "The deeper the floor, the greater the danger.": "층이 깊을수록 위험이 커집니다.", "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "던전으로 더 깊이 들어갈수록 더 풍부하고 드문 자원을 얻을 수 있습니다.", "The default conversation for {#} has changed from {#} to {#}.": "{#}의 기본 대화가 {#}에서 {#}(으)로 변경되었습니다.", "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool.": "기본값이자 가장 흔한 모집 대상이다(모든 클랜 랭크에서 모집 가중치 100). 경험치 보너스를 가진 유일한 종족이다. 절차적 이름 풀이 가장 크다.", "The demo has": "데모에는", "The demo truth: the chain is broken on purpose": "데모 진실: 체인은 의도적으로 끊어졌습니다", "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.": "고갈 회복 주기: GAMESYSTEM_Campaign_DepletionTerm = 스택당 게임 내 4,320분(게임 내 3일)이다. 0까지 파밍된 층은 완전히 회복되기까지 게임 내 15일(1배속 기준 실제 시간 약 4.5시간)이 필요하다.", "The detection model": "탐지 모델", "The dev comment on that constant is explicit:": "그 상수에 대한 개발자 설명은 명시적입니다:", "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...": "어떤 버튼을 누르거나 어떤 레버를 당기든 기계는 반응하지 않습니다. 시간이 그것의...", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 65, with conditions and rewards) live on the": "탐사단 결의안 시스템 이면의 대화 틀 - 기지에서의 정책 프롬프트와 그 기각 및 완료 장면입니다. 결의안 자체(조건과 보상을 포함해 총 65개)는", "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 66, with conditions and rewards) live on the": "원정대 결의 시스템의 대사 프레임워크 - 기지의 정책 프롬프트 및 그 해제 및 완료 장면. 결의 자체 (66개 모두, 조건 및 보상 포함)는 다음에 있습니다:", "The draw weight of the first item in {#} has changed from {#} to {#}.": "{#}의 첫 번째 아이템 추첨 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The draw weight of the second item in {#} has changed from {#} to {#}.": "{#}의 두 번째 아이템 추첨 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The draw weight of the third item in {#} has changed from {#} to {#}.": "{#}의 세 번째 아이템 추첨 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The dump confirms the constants and the melee/ranged split (dev comment: [0] melee, [1] ranged) but the method bodies are stripped, so the exact arithmetic that applies the multiplier is inferred, not read line-by-line. No leash or return-to-spawn timer was found in the code - a monster that reaches": "덤프는 상수와 근접/원거리 구분(개발자 주석: [0] 근접, [1] 원거리)은 확인해 주지만, 메서드 본문은 제거되어 있어 배율을 적용하는 정확한 연산은 한 줄 한 줄 읽어낸 것이 아니라 추정한 것입니다. 코드에서 리시(leash)나 스폰 지점 복귀 타이머는 발견되지 않았습니다 - 도달한 몬스터는", "The dungeon runs on a day/night clock. Daytime is": "던전은 낮/밤 시계에서 실행됩니다. 주간은", "The durability of {#} has changed from {#} to {#}.": "{#}의 내구도가 {#}에서 {#}(으)로 변경되었습니다.", "The durability routine receives the": "내구도 루틴은", "The duration of {#} has changed from {#} to {#}.": "{#}의 지속 시간이 {#}에서 {#}(으)로 변경되었습니다.", "The effects applied by equipping {#} have changed from {#} to {#}.": "{#} 장착 시 적용되는 효과가 {#}에서 {#}(으)로 변경되었습니다.", "The effects carried by {#} have changed from {#} to {#}.": "{#}이(가) 지닌 효과가 {#}에서 {#}(으)로 변경되었습니다.", "The efficiency of Crafting, Research, and other tasks depends on a unit's Survival Stat.": "제작, 연구 및 기타 작업의 효율성은 유닛의 생존 스탯에 따라 달라집니다.", "The encirclement constant is authored in the game data but no combat code reads it, so this bonus currently does nothing. The panel shows what it": "포위 상수는 게임 데이터에 작성되어 있지만 어떤 전투 코드도 이를 읽지 않으므로, 이 보너스는 현재 아무 효과가 없습니다. 패널에는 다음이 표시됩니다", "The end delay on {#} has changed from {#} to {#}.": "{#}의 종료 딜레이가 {#}에서 {#}(으)로 변경되었습니다.", "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "적은 항상 명중한다고 가정합니다 (100%) - 데이터에는 몬스터의 회피/가드 모델이 존재하지 않습니다.", "The energy cost of {#} has changed from {#} to {#}.": "{#}의 기력 소모량이 {#}에서 {#}(으)로 변경되었습니다.", "The entries behind {#} have changed from {#} to {#}.": "{#}을(를) 구성하는 항목이 {#}에서 {#}(으)로 변경되었습니다.", "The equipment required to use {#} has changed from {#} to {#}.": "{#}을(를) 사용하는 데 필요한 장비가 {#}에서 {#}(으)로 변경되었습니다.", "The events linked to {#} have changed from {#} to {#}.": "{#}에 연결된 이벤트가 {#}에서 {#}(으)로 변경되었습니다.", "The exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your": "정확한 획득은 각 레벨 상승에서 계층의 범위 내에서 무작위로 결정되며, 당신의", "The exact skill it grants is not defined in stock DS_B.0.3.26 yet (gated / unreleased content).": "부여하는 정확한 기술은 아직 스톡 DS_B.0.3.26에 정의되지 않았습니다 (제한됨 / 미공개 콘텐츠).", "The exact skill it grants is not defined in stock DS_B.0.3.40 yet (gated / unreleased content).": "부여하는 정확한 기술은 아직 스톡 DS_B.0.3.40에 정의되지 않았습니다 (제한됨 / 미공개 콘텐츠).", "The exchange": "교환", "The expedition has recently been running short on cloth. Cloth is an essential resource used widely in various forms of crafting and construction. \"We need to secure more cloth before we run critically low.\"": "탐사단은 최근 천이 부족한 상태다. 천은 다양한 제작과 건축에 폭넓게 쓰이는 필수 자원이다. \"바닥나기 전에 천을 더 확보해야 해.\"", "The expedition has recently been running short on cloth. Cloth is an essential resource used widely in various forms of crafting and construction. \"We need to secure more cloth before we run critically low.\" ➜ With cloth secured more reliably, both crafting and daily life have gradually improved. \"Now we do not have to use every piece of cloth so sparingly.\"": "탐사단은 최근 천이 부족한 상태다. 천은 다양한 제작과 건축에 폭넓게 쓰이는 필수 자원이다. \"바닥나기 전에 천을 더 확보해야 해.\" ➜ 천을 더 안정적으로 확보하자 제작과 일상생활 모두 점차 나아졌다. \"이제 천 한 조각까지 아껴 쓰지 않아도 되겠어.\"", "The expedition has recently been running short on cloth. Cloth is an essential r…": "탐사단은 최근에 천이 부족했습니다. 천은 필수적인 자…", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...": "탐사대원들이 하나둘 모여 이번 탐사의 성공을 축하합니다. 그들의 갑옷은 여전히 때와 먼지로...", "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.": "탐사대원들이 하나둘 모여 이번 탐사의 성공을 축하합니다. 그들의 갑옷은 여전히 때와 먼지로 뒤덮여 있지만, 아무도 신경 쓰지 않습니다. 모든 시선이 당신에게 쏠리자, 당신은 목소리를 높입니다. \"우리가 그 저주받은 터널을 정복했습니다. 썩어빠진 폐기물과 그 안의 모든 끔찍한 괴물들을 무찌른 것입니다.\" 탐사대원들이 서로의 등을 치며 환호성을 터트립니다. 사방에서 웃음소리가 울려 퍼집니다. \"하지만 이것이 끝이 아닙니다. 재앙의 심장이 여전히 우리 아래 더 깊은 곳에서 우리를 기다리고 있습니다. 오늘의 승리를 마음에 새기고, 내일 우리는 더 깊은 어둠 속으로 나아갑시다!\" 당신의 신호에 탐사대원들은 거대한 포효를 내지르고 함께 승리를 축하합니다.", "The expedition members have begun to doubt the expedition's recent ability to achieve its g...": "탐사단원들은 탐사단의 최근 목표 달성 능력을 의심하기 시작했습니다...", "The expedition members have begun to doubt the expedition's recent ability to achieve its goals.": "탐사단원들은 탐사단의 최근 목표 달성 능력을 의심하기 시작했다.", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.": "탐사대원들은 즉시 오염 지역에 뛰어듭니다. 오염물이 그들의 몸을 휘감고, 짙은 보라색 액체가 그들의 갑옷과 피부를 덮습니다. 아무도 자신의 안전을 챙길 시간이 없습니다. 겨우 떠내려가던 인물을 붙잡아 끌어내고 한 대원이 그들의 상태를 확인합니다. \"아니... 이미 죽었습니다.\" 모든 표정이 굳어집니다. 시신을 회수하던 중, 탐사대원들은 적은 양의 돈을 발견합니다.", "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.": "탐사대원들은 즉시 오염 지역에 뛰어듭니다. 오염물이 그들의 몸을 휘감고, 짙은 보라색 액체가 그들의 갑옷과 피부를 덮습니다. 아무도 자신의 안전을 챙길 시간이 없습니다. 겨우 떠내려가던 인물을 붙잡아 끌어내고 한 대원이 그들의 상태를 확인합니다. \"다행입니다. 아직 살아있습니다!\" 생존자는 잠시 후 의식을 되찾고 탐사대와 함께 남기로 결정합니다.", "The expedition members nodded at your instructions.": "탐사단원들은 당신의 지시에 고개를 끄덕였다.", "The expedition members receive meals more generous than usual and eat with visibly greater satisf...": "탐사대원들은 평소보다 더 넉넉한 식사를 받고 눈에 띄게 더 큰 만족감으로...", "The expedition members take heart in what the expedition has achieved.": "탐사단원들은 탐사단이 이루어낸 것에 용기를 내진다.", "The expedition members were eating separately, scattered here and there. It is unfortunate that they do not even have a proper dining room. \"If we build a dining room, everyone will be able to eat more comfortably.\"": "탐사단원들은 여기저기 흩어져 각자 따로 식사를 하고 있었다. 제대로 된 식당조차 없다는 것이 안타깝다. \"식당을 지으면 다들 더 편하게 식사할 수 있을 텐데.\"", "The expedition members were eating separately, scattered here and there. It is unfortunate that they do not even have a proper dining room. \"If we build a dining room, everyone will be able to eat more comfortably.\" ➜ The expedition members have now begun gathering in one place to share their meals. \"Now we can eat in comfort, right?\"": "탐사단원들은 여기저기 흩어져 따로 식사를 하고 있었다. 제대로 된 식당 하나 없다는 것이 아쉬울 따름이다. \"식당을 지으면 다들 좀 더 편하게 식사할 수 있을 텐데.\" ➜ 이제 탐사단원들은 한자리에 모여 함께 식사를 하기 시작했다. \"이제야 좀 편하게 먹을 수 있겠군, 그렇지?\"", "The expedition members were eating separately, scattered here and there. It is u…": "탐사단 원들이 각자 따로 식사를 하며, 여기저기 흩어져 있었습니다. 그것은 u…", "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and delight. The mood of the conversation softens immediately.": "탐사단원들의 눈이 당신의 말에 휘둥그레집니다. 순식간에 그들의 표정이 지친 기색에서 놀라움과 기쁨으로 바뀝니다. 대화의 분위기가 즉시 누그러집니다.", "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...": "탐사대원들의 눈이 당신의 말에 커집니다. 순간, 그들의 표정이 피로에서 놀라움과...", "The expedition must develop this place as a base for rest and supplies on their way to the depths of the": "탐사단은 다음의 깊이로 가는 도중에 휴식과 보급을 위한 기지로 이 장소를 개발해야 합니다", "The expedition still seems to lack proper private rooms for its size. Some members are still resting in uncomfortable conditions. \"Let us prepare more rooms so everyone can rest comfortably.\"": "탐사단의 규모에 비해 아직 제대로 된 개인 방이 부족해 보인다. 여전히 불편한 환경에서 쉬고 있는 단원들이 있다. \"다들 편히 쉴 수 있도록 방을 더 마련하자.\"", "The expedition still seems to lack proper private rooms for its size. Some members are still resting in uncomfortable conditions. \"Let us prepare more rooms so everyone can rest comfortably.\" ➜ Most expedition members can now rest in spaces of their own. \"Now this truly feels like a place people can live.\"": "탐사단의 규모에 비해 아직 제대로 된 개인 방이 부족해 보인다. 여전히 불편한 환경에서 쉬고 있는 단원들이 있다. \"다들 편히 쉴 수 있도록 방을 더 마련하자.\" ➜ 이제 대부분의 탐사단원이 자기만의 공간에서 쉴 수 있게 되었다. \"이제야 정말 사람 사는 곳 같군.\"", "The expedition still seems to lack proper private rooms for its size. Some membe…": "탐사단은 여전히 크기에 맞는 적절한 개인 방이 부족한 것으로 보입니다. 일부 멤버…", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrib...": "탐사대의 최종 목표는 자아를 가진 던전 아르크테온의 핵심을 파괴하고 세계에 닥친 끔찍한 종말을...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor...": "탐사단의 최종 목표는 자의식을 가진 던전 아르크테온의 핵을 파괴하고 세상에 닥친 끔찍한 종말을 끝내는 것입니다. 최근 탐사가...", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have f": "탐사단의 최종 목표는 자의식을 가진 던전 아르크테온의 핵을 파괴하고 세상에 닥친 끔찍한 종말을 끝내는 것입니다. 최근 탐사가 진전되었으므로", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless.": "탐사단의 최종 목표는 자아를 가진 던전 아크테온의 핵을 파괴하여, 세상에 닥친 끔찍한 종말을 끝내는 것입니다. 최근 탐사에서 눈에 띄는 성과를 내지 못하면서, 탐사단원들은 점점 초조해지는 듯합니다.", "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless. \"Captain, what if we go deeper on the next expedition?\" Someone makes the suggestion loudly in front of all the gathered members. \"If we stop here, everyone will think we're cowards.\" After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "탐사대의 최종 목표는 자아를 가진 던전 아르크테온의 핵심을 파괴하고 세계에 닥친 끔찍한 종말을 끝내는 것입니다. 최근의 탐사들이 눈에 띄는 성과를 내지 못했으므로, 탐사대원들이 불안해하고 있는 것 같습니다. \"단장, 다음 탐사에서 더 깊이 들어가면 어떨까요?\" 누군가 모여 있는 모든 대원 앞에서 큰 목소리로 제안합니다. \"여기서 멈추면 누구나 우리를 겁쟁이라고 생각할 겁니다.\" 깊이 생각한 후, 당신은 지금 대원들이 동기로 가득 찬 이 순간이 탐사의 다음 단계로 나아갈 완벽한 기회라는 것을 깨닫습니다.", "The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a...": "원정대의 궁극적인 목표는 자의식이 있는 지하감옥인 아르테온의 핵심을 파괴하고 끔찍한 것을 종식시키는 것입니다...", "The experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.": "다음 레벨에 도달하는 데 필요한 경험치는 대략 2차 곡선을 그리며 증가합니다. 레벨 2까지 30, 이후 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, 그리고 마지막으로 레벨 12까지 9,457이 필요합니다.", "The eyes used by {#} have changed from {#} to {#}.": "{#}이(가) 사용하는 눈이 {#}에서 {#}(으)로 변경되었습니다.", "The face portrait": "얼굴 초상화", "The facial decoration used by {#} has changed from {#} to {#}.": "{#}이(가) 사용하는 얼굴 장식이 {#}에서 {#}(으)로 변경되었습니다.", "The feedback you share with us will be a great help as we continue refining the game.": "당신이 우리와 공유하는 피드백은 게임을 계속 개선하는 데 큰 도움이 될 것입니다.", "The field is flooded, reducing the growth rate to 0.8x": "필드가 범람되어 성장률이 0.8배로 감소합니다", "The fifth group of objects placed in {#} has changed from {#} to {#}.": "{#}에 배치되는 다섯 번째 오브젝트 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The first group of items scattered in {#} has changed from {#} to {#}.": "{#}에 흩어져 있는 첫 번째 아이템 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The first group of objects placed in {#} has changed from {#} to {#}.": "{#}에 배치되는 첫 번째 오브젝트 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The first item in {#} has changed from {#} to {#}.": "{#}의 첫 번째 아이템이 {#}에서 {#}(으)로 변경되었습니다.", "The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).": "첫 번째 플레이 가능 지역이자 본거지 구역으로, 5개 층에 걸쳐 약 114개의 방 템플릿이 있습니다. 등장 몬스터는 회색 쥐, 붉은 쥐, 엘리트 몬스터인 붉은 괴물쥐, 산성 벌레, 산성 슬로겔, 알파 산성 슬로겔, 모우머크/화이트 모우머크, 돌 골렘(빨강/파랑/노랑), 슬라임입니다. 던전 내 상인 아릭, 모집 가능한 임무 제공자인 사냥꾼 엔도르시, 학자 제논이 이곳에 있습니다. 전리품 표는 DROP_R1* 접두사가 붙습니다 (전리품 표기는 1부터 시작하지만 지역 ID는 0부터 시작하는 점에 유의).", "The following content is planned for Early Access.": "다음 콘텐츠는 얼리 액세스를 위해 계획되어 있습니다.", "The following content is planned for Early Access. - Boss of the first region, Veil of Silence - Second region, Festeri…": "다음 콘텐츠는 얼리 액세스를 위해 계획되었습니다. - 첫 번째 지역의 보스, 침묵의 장막 - 두 번째 지역, 썩은…", "The following content is planned for Early Access. - The boss of the first region, the Veil of Silence - The second reg…": "다음 콘텐츠는 얼리 액세스를 위해 계획되었습니다. - 첫 번째 지역의 보스, 침묵의 장막 - 두 번째 지역…", "The following content is planned for the full release.": "다음 콘텐츠는 정식 출시를 위해 계획되어 있습니다.", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - Ach…": "다음 콘텐츠는 정식 출시를 위해 계획되었습니다. - 지역 3-6 및 그들의 보스 - 추가 연구 트리 - 업…", "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - New…": "다음 콘텐츠는 정식 출시를 위해 계획되었습니다. - 지역 3-6 및 그들의 보스 - 추가 연구 트리 - 새로운…", "The following features are currently not implemented.": "다음 기능은 현재 구현되지 않았습니다.", "The formulas are:": "공식은 다음과 같습니다:", "The fourth group of objects placed in {#} has changed from {#} to {#}.": "{#}에 배치되는 네 번째 오브젝트 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The full dataset is machine-readable:": "전체 데이터 세트는 기계가 읽을 수 있습니다:", "The game auto saves to a single slot on exit.": "The game auto saves to a single slot on exit.", "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "게임 종료 시 <color=#ccbeb8>단일 슬롯에 자동 저장</color>됩니다. 이는 의도된 게임 경험을 위한 권장 방식입니다.", "The game auto-saves to a single slot on exit.": "게임은 종료 시 단일 슬롯에 자동 저장합니다.", "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "게임 종료 시 <color=#ccbeb8>단일 슬롯에 자동 저장</color>됩니다. 이는 의도된 게임 경험을 위한 권장 방식입니다.", "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "게임은 영어판에서는 화상을 '방어 무시'로, 한국어판에서는 '보호막 무시'로 표기합니다. 여기 표시된 원본 수치는 이 차이를 반영하지 않습니다.", "The game data also defines an": "게임 데이터는 또한", "The game reads the": "게임은", "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.": "유닛에 적용되는 모든 효과를 가리키는 게임 내부 용어다: 버프, 디버프, 각인, 종족 특성, 오라, 상태 효과가 모두 '어펙터'에 해당한다. 게임 안에서는 대부분 이름이 붙은 버프/디버프(배리어, 화상, 기절)나 각인의 형태로 마주하게 된다.", "The game's own Poison text (": "게임 자체의 독 텍스트 (", "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "캠페인 배경 스토리에 대한 게임의 백과사전 항목으로, 지역화 테이블에서 그대로 인용됩니다.", "The game's own encyclopedia text for each expedition rank (": "각 탐사단 등급에 대한 게임의 공식 백과사전 텍스트 (", "The gateway to the dungeon created by": "다음에 의해 생성된 던전의 관문", "The goddess's grace is with you.": "여신의 은총이 함께 하기를.", "The gold available at {#} has changed from {#} to {#}.": "{#}이(가) 보유한 금화가 {#}에서 {#}(으)로 변경되었습니다.", "The goods sold at {#} have changed from {#} to {#}.": "{#}에서 판매되는 상품이 {#}에서 {#}(으)로 변경되었습니다.", "The greater the offering, the greater the bonus to your stat increase.": "제물이 클수록 스탯 증가 보너스가 더 큽니다.", "The greater the talent, the more their": "재능이 클수록 더 많이", "The greatsword excels in powerful strikes but is slower in speed.": "대검은 강력한 공격에 우수하지만 속도가 느립니다.", "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "녹색 사각형이 기준치입니다 - 모든 재능이 보통인 모집 캐릭터는 보너스도 페널티도 없습니다.", "The guild and dungeon merchant talk shells.": "길드 및 던전 상인 대화.", "The guild has high expectations for this expedition.": "길드가 이 탐사단에 높은 기대를 가지고 있습니다.", "The guild has offered a bounty for elite monsters. Defeating elite monsters will earn y…": "길드가 정예 몬스터에 현상금을 걸었습니다. 정예 몬스터를 처치하면…", "The hair used by {#} has changed from {#} to {#}.": "{#}이(가) 사용하는 머리 모양이 {#}에서 {#}(으)로 변경되었습니다.", "The health granted by {#} has changed from {#} to {#}.": "{#}이(가) 부여하는 생명력이 {#}에서 {#}(으)로 변경되었습니다.", "The health of {#} has changed from {#} to {#}.": "{#}의 생명력이 {#}에서 {#}(으)로 변경되었습니다.", "The higher an expedition member's level, the greater their": "The higher an expedition member's level, the greater their", "The higher an expedition member’s level, the greater their Mood expectations become.": "탐사단 구성원의 레벨이 높을수록 기분에 대한 기대치도 커집니다.", "The higher the": "높을수록", "The higher the Talent, the more Major Stats increase when leveling up.": "재능이 높을수록 레벨 업할 때 주요 스탯이 더 많이 증가합니다.", "The higher the talent, the more that": "The higher the talent, the more that", "The idea that the forest is owned by someone doesn't mean much to them.": "숲이 누군가의 소유라는 생각은 그들에게 별로 의미가 없습니다.", "The illustration shown at {#} has changed from {#} to {#}.": "{#}에 표시되는 삽화가 {#}에서 {#}(으)로 변경되었습니다.", "The in-game text of {#} has changed from {#} to {#}.": "{#}의 게임 내 문구가 {#}에서 {#}(으)로 변경되었습니다.", "The in-game time it takes for one Mana Stone to be consumed when Mana Stones are used as fuel in a generator (After the prototype, fuel consumption rate will need to be adjusted separately per structure via the structure sheet)": "발전기에서 마석을 연료로 사용할 때, 마석 1개가 소비되는 데 걸리는 게임 내 시간(프로토타입 이후에는 연료 소비 속도를 구조물 시트를 통해 구조물별로 따로 조정해야 함)", "The infamous Red Monster Rat that lives in the forest. It has Incredible power.": "숲에 사는 악명 높은 빨간 몬스터 쥐. 엄청난 힘을 가지고 있습니다.", "The ingredient amounts for {#} have changed from {#} to {#}.": "{#}의 재료 수량이 {#}에서 {#}(으)로 변경되었습니다.", "The inscription save-scumming note": "비문 저장-스커밍 노트", "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a": "후보가 처음부터 가지고 있는 각인은 레벨업 시 뽑기와 동일한 희귀도 가중치(1000분의 807 / 170 / 20 / 3)를 사용합니다. 후보에게는 다음도 함께 주어집니다", "The inspector shakes his head and sighs.": "검사가 고개를 흔들며 한숨을 쉰다.", "The inspector's voice flows from the raven's beak.": "검사의 목소리가 까마귀의 부리에서 흘러나온다.", "The internal keyword changed for {#} events.": "{#}개 이벤트의 내부 키워드가 변경되었습니다.", "The internal keyword changed for {#}.": "{#}의 내부 키워드가 변경되었습니다.", "The investigation function lets you preview monsters' Traits and Skills in advance.": "조사 기능을 사용하면 몬스터의 특성과 스킬을 미리 볼 수 있습니다.", "The items gathered from {#} have changed from {#} to {#}.": "{#}에서 채집되는 아이템이 {#}에서 {#}(으)로 변경되었습니다.", "The keyword recorded by {#} has changed from {#} to {#}.": "{#}이(가) 기록하는 키워드가 {#}에서 {#}(으)로 변경되었습니다.", "The lands devastated by the": "다음에 의해 파괴된 땅", "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#}에서 각 아이템이 입고되는 최대 수량이 {#}에서 {#}(으)로 변경되었습니다.", "The level required for {#} has changed from {#} to {#}.": "{#}에 필요한 레벨이 {#}에서 {#}(으)로 변경되었습니다.", "The level-5 wall is real": "5 레벨 벽은 실제입니다", "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...": "유리 탱크 안의 액체가 천천히 소용돌이치기 시작하고, 잠자고 있는 고블린들의 손가락이 약간씩...", "The longer a unit stays in a dungeon, the more its": "유닛이 던전에 머물수록 더", "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "유닛이 던전에 있을수록 던전의 마력으로 인해 기분이 더 많이 감소합니다.", "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "유닛이 던전에 있을수록 던전의 마력이 점진적으로 기분을 낮춥니다.", "The longer you stay in the dungeon, the more you experience mental distortion and suffering due to the high concentration of magical energy.": "던전에 오래 머물수록, 고농도의 마력으로 인해 정신적 왜곡과 고통을 더 많이 겪게 된다.", "The loot dropped by {#} has changed from {#} to {#}.": "{#}이(가) 떨어뜨리는 전리품이 {#}에서 {#}(으)로 변경되었습니다.", "The lower": "현재 [STATUS_Mood] × {0} % 만큼 주는 데미지량 보너스가 변동 됩니다. [STATUS_Mood]수치가 낮을수록 주는 피해량이 증가합니다.", "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "{#}의 가격 조정 하한이 {#}에서 {#}(으)로 변경되었습니다.", "The magic attack granted by {#} has changed from {#} to {#}.": "{#}이(가) 부여하는 마법 공격력이 {#}에서 {#}(으)로 변경되었습니다.", "The magic attack of {#} has changed from {#} to {#}.": "{#}의 마법 공격력이 {#}에서 {#}(으)로 변경되었습니다.", "The magic flowing from the dungeon grants increased health recovery in the surrounding area.": "던전에서 흘러나오는 마법이 주변 지역에서 생명력 회복을 증가시킵니다.", "The main chain's finale (Main7) is killing the": "주요 체인의 피날레(Main7)는 죽이는 것입니다", "The main quest chain - each scene opens the next Main quest.": "주요 임무 체인 - 각 장면은 다음 주요 임무를 엽니다.", "The main skill trees open to {#} have changed from {#} to {#}.": "{#}이(가) 선택할 수 있는 주요 스킬 트리가 {#}에서 {#}(으)로 변경되었습니다.", "The management difficulty of {#} has changed from {#} to {#}.": "{#}의 운영 난이도가 {#}에서 {#}(으)로 변경되었습니다.", "The master clock (day / hour / min / tick)": "마스터 시계 (날 / 시간 / 분 / 틱)", "The materials needed to build {#} have changed from {#} to {#}.": "{#} 건설에 필요한 재료가 {#}에서 {#}(으)로 변경되었습니다.", "The materials needed to repair {#} have changed from {#} to {#}.": "{#} 수리에 필요한 재료가 {#}에서 {#}(으)로 변경되었습니다.", "The materials returned for dismantling {#} have changed from {#} to {#}.": "{#} 해체 시 반환되는 재료가 {#}에서 {#}(으)로 변경되었습니다.", "The maximum durability.": "The maximum durability.", "The maximum durability. Durability is limited so it cannot exceed this value.": "최대 내구도. 내구도는 이 값을 초과할 수 없도록 제한됩니다.", "The maximum energy the unit can have. Determines the maximum value of": "유닛이 가질 수 있는 최대 에너지입니다. 다음의 최대값을 결정합니다:", "The maximum energy the unit can have. Determines the maximum value of Energy.": "유닛이 가질 수 있는 최대 에너지입니다. 에너지의 최대값을 결정합니다.", "The maximum health the head can withstand. Determines the maximum value of": "The maximum health the head can withstand. Determines the maximum value of", "The maximum health the head can withstand. Determines the maximum value of Head Health.": "머리가 견딜 수 있는 최대 생명력. 머리 생명력의 최대값을 결정합니다.", "The maximum health the torso can withstand. Determines the maximum value of": "몸통이 견딜 수 있는 최대 생명력입니다. 다음의 최대값을 결정합니다:", "The maximum health the torso can withstand. Determines the maximum value of Torso Health.": "몸통이 견딜 수 있는 최대 생명력. 몸통 생명력의 최대값을 결정합니다.", "The maximum stress the unit can withstand. Determines the maximum value of": "단위가 견딜 수 있는 최대 스트레스. 다음의 최대값을 결정합니다", "The maximum stress the unit can withstand. Determines the maximum value of Stress; reaching this value triggers Mental Collapse.": "유닛이 견딜 수 있는 최대 스트레스. 스트레스의 최대값을 결정하며, 이 값에 도달하면 정신 붕괴가 발생합니다.", "The maximum value of the unit's hunger meter. Determines the maximum value of": "유닛의 배고픔 게이지의 최대값입니다. 다음의 최대값을 결정합니다:", "The maximum value of the unit's hunger meter. Determines the maximum value of Hunger, so higher values take longer to reach 0.": "유닛의 허기 게이지 최대치. 허기의 최대값을 결정하며, 값이 높을수록 0에 도달하는 데 오래 걸립니다.", "The maximum weight the unit can carry without penalty. If": "페널티 없이 유닛이 운반할 수 있는 최대 무게입니다. 만약", "The maximum weight the unit can carry without penalty. If Weight exceeds this value, overload effects are applied.": "유닛이 페널티 없이 들 수 있는 최대 무게. 무게가 이 값을 초과하면 과적 효과가 적용됩니다.", "The members each share their opinions, but in the end, all eyes turn to you.": "팀원들은 각자의 의견을 나누지만, 결국 모든 눈이 당신에게 향한다.", "The minimum offering required for": "필요한 최소 공물", "The model": "모델", "The moment you give permission, the Lycan expedition m...": "당신이 허락하는 순간 라이칸 탐사대원들이...", "The moment you present proof of the hunt, her expression hardens.": "당신이 사냥의 증거를 제시하는 순간, 그녀의 표정이 굳어진다.", "The moment you present proof of the hunt, her expression hardens. \"...What is this.\" She immediately shakes her head and snaps back sharply. \"That thing": "당신이 사냥의 증거를 제시하는 순간 그녀의 표정이 굳어집니다. \"...이게 뭐야.\" 그녀가 즉시 고개를 흔들고 날카롭게 대답합니다. \"그 괴물", "The moment you think surviving was a miracle, you hear the crow's wings flapping again. You cling to consciousness and haul yourself upright. The crow lands on your arm and opens its beak.": "살아남은 것이 기적이라고 생각하는 순간, 까마귀의 날갯짓 소리가 다시 들려옵니다. 당신은 의식을 붙잡고 힘겹게 몸을 일으킵니다. 까마귀가 당신의 팔에 내려앉아 부리를 엽니다.", "The monster's Magic Attack Power at the selected difficulty (drives its magic hits).": "선택한 난이도에서 몬스터의 마법 공격력입니다 (마법 공격에 적용).", "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "선택한 난이도에서 몬스터의 물리 공격력입니다 (물리 공격에 적용).", "The monster's total max health at the selected difficulty (HP scales Very Hard x1.5, Devastation x2).": "선택한 난이도에서 몬스터의 총 최대 생명력입니다 (생명력은 매우 어려움 x1.5, 파멸 x2로 증가).", "The monsters in {#} have changed from {#} to {#}.": "{#}의 몬스터가 {#}에서 {#}(으)로 변경되었습니다.", "The monsters placed in {#} have changed from {#} to {#}.": "{#}에 배치되는 몬스터가 {#}에서 {#}(으)로 변경되었습니다.", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "기분 밴드 (매우 불행에서 매우 행복)와 스트레스 밴드는 다음에서 직접 나옵니다:", "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from {#}; see the {#} page for every mood source and the standing modifiers in full.": "기분 구간(매우 불행~매우 행복)과 스트레스 구간은 {#}에서 그대로 가져온 값입니다. 모든 기분 출처와 상시 보정치는 {#} 페이지를 참고하세요.", "The movement speed of {#} has changed from {#} to {#}.": "{#}의 이동 속도가 {#}에서 {#}(으)로 변경되었습니다.", "The neutral units present at the start of {#} have changed from {#} to {#}.": "{#} 시작 시 존재하는 중립 유닛이 {#}에서 {#}(으)로 변경되었습니다.", "The newly appointed Vice Captain {0} calmly surveys the members. \"The dungeon is encroaching on the continent. If we ca...": "새로 임명된 부대장 {0}이(가) 침착하게 대원들을 살펴봅니다. \"던전이 대륙을 침식하고 있습니다. 우리가...", "The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands. He immediately turns and face...": "새로 임명된 부대장 {0}이 두 손으로 당신이 주는 배지를 겸손하게 받습니다. 그는 즉시 돌아서서...", "The newly appointed Vice Captain {0} quietly receives the badge you hand over. He closes his eyes briefly and inhales de...": "새로 임명된 부대장 {0}이(가) 당신이 건네는 배지를 조용히 받습니다. 그는 잠깐 눈을 감고 숨을...", "The newly appointed Vice Captain {0} summons the members before a campfire. \"The dungeon will not welcome us. It will t...": "새로 임명된 부대장 {0}이(가) 모닥불 앞에서 대원들을 소집합니다. \"던전은 우리를 환영하지 않을 것입니다. 그것은...", "The newly appointed deputy captain, {0}, calmly surveys the expedition members.": "새로 임명된 부탐사단장인 {0}은/는 침착하게 탐사대원들을 살펴본다.", "The newly appointed deputy captain, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away.\" After a brief silence, {0} continues in a resolute voice. \"Remember this: the blessing of the sacred World Tree will be with us on our journey.\" The expedition members steel themselves, their expressions firm with resolve.": "새로 임명된 부탐사단장인 {0}은/는 침착하게 탐사대원들을 살펴본다. \"던전이 대륙을 집어삼키고 있습니다. 이 재앙을 막지 못하면 숲과 강이 시들어버릴 것이고, 결국 세계수까지 말라버릴 것입니다.\" 잠깐의 침묵 후 {0}은/는 결연한 목소리로 계속 말한다. \"이것을 기억하세요. 신성한 세계수의 축복이 우리 여정에 함께할 것입니다.\" 탐사대원들은 스스로를 다잡으며 확고한 결의로 얼굴을 굳힌다.", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition memb": "새로 임명된 부단장 {0}이 조용히 당신에게서 휘장을 받습니다. 그들은 잠시 눈을 감고 냄새를 맡는 듯 숨을 쉬었다가, 천천히 탐사대원들을 살펴봅니다.", "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent,...": "새로 임명된 부단장 {0}이 조용히 당신에게서 휘장을 받습니다. 그들은 잠시 눈을 감고 냄새를 맡는 듯 숨을 쉬었다가...", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire.": "새로 임명된 부단장 {0}이 탐사대원들을 모닥불로 소환합니다.", "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swall": "새로 임명된 부단장 {0}이 탐사대원들을 모닥불로 소환합니다. \"던전은 우리를 환영하지 않을 겁니다. 우리를 끝없이 시험할 거고, 결국 우리를 삼켜버릴 거야.\"", "The node type of {#} has changed from {#} to {#}.": "{#}의 노드 유형이 {#}에서 {#}(으)로 변경되었습니다.", "The odds you actually want:": "실제로 원하는 확률:", "The original room appearance used in range previews": "사정거리 미리보기에 사용되는 기본 방 모습", "The other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon,": "다른 멤버들은 불평하며 열심히 동의한다. 그들의 얼굴은 극심한 피로와 분노로 가득 차 있다. 곧", "The other switches on the new-campaign screen, with their official descriptions.": "새 캠페인 화면의 다른 스위치와 공식 설명", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division)": "어떤 층을 넘어가느냐에 따라 페이즈별로 던전의 모습이 어떻게 바뀔지 짜는 부분 GAMESYSTEM_Dungeon_Floor_Phase_Division을 기본으로 하되, 확장성을 위해 Forest_Dark에서의 페이즈 구분이다 (3페이즈 구분)", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) Name changed": "어떤 층을 넘어가느냐에 따라 페이즈별로 던전의 모습이 어떻게 바뀔지 짜는 부분 GAMESYSTEM_Dungeon_Floor_Phase_Division을 기본으로 하되, 확장성을 위해 Forest_Dark에서의 페이즈 구분이다 (3페이즈 구분) 명칭 변경됨", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division)": "어떤 층을 넘어가느냐에 따라 페이즈별로 던전의 모습이 어떻게 바뀔지 짜는 부분 GAMESYSTEM_Dungeon_Floor_Phase_Division을 기본으로 하되, 확장성을 위해 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분)", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) Name changed HY: Phase by floor. E.g. Floor 1 - Phase 1 / Floor 4 - Phase 3, like that.": "어떤 층을 넘어가느냐에 따라 페이즈별로 던전의 모습이 어떻게 바뀔지 짜는 부분 GAMESYSTEM_Dungeon_Floor_Phase_Division을 기본으로 하되, 확장성을 위해 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분) 명칭 변경됨 HY: 층에 따른 페이즈. 예를 들어 1층 - 1페이즈 / 4층 - 3페이즈, 이런 식이다.", "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Default: 2, 4 (Phase 1's last floor is Floor 2, Phase 2's last floor is Floor 4. Since the last value is 4, Floor 4 is treated as this Region's final floor)": "어떤 층을 넘어가느냐에 따라 페이즈별로 던전의 모습이 어떻게 바뀔지 짜는 부분 기본값: 2, 4 (1페이즈의 마지막 층은 2층, 2페이즈의 마지막 층은 4층. 마지막 값이 4이므로 4층이 이 지역의 마지막 층으로 취급된다)", "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}.": "{#}이(가) 중첩당 적용하는 능력치 변화가 {#}에서 {#}(으)로 조정되었습니다.", "The per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a": "단계별 기분 페널티는 관리 난이도에 따라 달라집니다. 쉬움 -1/-4/-7/-10, 보통 -3/-6/-9/-12, 최고 난이도인 파멸은 -6/-12/-18/-24까지입니다. 파티가 귀환한 뒤에는", "The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode).": "충분히 잠을 잤다고 판단하는 데 사용되는 퍼센트 기준값입니다. 일단 잠들면 Stamina가 이 값까지 회복될 때까지 유닛은 깨어나지 않습니다. 그 사이에 다른 공유 작업이 생기더라도 깨어나지 않는다는 점에 유의하세요(단, 강제로 조작 모드로 전환하면 깨울 수 있습니다).", "The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry.": "허기로 인한 원인(배고픔 등)으로 '의식 불명' 상태가 되었을 때, 의식을 되찾기 위해 허기가 얼마나 회복되어야 하는지를 나타내는 퍼센트 값입니다.", "The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty.": "Deadly 또는 최종 Stamina 페널티 같은 stamina 관련 원인으로 '의식 불명' 상태가 되었을 때, 의식을 되찾기 위해 Stamina가 얼마나 회복되어야 하는지를 나타내는 퍼센트 값입니다.", "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "수면 우선 모드에서 유닛이 얼마나 오래 자는지를 결정하는 백분율 값입니다.", "The personal traits available to {#} have changed from {#} to {#}.": "{#}이(가) 가질 수 있는 개인 특성이 {#}에서 {#}(으)로 변경되었습니다.", "The personal traits of {#} have changed from {#} to {#}.": "{#}의 개인 특성이 {#}에서 {#}(으)로 변경되었습니다.", "The phases {#} can appear in have changed from {#} to {#}.": "{#}이(가) 등장할 수 있는 단계가 {#}에서 {#}(으)로 변경되었습니다.", "The physical attack granted by {#} has changed from {#} to {#}.": "{#}이(가) 부여하는 물리 공격력이 {#}에서 {#}(으)로 변경되었습니다.", "The physical attack of {#} has changed from {#} to {#}.": "{#}의 물리 공격력이 {#}에서 {#}(으)로 변경되었습니다.", "The pile of game beside her still reeks of fresh blood.": "그녀 옆에 있는 사냥한 짐승 더미에서 생생한 피의 냄새가 풍깁니다.", "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out a short scoff. <color=#a6": "그녀 옆에 있는 사냥한 짐승 더미에서 생생한 피의 냄새가 풍깁니다. \"예리한 코를 가지고 있어. 약한 것과 두려워하는 것을 먼저 집어뜯지.\" 그녀가 짧게 코웃음을 칩니다. <color=#a6", "The pile of slain game beside her still carries the thick scent of fresh blood.": "그녀 옆의 죽은 사냥감 더미에서 여전히 신선한 피의 진한 냄새가 난다.", "The pile of slain game beside her still carries the thick scent of fresh blood. \"They've a keen nose for weakness. The fearful and feeble are always the first to be torn apart.\"</co": "그녀 옆에 있는 사냥한 짐승 더미에서 생생한 피의 냄새가 풍깁니다. \"그들은 약함을 민감하게 맡아챈다네. 두려워하고 약해 보이는 놈들이 가장 먼저 찢겨나간다고.\"</co", "The pipes are corroded in places, and pools of co...": "파이프가 부식된 부분도 있고, 오염된 물웅덩이가...", "The portal is absorbing the surrounding energy, and some of it is leaking out to heal t…": "포탈이 주변 에너지를 흡수하고 있으며, 일부가 흘러나가 치유하고 있습니다…", "The position of {#} on the research board has changed from {#} to {#}.": "{#}의 연구 보드 위치가 {#}에서 {#}(으)로 변경되었습니다.", "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...": "북 울림, 생기 있는 피리, 미지의 말들의 중얼거림이...", "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.": "레벨업 시 선택하는 기도 등급이다(최소, 보통, 풍족). 마나석 소모량과 스탯 상승폭을 맞바꾸는 방식이며, 각인 등급에는 영향을 주지 않는다.", "The preview shown for {#} has changed from {#} to {#}.": "{#}에 표시되는 미리보기가 {#}에서 {#}(으)로 변경되었습니다.", "The published data dump advertised the wrong game build (it still said B.0.3.26 while every table was B.0.3.40). Build identity is now derived, not hand-written.": "공개된 데이터 덤프가 잘못된 게임 빌드를 표시했습니다(여전히 B.0.3.26이라고 표시되었지만 모든 테이블은 B.0.3.40이었습니다). 빌드 아이덴티티는 이제 파생되며, 수동으로 작성되지 않습니다.", "The quality rating of {#} has changed from {#} to {#}.": "{#}의 품질 등급이 {#}에서 {#}(으)로 변경되었습니다.", "The random expedition-name generator combines one entry from each pool (": "무작위 탐사단 이름 생성기는 각 풀에서 한 항목씩 조합합니다 (", "The range of {#} has changed from {#} to {#} tiles.": "{#}의 사정거리가 {#}에서 {#}타일로 변경되었습니다.", "The rarity of {#} has changed from {#} to {#}.": "{#}의 희귀도가 {#}에서 {#}(으)로 변경되었습니다.", "The raven lets out a short caw and looks up at you.": "까마귀가 짧은 울음을 내고 당신을 올려다본다.", "The raven pecks at the severed head of the crimson monster rat as though performing an autopsy, but now it is little more than a filthy lump of bloodied flesh.": "까마귀가 마치 부검이라도 하듯 붉은 몬스터 쥐의 잘린 머리를 쪼아대지만, 이제는 그저 피투성이의 더러운 살덩이에 지나지 않습니다.", "The raven perched on your forearm glows blue in the eyes.": "당신의 팔에 앉은 까마귀의 눈이 파랗게 빛난다.", "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy captain in your expedition is vacant.\" \"Well... there were circumstances.\" The Inspector grumbles in exasperation, then continues his lecture. \"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy captain as soon as you can. \"": "당신의 팔에 앉은 까마귀의 눈이 파랗게 빛난다. 곧 그 부리에서 거친 남성의 목소리가 흘러나온다. \"부탐사단장 자리가 비었다는 보고를 받았습니다.\" \"음... 사정이 있었거든요.\" 조사관은 답답해하며 중얼거리다가 강의를 계속한다. \"탐사단이 더 깊이 진격할수록 혼자서 모든 것을 감당하기는 더욱 어려워질 것입니다. 알겠습니까? 서둘러 새로운 부탐사단장을 임명하세요.\"", "The raven tilts its head slightly before bluntly pecking at your chest with its beak.": "까마귀가 고개를 약간 기울인 후 부리로 당신의 가슴을 날카롭게 쪼아댄다.", "The recruit weighting for Lycans at {#} has changed from {#} to {#}.": "{#}에서 라이칸 모집 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "클랜에서 모집한 단위를 유지하는 반복 금 비용; 높은 수준의 단위는 더 많은 유지비가 듭니다.", "The reflected amount is the post-defense damage, read BEFORE your own barrier or guard soaks it. A shield that eats the whole hit still reflects the full": "반사되는 양은 방어력이 적용된 이후의 피해로, 자신의 보호막이나 가드가 흡수하기 전에 계산됩니다. 타격 전체를 막아내는 보호막이라도 반사는 전체 값 그대로 발생합니다.", "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools.": "드롭 풀이 속한 지역 등급이다: DROP_R1* 풀은 침묵의 장막에, DROP_R2* 풀은 부패한 굴에 대응된다. 상자 전리품과 몬스터 드롭은 이러한 지역별 등급 풀에 연결되어 있다.", "The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.": "침묵의 장막의 지역 클리어 보스(현재 빌드에서 클리어 보스가 연결된 유일한 지역)입니다. StoneStomp, StoneThrow, StoneRaise, EarthCrash를 사용하는 다단계 전투입니다. 쓰러진 몸체는 정착지 소품으로 남습니다. Crawling Doom 캠페인의 스크립트 결말은 붉은 괴물쥐를 상대하는 별도의 엘리트 전투입니다.", "The requirement to complete {#} has changed from {#} to {#}.": "{#}을(를) 완료하기 위한 요구 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The research tree progresses": "연구 트리가 진행됩니다", "The resource the expedition has lacked most recently is wood. Wood is an important resource used in many areas, including equipment crafting and construction. \"As you all know, we need more wood.\"": "탐사단이 최근 가장 부족했던 자원은 목재다. 목재는 장비 제작과 건축을 비롯해 여러 분야에서 쓰이는 중요한 자원이다. \"다들 알다시피, 목재가 더 필요해.\"", "The resource the expedition has lacked most recently is wood. Wood is an important resource used in many areas, including equipment crafting and construction. \"As you all know, we need more wood.\" ➜ With enough wood secured, managing the settlement has begun to feel less strained. \"With this much, we can worry less about wood for a while.\"": "탐사단이 최근 가장 부족했던 자원은 목재다. 목재는 장비 제작과 건축을 비롯해 여러 분야에서 쓰이는 중요한 자원이다. \"다들 알다시피, 목재가 더 필요해.\" ➜ 목재를 충분히 확보하자 정착지 관리가 한결 수월하게 느껴지기 시작했다. \"이 정도면 당분간 목재 걱정은 덜어도 되겠어.\"", "The resource the expedition has lacked most recently is wood. Wood is an importa…": "탐사단이 최근에 가장 부족했던 자원은 목재입니다. 목재는 중요한…", "The resulting stats and inscription are not applied immediately. You must choose one inscription and press Confirm to finalize the": "그 결과로 나타난 스탯과 각인은 즉시 적용되지 않습니다. 각인 하나를 선택한 후 확인을 눌러야 최종 확정됩니다", "The reward for the first kill of {#} has changed from {#} to {#}.": "{#} 최초 처치 보상이 {#}에서 {#}(으)로 변경되었습니다.", "The reward for {#} has changed from {#} to {#}.": "{#}의 보상이 {#}에서 {#}(으)로 변경되었습니다.", "The reward from the chest increases by 100%.": "상자에서의 보상이 100% 증가합니다.", "The room type of {#} has changed from {#} to {#}.": "{#}의 방 유형이 {#}에서 {#}(으)로 변경되었습니다.", "The scarecrow": "허수아비", "The scarecrow urgently stops you.": "허수아비가 급하게 당신을 멈춘다.", "The scent of the flower that grows so large in the dungeon is far more enchanting and s…": "던전에서 자라나는 거대한 꽃의 향기는 훨씬 더 매력적입니다…", "The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.": "튜토리얼 임무 체인에서 사용되는 스크립트로 짜인 시작 구역(방 템플릿 약 10개)으로, 카메라 조작, 채집, 그리고 약한 회색 쥐와 약한 산성 벌레를 상대로 한 기초 전투를 익힌 뒤 정착지로 돌아옵니다. 반복 플레이가 가능한 탐사단 지역이 아닙니다.", "The second group of items scattered in {#} has changed from {#} to {#}.": "{#}에 흩어져 있는 두 번째 아이템 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The second group of objects placed in {#} has changed from {#} to {#}.": "{#}에 배치되는 두 번째 오브젝트 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The second item in {#} has changed from {#} to {#}.": "{#}의 두 번째 아이템이 {#}에서 {#}(으)로 변경되었습니다.", "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.": "두 번째 지역(내부적으로는 Shadow_Forest로 명명되며 문드러진 땅굴로 표시됨)입니다. 5개 층에 걸쳐 약 77개의 방 템플릿으로 완전히 구현되어 있으며 침묵의 장막 이후에 해금됩니다. 등장 몬스터 도감은 고블린 무리(일꾼, 싸움꾼, 투척병, 기수, 주술사, 족장 주술사), 글로트 멧돼지 무리(새끼, 수컷, 암컷, 도전자, 장로), 진흙 슬라임/슬로겔, 크리스탈 거북, 화이트 모우머크입니다. 상인 세드릭과 학자 페리온이 이곳에 있습니다. 전리품 표는 DROP_R2* 접두사가 붙습니다.", "The selection weight of {#} has changed from {#} to {#}.": "{#}의 선택 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The settlement contains no resources other than twisted trees. To gather resources, you must explore the dungeons.": "정착지에는 비틀린 나무 외에 자원이 없습니다. 자원을 수집하려면 던전을 탐색해야 합니다.", "The severity of {#} has changed from {#} to {#}.": "{#}의 심각도가 {#}에서 {#}(으)로 변경되었습니다.", "The situation grows ever more precarious, and the expedition members' stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.": "상황은 점점 더 위태로워지고, 탐사단원들의 스트레스는 금방이라도 터질 듯합니다. 논의가 끝날 무렵에도 아무것도 해결되지 않은 채, 무거운 침묵만이 감돌 뿐입니다.", "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "6개 주요 스탯, 최대 생명력, 물리/마법 공격력, 공격 속도", "The sixth group of objects placed in {#} has changed from {#} to {#}.": "{#}에 배치되는 여섯 번째 오브젝트 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The skill point cost of {#} has changed from {#} to {#}.": "{#}의 스킬 포인트 비용이 {#}에서 {#}(으)로 변경되었습니다.", "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "게임 스프라이트에서 추출한 스킬의 효과 애니메이션입니다. 프레임 타이밍은 대략적입니다.", "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "스킬의 효과가 훈련용 허수아비(게임의 연습용 표적)를 타격하며, 허수아비는 피격 시 튕겨납니다. 프레임 타이밍은 근사치입니다.", "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "이 스킬의 원시 피해 계수입니다(1회 시전당 공격력 대비 %), 치명타·무기·저항 적용 전 수치입니다.", "The skills granted by equipping {#} have changed from {#} to {#}.": "{#} 장착 시 부여되는 스킬이 {#}에서 {#}(으)로 변경되었습니다.", "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#}에서 각 아이템이 입고되는 최소 수량이 {#}에서 {#}(으)로 변경되었습니다.", "The spawn room for {#} has changed from {#} to {#}.": "{#}의 등장 방이 {#}에서 {#}(으)로 변경되었습니다.", "The stack limit on {#} has changed from {#} to {#}.": "{#}의 최대 중첩이 {#}에서 {#}(으)로 변경되었습니다.", "The start delay on {#} has changed from {#} to {#}.": "{#}의 시작 딜레이가 {#}에서 {#}(으)로 변경되었습니다.", "The starting equipment for {#} has changed from {#} to {#}.": "{#}의 시작 장비가 {#}에서 {#}(으)로 변경되었습니다.", "The starting items for {#} have changed from {#} to {#}.": "{#}의 시작 아이템이 {#}에서 {#}(으)로 변경되었습니다.", "The starting positions of the buildings in {#} have changed from {#} to {#}.": "{#}의 시작 건물 배치 위치가 {#}에서 {#}(으)로 변경되었습니다.", "The starting skills of {#} have changed from {#} to {#}.": "{#}의 시작 스킬이 {#}에서 {#}(으)로 변경되었습니다.", "The starting traits of {#} have changed from {#} to {#}.": "{#}의 시작 특성이 {#}에서 {#}(으)로 변경되었습니다.", "The stat changes applied by {#} have been adjusted from {#} to {#}.": "{#}이(가) 적용하는 능력치 변화가 {#}에서 {#}(으)로 조정되었습니다.", "The stat changes granted by {#} have been adjusted from {#} to {#}.": "{#}이(가) 부여하는 능력치 변화가 {#}에서 {#}(으)로 조정되었습니다.", "The stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).": "스탯 각인은 하급 / 중급 / 고급 등급에 따라 수치가 늘어나며, 보통 1배 / 2배 / 3배입니다(예: 공격 속도 +10 / +20 / +30, 최대 무게 +20 / +40 / +60). 다만 일부는 비선형적으로 증가합니다(생명력 흡수 +5% / +7% / +10%, 치명타 확률 +5% / +10% / +15%, 저항 +5% / +10% / +15%).", "The stat pipeline": "스탯 파이프라인", "The step type of {#} has changed from {#} to {#}.": "{#}의 스텝 유형이 {#}에서 {#}(으)로 변경되었습니다.", "The storage capacity of {#} has changed from {#} to {#}.": "{#}의 보관 용량이 {#}에서 {#}(으)로 변경되었습니다.", "The strange creature, resembling a bundle of leaves, wriggles helplessly in": "잎다발처럼 생긴 이상한 생물이 도움이 안 되게 꿈틀거린다", "The sub skill trees open to {#} have changed from {#} to {#}.": "{#}이(가) 선택할 수 있는 보조 스킬 트리가 {#}에서 {#}(으)로 변경되었습니다.", "The sub-faction of {#} has changed from {#} to {#}.": "{#}의 세부 진영이 {#}에서 {#}(으)로 변경되었습니다.", "The subtype of {#} has changed from {#} to {#}.": "{#}의 하위 유형이 {#}에서 {#}(으)로 변경되었습니다.", "The summon's own abilities that quote a percent of magic attack power use the summoner's live stat, not the summon's halved value.": "마법 공격력의 퍼센트를 언급하는 소환수 자신의 능력은 소환수의 절반으로 줄어든 수치가 아니라 소환자의 실시간 스탯을 사용합니다.", "The summoner's LIVE Magic Attack Power": "소환자의 실시간 마법 공격력", "The surrounding lands have been drained of energy and turned into": "주변 땅은 에너지가 소모되어 다음과 같이 변했습니다", "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "목표는 회피할 수 없으며 남은 모든 타격은 확정 크리티컬입니다.", "The targeted": "대상이 지정된", "The targeted Mucus Sprayer throws a hooked vine in all directions, dealing 100% of the vine's magic attack power as magic damage to enemy units caught in the vine and granting Rooting for 3 seconds.": "지정된 점액 분사자가 사방으로 갈고리 덩굴을 던져, 덩굴에 걸린 적 유닛에게 덩굴의 마법 공격력의 100%에 해당하는 마법 피해를 입히고 3초간 속박을 부여합니다.", "The third group of objects placed in {#} has changed from {#} to {#}.": "{#}에 배치되는 세 번째 오브젝트 그룹이 {#}에서 {#}(으)로 변경되었습니다.", "The third item in {#} has changed from {#} to {#}.": "{#}의 세 번째 아이템이 {#}에서 {#}(으)로 변경되었습니다.", "The threat radius a monster engages within (": "몬스터가 교전하는 위협 반경(", "The three": "세 개", "The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (": "툴팁에는 스택당 +6% 물리 공격이 표시됩니다(6 스택에서 +36%). 기계적 스택당 스탯 템플릿(", "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "{#}의 인지 보정 범위 상한이 {#}에서 {#}(으)로 변경되었습니다.", "The training scarecrow": "훈련용 허수아비", "The two": "둘", "The type of {#} has changed from {#} to {#}.": "{#}의 유형이 {#}에서 {#}(으)로 변경되었습니다.", "The ultimate goal of the expedition team is to reach the deepest part of the": "탐사단의 궁극적인 목표는 다음의 가장 깊은 부분에 도달하는 것입니다", "The unit condition on {#} has changed from {#} to {#}.": "{#}의 유닛 조건이 {#}에서 {#}(으)로 변경되었습니다.", "The unit died during the expedition.": "탐사 중 유닛이 죽었습니다.", "The unit has taken severe damage and is in a": "유닛이 심각한 피해를 입었으며", "The unit is exhausted.": "유닛이 지쳐 있습니다.", "The unit is very exhausted.": "유닛이 매우 지쳐 있습니다.", "The unit went missing during the expedition.": "유닛이 탐사 중에 실종되었습니다.", "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "유닛이 탐사 중에 실종되었습니다. 팁: 포탈 방 밖의 유닛은 실종된 것으로 간주됩니다.", "The unit's": "유닛의", "The unit's total maximum health. This value is used as the basis for": "The unit's total maximum health. This value is used as the basis for", "The unit's total maximum health. This value is used as the basis for Max Health (Head) and Max Health (Torso).": "유닛의 총 최대 생명력. 이 값은 최대 생명력(머리)과 최대 생명력(몸통)의 기준이 됩니다.", "The unknown interdimensional space controlled by the infamous": "악명 높은 것으로 제어되는 미지의 차원 간 공간", "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "{#}의 가격 조정 상한이 {#}에서 {#}(으)로 변경되었습니다.", "The value for what % of max Head Health is set when entering the Deadly state due to damage": "피해로 인해 치명 상태에 진입할 때 최대 머리 생명력의 몇 %로 설정할지를 나타내는 값", "The value for what % of max Stamina is set when entering the Deadly state due to damage": "피해로 인해 치명 상태에 진입할 때 최대 스태미나의 몇 %로 설정할지를 나타내는 값", "The values behind {#} have changed from {#} to {#}.": "{#}을(를) 구성하는 수치가 {#}에서 {#}(으)로 변경되었습니다.", "The values behind {#} were adjusted.": "{#}의 수치가 조정되었습니다.", "The vision range decreases by 1.": "시야 범위가 1 감소합니다.", "The vision range of {#} has changed from {#} to {#} tiles.": "{#}의 시야 범위가 {#}에서 {#}타일로 변경되었습니다.", "The voice of a woman-how enchanting!": "여자의 목소리 - 정말 매혹적이야!", "The wake-up is": "깨어남은", "The warmth fades swiftly-only silent ruin remains.": "따뜻함이 빠르게 사라집니다-오직 조용한 폐허만 남습니다.", "The warmth increases the": "따스함이 다음을 증가시킵니다:", "The warmth increases the Mood.": "따뜻함은 기분을 증가시킵니다.", "The weapon or magic tree this skill belongs to.": "이 스킬이 속한 무기 또는 마법 트리입니다.", "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "클랜 랭크가 올라갈수록 게임이 그려가는 무기 및 레벨 모집 풀입니다.", "The weight of {#} has changed from {#} to {#}.": "{#}의 무게가 {#}에서 {#}(으)로 변경되었습니다.", "The weighting of each background for {#} has changed from {#} to {#}.": "{#}의 배경별 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The weighting of each personal trait for {#} has changed from {#} to {#}.": "{#}의 개인 특성별 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The weighting of each sub skill tree for {#} has changed from {#} to {#}.": "{#}의 보조 스킬 트리별 가중치가 {#}에서 {#}(으)로 변경되었습니다.", "The wording mentions 'enemy units' and a 'killing aura', but the skill data targets a single enemy (Default area, radius 0, single hostile): the damage and debuff apply to one target.": "문구에는 '적 유닛'과 '살상의 오라'가 언급되어 있지만, 실제 스킬 데이터는 단일 적을 대상으로 합니다(기본 범위, 반경 0, 단일 적대상). 피해와 디버프는 한 명의 대상에게만 적용됩니다.", "The work needed for {#} has changed from {#} to {#}.": "{#}에 필요한 작업량이 {#}에서 {#}(으)로 변경되었습니다.", "The working conditions for crafting expedition equipment are extremely poor. Without a proper workshop, it will be difficult to prepare for expeditions efficiently. \"If we want to make anything properly, we will need a workshop.\"": "탐사 장비를 제작하는 작업 환경이 매우 열악하다. 제대로 된 공방 없이는 탐사 준비를 효율적으로 하기 어려울 것이다. \"제대로 뭔가를 만들려면 공방이 필요하다.\"", "The working conditions for crafting expedition equipment are extremely poor. Without a proper workshop, it will be difficult to prepare for expeditions efficiently. \"If we want to make anything properly, we will need a workshop.\" ➜ With a workshop built, the environment for crafting supplies needed for expeditions has greatly improved. \"Good. Now we can make something properly.\"": "탐사 장비를 제작하는 작업 환경이 매우 열악하다. 제대로 된 공방 없이는 탐사 준비를 효율적으로 하기 어려울 것이다. \"제대로 뭔가를 만들려면 공방이 필요하다.\" ➜ 공방이 지어지면서 탐사에 필요한 물자를 제작하는 환경이 크게 개선되었다. \"좋아. 이제야 제대로 뭔가를 만들 수 있겠군.\"", "The working conditions for crafting expedition equipment are extremely poor. Wit…": "탐사단 장비를 제작하기 위한 작업 환경이 매우 형편없습니다. Wit…", "Their vast knowledge and techniques have become a forgotten legacy.": "그들의 광대한 지식과 기술은 잊혀진 유산이 되었습니다.", "Theme1_": "Theme1_", "Theme2_": "Theme2_", "Then": "그러면", "Then I'll be going.": "그럼 이만 가보겠네.", "Then I'll increase the rations.": "그렇다면 배급을 늘리겠네.", "Then a rustling comes from the nearby ...": "그러면 근처에서 바스락거리는 소리가 들려옵니다...", "Then let's hurry.": "그럼 서둘러.", "Then she gives you a once-over and lets out an amused scoff.": "그리고 나서 그녀는 당신을 한 번 훑어보고 재미있게 비웃는다.", "Then you glance dow...": "그러면 절벽을 내려다보면...", "Then, after composing herself, she lets out a quiet scoff.": "그러고 나서, 정신을 차린 후, 그녀는 조용한 비웃음을 흘린다.", "There are": "있습니다", "There are no Resources on Barren Land except for Twisted Tree.": "황무지에는 비틀린 나무를 제외한 자원이 없습니다.", "There is": "있습니다", "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?": "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?", "There is no food. Secure more supplies.": "음식이 없습니다. 더 많은 보급품을 확보하세요.", "There is no inscription or trait in DS_B.0.3.26 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.26에는 내구도 손실을 직접 줄여주는 각인이나 특성이 없습니다. 대신 마모는 플레이 방식으로 관리해야 합니다:", "There is no inscription or trait in DS_B.0.3.40 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.40에는 내구도 손실을 직접 줄여주는 각인이나 특성이 없습니다. 대신 마모는 플레이 방식으로 관리해야 합니다:", "There is no table constant that caps the Life Steal stat itself, nor any global ceiling on Critical Chance, Dodge or Guard chance. If the engine clamps these (for example crit at 100%), that clamp lives in code, not in the game tables, and could not be confirmed here.": "생명력 흡수 스탯 자체를 제한하는 테이블 상수는 없으며, 치명타 확률, 회피, 가드 확률에 대한 전역 상한도 없습니다. 엔진이 이러한 값을 제한한다면(예를 들어 치명타를 100%로 제한), 그 제한은 게임 테이블이 아니라 코드에 존재하는 것이며 여기서는 확인할 수 없었습니다.", "There's no time for that now.": "지금은 그럴 여유가 없어.", "These are effects that bring negative changes to a player's stats.": "이들은 플레이어의 통계에 부정적인 변화를 가져오는 효과입니다.", "These are effects that bring negative changes to a player's stats. - 쇠약 - 취약 - 둔화 - 절뚝거림 - 약점 노출 -": "플레이어의 능력치에 부정적인 변화를 주는 효과들입니다. - 쇠약 - 취약 - 둔화 - 절뚝거림 - 약점 노출 -", "These are effects that bring positive changes to a player's stats.": "이들은 플레이어의 통계에 긍정적인 변화를 가져오는 효과입니다.", "These are effects that bring positive changes to a player's stats. - 공세 - 철벽 - 요새화 - 신속 - 맹공 -": "플레이어의 능력치에 긍정적인 변화를 주는 효과들입니다. - 공세 - 철벽 - 요새화 - 신속 - 맹공 -", "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.": "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.", "These do not create the first Barrier; they multiply it, convert it to healing, or turn it into cooldown reduction. Bolt them onto a Guard Barrier or Fire Cloak engine.": "이 효과들은 첫 배리어를 만들어내지는 않고, 배리어를 증폭하거나 회복으로 전환하거나 재사용 대기 감소로 바꿔줍니다. 가드 배리어나 파이어 클록 엔진에 조합해서 사용하세요.", "These scripted scenes fire": "이 스크립트된 장면이 실행됨", "They are planned for future development.": "향후 개발을 위해 계획됩니다.", "They are recognized as the very best without question.": "의문의 여지 없이 최고로 인정받습니다.", "They created the isolated interdimensional": "그들은 고립된 차원 간 공간을 만들었습니다", "They gain": "그들은 얻습니다:", "They gain Growth Fatigue when Exp reaches MaxExp.": "경험치가 최대치에 도달하면 성장 피로를 얻습니다.", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...": "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...", "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.": "{0}가 태어난 밤, 마을 개들이 새벽까지 울었다고 한다. 우물물은 검은 흙 냄새가 났고, 사람들은 아이가 지나간 후 등불이 꺼지고 그릇이 깨진다며 오래 수군거렸다. 아무도 먼저 손을 내밀지 않았고, 그들은 웃는 얼굴보다 닫히는 문의 소리에 더 익숙해졌다.", "They say they can hear the song of the forest. It's something beyond my understanding, though.": "숲의 노래를 들을 수 있다고 합니다. 하지만 제 이해를 넘어섭니다.", "They scale with your": "이것들은 당신의 것에 따라 조정됩니다.", "They then turn to face the expedition members with a triu...": "그 후 탐사대원들을 향해 돌아서며 승리감 가득한...", "They trespass into forbidden zones, hunting under the law's blind spot.": "그들은 금지된 지역에 침입하여 법의 사각지대에서 사냥합니다.", "Thick Cloth": "두꺼운 천", "Thick Cloth Armor - Dungeon Settlers Wiki": "두꺼운 천 갑옷 - 던전 세틀러즈 위키", "Thick Cloth Armor icon": "두꺼운 천 갑옷 아이콘", "Thick Cloth Coif - Dungeon Settlers Wiki": "두꺼운 천 두건 - 던전 세틀러즈 위키", "Thick Cloth Coif icon": "두꺼운 천 두건 아이콘", "Thick Textile - Dungeon Settlers Wiki": "두꺼운 천 - 던전 세틀러즈 위키", "Thick Textile icon": "두꺼운 천 아이콘", "Thief - Dungeon Settlers Wiki": "도둑 - 던전 세틀러즈 위키", "Thief icon": "도둑 아이콘", "This attack activates quickly.": "이 공격은 빠르게 활성화됩니다.", "This attack can also damage allies.": "이 공격은 아군에게도 피해를 줄 수 있습니다.", "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "이 공격은 감소된 적중률로 적중합니다 (자체 페널티); 숫자는 모든 스킬처럼 적중률 전입니다.", "This building is placed into the room templates below. \"Chance per floor\" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). \"Per room\" = how many of this building the template places.": "이 건물은 아래 방 템플릿에 배치됩니다. \"층별 확률\"은 해당 층에 이 방(그리고 이 건물)이 등장할 확률입니다. 즉 같은 유형의 경쟁 템플릿 대비 이 템플릿의 가중치에, 해당 층이 가진 그 유형의 슬롯 수(게임이 설계한 층 배치 기준)를 곱한 값입니다. \"방당 개수\"는 템플릿이 배치하는 이 건물의 수입니다.", "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "이 캐릭터는 아직 피해를 주는 액티브 스킬을 배우지 않았습니다 - 기본 공격만 표시됩니다. 스킬 트리 섹션에서 스킬을 배우세요.", "This character has no damaging skill, summon or weapon basic attack yet.": "이 캐릭터는 아직 피해를 주는 스킬도, 소환수도, 무기 기본 공격도 없습니다.", "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "이 데모는 Dungeon Settlers의 핵심 게임플레이 루프를 미리 경험하실 수 있도록 준비되었습니다.", "This effect stacks up to 15 times.": "이 효과는 최대 15번 중첩됩니다.", "This expedition member went missing during the expedition.": "이 탐사단 멤버가 탐사 중에 실종되었습니다.", "This file is not a JSON object.": "이 파일은 JSON 객체가 아닙니다.", "This file is not valid JSON.": "이 파일은 올바른 JSON이 아닙니다.", "This is a": "이것은", "This is a confidential playtest. Please do": "This is a confidential playtest. Please do", "This is a sample from the wiki gallery. It is not saved to your builds yet - edit it freely. Saving it (make any change, or use \"Save as new\") adds it as a new character; your own saved builds are never changed.": "이것은 wiki 갤러리의 샘플입니다. 아직 당신의 빌드에 저장되지 않았으므로 자유롭게 편집하세요. 저장하면(변경하거나 '새로 저장' 사용) 새 캐릭터로 추가되며, 당신의 저장된 빌드는 절대 변경되지 않습니다.", "This is an inscription: offered at level-up and on recruitment (see": "이것은 각인입니다: 레벨업 및 모집시 제공됩니다 (참조", "This is currently the highest rank attainable in the game.": "현재 게임에서 달성 가능한 최고 등급입니다.", "This is the best I can do.": "이게 최선이야.", "This is the live scarecrow animation: the practice dummy's own recoil clip, played whenever a skill strikes it. In the skill cards below it appears inside each composite (the dummy standing in the target cell at the skill's range, struck by the effect, recoiling a beat after the impact); here it is on its own, exactly as extracted from the game's ScareCrow AnimatorController.": "이것은 실제 허수아비 애니메이션입니다: 연습용 인형 고유의 반동 클립으로, 스킬이 명중할 때마다 재생됩니다. 아래 스킬 카드에서는 각 합성 애니메이션 안에 등장합니다(인형이 스킬 사거리에 맞는 대상 칸에 서 있다가 이펙트에 맞고, 타격 직후 한 박자 뒤에 반동합니다); 여기서는 게임의 ScareCrow AnimatorController에서 추출한 그대로 단독으로 표시됩니다.", "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "이 페이지는 {#}의 퍼센트 보정 채널입니다. 효과들은 이 채널을 조정하며, 전체 목록은 주 능력치 페이지에 있습니다.", "This item can only be obtained once.": "이 아이템은 한 번만 획득할 수 있습니다.", "This item can only be obtained once.</div></div>\">Developer's Letter": "이 아이템은 한 번만 획득할 수 있습니다.</div></div>\">개발자의 편지", "This layout hit a snag - try another seed or switch layout mode.": "이 배치 생성에 문제가 발생했습니다. 다른 시드를 시도하거나 배치 모드를 전환해 보세요.", "This looks disgusting.": "이것은 혐오스러워 보입니다.", "This main attribute proportionally increases ma…": "이 주요 속성은 … 을(를) 비례하여 증가합니다", "This major stat proportionally increases magic attack power, magic resistance (fire/water/nature), research proficiency, and medical proficiency.": "이 주 스탯은 마법 공격력, 마법 저항(화염/물/자연), 연구 숙련도, 의술 숙련도를 비례하여 증가시킵니다.", "This major stat proportionally increases maximum energy, status effect resistance (bleeding/poison/stun/root/disarm), and taming proficiency.": "이 주 스탯은 최대 에너지, 상태 이상 저항(출혈/중독/기절/속박/무장해제), 길들이기 숙련도를 비례하여 증가시킵니다.", "This major stat proportionally increases maximum health and physical resistance (slashing/blunt/piercing).": "이 주요 스탯은 최대 생명력과 물리 저항(베기/타격/관통)을 비례하여 증가시킵니다.", "This major stat proportionally increases maximum weight, physical attack power, mining proficiency, and logging proficiency.": "이 주 스탯은 최대 무게, 물리 공격력, 채광 숙련도, 벌목 숙련도를 비례하여 증가시킵니다.", "This major stat proportionally increases max…": "이 주요 스탯은 최대… 을(를) 비례하여 증가합니다", "This major stat proportionally increases movement speed, evasion chance, and crafting proficiency.": "이 주요 스탯은 이동 속도, 회피율 및 제작 숙련도를 비례하여 증가시킵니다.", "This major stat proportionally increases physical critical chance, melee hit chance, ranged hit chance, farming proficiency, and cooking proficiency.": "이 주 스탯은 물리 치명타 확률, 근접 명중률, 원거리 명중률, 농사 숙련도, 요리 숙련도를 비례하여 증가시킵니다.", "This page collects content that exists in the game's data for build DS_B.0.3.26 but is": "이 페이지는 DS_B.0.3.26 빌드를 위해 게임의 데이터에 있지만", "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "이 페이지는 존재하지 않습니다. 게임 데이터 업데이트에서 이름이 변경되었거나 링크가 오래되었을 수 있습니다.", "This page is a work in progress and is intentionally not linked from the menu or search yet. Mechanics are verified against the game data, but the write-up and the roster are still being reviewed.": "이 페이지는 아직 작업 중이며, 의도적으로 메뉴나 검색에서 연결되지 않은 상태입니다. 메커니즘은 게임 데이터로 검증되었지만, 설명과 목록은 아직 검토 중입니다.", "This page tracks changes to": "이 페이지는 다음에 대한 변경을 추적합니다", "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "이 죽은 바삭한 식감이 없고 그냥 무르기만 합니다.", "This room template has no authored prefab in the game data, so no floor render exists for it.": "이 방 템플릿은 게임 데이터에 작성된 프리팹이 없으므로 층 렌더가 존재하지 않습니다.", "This section contains spoiler-gated content": "이 섹션에는 스포일러로 가려진 콘텐츠가 포함되어 있습니다", "This seems complicated.": "뭔가 복잡하군.", "This serum drastically weakens the subject's physical strength.": "이 혈청은 피험자의 신체 능력을 극도로 약화시킵니다.", "This skill consumes a summoned Bubbling (5 energy each), so its true energy cost, and thus effective DPE, is lower than the 1-energy face value.": "이 스킬은 소환된 버블링 1마리(각각 에너지 5)를 소모하므로, 실제 에너지 비용과 이에 따른 실효 DPE(에너지당 피해량)는 표면상의 에너지 1 소모보다 낮습니다.", "This skill is cast on the caster itself. It has no target tile and no area, so there is nothing to aim: it always affects the unit that uses it.": "이 스킬은 시전자 자신에게 시전됩니다. 대상 타일도 범위도 없으므로 조준할 대상이 없으며, 항상 이 스킬을 사용한 유닛에게 적용됩니다.", "This spell's real output is mostly its summon's own attacks, computed at the summon's derived stats and shown separately from the cast (realized over the summon's lifetime, not on cast).": "이 주문의 실질적인 피해량은 대부분 소환수 자신의 공격에서 나오며, 소환수의 파생 스탯으로 계산되어 시전 자체와는 별도로 표시됩니다(시전 즉시가 아니라 소환수의 생존 기간에 걸쳐 실현됩니다).", "This team link could not be read - it may be corrupted, truncated, or cut off when it was copied. Ask whoever shared it to send it again, or use the team tools below to build your own.": "이 팀 링크를 읽을 수 없습니다 - 손상되었거나 복사 중 잘렸을 수 있습니다. 공유한 사람에게 다시 보내 달라고 요청하거나, 아래의 팀 도구로 직접 만들어 보세요.", "This team's characters (click to switch, x to delete):": "이 팀의 캐릭터 (클릭하여 전환, x로 삭제):", "This value shows how full a unit is.": "이 값은 유닛이 얼마나 배부른지를 나타냅니다.", "This value shows how full a unit is. When": "이 값은 유닛이 얼마나 배불렀는지를 보여줍니다. 언제", "This value shows how full a unit is. When 배고픔 drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "유닛이 얼마나 배가 부른지를 나타내는 수치입니다. 배고픔이 일정 이하로 떨어지면 유닛은 자동으로 음식을 찾아 섭취합니다.", "This won't happen again.": "이건 다시 안 될 거야.", "Thorn Purification Complete": "가시 정제 완료", "Thorned Cliff": "가시 절벽", "Thorned Cliffside - Dungeon Settlers Wiki": "가시 암벽 - 던전 세틀러즈 위키", "Thorned Cliffside icon": "가시 암벽 아이콘", "Those additional effects come in two flavors, distinguished by an": "이러한 추가 효과는 다음으로 구분되는 두 가지 유형이 있습니다", "Though": "비록", "Though you eye him suspiciously, he does not seem hostile.": "당신이 그를 의심스럽게 봐도, 그는 적대적으로 보이지 않는다.", "Though your comrades' vengeance has been fulfilled, a bitter feeling lingers within you. The dead cannot be brought back.": "동료들의 복수는 이루어졌지만, 당신의 마음속에는 씁쓸한 감정이 남아 있습니다. 죽은 자는 되돌릴 수 없습니다.", "Threat (aggro) range": "위협(어그로) 범위", "Threat range": "위협 범위", "Three disciplines exist only as aptitude stats with no skill trees and no acquire path. **Holy Magic** and **Dark Magic** hint at a future light/dark axis, and **Survival** looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees - they don't even appear as main-skill-tree enum values.": "세 가지 계열은 스킬 트리도 획득 경로도 없이 오직 적성치로만 존재한다. **신성 마법**과 **암흑 마법**은 향후 빛/어둠 축을 암시하며, **생존**은 비전투 계열로 계획된 것으로 보인다. 이들은 미완성 상태인 무기 트리보다도 더 깊이 막혀 있다 - 메인 스킬 트리 열거값으로조차 등장하지 않는다.", "Three effects grow linearly as HP drains, each with its own ceiling. All three are 0 at full HP and reach their cap at 0 HP; the value at any point is": "세 가지 효과는 생명력이 줄어들수록 선형으로 증가하며, 각각 고유한 상한을 가집니다. 세 효과 모두 생명력이 가득 찼을 때는 0이고 생명력이 0일 때 상한에 도달합니다; 그 사이 임의의 시점에서의 값은", "Three kills in quick succession stack 3 × 10% =": "빠른 연속 3 처치 스택 3 × 10% =", "Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): **Dwarf** (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), **White Demon** (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and **Tal** ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added **Lycan** trait/affecter groundwork and two placeholder names - scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.": "세 종족은 완전한 세계관 설정을 갖추고 있지만 모집할 수 없다(모집 가중치 0, 이름 풀 없음): **드워프**(산의 장인, 향후 제작/채굴 보너스를 암시함; 특성 아이콘만 존재), **화이트 데몬**(스포일러: '다른 마족 종족을 배신하고 인간 편에 선 이단자들'로, 숨겨진 마족 종족 세력을 암시함; 아트가 전혀 없음), 그리고 **탈**('가면'; 각 유닛은 고유한 개성을 갖도록 의도됨; 셋 중 아트 작업이 가장 진행됨). 최신 빌드에서는 **라이칸** 특성/어펙터 기초 작업과 두 개의 임시 이름도 추가되었다 - 이는 플레이 가능한 종족이 아니라, 향후 등장할 수 있는 늑대인간형 종족이나 적을 위한 발판이다. 자세한 내용은 종족 페이지를 참고하라.", "Three separate effects that grow as HP drains. Enter how much HP is missing (0% = full, 100% = about to die) to read each one's current value against its cap.": "생명력이 줄어들수록 커지는 별개의 세 가지 효과입니다. 생명력이 얼마나 소실되었는지(0% = 가득 참, 100% = 거의 죽기 직전) 입력하면 각 효과의 현재 값을 상한 대비로 확인할 수 있습니다.", "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "이전에는 올챙이를 먼저 제거하는 것이 일반적으로 유리했던 3방향 시너지 전투이지만, 이 전투에서는...", "Through contact with the guild, you can recruit new members, accept missions, or trade resources.": "길드와의 접촉을 통해 새 멤버를 모집하거나, 임무를 수락하거나, 자원을 거래할 수 있습니다.", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ...": "끝없는 질문으로 {0}은 세상을 탐험했습니다. 다른 이들이 당연하게 여기는 것을 의심하고 답을 찾아 나섰습니다. 그러나 세상은 그 생각을 이해하지...", "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit": "끝없는 질문으로 {0}은 세상을 탐험했습니다. 다른 이들이 당연하게 여기는 것을 의심하고 답을 찾아 나섰습니다. 그러나 세상은 그 생각을 이해하지 못했고,", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.": "연구를 통해 새로운 기술을 개발하고, 완료 시 새로운 레시피와 건물을 잠금 해제할 수 있습니다.", "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a <": "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a <", "Through the": "다음을 통해", "Through the marsh,": "습지를 통해,", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer...": "습지를 누비며 {0}은 뱀을 사냥했습니다. 좁은 틈으로 몸을 밀어 넣고, 혀로 공기를 맛보며, 손끝으로 움직임을 포착했습니다. 독과 가죽을...", "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the": "습지를 누비며 {0}은 뱀을 사냥했습니다. 좁은 틈으로 몸을 밀어 넣고, 혀로 공기를 맛보며, 손끝으로 움직임을 포착했습니다. 독과 가죽을 얻어냈습니다.", "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "안개에 휩싸인 덩굴을 통해, 까마귀가 낮게 날다가 당신의 팔뚝에 앉는다.", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten it": "안개 자욱한 포도넝쿨을 헤치며 까마귀가 날아와 당신의 팔뚝에 내려앉습니다. \"젠장! 그 놈이 벌써 탐사단 두 팀을 더 소탕했어. 서둘러야 한다고\"", "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hur": "안개 자욱한 포도넝쿨을 헤치며 까마귀가 날아와 당신의 팔뚝에 내려앉습니다. \"젠장! 우리가 기다리는 동안 그 놈이 탐사단 두 팀을 또 소탕했어. 빨리 움직여야 한다\"", "Through the sacrifice of four legendary heroes,": "전설적인 네 명의 영웅의 희생으로 다시 평화가 찾아왔지만", "Throw 1": "던지기 1", "Throw 2": "던지기 2", "Throw Dagger": "단검 투척", "Thrower 2 + Brawler 2": "투척꾼 2 + 싸움꾼 2", "Thrower 2 + Mud Slime 2": "던지는 자 2 + 진흙 슬라임 2", "Thrower 2 + Mud Slime 2 = 22": "투척꾼2+머드 슬라임2 = 22", "Thrower 4 + Brawler 2 = 34": "투척꾼4+싸움꾼2 = 34", "Throws a chain at the target, dealing physical damage equal to 100% of": "목표에 사슬을 던져 100%와 같은 물리 피해를 가하고", "Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling the target to an adjacent position.": "대상에게 사슬을 던져 물리 공격력의 100%에 해당하는 물리 피해를 입히고 대상을 인접한 위치로 끌어당깁니다.", "Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling the target to an adjacent position. The caster is affected by the target's Taunt for 2 seconds. Applies Rooting for 1 seconds and Slow for 3 seconds to the target.": "대상에게 사슬을 던져 물리 공격력의 100%에 해당하는 물리 피해를 입히고 대상을 인접한 위치로 끌어당깁니다. 시전자는 대상의 도발에 2초 동안 걸립니다. 대상에게 속박을 1초, 둔화를 3초 동안 부여합니다.", "Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling th…": "Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling th…", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain ...": "창을 휘둘러 대상을 향해 찌르며, {0}%의 물리 공격력에 해당하는 피해를 모든 적 유닛에게 입히고...", "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain 가속 for {1} seconds.": "창을 휘둘러 대상을 향해 찌르며, {0}%의 물리 공격력에 해당하는 피해를 모든 적 유닛에게 입히고 {1}초 동안 가속을 얻습니다.", "Thrust the spear toward the target to deal damage equal to 120% of physical attack power to all enemy units, and gain": "대상을 향해 창을 내밀어 모든 적 유닛에게 물리 공격력의 120%에 해당하는 피해량을 입히고, 얻다", "Tick": "틱", "Tick at least one unit": "최소 하나의 유닛을 선택하세요", "Tick duration for one segment of 'Construction' execution": "'건설' 실행의 한 세그먼트에 대한 틱 지속 시간", "Tick duration for one segment of 'Research' execution": "'연구' 실행의 한 세그먼트에 대한 틱 지속 시간", "Tick interval": "틱 간격", "Tick interval for Guild Contact.": "길드 접촉의 틱 간격.", "TickAmountPerHour": "TickAmountPerHour", "TickInterval": "TickInterval", "TickPerMin": "TickPerMin", "Ticks per minute / hour / day": "분/시간/일당 틱", "Tidal Mark - Dungeon Settlers Wiki": "파도의 표식 - 던전 세틀러즈 위키", "Tidal Mark icon": "파도의 표식 아이콘", "Tidal Mark range and area shown on a dungeon room": "던전 방에서 표시된 조수 표시 범위 및 영역", "Tide Skill Tree - Dungeon Settlers Wiki": "파도 스킬 트리 - 던전 세틀러즈 위키", "Tide Skill Tree overview": "파도 스킬 트리 개요", "Tide sub-tree (Ebb and Flow, Extra Bubble)": "조류 서브트리 (밀물과 썰물, 추가 버블)", "Tide sub-tree (Wave Cicle, optional)": "조류 서브트리 (파도 순환, 선택사항)", "Tied to the day / night cycle (not yet active in this build).": "낮/밤 주기와 연결됨 (이 빌드에서는 아직 활성화되지 않음).", "Tier": "계층", "Tier 1, column 1": "1단계, 열 1", "Tier 1, column 2": "1단계, 열 2", "Tier 1, column 3": "1단계, 열 3", "Tier 2, column 1": "2단계, 열 1", "Tier 2, column 2": "계층 2, 열 2", "Tier 2, column 3": "2단계, 열 3", "Tier 3, column 2": "티어 3, 열 2", "Tier 4, column 1": "티어 4, 열 1", "Tier 4, column 2": "티어 4, 열 2", "Tier 4, column 3": "티어 4, 열 3", "Tiers sum to about 2-5 across the six stats": "계층이 여섯 스탯 전체에서 약 2-5로 합산", "TikiTaka_": "TikiTaka_", "Time & The Day/Night Clock": "시간 & 낮/밤 시계", "Time & The Day/Night Clock - Dungeon Settlers Wiki": "시간 & 낮/밤 시계 - 던전 세틀러즈 위키", "Time System": "시간 시스템", "Time horizon": "시간 범위", "Time in view to trigger": "발동까지 시야 노출 시간", "Time interval range at which time-based autosave runs at the base": "기지에서 시간 기반 자동 저장이 실행되는 시간 간격 범위", "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop -": "탐사단에 있는 동안 시간은 계속 흘러가고, 시계는 정착촌 루프의 많은 부분을 조용히 통제합니다 -", "Time of day": "시간대", "Time passes: 1 min": "시간 경과: 1분", "Time passes: 5 min": "시간 경과: 5분", "Time spans in the description above (buff uptime, burn duration) are read from the skill's raw values and can differ from this Duration field, which is the skill's own separate duration timer.": "위 설명에 있는 시간 값(버프 지속시간, 화상 지속시간)은 스킬의 원본 수치에서 가져온 것으로, 스킬 자체의 별도 지속시간 타이머인 '지속시간' 항목과 다를 수 있습니다.", "Time to kill": "처치 시간", "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "유닛이 해당 방 종류의 효과가 적용되기 전에 방에 머물러야 하는 시간 (분)", "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]": "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]]", "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]]": "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]]", "TimeCycle_": "TimeCycle_", "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440", "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440", "Tin": "주석", "Tin (M.Atk {#})": "주석 (마법 공격력 {#})", "Tin (P.Atk {#})": "주석 (물리 공격력 {#})", "Tin (partial gear set)": "주석 (부분 장비 세트)", "Tin Armor - Dungeon Settlers Wiki": "주석 갑옷 - 던전 세틀러즈 위키", "Tin Armor icon": "주석 갑옷 아이콘", "Tin Arrow - Dungeon Settlers Wiki": "주석 화살 - 던전 세틀러즈 위키", "Tin Arrow icon": "주석 화살 아이콘", "Tin Axe - Dungeon Settlers Wiki": "주석 도끼 - 던전 세틀러즈 위키", "Tin Axe icon": "주석 도끼 아이콘", "Tin Bow - Dungeon Settlers Wiki": "주석 활 - 던전 세틀러즈 위키", "Tin Bow icon": "주석 활 아이콘", "Tin Dagger": "주석 단검", "Tin Dagger - Dungeon Settlers Wiki": "주석 단검 - 던전 세틀러즈 위키", "Tin Dagger icon": "주석 단검 아이콘", "Tin Great Sword": "주석 대검", "Tin Great Sword - Dungeon Settlers Wiki": "주석 대검 - 던전 세틀러즈 위키", "Tin Great Sword icon": "주석 대검 아이콘", "Tin Greatsword": "주석 대검", "Tin Helmet - Dungeon Settlers Wiki": "주석 투구 - 던전 세틀러즈 위키", "Tin Helmet icon": "주석 투구 아이콘", "Tin Ingot": "주석 주괴", "Tin Mace - Dungeon Settlers Wiki": "주석 곤봉 - 던전 세틀러즈 위키", "Tin Mace icon": "주석 곤봉 아이콘", "Tin Shield - Dungeon Settlers Wiki": "주석 방패 - 던전 세틀러즈 위키", "Tin Shield icon": "주석 방패 아이콘", "Tin Spear - Dungeon Settlers Wiki": "주석 창 - 던전 세틀러즈 위키", "Tin Spear icon": "주석 창 아이콘", "Tin Sword": "주석 검", "Tin Sword - Dungeon Settlers Wiki": "주석 검 - 던전 세틀러즈 위키", "Tin Sword icon": "주석 검 아이콘", "Tip": "팁", "Tip: press": "팁: 다음을 누르세요", "Tips": "팁", "Tips & Lore": "팁 & 전설", "Tips (35)": "팁 (35)", "Tips (38)": "팁 (38)", "Tips and Lore": "팁과 설화", "Tips and Lore - Dungeon Settlers Wiki": "팁과 설화 - 던전 정착자 위키", "Title Screen": "제목 화면", "To": "하려면", "To a Deeper Place": "더 깊은 곳으로", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt...": "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt...", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark...": "라이칸들은 대지의 뜨거운 열기를 피해 밤에 주로 생활하는 신체리듬을 가지게 되었습니다. 빛이 사라지고 어둠이 세상을 가리는 전장은 그들의 무대입니다. 밤에 [AFFECTER_NocturnalNightTime]를 얻습니다. 낮에 [AFFECTER_NocturnalDayTime] 패널티를 얻습니다.", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.": "라이칸들은 대지의 뜨거운 열기를 피해 밤에 주로 생활하는 신체리듬을 가지게 되었습니다. 빛이 사라지고 어둠이 세상을 가리는 전장은 그들의 무대입니다. 밤에 [AFFECTER_NocturnalNightTime]를 얻습니다. 낮에 [AFFECTER_NocturnalDayTime] 패널티를 얻습니다.", "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage. Gain 야행성 - 야간 at night. Gain the 야행성 - 주간 penalty during the day.": "라이칸들은 대지의 뜨거운 열기를 피해 밤에 주로 생활하는 신체 리듬을 가지게 되었습니다. 빛이 사라지고 어둠이 세상을 가리는 전장은 그들의 무대입니다. 밤에는 야행성 - 야간을 얻습니다. 낮에는 야행성 - 주간 패널티를 얻습니다.", "To learn \"{0}\", you need {1}.": "To learn \"{0}\", you need {1}.", "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "\"{0}\"을(를) 습득하려면 {1}이(가) 필요합니다. 현재 유닛 장비/인벤토리에 없습니다. 계속 확인하시겠습니까?", "To mend back to full": "완전 수리까지", "To pray for a level up, {0} must first reach the maximum exp.": "To pray for a level up, {0} must first reach the maximum exp.", "To qualify as an indoor space, the area must be fully enclosed by walls and doors, including corners.": "실내 공간으로 인정되려면 모서리를 포함한 벽과 문으로 완전히 둘러싸여 있어야 합니다.", "To stop the catastrophic disaster,": "To stop the catastrophic disaster,", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...": "{0}에게 광산은 두려운 곳이 아니라 직장이자 집이었다. 떨어지는 돌과 흙먼지 속에서도...", "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.": "{0}에게 광산은 두려운 곳이 아니라 직장이자 집이었다. 떨어지는 돌과 흙먼지 속에서도 침착함을 잃지 않았으며, 돌보다 단단한 것을 마주할 때마다 더욱 큰 힘을 얻었다. 하지만 곡괭이가 말보다 편했던 탓에 복잡한 감정 앞에서는 거칠어 보이곤 했다.", "Toggle Bed Owner - desc": "침대 주인 전환 - 설명", "Toggle Entity Inspect - desc": "Toggle Entity Inspect - desc", "Toggle Entity Work Plan - desc": "Toggle Entity Work Plan - desc", "Toggle your units": "내 유닛 표시 전환", "Toggles whether the expedition party's Decision is active/inactive.": "탐사단의 결정이 활성/비활성인지 전환합니다.", "Tongue Thrust - Dungeon Settlers Wiki": "텅 스러스트 - 던전 세틀러즈 위키", "Tongue Thrust icon": "텅 스러스트 아이콘", "Tongue Thrust range and area on a dungeon room": "혀 찌르기의 범위와 영역", "Tongue Thrust range and area shown on a dungeon room": "던전 방에 표시된 혀 찌르기의 범위 및 영역", "Too large.": "너무 큽니다.", "Tool": "도구", "Tools": "도구", "Tooltip - desc": "툴팁 - 설명", "Tooltip:": "툴팁:", "TooltipHold": "TooltipHold", "Tooltips appear when you hover the mouse over items, skills, traits,": "마우스를 아이템, 스킬, 특성 위에 올리면 툴팁이 나타납니다.", "Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check.": "마우스를 확인하고 싶은 아이템, 스킬, 특성, 스탯 및 기타 요소 위에 올리면 툴팁이 나타납니다.", "Top active heal": "최고 액티브 치유량", "Top hit": "최고 피해", "Top passive heal": "최고 패시브 치유량", "Top shield": "최고의 방패", "Top-grade Mana Stone": "최상급 마석", "TopicRecordChance": "TopicRecordChance", "Torch - Dungeon Settlers Wiki": "횃불 - 던전 세틀러즈 위키", "Torch Stand - Dungeon Settlers Wiki": "횃불 거치대 - 던전 세틀러즈 위키", "Torch icon": "횃불 아이콘", "Torch's Light - Dungeon Settlers Wiki": "횃불의 불빛 - 던전 세틀러즈 위키", "Torch's Light icon": "횃불의 불빛 아이콘", "Torso Health - Dungeon Settlers Wiki": "몸통 생명력 - 던전 세틀러즈 위키", "Torso Health icon": "몸통 생명력 아이콘", "Total": "총합", "Total Talent value": "총 재능 값", "Total changes": "총 변경사항", "Total decoration": "총 장식", "Total health including": "Total health including", "Total health including Head Health and Torso Health": "머리 생명력과 몸통 생명력을 합친 총 생명력", "Total inscriptions": "총 비문", "Total over": "기간 총합", "TotalTalent": "TotalTalent", "Tough Raw Meat (13.33%)": "질긴 생고기 (13.33%)", "Tough Raw Meat (15.38%)": "질긴 생고기 (15.38%)", "Tough Raw Meat (16.67%)": "질긴 생고기 (16.67%)", "Tough Raw Meat (20%)": "질긴 생고기 (20%)", "Tough Raw Meat (25%)": "질긴 생고기 (25%)", "Tough Raw Meat - Dungeon Settlers Wiki": "질긴 생고기 - 던전 세틀러즈 위키", "Tough Raw Meat icon": "질긴 생고기 아이콘", "Tough Raw Meat range and area shown on a dungeon room": "던전 방에 표시된 질긴 생고기의 범위와 영역", "ToughnessFortify": "ToughnessFortify", "ToughnessWeaken": "ToughnessWeaken", "Tower Apocalypse": "종말의 탑", "TowerApocalypse": "TowerApocalypse", "Townsfolk - Dungeon Settlers Wiki": "도시태생 - 던전 세틀러즈 위키", "Townsfolk - desc": "Townsfolk - desc", "Townsfolk - flavor": "Townsfolk - flavor", "Townsfolk - name": "Townsfolk - name", "Townsfolk icon": "도시태생 아이콘", "Trade (1)": "거래 (1)", "Trade Trade Refresh Interval": "Trade Trade Refresh Interval", "Trade and prices": "거래 및 가격", "Trade pools, chances and discounts": "교역 풀, 확률 및 할인", "Trade/Join at Safe Layer": "안전 계층에서 거래/합류", "TradePool": "TradePool", "TradePoolTable.json": "TradePoolTable.json", "TradeRefreshInterval": "TradeRefreshInterval", "Trade_": "Trade_", "Trader gold": "상인 골드", "Trading Hall Completed": "무역 홀 완성", "Trading with strangers,": "낯선 사람들과 거래하면서,", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They ...": "낯선 이들과 거래하며 {0}은 위험을 무릅썼습니다. 어떤 날은 귀한 보물을 팔았고, 어떤 날은 사기꾼에게 모든 것을 잃었습니다. 그럼에도 자존심은...", "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we": "낯선 이들과 거래하며 {0}은 위험을 무릅썼습니다. 어떤 날은 귀한 보물을 팔았고, 어떤 날은 사기꾼에게 모든 것을 잃었습니다. 그럼에도 자존심은 확고했습니다. {0}은 그것이 단순한 상품이 아니라고 믿었습니다.", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods": "낯선 이들과 거래하며 {0}은 위험을 감수했습니다. 어떤 날은 보물을 팔았고, 어떤 날은 사기꾼에게 모든 것을 잃었습니다. 그러나 꺾이지 않는 자존심이 남아 있었고, 그것이 단순한 물품이 아니라는 신념이 있었습니다.", "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was...": "낯선 이들과 거래하며 {0}은 위험을 감수했습니다. 어떤 날은 보물을 팔았고, 어떤 날은 사기꾼에게 모든 것을 잃었습니다. 그러나 꺾이지 않는 자존심이 남아 있었고, 그것이...", "Trailing off for a moment, she casually flicks her bowstring with her fingertips, feigning indifference.": "한 순간 말을 멈추고, 그녀는 무심코 손가락끝으로 활줄을 튕기며, 무관심한 척한다.", "Training here": "여기서 훈련", "Trait page:": "특성 페이지:", "TraitTable.json": "TraitTable.json", "Traits": "특성", "Traits & Inscriptions": "특성 & 인장", "Traits & skills": "특성 & 스킬", "Traits - Dungeon Settlers Wiki": "트레잇 - 던전 세틀러즈 위키", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...": "특성은 유닛의 특징을 나타내는 요소이며 캐릭터 창에서 볼 수 있습니다. 다양한 방식으로 습득하거나 잃을 수 있으며...", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending": "특성은 유닛의 특징을 나타내는 요소이며 캐릭터 창에서 볼 수 있습니다. 다양한 방식으로 습득하거나 잃을 수 있으며 특성에 따라 다양한 기능적 영향을 미칩니다.", "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending on their nature.": "특성은 유닛의 특징을 나타내는 요소로, 캐릭터 창에서 확인할 수 있습니다. 다양한 방식으로 얻거나 잃을 수 있으며, 그 성질에 따라 서로 다른 기능적 영향을 미칩니다.", "Traits obtained by choosing one of the randomly presented inscriptions during leveling up.": "레벨 업 중에 무작위로 제시된 비문 중 하나를 선택하여 얻은 특성입니다.", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario": "특성은 유닛의 출신, 성향, 신체적 특징, 성장 역사, 그리고 기타 정의 요소를 나타내며 캐릭터 창에서 확인할 수 있습니다. 특성은 다양한 방식으로 획득하거나 잃을 수 있습니다.", "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...": "특성은 유닛의 출신, 성향, 신체적 특징, 성장 역사, 그리고 기타 정의 요소를 나타내며 캐릭터 창에서 확인할 수 있습니다...", "Traits that can be obtained through the use of soul stones.": "영혼석 사용을 통해 얻을 수 있는 특성입니다.", "Traits that represent a unit's experiences upon meeting certain conditions.": "특정 조건을 충족할 때 유닛의 경험을 나타내는 특성입니다.", "Traits that represent the characteristics of a unit's race.": "유닛의 종족 특성을 나타내는 특성입니다.", "Traits that represent the health of a unit.": "유닛의 건강을 나타내는 특성입니다.", "Traits that represent unique characteristics of a person, such as origin, personality, habits, and features.": "출신, 성격, 습관, 특징 등 개인의 고유한 특성을 나타내는 특성입니다.", "Traits whose recruit-pool weight is {#} for this race can never be rolled in game (the data is in the tables, the content is not in the build). Hidden by default. This toggle only affects this section.": "이 종족에서 모집 풀 가중치가 {#}인 특성은 게임에서 절대 뽑히지 않습니다(테이블에는 데이터가 있지만 빌드에는 콘텐츠가 없습니다). 기본적으로 숨겨져 있으며, 이 토글은 이 섹션에만 적용됩니다.", "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "침묵의 고요함 GAMESYSTEM_Environment_{affecterName}", "Transfer To": "전송 대상", "Transient boosts a skill build turns on mid-fight. Each folds into the same stat math as your gear (no double-count) and updates every number below.": "스킬 빌드가 전투 중에 발동시키는 일시적 강화 효과입니다. 각각 장비와 동일한 스탯 계산에 반영되며(중복 계산 없음) 아래의 모든 수치를 갱신합니다.", "Transparent Wall90": "투명 벽90", "Transparent Wall90 - Dungeon Settlers Wiki": "투명 벽90 - 던전 세틀러즈 위키", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...": "마을과 요새 사이를 오가며 {0}는 항상 가장 빠른 길을 먼저 생각했다. 언덕이나 진흙길에서도...", "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.": "마을과 요새 사이를 오가며 {0}는 항상 가장 빠른 길을 먼저 생각했다. 언덕이나 진흙길에서도 속도를 늦추지 않았으며, 숨이 차도 편지를 꼭 들고 다녔다. 하지만 오랫동안 남의 말을 전하기만 해서 자신의 마음을 표현하는 것은 어색했다.", "Treasure": "보물", "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "바닥에서 발견되는 보물 상자, 던전 코어 및 기타 용기입니다. 전체 풀은", "Treatment": "치료", "Treatment (Lv": "대우 (Lv", "Treatment (Lv{#}, {#})": "치료 (Lv{#}, {#})", "Treatment Expectation (Lv1) - Dungeon Settlers Wiki": "대우 기대치 (Lv1) - 던전 세틀러즈 위키", "Treatment Expectation (Lv1) icon": "대우 기대치 (Lv1) 아이콘", "Treatment Expectation (Lv2) - Dungeon Settlers Wiki": "대우 기대치 (Lv2) - 던전 세틀러즈 위키", "Treatment Expectation (Lv2) icon": "대우 기대치 (Lv2) 아이콘", "Treatment Expectation (Lv3) - Dungeon Settlers Wiki": "대우 기대치 (Lv3) - 던전 세틀러즈 위키", "Treatment Expectation (Lv3) icon": "대우 기대치 (Lv3) 아이콘", "Treatment Expectation (Lv4) - Dungeon Settlers Wiki": "대우 기대치 (Lv4) - 던전 세틀러즈 위키", "Treatment Expectation (Lv4) icon": "대우 기대치 (Lv4) 아이콘", "Treatment Expectation (Lv5) - Dungeon Settlers Wiki": "대우 기대치 (레벨5) - 던전 세틀러즈 위키", "Treatment Expectation (Lv5) icon": "대우 기대치 (레벨5) 아이콘", "Treatment expectation": "치료 기대값", "Treatment expectation (mood) by unit level": "유닛 레벨별 처리 기대값 (기분)", "Treatment expectation is applied automatically from the unit level and management difficulty. Add any mood sources the settler currently has (food, sleep, room quality, needs, combat, and so on); each one adds its value to the net mood.": "대우 기대치는 유닛 레벨과 관리 난이도에 따라 자동으로 적용됩니다. 정착민이 현재 가진 기분 요인(식사, 수면, 방 품질, 욕구, 전투 등)을 더하면, 각 요인의 값이 순 기분에 합산됩니다.", "Treatment expectations rise with level": "치료 기대치는 레벨과 함께 상승합니다", "TreatmentExpectationMoodDownfallDifficulty": "TreatmentExpectationMoodDownfallDifficulty", "TreatmentExpectationMoodEasyDifficulty": "TreatmentExpectationMoodEasyDifficulty", "TreatmentExpectationMoodHardDifficulty": "TreatmentExpectationMoodHardDifficulty", "TreatmentExpectationMoodNormalDifficulty": "TreatmentExpectationMoodNormalDifficulty", "TreatmentExpectationMoodVeryHardDifficulty": "TreatmentExpectationMoodVeryHardDifficulty", "Tree": "트리", "Tree Of Life - Dungeon Settlers Wiki": "생명의 나무 - 던전 세틀러즈 위키", "Tree Of Life Fixed": "생명의 나무 고정", "Tree Of Life Remnant": "생명의 나무 유적", "Tree Of Life Remnant - Dungeon Settlers Wiki": "생명의 나무 유적 - 던전 세틀러즈 위키", "Tree of Life Vitality - Dungeon Settlers Wiki": "생명의 나무의 활력 - 던전 세틀러즈 위키", "Tree of Life Vitality icon": "생명의 나무의 활력 아이콘", "Tree of Life aura - Dungeon Settlers Wiki": "생명의 나무의 아우라 - 던전 세틀러즈 위키", "Tree of Life aura icon": "생명의 나무의 아우라 아이콘", "Tree position": "트리 위치", "Tree that thrives in dungeon": "던전에서 번성하는 나무", "Trees": "트리", "Trigger": "트리거", "Trigger condition": "발동 조건", "Trigger key": "트리거 키", "Trigger-Happy": "성급함", "TriggerChance": "TriggerChance", "Triggered by a combat or unit event": "전투 또는 유닛 이벤트로 발동", "Triggered directly by its start condition.": "시작 조건에 의해 직접 트리거됨.", "Triggers the": "다음을 발동합니다:", "Triggers the Near Death state.": "빈사 상태를 유발합니다.", "Triggers the Near Death state. Other unit can restore you from the Near Death state via rescue interactions. TIP : Use surgery table to recovery without comsuming item.": "'빈사' 상태를 유발합니다. 다른 유닛이 구조 상호작용을 통해 빈사 상태에서 회복시켜 줄 수 있습니다. 팁: 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.", "Trio Main Quest 7": "3인방 메인퀘7", "Troll Horn - Dungeon Settlers Wiki": "트롤 뿔피리 - 던전 세틀러즈 위키", "Troll Horn icon": "트롤 뿔피리 아이콘", "True": "참", "Try interacting with various objects like portals and <color=#ccbe": "포탈과 같은 다양한 물체와 상호작용해보세요 <color=#ccbe", "Try interacting with various objects like portals and treasure chests.": "포탈 및 보물상자 같은 다양한 객체와 상호작용을 시도하세요.", "Turn a summoner's Magic Attack into a summon's HP, Magic Attack and basic-attack damage for Bubbleling, Bubble Toad or any custom base stats.": "소환자의 마법 공격력을 버블링, 버블 토드 또는 임의의 커스텀 기본 스탯에 대한 소환수의 생명력, 마법 공격력, 기본 공격 피해로 환산해준다.", "Turn on to type your real in-game numbers. Each filled field overrides the computed value (equipment/trait math is bypassed for it) and the character stays a valid attacker for the Damage vs Enemy tab.": "켜면 실제 게임 내 수치를 직접 입력할 수 있습니다. 입력한 항목은 계산된 값을 덮어쓰며(장비/특성 계산이 무시됩니다) 캐릭터는 여전히 \"적 대상 피해량\" 탭에서 유효한 공격자로 취급됩니다.", "Turnip (resource node)": "순무 (자원 채집지)", "Turnip (resource node) - Dungeon Settlers Wiki": "순무(자원 노드) - 던전 세틀러즈 위키", "Turnip - Dungeon Settlers Wiki": "순무 - 던전 세틀러즈 위키", "Turnip Porridge - Dungeon Settlers Wiki": "순무 죽 - 던전 세틀러즈 위키", "Turnip Porridge icon": "순무 죽 아이콘", "Turnip Porridge range and area shown on a dungeon room": "던전 방에 표시된 순무 죽의 범위 및 영역", "Turnip Random": "순무 랜덤", "Turnip Remnant": "순무 유해", "Turnip Remnant - Dungeon Settlers Wiki": "순무 조각 - 던전 세틀러즈 위키", "Turnip Salad - Dungeon Settlers Wiki": "순무 샐러드 - 던전 세틀러즈 위키", "Turnip Salad icon": "순무 샐러드 아이콘", "Turnip Salad range and area shown on a dungeon room": "던전 방에 표시된 순무 샐러드의 범위와 영역", "Turnip icon": "순무 아이콘", "Turnip range and area shown on a dungeon room": "던전 방에 표시된 순무의 범위와 영역", "Tuto0 through Tuto16": "Tuto0부터 Tuto16까지", "Tutorial (3)": "튜토리얼 (3)", "Tutorial 0 - Open Game Guide": "튜토리얼 0 - 게임 가이드 열기", "Tutorial 1": "튜토리얼 1", "Tutorial 1 - Camera movement input, 10 or more times": "튜토리얼 1 - 카메라 이동 입력, 10회 이상", "Tutorial 1 - Dungeon Settlers Wiki": "튜토리얼 1 - 던전 세틀러즈 위키", "Tutorial 1 map": "튜토리얼 1 맵", "Tutorial 10 - Unit Structure": "튜토리얼 10 - 유닛 구조", "Tutorial 11 - Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "튜토리얼 11 - 루마 나무 9개 수집 - 완료 && 덤불 10개 수집 - 완료", "Tutorial 12 - Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "튜토리얼 12 - 루마 나무 12개 보유 - 완료 && 긴 풀 12개 보유 - 완료", "Tutorial 13 - Move Near the Marker": "튜토리얼 13 - 마커 근처로 이동", "Tutorial 14 - Defeat the Acid Bug (0/1)": "튜토리얼 14 - 산성 버그 격퇴 (0/1)", "Tutorial 15 - Move Near the Marker": "튜토리얼 15 - 마커 근처로 이동", "Tutorial 16 - Move to the Settlement": "튜토리얼 16 - 정착지로 이동", "Tutorial 2": "튜토리얼 2", "Tutorial 2 - Camera wheel input, 2 or more times": "튜토리얼 2 - 카메라 휠 입력, 2회 이상", "Tutorial 2 - Dungeon Settlers Wiki": "튜토리얼 2 - 던전 세틀러즈 위키", "Tutorial 2 map": "튜토리얼 2 맵", "Tutorial 3": "튜토리얼 3", "Tutorial 3 - Dungeon Settlers Wiki": "튜토리얼 3 - 던전 세틀러즈 위키", "Tutorial 3 - Move Near the Marker": "튜토리얼 3 - 마커 근처로 이동", "Tutorial 3 map": "튜토리얼 3 맵", "Tutorial 4 - Defeat 1 Weak Grey Rat": "튜토리얼 4 - 약한 회색 쥐 1마리 격퇴", "Tutorial 5 - Move Near the Marker": "튜토리얼 5 - 마커 근처로 이동", "Tutorial 6 - Interact with the Wooden Crate": "튜토리얼 6 - 나무 상자와 상호작용", "Tutorial 7 (Open Inventory : I) - Use an Ointment": "튜토리얼 7 (인벤토리 열기 : I) - 연고 사용", "Tutorial 7 - Use an Ointment": "튜토리얼 7 - 연고 사용하기", "Tutorial 8 (Open Skill : K) - Learn an Active Skill; Learn a Passive Skill": "튜토리얼 8 (스킬 열기 : K) - 액티브 스킬 학습; 패시브 스킬 학습", "Tutorial 8 - Learn an Active Skill; Learn a Passive Skill": "튜토리얼 8 - 액티브 스킬 배우기; 패시브 스킬 배우기", "Tutorial 9 - Defeat 2 Weak Grey Rats": "튜토리얼 9 - 약한 회색 쥐 2마리 격퇴", "Tutorial Chest Aid Kit Fixed": "튜토리얼 상자 응급 키트 고정", "Tutorial Chest Ointment Fixed": "튜토리얼 상자 연고 고정", "Tutorial Common Horizontal Corridor 1": "튜토리얼 공통 수평 복도 1", "Tutorial Common Horizontal Corridor 2": "튜토리얼 공통 수평 복도 2", "Tutorial Common Horizontal Corridor 3": "튜토리얼 공통 수평 복도 3", "Tutorial Common Vertical Corridor 1": "튜토리얼 공통 수직 복도 1", "Tutorial Common Vertical Corridor 2": "튜토리얼 공통 수직 복도 2", "Tutorial F1-F2": "튜토리얼 F1-F2", "Tutorial F1-F4": "튜토리얼 F1-F4", "Tutorial F{#}-F{#}": "튜토리얼 F{#}-F{#}", "Tutorial Game Over": "튜토리얼 게임 오버", "Tutorial Game Over - Dungeon Settlers Wiki": "튜토리얼 게임 오버 - 던전 세틀러즈 위키", "Tutorial Game Over icon": "튜토리얼 게임 오버 아이콘", "Tutorial Region": "튜토리얼 지역", "Tutorial Wood Club Fixed": "튜토리얼 나무 곤봉 고정", "Tutorial chain": "튜토리얼 체인", "Tutorial quests": "튜토리얼 임무", "Tutorial steps, driven by the guided intro events.": "튜토리얼 단계, 안내식 소개 이벤트로 진행", "Tutorial, template & developer": "튜토리얼, 템플릿 & 개발자", "Tutorial.": "튜토리얼.", "Tutorial1": "Tutorial1", "Tutorial1 Chest Remnant": "튜토리얼1 상자 유해", "Tutorial1 Chest Remnant - Dungeon Settlers Wiki": "튜토리얼1 상자 조각 - 던전 세틀러즈 위키", "Tutorial2": "Tutorial2", "Tutorial3": "Tutorial3", "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0": "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0", "TutorialGameOver": "TutorialGameOver", "TutorialSeed": "TutorialSeed", "Twisted Bush (resource node)": "비틀린 덤불 (자원 채집지)", "Twisted Bush (resource node) - Dungeon Settlers Wiki": "뒤틀린 덤불 (자원 노드) - 던전 세틀러즈 위키", "Twisted Bush Fixed": "뒤틀린 관목 고정", "Twisted Forest 1": "휘감긴 숲 1", "Twisted Forest 2": "휘감긴 숲 2", "Twisted Forest 3": "휘감긴 숲 3", "Two damage parts (physical and magic) are each mitigated by the matching resistance.": "두 가지 피해 유형 (물리 및 마법)은 각각 일치하는 저항으로 경감됩니다.", "Two extra rules matter in play: a summon's": "플레이에서 중요한 두 가지 추가 규칙: 소환물의", "Two more combat-difficulty levers pile on top of that flat scaling:": "두 가지 더 많은 전투 난이도 레버가 그 플래트 스케일링 위에 쌓입니다:", "Two separate axes over the five tiers (Easy → Devastation):": "다섯 난이도 (쉬움 → 파멸)에 걸친 두 개의 독립된 축:", "Two separate constants govern the fight once you are seen:": "보이면 두 개의 별도 상수가 전투를 제어합니다:", "Two-Hand Grip - Dungeon Settlers Wiki": "투 핸드 그립 - 던전 세틀러즈 위키", "Two-Hand Grip icon": "투 핸드 그립 아이콘", "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "투 핸드 그립이 활성화되어 있습니다 (양손 무기, 보조 손 비어 있음): 그 보너스는 이미 장착 스탯에 반영되어 있습니다.", "Two-handed weapons": "양손 무기", "Two-handed weapons - the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) - occupy both hands and block the shield/off-hand slot.": "양손 무기, 즉 대검, 활, 그리고 세 가지 속성 지팡이(화염, 물, 자연) 모두 양손을 차지하며 방패/보조 슬롯을 막습니다.", "Type": "유형", "Type the mood number straight from the unit status panel": "유닛 상태 패널에서 직접 기분 번호를 입력하세요", "Type:": "유형:", "Type: ": "유형: ", "UI": "UI", "UI maximum 30; below 0 Stress rises, above 0 Stress falls": "UI 최대 30; 0 아래 스트레스 상승, 0 위 스트레스 하락", "UI reference data": "UI 참조 데이터", "UI_": "UI_", "UNCERTAIN": "불확실", "UNITS": "유닛", "UNITVISUAL_ElfSlimUnisex_0": "UNITVISUAL_ElfSlimUnisex_0", "UNITVISUAL_ElfSlimUnisex_1": "UNITVISUAL_ElfSlimUnisex_1", "UNITVISUAL_ElfSlimUnisex_10": "UNITVISUAL_ElfSlimUnisex_10", "UNITVISUAL_ElfSlimUnisex_11": "UNITVISUAL_ElfSlimUnisex_11", "UNITVISUAL_ElfSlimUnisex_12": "UNITVISUAL_ElfSlimUnisex_12", "UNITVISUAL_ElfSlimUnisex_13": "UNITVISUAL_ElfSlimUnisex_13", "UNITVISUAL_ElfSlimUnisex_14": "UNITVISUAL_ElfSlimUnisex_14", "UNITVISUAL_ElfSlimUnisex_15": "UNITVISUAL_ElfSlimUnisex_15", "UNITVISUAL_ElfSlimUnisex_2": "UNITVISUAL_ElfSlimUnisex_2", "UNITVISUAL_ElfSlimUnisex_3": "UNITVISUAL_ElfSlimUnisex_3", "UNITVISUAL_ElfSlimUnisex_4": "UNITVISUAL_ElfSlimUnisex_4", "UNITVISUAL_ElfSlimUnisex_5": "UNITVISUAL_ElfSlimUnisex_5", "UNITVISUAL_ElfSlimUnisex_6": "UNITVISUAL_ElfSlimUnisex_6", "UNITVISUAL_ElfSlimUnisex_7": "UNITVISUAL_ElfSlimUnisex_7", "UNITVISUAL_ElfSlimUnisex_8": "UNITVISUAL_ElfSlimUnisex_8", "UNITVISUAL_ElfSlimUnisex_9": "UNITVISUAL_ElfSlimUnisex_9", "UNITVISUAL_ElfStandardFemale_0": "UNITVISUAL_ElfStandardFemale_0", "UNITVISUAL_ElfStandardFemale_1": "UNITVISUAL_ElfStandardFemale_1", "UNITVISUAL_ElfStandardFemale_10": "UNITVISUAL_ElfStandardFemale_10", "UNITVISUAL_ElfStandardFemale_11": "UNITVISUAL_ElfStandardFemale_11", "UNITVISUAL_ElfStandardFemale_2": "UNITVISUAL_ElfStandardFemale_2", "UNITVISUAL_ElfStandardFemale_3": "UNITVISUAL_ElfStandardFemale_3", "UNITVISUAL_ElfStandardFemale_4": "UNITVISUAL_ElfStandardFemale_4", "UNITVISUAL_ElfStandardFemale_5": "UNITVISUAL_ElfStandardFemale_5", "UNITVISUAL_ElfStandardFemale_6": "UNITVISUAL_ElfStandardFemale_6", "UNITVISUAL_ElfStandardFemale_7": "UNITVISUAL_ElfStandardFemale_7", "UNITVISUAL_ElfStandardFemale_8": "UNITVISUAL_ElfStandardFemale_8", "UNITVISUAL_ElfStandardFemale_9": "UNITVISUAL_ElfStandardFemale_9", "UNITVISUAL_ElfStandardMale_0": "UNITVISUAL_ElfStandardMale_0", "UNITVISUAL_ElfStandardMale_1": "UNITVISUAL_ElfStandardMale_1", "UNITVISUAL_ElfStandardMale_10": "UNITVISUAL_ElfStandardMale_10", "UNITVISUAL_ElfStandardMale_11": "UNITVISUAL_ElfStandardMale_11", "UNITVISUAL_ElfStandardMale_12": "UNITVISUAL_ElfStandardMale_12", "UNITVISUAL_ElfStandardMale_2": "UNITVISUAL_ElfStandardMale_2", "UNITVISUAL_ElfStandardMale_3": "UNITVISUAL_ElfStandardMale_3", "UNITVISUAL_ElfStandardMale_4": "UNITVISUAL_ElfStandardMale_4", "UNITVISUAL_ElfStandardMale_5": "UNITVISUAL_ElfStandardMale_5", "UNITVISUAL_ElfStandardMale_6": "UNITVISUAL_ElfStandardMale_6", "UNITVISUAL_ElfStandardMale_7": "UNITVISUAL_ElfStandardMale_7", "UNITVISUAL_ElfStandardMale_8": "UNITVISUAL_ElfStandardMale_8", "UNITVISUAL_ElfStandardMale_9": "UNITVISUAL_ElfStandardMale_9", "UNITVISUAL_HumanFatUnisex_0": "UNITVISUAL_HumanFatUnisex_0", "UNITVISUAL_HumanFatUnisex_1": "UNITVISUAL_HumanFatUnisex_1", "UNITVISUAL_HumanFatUnisex_10": "UNITVISUAL_HumanFatUnisex_10", "UNITVISUAL_HumanFatUnisex_11": "UNITVISUAL_HumanFatUnisex_11", "UNITVISUAL_HumanFatUnisex_12": "UNITVISUAL_HumanFatUnisex_12", "UNITVISUAL_HumanFatUnisex_13": "UNITVISUAL_HumanFatUnisex_13", "UNITVISUAL_HumanFatUnisex_14": "UNITVISUAL_HumanFatUnisex_14", "UNITVISUAL_HumanFatUnisex_15": "UNITVISUAL_HumanFatUnisex_15", "UNITVISUAL_HumanFatUnisex_16": "UNITVISUAL_HumanFatUnisex_16", "UNITVISUAL_HumanFatUnisex_17": "UNITVISUAL_HumanFatUnisex_17", "UNITVISUAL_HumanFatUnisex_2": "UNITVISUAL_HumanFatUnisex_2", "UNITVISUAL_HumanFatUnisex_3": "UNITVISUAL_HumanFatUnisex_3", "UNITVISUAL_HumanFatUnisex_4": "UNITVISUAL_HumanFatUnisex_4", "UNITVISUAL_HumanFatUnisex_5": "UNITVISUAL_HumanFatUnisex_5", "UNITVISUAL_HumanFatUnisex_6": "UNITVISUAL_HumanFatUnisex_6", "UNITVISUAL_HumanFatUnisex_7": "UNITVISUAL_HumanFatUnisex_7", "UNITVISUAL_HumanFatUnisex_8": "UNITVISUAL_HumanFatUnisex_8", "UNITVISUAL_HumanFatUnisex_9": "UNITVISUAL_HumanFatUnisex_9", "UNITVISUAL_HumanStandardFemale_0": "UNITVISUAL_HumanStandardFemale_0", "UNITVISUAL_HumanStandardFemale_1": "UNITVISUAL_HumanStandardFemale_1", "UNITVISUAL_HumanStandardFemale_10": "UNITVISUAL_HumanStandardFemale_10", "UNITVISUAL_HumanStandardFemale_11": "UNITVISUAL_HumanStandardFemale_11", "UNITVISUAL_HumanStandardFemale_12": "UNITVISUAL_HumanStandardFemale_12", "UNITVISUAL_HumanStandardFemale_13": "UNITVISUAL_HumanStandardFemale_13", "UNITVISUAL_HumanStandardFemale_14": "UNITVISUAL_HumanStandardFemale_14", "UNITVISUAL_HumanStandardFemale_15": "UNITVISUAL_HumanStandardFemale_15", "UNITVISUAL_HumanStandardFemale_16": "UNITVISUAL_HumanStandardFemale_16", "UNITVISUAL_HumanStandardFemale_17": "UNITVISUAL_HumanStandardFemale_17", "UNITVISUAL_HumanStandardFemale_18": "UNITVISUAL_HumanStandardFemale_18", "UNITVISUAL_HumanStandardFemale_19": "UNITVISUAL_HumanStandardFemale_19", "UNITVISUAL_HumanStandardFemale_2": "UNITVISUAL_HumanStandardFemale_2", "UNITVISUAL_HumanStandardFemale_20": "UNITVISUAL_HumanStandardFemale_20", "UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardFemale_21", "UNITVISUAL_HumanStandardFemale_3": "UNITVISUAL_HumanStandardFemale_3", "UNITVISUAL_HumanStandardFemale_4": "UNITVISUAL_HumanStandardFemale_4", "UNITVISUAL_HumanStandardFemale_5": "UNITVISUAL_HumanStandardFemale_5", "UNITVISUAL_HumanStandardFemale_6": "UNITVISUAL_HumanStandardFemale_6", "UNITVISUAL_HumanStandardFemale_7": "UNITVISUAL_HumanStandardFemale_7", "UNITVISUAL_HumanStandardFemale_8": "UNITVISUAL_HumanStandardFemale_8", "UNITVISUAL_HumanStandardFemale_9": "UNITVISUAL_HumanStandardFemale_9", "UNITVISUAL_HumanStandardFemale_Preset": "UNITVISUAL_HumanStandardFemale_Preset", "UNITVISUAL_HumanStandardMale_0": "UNITVISUAL_HumanStandardMale_0", "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0", "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21", "UNITVISUAL_HumanStandardMale_1": "UNITVISUAL_HumanStandardMale_1", "UNITVISUAL_HumanStandardMale_10": "UNITVISUAL_HumanStandardMale_10", "UNITVISUAL_HumanStandardMale_11": "UNITVISUAL_HumanStandardMale_11", "UNITVISUAL_HumanStandardMale_12": "UNITVISUAL_HumanStandardMale_12", "UNITVISUAL_HumanStandardMale_13": "UNITVISUAL_HumanStandardMale_13", "UNITVISUAL_HumanStandardMale_14": "UNITVISUAL_HumanStandardMale_14", "UNITVISUAL_HumanStandardMale_15": "UNITVISUAL_HumanStandardMale_15", "UNITVISUAL_HumanStandardMale_16": "UNITVISUAL_HumanStandardMale_16", "UNITVISUAL_HumanStandardMale_17": "UNITVISUAL_HumanStandardMale_17", "UNITVISUAL_HumanStandardMale_18": "UNITVISUAL_HumanStandardMale_18", "UNITVISUAL_HumanStandardMale_19": "UNITVISUAL_HumanStandardMale_19", "UNITVISUAL_HumanStandardMale_2": "UNITVISUAL_HumanStandardMale_2", "UNITVISUAL_HumanStandardMale_20": "UNITVISUAL_HumanStandardMale_20", "UNITVISUAL_HumanStandardMale_21": "UNITVISUAL_HumanStandardMale_21", "UNITVISUAL_HumanStandardMale_22": "UNITVISUAL_HumanStandardMale_22", "UNITVISUAL_HumanStandardMale_3": "UNITVISUAL_HumanStandardMale_3", "UNITVISUAL_HumanStandardMale_4": "UNITVISUAL_HumanStandardMale_4", "UNITVISUAL_HumanStandardMale_5": "UNITVISUAL_HumanStandardMale_5", "UNITVISUAL_HumanStandardMale_6": "UNITVISUAL_HumanStandardMale_6", "UNITVISUAL_HumanStandardMale_7": "UNITVISUAL_HumanStandardMale_7", "UNITVISUAL_HumanStandardMale_8": "UNITVISUAL_HumanStandardMale_8", "UNITVISUAL_HumanStandardMale_9": "UNITVISUAL_HumanStandardMale_9", "UNITVISUAL_HumanStandardMale_Preset": "UNITVISUAL_HumanStandardMale_Preset", "UNITVISUAL_LizardMan_0": "UNITVISUAL_LizardMan_0", "UNITVISUAL_LizardMan_1": "UNITVISUAL_LizardMan_1", "UNITVISUAL_LizardMan_10": "UNITVISUAL_LizardMan_10", "UNITVISUAL_LizardMan_11": "UNITVISUAL_LizardMan_11", "UNITVISUAL_LizardMan_12": "UNITVISUAL_LizardMan_12", "UNITVISUAL_LizardMan_13": "UNITVISUAL_LizardMan_13", "UNITVISUAL_LizardMan_14": "UNITVISUAL_LizardMan_14", "UNITVISUAL_LizardMan_15": "UNITVISUAL_LizardMan_15", "UNITVISUAL_LizardMan_16": "UNITVISUAL_LizardMan_16", "UNITVISUAL_LizardMan_17": "UNITVISUAL_LizardMan_17", "UNITVISUAL_LizardMan_18": "UNITVISUAL_LizardMan_18", "UNITVISUAL_LizardMan_2": "UNITVISUAL_LizardMan_2", "UNITVISUAL_LizardMan_3": "UNITVISUAL_LizardMan_3", "UNITVISUAL_LizardMan_4": "UNITVISUAL_LizardMan_4", "UNITVISUAL_LizardMan_5": "UNITVISUAL_LizardMan_5", "UNITVISUAL_LizardMan_6": "UNITVISUAL_LizardMan_6", "UNITVISUAL_LizardMan_7": "UNITVISUAL_LizardMan_7", "UNITVISUAL_LizardMan_8": "UNITVISUAL_LizardMan_8", "UNITVISUAL_LizardMan_9": "UNITVISUAL_LizardMan_9", "UNITVISUAL_LizardMan_Preset": "UNITVISUAL_LizardMan_Preset", "UNITVISUAL_LycanFemale_0": "UNITVISUAL_LycanFemale_0", "UNITVISUAL_LycanFemale_1": "UNITVISUAL_LycanFemale_1", "UNITVISUAL_LycanFemale_2": "UNITVISUAL_LycanFemale_2", "UNITVISUAL_LycanFemale_3": "UNITVISUAL_LycanFemale_3", "UNITVISUAL_LycanFemale_4": "UNITVISUAL_LycanFemale_4", "UNITVISUAL_LycanFemale_5": "UNITVISUAL_LycanFemale_5", "UNITVISUAL_LycanFemale_6": "UNITVISUAL_LycanFemale_6", "UNITVISUAL_LycanFemale_7": "UNITVISUAL_LycanFemale_7", "UNITVISUAL_LycanMale_0": "UNITVISUAL_LycanMale_0", "UNITVISUAL_LycanMale_1": "UNITVISUAL_LycanMale_1", "UNITVISUAL_LycanMale_2": "UNITVISUAL_LycanMale_2", "UNITVISUAL_LycanMale_3": "UNITVISUAL_LycanMale_3", "UNITVISUAL_LycanMale_4": "UNITVISUAL_LycanMale_4", "UNITVISUAL_LycanMale_5": "UNITVISUAL_LycanMale_5", "UNITVISUAL_LycanMale_6": "UNITVISUAL_LycanMale_6", "UNITVISUAL_LycanMale_7": "UNITVISUAL_LycanMale_7", "UNIT_AbyssAcidInsect": "UNIT_AbyssAcidInsect", "UNIT_AbyssAcidInsect ·": "UNIT_AbyssAcidInsect ·", "UNIT_AbyssAcidSlogel": "UNIT_AbyssAcidSlogel", "UNIT_AbyssAcidSlogel ·": "UNIT_AbyssAcidSlogel ·", "UNIT_AbyssAlphaAcidSlogel": "UNIT_AbyssAlphaAcidSlogel", "UNIT_AbyssAlphaAcidSlogel ·": "UNIT_AbyssAlphaAcidSlogel ·", "UNIT_AbyssBee": "UNIT_AbyssBee", "UNIT_AbyssBee ·": "UNIT_AbyssBee ·", "UNIT_AbyssBlueStoneGolem": "UNIT_AbyssBlueStoneGolem", "UNIT_AbyssBlueStoneGolem ·": "UNIT_AbyssBlueStoneGolem ·", "UNIT_AbyssChainKnightSentinel": "UNIT_AbyssChainKnightSentinel", "UNIT_AbyssChainKnightSentinel ·": "UNIT_AbyssChainKnightSentinel ·", "UNIT_AbyssChallengerGloth": "UNIT_AbyssChallengerGloth", "UNIT_AbyssChallengerGloth ·": "UNIT_AbyssChallengerGloth ·", "UNIT_AbyssCrystalTurtle": "UNIT_AbyssCrystalTurtle", "UNIT_AbyssCrystalTurtle ·": "UNIT_AbyssCrystalTurtle ·", "UNIT_AbyssElderGloth": "UNIT_AbyssElderGloth", "UNIT_AbyssElderGloth ·": "UNIT_AbyssElderGloth ·", "UNIT_AbyssFemaleGloth": "UNIT_AbyssFemaleGloth", "UNIT_AbyssFemaleGloth ·": "UNIT_AbyssFemaleGloth ·", "UNIT_AbyssGiantStoneGolem": "UNIT_AbyssGiantStoneGolem", "UNIT_AbyssGiantStoneGolem ·": "UNIT_AbyssGiantStoneGolem ·", "UNIT_AbyssGlothPup": "UNIT_AbyssGlothPup", "UNIT_AbyssGlothPup ·": "UNIT_AbyssGlothPup ·", "UNIT_AbyssGoblinBrawler": "UNIT_AbyssGoblinBrawler", "UNIT_AbyssGoblinBrawler ·": "UNIT_AbyssGoblinBrawler ·", "UNIT_AbyssGoblinChiefShaman": "UNIT_AbyssGoblinChiefShaman", "UNIT_AbyssGoblinChiefShaman ·": "UNIT_AbyssGoblinChiefShaman ·", "UNIT_AbyssGoblinRider": "UNIT_AbyssGoblinRider", "UNIT_AbyssGoblinRider ·": "UNIT_AbyssGoblinRider ·", "UNIT_AbyssGoblinShaman": "UNIT_AbyssGoblinShaman", "UNIT_AbyssGoblinShaman ·": "UNIT_AbyssGoblinShaman ·", "UNIT_AbyssGoblinThrower": "UNIT_AbyssGoblinThrower", "UNIT_AbyssGoblinThrower ·": "UNIT_AbyssGoblinThrower ·", "UNIT_AbyssGoblinWorker": "UNIT_AbyssGoblinWorker", "UNIT_AbyssGoblinWorker ·": "UNIT_AbyssGoblinWorker ·", "UNIT_AbyssGreyMonsterRat": "UNIT_AbyssGreyMonsterRat", "UNIT_AbyssGreyMonsterRat ·": "UNIT_AbyssGreyMonsterRat ·", "UNIT_AbyssGreyRat": "UNIT_AbyssGreyRat", "UNIT_AbyssGreyRat ·": "UNIT_AbyssGreyRat ·", "UNIT_AbyssLadybug": "UNIT_AbyssLadybug", "UNIT_AbyssLadybug ·": "UNIT_AbyssLadybug ·", "UNIT_AbyssMaleGloth": "UNIT_AbyssMaleGloth", "UNIT_AbyssMaleGloth ·": "UNIT_AbyssMaleGloth ·", "UNIT_AbyssMawmurk": "UNIT_AbyssMawmurk", "UNIT_AbyssMawmurk ·": "UNIT_AbyssMawmurk ·", "UNIT_AbyssMediumSlime": "UNIT_AbyssMediumSlime", "UNIT_AbyssMediumSlime ·": "UNIT_AbyssMediumSlime ·", "UNIT_AbyssMediumSporeSlime": "UNIT_AbyssMediumSporeSlime", "UNIT_AbyssMediumSporeSlime ·": "UNIT_AbyssMediumSporeSlime ·", "UNIT_AbyssMetalScarab": "UNIT_AbyssMetalScarab", "UNIT_AbyssMetalScarab ·": "UNIT_AbyssMetalScarab ·", "UNIT_AbyssMudMediumSlime": "UNIT_AbyssMudMediumSlime", "UNIT_AbyssMudMediumSlime ·": "UNIT_AbyssMudMediumSlime ·", "UNIT_AbyssMudSlogel": "UNIT_AbyssMudSlogel", "UNIT_AbyssMudSlogel ·": "UNIT_AbyssMudSlogel ·", "UNIT_AbyssMudSmallSlime": "UNIT_AbyssMudSmallSlime", "UNIT_AbyssMudSmallSlime ·": "UNIT_AbyssMudSmallSlime ·", "UNIT_AbyssRedMonsterRat": "UNIT_AbyssRedMonsterRat", "UNIT_AbyssRedMonsterRat ·": "UNIT_AbyssRedMonsterRat ·", "UNIT_AbyssRedRat": "UNIT_AbyssRedRat", "UNIT_AbyssRedRat ·": "UNIT_AbyssRedRat ·", "UNIT_AbyssRedStoneGolem": "UNIT_AbyssRedStoneGolem", "UNIT_AbyssRedStoneGolem ·": "UNIT_AbyssRedStoneGolem ·", "UNIT_AbyssSmallSlime": "UNIT_AbyssSmallSlime", "UNIT_AbyssSmallSlime ·": "UNIT_AbyssSmallSlime ·", "UNIT_AbyssSmallSporeSlime": "UNIT_AbyssSmallSporeSlime", "UNIT_AbyssSmallSporeSlime ·": "UNIT_AbyssSmallSporeSlime ·", "UNIT_AbyssSpikeTurtle": "UNIT_AbyssSpikeTurtle", "UNIT_AbyssSpikeTurtle ·": "UNIT_AbyssSpikeTurtle ·", "UNIT_AbyssSporeInsect": "UNIT_AbyssSporeInsect", "UNIT_AbyssSporeInsect ·": "UNIT_AbyssSporeInsect ·", "UNIT_AbyssTadpole": "UNIT_AbyssTadpole", "UNIT_AbyssTadpole ·": "UNIT_AbyssTadpole ·", "UNIT_AbyssTadpoleEvolve": "UNIT_AbyssTadpoleEvolve", "UNIT_AbyssTadpoleEvolve ·": "UNIT_AbyssTadpoleEvolve ·", "UNIT_AbyssWeakAcidInsect": "UNIT_AbyssWeakAcidInsect", "UNIT_AbyssWeakAcidInsect ·": "UNIT_AbyssWeakAcidInsect ·", "UNIT_AbyssWeakGreyRat": "UNIT_AbyssWeakGreyRat", "UNIT_AbyssWeakGreyRat ·": "UNIT_AbyssWeakGreyRat ·", "UNIT_AbyssWhiteMawmurk": "UNIT_AbyssWhiteMawmurk", "UNIT_AbyssWhiteMawmurk ·": "UNIT_AbyssWhiteMawmurk ·", "UNIT_AbyssYellowStoneGolem": "UNIT_AbyssYellowStoneGolem", "UNIT_AbyssYellowStoneGolem ·": "UNIT_AbyssYellowStoneGolem ·", "UNIT_AcidInsect": "UNIT_AcidInsect", "UNIT_AcidInsect ·": "UNIT_AcidInsect ·", "UNIT_AcidSlogel": "UNIT_AcidSlogel", "UNIT_AcidSlogel ·": "UNIT_AcidSlogel ·", "UNIT_AlphaAcidSlogel": "UNIT_AlphaAcidSlogel", "UNIT_AlphaAcidSlogel ·": "UNIT_AlphaAcidSlogel ·", "UNIT_Bee": "UNIT_Bee", "UNIT_Bee ·": "UNIT_Bee ·", "UNIT_BlueGoblin": "UNIT_BlueGoblin", "UNIT_BlueGoblin -": "UNIT_BlueGoblin -", "UNIT_BlueStoneGolem": "UNIT_BlueStoneGolem", "UNIT_BlueStoneGolem ·": "UNIT_BlueStoneGolem ·", "UNIT_BubbleToad": "UNIT_BubbleToad", "UNIT_BubbleToad ·": "UNIT_BubbleToad ·", "UNIT_Bubbleling": "UNIT_Bubbleling", "UNIT_Bubbleling ·": "UNIT_Bubbleling ·", "UNIT_ChainKnightSentinel": "UNIT_ChainKnightSentinel", "UNIT_ChainKnightSentinel -": "UNIT_ChainKnightSentinel -", "UNIT_ChainKnightSentinel ·": "UNIT_ChainKnightSentinel ·", "UNIT_ChallengerGloth": "UNIT_ChallengerGloth", "UNIT_ChallengerGloth ·": "UNIT_ChallengerGloth ·", "UNIT_Cordyceps": "UNIT_Cordyceps", "UNIT_Cordyceps ·": "UNIT_Cordyceps ·", "UNIT_CrystalTurtle": "UNIT_CrystalTurtle", "UNIT_CrystalTurtle ·": "UNIT_CrystalTurtle ·", "UNIT_ElderGloth": "UNIT_ElderGloth", "UNIT_ElderGloth ·": "UNIT_ElderGloth ·", "UNIT_Endrossi": "UNIT_Endrossi", "UNIT_Endrossi ·": "UNIT_Endrossi ·", "UNIT_EyeBall": "UNIT_EyeBall", "UNIT_EyeBall -": "UNIT_EyeBall -", "UNIT_FemaleGloth": "UNIT_FemaleGloth", "UNIT_FemaleGloth ·": "UNIT_FemaleGloth ·", "UNIT_FesteringBurrowMerchant": "UNIT_FesteringBurrowMerchant", "UNIT_FesteringBurrowMerchant ·": "UNIT_FesteringBurrowMerchant ·", "UNIT_FireDragonClawWarrior": "UNIT_FireDragonClawWarrior", "UNIT_FireDragonClawWarrior ·": "UNIT_FireDragonClawWarrior ·", "UNIT_GiantStoneGolem": "UNIT_GiantStoneGolem", "UNIT_GiantStoneGolem -": "UNIT_GiantStoneGolem -", "UNIT_GiantStoneGolem ·": "UNIT_GiantStoneGolem ·", "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel": "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel", "UNIT_GlothPup": "UNIT_GlothPup", "UNIT_GlothPup ·": "UNIT_GlothPup ·", "UNIT_GoblinBrawler": "UNIT_GoblinBrawler", "UNIT_GoblinBrawler ·": "UNIT_GoblinBrawler ·", "UNIT_GoblinChiefShaman": "UNIT_GoblinChiefShaman", "UNIT_GoblinChiefShaman ·": "UNIT_GoblinChiefShaman ·", "UNIT_GoblinRider": "UNIT_GoblinRider", "UNIT_GoblinRider ·": "UNIT_GoblinRider ·", "UNIT_GoblinShaman": "UNIT_GoblinShaman", "UNIT_GoblinShaman ·": "UNIT_GoblinShaman ·", "UNIT_GoblinThrower": "UNIT_GoblinThrower", "UNIT_GoblinThrower ·": "UNIT_GoblinThrower ·", "UNIT_GoblinWorker": "UNIT_GoblinWorker", "UNIT_GoblinWorker ·": "UNIT_GoblinWorker ·", "UNIT_GreyMonsterRat": "UNIT_GreyMonsterRat", "UNIT_GreyMonsterRat ·": "UNIT_GreyMonsterRat ·", "UNIT_GreyRat": "UNIT_GreyRat", "UNIT_GreyRat ·": "UNIT_GreyRat ·", "UNIT_GuardArcher": "UNIT_GuardArcher", "UNIT_GuardArcher ·": "UNIT_GuardArcher ·", "UNIT_GuardCaptain": "UNIT_GuardCaptain", "UNIT_GuardCaptain ·": "UNIT_GuardCaptain ·", "UNIT_GuardSpearman": "UNIT_GuardSpearman", "UNIT_GuardSpearman ·": "UNIT_GuardSpearman ·", "UNIT_GuildMerchant": "UNIT_GuildMerchant", "UNIT_GuildMerchant ·": "UNIT_GuildMerchant ·", "UNIT_HedgeHog": "UNIT_HedgeHog", "UNIT_HedgeHog ·": "UNIT_HedgeHog ·", "UNIT_Heosuabi": "UNIT_Heosuabi", "UNIT_Heosuabi ·": "UNIT_Heosuabi ·", "UNIT_Ladybug": "UNIT_Ladybug", "UNIT_Ladybug ·": "UNIT_Ladybug ·", "UNIT_LargeSlime": "UNIT_LargeSlime", "UNIT_LargeSlime ·": "UNIT_LargeSlime ·", "UNIT_MaleGloth": "UNIT_MaleGloth", "UNIT_MaleGloth ·": "UNIT_MaleGloth ·", "UNIT_Mawmurk": "UNIT_Mawmurk", "UNIT_Mawmurk ·": "UNIT_Mawmurk ·", "UNIT_MediumSlime": "UNIT_MediumSlime", "UNIT_MediumSlime ·": "UNIT_MediumSlime ·", "UNIT_MediumSporeSlime": "UNIT_MediumSporeSlime", "UNIT_MediumSporeSlime ·": "UNIT_MediumSporeSlime ·", "UNIT_MetalScarab": "UNIT_MetalScarab", "UNIT_MetalScarab ·": "UNIT_MetalScarab ·", "UNIT_MudMediumSlime": "UNIT_MudMediumSlime", "UNIT_MudMediumSlime ·": "UNIT_MudMediumSlime ·", "UNIT_MudSlogel": "UNIT_MudSlogel", "UNIT_MudSlogel ·": "UNIT_MudSlogel ·", "UNIT_MudSmallSlime": "UNIT_MudSmallSlime", "UNIT_MudSmallSlime ·": "UNIT_MudSmallSlime ·", "UNIT_MushBiter": "UNIT_MushBiter", "UNIT_MushBiter ·": "UNIT_MushBiter ·", "UNIT_NeedleSpider": "UNIT_NeedleSpider", "UNIT_NeedleSpider ·": "UNIT_NeedleSpider ·", "UNIT_None": "UNIT_None", "UNIT_None ·": "UNIT_None ·", "UNIT_OldDragonClawWarrior": "UNIT_OldDragonClawWarrior", "UNIT_OldDragonClawWarrior ·": "UNIT_OldDragonClawWarrior ·", "UNIT_Perion": "UNIT_Perion", "UNIT_Perion ·": "UNIT_Perion ·", "UNIT_PlayerUnit": "UNIT_PlayerUnit", "UNIT_PlayerUnit ·": "UNIT_PlayerUnit ·", "UNIT_RedMonsterRat": "UNIT_RedMonsterRat", "UNIT_RedMonsterRat ·": "UNIT_RedMonsterRat ·", "UNIT_RedRat": "UNIT_RedRat", "UNIT_RedRat ·": "UNIT_RedRat ·", "UNIT_RedStoneGolem": "UNIT_RedStoneGolem", "UNIT_RedStoneGolem ·": "UNIT_RedStoneGolem ·", "UNIT_SmallSlime": "UNIT_SmallSlime", "UNIT_SmallSlime ·": "UNIT_SmallSlime ·", "UNIT_SmallSporeSlime": "UNIT_SmallSporeSlime", "UNIT_SmallSporeSlime ·": "UNIT_SmallSporeSlime ·", "UNIT_SpikeTurtle": "UNIT_SpikeTurtle", "UNIT_SpikeTurtle ·": "UNIT_SpikeTurtle ·", "UNIT_SporeInsect": "UNIT_SporeInsect", "UNIT_SporeInsect ·": "UNIT_SporeInsect ·", "UNIT_Staghare": "UNIT_Staghare", "UNIT_Staghare ·": "UNIT_Staghare ·", "UNIT_Tadpole": "UNIT_Tadpole", "UNIT_Tadpole ·": "UNIT_Tadpole ·", "UNIT_TadpoleEvolve": "UNIT_TadpoleEvolve", "UNIT_TadpoleEvolve ·": "UNIT_TadpoleEvolve ·", "UNIT_VeilSilenceMerchant": "UNIT_VeilSilenceMerchant", "UNIT_VeilSilenceMerchant ·": "UNIT_VeilSilenceMerchant ·", "UNIT_WeakAcidInsect": "UNIT_WeakAcidInsect", "UNIT_WeakAcidInsect ·": "UNIT_WeakAcidInsect ·", "UNIT_WeakGreyRat": "UNIT_WeakGreyRat", "UNIT_WeakGreyRat ·": "UNIT_WeakGreyRat ·", "UNIT_WeirdScarecrow": "UNIT_WeirdScarecrow", "UNIT_WeirdScarecrow ·": "UNIT_WeirdScarecrow ·", "UNIT_WhiteMawmurk": "UNIT_WhiteMawmurk", "UNIT_WhiteMawmurk ·": "UNIT_WhiteMawmurk ·", "UNIT_WildDog": "UNIT_WildDog", "UNIT_WildDog ·": "UNIT_WildDog ·", "UNIT_Xenon": "UNIT_Xenon", "UNIT_Xenon ·": "UNIT_Xenon ·", "UNIT_YellowStoneGolem": "UNIT_YellowStoneGolem", "UNIT_YellowStoneGolem ·": "UNIT_YellowStoneGolem ·", "UR": "UR", "URL에 입력하여 내장 공식 검사를 실행하세요.": "URL에 입력하여 내장 공식 검사를 실행하세요.", "Ugh... That's disgustingly bitter!": "어... 역겨울 정도로 씁쓸하네요!", "Un Determin": "미정", "UnDetermin": "UnDetermin", "Unable to settle anywhere,": "어디에도 정착할 수 없으면서,", "Unable to use skills other than basic attacks.": "기본 공격 외의 스킬을 사용할 수 없습니다.", "Unable to use skills other than basic attacks. Periodically lowers the Mood of nearby…": "기본 공격 외의 스킬을 사용할 수 없습니다. 주변 유닛의 기분을 주기적으로…", "Unafraid to stake everything,": "모든 것을 걸기를 두려워하지 않으면서,", "Unattackable": "공격 불가", "UnavailableToInteract": "UnavailableToInteract", "Unaware - Dungeon Settlers Wiki": "무방비 - 던전 세틀러즈 위키", "Unaware icon": "무방비 아이콘", "Unawared": "인식하지 못함", "Unbreakable sub-tree (empty)": "깨지지 않음 부트리 (비어 있음)", "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "유닛 체크를 해제하면 상단 유닛 바에서 숨겨집니다. 팀에는 계속 남아 있습니다 (팀 스탯 + 공유 링크).", "Unclassified": "분류되지 않음", "Uncommon": "고급", "Uncommon inscription:": "흔하지 않은 비문:", "Unconscious": "의식 불명", "UnconsciousSleep": "UnconsciousSleep", "UnconsciousTick": "UnconsciousTick", "Uncovering new knowledge is sure to be a great help in future expeditions. \"I think we should spend enough time researching this.\"": "새로운 지식을 발견하면 앞으로의 탐사에 분명 큰 도움이 될 것입니다. \"이건 시간을 충분히 들여서 연구해야 할 것 같아.\"", "Uncovering new knowledge is sure to be a great help in future expeditions. \"I think we should spend enough time researching this.\" ➜ With a new technology researched, resources can now be used far more efficiently and in more varied ways than before. \"This takes us one step further. Excellent work.\"": "새로운 지식을 발견하면 앞으로의 탐사에 분명 큰 도움이 될 것입니다. \"이건 시간을 충분히 들여서 연구해야 할 것 같아.\" ➜ 새로운 기술을 연구한 덕분에 이제 자원을 이전보다 훨씬 더 효율적이고 다양한 방식으로 사용할 수 있게 되었습니다. \"이걸로 한 걸음 더 나아갔군. 훌륭한 성과야.\"", "Uncovering new knowledge is sure to be a great help in future expeditions. \"I think we should spend enough time researching this.\" ➜ With the new technique researched, resources can now be used far more efficiently and in more varied ways than before. \"This brings us one step further. Excellent work.\"": "새로운 지식을 발견하면 앞으로의 탐사에 분명 큰 도움이 될 것입니다. \"이건 시간을 충분히 들여서 연구해야 할 것 같아.\" ➜ 새로운 기법을 연구한 덕분에 이제 자원을 이전보다 훨씬 더 효율적이고 다양한 방식으로 사용할 수 있게 되었습니다. \"이걸로 한 걸음 더 나아갔어. 훌륭한 성과야.\"", "Uncovering new knowledge is sure to be a great help in future expeditions. \"I t…": "새로운 지식을 발견하는 것은 향후 탐사단에 큰 도움이 될 것입니다. \"I t…", "Undergoing Surgery - Dungeon Settlers Wiki": "수술 받는 중 - 던전 세틀러즈 위키", "Undergoing Surgery icon": "수술 받는 중 아이콘", "Undergoing surgery (Warning, prints once)": "수술 중 (경고, 1회 출력)", "Underground Explorer - Dungeon Settlers Wiki": "지하 탐험가 - 던전 세틀러즈 위키", "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "지하 탐험가 GAMESYSTEM_Environment_{affecterName}", "Underground Explorer icon": "지하 탐험가 아이콘", "UndergroundExplorer": "UndergroundExplorer", "Undertaker - Dungeon Settlers Wiki": "장의사 - 던전 세틀러즈 위키", "Undertaker icon": "장의사 아이콘", "Undetectable": "감지 불가", "Unfinished": "미완성", "Unfortunately, the settlement does not yet even have a proper temple.": "안타깝게도 정착지는 아직 제대로 된 사원도 없습니다.", "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Ev": "안타깝게도 정착지는 아직 제대로 된 사원도 없습니다. 대륙의 사람들에게는 여신께 기도할 제대로 된 장소가 없다는 것이 수치스러운 일입니다. \"심지어", "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Even here in these forsaken lands, the Goddess's mercy should be able to reach us.\"": "안타깝게도 정착지에는 아직 제대로 된 신전조차 없다. 대륙의 사람들에게, 여신께 기도드릴 제대로 된 장소가 없다는 것은 부끄러운 일이다. \"이 버림받은 땅에서도, 여신의 자비는 우리에게 닿아야 해.\"", "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Even here in these forsaken lands, the Goddess's mercy should be able to reach us.\" ➜ Once a temple is built in the settlement, relief begins to show on the expedition members' faces. \"Goddess, please watch over us.\"": "안타깝게도 정착지에는 아직 제대로 된 신전조차 없다. 대륙의 사람들에게, 여신께 기도드릴 제대로 된 장소가 없다는 것은 부끄러운 일이다. \"이 버림받은 땅에서도, 여신의 자비는 우리에게 닿아야 해.\" ➜ 정착지에 신전이 세워지자, 탐사단원들의 얼굴에 안도감이 번지기 시작했다. \"여신이시여, 저희를 굽어살펴 주소서.\"", "Unfortunately, the settlement does not yet even have a proper temple. For people…": "안타깝게도 정착촌에는 아직 적절한 사원이 없습니다. 사람들을 위해…", "Unfortunately, your first expedition ended in disaster after encountering the infamous": "불행히도, 악명 높은 것을 만난 후 당신의 첫 번째 탐사단은 재앙으로 끝났다", "Unhappy Genius - Dungeon Settlers Wiki": "불행한 천재 - 던전 세틀러즈 위키", "Unhappy Genius icon": "불행한 천재 아이콘", "Unique monsters": "고유 몬스터", "Unique names do not appear in Recruitment.": "고유한 이름은 모집에 나타나지 않습니다.", "Unique profiles (portraits) do not appear in Recruitment.": "고유한 프로필(초상화)은 모집에 나타나지 않습니다.", "UniqueExistingNames": "UniqueExistingNames", "UniqueExistingProfiles": "UniqueExistingProfiles", "Unit": "유닛", "Unit AI behaviour": "유닛 AI 동작", "Unit Ability: Major Stat - desc": "유닛 능력: 주요 스탯 - 설명", "Unit Death and Bodies": "유닛 죽음과 시체", "Unit Selection": "유닛 선택", "Unit Structure": "유닛 구조", "Unit doesn't have enough main skill points.": "Unit doesn't have enough main skill points.", "Unit doesn't have enough sub skill points.": "Unit doesn't have enough sub skill points.", "Unit icon style": "유닛 아이콘 스타일", "Unit icons": "유닛 아이콘", "Unit level": "유닛 레벨", "Unit visual profiles (portraits/bodies).": "유닛 외형 프로필(초상화/몸체).", "Unit with Nothing to Do": "할 일이 없는 유닛", "Unit's hunger consumption rate": "유닛의 배고픔 소비율", "UnitForClearRegion": "UnitForClearRegion", "UnitPatrolTerm": "UnitPatrolTerm", "UnitProfile": "UnitProfile", "UnitProfileTable": "UnitProfileTable", "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable - 모집 후보와 NPC가 사용하는 외형 프리셋입니다. AppearWeight 0 = 고정 프리셋(시나리오 캐릭터), 0보다 크면 무작위 생성 가중치입니다.", "UnitProfileTable.json": "UnitProfileTable.json", "UnitRespawnTermByDifficulty": "UnitRespawnTermByDifficulty", "UnitSpeedModifier": "UnitSpeedModifier", "UnitStatusSystem_NaturalHealthPointRestorePercentage를 통한 생명력 회복량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "UnitStatusSystem_NaturalHealthPointRestorePercentage를 통한 생명력 회복량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다", "UnitStatusSystem_RestWoundDecreasePercentage를 통한 부상치 감소량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "UnitStatusSystem_RestWoundDecreasePercentage를 통한 부상치 감소량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다", "UnitTable.json": "UnitTable.json", "UnitVisualDatabase.json": "UnitVisualDatabase.json", "Unit_": "Unit_", "Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.)": "Unit_Base_Natural 생명력 Regen은 유닛이 {0}분마다 {1}을 회복하게 합니다. (현재로서는 약간의 확장성을 제공합니다.)", "Units & Monsters": "유닛 & 몬스터", "Units & Monsters - Dungeon Settlers Wiki": "유닛 및 몬스터 - 던전 세틀러즈 위키", "Units & monsters": "단위 및 몬스터", "Units (": "유닛 (", "Units (default trait):": "유닛 (기본 특성):", "Units and Survival": "유닛 및 생존", "Units can grow up to level 12 by": "단위는 다음을 통해 레벨 12까지 성장할 수 있습니다", "Units can only be dismissed while in the settlement.": "유닛은 정착지에 있을 때만 해제할 수 있습니다.", "Units can reach level 12 through": "Units can reach level 12 through", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is": "유닛은 탐사단과 전투에서 경험을 얻고 고정된 사다리에서 레벨을 올립니다. 레벨 캡은", "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is 12, and settlement buildings cap at level 5.": "유닛은 탐사단과 전투를 통해 경험치를 얻고 고정된 단계에 따라 레벨업합니다. 레벨 상한은 12이며, 정착지 건물의 레벨 상한은 5입니다.", "Units gain the": "유닛이 얻습니다", "Units in a bad": "나쁜 상태의 유닛", "Units not positioned inside the Portal Room will disappear when using a portal.": "포탈 방 내부에 위치하지 않은 유닛은 포탈을 사용할 때 사라집니다.", "Units only recognize items in their own inventory, storage, or on the ground as valid materials. Items carried by other units cannot be used.": "유닛은 자신의 인벤토리, 보관함, 또는 바닥에 있는 아이템만 유효한 재료로 인식합니다. 다른 유닛이 소지한 아이템은 사용할 수 없습니다.", "Units prioritize available tasks from the top of the queue.": "유닛은 대기열 상단의 사용 가능한 작업을 우선시합니다.", "Units that have reached maximum": "최대값에 도달한 유닛", "Units that have reached maximum EXP can perform": "Units that have reached maximum EXP can perform", "Units that have reached maximum EXP can perform 봉헌 at the Goddess Statue to level up. During 봉헌, increases to each 주요 능력치 are presented at random": "최대 경험치를 달성한 유닛은 여신상에서 봉헌하여 레벨을 상승시킬 수 있습니다. 봉헌 시 각 주요 능력치의 상승치가 무작위로 제시됩니다.", "Units that have reached maximum experience can perform": "최대 경험에 도달한 단위가 수행할 수 있습니다", "Units that have reached maximum experience can perform 봉헌 at the Goddess Statue to level up. During 봉헌, the increase in each 주요 능력치 is randomly de": "최대 경험치를 달성한 유닛은 여신상에서 봉헌하여 레벨을 상승시킬 수 있습니다. 봉헌 시 각 주요 능력치의 상승치가 무작위로 결정됩니다.", "Units this tree can put on the field, with their derived stats (at the stock caster, level cap) and how hard they hit. The summon output is separate from the cast that places it.": "이 트리가 필드에 배치할 수 있는 유닛과 그 파생 스탯(기본 시전자 기준, 레벨 상한), 그리고 얼마나 세게 때리는지를 보여줍니다. 소환된 유닛의 결과물은 이를 배치하는 시전 자체와는 별개입니다.", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 20 seconds, it crumbles and returns to nature.": "1 범위 내의 유닛은 소환자의 마법 공격력의 15%와 같은 체력 재생을 얻습니다. 20초 후 부서져서 자연으로 돌아갑니다.", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": "사거리 1 이내의 유닛은 소환자 마법 공격력의 15%에 해당하는 생명력 재생을 얻습니다. 40초 후에는 무너져 자연으로 돌아갑니다.", "Units within 1 range gain health regeneration equal to 15% of the summoner's magic atta…": "1 범위 내의 유닛은 소환자의 마법 공격력의 15%만큼 생명력 재생을 획득합니다…", "Units:": "유닛:", "Unleashes an intense killing aura, dealing 30% of": "강렬한 살상 오라를 방출하여, 다음의 30%를 피해로 입힙니다", "Unleashes an intense killing aura, dealing 30% of Physical Attack Power as damage to enemy units and granting 1 Exposed Flaw and Slow for 5 seconds.": "강렬한 살기를 발산하여 적 유닛에게 PAtk의 30%만큼 피해를 입히고 5초간 약점 노출 1과 둔화를 부여합니다.", "Unleashes an intense killing aura, dealing 30% of Physical Attack Power as damage to enemy units and granti…": "Unleashes an intense killing aura, dealing 30% of Physical Attack Power as damage to enemy units and granti…", "Unleashes an intense killing aura, dealing {0}% of": "강렬한 살기 오라를 방출하여 {0}%의 피해를 입힙니다", "Unleashes an intense killing aura, dealing {0}% of 물리 공격력 as damage to enemy units and granting {2} 빈틈 and 둔화 for {1} seconds.": "강렬한 살기를 발산하여 적 유닛들에게 물리 공격력의 {0}%에 해당하는 피해를 입히고, {1}초 동안 {2}의 빈틈과 둔화를 부여합니다.", "Unleashes an intense killing aura, dealing {0}% of 물리 공격력 as damage to the enemy unit and granting {2} 빈틈 and 둔화 for {1} seconds.": "강렬한 살기를 발산하여 해당 적 유닛에게 물리 공격력의 {0}%에 해당하는 피해를 입히고, {1}초 동안 {2}의 빈틈과 둔화를 부여합니다.", "Unleashes three sword waves forward, dealing 200% of": "앞으로 3개의 검 파도를 방출하여 다음의 200%를 입힙니다:", "Unleashes three sword waves forward, dealing 200% of Physical Attack Power as physical damage to all targets in a straight path.": "검기 세 줄기를 앞으로 발산하여 일직선상의 모든 대상에게 PAtk의 200%만큼 물리 피해를 입힙니다.", "Unleashes three sword waves forward, dealing 200% of Physical Attack Power as physical damage to all target…": "Unleashes three sword waves forward, dealing 200% of Physical Attack Power as physical damage to all target…", "Unleashing one's potential in the face of crisis.": "위기 상황에서 자신의 잠재력을 발휘합니다.", "Unleashing one's potential in the face of crisis. Periodically boosts the Mood of nearby units.": "위기에 직면하여 자신의 잠재력을 발휘. 근처 유닛의 기분을 주기적으로 증가시킵니다.", "Unless there is a special reason not to, expedition members will automatically carry out the orders you give.": "특별한 이유가 없는 한 탐사단원은 당신이 주는 명령을 자동으로 수행합니다.", "Unlike Slay (which grants Exposed Flaw to yourself), Deadly Fear applies Exposed Flaw and Slow to the enemy. Your follow-up melee attacks on that target are then guaranteed crits, feeding Blade Spirit's energy refund and Guard Barrier's shield. It is a setup, not an engine - a 15s cooldown, so you use it to mark a priority target rather than spam it - which is why it is strong rather than busted. On a greatsword unit without the Warrior tree, Deadly Fear is still worth it for the guaranteed-crit window alone.": "자기 자신에게 노출된 약점을 부여하는 슬레이와 달리, 데들리 피어는 적에게 노출된 약점과 둔화를 겁니다. 그러면 그 대상에 대한 이후 근접 공격이 확정 치명타가 되어, 블레이드 스피릿의 에너지 환급과 가드 배리어의 실드를 함께 발동시킵니다. 이는 엔진이 아니라 셋업입니다. 재사용 대기이 15초라 계속 사용하기보다 우선 순위 대상을 지정하는 용도로 쓰게 되며, 그래서 사기가 아니라 강력한 수준에 그칩니다. 전사 트리가 없는 대검 유닛이라도 확정 치명타 구간 하나만으로도 데들리 피어는 쓸 가치가 있습니다.", "Unlock": "잠금 해제", "Unlock requires:": "잠금 해제 필요:", "Unlock rule": "잠금 해제 규칙", "Unlocked at clan rank 2": "클랜 등급 2에서 해제됨", "Unlocked by research": "연구로 잠금 해제", "Unlocked first by the research": "먼저 연구로 잠금을 해제", "Unlocked first by the research {#}.": "먼저 연구 {#}로 잠금을 해제하세요.", "Unlocks": "잠금 해제", "Unlocks:": "잠금 해제:", "Unlocks: {#} +{#} more.": "해금: {#} 외 {#}개.", "Unlocks: {#}.": "해금: {#}.", "Unnamed Box - Dungeon Settlers Wiki": "이름 모를 상자 - 던전 세틀러즈 위키", "Unobtainable items (no craft, drop, trade, quest or research source in this build) are tagged \"gated\" and sort to the bottom of every list.": "획득 불가 아이템(이 빌드에 제작/드랍/거래/퀘스트/연구 출처 없음)은 \"gated\" 태그가 붙고 모든 목록의 맨 아래로 정렬됩니다.", "Unobtainable items (no craft, drop, trade, quest or research source in this build) are tagged \"{#}\" and sort to the bottom of every list.": "획득 불가 아이템(이 빌드에 제작/드랍/거래/퀘스트/연구 출처 없음)은 \"{#}\" 태그가 붙고 모든 목록의 맨 아래로 정렬됩니다.", "Unofficial database - DS_B.0.3.26 (Steam build 23739108)": "비공식 데이터베이스 - DS_B.0.3.26 (Steam 빌드 23739108)", "Unofficial database - DS_B.0.3.40 (Steam build 24354931)": "비공식 데이터베이스 - DS_B.0.3.40 (Steam 빌드 24354931)", "Unpaid Retirement Pay - Dungeon Settlers Wiki": "미지불된 퇴직금 - 던전 세틀러즈 위키", "Unpaid Retirement Pay icon": "미지불된 퇴직금 아이콘", "Unreleased": "미출시", "Unreleased & future content (spoilers)": "미출시 및 향후 콘텐츠 (스포일러)", "Unreleased / empty trees": "미출시 / 빈 트리", "Unreleased Magic Schools": "미출시 마법 학교", "Unreleased Magic Schools (Holy / Dark / Survival)": "미출시 마법 학교 (성스러운 / 어두운 / 생존)", "Unreleased Metal Tiers": "미출시 금속 계층", "Unreleased Metal Tiers (Tin / Bronze / Iron)": "미출시 금속 계층 (주석 / 청동 / 철)", "Unreleased Races": "미출시 종", "Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)": "미출시 종 (드워프 / 흰 악마 / 탈, 플러스 늑대인간 기초)", "Unreleased and test template entries (10)": "미출시 및 테스트 템플릿 항목 (10)", "Unreleased races:": "출시되지 않은 종:", "Unspawnable in stock demo": "표준 데모에서 스폰 불가", "Up to 5 enemies": "최대 5개 적", "Up to four members can join expedition.": "최대 4명까지 탐사단에 참여할 수 있습니다.", "Upcoming": "출시 예정", "Upcoming regions": "예정된 지역", "Updates": "업데이트", "Upkeep": "유지비", "Upon death, its corpse explodes, dealing 300% of its magic attack power as magic damage to all nearby targets and applying 1 stacks of": "사망 시 사체가 폭발하여 근처의 모든 대상에게 자신의 마법 공격력의 300%에 해당하는 마법 피해를 입히고 다음 상태를 1스택 부여합니다", "Upon death, its corpse explodes, dealing 300% of its magic attack power as magic damage to all nearby targets and applying 1 stacks of Vulnerable for 10 seconds.": "사망 시 시체가 폭발하여 주변 모든 대상에게 자신의 마법 공격력의 300%에 해당하는 마법 피해를 입히고 취약 1을 10초 동안 부여합니다.", "Upon death, its corpse explodes, dealing 300% of its magic attack power as magic damage…": "죽을 때, 시체가 폭발하여 마법 공격력의 300%만큼 마법 피해를 줍니다…", "Upon death, the corpse explodes, dealing 300% of magic attack power as magic damage to all nearby targets and applying 1": "사망 시 시체가 폭발하여 주변의 모든 대상에게 마법 공격력의 300%에 해당하는 마법 피해를 입히고 1", "Upon defeating an enemy, inflicts 1 stacks of": "적을 처치했을 때, 1 중첩의", "Upon killing an enemy, apply {1}": "적을 처치할 때 {1}을 적용합니다", "Upon killing an enemy, apply {1} 연소 for {0} seconds to all enemy units adjacent to the target.": "적을 처치할 때, 대상 주변의 모든 적 유닛에게 {0}초 동안 {1}개의 연소를 적용합니다.", "Upon killing an enemy, gain an": "적을 처치하면 다음을 얻습니다:", "Upon reaching the maximum stack,": "최대 스택에 도달하면,", "Upon reaching the maximum stack, Critical Chance increases by ?%.": "최대 스택에 도달하면 극대 확률이 ?% 증가합니다.", "Upon spotting you, Endorsi shows a hint of joy before turning away. She, who had been rummaging through her quiver, ope...": "당신을 발견한 엔도르시는 기쁨의 힌트를 보였다가 돌아섭니다. 화살통을 뒤지고 있던 그녀는...", "Usable": "사용 가능", "Use 'Behavior Options' in the entity summary panel to control unit behavior.": "엔티티 요약 패널의 '행동 옵션'을 사용하여 유닛 행동을 제어하세요.", "Use Ointment - Dungeon Settlers Wiki": "연고 사용 - 던전 세틀러즈 위키", "Use Ointment icon": "연고 사용 아이콘", "Use a charge attack, When it take damage 5 times": "돌진 공격 사용, 5회 피해를 입을 때", "Use a charge attack, When it take damage ? times": "돌진 공격 사용, ? 회 피해를 입을 때", "Use a throw attack, When it take damage 10 times": "던지기 공격 사용, 10회 피해를 입을 때", "Use a throw attack, When it take damage ? times": "던지기 공격 사용, ? 회 피해를 입을 때", "Use an Ointment": "연고 사용", "Use it to decide which of the automatically used consumables to allow or ban for your units.": "자동으로 사용되는 소비품 중 유닛에 대해 허용하거나 금지할 항목을 결정하는 데 사용하세요.", "Use ointment to restore 800": "연고를 사용하여 800을 회복", "Use ointment to restore 800 Current Health over 10 seconds.": "Use ointment to restore 800 Current Health over 10 seconds.", "Use the Hold Position action option if you want a unit to stay in place.": "유닛이 제 위치에 머물기를 원한다면 위치 유지 행동 옵션을 사용하세요.", "Use the pause function strategically.": "일시정지 기능을 전략적으로 사용하세요.", "Use their relationships strategically to your advantage.": "그들의 관계를 전략적으로 당신의 이점으로 사용하세요.", "Use this item to construct a Merchant Chamber in your settlement.": "이 아이템을 사용하여 정착지에 상인 방을 건설하세요.", "Use this item to construct a [ROOM_MerchantRoom] in your settlement.": "이 아이템을 사용해 정착지에 [ROOM_MerchantRoom]을 건설하세요.", "Use to permanently teach a character": "캐릭터에게 영구적으로 스킬을 가르칠 때 사용", "Use to permanently teach a character the": "캐릭터를 영구적으로 가르치기 위해 사용합니다", "Use to permanently teach a character this monster's skill.": "이 몬스터의 기술을 캐릭터에게 영구적으로 가르치는 데 사용합니다.", "UseItemQuickSlot_1": "UseItemQuickSlot_1", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0", "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0", "UseSkill_0": "UseSkill_0", "UseSkill_1": "UseSkill_1", "UseSkill_2": "UseSkill_2", "UseSkill_3": "UseSkill_3", "UseSkill_4": "UseSkill_4", "Used by": "사용 주체", "Used for recruitment and trade.": "모집 및 거래에 사용됩니다.", "Used in": "사용 위치", "Used to learn active skills.": "Used to learn active skills.", "Used to learn active skills. Earned through 레벨 상승.": "Used to learn active skills. Earned through 레벨 상승.", "Used to learn passive skills.": "Used to learn passive skills.", "Used to learn passive skills. Earned through 레벨 상승.": "Used to learn passive skills. Earned through 레벨 상승.", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...": "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...", "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.": "항상 앞에서 걷던 {0}는 한 개의 잔가지도 함부로 밟지 않았다. 풀숲에 숨고 바람의 방향을 지켜봤으며, 뒤따르는 자들이 위험을 만나기 전에 길을 정했다. 하지만 항상 먼저 침묵하는 법을 배웠던 탓에 자신의 생각을 말하기까지 시간이 걸렸다.", "Useful Magic Scrap Pile (resource node)": "유용한 마법 자투리 더미 (자원 노드)", "Useful Magic Scrap Pile (resource node) - Dungeon Settlers Wiki": "유용한 마법 스크랩 더미 (자원 노드) - 던전 세틀러즈 위키", "Useful Magic Scrap Pile Random1": "유용한 마법 스크랩 더미 Random1", "Useful Magic Scrap Pile Random2": "유용한 마법 폐기물 더미 랜덤2", "Uses a charge attack after taking damage 5 times.": "피해를 5회 받으면 돌진 공격을 사용합니다.", "Uses a charge attack after taking damage ? times.": "피해를 ?회 받으면 돌진 공격을 사용합니다.", "Uses the same RD.skills recipe engine as the Spell Damage Ranking and the per-skill table above - same number, no separate DamageDealt%/FDM stacking.": "위의 주문 피해 순위 및 스킬별 표와 동일한 RD.skills 계산 엔진을 사용하므로 같은 수치가 나오며, DamageDealt%/FDM가 별도로 중첩되지 않습니다.", "Uses/summons": "사용/소환", "VARIANT 1": "VARIANT 1", "VARIANT 2": "VARIANT 2", "VARIANT 3": "VARIANT 3", "VARIANT {#}": "유형 {#}", "Valid save.": "올바른 세이브 파일입니다.", "Value": "값", "Value for how many aptitudes are revealed when using Inspect": "Inspect를 사용할 때 공개되는 적성의 수에 대한 값", "Values are the authored per-unit numbers in": "값은 다음의 저자가 작성한 단위별 숫자입니다", "Values before any percent modifier (inscriptions, difficulty, gear). Majors start at 10; enter a unit's major stats to see its final combat stats.": "인스크립션, 난이도, 장비 등 어떠한 퍼센트 보정치도 적용하기 전의 값입니다. 주요 스탯은 10에서 시작합니다. 유닛의 주요 스탯을 입력하면 최종 전투 스탯을 확인할 수 있습니다.", "Vampire Potion - Dungeon Settlers Wiki": "흡혈 물약 - 던전 세틀러즈 위키", "Vampire Potion icon": "흡혈 물약 아이콘", "Vampire Potion range and area shown on a dungeon room": "던전 방에 표시된 뱀파이어 물약의 범위와 영역", "Variants": "변형", "Varies the initial main stats by this ratio (= starting stats). Applied uniformly for now, but may need to be differentiated later based on Background, etc.": "초기 주요 능력치를 이 비율만큼 변화시킨다(= 시작 능력치). 현재는 일괄 적용되지만, 이후 배경 등에 따라 차등 적용이 필요할 수 있다.", "Various interesting random events occur during gameplay, tailored to the expedition's situation and the traits of its members.": "게임 플레이 중 탐사단의 상황과 구성원들의 특성에 맞춰 다양하고 흥미로운 무작위 이벤트가 발생합니다.", "Vegetarian": "채식", "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType": "채식 (13개 항목), 육식 (10개), 잡식 (2개) ItemSubType을 통해", "Vegetarian by conscience: Elves gain the": "양심에 의한 채식주의자: 엘프는", "Vegetarian by conscience: Elves gain the [Carnal Guilt] mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "신념에 따른 채식주의자: 엘프는 고기를 먹으면 [육식의 죄책감] 기분 페널티를 받지만, 채소만 먹을 때 발생하는 일반적인 기분 페널티는 무시합니다.", "Veil Silence": "침묵의 장막", "Veil Silence Boss Giant Stone Golem": "침묵의 휘장 보스 거대 스톤 골렘", "Veil Silence Common Combat Middle1": "침묵의 장막 일반 전투 중간1", "Veil Silence Common Combat Middle10": "침묵의 장막 공통 전투 Middle10", "Veil Silence Common Combat Middle11": "침묵의 장막 일반 전투 중간11", "Veil Silence Common Combat Middle12": "침묵의 장막 일반 전투 중간12", "Veil Silence Common Combat Middle13": "침묵의 장막 일반 전투 중간13", "Veil Silence Common Combat Middle2": "침묵의 장막 일반 전투 중간2", "Veil Silence Common Combat Middle3": "침묵의 장막 일반 전투 중간3", "Veil Silence Common Combat Middle3 3f": "침묵의 장막 일반 전투 중간3 3층", "Veil Silence Common Combat Middle4": "침묵의 장막 일반 전투 중간4", "Veil Silence Common Combat Middle5": "침묵의 장막 일반 전투 중간5", "Veil Silence Common Combat Middle5 3f": "침묵의 장막 일반 전투 중간5 3층", "Veil Silence Common Combat Middle6": "침묵의 장막 일반 전투 중간6", "Veil Silence Common Combat Middle7": "침묵의 장막 일반 전투 중간7", "Veil Silence Common Combat Middle8": "침묵의 장막 일반 전투 중간8", "Veil Silence Common Combat Middle9": "침묵의 장막 일반 전투 중간9", "Veil Silence Common Combat Non Tree Small1": "침묵의 장막 일반 전투 나무 없음 작음1", "Veil Silence Common Combat Non Tree Small2": "침묵의 장막 공통 전투 비나무 소형2", "Veil Silence Common Combat Non Tree Small3": "침묵의 장막 공통 전투 비나무 소형3", "Veil Silence Common Combat Non Tree Small4": "침묵의 장막 공통 전투 비나무 소형4", "Veil Silence Common Combat Non Tree Small5": "침묵의 장막 공통 전투 비나무 소형5", "Veil Silence Common Combat Non Tree Small6": "침묵의 장막 공통 전투 비나무 소형6", "Veil Silence Common Combat Non Tree1": "침묵의 장막 공통 전투 비나무1", "Veil Silence Common Combat Non Tree2": "침묵의 장막 공통 전투 비나무2", "Veil Silence Common Combat Non Tree3": "침묵의 장막 공통 전투 비나무3", "Veil Silence Common Combat Non Tree4": "침묵의 장막 일반 전투 나무 없음4", "Veil Silence Common Combat Small1": "침묵의 장막 공통 전투 Small1", "Veil Silence Common Combat Small1 3f": "침묵의 장막 일반 전투 작음1 3층", "Veil Silence Common Combat Small2": "침묵의 장막 일반 전투 작음2", "Veil Silence Common Combat Small2 3f": "침묵의 장막 공통 전투 소형2 3층", "Veil Silence Common Combat Small3": "침묵의 장막 일반 전투 작음3", "Veil Silence Common Combat Small3 3f": "침묵의 장막 공통 전투 소형3 3층", "Veil Silence Common Core1": "침묵의 장막 공통 핵1", "Veil Silence Common Core2": "침묵의 장막 공통 Core2", "Veil Silence Common Elite Alpha Acid Slogel1": "침묵의 장막 공통 엘리트 알파 산성 스로젤1", "Veil Silence Common Elite Red Monster Rat1": "침묵의 장막 일반 정예 빨간 몬스터 쥐1", "Veil Silence Common Elite Red Monster Rat2": "침묵의 장막 일반 정예 빨간 몬스터 쥐2", "Veil Silence Common Elite Red Monster Rat3": "침묵의 장막 일반 정예 빨간 몬스터 쥐3", "Veil Silence Common Elite Red Monster Rat4": "침묵의 장막 일반 정예 빨간 몬스터 쥐4", "Veil Silence Common Elite Treasure Luxurious1": "침묵의 장막 일반 엘리트 보물 호화로운1", "Veil Silence Common Elite Treasure Luxurious2": "침묵의 장막 일반 엘리트 보물 호화로운2", "Veil Silence Common Elite Treasure Modest1": "침묵의 장막 일반 엘리트 보물 수수한1", "Veil Silence Common Elite Treasure Sturdy1": "침묵의 장막 일반 엘리트 보물 튼튼1", "Veil Silence Common Elite Treasure Sturdy2": "침묵의 장막 일반 엘리트 보물 튼튼2", "Veil Silence Common Event Abandoned Campsite": "침묵의 장막 공통 이벤트 포기된 야영지", "Veil Silence Common Event Abandoned Room1": "침묵의 장막 공통 이벤트 버려진 방1", "Veil Silence Common Event Abandoned Room2": "침묵의 장막 공통 이벤트 버려진 방2", "Veil Silence Common Event Ancient Library1": "침묵의 장막 일반 이벤트 고대 도서관1", "Veil Silence Common Event Ancient Library2": "침묵의 장막 일반 이벤트 고대 도서관2", "Veil Silence Common Event Ancient Library3": "침묵의 장막 일반 이벤트 고대 도서관3", "Veil Silence Common Event Bee Hive Tree": "침묵의 장막 일반 이벤트 벌집 나무", "Veil Silence Common Event Blood Tree": "침묵의 장막 공통 이벤트 피의 나무", "Veil Silence Common Event Codex Level1": "침묵의 장막 공통 이벤트 전서 레벨1", "Veil Silence Common Event Echo Flower": "침묵의 휘장 일반 이벤트 메아리 꽃", "Veil Silence Common Event Endrossi": "침묵의 장막 공통 이벤트 엔드로씨", "Veil Silence Common Event Flower": "침묵의 장막 일반 이벤트 꽃", "Veil Silence Common Event Herb": "침묵의 장막 일반 이벤트 약초", "Veil Silence Common Event Hidden Mandrake": "침묵의 장막 공통 이벤트 숨겨진 만드라고라", "Veil Silence Common Event Lab Rat Breeding Center": "침묵의 휘장 일반 이벤트 쥐 번식 센터", "Veil Silence Common Event Mandrake": "침묵의 장막 일반 이벤트 만드레이크", "Veil Silence Common Event Merchant": "침묵의 장막 일반 이벤트 상인", "Veil Silence Common Event Scare Crow": "침묵의 장막 공통 이벤트 허수아비", "Veil Silence Common Event Temporal Rest": "침묵의 장막 일반 이벤트 시간적 휴식", "Veil Silence Common Event Tree Of Life": "침묵의 장막 일반 이벤트 생명의 나무", "Veil Silence Common Event Xenon": "침묵의 장막 공통 이벤트 제논", "Veil Silence Common Goddess": "침묵의 장막 일반 여신", "Veil Silence Common Hard Combat Middle1": "침묵의 장막 일반 어려움 전투 중간1", "Veil Silence Common Hard Combat Middle2": "침묵의 장막 일반 어려움 전투 중간2", "Veil Silence Common Hard Combat Middle2 3f": "침묵의 장막 일반 어려움 전투 중간2 3층", "Veil Silence Common Hard Combat Middle3": "침묵의 장막 일반 어려움 전투 중간3", "Veil Silence Common Hard Combat Middle3 3f": "침묵의 장막 일반 어려움 전투 중간3 3층", "Veil Silence Common Hard Combat Middle4": "침묵의 장막 일반 어려움 전투 중간4", "Veil Silence Common Hard Combat Middle4 3f": "침묵의 장막 일반 어려움 전투 중간4 3층", "Veil Silence Common Hard Combat Middle5": "침묵의 장막 일반 어려움 전투 중간5", "Veil Silence Common Hard Combat Middle6": "침묵의 장막 일반 어려움 전투 중간6", "Veil Silence Common Hard Combat Middle6 3f": "침묵의 장막 일반 어려움 전투 중간6 3층", "Veil Silence Common Horizontal Corridor 1": "침묵의 장막 공통 수평 복도 1", "Veil Silence Common Horizontal Corridor 1 3f": "침묵의 장막 공통 수평 복도 1 3층", "Veil Silence Common Horizontal Corridor 2": "침묵의 장막 공통 수평 복도 2", "Veil Silence Common Horizontal Corridor 2 3f": "침묵의 장막 공통 수평 복도 2 3층", "Veil Silence Common Horizontal Corridor 3": "침묵의 장막 공통 수평 복도 3", "Veil Silence Common Horizontal Corridor 3 3f": "침묵의 장막 공통 수평 복도 3 3층", "Veil Silence Common Resource Blue Berry1": "침묵의 장막 공통 자원 파란 베리1", "Veil Silence Common Resource Blue Berry2": "침묵의 장막 공통 자원 파란 베리2", "Veil Silence Common Resource Blue Crystal Fake1": "침묵의 장막 일반 자원 파란 크리스탈 가짜1", "Veil Silence Common Resource Blue Crystal Fake2": "침묵의 장막 일반 자원 파란 크리스탈 가짜2", "Veil Silence Common Resource Blue Crystal Small1": "침묵의 장막 일반 자원 파란 크리스탈 작음1", "Veil Silence Common Resource Green Crystal Fake1": "침묵의 장막 일반 자원 녹색 크리스탈 가짜1", "Veil Silence Common Resource Green Crystal Fake2": "침묵의 장막 일반 자원 녹색 크리스탈 가짜2", "Veil Silence Common Resource Green Crystal Small1": "침묵의 장막 일반 자원 녹색 크리스탈 작음1", "Veil Silence Common Resource Herb1": "침묵의 장막 공통 자원 허브1", "Veil Silence Common Resource Herb2": "침묵의 장막 공통 자원 허브2", "Veil Silence Common Resource Oat": "침묵의 장막 공통 자원 귀리", "Veil Silence Common Resource Red Crystal Fake1": "침묵의 장막 일반 자원 빨간 크리스탈 가짜1", "Veil Silence Common Resource Red Crystal Fake2": "침묵의 장막 일반 자원 빨간 크리스탈 가짜2", "Veil Silence Common Resource Red Crystal Small1": "침묵의 장막 일반 자원 빨간 크리스탈 작음1", "Veil Silence Common Resource Silver Small1": "침묵의 장막 공통 자원 은 Small1", "Veil Silence Common Resource Tree Middle1": "침묵의 장막 일반 자원 나무 중간1", "Veil Silence Common Resource Tree Small1": "침묵의 장막 일반 자원 나무 작음1", "Veil Silence Common Resource Turnip1": "침묵의 장막 공통 자원 순무1", "Veil Silence Common Resource Turnip2": "침묵의 장막 공통 자원 순무2", "Veil Silence Common Treasure Luxurious1": "침묵의 장막 일반 보물 호화로운1", "Veil Silence Common Treasure Modest1": "침묵의 장막 일반 보물 수수한1", "Veil Silence Common Treasure Sturdy1": "침묵의 장막 일반 보물 튼튼1", "Veil Silence Common Treasure Sturdy2": "침묵의 장막 일반 보물 튼튼2", "Veil Silence Common Vertical Corridor 1": "침묵의 장막 공통 수직 복도 1", "Veil Silence Common Vertical Corridor 1 3f": "침묵의 장막 공통 수직 복도 1 3층", "Veil Silence Common Vertical Corridor 2": "침묵의 장막 공통 수직 복도 2", "Veil Silence Common Vertical Corridor 2 3f": "침묵의 장막 공통 수직 복도 2 3층", "Veil Silence F1-F2": "침묵의 장막 F1-F2", "Veil Silence F1-F3": "침묵의 장막 F1-F3", "Veil Silence F1-F4": "침묵의 장막 F1-F4", "Veil Silence F2-F3": "침묵의 장막 F2-F3", "Veil Silence F2-F4": "침묵의 장막 F2-F4", "Veil Silence F3-F4": "침묵의 장막 F3-F4", "Veil Silence F4": "침묵의 장막 F4", "Veil Silence F5": "침묵의 장막 F5", "Veil Silence F{#}": "베일의 침묵 F{#}", "Veil Silence F{#}-F{#}": "베일의 침묵 F{#}-F{#}", "Veil Silence Merchant": "침묵의 장막 상인", "Veil Silence Merchant - Dungeon Settlers Wiki": "침묵의 장막 상인 - 던전 세틀러즈 위키", "Veil Silence Merchant Fixed": "침묵의 장막 상인 고정", "Veil Silence Merchant icon": "침묵의 장막 상인 아이콘", "Veil Silence Phase3 Core": "장막의 침묵 3단계 핵심", "Veil Silence Phase3 Patrol Anomaly1": "장막의 침묵 3단계 순찰 이상1", "Veil Silence Phase3 Patrol Beast1": "장막의 침묵 3단계 순찰 야수1", "Veil Silence Phase3 Patrol Insect1": "장막의 침묵 3단계 순찰 곤충1", "Veil Silence Phase4 Patrol Anomaly1": "장막의 침묵 4단계 순찰 이상1", "Veil Silence Phase4 Patrol Beast1": "장막의 침묵 4단계 순찰 야수1", "Veil Silence Phase4 Patrol Insect1": "장막의 침묵 4단계 순찰 곤충1", "Veil Silence, Beast-faction monsters only: +20% Max HP (they also give +50% XP, a code-side reward not shown). Stacks with Gloth Victory. No effect on Festering Burrow or non-Beast monsters.": "침묵의 장막의 야수 진영 몬스터 한정: 최대 생명력 +20% (추가로 경험치 +50%를 주지만 이는 코드상 보상이라 표시되지 않습니다). 글로트 승리와 중첩됩니다. 문드러진 땅굴이나 야수가 아닌 몬스터에는 효과가 없습니다.", "Veil of Silence": "침묵의 장막", "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "침묵의 장막 -> 고름 속 굴 -> 버려진 광산 -> 잊힌 심연 -> 죽은 습지 -> 종말의 탑", "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "침묵의 장막과 튜토리얼은 안전 층을 생성하지 않습니다(GetProperFloor)", "Veil of Silence and the Tutorial never get a safe floor at all.": "침묵의 장막과 튜토리얼은 안전 층을 얻지 못합니다.", "VeilSilence": "VeilSilence", "Veil_": "Veil_", "Verbatim in-game texts for the talent tiers (": "재능 계층의 게임 내 정확한 텍스트(", "Verbatim texts from the new-campaign screen (": "새 캠페인 화면의 그대로 텍스트 (", "Verbs (51)": "동사 (51)", "Verbs (53)": "동사 (53)", "Verdant Spirit - Dungeon Settlers Wiki": "신록의 정령 - 던전 세틀러즈 위키", "Verdant Spirit icon": "신록의 정령 아이콘", "Verified from game code": "게임 코드에서 검증됨", "Version": "버전", "Version index": "버전 색인", "Versus benchmark": "벤치마크 대비", "Versus median": "중간값 대비", "Versus monster": "상대 몬스터", "Vertical Corridor 1": "세로 복도 1", "Vertical Corridor 1 - Dungeon Settlers Wiki": "수직 복도 1 - 던전 세틀러즈 위키", "Vertical Corridor 1 map": "수직 복도 1 지도", "Vertical Slash - Dungeon Settlers Wiki": "버티컬 슬래시 - 던전 세틀러즈 위키", "Vertical Slash icon": "버티컬 슬래시 아이콘", "Vertical Slash range and area shown on a dungeon room": "던전 방에서 표시된 수직 베기 범위 및 영역", "Very Exhausted (Caution, displays once)": "매우 피로 (주의, 1회 표시)", "Very Exhausted - Dungeon Settlers Wiki": "심한 탈진 - 던전 세틀러즈 위키", "Very Exhausted icon": "심한 탈진 아이콘", "Very Hard": "매우 어려움", "Very Hard Management Difficulty - desc": "Very Hard Management Difficulty - desc", "Very Hard Support Wagon Berry Fixed": "매우 어려움 보급 마차 베리 고정", "Very Hard Support Wagon Grass Fixed": "매우 어려움 보급 마차 풀 고정", "Very Hard Support Wagon Hardtack Fixed": "매우 어려움 보급 마차 경정 고정", "Very Hard Support Wagon Ointment Fixed": "매우 어려움 보급 마차 연고 고정", "Very Hard Support Wagon Tech Book Fixed": "매우 어려움 보급 마차 기술 책 고정", "Very Hard Support Wagon Wood Fixed": "매우 어려움 보급 마차 나무 고정", "Very Hungry (Caution, displays once)": "매우 배고픔 (주의, 1회 표시)", "Very Hungry - Dungeon Settlers Wiki": "심한 배고픔 - 던전 세틀러즈 위키", "Very Hungry icon": "심한 배고픔 아이콘", "Very dissatisfied unit": "매우 불만스러운 유닛", "Very excellent!": "아주 훌륭하군!", "Very hearty!": "아주 든든하군!", "Very interesting.": "매우 흥미롭습니다.", "VeryHeavyWeightApplyCondition": "VeryHeavyWeightApplyCondition", "Vice Captain's Badge": "부단장의 휘장", "View": "보기", "View the full Berserker tree page →": "전체 광전사 트리 페이지 보기 →", "View the full Blitz tree page →": "전체 번개전 트리 페이지 보기 →", "View the full Blunt tree page →": "전체 둔탁 트리 페이지 보기 →", "View the full Bow tree page →": "전체 활 트리 페이지 보기 →", "View the full Burst tree page →": "전체 폭발 트리 페이지 보기 →", "View the full Execution tree page →": "전체 처형 트리 페이지 보기 →", "View the full Fire Magic tree page →": "전체 화염 마법 트리 페이지 보기 →", "View the full Fortress tree page →": "전체 요새 트리 페이지 보기 →", "View the full Greatsword tree page →": "전체 대검 트리 페이지 보기 →", "View the full Guardian tree page →": "전체 수호자 트리 페이지 보기 →", "View the full Harmony tree page →": "전체 조화 트리 페이지 보기 →", "View the full Nature Magic tree page →": "전체 자연 마법 트리 페이지 보기 →", "View the full Shield tree page →": "전체 방패 트리 페이지 보기 →", "View the full Sword tree page →": "전체 검 트리 페이지 보기 →", "View the full Tide tree page →": "전체 조수 트리 페이지 보기 →", "View the full Warrior tree page →": "전체 전사 트리 페이지 보기 →", "View the full Water Magic tree page →": "전체 수마법 트리 페이지 보기 →", "View the full {#} tree page": "전체 {#} 트리 페이지 보기", "View the full 검 스킬 트리 tree page →": "검 스킬 트리 전체 트리 페이지 보기 →", "View the full 광전사 스킬 트리 tree page →": "광전사 스킬 트리 전체 트리 페이지 보기 →", "View the full 급습 스킬 트리 tree page →": "급습 스킬 트리 전체 트리 페이지 보기 →", "View the full 대검 스킬 트리 tree page →": "대검 스킬 트리 전체 트리 페이지 보기 →", "View the full 둔기 스킬 트리 tree page →": "둔기 스킬 트리 전체 트리 페이지 보기 →", "View the full 물 마법 스킬 트리 tree page →": "물 마법 스킬 트리 전체 트리 페이지 보기 →", "View the full 방패 스킬 트리 tree page →": "방패 스킬 트리 전체 트리 페이지 보기 →", "View the full 수호자 스킬 트리 tree page →": "수호자 스킬 트리 전체 트리 페이지 보기 →", "View the full 요새 스킬 트리 tree page →": "요새 스킬 트리 전체 트리 페이지 보기 →", "View the full 자연 마법 스킬 트리 tree page →": "자연 마법 스킬 트리 전체 트리 페이지 보기 →", "View the full 작렬 스킬 트리 tree page →": "작렬 스킬 트리 전체 트리 페이지 보기 →", "View the full 조화 스킬 트리 tree page →": "조화 스킬 트리 전체 트리 페이지 보기 →", "View the full 처형 스킬 트리 tree page →": "처형 스킬 트리 전체 트리 페이지 보기 →", "View the full 투사 스킬 트리 tree page →": "투사 스킬 트리 전체 트리 페이지 보기 →", "View the full 파도 스킬 트리 tree page →": "파도 스킬 트리 전체 트리 페이지 보기 →", "View the full 화염 마법 스킬 트리 tree page →": "화염 마법 스킬 트리 전체 트리 페이지 보기 →", "View the full 활 스킬 트리 tree page →": "활 스킬 트리 전체 트리 페이지 보기 →", "Vigorous - Dungeon Settlers Wiki": "활기참 - 던전 세틀러즈 위키", "Vigorous icon": "활기참 아이콘", "Vile Insult - Dungeon Settlers Wiki": "바일 인설트 - 던전 세틀러즈 위키", "Vile Insult icon": "바일 인설트 아이콘", "Vile Insult range and area shown on a dungeon room": "던전 방에서 표시된 불경한 모욕 범위 및 영역", "Visible in game": "게임에서 표시", "Vision": "시야", "Vision Range (": "시야 범위(", "Vision Range - Dungeon Settlers Wiki": "시야 범위 - 던전 세틀러즈 위키", "Vision Range coefficient is": "시야 범위 계수는", "Vision Range icon": "시야 범위 아이콘", "Vision Range is the core number. The game's own description: \"The range in which the unit reveals nearby areas and can spot enemies.\" It does double duty - it reveals fog of war for your side and it is the radius a monster uses to spot you. It is measured in": "시야 범위는 핵심 수치입니다. 게임 자체 설명: \"유닛이 주변 지역을 밝히고 적을 발견할 수 있는 범위.\" 이 수치는 두 가지 역할을 겸합니다 - 아군 쪽에서는 전장의 안개를 걷어내고, 몬스터 쪽에서는 당신을 발견하는 반경이 됩니다. 단위는", "Vision Range, precisely undoing the night penalty for whoever carries it.": "시야 범위, 이를 소유한 사람의 야간 페널티를 정확히 취소합니다.", "Vision range": "시야 범위", "Vision range = how far it spots and chases you": "시야 범위 = 얼마나 멀리서 당신을 발견하고 추격하는지", "Vision range = spot/chase distance": "시각 범위 = 발견/추격 거리", "Vision range decreases by 1": "시야 범위가 1만큼 감소합니다", "VisionRange": "VisionRange", "Visual profiles": "시각적 프로필", "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "체력 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "체력 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "Voice lines": "음성 라인", "Voice lines & hints": "음성 라인 및 힌트", "Vulnerable - Dungeon Settlers Wiki": "취약 - 던전 세틀러즈 위키", "Vulnerable icon": "취약 아이콘", "WIP Notice - desc": "작업 중 알림 - 설명", "WORK IN PROGRESS.": "진행 중입니다.", "Wagon Cog Wheel": "Wagon Cog Wheel", "Wagon Fixed": "마차 고정", "Wagon Scraps1": "마차 파편1", "Wagon Scraps1 - Dungeon Settlers Wiki": "마차 파편1 - 던전 세틀러즈 위키", "Wagon Scraps2": "마차 파편2", "Wagon Scraps2 - Dungeon Settlers Wiki": "마차 조각2 - 던전 세틀러즈 위키", "Wait For Appear FX": "Wait For Appear FX", "Wait For Appear FX - Dungeon Settlers Wiki": "나타남 효과 대기 - 던전 세틀러즈 위키", "Wait For Appear FX - 던전 세틀러즈 위키": "Wait For Appear FX - 던전 세틀러즈 위키", "Wait For Appear FX icon": "나타남 효과 대기 아이콘", "Wait For Appear FX 아이콘": "Wait For Appear FX 아이콘", "Wait a little longer.": "Wait a little longer.", "Wait tick duration while in the Idle state. Picks a random value between {0} and {1} to act. PS: In other words, this is the tick interval applied when 'repeating' Idle.": "Idle 상태에 있는 동안 대기하는 틱 길이. {0}과 {1} 사이에서 무작위 값을 골라 동작한다. PS: 다시 말해, Idle을 '반복'할 때 적용되는 틱 간격이다.", "Wait ticks when starting the Idle state. Picks a random value between {0} and {1} to act. PS: Means that when entering the Idle BT from doing something else, it waits this many ticks before starting. The previous task is unknown.": "Idle 상태를 시작할 때 대기하는 틱 수. {0}과 {1} 사이에서 무작위 값을 골라 동작한다. PS: 다른 행동을 하다가 Idle BT로 진입할 때, 시작하기 전에 이만큼의 틱을 대기한다는 의미. 이전에 어떤 태스크를 하고 있었는지는 알 수 없다.", "WakeUp": "깨어남", "WakeUpControlSleep": "WakeUpControlSleep", "WakeUpSevereExhausted": "WakeUpSevereExhausted", "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "걷기 ×3, 타격 ×2, 사망 ×1, 발구르기 ×1", "Wall - Dungeon Settlers Wiki": "벽 - 던전 세틀러즈 위키", "Wall/Floor Q": "벽/바닥 Q", "Wall/floor quality is the average Quality over the floor tiles inside the room AND the walls enclosing it, corners included; buildable tiers are Straw Q0 / Log Q5 / Lumber (plank) Q10 / Stone Q15, so building walls and floor entirely from the tier matching the gate always passes. The decoration total sums the Quality of every building inside the room EXCEPT walls, doors and floor tiles - the required furniture itself counts toward it. N differs per room: the exact thresholds are the": "벽/바닥 품질은 방 안쪽의 바닥 타일과 이를 둘러싼 벽(모서리 포함)의 평균 Quality다. 건축 가능한 등급은 짚 Q0 / 통나무 Q5 / 목재(판자) Q10 / 석재 Q15이며, 조건에 맞는 등급으로만 벽과 바닥을 지으면 항상 통과한다. 장식 총합은 벽, 문, 바닥 타일을 제외한 방 안의 모든 건축물의 Quality를 더한 값이다 - 필요 가구 자체도 여기에 포함된다. N은 방마다 다르며, 정확한 기준값은", "Wanderer - Dungeon Settlers Wiki": "떠돌이 - 던전 세틀러즈 위키", "Wanderer icon": "떠돌이 아이콘", "Wandering through the forest makes you continually hungry for some unknown reason.": "숲을 헤매다 보면 알 수 없는 이유로 계속 배가 고파집니다.", "Ward - Dungeon Settlers Wiki": "결계 - 던전 세틀러즈 위키", "Ward icon": "결계 아이콘", "Warmth of Campfire - Dungeon Settlers Wiki": "모닥불의 온기 - 던전 세틀러즈 위키", "Warmth of Campfire icon": "모닥불의 온기 아이콘", "Warning": "경고", "Warning lines spoken before the sentinel engages.": "센티널이 교전하기 전에 말해지는 경고 라인.", "Warrior Skill Tree - Dungeon Settlers Wiki": "투사 스킬 트리 - 던전 세틀러즈 위키", "Warrior Skill Tree overview": "전사 스킬 트리 개요", "Warrior sub-tree (Blade Spirit)": "전사 서브트리 (검 정신)", "Warrior sub-tree (Flow Seeker + Blade Spirit)": "전사 하위 트리 (플로 시커 + 블레이드 스프릿)", "Warrior sub-tree (Flow Seeker)": "전사 서브트리 (흐름 추적자)", "Warrior tree": "전사 트리", "Warrior-tree skill": "전사 트리 스킬", "Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.": "장비 내구도를 확인하고 음식과 화살을 챙기십시오 - 부러진 무기와 배고픈 정착민은 실행을 일찍 끝냅니다.", "Watching one of them move, he murmurs to himself.": "그 중 하나가 움직이는 것을 보며 혼잣말로 중얼거립니다.", "Watching the scene unfold,": "장면이 펼쳐지는 것을 보며", "Water Arcron Staff - Dungeon Settlers Wiki": "물 정령 아크론 스태프 - 던전 세틀러즈 위키", "Water Arcron Staff icon": "물 정령 아크론 스태프 아이콘", "Water Bloodwood Staff - Dungeon Settlers Wiki": "물의 혈목 스태프 - 던전 세틀러즈 위키", "Water Bloodwood Staff icon": "물의 혈목 스태프 아이콘", "Water Bone Staff - Dungeon Settlers Wiki": "물의 뼈 스태프 - 던전 세틀러즈 위키", "Water Bone Staff icon": "물의 뼈 스태프 아이콘", "Water Bronze Staff - Dungeon Settlers Wiki": "물 정령 청동 스태프 - 던전 세틀러즈 위키", "Water Bronze Staff icon": "물 정령 청동 스태프 아이콘", "Water Carapace Staff - Dungeon Settlers Wiki": "물 갑각 스태프 - 던전 세틀러즈 위키", "Water Carapace Staff icon": "물 갑각 스태프 아이콘", "Water Copper Staff - Dungeon Settlers Wiki": "물 정령 구리 스태프 - 던전 세틀러즈 위키", "Water Copper Staff icon": "물 정령 구리 스태프 아이콘", "Water Dive - Dungeon Settlers Wiki": "워터 다이브 - 던전 세틀러즈 위키", "Water Dive icon": "워터 다이브 아이콘", "Water Dive range and area shown on a dungeon room": "던전 방에서 표시된 물 다이브 범위 및 영역", "Water Essence (12.5%)": "수의 정수 (12.5%)", "Water Essence (13.79%)": "수의 정수 (13.79%)", "Water Essence (16.67%)": "물 에센스 (16.67%)", "Water Essence (18.37%)": "수의 정수 (18.37%)", "Water Essence (9.09%)": "수의 정수 (9.09%)", "Water Essence - Dungeon Settlers Wiki": "물의 정수 - 던전 세틀러즈 위키", "Water Essence icon": "물의 정수 아이콘", "Water Iron Staff - Dungeon Settlers Wiki": "물의 연철 스태프 - 던전 세틀러즈 위키", "Water Iron Staff icon": "물의 연철 스태프 아이콘", "Water Magic": "물 마법", "Water Magic Skill Aptitude": "수중 마법 적성", "Water Magic Skill Aptitude - Dungeon Settlers Wiki": "물 마법 기술 소질 - 던전 세틀러즈 위키", "Water Magic Skill Aptitude icon": "물 마법 기술 소질 아이콘", "Water Magic Skill Tree - Dungeon Settlers Wiki": "물 마법 스킬 트리 - 던전 세틀러즈 위키", "Water Magic Skill Tree overview": "물 마법 스킬 트리 개요", "Water Magic tree for Bubbletoad": "버블토드를 위한 물 마법 트리", "Water Magic units can summon creatures (": "물 마법 유닛은 생물을 소환할 수 있습니다 (", "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the": "물 마법 유닛은 크리쳐(버블링과 버블토드)를 소환할 수 있으며, 소환수의 능력치는 다음에 따라 조정됩니다", "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the summoner's Magic Attack Power rather than being a f…": "물 마법 유닛은 생물(버블링과 버블토드)을 소환할 수 있으며, 소환수의 위력은 고정된 값이 아니라…", "Water Staff": "물 스태프", "Water Staff (two-handed - no shield)": "물 지팡이 (양손 - 방패 불가)", "Water Summoner": "수로 소환사", "Water Tin Staff - Dungeon Settlers Wiki": "물 정령 주석 스태프 - 던전 세틀러즈 위키", "Water Tin Staff icon": "물 정령 주석 스태프 아이콘", "Water Wave": "물 파도", "Water Wooden Staff - Dungeon Settlers Wiki": "물의 나무 스태프 - 던전 세틀러즈 위키", "Water Wooden Staff icon": "물의 나무 스태프 아이콘", "Water magic excels in healing and defense.": "물 마법은 치유와 방어에 우수합니다.", "Water staff (Summon Bubbling is a free weapon skill)": "물 지팡이 (거품 소환은 무료 무기 스킬)", "Water staff (Summon Bubbling)": "물 지팡이 (거품 소환)", "WaterMagic": "WaterMagic", "WaterSummoned": "WaterSummoned", "Wave Cycle - Dungeon Settlers Wiki": "웨이브 사이클 - 던전 세틀러즈 위키", "Wave Cycle icon": "웨이브 사이클 아이콘", "We need a new Vice Captain.": "새로운 부단장이 필요해.", "We need to push on deeper.": "우리는 더 깊이 나아가야 한다.", "We read all the feedback you leave on the Steam Community and Discord.": "우리는 Steam 커뮤니티와 Discord에 남겨주신 모든 피드백을 읽습니다.", "We should search inside.": "우리는 안을 수색해야 해.", "We will continue improving the balance, quality-of-life features, events, and late-game content.": "우리는 계속해서 균형, 편의 기능, 이벤트 및 후반 콘텐츠를 개선할 것입니다.", "We'll bring that thing down.": "우리가 그걸 쓰러뜨릴 거야.", "We'll show you what we can do.": "우리가 뭘 할 수 있는지 보여주지.", "Weak Acid Insect - Dungeon Settlers Wiki": "허약한 산성충 - 던전 세틀러즈 위키", "Weak Acid Insect icon": "허약한 산성충 아이콘", "Weak Acid Insect variant": "약한 산 곤충 변형", "Weak Grey Rat - Dungeon Settlers Wiki": "허약한 회색쥐 - 던전 세틀러즈 위키", "Weak Grey Rat icon": "허약한 회색쥐 아이콘", "Weak Grey Rat variant": "약한 회색 쥐 변형", "Weak Grey Rats": "약한 회색 쥐", "Weakened - Dungeon Settlers Wiki": "쇠약 - 던전 세틀러즈 위키", "Weakened icon": "쇠약 아이콘", "Weapon": "무기", "Weapon - attacking": "무기 - 공격", "Weapon Deflect - Dungeon Settlers Wiki": "웨폰 디플렉트 - 던전 세틀러즈 위키", "Weapon Deflect icon": "웨폰 디플렉트 아이콘", "Weapon comparison": "무기 비교", "Weapon skill": "무기 기술", "Weapon skill tree": "무기 스킬 트리", "Weapon skill trees": "무기 스킬 트리", "Weapon skill trees - Main SP": "무기 스킬 트리 - 메인 SP", "Weapon wear": "무기 내구도", "Weapon wear: attacking": "무기 마모: 공격", "Weapon/magic skill-tree layouts (3 columns per row).": "무기/마법 스킬 트리 배치(행당 3열).", "Weapon:": "무기:", "Weapons come in one-handed and two-handed types.": "무기는 한손 및 양손 유형으로 제공됩니다.", "Wear source": "마모 원인", "Weather": "날씨", "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "날씨 [0]: 정착지 [1~6]: 지역 1~6 [7]: 심연", "Weather: applied by the current dungeon weather": "날씨: 현재 던전 날씨에 의해 적용됨", "WeatherHourMinMax": "WeatherHourMinMax", "WeatherWeightHeavyRain": "WeatherWeightHeavyRain", "WeatherWeightRain": "WeatherWeightRain", "WeatherWeightSunny": "WeatherWeightSunny", "Weaving Processing": "직조 가공", "Weaving Processing Complete": "직조 처리 완료", "Weaving Processing not completed": "Weaving Processing not completed", "Weight - Dungeon Settlers Wiki": "현재 무게 - 던전 세틀러즈 위키", "Weight Potion - Dungeon Settlers Wiki": "무게 물약 - 던전 세틀러즈 위키", "Weight Potion icon": "무게 물약 아이콘", "Weight Potion range and area shown on a dungeon room": "던전 방에 표시된 무게 물약의 범위와 영역", "Weight icon": "현재 무게 아이콘", "Weight share": "가중치 점유율", "Weight: Heavy": "무게: 무거움", "Weight: Very Heavy": "무게: 매우 무거움", "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "무게는 조건이 현재 유지되는 무작위 이벤트 중에서 선택되므로 실제 확률은 맥락에 따라 다릅니다.", "Weird Scarecrow - Dungeon Settlers Wiki": "기묘한 허수아비 - 던전 세틀러즈 위키", "Weird Scarecrow icon": "기묘한 허수아비 아이콘", "Welcome, everyone participating in the third playtest!": "3차 플레이 테스트에 참여해 주신 여러분을 환영합니다! <color=#f16071>이번 플레이 테스트는 기밀로 진행됩니다. 게임 플레이나 미공개 콘텐츠를 스트리밍하거나, 공유하거나 외부에 공개하지 마세요.</color> 현재 다양한 콘텐츠가 개발 중이며, 아직 2지역의 모든 콘텐츠가 공개되지 않았습니다. 게임을 더 이상 진행할 수 없는 문제나 플레이 중 치명적인 버그를 발견한 경우, 버그 리포트 기능을 이용하거나 저희 디스코드에 참여해 알려 주세요. 3차 플레이 테스트 서포터즈 전용 채널에 입장하는 방법은 다음과 같습니다: - Dungeon Settlers => third-supporter-access-portal 채널에 입장합니다. - 해당 채널에서 아래의 코드를 복사해 붙여넣으면 3차 플레이 테스트 서포터즈 전용 채널에 입장할 수 있습니다!", "Welcome, everyone participating in the third playtest! This is a confidential playtest. Please do not stream, share, or publicly disclose any gameplay or unreleased content. A variety of content is still in development, and not all content in Region 2 is available yet. If you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know. You can access the third playtest supporters-only channel as follows: - Go to Dungeon Settlers => third-supporter-access-portal. - Copy and paste the code below in that channel to enter the third playtest supporters-only channel!": "Welcome, everyone participating in the third playtest! This is a confidential playtest. Please do not stream, share, or publicly disclose any gameplay or unreleased content. A variety of content is still in development, and not all content in Region 2 is available yet. If you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know. You can access the third playtest supporters-only channel as follows: - Go to Dungeon Settlers => third-supporter-access-portal. - Copy and paste the code below in that channel to enter the third playtest supporters-only channel!", "Well, I'm not sure about that.": "글쎄요, 저는 잘 모르겠습니다.", "Wet from the rain.": "빗에 젖음.", "Wet from the rain. Gentle rain falls, and crops grow 2x faster.": "빗에 젖음. 부드러운 빗이 내려 작물이 2배 빠르게 자랍니다.", "Wet from the rain. The field is flooded, reducing the growth rate to 0.8x": "빗에 젖음. 들이 범람하여 성장률이 0.8배로 감소합니다.", "What a breakdown actually does: stress resets to 0 and the unit enters a": "붕괴가 실제로 하는 일: 스트레스가 0으로 재설정되고 유닛이 입력됨", "What actually punishes long expeditions is the": "실제로 긴 탐사단을 처벌하는 것은", "What changes it": "영향을 미치는 것", "What counts as clearing a region": "지역 정리로 계산되는 것", "What difficulty does": "난이도가 하는 것", "What does it taste like? As long as it fills me up, who cares?": "맛이 어떻게 되든? 배만 채우면 누가 신경 쓰나요?", "What durability is": "내구도가 무엇인지", "What happened / what would you like?": "무엇이 일어났나요 / 무엇을 원하나요?", "What happens after picking {#} has changed from {#} to {#}.": "{#}을(를) 선택한 뒤 일어나는 일이 {#}에서 {#}(으)로 변경되었습니다.", "What is a Base Area?": "기본 영역이란 무엇인가요?", "What it is": "그것이 무엇인지", "What it is / how you get it": "그것이 무엇인지 / 어떻게 얻는지", "What must already have happened for {#} to appear has changed from {#} to {#}.": "{#}이(가) 등장하려면 미리 일어나 있어야 하는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "What prevents {#} from appearing has changed from {#} to {#}.": "{#}의 등장을 막는 조건이 {#}에서 {#}(으)로 변경되었습니다.", "What raises or lowers detection": "탐지를 높이거나 낮추는 것", "What scales": "확장되는 것", "What scales it": "확장하는 것", "What splendid harp playing!": "정말 멋진 하프 연주네요!", "What the data shows": "데이터가 보여주는 것", "What the full game presumably does is simply not cap the override (the default": "전체 게임이 아마도 하는 것은 단순히 재정의를 제한하지 않습니다 (기본", "What this enemy does to you": "이 적이 당신에게 가하는 피해", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...": "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...", "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late guests, and arranged the remaining chairs until dawn, yet their expression rarely slipped. But after spending so long tending to other people's moods, they often noticed their own exhaustion too late.": "오늘은 뭘로 하실래요? 는 {0}의 거의 인사였다. 흘린 술을 닦고, 늦게 온 손님의 투덜거림을 무마하고, 새벽까지 남은 의자를 정돈했지만 표정은 거의 흔들리지 않았다. 하지만 오랫동안 남의 기분을 돌보다 보니 자신의 피로를 알아채기는 늘 늦었다.", "What you can farm here": "이곳에서 채집할 수 있는 것", "What you need": "필요한 것", "What {#} unlock has changed from {#} to {#}.": "{#}이(가) 해금하는 내용이 {#}에서 {#}(으)로 변경되었습니다.", "What {#} unlocks has changed from {#} to {#}.": "{#}이(가) 해금하는 내용이 {#}에서 {#}(으)로 변경되었습니다.", "What's New": "새로운 것", "What's New (patch history)": "새 소식 (패치 내역)", "What's New - Dungeon Settlers Wiki": "새로운 소식 - 던전 정착자 위키", "What's inside (top-level keys)": "내용 (최상위 키)", "When": "때", "When Contribution reaches its maximum, your": "기여도가 최대에 도달하면, 당신의", "When Current Health is below 50%, Guard Chance increases by 25%.": "생명력이 50% 이하일 때, 방어 확률이 25% 증가합니다.", "When Dodge triggers, applies a random debuff-type effect to the attacker for 10 seconds.": "회피가 발동하면, 공격자에게 무작위 디버프 효과를 10초 동안 적용합니다.", "When HP is 35% or lower, basic attacks or skills apply": "생명력이 35% 이하일 때, 기본 공격을 하거나 스킬을 사용할 때 대상에게", "When HP is 35% or lower, basic attacks or skills apply 균열 to the target for 5 seconds.": "생명력이 35% 이하일 때, 기본 공격을 하거나 스킬을 사용할 때 대상에게 5초의 균열을 부여합니다.", "When HP is 40% or less, attack speed increases by 30% and life steal increases by 10%.": "생명력이 40% 이하일 때, 공격 속도가 30% 증가하고 생명력 흡수가 10% 증가한다.", "When HP is 50% or lower, magic attack power increases by 20% and damage taken increases by 30%.": "생명력이 50%이하일 때 마법 공격력이 20% 증가하고, 받는 피해량이 30% 증가합니다.", "When HP is at 50% or below, magic attack power increases by 30%, and damage taken increases by 20%.": "생명력이 50% 이하일 때, 마법 공격력이 30% 증가하고, 받는 피해가 20% 증가한다.", "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.": "생명력이 {0}% 이하일 때 마법 공격력이 {1}% 증가하고, 받는 피해량이 {2}% 증가합니다.", "When HP is {0}% or lower, performing a basic attack or using a skill applies": "HP가 {0}% 이하일 때, 기본 공격을 수행하거나 스킬을 사용하면 적용합니다", "When HP is {0}% or lower, performing a basic attack or using a skill applies 균열 to the target for {1} seconds. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten.": "HP가 {0}% 이하일 때, 기본 공격을 수행하거나 스킬을 사용하면 대상에게 {1}초 동안 균열을 적용합니다. 각 캐릭터는 1개의 영혼 특성만 장착할 수 있습니다. 이미 소유 중이면 덮어씌워집니다.", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f": "로웰이 경비원으로 일했을 때, 그는 술집에서 계산을 미루곤 했습니다. 불모지에 오기 전 마지막으로 남긴 계산은 아마 오랫동안 미납된 채 남아 있을 겁니다.", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo": "로웰이 경비원으로 일했을 때, 그는 술집에서 계산을 미루곤 했습니다. 불모지에 오기 전 마지막으로 남긴 계산은 아마 오랫동안 미납된 채 남아 있을 겁니다.", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps forever.": "로웰이 경비병으로 일하던 시절, 그는 술집에서 자주 외상을 달아두곤 했다. 불모지로 오기 전 마지막으로 남긴 외상값은 아마 오랫동안, 어쩌면 영원히 갚지 못한 채로 남을 것이다.", "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long...": "로웰이 경비원으로 일했을 때는 주점에서 자주 외상을 맺었습니다. 황무지에 오기 전에 마지막으로 나온 곳의 외상은 아마도 오래도록 미지불 상태로 남을 것 같습니다...", "When Stress maxes out the unit suffers a": "스트레스가 최대에 도달하면 유닛은", "When Stress reaches its maximum, dies immediately.": "스트레스가 최대에 도달하면 즉시 죽습니다.", "When a Critical Hit occurs, inflict 5": "치명타가 발생하면 5를 부여합니다.", "When a Critical Hit occurs, inflict 5 Burning for 10 seconds.": "극대타가 발생하면 10초 동안 발화 5를 부여합니다.", "When a Dodge is triggered, inflict a random": "회피가 발동되면 무작위로 부여합니다.", "When a Dodge is triggered, inflict a random Debuffs on the attacker for 10 seconds.": "회피가 발동되면 공격자에게 10초 동안 무작위 약화를 부여합니다.", "When a critical hit occurs with a basic attack, it deals 30% damage to the target and enemy units within 2 squares around it. The type of damage depends on the type of the basic attack. The attack can hit up to 5 enemies.": "기본 공격으로 치명타가 발생하면 대상 및 그 주변 2칸 이내의 적 유닛에게 30%의 피해를 입힙니다. 피해 유형은 기본 공격의 유형에 따라 달라집니다. 이 공격은 최대 5명의 적을 타격할 수 있습니다.", "When a critical hit occurs with a basic attack, it deals 30% damage to the target and e…": "기본 공격으로 극대타가 발생하면, 대상에게 30% 피해를 주고…", "When a critical hit occurs, applies 5": "치명타가 발생하면 5를 적용합니다.", "When a critical hit occurs, applies 5 Bleeding for 10 seconds.": "극대타가 발생하면 10초 동안 출혈 5를 부여합니다.", "When a floor's counter reaches 0, the region gains the": "층의 카운터가 0에 도달하면, 지역은", "When a ranged physical attack against an enemy hits, it damages the enemy's head health.": "적에 대한 원거리 물리 공격이 명중할 때 적의 머리 생명력에 피해를 입힙니다.", "When a tooltip is displayed, pressing CapsLock (default) will 'Pin' it. While pinned, you can view additional tooltips for linked elements.": "툴팁이 표시된 상태에서 CapsLock(기본값)을 누르면 툴팁을 '고정'할 수 있습니다. 고정된 동안에는 연결된 요소의 추가 툴팁도 확인할 수 있습니다.", "When a unit is exposed to rain for a certain period of time,": "유닛이 일정 시간 동안 빗에 노출될 때,", "When a unit is exposed to rain for a certain period of time, Heavy Rain is granted.": "유닛이 일정 시간 동안 빗에 노출되면 폭우가 부여됩니다.", "When a unit is exposed to rain for a certain period of time, Rain is granted.": "유닛이 일정 시간 동안 빗에 노출되면 빗이 부여됩니다.", "When a unit or structure you summoned is destroyed, gain": "당신이 소환한 유닛이나 구조물이 파괴되면 다음을 획득합니다:", "When a unit or structure you summoned is destroyed, gain Cooldown Reduction for 10 seconds.": "소환한 유닛이나 구조물이 파괴되면 10초간 재사용 대기 감소를 얻습니다.", "When a unit within 6 range dies, its blood is absorbed. After absorbing 3 blood, it transforms into a separate building called a Blood-Soaked Blood Tree.": "사거리 6 이내의 유닛이 사망하면 그 피를 흡수합니다. 피를 3회 흡수하면 '피에 젖은 피의 나무'라는 별개의 건물로 변합니다.", "When a unit within 6 range dies, its blood is absorbed. After absorbing 3 blood, it tra…": "6 범위 내의 유닛이 죽으면 그 혈액이 흡수됩니다. 혈액 3개를 흡수한 후…", "When an enemy unit dies during combat, grants": "전투 중 적 유닛이 죽을 때 다음을 부여합니다:", "When an enemy unit dies during combat, grants Health Boost equal to 1% of Magic Attack Power to all friendly units for 2 seconds.": "전투 중 적 유닛이 사망하면 모든 아군 유닛에게 2초간 MAtk의 1%에 해당하는 생명력 회복을 부여합니다.", "When an enemy unit dies during combat, grants Health Boost equal to 1% of Magic Attack Power to all friendl…": "When an enemy unit dies during combat, grants Health Boost equal to 1% of Magic Attack Power to all friendl…", "When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "개체를 선택하면 개체 요약 패널이 좌측 하단에 나타나며, 여기서 다음을 확인할 수 있습니다", "When an entity is selected, the entity summary panel appears at the bottom left, where you can check various effects currently applied to the unit.": "개체를 선택하면 화면 왼쪽 아래에 개체 요약 패널이 나타나며, 현재 유닛에게 적용된 다양한 효과를 확인할 수 있습니다.", "When applying": "다음을 적용할 때:", "When applying Burning to an enemy unit, the user recovers 4% of their current missing health.": "적 유닛에게 화상을 부여할 때 시전자는 현재 잃은 생명력의 4%를 회복합니다.", "When attacking,": "공격할 때,", "When attacking, Magic Attack Power increases by 10% of Max Health Total.": "공격할 때 마법 공격력이 최대 생명력의 10%만큼 증가합니다.", "When attacking, Physical Attack Power increases by 10% of Max Health Total.": "공격할 때 물리 공격력이 최대 생명력의 10%만큼 증가합니다.", "When attacking, absorbs up to 30% of damage dealt as health based on missing health.": "공격할 때 부족한 생명력을 기준으로 입힌 피해의 최대 30%를 생명력으로 흡수합니다.", "When basic attacking, inflict": "기본 공격 시 다음을 부여합니다:", "When basic attacking, inflict Slow to the opponent for 3 seconds.": "기본 공격할 때 상대에게 3초 동안 둔화를 부여합니다.", "When dealing critical damage, grant the target Slow for 3 seconds.": "치명타 피해를 입힐 때, 대상에게 3초간 둔화를 부여합니다.", "When dealing damage to an enemy target with": "다음을 가진 적 대상에게 피해를 입힐 때:", "When dealing damage to an enemy target with Burning, the damage dealt increases by Burning * 8%.": "화상이 있는 적 대상에게 피해를 입힐 때, 가하는 피해가 화상 중첩 × 8%만큼 증가합니다.", "When dealing damage, damage increases by {0}% × the distance to the target.": "피해를 입힐 때, 피해가 {0}% × 대상까지의 거리만큼 증가합니다.", "When dealing melee damage to a unit with the": "다음을 가진 유닛에게 근접 피해를 입힐 때", "When dealing melee damage to a unit with the Stun status, the attack will definitely hit.": "기절 상태인 유닛에게 근접 피해를 입힐 때 공격은 반드시 명중합니다.", "When dealing melee physical damage to an enemy, damage increases by up to 30%, proportional to the target's lost health.": "적에게 근접 물리 피해를 입힐 때, 대상이 잃은 생명력에 비례하여 피해량이 최대 30%까지 증가합니다.", "When dealing melee physical damage to an enemy, the damage increases by up to 30% based on the target's missing health.": "적에게 근접 물리 피해를 입힐 때, 대상의 누락된 생명력에 따라 피해가 최대 30%까지 증가합니다.", "When demolishing, a portion of the resources used will be refunded.": "철거할 때 사용된 자원의 일부가 환불됩니다.", "When equipped with a nature staff, the basic attack changes to": "자연 지팡이를 장착할 때 기본 공격이 다음으로 변경됩니다:", "When equipped with a nature staff, the basic attack changes to Healing Touch.": "자연 지팡이 장착 시 기본 공격이 치유의 손길로 변경됩니다.", "When experience reaches its maximum, the unit can": "When experience reaches its maximum, the unit can", "When experience reaches its maximum, the unit can Level Up.": "경험치가 최대치에 도달하면 유닛은 레벨업할 수 있습니다.", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd": "거대한 짐승을 마주할 때, {0}은 서두르지 않았습니다. 먹이가 남긴 흔적, 바람에 실린 냄새, 숲이 갑자기 조용해지는 순간을 모아 거리를 좁혀나갔습니다.", "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...": "거대한 짐승을 마주할 때, {0}은 서두르지 않았습니다. 먹이가 남긴 흔적, 바람에 실린 냄새, 숲이 갑자기...", "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "최종 피해가 적용될 때 최종 피해의 {0}%와 같은 부상 값을 얻습니다.", "When gathering long grass, there is a 3% chance that it will drop a": "길게 풀을 모을 때 3% 확률로 다음을 떨어뜨립니다", "When gathering long grass, there is a 3% chance that it will drop a Jewel Encrusted Beetle.": "긴 풀을 채집할 때 3% 확률로 보석 박힌 딱정벌레를 획득합니다.", "When gathering long grass, there is a 3% chance that it will drop a Jewel Encrusted Bee…": "긴 풀을 채집할 때, 3% 확률로 보석 박힌 벌레를 드롭합니다…", "When guarding, recover 5% of lost Health and gain": "방어할 때 잃은 생명력의 5%를 회복하고 얻습니다.", "When guarding, recover 5% of lost Health and gain Iron Wall for 10 seconds.": "방어할 때, 잃은 생명력의 5%를 회복하고 10초 동안 철벽을 획득합니다.", "When guarding, recover {0}% of lost Health and gain": "가드할 때, 잃은 생명력의 {0}%를 회복하고", "When guarding, recover {0}% of lost Health and gain Fortification for {1} seconds.": "방어할 때 손실한 생명력의 {0}%를 회복하고 {1}초 동안 요새화를 얻습니다.", "When guarding, recover {0}% of lost Health and gain Iron Wall for {1} seconds.": "방어할 때 손실한 생명력의 {0}%를 회복하고 {1}초 동안 철벽을 얻습니다.", "When guarding, recover {0}% of lost Health and gain 요새화 for {1} seconds.": "방어 시, 잃은 생명력의 {0}%를 회복하고 {1}초 동안 요새화를 얻습니다.", "When guarding, recover {0}% of lost Health and gain 철벽 for {1} seconds.": "방어 시, 잃은 생명력의 {0}%를 회복하고 {1}초 동안 철벽을 얻습니다.", "When he notices you, his mouth t...": "When he notices you, his mouth t...", "When he notices you, his mouth twists into a sly grin.": "당신을 보자 그의 입이 비꼬아 웃음을 짓습니다.", "When he notices your gaze, he gestures for you to come closer.": "그가 당신의 시선을 알아채자, 그는 당신에게 가까이 오도록 손짓한다.", "When health drops to 30% or below, gains 10": "체력이 30% 이하로 떨어지면 10 획득.", "When health falls below 35%, using a skill applies": "생명력이 35% 아래로 떨어지면, 스킬을 사용할 때 적용됩니다:", "When health falls below 35%, using a skill applies Fracture to the target for 10 seconds.": "생명력이 35% 이하로 떨어질 때, 스킬을 사용하면 대상에게 10초 동안 균열을 부여합니다.", "When health is 50% or below, heals itself through the": "생명력이 50% 이하일 때, 다음을 통해 스스로 회복합니다", "When hunger drops below a certain level, the unit will automatically seek out and consume food, and being hungry negatively affects": "허기가 일정 수준 이하로 떨어지면 유닛은 자동으로 음식을 찾아 섭취하며, 배고픈 상태는 다음 항목에 부정적인 영향을 줍니다", "When hunger drops below a certain level, the unit will automatically seek out and consume food, and being hungry negatively affects Mood.": "허기가 일정 수준 아래로 떨어지면 유닛이 자동으로 음식을 찾아 섭취하며, 배고픈 상태는 기분에 부정적인 영향을 줍니다.", "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "심각한 피로로 인한 깊은 수면 상태에서 이 백분율 이상에 도달하면 깬다", "When interacting with the portal, any units outside the portal room will be marked missing and counted as dead.": "포탈과 상호작용할 때 포탈 방 외부의 유닛은 실종된 것으로 표시되고 사망으로 계산됩니다.", "When it reaches the maximum, the unit can": "최대에 도달하면 유닛은 다음을 할 수 있습니다:", "When it reaches the maximum, the unit can Level Up.": "최대치에 도달하면 유닛은 레벨업할 수 있습니다.", "When it takes damage 10 times, it uses a thrown attack against the enemy.": "10번 피해를 입으면 적에게 던지는 공격을 사용합니다.", "When it takes damage 5 times, it uses a charge attack against the enemy.": "5번 피해를 입으면 적에 대해 충전 공격을 사용합니다.", "When killed, the corpse explodes, dealing magic damage equal to 100% of": "사망 시 시체가 폭발하여 다음의 100%와 같은 마법 피해를 입힙니다:", "When killed, the corpse explodes, dealing magic damage equal to 100% of Magic Attack Power to all nearby targets and applying 10 stacks of Corrosion for 3 seconds.": "처치되면 시체가 폭발하여 주변 모든 대상에게 마법 공격력의 100%에 해당하는 마법 피해를 입히고 부식 10스택을 3초 동안 부여합니다.", "When killed, the corpse explodes, dealing magic damage equal to 100% of Magic Attack Po…": "죽을 때, 시체가 폭발하여 마법 공격력의 100%만큼 마법 피해를 줍니다…", "When massive amounts of magic stones were supplied to research infinite power,": "무한 력 연구에 대량의 마법석이 공급되었을 때,", "When mining stone, there is a 5% chance to drop an Intermediate Mana Stone.": "석재를 채굴할 때 5% 확률로 중급 마석이 드랍됩니다.", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left clic": "개체를 선택하지 않으면 화면 좌측 하단의 '건설 메뉴'를 열어 건물을 좌클릭하여 건설한 후 좌클릭", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-clic": "개체를 선택하지 않으면 화면 좌측 하단의 '건설 메뉴'를 열어 건물을 좌클릭하여 건설한 후 좌클릭", "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-click on a placement area to build it. Construction consumes resources.": "개체를 선택하지 않은 상태에서 화면 왼쪽 아래의 '건설 메뉴'를 열어, 지을 건물을 좌클릭한 다음 배치할 위치를 좌클릭하여 건설할 수 있습니다. 건설에는 자원이 소모됩니다.", "When offered": "제공될 때", "When performing a physical attack, damage increases by an amount equal to 5% of Weight.": "물리 공격 시, 무게의 5%만큼 피해량이 증가합니다.", "When performing a physical attack, damage increases by an amount equal to {0}% of Weight.": "물리 공격을 수행할 때, 무게의 {0}%에 해당하는 양만큼 피해가 증가합니다.", "When removed, it removes surrounding creeps. If there are other creeps affecting the gr…": "제거될 때, 주변 식생을 제거합니다. 주변에 다른 식생이 있으면…", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "던전에서 정착지로 돌아올 때, 유닛은 탐사단 활동 중 수집한 아이템을 바닥에 내려놓습니다.", "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground. Storage buildings are used to store specific type": "던전에서 정착지로 돌아올 때, 유닛은 탐사단 활동 중 수집한 아이템을 바닥에 내려놓습니다. 보관함 건물은 특정 종", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground.": "던전에서 정착지로 돌아올 때, 유닛은 탐사단 활동 중 수집한 아이템을 바닥에 내려놓습니다.", "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground. Storage buildings are used to store specific": "던전에서 정착지로 돌아올 때, 유닛은 탐사단 활동 중 수집한 아이템을 바닥에 내려놓습니다. 보관함 건물은 특정", "When selecting a crafting structure, open 'Task Planner' in the entity summary, choose an item and quantity, then press 'Add Task' to add it to the crafting queue.": "제작 구조물을 선택했을 때 개체 요약의 '작업 계획'을 열어 아이템과 수량을 선택한 다음 '작업 추가'를 눌러 제작 대기열에 추가하세요.", "When stress reaches its maximum, the unit enters a": "스트레스가 최대에 도달하면 유닛은 다음 상태에 진입합니다:", "When stress reaches its maximum, the unit enters a Mental Collapse state, and stress is reset to 0. If stress hits the maximum again during Mental Collapse, the unit dies instantly.": "스트레스가 최대치에 도달하면 유닛은 정신 붕괴 상태에 빠지고 스트레스가 0으로 초기화됩니다. 정신 붕괴 중에 스트레스가 다시 최대치에 도달하면 유닛은 즉시 사망합니다.", "When taking damage, deals damage to the attacker equal to 100% of the damage received.": "피해를 받으면, 받은 피해량의 100%에 해당하는 피해를 공격자에게 입힙니다.", "When the": "다음이", "When the Strange Seed is destroyed, it explodes, restoring Current Health equal to 200% of Magic Attack Power to all adjacent allied units and granting Cooldown Reduction for 10 seconds.": "기묘한 씨앗이 파괴되면 폭발하여 주변 아군 유닛의 생명력을 MAtk의 200%만큼 회복시키고 10초간 재사용 대기 감소를 부여합니다.", "When the Strange Seed is destroyed, it explodes, restoring Current Health equal to 200% of Magic Attack Pow…": "이상한 씨앗이 파괴되면, 폭발하여 마법 공격력의 200%와 같은 생명력을 회복합니다…", "When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.": "탐사대원들이 횃불을 던지자, 끈기 있는 덩굴들은 맹렬히 타오르며 검은 연기를 뿜어냅니다.", "When the unit's": "유닛의", "When the unit's Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if": "유닛의 에너지가 0에 도달하면 깊은 잠에 빠져 의식을 잃고 조작할 수 없게 됩니다. 팁: 탐사단 활동 중에는 다음의 경우에도 유닛이 자동으로 잠들지 않습니다", "When the unit's 기력 reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if": "유닛의 기력이 0에 도달하면 깊은 잠에 빠져 의식을 잃고 조작할 수 없게 됩니다. 팁: 탐사 중에는 유닛이 자동으로 잠들지 않습니다, 설령", "When tired, units fall asleep automatically, and if energy is fully depleted,": "피곤할 때 유닛은 자동으로 잠들며, 에너지가 완전히 고갈되면", "When using a single enemy target melee skill, inflict 1": "단일 적 대상 근접 스킬을 사용할 때 1을 부여합니다:", "When using a single enemy target melee skill, inflict 1 Exposed Flaw on the target for 5 seconds.": "단일 적 대상 근접 스킬 사용 시 대상에게 5초간 약점 노출 1을 부여합니다.", "When using a single-target melee skill, applies": "단일 대상 근접 스킬 사용 시", "When using a skill,": "스킬을 사용할 때,", "When using a skill, Physical Attack Power increases by 6% for 8 seconds. Can be stacked up to 6 times.": "When using a skill, Physical Attack Power increases by 6% for 8 seconds. Can be stacked up to 6 times.", "When using a skill, Physical Attack Power increases by ?% for ? seconds. Can be stacked up to 6 times.": "스킬 사용 시 ?초 동안 물리 공격력이 ?% 증가합니다. 최대 6회까지 중첩 가능합니다.", "When using a skill, Physical Attack Power increases by ?% for ? seconds. Can be stacked…": "스킬을 사용할 때, 물리 공격력이 ? 초 동안 ?% 증가합니다. 중첩될 수 있습니다…", "When using a skill, there is a 4% chance that 1 additional bubbling will be summoned.": "스킬을 사용할 때 1 추가 버블링이 소환될 4% 확률이 있습니다.", "When using a skill, there is a 4% chance to summon 1 additional Bubblelings.": "스킬 사용 시 4% 확률로 버블링 1마리를 추가로 소환합니다.", "When using basic attacks that consume ammo, deal physical damage equal to 40% of": "탄약을 소비하는 기본 공격을 사용할 때 다음의 40%와 같은 물리 피해를 입힙니다:", "When using basic attacks that consume ammo, deal physical damage equal to 40% of Physical Attack Power to 1 enemy units within 1 tile of the target's cross, but consume 1 additional ammo every 3 basic attacks.": "탄약을 소모하는 기본 공격 시, 대상을 중심으로 십자 방향 1칸 이내의 적 유닛 1명에게 물리 공격력의 40%에 해당하는 물리 피해를 입히지만, 기본 공격 3회마다 탄약을 1개 추가로 소모합니다.", "When using basic attacks that consume ammo, deal physical damage equal to 40% of Physical Attack Power to 1…": "When using basic attacks that consume ammo, deal physical damage equal to 40% of Physical Attack Power to 1…", "When vitality is {0}% or less, it recovers on its own through the": "생명력이 {0}% 이하일 때, 다음을 통해 자체적으로 회복됩니다", "When vitality is {0}% or less, it recovers on its own through the 공생 벌레 parasitizing its body.": "생명력이 {0}% 이하일 때, 신체에 기생하는 공생 벌레를 통해 자체적으로 회복됩니다.", "When you accept the note, he nods with satisfaction.": "당신이 메모를 받으면 그는 만족스럽게 고개를 끄덕입니다.", "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect and murmurs to himself. <": "당신이 메모를 받으면 그는 만족스럽게 고개를 끄덕입니다. \"좋아. 이것으로 내 가설을 검증하기에 충분할 거야.\" 그는 다시 포자충으로 돌아가 중얼거립니다. <", "When you accept the request, he gives a weary nod.": "당신이 요청을 받으면 그는 지친 표정으로 고개를 끄덕입니다.", "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough.\"": "당신이 요청을 받으면 그는 지친 표정으로 고개를 끄덕입니다. \"무리하지 마. 간단한 조사면 충분해.\"", "When you ask Endorsi to join the expedition team, she subtly turns her gaze beyond the forest. \"Beyond this forest live...": "엔도르시에게 탐사 팀에 합류해 달라고 하면, 그녀는 미묘하게 숲 너머로 시선을 돌립니다. \"이 숲 너머에는...", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest.": "당신이 엔도르시에게 탐사 참가를 요청하면 그녀는 숲 저편을 바라봅니다.", "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods-one that ordinary arrows can't even scratch. Even t": "당신이 엔도르시에게 탐사 참가를 요청하면 그녀는 숲 저편을 바라봅니다. \"이 숲 너머에 거대한 괴물이 살고 있어. 보통 화살로는 흠집도 못 낼 놈이야. 심지어", "When you assure them that the objective will soon be accomplished, the expedition members rel...": "목표가 곧 달성될 거라며 안심시키자, 원정대 일원들은...", "When you assure them that the objective will soon be accomplished, the expedition members reluctantly nod.": "당신이 목표가 곧 달성될 것이라고 확신할 때, 탐사단원들은 마지못해 고개를 끄덕인다.", "When you begin an expedition into a region, the game can first drop you onto a": "지역으로 탐사단을 시작할 때, 게임은 먼저 당신을", "When you begin an expedition into a region, the game can first drop you onto a safe floor - a small staging area with an entrance, a corridor and a portal, b…": "어떤 지역으로 탐사단을 보내면, 게임은 먼저 당신을 안전 층에 내려놓을 수 있습니다 - 입구, 통로, 포탈이 있는 작은 대기 구역이지만…", "When you clea...": "가지와 잎을 치워내면...", "When you deal damage, damage increases by 3% x the distance to the target.": "피해를 입힐 시 3% * 대상과의 거리 만큼 피해량이 증가합니다.", "When you deal melee physical critical damage to an enemy, you restore 1": "적에게 근접 물리 치명타 피해를 입힐 때 1을 회복합니다:", "When you deal melee physical critical damage to an enemy, you restore 1 Energy.": "적에게 근접 물리 치명타를 입히면 에너지 1을 복구합니다.", "When you gain": "다음을 획득할 때", "When you gain Barrier, Cooldown Reduction for all skills increases by 10%.": "When you gain Barrier, Cooldown Reduction for all skills increases by 10%.", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips.": "당신이 제논에게 지옥 거머리를 건네면 그는 순간의 주저함 없이 자신의 옷 안에 넣습니다. 곧 그의 입가에 미소가 떠오릅니다.", "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Yes. So that's how it works!\"": "당신이 제논에게 지옥 거머리를 건네면 그는 순간의 주저함 없이 자신의 옷 안에 넣습니다. 곧 그의 입가에 미소가 떠오릅니다. \"아... 그래. 그런 식으로 작동하는군!\"", "When you hand him the investigation results, he silently opens his notebook and reads through them.": "당신이 조사 결과를 건네면 그는 조용히 노트북을 열고 내용을 읽습니다.", "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinat": "당신이 조사 결과를 건네면 그는 조용히 노트북을 열고 내용을 읽습니다. 잠깐의 침묵 후 펜이 페이지를 휘저으며 움직입니다. \"오... 흥미로", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.": "당신이 신비한 장치에 관한 조사 보고서를 건네면 페리온은 지친 눈으로 천천히 읽습니다.", "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it appears to use Imperial magical technology": "당신이 신비한 장치에 관한 조사 보고서를 건네면 페리온은 지친 눈으로 천천히 읽습니다. \"음... 역시 제국의 마법 기술을 사용한 것처럼 보이는군.", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them.": "당신이 조사 결과를 건네면 제논은 조용히 노트북을 열고 읽습니다.", "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tilts his head back,": "당신이 조사 결과를 건네면 제논은 조용히 노트북을 열고 읽습니다. \"오... 놀라운 발견이군.\" 그가 고개를 들어 뒤로 젖힙니다.", "When you inflict a": "당신이 부여할 때", "When you inflict a Stun-category effect, you also inflict Vulnerable for the same duration.": "기절 계열 효과를 부여할 때 동일한 지속시간의 취약도 함께 부여합니다.", "When you inflict a Stun-category effect, you also inflict Vulnerable for the same durat…": "기절 범주 효과를 부여할 때, 같은 기간 동안 취약함을 부여합니다…", "When you invoke expedition regulations and confiscate the entire pot,": "당신이 탐사단 규정을 내세워 전체 판돈을 몰수할 때,", "When you kill an enemy, you gain": "적을 처치하면 다음을 획득합니다:", "When you kill an enemy, you gain Barrier equal to 15% of your missing health for 6 seconds.": "적을 처치하면 6초간 잃은 생명력의 15%에 해당하는 보호막을 얻습니다.", "When you nod, Perion quietly nods in return.": "당신이 끄덕이자, 페리온도 조용히 끄덕입니다.", "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"": "당신이 끄덕이자, 페리온도 조용히 끄덕입니다. \"이해했습니다.\" 그는 임무 문서를 다시 정리하고 메모를 계속합니다. \"표본을 찾으면 다시 와주세요.\"", "When you nod, he turns back to the Acid Insects without any visible excitement.": "당신이 고개를 끄덕이자 그는 눈에 띄는 흥분 없이 산성충으로 시선을 돌립니다.", "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What process produces that acid...?\"": "당신이 고개를 끄덕이자 그는 눈에 띄는 흥분 없이 산성충으로 시선을 돌립니다. 그 중 하나가 움직이는 것을 보며 혼잣말로 중얼거립니다. \"어떤 과정이 그 산을 만드나...?\"", "When you place the White Mawmurk's head before her, her hand pauses for a moment. Without a word, she picks it up and inspects it slowly.": "하얀 모우머크의 머리를 그녀 앞에 내려놓자, 그녀의 손이 잠시 멈춥니다. 말없이 그것을 집어 들고 천천히 살펴봅니다.", "When you pray you also choose an": "기도할 때 당신도 선택합니다", "When you shake your head, she explains as though she expected that answer.": "당신이 고개를 흔들자, 그녀는 그런 대답을 예상했던 것처럼 설명한다.", "When you show her proof of the hunt, her expression hardens.": "당신이 사냥의 증거를 보여주면 그녀의 표정이 굳어집니다.", "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually,": "당신이 사냥의 증거를 보여주면 그녀의 표정이 굳어집니다. \"그 괴물이 이렇게 쉽게 죽을 리가 없어. 자기 자랑만 하려고 거짓 말하지 마.\" 하지만 결국", "When you show her proof of the kill, her expression stiffens. \"...What is this.\" She immediately shakes her head and s...": "살해 증거를 보여주자 그녀의 표정이 경직된다. \"...이게 뭐지.\" 그녀는 즉시 고개를 흔들며...", "When you start an expedition the game assembles your": "탐사단을 시작할 때 게임에서 조립됨", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "당신이 사냥의 결과를 알려주면 그녀는 천천히 눈을 감고 조용한 숨을 내쉽니다.", "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky for a moment, then smiles fai": "당신이 사냥의 결과를 알려주면 그녀는 천천히 눈을 감고 조용한 숨을 내쉽니다. \"...끝났구나.\" 그녀가 하늘을 한 순간 바라보다 희미하게 웃습니다.", "When your health drops to 30% or less, you gain 10": "생명력이 30% 이하로 떨어질 때 10을 획득합니다:", "When your health drops to 30% or less, you gain 10 Shell. This effect triggers only once per floor.": "생명력이 30% 이하로 떨어지면 쉘 10을 얻습니다. 이 효과는 층당 1회만 발동합니다.", "When your health drops to 50% or less, you gain": "당신의 생명력이 50% 이하로 떨어지면 당신은 다음을 얻습니다", "When your health drops to 50% or less, you gain Barrier equal to 100% of your lost health for 5 seconds.": "생명력이 50% 이하로 떨어지면 잃은 생명력의 100%에 해당하는 배리어를 5초 동안 얻습니다.", "When your health drops to 50% or less, you gain Barrier equal to 100% of your lost heal…": "생명력이 50% 이하로 떨어지면 잃은 회복량의 100%만큼 보호막을 획득합니다…", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...", "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.": "{0}가 낯선 길에 들어서면 먼저 멈춰 주변의 소리를 세었다. 새 우는 소리가 끊긴 곳과 흙에 남겨진 얕은 자국에서 보이지 않는 위험의 소재를 짐작했다. 세월이 지나면서 안전한 곳에서도 먼저 출구를 찾는 사람이 되었다.", "Whenever damage is taken,": "피해를 받을 때마다,", "Whenever damage is taken, Physical Resistance and Magic Resistance increase by 10.": "피해를 받을 때마다 물리 저항과 마법 저항이 10 증가합니다.", "Whenever damage is taken, Physical Resistance and Magic Resistance increase by 10. This…": "피해를 받을 때마다 물리 저항과 마법 저항이 10씩 증가합니다…", "Whenever you take damage from a target affected by your": "다음의 영향을 받는 대상으로부터 피해를 입을 때마다:", "Whenever you take damage from a target affected by your Taunt, gain Barrier equal to 20% of the damage taken for 10 seconds.": "자신의 도발에 걸린 대상에게 피해를 받을 때마다 10초간 받은 피해의 20%에 해당하는 보호막을 얻습니다.", "Whenever you take damage,": "피해를 입을 때마다,", "Whenever you take damage, Damage Dealt increases by 2% and Damage Taken decreases by 2%. Stacks up to 10 times. Stacks are reset when combat ends.": "피해를 받을 때마다 가하는 피해가 2% 증가하고 받는 피해가 2% 감소합니다. 최대 10중첩까지 쌓이며, 전투가 끝나면 중첩이 초기화됩니다.", "Whenever you take damage, Damage Dealt increases by 2% and Damage Taken decreases by 2%. Stacks up to 10 ti…": "피해를 입을 때마다, 입힌 피해가 2% 증가하고 받은 피해가 2% 감소합니다. 최대 10번 중첩...", "Whenever you take damage, Physical Resistance and Magic Resistance increase by ?.": "피해를 받을 때마다 물리 저항과 마법 저항이 ?만큼 증가합니다.", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...": "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...", "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.": "{0}가 외진 산길에 들어설 때마다 짐수레 덮개와 말의 고삐를 다시 확인했다. 구불거리는 길과 숲 근처의 오솔길에서는 도적이 숨을 만한 곳을 먼저 찾았으며, 밤길을 피할 수 없을 땐 바퀴음까지 조용히 하려 애썼다. 그 습관 때문에 평범한 길 위에서도 뒷따르는 발소리가 쉽게 귀에 들었다.", "Where": "위치", "Where does the mood come from?": "기분은 어디서 나오나요?", "Where is my save file?": "내 세이브 파일은 어디에 있나요?", "Where saves live": "저장 위치", "Where she spawns:": "그녀가 나타나는 곳:", "Where to find": "찾는 방법", "Where to find her:": "찾을 위치:", "Where to find it": "찾는 위치", "Where to get this gear": "이 장비를 얻는 방법", "Whether the night penalty is applied to monsters, to the player, or to both is not fully pinned down in the metadata dump - the per-unit": "야간 페널티가 몬스터에게 적용되는지, 플레이어에게 적용되는지, 아니면 양쪽 모두에게 적용되는지는 메타데이터 덤프만으로는 완전히 확정되지 않습니다 - 유닛별", "Whether using the attack repositions the monster (Self), shoves/pulls you (Target), does both, or neither. Charges and grabs are the movers; most attacks are stationary.": "이 공격 사용 시 몬스터 자신이 이동하는지(자신), 대상을 밀거나 당기는지(대상), 둘 다인지, 아무것도 아닌지를 나타냅니다. 돌진과 붙잡기가 이동을 유발하며, 대부분의 공격은 제자리에서 이루어집니다.", "Whether {#} can happen more than once has changed from {#} to {#}.": "{#}이(가) 두 번 이상 발생할 수 있는지 여부가 {#}에서 {#}(으)로 변경되었습니다.", "Which": "어느", "Which backgrounds give which trees": "어떤 배경이 어떤 트리를 제공하는지", "Which phase each floor uses comes from a phase table. The default table (": "각 층이 사용하는 단계는 단계 테이블에서 나옵니다. 기본 테이블 (", "While active:": "활성화 중:", "While carry...": "나르는 동안...", "While carrying a unit's body, right-click the portal to interact with it and remove the body.": "유닛의 시체를 들고 있을 때 포탈을 우클릭하여 상호작용하고 시체를 제거하세요.", "While carrying loads,": "짐을 나르면서,", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...": "짐을 나르면서 {0}은 수많은 여행자들과 말을 나누었습니다. 어떤 이는 전설의 모험가였고, 어떤 이는 위험한 비밀을 품고 있었습니다. 그들의 이야기는 새로운...", "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t": "짐을 나르면서 {0}은 수많은 여행자들과 말을 나누었습니다. 어떤 이는 전설의 모험가였고, 어떤 이는 위험한 비밀을 품고 있었습니다. 그들의 이야기는 새로운 세계에 대한 갈망을 불러일으켰습니다.", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan": "짐을 나르면서 {0}은 수많은 여행자들과 말을 나누었습니다. 어떤 이는 전설의 모험가였고, 어떤 이는 위험한 비밀을 품고 있었습니다. 그들의 이야기는 새로운 세계에 대한 그리움을 일으켰습니다.", "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...": "짐을 나르면서 {0}은 수많은 여행자들과 말을 나누었습니다. 어떤 이는 전설의 모험가였고, 어떤 이는 위험한 비밀을 품고 있었습니다. 그들의 이야기는 새로운...", "While continuing the expedition,": "탐사단을 계속 진행하던 중", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.": "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As": "탐사를 계속하던 중 {0}이 근처 절벽에서 이상한 틈을 발견했다고 알립니다. \"여기에 찔리면 아플 것 같은데.\" 그렇게 말하며", "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.": "탐사를 계속하던 중, {0}이/가 근처 절벽에서 이상한 틈을 발견했다고 알립니다. \"이걸 찔리면 아플 것 같네요.\" 자란 가시로 가득한 틈을 검토하면서, 안쪽 깊은 곳에서 뭔가 반짝이는 것을 발견합니다.", "While continuing the expedition, {0} reports finding a strange crevice in a nearby rock wall. \"This looks like it would...": "탐험을 계속하던 중 {0}이(가) 근처 바위 벽에서 이상한 틈새를 찾았다고 보고한다. \"여기는 좋아 보일 것 같은데...", "While discussing the expedition's operation with you, {0} cautiously speaks up.": "당신과 탐사 작전을 논의하던 중 {0}이 조심스럽게 입을 엽니다.", "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the Guild? Given our present circumstances,": "당신과 탐사 작전을 논의하던 중 {0}이 조심스럽게 입을 엽니다. \"대장님, 길드에 탐사 지원을 요청하는 게 어떨까요? 현재 우리의 상황을 보면", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.": "오래된 숲에 살면서 {0}는 바람이 멎은 나무들의 숨을 들었다. 젖은 흙에 손을 얹으면 시든 뿌리가 다시 힘을 얻었고, 달빛에 흔들리는 나뭇잎이 길을 보여주었다. 하지만 돌과 철로 둘러싸인 곳에서는 숲의 목소리가 멀어졌고, 마음을 진정시키기 어려웠다.", "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...": "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...", "While equipped": "장착 중", "While gathering, applies": "채집하는 동안 적용됨", "While gathering, applies Heard a Mandrake Scream to units within 3 range for 300s every 2s.": "채집 중 2초마다 사거리 3 이내 유닛에게 맨드레이크의 비명을 들음을 300초 동안 부여합니다.", "While gathering, applies Heard a Mandrake Scream to units within 3 range for 300s every…": "채집 중에 3 범위 내의 유닛에게 300초 동안 만드라고라의 비명을…", "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "채집 지정 모드(Z) 중에는 좌클릭으로 드래그하여 여러 구조물을 한 번에 수집하도록 지정합니다.", "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "수집 모드 (Z)에 있는 동안 좌클릭으로 드래그하여 여러 구조물을 한 번에 수집하도록 지정하세요.", "While in the Near Death state the unit falls unconscious and cannot be controlled.": "죽음 직전 상태에 있는 동안 유닛은 의식을 잃고 제어할 수 없습니다.", "While in this state, you can no longer enter the": "이 상태에서는 더 이상", "While in this state, you can no longer enter the Near Death state.": "이 상태에서는 더 이상 빈사 상태에 빠지지 않습니다.", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.": "밀집한 덤풀을 헤치며 길을 인도하다, {0}이/가 갑자기 균형을 잃고 앞으로 넘어집니다.", "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward. \"Aagh!\" You hurry over and find a thick, sticky vine wound tightly around {0}'s leg. Only after pulling with all your strength do you manage to tear it free. {0} wipes away a cold sweat and glares at the vine. \"Even a massive bear would have trouble escaping once it set foot in these vines.\" You suddenly look deeper into the thicket where the vines extend. Animal and human bones-apparently the remains of victims claimed long ago-lie scattered within. These vines do not seem to be plants that happened to grow here, but predators that have waited patiently for prey.": "밀집한 덤풀을 헤치며 길을 인도하다, {0}이/가 갑자기 균형을 잃고 앞으로 넘어집니다. \"아악!\" 당신은 서둘러 다가가 {0}의 다리에 단단히 감긴 뻣뻣하고 끈기 있는 덩굴을 발견합니다. 전력을 다해 당겨야 겨우 떼어낼 수 있습니다. {0}은/는 차가운 땀을 닦으며 그 덩굴을 노려봅니다. \"거대한 곰도 이 덩굴에 발을 들였다면 탈출하기 힘들었을 것입니다.\" 당신은 갑자기 덩굴이 뻗어 있는 더 깊은 덤풀 속을 봅니다. 동물과 인간의 뼈들이 흩어져 있는데, 이것들은 오래전에 요구당한 희생자들의 유해인 것 같습니다. 이 덩굴들은 여기에 우연히 자란 식물이 아니라, 먹이를 기다리며 인내심 있게 기다려온 포식자인 것처럼 보입니다.", "While observing the thorned vines nearby,": "근처의 가시 덩굴을 관찰하던 중", "While paused, you can queue actions such as skills, movement, or item usage.": "일시정지 중에는 스킬, 이동 또는 아이템 사용과 같은 행동을 대기열에 추가할 수 있습니다.", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...": "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...", "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage": "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage", "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "수면 또는 휴식 중일 때 모든 신체 부위의 부상 값이 추가로 매초 {0}%만큼 감소합니다.", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...": "정착지 주변을 조사하던 중, 오염 지역의 깊은 곳을 통해 천천히 떠내려가는 무언가를...", "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.": "정착지 주변을 조사하던 중, 오염 지역의 깊은 곳을 통해 천천히 떠내려가는 무언가를 발견합니다. 짙은 보라색 오염물로 뒤덮인 그것은 흐름에 의해 계속해서 더 깊은 곳으로 밀려가고 있습니다. 당신 옆의 탐사대원이 눈을 좁히며 조심스럽게 말합니다. \"단장님... 사람입니까?\" 당신은 오랫동안 움직이지 못한 채 그것을 바라봅니다. 이 거리에서는 그 사람이 여전히 살아있는지, 아니면 이미 늦었는지 알 수 없습니다. 하지만 확실한 한 가지는, 더 오래 기다리면 그들이 당신의 손이 닿지 않는 깊은 오염 지역으로 영원히 떠내려갈 것이라는 것입니다.", "While surveying the area, {0} discovers something and calls you over.": "지역을 조사하던 중, {0}이/가 뭔가를 발견하고 당신을 부릅니다.", "While surveying the area, {0} discovers something and calls you over. \"Captain, there are some strange markings here.\" Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins. It depicts goblins hunting in groups, pursuing and bringing down wild animals. {0} shrugs. \"Those monsters get up to all sorts of things, don't they?\" You say nothing, gazing at the mural as you sink into thought.": "지역을 조사하던 중, {0}이/가 뭔가를 발견하고 당신을 부릅니다. \"단장님, 여기 이상한 표시들이 있습니다.\" 가까이서 보면 이미지의 일부가 손상되었고, 투박한 스타일 때문에 이해하기 어렵습니다. 그럼에도 당신은 빠르게 이것이 고블린이 남긴 벽화라는 것을 인식합니다. 그것은 고블린들이 집단으로 사냥하고, 야생동물을 쫓아서 무찌르는 모습을 보여줍니다. {0}은/는 어깨를 으쓱합니다. \"그 괴물들이 하는 짓들을 보면, 정말 다양하죠?\" 당신은 벽화를 바라보며 생각에 잠기고 아무말도 하지 않습니다.", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...": "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...", "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.": "정원과 숲의 경계를 돌보며 {0}는 매일 잡초를 뽑고 마른 가지를 잘라냈다. 흙이 딱딱해지면 삽으로 뒤집었고, 물이 고이면 흐를 길을 터주며 한 곳씩 제자리를 만들었다. 그래서 어지러운 곳을 지나칠 수 없었다.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.": "자신이 죽인 짐승을 돌보던 중, 그녀는 당신이 다가오는 기척을 느끼고 빠르게 몸을 돌린다.", "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you. \"Best not come any closer.\" Her sharp gaze settles upon you, on": "자신이 죽인 짐승을 돌보다가 당신의 접근을 감지하고 빠르게 몸을 돌려 당신을 마주합니다. \"더 이상 가까이 오지 마세요.\" 그녀의 날카로운 눈빛이 당신에게 고정됩니다, on", "While this skill is ac...": "{0}초 동안 기본 공격이 대상에게 [STATUS_PhysicalAttackPower]의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다. <color=#f16071>이 스킬이 활성화된 상태에서는 기본 공격마다 {2}개의 화살을 소모합니다.</color>", "While this skill is active, each basic attack consumes {2} arrows...": "{0}초 동안 기본 공격이 대상에게 [STATUS_PhysicalAttackPower]의 {1}%의 물리 피해를 {2}회 입히는 것으로 변경됩니다. <color=#f16071>이 스킬이 활성화된 상태에서는 기본 공격마다 {2}개의 화살을 소모합니다.</color>", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...": "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...", "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catching overflowing mugs, warming cold stew, and laughing along with the jokes of drunks. Because of that, even in serious moments, they often tried to ease the mood with a light word first.": "선술집에서 일하던 {0}는 손님이 문을 열기 전에 벌써 빈 자리를 찾았다. 하루의 대부분은 넘쳐나는 잔을 받아내고, 식은 스튜를 데우고, 술 취한 사람들의 농담에 웃어주는 것으로 보냈다. 그래서 심각한 순간에도 먼저 가벼운 말로 분위기를 풀려 했다.", "Whirlwind Slash - Dungeon Settlers Wiki": "휠윈드 슬래시 - 던전 세틀러즈 위키", "Whirlwind Slash icon": "휠윈드 슬래시 아이콘", "Whirlwind Slash range and area shown on a dungeon room": "던전 방에서 표시된 회오리 베기 범위 및 영역", "Whispers of Darkness GAMESYSTEM_Environment_{affecterName}": "어둠의 속삭임 GAMESYSTEM_Environment_{affecterName}", "White": "흰색", "White Banner": "흰 깃발", "White Banner Stand": "흰 깃발 거치대", "White Banner Stand - 던전 세틀러즈 위키": "하얀 깃발 스탠드 - 던전 세틀러즈 위키", "White Demon - Dungeon Settlers Wiki": "백귀 - 던전 세틀러즈 위키", "White Demon icon": "백귀 아이콘", "White Mawmurk - Dungeon Settlers Wiki": "흰 머모크 - 던전 세틀러즈 위키", "White Mawmurk Hunt - Dungeon Settlers Wiki": "흰머모크 사냥 - 던전 세틀러즈 위키", "White Mawmurk Hunt Complete - Dungeon Settlers Wiki": "흰 머모크 사냥 완료 - 던전 세틀러즈 위키", "White Mawmurk Hunt Complete icon": "흰 머모크 사냥 완료 아이콘", "White Mawmurk Hunt icon": "흰머모크 사냥 아이콘", "White Mawmurk Random": "흰 머모크 랜덤", "White Mawmurk icon": "흰 머모크 아이콘", "White Mawmurk variant": "흰색 머머크 변형", "WhiteDemon": "화이트 데몬", "WhiteMawmurk": "WhiteMawmurk", "Who is Lowell?": "로월은 누구입니까?", "Whole Roasted Monster": "괴물 통구이", "Whoooosh- THUD!!": "우우웅- 쿵!!", "Why mood matters": "기분이 중요한 이유", "Wiki": "위키", "Wiki updates": "위키 업데이트", "Wil": "Wil", "Wild Dog - Dungeon Settlers Wiki": "광견 - 던전 세틀러즈 위키", "Wild Dog icon": "광견 아이콘", "Wild Flurry - Dungeon Settlers Wiki": "와일드 플러리 - 던전 세틀러즈 위키", "Wild Flurry icon": "와일드 플러리 아이콘", "Wild Flurry range and area shown on a dungeon room": "던전 방에서 표시된 격렬한 돌진 범위 및 영역", "Wild Herb (13.33%)": "야생 허브 (13.33%)", "Wild Herb (resource node)": "야생 약초 (자원 채집지)", "Wild Herb (resource node) - Dungeon Settlers Wiki": "야생 약초 (자원 노드) - 던전 세틀러즈 위키", "Wild Herb - Dungeon Settlers Wiki": "야생 약초 - 던전 세틀러즈 위키", "Wild Herb Random": "야생 약초 랜덤", "Wild Herb Remnant": "야생 약초 유해", "Wild Herb Remnant - Dungeon Settlers Wiki": "야생 약초 조각 - 던전 세틀러즈 위키", "Wild Herb icon": "야생 약초 아이콘", "Wild Herb range and area shown on a dungeon room": "던전 방에 표시된 야생 허브의 범위 및 영역", "Wild Long Grass - Dungeon Settlers Wiki": "야생 긴풀 - 던전 세틀러즈 위키", "Wild Long Grass icon": "야생 긴풀 아이콘", "Wild Oats (resource node)": "야생 귀리 (자원 채집지)", "Wild Oats (resource node) - Dungeon Settlers Wiki": "야생 귀리(자원 노드) - 던전 세틀러즈 위키", "Wild Oats Random": "야생 귀리 랜덤", "Wild Oats Remnant": "야생 귀리 유해", "Wild Oats Remnant - Dungeon Settlers Wiki": "야생 귀리 잔해 - 던전 세틀러즈 위키", "Wild herbs": "야생 약초", "Will": "의지력", "Will Power": "의지력", "Will Power Elixir - Dungeon Settlers Wiki": "의지의 영약 - 던전 세틀러즈 위키", "Will Power Elixir icon": "의지의 영약 아이콘", "Will Power Elixir range and area shown on a dungeon room": "던전 방에 표시된 의지력 엘릭서의 범위 및 영역", "Will be changed to a more complex effect later.": "나중에 더 복잡한 효과로 변경될 예정입니다.", "WillPower_": "WillPower_", "Willing to risk it all for new adventures.": "새로운 모험을 위해 모든 것을 위험에 빠뜨릴 의향이 있습니다.", "Willing to risk it all for new adventures. Gains": "위험을 무릅쓰고 새로운 모험을 찾아다닙니다. 던전에서 [AFFECTER_JoyOfAdventure]를 얻고 정착지에서 [AFFECTER_Boredom]을 얻습니다.", "Willing to risk it all for new adventures. Gains 모험의 즐거움 in dungeons and 따분한 in settlements.": "새로운 모험을 위해서라면 모든 것을 걸 각오가 되어 있습니다. 던전에서는 모험의 즐거움을, 정착지에서는 따분한을 얻습니다.", "Willingness to fight in melee range; Fire Battle Mage helps": "근접 범위에서 전투할 의지; 화염 전투 마법사가 도움됨", "Willpower - Dungeon Settlers Wiki": "의지 - 던전 세틀러즈 위키", "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "의지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "Willpower Fortify - Dungeon Settlers Wiki": "의지 강화 - 던전 세틀러즈 위키", "Willpower Fortify icon": "의지 강화 아이콘", "Willpower Weaken - Dungeon Settlers Wiki": "의지 약화 - 던전 세틀러즈 위키", "Willpower Weaken icon": "의지 약화 아이콘", "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "의지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "Willpower icon": "의지 아이콘", "Willpower: Exceptional (+{#}-{#} per level)": "의지력: 탁월 (레벨당 +{#}~{#})", "Willpower: Genius (+{#}-{#} per level)": "의지력: 천재 (레벨당 +{#}~{#})", "Willpower: Moderate (+{#}-{#} per level) - the baseline: no bonus, no malus": "의지력: 보통 (레벨당 +{#}~{#}) - 기준치: 보너스도 페널티도 없음", "Willpower: Outstanding (+{#}-{#} per level)": "의지력: 우수 (레벨당 +{#}~{#})", "Willpower: Poor (+{#}-{#} per level)": "의지력: 낮음 (레벨당 +{#}~{#})", "WillpowerFortify": "WillpowerFortify", "WillpowerWeaken": "WillpowerWeaken", "Will×0.05": "의지력×0.05", "Will×0.3": "Will×0.3", "Will×0.4": "Will×0.4", "Will×2": "Will×2", "Windows": "Windows", "Windows path": "Windows 경로", "With a loud stretch, {0} appears in front of the portal!": "큰 신음을 내며 기지개를 펴는 {0}이 포탈 앞에 나타납니다!", "With a mocking sneer, she gestures toward the carcass of a massive beast lying at her feet.": "조롱하는 비웃음과 함께, 그녀는 자신의 발치에 누워 있는 거대한 짐승의 사체를 가리킨다.", "With a unit selected, right click a location to move the unit.": "유닛을 선택한 후 위치에서 우클릭하여 유닛을 이동합니다.", "With a unit selected, right click an enemy to perform a basic attack.": "유닛이 선택된 상태에서 적을 우클릭하여 기본 공격을 수행할 수 있습니다.", "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "유닛이 선택된 상태에서 적을 우클릭하여 기본 공격을 수행할 수 있습니다. ## 팁: 일부 원거리 공격은 화살과 같은 탄약을 소비합니다.", "With a unit selected, right click an interactable object to initiate interaction.": "유닛이 선택된 상태에서 상호작용 가능한 개체를 우클릭하여 상호작용을 시작할 수 있습니다.", "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "유닛이 선택된 상태에서 상호작용 가능한 개체를 우클릭하여 상호작용을 시작할 수 있습니다. ## 포탈 등의 다양한 개체와 상호작용을 해보세요. <color=#ccbe", "With a unit selected, right-click a location to move the unit.": "유닛을 선택한 상태에서 위치를 우클릭하여 유닛을 이동하세요.", "With a unit selected, right-click an enemy to perform a basic attack.": "유닛을 선택한 상태에서 적을 우클릭하여 기본 공격을 수행하세요.", "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "유닛이 선택된 상태에서 적을 우클릭하여 기본 공격을 수행할 수 있습니다. ## 팁: 일부 원거리 공격은 화살과 같은 탄약을 소비합니다.", "With a unit selected, right-click an interactable object to initiate interaction.": "유닛을 선택한 상태에서 상호작용 가능한 객체를 우클릭하여 상호작용을 시작하세요.", "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "유닛이 선택된 상태에서 상호작용 가능한 개체를 우클릭하여 상호작용을 시작할 수 있습니다. ## 포탈 등의 다양한 개체와 상호작용을 해보세요. <color=#ccbe", "With countless locks opened,": "수많은 자물쇠를 열면서,", "With help, she barely manages to lift herself up and catches her breath with difficulty.": "도움을 받아, 그녀는 겨우 몸을 일으키고 힘겹게 숨을 고릅니다.", "With nobody else engaged there would be no bonus.": "주변에 교전 중인 다른 유닛이 없다면 보너스도 없습니다.", "With swift and unhesitating movements,": "빠르고 망설임 없는 움직임으로", "With that said, the raven spreads its dark wings and disappears beyond the sky.": "그렇게 말하고 까마귀는 어두운 날개를 펼쳐 하늘 너머로 사라진다.", "With those words, the raven disappears into the darkness with a rough beat of its wings.": "그렇게 말하고 까마귀는 거친 날갯짓과 함께 어둠 속으로 사라진다.", "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "5타일 이내: 생명력 비율 재생량 +5 (고정 틱이 없는 지속 재생 능력치).", "Without warning, you feel as though someone is watching you.": "아무런 경고 없이, 누군가가 당신을 보고 있는 것처럼 느껴집니다.", "Without warning, you feel as though someone is watching you. You look around, but no one is there. Then you glance down the cliff and see a mass of strangely shaped shadows writhing below. As though possessed of a will of its own, the mass curls into an uncanny smile directed at you. \"What lies at the foundation of this world?\" You try to look away, but some inexplicable force refuses to let you. \"Is it the surging wave? The flame that burns all things? Or nature, the cradle of life?\" The first answer that enters your mind spills unbidden from your lips.": "아무런 경고 없이, 누군가가 당신을 보고 있는 것처럼 느껴집니다. 주변을 봐도 아무도 없습니다. 그러면 절벽을 내려다보면 이상한 모양의 그림자들이 아래에서 몸부림치는 것을 보게 됩니다. 마치 자신의 의지를 가진 것처럼, 그 그림자들은 당신을 향해 이상한 미소를 짓습니다. \"이 세상의 기초에는 무엇이 있을까?\" 당신은 눈을 돌리려 하지만, 어떤 설명할 수 없는 힘이 그것을 허락하지 않습니다. \"용솟음치는 파도일까? 모든 것을 태우는 불일까? 아니면 생명의 요람인 자연일까?\" 당신의 마음에 떠오른 첫 번째 대답이 무의식적으로 당신의 입에서 흘러나옵니다.", "Withstand - Dungeon Settlers Wiki": "저항 - 던전 세틀러즈 위키", "Withstand icon": "저항 아이콘", "Witnessed Another's Death - Dungeon Settlers Wiki": "타인의 죽음을 봄 - 던전 세틀러즈 위키", "Witnessed Another's Death icon": "타인의 죽음을 봄 아이콘", "Witnessed another's death (Caution, prints once)": "죽음을 목격함 (주의, 1회 출력)", "Wolf": "늑대", "Wolf All main stats -10% during the day All main stats +15% at night": "늑대 주간 모든 주요 스탯 -10% 야간 모든 주요 스탯 +15%", "Wolf of the Full Moon": "만월의 늑대", "Wood": "나무", "Wood (M.Atk {#})": "나무 (마법 공격력 {#})", "Wood (P.Atk {#})": "나무 (물리 공격력 {#})", "Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron": "목재 -> 혈목재 -> 뼈 -> 갑각 -> 구리 -> 은 -> 아크론", "Wood Barrel - Dungeon Settlers Wiki": "나무 원형 통 - 던전 세틀러즈 위키", "Wood Barricade - Dungeon Settlers Wiki": "나무 방책 (바리케이드) - 던전 세틀러즈 위키", "Wood Bed - Dungeon Settlers Wiki": "나무 침대 - 던전 세틀러즈 위키", "Wood Chair - Dungeon Settlers Wiki": "나무 의자 - 던전 세틀러즈 위키", "Wood Fence - Dungeon Settlers Wiki": "나무 울타리 - 던전 세틀러즈 위키", "Wood Floor - Dungeon Settlers Wiki": "나무 바닥 - 던전 세틀러즈 위키", "Wood Goddess Statue - Dungeon Settlers Wiki": "목재 여신상 - 던전 세틀러즈 위키", "Wood Greatsword": "나무 대검", "Wood Housing not completed": "Wood Housing not completed", "Wood Plank - Dungeon Settlers Wiki": "나무 판자 - 던전 세틀러즈 위키", "Wood Plank icon": "나무 판자 아이콘", "Wood Processing 1": "Wood Processing 1", "Wood Processing 2": "Wood Processing 2", "Wood Processing 2 Complete": "목재 처리 2 완료", "Wood Processing 2 not completed": "Wood Processing 2 not completed", "Wood Side Table - Dungeon Settlers Wiki": "나무 협탁 - 던전 세틀러즈 위키", "Wood Spear": "Wood Spear", "Wood Stick - Dungeon Settlers Wiki": "나무 막대기 - 던전 세틀러즈 위키", "Wood Stick icon": "나무 막대기 아이콘", "Wood Table - Dungeon Settlers Wiki": "나무 탁자 - 던전 세틀러즈 위키", "Wood pile": "나무 더미", "Wood set: 나무 검, 나무 투구, 나무 갑옷, 나무 화살": "나무 세트: 나무 검, 나무 투구, 나무 갑옷, 나무 화살", "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)": "목재, 혈목재, 뼈, 갑각, 구리, 은 (보석), 아크론 (+ 크리스탈 보석)", "Wooden Armor - Dungeon Settlers Wiki": "나무 갑옷 - 던전 세틀러즈 위키", "Wooden Armor icon": "나무 갑옷 아이콘", "Wooden Arrow - Dungeon Settlers Wiki": "나무 화살 - 던전 세틀러즈 위키", "Wooden Arrow icon": "나무 화살 아이콘", "Wooden Axe - Dungeon Settlers Wiki": "나무 도끼 - 던전 세틀러즈 위키", "Wooden Axe icon": "나무 도끼 아이콘", "Wooden Bench - Dungeon Settlers Wiki": "긴 나무 의자 - 던전 세틀러즈 위키", "Wooden Bow - Dungeon Settlers Wiki": "나무 활 - 던전 세틀러즈 위키", "Wooden Bow icon": "나무 활 아이콘", "Wooden Cabinet - Dungeon Settlers Wiki": "나무 찬장 - 던전 세틀러즈 위키", "Wooden Cage Acid Bug Remnant": "나무 새장 산 버그 유적", "Wooden Cage Acid Bug Remnant - Dungeon Settlers Wiki": "나무 우리 산성 벌레 유적 - 던전 세틀러즈 위키", "Wooden Cage Broken": "나무 새장 부서짐", "Wooden Cage Broken - Dungeon Settlers Wiki": "나무 우리 부서짐 - 던전 세틀러즈 위키", "Wooden Cage Dead Grey Rat": "나무 새장 죽은 회색 쥐", "Wooden Cage Dead Grey Rat - Dungeon Settlers Wiki": "나무 우리 죽은 회색 쥐 - 던전 세틀러즈 위키", "Wooden Cage Empty": "나무 새장 빈", "Wooden Cage Empty - Dungeon Settlers Wiki": "나무 우리 비어있음 - 던전 세틀러즈 위키", "Wooden Cage Gloth Hatchling Remnant": "나무 새장 글로트 새끼 유적", "Wooden Cage Gloth Hatchling Remnant - Dungeon Settlers Wiki": "나무 우리 글로트 새끼 조각 - 던전 세틀러즈 위키", "Wooden Cage Grey Monster Rat Remnant": "나무 새장 회색 몬스터 쥐 유적", "Wooden Cage Grey Monster Rat Remnant - Dungeon Settlers Wiki": "나무 우리 회색 몬스터 쥐 유적 - 던전 세틀러즈 위키", "Wooden Cage Grey Rat Remnant": "나무 새장 회색 쥐 유적", "Wooden Cage Grey Rat Remnant - Dungeon Settlers Wiki": "나무 우리 회색 쥐 잔해 - 던전 세틀러즈 위키", "Wooden Cage Ironcarapace Bug Remnant": "나무 새장 철 배등 버그 유적", "Wooden Cage Ironcarapace Bug Remnant - Dungeon Settlers Wiki": "나무 우리 철갑옷 벌레 유적 - 던전 세틀러즈 위키", "Wooden Cage Male Gloth Remnant": "나무 새장 수컷 글로트 유적", "Wooden Cage Male Gloth Remnant - Dungeon Settlers Wiki": "나무 우리 수컷 글로트 잔해 - 던전 세틀러즈 위키", "Wooden Cage Murmok Remnant": "나무 새장 무르목 유적", "Wooden Cage Murmok Remnant - Dungeon Settlers Wiki": "나무 우리 뮤르목 잔해 - 던전 세틀러즈 위키", "Wooden Club - Dungeon Settlers Wiki": "나무 곤봉 - 던전 세틀러즈 위키", "Wooden Club icon": "나무 곤봉 아이콘", "Wooden Crate - Dungeon Settlers Wiki": "나무 상자 - 던전 세틀러즈 위키", "Wooden Crate Pile - Dungeon Settlers Wiki": "나무 상자 더미 - 던전 세틀러즈 위키", "Wooden Crate Remnant": "나무 상자 유적", "Wooden Crate Remnant - Dungeon Settlers Wiki": "나무 상자 유적 - 던전 세틀러즈 위키", "Wooden Dagger - Dungeon Settlers Wiki": "나무 단검 - 던전 세틀러즈 위키", "Wooden Dagger icon": "나무 단검 아이콘", "Wooden Dining Chair": "나무 식탁 의자", "Wooden Dining Chair - Dungeon Settlers Wiki": "나무 식탁 의자 - 던전 세틀러즈 위키", "Wooden Fence": "나무 울타리", "Wooden Great Sword - Dungeon Settlers Wiki": "나무 대검 - 던전 세틀러즈 위키", "Wooden Great Sword icon": "나무 대검 아이콘", "Wooden Helmet - Dungeon Settlers Wiki": "나무 투구 - 던전 세틀러즈 위키", "Wooden Helmet icon": "나무 투구 아이콘", "Wooden Housing Complete": "목재 주택 완료", "Wooden Palisade (Barricade)": "나무 울타리 (방어벽)", "Wooden Pillar - Dungeon Settlers Wiki": "나무 기둥 - 던전 세틀러즈 위키", "Wooden Plank": "나무 판자", "Wooden Round Table - Dungeon Settlers Wiki": "나무 원형 탁자 - 던전 세틀러즈 위키", "Wooden Shield - Dungeon Settlers Wiki": "나무 방패 - 던전 세틀러즈 위키", "Wooden Shield icon": "나무 방패 아이콘", "Wooden Spear - Dungeon Settlers Wiki": "나무 창 - 던전 세틀러즈 위키", "Wooden Spear icon": "나무 창 아이콘", "Wooden Stick": "나무 막대기", "Wooden Sword - Dungeon Settlers Wiki": "나무 검 - 던전 세틀러즈 위키", "Wooden Sword / Club / Bow": "나무 검 / 곤봉 / 활", "Wooden Sword icon": "나무 검 아이콘", "Wooden Wall Shelf - Dungeon Settlers Wiki": "나무 벽 선반 - 던전 세틀러즈 위키", "Wooden Wardrobe - Dungeon Settlers Wiki": "나무 옷장 - 던전 세틀러즈 위키", "Work Capabilities": "작업 능력", "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "작업 진행률은 {0}틱마다 증가합니다. 채집 및 제작 유형에 공통입니다", "Work Progress increases every {0} ticks. Research only": "작업 진행률은 {0}틱마다 증가합니다. 연구만 해당", "Work type": "작업 유형", "Workbench": "작업대", "Worked example": "작동한 예", "Worked example.": "작동 예제.", "Worker 2 + Mud Slime 2": "일꾼 2 + 진흙 슬라임 2", "Worker 2 + Mud Slime 2 = 19": "일꾼2 + 머드 슬라임2 = 19", "Worker 3 + Brawler 1": "일꾼 3 + 싸움꾼 1", "Worker 3 + Fighter 1 = 17": "일꾼3+싸움꾼1 = 17", "Worker 3 + Thrower 2": "일꾼 3 + 투척꾼 2", "Worker 4 + Fighter 2 = 28": "일꾼4+싸움꾼2 = 28", "Worker 4 + Thrower 2 = 21": "일꾼4+투척꾼2 = 21", "Worker 6 + Brawler 1": "일꾼 6 + 싸움꾼 1", "Working as a butcher,": "정육점 주인으로 일하면서,", "Working here": "여기서 작업", "Workload": "작업량", "Workload 10. Unlocks: 목재 여신상, 나무 판자, 나무 갑옷, 나무 투구.": "작업량 10. 잠금 해제: 목재 여신상, 나무 판자, 나무 갑옷, 나무 투구.", "Workload 100. Needs Tech Book 1. Unlocks: 나무 대검, 나무 방패, 혈목 대검, 혈목 방패.": "작업량 100. 기술 서적 1 필요. 잠금 해제: 나무 대검, 나무 방패, 혈목 대검, 혈목 방패.", "Workload 100. Needs Tech Book 1. Unlocks: 사냥꾼 작업대, 수리대, 생가죽 깔개.": "작업량 100. 기술 서적 1 필요. 잠금 해제: 사냥꾼 작업대, 수리대, 생가죽 깔개.", "Workload 100. Needs Tech Book 1. Unlocks: 연금술 작업대, 작은 나무 책장, 대형 나무 책장, 천구의.": "작업량 100. 기술 서적 1 필요. 잠금 해제: 연금술 작업대, 작은 나무 책장, 대형 나무 책장, 천구의.", "Workload 100. Needs Tech Book 1. Unlocks: 조리대.": "작업량 100. 기술 서적 1 필요. 잠금 해제: 조리대.", "Workload 100. Needs Tech Book 1. Unlocks: 천 양탄자, 깃발, 깃발 거치대, 두꺼운 천, 두꺼운 천 두건, 두꺼운 천 갑옷.": "작업량 100. 기술 서적 1 필요. 잠금 해제: 천 양탄자, 깃발, 깃발 거치대, 두꺼운 천, 두꺼운 천 두건, 두꺼운 천 갑옷.", "Workload 100. Needs Tech Book 1. Unlocks: 통나무 바닥, 나무 침대, 나무 탁자, 나무 원형 탁자, 나무 의자, 원형 나무 의자 +4 more.": "작업량 100. 기술 서적 1 필요. 잠금 해제: 통나무 바닥, 나무 침대, 나무 탁자, 나무 원형 탁자, 나무 의자, 원형 나무 의자 +4개 더.", "Workload 1000. Needs Tech Book 3. Unlocks: 가마, 주조 작업대, 항아리 더미, 나무 찬장, 대형 나무 찬장, 나무 벽 선반 +1 more.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 가마, 주조 작업대, 항아리 더미, 나무 찬장, 대형 나무 찬장, 나무 벽 선반 +1개 더.", "Workload 1000. Needs Tech Book 3. Unlocks: 갑각 방패, 갑각 막대기, 갑각 대검, 화염 갑각 스태프, 적색 크리스탈 갑각 스태프, 물 갑각 스태프 +3 more.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 갑각 방패, 갑각 막대기, 갑각 대검, 화염 갑각 스태프, 적색 크리스탈 갑각 스태프, 물 갑각 스태프 +3개 더.", "Workload 1000. Needs Tech Book 3. Unlocks: 개량된 풀 죽.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 개량된 풀 죽.", "Workload 1000. Needs Tech Book 3. Unlocks: 건조대, 육포.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 건조대, 육포.", "Workload 1000. Needs Tech Book 3. Unlocks: 보강된 뼈 투구, 보강된 뼈 갑옷, 보강된 뼈 방패.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 보강된 뼈 투구, 보강된 뼈 갑옷, 보강된 뼈 방패.", "Workload 1000. Needs Tech Book 3. Unlocks: 아크론 막대, 아크론 검, 아크론 대검, 화염 정령 아크론 스태프, 물 정령 아크론 스태프, 자연 정령 아크론 스태프 +6 more.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 아크론 막대, 아크론 검, 아크론 대검, 화염 정령 아크론 스태프, 물 정령 아크론 스태프, 자연 정령 아크론 스태프 +6개 더.", "Workload 1000. Needs Tech Book 3. Unlocks: 여신의 눈물.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 여신의 눈물.", "Workload 1000. Needs Tech Book 3. Unlocks: 판자 벽, 판자 문, 나무 바닥, 나무 바닥, 나무 바닥, 대형 나무 탁자 +4 more.": "작업량 1000. 기술 서적 3 필요. 잠금 해제: 판자 벽, 판자 문, 나무 바닥, 나무 바닥, 나무 바닥, 대형 나무 탁자 +4개 더.", "Workload 20. Unlocks: 장비 보관함, 천 가방.": "작업량 20. 잠금 해제: 장비 보관함, 천 가방.", "Workload 2500. Needs Tech Book 4. Unlocks: 가죽 가공대.": "작업량 2500. 기술 서적 4 필요. 잠금 해제: 가죽 가공대.", "Workload 2500. Needs Tech Book 4. Unlocks: 글로트 알 오믈렛.": "작업량 2500. 기술 서적 4 필요. 잠금 해제: 글로트 알 오믈렛.", "Workload 2500. Needs Tech Book 4. Unlocks: 석공대, 석재 벽, 석재 문, 석재 바닥, 석재 바닥, 석재 침대 +5 more.": "작업량 2500. 기술 서적 4 필요. 잠금 해제: 석공대, 석재 벽, 석재 문, 석재 바닥, 석재 바닥, 석재 침대 +5개 더.", "Workload 2500. Needs Tech Book 4. Unlocks: 석재 소모품 보관함, 석재 자원 보관함, 석재 장비 보관함, 도기 식량 보관함, 석재 투사체 보관함.": "작업량 2500. 기술 서적 4 필요. 잠금 해제: 석재 소모품 보관함, 석재 자원 보관함, 석재 장비 보관함, 도기 식량 보관함, 석재 투사체 보관함.", "Workload 2500. Needs Tech Book 4. Unlocks: 장신구 제작대.": "작업량 2500. 기술 서적 4 필요. 잠금 해제: 장신구 제작대.", "Workload 3300. Needs Tech Book 4. Unlocks: 주방 요리대.": "작업량 3300. 기술 서적 4 필요. 잠금 해제: 주방 요리대.", "Workload 400. Needs Tech Book 2. Unlocks: 갑각 투구, 갑각 갑옷, 갑각 검, 갑각 곤봉, 갑각 활, 갑각 화살.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 갑각 투구, 갑각 갑옷, 갑각 검, 갑각 곤봉, 갑각 활, 갑각 화살.", "Workload 400. Needs Tech Book 2. Unlocks: 고기 죽, 순무 죽, 귀리 죽.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 고기 죽, 순무 죽, 귀리 죽.", "Workload 400. Needs Tech Book 2. Unlocks: 괴물 통구이, 슬라임 푸딩.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 괴물 통구이, 슬라임 푸딩.", "Workload 400. Needs Tech Book 2. Unlocks: 밭, 나무 울타리.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 밭, 나무 울타리.", "Workload 400. Needs Tech Book 2. Unlocks: 뼈 막대기, 뼈 대검, 화염의 뼈 스태프, 붉은 크리스탈 본 스태프, 물의 뼈 스태프, 푸른 크리스탈 본 스태프 +2 more.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 뼈 막대기, 뼈 대검, 화염의 뼈 스태프, 붉은 크리스탈 본 스태프, 물의 뼈 스태프, 푸른 크리스탈 본 스태프 +2개 더.", "Workload 400. Needs Tech Book 2. Unlocks: 지팡이 제작대, 하급 화염의 정령석, 하급 물의 정령석, 하급 자연의 정령석.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 지팡이 제작대, 하급 화염의 정령석, 하급 물의 정령석, 하급 자연의 정령석.", "Workload 400. Needs Tech Book 2. Unlocks: 하급 야영지, 기본 야영 키트.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 하급 야영지, 기본 야영 키트.", "Workload 400. Needs Tech Book 2. Unlocks: 화톳불, 카드 놀이 테이블.": "작업량 400. 기술 서적 2 필요. 잠금 해제: 화톳불, 카드 놀이 테이블.", "Workload 4000. Needs Tech Book 4. Unlocks: 붉은 카펫, 붉은 카펫, 석재 벽난로, 대형 석재 탁자, 석재 식탁 의자, 긴 석재 의자 +6 more.": "작업량 4000. 기술 서적 4 필요. 잠금 해제: 붉은 카펫, 붉은 카펫, 석재 벽난로, 대형 석재 탁자, 석재 식탁 의자, 긴 석재 의자 +6개 더.", "Workload required for the feeding task": "먹이주기 작업에 필요한 작업량", "Workload required for the rescue/surgery task": "구조/수술 작업에 필요한 작업량", "Workload {#}.": "작업량 {#}.", "WorkloadDefaultTick": "WorkloadDefaultTick", "WorkloadScale": "WorkloadScale", "Worktype": "작업 유형", "World": "세계", "World lore": "세계 전설", "World object": "월드 객체", "Worst-case env debuffs": "최악의 환경 디버프", "Worst-case env debuffs: ON": "최악의 환경 디버프: ON", "Wraps in a cloak of flame, gaining a shield equal to {1}% of magic attack power on self for {0} sec, and dealing magic d...": "Wraps in a cloak of flame, gaining a shield equal to {1}% of magic attack power on self for {0} sec, and dealing magic d...", "Written": "작성됨", "Wrought Iron Arrow": "연철 화살", "Wrought Iron Greatsword": "연철 대검", "Wrought Iron Ingot": "연철 주괴", "Wrought Iron Spear": "연철 창", "XP": "경험치", "XP bonus": "XP 보너스", "XP to reach each level (2 to 12)": "각 레벨에 도달하는 XP (2부터 12까지)", "XP total to reach this level": "이 레벨에 도달하는 데 필요한 총 XP", "XP, talents, time, depletion, summons - curated guides": "경험치, 재능, 시간, 고갈, 소환물 - 엄선된 가이드", "Xenon": "Xenon", "Xenon (scholar)": "제논 (학자)", "Xenon - Dungeon Settlers Wiki": "제논 - 던전 세틀러즈 위키", "Xenon Cat": "제논 고양이", "Xenon Cat - Dungeon Settlers Wiki": "제논 고양이 - 던전 세틀러즈 위키", "Xenon Cat icon": "제논 고양이 아이콘", "Xenon Room": "제논 방", "Xenon Room - Dungeon Settlers Wiki": "제논 방 - 던전 세틀러즈 위키", "Xenon Room map": "제논 방 맵", "Xenon flips through his notebook and reveals a page with a sketch of a dark red bug. \"There's a blood-sucking bug, and ...": "지논이 노트를 넘기며 검은 빨간 벌레 스케치가 있는 페이지를 드러낸다. \"피를 빠는 벌레가 있고, ...", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "제논이 노트북의 여러 페이지를 넘기다가 어두운 진홍색 곤충 그림이 있는 페이지를 편다.", "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that goblin shamans apparently carry around a": "제논이 노트북의 여러 페이지를 넘기다가 어두운 진홍색 곤충 그림이 있는 페이지를 편다. \"고블린 샤먼들이 가지고 다니는 흡혈곤충이 있어. 대략", "Xenon icon": "제논 아이콘", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "제논이 산성충에서 시선을 돌려 근처의 포자충에 주목합니다. 그것을 관찰하면서 그의 입꼬리가 천천히 올라갑니다.", "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it migh": "제논이 산성충에서 시선을 돌려 근처의 포자충에 주목합니다. 그것을 관찰하면서 그의 입꼬리가 천천히 올라갑니다. \"처음엔 이게 그런 거라 생각했는데", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.": "제논이 당신이 건넨 연구 자료를 재빨리 훑어봅니다. 잠깐 침묵하다가 양손으로 머리를 쥡니다.", "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That's it! Why did it take me so long to real": "제논이 당신이 건넨 연구 자료를 재빨리 훑어봅니다. 잠깐 침묵하다가 양손으로 머리를 쥡니다. \"아... 그렇구나! 그거야! 내가 왜 이제야 깨닫", "Xenon rewards": "제논 보상", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.": "당신이 다가가도 제논은 거의 반응을 보이지 않고 노트북의 페이지를 계속 넘깁니다. 잠시 후 마침내 입을 엽니다.", "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He taps one of the open pages.": "당신이 다가가도 제논은 거의 반응을 보이지 않고 노트북의 페이지를 계속 넘깁니다. 잠시 후 마침내 입을 엽니다. \"왔군.\" 그는 펼쳐진 페이지 중 하나를 톡 누릅니다.", "Xenon turns his gaze from the acid insect and looks at a nearby spore insect. After studying it for a moment, the corner...": "제논은 산성 곤충에서 눈을 돌려 가까이 있는 포자 곤충을 봅니다. 잠깐 관찰한 후, 입 모서리가...", "Xenon2": "제논2", "Yellow": "노란색", "Yellow Banner": "노란 깃발", "Yellow Banner Stand": "노란 깃발 거치대", "Yellow Banner Stand - 던전 세틀러즈 위키": "노란 깃발 스탠드 - 던전 세틀러즈 위키", "Yellow Flowerbed": "노란 화단", "Yellow Flowerbed - Dungeon Settlers Wiki": "노란 화단 - 던전 세틀러즈 위키", "Yellow Stone Golem - Dungeon Settlers Wiki": "노란 스톤 골렘 - 던전 세틀러즈 위키", "Yellow Stone Golem icon": "노란 스톤 골렘 아이콘", "Yellow Stone Golem variant": "노란 돌 골렘 변형", "Yellow Stone Golems": "노란 석조 골렘", "YellowStoneGolem": "YellowStoneGolem", "Yields": "산출량", "You are critically low on": "당신은 심각하게 부족합니다", "You are critically low on Energy and fall unconscious.": "에너지가 심각하게 부족해 의식을 잃습니다.", "You are critically low on Energy and fall unconscious. Mood decreases. All Major Stat decrease.": "에너지가 심각하게 낮아 의식을 잃습니다. 기분 감소. 모든 주요 통계 감소.", "You are extremely hungry and wish to eat.": "당신은 극도로 배고프고 먹고 싶습니다.", "You are extremely hungry and wish to eat. Mood decreases.": "매우 배고프고 먹고 싶어 합니다. 기분 감소.", "You are in Stealth": "은폐 상태입니다", "You are low on": "부족한 상태입니다", "You are low on Energy and wish to rest.": "에너지가 부족하여 휴식을 원하고 있습니다.", "You are previewing a team someone shared with you. It is NOT saved to your account - review the units below, add them all, or add any single one with the button on its card.": "누군가 공유한 팀을 미리 보고 있습니다. 이는 내 계정에 저장되지 않습니다 - 아래에서 유닛을 확인한 뒤 전부 추가하거나, 카드의 버튼으로 개별적으로 추가하세요.", "You are severely hungry and wish to eat.": "당신은 심각하게 배고프고 먹고 싶습니다.", "You are severely hungry and wish to eat. Triggers the Near Death state. Recovering Hunger to a certain level can restore you from the Near Death state.": "극심하게 배가 고파 먹고 싶어합니다. '빈사' 상태를 유발합니다. 허기를 일정 수준까지 회복하면 빈사 상태에서 회복할 수 있습니다.", "You are very low on": "매우 부족한 상태입니다", "You are very low on Energy and wish to rest.": "에너지가 매우 부족해 휴식을 취하고 싶어집니다.", "You are very low on Energy and wish to rest. Mood decreases. All Major Stat decrease.": "에너지가 매우 낮고 휴식을 원합니다. 기분 감소. 모든 주요 통계 감소.", "You can adjust in-game settings like language and sound settings in this window.": "You can adjust in-game settings like language and sound settings in this window.", "You can als...": "당신은 또한...", "You can also access 'Inventory', 'Skills', and 'Status' through the entity summary panel.": "'엔티티 요약 패널을 통해 '인벤토리', '스킬', '상태'에 접근할 수 있습니다.", "You can also inspect the corpse of a dead target.": "죽은 대상의 시체도 조사할 수 있습니다.", "You can also obtain one guaranteed Skill Reset Potion when your expedition rank reaches": "탐사단 등급이 다음에 도달할 때 보장된 스킬 재설정 물약 1개를 얻을 수 있습니다", "You can carry injured expedition members back to your settlement for rescue.": "부상당한 탐사단 멤버를 정착지로 돌려 구출할 수 있습니다.", "You can check Inventory, Skills, and Status of multiple selected units at once.": "여러 선택한 유닛의 인벤토리, 스킬, 상태를 한 번에 확인할 수 있습니다.", "You can check mood influencing factors via the 'Mood' section in the 'Status' tab.": "'상태' 탭의 '기분' 섹션에서 기분에 영향을 주는 요소를 확인할 수 있습니다.", "You can check mood-influencing factors via the 'Mood' section in the 'Status' tab.": "'상태' 탭의 '기분' 섹션을 통해 기분에 영향을 주는 요소를 확인할 수 있습니다.", "You can check the items an entity is carrying in the 'Inventory' tab of the entity summary panel.": "엔티티 요약 패널의 '인벤토리' 탭에서 엔티티가 운반하는 아이템을 확인할 수 있습니다.", "You can check your current quest objectives in the top right corner of the screen.": "화면 오른쪽 상단에서 현재 임무 목표를 확인할 수 있습니다.", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.": "마우스 왼쪽 버튼을 클릭한 채로 드래그하면 여러 유닛을 한 번에 선택할 수 있습니다. 또는 Tab 키를 눌러 모든 유닛을 선택할 수 있습니다.", "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ##": "왼쪽 마우스 버튼으로 클릭하고 드래그하면 여러 유닛을 한 번에 선택할 수 있습니다. 또는 Tab 키를 눌러 모든 유닛을 선택하세요. ##", "You can click and drag with the left mouse button to select multiple units at once. Or press the ~ key (to the left of the number keys) to <color=#ccbeb8": "마우스 왼쪽 버튼을 클릭한 채로 드래그하면 여러 유닛을 한 번에 선택할 수 있습니다. 또는 숫자 키 왼쪽에 있는 ~ 키를 눌러 <color=#ccbeb8", "You can construct a Goddess Statue through the construction menu. Units with max experience can": "건설 메뉴를 통해 여신상을 건설할 수 있습니다. 최대 경험치를 가진 유닛은", "You can construct a Goddess Statue through the construction menu. Units with max experience can 레벨 상승 by interacting with the statue. ## To": "건설 메뉴에서 여신상을 건설할 수 있습니다. 경험치가 최대인 유닛은 여신상과 상호작용하여 레벨 상승할 수 있습니다. ##", "You can demolish buildings through the 'Demolition Mode' at the bottom right of the screen.": "화면 오른쪽 하단의 '철거 모드'를 통해 건물을 철거할 수 있습니다.", "You can dismiss a unit by pressing the button below the unit's portrait in the status window.": "상태 창의 유닛 초상화 아래 버튼을 눌러 유닛을 해제할 수 있습니다.", "You can easily win battles.": "쉽게 전투를 이길 수 있습니다.", "You can flip each separately later in Settings.": "각 항목은 나중에 설정에서 개별적으로 전환할 수 있습니다.", "You can gain random stats from Accessory Attack Stats, Accessory Defense Stats, or Accessory Utility Stats.": "악세서리 공격 스탯, 악세서리 방어 스탯, 또는 악세서리 유틸리티 스탯에서 무작위 스탯을 얻을 수 있습니다.", "You can gain random stats from Accessory Attack Stats.": "장식품 공격 능력치에서 무작위 능력치를 얻을 수 있습니다.", "You can gain random stats from Accessory Defense Stats.": "장식품 방어 능력치에서 무작위 능력치를 얻을 수 있습니다.", "You can gain random stats from Accessory Utility Stats.": "장식품 유틸리티 능력치에서 무작위 능력치를 얻을 수 있습니다.", "You can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].": "다음에서 임의의 능력치를 얻을 수 있습니다: [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], 또는 [Tooltip_UtilityRandomTags].", "You can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].</div></div>\">silver necklace": "[Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], 또는 [Tooltip_UtilityRandomTags]에서 무작위 스탯을 얻을 수 있습니다.</div></div>\">은 목걸이", "You can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].</div></div>\">silver ring": "[Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], 또는 [Tooltip_UtilityRandomTags]에서 무작위 스탯을 얻을 수 있습니다.</div></div>\">은 반지", "You can gain random stats from [Tooltip_AttackRandomTags].": "[Tooltip_AttackRandomTags]에서 무작위 능력치를 얻을 수 있습니다.", "You can gain random stats from [Tooltip_DefenseRandomTags].": "[Tooltip_DefenseRandomTags]에서 무작위 능력치를 얻을 수 있습니다.", "You can gain random stats from [Tooltip_UtilityRandomTags].": "[Tooltip_UtilityRandomTags]에서 무작위 능력치를 얻을 수 있습니다.", "You can hear a certain desperation in the scarecrow's voice.": "허수아비의 목소리에서 절박함이 묻어난다.", "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "현재 무게 / 최대 무게가 {0}% 이상에 도달하면 더 이상 무게를 운반할 수 없습니다.", "You can open the Consumption Policy window from the button at the top right of the screen.": "화면 오른쪽 상단의 버튼에서 소비 정책 창을 열 수 있습니다.", "You can pause the game by pressing the Space key even during combat.": "전투 중에도 Space 키를 눌러 게임을 일시정지할 수 있습니다.", "You can raise your rank by earning": "다음을 획득하여 랭크를 높일 수 있습니다", "You can recruit new units through 'Recruit' in the top right corner of the screen.": "화면 우측 상단의 '모집'을 통해 새로운 유닛을 모집할 수 있습니다.", "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "화면 우측 상단의 '모집'을 통해 새로운 유닛을 모집할 수 있습니다. ## 각 유닛은 특성, 능력치, 스킬 트리를 가지고 있으며, <color=#ccb", "You can recruit new units through 'Recruit' in the top-right corner of the screen.": "화면 오른쪽 상단의 '모집'을 통해 새 유닛을 모집할 수 있습니다.", "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "화면 우측 상단의 '모집'을 통해 새로운 유닛을 모집할 수 있습니다. ## 각 유닛은 특성, 능력치, 스킬 트리를 가지고 있으며, <color=#ccb", "You can rescue units in the 'Near Death' state using an": "'죽음 근처' 상태의 유닛을 다음을 사용하여 구조할 수 있습니다", "You can restore a unit's": "유닛의 다음을 회복할 수 있습니다", "You can retry or cancel multiple times, but consumed resources cannot be recovered.": "여러 번 재시도하거나 취소할 수 있지만 사용한 자원은 복구할 수 없습니다.", "You can select entities by left clicking or dragging.": "좌클릭이나 드래그로 개체를 선택할 수 있습니다.", "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "좌클릭이나 드래그로 개체를 선택할 수 있습니다. 개체가 선택되면 좌측 하단에 개체 요약 패널이 나타나며, 여기서 확인할 수 있습니다.", "You can select entities by left-clicking or dragging.": "좌클릭하거나 드래그하여 엔티티를 선택할 수 있습니다.", "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "좌클릭이나 드래그로 개체를 선택할 수 있습니다. 개체가 선택되면 좌측 하단에 개체 요약 패널이 나타나며, 여기서 확인할 수 있습니다.", "You can set the Task Priority for each unit.": "각 유닛에 대해 작업 우선순위를 설정할 수 있습니다.", "You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree": "스킬-트리를 사용하여 유닛에 배경이 부여하지 않는 무기 또는 마법 학교를 여전히 줄 수 있습니다", "You can use": "사용할 수 있습니다.", "You can use Goddess’s Tears to remove thorn vines and expand your settlement area.": "여신의 눈물을 사용하면 가시덩굴을 제거하고 정착지 영역을 넓힐 수 있습니다.", "You can use tabs such as 'Inventory' even while multiple units are selected. Use the 'Tab' key to select all units and compare their information.": "여러 유닛을 선택한 상태에서도 '인벤토리' 같은 탭을 사용할 수 있습니다. 'Tab' 키를 사용하면 모든 유닛을 선택해 정보를 비교할 수 있습니다.", "You can view the total amount of all resources owned by the expedition on the left side of the screen.": "화면 왼쪽에서 탐사단이 소유한 모든 자원의 총액을 볼 수 있습니다.", "You can't recruit over max population.": "You can't recruit over max population.", "You cannot interact with portals during combat, so please be careful.": "전투 중에는 포탈과 상호작용할 수 없으므로 주의하세요.", "You cannot manually save the game while in a dungeon.": "던전에 있을 때 게임을 수동으로 저장할 수 없습니다.", "You cannot use Portals during combat.": "전투 중에는 포탈을 사용할 수 없습니다.", "You clear your throat before continuing.": "당신은 목을 가다듬고 계속한다.", "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...": "당신은 거대한 유리 탱크 안에서 잠자고 있는 고블린들을 발견합니다. 그러나 일반적인 녹색 피부의 고블린과 달리, 이 표본들은...", "You don't have enough items {0} to construct a building.": "You don't have enough items {0} to construct a building.", "You don't need to worry about the door breaking.": "문이 부러지는 것을 걱정할 필요가 없습니다.", "You examined the situation from several angles, but found nothing immediately suspicious.": "당신은 여러 각도에서 상황을 살펴봤지만 즉시 의심할 만한 점을 찾지 못했습니다.", "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcome them back alive all the same. Wi": "당신은 여러 각도에서 상황을 살펴봤지만 즉시 의심할 만한 점을 찾지 못했습니다. 의심을 완전히 떨쳐버리지는 못했지만, 그들을 살아서 돌아온 것에 대해 반겨야 합니다.", "You explain that your first scouting mission ended in a deadly encounter with the infamous": "당신의 첫 번째 정찰 임무가 악명 높은 것과의 치명적인 만남으로 끝났다고 설명한다", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve.": "당신은 탐사단원들에게 현재 탐사단 목표가 현실적으로 달성하기 어려운 이유를 설명한다.", "You explain to the expedition members why the current expedition objective is realistically difficult to achieve. \"Then why did we even set such a goal in the first place?\" A few expedition members grumble and voice their dissatisfaction.": "현재의 원정 목표가 현실적으로 어렵다는 것을 원정대 일원들에게 설명했다. \"그럼 처음부터 왜 그런 목표를 세웠어요?\" 몇몇 원정대 일원들이 투덜거리며 불만을 터뜨렸다.", "You fall into deep thought.": "당신은 깊은 생각에 빠진다.", "You furrow your brow and speak firmly.": "당신이 미간을 찌푸리며 단호하게 말합니다.", "You furrow your brow and speak firmly. \"Others need rest too, so let's stop for today.\" The Lycan members exchange dis...": "당신이 눈썹을 찌푸리고 단호하게 말한다. \"다른 사람들도 휴식이 필요하니 오늘은 멈추자.\" 라이칸 단원들이 불만의 눈빛을 주고받으며...", "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disappointed looks, then slowly lo": "당신이 미간을 찌푸리며 단호하게 말합니다. \"다른 사람들은 쉬어야 해. 오늘은 여기까지.\" 라이칸 탐사대원들이 실망스러운 눈빛으로 서로를 바라본 후 천천히", "You gain 1 inscription per level -": "레벨당 각인 1개를 얻습니다 -", "You gain 1 inscription per level - {#} by level {#}, {#} free. ": "레벨당 각인 1개 - {#}개를 레벨 {#}까지 얻으며, {#}개 남음. ", "You gain 1 inscription per level - {#} by level {#}. ": "레벨당 각인 1개 - {#}개를 레벨 {#}까지 얻습니다. ", "You gain 100 gold coins.": "100 금을 획득합니다.", "You gain 800 gold coins.": "800 금 코인을 획득합니다.", "You gain {#} inscription per level - {#} by level {#}, {#} free. Adding a tree here uses one; a weapon tree then draws Main SP, an auxiliary tree Sub SP.": "레벨당 각인 {#}개를 얻습니다 - 레벨 {#}까지 {#}개, {#}개는 무료. 여기서 트리를 추가하면 각인 1개를 사용합니다. 무기 트리는 메인 SP를, 보조 트리는 서브 SP를 소모합니다.", "You gain {#} inscription per level - {#} by level {#}. {#} on the inscriptions below, so {#} free.": "레벨당 각인 {#}개를 얻습니다 - 레벨 {#}까지 {#}개. 아래 각인에 {#}개 사용, {#}개 남음.", "You gather the members in one place and begin speaking about the expedition's goals.": "당신은 팀원들을 한곳에 모아 탐사단의 목표에 대해 말하기 시작한다.", "You had scoffed at the grim rumors about this dungeon before being dispatched here, thinking them exaggerated.": "이 던전에 대한 음울한 소문을 과장되었다고 생각하며 비웃었는데, 이곳에 도착하기 전에.", "You had thought the objective would be completed quickly, but it has proven far less simple than expected.": "당신은 목표가 빠르게 달성될 것으로 생각했지만, 예상보다 훨씬 복잡한 것으로 판명되었다.", "You have established a basic base of operations, but the expedition has only just begun to take shape.": "당신은 기본 작전 기지를 설립했지만, 탐사대는 이제 막 형태를 갖추기 시작했습니다.", "You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit?": "You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit?", "You have not completely set aside your doubts, but you should welcom...": "의심을 완전히 떨쳐버리지는 못했지만, 당신은...", "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "당신은 근처에서 비명을 듣습니다-그리고 즉시 당신의 동료 중 한 명인 리아나의 목소리임을 알아봅니다.", "You hear {0} scream and coldly turn your head away.": "{0}의 비명을 들으며 당신은 차갑게 고개를 돌려버립니다.", "You hur...": "당신은 서둘러...", "You look around, but no one is there.": "주변을 봐도 아무도 없습니다.", "You lost.": "당신은 졌다.", "You nod in agreement with her suggestion.": "당신은 그녀의 제안에 고개를 끄덕인다.", "You notice something moving beneath the thick layer of corruption.": "두꺼운 부패 층 아래에서 뭔가 움직이는 것을 본다.", "You order the members to seize {0}.": "당신은 대원들에게 {0}을 제압하도록 명령합니다.", "You realize that the food reserves are running out faster than expected. For expedition members who risk their lives in the field, proper meals matter more than anything. \"We won't last long on empty stomachs. We need to hurry and secure more food.\"": "식량 비축분이 예상보다 빠르게 줄어들고 있다는 것을 깨닫습니다. 현장에서 목숨을 걸고 있는 탐사단원들에게는 제대로 된 식사만큼 중요한 것이 없습니다. \"빈속으로는 오래 버틸 수 없어. 서둘러 식량을 더 확보해야 해.\"", "You realize that the food reserves are running out faster than expected. For expedition members who risk their lives in the field, proper meals matter more than anything. \"We won't last long on empty stomachs. We need to hurry and secure more food.\" ➜ Once enough food had been stored, fewer expedition members had to go hungry. \"If we are heading out on an expedition, it would be best to eat well first.\"": "식량 비축분이 예상보다 빠르게 줄어들고 있다는 것을 깨닫는다. 현장에서 목숨을 걸고 싸우는 탐사단원들에게는 제대로 된 식사만큼 중요한 것이 없다. \"빈속으로는 오래 버티지 못해. 서둘러 식량을 더 확보해야 해.\" ➜ 식량을 충분히 비축하자 굶주리는 탐사단원이 줄어들었다. \"탐사를 나가려면 일단 든든히 먹어두는 게 최고지.\"", "You realize that the food reserves are running out faster than expected. For expedition members who risk their lives in the field, proper meals matter more than anything. \"We won't last long on empty stomachs. We need to hurry and secure more food.\" ➜ The expedition members can now enjoy their meals in a much more satisfying environment than before. \"Somehow, food tastes better when we eat here.\"": "식량 비축분이 예상보다 빠르게 줄어들고 있다는 사실을 깨닫는다. 현장에서 목숨을 걸고 싸우는 탐사단원들에게 제대로 된 식사보다 중요한 것은 없다. \"배를 곯아서는 오래 버틸 수 없다. 서둘러 식량을 더 확보해야 한다.\" ➜ 이제 탐사단원들은 이전보다 훨씬 만족스러운 환경에서 식사를 즐길 수 있게 되었다. \"이상하게 여기서 먹으니 음식이 더 맛있군.\"", "You realize that the food reserves are running out faster than expected. For exp…": "식량 비축량이 예상보다 빨리 떨어지고 있음을 깨닫습니다. 경험치를 위해…", "You report on the recent status of the expedition teams. When you mention that you don't have enough members to take down Red Monster Rat, the inspector cuts you off.": "당신은 최근 탐사단들의 상황을 보고합니다. 붉은 몬스터 쥐를 처치할 인원이 부족하다고 언급하자, 조사관이 당신의 말을 끊습니다.", "You sigh and shrug your shoulders.": "당신이 한숨을 쉬며 어깨를 으쓱합니다.", "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the Lycan expedition members thr": "당신이 한숨을 쉬며 어깨를 으쓱합니다. \"그게 너희의 풍습이라면 그럴 수도 있지. 하지만 너무 심하게 하진 마.\" 당신이 허락하는 순간 라이칸 탐사대원들이", "You sigh and shrug. \"If that's your custom, so be it. But don't overdo it.\" When you give permission, the Lycan member...": "당신이 한숨을 쉬며 어깨를 으쓱한다. \"그게 당신들의 관습이라면, 그렇게 하지. 하지만 너무 무리하지 마.\" 허락을 할 때, 라이칸 단원들...", "You simply shrug and gesture for": "당신은 어깨를 으쓱하고", "You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent. \"We need to create a place where everyone can catch their breath, even a little.\"": "당신은 주위에 모인 탐사단원들을 천천히 둘러본다. 축 처진 어깨와 공허하고 지친 눈빛에는 피로와 불만이 짙게 배어 있다. \"조금이라도 다들 숨 돌릴 수 있는 공간을 만들어야겠어.\"", "You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent. \"We need to create a place where everyone can catch their breath, even a little.\" ➜ The mood in the settlement has grown much brighter than before. Little by little, a sense of ease has begun to return to the expedition members' faces. \"Yes, this is at least a place we can live in.\"": "당신은 주위에 모인 탐사단원들을 천천히 둘러본다. 축 처진 어깨와 공허하고 지친 눈빛에는 피로와 불만이 짙게 배어 있다. \"조금이라도 다들 숨 돌릴 수 있는 공간을 만들어야겠어.\" ➜ 정착지의 분위기가 예전보다 훨씬 밝아졌다. 조금씩, 탐사단원들의 얼굴에 편안함이 되돌아오기 시작했다. \"그래, 여기라면 적어도 사람 사는 곳이라 할 만하군.\"", "You slowly look over the expedition members gathered nearby. Their slumped shoul…": "당신은 천천히 근처에 모인 탐사단 멤버들을 살펴봅니다. 그들의 축 늘어진 어깨…", "You slowly raise both hands and take a careful step back.": "당신은 천천히 양손을 올리고 조심스럽게 한 발 물러난다.", "You snap back to your senses as someone shakes your shoulders violently.": "누군가가 당신의 어깨를 힘껏 흔들자 정신이 돌아온다.", "You stamp one foot, and the expedition members begin to catch the rhythm one by one.": "당신이 한 발을 구르자, 탐사대원들이 하나둘 리듬을 따라잡기 시작합니다.", "You still lose 200 HP (minus any barrier / guard). The reflect is a bonus, not a shield.": "여전히 200 생명력을 잃습니다(장애물/방어 제외). 반사는 보너스이지 방패가 아닙니다.", "You still take": "그래도 받는 피해", "You suddenly realize that someone is watching you. You look around and see nothing, so you raise your head and look up. ...": "당신은 갑자기 누군가가 당신을 지켜보고 있다는 것을 깨닫는다. 주변을 둘러봐도 아무것도 보이지 않아서 고개를 들어 위를 본다...", "You survived the brink of death, your body remains fragile.": "당신은 죽음의 직전에서 살아남았고, 당신의 몸은 여전히 약합니다.", "You survived the brink of death, your body remains fragile. While in this state, you can no longer enter the Near Death state. If Head Health or Hunger drops to 0, it will result in instant death instead.": "죽음의 문턱에서 살아남았지만, 몸은 여전히 허약한 상태입니다. 이 상태에서는 더 이상 빈사 상태에 진입할 수 없습니다. 머리 생명력 또는 허기가 0이 되면 대신 즉사하게 됩니다.", "You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.": "당신은 노트를 꺼내 그림, 배치, 사냥의 각 단계를 신중하게 필사합니다.", "You vs {#}": "나 vs {#}", "You warmly welcome the newest member of the expedition.": "당신은 새로운 탐사단원을 따뜻하게 맞이한다.", "You win the exchange - you kill": "교환에서 승리합니다 - 처치 대상:", "You won.": "당신은 이겼다.", "You'd better take care of it": "너희가 그것을 잘 다뤄야 해", "You'll be able to save freely at the settlement.": "정착지에서 자유롭게 저장할 수 있습니다.", "You've truly done well.": "정말 잘했어.", "Young Glott 3 + Mud Slogel 3 = 28.5": "새끼 글로트3+머드 슬로겔3 = 28.5", "Young Glott 5 = 27.5": "새끼 글로트5 = 27.5", "Your DPS": "내 DPS", "Your Greatsword aptitude (+{#}) lowers every Greatsword skill cost by {#} (min {#}). It comes from your race, background, traits and items.": "대검 숙련도(+{#})는 모든 대검 스킬 비용을 {#}만큼 낮춥니다 (최소 {#}). 이는 종족, 배경, 특성, 아이템에서 비롯됩니다.", "Your attacker debuffed by:": "당신의 공격자가 받은 디버프:", "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "빌드는 착용한 장비를 그대로 유지합니다 - \"기본 장비 착용\"을 눌러 이 초기 장비 세트를 불러오세요.", "Your clan advances through numbered": "당신의 클랜은 번호가 매겨진", "Your clan advances through numbered ranks by accumulating contribution points. The rank table defines 7 ranks, but the base game caps the highest available r…": "클랜은 공헌도를 쌓아 번호가 매겨진 랭크를 통해 성장합니다. 랭크 표에는 7단계가 정의되어 있지만, 기본 게임에서는 이용 가능한 최고…", "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.": "클랜의 전반적인 진행 단계다(1~7단계까지 정의되어 있으며, 현재 빌드에서는 2로 상한이 걸려 있음). 랭크가 높아질수록 인구 상한이 늘고, 모집이 개선되며, 시설과 연구가 해금된다.", "Your damage on the hit": "타격에 대한 당신의 피해", "Your dmg/hit": "내 타격당 피해", "Your expression hardens at the inspector's blunt tone, but the inspector pays no mind and continues his grumbling.": "당신의 표정은 검사관의 무뚝뚝한 태도에 굳어지지만, 검사관은 개의치 않고 계속 투덜거린다.", "Your hands tremble slightly as you hand over the gold coins.": "금화를 건네며 당신의 손이 살짝 떨린다.", "Your hit chance (": "내 명중률 (", "Your hit chance ({#}%, shown on the Attacker card) is NOT folded into these numbers - like the Spell Damage Ranking's Hit column, it is informational only.": "명중률({#}%, 공격자 카드에 표시)은 이 수치에 반영되지 않습니다 - 주문 피해 순위의 명중 열과 마찬가지로 참고용입니다.", "Your inscriptions": "내 각인", "Your long term planning and delicate management skills will be put to the test.": "Your long term planning and delicate management skills will be put to the test.", "Your long-term planning and delicate management skills will be put to the test.": "당신의 장기 계획과 섬세한 관리 능력이 시험될 것입니다.", "Your missing HP": "당신의 잃은 생명력", "Your own damage per hit is not changed by difficulty.": "타격당 자신의 피해량 자체는 난이도의 영향을 받지 않습니다.", "Your report was": "작성한 보고서가", "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "로테이션: 배운 모든 공격 스킬을 재사용 대기 시간이 끝나는 즉시 다시 사용하고, 나머지 시간은 모두 기본 공격으로 채웁니다.", "Your unit": "내 유닛", "Your units": "내 유닛", "Your units 1": "내 유닛 1", "Your units get a bonus too": "아군 유닛도 보너스를 받습니다", "Your wishlists and feedback are a great source of support for us.": "당신의 위시리스트와 피드백은 우리에게 큰 힘이 됩니다.", "Your {#} aptitude (+{#}) lowers every {#} skill cost by {#} (min 1). It comes from your race, background, traits and items.": "{#} 적성 (+{#})이 모든 {#} 스킬 비용을 {#}만큼 낮춥니다 (최소 1). 종족, 배경, 특성, 아이템에서 얻습니다.", "Your {#} aptitude ({#}) raises every {#} skill cost by {#}. It comes from your race, background, traits and items.": "{#} 적성 ({#})이 모든 {#} 스킬 비용을 {#}만큼 높입니다. 종족, 배경, 특성, 아이템에서 얻습니다.", "Zenon Default": "제논 기본값", "Zenon Default - Dungeon Settlers Wiki": "제논 기본값 - 던전 세틀러즈 위키", "Zenon Default icon": "제논 기본값 아이콘", "Zenon Quest 1": "제논 임무 1", "Zenon Quest 1 - Dungeon Settlers Wiki": "제논 임무 1 - 던전 세틀러즈 위키", "Zenon Quest 1 Reward": "제논 임무 1 보상", "Zenon Quest 1 Reward - Dungeon Settlers Wiki": "제논 임무 1 보상 - 던전 세틀러즈 위키", "Zenon Quest 1 Reward icon": "제논 임무 1 보상 아이콘", "Zenon Quest 1 icon": "제논 임무 1 아이콘", "Zenon Quest 2": "제논 임무 2", "Zenon Quest 2 - Dungeon Settlers Wiki": "제논 임무 2 - 던전 세틀러즈 위키", "Zenon Quest 2 Reward": "제논 임무 2 보상", "Zenon Quest 2 Reward - Dungeon Settlers Wiki": "제논 임무 2 보상 - 던전 세틀러즈 위키", "Zenon Quest 2 Reward icon": "제논 임무 2 보상 아이콘", "Zenon Quest 2 icon": "제논 임무 2 아이콘", "Zenon Quest 3": "제논 임무 3", "Zenon Quest 3 - Dungeon Settlers Wiki": "제논 임무 3 - 던전 세틀러즈 위키", "Zenon Quest 3 Reward": "제논 임무 3 보상", "Zenon Quest 3 Reward - Dungeon Settlers Wiki": "제논 임무 3 보상 - 던전 세틀러즈 위키", "Zenon Quest 3 Reward icon": "제논 임무 3 보상 아이콘", "Zenon Quest 3 icon": "제논 임무 3 아이콘", "Zenon Quest 4": "제논 임무 4", "Zenon Quest 4 - Dungeon Settlers Wiki": "제논 임무 4 - 던전 세틀러즈 위키", "Zenon Quest 4 Reward": "제논 임무 4 보상", "Zenon Quest 4 Reward - Dungeon Settlers Wiki": "제논 임무 4 보상 - 던전 세틀러즈 위키", "Zenon Quest 4 Reward icon": "제논 임무 4 보상 아이콘", "Zenon Quest 4 icon": "제논 임무 4 아이콘", "Zenon Quest End 1": "제논 임무 끝 1", "Zenon Quest End 1 - Dungeon Settlers Wiki": "제논 임무 종료 1 - 던전 세틀러즈 위키", "Zenon Quest End 1 icon": "제논 임무 종료 1 아이콘", "Zenon Quest End 2": "제논 임무 끝 2", "Zenon Quest End 2 - Dungeon Settlers Wiki": "제논 임무 종료 2 - 던전 세틀러즈 위키", "Zenon Quest End 2 icon": "제논 임무 종료 2 아이콘", "Zenon Quest End 3": "제논 임무 끝 3", "Zenon Quest End 3 - Dungeon Settlers Wiki": "제논 임무 종료 3 - 던전 세틀러즈 위키", "Zenon Quest End 3 icon": "제논 임무 종료 3 아이콘", "Zenon Quest End 4": "제논 임무 끝 4", "Zenon Quest End 4 - Dungeon Settlers Wiki": "제논 임무 종료 4 - 던전 세틀러즈 위키", "Zenon Quest End 4 icon": "제논 임무 종료 4 아이콘", "Zenon's insect-research request line and its reward hand-ins.": "제논의 곤충 연구 의뢰 라인과 보상 제출.", "Zenon: Insect Research": "제논: 곤충 연구", "ZenonDefault": "ZenonDefault", "ZenonQuest1": "ZenonQuest1", "ZenonQuest1Reward": "ZenonQuest1Reward", "ZenonQuest2": "ZenonQuest2", "ZenonQuest2Reward": "ZenonQuest2Reward", "ZenonQuest3": "ZenonQuest3", "ZenonQuest3Reward": "ZenonQuest3Reward", "ZenonQuest4": "ZenonQuest4", "ZenonQuest4Reward": "ZenonQuest4Reward", "ZenonQuestEnd1": "ZenonQuestEnd1", "ZenonQuestEnd2": "ZenonQuestEnd2", "ZenonQuestEnd3": "ZenonQuestEnd3", "ZenonQuestEnd4": "ZenonQuestEnd4", "Zero-weight backgrounds": "무게 0 배경", "Zoom in": "확대", "Zoom out": "축소", "Zooming in allows you to see units and surroundings in detail, while zooming out gives a broader view of the area.": "확대하면 유닛과 주변을 자세히 볼 수 있으며, 축소하면 넓은 범위를 볼 수 있습니다.", "[\"AFFECTER_BellyBeggar\"]": "[\"AFFECTER_BellyBeggar\"]", "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]", "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]", "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Pacifist\", \"AFFECTER_RapidRecoverd\", \"AFFECTER_CunningGetaway\", \"AFFECTER_SlowLearner\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\"...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Pacifist\", \"AFFECTER_RapidRecoverd\", \"AFFECTER_CunningGetaway\", \"AFFECTER_SlowLearner\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\"...", "[\"AFFECTER_IndestructibleBuilding\"]": "[\"AFFECTER_IndestructibleBuilding\"]", "[\"AFFECTER_Invincibility\"]": "[\"AFFECTER_Invincibility\"]", "[\"AFFECTER_Perfectionist\"]": "[\"AFFECTER_Perfectionist\"]", "[\"AFFECTER_Preservation\"]": "[\"AFFECTER_Preservation\"]", "[\"AFFECTER_Preservation2\"]": "[\"AFFECTER_Preservation2\"]", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTE...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTE...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_SnakeCatcher\", \"AFFECTER_SwampKeeper\", \"AFFECTER_ChiefBodyguard\", \"AFFECTER_ScaleCraftsman\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_D...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_SnakeCatcher\", \"AFFECTER_SwampKeeper\", \"AFFECTER_ChiefBodyguard\", \"AFFECTER_ScaleCraftsman\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_D...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Carter\", \"AFFECTER_NightWatch\", \"AFFECT...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Carter\", \"AFFECTER_NightWatch\", \"AFFECT...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTER_Blacksmith\", \"AFFE...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTER_Blacksmith\", \"AFFE...", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\"]": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\"]", "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\",...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\",...", "[\"AnyUnit\"]": "[\"AnyUnit\"]", "[\"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]": "[\"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]", "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_Anci...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_Anci...", "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_Brok...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_Brok...", "[\"BUILDING_BasicCampsiteDeco2\"]": "[\"BUILDING_BasicCampsiteDeco2\"]", "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBooksh...": "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBooksh...", "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\"]": "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\"]", "[\"BUILDING_EventDeveloperBox\"]": "[\"BUILDING_EventDeveloperBox\"]", "[\"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\"]": "[\"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\"]", "[\"BUILDING_GiantStoneGolemDead\"]": "[\"BUILDING_GiantStoneGolemDead\"]", "[\"BUILDING_LesserGuardianStone\"]": "[\"BUILDING_LesserGuardianStone\"]", "[\"BUILDING_LumaTree\", \"BUILDING_LumaTree\"]": "[\"BUILDING_LumaTree\", \"BUILDING_LumaTree\"]", "[\"BUILDING_MeatGrub1\", \"BUILDING_MeatGrub1\"]": "[\"BUILDING_MeatGrub1\", \"BUILDING_MeatGrub1\"]", "[\"BUILDING_MeatGrub1\"]": "[\"BUILDING_MeatGrub1\"]", "[\"BUILDING_MeatGrub2\", \"BUILDING_MeatGrub2\"]": "[\"BUILDING_MeatGrub2\", \"BUILDING_MeatGrub2\"]", "[\"BUILDING_MeatGrub2\"]": "[\"BUILDING_MeatGrub2\"]", "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mush...": "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mush...", "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\"]": "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\"]", "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_M...": "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_M...", "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\"]": "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\"]", "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDin...": "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDin...", "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]": "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]", "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_St...": "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_St...", "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]": "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]", "[\"BUILDING_WoodBarrel\", \"BUILDING_WoodBarrel\"]": "[\"BUILDING_WoodBarrel\", \"BUILDING_WoodBarrel\"]", "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodB...": "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodB...", "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\"]": "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\"]", "[\"Blitz\", \"Burst\", \"Execution\"]": "[\"Blitz\", \"Burst\", \"Execution\"]", "[\"Blitz\", \"Burst\", \"Guardian\"]": "[\"Blitz\", \"Burst\", \"Guardian\"]", "[\"Blitz\", \"Burst\", \"Harmony\"]": "[\"Blitz\", \"Burst\", \"Harmony\"]", "[\"Blitz\", \"Execution\", \"Tide\"]": "[\"Blitz\", \"Execution\", \"Tide\"]", "[\"Blitz\", \"Harmony\", \"Execution\"]": "[\"Blitz\", \"Harmony\", \"Execution\"]", "[\"Blitz\", \"Harmony\", \"Warrior\"]": "[\"Blitz\", \"Harmony\", \"Warrior\"]", "[\"Blitz\", \"Stake\", \"Harmony\"]": "[\"Blitz\", \"Stake\", \"Harmony\"]", "[\"Blitz\", \"Stake\", \"Warrior\"]": "[\"Blitz\", \"Stake\", \"Warrior\"]", "[\"Blitz\", \"Warrior\", \"Fortress\"]": "[\"Blitz\", \"Warrior\", \"Fortress\"]", "[\"Blitz\", \"Warrior\", \"Harmony\"]": "[\"Blitz\", \"Warrior\", \"Harmony\"]", "[\"Blitz\", \"Warrior\", \"Stake\"]": "[\"Blitz\", \"Warrior\", \"Stake\"]", "[\"Blitz\", \"Warrior\", \"Tide\"]": "[\"Blitz\", \"Warrior\", \"Tide\"]", "[\"Blunt\", \"Bow\", \"Sword\"]": "[\"Blunt\", \"Bow\", \"Sword\"]", "[\"Blunt\", \"Shield\", \"Greatsword\"]": "[\"Blunt\", \"Shield\", \"Greatsword\"]", "[\"Blunt\", \"Shield\", \"WaterMagic\"]": "[\"Blunt\", \"Shield\", \"WaterMagic\"]", "[\"Bow\", \"FireMagic\", \"Greatsword\"]": "[\"Bow\", \"FireMagic\", \"Greatsword\"]", "[\"Bow\", \"FireMagic\", \"NatureMagic\"]": "[\"Bow\", \"FireMagic\", \"NatureMagic\"]", "[\"Bow\", \"FireMagic\", \"Sword\"]": "[\"Bow\", \"FireMagic\", \"Sword\"]", "[\"Bow\", \"Greatsword\", \"WaterMagic\"]": "[\"Bow\", \"Greatsword\", \"WaterMagic\"]", "[\"Bow\", \"NatureMagic\", \"Greatsword\"]": "[\"Bow\", \"NatureMagic\", \"Greatsword\"]", "[\"Bow\", \"NatureMagic\", \"Sword\"]": "[\"Bow\", \"NatureMagic\", \"Sword\"]", "[\"Bow\", \"Spear\", \"NatureMagic\"]": "[\"Bow\", \"Spear\", \"NatureMagic\"]", "[\"Bow\", \"Spear\", \"Sword\"]": "[\"Bow\", \"Spear\", \"Sword\"]", "[\"Bow\", \"Sword\", \"Blunt\"]": "[\"Bow\", \"Sword\", \"Blunt\"]", "[\"Bow\", \"Sword\", \"NatureMagic\"]": "[\"Bow\", \"Sword\", \"NatureMagic\"]", "[\"Bow\", \"Sword\", \"Spear\"]": "[\"Bow\", \"Sword\", \"Spear\"]", "[\"Bow\", \"Sword\", \"WaterMagic\"]": "[\"Bow\", \"Sword\", \"WaterMagic\"]", "[\"Burst\", \"Burst\", \"Harmony\", \"Blitz\"]": "[\"Burst\", \"Burst\", \"Harmony\", \"Blitz\"]", "[\"Burst\", \"Harmony\", \"Blitz\"]": "[\"Burst\", \"Harmony\", \"Blitz\"]", "[\"Burst\", \"Tide\", \"Harmony\"]": "[\"Burst\", \"Tide\", \"Harmony\"]", "[\"ChoiceE0200\", \"ChoiceE0201\"]": "[\"ChoiceE0200\", \"ChoiceE0201\"]", "[\"ChoiceE0200\"]": "[\"ChoiceE0200\"]", "[\"ChoiceF27000\", \"ChoiceF27001\"]": "[\"ChoiceF27000\", \"ChoiceF27001\"]", "[\"ChoiceF27000\"]": "[\"ChoiceF27000\"]", "[\"ChoiceF30000\", \"ChoiceF30001\"]": "[\"ChoiceF30000\", \"ChoiceF30001\"]", "[\"ChoiceF30000\"]": "[\"ChoiceF30000\"]", "[\"ChoiceF34000\", \"ChoiceF34001\"]": "[\"ChoiceF34000\", \"ChoiceF34001\"]", "[\"ChoiceF34000\"]": "[\"ChoiceF34000\"]", "[\"ChoiceR5000\", \"ChoiceR5001\", \"ChoiceR5002\"]": "[\"ChoiceR5000\", \"ChoiceR5001\", \"ChoiceR5002\"]", "[\"ChoiceR5000\", \"ChoiceR5001\"]": "[\"ChoiceR5000\", \"ChoiceR5001\"]", "[\"ChoiceR6000\", \"ChoiceR6001\", \"ChoiceR6002\"]": "[\"ChoiceR6000\", \"ChoiceR6001\", \"ChoiceR6002\"]", "[\"ChoiceR6000\", \"ChoiceR6001\"]": "[\"ChoiceR6000\", \"ChoiceR6001\"]", "[\"ChoiceR7000\", \"ChoiceR7001\", \"ChoiceR7002\"]": 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\"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...", "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]", "[\"UNIT_GuildMerchant\"]": "[\"UNIT_GuildMerchant\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]", "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]", "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]", "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]": "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]", "[\"UNIT_VeilSilenceMerchant\"]": "[\"UNIT_VeilSilenceMerchant\"]", "[\"UNIT_Xenon\"]": "[\"UNIT_Xenon\"]", "[\"Warrior\", \"Blitz\", \"Execution\"]": "[\"Warrior\", \"Blitz\", \"Execution\"]", "[\"Warrior\", \"Blitz\", \"Tide\"]": "[\"Warrior\", \"Blitz\", \"Tide\"]", "[\"Warrior\", \"Guardian\", \"Blitz\"]": "[\"Warrior\", \"Guardian\", \"Blitz\"]", "[\"Warrior\", \"Guardian\", \"Burst\"]": "[\"Warrior\", \"Guardian\", \"Burst\"]", "[\"Warrior\", \"Guardian\", \"Execution\"]": "[\"Warrior\", \"Guardian\", \"Execution\"]", "[\"Warrior\", \"Guardian\", \"Fortress\"]": "[\"Warrior\", \"Guardian\", \"Fortress\"]", "[\"Warrior\", \"Guardian\", \"Stake\"]": "[\"Warrior\", \"Guardian\", \"Stake\"]", "[\"Warrior\", \"Guardian\", \"Tide\"]": "[\"Warrior\", \"Guardian\", \"Tide\"]", "[\"Warrior\", \"Stake\", \"Execution\"]": "[\"Warrior\", \"Stake\", \"Execution\"]", "[\"Warrior\", \"Tide\", \"Harmony\"]": "[\"Warrior\", \"Tide\", \"Harmony\"]", "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0]: Alpha version camera restriction zone size", "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ~ [1]: The time range (start to end) that morning occupies within a day.", "[0]: BGM transition time": "[0]: BGM transition time", "[0]: Camera maximum zoom-out value": "[0]: Camera maximum zoom-out value", "[0]: Camera minimum zoom-in value": "[0]: Camera minimum zoom-in value", "[0]: Camera movement speed via arrow keys": "[0]: Camera movement speed via arrow keys", "[0]: Dazed duration (in seconds)": "[0]: Dazed duration (in seconds)", "[0]: Difference in vision range between day and night": "[0]: Difference in vision range between day and night", "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0]: \"수다 했음\" 효과의 지속 시간 (분)", "[0]: Equipment Durability deduction multiplier": "[0]: Equipment Durability deduction multiplier", "[0]: Grace period before small talk starts after entering the map (seconds)": "[0]: 맵에 진입 후 수다가 시작되기 전의 유예 기간 (초)", "[0]: Head damage chance, [1]: Body damage chance": "[0]: Head damage chance, [1]: Body damage chance", "[0]: Hours per day": "[0]: Hours per day", "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0]: If the start time is 8:00, the campaign begins at 8:00.", "[0]: Limping duration (in seconds)": "[0]: Limping duration (in seconds)", "[0]: Max Mood value shown in the UI": "[0]: Max Mood value shown in the UI", "[0]: Max equipment size": "[0]: Max equipment size", "[0]: Max inventory size": "[0]: Max inventory size", "[0]: Max map X size [1]: Max map Y size": "[0]: Max map X size [1]: Max map Y size", "[0]: Max number of recent small-talk topics a unit stores": "[0]: 유닛이 저장하는 최근 수다 주제의 최대 개수", "[0]: Max number of small-talk conversations per logic refresh": "[0]: 로직 새로고침당 최대 수다 대화 수", "[0]: Max player unit party size": "[0]: Max player unit party size", "[0]: Max radius of the settlement area with no initial creep": "[0]: Max radius of the settlement area with no initial creep", "[0]: Max room size": "[0]: Max room size", "[0]: Minimum update tick (e.g. bleed) - 60/60": "[0]: Minimum update tick (e.g. bleed) - 60/60", "[0]: Minutes per hour - 2700/60": "[0]: Minutes per hour - 2700/60", "[0]: Near-Death aftereffect duration": "[0]: Near-Death aftereffect duration", "[0]: Near-Death duration": "[0]: Near-Death duration", "[0]: Number of previous small-talk partners blocked": "[0]: 차단된 이전 수다 파트너 수", "[0]: Number of previously used small-talk topics blocked": "[0]: 차단된 이전에 사용한 수다 주제 수", "[0]: Percentage of head HP recovered upon Near-Death": "[0]: Percentage of head HP recovered upon Near-Death", "[0]: Skill global cooldown": "[0]: Skill global cooldown", "[0]: Small-talk topic record chance (%)": "[0]: 수다 주제 기록 확률 (%)", "[0]: Speed correction value": "[0]: Speed correction value", "[0]: Speed multiplier at maximum zoom-in": "[0]: Speed multiplier at maximum zoom-in", "[0]: Speed multiplier at minimum zoom-in": "[0]: Speed multiplier at minimum zoom-in", "[0]: Tick unit - 1/60": "[0]: Tick unit - 1/60", "[0]: Ticks per minute - 45/60 NOTE: When this value is 45, a day equals 64,800 ticks -> 1,082 seconds of real time, so at 1x speed a game day is about 18 real-world minutes.": "[0]: 분당 틱 수 - 45/60 참고: 이 값이 45일 때 하루는 64,800틱 -> 실제 시간으로 1,082초이므로, 1배속 기준 게임 속 하루는 실제 시간으로 약 18분이다.", "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0]: 맵에 진입 후 초기 장비 수다 주제 기록을 무시하는 시간 (초)", "[0]: Tutorial seed": "[0]: Tutorial seed", "[0]: UI fade in/out duration": "[0]: UI fade in/out duration", "[0]: UI zoom in/out speed": "[0]: UI zoom in/out speed", "[0]: UI 상 기분 최대치": "[0]: UI 상 기분 최대치", "[0]: UI 줌인 아웃 속도": "[0]: UI 줌인 아웃 속도", "[0]: UI 페이드 인아웃 시간": "[0]: UI 페이드 인아웃 시간", "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)", "[0]: Unit small-talk check interval (seconds)": "[0]: 유닛 수다 체크 간격 (초)", "[0]: Unit small-talk occurrence chance (%)": "[0]: 유닛 수다 발생 확률 (%)", "[0]: Unit small-talk search radius (tiles)": "[0]: 유닛 수다 검색 반경 (타일)", "[0]: 맵 최대 X 크기 [1]: 맵 최대 Y 크기": "[0]: 맵 최대 X 크기 [1]: 맵 최대 Y 크기", "[0]: 분 당 틱 - 45/60 NOTE : 이 값이 45일 때 하루는 64,800틱 -> 실제 시간 1,082초 이므로 1배속 현실 시간으로 게임의 하루는 약 18분이다.": "[0]: 분 당 틱 - 45/60 NOTE : 이 값이 45일 때 하루는 64,800틱 -> 실제 시간 1,082초 이므로 1배속 현실 시간으로 게임의 하루는 약 18분이다.", "[0]: 최소 갱신 틱 (ex) 출혈) - 60/60": "[0]: 최소 갱신 틱 (ex) 출혈) - 60/60", "[0]x [0] :알파 버전 카메라 제한 구역 크기": "[0]x [0] :알파 버전 카메라 제한 구역 크기", "[2, 4, 5] - the last floor reaches phase 5, the boss phase": "[2, 4, 5] - 마지막 층이 단계 5에 도달, 보스 단계", "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "[24, 48, 72, 96, 120, 144] 누적 시간 - 휴면 (Dev_NotUsed, 경고/영향자/이벤트가 소비하지 않음)", "[AFFECTER_Stun]류 효과를 부여할 시, 동일 시간 만큼 [AFFECTER_Vulnerable]을 부여합니다.": "[AFFECTER_Stun]류 효과를 부여할 시, 동일 시간 만큼 [AFFECTER_Vulnerable]을 부여합니다.", "[Experience Trait]": "[경험 특성]", "[Health Trait]": "[건강 특성]", "[Inscription Trait]": "[비문 특성]", "[Korean dev text - hover to view]": "[한국어 개발자 텍스트 - 마우스를 올리면 표시]", "[Personal Trait]": "[개인 특성]", "[Race Trait]": "[종족 특성]", "[STATUS_AttackSpeed]가 소폭 증가합니다.": "[STATUS_AttackSpeed]가 소폭 증가합니다.", "[STATUS_AttackSpeed]가 증가합니다.": "[STATUS_AttackSpeed]가 증가합니다.", "[STATUS_AttackSpeed]가 크게 증가합니다.": "[STATUS_AttackSpeed]가 크게 증가합니다.", "[STATUS_CooldownReduction]가 소폭 증가합니다.": "[STATUS_CooldownReduction]가 소폭 증가합니다.", "[STATUS_CooldownReduction]가 증가합니다.": "[STATUS_CooldownReduction]가 증가합니다.", "[STATUS_CooldownReduction]가 크게 증가합니다.": "[STATUS_CooldownReduction]가 크게 증가합니다.", "[STATUS_CriticalChance]이 소폭 증가합니다.": "[STATUS_CriticalChance]이 소폭 증가합니다.", "[STATUS_CriticalChance]이 증가합니다.": "[STATUS_CriticalChance]이 증가합니다.", "[STATUS_CriticalChance]이 크게 증가합니다.": "[STATUS_CriticalChance]이 크게 증가합니다.", "[STATUS_CriticalDamageBonus]이 소폭 증가합니다.": "[STATUS_CriticalDamageBonus]이 소폭 증가합니다.", "[STATUS_CriticalDamageBonus]이 증가합니다.": "[STATUS_CriticalDamageBonus]이 증가합니다.", "[STATUS_CriticalDamageBonus]이 크게 증가합니다.": "[STATUS_CriticalDamageBonus]이 크게 증가합니다.", "[STATUS_DodgeChance]이 소폭 증가합니다.": "[STATUS_DodgeChance]이 소폭 증가합니다.", "[STATUS_DodgeChance]이 증가합니다.": "[STATUS_DodgeChance]이 증가합니다.", "[STATUS_DodgeChance]이 크게 증가합니다.": "[STATUS_DodgeChance]이 크게 증가합니다.", "[STATUS_Energy]을 {{#}} 회복할 때마다, {{#}}의 [AFFECTER_Shell]을 얻습니다. 최대 {{#}} 스택까지 획득할 수 있습니다.": "[STATUS_Energy]을 {{#}} 회복할 때마다, {{#}}의 [AFFECTER_Shell]을 얻습니다. 최대 {{#}} 스택까지 획득할 수 있습니다.", "[STATUS_GuardChance]이 소폭 증가합니다.": "[STATUS_GuardChance]이 소폭 증가합니다.", "[STATUS_GuardChance]이 증가합니다.": "[STATUS_GuardChance]이 증가합니다.", "[STATUS_GuardChance]이 크게 증가합니다.": "[STATUS_GuardChance]이 크게 증가합니다.", "[STATUS_GuardDamageReduction]이 소폭 증가합니다.": "[STATUS_GuardDamageReduction]이 소폭 증가합니다.", "[STATUS_GuardDamageReduction]이 증가합니다.": "[STATUS_GuardDamageReduction]이 증가합니다.", "[STATUS_GuardDamageReduction]이 크게 증가합니다.": "[STATUS_GuardDamageReduction]이 크게 증가합니다.", "[STATUS_HealthPercentageRegeneration]이 소폭 증가합니다.": "[STATUS_HealthPercentageRegeneration]이 소폭 증가합니다.", "[STATUS_HealthPercentageRegeneration]이 증가합니다.": "[STATUS_HealthPercentageRegeneration]이 증가합니다.", "[STATUS_HealthPercentageRegeneration]이 크게 증가합니다.": "[STATUS_HealthPercentageRegeneration]이 크게 증가합니다.", "[STATUS_HitChance]이 소폭 증가합니다.": "[STATUS_HitChance]이 소폭 증가합니다.", "[STATUS_HitChance]이 증가합니다.": "[STATUS_HitChance]이 증가합니다.", "[STATUS_HitChance]이 크게 증가합니다.": "[STATUS_HitChance]이 크게 증가합니다.", "[STATUS_LifeSteal]이 소폭 증가합니다.": "[STATUS_LifeSteal]이 소폭 증가합니다.", "[STATUS_LifeSteal]이 증가합니다.": "[STATUS_LifeSteal]이 증가합니다.", "[STATUS_LifeSteal]이 크게 증가합니다.": "[STATUS_LifeSteal]이 크게 증가합니다.", "[STATUS_MagicAttackPower]이 소폭 증가합니다.": "[STATUS_MagicAttackPower]이 소폭 증가합니다.", "[STATUS_MagicAttackPower]이 증가합니다.": "[STATUS_MagicAttackPower]이 증가합니다.", "[STATUS_MagicAttackPower]이 크게 증가합니다.": "[STATUS_MagicAttackPower]이 크게 증가합니다.", "[STATUS_MagicResistance]이 소폭 증가합니다.": "[STATUS_MagicResistance]이 소폭 증가합니다.", "[STATUS_MagicResistance]이 증가합니다.": "[STATUS_MagicResistance]이 증가합니다.", "[STATUS_MagicResistance]이 크게 증가합니다.": "[STATUS_MagicResistance]이 크게 증가합니다.", "[STATUS_MaxEnergy]이 소폭 증가합니다.": "[STATUS_MaxEnergy]이 소폭 증가합니다.", "[STATUS_MaxEnergy]이 증가합니다.": "[STATUS_MaxEnergy]이 증가합니다.", "[STATUS_MaxEnergy]이 크게 증가합니다.": "[STATUS_MaxEnergy]이 크게 증가합니다.", "[STATUS_MaxHealthTotal]이 소폭 증가합니다.": "[STATUS_MaxHealthTotal]이 소폭 증가합니다.", "[STATUS_MaxHealthTotal]이 증가합니다.": "[STATUS_MaxHealthTotal]이 증가합니다.", "[STATUS_MaxHealthTotal]이 크게 증가합니다.": "[STATUS_MaxHealthTotal]이 크게 증가합니다.", "[STATUS_MaxWeight]가 소폭 증가합니다.": "[STATUS_MaxWeight]가 소폭 증가합니다.", "[STATUS_MaxWeight]가 증가합니다.": "[STATUS_MaxWeight]가 증가합니다.", "[STATUS_MaxWeight]가 크게 증가합니다.": "[STATUS_MaxWeight]가 크게 증가합니다.", "[STATUS_MovementSpeed]가 소폭 증가합니다.": "[STATUS_MovementSpeed]가 소폭 증가합니다.", "[STATUS_MovementSpeed]가 증가합니다.": "[STATUS_MovementSpeed]가 증가합니다.", "[STATUS_MovementSpeed]가 크게 증가합니다.": "[STATUS_MovementSpeed]가 크게 증가합니다.", "[STATUS_PhysicalAttackPower]이 소폭 증가합니다.": "[STATUS_PhysicalAttackPower]이 소폭 증가합니다.", "[STATUS_PhysicalAttackPower]이 증가합니다.": "[STATUS_PhysicalAttackPower]이 증가합니다.", "[STATUS_PhysicalAttackPower]이 크게 증가합니다.": "[STATUS_PhysicalAttackPower]이 크게 증가합니다.", "[STATUS_PhysicalResistance]이 소폭 증가합니다.": "[STATUS_PhysicalResistance]이 소폭 증가합니다.", "[STATUS_PhysicalResistance]이 증가합니다.": "[STATUS_PhysicalResistance]이 증가합니다.", "[STATUS_PhysicalResistance]이 크게 증가합니다.": "[STATUS_PhysicalResistance]이 크게 증가합니다.", "[Shared_MajorStat]가 상승하지만, 함께 [STATUS_Mood] 페널티를 얻습니다.": "[Shared_MajorStat]가 상승하지만, 함께 [STATUS_Mood] 페널티를 얻습니다.", "[Soul Trait]": "[영혼 특성]", "[Strength]": "[Strength]", "[gated]": "[차단됨]", "a Bow": "활", "a Club": "클럽", "a Fire Staff": "화염 지팡이", "a Greatsword": "대검", "a Nature Staff": "자연 지팡이", "a Sword": "검", "a Water Staff": "물의 지팡이", "a detonation": "폭발", "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "고정 ×1.5 승수 - 고정 값, 향해 구축하는 상한선이 아닙니다.", "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "타격은 피해를 50% 절단하고, 갑옷 마모도 같은 양만큼 절단합니다.", "a new {#} weapon tree": "새로운 {#} 무기 트리", "a summon": "소환", "abilities read the summoner's live Magic Attack Power": "능력은 소환자의 실시간 마법 공격력을 읽습니다", "absent from every race's background pool": "모든 종의 배경 풀에서 부재", "absorbs up to 30% of damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.": "입힌 피해의 최대 30%를 흡수합니다(자신의 누락된 생명력으로 확장), 특정 타격 시 치유의 상한선입니다.", "abyss variant": "심연 변형", "accessory": "악세사리", "acid insect": "acid insect", "acid slogel": "산성 슬로젤", "acquired": "습득함", "action (choice": "작업 (선택", "active branches": "활성 분기", "active per cast": "시전당 액티브", "active ·": "활성 ·", "add": "추가", "add a weapon to compare...": "비교할 무기 추가...", "added": "추가됨", "added - click to remove": "추가됨 - 클릭하여 제거", "additional status effects": "추가 상태 효과", "additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).": "고정 수치 증가입니다(여섯 가지 주요 스탯, 최대 생명력, 물리/마력 공격력, 공격 속도, 재사용 대기 감소, 고정 저항).", "adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.": "은 물리 공격력 +1.0과 최대 무게 +4.0을 더합니다. 물리 공격력은 기본값에 더해 민첩과 지각에서도 포인트당 각각 +0.5씩 영향을 받으므로, 힘만으로 결정되지 않습니다.", "affect inscription rarity.": "비문 희귀도에 영향을 미칩니다.", "affecters": "영향자", "affects the caster,": "시전자에게 영향,", "after": "그 후", "after consuming": "섭취 후", "after resistance. With the Inscription of Reflection:": "저항 후. 반사의 비문으로:", "again": "다시", "again simply drops its target.": "다시 단순히 대상을 떨어뜨립니다.", "again while under this effect, it will die instantly.": "이 효과의 영향을 받는 동안 다시, 즉시 사망합니다.", "against Elite and Boss monsters increases by 20%.": "엘리트 및 보스 몬스터에 대해 20% 증가합니다.", "against the taunted target increases by 50%, and": "도발당한 대상에 대한 값이 50% 증가하고", "alert fires when any equipped item drops to": "경고는 장착된 항목이 다음으로 떨어질 때 발생합니다", "alerts": "알림", "all effects": "모든 효과", "all game constants": "모든 게임 상수", "all of them; Tidal Mark instead pulls your summons to a marked tile. Keep Bubblings up or these spells have nothing to spend.": "모두 해당되며, 조수의 표식은 대신 소환수를 표식이 찍힌 타일로 끌어당깁니다. 버블링을 유지하지 않으면 이 주문들은 소비할 대상이 없습니다.", "all of your worn armor at once": "입은 모든 갑옷을 한 번에", "all regions overview": "전체 지역 개요", "all your": "당신의 모든", "also spawns on Festering Burrow's": "또한 문드러진 땅굴의", "alternate hit-receive recoil": "대체 히트 수신 반동", "ammo items": "탄약 아이템", "amount and are": "양을 추가하고", "and": "및", "and ...": "그리고 ...", "and 1": "그리고 1", "and 3": "그리고 3", "and Bubbletoads), and a summon's power scales off the": "그리고 거품두꺼비), 그리고 소환물의 힘은", "and Wood Arrows x2": "그리고 나무 화살 x2", "and a hard-hitting": "그리고 강력한", "and any unit left without a team?": "그리고 팀이 없어지는 유닛도 삭제하시겠습니까?", "and applying": "그리고 다음을 적용합니다:", "and are affected by": "그리고 영향을 받습니다.", "and began to drain the vitality of the world.": "and began to drain the vitality of the world.", "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "그리고 스택할 수 없으므로, 상한선은 스택 상한선이 아닌 단일 실행 인스턴스입니다.", "and changes": "그리고 변경", "and conducted advanced magical research.": "그리고 고급 마법 연구를 수행했습니다.", "and destroy this malevolent being.": "그리고 이 악의적인 존재를 파괴하십시오.", "and don't settle for a weak Common (": "그리고 약한 일반을 만족하지 마십시오(", "and fall unconscious.": "그리고 의식을 잃습니다.", "and fears neither pain nor death": "고통도 죽음도 두려워하지 않는다", "and gain 1": "을(를) 회복하고 1개를 획득합니다:", "and grants": "그리고 다음을 부여합니다:", "and grants a random buff for 10 seconds.": "그리고 10초 동안 무작위 버프를 부여합니다.", "and grows faster than most.": "그리고 대부분보다 빠르게 성장합니다.", "and guard. Combat difficulty does not change your own damage.": "그리고 가드 적용 전입니다. 전투 난이도는 자신의 피해량을 변경하지 않습니다.", "and hold up to 8 items; a worker repairs the equipment placed in them over time. The game tables define no material cost per repair - it is a labour and time cost, not an item price. A": "은 최대 8개의 아이템을 보관할 수 있습니다; 일꾼이 시간이 지나면서 그 안에 놓인 장비를 수리합니다. 게임 테이블에는 수리당 재료 비용이 정의되어 있지 않습니다 - 이는 아이템 가격이 아니라 노동력과 시간 비용입니다.", "and increases health regeneration by 3": "그리고 생명력 재생을 3으로 증가시킵니다.", "and inflicting": "그리고 다음을 입힙니다:", "and is capped at 80%.": "그리고 80%로 제한됩니다.", "and keeps one. Rarity weights:": "그리고 하나를 유지합니다. 희귀도 가중치:", "and knockback effects.": "및 넉백 효과.", "and knocks the target back by 3 tile.": "그리고 대상을 3칸 뒤로 넉백합니다.", "and lets you pick an": "그리고 당신이 선택하게 합니다", "and magic damage equal to 100% of": "그리고 100%의 마법 피해와 같음", "and more; the Abyss and Tutorial are off by default.": "등. Abyss와 Tutorial은 기본적으로 꺼져 있습니다.", "and necklaces": "및 목걸이", "and necklaces).": "및 목걸이).", "and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.": "그리고 그 외에는 밤 (밤은 시야 범위를 줄입니다). 달력은 여전히 자정에 돌아가고 새벽에 돌아가지 않습니다.", "and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).": "AlertTable, AffecterTable, EventTable 어디에도 이를 소비하는 항목이 없습니다(발동되는 Dungeon Break 알림, 디버프, 이벤트가 존재하지 않습니다).", "and pick one. A": "그리고 하나를 선택합니다.", "and pour points into stats. The mana-stone type required climbs with level:": "그리고 스탯에 포인트를 부어줍니다. 필요한 마나-돌 유형은 레벨과 함께 올라갑니다:", "and pulling the target to an adjacent position.": "목표를 인접한 위치로 당깁니다.", "and search a monster in": "그리고 몬스터 검색", "and the Goddess' Blessing +3% for an expedition - these simply add to the stat.": "그리고 여신의 축복 탐사단당 +3% - 이것들은 단순히 스탯에 추가됩니다.", "and the campaign's": "그리고 캠페인의", "and the expedition members to disperse.": "그리고 탐사단원들에게 흩어지라고 손짓한다.", "and the in-game tooltip lists no sight effect. So": "그리고 게임 내 툴팁에는 시각 효과가 없습니다. 따라서", "and traced with line-of-sight, so a wall between you and a monster blocks it (": "시선으로 추적되므로, 당신과 몬스터 사이의 벽이 이를 차단합니다(", "and wish to rest.": "그리고 휴식을 원합니다.", "any": "임의", "anywhere in the tables to independently confirm the realized cadence, and the row's non-zero MaxStack value is contradicted by that \"cannot stack\" wording. So we take the game's description at face value (per second, magic, non-stacking) and drop an earlier per-10-seconds assumption that no table backed - but treat the exact tick timing as": "실제 발동 주기를 독립적으로 확인할 만한 근거가 테이블 어디에도 없으며, 해당 행의 0이 아닌 MaxStack 값은 \"중첩 불가\"라는 문구와 모순됩니다. 따라서 게임의 설명(초당, 마법, 중첩 불가)을 그대로 받아들이고, 어떤 테이블로도 뒷받침되지 않던 기존의 10초당 가정은 폐기하되, 정확한 틱 타이밍은", "appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.": "등장 여부는 클랜 랭크에 따라 달라집니다. 인간은 항상 가장 흔하게 등장하며(가중치 100), 리자드맨도 흔한 편이고(약 35), 엘프는 랭크 2부터만 등장합니다(가중치 25, 후보 중 약 16%). 드워프, 화이트 데몬, 탈은 모든 랭크에서 가중치가 0이며 현재 빌드에서는 모집할 수 없습니다.", "applied to self, and gains": "자신에게 적용되고, 얻다", "applies": "적용됨", "applying": "적용", "applying Stun for 2 seconds, and applying 2 Bleeding for 10 seconds.": "기절을 2초 동안, 출혈 2를 10초 동안 부여합니다.", "approaches you and gestures urgently.": "당신에게 다가가 긴박하게 손짓한다.", "aptitude (": "적성 (", "aptitude (+": "적성 (+", "aptitude +{#}": "숙련도 +{#}", "aptitude {#}": "적성 {#}", "are empty-slot markers, not data.": "은(는) 데이터가 아니라 빈 슬롯 표시자입니다.", "are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.": "은 이름이 있는 캐릭터와 대화하면 주어집니다. 임무 테이블 자체에는 목표만 저장되어 있으며, 아래의 아이템 보상은 각 단계를 완료했을 때 NPC의 대화를 통해 지급됩니다.", "are guaranteed to hit.": "반드시 적중합니다.", "are in the game for": "게임에 존재하는 대상은", "are scenes you actually run into at the settlement or in the dungeon.": "정착지 또는 던전에서 실제로 마주하는 장면입니다.", "are shown - that boost has no effect on the visible rows.": "표시되지 않습니다 - 해당 보너스는 표시된 행에 영향을 주지 않습니다.", "are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.": "고급 스탯 각인 18개와 하위 클래스 스킬트리 부여 각인 8개(전사, 수호자, 요새, 버스트, 블리츠, 처형, 파도, 하모니), 그리고 강력한 특수 효과 18개로 구성됩니다.", "are the 18 low-grade stat inscriptions.": "18개 저급 스탯 비문입니다.", "are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.": "중급 스탯 각인 18개와 무기/마법 스킬트리 부여 각인 8개(검, 대검, 방패, 둔기, 활, 화염, 물, 자연), 그리고 특수 효과 5개로 구성됩니다.", "are the secondary sub-class trees offered alongside a main tree.": "주요 트리와 함께 제공되는 보조 부전문 트리입니다.", "are the three headliners below.": "아래의 세 헤드라이너입니다.", "are the weapon and magic specializations a recruited unit can pick as its main tree.": "모집된 단위가 주요 트리로 선택할 수 있는 무기 및 마법 전문화입니다.", "area hit (Circle, radius 3). The range distance metric shown is approximate; the area shape is exact.": "영역 명중 (원, 반경 3). 표시되는 범위 거리 메트릭은 근사이고; 영역 모양은 정확합니다.", "area hit (Circle, radius 5). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(원형, 반경 5). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "영역 명중 (ConeExceptMe, 반경 1). 표시되는 범위 거리 메트릭은 근사이고; 영역 모양은 정확합니다.", "area hit (Direction, radius 2). The range distance metric shown is approximate; the area shape is exact.": "영역 히트 (방향, 반경 2). 표시된 범위 거리 지표는 대략적입니다. 영역 모양은 정확합니다.", "area hit (Direction, radius 7). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(방향, 반경 7). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(맨해튼, 반경 1). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "영역 적중 (맨해튼, 반경 2). 표시된 범위 거리 메트릭은 대략적입니다; 영역 모양은 정확합니다.", "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(맨해튼, 반경 3). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(맨해튼, 반경 5). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (Square, radius 1). The range distance metric shown is approximate; the area shape is exact.": "영역 히트 (정사각형, 반지름 1). 표시된 범위 거리 메트릭은 대략적입니다. 영역 모양은 정확합니다.", "area hit (Square, radius 2). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(정사각형, 반경 2). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (Square, radius 7). The range distance metric shown is approximate; the area shape is exact.": "영역 타격(정사각형, 반경 7). 표시된 범위 거리는 근사값이며, 영역 모양은 정확합니다.", "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "범위 명중 (단일 대상). 표시된 범위 거리 지표는 대략적입니다; 영역 모양은 정확합니다.", "article).": "기사 참고).", "as a new team": "새 팀으로", "as a playable unit.": "플레이 가능한 유닛으로.", "as damage to a single enemy and grants you 1": "단일 적에게 피해를 입히고 1을 부여", "as damage to all enemies in the area. A '": "영역의 모든 적에게 피해를 줍니다. '", "as damage to all units in the path and adjacent tiles. This attack can hit multiple times.": "경로 및 인접한 칸의 모든 유닛에게 피해로. 이 공격은 여러 번 적중할 수 있습니다.", "as damage to enemy ...": "as damage to enemy ...", "as damage to enemy units and granting 1": "적 유닛에 피해를 입히고 1을 부여", "as damage to enemy units and granting {2}": "as damage to enemy units and granting {2}", "as damage to enemy units. The strange seed heals adjacent friendly units for 15% of": "적 유닛에 피해로 처리합니다. 이상한 씨앗은 인접한 아군 유닛을 다음의 15%로 회복합니다", "as damage to the enemy unit and granting {2}": "강렬한 살기를 발산하여 적 유닛에게 [STATUS_PhysicalAttackPower]의 {0}%의 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_ExposedFlaw]과 [AFFECTER_Slow]를 부여합니다.", "as damage to the target and 50% of": "대상에 피해로 처리하고 다음의 50%를", "as damage to the target and all nearby enemies adjacent to you. Inflicts 1": "대상과 인접한 모든 근처 적에게 피해를 줍니다. 1을 부여합니다.", "as damage, and inflicts": "로서의 피해를 가하고 부여합니다.", "as magic damage and additional damage equal to": "마법 피해로 그리고 다음과 같은 추가 피해", "as magic damage and bursting immediately.": "마법 피해로 그리고 즉시 터집니다.", "as magic damage and granting": "마법 피해로 그리고 다음을 부여합니다:", "as magic damage per every 3 seconds to adjacent enemy units, and granting 1": "as magic damage per every 3 seconds to adjacent enemy units, and granting 1", "as magic damage per every {5} seconds to adjacent enemy units, and granting 1": "as magic damage per every {5} seconds to adjacent enemy units, and granting 1", "as magic damage per second to adjacent enemy units, and granting 1": "인접한 적 유닛에게 초당 마법 피해로, 그리고 1을 부여합니다:", "as magic damage to the target and applies 1": "대상에 마법 피해로 적용되며 1을 적용", "as magic damage to the target and applies 2": "대상에 마법 피해로 2를 적용합니다", "as magic damage to the target and applies 3": "을(를) 목표에 마법 피해로 입히고 3개를 적용합니다:", "as magic damage to the target and applies 5": "대상에 마법 피해로 적용되며 5를 적용", "as magic damage to the target unit and applies 1": "을(를) 목표 유닛에 마법 피해로 입히고 1개를 적용합니다:", "as magic damage to the target unit and applies 2": "대상 유닛에게 마법 피해로 그리고 2을 적용합니다:", "as magic damage to the target unit. It then bounces to up to 4 nearby enemy targets within 3 tiles, dealing the same damage. Prioritizes targets with fewer accumulated hits for bouncing.": "대상 유닛에게 마법 피해로 입힙니다. 이후 3칸 이내의 근처 적 대상 최대 4명에게 튕겨 나가며 동일한 피해를 입힙니다. 튕길 때는 누적 피격 횟수가 더 적은 대상을 우선합니다.", "as magic damage to the target.": "대상에게 마법 피해로.", "as magic damage.": "마법 피해로.", "as physical damage and applying": "물리 피해로 처리하고 적용합니다", "as physical damage to all nearby enemies and applying": "근처의 모든 적에게 그리고 다음을 적용합니다:", "as physical damage to all nearby enemy units.": "을(를) 근처의 모든 적 유닛에 물리 피해로 입힙니다.", "as physical damage to all targets in a straight path.": "직선 경로의 모든 대상에게 물리 피해로.", "as physical damage to all units around the user.": "사용자 주위의 모든 유닛에 물리 피해로 처리합니다.", "as physical damage to the target 4 times with 30% reduced": "대상에게 물리 피해로 4번, 30% 감소", "as physical damage to the target and grants 1": "대상에게 물리 피해로 그리고 1을 부여합니다:", "as physical damage to the target.": "대상에 물리 피해로 처리합니다.", "as physical damage to the target. Upon a critical hit, applies 1": "대상에 물리 피해로 처리합니다. 치명타 시 1을 적용합니다", "as physical damage to units adjacent to the target.": "대상에 인접한 유닛에 물리 피해로 처리합니다.", "as physical damage twice on the target, and applies": "을(를) 목표에 물리 피해로 2번 입히고 다음을 적용합니다:", "as physical damage, and applying": "물리 피해로 입히고 다음을 적용합니다:", "as physical damage, and applying them": "을(를) 물리 피해로 입히고 다음을 적용합니다:", "as the new team \"": "새 팀 \"", "at": "에서", "at 2 targets (5 energy)": "2 대상 (5 에너지)", "at 2 targets (from the 12 s cooldown)": "2 대상 (12초 재사용 대기시간에서)", "at 3 targets (1 energy)": "3 대상 (1 에너지)", "at 3 targets (1 energy).": "3개 목표에서 (1 에너지).", "at 3 targets (10 energy)": "3 대상 (10 에너지)", "at 3 targets (2 energy)": "3 대상 (2 에너지)", "at 3 targets (4 energy)": "3개 목표에서 (4 에너지)", "at 3 targets (5 energy)": "3개 목표에서 (5 에너지)", "at 3 targets (6 energy)": "3 대상 (6 에너지)", "at 3 targets (7 energy)": "3 대상 (7 에너지)", "at 3 targets (from the 12 s cooldown)": "3 대상 (12초 재사용 대기시간에서)", "at 3 targets (from the 15 s cooldown)": "3 대상 (15초 재사용 대기시간에서)", "at 3 targets (from the 20 s cooldown)": "3개 목표에서 (20초 재사용 대기에서)", "at 3 targets (from the 30 s cooldown)": "3개 대상에 적용 (30초 재사용 대기에서)", "at 3 targets (from the 40 s cooldown)": "3 대상 (40초 재사용 대기시간에서)", "at 3 targets (from the 8 s cooldown)": "3개 대상에 적용 (8초 재사용 대기에서)", "at N targets": "N명의 대상에게", "at attack speed": "공격 속도 기준", "at base": "기지에서", "at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's": "시전 시점에 결정됩니다(따라서 소환사를 버프하면 소환수 자체의 절반짜리 공격력과는 별개로 소환수의 주문도 강해집니다). 그리고 소환수는 소환사의", "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "시전 시점에, 해당 생물 고유의 기본 능력치 위에 더해집니다(리버스 엔지니어링 / 커뮤니티 검증 결과이며, 단일 테이블 항목이 아닙니다):", "at every level-up from level 2 through 12": "레벨 2부터 12까지 모든 레벨 업에서", "at level N (level cap)": "레벨 N (레벨 상한)에서", "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "최대 스택). 스택 개수와 지속 시간은 모두 이를 적용하는 스킬에 의해 설정됩니다.", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The Night Vision affecter adds": "밤에 - 그러나 같은 페널티가 당신 유닛의 시야도 깎아내므로, 야간 습격은 양쪽 모두에게 불리하게 작용합니다. 야간 시야 어펙터는", "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The 야간 투시 affecter adds": "밤에는 - 하지만 같은 페널티가 아군 유닛의 시야도 가리므로, 야간 기습은 양날의 검입니다. 야간 투시 효과는 다음을 추가합니다", "at night.": "밤에.", "at the": "에서", "at the Goddess Statue to level up.": "여신상에서 레벨 업합니다.", "at the Goddess Statue.": "at the Goddess Statue.", "at this caster's attack speed (": "이 시전자의 공격 속도로 (", "at {#} targets ({#} energy)": "{#} 대상 기준 ({#} 에너지)", "at {#} targets ({#})": "{#} 대상 기준 ({#})", "at {#} tile": "{#}타일 기준", "at {#} tiles": "{#}타일 기준", "attack costs no durability at all - but a": "공격은 내구도를 소비하지 않습니다 - 하지만", "attack speed": "공격 속도", "attack speed {#}": "공격 속도 {#}", "attack, crit, hit location, guard": "공격, 치명타, 피격 위치, 방어", "attacking": "공격", "attacks & patterns": "공격 & 패턴", "attacks with": "공격", "attacks with:": "공격 방식:", "authored layout": "제작된 레이아웃", "authored, not active": "작성됨, 활성화되지 않음", "auto-attacks + this skill on cooldown": "자동 공격 + 재사용 대기 중인 이 스킬", "auto-completes": "자동 완료", "available": "사용 가능", "available, not learned": "습득 가능, 미습득", "average": "평균", "avg 1.2 on floor 1": "1층에서 평균 1.2", "avg 1.2 on floor 2": "층 2에서 평균 1.2", "avg 1.3 on floor 2": "층 2에서 평균 1.3", "avg 1.3 on floor 3": "층 3에서 평균 1.3", "avg 1.3 on floor 4": "4층에서 평균 1.3", "avg 1.5 on floor 3": "3층에서 평균 1.5", "avg 1.5 on floor 4": "4층에서 평균 1.5", "avg 1.7 on floor 2": "층 2에서 평균 1.7", "avg 1.8 on floor 2": "층 2에서 평균 1.8", "avg 4.0 on floor 1": "1층에서 평균 4.0", "avg 5.8 on floor 4": "층 4에서 평균 5.8", "avg 6.0 on floor 2": "층 2에서 평균 6.0", "avg 6.0 on floor 3": "층 3에서 평균 6.0", "avg 6.2 on floor 4": "층 4에서 평균 6.2", "avg 6.3 on floor 3": "층 3에서 평균 6.3", "avg 6.7 on floor 2": "층 2에서 평균 6.7", "awakened, gained consciousness, and took the name Arcteon.": "깨어나 의식을 얻었고 Arcteon이라는 이름을 취했습니다.", "awkwardly scratches their head before deciding to keep the curious little creature as a companion.": "어색하게 머리를 긁으며 호기심 많은 작은 생물을 동료로 두기로 결정한다.", "back to the attacker.": "공격자에게 다시.", "background": "배경", "background matches": "배경이 일치합니다", "background traits": "배경 특성", "badge b-spoiler dsb-navtag": "badge b-spoiler dsb-navtag", "barely survived by begging, wandering the streets in torn clothes and a dirty face, often driven away by children throwing stones. Each time, teeth clenched and tears swallowed. One day, an abandoned church yielded a book found by chance, and in its pages, hope appeared unbidden. That book gave the courage to rise again.": "구걸로 겨우 연명하며 해진 옷차림과 지저분한 얼굴로 거리를 떠돌았고, 돌을 던지는 아이들에게 쫓겨나기 일쑤였다. 그때마다 이를 악물고 눈물을 삼켰다. 어느 날 버려진 교회에서 우연히 책 한 권을 발견했고, 그 책장 속에서 뜻하지 않게 희망이 피어났다. 그 책은 다시 일어설 용기를 주었다.", "base +": "기본 +", "base PAtk": "기본 PAtk", "base PAtk {#}": "기본 물리 공격력 {#}", "base camp": "베이스 캠프", "base price adjusted by the discount roll": "할인 롤에 의해 조정된 기본 가격", "base x your attack bonuses)": "기본값 x 공격 보너스)", "base x your magic bonuses)": "기본값 x 마법 보너스)", "base {#} {#}": "기본 {#} {#}", "base.": "기본값.", "based on how long they remain in the": "다음에 남아있는 시간에 따라", "baseline": "기본값", "basic attack": "기본 공격", "basic weapon attack (mandatory root) ·": "기본 무기 공격 (필수 루트) ·", "becomes 2 on Normal (x0.67), 1 on Easy (x0.34), 4 on Very Hard and 5 on Devastation (x1.66). Only material amounts (craft & build) and research workload scale - crafting/building labour, output counts, sell prices and unlock gates stay fixed.": "(으)로 표기된 재료는 보통(x0.67)에서 2, 쉬움(x0.34)에서 1, 매우 어려움에서 4, 파멸(x1.66)에서 5가 됩니다. 재료량(제작 및 건설)과 연구 작업량만 조정되며, 제작/건설 노동력, 산출 개수, 판매 가격, 해금 조건은 고정됩니다.", "before": "이전", "before any % modifier. With": "% 수정자 이전. 함께", "before resistance.": "저항 이전.", "behaviour & phase triggers": "행동 & 페이즈 발동", "belonged nowhere, sleeping by the roadside each night and setting off again with the dawn. Stories and scraps of knowledge gathered from others became a personal map, the only true possession.": "어디에도 속하지 못한 채 매일 밤 길가에서 잠들고 새벽이면 다시 길을 나섰다. 사람들에게서 주워 모은 이야기와 자잘한 지식은 자신만의 지도가 되었고, 그것이 유일하게 진짜라 할 수 있는 소유물이었다.", "below). Looking for one specific skill? The": "아래). 특정 스킬을 찾고 있나요? 다음", "best": "최고", "betrayed trust, stealing whatever was needed only for oneself. Yet in the stillness of midnight, doubts about the chosen path crept in. Gold and jewels filled the hands, but within lingered an emptiness that could never be erased.": "신뢰를 저버리고 오직 자신에게 필요한 것만을 훔쳤다. 그러나 고요한 한밤중이면 자신이 택한 길에 대한 의문이 스멀스멀 밀려왔다. 손에는 금과 보석이 가득했지만, 마음속에는 결코 지워지지 않는 공허함이 남아 있었다.", "between them": "그 사이에서", "binary: everything is either Physical or Magic": "이진: 모든 것이 물리 또는 마법입니다", "blocked": "차단됨", "blocked after quest \"": "임무 후 차단됨 \"", "blocked by 2-handed": "양손 무기로 인해 차단됨", "blocked once": "일단 차단됨", "bonus": "보너스", "bonus damage": "보너스 피해", "boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the": "묘지 캠프로 재단장된 보스 아레나입니다 - 죽은 골렘, 추모비, 그리고 나무 울타리로 둘러싸인 원형 구조물까지 - 지역 0의 보스가 쓰러졌음을 정사로 암시하는 요소입니다. NPC들은 이 소품들 사이에서 야영합니다:", "both sides": "양쪽", "bounces": "튕깁니다", "bounty.": "현상금.", "breakdown at": "붕괴 시점:", "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "{#}에 정신 붕괴가 오고, 정신 붕괴 상태에서 {#} 뒤 두 번째로 한계에 도달합니다 - 이는 치명적입니다. 1배속 기준 약 {#} 플레이 분량입니다.", "buffed": "버프됨", "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": "버프이지 탐지 수정자가 아닙니다. \"인지력이 시야를 넓힌다\"는 주장은 확인되지 않은 것으로 취급하십시오.", "build a Research Station": "연구소 구축", "build resistances": "저항 구축", "buildings": "건물", "buildings that restore mood": "기분을 회복하는 건물", "builds": "구축", "built endurance and patience, never stopping despite harsh weather or blocked paths. Each climb with heavy loads over rugged trails felt like surpassing one's limits. Yet a constant question lingered: what truly awaited at the end of endless labor?": "혹독한 날씨나 막힌 길에도 멈추지 않으며 인내와 끈기를 길렀다. 험한 길을 무거운 짐을 지고 오를 때마다 자신의 한계를 넘어서는 듯했다. 그러나 끝없이 이어지는 물음이 있었다: 끝없는 노동의 끝에는 진정 무엇이 기다리고 있을까?", "built strength carrying loads, hardening the body while climbing mountains with burdens on the shoulders. Earning a living by delivering goods kept life going, yet relentless labor ruled each day. Still, a goal remained: to be freed from the weight one day and live a life of freedom.": "짐을 짊어지며 힘을 길렀고, 어깨에 무거운 짐을 진 채 산을 오르며 몸을 단련했다. 물건을 운반해 생계를 이어갔지만, 하루하루는 끝없는 노동이 지배했다. 그럼에도 하나의 목표는 남아 있었다: 언젠가 그 무게에서 벗어나 자유로운 삶을 사는 것.", "bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.": "모든 재능을 한 계층 상승시킵니다(천재에서 최대), 이것이 완전한 12레벨 경력 동안 복합되는 이유입니다.", "burn damage from one application.": "1회 적용의 연소 피해.", "burn stacks": "연소 중첩", "busted": "파괴됨", "but does not fill the stomach much.": "하지만 배를 많이 채우지는 못합니다.", "button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does": "버튼을 누르면 다섯 개 모두 다시 뽑히며, 이미 보유한 각인은 제외되어 중복으로 나타나지 않습니다. 제안 등급은", "buy: {#}": "구매: {#}", "by -1 for 300 seconds.": "-1만큼 300초 동안", "by -2 for 300 seconds.": "-2 상태로 300초간", "by -3 for 300 seconds.": "-3 상태로 300초간", "by -4 for 300 seconds.": "by -4 for 300 seconds.", "by -5 for 300 seconds.": "by -5 for 300 seconds.", "by 1 for 300 seconds.": "300초 동안 1씩.", "by 10% for 10 seconds upon defeating an enemy, up to a maximum of 30%.": "적을 처치할 때 10초 동안 10% 증가하며, 최대 30%까지입니다.", "by 10%. When equipped with a shield,": "10% 증가합니다. 방패를 장착했을 때", "by 100% of": "100%만큼 회복합니다:", "by 12%.": "12%만큼.", "by 12.": "12만큼.", "by 20% for 5 seconds upon defeating an enemy.": "적을 처치할 때 5초 동안 20% 증가합니다.", "by 25% for 15 seconds.": "15초 동안 25%만큼.", "by 3 for 300 seconds.": "300초 동안 3배", "by 3% for each unit within 1 tile.": "1칸 내의 각 유닛마다 3% 증가합니다.", "by 30%.": "30%만큼.", "by 35% when dealing damage to enemies without equipping a secondary weapon.": "보조 무기를 장착하지 않고 적에게 피해를 입힐 때 35% 증가합니다.", "by 4% for each adjacent enemy.": "인접한 적 하나당 4% 증가합니다.", "by 5 for 300 seconds.": "5만큼 300초 동안", "by 50% of": "50% 기준", "by 6 for 300 seconds.": "6 상태로 300초간", "by 7 for 300 seconds.": "7만큼 300초 동안", "by 7% each time the number of enemies defeated with basic attacks reaches 10/25/100/250/1000/2500.": "기본 공격으로 처치한 적의 수가 10/25/100/250/1000/2500에 도달할 때마다 7% 증가합니다.", "by 8 for 300 seconds.": "8만큼 300초 동안.", "by 8% for 5 seconds. This increase can occur up to 3 times.": "8% 5초 동안. 이 증가는 최대 3번 발생할 수 있습니다.", "by 9 for 300 seconds.": "9만큼 300초 동안", "by ? for 300 seconds.": "?가 300초 동안.", "by ? for ? seconds.": "? 동안 ? 씩", "by ?% and": "?%로 그리고", "by ?% for ? seconds.": "?%로 ?초 동안.", "by ?% for ? seconds. This effect can increase": "?초 동안 ?% 증가합니다. 이 효과는 최대", "by ?% per": "?% 증가", "by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of": "\"Per Stat +X\"로 게임 내에 표시되는 고정된 포인트당 양입니다. 예를 들어, 각 포인트", "by accumulating": "축적하여", "by bonus": "보너스로", "by interacting with the statue.": "상상과 상호작용하여.", "by level": "레벨까지", "by stay stage x management difficulty": "체류 단계 x 관리 난이도별", "by unit level x management difficulty": "유닛 레벨 x 관리 난이도별", "by up to ?%.": "?%까지 증가할 수 있습니다.", "by using the Prioritize Sleep action option.": "수면 우선 행동 옵션을 사용하여.", "by {0}%. When equipped with a shield,": "{0}%만큼. 방패를 장착했을 때,", "byte-exact table parsers": "바이트 단위의 정확한 테이블 파서", "call.": "소환.", "campaign startings": "캠페인 시작 설정", "can be mined.": "채굴할 수 있습니다.", "can be used to remove Dark Thorn Vines.": "어두운 가시 덩굴을 제거하는 데 사용할 수 있습니다.", "can grant a": "부여할 수 있습니다", "can increase during ...": "can increase during ...", "can increase when": "다음 시 증가할 수 있습니다", "can increase when …": "can increase when …", "can level up by interacting with the Goddess Statue.": "여신상과 상호작용하여 레벨 업할 수 있습니다.", "can only be done once, so make your decision carefully.": "한 번만 수행할 수 있으므로 신중하게 결정하세요.", "can roll": "롤링 가능", "candidates": "후보자", "cannot exceed the maximum level, Genius.": "최대 수준인 천재를 초과할 수 없습니다.", "cannot stack": "중첩될 수 없습니다", "cap. Durability drops as the item is used and, when it hits": "상한선을 가집니다. 내구도는 항목이 사용될 때 떨어지고, 도달하면", "capacity 1–1, workload 3000": "수용 1-1, 작업량 3000", "capacity 1–2, workload 4000": "용량 1-2, 작업량 4000", "capacity 1–4, workload 5000": "수용 1-4, 작업량 5000", "capped": "제한된", "caps at phase 4": "단계 4에서 제한됨", "card wide": "card wide", "card wide dsb-guestcard": "card wide dsb-guestcard", "card wide dsb-sticky": "card wide dsb-sticky", "card wide dsb-teamtools": "card wide dsb-teamtools", "carefully reaches deeper inside, enduring repeated pricks from the thorns.": "가시의 반복적인 찌름을 견디며 조심스레 더 깊숙이 들어간다.", "carnivore": "육식", "cases)": "건)", "caster;": "caster;", "cells (": "칸 (", "centered on the caster": "시전자를 중심으로", "chain teaches the controls: camera panning and zoom, moving to markers, killing": "체인은 다음을 가르칩니다: 카메라 패닝 및 줌, 마커로 이동, 죽이기", "chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base.": "체인은 조작법을 가르칩니다: 카메라 패닝과 줌, 마커로 이동하기, 약한 회색 쥐 처치하기, 연고 사용하기, 스킬 배우기, 나무와 풀 채집하기, 마지막으로 기지로 돌아가기.", "chance this room appears on that floor": "이 방이 해당 층에 나타날 확률", "change:": "변경:", "changed": "개 변경", "changed -": "개 변경 -", "changelog.json": "changelog.json", "chip dsb-act": "chip dsb-act", "chip dsb-act dsb-copy": "chip dsb-act dsb-copy", "chip dsb-act on": "chip dsb-act on", "chip dsb-bgchip": "chip dsb-bgchip", "chip dsb-savechip": "chip dsb-savechip", "chip dsb-showother": "chip dsb-showother", "chip dsb-treeact": "chip dsb-treeact", "chip on": "chip on", "choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.": "선택: 최소 x1.0, 보통 x1.2, 풍족 x1.5. 따라서 천재 등급 스탯에 풍족 제공을 조합하면 한 번의 레벨업으로 최대 10-11포인트까지 얻을 수 있습니다.", "choose a character (": "캐릭터 선택 (", "choose a character ({#} available)...": "캐릭터 선택 ({#}명 가능)...", "chosen": "선택됨", "chosen - click to remove": "선택됨 - 클릭하여 제거", "clan rank": "클랜 순위", "clan rank 1": "클랜 등급 1", "clan rank 2": "클랜 등급 2", "clan rank 3": "클랜 등급 3", "clan ranks": "클랜 등급", "clan unit": "클랜 유닛", "class does carry an": "클래스는", "clear boss": "정리 보스", "click to unveil": "클릭하여 공개", "coefficient for Vision Range is": "시야 범위 계수는", "column is each unit's sight radius. For the full detection model, see": "열은 각 유닛의 시각 반경입니다. 전체 감지 모델은 참조:", "column links to that tree's full node-by-node page.": "열은 해당 트리의 전체 노드별 페이지로 링크됩니다.", "column showing which clan rank each background unlocks at.": "각 배경이 클랜 랭크로 잠금 해제되는 시점을 보여주는 열입니다.", "column shows where each one actually comes from:": "열은 각각이 실제로 어디에서 오는지 보여줍니다:", "columns in the table below.": "아래 표의 열.", "combat": "전투", "combat difficulty": "전투 난이도", "combat stats": "전투 능력치", "combined Max HP:": "최대 생명력 결합:", "combined per attack cycle.": "공격 사이클당 합계를 입힙니다.", "come home": "집에 와서", "commands": "명령", "commands it": "이 유닛을 지휘합니다", "common traits": "일반 특성", "communed with the swamp's raw vitality, gaining remarkable endurance. Yet its warped essence dulled finer senses, stifling subtle force. People regarded this strange imbalance with awe and fear, while guarding the swamp became": "늪의 원초적인 생명력과 교감하여 놀라운 지구력을 얻었다. 그러나 그 뒤틀린 기운은 섬세한 감각을 무디게 하고 미묘한 힘을 억눌렀다. 사람들은 이 기이한 불균형을 경외와 두려움으로 바라보았고, 늪을 지키는 일은 어느새", "confidence": "신뢰도", "confirmed detection modifiers in this build.": "이 빌드에서 확인된 탐지 수정자입니다.", "constant - a": "상수 -", "constants (448 rows). Dev comments (translated from Korean - hover for the original) document what each": "상수 (448행). 개발자 코멘트(한국어 원문, 마우스를 올리면 영문 번역 표시)는 각", "constants (451 rows). Dev comments (translated from Korean - hover for the original) document what each": "constants (451 rows). Dev comments (translated from Korean - hover for the original) document what each", "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "상수, 그리고 타격/치명타 해석에는 위치 용어가 없습니다), 따라서 현재 아무것도 하지 않습니다. 만약 그것이 활성화된다면", "consume": "소비", "consumes {#} of them": "{#}마리를 소모합니다", "content not in this build": "이 빌드에 없는 콘텐츠", "contribution points": "기여 포인트", "cooldown": "재사용 대기", "copied to the clipboard": "클립보드에 복사되었습니다", "copper ore": "구리 광석", "corridor map": "통로 지도", "corridors.": "복도.", "corridors. Seed": "복도. 시드", "corrupted form is folded into its row - open": "부패한 형태가 행에 접혀 있음 - 열기", "cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.": "추가 비용(희귀도별 +200 ~ +2,000 금화) - 종종 2% 희귀 / 0.3% 전설 롤 확률에 대한 저렴함.", "could not escape the slow weight of time. In the ritual duel that determined the tribe's First Fang, defeat came swiftly, leaving a wound that would not heal. Tradition showed no mercy: exile awaited those who faltered. Cast out from kin and home, the warrior wandered wherever the wind carried, haunted by honor lost. Yet destiny had not forgotten-before long, the road led once more to a place where valor would be tested anew.": "천천히 짓누르는 시간의 무게에서 벗어날 수 없었다. 부족의 첫 번째 송곳니를 정하는 의식의 결투에서 순식간에 패배했고, 그 상처는 좀처럼 아물지 않았다. 전통은 자비를 베풀지 않았다: 흔들린 자에게는 추방이 기다리고 있었다. 혈족과 고향에서 쫓겨난 전사는 잃어버린 명예에 사로잡힌 채 바람이 이끄는 대로 떠돌았다. 그러나 운명은 그를 잊지 않았다 - 머지않아 그 길은 다시 한번 용맹이 시험받을 곳으로 이어졌다.", "craft": "제작", "craft @ {#}": "제작: {#}", "craft Textile x6, a": "직물 x6 제작,", "craft Textile x6, a Cloth Armor and Wood Arrows x2": "직물 x6, 천 갑옷 1개, 나무 화살 x2 제작", "creates no damage instance, so it costs": "피해 인스턴스를 생성하지 않으므로, 비용이", "crept into homes to steal treasures, scraping by on what was taken. Life was ever unstable, and the desire was not for mere survival but true freedom. Yet the hands were already too deeply stained with sin.": "남의 집에 몰래 숨어들어 보물을 훔치고, 그렇게 얻은 것으로 근근이 살아갔다. 삶은 언제나 불안정했고, 바라는 것은 단순한 생존이 아니라 진정한 자유였다. 그러나 두 손은 이미 죄로 너무 깊이 물들어 있었다.", "crit": "치명타", "critical hit": "치명타", "critical hits.": "치명타.", "crop (grown at": "작물 (생산 위치:", "crumb dsb-inscbrowse-h": "crumb dsb-inscbrowse-h", "crumb dsb-reveal": "crumb dsb-reveal", "crumb dsb-savestate": "crumb dsb-savestate", "crumb dsb-tip": "crumb dsb-tip", "crumb dsb-tip dsb-tallegend": "crumb dsb-tip dsb-tallegend", "crumb dsb-toast": "crumb dsb-toast", "cumulative campaign": "누적 캠페인", "curated/gated_content.json": "curated/gated_content.json", "curated/glossary.json": "curated/glossary.json", "curated/i18n_ko.json": "curated/i18n_ko.json", "curated/i18n_ko_overrides.json": "curated/i18n_ko_overrides.json", "curated/mechanics.json": "curated/mechanics.json", "curated/races.json": "curated/races.json", "curated/regions.json": "curated/regions.json", "current": "현재", "cuts all item drop rates by 50%": "모든 항목 드롭율을 50% 절단합니다", "cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.": "들어오는 피해를 약 50% 줄이고, 치명타는 1.5배 피해를 입힙니다.", "cycles 4 / 24 / 72 within each grade": "각 등급 내에서 4 / 24 / 72 사이클", "damage": "피해", "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "피해 번호 - 공격자의 공격력이 당신의 저항으로 확인된 후 - 그리고 이를 반사합니다", "damage to you": "당신에게 피해", "damage vs my unit": "내 유닛 대비 피해량", "damage x": "피해 x", "damage x{#}": "피해 x{#}", "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": "피해, 따라서 피격을 완전히 흡수하는 거품은 여전히 갑옷이 피격의 전체 값에서 저하되도록 합니다.", "day counter rolls over at midnight (00:00)": "일 카운터는 자정(00:00)에 롤오버됩니다", "day length, ticks, in-game clock": "하루 길이, 틱, 게임 내 시계", "daytime from 06:00 to 20:00": "06:00부터 20:00까지의 낮", "db dsb-bglist": "db dsb-bglist", "db.json": "db.json", "deals a": "다음을 입힙니다:", "deals magic damage equal to": "다음과 같은 마법 피해를 입힙니다", "debuff (Mood -2) lingers a while longer.": "디버프 (기분 -2)는 좀 더 오래 지속됩니다.", "debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "최대 경험치에 도달하면 디버프를 받습니다. 더 빠른 레벨 업에 대한 균형 맞춤 단점.", "debuffs whose per-second damage is fixed per stack (from": "디버프로 초당 피해가 스택당 고정되어 있습니다 (출처", "decides which trees it can access (see": "어떤 트리에 액세스할 수 있는지 결정합니다 (참조", "decisions": "의사결정", "decrease": "decrease", "decrease.": "감소합니다.", "decreases by 12% for each allied plant structure within 1 tile.": "1칸 내의 각 아군 식물 구조물마다 12% 감소합니다.", "decreases by 12% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "인접 타일 내 아군 식물 구조물 1개마다 12% 감소합니다. (최대 {1}%까지 적용)", "decreases by 2%.": "2% 감소합니다.", "decreases by 2%. Stacks reset after combat ends.": "2% 감소합니다. 전투가 끝나면 스택이 초기화됩니다.", "decreases by 2%. Stacks up to 10 times. Stacks are reset when combat ends.": "2%만큼 감소합니다. 최대 10번까지 중첩됩니다. 전투가 끝나면 중첩이 초기화됩니다.", "decreases by 8% for each allied plant structure within 1 tile. (Applies up to a maximum of 40%)": "인접 타일 내 아군 식물 구조물 1개마다 8% 감소합니다. (최대 40%까지 적용)", "decreases by {0}% for each allied plant structure within 1 tile.": "1타일 이내 위치한 아군 식물 구조물의 수마다 [STATUS_DamageTakenBonus]이 {0}% 감소합니다. (최대 {1}%까지 적용됩니다)", "decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "1타일 이내 위치한 아군 식물 구조물의 수마다 [STATUS_DamageTakenBonus]이 {0}% 감소합니다. (최대 {1}%까지 적용됩니다)", "decreases due to negative conditions like low": "다음과 같은 부정적 조건으로 인해 감소합니다", "decreases due to the dungeon's Magic.": "던전의 마법으로 인해 감소합니다.", "decreases proportionally.": "비례하여 감소합니다.", "decreases when": "다음 시 감소합니다", "decreases when the unit's": "다음일 때 감소합니다:", "decreases.": "감소합니다.", "decreases. Higher values make stress decrease more.": "decreases. Higher values make stress decrease more.", "defined in the data but not active in this build": "데이터에 정의되어 있지만 이 빌드에서 활성화되지 않음", "delete": "삭제", "depending on its race.": "종족에 따라 결정됩니다.", "depletion": "고갈", "depletion counter": "고갈 카운터", "depletion will cause the unit to Severely Exhausted temporarily. Units cannot be controlled in this state.": "고갈은 유닛이 일시적으로 심각하게 지쳐있게 할 것입니다. 유닛은 이 상태에서 제어할 수 없습니다.", "deployed on an expedition. Both are built from": "탐사단에 배포됩니다. 둘 다 다음에서 구축됩니다", "derived (final) stats": "파생(최종) 스탯", "derived, not stored": "유래, 저장 안 됨", "detection-range calculator": "탐지-범위 계산기", "detonate": "기폭", "dev": "dev", "dev-internal": "dev-internal", "development leftovers": "개발 잔여물", "devoted body and strength to a liege yet remained in the shadows. The dream of being praised in their own name endured, though reality tested without end. Even now, each step still reaches toward that dream.": "몸과 힘을 주군에게 바쳤지만 그늘 속에 머물렀다. 자신의 이름으로 인정받는 꿈은 사그라들지 않았지만, 현실은 끝없이 시험해왔다. 지금도 한 걸음 한 걸음이 여전히 그 꿈을 향해 나아가고 있다.", "devoted life to guarding the chief's side. Armed with strength and loyalty, there was readiness to lay down life and countless foes were faced. Yet the true aim was always to earn trust and safeguard the tribe.": "족장의 곁을 지키는 데 삶을 바쳤다. 힘과 충성으로 무장한 채 목숨을 바칠 각오가 되어 있었고, 셀 수 없이 많은 적과 맞섰다. 그러나 진정한 목표는 언제나 신뢰를 얻고 부족을 지키는 것이었다.", "dies": "사망", "dies instantly": "즉시 사망합니다", "dies)": "죽임)", "dies; blocked after quest \"": "사망; \"의 임무 이후 차단됨", "dies; blocked once": "사망; 한 번만 차단됨", "dietary rules": "식단 규칙", "difficulty": "난이도", "difficulty scales material costs x0.34–x1.66 and mood -": "difficulty scales material costs x0.34–x1.66 and mood -", "difficulty scales monster health & damage (up to x2 on Devastation) plus respawns 600–1200 min, while": "difficulty scales monster health & damage (up to x2 on Devastation) plus respawns 600–1200 min, while", "difficulty scaling": "난이도 스케일링", "difficulty setting scales monster stats through": "난이도 설정은 몬스터 스탯을 다음을 통해 스케일합니다", "difficulty. Nothing multiplies the drop tables themselves.": "난이도. 드롭 테이블 자체에는 곱수가 적용되지 않습니다.", "diminishing returns": "수확 체감", "direct only, up to": "직접 피해만, 최대", "division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.": "구간은 이미 이런 방식으로 작동합니다). 마지막 층이 5단계 보스 층이 되고, 보스가 생성되며, 그 보스를 처치하면 지역이 클리어되고 다음 지역이 열립니다.", "dmg /": "피해 /", "do if the developers activate it.": "개발자가 활성화하면 합니다.", "do if the developers wire it up.": "개발자가 연결하면 합니다.", "documents what each": " 문서에 각", "dodged or missed": "회피되거나 놓친", "does not scale with the caster's attack power": "시전자의 공격력에 스케일하지 않습니다", "does not use ammo - only a bow does.": "은(는) 탄약을 사용하지 않습니다 - 활만 탄약을 사용합니다.", "door-to-door": "문-문", "doubles": "2배", "dps": "dps", "drain energy from their surroundings, slowly turning parts of the continent into": "주변에서 에너지를 배출하여 대륙의 일부를 천천히 변환합니다.", "drains": "배출", "drop: {#}": "드롭: {#}", "drops": "드랍", "drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "일정 수준 아래로 떨어지면 유닛이 자동으로 음식을 찾아 먹고 <color=#ccb", "drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects": "특정 수준 이하로 떨어지면 유닛이 자동으로 음식을 찾아 먹습니다. 기아는 부정적으로 영향을 미칩니다", "drops to 0 or below, the unit will enter": "0 이하로 떨어지면 유닛은", "drops to 0, it will result in instant death instead.": "0으로 떨어지면 즉시 죽음이 됩니다.", "dsb-atk-row dsb-buffstep": "dsb-atk-row dsb-buffstep", "dsb-av-none\">?": "dsb-av-none\">?", "dsb-cardgrid dsb-dense": "dsb-cardgrid dsb-dense", "dsb-compsec-h crumb": "dsb-compsec-h crumb", "dsb-formula dsb-tip": "dsb-formula dsb-tip", "dsb-guestcell dsb-majcell": "dsb-guestcell dsb-majcell", "dsb-guestgrid dsb-lay-": "dsb-guestgrid dsb-lay-", "dsb-inscslot filled": "dsb-inscslot filled", "dsb-inscslot filled tree": "dsb-inscslot filled tree", "dsb-inscslot free": "dsb-inscslot free", "dsb-nonfight dsb-saveloc": "dsb-nonfight dsb-saveloc", "dsb-portrait dsb-portrait-none": "dsb-portrait dsb-portrait-none", "dsb-rehide dsb-rehide-inline": "dsb-rehide dsb-rehide-inline", "dsb-spoilcover bsec-cover": "dsb-spoilcover bsec-cover", "dsb-spoilcover dsb-spoilcover-page": "dsb-spoilcover dsb-spoilcover-page", "dsb-topstat dsb-majcell": "dsb-topstat dsb-majcell", "dsb-tree dsb-treepick": "dsb-tree dsb-treepick", "dsb-tree on": "dsb-tree on", "due to corrupted magic leaking from the": "다음에서 새어 나오는 타락한 마법으로 인해:", "due to the corrupt magic flowing from": "다음에서 흘러나오는 타락한 마법으로 인해:", "dungeon depletion, debuff and recovery": "던전 고갈, 디버프와 회복", "dungeon phase 5": "던전 단계 5", "dungeon rooms": "던전 방", "durability": "내구도", "durability.": "내구도입니다.", "during": "동안", "during combat and": "전투 중 그리고", "eHP(M)": "유효 생명력(마)", "eHP(P)": "유효 생명력(물)", "eat anything - their racial mood quirk is": "뭐든 먹음 - 그들의 인종 기분 특이점은", "edits did work. See": "편집이 작동했습니다. 참고", "eff": "효율", "effect (see the note under the table).": "효과입니다 (표 아래 참고를 참조하십시오).", "effect for 600 seconds.": "효과 600초 동안.", "effect, when a unit has it, restores durability every second while active.": "효과, 유닛이 가지고 있을 때, 활성화되는 동안 매초 내구도를 복구합니다.", "effect, which": "효과를 얻습니다, 이는", "effect.": "효과.", "effects.": "효과.", "emotion bubbles": "감정 말풍선", "empty": "비어 있음", "empty / unreleased": "비어있음 / 미출시", "encirclement": "포위", "ending - it does not clear the region or unlock Festering Burrow (": "결말 - 지역을 정리하지 않거나 문드러진 땅굴을 잠금 해제하지 않습니다 (", "endured battle after battle, blocking enemy blades to shield the leader. Scars covered the body as payment, yet retreat never came. Loyalty became a shield the whole tribe could trust.": "전투를 거듭하며 지도자를 지키기 위해 적의 칼날을 막아냈다. 그 대가로 온몸이 흉터로 뒤덮였지만, 후퇴는 결코 없었다. 충성심은 부족 전체가 믿을 수 있는 방패가 되었다.", "endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though where it would lead no one could know.": "폭풍 속에서도, 사막의 태양 아래에서도 멈추지 않고 셀 수 없는 시련을 견뎌냈다. 길 위에서 스스로를 단련해 나갔고 진정한 길을 찾으리라는 희망을 품었지만, 그 길이 어디로 이어질지는 아무도 알 수 없었다.", "endured on the front. Seeing comrades drop one by one offered no time for weakness, so feeling was set aside and survival techniques were learned. Talk of comradeship and cause existed in words, but in practice each day was simply endured.": "최전선에서 버텨냈다. 동료들이 하나둘 쓰러지는 모습을 보면서도 나약해질 틈이 없었기에 감정을 제쳐두고 생존 기술을 익혔다. 전우애와 대의에 대한 말은 존재했지만, 실제로는 그저 하루하루를 버텨낼 뿐이었다.", "endured years of humiliation, and on the day of an attempted escape was caught and beaten until an ankle shattered. Yet even then, the longing for freedom never disappeared. The vow to one day gain strength enough to break the chains with their own hands burned on, and even in the dungeon where tears fell alone, the dream of rising again endured.": "수년간의 굴욕을 견뎌냈고, 탈출을 시도하던 날 붙잡혀 발목이 부서질 때까지 매질을 당했다. 그러나 그 순간에도 자유를 향한 갈망은 사라지지 않았다. 언젠가 스스로의 손으로 사슬을 끊어낼 힘을 얻겠다는 다짐이 계속 타올랐고, 홀로 눈물 흘리던 감옥 안에서도 다시 일어서겠다는 꿈은 꺼지지 않았다.", "enemy": "적", "energy": "에너지", "energy to cast": "시전 시 필요한 에너지", "engaging, and who gets hit": "교전, 그리고 누가 맞는지", "enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)": "충분합니다. 게임은 스탯 보너스를 유닛의 스탯 블록에 그대로 구워 넣고 불러올 때 다시 계산하지 않으므로, 두 곳을 일관되게 수정해야 합니다.)", "entcell dsb-fit": "entcell dsb-fit", "entries are": "항목들은", "entry is": "항목은", "enum, driven every time a unit moves by": "enum, 유닛이 이동할 때마다 실행", "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "환경 조건(±30% 인지력) 및 +3 인지력 엘릭서는 다음과 같이 읽는 것이 좋습니다", "equal to 1% of": "다음의 1%와 같은", "equal to 100% of your lost health for 5 seconds.": "잃은 생명력의 100%와 같은 양으로 5초 동안.", "equal to 120% of lost": "잃은 것의 120%와 같은", "equal to 15% of lost health for 6 sec.": "잃은 생명력의 15%에 해당하는 양을 6초 동안 얻습니다.", "equal to 15% of your missing health for 6 seconds.": "누락된 생명력의 15%와 같은 값을 6초 동안 획득합니다.", "equal to 150% of": "다음의 150%와 동일", "equal to 150% of your magic attack power to nearby allies for 10 seconds.": "근처 아군에게 마법 공격력의 150%와 같음 10초 동안.", "equal to 20% of the damage taken for 10 seconds.": "받은 피해의 20%와 같은 값을 10초 동안.", "equal to 200% of": "다음의 200%와 같은", "equal to 200% of lost": "잃은 200%와 같음", "equal to 25% of damage reduced by guard for 3 seconds when guarding.": "방어할 때 3초 동안 방어로 감소한 피해의 25%와 같은 값", "equal to 250% of": "equal to 250% of", "equal to 30% of": "다음의 30%와 같은", "equal to 300% of": "다음의 300%와 같은", "equal to 5% of": "다음의 5%와 같은", "equal to {1}% of": "{1}%와 같습니다", "equip bonuses": "장착 보너스", "equip defaults": "기본 장비 착용", "equip the weapon, no skill points": "무기를 장비하고 기술점 없음", "equipment items": "장비 아이템", "equipped": "장착됨", "even if": "심지어도", "even with the same ingredients.": "같은 재료라도.", "event": "이벤트", "event choices": "이벤트 선택지", "event nodes": "이벤트 노드", "event random mappings": "이벤트 무작위 매핑", "event, opened by using the": "이벤트, 다음을 사용하여 열림", "event.": "이벤트.", "events": "이벤트", "eventually returns carrying an armful of strange items.": "결국 팔에 한가득 이상한 물건들을 들고 돌아온다.", "eventually returns, grunting while dragging back a large and grotesque-looking fish.": "결국 돌아오며 크고 기괴하게 생긴 물고기를 끌고 온다.", "every": "모든", "every 10 seconds. This effect cannot stack.": "10초마다. 이 효과는 중첩될 수 없습니다.", "every level-up": "매 레벨업마다", "every second.": "매초.", "every skill, sortable": "모든 스킬, 정렬 가능", "every time you land a": "당신이 착지할 때마다", "everything below exists fully authored in the game files (names, effects, dev notes) but has no live acquisition path - no pool weight, no event, no recipe. Listed here as future special recruits; details may change before release.": "아래에 나열된 모든 항목은 게임 파일 안에 이름, 효과, 개발자 노트까지 완전히 작성되어 있지만, 실제로 획득할 수 있는 경로는 없다 - 풀 가중치도, 이벤트도, 레시피도 존재하지 않는다. 여기서는 향후 등장할 특별 모집 대상으로 소개하며, 출시 전에 세부 내용이 변경될 수 있다.", "evolves from Forest Tadpole": "숲 올챙이에서 진화", "evolves from {#}": "{#}에서 진화", "exceeds this value, overload effects are applied.": "이 값을 초과하면 과부하 효과가 적용됩니다.", "exhaustion": "탈진", "exist in the game data but contain no skills yet. A recruit's": "게임 데이터에 존재하지만 아직 스킬이 포함되지 않았습니다. 모집된 항목의", "expand all equipment stats": "모든 장비 스탯 펼치기", "expectations become.": "expectations become.", "expected": "예상값", "expected per hit": "타격당 예상", "expires, it will die permanently.": "만료되면 영구적으로 사망합니다.", "expires, they will die permanently.": "만료되면 영구적으로 사망합니다.", "explored-ground apron": "탐사한 바닥 여백", "fall; Mood below 0 makes Stress rise proportionally.": "하락; 기분 0 이하는 스트레스를 비례적으로 상승시킵니다.", "falling unconscious and unresponsive.": "의식을 잃고 반응하지 않습니다.", "falls below 25%. This effect activates only once per battle.": "25% 미만으로 떨어질 때 5초 동안. 이 효과는 전투당 한 번만 작동합니다.", "false": "false", "farm crop.": "농장 작물.", "farming spots": "채집 지점", "farthest sight": "가장 먼 시야", "feeding, diets and settler mood": "식사, 식단, 정착민 기분", "feeds the burn DoT and detonator terms below (not a computeBuild token).": "아래의 화상 지속 피해와 기폭 항목에 반영됩니다 (computeBuild 토큰 아님).", "female Gloth": "암컷 글로트", "female Gloths": "여성 글로트", "fewer": "더 적음", "fgroup ftop": "fgroup ftop", "field does nothing on current builds; the only save-side lever is the previous region's": "필드는 현재 빌드에서 아무 작동도 하지 않습니다; 유일한 저장-측 레버는 이전 지역의", "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live": "파일, 캠페인 자동 저장당 하나 (각각 대략 1-2 MB). 그들과 함께 살고 있습니다", "filled at runtime - a unit's name or per-Decision text": "런타임에 채워짐 - 유닛의 이름 또는 결정별 텍스트", "filters dsb-facefilter": "filters dsb-facefilter", "final": "최종", "fire": "실행", "fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320.": "가 본거지에서 발생하며(던전이 아님); 최소 한 명의 생존한 정착민이 필요하다; 이벤트 재사용 대기 4320으로 반복 가능하다.", "fixed events": "고정 이벤트", "flag is set and re-opens each cleared region's neighbour (": "플래그가 설정되고 각 정리된 지역의 이웃을 다시 엽니다 (", "flag on current builds - unlock state is re-derived on every load, so the edit does nothing (": "현재 빌드의 플래그 - 잠금 해제 상태는 모든 로드에서 다시 유도되므로 편집은 아무 작동도 하지 않습니다 (", "flag on each stat: some are": "각 스탯의 플래그: 일부는", "flag that drives the unlock chain. See": "잠금 해제 체인을 주도하는 플래그. 참고", "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "플래그를 가지고 있으며, 이는 양쪽이 다르게 처리될 수 있음을 암시하지만, 이는 추론이지 확인된 규칙이 아닙니다.", "flat": "평탄", "flat 3 magic damage per stack, every second": "스택당 고정 3 마법 피해, 매초", "flat 5 physical damage per stack, every second": "스택당 고정 5 물리 피해, 매초", "flat amount per stack, per second": "스택당 고정 양, 초당", "flat, does not scale with attack power": "고정 수치이며, 공격력의 영향을 받지 않습니다", "floor-sim rollFloor:": "floor-sim rollFloor:", "floors": "층", "folded into the stat sheet.": "통계 시트에 포함됩니다.", "follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.": "고정 피해를 차감하는 방식이 아니라 수확 체감 곡선을 따릅니다. 저항값 R은 받는 피해를 대략 R / (100 + R)만큼 감소시키며, 즉 들어오는 피해에 약 100 / (100 + R)을 곱하는 셈입니다. 그래서 저항은 언제나 유용하지만 완전한 무적에는 절대 도달하지 못합니다.", "followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squire would last forever.": "그림자처럼 뒤따르며, 셀 수 없이 많은 전투에서 생존을 지켜주는 방패가 되었다. 그러나 마음속에서는 하나의 의문이 자라났다 - 종자라는 역할이 과연 영원히 계속될 것인가 하는 물음이었다.", "followed parents into the slaughterhouse, learning to handle knives and dress meat. The daily motions grew ever more skilled, and others came to value the practiced craft.": "부모를 따라 도축장에 들어가 칼 다루는 법과 고기 손질법을 배웠다. 매일 반복하는 손놀림은 점점 더 능숙해졌고, 사람들도 그 숙련된 솜씨를 인정하게 되었다.", "for": "~을 위해", "for 1 seconds and": "1초 동안 그리고", "for 1 seconds when 2 stacks accumulate. Stacks reset when": "2개 스택이 쌓일 때 1초 동안. 스택이 초기화될 때", "for 1 seconds.": "1초 동안.", "for 1.5 seconds.": "1.5초 동안.", "for 10 seconds": "10초 동안", "for 10 seconds on all enemy units adjacent to the target.": "대상 인접 적 유닛 모두에게 10초간 부여합니다.", "for 10 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "대상 아군 유닛에게 10초 동안 부여합니다. 3칸 이내의 근처 아군 대상에게 최대 4회까지 튕기며 동일한", "for 10 seconds to the first enemy unit hit.": "처음 피격 적 단위에 10초 동안.", "for 10 seconds, dealing 30% of": "10초 동안, 다음의 30%를 입힙니다:", "for 10 seconds.": "10초 동안.", "for 10 seconds. Summons move to the target tile, prioritizing enemy units with": "10초 동안. 소환물이 대상 칸으로 이동하며 다음을 가진 적 유닛을 우선합니다:", "for 10 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "10초 동안. 최대 2개의 Bubbling이 단일 유닛에 의해 한 번에 소환될 수 있으며, 최대 4개의 Bubbling이 한 맵에 존재할 수 있습니다.", "for 10s": "10초 동안", "for 12 seconds and deals damage equal to 100% of": "12초 동안 및 다음과 동일한 100%의 피해를 입힙니다", "for 12 seconds and deals damage equal to 200% of": "for 12 seconds and deals damage equal to 200% of", "for 12 seconds.": "12초 동안.", "for 14 seconds.": "14초 동안.", "for 15 seconds and": "15초 동안 그리고", "for 15 seconds.": "15초 동안.", "for 180 seconds.": "180초 동안.", "for 180s": "180초 동안", "for 2 days. The first breakdown is survivable; only a": "2일 동안. 첫 번째 붕괴는 생존 가능합니다; 오직", "for 2 seconds, and applying 2": "2초 동안, 그리고 2를 적용", "for 2 seconds.": "2초 동안.", "for 2 seconds. If colliding with a wall, the skill is interrupted and the user gets": "2초 동안. 벽에 충돌하면 스킬이 중단되고 사용자가", "for 20 for 10 seconds.": "20초 동안 10초 동안.", "for 20 seconds. This effect can only trigger again after 60 seconds have passed since its last activation.": "20초 동안. 이 효과는 마지막 활성화 이후 60초가 지난 후에만 다시 트리거될 수 있습니다.", "for 25 seconds. While this skill lasts,": "25초 동안. 이 스킬이 지속되는 동안", "for 3 seconds to adjacent enemy units every second. Disappears after 40 seconds.": "매초 인접한 적 유닛에 3초 동안 적용됩니다. 40초 후 사라집니다.", "for 3 seconds to any target that deals melee damage to it.": "자신에게 근접 피해를 입히는 대상에게 3초간 적용한다.", "for 3 seconds to targets that deal melee damage to you.": "당신에게 근접 피해를 주는 대상에게 3초 동안.", "for 3 seconds to the target.": "목표에 3초 동안.", "for 3 seconds.": "3초 동안.", "for 3 seconds. Applies 1 of": "3초 동안. 다음 중 1을 적용합니다:", "for 3 seconds. Killing an enemy with this attack reduces the cooldown of this skill by 70%.": "3초 동안. 이 공격으로 적을 죽이면 이 기술의 재사용 대기이 70% 감소합니다.", "for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same", "for 30 seconds, and all": "30초간, 그리고 모든", "for 30 seconds. For 30 seconds,": "을 30초 동안 획득합니다. 30초 동안", "for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.", "for 300 seconds.": "300초 동안.", "for 300s": "300초 동안", "for 3s": "3초 동안", "for 4 seconds.": "4초 동안.", "for 5 seconds": "5초 동안", "for 5 seconds to target when performing a basic attack while HP is below 50%.": "생명력이 50% 미만일 때 기본 공격을 수행할 때 대상에게 5초 동안.", "for 5 seconds upon inflicting negative effects on enemy units.": "적 유닛에게 부정적 효과를 부여할 때 5초 동안.", "for 5 seconds when current": "현재가", "for 5 seconds.": "5초 동안.", "for 5 seconds. After 40 seconds, it crumbles and returns to nature.": "5초 동안. 40초 후, 부서져 자연으로 돌아갑니다.", "for 5 seconds. After 40 seconds, it crumbles and returns to nature. Attacks once every 1 seconds.": "5초 동안. 40초 후 붕괴되어 자연으로 돌아갑니다. 1초마다 1회 공격합니다.", "for 5 seconds. If an enemy is positioned in the same or a rear tile as the target, they also receive the same damage and effect.": "5초 동안 지속됩니다. 대상과 같은 칸 또는 뒤쪽 칸에 적이 있으면, 그 적도 동일한 피해와 효과를 받습니다.", "for 5 seconds. The attack lasts for 5 strikes.": "5초 동안. 공격은 5회 동안 지속됩니다.", "for 6 seconds and": "6초 동안 그리고", "for 6 seconds and 3": "6초 동안 그리고 3", "for 6 seconds on every 3 basic attacks.": "기본 공격 3회마다 6초 동안", "for 600s": "for 600s", "for 720 seconds": "720초 동안", "for 720s": "720초 동안", "for 8 seconds.": "8초 동안.", "for ? seconds.": "? 초 동안.", "for a": "동안", "for a certain time. If the unit enters": "일정 시간 동안. 유닛이 다시 들어가면", "for a heal, and a blue": "는 치유, 파란색", "for a shield/barrier - all positive, so they sort together by size. Blank for monster skills, whose amount depends on the casting monster and the difficulty tier (see the skill's own page). The": "는 보호막입니다. 모두 양수이므로 크기순으로 함께 정렬됩니다. 몬스터 스킬은 시전 몬스터와 난이도에 따라 값이 달라져 비워 둡니다(해당 스킬 페이지 참고).", "for a shield/barrier - all positive, sorted together by total. Monster skills show their stated percent too; the concrete numbers per difficulty are on each skill's own page. The": "는 보호막입니다. 모두 양수이며 합계 기준으로 정렬됩니다. 몬스터 스킬도 명시된 비율을 표시하며, 난이도별 실제 수치는 각 스킬 페이지에 있습니다.", "for alert scouts, as low as": "경고 정찰꾼의 경우, 최소", "for all quest-recruitable and future special characters.": "모든 임무 모집 가능 및 미래 특수 캐릭터.", "for all skills increases by 10%.": "모든 스킬의 값이 10% 증가합니다.", "for combat scaling,": "전투 스케일링용,", "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:": "각각에 대해서 말입니다. 재능 등급은 유닛이 레벨업할 때마다 해당 스탯이 얼마나 성장하는지를 결정합니다. 등급은 다음 다섯 단계로 나뉩니다:", "for each unit of distance charged.": "돌진한 거리의 각 단위마다.", "for each variant.": "각 변형에 대해", "for effects that item pages described in full.": "아이템 페이지에서 완전히 설명한 효과에 대해.", "for every": "매", "for every 60": "60마다", "for machine-consumption notes.": "기계 판독용 참고 사항을 확인하세요.", "for mitigation purposes - the element labels on spells are only a UI color, and enemies have just two defensive stats,": "완화 목적으로 - 주문의 요소 레이블은 UI 색상일 뿐이고, 적은 2개의 방어 스탯만 가집니다,", "for most monsters, up to": "대부분의 몬스터의 경우, 최대", "for per-item obtainability.": "아이템별 획득 가능성을 위해.", "for sluggish ones), choose day or night, and toggle Night Vision or your own Stealth. The full mechanics - line of sight, the awareness meter, aggro correction and the perception myth - are on the": "(굼뜬 몬스터의 경우), 낮과 밤을 선택하고, 야간 시야나 자신의 은신을 켜고 끌 수 있다. 전체 메커니즘 - 시야선, 경계 게이지, 어그로 보정, 그리고 지각에 대한 오해까지 - 은 다음 페이지에 있다", "for the economy).": "경제용).", "for the rest of the expedition.": "탐사단의 나머지 기간 동안.", "for the same duration.": "같은 지속시간 동안.", "for their aptitudes and lore.": "그들의 적성과 전설을 위해.", "for too long.": "너무 오래.", "for {#}s": "{#}초 동안", "for {0} seconds to all enemy units adjacent to the target.": "{0}초 동안 대상 주변의 모든 적 유닛에게 적용합니다.", "for {0} seconds, dealing {2}% of ...": "{0}초 동안, {2}%의 피해를 입힙니다...", "for {0} seconds.": "for {0} seconds.", "for {1} seconds.": "{1}초 동안 획득.", "formed many connections but never stayed long. Belonging nowhere, always ready to leave, new stories bloomed with each step-yet departure always followed.": "많은 인연을 맺었지만 오래 머무른 적은 없었다. 어디에도 속하지 않은 채 언제든 떠날 준비가 되어 있었고, 발걸음마다 새로운 이야기가 피어났지만 그 뒤에는 늘 이별이 따랐다.", "forward rather than granting items.": "아이템을 부여하기보다는 앞으로 진행합니다.", "free": "자유", "free random settler": "무료 무작위 정착자", "free, the next comes at level": "개 남음, 다음은 레벨", "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.": "5(완전히 충전된 상태)에서 0(완전히 고갈된 상태)까지 감소합니다. 같은 층을 반복해서 파밍하면 카운터가 줄어들며, 시간이 지나면 타이머에 따라 회복됩니다.", "from other sources decreases by 30%.": "다른 출처에서의 값이 30% 감소합니다.", "from targets with negative effects decreases by 12%.": "부정적 효과가 있는 대상의 값이 12% 감소합니다.", "from the": "~에서", "from the {#} s cooldown": "재사용 대기 {#}초 기준", "from these pre-authored area templates: one is rolled per camp slot (higher": "이 사전 작성된 영역 템플릿에서: 캠프 슬롯당 하나가 굴려집니다 (더 높음", "fulfillment.": "충족을 기대합니다.", "full mechanics ›": "전체 메커니즘 ›", "future": "미래", "gain": "얻음", "gain by 20%.": "20%만큼 획득.", "gain maximum": "최대값을 얻습니다.", "gained infamy, recognized as unmatched in the lawless streets. Yet deep inside lingered a sorrow unspoken, and though violence ensured survival, it left behind nightmares that gnawed at the soul.": "무법의 거리에서 누구도 대적할 수 없는 존재로 악명을 떨쳤다. 그러나 마음 깊은 곳에는 말할 수 없는 슬픔이 자리했고, 폭력이 생존을 지켜주었을지언정 영혼을 갉아먹는 악몽을 남겼다.", "gambling with the expedition members over a game of dice, his attention turns toward you.": "탐사단원들과 주사위 게임을 하며 도박을 하는 그, 그의 주의가 당신에게로 향한다.", "game systems": "게임 시스템", "gameplay": "게임플레이", "gated": "차단됨", "gated (no craft/drop/trade/event source)": "차단됨 (제작/드롭/거래/이벤트 출처 없음)", "gated unobtainable": "제한됨 (획득 불가)", "gatherable resource node": "수집 가능한 자원 노드", "generated on the fly when the level-up screen opens": "레벨업 화면이 열릴 때 즉시 생성됩니다", "get it on Steam": "Steam에서 구하기", "gets lower.": "낮아집니다.", "getting hit": "맞음", "giant stone golem": "giant stone golem", "give +10% hit and +5% crit per surrounding unit, from the first, with no stack cap - and symmetrically (enemies surrounding your units would benefit too).": "은 첫 번째 유닛부터 주변 유닛 하나당 명중률 +10%와 치명타 +5%를 주며, 중첩 상한이 없습니다 - 그리고 이는 대칭적으로 적용됩니다(당신의 유닛을 둘러싼 적들도 마찬가지로 이득을 봅니다).", "gives": "제공", "gives one more, or remove one above.": "에서 하나 더 얻거나, 위에서 하나를 제거하세요.", "gold": "금", "gradually turns pale.": "점차 창백해진다.", "grants": "부여", "grants Mood +3, the": "기분 +3을 부여하고,", "grass porridge": "풀 죽", "grew up admiring a father who had served many years as a captain of the city guard, and so chose the same path. At first, the duty seemed noble-maintaining order, keeping the streets safe. Yet as the years passed, the truth became harder to ignore. The role was less about justice and more about serving the powerful, running errands for nobles, and holding one's tongue before unjust commands. Each compromise pressed heavier upon the heart, until pride gave way to quiet torment.": "오랜 세월 도시 경비대 대장으로 복무한 아버지를 존경하며 자랐고, 그래서 같은 길을 택했다. 처음에는 그 임무가 고귀해 보였다 - 질서를 유지하고 거리를 안전하게 지키는 일. 그러나 세월이 흐르며 외면할 수 없는 진실이 드러났다. 그 역할은 정의보다는 권력자를 섬기고, 귀족들의 잔심부름을 하며, 부당한 명령 앞에서 입을 다무는 일에 더 가까웠다. 타협을 거듭할 때마다 마음의 무게는 더해졌고, 자부심은 결국 조용한 고통에 자리를 내주었다.", "grew used to handling beasts, sweating each day with heavy tools in hand. The smell of blood was part of the workshop, and the harsh labor built a stronger body.": "짐승을 다루는 일에 익숙해졌고, 무거운 도구를 손에 들고 매일 땀을 흘렸다. 피 냄새는 작업장의 일부였고, 고된 노동은 몸을 더욱 강하게 단련시켰다.", "grey rat": "회색 쥐", "grids": "그리드", "grins smugly as he takes them.": "그는 그것들을 받으며 자만스럽게 웃는다.", "group sb-dmg": "group sb-dmg", "group sb-set": "group sb-set", "guaranteed on every floor": "모든 층에서 보장됨", "guard": "방어", "guide.": "가이드.", "guild merchant": "길드 상인", "guild officer": "guild officer", "guild officer - Dungeon Settlers Wiki": "길드 소속 장교 - 던전 세틀러즈 위키", "guild officer icon": "길드 소속 장교 아이콘", "had been shouting in anger, yet now they ask with the corners of their lips raised.": "화내며 외쳤는데, 이제 입가에 웃음을 띠며 묻는다.", "handling surcharge for each inscription": "각 비문에 대한 취급 할증료", "hands you a skull-shaped object with three eyes.": "세 개의 눈이 있는 해골 모양의 물체를 건넨다.", "hard cap": "견고한 상한선", "harder. Loved ones were betrayed, friends deceived, and wealth amassed, yet loneliness always lingered at success's end. New challenges were sought to prove worth, but only emptiness awaited.": "더 독하게 굴었다. 사랑하는 이를 배신하고 친구를 속이며 부를 쌓았지만, 성공의 끝에는 언제나 외로움이 남았다. 자신의 가치를 증명하려 새로운 도전에 나섰지만, 기다리고 있는 것은 공허함뿐이었다.", "harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:": "해로운 효과들입니다. 해로운 효과는 유닛을 약화시키거나(예: 스탯 −30%, 명중률 감소, 메스꺼움) 몬스터를 강화하여, 결과적으로 데미지와 생존력을 직접 깎아냅니다. 단계별 개수:", "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "가장 가혹한 부정적 환경 스탯 디버프(주요 스탯마다 각각 -30%)를 공격자에게 반영합니다.", "has": "보유", "has 205 + 9x20 =": "는 205 + 9x20 =", "has been killed 1×": "1번 처치됨", "has been killed 1×; blocked after quest \"": "1회 처치됨; \"의 임무 이후 차단됨", "has no": "에는", "has two modes:": "두 가지 모드가 있습니다:", "has:": "보유:", "hatches into": "부화 -", "have no maximum defined in the tables (see the note above).": "테이블에 정의된 최대값이 없습니다(위의 참고 참조).", "healed.": "회복.", "healing": "치유", "heals you for a percentage of the damage you deal. The three inscription grades add a": "당신이 입히는 피해의 백분율로 당신을 치료합니다. 세 비문 등급은", "health to an ally per cast": "시전당 아군에게 생명력", "health/energy ratios - summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.": "생명력/에너지 비율을 그대로 반영해서 소환됩니다. 부상당한 상태에서 소환하면 소환수도 부상당한 채로 등장합니다. 소환수는 소환사로부터 약 5칸 거리까지만 이동할 수 있도록 묶여 있습니다.", "hears something moving swiftly through the nearby bushes.": "근처 덤불을 통해 빠르게 움직이는 뭔가를 듣는다.", "heavy hits (protects both weapon and armor),": "무거운 타격(무기 및 갑옷 모두 보호),", "hedgehog": "고슴도치", "held unyielding vigil against threats to the tribe. Obedience to every command ensured the leader's safety, though deep inside lay a yearning to be more than a mere protector.": "부족을 위협하는 것들에 맞서 흔들림 없이 경계를 섰다. 모든 명령에 복종함으로써 지도자의 안전을 지켰지만, 마음 깊은 곳에는 단순한 수호자 이상이 되고 싶다는 갈망이 자리하고 있었다.", "helpful and": "도움이 되고", "here from your extra trees": "추가 트리에서 가져옴", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.26 data yet.": "여기는 그의 발표된 시작 특성 개선입니다: DS_B.0.3.26 데이터에는 아직 개선된 특성이나 통계가 없습니다.", "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.40 data yet.": "여기는 그의 발표된 시작 특성 개선입니다: DS_B.0.3.40 데이터에는 아직 개선된 특성이나 통계가 없습니다.", "hidden": "숨겨진", "hidden by default": "기본값으로 숨겨짐", "hidden: recruit weight 0, never rolled)": "숨김: 모집 가중치 0, 절대 뽑히지 않음)", "hide": "숨기기", "hide spoiler": "스포일러 숨기기", "hide traits & skills too": "특성 및 스킬도 함께 숨기기", "hide where/how to find things": "무엇을 어디서, 어떻게 찾는지 숨기기", "hit harder - on": "더 강하게 타격 - ", "hits of": "회 적중", "hits the maximum again during": "다음 동안 최대값에 다시 도달합니다", "hours": "시간", "housing rooms": "거주 방", "how new regions open up": "새로운 지역이 열리는 방식", "how region unlocks work": "지역 잠금 해제 작동 방식", "html.dsb-mode-sf body:not(.dsb-applied)": "html.dsb-mode-sf body:not(.dsb-applied)", "hunger": "허기", "hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the tribe, and the toil of that life became routine.": "뱀을 사냥했다. 좁은 틈을 비집고 들어가 혀로 공기를 맛보고, 손끝으로 움직임을 낚아챘다. 독과 가죽은 부족을 위해 거두었고, 그 고된 삶은 어느새 일상이 되었다.", "icons reload": "아이콘 다시 불러오기", "identify the entity type and its table:": "엔티티 종류와 해당 표를 식별합니다:", "idle여러개인 몬스터용 더미 어펙터": "idle여러개인 몬스터용 더미 어펙터", "idle여러개인 몬스터용 더미 어펙터 - Dungeon Settlers Wiki": "idle여러개인 몬스터용 더미 어펙터 - Dungeon Settlers Wiki", "idle여러개인 몬스터용 더미 어펙터 icon": "idle여러개인 몬스터용 더미 어펙터 icon", "if activated (no effect in this build)": "활성화 시 (이 빌드에서는 효과 없음)", "if the slot is NULL, the boss doesn't exist and the region won't unlock the next one": "슬롯이 NULL이면, 보스가 존재하지 않으며 지역이 다음을 잠금 해제하지 않습니다", "imported": "가져온", "in Abyss floor 10 (~100% per floor)": "심연 층 10에서 (~층당 100%)", "in Abyss floor 5 (~100% per floor)": "어비스 5층 내 (~100%)", "in Abyss floors 1-4 (~100% per floor)": "어비스 1-4층 내 (~층당 100%)", "in Abyss floors 6-9 (~100% per floor)": "심연 층 6-9 (~층당 100%)", "in FesteringBurrow floor 1 (~38% per floor)": "화농의 굴 1층에서 (~층당 38%)", "in FesteringBurrow floor 2 (~21% per floor)": "화농의 굴 2층에서 (~층당 21%)", "in FesteringBurrow floor 2 (~25% per floor)": "FesteringBurrow 층 2에서 (~층당 25%)", "in FesteringBurrow floor 3 (~100% per floor)": "문드러진 땅굴 3층에서 (~층당 100%)", "in FesteringBurrow floor 4 (~57% per floor)": "화농의 굴 4층에서 (~층당 57%)", "in FesteringBurrow floors 1-2 (~38% per floor)": "썩은 굴 층 1-2 (~층당 38%)", "in FesteringBurrow floors 1-4 (~100% per floor)": "FesteringBurrow 1-4층 (~층당 100%)", "in FesteringBurrow floors 1-4 (~26% per floor)": "문드러진 땅굴 층 1-4에서 (~층당 26%)", "in FesteringBurrow floors 1-4 (~59% per floor)": "문드러진 땅굴 층 1-4에서 (~층당 59%)", "in FesteringBurrow floors 1-4 (~9% per floor)": "문드러진 땅굴 층 1-4에서 (~층당 9%)", "in FesteringBurrow floors 1-5 (~10% per floor)": "FesteringBurrow 층 1-5에서 (~층당 약 10%)", "in FesteringBurrow floors 1-5 (~38% per floor)": "문드러진 땅굴 층 1-5에서 (~층당 38%)", "in FesteringBurrow floors 3-4 (~6% per floor)": "FesteringBurrow 층 3-4에서 (~층당 6%)", "in FesteringBurrow floors 3-5 (~10% per floor)": "FesteringBurrow 3-5층 (~층당 10%)", "in Tutorial floors 1-2 (~100% per floor); VeilSilence floors 1-2 (~25% per floor)": "튜토리얼 1-2층에서 (~층당 100%); 베일침묵 1-2층에서 (~층당 25%)", "in Tutorial floors 1-4 (~100% per floor)": "튜토리얼 1-4층 내 (~층당 100%)", "in Tutorial floors 1-4 (~100% per floor); VeilSilence floors 1-5 (~38% per floor)": "튜토리얼 1-4층 내 (~층당 100%); VeilSilence 1-5층 내 (~층당 38%)", "in Tutorial floors 1-5 (~100% per floor); VeilSilence floors 1-5 (~38% per floor)": "튜토리얼 1-5층에서 (~층당 100%); 베일침묵 1-5층에서 (~층당 38%)", "in VeilSilence floor 1 (~24% per floor)": "in VeilSilence floor 1 (~24% per floor)", "in VeilSilence floor 3 (~91% per floor)": "침묵의 장막 3층에서 (~층당 91%)", "in VeilSilence floor 4 (~3% per floor)": "침묵의 휘장 층 4에서 (~층당 3%)", "in VeilSilence floor 5 (~100% per floor)": "VeilSilence 5층 내 (~층당 100%)", "in VeilSilence floors 1-4 (~26% per floor)": "침묵의 휘장 층 1-4에서 (~층당 26%)", "in VeilSilence floors 1-4 (~37% per floor)": "베일침묵 1-4층에서 (~층당 37%)", "in VeilSilence floors 1-4 (~61% per floor)": "침묵의 휘장 층 1-4에서 (~층당 61%)", "in VeilSilence floors 1-4 (~9% per floor)": "침묵의 휘장 층 1-4에서 (~층당 9%)", "in VeilSilence floors 1-5 (~24% per floor)": "침묵의 휘장 층 1-5에서 (~층당 24%)", "in VeilSilence floors 1-5 (~33% per floor)": "베일침묵 1-5층에서 (~층당 33%)", "in VeilSilence floors 2-4 (~38% per floor)": "in VeilSilence floors 2-4 (~38% per floor)", "in VeilSilence floors 2-5 (~10% per floor)": "VeilSilence 2-5층 (~층당 10%)", "in VeilSilence floors 3-4 (~25% per floor)": "베일침묵 3-4층에서 (~층당 25%)", "in VeilSilence floors 3-4 (~6% per floor)": "VeilSilence 층 3-4에서 (~층당 6%)", "in VeilSilence floors 4-5 (~9% per floor)": "in VeilSilence floors 4-5 (~9% per floor)", "in dungeons and": "위험을 무릅쓰고 새로운 모험을 찾아다닙니다. 던전에서 [AFFECTER_JoyOfAdventure]를 얻고 정착지에서 [AFFECTER_Boredom]을 얻습니다.", "in dungeons.": "던전에서.", "in exchange for a permanent": "영구적인", "in its material tier - pick a set below.": "이(가) 해당 재료 등급에 없습니다 - 아래에서 세트를 선택하세요.", "in other teams": "다른 팀에서", "in settlements and": "정착지에서 그리고", "in settlements.": "위험을 무릅쓰고 새로운 모험을 찾아다닙니다. 던전에서 [AFFECTER_JoyOfAdventure]를 얻고 정착지에서 [AFFECTER_Boredom]을 얻습니다.", "in the constant": "상수에서", "in the melee/range reflect rows.": "근접/범위 반사 행에서.", "in the room must be N or higher": "의 방은 N 이상이어야 합니다", "in this build yet.": "이번 빌드에는 아직 없습니다.", "in this build.": "이번 빌드에서.", "in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.": "총합: 18개 일반, 31개 흔하지 않은, 44개 희귀, 3개 전설.", "in your settlement, or a": "당신의 정착지에서, 또는", "in {#}": "{#}에서", "in ~": "약", "in-game time, about {#} of play at 1x speed": "게임 내 시간 기준, 1배속 약 {#} 플레이 분량", "increase by 10.": "10씩 증가합니다.", "increase by ?.": "?만큼 증가합니다.", "increase by one level.": "한 수준 증가합니다.", "increases after chatting with another companion.": "다른 동료와 대화한 후 증가.", "increases after enjoying a game of cards.": "카드 게임을 즐긴 후 증가.", "increases after enjoying a game of darts.": "다트 게임을 즐긴 후 증가.", "increases after enjoying a game of dice.": "주사위 게임을 즐긴 후 증가.", "increases as Mood gets lower": "기분이 낮아질수록 증가", "increases based on the number of stacks.": "스택 수에 따라 증가합니다.", "increases by 10 during this exploration.": "이 탐사 중에 10 증가합니다.", "increases by 10% during this expedition.": "이 탐사단 동안 10% 증가.", "increases by 10% during this exploration.": "이 탐사 중 10%씩 증가합니다.", "increases by 10% of": "10%만큼 증가", "increases by 10%.": "10% 증가합니다.", "increases by 15% during this exploration.": "이 탐사단 동안 15% 증가.", "increases by 15% whenever damage is taken.": "피해를 받을 때마다 15% 증가합니다.", "increases by 2% and": "2% 증가하고", "increases by 20%,": "20% 증가하고", "increases by 20%, and the weight of the equipped shield becomes 0.": "20% 증가하고 장착된 방패의 무게가 0이 됩니다.", "increases by 25%.": "25% 증가합니다.", "increases by 3% during this exploration.": "이 탐사단 동안 3% 증가.", "increases by 35% for 15 seconds.": "15초 동안 35% 증가합니다.", "increases by 35% for 5 seconds.": "5초 동안 35% 증가합니다.", "increases by 35%.": "35% 증가합니다.", "increases by 5% during this exploration.": "이 탐사단 동안 5% 증가.", "increases by 6% for 8 seconds. Can be stacked up to 6 times.": "8초 동안 6% 증가합니다. 최대 6번 중첩할 수 있습니다.", "increases by 7%.": "7%만큼 증가합니다.", "increases by ?% each time stacks reach ?/?/?/?/?/?.": "스택이 ?/?/?/?/?/?에 도달할 때마다 ?% 증가.", "increases by ?% for ? seconds.": "?초 동안 ?%만큼 증가합니다.", "increases by ?% for ? seconds. Can be stacked up to 6 times.": "?초 동안 ?%만큼 증가합니다. 최대 6번까지 쌓을 수 있습니다.", "increases by ?% for each stack.": "스택당 ?% 증가.", "increases by ?% per stack.": "스택당 ?% 증가합니다.", "increases by ?% whenever damage is taken.": "피해를 입할 때마다 ?% 증가.", "increases by ?%.": "?% 증가합니다.", "increases by current": "현재의", "increases by {1}%,": "대상에게 {0}초 동안 [AFFECTER_Taunt]을 부여합니다. 결투 대상에게 입히는 [STATUS_DamageDealtBonus]이 {1}% 증가하며, 스스로 다른 대상으로부터 받는 [STATUS_DamageTakenBonus]이 {2}% 감소합니다.", "increases by {1}%, and the weight of the equipped shield becomes 0.": "[STATUS_GuardChance]이 {0}% 증가합니다. 방패 장착 시 [STATUS_AttackSpeed]가 {1}% 증가하며, 장착한 방패의 무게가 0이 됩니다.", "increases by {2}%, and the w...": "increases by {2}%, and the w...", "increases in proportion to it.": "이에 비례하여 증가합니다.", "increases proportionally to lost": "잃은 것에 비례하여 증가합니다.", "increases proportionally.": "비례하여 증가합니다.", "increases when Leveling Up.…": "increases when Leveling Up.…", "increases when leveling up. Higher grades increase the growth range.": "레벨 업할 때 증가합니다. 높은 등급은 성장 범위를 증가시킵니다.", "increases.": "증가합니다.", "increases. Higher values make stress increase more.": "increases. Higher values make stress increase more.", "index (": "인덱스 (", "index means.": " 인덱스가 무엇을 의미하는지 설명되어 있습니다.", "index.json": "index.json", "indirectly": "간접적으로", "individual affecters": "개인 영향자", "individual traits": "개인 특성", "individually capped: Low-grade": "개별적으로 제한: 저급", "infinite load": "무한 로드", "informs you that they have discovered a strange crevice in a nearby cliffside.": "근처 절벽에서 이상한 틈을 발견했다고 알린다.", "input my stats": "내 스탯 입력", "inscription": "비문", "inscription odds": "각인 확률", "inscription odds & Inscription of Perfection": "각인 확률 & 완벽함의 비문", "inscriptions": "비문", "inscriptions:": "비문:", "instantly kills any non-boss enemy the moment it takes damage while at": "비보스 적이 다음 상태일 때 피해를 입는 순간 즉시 죽입니다", "integer": "정수", "interactive character planner": "인터랙티브 캐릭터 플래너", "into a": "로 변환", "into the Mental Collapse - that is lethal. About": "정신 붕괴로 이어지며 - 이는 치명적입니다. 약", "is": "이다", "is a combo of skills, passives and status effects that produces an outsized result. This list is rated honestly:": "스킬, 패시브 및 상태 효과의 조합으로 과도한 결과를 생성합니다. 이 목록은 정직하게 평가됩니다:", "is a configurable what-if (type a Magic and Physical Attack). Pick a": "구성 가능한 가정(마법 및 물리 공격 입력). 선택", "is a flat 50% damage reduction, and": "고정 50% 피해 감소이며,", "is a minimum layout that satisfies every gate at once: a floor of exactly the minimum area (countable cell grid), walls, floor and a door of the cheapest tier passing the Wall/Floor Q gate, the required furniture at its true occupied footprint, and a minimum decoration set reaching the Deco Q total - all drawn with the game's own tiles and sprites at in-game scale. Replicate the preview and the room qualifies.": "은(는) 모든 조건을 한 번에 충족하는 최소 배치를 뜻한다: 정확히 최소 면적(칸 단위로 셀 수 있는 격자)의 바닥, Wall/Floor Q 조건을 통과하는 가장 저렴한 등급의 벽·바닥·문, 실제로 차지하는 면적 그대로의 필요 가구, 그리고 Deco Q 총합에 도달하는 최소한의 장식 구성 - 이 모든 것을 게임 자체의 타일과 스프라이트로 인게임 스케일에 맞춰 그린 것이다. 이 미리보기를 그대로 재현하면 해당 방으로 인정된다.", "is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "은 탐사단 지도의 비어 있는 잊혀진 심연 지역과는 별개인, 독립적인 무한 던전 모드입니다. 부분적으로만 구현되어 있습니다.", "is above 0, Stress decreases proportionally.": "0 이상이면 스트레스가 비례하여 감소합니다.", "is above 0.": "0 이상입니다.", "is above a certain amount.": "특정 금액 이상입니다.", "is above a certain threshold.": "is above a certain threshold.", "is an effect indicating that a unit is in imminent danger of death. If the unit does not regain consciousness before": "유닛이 죽음의 임박한 위험에 처해 있음을 나타내는 효과입니다. 유닛이 다음 전에 의식을 회복하지 못하면", "is applied.": "적용됩니다.", "is below 0,": "0 이하입니다.", "is below 0, Stress increases proportionally. If": "0 이하면 스트레스가 비례하여 증가합니다. 만약", "is below 50%,": "이 50% 미만이면", "is critically low.": "매우 낮습니다.", "is destroyed, it explodes, restoring": "파괴되면 폭발하여 다음을 회복합니다:", "is difficult to manage during expedition, it's better to return to the settlement.": "탐사 중 관리하기 어렵습니다. 정착지로 돌아오는 것이 낫습니다.", "is difficult to manage during exploration, it's better to return to the settlement.": "탐사 중 관리하기 어렵습니다. 정착지로 돌아오는 것이 낫습니다.", "is found, and expedition members can explore it.": "는 발견되며 탐사단원이 이를 탐험할 수 있습니다.", "is granted.": "를 얻습니다.", "is high.": "높습니다.", "is how far it spots and chases you.": "얼마나 멀리 발견하고 쫓는지입니다.", "is it in the game?": "게임에 존재하나요?", "is its raw pick weight inside the pool.": "풀 내의 원본 선택 무게입니다.", "is killed (": "이(가) 처치되면 (", "is killed her dungeon spawn is blocked and she relocates to the Festering Burrow safe floor (reward / trade / recruit dialogue only).": "가 처치되면, 그녀의 던전 내 스폰이 차단되고 그녀는 부패한 굴의 안전 층으로 이동한다(보상/교역/모집 대화만 가능).", "is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe's honor, though it demanded patience and solitude. To him, craftsmanship was not a mere livelihood, but life itself.": "섬세한 비늘 세공의 대가로 알려져 있다. 손끝에서 빚어낸 갑옷과 장신구는 아름다우면서도 견고하여 많은 이들이 탐냈다. 그 솜씨는 부족의 명예를 드높였지만, 그만큼 인내와 고독을 요구했다. 그에게 세공은 단순한 생계 수단이 아니라 삶 그 자체였다.", "is left out of the calculator on purpose - it cannot stack and its exact tick rate is unconfirmed (see the note under the table).": "은 의도적으로 계산기에서 제외했습니다. 중첩이 불가능하고 정확한 틱 주기가 확인되지 않았기 때문입니다(표 아래의 참고 사항 참조).", "is limited so it cannot exceed this value.": "is limited so it cannot exceed this value.", "is low.": "낮으면", "is low. Use the 'Rest Priority' action option if needed.": "낮습니다. 필요시 '휴식 우선순위' 행동 옵션을 사용하세요.", "is negative, with both changes scaling proportionally to": "는 부정적이며, 두 변화 모두 다음에 비례하여 확대됩니다", "is on - the default from Hard upward - monsters grow": "켜져 있습니다 - 어려움 이상에서 기본값 - 몬스터가 증가합니다", "is one use of the attack against the": "은(는) 다음 대상에 대한 공격 1회입니다:", "is positive and increases when": "는 긍정적이며 다음 시 증가합니다", "is randomly determined based on the unit's": "단위의 다음을 기반으로 무작위로 결정됩니다", "is rapidly turning the entire continent into": "전 대륙을 빠르게 다음으로 변화시키고 있습니다:", "is replaced with the settler's own name.": "개척자 자신의 이름으로 바뀝니다.", "is replaced with the settler's own name. One variant is rolled per settler.": "정착민 자신의 이름으로 대체됩니다. 정착민당 한 가지 변형이 선택됩니다.", "is reset to 0.": "0으로 재설정됩니다.", "is restored above a certain level for them to recover.": "회복하기 위해 특정 수준 이상으로 회복됩니다.", "is severely low.": "심각하게 낮습니다.", "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "타격이 무엇이든 간에 100%입니다 - 데이터에 절대 또는 타격당 상한선이 없습니다.", "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "에너지 포인트당 피해(효율성)입니다. 무료 기본 공격은 에너지를 소모하지 않으므로 다음과 같습니다", "is the average hit of one cast with the caster's critical chance folded in (crit multiplier weighted by crit chance), before any enemy resistance - the metric both tables are ranked by.": "은(는) 시전자의 치명타 확률이 반영된(치명타 확률로 가중한 치명타 배율) 1회 시전의 평균 피해량으로, 적의 저항을 적용하기 전 수치입니다 - 두 표 모두 이 지표를 기준으로 순위가 매겨집니다.", "is the campaign floor a monster spawns on (1-5), blank for creatures with no fixed floor (summon-only forms and units whose spawns sit outside the tracked floor tables).": "은 몬스터가 출현하는 캠페인 층(1-5)이며, 고정된 층이 없는 몬스터(소환 전용 형태나 추적된 층 표 밖에서 출현하는 유닛)의 경우 비어 있습니다.", "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "이 상한입니다). 위에서 하나를 제거하거나 추가 스킬 트리를 해제하여 다른 것을 넣으세요.", "is the expected hit a stock caster lands per cast at the level cap (blank for monster skills, whose hit depends on the casting monster and the difficulty tier - see the skill's own page). The": "는 레벨 상한에서 기본 시전자가 시전 1회당 명중하는 기댓값입니다(몬스터 스킬의 경우 빈 칸이며, 시전 몬스터와 난이도 단계에 따라 다름 - 스킬 자체 페이지 참고). ", "is the odds of getting that item on a single open, kill or gather;": "단일 개방, 킬 또는 수집에서 그 항목을 얻을 확률입니다;", "is the one hard counter to detection. The in-game text: \"Remain undetected and untargetable. This effect ends immediately if you deal damage to an enemy.\"": "은 탐지에 대한 유일한 확실한 대응책입니다. 게임 내 텍스트: \"발각되지 않고 대상 지정도 되지 않는다. 적에게 피해를 입히면 이 효과는 즉시 종료된다.\"", "is the one hard counter to detection. The in-game text: \"적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 사라집니다.\"": "는 감지에 대한 유일한 확실한 대응책입니다. 게임 내 텍스트: \"적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 사라집니다.\"", "is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working The Veil of Silence and doubles as a": "현재 빌드에서 모집할 수 있는 유일하게 이름이 붙은 던전 NPC다. 그녀는 침묵의 장막에서 활동하는 몬스터 사냥꾼이며, 동시에", "is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working 침묵의 장막 and doubles as a": "현재 빌드에서 모집할 수 있는 유일하게 이름이 붙은 던전 NPC다. 그녀는 침묵의 장막에서 활동하는 몬스터 사냥꾼이며, 동시에", "is the raw per-cast amount a stock caster produces at the level cap (stat x coefficient x hits, before crit and damage-bonus multipliers), and it reads three ways: a plain number for a hit, a green": "는 스톡 시전자가 최대 레벨에서 시전 1회로 내는 원시 수치입니다(스탯 x 계수 x 타격 횟수, 치명타/피해 보너스 적용 전). 표시는 세 가지입니다: 일반 숫자는 타격, 녹색", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 46 written resolutions across 7 categories; 19 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "은 정착지의 의사결정 시스템이며, 게임 내에서 공식적으로 사용하는 명칭이기도 합니다. 이따금 본거지에서 해결 과제가 제안됩니다. 짧은 상황과 이를 받아들였을 때의 보상으로 구성됩니다. 게임은 카테고리별 가중치와 클랜 랭크 제한에 따라 무작위로 하나를 고른 뒤, 조건을 충족할 때까지 임무로 진행시킵니다. 7개 카테고리에 걸쳐 46개의 완성된 해결 과제가 있으며, 그 외 19개(모두 클랜 랭크 3)는 아직 문구가 작성되지 않은 자리 채우기용 콘텐츠로, 아래에 다음과 같이 표시됩니다", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories.": "정착지의 의사결정 시스템이며, 게임에서 직접 사용하는 명칭입니다. 거점에서는 이따금 결단이 하나 제시되는데, 수락하면 보상이 따르는 짧은 상황입니다. 게임은 카테고리별 가중치와 클랜 랭크에 따른 제한에 맞춰 무작위로 하나를 선택한 뒤, 조건을 충족할 때까지 임무로 진행합니다. 7개 카테고리에 걸쳐 총 65개의 결단이 마련되어 있습니다.", "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories; 1 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "은 정착지의 결정 시스템이며 게임 자체의 이름입니다. 가끔 기지에서 결의가 제공됩니다: 취하면 보상을 받는 짧은 상황입니다. 게임은 카테고리별로 가중치를 두고 클랜 등급으로 제한된 것 중 하나를 무작위로 선택한 다음, 조건을 충족할 때까지 퀘스트로 실행합니다. 7개 카테고리에 걸쳐 65개의 작성된 결의가 있습니다. 1개 이상 (모든 클랜 등급 3)은 아직 작성되지 않은 프롬프트 텍스트가 있는 자리 표시자 콘텐츠이며, 아래와 같이 표시됩니다:", "is the stated attack-power percentage from the skill's own description (multi-hit skills read hits×percent), and it comes in three colors: plain for a hit, a green": "는 스킬 설명에 명시된 공격력 비율입니다(다중 타격은 타격수×퍼센트로 표시). 색상은 세 가지입니다: 일반은 타격, 녹색", "is this simulator's own. Looking for plain numbers instead? See": "이것은 시뮬레이터의 것입니다. 대신 평문 숫자를 찾고 있으신가요? 참조:", "is two-handed - it occupies both hands, so no shield or torch.": "은(는) 양손 무기입니다 - 양손을 모두 차지하므로 방패나 횃불을 들 수 없습니다.", "is unknown.": "알려지지 않았습니다.", "is very high.": "매우 높습니다.", "is very low.": "매우 낮습니다.", "is walk speed (100 = normal) and": "걷기 속도 (100 = 일반) 및", "is worth building around, and": "주변에 구축할 가치가 있으며,", "is your current cap).": "이 현재 상한입니다).", "is, the more damage is dealt.": "현재 [STATUS_Mood] × {0} % 만큼 주는 데미지량 보너스가 변동 됩니다. [STATUS_Mood]수치가 낮을수록 주는 피해량이 증가합니다.", "is-percent": "is-percent", "it.": "그것.", "item - names exactly one character:": "아이템 - 정확히 하나의 캐릭터를 이름:", "item list": "아이템 목록", "items": "아이템", "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "그것의 물리 공격은 13.5 + 1x20 + 0.5x15 + 0.5x12 =", "its aura": "해당 오라", "its contents are granted by the dungeon event that places it, not a fixed table.": "고정된 테이블이 아닌, 이를 배치한 던전 이벤트로부터 내용물이 부여됩니다.", "its per-kill drop rate, a": "처치당 드롭률,", "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "개방당 드롭률입니다. 어느 열이든 정렬할 수 있습니다. 아래의 자세한 출처 표에서 전체 분석을 확인하세요.", "joined a mercenary band after losing parents and learned the ruthless laws of survival. Seen as a warrior who would guard anyone for coin, there remained within a longing for home and family lost. When the fighting ended and solitude returned, there was reflection on what had truly been worth protecting.": "부모를 잃은 뒤 용병단에 들어가 냉혹한 생존의 법칙을 배웠다. 돈만 주면 누구든 지켜주는 전사로 여겨졌지만, 마음속 깊은 곳에는 잃어버린 집과 가족에 대한 그리움이 남아 있었다. 전투가 끝나고 다시 고독이 찾아올 때면, 진정 지킬 가치가 있었던 것이 무엇인지 되돌아보곤 했다.", "joins your settlement": "정착촌에 참여", "keep unveiled spoilers unveiled": "공개한 스포일러는 계속 공개 상태로 유지", "kill (Main7). That's how it's authored - not a bug in your save (": "처치(Main7). 그것이 저작된 방법입니다 - 당신의 저장의 버그가 아닙니다(", "kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence (": "처치 기록), 하지만 기본 빌드에서는 그녀의 사냥 제안 이벤트 세 개(Event_Npc16/17/18)가 현재 침묵의 장막에 있어야 한다는 조건이 추가로 걸려 있어, 안전 층 버전의 그녀는 사냥 임무를 제공하지 않습니다. 침묵의 장막에서 그녀의 임무를 받으세요(", "killed at least 1×": "최소 1번 처치됨", "killed at least 1×; never after": "최소 1회 이상 처치됨; 그 이후 없음", "killed at least 1×; requires quest \"": "최소 1회 처치; 퀘스트 필요 \"", "killing the": "죽이는", "killing the Red Monster Rat": "붉은 괴물쥐 처치", "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "유닛을 죽입니다. 생존자는 12일 붕괴 후유증을 유지합니다.", "knew no hesitation in the hunt. A sign before them was pursued at once, whether it meant long hours of waiting or days of tracking. Sharp observation and relentless pursuit made their bow ever more precise.": "사냥에는 망설임이 없었다. 눈앞에 흔적이 보이면 그것이 오랜 기다림이든 며칠에 걸친 추적이든 곧바로 뒤쫓았다. 날카로운 관찰력과 끈질긴 추격 덕분에 활 솜씨는 점점 더 정교해졌다.", "lay eggs.": "알을 낳습니다.", "lays out a fresh floor each click. Type or paste a seed first to reproduce that exact floor - the seed is saved in the page URL, so any roll is shareable as a link.": "은 클릭할 때마다 새로운 층을 배치합니다. 정확히 같은 층을 재현하려면 먼저 시드를 입력하거나 붙여넣으십시오 - 시드는 페이지 URL에 저장되므로, 어떤 결과든 링크로 공유할 수 있습니다.", "learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunity coexisted, and with each victory came the chase for greater risks-until it ended in a swamp of greed beyond control.": "사람의 심리를 꿰뚫고 아주 작은 몸짓에서도 속내를 읽어내는 법을 익혔다. 삶은 언제나 도박판 위에 있었고, 위험과 기회가 공존했으며, 승리할 때마다 더 큰 위험을 좇게 되었다. 결국 걷잡을 수 없는 탐욕의 늪에 빠져들고 말았다.", "left a peaceful village and was forced overnight to cut men down. Reluctance yielded to routine, and the life of the field became habit. Thoughts of home surfaced at times, but little could be done about them.": "평화로운 마을을 떠나 하룻밤 사이에 사람을 베어야 하는 처지가 되었다. 내키지 않던 마음은 어느새 익숙함에 자리를 내주었고, 전장의 삶은 습관이 되었다. 때때로 고향 생각이 떠올랐지만, 그에 대해 할 수 있는 일은 거의 없었다.", "left to right": "왼쪽에서 오른쪽으로", "less dmg": "피해 적음", "lethal": "치명적", "level": "레벨", "level 1 (fresh)": "1레벨 (초기)", "level 5": "레벨 5", "level component": "레벨 컴포넌트", "level thresholds, mana stones, race bonuses": "레벨 임계값, 마석, 종족 보너스", "level up": "레벨 업", "level {#} (level cap)": "레벨 {#} (레벨 상한)", "level-up prayer": "레벨업 기도", "level.": "레벨.", "lifesteal-style effects are the missing-HP ones covered above: the": "생명력 흡수 스타일 효과는 위에서 다룬 누락된 생명력 효과입니다:", "light blue": "연한 파란색", "lines connect a prerequisite to what it unlocks · corner": "선이 전제 조건을 잠금 해제 내용에 연결합니다 · 모서리", "list has every skill in one sortable, filterable table.": "목록은 정렬 가능하고 필터링 가능한 하나의 테이블에 모든 스킬이 있습니다.", "list with parallel": "목록을 병렬로", "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "스킬을 아이콘으로 나열 - 하나를 가리켜 실제 던전 방에 그려진 공격의 도달 범위와 영역을 봅니다.", "live": "실시간", "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "개의 실제 애니메이션이 있습니다. 시트는 게임 자체의 스프라이트(2배 확대)이며, 프레임 타이밍은 근사치입니다. 애니메이션은 화면에 보이는 동안에만 재생됩니다.", "lived as though life itself were a gamble, a single wager able to overturn it all. Yet each thrill of victory was shadowed by emptiness. Risk followed risk in search of the decisive move to change everything, but the truth of what was truly desired remained unknown.": "인생 자체가 도박인 것처럼 살았다. 단 한 번의 승부로 모든 것을 뒤엎을 수 있다고 믿었다. 그러나 승리의 짜릿함 뒤에는 언제나 공허함이 드리워져 있었다. 모든 것을 바꿀 결정적인 한 수를 찾아 위험을 거듭 좇았지만, 진정으로 원하는 것이 무엇인지는 끝내 알 수 없었다.", "lived by the breath of the forest. The grain of wood and the crack of branches told every change around. Having known only nature, the ways of the world were clumsy, and the unfamiliar was met with a plain, guileless heart.": "숲의 숨결에 기대어 살았다. 나뭇결과 가지가 갈라지는 소리가 주변의 모든 변화를 알려주었다. 오직 자연만을 알았기에 세상의 방식에는 서툴렀고, 낯선 것들은 소박하고 꾸밈없는 마음으로 마주했다.", "lived in the deep, dark swamp, drawing stubborn vitality from its murky air. Yet the swamp's twisted essence hindered the grasp of subtle powers. Instead,": "깊고 어두운 늪에서 살아가며 탁한 공기에서 억센 생명력을 끌어냈다. 그러나 늪의 뒤틀린 기운은 섬세한 힘을 다루는 데는 방해가 되었다. 대신,", "llms.txt": "llms.txt", "located in the deepest part of the": "의 가장 깊은 곳에 위치한", "location": "위치", "looks utterly devastated.": "완전히 낙심한 표정을 짓는다.", "loot": "전리품", "loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot": "전리품 - 드롭 수량, 드롭 확률 및 아이템 품질은 모든 난이도에서 동일합니다. 전투 난이도만 전리품에 영향을 줍니다", "lowers": "감소시킵니다", "lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.": "피해 수를 낮추므로, 마모도 낮춥니다 - 타격을 감소시키는 갑옷은 문자 그대로 더 오래 지속됩니다.", "lv1->2 {1}, lv2->3 {2} .... In other words, refers to the item 'quantity' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "lv1->2 {1}, lv2->3 {2} .... 즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 'quantity' 키 값을 나타낸다. {0}은 사용되지 않는 자리표시자이며, 값은 \"None\"으로 고정되어 있다.", "lv1->2 {1}, lv2->3 {2} .... 즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 '수량' 키값을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "lv1->2 {1}, lv2->3 {2} .... 즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 '수량' 키값을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.", "lv1->2{1},": "lv1->2{1},", "lv2->3{2}.... In other words,": "lv2->3{2}.... 즉,", "lv2->3{2}....즉": "lv2->3{2}....즉", "macOS": "macOS", "macOS (native Steam build)": "macOS (기본 Steam 빌드)", "macOS path": "macOS 경로", "magic": "마법", "magic -> staves": "마법 -> 스태프", "magic attack": "마법 공격력", "magic staff": "마법 스태프", "main": "주요", "main chain (Main0-8) ends with killing the": "주요 체인 (Main0-8)은 다음을 죽이는 것으로 끝납니다", "main/sub SP, each level-up +": "메인/서브 SP, 레벨업마다 +", "major": "주요", "major stats": "주요 스탯", "malus": "페널티", "mana stone": "마석", "mana stones": "마나-돌", "management": "관리", "management difficulty": "관리 난이도", "mandatory": "필수", "manual stats": "수동 입력 능력치", "max 2 targets": "최대 2개 대상", "max stacks": "최대 중첩", "maximum": "최대", "mean \"3× ITEM_CopperIngot\" - split on the final": "\"3× ITEM_CopperIngot\"을 의미하며 - 마지막", "means different things by source - a": "출처에 따라 다른 의미를 갖습니다 -", "means low investment for a huge payoff,": "거대한 보상을 위한 낮은 투자를 의미합니다,", "mechanics guides": "메커닉 가이드", "melee x1.3": "근접 x1.3", "memorial camp.": "추모 캠프.", "mental breakdown": "정신 붕괴", "mental breakdown at 100": "100에서 정신 붕괴", "merchant stock": "상인 재고", "metal scarab": "금속 딱정벌레", "min": "최소", "modified": "수정됨", "modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are": "보정치(치명타 확률, 명중/회피/가드 확률, 생명력 흡수, 가한/받은 피해, 생명력 재생, 획득 경험치)를 가질 수 있으며, 일부는", "mon-exp dmg-tier-hi": "mon-exp dmg-tier-hi", "mon-exp sorted-desc dmg-tier-hi": "mon-exp sorted-desc dmg-tier-hi", "monster HP and attack. See the full economy/management axis on the": "몬스터 생명력과 공격. 다음에서 전체 경제/관리 축을 참조하십시오", "monster abilities": "몬스터 능력", "monsters -": "몬스터 -", "monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge": "몬스터는 0이며, 갑옷을 두른 몬스터는 최대 60까지로 37.5% 감소) 적용 전, 그리고 명중률, 회피", "mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "채소를 먹을 때 기분 페널티를 받지만, 육류 전용 식단에 대한 페널티는 무시합니다.", "mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "육류를 먹을 때 기분 페널티를 받지만, 채소만 먹을 때의 일반적인 기분 페널티는 무시합니다.", "mood stays below -3 for a sustained stretch triggers the": "기분이 지속된 스트레칭 동안 -3 미만으로 유지되면 트리거합니다", "mood value": "기분 값", "mood {#} x {#} per minute": "분당 기분 {#} x {#}", "mood × -0.03": "기분 × -0.03", "morale-crisis event.": "사기 위기 이벤트.", "more": "더 많음", "more in other teams": "다른 팀에 더 있음", "moved silently where no gaze could reach, stealing since childhood as the only means of survival. Vanishing like a shadow without a trace, yet the fear of being caught one day was a constant torment.": "눈길이 닿지 않는 곳을 소리 없이 오갔고, 어릴 적부터 도둑질이 유일한 생존 수단이었다. 흔적도 없이 그림자처럼 사라졌지만, 언젠가 붙잡힐지도 모른다는 두려움은 끊임없이 마음을 괴롭혔다.", "name + stats on each chip": "각 칩에 이름 + 능력치 표시", "name vs. effect": "이름 vs. 효과", "nav.secnav .secnav-l": "nav.secnav .secnav-l", "nearsighted": "근시", "needs a bow": "활이 필요함", "needs the right role or setup. Because": "올바른 역할 또는 설정이 필요합니다. 왜냐하면", "needs {#}": "{#} 필요", "negative environment effects ({#} positive).": "부정적 환경 효과 ({#}개 긍정적).", "never": "도달하지 않음", "never after": "이후 절대 아님", "never knew what freedom was, sold to a merchant without even knowing if parents existed, and forced into endless labor. From dawn to night, loads were carried at the master's command, life bent beneath the whip. Yet deep inside lingered a faint hope of one day escaping the suffering, a hope that sustained a spirit flinching at the mere sound of footsteps.": "자유가 무엇인지도 모른 채, 부모가 있는지조차 알지 못한 채 상인에게 팔려가 끝없는 노동을 강요당했다. 새벽부터 밤까지 주인의 명령에 따라 짐을 날랐고, 채찍 아래 삶은 굽어졌다. 그러나 마음 깊은 곳에는 언젠가 이 고통에서 벗어나리라는 희미한 희망이 남아 있었고, 그 희망이 발소리에도 움츠러드는 영혼을 지탱해 주었다.", "new things": "개 신규", "new things -": "개 신규 -", "no": "아니오", "no Water (or Fire/Nature) combat element": "물 (또는 화염/자연) 전투 요소 없음", "no change": "변화 없음", "no combat code reads it": "전투 코드가 읽지 않습니다", "no damaging skill in the data": "데이터에 피해를 주는 스킬 없음", "no effect": "효과 없음", "no effect on anyone": "누구에게도 효과 없음", "no known source": "알려진 출처 없음", "no map": "맵 없음", "no map{#}for this template": "이 템플릿의{#}지도 없음", "no matches": "일치하는 항목 없음", "no stat modifiers": "능력치 수정 없음", "no target / raw damage": "대상 없음 / 원시 피해", "no tick-interval field": "틱 간격 필드 없음", "no weapon": "무기 없음", "non-fighting effect": "비전투 효과", "non-stacking": "비누적", "none": "없음", "none - all at baseline": "없음 - 모두 기준치", "normal event nodes": "일반 이벤트 노드", "not": "아님", "not active in this build": "이 빌드에서 활성화되지 않음", "not enough": "부족함", "not enough SP for the cheapest skill left": "남은 가장 저렴한 스킬조차 배울 SP가 부족합니다", "not enough main SP": "메인 SP 부족", "not enough sub SP": "서브 SP 부족", "not in a learnable tree": "학습 가능한 트리에 없음", "not in any team": "어느 팀에도 없음", "not in game": "게임에 없음", "not instant": "즉각적이지 않습니다", "not obtainable or playable yet": "아직 얻을 수 없거나 플레이할 수 없는 콘텐츠를 수집합니다", "not obtainable yet": "아직 얻을 수 없음", "not saved yet": "아직 저장되지 않음", "not stream, share, o...": "not stream, share, o...", "not wired into the combat code": "전투 코드에 연결되지 않습니다", "nothing": "없음", "notice dsb-guestcard": "공지 dsb-guestcard", "notice dsb-hybridnote dsb-tip": "notice dsb-hybridnote dsb-tip", "notice dsb-tip": "notice dsb-tip", "notices your arrival.": "당신의 도착을 알아챈다.", "now": "지금", "npcspawn conditions": "NPC 등장 조건", "nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in": "넛지 이벤트 (3일 정체, 72시간 재사용 대기)를 발화하고, 누적된 낮은 기분은 다음에서 설명하는 스트레스 나선을 공급합니다", "null": "null", "num mon-cd": "num mon-cd", "num mon-hp": "num mon-hp", "num mon-ma": "num mon-ma", "num mon-mrange": "num mon-mrange", "num mon-pa": "num mon-pa", "num rank-cell": "num rank-cell", "num rank-col": "num rank-col", "occurs.": "발생합니다.", "of": "의", "of 1.": "1의.", "of 20 Shells you are carrying 20 one-hit blocks; the underlying Shell status itself can technically hold up to 99, but this inscription stops feeding it at 20.": "쉘 20개를 지니고 있다는 것은 한 방 막이 20개 있다는 뜻입니다; 기저의 쉘 상태 자체는 기술적으로 최대 99까지 보유할 수 있지만, 이 각인은 20에서 공급을 멈춥니다.", "of 3.": "3의 값.", "of 372 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.26. See the": "372개 아이템 중 이만큼은 게임 데이터상 획득 경로가 전혀 없다(레시피도, 드롭 풀도, 상인도, 이벤트 지급도, 농사 연계도, 시나리오 시작 지급도 없음) - DS_B.0.3.26에서는 사실상 막혀 있거나 미공개 상태다. 다음을 참고하라", "of 381 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.40. See the": "of 381 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.40. See the", "of all units is decreased.": "모든 유닛의 이 감소됩니다.", "of all units is increased.": "모든 유닛의 이 증가됩니다.", "of nearby units.": "주변 유닛들의.", "of play at 1x speed.": "1배속 기준 플레이 시간.", "of the next melee physical skill by 100% and its": "다음 근접 물리 스킬의 값을 100%만큼 증가시키고 다음을:", "of the room must be N or higher": "의 방은 N 이상이어야 합니다", "of the same monster on Hard.": "어려움에서의 동일한 몬스터.", "of the {#} energy pool": "의 {#} 에너지 풀", "of unbroken sight, only ~4 seconds of real time at 1x speed. Cross a monster's view briefly and you can often clear it before it commits; attacking one, of course, drops it straight into combat.": "동안 시야가 끊이지 않아야 하며, 1배속 기준 실제 시간으로 약 4초에 불과합니다. 몬스터의 시야를 잠깐 스치는 정도로는 대개 공격이 개시되기 전에 벗어날 수 있습니다; 물론 공격을 하면 바로 전투에 돌입합니다.", "of {#}": "{#} 중", "of {#} HP": "의 {#} 생명력", "offering": "제물", "ok": "정상", "omnivore": "잡식", "on a critical hit. After 20 seconds, it crumbles and returns to nature.": "치명타 시. 20초 후, 부서져 자연으로 돌아갑니다.", "on allies": "아군에게", "on anyone, player or monster. The numbers below are what it": "누구에게나, 플레이어 또는 몬스터. 아래 숫자는 그것이", "on dsb-rm": "on dsb-rm", "on enemy": "적에게", "on equip": "장착할 때", "on hit.": "히트 시.", "on itself for 10 seconds.": "자기 자신에게 10초 동안 적용됩니다.", "on self for 15 sec.": "15초 동안 자신에게 적용됩니다.", "on that 3rd basic attack.": "그 3번째 기본 공격에서.", "on the attacker for 10 seconds.": "공격자에게 10초 동안.", "on the caster": "시전자에게", "on the field": "필드에서", "on the inscriptions below, so": "아래 각인에, 그래서", "on the map": "맵에", "on the target for 5 seconds.": "대상에게 5초 동안.", "on units in the area": "범위 내 유닛에게", "on user": "사용자에게", "on your units": "아군 유닛에게", "on {#}": "{#}에게", "once had a family, but after losing them, no place was ever home again. Life on the road carried endless solitude, yet within that silence there was a search for the self.": "한때는 가족이 있었지만, 그들을 잃은 뒤로는 그 어디도 다시 집이 되지 못했다. 길 위의 삶은 끝없는 고독을 안겨주었지만, 그 침묵 속에서 자기 자신을 찾아 나섰다.", "once the": "한 번", "once you count the 10 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "소비되는 버블링을 소환하는 데 소비된 10 에너지를 세면 - 1 에너지 면 비용이 이를 숨깁니다.", "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "소비되는 버블링을 소환하는 데 소비된 5 에너지를 세면 - 1 에너지 면 비용이 이를 숨깁니다.", "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "이것이 소비하는 버블링을 소환하는 데 드는 {#} 에너지까지 더하면 그렇습니다. 표기된 {#} 에너지의 표면 비용은 이를 감춥니다.", "one": "하나", "one full day is 64,800 ticks": "하루 전체는 64,800 틱입니다", "one in-game day passes in roughly 18 real minutes": "게임 내 하루는 약 18 실제 분에 통과합니다", "one-hit blocks.": "회의 단일 타격 방어를 보유합니다.", "one-shot": "원샷", "only fires when you debuff an": "당신이 디버프할 때만 발동", "option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (": "옵션은 스테이징 영역을 직접 건너뜁니다 - 하지만 규칙은 지역별이며, 층 라우팅 코드에서 직접(", "optional": "선택사항", "or below, so you get warned before something breaks mid-fight.": "이하, 따라서 전투 중 뭔가 깨지기 전에 경고를 받습니다.", "or dies even if": "또는 죽거나 심지어", "or extended dungeon stays, and increases through positive conditions like resting or eating good food.": "또는 긴 던전 체류, 그리고 휴식 또는 좋은 음식 섭취와 같은 긍정적 조건을 통해 증가합니다.", "or the": "또는", "orange": "주황색", "order matters": "순서가 중요합니다", "other entries": "기타 항목", "other entry": "기타 항목", "outside of combat.": "전투 밖에서.", "over 10 seconds.": "10초 이상.", "over time. Higher values make the item expire faster.": "시간이 지남에 따라. 값이 높을수록 아이템이 더 빨리 만료됩니다.", "overlooked nothing. A scent on the wind or a bent blade of grass was enough to reveal a beast's trail. Time spent alone was long, but sharpened the senses of a hunter all the more.": "무엇 하나 놓치지 않았다. 바람에 실려 오는 냄새나 구부러진 풀잎 한 포기만으로도 짐승의 흔적을 알아챌 수 있었다. 홀로 보낸 시간은 길었지만, 그만큼 사냥꾼의 감각은 더욱 날카로워졌다.", "page - here it counts only as a non-stacking (capped-at-one) effect.": "페이지 - 여기서는 비스택(한-상한선) 효과로만 계산됩니다.", "page for conditions and rewards.": "조건 및 보상을 위한 페이지", "page for every mood source and the standing modifiers in full.": "모든 기분 출처 및 입장 수정자의 전체 페이지.", "page for the quests they belong to.": "그들이 속한 임무 페이지.", "page) or a weapon basic attack / free weapon signature;": "페이지)하거나 무기 기본 공격 / 무기 시그니처;", "page).": "페이지).", "page);": "페이지);", "page, which counts Poison only as a non-stacking (capped-at-one) effect.": "페이지와 일치합니다, 독을 비누적(최대 1회) 효과로만 계산합니다.", "page.": "페이지.", "parasite living in its body.": "몸에 기생하는 기생충.", "parasitizing its body...": "신체에 기생...", "passive": "수동", "pays": "지불합니다", "peace returned once more, but": "peace returned once more, but", "penalty during the day.": "낮 동안의 페널티.", "penalty when eating carnivore food.": "육식을 섭취할 때 페널티.", "penalty when eating vegetarian food.": "채식 음식을 먹을 때 패널티.", "penalty.": "패널티.", "per (at": "per (at", "per adjacent enemy": "인접한 적 1마리당", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 1.3 stacks stay up, for ~3.8/s sustained.": "적용당 수치입니다. 고정값이며(저항과 공격력 무시), 타격할 때마다 재적용됩니다. 이 시전자의 공격 속도(초당 0.6회) 기준으로 약 1.3스택이 유지되어 지속 초당 약 3.8의 피해가 발생합니다.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 10.6 stacks stay up, for ~53.1/s sustained.": "적용당 피해량입니다. 고정 피해이므로 저항과 공격력의 영향을 받지 않습니다. 매 타격마다 재적용되며, 이 시전자의 공격 속도(초당 0.6회) 기준으로 약 10.6스택이 유지되어 지속 피해량은 초당 약 53.1입니다.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 11.2 stacks stay up, for ~55.8/s sustained.": "적용당. 고정값입니다 (저항력 및 공격력 무시). 각 히트마다 다시 적용: 이 시전자의 공격 속도 (0.6/s)에서 약 11.2 스택이 유지되어 약 55.8/s 지속적인 피해를 줍니다.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 12.6 stacks stay up, for ~37.8/s sustained.": "적용당 수치입니다. 고정값이며(저항과 공격력 무시), 타격할 때마다 재적용됩니다. 이 시전자의 공격 속도(초당 0.6회) 기준으로 약 12.6스택이 유지되어 지속 초당 약 37.8의 피해가 발생합니다.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 3.1 stacks stay up, for ~9.4/s sustained.": "적용당 수치입니다. 고정값이며(저항과 공격력 무시), 타격할 때마다 재적용됩니다. 이 시전자의 공격 속도(초당 0.6회) 기준으로 약 3.1스택이 유지되어 지속 초당 약 9.4의 피해가 발생합니다.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 6.3 stacks stay up, for ~18.9/s sustained.": "적용당 수치입니다. 고정값이며(저항과 공격력 무시), 타격할 때마다 재적용됩니다. 이 시전자의 공격 속도(초당 0.6회) 기준으로 약 6.3스택이 유지되어 지속 초당 약 18.9의 피해가 발생합니다.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 1.3 stacks stay up, for ~4/s sustained.": "사용당. It is 고정 (무시하는 저항 and 공격력). 다시 적용 의 각 명중: 에서 this 시전자's 공격 속도 (0.7/s) 약 1.3 스택 유지, 동안 ~4/s 지속됨.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 13.2 stacks stay up, for ~39.6/s sustained.": "일회 적용당. 고정값 (저항력과 공격력 무시). 각 타격마다 재적용: 이 시전자의 공격속도 (0.7/s)로 약 13.2 스택이 유지되며, 지속 약 39.6/s.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 3.3 stacks stay up, for ~9.9/s sustained.": "사용당. It is 고정 (무시하는 저항 and 공격력). 다시 적용 의 각 명중: 에서 this 시전자's 공격 속도 (0.7/s) 약 3.3 스택 유지, 동안 ~9.9/s 지속됨.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 6.6 stacks stay up, for ~19.8/s sustained.": "사용당. It is 고정 (무시하는 저항 and 공격력). 다시 적용 의 각 명중: 에서 this 시전자's 공격 속도 (0.7/s) 약 6.6 스택 유지, 동안 ~19.8/s 지속됨.", "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed ({#}/s) about {#} stacks stay up, for ~{#}/s sustained.": "적용당 수치입니다. 고정 수치이며(저항과 공격력을 무시), 매 타격마다 재적용됩니다. 이 시전자의 공격 속도 기준({#}/초) 약 {#} 중첩이 유지되어 초당 약 {#}가 지속됩니다.", "per energy": "에너지당", "per energy (1 energy)": "에너지당 (1 에너지)", "per energy (2 energy)": "에너지당 (2 에너지)", "per energy (3 energy)": "에너지당 (3 에너지)", "per energy (4 energy)": "에너지당 (4 에너지)", "per energy (5 energy)": "에너지당 (5 에너지)", "per energy (7 energy)": "에너지당 (7 에너지)", "per energy ({#} energy)": "에너지당 ({#} 에너지)", "per energy at 1 target,": "1 대상에 에너지당,", "per floor": "층당", "per hit target with the full": "전체 수치를 가진 피격 대상당", "per level)": "레벨당)", "per point of": "당 단위별", "per second (at attack speed)": "초당 (공격 속도시)", "per second (from the 10 s cooldown)": "초당 (10초 재사용 대기에서)", "per second (from the 12 s cooldown)": "초당 (12초 재사용 대기에서)", "per second (from the 13 s cooldown)": "초당 (13초 재사용 대기에서)", "per second (from the 15 s cooldown)": "초당 (15초 재사용 대기에서)", "per second (from the 16 s cooldown)": "초당(16초 재사용 대기에서)", "per second (from the 18 s cooldown)": "초당 (로부터 the 18 s 재사용 대기시간)", "per second (from the 20 s cooldown)": "초당 (로부터 the 20 s 재사용 대기시간)", "per second (from the 30 s cooldown)": "초당 (30초 재사용 대기에서)", "per second (from the 6 s cooldown)": "초당 (6초 재사용 대기시간에서)", "per second (from the 8 s cooldown)": "초당 (8초 재사용 대기에서)", "per second ({#})": "초당 ({#})", "per second at 1 target,": "1 대상에 초당,", "per second sustained from Burning at this caster's attack speed (0.6/s)": "초당 이 시전자의 공격 속도에서 화상으로부터 지속 (0.6/초)", "per second sustained from Burning at this caster's attack speed (0.7/s)": "초당 지속됨 로부터 화염 에서 this 시전자's 공격 속도 (0.7/s)", "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "초당 오라로부터 지속 + 이 시전자의 공격 속도에서 화상 (0.6/초)", "per second sustained from its aura + Burning at this caster's attack speed (0.7/s)": "초당 지속됨 로부터 its 오라 + 화염 에서 this 시전자's 공격 속도 (0.7/s)", "per second sustained from {#} at this caster's attack speed ({#}/s)": "이 시전자의 공격 속도 기준 {#}에서 유지되는 초당 수치 ({#}/초)", "per second to adjacent enemy units and applies ? stacks of": "초당 인접 적 유닛에게 그리고 ?개 스택을 적용합니다", "per second to nearby enemies": "초당 근처의 적에게", "per second vs {#}": "초당 {#} 대비", "per second. This effect cannot stack.": "초당. 이 효과는 중첩될 수 없습니다.", "per stack": "스택당", "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "중첩당 매초. 방어력과 보호막을 무시하며 공격력에 비례하지 않습니다 - 오직 중첩 수만 영향을 줍니다.", "per stack every second.": "스택당 매초.", "per surrounding unit": "주변 유닛당", "per target": "대상당", "per target; chains to up to 8 targets within 3 tiles": "대상당; 3칸 내의 최대 8 대상으로 연쇄", "percent": "수치", "percent-of-Max-HP": "최대 생명력 백분율", "percentage": "퍼센트", "periodically increases or decreases based on": "periodically increases or decreases based on", "phase": "단계", "physical": "물리", "physical -> melee/bow": "물리 -> 근접/활", "physical attack": "물리 공격력", "pick a race first": "먼저 종족을 선택하세요", "pick a target monster (": "대상 몬스터 선택 (", "pick a target monster ({#})...": "대상 몬스터 선택 ({#})...", "pick a tree, full nodes": "나무를 선택하면 모든 노드", "pick an enemy (": "적 선택 (", "pick an enemy ({#} monsters)...": "적 선택 (몬스터 {#}종)...", "picks two of your": "당신의 두 개를 선택합니다", "pin": "고정", "placeholders filled from the row's": "해당 행의 정보로 채워지는 플레이스홀더와,", "plus": "및", "pool - expand recursively and multiply percentages (p₁×p₂/100).": "풀을 참조할 수 있으며 - 재귀적으로 전개하여 확률을 곱합니다 (p₁×p₂/100).", "possible rolls": "가능한 굴림", "possible rolls (exact roll not in the save):": "가능한 부여 수치 (정확한 값은 세이브에 없음):", "post-defense": "방어 후", "practical read": "실용적인 읽기", "prayer": "기도", "pre-barrier": "배리어 이전", "progression spoilers": "진행 스포일러", "progressively": "점진적으로", "protect your armor in the shipped game - the wear is calculated from the full pre-barrier damage. Only lowering the actual damage (resist, guard, dodge) helps.": "은 출시된 게임에서 당신의 방어구를 보호해 주지 않습니다 - 마모는 배리어 적용 전의 전체 피해량을 기준으로 계산됩니다. 실제 피해량 자체를 줄이는 것(저항, 가드, 회피)만이 도움이 됩니다.", "protests furiously, your pockets grow noticeably heavier all the same.": "분노하며 항의하지만, 당신의 주머니는 여전히 눈에 띄게 무거워진다.", "puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.": "전체 지역에 -50% 드롭율 디버프를 적용하고, 바닥난 층은 다시 채우는 데 15 게임 내 일이 걸립니다.", "quests": "임무", "quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your": "임무는 반복 가능한 정착지 목표입니다. 자원을 비축하고, 특정 품질의 방을 짓고, 특정 연구를 완료하고, 정착민들의 기분을 유지하고, 유닛의 레벨을 올리고, 정예 대상을 처치하는 등으로 당신의", "quests to move them along - they are not events you stumble onto. Click any row for its full dialog graph.": "임무를 진행하기 위해 - 무작위로 마주치는 이벤트가 아닙니다. 전체 대화 그래프를 보려면 아무 행이나 클릭하세요.", "quests, the tutorial and the main story to advance them - you do not run into them as random events. See the": "임무, 튜토리얼 및 주요 스토리를 진행하기 위해 - 무작위 이벤트로 마주치지 않습니다. 다음을 참조하세요", "quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.": "손을 재빨리 빼며 고통스러워하다 당신을 향해 약간 원망하는 표정으로 돈다.", "race": "종족", "race modifiers:": "종족 보정치:", "race traits": "종족 특성", "raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.": "은 방 품질에 따라 유닛의 연구 능력을 높여줍니다: 대략 +30%(조악함) 등급부터 +150-210%(환상적/호화로운) 등급까지이며, 연구 작업 속도를 높여줍니다.", "raises their voice once again.": "다시 목소리를 높인다.", "random": "무작위", "random affix": "무작위 접사", "random affixes": "무작위 접사", "random event": "무작위 이벤트", "range": "사거리", "range (0 tiles);": "범위 (0칸);", "range (1 tile);": "범위 (1 타일);", "range (10 tiles);": "범위 (10 타일);", "range (12 tiles);": "범위 (12칸);", "range (2 tiles);": "범위 (2칸);", "range (3 tiles);": "범위 (3칸);", "range (4 tiles);": "범위 (4 타일);", "range (5 tiles);": "범위 (5 타일);", "range (6 tiles);": "범위(6 타일);", "range (7 tiles);": "범위 (7 타일);", "range (8 tiles);": "범위 (8 타일);", "range and area on a dungeon room": "던전 방 기준 사거리 및 범위", "range and area shown on a dungeon room": "던전 방 기준 사거리 및 범위", "ranged x1": "원거리 x1", "rank at": "등급에서", "ranks": "등급", "rather than being a fixed statline.": "고정된 스탯 라인이 아닙니다.", "reaches": "에 도달합니다.", "reaches 0, the unit enters": "0에 도달하면 유닛은", "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "0에 도달하면 깊은 잠에 빠져 의식을 잃고 제어할 수 없게 됩니다.", "reaches 0, they will fall unconscious and become uncontrollable.": "0에 도달하면 의식을 잃고 통제 불가능해집니다.", "reaches its maximum, the unit enters a": "최대에 도달하면 유닛이 다음 상태로 진입합니다", "reaches its maximum.": "최대에 도달합니다.", "reaches maximum again, the unit dies instantly.": "다시 최대값에 도달하면 유닛이 즉시 사망합니다.", "reaches maximum, they enter a Mental Collapse state.": "최대값에 도달하면 정신 붕괴 상태에 들어갑니다.", "reaches the maximum again while in": "상태일 때 다시 최대값에 도달하면", "reaches zero, they will fall unconscious and become uncontrollable.": "0에 도달하면 의식을 잃고 제어할 수 없게 됩니다.", "read your clan units into the builder": "세이브의 클랜 유닛을 빌더로 불러옵니다", "reads the summoner's live stats": "소환자의 실시간 스탯을 읽습니다", "real": "실제", "real at 1x": "1배속 실제 시간", "received.": "received.", "recipes": "레시피", "record (she only appears there once the Golem has actually died).": "기록(그녀는 골렘이 실제로 죽은 후에만 거기에 나타남).", "recovered,": "회복됨,", "recovery, candidate refreshes and weather all run on it.": "회복, 후보자 새로고침 및 날씨 모두 그것에서 실행됩니다.", "recovery. If food is scarce, use recipes that restore more": "회복. 음식이 부족하면 더 많이 회복하는 레시피를 사용하세요", "recreation": "휴식", "recreation buildings": "오락 건물", "recruit endorsi": "엔도르시 모집", "recruit-generation rolls:": "모집 생성 굴림:", "recruitable": "모집 가능", "red monster rat": "빨강 몬스터 쥐", "reduce that hit's damage to 1": "그 타격의 피해를 1로 감소", "reduces wear (the guard's damage reduction is applied before the durability math runs), and a": "마모를 줄입니다 (방어의 피해 감소는 내구도 수학이 실행되기 전에 적용됨), 그리고", "refined the skills inherited from parents over the years. Countless nights were spent shaping scales into the tribe's finest armor, though such labor was often taken for granted. At times, doubts arose over the true meaning of the art.": "오랜 세월 부모에게 물려받은 기술을 갈고닦았다. 셀 수 없이 많은 밤을 비늘을 다듬어 부족 최고의 갑옷으로 빚어내는 데 바쳤지만, 그 수고는 종종 당연하게 여겨졌다. 때로는 그 기예의 진정한 의미에 대해 의문이 들기도 했다.", "reflected": "반사됨", "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "전체 침투 전 양을 반사합니다. 공격자의 순수 피해(당신의 저항)만 낮추면 반사되는 것을 낮춥니다.", "refs that resolve to names.": "이름으로 치환되는 참조가 포함됩니다.", "region 2": "지역 2", "region level": "지역 레벨", "region page": "지역 페이지", "regions": "지역", "released": "출시됨", "remains, or die instantly if they have": "남아 있거나, 다음이 있으면 즉시 사망합니다", "remains.": "남음.", "remove": "제거", "removed": "제거됨", "removes": "제거", "repeatable": "반복 가능", "required directly": "직접 필요", "required to learn main axe skills by this value.": "required to learn main axe skills by this value.", "required to learn main blunt weapon skills by this value.": "이 값으로 주 둔기 무기 기술을 배우는 데 필요합니다.", "required to learn main bow skills by this value.": "이 값으로 주 활 스킬을 배우는 데 필요합니다.", "required to learn main crossbow skills by this value.": "이 값으로 주 석궁 스킬을 배우는 데 필요합니다.", "required to learn main dagger skills by this value.": "이 값으로 주 단검 스킬을 배우는 데 필요합니다.", "required to learn main dark magic skills by this value.": "이 값으로 주 암흑 마법 기술을 배우는 데 필요합니다.", "required to learn main fire magic skills by this value.": "이 값으로 주 화염 마법 기술을 배우는 데 필요합니다.", "required to learn main great sword skills by this value.": "required to learn main great sword skills by this value.", "required to learn main holy magic skills by this value.": "required to learn main holy magic skills by this value.", "required to learn main nature magic skills by this value.": "required to learn main nature magic skills by this value.", "required to learn main shield skills by this value.": "이 값으로 주 방패 기술을 배우는 데 필요합니다.", "required to learn main spear skills by this value.": "이 값으로 주 창 기술을 배우는 데 필요합니다.", "required to learn main survival skills by this value.": "이 값으로 주 생존 기술을 배우는 데 필요합니다.", "required to learn main sword skills by this value.": "required to learn main sword skills by this value.", "required to learn main water magic skills by this value.": "이 값으로 주 물 마법 기술을 배우는 데 필요합니다.", "required to learn skills in the corresponding main skill tree. If negative, the cost increases by this amount.": "해당 주요 스킬 트리에서 스킬을 배우기 위해 필요합니다. 음수인 경우 비용이 이 양만큼 증가합니다.", "requires": "필요", "requires floor phase 5; the demo's phase table caps Festering Burrow at phase 3, so the fight (and the The Abandoned Mine unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "층 단계 5가 필요하지만, 데모의 단계 표는 문드러진 땅굴를 단계 3으로 제한하고 있어 이 전투(그리고 지역 클리어 이후 열리는 버려진 광산 해금)는 순정 DS_B.0.3.26에서 발생할 수 없습니다. 참고:", "requires floor phase 5; the demo's phase table caps The Veil of Silence at phase 4, so the fight (and the Festering Burrow unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "층 페이즈 5를 요구하지만, 데모의 페이즈 테이블은 '침묵의 장막'을 페이즈 4로 제한하고 있어 기본 DS_B.0.3.26에서는 이 전투(및 지역 클리어 후 해금되는 '문드러진 땅굴')가 발생할 수 없습니다. 참고:", "requires floor phase 5; the demo's phase table caps 문드러진 땅굴 at phase 3, so the fight (and the 버려진 광산 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "층 단계 5가 필요하지만, 데모의 단계 테이블에서는 문드러진 땅굴이 3단계로 제한되어 있어 기본 DS_B.0.3.26에서는 전투(및 지역 클리어 후 이어지는 버려진 광산 해금)가 발생할 수 없다. 참고:", "requires floor phase 5; the demo's phase table caps 문드러진 땅굴 at phase 3, so the fight (and the 버려진 광산 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "층 단계 5가 필요하지만, 데모의 단계 테이블에서는 문드러진 땅굴이 3단계로 제한되어 있어 기본 DS_B.0.3.40에서는 전투(및 지역 클리어 후 이어지는 버려진 광산 해금)가 발생할 수 없다. 참고:", "requires floor phase 5; the demo's phase table caps 침묵의 장막 at phase 4, so the fight (and the 문드러진 땅굴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "층 단계 5가 필요하지만, 데모의 단계 테이블에서는 침묵의 장막이 4단계로 제한되어 있어 기본 DS_B.0.3.26에서는 전투(및 지역 클리어 후 이어지는 문드러진 땅굴 해금)가 발생할 수 없다. 참고:", "requires floor phase 5; the demo's phase table caps 침묵의 장막 at phase 4, so the fight (and the 문드러진 땅굴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "층 단계 5가 필요하지만, 데모의 단계 테이블에서는 침묵의 장막이 4단계로 제한되어 있어 기본 DS_B.0.3.40에서는 전투(및 지역 클리어 후 이어지는 문드러진 땅굴 해금)가 발생할 수 없다. 참고:", "requires level": "필요 레벨", "requires level {#}": "레벨 {#} 필요", "requires quest \"": "퀘스트 필요 \"", "requires {#}": "{#} 필요", "resists cut damage by x100/(100+R); skills are budgeted but their combat effects are": "절단 피해를 x100/(100+R)로 저항합니다; 스킬은 예산이 정해져 있지만 전투 효과는", "rest": "휴식", "restore mood: the": "기분 복구:", "restores": "복구합니다", "result and": "결과 및", "rewards": "보상", "reworked": "재설계됨", "rises from his seat with a bitter expression.": "쓸쓸한 표정으로 자리에서 일어난다.", "rises, it can accommodate a larger population.": "상승하면 더 많은 인구를 수용할 수 있습니다.", "risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods being sold, but hope and dreams being delivered.": "위험을 무릅쓰며 살았다. 어떤 날은 보물을 팔았고, 어떤 날은 사기꾼에게 모든 것을 잃었다. 그래도 꺾이지 않는 자부심만은 남아 있었으니, 자신이 파는 것은 단순한 물건이 아니라 희망과 꿈이라는 믿음이었다.", "roadmap rework": "로드맵 개선", "roamed the mire tirelessly, so none dared trespass with ease.": "지칠 줄 모르고 습지를 누비므로, 누구도 쉽게 침범할 엄두를 내지 못한다.", "roamed the woods with a bow in hand. Tracks and scents were told apart at a glance, and when prey stirred, arrows flew with swift precision. A keen eye and quick body soon became their way of survival.": "활을 손에 들고 숲을 누볐다. 발자국과 냄새를 한눈에 구별해냈고, 먹잇감이 움직이면 화살이 재빠르고 정확하게 날아갔다. 날카로운 눈과 민첩한 몸이 곧 생존의 방식이 되었다.", "roll": "롤", "roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).": "광범위한 17가지 스탯 풀 (공격, 치명타, 방어 및 유틸리티 스탯)에서 단일 접사를 롤링합니다.", "rolled at recruit generation": "모집 생성시 롤됨", "rolls defense (HP, dodge, guard, resistances), and": "방어를 롤링합니다 (생명력, 회피, 방어, 저항), 그리고", "rolls offense (attack, crit, hit),": "공격을 롤링합니다 (공격, 치명타, 피격),", "rolls two affixes from a focused, themed pool:": "초점을 맞춘 테마 풀에서 두 개의 접사를 롤링합니다:", "rolls utility (cooldown, energy, move speed, weight).": "유틸리티를 롤링합니다 (재사용 대기, 에너지, 이동 속도, 무게).", "room and the Portal out. So an Event room and a Treasure room are": " 방과 나가는 포탈이 있습니다. 따라서 이벤트 방과 보물 방은", "room quality": "방 품질", "room template pick chance per slot": "슬롯당 방 템플릿 선택 확률", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Boss room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 보스 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 전투 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Core room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 코어 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Corridor room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 복도 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Elite room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 정예 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a EliteTreasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 정예 보물 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Entry room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 입구 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Event room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 이벤트 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Goddess room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 여신 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a HardCombat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 강화 전투 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Portal room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 포탈 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Resource room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 자원 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Treasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "방 템플릿입니다. \"슬롯당 확률\"은 해당 층에 보물 방이 배치될 때마다 이 템플릿이 뽑힐 확률(템플릿 가중치 기준)입니다. 한 층은 여러 개의 방 슬롯을 가질 수 있으며, 그 수는 층 배치(아직 추출되지 않음)에 따라 달라지므로, 이는 층 전체 확률이 아니라 슬롯당 선택 확률입니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial1 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "개의 방 템플릿이 있습니다. \"슬롯당 확률\"은 해당 층에 Tutorial1 방이 배치될 때마다 이 템플릿이 뽑힐 몫으로, 템플릿 가중치에 따라 산정됩니다. 하나의 층에는 여러 방 슬롯이 있을 수 있으며 그 개수는 층 레이아웃(아직 추출되지 않음)에 따라 달라지므로, 이는 슬롯당 선택 확률이지 층 전체의 확률이 아닙니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial2 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "개의 방 템플릿이 있습니다. \"슬롯당 확률\"은 해당 층에 Tutorial2 방이 배치될 때마다 이 템플릿이 뽑힐 몫으로, 템플릿 가중치에 따라 산정됩니다. 하나의 층에는 여러 방 슬롯이 있을 수 있으며 그 개수는 층 레이아웃(아직 추출되지 않음)에 따라 달라지므로, 이는 슬롯당 선택 확률이지 층 전체의 확률이 아닙니다.", "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial3 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "개의 방 템플릿이 있습니다. \"슬롯당 확률\"은 해당 층에 Tutorial3 방이 배치될 때마다 이 템플릿이 뽑힐 몫으로, 템플릿 가중치에 따라 산정됩니다. 하나의 층에는 여러 방 슬롯이 있을 수 있으며 그 개수는 층 레이아웃(아직 추출되지 않음)에 따라 달라지므로, 이는 슬롯당 선택 확률이지 층 전체의 확률이 아닙니다.", "room, a": "방, ", "rooms,": "방,", "roster units - one whose Magic Attack drives the magic spells and one whose Physical Attack drives the physical spells, each with a weapon/staff quality selector calibrated to that unit's real gear;": "명단 유닛 - 하나는 마법 공격력이 마법 주문을 좌우하고, 다른 하나는 물리 공격력이 물리 주문을 좌우하며, 각각 해당 유닛의 실제 장비에 맞춰진 무기/지팡이 등급 선택기가 있습니다;", "row.": "행.", "rows they point to carry": "행 포인트는", "running sum of every mood effect currently on that unit": "현재 그 유닛에 있는 모든 기분 효과의 누적 합", "runs.": "실행합니다.", "s": "초", "s (attack speed)": "초 (공격 속도)", "s DPM column, and the rotation-aware exchange). No skill": "의 DPM 열과, 로테이션을 고려한 교환 계산). 스킬 없음", "s RequiredAmmoTypeName (": "의 RequiredAmmoTypeName (", "s across the continent to bring ruin to the world.": "s 대륙 전역에 세상을 망치기 위해.", "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn": "의 자동 저장 (DIRTY가 true가 되고, SAVED_NAME은 null이지만 그것만으로는", "s base stat scaled by the UNIT": "의 기본 스탯이 UNIT 기준으로 조정됨", "s budget. A skill": "의 예산. 스킬", "s cadence =": "초 주기 =", "s cd": "의 cd", "s cooldown": "s cooldown", "s created by": "가 만든", "s dsb-units-changed event move the bar": "의 dsb-units-changed 이벤트가 바를 이동시킵니다", "s each).": "초씩).", "s hidden-from-bar name set so it can": "의 유닛 바 숨김 이름이 설정되어 있어", "s no-weapon base). Mirrors dperank": "의 무기 미착용 기준치). dperank를 그대로 반영", "s own attack at the summon": "자신의 공격을 소환수에게", "s own page): each row is one of THIS monster": "s 자체 페이지): 각 행은 THIS 몬스터 중 하나", "s placeholder glyph (site/icons/ui/, from the game": "의 대체 아이콘 (site/icons/ui/, 게임에서 가져옴", "s recompute: the caster": "의 재계산: 시전자", "s step to b": "s step to b", "s that drain energy from their surroundings.": "s 그들의 주변에서 에너지를 소모합니다.", "s, before it downs you (~": "초 만에, 상대가 나를 쓰러뜨리기 전에 (약", "s, before you kill it (~": "초 만에 나를 쓰러뜨립니다, 내가 처치하기 전에 (약", "s.": "s.", "safe floor": "안전 바닥", "satisfaction to stay content.": "만족감이 필요합니다.", "satisfaction.": "만족도.", "saw it as duty to bring meat to family table and village market. The work was rough and tiring, and though some looked down on it, somehow the work still felt right.": "가족의 식탁과 마을 장터에 고기를 올리는 일을 자신의 소임으로 여겼다. 일은 거칠고 고됐으며, 그것을 낮잡아 보는 이들도 있었지만, 그럼에도 이 일이 옳다는 생각만은 변하지 않았다.", "scale with attack power - only the number of stacks (set by the applying skill) matters.": "공격력으로 확장 - 스택의 수(적용 스킬에 의해 설정)만 중요합니다.", "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "공격자의 공격력으로 스케일; 적용하는 스킬은 몇 개의 스택이 적용될지 결정합니다. 독은 별도의", "scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's": "경제(제작, 건설, 연구, 정착민 기분)를 조정합니다. 두 난이도는 별개로 선택되므로, 쉬운 경제에 가혹한 전투를 조합하거나 그 반대로도 플레이할 수 있습니다. 아래 수치는 게임의", "scales the monsters": "몬스터를 스케일합니다", "scales the monsters - their health and damage - while": "몬스터 - 그들의 생명력과 피해 - 를 스케일하는 동안", "scenario starting kit": "시나리오 시작 키트", "scenario starting kit ×10": "시나리오 시작 키트 ×10", "scenario starting kit ×100": "시나리오 시작 키트 ×100", "scenario starting kit ×20": "시나리오 시작 키트 ×20", "scenario starting kit ×4": "시나리오 시작 키트 ×4", "scenario starting kit ×5": "시나리오 시작 키트 ×5", "scenario starting kit ×50": "시나리오 시작 키트 ×50", "scenes drive the policy prompt at base.": "장면은 기지의 정책 프롬프트를 이끕니다.", "scheduler -": "스케줄러 -", "search backgrounds by name, skill tree or bonus...": "이름, 스킬 트리, 보너스로 배경 검색...", "search {#}...": "{#} 검색...", "sec at 1x speed": "1배속 기준 초", "second max-out during the collapse": "붕괴 중 두 번째 최대값", "see Construction below": "아래의 건설 참고", "see Spawns in the world below": "아래의 월드 스폰 참고", "see the full comparison table": "전체 비교 테이블 보기", "seed": "시드", "seems to discover something and ventures even deeper inside.": "뭔가를 발견한 것 같고 더 깊은 곳으로 모험을 간다.", "selector to scale the attack - it defaults to your roster's": "선택기로 공격 배율을 조정하세요 - 기본값은 로스터의", "self": "자기", "sensed serpents with sharpened instinct, pinning the neck in a single motion. Venom served for medicine and weapons, and the life never strayed from the swamp.": "날카로운 본능으로 뱀을 감지하고, 단 한 번의 동작으로 목을 짓눌러 제압했다. 독은 약과 무기로 쓰였고, 삶은 늪지를 벗어난 적이 없었다.", "sets the refill interval at": "리필 간격을 설정", "setup + payoff": "준비 + 보상", "shaped works of beauty with delicate hands. The creations became powerful armor for warriors and earned respect within the tribe. Yet seeing the art reduced to tools of war, reflection grew on whether the work still followed the right path.": "섬세한 손길로 아름다운 작품을 빚어냈다. 그 창작물은 전사들을 위한 강력한 갑옷이 되어 부족 내에서 존경을 얻었다. 그러나 그 기예가 전쟁의 도구로 전락하는 모습을 보며, 이 일이 여전히 올바른 길을 따르고 있는지 고민이 깊어졌다.", "she waits in her own event room (": "그녀는 자신의 이벤트 방에서 기다립니다 (", "shouts in an agitated voice. A mixture of exhaustion and anger is written across their face.": "동요한 목소리로 외친다. 피로와 분노가 섞인 표정이 그들의 얼굴에 드러난다.", "show in the units bar": "유닛 바에 표시", "show the higher of the physical and magic value (hover for both);": "물리 및 마법 값 중 더 높은 값을 표시 (둘 다에 대해 가리킴);", "showing 1 of 22 changed": "22개 중 1개 변경됨 표시", "showing 1 of 23 changed": "23개 중 1개 변경됨 표시", "showing 10 of 35 changed": "35개 중 10개 변경됨 표시", "showing 12 of 15 changed": "15개 중 12개 변경됨 표시", "showing 2 of 5 changed": "5개 중 2개 변경됨 표시", "showing 4 of 25 changed": "25개 중 변경된 4개 표시", "showing 4 of 37 changed": "37개 중 4개 변경됨 표시", "showing 4 of 44 changed": "44개 중 변경된 4개 표시", "showing 7 of 10 changed": "10개 중 7개 변경됨 표시", "showing 80 of 169 changed": "변경된 169개 중 80개 표시", "showing 9 of 13 changed": "13개 중 9개 변경됨 표시", "showing {#} of {#} changed": "변경된 {#}개 중 {#}개 표시", "shows how often it spawns per matching room, a": "일치하는 방당 얼마나 자주 스폰되는지 표시하고,", "sight shrinks after dark": "밤에 시야가 축소됩니다", "single target": "단일 대상", "situational": "상황에 따라", "skill cost by": "스킬 비용을 다음만큼", "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "스킬 이펙트 애니메이션(허수아비를 타격하는 33개가 표시되며, 허수아비는 피격 시 반동합니다), 그리고", "skill pages": "스킬 페이지", "skill tree -": "스킬 트리 -", "skill tree ›": "기술 트리 ›", "skill trees": "스킬 트리", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 40 backgrounds; the same trait-to-tree data is shown as a matrix on the": "유닛이 선택할 수 있는 스킬트리를 결정합니다. 배경은 유닛의 초기 재능 판정에도 영향을 줍니다. 이 페이지에는 40개 배경이 모두 정리되어 있으며, 동일한 특성-트리 데이터가 매트릭스 형태로도 나와 있는", "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 41 backgrounds; the same trait-to-tree data is shown as a matrix on the": "유닛이 선택할 수 있는 스킬 트리. 배경 특성은 유닛의 시작 재능 롤에도 영향을 줍니다. 이 페이지는 모든 41개의 배경을 나열합니다; 동일한 특성-트리 데이터는 다음에서 행렬로 표시됩니다:", "skills": "스킬", "slaughters the Thousand-Colored Bird and harvests its meat.": "천색 새를 도살하고 고기를 수확한다.", "small slime": "작은 슬라임", "small slimes": "작은 슬라임", "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "따라 들어오는 타격을 줄이고, 부서지기 쉬운 나무 등급 무기로 과도하게 휘두르는 것을 피하며, 장시간 진행에는 여분의 장비 세트를 챙기십시오.", "sold trinkets that carried passion despite their low worth. Dealings with people taught many lessons, including incredible trades and bitter betrayals. Even so, the journey never ceased, always seeking new paths.": "값어치는 낮아도 정성이 담긴 잡화를 팔았다. 사람들과의 거래를 통해 믿기지 않는 큰 흥정부터 쓰라린 배신까지 많은 것을 배웠다. 그럼에도 여정은 멈추지 않았고, 언제나 새로운 길을 찾아 나섰다.", "sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and solitude closed in. Still, there was belief that one day an answer would be found, though the path was known to be arduous.": "세상을 탐구하고자 했으며, 남들이 당연하게 여기는 것들을 의심하고 답을 찾아 나섰다. 그러나 세상은 이해해주지 않았고, 고독만이 다가왔다. 그럼에도 언젠가는 답을 찾을 수 있으리라 믿었으니, 그 길이 험난하리라는 것 또한 알고 있었다.", "soul-stone skill at a time - the game stores these as a dedicated": "영혼석 기술을 한 번에 - 게임은 이를 전용", "source:": "출처:", "spawn groups": "스폰 그룹", "spawn locations": "출현 위치", "spawn that is gated on the": "에서 제한된 생성", "spawned 2 times in this room": "이 방에서 2번 생성됨", "spawned 3 times in this room": "이 방에서 3번 소환됨", "spawned 4 times in this room": "이 방에서 4번 소환됨", "spawned 6 times in this room": "이 방에서 6회 스폰됨", "special effect": "특수 효과", "spell appears as its summoned creature's own attack (for example Bubble Tackle via Summon Bubbling); an offensive fire detonator (Incinerate, Explosion) also lists a": "주문은 소환된 생물 자신의 공격으로 나타납니다(예: 버블링 소환을 통한 물방울 태클); 공격형 화염 기폭 스킬(소각, 폭발)에도", "spent each day assisting in training and preparing for battle. The body was covered in scars, yet surrender never came. The dream of standing as a knight in an honorable battle remained distant, even as tireless training continued.": "매일같이 훈련을 돕고 전투를 준비하며 시간을 보냈다. 온몸이 흉터로 뒤덮였지만 포기는 결코 없었다. 명예로운 전투에서 기사로 서는 꿈은 여전히 멀게만 느껴졌지만, 지치지 않는 훈련은 계속되었다.", "spent on extra skill tree": "추가 스킬 트리에 사용됨", "splits from Medium Mud Slime": "중형 진흙 슬라임에서 분열", "splits from Medium Slime": "중형 슬라임에서 분열", "splits from Medium Spore Slime": "중형 포자 슬라임에서 분열", "splits from {#}": "{#}에서 분열", "spoiler": "스포일러", "spoilers": "스포일러", "spoilers - click to reveal": "스포일러 - 클릭하여 공개", "spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting the dream of one day leaving behind the porter's life to embark on adventures on one's own feet.": "셀 수 없이 많은 여행자와 이야기를 나누었다 - 어떤 이는 전설적인 모험가였고, 어떤 이는 위험한 비밀을 품고 있었다. 그들의 이야기는 새로운 세상에 대한 갈망을 불러일으켰고, 언젠가 짐꾼의 삶을 뒤로하고 자신의 두 발로 모험을 떠나겠다는 꿈을 심어주었다.", "spotted": "발각됨", "stack.": "스택.", "stacking": "누적", "stacks * 30% of": "스택 * 30% of", "stacks * 30%.": "스택 * 30% 증가합니다.", "stacks gained by 100% and ignores 70% of damage from": "스택 획득 100% 증가 그리고 다음의 피해 70% 무시:", "stacks maintained x": "유지된 중첩 x", "stacks on the target * 10.": "대상의 스택 * 10.", "stacks stay up, for ~": "중첩이 유지되며, 약 ~", "stacks x 3": "스택 x 3", "stacks x 5": "스택 x 5", "stacks)": "중첩)", "stacks) for": "중첩) 동안", "stacks.": "스택.", "staff": "지팡이", "staghare": "스테그하레", "stained the blade with countless foes' blood and watched comrades fall one by one. Survival always came first as a mercenary, yet sometimes familiar faces returned in dreams. Each time, discipline hardened again and emotions were pressed down.": "셀 수 없이 많은 적의 피로 칼날을 물들였고, 동료들이 하나둘 쓰러지는 모습을 지켜보았다. 용병으로서 생존이 언제나 최우선이었지만, 때때로 낯익은 얼굴들이 꿈속에 나타나곤 했다. 그때마다 마음을 다시 다잡고 감정을 억눌렀다.", "standard": "표준", "stands for the target's name.": "는 대상의 이름을 나타냅니다.", "start": "시작", "start delay": "시작 지연", "starts to show hints of understanding and sympathy.": "이해와 공감의 흔적을 보이기 시작한다.", "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "스탯 (UI 스케일은 최대 30)으로 전체 관리 계층을 조용히 주도합니다. 기분 0 이상은", "stat effects": "능력치 효과", "stat gain : 1~3": "스탯 획득 : 1~3", "stat gain : 2~4": "스탯 획득 : 2~4", "stat gain : 2~5": "스탯 획득 : 2~5", "stat gain : 3~6": "스탯 획득 : 3~6", "stat gain : 3~7": "스탯 획득 : 3~7", "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "스탯이 유닛의 시야 거리를 예리하게 한다는 - 이름과 설명 문구(\"감각을 예리하게 한다\") 모두 그렇게 암시합니다. 하지만 데이터는 이를 뒷받침하지 않습니다.", "stat that defines the set of floor tiles it can currently see, with walls blocking the view. When a monster's visible tiles include one of your units it starts to notice, and after a short awareness build-up it commits to the attack. There is no separate hearing or noise sense in the code.": "스탯은 몬스터가 현재 볼 수 있는 바닥 타일의 범위를 정의하며, 벽은 시야를 가립니다. 몬스터가 볼 수 있는 타일에 당신의 유닛이 포함되면 알아차리기 시작하고, 짧은 인지 축적 시간이 지나면 공격을 개시합니다. 코드에는 별도의 청각이나 소음 감지 기능이 없습니다.", "stat. Both are built in a strict order - flat first, percent last.": "스탯. 둘 다 엄격한 순서로 구성됩니다 - 평면 우선, 퍼센트 마지막.", "state can be rescued by an allied unit using": "상태는 다음을 사용하여 동맹 유닛에 의해 구조될 수 있습니다", "state or die even if": "상태이거나 다음이어도 죽을 수 있습니다:", "state or die, even if": "상태 또는 사망, 심지어도", "state via rescue interactions.": "구조 상호작용을 통한 상태.", "state, and": "상태, 그리고", "state, and stress is reset to 0. If stress hits the maximum again during": "상태이며, 스트레스는 0으로 리셋됩니다. 만약 스트레스가 다시 최대에 도달하면:", "state, and …": "상태, 그리고…", "state, causing negative effects, and": "상태이며 부정적인 영향을 미치고", "state, the unit dies instantly.": "상태, 유닛이 즉시 사망합니다.", "state, the unit will die instantly.": "상태가 되면 유닛이 즉시 사망합니다.", "state.": "상태", "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "스탯 (힘, 체질, 의지, 지능, 민첩성, 지각)은 모든 것을 공급합니다", "status": "상태", "status, the attack will definitely hit.": "상태, 공격이 반드시 적중합니다.", "steadily": "꾸준히", "still": "여전히", "still carries pre-release debris as raw TextAssets. Among them: prototype skill-tree XML documents from an earlier skill-system design, an abandoned tech tree that still contains a developer test entry, and stubs for a 4-player scenario mode. None of these are referenced by the live data tables - they are development leftovers from before release, not content on the current roadmap.": "여전히 출시 전 잔재를 원본 TextAsset 형태로 담고 있다. 그중에는: 이전 스킬 시스템 설계에서 남은 프로토타입 스킬 트리 XML 문서, 개발자 테스트 항목이 여전히 남아 있는 폐기된 기술 트리, 그리고 4인 시나리오 모드를 위한 미완성 코드가 포함되어 있다. 이 중 어느 것도 실제 라이브 데이터 테이블에서 참조되지 않는다 - 이는 출시 이전의 개발 잔재일 뿐, 현재 로드맵에 있는 콘텐츠가 아니다.", "stock": "기본", "stock (unmodded) game files": "스탁 (모드되지 않은) 게임 파일", "stock {#}": "기본 {#}", "storage buildings": "보관 건물", "story": "스토리", "strange seed": "이상한 씨앗", "stress / in-game hour": "스트레스 / 게임 내 1시간", "stress resets but stays under": "스트레스가 초기화되지만 다음 미만으로 유지됩니다", "stress resets but stays under {#} through the {#}-day collapse. In-game time, about {#} of play at 1x speed.": "스트레스가 초기화된 후 {#} 미만으로 유지된 채 {#}일간의 붕괴 기간을 지납니다. 게임 내 시간 기준, 1배속 약 {#} 플레이 분량입니다.", "stress.": "스트레스.", "strong": "강함", "stronger the longer a run lasts (": "실행이 길수록 더 강해집니다 (", "struck at the skill's range; recoils as the hit lands": "스킬의 범위에서 강타; 명중시 반동", "struggled each day to survive the streets. Weary with hunger, discarded food from the roadside was eaten while memories of once living humanely flickered, but reality was merciless. A resolve to one day escape this harsh street was born, and that vow only strengthened the will and instinct to survive.": "거리에서 살아남기 위해 하루하루를 발버둥쳤다. 굶주림에 지쳐 길가에 버려진 음식을 주워 먹으면서도, 한때 인간답게 살았던 기억이 스쳐 지나갔지만 현실은 냉혹했다. 언젠가 이 가혹한 거리를 벗어나겠다는 결심이 싹텄고, 그 다짐은 살아남으려는 의지와 본능을 더욱 강하게 만들었다.", "sub": "보조", "subs": "보조", "subtype": "세부 종류", "summon": "소환", "summoned by Giant Stone Golem": "거대 스톤 골렘이 소환", "summoned by Xenon": "제논이 소환", "summoned by {#}": "{#}이 소환", "summoner Magic Attack Power x 0.5 + base Magic Attack": "소환자 마법 공격력 x 0.5 + 기본 마법 공격", "summoner Magic Attack Power x 1.0 + base HP": "소환자 마법 공격력 x 1.0 + 기본 생명력", "summoner's Magic Attack Power": "소환자의 마법 공격력", "summoner's live Magic Attack": "소환자의 실시간 마법 공격", "sure?": "정말?", "surprised": "기습당함", "survived by stealing scraps and catching small animals to stave off hunger. By chance and persistence, the ways of hunters were imitated from afar, and those makeshift methods soon turned into poaching. But it was not long before the truth was exposed, and the hunted life began. Sadly, in the end, there were few places left to hide.": "남은 음식을 훔치고 작은 짐승을 잡아 굶주림을 달래며 살아남았다. 우연과 끈기로 사냥꾼들의 방식을 멀리서 흉내 냈고, 그 어설픈 방식은 곧 밀렵으로 변해갔다. 하지만 오래 지나지 않아 진실이 드러났고, 이번엔 쫓기는 삶이 시작되었다. 안타깝게도 결국 숨을 곳조차 얼마 남지 않았다.", "symmetrically": "대칭적으로", "synergy": "상승효과", "tab in the status window to see why the unit's": "상태 창의 탭에서 유닛의 다음을 확인하세요", "tab of the status you can check why the unit's": "상태 탭에서 유닛의 다음을 확인할 수 있습니다", "table new in this build": "이 빌드에서 새로운 표", "table tbody tr": "table tbody tr", "tables": "테이블", "tag marks a trait that only triggers past an HP threshold.": "태그는 생명력 임계값을 초과할 때만 발동하는 특성을 표시합니다.", "taken from critical hits increases.": "치명타에서 가져온 것이 증가합니다.", "talent rating": "재능 등급", "talent spread": "재능 확산", "talents": "재능", "tamed monster units": "길들인 몬스터 유닛", "target selection": "대상 선택", "target you choose in \"Damage vs\"": "\"대상 피해량\"에서 선택한 대상", "targeting": "대상 지정", "targets (": "대상 (", "targets it": "이것을 대상으로 합니다", "targets within": "이내의 대상", "tbody tr": "tbody tr", "tears apart several pieces of the creature, a sharp cry echoes through the air.": "생물의 여러 조각을 찢고, 날카로운 울음이 공중을 울린다.", "text keys": "텍스트 키", "that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a": "레벨 1에서 약 120 금화부터 레벨 12에서 약 4,200까지 상승합니다(약간의 무작위 변동 포함). 그러면", "that consumes mana stones (": "마나 돌을 소비하는(", "that get harder as you descend (the game maps each floor to an internal difficulty": "을 내려갈수록 어려워집니다 (게임은 각 층을 내부 난이도로 매핑합니다", "that lives in the forest.": "숲에 사는.", "that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with": "게임 내 시간으로 480분마다 갱신됩니다(후보를 확정하기 전에 살펴보아 숨겨진 재능을 확인할 수도 있습니다). 후보의 수와 레벨은 다음에 따라 달라집니다", "that scatters ominous spores. It is better to stay away.": "불길한 포자를 흩어뜨립니다. 떨어져 있는 것이 낫습니다.", "that soaks the hit does": "타격을 흡수하는 것은", "the": "다음", "the \"": "\"", "the \"{#}\" bonus": "\"{#}\" 보너스", "the Dungeon began the calamity of corruption once more.": "the Dungeon began the calamity of corruption once more.", "the Effects list": "효과 목록", "the Giant Stone Golem cannot actually be fought in the stock demo. Its boss room only appears at floor phase 5, but The Veil of Silence's floor-phase table caps at phase 4, so the room never generates - the Golem stays unspawnable and": "거대 스톤 골렘은 순정 데모에서는 실제로 싸울 수 없습니다. 보스 방은 층 단계 5에서만 등장하지만, 침묵의 장막의 층 단계 표는 단계 4에서 상한선에 걸려 있어 해당 방이 생성되지 않습니다 - 골렘은 소환 불가능한 채로 남아", "the Guild dispatched expedition teams to dungeons across the world.": "the Guild dispatched expedition teams to dungeons across the world.", "the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save (": "붉은 괴물쥐 처치(Main7)입니다. 이는 의도된 연출이며, 세이브 파일의 버그가 아닙니다 (", "the alerts guide": "경고 가이드", "the build you're editing": "편집 중인 빌드", "the candidate already carries, priced by rarity:": "후보자가 이미 가지고 있으며, 희귀도별 가격:", "the clean escape hatch": "깔끔한 탈출구", "the controls guide": "조작 가이드", "the economy": "경제", "the event list": "이벤트 목록", "the expedition leader": "the expedition leader", "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "평면 합계, +50% 수정자는 기반뿐만 아니라 전체 평면 합계를 곱합니다.", "the game itself": "게임 자체", "the generated floor": "생성된 층", "the handbook": "핸드북", "the hit removes (red + skull = lethal, orange over half, green under 10%). It is the ranking metric. Use the": "를 이 타격이 제거합니다(빨강 + 해골 = 치명적, 주황 = 절반 초과, 초록 = 10% 미만). 순위를 정하는 기준 지표입니다. 다음을 사용하세요:", "the hit removes (red + skull = lethal, orange over half, green under {#}). It is the ranking metric. Use the": "타격으로 감소하는 (빨강+해골 = 즉사, 주황 = 절반 이상, 초록 = {#} 미만). 이것이 순위 산정 기준입니다. 다음을 사용해", "the monster roster": "몬스터 명단", "the music guide": "음악 가이드", "the once-brilliant magical empire ultimately collapsed.": "the once-brilliant magical empire ultimately collapsed.", "the resolutions": "해결 방법", "the skill's VFX clip": "스킬의 VFX 클립", "the small hint lines": "작은 힌트 문구", "the spotting radius": "발견 반경", "the summary": "요약", "the target for {0} seconds.": "대상에게 {0}초 동안.", "the target.": "대상에게.", "the tips and lore": "팁과 설화", "the training dummy taking a hit": "훈련용 더미가 히트를 받음", "the unit becomes": "유닛은 다음 상태가 됩니다:", "the unit becomes Severely Exhausted, falling unconscious and unresponsive.": "유닛이 심각한 탈진 상태가 되어 의식을 잃고 반응하지 않게 됩니다.", "thead th": "thead th", "thead th[data-sort]": "thead th[data-sort]", "these filters": "이 필터", "they fear neither pain nor death.": "고통과 죽음을 두려워하지 않는다.", "this building": "이 건물", "this event's flow and outcomes": "이 이벤트의 흐름과 결과", "this inscription": "이 각인", "this monster": "이 몬스터", "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "이 페이지는 게임 파일에서 찾은 미출시 및 미래 콘텐츠를 다룹니다. 흐릿한 섹션은 클릭하면 나타납니다.", "this section": "이 섹션", "this tree is not active": "이 트리는 활성화되지 않음", "this weapon needs ammo": "이 무기는 탄약이 필요합니다", "this whole tree runs on Bubblings, spawned by the Water Staff's": "이 전체 트리는 물의 지팡이가 생성하는 거품으로 작동합니다", "this wiki": "이 위키", "through exceptional leadership.": "탁월한 리더십을 통해.", "through the": "~을 거쳐", "throws a hooked vine in all directions, dealing 100% of the vine's magic attack power as magic damage to enemy units caught in the vine and granting": "갈고리 덩굴을 사방으로 던져, 덩굴에 걸린 적 유닛에게 덩굴의 마법 공격력의 100%에 해당하는 마법 피해를 입히고 다음을 부여합니다", "ticks": "틱", "tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "계층을 의도적으로 - 더 큰 제물은 레벨당 더 큰 스탯 획득을 구입하지만, 돌이 실제 병목입니다.", "tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the": "등급, 마나-돌 비용을 스탯 이득의 크기와 거래합니다 (아래 사실과", "tiers and additional research.": "계층 및 추가 연구.", "tile": "타일", "tiles": "타일", "tiles (": "타일 (", "tiles - only affects skills that scale with range": "타일 - 사거리에 따라 피해가 변하는 스킬에만 적용됩니다", "tiles · preview 1x1": "타일 · 미리보기 1x1", "tiles · preview 3x3": "타일 · 미리보기 3x3", "tiles · preview 4x4": "타일 · 미리보기 4x4", "tiles · preview 6x4": "타일 · 미리보기 6x4", "tiles · preview 6x6": "타일 · 미리보기 6x6", "tiles · preview 7x2": "타일 · 미리보기 7x2", "tiles · preview 8x4": "타일 · 미리보기 8x4", "tiles · preview 8x6": "타일 · 미리보기 8x6", "tiles; the AlphaAcidSlogel sees a long": "타일을 볼 수 있습니다; AlphaAcidSlogel은", "tiles; the 심연 알파 산성 슬로겔 sees a long": "tiles; the 심연 알파 산성 슬로겔 sees a long", "tiles; the 알파 산성 슬로겔 sees a long": "타일입니다; 알파 산성 슬로겔은 긴", "to": "~에", "to 1 enemy units within 1 tile of the target's cross, but consume 1 additional ammo every 3 basic attacks.": "대상의 십자 1칸 내의 1 적 유닛에게, 하지만 기본 공격 3번마다 1 추가 탄약을 소비합니다.", "to a certain level can restore you from the": "특정 수준까지 회복하면 다음에서 복구할 수 있습니다", "to a single enemy target and applies": "을(를) 단일 적 목표에 입히고 다음을 적용합니다:", "to adjacent enemy units every 1 sec for 2 sec.": "인접한 적 유닛에게 1초마다 2초 동안 적용됩니다.", "to adjacent enemy units for 2 seconds every second.": "인접한 적 유닛에게 2초 동안 매초.", "to all adjacent allied units and granting": "모든 인접한 아군 유닛에게 그리고 다음을 부여합니다:", "to all allies upon entering a new floor.": "새로운 층에 들어갈 때 모든 아군에게.", "to all enemy units within the area. The rain of arrows drops for 6 times.": "영역 내의 모든 적 유닛에게. 화살비는 6번 떨어집니다.", "to all friendly units for 2 seconds.": "모든 아군 유닛에게 2초 동안.", "to all nearby targets and applying 10 stacks of": "모든 근처 목표에 그리고 10 스택 적용:", "to all units": "모든 유닛에", "to all units for 1440 min": "모든 유닛에게 1440분 동안", "to all units for 2880 min": "모든 유닛에 2880분 동안", "to all units in the area.": "영역의 모든 유닛에게.", "to all units within range.": "범위 내의 모든 유닛에게.", "to allied units within 3 range for 10 seconds every 10 seconds.": "10초마다 10초 동안 거리 3 이내의 아군 유닛에게.", "to an enemy unit, the user recovers 4% of their current missing health.": "적 유닛에게, 사용자는 현재 누락된 생명력의 4%를 회복합니다.", "to beast monsters.": "야수 몬스터에게.", "to break": "파괴까지", "to bring ruin to the continent.": "대륙에 폐허를 가져오기 위해.", "to decrease.": "감소됩니다.", "to enemies within 5 tiles for 4 seconds.": "5칸 내의 적에게 4초 동안.", "to finish the chain.": "체인을 완료합니다.", "to jump to the search box above and find the item, unit or page you were looking for.": "위의 검색 상자로 이동하여 찾던 아이템, 유닛 또는 페이지를 찾을 수 있습니다.", "to nearby enemies and granting nearby allies": "근처 적군에게 그리고 근처 아군에게 부여", "to player units within 7 distance for 10 seconds.": "거리 7 이내의 플레이어 유닛에게 10초 동안.", "to plug in a specific monster.": "특정 몬스터를 입력하세요.", "to refill completely, which is about": "완전히 리필하려면, 약", "to remove thorn vines and expand your settlement area.": "가시 넝쿨을 제거하고 정착지 영역을 확장합니다.", "to research": "연구하기", "to resume Expedition Resolutions.": "탐사단 해결 방식을 재개하려면", "to reveal them. A": "그들을 드러내기 위해. A", "to see each spell's damage as a % of its HP; hover a Skill Damage number for the full base-attack + weapon + coefficient + crit breakdown.": "각 주문의 피해량을 대상 생명력 대비 %로 확인하려면; 스킬 피해량 수치에 마우스를 올리면 기본 공격 + 무기 + 계수 + 치명타의 전체 분석을 볼 수 있습니다.", "to summon a Bubbletoad at the designated location. If the number of summoned Bubbletoads exceeds 1, the Bubbletoad with the lowest health will be removed.": "지정한 위치에 버블토드를 소환합니다. 소환된 버블토드의 수가 1을 초과하면 생명력이 가장 낮은 버블토드가 제거됩니다.", "to target unit for 0 min": "목표 유닛에게 0분 동안", "to target unit for 1200 min": "대상 유닛에게 1200분 동안", "to target unit for 1440 min": "1440분 동안 대상 유닛에", "to the URL to run the built-in formula checks.": "URL에 입력하여 내장 공식 검사를 실행하세요.", "to the attacker upon blocking a melee attack.": "근전 공격을 차단할 때 공격자에게.", "to the comparison": "을(를) 비교에 추가", "to the opponent for 3 seconds.": "상대에게 3초 동안.", "to the target 4 times.": "대상에게 4번.", "to the target and applies": "목표에 입히고 다음을 적용합니다:", "to the target and applies ?": "대상에게 적용하고 ?을 적용합니다", "to the target and enemies adjacent to it.": "목표와 인접한 적에게.", "to the target and units behind it, applying": "대상과 그 뒤의 유닛에게 그리고 다음을 적용합니다:", "to the target for 10 sec.": "효과를 대상에게 10초간 부여합니다.", "to the target for 10 seconds when using single-target melee skills.": "단일 목표 근접 스킬을 사용할 때 10초 동안 대상에.", "to the target for 10 seconds.": "목표에 10초 동안.", "to the target for 30 seconds.": "대상에게 30초 동안.", "to the target for 5 seconds and": "대상에게 5초 동안 부여하고", "to the target for 5 seconds.": "을 5초 동안 부여합니다.", "to the target for ? seconds.": "대상에게 ?초 동안.", "to the target for {0} seconds when using single target melee skills.": "단일 적 대상 근접 스킬 사용시 대상에게 {0}초간 [AFFECTER_Taunt]을 부여합니다.", "to the target for {0} seconds when using single-target melee skills.": "to the target for {0} seconds when using single-target melee skills.", "to the target for {1} s...": "대상에게 {1}초 동안...", "to the target twice, and applies": "을(를) 목표에 2번 입히고 다음을 적용합니다:", "to the target,": "대상에게,", "to the target.": "대상에게.", "to the unit.": "을 부여합니다.", "to units within 3 range for 300s every 2s.": "to units within 3 range for 300s every 2s.", "to units within 3 range for 30s every 2s.": "3 범위 내의 유닛에게 2초마다 30초간.", "together with every other mood lever. This page stays for old links.": "다른 모든 기분 레버와 함께 있습니다. 이 페이지는 이전 링크용으로 유지됩니다.", "took up arms to survive, and fighting soon felt like another task to finish. Skill improved, but glory stayed distant; concern shifted to the next ration and a place to sleep rather than any grand purpose.": "살아남기 위해 무기를 들었고, 싸움은 곧 끝내야 할 또 하나의 일처럼 느껴졌다. 실력은 늘었지만 영광은 여전히 멀게만 느껴졌다. 거창한 목적보다는 다음 식량과 잠잘 곳에 더 마음이 쏠렸다.", "top left": "왼쪽 위", "total HP": "총 생명력", "total if every cell is hit": "모든 칸에 적중 시 총합", "trained endurance through poison and mire, yet finer strengths waned, blurred and weakened. With unyielding body and persistence, trespassers were pursued without rest, though the warped balance often drew the path deeper into lonely darkness.": "독과 진흙 속에서 지구력을 단련했지만, 섬세한 힘은 흐릿해지고 약해져 갔다. 굴하지 않는 몸과 끈기로 침입자를 쉬지 않고 뒤쫓았지만, 뒤틀린 균형은 종종 그 길을 더 깊고 외로운 어둠 속으로 이끌었다.", "trained the body to overcome fear. With each passing year the movements grew swifter, until a snake could be caught before it rose to strike. This skill made survival possible in the marsh.": "두려움을 이겨내기 위해 몸을 단련했다. 해가 갈수록 움직임은 더욱 재빨라졌고, 마침내 뱀이 몸을 세워 공격하기도 전에 붙잡을 수 있게 되었다. 이 기술 덕분에 늪지에서 살아남을 수 있었다.", "trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "특성 \"Leadership\"이므로 모든 Leadership 설명이 \"New allies acquire Leadership\"으로 표시됩니다. 한국어, 프랑스어, 일본어는 이미 올바랐습니다.", "trait to tree access": "특성에서 스킬트리 접근", "trait). Each boss's": "특성). 각 보스의", "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": "특성으로 저장합니다, 배경 및 비문과 별도입니다. 돌은 사용 시 소비되며 스택되지 않습니다 (", "trait.": "특성.", "traits": "특성", "translate(-50%, -100%)": "translate(-50%, -100%)", "translations_ko_en.json": "translations_ko_en.json", "travelling merchant": "여행하는 상인", "treasure chests": "보물 상자", "tree -": "트리 -", "tree's active skills WITHOUT holding that staff. A hybrid build (melee weapon + magic actives) is valid - the builder never gates skills on your weapon.": "트리의 액티브 스킬을 해당 스태프를 들지 않고도 사용할 수 있습니다. 하이브리드 빌드(근접 무기 + 마법 액티브)도 유효합니다 - 빌더는 무기를 기준으로 스킬을 제한하지 않습니다.", "true": "true", "turned even their name into a tool of survival rather than honor. Yet when wars were over, emptiness remained. There was hope that the sword would no longer serve only survival, but instead reclaim honor once lost.": "자신의 이름마저 명예가 아닌 생존의 도구로 삼았다. 그러나 전쟁이 끝나면 공허함만이 남았다. 언젠가 이 검이 오직 생존만을 위해 쓰이지 않고, 잃어버린 명예를 되찾는 데 쓰이기를 바랐다.", "turned to crime early, guarding position with fists and tormenting the weak. Yet at night, staring into the dark sky, there were questions of what was truly desired, and within lay only endless conflict and regret.": "일찍부터 범죄에 발을 들여 주먹으로 자리를 지키고 약자를 괴롭혔다. 그러나 밤이 되어 어두운 하늘을 올려다보면 진정으로 원하는 것이 무엇인지 자문하게 되었고, 마음속에는 끝없는 갈등과 후회만이 자리했다.", "twice more": "2번 더", "twice on the target, and applies": "대상에 두 번, 그리고 다음을 적용합니다", "two campaign bosses": "두 개의 캠페인 보스", "two independent difficulty axes": "두 개의 독립적인 난이도 축", "type": "종류", "type of damage you take straight back at the attacker (": "당신이 입는 피해 유형을 공격자에게 직접 반사(", "type to search...": "검색어 입력...", "typeless": "무속성", "unarmed": "맨손", "unaware": "미인지", "unclear": "불명확함", "unconfirmed": "확인되지 않음", "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "기본-대-심연 스탯 델타 이름 아래, 별도의 항목 아님.", "unit profiles": "유닛 프로필", "units": "유닛", "unlock the next region (": "다음 지역을 해제(", "unreleased": "미공개", "unreleased content": "미공개 콘텐츠", "unsourced pool": "출처 미분류 풀", "up to N stacks": "최대 N 중첩", "up to a maximum of 20 stacks.": "최대 20개 스택까지.", "up to {#} on the field": "최대 {#}마리 유지", "up to {#} stacks": "최대 {#} 중첩", "use strict": "use strict", "use the Retry button freely": "다시 시도 버튼을 자유롭게 사용하십시오", "used - level": "사용됨 - 레벨", "useful for healing or cooking.": "치료나 요리에 유용합니다.", "uses 1 inscription": "각인 1개 사용", "uses ammo:": "탄약 사용:", "uses {#} inscription | Main SP": "각인 {#}개 사용 | 메인 SP", "uses {#} inscription | Sub SP": "각인 {#}개 사용 | 서브 SP", "value": "수치", "value and a": "값 및", "value set at runtime": "런타임에 설정된 값", "values": "수치", "values from unit profiles and corrected four housing rooms that were labelled": "유닛 프로필의 값과 라벨이 붙은 4개의 주택 방을 수정했습니다", "varies": "다양합니다", "vegetarian": "채식", "via": "경유", "via skill": "스킬을 통해", "via the Goddess Statue.": "여신상을 통해.", "via trait": "특성을 통해", "via {#}": "{#}을 통해", "vision drops by": "시각이 감소합니다", "vision-based and grid-based": "시각 기반 및 격자 기반", "vs equipped": "장착 대비", "vs my unit": "내 유닛 대비", "w0 - 0.0%": "w0 - 0.0%", "w10 - 0.7%": "w10 - 0.7%", "w10 - 0.8%": "w10 - 0.8%", "w10 - 5.9%": "w10 - 5.9%", "w100 - 1.2%": "w100 - 1.2%", "w100 - 10.0%": "w100 - 10.0%", "w100 - 11.8%": "w100 - 11.8%", "w100 - 16.7%": "w100 - 16.7%", "w100 - 2.2%": "w100 - 2.2%", "w100 - 20.0%": "w100 - 20.0%", "w100 - 20.8%": "w100 - 20.8%", "w100 - 25.0%": "w100 - 25.0%", "w100 - 27.8%": "w100 - 27.8%", "w100 - 29.4%": "w100 - 29.4%", "w100 - 3.4%": "w100 - 3.4%", "w100 - 4.0%": "w100 - 4.0%", "w100 - 5.7%": "w100 - 5.7%", "w100 - 50.0%": "w100 - 50.0%", "w100 - 58.8%": "w100 - 58.8%", "w100 - 6.6%": "w100 - 6.6%", "w100 - 6.7%": "w100 - 6.7%", "w100 - 6.8%": "w100 - 6.8%", "w100 - 7.1%": "w100 - 7.1%", "w100 - 7.9%": "w100 - 7.9%", "w100 - 8.0%": "w100 - 8.0%", "w100 - 8.3%": "w100 - 8.3%", "w100 - 9.1%": "w100 - 9.1%", "w1000 - 90.9%": "w1000 - 90.9%", "w150 - 10.3%": "w150 - 10.3%", "w150 - 11.9%": "w150 - 11.9%", "w20 - 1.8%": "w20 - 1.8%", "w200 - 16.0%": "w200 - 16.0%", "w200 - 16.7%": "w200 - 16.7%", "w200 - 17.5%": "w200 - 17.5%", "w2000 - 44.4%": "w2000 - 44.4%", "w25 - 1.7%": "w25 - 1.7%", "w25 - 2.5%": "w25 - 2.5%", "w250 - 14.3%": "w250 - 14.3%", "w250 - 25.0%": "w250 - 25.0%", "w30 - 17.6%": "w30 - 17.6%", "w30 - 2.0%": "w30 - 2.0%", "w30 - 3.0%": "w30 - 3.0%", "w30 - 8.3%": "w30 - 8.3%", "w30 - 8.8%": "w30 - 8.8%", "w300 - 24.0%": "w300 - 24.0%", "w300 - 25.0%": "w300 - 25.0%", "w300 - 26.3%": "w300 - 26.3%", "w33 - 2.3%": "w33 - 2.3%", "w33 - 2.6%": "w33 - 2.6%", "w34 - 2.3%": "w34 - 2.3%", "w34 - 2.7%": "w34 - 2.7%", "w40 - 2.6%": "w40 - 2.6%", "w40 - 2.7%": "w40 - 2.7%", "w5 - 0.4%": "w5 - 0.4%", "w50 - 4.0%": "w50 - 4.0%", "w50 - 4.4%": "w50 - 4.4%", "w50 - 5.9%": "w50 - 5.9%", "w500 - 17.2%": "w500 - 17.2%", "w500 - 35.7%": "w500 - 35.7%", "w600 - 20.7%": "w600 - 20.7%", "w600 - 50.0%": "w600 - 50.0%", "w70 - 4.6%": "w70 - 4.6%", "w80 - 16.7%": "w80 - 16.7%", "w800 - 17.8%": "w800 - 17.8%", "w800 - 32.0%": "w800 - 32.0%", "w800 - 33.3%": "w800 - 33.3%", "w90 - 26.5%": "w90 - 26.5%", "w900 - 10.5%": "w900 - 10.5%", "was": "이전", "was broken into obedience, bound by rope and worked day and night, never daring to dream of escape. Yet every night the torment of flying free like a bird haunted each dream. No matter how harsh life was, there remained belief in soaring one day, and with that resolve to live no longer as a slave, training began little by little toward escape.": "밧줄에 묶인 채 밤낮없이 일하며 복종하도록 길들여졌고, 감히 탈출을 꿈꾸지도 못했다. 그러나 밤마다 새처럼 자유롭게 날아오르는 고통스러운 꿈이 잠을 괴롭혔다. 삶이 아무리 가혹해도 언젠가는 날아오를 수 있다는 믿음이 남아 있었고, 더는 노예로 살지 않겠다는 결심과 함께 탈출을 향한 훈련이 조금씩 시작되었다.", "was mocked as an eccentric. Yet countless ancient texts were devoured and contemplation filled day and night. Still, under the world's cold regard, loneliness deepened until even the very truth once sought began to fade.": "괴짜라는 조롱을 받았다. 그럼에도 수많은 고서를 탐독하고 밤낮없이 사색에 잠겼다. 그러나 세상의 차가운 시선 속에서 외로움은 점점 깊어졌고, 한때 그토록 찾던 진리마저 희미해지기 시작했다.", "was seen as second to none in the lawless zone. But within dwelled a sorrow never spoken aloud, and a violent life that granted survival also devoured the soul piece by piece.": "무법지대에서 누구도 따를 수 없는 존재로 여겨졌다. 그러나 마음속에는 결코 입 밖에 내지 못한 슬픔이 자리했고, 생존을 가능케 한 폭력적인 삶은 조금씩 영혼을 갉아먹었다.", "weapon": "무기", "weapon durability": "weapon durability", "weapon quality": "무기 품질", "weapon skill": "무기 기술", "wears down": "마모됨", "wears your armor.": "당신의 갑옷을 마모합니다.", "wears your weapon, and": "당신의 무기를 마모하고,", "weight": "무게", "weight of 0 means the background sits in the pool but is never rolled": "0의 가중치는 배경이 풀에 있지만 절대 굴리지 않음을 의미합니다", "weights per clan rank - relative odds when the recruitment board rolls candidates.": "클랜 등급별 가중치 - 모집 게시판에서 후보를 선택할 때의 상대적 확률", "what 1 point of each major gives": "각 주요 스탯 1 포인트가 주는 것", "what actually happens": "실제로 일어나는 일", "when": "언제", "when HP falls below 30%. This effect triggers only once per floor.": "생명력이 30% 아래로 떨어질 때. 이 효과는 층당 한 번만 트리거됩니다.", "when eating carnivore food.": "육식 음식을 먹을 때.", "when eating vegetarian food.": "채식을 섭취할 때.", "when its duration expires.": "지속 시간이 만료될 때.", "when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables (": "주방을 계획할 때: 엘프는 고기로 인한 기분 저하를 받고, 도마뱀인은 야채로(", "when receiving a negative food effect, and gains ...": "맛에 둔감하여 무엇이든 가리지 않고 먹습니다. 부정적 음식 효과를 얻을 때 [AFFECTER_DullTonguePos]를 얻고 긍정적 음식 효과를 얻을 때 [AFFECTER_DullTongueNeg]를 얻습니다.", "when someone dies.": "감정이 없으며, 타인의 고통에 무감각합니다. 누군가 죽으면 [AFFECTER_WitnessDead]을 얻습니다.", "when the game had renamed that slot to": "게임이 그 슬롯을 다음으로 이름을 변경했을 때", "where": "여기서", "where and how to find things": "아이템을 어디서, 어떻게 찾는지", "where to find this": "이곳에서 찾는 방법", "where to get X": "X를 얻는 방법", "which backgrounds give which trees": "어떤 배경이 어떤 트리를 제공하는지", "while suffering from 3 side effects, unit dies instantly.": "3 부작용으로 고통받으면서, 유닛이 즉시 죽습니다.", "while the Mental Break state is active, the unit": "정신 붕괴 상태가 활성화되는 동안 유닛", "who": "누가", "who commands one of them.": "who commands one of them.", "whose recruit-pool weight is 0 for this race can never be rolled in game (the data is in the tables, the content is not in the build). Hidden by default. This toggle only affects this section.": "이 종족에 대한 모집 풀 가중치가 0인 항목은 게임에서 절대 뽑히지 않습니다 (데이터는 테이블에 있지만 콘텐츠는 빌드에 포함되어 있지 않습니다). 기본적으로 숨겨져 있습니다. 이 토글은 이 섹션에만 영향을 줍니다.", "whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.": "계층이 여섯 스탯 전체에서 대략 2-5로 합산되므로, 지불하기 전에 좋은 재능을 검사할 가치가 있습니다.", "will be dispatched.": "가 파견됩니다.", "will sense the threat and call countless enemies to you.": "위협을 감지하고 무수한 적을 당신에게 소환합니다.", "wins - it downs you in ~": "이 승리합니다 - 약", "wishlist Dungeon Settlers on Steam": "Steam에서 Dungeon Settlers 위시리스트 등록", "with 10": "10 기준", "with Blade Grinding (+": "블레이드 그라인딩 적용 (+", "with no Burning on the target, up to": "대상에게 연소가 없을 경우, 최대", "with real corridors - using the actual in-game room maps. The structure, room doors and art are authentic; the exact room coordinates and corridor routing are representative (the game re-rolls them per run from a per-dungeon seed it never exposes, so in-game maps cannot be reproduced here). The": "실제 통로로 연결하여 배치합니다 - 실제 게임 내 방 지도를 사용합니다. 구조, 방문, 아트는 실제 게임 그대로이며, 정확한 방 좌표와 통로 경로는 예시입니다(게임은 절대 노출되지 않는 던전별 시드를 사용해 실행마다 이를 다시 굴리므로, 게임 내 지도를 여기서 그대로 재현할 수는 없습니다).", "withdrew into the mountains and into thought. No matter the depth of reflection, the essence remained hidden, and at times all efforts seemed in vain. Yet surrender never came, for the heart ever burned with a yearning for truth.": "산속으로, 그리고 사색 속으로 물러났다. 아무리 깊이 성찰해도 본질은 감춰진 채였고, 때로는 모든 노력이 헛되어 보이기도 했다. 그러나 결코 포기하지 않았으니, 마음속에는 진리를 향한 갈망이 언제나 타오르고 있었기 때문이다.", "within 5 tiles. On the second use,": "5칸 내. 두 번째 사용 시,", "worked the trees of the forest and grew strong. Even in storms the axe never stopped, and no shadowed thicket blocked the way. But life beyond the forest was strange, and before the unknown there was hesitation.": "숲의 나무들을 베며 강해졌다. 폭풍 속에서도 도끼를 멈추지 않았고, 그늘진 덤불도 길을 막지 못했다. 그러나 숲 너머의 삶은 낯설었고, 미지 앞에서는 망설임이 있었다.", "worst": "최악", "would": "것 같다", "x (1 + PerModifier %)": "x (1 + PerModifier %)", "x (1 + sum of % bonuses)": "x (1 + % 보너스 합계)", "x MAtk each)": "x 마법 공격력씩)", "x the median": "x 중앙값", "x0.15": "x0.15", "x0.34": "x0.34", "x0.4": "x0.4", "x0.67": "x0.67", "x1": "x1", "x1.0": "x1.0", "x1.33": "x1.33", "x1.5": "x1.5", "x1.66": "x1.66", "x2": "x2", "x24 + Cogwheel x1": "x24 + 톱니바퀴 x1", "x3": "x3", "x4": "x4", "x8": "x8", "yes": "예", "you can recruit:": "모집할 수 있습니다:", "you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.": "무엇을 먹느냐가 중요합니다. 제대로 된 식당에서 먹은 식사는 바닥에서 먹은 식사보다 기분 효과가 훨씬 오래 지속됩니다.", "you recover, up to": "당신이 회복, 최대", "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "당신의 배리어나 가드가 타격을 흡수하는 경우입니다. 따라서 배리어 막이나 성공적인 가드가 생명력에 가해질 피해를 흡수하면", "zero": "0", "{#} (one-handed)": "{#} (한손)", "{#} (resource node)": "{#} (자원 노드)", "{#} (two-handed - no shield)": "{#} (양손 - 방패 불가)", "{#} (~{#}% per floor)": "{#} (층당 ~{#}%)", "{#} - hit-receive animation": "{#} - 피격 애니메이션", "{#} - minimum layout meeting every requirement": "{#} - 모든 요구 사항을 충족하는 최소 배치", "{#} - minimum layout meeting every requirement: {#}": "{#} - 모든 요구 사항을 충족하는 최소 배치: {#}", "{#} - room map": "{#} - 방 맵", "{#} / {#} attacks": "{#} / {#} 공격", "{#} Down": "{#} 감소", "{#} HP": "생명력 {#}", "{#} HP - {#}": "생명력 {#} - {#}", "{#} Inscription": "{#} 각인", "{#} Up": "{#} 증가", "{#} added": "{#} 추가됨", "{#} additions, {#} changes and {#} removals across {#} data tables.": "추가 {#}건, 변경 {#}건, 삭제 {#}건, 대상 데이터 테이블 {#}개.", "{#} adds {#}, retunes {#} and rewords {#}.": "{#}에서는 {#}이(가) 추가되고, {#}이(가) 조정되었으며, {#}의 문구가 다듬어졌습니다.", "{#} adds {#}, retunes {#}, {#}, {#} and {#}, and rewords {#}.": "{#}에서는 {#}이(가) 추가되고, {#}, {#}, {#}, {#}이(가) 조정되었으며, {#}의 문구가 다듬어졌습니다.", "{#} adds {#}, {#}, {#} and {#}, removes {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, rebuilds skill tree access for {#}, and rewords {#}.": "{#}에서는 {#}, {#}, {#}, {#}이(가) 추가되고, {#}, {#}, {#}, {#}이(가) 삭제되고, {#}, {#}, {#}, {#}이(가) 조정되었으며, {#}의 스킬 트리 선택이 재편되고, {#}의 문구가 다듬어졌습니다.", "{#} at {#}": "{#} ({#}에서)", "{#} attacks to break": "파괴까지 {#}회 공격", "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "제작된 레이아웃 {#}개가 균등하게 추첨됩니다. 아래 확률은 실제 추첨이 아니라 계산된 값입니다.", "{#} bounces, max {#}x on {#} targets": "튕김 {#}회, 최대 {#}배 (대상 {#}개)", "{#} builds": "{#}개 빌드", "{#} burning bonus": "{#} 연소 보너스", "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} 시전자; {#} 사거리 ({#}); {#} 피해 범위 ({#}). 표시된 사거리 수치는 근사값이며, 범위 형태는 정확합니다.", "{#} casts (free skill, no energy)": "{#} 시전(무료 스킬, 에너지 없음)", "{#} cells ({#}): up to {#} targets": "{#}칸 ({#}): 최대 {#}명 대상", "{#} clan unit": "클랜 유닛 {#}명", "{#} clan units": "클랜 유닛 {#}명", "{#} damage": "{#} 피해", "{#} damage/second": "{#} 피해/초", "{#} decorations (deco quality {#})": "장식 {#}개 (장식 품질 {#})", "{#} descriptions were updated.": "설명 {#}개가 갱신되었습니다.", "{#} detonation": "{#} 기폭", "{#} direct only, up to {#} per hit target with the full {#} burn damage from one application.": "직접 피해만 {#}, 대상당 최대 {#} (1회 적용의 연소 피해 {#} 포함 시).", "{#} dmg": "{#} 피해", "{#} dmg bonus": "{#} 피해 보너스", "{#} energy": "에너지 {#}", "{#} energy =": "{#} 에너지 =", "{#} energy = <b>{#}%</b> of the {#} energy pool": "{#} 에너지 = <b>{#}%</b> of the {#} 에너지 풀", "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "에너지 {#} = 시전 {#} + 소모되는 버블링 {#}.", "{#} energy to cast": "시전에 에너지 {#} 필요", "{#} energy to cast · {#}s cooldown": "에너지 {#} 소모 · 재사용 대기시간 {#}초", "{#} entries": "{#}개 항목", "{#} field overridden.": "{#}개 항목 덮어씀.", "{#} fields overridden.": "{#}개 항목 덮어씀.", "{#} floor {#}": "{#} {#}층", "{#} floor {#} (~{#}% per floor)": "{#} {#}층 (층당 ~{#}%)", "{#} floors {#}-{#}": "{#} {#}-{#}층", "{#} floors {#}-{#} (~{#}% per floor)": "{#} {#}-{#}층 (층당 ~{#}%)", "{#} gold": "{#} 금", "{#} had a list reordered with no change to its contents.": "{#}의 목록 순서가 바뀌었지만 내용은 그대로입니다.", "{#} had its internal keyword changed.": "{#}의 내부 키워드가 변경되었습니다.", "{#} has been renamed to {#}.": "{#}의 이름이 {#}(으)로 바뀌었습니다.", "{#} hits to break": "파괴까지 {#}회 타격", "{#} icon": "{#} 아이콘", "{#} inscription": "각인 {#}개", "{#} inscriptions": "각인 {#}개", "{#} item": "아이템 {#}개", "{#} items": "아이템 {#}개", "{#} main SP": "메인 SP {#}", "{#} malus": "{#} 페널티", "{#} map": "{#} 맵", "{#} menu": "{#} 메뉴", "{#} min": "{#}분", "{#} minimum room layout": "{#} 최소 방 배치", "{#} new weapon trees": "새로운 무기 트리 {#}개", "{#} no longer take {#} as a sub tree.": "{#}의 보조 트리에서 {#}이(가) 빠졌습니다.", "{#} no longer takes {#} as a sub tree.": "{#}의 보조 트리에서 {#}이(가) 빠졌습니다.", "{#} no longer train {#}, and also take {#} as a sub tree.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않으며, 보조 트리에 {#}이(가) 추가됩니다.", "{#} no longer train {#}, and no longer take {#} as a sub tree.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않으며, 보조 트리에서 {#}이(가) 빠집니다.", "{#} no longer train {#}, and take {#} as a sub tree instead of {#}.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않으며, 보조 트리는 {#}(으)로 바뀌고 {#}은(는) 빠집니다.", "{#} no longer train {#}.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않습니다.", "{#} no longer trains {#}, and also takes {#} as a sub tree.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않으며, 보조 트리에 {#}이(가) 추가됩니다.", "{#} no longer trains {#}, and no longer takes {#} as a sub tree.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않으며, 보조 트리에서 {#}이(가) 빠집니다.", "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않으며, 보조 트리는 {#}(으)로 바뀌고 {#}은(는) 빠집니다.", "{#} no longer trains {#}.": "{#}은(는) 더 이상 {#}을(를) 훈련하지 않습니다.", "{#} non-fighting effect hidden": "비전투 효과 {#}개 숨김", "{#} non-fighting effects hidden": "비전투 효과 {#}개 숨김", "{#} now also take {#} as a sub tree.": "{#}의 보조 트리에 {#}이(가) 추가되었습니다.", "{#} now also takes {#} as a sub tree.": "{#}의 보조 트리에 {#}이(가) 추가되었습니다.", "{#} now also train {#}, and also take {#} as a sub tree.": "{#}은(는) 이제 {#}도 훈련하며, 보조 트리에 {#}이(가) 추가됩니다.", "{#} now also train {#}, and no longer take {#} as a sub tree.": "{#}은(는) 이제 {#}도 훈련하며, 보조 트리에서 {#}이(가) 빠집니다.", "{#} now also train {#}, and take {#} as a sub tree instead of {#}.": "{#}은(는) 이제 {#}도 훈련하며, 보조 트리는 {#}(으)로 바뀌고 {#}은(는) 빠집니다.", "{#} now also train {#}.": "{#}은(는) 이제 {#}도 훈련합니다.", "{#} now also trains {#}, and also takes {#} as a sub tree.": "{#}은(는) 이제 {#}도 훈련하며, 보조 트리에 {#}이(가) 추가됩니다.", "{#} now also trains {#}, and no longer takes {#} as a sub tree.": "{#}은(는) 이제 {#}도 훈련하며, 보조 트리에서 {#}이(가) 빠집니다.", "{#} now also trains {#}, and takes {#} as a sub tree instead of {#}.": "{#}은(는) 이제 {#}도 훈련하며, 보조 트리는 {#}(으)로 바뀌고 {#}은(는) 빠집니다.", "{#} now also trains {#}.": "{#}은(는) 이제 {#}도 훈련합니다.", "{#} now take {#} as a sub tree instead of {#}.": "{#}의 보조 트리가 {#}(으)로 바뀌고 {#}은(는) 빠졌습니다.", "{#} now takes {#} as a sub tree instead of {#}.": "{#}의 보조 트리가 {#}(으)로 바뀌고 {#}은(는) 빠졌습니다.", "{#} now train {#} instead of {#}, and also take {#} as a sub tree.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않으며, 보조 트리에 {#}이(가) 추가됩니다.", "{#} now train {#} instead of {#}, and no longer take {#} as a sub tree.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않으며, 보조 트리에서 {#}이(가) 빠집니다.", "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않으며, 보조 트리는 {#}(으)로 바뀌고 {#}은(는) 빠집니다.", "{#} now train {#} instead of {#}.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않습니다.", "{#} now trains {#} instead of {#}, and also takes {#} as a sub tree.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않으며, 보조 트리에 {#}이(가) 추가됩니다.", "{#} now trains {#} instead of {#}, and no longer takes {#} as a sub tree.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않으며, 보조 트리에서 {#}이(가) 빠집니다.", "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않으며, 보조 트리는 {#}(으)로 바뀌고 {#}은(는) 빠집니다.", "{#} now trains {#} instead of {#}.": "{#}은(는) 이제 {#}을(를) 훈련하고 {#}은(는) 더 이상 훈련하지 않습니다.", "{#} of {#}": "{#} / {#}", "{#} on the inscriptions below, so {#} free.": "아래 각인에 {#}개 사용, {#}개 남음.", "{#} per (at {#})": "회당 {#} ({#}에서)", "{#} per energy ({#} energy)": "에너지당 {#} (에너지 {#})", "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "에너지당 {#} (단일 대상), 여러 대상일 때 {#} (대상 {#}개, 에너지 {#})", "{#} private: the file is read inside your browser and never uploaded anywhere.": "{#} 비공개: 파일은 브라우저 내에서만 읽히며 어디에도 업로드되지 않습니다.", "{#} radius {#}": "{#} 반경 {#}", "{#} ready-made example characters, each authored from the game's own tables and legal in build {#} - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "{#}개의 준비된 예제 캐릭터, 각각 게임의 자체 테이블에서 작성되고 빌드 {#}에서 정법 - 출시된 종족, 표시된 스킬 트리를 제공하는 배경, 획득 가능한 장비만, 그리고 빌드 상한 내의 레벨. 모든 스탯은 캐릭터 빌더가 사용하는 동일한 엔진으로 계산됩니다. '빌더에서 열기'는 편집할 수 있는 신선한 초안으로 빌드를 로드하며, 당신의 빌드를 절대 덮어쓰지 않습니다.", "{#} removed": "{#} 제거됨", "{#} rounds (free skill, no energy)": "{#} 라운드(무료 스킬, 에너지 없음)", "{#} s cooldown": "재사용 대기 {#}초", "{#} set: {#}": "{#} 세트: {#}", "{#} skill": "스킬 {#}개", "{#} skills": "스킬 {#}개", "{#} spent on extra skill tree, ": "추가 스킬 트리에 {#}개 사용, ", "{#} spent on extra skill trees, ": "추가 스킬 트리에 {#}개 사용, ", "{#} stress / in-game hour": "게임 내 1시간당 스트레스 {#}", "{#} sub SP": "서브 SP {#}", "{#} text entries had their wording or punctuation tidied.": "텍스트 항목 {#}개의 표현이나 문장 부호가 정리되었습니다.", "{#} tile": "{#}타일", "{#} tiles": "{#}타일", "{#} to keep this open": "{#}을 누르면 열린 상태로 유지됩니다", "{#} total": "총 {#}", "{#} unreleased entries are blurred (Settings > Hide unreleased).": "미공개 항목 {#}개가 흐림 처리되었습니다 (설정 > 미공개 콘텐츠 숨기기).", "{#} unreleased entry is blurred (Settings > Hide unreleased).": "미공개 항목 {#}개가 흐림 처리되었습니다 (설정 > 미공개 콘텐츠 숨기기).", "{#} updates": "{#} 업데이트", "{#} variant": "{#} 변형", "{#} vs You": "{#} vs 나", "{#} weapon durability": "무기 내구도 {#}", "{#} whose recruit-pool weight is 0 for this race can never be rolled in game (the data is in the tables, the content is not in the build). Hidden by default. This toggle only affects this section.": "{#} 중 이 종족의 모집 풀 가중치가 0인 항목은 게임에서 절대 나오지 않습니다 (데이터는 테이블에 있으나 콘텐츠는 빌드에 없음). 기본적으로 숨겨집니다. 이 토글은 이 섹션에만 적용됩니다.", "{#} with no Burning on the target, up to {#} at the {#}-stack cap (each stack adds about {#}).": "연소가 없을 때 {#}, 최대 {#}까지 ({#}중첩 상한 기준, 중첩당 약 {#} 증가).", "{#} {#}": "{#} {#}", "{#} {#} / target": "{#} {#} / 대상", "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "중첩당 매초 {#}의 {#} 피해를 입히며, 방어와 보호막을 무시합니다 ({#}). 예: 10중첩 = 초당 {#}의 {#} 피해. 지속 시간은 부여한 스킬이 정합니다.", "{#} {#} per second to nearby enemies": "주변 적에게 초당 {#} {#}", "{#} ×{#} stats": "{#} ×{#} 스탯", "{#} ×{#} stats / ×{#} stones": "{#} ×{#} 스탯 / ×{#} 마나석", "{#}% HP - safe for now": "생명력 {#}% - 아직 안전합니다", "{#}% hit / {#}% crit each": "각각 {#}% 명중 / {#}% 치명타", "{#}% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is {#} damage every 10 seconds. Duration is set by the applying skill.": "대상 최대 생명력의 {#}%를 무속성 피해로 10초마다 입히며, 방어를 무시합니다. 중첩되지 않으며, 시전자의 공격력이 아닌 대상의 최대 생명력에 비례합니다. 예: 생명력 500 대상에게는 10초마다 {#}의 피해입니다. 지속 시간은 부여한 스킬이 정합니다.", "{#}, radius {#}": "{#}, 반경 {#}", "{#}, {#} hits": "{#}, {#}회 타격", "{#}/energy": "{#}/에너지", "{#}: ON": "{#}: 켜짐", "{#}s cooldown": "재사용 대기 {#}초", "{#}x the median {#} active per cast": "중간값의 {#}배 (시전당 {#} 액티브 기준)", "{#}x{#} floor ({#} tiles)": "{#}x{#} 바닥 ({#}타일)", "{0} : least일 때 능력치 상승 배율 {1} : ordinary일 때 능력치 상승 배율 {2} : plentiful일 때 능력치 상승 배율": "{0} : least일 때 능력치 상승 배율 {1} : ordinary일 때 능력치 상승 배율 {2} : plentiful일 때 능력치 상승 배율", "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율성은 낮아지도록 의도함. (241129 노트) Least 능력치 상승 배율: 1 소모 수량 배율: 0.5 트레이드오프 비율(효율성): 2 Ordinary 능력치 상승 배율: 1.2 소모 수량 배율: 1 트레이드오프 비율(효율성): 1.2 Plentiful 능력치 상승 배율: 1.5 소모 수량 배율: 2 트레이드오프 비율(효율성): 0.75": "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율성은 낮아지도록 의도함. (241129 노트) Least 능력치 상승 배율: 1 소모 수량 배율: 0.5 트레이드오프 비율(효율성): 2 Ordinary 능력치 상승 배율: 1.2 소모 수량 배율: 1 트레이드오프 비율(효율성): 1.2 Plentiful 능력치 상승 배율: 1.5 소모 수량 배율: 2 트레이드오프 비율(효율성): 0.75", "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율은 낮아지도록 밸런싱에 의도함.": "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율은 낮아지도록 밸런싱에 의도함.", "{0} : 레벨1 기준 시작 보조 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0} : 레벨1 기준 시작 보조 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)", "{0} : 레벨1 기준 시작 주요 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0} : 레벨1 기준 시작 주요 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)", "{0} : 모집의 후보가 갱신되는 분 단위 시간 구간 NOTE : 당분간은 테스트 편의를 위해 50으로 해둡니다. 나중에 수정 필요.": "{0} : 모집의 후보가 갱신되는 분 단위 시간 구간 NOTE : 당분간은 테스트 편의를 위해 50으로 해둡니다. 나중에 수정 필요.", "{0} beckons you over.": "{0}이(가) 너를 손짓한다.", "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood. The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment. After examining the area, {0} speaks in a low voice. \"It looks like someone performed a ritual here. But... I don't think they ever completed it.\" The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air. \"Captain... If we interfere carelessly, we may end up just like this person.\"": "{0}이(가) 너를 손짓한다. 벽 뒤의 좁은 공간 속에 해골이 무너져 있다. 그것은 한 손을 손이 닿지 않는 무언가를 향해 내뻗은 채로 그 자리에 얼어붙어 있다. 주변 바닥은 정교한 무늬와 읽을 수 없는 글씨로 층층이 덮여 있다. 원 중앙에는 고대 향로와 말린 혈흔으로 얼룩진 마나 돌들이 놓여 있다. 의식은 끝난 것 같지만, 장면은 마지막 순간에 멈춘 듯한 불안한 인상을 준다. 그 지역을 살펴본 후, {0}이(가) 낮은 목소리로 말한다. \"누군가 여기서 의식을 수행한 것 같다. 하지만... 완성하지 못했다고 생각한다.\" 오래전에 사라져야 할 희미한 금속 냄새의 피냄새가 여전히 공기에 떠있다. \"대장님... 부주의하게 개입하면 이 사람처럼 될 수도 있습니다.\"", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.": "{0}는 매일 부지와 망치질 소리로 하루를 시작했다. 질식할 듯한 열 속에서도 손은 안정적이었으며 작은 금도 놓치지 않으려 금속 표면을 오래 들여다봤다. 세월이 지나면서 사람의 말보다 금속음에 더 빨리 반응하게 되었다.", "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...": "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.": "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.", "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns. Before long, after searching through the narrow crevice, they manage to find something. \"Hmm... this is...\"": "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns. Before long, after searching through the narrow crevice, they manage to find something. \"Hmm... this is...\"", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.": "{0}는 조심스럽게 장치의 제어 장치를 건드렸고, 장치는 낮은 진동과 함께 깨어나기 시작했다.", "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration. \"Hummm...\" The catalyst inside the vessel churns, and the intricate mana circuits flicker back to life one by one. For a brief moment, {0} is struck by a powerful flash of insight, as though they have grasped the principles governing the flow of mana. But then the entire device begins to shake violently. \"Bzzzt... Bzzt!\" The next instant, the device shatters, spraying corrupted catalyst in every direction.": "{0}는 조심스럽게 장치의 제어 장치를 건드렸고, 장치는 낮은 진동과 함께 깨어나기 시작했다. \"음음음...\" 용기 안의 촉매가 휘저어지고, 복잡한 마나 회로가 하나씩 다시 빛나기 시작했다. 잠깐의 순간, {0}는 마나의 흐름을 지배하는 원리를 깨달은 것 같은 강렬한 통찰을 받았다. 그러나 그 다음 순간 전체 장치가 격렬하게 떨리기 시작했다. \"지지직... 지직!\" 그 다음 순간, 장치는 산산조각나며 부패한 촉매를 사방팔방으로 흩뿌렸다.", "{0} circles the device, carefully removing each part that still appears intact.": "{0}는 장치 주변을 돌며 아직 온전해 보이는 부분들을 조심스럽게 제거했다.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.": "{0}는 삐걱거리는 계단이나 휜 문틀을 쉽게 지나칠 수 없었다. 분필줄을 튕기고 치수를 확인하며 불안정한 구조가 제 자리를 찾을 때까지 계속 망치질했다. 세월이 지나면서 말로 고치는 것보다 손으로 고치는 것이 훨씬 익숙해졌다.", "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...": "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.": "{0}은(는) 몸을 웅크린 채 좁은 구멍 속으로 기어 들어가더니 잠시 후 뭔가를 품에 안고 빠져나옵니다.", "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms. \"This looks fairly useful.\"": "{0}은(는) 몸을 웅크린 채 좁은 구멍 속으로 기어 들어가더니 잠시 후 뭔가를 품에 안고 빠져나옵니다. \"이건 꽤 쓸만해보입니다.\"", "{0} crouches down, crawls deep into the hole, and begins searching every corner.": "{0}이/가 웅크린 후 구멍 속으로 들어가 모든 구석을 찾기 시작합니다.", "{0} doesn't have enough amount of {1} in inventory.": "{0} doesn't have enough amount of {1} in inventory.", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...": "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...", "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking cups, and before a quarrel could break out, they turned attention aside with a single joke. As the years passed, they came to feel more at ease in a noisy hall than in a quiet room.": "{0}는 단골의 주문과 여행객의 억양을 쉽게 기억했다. 시끄러운 노래와 잔 부딪히는 소리 속을 빠르게 움직였으며 싸움이 터지기 전에 농담 하나로 시선을 돌렸다. 세월이 지나면서 조용한 방보다 시끄러운 홀에서 더 편했다.", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...": "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...", "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th": "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th", "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0}은 돌아온 이후로 계속 의심스러웠습니다. 당신은 여전히 그들을 신뢰할 수 없습니다!", "{0} has joined expedition clan.": "{0} has joined expedition clan.", "{0} hears something moving quickly through the nearby bushes. Soon after, they rummage around eagerly and bring back som...": "{0}이(가) 근처 숲에서 빠르게 움직이는 무언가를 듣는다. 곧이어 열심히 뒤져서 뭔가를 가져온다...", "{0} hears something moving swiftly through the nearby bushes.": "{0} hears something moving swiftly through the nearby bushes.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.": "{0}이/가 근처 덤불을 통해 빠르게 움직이는 것을 듣습니다. 한동안 이리저리 뒤지다가, 결국 의심스러운 무언가를 잡아 당신에게 가져옵니다. \"쉬---!\" 잎의 묶음처럼 보이는 이상한 생물이 {0}의 손아귀에서 무력하게 몸부림치다가 결국 항복합니다. \"단장님, 이것을 어떻게 할까요?\" 당신이 볼 수 있는 한, 이 작은 생물은 특별히 위험해 보이지 않습니다.", "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\"</colo": "{0}이 근처 덤불을 통해 빠르게 움직이는 무언가를 듣습니다. 한참 뒤지다가 의심스러운 무언가를 결국 잡아 당신에게 가져옵니다. \"쉬익!\"</colo", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought ...": "습지를 누비며 {0}은 뱀을 사냥했습니다. 좁은 틈으로 몸을 밀어 넣고, 공기를 맛보며, 손끝으로 뱀의 움직임을 읽었습니다. 그 솜씨로...", "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides": "습지를 누비며 {0}은 뱀을 사냥했습니다. 좁은 틈으로 몸을 밀어 넣고, 공기를 맛보며, 손끝으로 뱀의 움직임을 읽었습니다. 그 솜씨로 독과 가죽을 얻어냈습니다.", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el...": "{0}은 정교한 인갑 세공의 거장으로 알려져 있습니다. 손끝에서 빚어진 갑옷과 장식은 아름답고 강했으며, 많은 이들이 탐내했습니다. 그의 공예는...", "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe": "{0}은 정교한 인갑 세공의 거장으로 알려져 있습니다. 손끝에서 빚어진 갑옷과 장식은 아름답고 강했으며, 많은 이들이 탐내했습니다. 그의 공예는 부족을 높였습니다.", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra...": "{0}은 정교한 인갑 세공의 거장으로 알려져 있습니다. 그 손에서 만든 갑옷과 장식은 아름답고 강했으며, 많은 이들이 탐내했습니다. 그의 공예는...", "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr": "{0}은 정교한 인갑 세공의 거장으로 알려져 있습니다. 그 손에서 만든 갑옷과 장식은 아름답고 강했으며, 많은 이들이 탐내했습니다. 그의 공예는 부족을 높였습니다.", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.": "{0}는 한 통의 편지가 누군가의 운명을 바꾸거나 전투를 뒤바꿀 수 있다는 것을 잘 알았다. 그래서 지친 다리로 모든 길을 끝까지 달렸으며, 닫히는 문 앞에서도 발걸음을 늦추지 않았다. 하지만 급한 순간이 계속되다 보니 고요한 곳에서는 불안해하곤 했다.", "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...": "{0}는 한 통의 편지가 누군가의 운명을 바꿀 수 있다는 것을 잘 알았다. 그래서 지친 다리로 모든 길을...", "{0} looks a bit sheepish, then decides to keep the curious creature with them.": "{0}이(가) 약간 부끄러워하더니 호기심 많은 생물을 자신들과 함께 두기로 결정한다.", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...": "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...", "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.": "{0}는 명령 앞에 두려움이 먼저 몸을 움직이던 그 순간을 잊지 못했다. 젖은 땅을 달아나던 밤, 손의 무기는 한 발씩 나아갈 때마다 무거워졌으며 한 발자국도 마음을 철렁 내려앉혔다. 생존은 안도보다 더 긴 그림자를 남겼다.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.": "{0}는 각 계절이 무엇을 요구하는지 잊지 않았다. 묘목을 옮겨 심고, 병든 잎을 제거하고, 울타리를 넘은 덩굴을 잘라내며 날을 보냈다. 결과가 오래 기다린 후에 나타나는 일에 익숙했던 탓에 급한 요구에 쉽게 흔들리지 않았다.", "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...": "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.": "{0}는 누군가 가르치기 전에 벌써 답을 찾곤 했다. 복잡한 규칙을 빠르게 이해했으며 어려운 과제도 오래 고생하지 않았다. 세월이 지나면서 실수를 하는 법을 배우기 전에 실수를 숨기는 법을 먼저 배웠다.", "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...": "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.": "{0}는 밤 늦게 종소리가 울리면 자주 밖으로 나섰다. 차가운 방에서 죽은 이를 최후의 옷으로 입히고 해가 뜨기 전에 무덤의 흙을 고르곤 했다. 죽음과 가까운 세월은 그들을 차분하게 만들었지만, 산 사람들의 가벼운 농담에는 반응이 느렸다.", "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...": "{0}는 밤 늦게 종소리가 울리면 자주 밖으로 나섰다. 차가운 방에서 죽은 이를 최후의 옷으로 입히고...", "{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several...": "{0}이/가 끈기 있는 덩굴을 헤치고 더 깊숙이 들어갑니다. 잠시 후, 여러 가지를 가지고 힘들게 나옵니다...", "{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.": "{0}이/가 재빨리 손을 집어넣고는 약간 원망스러운 표정으로 당신을 향해 돌아섭니다.", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...": "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...", "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.": "{0}는 한때 자신의 이름으로 움직이던 군인과 관리들을 기억했다. 이제는 작은 짐보따리도 혼자 챙겨야 했지만 길 위에서도 먼저 사람의 거동과 장소의 질서를 눈여겨봤다. 세월이 지났어도 자신의 책임 붕괴가 신분 하강보다 더 무거웠다.", "{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn t...": "{0}이(가) 의식 원 주변을 뒤지고 여전히 쓸모 있어 보이는 모든 것을 조심스럽게 회수한다. 하지만 바로 그 순간 그들이 돌아서려 할 때...", "{0} seconds the corresponding Mood lasts after eating food in a room": "{0}초 방에서 음식을 먹은 후 해당 기분이 지속됩니다", "{0} seconds the corresponding Mood lasts after sleeping in a bed": "{0}초 침대에서 잔 후 해당 기분이 지속됩니다", "{0} seconds the corresponding Mood lasts after sleeping in a room": "{0}초 방에서 잔 후 해당 기분이 지속됩니다", "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "{0}초 바닥에서 잔 후 해당 기분이 지속됩니다. PS: 1배속에서 게임 내 1시간 = 현실 45초", "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0}은 의심스러워 보였지만, 훔치려다 들킨 {1}이 결국 더 나쁘다고 판단했습니다.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.": "{0}는 실패한 주문이 남긴 검댕과 얼어붙은 물방울을 오래 기록했다. 불은 서두르면 번졌고, 바람은 억지로 쓰면 손에서 빠져나갔으며, 흙은 재촉하는 자에게 쉽게 응하지 않았다. 그렇게 배운 신중함은 힘을 제어하는 데 도움이 되었지만 낯선 상황에서는 지나치게 조심스럽게 만들었다.", "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...": "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...": "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...", "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.": "{0}는 연회장보다 먼 항구와 이국 시장에서 더 많은 시간을 보냈다. 학자들이 남긴 기록을 찾아보고, 현지 안내인의 말을 받아 적으며, 지도의 빈 공간에 쉽게 설렜다. 세월이 지나면서 익숙한 안락함보다 낯선 풍경을 그리워했다.", "{0} struggles and looks up at you desperat...": "{0}은 저항하며 당신을 절박한 표정으로...", "{0} thanks you for your trust.": "{0}은 당신의 신뢰에 감사합니다.", "{0} ticks the corresponding effect lasts at the temple, depending on quality": "{0}틱 품질에 따라 사원에서 해당 효과가 지속됩니다", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...": "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...", "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.": "{0}는 매일 한밤중에 같은 길을 반복해서 걸었다. 꺼진 화로를 확인하고, 선술집 뒤에서 들리는 말싸움을 귀 기울여 듣고, 새벽 종이 울릴 때까지 잠을 견뎌냈다. 세월이 지나면서 조용한 골목에서도 먼저 이상한 침묵을 알아챘다.", "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ~ 무거움 ~ {1} ~ 매우 무거움 ~ {2} ~ 운반 불가", "{0}'s ID: {1}": "{0}'s ID: {1}", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...": "{0}의 장비에는 물린 자국과 발톱 긁힘이 남아 있었습니다. 찢어진 가죽 끈을 다시 묶고, 구부러진 창 끝을 펴며, 몬스터의...", "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon": "{0}의 장비에는 물린 자국과 발톱 긁힘이 남아 있었습니다. 찢어진 가죽 끈을 다시 묶고, 구부러진 창 끝을 펴며, 몬스터의 울음소리가 그칠 때까지 숨을 참았습니다.", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands.": "새로 부단장으로 임명된 {0}은 당신이 건네는 휘장을 두 손으로 공손히 받습니다.", "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard ag": "새로 부단장으로 임명된 {0}은 당신이 건네는 휘장을 두 손으로 공손히 받습니다. 그 후 탐사대원들을 향해 돌아서며 승리감 가득한 표정으로 꼬리를 힘껏 흔듭니다.", "{0}, who had been discussing expedition operations with you, carefully speaks up. \"Commander, how about we ask the guil...": "{0}이 당신과 탐사 운영에 대해 논의하고 있던 중, 조심스럽게 말을 꺼낸다. \"지휘관님, 길드에 물어보는 게 어떨까요...", "{0}: Discount percentage applied when the player sells (e.g., if 50, a resource worth 120 gold can only be sold for 60 gold;)": "{0}: 플레이어가 판매할 때 적용되는 할인율(예: 50이면 120골드짜리 자원을 60골드에만 판매할 수 있음;)", "{0}: Hold": "{0}: 홀드", "{0}: Maximum level a unit can reach": "{0}: 유닛이 도달할 수 있는 최대 레벨", "{0}: Maximum level a unit can reach in the current build": "{0}: 현재 빌드에서 유닛이 도달할 수 있는 최대 레벨", "{0}: Minimum increase {1}: Maximum increase": "{0}: 최소 상승치 {1}: 최대 상승치", "{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation": "{0}: 모집 후보 생성 중 유닛에 붙은 성격 특성의 최소 수", "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation", "{0}: Multiplier for required item (usually Mana Stone) quantity increase when Least {1}: Multiplier for required item (usually Mana Stone) quantity increase when Ordinary {2}: Multiplier for required item (usually Mana Stone) quantity increase when Plentiful PS: Intended so that the better the option chosen, the lower the Mana Stone consumption efficiency relative to the stat increase. (241129 note) Least Stat increase multiplier: 1 Consumption quantity multiplier: 0.5 Trade-off ratio (efficiency): 2 Ordinary Stat increase multiplier: 1.2 Consumption quantity multiplier: 1 Trade-off ratio (efficiency): 1.2 Plentiful Stat increase multiplier: 1.5 Consumption quantity multiplier: 2 Trade-off ratio (efficiency): 0.75": "{0}: Least를 선택했을 때 필요 아이템(보통 마석) 수량 증가 배율 {1}: Ordinary를 선택했을 때 필요 아이템(보통 마석) 수량 증가 배율 {2}: Plentiful을 선택했을 때 필요 아이템(보통 마석) 수량 증가 배율 PS: 더 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모 효율이 낮아지도록 의도함. (241129 노트) Least 능력치 상승 배율: 1 소모 수량 배율: 0.5 트레이드오프 비율(효율성): 2 Ordinary 능력치 상승 배율: 1.2 소모 수량 배율: 1 트레이드오프 비율(효율성): 1.2 Plentiful 능력치 상승 배율: 1.5 소모 수량 배율: 2 트레이드오프 비율(효율성): 0.75", "{0}: Number of Inscriptions randomly presented on level up": "{0}: 레벨업 시 무작위로 제시되는 각인의 개수", "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: 모집 후보 생성 시 추가 성격 특성을 부여할 확률(이론상 무한히 반복될 수 있음)", "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: 모집 후보 생성 시 추가 보조 스킬트리를 부여할 확률(이론상 무한히 반복될 수 있음)", "{0}: Required item (usually Mana Stones) quantity increase multiplier for 'least' {1}: Required item (usually Mana Stones) quantity increase multiplier for 'ordinary' {2}: Required item (usually Mana Stones) quantity increase multiplier for 'plentiful' PS: Intended as balancing so that the better option you pick, the lower the efficiency of Mana Stone consumption relative to the stat increase.": "{0}: 'least'을 선택했을 때 필요 아이템(보통 마석) 수량 증가 배율 {1}: 'ordinary'를 선택했을 때 필요 아이템(보통 마석) 수량 증가 배율 {2}: 'plentiful'을 선택했을 때 필요 아이템(보통 마석) 수량 증가 배율 PS: 더 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모 효율이 낮아지도록 밸런싱을 의도함.", "{0}: Starting primary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: 1레벨 시작 시 기본(주) 스킬 포인트 (Status 시트의 스킬 포인트는 참고용일 뿐이며 값을 바꿔도 영향이 없으므로, 여기서 별도로 처리함)", "{0}: Starting secondary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: 1레벨 시작 시 보조 스킬 포인트 (Status 시트의 스킬 포인트는 참고용일 뿐이며 값을 바꿔도 영향이 없으므로, 여기서 별도로 처리함)", "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0}: 최소일 때 스탯 증가 배율 {1}: 보통일 때 스탯 증가 배율 {2}: 풍부일 때 스탯 증가 배율", "{0}: Time interval (in minutes) at which Recruitment candidates refresh NOTE: Set to 50 for now for testing convenience. Needs to be adjusted later.": "{0}: 모집 후보가 갱신되는 시간 간격(분) 참고: 테스트 편의를 위해 현재는 50으로 설정되어 있음. 추후 조정 필요.", "{0}: Time interval (in minutes) at which trade offers refresh": "{0}: 거래 제안이 새로고침되는 시간 간격 (분)", "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 아이템의 수량(FloatValues), 아이템의 종류(StringValues) HW 250905 : 원래 3->4렙 가는게 LowGrade 로 되는데, 알파 데모에서는 막아둠. 이후에는 다시 LowGrade가 되도록 수정 필요.": "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 아이템의 수량(FloatValues), 아이템의 종류(StringValues) HW 250905 : 원래 3->4렙 가는게 LowGrade 로 되는데, 알파 데모에서는 막아둠. 이후에는 다시 LowGrade가 되도록 수정 필요.", "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 최대 경험치 량 PS : 다항식 증가형 -> 경험치=a×(Level^b)+c 방식을 따르도록 설정. 현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 첫 탐사 끝내고 오면 2렙 갈 수 있도록 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.": "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 최대 경험치 량 PS : 다항식 증가형 -> 경험치=a×(Level^b)+c 방식을 따르도록 설정. 현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 첫 탐사 끝내고 오면 2렙 갈 수 있도록 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.", "{0}~{11} : 모집 유닛의 1~12까지 레벨의 기준 취급 가격 NOTE : 공식 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개 12렙 때는 맨몸 유닛 == 미스릴 갑옷 3개 게임 초반에는 유닛의 상대 가치가 낮음 (왜냐면, 죽으면 다시 뽑아서 쓸 수 있도록 해야하므로) 게임 후반에는 유닛의 상대 가치가 다시 점점 높아짐": "{0}~{11} : 모집 유닛의 1~12까지 레벨의 기준 취급 가격 NOTE : 공식 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개 12렙 때는 맨몸 유닛 == 미스릴 갑옷 3개 게임 초반에는 유닛의 상대 가치가 낮음 (왜냐면, 죽으면 다시 뽑아서 쓸 수 있도록 해야하므로) 게임 후반에는 유닛의 상대 가치가 다시 점점 높아짐", "{0}~{11}: Base handling price for Recruitment units at levels 1 through 12 NOTE: Formula Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intent -> When comparing base value, a bare unit at level 1 == 2 wooden armors At level 12, a bare unit == 3 mithril armors Early in the game, a unit's relative value is low (because units should be re-recruitable when they die) Late in the game, a unit's relative value gradually rises again": "{0}~{11}: 모집 유닛의 1~12레벨 기준 취급 가격 참고: 공식 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개 12레벨 때는 맨몸 유닛 == 미스릴 갑옷 3개 게임 초반에는 유닛의 상대적 가치가 낮음(죽으면 다시 모집해서 쓸 수 있어야 하므로) 게임 후반에는 유닛의 상대적 가치가 다시 점점 높아짐", "{0}~{11}: Max experience required to level up at each level (1-12) PS: Set to follow a polynomial growth pattern -> EXP = a×(Level^b)+c. Current formula applied = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) So that players can reach level 2 right after finishing their first expedition, level 1 is an exception to this formula, using 30 instead of 48.": "{0}~{11}: 각 레벨(1~12)에서 레벨업에 필요한 최대 경험치량 PS: 다항식 증가 형태를 따르도록 설정 -> 경험치 = a×(Level^b)+c. 현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 첫 탐사단을 마치고 오면 2레벨로 갈 수 있도록, 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.", "{0}~{11}: Quantity of items required to level up at each level (1-12) (FloatValues), item type (StringValues) HW 250905: Originally, going from level 3->4 uses LowGrade, but this is disabled in the alpha demo. Needs to be changed back to LowGrade afterward.": "{0}~{11}: 각 레벨(1~12)에서 레벨업에 필요한 아이템 수량(FloatValues), 아이템 종류(StringValues) HW 250905: 원래 3->4레벨로 갈 때 LowGrade를 사용하는데, 알파 데모에서는 비활성화되어 있음. 이후 다시 LowGrade를 사용하도록 수정 필요.", "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)", "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1}: 모든 재능을 함께 추가했을 때 가능한 총합의 범위 (최소~최대)", "{0}~{3} : 각 레벨이 되었을 때 각인을 새로 1개 습득함 >> OUTDATE : 이제는 매 레벨 얻는걸로 기획이 변경되었음.": "{0}~{3} : 각 레벨이 되었을 때 각인을 새로 1개 습득함 >> OUTDATE : 이제는 매 레벨 얻는걸로 기획이 변경되었음.", "{0}~{3} : 등장하는 각인 특성의 확률 가중치 일반~전설. 실제 동작상 필수적이진 않지만 확률 파악 편의를 위해 총합 1000이 되도록 맞춰서 기입 바람(int값이어야한다).": "{0}~{3} : 등장하는 각인 특성의 확률 가중치 일반~전설. 실제 동작상 필수적이진 않지만 확률 파악 편의를 위해 총합 1000이 되도록 맞춰서 기입 바람(int값이어야한다).", "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units", "{0}~{3}: Gain 1 new Inscription upon reaching each level >> OUTDATED: Design has since been changed so that one is gained every level.": "{0}~{3}: 각 레벨 도달 시 새로운 각인 1개 획득 >> 구식 정보: 이후 디자인이 변경되어 매 레벨마다 1개씩 획득하는 것으로 바뀜.", "{0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value).": "{0}~{3}: 각인 특성이 등장할 확률 가중치(일반~전설). 실제 동작에 반드시 필요한 값은 아니지만, 확률 추적을 쉽게 하기 위해 합이 1000이 되도록 값을 설정할 것(정수 값이어야 함).", "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.", "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.", "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.", "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/": "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/", "~0-2% / room": "~0-2% / 방", "~1-100% / room": "~1-100% / 방", "~1-7% / room": "~1-7% / 방", "~1-8% / room": "~1-8% / 방", "~1.5s": "~1.5초", "~1.6s": "~1.6초", "~1.7s": "~1.7초", "~100% / room": "~100% / 방", "~12-100% / room": "~12-100% / 방", "~16% / room": "~16% / 방", "~16-18% / room": "~16-18% / 방", "~16-46% / room": "~16-46% / 방", "~17% / room": "~17% / 방", "~17-50% / room": "~17-50% / 방", "~19% / room": "~19% / 방", "~19-46% / room": "~19-46% / 방", "~2-100% / room": "~2-100% / 방", "~2-25% / room": "~2-25% / 방", "~2-4% / room": "~2-4% / 방", "~21% / room": "~21% / 방", "~21-50% / room": "~21-50% / 방", "~24-26% / room": "~24-26% / 방", "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - 개발자 댓글, 편집기 전용 필드, 한국어 현지화 수정사항", "~3-24% / room": "~3-24% / 방", "~3-46% / room": "~3-46% / 방", "~3-50% / room": "~3-50% / 방", "~3-8% / room": "~3-8% / 방", "~4% / room": "~4% / 방", "~44% / room": "~44% / 방", "~46% / room": "~46% / 방", "~5-6% / room": "~5-6% / 방", "~50% / room": "~50% / 방", "~50% reflected": "~50% 반사", "~6-7% / room": "~6-7% / 방", "~7% / room": "~7% / 방", "~7-8% / room": "~7-8% / 방", "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - dev comments, editor-only fields, Korean localization churn", "~8-100% / room": "~8-100% / 방", "~8-25% / room": "~8-25% / 방", "~9-91% / room": "~9-91% / 방", "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0}: 매우 불행 {0}~{1}: 불행 {1}~{2}: 보통 {2}~{3}: 행복 {3}~: 매우 행복", "· 10x": "· 10x", "· 12x": "· 12x", "· 16x": "· 16x", "· 18x": "· 18x", "· 24x": "· 24x", "· 2x": "· 2x", "· 3x": "· 3x", "· 40x": "· 40x", "· 4x": "· 4x", "· 5x": "· 5x", "· 6x": "· 6x", "· 8x": "· 8x", "· Bored:": "· 지루함:", "· Boss": "· Boss", "· Combat": "· 전투", "· Core": "· Core", "· Corridor": "· 복도", "· Elite": "· Elite", "· EliteTreasure": "· EliteTreasure", "· Entry": "· Entry", "· Event": "· 이벤트", "· Goddess": "· Goddess", "· HardCombat": "· HardCombat", "· Heavy Rain": "· 폭우", "· Level {#}": "· 레벨 {#}", "· Phys -{#} · Magic -{#}": "· 물리 -{#} · 마법 -{#}", "· Portal": "· Portal", "· Rain": "· 비", "· Resource": "· 자원", "· SafeFloor": "· 안전한 층", "· Treasure": "· Treasure", "· physical / magic hit": "· 물리 / 마법 피해", "Â- AtkSpd": "- AtkSpd", "Â- Crit": "- Crit", "Â- From:": "- 출처:", "Â- Hit": "- Hit", "Â- MAtk": "- MAtk", "Â- MagRes": "- MagRes", "Â- Natural (from your background)": "- 기본 (배경에서 유래)", "Â- PAtk": "- PAtk", "Â- PhysRes": "- PhysRes", "Â- Res": "- Res", "Â- Source not recorded in the game data": "- 게임 데이터에 출처가 기록되어 있지 않음", "Â- XP": "- XP", "Â- advanced overrides on": "- 고급 재정의 켜짐", "Â- got": "- 보유", "Â- lv": "- lv", "Â- res": "- res", "Â- staff": "- 스태프", "×1 (quality ≥ 10)": "×1 (품질 ≥ 10)", "×1 (quality ≥ 15)": "×1 (품질 ≥ 15)", "×1 (quality ≥ 20)": "×1 (품질 ≥ 20)", "×1 (quality ≥ 5)": "×1 (품질 ≥ 5)", "×2 (quality ≥ 10)": "×2 (품질 ≥ 10)", "×2 (quality ≥ 15)": "×2 (quality ≥ 15)", "×2 (quality ≥ 3)": "×2 (품질 ≥ 3)", "×2 (quality ≥ 5)": "×2 (품질 ≥ 5)", "×4 (quality ≥ 3)": "×4 (품질 ≥ 3)", "×6 (quality ≥ 3)": "×6 (품질 ≥ 3)", "• Acceleration (on the caster): +30% Attack Speed": "• 가속 (시전자): 공격 속도 +30%", "• Acceleration (on user): +30% Attack Speed": "• 가속 (사용자): 공격 속도 +30%", "• Art of Rush (on Yellow Stone Golems): When it takes damage 5 times, it uses a charge attack against the enemy.": "• 쇄도술 (황색 돌골렘): 피해를 5회 받으면 적에게 돌진 공격을 사용합니다.", "• Barrier (on allies): Blocks damage to the head/body, consuming stacks equal to the damage blocked.": "• 보호막 (아군 대상): 머리/몸통에 가해지는 피해를 막고, 막은 피해량만큼 중첩을 소모합니다.", "• Barrier (on user): Blocks damage to the head/body, consuming stacks equal to the damage blocked.": "• 보호막 (사용자 대상): 머리/몸통에 가해지는 피해를 막고, 막은 피해량만큼 중첩을 소모합니다.", "• Barrier: Blocks damage to the head/body, consuming stacks equal to the damage blocked.": "• 보호막: 머리/몸통에 가해지는 피해를 막고, 막은 피해량만큼 중첩을 소모합니다.", "• Bleeding (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "• 출혈 (적 대상): 중첩당 매초 물리 피해 5 (방어력·보호막 무시, 고정값, 공격력 영향 없음, 최대 99중첩). 예: 10중첩 = 초당 물리 피해 50. 지속시간은 시전 스킬에 따라 다름.", "• Bloodlust (on allies): +10% Life Steal, -20% Max Energy": "• 피의 갈증 (아군): 생명력 흡수 +10%, 최대 에너지 -20%", "• Bloody Scratch: Inflicts physical damage equal to 80% of Physical Attack Power twice on the target, and applies Slow for 6 seconds and 3 Bleeding.": "• 피의 할퀴기: 대상에게 물리 공격력의 80%에 해당하는 물리 피해를 두 번 입히고 둔화를 6초 동안, 출혈 3을 부여합니다.", "• Break (on enemy): -50 Physical Resistance": "• 브레이크 (적): 물리 저항 -50", "• Bubble Toad (300 HP) attacks with Tongue Thrust: Deals 100% of Magic Attack Power as magic damage to the target and applies 1 Weakened for 5 seconds. If an enemy is positioned in the same or a rear tile as the target, they also receive the same damage and effect.": "• 버블토드 (300 생명력)가 혀 찌르기로 공격: 대상에게 마법 공격력의 100%에 해당하는 마법 피해를 입히고 약화 1을 5초 동안 부여합니다. 대상과 같은 칸이나 뒤쪽 칸에 적이 있으면 동일한 피해와 효과를 받습니다.", "• Bubbleling (300 HP) attacks with Bubble Tackle: Deals 100% of Magic Attack Power as magic damage to the target.": "• 버블링 (생명력 300)의 공격 스킬 버블 태클: 대상에게 MAtk의 100%만큼 마법 피해.", "• Burning (on enemy): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "• 화상 (적 대상): 중첩당 매초 마법 피해 3 (방어력·보호막 무시, 고정값, 공격력 영향 없음, 최대 50중첩). 예: 10중첩 = 초당 마법 피해 30. 지속시간은 시전 스킬에 따라 다름.", "• Burning (on user): 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "• 화상 (사용자): 스택당 매초 마법 피해 3 (방어력과 배리어 무시, 고정값으로 공격력에 비례하지 않음, 최대 50스택). 예: 10스택 = 초당 마법 피해 30. 지속시간은 부여한 스킬에 따라 정해집니다.", "• Burning: 3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "• 화상: 중첩당 매초 마법 피해 3 (방어력·보호막 무시, 고정값, 공격력 영향 없음, 최대 50중첩). 예: 10중첩 = 초당 마법 피해 30. 지속시간은 시전 스킬에 따라 다름.", "• Cooldown Reduction (on allies): +30 Cooldown Reduction": "• 재사용 대기 감소 (아군): 재사용 대기 감소 +30", "• Cooldown Reduction (on user): +30 Cooldown Reduction": "• 재사용 대기 감소 (사용자): 재사용 대기 감소 +30", "• Corrosion (on enemy): Head, body armor and shield durability decreases by stack * 0.2 per second.": "• 부식 (적 대상): 매초 머리/몸통 방어구 및 방패 내구도가 중첩 × 0.2만큼 감소.", "• Disturbance (on enemy): -25% Hit Chance": "• 교란 (적 대상): 명중률 -25%", "• Dizziness (on enemy): Applies Stun for 1 seconds when 2 stacks accumulate. Stacks reset when Stun is applied.": "• 현기증 (적 대상): 2중첩이 쌓이면 1초간 기절 부여. 기절 적용 시 중첩 초기화.", "• Energy: Energy indicates how energized a unit is. When tired, units fall asleep automatically, and if energy is fully depleted, the unit becomes Severely Exhausted, falling unconscious and unresponsive. Energy depletes slowly while awake and is consumed when using skills. Let the unit sleep, lie in bed, or rest near a campfire to recover energy.": "• 에너지: 에너지는 유닛이 얼마나 활력 있는지를 나타냅니다. 피곤해지면 유닛은 자동으로 잠들며, 에너지가 완전히 고갈되면 극심한 탈진 상태가 되어 의식을 잃고 반응하지 않게 됩니다. 에너지는 깨어 있는 동안 서서히 소모되며 스킬 사용 시에도 소모됩니다. 유닛을 재우거나 침대에 눕히거나 모닥불 근처에서 쉬게 하면 에너지를 회복할 수 있습니다.", "• Exposed Flaw (on enemy): Cannot dodge attacks and critical hits are guaranteed for the remaining hits.": "• 약점 노출 (적 대상): 공격을 회피할 수 없으며, 이후 공격은 치명타가 확정됩니다.", "• Exposed Flaw (on user): Cannot dodge attacks and critical hits are guaranteed for the remaining hits.": "• 약점 노출 (사용자 대상): 공격을 회피할 수 없으며, 이후 공격은 치명타가 확정됩니다.", "• Female Gloth (3200 HP) attacks with Gloth Spit: Deals damage equal to 100% of Magic Attack Power to the target.": "• 암컷 글로트 (3200 생명력)가 글로트의 침 뱉기로 공격: 대상에게 마법 공격력의 100%에 해당하는 피해를 입힙니다.", "• Fortification (on user): +35% Guard Chance": "• 요새화 (사용자 대상): 가드 확률 +35%", "• Haste (on the caster): +40% Movement Speed": "• 헤이스트 (시전자): 이동 속도 +40%", "• Healing Touch: Restores an ally unit's Current Health by 50% of Magic Attack Power.": "• 치유의 손길: 아군 유닛의 현재 생명력을 마법 공격력의 50%만큼 회복시킵니다.", "• Health Boost (on allies): Restores 10 Current Health per stack every second.": "• 생명력 회복 (아군): 스택당 매초 현재 생명력 10 회복", "• Health Boost (on the caster): Restores 10 Current Health per stack every second.": "• 생명력 회복 (시전자): 스택당 매초 현재 생명력 10 회복", "• Ladybug (2000 HP) attacks with LadyBug Charge: Charge at a target 1 tile or more away, dealing 100% of your physical damage and apply 1 Dizziness for 5 seconds.": "• 무당벌레 (생명력 2000)의 공격 스킬 무당벌레 돌진: 1칸 이상 떨어진 대상에게 돌진하여 물리 피해의 100%를 입히고 5초간 현기증 1을 부여합니다.", "• Max Energy: The maximum energy the unit can have. Determines the maximum value of Energy.": "• 최대 에너지: 유닛이 가질 수 있는 최대 에너지량입니다. 에너지의 최댓값을 결정합니다.", "• Mucus Sprayer (200 HP) attacks with Snatching Prey: The targeted Mucus Sprayer throws a hooked vine in all directions, dealing 100% of the vine's magic attack power as magic damage to enemy units caught in the vine and granting Rooting for 3 seconds.": "• 점액분사체 (200 생명력)가 먹잇감 낚아채기로 공격: 대상 점액분사체가 갈고리 덩굴을 전방위로 던져, 덩굴에 걸린 적 유닛에게 덩굴의 마법 공격력의 100%에 해당하는 마법 피해를 입히고 속박을 3초 동안 부여합니다.", "• Mucus Sprayer (200 HP) attacks with Spray: Deals 80% of magic attack power as magic damage to all enemy targets within 6 range, and applies 1 Slow and Disturbance for 5 seconds. After 40 seconds, it crumbles and returns to nature.": "• 점액분사체 (200 생명력)가 분사로 공격: 사거리 6 이내 모든 적 대상에게 마법 공격력의 80%에 해당하는 마법 피해를 입히고 둔화 1과 교란을 5초 동안 부여합니다. 40초 후 부서져 자연으로 돌아갑니다.", "• Near Death: On the brink of death, you will die when the duration expires. A unit can recover from this state if rescued from Severely Damaged, or if another unit feeds them to remove Severely Hungry. While in the Near Death state the unit falls unconscious and cannot be controlled.": "• 빈사: 죽음 직전의 상태로, 지속시간이 끝나면 사망합니다. 중상 상태에서 구조되거나 다른 유닛이 먹여주어 심각한 굶주림이 해소되면 이 상태에서 회복할 수 있습니다. 빈사 상태에서는 의식을 잃어 조작할 수 없습니다.", "• Pulsating Rock (800 HP): A stone that writhes periodically. After 10 seconds, the rock breaks apart and summons a Yellow Stone Golem.": "• 고동치는 바위 (800 생명력): 주기적으로 꿈틀거리는 돌. 10초 후 바위가 부서지며 황색 돌골렘을 소환합니다.", "• Red Rat (800 HP) attacks with Basic Monster Blunt: Deals physical damage equal to 100% of Physical Attack Power to the target.": "• 붉은 쥐 (800 생명력)가 몬스터 기본 타격으로 공격: 대상에게 물리 공격력의 100%에 해당하는 물리 피해를 입힙니다.", "• Rooting (on enemy): Unable to move from the current position.": "• 속박 (적 대상): 현재 위치에서 이동 불가.", "• Royal Jelly Consumption (on allies): A state of overflowing vitality and heightened Mood after consuming Royal Jelly.": "• 로열젤리 섭취 (아군): 로열젤리를 섭취한 후 활력이 넘치고 기분이 고양된 상태.", "• Severely Damaged (removes): Triggers the Near Death state. Other unit can restore you from the Near Death state via rescue interactions. TIP : Use surgery table to recovery without comsuming item.": "• 중상 (해제 시): 빈사 상태를 유발합니다. 다른 유닛이 구조 상호작용으로 빈사 상태를 해제할 수 있습니다. 팁: 수술대를 사용하면 아이템 소모 없이 회복할 수 있습니다.", "• Shell (on the caster): Consumes 1 stack to reduce damage taken to 1. This effect takes precedence over guard.": "• 쉘 (시전자 대상): 중첩 1을 소모하여 받는 피해를 1로 감소시킵니다. 이 효과는 가드보다 우선 적용됩니다.", "• Slow (on enemy): -30% Movement Speed": "• 둔화 (적 대상): 이동 속도 -30%", "• Slow (on user): -30% Movement Speed": "• 둔화 (사용자): 이동 속도 -30%", "• Solar Bloom (200 HP) attacks with Attack: Deals 120% of your magic attack power as magic damage to targets within 6 range. On a critical hit, inflicts Dizziness for 5 seconds. After 40 seconds, it crumbles and returns to nature. Attacks once every 1 seconds.": "• 솔라블룸 (200 생명력)이 공격으로 공격: 사거리 6 이내 대상에게 마법 공격력의 120%에 해당하는 마법 피해를 입힙니다. 치명타 발생 시 현기증을 5초 동안 부여합니다. 40초 후 부서져 자연으로 돌아갑니다. 1초마다 한 번씩 공격합니다.", "• Stiffness (on enemy): -50% Dodge Chance": "• 경직 (적 대상): 회피율 -50%", "• Strange Seed (150 HP) has Regeneration aura: Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": "• 기이한 씨앗 (150 생명력)이 재생 오라 보유: 사거리 1 이내 유닛은 소환자 마법 공격력의 15%에 해당하는 생명력 재생을 얻습니다. 40초 후 부서져 자연으로 돌아갑니다.", "• Stun (on enemy): Unable to act for a brief period.": "• 기절 (적 대상): 잠시 행동 불가.", "• Stun (on units in the area): Unable to act for a brief period.": "• 기절 (범위 내 유닛 대상): 잠시 행동 불가.", "• Stun: Unable to act for a brief period.": "• 기절: 짧은 시간 동안 행동할 수 없습니다.", "• Sunheart Bloom (200 HP) attacks with Attack: Deals 140% of magic attack power as magic damage to all nearby enemies and applies Critical Weakness for 3 seconds. Applies 1 of Dizziness on a critical hit. After 20 seconds, it crumbles and returns to nature.": "• 선하트블룸 (200 생명력)이 공격으로 공격: 주변 모든 적에게 마법 공격력의 140%에 해당하는 마법 피해를 입히고 치명타 약점을 3초 동안 부여합니다. 치명타 발생 시 현기증 1을 부여합니다. 20초 후 부서져 자연으로 돌아갑니다.", "• Swallow Corpse (on the caster): Physical attack power increases by 30% for each stack.": "• 시체 삼키기 (시전자): 스택당 물리 공격력이 30% 증가합니다.", "• Taunt (on enemy): Attack the target that taunted you first.": "• 도발 (적 대상): 자신을 도발한 대상을 우선 공격합니다.", "• Taunt (on the caster): Attack the target that taunted you first.": "• 도발 (시전자): 도발한 대상을 최우선으로 공격합니다.", "• Taunt: Attack the target that taunted you first.": "• 도발: 도발한 대상을 최우선으로 공격합니다.", "• Vulnerable (on allies): +20% Damage Taken": "• 취약 (아군): 받는 피해 +20%", "• Vulnerable (on enemy): +20% Damage Taken": "• 취약 (적 대상): 받는 피해 +20%", "• Weakened (on enemy): -20% Damage Dealt": "• 약화 (적 대상): 가하는 피해 -20%", "• Wild Herb (on allies): Restore health gradually.": "• 야생 약초 (아군): 생명력을 서서히 회복합니다.", "← All dungeon rooms": "← 모든 던전 방", "↑ back to top": "↑ 맨 위로", "→ AffecterTable,": "→ AffecterTable,", "→ BuildingTable,": "→ BuildingTable,", "→ DropTable,": "→ DropTable,", "→ ItemTable,": "→ ItemTable,", "→ ResearchTable.": "→ ResearchTable.", "→ SkillTable,": "→ SkillTable,", "→ StatusTable,": "→ StatusTable,", "→ UnitTable,": "→ UnitTable,", "→ event tables,": "→ 이벤트 관련 표,", "∞ (unlimited)": "∞ (무제한)", "⟨name 2⟩": "⟨name 2⟩", "⟨name⟩": "⟨name⟩", "가넷 구리 스태프 - Dungeon Settlers Wiki": "가넷 구리 스태프 - Dungeon Settlers Wiki", "가넷 구리 스태프 icon": "가넷 구리 스태프 icon", "가넷 목걸이 - Dungeon Settlers Wiki": "가넷 목걸이 - Dungeon Settlers Wiki", "가넷 목걸이 icon": "가넷 목걸이 아이콘", "가넷 반지 - Dungeon Settlers Wiki": "가넷 반지 - Dungeon Settlers Wiki", "가넷 반지 icon": "가넷 반지 아이콘", "가넷 아크론 스태프 - Dungeon Settlers Wiki": "가넷 아크론 스태프 - Dungeon Settlers Wiki", "가넷 아크론 스태프 icon": "가넷 아크론 스태프 icon", "가넷 주석 스태프 - Dungeon Settlers Wiki": "가넷 주석 스태프 - Dungeon Settlers Wiki", "가넷 주석 스태프 icon": "가넷 주석 스태프 icon", "가넷 청동 스태프 - Dungeon Settlers Wiki": "가넷 청동 스태프 - Dungeon Settlers Wiki", "가넷 청동 스태프 icon": "가넷 청동 스태프 icon", "가드 대미지 감소율 - Dungeon Settlers Wiki": "가드 대미지 감소율 - Dungeon Settlers Wiki", "가드 대미지 감소율 icon": "가드 대미지 감소율 아이콘", "가드 베리어 - Dungeon Settlers Wiki": "가드 베리어 - Dungeon Settlers Wiki", "가드 베리어 icon": "가드 베리어 아이콘", "가드시 3초 동안 가드에 의해 감소된 피해량의 25% 만큼의 보호막을 얻습니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "가드시 3초 동안 가드에 의해 감소된 피해량의 25% 만큼의 보호막을 얻습니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "가드시 잃은 생명력의 {{#}}% 만큼 회복하고, 스스로 {{#}}초 동안 [AFFECTER_IronWall]을 얻습니다.": "가드시 잃은 생명력의 {{#}}% 만큼 회복하고, 스스로 {{#}}초 동안 [AFFECTER_IronWall]을 얻습니다.", "가드율 - Dungeon Settlers Wiki": "가드율 - Dungeon Settlers Wiki", "가드율 icon": "가드율 아이콘", "가디언즈 타운트 - Dungeon Settlers Wiki": "가디언즈 타운트 - Dungeon Settlers Wiki", "가디언즈 타운트 icon": "가디언즈 타운트 아이콘", "가디언즈 타운트 range and area shown on a dungeon room": "가디언즈 타운트의 사거리와 범위를 던전 방에 표시한 모습", "가마 - Dungeon Settlers Wiki": "가마 - Dungeon Settlers Wiki", "가벼운 몸놀림 - Dungeon Settlers Wiki": "가벼운 몸놀림 - Dungeon Settlers Wiki", "가벼운 몸놀림 icon": "가벼운 몸놀림 icon", "가속 - Dungeon Settlers Wiki": "가속 - Dungeon Settlers Wiki", "가속 icon": "가속 아이콘", "가시 거북 - Dungeon Settlers Wiki": "가시 거북 - Dungeon Settlers Wiki", "가시 거북 icon": "가시 거북 아이콘", "가시 거북 variant": "가시 거북 변형", "가시 암벽 - Dungeon Settlers Wiki": "가시 암벽 - Dungeon Settlers Wiki", "가시 암벽 icon": "가시 암벽 아이콘", "가시등껍질 - Dungeon Settlers Wiki": "가시등껍질 - Dungeon Settlers Wiki", "가시등껍질 icon": "가시등껍질 icon", "가장 가까운 버블링 1마리를 소모하여 대상 아군 유닛에게 10초 동안 마법 공격력의 300%에 해당하는 보호막을 부여합니다. 3타일 인접한 주변의 아군 대상에게 최대 4회 튕기며 동일한 보호막을 부여합니다. 누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다. 1 energy - 15s cooldown Effects: • 보호막 (on allies): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Summons: • 버블링 (300 HP) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.": "가장 가까운 버블링 1마리를 소모하여 대상 아군 유닛에게 10초 동안 마법 공격력의 300%에 해당하는 보호막을 부여합니다. 3타일 인접한 주변의 아군 대상에게 최대 4회 튕기며 동일한 보호막을 부여합니다. 누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다. 1 energy - 15s cooldown Effects: • 보호막 (on allies): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Summons: • 버블링 (300 생명력) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.", "가장 가까운 버블링 1마리를 소모하여 대상 타일로 빙하를 낙하시킵니다. 해당 위치의 유닛을 1타일 넉백시키며 적 유닛인 경우 마법 공격력의 150%의 피해를 입힙니다. 얼어붙은 기둥은 1초마다 인접한 적 유닛에게 2초 동안 방해를 부여합니다. 1 energy - 15s cooldown Effects: • 방해 (on enemy): -25% 명중률 Summons: • 버블링 (300 HP) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.": "가장 가까운 버블링 1마리를 소모하여 대상 타일로 빙하를 낙하시킵니다. 해당 위치의 유닛을 1타일 넉백시키며 적 유닛인 경우 마법 공격력의 150%의 피해를 입힙니다. 얼어붙은 기둥은 1초마다 인접한 적 유닛에게 2초 동안 방해를 부여합니다. 1 energy - 15s cooldown Effects: • 방해 (on enemy): -25% 명중률 Summons: • 버블링 (300 생명력) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.", "가장 가까운 버블링 2마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환한 버블토드가 1마리가 넘을 경우, 가장 체력이 낮은 버블토드를 제거합니다. 1 energy - 20s cooldown Summons: • 버블링 (300 HP) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.": "가장 가까운 버블링 2마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환한 버블토드가 1마리가 넘을 경우, 가장 체력이 낮은 버블토드를 제거합니다. 1 energy - 20s cooldown Summons: • 버블링 (300 생명력) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.", "가장 가까운 버블링 2마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환한 버블토드가 1마리가 넘을 경우, 가장 체력이 낮은 버블토드를 제거합니다. 1 energy - 20s cooldown Summons: • 버블토드 (300 HP) attacks with 텅 스러스트: 대상에게 마법 공격력의 100%의 마법 피해를 입히고, 5초 동안 1의 쇠약을 부여합니다. 대상과 동일하거나 뒤쪽 타일에 위치한 적이 있다면 동일한 피해와 효과를 부여합니다.": "가장 가까운 버블링 2마리를 소모하여 지정한 위치에 버블토드를 소환합니다. 소환한 버블토드가 1마리가 넘을 경우, 가장 체력이 낮은 버블토드를 제거합니다. 1 energy - 20s cooldown Summons: • 버블토드 (300 생명력) attacks with 텅 스러스트: 대상에게 마법 공격력의 100%의 마법 피해를 입히고, 5초 동안 1의 쇠약을 부여합니다. 대상과 동일하거나 뒤쪽 타일에 위치한 적이 있다면 동일한 피해와 효과를 부여합니다.", "가장 가까운 적대 대상으로부터 도주합니다. 10s cooldown": "가장 가까운 적대 대상으로부터 도주합니다. 10s cooldown", "가장 가까운 적대 대상으로부터 도주합니다. 1s cooldown": "가장 가까운 적대 대상으로부터 도주합니다. 1s cooldown", "가죽 - Dungeon Settlers Wiki": "가죽 - Dungeon Settlers Wiki", "가죽 icon": "가죽 아이콘", "가죽 가공대 - Dungeon Settlers Wiki": "가죽 가공대 - Dungeon Settlers Wiki", "가죽 가방 - Dungeon Settlers Wiki": "가죽 가방 - Dungeon Settlers Wiki", "가죽 가방 icon": "가죽 가방 아이콘", "가죽 갑옷 - Dungeon Settlers Wiki": "가죽 갑옷 - Dungeon Settlers Wiki", "가죽 갑옷 icon": "가죽 갑옷 아이콘", "가죽 침낭 - Dungeon Settlers Wiki": "가죽 침낭 - Dungeon Settlers Wiki", "가죽 침낭 icon": "가죽 침낭 아이콘", "가죽 투구 - Dungeon Settlers Wiki": "가죽 투구 - Dungeon Settlers Wiki", "가죽 투구 icon": "가죽 투구 icon", "각 주문의 피해량을 대상 HP 대비 %로 확인하려면; 스킬 피해량 수치에 마우스를 올리면 기본 공격 + 무기 + 계수 + 치명타의 전체 분석을 볼 수 있습니다.": "각 주문의 피해량을 대상 생명력 대비 %로 확인하려면; 스킬 피해량 수치에 마우스를 올리면 기본 공격 + 무기 + 계수 + 치명타의 전체 분석을 볼 수 있습니다.", "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.", "각인 {#}개 사용 | 메인 SP": "각인 {#}개 사용 | 메인 SP", "각인 {#}개 사용 | 서브 SP": "각인 {#}개 사용 | 서브 SP", "감속 - Dungeon Settlers Wiki": "감속 - Dungeon Settlers Wiki", "감속 icon": "감속 아이콘", "갑각 갑옷 - Dungeon Settlers Wiki": "갑각 갑옷 - Dungeon Settlers Wiki", "갑각 갑옷 icon": "갑각 갑옷 아이콘", "갑각 검 - Dungeon Settlers Wiki": "갑각 검 - Dungeon Settlers Wiki", "갑각 검 icon": "갑각 검 icon", "갑각 곤봉 - Dungeon Settlers Wiki": "갑각 곤봉 - Dungeon Settlers Wiki", "갑각 곤봉 icon": "갑각 곤봉 icon", "갑각 껍질 - Dungeon Settlers Wiki": "갑각 껍질 - Dungeon Settlers Wiki", "갑각 껍질 icon": "갑각 껍질 아이콘", "갑각 단검 - Dungeon Settlers Wiki": "갑각 단검 - Dungeon Settlers Wiki", "갑각 단검 icon": "갑각 단검 icon", "갑각 대검 - Dungeon Settlers Wiki": "갑각 대검 - Dungeon Settlers Wiki", "갑각 대검 icon": "갑각 대검 icon", "갑각 도끼 - Dungeon Settlers Wiki": "갑각 도끼 - Dungeon Settlers Wiki", "갑각 도끼 icon": "갑각 도끼 icon", "갑각 막대기 - Dungeon Settlers Wiki": "갑각 막대기 - Dungeon Settlers Wiki", "갑각 막대기 icon": "갑각 막대기 아이콘", "갑각 방패 - Dungeon Settlers Wiki": "갑각 방패 - Dungeon Settlers Wiki", "갑각 방패 icon": "갑각 방패 아이콘", "갑각 창 - Dungeon Settlers Wiki": "갑각 창 - Dungeon Settlers Wiki", "갑각 창 icon": "갑각 창 icon", "갑각 투구 - Dungeon Settlers Wiki": "갑각 투구 - Dungeon Settlers Wiki", "갑각 투구 icon": "갑각 투구 icon", "갑각 화살 - Dungeon Settlers Wiki": "갑각 화살 - Dungeon Settlers Wiki", "갑각 화살 icon": "갑각 화살 아이콘", "갑각 활 - Dungeon Settlers Wiki": "갑각 활 - Dungeon Settlers Wiki", "갑각 활 icon": "갑각 활 icon", "강력한 마력의 파동으로 내려찍어 대상 및 대상과 인접한 적에게 마법 공격력의 200%에 해당하는 피해를 입힙니다. 15s cooldown": "강력한 마력의 파동으로 내려찍어 대상 및 대상과 인접한 적에게 마법 공격력의 200%에 해당하는 피해를 입힙니다. 15s cooldown", "강렬한 살기를 발산하여 적 유닛에게 물리 공격력의 30%의 피해를 입히고 5초 동안 1의 빈틈과 둔화를 부여합니다. 5 energy - 15s cooldown Effects: • 빈틈 (on enemy): 남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다. • 둔화 (on enemy): -30% 이동 속도": "강렬한 살기를 발산하여 적 유닛에게 물리 공격력의 30%의 피해를 입히고 5초 동안 1의 빈틈과 둔화를 부여합니다. 5 energy - 15s cooldown Effects: • 빈틈 (on enemy): 남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다. • 둔화 (on enemy): -30% 이동 속도", "강인함 - Dungeon Settlers Wiki": "강인함 - Dungeon Settlers Wiki", "강인함 icon": "강인함 icon", "강철 막대기 - Dungeon Settlers Wiki": "강철 막대기 - Dungeon Settlers Wiki", "강철 막대기 icon": "강철 막대기 아이콘", "강하게 발을 굴러 근처 모든 적 유닛에게 물리 공격력의 30%의 물리 피해를 입히고 15초간 방해와 1의 어지러움을 부여합니다. 6 energy - 30s cooldown Effects: • 방해 (on enemy): -25% 명중률 • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.": "강하게 발을 굴러 근처 모든 적 유닛에게 물리 공격력의 30%의 물리 피해를 입히고 15초간 방해와 1의 어지러움을 부여합니다. 6 energy - 30s cooldown Effects: • 방해 (on enemy): -25% 명중률 • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.", "개량된 풀 죽 - Dungeon Settlers Wiki": "개량된 풀 죽 - Dungeon Settlers Wiki", "개량된 풀 죽 icon": "개량된 풀 죽 icon", "개량된 풀 죽 섭취 - Dungeon Settlers Wiki": "개량된 풀 죽 섭취 - Dungeon Settlers Wiki", "개량된 풀 죽 섭취 icon": "개량된 풀 죽 섭취 아이콘", "개발자의 편지 - Dungeon Settlers Wiki": "개발자의 편지 - Dungeon Settlers Wiki", "개발자의 편지 icon": "개발자의 편지 아이콘", "개발중인 빌드 - desc": "개발중인 빌드 - desc", "개화한 메아리 꽃 - Dungeon Settlers Wiki": "개화한 메아리 꽃 - Dungeon Settlers Wiki", "거대 스톤 골렘 - Dungeon Settlers Wiki": "거대 스톤 골렘 - Dungeon Settlers Wiki", "거대 스톤 골렘 icon": "거대 스톤 골렘 아이콘", "거대 스톤 골렘 variant": "거대 스톤 골렘 변형", "거대 스톤 골렘 영혼 - Dungeon Settlers Wiki": "거대 스톤 골렘 영혼 - Dungeon Settlers Wiki", "거대 스톤 골렘 영혼 icon": "거대 스톤 골렘 영혼 아이콘", "거대 스톤 골렘의 잔해 - Dungeon Settlers Wiki": "거대 스톤 골렘의 잔해 - Dungeon Settlers Wiki", "거대 암흑 가시 덩굴 - Dungeon Settlers Wiki": "거대 암흑 가시 덩굴 - Dungeon Settlers Wiki", "거대스톤골렘 영혼석 - Dungeon Settlers Wiki": "거대스톤골렘 영혼석 - Dungeon Settlers Wiki", "거대스톤골렘 영혼석 icon": "거대스톤골렘 영혼석 아이콘", "거대한 왕관 - Dungeon Settlers Wiki": "거대한 왕관 - Dungeon Settlers Wiki", "거대한 왕관 icon": "거대한 왕관 icon", "거의 없는 지원 마차 - Dungeon Settlers Wiki": "거의 없는 지원 마차 - Dungeon Settlers Wiki", "거지 - Dungeon Settlers Wiki": "거지 - Dungeon Settlers Wiki", "거지 icon": "거지 아이콘", "거한의 각인 - Dungeon Settlers Wiki": "거한의 각인 - Dungeon Settlers Wiki", "거한의 각인 icon": "거한의 각인 icon", "건빵 - Dungeon Settlers Wiki": "건빵 - Dungeon Settlers Wiki", "건빵 icon": "건빵 icon", "건조대 - Dungeon Settlers Wiki": "건조대 - Dungeon Settlers Wiki", "건축 workload * {0} = 파괴 태스크 수행 Workload": "건축 workload * {0} = 파괴 태스크 수행 Workload", "건축 능력치 - Dungeon Settlers Wiki": "건축 능력치 - Dungeon Settlers Wiki", "건축 능력치 icon": "건축 능력치 아이콘", "검 보관함 - Dungeon Settlers Wiki": "검 보관함 - Dungeon Settlers Wiki", "검 수련의 각인 - Dungeon Settlers Wiki": "검 수련의 각인 - Dungeon Settlers Wiki", "검 수련의 각인 icon": "검 수련의 각인 icon", "검 스킬 [Shared_Aptitude]": "검 스킬 [Shared_Aptitude]", "검 스킬 적성 - Dungeon Settlers Wiki": "검 스킬 적성 - Dungeon Settlers Wiki", "검 스킬 적성 icon": "검 스킬 적성 아이콘", "검 스킬 트리 - Dungeon Settlers Wiki": "검 스킬 트리 - Dungeon Settlers Wiki", "검 스킬 트리 overview": "검 스킬 트리 개요", "검 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "검 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "검 추가 - 각인 {#}개 사용 | 메인 SP": "검 추가 - 각인 {#}개 사용 | 메인 SP", "검색 가능한 GameSystemTable": "검색 가능한 GameSystemTable", "검은 혈청 - Dungeon Settlers Wiki": "검은 혈청 - Dungeon Settlers Wiki", "검은 혈청 icon": "검은 혈청 아이콘", "검을 대상에게 강하게 내려찍어 물리 공격력의 300%에 해당하는 물리 피해를 입힙니다. 3 energy - 12s cooldown": "검을 대상에게 강하게 내려찍어 물리 공격력의 300%에 해당하는 물리 피해를 입힙니다. 3 energy - 12s cooldown", "겁쟁이 - Dungeon Settlers Wiki": "겁쟁이 - Dungeon Settlers Wiki", "겁쟁이 icon": "겁쟁이 icon", "게임 일시 정지 및 재개 : Space": "게임 일시 정지 및 재개 : Space", "게임에 등장하는 다양한 NPC와 상호작용할 수 있습니다.": "게임에 등장하는 다양한 NPC와 상호작용할 수 있습니다.", "격파의 각인 - Dungeon Settlers Wiki": "격파의 각인 - Dungeon Settlers Wiki", "격파의 각인 icon": "격파의 각인 icon", "견고한 보물 상자 - Dungeon Settlers Wiki": "견고한 보물 상자 - Dungeon Settlers Wiki", "견습 마법사의 코덱스 - Dungeon Settlers Wiki": "견습 마법사의 코덱스 - Dungeon Settlers Wiki", "결계 - Dungeon Settlers Wiki": "결계 - Dungeon Settlers Wiki", "결계 icon": "결계 아이콘", "결정에 대한 불만 - Dungeon Settlers Wiki": "결정에 대한 불만 - Dungeon Settlers Wiki", "결정에 대한 불만 icon": "결정에 대한 불만 아이콘", "경직 - Dungeon Settlers Wiki": "경직 - Dungeon Settlers Wiki", "경직 icon": "경직 아이콘", "경험치 - Dungeon Settlers Wiki": "경험치 - Dungeon Settlers Wiki", "경험치 icon": "경험치 아이콘", "경험치 획득 보너스 - Dungeon Settlers Wiki": "경험치 획득 보너스 - Dungeon Settlers Wiki", "경험치 획득 보너스 icon": "경험치 획득 보너스 아이콘", "고갈된 던전 - Dungeon Settlers Wiki": "고갈된 던전 - Dungeon Settlers Wiki", "고갈된 던전 icon": "고갈된 던전 icon", "고기 구이 - Dungeon Settlers Wiki": "고기 구이 - Dungeon Settlers Wiki", "고기 구이 icon": "고기 구이 icon", "고기 구이 섭취 - Dungeon Settlers Wiki": "고기 구이 섭취 - Dungeon Settlers Wiki", "고기 구이 섭취 icon": "고기 구이 섭취 아이콘", "고기 꼬치 섭취 - Dungeon Settlers Wiki": "고기 꼬치 섭취 - Dungeon Settlers Wiki", "고기 꼬치 섭취 icon": "고기 꼬치 섭취 아이콘", "고기 꼬치구이 - Dungeon Settlers Wiki": "고기 꼬치구이 - Dungeon Settlers Wiki", "고기 꼬치구이 icon": "고기 꼬치구이 icon", "고기 벌레 (resource node)": "고기 벌레 (자원 노드)", "고기 벌레 (resource node) - Dungeon Settlers Wiki": "고기 벌레 (자원 노드) - 던전 세틀러즈 위키", "고기 스튜 - Dungeon Settlers Wiki": "고기 스튜 - Dungeon Settlers Wiki", "고기 스튜 icon": "고기 스튜 icon", "고기 스튜 섭취 - Dungeon Settlers Wiki": "고기 스튜 섭취 - Dungeon Settlers Wiki", "고기 스튜 섭취 icon": "고기 스튜 섭취 아이콘", "고기 죽 - Dungeon Settlers Wiki": "고기 죽 - Dungeon Settlers Wiki", "고기 죽 icon": "고기 죽 icon", "고기벌레 조사 완료 - Dungeon Settlers Wiki": "고기벌레 조사 완료 - Dungeon Settlers Wiki", "고기벌레 조사 완료 icon": "고기벌레 조사 완료 아이콘", "고기죽 섭취 - Dungeon Settlers Wiki": "고기죽 섭취 - Dungeon Settlers Wiki", "고기죽 섭취 icon": "고기죽 섭취 아이콘", "고대 벽화 조각 - Dungeon Settlers Wiki": "고대 벽화 조각 - Dungeon Settlers Wiki", "고대 벽화 조각 icon": "고대 벽화 조각 icon", "고대 숲 책장 (옆면) - Dungeon Settlers Wiki": "고대 숲 책장 (옆면) - Dungeon Settlers Wiki", "고대 숲 책장 - Dungeon Settlers Wiki": "고대 숲 책장 - Dungeon Settlers Wiki", "고대 톱니바퀴 - Dungeon Settlers Wiki": "고대 톱니바퀴 - Dungeon Settlers Wiki", "고대 톱니바퀴 icon": "고대 톱니바퀴 아이콘", "고무적인 - Dungeon Settlers Wiki": "고무적인 - Dungeon Settlers Wiki", "고무적인 icon": "고무적인 아이콘", "고블린 - Dungeon Settlers Wiki": "고블린 - Dungeon Settlers Wiki", "고블린 icon": "고블린 icon", "고블린 공격 - Dungeon Settlers Wiki": "고블린 공격 - Dungeon Settlers Wiki", "고블린 공격 icon": "고블린 공격 아이콘", "고블린 공격 range and area on a dungeon room": "고블린 공격 사거리 및 범위 (던전 방)", "고블린 공격 range and area shown on a dungeon room": "던전 방에 표시된 고블린 공격의 사거리와 범위", "고블린 대형 천막 (resource node)": "고블린 대형 천막 (자원 노드)", "고블린 대형 천막 (resource node) - Dungeon Settlers Wiki": "고블린 대형 천막 (자원 노드) - 던전 세틀러즈 위키", "고블린 도주 - Dungeon Settlers Wiki": "고블린 도주 - Dungeon Settlers Wiki", "고블린 도주 icon": "고블린 도주 아이콘", "고블린 도주 range and area on a dungeon room": "고블린 도주 사거리 및 범위 (던전 방)", "고블린 도주 range and area shown on a dungeon room": "던전 방에 표시된 고블린 도주의 사거리와 범위", "고블린 라이더 - Dungeon Settlers Wiki": "고블린 라이더 - Dungeon Settlers Wiki", "고블린 라이더 icon": "고블린 라이더 아이콘", "고블린 라이더 variant": "고블린 라이더 변형", "고블린 모닥불 - Dungeon Settlers Wiki": "고블린 모닥불 - Dungeon Settlers Wiki", "고블린 사제 - Dungeon Settlers Wiki": "고블린 사제 - Dungeon Settlers Wiki", "고블린 사제 icon": "고블린 사제 아이콘", "고블린 사제 variant": "고블린 사제 변형", "고블린 승리 - Dungeon Settlers Wiki": "고블린 승리 - Dungeon Settlers Wiki", "고블린 승리 GAMESYSTEM_Environment_{affecterName}": "고블린 승리 GAMESYSTEM_Environment_{affecterName}", "고블린 승리 icon": "고블린 승리 icon", "고블린 싸움꾼 - Dungeon Settlers Wiki": "고블린 싸움꾼 - Dungeon Settlers Wiki", "고블린 싸움꾼 icon": "고블린 싸움꾼 아이콘", "고블린 싸움꾼 variant": "고블린 싸움꾼 변형", "고블린 약초 - Dungeon Settlers Wiki": "고블린 약초 - Dungeon Settlers Wiki", "고블린 약초 icon": "고블린 약초 icon", "고블린 연고 - Dungeon Settlers Wiki": "고블린 연고 - Dungeon Settlers Wiki", "고블린 연고 icon": "고블린 연고 icon", "고블린 일꾼 - Dungeon Settlers Wiki": "고블린 일꾼 - Dungeon Settlers Wiki", "고블린 일꾼 icon": "고블린 일꾼 아이콘", "고블린 일꾼 variant": "고블린 일꾼 변형", "고블린 저주 - Dungeon Settlers Wiki": "고블린 저주 - Dungeon Settlers Wiki", "고블린 저주 icon": "고블린 저주 아이콘", "고블린 저주 range and area on a dungeon room": "고블린 저주 사거리 및 범위 (던전 방)", "고블린 저주 range and area shown on a dungeon room": "던전 방에 표시된 고블린 저주의 사거리와 범위", "고블린 주술사 - Dungeon Settlers Wiki": "고블린 주술사 - Dungeon Settlers Wiki", "고블린 주술사 icon": "고블린 주술사 아이콘", "고블린 주술사 variant": "고블린 주술사 변형", "고블린 천막 (resource node)": "고블린 천막 (자원 노드)", "고블린 천막 (resource node) - Dungeon Settlers Wiki": "고블린 천막 (자원 노드) - 던전 세틀러즈 위키", "고블린 투척 - Dungeon Settlers Wiki": "고블린 투척 - Dungeon Settlers Wiki", "고블린 투척 icon": "고블린 투척 아이콘", "고블린 투척 range and area on a dungeon room": "고블린 투척 사거리 및 범위 (던전 방)", "고블린 투척 range and area shown on a dungeon room": "던전 방에 표시된 고블린 투척의 사거리와 범위", "고블린 투척꾼 - Dungeon Settlers Wiki": "고블린 투척꾼 - Dungeon Settlers Wiki", "고블린 투척꾼 icon": "고블린 투척꾼 아이콘", "고블린 투척꾼 variant": "고블린 투척꾼 변형", "고블린 횃불 받침대 - Dungeon Settlers Wiki": "고블린 횃불 받침대 - Dungeon Settlers Wiki", "고슴도치 - Dungeon Settlers Wiki": "고슴도치 - Dungeon Settlers Wiki", "고슴도치 icon": "고슴도치 아이콘", "고슴도치 영혼석 - Dungeon Settlers Wiki": "고슴도치 영혼석 - Dungeon Settlers Wiki", "고슴도치 영혼석 icon": "고슴도치 영혼석 아이콘", "곤란한 상황 - Dungeon Settlers Wiki": "곤란한 상황 - Dungeon Settlers Wiki", "곤란한 상황 icon": "곤란한 상황 아이콘", "공격 - Dungeon Settlers Wiki": "공격 - Dungeon Settlers Wiki", "공격 : 매직 미사일 - Dungeon Settlers Wiki": "공격 : 매직 미사일 - Dungeon Settlers Wiki", "공격 : 매직 미사일 icon": "공격 : 매직 미사일 아이콘", "공격 : 매직 미사일 range and area on a dungeon room": "공격 : 매직 미사일 사거리 및 범위 (던전 방)", "공격 : 매직 미사일 range and area shown on a dungeon room": "공격 : 매직 미사일 사거리 및 범위 (던전 방에 표시)", "공격 : 활 - Dungeon Settlers Wiki": "공격 : 활 - Dungeon Settlers Wiki", "공격 : 활 icon": "공격 : 활 아이콘", "공격 : 활 range and area shown on a dungeon room": "공격 : 활의 사거리와 범위를 던전 방에 표시한 모습", "공격 icon": "공격 아이콘", "공격 range and area on a dungeon room": "공격 사거리 및 범위 (던전 방)", "공격 range and area shown on a dungeon room": "던전 방에 표시된 공격의 사거리와 범위", "공격 속도 - Dungeon Settlers Wiki": "공격 속도 - Dungeon Settlers Wiki", "공격 속도 icon": "공격 속도 아이콘", "공격 속도 물약 섭취 - Dungeon Settlers Wiki": "공격 속도 물약 섭취 - Dungeon Settlers Wiki", "공격 속도 물약 섭취 icon": "공격 속도 물약 섭취 icon", "공격 시 [STATUS_MaxHealthTotal]의 {{#}}%만큼 [STATUS_MagicAttackPower]이 증가합니다.": "공격 시 [STATUS_MaxHealthTotal]의 {{#}}%만큼 [STATUS_MagicAttackPower]이 증가합니다.", "공격 시 [STATUS_MaxHealthTotal]의 {{#}}%만큼 [STATUS_PhysicalAttackPower]이 증가합니다.": "공격 시 [STATUS_MaxHealthTotal]의 {{#}}%만큼 [STATUS_PhysicalAttackPower]이 증가합니다.", "공격 시 잃은 생명력 비율에 따라, 준 피해의 최대 30%만큼 생명력을 흡수합니다. A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "공격 시 잃은 생명력 비율에 따라, 준 피해의 최대 30%만큼 생명력을 흡수합니다. 200 피해 타격은 체력이 거의 0일 때 최대 60 생명력, 절반일 때 30 생명력, 만땅일 때는 아무것도 회복하지 않습니다 (입힌 피해의 30%, 잃은 생명력 비율로 곱함).", "공격:검 - Dungeon Settlers Wiki": "공격:검 - Dungeon Settlers Wiki", "공격:검 icon": "공격:검 아이콘", "공격:검 range and area on a dungeon room": "던전 방에서 공격:검 범위 및 영역", "공격:검 range and area shown on a dungeon room": "공격:검의 사거리와 범위를 던전 방에 표시한 모습", "공격:대검 - Dungeon Settlers Wiki": "공격:대검 - Dungeon Settlers Wiki", "공격:대검 icon": "공격:대검 아이콘", "공격:대검 range and area shown on a dungeon room": "공격:대검의 사거리와 범위를 던전 방에 표시한 모습", "공격:둔기 - Dungeon Settlers Wiki": "공격:둔기 - Dungeon Settlers Wiki", "공격:둔기 icon": "공격:둔기 아이콘", "공격:둔기 range and area shown on a dungeon room": "공격:둔기의 사거리와 범위를 던전 방에 표시한 모습", "공격:주먹 - Dungeon Settlers Wiki": "공격:주먹 - Dungeon Settlers Wiki", "공격:주먹 icon": "공격:주먹 아이콘", "공격:주먹 range and area on a dungeon room": "공격:주먹 사거리 및 범위 (던전 방)", "공격:주먹 range and area shown on a dungeon room": "던전 방에 표시된 공격:주먹의 사거리와 범위", "공세 - Dungeon Settlers Wiki": "공세 - Dungeon Settlers Wiki", "공세 icon": "공세 아이콘", "공속 물약 - Dungeon Settlers Wiki": "공속 물약 - Dungeon Settlers Wiki", "공속 물약 icon": "공속 물약 아이콘", "공통 이벤트 코덱스 방 Stage 1 맵": "공통 이벤트 코덱스 방 1단계 맵", "과적 - Dungeon Settlers Wiki": "과적 - Dungeon Settlers Wiki", "과적 icon": "과적 icon", "과출혈의 각인 - Dungeon Settlers Wiki": "과출혈의 각인 - Dungeon Settlers Wiki", "과출혈의 각인 icon": "과출혈의 각인 icon", "광견 - Dungeon Settlers Wiki": "광견 - Dungeon Settlers Wiki", "광견 icon": "광견 아이콘", "광견 영혼석 - Dungeon Settlers Wiki": "광견 영혼석 - Dungeon Settlers Wiki", "광견 영혼석 icon": "광견 영혼석 아이콘", "광대의 각인 - Dungeon Settlers Wiki": "광대의 각인 - Dungeon Settlers Wiki", "광대의 각인 icon": "광대의 각인 icon", "광부 - Dungeon Settlers Wiki": "광부 - Dungeon Settlers Wiki", "광부 icon": "광부 아이콘", "광전사 스킬 트리 - Dungeon Settlers Wiki": "광전사 스킬 트리 - Dungeon Settlers Wiki", "광전사 스킬 트리 overview": "광전사 스킬 트리 개요", "괜찮은 개인실 minimum room layout": "괜찮은 개인실 최소 방 레이아웃", "괜찮은 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "괜찮은 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "괜찮은 개인실의 잠자리에서 잤음 icon": "괜찮은 개인실의 잠자리에서 잤음 icon", "괜찮은 공용실 minimum room layout": "괜찮은 공용실 최소 방 레이아웃", "괜찮은 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "괜찮은 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "괜찮은 공용실의 잠자리에서 잤음 icon": "괜찮은 공용실의 잠자리에서 잤음 icon", "괜찮은 마도구 공방 minimum room layout": "괜찮은 마도구 공방 최소 방 레이아웃", "괜찮은 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "괜찮은 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "괜찮은 마도구 공방에서 제작함 icon": "괜찮은 마도구 공방에서 제작함 icon", "괜찮은 식당 minimum room layout": "괜찮은 식당 최소 방 레이아웃", "괜찮은 식당에서 먹음 - Dungeon Settlers Wiki": "괜찮은 식당에서 먹음 - Dungeon Settlers Wiki", "괜찮은 식당에서 먹음 icon": "괜찮은 식당에서 먹음 icon", "괜찮은 식당에서 요리함 - Dungeon Settlers Wiki": "괜찮은 식당에서 요리함 - Dungeon Settlers Wiki", "괜찮은 식당에서 요리함 icon": "괜찮은 식당에서 요리함 icon", "괜찮은 신전 minimum room layout": "괜찮은 신전 최소 방 레이아웃", "괜찮은 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "괜찮은 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "괜찮은 신전에서 기도함(미표기됨) icon": "괜찮은 신전에서 기도함(미표기됨) 아이콘", "괜찮은 연구실 minimum room layout": "괜찮은 연구실 최소 방 레이아웃", "괜찮은 연구실에서 연구함 - Dungeon Settlers Wiki": "괜찮은 연구실에서 연구함 - Dungeon Settlers Wiki", "괜찮은 연구실에서 연구함 icon": "괜찮은 연구실에서 연구함 아이콘", "괜찮은 작업장 minimum room layout": "괜찮은 작업장 최소 방 레이아웃", "괜찮은 작업장에서 제작함 - Dungeon Settlers Wiki": "괜찮은 작업장에서 제작함 - Dungeon Settlers Wiki", "괜찮은 작업장에서 제작함 icon": "괜찮은 작업장에서 제작함 icon", "괴물 통구이 - Dungeon Settlers Wiki": "괴물 통구이 - Dungeon Settlers Wiki", "괴물 통구이 icon": "괴물 통구이 icon", "괴물 통구이 섭취 - Dungeon Settlers Wiki": "괴물 통구이 섭취 - Dungeon Settlers Wiki", "괴물 통구이 섭취 icon": "괴물 통구이 섭취 아이콘", "괴물쥐 영혼석 - Dungeon Settlers Wiki": "괴물쥐 영혼석 - Dungeon Settlers Wiki", "괴물쥐 영혼석 icon": "괴물쥐 영혼석 아이콘", "교활한 도주 - Dungeon Settlers Wiki": "교활한 도주 - Dungeon Settlers Wiki", "교활한 도주 icon": "교활한 도주 icon", "구리 갑옷 - Dungeon Settlers Wiki": "구리 갑옷 - Dungeon Settlers Wiki", "구리 갑옷 icon": "구리 갑옷 아이콘", "구리 검 - Dungeon Settlers Wiki": "구리 검 - Dungeon Settlers Wiki", "구리 검 icon": "구리 검 icon", "구리 곤봉 - Dungeon Settlers Wiki": "구리 곤봉 - Dungeon Settlers Wiki", "구리 곤봉 icon": "구리 곤봉 icon", "구리 광석 - Dungeon Settlers Wiki": "구리 광석 - Dungeon Settlers Wiki", "구리 광석 icon": "구리 광석 아이콘", "구리 단검 - Dungeon Settlers Wiki": "구리 단검 - Dungeon Settlers Wiki", "구리 단검 icon": "구리 단검 icon", "구리 대검 - Dungeon Settlers Wiki": "구리 대검 - Dungeon Settlers Wiki", "구리 대검 icon": "구리 대검 icon", "구리 도끼 - Dungeon Settlers Wiki": "구리 도끼 - Dungeon Settlers Wiki", "구리 도끼 icon": "구리 도끼 icon", "구리 막대 - Dungeon Settlers Wiki": "구리 막대 - Dungeon Settlers Wiki", "구리 막대 icon": "구리 막대 아이콘", "구리 방패 - Dungeon Settlers Wiki": "구리 방패 - Dungeon Settlers Wiki", "구리 방패 icon": "구리 방패 아이콘", "구리 주괴 - Dungeon Settlers Wiki": "구리 주괴 - Dungeon Settlers Wiki", "구리 주괴 icon": "구리 주괴 아이콘", "구리 창 - Dungeon Settlers Wiki": "구리 창 - Dungeon Settlers Wiki", "구리 창 icon": "구리 창 icon", "구리 투구 - Dungeon Settlers Wiki": "구리 투구 - Dungeon Settlers Wiki", "구리 투구 icon": "구리 투구 icon", "구리 화살 - Dungeon Settlers Wiki": "구리 화살 - Dungeon Settlers Wiki", "구리 화살 icon": "구리 화살 아이콘", "구리 활 - Dungeon Settlers Wiki": "구리 활 - Dungeon Settlers Wiki", "구리 활 icon": "구리 활 icon", "구조/수술 태스크에서 필요로 하는 Workload": "구조/수술 태스크에서 필요로 하는 Workload", "구조물이 '운반 요구' 아이템에 대해서 최대 보유 수량의 몇퍼센트 이하로 내려가면 운반 태스크를 발행하는지에 대한 기준 비율 (0~1) 기본값. EX : 마력발전기가 연료로 마석 100개까지 보관 가능하면 -> 이 값이 0.2면 20개까지 내려갔을 때 운반 태스크를 발행함.": "구조물이 '운반 요구' 아이템에 대해서 최대 보유 수량의 몇퍼센트 이하로 내려가면 운반 태스크를 발행하는지에 대한 기준 비율 (0~1) 기본값. EX : 마력발전기가 연료로 마석 100개까지 보관 가능하면 -> 이 값이 0.2면 20개까지 내려갔을 때 운반 태스크를 발행함.", "귀리 - Dungeon Settlers Wiki": "귀리 - Dungeon Settlers Wiki", "귀리 <0단계> - Dungeon Settlers Wiki": "귀리 <0단계> - Dungeon Settlers Wiki", "귀리 <1단계> - Dungeon Settlers Wiki": "귀리 <1단계> - Dungeon Settlers Wiki", "귀리 <2단계> (resource node)": "귀리 <2단계> (자원 노드)", "귀리 <2단계> (resource node) - Dungeon Settlers Wiki": "귀리 <2단계> (자원 노드) - 던전 세틀러즈 위키", "귀리 <3단계> (resource node)": "귀리 <3단계> (자원 노드)", "귀리 <3단계> (resource node) - Dungeon Settlers Wiki": "귀리 <3단계> (자원 노드) - 던전 세틀러즈 위키", "귀리 icon": "귀리 icon", "귀리 죽 - Dungeon Settlers Wiki": "귀리 죽 - Dungeon Settlers Wiki", "귀리 죽 icon": "귀리 죽 icon", "귀리죽 섭취 - Dungeon Settlers Wiki": "귀리죽 섭취 - Dungeon Settlers Wiki", "귀리죽 섭취 icon": "귀리죽 섭취 icon", "귀족 탐험가 - Dungeon Settlers Wiki": "귀족 탐험가 - Dungeon Settlers Wiki", "귀족 탐험가 icon": "귀족 탐험가 icon", "귀환 스크롤 - Dungeon Settlers Wiki": "귀환 스크롤 - Dungeon Settlers Wiki", "귀환 스크롤 icon": "귀환 스크롤 아이콘", "균열 - Dungeon Settlers Wiki": "균열 - Dungeon Settlers Wiki", "균열 icon": "균열 아이콘", "그린 셰이드 - Dungeon Settlers Wiki": "그린 셰이드 - Dungeon Settlers Wiki", "그린 셰이드 icon": "그린 셰이드 아이콘", "그물 투척 - Dungeon Settlers Wiki": "그물 투척 - Dungeon Settlers Wiki", "그물 투척 icon": "그물 투척 아이콘", "그물 투척 range and area on a dungeon room": "그물 투척 사거리 및 범위 (던전 방)", "그물 투척 range and area shown on a dungeon room": "던전 방에 표시된 그물 투척의 사거리와 범위", "그저 그런 개인실 minimum room layout": "그저 그런 개인실 최소 방 레이아웃", "그저 그런 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "그저 그런 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "그저 그런 개인실의 잠자리에서 잤음 icon": "그저 그런 개인실의 잠자리에서 잤음 icon", "그저 그런 공용실 minimum room layout": "그저 그런 공용실 최소 방 레이아웃", "그저 그런 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "그저 그런 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "그저 그런 공용실의 잠자리에서 잤음 icon": "그저 그런 공용실의 잠자리에서 잤음 icon", "그저 그런 마도구 공방 minimum room layout": "그저 그런 마도구 공방 최소 방 레이아웃", "그저 그런 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "그저 그런 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "그저 그런 마도구 공방에서 제작함 icon": "그저 그런 마도구 공방에서 제작함 icon", "그저 그런 식당 minimum room layout": "그저 그런 식당 최소 방 레이아웃", "그저 그런 식당에서 먹음 - Dungeon Settlers Wiki": "그저 그런 식당에서 먹음 - Dungeon Settlers Wiki", "그저 그런 식당에서 먹음 icon": "그저 그런 식당에서 먹음 icon", "그저 그런 식당에서 요리함 - Dungeon Settlers Wiki": "그저 그런 식당에서 요리함 - Dungeon Settlers Wiki", "그저 그런 식당에서 요리함 icon": "그저 그런 식당에서 요리함 icon", "그저 그런 신전 minimum room layout": "그저 그런 신전 최소 방 레이아웃", "그저 그런 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "그저 그런 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "그저 그런 신전에서 기도함(미표기됨) icon": "그저 그런 신전에서 기도함(미표기됨) 아이콘", "그저 그런 연구실 minimum room layout": "그저 그런 연구실 최소 방 레이아웃", "그저 그런 연구실에서 연구함 - Dungeon Settlers Wiki": "그저 그런 연구실에서 연구함 - Dungeon Settlers Wiki", "그저 그런 연구실에서 연구함 icon": "그저 그런 연구실에서 연구함 아이콘", "그저 그런 작업장 minimum room layout": "그저 그런 작업장 최소 방 레이아웃", "그저 그런 작업장에서 제작함 - Dungeon Settlers Wiki": "그저 그런 작업장에서 제작함 - Dungeon Settlers Wiki", "그저 그런 작업장에서 제작함 icon": "그저 그런 작업장에서 제작함 icon", "극심한 과적 - Dungeon Settlers Wiki": "극심한 과적 - Dungeon Settlers Wiki", "극심한 과적 icon": "극심한 과적 icon", "극심한 배고픔 - Dungeon Settlers Wiki": "극심한 배고픔 - Dungeon Settlers Wiki", "극심한 배고픔 icon": "극심한 배고픔 icon", "극심한 탈진 - Dungeon Settlers Wiki": "극심한 탈진 - Dungeon Settlers Wiki", "극심한 탈진 icon": "극심한 탈진 icon", "극심한 피해 - Dungeon Settlers Wiki": "극심한 피해 - Dungeon Settlers Wiki", "극심한 피해 icon": "극심한 피해 icon", "근사한 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "근사한 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "근사한 개인실의 잠자리에서 잤음 icon": "근사한 개인실의 잠자리에서 잤음 icon", "근사한 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "근사한 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "근사한 공용실의 잠자리에서 잤음 icon": "근사한 공용실의 잠자리에서 잤음 icon", "근사한 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "근사한 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "근사한 마도구 공방에서 제작함 icon": "근사한 마도구 공방에서 제작함 icon", "근사한 식당에서 먹음 - Dungeon Settlers Wiki": "근사한 식당에서 먹음 - Dungeon Settlers Wiki", "근사한 식당에서 먹음 icon": "근사한 식당에서 먹음 icon", "근사한 식당에서 요리함 - Dungeon Settlers Wiki": "근사한 식당에서 요리함 - Dungeon Settlers Wiki", "근사한 식당에서 요리함 icon": "근사한 식당에서 요리함 icon", "근사한 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "근사한 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "근사한 신전에서 기도함(미표기됨) icon": "근사한 신전에서 기도함(미표기됨) 아이콘", "근사한 연구실에서 연구함 - Dungeon Settlers Wiki": "근사한 연구실에서 연구함 - Dungeon Settlers Wiki", "근사한 연구실에서 연구함 icon": "근사한 연구실에서 연구함 아이콘", "근사한 작업장에서 제작함 - Dungeon Settlers Wiki": "근사한 작업장에서 제작함 - Dungeon Settlers Wiki", "근사한 작업장에서 제작함 icon": "근사한 작업장에서 제작함 icon", "근처의 모든 적에게 영혼의 사슬을 쏟아내 사슬과 연결된 대상에게 3초 동안 매 초 마법의 벼락을 내려쳐 마법 공격력의 100%에 해당하는 피해를 입힙니다. 스킬이 종료될 때까지 사슬에서 벗어나지 못한 적에게 마법 공격력의 180%에 해당하는 피해를 추가로 입히고 4초 동안 이동 불가을 부여합니다. 15s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다.": "근처의 모든 적에게 영혼의 사슬을 쏟아내 사슬과 연결된 대상에게 3초 동안 매 초 마법의 벼락을 내려쳐 마법 공격력의 100%에 해당하는 피해를 입힙니다. 스킬이 종료될 때까지 사슬에서 벗어나지 못한 적에게 마법 공격력의 180%에 해당하는 피해를 추가로 입히고 4초 동안 이동 불가을 부여합니다. 15s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다.", "글로트 래쉬 - Dungeon Settlers Wiki": "글로트 래쉬 - Dungeon Settlers Wiki", "글로트 래쉬 icon": "글로트 래쉬 아이콘", "글로트 무리 - Dungeon Settlers Wiki": "글로트 무리 - Dungeon Settlers Wiki", "글로트 무리 icon": "글로트 무리 icon", "글로트 스핏 - Dungeon Settlers Wiki": "글로트 스핏 - Dungeon Settlers Wiki", "글로트 스핏 icon": "글로트 스핏 아이콘", "글로트 스핏 range and area on a dungeon room": "글로트 스핏 사거리 및 범위 (던전 방)", "글로트 스핏 range and area shown on a dungeon room": "던전 방에 표시된 글로트 스핏의 사거리와 범위", "글로트 승리 - Dungeon Settlers Wiki": "글로트 승리 - Dungeon Settlers Wiki", "글로트 승리 GAMESYSTEM_Environment_{affecterName}": "글로트 승리 GAMESYSTEM_Environment_{affecterName}", "글로트 승리 icon": "글로트 승리 icon", "글로트 알 - Dungeon Settlers Wiki": "글로트 알 - Dungeon Settlers Wiki", "글로트 알 icon": "글로트 알 icon", "글로트 알 오믈렛 - Dungeon Settlers Wiki": "글로트 알 오믈렛 - Dungeon Settlers Wiki", "글로트 알 오믈렛 icon": "글로트 알 오믈렛 아이콘", "글로트 에그 오믈렛 섭취 - Dungeon Settlers Wiki": "글로트 에그 오믈렛 섭취 - Dungeon Settlers Wiki", "글로트 에그 오믈렛 섭취 icon": "글로트 에그 오믈렛 섭취 icon", "글로트 차지 - Dungeon Settlers Wiki": "글로트 차지 - Dungeon Settlers Wiki", "글로트 차지 icon": "글로트 차지 아이콘", "글로트 차지 range and area on a dungeon room": "글로트 차지 사거리 및 범위 (던전 방)", "글로트 차지 range and area shown on a dungeon room": "던전 방에 표시된 글로트 차지의 사거리와 범위", "글로트 하울링 - Dungeon Settlers Wiki": "글로트 하울링 - Dungeon Settlers Wiki", "글로트 하울링 icon": "글로트 하울링 icon", "금 목걸이 - Dungeon Settlers Wiki": "금 목걸이 - Dungeon Settlers Wiki", "금 목걸이 icon": "금 목걸이 아이콘", "금 반지 - Dungeon Settlers Wiki": "금 반지 - Dungeon Settlers Wiki", "금 반지 icon": "금 반지 아이콘", "금광의 각인 - Dungeon Settlers Wiki": "금광의 각인 - Dungeon Settlers Wiki", "금광의 각인 icon": "금광의 각인 아이콘", "금이 간 모래시계 - Dungeon Settlers Wiki": "금이 간 모래시계 - Dungeon Settlers Wiki", "금이 간 모래시계 icon": "금이 간 모래시계 icon", "급습 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "급습 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "급습 스킬 트리 - Dungeon Settlers Wiki": "급습 스킬 트리 - Dungeon Settlers Wiki", "급습 스킬 트리 overview": "급습 스킬 트리 개요", "급습의 각인 - Dungeon Settlers Wiki": "급습의 각인 - Dungeon Settlers Wiki", "급습의 각인 icon": "급습의 각인 icon", "기도시 필요 자원 배율 - Dungeon Settlers Wiki": "기도시 필요 자원 배율 - Dungeon Settlers Wiki", "기도시 필요 자원 배율 icon": "기도시 필요 자원 배율 아이콘", "기력 - Dungeon Settlers Wiki": "기력 - Dungeon Settlers Wiki", "기력 icon": "기력 아이콘", "기력 비율 재생량 - Dungeon Settlers Wiki": "기력 비율 재생량 - Dungeon Settlers Wiki", "기력 비율 재생량 icon": "기력 비율 재생량 아이콘", "기력 재생량 - Dungeon Settlers Wiki": "기력 재생량 - Dungeon Settlers Wiki", "기력 재생량 icon": "기력 재생량 아이콘", "기력 촉진 - Dungeon Settlers Wiki": "기력 촉진 - Dungeon Settlers Wiki", "기력 촉진 icon": "기력 촉진 아이콘", "기록의 비석 (던전에서 저장) - Dungeon Settlers Wiki": "기록의 비석 (던전에서 저장) - Dungeon Settlers Wiki", "기묘한 씨앗 - Dungeon Settlers Wiki": "기묘한 씨앗 - Dungeon Settlers Wiki", "기묘한 씨앗 icon": "기묘한 씨앗 아이콘", "기묘한 씨앗 range and area shown on a dungeon room": "기묘한 씨앗의 사거리와 범위를 던전 방에 표시한 모습", "기묘한 씨앗이 파괴될 때 폭발하며 인접한 모든 아군 유닛의 현재 생명력을 마법 공격력의 200%만큼 회복시키고, 10초 동안 순환을 부여합니다. Effects: • 순환 (on allies): +30 스킬 재사용 대기 시간 감소": "기묘한 씨앗이 파괴될 때 폭발하며 인접한 모든 아군 유닛의 현재 생명력을 마법 공격력의 200%만큼 회복시키고, 10초 동안 순환을 부여합니다. Effects: • 순환 (on allies): +30 스킬 재사용 대기 시간 감소", "기묘한 허수아비 - Dungeon Settlers Wiki": "기묘한 허수아비 - Dungeon Settlers Wiki", "기묘한 허수아비 icon": "기묘한 허수아비 아이콘", "기본 공격 - Dungeon Settlers Wiki": "기본 공격 - Dungeon Settlers Wiki", "기본 공격 icon": "기본 공격 아이콘", "기본 공격 range and area shown on a dungeon room": "던전 방에 표시된 기본 공격의 사거리와 범위", "기본 공격을 {{#}}번 가할 때 마다 {{#}}초 동안 {{#}}의 [AFFECTER_Bleeding]을 부여합니다.": "기본 공격을 {{#}}번 가할 때 마다 {{#}}초 동안 {{#}}의 [AFFECTER_Bleeding]을 부여합니다.", "기본 공격을 {{#}}회 가할 때 마다 대상에게 {{#}}초 동안 {{#}}의 [AFFECTER_Burning]를 부여합니다.": "기본 공격을 {{#}}회 가할 때 마다 대상에게 {{#}}초 동안 {{#}}의 [AFFECTER_Burning]를 부여합니다.", "기본 몬스터 관통 - Dungeon Settlers Wiki": "기본 몬스터 관통 - Dungeon Settlers Wiki", "기본 몬스터 관통 icon": "기본 몬스터 관통 아이콘", "기본 몬스터 관통 range and area on a dungeon room": "기본 몬스터 관통 사거리 및 범위 (던전 방)", "기본 몬스터 관통 range and area shown on a dungeon room": "던전 방에 표시된 기본 몬스터 관통의 사거리와 범위", "기본 몬스터 베기 - Dungeon Settlers Wiki": "기본 몬스터 베기 - Dungeon Settlers Wiki", "기본 몬스터 베기 icon": "기본 몬스터 베기 아이콘", "기본 몬스터 베기 range and area shown on a dungeon room": "던전 방에 표시된 기본 몬스터 베기의 사거리와 범위", "기본 몬스터 타격 - Dungeon Settlers Wiki": "기본 몬스터 타격 - Dungeon Settlers Wiki", "기본 몬스터 타격 icon": "기본 몬스터 타격 아이콘", "기본 몬스터 타격 range and area on a dungeon room": "기본 몬스터 타격 사거리 및 범위 (던전 방)", "기본 몬스터 타격 range and area shown on a dungeon room": "던전 방에 표시된 기본 몬스터 타격의 사거리와 범위", "기본 야영 키트 - Dungeon Settlers Wiki": "기본 야영 키트 - Dungeon Settlers Wiki", "기본 야영 키트 icon": "기본 야영 키트 아이콘", "기분 & Stress": "기분 & Stress", "기분 - Dungeon Settlers Wiki": "기분 - Dungeon Settlers Wiki", "기분 icon": "기분 아이콘", "기분이 감소합니다. Granted by 1 item": "기분이 감소합니다. Granted by 1 item", "기분이 감소합니다. Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "기분이 감소합니다. 관리 난이도별 기분 페널티: -1 (쉬움), -3 (보통), -4 (어려움), -5 (매우 어려움), -6 (황폐).", "기분이 감소합니다. Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "기분이 감소합니다. 관리 난이도별 기분 페널티: -10 (쉬움), -12 (보통), -22 (어려움), -23 (매우 어려움), -24 (황폐).", "기분이 감소합니다. Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "기분이 감소합니다. 관리 난이도별 기분 페널티: -4 (쉬움), -6 (보통), -10 (어려움), -11 (매우 어려움), -12 (황폐).", "기분이 감소합니다. Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "기분이 감소합니다. 관리 난이도별 기분 페널티: -7 (쉬움), -9 (보통), -16 (어려움), -17 (매우 어려움), -18 (황폐).", "기분이 증가합니다. Granted by 1 item": "기분이 증가합니다. Granted by 1 item", "기술 서적 - Dungeon Settlers Wiki": "기술 서적 - Dungeon Settlers Wiki", "기술 서적 icon": "기술 서적 icon", "기이한 고통 - Dungeon Settlers Wiki": "기이한 고통 - Dungeon Settlers Wiki", "기이한 고통 icon": "기이한 고통 아이콘", "기이한 쾌락 - Dungeon Settlers Wiki": "기이한 쾌락 - Dungeon Settlers Wiki", "기이한 쾌락 icon": "기이한 쾌락 아이콘", "기절 - Dungeon Settlers Wiki": "기절 - Dungeon Settlers Wiki", "기절 icon": "기절 아이콘", "기절 면역 - Dungeon Settlers Wiki": "기절 면역 - Dungeon Settlers Wiki", "기절 면역 icon": "기절 면역 아이콘", "기절 상태의 유닛을 대상으로 근접 피해를 가할 때 확정적으로 공격이 명중합니다. Effects: • 기절: 잠시 동안 행동할 수 없습니다.": "기절 상태의 유닛을 대상으로 근접 피해를 가할 때 확정적으로 공격이 명중합니다. Effects: • 기절: 잠시 동안 행동할 수 없습니다.", "기초 제작대 - Dungeon Settlers Wiki": "기초 제작대 - Dungeon Settlers Wiki", "긴 나무 의자 - Dungeon Settlers Wiki": "긴 나무 의자 - Dungeon Settlers Wiki", "긴 석재 의자 - Dungeon Settlers Wiki": "긴 석재 의자 - Dungeon Settlers Wiki", "길드 상인 - Dungeon Settlers Wiki": "길드 상인 - Dungeon Settlers Wiki", "길드 상인 - pool tier 1": "길드 상인 - 풀 계층 1", "길드 상인 - pool tier 2": "길드 상인 - 풀 계층 2", "길드 상인 icon": "길드 상인 아이콘", "길드 상인의 책상 - Dungeon Settlers Wiki": "길드 상인의 책상 - Dungeon Settlers Wiki", "길드 소속 궁수 - Dungeon Settlers Wiki": "길드 소속 궁수 - Dungeon Settlers Wiki", "길드 소속 궁수 icon": "길드 소속 궁수 아이콘", "길드 소속 병사 - Dungeon Settlers Wiki": "길드 소속 병사 - Dungeon Settlers Wiki", "길드 소속 병사 icon": "길드 소속 병사 아이콘", "길드 소속 장교 - Dungeon Settlers Wiki": "길드 소속 장교 - Dungeon Settlers Wiki", "길드 소속 장교 icon": "길드 소속 장교 아이콘", "깃발 - Dungeon Settlers Wiki": "깃발 - Dungeon Settlers Wiki", "깃발 거치대 - Dungeon Settlers Wiki": "깃발 거치대 - Dungeon Settlers Wiki", "깔끔한 스크린샷 공유를 위해 모든 사이트 UI 숨기기 (Esc로 복원)": "깔끔한 스크린샷 공유를 위해 모든 사이트 UI 숨기기 (Esc로 복원)", "껍질 - Dungeon Settlers Wiki": "껍질 - Dungeon Settlers Wiki", "껍질 icon": "껍질 아이콘", "껍질 물약 - Dungeon Settlers Wiki": "껍질 물약 - Dungeon Settlers Wiki", "껍질 물약 icon": "껍질 물약 아이콘", "꽃 (resource node)": "꽃 (자원 노드)", "꽃 (resource node) - Dungeon Settlers Wiki": "꽃 (자원 노드) - 던전 세틀러즈 위키", "꽃 목걸이 - Dungeon Settlers Wiki": "꽃 목걸이 - Dungeon Settlers Wiki", "꽃 목걸이 icon": "꽃 목걸이 아이콘", "꽃잎 - Dungeon Settlers Wiki": "꽃잎 - Dungeon Settlers Wiki", "꽃잎 icon": "꽃잎 아이콘", "꽃향기 - Dungeon Settlers Wiki": "꽃향기 - Dungeon Settlers Wiki", "꽃향기 icon": "꽃향기 아이콘", "꾸익! - Dungeon Settlers Wiki": "꾸익! - Dungeon Settlers Wiki", "꾸익! icon": "꾸익! 아이콘", "꿀벌 - Dungeon Settlers Wiki": "꿀벌 - Dungeon Settlers Wiki", "꿀벌 icon": "꿀벌 아이콘", "꿀벌 variant": "꿀벌 변형", "끝없는 밤 - Dungeon Settlers Wiki": "끝없는 밤 - Dungeon Settlers Wiki", "끝없는 밤 icon": "끝없는 밤 icon", "나무 갑옷 - Dungeon Settlers Wiki": "나무 갑옷 - Dungeon Settlers Wiki", "나무 갑옷 icon": "나무 갑옷 icon", "나무 검 - Dungeon Settlers Wiki": "나무 검 - Dungeon Settlers Wiki", "나무 검 icon": "나무 검 icon", "나무 곤봉 - Dungeon Settlers Wiki": "나무 곤봉 - Dungeon Settlers Wiki", "나무 곤봉 icon": "나무 곤봉 icon", "나무 기둥 - Dungeon Settlers Wiki": "나무 기둥 - Dungeon Settlers Wiki", "나무 단검 - Dungeon Settlers Wiki": "나무 단검 - Dungeon Settlers Wiki", "나무 단검 icon": "나무 단검 icon", "나무 대검 - Dungeon Settlers Wiki": "나무 대검 - Dungeon Settlers Wiki", "나무 대검 icon": "나무 대검 icon", "나무 도끼 - Dungeon Settlers Wiki": "나무 도끼 - Dungeon Settlers Wiki", "나무 도끼 icon": "나무 도끼 icon", "나무 막대기 - Dungeon Settlers Wiki": "나무 막대기 - Dungeon Settlers Wiki", "나무 막대기 icon": "나무 막대기 아이콘", "나무 문 - Dungeon Settlers Wiki": "나무 문 - Dungeon Settlers Wiki", "나무 바닥 - Dungeon Settlers Wiki": "나무 바닥 - Dungeon Settlers Wiki", "나무 방책 (바리케이드) - Dungeon Settlers Wiki": "나무 방책 (바리케이드) - Dungeon Settlers Wiki", "나무 방패 - Dungeon Settlers Wiki": "나무 방패 - Dungeon Settlers Wiki", "나무 방패 icon": "나무 방패 아이콘", "나무 벽 - Dungeon Settlers Wiki": "나무 벽 - Dungeon Settlers Wiki", "나무 벽 선반 - Dungeon Settlers Wiki": "나무 벽 선반 - Dungeon Settlers Wiki", "나무 상자 - Dungeon Settlers Wiki": "나무 상자 - Dungeon Settlers Wiki", "나무 상자 더미 - Dungeon Settlers Wiki": "나무 상자 더미 - Dungeon Settlers Wiki", "나무 식탁 의자 - Dungeon Settlers Wiki": "나무 식탁 의자 - Dungeon Settlers Wiki", "나무 옷장 - Dungeon Settlers Wiki": "나무 옷장 - Dungeon Settlers Wiki", "나무 울타리 - Dungeon Settlers Wiki": "나무 울타리 - Dungeon Settlers Wiki", "나무 원형 탁자 - Dungeon Settlers Wiki": "나무 원형 탁자 - Dungeon Settlers Wiki", "나무 원형 통 - Dungeon Settlers Wiki": "나무 원형 통 - Dungeon Settlers Wiki", "나무 의자 - Dungeon Settlers Wiki": "나무 의자 - Dungeon Settlers Wiki", "나무 찬장 - Dungeon Settlers Wiki": "나무 찬장 - Dungeon Settlers Wiki", "나무 창 - Dungeon Settlers Wiki": "나무 창 - Dungeon Settlers Wiki", "나무 창 icon": "나무 창 icon", "나무 침대 - Dungeon Settlers Wiki": "나무 침대 - Dungeon Settlers Wiki", "나무 탁자 - Dungeon Settlers Wiki": "나무 탁자 - Dungeon Settlers Wiki", "나무 투구 - Dungeon Settlers Wiki": "나무 투구 - Dungeon Settlers Wiki", "나무 투구 icon": "나무 투구 icon", "나무 판자 - Dungeon Settlers Wiki": "나무 판자 - Dungeon Settlers Wiki", "나무 판자 icon": "나무 판자 아이콘", "나무 협탁 - Dungeon Settlers Wiki": "나무 협탁 - Dungeon Settlers Wiki", "나무 화살 - Dungeon Settlers Wiki": "나무 화살 - Dungeon Settlers Wiki", "나무 화살 icon": "나무 화살 아이콘", "나무 활 - Dungeon Settlers Wiki": "나무 활 - Dungeon Settlers Wiki", "나무 활 icon": "나무 활 icon", "낙관적인 - Dungeon Settlers Wiki": "낙관적인 - Dungeon Settlers Wiki", "낙관적인 icon": "낙관적인 icon", "난사광 - Dungeon Settlers Wiki": "난사광 - Dungeon Settlers Wiki", "난사광 icon": "난사광 icon", "날쎈 움직임 - Dungeon Settlers Wiki": "날쎈 움직임 - Dungeon Settlers Wiki", "날쎈 움직임 icon": "날쎈 움직임 아이콘", "낡은 보물 상자 - Dungeon Settlers Wiki": "낡은 보물 상자 - Dungeon Settlers Wiki", "낡은 용조병 - Dungeon Settlers Wiki": "낡은 용조병 - Dungeon Settlers Wiki", "낡은 용조병 icon": "낡은 용조병 아이콘", "남은 메인 SP": "남은 메인 SP", "남은 서브 SP": "남은 서브 SP", "남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다. Granted by 3 skills": "남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다. Granted by 3 skills", "남작의 피눈물 - Dungeon Settlers Wiki": "남작의 피눈물 - Dungeon Settlers Wiki", "남작의 피눈물 icon": "남작의 피눈물 icon", "낮 - Dungeon Settlers Wiki": "낮 - Dungeon Settlers Wiki", "낮 icon": "낮 icon", "낮은 스트레스 - Dungeon Settlers Wiki": "낮은 스트레스 - Dungeon Settlers Wiki", "낮은 스트레스 icon": "낮은 스트레스 icon", "내구도 - Dungeon Settlers Wiki": "내구도 - Dungeon Settlers Wiki", "내구도 icon": "내구도 아이콘", "넉넉한 지원 마차 - Dungeon Settlers Wiki": "넉넉한 지원 마차 - Dungeon Settlers Wiki", "넉백 면역 - Dungeon Settlers Wiki": "넉백 면역 - Dungeon Settlers Wiki", "넉백 면역 icon": "넉백 면역 아이콘", "네이쳐 스피릿 - Dungeon Settlers Wiki": "네이쳐 스피릿 - Dungeon Settlers Wiki", "네이쳐 스피릿 icon": "네이쳐 스피릿 아이콘", "노란 스톤 골렘 - Dungeon Settlers Wiki": "노란 스톤 골렘 - Dungeon Settlers Wiki", "노란 스톤 골렘 icon": "노란 스톤 골렘 아이콘", "노란 스톤 골렘 variant": "노란 스톤 골렘 변형", "노란 화단 - Dungeon Settlers Wiki": "노란 화단 - Dungeon Settlers Wiki", "노예 - Dungeon Settlers Wiki": "노예 - Dungeon Settlers Wiki", "노예 icon": "노예 아이콘", "녹색 크리스탈 갑각 스태프 - Dungeon Settlers Wiki": "녹색 크리스탈 갑각 스태프 - Dungeon Settlers Wiki", "녹색 크리스탈 갑각 스태프 icon": "녹색 크리스탈 갑각 스태프 icon", "녹색 크리스탈 나무 스태프 - Dungeon Settlers Wiki": "녹색 크리스탈 나무 스태프 - Dungeon Settlers Wiki", "녹색 크리스탈 나무 스태프 icon": "녹색 크리스탈 나무 스태프 icon", "녹색 크리스탈 목걸이 - Dungeon Settlers Wiki": "녹색 크리스탈 목걸이 - Dungeon Settlers Wiki", "녹색 크리스탈 목걸이 icon": "녹색 크리스탈 목걸이 아이콘", "녹색 크리스탈 반지 - Dungeon Settlers Wiki": "녹색 크리스탈 반지 - Dungeon Settlers Wiki", "녹색 크리스탈 반지 icon": "녹색 크리스탈 반지 아이콘", "녹색 크리스탈 본 스태프 - Dungeon Settlers Wiki": "녹색 크리스탈 본 스태프 - Dungeon Settlers Wiki", "녹색 크리스탈 본 스태프 icon": "녹색 크리스탈 본 스태프 icon", "녹색 크리스탈 아이언 스태프 - Dungeon Settlers Wiki": "녹색 크리스탈 아이언 스태프 - Dungeon Settlers Wiki", "녹색 크리스탈 아이언 스태프 icon": "녹색 크리스탈 아이언 스태프 icon", "녹색 크리스탈 혈목 스태프 - Dungeon Settlers Wiki": "녹색 크리스탈 혈목 스태프 - Dungeon Settlers Wiki", "녹색 크리스탈 혈목 스태프 icon": "녹색 크리스탈 혈목 스태프 icon", "녹색 크리스탈이 박힌 목걸이입니다. [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "녹색 크리스탈이 박힌 목걸이입니다. [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "녹색 크리스탈이 박힌 반지입니다. [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "녹색 크리스탈이 박힌 반지입니다. [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "녹수정 원석 - Dungeon Settlers Wiki": "녹수정 원석 - Dungeon Settlers Wiki", "녹수정 원석 icon": "녹수정 원석 icon", "녹슨 촛대 - Dungeon Settlers Wiki": "녹슨 촛대 - Dungeon Settlers Wiki", "녹슨 촛대 icon": "녹슨 촛대 icon", "녹용탕 - Dungeon Settlers Wiki": "녹용탕 - Dungeon Settlers Wiki", "녹용탕 icon": "녹용탕 아이콘", "농사 능력치 - Dungeon Settlers Wiki": "농사 능력치 - Dungeon Settlers Wiki", "농사 능력치 icon": "농사 능력치 아이콘", "높은 스트레스 - Dungeon Settlers Wiki": "높은 스트레스 - Dungeon Settlers Wiki", "높은 스트레스 icon": "높은 스트레스 icon", "느린 학습가 - Dungeon Settlers Wiki": "느린 학습가 - Dungeon Settlers Wiki", "느린 학습가 icon": "느린 학습가 icon", "늪지기 - Dungeon Settlers Wiki": "늪지기 - Dungeon Settlers Wiki", "늪지기 icon": "늪지기 icon", "다가오는 파멸 - desc": "다가오는 파멸 - desc", "다수의 유닛을 선택한 상태에서도 '소지품' 등을 이용할 수 있습니다. 'Tab' 키로 모든 유닛을 선택하고, 정보를 비교해가며 확인할 수 있습니다.": "다수의 유닛을 선택한 상태에서도 '소지품' 등을 이용할 수 있습니다. 'Tab' 키로 모든 유닛을 선택하고, 정보를 비교해가며 확인할 수 있습니다.", "다운로드 & AI": "다운로드 & AI", "다음 근접 물리 스킬의 주는 피해량이 100% 증가하고 명중률이 30% 증가합니다. 2 energy - 8s cooldown": "다음 근접 물리 스킬의 주는 피해량이 100% 증가하고 명중률이 30% 증가합니다. 2 energy - 8s cooldown", "다중 선택 - desc": "다중 선택 - desc", "다트 놀이를 즐김 - Dungeon Settlers Wiki": "다트 놀이를 즐김 - Dungeon Settlers Wiki", "다트 놀이를 즐김 icon": "다트 놀이를 즐김 icon", "다트 놀이에 질림 - Dungeon Settlers Wiki": "다트 놀이에 질림 - Dungeon Settlers Wiki", "다트 놀이에 질림 icon": "다트 놀이에 질림 icon", "다트 놀이판 - Dungeon Settlers Wiki": "다트 놀이판 - Dungeon Settlers Wiki", "단검 스킬 적성 - Dungeon Settlers Wiki": "단검 스킬 적성 - Dungeon Settlers Wiki", "단검 스킬 적성 icon": "단검 스킬 적성 아이콘", "단순하지만 우아한 디자인의 은 반지. [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "단순하지만 우아한 디자인의 은 반지. [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "단순한 성향 - Dungeon Settlers Wiki": "단순한 성향 - Dungeon Settlers Wiki", "단순한 성향 icon": "단순한 성향 icon", "단일 적 대상 근접 스킬 사용 시 대상에게 5초 동안 1의 빈틈을 부여합니다. Effects: • 빈틈 (on enemy): 남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다.": "단일 적 대상 근접 스킬 사용 시 대상에게 5초 동안 1의 빈틈을 부여합니다. Effects: • 빈틈 (on enemy): 남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다.", "단일 적 대상 근접 스킬 사용시 대상에게 10초간 도발을 부여합니다. Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다.": "단일 적 대상 근접 스킬 사용시 대상에게 10초간 도발을 부여합니다. Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다.", "단일 적 대상에게 마법 공격력의 100%에 해당하는 마법 피해를 입히고, 5초 동안 이동 불가을 부여합니다. 10s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다.": "단일 적 대상에게 마법 공격력의 100%에 해당하는 마법 피해를 입히고, 5초 동안 이동 불가을 부여합니다. 10s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다.", "단일 적 대상에게 물리 공격력의 500%의 피해를 입히고 스스로 3초 동안 1의 빈틈을 얻습니다. 이 공격으로 적을 처치하면 이 스킬의 재사용 대기시간이 70% 감소합니다. 5 energy - 10s cooldown Effects: • 빈틈 (on user): 남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다.": "단일 적 대상에게 물리 공격력의 500%의 피해를 입히고 스스로 3초 동안 1의 빈틈을 얻습니다. 이 공격으로 적을 처치하면 이 스킬의 재사용 대기시간이 70% 감소합니다. 5 energy - 10s cooldown Effects: • 빈틈 (on user): 남은 횟수만큼 피격 시 회피할 수 없으며 확정적으로 치명타가 발생합니다.", "대검 수련의 각인 - Dungeon Settlers Wiki": "대검 수련의 각인 - Dungeon Settlers Wiki", "대검 수련의 각인 icon": "대검 수련의 각인 icon", "대검 스킬 [Shared_Aptitude]": "대검 스킬 [Shared_Aptitude]", "대검 스킬 적성 - Dungeon Settlers Wiki": "대검 스킬 적성 - Dungeon Settlers Wiki", "대검 스킬 적성 icon": "대검 스킬 적성 아이콘", "대검 스킬 트리 - Dungeon Settlers Wiki": "대검 스킬 트리 - Dungeon Settlers Wiki", "대검 스킬 트리 overview": "대검 스킬 트리 개요", "대검 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "대검 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "대검을 크게 휘둘러 자신을 둘러싼 모든 유닛에게 물리 공격력의 250%의 물리 피해를 입힙니다. 이 공격은 아군에게도 피해를 줄 수 있습니다. 4 energy - 30s cooldown": "대검을 크게 휘둘러 자신을 둘러싼 모든 유닛에게 물리 공격력의 250%의 물리 피해를 입힙니다. 이 공격은 아군에게도 피해를 줄 수 있습니다. 4 energy - 30s cooldown", "대상 방향으로 7타일의 바닥에서 덩굴을 불러일으켜 적 유닛에게 마법 공격력의 150%의 피해를 주고, 3초 동안 이동 불가와 경직을 부여합니다. 5 energy - 8s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다. • 경직 (on enemy): -50% 회피율": "대상 방향으로 7타일의 바닥에서 덩굴을 불러일으켜 적 유닛에게 마법 공격력의 150%의 피해를 주고, 3초 동안 이동 불가와 경직을 부여합니다. 5 energy - 8s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다. • 경직 (on enemy): -50% 회피율", "대상 유닛에게 마법 공격력의 100%의 마법 피해를 입히고, 3타일 인접한 주변의 적 대상에게 최대 4회 튕기며 동일한 피해를 입힙니다. 누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다. 15s cooldown": "대상 유닛에게 마법 공격력의 100%의 마법 피해를 입히고, 3타일 인접한 주변의 적 대상에게 최대 4회 튕기며 동일한 피해를 입힙니다. 누적 피격 횟수가 낮은 대상을 우선으로 튕깁니다. 15s cooldown", "대상 타일로 기묘한 씨앗이 솟아나와 해당 위치의 유닛을 1타일 넉백시키며 적 유닛인 경우 마법 공격력의 150%의 피해를 입힙니다. 기묘한 씨앗은 1초마다 인접한 아군 유닛의 현재 생명력을 마법 공격력의 15% 만큼 회복시킵니다. 7 energy - 13s cooldown Summons: • 이상한 씨앗 (150 HP) has Regeneration aura: 1 범위 내의 유닛이 소환자의 마법 공격력의 15%의 생명력 재생력을 얻습니다. 40초가 지나면 바스러져 자연으로 돌아갑니다.": "대상 타일로 기묘한 씨앗이 솟아나와 해당 위치의 유닛을 1타일 넉백시키며 적 유닛인 경우 마법 공격력의 150%의 피해를 입힙니다. 기묘한 씨앗은 1초마다 인접한 아군 유닛의 현재 생명력을 마법 공격력의 15% 만큼 회복시킵니다. 7 energy - 13s cooldown Summons: • 이상한 씨앗 (150 생명력) has Regeneration aura: 1 범위 내의 유닛이 소환자의 마법 공격력의 15%의 생명력 재생력을 얻습니다. 40초가 지나면 바스러져 자연으로 돌아갑니다.", "대상 타일로 기묘한 씨앗이 솟아나와 해당 위치의 유닛을 1타일 넉백시키며 적 유닛인 경우 마법 공격력의 150%의 피해를 입힙니다. 기묘한 씨앗은 1초마다 인접한 아군 유닛의 현재 생명력을 마법 공격력의 15% 만큼 회복시킵니다. 에너지 7 - 재사용 대기 13초 소환: • 이상한 씨앗 (생명력 150) has Regeneration aura: 1 범위 내의 유닛이 소환자의 마법 공격력의 15%의 생명력 재생력을 얻습니다. 40초가 지나면 바스러져 자연으로 돌아갑니다.": "대상 타일로 기묘한 씨앗이 솟아나와 해당 위치의 유닛을 1타일 넉백시키며 적 유닛인 경우 마법 공격력의 150%의 피해를 입힙니다. 기묘한 씨앗은 1초마다 인접한 아군 유닛의 현재 생명력을 마법 공격력의 15% 만큼 회복시킵니다. 에너지 7 - 재사용 대기 13초 소환: • 이상한 씨앗 (생명력 150) has Regeneration aura: 1 범위 내의 유닛이 소환자의 마법 공격력의 15%의 생명력 재생력을 얻습니다. 40초가 지나면 바스러져 자연으로 돌아갑니다.", "대상에게 30초 동안 도발을 부여합니다. 결투 대상에게 입히는 주는 피해량이 50% 증가하며, 스스로 다른 대상으로부터 받는 받는 피해량이 30% 감소합니다. 5 energy - 20s cooldown Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다.": "대상에게 30초 동안 도발을 부여합니다. 결투 대상에게 주는 피해량이 50% 증가하며, 스스로 다른 대상으로부터 받는 피해량이 30% 감소합니다. 5 energy - 20s cooldown Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다.", "대상에게 검 자루 부분을 휘둘러 물리 공격력의 120%에 해당하는 물리 피해를 입히고, 1초 동안 기절을 부여합니다. 3 energy - 6s cooldown Effects: • 기절 (on enemy): 잠시 동안 행동할 수 없습니다.": "대상에게 검 자루 부분을 휘둘러 물리 공격력의 120%에 해당하는 물리 피해를 입히고, 1초 동안 기절을 부여합니다. 3 energy - 6s cooldown Effects: • 기절 (on enemy): 잠시 동안 행동할 수 없습니다.", "대상에게 돌진 후 검으로 베어 물리 공격력의 180%에 해당하는 물리 피해를 입힙니다. 돌진한 거리마다 물리 공격력의 30%만큼 피해량이 증가합니다. 4 energy - 15s cooldown": "대상에게 돌진 후 검으로 베어 물리 공격력의 180%에 해당하는 물리 피해를 입힙니다. 돌진한 거리마다 물리 공격력의 30%만큼 피해량이 증가합니다. 4 energy - 15s cooldown", "대상에게 마법 공격력의 100%의 마법 피해를 입히고 2초 동안 5의 부식을 부여합니다 Effects: • 부식 (on enemy): 장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다.": "대상에게 마법 공격력의 100%의 마법 피해를 입히고 2초 동안 5의 부식을 부여합니다 Effects: • 부식 (on enemy): 장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다.", "대상에게 마법 공격력의 100%의 마법 피해를 입히고, 2초 동안 3의 부식과 둔화을 부여합니다. Effects: • 부식 (on enemy): 장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다. • 둔화 (on enemy): -30% 이동 속도": "대상에게 마법 공격력의 100%의 마법 피해를 입히고, 2초 동안 3의 부식과 둔화을 부여합니다. Effects: • 부식 (on enemy): 장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다. • 둔화 (on enemy): -30% 이동 속도", "대상에게 마법 공격력의 100%의 마법 피해를 입히고, 3초 동안 1의 취약을 부여합니다. Effects: • 취약 (on enemy): +20% 받는 피해량": "대상에게 마법 공격력의 100%의 마법 피해를 입히고, 3초 동안 1의 취약을 부여합니다. Effects: • 취약 (on enemy): +20% 받는 피해량", "대상에게 마법 공격력의 100%의 마법 피해를 입히고, 5초 동안 1의 쇠약을 부여합니다. 대상과 동일하거나 뒤쪽 타일에 위치한 적이 있다면 동일한 피해와 효과를 부여합니다. Effects: • 쇠약 (on enemy): -20% 주는 피해량": "대상에게 마법 공격력의 100%의 마법 피해를 입히고, 5초 동안 1의 쇠약을 부여합니다. 대상과 동일하거나 뒤쪽 타일에 위치한 적이 있다면 동일한 피해와 효과를 부여합니다. Effects: • 쇠약 (on enemy): -20% 주는 피해량", "대상에게 물리 공격력의 100%에 해당하는 물리 피해를 4회 입힙니다. 3 energy - 12s cooldown": "대상에게 물리 공격력의 100%에 해당하는 물리 피해를 4회 입힙니다. 3 energy - 12s cooldown", "대상에게 물리 공격력의 100%의 물리 피해를 입힙니다. 치명타 발생 시 10초 동안 1의 어지러움을 부여합니다. Effects: • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.": "대상에게 물리 공격력의 100%의 물리 피해를 입힙니다. 치명타 발생 시 10초 동안 1의 어지러움을 부여합니다. Effects: • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.", "대상에게 물리 공격력의 120%의 물리 피해를 입히고, 3 타일 뒤로 밀칩니다. 대상은 둔화를 5초 동안 얻고, 파손을 5초 동안 얻습니다. 3 energy - 12s cooldown Effects: • 둔화 (on enemy): -30% 이동 속도 • 파손 (on enemy): -50 물리 저항력": "대상에게 물리 공격력의 120%의 물리 피해를 입히고, 3 타일 뒤로 밀칩니다. 대상은 둔화를 5초 동안 얻고, 파손을 5초 동안 얻습니다. 3 energy - 12s cooldown Effects: • 둔화 (on enemy): -30% 이동 속도 • 파손 (on enemy): -50 물리 저항력", "대상에게 물리 공격력의 150%에 해당하는 물리 피해를 입히고, 5초 동안 방해를 부여합니다. 10s cooldown Effects: • 방해 (on enemy): -25% 명중률": "대상에게 물리 공격력의 150%에 해당하는 물리 피해를 입히고, 5초 동안 방해를 부여합니다. 10s cooldown Effects: • 방해 (on enemy): -25% 명중률", "대상에게 물리 공격력의 280%의 물리 피해를 입히고 8초간 1의 경직와 1의 어지러움을 부여합니다. 2 energy - 8s cooldown Effects: • 경직 (on enemy): -50% 회피율 • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.": "대상에게 물리 공격력의 280%의 물리 피해를 입히고 8초간 1의 경직와 1의 어지러움을 부여합니다. 2 energy - 8s cooldown Effects: • 경직 (on enemy): -50% 회피율 • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.", "대상에게 빠르게 돌진하여 물리 공격력의 200%의 물리 피해를 입히고 1초 동안 기절을 부여합니다. 5 energy - 15s cooldown Effects: • 기절 (on enemy): 잠시 동안 행동할 수 없습니다.": "대상에게 빠르게 돌진하여 물리 공격력의 200%의 물리 피해를 입히고 1초 동안 기절을 부여합니다. 5 energy - 15s cooldown Effects: • 기절 (on enemy): 잠시 동안 행동할 수 없습니다.", "대상에게 사슬을 던져 물리 공격력의 100%에 해당하는 물리 피해를 입히고, 자신의 인접한 위치로 끌어당깁니다. 스스로 스킬의 대상에게 2초 동안 도발당합니다. 1초 동안 대상에게 이동 불가, 3초 동안 둔화를 부여합니다. 15s cooldown Effects: • 도발 (on the caster): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다. • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다. • 둔화 (on enemy): -30% 이동 속도": "대상에게 사슬을 던져 물리 공격력의 100%에 해당하는 물리 피해를 입히고, 자신의 인접한 위치로 끌어당깁니다. 스스로 스킬의 대상에게 2초 동안 도발당합니다. 1초 동안 대상에게 이동 불가, 3초 동안 둔화를 부여합니다. 15s cooldown Effects: • 도발 (on the caster): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다. • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다. • 둔화 (on enemy): -30% 이동 속도", "대상에게 확정적으로 물리 공격력의 80%의 물리 피해를 2회 입히고, 5초 동안 둔화을 부여합니다. 16s cooldown Effects: • 둔화 (on enemy): -30% 이동 속도": "대상에게 확정적으로 물리 공격력의 80%의 물리 피해를 2회 입히고, 5초 동안 둔화을 부여합니다. 16s cooldown Effects: • 둔화 (on enemy): -30% 이동 속도", "대상으로 선택한 기묘한 씨앗을 태양화로 발아시킵니다. 3 energy - 8s cooldown Summons: • 태양화 (200 HP) attacks with Attack: 6 범위 안에 있는 대상에게 마법 공격력의 120%의 마법 피해를 입힙니다. 치명타 발생시 5초 동안 어지러움를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. 1초에 한 번 공격합니다.": "대상으로 선택한 기묘한 씨앗을 태양화로 발아시킵니다. 3 energy - 8s cooldown Summons: • 태양화 (200 생명력) attacks with Attack: 6 범위 안에 있는 대상에게 마법 공격력의 120%의 마법 피해를 입힙니다. 치명타 발생시 5초 동안 어지러움를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. 1초에 한 번 공격합니다.", "대상으로 선택한 기묘한 씨앗을 태양화로 발아시킵니다. 에너지 3 - 재사용 대기 8초 소환: • 태양화 (생명력 200) 공격 - Attack: 6 범위 안에 있는 대상에게 마법 공격력의 120%의 마법 피해를 입힙니다. 치명타 발생시 5초 동안 어지러움를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. 1초에 한 번 공격합니다.": "대상으로 선택한 기묘한 씨앗을 태양화로 발아시킵니다. 에너지 3 - 재사용 대기 8초 소환: • 태양화 (생명력 200) 공격 - Attack: 6 범위 안에 있는 대상에게 마법 공격력의 120%의 마법 피해를 입힙니다. 치명타 발생시 5초 동안 어지러움를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. 1초에 한 번 공격합니다.", "대상으로 선택한 기묘한 씨앗을 터트립니다. 주변 모든 방향으로 씨앗 파편이 발사되어 처음으로 적중한 적 유닛에게 마법 공격력의 240%의 피해를 입히고, 10초 동안 취약을 부여합니다. 3 energy - 15s cooldown Effects: • 취약 (on allies): +20% 받는 피해량": "대상으로 선택한 기묘한 씨앗을 터트립니다. 주변 모든 방향으로 씨앗 파편이 발사되어 처음으로 적중한 적 유닛에게 마법 공격력의 240%의 피해를 입히고, 10초 동안 취약을 부여합니다. 3 energy - 15s cooldown Effects: • 취약 (on allies): +20% 받는 피해량", "대상으로 선택한 태양화를 태양심화로 발아시킵니다. 3 energy - 8s cooldown Summons: • 태양심화 (200 HP) attacks with Attack: 근처의 모든 적에게 마법 공격력의 140%의 마법 피해를 입히고 3초 동안 약점 노출을 부여합니다. 치명타 발생시 1의 어지러움을 부여합니다. 20초가 지나면 바스러져 자연으로 돌아갑니다.": "대상으로 선택한 태양화를 태양심화로 발아시킵니다. 3 energy - 8s cooldown Summons: • 태양심화 (200 생명력) attacks with Attack: 근처의 모든 적에게 마법 공격력의 140%의 마법 피해를 입히고 3초 동안 약점 노출을 부여합니다. 치명타 발생시 1의 어지러움을 부여합니다. 20초가 지나면 바스러져 자연으로 돌아갑니다.", "대상으로 선택한 태양화를 태양심화로 발아시킵니다. 에너지 3 - 재사용 대기 8초 소환: • 태양심화 (생명력 200) 공격 - Attack: 근처의 모든 적에게 마법 공격력의 140%의 마법 피해를 입히고 3초 동안 약점 노출을 부여합니다. 치명타 발생시 1의 어지러움을 부여합니다. 20초가 지나면 바스러져 자연으로 돌아갑니다.": "대상으로 선택한 태양화를 태양심화로 발아시킵니다. 에너지 3 - 재사용 대기 8초 소환: • 태양심화 (생명력 200) 공격 - Attack: 근처의 모든 적에게 마법 공격력의 140%의 마법 피해를 입히고 3초 동안 약점 노출을 부여합니다. 치명타 발생시 1의 어지러움을 부여합니다. 20초가 지나면 바스러져 자연으로 돌아갑니다.", "대상으로 지정된 점액분사초가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 100%의 마법 피해를 입히고 3초 동안 이동 불가를 부여합니다. 1 energy - 8s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다.": "대상으로 지정된 점액분사초가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 100%의 마법 피해를 입히고 3초 동안 이동 불가를 부여합니다. 1 energy - 8s cooldown Effects: • 이동 불가 (on enemy): 현재 위치에서 이동할 수 없습니다.", "대상으로 지정한 기묘한 씨앗을 점액분사초로 발아시킵니다. 3 energy - 8s cooldown Summons: • 점액분사초 (200 HP) attacks with Spray: 6 범위 안에 있는 모든 적 대상에게 마법 공격력의 80%의 마법 피해를 입히고, 5초 동안 1의 둔화와 방해를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. • 점액분사초 (200 HP) attacks with 스내칭 프레이: 대상으로 지정된 점액분사초가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 100%의 마법 피해를 입히고 3초 동안 이동 불가를 부여합니다.": "대상으로 지정한 기묘한 씨앗을 점액분사초로 발아시킵니다. 3 energy - 8s cooldown Summons: • 점액분사초 (200 생명력) attacks with Spray: 6 범위 안에 있는 모든 적 대상에게 마법 공격력의 80%의 마법 피해를 입히고, 5초 동안 1의 둔화와 방해를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. • 점액분사초 (200 생명력) attacks with 스내칭 프레이: 대상으로 지정된 점액분사초가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 100%의 마법 피해를 입히고 3초 동안 이동 불가를 부여합니다.", "대상으로 지정한 기묘한 씨앗을 점액분사초로 발아시킵니다. 에너지 3 - 재사용 대기 8초 소환: • 점액분사초 (생명력 200) 공격 - Spray: 6 범위 안에 있는 모든 적 대상에게 마법 공격력의 80%의 마법 피해를 입히고, 5초 동안 1의 둔화와 방해를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. • 점액분사초 (생명력 200) 공격 - 스내칭 프레이: 대상으로 지정된 점액분사초가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 100%의 마법 피해를 입히고 3초 동안 이동 불가를 부여합니다.": "대상으로 지정한 기묘한 씨앗을 점액분사초로 발아시킵니다. 에너지 3 - 재사용 대기 8초 소환: • 점액분사초 (생명력 200) 공격 - Spray: 6 범위 안에 있는 모든 적 대상에게 마법 공격력의 80%의 마법 피해를 입히고, 5초 동안 1의 둔화와 방해를 부여합니다. 40초가 지나면 바스러져 자연으로 돌아갑니다. • 점액분사초 (생명력 200) 공격 - 스내칭 프레이: 대상으로 지정된 점액분사초가 주변 모든 방향으로 갈고리 덩굴을 던져 덩굴에 걸린 적 유닛에게 마법 공격력의 100%의 마법 피해를 입히고 3초 동안 이동 불가를 부여합니다.", "대상의 현재 생명력을 마법 공격력의 100%만큼 회복시키고, 10초 동안 무작위 강화 효과를 부여합니다. 15s cooldown": "대상의 현재 생명력을 마법 공격력의 100%만큼 회복시키고, 10초 동안 무작위 강화 효과를 부여합니다. 15s cooldown", "대우 기대치 (Lv1)": "대우 기대치 (Lv1)", "대우 기대치 (Lv1) - Dungeon Settlers Wiki": "대우 기대치 (Lv1) - Dungeon Settlers Wiki", "대우 기대치 (Lv1) icon": "대우 기대치 (Lv1) 아이콘", "대우 기대치 (Lv2)": "대우 기대치 (Lv2)", "대우 기대치 (Lv2) - Dungeon Settlers Wiki": "대우 기대치 (Lv2) - Dungeon Settlers Wiki", "대우 기대치 (Lv2) icon": "대우 기대치 (Lv2) 아이콘", "대우 기대치 (Lv3)": "대우 기대치 (Lv3)", "대우 기대치 (Lv3) - Dungeon Settlers Wiki": "대우 기대치 (Lv3) - Dungeon Settlers Wiki", "대우 기대치 (Lv3) icon": "대우 기대치 (Lv3) 아이콘", "대우 기대치 (Lv4)": "대우 기대치 (Lv4)", "대우 기대치 (Lv4) - Dungeon Settlers Wiki": "대우 기대치 (Lv4) - Dungeon Settlers Wiki", "대우 기대치 (Lv4) icon": "대우 기대치 (Lv4) 아이콘", "대우 기대치 (Lv5)": "대우 기대치 (Lv5)", "대우 기대치 (Lv5) - Dungeon Settlers Wiki": "대우 기대치 (Lv5) - Dungeon Settlers Wiki", "대우 기대치 (Lv5) icon": "대우 기대치 (레벨5) 아이콘", "대장장이 - Dungeon Settlers Wiki": "대장장이 - Dungeon Settlers Wiki", "대장장이 icon": "대장장이 icon", "대지 분쇄 - Dungeon Settlers Wiki": "대지 분쇄 - Dungeon Settlers Wiki", "대지 분쇄 icon": "대지 분쇄 아이콘", "대지 분쇄 range and area on a dungeon room": "대지 분쇄 사거리 및 범위 (던전 방)", "대지 분쇄 range and area shown on a dungeon room": "던전 방에 표시된 대지 분쇄의 사거리와 범위", "대형 나무 찬장 - Dungeon Settlers Wiki": "대형 나무 찬장 - Dungeon Settlers Wiki", "대형 나무 책장 - Dungeon Settlers Wiki": "대형 나무 책장 - Dungeon Settlers Wiki", "대형 나무 탁자 - Dungeon Settlers Wiki": "대형 나무 탁자 - Dungeon Settlers Wiki", "대형 석재 탁자 - Dungeon Settlers Wiki": "대형 석재 탁자 - Dungeon Settlers Wiki", "대형 슬라임 - Dungeon Settlers Wiki": "대형 슬라임 - Dungeon Settlers Wiki", "대형 슬라임 icon": "대형 슬라임 아이콘", "더 깊은 곳으로 - Dungeon Settlers Wiki": "더 깊은 곳으로 - Dungeon Settlers Wiki", "더 깊은 곳으로 icon": "더 깊은 곳으로 아이콘", "더블 스크래치 - Dungeon Settlers Wiki": "더블 스크래치 - Dungeon Settlers Wiki", "더블 스크래치 icon": "더블 스크래치 아이콘", "더블 스크래치 range and area on a dungeon room": "더블 스크래치 사거리 및 범위 (던전 방)", "더블 스크래치 range and area shown on a dungeon room": "던전 방에 표시된 더블 스크래치의 사거리와 범위", "던전 가시 함정 - Dungeon Settlers Wiki": "던전 가시 함정 - Dungeon Settlers Wiki", "던전 계층 포탈 - Dungeon Settlers Wiki": "던전 계층 포탈 - Dungeon Settlers Wiki", "던전 보물상자 - Dungeon Settlers Wiki": "던전 보물상자 - Dungeon Settlers Wiki", "던전 상인 - Dungeon Settlers Wiki": "던전 상인 - Dungeon Settlers Wiki", "던전 상인 icon": "던전 상인 아이콘", "던전 세틀러 위키 - 던전 세틀러 DS_B.{#}.{#}(스팀 빌드 {#})을 위한 비공식 팬 데이터베이스입니다. 데이터는 게임 테이블에서 파싱했습니다.": "던전 세틀러 위키 - 던전 세틀러 DS_B.{#}.{#}(스팀 빌드 {#})을 위한 비공식 팬 데이터베이스입니다. 데이터는 게임 테이블에서 파싱했습니다.", "던전 수리대 - Dungeon Settlers Wiki": "던전 수리대 - Dungeon Settlers Wiki", "던전 체류 (D1) - Dungeon Settlers Wiki": "던전 체류 (D1) - Dungeon Settlers Wiki", "던전 체류 (D1) icon": "던전 체류 (D1) 아이콘", "던전 체류 (D2) - Dungeon Settlers Wiki": "던전 체류 (D2) - Dungeon Settlers Wiki", "던전 체류 (D2) icon": "던전 체류 (D2) 아이콘", "던전 체류 (D3) - Dungeon Settlers Wiki": "던전 체류 (D3) - Dungeon Settlers Wiki", "던전 체류 (D3) icon": "던전 체류 (D3) 아이콘", "던전 체류 (D4) - Dungeon Settlers Wiki": "던전 체류 (D4) - Dungeon Settlers Wiki", "던전 체류 (D4) icon": "던전 체류 (D4) 아이콘", "던전 체류 후유증 - Dungeon Settlers Wiki": "던전 체류 후유증 - Dungeon Settlers Wiki", "던전 체류 후유증 icon": "던전 체류 후유증 아이콘", "던전 층 시뮬레이터 (WIP)": "던전 층 시뮬레이터 (WIP)", "던전 침식 - desc": "던전 침식 - desc", "던전 코어 <레플리카> (resource node)": "던전 코어 <레플리카> (자원 노드)", "던전 코어 <레플리카> (resource node) - Dungeon Settlers Wiki": "던전 코어 <레플리카> (자원 노드) - 던전 세틀러즈 위키", "던전 포탈s created by 던전 코어 아크테온 drain energy from their surroundings, slowly turning parts of the continent into 버려진 땅. As the corruption spreads, the": "던전 코어 아크테온이 만들어낸 던전 포탈s는 주변으로부터 에너지를 흡수하여, 대륙의 일부를 서서히 버려진 땅으로 바꿉니다. 오염이 퍼짐에 따라", "던전체류 기간 패널티 (분 간격) [n]: n분 간격 주의!!! 3값만 넣어야 함. 초과해서 넣으면 D5 같은걸 부여하려나 오류남.": "던전체류 기간 패널티 (분 간격) [n]: n분 간격 주의!!! 3값만 넣어야 함. 초과해서 넣으면 D5 같은걸 부여하려나 오류남.", "덜렁이 - Dungeon Settlers Wiki": "덜렁이 - Dungeon Settlers Wiki", "덜렁이 icon": "덜렁이 icon", "데들리 피어 - Dungeon Settlers Wiki": "데들리 피어 - Dungeon Settlers Wiki", "데들리 피어 icon": "데들리 피어 아이콘", "데들리 피어 range and area shown on a dungeon room": "데들리 피어의 사거리와 범위를 던전 방에 표시한 모습", "데들리로 인한 타겟 불가 - Dungeon Settlers Wiki": "데들리로 인한 타겟 불가 - Dungeon Settlers Wiki", "데들리로 인한 타겟 불가 icon": "데들리로 인한 타겟 불가 icon", "데브릭 석상 - Dungeon Settlers Wiki": "데브릭 석상 - Dungeon Settlers Wiki", "데브릭 탈리스만 - Dungeon Settlers Wiki": "데브릭 탈리스만 - Dungeon Settlers Wiki", "데브릭 탈리스만 icon": "데브릭 탈리스만 아이콘", "데브릭 팬던트 - Dungeon Settlers Wiki": "데브릭 팬던트 - Dungeon Settlers Wiki", "데브릭 팬던트 icon": "데브릭 팬던트 아이콘", "데브릭 펜던트 - Dungeon Settlers Wiki": "데브릭 펜던트 - Dungeon Settlers Wiki", "데브릭 펜던트 icon": "데브릭 펜던트 아이콘", "데브릭의 팬던트 - While equipped: 공격 시 잃은 생명력 비율에 따라, 준 피해의 최대 30%만큼 생명력을 흡수합니다. A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "데브릭의 팬던트 - 장착 중: 공격 시 잃은 생명력 비율에 따라, 준 피해의 최대 30%만큼 생명력을 흡수합니다. 200 피해 타격은 체력이 거의 0일 때 최대 60 생명력, 절반일 때 30 생명력, 만땅일 때는 아무것도 회복하지 않습니다 (입힌 피해의 30%, 잃은 생명력 비율로 곱함).", "도기 식량 보관함 - Dungeon Settlers Wiki": "도기 식량 보관함 - Dungeon Settlers Wiki", "도깨비방망이 - Dungeon Settlers Wiki": "도깨비방망이 - Dungeon Settlers Wiki", "도깨비방망이 icon": "도깨비방망이 icon", "도끼 스킬 적성 - Dungeon Settlers Wiki": "도끼 스킬 적성 - Dungeon Settlers Wiki", "도끼 스킬 적성 icon": "도끼 스킬 적성 아이콘", "도둑 - Dungeon Settlers Wiki": "도둑 - Dungeon Settlers Wiki", "도둑 icon": "도둑 icon", "도마뱀 혐오 - Dungeon Settlers Wiki": "도마뱀 혐오 - Dungeon Settlers Wiki", "도마뱀 혐오 icon": "도마뱀 혐오 icon", "도박꾼 - Dungeon Settlers Wiki": "도박꾼 - Dungeon Settlers Wiki", "도박꾼 icon": "도박꾼 아이콘", "도박사 - Dungeon Settlers Wiki": "도박사 - Dungeon Settlers Wiki", "도박사 icon": "도박사 icon", "도발 - Dungeon Settlers Wiki": "도발 - Dungeon Settlers Wiki", "도발 icon": "도발 아이콘", "도시 경비병 - Dungeon Settlers Wiki": "도시 경비병 - Dungeon Settlers Wiki", "도시 경비병 icon": "도시 경비병 아이콘", "도시태생 - Dungeon Settlers Wiki": "도시태생 - Dungeon Settlers Wiki", "도시태생 icon": "도시태생 icon", "도자기 파편 - Dungeon Settlers Wiki": "도자기 파편 - Dungeon Settlers Wiki", "도자기 파편 icon": "도자기 파편 icon", "도전의 각인 - Dungeon Settlers Wiki": "도전의 각인 - Dungeon Settlers Wiki", "도전의 각인 icon": "도전의 각인 icon", "도전자 글로트 - Dungeon Settlers Wiki": "도전자 글로트 - Dungeon Settlers Wiki", "도전자 글로트 icon": "도전자 글로트 아이콘", "도전자 글로트 variant": "도전자 글로트 변형", "도주 - Dungeon Settlers Wiki": "도주 - Dungeon Settlers Wiki", "도주 icon": "도주 아이콘", "도주 range and area on a dungeon room": "도주 사거리 및 범위 (던전 방)", "도주 range and area shown on a dungeon room": "던전 방에 표시된 도주의 사거리와 범위", "도플갱어 - 결정의 시간 - Dungeon Settlers Wiki": "도플갱어 - 결정의 시간 - Dungeon Settlers Wiki", "도플갱어 - 결정의 시간 icon": "도플갱어 - 결정의 시간 아이콘", "도플갱어 - 안심한 단원들 - Dungeon Settlers Wiki": "도플갱어 - 안심한 단원들 - Dungeon Settlers Wiki", "도플갱어 - 안심한 단원들 icon": "도플갱어 - 안심한 단원들 아이콘", "도플갱어-습격 - Dungeon Settlers Wiki": "도플갱어-습격 - Dungeon Settlers Wiki", "도플갱어-습격 icon": "도플갱어-습격 아이콘", "도플갱어? - Dungeon Settlers Wiki": "도플갱어? - Dungeon Settlers Wiki", "도플갱어? icon": "도플갱어? 아이콘", "돋아나는 껍질의 각인 - Dungeon Settlers Wiki": "돋아나는 껍질의 각인 - Dungeon Settlers Wiki", "돋아나는 껍질의 각인 icon": "돋아나는 껍질의 각인 icon", "돌 구슬 - Dungeon Settlers Wiki": "돌 구슬 - Dungeon Settlers Wiki", "돌 구슬 icon": "돌 구슬 아이콘", "돌 던지기 - Dungeon Settlers Wiki": "돌 던지기 - Dungeon Settlers Wiki", "돌 던지기 icon": "돌 던지기 아이콘", "돌 던지기 range and area on a dungeon room": "돌 던지기 사거리 및 범위 (던전 방)", "돌 던지기 range and area shown on a dungeon room": "던전 방에 표시된 돌 던지기의 사거리와 범위", "돌진의 술식 - Dungeon Settlers Wiki": "돌진의 술식 - Dungeon Settlers Wiki", "돌진의 술식 icon": "돌진의 술식 아이콘", "돌진의 술식 아우라 - Dungeon Settlers Wiki": "돌진의 술식 아우라 - Dungeon Settlers Wiki", "돌진의 술식 아우라 icon": "돌진의 술식 아우라 icon", "동료 업기 - Dungeon Settlers Wiki": "동료 업기 - Dungeon Settlers Wiki", "동료 업기 icon": "동료 업기 icon", "동료를 포탈에 버림 - Dungeon Settlers Wiki": "동료를 포탈에 버림 - Dungeon Settlers Wiki", "동료를 포탈에 버림 icon": "동료를 포탈에 버림 아이콘", "동료의 죽음 - Dungeon Settlers Wiki": "동료의 죽음 - Dungeon Settlers Wiki", "동료의 죽음 icon": "동료의 죽음 아이콘", "동물 뼈 잔해 - Dungeon Settlers Wiki": "동물 뼈 잔해 - Dungeon Settlers Wiki", "동충하초 - Dungeon Settlers Wiki": "동충하초 - Dungeon Settlers Wiki", "동충하초 icon": "동충하초 아이콘", "두건 - Dungeon Settlers Wiki": "두건 - Dungeon Settlers Wiki", "두건 icon": "두건 icon", "두꺼운 천 - Dungeon Settlers Wiki": "두꺼운 천 - Dungeon Settlers Wiki", "두꺼운 천 icon": "두꺼운 천 아이콘", "두꺼운 천 갑옷 - Dungeon Settlers Wiki": "두꺼운 천 갑옷 - Dungeon Settlers Wiki", "두꺼운 천 갑옷 icon": "두꺼운 천 갑옷 icon", "두꺼운 천 두건 - Dungeon Settlers Wiki": "두꺼운 천 두건 - Dungeon Settlers Wiki", "두꺼운 천 두건 icon": "두꺼운 천 두건 icon", "두려움 - Dungeon Settlers Wiki": "두려움 - Dungeon Settlers Wiki", "두려움 icon": "두려움 아이콘", "둔감한 혀 - Dungeon Settlers Wiki": "둔감한 혀 - Dungeon Settlers Wiki", "둔감한 혀 icon": "둔감한 혀 아이콘", "둔기 수련의 각인 - Dungeon Settlers Wiki": "둔기 수련의 각인 - Dungeon Settlers Wiki", "둔기 수련의 각인 icon": "둔기 수련의 각인 icon", "둔기 스킬 [Shared_Aptitude]": "둔기 스킬 [Shared_Aptitude]", "둔기 스킬 적성 - Dungeon Settlers Wiki": "둔기 스킬 적성 - Dungeon Settlers Wiki", "둔기 스킬 적성 icon": "둔기 스킬 적성 아이콘", "둔기 스킬 트리 - Dungeon Settlers Wiki": "둔기 스킬 트리 - Dungeon Settlers Wiki", "둔기 스킬 트리 overview": "둔기 스킬 트리 개요", "둔기 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "둔기 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "둔화 - Dungeon Settlers Wiki": "둔화 - Dungeon Settlers Wiki", "둔화 icon": "둔화 아이콘", "듀얼 리퀘스트 - Dungeon Settlers Wiki": "듀얼 리퀘스트 - Dungeon Settlers Wiki", "듀얼 리퀘스트 icon": "듀얼 리퀘스트 아이콘", "듀얼 리퀘스트 range and area shown on a dungeon room": "듀얼 리퀘스트의 사거리와 범위를 던전 방에 표시한 모습", "드루이드 - Dungeon Settlers Wiki": "드루이드 - Dungeon Settlers Wiki", "드루이드 icon": "드루이드 icon", "드워프 - Dungeon Settlers Wiki": "드워프 - Dungeon Settlers Wiki", "드워프 icon": "드워프 아이콘", "드워프, 백귀, 탈, 라이칸 are also authored but not recruitable - see the": "드워프, 백귀, 탈, 라이칸도 작성되었지만 모집할 수 없습니다 - 다음을 참조하세요:", "들끓는 벼룩 - Dungeon Settlers Wiki": "들끓는 벼룩 - Dungeon Settlers Wiki", "들끓는 벼룩 GAMESYSTEM_Environment_{affecterName}": "들끓는 벼룩 GAMESYSTEM_Environment_{affecterName}", "들끓는 벼룩 icon": "들끓는 벼룩 아이콘", "등급 상승 CP, 모집 레벨 및 종족 가중치": "등급 상승 CP, 모집 레벨 및 종족 가중치", "디스트랙팅 블로우 - Dungeon Settlers Wiki": "디스트랙팅 블로우 - Dungeon Settlers Wiki", "디스트랙팅 블로우 icon": "디스트랙팅 블로우 아이콘", "디스트랙팅 블로우 range and area on a dungeon room": "디스트랙팅 블로우 사거리 및 범위 (던전 방)", "디스트랙팅 블로우 range and area shown on a dungeon room": "던전 방에 표시된 디스트랙팅 블로우의 사거리와 범위", "디스트럭티브 스플릿 - Dungeon Settlers Wiki": "디스트럭티브 스플릿 - Dungeon Settlers Wiki", "디스트럭티브 스플릿 icon": "디스트럭티브 스플릿 아이콘", "디스트럭티브 스플릿 range and area shown on a dungeon room": "디스트럭티브 스플릿의 사거리와 범위를 던전 방에 표시한 모습", "따분한 - Dungeon Settlers Wiki": "따분한 - Dungeon Settlers Wiki", "따분한 icon": "따분한 아이콘", "땔감 - Dungeon Settlers Wiki": "땔감 - Dungeon Settlers Wiki", "땔감 icon": "땔감 아이콘", "떠돌이 - Dungeon Settlers Wiki": "떠돌이 - Dungeon Settlers Wiki", "떠돌이 icon": "떠돌이 icon", "뛰어난 통솔력 - Dungeon Settlers Wiki": "뛰어난 통솔력 - Dungeon Settlers Wiki", "뛰어난 통솔력 icon": "뛰어난 통솔력 icon", "라스트 신더 - Dungeon Settlers Wiki": "라스트 신더 - Dungeon Settlers Wiki", "라스트 신더 icon": "라스트 신더 아이콘", "라이칸 - Dungeon Settlers Wiki": "라이칸 - Dungeon Settlers Wiki", "라이칸 icon": "라이칸 아이콘", "라이칸 밤에 [AFFECTER_NocturnalNightTime]를 얻습니다. 낮에 [AFFECTER_NocturnalDayTime] 패널티를 얻습니다.": "라이칸 밤에 [AFFECTER_NocturnalNightTime]를 얻습니다. 낮에 [AFFECTER_NocturnalDayTime] 패널티를 얻습니다.", "라이칸 혐오 - Dungeon Settlers Wiki": "라이칸 혐오 - Dungeon Settlers Wiki", "라이칸 혐오 icon": "라이칸 혐오 icon", "라이프 버스트 - Dungeon Settlers Wiki": "라이프 버스트 - Dungeon Settlers Wiki", "라이프 버스트 icon": "라이프 버스트 아이콘", "라이프 사이클 - Dungeon Settlers Wiki": "라이프 사이클 - Dungeon Settlers Wiki", "라이프 사이클 icon": "라이프 사이클 아이콘", "래피드 파이어 - Dungeon Settlers Wiki": "래피드 파이어 - Dungeon Settlers Wiki", "래피드 파이어 icon": "래피드 파이어 icon", "랜턴 거치대 - Dungeon Settlers Wiki": "랜턴 거치대 - Dungeon Settlers Wiki", "레벨 - Dungeon Settlers Wiki": "레벨 - Dungeon Settlers Wiki", "레벨 icon": "레벨 아이콘", "레벨당 각인 {#}개를 얻습니다 - 레벨 {#}까지 {#}개, {#}개는 무료. 여기서 트리를 추가하면 각인 {#}개를 사용합니다. 무기 트리는 메인 SP를, 보조 트리는 서브 SP를 소모합니다.": "레벨당 각인 {#}개를 얻습니다 - 레벨 {#}까지 {#}개, {#}개는 무료. 여기서 트리를 추가하면 각인 {#}개를 사용합니다. 무기 트리는 메인 SP를, 보조 트리는 서브 SP를 소모합니다.", "레벨업당 성장치 (GameSystemTable): P = 낮음 {#}~{#} / M = 보통 {#}~{#} (기준치) / O = 우수 {#}~{#} / E = 탁월 {#}~{#} / G = 천재 {#}~{#}": "레벨업당 성장치 (GameSystemTable): P = 낮음 {#}~{#} / M = 보통 {#}~{#} (기준치) / O = 우수 {#}~{#} / E = 탁월 {#}~{#} / G = 천재 {#}~{#}", "레피드 파이어 - Dungeon Settlers Wiki": "레피드 파이어 - Dungeon Settlers Wiki", "레피드 파이어 icon": "레피드 파이어 아이콘", "레피드 파이어 range and area shown on a dungeon room": "레피드 파이어 사거리 및 범위 (던전 방에 표시)", "로열 슬라임 영혼석 - Dungeon Settlers Wiki": "로열 슬라임 영혼석 - Dungeon Settlers Wiki", "로열 슬라임 영혼석 icon": "로열 슬라임 영혼석 아이콘", "로열 젤리 - Dungeon Settlers Wiki": "로열 젤리 - Dungeon Settlers Wiki", "로열 젤리 icon": "로열 젤리 아이콘", "로열 젤리 섭취 - Dungeon Settlers Wiki": "로열 젤리 섭취 - Dungeon Settlers Wiki", "로열 젤리 섭취 icon": "로열 젤리 섭취 icon", "로열 젤리를 섭취하여 몸에 활력이 넘치고 기분이 고조된 상태입니다. Granted by 1 item": "로열 젤리를 섭취하여 몸에 활력이 넘치고 기분이 고조된 상태입니다. Granted by 1 item", "루마 나무 (resource node)": "루마 나무 (자원 노드)", "루마 나무 (resource node) - Dungeon Settlers Wiki": "루마 나무 (자원 노드) - 던전 세틀러즈 위키", "루마 열매 - Dungeon Settlers Wiki": "루마 열매 - Dungeon Settlers Wiki", "루마 열매 icon": "루마 열매 icon", "루마 열매 섭취 - Dungeon Settlers Wiki": "루마 열매 섭취 - Dungeon Settlers Wiki", "루마 열매 섭취 icon": "루마 열매 섭취 아이콘", "리자드맨 - Dungeon Settlers Wiki": "리자드맨 - Dungeon Settlers Wiki", "리자드맨 icon": "리자드맨 아이콘", "리저렉션 - Dungeon Settlers Wiki": "리저렉션 - Dungeon Settlers Wiki", "리저렉션 icon": "리저렉션 아이콘", "리저렉션 range and area on a dungeon room": "리저렉션 사거리 및 범위 (던전 방)", "리저렉션 range and area shown on a dungeon room": "던전 방에 표시된 리저렉션의 사거리와 범위", "마격의 각인 - Dungeon Settlers Wiki": "마격의 각인 - Dungeon Settlers Wiki", "마격의 각인 icon": "마격의 각인 icon", "마공 물약 - Dungeon Settlers Wiki": "마공 물약 - Dungeon Settlers Wiki", "마공 물약 icon": "마공 물약 아이콘", "마력 고철 더미 (resource node)": "마력 고철 더미 (자원 노드)", "마력 고철 더미 (resource node) - Dungeon Settlers Wiki": "마력 고철 더미 (자원 노드) - 던전 세틀러즈 위키", "마력 과포화 - Dungeon Settlers Wiki": "마력 과포화 - Dungeon Settlers Wiki", "마력 과포화 GAMESYSTEM_Environment_{affecterName}": "마력 과포화 GAMESYSTEM_Environment_{affecterName}", "마력 과포화 icon": "마력 과포화 icon", "마력 예열 - Dungeon Settlers Wiki": "마력 예열 - Dungeon Settlers Wiki", "마력 예열 icon": "마력 예열 icon", "마력 증폭 - Dungeon Settlers Wiki": "마력 증폭 - Dungeon Settlers Wiki", "마력 증폭 icon": "마력 증폭 아이콘", "마력장치 조사완료 - Dungeon Settlers Wiki": "마력장치 조사완료 - Dungeon Settlers Wiki", "마력장치 조사완료 icon": "마력장치 조사완료 아이콘", "마법 공격력 - Dungeon Settlers Wiki": "마법 공격력 - Dungeon Settlers Wiki", "마법 공격력 icon": "마법 공격력 아이콘", "마법 공격력 물약 섭취 - Dungeon Settlers Wiki": "마법 공격력 물약 섭취 - Dungeon Settlers Wiki", "마법 공격력 물약 섭취 icon": "마법 공격력 물약 섭취 icon", "마법 공격력 최종 배율 - Dungeon Settlers Wiki": "마법 공격력 최종 배율 - Dungeon Settlers Wiki", "마법 공격력 최종 배율 icon": "마법 공격력 최종 배율 아이콘", "마법 대비 유효 HP": "마법 대비 유효 생명력", "마법 서적 - Dungeon Settlers Wiki": "마법 서적 - Dungeon Settlers Wiki", "마법 서적 icon": "마법 서적 icon", "마법 저항 물약 - Dungeon Settlers Wiki": "마법 저항 물약 - Dungeon Settlers Wiki", "마법 저항 물약 icon": "마법 저항 물약 아이콘", "마법 저항 물약 섭취 - Dungeon Settlers Wiki": "마법 저항 물약 섭취 - Dungeon Settlers Wiki", "마법 저항 물약 섭취 icon": "마법 저항 물약 섭취 icon", "마법 저항력 - Dungeon Settlers Wiki": "마법 저항력 - Dungeon Settlers Wiki", "마법 저항력 icon": "마법 저항력 아이콘", "마법사 - Dungeon Settlers Wiki": "마법사 - Dungeon Settlers Wiki", "마법사 icon": "마법사 icon", "마석 가루 - Dungeon Settlers Wiki": "마석 가루 - Dungeon Settlers Wiki", "마석 가루 icon": "마석 가루 아이콘", "마석 땅굴 - Dungeon Settlers Wiki": "마석 땅굴 - Dungeon Settlers Wiki", "마석 땅굴 GAMESYSTEM_Environment_{affecterName}": "마석 땅굴 GAMESYSTEM_Environment_{affecterName}", "마석 땅굴 icon": "마석 땅굴 icon", "마엘스트롬 - Dungeon Settlers Wiki": "마엘스트롬 - Dungeon Settlers Wiki", "마엘스트롬 icon": "마엘스트롬 아이콘", "마차꾼 - Dungeon Settlers Wiki": "마차꾼 - Dungeon Settlers Wiki", "마차꾼 icon": "마차꾼 icon", "만드레이크 (resource node)": "만드레이크 (자원 노드)", "만드레이크 (resource node) - Dungeon Settlers Wiki": "만드레이크 (자원 노드) - 던전 세틀러즈 위키", "만드레이크 - Dungeon Settlers Wiki": "만드레이크 - Dungeon Settlers Wiki", "만드레이크 icon": "만드레이크 아이콘", "만드레이크 깨어남 - Dungeon Settlers Wiki": "만드레이크 깨어남 - Dungeon Settlers Wiki", "만드레이크 깨어남 icon": "만드레이크 깨어남 icon", "만약 현재 제작 스킬이 요구 제작 스킬보다 높은 경우, 높은 정도 만큼 '수작' 결과물이 나올 확률 보정치 (PS : 반대의 경우는 존재할 수 없음. 왜냐하면, 현재 제작 스킬보다 요구 제작 스킬이 높으면 제작 자체가 불가하기 때문)": "만약 현재 제작 스킬이 요구 제작 스킬보다 높은 경우, 높은 정도 만큼 '수작' 결과물이 나올 확률 보정치 (PS : 반대의 경우는 존재할 수 없음. 왜냐하면, 현재 제작 스킬보다 요구 제작 스킬이 높으면 제작 자체가 불가하기 때문)", "만족스러움 - Dungeon Settlers Wiki": "만족스러움 - Dungeon Settlers Wiki", "만족스러움 icon": "만족스러움 아이콘", "맑음 - Dungeon Settlers Wiki": "맑음 - Dungeon Settlers Wiki", "맑음 icon": "맑음 icon", "매우 만족스러움 - Dungeon Settlers Wiki": "매우 만족스러움 - Dungeon Settlers Wiki", "매우 만족스러움 icon": "매우 만족스러움 아이콘", "매우 불만스러움 - Dungeon Settlers Wiki": "매우 불만스러움 - Dungeon Settlers Wiki", "매우 불만스러움 icon": "매우 불만스러움 아이콘", "맥동하는 바위 - Dungeon Settlers Wiki": "맥동하는 바위 - Dungeon Settlers Wiki", "맥동하는 바위 icon": "맥동하는 바위 icon", "맨드레이크 - Dungeon Settlers Wiki": "맨드레이크 - Dungeon Settlers Wiki", "맨드레이크 icon": "맨드레이크 icon", "맨드레이크 비명을 들음 - Dungeon Settlers Wiki": "맨드레이크 비명을 들음 - Dungeon Settlers Wiki", "맨드레이크 비명을 들음 icon": "맨드레이크 비명을 들음 아이콘", "맷집 - Dungeon Settlers Wiki": "맷집 - Dungeon Settlers Wiki", "맷집 icon": "맷집 아이콘", "맷집 강화 - Dungeon Settlers Wiki": "맷집 강화 - Dungeon Settlers Wiki", "맷집 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "맷집 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "맷집 강화 icon": "맷집 강화 icon", "맷집 약화 - Dungeon Settlers Wiki": "맷집 약화 - Dungeon Settlers Wiki", "맷집 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "맷집 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "맷집 약화 icon": "맷집 약화 icon", "맷집 재능 - Dungeon Settlers Wiki": "맷집 재능 - Dungeon Settlers Wiki", "맷집 재능 icon": "맷집 재능 아이콘", "맷집의 영약 - Dungeon Settlers Wiki": "맷집의 영약 - Dungeon Settlers Wiki", "맷집의 영약 icon": "맷집의 영약 아이콘", "맹공 - Dungeon Settlers Wiki": "맹공 - Dungeon Settlers Wiki", "맹공 icon": "맹공 아이콘", "머드 스핏 - Dungeon Settlers Wiki": "머드 스핏 - Dungeon Settlers Wiki", "머드 스핏 icon": "머드 스핏 아이콘", "머드 스핏 range and area on a dungeon room": "머드 스핏 사거리 및 범위 (던전 방)", "머드 스핏 range and area shown on a dungeon room": "던전 방에 표시된 머드 스핏의 사거리와 범위", "머리 생명력 - Dungeon Settlers Wiki": "머리 생명력 - Dungeon Settlers Wiki", "머리 생명력 icon": "머리 생명력 아이콘", "머리 최대 생명력 - Dungeon Settlers Wiki": "머리 최대 생명력 - Dungeon Settlers Wiki", "머리 최대 생명력 icon": "머리 최대 생명력 아이콘", "머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Granted by 1 inscription and 11 skills": "머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Granted by 1 inscription and 11 skills", "머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Granted by 1 inscription and 12 skills": "머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Granted by 1 inscription and 12 skills", "머모크 - Dungeon Settlers Wiki": "머모크 - Dungeon Settlers Wiki", "머모크 icon": "머모크 아이콘", "머모크 variant": "머모크 변형", "머모크 사냥 - Dungeon Settlers Wiki": "머모크 사냥 - Dungeon Settlers Wiki", "머모크 사냥 icon": "머모크 사냥 아이콘", "머모크 사냥 완료 - Dungeon Settlers Wiki": "머모크 사냥 완료 - Dungeon Settlers Wiki", "머모크 사냥 완료 icon": "머모크 사냥 완료 아이콘", "머모크 우리 - Dungeon Settlers Wiki": "머모크 우리 - Dungeon Settlers Wiki", "머쉬바이터 이빨 - Dungeon Settlers Wiki": "머쉬바이터 이빨 - Dungeon Settlers Wiki", "머쉬바이터 이빨 icon": "머쉬바이터 이빨 아이콘", "먹여주기 태스크에서 필요로 하는 Workload": "먹여주기 태스크에서 필요로 하는 Workload", "먼지 구근 - Dungeon Settlers Wiki": "먼지 구근 - Dungeon Settlers Wiki", "먼지 구근 icon": "먼지 구근 icon", "먼지 구근 섭취 - Dungeon Settlers Wiki": "먼지 구근 섭취 - Dungeon Settlers Wiki", "먼지 구근 섭취 icon": "먼지 구근 섭취 icon", "먼지구근 <0단계> - Dungeon Settlers Wiki": "먼지구근 <0단계> - Dungeon Settlers Wiki", "먼지구근 <1단계> - Dungeon Settlers Wiki": "먼지구근 <1단계> - Dungeon Settlers Wiki", "먼지구근 <2단계> (resource node)": "먼지구근 <2단계> (자원 노드)", "먼지구근 <2단계> (resource node) - Dungeon Settlers Wiki": "먼지구근 <2단계> (자원 노드) - 던전 세틀러즈 위키", "먼지구근 <3단계> (resource node)": "먼지구근 <3단계> (자원 노드)", "먼지구근 <3단계> (resource node) - Dungeon Settlers Wiki": "먼지구근 <3단계> (자원 노드) - 던전 세틀러즈 위키", "메뉴 바에서 설정하는 로스터 전체 공통 설정입니다. AFFECTER_MonsterDifficulty를 통해 모든 몬스터에 적용됩니다 (Hard = 기준치). 부정적 환경 효과는 유닛에게 디버프를 줍니다 (각각 무작위로 약 -{#} 스탯). 타격당 피해량 자체는 난이도의 영향을 받지 않습니다. 관리 난이도(재료/연구 비용 x{#}-{#} + 기분)는 별도의 축이며 전투에 영향을 주지 않습니다.": "메뉴 바에서 설정하는 로스터 전체 공통 설정입니다. AFFECTER_MonsterDifficulty를 통해 모든 몬스터에 적용됩니다 (Hard = 기준치). 부정적 환경 효과는 유닛에게 디버프를 줍니다 (각각 무작위로 약 -{#} 스탯). 타격당 피해량 자체는 난이도의 영향을 받지 않습니다. 관리 난이도(재료/연구 비용 x{#}-{#} + 기분)는 별도의 축이며 전투에 영향을 주지 않습니다.", "메아리 꽃 - Dungeon Settlers Wiki": "메아리 꽃 - Dungeon Settlers Wiki", "메아리 꽃 반지 - Dungeon Settlers Wiki": "메아리 꽃 반지 - Dungeon Settlers Wiki", "메아리 꽃 반지 icon": "메아리 꽃 반지 아이콘", "메아리 꽃 종 - Dungeon Settlers Wiki": "메아리 꽃 종 - Dungeon Settlers Wiki", "메인 던전 맥스 Floor - 탐사열망 (더 깊은 곳으로)이벤트 체크용": "메인 던전 맥스 Floor - 탐사열망 (더 깊은 곳으로)이벤트 체크용", "메인, 튜토리얼 및 NPC 임무 체인": "메인, 튜토리얼 및 NPC 임무 체인", "메탈 차지 - Dungeon Settlers Wiki": "메탈 차지 - Dungeon Settlers Wiki", "메탈 차지 icon": "메탈 차지 아이콘", "메탈 차지 range and area on a dungeon room": "메탈 차지 사거리 및 범위 (던전 방)", "메탈 차지 range and area shown on a dungeon room": "던전 방에 표시된 메탈 차지의 사거리와 범위", "명중 물약 - Dungeon Settlers Wiki": "명중 물약 - Dungeon Settlers Wiki", "명중 물약 icon": "명중 물약 아이콘", "명중 물약 섭취 - Dungeon Settlers Wiki": "명중 물약 섭취 - Dungeon Settlers Wiki", "명중 물약 섭취 icon": "명중 물약 섭취 icon", "명중률 - Dungeon Settlers Wiki": "명중률 - Dungeon Settlers Wiki", "명중률 icon": "명중률 아이콘", "명중률이 30% 감소한 상태로 대상에게 물리 공격력의 80%의 물리 피해를 4회 입힙니다. 2 energy - 12s cooldown": "명중률이 30% 감소한 상태로 대상에게 물리 공격력의 80%의 물리 피해를 4회 입힙니다. 2 energy - 12s cooldown", "모닥불 - Dungeon Settlers Wiki": "모닥불 - Dungeon Settlers Wiki", "모닥불의 온기 - Dungeon Settlers Wiki": "모닥불의 온기 - Dungeon Settlers Wiki", "모닥불의 온기 icon": "모닥불의 온기 아이콘", "모든 [Shared_Talent]가 한 단계 증가합니다. [Shared_Talent]는 최대 천재를 초과할 수 없습니다.": "모든 [Shared_Talent]가 한 단계 증가합니다. [Shared_Talent]는 최대 천재를 초과할 수 없습니다.", "모든 것 보관함 - Dungeon Settlers Wiki": "모든 것 보관함 - Dungeon Settlers Wiki", "모든 버블링에게 명령하여 지정한 타일로 즉시 돌진하게 하고, 시전자의 마법 공격력의 100%만큼 마법 피해를 입힌 뒤 즉시 터지도록 합니다. 1 energy - 20s cooldown Summons: • 버블링 (300 HP) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.": "모든 버블링에게 명령하여 지정한 타일로 즉시 돌진하게 하고, 시전자의 마법 공격력의 100%만큼 마법 피해를 입힌 뒤 즉시 터지도록 합니다. 1 energy - 20s cooldown Summons: • 버블링 (300 생명력) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.", "모든 수치는 게임 자체의 테이블(StatusValueTable, GameSystemTable, TraitTable, ItemTable)에서 직접 가져온 것입니다. 페이지 내 자체 테스트가 계산을 검증합니다.": "모든 수치는 게임 자체의 테이블(StatusValueTable, GameSystemTable, TraitTable, ItemTable)에서 직접 가져온 것입니다. 페이지 내 자체 테스트가 계산을 검증합니다.", "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.", "모욕 당함 - Dungeon Settlers Wiki": "모욕 당함 - Dungeon Settlers Wiki", "모욕 당함 icon": "모욕 당함 아이콘", "모집 굴림 품질 - 능력치 굴림이 어디에 위치할지 결정합니다 (게임의 모집 RNG를 여기서는 결정적으로 고정). 최악 / 평균 / 최고 중 선택하세요:": "모집 굴림 품질 - 능력치 굴림이 어디에 위치할지 결정합니다 (게임의 모집 RNG를 여기서는 결정적으로 고정). 최악 / 평균 / 최고 중 선택하세요:", "모집 생성 능력치 굴림 - 게임의 모집 RNG를 아래에서 선택한 굴림 품질(최악 / 평균 / 최고)에 맞춰 적용합니다. 빌더에서는 무작위가 아니며 설정한 값을 그대로 따릅니다:": "모집 생성 능력치 굴림 - 게임의 모집 RNG를 아래에서 선택한 굴림 품질(최악 / 평균 / 최고)에 맞춰 적용합니다. 빌더에서는 무작위가 아니며 설정한 값을 그대로 따릅니다:", "모킹 그린 - Dungeon Settlers Wiki": "모킹 그린 - Dungeon Settlers Wiki", "모킹 그린 icon": "모킹 그린 아이콘", "모험가 체질 - Dungeon Settlers Wiki": "모험가 체질 - Dungeon Settlers Wiki", "모험가 체질 icon": "모험가 체질 icon", "모험의 즐거움 - Dungeon Settlers Wiki": "모험의 즐거움 - Dungeon Settlers Wiki", "모험의 즐거움 icon": "모험의 즐거움 아이콘", "목공대 - Dungeon Settlers Wiki": "목공대 - Dungeon Settlers Wiki", "목수 - Dungeon Settlers Wiki": "목수 - Dungeon Settlers Wiki", "목수 icon": "목수 icon", "목재 여신상 - Dungeon Settlers Wiki": "목재 여신상 - Dungeon Settlers Wiki", "목표 대상 방향으로 일직선 돌진합니다. 돌진하며 부딪힌 모든 대상을 2타일 뒤로 밀쳐내며 물리 공격력의 300%에 해당하는 물리 피해를 입히고, 1.5초 동안 기절을 부여합니다. 구조물과 충돌하는 경우 구조물을 즉시 파괴합니다. 막다른 벽에 부딪히면 스킬이 중단되며 1.5초 동안 기절 상태가 됩니다. 30s cooldown Effects: • 기절 (on enemy): 잠시 동안 행동할 수 없습니다.": "목표 대상 방향으로 일직선 돌진합니다. 돌진하며 부딪힌 모든 대상을 2타일 뒤로 밀쳐내며 물리 공격력의 300%에 해당하는 물리 피해를 입히고, 1.5초 동안 기절을 부여합니다. 구조물과 충돌하는 경우 구조물을 즉시 파괴합니다. 막다른 벽에 부딪히면 스킬이 중단되며 1.5초 동안 기절 상태가 됩니다. 30s cooldown Effects: • 기절 (on enemy): 잠시 동안 행동할 수 없습니다.", "몬스터, NPC 및 플레이어 유닛 (스탯, 스킬, 드롭 포함)": "몬스터, NPC 및 플레이어 유닛 (스탯, 스킬, 드롭 포함)", "몬스터는 시간이 지날수록 강해집니다 (AFFECTER_MagicSaturation). 증가 폭은 아직 해석되지 않았으며 표시만 될 뿐 수치에는 반영되지 않습니다.": "몬스터는 시간이 지날수록 강해집니다 (AFFECTER_MagicSaturation). 증가 폭은 아직 해석되지 않았으며 표시만 될 뿐 수치에는 반영되지 않습니다.", "몰아치는 파도 - Dungeon Settlers Wiki": "몰아치는 파도 - Dungeon Settlers Wiki", "몰아치는 파도 icon": "몰아치는 파도 icon", "몸통 생명력 - Dungeon Settlers Wiki": "몸통 생명력 - Dungeon Settlers Wiki", "몸통 생명력 icon": "몸통 생명력 아이콘", "몸통 최대 생명력 - Dungeon Settlers Wiki": "몸통 최대 생명력 - Dungeon Settlers Wiki", "몸통 최대 생명력 icon": "몸통 최대 생명력 아이콘", "무게 물약 - Dungeon Settlers Wiki": "무게 물약 - Dungeon Settlers Wiki", "무게 물약 icon": "무게 물약 아이콘", "무게 물약 섭취 - Dungeon Settlers Wiki": "무게 물약 섭취 - Dungeon Settlers Wiki", "무게 물약 섭취 icon": "무게 물약 섭취 icon", "무당벌레 - Dungeon Settlers Wiki": "무당벌레 - Dungeon Settlers Wiki", "무당벌레 icon": "무당벌레 아이콘", "무당벌레 variant": "무당벌레 변형", "무당벌레 돌진 - Dungeon Settlers Wiki": "무당벌레 돌진 - Dungeon Settlers Wiki", "무당벌레 돌진 icon": "무당벌레 돌진 아이콘", "무당벌레 돌진 range and area on a dungeon room": "무당벌레 돌진 사거리 및 범위 (던전 방)", "무당벌레 돌진 range and area shown on a dungeon room": "던전 방에 표시된 무당벌레 돌진의 사거리와 범위", "무드 최대치를 의미한다. 실제 변동되며 쓰이는 값은 아니고, 주로 UI에서 게이지바 등을 표시하기 위한 최대치 기준으로 사용된다. (실제 수치는 최대값이 없음)": "무드 최대치를 의미한다. 실제 변동되며 쓰이는 값은 아니고, 주로 UI에서 게이지바 등을 표시하기 위한 최대치 기준으로 사용된다. (실제 수치는 최대값이 없음)", "무방비 - Dungeon Settlers Wiki": "무방비 - Dungeon Settlers Wiki", "무방비 icon": "무방비 icon", "무적 - Dungeon Settlers Wiki": "무적 - Dungeon Settlers Wiki", "무적 icon": "무적 아이콘", "무한소형마력발전기 - Dungeon Settlers Wiki": "무한소형마력발전기 - Dungeon Settlers Wiki", "물 갑각 스태프 - Dungeon Settlers Wiki": "물 갑각 스태프 - Dungeon Settlers Wiki", "물 갑각 스태프 icon": "물 갑각 스태프 icon", "물 마법 수련의 각인 - Dungeon Settlers Wiki": "물 마법 수련의 각인 - Dungeon Settlers Wiki", "물 마법 수련의 각인 icon": "물 마법 수련의 각인 icon", "물 마법 스킬 [Shared_Aptitude]": "물 마법 스킬 [Shared_Aptitude]", "물 마법 스킬 적성 - Dungeon Settlers Wiki": "물 마법 스킬 적성 - Dungeon Settlers Wiki", "물 마법 스킬 적성 icon": "물 마법 스킬 적성 아이콘", "물 마법 스킬 트리 - Dungeon Settlers Wiki": "물 마법 스킬 트리 - Dungeon Settlers Wiki", "물 마법 스킬 트리 overview": "물 마법 스킬 트리 개요", "물 마법 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "물 마법 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "물 마법 추가 - 각인 {#}개 사용 | 메인 SP": "물 마법 추가 - 각인 {#}개 사용 | 메인 SP", "물 정령 구리 스태프 - Dungeon Settlers Wiki": "물 정령 구리 스태프 - Dungeon Settlers Wiki", "물 정령 구리 스태프 icon": "물 정령 구리 스태프 icon", "물 정령 아크론 스태프 - Dungeon Settlers Wiki": "물 정령 아크론 스태프 - Dungeon Settlers Wiki", "물 정령 아크론 스태프 icon": "물 정령 아크론 스태프 icon", "물 정령 주석 스태프 - Dungeon Settlers Wiki": "물 정령 주석 스태프 - Dungeon Settlers Wiki", "물 정령 주석 스태프 icon": "물 정령 주석 스태프 icon", "물 정령 청동 스태프 - Dungeon Settlers Wiki": "물 정령 청동 스태프 - Dungeon Settlers Wiki", "물 정령 청동 스태프 icon": "물 정령 청동 스태프 icon", "물공 물약 - Dungeon Settlers Wiki": "물공 물약 - Dungeon Settlers Wiki", "물공 물약 icon": "물공 물약 아이콘", "물리 공격 속도 최종 배율 - Dungeon Settlers Wiki": "물리 공격 속도 최종 배율 - Dungeon Settlers Wiki", "물리 공격 속도 최종 배율 icon": "물리 공격 속도 최종 배율 아이콘", "물리 공격력 - Dungeon Settlers Wiki": "물리 공격력 - Dungeon Settlers Wiki", "물리 공격력 icon": "물리 공격력 아이콘", "물리 공격력 물약 섭취 - Dungeon Settlers Wiki": "물리 공격력 물약 섭취 - Dungeon Settlers Wiki", "물리 공격력 물약 섭취 icon": "물리 공격력 물약 섭취 icon", "물리 공격력 최종 배율 - Dungeon Settlers Wiki": "물리 공격력 최종 배율 - Dungeon Settlers Wiki", "물리 공격력 최종 배율 icon": "물리 공격력 최종 배율 아이콘", "물리 대비 유효 HP": "물리 대비 유효 생명력", "물리 저항력 - Dungeon Settlers Wiki": "물리 저항력 - Dungeon Settlers Wiki", "물리 저항력 icon": "물리 저항력 아이콘", "물리 치명타 배율 최종 배율 - Dungeon Settlers Wiki": "물리 치명타 배율 최종 배율 - Dungeon Settlers Wiki", "물리 치명타 배율 최종 배율 icon": "물리 치명타 배율 최종 배율 아이콘", "물리 치명타 확률 최종 배율 - Dungeon Settlers Wiki": "물리 치명타 확률 최종 배율 - Dungeon Settlers Wiki", "물리 치명타 확률 최종 배율 icon": "물리 치명타 확률 최종 배율 아이콘", "물의 나무 스태프 - Dungeon Settlers Wiki": "물의 나무 스태프 - Dungeon Settlers Wiki", "물의 나무 스태프 icon": "물의 나무 스태프 icon", "물의 뼈 스태프 - Dungeon Settlers Wiki": "물의 뼈 스태프 - Dungeon Settlers Wiki", "물의 뼈 스태프 icon": "물의 뼈 스태프 icon", "물의 연철 스태프 - Dungeon Settlers Wiki": "물의 연철 스태프 - Dungeon Settlers Wiki", "물의 연철 스태프 icon": "물의 연철 스태프 icon", "물의 정수 - Dungeon Settlers Wiki": "물의 정수 - Dungeon Settlers Wiki", "물의 정수 icon": "물의 정수 아이콘", "물의 혈목 스태프 - Dungeon Settlers Wiki": "물의 혈목 스태프 - Dungeon Settlers Wiki", "물의 혈목 스태프 icon": "물의 혈목 스태프 icon", "미지불된 퇴직금 - Dungeon Settlers Wiki": "미지불된 퇴직금 - Dungeon Settlers Wiki", "미지불된 퇴직금 icon": "미지불된 퇴직금 아이콘", "민첩 - Dungeon Settlers Wiki": "민첩 - Dungeon Settlers Wiki", "민첩 icon": "민첩 아이콘", "민첩 강화 - Dungeon Settlers Wiki": "민첩 강화 - Dungeon Settlers Wiki", "민첩 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "민첩 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "민첩 강화 icon": "민첩 강화 icon", "민첩 약화 - Dungeon Settlers Wiki": "민첩 약화 - Dungeon Settlers Wiki", "민첩 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "민첩 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "민첩 약화 icon": "민첩 약화 icon", "민첩 재능 - Dungeon Settlers Wiki": "민첩 재능 - Dungeon Settlers Wiki", "민첩 재능 icon": "민첩 재능 아이콘", "민첩의 영약 - Dungeon Settlers Wiki": "민첩의 영약 - Dungeon Settlers Wiki", "민첩의 영약 icon": "민첩의 영약 아이콘", "밀렵꾼 - Dungeon Settlers Wiki": "밀렵꾼 - Dungeon Settlers Wiki", "밀렵꾼 icon": "밀렵꾼 아이콘", "밀물과 썰물 - Dungeon Settlers Wiki": "밀물과 썰물 - Dungeon Settlers Wiki", "밀물과 썰물 icon": "밀물과 썰물 아이콘", "바늘 거미 - Dungeon Settlers Wiki": "바늘 거미 - Dungeon Settlers Wiki", "바늘 거미 icon": "바늘 거미 아이콘", "바닥 제거 - Dungeon Settlers Wiki": "바닥 제거 - Dungeon Settlers Wiki", "바닥에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초 PS : 인게임 1시간은 1배속 기준 현실 시간 45초임.": "바닥에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초 PS : 인게임 1시간은 1배속 기준 현실 시간 45초임.", "바닥에서 잤음 - Dungeon Settlers Wiki": "바닥에서 잤음 - Dungeon Settlers Wiki", "바닥에서 잤음 icon": "바닥에서 잤음 아이콘", "바닥에서 파도가 솟아나와 대상 타일에 위치한 적 유닛에게 마법 공격력의 200%에 해당하는 마법 피해를 입히고 10초 동안 파도의 표식과 방해를 부여합니다. 소환수들은 대상 타일로 이동하며, 파도의 표식을 가진 적 유닛을 우선적으로 공격합니다. 1 energy - 15s cooldown Effects: • 방해 (on enemy): -25% 명중률": "바닥에서 파도가 솟아나와 대상 타일에 위치한 적 유닛에게 마법 공격력의 200%에 해당하는 마법 피해를 입히고 10초 동안 파도의 표식과 방해를 부여합니다. 소환수들은 대상 타일로 이동하며, 파도의 표식을 가진 적 유닛을 우선적으로 공격합니다. 1 energy - 15s cooldown Effects: • 방해 (on enemy): -25% 명중률", "바닥을 강하게 내려찍어 지면을 흔듭니다. 주변의 모든 유닛을 3타일 넉백 시키며 물리 공격력의 200 피해를 입히고, 2초 동안 둔화를 부여합니다. 15s cooldown Effects: • 둔화 (on enemy): -30% 이동 속도": "바닥을 강하게 내려찍어 지면을 흔듭니다. 주변의 모든 유닛을 3타일 넉백 시키며 물리 공격력의 200 피해를 입히고, 2초 동안 둔화를 부여합니다. 15s cooldown Effects: • 둔화 (on enemy): -30% 이동 속도", "바라보는 존재 - Dungeon Settlers Wiki": "바라보는 존재 - Dungeon Settlers Wiki", "바라보는 존재 icon": "바라보는 존재 아이콘", "바스라짐의 각인 - Dungeon Settlers Wiki": "바스라짐의 각인 - Dungeon Settlers Wiki", "바스라짐의 각인 icon": "바스라짐의 각인 icon", "바스티온 - Dungeon Settlers Wiki": "바스티온 - Dungeon Settlers Wiki", "바스티온 icon": "바스티온 아이콘", "바위 (resource node)": "바위 (resource node)", "바위 (resource node) - Dungeon Settlers Wiki": "바위 (resource node) - Dungeon Settlers Wiki", "바일 인설트 - Dungeon Settlers Wiki": "바일 인설트 - Dungeon Settlers Wiki", "바일 인설트 icon": "바일 인설트 아이콘", "바일 인설트 range and area shown on a dungeon room": "바일 인설트의 사거리와 범위를 던전 방에 표시한 모습", "반사 물약 - Dungeon Settlers Wiki": "반사 물약 - Dungeon Settlers Wiki", "반사 물약 icon": "반사 물약 아이콘", "반사:근접 물리 - Dungeon Settlers Wiki": "반사:근접 물리 - Dungeon Settlers Wiki", "반사:근접 물리 icon": "반사:근접 물리 아이콘", "반사:마법 - Dungeon Settlers Wiki": "반사:마법 - Dungeon Settlers Wiki", "반사:마법 icon": "반사:마법 아이콘", "반사:물리 - Dungeon Settlers Wiki": "반사:물리 - Dungeon Settlers Wiki", "반사:물리 icon": "반사:물리 아이콘", "반사:원거리 - Dungeon Settlers Wiki": "반사:원거리 - Dungeon Settlers Wiki", "반사:원거리 icon": "반사:원거리 아이콘", "반사의 각인 - Dungeon Settlers Wiki": "반사의 각인 - Dungeon Settlers Wiki", "반사의 각인 icon": "반사의 각인 icon", "받는 피해량 - Dungeon Settlers Wiki": "받는 피해량 - Dungeon Settlers Wiki", "받는 피해량 decreases by {0}% for each allied plant structure within 1 tile.": "1타일 이내에 있는 아군 식물 구조물 하나당 받는 피해량이 {0}% 감소합니다.", "받는 피해량 decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "1타일 이내에 있는 아군 식물 구조물 하나당 받는 피해량이 {0}% 감소합니다. (최대 {1}%까지 적용됩니다)", "받는 피해량 icon": "받는 피해량 아이콘", "받은 근접 물리 피해의 50%를 반사하여 물리 피해를 입힙니다. Granted by 1 item": "받은 근접 물리 피해의 50%를 반사하여 물리 피해를 입힙니다. Granted by 1 item", "받은 원거리 물리 피해의 50%를 반사하여 물리 피해를 입힙니다. Granted by 1 item": "받은 원거리 물리 피해의 50%를 반사하여 물리 피해를 입힙니다. Granted by 1 item", "발악의 각인 - Dungeon Settlers Wiki": "발악의 각인 - Dungeon Settlers Wiki", "발악의 각인 icon": "발악의 각인 icon", "발을 강하게 굴러 대상과 자신과 인접한 근처 모든 적에게 물리 공격력의 100%의 피해를 입히고, 5초 동안 1의 어지러움을 부여합니다. Effects: • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.": "발을 강하게 굴러 대상과 자신과 인접한 근처 모든 적에게 물리 공격력의 100%의 피해를 입히고, 5초 동안 1의 어지러움을 부여합니다. Effects: • 어지러움 (on enemy): 중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다.", "발을 굴러 근처 모든 적 유닛에게 물리 공격력의 200%의 물리 피해를 입힙니다 15s cooldown": "발을 굴러 근처 모든 적 유닛에게 물리 공격력의 200%의 물리 피해를 입힙니다 15s cooldown", "밤 - Dungeon Settlers Wiki": "밤 - Dungeon Settlers Wiki", "밤 icon": "밤 icon", "방어 물약 - Dungeon Settlers Wiki": "방어 물약 - Dungeon Settlers Wiki", "방어 물약 icon": "방어 물약 아이콘", "방어 물약 섭취 - Dungeon Settlers Wiki": "방어 물약 섭취 - Dungeon Settlers Wiki", "방어 물약 섭취 icon": "방어 물약 섭취 icon", "방어:근접 - Dungeon Settlers Wiki": "방어:근접 - Dungeon Settlers Wiki", "방어:근접 icon": "방어:근접 아이콘", "방어의 술식 - Dungeon Settlers Wiki": "방어의 술식 - Dungeon Settlers Wiki", "방어의 술식 icon": "방어의 술식 아이콘", "방어의 술식 아우라 - Dungeon Settlers Wiki": "방어의 술식 아우라 - Dungeon Settlers Wiki", "방어의 술식 아우라 icon": "방어의 술식 아우라 icon", "방패 수련의 각인 - Dungeon Settlers Wiki": "방패 수련의 각인 - Dungeon Settlers Wiki", "방패 수련의 각인 icon": "방패 수련의 각인 icon", "방패 스킬 [Shared_Aptitude]": "방패 스킬 [Shared_Aptitude]", "방패 스킬 적성 - Dungeon Settlers Wiki": "방패 스킬 적성 - Dungeon Settlers Wiki", "방패 스킬 적성 icon": "방패 스킬 적성 아이콘", "방패 스킬 트리 - Dungeon Settlers Wiki": "방패 스킬 트리 - Dungeon Settlers Wiki", "방패 스킬 트리 overview": "방패 스킬 트리 개요", "방패 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "방패 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "방패를 세게 두들겨 주변 5타일 내 적 유닛들에게 4초 동안 도발를 부여합니다. 5 energy - 30s cooldown Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다.": "방패를 세게 두들겨 주변 5타일 내 적 유닛들에게 4초 동안 도발를 부여합니다. 5 energy - 30s cooldown Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다.", "방해 - Dungeon Settlers Wiki": "방해 - Dungeon Settlers Wiki", "방해 icon": "방해 아이콘", "밭 - Dungeon Settlers Wiki": "밭 - Dungeon Settlers Wiki", "밭 icon": "밭 icon", "배고픔 - Dungeon Settlers Wiki": "배고픔 - Dungeon Settlers Wiki", "배고픔 icon": "배고픔 아이콘", "배고픔 재생량 - Dungeon Settlers Wiki": "배고픔 재생량 - Dungeon Settlers Wiki", "배고픔 재생량 icon": "배고픔 재생량 아이콘", "배고픔을 채우고, 야생 약초 효과를 얻습니다. 10초 동안 현재 생명력을 100 회복합니다. Effects: • 야생 약초 (on allies): 생명력이 서서히 회복됩니다.": "배고픔을 채우고, 야생 약초 효과를 얻습니다. 10초 동안 현재 생명력을 100 회복합니다. Effects: • 야생 약초 (on allies): 생명력이 서서히 회복됩니다.", "배리어 리서지 - Dungeon Settlers Wiki": "배리어 리서지 - Dungeon Settlers Wiki", "배리어 리서지 icon": "배리어 리서지 아이콘", "배틀 스텀프 - Dungeon Settlers Wiki": "배틀 스텀프 - Dungeon Settlers Wiki", "배틀 스텀프 icon": "배틀 스텀프 아이콘", "배틀 스텀프 range and area shown on a dungeon room": "배틀 스텀프의 사거리와 범위를 던전 방에 표시한 모습", "백귀 - Dungeon Settlers Wiki": "백귀 - Dungeon Settlers Wiki", "백귀 icon": "백귀 아이콘", "백정 - Dungeon Settlers Wiki": "백정 - Dungeon Settlers Wiki", "백정 icon": "백정 icon", "뱀잡이 - Dungeon Settlers Wiki": "뱀잡이 - Dungeon Settlers Wiki", "뱀잡이 icon": "뱀잡이 icon", "뱃속의 거지 - Dungeon Settlers Wiki": "뱃속의 거지 - Dungeon Settlers Wiki", "뱃속의 거지 icon": "뱃속의 거지 icon", "버블 태클 - Dungeon Settlers Wiki": "버블 태클 - Dungeon Settlers Wiki", "버블 태클 icon": "버블 태클 아이콘", "버블 태클 range and area on a dungeon room": "던전 방에서 버블 태클 범위 및 영역", "버블 태클 range and area shown on a dungeon room": "던전 방에 표시된 버블 태클의 사거리와 범위", "버블링 - Dungeon Settlers Wiki": "버블링 - Dungeon Settlers Wiki", "버블링 icon": "버블링 아이콘", "버블링 summon": "버블링 소환", "버블스플레쉬 - Dungeon Settlers Wiki": "버블스플레쉬 - Dungeon Settlers Wiki", "버블스플레쉬 icon": "버블스플레쉬 icon", "버블토드 - Dungeon Settlers Wiki": "버블토드 - Dungeon Settlers Wiki", "버블토드 icon": "버블토드 아이콘", "버블토드 summon": "버블토드 소환", "버서커 추가 - 각인 {#}개 사용 | 서브 SP": "버서커 추가 - 각인 {#}개 사용 | 서브 SP", "버섯 (resource node)": "버섯 (자원 노드)", "버섯 (resource node) - Dungeon Settlers Wiki": "버섯 (자원 노드) - 던전 세틀러즈 위키", "버섯 - Dungeon Settlers Wiki": "버섯 - Dungeon Settlers Wiki", "버섯 icon": "버섯 icon", "버섯 꼬치 섭취 - Dungeon Settlers Wiki": "버섯 꼬치 섭취 - Dungeon Settlers Wiki", "버섯 꼬치 섭취 icon": "버섯 꼬치 섭취 아이콘", "버섯 꼬치구이 - Dungeon Settlers Wiki": "버섯 꼬치구이 - Dungeon Settlers Wiki", "버섯 꼬치구이 icon": "버섯 꼬치구이 icon", "버섯 섭취 - Dungeon Settlers Wiki": "버섯 섭취 - Dungeon Settlers Wiki", "버섯 섭취 icon": "버섯 섭취 icon", "버섯 스튜 - Dungeon Settlers Wiki": "버섯 스튜 - Dungeon Settlers Wiki", "버섯 스튜 icon": "버섯 스튜 icon", "버섯 스튜 섭취 - Dungeon Settlers Wiki": "버섯 스튜 섭취 - Dungeon Settlers Wiki", "버섯 스튜 섭취 icon": "버섯 스튜 섭취 icon", "버스트 추가 - 각인 {#}개 사용 | 서브 SP": "버스트 추가 - 각인 {#}개 사용 | 서브 SP", "버티컬 슬래시 - Dungeon Settlers Wiki": "버티컬 슬래시 - Dungeon Settlers Wiki", "버티컬 슬래시 icon": "버티컬 슬래시 아이콘", "버티컬 슬래시 range and area shown on a dungeon room": "버티컬 슬래시의 사거리와 범위를 던전 방에 표시한 모습", "벌목 능력치 - Dungeon Settlers Wiki": "벌목 능력치 - Dungeon Settlers Wiki", "벌목 능력치 icon": "벌목 능력치 아이콘", "벌집 - Dungeon Settlers Wiki": "벌집 - Dungeon Settlers Wiki", "벌집 icon": "벌집 icon", "벌집 나무 (resource node)": "벌집 나무 (자원 노드)", "벌집 나무 (resource node) - Dungeon Settlers Wiki": "벌집 나무 (자원 노드) - 던전 세틀러즈 위키", "벌크 샷 - Dungeon Settlers Wiki": "벌크 샷 - Dungeon Settlers Wiki", "벌크 샷 icon": "벌크 샷 아이콘", "범위 내 모든 적 유닛에게 물리 공격력의 40%의 피해를 입히는 화살비가 내리는 지역을 형성합니다. 화살비는 6회 동안 지속됩니다. 5 energy - 20s cooldown": "범위 내 모든 적 유닛에게 물리 공격력의 40%의 피해를 입히는 화살비가 내리는 지역을 형성합니다. 화살비는 6회 동안 지속됩니다. 5 energy - 20s cooldown", "범위 내의 모든 적들에게 산성을 뿜어 적 대상에게 마법 공격력의 100%의 마법 피해를 입히고, 10초 동안 둔화와 부식을 부여합니다. Effects: • 둔화 (on enemy): -30% 이동 속도 • 부식 (on enemy): 장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다.": "범위 내의 모든 적들에게 산성을 뿜어 적 대상에게 마법 공격력의 100%의 마법 피해를 입히고, 10초 동안 둔화와 부식을 부여합니다. Effects: • 둔화 (on enemy): -30% 이동 속도 • 부식 (on enemy): 장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다.", "벽난로 - Dungeon Settlers Wiki": "벽난로 - Dungeon Settlers Wiki", "벽난로 icon": "벽난로 icon", "벽돌 - Dungeon Settlers Wiki": "벽돌 - Dungeon Settlers Wiki", "벽돌 icon": "벽돌 아이콘", "보강 - Dungeon Settlers Wiki": "보강 - Dungeon Settlers Wiki", "보강 icon": "보강 아이콘", "보강된 뼈 갑옷 - Dungeon Settlers Wiki": "보강된 뼈 갑옷 - Dungeon Settlers Wiki", "보강된 뼈 갑옷 icon": "보강된 뼈 갑옷 아이콘", "보강된 뼈 방패 - Dungeon Settlers Wiki": "보강된 뼈 방패 - Dungeon Settlers Wiki", "보강된 뼈 방패 icon": "보강된 뼈 방패 아이콘", "보강된 뼈 투구 - Dungeon Settlers Wiki": "보강된 뼈 투구 - Dungeon Settlers Wiki", "보강된 뼈 투구 icon": "보강된 뼈 투구 icon", "보관함 - Dungeon Settlers Wiki": "보관함 - Dungeon Settlers Wiki", "보관함 용량 - Dungeon Settlers Wiki": "보관함 용량 - Dungeon Settlers Wiki", "보관함 용량 icon": "보관함 용량 아이콘", "보관함과 운반 - desc": "보관함과 운반 - desc", "보석 장식 풍뎅이 - Dungeon Settlers Wiki": "보석 장식 풍뎅이 - Dungeon Settlers Wiki", "보석 장식 풍뎅이 icon": "보석 장식 풍뎅이 icon", "보석 풍뎅이 - Dungeon Settlers Wiki": "보석 풍뎅이 - Dungeon Settlers Wiki", "보석 풍뎅이 GAMESYSTEM_Environment_{affecterName}": "보석 풍뎅이 GAMESYSTEM_Environment_{affecterName}", "보석 풍뎅이 icon": "보석 풍뎅이 icon", "보스 몬스터 - Dungeon Settlers Wiki": "보스 몬스터 - Dungeon Settlers Wiki", "보스 몬스터 icon": "보스 몬스터 icon", "보조 스킬 포인트 - Dungeon Settlers Wiki": "보조 스킬 포인트 - Dungeon Settlers Wiki", "보조 스킬 포인트 icon": "보조 스킬 포인트 아이콘", "보호막 - Dungeon Settlers Wiki": "보호막 - Dungeon Settlers Wiki", "보호막 icon": "보호막 아이콘", "보호막 습득 시 모든 스킬의 스킬 재사용 대기 시간 감소가 10% 증가합니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "보호막 습득 시 모든 스킬의 스킬 재사용 대기 시간 감소가 10% 증가합니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "보호막 습득량이 20% 상승합니다. Effects: • 보호막: 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "보호막 습득량이 20% 상승합니다. Effects: • 보호막: 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "보호의 각인 - Dungeon Settlers Wiki": "보호의 각인 - Dungeon Settlers Wiki", "보호의 각인 icon": "보호의 각인 icon", "부서진 고대 숲 책장 (옆면) - Dungeon Settlers Wiki": "부서진 고대 숲 책장 (옆면) - Dungeon Settlers Wiki", "부서진 짐마차 - Dungeon Settlers Wiki": "부서진 짐마차 - Dungeon Settlers Wiki", "부식 - Dungeon Settlers Wiki": "부식 - Dungeon Settlers Wiki", "부식 icon": "부식 아이콘", "부싯돌의 각인 - Dungeon Settlers Wiki": "부싯돌의 각인 - Dungeon Settlers Wiki", "부싯돌의 각인 icon": "부싯돌의 각인 icon", "분노의 술식 - Dungeon Settlers Wiki": "분노의 술식 - Dungeon Settlers Wiki", "분노의 술식 icon": "분노의 술식 아이콘", "분노의 술식 아우라 - Dungeon Settlers Wiki": "분노의 술식 아우라 - Dungeon Settlers Wiki", "분노의 술식 아우라 icon": "분노의 술식 아우라 icon", "분할 - Dungeon Settlers Wiki": "분할 - Dungeon Settlers Wiki", "분할 icon": "분할 아이콘", "분홍 화단 - Dungeon Settlers Wiki": "분홍 화단 - Dungeon Settlers Wiki", "불 마법 수련의 각인 - Dungeon Settlers Wiki": "불 마법 수련의 각인 - Dungeon Settlers Wiki", "불 마법 수련의 각인 icon": "불 마법 수련의 각인 icon", "불 마법 스킬 [Shared_Aptitude]": "불 마법 스킬 [Shared_Aptitude]", "불 마법 스킬 적성 - Dungeon Settlers Wiki": "불 마법 스킬 적성 - Dungeon Settlers Wiki", "불 마법 스킬 적성 icon": "불 마법 스킬 적성 아이콘", "불 마법 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "불 마법 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "불길한 소식 - Dungeon Settlers Wiki": "불길한 소식 - Dungeon Settlers Wiki", "불길한 소식 icon": "불길한 소식 아이콘", "불만스러움 - Dungeon Settlers Wiki": "불만스러움 - Dungeon Settlers Wiki", "불만스러움 icon": "불만스러움 아이콘", "불사 - Dungeon Settlers Wiki": "불사 - Dungeon Settlers Wiki", "불사 icon": "불사 아이콘", "불씨의 각인 - Dungeon Settlers Wiki": "불씨의 각인 - Dungeon Settlers Wiki", "불씨의 각인 icon": "불씨의 각인 icon", "불여락지자 - Dungeon Settlers Wiki": "불여락지자 - Dungeon Settlers Wiki", "불여락지자 icon": "불여락지자 icon", "불한당 - Dungeon Settlers Wiki": "불한당 - Dungeon Settlers Wiki", "불한당 icon": "불한당 icon", "불행한 천재 - Dungeon Settlers Wiki": "불행한 천재 - Dungeon Settlers Wiki", "불행한 천재 icon": "불행한 천재 icon", "붉은 갈기 - Dungeon Settlers Wiki": "붉은 갈기 - Dungeon Settlers Wiki", "붉은 갈기 icon": "붉은 갈기 아이콘", "붉은 공포 - Dungeon Settlers Wiki": "붉은 공포 - Dungeon Settlers Wiki", "붉은 공포 icon": "붉은 공포 아이콘", "붉은 괴물쥐 - Dungeon Settlers Wiki": "붉은 괴물쥐 - Dungeon Settlers Wiki", "붉은 괴물쥐 icon": "붉은 괴물쥐 아이콘", "붉은 괴물쥐 variant": "붉은 괴물쥐 변형", "붉은 괴물쥐 송곳니 - Dungeon Settlers Wiki": "붉은 괴물쥐 송곳니 - Dungeon Settlers Wiki", "붉은 괴물쥐 송곳니 icon": "붉은 괴물쥐 송곳니 아이콘", "붉은 괴물쥐 영혼 - Dungeon Settlers Wiki": "붉은 괴물쥐 영혼 - Dungeon Settlers Wiki", "붉은 괴물쥐 영혼 icon": "붉은 괴물쥐 영혼 icon", "붉은 괴물쥐 영혼석 - Dungeon Settlers Wiki": "붉은 괴물쥐 영혼석 - Dungeon Settlers Wiki", "붉은 괴물쥐 영혼석 icon": "붉은 괴물쥐 영혼석 아이콘", "붉은 괴물쥐 페이즈 2 - Dungeon Settlers Wiki": "붉은 괴물쥐 페이즈 2 - Dungeon Settlers Wiki", "붉은 괴물쥐 페이즈 2 icon": "붉은 괴물쥐 페이즈 2 icon", "붉은 괴물쥐 페이즈 3 - Dungeon Settlers Wiki": "붉은 괴물쥐 페이즈 3 - Dungeon Settlers Wiki", "붉은 괴물쥐 페이즈 3 icon": "붉은 괴물쥐 페이즈 3 icon", "붉은 스톤 골렘 - Dungeon Settlers Wiki": "붉은 스톤 골렘 - Dungeon Settlers Wiki", "붉은 스톤 골렘 icon": "붉은 스톤 골렘 아이콘", "붉은 스톤 골렘 variant": "붉은 스톤 골렘 변형", "붉은 카펫 - Dungeon Settlers Wiki": "붉은 카펫 - Dungeon Settlers Wiki", "붉은 크리스탈 나무 스태프 - Dungeon Settlers Wiki": "붉은 크리스탈 나무 스태프 - Dungeon Settlers Wiki", "붉은 크리스탈 나무 스태프 icon": "붉은 크리스탈 나무 스태프 icon", "붉은 크리스탈 목걸이 - Dungeon Settlers Wiki": "붉은 크리스탈 목걸이 - Dungeon Settlers Wiki", "붉은 크리스탈 목걸이 icon": "붉은 크리스탈 목걸이 아이콘", "붉은 크리스탈 반지 - Dungeon Settlers Wiki": "붉은 크리스탈 반지 - Dungeon Settlers Wiki", "붉은 크리스탈 반지 icon": "붉은 크리스탈 반지 아이콘", "붉은 크리스탈 본 스태프 - Dungeon Settlers Wiki": "붉은 크리스탈 본 스태프 - Dungeon Settlers Wiki", "붉은 크리스탈 본 스태프 icon": "붉은 크리스탈 본 스태프 icon", "붉은 크리스탈 아이언 스태프 - Dungeon Settlers Wiki": "붉은 크리스탈 아이언 스태프 - Dungeon Settlers Wiki", "붉은 크리스탈 아이언 스태프 icon": "붉은 크리스탈 아이언 스태프 icon", "붉은 크리스탈 혈목 스태프 - Dungeon Settlers Wiki": "붉은 크리스탈 혈목 스태프 - Dungeon Settlers Wiki", "붉은 크리스탈 혈목 스태프 icon": "붉은 크리스탈 혈목 스태프 icon", "붉은 크리스탈이 박힌 목걸이입니다. [Tooltip_AttackRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "붉은 크리스탈이 박힌 목걸이입니다. [Tooltip_AttackRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "붉은 크리스탈이 박힌 반지입니다. [Tooltip_AttackRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "붉은 크리스탈이 박힌 반지입니다. [Tooltip_AttackRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "붉은쥐 - Dungeon Settlers Wiki": "붉은쥐 - Dungeon Settlers Wiki", "붉은쥐 icon": "붉은쥐 아이콘", "붉은쥐 variant": "붉은쥐 변형", "블러드 슬라임 영혼석 - Dungeon Settlers Wiki": "블러드 슬라임 영혼석 - Dungeon Settlers Wiki", "블러드 슬라임 영혼석 icon": "블러드 슬라임 영혼석 아이콘", "블레이드 그라인딩 - Dungeon Settlers Wiki": "블레이드 그라인딩 - Dungeon Settlers Wiki", "블레이드 그라인딩 icon": "블레이드 그라인딩 아이콘", "블레이드 스프릿 - Dungeon Settlers Wiki": "블레이드 스프릿 - Dungeon Settlers Wiki", "블레이드 스프릿 icon": "블레이드 스프릿 아이콘", "블레이징 에코 - Dungeon Settlers Wiki": "블레이징 에코 - Dungeon Settlers Wiki", "블레이징 에코 icon": "블레이징 에코 아이콘", "블레이징 에코 range and area on a dungeon room": "블레이징 에코 사거리 및 범위 (던전 방)", "블레이징 에코 range and area shown on a dungeon room": "블레이징 에코 사거리 및 범위 (던전 방에 표시)", "블레이징 에코 타격 횟수 - Dungeon Settlers Wiki": "블레이징 에코 타격 횟수 - Dungeon Settlers Wiki", "블레이징 에코 타격 횟수 icon": "블레이징 에코 타격 횟수 icon", "블루 베리 - Dungeon Settlers Wiki": "블루 베리 - Dungeon Settlers Wiki", "블루 베리 icon": "블루 베리 icon", "블루 베리 섭취 - Dungeon Settlers Wiki": "블루 베리 섭취 - Dungeon Settlers Wiki", "블루 베리 섭취 icon": "블루 베리 섭취 아이콘", "블루베리 덤불 (resource node)": "블루베리 덤불 (자원 노드)", "블루베리 덤불 (resource node) - Dungeon Settlers Wiki": "블루베리 덤불 (자원 노드) - 던전 세틀러즈 위키", "블루프린트 - Dungeon Settlers Wiki": "블루프린트 - Dungeon Settlers Wiki", "블리츠 추가 - 각인 {#}개 사용 | 서브 SP": "블리츠 추가 - 각인 {#}개 사용 | 서브 SP", "비 - Dungeon Settlers Wiki": "비 - Dungeon Settlers Wiki", "비 icon": "비 아이콘", "비 공격 - Dungeon Settlers Wiki": "비 공격 - Dungeon Settlers Wiki", "비 공격 icon": "비 공격 아이콘", "비공식 데이터베이스 - DS_B.{#}.{#} (Steam 빌드 {#})": "비공식 데이터베이스 - DS_B.{#}.{#} (Steam 빌드 {#})", "비관적인 - Dungeon Settlers Wiki": "비관적인 - Dungeon Settlers Wiki", "비관적인 icon": "비관적인 icon", "비늘 공예가 - Dungeon Settlers Wiki": "비늘 공예가 - Dungeon Settlers Wiki", "비늘 공예가 icon": "비늘 공예가 icon", "비상 탈출 - Dungeon Settlers Wiki": "비상 탈출 - Dungeon Settlers Wiki", "비상 탈출 15s cooldown": "비상 탈출 15s cooldown", "비상 탈출 icon": "비상 탈출 아이콘", "비상 탈출 range and area on a dungeon room": "던전 방에서 비상 탈출 범위 및 영역", "비상 탈출 range and area shown on a dungeon room": "던전 방에 표시된 비상 탈출의 사거리와 범위", "비열함 - Dungeon Settlers Wiki": "비열함 - Dungeon Settlers Wiki", "비열함 icon": "비열함 icon", "비옥함 - Dungeon Settlers Wiki": "비옥함 - Dungeon Settlers Wiki", "비옥함 icon": "비옥함 icon", "비컴 파이어 - Dungeon Settlers Wiki": "비컴 파이어 - Dungeon Settlers Wiki", "비컴 파이어 icon": "비컴 파이어 아이콘", "비컴 파이어 range and area shown on a dungeon room": "비컴 파이어의 사거리와 범위를 던전 방에 표시한 모습", "비틀어진 덤불 (resource node)": "비틀어진 덤불 (자원 노드)", "비틀어진 덤불 (resource node) - Dungeon Settlers Wiki": "비틀어진 덤불 (자원 노드) - 던전 세틀러즈 위키", "빈 방 minimum room layout": "빈 방 최소 방 레이아웃", "빈약한 지원 마차 - Dungeon Settlers Wiki": "빈약한 지원 마차 - Dungeon Settlers Wiki", "빈틈 - Dungeon Settlers Wiki": "빈틈 - Dungeon Settlers Wiki", "빈틈 icon": "빈틈 아이콘", "빌드 DS_B.{#}.{#}의 아이템 총 {#}개 - 획득 가능 {#}개, 잠김/미공개 {#}개. 열 머리글을 클릭하면 정렬되고, 칩을 클릭하면 필터링됩니다. 음식 관련 열: Mood는 섭취 시 변하는 기분 수치(아이템의 섭취 효과에서 산출), Spoils는 게임 내 날짜 기준 유통기한입니다.": "빌드 DS_B.{#}.{#}의 아이템 총 {#}개 - 획득 가능 {#}개, 잠김/미공개 {#}개. 열 머리글을 클릭하면 정렬되고, 칩을 클릭하면 필터링됩니다. 음식 관련 열: Mood는 섭취 시 변하는 기분 수치(아이템의 섭취 효과에서 산출), Spoils는 게임 내 날짜 기준 유통기한입니다.", "빙결 - Dungeon Settlers Wiki": "빙결 - Dungeon Settlers Wiki", "빙결 icon": "빙결 아이콘", "빙하 - Dungeon Settlers Wiki": "빙하 - Dungeon Settlers Wiki", "빙하 icon": "빙하 icon", "빙하 낙하 - Dungeon Settlers Wiki": "빙하 낙하 - Dungeon Settlers Wiki", "빙하 낙하 icon": "빙하 낙하 아이콘", "빙하 낙하 range and area shown on a dungeon room": "빙하 낙하의 사거리와 범위를 던전 방에 표시한 모습", "빛바랜 수정구 - Dungeon Settlers Wiki": "빛바랜 수정구 - Dungeon Settlers Wiki", "빛바랜 수정구 icon": "빛바랜 수정구 icon", "빠른 회복 - Dungeon Settlers Wiki": "빠른 회복 - Dungeon Settlers Wiki", "빠른 회복 icon": "빠른 회복 icon", "빠른 회복력 - Dungeon Settlers Wiki": "빠른 회복력 - Dungeon Settlers Wiki", "빠른 회복력 icon": "빠른 회복력 icon", "뻐근한 몸 - Dungeon Settlers Wiki": "뻐근한 몸 - Dungeon Settlers Wiki", "뻐근한 몸 icon": "뻐근한 몸 icon", "뼈 - Dungeon Settlers Wiki": "뼈 - Dungeon Settlers Wiki", "뼈 icon": "뼈 아이콘", "뼈 갑옷 - Dungeon Settlers Wiki": "뼈 갑옷 - Dungeon Settlers Wiki", "뼈 갑옷 icon": "뼈 갑옷 아이콘", "뼈 검 - Dungeon Settlers Wiki": "뼈 검 - Dungeon Settlers Wiki", "뼈 검 icon": "뼈 검 icon", "뼈 곤봉 - Dungeon Settlers Wiki": "뼈 곤봉 - Dungeon Settlers Wiki", "뼈 곤봉 icon": "뼈 곤봉 icon", "뼈 단검 - Dungeon Settlers Wiki": "뼈 단검 - Dungeon Settlers Wiki", "뼈 단검 icon": "뼈 단검 icon", "뼈 대검 - Dungeon Settlers Wiki": "뼈 대검 - Dungeon Settlers Wiki", "뼈 대검 icon": "뼈 대검 icon", "뼈 도끼 - Dungeon Settlers Wiki": "뼈 도끼 - Dungeon Settlers Wiki", "뼈 도끼 icon": "뼈 도끼 icon", "뼈 막대기 - Dungeon Settlers Wiki": "뼈 막대기 - Dungeon Settlers Wiki", "뼈 막대기 icon": "뼈 막대기 아이콘", "뼈 무더기 (resource node)": "뼈 무더기 (자원 노드)", "뼈 무더기 (resource node) - Dungeon Settlers Wiki": "뼈 무더기 (자원 노드) - 던전 세틀러즈 위키", "뼈 방패 - Dungeon Settlers Wiki": "뼈 방패 - Dungeon Settlers Wiki", "뼈 방패 icon": "뼈 방패 아이콘", "뼈 창 - Dungeon Settlers Wiki": "뼈 창 - Dungeon Settlers Wiki", "뼈 창 icon": "뼈 창 icon", "뼈 투구 - Dungeon Settlers Wiki": "뼈 투구 - Dungeon Settlers Wiki", "뼈 투구 icon": "뼈 투구 icon", "뼈 화살 - Dungeon Settlers Wiki": "뼈 화살 - Dungeon Settlers Wiki", "뼈 화살 icon": "뼈 화살 아이콘", "뼈 활 - Dungeon Settlers Wiki": "뼈 활 - Dungeon Settlers Wiki", "뼈 활 icon": "뼈 활 icon", "뼈거미 영혼석 - Dungeon Settlers Wiki": "뼈거미 영혼석 - Dungeon Settlers Wiki", "뼈거미 영혼석 icon": "뼈거미 영혼석 아이콘", "뼛가루 - Dungeon Settlers Wiki": "뼛가루 - Dungeon Settlers Wiki", "뼛가루 icon": "뼛가루 아이콘", "사냥꾼 - Dungeon Settlers Wiki": "사냥꾼 - Dungeon Settlers Wiki", "사냥꾼 icon": "사냥꾼 icon", "사냥꾼 작업대 - Dungeon Settlers Wiki": "사냥꾼 작업대 - Dungeon Settlers Wiki", "사슴토 - Dungeon Settlers Wiki": "사슴토 - Dungeon Settlers Wiki", "사슴토 icon": "사슴토 아이콘", "사슴토 녹용 - Dungeon Settlers Wiki": "사슴토 녹용 - Dungeon Settlers Wiki", "사슴토 녹용 icon": "사슴토 녹용 아이콘", "사슴토 머리 박제 - Dungeon Settlers Wiki": "사슴토 머리 박제 - Dungeon Settlers Wiki", "사슴토 머리 박제 icon": "사슴토 머리 박제 icon", "사슴토 영혼석 - Dungeon Settlers Wiki": "사슴토 영혼석 - Dungeon Settlers Wiki", "사슴토 영혼석 icon": "사슴토 영혼석 아이콘", "사용 시 15초 동안 적에게 가하는 원거리 물리 공격이 적중 시 머리 생명력에 피해를 줍니다. 2 energy - 8s cooldown": "사용 시 15초 동안 적에게 가하는 원거리 물리 공격이 적중 시 머리 생명력에 피해를 줍니다. 2 energy - 8s cooldown", "사형의 각인 - Dungeon Settlers Wiki": "사형의 각인 - Dungeon Settlers Wiki", "사형의 각인 icon": "사형의 각인 icon", "산성 범위 공격 범위 - Dungeon Settlers Wiki": "산성 범위 공격 범위 - Dungeon Settlers Wiki", "산성 범위 공격 범위 icon": "산성 범위 공격 범위 icon", "산성 슬로겔 - Dungeon Settlers Wiki": "산성 슬로겔 - Dungeon Settlers Wiki", "산성 슬로겔 icon": "산성 슬로겔 아이콘", "산성 슬로겔 variant": "산성 슬로겔 변형", "산성 슬로겔 영혼석 - Dungeon Settlers Wiki": "산성 슬로겔 영혼석 - Dungeon Settlers Wiki", "산성 슬로겔 영혼석 icon": "산성 슬로겔 영혼석 아이콘", "산성충 - Dungeon Settlers Wiki": "산성충 - Dungeon Settlers Wiki", "산성충 icon": "산성충 아이콘", "산성충 variant": "산성충 변형", "산성충 영혼석 - Dungeon Settlers Wiki": "산성충 영혼석 - Dungeon Settlers Wiki", "산성충 영혼석 icon": "산성충 영혼석 아이콘", "산성충 우리 - Dungeon Settlers Wiki": "산성충 우리 - Dungeon Settlers Wiki", "산성충 조사 완료 - Dungeon Settlers Wiki": "산성충 조사 완료 - Dungeon Settlers Wiki", "산성충 조사 완료 icon": "산성충 조사 완료 아이콘", "삼키기 - Dungeon Settlers Wiki": "삼키기 - Dungeon Settlers Wiki", "삼키기 icon": "삼키기 아이콘", "삼키기 range and area on a dungeon room": "삼키기 사거리 및 범위 (던전 방)", "삼키기 range and area shown on a dungeon room": "던전 방에 표시된 삼키기의 사거리와 범위", "상급 가드 피해 감소 각인 - Dungeon Settlers Wiki": "상급 가드 피해 감소 각인 - Dungeon Settlers Wiki", "상급 가드 피해 감소 각인 icon": "상급 가드 피해 감소 각인 icon", "상급 가드 확률 각인 - Dungeon Settlers Wiki": "상급 가드 확률 각인 - Dungeon Settlers Wiki", "상급 가드 확률 각인 icon": "상급 가드 확률 각인 icon", "상급 공격 속도 각인 - Dungeon Settlers Wiki": "상급 공격 속도 각인 - Dungeon Settlers Wiki", "상급 공격 속도 각인 icon": "상급 공격 속도 각인 icon", "상급 기력 각인 - Dungeon Settlers Wiki": "상급 기력 각인 - Dungeon Settlers Wiki", "상급 기력 각인 icon": "상급 기력 각인 icon", "상급 마법 공격 각인 - Dungeon Settlers Wiki": "상급 마법 공격 각인 - Dungeon Settlers Wiki", "상급 마법 공격 각인 icon": "상급 마법 공격 각인 icon", "상급 마법 저항 각인 - Dungeon Settlers Wiki": "상급 마법 저항 각인 - Dungeon Settlers Wiki", "상급 마법 저항 각인 icon": "상급 마법 저항 각인 icon", "상급 마석 - Dungeon Settlers Wiki": "상급 마석 - Dungeon Settlers Wiki", "상급 마석 icon": "상급 마석 아이콘", "상급 명중 각인 - Dungeon Settlers Wiki": "상급 명중 각인 - Dungeon Settlers Wiki", "상급 명중 각인 icon": "상급 명중 각인 icon", "상급 물리 공격 각인 - Dungeon Settlers Wiki": "상급 물리 공격 각인 - Dungeon Settlers Wiki", "상급 물리 공격 각인 icon": "상급 물리 공격 각인 icon", "상급 물리 저항 각인 - Dungeon Settlers Wiki": "상급 물리 저항 각인 - Dungeon Settlers Wiki", "상급 물리 저항 각인 icon": "상급 물리 저항 각인 icon", "상급 생명력 각인 - Dungeon Settlers Wiki": "상급 생명력 각인 - Dungeon Settlers Wiki", "상급 생명력 각인 icon": "상급 생명력 각인 icon", "상급 생명력 재생 각인 - Dungeon Settlers Wiki": "상급 생명력 재생 각인 - Dungeon Settlers Wiki", "상급 생명력 재생 각인 icon": "상급 생명력 재생 각인 icon", "상급 생명력 흡수 각인 - Dungeon Settlers Wiki": "상급 생명력 흡수 각인 - Dungeon Settlers Wiki", "상급 생명력 흡수 각인 icon": "상급 생명력 흡수 각인 icon", "상급 이동 속도 각인 - Dungeon Settlers Wiki": "상급 이동 속도 각인 - Dungeon Settlers Wiki", "상급 이동 속도 각인 icon": "상급 이동 속도 각인 icon", "상급 재사용 대기시간 감소 각인 - Dungeon Settlers Wiki": "상급 재사용 대기시간 감소 각인 - Dungeon Settlers Wiki", "상급 재사용 대기시간 감소 각인 icon": "상급 재사용 대기시간 감소 각인 icon", "상급 적재량 각인 - Dungeon Settlers Wiki": "상급 적재량 각인 - Dungeon Settlers Wiki", "상급 적재량 각인 icon": "상급 적재량 각인 icon", "상급 치명타 피해 각인 - Dungeon Settlers Wiki": "상급 치명타 피해 각인 - Dungeon Settlers Wiki", "상급 치명타 피해 각인 icon": "상급 치명타 피해 각인 icon", "상급 치명타 확률 각인 - Dungeon Settlers Wiki": "상급 치명타 확률 각인 - Dungeon Settlers Wiki", "상급 치명타 확률 각인 icon": "상급 치명타 확률 각인 icon", "상급 회피 각인 - Dungeon Settlers Wiki": "상급 회피 각인 - Dungeon Settlers Wiki", "상급 회피 각인 icon": "상급 회피 각인 icon", "상단실 minimum room layout": "상단실 최소 방 레이아웃", "상단실 만들기 - Dungeon Settlers Wiki": "상단실 만들기 - Dungeon Settlers Wiki", "상단실 만들기 icon": "상단실 만들기 아이콘", "상단실 완성 - Dungeon Settlers Wiki": "상단실 완성 - Dungeon Settlers Wiki", "상단실 완성 icon": "상단실 완성 아이콘", "상대를 모욕하여 대상에게 마법 공격력의 100%의 마법 피해를 입히고 10초간 도발과 취약을 부여합니다. 2 energy - 8s cooldown Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다. • 취약 (on enemy): +20% 받는 피해량": "상대를 모욕하여 대상에게 마법 공격력의 100%의 마법 피해를 입히고 10초간 도발과 취약을 부여합니다. 2 energy - 8s cooldown Effects: • 도발 (on enemy): 자신에게 도발을 부여한 대상을 우선적으로 공격합니다. • 취약 (on enemy): +20% 받는 피해량", "상인의 저울 - Dungeon Settlers Wiki": "상인의 저울 - Dungeon Settlers Wiki", "상인의 저울 icon": "상인의 저울 icon", "새끼 글로트 - Dungeon Settlers Wiki": "새끼 글로트 - Dungeon Settlers Wiki", "새끼 글로트 icon": "새끼 글로트 아이콘", "새끼 글로트 variant": "새끼 글로트 변형", "새끼 글로트 우리 - Dungeon Settlers Wiki": "새끼 글로트 우리 - Dungeon Settlers Wiki", "새로운 계층 진입 시 모든 아군 유닛이 [STATUS_Energy]의 {{#}}%를 회복합니다.": "새로운 계층 진입 시 모든 아군 유닛이 [STATUS_Energy]의 {{#}}%를 회복합니다.", "생가죽 - Dungeon Settlers Wiki": "생가죽 - Dungeon Settlers Wiki", "생가죽 icon": "생가죽 아이콘", "생가죽 갑옷 - Dungeon Settlers Wiki": "생가죽 갑옷 - Dungeon Settlers Wiki", "생가죽 갑옷 icon": "생가죽 갑옷 icon", "생가죽 깔개 - Dungeon Settlers Wiki": "생가죽 깔개 - Dungeon Settlers Wiki", "생가죽 침낭 - Dungeon Settlers Wiki": "생가죽 침낭 - Dungeon Settlers Wiki", "생가죽 침낭 icon": "생가죽 침낭 아이콘", "생가죽 투구 - Dungeon Settlers Wiki": "생가죽 투구 - Dungeon Settlers Wiki", "생가죽 투구 icon": "생가죽 투구 icon", "생가죽의 부드러움 (갑옷) - Dungeon Settlers Wiki": "생가죽의 부드러움 (갑옷) - Dungeon Settlers Wiki", "생가죽의 부드러움 (갑옷) icon": "생가죽의 부드러움 (갑옷) 아이콘", "생가죽의 부드러움 (투구) - Dungeon Settlers Wiki": "생가죽의 부드러움 (투구) - Dungeon Settlers Wiki", "생가죽의 부드러움 (투구) icon": "생가죽의 부드러움 (투구) 아이콘", "생명력 비율 재생량 - Dungeon Settlers Wiki": "생명력 비율 재생량 - Dungeon Settlers Wiki", "생명력 비율 재생량 icon": "생명력 비율 재생량 아이콘", "생명력 촉진 - Dungeon Settlers Wiki": "생명력 촉진 - Dungeon Settlers Wiki", "생명력 촉진 icon": "생명력 촉진 아이콘", "생명력 흡수 - Dungeon Settlers Wiki": "생명력 흡수 - Dungeon Settlers Wiki", "생명력 흡수 icon": "생명력 흡수 아이콘", "생명력이 30% 이하가 되면 10의 껍질을 얻습니다. 이 효과는 한 층에서 1회만 발동합니다. 영혼 특성은 인물당 최대 1개만 습득 가능합니다. 이미 보유한 경우 덮어씌워집니다. Granted by 1 item": "생명력이 30% 이하가 되면 10의 껍질을 얻습니다. 이 효과는 한 층에서 1회만 발동합니다. 영혼 특성은 인물당 최대 1개만 습득 가능합니다. 이미 보유한 경우 덮어씌워집니다. Granted by 1 item", "생명력이 30%이하가 되면 10의 껍질을 얻습니다. 이 효과는 한 층에 한번만 발동합니다. Effects: • 껍질 (on the caster): 피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다.": "생명력이 30%이하가 되면 10의 껍질을 얻습니다. 이 효과는 한 층에 한번만 발동합니다. Effects: • 껍질 (on the caster): 피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다.", "생명력이 서서히 회복됩니다. Granted by 1 item": "생명력이 서서히 회복됩니다. Granted by 1 item", "생명의 나무 - Dungeon Settlers Wiki": "생명의 나무 - Dungeon Settlers Wiki", "생명의 나무의 아우라 - Dungeon Settlers Wiki": "생명의 나무의 아우라 - Dungeon Settlers Wiki", "생명의 나무의 아우라 icon": "생명의 나무의 아우라 아이콘", "생명의 나무의 활력 - Dungeon Settlers Wiki": "생명의 나무의 활력 - Dungeon Settlers Wiki", "생명의 나무의 활력 icon": "생명의 나무의 활력 아이콘", "생존 스킬 적성 - Dungeon Settlers Wiki": "생존 스킬 적성 - Dungeon Settlers Wiki", "생존 스킬 적성 icon": "생존 스킬 적성 아이콘", "생존자 - Dungeon Settlers Wiki": "생존자 - Dungeon Settlers Wiki", "생존자 icon": "생존자 아이콘", "생활 능력치에 따른 슬롯 배경 표시 구간을 의미한다. {0} 미만 : Bad {1} 미만 : Normal {2} 미만 : Good {3} 미만 : Great 그 외(즉 {3} 이상인 경우)에는 Perfect": "생활 능력치에 따른 슬롯 배경 표시 구간을 의미한다. {0} 미만 : Bad {1} 미만 : Normal {2} 미만 : Good {3} 미만 : Great 그 외(즉 {3} 이상인 경우)에는 Perfect", "샤프 슈터 - Dungeon Settlers Wiki": "샤프 슈터 - Dungeon Settlers Wiki", "샤프 슈터 icon": "샤프 슈터 아이콘", "샤프 에지 - Dungeon Settlers Wiki": "샤프 에지 - Dungeon Settlers Wiki", "샤프 에지 icon": "샤프 에지 icon", "샤프 엣지 (PhysicalAttackPower +{#}):": "샤프 엣지 (PhysicalAttackPower +{#}):", "샤프 엣지 - Dungeon Settlers Wiki": "샤프 엣지 - Dungeon Settlers Wiki", "샤프 엣지 icon": "샤프 엣지 아이콘", "석공대 - Dungeon Settlers Wiki": "석공대 - Dungeon Settlers Wiki", "석궁 스킬 적성 - Dungeon Settlers Wiki": "석궁 스킬 적성 - Dungeon Settlers Wiki", "석궁 스킬 적성 icon": "석궁 스킬 적성 아이콘", "석재 - Dungeon Settlers Wiki": "석재 - Dungeon Settlers Wiki", "석재 icon": "석재 아이콘", "석재 기둥 - Dungeon Settlers Wiki": "석재 기둥 - Dungeon Settlers Wiki", "석재 문 - Dungeon Settlers Wiki": "석재 문 - Dungeon Settlers Wiki", "석재 바닥 - Dungeon Settlers Wiki": "석재 바닥 - Dungeon Settlers Wiki", "석재 벽 - Dungeon Settlers Wiki": "석재 벽 - Dungeon Settlers Wiki", "석재 벽난로 - Dungeon Settlers Wiki": "석재 벽난로 - Dungeon Settlers Wiki", "석재 소모품 보관함 - Dungeon Settlers Wiki": "석재 소모품 보관함 - Dungeon Settlers Wiki", "석재 식탁 의자 - Dungeon Settlers Wiki": "석재 식탁 의자 - Dungeon Settlers Wiki", "석재 옷장 - Dungeon Settlers Wiki": "석재 옷장 - Dungeon Settlers Wiki", "석재 원형 탁자 - Dungeon Settlers Wiki": "석재 원형 탁자 - Dungeon Settlers Wiki", "석재 의자 - Dungeon Settlers Wiki": "석재 의자 - Dungeon Settlers Wiki", "석재 자원 보관함 - Dungeon Settlers Wiki": "석재 자원 보관함 - Dungeon Settlers Wiki", "석재 장비 보관함 - Dungeon Settlers Wiki": "석재 장비 보관함 - Dungeon Settlers Wiki", "석재 침대 - Dungeon Settlers Wiki": "석재 침대 - Dungeon Settlers Wiki", "석재 탁자 - Dungeon Settlers Wiki": "석재 탁자 - Dungeon Settlers Wiki", "석재 투사체 보관함 - Dungeon Settlers Wiki": "석재 투사체 보관함 - Dungeon Settlers Wiki", "석제 협탁 - Dungeon Settlers Wiki": "석제 협탁 - Dungeon Settlers Wiki", "선제 공격 - Dungeon Settlers Wiki": "선제 공격 - Dungeon Settlers Wiki", "선제 공격 icon": "선제 공격 아이콘", "설치류 - Dungeon Settlers Wiki": "설치류 - Dungeon Settlers Wiki", "설치류 icon": "설치류 icon", "성공적인 탐사 - Dungeon Settlers Wiki": "성공적인 탐사 - Dungeon Settlers Wiki", "성공적인 탐사 icon": "성공적인 탐사 아이콘", "성과 보고 - Dungeon Settlers Wiki": "성과 보고 - Dungeon Settlers Wiki", "성과 보고 icon": "성과 보고 아이콘", "성급함 - Dungeon Settlers Wiki": "성급함 - Dungeon Settlers Wiki", "성급함 icon": "성급함 icon", "성장 정체 - Dungeon Settlers Wiki": "성장 정체 - Dungeon Settlers Wiki", "성장 정체 icon": "성장 정체 icon", "세공된 녹수정 - Dungeon Settlers Wiki": "세공된 녹수정 - Dungeon Settlers Wiki", "세공된 녹수정 icon": "세공된 녹수정 icon", "세공된 적수정 - Dungeon Settlers Wiki": "세공된 적수정 - Dungeon Settlers Wiki", "세공된 적수정 icon": "세공된 적수정 icon", "세공된 청수정 - Dungeon Settlers Wiki": "세공된 청수정 - Dungeon Settlers Wiki", "세공된 청수정 icon": "세공된 청수정 icon", "세드릭 - Dungeon Settlers Wiki": "세드릭 - Dungeon Settlers Wiki", "세드릭 icon": "세드릭 아이콘", "세라믹 - Dungeon Settlers Wiki": "세라믹 - Dungeon Settlers Wiki", "세라믹 icon": "세라믹 아이콘", "세비지 베리어 - Dungeon Settlers Wiki": "세비지 베리어 - Dungeon Settlers Wiki", "세비지 베리어 icon": "세비지 베리어 아이콘", "세이버 게일 - Dungeon Settlers Wiki": "세이버 게일 - Dungeon Settlers Wiki", "세이버 게일 icon": "세이버 게일 아이콘", "세이버 게일 range and area shown on a dungeon room": "세이버 게일의 사거리와 범위를 던전 방에 표시한 모습", "센티넬 스마이트 - Dungeon Settlers Wiki": "센티넬 스마이트 - Dungeon Settlers Wiki", "센티넬 스마이트 icon": "센티넬 스마이트 아이콘", "센티넬 스마이트 range and area on a dungeon room": "센티넬 스마이트 사거리 및 범위 (던전 방)", "센티넬 스마이트 range and area shown on a dungeon room": "던전 방에 표시된 센티넬 스마이트의 사거리와 범위", "센티넬 워닝 - Dungeon Settlers Wiki": "센티넬 워닝 - Dungeon Settlers Wiki", "센티넬 워닝 icon": "센티넬 워닝 아이콘", "센티넬의 경고 - Dungeon Settlers Wiki": "센티넬의 경고 - Dungeon Settlers Wiki", "센티넬의 경고 icon": "센티넬의 경고 icon", "소드 베리어 - Dungeon Settlers Wiki": "소드 베리어 - Dungeon Settlers Wiki", "소드 베리어 icon": "소드 베리어 아이콘", "소드 베리어 range and area shown on a dungeon room": "소드 베리어의 사거리와 범위를 던전 방에 표시한 모습", "소드 카운터 - Dungeon Settlers Wiki": "소드 카운터 - Dungeon Settlers Wiki", "소드 카운터 icon": "소드 카운터 아이콘", "소드 플로우 - Dungeon Settlers Wiki": "소드 플로우 - Dungeon Settlers Wiki", "소드 플로우 icon": "소드 플로우 아이콘", "소드 플로우 range and area shown on a dungeon room": "소드 플로우의 사거리와 범위를 던전 방에 표시한 모습", "소드맨 타운트 - Dungeon Settlers Wiki": "소드맨 타운트 - Dungeon Settlers Wiki", "소드맨 타운트 icon": "소드맨 타운트 아이콘", "소드맨스 리졸브 - Dungeon Settlers Wiki": "소드맨스 리졸브 - Dungeon Settlers Wiki", "소드맨스 리졸브 icon": "소드맨스 리졸브 아이콘", "소리를 질러 동료를 부릅니다. 60s cooldown": "소리를 질러 동료를 부릅니다. 60s cooldown", "소모품 보관함 - Dungeon Settlers Wiki": "소모품 보관함 - Dungeon Settlers Wiki", "소식가 - Dungeon Settlers Wiki": "소식가 - Dungeon Settlers Wiki", "소식가 icon": "소식가 icon", "소지금 증가 속도 per tick (PS : 길드 거래가 구현되기 전까지는 주화를 얻을 방법이 없으므로, 자연 증가시킨다.)": "소지금 증가 속도 per tick (PS : 길드 거래가 구현되기 전까지는 주화를 얻을 방법이 없으므로, 자연 증가시킨다.)", "소형 슬라임 - Dungeon Settlers Wiki": "소형 슬라임 - Dungeon Settlers Wiki", "소형 슬라임 icon": "소형 슬라임 아이콘", "소형 슬라임 variant": "소형 슬라임 변형", "소형 진흙 슬라임 - Dungeon Settlers Wiki": "소형 진흙 슬라임 - Dungeon Settlers Wiki", "소형 진흙 슬라임 icon": "소형 진흙 슬라임 아이콘", "소형 진흙 슬라임 variant": "소형 진흙 슬라임 변형", "소형 포자 슬라임 - Dungeon Settlers Wiki": "소형 포자 슬라임 - Dungeon Settlers Wiki", "소형 포자 슬라임 icon": "소형 포자 슬라임 아이콘", "소형 포자 슬라임 variant": "소형 포자 슬라임 변형", "소형마력발전기 - Dungeon Settlers Wiki": "소형마력발전기 - Dungeon Settlers Wiki", "소환 : 버블링 - Dungeon Settlers Wiki": "소환 : 버블링 - Dungeon Settlers Wiki", "소환 : 버블링 icon": "소환 : 버블링 아이콘", "소환 : 버블링 range and area shown on a dungeon room": "소환 : 버블링의 사거리와 범위를 던전 방에 표시한 모습", "소환 : 버블토드 - Dungeon Settlers Wiki": "소환 : 버블토드 - Dungeon Settlers Wiki", "소환 : 버블토드 icon": "소환 : 버블토드 아이콘", "소환 : 버블토드 range and area shown on a dungeon room": "소환 : 버블토드의 사거리와 범위를 던전 방에 표시한 모습", "소환수 - Dungeon Settlers Wiki": "소환수 - Dungeon Settlers Wiki", "소환수 icon": "소환수 icon", "쇠약 - Dungeon Settlers Wiki": "쇠약 - Dungeon Settlers Wiki", "쇠약 icon": "쇠약 아이콘", "수리대 - Dungeon Settlers Wiki": "수리대 - Dungeon Settlers Wiki", "수면 - Dungeon Settlers Wiki": "수면 - Dungeon Settlers Wiki", "수면 icon": "수면 icon", "수면 or 휴식중이라면 매초 {0}%'비율 만큼 모든 신체 부위에서 추가로 부상치가 감소한다": "수면 or 휴식중이라면 매초 {0}%'비율 만큼 모든 신체 부위에서 추가로 부상치가 감소한다", "수면(침낭) - Dungeon Settlers Wiki": "수면(침낭) - Dungeon Settlers Wiki", "수면(침낭) icon": "수면(침낭) icon", "수면(침대) - Dungeon Settlers Wiki": "수면(침대) - Dungeon Settlers Wiki", "수면(침대) icon": "수면(침대) icon", "수상한 허수아비 - Dungeon Settlers Wiki": "수상한 허수아비 - Dungeon Settlers Wiki", "수상한 허수아비 icon": "수상한 허수아비 아이콘", "수수한 보물 상자 - Dungeon Settlers Wiki": "수수한 보물 상자 - Dungeon Settlers Wiki", "수술 받는 중 - Dungeon Settlers Wiki": "수술 받는 중 - Dungeon Settlers Wiki", "수술 받는 중 icon": "수술 받는 중 icon", "수술대 - Dungeon Settlers Wiki": "수술대 - Dungeon Settlers Wiki", "수정 거북 - Dungeon Settlers Wiki": "수정 거북 - Dungeon Settlers Wiki", "수정 거북 icon": "수정 거북 아이콘", "수정 거북 variant": "수정 거북 변형", "수정 등껍질 - Dungeon Settlers Wiki": "수정 등껍질 - Dungeon Settlers Wiki", "수정 등껍질 icon": "수정 등껍질 icon", "수컷 글로트 - Dungeon Settlers Wiki": "수컷 글로트 - Dungeon Settlers Wiki", "수컷 글로트 icon": "수컷 글로트 아이콘", "수컷 글로트 variant": "수컷 글로트 변형", "수컷 글로트 우리 - Dungeon Settlers Wiki": "수컷 글로트 우리 - Dungeon Settlers Wiki", "수풀 (resource node)": "수풀 (자원 노드)", "수풀 (resource node) - Dungeon Settlers Wiki": "수풀 (자원 노드) - 던전 세틀러즈 위키", "수호자 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "수호자 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "수호자 스킬 트리 - Dungeon Settlers Wiki": "수호자 스킬 트리 - Dungeon Settlers Wiki", "수호자 스킬 트리 overview": "수호자 스킬 트리 개요", "수호자의 각인 - Dungeon Settlers Wiki": "수호자의 각인 - Dungeon Settlers Wiki", "수호자의 각인 icon": "수호자의 각인 icon", "순무 (resource node)": "순무 (자원 노드)", "순무 (resource node) - Dungeon Settlers Wiki": "순무 (자원 노드) - 던전 세틀러즈 위키", "순무 - Dungeon Settlers Wiki": "순무 - Dungeon Settlers Wiki", "순무 icon": "순무 icon", "순무 구이 - Dungeon Settlers Wiki": "순무 구이 - Dungeon Settlers Wiki", "순무 구이 icon": "순무 구이 icon", "순무 구이 섭취 - Dungeon Settlers Wiki": "순무 구이 섭취 - Dungeon Settlers Wiki", "순무 구이 섭취 icon": "순무 구이 섭취 아이콘", "순무 샐러드 - Dungeon Settlers Wiki": "순무 샐러드 - Dungeon Settlers Wiki", "순무 샐러드 icon": "순무 샐러드 icon", "순무 샐러드 섭취 - Dungeon Settlers Wiki": "순무 샐러드 섭취 - Dungeon Settlers Wiki", "순무 샐러드 섭취 icon": "순무 샐러드 섭취 아이콘", "순무 섭취 - Dungeon Settlers Wiki": "순무 섭취 - Dungeon Settlers Wiki", "순무 섭취 icon": "순무 섭취 아이콘", "순무 죽 - Dungeon Settlers Wiki": "순무 죽 - Dungeon Settlers Wiki", "순무 죽 icon": "순무 죽 아이콘", "순환 - Dungeon Settlers Wiki": "순환 - Dungeon Settlers Wiki", "순환 icon": "순환 아이콘", "숲 올챙이 - Dungeon Settlers Wiki": "숲 올챙이 - Dungeon Settlers Wiki", "숲 올챙이 icon": "숲 올챙이 아이콘", "숲 올챙이 variant": "숲 올챙이 변형", "숲의 가르침 - Dungeon Settlers Wiki": "숲의 가르침 - Dungeon Settlers Wiki", "숲의 가르침 GAMESYSTEM_Environment_{affecterName}": "숲의 가르침 GAMESYSTEM_Environment_{affecterName}", "숲의 가르침 icon": "숲의 가르침 icon", "숲지기 - Dungeon Settlers Wiki": "숲지기 - Dungeon Settlers Wiki", "숲지기 icon": "숲지기 icon", "쉘 하드닝 - Dungeon Settlers Wiki": "쉘 하드닝 - Dungeon Settlers Wiki", "쉘 하드닝 icon": "쉘 하드닝 아이콘", "스나이핑 샷 - Dungeon Settlers Wiki": "스나이핑 샷 - Dungeon Settlers Wiki", "스나이핑 샷 icon": "스나이핑 샷 아이콘", "스나이핑 샷 range and area shown on a dungeon room": "스나이핑 샷의 사거리와 범위를 던전 방에 표시한 모습", "스내칭 프레이 - Dungeon Settlers Wiki": "스내칭 프레이 - Dungeon Settlers Wiki", "스내칭 프레이 icon": "스내칭 프레이 아이콘", "스내칭 프레이 range and area shown on a dungeon room": "스내칭 프레이의 사거리와 범위를 던전 방에 표시한 모습", "스스로 10초 동안 30의 생명력 촉진을 얻습니다. 120s cooldown Effects: • 생명력 촉진 (on the caster): 초당 중첩 1개당 10의 현재 생명력을 회복합니다.": "스스로 10초 동안 30의 생명력 촉진을 얻습니다. 120s cooldown Effects: • 생명력 촉진 (on the caster): 초당 중첩 1개당 10의 현재 생명력을 회복합니다.", "스스로 30초 동안 신속과 가속을 얻고 모든 노란 스톤 골렘에게 돌진의 술식을 최대로 부여합니다. 15s cooldown Effects: • 신속 (on the caster): +40% 이동 속도 • 가속 (on the caster): +30% 공격 속도 • 돌진의 술식 (on 노란 스톤 골렘): 피해를 5회 입으면 적에게 돌진공격을 합니다": "스스로 30초 동안 신속과 가속을 얻고 모든 노란 스톤 골렘에게 돌진의 술식을 최대로 부여합니다. 15s cooldown Effects: • 신속 (on the caster): +40% 이동 속도 • 가속 (on the caster): +30% 공격 속도 • 돌진의 술식 (on 노란 스톤 골렘): 피해를 5회 입으면 적에게 돌진공격을 합니다", "스위핑 클리브 - Dungeon Settlers Wiki": "스위핑 클리브 - Dungeon Settlers Wiki", "스위핑 클리브 icon": "스위핑 클리브 아이콘", "스위핑 클리브 range and area shown on a dungeon room": "스위핑 클리브의 사거리와 범위를 던전 방에 표시한 모습", "스킬 재사용 대기 시간 감소 - Dungeon Settlers Wiki": "스킬 재사용 대기 시간 감소 - Dungeon Settlers Wiki", "스킬 재사용 대기 시간 감소 icon": "스킬 재사용 대기 시간 감소 아이콘", "스킬 재사용 물약 - Dungeon Settlers Wiki": "스킬 재사용 물약 - Dungeon Settlers Wiki", "스킬 재사용 물약 icon": "스킬 재사용 물약 아이콘", "스킬 재사용 물약 섭취 - Dungeon Settlers Wiki": "스킬 재사용 물약 섭취 - Dungeon Settlers Wiki", "스킬 재사용 물약 섭취 icon": "스킬 재사용 물약 섭취 icon", "스킬 초기화의 영약 - Dungeon Settlers Wiki": "스킬 초기화의 영약 - Dungeon Settlers Wiki", "스킬 초기화의 영약 icon": "스킬 초기화의 영약 아이콘", "스킬의 영약 - Dungeon Settlers Wiki": "스킬의 영약 - Dungeon Settlers Wiki", "스킬의 영약 icon": "스킬의 영약 아이콘", "스택당 물리 공격력 +{#} (SKILL_SharpEdge).": "스택당 물리 공격력 +{#} (SKILL_SharpEdge).", "스택마다 물리 공격력이 30% 증가합니다. Granted by 1 skill": "스택마다 물리 공격력이 30% 증가합니다. Granted by 1 skill", "스택마다 물리 공격력이 ?% 증가합니다. Granted by 1 skill": "스택마다 물리 공격력이 ?% 증가합니다. Granted by 1 skill", "스턴 차지 - Dungeon Settlers Wiki": "스턴 차지 - Dungeon Settlers Wiki", "스턴 차지 icon": "스턴 차지 아이콘", "스턴 차지 range and area shown on a dungeon room": "스턴 차지의 사거리와 범위를 던전 방에 표시한 모습", "스텀프 - Dungeon Settlers Wiki": "스텀프 - Dungeon Settlers Wiki", "스텀프 icon": "스텀프 아이콘", "스텀프 range and area on a dungeon room": "스텀프 사거리 및 범위 (던전 방)", "스텀프 range and area shown on a dungeon room": "던전 방에 표시된 스텀프의 사거리와 범위", "스톤 레이즈 - Dungeon Settlers Wiki": "스톤 레이즈 - Dungeon Settlers Wiki", "스톤 레이즈 icon": "스톤 레이즈 아이콘", "스톤 레이즈 range and area on a dungeon room": "스톤 레이즈 사거리 및 범위 (던전 방)", "스톤 레이즈 range and area shown on a dungeon room": "던전 방에 표시된 스톤 레이즈의 사거리와 범위", "스톤 스톰프 - Dungeon Settlers Wiki": "스톤 스톰프 - Dungeon Settlers Wiki", "스톤 스톰프 icon": "스톤 스톰프 아이콘", "스톤 스톰프 range and area on a dungeon room": "스톤 스톰프 사거리 및 범위 (던전 방)", "스톤 스톰프 range and area shown on a dungeon room": "던전 방에 표시된 스톤 스톰프의 사거리와 범위", "스톤 차지 - Dungeon Settlers Wiki": "스톤 차지 - Dungeon Settlers Wiki", "스톤 차지 icon": "스톤 차지 아이콘", "스톤 차지 range and area on a dungeon room": "스톤 차지 사거리 및 범위 (던전 방)", "스톤 차지 range and area shown on a dungeon room": "던전 방에 표시된 스톤 차지의 사거리와 범위", "스트레스 - Dungeon Settlers Wiki": "스트레스 - Dungeon Settlers Wiki", "스트레스 - desc": "스트레스 - desc", "스트레스 icon": "스트레스 아이콘", "스트레스 감소 추가량 - Dungeon Settlers Wiki": "스트레스 감소 추가량 - Dungeon Settlers Wiki", "스트레스 감소 추가량 icon": "스트레스 감소 추가량 아이콘", "스트레스 계수 - Dungeon Settlers Wiki": "스트레스 계수 - Dungeon Settlers Wiki", "스트레스 계수 icon": "스트레스 계수 아이콘", "스트레스 증가 추가량 - Dungeon Settlers Wiki": "스트레스 증가 추가량 - Dungeon Settlers Wiki", "스트레스 증가 추가량 icon": "스트레스 증가 추가량 아이콘", "스트레스 회복 최종 배율 - Dungeon Settlers Wiki": "스트레스 회복 최종 배율 - Dungeon Settlers Wiki", "스트레스 회복 최종 배율 icon": "스트레스 회복 최종 배율 아이콘", "스포어 스핏 - Dungeon Settlers Wiki": "스포어 스핏 - Dungeon Settlers Wiki", "스포어 스핏 icon": "스포어 스핏 아이콘", "스포어 스핏 range and area on a dungeon room": "스포어 스핏 사거리 및 범위 (던전 방)", "스포어 스핏 range and area shown on a dungeon room": "던전 방에 표시된 스포어 스핏의 사거리와 범위", "스핏 - Dungeon Settlers Wiki": "스핏 - Dungeon Settlers Wiki", "스핏 icon": "스핏 아이콘", "스핏 range and area on a dungeon room": "스핏 사거리 및 범위 (던전 방)", "스핏 range and area shown on a dungeon room": "던전 방에 표시된 스핏의 사거리와 범위", "슬라임 영혼석 - Dungeon Settlers Wiki": "슬라임 영혼석 - Dungeon Settlers Wiki", "슬라임 영혼석 icon": "슬라임 영혼석 아이콘", "슬라임 젤리 - Dungeon Settlers Wiki": "슬라임 젤리 - Dungeon Settlers Wiki", "슬라임 젤리 icon": "슬라임 젤리 아이콘", "슬라임 푸딩 - Dungeon Settlers Wiki": "슬라임 푸딩 - Dungeon Settlers Wiki", "슬라임 푸딩 icon": "슬라임 푸딩 icon", "슬라임 푸딩 섭취 - Dungeon Settlers Wiki": "슬라임 푸딩 섭취 - Dungeon Settlers Wiki", "슬라임 푸딩 섭취 icon": "슬라임 푸딩 섭취 아이콘", "슬레이 - Dungeon Settlers Wiki": "슬레이 - Dungeon Settlers Wiki", "슬레이 icon": "슬레이 아이콘", "슬레이 range and area shown on a dungeon room": "슬레이의 사거리와 범위를 던전 방에 표시한 모습", "슬롯머신 - Dungeon Settlers Wiki": "슬롯머신 - Dungeon Settlers Wiki", "시간별 tick 수를 의미한다. 이것에 24를 곱하면 하루의 틱 수치를 산출해낼 수 있음.": "시간별 tick 수를 의미한다. 이것에 24를 곱하면 하루의 틱 수치를 산출해낼 수 있음.", "시드 버스트 - Dungeon Settlers Wiki": "시드 버스트 - Dungeon Settlers Wiki", "시드 버스트 icon": "시드 버스트 아이콘", "시드 버스트 range and area shown on a dungeon room": "던전 방에 표시된 시드 버스트의 사거리와 범위", "시린 분노 - Dungeon Settlers Wiki": "시린 분노 - Dungeon Settlers Wiki", "시린 분노 icon": "시린 분노 icon", "시스템적으로 구현된 것은 없지만, 각 탈(Tal)은 반드시 고유한 개성을 갖도록 설계되어 있다('가면 뒤의 얼굴'; '탈'은 '가면'을 의미한다).": "시스템적으로 구현된 것은 없지만, 각 탈(Tal)은 반드시 고유한 개성을 갖도록 설계되어 있다('가면 뒤의 얼굴'; '탈'은 '가면'을 의미한다).", "시야 범위 - Dungeon Settlers Wiki": "시야 범위 - Dungeon Settlers Wiki", "시야 범위 icon": "시야 범위 아이콘", "시야 범위 is the core number. The game's own description: \"유닛이 주변을 밝히고 적을 확인할 수 있는 시야 범위입니다.\" It does double duty - it reveals fog of war for your side and it is the radius a monster uses to spot you. It is measured in": "시야 범위가 핵심 수치입니다. 게임 자체의 설명: \"유닛이 주변을 밝히고 적을 확인할 수 있는 시야 범위입니다.\" 이는 두 가지 역할을 합니다 - 아군 쪽의 안개를 걷어내는 동시에 몬스터가 당신을 발견하는 반경이 되기도 합니다. 측정 단위는", "시체 삼키기 - Dungeon Settlers Wiki": "시체 삼키기 - Dungeon Settlers Wiki", "시체 삼키기 icon": "시체 삼키기 아이콘", "시체를 삼켜 최대 생명력의 30% 만큼 회복하고, 1의 시체 삼키기를 얻습니다. 1s cooldown Effects: • 시체 삼키기 (on the caster): 스택마다 물리 공격력이 30% 증가합니다.": "시체를 삼켜 최대 생명력의 30% 만큼 회복하고, 1의 시체 삼키기를 얻습니다. 1s cooldown Effects: • 시체 삼키기 (on the caster): 스택마다 물리 공격력이 30% 증가합니다.", "식량 보관함 - Dungeon Settlers Wiki": "식량 보관함 - Dungeon Settlers Wiki", "신동 - Dungeon Settlers Wiki": "신동 - Dungeon Settlers Wiki", "신동 icon": "신동 icon", "신력의 각인 - Dungeon Settlers Wiki": "신력의 각인 - Dungeon Settlers Wiki", "신력의 각인 icon": "신력의 각인 icon", "신록의 정령 - Dungeon Settlers Wiki": "신록의 정령 - Dungeon Settlers Wiki", "신록의 정령 icon": "신록의 정령 아이콘", "신모드 - Dungeon Settlers Wiki": "신모드 - Dungeon Settlers Wiki", "신모드 icon": "신모드 icon", "신비학자 - Dungeon Settlers Wiki": "신비학자 - Dungeon Settlers Wiki", "신비학자 icon": "신비학자 icon", "신비한 소리 - Dungeon Settlers Wiki": "신비한 소리 - Dungeon Settlers Wiki", "신비한 소리 icon": "신비한 소리 아이콘", "신비한 야생 약초 - Dungeon Settlers Wiki": "신비한 야생 약초 - Dungeon Settlers Wiki", "신비한 야생 약초 icon": "신비한 야생 약초 아이콘", "신성 마법 스킬 적성 - Dungeon Settlers Wiki": "신성 마법 스킬 적성 - Dungeon Settlers Wiki", "신성 마법 스킬 적성 icon": "신성 마법 스킬 적성 아이콘", "신속 - Dungeon Settlers Wiki": "신속 - Dungeon Settlers Wiki", "신속 icon": "신속 아이콘", "신속 물약 - Dungeon Settlers Wiki": "신속 물약 - Dungeon Settlers Wiki", "신속 물약 icon": "신속 물약 아이콘", "신속 물약 섭취 - Dungeon Settlers Wiki": "신속 물약 섭취 - Dungeon Settlers Wiki", "신속 물약 섭취 icon": "신속 물약 섭취 icon", "실내파 - Dungeon Settlers Wiki": "실내파 - Dungeon Settlers Wiki", "실내파 icon": "실내파 icon", "실드 업 - Dungeon Settlers Wiki": "실드 업 - Dungeon Settlers Wiki", "실드 업 icon": "실드 업 아이콘", "실드 핸들링 - Dungeon Settlers Wiki": "실드 핸들링 - Dungeon Settlers Wiki", "실드 핸들링 icon": "실드 핸들링 아이콘", "심각한 스트레스 - Dungeon Settlers Wiki": "심각한 스트레스 - Dungeon Settlers Wiki", "심각한 스트레스 icon": "심각한 스트레스 icon", "심연 고층 보물상자 - Dungeon Settlers Wiki": "심연 고층 보물상자 - Dungeon Settlers Wiki", "심연 보스 보물상자 - Dungeon Settlers Wiki": "심연 보스 보물상자 - Dungeon Settlers Wiki", "심연 엘리트 보물상자 - Dungeon Settlers Wiki": "심연 엘리트 보물상자 - Dungeon Settlers Wiki", "심연 저층 보물상자 - Dungeon Settlers Wiki": "심연 저층 보물상자 - Dungeon Settlers Wiki", "심연의 메아리 - Dungeon Settlers Wiki": "심연의 메아리 - Dungeon Settlers Wiki", "심연의 메아리 icon": "심연의 메아리 icon", "심한 배고픔 - Dungeon Settlers Wiki": "심한 배고픔 - Dungeon Settlers Wiki", "심한 배고픔 icon": "심한 배고픔 icon", "심한 탈진 - Dungeon Settlers Wiki": "심한 탈진 - Dungeon Settlers Wiki", "심한 탈진 icon": "심한 탈진 icon", "심해 - Dungeon Settlers Wiki": "심해 - Dungeon Settlers Wiki", "심해 icon": "심해 아이콘", "싸이코패스 - Dungeon Settlers Wiki": "싸이코패스 - Dungeon Settlers Wiki", "싸이코패스 icon": "싸이코패스 icon", "쓰레기와 천조각들 (천 갑옷,투구, 일정확률로 무기) - Dungeon Settlers Wiki": "쓰레기와 천조각들 (천 갑옷,투구, 일정확률로 무기) - Dungeon Settlers Wiki", "아군 유닛은 단축키를 사용하여 빠르게 선택할 수 있습니다. Shift 키를 누른 채로 선택하면 현재 선택을 유지한 채로 추가로 선택됩니다.": "아군 유닛은 단축키를 사용하여 빠르게 선택할 수 있습니다. Shift 키를 누른 채로 선택하면 현재 선택을 유지한 채로 추가로 선택됩니다.", "아마도 나팔소리 - Dungeon Settlers Wiki": "아마도 나팔소리 - Dungeon Settlers Wiki", "아마도 나팔소리 icon": "아마도 나팔소리 아이콘", "아마도 여인의 노래 - Dungeon Settlers Wiki": "아마도 여인의 노래 - Dungeon Settlers Wiki", "아마도 여인의 노래 icon": "아마도 여인의 노래 아이콘", "아마도 하프소리 - Dungeon Settlers Wiki": "아마도 하프소리 - Dungeon Settlers Wiki", "아마도 하프소리 icon": "아마도 하프소리 아이콘", "아이언 클래드 - Dungeon Settlers Wiki": "아이언 클래드 - Dungeon Settlers Wiki", "아이언 클래드 icon": "철 클래드 아이콘", "아케인 에코 - Dungeon Settlers Wiki": "아케인 에코 - Dungeon Settlers Wiki", "아케인 에코 icon": "아케인 에코 아이콘", "아케인 에코 range and area on a dungeon room": "아케인 에코 사거리 및 범위 (던전 방)", "아케인 에코 range and area shown on a dungeon room": "던전 방에 표시된 아케인 에코의 사거리와 범위", "아크론 - Dungeon Settlers Wiki": "아크론 - Dungeon Settlers Wiki", "아크론 icon": "아크론 아이콘", "아크론 갑옷 - Dungeon Settlers Wiki": "아크론 갑옷 - Dungeon Settlers Wiki", "아크론 갑옷 icon": "아크론 갑옷 아이콘", "아크론 검 - Dungeon Settlers Wiki": "아크론 검 - Dungeon Settlers Wiki", "아크론 검 icon": "아크론 검 icon", "아크론 곤봉 - Dungeon Settlers Wiki": "아크론 곤봉 - Dungeon Settlers Wiki", "아크론 곤봉 icon": "아크론 곤봉 icon", "아크론 단검 - Dungeon Settlers Wiki": "아크론 단검 - Dungeon Settlers Wiki", "아크론 단검 icon": "아크론 단검 icon", "아크론 대검 - Dungeon Settlers Wiki": "아크론 대검 - Dungeon Settlers Wiki", "아크론 대검 icon": "아크론 대검 icon", "아크론 도끼 - Dungeon Settlers Wiki": "아크론 도끼 - Dungeon Settlers Wiki", "아크론 도끼 icon": "아크론 도끼 icon", "아크론 막대 - Dungeon Settlers Wiki": "아크론 막대 - Dungeon Settlers Wiki", "아크론 막대 icon": "아크론 막대 아이콘", "아크론 방패 - Dungeon Settlers Wiki": "아크론 방패 - Dungeon Settlers Wiki", "아크론 방패 icon": "아크론 방패 아이콘", "아크론 창 - Dungeon Settlers Wiki": "아크론 창 - Dungeon Settlers Wiki", "아크론 창 icon": "아크론 창 icon", "아크론 투구 - Dungeon Settlers Wiki": "아크론 투구 - Dungeon Settlers Wiki", "아크론 투구 icon": "아크론 투구 icon", "아크론 화살 - Dungeon Settlers Wiki": "아크론 화살 - Dungeon Settlers Wiki", "아크론 화살 icon": "아크론 화살 아이콘", "아크론 활 - Dungeon Settlers Wiki": "아크론 활 - Dungeon Settlers Wiki", "아크론 활 icon": "아크론 활 icon", "안도감 - Dungeon Settlers Wiki": "안도감 - Dungeon Settlers Wiki", "안도감 icon": "안도감 아이콘", "안락한 - Dungeon Settlers Wiki": "안락한 - Dungeon Settlers Wiki", "안락한 icon": "안락한 아이콘", "안식의 재 - Dungeon Settlers Wiki": "안식의 재 - Dungeon Settlers Wiki", "안식의 재 icon": "안식의 재 아이콘", "알파 산성 슬로갤 사냥 완료 - Dungeon Settlers Wiki": "알파 산성 슬로갤 사냥 완료 - Dungeon Settlers Wiki", "알파 산성 슬로갤 사냥 완료 icon": "알파 산성 슬로갤 사냥 완료 아이콘", "알파 산성 슬로겔 - Dungeon Settlers Wiki": "알파 산성 슬로겔 - Dungeon Settlers Wiki", "알파 산성 슬로겔 icon": "알파 산성 슬로겔 아이콘", "알파 산성 슬로겔 variant": "알파 산성 슬로겔 변형", "알파 산성 슬로겔 영혼 - Dungeon Settlers Wiki": "알파 산성 슬로겔 영혼 - Dungeon Settlers Wiki", "알파 산성 슬로겔 영혼 icon": "알파 산성 슬로겔 영혼 icon", "알파 산성 슬로겔 영혼석 - Dungeon Settlers Wiki": "알파 산성 슬로겔 영혼석 - Dungeon Settlers Wiki", "알파 산성 슬로겔 영혼석 icon": "알파 산성 슬로겔 영혼석 아이콘", "알파산성슬로겔 사냥 - Dungeon Settlers Wiki": "알파산성슬로겔 사냥 - Dungeon Settlers Wiki", "알파산성슬로겔 사냥 icon": "알파산성슬로겔 사냥 아이콘", "암석벽 (resource node)": "암석벽 (자원 노드)", "암석벽 (resource node) - Dungeon Settlers Wiki": "암석벽 (자원 노드) - 던전 세틀러즈 위키", "암컷 글로트 - Dungeon Settlers Wiki": "암컷 글로트 - Dungeon Settlers Wiki", "암컷 글로트 icon": "암컷 글로트 아이콘", "암컷 글로트 variant": "암컷 글로트 변형", "암컷 글로트 소환 - Dungeon Settlers Wiki": "암컷 글로트 소환 - Dungeon Settlers Wiki", "암컷 글로트 소환 icon": "암컷 글로트 소환 아이콘", "암컷 글로트를 2마리 소환합니다. 30s cooldown Summons: • 암컷 글로트 (3200 HP) attacks with 글로트 스핏: 대상에게 마법 공격력의 100%에 해당하는 피해를 입힙니다.": "암컷 글로트를 2마리 소환합니다. 30s cooldown Summons: • 암컷 글로트 (3200 생명력) attacks with 글로트 스핏: 대상에게 마법 공격력의 100%에 해당하는 피해를 입힙니다.", "암흑 가시 덩굴 - Dungeon Settlers Wiki": "암흑 가시 덩굴 - Dungeon Settlers Wiki", "암흑 가시 오염 - Dungeon Settlers Wiki": "암흑 가시 오염 - Dungeon Settlers Wiki", "암흑 가시 오염 icon": "암흑 가시 오염 아이콘", "암흑 가시덩굴 - Dungeon Settlers Wiki": "암흑 가시덩굴 - Dungeon Settlers Wiki", "암흑 가시덩굴 icon": "암흑 가시덩굴 icon", "암흑 마법 스킬 적성 - Dungeon Settlers Wiki": "암흑 마법 스킬 적성 - Dungeon Settlers Wiki", "암흑 마법 스킬 적성 icon": "암흑 마법 스킬 적성 아이콘", "애로우 레인 - Dungeon Settlers Wiki": "애로우 레인 - Dungeon Settlers Wiki", "애로우 레인 icon": "애로우 레인 아이콘", "애로우 레인 range and area shown on a dungeon room": "애로우 레인의 사거리와 범위를 던전 방에 표시한 모습", "액세서리 공격 능력치 - desc": "액세서리 공격 능력치 - desc", "액세서리 공격 능력치 - name": "액세서리 공격 능력치 - name", "액세서리 방어 능력치 - desc": "액세서리 방어 능력치 - desc", "액세서리 방어 능력치 - name": "액세서리 방어 능력치 - name", "액세서리 유틸 능력치 - desc": "액세서리 유틸 능력치 - desc", "액세서리 유틸 능력치 - name": "액세서리 유틸 능력치 - name", "액체 괴물 - Dungeon Settlers Wiki": "액체 괴물 - Dungeon Settlers Wiki", "액체 괴물 icon": "액체 괴물 icon", "앵클 브레이크 - Dungeon Settlers Wiki": "앵클 브레이크 - Dungeon Settlers Wiki", "앵클 브레이크 icon": "앵클 브레이크 아이콘", "앵클 브레이크 range and area shown on a dungeon room": "앵클 브레이크의 사거리와 범위를 던전 방에 표시한 모습", "야간 투시 (affecter)": "야간 투시 (효과)", "야간 투시 - Dungeon Settlers Wiki": "야간 투시 - Dungeon Settlers Wiki", "야간 투시 icon": "야간 투시 아이콘", "야경꾼 - Dungeon Settlers Wiki": "야경꾼 - Dungeon Settlers Wiki", "야경꾼 icon": "야경꾼 icon", "야생 귀리 (resource node)": "야생 귀리 (자원 노드)", "야생 귀리 (resource node) - Dungeon Settlers Wiki": "야생 귀리 (자원 노드) - 던전 세틀러즈 위키", "야생 긴풀 - Dungeon Settlers Wiki": "야생 긴풀 - Dungeon Settlers Wiki", "야생 긴풀 icon": "야생 긴풀 아이콘", "야생 약초 (resource node)": "야생 약초 (자원 노드)", "야생 약초 (resource node) - Dungeon Settlers Wiki": "야생 약초 (자원 노드) - 던전 세틀러즈 위키", "야생 약초 - Dungeon Settlers Wiki": "야생 약초 - Dungeon Settlers Wiki", "야생 약초 icon": "야생 약초 아이콘", "야수 사냥꾼 - Dungeon Settlers Wiki": "야수 사냥꾼 - Dungeon Settlers Wiki", "야수 사냥꾼 icon": "야수 사냥꾼 icon", "야수의 숲 - Dungeon Settlers Wiki": "야수의 숲 - Dungeon Settlers Wiki", "야수의 숲 GAMESYSTEM_Environment_{affecterName}": "야수의 숲 GAMESYSTEM_Environment_{affecterName}", "야수의 숲 icon": "야수의 숲 아이콘", "야행성 - 야간 - Dungeon Settlers Wiki": "야행성 - 야간 - Dungeon Settlers Wiki", "야행성 - 야간 icon": "야행성 - 야간 아이콘", "야행성 - 주간 - Dungeon Settlers Wiki": "야행성 - 주간 - Dungeon Settlers Wiki", "야행성 - 주간 icon": "야행성 - 주간 아이콘", "약간 만족스러움 - Dungeon Settlers Wiki": "약간 만족스러움 - Dungeon Settlers Wiki", "약간 만족스러움 icon": "약간 만족스러움 아이콘", "약간 불만스러움 - Dungeon Settlers Wiki": "약간 불만스러움 - Dungeon Settlers Wiki", "약간 불만스러움 icon": "약간 불만스러움 아이콘", "약점 노출 - Dungeon Settlers Wiki": "약점 노출 - Dungeon Settlers Wiki", "약점 노출 icon": "약점 노출 아이콘", "약초 먹기 - Dungeon Settlers Wiki": "약초 먹기 - Dungeon Settlers Wiki", "약초 먹기 icon": "약초 먹기 아이콘", "약초를 먹고 10초 동안 현재 생명력을 400 회복합니다. 10s cooldown": "약초를 먹고 10초 동안 현재 생명력을 400 회복합니다. 10s cooldown", "양호한 생고기 섭취 - Dungeon Settlers Wiki": "양호한 생고기 섭취 - Dungeon Settlers Wiki", "양호한 생고기 섭취 icon": "양호한 생고기 섭취 아이콘", "어두운 땅굴 - Dungeon Settlers Wiki": "어두운 땅굴 - Dungeon Settlers Wiki", "어두운 땅굴 GAMESYSTEM_Environment_{affecterName}": "어두운 땅굴 GAMESYSTEM_Environment_{affecterName}", "어두운 땅굴 icon": "어두운 땅굴 icon", "어둠의 속삭임 - Dungeon Settlers Wiki": "어둠의 속삭임 - Dungeon Settlers Wiki", "어둠의 속삭임 GAMESYSTEM_Environment_{affecterName}": "어둠의 속삭임 GAMESYSTEM_Environment_{affecterName}", "어둠의 속삭임 icon": "어둠의 속삭임 아이콘", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분)": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분)", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분) 명칭 변경됨": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분) 명칭 변경됨", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분)": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분)", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분) 명칭 변경됨 HY : 층에 따른 페이즈. 1층 - 1페이즈 / 4층 3페이즈 이런식으로.": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분) 명칭 변경됨 HY : 층에 따른 페이즈. 1층 - 1페이즈 / 4층 3페이즈 이런식으로.", "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 기본 : 2, 4 (1페이즈의 마지막 층은 2층임, 2페이즈의 마지막 층은 4층임. 마지막이 4이므로, 4층은 이 Region의 마지막 층으로 취급됨)": "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 기본 : 2, 4 (1페이즈의 마지막 층은 2층임, 2페이즈의 마지막 층은 4층임. 마지막이 4이므로, 4층은 이 Region의 마지막 층으로 취급됨)", "어리둥절 - Dungeon Settlers Wiki": "어리둥절 - Dungeon Settlers Wiki", "어리둥절 icon": "어리둥절 icon", "어지러움 - Dungeon Settlers Wiki": "어지러움 - Dungeon Settlers Wiki", "어지러움 icon": "어지러움 아이콘", "얼어붙은 악수 - Dungeon Settlers Wiki": "얼어붙은 악수 - Dungeon Settlers Wiki", "얼어붙은 악수 icon": "얼어붙은 악수 icon", "에너지 재생 최종 배율 - Dungeon Settlers Wiki": "에너지 재생 최종 배율 - Dungeon Settlers Wiki", "에너지 재생 최종 배율 icon": "에너지 재생 최종 배율 아이콘", "에릭 - Dungeon Settlers Wiki": "에릭 - Dungeon Settlers Wiki", "에릭 icon": "에릭 아이콘", "에시드 스프레드 - Dungeon Settlers Wiki": "에시드 스프레드 - Dungeon Settlers Wiki", "에시드 스프레드 icon": "에시드 스프레드 아이콘", "에시드 스프레드 range and area on a dungeon room": "에시드 스프레드 사거리 및 범위 (던전 방)", "에시드 스프레드 range and area shown on a dungeon room": "던전 방에 표시된 에시드 스프레드의 사거리와 범위", "에시드 스핏 - Dungeon Settlers Wiki": "에시드 스핏 - Dungeon Settlers Wiki", "에시드 스핏 icon": "에시드 스핏 아이콘", "에시드 스핏 range and area on a dungeon room": "에시드 스핏 사거리 및 범위 (던전 방)", "에시드 스핏 range and area shown on a dungeon room": "던전 방에 표시된 에시드 스핏의 사거리와 범위", "엑스트라 버블 - Dungeon Settlers Wiki": "엑스트라 버블 - Dungeon Settlers Wiki", "엑스트라 버블 icon": "엑스트라 버블 아이콘", "엔도르시 - Dungeon Settlers Wiki": "엔도르시 - Dungeon Settlers Wiki", "엔도르시 icon": "엔도르시 아이콘", "엔도르시 관찰하기 - Dungeon Settlers Wiki": "엔도르시 관찰하기 - Dungeon Settlers Wiki", "엔도르시 관찰하기 icon": "엔도르시 관찰하기 아이콘", "엘더 글로트 차지 - Dungeon Settlers Wiki": "엘더 글로트 차지 - Dungeon Settlers Wiki", "엘더 글로트 차지 icon": "엘더 글로트 차지 아이콘", "엘더 글로트 차지 range and area on a dungeon room": "엘더 글로트 차지 사거리 및 범위 (던전 방)", "엘더 글로트 차지 range and area shown on a dungeon room": "던전 방에 표시된 엘더 글로트 차지의 사거리와 범위", "엘라스틱 가드 - Dungeon Settlers Wiki": "엘라스틱 가드 - Dungeon Settlers Wiki", "엘라스틱 가드 icon": "엘라스틱 가드 아이콘", "엘프 - Dungeon Settlers Wiki": "엘프 - Dungeon Settlers Wiki", "엘프 icon": "엘프 아이콘", "엘프 혐오 - Dungeon Settlers Wiki": "엘프 혐오 - Dungeon Settlers Wiki", "엘프 혐오 icon": "엘프 혐오 icon", "엘프의 고향 - Dungeon Settlers Wiki": "엘프의 고향 - Dungeon Settlers Wiki", "엘프의 고향 GAMESYSTEM_Environment_{affecterName}": "엘프의 고향 GAMESYSTEM_Environment_{affecterName}", "엘프의 고향 icon": "엘프의 고향 icon", "여신상 - Dungeon Settlers Wiki": "여신상 - Dungeon Settlers Wiki", "여신의 눈물 - Dungeon Settlers Wiki": "여신의 눈물 - Dungeon Settlers Wiki", "여신의 눈물 icon": "여신의 눈물 아이콘", "여신의 축복 - Dungeon Settlers Wiki": "여신의 축복 - Dungeon Settlers Wiki", "여신의 축복 icon": "여신의 축복 아이콘", "역겨운 괴물 고기 - Dungeon Settlers Wiki": "역겨운 괴물 고기 - Dungeon Settlers Wiki", "역겨운 괴물 고기 icon": "역겨운 괴물 고기 icon", "역겨운 괴물 고기 섭취 - Dungeon Settlers Wiki": "역겨운 괴물 고기 섭취 - Dungeon Settlers Wiki", "역겨운 괴물 고기 섭취 icon": "역겨운 괴물 고기 섭취 아이콘", "연고 - Dungeon Settlers Wiki": "연고 - Dungeon Settlers Wiki", "연고 icon": "연고 아이콘", "연고 사용 - Dungeon Settlers Wiki": "연고 사용 - Dungeon Settlers Wiki", "연고 사용 icon": "연고 사용 아이콘", "연고를 사용해 10초 동안 현재 생명력을 800 회복합니다. 10s cooldown": "연고를 사용해 10초 동안 현재 생명력을 800 회복합니다. 10s cooldown", "연구 능력치 - Dungeon Settlers Wiki": "연구 능력치 - Dungeon Settlers Wiki", "연구 능력치 icon": "연구 능력치 아이콘", "연구대 - Dungeon Settlers Wiki": "연구대 - Dungeon Settlers Wiki", "연금술 작업대 - Dungeon Settlers Wiki": "연금술 작업대 - Dungeon Settlers Wiki", "연소 - Dungeon Settlers Wiki": "연소 - Dungeon Settlers Wiki", "연소 icon": "연소 아이콘", "연소 면역 - Dungeon Settlers Wiki": "연소 면역 - Dungeon Settlers Wiki", "연소 면역 icon": "연소 면역 아이콘", "연철 갑옷 - Dungeon Settlers Wiki": "연철 갑옷 - Dungeon Settlers Wiki", "연철 갑옷 icon": "연철 갑옷 아이콘", "연철 검 - Dungeon Settlers Wiki": "연철 검 - Dungeon Settlers Wiki", "연철 검 icon": "연철 검 icon", "연철 곤봉 - Dungeon Settlers Wiki": "연철 곤봉 - Dungeon Settlers Wiki", "연철 곤봉 icon": "연철 곤봉 icon", "연철 단검 - Dungeon Settlers Wiki": "연철 단검 - Dungeon Settlers Wiki", "연철 단검 icon": "연철 단검 icon", "연철 대검 - Dungeon Settlers Wiki": "연철 대검 - Dungeon Settlers Wiki", "연철 대검 icon": "연철 대검 icon", "연철 도끼 - Dungeon Settlers Wiki": "연철 도끼 - Dungeon Settlers Wiki", "연철 도끼 icon": "연철 도끼 icon", "연철 방패 - Dungeon Settlers Wiki": "연철 방패 - Dungeon Settlers Wiki", "연철 방패 icon": "연철 방패 아이콘", "연철 주괴 - Dungeon Settlers Wiki": "연철 주괴 - Dungeon Settlers Wiki", "연철 주괴 icon": "연철 주괴 아이콘", "연철 창 - Dungeon Settlers Wiki": "연철 창 - Dungeon Settlers Wiki", "연철 창 icon": "연철 창 icon", "연철 투구 - Dungeon Settlers Wiki": "연철 투구 - Dungeon Settlers Wiki", "연철 투구 icon": "연철 투구 icon", "연철 화살 - Dungeon Settlers Wiki": "연철 화살 - Dungeon Settlers Wiki", "연철 화살 icon": "연철 화살 아이콘", "연철 활 - Dungeon Settlers Wiki": "연철 활 - Dungeon Settlers Wiki", "연철 활 icon": "연철 활 icon", "연회용 술잔 - Dungeon Settlers Wiki": "연회용 술잔 - Dungeon Settlers Wiki", "연회용 술잔 icon": "연회용 술잔 icon", "영양 흡수 - Dungeon Settlers Wiki": "영양 흡수 - Dungeon Settlers Wiki", "영양 흡수 GAMESYSTEM_Environment_{affecterName}": "영양 흡수 GAMESYSTEM_Environment_{affecterName}", "영양 흡수 icon": "영양 흡수 icon", "영웅심 - Dungeon Settlers Wiki": "영웅심 - Dungeon Settlers Wiki", "영웅심 icon": "영웅심 icon", "영혼 사슬 - Dungeon Settlers Wiki": "영혼 사슬 - Dungeon Settlers Wiki", "영혼 사슬 icon": "영혼 사슬 icon", "예를 들어, [Tuto_TooltipEx1]": "예를 들어, [Tuto_TooltipEx1]", "예리함 - Dungeon Settlers Wiki": "예리함 - Dungeon Settlers Wiki", "예리함 icon": "예리함 아이콘", "오래된 예물함 - Dungeon Settlers Wiki": "오래된 예물함 - Dungeon Settlers Wiki", "오래된 예물함 icon": "오래된 예물함 icon", "오염 아래 - Dungeon Settlers Wiki": "오염 아래 - Dungeon Settlers Wiki", "오염 아래 icon": "오염 아래 아이콘", "오염된 시체 (resource node)": "오염된 시체 (자원 노드)", "오염된 시체 (resource node) - Dungeon Settlers Wiki": "오염된 시체 (자원 노드) - 던전 세틀러즈 위키", "오토 리페어 - Dungeon Settlers Wiki": "오토 리페어 - Dungeon Settlers Wiki", "오토 리페어 icon": "오토 리페어 아이콘", "오팔 구리 스태프 - Dungeon Settlers Wiki": "오팔 구리 스태프 - Dungeon Settlers Wiki", "오팔 구리 스태프 icon": "오팔 구리 스태프 icon", "오팔 목걸이 - Dungeon Settlers Wiki": "오팔 목걸이 - Dungeon Settlers Wiki", "오팔 목걸이 icon": "오팔 목걸이 아이콘", "오팔 반지 - Dungeon Settlers Wiki": "오팔 반지 - Dungeon Settlers Wiki", "오팔 반지 icon": "오팔 반지 아이콘", "오팔 아크론 스태프 - Dungeon Settlers Wiki": "오팔 아크론 스태프 - Dungeon Settlers Wiki", "오팔 아크론 스태프 icon": "오팔 아크론 스태프 icon", "오팔 주석 스태프 - Dungeon Settlers Wiki": "오팔 주석 스태프 - Dungeon Settlers Wiki", "오팔 주석 스태프 icon": "오팔 주석 스태프 icon", "오팔 청동 스태프 - Dungeon Settlers Wiki": "오팔 청동 스태프 - Dungeon Settlers Wiki", "오팔 청동 스태프 icon": "오팔 청동 스태프 icon", "옭아매는 사슬 - Dungeon Settlers Wiki": "옭아매는 사슬 - Dungeon Settlers Wiki", "옭아매는 사슬 icon": "옭아매는 사슬 icon", "와일드 플러리 - Dungeon Settlers Wiki": "와일드 플러리 - Dungeon Settlers Wiki", "와일드 플러리 icon": "와일드 플러리 아이콘", "와일드 플러리 range and area shown on a dungeon room": "와일드 플러리의 사거리와 범위를 던전 방에 표시한 모습", "완벽의 각인 - Dungeon Settlers Wiki": "완벽의 각인 - Dungeon Settlers Wiki", "완벽의 각인 icon": "완벽의 각인 icon", "완벽주의자 - Dungeon Settlers Wiki": "완벽주의자 - Dungeon Settlers Wiki", "완벽주의자 icon": "완벽주의자 icon", "왜곡된 감각 - Dungeon Settlers Wiki": "왜곡된 감각 - Dungeon Settlers Wiki", "왜곡된 감각 GAMESYSTEM_Environment_{affecterName}": "왜곡된 감각 GAMESYSTEM_Environment_{affecterName}", "왜곡된 감각 icon": "왜곡된 감각 icon", "왼쪽 Alt": "왼쪽 Alt", "왼쪽 Ctrl": "왼쪽 Ctrl", "왼쪽 Shift": "왼쪽 Shift", "요구하는 경험치량이다 {1}은 1레벨 때 최대 경험치량을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "요구하는 경험치량이다 {1}은 1레벨 때 최대 경험치량을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.", "요리 능력치 - Dungeon Settlers Wiki": "요리 능력치 - Dungeon Settlers Wiki", "요리 능력치 icon": "요리 능력치 아이콘", "요새 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "요새 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "요새 스킬 트리 - Dungeon Settlers Wiki": "요새 스킬 트리 - Dungeon Settlers Wiki", "요새 스킬 트리 overview": "요새 스킬 트리 개요", "요새의 각인 - Dungeon Settlers Wiki": "요새의 각인 - Dungeon Settlers Wiki", "요새의 각인 icon": "요새의 각인 icon", "요새화 - Dungeon Settlers Wiki": "요새화 - Dungeon Settlers Wiki", "요새화 icon": "요새화 아이콘", "용병 - Dungeon Settlers Wiki": "용병 - Dungeon Settlers Wiki", "용병 icon": "용병 icon", "우울의 각인 - Dungeon Settlers Wiki": "우울의 각인 - Dungeon Settlers Wiki", "우울의 각인 icon": "우울의 각인 icon", "운영 난이도 매우 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "운영 난이도 매우 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "운영 난이도 매우 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "운영 난이도 매우 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 보통. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "운영 난이도 보통. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "운영 난이도 보통. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "운영 난이도 보통. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 쉬움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "운영 난이도 쉬움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "운영 난이도 쉬움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "운영 난이도 쉬움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "운영 난이도 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "운영 난이도 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "운영 난이도 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "운영 난이도 파멸. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "운영 난이도 파멸. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.", "운영 난이도 파멸. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "운영 난이도 파멸. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.", "워리어 추가 - 각인 {#}개 사용 | 서브 SP": "워리어 추가 - 각인 {#}개 사용 | 서브 SP", "워터 다이브 - Dungeon Settlers Wiki": "워터 다이브 - Dungeon Settlers Wiki", "워터 다이브 icon": "워터 다이브 아이콘", "워터 다이브 range and area shown on a dungeon room": "워터 다이브의 사거리와 범위를 던전 방에 표시한 모습", "원형 나무 의자 - Dungeon Settlers Wiki": "원형 나무 의자 - Dungeon Settlers Wiki", "웨이브 사이클 - Dungeon Settlers Wiki": "웨이브 사이클 - Dungeon Settlers Wiki", "웨이브 사이클 icon": "웨이브 사이클 아이콘", "웨폰 디플렉트 - Dungeon Settlers Wiki": "웨폰 디플렉트 - Dungeon Settlers Wiki", "웨폰 디플렉트 icon": "웨폰 디플렉트 아이콘", "유닛 능력 : 주요 능력치 - desc": "유닛 능력 : 주요 능력치 - desc", "유닛 전체 선택 : Tab": "유닛 전체 선택 : Tab", "유순한 글로트 - Dungeon Settlers Wiki": "유순한 글로트 - Dungeon Settlers Wiki", "유순한 글로트 icon": "유순한 글로트 icon", "유용한 마력 고철 더미 (resource node)": "유용한 마력 고철 더미 (자원 노드)", "유용한 마력 고철 더미 (resource node) - Dungeon Settlers Wiki": "유용한 마력 고철 더미 (자원 노드) - 던전 세틀러즈 위키", "육식 죄책감 - Dungeon Settlers Wiki": "육식 죄책감 - Dungeon Settlers Wiki", "육식 죄책감 icon": "육식 죄책감 icon", "육포 - Dungeon Settlers Wiki": "육포 - Dungeon Settlers Wiki", "육포 icon": "육포 icon", "육포 섭취 - Dungeon Settlers Wiki": "육포 섭취 - Dungeon Settlers Wiki", "육포 섭취 icon": "육포 섭취 아이콘", "은 광석 - Dungeon Settlers Wiki": "은 광석 - Dungeon Settlers Wiki", "은 광석 icon": "은 광석 아이콘", "은 목걸이 - Dungeon Settlers Wiki": "은 목걸이 - Dungeon Settlers Wiki", "은 목걸이 icon": "은 목걸이 아이콘", "은 반지 - Dungeon Settlers Wiki": "은 반지 - Dungeon Settlers Wiki", "은 반지 icon": "은 반지 아이콘", "은 주괴 - Dungeon Settlers Wiki": "은 주괴 - Dungeon Settlers Wiki", "은 주괴 icon": "은 주괴 아이콘", "은 클릭할 때마다 새로운 층을 배치합니다. 정확히 같은 층을 재현하려면 먼저 시드를 입력하거나 붙여넣으십시오 - 시드는 페이지 URL에 저장되므로, 어떤 결과든 링크로 공유할 수 있습니다.": "은 클릭할 때마다 새로운 층을 배치합니다. 정확히 같은 층을 재현하려면 먼저 시드를 입력하거나 붙여넣으십시오 - 시드는 페이지 URL에 저장되므로, 어떤 결과든 링크로 공유할 수 있습니다.", "은신 (potion / skill)": "은신 (포션 / 스킬)", "은신 - Dungeon Settlers Wiki": "은신 - Dungeon Settlers Wiki", "은신 icon": "은신 아이콘", "은신 물약 - Dungeon Settlers Wiki": "은신 물약 - Dungeon Settlers Wiki", "은신 물약 icon": "은신 물약 아이콘", "은제 접시 - Dungeon Settlers Wiki": "은제 접시 - Dungeon Settlers Wiki", "은제 접시 icon": "은제 접시 icon", "은총이 사그라든 여신상 - Dungeon Settlers Wiki": "은총이 사그라든 여신상 - Dungeon Settlers Wiki", "응급 처치 도구 - Dungeon Settlers Wiki": "응급 처치 도구 - Dungeon Settlers Wiki", "응급 처치 도구 icon": "응급 처치 도구 아이콘", "의식용 종 - Dungeon Settlers Wiki": "의식용 종 - Dungeon Settlers Wiki", "의식용 종 icon": "의식용 종 icon", "의식용 향로 - Dungeon Settlers Wiki": "의식용 향로 - Dungeon Settlers Wiki", "의식용 향로 icon": "의식용 향로 icon", "의자에 앉음 - Dungeon Settlers Wiki": "의자에 앉음 - Dungeon Settlers Wiki", "의자에 앉음 icon": "의자에 앉음 아이콘", "의지 - Dungeon Settlers Wiki": "의지 - Dungeon Settlers Wiki", "의지 icon": "의지 아이콘", "의지 강화 - Dungeon Settlers Wiki": "의지 강화 - Dungeon Settlers Wiki", "의지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "의지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "의지 강화 icon": "의지 강화 icon", "의지 약화 - Dungeon Settlers Wiki": "의지 약화 - Dungeon Settlers Wiki", "의지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "의지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "의지 약화 icon": "의지 약화 icon", "의지 재능 - Dungeon Settlers Wiki": "의지 재능 - Dungeon Settlers Wiki", "의지 재능 icon": "의지 재능 아이콘", "의지의 영약 - Dungeon Settlers Wiki": "의지의 영약 - Dungeon Settlers Wiki", "의지의 영약 icon": "의지의 영약 아이콘", "이 레벨에 도달하는 데 필요한 총 XP": "이 레벨에 도달하는 데 필요한 총 XP", "이 사이트의 모든 표는 게임 데이터 파일에서 바이트 단위로 정확하게 파싱되었습니다 - 아이템, 유닛, 스킬, 드롭 목록, 이벤트, 연구 등을 완전히 상호 참조합니다. CanOpener 제작의 콜로니 시뮬레이션 던전 크롤러 -": "이 사이트의 모든 표는 게임 데이터 파일에서 바이트 단위로 정확하게 파싱되었습니다 - 아이템, 유닛, 스킬, 드롭 목록, 이벤트, 연구 등을 완전히 상호 참조합니다. CanOpener 제작의 콜로니 시뮬레이션 던전 크롤러 -", "이 아이템을 사용해 정착지에 [ROOM_MerchantRoom]을 건설할 수 있습니다. [ROOM_MerchantRoom]이 건설되면 길드 상인이 파견됩니다.": "이 아이템을 사용해 정착지에 [ROOM_MerchantRoom]을 건설할 수 있습니다. [ROOM_MerchantRoom]이 건설되면 길드 상인이 파견됩니다.", "이너 그루브 - Dungeon Settlers Wiki": "이너 그루브 - Dungeon Settlers Wiki", "이너 그루브 icon": "이너 그루브 아이콘", "이동 불가 - Dungeon Settlers Wiki": "이동 불가 - Dungeon Settlers Wiki", "이동 불가 icon": "이동 불가 아이콘", "이동 속도 - Dungeon Settlers Wiki": "이동 속도 - Dungeon Settlers Wiki", "이동 속도 icon": "이동 속도 아이콘", "이동 속도 최종 배율 - Dungeon Settlers Wiki": "이동 속도 최종 배율 - Dungeon Settlers Wiki", "이동 속도 최종 배율 icon": "이동 속도 최종 배율 아이콘", "이름 모를 무덤 (보통) - Dungeon Settlers Wiki": "이름 모를 무덤 (보통) - Dungeon Settlers Wiki", "이름 모를 무덤 (파헤쳐짐) - Dungeon Settlers Wiki": "이름 모를 무덤 (파헤쳐짐) - Dungeon Settlers Wiki", "이름 모를 상자 - Dungeon Settlers Wiki": "이름 모를 상자 - Dungeon Settlers Wiki", "이빨 버섯 - Dungeon Settlers Wiki": "이빨 버섯 - Dungeon Settlers Wiki", "이빨 버섯 icon": "이빨 버섯 아이콘", "이빨 버섯 영혼석 - Dungeon Settlers Wiki": "이빨 버섯 영혼석 - Dungeon Settlers Wiki", "이빨 버섯 영혼석 icon": "이빨 버섯 영혼석 아이콘", "이상한 씨앗 - Dungeon Settlers Wiki": "이상한 씨앗 - Dungeon Settlers Wiki", "이상한 씨앗의 아우라 - Dungeon Settlers Wiki": "이상한 씨앗의 아우라 - Dungeon Settlers Wiki", "이상한 씨앗의 아우라 icon": "이상한 씨앗의 아우라 icon", "익세큐셔너 - Dungeon Settlers Wiki": "익세큐셔너 - Dungeon Settlers Wiki", "익세큐셔너 icon": "익세큐셔너 아이콘", "익스플로전 - Dungeon Settlers Wiki": "익스플로전 - Dungeon Settlers Wiki", "익스플로전 icon": "익스플로전 아이콘", "익스플로전 range and area shown on a dungeon room": "익스플로전의 사거리와 범위를 던전 방에 표시한 모습", "인간 - Dungeon Settlers Wiki": "인간 - Dungeon Settlers Wiki", "인간 icon": "인간 아이콘", "인간 · lv{#}": "인간 · lv{#}", "인간 혐오 - Dungeon Settlers Wiki": "인간 혐오 - Dungeon Settlers Wiki", "인간 혐오 icon": "인간 혐오 icon", "인시너레이트 - Dungeon Settlers Wiki": "인시너레이트 - Dungeon Settlers Wiki", "인시너레이트 icon": "인시너레이트 아이콘", "인시너레이트 range and area shown on a dungeon room": "인시너레이트의 사거리와 범위를 던전 방에 표시한 모습", "인에비터블 블로우 - Dungeon Settlers Wiki": "인에비터블 블로우 - Dungeon Settlers Wiki", "인에비터블 블로우 icon": "인에비터블 블로우 아이콘", "인지 (Fortify / Weaken / Elixir)": "인지 (강화 / 약화 / 물약)", "인지 - Dungeon Settlers Wiki": "인지 - Dungeon Settlers Wiki", "인지 icon": "인지 아이콘", "인지 강화 - Dungeon Settlers Wiki": "인지 강화 - Dungeon Settlers Wiki", "인지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "인지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "인지 강화 icon": "인지 강화 icon", "인지 약화 - Dungeon Settlers Wiki": "인지 약화 - Dungeon Settlers Wiki", "인지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "인지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "인지 약화 icon": "인지 약화 icon", "인지 재능 - Dungeon Settlers Wiki": "인지 재능 - Dungeon Settlers Wiki", "인지 재능 icon": "인지 재능 아이콘", "인지의 영약 - Dungeon Settlers Wiki": "인지의 영약 - Dungeon Settlers Wiki", "인지의 영약 icon": "인지의 영약 아이콘", "인지함 - Dungeon Settlers Wiki": "인지함 - Dungeon Settlers Wiki", "인지함 icon": "인지함 icon", "일시적으로 마법 능력을 끌어올립니다. Granted by 1 item": "일시적으로 마법 능력을 끌어올립니다. Granted by 1 item", "임브레이싱 웨이브 - Dungeon Settlers Wiki": "임브레이싱 웨이브 - Dungeon Settlers Wiki", "임브레이싱 웨이브 icon": "임브레이싱 웨이브 아이콘", "임브레이싱 웨이브 range and area shown on a dungeon room": "임브레이싱 웨이브의 사거리와 범위를 던전 방에 표시한 모습", "임브레이싱 웨이브 타격 횟수 - Dungeon Settlers Wiki": "임브레이싱 웨이브 타격 횟수 - Dungeon Settlers Wiki", "임브레이싱 웨이브 타격 횟수 icon": "임브레이싱 웨이브 타격 횟수 icon", "잊혀진 우상 - Dungeon Settlers Wiki": "잊혀진 우상 - Dungeon Settlers Wiki", "잊혀진 우상 icon": "잊혀진 우상 아이콘", "자가수리 - Dungeon Settlers Wiki": "자가수리 - Dungeon Settlers Wiki", "자가수리 icon": "자가수리 icon", "자기 혐오 - Dungeon Settlers Wiki": "자기 혐오 - Dungeon Settlers Wiki", "자기 혐오 icon": "자기 혐오 아이콘", "자신에게 도발당한 대상으로부터 피해를 받을 때마다 10초 동안 받은 피해의 20%에 해당하는 보호막를 얻습니다. Effects: • 도발: 자신에게 도발을 부여한 대상을 우선적으로 공격합니다. • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "자신에게 도발당한 대상으로부터 피해를 받을 때마다 10초 동안 받은 피해의 20%에 해당하는 보호막를 얻습니다. Effects: • 도발: 자신에게 도발을 부여한 대상을 우선적으로 공격합니다. • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "자신에게 도발을 부여한 대상을 우선적으로 공격합니다. Granted by 5 skills": "자신에게 도발을 부여한 대상을 우선적으로 공격합니다. Granted by 5 skills", "자신이 소환한 유닛 혹은 구조물의 수가 10/25/100/250/1000/2500에 도달할 때마다 최대 기력이 7% 증가합니다. Effects: • 최대 기력: 유닛이 보유할 수 있는 최대 기력입니다. 기력의 최대치를 정합니다.": "자신이 소환한 유닛 혹은 구조물의 수가 10/25/100/250/1000/2500에 도달할 때마다 최대 기력이 7% 증가합니다. Effects: • 최대 기력: 유닛이 보유할 수 있는 최대 기력입니다. 기력의 최대치를 정합니다.", "자신이 소환한 유닛 혹은 구조물이 파괴되면 10초 동안 순환을 얻습니다. Effects: • 순환 (on user): +30 스킬 재사용 대기 시간 감소": "자신이 소환한 유닛 혹은 구조물이 파괴되면 10초 동안 순환을 얻습니다. Effects: • 순환 (on user): +30 스킬 재사용 대기 시간 감소", "자연 갑각 스태프 - Dungeon Settlers Wiki": "자연 갑각 스태프 - Dungeon Settlers Wiki", "자연 갑각 스태프 icon": "자연 갑각 스태프 icon", "자연 마법 수련의 각인 - Dungeon Settlers Wiki": "자연 마법 수련의 각인 - Dungeon Settlers Wiki", "자연 마법 수련의 각인 icon": "자연 마법 수련의 각인 icon", "자연 마법 스킬 [Shared_Aptitude]": "자연 마법 스킬 [Shared_Aptitude]", "자연 마법 스킬 적성 - Dungeon Settlers Wiki": "자연 마법 스킬 적성 - Dungeon Settlers Wiki", "자연 마법 스킬 적성 icon": "자연 마법 스킬 적성 아이콘", "자연 마법 스킬 트리 - Dungeon Settlers Wiki": "자연 마법 스킬 트리 - Dungeon Settlers Wiki", "자연 마법 스킬 트리 overview": "자연 마법 스킬 트리 개요", "자연 마법 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "자연 마법 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "자연 마법 추가 - 각인 {#}개 사용 | 메인 SP": "자연 마법 추가 - 각인 {#}개 사용 | 메인 SP", "자연 스태프 장착 시 기본 공격이 힐링 터치로 변경됩니다. Effects: • 힐링 터치: 아군 유닛의 현재 생명력을 마법 공격력의 50%만큼 회복시킵니다.": "자연 스태프 장착 시 기본 공격이 힐링 터치로 변경됩니다. Effects: • 힐링 터치: 아군 유닛의 현재 생명력을 마법 공격력의 50%만큼 회복시킵니다.", "자연 애호가 - Dungeon Settlers Wiki": "자연 애호가 - Dungeon Settlers Wiki", "자연 애호가 icon": "자연 애호가 icon", "자연 정령 구리 스태프 - Dungeon Settlers Wiki": "자연 정령 구리 스태프 - Dungeon Settlers Wiki", "자연 정령 구리 스태프 icon": "자연 정령 구리 스태프 icon", "자연 정령 아크론 스태프 - Dungeon Settlers Wiki": "자연 정령 아크론 스태프 - Dungeon Settlers Wiki", "자연 정령 아크론 스태프 icon": "자연 정령 아크론 스태프 icon", "자연 정령 주석 스태프 - Dungeon Settlers Wiki": "자연 정령 주석 스태프 - Dungeon Settlers Wiki", "자연 정령 주석 스태프 icon": "자연 정령 주석 스태프 icon", "자연 정령 청동 스태프 - Dungeon Settlers Wiki": "자연 정령 청동 스태프 - Dungeon Settlers Wiki", "자연 정령 청동 스태프 icon": "자연 정령 청동 스태프 icon", "자연의 나무 스태프 - Dungeon Settlers Wiki": "자연의 나무 스태프 - Dungeon Settlers Wiki", "자연의 나무 스태프 icon": "자연의 나무 스태프 icon", "자연의 뼈 스태프 - Dungeon Settlers Wiki": "자연의 뼈 스태프 - Dungeon Settlers Wiki", "자연의 뼈 스태프 icon": "자연의 뼈 스태프 icon", "자연의 연철 스태프 - Dungeon Settlers Wiki": "자연의 연철 스태프 - Dungeon Settlers Wiki", "자연의 연철 스태프 icon": "자연의 연철 스태프 icon", "자연의 정수 - Dungeon Settlers Wiki": "자연의 정수 - Dungeon Settlers Wiki", "자연의 정수 icon": "자연의 정수 아이콘", "자연의 혈목 스태프 - Dungeon Settlers Wiki": "자연의 혈목 스태프 - Dungeon Settlers Wiki", "자연의 혈목 스태프 icon": "자연의 혈목 스태프 icon", "자원 보관함 - Dungeon Settlers Wiki": "자원 보관함 - Dungeon Settlers Wiki", "자원과 채집 - desc": "자원과 채집 - desc", "작고 푸른 것 - Dungeon Settlers Wiki": "작고 푸른 것 - Dungeon Settlers Wiki", "작고 푸른 것 icon": "작고 푸른 것 아이콘", "작렬 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "작렬 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "작렬 스킬 트리 - Dungeon Settlers Wiki": "작렬 스킬 트리 - Dungeon Settlers Wiki", "작렬 스킬 트리 overview": "작렬 스킬 트리 개요", "작렬의 각인 - Dungeon Settlers Wiki": "작렬의 각인 - Dungeon Settlers Wiki", "작렬의 각인 icon": "작렬의 각인 icon", "작은 구리 광맥 (resource node)": "작은 구리 광맥 (자원 노드)", "작은 구리 광맥 (resource node) - Dungeon Settlers Wiki": "작은 구리 광맥 (자원 노드) - 던전 세틀러즈 위키", "작은 나무 책장 - Dungeon Settlers Wiki": "작은 나무 책장 - Dungeon Settlers Wiki", "작은 녹수정 (resource node)": "작은 녹수정 (자원 노드)", "작은 녹수정 (resource node) - Dungeon Settlers Wiki": "작은 녹수정 (자원 노드) - 던전 세틀러즈 위키", "작은 늑대 조각상 - Dungeon Settlers Wiki": "작은 늑대 조각상 - Dungeon Settlers Wiki", "작은 늑대 조각상 icon": "작은 늑대 조각상 icon", "작은 먼지 뿌리 (resource node)": "작은 먼지 뿌리 (자원 노드)", "작은 먼지 뿌리 (resource node) - Dungeon Settlers Wiki": "작은 먼지 뿌리 (자원 노드) - 던전 세틀러즈 위키", "작은 비틀어진 나무 (resource node)": "작은 비틀어진 나무 (자원 노드)", "작은 비틀어진 나무 (resource node) - Dungeon Settlers Wiki": "작은 비틀어진 나무 (자원 노드) - 던전 세틀러즈 위키", "작은 암흑 가시 덩굴 - Dungeon Settlers Wiki": "작은 암흑 가시 덩굴 - Dungeon Settlers Wiki", "작은 은 광맥 (resource node)": "작은 은 광맥 (자원 노드)", "작은 은 광맥 (resource node) - Dungeon Settlers Wiki": "작은 은 광맥 (자원 노드) - 던전 세틀러즈 위키", "작은 적수정 (resource node)": "작은 적수정 (자원 노드)", "작은 적수정 (resource node) - Dungeon Settlers Wiki": "작은 적수정 (자원 노드) - 던전 세틀러즈 위키", "작은 청수정 (resource node)": "작은 청수정 (자원 노드)", "작은 청수정 (resource node) - Dungeon Settlers Wiki": "작은 청수정 (자원 노드) - 던전 세틀러즈 위키", "작은 흙 암석 (resource node)": "작은 흙 암석 (자원 노드)", "작은 흙 암석 (resource node) - Dungeon Settlers Wiki": "작은 흙 암석 (자원 노드) - 던전 세틀러즈 위키", "잔잔한 온기 - Dungeon Settlers Wiki": "잔잔한 온기 - Dungeon Settlers Wiki", "잔잔한 온기 icon": "잔잔한 온기 아이콘", "잠시 동안 행동할 수 없습니다. Granted by 1 inscription and 7 skills": "잠시 동안 행동할 수 없습니다. Granted by 1 inscription and 7 skills", "잠시 동안 행동할 수 없습니다. Granted by 1 inscription and 8 skills": "잠시 동안 행동할 수 없습니다. Granted by 1 inscription and 8 skills", "잠을 설침 - Dungeon Settlers Wiki": "잠을 설침 - Dungeon Settlers Wiki", "잠을 설침 icon": "잠을 설침 아이콘", "잡담을 나눔 - Dungeon Settlers Wiki": "잡담을 나눔 - Dungeon Settlers Wiki", "잡담을 나눔 icon": "잡담을 나눔 icon", "잡동사니 더미 (resource node)": "잡동사니 더미 (자원 노드)", "잡동사니 더미 (resource node) - Dungeon Settlers Wiki": "잡동사니 더미 (자원 노드) - 던전 세틀러즈 위키", "장례를 치뤄줌 - desc": "장례를 치뤄줌 - desc", "장례를 치뤄줌 - flavor": "장례를 치뤄줌 - flavor", "장례를 치뤄줌 - name": "장례를 치뤄줌 - name", "장례를 치뤄줌 - subname": "장례를 치뤄줌 - subname", "장로 글로트 - Dungeon Settlers Wiki": "장로 글로트 - Dungeon Settlers Wiki", "장로 글로트 icon": "장로 글로트 아이콘", "장로 글로트 variant": "장로 글로트 변형", "장로 글로트 사냥 완료 - Dungeon Settlers Wiki": "장로 글로트 사냥 완료 - Dungeon Settlers Wiki", "장로 글로트 사냥 완료 icon": "장로 글로트 사냥 완료 아이콘", "장비 보관함 - Dungeon Settlers Wiki": "장비 보관함 - Dungeon Settlers Wiki", "장식된 담뱃대 - Dungeon Settlers Wiki": "장식된 담뱃대 - Dungeon Settlers Wiki", "장식된 담뱃대 icon": "장식된 담뱃대 icon", "장식품 - Dungeon Settlers Wiki": "장식품 - Dungeon Settlers Wiki", "장신구 제작대 - Dungeon Settlers Wiki": "장신구 제작대 - Dungeon Settlers Wiki", "장의사 - Dungeon Settlers Wiki": "장의사 - Dungeon Settlers Wiki", "장의사 icon": "장의사 아이콘", "장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다. Granted by 3 skills": "장착중인 머리, 몸통 방어구, 방패의 내구도가 초 당 중첩*0.2 만큼 감소합니다. Granted by 3 skills", "저주를 통해 마법 피해를 입힙니다. 15s cooldown": "저주를 통해 마법 피해를 입힙니다. 15s cooldown", "저주받은 아이 - Dungeon Settlers Wiki": "저주받은 아이 - Dungeon Settlers Wiki", "저주받은 아이 icon": "저주받은 아이 icon", "저항 - Dungeon Settlers Wiki": "저항 - Dungeon Settlers Wiki", "저항 icon": "저항 아이콘", "적 유닛에게 부정적 효과 부여 시 5초 동안 최대 생명력의 5%에 해당하는 보호막을 얻습니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "적 유닛에게 부정적 효과 부여 시 5초 동안 최대 생명력의 5%에 해당하는 보호막을 얻습니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "적 처치시 6초 동안 잃은 생명력의 15%에 해당하는 보호막을 얻습니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "적 처치시 6초 동안 잃은 생명력의 15%에 해당하는 보호막을 얻습니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "적색 크리스탈 갑각 스태프 - Dungeon Settlers Wiki": "적색 크리스탈 갑각 스태프 - Dungeon Settlers Wiki", "적색 크리스탈 갑각 스태프 icon": "적색 크리스탈 갑각 스태프 icon", "적수정 원석 - Dungeon Settlers Wiki": "적수정 원석 - Dungeon Settlers Wiki", "적수정 원석 icon": "적수정 원석 icon", "적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 사라집니다. Granted by 1 item": "적에게 감지되거나 공격 대상으로 지정되지 않습니다. 적에게 피해를 입히면 이 효과는 즉시 사라집니다. Granted by 1 item", "적에게 근접 물리 치명타 피해를 입힐 시 1의 기력을 회복합니다. Effects: • 기력: 기력은 유닛이 얼마나 기운 있는 상태인지를 나타냅니다. 유닛이 피곤해지면 자동으로 잠들며, 기력이 완전히 소진되면 극심한 탈진 상태가 되어 의식불명에 빠져 조작할 수 없습니다. 기력은 깨어있는 동안 천천히 감소하며, 스킬 사용 시 일정량 소모됩니다. 수면, 침대에 눕기, 모닥불에서의 휴식 등을 통해 기력을 회복할 수 있습니다.": "적에게 근접 물리 치명타 피해를 입힐 시 1의 기력을 회복합니다. Effects: • 기력: 기력은 유닛이 얼마나 기운 있는 상태인지를 나타냅니다. 유닛이 피곤해지면 자동으로 잠들며, 기력이 완전히 소진되면 극심한 탈진 상태가 되어 의식불명에 빠져 조작할 수 없습니다. 기력은 깨어있는 동안 천천히 감소하며, 스킬 사용 시 일정량 소모됩니다. 수면, 침대에 눕기, 모닥불에서의 휴식 등을 통해 기력을 회복할 수 있습니다.", "전령 - Dungeon Settlers Wiki": "전령 - Dungeon Settlers Wiki", "전령 icon": "전령 아이콘", "전방으로 3갈래의 검기를 날려 일직선 경로 내의 모든 대상들에게 물리 공격력의 200%의 물리 피해를 입힙니다. 10 energy - 40s cooldown": "전방으로 3갈래의 검기를 날려 일직선 경로 내의 모든 대상들에게 물리 공격력의 200%의 물리 피해를 입힙니다. 10 energy - 40s cooldown", "전방으로 검을 휘둘러 범위 내의 모든 유닛에게 물리 공격력의 80%에 해당하는 물리 피해를 2회 입힙니다. 2 energy - 8s cooldown": "전방으로 검을 휘둘러 범위 내의 모든 유닛에게 물리 공격력의 80%에 해당하는 물리 피해를 2회 입힙니다. 2 energy - 8s cooldown", "전염성 포자 - Dungeon Settlers Wiki": "전염성 포자 - Dungeon Settlers Wiki", "전염성 포자 icon": "전염성 포자 icon", "전투 스트레스 - Dungeon Settlers Wiki": "전투 스트레스 - Dungeon Settlers Wiki", "전투 스트레스 icon": "전투 스트레스 아이콘", "전투 시작 시 idle 애니메이션이 바뀌는 몬스터용 어팩터 (몇몇 몬스터는 Idle이 여러개인 경우가 있다. 그럴 때 사용되는 어펙터 EX : 알파산성슬러그)": "전투 시작 시 idle 애니메이션이 바뀌는 몬스터용 어팩터 (몇몇 몬스터는 Idle이 여러개인 경우가 있다. 그럴 때 사용되는 어펙터 EX : 알파산성슬러그)", "전투 시작 시 {{#}}초 동안 잃은 [STATUS_HealthTotal]의 {{#}}%에 해당하는 [AFFECTER_Barrier]을 얻습니다. 이 효과는 마지막 발동 후 {{#}}초가 경과해야 다시 발동할 수 있습니다.": "전투 시작 시 {{#}}초 동안 잃은 [STATUS_HealthTotal]의 {{#}}%에 해당하는 [AFFECTER_Barrier]을 얻습니다. 이 효과는 마지막 발동 후 {{#}}초가 경과해야 다시 발동할 수 있습니다.", "전투 중 적 유닛 사망 시 모든 아군 유닛에게 2초 동안 마법 공격력의 1%에 해당하는 생명력 촉진을 부여합니다. Effects: • 생명력 촉진 (on allies): 초당 중첩 1개당 10의 현재 생명력을 회복합니다.": "전투 중 적 유닛 사망 시 모든 아군 유닛에게 2초 동안 마법 공격력의 1%에 해당하는 생명력 촉진을 부여합니다. Effects: • 생명력 촉진 (on allies): 초당 중첩 1개당 10의 현재 생명력을 회복합니다.", "전투 중에도 Space키를 눌러 게임을 정지시킬 수 있습니다.": "전투 중에도 Space키를 눌러 게임을 정지시킬 수 있습니다.", "전투 중이더라도 'Space'를 눌러 자유롭게 게임을 정지할 수 있습니다.": "전투 중이더라도 'Space'를 눌러 자유롭게 게임을 정지할 수 있습니다.", "절뚝거림 - Dungeon Settlers Wiki": "절뚝거림 - Dungeon Settlers Wiki", "절뚝거림 icon": "절뚝거림 아이콘", "절망 극복 확률 - Dungeon Settlers Wiki": "절망 극복 확률 - Dungeon Settlers Wiki", "절망 극복 확률 icon": "절망 극복 확률 아이콘", "점액분사초 - Dungeon Settlers Wiki": "점액분사초 - Dungeon Settlers Wiki", "점액분사초 icon": "점액분사초 아이콘", "점액분사초 range and area shown on a dungeon room": "점액분사초의 사거리와 범위를 던전 방에 표시한 모습", "점토 - Dungeon Settlers Wiki": "점토 - Dungeon Settlers Wiki", "점토 icon": "점토 아이콘", "점화 - Dungeon Settlers Wiki": "점화 - Dungeon Settlers Wiki", "점화 icon": "점화 아이콘", "정교한 세공이 돋보이는 은제 목걸이. [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "정교한 세공이 돋보이는 은제 목걸이. [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], [Tooltip_UtilityRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "정밀 - Dungeon Settlers Wiki": "정밀 - Dungeon Settlers Wiki", "정밀 icon": "정밀 아이콘", "정식 마법사의 코덱스 - Dungeon Settlers Wiki": "정식 마법사의 코덱스 - Dungeon Settlers Wiki", "정신 붕괴 - Dungeon Settlers Wiki": "정신 붕괴 - Dungeon Settlers Wiki", "정신 붕괴 icon": "정신 붕괴 icon", "정신 붕괴:공황 - Dungeon Settlers Wiki": "정신 붕괴:공황 - Dungeon Settlers Wiki", "정신 붕괴:공황 icon": "정신 붕괴:공황 icon", "정신을 가다듬어 15초 동안 맹공과 요새화을 얻습니다. 5 energy - 20s cooldown Effects: • 요새화 (on user): +35% 가드율": "정신을 가다듬어 15초 동안 맹공과 요새화을 얻습니다. 5 energy - 20s cooldown Effects: • 요새화 (on user): +35% 가드율", "정예 몬스터 - Dungeon Settlers Wiki": "정예 몬스터 - Dungeon Settlers Wiki", "정예 몬스터 icon": "정예 몬스터 icon", "정예 토벌령 - Dungeon Settlers Wiki": "정예 토벌령 - Dungeon Settlers Wiki", "정예 토벌령 icon": "정예 토벌령 icon", "정예 혹은 보스 몬스터에게 주는 [STATUS_DamageDealtBonus]이 {{#}}% 증가합니다.": "정예 혹은 보스 몬스터에게 주는 [STATUS_DamageDealtBonus]이 {{#}}% 증가합니다.", "정원사 - Dungeon Settlers Wiki": "정원사 - Dungeon Settlers Wiki", "정원사 icon": "정원사 icon", "정착지 나무 - Dungeon Settlers Wiki": "정착지 나무 - Dungeon Settlers Wiki", "정착지 선호 - Dungeon Settlers Wiki": "정착지 선호 - Dungeon Settlers Wiki", "정착지 선호 icon": "정착지 선호 icon", "정착지 시작 팩 - Dungeon Settlers Wiki": "정착지 시작 팩 - Dungeon Settlers Wiki", "정착지 포탈 - Dungeon Settlers Wiki": "정착지 포탈 - Dungeon Settlers Wiki", "정찰병 - Dungeon Settlers Wiki": "정찰병 - Dungeon Settlers Wiki", "정찰병 icon": "정찰병 icon", "제국 동전 - Dungeon Settlers Wiki": "제국 동전 - Dungeon Settlers Wiki", "제국 동전 icon": "제국 동전 icon", "제논 - 고기벌레 조사 - Dungeon Settlers Wiki": "제논 - 고기벌레 조사 - Dungeon Settlers Wiki", "제논 - 고기벌레 조사 icon": "제논 - 고기벌레 조사 아이콘", "제논 - 산성충 조사 - Dungeon Settlers Wiki": "제논 - 산성충 조사 - Dungeon Settlers Wiki", "제논 - 산성충 조사 icon": "제논 - 산성충 조사 아이콘", "제논 - 지옥 거머리 수집 - Dungeon Settlers Wiki": "제논 - 지옥 거머리 수집 - Dungeon Settlers Wiki", "제논 - 지옥 거머리 수집 icon": "제논 - 지옥 거머리 수집 아이콘", "제논 - 포자충 조사 - Dungeon Settlers Wiki": "제논 - 포자충 조사 - Dungeon Settlers Wiki", "제논 - 포자충 조사 icon": "제논 - 포자충 조사 아이콘", "제논 관찰하기 - Dungeon Settlers Wiki": "제논 관찰하기 - Dungeon Settlers Wiki", "제논 관찰하기 icon": "제논 관찰하기 아이콘", "제작 능력치 - Dungeon Settlers Wiki": "제작 능력치 - Dungeon Settlers Wiki", "제작 능력치 icon": "제작 능력치 아이콘", "조련 능력치 (얼리엑세스 미포함) - Dungeon Settlers Wiki": "조련 능력치 (얼리엑세스 미포함) - Dungeon Settlers Wiki", "조련 능력치 (얼리엑세스 미포함) icon": "조련 능력치 (얼리엑세스 미포함) 아이콘", "조리대 - Dungeon Settlers Wiki": "조리대 - Dungeon Settlers Wiki", "조사하기(Inspect) 사용시 소질을 몇개나 공개시키는지에 대한 값": "조사하기(Inspect) 사용시 소질을 몇개나 공개시키는지에 대한 값", "조화 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "조화 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "조화 스킬 트리 - Dungeon Settlers Wiki": "조화 스킬 트리 - Dungeon Settlers Wiki", "조화 스킬 트리 overview": "조화 스킬 트리 개요", "조화의 각인 - Dungeon Settlers Wiki": "조화의 각인 - Dungeon Settlers Wiki", "조화의 각인 icon": "조화의 각인 icon", "족장 호위병 - Dungeon Settlers Wiki": "족장 호위병 - Dungeon Settlers Wiki", "족장 호위병 icon": "족장 호위병 icon", "종교적 미술품 - Dungeon Settlers Wiki": "종교적 미술품 - Dungeon Settlers Wiki", "종교적 미술품 icon": "종교적 미술품 icon", "종자 - Dungeon Settlers Wiki": "종자 - Dungeon Settlers Wiki", "종자 icon": "종자 icon", "종족 혐오 - Dungeon Settlers Wiki": "종족 혐오 - Dungeon Settlers Wiki", "종족 혐오 icon": "종족 혐오 아이콘", "종족, 배경, 특성 카드에서 작업/노동 관련 효과(채굴, 제작, 요리, 소지 무게, Hunger 등)를 숨깁니다. 기분, XP 획득량, 모든 전투 스탯은 항상 표시됩니다.": "종족, 배경, 특성 카드에서 작업/노동 관련 효과(채굴, 제작, 요리, 소지 무게, Hunger 등)를 숨깁니다. 기분, XP 획득량, 모든 전투 스탯은 항상 표시됩니다.", "좌클릭 드래그하여 다수의 개체를 동시에 선택할 수 있습니다. 혹은, Tab 버튼을 눌러 모든 유닛을 선택할 수 있습니다.": "좌클릭 드래그하여 다수의 개체를 동시에 선택할 수 있습니다. 혹은, Tab 버튼을 눌러 모든 유닛을 선택할 수 있습니다.", "주는 마법 피해량 - Dungeon Settlers Wiki": "주는 마법 피해량 - Dungeon Settlers Wiki", "주는 마법 피해량 icon": "주는 마법 피해량 아이콘", "주는 물리 피해량 - Dungeon Settlers Wiki": "주는 물리 피해량 - Dungeon Settlers Wiki", "주는 물리 피해량 icon": "주는 물리 피해량 아이콘", "주는 피해량 - Dungeon Settlers Wiki": "주는 피해량 - Dungeon Settlers Wiki", "주는 피해량 icon": "주는 피해량 아이콘", "주방 요리대 - Dungeon Settlers Wiki": "주방 요리대 - Dungeon Settlers Wiki", "주변 5 타일에 2마리의 붉은쥐를 소환합니다. 두 번째 사용 시 공격 속도가 증가합니다. Summons: • 붉은쥐 (800 HP) attacks with 기본 몬스터 타격: 대상에게 물리 공격력의 100%에 해당하는 물리 피해를 입힙니다.": "주변 5 타일에 2마리의 붉은쥐를 소환합니다. 두 번째 사용 시 공격 속도가 증가합니다. Summons: • 붉은쥐 (800 생명력) attacks with 기본 몬스터 타격: 대상에게 물리 공격력의 100%에 해당하는 물리 피해를 입힙니다.", "주변 시야 범위. 이 값을 기준으로 Fog of war를 업데이트한다. 프로토타입에는 이 값에 대한 '최종 능력치'는 존재하지 않는 상태이다. 이후로는 각 유닛이 vision 최종 능력치를 가지도록 처리할 필요가 있음. 예컨데 휏불 사용 여부에 따라 시야에 따라 맵이 밝혀지는 정도가 다르다던가.": "주변 시야 범위. 이 값을 기준으로 Fog of war를 업데이트한다. 프로토타입에는 이 값에 대한 '최종 능력치'는 존재하지 않는 상태이다. 이후로는 각 유닛이 vision 최종 능력치를 가지도록 처리할 필요가 있음. 예컨데 휏불 사용 여부에 따라 시야에 따라 맵이 밝혀지는 정도가 다르다던가.", "주사위 놀이대 - Dungeon Settlers Wiki": "주사위 놀이대 - Dungeon Settlers Wiki", "주사위 놀이를 즐김 - Dungeon Settlers Wiki": "주사위 놀이를 즐김 - Dungeon Settlers Wiki", "주사위 놀이를 즐김 icon": "주사위 놀이를 즐김 icon", "주사위 놀이에 질림 - Dungeon Settlers Wiki": "주사위 놀이에 질림 - Dungeon Settlers Wiki", "주사위 놀이에 질림 icon": "주사위 놀이에 질림 icon", "주석 갑옷 - Dungeon Settlers Wiki": "주석 갑옷 - Dungeon Settlers Wiki", "주석 갑옷 icon": "주석 갑옷 아이콘", "주석 곤봉 - Dungeon Settlers Wiki": "주석 곤봉 - Dungeon Settlers Wiki", "주석 곤봉 icon": "주석 곤봉 icon", "주석 도끼 - Dungeon Settlers Wiki": "주석 도끼 - Dungeon Settlers Wiki", "주석 도끼 icon": "주석 도끼 icon", "주석 방패 - Dungeon Settlers Wiki": "주석 방패 - Dungeon Settlers Wiki", "주석 방패 icon": "주석 방패 아이콘", "주석 창 - Dungeon Settlers Wiki": "주석 창 - Dungeon Settlers Wiki", "주석 창 icon": "주석 창 icon", "주석 투구 - Dungeon Settlers Wiki": "주석 투구 - Dungeon Settlers Wiki", "주석 투구 icon": "주석 투구 icon", "주석 화살 - Dungeon Settlers Wiki": "주석 화살 - Dungeon Settlers Wiki", "주석 화살 icon": "주석 화살 아이콘", "주석 활 - Dungeon Settlers Wiki": "주석 활 - Dungeon Settlers Wiki", "주석 활 icon": "주석 활 icon", "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Nature로 변경 필요": "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Nature로 변경 필요", "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Water로 변경 필요": "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Water로 변경 필요", "주요 스킬 포인트 - Dungeon Settlers Wiki": "주요 스킬 포인트 - Dungeon Settlers Wiki", "주요 스킬 포인트 icon": "주요 스킬 포인트 아이콘", "주조 작업대 - Dungeon Settlers Wiki": "주조 작업대 - Dungeon Settlers Wiki", "죽은 고블린을 부활시킵니다. 10s cooldown": "죽은 고블린을 부활시킵니다. 10s cooldown", "죽음 임박 - Dungeon Settlers Wiki": "죽음 임박 - Dungeon Settlers Wiki", "죽음 임박 icon": "죽음 임박 icon", "죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.": "죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다.", "죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다. Granted by 2 items": "죽음 임박 상태를 유발합니다. 다른 동료가 구조 상호작용 시 죽음 임박 상태에서 회복할 수 있습니다. TIP : 수술대를 사용하면 아이템을 소모하지 않고 회복할 수 있습니다. Granted by 2 items", "죽음 임박 후유증 - Dungeon Settlers Wiki": "죽음 임박 후유증 - Dungeon Settlers Wiki", "죽음 임박 후유증 icon": "죽음 임박 후유증 icon", "죽음을 앞두고 있으며 지속 시간이 만료되면 사망합니다. 구조를 통해 극심한 피해에서 벗어나거나, 다른 유닛이 음식을 먹여 극심한 배고픔를 제거하면 이 상태에서 회복할 수 있습니다. 죽음 임박 상태에서는 의식불명이 되어 조작할 수 없게 됩니다. Granted by 1 item": "죽음을 앞두고 있으며 지속 시간이 만료되면 사망합니다. 구조를 통해 극심한 피해에서 벗어나거나, 다른 유닛이 음식을 먹여 극심한 배고픔를 제거하면 이 상태에서 회복할 수 있습니다. 죽음 임박 상태에서는 의식불명이 되어 조작할 수 없게 됩니다. Granted by 1 item", "중간 구리 광맥 (resource node)": "중간 구리 광맥 (자원 노드)", "중간 구리 광맥 (resource node) - Dungeon Settlers Wiki": "중간 구리 광맥 (자원 노드) - 던전 세틀러즈 위키", "중간 크기의 녹수정 (resource node)": "중간 크기의 녹수정 (자원 노드)", "중간 크기의 녹수정 (resource node) - Dungeon Settlers Wiki": "중간 크기의 녹수정 (자원 노드) - 던전 세틀러즈 위키", "중간 크기의 은 광맥 (resource node)": "중간 크기의 은 광맥 (자원 노드)", "중간 크기의 은 광맥 (resource node) - Dungeon Settlers Wiki": "중간 크기의 은 광맥 (자원 노드) - 던전 세틀러즈 위키", "중간 크기의 적수정 (resource node)": "중간 크기의 적수정 (자원 노드)", "중간 크기의 적수정 (resource node) - Dungeon Settlers Wiki": "중간 크기의 적수정 (자원 노드) - 던전 세틀러즈 위키", "중간 크기의 청수정 (resource node)": "중간 크기의 청수정 (자원 노드)", "중간 크기의 청수정 (resource node) - Dungeon Settlers Wiki": "중간 크기의 청수정 (자원 노드) - 던전 세틀러즈 위키", "중간 흙 암석 (resource node)": "중간 흙 암석 (자원 노드)", "중간 흙 암석 (resource node) - Dungeon Settlers Wiki": "중간 흙 암석 (자원 노드) - 던전 세틀러즈 위키", "중급 가드 피해 감소 각인 - Dungeon Settlers Wiki": "중급 가드 피해 감소 각인 - Dungeon Settlers Wiki", "중급 가드 피해 감소 각인 icon": "중급 가드 피해 감소 각인 icon", "중급 가드 확률 각인 - Dungeon Settlers Wiki": "중급 가드 확률 각인 - Dungeon Settlers Wiki", "중급 가드 확률 각인 icon": "중급 가드 확률 각인 icon", "중급 공격 속도 각인 - Dungeon Settlers Wiki": "중급 공격 속도 각인 - Dungeon Settlers Wiki", "중급 공격 속도 각인 icon": "중급 공격 속도 각인 icon", "중급 기력 각인 - Dungeon Settlers Wiki": "중급 기력 각인 - Dungeon Settlers Wiki", "중급 기력 각인 icon": "중급 기력 각인 icon", "중급 마법 공격 각인 - Dungeon Settlers Wiki": "중급 마법 공격 각인 - Dungeon Settlers Wiki", "중급 마법 공격 각인 icon": "중급 마법 공격 각인 icon", "중급 마법 저항 각인 - Dungeon Settlers Wiki": "중급 마법 저항 각인 - Dungeon Settlers Wiki", "중급 마법 저항 각인 icon": "중급 마법 저항 각인 icon", "중급 마석 - Dungeon Settlers Wiki": "중급 마석 - Dungeon Settlers Wiki", "중급 마석 icon": "중급 마석 아이콘", "중급 명중 각인 - Dungeon Settlers Wiki": "중급 명중 각인 - Dungeon Settlers Wiki", "중급 명중 각인 icon": "중급 명중 각인 icon", "중급 물리 공격 각인 - Dungeon Settlers Wiki": "중급 물리 공격 각인 - Dungeon Settlers Wiki", "중급 물리 공격 각인 icon": "중급 물리 공격 각인 icon", "중급 물리 저항 각인 - Dungeon Settlers Wiki": "중급 물리 저항 각인 - Dungeon Settlers Wiki", "중급 물리 저항 각인 icon": "중급 물리 저항 각인 icon", "중급 물의 정령 정수 - Dungeon Settlers Wiki": "중급 물의 정령 정수 - Dungeon Settlers Wiki", "중급 물의 정령 정수 icon": "중급 물의 정령 정수 아이콘", "중급 물의 정령석 - Dungeon Settlers Wiki": "중급 물의 정령석 - Dungeon Settlers Wiki", "중급 물의 정령석 icon": "중급 물의 정령석 아이콘", "중급 생명력 각인 - Dungeon Settlers Wiki": "중급 생명력 각인 - Dungeon Settlers Wiki", "중급 생명력 각인 icon": "중급 생명력 각인 icon", "중급 생명력 재생 각인 - Dungeon Settlers Wiki": "중급 생명력 재생 각인 - Dungeon Settlers Wiki", "중급 생명력 재생 각인 icon": "중급 생명력 재생 각인 icon", "중급 생명력 흡수 각인 - Dungeon Settlers Wiki": "중급 생명력 흡수 각인 - Dungeon Settlers Wiki", "중급 생명력 흡수 각인 icon": "중급 생명력 흡수 각인 icon", "중급 이동 속도 각인 - Dungeon Settlers Wiki": "중급 이동 속도 각인 - Dungeon Settlers Wiki", "중급 이동 속도 각인 icon": "중급 이동 속도 각인 icon", "중급 자연의 정령 정수 - Dungeon Settlers Wiki": "중급 자연의 정령 정수 - Dungeon Settlers Wiki", "중급 자연의 정령 정수 icon": "중급 자연의 정령 정수 아이콘", "중급 자연의 정령석 - Dungeon Settlers Wiki": "중급 자연의 정령석 - Dungeon Settlers Wiki", "중급 자연의 정령석 icon": "중급 자연의 정령석 icon", "중급 재사용 대기시간 감소 각인 - Dungeon Settlers Wiki": "중급 재사용 대기시간 감소 각인 - Dungeon Settlers Wiki", "중급 재사용 대기시간 감소 각인 icon": "중급 재사용 대기시간 감소 각인 icon", "중급 적재량 각인 - Dungeon Settlers Wiki": "중급 적재량 각인 - Dungeon Settlers Wiki", "중급 적재량 각인 icon": "중급 적재량 각인 icon", "중급 치명타 피해 각인 - Dungeon Settlers Wiki": "중급 치명타 피해 각인 - Dungeon Settlers Wiki", "중급 치명타 피해 각인 icon": "중급 치명타 피해 각인 icon", "중급 치명타 확률 각인 - Dungeon Settlers Wiki": "중급 치명타 확률 각인 - Dungeon Settlers Wiki", "중급 치명타 확률 각인 icon": "중급 치명타 확률 각인 icon", "중급 화염의 정령 정수 - Dungeon Settlers Wiki": "중급 화염의 정령 정수 - Dungeon Settlers Wiki", "중급 화염의 정령 정수 icon": "중급 화염의 정령 정수 아이콘", "중급 화염의 정령석 - Dungeon Settlers Wiki": "중급 화염의 정령석 - Dungeon Settlers Wiki", "중급 화염의 정령석 icon": "중급 화염의 정령석 아이콘", "중급 회피 각인 - Dungeon Settlers Wiki": "중급 회피 각인 - Dungeon Settlers Wiki", "중급 회피 각인 icon": "중급 회피 각인 icon", "중독 - Dungeon Settlers Wiki": "중독 - Dungeon Settlers Wiki", "중독 icon": "중독 아이콘", "중독 면역 - Dungeon Settlers Wiki": "중독 면역 - Dungeon Settlers Wiki", "중독 면역 icon": "중독 면역 아이콘", "중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다. Granted by 4 skills": "중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다. Granted by 4 skills", "중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다. Granted by 5 skills": "중첩이 2회 누적되면 1초 동안 기절 상태가 됩니다. 기절 상태가 되면 중첩이 초기화됩니다. Granted by 5 skills", "중형 슬라임 - Dungeon Settlers Wiki": "중형 슬라임 - Dungeon Settlers Wiki", "중형 슬라임 icon": "중형 슬라임 아이콘", "중형 슬라임 variant": "중형 슬라임 변형", "중형 진흙 슬라임 - Dungeon Settlers Wiki": "중형 진흙 슬라임 - Dungeon Settlers Wiki", "중형 진흙 슬라임 icon": "중형 진흙 슬라임 아이콘", "중형 진흙 슬라임 variant": "중형 진흙 슬라임 변형", "중형 포자 슬라임 - Dungeon Settlers Wiki": "중형 포자 슬라임 - Dungeon Settlers Wiki", "중형 포자 슬라임 icon": "중형 포자 슬라임 아이콘", "중형 포자 슬라임 variant": "중형 포자 슬라임 변형", "쥐 떼 - Dungeon Settlers Wiki": "쥐 떼 - Dungeon Settlers Wiki", "쥐 떼 icon": "쥐 떼 아이콘", "즉시 피갈망 트레잇을 획득합니다. Effects: • 피갈망 (on allies): +10% 생명력 흡수, -20% 최대 기력": "즉시 피갈망 트레잇을 획득합니다. Effects: • 피갈망 (on allies): +10% 생명력 흡수, -20% 최대 기력", "지능 - Dungeon Settlers Wiki": "지능 - Dungeon Settlers Wiki", "지능 icon": "지능 아이콘", "지능 강화 - Dungeon Settlers Wiki": "지능 강화 - Dungeon Settlers Wiki", "지능 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "지능 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "지능 강화 icon": "지능 강화 icon", "지능 약화 - Dungeon Settlers Wiki": "지능 약화 - Dungeon Settlers Wiki", "지능 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "지능 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "지능 약화 icon": "지능 약화 icon", "지능 재능 - Dungeon Settlers Wiki": "지능 재능 - Dungeon Settlers Wiki", "지능 재능 icon": "지능 재능 아이콘", "지능의 영약 - Dungeon Settlers Wiki": "지능의 영약 - Dungeon Settlers Wiki", "지능의 영약 icon": "지능의 영약 아이콘", "지면에서 돌을 응집시킨 후 대상 타일로 투척하여 범위 내의 모든 적에게 물리 공격력의 200%의 피해를 입히고, 해당 위치로 '맥동하는 바위'건물을 배치합니다. 충전을 초기화 시킵니다. Summons: • 맥동하는 바위 (800 HP): 주기적으로 꿈틀거리는 돌입니다. 10초 후 바위가 파괴되며 노란 스톤 골렘이 소환됩니다.": "지면에서 돌을 응집시킨 후 대상 타일로 투척하여 범위 내의 모든 적에게 물리 공격력의 200%의 피해를 입히고, 해당 위치로 '맥동하는 바위'건물을 배치합니다. 충전을 초기화 시킵니다. Summons: • 맥동하는 바위 (800 생명력): 주기적으로 꿈틀거리는 돌입니다. 10초 후 바위가 파괴되며 노란 스톤 골렘이 소환됩니다.", "지속 시간이 만료된 보호막의 20% 만큼 생명력을 회복합니다. Effects: • 보호막: 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "지속 시간이 만료된 보호막의 20% 만큼 생명력을 회복합니다. Effects: • 보호막: 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "지역클리어를 위해 처리해야하는 적 순서에 따라서 1스테,2스테,,, 그리고 NULL 인경우 보스가 존재하지않기에 클리어해도 해금안 됨.": "지역클리어를 위해 처리해야하는 적 순서에 따라서 1스테,2스테,,, 그리고 NULL 인경우 보스가 존재하지않기에 클리어해도 해금안 됨.", "지옥 거머리 - Dungeon Settlers Wiki": "지옥 거머리 - Dungeon Settlers Wiki", "지옥 거머리 icon": "지옥 거머리 아이콘", "지옥 거머리 습득 완료 - Dungeon Settlers Wiki": "지옥 거머리 습득 완료 - Dungeon Settlers Wiki", "지옥 거머리 습득 완료 icon": "지옥 거머리 습득 완료 아이콘", "지원 마차 - Dungeon Settlers Wiki": "지원 마차 - Dungeon Settlers Wiki", "지정한 위치에 1마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망 시 폭발하여 근처의 적에게 마법 공격력의 100%의 마법 피해를 입히고, 근처의 아군에게 10초 동안 마법 공격력의 150%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 2마리까지 동시에 소환될 수 있으며, 한 맵에는 최대 4마리까지 존재할 수 있습니다. 5 energy - 20s cooldown Effects: • 보호막 (on allies): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "지정한 위치에 1마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망 시 폭발하여 근처의 적에게 마법 공격력의 100%의 마법 피해를 입히고, 근처의 아군에게 10초 동안 마법 공격력의 150%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 2마리까지 동시에 소환될 수 있으며, 한 맵에는 최대 4마리까지 존재할 수 있습니다. 5 energy - 20s cooldown Effects: • 보호막 (on allies): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "지정한 위치에 1마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망 시 폭발하여 근처의 적에게 마법 공격력의 100%의 마법 피해를 입히고, 근처의 아군에게 10초 동안 마법 공격력의 150%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 2마리까지 동시에 소환될 수 있으며, 한 맵에는 최대 4마리까지 존재할 수 있습니다. 5 energy - 20s cooldown Effects: • 보호막 (on allies): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Summons: • 버블링 (300 HP) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.": "지정한 위치에 1마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망 시 폭발하여 근처의 적에게 마법 공격력의 100%의 마법 피해를 입히고, 근처의 아군에게 10초 동안 마법 공격력의 150%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 2마리까지 동시에 소환될 수 있으며, 한 맵에는 최대 4마리까지 존재할 수 있습니다. 5 energy - 20s cooldown Effects: • 보호막 (on allies): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다. Summons: • 버블링 (300 생명력) attacks with 버블 태클: 대상에게 마법 공격력의 100%의 마법 피해를 입힙니다.", "지정한 타일로 돌진하며 경로 및 인접 타일의 모든 유닛에게 물리 공격력의 120%의 피해를 입힙니다. 이 공격은 여러번 적중할 수 있습니다. 이 공격은 아군에게도 피해를 줄 수 있습니다. 4 energy - 12s cooldown": "지정한 타일로 돌진하며 경로 및 인접 타일의 모든 유닛에게 물리 공격력의 120%의 피해를 입힙니다. 이 공격은 여러번 적중할 수 있습니다. 이 공격은 아군에게도 피해를 줄 수 있습니다. 4 energy - 12s cooldown", "지정한 타일로 빠르게 돌진한 뒤, 스스로 15초 동안 가속을 얻습니다. 2 energy - 15s cooldown Effects: • 가속 (on user): +30% 공격 속도": "지정한 타일로 빠르게 돌진한 뒤, 스스로 15초 동안 가속을 얻습니다. 2 energy - 15s cooldown Effects: • 가속 (on user): +30% 공격 속도", "지팡이 제작대 - Dungeon Settlers Wiki": "지팡이 제작대 - Dungeon Settlers Wiki", "지하 탐험가 - Dungeon Settlers Wiki": "지하 탐험가 - Dungeon Settlers Wiki", "지하 탐험가 icon": "지하 탐험가 icon", "지하탐험가 GAMESYSTEM_Environment_{affecterName}": "지하탐험가 GAMESYSTEM_Environment_{affecterName}", "진화 - Dungeon Settlers Wiki": "진화 - Dungeon Settlers Wiki", "진화 icon": "진화 아이콘", "진흙 슬로겔 - Dungeon Settlers Wiki": "진흙 슬로겔 - Dungeon Settlers Wiki", "진흙 슬로겔 icon": "진흙 슬로겔 아이콘", "진흙 슬로겔 variant": "진흙 슬로겔 변형", "진흙 투성이 - Dungeon Settlers Wiki": "진흙 투성이 - Dungeon Settlers Wiki", "진흙 투성이 icon": "진흙 투성이 icon", "질 좋은 생고기 - Dungeon Settlers Wiki": "질 좋은 생고기 - Dungeon Settlers Wiki", "질 좋은 생고기 icon": "질 좋은 생고기 icon", "질긴 생고기 - Dungeon Settlers Wiki": "질긴 생고기 - Dungeon Settlers Wiki", "질긴 생고기 icon": "질긴 생고기 icon", "질긴 생고기 섭취 - Dungeon Settlers Wiki": "질긴 생고기 섭취 - Dungeon Settlers Wiki", "질긴 생고기 섭취 icon": "질긴 생고기 섭취 아이콘", "질서 유지 - Dungeon Settlers Wiki": "질서 유지 - Dungeon Settlers Wiki", "질서 유지 icon": "질서 유지 icon", "짐꾼 - Dungeon Settlers Wiki": "짐꾼 - Dungeon Settlers Wiki", "짐꾼 icon": "짐꾼 icon", "짐꾼의 각인 - Dungeon Settlers Wiki": "짐꾼의 각인 - Dungeon Settlers Wiki", "짐꾼의 각인 icon": "짐꾼의 각인 icon", "징집병 - Dungeon Settlers Wiki": "징집병 - Dungeon Settlers Wiki", "징집병 icon": "징집병 icon", "짚 - Dungeon Settlers Wiki": "짚 - Dungeon Settlers Wiki", "짚 icon": "짚 아이콘", "짚 문 - Dungeon Settlers Wiki": "짚 문 - Dungeon Settlers Wiki", "짚 벽 - Dungeon Settlers Wiki": "짚 벽 - Dungeon Settlers Wiki", "차지 어택 - Dungeon Settlers Wiki": "차지 어택 - Dungeon Settlers Wiki", "차지 어택 icon": "차지 어택 아이콘", "차지 어택 range and area shown on a dungeon room": "차지 어택의 사거리와 범위를 던전 방에 표시한 모습", "차징 휠윈드 - Dungeon Settlers Wiki": "차징 휠윈드 - Dungeon Settlers Wiki", "차징 휠윈드 icon": "차징 휠윈드 아이콘", "차징 휠윈드 range and area shown on a dungeon room": "차징 휠윈드의 사거리와 범위를 던전 방에 표시한 모습", "찬란한 휘장 - Dungeon Settlers Wiki": "찬란한 휘장 - Dungeon Settlers Wiki", "찬란한 휘장 icon": "찬란한 휘장 icon", "창 스킬 적성 - Dungeon Settlers Wiki": "창 스킬 적성 - Dungeon Settlers Wiki", "창 스킬 적성 icon": "창 스킬 적성 아이콘", "채광 능력치 - Dungeon Settlers Wiki": "채광 능력치 - Dungeon Settlers Wiki", "채광 능력치 icon": "채광 능력치 아이콘", "채식 분노 - Dungeon Settlers Wiki": "채식 분노 - Dungeon Settlers Wiki", "채식 분노 icon": "채식 분노 icon", "채집 능력치 - Dungeon Settlers Wiki": "채집 능력치 - Dungeon Settlers Wiki", "채집 능력치 icon": "채집 능력치 아이콘", "처형 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "처형 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "처형 스킬 트리 - Dungeon Settlers Wiki": "처형 스킬 트리 - Dungeon Settlers Wiki", "처형 스킬 트리 overview": "처형 스킬 트리 개요", "처형의 각인 - Dungeon Settlers Wiki": "처형의 각인 - Dungeon Settlers Wiki", "처형의 각인 icon": "처형의 각인 icon", "처형자 - Dungeon Settlers Wiki": "처형자 - Dungeon Settlers Wiki", "처형자 icon": "처형자 icon", "천 - Dungeon Settlers Wiki": "천 - Dungeon Settlers Wiki", "천 icon": "천 아이콘", "천 가방 - Dungeon Settlers Wiki": "천 가방 - Dungeon Settlers Wiki", "천 가방 icon": "천 가방 아이콘", "천 갑옷 - Dungeon Settlers Wiki": "천 갑옷 - Dungeon Settlers Wiki", "천 갑옷 icon": "천 갑옷 icon", "천 양탄자 - Dungeon Settlers Wiki": "천 양탄자 - Dungeon Settlers Wiki", "천 침낭 - Dungeon Settlers Wiki": "천 침낭 - Dungeon Settlers Wiki", "천구의 - Dungeon Settlers Wiki": "천구의 - Dungeon Settlers Wiki", "천근추의 각인 - Dungeon Settlers Wiki": "천근추의 각인 - Dungeon Settlers Wiki", "천근추의 각인 icon": "천근추의 각인 icon", "천색조 - Dungeon Settlers Wiki": "천색조 - Dungeon Settlers Wiki", "천색조 icon": "천색조 아이콘", "철 광맥 - Dungeon Settlers Wiki": "철 광맥 - Dungeon Settlers Wiki", "철갑 피부 물약 섭취 - Dungeon Settlers Wiki": "철갑 피부 물약 섭취 - Dungeon Settlers Wiki", "철갑 피부 물약 섭취 icon": "철갑 피부 물약 섭취 icon", "철갑 피부 포션 - Dungeon Settlers Wiki": "철갑 피부 포션 - Dungeon Settlers Wiki", "철갑 피부 포션 icon": "철갑 피부 포션 아이콘", "철갑충 - Dungeon Settlers Wiki": "철갑충 - Dungeon Settlers Wiki", "철갑충 icon": "철갑충 아이콘", "철갑충 variant": "철갑충 변형", "철갑충 영혼석 - Dungeon Settlers Wiki": "철갑충 영혼석 - Dungeon Settlers Wiki", "철갑충 영혼석 icon": "철갑충 영혼석 아이콘", "철갑충 우리 - Dungeon Settlers Wiki": "철갑충 우리 - Dungeon Settlers Wiki", "철광석 - Dungeon Settlers Wiki": "철광석 - Dungeon Settlers Wiki", "철광석 icon": "철광석 아이콘", "철벽 - Dungeon Settlers Wiki": "철벽 - Dungeon Settlers Wiki", "철벽 icon": "철벽 아이콘", "철학자 - Dungeon Settlers Wiki": "철학자 - Dungeon Settlers Wiki", "철학자 icon": "철학자 icon", "첫번째 전멸 - Dungeon Settlers Wiki": "첫번째 전멸 - Dungeon Settlers Wiki", "첫번째 전멸 icon": "첫번째 전멸 아이콘", "청동 갑옷 - Dungeon Settlers Wiki": "청동 갑옷 - Dungeon Settlers Wiki", "청동 갑옷 icon": "청동 갑옷 아이콘", "청동 곤봉 - Dungeon Settlers Wiki": "청동 곤봉 - Dungeon Settlers Wiki", "청동 곤봉 icon": "청동 곤봉 icon", "청동 도끼 - Dungeon Settlers Wiki": "청동 도끼 - Dungeon Settlers Wiki", "청동 도끼 icon": "청동 도끼 icon", "청동 방패 - Dungeon Settlers Wiki": "청동 방패 - Dungeon Settlers Wiki", "청동 방패 icon": "청동 방패 아이콘", "청동 창 - Dungeon Settlers Wiki": "청동 창 - Dungeon Settlers Wiki", "청동 창 icon": "청동 창 icon", "청동 투구 - Dungeon Settlers Wiki": "청동 투구 - Dungeon Settlers Wiki", "청동 투구 icon": "청동 투구 icon", "청동 화살 - Dungeon Settlers Wiki": "청동 화살 - Dungeon Settlers Wiki", "청동 화살 icon": "청동 화살 아이콘", "청동 활 - Dungeon Settlers Wiki": "청동 활 - Dungeon Settlers Wiki", "청동 활 icon": "청동 활 icon", "청색 크리스탈 갑각 스태프 - Dungeon Settlers Wiki": "청색 크리스탈 갑각 스태프 - Dungeon Settlers Wiki", "청색 크리스탈 갑각 스태프 icon": "청색 크리스탈 갑각 스태프 icon", "청수정 원석 - Dungeon Settlers Wiki": "청수정 원석 - Dungeon Settlers Wiki", "청수정 원석 icon": "청수정 원석 icon", "체인 그랩 - Dungeon Settlers Wiki": "체인 그랩 - Dungeon Settlers Wiki", "체인 그랩 icon": "체인 그랩 아이콘", "체인 그랩 range and area on a dungeon room": "체인 그랩 사거리 및 범위 (던전 방)", "체인 그랩 range and area shown on a dungeon room": "던전 방에 표시된 체인 그랩의 사거리와 범위", "체인 나이트 센티넬 - Dungeon Settlers Wiki": "체인 나이트 센티넬 - Dungeon Settlers Wiki", "체인 나이트 센티넬 icon": "체인 나이트 센티넬 아이콘", "체인 나이트 센티넬 variant": "체인 나이트 센티넬 변형", "체인 슬래시 - Dungeon Settlers Wiki": "체인 슬래시 - Dungeon Settlers Wiki", "체인 슬래시 icon": "체인 슬래시 아이콘", "체인 슬래시 range and area shown on a dungeon room": "체인 슬래시의 사거리와 범위를 던전 방에 표시한 모습", "체인 히트 - Dungeon Settlers Wiki": "체인 히트 - Dungeon Settlers Wiki", "체인 히트 icon": "체인 히트 아이콘", "체인 히트 range and area on a dungeon room": "체인 히트 사거리 및 범위 (던전 방)", "체인 히트 range and area shown on a dungeon room": "던전 방에 표시된 체인 히트의 사거리와 범위", "초당 중첩 1개당 10의 현재 생명력을 회복합니다. Granted by 2 skills": "초당 중첩 1개당 10의 현재 생명력을 회복합니다. Granted by 2 skills", "초당 중첩*3의 방어 무시 마법 피해를 입습니다. Granted by 2 inscriptions and 10 skills": "초당 중첩*3의 방어 무시 마법 피해를 입습니다. Granted by 2 inscriptions and 10 skills", "초당 중첩*3의 방어 무시 마법 피해를 입습니다. Granted by 2 inscriptions and 11 skills": "초당 중첩*3의 방어 무시 마법 피해를 입습니다. Granted by 2 inscriptions and 11 skills", "초당 중첩*5의 방어 무시 물리 피해를 입습니다. Granted by 2 inscriptions and 2 skills": "초당 중첩*5의 방어 무시 물리 피해를 입습니다. Granted by 2 inscriptions and 2 skills", "초당 중첩*5의 방어 무시 물리 피해를 입습니다. Granted by 2 inscriptions and 3 skills": "초당 중첩*5의 방어 무시 물리 피해를 입습니다. Granted by 2 inscriptions and 3 skills", "촛불 거치대 - Dungeon Settlers Wiki": "촛불 거치대 - Dungeon Settlers Wiki", "최대 Hunger {#}": "최대 Hunger {#}", "최대 Stress {#}": "최대 Stress {#}", "최대 경험치 - Dungeon Settlers Wiki": "최대 경험치 - Dungeon Settlers Wiki", "최대 경험치 icon": "최대 경험치 아이콘", "최대 기력 - Dungeon Settlers Wiki": "최대 기력 - Dungeon Settlers Wiki", "최대 기력 icon": "최대 기력 아이콘", "최대 내구도 - Dungeon Settlers Wiki": "최대 내구도 - Dungeon Settlers Wiki", "최대 내구도 icon": "최대 내구도 아이콘", "최대 무게 - Dungeon Settlers Wiki": "최대 무게 - Dungeon Settlers Wiki", "최대 무게 icon": "최대 무게 아이콘", "최대 배고픔 - Dungeon Settlers Wiki": "최대 배고픔 - Dungeon Settlers Wiki", "최대 배고픔 icon": "최대 배고픔 아이콘", "최대 생명력 - Dungeon Settlers Wiki": "최대 생명력 - Dungeon Settlers Wiki", "최대 생명력 icon": "최대 생명력 아이콘", "최대 스트레스 - Dungeon Settlers Wiki": "최대 스트레스 - Dungeon Settlers Wiki", "최대 스트레스 icon": "최대 스트레스 아이콘", "최대 체력 최종 배율 - Dungeon Settlers Wiki": "최대 체력 최종 배율 - Dungeon Settlers Wiki", "최대 체력 최종 배율 icon": "최대 체력 최종 배율 아이콘", "최상급 마석 - Dungeon Settlers Wiki": "최상급 마석 - Dungeon Settlers Wiki", "최상급 마석 icon": "최상급 마석 아이콘", "최종 데미지 최종 배율 - Dungeon Settlers Wiki": "최종 데미지 최종 배율 - Dungeon Settlers Wiki", "최종 데미지 최종 배율 icon": "최종 데미지 최종 배율 아이콘", "최종능력치 시스템 기본값 (표기 F1 퍼센트)": "최종능력치 시스템 기본값 (표기 F1 퍼센트)", "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Nature로 변경 필요": "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Nature로 변경 필요", "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Water로 변경 필요": "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Water로 변경 필요", "최종능력치 시스템 기본값 (표기F0)": "최종능력치 시스템 기본값 (표기F0)", "최종능력치 시스템 기본값 (표기F0) 분 당 회복량 (기본적으로는 감소)": "최종능력치 시스템 기본값 (표기F0) 분 당 회복량 (기본적으로는 감소)", "최종능력치 시스템 기본값 (표기F0, 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)": "최종능력치 시스템 기본값 (표기F0, 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)", "최종능력치 시스템 기본값 (표기F1)": "최종능력치 시스템 기본값 (표기F1)", "최종능력치 시스템 기본값 (표기F2) 1배속일 때 현실 시간 1초에 때리는 횟수": "최종능력치 시스템 기본값 (표기F2) 1배속일 때 현실 시간 1초에 때리는 횟수", "추가 보급품 상자 - Dungeon Settlers Wiki": "추가 보급품 상자 - Dungeon Settlers Wiki", "추방된 군주 - Dungeon Settlers Wiki": "추방된 군주 - Dungeon Settlers Wiki", "추방된 군주 icon": "추방된 군주 icon", "추방된 전사 - Dungeon Settlers Wiki": "추방된 전사 - Dungeon Settlers Wiki", "추방된 전사 icon": "추방된 전사 아이콘", "축복받음 - Dungeon Settlers Wiki": "축복받음 - Dungeon Settlers Wiki", "축복받음 icon": "축복받음 icon", "출혈 - Dungeon Settlers Wiki": "출혈 - Dungeon Settlers Wiki", "출혈 icon": "출혈 아이콘", "출혈 면역 - Dungeon Settlers Wiki": "출혈 면역 - Dungeon Settlers Wiki", "출혈 면역 icon": "출혈 면역 아이콘", "충격파의 각인 - Dungeon Settlers Wiki": "충격파의 각인 - Dungeon Settlers Wiki", "충격파의 각인 icon": "충격파의 각인 icon", "취약 - Dungeon Settlers Wiki": "취약 - Dungeon Settlers Wiki", "취약 icon": "취약 아이콘", "치명 물약 - Dungeon Settlers Wiki": "치명 물약 - Dungeon Settlers Wiki", "치명 물약 icon": "치명 물약 아이콘", "치명타 물약 섭취 - Dungeon Settlers Wiki": "치명타 물약 섭취 - Dungeon Settlers Wiki", "치명타 물약 섭취 icon": "치명타 물약 섭취 icon", "치명타 발생 시 {{#}}초 동안 {{#}}의 [AFFECTER_Bleeding]을 부여합니다.": "치명타 발생 시 {{#}}초 동안 {{#}}의 [AFFECTER_Bleeding]을 부여합니다.", "치명타 발생시 {{#}}초 동안 {{#}}의 [AFFECTER_Burning]를 부여합니다.": "치명타 발생시 {{#}}초 동안 {{#}}의 [AFFECTER_Burning]를 부여합니다.", "치명타 피해 보너스 - Dungeon Settlers Wiki": "치명타 피해 보너스 - Dungeon Settlers Wiki", "치명타 피해 보너스 icon": "치명타 피해 보너스 아이콘", "치명타 피해를 줄 때마다 {{#}}의 소지금을 얻습니다. 최대 {{#}}의 금화를 얻을 수 있습니다. 최대 중첩에 도달하면 소지금을 더 이상 얻을 수 없는 대신 [STATUS_CriticalChance]이 {{#}}% 증가합니다.": "치명타 피해를 줄 때마다 {{#}}의 소지금을 얻습니다. 최대 {{#}}의 금화를 얻을 수 있습니다. 최대 중첩에 도달하면 소지금을 더 이상 얻을 수 없는 대신 [STATUS_CriticalChance]이 {{#}}% 증가합니다.", "치명타 확률 - Dungeon Settlers Wiki": "치명타 확률 - Dungeon Settlers Wiki", "치명타 확률 icon": "치명타 확률 아이콘", "치어링 하울 - Dungeon Settlers Wiki": "치어링 하울 - Dungeon Settlers Wiki", "치어링 하울 icon": "치어링 하울 아이콘", "치어링 하울 range and area on a dungeon room": "치어링 하울 사거리 및 범위 (던전 방)", "치어링 하울 range and area shown on a dungeon room": "던전 방에 표시된 치어링 하울의 사거리와 범위", "침대에서 잤음 - Dungeon Settlers Wiki": "침대에서 잤음 - Dungeon Settlers Wiki", "침대에서 잤음 icon": "침대에서 잤음 아이콘", "침몰의 각인 - Dungeon Settlers Wiki": "침몰의 각인 - Dungeon Settlers Wiki", "침몰의 각인 icon": "침몰의 각인 icon", "침묵의 평온 - Dungeon Settlers Wiki": "침묵의 평온 - Dungeon Settlers Wiki", "침묵의 평온 GAMESYSTEM_Environment_{affecterName}": "침묵의 평온 GAMESYSTEM_Environment_{affecterName}", "침묵의 평온 icon": "침묵의 평온 icon", "침착한 통솔 - Dungeon Settlers Wiki": "침착한 통솔 - Dungeon Settlers Wiki", "침착한 통솔 icon": "침착한 통솔 아이콘", "카드 놀이 테이블 - Dungeon Settlers Wiki": "카드 놀이 테이블 - Dungeon Settlers Wiki", "카드 놀이를 즐김 - Dungeon Settlers Wiki": "카드 놀이를 즐김 - Dungeon Settlers Wiki", "카드 놀이를 즐김 icon": "카드 놀이를 즐김 icon", "카드 놀이에 질림 - Dungeon Settlers Wiki": "카드 놀이에 질림 - Dungeon Settlers Wiki", "카드 놀이에 질림 icon": "카드 놀이에 질림 icon", "칼날 연마 - Dungeon Settlers Wiki": "칼날 연마 - Dungeon Settlers Wiki", "칼날 연마 icon": "칼날 연마 icon", "캠프 파이어 - Dungeon Settlers Wiki": "캠프 파이어 - Dungeon Settlers Wiki", "캠프 파이어 icon": "캠프 파이어 icon", "컴뱃 모멘텀 - Dungeon Settlers Wiki": "컴뱃 모멘텀 - Dungeon Settlers Wiki", "컴뱃 모멘텀 icon": "컴뱃 모멘텀 아이콘", "코골이 - Dungeon Settlers Wiki": "코골이 - Dungeon Settlers Wiki", "코골이 icon": "코골이 icon", "콜드 퓨리 - Dungeon Settlers Wiki": "콜드 퓨리 - Dungeon Settlers Wiki", "콜드 퓨리 icon": "콜드 퓨리 아이콘", "퀵 대쉬 - Dungeon Settlers Wiki": "퀵 대쉬 - Dungeon Settlers Wiki", "퀵 대쉬 icon": "퀵 대쉬 아이콘", "퀵 대쉬 range and area shown on a dungeon room": "퀵 대쉬의 사거리와 범위를 던전 방에 표시한 모습", "크림슨 리코일 - Dungeon Settlers Wiki": "크림슨 리코일 - Dungeon Settlers Wiki", "크림슨 리코일 icon": "크림슨 리코일 아이콘", "큰 구리 광맥 (resource node)": "큰 구리 광맥 (자원 노드)", "큰 구리 광맥 (resource node) - Dungeon Settlers Wiki": "큰 구리 광맥 (자원 노드) - 던전 세틀러즈 위키", "큰 먼지 뿌리 (resource node)": "큰 먼지 뿌리 (자원 노드)", "큰 먼지 뿌리 (resource node) - Dungeon Settlers Wiki": "큰 먼지 뿌리 (자원 노드) - 던전 세틀러즈 위키", "큰 바위 (resource node)": "큰 바위 (resource node)", "큰 바위 (resource node) - Dungeon Settlers Wiki": "큰 바위 (resource node) - Dungeon Settlers Wiki", "큰 비틀어진 나무 (resource node)": "큰 비틀어진 나무 (자원 노드)", "큰 비틀어진 나무 (resource node) - Dungeon Settlers Wiki": "큰 비틀어진 나무 (자원 노드) - 던전 세틀러즈 위키", "큰 흙 암석 (resource node)": "큰 흙 암석 (자원 노드)", "큰 흙 암석 (resource node) - Dungeon Settlers Wiki": "큰 흙 암석 (자원 노드) - 던전 세틀러즈 위키", "클링 바인즈 - Dungeon Settlers Wiki": "클링 바인즈 - Dungeon Settlers Wiki", "클링 바인즈 icon": "클링 바인즈 아이콘", "클링 바인즈 range and area shown on a dungeon room": "클링 바인즈의 사거리와 범위를 던전 방에 표시한 모습", "타이드 추가 - 각인 {#}개 사용 | 서브 SP": "타이드 추가 - 각인 {#}개 사용 | 서브 SP", "타인의 죽음을 봄 - Dungeon Settlers Wiki": "타인의 죽음을 봄 - Dungeon Settlers Wiki", "타인의 죽음을 봄 icon": "타인의 죽음을 봄 아이콘", "탄성의 각인 - Dungeon Settlers Wiki": "탄성의 각인 - Dungeon Settlers Wiki", "탄성의 각인 icon": "탄성의 각인 icon", "탈 - Dungeon Settlers Wiki": "탈 - Dungeon Settlers Wiki", "탈 icon": "탈 아이콘", "탈영병 - Dungeon Settlers Wiki": "탈영병 - Dungeon Settlers Wiki", "탈영병 icon": "탈영병 아이콘", "탈진 - Dungeon Settlers Wiki": "탈진 - Dungeon Settlers Wiki", "탈진 icon": "탈진 icon", "탈출 - Dungeon Settlers Wiki": "탈출 - Dungeon Settlers Wiki", "탈출 icon": "탈출 아이콘", "탐사 방침 - Dungeon Settlers Wiki": "탐사 방침 - Dungeon Settlers Wiki", "탐사 방침 icon": "탐사 방침 아이콘", "탐사단 결단 - Common Mood": "탐사단 결단 - 공통 기분", "탐사단 결단 - Dungeon Settlers Wiki": "탐사단 결단 - Dungeon Settlers Wiki", "탐사단 결단 - Rank 1 Food": "탐사단 결단 - 랭크 1 식량", "탐사단 결단 - Rank 1 Level": "탐사단 결단 - 랭크 1 레벨", "탐사단 결단 - Rank 1 Research 1": "탐사단 결단 - 랭크 1 연구 1", "탐사단 결단 - Rank 1 Research 2": "탐사단 결단 - 랭크 1 연구 2", "탐사단 결단 - Rank 1 Research 3": "탐사단 결단 - 랭크 1 연구 3", "탐사단 결단 - Rank 1 Research 4": "탐사단 결단 - 랭크 1 연구 4", "탐사단 결단 - Rank 1 Research 5": "탐사단 결단 - 랭크 1 연구 5", "탐사단 결단 - Rank 1 Research 6": "탐사단 결단 - 랭크 1 연구 6", "탐사단 결단 - Rank 1 Resource 1": "탐사단 결단 - 랭크 1 자원 1", "탐사단 결단 - Rank 1 Resource 2": "탐사단 결단 - 랭크 1 자원 2", "탐사단 결단 - Rank 1 Room Type 1": "탐사단 결단 - 랭크 1 방 종류 1", "탐사단 결단 - Rank 1 Room Type 2": "탐사단 결단 - 랭크 1 방 종류 2", "탐사단 결단 - Rank 1 Room Type 3": "탐사단 결단 - 랭크 1 방 종류 3", "탐사단 결단 - Rank 1 Room Type 4": "탐사단 결단 - 랭크 1 방 종류 4", "탐사단 결단 - Rank 1 Room Type 5": "탐사단 결단 - 랭크 1 방 종류 5", "탐사단 결단 - Rank 1 Room Type 6": "탐사단 결단 - 랭크 1 방 종류 6", "탐사단 결단 - Rank 1 Room Type 7": "탐사단 결단 - 랭크 1 방 종류 7", "탐사단 결단 - Rank 2 Elite": "탐사단 결단 - 랭크 2 정예", "탐사단 결단 - Rank 2 Food": "탐사단 결단 - 랭크 2 식량", "탐사단 결단 - Rank 2 Level": "탐사단 결단 - 랭크 2 레벨", "탐사단 결단 - Rank 2 Research 1": "탐사단 결단 - 랭크 2 연구 1", "탐사단 결단 - Rank 2 Research 10": "탐사단 결단 - 랭크 2 연구 10", "탐사단 결단 - Rank 2 Research 11": "탐사단 결단 - 랭크 2 연구 11", "탐사단 결단 - Rank 2 Research 12": "탐사단 결단 - 랭크 2 연구 12", "탐사단 결단 - Rank 2 Research 13": "탐사단 결단 - 랭크 2 연구 13", "탐사단 결단 - Rank 2 Research 14": "탐사단 결단 - 랭크 2 연구 14", "탐사단 결단 - Rank 2 Research 15": "탐사단 결단 - 랭크 2 연구 15", "탐사단 결단 - Rank 2 Research 16": "탐사단 결단 - 랭크 2 연구 16", "탐사단 결단 - Rank 2 Research 2": "탐사단 결단 - 랭크 2 연구 2", "탐사단 결단 - Rank 2 Research 3": "탐사단 결단 - 랭크 2 연구 3", "탐사단 결단 - Rank 2 Research 4": "탐사단 결단 - 랭크 2 연구 4", "탐사단 결단 - Rank 2 Research 5": "탐사단 결단 - 랭크 2 연구 5", "탐사단 결단 - Rank 2 Research 6": "탐사단 결단 - 랭크 2 연구 6", "탐사단 결단 - Rank 2 Research 7": "탐사단 결단 - 랭크 2 연구 7", "탐사단 결단 - Rank 2 Research 8": "탐사단 결단 - 랭크 2 연구 8", "탐사단 결단 - Rank 2 Research 9": "탐사단 결단 - 랭크 2 연구 9", "탐사단 결단 - Rank 2 Resource 1": "탐사단 결단 - 랭크 2 자원 1", "탐사단 결단 - Rank 2 Resource 2": "탐사단 결단 - 랭크 2 자원 2", "탐사단 결단 - Rank 2 Room Type 1": "탐사단 결단 - 랭크 2 방 종류 1", "탐사단 결단 - Rank 2 Room Type 2": "탐사단 결단 - 랭크 2 방 종류 2", "탐사단 결단 - Rank 2 Room Type 3": "탐사단 결단 - 랭크 2 방 종류 3", "탐사단 결단 - Rank 2 Room Type 4": "탐사단 결단 - 랭크 2 방 종류 4", "탐사단 결단 - Rank 2 Room Type 5": "탐사단 결단 - 랭크 2 방 종류 5", "탐사단 결단 - Rank 2 Room Type 6": "탐사단 결단 - 랭크 2 방 종류 6", "탐사단 결단 - Rank 2 Room Type 7": "탐사단 결단 - 랭크 2 방 종류 7", "탐사단 결단 - Rank 3 Elite": "탐사단 결단 - 랭크 3 정예", "탐사단 결단 - Rank 3 Food": "탐사단 결단 - 랭크 3 식량", "탐사단 결단 - Rank 3 Level": "탐사단 결단 - 랭크 3 레벨", "탐사단 결단 - Rank 3 Research 1": "탐사단 결단 - 랭크 3 연구 1", "탐사단 결단 - Rank 3 Research 2": "탐사단 결단 - 랭크 3 연구 2", "탐사단 결단 - Rank 3 Research 3": "탐사단 결단 - 랭크 3 연구 3", "탐사단 결단 - Rank 3 Research 4": "탐사단 결단 - 랭크 3 연구 4", "탐사단 결단 - Rank 3 Research 5": "탐사단 결단 - 랭크 3 연구 5", "탐사단 결단 - Rank 3 Research 6": "탐사단 결단 - 랭크 3 연구 6", "탐사단 결단 - Rank 3 Research 7": "탐사단 결단 - 랭크 3 연구 7", "탐사단 결단 - Rank 3 Resource 1": "탐사단 결단 - 랭크 3 자원 1", "탐사단 결단 - Rank 3 Resource 2": "탐사단 결단 - 랭크 3 자원 2", "탐사단 결단 - Rank 3 Room Type 1": "탐사단 결단 - 랭크 3 방 종류 1", "탐사단 결단 - Rank 3 Room Type 2": "탐사단 결단 - 랭크 3 방 종류 2", "탐사단 결단 - Rank 3 Room Type 3": "탐사단 결단 - 랭크 3 방 종류 3", "탐사단 결단 - Rank 3 Room Type 4": "탐사단 결단 - 랭크 3 방 종류 4", "탐사단 결단 - Rank 3 Room Type 5": "탐사단 결단 - 랭크 3 방 종류 5", "탐사단 결단 - Rank 3 Room Type 6": "탐사단 결단 - 랭크 3 방 종류 6", "탐사단 결단 - Rank 3 Room Type 7": "탐사단 결단 - 랭크 3 방 종류 7", "탐사단 결단 icon": "탐사단 결단 아이콘", "탐사단 결단 완료 - Dungeon Settlers Wiki": "탐사단 결단 완료 - Dungeon Settlers Wiki", "탐사단 결단 완료 icon": "탐사단 결단 완료 아이콘", "탐사단 등급 상승 - Dungeon Settlers Wiki": "탐사단 등급 상승 - Dungeon Settlers Wiki", "탐사단 등급 상승 icon": "탐사단 등급 상승 아이콘", "탐사단 뿔피리 - Dungeon Settlers Wiki": "탐사단 뿔피리 - Dungeon Settlers Wiki", "탐사단 뿔피리 icon": "탐사단 뿔피리 아이콘", "탐사단 합류 - Dungeon Settlers Wiki": "탐사단 합류 - Dungeon Settlers Wiki", "탐사단 합류 icon": "탐사단 합류 아이콘", "탐사대원 - Dungeon Settlers Wiki": "탐사대원 - Dungeon Settlers Wiki", "탐사대원 icon": "탐사대원 아이콘", "탐사의 열망 - Dungeon Settlers Wiki": "탐사의 열망 - Dungeon Settlers Wiki", "탐사의 열망 icon": "탐사의 열망 아이콘", "태양심화 - Dungeon Settlers Wiki": "태양심화 - Dungeon Settlers Wiki", "태양심화 icon": "태양심화 아이콘", "태양심화 range and area shown on a dungeon room": "태양심화의 사거리와 범위를 던전 방에 표시한 모습", "태양화 - Dungeon Settlers Wiki": "태양화 - Dungeon Settlers Wiki", "태양화 icon": "태양화 아이콘", "태양화 range and area shown on a dungeon room": "태양화의 사거리와 범위를 던전 방에 표시한 모습", "터져나오는 불만 - Dungeon Settlers Wiki": "터져나오는 불만 - Dungeon Settlers Wiki", "터져나오는 불만 icon": "터져나오는 불만 아이콘", "텅 빈 지원 마차 - Dungeon Settlers Wiki": "텅 빈 지원 마차 - Dungeon Settlers Wiki", "텅 스러스트 - Dungeon Settlers Wiki": "텅 스러스트 - Dungeon Settlers Wiki", "텅 스러스트 icon": "텅 스러스트 아이콘", "텅 스러스트 range and area on a dungeon room": "던전 방에서 텅 스러스트 범위 및 영역", "텅 스러스트 range and area shown on a dungeon room": "던전 방에 표시된 텅 스러스트의 사거리와 범위", "텅빈 마차 (resource node)": "텅빈 마차 (자원 노드)", "텅빈 마차 (resource node) - Dungeon Settlers Wiki": "텅빈 마차 (자원 노드) - 던전 세틀러즈 위키", "톱니바퀴 - Dungeon Settlers Wiki": "톱니바퀴 - Dungeon Settlers Wiki", "톱니바퀴 icon": "톱니바퀴 아이콘", "통나무 - Dungeon Settlers Wiki": "통나무 - Dungeon Settlers Wiki", "통나무 icon": "통나무 아이콘", "통나무 문 - Dungeon Settlers Wiki": "통나무 문 - Dungeon Settlers Wiki", "통나무 바닥 - Dungeon Settlers Wiki": "통나무 바닥 - Dungeon Settlers Wiki", "통나무 벽 - Dungeon Settlers Wiki": "통나무 벽 - Dungeon Settlers Wiki", "투 핸드 그립 - Dungeon Settlers Wiki": "투 핸드 그립 - Dungeon Settlers Wiki", "투 핸드 그립 icon": "투 핸드 그립 아이콘", "투사 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.": "투사 보조 스킬트리를 습득합니다. [Shared_SubSkillPoint]를 {{#}} 획득합니다.", "투사 스킬 트리 - Dungeon Settlers Wiki": "투사 스킬 트리 - Dungeon Settlers Wiki", "투사 스킬 트리 overview": "투사 스킬 트리 개요", "투사의 각인 - Dungeon Settlers Wiki": "투사의 각인 - Dungeon Settlers Wiki", "투사의 각인 icon": "투사의 각인 icon", "투사체 보관함 - Dungeon Settlers Wiki": "투사체 보관함 - Dungeon Settlers Wiki", "투척의 술식 - Dungeon Settlers Wiki": "투척의 술식 - Dungeon Settlers Wiki", "투척의 술식 icon": "투척의 술식 아이콘", "투척의 술식 아우라 - Dungeon Settlers Wiki": "투척의 술식 아우라 - Dungeon Settlers Wiki", "투척의 술식 아우라 icon": "투척의 술식 아우라 icon", "툴팁 - desc": "툴팁 - desc", "트롤 뿔피리 - Dungeon Settlers Wiki": "트롤 뿔피리 - Dungeon Settlers Wiki", "트롤 뿔피리 icon": "트롤 뿔피리 icon", "특성의 이름을 \"Leadership\"으로 지정하여 모든 Leadership 설명이 \"New allies acquire Leadership\"으로 읽혔습니다. 한국어, 프랑스어 및 일본어는 이미 정확했습니다.": "특성의 이름을 \"Leadership\"으로 지정하여 모든 Leadership 설명이 \"New allies acquire Leadership\"으로 읽혔습니다. 한국어, 프랑스어 및 일본어는 이미 정확했습니다.", "튼튼 - Dungeon Settlers Wiki": "튼튼 - Dungeon Settlers Wiki", "튼튼 icon": "튼튼 icon", "틀어진 계획 - Dungeon Settlers Wiki": "틀어진 계획 - Dungeon Settlers Wiki", "틀어진 계획 icon": "틀어진 계획 아이콘", "파기 속도 - Dungeon Settlers Wiki": "파기 속도 - Dungeon Settlers Wiki", "파기 속도 icon": "파기 속도 아이콘", "파도 보조 스킬트리를 습득합니다.[Shared_SubSkillPoint]를 {{#}} 획득합니다.": "파도 보조 스킬트리를 습득합니다.[Shared_SubSkillPoint]를 {{#}} 획득합니다.", "파도 스킬 트리 - Dungeon Settlers Wiki": "파도 스킬 트리 - Dungeon Settlers Wiki", "파도 스킬 트리 overview": "파도 스킬 트리 개요", "파도의 각인 - Dungeon Settlers Wiki": "파도의 각인 - Dungeon Settlers Wiki", "파도의 각인 icon": "파도의 각인 icon", "파도의 표식 - Dungeon Settlers Wiki": "파도의 표식 - Dungeon Settlers Wiki", "파도의 표식 icon": "파도의 표식 아이콘", "파도의 표식 range and area shown on a dungeon room": "파도의 표식의 사거리와 범위를 던전 방에 표시한 모습", "파란 스톤 골렘 - Dungeon Settlers Wiki": "파란 스톤 골렘 - Dungeon Settlers Wiki", "파란 스톤 골렘 icon": "파란 스톤 골렘 아이콘", "파란 스톤 골렘 variant": "파란 스톤 골렘 변형", "파손 - Dungeon Settlers Wiki": "파손 - Dungeon Settlers Wiki", "파손 icon": "파손 아이콘", "파이어 미사일 - Dungeon Settlers Wiki": "파이어 미사일 - Dungeon Settlers Wiki", "파이어 미사일 icon": "파이어 미사일 아이콘", "파이어 미사일 range and area shown on a dungeon room": "파이어 미사일 사거리 및 범위 (던전 방에 표시)", "파이어 배틀 메이지 - Dungeon Settlers Wiki": "파이어 배틀 메이지 - Dungeon Settlers Wiki", "파이어 배틀 메이지 icon": "파이어 배틀 메이지 아이콘", "파이어 클록 - Dungeon Settlers Wiki": "파이어 클록 - Dungeon Settlers Wiki", "파이어 클록 icon": "파이어 클록 아이콘", "파이어 클록 range and area shown on a dungeon room": "파이어 클록의 사거리와 범위를 던전 방에 표시한 모습", "파이어 프루프 - Dungeon Settlers Wiki": "파이어 프루프 - Dungeon Settlers Wiki", "파이어 프루프 icon": "파이어 프루프 아이콘", "판자 문 - Dungeon Settlers Wiki": "판자 문 - Dungeon Settlers Wiki", "판자 벽 - Dungeon Settlers Wiki": "판자 벽 - Dungeon Settlers Wiki", "패스트 핸드 - Dungeon Settlers Wiki": "패스트 핸드 - Dungeon Settlers Wiki", "패스트 핸드 icon": "패스트 핸드 아이콘", "팬텀 체인 - Dungeon Settlers Wiki": "팬텀 체인 - Dungeon Settlers Wiki", "팬텀 체인 icon": "팬텀 체인 아이콘", "팬텀 체인 range and area on a dungeon room": "팬텀 체인 사거리 및 범위 (던전 방)", "팬텀 체인 range and area shown on a dungeon room": "던전 방에 표시된 팬텀 체인의 사거리와 범위", "퍼스트 어설트 - Dungeon Settlers Wiki": "퍼스트 어설트 - Dungeon Settlers Wiki", "퍼스트 어설트 icon": "퍼스트 어설트 icon", "페리도트 구리 스태프 - Dungeon Settlers Wiki": "페리도트 구리 스태프 - Dungeon Settlers Wiki", "페리도트 구리 스태프 icon": "페리도트 구리 스태프 icon", "페리도트 목걸이 - Dungeon Settlers Wiki": "페리도트 목걸이 - Dungeon Settlers Wiki", "페리도트 목걸이 icon": "페리도트 목걸이 아이콘", "페리도트 반지 - Dungeon Settlers Wiki": "페리도트 반지 - Dungeon Settlers Wiki", "페리도트 반지 icon": "페리도트 반지 아이콘", "페리도트 아크론 스태프 - Dungeon Settlers Wiki": "페리도트 아크론 스태프 - Dungeon Settlers Wiki", "페리도트 아크론 스태프 icon": "페리도트 아크론 스태프 icon", "페리도트 주석 스태프 - Dungeon Settlers Wiki": "페리도트 주석 스태프 - Dungeon Settlers Wiki", "페리도트 주석 스태프 icon": "페리도트 주석 스태프 icon", "페리도트 청동 스태프 - Dungeon Settlers Wiki": "페리도트 청동 스태프 - Dungeon Settlers Wiki", "페리도트 청동 스태프 icon": "페리도트 청동 스태프 icon", "페리온 - Dungeon Settlers Wiki": "페리온 - Dungeon Settlers Wiki", "페리온 - 마력장치 조사 - Dungeon Settlers Wiki": "페리온 - 마력장치 조사 - Dungeon Settlers Wiki", "페리온 - 마력장치 조사 icon": "페리온 - 마력장치 조사 아이콘", "페리온 icon": "페리온 아이콘", "페리온 관찰하기 - Dungeon Settlers Wiki": "페리온 관찰하기 - Dungeon Settlers Wiki", "페리온 관찰하기 icon": "페리온 관찰하기 아이콘", "페이즈 단위 [n]: n층의 페이즈": "페이즈 단위 [n]: n층의 페이즈", "페이탈 버딕트 - Dungeon Settlers Wiki": "페이탈 버딕트 - Dungeon Settlers Wiki", "페이탈 버딕트 icon": "페이탈 버딕트 아이콘", "평범한 개인실 minimum room layout": "평범한 개인실 최소 방 레이아웃", "평범한 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "평범한 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "평범한 개인실의 잠자리에서 잤음 icon": "평범한 개인실의 잠자리에서 잤음 icon", "평범한 공용실 minimum room layout": "평범한 공용실 최소 방 레이아웃", "평범한 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "평범한 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "평범한 공용실의 잠자리에서 잤음 icon": "평범한 공용실의 잠자리에서 잤음 icon", "평범한 마도구 공방 minimum room layout": "평범한 마도구 공방 최소 방 레이아웃", "평범한 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "평범한 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "평범한 마도구 공방에서 제작함 icon": "평범한 마도구 공방에서 제작함 icon", "평범한 식당 minimum room layout": "평범한 식당 최소 방 레이아웃", "평범한 식당에서 먹음 - Dungeon Settlers Wiki": "평범한 식당에서 먹음 - Dungeon Settlers Wiki", "평범한 식당에서 먹음 icon": "평범한 식당에서 먹음 icon", "평범한 식당에서 요리함 - Dungeon Settlers Wiki": "평범한 식당에서 요리함 - Dungeon Settlers Wiki", "평범한 식당에서 요리함 icon": "평범한 식당에서 요리함 icon", "평범한 신전 minimum room layout": "평범한 신전 최소 방 레이아웃", "평범한 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "평범한 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "평범한 신전에서 기도함(미표기됨) icon": "평범한 신전에서 기도함(미표기됨) 아이콘", "평범한 연구실 minimum room layout": "평범한 연구실 최소 방 레이아웃", "평범한 연구실에서 연구함 - Dungeon Settlers Wiki": "평범한 연구실에서 연구함 - Dungeon Settlers Wiki", "평범한 연구실에서 연구함 icon": "평범한 연구실에서 연구함 아이콘", "평범한 작업장 minimum room layout": "평범한 작업장 최소 방 레이아웃", "평범한 작업장에서 제작함 - Dungeon Settlers Wiki": "평범한 작업장에서 제작함 - Dungeon Settlers Wiki", "평범한 작업장에서 제작함 icon": "평범한 작업장에서 제작함 icon", "평화주의자 - Dungeon Settlers Wiki": "평화주의자 - Dungeon Settlers Wiki", "평화주의자 icon": "평화주의자 icon", "폐기된 마력 장치 - Dungeon Settlers Wiki": "폐기된 마력 장치 - Dungeon Settlers Wiki", "폐기된 마력장치 - Dungeon Settlers Wiki": "폐기된 마력장치 - Dungeon Settlers Wiki", "폐기된 마력장치 icon": "폐기된 마력장치 아이콘", "폐소공포증 - Dungeon Settlers Wiki": "폐소공포증 - Dungeon Settlers Wiki", "폐소공포증 icon": "폐소공포증 icon", "포식자 개구리 - Dungeon Settlers Wiki": "포식자 개구리 - Dungeon Settlers Wiki", "포식자 개구리 icon": "포식자 개구리 아이콘", "포식자 개구리 variant": "포식자 개구리 변형", "포자 폭발 - Dungeon Settlers Wiki": "포자 폭발 - Dungeon Settlers Wiki", "포자 폭발 icon": "포자 폭발 icon", "포자충 - Dungeon Settlers Wiki": "포자충 - Dungeon Settlers Wiki", "포자충 icon": "포자충 아이콘", "포자충 variant": "포자충 변형", "포자충 조사 완료 - Dungeon Settlers Wiki": "포자충 조사 완료 - Dungeon Settlers Wiki", "포자충 조사 완료 icon": "포자충 조사 완료 아이콘", "포탈의 아우라 - Dungeon Settlers Wiki": "포탈의 아우라 - Dungeon Settlers Wiki", "포탈의 아우라 icon": "포탈의 아우라 icon", "포탈의 활력 - Dungeon Settlers Wiki": "포탈의 활력 - Dungeon Settlers Wiki", "포탈의 활력 icon": "포탈의 활력 아이콘", "포티파이드 - Dungeon Settlers Wiki": "포티파이드 - Dungeon Settlers Wiki", "포티파이드 icon": "포티파이드 아이콘", "폭발성 시체 - Dungeon Settlers Wiki": "폭발성 시체 - Dungeon Settlers Wiki", "폭발성 시체 icon": "폭발성 시체 icon", "폭우 - Dungeon Settlers Wiki": "폭우 - Dungeon Settlers Wiki", "폭우 icon": "폭우 아이콘", "폭풍의 각인 - Dungeon Settlers Wiki": "폭풍의 각인 - Dungeon Settlers Wiki", "폭풍의 각인 icon": "폭풍의 각인 icon", "폼멜 스트라이크 - Dungeon Settlers Wiki": "폼멜 스트라이크 - Dungeon Settlers Wiki", "폼멜 스트라이크 icon": "폼멜 스트라이크 아이콘", "폼멜 스트라이크 range and area shown on a dungeon room": "폼멜 스트라이크의 사거리와 범위를 던전 방에 표시한 모습", "표시 중인 툴팁은 CapsLock(기본값)를 누르면 '고정'되며, 고정된 상태에서는 연결된 항목에 대한 툴팁을 추가로 확인할 수 있습니다.": "표시 중인 툴팁은 CapsLock(기본값)를 누르면 '고정'되며, 고정된 상태에서는 연결된 항목에 대한 툴팁을 추가로 확인할 수 있습니다.", "푸른 주정뱅이 버섯 (resource node)": "푸른 주정뱅이 버섯 (resource node)", "푸른 주정뱅이 버섯 (resource node) - Dungeon Settlers Wiki": "푸른 주정뱅이 버섯 (resource node) - Dungeon Settlers Wiki", "푸른 크리스탈 나무 스태프 - Dungeon Settlers Wiki": "푸른 크리스탈 나무 스태프 - Dungeon Settlers Wiki", "푸른 크리스탈 나무 스태프 icon": "푸른 크리스탈 나무 스태프 icon", "푸른 크리스탈 목걸이 - Dungeon Settlers Wiki": "푸른 크리스탈 목걸이 - Dungeon Settlers Wiki", "푸른 크리스탈 목걸이 icon": "푸른 크리스탈 목걸이 아이콘", "푸른 크리스탈 반지 - Dungeon Settlers Wiki": "푸른 크리스탈 반지 - Dungeon Settlers Wiki", "푸른 크리스탈 반지 icon": "푸른 크리스탈 반지 아이콘", "푸른 크리스탈 본 스태프 - Dungeon Settlers Wiki": "푸른 크리스탈 본 스태프 - Dungeon Settlers Wiki", "푸른 크리스탈 본 스태프 icon": "푸른 크리스탈 본 스태프 icon", "푸른 크리스탈 아이언 스태프 - Dungeon Settlers Wiki": "푸른 크리스탈 아이언 스태프 - Dungeon Settlers Wiki", "푸른 크리스탈 아이언 스태프 icon": "푸른 크리스탈 아이언 스태프 icon", "푸른 크리스탈 혈목 스태프 - Dungeon Settlers Wiki": "푸른 크리스탈 혈목 스태프 - Dungeon Settlers Wiki", "푸른 크리스탈 혈목 스태프 icon": "푸른 크리스탈 혈목 스태프 icon", "푸른 크리스탈이 박힌 목걸이입니다. [Tooltip_DefenseRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "푸른 크리스탈이 박힌 목걸이입니다. [Tooltip_DefenseRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "푸른 크리스탈이 박힌 반지입니다. [Tooltip_DefenseRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.": "푸른 크리스탈이 박힌 반지입니다. [Tooltip_DefenseRandomTags] 중에서 랜덤 스탯을 얻을 수 있습니다.", "풀 죽 - Dungeon Settlers Wiki": "풀 죽 - Dungeon Settlers Wiki", "풀 죽 icon": "풀 죽 icon", "풀 죽 섭취 - Dungeon Settlers Wiki": "풀 죽 섭취 - Dungeon Settlers Wiki", "풀 죽 섭취 icon": "풀 죽 섭취 아이콘", "풍부한 마석 - Dungeon Settlers Wiki": "풍부한 마석 - Dungeon Settlers Wiki", "풍부한 마석 GAMESYSTEM_Environment_{affecterName}": "풍부한 마석 GAMESYSTEM_Environment_{affecterName}", "풍부한 마석 icon": "풍부한 마석 icon", "풍부한 목재 - Dungeon Settlers Wiki": "풍부한 목재 - Dungeon Settlers Wiki", "풍부한 목재 GAMESYSTEM_Environment_{affecterName}": "풍부한 목재 GAMESYSTEM_Environment_{affecterName}", "풍부한 목재 icon": "풍부한 목재 icon", "풍부한 석재 - Dungeon Settlers Wiki": "풍부한 석재 - Dungeon Settlers Wiki", "풍부한 석재 GAMESYSTEM_Environment_{affecterName}": "풍부한 석재 GAMESYSTEM_Environment_{affecterName}", "풍부한 석재 icon": "풍부한 석재 icon", "플레임 오브 라이프 - Dungeon Settlers Wiki": "플레임 오브 라이프 - Dungeon Settlers Wiki", "플레임 오브 라이프 icon": "플레임 오브 라이프 아이콘", "플로 시커 - Dungeon Settlers Wiki": "플로 시커 - Dungeon Settlers Wiki", "플로 시커 icon": "플로 시커 아이콘", "피갈망 - Dungeon Settlers Wiki": "피갈망 - Dungeon Settlers Wiki", "피갈망 icon": "피갈망 icon", "피니스 엣지 - Dungeon Settlers Wiki": "피니스 엣지 - Dungeon Settlers Wiki", "피니스 엣지 icon": "피니스 엣지 아이콘", "피를 머금은 열매 - Dungeon Settlers Wiki": "피를 머금은 열매 - Dungeon Settlers Wiki", "피를 머금은 열매 icon": "피를 머금은 열매 아이콘", "피를 머금은 혈목 (resource node)": "피를 머금은 혈목 (자원 노드)", "피를 머금은 혈목 (resource node) - Dungeon Settlers Wiki": "피를 머금은 혈목 (자원 노드) - 던전 세틀러즈 위키", "피해량 +{#}, 대신 받는 피해 +{#}. DamageDealtBonus +{#}, DamageTakenBonus +{#} (출처 미확인)": "피해량 +{#}, 대신 받는 피해 +{#}. DamageDealtBonus +{#}, DamageTakenBonus +{#} (출처 미확인)", "피해를 5회 받으면 돌진 공격을 사용합니다 Granted by 1 skill": "피해를 5회 받으면 돌진 공격을 사용합니다 Granted by 1 skill", "피해를 5회 입으면 적에게 돌진공격을 합니다 Granted by 1 skill": "피해를 5회 입으면 적에게 돌진공격을 합니다 Granted by 1 skill", "피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다. Granted by 1 inscription, 2 items and 1 skill": "피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다. Granted by 1 inscription, 2 items and 1 skill", "피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다. Granted by 1 inscription, 2 items and 2 skills": "피해를 받을 시 중첩을 1 소모하여 받는 피해를 1로 만듭니다. 이 효과는 가드보다 우선적으로 발동합니다. Granted by 1 inscription, 2 items and 2 skills", "피해를 입을 때마다 중첩이 증가합니다. 중첩마다 주는 피해량이 2% 증가하고, 받는 피해량이 2% 감소합니다. 전투가 종료되면 중첩이 초기화됩니다. 영혼 특성은 인물당 최대 1개만 습득 가능합니다. 이미 보유한 경우 덮어씌워집니다. Granted by 1 item": "피해를 입을 때마다 중첩이 증가합니다. 중첩마다 주는 피해량이 2% 증가하고, 받는 피해량이 2% 감소합니다. 전투가 종료되면 중첩이 초기화됩니다. 영혼 특성은 인물당 최대 1개만 습득 가능합니다. 이미 보유한 경우 덮어씌워집니다. Granted by 1 item", "핏빛 할퀴기 - Dungeon Settlers Wiki": "핏빛 할퀴기 - Dungeon Settlers Wiki", "핏빛 할퀴기 icon": "핏빛 할퀴기 아이콘", "핏빛 할퀴기 range and area on a dungeon room": "핏빛 할퀴기 사거리 및 범위 (던전 방)", "핏빛 할퀴기 range and area shown on a dungeon room": "핏빛 할퀴기의 사거리와 범위를 던전 방에 표시한 모습", "핏빛 할퀴기을 습득합니다. Effects: • 핏빛 할퀴기: 대상에게 확정적으로 물리 공격력의 80%에 해당하는 물리 피해를 2회 입히고, 6초 동안 둔화와 3의 출혈을 부여합니다.": "핏빛 할퀴기을 습득합니다. Effects: • 핏빛 할퀴기: 대상에게 확정적으로 물리 공격력의 80%에 해당하는 물리 피해를 2회 입히고, 6초 동안 둔화와 3의 출혈을 부여합니다.", "하급 가드 피해 감소 각인 - Dungeon Settlers Wiki": "하급 가드 피해 감소 각인 - Dungeon Settlers Wiki", "하급 가드 피해 감소 각인 icon": "하급 가드 피해 감소 각인 icon", "하급 가드 확률 각인 - Dungeon Settlers Wiki": "하급 가드 확률 각인 - Dungeon Settlers Wiki", "하급 가드 확률 각인 icon": "하급 가드 확률 각인 icon", "하급 공격 속도 각인 - Dungeon Settlers Wiki": "하급 공격 속도 각인 - Dungeon Settlers Wiki", "하급 공격 속도 각인 icon": "하급 공격 속도 각인 icon", "하급 기력 각인 - Dungeon Settlers Wiki": "하급 기력 각인 - Dungeon Settlers Wiki", "하급 기력 각인 icon": "하급 기력 각인 icon", "하급 마법 공격 각인 - Dungeon Settlers Wiki": "하급 마법 공격 각인 - Dungeon Settlers Wiki", "하급 마법 공격 각인 icon": "하급 마법 공격 각인 icon", "하급 마법 저항 각인 - Dungeon Settlers Wiki": "하급 마법 저항 각인 - Dungeon Settlers Wiki", "하급 마법 저항 각인 icon": "하급 마법 저항 각인 icon", "하급 마석 - Dungeon Settlers Wiki": "하급 마석 - Dungeon Settlers Wiki", "하급 마석 icon": "하급 마석 아이콘", "하급 명중 각인 - Dungeon Settlers Wiki": "하급 명중 각인 - Dungeon Settlers Wiki", "하급 명중 각인 icon": "하급 명중 각인 icon", "하급 물리 공격 각인 - Dungeon Settlers Wiki": "하급 물리 공격 각인 - Dungeon Settlers Wiki", "하급 물리 공격 각인 icon": "하급 물리 공격 각인 icon", "하급 물리 저항 각인 - Dungeon Settlers Wiki": "하급 물리 저항 각인 - Dungeon Settlers Wiki", "하급 물리 저항 각인 icon": "하급 물리 저항 각인 icon", "하급 물의 정령석 - Dungeon Settlers Wiki": "하급 물의 정령석 - Dungeon Settlers Wiki", "하급 물의 정령석 icon": "하급 물의 정령석 아이콘", "하급 생명력 각인 - Dungeon Settlers Wiki": "하급 생명력 각인 - Dungeon Settlers Wiki", "하급 생명력 각인 icon": "하급 생명력 각인 icon", "하급 생명력 재생 각인 - Dungeon Settlers Wiki": "하급 생명력 재생 각인 - Dungeon Settlers Wiki", "하급 생명력 재생 각인 icon": "하급 생명력 재생 각인 icon", "하급 생명력 흡수 각인 - Dungeon Settlers Wiki": "하급 생명력 흡수 각인 - Dungeon Settlers Wiki", "하급 생명력 흡수 각인 icon": "하급 생명력 흡수 각인 icon", "하급 수호 비석 - Dungeon Settlers Wiki": "하급 수호 비석 - Dungeon Settlers Wiki", "하급 수호 비석 icon": "하급 수호 비석 아이콘", "하급 야영지 - Dungeon Settlers Wiki": "하급 야영지 - Dungeon Settlers Wiki", "하급 이동 속도 각인 - Dungeon Settlers Wiki": "하급 이동 속도 각인 - Dungeon Settlers Wiki", "하급 이동 속도 각인 icon": "하급 이동 속도 각인 icon", "하급 자연의 정령석 - Dungeon Settlers Wiki": "하급 자연의 정령석 - Dungeon Settlers Wiki", "하급 자연의 정령석 icon": "하급 자연의 정령석 아이콘", "하급 재사용 대기시간 감소 각인 - Dungeon Settlers Wiki": "하급 재사용 대기시간 감소 각인 - Dungeon Settlers Wiki", "하급 재사용 대기시간 감소 각인 icon": "하급 재사용 대기시간 감소 각인 icon", "하급 적재량 각인 - Dungeon Settlers Wiki": "하급 적재량 각인 - Dungeon Settlers Wiki", "하급 적재량 각인 icon": "하급 적재량 각인 icon", "하급 치명타 피해 각인 - Dungeon Settlers Wiki": "하급 치명타 피해 각인 - Dungeon Settlers Wiki", "하급 치명타 피해 각인 icon": "하급 치명타 피해 각인 icon", "하급 치명타 확률 각인 - Dungeon Settlers Wiki": "하급 치명타 확률 각인 - Dungeon Settlers Wiki", "하급 치명타 확률 각인 icon": "하급 치명타 확률 각인 icon", "하급 화염의 정령석 - Dungeon Settlers Wiki": "하급 화염의 정령석 - Dungeon Settlers Wiki", "하급 화염의 정령석 icon": "하급 화염의 정령석 아이콘", "하급 회피 각인 - Dungeon Settlers Wiki": "하급 회피 각인 - Dungeon Settlers Wiki", "하급 회피 각인 icon": "하급 회피 각인 icon", "하모니 추가 - 각인 {#}개 사용 | 서브 SP": "하모니 추가 - 각인 {#}개 사용 | 서브 SP", "한 단위의 수면시 소요되는 틱의 기본값 {0}. 수면 중 깨기 위한 (EX : 기력이 일정 이상이거나, 매우 배고픔) 조건을 예외 처리를 위해 존재하는 변수임.": "한 단위의 수면시 소요되는 틱의 기본값 {0}. 수면 중 깨기 위한 (EX : 기력이 일정 이상이거나, 매우 배고픔) 조건을 예외 처리를 위해 존재하는 변수임.", "합류 요청 - Dungeon Settlers Wiki": "합류 요청 - Dungeon Settlers Wiki", "합류 요청 icon": "합류 요청 아이콘", "항아리 더미 - Dungeon Settlers Wiki": "항아리 더미 - Dungeon Settlers Wiki", "해독제 - Dungeon Settlers Wiki": "해독제 - Dungeon Settlers Wiki", "해독제 icon": "해독제 아이콘", "해머링 - Dungeon Settlers Wiki": "해머링 - Dungeon Settlers Wiki", "해머링 icon": "해머링 아이콘", "해머링 range and area shown on a dungeon room": "해머링의 사거리와 범위를 던전 방에 표시한 모습", "행복한 바보 - Dungeon Settlers Wiki": "행복한 바보 - Dungeon Settlers Wiki", "행복한 바보 icon": "행복한 바보 icon", "행상인 - Dungeon Settlers Wiki": "행상인 - Dungeon Settlers Wiki", "행상인 icon": "행상인 icon", "허름한 개인실 minimum room layout": "허름한 개인실 최소 방 레이아웃", "허름한 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "허름한 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "허름한 개인실의 잠자리에서 잤음 icon": "허름한 개인실의 잠자리에서 잤음 icon", "허름한 공용실 minimum room layout": "허름한 공용실 최소 방 레이아웃", "허름한 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "허름한 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "허름한 공용실의 잠자리에서 잤음 icon": "허름한 공용실의 잠자리에서 잤음 icon", "허름한 마도구 공방 minimum room layout": "허름한 마도구 공방 최소 방 레이아웃", "허름한 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "허름한 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "허름한 마도구 공방에서 제작함 icon": "허름한 마도구 공방에서 제작함 icon", "허름한 식당 minimum room layout": "허름한 식당 최소 방 레이아웃", "허름한 식당에서 먹음 - Dungeon Settlers Wiki": "허름한 식당에서 먹음 - Dungeon Settlers Wiki", "허름한 식당에서 먹음 icon": "허름한 식당에서 먹음 icon", "허름한 식당에서 요리함 - Dungeon Settlers Wiki": "허름한 식당에서 요리함 - Dungeon Settlers Wiki", "허름한 식당에서 요리함 icon": "허름한 식당에서 요리함 icon", "허름한 신전 minimum room layout": "허름한 신전 최소 방 레이아웃", "허름한 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "허름한 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "허름한 신전에서 기도함(미표기됨) icon": "허름한 신전에서 기도함(미표기됨) 아이콘", "허름한 연구실 minimum room layout": "허름한 연구실 최소 방 레이아웃", "허름한 연구실에서 연구함 - Dungeon Settlers Wiki": "허름한 연구실에서 연구함 - Dungeon Settlers Wiki", "허름한 연구실에서 연구함 icon": "허름한 연구실에서 연구함 icon", "허름한 작업장 minimum room layout": "허름한 작업장 최소 방 레이아웃", "허름한 작업장에서 제작함 - Dungeon Settlers Wiki": "허름한 작업장에서 제작함 - Dungeon Settlers Wiki", "허름한 작업장에서 제작함 icon": "허름한 작업장에서 제작함 icon", "허름한 해골 토템 (resource node)": "허름한 해골 토템 (자원 노드)", "허름한 해골 토템 (resource node) - Dungeon Settlers Wiki": "허름한 해골 토템 (자원 노드) - 던전 세틀러즈 위키", "허수아비 - Dungeon Settlers Wiki": "허수아비 - Dungeon Settlers Wiki", "허수아비 icon": "허수아비 아이콘", "허약한 산성충 - Dungeon Settlers Wiki": "허약한 산성충 - Dungeon Settlers Wiki", "허약한 산성충 icon": "허약한 산성충 아이콘", "허약한 산성충 variant": "허약한 산성충 변형", "허약한 회색쥐 - Dungeon Settlers Wiki": "허약한 회색쥐 - Dungeon Settlers Wiki", "허약한 회색쥐 icon": "허약한 회색쥐 아이콘", "허약한 회색쥐 variant": "허약한 회색쥐 변형", "헤드 에임 - Dungeon Settlers Wiki": "헤드 에임 - Dungeon Settlers Wiki", "헤드 에임 icon": "헤드 에임 icon", "헤드샷 - Dungeon Settlers Wiki": "헤드샷 - Dungeon Settlers Wiki", "헤드샷 icon": "헤드샷 아이콘", "헤드샷 range and area shown on a dungeon room": "헤드샷의 사거리와 범위를 던전 방에 표시한 모습", "현상수배 : 엘리트 몬스터 GAMESYSTEM_Environment_{affecterName}": "현상수배 : 엘리트 몬스터 GAMESYSTEM_Environment_{affecterName}", "현재 무게 - Dungeon Settlers Wiki": "현재 무게 - Dungeon Settlers Wiki", "현재 무게 icon": "현재 무게 아이콘", "현재 무게/최대 무게 > {0}%이상 일 때 매우 무거움 효과를 얻는다 (무게 게이지 검은 부분) >> 240613 HW : 앞으로 매우 무거움을 없앤다.": "현재 무게/최대 무게 > {0}%이상 일 때 매우 무거움 효과를 얻는다 (무게 게이지 검은 부분) >> 240613 HW : 앞으로 매우 무거움을 없앤다.", "현재 생명력 - Dungeon Settlers Wiki": "현재 생명력 - Dungeon Settlers Wiki", "현재 생명력 icon": "현재 생명력 아이콘", "현재 위치에서 이동할 수 없습니다. Granted by 5 skills": "현재 위치에서 이동할 수 없습니다. Granted by 5 skills", "현재 잃은 [STATUS_HealthTotal]에 비례하여 [STATUS_DamageDealtBonus]이 최대 {{#}}%까지 증가합니다.": "현재 잃은 [STATUS_HealthTotal]에 비례하여 [STATUS_DamageDealtBonus]이 최대 {{#}}%까지 증가합니다.", "현재 현재 생명력이 25% 이하로 감소하면 5초 동안 최대 생명력의 30%만큼 보호막을 얻습니다. 이 효과는 한 전투에서 최대 1회 발동합니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.": "현재 현재 생명력이 25% 이하로 감소하면 5초 동안 최대 생명력의 30%만큼 보호막을 얻습니다. 이 효과는 한 전투에서 최대 1회 발동합니다. Effects: • 보호막 (on user): 머리/몸통 피해를 막아줍니다. 막은 피해량만큼 중첩이 소모됩니다.", "혈격의 각인 - Dungeon Settlers Wiki": "혈격의 각인 - Dungeon Settlers Wiki", "혈격의 각인 icon": "혈격의 각인 icon", "혈목 (resource node)": "혈목 (자원 노드)", "혈목 (resource node) - Dungeon Settlers Wiki": "혈목 (자원 노드) - 던전 세틀러즈 위키", "혈목 갑옷 - Dungeon Settlers Wiki": "혈목 갑옷 - Dungeon Settlers Wiki", "혈목 갑옷 icon": "혈목 갑옷 icon", "혈목 검 - Dungeon Settlers Wiki": "혈목 검 - Dungeon Settlers Wiki", "혈목 검 icon": "혈목 검 icon", "혈목 곤봉 - Dungeon Settlers Wiki": "혈목 곤봉 - Dungeon Settlers Wiki", "혈목 곤봉 icon": "혈목 곤봉 icon", "혈목 나무 시체 흡수 - Dungeon Settlers Wiki": "혈목 나무 시체 흡수 - Dungeon Settlers Wiki", "혈목 나무 시체 흡수 icon": "혈목 나무 시체 흡수 icon", "혈목 단검 - Dungeon Settlers Wiki": "혈목 단검 - Dungeon Settlers Wiki", "혈목 단검 icon": "혈목 단검 icon", "혈목 대검 - Dungeon Settlers Wiki": "혈목 대검 - Dungeon Settlers Wiki", "혈목 대검 icon": "혈목 대검 icon", "혈목 도끼 - Dungeon Settlers Wiki": "혈목 도끼 - Dungeon Settlers Wiki", "혈목 도끼 icon": "혈목 도끼 icon", "혈목 막대기 - Dungeon Settlers Wiki": "혈목 막대기 - Dungeon Settlers Wiki", "혈목 막대기 icon": "혈목 막대기 아이콘", "혈목 방패 - Dungeon Settlers Wiki": "혈목 방패 - Dungeon Settlers Wiki", "혈목 방패 icon": "혈목 방패 아이콘", "혈목 창 - Dungeon Settlers Wiki": "혈목 창 - Dungeon Settlers Wiki", "혈목 창 icon": "혈목 창 icon", "혈목 통나무 - Dungeon Settlers Wiki": "혈목 통나무 - Dungeon Settlers Wiki", "혈목 통나무 icon": "혈목 통나무 아이콘", "혈목 투구 - Dungeon Settlers Wiki": "혈목 투구 - Dungeon Settlers Wiki", "혈목 투구 icon": "혈목 투구 icon", "혈목 화살 - Dungeon Settlers Wiki": "혈목 화살 - Dungeon Settlers Wiki", "혈목 화살 icon": "혈목 화살 아이콘", "혈목 활 - Dungeon Settlers Wiki": "혈목 활 - Dungeon Settlers Wiki", "혈목 활 icon": "혈목 활 icon", "혈청 : 둔감 - Dungeon Settlers Wiki": "혈청 : 둔감 - Dungeon Settlers Wiki", "혈청 : 둔감 icon": "혈청 : 둔감 icon", "혈청 : 망각 - Dungeon Settlers Wiki": "혈청 : 망각 - Dungeon Settlers Wiki", "혈청 : 망각 icon": "혈청 : 망각 icon", "혈청 : 무력 - Dungeon Settlers Wiki": "혈청 : 무력 - Dungeon Settlers Wiki", "혈청 : 무력 icon": "혈청 : 무력 icon", "혈청 : 왜소 - Dungeon Settlers Wiki": "혈청 : 왜소 - Dungeon Settlers Wiki", "혈청 : 왜소 icon": "혈청 : 왜소 icon", "혈청 : 허무 - Dungeon Settlers Wiki": "혈청 : 허무 - Dungeon Settlers Wiki", "혈청 : 허무 icon": "혈청 : 허무 icon", "혈청 : 환청 - Dungeon Settlers Wiki": "혈청 : 환청 - Dungeon Settlers Wiki", "혈청 : 환청 icon": "혈청 : 환청 icon", "호기심 많은 - Dungeon Settlers Wiki": "호기심 많은 - Dungeon Settlers Wiki", "호기심 많은 icon": "호기심 많은 icon", "호화로운 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "호화로운 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "호화로운 개인실의 잠자리에서 잤음 icon": "호화로운 개인실의 잠자리에서 잤음 icon", "호화로운 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "호화로운 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "호화로운 공용실의 잠자리에서 잤음 icon": "호화로운 공용실의 잠자리에서 잤음 icon", "호화로운 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "호화로운 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "호화로운 마도구 공방에서 제작함 icon": "호화로운 마도구 공방에서 제작함 icon", "호화로운 보물 상자 - Dungeon Settlers Wiki": "호화로운 보물 상자 - Dungeon Settlers Wiki", "호화로운 식당에서 먹음 - Dungeon Settlers Wiki": "호화로운 식당에서 먹음 - Dungeon Settlers Wiki", "호화로운 식당에서 먹음 icon": "호화로운 식당에서 먹음 icon", "호화로운 식당에서 요리함 - Dungeon Settlers Wiki": "호화로운 식당에서 요리함 - Dungeon Settlers Wiki", "호화로운 식당에서 요리함 icon": "호화로운 식당에서 요리함 icon", "호화로운 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "호화로운 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "호화로운 신전에서 기도함(미표기됨) icon": "호화로운 신전에서 기도함(미표기됨) 아이콘", "호화로운 연구실에서 연구함 - Dungeon Settlers Wiki": "호화로운 연구실에서 연구함 - Dungeon Settlers Wiki", "호화로운 연구실에서 연구함 icon": "호화로운 연구실에서 연구함 아이콘", "호화로운 작업장에서 제작함 - Dungeon Settlers Wiki": "호화로운 작업장에서 제작함 - Dungeon Settlers Wiki", "호화로운 작업장에서 제작함 icon": "호화로운 작업장에서 제작함 icon", "화려한 찻잔 - Dungeon Settlers Wiki": "화려한 찻잔 - Dungeon Settlers Wiki", "화려한 찻잔 icon": "화려한 찻잔 icon", "화룡의 숨결 - Dungeon Settlers Wiki": "화룡의 숨결 - Dungeon Settlers Wiki", "화룡의 숨결 icon": "화룡의 숨결 icon", "화면 이동 : WASD": "화면 이동 : WASD", "화물 꾸러미 1 - Dungeon Settlers Wiki": "화물 꾸러미 1 - Dungeon Settlers Wiki", "화물 꾸러미 2 - Dungeon Settlers Wiki": "화물 꾸러미 2 - Dungeon Settlers Wiki", "화분 - Dungeon Settlers Wiki": "화분 - Dungeon Settlers Wiki", "화분 식물 - Dungeon Settlers Wiki": "화분 식물 - Dungeon Settlers Wiki", "화살을 쏘아 물리 공격력의 180%에 해당하는 물리 피해를 입힙니다. 물리 공격력의 30% * 대상과의 거리 만큼 피해량이 증가합니다. 3 energy - 15s cooldown": "화살을 쏘아 물리 공격력의 180%에 해당하는 물리 피해를 입힙니다. 물리 공격력의 30% * 대상과의 거리 만큼 피해량이 증가합니다. 3 energy - 15s cooldown", "화상 면역 - Dungeon Settlers Wiki": "화상 면역 - Dungeon Settlers Wiki", "화상 면역 icon": "화상 면역 icon", "화염 갑각 스태프 - Dungeon Settlers Wiki": "화염 갑각 스태프 - Dungeon Settlers Wiki", "화염 갑각 스태프 icon": "화염 갑각 스태프 icon", "화염 마법 스킬 트리 - Dungeon Settlers Wiki": "화염 마법 스킬 트리 - Dungeon Settlers Wiki", "화염 마법 스킬 트리 overview": "화염 마법 스킬 트리 개요", "화염 마법 추가 - 각인 {#}개 사용 | 메인 SP": "화염 마법 추가 - 각인 {#}개 사용 | 메인 SP", "화염 용조병 - Dungeon Settlers Wiki": "화염 용조병 - Dungeon Settlers Wiki", "화염 용조병 icon": "화염 용조병 아이콘", "화염 정령 구리 스태프 - Dungeon Settlers Wiki": "화염 정령 구리 스태프 - Dungeon Settlers Wiki", "화염 정령 구리 스태프 icon": "화염 정령 구리 스태프 icon", "화염 정령 아크론 스태프 - Dungeon Settlers Wiki": "화염 정령 아크론 스태프 - Dungeon Settlers Wiki", "화염 정령 아크론 스태프 icon": "화염 정령 아크론 스태프 icon", "화염 정령 주석 스태프 - Dungeon Settlers Wiki": "화염 정령 주석 스태프 - Dungeon Settlers Wiki", "화염 정령 주석 스태프 icon": "화염 정령 주석 스태프 icon", "화염 정령 청동 스태프 - Dungeon Settlers Wiki": "화염 정령 청동 스태프 - Dungeon Settlers Wiki", "화염 정령 청동 스태프 icon": "화염 정령 청동 스태프 icon", "화염의 나무 스태프 - Dungeon Settlers Wiki": "화염의 나무 스태프 - Dungeon Settlers Wiki", "화염의 나무 스태프 icon": "화염의 나무 스태프 icon", "화염의 망토 - Dungeon Settlers Wiki": "화염의 망토 - Dungeon Settlers Wiki", "화염의 망토 icon": "화염의 망토 icon", "화염의 뼈 스태프 - Dungeon Settlers Wiki": "화염의 뼈 스태프 - Dungeon Settlers Wiki", "화염의 뼈 스태프 icon": "화염의 뼈 스태프 icon", "화염의 연철 스태프 - Dungeon Settlers Wiki": "화염의 연철 스태프 - Dungeon Settlers Wiki", "화염의 연철 스태프 icon": "화염의 연철 스태프 icon", "화염의 정수 - Dungeon Settlers Wiki": "화염의 정수 - Dungeon Settlers Wiki", "화염의 정수 icon": "화염의 정수 아이콘", "화염의 혈목 스태프 - Dungeon Settlers Wiki": "화염의 혈목 스태프 - Dungeon Settlers Wiki", "화염의 혈목 스태프 icon": "화염의 혈목 스태프 icon", "화톳불 - Dungeon Settlers Wiki": "화톳불 - Dungeon Settlers Wiki", "환상적인 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "환상적인 개인실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "환상적인 개인실의 잠자리에서 잤음 icon": "환상적인 개인실의 잠자리에서 잤음 icon", "환상적인 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki": "환상적인 공용실의 잠자리에서 잤음 - Dungeon Settlers Wiki", "환상적인 공용실의 잠자리에서 잤음 icon": "환상적인 공용실의 잠자리에서 잤음 icon", "환상적인 마도구 공방에서 제작함 - Dungeon Settlers Wiki": "환상적인 마도구 공방에서 제작함 - Dungeon Settlers Wiki", "환상적인 마도구 공방에서 제작함 icon": "환상적인 마도구 공방에서 제작함 icon", "환상적인 식당에서 먹음 - Dungeon Settlers Wiki": "환상적인 식당에서 먹음 - Dungeon Settlers Wiki", "환상적인 식당에서 먹음 icon": "환상적인 식당에서 먹음 icon", "환상적인 식당에서 요리함 - Dungeon Settlers Wiki": "환상적인 식당에서 요리함 - Dungeon Settlers Wiki", "환상적인 식당에서 요리함 icon": "환상적인 식당에서 요리함 icon", "환상적인 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki": "환상적인 신전에서 기도함(미표기됨) - Dungeon Settlers Wiki", "환상적인 신전에서 기도함(미표기됨) icon": "환상적인 신전에서 기도함(미표기됨) 아이콘", "환상적인 연구실에서 연구함 - Dungeon Settlers Wiki": "환상적인 연구실에서 연구함 - Dungeon Settlers Wiki", "환상적인 연구실에서 연구함 icon": "환상적인 연구실에서 연구함 아이콘", "환상적인 작업장에서 제작함 - Dungeon Settlers Wiki": "환상적인 작업장에서 제작함 - Dungeon Settlers Wiki", "환상적인 작업장에서 제작함 icon": "환상적인 작업장에서 제작함 icon", "활 수련의 각인 - Dungeon Settlers Wiki": "활 수련의 각인 - Dungeon Settlers Wiki", "활 수련의 각인 icon": "활 수련의 각인 icon", "활 스킬 [Shared_Aptitude]": "활 스킬 [Shared_Aptitude]", "활 스킬 적성 - Dungeon Settlers Wiki": "활 스킬 적성 - Dungeon Settlers Wiki", "활 스킬 적성 icon": "활 스킬 적성 아이콘", "활 스킬 트리 - Dungeon Settlers Wiki": "활 스킬 트리 - Dungeon Settlers Wiki", "활 스킬 트리 overview": "활 스킬 트리 개요", "활 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.": "활 스킬트리를 습득합니다. [Shared_MainSkillPoint]를 {{#}} 획득합니다.", "활 추가 - 각인 {#}개 사용 | 메인 SP": "활 추가 - 각인 {#}개 사용 | 메인 SP", "활기참 - Dungeon Settlers Wiki": "활기참 - Dungeon Settlers Wiki", "활기참 icon": "활기참 icon", "황실의 도장 - Dungeon Settlers Wiki": "황실의 도장 - Dungeon Settlers Wiki", "황실의 도장 icon": "황실의 도장 icon", "횃불 - Dungeon Settlers Wiki": "횃불 - Dungeon Settlers Wiki", "횃불 icon": "횃불 아이콘", "횃불 거치대 - Dungeon Settlers Wiki": "횃불 거치대 - Dungeon Settlers Wiki", "횃불의 불빛 - Dungeon Settlers Wiki": "횃불의 불빛 - Dungeon Settlers Wiki", "횃불의 불빛 icon": "횃불의 불빛 아이콘", "회복의 각인 - Dungeon Settlers Wiki": "회복의 각인 - Dungeon Settlers Wiki", "회복의 각인 icon": "회복의 각인 icon", "회색 괴물쥐 - Dungeon Settlers Wiki": "회색 괴물쥐 - Dungeon Settlers Wiki", "회색 괴물쥐 icon": "회색 괴물쥐 아이콘", "회색 괴물쥐 variant": "회색 괴물쥐 변형", "회색 괴물쥐 우리 - Dungeon Settlers Wiki": "회색 괴물쥐 우리 - Dungeon Settlers Wiki", "회색쥐 - Dungeon Settlers Wiki": "회색쥐 - Dungeon Settlers Wiki", "회색쥐 icon": "회색쥐 아이콘", "회색쥐 variant": "회색쥐 변형", "회색쥐 영혼석 - Dungeon Settlers Wiki": "회색쥐 영혼석 - Dungeon Settlers Wiki", "회색쥐 영혼석 icon": "회색쥐 영혼석 아이콘", "회색쥐 우리 - Dungeon Settlers Wiki": "회색쥐 우리 - Dungeon Settlers Wiki", "회피 물약 - Dungeon Settlers Wiki": "회피 물약 - Dungeon Settlers Wiki", "회피 물약 icon": "회피 물약 아이콘", "회피 물약 섭취 - Dungeon Settlers Wiki": "회피 물약 섭취 - Dungeon Settlers Wiki", "회피 물약 섭취 icon": "회피 물약 섭취 icon", "회피율 - Dungeon Settlers Wiki": "회피율 - Dungeon Settlers Wiki", "회피율 icon": "회피율 아이콘", "휠윈드 슬래시 - Dungeon Settlers Wiki": "휠윈드 슬래시 - Dungeon Settlers Wiki", "휠윈드 슬래시 icon": "휠윈드 슬래시 아이콘", "휠윈드 슬래시 range and area shown on a dungeon room": "휠윈드 슬래시의 사거리와 범위를 던전 방에 표시한 모습", "흉폭함 - Dungeon Settlers Wiki": "흉폭함 - Dungeon Settlers Wiki", "흉폭함 icon": "흉폭함 icon", "흙벽 (resource node)": "흙벽 (자원 노드)", "흙벽 (resource node) - Dungeon Settlers Wiki": "흙벽 (자원 노드) - 던전 세틀러즈 위키", "흡입 시 일시적인 안정감을 주며 기분이 증가합니다. Granted by 1 item": "흡입 시 일시적인 안정감을 주며 기분이 증가합니다. Granted by 1 item", "흡혈 - Dungeon Settlers Wiki": "흡혈 - Dungeon Settlers Wiki", "흡혈 icon": "흡혈 아이콘", "흡혈 물약 - Dungeon Settlers Wiki": "흡혈 물약 - Dungeon Settlers Wiki", "흡혈 물약 icon": "흡혈 물약 아이콘", "흡혈 물약 섭취 - Dungeon Settlers Wiki": "흡혈 물약 섭취 - Dungeon Settlers Wiki", "흡혈 물약 섭취 icon": "흡혈 물약 섭취 icon", "흰 머모크 - Dungeon Settlers Wiki": "흰 머모크 - Dungeon Settlers Wiki", "흰 머모크 icon": "흰 머모크 아이콘", "흰 머모크 variant": "흰 머모크 변형", "흰 머모크 사냥 완료 - Dungeon Settlers Wiki": "흰 머모크 사냥 완료 - Dungeon Settlers Wiki", "흰 머모크 사냥 완료 icon": "흰 머모크 사냥 완료 아이콘", "흰머모크 사냥 - Dungeon Settlers Wiki": "흰머모크 사냥 - Dungeon Settlers Wiki", "흰머모크 사냥 icon": "흰머모크 사냥 아이콘", "힐링 터치 - Dungeon Settlers Wiki": "힐링 터치 - Dungeon Settlers Wiki", "힐링 터치 icon": "힐링 터치 아이콘", "힐링 터치 range and area shown on a dungeon room": "던전 방에 표시된 힐링 터치의 사거리와 범위", "힘 - Dungeon Settlers Wiki": "힘 - Dungeon Settlers Wiki", "힘 icon": "힘 아이콘", "힘 강화 - Dungeon Settlers Wiki": "힘 강화 - Dungeon Settlers Wiki", "힘 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "힘 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}", "힘 강화 icon": "힘 강화 icon", "힘 약화 - Dungeon Settlers Wiki": "힘 약화 - Dungeon Settlers Wiki", "힘 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "힘 약화 : 부정 GAMESYSTEM_Environment_{affecterName}", "힘 약화 icon": "힘 약화 icon", "힘 재능 - Dungeon Settlers Wiki": "힘 재능 - Dungeon Settlers Wiki", "힘 재능 icon": "힘 재능 아이콘", "힘의 영약 - Dungeon Settlers Wiki": "힘의 영약 - Dungeon Settlers Wiki", "힘의 영약 icon": "힘의 영약 아이콘", "🇧🇬 Bulgarian": "🇧🇬 불가리아어", "🇨🇳 ChineseSimplified": "🇨🇳 중국어간체", "🇨🇿 Czech": "🇨🇿 체코어", "🇩🇪 German": "🇩🇪 독일어", "🇩🇰 Danish": "🇩🇰 덴마크어", "🇪🇸 Spanish": "🇪🇸 스페인어", "🇫🇮 Finnish": "🇫🇮 핀란드어", "🇫🇷 French": "🇫🇷 프랑스어", "🇬🇧 English": "🇬🇧 영어", "🇬🇷 Greek": "🇬🇷 그리스어", "🇭🇺 Hungarian": "🇭🇺 헝가리어", "🇮🇩 Indonesian": "🇮🇩 인도네시아어", "🇮🇹 Italian": "🇮🇹 이탈리아어", "🇯🇵 Japanese": "🇯🇵 일본어", "🇰🇷 Korean": "🇰🇷 한국어", "🇲🇽 SpanishLatin": "🇲🇽 스페인어라틴", "🇳🇱 Dutch": "🇳🇱 네덜란드어", "🇳🇴 Norwegian": "🇳🇴 노르웨이어", "🇵🇱 Polish": "🇵🇱 폴란드어", "🇵🇹 Portuguese": "🇵🇹 포르투갈어", "🇷🇴 Romanian": "🇷🇴 루마니아어", "🇷🇺 Russian": "🇷🇺 러시아어", "🇸🇦 Arabic": "🇸🇦 아랍어", "🇸🇪 Swedish": "🇸🇪 스웨덴어", "🇹🇭 Thai": "🇹🇭 태국어", "🇹🇷 Turkish": "🇹🇷 터키어", "🇹🇼 ChineseTraditional": "🇹🇼 중국어번체", "🇺🇦 Ukrainian": "🇺🇦 우크라이나어", "🇻🇳 Vietnamese": "🇻🇳 베트남어"}, "i18n_ko_overrides": {"5. Skill Trees": "5. 스킬 트리", "6. Inscriptions": "6. 각인", "7. Soul Stones & Acquired Traits": "7. 영혼석 및 획득 특성", "Acquired traits": "획득 특성", "Add a soul stone": "영혼석 추가", "Add an acquired trait": "획득 특성 추가", "Common": "일반", "Core": "핵심", "Entry": "입구", "Equipped soul stone": "장착한 영혼석", "Event": "이벤트", "Filter by bonus": "보너스로 필터", "Legendary": "전설", "Main": "메인", "No soul stones exist in this build.": "이 빌드에는 영혼석이 없습니다.", "Rare": "희귀", "Sub": "서브", "Traits": "특성", "Uncommon": "고급", "Weight": "가중치"}, "mechanics": [{"slug": "beginner-guide", "title": "Beginner Guide: Your First Days", "body_md": "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (**Crawling Doom**, quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.\n\n### Day 1 checklist\n\n- **Interact with the support wagon** (Main0) - it holds your starting kit.\n- **Build a Basic Workstation** (Main1), then **craft Textile x6, a Cloth Armor and Wood Arrows x2** (Main2).\n- **Recruit up to 4 units** (Main3) - see the recruiting advice below before you spend.\n- **Make a first, short dungeon run** (Main4) and **come home** (Main5). Gather wood, grass and easy kills; don't push deep on day 1.\n- Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.\n- Then **build a Research Station** (Main6) and start research immediately; idle research is wasted time.\n\n### Recruiting well\n\n- **Inspect candidates before buying** - inspection reveals hidden [talents](#talents). Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.\n- Candidates already carrying [inscriptions](#inscriptions) cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.\n- **Elves only appear from [clan rank](#clan-rank) 2**; Humans and Lizardmen are available from the start.\n- Mind the **dietary rules** when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables ([Food & Mood](#food-and-mood)). A mixed-race roster wants a mixed pantry.\n\n### Leveling without stalling\n\n- Leveling is manual: a **prayer** that consumes mana stones ([Leveling & Experience](#leveling-xp)). Pick the **offering** tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.\n- **The level-5 wall is real**: Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.\n- At every level-up you pick an inscription from 5 choices - **use the Retry button freely** and don't settle for a weak Common ([Inscriptions](#inscriptions)).\n\n### Dungeon habits\n\n- **Rotate floors.** Farming one floor to 0 [depletion](#depletion) puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.\n- **Respect the clock** ([Time](#time-system)). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.\n- Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.\n\n### Preparing for the Red Monster Rat\n\nThe main chain's finale (Main7) is killing the **Red Monster Rat** - an elite rat with about **4,500 total HP** and a hard-hitting **144 physical attack**, backed by Bloody Scratch and a Rat Swarm call.\n\nBring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does **not** unlock the next region ([How Regions Unlock](#region-unlock)).\n\n### An odd quest-order note\n\nThe chain's internal order is **Main6 -> Main8 -> Main7**: after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires *before* the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save ([Quests](#quests)).", "facts": [{"key": "Main story spine", "value": "Main0-8: wagon -> workstation -> starter gear -> 4 recruits -> first run -> return -> Research Station -> 2 units Lv2+ -> Red Monster Rat"}, {"key": "One in-game day", "value": "About 18 real minutes at 1x speed"}, {"key": "Candidate refresh", "value": "Every 480 in-game minutes; inspect to reveal talents first"}, {"key": "Elf recruits", "value": "From clan rank 2 only"}, {"key": "Leveling wall", "value": "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5"}, {"key": "Depletion rule of thumb", "value": "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops"}, {"key": "Red Monster Rat", "value": "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm"}, {"key": "Quest-order quirk", "value": "Main8 (2 units Lv2+) fires before Main7 (the boss kill)"}]}, {"slug": "leveling-xp", "title": "Leveling & Experience", "body_md": "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is **12**, and settlement buildings cap at **level 5**.\n\nThe experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.\n\nLeveling is not automatic. When a unit has enough experience you perform a **level-up prayer**, which consumes **mana stones** and lets you pick an [inscription](#inscriptions) and pour points into stats. The mana-stone type required climbs with level:\n\n- Levels 1-4 use **Lesser (Low-grade) Mana Stones**\n- Levels 4-7 use **Intermediate (Mid-grade) Mana Stones**\n- Levels 7-10 use **Greater (High-grade) Mana Stones**\n- Levels 10-12 use **Supreme Mana Stones**\n\nThe base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.\n\nWhen you pray you also choose an **offering** tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the [Talents](#talents) article).", "facts": [{"key": "Level cap", "value": "12"}, {"key": "Building max level", "value": "5"}, {"key": "XP to reach each level (2 to 12)", "value": "30, 250, 567, 1017, 1600, 2315, 3167, 4153, 5273, 6531, 7926, 9457"}, {"key": "Mana-stone grade by level", "value": "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme"}, {"key": "Mana-stone base quantity per prayer", "value": "cycles 4 / 24 / 72 within each grade"}, {"key": "Offering: Least", "value": "0.5x mana-stone cost, 1.0x stat gain"}, {"key": "Offering: Ordinary", "value": "1.0x mana-stone cost, 1.2x stat gain"}, {"key": "Offering: Plentiful", "value": "2.0x mana-stone cost, 1.5x stat gain"}, {"key": "Practical wall", "value": "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5"}]}, {"slug": "inscriptions", "title": "Inscriptions", "body_md": "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones **at every level-up from level 2 through 12** (11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.\n\nAt each level-up you are shown **5 inscription choices** and pick one. A **Retry** button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does **not** affect inscription rarity.\n\nEach of the five choices independently rolls a rarity using shared weights of **807 / 170 / 20 / 3 out of 1000** — that is Common 80.7%, Uncommon 17%, Rare 2%, and **Legendary just 0.3%**. Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).\n\nThere are **96 inscriptions** in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.\n\n- **Common** are the 18 low-grade stat inscriptions.\n- **Uncommon** are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.\n- **Rare** are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.\n- **Legendary** are the three headliners below.\n\nThe stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).\n\nThe three **Legendary** inscriptions:\n\n- **Capital Punishment** — instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.\n- **Inscription of Perfection** — raises every one of the unit's six talents by one tier, capped at Genius.\n- **Inscription of the Storm** — when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.\n\nSkill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see [Combat: Elements & Weapons](#combat-elements)).", "facts": [{"key": "Total inscriptions", "value": "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)"}, {"key": "When offered", "value": "Every level-up, levels 2 through 12 (11 rolls per career)"}, {"key": "Choices per level-up", "value": "5, with a Retry button that rerolls all of them"}, {"key": "Rarity weights (per 1000)", "value": "Common 807, Uncommon 170, Rare 20, Legendary 3"}, {"key": "Rarity chances", "value": "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%"}, {"key": "Stat-grade scaling", "value": "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear"}, {"key": "Legendaries", "value": "Capital Punishment, Inscription of Perfection, Inscription of the Storm"}, {"key": "Duplicates", "value": "Inscriptions you already own are excluded from the pool"}, {"key": "Offerings vs rarity", "value": "Offering tier does not change inscription rarity"}]}, {"slug": "talents", "title": "Talents & Stat Growth", "body_md": "Every unit has six **major stats** — Strength, Constitution, Willpower, Intelligence, Agility and Perception — and a separate **talent rating** for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:\n\n| Tier | Gain per level-up (base range) | Average |\n|---|---|---|\n| Poor | 1-3 | 2.0 |\n| Moderate | 2-4 | 3.0 |\n| Outstanding | 2-5 | 3.5 |\n| Exceptional | 3-6 | 4.5 |\n| Genius | 3-7 | 5.0 |\n\nThe exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your **offering** choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.\n\nMajor stats then feed **derived (final) stats** by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of **Strength** adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.\n\nConstitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.\n\n(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder — the live model is the flat per-point one.)\n\nThe Legendary **Inscription of Perfection** bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.\n\nThe **Research Lab** raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.", "facts": [{"key": "Talent tiers", "value": "Poor, Moderate, Outstanding, Exceptional, Genius"}, {"key": "Per-level gain ranges", "value": "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7"}, {"key": "Offering multipliers", "value": "Least x1.0, Ordinary x1.2, Plentiful x1.5"}, {"key": "Major stats", "value": "Strength, Constitution, Willpower, Intelligence, Agility, Perception"}, {"key": "Strength -> derived", "value": "+1.0 Physical Attack Power and +4.0 Max Weight per point"}, {"key": "Physical Attack Power base", "value": "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value"}, {"key": "Starting talent sum", "value": "About 2-5 total across the six stats at generation"}, {"key": "Research Lab bonus", "value": "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)"}, {"key": "Inscription of Perfection", "value": "Raises all six talents one tier, capped at Genius"}]}, {"slug": "time-system", "title": "Time & The Day/Night Clock", "body_md": "The campaign runs on a single global clock shared by the settlement and any active expedition — there is no separate dungeon calendar. Time is measured in **ticks**: 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so **one full day is 64,800 ticks**.\n\nAt normal (1x) speed the clock advances about 60 ticks per real second, which means **one in-game day passes in roughly 18 real minutes**. You can change the flow with the speed control (pause, 1x, 3.5x and 7x settings, per `GAMESYSTEM_Campaign_GameSpeed`); pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.\n\nThe **day counter rolls over at midnight (00:00)**. The campaign begins at **08:00**, so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is **daytime from 06:00 to 20:00** and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.\n\nTime keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop - [Depletion](#depletion) recovery, candidate refreshes and weather all run on it.\n\n### Dungeon Break and lingering too long\n\nThe data ships a **Dungeon Break** scheduler - `GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition = [24, 48, 72, 96, 120, 144]` cumulative campaign **hours** - but in the current build it is a dormant constant: the row is tagged `Dev_NotUsed` and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).\n\nWhat actually punishes long expeditions is the **Dungeon Stay ladder**: each in-game day spent in the dungeon steps a unit up through the mood debuffs **Dungeon Stay (D1)** to **(D4)** (`GAMESYSTEM_Dungeon_StayPenaltyTerm` = 1,440-minute steps).\n\nThe per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a **Dungeon Stay Aftermath** debuff (Mood -2) lingers a while longer.\n\nOn top of that, stalling without clearing floors fires the *Into the Deeper Depths* nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in [Food & Mood](#food-and-mood).", "facts": [{"key": "Ticks per minute / hour / day", "value": "45 / 2,700 / 64,800"}, {"key": "Real time per day at 1x", "value": "About 18 minutes"}, {"key": "Campaign start time", "value": "08:00 (first day is only 16 hours)"}, {"key": "Day counter rolls over", "value": "At midnight (00:00)"}, {"key": "Daytime window", "value": "06:00 to 20:00 (night otherwise; night lowers vision)"}, {"key": "Game speeds", "value": "Pause, 1x, 2x, 3x"}, {"key": "Dungeon Break constant", "value": "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)"}, {"key": "Dungeon Stay ladder", "value": "D1-D4 mood debuffs, one step per in-game day (1,440-min term)"}, {"key": "Dungeon Stay penalty (Normal)", "value": "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)"}, {"key": "After returning", "value": "Dungeon Stay Aftermath: Mood -2 for a while"}]}, {"slug": "depletion", "title": "Dungeon Depletion", "body_md": "Every dungeon floor tracks a **depletion counter** from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.\n\nWhen a floor's counter reaches 0, the region gains the **Depleted Dungeon** effect, which **cuts all item drop rates by 50%**. Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the **region level** — so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.\n\nRecovery runs on the campaign clock: `GAMESYSTEM_Campaign_DepletionTerm` sets the refill interval at **4,320 in-game minutes - exactly 3 in-game days - per depletion stack**. A floor ground all the way down to 0 therefore needs 5 stacks x 3 days = **15 in-game days** to refill completely, which is about **4.5 hours of real time at 1x speed**.\n\nThat makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.", "facts": [{"key": "Depletion range", "value": "0 (empty) to 5 (full) per floor"}, {"key": "Depleted Dungeon effect", "value": "All item drop rates reduced by 50%"}, {"key": "Scope quirk", "value": "One depleted floor applies the -50% penalty to the whole region"}, {"key": "Recovery interval", "value": "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack"}, {"key": "Full recovery from 0", "value": "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)"}, {"key": "Practical tip", "value": "Rotate floors/regions - never grind a single floor to 0"}]}, {"slug": "safe-floors", "title": "Safe Floors (Expedition Staging)", "body_md": "When you begin an expedition into a region, the game can first drop you onto a **safe floor** - a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.\n\nOn repeat visits the **Skip Safe Floor** option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (`GetProperFloor` / `ShouldForceSafeFloor`):\n\n- **Veil of Silence and the Tutorial never get a safe floor at all.** Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.\n- **Abandoned Mine forces its safe floor**: the force check returns true only for that region, so the skip option is ignored there.\n- **Festering Burrow's safe floor is the Golem memorial.** Its template (`DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem`) is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant, Perion, and an Endorsi spawn that is gated on the `KillCount_GiantStoneGolem_1` record (she only appears there once the Golem has actually died).", "facts": [{"key": "What it is", "value": "An enemy-free staging area (floor index -1) generated at the start of an expedition"}, {"key": "Contents", "value": "Entrance, corridor and a portal into the dungeon proper"}, {"key": "Skip option", "value": "'Skip Safe Floor' bypasses it on repeat visits (where allowed)"}, {"key": "Hard-excluded regions", "value": "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)"}, {"key": "Forced region", "value": "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)"}, {"key": "Festering Burrow template", "value": "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record"}]}, {"slug": "region-unlock", "title": "How Regions Unlock (Progression)", "body_md": "Dungeon Settlers opens its regions in a fixed chain, and the unlock is **derived, not stored**. Every time a campaign loads, the game resets every region to locked, then walks the regions whose `IsCleared` flag is set and re-opens each cleared region's neighbour (`OpenAdjacentRegion`). Clearing region N is the one and only thing that opens region N+1:\n\n**Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse**\n\nOnly the first two regions have real content; the rest are placeholders (see the [Gated Content](gated_content.json) page).\n\n### What counts as clearing a region\n\nEach region names a **clear boss** in the constant `GAMESYSTEM_Dungeon_UnitForClearRegion` - kill it and the region flips to cleared, which immediately unlocks the next region on load.\n\nThe dev comment on that constant is explicit: *if the slot is NULL, the boss doesn't exist and the region won't unlock the next one*. In the current demo data only slot 0 is filled - Veil of Silence's clear boss is the **Giant Stone Golem** - and every other slot is NULL.\n\n### The demo truth: the chain is broken on purpose\n\nIn the stock demo the Golem fight can never happen, so the chain never advances past region 0:\n\n- The boss room (`DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem`) only generates on **dungeon phase 5** (`AvailablePhases = [5]`).\n- Which phase each floor uses comes from a phase table. The default table (`GAMESYSTEM_Dungeon_Floor_Phase_Division = [2, 4, 5]`) reaches phase 5 on the last floor - but Veil of Silence carries its own override, `GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4]`, which **caps at phase 4**. Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and **Festering Burrow is unreachable in the stock demo**.\n- As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).\n\nInstead, the demo **auto-completes**: once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.\n\nWhat the full game presumably does is simply not cap the override (the default `[2, 4, 5]` division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.\n\n### Main quest vs region clear\n\nFinishing the main story is a separate axis from clearing regions. The **Crawling Doom** main chain (Main0-8) ends with killing the **Red Monster Rat** - an elite monster, not the region's clear boss.\n\nCompleting it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the `IsCleared` flag that drives the unlock chain. See [Quests](#quests).\n\n*(For save editors: because the unlock is re-derived on every load, editing a region's `IsLocked` field does nothing on current builds; the only save-side lever is the previous region's `IsCleared` - and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where `IsLocked` edits did work. See [Save Files](#save-files).)*", "facts": [{"key": "Unlock rule", "value": "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region"}, {"key": "Region chain", "value": "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse"}, {"key": "Clear condition", "value": "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem; all other slots NULL)"}, {"key": "Floors per region", "value": "5 (GAMESYSTEM_Dungeon_MaxFloor)"}, {"key": "Default phase table", "value": "[2, 4, 5] - the last floor reaches phase 5, the boss phase"}, {"key": "Demo phase table (Veil of Silence)", "value": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4"}, {"key": "Boss room requirement", "value": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo"}, {"key": "Demo auto-clear", "value": "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless"}, {"key": "Main-quest finale", "value": "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything"}]}, {"slug": "food-and-mood", "title": "Food & Mood", "body_md": "Every settler has a **Mood** stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes **Stress** fall; Mood below 0 makes Stress rise proportionally.\n\nWhen Stress maxes out the unit suffers a **Mental Break** (Stress resets to 0); if Stress maxes out *again* while the Mental Break state is active, the unit **dies instantly**.\n\nLow mood also trips HUD alerts, and a squad whose *average* mood stays below -3 for a sustained stretch triggers the **Growing Discontent** morale-crisis event.\n\n### Meal classes and racial diets\n\nEvery edible item carries a food class in its `ItemSubType`: **vegetarian** (`Food_Vegeterian`, 13 items), **carnivore** (`Food_Carnivore`, 10 items) or **omnivore** (`Food_Omnivore`, 2 items), plus a few misc edibles. The class is what the racial diet rules read:\n\n- **Elves** gain **Carnal Guilt** (Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.\n- **Lizardmen** gain **Plant Rage** (Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.\n- **Humans** eat anything - their racial mood quirk is **Growth Fatigue** (Mood -2) whenever their XP bar is sitting at max, so level them up promptly.\n\nCooked dishes also carry a **mood value** - guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and *where* you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.\n\n### Other mood levers\n\n- **Sleep quality ladder**: the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).\n- **Treatment expectations rise with level**: at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.\n- **Expeditions drain mood**: each in-game day in the dungeon steps up a Dungeon Stay debuff (see [Time](#time-system)).\n- **Recreation buildings** restore mood: the **Dice Play Table** grants Mood +3, the **Dart Play Board** +2 and the **Card Play Table** +1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.\n\n### Mood equipment\n\n- **Flower Necklace** - Mood +2 while worn.\n- **Echo Flower Ring** - Mood +2 plus +0.1% health regeneration.\n- **Forgotten Idol** - the opposite bet: damage dealt *increases as Mood gets lower*, enabling a deliberate misery build.\n\n### The Inscription of Gloom tradeoff\n\nThe Rare **Inscription of Gloom** gives **+20% to all six major stats** in exchange for a permanent **Mood -3**. On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above ([Inscriptions](#inscriptions)).", "facts": [{"key": "Mood scale", "value": "UI maximum 30; below 0 Stress rises, above 0 Stress falls"}, {"key": "Mental Break", "value": "Stress at max -> Mental Break (Stress resets); max again during it -> instant death"}, {"key": "Morale crisis", "value": "Average mood below -3 sustained -> Growing Discontent event"}, {"key": "Meal classes", "value": "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType"}, {"key": "Elf diet", "value": "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only"}, {"key": "Lizardman diet", "value": "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only"}, {"key": "Human quirk", "value": "Growth Fatigue (Mood -2) while XP sits at maximum"}, {"key": "Recreation buffs", "value": "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood"}, {"key": "Mood items", "value": "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)"}, {"key": "Inscription of Gloom", "value": "+20% all six major stats, permanent Mood -3"}]}, {"slug": "summons", "title": "Summoned Creatures", "body_md": "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the **summoner's Magic Attack Power** rather than being a fixed statline.\n\nThe formulas are:\n\n- **Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP**\n- **Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power**\n\nSo a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:\n\n- **Bubbleling** — base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.\n- **Bubbletoad** — base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).\n\nTwo extra rules matter in play: a summon's **abilities read the summoner's live Magic Attack Power** at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's **current** health/energy ratios — summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.", "facts": [{"key": "Summon Max HP", "value": "summoner Magic Attack Power x 1.0 + base HP"}, {"key": "Summon Magic Attack", "value": "summoner Magic Attack Power x 0.5 + base Magic Attack"}, {"key": "Bubbleling base", "value": "0 HP / 0 Magic Attack (fully summoner-derived)"}, {"key": "Bubbletoad base", "value": "300 HP / 16.9 Magic Attack"}, {"key": "Abilities scale on", "value": "The summoner's LIVE Magic Attack Power"}, {"key": "Spawn condition", "value": "Summon inherits the summoner's current HP/energy ratios"}, {"key": "Leash range", "value": "About 5 tiles from the summoner"}]}, {"slug": "combat-elements", "title": "Combat: Elements & Weapons", "body_md": "Despite the colorful spell names, damage in Dungeon Settlers is **binary: everything is either Physical or Magic**.\n\nThere is **no Water (or Fire/Nature) combat element** for mitigation purposes — the element labels on spells are only a UI color, and enemies have just two defensive stats, **Physical Resistance** and **Magic Resistance**.\n\nA \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.\n\nWeapons come in one-handed and two-handed types. **Two-handed weapons — the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) — occupy both hands and block the shield/off-hand slot.** One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.\n\nA few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful **guard** cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.\n\nThe game data also defines an **encirclement** constant - a **+10% hit-chance bonus** (`GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRate` = 10) and a **+5% critical-chance bonus** (`GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRate` = 5) per unit surrounding a target - but a decompile of this build shows it is **not wired into the combat code**: no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has **no effect on anyone**. If the developers activate it, it would apply **symmetrically** (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.\n\nYou can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree [inscription](#inscriptions) — that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.", "facts": [{"key": "Damage types", "value": "Only Physical and Magic (no elemental damage types)"}, {"key": "Defensive stats", "value": "Physical Resistance and Magic Resistance only"}, {"key": "Two-handed weapons", "value": "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)"}, {"key": "One-handed weapons", "value": "Sword, Blunt (plus gated Dagger, Axe, Spear) — can use a shield"}, {"key": "Shield incompatibility", "value": "Cannot be worn with a bow or any staff"}, {"key": "Hit-location split", "value": "About 30% head / 70% body"}, {"key": "Guard", "value": "Reduces incoming damage by about 50%"}, {"key": "Critical hit", "value": "1.5x damage"}, {"key": "Encirclement", "value": "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)"}]}, {"slug": "equipment-effects", "title": "Equipment & Stat Effects", "body_md": "Each unit has **7 equipment slots** (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry **additional status effects**.\n\nThose additional effects come in two flavors, distinguished by an **is-percent** flag on each stat: some are **percentage** modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are **flat** additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).\n\nReading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.\n\n**Resistances** follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.\n\n**Jewelry** can roll **random affixes**:\n\n- **Silver rings and necklaces** roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).\n- **Crystal jewelry** rolls two affixes from a focused, themed pool: **Red Crystal** rolls offense (attack, crit, hit), **Blue Crystal** rolls defense (HP, dodge, guard, resistances), and **Green Crystal** rolls utility (cooldown, energy, move speed, weight).\n\nGear also **wears down**: every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).\n\nKnow exactly what protects your gear and what doesn't: an active **guard** reduces wear (the guard's damage reduction is applied before the durability math runs), and a **dodged or missed** attack costs no durability at all - but a **Barrier does NOT protect equipment**.\n\nThe durability routine receives the *pre-barrier* damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.\n\nReleased equipment tiers run **Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron** (Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).", "facts": [{"key": "Equipment slots", "value": "7 per unit"}, {"key": "Percent vs flat stats", "value": "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat"}, {"key": "Example percent stats", "value": "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration"}, {"key": "Example flat stats", "value": "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed"}, {"key": "Resistance formula", "value": "Damage taken multiplied by about 100 / (100 + Resistance)"}, {"key": "Silver jewelry affixes", "value": "1 random affix from a broad 17-stat pool"}, {"key": "Crystal jewelry affixes", "value": "2 affixes; Red = offense, Blue = defense, Green = utility"}, {"key": "Durability loss", "value": "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear"}, {"key": "Released gear tiers", "value": "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)"}]}, {"slug": "clan-rank", "title": "Clan Rank", "body_md": "Your clan advances through numbered **ranks** by accumulating **contribution points**. The rank table defines **7 ranks**, but the base game caps the highest *available* rank at **2** — ranks 3 through 7 are defined in the data but locked in the current build.\n\nEach rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds **+1 to your population cap**, you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better **room quality** tiers and additional research.\n\nRank also changes **who** you can recruit: **Elves only become available at clan rank 2** (they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.", "facts": [{"key": "Ranks defined", "value": "7 (in the clan-rank table)"}, {"key": "Available cap in current build", "value": "Rank 2 (ranks 3-7 are locked)"}, {"key": "Contribution to rank up", "value": "About 100, 200, 300, 400, 500, 600, 700 per successive rank"}, {"key": "Population", "value": "+1 population cap per rank from rank 2 (up to +6 at rank 7)"}, {"key": "Candidates per refresh", "value": "6-7 at low ranks, up to 8-10 at high ranks"}, {"key": "Elf recruits", "value": "Unlocked at clan rank 2"}]}, {"slug": "recruitment", "title": "Recruitment", "body_md": "New units are hired from a pool of **candidates** that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with [clan rank](#clan-rank).\n\nA candidate's price is built from two parts. First a **level component** that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a **handling surcharge for each inscription** the candidate already carries, priced by rarity:\n\n- Common inscription: **+200 gold**\n- Uncommon inscription: **+400 gold**\n- Rare inscription: **+800 gold**\n- Legendary inscription: **+2,000 gold**\n\nThe inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a **talent spread** whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.\n\nWhich **race** appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.", "facts": [{"key": "Candidate refresh", "value": "Every 480 in-game minutes"}, {"key": "Level price", "value": "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing"}, {"key": "Inscription handling surcharge", "value": "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold"}, {"key": "Candidate talent sum", "value": "Tiers sum to about 2-5 across the six stats"}, {"key": "Race weights", "value": "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0"}, {"key": "Inspection", "value": "Inspecting a candidate reveals hidden talents before you buy"}]}, {"slug": "quests", "title": "Quests", "body_md": "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.\n\n**Main story (Crawling Doom).** The campaign's main chain is **QUEST_Main0 through Main8**, which advances automatically as you play rather than being handed out by an NPC.\n\nIt walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in **killing the Red Monster Rat** (the scenario's finale boss).\n\nNote the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a *story* ending - it does not clear the region or unlock Festering Burrow ([How Regions Unlock](#region-unlock)).\n\n**Tutorial.** A separate **Tuto0 through Tuto16** chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base.\n\n**NPC side quests** are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.\n\n### Endorsi (hunter, Veil of Silence)\n\nAn upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:\n\n\n1. **Talk to Endorsi** (`QUEST_InteractEndrossi`) - intro; opens the first bounty. *(No item reward.)*\n\n2. **Hunt Mawmurk** - kill 5 Mawmurk. Reward: **Imperial Coin x1**.\n\n3. **Talk to Endorsi** (`InteractEndrossi2`) - unlocks the Alpha Acid Slogel bounty.\n\n4. **Hunt White Mawmurk** - kill 1 White Mawmurk. Reward: **Raw Hide x8**.\n\n5. **Hunt Alpha Acid Slogel** - kill 1 Alpha Acid Slogel. Reward: **Hard Shell x10**.\n\n6. **Talk to Endorsi twice more** (`InteractEndrossi3`, `InteractEndrossi4`) - story beats.\n\n7. **Recruit Endorsi** (`InteractEndrossi5`) - she **joins your settlement** as a playable unit.\n\nA related bounty, **Hunt Elder Gloth** (kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.\n\n**Where to find her:** Endorsi also spawns on Festering Burrow's *safe floor* (the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence ([Safe Floors](#safe-floors)).\n\n### Xenon (scholar)\n\nAn insect-research loop: inspect a creature in the field, then report back to Xenon. **Each report pays Tech Book x2** - 8 Tech Books across the chain:\n\n1. Inspect the **Acid Insect** -> report to Xenon -> **Tech Book x2**.\n2. Inspect the **Spore Insect** -> report -> **Tech Book x2**.\n3. Inspect the **Meat Grub** -> report -> **Tech Book x2**.\n4. Collect a **Hell Leech** -> report -> **Tech Book x2**.\n\nStudies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.\n\n### Perion (scholar, Festering Burrow)\n\n\n1. **Talk to Perion** - a scholar \"who mutters strange words as if possessed\". Reward: **Imperial Coin x1**; starts the device quest.\n\n2. **Investigate the Discarded Magic Power Device** (`QUEST_DiscardedDivice`) - inspect the device remnant in the dungeon. Reward: **Lesser Mana Stone x24 + Cogwheel x1** - one of the best early mana-stone injections in the game ([Leveling & Experience](#leveling-xp)).\n\n### Guild rank quests\n\n**\"Expedition Resolution\"** quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your [clan rank](#clan-rank) forward rather than granting items.", "facts": [{"key": "Main chain", "value": "QUEST_Main0-8, the auto-advancing Crawling Doom scenario"}, {"key": "Main finale", "value": "Kill the Red Monster Rat (Main7) - story end only, no region unlock"}, {"key": "Tutorial chain", "value": "QUEST_Tuto0-16"}, {"key": "Endorsi rewards (in order)", "value": "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit"}, {"key": "Endorsi gating", "value": "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence"}, {"key": "Xenon rewards", "value": "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total"}, {"key": "Perion rewards", "value": "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1"}, {"key": "Guild quests", "value": "Repeatable 'Expedition Resolution' goals that advance clan rank"}]}, {"slug": "infinite-abyss", "title": "Infinite Abyss", "body_md": "The **Infinite Abyss** is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.\n\nIt is built from **26 room templates** (an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of **42 unique Abyss monsters** — Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel — across **10 descending floors**.\n\nIn the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.", "facts": [{"key": "Room templates", "value": "26"}, {"key": "Unique monsters", "value": "42 Abyss variants"}, {"key": "Floors", "value": "10 (floors 1-5 unique, 6-10 placeholder)"}, {"key": "Relationship to Forgotten Abyss", "value": "Separate system; not the same as the empty Forgotten Abyss region"}, {"key": "Loot status", "value": "Placeholder chest loot; no dedicated monster drop tables yet"}]}, {"slug": "save-files", "title": "Save Files (Advanced)", "body_md": "*Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.*\n\nSaves are plain **JSON** files, one per campaign autosave (roughly 1-2 MB each). Alongside them live `SaveHeaderCache.json` (cached header metadata for the load menu), `UserCampaignLog.json` (campaign counter) and `UserSetting.json` (graphics, sound and keybindings).\n\n### Where saves live\n\n- **macOS (native Steam build)**: `~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/` - the bundle id still says \"Alpha\" even on current builds.\n- **Windows**: `%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\`. Under CrossOver/Wine on a Mac that resolves to `~/Library/Application Support/CrossOver/Bottles/<bottle>/drive_c/users/crossover/AppData/LocalLow/CanOpener/Dungeon Settlers (Alpha)/Saves/`.\n\n### What's inside (top-level keys)\n\n| Key | Holds |\n|---|---|\n| `CampaignSaveHeader` | Day, version, difficulty, playtime, current region |\n| `CampaignSettingSaveData` | Game speed, camera, seed, scenario type |\n| `EntityContainerSaveData` / `EntityComponentSaveData` | Every unit, building and item, with per-entity component data (stats, affecters, skills) |\n| `PlayerUnitsSaveData` | Skill trees, learned skills, skill points, quick slots |\n| `ClanSaveData` | Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle |\n| `RawMapContainerSaveData` / `RawBaseSaveData` / `RawDungeonSaveData` | Map grids, settlement, and the current dungeon layout (rooms, floor, phase) |\n| `TimeSaveData` | The master clock (day / hour / min / tick) |\n| `EnvironmentSaveData` | Per-region weather/effects and depletion counters |\n| `QuestContainerSaveData` | Completed, active and pending quests |\n| `ResearchSaveData` / `FarmingCropSaveData` | Research progress and crops |\n\n### The inscription save-scumming note\n\nLevel-up inscription choices are **generated on the fly when the level-up screen opens** - they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.\n\n(If you edit an inscription directly instead, changing the affecter key alone is **not** enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)\n\n### DO-NOT list\n\n- **Never clear `RawDungeonSaveData.Rooms` or the `RawMapContainerSaveData` grids** (for example by setting them to `{}`). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an **infinite load**. Let the game discard stale dungeon data itself.\n- Don't edit a save while the game is running - the next autosave overwrites your work.\n- Don't bother editing a region's `IsLocked` flag on current builds - unlock state is re-derived on every load, so the edit does nothing ([How Regions Unlock](#region-unlock)).\n- Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.", "facts": [{"key": "Format", "value": "Plain JSON, ~1-2 MB per campaign autosave"}, {"key": "macOS path", "value": "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/"}, {"key": "Windows path", "value": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\"}, {"key": "Side files", "value": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json"}, {"key": "Inscription rolls", "value": "Generated when the level-up screen opens (not saved) - reload rerolls them"}, {"key": "Biggest trap", "value": "Clearing Rooms/map grids to {} causes an infinite load"}]}], "patchnote_fields": {"_about": "Human phrasing vocabulary for the changelog compare page (changelog/compare.html, rendered by gen/pages_versiondiff.py through gen/patchnote.py). One entry per '<Table>.<Field>' seen in a changed row of data/changelog.json or data/version_diffs.json. Each 'tpl' is ONE english sentence with {#} slots, passed to ctx.msgt() so ko/ja can word-order it. Slot order is ALWAYS subject, old, new, unless the entry carries its own 'slots' key. 'tpl_one' is the same sentence written for a subject of exactly one.", "_sections": [["combat", "Combat balance"], ["skills", "Skills and skill trees"], ["items", "Items, gear and crafting"], ["monsters", "Monsters, spawns and loot"], ["effects", "Effects and traits"], ["settlers", "Settlers and recruitment"], ["settlement", "Settlement, buildings and research"], ["world", "Dungeons and the world"], ["economy", "Trade and prices"], ["events", "Events and quests"], ["rules", "Game rules and alerts"], ["text", "Text and wording"], ["other", "Other adjustments"]], "_table_sections": {"AffecterTable": "effects", "AlertTable": "rules", "BaseAreaTable": "settlement", "BuildingTable": "settlement", "CampaignStartingTable": "rules", "CandidatePresetTable": "settlers", "ClanRankTable": "settlers", "DecisionCategoryTable": "settlement", "DecisionTable": "settlement", "DropTable": "monsters", "DungeonRoomTable": "world", "EmotionBubbleTable": "other", "EventChoiceTable": "other", "EventNodeTable": "other", "EventNpcMappingTable": "other", "EventRandomMappingTable": "other", "EventTable": "events", "FarmingTable": "settlement", "GameSystemTable": "rules", "HousingRoomTable": "settlement", "ItemTable": "items", "NPCSpawnConditionTable": "world", "OperationTable": "settlement", "QuestTable": "events", "RecipeTable": "items", "RecreationTable": "settlement", "ResearchTable": "settlement", "SkillTable": "combat", "SkillTreeTable": "skills", "SpawnGroupTable": "monsters", "SpecificStorageTable": "settlement", "StatusTable": "effects", "StatusValueTable": "combat", "TextKeys": "text", "TradePoolTable": "economy", "TraitTable": "settlers", "UnitProfileTable": "other", "UnitTable": "combat"}, "_table_nouns": {"AffecterTable": "effects", "CampaignStartingTable": "scenarios", "CandidatePresetTable": "recruit presets", "DecisionCategoryTable": "decision categories", "DecisionTable": "decisions", "DropTable": "loot tables", "EmotionBubbleTable": "mood bubbles", "EventChoiceTable": "dialogue options", "EventNodeTable": "event steps", "EventNpcMappingTable": "NPC conversation links", "EventRandomMappingTable": "random event slots", "FarmingTable": "crops", "GameSystemTable": "game constants", "NPCSpawnConditionTable": "NPC spawns", "RecreationTable": "recreation activities", "ResearchTable": "research options", "SpecificStorageTable": "storage rules", "StatusTable": "stats", "TextKeys": "text entries", "TradePoolTable": "merchants", "UnitProfileTable": "character appearances"}, "_nouns": {"background traits": "backgrounds", "individual traits": "personal traits"}, "_default": {"tpl": "On {#}, {#} has changed from {#} to {#}.", "slots": ["subject", "field", "old", "new"], "note": "Fallback for any field with no entry above. FOUR slots: the humanised field name is slot 2. Section is decided from _table_sections, not from here. This is the anti-rot measure: an unknown future field still renders a readable sentence instead of raw JSON."}, "_added": {"tpl": "Newly added: {#}.", "slots": ["subject"], "note": "Verbless on purpose so it reads for one entity and for a list of sixty. It carries NO 'section': see _notes 'presence lines follow their own table'."}, "_removed": {"tpl": "No longer in the game: {#}.", "slots": ["subject"]}, "AffecterTable.AdjustStatsData": {"tpl": "The stat changes applied by {#} have been adjusted from {#} to {#}."}, "AffecterTable.AdjustStatsPerStackData": {"tpl": "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}."}, "AffecterTable.Categories": {"tpl": "The categories on {#} have changed from {#} to {#}."}, "AffecterTable.FloatValues": {"tpl": "The values behind {#} have changed from {#} to {#}."}, "AlertTable.Condition": {"tpl": "The trigger condition changed for {#}.", "tpl_one": "{#} had its trigger condition changed.", "fold": true, "tpl_count": "The trigger condition changed for {#} alerts.", "tpl_count_one": "{#} had its trigger condition changed."}, "AlertTable.Type": {"tpl": "The severity of {#} has changed from {#} to {#}."}, "AlertTable.TypeName": {"tpl": "The severity of {#} has changed from {#} to {#}."}, "BuildingTable.ConstructionCategory": {"tpl": "The build menu category of {#} has changed from {#} to {#}."}, "BuildingTable.ConstructionCategoryName": {"tpl": "The build menu category of {#} has changed from {#} to {#}."}, "BuildingTable.ConstructionRequiredItems": {"tpl": "The materials needed to build {#} have changed from {#} to {#}."}, "BuildingTable.DefaultTraits": {"tpl": "The effects carried by {#} have changed from {#} to {#}."}, "BuildingTable.Durability": {"tpl": "The durability of {#} has changed from {#} to {#}."}, "BuildingTable.OnDeconstructReturnedItems": {"tpl": "The materials returned for dismantling {#} have changed from {#} to {#}."}, "BuildingTable.OnGatherItemsAndDrops": {"tpl": "The items gathered from {#} have changed from {#} to {#}."}, "BuildingTable.Quality": {"tpl": "The quality rating of {#} has changed from {#} to {#}."}, "BuildingTable.StorageCapacity": {"tpl": "The storage capacity of {#} has changed from {#} to {#}."}, "BuildingTable.SubType": {"tpl": "The building subtype of {#} has changed from {#} to {#}."}, "BuildingTable.SubTypeName": {"tpl": "The building subtype of {#} has changed from {#} to {#}."}, "CampaignStartingTable.ManagementDifficultyType": {"tpl": "The management difficulty of {#} has changed from {#} to {#}."}, "CampaignStartingTable.ManagementDifficultyTypeName": {"tpl": "The management difficulty of {#} has changed from {#} to {#}."}, "CampaignStartingTable.StartingBuildingsSpawnPos": {"tpl": "The starting positions of the buildings in {#} have changed from {#} to {#}."}, "CampaignStartingTable.StartingNeutralUnits": {"tpl": "The neutral units present at the start of {#} have changed from {#} to {#}."}, "CandidatePresetTable.AdditionalEquipments": {"tpl": "The starting equipment for {#} has changed from {#} to {#}."}, "CandidatePresetTable.IndividualTraits": {"tpl": "The personal traits of {#} have changed from {#} to {#}."}, "CandidatePresetTable.IntelligenceTalent": {"tpl": "The Intelligence talent of {#} has changed from {#} to {#}."}, "CandidatePresetTable.IntelligenceTalentName": {"tpl": "The Intelligence talent of {#} has changed from {#} to {#}."}, "CandidatePresetTable.StrengthTalent": {"tpl": "The Strength talent of {#} has changed from {#} to {#}."}, "CandidatePresetTable.StrengthTalentName": {"tpl": "The Strength talent of {#} has changed from {#} to {#}."}, "ClanRankTable.LycanWeight": {"tpl": "The recruit weighting for Lycans at {#} has changed from {#} to {#}.", "note": "SHIM, delete on the engine fix. See _notes 'engine requests' R1: the generic ClanRankTable.<Race>Weight rule in patchnote._DYNAMIC_TPL prints its two values in the wrong order, so removing this race-specific key today would ship seven inverted sentences. The moment R1 lands, delete this entry - the generic rule covers all seven race columns and the twelve level columns, this one covers one."}, "DecisionTable.Condition": {"tpl": "The offer condition changed for {#}.", "tpl_one": "{#} had its offer condition changed.", "fold": true, "tpl_count": "The offer condition changed for {#} decisions.", "tpl_count_one": "{#} had its offer condition changed."}, "DecisionTable.Reward": {"tpl": "The reward changed for {#}.", "tpl_one": "{#} had its reward changed.", "fold": true, "tpl_count": "The reward changed for {#} decisions.", "tpl_count_one": "{#} had its reward changed."}, "DropTable.DropItemOne_Amount": {"tpl": "The amount of the first item in {#} has changed from {#} to {#}."}, "DropTable.DropItemOne_ItemKey": {"tpl": "The first item in {#} has changed from {#} to {#}."}, "DropTable.DropItemOne_Percentage": {"tpl": "The chance of drawing the first item from {#} has changed from {#} to {#}."}, "DropTable.DropItemOne_ProbabilityWeight": {"tpl": "The draw weight of the first item in {#} has changed from {#} to {#}."}, "DropTable.DropItemTwo_Amount": {"tpl": "The amount of the second item in {#} has changed from {#} to {#}."}, "DropTable.DropItemTwo_ItemKey": {"tpl": "The second item in {#} has changed from {#} to {#}."}, "DropTable.DropItemTwo_Percentage": {"tpl": "The chance of drawing the second item from {#} has changed from {#} to {#}."}, "DropTable.DropItemTwo_ProbabilityWeight": {"tpl": "The draw weight of the second item in {#} has changed from {#} to {#}."}, "DropTable.DropItemThree_Amount": {"tpl": "The amount of the third item in {#} has changed from {#} to {#}."}, "DropTable.DropItemThree_ItemKey": {"tpl": "The third item in {#} has changed from {#} to {#}."}, "DropTable.DropItemThree_Percentage": {"tpl": "The chance of drawing the third item from {#} has changed from {#} to {#}."}, "DropTable.DropItemThree_ProbabilityWeight": {"tpl": "The draw weight of the third item in {#} has changed from {#} to {#}."}, "DungeonRoomTable.AvailablePhases": {"tpl": "The phases {#} can appear in have changed from {#} to {#}."}, "DungeonRoomTable.RoomDecoStyle": {"tpl": "The decoration style of {#} has changed from {#} to {#}."}, "DungeonRoomTable.RoomDecoStyleName": {"tpl": "The decoration style of {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnBuildingList_1": {"tpl": "The first group of objects placed in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnBuildingList_2": {"tpl": "The second group of objects placed in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnBuildingList_3": {"tpl": "The third group of objects placed in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnBuildingList_4": {"tpl": "The fourth group of objects placed in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnBuildingList_5": {"tpl": "The fifth group of objects placed in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnBuildingList_6": {"tpl": "The sixth group of objects placed in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnItemCategory_1": {"tpl": "The first group of items scattered in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnItemCategory_2": {"tpl": "The second group of items scattered in {#} has changed from {#} to {#}."}, "DungeonRoomTable.SpawnMonster": {"tpl": "The monsters placed in {#} have changed from {#} to {#}.", "section": "monsters"}, "DungeonRoomTable.Weight": {"tpl": "The selection weight of {#} has changed from {#} to {#}."}, "EventChoiceTable.ActiveCondition": {"tpl": "The availability condition changed for {#}.", "tpl_one": "{#} had its availability condition changed.", "fold": true, "tpl_count": "The availability condition changed for {#} dialogue options.", "tpl_count_one": "{#} had its availability condition changed."}, "EventChoiceTable.OnSelectAction": {"tpl": "The outcome changed for {#}.", "tpl_one": "{#} had its outcome changed.", "fold": true, "tpl_count": "The outcome changed for {#} dialogue options.", "tpl_count_one": "{#} had its outcome changed."}, "EventChoiceTable.TooltipAction": {"tpl": "The preview changed for {#}.", "tpl_one": "{#} had its preview changed.", "fold": true, "tpl_count": "The preview changed for {#} dialogue options.", "tpl_count_one": "{#} had its preview changed."}, "EventNodeTable.ChoiceIDs": {"tpl": "The choices offered at {#} have changed from {#} to {#}."}, "EventNodeTable.IllustKey": {"tpl": "The illustration shown at {#} has changed from {#} to {#}."}, "EventNodeTable.Type": {"tpl": "The step type of {#} has changed from {#} to {#}."}, "EventNodeTable.TypeName": {"tpl": "The step type of {#} has changed from {#} to {#}."}, "EventNpcMappingTable.DefaultEventKey": {"tpl": "The default conversation for {#} has changed from {#} to {#}."}, "EventNpcMappingTable.LinkedEventKeys": {"tpl": "The events linked to {#} have changed from {#} to {#}."}, "EventTable.Cooldown": {"tpl": "The cooldown on {#} has changed from {#} to {#} in-game minutes."}, "EventTable.IsRepeatable": {"tpl": "Whether {#} can happen more than once has changed from {#} to {#}."}, "EventTable.KeyWord": {"tpl": "The internal keyword changed for {#}.", "tpl_one": "{#} had its internal keyword changed.", "fold": true, "tpl_count": "The internal keyword changed for {#} events.", "tpl_count_one": "{#} had its internal keyword changed."}, "EventTable.StartCondition": {"tpl": "The trigger condition changed for {#}.", "tpl_one": "{#} had its trigger condition changed.", "fold": true, "tpl_count": "The trigger condition changed for {#} events.", "tpl_count_one": "{#} had its trigger condition changed."}, "EventTable.TargetUnitCondition": {"tpl": "The targeting condition changed for {#}.", "tpl_one": "{#} had its targeting condition changed.", "fold": true, "tpl_count": "The targeting condition changed for {#} events.", "tpl_count_one": "{#} had its targeting condition changed."}, "GameSystemTable.FloatValues": {"tpl": "The values behind {#} have changed from {#} to {#}."}, "GameSystemTable.StringValues": {"tpl": "The stored list changed for {#}.", "tpl_one": "The stored list behind {#} changed.", "fold": true, "tpl_count": "The stored list changed for {#} game constants.", "tpl_count_one": "The stored list behind {#} changed.", "_notes": "GameSystemTable is a key-value table; the recruitment rosters GAMESYSTEM_Recruitment_UniqueExistingNames and _UniqueExistingProfiles are ROW KEYS whose contents (100+ TEXTKEY_PLAYERNAME_* and UNITVISUAL_* keys) live in this StringValues FIELD. Folding the field covers both rosters without a hardcoded row-key list. FloatValues stays value-carrying: those are numeric game constants a reader wants to see."}, "HousingRoomTable.HousingType": {"tpl": "The room type of {#} has changed from {#} to {#}."}, "HousingRoomTable.HousingTypeName": {"tpl": "The room type of {#} has changed from {#} to {#}."}, "ItemTable.Durability": {"tpl": "The durability of {#} has changed from {#} to {#}."}, "ItemTable.Equipment_AdditionalStatuses": {"tpl": "The bonuses granted by equipping {#} have changed from {#} to {#}."}, "ItemTable.Equipment_ItemDefaultSkills": {"tpl": "The skills granted by equipping {#} have changed from {#} to {#}."}, "ItemTable.Equipment_MagicAttackPower": {"tpl": "The magic attack granted by {#} has changed from {#} to {#}."}, "ItemTable.Equipment_PhysicalAttackPower": {"tpl": "The physical attack granted by {#} has changed from {#} to {#}."}, "ItemTable.Equipment_MaxHealthTotal": {"tpl": "The health granted by {#} has changed from {#} to {#}."}, "ItemTable.Equipment_OnEquipAffecters": {"tpl": "The effects applied by equipping {#} have changed from {#} to {#}."}, "ItemTable.MaxStack": {"tpl": "The stack limit on {#} has changed from {#} to {#}."}, "ItemTable.RarityName": {"tpl": "The rarity of {#} has changed from {#} to {#}."}, "ItemTable.RequiredItemsRepair": {"tpl": "The materials needed to repair {#} have changed from {#} to {#}."}, "ItemTable.StandardPrice": {"tpl": "The base price of {#} has changed from {#} to {#}.", "section": "economy"}, "ItemTable.Weight": {"tpl": "The weight of {#} has changed from {#} to {#}."}, "NPCSpawnConditionTable.ProhibitedRecords": {"tpl": "The blocking conditions changed for {#}.", "tpl_one": "{#} had its blocking conditions changed.", "fold": true, "tpl_count": "The blocking conditions changed for {#} NPC spawns.", "tpl_count_one": "{#} had its blocking conditions changed."}, "NPCSpawnConditionTable.RequiredRecords": {"tpl": "The prerequisites changed for {#}.", "tpl_one": "{#} had its prerequisites changed.", "fold": true, "tpl_count": "The prerequisites changed for {#} NPC spawns.", "tpl_count_one": "{#} had its prerequisites changed."}, "NPCSpawnConditionTable.SpawnDungeonRoomKey": {"tpl": "The spawn room for {#} has changed from {#} to {#}."}, "QuestTable.CompleteCondition": {"tpl": "The completion requirement changed for {#}.", "tpl_one": "{#} had its completion requirement changed.", "fold": true, "tpl_count": "The completion requirement changed for {#} quests.", "tpl_count_one": "{#} had its completion requirement changed."}, "RecipeTable.CraftingWorkloadRequired": {"tpl": "The work needed for {#} has changed from {#} to {#}."}, "RecipeTable.IngredientAmounts": {"tpl": "The ingredient amounts for {#} have changed from {#} to {#}."}, "ResearchTable.GridY": {"tpl": "The position of {#} on the research board has changed from {#} to {#}."}, "ResearchTable.ResearchResult": {"tpl": "The unlock list changed for {#}.", "tpl_one": "{#} had its unlock list changed.", "fold": true, "tpl_count": "The unlock list changed for {#} research options.", "tpl_count_one": "{#} had its unlock list changed."}, "SkillTable.AreaRadius": {"tpl": "The area of effect of {#} has changed from {#} to {#} tiles."}, "SkillTable.Cooldown": {"tpl": "The cooldown of {#} has changed from {#} to {#}.", "unit": "s"}, "SkillTable.Duration": {"tpl": "The duration of {#} has changed from {#} to {#}.", "unit": "s"}, "SkillTable.EndDelay": {"tpl": "The end delay on {#} has changed from {#} to {#}.", "unit": "s"}, "SkillTable.EnergyCost": {"tpl": "The energy cost of {#} has changed from {#} to {#}."}, "SkillTable.FloatValues": {"tpl": "The values behind {#} have changed from {#} to {#}."}, "SkillTable.Range": {"tpl": "The range of {#} has changed from {#} to {#} tiles."}, "SkillTable.RequiredEquipment": {"tpl": "The equipment required to use {#} has changed from {#} to {#}.", "section": "skills"}, "SkillTable.RequiredLevel": {"tpl": "The level required for {#} has changed from {#} to {#}.", "section": "skills"}, "SkillTable.RequiredSkillPoint": {"tpl": "The skill point cost of {#} has changed from {#} to {#}.", "section": "skills"}, "SkillTable.StartDelay": {"tpl": "The start delay on {#} has changed from {#} to {#}.", "unit": "s"}, "SpawnGroupTable.SpawnPool": {"tpl": "The monsters in {#} have changed from {#} to {#}."}, "SpawnGroupTable.Weight": {"tpl": "The selection weight of {#} has changed from {#} to {#}."}, "TextKeys.en": {"tpl": "The in-game text of {#} has changed from {#} to {#}."}, "TextKeys.text": {"tpl": "The in-game text of {#} has changed from {#} to {#}."}, "TradePoolTable.AppearChancePers": {"tpl": "The chance of each item appearing at {#} has changed from {#} to {#}.", "unit": "%"}, "TradePoolTable.AvailableItems": {"tpl": "The goods sold at {#} have changed from {#} to {#}."}, "TradePoolTable.MaxAmounts": {"tpl": "The largest quantity of each item stocked at {#} has changed from {#} to {#}."}, "TradePoolTable.MinAmounts": {"tpl": "The smallest quantity of each item stocked at {#} has changed from {#} to {#}."}, "TradePoolTable.MaxDiscountPers": {"tpl": "The upper end of the price adjustment at {#} has changed from {#} to {#}.", "unit": "%"}, "TradePoolTable.MinDiscountPers": {"tpl": "The lower end of the price adjustment at {#} has changed from {#} to {#}.", "unit": "%"}, "TradePoolTable.TraderGold": {"tpl": "The gold available at {#} has changed from {#} to {#}."}, "TraitTable.AdjustStats": {"tpl": "The stat changes granted by {#} have been adjusted from {#} to {#}.", "section": "effects"}, "TraitTable.AvailableBackgroundTraits": {"tpl": "The backgrounds available to {#} have changed from {#} to {#}."}, "TraitTable.AvailableIndividualTraits": {"tpl": "The personal traits available to {#} have changed from {#} to {#}."}, "TraitTable.AvaliableMainSkillTreeTypes": {"tpl": "The main skill trees open to {#} have changed from {#} to {#}.", "section": "skills"}, "TraitTable.AvaliableSubSkillTreeTypes": {"tpl": "The sub skill trees open to {#} have changed from {#} to {#}.", "section": "skills"}, "TraitTable.BackgroundTraitWeights": {"tpl": "The weighting of each background for {#} has changed from {#} to {#}."}, "TraitTable.Categories": {"tpl": "The categories on {#} have changed from {#} to {#}.", "section": "effects"}, "TraitTable.DefaultEquipments": {"tpl": "The starting equipment for {#} has changed from {#} to {#}."}, "TraitTable.DefaultItems": {"tpl": "The starting items for {#} have changed from {#} to {#}."}, "TraitTable.IndividualTraitWeights": {"tpl": "The weighting of each personal trait for {#} has changed from {#} to {#}."}, "TraitTable.PerceptionPerModifierMax": {"tpl": "The top of the Perception modifier range on {#} has changed from {#} to {#}."}, "TraitTable.PerceptionPerModifierMin": {"tpl": "The bottom of the Perception modifier range on {#} has changed from {#} to {#}."}, "TraitTable.RecruitAppearClanRank": {"tpl": "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.", "tpl_one": "The clan rank from which {#} starts appearing among recruits has changed from {#} to {#}."}, "TraitTable.SubSkillTreeWeights": {"tpl": "The weighting of each sub skill tree for {#} has changed from {#} to {#}.", "section": "skills"}, "UnitProfileTable.BodyType": {"tpl": "The body used by {#} has changed from {#} to {#}."}, "UnitProfileTable.BodyTypeName": {"tpl": "The body used by {#} has changed from {#} to {#}."}, "UnitProfileTable.EyesType": {"tpl": "The eyes used by {#} have changed from {#} to {#}."}, "UnitProfileTable.EyesTypeName": {"tpl": "The eyes used by {#} have changed from {#} to {#}."}, "UnitProfileTable.FacialDecoType": {"tpl": "The facial decoration used by {#} has changed from {#} to {#}."}, "UnitProfileTable.FacialDecoTypeName": {"tpl": "The facial decoration used by {#} has changed from {#} to {#}."}, "UnitProfileTable.HairType": {"tpl": "The hair used by {#} has changed from {#} to {#}."}, "UnitProfileTable.HairTypeName": {"tpl": "The hair used by {#} has changed from {#} to {#}."}, "UnitTable.AttackSpeed": {"tpl": "The attack speed of {#} has changed from {#} to {#}."}, "UnitTable.DefaultSkills": {"tpl": "The starting skills of {#} have changed from {#} to {#}.", "section": "monsters"}, "UnitTable.DefaultTraits": {"tpl": "The starting traits of {#} have changed from {#} to {#}.", "section": "monsters"}, "UnitTable.FirstKillItemsAndDrops": {"tpl": "The reward for the first kill of {#} has changed from {#} to {#}.", "section": "monsters"}, "UnitTable.MagicAttackPower": {"tpl": "The magic attack of {#} has changed from {#} to {#}."}, "UnitTable.MaxHealthTotal": {"tpl": "The health of {#} has changed from {#} to {#}."}, "UnitTable.MovementSpeed": {"tpl": "The movement speed of {#} has changed from {#} to {#}."}, "UnitTable.OnDeathItemsAndDrops": {"tpl": "The loot dropped by {#} has changed from {#} to {#}.", "section": "monsters"}, "UnitTable.PhysicalAttackPower": {"tpl": "The physical attack of {#} has changed from {#} to {#}."}, "UnitTable.SubFaction": {"tpl": "The sub-faction of {#} has changed from {#} to {#}.", "section": "monsters"}, "UnitTable.SubFactionName": {"tpl": "The sub-faction of {#} has changed from {#} to {#}.", "section": "monsters"}, "UnitTable.VisionRange": {"tpl": "The vision range of {#} has changed from {#} to {#} tiles."}, "AdjustStats": {"tpl": "The stat changes granted by {#} have been adjusted from {#} to {#}."}, "AdjustStatsData": {"tpl": "The stat changes applied by {#} have been adjusted from {#} to {#}."}, "AttackSpeed": {"tpl": "The attack speed of {#} has changed from {#} to {#}."}, "Categories": {"tpl": "The categories on {#} have changed from {#} to {#}."}, "Condition": {"tpl": "The condition changed for {#}.", "tpl_one": "{#} had its condition changed.", "fold": true, "tpl_count": "The condition changed for {#} entries.", "tpl_count_one": "{#} had its condition changed."}, "Cooldown": {"tpl": "The cooldown of {#} has changed from {#} to {#}.", "unit": "s"}, "Durability": {"tpl": "The durability of {#} has changed from {#} to {#}."}, "Duration": {"tpl": "The duration of {#} has changed from {#} to {#}.", "unit": "s"}, "FloatValues": {"tpl": "The values behind {#} have changed from {#} to {#}."}, "MagicAttackPower": {"tpl": "The magic attack of {#} has changed from {#} to {#}."}, "MaxHealthTotal": {"tpl": "The health of {#} has changed from {#} to {#}."}, "MaxStack": {"tpl": "The stack limit on {#} has changed from {#} to {#}."}, "MovementSpeed": {"tpl": "The movement speed of {#} has changed from {#} to {#}."}, "PhysicalAttackPower": {"tpl": "The physical attack of {#} has changed from {#} to {#}."}, "Quality": {"tpl": "The quality rating of {#} has changed from {#} to {#}."}, "Range": {"tpl": "The range of {#} has changed from {#} to {#} tiles."}, "RarityName": {"tpl": "The rarity of {#} has changed from {#} to {#}."}, "RequiredLevel": {"tpl": "The level required for {#} has changed from {#} to {#}."}, "Reward": {"tpl": "The reward changed for {#}.", "tpl_one": "{#} had its reward changed.", "fold": true, "tpl_count": "The reward changed for {#} entries.", "tpl_count_one": "{#} had its reward changed."}, "StandardPrice": {"tpl": "The base price of {#} has changed from {#} to {#}."}, "StringValues": {"tpl": "The stored list changed for {#}.", "tpl_one": "The stored list behind {#} changed.", "fold": true, "tpl_count": "The stored list changed for {#} entries.", "tpl_count_one": "The stored list behind {#} changed."}, "SubTypeName": {"tpl": "The subtype of {#} has changed from {#} to {#}."}, "TypeName": {"tpl": "The type of {#} has changed from {#} to {#}."}, "VisionRange": {"tpl": "The vision range of {#} has changed from {#} to {#} tiles."}, "Weight": {"tpl": "The weight of {#} has changed from {#} to {#}."}, "_notes": {"lookup order": "'<Table>.<Field>' first, then patchnote._DYNAMIC_TPL, then the bare '<Field>' entry (no dot, no 'section' key), then '_default'. The bare entries exist so a known property on a NEW table still reads as a sentence.", "slot order": "Every entry except _default, _added and _removed takes exactly three slots in this order: subject, old value, new value. Entries that carry a 'slots' key declare their own order.", "tpl vs tpl_one": "'tpl' is written for a subject of MANY ('15 backgrounds'), 'tpl_one' for a subject of exactly one ('Blacksmith'). Only entries whose sentence contains a verb or article that agrees with the SUBJECT SLOT carry both; every other template is worded so the grammatical subject is the property, which reads for one and for sixty alike. The four that need the pair are the ones with a relative clause hanging off the slot (RecruitAppearClanRank 'starts/start appearing', ResearchResult 'unlocks/unlock') and the ones whose lead noun counts with the subject (the condition/conditions family: AlertTable.Condition, DecisionTable.Condition, EventTable.StartCondition, EventChoiceTable.ActiveCondition, bare 'Condition').", "grammar rule the templates follow": "The subject slot is NEVER the subject of an inflected verb, unless the entry also supplies tpl_one. The grammatical subject is the property ('The stack limit on {#} has changed...'), so the same sentence reads for one entity and for a collapsed group. Any new template must keep this property or carry both forms, otherwise a group of many produces 'The traits 3 monsters starts with'.", "COUNT-ONLY FOLD CONTRACT (key names for the engine)": "This is the owner's decision-1 for this round: any field whose value is a condition / reward / action script / roster (boolean gate, DSL, or a list of keys) renders as a COUNT with NO value on the surface, e.g. 'The trigger condition changed for 12 events.', with the raw before/after reachable only behind the member <details>. The boolean/reward expression NEVER appears as surface prose and NEVER as an unresolved token. The vocabulary keys this file carries for that, on every folded entry: (1) \"fold\": true - the flag that marks the field foldable; (2) \"tpl_count\" - the MANY sentence, its single {#} is the COUNT INTEGER and the noun is written INTO the sentence ('... for {#} events.'); (3) \"tpl_count_one\" - the ONE sentence, its single {#} is the SUBJECT (the one entity's already-rendered link+icon HTML), e.g. '{#} had its trigger condition changed.'. Provided on the SAME entries, deliberately value-free: (4) \"tpl\" / \"tpl_one\" - these carry NO old/new slot, only a subject slot, so EVEN IF the engine has not wired the fold yet, or renders these the ordinary way, no condition/reward/DSL value can reach the surface. That is the belt-and-suspenders split: this file alone guarantees 'no DSL token as prose' (the value slots are simply gone); the engine's fold only adds the collapse from N per-entity lines into one count line. To get the single count line, the engine must group these fields NON-value-keyed (by section+kind+field, ignoring old/new) and fill tpl_count/tpl_count_one; value-keyed grouping (today's behaviour) stays SAFE, it just prints one value-free line per distinct change instead of one 'N events' line. Detect a foldable field by the \"fold\": true flag OR by value shape (contains '&&' '||' or a leading '!', or splits into comma/newline action tokens like ModifyContributionPoint_15, or is a roster of TEXTKEY_/UNITVISUAL_/entity keys) - either is fine, both land on the same templates. Folded fields present in the current diffs: EventTable.StartCondition, EventTable.TargetUnitCondition, AlertTable.Condition, DecisionTable.Condition, DecisionTable.Reward, EventChoiceTable.ActiveCondition, EventChoiceTable.OnSelectAction, EventChoiceTable.TooltipAction, QuestTable.CompleteCondition, ResearchTable.ResearchResult, NPCSpawnConditionTable.ProhibitedRecords, NPCSpawnConditionTable.RequiredRecords, GameSystemTable.StringValues. The bare 'Condition', 'Reward' and 'StringValues' entries carry the same fold+count keys so a future table's same-named field folds with no edit (this is how 'any *Condition / *Reward' is covered without a hardcoded field list). Not folded, on purpose: NPCSpawnConditionTable.SpawnDungeonRoomKey (a single room, renders as a linked room), GameSystemTable.FloatValues and every *.FloatValues (numeric constants a reader wants to read), and every material/equipment list (ConstructionRequiredItems, RequiredItemsRepair, DefaultEquipments, DefaultItems, AdditionalEquipments) - those are real content and keep their 'from X to Y'.", "sections are ordered by what a player feels": "_sections is the render order and it leads with combat, skills, items and monsters. patchnote.SECTIONS is BUILT from it, and patchnote.FOLD_SECTIONS forces 'text' and 'other' last whatever this file says, so those two are the folds. Event plumbing (EventChoiceTable, EventNodeTable, EventNpcMappingTable, EventRandomMappingTable) and appearance presets (UnitProfileTable) are mapped to 'other' on purpose: they are the largest row counts in a typical build and the smallest thing a player notices. The 'events' section keeps EventTable and QuestTable, which are the events a player actually meets.", "a field's section is its TABLE's section unless it says otherwise": "Most entries carry no 'section' key at all: patchnote falls back to _table_sections, which makes that map the single place a whole table moves. A 'section' key appears ONLY where a field belongs somewhere its table does not (ItemTable.StandardPrice is trade, SkillTable.Required* are the skill tree rather than combat, UnitTable's drop and faction columns are monsters, TraitTable's tree columns are skills). Do not re-add a 'section' that merely repeats the table's own: that is the second copy that drifts.", "presence lines follow their own table": "_added and _removed deliberately carry NO 'section'. patchnote._presence_section then falls back to the row's own table, so a build's new items land at the top of Items, its new monsters at the top of Monsters, and its 207 new text keys inside the Text fold. When _added named one shared section, that section became a dump whose biggest line was 'Newly added: 207 text keys' - which is also simply false as a claim about new content: new text is the NAMES of the skills, items and buildings the same build already announces. There is no 'new content' section for that reason; every section leads with its own additions.", "nouns are the site's own words": "_table_nouns overrides the noun patchnote.table_noun() derives from a table's NAME, and _nouns overrides the phrase group_noun() composes from a member column plus that noun. Both are vocabulary, not content: an unmapped table or an unmapped phrase falls through to the derivation, which is exactly today's behaviour, so a table the game adds later cannot go missing and a renamed column cannot break a lookup. Every value is a word a player has already seen: AffecterTable rows are 'effects' (site/affecters/index.html h1, never the developer word 'affecters'), DecisionTable rows are 'decisions' (the site's own counts say '28 decisions', '53 decisions'; it is the game's internal word), GameSystemTable is 'game constants', TradePoolTable is 'merchants', CandidatePresetTable is 'recruit presets', ResearchTable is 'research options', TraitTable's Background rows are 'backgrounds'. The rest are plain player-facing descriptions chosen because the table's own name is a developer word and the game has no player name for it at all: EventNodeTable 'event steps', EventChoiceTable 'dialogue options' (never the developer word 'event choices'), EventRandomMappingTable 'random event slots', UnitProfileTable 'character appearances' for the UNITVISUAL_* rows (never 'unit profiles'), TextKeys 'text entries' (never 'text keys'), SpecificStorageTable 'storage rules'. None of them claims a mechanic. THESE MAPS ONLY TAKE EFFECT ONCE THE ENGINE READS THEM (see 'engine requests' R3): today patchnote.table_noun() and group_noun() still derive from the table name, so until R3 is wired the developer nouns 'affecters', 'text keys', 'unit profiles', 'event nodes', 'event choices', 'npcspawn conditions' still reach any count-of-many subject phrase. The data here is correct; the wiring is the engine's.", "nouns must survive singularisation": "pages_versiondiff._one() singularises the LAST word of a noun for a count of one, so a noun whose plural is not its last word breaks ('lines of in-game text' would print as '1 lines of in-game text'). TextKeys is therefore 'text entries', which also matches the wording the polish sentence already uses, and StatusTable is 'stats' rather than the site's 'Statuses', whose singular comes out as 'statuse'.", "no arrows": "Templates say 'from X to Y'. Not one of them uses an arrow between the old and the new value, matching the register of a real patch note: 79,000 characters of Palworld release notes contain zero of them.", "no reason is ever stated": "Templates report the change only. None of them says why, and none should be extended to. There is no bug-fix wording here for the same reason: whether a change fixed something is not in the tables.", "no em dash": "build_site strips em dashes after the build, so an em dash in a template produces a catalog key that never matches its i18n entry. Use ' - ' or a comma.", "unit": "'unit' is a suffix appended to the old and the new value ('s' for seconds, '%' for percent). Where the value is a distance the word 'tiles' is written into the sentence instead, because it reads better once and not twice.", "TextKeys.en and TextKeys.text are the same field": "make_changelog.py names the slot 'en'; make_version_diffs.py names it 'text'. Both hold the English string of a text key, both truncated to 200 characters with a trailing ellipsis by the generator. They therefore carry identical templates. Anything that folds them together is correct.", "enum id twins": "Several fields ship as a pair: a numeric id and a '<Field>Name' label (Type/TypeName, SubType/SubTypeName, BodyType/BodyTypeName, ManagementDifficultyType/...Name, StrengthTalent/StrengthTalentName, RoomDecoStyle/...Name, ConstructionCategory/...Name, HousingType/...Name). Both are phrased identically here so either renders. Derive the rule, do not hardcode the list: if field F and field F+'Name' BOTH changed on the same row, the numeric one is internal and only the Name row should get a named line. If the numeric id changed ALONE the label did not move, which means the enum was renumbered and nothing the player sees actually changed (HousingType 8 to 9 on ROOM_MerchantRoom in B.0.3.40 is exactly that).", "NULL and sentinel values": "The tables use the string 'NULL' and the list ['NULL'] to mean empty, and [-1.0] as a runtime sentinel. A template says 'from {#} to {#}' regardless, so the renderer must map those to readable words ('nothing', 'none') before filling the slots. Do not add per-field wording for it here.", "UnitProfileTable FacialDecoType": "In build 24354931 this is null to 0 on 126 rows and FacialDecoTypeName is null to 'None' on the same 126. That is the column being introduced, not 126 appearance changes. Nothing is dropped: the table is mapped to the 'other' fold, so the rows stay reachable behind a details without claiming a build's worth of visual work.", "DropTable percentages are derived": "DropItem*_Percentage is computed from the DropItem*_ProbabilityWeight values of the same row, and the source ships it as a string that already contains '%'. Do not give it a 'unit'. When both the weight and the percentage changed on one row they are the same change reported twice.", "EventTable.Cooldown unit": "The events page renders this as 'min', and 1440 is one in-game day (the game runs 64,800 ticks per day). The template therefore says 'in-game minutes'. If that is ever contradicted by the code, fix the template, not the data.", "AvailablePhases means phase, not floor": "The wiki already labels this 'Available phases' and Ctx maps a floor to an internal difficulty phase. The template says 'phases' on purpose. Calling them floors would be wrong for regions whose floor to phase map is not one to one.", "unclear semantics, phrased conservatively": {"AffecterTable.Categories, TraitTable.Categories": "Values seen are NULL, Prefer, InDependent, Lycan. They group traits for some selection or exclusion rule, but the rule itself is not in the tables. The template says only that the categories changed. Do not upgrade this to a claim about what a category does until the code is read.", "TraitTable.BackgroundTraitWeights, TraitTable.IndividualTraitWeights, TraitTable.SubSkillTreeWeights, ClanRankTable.LycanWeight, SpawnGroupTable.Weight, DungeonRoomTable.Weight": "These are relative weights inside a weighted draw, not percentages. The templates say 'weighting' and 'selection weight' rather than 'chance' for that reason.", "TradePoolTable.MinDiscountPers, TradePoolTable.MaxDiscountPers": "Named 'discount' by the game but the values go negative (-25 at TRADEPOOL_GuildMerchant1), so a negative value is a markup, not a discount. The templates say 'price adjustment', which is true in both directions.", "UnitTable.SubFaction": "The units page labels this column 'Sub-faction' and its values mix creature kinds with roles (Insect, NPC, Abyss). What it drives beyond filtering is not established, so the template only reports the move.", "ResearchTable.GridY": "A coordinate on the research board layout. It moves a node on screen; it is not a balance change. Phrased as a position so it reads honestly in an expander.", "CampaignStartingTable.StartingBuildingsSpawnPos": "Tile coordinates in '(x/y)' form for the scenario's opening layout. Reported as positions, with no claim about what moving them does.", "EventTable.KeyWord": "A record string the event writes when it fires, used by later start conditions. 'Keyword recorded by' is the safest reading of it.", "AffecterTable 'individual effects'": "AffecterTable TypeName 'Individual' composes to 'individual effects', which is left alone. There are 78 of them against 77 Individual rows in TraitTable, so they LOOK like the effect twins of the personal traits, but the tables do not say so and 'personal trait effects' would be a claim. 'individual effects' leaks no developer noun and asserts nothing.", "StatusTable 'stats'": "The 131 STATUS_* rows are the game's stat and resource definitions (Strength, Constitution, WillPower, Intelligence, Agility, Perception and the derived ones). 'stats' is what they are; the site's page title 'Statuses' does not singularise.", "TraitTable.PerceptionPerModifierMin, TraitTable.PerceptionPerModifierMax": "The wiki shows these as 'Talent per-modifier ranges' with a Min and a Max column and no percent sign, so the templates say 'the bottom / the top of the range' and carry no unit. The other five talents use the same '<Stat>PerModifierMin/Max' shape and will land on _default until they change and get an entry."}, "fields deliberately absent": "DevComment, DevComment1..3, DevComment_SkillFloatValues, Dev_Description, Dev_Title, DevIndex and DevAlignOrder appear in the diffs (23 table.field pairs) but are Korean-only developer notes and internal ordering. They are not phrased here, deliberately, and they must not reach the page as a line of their own. See 'engine requests' R4: this file cannot suppress them, because patchnote._field_kind matches them before it ever reads this file.", "when a new field appears": "It falls to _default and still renders a sentence. That is working as intended, not a bug. Add a named entry only when the field's meaning is known from the tables or the code. Never guess a phrasing to make the fallback go away.", "engine requests": {"_preface": "Everything below is OUTSIDE this file's reach. It is written here because this file is the vocabulary and these are the six places where the vocabulary cannot land. Ordered by how wrong the page is without them. R1 is a factual inversion, not a wording problem.", "R1 patchnote._DYNAMIC_TPL prints its values BACKWARDS": "The five generated-field templates read '{#} now drop {#} instead of {#}', i.e. NEW then OLD, but they declare no 'slots' key, so _slots() gives them the default 3-slot order [subject, old, new] and sentence() fills them old-then-new. Every sentence they produce states the change in reverse. They are invisible today only because this file has an explicit entry for all four DropTable shapes and one for ClanRankTable.LycanWeight; ClanRankTable has SEVEN race weight columns (Human, Lizardman, Lycan, Elf, Dwarf, WhiteDemon, Tal) plus twelve Level*Weight columns, and every one of them except Lycan already falls through to the inverted rule. Fix by adding \"slots\": [\"subject\", \"new\", \"old\"] to all five, or by rewording them to 'from {#} to {#}'. THEN delete the ClanRankTable.LycanWeight entry from this file: it exists only to mask the bug on the one column that moved in this build, and a race name in a key is the seventh hardcoded list of game things in this codebase.", "R2 SUPERSEDED by decision-1 count-only fold - do NOT render the scripts as prose": "Earlier rounds asked value_html to RENDER the action/condition scripts nicely (split_actions/render_action from gen/pages_events.py, token-level diff). The owner's decision this round REVERSES that: no real patch note shows boolean gate expressions or reward scripts, and rendering them - even prettified - leaked 1847 DSL tokens as visible prose. So these fields are now COUNT-ONLY FOLDS: see the 'COUNT-ONLY FOLD CONTRACT' note above. The value slots have been removed from every one of these entries (tpl/tpl_one are value-free; tpl_count/tpl_count_one are the count sentences), so the engine must NOT route DecisionTable.Reward, DecisionTable.Condition, EventTable.StartCondition, QuestTable.CompleteCondition, EventChoiceTable.*, AlertTable.Condition, NPCSpawnConditionTable.*, ResearchTable.ResearchResult or GameSystemTable.StringValues through split_actions()/render_action() for surface display. The raw before/after MAY still be shown behind the member <details> for the curious (that is the one place split_actions/render_action is still welcome, since a <details> is not surface prose), but the surface line stays a bare count. The old request to prettify scripts is retired; if any code was written toward it, point it at the fold instead.", "R3 read _table_nouns and _nouns from this file": "table_noun() derives a noun from the TABLE NAME, which is a developer name, so the page says 'text keys', 'unit profiles', 'affecters', 'event nodes', 'drops', 'campaign startings', 'game systems', 'npcspawn conditions' and '2 status'. group_noun() then composes a member column in front of it, which is where 'background traits' comes from (the game's word is 'backgrounds'). This file now carries the two override maps: _table_nouns (table -> plural noun) consulted at the top of table_noun(), and _nouns (composed lowercase phrase -> plural noun) consulted on every return path of group_noun(). Both must fall through to the current derivation when a key is absent, which is what keeps them from rotting: a new table or a renamed column simply behaves as it does today. Both are read by pages_versiondiff's lede as well, since it calls the same two functions, so the fix lands on the summary sentence at no extra cost. NOTE: this is the one request that changes nothing until it is wired, and until then 'affecters', 'text keys' and 'background traits' stay on the page.", "R4 the DevComment family must not get a line of its own": "_field_kind() matches _DEV_FIELD_RE and returns ('dev', 'other') before it ever consults this file, so nothing here can route it. sentence() then prints 'Internal developer notes changed on 51 event choices.' Those columns are the Korean notes the game's own writers leave for themselves; they are not a player-facing change and they cannot be phrased into one without stating what the developers were thinking, which is the rule this page is built on. Requested: give 'dev' the treatment 'polish' already has, i.e. no named line, members reachable inside the Text fold's expander; or classify it 'drop', which the engine already supports. Either satisfies 'nothing is dropped' better than the current line does, because the current line says nothing a reader can use.", "R5 the sub tree clause needs a plural form": "_SUB_LEAD and _SUB_CONT in patchnote.py are indexed [0]/[1] on whether the SUBJECT is one or many, but the noun that needs to agree is the VALUE: 'now takes Stake, Warrior as a sub tree' must read 'as a sub tree' for one tree name and 'as sub trees' for several. _tree_names_html knows the count. Same for _MAIN_FRAG if a main tree list ever carries more than one name. Both fragments must stay one msgt() template, so the plural has to be a second fragment string, not a concatenation.", "R6 the entity-key prefix list: ALREADY FIXED mid-run, do not undo": "Not a request. patchnote._RAWKEY_RE was a hand-typed prefix literal and was replaced during this same run by common.raw_key_re() / common.partial_key_re(), which derive the set from the keys the parsed tables actually carry (common.entity_key_prefixes, 29 prefixes). Recorded here because the old literal was measurably wrong and the next agent must not retype one: over data/*Table.json in build 24354931 it missed GAMESYSTEM 451 rows, UNITVISUAL 142, SPAWN 91, ALERT 57, BASEAREAROOM 51, CADIDATEPRESET 35 (the game's own typo), ROOM 34, CAMPAIGNSTARTING 27, EMOTIONBUBBLE 23, NPCSC 9, TRADEPOOL 6, OPERATION 3 and FARMING 2, while three prefixes it DID carry matched nothing at all, the real ones being SPAWN_ not SPAWNGROUP_, ROOM_ not HOUSINGROOM_ and BASEAREAROOM_ not BASEAREA_. The derived set covers all of them and needs no edit when the game adds a table."}}}, "races": [{"name": "Human", "enumName": "Human", "enumId": 0, "status": "released", "specialMechanic": "Fast learner but burns out. [Growth Fatigue] is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.", "statModifiers": "Weapon aptitudes in Sword, Greatsword and Fire Magic. Balanced generalist with no aptitude penalties.", "aptitudes": ["Sword", "Greatsword", "Fire Magic"], "xpBonus": "+15% experience gained", "recruitWeight": 100, "notes": "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool."}, {"name": "Elf", "enumName": "Elf", "enumId": 2, "status": "released", "specialMechanic": "Vegetarian by conscience. [Carnal Guilt] is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.", "statModifiers": "+30 to Research and Farming capability. Weapon aptitudes in Bow, Nature Magic and Water Magic.", "aptitudes": ["Bow", "Nature Magic", "Water Magic"], "xpBonus": "none", "recruitWeight": 25, "notes": "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant)."}, {"name": "Lizardman", "enumName": "LizardMan", "enumId": 1, "status": "released", "specialMechanic": "Carnivore by nature. [Plant Rage] is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.", "statModifiers": "+20 to Mining and Taming capability; a small magic-aptitude penalty (about -2). Weapon aptitudes in Greatsword, Shield and Blunt.", "aptitudes": ["Greatsword", "Shield", "Blunt"], "xpBonus": "none", "recruitWeight": 35, "notes": "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore."}, {"name": "Dwarf", "enumName": "Dwarf", "enumId": 3, "status": "unreleased", "specialMechanic": "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.", "statModifiers": "No stat modifiers or aptitudes defined yet.", "aptitudes": [], "xpBonus": "none", "recruitWeight": 0, "notes": "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art)."}, {"name": "White Demon", "enumName": "WhiteDemon", "enumId": 4, "status": "unreleased", "specialMechanic": "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.", "statModifiers": "No stat modifiers or aptitudes defined yet.", "aptitudes": [], "xpBonus": "none", "recruitWeight": 0, "notes": "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction."}, {"name": "Tal", "enumName": "Tal", "enumId": 5, "status": "unreleased", "specialMechanic": "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').", "statModifiers": "No stat modifiers or aptitudes defined yet.", "aptitudes": [], "xpBonus": "none", "recruitWeight": 0, "notes": "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first."}, {"name": "Lycan", "enumName": "Lycan", "enumId": 3, "status": "released", "specialMechanic": "Nocturnal. Lycans run on a night rhythm. [Nocturnal - Nighttime] applies after dark and raises all six major stats by 15%. [Nocturnal - Daytime] applies during the day and lowers all six by 10%. A 25-point swing on every stat depending on the clock, so a Lycan team is built around fighting at night.", "statModifiers": "+30 Taming capability, +20 Cooking, +20 Crafting. Weapon aptitudes in Bow, Nature Magic and Water Magic, and a Greatsword aptitude PENALTY (-1), the only race with a negative aptitude. Stat roll ranges favour Perception (+30 to +50), with Strength and Agility +10 to +30 and Willpower -30 to -10.", "aptitudes": ["Bow", "Nature Magic", "Water Magic"], "xpBonus": "none", "recruitWeight": 25, "notes": "Released in B.0.3.40. Recruitable from clan rank 3 onward at weight 25, the same weight as Elf, so roughly a 14% chance per candidate once unlocked. Perception-focused with a Greatsword penalty, pushing them toward bows and nature/water magic. The day/night stat swing is the largest conditional modifier any race carries."}], "regions": [{"id": 0, "key": "VeilSilence", "regionName": "VeilSilence", "enumName": "Veil_Silence", "displayName": "Veil of Silence", "name": "Veil of Silence", "dungeon": "VeilSilence", "dungeonName": "VeilSilence", "status": "released", "roomCount": 114, "maxFloors": 5, "boss": {"name": "Giant Stone Golem", "unit": "UNIT_GiantStoneGolem", "notes": "The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat."}, "lootPrefix": "DROP_R1*", "lootTablePrefix": "DROP_R1*", "notes": "The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id)."}, {"id": 1, "key": "FesteringBurrow", "regionName": "FesteringBurrow", "enumName": "Shadow_Forest", "displayName": "Festering Burrow", "name": "Festering Burrow", "dungeon": "FesteringBurrow", "dungeonName": "FesteringBurrow", "status": "released", "roomCount": 77, "maxFloors": 5, "boss": {"name": "Chain Knight Sentinel", "unit": "UNIT_ChainKnightSentinel", "notes": "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman."}, "lootPrefix": "DROP_R2*", "lootTablePrefix": "DROP_R2*", "notes": "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*."}, {"id": 2, "key": "AbandonedMine", "regionName": "AbandonedMine", "enumName": "Abandoned_Mine", "displayName": "Abandoned Mine", "name": "Abandoned Mine", "dungeon": "AbandonedMine", "dungeonName": "AbandonedMine", "status": "gated", "roomCount": 4, "maxFloors": 5, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss')."}, {"id": 3, "key": "ForgottenAbyss", "regionName": "ForgottenAbyss", "enumName": "Forgotten_Abyss", "displayName": "Forgotten Abyss", "name": "Forgotten Abyss", "dungeon": "ForgottenAbyss", "dungeonName": "ForgottenAbyss", "status": "gated", "roomCount": 0, "maxFloors": 5, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region."}, {"id": 4, "key": "DeadSwamp", "regionName": "DeadSwamp", "enumName": "Dead_Swamp", "displayName": "Dead Swamp", "name": "Dead Swamp", "dungeon": "DeadSwamp", "dungeonName": "DeadSwamp", "status": "gated", "roomCount": 0, "maxFloors": 5, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet."}, {"id": 5, "key": "TowerApocalypse", "regionName": "TowerApocalypse", "enumName": "Tower_Apocalypse", "displayName": "Tower of Apocalypse", "name": "Tower of Apocalypse", "dungeon": "TowerApocalypse", "dungeonName": "TowerApocalypse", "status": "gated", "roomCount": 0, "maxFloors": 5, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet."}, {"id": 6, "key": "Forest_Standard", "regionName": "Forest_Standard", "enumName": "Forest_Standard", "displayName": "Standard Forest (internal)", "name": "Standard Forest (internal)", "dungeon": "Forest_Standard", "dungeonName": "Forest_Standard", "status": "dev", "roomCount": null, "maxFloors": null, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table."}, {"id": 7, "key": "Forest_Dark", "regionName": "Forest_Dark", "enumName": "Forest_Dark", "displayName": "Dark Forest (internal)", "name": "Dark Forest (internal)", "dungeon": "Forest_Dark", "dungeonName": "Forest_Dark", "status": "dev", "roomCount": null, "maxFloors": null, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table."}, {"id": 8, "key": "Tutorial", "regionName": "Tutorial", "enumName": "Tutorial", "displayName": "Tutorial Region", "name": "Tutorial Region", "dungeon": "Tutorial", "dungeonName": "Tutorial", "status": "dev", "roomCount": 10, "maxFloors": null, "boss": null, "lootPrefix": null, "lootTablePrefix": null, "notes": "The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region."}], "site_changelog": [{"date": "2026-07-23", "title": "B.0.3.40 content pass + data corrections", "entries": [{"cat": "Data", "text": "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable `UNKNOWN` values from unit profiles and corrected four housing rooms that were labelled **Merchant Room** when the game had renamed that slot to **Recreation Room**."}, {"cat": "Data", "text": "The published data dump advertised the wrong game build (it still said B.0.3.26 while every table was B.0.3.40). Build identity is now derived, not hand-written."}, {"cat": "Fix", "text": "Self-cast skills no longer draw a range/area grid. 48 skills (every soul-stone grant, plus stances like Twin Thrust, Anchor and Quick Retreat) carry a leftover Range value in the game data and were showing a targeting preview for something that cannot be aimed."}, {"cat": "Fix", "text": "Item on-use effects are rendered by one shared component. Soul stones previously had a bespoke layout and printed their granted trait twice on the same page; food and potions used a different one again."}, {"cat": "Fix", "text": "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only *\"No direct stat modifiers\"* or *\"Raw values: 5\"* for effects that item pages described in full."}, {"cat": "Fix", "text": "Leadership appears four times in the game data with the identical name. Each is now labelled by race - Leadership (Human / Lizardman / Elf / Lycan) - because the race is the only thing that differs: it decides which trait new expedition members learn."}, {"cat": "Fix", "text": "Corrected an upstream naming error: the game's English text names the **Pioneering Spirit** trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct."}, {"cat": "New", "text": "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable **Recruitment rank** column showing which clan rank each background unlocks at."}, {"cat": "New", "text": "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (**Spear** and **Stake**) have their icons imported."}, {"cat": "Fix", "text": "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of `SpawnMonster_Mawmurk_5`."}, {"cat": "i18n", "text": "Closed the full translation backlog introduced by this game build: 513 new source strings translated, then the knock-on wave across Korean, French and Japanese. All four languages report zero untranslated segments."}]}], "unknown_effects_baseline": {"note": "Items whose on-use effect is unknown to the site: usable, but no UseSkill is wired in this build (pages_items._use_kind -> 'gated'). 13 soul stones plus Antidote and AntlerTonic; the soul stones' skills do not exist in the tables at all, the two consumables print the designers' DevComment with a 'not a table value' disclaimer.", "policy": "verify_site.py fails when a build's unknown_effects_report.json contains a key that is NOT listed here. Research the item, or consciously bump this baseline and say why. Keys that leave the report are newly wired items: trim them from this list.", "seeded": "2026-07-26", "seeded_build": "24354931", "keys": ["ITEM_AcidInsectSoulStone", "ITEM_AcidSlogelSoulStone", "ITEM_Antidote", "ITEM_AntlerTonic", "ITEM_BloodSlimeSoulStone", "ITEM_BoneSpiderSoulStone", "ITEM_GreyRatSoulStone", "ITEM_HedgeHogSoulStone", "ITEM_MetalScarabSoulStone", "ITEM_MonsterRatSoulStone", "ITEM_MushBiterSoulStone", "ITEM_RabidDogSoulStone", "ITEM_RoyalSlimeSoulStone", "ITEM_SlimeSoulStone", "ITEM_StaghareSoulStone"]}, "unknown_effects_report": {"build": "24354931", "build_version": "DS_B.0.3.40", "source": "pages_items._use_kind -> 'gated' (IsUsable item with no UseSkill)", "count": 15, "keys": ["ITEM_AcidInsectSoulStone", "ITEM_AcidSlogelSoulStone", "ITEM_Antidote", "ITEM_AntlerTonic", "ITEM_BloodSlimeSoulStone", "ITEM_BoneSpiderSoulStone", "ITEM_GreyRatSoulStone", "ITEM_HedgeHogSoulStone", "ITEM_MetalScarabSoulStone", "ITEM_MonsterRatSoulStone", "ITEM_MushBiterSoulStone", "ITEM_RabidDogSoulStone", "ITEM_RoyalSlimeSoulStone", "ITEM_SlimeSoulStone", "ITEM_StaghareSoulStone"]}}}